NameAuraCaster LevelSlotPriceWeightDescriptionRequirementsGroupSource
Dagger of Venomfaint necromancy5none83021 lb.This black +1 dagger has a serrated edge. It allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes.Craft Magic Arms and Armor, poisonWeaponPFRPG Core
Boat, Foldingmoderate transmutation6none72004 lbs.A folding boat looks like a small wooden box about 12 inches long, 6 inches wide, and 6 inches deep when it is inactive. In this mode, it can be used to store items just like any other box. Yet when the proper command word is given, the box unfolds itself rapidly in the space of a single round to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold even further into a ship 24 feet long, 8 feet wide, and 6 feet deep. The folding boat cannot unfold if there isn't enough open space for it to occupy once unfolded. Any objects formerly stored in the box now rest inside the boat or ship. In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a rudder, an anchor, a deck cabin, and a mast with a square sail. The boat can hold 4 people comfortably, while the ship carries 15 with ease. A third word of command causes the boat or ship to fold itself into a box once again, but only when it is unoccupied.Craft Wondrous Item, fabricate, creator must have 2 ranks in the Craft (ships) skillWondrous ItemPFRPG Core
Boots, Wingedmoderate transmutation8feet160001 lb.These boots appear to be ordinary footgear. On command, they sprout wings at the heel and let the wearer fly, without having to maintain concentration, as if affected by a fly spell (including a +4 bonus on Fly skill checks). He can fly three per times day for up to 5 minutes per flight.Craft Wondrous Item, flyWondrous ItemPFRPG Core
Lens Of Detectionmoderate divination9eyes35001 lb.This circular prism lets its user detect minute details, granting a +5 competence bonus on Perception checks. It also aids in tracking, adding a +5 competence bonus on Survival checks when tracking. The lens is about 6 inches in diameter and set in a frame with a handle.Craft Wondrous Item, true seeingWondrous ItemPFRPG Core
Robe, Monk'smoderate transmutation10body130001 lb.This simple brown robe, when worn, confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk's AC bonus.Craft Wondrous Item, righteous might or transformationWondrous ItemPFRPG Core
Scrab, Golembanemoderate divination8neck2500-This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.Craft Wondrous Item, detect magic, creator must be at least 10th levelWondrous ItemPFRPG Core
Unguent of Timelessnessfaint transmutation3none150-When applied to any matter that was once alive, such as wood, paper, or a dead body, this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as four Medium objects.Craft Wondrous Item, gentle reposeWondrous ItemPFRPG Core
Universal Solventfaint transmutation3none50-This substance has the unique property of being able to dissolve sovereign glue, tanglefoot bags, and all other adhesives. Applying the solvent is a standard action.Craft Wondrous Item, acid arrowWondrous ItemPFRPG Core
Vestment, Druid'smoderate transmutation10body3750-This light garment is worn over normal clothing or armor. Most such vestments are green, embroidered with plant or animal motifs. When this item is worn by a character with the wild shape ability, the character can use that ability one additional time each day.Craft Wondrous Item, polymorph or wild shape abilityWondrous ItemPFRPG Core
Armor Of Ragestrong necromancy16armor-150 lbs.This armor is similar in appearance to breastplate of command and functions as a +1 breastplate. However, when it is worn, the armor causes the character to take a -4 penalty to Charisma. All unfriendly characters within 300 feet have a +1 morale bonus on attack rolls against her. The effect is not noticeable to the wearer or those affected. In other words, the wearer does not immediately notice that donning the armor is the cause of her problems, nor do foes understand the reason for the depth of their enmity.CursedPFRPG Core
Spear, Cursed Backbitermoderate evocation10none-13 lbs.This is a +2 shortspear, but each time it is used in melee against a foe and the attack roll is a natural 1, it damages its wielder instead of her intended target. When the curse takes effect, the spear curls around to strike its wielder in the back, automatically dealing the damage to the wielder. The curse even functions when the spear is hurled, and in such a case the damage to the hurler is doubled.CursedPFRPG Core
Sword, Berserkingmoderate evocation8none-112 lbs.This sword appears to be a +2 greatsword. However, whenever it is used in battle, its wielder goes berserk (gaining all the benefits and drawbacks of the barbarian's rage ability). He attacks the nearest creature and continues to fight until unconscious or dead or until no living thing remains within 30 feet. Although many see this sword as a cursed object, others see it as a boon.CursedPFRPG Core
Adamantine Breastplateno aura (nonmagical)-armor1020030 lbs.This nonmagical breastplate is made of adamantine, giving its wearer damage reduction of 2/-.ArmorPFRPG Core
Dwarven Plateno aura (nonmagical)-armor1650050 lbs.This full plate is made of adamantine, giving its wearer damage reduction of 3/-.ArmorPFRPG Core
Dragonhide Plateno aura (nonmagical)-armor330050 lbs.This suit of full plate is made of dragonhide, rather than metal, so druids can wear it. It is otherwise identical to masterwork full plate.ArmorPFRPG Core
Elven Chainno aura (nonmagical)-armor515020 lbs.This extremely light chainmail is made of very fine mithral links. This armor is treated, in all ways, like light armor, including when determining proficiency. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of -2.ArmorPFRPG Core
Mithral Shirtno aura (nonmagical)-armor110010 lbs.This extremely light chain shirt is made of very fine mithral links. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor.ArmorPFRPG Core
Darkwood Bucklerno aura (nonmagical)-shield2052.5 lbs.This nonmagical light wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It has no armor check penalty.ArmorPFRPG Core
Darkwood Shieldno aura (nonmagical)-shield2575 lbs.This nonmagical heavy wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It has no armor check penalty.ArmorPFRPG Core
Mithral Heavy Shieldno aura (nonmagical)-shield10205 lbs.This heavy shield is made of mithral and thus is much lighter than a standard steel shield. It has a 5% arcane spell failure chance and no armor check penalty.ArmorPFRPG Core
Silver Dagger, Masterworkno aura (nonmagical)-none3221 lb.As a masterwork weapon, this alchemical silver dagger has a +1 enhancement bonus on attack rolls (but not to damage rolls).WeaponPFRPG Core
Truecolor Dyefaint divination1none50-Horticulturists harvest this magical dye from the pulp of rare plants found only in the lushest regions of Tian Xia. Bisby first encountered this dye while visiting the royal courts of the Miracle Samurai during his early adventures as a Pathfinder. He made a point of returning with several bottles, and the decision served him well over the next several decades. Truecolor dye produces vibrant colors, yet the actual color that registers varies according to the personality and temperment of the viewer-the viewer's good, neutral, or evil alignment component determines the color he sees. Good viewers see a pleasing gold, while evil viewers see a rich blood red. A neutral viewer sees the dye as its actual color, a dull orange. Centuries ago, truecolor dye was used in the miracle courts of Tian Xia as a way to trick emissaries into revealing their alignments, but its secret has long since been disseminated on the eastern continent and lost its hidden value. A DC 25 Knowledge (geography or nature) check reveals the dye's nature. A single vial of truecolor dye is enough to coat a square foot of material, or to ink 5 pages of text. Once applied, truecolor dye is permanent, although it can be washed off with universal solvent.Craft Wondrous Item, detect good or detect evilWondrous ItemAP 27
Clasp of the Mind Screammoderate evocation8head128001 lb.This strange device grants the ability to mentally communicate with others, yet proves difficult to control. It generates a constant field of mental static that grants the wearer a +1 bonus on Will saves against mind-affecting effects. The wearer may generate an attack similar to the spell shout, though the sound is mental, and thus does not affect items or creatures immune to mind-affecting effects, and its damage is not affected by sonic vulnerability, resistance, or immunity. In addition, as part of the attack, the wearer may make a DC 20 Charisma check to shape a specific noise or message of five words or fewer. These sounds are purely mental and not heard by any creature outside the area of effect. The wearer may use this effect 1d3 times per day. The GM determines how many times per day the clasp of the mind scream can be used. If the wearer attempts to use the clasp beyond this number of times, he is affected by its effects and the clasp is inert for the next 24 hours.Craft Wondrous Item, detect thoughts, shoutWondrous ItemAP 27
Entwined Syrinxmoderate illusion7none153002 lbs.This complex wind instrument is made of interwoven, gilded pipes. It is considered a masterwork musical instrument, granting a +2 bonus on all Perform (wind instrument) checks. The bonus is also added to the DC of any bardic performances made using the entwined syrinx. Anytime anyone attempts to play the entwined syrinx, however, he must make a DC 15 Will save or be compelled to play a dirge of somber beauty. The dirge acts like the fascinate bardic performance- even if the character is not a bard or cannot use Perform (wind instrument)-affecting every creature within 90 feet able to see and hear the character, including the musician playing the entwined syrinx. The DC to resist this effect is 12 + the character's Charisma modifier (though if it is being played by a bard, the DC increases to include 1/2 the bard's level; the +2 Perform bonus is included). This effect persists and the musician continues to play for 1 hour, or until the performance is interrupted.Craft Wondrous Item, hypnotic patternWondrous ItemAP 27
Felhartmoderate divination6none223754 lbs.Felhart is a +2 bane longbow crafted from the fiercely carved horns of at least two venerable stags and strung with a cord laced with silver. The designated foe that its bane effect functions against varies, being determined by the creature a wielder hates the most when the bow is first picked up (as decided upon by the GM). This bane effect remains the same for a wielder, regardless of how many times he's used the bow. Thus, for one user it might be a +2 bane vs. humanoids (humans) longbow, while for another it might be a +2 bane vs. dragons longbow. A wielder can do nothing to change the bow's bane effect. In addition, once per week, felhart's wielder can summon a reliable steed as per the spell mount. This creature takes the form of a lean, swift white elk that, despite its almost ghostly appearance, possesses the same statistics as a horse. This creature allows felhart's wielder to ride it, and serves loyally for up to 5 hours, vanishing at the end of this time. The mount will not allow any creature beside felhart's wielder to ride it unless the weapon's bearer succeeds at a DC 16 Handle Animal check. Even if this check succeeds, the mount only allows another rider to ride along with the weapon bearer. The elk never allows a strange rider to ride it alone.Craft Magic Arms and Armor, true strikeWeaponAP 27
Golden Dragon Kitefaint evocation3none36002 lbs.This painted silk kite depicts a shining golden dragon. In an area with 40 feet or more of vertical space and in conditions of light to moderate wind, a golden dragon kite can be unfolded and raised into the air as a full-round action. The user can direct the kite to move up to 100 feet from him in a single turn (but no farther). Three times per day, the kite can cast burning hands. The spell originates from the kite but acts as normal in all other ways. This spell can only be reproduced while the kite is flying, a process that takes 1 minute to achieve. Rumors say that in Minkai, versions of these kites exist that deliver other spells at great range.Craft Wondrous Item, burning handsWondrous ItemAP 27
Dream Journal of the Pallid Seerno aura (or faint divination)3none6002 lbs.This battered, leather-bound book looks like an aged and heavily worn notebook. Anyone reading the journal for an hour or more has strange dreams the following night, the details of which he cannot remember. The following day the character is fatigued. Reading the journal for a total of 24 hours or more causes the reader to have a prophetic dream wherein he sees his own death-though, as before, he cannot remember the details. If a character who has had this vision comes near death at any point afterward, at the moment he is about to die he may reroll any failed saving throw made within the last round or force an opponent to reroll a killing attack. The character must accept the result of the second roll, regardless of its outcome. Once a character has had the opportunity to avert death, regardless of its success or failure, the journal provides no more benefit and never aids the character again. The Dream Journal of the Pallid Seer is affected by a permanent magic aura that makes it appear to be nonmagical.Craft Wondrous Item, guidance, magic auraWondrous ItemAP 27
Talisman of the Orc Mother's Furyfaint conjuration4neck120002 lbs.This small statuette-carved from the tusk of a dire boar, chunks of twisted metal, or some manner of dark stone-is a simplistic depiction of a pregnant deity, fiend, or orc. Dark stains mark the face of the crude icon, typically smears of a fallen orc's blood. A simple strand of leather affixes the amulet around the neck. The figurine allows the wearer to act normally for a single round after being reduced to less than 0 hit points, as though he had the orc ferocity half-orc racial ability. A wearer with orc blood is instead treated as though he had the Diehard feat. If the wearer is of orc blood and already has the Diehard feat, he may act normally for an additional round after being reduced to below 0 hit points. Whenever the wearer of the talisman is reduced to less than 0 hit points, the amulet weeps tears of blood. Should the wearer be slain, the talisman screams and shatters.creator must be female and possess orc blood, Craft Wondrous Item, cure moderate woundsWondrous ItemAP 27
Melancholic Talismanstrong conjuration18neck50000-This sickly yellow devil talisman summons a hellmouth that connects to the Hellish layers of Dis and Malebolge. Once per day you can open a 10-foot portal to either of these layers. This portal remains open for 10 minutes (or until you dismiss it) and functions as the spell gate. The hellmouth summoned by this talisman is an amphisbaenic being known as Alksomasic, each of its two portal-heads appearing as a massive snake with three gigantic fly-like eyes. His maws connect to a shadowy alley in the city of Dis known as the Walk of Wayward Skins and to an outlying bolgia of Malebolge where monstrous worms slither through a waist-deep sea of ash.Craft Wondrous Item, gate, greater planar binding, ability to conjure and bind a greater devilWondrous ItemBook of the Damned V1
Sanguine Talismanstrong conjuration8neck67500-This blood-red devil talisman binds a barbazu. Wearing the talisman grants you a +3 profane bonus to your Armor Class and grants you a telepathic bond with the devil bound within. Once per day, you can make an opposed Charisma check against the barbazu's +0 modifier to summon him forth for 8 rounds, as per the spell summon monster. The barbazu bound within this sanguine talisman is known as Kalvaddas the Strangler. He is a blunt sadist with a love of handto- hand brawls and strangling elves. He knows much of liars and might use his Sense Motive skill to aid a master he favors.Craft Wondrous Item, planar binding, ability to conjure and bind a barbazuWondrous ItemBook of the Damned V1
Bilious Talismanoverwhelming conjuration21neck-1-This putrid green devil talisman grants you a telepathic link with an insidious lawful evil intelligence bound within. While wearing this talisman you gain a +4 Charisma bonus and are constantly under the effects of the spell foresight. Once per day as a free action, you may use commune, find the path, legend lore, and true strike. The devil bound within this talisman is a 45 HD pit fiend known as Aasdravox, a fiend both cunning and mighty. He speaks with a voice like grinding stones and tells the wearers of his talisman that they are destined to become great heroes and champions beloved by whole nations. Optimally, he seeks to release his power at the culmination of some festive triumph or ceremony held in his talisman wearer's honor.ArtifactBook of the Damned V1
Sword, -2 Cursedstrong evocation15none-14 lbs.This longsword performs well against targets in practice, but when used in combat its wielder takes a -2 penalty on attack rolls. All damage dealt is also reduced by 2 points, but never below a minimum of 1 point of damage on any successful hit. The sword always forces that character to employ it rather than another weapon. The sword's owner automatically draws it and fights with it even when she meant to draw or ready some other weapon.CursedPFRPG Core
Feather Token, Anchorstrong conjuration12none50-Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. A particular feather token has no specific features to identify it unless its magic aura is viewed-even tokens with identical powers can be wildly different in appearance. Anchor: A token that creates an anchor that moors a craft in water so as to render it immobile for up to 1 day.Craft Wondrous Item, major creationWondrous ItemPFRPG Core
Feather Token, Birdstrong conjuration12none300-Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. A particular feather token has no specific features to identify it unless its magic aura is viewed-even tokens with identical powers can be wildly different in appearance. Bird: A token that creates a small bird that can be used to deliver a small written message unerringly to a designated target. The token lasts as long as it takes to carry the message.Craft Wondrous Item, major creationWondrous ItemPFRPG Core
Feather Token, Fanstrong conjuration12none200-Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. A particular feather token has no specific features to identify it unless its magic aura is viewed-even tokens with identical powers can be wildly different in appearance. Fan: A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land.Craft Wondrous Item, major creationWondrous ItemPFRPG Core
Feather Token, Swan Boatstrong conjuration12none450-Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. A particular feather token has no specific features to identify it unless its magic aura is viewed-even tokens with identical powers can be wildly different in appearance. Swan Boat: A token that forms a swan-like boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear, 32 Medium characters, or any equivalent combination. The boat lasts for 1 day.Craft Wondrous Item, major creationWondrous ItemPFRPG Core
Feather Token, Treestrong conjuration12none400-Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. A particular feather token has no specific features to identify it unless its magic aura is viewed-even tokens with identical powers can be wildly different in appearance. Tree: A token that causes a great oak to spring into being (5-footdiameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.Craft Wondrous Item, major creationWondrous ItemPFRPG Core
Feather Token, Whipstrong conjuration12none500-Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once. A particular feather token has no specific features to identify it unless its magic aura is viewed-even tokens with identical powers can be wildly different in appearance. Whip: A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of nonlethal damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 bonus on its combat maneuver checks) if it hits. The whip lasts no longer than 1 hour.Craft Wondrous Item, major creationWondrous ItemPFRPG Core
Pearl of Power, 1st Level Spellstrong transmutation17none1000-This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalledWondrous ItemPFRPG Core
Pearl of Power, 2nd Level Spellstrong transmutation17none4000-This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalledWondrous ItemPFRPG Core
Pearl of Power, 3rd Level Spellstrong transmutation17none9000-This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalledWondrous ItemPFRPG Core
Pearl of Power, 4th Level Spellstrong transmutation17none16000-This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalledWondrous ItemPFRPG Core
Pearl of Power, 5th Level Spellstrong transmutation17none25000-This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalledWondrous ItemPFRPG Core
Pearl of Power, 6th Level Spellstrong transmutation17none36000-This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalledWondrous ItemPFRPG Core
Pearl of Power, 7th Level Spellstrong transmutation17none49000-This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalledWondrous ItemPFRPG Core
Pearl of Power, 8th Level Spellstrong transmutation17none64000-This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalledWondrous ItemPFRPG Core
Pearl of Power, 9th Level Spellstrong transmutation17none81000-This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalledWondrous ItemPFRPG Core
Pearl of Power, Two Spellsstrong transmutation17none70000-This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalledWondrous ItemPFRPG Core
clear spindle ioun stonestrong varied12none4000-These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. Sustains creature without food or water.Craft Wondrous Item, creator must be 12th levelWondrous ItemPFRPG Core
dusty rose prism ioun stonestrong varied12none5000-These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. +1 insight bonus to AC.Craft Wondrous Item, creator must be 12th levelWondrous ItemPFRPG Core
deep red sphere ioun stonestrong varied12none8000-These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. +2 enchantment bonus to Dexterity.Craft Wondrous Item, creator must be 12th levelWondrous ItemPFRPG Core
incandescent blue sphere ioun stonestrong varied12none8000-These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. +2 enchantment bonus to Wisdom.Craft Wondrous Item, creator must be 12th levelWondrous ItemPFRPG Core
pale blue rhomboid ioun stonestrong varied12none8000-These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. +2 enchantment bonus to Strength.Craft Wondrous Item, creator must be 12th levelWondrous ItemPFRPG Core
pink rhomboid ioun stonestrong varied12none8000-These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. +2 enchantment bonus to Constitution.Craft Wondrous Item, creator must be 12th levelWondrous ItemPFRPG Core
pink and green sphere ioun stonestrong varied12none8000-These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. +2 enchantment bonus to Charisma.Craft Wondrous Item, creator must be 12th levelWondrous ItemPFRPG Core
scarlet and blue sphere ioun stonestrong varied12none8000-These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. +2 enchantment bonus to Intelligence.Craft Wondrous Item, creator must be 12th levelWondrous ItemPFRPG Core
dark blue rhomboid ioun stonestrong varied12none10000-These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. Alertness (as the feat).Craft Wondrous Item, creator must be 12th levelWondrous ItemPFRPG Core
iridescent spindle ioun stonestrong varied12none18000-These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. Sustains creature without air.Craft Wondrous Item, creator must be 12th levelWondrous ItemPFRPG Core
pale lavender ellipsoid ioun stonestrong varied12none20000-These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. Absorbs spells of 4th level or lower. After absorbing 20 spell levels, the stone burns out and turns to dull gray, forever useless. The pale lavender stone works like a rod of absorption, but absorbing a spell requires a readied action, and these stones cannot be used to empower spells.Craft Wondrous Item, creator must be 12th levelWondrous ItemPFRPG Core
pearly white spindle ioun stonestrong varied12none20000-These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. Regenerate 1 point of damage per 10 minutes. Regeneration from the pearly white ioun stone works like a ring of regeneration. It only cures damage taken while the character is using the stone.Craft Wondrous Item, creator must be 12th levelWondrous ItemPFRPG Core
pale green prism ioun stonestrong varied12none30000-These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. +1 competence bonus on attacks, saves, skill checks, and ability checks.Craft Wondrous Item, creator must be 12th levelWondrous ItemPFRPG Core
orange prism ioun stonestrong varied12none30000-These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. +1 caster level.Craft Wondrous Item, creator must be 12th levelWondrous ItemPFRPG Core
vibrant purple prism ioun stonestrong varied12none36000-These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. Stores three levels of spells, as a ring of spell storing. Stored spells in the vibrant purple stone must be placed by a spellcaster but can be used by anyone (see ring of minor spell storing).Craft Wondrous Item, creator must be 12th levelWondrous ItemPFRPG Core
lavender and green ellipsoid ioun stonestrong varied12none40000-These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5. Absorbs spells of 8th level or lower. After absorbing 50 spell levels, the stone burns out and turns dull gray, forever useless. Lavender-and-green stone works like a rod of absorption, but absorbing a spell requires a readied action, and these stones cannot be used to empower spells.Craft Wondrous Item, creator must be 12th levelWondrous ItemPFRPG Core
Golem Manual clayModerate conjuration, divination, enchantment, and transmutation11none120005 lbs.A golem manual contains information, incantations, and magical power that help a character to craft a golem (see the Pathfinder RPG Bestiary). The instructions therein grant a +5 competence bonus on skill checks made to craft the golem's body. Each manual also holds the prerequisite spells needed for a specific golem (although these spells can only be used to create a golem and cannot be copied), effectively granting the builder use of the Craft Construct feat during the construction of the golem, and an increase to her caster level for the purpose of crafting a golem. The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. The cost of the book does not include the cost of constructing the golem's body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the book's ashes are sprinkled upon the golem, it becomes fully animated. Clay Golem Manual: The book contains animate objects, bless, commune, prayer, and resurrection. The reader may treat her caster level as two levels higher than normal for the purpose of crafting a clay golem.Craft Construct, creator must be caster level 11th, animate objects, commune, prayer, resurrectionWondrous ItemPFRPG Core
Golem Manual fleshModerate enchantment, necromancy [evil], and transmutation8none80005 lbs.A golem manual contains information, incantations, and magical power that help a character to craft a golem (see the Pathfinder RPG Bestiary). The instructions therein grant a +5 competence bonus on skill checks made to craft the golem's body. Each manual also holds the prerequisite spells needed for a specific golem (although these spells can only be used to create a golem and cannot be copied), effectively granting the builder use of the Craft Construct feat during the construction of the golem, and an increase to her caster level for the purpose of crafting a golem. The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. The cost of the book does not include the cost of constructing the golem's body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the book's ashes are sprinkled upon the golem, it becomes fully animated. Flesh Golem Manual: The book contains animate dead, bull's strength, geas/quest, and limited wish. The reader may treat her caster level as one level higher than normal for the purpose of crafting a flesh golem.Craft Construct, creator must be caster level 8th, animate dead, bull's strength, geas/quest, limited wishWondrous ItemPFRPG Core
Golem Manual ironStrong conjuration, enchantment, and transmutation16none350005 lbs.A golem manual contains information, incantations, and magical power that help a character to craft a golem (see the Pathfinder RPG Bestiary). The instructions therein grant a +5 competence bonus on skill checks made to craft the golem's body. Each manual also holds the prerequisite spells needed for a specific golem (although these spells can only be used to create a golem and cannot be copied), effectively granting the builder use of the Craft Construct feat during the construction of the golem, and an increase to her caster level for the purpose of crafting a golem. The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. The cost of the book does not include the cost of constructing the golem's body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the book's ashes are sprinkled upon the golem, it becomes fully animated. Iron Golem Manual: The book contains cloudkill, geas/quest, limited wish, and polymorph any object. The reader may treat her caster level as four levels higher than normal for the purpose of crafting a iron golem.Craft Construct, creator must be caster level 16th, cloudkill, geas/quest, limited wish, polymorph any objectWondrous ItemPFRPG Core
Golem Manual stoneStrong abjuration and enchantment14none220005 lbs.A golem manual contains information, incantations, and magical power that help a character to craft a golem (see the Pathfinder RPG Bestiary). The instructions therein grant a +5 competence bonus on skill checks made to craft the golem's body. Each manual also holds the prerequisite spells needed for a specific golem (although these spells can only be used to create a golem and cannot be copied), effectively granting the builder use of the Craft Construct feat during the construction of the golem, and an increase to her caster level for the purpose of crafting a golem. The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. The cost of the book does not include the cost of constructing the golem's body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the book's ashes are sprinkled upon the golem, it becomes fully animated. Stone Golem Manual: The book contains geas/quest, limited wish, polymorph any object, and slow. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem.Craft Construct, creator must be caster level 14th, antimagic field, geas/ quest, limited wish, symbol of stunningWondrous ItemPFRPG Core
Golem Manual stone guardianStrong abjuration and enchantment14none440005 lbs.A golem manual contains information, incantations, and magical power that help a character to craft a golem (see the Pathfinder RPG Bestiary). The instructions therein grant a +5 competence bonus on skill checks made to craft the golem's body. Each manual also holds the prerequisite spells needed for a specific golem (although these spells can only be used to create a golem and cannot be copied), effectively granting the builder use of the Craft Construct feat during the construction of the golem, and an increase to her caster level for the purpose of crafting a golem. The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. The cost of the book does not include the cost of constructing the golem's body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the book's ashes are sprinkled upon the golem, it becomes fully animated. Stone Golem Guardian Manual: The book contains geas/quest, imbue with spell-like ability, limited wish, polymorph any object, shield other, and slow. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem guardian.Craft Construct, creator must be caster level 14th, antimagic field, geas/quest, imbue with spell-like ability, limited wish, polymorph any object, shield other, slowWondrous ItemPFRPG Core
Manual of Bodily Health +1strong evocation (if miracle is used)17none275005 lbs.This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Constitution score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, wish or miracleWondrous ItemPFRPG Core
Manual of Bodily Health +2strong evocation (if miracle is used)17none550005 lbs.This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Constitution score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, wish or miracleWondrous ItemPFRPG Core
Manual of Bodily Health +3strong evocation (if miracle is used)17none825005 lbs.This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Constitution score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, wish or miracleWondrous ItemPFRPG Core
Manual of Bodily Health +4strong evocation (if miracle is used)17none1100005 lbs.This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Constitution score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, wish or miracleWondrous ItemPFRPG Core
Manual of Bodily Health +5strong evocation (if miracle is used)17none1375005 lbs.This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Constitution score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, wish or miracleWondrous ItemPFRPG Core
Manual of Gainful Exercise +1strong evocation (if miracle is used)17none275005 lbs.This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of manual) to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, wish or miracleWondrous ItemPFRPG Core
Manual of Gainful Exercise +2strong evocation (if miracle is used)17none550005 lbs.This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of manual) to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, wish or miracleWondrous ItemPFRPG Core
Manual of Gainful Exercise +3strong evocation (if miracle is used)17none825005 lbs.This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of manual) to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, wish or miracleWondrous ItemPFRPG Core
Manual of Gainful Exercise +4strong evocation (if miracle is used)17none1100005 lbs.This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of manual) to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, wish or miracleWondrous ItemPFRPG Core
Manual of Gainful Exercise +5strong evocation (if miracle is used)17none1375005 lbs.This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of manual) to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, wish or miracleWondrous ItemPFRPG Core
Manual of Quickness of Action +1strong evocation (if miracle is used)17none275005 lbs.This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, wish or miracleWondrous ItemPFRPG Core
Manual of Quickness of Action +2strong evocation (if miracle is used)17none550005 lbs.This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, wish or miracleWondrous ItemPFRPG Core
Manual of Quickness of Action +3strong evocation (if miracle is used)17none825005 lbs.This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, wish or miracleWondrous ItemPFRPG Core
Manual of Quickness of Action +4strong evocation (if miracle is used)17none1100005 lbs.This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, wish or miracleWondrous ItemPFRPG Core
Manual of Quickness of Action +5strong evocation (if miracle is used)17none1375005 lbs.This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, wish or miracleWondrous ItemPFRPG Core
Tome of Clear Thought +1strong evocation (if miracle is used)17none275005 lbs.This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, miracle or wishWondrous ItemPFRPG Core
Tome of Clear Thought +2strong evocation (if miracle is used)17none550005 lbs.This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, miracle or wishWondrous ItemPFRPG Core
Tome of Clear Thought +3strong evocation (if miracle is used)17none825005 lbs.This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, miracle or wishWondrous ItemPFRPG Core
Tome of Clear Thought +4strong evocation (if miracle is used)17none1100005 lbs.This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, miracle or wishWondrous ItemPFRPG Core
Tome of Clear Thought +5strong evocation (if miracle is used)17none1375005 lbs.This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, miracle or wishWondrous ItemPFRPG Core
Tome of Leadership and Influence +1strong evocation (if miracle is used)17none275005 lbs.This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, miracle or wishWondrous ItemPFRPG Core
Tome of Leadership and Influence +3strong evocation (if miracle is used)17none825005 lbs.This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, miracle or wishWondrous ItemPFRPG Core
Tome of Leadership and Influence +4strong evocation (if miracle is used)17none1100005 lbs.This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, miracle or wishWondrous ItemPFRPG Core
Tome of Leadership and Influence +5strong evocation (if miracle is used)17none1375005 lbs.This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, miracle or wishWondrous ItemPFRPG Core
Tome of Understanding +1strong evocation (if miracle is used)17none275005 lbs.This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, miracle or wishWondrous ItemPFRPG Core
Tome of Understanding +2strong evocation (if miracle is used)17none550005 lbs.This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, miracle or wishWondrous ItemPFRPG Core
Tome of Understanding +3strong evocation (if miracle is used)17none825005 lbs.This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, miracle or wishWondrous ItemPFRPG Core
Tome of Understanding +4strong evocation (if miracle is used)17none1100005 lbs.This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, miracle or wishWondrous ItemPFRPG Core
Tome of Understanding +5strong evocation (if miracle is used)17none1375005 lbs.This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, miracle or wishWondrous ItemPFRPG Core
Ring of Energy Resistance majormoderate abjuration7ring28000-This ring continually protects the wearer from damage from one type of energy-acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A major ring of energy resistance grants 20 points of resistance.Forge Ring, resist energyRingPFRPG Core
Ring of Energy Resistance minormoderate abjuration3ring12000-This ring continually protects the wearer from damage from one type of energy-acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A minor ring of energy resistance grants 10 points of resistance.Forge Ring, resist energyRingPFRPG Core
Ring of Energy Resistance greatermoderate abjuration11ring44000-This ring continually protects the wearer from damage from one type of energy-acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A greater ring of energy resistance grants 30 points of resistance.Forge Ring, resist energyRingPFRPG Core
Spartoi Seedsstrong conjurationvariesnone3300-Spartoi seeds appear as teeth stained by ash. The teeth themselves typically take the form of tiny dragon teeth, though some appear to come from a serpent, wolf, or human. When a tooth is cast upon the earth as a standard action, a spartolos under the user's command erupts on the following round. The spartolos lasts for 1 hour or until destroyed. A spartolos's equipment vanishes if its owner is destroyed or after an hour. These seeds are typically found in simple pouches of leather or velvet containing 2d4 teeth. Up to six seeds can be sown by a single standard action.Craft Wondrous Item, create undeadWondrous ItemAP 28
amber spindle ioun stonemoderate abjuration12none10000-This stone grants you a +1 resistance bonus on saving throws. The bonuses from multiple amber spindles stack (up to a maximum of a +5 resistance bonus to saving throws).Craft Wondrous Item, resistance, creator must be 12th levelWondrous ItemSeekers of Secrets
Ioun Stone crimson spheremoderate transmutation12none24000-This stone grants you a +2 enhancement bonus to Intelligence. The bonuses from multiple crimson spheres stack (up to a maximum of a +6 enhancement bonus to Intelligence).Craft Wondrous Item, fox's cunning, creator must be 12th levelWondrous ItemSeekers of Secrets
Ioun Stone dull gray stonefaint universal12none25-These are ioun stones that have been burned out or otherwise rendered all but powerless. They retain the ability to float and orbit, and are useful as the target of spells such as continual flame, daylight, and silence, allowing you to keep your hands free. They may be any shape (cabochon, disk, ellipsoid, and so on).Craft Wondrous Item, creator must be 12th levelWondrous ItemSeekers of Secrets
Ioun Stone emerald ellipsoidmoderate necromancy12none20000-This stone grants you 5 temporary hit points, which are restored automatically at a specific time of day unique to each stone (typically sunrise or sunset). The bonuses from multiple emerald ellipsoids stack, with no known limit.Craft Wondrous Item, false life, creator must be 12th levelWondrous ItemSeekers of Secrets
Ioun Stone gamboge nodulemoderate transmutation12none54000-This stone grants you immunity to poison, as if wearing a periapt of proof against poison.Craft Wondrous Item, neutralize poison, creator must be 12th levelWondrous ItemSeekers of Secrets
Ioun Stone mossy diskmoderate transmutation12none5000-This stone grants you a +5 competence bonus on one Knowledge skill (chosen by the stone's creator).Craft Wondrous Item, fox's cunning, creator must be 12th levelWondrous ItemSeekers of Secrets
Ioun Stone mulberry pentaclemoderate transmutation12none10000-This stone grants you a +5 competence bonus on Bluff and Diplomacy checks.Craft Wondrous Item, eagle's splendor, creator must be 12th levelWondrous ItemSeekers of Secrets
Ioun Stone nacreous gray spheremoderate abjuration12none10000-This stone protects you from ability score penalties from aging and you cannot be magically aged. Any penalties you have already incurred remain in place. Bonuses still accrue, and you still die of old age when your time is up. If you lose the stone or its abilities are negated in some way, all age and penalties apply immediately.Craft Wondrous Item, bear's endurance, creator must be 12th levelWondrous ItemSeekers of Secrets
Ioun Stone onyx rhomboidmoderate transmutation12none24000-This stone grants you a +2 enhancement bonus to Constitution. The enhancement bonuses from multiple onyx rhomboids stack (up to a maximum of a +6 enhancement bonus to Constitution).Craft Wondrous Item, bear's endurance, creator must be 12th levelWondrous ItemSeekers of Secrets
Ioun Stone opalescent white pyramidmoderate transmutation12none10000-Each stone of this type is keyed to a particular kind of weapon (heavy flail, light crossbow, short sword, and so on) and grants you proficiency with that weapon.Craft Wondrous Item, transformation or proficiency in the appropriate weapon, creator must be 12th levelWondrous ItemSeekers of Secrets
Ioun Stone pale ruby trillianmoderate transmutation12none5000-This stone grants you a +5 competence bonus on Stealth checks.Craft Wondrous Item, cat's grace, creator must be 12th levelWondrous ItemSeekers of Secrets
Ioun Stone scarlet and green cabochonmoderate transmutation12none10000-This stone grants you the Endurance feat.Craft Wondrous Item, bull's strength, cat's grace, creator must be 12th levelWondrous ItemSeekers of Secrets
Ioun Stone turquoise spheremoderate transmutation12none6000-This stone grants you a +5 competence bonus on Ride checks. Any horse or pony you ride gains the benefits of the Fleet feat.Craft Wondrous Item, charm animal, longstrider, creator must be 12th levelWondrous ItemSeekers of Secrets
Ioun Stone vermilion rhomboidmoderate transmutation12none10000-This stone grants you a +5 competence bonus on Acrobatics and Swim checks.Craft Wondrous Item, bull's strength, cat's grace, creator must be 12th levelWondrous ItemSeekers of Secrets
Wayfinder (Standard)faint evocation5none5001 lb.A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see page 51).Craft Wondrous Item, lightWondrous ItemSeekers of Secrets
Wayfinder of Passagemoderate varied10none1360001 lb.This wayfinder is an artistic treasure, crafted in gold and set with tiny opals, rubies, diamonds, and sapphires. Three slots on the inner side of the lid can each hold one ioun stone. It sheds light equivalent to the daylight spell on your command. It has the following abilities, each activated by a different command word: • dimension door (once per day) • feather fall (at will) • knock (at will) • resist energy (once per day, energy resistance 20, lasts 24 hours) When the first ioun stone slot is used, the dimension door ability no longer functions. When the second slot is used, feather fall and resist energy are unavailable. When the third slot is used, daylight and knock no longer function.Craft Wondrous Item, daylight, dimension door, feather fall, knock, resist energyWondrous ItemSeekers of Secrets
Wayfinder of the Sleeping Eyestrong illusion13none700001 lb.This exquisitely crafted wayfinder bears the design of a halfclosed eye in platinum and mithral. The eye is a socket for an ioun stone; when filled, you may activate the wayfinder when you sleep or meditate to create a mobile illusory image of yourself that is partly real. You control the image as if it were your own body and perceive things through it as if it had all of your normal senses plus darkvision with a range of 60 feet. You do not need to maintain line of sight to the image. The image is visible but transparent, and it cannot perform any action that an unseen servant is unable to perform. The image has 40% of your hit points at the time it was created. Its AC is 10 + your size modifier + your Dexterity modifier. It uses your current Will saving throw bonus but automatically fails Fortitude and Reflex saves. It is destroyed if brought to 0 hit points, which deals you 2d4 points of Charisma damage. It can be dispelled, and cannot enter areas warded against summoned creatures, your alignment, illusions, or incorporeal creatures. You may end this ability as a free action, and it ends automatically if you are awakened, your body is attacked, or 8 hours pass; ending the image in this manner does not deal you Charisma damage. Using this ability drains energy from the slotted ioun stone, rendering it dull gray and powerless for 24 hours. A dull gray ioun stone cannot power the projection ability of this wayfinder. The wayfinder can still have synergistic powers granted by an ioun stone, though they do not function while the slotted stone is powerless.Craft Wondrous Item, arcane eye, shadow conjurationWondrous ItemSeekers of Secrets
Autonomous Cartographerfaint divination5none20001/2 lb.Upon command, this item draws your surroundings, out to the limits of your normal vision, rendering them as if depicted by a competent but unexceptional artist. It does not record any details you cannot see. The autonomous cartographer creates the map as needed to fit upon a 1-foot-by-4-foot parchment or scroll contained within the item. A second command erases the scroll, allowing you to use it again. You may insert or remove a scroll as a full-round action.Craft Wondrous Item, erase, prestidigitationWondrous ItemSeekers of Secrets
Dead Man's Shroudfaint necromancy5shoulders60001 lb.This dirt-stained cloak was woven in shadow from the burial shroud of a condemned murderer. It prevents nonintelligent undead from detecting you, as per the hide from undead spell. Intelligent undead can perceive you if they succeed at a DC 11 Will save. The warding is ended if you touch an undead creature, channel energy against undead, or attack any creature. Once per day as a standard action you can silently call forth the shadows bound into the shroud, rendering you invisible for 5 minutes.Craft Wondrous Item, hide from undead, invisibilityWondrous ItemSeekers of Secrets
Eldritch Egressmoderate transmutation9none100004 lbs.This cunningly designed bundle of wooden slats unfolds and interlocks to form a 3-foot-by-3-foot frame. Once per day you may place the unfolded frame upon a solid surface to form a passage up to 10 feet deep, as if using a passwall spell. The passageway lasts for 1 hour unless the frame is removed earlier. Folding or unfolding the frame is a full-round action that provokes attacks of opportunity. Using the unfolded frame to create a passage is a standard action. Medium or smaller creatures can easily pass through the tunnel, while Large creatures require an Escape Artist check. The eldritch egress can only be removed from outside the surface it was placed on, so careful planning is required when using it.Craft Wondrous Item, passwallWondrous ItemSeekers of Secrets
Horseshoes of Great Burdenfaint transmutation3feet250024 lbs. (for four)These sturdy iron horseshoes come in sets of four like ordinary horseshoes, but are much heavier. When affixed to an animal's hooves, they double the animal's carrying capacity. All four shoes must be worn by the same animal for the magic to be effective.Craft Wondrous Item, bear's endurance, bull's strengthWondrous ItemSeekers of Secrets
Pathfinder Pouchnone9none10001 lb.This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet). With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.Craft Wondrous Item, magic aura, secret chestWondrous ItemSeekers of Secrets
Versatile Vestmoderate conjuration and transmutation9chest20001 lb.This sturdy vest stays dry and spotless in the worst of conditions. You can secure up to six objects (weighing up to 1 pound each) to the vest by holding them to it and speaking a command word. You can retrieve any of these items as a move action. In addition, the vest has four large pockets, each capable of holding as much as 1/2 cubic foot in volume or 5 pounds in weight, and weighing only 1 pound when full. When closed, the pockets are proof against water and the elements. The first pocket contains 1 day's worth of trail rations, a quart of water in a waterskin, two candles, and a tindertwig. The vest recreates these items if the first pocket is left empty for 3 days.Craft Wondrous Item, create food and water, prestidigitation, secret chestWondrous ItemSeekers of Secrets
Blade of the Willing Martyrstrong necromancy18chest1500001 lb.Even the Pathfinders cannot say which tale of this item's origins is true; it may have been made from a piece of the Pact Stone, carried by Norgorber as he achieved apotheosis, or forged in the depths of Orv and quenched in its maker's heartblood. This silver slender athame is deceptively plain, but has a treacherous past. It has been credited with deeds as noble as ending the life of the annis witch Traxyla of the Eye of Law (slain even as the blade's owner Ioella was beheaded by Madame Margaery) and as petty as the murder of Karian (loving mother and priestess of Sarenrae) by her estranged and vengeful husband. The blade of the willing martyr is a +3 keen vicious dagger, but its greatest power can only be invoked outside of battle. To activate this power you must spill your blood on your target, an object belonging to the target, or a physical token of the target's body (such as a few strands of hair). Your target gets a DC 23 Will save (using the same saving throw modifiers as the scrying spell for the owner's knowledge and connection to the victim) to avoid the effect, which forges a link between you and the target. Once you forge a link, your soul and the target's soul are intertwined. Should you die, your target dies, suffering the same apparent injuries and symptoms; likewise, you die if your target dies. The link may only be severed by break enchantment or remove curse.Craft Magic Arms and Armor, enervation, keen edge, symbol of deathWeaponSeekers of Secrets
Mindborer Ioun Stonestrong transmutation12none-1-This cursed item looks like any normal ioun stone, and has powers according to its color and shape. However, whenever you are in combat, the orbiting stone batters at your face and head, dealing 1 hit point of damage each round. If you sleep or fall unconscious while the stone is in orbit, it drills into your head, dealing 1 point of Intelligence, Wisdom, and Charisma damage each round until the penalty to one of these ability scores exceeds your actual score, at which point it removes itself from your head and hides itself on your person, near other gems. The stone can remove itself from a wayfinder to attack you in this fashion. The attack automatically wakes a sleeping character. The only way to end the attack is to interfere with the magic of the stone (by using dispel magic, entering an antimagic field, and so on) or grab it and place it in a container.Craft Magic Arms and Armor, creator must be 12th levelWeaponSeekers of Secrets
Ioun Stone sepia ellipsoidstrong abjuration18none68000-This dark stone sometimes appears to be made of transparent crystal filled nearly to the brim with dark ink. It provides the benefits of an iridescent spindle (sustains you without air), pearly white spindle (regenerate 1 hit point per 10 minutes), and an orange prism (+1 caster level). However, it has two drawbacks. First, once set loose to orbit your head, it dislikes being contained (including being placed in a wayfinder) and frees itself to orbit again 1d4+1 hours after being removed from its spinning path. Second, it drains the power out of other ioun stones, rendering them dull gray and powerless at a rate of one every 24 hours. Thus, it is an excellent and valuable item if you only have one ioun stone, but hard to conceal and dangerous to your other treasures. A remove curse or similar spell can put the stone at rest and prevent it from returning to its orbit. The Society has at least three specimens of this type locked in the Vaults to prevent ignorant Pathfinders from ruining perfectly good ioun stones. In theory you could place one directly into a wayfinder rather than ever letting it orbit, though conflicting reports suggest the sepia ellipsoid may be able to drain power out of orbiting stones even when contained in this way. The specimens in the Vaults are carefully locked in lead boxes to prevent them from draining the powers of other stored ioun stones.Craft Magic Arms and Armor, mage's disjunction, regenerate, water breathing, creator must be 12th levelWeaponSeekers of Secrets
Crystal Ball standardmoderate divination10none420007 lbs.This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. So well-known are these items that many so-called oracles or fortune-tellers use similar appearing (but completely non-magical) replicas of these items to ply their trades. A character can use a magical crystal ball to see over virtually any distance or into other planes of existence, as with the spell scrying (Will DC 16 negates). A crystal ball can be used multiple times per day, but the DC to resist its power decreases by 1 for each additional use. Certain crystal balls have additional powers that can be used through the crystal ball on the target viewed.Craft Wondrous Item, scrying (plus any additional spells put into item)Wondrous ItemPFRPG Core
Figurine of Wondrous Power (bronze griffon)Moderate transmutation11none100001 lb.Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. Bronze Griffon: When animated, a bronze griffon acts in all ways like a normal griffon under the command of its possessor (see the Pathfinder RPG Bestiary). The item can be used twice per week for up to 6 hours per use. When 6 hours have passed or when the command word is spoken, the bronze griffon once again becomes a tiny statuette.Craft Wondrous Item, animate objectsWondrous ItemPFRPG Core
Figurine of Wondrous Power (ebony fly)Moderate transmutation11none100001 lb.Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. Ebony Fly: When animated, an ebony fly is the size of a pony and has all the statistics of a pegasus but can make no attacks. The item can be used three times per week for up to 12 hours per use. When 12 hours have passed or when the command word is spoken, the ebony fly again becomes a tiny statuette.Craft Wondrous Item, animate objectsWondrous ItemPFRPG Core
Figurine of Wondrous Power (golden lions)Moderate transmutation11none165001 lb.Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. Golden Lions: These figurines come in pairs. They become normal adult male lions. If slain in combat, the lions cannot be brought back from statuette form for 1 full week. Otherwise, they can be used once per day for up to 1 hour. They enlarge and shrink upon speaking the command word.Craft Wondrous Item, animate objectsWondrous ItemPFRPG Core
Figurine of Wondrous Power (ivory goats)Moderate transmutation11none210001 lb.Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. Ivory Goats: These figurines come in threes. Each goat of this trio looks slightly different from the others, and each has a different function: • The Goat of Traveling: This statuette provides a speedy and enduring mount equal to that of a heavy horse in every way except appearance. The goat can travel for a maximum of 1 day each week-continuously or in any combination of periods totaling 24 hours. At this point, or when the command word is uttered, it returns to its statuette form for no less than 1 day before it can again be used. • The Goat of Travail: This statuette becomes an enormous creature, larger than a bull, with the statistics of a nightmare (see the Pathfinder RPG Bestiary) except for the addition of a pair of wicked horns of exceptional size (damage 1d8+4 for each horn). If it is charging to attack, it may only use its horns (but add 6 points of damage to each successful attack in that round). It can be called to life just once per month for up to 12 hours at a time. • The Goat of Terror: When called upon with the proper command word, this statuette becomes a destrier-like mount with the statistics of a light horse. However, its rider can employ the goat's horns as weapons (one horn as a +3 heavy lance, the other as a +5 longsword). When ridden in an attack against an opponent, the goat of terror radiates fear as the spell in a 30-foot radius (Will DC 16 partial). It can be used once every 2 weeks for up to 3 hours per use.Craft Wondrous Item, animate objectsWondrous ItemPFRPG Core
Figurine of Wondrous Power (marble elephant)Moderate transmutation11none170001 lb.Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. Marble Elephant: This is the largest of the figurines, the statuette being about the size of a human hand. Upon utterance of the command word, a marble elephant grows to the size and specifications of a true elephant. The animal created from the statuette is fully obedient to the figurine's owner, serving as a beast of burden, a mount, or a combatant. The statuette can be used four times per month for up to 24 hours at a time.Craft Wondrous Item, animate objectsWondrous ItemPFRPG Core
Figurine of Wondrous Power (obsidian steed)Strong conjuration and transmutation15none285001 lb.Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. Obsidian Steed: This figurine appears to be a small, shapeless lump of black stone. Only careful inspection reveals that it vaguely resembles some form of quadruped. On command, the nearformless piece of obsidian becomes a fantastic mount. Treat it as a heavy horse with the following additional powers usable once per round at will: overland flight, plane shift, and ethereal jaunt. The steed allows itself to be ridden, but if the rider is of good alignment, the steed is 10% likely per use to carry him to the lower planes and then return to its statuette form. The statuette can be used once per week for one continuous period of up to 24 hours. Note that when an obsidian steed becomes ethereal or plane shifts, its rider and his gear follow suit. Thus, the user can travel to other planes via this means.Craft Wondrous Item, animate objects, etherealness, fly, plane shiftWondrous ItemPFRPG Core
Figurine of Wondrous Power (onyx dog)Moderate transmutation11none155001 lb.Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. Onyx Dog: When commanded, this statuette changes into a creature with the same properties as a riding dog except that it is endowed with an Intelligence of 8, can communicate in Common, and has exceptional olfactory and visual abilities. It has the scent ability and adds +4 on its Perception checks. It has 60- foot darkvision, and it can see invisibility. An onyx dog can be used once per week for up to 6 hours. It obeys only its owner.Craft Wondrous Item, animate objectsWondrous ItemPFRPG Core
Figurine of Wondrous Power (serpentine owl)Moderate transmutation11none91001 lb.Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. Serpentine Owl: This figurine becomes either a normal-sized horned owl or a giant owl (use the stats for the giant eagle) according to the command word used. The transformation can take place once per day, with a maximum duration of 8 continuous hours. However, after three transformations into giant owl form, the statuette loses all its magical properties. The owl communicates with its owner by telepathic means, informing her of all it sees and hears.Craft Wondrous Item, animate objectsWondrous ItemPFRPG Core
Figurine of Wondrous Power (silver raven)Moderate enchantment and transmutation6none38001 lb.Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak. If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time. Silver Raven: This silver figurine turns into a raven on command (but it retains its metallic consistency, which gives it hardness 10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities. It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous.Craft Wondrous Item, animal messenger, animate objectsWondrous ItemPFRPG Core
Strand of Prayer Beads, lesserfaint (many schools)5none96001/2 lb.This item appears to be nothing more than a string of prayer beads until the owner casts a divine spell while the beads are carried. Once that occurs, the owner instantly knows the powers of the prayer beads and understands how to activate the strand's special magical beads. Each strand includes two or more special beads, each with a different magic power selected from the following list. Special Bead Type Special Bead Ability Bead of blessing Wearer can cast bless. Bead of healing Wearer can cast his choice of cure serious wounds, remove blindness/ deafness, or remove disease. Bead of karma Wearer casts his spells at +4 caster level. Effect lasts 10 minutes. Bead of smiting Wearer can cast chaos hammer, holy smite, order's wrath, or unholy blight (Will DC 17 partial). Bead of summons Summons a powerful creature of appropriate alignment from the Outer Planes (an angel, devil, etc.) to aid the wearer for 1 day. (If the wearer uses the bead of summons to summon a deity's emissary frivolously, the deity takes that character's items and places a geas upon him as punishment at the very least.) Bead of wind walking Wearer can cast wind walk. A lesser strand of prayer beads has a bead of blessing and a bead of healing. A strand of prayer beads has a bead of healing, a bead of karma, and a bead of smiting. A greater strand of prayer beads has a bead of healing, a bead of karma, a bead of summons, and a bead of wind walking. Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes nonmagical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person. The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of blessing -600 gp, bead of healing -9,000 gp, bead of karma -20,000 gp, bead of smiting -16,800 gp, bead of summons -20,000 gp, bead of wind walking -46,800 gp.Craft Wondrous Item and one of the following spells per bead, as appropriate: bless (blessing), cure serious wounds, remove blindness/ deafness, or remove disease (healing)Wondrous ItemPFRPG Core
Strand of Prayer Beads, standardmoderate (many schools)9none458001/2 lb.This item appears to be nothing more than a string of prayer beads until the owner casts a divine spell while the beads are carried. Once that occurs, the owner instantly knows the powers of the prayer beads and understands how to activate the strand's special magical beads. Each strand includes two or more special beads, each with a different magic power selected from the following list. Special Bead Type Special Bead Ability Bead of blessing Wearer can cast bless. Bead of healing Wearer can cast his choice of cure serious wounds, remove blindness/ deafness, or remove disease. Bead of karma Wearer casts his spells at +4 caster level. Effect lasts 10 minutes. Bead of smiting Wearer can cast chaos hammer, holy smite, order's wrath, or unholy blight (Will DC 17 partial). Bead of summons Summons a powerful creature of appropriate alignment from the Outer Planes (an angel, devil, etc.) to aid the wearer for 1 day. (If the wearer uses the bead of summons to summon a deity's emissary frivolously, the deity takes that character's items and places a geas upon him as punishment at the very least.) Bead of wind walking Wearer can cast wind walk. A lesser strand of prayer beads has a bead of blessing and a bead of healing. A strand of prayer beads has a bead of healing, a bead of karma, and a bead of smiting. A greater strand of prayer beads has a bead of healing, a bead of karma, a bead of summons, and a bead of wind walking. Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes nonmagical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person. The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of blessing -600 gp, bead of healing -9,000 gp, bead of karma -20,000 gp, bead of smiting -16,800 gp, bead of summons -20,000 gp, bead of wind walking -46,800 gp.Craft Wondrous Item and one of the following spells per bead, as appropriate: bless (blessing), cure serious wounds, remove blindness/ deafness, or remove disease (healing), righteous might (karma), chaos hammer, holy smite, order's wrath, or unholy blight (smiting)Wondrous ItemPFRPG Core
Strand of Prayer Beads, greaterstrong (many schools)17none958001/2 lb.This item appears to be nothing more than a string of prayer beads until the owner casts a divine spell while the beads are carried. Once that occurs, the owner instantly knows the powers of the prayer beads and understands how to activate the strand's special magical beads. Each strand includes two or more special beads, each with a different magic power selected from the following list. Special Bead Type Special Bead Ability Bead of blessing Wearer can cast bless. Bead of healing Wearer can cast his choice of cure serious wounds, remove blindness/ deafness, or remove disease. Bead of karma Wearer casts his spells at +4 caster level. Effect lasts 10 minutes. Bead of smiting Wearer can cast chaos hammer, holy smite, order's wrath, or unholy blight (Will DC 17 partial). Bead of summons Summons a powerful creature of appropriate alignment from the Outer Planes (an angel, devil, etc.) to aid the wearer for 1 day. (If the wearer uses the bead of summons to summon a deity's emissary frivolously, the deity takes that character's items and places a geas upon him as punishment at the very least.) Bead of wind walking Wearer can cast wind walk. A lesser strand of prayer beads has a bead of blessing and a bead of healing. A strand of prayer beads has a bead of healing, a bead of karma, and a bead of smiting. A greater strand of prayer beads has a bead of healing, a bead of karma, a bead of summons, and a bead of wind walking. Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes nonmagical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person. The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of blessing -600 gp, bead of healing -9,000 gp, bead of karma -20,000 gp, bead of smiting -16,800 gp, bead of summons -20,000 gp, bead of wind walking -46,800 gp.Craft Wondrous Item and one of the following spells per bead, as appropriate: bless (blessing), cure serious wounds, remove blindness/ deafness, or remove disease (healing), righteous might (karma), gate (summons), chaos hammer, holy smite, order's wrath, or unholy blight (smiting), wind walk (wind walking)Wondrous ItemPFRPG Core
Slaying Arrow greaterstrong necromancy13none40571/10 lb.This +1 arrow is keyed to a particular type or subtype of creature. If it strikes such a creature, the target must make a DC 20 Fortitude save or take 50 points of damage. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward protects a target). To determine the type or subtype of creature the arrow is keyed to, roll on the table below. A greater slaying arrow functions just like a normal slaying arrow, but the DC to avoid the death effect is 23 and the arrow deals 100 points of damage if the saving throw is failed. d% Designated Type or Subtype 01-05 Aberrations 06-09 Animals 10-16 Constructs 17-27 Dragons 28-32 Fey 33 Humanoids, aquatic 34-35 Humanoids, dwarf 36-37 Humanoids, elf 38-44 Humanoids, giant 45 Humanoids, gnoll 46 Humanoids, gnome 47-49 Humanoids, goblinoid 50 Humanoids, halfling 51-54 Humanoids, human 55-57 Humanoids, reptilian 58-60 Humanoids, orc 61-65 Magical beasts 66-70 Monstrous humanoids 71-72 Oozes 73 Outsiders, air 74-76 Outsiders, chaotic 77 Outsiders, earth 78-80 Outsiders, evil 81 Outsiders, fire 82-84 Outsiders, good 85-87 Outsiders, lawful 88 Outsiders, water 89-90 Plants 91-98 Undead 99-100 VerminCraft Magic Arms and Armor, heightened finger of deathAmmunitionPFRPG Core
Talon Swordmoderate abjuration8none195156 lbs.Weapons like this alchemical silver +2 defending bastard sword are favored blades of the Eagle Knights. Easily recognized by its notched blades and golden quillons crafted like upswept eagle wings, its defending ability also protects the wielder's mount. Wealthier Eagle Knights who frequently skirmish on the western border against Chelish fiends sometimes have their swords crafted with the ability to cast dimensional anchor on the target as a free action upon a successful hit; these modified blades are called talonstrike swords.Craft Magic Arms and Armor,shield or shield of faith, shield otherWeaponAndoran
Figurine of Wondrous Power (serpentine eagle)moderate transmutation11none9100-This Andoren variant of the serpentine owl can be transformed into an eagle or giant eagle but is otherwise identical to the owl figurine. Serpentine eagles are popular among Eagle Knights for scouting and emergency transportation.Craft Wondrous Item, animate objectsWondrous ItemAndoran
Feather Token, floating featherstrong conjuration12none450-Several varieties of these enchanted feathers are popular in Andoran. Full rules for feather tokens can be found in the Core Rulebook. Floating Feather: This token can be attached to any creature up to 200 pounds, causing a pair of large wings to grow from the target and allowing her to fly (speed 30, average maneuverability) for 1 minute. The token can be attached to an object of up to 200 pounds, which flies straight in a direction indicated by the creature who activates the feather unless the activator uses a move action to redirect its movement. The wings persist for 1 minute.Craft Wondrous Item, major creationWondrous ItemAndoran
Feather Token, lancestrong conjuration12none150-Several varieties of these enchanted feathers are popular in Andoran. Full rules for feather tokens can be found in the Core Rulebook. Lance: This token turns into a white-plumed +1 lance for 1 minute. This token is often used when carrying a large weapon is illegal or impractical.Craft Wondrous Item, major creationWondrous ItemAndoran
Feather Token, sky hookstrong conjuration12none200-Several varieties of these enchanted feathers are popular in Andoran. Full rules for feather tokens can be found in the Core Rulebook. Sky Hook: This token transforms into a huge disembodied eagle's talon (hardness 5, hp 25) anchored wherever you activate it. The talon can support up to 1,000 pounds and persists for 1 day. The talon can be moved up to 10 feet with a DC 20 Strength check.Craft Wondrous Item, major creationWondrous ItemAndoran
Feather Token, tar and feathersstrong conjuration12none600-Several varieties of these enchanted feathers are popular in Andoran. Full rules for feather tokens can be found in the Core Rulebook. Tar and Feathers: This token can be directed to float to any point within 60 feet and then burst into a mass of sticky white feathers that adheres to all creatures in a 10-foot radius. The clinging feathers affect creatures in the area as a glitterdust spell.Craft Wondrous Item, major creationWondrous ItemAndoran
Feather Token, returning ravenstrong conjuration12none800-Several varieties of these enchanted feathers are popular in Andoran. Full rules for feather tokens can be found in the Core Rulebook. Returning Raven: A token that transforms into a spectral bird and flies to a designated location within 10 miles and speaks a message in the user's voice of up to 25 words. The returning raven will hover in midair for 1 minute, and if touched during this time it will accept a single new message of up to 25 words and then return to its point of origin and deliver it in the voice of the creature that touched it. The returning raven vanishes after delivering the second message or if no new message is imparted within 1 minute.Craft Wondrous Item, major creationWondrous ItemAndoran
Tome of Leadership and Influence +2strong evocation (if miracle is used)17none550005 lbs.This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.Craft Wondrous Item, miracle or wishWondrous ItemPFRPG Core
Nightskinmoderate illusion (evil)10armor5310025 lbs.Each of these +2 glamered chain shirts bears a permanent illusion of being a fantastic ebon gown of peerless design or a royal suit of nighted hues. Yet those who see past the illusion find a strange padding within the armor, stitched skins of macabre origins filled with locks of delicate hair, dyed in devil's blood. Those who wear the armor find that they can see in even the most abysmal darkness as per a devil's ability to see in darkness (seeing through even magical darkness as if it were full light). In addition, the wearer finds that he can understand Infernal perfectly, though the armor does not grant the ability to speak it. Nightskin is a fundamentally evil armor and any wearer of good alignment is treated as being sickened for as long as the armor is worn.Craft Magic Arms and Armor, major image, true seeingArmorAP 30
Bag of Concealment type Imoderate conjuration9none500015 lbs.A bag of concealment appears to be a common leather sack with a shoulder strap, about 2 feet by 4 feet in size. The bag behaves as a bag of holding, with all the same carrying capacities according to size, except for a few key points. Each bag of concealment is keyed to a specific owner upon creation (and can only be keyed to one person at a time)-should the bag's owner be killed, it becomes keyed to the next person to open it (the currently keyed person can also relinquish this status as a standard action, allowing another creature to become keyed to the bag by opening it). Only the person a bag of concealment is keyed to may access its contents. Any others who look in the bag see only the inside of an empty sack, with dimensions matching the bag's outside measurements, as the true contents are kept separate and undetectable in the bag's magical pocket dimension. Should anything be placed in the empty bag by someone other than the owner, the goods that have been shunted to the pocket dimension cannot be accessed unless the new item is removed. A bag of concealment registers as nonmagical unless successfully identified, as per a permanent version of the spell magic aura. The mouth of a bag of concealment can be stretched to up to four times its normal width, so larger goods may be hidden inside.Craft Wondrous Item, fabricate, magic aura, secret chestWondrous ItemClassic Treasures
Bag of Concealment type IImoderate conjuration9none1000025 lbs.A bag of concealment appears to be a common leather sack with a shoulder strap, about 2 feet by 4 feet in size. The bag behaves as a bag of holding, with all the same carrying capacities according to size, except for a few key points. Each bag of concealment is keyed to a specific owner upon creation (and can only be keyed to one person at a time)-should the bag's owner be killed, it becomes keyed to the next person to open it (the currently keyed person can also relinquish this status as a standard action, allowing another creature to become keyed to the bag by opening it). Only the person a bag of concealment is keyed to may access its contents. Any others who look in the bag see only the inside of an empty sack, with dimensions matching the bag's outside measurements, as the true contents are kept separate and undetectable in the bag's magical pocket dimension. Should anything be placed in the empty bag by someone other than the owner, the goods that have been shunted to the pocket dimension cannot be accessed unless the new item is removed. A bag of concealment registers as nonmagical unless successfully identified, as per a permanent version of the spell magic aura. The mouth of a bag of concealment can be stretched to up to four times its normal width, so larger goods may be hidden inside.Craft Wondrous Item, fabricate, magic aura, secret chestWondrous ItemClassic Treasures
Bag of Concealment type IIImoderate conjuration9none1480035 lbs.A bag of concealment appears to be a common leather sack with a shoulder strap, about 2 feet by 4 feet in size. The bag behaves as a bag of holding, with all the same carrying capacities according to size, except for a few key points. Each bag of concealment is keyed to a specific owner upon creation (and can only be keyed to one person at a time)-should the bag's owner be killed, it becomes keyed to the next person to open it (the currently keyed person can also relinquish this status as a standard action, allowing another creature to become keyed to the bag by opening it). Only the person a bag of concealment is keyed to may access its contents. Any others who look in the bag see only the inside of an empty sack, with dimensions matching the bag's outside measurements, as the true contents are kept separate and undetectable in the bag's magical pocket dimension. Should anything be placed in the empty bag by someone other than the owner, the goods that have been shunted to the pocket dimension cannot be accessed unless the new item is removed. A bag of concealment registers as nonmagical unless successfully identified, as per a permanent version of the spell magic aura. The mouth of a bag of concealment can be stretched to up to four times its normal width, so larger goods may be hidden inside.Craft Wondrous Item, fabricate, magic aura, secret chestWondrous ItemClassic Treasures
Bag of Concealment type IVmoderate conjuration9none2000060 lbs.A bag of concealment appears to be a common leather sack with a shoulder strap, about 2 feet by 4 feet in size. The bag behaves as a bag of holding, with all the same carrying capacities according to size, except for a few key points. Each bag of concealment is keyed to a specific owner upon creation (and can only be keyed to one person at a time)-should the bag's owner be killed, it becomes keyed to the next person to open it (the currently keyed person can also relinquish this status as a standard action, allowing another creature to become keyed to the bag by opening it). Only the person a bag of concealment is keyed to may access its contents. Any others who look in the bag see only the inside of an empty sack, with dimensions matching the bag's outside measurements, as the true contents are kept separate and undetectable in the bag's magical pocket dimension. Should anything be placed in the empty bag by someone other than the owner, the goods that have been shunted to the pocket dimension cannot be accessed unless the new item is removed. A bag of concealment registers as nonmagical unless successfully identified, as per a permanent version of the spell magic aura. The mouth of a bag of concealment can be stretched to up to four times its normal width, so larger goods may be hidden inside.Craft Wondrous Item, fabricate, magic aura, secret chestWondrous ItemClassic Treasures
Bag of Holding, Minormoderate conjuration9none10003 lbs.This more economical version of the bag of holding functions in the same manner, but its internal measurements are smaller than those of a regular bag of holding. It measures 2 feet by 4 feet and can carry up to 50 pounds or 6 cubic feet of material.Craft Wondrous Item, secret chestWondrous ItemClassic Treasures
Corpse-Ferrying Bagmoderate conjuration and necromancy9none40003 lbs.This large black leather bag has a wide mouth and laces to help keep it shut. It weighs 20 pounds and can carry up to 300 pounds or 10 cubic feet of material (easily able to hold a single Medium corpse or two Small corpses, including their gear). Anything within the bag is protected by a gentle repose spell.Craft Wondrous Item, gentle repose, secret chestWondrous ItemClassic Treasures
Cube of Varied Force Wallsmoderate evocation10none560001/2 lb.This cube functions exactly like a cube of force except that each wall of the cube can be activated independently and can even have different effects. For example, one wall can block living matter, another wall can block magic, and a third can keep out gases, while the other sides are open without any protection. Activating each wall costs the price of activating that effect for an entire standard cube of force-for instance, one wall against magic and one wall against living matter cost a total of 7 charges per minute.Craft Wondrous Item, wall of forceWondrous ItemClassic Treasures
Discriminationg Cubemoderate evocation10none400001/2 lb.This cube of force only creates one type of screen, which excludes living matter. Each of the five active faces sets the screen to exclude a different type of living matter (using the same categories as the bane weapon special ability).Craft Wondrous Item, summon monster I, wall of forceWondrous ItemClassic Treasures
Independent Cube of Forcemoderate evocation10none700001/2 lb.The independent cube of force functions exactly like a cube of force except that it remains activated when dropped or set down. Anyone can pick up and deactivate the item or change the active type of wall; otherwise it shuts off when it runs out of charges.Craft Wondrous Item, wall of forceWondrous ItemClassic Treasures
Rechargeable Cube of Forcemoderate evocation10none700001/2 lb.This cube functions like a cube of force except that it can be recharged by casting a wall of force spell into it. Each spell cast in this manner adds 2 charges to the cube. The cube cannot hold more than 36 charges.Craft Wondrous Item, wall of forceWondrous ItemClassic Treasures
Remote Activation Cubemoderate evocation10none700001/2 lb.This cube can be activated or deactivated from a distance via use of the spell mage hand or the hand of the apprentice ability. The antimagic wall and the wall that keeps out all things prevent remote deactivation in this manner.Craft Wondrous Item, mage hand, wall of forceWondrous ItemClassic Treasures
Twinned Cubes of Forcemoderate evocation10none660001/2 lb.These cubes function as two cubes of force, except that when a face on one cube is pressed, its counterpart creates the appropriate wall instead as long as the distance between the cubes does not exceed 100 feet. Both cubes can remain active even after being set down on the ground and abandoned.Craft Wondrous Item, wall of forceWondrous ItemClassic Treasures
The Elder Decksstrong (all schools)20none-1-These ancient artifacts function as decks of many things, save that they have only 13 cards: Euryale, Flames, Jester, Key, Knight, Moon, Rogue, Ruin, Skull, Star, Sun, Throne, and The Void.ArtifactClassic Treasures
Helm of Reclamationstrong varied15head800003 lbs.The helm of reclamation is designed to destroy large groups of undead or powerful individual undead creatures, and is often used by undead-hating clerics with a flair for the dramatic. The gems of this helm produce sunburst (10 yellow diamonds), searing light (30 bloodstones), and daylight (40 opals). Like a standard helm of brilliance, it glows near and harms undead, and has the flaming weapon ability, but does not protect against fire or risk detonation.Craft Wondrous Item, daylight, detect undead, flame blade, searing light, sunburstWondrous ItemClassic Treasures
Aligned Horn of Valhallastrong conjuration13none450002 lbs.This horn of Valhalla is crafted for service to a cause, whether lofty or profane. Though not intelligent, it has an alignment as determined by the Intelligent Item Alignment table on page 533 of the Pathfinder RPG Core Rulebook, and summons barbarians of that alignment. A character who sounds the horn but is more than one step away from the horn's alignment is attacked by the summoned barbarians. The horn's minions also turn against an owner who gives them an order in strong opposition to their ethos, such as ordering lawful good barbarians to attack helpless villagers.Craft Wondrous Item, summon monster VIWondrous ItemClassic Treasures
Sphere of Bleeding Snowflakesstrong transmutation20none-1-This sphere originates within the Negative Energy Plane as either a naturally occurring phenomenon or a normal sphere of annihilation empowered or even damaged by beings there. The sphere of bleeding snowflakes radiates a cold, dense fog of black energy extending 60 feet into its surrounding area, infusing the region with negative energy, and dealing 4d6 negative energy damage (as a cleric's channeled energy) and 1 permanent negative level per round to everything within 60 feet. While spells such as death ward may negate the energy's ill effects, any who die as a result of these effects, or who die by other means within the sphere's affected radius, cannot be returned to life by anything short of true resurrection, wish, or miracle.ArtifactClassic Treasures
Twin Spheresstrong transmutation20none-1-Rumored to have once been a single, normal sphere split in two through a failed attempt to destroy it, these dual spheres of annihilation are linked, such that objects devoured by one may be disgorged from the other. Anything devoured by one of the twin spheres must make a Fortitude save (DC 25) or be utterly consumed as by a normal sphere; anything that makes the save take 10d6 points of damage in transit and is hurled, smoking and partially disintegrated, from the maw of the other sphere. Anyone currently in mental control of one sphere may freely pass through it to the location of its twin.ArtifactClassic Treasures
Rift-Born Spherestrong transmutation20none-1-This sphere acts as a normal sphere of annihilation in all respects, save that any use of a gate spell to destroy it results in an automatic planar rift to a plane of the GM's choosing. The sphere remains behind at its original location, intact and unaffected.ArtifactClassic Treasures
Magi Staff of the Mammothstrong (all schools)20none-15 lbs.Seven feet of twisted, gnarled spruce carved with primitive runes and icons depicting mammoths, tigers, and hunters form this regal staff. The staff has all the powers of a staff of the magi with the following changes: • sleet storm (instead of fireball) • fog cloud (instead of pyrotechnics) • wall of ice (instead of wall of fire) The staff can also cast cone of cold (15d6 damage, Reflex DC 19 half ) for a cost of 2 charges. When casting summon monster IX, the staff of the mammoth always summons 1d4+1 celestial or fiendish mastodons.ArtifactClassic Treasures
Magi Staff of the Deep Blackstrong (all schools)20none-15 lbs.This crystalline blue-white staff fell from the sky during a dazzling display of falling stars. Sages believe it was once part of an enormous piece of ice drifting between worlds since the dawn of time, only coming to the world on a quirk of chance. Though as hard as crystal, the staff feels like wet ice, is cold to the touch, and gives the impression of great age. It slowly sinks in fresh or salt water (unlike true ice, which floats), and while it creates a cocoon of ice around itself when submerged, it is only after several hours that this coating is thick enough to cause the staff to bob to the surface. The staff's powers (and the equivalent staff of the magi powers they replace) are: • ray of frost (detect magic, 0 charges) • reduce person (enlarge person, 0 charges) • cone of cold ( fireball, 1 charge) • freezing ray (knock, functions as scorching ray but deals cold damage, 1 charge) • water breathing (lightning bolt, 1 charge) • fly (passwall, 1 charge) • wall of ice (wall of fire, 1 charge) • teleport (passwall, 2 charges) • time stop (monster summoning IX, 2 charges) The staff otherwise has the normal powers and abilities of a staff of the magi. If it is broken in a retributive strike, the bearer has a 25% chance to be held in stasis somewhere (as imprisonment, no saving throw), a 25% chance to be transported to a random plane, and a 50% chance to be utterly destroyed.ArtifactClassic Treasures
Magi Staff of the Necromancerstrong (all schools)20none-15 lbs.This long staff of smooth, pale bone is bent in a swaying shape, like a crone's back, and is carved with ancient symbols of death and spirits, with the writing standing out in stark black from a thick paste of human ash rubbed into it. Any good creature who holds or carries the staff gains two permanent negative levels (similar to holding an unholy weapon). The staff's powers (and the equivalent staff of the magi powers they replace) are: • detect undead (detect magic, 0 charges) • disrupt undead (enlarge person, 0 charges) • spectral hand (knock, 1 charge) • vampiric touch (lightning bolt, 1 charge) • animate dead (wall of fire, 1 charge) • finger of death (plane shift, 2 charges) • energy drain (monster summoning IX, 2 charges) The staff otherwise has the normal powers and abilities of a staff of the magi. If broken in a retributive strike, the bearer has a 25% chance to be transported to the Negative Energy Plane, a 50% chance to be transported to a random plane, and a 25% chance to be utterly destroyed. Rumor has it that the staff contains a hollow space to hold a lich's phylactery, though arcane scholars point out that no sane lich would keep his life essence in a magic item that explodes when broken.ArtifactClassic Treasures
Magi Staff of the Scholarstrong (all schools)20none-15 lbs.This shepherd's crook is formed of alternating bands of ivory and obsidian around a sycamore shaft. Golden runes run the length of the staff, twisting into new configurations as its various powers are used. The staff of the scholar has all the powers of a regular staff of the magi plus the following abilities: contact other plane (2 charges), legend lore (2 charges), and scrying (2 charges). If the wielder of the staff of the scholar uses its retributive strike ability and successfully travels to another plane of existence, he always arrives in the abode of a god of knowledge (though not necessarily a friendly one).ArtifactClassic Treasures
Staff of Elemental Castigationstrong (all schools)20none-15 lbs.This staff functions as a staff of the magi, with several modifications. Its summon monster IX power can only summon elementals, and it has the following powers • summon monster IV (elementals only, 1 charge) • elemental body IV (2 charges) • planar binding (elementals only, 2 charges) Whenever the staff is broken in a retributive strike, it automatically reforms, but can never again be wielded by its previous possessor. A wielder transported to another plane by a retributive strike always appears on an elemental plane, while the staff itself is sent to a different elemental plane moments after reforming.ArtifactClassic Treasures
Executioner's Handstrong necromancy and transmutation18none750008 lbs.This +3 adamantine greatsword is designed with a single purpose: to bring swift death to those tried and found guilty before the law. When wielded in a coup de grace attempt against a helpless target, the executioner's hand is treated as a vorpal weapon, and if the attack is a critical threat, it is automatically confirmed as a critical hit.Craft Magic Arms and Armor, circle of death, keen edgeWeaponClassic Treasures
Frostkiss Whipstrong necromancy and transmutation18none1283002 lbs.Ice covers the lash of this +1 frost vorpal whip. A frostkiss whip deals damage as though it were one size category larger (1d3 for a Small whip, 1d4 for a Medium whip, and so on). In addition, on command a frostkiss whip deals lethal damage instead of nonlethal damage, and it can deal damage even against creatures with armor bonuses greater than +1 or natural armor bonuses higher than +3.Craft Magic Arms and Armor, chill metal or ice storm, horrid wilting, keen edgeWeaponClassic Treasures
Liar's Wellstrong conjuration17none84250-When opened, this cursed well of many worlds has a 50% chance of displaying a false image of its destination. For example, the well may appear to open onto the plane of Axis while in reality opening onto a layer of the Abyss, though the difference is not always to the user's detriment. Any creatures emerging from the other side are not subject to the illusion. The false image is defeated by a true seeing spell.Craft Wondrous Item, gate, mirage arcanaWondrous ItemClassic Treasures
Shadow Wellstrong conjuration17none82000-Rather than opening to random locations across the planes, the shadow well opens only to random locations on the Shadow Plane (or random locations on the Material Plane when on the Shadow Plane). Regardless of which plane the user opens the well from, there is a 15% chance it randomly diverts the user into the Ethereal Plane, given its nature as a natural buffer between the two realities.Craft Wondrous Item, gate, shadow walkWondrous ItemClassic Treasures
Well of Starsstrong conjuration17none60000-Rather than opening to locations on different planes, this well instead opens to worlds on the Material Plane. It does not, however, necessarily open to worlds with similar environments to that of its user; hence it can pose much the same danger as the traditional well in terms of both the unpredictable environs of the destination and the alien beings that might step through from the other side.Craft Wondrous Item, gateWondrous ItemClassic Treasures
Well of the Welcome Respitestrong conjuration17none122000-While normally functioning as a standard well of many worlds, this well possesses a command word that supersedes its normal placement-based destination, and it instead opens up onto a single location designated by its maker during the well's creation (often the creator's home or a private, warded demiplane). Those finding the well are not immediately aware of this command word unless a spell more powerful than a simple identify spell is used, and the well's secret destination, whatever it might be, may or may not still be occupied.Craft Wondrous Item, gate, mage's magnificent mansionWondrous ItemClassic Treasures
Beguiling Banglesmoderate enchantment7neck11000-Originally created by the Varisians, this elaborate silver and glass necklace renders the wearer immune to any magical effect that detects lies and grants the wearer a +2 bonus on Will saves to resist any magic that would compel him to tell the truth. The necklace grants the wearer a +5 competence bonus on Bluff checks made to deceive (but not create a diversion or feint).Craft Wondrous Item, glibnessWondrous ItemFaction Guide
Chest of Preparednessmoderate conjuration7none500030 lbs.Created by the Prophets of Kalistrade, this chest is approximately 2 feet wide and 1 foot long. On creation, the maker chooses 10 nonmagical items worth under 100 gp that could fit within the chest's dimensions. They can be specially created items for the chest (such as a silvered dagger) or a standard item (such as 50 feet of silk rope). Thereafter, when the box is closed, the owner need only speak the name of one of the the items, and it appears within the chest, ready to be removed and used. A given item only appears once per day, and disappears after 24 hours. Prophets use these chests to keep backups of important tools, and to hide weapons in case of emergency.Craft Wondrous Item, minor creationWondrous ItemFaction Guide
Daring Dancersmoderate transmutation8feet16000-These glittering anklets or spurs are favorites of Varisians, both for their showy addition to performances and their more practical uses. Normally made of metal and leather and adorned with glass beads or small gemstones, they make the wearer's feet light and agile, granting a +5 competence bonus to Perform (dance) checks. The wearer's footfalls become so light that she can dance gracefully on any surface and make a 5-foot step even in difficult terrain. If the wearer has 5 or more ranks in Perform (dance), daring dancers allow her to cast dimension door on herself once per day to travel up to 700 feet.Craft Wondrous Item, dimension door, creator must have 10 ranks in Perform (dance)Wondrous ItemFaction Guide
Guiding Vellum 1stmoderate divination7none5001/2 lb.Fashioned from soft yet still quite durable lambskin, this piece of parchment gives a faithful divine spellcaster of a specific religion a hint about what spell may be useful for that day. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. Each guiding vellum is associated with one level of divine spells and only shows a spell of that level. For example, if a cleric caster has a 3rd-level vellum and the GM expects the character to face invisible opponents later that day, the vellum shows the name "invisibility purge" (a 3rdlevel cleric spell); if the opponents are using poison and the cleric has a 2nd-level vellum, it would show the name "delay poison." A caster can only use one vellum of a particular spell level each day (using two 1st-level vellums gives the same result), but using vellums of different spell levels works normally. Each vellum works only once per day. A guiding vellum normally does not work for a character not of the item's specific religion; some religions add additional magic so a vellum used by a hostile or rival faith provides misleading spell suggestions.Craft Wondrous Item, divinationWondrous ItemFaction Guide
Guiding Vellum 2ndmoderate divination7none20001/2 lb.Fashioned from soft yet still quite durable lambskin, this piece of parchment gives a faithful divine spellcaster of a specific religion a hint about what spell may be useful for that day. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. Each guiding vellum is associated with one level of divine spells and only shows a spell of that level. For example, if a cleric caster has a 3rd-level vellum and the GM expects the character to face invisible opponents later that day, the vellum shows the name "invisibility purge" (a 3rdlevel cleric spell); if the opponents are using poison and the cleric has a 2nd-level vellum, it would show the name "delay poison." A caster can only use one vellum of a particular spell level each day (using two 1st-level vellums gives the same result), but using vellums of different spell levels works normally. Each vellum works only once per day. A guiding vellum normally does not work for a character not of the item's specific religion; some religions add additional magic so a vellum used by a hostile or rival faith provides misleading spell suggestions.Craft Wondrous Item, divinationWondrous ItemFaction Guide
Guiding Vellum 3rdmoderate divination7none45001/2 lb.Fashioned from soft yet still quite durable lambskin, this piece of parchment gives a faithful divine spellcaster of a specific religion a hint about what spell may be useful for that day. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. Each guiding vellum is associated with one level of divine spells and only shows a spell of that level. For example, if a cleric caster has a 3rd-level vellum and the GM expects the character to face invisible opponents later that day, the vellum shows the name "invisibility purge" (a 3rdlevel cleric spell); if the opponents are using poison and the cleric has a 2nd-level vellum, it would show the name "delay poison." A caster can only use one vellum of a particular spell level each day (using two 1st-level vellums gives the same result), but using vellums of different spell levels works normally. Each vellum works only once per day. A guiding vellum normally does not work for a character not of the item's specific religion; some religions add additional magic so a vellum used by a hostile or rival faith provides misleading spell suggestions.Craft Wondrous Item, divinationWondrous ItemFaction Guide
Guiding Vellum 4thmoderate divination7none80001/2 lb.Fashioned from soft yet still quite durable lambskin, this piece of parchment gives a faithful divine spellcaster of a specific religion a hint about what spell may be useful for that day. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. Each guiding vellum is associated with one level of divine spells and only shows a spell of that level. For example, if a cleric caster has a 3rd-level vellum and the GM expects the character to face invisible opponents later that day, the vellum shows the name "invisibility purge" (a 3rdlevel cleric spell); if the opponents are using poison and the cleric has a 2nd-level vellum, it would show the name "delay poison." A caster can only use one vellum of a particular spell level each day (using two 1st-level vellums gives the same result), but using vellums of different spell levels works normally. Each vellum works only once per day. A guiding vellum normally does not work for a character not of the item's specific religion; some religions add additional magic so a vellum used by a hostile or rival faith provides misleading spell suggestions.Craft Wondrous Item, divinationWondrous ItemFaction Guide
Guiding Vellum 5thmoderate divination7none125001/2 lb.Fashioned from soft yet still quite durable lambskin, this piece of parchment gives a faithful divine spellcaster of a specific religion a hint about what spell may be useful for that day. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. Each guiding vellum is associated with one level of divine spells and only shows a spell of that level. For example, if a cleric caster has a 3rd-level vellum and the GM expects the character to face invisible opponents later that day, the vellum shows the name "invisibility purge" (a 3rdlevel cleric spell); if the opponents are using poison and the cleric has a 2nd-level vellum, it would show the name "delay poison." A caster can only use one vellum of a particular spell level each day (using two 1st-level vellums gives the same result), but using vellums of different spell levels works normally. Each vellum works only once per day. A guiding vellum normally does not work for a character not of the item's specific religion; some religions add additional magic so a vellum used by a hostile or rival faith provides misleading spell suggestions.Craft Wondrous Item, divinationWondrous ItemFaction Guide
Guiding Vellum 6thmoderate divination7none180001/2 lb.Fashioned from soft yet still quite durable lambskin, this piece of parchment gives a faithful divine spellcaster of a specific religion a hint about what spell may be useful for that day. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. Each guiding vellum is associated with one level of divine spells and only shows a spell of that level. For example, if a cleric caster has a 3rd-level vellum and the GM expects the character to face invisible opponents later that day, the vellum shows the name "invisibility purge" (a 3rdlevel cleric spell); if the opponents are using poison and the cleric has a 2nd-level vellum, it would show the name "delay poison." A caster can only use one vellum of a particular spell level each day (using two 1st-level vellums gives the same result), but using vellums of different spell levels works normally. Each vellum works only once per day. A guiding vellum normally does not work for a character not of the item's specific religion; some religions add additional magic so a vellum used by a hostile or rival faith provides misleading spell suggestions.Craft Wondrous Item, divinationWondrous ItemFaction Guide
Guiding Vellum 7thmoderate divination7none245001/2 lb.Fashioned from soft yet still quite durable lambskin, this piece of parchment gives a faithful divine spellcaster of a specific religion a hint about what spell may be useful for that day. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. Each guiding vellum is associated with one level of divine spells and only shows a spell of that level. For example, if a cleric caster has a 3rd-level vellum and the GM expects the character to face invisible opponents later that day, the vellum shows the name "invisibility purge" (a 3rdlevel cleric spell); if the opponents are using poison and the cleric has a 2nd-level vellum, it would show the name "delay poison." A caster can only use one vellum of a particular spell level each day (using two 1st-level vellums gives the same result), but using vellums of different spell levels works normally. Each vellum works only once per day. A guiding vellum normally does not work for a character not of the item's specific religion; some religions add additional magic so a vellum used by a hostile or rival faith provides misleading spell suggestions.Craft Wondrous Item, divinationWondrous ItemFaction Guide
Guiding Vellum 8thmoderate divination7none320001/2 lb.Fashioned from soft yet still quite durable lambskin, this piece of parchment gives a faithful divine spellcaster of a specific religion a hint about what spell may be useful for that day. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. Each guiding vellum is associated with one level of divine spells and only shows a spell of that level. For example, if a cleric caster has a 3rd-level vellum and the GM expects the character to face invisible opponents later that day, the vellum shows the name "invisibility purge" (a 3rdlevel cleric spell); if the opponents are using poison and the cleric has a 2nd-level vellum, it would show the name "delay poison." A caster can only use one vellum of a particular spell level each day (using two 1st-level vellums gives the same result), but using vellums of different spell levels works normally. Each vellum works only once per day. A guiding vellum normally does not work for a character not of the item's specific religion; some religions add additional magic so a vellum used by a hostile or rival faith provides misleading spell suggestions.Craft Wondrous Item, divinationWondrous ItemFaction Guide
Guiding Vellum 9thmoderate divination7none405001/2 lb.Fashioned from soft yet still quite durable lambskin, this piece of parchment gives a faithful divine spellcaster of a specific religion a hint about what spell may be useful for that day. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. Each guiding vellum is associated with one level of divine spells and only shows a spell of that level. For example, if a cleric caster has a 3rd-level vellum and the GM expects the character to face invisible opponents later that day, the vellum shows the name "invisibility purge" (a 3rdlevel cleric spell); if the opponents are using poison and the cleric has a 2nd-level vellum, it would show the name "delay poison." A caster can only use one vellum of a particular spell level each day (using two 1st-level vellums gives the same result), but using vellums of different spell levels works normally. Each vellum works only once per day. A guiding vellum normally does not work for a character not of the item's specific religion; some religions add additional magic so a vellum used by a hostile or rival faith provides misleading spell suggestions.Craft Wondrous Item, divinationWondrous ItemFaction Guide
Ki Crystalmoderate transmutation10none2000-Created by the masters within the Kusari-Gama faction, this thumbnail-sized crystal stores a single point of ki. Any person with the ki pool ability may expend the stored ki as if using his own ki. Once the ki is expended, the crystal shatters. In Minkai, the Kusari-Gama monks sometimes craft ki crystals into the hilts of powerful weapons. In Vudra, such crystals are often embedded in small animal statuettes or in shrines venerating a favored deity.ki pool, Kusari-Gama 40 TPAWondrous ItemFaction Guide
Elixir of True Formmoderate abjuration8none1600-This elixir removes all curses and transmutation effects from the imbiber, including the unnatural mutations resulting from the arcane warping of the island of Nal-Kashel or gained through an ancestor's unspeakable interbreeding with ulat-kini. The elixir stops gillmen from transforming into skum but cannot reverse the transformation if a gillman has already become a skum. Only doses of the elixir manufactured on the island of Nal-Kashel can remove the warping effects of the island's influence.Craft Wondrous Item, remove curseWondrous ItemFrom Shore To Sea
Cloak of the Junglefaint transmutation3shoulders24001 lb.When this plain green cloak is worn with the hood drawn up around the head, the wearer can assume the form of a Large tree or shrub, as per the tree shape spell. The cloak is usable once per day, and the wearer may remain in tree form for up to 1 hour. The wearer can return to her normal form as a free action.Craft Wondrous Item, tree shapeWondrous ItemSargava
Expedition Pavilionfaint evocation5none640010 lbs.This ordinary-looking, windowless tent appears to cover only a 10-foot-by-10-foot area, but, inside, it measures a full 30 feet by 30 feet, with a large central area and three small "bedrooms" (separated by curtains) along the back wall. The interior can be lit on command, and can be adjusted from normal darkness as per the spell light. Occupants inside the tent cannot be seen, heard, or smelled by creatures outside. The temperature inside the expedition pavilion is 70 F if the exterior temperature is between 0 and 100 F. For every degree the exterior temperature is below 0 or above 100, the interior temperature decreases or increases, respectively, by 1. The pavilion also provides protection against the elements, such as rain, dust, and sandstorms. The pavilion withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it. The pavilion can only be set up once per day, requiring 10 minutes to erect or dismantle. The tent cannot be dismantled while foreign objects are still inside, though if the pavilion is destroyed, any creatures and objects inside immediately spill out.Craft Wondrous Item, hide from animals, tiny hutWondrous ItemSargava
Jungle Bootsfaint transmutation3feet60001 lb.These soft leather boots grant the wearer the ability to move through normal undergrowth without hindrance as if she had the woodland stride ability.Craft Wondrous Item, longstrider, woodland stride abilityWondrous ItemSargava
Machete of Clearingfaint necromancy3none-12 lbs.This broad, heavy knife is used to chop through thick undergrowth in the jungle. Once per day on command, this +1 short sword can cast defoliate (see above) to clear vegetation either in a line 60 feet long or in a 10-foot radius spread. Explorers used to fighting the jungle's dangerous inhabitants sometimes commission machetes of clearing with either the animal bane or plant bane special abilities. Moderate conjuration; CL 8th.Craft Magic Arms and Armor, defoliate (plus summon monster I for animal or plant bane)WeaponSargava
Blackwick Cauldronmoderate divination and transmutation7none88503 lbs.Crafted from cattail wicker, rendered magically immune to fire, and blackened by years of use, blackwick cauldrons are but one variety of a number of similar items. Designed to aid in the crafting of potions and admixtures, a blackwick cauldron grants a +5 competence bonus on Craft (alchemy) checks and a +5 bonus on Spellcraft checks to create magic potions with the Brew Potion feat. Additionally, a cauldron allows a user to craft multiple potions at a faster rate than normal. The user can craft a single potion with a value of 300 gp or less in 2 hours and can make any combination of potions totaling 1,200 gp or less in value in a single day. In addition to its crafting uses, a blackwick cauldron can cast identify once per day on an item placed inside of it. A blackwick cauldron can also be used as a focus or inexpensive material component for spells of the divination school, such as clairaudience/clairvoyance or prying eyes, as long as such focus or material component has a cost of 5 gp or less.Craft Wondrous Item, identify, scryingWondrous ItemAP 34
Crown of Ashstrong divination and transmutation12head299002 lbs.This crown gives a +4 competence bonus on Charisma checks and Charisma-based skill checks when dealing with creatures of the fey type. When dealing with creatures associated with fey but not fey themselves, such as gnomes, the wearer gains a +2 competence bonus on these checks. The wearer can speak, read, and understand Sylvan, If the wearer of the crown of ash is not a fey, he gains low-light vision, a +4 bonus on saves against enchantment spells, and DR 5/cold iron.Craft Wondrous Items, comprehend languages, eagle's splendorWondrous ItemAP 34
Staff of Stoneweavingstrong abjuration and transmutation13none631805 lbs.A staff of stoneweaving is a staff of rough-hewn obsidian with a glowing ruby floating between the forked branches of its top end. It allows the use of the following spells: • Spike stones (1 charge) • Statue (2 charges) • Stone shape (1 charge) • Stone to flesh (2 charges) • Stoneskin (2 charges) Additionally, the staff of stoneweaving acts as a +1 halfling slingstaff. The staff creates its own ammunition-ruby sling bullets which disappear after striking or missing their target. These bullets are created by tapping the head of the staff against the ground (a move action). The user cannot pick up bullets after firing them or otherwise harvest them; at the end of the round after a bullet is created, it disappears from existence.Craft Magic Arms and Armor, Craft Staff, minor creation, spike stones, statue, stone shape, stone to flesh, stoneskinStaffAP 34
Figurine of Wondrous Power (emerald frog)moderate transmutation8none70001 lb.This figurine of wondrous power appears as a small, innocuous frog carved of cloudy emerald. On command, it transforms into either a giant frog with the advanced template or 3 poisonous frogs-the user makes this choice at the time of activation. The frog (or frogs) can be animated up to 3 times per week, for a maximum total duration of 12 hours per week. If the advanced giant frog is slain, the emerald frog cannot be activated again for 1 full week. Each poisonous frog that is slain in combat reduces the total duration that the figurine can be activated for the week by 4 hours. Either the giant frog or the poisonous frogs can be used as combatants or as small, unintelligent servant-creatures, performing minor tasks or fetching small objects. The giant frog can be used by Small or smaller creatures as a makeshift mount, although it is not equipped with a saddle or similar equipment, and its slick hide imposes an additional -4 penalty on Ride attempts.Craft Wondrous Item, animate objectsWondrous ItemAP 34
Plumed Mantlemoderate transmutation6shoulders39550-This simple woolen cloak is trimmed across the shoulders with the feathers of eagles and other raptors, and permits the user to fly (as the spell) for a total of 30 minutes each day. These 30 minutes need not be consecutive, but each use of this ability that lasts for fewer than 5 minutes reduces the daily limit by 5 minutes. While flying under the power of the plumed mantle, the wearer has a +2 bonus on Fly checks, in addition to any bonuses from speed or maneuverability. In addition to its powers of flight, the plumed mantle protects its wearer with a continuous feather fall effect, and makes him appear as a golden eagle to viewers on the ground. The wearer can suppress either effect by force of will as a free action. While at a height greater than 40 feet, the wearer of the plumed mantle receives a +2 competence bonus on Perception checks involving vision or sight.Craft Wondrous Item, feather fall, fly, minor imageWondrous ItemAP 34
Greater Hat of Disguisefaint illusion3head12000-Like a hat of disguise, this garment allows its wearer to alter her appearance. It functions as an alter self spell (as opposed to disguise self). The hat becomes a part of the disguise and can be a hat, a helmet, a headscarf, and so forth.Craft Wondrous Item, alter selfWondrous ItemCurse of the Riven Sky
Death's Head Talisman 10HDvaries5amulet1000-This amulet allows the wearer to command a number of undead skeletons and zombies, which are keyed to the amulet when it is created. The animation of the undead is part of the creation process-undead that have already been created cannot be bound to a death's head talisman. The number of HD of undead tied to the amulet is equal to twice the amulet's caster level. The amulet allows the wearer to command the undead as if she had created them with animate dead, even if she has no magical talent of her own. The undead are only under control while the amulet is worn; if the amulet is removed, the undead revert to normal behavior, standing in place but responding if attacked. Once the specific undead tied to the amulet are destroyed, the talisman loses all power.Craft Wondrous Item, animate deadWondrous ItemCity of Strangers
Death's Head Talisman 14HDvaries7amulet1400-This amulet allows the wearer to command a number of undead skeletons and zombies, which are keyed to the amulet when it is created. The animation of the undead is part of the creation process-undead that have already been created cannot be bound to a death's head talisman. The number of HD of undead tied to the amulet is equal to twice the amulet's caster level. The amulet allows the wearer to command the undead as if she had created them with animate dead, even if she has no magical talent of her own. The undead are only under control while the amulet is worn; if the amulet is removed, the undead revert to normal behavior, standing in place but responding if attacked. Once the specific undead tied to the amulet are destroyed, the talisman loses all power.Craft Wondrous Item, animate deadWondrous ItemCity of Strangers
Death's Head Talisman 18HDvaries9amulet1800-This amulet allows the wearer to command a number of undead skeletons and zombies, which are keyed to the amulet when it is created. The animation of the undead is part of the creation process-undead that have already been created cannot be bound to a death's head talisman. The number of HD of undead tied to the amulet is equal to twice the amulet's caster level. The amulet allows the wearer to command the undead as if she had created them with animate dead, even if she has no magical talent of her own. The undead are only under control while the amulet is worn; if the amulet is removed, the undead revert to normal behavior, standing in place but responding if attacked. Once the specific undead tied to the amulet are destroyed, the talisman loses all power.Craft Wondrous Item, animate deadWondrous ItemCity of Strangers
Death's Head Talisman 24HDvaries12amulet2400-This amulet allows the wearer to command a number of undead skeletons and zombies, which are keyed to the amulet when it is created. The animation of the undead is part of the creation process-undead that have already been created cannot be bound to a death's head talisman. The number of HD of undead tied to the amulet is equal to twice the amulet's caster level. The amulet allows the wearer to command the undead as if she had created them with animate dead, even if she has no magical talent of her own. The undead are only under control while the amulet is worn; if the amulet is removed, the undead revert to normal behavior, standing in place but responding if attacked. Once the specific undead tied to the amulet are destroyed, the talisman loses all power.Craft Wondrous Item, animate deadWondrous ItemCity of Strangers
Necklace of Loveliesabjuration (evil)17neck-14 lbs.This repugnant and cruel magic item consists of a chain of cold iron on which dangle six tiny, cold iron cages, each of which contains a living but miniaturized pixie. While the pixies are free to shriek and yell and cry, the item prevents them from taking any action that would directly free them from their cage and suppresses all of their supernatural and spell-like abilities. As a swift action, the wearer of a necklace of lovelies can redirect hit point damage inflicted on him from any single attack or effect that damages him onto one of the pixies on the necklace-doing so automatically kills the poor pixie in a tiny explosion of blood. Once all of the necklace's pixies are dead or released, the necklace becomes nonmagical. The magic of a necklace of lovelies can also be released by breaking open one of the tiny pixie cages (hardness 10; hp 10; Break DC 20). If the cage contains a living pixie, the grateful fey quickly escapes and returns to normal size-in so doing, the wash of energy allows the pixie to bestow luck upon the creature who broke that particular cage if the pixie so chooses (most pixies are grateful enough to a rescuer to automatically grant this boon). An instant after the luck is bestowed, the grateful pixie vanishes (presumably back to the area in which he or she was first imprisoned in the necklace during its creation). The luck granted by this effect can be used at any point once during the next 7 days as a swift action whenever a d20 is rolled-it allows the lucky soul to roll 2d20 and pick which result he wishes to accept.Craft Wondrous Item, imprisonment, shield other, 6 willing or helpless pixiesWondrous ItemAP 36
Giant-Hide Armor, Stonestrong transmutation15armor5416525 lbs.This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, troll, hill giant, stone giant, fire giant, or frost giant) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form IArmorAPG
Giant-Hide Armor, Firestrong transmutation15armor5416525 lbs.This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, troll, hill giant, stone giant, fire giant, or frost giant) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form IArmorAPG
Giant-Hide Armor, Froststrong transmutation15armor5416525 lbs.This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, troll, hill giant, stone giant, fire giant, or frost giant) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form IArmorAPG
Giant-Hide Armor, Cloudstrong transmutation15armor6916525 lbs.This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, troll, hill giant, stone giant, fire giant, or frost giant) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form IIArmorAPG
Giant-Hide Armor, Stormstrong transmutation15armor7666525 lbs.This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, troll, hill giant, stone giant, fire giant, or frost giant) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form IIArmorAPG
Assisting Glovefaint transmutation1hands1801 lb.The wearer of this simple glove can speak a command word to transform it into a glowing disembodied hand. As a swift action, the wearer can have the glove assist him with a task as if using the aid another action; the glove uses the wearer's base attack bonus or skill ranks when making the check to see if aid another is successful (it does not gain the benefit of the wearer's ability scores or other bonuses). The hand remains until it has attempted one action or until 1 minute passes, whichever comes first, at which time it becomes a nonmagical lambskin glove.Craft Wondrous Item, mage hand, unseen servantWondrous ItemAPG
Knight's Pennon, Honor[APG]moderate abjuration or transmutation6none22001 lb.This narrow cloth flag is made to attach to the end a knight's lance, though it can be flown from a spear, polearm, or even a staff. It has no effect if not mounted appropriately. A knight's pennon grants different benefits depending on its color and design. Battle: The red knight's pennon of battle allows its bearer to benefit from heroism once per day. Honor: The gold knight's pennon of honor bestows protection from evil upon the bearer once per day. Parley: The white knight's pennon of parley, when displayed approaching a negotiation, grants the bearer a +4 enhancement bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks for 1 hour, so long as the bearer does not initiate any hostile action.Craft Wondrous Item, protection from evilWondrous ItemAPG
Lord's Banner, Crusadesmoderate (various schools)10none1000003 lbs.A lord's banner is a cloth flag or standard, typically at least 2 feet wide and 4 feet long (though some are up to twice that size), meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect when not mounted properly or when laying on the ground. It normally depicts the insignia or heraldic symbol of a particular noble. A lord's banner may be carried (on foot or mounted) or planted. In the latter case, the banner does not need a bearer, but if it is toppled or touched by an enemy, it loses its effectiveness until reclaimed and replanted by allies of its owner. Crusades: A noble-looking lord's banner of crusades emits a hallow effect in a 40-foot radius around it, so long as it is borne by one true to the religion of the person whose crest is on the banner (these sorts of banners usually have a holy symbol or other religious insignia worked into the design). The banner displays the faith's holy symbol along with the owner's crest. Constitution checks or suffering any nonlethal damage from doing so, allowing them to cover great distances while still arriving ready to do battle. This ability affects all allied creatures within 1 mile as long as they are able to see the banner at least once a day.Craft Wondrous Item, hallowWondrous ItemAPG
Lord's Banner, Swiftnessmoderate (various schools)10none100003 lbs.A lord's banner is a cloth flag or standard, typically at least 2 feet wide and 4 feet long (though some are up to twice that size), meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect when not mounted properly or when laying on the ground. It normally depicts the insignia or heraldic symbol of a particular noble. A lord's banner may be carried (on foot or mounted) or planted. In the latter case, the banner does not need a bearer, but if it is toppled or touched by an enemy, it loses its effectiveness until reclaimed and replanted by allies of its owner. Swiftness: A group or army traveling under a lord's banner of swiftness can make a forced march without needing Constitution checks or suffering any nonlethal damage from doing so, allowing them to cover great distances while still arriving ready to do battle. This ability affects all allied creatures within 1 mile as long as they are able to see the banner at least once a day.Craft Wondrous Item, freedom of movementWondrous ItemAPG
Lord's Banner, Terrormoderate (various schools)10none560003 lbs.A lord's banner is a cloth flag or standard, typically at least 2 feet wide and 4 feet long (though some are up to twice that size), meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect when not mounted properly or when laying on the ground. It normally depicts the insignia or heraldic symbol of a particular noble. A lord's banner may be carried (on foot or mounted) or planted. In the latter case, the banner does not need a bearer, but if it is toppled or touched by an enemy, it loses its effectiveness until reclaimed and replanted by allies of its owner. Terror: Enemies of the bearer of a lord's banner of terror, while within 30 feet and able to see the banner, must make a Will saving throw (DC 16) or become panicked, fleeing as quickly as possible for as long as they can see the banner. Those that succeed on the save are shaken. A creature that makes its saving throw is immune to the banner's effects for 1 day.Craft Wondrous Item, fearWondrous ItemAPG
Lord's Banner, Victorymoderate (various schools)10none750003 lbs.A lord's banner is a cloth flag or standard, typically at least 2 feet wide and 4 feet long (though some are up to twice that size), meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect when not mounted properly or when laying on the ground. It normally depicts the insignia or heraldic symbol of a particular noble. A lord's banner may be carried (on foot or mounted) or planted. In the latter case, the banner does not need a bearer, but if it is toppled or touched by an enemy, it loses its effectiveness until reclaimed and replanted by allies of its owner. Terror: Enemies of the bearer of a lord's banner of terror, while within 30 feet and able to see the banner, must make a Will saving throw (DC 16) or become panicked, fleeing as quickly as possible for as long as they can see the banner. Those that succeed on the save are shaken. A creature that makes its saving throw is immune to the banner's effects for 1 day.Craft Wondrous Item, heroismWondrous ItemAPG
Moon Circletstrong evocation15headband20000-This fine silver circlet typically has a carved moonstone inset on the front or a crescent moon design. The wearer of a moon circlet gains darkvision out to 60 feet (if she does not already possess it). Its other effects only benefit a wearer capable of casting arcane spells. During the waxing moon, the wearer's caster level is considered one higher for purposes of caster level checks and spell effects; during the three nights of the full moon, this benefit increases to two levels higher than normal. However, this additional power comes with a price. During the waning moon, the wearer's caster level is considered one lower for purposes of caster level checks and spell effects, and during the three nights of the new moon, this penalty increases to two levels lower. Removing a moon circlet imposes 2 negative levels on the wearer until the next full moon (or until the circlet is worn again, whichever comes first). These negative levels cannot be restored by any means short of a limited wish, wish, or miracle.Craft Wondrous Item, darkvision, lightWondrous ItemAPG
Robes of Arcane Heritagemoderate necromancy9body160001 lb.These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.Craft Wondrous Item, speak with dead, creator must be a sorcererWondrous ItemAPG
Silver Smite Braceletmoderate transmutation9wrist160001 lb.This heavy silver bracelet is etched with icons of purity, fidelity, chastity, and honor, and glows with a soft white light whenever its owner prays. The wearer of this bracelet treats her paladin level as 4 higher than normal for the purpose of her smite evil class feature.Craft Wondrous Item, align weapon, creator must be a paladinWondrous ItemAPG
Charm of Fatefaint abjuration5neck5000-This talisman made of bone, claws, and beads protects its wearer from bad luck, evil spirits, and foul magic. The first time each day that the wearer fails a saving throw, the charm of fate causes the wearer to instead successfully save if the roll was missed by 5 or less. If the saving throw was missed by 6 or more, the charm's daily use is expended to no effect.Craft Wondrous Item, remove curseWondrous ItemAP 39
Elixir of Spirit Sightfaint divination and transmutation5none1000-This elixir seems to be made of thick vapor rather than liquid, and constantly emits soft whispers when uncorked. For 1 minute, the drinker gains the ability to see invisibility (as the spell), and his weapons and armor are treated as if they had the ghost touch special ability.Craft Wondrous Item, plane shift, see invisibilityWondrous ItemAP 39
Hammertailmoderate transmutation10none103052 lbs.This +1 bolas, crafted from strands of jungle vine woven into strong cord and weighted with rocks, is favored by the charauka. Ranged trip attacks with a hammertail are made with a +4 enhancement bonus on the CMB check. In addition, if an attack with a hammertail misses its target, the weapon returns as if it had the returning property.Craft Magic Arms and Armor, entangle, telekinesisWeaponAP 39
Hyena Spirit Skinmoderate transmutation9shoulders160002 lbs.This ragged piece of fur and skin contains powerful magic. Once per day, when draped over the head and shoulders, the skin grants its wearer the physical characteristics of a hyena for 10 minutes as the aspect of the wolf spell. The wearer gains a +4 enhancement bonus to Strength and Dexterity, the scent ability, and a +2 enhancement bonus on trip attacks, and she can make a trip combat maneuver as a swift action that does not provoke attacks of opportunity.Craft Wondrous Item, aspect of the wolf (Advanced Player's Guide 204)Wondrous ItemAP 39
Rod of Well-Deserved Reststrong enchantment and evocation12none620005 lbs.This rod is made of polished gold, and features three blownglass onion domes at one end. It functions as a +1 light mace. Up to three times per day, with a successful hit in combat, the wearer may attempt to put the target of the attack asleep (DC 14 Will save negates). This functions as sleep, but there is no limit to the number of Hit Dice that may be affected. In addition, the wielder may create an opaque sphere of force to protect himself from the elements once per day, as a tiny hut spell with a 5-foot radius. If the wielder goes to sleep with the rod in his possession, 8 hours of sleep provides healing equivalent to a full day of bed rest. Upon waking, the wielder enjoys the benefits of a good hope spell for 1 hour.Craft Rod, deep slumber, good hope, restful sleep (Advanced Player's Guide 239), tiny hutRodAP 39
Savage Stingstrong divination12none383021 lb.This +1 seeking blowgun is made of a hollowed piece of reed lacquered in vibrant orange hues and decorated with a fetish of brilliantly colored feathers. Up to three times per day, the wielder may envenom a dart fired from the blowgun with a virulent toxin, which functions as the poison spell.Craft Magic Arms and Armor, poison, true seeingWeaponAP 39
Stunstonefaint evocation5none3501 lb.This naturally occurring, glowing purple crystal can be thrown as a ranged attack with a range increment of 20 feet. When it strikes a target or hard surface (or is struck hard), the crystal shatters in a burst of sound and light. Every creature in a 10-foot-radius spread is outlined in faerie fire, takes 1d8 points of sonic damage, and must make a DC 13 Fortitude save or be stunned for 1 round.Craft Wondrous Item, Craft (alchemy) 5 ranks, faerie fire, sound burstWondrous ItemAP 39
Wavecuttermoderate abjuration10none103204 lbs.This unusual +1 keen terbutje (Adventurer's Armory 5, or as a longsword) is made of sharp chunks of quartz embedded along a length of steel. A wavecutter may be used underwater without suffering a slashing weapon's normal -2 penalty on attack rolls.Craft Magic Arms and Armor, freedom of movement, keen edgeWeaponAP 39
Black Blessingfaint abjuration3neck500-This small black pouch typically bears a symbol of a heart, bird's head, or fish scribed in blood. It grants the wearer a +1 resistance bonus on Fortitude and Reflex saving throws. However, the wearer also takes a -2 penalty on all Will saves against spells cast by the item's creator.Craft Wondrous Item, resistance, baneWondrous ItemAP 39
Spirit Tearfaint divination5neck1800-This small glass ornament is usually molded into the shape of an eye or drop. Once per day the wearer can activate the tear, gaining the ability to see invisibility with a range of 10 feet for 5 minutes.Craft Wondrous Item, see invisibilityWondrous ItemAP 39
Amulet of the Abyssmoderate conjuration [chaotic, evil]5neck15000-Each amulet of the Abyss bears a demon lord's rune on its face, indicating the lord to which the amulet is attuned. An amulet of the Abyss functions as an unholy symbol to the demon lord. For a worshiper of that demon lord, an amulet of the Abyss functions as a phylactery of faithfulness. An amulet of the Abyss grants its wearer the ability to cast all three spell-like abilities granted by the associated demon lord's first demonic boon, once per day per spell. See the individual demon lord entries in Chapter One for lists of the spells each demon lord grants as a boon. Any lawful or good character who wears this amulet gains two negative levels. These negative levels remain as long as the amulet is worn. Although they never result in actual level loss, they cannot be overcome in any way as long as the amulet is worn.Craft Wondrous Item, must worship a demon lordWondrous ItemBook of the Damned V2
Snakescale Armorfaint illusion5armor890020 lbs.This +1 scale mail is made from hardened, reinforced snakeskin scales. The armor has an arcane spell failure chance of 15%, a maximum Dexterity bonus of +5, and a -2 armor check penalty. It also grants its wearer a +5 competence bonus on Climb and Stealth checks. Snakescale armor is considered light armor.Craft Magic Arms and Armor, invisibility, silence, spider climbArmorAP 42
Padma Blossomfaint abjuration and enchantment3none8000-This perfect lotus flower formed from pink jade offers purity of mind and spiritual calm. While grasped, the blossom grants its holder a +3 competence bonus on concentration checks and suppresses the following on its holder: morale bonuses, fear effects, and the confused, dazed, or stunned conditions. Twice per day, the bearer can cast calm emotions.Craft Wondrous Item, calm emotions, remove fearWondrous ItemCult Of The Ebon Destroyers
Haunt Siphonfaint necromancy3none4001 lb.These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air. To capture a haunt's energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action)-this can be before or after the haunt has acted. You must be within the haunt's area of influence to use a haunt siphon. When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt's hit points to 0, the mist inside the haunt siphon glows green-if it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes nonmagical. It may take multiple haunt siphons to destroy powerful haunts. A haunt that is neutralized by a haunt siphon takes a -5 penalty on its caster level check to manifest again after its reset time passes. A haunt siphon that neutralizes a haunt can no longer be used to harm haunts, but it can be used as a grenadelike splash weapon that deals 1d6 points of negative energy damage with a direct hit. Every creature within 5 feet of the point where the haunt siphon hits takes 1 point of negative energy damage from the splash.Craft Wondrous Item, cure moderate wounds, gentle reposeWondrous ItemAP 43
Spirit Planchette, Brassmoderate divination9none40005 lbs.A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist-brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this "board" can be made up of letters scribed upon any smooth surface-it need not be a prepared board for a spirit planchette to work. To use a spirit planchette, you must rest your fingers lightly upon the planchette's surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board-at this point, questions may be asked of the spirits by any of the individuals involved in the seance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with "yes," "no," or "maybe," or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day-the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below). Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful (such as in Harrowstone), this Will save takes a -2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient-the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically "maybe." If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie. Spirit Planchettes Planchette Questions Will save Confusion True Type per Use DC Duration Answer Lie Brass 1 11 1 round 01-60 61-100 Cold Iron 3 15 2 rounds 01-75 76-100 Silver 5 19 3 rounds 01-90 91-100Craft Wondrous Item, contact other plane, speak with deadWondrous ItemAP 43
Spirit Planchette, Cold Ironmoderate divination9none100005 lbs.A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist-brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this "board" can be made up of letters scribed upon any smooth surface-it need not be a prepared board for a spirit planchette to work. To use a spirit planchette, you must rest your fingers lightly upon the planchette's surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board-at this point, questions may be asked of the spirits by any of the individuals involved in the seance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with "yes," "no," or "maybe," or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day-the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below). Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful (such as in Harrowstone), this Will save takes a -2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient-the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically "maybe." If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie. Spirit Planchettes Planchette Questions Will save Confusion True Type per Use DC Duration Answer Lie Brass 1 11 1 round 01-60 61-100 Cold Iron 3 15 2 rounds 01-75 76-100 Silver 5 19 3 rounds 01-90 91-100Craft Wondrous Item, contact other plane, speak with deadWondrous ItemAP 43
Spirit Planchette, Silvermoderate divination9none180005 lbs.A spirit planchette is typically found in a wooden case along with a thin wooden board printed with numerous letters and numbers. Nonmagical versions of these divination tools can be purchased in curiosity shops (typically costing 25 gp); while these items can be used as alternative components for augury spells, only magical spirit planchettes allow users to communicate with the other side. Three types of spirit planchettes exist-brass, cold iron, and silver. Each in turn allows an increasingly potent form of divination effect to be utilized. A spirit planchette requires a board to move upon, but this "board" can be made up of letters scribed upon any smooth surface-it need not be a prepared board for a spirit planchette to work. To use a spirit planchette, you must rest your fingers lightly upon the planchette's surface and then concentrate on the planchette (as if maintaining a spell with a duration of concentration) for 2d6 rounds while the planchette attunes itself to the ambient spirits of the area. After this time, the planchette begins to slowly slide in random patterns across the board-at this point, questions may be asked of the spirits by any of the individuals involved in the seance. The consequences of each question asked of the spirits depends upon what type of planchette is used for the divination, as summarized on the table below. The spirits reply in a language understood by the character who asked the question, but resent such contact and give only brief answers to the questions. All questions are answered with "yes," "no," or "maybe," or by spelling out a single word from the letters arranged on the board. The spirits answer each question either in the same round the question is asked (in the case of a yes, no, or maybe answer) or at a rate of one letter per round (in the case of a single word being spelled out). A spirit planchette may be used once per day-the maximum number of questions you can ask with it depends on the type of planchette being used (as detailed on the table below). Communication with spirits can be a dangerous task, for many spirits are jealous or hateful of the living. Every time a spirit planchette is used, the user must succeed on a Will save to avoid being temporarily possessed and harmed by the angry spirits. In some areas where the spirits are particularly violent or hateful (such as in Harrowstone), this Will save takes a -2 penalty. The DC of this save depends on the type of spirit planchette being used. Anyone who fails the Will save becomes confused for a number of rounds (depending on the type of planchette being used), and no answer is received. The spirits in the area are not omniscient-the GM should decide whether or not the spirits would actually know the answer to the question asked, and if they do not, the answer granted is automatically "maybe." If the GM determines that the spirits are knowledgeable about the answer, roll d% to determine whether the spirits speak truthfully or whether they lie. Spirit Planchettes Planchette Questions Will save Confusion True Type per Use DC Duration Answer Lie Brass 1 11 1 round 01-60 61-100 Cold Iron 3 15 2 rounds 01-75 76-100 Silver 5 19 3 rounds 01-90 91-100Craft Wondrous Item, contact other plane, speak with deadWondrous ItemAP 43
Canopic Stonemoderate conjuration12none28800-A spellcaster must prepare a canopic stone, a talisman that typically takes the form of a ceramic totem or amulet bound in silver. Upon creating this object, the bearer can summon a vilkacis once per day. The stone grants no control over the vilkacis, but the creature will not attack or attempt to possess the stone's bearer. Upon being summoned, the vilkacis turns its attention to the nearest creature other than the summoner, attempting to possess the creature's body and go on a murderous rampage. Using a canopic stone to summon a vilkacis is considered an evil act. Although many vilkacis are purposefully created and employed by evil spellcasters, some manifest spontaneously. These beings wander and rampage as they please, but still are bound to a talisman similar to a canopic stone. This spontaneously created artifact can be utilized by those who discover it and discern its importance in the same way as can a canopic stone created specifically to summon and control a vilkacis, and typically takes the form of the dead werewolf 's skull, the silver weapon that killed the werewolf, or a talisman it bore in life.Craft Wondrous Item, create undead, rageWondrous ItemAP 45
Pendant of the Blood Scarabfaint divination3neck1000-A carved ruby in the shape of a scarab set in gold, this magic amulet grants its wearer insight on where to strike a creature so as to maximize pain and distress. This pendant must be worn against bare flesh in order to function. Once per day, as an immediate action, when the wearer of a pendant of the blood scarab threatens a critical hit with any attack, he may automatically confirm the critical hit. When the user activates this ability, the pendant's spiky little legs momentarily animate and clutch against the wearer's skin, dealing 1d6 points of damage as the amulet burrows and digs into the wearer's body in apparent delight at the devastating blow inflicted on the enemy.Craft Wondrous Item, true strikeWondrous ItemRival Guide
Cockatrice Gritmoderate transmutation11none2000-This magical grit is used by flinging a dose at a creature within 15 feet by as a ranged touch attack. If the grit hits, the target takes 1d4 points of Dexterity damage and is slowed (as the spell) for 1 round as its body starts slowly turning to stone. Each round that follows, the victim can attempt a DC 17 Fortitude save at the start of its turn as a free action to end the effect; otherwise, it takes an additional 1d4 points of Dexterity damage and is slowed for 1 more round. This effect can last for a maximum of 11 rounds. If this Dexterity damage ever meets or exceeds the victim's actual Dexterity score, the creature becomes petrified permanently, as if by flesh to stone. A dose of cockatrice grit is consumed when it is used, and doesn't activate until it has been thrown-the grit can be handled safely.Craft Wondrous Item, calcific touch or flesh to stoneWondrous ItemRival Guide
Desiccating Dustmoderate necromancy5none1500-This yellowish gray powder is composed of grave dirt and ground snakeskin. The user spreads the dust in two 5-foot squares, typically across doorways frequented by the intended victims-this takes 1d4 rounds to accomplish. A creature stepping into an area warded by desiccating dust must make a DC 19 Fortitude save to avoid suddenly becoming horrifically thirsty and wracked with pain, taking 5d6 points of nonlethal damage, and immediately becoming fatigued. The nonlethal damage caused by this effect cannot be healed until the creature can drink some water. A creature that remains in an area warded by desiccating dust need not make additional saves to avoid the effect, but if it steps out of the area, it must save again as soon as it reenters the warded area. A creature already taking nonlethal damage or fatigue from desiccating dust suffers no additional ill effect from passing through an area protected by this magical dust. Once a dose of desiccating dust is applied to an area, that area remains warded by the effect for 24 hours.Craft Wondrous Item, cup of dustWondrous ItemRival Guide
Firefoot Powderfaint necromancy5none1000-This bright red powder contains a mixture of rare herbs and black salt. One dose of fire foot powder is enough powder to spread over two 5-foot squares, usually around doorways. The first creature to enter a powdered square must succeed on a DC 14 Fortitude save or immediately become overwhelmed by waves of fiery pain as if its legs and feet were being burned to ashes. The victim takes 1d6 points of nonlethal damage per round for 5 rounds, during which time it is also sickened.Craft Wondrous Item, pain strikeWondrous ItemRival Guide
Marionette Cruxstrong enchantment9none360005 lbs.Short lengths of twine dangle sharp metal needles from each end of this cross-shaped wooden bar. To use a marionette crux, the wielder points the item at any humanoid within 25 feet and makes a ranged touch attack as a standard action as the strings suddenly extend out. If the attack hits, the needles pierce the victim's wrists and ankles, causing the victim to become sickened for 1 round by the momentary flash of pain. In addition, the victim must make a DC 17 Will save to avoid being dominated by the crux, as if via dominate person. The needles immediately retract back to the crux an instant after they strike a foe, but if the victim has been dominated, the crux's wielder can control its actions. Control lies with the crux, not the person who made the initial attack-passing the crux to another creature allows that creature to take control of the dominated humanoid. If the crux is given to the victim, the effect ends. The crux must be held in the user's hand in order for the user to issue a new command to the victim. Otherwise, the domination effect caused by a marionette crux lasts for a day, but additional uses of the crux can effectively extend the effect over a victim indefinitely. A marionette crux can maintain domination over only one creature at a time-if a second humanoid is dominated by the crux, the previously dominated human is released from the effect immediately. A marionette crux can be activated up to two times per day.Craft Wondrous Item, dominate personWondrous ItemRival Guide
Metamagic Gem, Empowering Topazstrong (no school)11none2000-Metamagic gems can be used to enhance spells with various metamagic effects, similar to the way metamagic rods are used, save that metamagic gems are consumed when they are used. To apply the effects of a metamagic gem to a spell, you need only use the metamagic gem as an additional material component for the spell in question. When you apply a metamagic effect to a spell using a metamagic gem, the spell slot of the altered spell does not change. You may only use one metamagic gem on any given spell, and while that spell cannot be further enhanced by a metamagic rod, it can be used with spells already enhanced in the normal way via any metamagic feats you possess. In this case, only the feats possessed by you adjust the spell slot of the spell being cast. Use of a metamagic gem does not confer the associated feat on the owner, only the one-time ability to use the given feat. A sorcerer or other spontaneous spellcaster must still take a fullround action when using a metamagic gem, just as if using a metamagic feat he possesses (except for quickening diamonds, which can be used as a swift action). The metamagic gems presented here are not the only such gems that exist. Other metamagic gems based on metamagic feats from other sources could easily be created-their costs should follow the pattern presented here (1,000 gp for gems that alter a spell slot by 1 level, 2,000 gp for those that alter spell slots by 2 levels, and so on), and each new gem should have a corresponding unique gemstone type associated with it.Craft Wondrous Item, appropriate metamagic featWondrous ItemRival Guide
Metamagic Gem, Enlarging Amethyststrong (no school)11none1000-Metamagic gems can be used to enhance spells with various metamagic effects, similar to the way metamagic rods are used, save that metamagic gems are consumed when they are used. To apply the effects of a metamagic gem to a spell, you need only use the metamagic gem as an additional material component for the spell in question. When you apply a metamagic effect to a spell using a metamagic gem, the spell slot of the altered spell does not change. You may only use one metamagic gem on any given spell, and while that spell cannot be further enhanced by a metamagic rod, it can be used with spells already enhanced in the normal way via any metamagic feats you possess. In this case, only the feats possessed by you adjust the spell slot of the spell being cast. Use of a metamagic gem does not confer the associated feat on the owner, only the one-time ability to use the given feat. A sorcerer or other spontaneous spellcaster must still take a fullround action when using a metamagic gem, just as if using a metamagic feat he possesses (except for quickening diamonds, which can be used as a swift action). The metamagic gems presented here are not the only such gems that exist. Other metamagic gems based on metamagic feats from other sources could easily be created-their costs should follow the pattern presented here (1,000 gp for gems that alter a spell slot by 1 level, 2,000 gp for those that alter spell slots by 2 levels, and so on), and each new gem should have a corresponding unique gemstone type associated with it.Craft Wondrous Item, appropriate metamagic featWondrous ItemRival Guide
Metamagic Gem, Extending Garnetstrong (no school)11none1000-Metamagic gems can be used to enhance spells with various metamagic effects, similar to the way metamagic rods are used, save that metamagic gems are consumed when they are used. To apply the effects of a metamagic gem to a spell, you need only use the metamagic gem as an additional material component for the spell in question. When you apply a metamagic effect to a spell using a metamagic gem, the spell slot of the altered spell does not change. You may only use one metamagic gem on any given spell, and while that spell cannot be further enhanced by a metamagic rod, it can be used with spells already enhanced in the normal way via any metamagic feats you possess. In this case, only the feats possessed by you adjust the spell slot of the spell being cast. Use of a metamagic gem does not confer the associated feat on the owner, only the one-time ability to use the given feat. A sorcerer or other spontaneous spellcaster must still take a fullround action when using a metamagic gem, just as if using a metamagic feat he possesses (except for quickening diamonds, which can be used as a swift action). The metamagic gems presented here are not the only such gems that exist. Other metamagic gems based on metamagic feats from other sources could easily be created-their costs should follow the pattern presented here (1,000 gp for gems that alter a spell slot by 1 level, 2,000 gp for those that alter spell slots by 2 levels, and so on), and each new gem should have a corresponding unique gemstone type associated with it.Craft Wondrous Item, appropriate metamagic featWondrous ItemRival Guide
Metamagic Gem, Maximizing Sapphirestrong (no school)11none4000-Metamagic gems can be used to enhance spells with various metamagic effects, similar to the way metamagic rods are used, save that metamagic gems are consumed when they are used. To apply the effects of a metamagic gem to a spell, you need only use the metamagic gem as an additional material component for the spell in question. When you apply a metamagic effect to a spell using a metamagic gem, the spell slot of the altered spell does not change. You may only use one metamagic gem on any given spell, and while that spell cannot be further enhanced by a metamagic rod, it can be used with spells already enhanced in the normal way via any metamagic feats you possess. In this case, only the feats possessed by you adjust the spell slot of the spell being cast. Use of a metamagic gem does not confer the associated feat on the owner, only the one-time ability to use the given feat. A sorcerer or other spontaneous spellcaster must still take a fullround action when using a metamagic gem, just as if using a metamagic feat he possesses (except for quickening diamonds, which can be used as a swift action). The metamagic gems presented here are not the only such gems that exist. Other metamagic gems based on metamagic feats from other sources could easily be created-their costs should follow the pattern presented here (1,000 gp for gems that alter a spell slot by 1 level, 2,000 gp for those that alter spell slots by 2 levels, and so on), and each new gem should have a corresponding unique gemstone type associated with it.Craft Wondrous Item, appropriate metamagic featWondrous ItemRival Guide
Metamagic Gem, Quickening Diamondstrong (no school)11none8000-Metamagic gems can be used to enhance spells with various metamagic effects, similar to the way metamagic rods are used, save that metamagic gems are consumed when they are used. To apply the effects of a metamagic gem to a spell, you need only use the metamagic gem as an additional material component for the spell in question. When you apply a metamagic effect to a spell using a metamagic gem, the spell slot of the altered spell does not change. You may only use one metamagic gem on any given spell, and while that spell cannot be further enhanced by a metamagic rod, it can be used with spells already enhanced in the normal way via any metamagic feats you possess. In this case, only the feats possessed by you adjust the spell slot of the spell being cast. Use of a metamagic gem does not confer the associated feat on the owner, only the one-time ability to use the given feat. A sorcerer or other spontaneous spellcaster must still take a fullround action when using a metamagic gem, just as if using a metamagic feat he possesses (except for quickening diamonds, which can be used as a swift action). The metamagic gems presented here are not the only such gems that exist. Other metamagic gems based on metamagic feats from other sources could easily be created-their costs should follow the pattern presented here (1,000 gp for gems that alter a spell slot by 1 level, 2,000 gp for those that alter spell slots by 2 levels, and so on), and each new gem should have a corresponding unique gemstone type associated with it.Craft Wondrous Item, appropriate metamagic featWondrous ItemRival Guide
Metamagic Gem, Silent Spineldstrong (no school)11none1000-Metamagic gems can be used to enhance spells with various metamagic effects, similar to the way metamagic rods are used, save that metamagic gems are consumed when they are used. To apply the effects of a metamagic gem to a spell, you need only use the metamagic gem as an additional material component for the spell in question. When you apply a metamagic effect to a spell using a metamagic gem, the spell slot of the altered spell does not change. You may only use one metamagic gem on any given spell, and while that spell cannot be further enhanced by a metamagic rod, it can be used with spells already enhanced in the normal way via any metamagic feats you possess. In this case, only the feats possessed by you adjust the spell slot of the spell being cast. Use of a metamagic gem does not confer the associated feat on the owner, only the one-time ability to use the given feat. A sorcerer or other spontaneous spellcaster must still take a fullround action when using a metamagic gem, just as if using a metamagic feat he possesses (except for quickening diamonds, which can be used as a swift action). The metamagic gems presented here are not the only such gems that exist. Other metamagic gems based on metamagic feats from other sources could easily be created-their costs should follow the pattern presented here (1,000 gp for gems that alter a spell slot by 1 level, 2,000 gp for those that alter spell slots by 2 levels, and so on), and each new gem should have a corresponding unique gemstone type associated with it.Craft Wondrous Item, appropriate metamagic featWondrous ItemRival Guide
Metamagic Gem, Still Amberstrong (no school)11none1000-Metamagic gems can be used to enhance spells with various metamagic effects, similar to the way metamagic rods are used, save that metamagic gems are consumed when they are used. To apply the effects of a metamagic gem to a spell, you need only use the metamagic gem as an additional material component for the spell in question. When you apply a metamagic effect to a spell using a metamagic gem, the spell slot of the altered spell does not change. You may only use one metamagic gem on any given spell, and while that spell cannot be further enhanced by a metamagic rod, it can be used with spells already enhanced in the normal way via any metamagic feats you possess. In this case, only the feats possessed by you adjust the spell slot of the spell being cast. Use of a metamagic gem does not confer the associated feat on the owner, only the one-time ability to use the given feat. A sorcerer or other spontaneous spellcaster must still take a fullround action when using a metamagic gem, just as if using a metamagic feat he possesses (except for quickening diamonds, which can be used as a swift action). The metamagic gems presented here are not the only such gems that exist. Other metamagic gems based on metamagic feats from other sources could easily be created-their costs should follow the pattern presented here (1,000 gp for gems that alter a spell slot by 1 level, 2,000 gp for those that alter spell slots by 2 levels, and so on), and each new gem should have a corresponding unique gemstone type associated with it.Craft Wondrous Item, appropriate metamagic featWondrous ItemRival Guide
Metamagic Gem, Widening Emeraldstrong (no school)11none4000-Metamagic gems can be used to enhance spells with various metamagic effects, similar to the way metamagic rods are used, save that metamagic gems are consumed when they are used. To apply the effects of a metamagic gem to a spell, you need only use the metamagic gem as an additional material component for the spell in question. When you apply a metamagic effect to a spell using a metamagic gem, the spell slot of the altered spell does not change. You may only use one metamagic gem on any given spell, and while that spell cannot be further enhanced by a metamagic rod, it can be used with spells already enhanced in the normal way via any metamagic feats you possess. In this case, only the feats possessed by you adjust the spell slot of the spell being cast. Use of a metamagic gem does not confer the associated feat on the owner, only the one-time ability to use the given feat. A sorcerer or other spontaneous spellcaster must still take a fullround action when using a metamagic gem, just as if using a metamagic feat he possesses (except for quickening diamonds, which can be used as a swift action). The metamagic gems presented here are not the only such gems that exist. Other metamagic gems based on metamagic feats from other sources could easily be created-their costs should follow the pattern presented here (1,000 gp for gems that alter a spell slot by 1 level, 2,000 gp for those that alter spell slots by 2 levels, and so on), and each new gem should have a corresponding unique gemstone type associated with it.Craft Wondrous Item, appropriate metamagic featWondrous ItemRival Guide
Bloodbrew Elixirfaint necromancy3none1000-This ruby red wine carries an aroma of fresh-spilled blood with a persistent finish tasting of iron and scarberries. Anyone who drinks the concoction gains 1d10+3 temporary hit points for 1 hour. In addition, an enslaved vampire or vampire spawn who drinks the elixir is freed from its creator's control for 1 hour, becoming a free-willed undead creature for that time. At the end of the hour, the vampire is once again enslaved under its creator's control. Bloodbrew elixir is highly addictive to vampires, and any vampire who drinks it must make a DC 20 Fortitude save or become addicted to the bloodbrew. Thereafter, the vampire must drink a new dose of bloodbrew every day, or take a -2 penalty to Dex, Con, Str, and Wis and lose her fast healing ability, until a new dose is taken. The addiction can only be cured with greater restoration, or the vampire must make three consecutive saves, one per day, against the elixir's DC, after a day of not taking the drug. Should the vampire take a new dose of the elixir before the addiction is cured, any past successful saves are negated. A living creature who drinks the elixir gains the temporary hit points, but takes a -2 penalty on saves against energy drain and negative energy effects, including channeled negative energy, for 1 hour. Bloodbrew elixir is not addictive to living creatures.Craft Wondrous Item, Craft (alchemy) DC 25, false life, protection from evilWondrous ItemAP 47
Witching Gownmoderate abjuration7body350001 lb.Spun from combed cotton, this simple, unassuming gown bears a strong aura of witchcraft. These magical garments are highly sought after by witches, for though anyone may wear a witching gown, only a witch may realize its full potential. A witching gown grants its wearer a +2 resistance bonus on all saving throws and a +2 competence bonus on all Bluff, Diplomacy, and Intimidate skill checks. When worn by a witch, these bonuses double. In addition, a witch may change the appearance and style of the gown to match her whims (as the glamered armor special ability) and adopt virtually any disguise, gaining a +10 bonus on Disguise checks that incorporate the gown's appearance. Only a true seeing spell or similar magic can pierce this effect. Lastly, a witch may cast a single touch range spell of 4th level or lower into the gown. Thereafter, the gown holds the magic for up to 24 hours, functioning as a spite spell against the next foe to strike the witch with a successful melee attack or combat maneuver. The gown's spite spell counts as an active spite effect for the witch wearing the gown.Craft Wondrous Item, charm person, disguise self, resistance, spite (Pathfinder RPG Advanced Player's Guide 246)Wondrous ItemAP 47
Gem of Dreamsstrong necromancy20none-12 lbs.No record of where Kamaria found this potent artifact exists, although many believe she discovered it while exploring a remote corner of the nightmare realm of Leng. The Gem of Dreams can be used once per month to absorb the dreaming mind of any sleeping creature it is in contact with-this ability must be activated as a full-round action. The sleeping creature can resist this doom by making a DC 20 Will save-with a success, he is afflicted by a nightmare spell (CL 20th) but is otherwise unharmed. If he fails the save, his dreaming mind is stolen, warped, and then siphoned back into his body in the space of an hour. If the victim is awakened before this process completes, his body twists and transforms into a creature known as a dream eater (see above), at which point only wish or miracle (or the destruction of the Gem of Dreams) can restore him to his true form. At the point the transformation occurs, the creature that activated the gem's power ceases to age for a month. By using the gem every month (and creating more and more dream eaters), a person can effectively become immortal in this manner. While this is technically nothing more than a beneficial side effect, it is this power that has generated the majority of the gem's legendary fame.ArtifactDungeons Of Golarion
Deadflesh Waraxestrong conjuration and transmutation12none-18 lbs.These +1 mithral ghost touch undead bane dwarven waraxes were crafted hurriedly to combat the rising undead threat, but the rush to craft these weapons and cut corners in their creation resulted in a dangerous flaw-whenever an undead creature is slain with a deadflesh waraxe, the axe allows a portion of the destroyed undead's necromantic energy to flow through the axe and into the wielder's body, causing the wielder to become shaken for 1 minute if he fails a DC 15 Will save. These effects stack with each other-the second time the victim succumbs, he becomes frightened. The third time, he is panicked and drops the deadflesh waraxe in his attempt to flee. This is a mind-affecting fear effect. This flaw is relatively subtle-in order to notice it when identifying the item, the examiner must exceed the DC 27 Spellcraft check by 10 points or more. In the hands of a soldier ready to deal with this imperfection, a deadflesh waraxe can be a powerful tool against the undead, but many of the dwarven defenders of the mines weren't made aware of the flaw until it was too late.CursedDungeons Of Golarion
Coldfire Wrappingsmoderate evocation [cold]10body20001 lb.When carefully wrapped around the body of a Medium-sized creature (a process that takes 10 minutes), these magical linen wrappings protect the wearer from fire and provide defense against physical attacks. As an immediate action, the wearer can immolate herself in wispy blue flames that protect the wearer as the chill shield version of fire shield and deal 1d6+10 points of cold damage to attackers. This protection lasts for 10 rounds before the wrappings crumble away into fine ash.Craft Wondrous Item, fire shieldWondrous ItemAP 48
Bone Beadsfaint necromancy3wrist6000-This bracelet of tiny carved skulls allows its wearer to command up to 8 HD worth of mindless undead creatures as the command undead spell. It is a standard action to establish control over an undead creature, and a free action to relinquish control. If the wearer attempts to control more than 8 HD of undead, the new creatures fall under the wearer's control, and any previously controlled undead in excess of this amount become uncontrolled.Craft Wondrous Item, command undeadWondrous ItemAP 48
Dancing Waspmoderate conjuration7none123923 lbs.This +1 kusarigama (Ultimate Combat 132) makes a shrill whistling sound whenever it is used in combat. Once per day as a standard action, the wielder of Dancing Wasp can whirl the weapon above his head as a full-round action to summon a giant wasp (Pathfinder RPG Bestiary 275). The wasp appears in the air above the wielder's head and follows the wielder's mental commands to the best of its ability as long as the user continues to twirl the weapon (requiring a standard action each round), to a maximum of 5 rounds, after which the wasp vanishes.Craft Magic Arms and Armor, summon monster IV or summon nature's ally IVWeaponAP 49
Whispering Shrikefaint abjuration5none59402 lbs.Whispering Shrike is a +1 wakizashi (Ultimate Combat 134) of incredibly beautiful design. The sword is etched with images of seven shrikes perched on a coiling branch that runs the length of the blade. Once per day, Whispering Shrike can be used to cast shield other on any creature touched by the blade while you wield it. The blade's tsuka (hilt) has not weathered the passage of time as well as the blade itself, and until the pommel is repaired (a process requiring 600 gp, a day's work, and a DC 20 Craft [weapons] check), attacks with the weapon take a -2 penalty due to the loose grip. A DC 20 Perception check (an automatic success once repair is underway) reveals a secret compartment in the hilt just large enough to hold a small item such as a flask or rolled piece of paper. This compartment currently holds an important letter-see page 22 for details on this find.Craft Magic Arms and Armor, shield otherWeaponAP 49
Dweomer's Essencemoderate abjuration9none500-Derived from the patient distillation of rare magical reagents, a pinch of this fine white powder can be added to the casting of any spell as an additional material component to give the spellcaster a +5 bonus on caster level checks made to overcome spell resistance.Craft Wondrous Item, Spell PenetrationWondrous ItemPathfinder Society Field Guide
Fortifying Stonemoderate evocation7none1000-On command, this semiprecious stone adheres to an object weighing not more than 100 pounds. As long as it is attached, the stone increases the object's hardness by 5, its break DC by 5, and its hit points by 20. Like temporary hit points, these additional hit points are lost first when the object the stone is protecting is damaged, and once they are exhausted, the fortifying stone is destroyed. However, unlike temporary hit points, they can be completely restored by repairing the fortifying stone via a single casting of a make whole spell. Any effect that breaks or destroys the protected object also destroys any attached fortifying stones.Craft Wondrous Item, stoneskinWondrous ItemPathfinder Society Field Guide
Fortunate Charmfaint evocation5neck3000-Once per day, this good luck charm allows the wearer to reroll a single skill check or concentration check after the success or failure of the original roll is known. The result of the reroll must be kept, even if it is worse than the original roll. The charm may not be used on a skill check that's already been rerolled by some other means.Craft Wondrous Item, divine favorWondrous ItemPathfinder Society Field Guide
Ring of the Beast, Relentlessfaint transmutation5ring8000-Three types of rings of the beast exist; all three appear as yellowed bone carved in the shapes of wild beasts devouring their own tails. The type of beast depicted on each ring depends on the ring's nature, but could be a wolf (ring of the relentless beast), a rhinoceros (ring of the savage beast), or a tiger (ring of the swift beast). Once per day, a ring of the beast can be activated as a standard action to unleash the primal spirit hidden inside even the most peaceful creatures. When the ring is activated, the wearer gains a bonus to a single physical attribute and a penalty to a single mental attribute for 10 minutes, as determined by the type of ring. A ring of the relentless beast grants a +4 enhancement bonus to Constitution and a -2 penalty to Charisma. A ring of the savage beast grants a +4 enhancement bonus to Strength and a -2 penalty to Intelligence. A ring of the swift beast grants a +4 enhancement bonus to Dexterity and a -2 penalty to Wisdom. As long as the effects of this ring are active, the wearer also gains a +2 enhancement bonus to his natural armor bonus.Forge Ring, barkskin, bear's enduranceRingPathfinder Society Field Guide
Ring of the Beast, Savagefaint transmutation5ring8000-Three types of rings of the beast exist; all three appear as yellowed bone carved in the shapes of wild beasts devouring their own tails. The type of beast depicted on each ring depends on the ring's nature, but could be a wolf (ring of the relentless beast), a rhinoceros (ring of the savage beast), or a tiger (ring of the swift beast). Once per day, a ring of the beast can be activated as a standard action to unleash the primal spirit hidden inside even the most peaceful creatures. When the ring is activated, the wearer gains a bonus to a single physical attribute and a penalty to a single mental attribute for 10 minutes, as determined by the type of ring. A ring of the relentless beast grants a +4 enhancement bonus to Constitution and a -2 penalty to Charisma. A ring of the savage beast grants a +4 enhancement bonus to Strength and a -2 penalty to Intelligence. A ring of the swift beast grants a +4 enhancement bonus to Dexterity and a -2 penalty to Wisdom. As long as the effects of this ring are active, the wearer also gains a +2 enhancement bonus to his natural armor bonus.Forge Ring, barkskin, bull's enduranceRingPathfinder Society Field Guide
Ring of the Beast, Swiftfaint transmutation5ring8000-Three types of rings of the beast exist; all three appear as yellowed bone carved in the shapes of wild beasts devouring their own tails. The type of beast depicted on each ring depends on the ring's nature, but could be a wolf (ring of the relentless beast), a rhinoceros (ring of the savage beast), or a tiger (ring of the swift beast). Once per day, a ring of the beast can be activated as a standard action to unleash the primal spirit hidden inside even the most peaceful creatures. When the ring is activated, the wearer gains a bonus to a single physical attribute and a penalty to a single mental attribute for 10 minutes, as determined by the type of ring. A ring of the relentless beast grants a +4 enhancement bonus to Constitution and a -2 penalty to Charisma. A ring of the savage beast grants a +4 enhancement bonus to Strength and a -2 penalty to Intelligence. A ring of the swift beast grants a +4 enhancement bonus to Dexterity and a -2 penalty to Wisdom. As long as the effects of this ring are active, the wearer also gains a +2 enhancement bonus to his natural armor bonus.Forge Ring, barkskin, cat's graceRingPathfinder Society Field Guide
Tyrant's Friendfaint divination5ring3000-A slender copper band, a tyrant's friend is thin enough to be hidden beneath another ring (although it still counts against the limit of magic rings a character can wear). The ring grows noticeably warmer whenever the hand wearing it touches a poisoned or poisonous object or creature (including containers holding poison), warning the wearer of potential danger.Forge Ring, detect poisonWondrous ItemPathfinder Society Field Guide
Shining Wayfinderfaint divination3none20001 lb.A shining wayfinder is a polished silver compass favored by members of the Shining Crusade. In addition to the usual functions of a wayfinder (including the ability to create light), a shining wayfinder can be used to cast detect evil-when so used, its needle points not to the north but rather to the nearest source of evil within 60 feet. Once per day, a shining wayfinder can be used to cast protection from evil upon the wayfinder's bearer. A shining wayfinder functions only for a creature that is good-aligned. When held by an evil creature, the shining wayfinder's needle spins in a frantic circle. When held by any creature that is both nonevil and nongood, the needle simply hangs limply, not pointing to anything at all (not even to true north).Craft Wondrous Item, detect evil, light, protection from evilWondrous ItemPathfinder Society Field Guide
Tireless Wayfinderfaint conjuration5none50001 lb.Tireless wayfinders have burnished copper cases and silver inner workings. In addition to the usual functions of a wayfinder (including the ability to create light), the bearer of a tireless wayfinder halves the Strength and Dexterity penalties for being fatigued or exhausted, and gains a +2 resistance bonus on all saving throws made against effects that cause fatigue or exhaustion. The tireless wayfinder must be in a creature's possession for 1 full week before these benefits apply, and they are lost if it leaves the creature's possession for more than 1 hour.Craft Wondrous Item, light, lesser restorationWondrous ItemPathfinder Society Field Guide
Vanishing Wayfinderfaint illusion5none80001 lb.Vanishing wayfinders are crafted of ivory chased with gold and silver. In addition to the usual functions of a wayfinder (including the ability to create light), as a standard action the holder of a vanishing wayfinder can press a hidden catch to become invisible (as the spell invisibility) for as long as she concentrates, up to a maximum duration of 5 minutes per day. These minutes need not be consecutive, but each activation counts as a minimum use of 1 minute, even if the user becomes visible because of an attack action or some other event before that minute is up.Craft Wondrous Item, invisibility, lightWondrous ItemPathfinder Society Field Guide
Wayfinder of Revelationfaint divination and evocation6none80001 lb.Wayfinders of revelation show a more ornate design than ordinary wayfinders, and are crafted of gold-accented silver. A wayfinder of revelation's light effect is double the normal effect of a light spell, illuminating an area twice as large. Once per day as a standard action, while a wayfinder of revelation is creating light, you can fill this 40-foot radius of light with an invisibility purge effect (as per the spell). This effect also makes it easier to notice secret doors and hidden compartments-characters who search for such hidden objects and portals inside this area gain a +10 bonus on their Perception checks to do so. Once activated, this effect remains active for 6 rounds.Craft Wondrous Item, detect secret doors, invisibility purge, lightWondrous ItemPathfinder Society Field Guide
Wayfinder of Spellbreakingfaint abjuration7none80001 lb.With an exterior crafted of blackened iron, the wayfinder of spellbreaking has no ornamentation. In addition to the usual functions of a wayfinder (including the ability to create light), a wayfinder of spellbreaking can be used once per day to create a dispel magic effect on a creature or object. The wayfinder of spellbreaking must be touched to the object-targeting an unwilling creature requires a successful melee touch attack. If the user has detect magic active or can otherwise observe magical auras, he can target a specific aura; otherwise, the wayfinder of spellbreaking targets the effect with the highest caster level.Craft Wondrous Item, dispel magic, lightWondrous ItemPathfinder Society Field Guide
Devastating Dog Whistlefaint necromancy3none15001 lb.When blown, this crudely carved reed whistle emits a painful sound that only dogs (or other canine creatures, like wolves, werewolves, or yeth hounds) can hear. All such creatures within a 30-foot-radius spread when a devastating dog whistle is activated must make a DC 11 Fortitude save to avoid taking 1d6 points of sonic damage. A creature that fails to resist the effects of this spell is also affected by magical silence, preventing it from speaking or making sounds with its voice (it can still make noise by movement-it just can't talk or bark or howl) for 1 minute. A devastating dog whistle can be used once per day without peril, but each additional use per day brings a 25% cumulative chance that the devastating dog whistle is destroyed upon activation.Craft Wondrous Item, silence, sound burstWondrous ItemGoblins Of Golarion
Explosion Pocketfaint evocation1none30001/2 lb.An explosion pocket looks like a cloth pouch just large enough to contain a Small or Medium humanoid's hand. When placed against a shirt, vest, jacket, trousers, or similar piece of clothing, this ragged green patch attaches to the clothing, creating a loose pocket. The pocket functions as a normal pocket, but once per day the pocket's wearer can, as a standard action by speaking a command word while his hand is in the pocket, cause the pocket to create a single vial of alchemist's fire. If a vial of alchemist's fire is in the explosion pocket when it is commanded to create a vial of alchemist's fire, the pocket instead supercharges the existing vial within so that it inflicts double the normal fire damage a vial of alchemist's fire would normally inflict. An explosion pocket can be removed as a full-round action, allowing it to be placed on a different piece of clothing as the owner wishes. A vial of alchemist's fire created or supercharged by an explosion pocket reverts to a vial of inert bitter-tasting water 1 minute after it is created or supercharged.Craft Wondrous Item, burning handsWondrous ItemGoblins Of Golarion
Jumping Cinderfaint evocation3none3001 lb.This piece of sooty coal has a tiny bit of flint embedded in it. The bearer of a jumping cinder can, as a standard action, order it to burst into flames and bounce around in random directions. Each round, the jumping cinder leaps into a randomly selected adjacent square. If a creature is in the square into which the jumping cinder lands, that creature takes 1d6 points of fire damage if it fails a DC 12 Reflex save. After 1 minute, the jumping cinder burns out, leaving behind a puff of smoke and a tiny smear of ash. Some goblin tribes use jumping cinders to randomly select volunteers for undesirable duties from a large crowd of goblins-anyone who takes fire damage from the jumping cinder but is not killed by the fire has to do the undesirable task.Craft Wondrous Item, flaming sphereWondrous ItemGoblins Of Golarion
Scavenger 's Stonefaint transmutation1none20001 lb.This jagged, egg-shaped stone emits a faint red glow when not in direct sunlight. By rubbing a scavenger's stone against a damaged (but not destroyed) construct or object as a full-round action, you repair 1d6 points of damage to the object or construct. If this brings a broken object's hit points above half its maximum hit points, it loses the broken condition. As a standard action, you can smash a scavenger's stone against a destroyed object or damaged construct. Doing so immediately repairs the object to full functionality or heals a damaged construct of 10d6 points of damage. Destroyed magic items can be repaired in this manner if their caster level is no higher than 3rd-more powerful destroyed magical items cannot be repaired by a scavenger's stone. A newly-created scavenger's stone has 50 charges-smashing a stone against an object uses up 10 charges.Craft Wondrous Item, make wholeWondrous ItemGoblins Of Golarion
Deadly Kissmoderate evocation6none103021 lb.Forged centuries ago for a master poisoner known for her seductive assassinations, is a Tian-style +1 dagger with a blue metal blade. If the wielder is carrying poison on her person, she can, as a swift action, magically apply the poison to the blade with no chance of exposing herself to the poison. The poison simply disappears from its container and reappears on the blade. This consumes the dose of poison. As with any poisoned weapon, if an attack with the blade results in a natural 1, the wielder exposes herself to the poison unless she has the poison use special ability.Craft Magic Arms and Armor, unseen servant, creator must have the poison use abilityWeaponAP 50
Earthfire Shurikenstrong evocation [fire]12none4001/2 lb.This +1 flaming burst shuriken is etched with the image of an erupting volcano. Any creature damaged by an earthfire shuriken must make a DC 15 Reflex save or catch fire. Each round, burning creatures may attempt a Reflex save to quench the flames; failure results in another 1d6 points of fire damage.Craft Magic Arms and Armor, burning gaze (see page 208 of the Advanced Player's Guide), flame blade, flame strike, or fireballWeaponAP 50
Fugitive's Grenadefaint conjuration and transmutation3none750-These small grenades are made from hollowed eggshells filled with assorted powders and reagents and inscribed with magical glyphs. When broken, a fugitive's grenade creates a 10-foot-radius cloud that lasts for 2 rounds. This cloud is otherwise identical to a fog cloud. A single smoke tendril in the center of the cloud forms a solid-feeling rope, 20 feet long, that functions as a rope trick spell. When the smoke cloud dissipates, so does the smoke rope, though the rope trick's extradimensional space remains for its full duration. Once the smoke rope disperses, any creatures inside the extradimensional space must jump or climb out by other means. A fugitive's grenade may be thrown as a ranged touch attack with a range increment of 10 feet.Craft Wondrous Item, fog cloud, rope trickWondrous ItemAP 50
Banner of the Ancient Kingsmoderate abjuration8none180005 lbs.This tattered white canvas banner looks like an old piece of sailcloth, or perhaps a winding shroud-a 4-foot-by-6-foot rectangle with loops that can fit over a spear haft or pole running up one side. If mounted on a longspear or pole at least 8 feet in length, the banner shifts in appearance to match the heraldry or coat of arms of the person who attached it. If that person has no device, the flag instead displays a device that echoes the owner's personality (such as a favorite animal, favored weapon, or holy symbol of the wielder's deity). When carried into battle, a banner of the ancient kings confers several benefits. As long as the longspear or pole to which the banner is attached is firmly wielded in two hands, its carrier gains a +4 circumstance bonus on Initiative checks. In addition, when so wielded, it grants the wielder and all allies within 30 feet a +2 resistance bonus on all saving throws against mind-affecting effects. If the carrier of the banner fails a saving throw against a mind-affecting effect, he may attempt a new saving throw against that effect every round he continues to wield the banner of the ancient kings- once he releases his firm grip on the banner's haft, though, he no longer gets this benefit, even if he wields the banner properly at a later point while still under the effects of the mind-affecting effect. If the banner's carrier possesses the Flagbearer feat (Pathfinder Campaign Setting: The Inner Sea World Guide 286), the banner of the ancient kings doubles the morale bonuses granted by that feat. A bard who carries a longspear or pole to which a banner of the ancient kings has been attached is treated as four levels higher than his actual bard level for the purposes of determining the bonuses granted by his inspire courage bardic performance ability.Craft Wondrous Item, heroism, resistanceWondrous ItemLands Of The Linnorm Kings
Harp of Stormsmoderate evocation7none220002 lbs.This small harp is carved from whale ivory, and its frame is filigreed with delicate gold patterns depicting winds and clouds. Up to three times per day as a standard action, you can use a harp of storms to surround yourself with an aura of brisk wind that grants you a 20% miss chance against all ranged attacks. This wind cloak effect lasts for 1 minute. At any time during that minute, you may strike additional notes on the harp of storms in order to produce one of the following three effects. • Air Walk: You cause the winds to lift you off the ground, granting you the effects of an air walk spell for 1 round. This is normally a move action, but if you succeed at a DC 15 Perform (strings) check, it is a swift action. • Gust of Wind: You can direct the winds surrounding you to duplicate the effects of a gust of wind spell. This is a standard action. • Lightning Strike: As a standard action, make a Perform (strings) check. You cause a bolt of lightning to strike a single foe within 30 feet, dealing an amount of electricity damage equal to the result of your Perform (strings) check. The target gets a DC 15 Reflex save to halve the damage caused by this lightning strike.Craft Wondrous Item, air walk, call lightning, gust of windWondrous ItemLands Of The Linnorm Kings
Nine-Fold Spirit Swordmoderate conjuration9none288004 lbs.This broad-bladed +1 ghost touch nine-ring broadsword (Ultimate Combat 131, or use longsword) is crafted of silvery-gray steel, with nine golden rings threaded through its spine that glow with magical power. Streamers of blue and purple silk hang from the sword's pommel. The nine-fold spirit sword has 9 charges, represented by its nine rings. As a swift action, the wielder can discharge the energy in these rings to create one of three effects. By expending 1 charge, the wielder can add the undead bane special ability to the sword for 1 minute. By expending 2 charges, the wielder can attempt to banish a creature possessing another creature (such as a ghost possessing a creature with its malevolence ability) with a successful hit on the possessed creature. The possessing creature must succeed at a DC 17 Will save or be driven out of the body of the creature it is possessing. By expending 3 charges, the wielder can attempt to destroy a single undead creature with a successful hit. The creature must succeed at a DC 17 Will save or be utterly destroyed. Spell resistance does not apply against either the banishing or destruction effect. Each ring holds 1 charge; when a charge is expended, one ring stops glowing. The sword recharges 1 charge per week.Craft Magic Arms and Armor, dispel evil, disrupting weapon, plane shift, summon monster IWeaponAP 51
Terra-Cotta Talisman, Horsemoderate evocation6none130001 lb.These ceramic statuettes are molded in the likenesses of armored soldiers, horses, or dogs, and are considered symbols of good fortune in battle. Once per day, the possessor of a terra-cotta talisman can reroll a single attack roll as an immediate action, with a +1 luck bonus on the reroll, and keep the most favorable result. A terra-cotta talisman also contains the vestige of a spirit of an ancient warrior or warbeast that can be called upon once per day as a standard action to manifest itself as a spiritual force. The powers of the talismans are as follows: • Terra-Cotta Horse: phantom steed • Terra-Cotta Hound: mage's faithful hound • Terra-Cotta Warrior: spiritual allyCraft Wondrous Item, borrow fortune (see page 206 of the Pathfinder RPG Advanced Player's Guide), phantom steedWondrous ItemAP 51
Terra-Cotta Talisman, Warriormoderate evocation7none160001 lb.These ceramic statuettes are molded in the likenesses of armored soldiers, horses, or dogs, and are considered symbols of good fortune in battle. Once per day, the possessor of a terra-cotta talisman can reroll a single attack roll as an immediate action, with a +1 luck bonus on the reroll, and keep the most favorable result. A terra-cotta talisman also contains the vestige of a spirit of an ancient warrior or warbeast that can be called upon once per day as a standard action to manifest itself as a spiritual force. The powers of the talismans are as follows: • Terra-Cotta Horse: phantom steed • Terra-Cotta Hound: mage's faithful hound • Terra-Cotta Warrior: spiritual allyCraft Wondrous Item, borrow fortune (see page 206 of the Pathfinder RPG Advanced Player's Guide), spiritual allyWondrous ItemAP 51
Terra-Cotta Talisman, Houndmoderate evocation9none220001 lb.These ceramic statuettes are molded in the likenesses of armored soldiers, horses, or dogs, and are considered symbols of good fortune in battle. Once per day, the possessor of a terra-cotta talisman can reroll a single attack roll as an immediate action, with a +1 luck bonus on the reroll, and keep the most favorable result. A terra-cotta talisman also contains the vestige of a spirit of an ancient warrior or warbeast that can be called upon once per day as a standard action to manifest itself as a spiritual force. The powers of the talismans are as follows: • Terra-Cotta Horse: phantom steed • Terra-Cotta Hound: mage's faithful hound • Terra-Cotta Warrior: spiritual allyCraft Wondrous Item, borrow fortune (see page 206 of the Pathfinder RPG Advanced Player's Guide), mage's faithful handWondrous ItemAP 51
Do-Maru of Broken Fleshmoderate evocation9armor2055030 lbs.Once per day as a standard action, the wearer of this +2 do-maru armor (Pathfinder RPG Ultimate Combat 128) can activate the armor to heal 4d8+9 points of damage and end any and all of the following conditions affecting the wearer: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened. In addition, this effect functions as break enchantment upon a single additional effect of the wearer's choice that is affecting the wearer and that can be legally affected by this effect. Such healing, however, comes at a cost. The do-maru of broken flesh creates vivid, ugly scars on the wearer, who takes 1d4 points of Charisma damage each time this ability is used. Do-maru is medium armor that provides a +5 armor bonus. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +4, and an armor check penalty of -4. Do-maru costs 200 gp and weighs 30 lbs.Craft Magic Arms and Armor, cleanse (Advanced Player's Guide 211)ArmorAP 52
Flask of Endless Sakefaint enchantment5none40001 lb.This simple ceramic flask looks like any other normal container for serving sake, or rice wine. If the flask's silver stopper is removed and the command word spoken, up to 1 gallon of sake can be poured from the flask per round. In addition, once per day, a character can drink directly from the flask to gain the effects of a potion, determined randomly. Roll 1d6 on the following table to determine the type of potion. d6 Roll Potion type 1 heroism 2 cure moderate wounds 3 enlarge person 4 reduce person 5 lesser restoration 6 rage This potion cannot be poured out or saved for later use; it must be drunk, and the potion's effects take place immediately.Brew Potion, Craft Wondrous Item, create water, cure moderate wounds, enlarge person, heroism, lesser restoration, rage, reduce personWondrous ItemAP 52
Candle Of Abaddonstrong necromancy and abjuration13none90001 lb.Molded from a pale, milky green wax into the shape of a column of screaming souls, and stamped on the bottom with the unholy symbol of one of the Four Horsemen, the candle of Abaddon is a boon to evil spellcasters, but also to any who would summon or interact with daemons. When burned, the candle sheds eerie illumination in a radius of 15 feet, similar to Abaddon's perpetual eclipse. A spellcaster within the radius of the burning candle gains a +2 bonus to caster level when casting spells with the evil descriptor. The light also acts as a magic circle against evil, but only against daemons. Within the light, all creatures take 1 point of damage per round, natural healing doesn't work, and magical healing requires a DC 24 caster level check to succeed. A candle normally burns for 4 hours, and any burning consumes at least 1 minute of its power. It is possible to extinguish the candle simply by blowing it out, so users often place it in a lantern to protect it from drafts and the like. Doing this doesn't interfere with its magical properties.Craft Wondrous Item, magic circle against evil, desecrate, creator must be evilWondrous ItemHorsemen Of The Apocalypse
Hydrodaemon Runestonemoderate conjuration (evil)11none3300-This water-polished stone is carved in the shape of a froglike head and decorated with evil runes. It feels lighter than it should, as if hollow and partially filled with liquid. When the stone is crushed, smashed, or broken (a standard action), a hydrodaemon appears as if summoned by a summon monster spell. Normally, the daemon is under the control of the creature that broke the runestone, but there is a 25% chance that the daemon is uncontrolled and attacks its summoner.Craft Wondrous Item, summon monster VIWondrous ItemHorsemen Of The Apocalypse
Ring Of The Cacodaemonstrong necromancy8ring15000-Sculpted into the intricate form of a golden cacodaemon, this ring's wide-open mouth is designed to hold a soul gem created by a cacodaemon. The ring allows its wearer to tap into the residual memories of the mangled soul it encapsulates. Once per day, the wearer may interrogate the soul in the gem, similar to using speak with dead, except the soul answers telepathically. Once per day, the bearer can project the soul's last tormented moments before it was consumed and bound, creating a cone of terror equivalent to a fear spell (DC 16).Craft Wondrous Item, fear, speak with deadWondrous ItemHorsemen Of The Apocalypse
Talisman of Soul-Eatingfaint necromancy5neck54003 lbs.Worn on a necklace of vertebrae strung on a thin iron chain, this carved cacodaemon skull still bears dozens of sharp teeth. Once per day as a full-round action, the wearer can use the skull to draw forth the life essence of a dying or recently dead creature, as if the amulet were a living cacodaemon using its soul lock ability (Bestiary 2 64), creating a soul gem that appears in the skull's mouth. The wearer or an evil outsider can ingest the soul gem as a standard action. This frees the soul within the gem, but condemns it to one of the lower planes (though the soul can be raised normally). The ingesting creature gains fast healing 2 for a number of rounds equal to the eater's Hit Dice. Draining a soul with the necklace or consuming a soul gem is an evil act.Craft Wondrous Item, create soul gemWondrous ItemHorsemen Of The Apocalypse
Dragonmaw Nunchakustrong evocation12none299022 lbs.The bars of this +2 nunchaku are solid iron, wrapped in leather decorated with an imperial dragon motif, and connected by a chain. Once per day, when the wielder of a dragonmaw nunchaku confirms a critical hit against an opponent with the nunchaku, he can cast confusion on that creature as a free action. The confusion effect lasts for 8 rounds, and a DC 16 Will save negates the effect. In addition, in the round following a successful disarm attack with the dragonmaw nunchaku, the wielder can spin the nunchaku as a standard action, creating a curtain of whirling force replicas of the disarmed weapon around himself for 1 round. This functions as a ringed blade barrier with a radius of 10 feet around the wielder (Reflex DC 19). The disarmed weapon determines the damage dice of the blade barrier (i.e., 12d6 for a wakizashi, 12d8 for a katana, and so on). The disarmed weapon is unaffected, and drops to the ground as normal. The wielder can create the blade barrier once per day, and only in the round following a successful disarm attack.Craft Magic Arms and Armor, blade barrier, confusionWeaponAP 53
Samisen of Oracular Visionmoderate divination10none465753 lbs.This elegant, long-necked samisen is crafted of cat skin stretched over a wooden frame. The samisen's three silken strings are magically keyed to the past, present, and future. A user must succeed at a DC 20 Perform (string instruments) check to play the correct tune and cast one of the following spell effects: legend lore (using the string of the past), scrying (using the string of the present), or divination (using the string of the future). Each tune can be performed once per day, and the user must play the samisen for the required casting time of the spell effect. In the case of legend lore, if the required casting time is 1 or more days, the user needs to play for just 1 hour. As a masterwork samisen, the samisen of oracular vision provides a +2 circumstance bonus on all Perform checks using the instrument (including Perform checks to use its abilities).Craft Wondrous Item, divination, legend lore, scrying, creator must have 10 ranks in the Perform (string instruments) skillWondrous ItemAP 53
Chon Chon Elixirmoderate transmutation11none2750-When a humanoid imbibes this foul-tasting green fluid, its ears grow to 10 times their size, and its head separates from its body. This effect is similar to beast shape II, shifting the drinker's consciousness into a Tiny form cosmetically similar to that of a chon chon, with the same powers of flight, constant detect magic sight, and +4 racial bonus on Perception checks made to listen, but lacking the creature's acid spit or jabber abilities. The duration of this transformation proves highly unpredictable, though. The GM should roll on the following chart to determine how long the effect lasts. d% Duration of Transformation 1 1 minute 2-25 1d10 minutes 26-50 6d10 minutes 51-75 1 hour 76-80 1d10 hours 81-85 6d10 hours 86-90 1 day 91-95 1d6 days 96-99 1 week 100 Permanent The transformation can be ended prematurely by remove curse-dispel magic has no effect. However, when the effect ends, the drinker's head immediately returns to normal. If the head is not within 5 feet of its body when the elixir's duration expires, the creature is slain immediately. The drinker knows when the elixir's effects will end 1 minute before they do so (no earlier). If the drinker's body is harmed or destroyed while its head is elsewhere, it takes that damage as soon as it reunites with its body, or is slain if its body has been destroyed. Until the elixir's duration ends, the drinker can only reattach its head to its body through the use of remove curse. The drinker's body is considered helpless while the head is unattached.Craft Wondrous Item, detect magic, polymorphWondrous ItemAP 53
Karusetsu, the Cutting Lightstrong evocation13none675008 lbs.This exquisitely detailed +3 nodachi (Ultimate Combat 133) comes sheathed in a black-lacquered scabbard with gold filigree. Its hilt is wrapped in red dragonhide, and a single golden feather hangs from the pommel. Karusetsu enables its wielder to execute a flourishing slash three times per day in the direction of a single distant opponent (i.e., one not already engaged in melee combat with the wielder) up to 60 feet away. This flourishing slash projects a plane of scintillating force across the intervening distance, functioning as a ranged attack with a thrown weapon using the wielder's highest base attack bonus. On a successful hit, the blade's cutting light deals 4d6+3 points of force damage to the target, with a threat range of 18-20 and a critical multiplier of x2. In addition, a creature struck by the cutting light must succeed at a DC 14 Reflex save or be blinded for 1d4 rounds.Craft Magic Arms and Armor, mage's sword, searing lightWeaponAP 54
Tsuruhashi, the Silent Cranemoderate necromancy9none161011 lb.The cross-guard and tines of this +2 adamantine sai are crafted of a mysterious red metal, adorned with grinning skulls. The haft is wrapped with delicate white crane feathers. Only a handful of tsuruhashi are known to exist, each one crafted as a silent killer. The weapon grants a +1 bonus to the DC of Fortitude saves made against an assassin's death attack or ninja's assassinate ability. In addition, while executing such an attack, the wielder of a tsuruhashi may cast silence upon his victim as a swift action. This ability can be used once per day and affects only the victim of the attack.Craft Magic Arms and Armor, silence, slay livingWeaponAP 54
Pressure Suitfaint abjuration5body and helm (see text)400030 lbs.This magical full-body suit completely protects the wearer from temperature extremes (as if by endure elements) and pressure dangers of hard vacuum and all worlds in the system (save the sun), though it only carries enough air for 3 days before it must be recharged in breathable atmosphere (such as that inside a ship). If the suit's seal is broken-such as the helmet being removed to eat or drink-all the air escapes in 2d6 rounds. A suit with a broken seal confers only the benefits of endure elements. The suit automatically repairs small holes, but if it is struck by a critical hit from a piercing or slashing weapon, the wearer of the pressure suit must succeed at a Reflex save (DC equal to the opponent's confirmation roll) or the seal breaks. A suit with a broken seal can be repaired with a DC 18 Craft (armor) check or a make whole spell. The suit does not compensate for changes in gravity. Wearing a pressure suit imposes a -1 armor check penalty; this penalty stacks with those provided by other equipment (such as armor). Since it takes up both the body and helm slots, armor can be worn over a pressure suit, but robes and helms cannot.Craft Wondrous Item, endure elements, gust of windWondrous ItemDistant Worlds
Boarding Pike of Repellingfaint transmutation5none43089 lbs.This +1 boarding pike (Pathfinder Player Companion: Pirates of the Inner Sea 18) is an 8-foot-long pole topped with a tapered metal spearpoint and a backward-facing hook, used to draw vessels closer together or repel boarders. A metal skull caps the butt of the pike. On command, a boarding pike of repelling can be extended as a swift action, giving its wielder a reach of 20 feet for 1 round. While the pike is extended, the wielder does not threaten adjacent creatures or creatures up to 15 feet away. A boarding pike of repelling can also be extended in this way to draw vessels closer together for boarding.Craft Magic Arms and Armor, wood shapeWeaponAP 55
Steadfast Grapplefaint transmutation3none50009 lbs.This iron grappling hook is attached to a 50-foot length of silk rope. When a steadfast grapple is thrown, it automatically hits and attaches to any targeted object or structure within range of its rope. Against creatures, the wielder must make attack rolls as normal. Once attached, a steadfast grapple can only be removed with a DC 30 Strength check, the command word, or magic such as dispel magic.Craft Wondrous Item, animate rope, true strikeWondrous ItemAP 55
Vindictive Harpoonmoderate transmutation9none1030516 lbs.This +1 returning harpoon (Pirates of the Inner Sea 18) is made from the jagged, scrimshaw-carved tusk of a narwhal attached to a 50-foot length of woven sinew. Unlike most thrown weapons, a vindictive harpoon functions as well underwater as on land, and its wielder takes no penalties on attack rolls underwater.Craft Magic Arms and Armor, freedom of movement, telekinesisWeaponAP 55
Book of Night without Moonmoderate illusion8none150004 lbs.As a standard action, the book's bearer may release a shadow from the book, conjuring an illusory duplicate of the shadow's owner as if with the spell shadow conjuration (DC 18 Will save to recognize that the conjuration is an illusion). The shadow is intelligent and can follow complex commands, but cannot speak and lacks the memories or personality of the creature that cast it. The shadow serves the character who released it for 1 hour or until destroyed, whichever comes first. The shadow then returns instantly and permanently to its original owner, wherever he or she may be. It cannot be commanded to return to the book and cannot be stolen again. The book's magic can sustain up to five active shadows at a time. A purchased or found as treasure contains 2d6 shadows, chosen by the GM.Craft Wondrous Item, shadow conjurationWondrous ItemThe Midnight Mirror
Brine's Stingmoderate necromancy8none103202 lbs.is a slim +1 rapier with a hilt guard in the shape of a writhing purple sea snake. On a successful hit that deals damage, the target must succeed at a DC 14 Fortitude save or take a -1 penalty on attack and damage rolls for 1 round as salty brine drips painfully onto the wound. A new saving throw must be made each time the weapon deals damage. On a successful critical hit against a creature with the aquatic or water subtype, the target takes an additional 3d6 points of damage as its flesh cracks and withers from dehydration as salt crystals form around the wound.Craft Magic Arms and Armor, horrid wiltingWeaponAP 56
Captain's Lockerstrong conjuration13none30000150 lbs.This iron-banded sea chest is 2-1/2 feet by 3 feet by 4 feet in size and is decorated with chains and brass skulls. The chest has no lock, but any standard lock can be easily attached to its hasp. The interior of a captain's locker functions similarly to a type IV bag of holding, and can hold up to 2,500 pounds or a volume of 250 cubic feet. The chest's weight remains the same, regardless of what it is holding. A captain's locker does not rot or take any other damage from immersion in water and is watertight, even if opened underwater. When a captain's locker is placed within the hold of a ship or some other enclosed cargo-carrying vehicle (such as a freight wagon with a cargo box), the chest warps the dimensions of the cargo hold so that the area's cargo capacity increases by 50% without changing the weight of the vehicle. The cargo area remains attached to the vehicle, however, so outside conditions that affect the vehicle can also affect the cargo hold. If the captain's locker is removed from the cargo area while the hold contains more cargo than it could contain on its own, any excess cargo is forcibly expelled through hatches or other means of egress, dealing 3d6 points of damage to anyone standing within 5 feet of the means of egress.Craft Wondrous Item, mage's magnificent mansion, secret chestWondrous ItemAP 56
All-Seeing Eyemoderate divination9none55005 lbs.This hardened, oversized eyeball is nearly a foot in diameter. The possessor gains a +1 insight bonus on the saving throw DCs of any spells of the divination school he casts, as well as a +1 insight bonus on dispel checks made against divination effects. In addition, once per week, the possessor of an all-seeing eye can cast commune as a spell-like ability without the need for a material component. Using an all-seeing eye in this way effectively uses up its magic for a week, and the possessor does not benefit from the insight bonuses it grants until a week after commune was cast.Craft Wondrous Item, commune, guidanceWondrous ItemGiants Revisited
Bloodstone Impalerstrong transmutation11none233029 lbs.This +1 keen spear has a crimson haft made of petrified redwood, and its blackened stone head sports numerous vicious barbs on each side. Once per day when the wielder confirms a critical hit against a creature with this weapon, in addition to dealing damage, he can command the spear to turn the struck creature to stone. The creature struck must succeed at a DC 19 Fortitude save or instantly become a mindless statue as flesh to stone. This effect traps the bloodstone impaler in the process, making it unusable as long as it remains embedded in the statue. A bloodstone impaler may be removed from a lapidified creature by a humanoid capable of wielding it who succeeds at a DC 25 Strength check; doing so is a full-round action that provokes attacks of opportunity. Removing a bloodstone impaler from a petrified victim instantly changes the creature back to its original form.Craft Magic Arms and Armor, flesh to stone, keen edgeWeaponGiants Revisited
Snailplatestrong abjuration14armor3600030 lbs.This breastplate made from the shell of a flail snail functions as a +1 reflecting breastplate (even though that shield property cannot normally be added to armor). Once per day, the wearer can cause a spell targeted at him to reflect back at the caster, exactly like spell turning. At the GM's discretion, the wearer can instead expend this one use per day to roll on the flail snail's chart, randomly warping the spell in question.Craft Magic Arms and Armor, spell turning, one flail snail shellArmorMisfit Monsters Redeemed
Grudge Blademinor necromancy9weapon103202 lbs.Grudge blades play a role in many of the conflicts driven by the diabolical elite, both petty and epic. The dull, dark-gray steel of the blades almost appears blunt on the edges, but these +1 rapiers are wickedly sharp. Each elegantly carved hilt displays an engraved, glaring eye that appears to wink and flash as you fight. The true power of a grudge blade reveals itself against an opponent you have already injured with the sword. If you hit a creature with the sword on your previous turn, you gain an extra +1 bonus on damage rolls with the sword against that creature. As long as you continue to hit that creature at least once per round and attack no other creatures with the grudge blade, this damage bonus continues to build, to a maximum of +5; failing to hit that target or attacking anyone else resets the damage bonus to +0.Craft Magic Arms and Armor, death knell, magic weaponWeaponCheliax Empire Of Devils
Pact Parchmentmoderate enchantment11none3500-Written and signed in blood, a pact parchment ensures the utter and undeniable fulfillment of the actions stated within. Upon a pact parchment, you can inscribe a contract, defining a certain service or course of action by one or more creatures. If all listed creatures willingly (without magical influence, threats, and so on) sign this pact in blood, they are bound to fulfill this agreement. Henceforth everyone breaking the pact suffers a -4 penalty on attack rolls, saves, ability checks, and skill checks, until they either satisfy the pact's conditions (if still possible) or the parchment is destroyed.Craft Wondrous Item, geas/questWondrous ItemCheliax Empire Of Devils
Verdict of the Nether Courtstrong necromancy13weapon320002 lbs.Infused with the power of Hell's courts, this blood-quenched steel gavel emits an ear-splitting din when struck against a hard surface. Once per day, as a standard action, you can use it to judge a single foe within 30 feet, who then suffers the effect of a dictum spell. The gavel bestows one negative level on any chaotic or good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. If the creature is chaotic good, these negative levels stack.Craft Wondrous Item, dictumWondrous ItemCheliax Empire Of Devils
Elixir of Luckmoderate evocation7none3600-This golden elixir grants good luck to the imbiber. After drinking the elixir, the character gains 3 hero points that must be used within 1 hour. These hero points do not count against the imbiber's limit. They can only be used to aid the imbiber. They cannot be used to aid the rolls of others. A character cannot benefit from more than one elixir of luck in a 1-month period.Craft Wondrous Item, heroic fortuneWondrous ItemAPG
Hero's Blademoderate evocation9none173154 lbs.The pommel of this ornate +2 longsword is made to look like a coiled golden dragon with six small diamond scales running down its back. When made, this sword holds 6 hero points. The wielder can use these points at any time, and they do not count against the wielder's maximum. As the hero points are used, the small diamonds on the dragon's back turn into coal. After the last hero point has been used, the hero's blade remains a +2 longsword.Craft Magic Arms and Armor, heroic fortuneWeaponAPG
Reaver's Scythemoderate necromancy12none8031810 lbs.The black blade of this +2 keen unholy scythe reflects faint images of the souls of those it has claimed. Whenever the scythe is used to drop a creature to -1 hit points or less, the creature must immediately make a DC 14 Will save or be instantly slain. If the reaver's scythe kills a creature, either through damage or because the creature failed its Will save, the wielder immediately receives 1 hero point. This hero point must be used within 1 hour or it is lost. The wielder cannot gain another hero point from the scythe until the first is used or lost.Craft Magic Arms and Armor, keen edge, malediction, unholy blightWeaponAPG
Ring of Heroesmoderate (no school)7ring8000-Sculpted in the shape of two noble looking bronze lions charging toward a centrally placed garnet, this ring grants the wearer the Luck of Heroes feat. The ring must be worn for 24 hours before it takes effect. The wearer can also call upon the ring's power to gain a hero point that must be used immediately, although this causes the ring to lose its powers permanently.Forge Ring, Luck of HeroesRingAPG
Staff of Fortuneevocation (moderate)9none444003 lbs.This staff is made of ivory and gold and is topped by a large, flawless piece of quartz. It allows the use of the following spells. • Heroic fortune (1 charge) • Mass heroic fortune (2 charges)Craft Staff, heroic fortune, mass heroic fortuneStaffAPG
Sharpshooter's Blademoderate transmutation10none73051 lb.This bloodstained, skull-bedecked bayonet (Advanced Player's Guide 176) has thin blood gutters running along both sides of its 14-inch blade. When attached to a magic crossbow or firearm, a sharpshooter's blade gains the enhancement bonus and other weapon special abilities of the ranged weapon it is attached to, and feats, spells, and abilities that enhance or improve attacks with the ranged weapon can be used with the sharpshooter's blade, provided these would work with a weapon of the bayonet's type (a two-handed piercing melee weapon). These bonuses and benefits don't stack with bonuses or benefits of the same type or from the same source. For example, a character with both Weapon Focus (bayonet) and Weapon Focus (heavy crossbow) would only gain the benefits of one of those feats when attacking with a sharpshooter's blade attached to a heavy crossbow. Use-activated abilities of the ranged weapon can be triggered through the sharpshooter's blade but count toward the usage limitations of the ranged weapon. When not attached to a magic crossbow or firearm, a sharpshooter's blade has no enhancement bonus, but is still of masterwork quality and counts as magic for the purpose of overcoming damage reduction.Craft Magic Arms and Armor, greater magic weapon, versatile weapon (Advanced Player's Guide 254)WeaponAP 57
Ring of the Iron Skullfaint divination5ring10800-Crudely cut amethysts and a single engraved skull decorate the band of this thick iron ring. The ring grants its wearer a +5 competence bonus on Appraise checks to determine the most valuable item in a treasure hoard and a +5 competence bonus on Heal checks to ascertain details of a dead creature's demise. Once per day as a standard action, the wearer can touch the ring to a corpse or piece of a corpse to learn the dead creature's name, gender, race, and profession or role, as well as the manner of the creature's death. The wearer also becomes aware of the location of other pieces of the corpse if they're within 1,200 feet. If the body part comes from a creature that's still alive or undead, the wearer gains no information. The ring of the iron skull must be worn for 24 hours before it starts to function for the wearer.Forge Ring, blood biography (Advanced Player's Guide 206), locate objectRingAP 57
Voidstickfaint necromancy [evil]5special25001 lb.Each voidstick is 6 t0 10 inches long, with a diameter of about an inch. Carved from single pieces of polished darkwood, they often display markings or symbols sacred to the deity of their creator, but can just as easily be plain and smooth. Planting a voidstick into the ground with an appropriate prayer is a full-round action that provokes attacks of opportunity. The device floods the area with negative energy, producing an effect identical to the desecrate spell in a 20- foot radius. In addition, any evil divine caster within 20 feet of the voidstick may cast her spells without the need for any material component with a value of 10 gp or less, or any focus item with a value of 50 gp or less. This ability functions only for the individual planting the voidstick and persists until the stick is uprooted. While this is a useful tool for shamans in locations poorly serviced by trade in magical goods, it pales in comparison to the voidstick's most potent function: the creation of undead. Creating a voidstick zombie requires an hour-long ritual during which foul symbols are drawn across a corpse's flesh. At the end of the hour, the creator must make a DC 25 Knowledge (religion) check before driving the first voidstick into the victim's heart. If this check succeeds, the victim is transformed into a voidstick zombie. To fully animate the creature, one voidstick must be used for each Hit Die the base creature has. In 12 rounds, the creature rises under its own power, eager to spread its negative energy and snuff out life nearby. Undead created using voidsticks are not under the control of their creator but can be commanded using channeled negative energy, spells, or similar effects. s can also be driven into a living body to slay the creature and transition it to undeath. If a living body is used, the creature must be pinned or otherwise helpless for the duration of the entire ritual. When the ritual is complete and the first voidstick is inserted, the creature must make a DC 18 Fortitude save. If this save succeeds, the creature is reduced to 0 hit points and is dying, but the magic of the voidstick and the ritual are wasted and the ritual must be performed again, using another voidstick. If the save fails, the creature dies and the ritual is successful, transforming the base creature into a voidstick zombie. Undead that contain such an item benefit from the +2 bonus hit points per Hit Die for having been created in the area of an enhanced desecrate spell.Craft Wondrous Item, animate dead, desecrate, Creator must have 5 ranks in Knowledge (religion)Wondrous ItemAP 57
Farwatchermoderate divination11none120850260 lbs.This exquisite telescope is crafted of brass, ivory, wood, and carefully polished crystal lenses and silver mirrors, and is over 10 feet long. Anyone using a farwatcher must possess at least 5 ranks in Profession (astronomy) in order to use it-the device is simply too complex for anyone with less training to use it properly. An observer using this device gains a +20 circumstance bonus on Perception checks to discern celestial bodies, as well as a +20 circumstance bonus on any Profession (astronomer) checks made while using it at night. A farwatcher can be used during either the night or day to look at celestial or terrestrial objects, though any object within 1 mile viewed through the telescope is obscured beyond recognition. A farwatcher allows its user to see things through it as though under the effects of true seeing for up to 1 hour per day. These minutes need not be consecutive, but must be expended in minimum increments of 10 minutes each.Craft Wondrous Item, Profession (astronomy) 11 ranks, true seeingWondrous ItemLost Kingdoms
Behemoth Golem Manualstrong conjuration, enchantment, and evocation18none700005 lbs.This book contains earthquake, geas/quest, mage's magnificent mansion, and wish. The reader may treat her caster level as two levels higher than normal for the purpose of crafting a behemoth golem.Craft Construct, creator must be caster level 18th, earthquake, geas/quest, mage's magnificent mansion, wishWondrous ItemLost Kingdoms
Ivory Batonstrong enchantment18none400006 lbs.This white, slender rod is engraved with decorative emblems of elephants, jackals, alligators, and other wild beasts, and is worth 2,000 gp because of its masterful craftsmanship. The wielder can command the obedience of golems within 120 feet when she activates the device (a standard action), bypassing their immunity to magic and any other resistances to magic they may possess. Up to 300 Hit Dice worth of golems can be ruled at once with an ivory baton. Ruled golems obey the wielder as if she were their creator. Still, if the wielder attacks a ruled golem or gives it a command that is obviously harmful to it, the magic is broken. An ivory baton can be used for 500 total minutes before crumbling to dust. This duration need not be continuous. For each golem ruled beyond the first, multiply the number of minutes expended by the number of golems ruled (so, for example, a creature wielding an ivory baton to control three golems effectively expends 3 minutes of the rod's total duration every minute). In addition, an ivory baton acts as a golembane scarab as long as its wielder holds the rod in one hand.Craft Rod, geas/quest, mass charm monsterRodLost Kingdoms
Visage of the Broodlordstrong conjuration6head96001 lb.Made of interwoven wicker strands and insect-excreted resin, these horrific masks have the appearance of demonic insects. The mask's wearer is rendered immune to swarms' distraction special attack. Additionally, once per day the wearer can transform into an insect as per the spell vermin shape I (see page 297 of Pathfinder Campaign Setting: The Inner Sea World Guide).Craft Wondrous Item, vermin shape IWondrous ItemLost Kingdoms
Elixir Of Darksightmoderate transmutation6none1200-This dark, syrupy draught doubles the range of the drinker's darkvision and also enables her to see through deeper darkness when using darkvision. The effects last for 1 hour.Craft Wondrous Item, darkvision, deeper darknessWondrous ItemAdvanced Race Guide
Gloves Of Elvenkindmoderate transmutation8hands7500-These plain gray leather gloves grant a +5 competence bonus on Spellcraft checks and concentration checks made to cast a spell defensively. Both gloves must be worn for the magic to be effective.Combat Casting, Craft Wondrous Item, creator must be an elfWondrous ItemAdvanced Race Guide
Amazing Tools Of Manufacturefaint transmutation3none120001 lb.Tools of this type always appear to be of the highest quality and wrought of the finest materials, most often mithral, darkwood, and adamantine. In the hands of a casual wielder, these items simply appear to be magically enhanced masterwork tools for a specific Craft skill (determined randomly), granting a +4 circumstance bonus on such skill checks. However, in the hands of a craftsman with 6 or more ranks in the selected Craft skill, the greater power of the amazing tools of manufacture becomes apparent. The wielder may use the tools to create items using the Craft skill much more surely and quickly. The wielder may take raw materials with a value equal to half the price of an object to be crafted, and produce a finished object in as little as 1 hour for an item with a final cost of 2,000 gp or less. For objects with a final cost of more than 2,000 gp, the wielder can perform 2,000 gp worth of work in a single hour, but only once each day. Only a single skill check is required to successfully complete the item, made on the last day of crafting and gaining the +4 circumstance bonus granted by the tools.Craft Wondrous Item, Master CraftsmanWondrous ItemAdvanced Race Guide
Phantasmal Gemfaint illusion3none40001 lb.This small cut crystal appears to be filled with hazy, indistinct images that constantly shift and vary. If a spellcaster holding the phantasmal gem casts an illusion spell with a duration of concentration (or concentration + a number of rounds), the illusion lasts up to an additional 10 rounds after the spellcaster ceases concentrating on it. The spellcaster may end the illusion early as a swift action. The phantasmal gem can be used multiple times in a day, but cannot grant more than a total of 10 additional rounds of illusion spells per day. A gnome using a phantasmal gem can recharge it by expending uses of spell-like abilities gained through the gnome magic racial trait. Each spell-like ability expended as a standard action recharges 1 round of duration to the phantasmal gem (up to a maximum of 10 rounds).Craft Wondrous Item, creator must be a gnome or a wizard specialized in the school of illusionWondrous ItemAdvanced Race Guide
Brooch Of Blendingfaint transmutation3neck2000-Occasionally, half-elves find it socially advantageous to blend in fully with either elves or humans. As a standard action, the wearer of this brooch can transform his features to appear either entirely elven or entirely human. The magic of this brooch actually changes the wearer's features physically, granting him a +20 circumstance bonus on Disguise checks to appear as a member of the selected race. The transformation does not otherwise alter the wearer's features, and those who know him recognize him without a Perception check. This change remains until the brooch is used again or removed. This change does not radiate magic and cannot be seen with detect magic, although true seeing does reveal the alteration. This item only functions for half-elves, but there are versions that exist for half-orcs as well.Craft Wondrous Item, alter self, creator must be a half-elfWondrous ItemAdvanced Race Guide
Purifying Pearlmoderate conjuration and transmutation10none19000-A favored tool of diplomats and those tasked with protecting the lives of regents and other important people, this small luminescent white pearl purifies putridity and poison in two ways. First, up to 10 cubic feet of food or drink that it touches per day is affected as if a purify food and drink spell had been cast upon the food or drink. Second, once per day, if placed in the mouth of a creature (as a standard action that provokes attacks of opportunity), the pearl acts as a neutralize poison spell cast on that creature (caster level 10th).Craft Wondrous Item, neutralize poison, purify food and waterWondrous ItemAdvanced Race Guide
Book Of Marvelous Recipesmoderate conjuration11none-13 lbs.The pages of this thick and travel-worn leather book visibly rewrite themselves as a reader flips through them, creating a number of delicious recipes that seem to anticipate the current craving or culinary desires of the reader. The recipes can aid the reader in creating such dishes, allowing him to use the Profession (cook) skill untrained, or granting a +4 competence bonus on such checks if the reader is trained in that skill. Furthermore, once per day, this book can be used to enhance a meal the reader is cooking. When used in this way, it grants the meal being cooked the effects of a heroes' feast spell (caster level 11th).Craft Wondrous Item, heroes' feast, the creator must have at least 4 ranks in Profession (cook)Wondrous ItemAdvanced Race Guide
Escape Dustfaint conjuration3none300-When a handful of this coarse, crystalline powder is thrown at a single creature, it circles around that creature and disrupts its ability to attack and see. Using this dust requires a ranged touch attack by its user (with a range increment of 5 feet), but doing so does not provoke attacks of opportunity. On a hit, the target is dazzled and cannot make attacks of opportunity or immediate actions for 1 round.Craft Wondrous Item, glitterdustWondrous ItemAdvanced Race Guide
Quickfingers Glovesfaint transmutation5hands2500-These dark-colored, skin-tight gloves are typically made of either supple calfskin or silk. A wearer of these gloves with at least 1 rank in Sleight of Hand can perform such a check as a move action by taking a -10 penalty on the check rather than the normal -20. Both gloves must be worn for the magic to be effective.Craft Wondrous Item, cat's grace, hasteWondrous ItemAdvanced Race Guide
Solidsmoke Pipeweedmoderate conjuration7none1000-When smoked in any pipe, this pinch of magical tobacco produces a languid, milky-white smoke that the smoker can transform into useful objects. A halfling who puffs on the pipe as a full-round action can shape the smoke into an object weighing no more than 5 pounds and having a maximum volume of 1 cubic foot. The halfling can, on following rounds, spend additional full-round actions to increase the object's weight by 2 additional pounds and its volume by another cubic foot. The halfling must succeed at an appropriate Craft check to make a complex item. If the halfling stops puffing on her pipe for any reason before she finishes creating the object, the figure in the smoke collapses and her pipe is extinguished. Objects created by solidsmoke pipeweed last for 24 hours before fading away into vapor. Objects created by the pipeweed have the same hardness, hit points, and other qualities as manufactured objects of their type, but look smoky and indistinct. Each pinch of solidsmoke pipeweed is sufficient for 3 full rounds of smoking. A single larger item must be created with a single pinch of solidsmoke pipeweed, so any item created with this pipeweed can't be larger than 9 pounds and 3 cubic feet. A halfling cannot create an object designed to exactly duplicate or replace another specific object. For instance, while she could create a smoky lock with its own key, she could not puff smoke into an existing keyhole and then create a key that would open that particular lock. This smoke is caustic and chokes non-halflings. It grants non-halflings no benefits, and each time they spend a standard action to smoke the pipeweed, they are sickened for 1 round.Craft Wondrous Item, minor creation, creator must be a halflingWondrous ItemAdvanced Race Guide
Symbol Of Luckfaint evocation3none60001 lb.This translucent sphere of iron-hard glass changes shape to match its bearer's holy symbol within an hour of coming into her possession. After that transformation is complete, when this symbol is used by a halfling with the luck or adaptable luck racial trait to channel energy in order to heal, it also grants those healed a +1 luck bonus on saving throws for a number of rounds equal to the number of dice healed by the channel energy.Craft Wondrous Item, divine favor, the creator must be a halflingWondrous ItemAdvanced Race Guide
Daredevil Softpawsfaint enchantment3feet14001 lb.This pair of magical softpaw boots (see above) allows the catfolk wearing them to gain extra maneuverability while moving through hazardous areas. As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds need not be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +2 bonus on attack rolls against that enemy until the end of her turn.Craft Wondrous Item, cat's graceWondrous ItemAdvanced Race Guide
Rending Claw Blademoderate transmutation11none103051 lb.This set of +1 keen claw blades is most effective when the wearer has multiple claw attacks per round. When making a full attack with claws, if the wielder hits the same target with this weapon and a different claw attack or set of claw blades, he deals an extra 1d4 damage plus 1-1/2 times his Strength bonus. The wearer can deal this extra damage no more than once per round. This counts as a rend attack and does not stack with other abilities that grant rend attacks.Craft Magic Arms and Armor, bull's strength, keen edgeWeaponAdvanced Race Guide
Amulet Of Channeled Lifemoderate transmutation10neck120001/2 lb.This amulet consists of a pale translucent gem in a dull gray metal setting etched with ancient runes. When worn by an individual with the negative energy affinity racial trait, it alters the effects of positive energy on his body. When targeted by positive energy that heals living creatures, the wearer instead gains half the hit points the positive energy heals as temporary hit points. These temporary hit points go away after 10 minutes. This effect does not stack with life channel (see below) or other effects that convert healing positive energy to temporary hit points. This item does not actually transpose positive energy into negative energy, it just affects the way the wearer's body reacts to positive energy. Only a living creature can benefit from this amulet; it provides no benefit to undead.Craft Wondrous Item, life channelWondrous ItemAdvanced Race Guide
Lenses Of Darknessfaint transmutation3eyes12000-Crafted from a dark-colored crystalline material and infused with magical darkness, these lenses fit over the wearer's eyes. When worn by a creature with light sensitivity or light blindness, these lenses protect the wearer against the effect of sunlight, the daylight spell, or similar light effects. Both lenses must be worn for the magic to be effective.Craft Wondrous Item, darknessWondrous ItemAdvanced Race Guide
Symbol Of Unholy Commandfaint necromancy3none80001 lb.This unholy symbol is carved entirely from human bone. When the wielder uses this unholy symbol as a focus for the Command Undead feat, he gains a +1 profane bonus to the DC of that feat. Good creatures of 5 Hit Dice or less that attempt to touch the symbol must make a DC 15 Will save or be shaken for 1 round. Deliberate use of a symbol of unholy command is an evil act.Craft Wondrous Item, Command Undead or command undeadWondrous ItemAdvanced Race Guide
Living Garmentsfaint transmutation3body50002 lbs.These sheer and silky robes, many of which are made of spider silk, are of the finest quality. On command, a living garment can make a number of subtle adjustments to itself, including coloring, fit, and basic design, accommodating and accentuating whatever mood the wearer wishes to convey. It always remains clean, and automatically repairs damage to itself at a rate of 1 hit point per round (hardness 0, 4 hit points). It also grants the wearer a +5 competence bonus on Diplomacy checks.Craft Wondrous Item, eagle's splendor, mending, prestidigitation, creator must be a drowWondrous ItemAdvanced Race Guide
Amulet Of Hidden Lightfaint illusion3neck9000-This large amulet crafted of rough-cut glass can, on command, shed light as a sunrod. Unlike a normal light source, creatures outside this area cannot see the amulet's light.Craft Wondrous Item, light, invisibilityWondrous ItemAdvanced Race Guide
Lambent Windowmoderate divination7none200002 lbs.This small pane of glass in a frame made of black metal looks like a small hand mirror at first glance, but when a creature spends at least 1 minute staring into its reflection, the image shifts and changes, showing the landscape of another plane. If the lambent window is activated on the Material Plane, it shows the corresponding location on the Shadow Plane, along with any creatures at that location. Likewise, when used on the Shadow Plane, it shows the corresponding location on the Material Plane. This item only allows those staring into it to see the corresponding location on the other plane; they cannot hear through or gain other sensual information about the other side by way of the window. This effect can be used for up to 10 minutes per day. Those minutes need not be consecutive, and the 1 minute it takes to activate the lambent window does not count against this limit. A person holding an active lambent window can use it as a special focus when casting plane shift or using plane shift as a spell-like ability to reach the specific location shown in the mirror, rather than 5-500 miles from the bearer's intended destination.Craft Wondrous Item, plane shift, scryingWondrous ItemAdvanced Race Guide
Lantern Of Dancing Shadowsmoderate transmutation6none410002 lbs.This small lantern is made of thin, nearly transparent paper and black iron. The lantern burns for 6 hours on 1 pint of oil. The lantern's light causes the illumination level in a 30- foot radius to move one step toward dim light, from bright light to normal light, from normal light to dim light, or from darkness to dim light. The lantern has no effect in an area that is already in dim light. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in the lantern's area. Magical light or darkness only change the light level in the lantern's area if they have a higher caster level than the lantern. Once per day, the lit lantern of dancing shadows can be commanded to create quasi-real illusions from the shadows cast by its light, as the shadow conjuration spell. In addition, once per day, the lantern can be commanded to solidify shadows for a short period of time. These solidified shadows cause incorporeal creatures within the lantern's illumination radius (30 feet) to coalesce into semi-physical forms, as the mass ghostbane dirge spell (Advanced Player's Guide 225).Craft Wondrous Item, darkness, mass ghostbane dirge, shadow conjurationWondrous ItemAdvanced Race Guide
Hobgoblin Battle Standard, Despairmoderate enchantment10none500003 lbs.A battle standard is a cloth flag or standard, typically 2 feet wide and 4 feet long, meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect when not mounted properly or when lying on the ground. Hobgoblin battle standards normally depict the device or insignia of a tribe or nation, and different types of standards grant different effects. A battle standard may be carried (on foot or mounted) or planted. In the latter case, the standard does not need a bearer, but if it is toppled or touched by an enemy, it loses its effectiveness until reclaimed and replanted by allies of its owner. Despair: Enemies of the bearer of a hobgoblin battle standard of despair are sickened while within 60 feet of the banner. Any enemy that sustains a critical hit while sickened because of the standard must succeed at a Will saving throw (DC 15) or become dazed for 1 round. Ferocity: Allies of the bearer of a hobgoblin battle standard of ferocity gain a +2 morale bonus on attack rolls, weapon damage rolls, and saving throws against mind-affecting effects as long as they are within 60 feet of the banner. Iron Resolve: Allies of the bearer of a hobgoblin battle standard of iron resolve gain 10 temporary hit points and the benefits of the Diehard feat for as long as they are within 30 feet of the banner. The temporary hit points can only be gained once per day per creature.Craft Wondrous Item, crushing despairWondrous ItemAdvanced Race Guide
Hobgoblin Battle Standard, Ferocitymoderate enchantment10none600003 lbs.A battle standard is a cloth flag or standard, typically 2 feet wide and 4 feet long, meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect when not mounted properly or when lying on the ground. Hobgoblin battle standards normally depict the device or insignia of a tribe or nation, and different types of standards grant different effects. A battle standard may be carried (on foot or mounted) or planted. In the latter case, the standard does not need a bearer, but if it is toppled or touched by an enemy, it loses its effectiveness until reclaimed and replanted by allies of its owner. Despair: Enemies of the bearer of a hobgoblin battle standard of despair are sickened while within 60 feet of the banner. Any enemy that sustains a critical hit while sickened because of the standard must succeed at a Will saving throw (DC 15) or become dazed for 1 round. Ferocity: Allies of the bearer of a hobgoblin battle standard of ferocity gain a +2 morale bonus on attack rolls, weapon damage rolls, and saving throws against mind-affecting effects as long as they are within 60 feet of the banner. Iron Resolve: Allies of the bearer of a hobgoblin battle standard of iron resolve gain 10 temporary hit points and the benefits of the Diehard feat for as long as they are within 30 feet of the banner. The temporary hit points can only be gained once per day per creature.Craft Wondrous Item, rageWondrous ItemAdvanced Race Guide
Hobgoblin Battle Standard, Iron Resolvemoderate enchantment10none450003 lbs.A battle standard is a cloth flag or standard, typically 2 feet wide and 4 feet long, meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect when not mounted properly or when lying on the ground. Hobgoblin battle standards normally depict the device or insignia of a tribe or nation, and different types of standards grant different effects. A battle standard may be carried (on foot or mounted) or planted. In the latter case, the standard does not need a bearer, but if it is toppled or touched by an enemy, it loses its effectiveness until reclaimed and replanted by allies of its owner. Despair: Enemies of the bearer of a hobgoblin battle standard of despair are sickened while within 60 feet of the banner. Any enemy that sustains a critical hit while sickened because of the standard must succeed at a Will saving throw (DC 15) or become dazed for 1 round. Ferocity: Allies of the bearer of a hobgoblin battle standard of ferocity gain a +2 morale bonus on attack rolls, weapon damage rolls, and saving throws against mind-affecting effects as long as they are within 60 feet of the banner. Iron Resolve: Allies of the bearer of a hobgoblin battle standard of iron resolve gain 10 temporary hit points and the benefits of the Diehard feat for as long as they are within 30 feet of the banner. The temporary hit points can only be gained once per day per creature.Craft Wondrous Item, aid and bear's enduranceWondrous ItemAdvanced Race Guide
Wound Pastefaint conjuration1none501/2 lb.Prized by slavers as an affordable way to stop a captive from bleeding to death, a dose of wound paste acts as a stabilize spell when slathered on a dying creature. Applying wound paste is a standard action that provokes an attack of opportunity. A pot of wound paste contains 5 doses.Craft Wondrous Item, stabilizeWondrous ItemAdvanced Race Guide
Rubble Glovesfaint transmutation5hands80001 lb.These gloves are made of a fine metal mesh. If a creature wearing rubble gloves touches a 5-foot square of stone or earth floor, rubble roils to the surface, making the square difficult terrain. Using the gloves is a standard action that does not provoke attacks of opportunity. The wearer can use the gloves to create up to 20 squares of difficult terrain per day.Craft Wondrous Item, expeditious excavationWondrous ItemAdvanced Race Guide
Trapmaker's Sackmoderate transmutation9none200002 lbs.This heavy leather bag bulges only slightly but upon closer inspection appears to be chocked full of knives, gears, picks, shovels, and arrows. Once per day as a full-round action, the bearer can command the sack to create any mechanical trap of CR 4 or less (Core Rulebook 420-422), which appears at a designated spot within 50 feet. The bearer must make a Craft (traps) check with a DC equal to the normal DC for creating the trap (Core Rulebook 424). If successful, the trap instantly merges with the chosen area, exactly as if someone had actually built the trap in that spot. If the check fails, no trap appears. The sack can alter earth, stone, and wood to accommodate the trap without altering nearby terrain (including doors, pits, and so on).Craft Wondrous Item, fabricate, creator must have 5 ranks in Craft (traps)Wondrous ItemAdvanced Race Guide
Pipes Of The Warren Guardianfaint conjuration5none6000-These finely crafted yellow-ivory pipes are bound in bronze and decorated with bits of amber. If the possessor learns the proper tune, once per day he can use these pipes to summon 1d4+1 dire rats as if using summon monster III. The summoned dire rats also have the swarming racial trait, and count as ratfolk for the purposes of the ratfolk's swarming racial trait.Craft Wondrous Item, summon monster IIIWondrous ItemAdvanced Race Guide
Elixir Of Forceful Exhalationfaint evocation3none9001 lb.This fizzy, sky-blue liquid leaves its drinker feeling buoyant, yet bloated. The drinker gains a +4 competence bonus on Acrobatics checks made to make high or long jumps and on Swim checks for up to 1 hour after consuming the elixir. As a standard action, the drinker can exhale a 15-foot-long gust of wind. The drinker can exhale up to three gusts, after which the elixir's effect is discharged and the skill bonuses end. Unused gusts dissipate after 1 hour.Craft Wondrous Item, gust of windWondrous ItemAdvanced Race Guide
Black Feather Fanfaint evocation5none100001 lb.This elaborate fan is made with a dozen black feathers set into a metal handle embossed with a stylized crest. The bearer can use it to create a gust of wind, whispering wind, or wind wall. The fan's effects can be used 3 times per day, in any combination.Craft Wondrous Item, gust of wind, whispering wind, wind wallWondrous ItemAdvanced Race Guide
Figurine Of Wondrous Power (black jade raven)moderate conjuration and transmutation11none91001 lb.This fist-sized piece of black jade is exquisitely tooled into the shape of a raven with outstretched wings. Upon command, it transforms into a black raven (use the stats for an eagle) or a giant black raven (use the stats for a giant eagle). Both forms of the raven have Improved Steal (Advanced Player's Guide) as a bonus feat. The raven understands Common but cannot speak. It can answer questions related to its abilities or what it has seen by cawing once for "yes" and twice for "no." The raven can maintain its non-figurine status for only 24 hours per week. This duration need not be continuous, but it must be used in 1-hour increments. After three transformations into its giant raven form (though not its smaller version), the statuette loses all magical properties.Craft Wondrous Item, animate objectsWondrous ItemAdvanced Race Guide
Red Feather Fanmoderate evocation6none50001 lb.This fan is made of copper fashioned into a dozen small feathers mounted on a ring-shaped bone handle. Once per day, the bearer can hold it and speak a command word to counterspell a darkness effect (as if using daylight) or counterspell a light effect (as if using deeper darkness). If activated in an area of overlapping light and darkness effects, the fan randomly counterspells one of them, leaving the other intact.Craft Wondrous Item, daylight, deeper darknessWondrous ItemAdvanced Race Guide
Tengu Drinking Jugfaint transmutation3none10002 lbs.This looks like a one-gallon stoneware jug with white glaze, black birds painted around the middle, and a cork stopper tied about the neck with a hemp cord. Any liquid placed within the jug becomes safe to drink, as though affected by purify food and drink (though the jug only affects liquids). Three times per day, the bearer can command the jug to alter the temperature of its contents so that it ranges anywhere from ice cold to boiling hot. Once per day, the bearer can command water placed into the jug to transform into plum liquor, sake, or tea. A tengu jug holds up to 1 gallon of any liquid.Craft Wondrous Item, prestidigitation, purify food and drinkWondrous ItemAdvanced Race Guide
Darksire Amuletfaint abjuration3neck90001 lb.This small iron locket contains some token-a scale, a shaving of a horn or claw, or lock of burning hair-from a fiend. When worn by a tiefling, if he has cold, electricity, or fire resistance, this amulet increases that resistance by 5. Furthermore, it provides a +4 insight bonus on Diplomacy skill checks made to influence evil outsiders.Craft Wondrous Item, resist energy, creator must be a tiefling, half-fiend, or true fiendWondrous ItemAdvanced Race Guide
Shark Tooth Amuletfaint abjuration5neck9000-This amulet is crafted of a single massive petrified shark tooth suspended on kelp twine and grants its wearer combat potency while underwater. While wearing this amulet, its wearer can use melee weapons normally, taking no penalty to attack and dealing full damage with such attacks. This amulet also allows the wearer to make thrown range weapon attacks underwater, though such attacks take a -2 penalty on attack rolls and their range increment is halved.Craft Wondrous Item, touch of the sea (Advanced Player's Guide), the crafter must be an undine or have the water subtypeWondrous ItemAdvanced Race Guide
Bubble Vaultfaint transmutation5none1500-This tiny pearl swells to form a 1-foot-diameter soap-like bubble when placed in water. Up to 5 cubic feet of goods can be placed inside the bubble vault. On command, the bubble sinks to the bottom of the water, automatically burying itself 1 foot deep in the bottom ground if there is mud or other loose material present. If the command word is spoken three times within 30 feet of the bubble, it rises to the surface of the water, at which time it can be opened and the items within it retrieved. Once opened, the bubble reverts to its pearl form for 24 hours. The bubble is watertight but does not otherwise magically protect or preserve its contents. If forced open, it has hardness 1 and 5 hit points.Craft Wondrous Item, shrink item, unseen servantWondrous ItemAdvanced Race Guide
Kitsune Star Gem, 1st Level Spellfaint transmutation1none750-This magical jewel glows like faerie fire, shedding light as a candle. It acts as pearl of power, except it only allows a kitsune to recover a spent use of a spell-like ability of the appropriate spell level.Craft Wondrous Item, creator must be a kitsuneWondrous ItemAdvanced Race Guide
Kitsune Star Gem, 2nd Level Spellfaint transmutation3none3000-This magical jewel glows like faerie fire, shedding light as a candle. It acts as pearl of power, except it only allows a kitsune to recover a spent use of a spell-like ability of the appropriate spell level.Craft Wondrous Item, creator must be a kitsuneWondrous ItemAdvanced Race Guide
Kitsune Star Gem, 3rd Level Spellfaint transmutation5none6750-This magical jewel glows like faerie fire, shedding light as a candle. It acts as pearl of power, except it only allows a kitsune to recover a spent use of a spell-like ability of the appropriate spell level.Craft Wondrous Item, creator must be a kitsuneWondrous ItemAdvanced Race Guide
Nagaji Scale Polishmoderate evocation7none14001/2 lb.This small clay urn contains a scintillating paste which works like imbue with spell ability, except the spell effect is not limited to cleric spells. Any caster may casts spells into the jar. The creature that applies the paste to its scales (a standard action) gains the ability to cast the imbued spells (assuming it has enough Hit Dice and the requisite ability scores). Only a reptilian creature (such as a dragon or a humanoid with the reptilian subtype) can use the polish to cast spells.Craft Wondrous Item, imbue with spell ability or mnemonic enhancerWondrous ItemAdvanced Race Guide
Incense Of Many Fatesmoderate divination11none33001 lb.When used during meditation, this incense allows a samsaran's consciousness to pass through past or future lives to learn more about an important person, place, or thing. This functions like legend lore, but only works if the subject is at hand. The transcendental state lasts 1 hour, during which she can take no other actions. If she is disrupted during the meditation, the incense's effect is lost. Creatures other than samsarans can use this incense, but the connections to other lives are weaker and require a deeper meditation that takes 24 hours. Each block of incense lasts for 1 use.Craft Wondrous Item, legend loreWondrous ItemAdvanced Race Guide
Bag Of Shadow Cloudsmoderate illusion7none302401 lb.Anyone peering into this bag of deep gray cloth sees nothing but empty blackness. Within the bag exists an extradimensional space linked to the Plane of Shadow. Three times per day, as a move action, the bearer can reach within the bag and pull out 1d4 semisolid shards of shadow. The bag's bearer can use each shard of shadow as a thrown weapon targeting a single 5-foot square. When it hits, it acts as a darkness spell, but only affecting one 5-foot square. As a move action, the bearer of the bag can move a shadow cloud up to 10 feet in any direction. Whether or not they are thrown, the shards of shadow and shadow clouds last 10 minutes before dissipating.Craft Wondrous Item, darkness, shadow conjurationWondrous ItemAdvanced Race Guide
Impossible Bottlefaint abjuration and transmutation5none200001 lb.An intricately detailed miniature sailing ship sits inside this clear glass bottle. When taken aboard an undamaged sailing vessel at sea, the model automatically reconfigures to become a perfect replica of the new ship. It takes 24 hours for the model to attune to the ship. A ship attuned to an impossible bottle takes half damage from all attacks that deal damage. The model ship in the impossible bottle absorbs the remaining damage, registering holes in its hull, rips in its sails, and scorch marks from fire. Once the attuned ship gains the broken condition, however, the impossible bottle ceases its protection, and any further attacks on the attuned ship deal full damage. If the attuned ship gains the sinking condition or is destroyed, the impossible bottle shatters and is permanently destroyed. If an impossible bottle was attuned to a damaged ship, once that ship has been fully repaired, the impossible bottle re-attunes itself over 24 hours and thereafter resumes its protection. An impossible bottle removed from its attuned ship ceases its protection, and must be re-attuned over 24 hours if brought back on board. If the bottle is shattered while it is attuned to a ship, the impossible bottle is destroyed and the attuned ship immediately takes 150 points of damage. Lastly, an impossible bottle can be used to repair an unattuned ship. As long as the bottle still functions, its owner can christen a vessel by smashing the impossible bottle against the ship's prow, releasing a wave of restorative magic that immediately repairs up to 150 points of damage to the vessel.Craft Wondrous Item, make whole, shield other, shrink item, creator must have 5 ranks in the Craft (ships) skillWondrous ItemAP 58
Scoundrel's Sword Canemoderate divination7none209254 lbs.A skull and partial backbone carved from ivory top this +2 sword cane (Advanced Player's Guide 179), and gray sharkskin covers its wooden scabbard. The wielder can use the Weapon Finesse feat to apply her Dexterity modifier instead of her Strength modifier to attack rolls with a scoundrel's sword cane sized for her, even though it isn't a light weapon. The eyes of the skull atop the scoundrel's sword cane constantly enhance the wielder's awareness, granting the wielder a +5 competence bonus on Perception checks. In addition, once per day, the wielder can concentrate while holding the cane to see through the skull's eyes as if they were her own. In effect, the scoundrel's sword cane can be used as a periscope, allowing the wielder to safely peer over obstacles or around corners. If the wielder has total concealment from an observed creature except for the end of the cane, the wielder uses the skull's Diminutive size modifier for her Stealth check instead of her own size modifier.Craft Magic Arms and Armor, arcane eye, obscure objectWeaponAP 58
Skeleton Anchormoderate necromancy7none14450100 lbs.This ship's anchor is crafted of fused bones and skulls, but it has the strength and hardness of iron. When attached to a ship by a rope or chain and dropped into the water, the anchor increases its weight to properly anchor the ship it is attached to. Once per day, the skeleton anchor can hold the ship it is attached to immobile for up to 1 day, or until commanded to release. The greatest property of a skeleton anchor, however, is to summon undead skeletons from the corpses of drowned mariners, who rise from the depths of the sea and clamber up the sides of the ship to serve as its crew. The undead created by the anchor are 1 Hit Die skeletons (Pathfinder RPG Bestiary 250) that possess Profession (sailor) scores of +7. Each skeleton can perform the duties of one crew member but has no other abilities. The skeletons cannot speak, attack, or even defend themselves. They are not proficient with any weapons or armor. The skeletons obey the commands of the ship's captain or pilot, but they only obey orders pertaining to the operation of a ship. A skeleton anchor can be used just once every 7 days to create up to 28 skeletal crew members. The skeletons do not count against the maximum total Hit Dice worth of undead creatures that the user can control. The skeletons act as crew for 1 week or until dismissed by the ship's captain or pilot. At the end of the week, the skeletons abandon the ship.Craft Wondrous Item, desecrate, levitate, skeleton crew (Pathfinder Player Companion: Pirates of the Inner Sea 29)Wondrous ItemAP 58
Kapre Cigarfaint evocation and necromancy7none22504 lbs.A kapre's 2-foot-long cigar never goes out. It burns with a glow that sheds light like a candle, but does not burn other organic material. Smoking the cigar is dangerous for any but a kapre-and not just because of its size. Only a Medium or larger creature can attempt to smoke the cigar. Creatures doing so must succeed at a DC 16 Fortitude save or become nauseated for 1 hour. Each time a creature attempts to inhale, he or she must make another save, but receives a cumulative +1 bonus for each successful inhalation in the past 24 hours. Once inhaled, the smoke can be exhanled to the detriment of nearby foes. The smoking creature must exhale within 1 round of inhaling or be nauseated for 1 round, coughing up the potent smoke into its own square. A Medium creature can blow the smoke as a standard action at one adjacent enemy. A Large or larger creature can blow the smoke in a 15-foot cone, also as a standard action. Creatures caught in the smoky cloud must succeed at a DC 16 Fortitude save or be nauseated for 1 round.Craft Wondrous Item, creator must be a kapre or creation must be completed under the supervision of a kapreWondrous ItemAP 58
Howling Skull Armormoderate necromancy7armor2037520 lbs.This suit of +3 studded leather armor is decorated with metal skulls. Once per day as a standard action, the wearer can command the skulls to unleash a cacophonous chorus of howls, causing all creatures within a 30-foot spread to make a DC 16 Will save to avoid becoming frightened for 1d4 rounds. The wearer can choose up to three targets (plus himself) in the area of effect to be exempt from the effect. The wearer of a suit of howling skull armor gains a +4 bonus on all saving throws against fear effects. Each time the wearer of howling skull armor succeeds at a saving throw against a fear effect created by someone other than himself, he gains a +2 bonus on Will saves for 1 round.Craft Magic Arms and Armor, fearArmorAP 59
Mariner's Eye Patchfaint evocation and divination5eyes12000-This pirate's eye patch typically features at least one jewel set into a leather patch. Upon uttering a command word as a standard action, the eye patch allows the wearer to use the following abilities once per day each: comprehend languages, scorching ray, and see invisibility. The mariner's eye patch originally appeared on page 73 of Necromancer Games' Dead Man's Chest.Craft Wondrous Item, comprehend languages, scorching ray, see invisibilityWondrous ItemAP 59
Mutineer's Bane Earringmoderate divination7none4000-This magic earring grows warm whenever a ship's crew begins muttering of mutiny, granting the wearer of a mutineer's bane earring a +5 bonus on all Sense Motive checks made while on a ship under such conditions of poor morale. A mutineer's bane earring has additional effects if worn by a commodore or admiral. If worn by a commodore, that commodore's squadron gains a +3 bonus on morale checks in fleet battles. If worn by an admiral, all squadrons in the admiral's fleet gain a +1 bonus on morale checks in fleet battles.Craft Wondrous Item, detect thoughtsWondrous ItemAP 59
Skyrocket Crossbowmoderate divination and evocation6none104002 lbs.The stock and bow of this +1 distance hand crossbow are decorated with the golden head of an osprey, sea eagle, or other avian creature. Three times per day, a skyrocket crossbow can imbue one of two special abilities on its ammunition. The first causes a bolt fired from the crossbow to explode in a dazzling burst of colored light when it hits a creature or object, or if it reaches its maximum range increment (600 feet). Creatures within a 10-foot radius of the target point are blinded for 1d4+1 rounds. A successful DC 13 Will save means a creature is dazzled for 1 minute instead. Sightless creatures, or those without line of sight to the target point, are unaffected. The second ability causes a bolt fired from the crossbow to function as a screaming bolt (Pathfinder RPG Core Rulebook 475).Craft Magic Arms and Armor, clairaudience/ clairvoyance, doom, flare burst (Advanced Player's Guide 223)WeaponAP 59
Wizard Hookmoderate necromancy6none43101 lb.A wizard hook is a +1 hook hand (Pirates of the Inner Sea 19) and a useful item for any arcane spellcaster. Although a wizard hook does not allow for fine manipulation, it is infused with magic that bolsters somatic components-you can use a hand stump outfitted with a wizard hook to fulfill any somatic components for casting arcane spells. A wizard hook also grants proficiency in its use as a weapon. You can make touch attacks with spells using a wizard hook, either by making a normal attack with the hook (in which case it deals normal hook hand damage plus the spell effect), or by making a touch attack with the hook (in which case you gain a +4 bonus on the attack roll and the save DC of the spell increases by +1, but you do not do hook hand damage).Craft Magic Arms and Armor, spectral handWeaponAP 59
Crossbow Of Retributionstrong divination and necromancy12none3270012 lbs.This +1 human bane seeking repeating heavy crossbow is carved from whalebone decorated with green and gold lacquer, with fittings, lever, and bow of gilded steel. On a successful hit against any creature who has just struck the wielder with an attack within the previous round-whether with a melee, ranged, or natural weapon, or a spell that requires an attack roll-ammunition fired from a crossbow of retribution wracks the target with shooting pains that impose a -4 penalty on attack rolls, skills checks, and ability checks for 7 rounds. On a successful DC 14 Fortitude save, the penalty only lasts for 1 round. A target who worships the same god as the wielder takes a -2 penalty on its saving throw.Craft Magic Arms and Armor, retribution (Pathfinder RPG Advanced Player's Guide 239), summon monster I, true seeingWeaponAP 60
Doubleshot Pepperboxmoderate transmutation7none203005 lbs.This +1 thundering pepperbox (Pathfinder RPG Ultimate Combat 138) bears a fire-breathing dragon motif, and its wooden grip is ornately carved. Unlike a normal pepperbox, each of the six barrels of a doubleshot pepperbox can be fired either independently in tandem, firing two barrels with the same action like a double-barreled pistol. If two barrels are shot at once, they must both be fired at the same target, and the wielder takes a -4 penalty on each shot.Craft Magic Arms and Armor, Rapid Shot, blindness/deafness, hasteWeaponAP 60
Sirocco Cannonmoderate evocation10none184500100 lbs.This +1 shocking burst cannon (Ultimate Combat 162) is mounted on a brass carriage decorated with carvings of winds and storms. Three times per day, a sirocco cannon can be commanded to create a special type of ammunition. This ammunition functions as a normal cannonball, but on a successful hit, a gust of furnace-hot wind blasts downward in a 20-foot-radius, 60-foot-high cylinder around the target or target square for 10 rounds. This hot wind deals 4d6+10 points of fire damage to all creatures in the area and knocks them prone. A successful DC 19 Fortitude save halves the fire damage and avoids being knocked prone. Flying creatures forced into the ground by the powerful downdraft take damage as if they fell unless they make a DC 15 Fly check, in which case they remain at their original altitude. Any creature that takes damage from the hot air becomes fatigued (or exhausted, if already fatigued, such as from a previous round of exposure). Creatures with the water subtype take a -4 penalty on all saving throws against this effect and take double normal damage. This special ammunition deals no additional damage to ships or structures.Craft Magic Arms and Armor, call lightning or lightning bolt, sirocco (Advanced Player's Guide 244)WeaponAP 60
Cat Burglar's Bootsfaint transmutation3feet20001 lb.These soft-soled boots provide their wearer with a +2 competence bonus on Acrobatics, Climb, and Stealth checks. Once per day as an immediate action, the wearer of cat burglar's boots can reroll any one failed Acrobatics, Climb, or Stealth check, taking the result of that check in place of the first failed check (even if the second result is worse). In addition, a secret pocket in the boots is built to hold a fully functional set of masterwork thieves' tools. A DC 22 Perception check is required to notice this pocket. Any other object in the pocket causes it to bulge and become obvious to even casual observation.Craft Wondrous Item, cat's graceWondrous ItemAP 61
Extraction Scarificatorfaint conjuration and transmutation3none25001 lb.An extraction scarificator is a horrid variant of the more common bloodletting device used by healers and doctors. An extraction scarificator can be used only on a willing or helpless target. When placed against exposed flesh, the extraction scarificator's blades deal 1d4 points of damage plus 1d4 bleed. Once per day, an extraction scarificator can be used to extract and concentrate one of the four bodily humors from its target as well. The humor to be extracted can be adjusted as needed, and must be immediately poured into a potion vial or the extracted humor is lost. Extracting a humor takes a variable number of rounds-as soon as the victim has taken a total of 6 points of damage in all from the bleed effect, the extraction is complete. For 24 hours after extraction, this purified humor has an additional effect, functioning as one of four potions as listed below (all function at caster level 3rd). Black Bile: potion of lesser restoration Blood: potion of cure moderate wounds Phlegm: potion of calm emotions Yellow Bile: potion of rageCraft Wondrous Item, bleed, calm emotions, cure moderate wounds, lesser restoration, rageWondrous ItemAP 61
Paradox Boxmoderate abjuration and conjuration9none500030 lbs.A paradox box resembles a small stone chest of ornate design that measures approximately 1-1/2 feet by 1-1/2 feet by 1 foot. Closer inspection reveals the paradox box to be a solid piece of stone that's been carved to resemble a box-it has no seam for a lid or hinges to allow opening. It is a secure storage device that can be accessed only by use of the proper command word or combination. Until the command word is intoned or the combination is correctly entered (the box's creator decides which method of opening works for the box-most boxes have combination locks that function similarly to the one detailed on page 9), the box is effectively a solid piece of stone with no lid or aperture or even an interior, and as such, attempts to open the box by bypassing a lock (with Disable Device or knock) do not work. Some creators also build magical traps into paradox boxes (summon monster traps are particularly popular), but these traps are not included in the standard model. Once the proper command is given, a seam appears around the chest, and nested hinges within allow this lid to open, revealing an extradimensional space 1 cubic foot in size. Anything that will fit completely within that space (regardless of weight) can be successfully stored within, and the chest can be sealed again simply by closing it. The contents of the storage space do not change the weight of the chest, since they actually stay in an otherwise inaccessible extradimensional space. If the chest is destroyed (hardness 8, hp 90), the extradimensional space collapses and any contents are jettisoned randomly into the Ethereal Plane. Paradox boxes were especially popular in Thassilon for their relative inexpensiveness as well as their superior security and durability. Many Thassilonian creators, burdened with arrogance and hubris, constructed their paradox boxes such that their surfaces were decorated with elaborate and carefully constructed riddles or wordplays that gave clues to their command words. These items are prize finds for organizations such as the Pathfinder Society, because a particularly clever investigator can often still open them, revealing their time-lost secrets even though the command word might have been lost millennia ago.Craft Wondrous Item, arcane lock, secret chestWondrous ItemAP 61
Shard Of Envyoverwhelming abjuration25none-11 lb.The is made of shimmering green noqual. As long as the is carried, its owner can use dispel magic as a spell-like ability once per day, gains a +2 insight bonus on saves versus abjuration spells and spell-like abilities, and gains a +1 insight bonus to AC. Curse: The owner covets the success, wealth, and appearance of all other creatures, and becomes sickened whenever she is within 30 feet of any creature of the same race or character class as herself. Physical contact with such a creature nauseates the owner for 2d6 rounds if she fails a DC 20 Fortitude save.ArtifactAP 61
Shard Of Gluttonyoverwhelming necromancy25none-11 lb.The is made of pale inubrix. As long as the is carried, its owner can use vampiric touch as a spell-like ability once per day, gains a +2 insight bonus on saves versus necromancy spells, and increases his maximum hit points by 1 point per Hit Die. Curse: The owner is always hungry and thirsty, and is sickened whenever he has not eaten food in the past hour. The owner must make a DC 20 Will save to resist consuming any food or beverage (including potions and the like) he carries immediately. If the save is successful, the owner can resist the urge for 1 hour before being forced to make the save again.ArtifactAP 61
Shard Of Greedoverwhelming transmutation25none-11 lb.The is made of black adamantine. As long as the is carried, its owner can use haste as a spell-like ability once per day, gains a +2 insight bonus on saves versus transmutation spells, and gains a +1 insight bonus on attack rolls. Curse: The owner becomes greedy, and is sickened whenever she is not wearing at least 500 gp per Hit Die in nonmagical jewelry and fine clothing. Each time the owner sells a belonging or gives one away, she must succeed at a DC 20 Will save or take 1d4 points of Wisdom damage.ArtifactAP 61
Shard Of Prideoverwhelming illusion25none-11 lb.The is made of coppery horacalcum. As long as the is carried, its owner can use major image as a spell-like ability once per day, gains a +2 insight bonus on saves versus illusion spells, and gains a +2 insight bonus on all skill checks. Curse: The owner suffers delusions of grandeur, and is sickened whenever she must serve another creature as a subordinate of any sort for as long as that arrangement persists. She cannot gain the benefit of the aid another action, nor can she take the aid another action.ArtifactAP 61
Shard Of Slothoverwhelming conjuration25none-11 lb.The is made of blue-green glowing abysium. As long as the is carried, its owner can use summon monster III as a spell-like ability once per day, gains a +2 insight bonus on saves versus conjuration spells, and gains a +4 insight bonus on all concentration and caster level checks. Curse: The owner becomes lazy and sedentary, and becomes sickened for 1 hour whenever he makes more than a single move action in any round. All of the owner's movement speeds are halved.ArtifactAP 61
Shard Of Wrathoverwhelming evocation25none-11 lb.The is made of sparkling silver siccatite that feels hot one day, but cold the next. As long as the is carried, its owner can use fireball as a spell-like ability once per day, gains a +2 insight bonus on saves versus evocation spells, and gains a +2 insight bonus on all weapon damage rolls. Curse: The owner becomes addicted to violence, and is sickened whenever she hasn't brought a living creature to -1 hit points or fewer within the last hour. Once the owner attacks a creature, she must make a DC 20 Will save if she wants to cease attacking; otherwise, she does what she can to kill the creature.ArtifactAP 61
Shard Of Lustoverwhelming enchantment25none-11 lb.The is made of a deep red djezet alloy. As long as the is carried, its owner can use suggestion as a spell-like ability once per day, gains a +2 insight bonus on saves versus enchantment spells, and gains a +4 insight bonus on Initiative checks. Curse: The owner becomes narcissistic, and is sickened whenever he has not engaged in sexual relations with another creature within the past 12 hours. While the owner wears any sort of armor or magic item that occupies the body slot, he is staggered.ArtifactAP 61
Elixir Of The Peaksmoderate transmutation7none2450-When imbibed, an elixir of the peaks gives the user the ability to scale and survive in mountainous terrain with great skill. The imbiber is treated as if acclimated to all high altitudes lower than a death zone, and gains a +2 competence bonus on all Survival checks made at elevations of above 5,000 feet. She also gains a +10 competence bonus on Climb checks and Survival checks in mountainous terrain (these bonuses stack with the altitude-based bonus above). Finally, the imbiber gains the benefits of an endure elements spell. The effects of this elixir wear off after 8 hours.Craft Wondrous Item, endure elements, spider climbWondrous ItemRotRL-AE-Appendix
Robe Of Runesstrong transmutation13body440001 lb.This robe is made of crimson silk and emblazoned with dozens of spindly Thassilonian runes, each symbolizing a different type of magical effect or syllable of power. Though favored by wizards, this robe can provide some benefit to any spellcasting creature. While worn, it grants a +4 enhancement bonus to Intelligence and allows the wearer to recall, as a free action, up to four levels of spells per day that he had prepared and then cast. Each time a spell is recalled and prepared again in this manner, the sudden rush of magical energy infuses the wearer with power. For 1 round after recalling a spell, the wearer's spell save DCs and attack rolls made with spells gain a +2 enhancement bonus.Craft Wondrous Item, fox's cunning, limited wishWondrous ItemRotRL-AE-Appendix
Armor Of Insultsmoderate enchantment7armor1617520 lbs.Each metal bit of this suit of +1 studded leather looks more like a tiny sneering face than a simple stud. Once per day the wearer of the armor may command the mouths to unleash a torrent of verbal abuse directed against every hostile creature within 60 feet who can see and hear the wearer. Each such creature must make a DC 16 Will saving throw to avoid suffering an overwhelming compulsion to attack the wearer for the next 7 rounds. If the creature is unable to attack the wearer on its next turn, or attacking the wearer would put the creature at risk (moving through a threatened square, charging into a pit, and so on) it can act normally that turn. This is a mind-affecting sonic effect, and has no effect on creatures that do not use a spoken language.Craft Magic Arms and Armor, confusionArmorUltimate Equipment
Banded Mail Of Luckstrong enchantment12armor1890035 lbs.Ten 100-gp gems adorn this +3 banded mail. Once per week, the armor allows its wearer to require that an attack roll made against him be rerolled. He must take whatever consequences come from the second roll. The wearer's player must decide whether to have the attack roll rerolled before damage is rolled.Craft Magic Arms and Armor, blessArmorUltimate Equipment
Boneless Leatherfaint transmutation3armor1216015 lbs.This suit of +1 leather gives its wearer the ability to twist and contort her body in virtually any direction. She gains a +5 bonus on Escape Artist checks, a +5 bonus on Acrobatics checks to reduce damage from falls, a +5 bonus to CMD, and DR 5/piercing or slashing.Craft Magic Arms and Armor, alter self, creator must have 5 ranks in Acrobatics and Escape ArtistArmorUltimate Equipment
Breastplate Of Commandstrong enchantment15armor2540030 lbs.This +2 breastplate typically bears the image of a rampant grizzly bear or other impressive predator. It bestows a commanding aura upon its wearer. The wearer gains a +2 competence bonus on all Charisma checks, including Charisma-based skill checks. The wearer also gains a +2 competence bonus to his Leadership score. Friendly troops within 360 feet of the user become braver than normal, gaining a +2 resistance bonus on saving throws against fear. Since the effect arises in great part from the distinctiveness of the armor, it does not function if the wearer hides or conceals herself in any way.Craft Magic Arms and Armor, mass charm monsterArmorUltimate Equipment
Breastplate Of Vanishingfaint conjuration5armor1520015 lbs.This battered +1 mithral breastplate bears a resemblance to a stylized turtle shell. On command, its wearer can vanish inside the armor, leaving the breastplate behind while she stays safely hidden in an extradimensional space. This space is barely large enough for the wearer to sit comfortably, but does provides breathable air and light to see by. The wearer cannot perceive the environs around the armor while inside. A second command word returns the wearer to the armor's location, wearing the armor. If the wearer can't return to the space the armor is in, she is instead shunted to the nearest empty space that can contain her, but no longer wearing the armor. If the breastplate is destroyed, the wearer immediately returns to the square the armor was in when it was destroyed. Successfully dispelling the armor likewise returns the wearer, though in this case still wearing the armor.Craft Magic Arms and Armor, rope trickArmorUltimate Equipment
Buccaneer's Breastplatemoderate transmutation9armor2385030 lbs.This +1 breastplate is made of shining amber metal and decorated with faint motifs of the waves and water. It allows the wearer to continually utilize the effects of the spell water walk. If a creature puts on the armor while underwater, the wearer is borne toward the surface at a rate of 60 feet per round.Craft Magic Arms and Armor, water walkArmorUltimate Equipment
Catskin Leatherstrong transmutation13armor1891015 lbs.Rather than the hide of a cat, this extremely supple suit of jet-black +1 shadow leather armor grants a portion of the grace and fortune of a feline. It has no armor check penalty or maximum Dexterity bonus. The wearer receives a +5 competence bonus on Acrobatics checks and takes only half normal damage from falling. When the wearer's hit points would be reduced to a negative amount equal to her Constitution score from an attack or spell, the armor falls to pieces and is destroyed, and the wearer takes only half damage from the attack or spell.Craft Magic Arms and Armor, cat's grace, feather fall, and limited wish, wish, or miracleArmorUltimate Equipment
Celestial Armorfaint transmutation [good]5armor2240020 lbs.This +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of -2, and an arcane spell failure chance of 15%. It is considered light armor and allows the wearer to use fly on command (as the spell) once per day.Craft Magic Arms and Armor, fly, creator must be goodArmorUltimate Equipment
Daystar Half-platestrong evocation15armor8125050 lbs.This glowing +1 half-plate is decorated with various images of the sun and depictions of nature. At will, the wearer can command the armor to shine with a daylight spell for 10 minutes. Once per day, the wearer can command it to shine as per the sunburst spell. The sunburst is centered on the wearer and the wearer is immune to its effects.Craft Magic Arms and Armor, daylight, sunburstArmorUltimate Equipment
Demon Armorstrong necromancy [evil]13armor5226050 lbs.This plate armor is fashioned to make the wearer appear to be a demon. Glowing red energy emanates from sigils engraved on the armor's key plates and joints, and the runes intermittently surge with fiendish power. This +4 full plate allows the wearer to make claw attacks that deal 1d10 points of damage, strike as +1 weapons, and afflict the target as if she had been struck by a contagion spell (Fortitude DC 14 negates). Use of contagion requires a normal melee attack with the claws. The "claws" are built into the armor's vambraces and gauntlets, and cannot be disarmed. A suit of demon armor is infused with evil, and as a result it bestows one negative level on any nonevil creature wearing it. This negative level persists as long as the armor is worn and disappears when the armor is removed. The negative level cannot be overcome in any way (including restoration spells) while the armor is worn.Craft Magic Arms and Armor, contagionArmorUltimate Equipment
Enchanted Eelskinfaint transmutation5armor1116015 lbs.This +1 slick leather armor is made of shining, slippery eelskin that allows the wearer to move with deadly grace and sudden swiftness, especially underwater. When immersed in water, enchanted eelskin gains the shadow property and grants the wearer a swim speed of 30 feet and the ability to breathe water. In addition, during a surprise round the wearer can act as if she had a full round of actions, rather than a single standard action, as long as those actions do not require leaving the water. If she does leave the water, her surprise round turn immediately ends.Craft Magic Arms and Armor, grease, invisibility, touch of the sea (Advanced Player's Guide)ArmorUltimate Equipment
Equestrian Platemoderate transmutation9armor10650variesShined to a mirror finish, this suit of +2 full plate is decorated with gold inlay. As a move action when the wearer is mounted, the plates of the armor expand and reposition to protect the wearer's mount. In this form, the armor becomes a suit of +2 banded mail for the wearer and a suit of +1 banded mail barding worn by the mount. A second move action merges it back into +2 full plate. Equestrian plate cannot transform and protect a mount more than one size larger than its wearer or a creature that cannot wear barding. It can create exotic barding, however, such as for a griffon or dragon. If extra enhancements or spells are placed upon equestrian plate in full plate form, they affect only the wearer's armor when the suit is split. Effects on the barding are suppressed when it is merged into the armor. If either suit of armor is broken while separated, the other half immediately gains the broken condition as well. Destroying one suit destroys the other as well. Full plate 50 lbs. Banded mail 35 lbs. Barding 70 lbs.Craft Magic Arms and Armor, fabricateArmorUltimate Equipment
Folding Platemoderate conjuration10armor1265050 lbs.This item normally looks like a heavy steel brooch or cloak clasp, often depicting a heavy helm or sturdy shield. On command, the brooch transforms in a clatter of metallic plates and panels to instantly cover the wearer in a complete suit of +1 full plate, with the design of the brooch displayed on the armor's breastplate. The same command word causes the armor to transform into the brooch. The brooch only transforms if the wearer's armor slot is unoccupied, thus it won't work if the wearer is already armored. The brooch associated with this armor weighs less than a pound and occupies the neck slot when in this form.Craft Magic Arms and Armor, instant summonsArmorUltimate Equipment
Forsaken Banded Mailmoderate evocation11armor2540035 lbs.A massive skull adorns the chest piece of this suit of +1 banded mail, and smaller gilted images of defaced holy symbols cover the other parts of the armor. The wearer of the armor cannot cast divine spells or use any spell-like supernatural ability gained from a connection to a deity. The wearer gains SR 19 against any divine-origin spell, spell-like ability, or supernatural ability (such as a domain granted power or ability from an outsider serving a deity), and treats the armor's enhancement bonus as +2 higher against creatures with these abilities.Craft Magic Arms and Armor, creator cannot be a divine spellcasterArmorUltimate Equipment
Giant-hide Armor, Ogrestrong transmutation15armor3916525 lbs.This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, hill giant, stone giant, fire giant, frost giant, or troll) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form IArmorUltimate Equipment
Giant-hide Armor, Hill Giantstrong transmutation15armor4666525 lbs.This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, hill giant, stone giant, fire giant, frost giant, or troll) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form IArmorUltimate Equipment
Giant-hide Armor, Stone Giantstrong transmutation15armor5416525 lbs.This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, hill giant, stone giant, fire giant, frost giant, or troll) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form IArmorUltimate Equipment
Giant-hide Armor, Fire Giantstrong transmutation15armor5416525 lbs.This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, hill giant, stone giant, fire giant, frost giant, or troll) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form IArmorUltimate Equipment
Giant-hide Armor, Frost Giantstrong transmutation15armor5416525 lbs.This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, hill giant, stone giant, fire giant, frost giant, or troll) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form IArmorUltimate Equipment
Giant-hide Armor, Trollstrong transmutation15armor5916525 lbs.This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, hill giant, stone giant, fire giant, frost giant, or troll) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form IArmorUltimate Equipment
Giant-hide Armor, Cloud Giantstrong transmutation15armor6916525 lbs.This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, hill giant, stone giant, fire giant, frost giant, or troll) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form IIArmorUltimate Equipment
Giant-hide Armor, Storm Giantstrong transmutation15armor7616525 lbs.This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, hill giant, stone giant, fire giant, frost giant, or troll) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.Craft Magic Arms and Armor, giant form IIArmorUltimate Equipment
Hamatula Hidemoderate transmutation9armor4421512 lbs.Crafted from the flayed skin of a barbed devil, this imposing +2 spiked hide armor weighs half the normal weight. When its wearer rages, the armor's spikes elongate and the hide bonds to her skin, providing fire resistance 10. Any creature that strikes the wearer with a melee weapon, unarmed strike, or a natural weapon while the spikes are elongated takes 1d8+6 points of piercing damage from the armor's barbs (unless using a weapon with reach). While the wearer is enraged, spells that cause additional damage to evil outsiders deal that increased damage to her. A barbarian with fiend totem rage powers gains additional benefits from hamatula hide. If she has the lesser fiend totem rage power, she gains a +1 profane bonus to Armor Class while raging. If she has the fiend totem rage power, the damage caused by her barbs increases to 2d8+6 and stacks with the barbed defense granted by the armor. If she has the greater fiend totem ability, she gains fire resistance 20 when raging.Craft Magic Arms and Armor, polymorph, resist fireArmorUltimate Equipment
Invincible Armorstrong abjuration13armor13765050 lbs.Invincible armor shifts between three different appearances, but always weighs the same and protects as +2 impervious moderate fortification full plate. As an immediate action, the wearer can change the armor into heavy plate that blocks slashing attacks (DR 10/bludgeoning or piercing), thickly layered chainmail that blocks piercing attacks (DR 10/ bludgeoning or slashing), or overlapping metal scales that block bludgeoning attacks (DR 10/piercing or slashing). In addition, invincible armor provides the wearer with 5 points of resistance to acid, cold, electricity, fire, and sonic, and is itself unharmed by damage from any of these energy types.Craft Magic Arms and Armor, fabricate, make whole, resist energy, and limited wish or miracleArmorUltimate Equipment
Mail Of Malevolencemoderate abjuration10armor6130040 lbs.Mail of malevolence hangs in rags and tatters and acts as nonmagical chainmail to wearers who lack at least a moderate evil aura (Core Rulebook 266). When worn by a sufficiently evil character, it instead functions as +2 unrighteous chainmail (see page 123). Mail of malevolence does not bestow a negative level on good wearers. The wearer of mail of malevolence gains SR 21, but only against spells with the good descriptor. In addition, whenever the wearer channels negative energy to harm living creatures, she heals a like amount of damage herself regardless of whether she is living or undead.Craft Magic Arms and Armor, righteous might, spell resistanceArmorUltimate Equipment
Mistmailfaint conjuration3armor225025 lbs.The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character's feet.Craft Magic Arms and Armor, obscuring mistArmorUltimate Equipment
Mithral Full Plate Of Speedfaint transmutation5armor2650025 lbs.As a free action, the wearer of this fine set of +1 mithral full plate can activate it, enabling him to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of -3. It is considered medium armor, except that you must be proficient in heavy armor to avoid taking nonproficiency penalties.Craft Magic Arms and Armor, hasteArmorUltimate Equipment
Morlock Hidemoderate illusion and transmutation10armor891015 lbs.This +1 shadow leather armor causes the wearer's skin to warp and distort into a welter of horrid scarification. The armor itself disappears from view under this coat of scars and the wearer's face appears as a loathsome, eyeless veil of flesh. This change is illusory, similar to glamered armor; however, morlock hide does cause the wearer's arms and legs to extend and her posture to become hunched. She gains a +2 circumstance bonus on Acrobatics, Climb, and Escape Artist checks, and she can move through narrow spaces while squeezing at normal speed and with no penalty to AC or on attack rolls.Craft Magic Arms and Armor, alter self, invisibilityArmorUltimate Equipment
Murderer's Blackclothmoderate necromancy9armor1240510 lbs.This silk +1 shadow padded armor is as dark as night and stitched with thread the color of dried blood. When worn by a rogue with the bleed talent, it increases the bleed damage of the rogue's sneak attacks by +1.Craft Magic Arms and Armor, bleed, invisibility, silenceArmorUltimate Equipment
Otyugh Hidefaint evocation5armor256525 lbs.This muddy brown +1 hide armor carries a fetid stench like raw sewage, and occasionally sprouts angry and uncomfortable-looking blisters. Creatures other than the wearer are repulsed by the otyugh armor's vile putridity. Any creature ending its turn adjacent to the wearer becomes sickened (Fortitude DC 13 negates) for as long as it remains adjacent to the wearer and for 1 round thereafter. A creature that strikes the wearer with a bite attack is affected the same way, even if it possesses exceptional reach and attacks while not adjacent to the wearer. If the wearer is swallowed whole, the attacker is automatically sickened and must succeed at a DC 13 Fortitude save at the beginning of its turn or be forced to regurgitate and drop the wearer harmlessly in an adjacent square (though the wearer is knocked prone during the regurgitation). Creatures with the scent ability suffer a -2 penalty to their saving throw against the stench of the otyugh armor. These abilities are poison effects; creatures immune to poison are immune to these effects as well. The wearer is immune to this effect. The wearer gains a +2 competence bonus on saves against disease, poison, and any effect that would cause her to become nauseated or sickened.Craft Magic Arms and Armor, contagion, stinking cloudArmorUltimate Equipment
Plate Armor Of The Deepmoderate abjuration11armor2465050 lbs.This +1 full plate is decorated with a wave and fish motif and often has tiny fins and scales worked into the design. Although the armor remains as heavy and bulky as normal full plate, the wearer of plate armor of the deep is treated as unarmored for purposes of Swim checks. The wearer can breathe underwater and can converse with any water-breathing creature with a language.Craft Magic Arms and Armor, freedom of movement, tongues, water breathingArmorUltimate Equipment
Prismatic Platestrong abjuration13armor16065050 lbs.This resplendent suit of +3 full plate shimmers and shifts between all the colors of the rainbow. A single color dominates the others at any given time. As a swift action, the wearer can change the dominant color. This color remains dominant until the wearer changes it again. When the wearer of prismatic plate is struck by a prismatic spray, or when he passes through a prismatic sphere or prismatic wall, he ignores the effect that matches the dominant armor color. He receives no special protection against the other colors of those spells. In addition to this benefit, each color provides a unique type of protection. COLOR EFFECT Red Resist fire 30 Orange Resist acid 30 Yellow Resist electricity 30 Green Immunity to poison Blue Immunity to petrification Indigo +8 resistance bonus on saving throws against mind-affecting effects Violet Protected by dimensional anchor, as the spellCraft Magic Arms and Armor, dimensional anchor, mind blank, neutralize poison, resist energy, stone to flesh, and prismatic sphere, prismatic spray, or prismatic wallArmorUltimate Equipment
Rhino Hidemoderate transmutation9armor516525 lbs.This +2 hide armor is made from rhinoceros hide. In addition to granting a +2 enhancement bonus to AC, it has a -1 armor check penalty and deals an additional 2d6 points of damage on any successful charge attack made by the wearer, including a mounted charge.Craft Magic Arms and Armor, bull's strengthArmorUltimate Equipment
Scarab Breastplatemoderate transmutation8armor3235030 lbs.This +3 breastplate is crafted from the carapace of a giant scarab beetle, enchanted to be as hard and reflective as polished steel. The wearer suffers only half damage from vermin swarms and gains a +2 resistance bonus on saving throws against the extraordinary abilities of vermin swarms. In addition, once per day on command, the wearer can transform the scarab breastplate into a swarm of scarab beetles that skitter from her chest to attack creatures nearby. This swarm has statistics identical to an army ant swarm (Bestiary 16) and attacks any creatures within its space. The wearer can command the swarm to move (including changing the shape of the swarm) as a move action, but the swarm must remain adjacent to her. If the swarm is reduced to 0 hit points, if the wearer is forced to move away from the swarm, or if the wearer commands it to return to her as a move action, the swarm crawls back onto the wearer's torso and returns to armor form. While the swarm is active, the wearer is not considered to be wearing the scarab breastplate (except for purposes of commanding the swarm) and gains no defensive benefits from it. A druid of 6th level wearing a scarab breastplate can use her wild shape ability to duplicate vermin shape I (Ultimate Magic). At 8th level, she can also use it to duplicate vermin shape II (Ultimate Magic).Craft Magic Arms and Armor, creeping doom, spell turning, vermin shape IIArmorUltimate Equipment
Soothsayer's Raimentfaint divination5armor1030040 lbs.This +1 chainmail is attuned to a particular oracular mystery and contains a revelation associated with that mystery (see the oracle class description in the Advanced Player's Guide). Its design and coloration are typically suggestive of its related mystery. While wearing the armor, an oracle has access to that revelation and may use it as if she had it as a normal class feature. The oracle must have the appropriate mystery to use the armor; for example, a soothsayer's raiment (battlecry) is only usable by an oracle of battle. If the wearer already has that revelation and the revelation grants an ability with a limited number of uses per day, the oracle can use that ability one additional time per day. This ability has no effect if the armor is worn by a non-oracle. For divination spells with a percentage-based chance of success (such as augury and divination), the wearer's chance increases by +5.Craft Magic Arms and Armor, augury, creator must be an oracle with the desired revelationArmorUltimate Equipment
Warden Of The Woodsmoderate transmutation11armor2935025 lbs.The warden of the woods is a suit of +3 greenwood splint mail made of strips of laminated greenwood that flex with the wearer's movement but stiffen when struck in battle. (The greenwood special material is described on page 50.) This armor is treated in all ways like medium armor, including when determining proficiency. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +2, and an armor check penalty of -4. As a move action, the wearer can snap a strip of wood loose from the armor. The strip lengthens into a weapon of a type chosen by the armor's wearer. It can become a +1 greenwood club, a +1/+1 greenwood quarterstaff, or a +1 keen greenwood wooden stake. If the wearer creates a club or quarterstaff in this way, it gains the benefits of the shillelagh spell with a duration of 1 minute. Each weapon removed from the warden of the woods reduces the armor's enhancement bonus by 1. Consequently, a maximum of three such weapons can be separated from the armor at any given time. The greenwood weapons keep their enhancement bonuses only while they're in the wearer's hands, though they remain masterwork weapons for other wielders. The wearer can reintegrate a weapon back into the warden of the woods as a move action and restore the lost enhancement bonus. Each day at dawn, the armor regenerates any missing strips (regaining its full enhancement bonus), and any weapons still detached from the armor crumble into dust.Craft Magic Arms and Armor, ironwood, shillelagh, wood shapeArmorUltimate Equipment
Absorbing Shieldstrong transmutation17shield5017015 lbs.This +1 heavy steel shield is made of metal, but i ts color is a flat black that seems to absorb light. Once every 2 days, on command, it can disintegrate an object that it touches, as the spell but requiring a melee touch attack. This effect only functions as an attack-it can't be activated to target a creature or weapon as it strikes the shield.Craft Magic Arms and Armor, disintegrateArmorUltimate Equipment
Avalanche Shieldstrong evocation12shield1917010 lbs.The front of this +1 bashing heavy steel shield looks as though it is crafted from hundreds of bits of rubble and larger stones. When used to make a shield bash attack, stones fall from shield and cling to the target of the shield bash. The target must succeed at a DC 14 Fortitude saving throw or be entangled for 1d4 rounds. Once per day on command, the target's wielder can choose to petrify the target of a shield bash instead. The target must succeed at a DC 16 Fortitude saving throw or become petrified for 1 minute.Craft Magic Arms and Armor, bull's strength, shape stone, flesh to stoneArmorUltimate Equipment
Battlement Shieldmoderate conjuration9shield1618045 lbs.Once per day on command, this +2 tower shield can transform into a solid, 1-foot-thick, 10-foot-by-10-foot wall of masonry with a battlement on top and an arrow slit in each 5-foot length. The wall acts as cover just like any physical wall. The wielder can touch the wall with one hand and command it to revert to a tower shield either resting on the ground and balanced against his hand or strapped to his arm in the normal fashion. The wall has all the characteristics of any other foot-thick wall of masonry (hardness 8, 90 hit points, break DC 35). Attacks sufficient to destroy the wall cause it to immediately transform back into a shield, which loses half its hit points and gains the broken condition. The shield remains in wall form until destroyed or commanded to return to shield form. The wall cannot appear in a space too small to accommodate it.Craft Magic Arms and Armor, wall of stoneArmorUltimate Equipment
Belligerent Shieldstrong transmutation12shield3617015 lbs.This +1 animated bashing heavy steel shield rattles in anticipation during battle. When loosed into the air to defend its wearer, the belligerent shield attacks as well as defends. Each round starting the round after animation, the shield makes a single shield bash attack against a foe of its wearer's choice within the wearer's reach. This works as a standard shield bash attack using the wearer's normal attack bonus with the shield, except that the wearer retains the shield bonus to AC, and while the shield's attack is treated as an off-hand attack, the wearer does not take off-hand penalties on her own attacks unless she is fighting with two weapons herself. If the wearer has any feats or abilities that benefit shield bashing attacks, they apply to attacks made by the belligerent shield.Craft Magic Arms and Armor, bull's strength, animate objectsArmorUltimate Equipment
Burglar's Bucklerfaint transmutation5shield46555 lbs.This unassuming +1 buckler has an array of small tools and implements embedded into the backside of its rim, able to be folded and snapped out for use at a moment's notice to attack, defend, or accomplish roguish tasks. A burglar's buckler grants the wielder a +2 competence bonus on Disable Device and Sleight of Hand checks, combat maneuver checks made to perform dirty tricks, and to CMD against dirty tricks. Once per day on command, the wielder may transform a burglar's buckler into any mundane tool weighing 1 to 5 pounds, such as a crowbar, hammer, saw, small shovel, grappling hook, artisan's tools, or thieves' tools. The burglar's buckler retains its normal hardness and hit points in this form and can be converted back into shield form on command.Craft Magic Arms and Armor, major creationArmorUltimate Equipment
Caster's Shieldmoderate abjuration6shield31535 lbs.This +1 light wooden shield has a leather strip on the back on which a spellcaster can scribe a single spell as on a scroll. A spell so scribed requires half the normal cost in raw materials. The strip cannot accommodate spells of higher than 3rd level. The strip is reusable. A random caster's shield has a 50% chance of having a single medium scroll spell on it. The spell is divine (01-80 on d%) or arcane (81-100). A caster's shield has a 5% arcane spell failure chance. The price of the shield is modified by the value of the scroll spell if one is currently scribed.Craft Magic Arms and Armor, Scribe Scroll, creator must be at least 6th levelArmorUltimate Equipment
Caster's Shield, Greatermoderate abjuration11shield101535 lbs.This +3 light wooden shield acts in all ways like a caster's shield, but the strip can accommodate spells of up to 5th level.Craft Magic Arms and Armor, Scribe ScrollArmorUltimate Equipment
Celestial Shieldmoderate evocation7shield131707 lbs.This gold-edged +2 blinding heavy steel shield is impossibly light and handy despite its size. It has no armor check penalty or arcane spell failure chance, and it allows the wielder to use feather fall on himself once per day. A creature wearing celestial armor while wielding a celestial shield may command the armor to provide overland flight rather than fly once per day.Craft Magic Arms and Armor, feather fall, overland flightArmorUltimate Equipment
Collapsible Towermoderate transmutation6shield817015 lbs.Three times per day, this +2 heavy steel shield can be commanded to transform into a +2 tower shield. It can stay in tower shield form for 1 minute or until it is commanded to take its normal form again (a swift action). A collapsible tower's weight does not change when it takes tower shield form.Craft Magic Arms and Armor, shrink itemArmorUltimate Equipment
Dragonslayer's Shieldfaint abjuration5shield717015 lbs.This +2 heavy steel shield has a distinct curve to its shape and often bears the device of a valiant knight. The wearer of this shield gains a +2 bonus on Reflex saves against effects that originate or burst from a point outside his own square, as though he had cover. It does not protect against spread effects. This bonus does not stack with that granted by actual cover or give cover to any creature other than the wearer. In addition, the dragonslayer's shield grants its wielder a +2 morale bonus on Will saves against the frightful presence ability.Craft Magic Arms and Armor, remove fear, shield of faithArmorUltimate Equipment
Elysian Shieldstrong conjuration13shield5262045 lbs.This +2 ghost touch tower shield is engraved with funerary runes depicting the peaceful rest of the contented dead. The wielder of an elysian shield is immune to the create spawn ability of undead, and once per day as an immediate action can negate a single energy drain, ability drain, or ability damage attack by an undead creature. In addition, once per day as a standard action, the wielder can release a wave of positive energy that panics undead, as the Turn Undead feat (Will DC 20 negates).Craft Magic Arms and Armor, Turn Undead, death ward, etherealnessArmorUltimate Equipment
Force Towermoderate evocation7shield4603022 lbs.This +1 arrow deflection ghost touch mithral tower shield glows with a perpetual bluish radiance. Infused with magical force, a force tower renders its wielder immune to magic missiles and also allows its wielder to use its arrow deflection special ability to deflect magical rays and ranged touch attacks. The Reflex save DC to deflect such attacks is equal to 20 + the level of the spell (or 1/2 the class level or Hit Dice of the creature that created the effect, if a supernatural effect). If a spell or effect creates multiple rays or attacks, the force tower deflects only one of them per round.Craft Magic Arms and Armor, etherealness, resilient sphere, shieldArmorUltimate Equipment
Fortress Shieldmoderate conjuration11shield1918045 lbs.The wearer of this +1 tower shield may, as a full-round action, transform the shield into a 1-inch-thick cube of iron that springs into being around him, completely enclosing his space. The cube has hardness 10 and 30 hit points per side. This cube grants the wearer total cover against everything outside the cube, including (as it is perfectly sealed) swarms and gas attacks. The inside of the cube is dark, and air cannot get in or out so the wearer must hold his breath starting on the third round after activating the cube. Attacks sufficient to destroy one side of the cube cause it to immediately transform back into a shield, which loses half its hit points and gains the broken condition. Otherwise, the cube reverts to shield form upon command, if the wearer moves from his current space, or if the wearer falls unconscious or dies.Craft Magic Arms and Armor, wall of ironArmorUltimate Equipment
Lion's Shieldmoderate conjuration10shield917015 lbs.This +2 heavy steel shield is fashioned to appear to be a roaring lion's head. Three times per day as a free action, the lion's head can be commanded to attack (independently of the shield wearer), biting with the wielder's base attack bonus (including multiple attacks, if the wielder has them) and dealing 2d6 points of damage. This attack is in addition to any actions performed by the wielder.Craft Magic Arms and Armor, summon nature's ally IVArmorUltimate Equipment
Maelstrom Shieldfaint evocation5shield1417010 lbs.The device of this +1 bashing heavy steel shield features a magical image of the trackless seas, complete with rolling waves and crashing whitecaps. When used to make a shield bash attack, the shield's wielder can make a trip attack as a free action against the same target without provoking an attack of opportunity from the creature being tripped. On command, the wielder can make the shield produce a gallon of fresh drinkable water. Once per day on command, the wielder can use the maelstrom shield to emit a stream of water as the hydraulic push spell.Craft Magic Arms and Armor, bull's strength, control water, hydraulic push (Advanced Player's Guide)ArmorUltimate Equipment
Quick Block Bucklerstrong abjuration14shield3615515 lbs.Once per round as an immediate action, this +3 arrow deflection buckler can be used to block an incoming melee attack. When used in this way, the buckler's enhancement bonus increases by +2 against that attack. The buckler's user must decide to use this ability before the attack roll is made. When the shield's user blocks a melee attack in this way, it cannot use its arrow deflection special ability for 1 round.Craft Magic Arms and Armor, shieldArmorUltimate Equipment
Spell Ward Tower Shieldstrong abjuration15shield2518015 lbs.This +2 spell resistance (13) tower shield grants a + 4 resistance bonus on Reflex saving throws against spells and spell-like abilities. Once per day, when the wearer succeeds at a saving throw against a spell or spell-like ability that allows a Reflex saving throw for half damage, she may spend an immediate action to instead take no damage from that spell or spell-like ability.Craft Magic Arms and Armor, cat's grace, spell resistanceArmorUltimate Equipment
Spined Shieldmoderate evocation6shield558015 lbs.This +1 heavy steel shield is covered in spines. It acts as a normal spiked shield. On command up to three times per day, the shield's wearer can fire one of the shield's spines. A fired spine has a +1 enhancement bonus, a range increment of 120 feet, and deals 1d10 points of damage (19-20/x2). Fired spines regenerate each day.Craft Magic Arms and Armor, magic missileArmorUltimate Equipment
Tempest Shieldmoderate evocation6shield1517010 lbs.The face of this +1 bashing heavy steel shield swirls with the image of swirling clouds, driving rain, or falling snow. When used to make a shield bash attack, the shield's wielder can make a bull rush maneuver as a free action against her target without provoking an attack of opportunity from the creature being bull rushed. Once per day on command, the wielder can cause the tempest shield to emit a stream of high-powered air as the gust of wind spell.Craft Magic Arms and Armor, bull's strength, gust of windArmorUltimate Equipment
Volcanic Shieldfaint evocation5shield1417010 lbs.This +1 bashing heavy steel shield burns with an internal fire upon its boss, gaining the flaming weapon special ability when used to make shield bash attacks. On command, the wielder can make the shield belch forth smoke as a smokestick, but this smoke does not impair the shield user's vision. Once per day, the wielder may cause the volcanic shield to erupt in a cascade of brimstone as the flaming hands spell.Craft Magic Arms and Armor, bull's strength, burning hands, pyrotechnicsArmorUltimate Equipment
Winged Shieldfaint transmutation5shield1725710 lbs.This heavy wooden shield has a +3 enhancement bonus. Arching bird wings are carved into the face of the shield. Once per day, it can be commanded to fly (as the spell), carrying the wielder. The shield can carry up to 133 pounds and move at 60 feet per round, or up to 266 pounds and move at 40 feet per round.Craft Magic Arms and Armor, flyArmorUltimate Equipment
Wyrmslayer's Shieldmoderate abjuration9shield2017015 lbs.This +4 heavy steel shield acts in all ways as a dragonslayer's shield, except it grants a +6 morale bonus on Will saves against the frightful presence ability instead of a +2 morale bonus.Craft Magic Arms and Armor, remove fear, shield of faithArmorUltimate Equipment
Zombie Skin Shieldmoderate abjuration5shield215915 lbs.This +1 light steel shield is wrapped in a layer of gray skin. Once per day, the wearer can animate the skin as a human zombie under her control, as if she had created it with animate dead, for a period of 5 minutes. When the time expires, the zombie returns to the shield. If the zombie is destroyed or cannot reach the shield by the time it expires, placing the shield on a Medium humanoid corpse for 1 hour recreates the shield's skin.Craft Magic Arms and Armor, animate deadArmorUltimate Equipment
Alchemist's Bulletfaint transmutation3none3301/2 lb.This +1 sling bullet contains a magical reservoir that can store a single vial of any alchemical substance capable of being used as a splash weapon. If the alchemist bullet hits, the splash weapon also strikes the target and causes splash damage as normal. If the alchemist's bullet misses but is not destroyed, the alchemical substance remains stored within, and the bullet does not explode and can be reused. If it misses and is destroyed, the bullet is destroyed as well without effect.Craft Magic Arms and Armor, shrink itemAmmunitionUltimate Equipment
Assassin's Daggermoderate necromancy9none103021 lb.This wicked-looking, curved +2 dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.Craft Magic Arms and Armor, slay livingWeaponUltimate Equipment
Bastard's Stingstrong necromancy18none1230356 lbs.This +2 adamantine bastard sword becomes a +5 unholy adamantine bastard sword in the hands of an antipaladin. While wielded by an antipaladin, a bastard's sting deals 2d6 points of negative energy damage to all living creatures that start their turn adjacent to the wielder. The antipaladin also gains fast healing 5 as long as at least one living creature takes damage from this negative energy. This negative energy has no effect on undead. The sword also enables the antipaladin to use unholy blight at will on command at the class level of the antipaladin. Paladins take a -2 saving throw penalty against this effect.Craft Magic Arms and Armor, unholy aura, unholy blight, creator must be evilWeaponUltimate Equipment
Beaststrike Clubmoderate transmutation6none73003 lbs.This +1 club is often decorated with large teeth and carved with stylized images of different animals. As a standard action, the wielder may transform the club into the head or limb of an animal; the weapon's damage does not change but the type of damage changes to one of the following to suit the shape of the club: bite (piercing), claw (slashing), gore (piercing), slam (bludgeoning), sting (piercing), or talon (slashing). When transformed, the club counts as a natural weapon and a manufactured weapon for the purpose of spells and effects that enhance or improve either manufactured or natural weapons. The club also counts as the natural weapon of its current shape for the purpose of feats and spells that rely on specific natural weapons, such as Weapon Focus (bite) or the bloody claws spell (Advanced Player's Guide). If the wielder has the wild shape ability, she can expend one use of wildshape to increase the weapon's damage by one step (Core Rulebook 145) for the duration of that wild shape as long as the druid remains in contact with the weapon; if the wielder can wild shape at will, the club's damage is always increased in this fashion. If unattended, the club reverts to its normal shape.Craft Magic Arms and Armor, shillelaghWeaponUltimate Equipment
Blade Of Bindingfaint conjuration3none123508 lbs.This +1 greatsword is decorated with a lock motif. On a successful hit with the sword against a creature that is the wielder's size or smaller, the wielder can attempt to start a grapple as a free action that doesn't provoke an attack of opportunity. If the wielder succeeds at the grapple, the sword's blade transforms into a metal chain and wraps around the target, giving the wielder a +5 bonus on further grapple checks against the target. If the target escapes the grapple or the wielder decides to release the target from the grapple, the chain reverts to sword form (with the wielder holding the handle). The wielder can also let go of the chain's handle while grappling or pinning the target; if he does so, the chain remains in place and the target gains the entangled condition (Escape Artist DC 20 to slip free, break DC 28, hardness 10, 10 hit points, concentration DC 17 to cast spells while entangled). Another creature can grab the chain's handle as a standard action and will it to revert to sword form as a swift action, which releases the bound creature. If the chain is destroyed, it reverts to sword form and the weapon gains the broken condition.Craft Magic Arms and Armor, animate ropeWeaponUltimate Equipment
Blade Of The Rising Sunstrong evocation and necromancy15none518506 lbs.This golden-bladed +1 glorious undead bane katana shines like the first rays of the morning sun. Whenever the wielder of a blade of the rising sun threatens a critical threat (regardless of whether the critical is confirmed or whether the target is subject to critical hits), the target is surrounded by a halo of golden sunlight equivalent to faerie fire until the beginning of the wielder's next turn. Undead surrounded by this glow take 1d6 points of damage at the beginning of their turn. The wielder of a blade of the rising sun may declare a sacrificial strike (similar to the retributive strike of a staff of power) as a standard action, or as an immediate action before losing consciousness upon gaining the dying or dead condition. A sacrificial strike converts the wielder's body and spirit into raw energy equivalent to a sunburst (DC 22). Allies of the wielder within the sunburst are not harmed, and the wielder may choose to affect all allies within the sunburst as mass cure light wounds or all allies within 10 feet as breath of life. The caster level for the effects of the sacrificial strike is equal to the sword's caster level plus 1/2 the wielder's level (maximum 25th level). A sacrificial strike destroys the wielder's body (as the spell disintegrate), but she has a 50% chance of being reincarnated (as the reincarnate spell) 24 hours after performing a sacrificial strike in a random safe location within 1 mile. The wielder's gear is left behind unharmed after the sacrificial strike; however, the blade of the rising sun is teleported to a random location at least 100 miles distant.Craft Magic Arms and Armor, blindness/deafness, daylight, flare, miracle, sunburstWeaponUltimate Equipment
Bladeofthe Sword-Saintmoderate transmutation8none753506 lbs.This exquisitely forged katana is the result of painstaking attention and craftsmanship by one who is dedicated to mastering swordplay in its highest form. A blade of the sword-saint is a +3 ki intensifying katana. In the hands of a monk, it becomes an instrument of deadly utility. In addition to its more common properties, this weapon can be employed as though the wielder were unarmed: the wielder benefits from feats such as Deflect Arrows or Snatch Arrows (although he can redirect attacks but not catch them if he has no hands free), and a monk treats the blade as a monk weapon for use in his flurry of blows.Craft Magic Arms and Armor, creator must be a monkWeaponUltimate Equipment
Bloodletting Kukrifaint necromancy5none63082 lbs.On a successful critical hit, this +1 kukri deals 2 points of bleed damage, which stacks with any bleed damage already caused by the attack. Each time the wielder strikes a blow that deals bleed damage with this weapon, he gains temporary hit points equal to the amount of bleed damage dealt. No temporary hit points are gained if the target was already bleeding, even for a lesser amount. Temporary hit points bestowed by the bloodletting kukri last for 1 minute.Craft Magic Arms and Armor, bleed, vampiric touchWeaponUltimate Equipment
Bloodthirst Daggermoderate evocation10none608021 lb.The blade of this +2 wounding dagger is brightly polished. Even when drenched in a victim's blood, it appears clean and dry moments later, as though it has been newly cleaned. A bloodthirst dagger rewards its wielder most when used relentlessly against a single target. When attacking a creature that is still bleeding from the bloodthirst dagger's wounding property, the dagger deals an additional +1 point of damage against the target for each bleeding wound the creature possesses (maximum +10). Whenever the wielder of bloodthirst confirms a critical hit with the weapon, she can choose to deal 1d6 points of additional damage for each still-bleeding wound the target possesses (maximum +5d6 damage). This additional damage is not multiplied by the critical hit, but is in addition to the damage normally added for bleeding wounds. Dealing this damage immediately heals all bleeding wounds possessed by the wielder.Craft Magic Arms and Armor, bleed, inflict serious woundsWeaponUltimate Equipment
Boulderhead Macemoderate transmutation9none68128 lbs.The head of this +1 heavy mace is made from a single piece of roughly spherical, polished granite. Once per day, the wielder can command the mace to release this head, which grows to the size of a Large boulder and rolls quickly in a direction the wielder specifies. The boulder rolls in a straight line for up to 60 feet, crushing everything in its path for 3d8+5 points of damage (Reflex DC 19 half). The boulder collapses into rubble and dust at the end of its path or if it encounters an obstacle it cannot break through or roll over, creating a 10-foot-square area of difficult terrain. A new stone mace-head grows on the weapon's haft over the next 24 hours, and it is unusable as a weapon until the head regrows.Craft Magic Arms and Armor, wall of stoneWeaponUltimate Equipment
Burrowing Bullet, Lessermoderate necromancy3none1722-This +1 firearm bullet deals normal damage, but when it hits a living creature, it burrows into the creature's flesh, causing wracking pain until removed or until the bullet burrows its way out of the creature. While these bullets burrow, the creature is staggered. This effect lasts for 1d3 rounds or until the bullet is removed with a DC 15 Heal check made as a standard action. Greater burrowing bullets take longer to pass though the bodies of living creatures (the staggered effect lasts 1d3+2 rounds) and are harder to remove (DC 20 Heal check as a standard action).Craft Magic Arms and Armor, symbol of painAmmunitionUltimate Equipment
Burrowing Bullet, Greatermoderate necromancy3none3447-This +1 firearm bullet deals normal damage, but when it hits a living creature, it burrows into the creature's flesh, causing wracking pain until removed or until the bullet burrows its way out of the creature. While these bullets burrow, the creature is staggered. This effect lasts for 1d3 rounds or until the bullet is removed with a DC 15 Heal check made as a standard action. Greater burrowing bullets take longer to pass though the bodies of living creatures (the staggered effect lasts 1d3+2 rounds) and are harder to remove (DC 20 Heal check as a standard action).Craft Magic Arms and Armor, symbol of stunningAmmunitionUltimate Equipment
Cutthroat's Apprenticestrong transmutation15none339102 lbs.This simply made +1 dancing shortsword leaps to hand at the slightest touch. It can be drawn as a free action as though using the Quick Draw feat. The cutthroat's apprentice dances for 8 rounds instead of 4 when activated, but can only dance twice per day. When dancing and attacking a creature, it moves into the target's space and provides the person who activated it (but no other creatures) with flanking during his turn if he attacks the same target in melee. Once the sword's activator completes his turn, the sword moves back to her space. If directed to attack multiple creatures in the same turn, the cutthroat's apprentice provides a flank against only the last creature attacked.Craft Magic Arms and Armor, animate objects, unwitting ally (Advanced Player's Guide)WeaponUltimate Equipment
Dagger Of Doublingfaint conjuration5none103021 lb.A wielder with a free hand can split this +1 dagger into two identical +1 daggers as a swift action, or a free action if she has the Quick Draw feat. The doubled daggers can't be split again. If either dagger is thrown while doubled, the hurled dagger vanishes after resolving the attack and the remaining dagger can be split again. If the wielder drops a doubled dagger or it otherwise leaves her person, it vanishes. If both daggers leave the wielder's hands at the same time, determine randomly which dagger vanishes. Spells or effects placed on a dagger of doubling don't duplicate when the dagger is split. Any active effects on a dagger end when it vanishes. Destroying one of the doubled daggers just causes the duplicate to disappear, but any damage to a single dagger of doubling remains on both daggers when it doubles.Craft Magic Arms and Armor, shadow weapon (Ultimate Magic)WeaponUltimate Equipment
Dragoncatch Guisarmemoderate conjuration8none133085 lbs.This +1 dragon bane guisarme is has a shaft wound tightly with dragonhide. A dragoncatch guisarme can be used to make a special trip maneuver against creatures using wings to fly. If the maneuver succeeds, the target's wings are fouled and the creature is knocked off balance, falling to the ground and gaining the entangled condition. A creature tripped in this way can attempt a DC 15 Fly check as a move action to remove the entangled condition.Craft Magic Arms and Armor, black tentacles, summon monster IWeaponUltimate Equipment
Dragon's Doommoderate divination and evocation8none4031012 lbs.This polearm's axe blade is shaped like a snarling dragon, its maw stretched wide as it closes for the killing blow. The haft is engraved with the circling image of a dragon in flight. The head of this +2 dragon bane halberd glows when a creature of the dragon type is within 100 feet of the weapon. Three times per day, when the halberd hits a dragon, the wielder can have that attack ignore the dragon's DR as a free action.Craft Magic Arms and Armor, discern location, light, summon monster IWeaponUltimate Equipment
Dust Boltfaint transmutation5none17301/10 lb.This barbed +1 outsider (water) bane bolt is etched with runes of thirst and desiccation. Any living creature struck by a dust bolt begins dying of thirst, as the spell cup of dust (DC 14 Fortitude negates). Creatures with the aquatic or water subtype save with a -4 penalty, and on a failed save they are also sickened and staggered for 1 round.Craft Magic Arms and Armor, cup of dust (Advanced Player's Guide), summon monster IWeaponUltimate Equipment
Dustburst Bulletfaint conjuration5none1961/2 lb.This gritty and irregular +1 sling bullet explodes into a cloud of choking dust when it successfully strikes its target. This cloud fills a 5-foot cube and follows the target for 1d6 rounds before dispersing. Any creature ending its turn in the cloud must make a successful DC 13 Fortitude save or be sickened and blinded for 1 round.Craft Magic Arms and Armor, stinking cloudAmmunitionUltimate Equipment
Dwarfbond Hammermoderate evocation7none253125 lbs.In the hands of a dwarf, this +1 warhammer functions as a +2 returning warhammer. It can be hurled with a 20-foot range increment. When hurled, a dwarfbond hammer deals an extra 1d8 points of damage against creatures of the giant subtype.Craft Magic Arms and Armor, creator must be a dwarf of at least 7th levelWeaponUltimate Equipment
Dwarven Throwermoderate evocation10none603125 lbs.This weapon functions as a +2 warhammer in the hands of most users. Yet in the hands of a dwarf, the warhammer gains an additional +1 enhancement bonus (for a total enhancement bonus of +3) and gains the returning special ability. It can be hurled with a 30-foot range increment. When hurled, a dwarven thrower deals an extra 2d8 points of damage against creatures of the giant subtype or an extra 1d8 points of damage against any other target.Craft Magic Arms and Armor, creator must be a dwarf of at least 10th levelWeaponUltimate Equipment
Earthenflailstrong evocation and transmutation13none1131510 lbs.This roughly hewn wooden haft is lashed with gut and rope to a hefty boulder. This +1 heavy flail ignores the hardness of any object with hardness less than 20. As a swift action, however, the wielder can suppress this property until the beginning of his next turn, allowing the head to phase through earth and stone. This allows the wielder to ignore cover or partial cover (but not total cover) provided by objects or structures made of earth or stone; however, while suppressed, an earthenflail cannot harm objects made of these materials. Cover provided by other sources is unaffected.Craft Magic Arms and Armor, phase door, shatterWeaponUltimate Equipment
Everflowing Aspergillumfaint conjuration5none78054 lbs.The holy water in this +1 battle aspergillum never runs dry. However, the water vanishes 1 round after leaving the aspergillum, so it cannot be collected. As a full-round action, the wielder can swing the weapon to dispense a vial's worth of holy water as a ranged touch attack with a maximum range of 10 feet and no range penalty. An everflowing aspergillum counts as a good-aligned weapon for purposes of overcoming damage reduction.Craft Magic Arms and Armor, bless water, create waterWeaponUltimate Equipment
Fighter's Forkfaint transmutation3none73154 lbs.This steel-tined +1 trident can be commanded to lengthen or shorten its haft (or return to its normal length) as a swift action. It is a two-handed reach weapon when extended but cannot be thrown. If shortened, it can be wielded as a light weapon or hurled as a javelin. Feats or class abilities that apply to tridents apply to a fighter's fork in any form.Craft Magic Arms and Armor, shrink itemWeaponUltimate Equipment
Firedrake Pistolfaint evocation5none203004 lbs.This hefty +1 flaming pistol is elaborately carved with its barrel in the semblance of a roaring dragon and its grip wrapped in polished red dragonhide. When firing ordinary ammunition, the wielder may choose to have the firedrake pistol deal all of its damage as fire damage instead of normal damage. In addition, as a standard action the wielder may expend 1 unit of ammunition and create a cone of fire equivalent to burning hands rather than resolving that shot as a normal attack.Craft Magic Arms and Armor, burning hands, fireballWeaponUltimate Equipment
Flame Tonguestrong evocation12none207154 lbs.This is a +1 flaming burst longsword. Once per day, the sword can blast forth a fiery ray at any target within 30 feet as a ranged touch attack. The ray deals 4d6 points of fire damage on a successful hit.Craft Magic Arms and Armor, scorching ray and fireball, flame blade, or flame strikeWeaponUltimate Equipment
Frost Brandstrong evocation14none544758 lbs.This +3 frost greatsword sheds light as a torch when the temperature drops below 0° F. At such times it cannot be concealed when drawn, nor can its light be shut off. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise take. A frost brand extinguishes all nonmagical fires in a 20-foot radius. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects. You must succeed at a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.Craft Magic Arms and Armor, dispel magic, ice storm, protection from energyWeaponUltimate Equipment
Frostbite Slingmoderate evocation6none9380-This +1 frost sling is crafted of blue-dyed leather. In lieu of adding cold damage to normal ammunition, three times per day wielder may create and hurl a magical snowball with the sling instead. This ranged touch attack has a maximum range of 40 feet, deals 1d6+6 points of nonlethal cold damage, and leaves the target fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This effect cannot make the target exhausted even if it is already fatigued.Craft Magic Arms and Armor, frostbite (Ultimate Magic)WeaponUltimate Equipment
Ghoul's Lamentmoderate evocation11none353125 lbs.This massive +1 ghost touch disrupting warhammer is crafted from a single piece of metal. It surface has no blemishes or distinguishing marks, and its haft is wrapped in dry, leathery, ancient skin. Three times per day as a free action, when used to strike an undead creature, that creature must succeed at a DC 20 Fortitude save or be knocked prone.Craft Magic Arms and Armor, heal, plane shiftWeaponUltimate Equipment
Gloom Bladestrong evocation13none88102 lbs.As black as coal, this short sword grows more potent the farther it is kept from light. It acts as a +1 short sword when in dim light. In darkness, it acts as +2 short sword. When surrounded by supernatural darkness, such as in an area of deeper darkness, it acts a +2 short sword and bestows the benefit of the Blind-Fight feat on its wielder. In daylight or bright illumination, the sword temporarily loses all its magical enhancement bonuses and acts as a masterwork weapon, though it resumes its magical functions once it is no longer in the bright light.Craft Magic Arms and Armor, deeper darknessWeaponUltimate Equipment
Guarding Blademoderate transmutation15none653102 lbs.This +1 dancing short sword automatically rises up to defend a fallen or sleeping wielder. To activate the sword, the wielder must fall unconscious or die while wielding the weapon or holding it in her hand. Thereafter, should any creature other than an ally of the wielder attempt to touch or strike him with a melee attack, the sword attacks that creature for up to 4 rounds. After 4 rounds, the weapon drops in the wielder's square. Unless the guarding blade is an intelligent item, it lacks the wits to make decisions about which is the best opponent to attack, and when confronted by multiple opponents attacking the wielder, it tends to select a random target each round.Craft Magic Arms and Armor, animate objects, mage's faithful houndWeaponUltimate Equipment
Heartswood Spearstrong conjuration14none503026 lbs.This humble weapon appears to be little more than a crudely sharpened stake or makeshift spear, but in truth it is a far more formidable weapon. In addition to being a +2 undead bane spear, a heartswood spear deals bludgeoning damage when it is swung as a staff. When employed in such a manner, it also possesses the disruption property.Craft Magic Arms and Armor, heal, summon monsterWeaponUltimate Equipment
Hellscourgemoderate necromancy7none393053 lbs.This +1 unholy scorpion whip (Ultimate Combat 144) is fashioned from skin flayed from a barbed devil's back. It grants its wielder a +5 competence bonus on Intimidate checks. A shaken creature struck by the hellscourge must succeed at a DC 17 Will save or become frightened for 1 round. A frightened or panicked creature struck must instead save or cower for 1d4 rounds. Both of these are mind-affecting fear effects. If wielded by a person who wears hamatula hide armor, the hellscourge functions as a +1 flaming unholy whip. Such a wielder can lash the whip once per day to hurl flames as a scorching ray (creating two rays); doing so extinguishes the whip's flames until the next day.Craft Magic Arms and Armor, fear, scorching ray, unholy blightWeaponUltimate Equipment
Holy Avengerstrong abjuration18none1206304 lbs.This +2 cold iron longsword becomes a +5 holy cold iron longsword in the hands of a paladin. When wielded by a paladin, this sacred weapon provides spell resistance of 5 + the paladin's class level to the wielder and anyone adjacent to her. It also enables the paladin to use greater dispel magic (once per round as a standard action) at the class level of the paladin. Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic.Craft Magic Arms and Armor, holy aura, creator must be goodWeaponUltimate Equipment
Hurricane Quarterstafffaint evocation3none78404 lbs.This +1/+1 quarterstaff is hollow, drilled through with numerous tiny holes, and whistles when swung and spun. Once per day as a standard action, the wielder may spin the hurricane quarterstaff and create a gust of wind (DC 13 Fortitude negates). A monk or ninja wielding a hurricane quarterstaff can also spend 1 ki point to activate the staff's gust of wind power; the save DC when activating this power with ki is equal to 12 + the wielder's Wisdom modifier.Craft Magic Arms and Armor, gust of windWeaponUltimate Equipment
Hushing Arrowfaint illusion5none5471/20 lb.This +1 arrow makes no sound on release or as it flies through the air. A creature struck by a hushing arrow must succeed at a DC 13 Will save or be affected by silence (as the spell) for 5 rounds. The silence effect is not triggered by arrows that miss or those that strike an inanimate object. A greater hushing arrow functions just like a normal hushing arrow, except the target must succeed at a DC 16 Will save to avoid being silenced. Hushing bolts and greater hushing bolts can also be made; they share the same statistics as hushing arrows and greater hushing arrows, except they weigh 1/10 of a pound per bolt.Craft Magic Arms and Armor, silenceAmmunitionUltimate Equipment
Hushing Arrow, Greaterfaint illusion5none10471/20 lb.This +1 arrow makes no sound on release or as it flies through the air. A creature struck by a hushing arrow must succeed at a DC 13 Will save or be affected by silence (as the spell) for 5 rounds. The silence effect is not triggered by arrows that miss or those that strike an inanimate object. A greater hushing arrow functions just like a normal hushing arrow, except the target must succeed at a DC 16 Will save to avoid being silenced. Hushing bolts and greater hushing bolts can also be made; they share the same statistics as hushing arrows and greater hushing arrows, except they weigh 1/10 of a pound per bolt.Craft Magic Arms and Armor, Heighten Spell, silenceAmmunitionUltimate Equipment
Javelin Of Lightningfaint evocation5none15002 lbs.This javelin becomes a 5d6 lightning bolt when thrown (Reflex DC 14 half). It is consumed in the attack.Craft Magic Arms and Armor, lightning boltWeaponUltimate Equipment
Lance Of Joustingfaint evocation5none431010 lbs.This ornately designed +1 lance, decorated with ribbons and small favors, allows its wielder to more effectively knock an opponent from his mount. A successful hit with a lance of jousting on a mounted opponent forces the target to make a Ride check (DC 10 + damage dealt) to avoid being knocked from the saddle. Although this lance is used in combat to remove a mounted foe's advantage, use of one in a tournament or similar contest is generally considered a dishonorable form of cheating.Craft Magic Arms and Armor, bull's strengthWeaponUltimate Equipment
Lash Of The Howlermoderate necromancy9none183053 lbs.The lash of the howler is a +1 vicious scorpion whip tipped with quills torn from a howler's mane. Each time a creature takes damage from the lash of the howler, it must succeed at a DC 14 Reflex save or a quill breaks off and lodges in its flesh. The whip instantly sprouts a new quill to replace the one lost. The quill leaves the target sickened until it is removed. Removing a single quill from a creature requires a DC 15 Heal check made as a full-round action. For every 5 by which the check is exceeded, one additional quill can be removed. On a failed check, a quill is still removed but the process deals 1d4+1 points of damage to the victim.Craft Magic Arms and Armor, enervation, ray o f s ickening (Ultimate Magic)WeaponUltimate Equipment
Life-drinkerstrong necromancy13none4032012 lbs.This +1 greataxe is favored by undead and constructs, who do not suffer its drawbacks. A life-drinker bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. One day after being struck, subjects must succeed at a DC 16 Fortitude save for each negative level or the negative levels become permanent. Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative levels gained by the wielder in this fashion lasts for 1 hour.Craft Magic Arms and Armor, enervationWeaponUltimate Equipment
Luck Blade 0 Wishesstrong evocation17none220602 lbs.This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made, before the results are revealed. She must take the result of the reroll, even if it's worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4-1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power.Craft Magic Arms and Armor, miracle or wishWeaponUltimate Equipment
Luck Blade 1 wishstrong evocation17none623602 lbs.This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made, before the results are revealed. She must take the result of the reroll, even if it's worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4-1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power.Craft Magic Arms and Armor, miracle or wishWeaponUltimate Equipment
Luck Blade 2 Wishesstrong evocation17none-12 lbs.This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made, before the results are revealed. She must take the result of the reroll, even if it's worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4-1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power.Craft Magic Arms and Armor, miracle or wishWeaponUltimate Equipment
Luck Blade 3 Wishesstrong evocation17none-12 lbs.This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made, before the results are revealed. She must take the result of the reroll, even if it's worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4-1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power.Craft Magic Arms and Armor, miracle or wishWeaponUltimate Equipment
Mace Of Smiting, Lessermoderate transmutation7none160128 lbs.A lesser mace of smiting is a +1 adamantine heavy mace with a +3 enhancement bonus against constructs. When it deals a successful critical hit to a construct, it deals x4 damage rather than x2. A critical hit dealt to an outsider deals x3 damage rather than x2. A mace of smiting is a +3 adamantine heavy mace has a +5 enhancement bonus against constructs. When it deals a successful critical hit to a construct, it completely destroys the construct (no saving throw). A critical hit dealt to an outsider deals x4 damage rather than x2.Craft Magic Arms and Armor, disintegrateWeaponUltimate Equipment
Mace Of Smitingmoderate transmutation11none753128 lbs.A lesser mace of smiting is a +1 adamantine heavy mace with a +3 enhancement bonus against constructs. When it deals a successful critical hit to a construct, it deals x4 damage rather than x2. A critical hit dealt to an outsider deals x3 damage rather than x2. A mace of smiting is a +3 adamantine heavy mace has a +5 enhancement bonus against constructs. When it deals a successful critical hit to a construct, it completely destroys the construct (no saving throw). A critical hit dealt to an outsider deals x4 damage rather than x2.Craft Magic Arms and Armor, disintegrateWeaponUltimate Equipment
Mace Of Terrorstrong necromancy13none385528 lbs.This weapon usually appears to be a particularly frightening-looking iron or steel mace. On command, this +2 heavy mace causes the wielder's clothes and appearance to transform into an illusion of darkest horror, such that living creatures in a 30- foot cone become panicked as if by a fear spell (Will DC 16 partial). Those who fail this save take a -2 morale penalty on saving throws, and they flee from the wielder. The wielder may use this ability up to three times per day.Craft Magic Arms and Armor, fearWeaponUltimate Equipment
Nine Lives Stealerstrong necromancy13none230574 lbs.This longsword always performs as a +2 longsword, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. At that point, the sword becomes a simple +2 longsword (with a faint evil aura). A critical hit must be dealt for the sword's death-dealing ability to function, and this ability has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid death. If the save is successful, the sword's death-dealing ability does not function, no use of the ability is expended, and normal critical damage is determined. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including by restoration spells) while the sword is wielded.Craft Magic Arms and Armor, finger of deathWeaponUltimate Equipment
Oathbowstrong evocation15none256003 lbs.Of elven make, this white +2 composite longbow (+2 Str bonus) whispers "Swift defeat to my enemies" in Elven when nocked and pulled. Once per day, if the archer swears aloud to slay her target (a free action), the bow's whisper becomes the shout "Death to those who have wronged me!" Against such a sworn enemy, the bow has a +5 enhancement bonus, and arrows launched from it deal an additional 2d6 points of damage (and x4 on a critical hit instead of the normal x3). After an enemy has been sworn, the bow is treated as only a masterwork weapon against all foes other than the sworn enemy, and the archer takes a -1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for 7 days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first. The oathbow may only have one sworn enemy at a time. Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or 7 days have passed. Even if the wielder slays the sworn enemy on the same day that he makes the oath, he cannot activate the oathbow's special power again until 24 hours have passed from the time he made the oath.Craft Magic Arms and Armor, creator must be an elfWeaponUltimate Equipment
Pistol Of The Infinite Skystrong conjuration15none733004 lbs.An infinity symbol is engraved on both sides of this +5 pistol's mother of pearl grip, and the barrel is adorned with gold depicting the moon, planets, and stars against a night sky of the pistol's cold black steel. This pistol never needs to be reloaded. After one shot is fired, a bullet and powder magically appear in the chamber. This ammunition never suffers a misfire.Craft Magic Arms and Armor, reloading handsWeaponUltimate Equipment
Polarity Hammermoderate transmutation8none1231010 lbs.This +1/+1 meteor hammer is always made of ferrous metals, and has weighted spheres on either end of its sturdy dark chain. A wielder can use the magic within a polarity hammer to attract or repel metal objects. In meteor mode, a wielder gains a +2 bonus on all drag and reposition combat maneuvers against any opponent wearing metal armor, carrying a metal shield, or made of metal (like an iron golem). In addition, if the wielder makes a successful trip attempt against such an opponent, she can push her enemy 5 feet away rather than pulling it forward. In fortress mode, the wielder can use a move action to pick up any unattended metal object within her reach and deposit the item in any other square within her reach. Items so affected cannot exceed the size of a one-handed weapon equal to the wielder's size category. In this mode, the +1 shield bonus to Armor Class normally granted from wielding a meteor hammer increases to +3, but only against opponents wearing metal armor, carrying metal shields, or made of metal (as above).Craft Magic Arms and Armor, force punch, shieldWeaponUltimate Equipment
Quarterstaff Of Vaultingfaint transmutation5none191004 lbs.This +1/+1 darkwood quarterstaff grants superior balance and acrobatic skill. It glows with a faint green-yellow radiance when in use and can extend to nearly double its length, though only when being used to perform acrobatic feats. The wielder gains a +5 competence bonus on Acrobatics checks and can move at full speed without penalty when using Acrobatics to move on narrow surfaces or uneven ground. When making a high jump while wielding the quarterstaff of vaulting, the Acrobatics DC is equal to 3 times the height to be reached instead of 4. In addition, with a successful DC 25 Acrobatics check, the wielder can use the staff to vault over an opponent's head in place of taking a 5-foot step. She can only use this ability on creatures no more than one size category larger than her, and must end her movement in the nearest adjacent square on the opposite side of the creature. If this square is unavailable, she cannot use this ability. This movement does not provoke attacks of opportunity.Craft Magic Arms and Armor, jumpWeaponUltimate Equipment
Rapier Of Puncturingstrong necromancy13none503202 lbs.Three times per day, this +2 wounding rapier allows the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.Craft Magic Arms and Armor, harmWeaponUltimate Equipment
Ricochet Hammermoderate transmutation7none203012 lbs.This +1 returning light hammer can strike multiple foes with a single throw. If the wielder has multiple attacks from a high base attack bonus, he may throw the hammer so it rebounds off the first target to strike at a second target, and so on for each of the wielder's additional attacks. The distance to each target adds to the total range of the weapon, and range penalties apply. For example, a 6th-level dwarf fighter can throw the hammer using his +6 BAB at a target 20 feet away (within one range increment, no range penalty); if it hits, he ricochets it to attack using his +1 BAB at a second target 40 feet away from the first target (within three range increments for a -4 range penalty). The hammer can only ricochet if it successfully hits a target; if it misses, it stops ricocheting, has no further attacks that round, and returns as normal for a weapon with the returning property. Because ricocheting attacks are treated as separate attacks, modifiers that only apply to one attack roll (such as true strike) only apply to the first attack and not the others. The ricochet attacks count as the wielder's additional attacks for that round.Craft Magic Arms and Armor, telekinesisWeaponUltimate Equipment
Scimitar Of The Spellthiefstrong divination13none758154 lbs.This curved blade of golden metal, a +1 keen heartseeking spellstealing scimitar, is the bane of spellcasters. Inscribed with flowing magical script that purports to reveal the inner secrets of magic, the scimitar of the spellthief grants the wielder a +2 bonus on Spellcraft and Use Magic Device checks. The scimitar also reveals magical auras by touch; this functions as detect magic but affects only a single object or creature at a time, which must be touched with the blade while the wielder concentrates on detection, and the magical auras revealed are clearly visible to all.Craft Magic Arms and Armor, death knell, greater arcane sight, keen edge, limited wishWeaponUltimate Equipment
Screaming Boltfaint enchantment5none2671/10 lb.This +2 bolt screams when fired, forcing all enemies of the shooter within 20 feet of the path of the bolt to make a successful DC 14 Will save or become shaken for 1 round. This is a mind-affecting fear effect.Craft Magic Arms and Armor, doomWeaponUltimate Equipment
Searing Arrowmoderate evocation9none1516-This +1 flaming arrow continues to burn its target each round, dealing 1d6 points of fire damage on the attacker's turn for the next 3 rounds. Removing the arrow requires a successful DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from himself). Removing the arrow destroys it, and it burns up once the 3 rounds pass.Craft Magic Arms and Armor; flame blade, flame strike, or fireballAmmunitionUltimate Equipment
Shatterspikestrong evocation13none43154 lbs.This intimidating weapon appears to be a longsword with multiple hooks, barbs, and serrations along the blade, excellent for catching and sundering a foe's weapon. Wielders without the Improved Sunder feat use a shatterspike as a +1 longsword only. Wielders with the Improved Sunder feat instead use shatterspike as a +4 longsword when attempting to sunder an opponent's weapon. Shatterspike can damage weapons with an enhancement bonus of +4 or lower.Str 13, Craft Arms and Armor, Improved Sunder, Power Attack, shatterWeaponUltimate Equipment
Shieldsplitter Lancemoderate evocation10none1831010 lbs.This +1 keen lance has the ability to penetrate and destroy shields. Whenever its wielder uses it to successfully strike an opponent who carries a shield, the opponent's shield takes the same damage as the opponent. If the wielder uses the lance to make a sunder attack against a shield, it bypasses the shield's hardness.Craft Magic Arms and Armor, keen edge, shatterWeaponUltimate Equipment
Shifter's Sorrowstrong transmutation15none1278010 lbs.This +1/+1 two-bladed sword has blades of alchemical silver. The weapon deals an extra 2d6 points of damage against any creature with the shapechanger subtype. When a shapechanger or a creature in an alternate form (such as a druid using wild shape) is struck by the weapon, it must make a successful DC 15 Will save or return to its natural form.Craft Arms and Armor, baleful polymorphWeaponUltimate Equipment
Sizzling Arrowmoderate evocation9none1516-This +1 corrosive arrow continues to leak acid onto its target each round, dealing 1d6 points of acid damage on the attacker's turn for the next 3 rounds. Removing the arrow requires a successful DC 10 Heal check and prevents any further damage from the arrow (the DC increases to 15 if the target tries to remove the arrow from herself). Removing the arrow destroys it. The arrow dissolves once the 3 rounds pass.Craft Magic Arms and Armor, acid arrowAmmunitionUltimate Equipment
Slaying Arrowstrong necromancy13none22821/10 lb.This +1 arrow is keyed to a particular type or subtype of creature. If it strikes such a creature, the target must succeed at a DC 20 Fortitude save or take 50 points of damage. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward protects a target). To determine the type or subtype of creature the arrow is keyed to, roll on the table below. A greater slaying arrow functions just like a normal slaying arrow, but the DC to avoid the death effect is 23 and the arrow deals 100 points of damage if the saving throw is failed. d% DESIGNATED TYPE OR SUBTYPE 01-05 Aberrations 06-09 Animals 10-16 Constructs 17-27 Dragons 28-32 Fey 33 Humanoids, aquatic 34-35 Humanoids, dwarf 36-37 Humanoids, elf 38-44 Humanoids, giant 45 Humanoids, gnoll 46 Humanoids, gnome 47-49 Humanoids, goblinoid 50 Humanoids, halfling 51-54 Humanoids, human 55-57 Humanoids, reptilian 58-60 Humanoids, orc 61-65 Magical beasts 66-70 Monstrous humanoids 71-72 Oozes 73 Outsiders, air 74-76 Outsiders, chaotic 77 Outsiders, earth 78-80 Outsiders, evil 81 Outsiders, fire 82-84 Outsiders, good 85-87 Outsiders, lawful 88 Outsiders, water 89-90 Plants 91-98 Undead 99-100 VerminCraft Magic Arms and Armor, finger of deathAmmunitionUltimate Equipment
Slaying Arrow, Greaterstrong necromancy13none20321/10 lb.This +1 arrow is keyed to a particular type or subtype of creature. If it strikes such a creature, the target must succeed at a DC 20 Fortitude save or take 50 points of damage. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward protects a target). To determine the type or subtype of creature the arrow is keyed to, roll on the table below. A greater slaying arrow functions just like a normal slaying arrow, but the DC to avoid the death effect is 23 and the arrow deals 100 points of damage if the saving throw is failed. d% DESIGNATED TYPE OR SUBTYPE 01-05 Aberrations 06-09 Animals 10-16 Constructs 17-27 Dragons 28-32 Fey 33 Humanoids, aquatic 34-35 Humanoids, dwarf 36-37 Humanoids, elf 38-44 Humanoids, giant 45 Humanoids, gnoll 46 Humanoids, gnome 47-49 Humanoids, goblinoid 50 Humanoids, halfling 51-54 Humanoids, human 55-57 Humanoids, reptilian 58-60 Humanoids, orc 61-65 Magical beasts 66-70 Monstrous humanoids 71-72 Oozes 73 Outsiders, air 74-76 Outsiders, chaotic 77 Outsiders, earth 78-80 Outsiders, evil 81 Outsiders, fire 82-84 Outsiders, good 85-87 Outsiders, lawful 88 Outsiders, water 89-90 Plants 91-98 Undead 99-100 VerminCraft Magic Arms and Armor, heightened finger of deathAmmunitionUltimate Equipment
Sleep Arrowfaint enchantment5none1321/10 lb.This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (the same amount as it would deal lethal damage) and forces the target to make a successful DC 11 Will save or fall asleep.Craft Magic Arms and Armor, sleepAmmunitionUltimate Equipment
Sparkwake Starknifemoderate evocation8none213243 lbs.A faint trail of sparks marks the passage of this +1 shock starknife whenever it is thrown. Once per day, its wielder may throw it so it transforms into an 8th-level lightning bolt (Reflex DC 14 half), returning to its physical form at the end of the bolt's path.Craft Magic Arms and Armor, lightning boltWeaponUltimate Equipment
Spider's Fangmoderate evocation10none791021 lb.This punching dagger's blade is engraved with images of spider webs. Upon close inspection, the images seem to come alive as if spiders were swarming across the webs on the blade. Twice per day as a free action, this +2 keen wounding punching dagger can poison a living creature hit by an attack made by this weapon as the poison spell (Fortitude DC 20 negates). In addition, the wielder gains a +2 competence bonus on Acrobatics checks made to move through an enemy's threatened area without provoking an attack of opportunity.Craft Magic Arms and Armor, bleed, keen edge, ray of enfeeblementWeaponUltimate Equipment
Spirit Blademoderate abjuration10none485021 lb.This wavy blade is almost transparently thin, and glows with ethereal energy upon being grasped. In addition to being a +3 ghost touch dagger, it can cast dispel magic once per day.Craft Magic Arms and Armor, dispel magic, plane shift, creator must be 9th levelWeaponUltimate Equipment
Spirit Callermoderate necromancy9none253022 lbs.The spirit caller is a +1 ghost touch mere club carved of nephrite jade. Incorporeal undead and ghosts struck by the spirit caller must succeed at a DC 16 Will save or be drawn inside the mere and are trapped within it. When holding a spirit inside, the spirit caller glows from within with the brightness of a candle and functions as a +2 ghost touch undead bane mere club. The mere consumes the energy of the spirit inside in 1 hour, destroying it, and can hold but a single spirit at a time. The wielder can release a trapped spirit as a standard action. Ghosts consumed by a spirit caller still rejuvenate as normal.Craft Magic Arms and Armor, magic jar, plane shiftWeaponUltimate Equipment
Summoner's Sorrowmoderate abjuration9none4281610 lbs.The summoner's sorrow is a +2 cold iron glaive that deals an extra 2d6 points of damage against summoned creatures, including eidolons. Once each round when the summoner's sorrow damages a summoned or illusory creature, the wielder can make a dispel check as a free action to send away or destroy the creature. This is treated as a dispel magic spell targeted against the spell that created the creature, except that the wielder's base attack bonus is used in place of the wielder's or item's caster level. This ability has no effect on creatures that are called rather than summoned, or on summoned creatures that cannot be dispelled, such as a summoner's eidolon. Once per day as a free action, the wielder can attempt a dismissal against a creature damaged by the weapon instead of dispelling it. This ability functions only against extraplanar creatures (whether summoned or not), and works as the spell of the same name with a Will save DC of 17. The wielder cannot both dispel and dismiss in the same round.Craft Magic Arms and Armor, dismissal, dispel magicWeaponUltimate Equipment
Sun Blademoderate evocation10none503352 lbs.This sword is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with respect to weight and ease of use. In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword. Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack. In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and x3 on a critical hit instead of the usual x2). The blade also has a special sunlight power. Once per day, the wielder can swing the blade vigorously above his head while speaking a command word. The sun blade then sheds a bright yellow radiance that acts like bright light and affects creatures susceptible to light as if it were natural sunlight. The radiance begins shining in a 10-foot radius around the sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60- foot radius. When the wielder stops swinging the sword, the radiance fades to a dim glow that persists for another minute before disappearing entirely. All sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the sword is wielded.Craft Magic Arms and Armor, daylight, creator must be goodWeaponUltimate Equipment
Swift Obsidian Greataxemoderate transmutation10none1132012 lbs.The blade of this +1 keen greataxe is carved from jet-black obsidian. When the wielder charges an enemy, he receives a +10 foot enhancement bonus to his speed that round. Once per day, he can command the axe to grant all allies within 30 feet a +10 foot enhancement bonus to base speed for 1 round.Craft Magic Arms and Armor, expeditious retreat, keen edgeWeaponUltimate Equipment
Sword Of Life Stealingstrong necromancy17none257154 lbs.This black iron +2 longsword bestows a negative level when it deals a critical hit. The sword wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must succeed at a DC 16 Fortitude save for each negative level gained or any such levels become permanent.Craft Magic Arms and Armor, enervationWeaponUltimate Equipment
Sword Of Subtletymoderate illusion7none223102 lbs.A +1 short sword with a thin, dull gray blade, this weapon provides a +4 bonus on its wielder's attack and damage rolls when she makes a sneak attack with it.Craft Magic Arms and Armor, blurWeaponUltimate Equipment
Sword Of The Planesstrong evocation15none223154 lbs.This longsword has an enhancement bonus of +1 on the Material Plane, but on any elemental planes its enhancement bonus increases to +2. The +2 enhancement bonus also applies whenever the weapon is used against creatures native to the elemental planes. It operates as a +3 longsword on the Astral Plane and the Ethereal Plane, or when used against opponents native to either of those planes. On any other plane, or against any outsider, it functions as a +4 longsword.Craft Magic Arms and Armor, plane shiftWeaponUltimate Equipment
Sylvan Scimitarmoderate evocation11none473154 lbs.When used outdoors in a temperate climate, this +3 scimitar grants its wielder the use of the Cleave feat and deals an extra 1d6 points of damage.Craft Magic Arms and Armor, divine power or creator must be a 7th-level druidWeaponUltimate Equipment
Tangle Boltstrong conjuration12none226-Often etched with images of spider webs or swampy vines, this sickly green +1 seeking bolt transforms into sticky goo when it hits, entangling its target and becoming tough and resilient upon exposure to air. In addition to the bolt's damage, the target is entangled as if it had been hit by a tanglefoot bag.Craft Magic Arms and Armor, true seeing, and either web or creator must have 5 ranks in Craft (alchemy)AmmunitionUltimate Equipment
Ten-ring Swordmoderate transmutation7none143154 lbs.This finely crafted +2 nine-ring broadsword has an extra gap at the base of the blade's unsharpened edge, closest to the hilt, seemingly to fit an extra ring. The wielder of a ten-ring sword can use a full-round action to place a magic ring into the empty slot, where the ring then rests until removed (another full-round action). Once a ring is fitted to the tenth slot, the sword's wielder can employ that ring as if he were wearing it, even if he is currently wearing two magic rings. Alternatively, the sword's wielder can fit a ring made of a specific metal like adamantine or cold iron into the tenth slot. Doing so allows the sword to penetrate damage reduction as if it were made of the same metal as the ring. Using this property does not grant the weapon any additional properties of that metal (such as bypassing hardness, etc.). Typically, such metal rings cost one-tenth the cost of a nine-ring broadsword made from that material. In the event that a magic ring made from a specific metal, like silver, is affixed to the sword's tenth slot, the sword's wielder decides which of the weapon's two properties will be in effect when the ring is placed. However, the sword's wielder can use a move action to switch between properties.Craft Magic Arms and Armor, mage hand, versatile weaponWeaponUltimate Equipment
Tracer Bulletfaint evocation2none100-These +1 firearm bullets deal no damage, but instead cause a pale glow to outline the target, granting the effect of a faerie fire spell and causing the target to take a -2 penalty to AC against ranged attacks. These effects last for 1d4 rounds.Craft Magic Arms and Armor, faerie fireAmmunitionUltimate Equipment
Trident Of Fish Commandmoderate enchantment7none186504 lbs.The magical properties of this +1 trident with a 6-foot-long haft enable its wielder to charm up to 14 Hit Dice of aquatic animals as per the spell charm animals (Will DC 16 negates, animals get a +5 bonus if currently under attack by the wielder or her allies), no two of which can be more than 30 feet apart. The wielder can use this effect up to three times per day. The wielder can communicate with the animals as if using a speak with animals spell. Animals that successfully make their saving throws are free of control, but they will not approach within 10 feet of the trident.Craft Magic Arms and Armor, charm animals, speak with animalsWeaponUltimate Equipment
Trident Of Stabilityfaint transmutation3none98154 lbs.The base of this sturdy but tarnished +1 trident has a wide metal bar at the bottom, perfectly situated to serve as a solid footrest or other sort of step. The bar acts as an immovable rod, except instead of an activation button, the immobility power triggers whenever the wielder places one or both feet on the bar, and ends whenever the wielder is no longer touching the bar with at least one foot. If the wielder remains in place and steps on the bar, he gains a +10 bonus to his CMD when trying to resist efforts to move him. The wielder is always considered braced against oncoming charge attacks. If the wielder is falling, he may step on the bar as an immediate action to halt his fall, though the sudden jolt means he takes falling damage for the current distance fallen.Craft Magic Arms and Armor, levitateWeaponUltimate Equipment
Trident Of Warningmoderate divination7none101154 lbs.A weapon of this type enables its wielder to determine the location, depth, kind, and number of aquatic predators within 680 feet. A trident of warning must be grasped and pointed in order for the character using it to gain such information, and scanning a hemisphere with a radius of 680 feet takes 1 round. The weapon is otherwise a +2 trident.Craft Magic Arms and Armor, locate creatureWeaponUltimate Equipment
Triton's Tridentmoderate evocation6none150654 lbs.This curve-tined +1 monstrous humanoid bane trident is etched with a pattern of alternating scales and shells. A triton's trident can unleash a hydraulic push three times per day, once from each tine; alternatively, their power can be combined to release a single hydraulic torrent once per day. The CMB for either effect is +6.Craft Magic Arms and Armor, hydraulic push, hydraulic torrent, summon monster IWeaponUltimate Equipment
Undercutting Axemoderate necromancy9none233106 lbs.This +1 giant-bane battleaxe feels unusually heavy, as if it were made from something far heavier than mere wood and steel. Once per day its wearer can, as a swift action after a successful attack roll, invoke a maximized ray of enfeeblement on the creature struck (11 point Strength penalty, 7 rounds, Fortitude DC 16 half).Craft Magic Arms and Armor, Maximize Spell, ray of enfeeblement, summon monster IWeaponUltimate Equipment
Valor's Minionstrong evocation15none413356 lbs.The blade of this +2 holy bastard sword always appears lustrous and polished, with a hilt wrapped in alternating colors of deep black and royal purple. Effective on its own, a valor's minion is even more potent in the hands of those who dedicate their efforts to vanquishing a single foe. Whenever a wielder uses either the challenge or smite evil class feature, she can sacrifice one additional use of that class feature to treat the smite or challenge as if she were three class levels higher.Craft Magic Arms and Armor, holy smiteWeaponUltimate Equipment
Void Scythestrong necromancy13none9531810 lbs.Instead of a blade, a swathe of absolute darkness inimical to life tips this scythe. It functions as a +1 brilliant energy scythe, except the blade is formed of negative energy and gives off no light whatsoever. The wielder can channel negative energy directly into the scythe to charge it with life-destroying energy for 1 round per die of channeling. For example, channeling negative energy for 5d6 points of damage fuels the scythe for 5 rounds. While so charged, the void scythe bestows one negative level with each hit. One day after being struck, subjects must succeed at a DC 16 Fortitude save for each negative level or the negative levels become permanent. Black energy utterly consumes any creature that is slain by the void scythe, leaving no body behind but leaving the creature's equipment unharmed. A victim of the void scythe can be restored only by true resurrection or carefully worded miracle or wish.Craft Magic Arms and Armor, disintegrate, enervationWeaponUltimate Equipment
Warbringerstrong enchantment14none613758 lbs.This massive, wickedly curved red-bladed sword is a +3 keen vicious falchion that murmurs a low, rumbling battle chant when drawn. Whenever the wielder confirms a critical hit with a warbringer, the wielder gains the benefits of rage for 1 round (if a barbarian, the wielder gains 1 additional round of rage for that day), while the creature struck is compelled to move toward and attack its nearest ally with a melee weapon, natural weapon, or unarmed strike on its next turn (DC 14 Will negates), as the murderous command spell.Craft Magic Arms and Armor, keen edge, murderous command (Ultimate Magic), rageWeaponUltimate Equipment
Decoy Ringmoderate illusion11ring12000-This ring is a thick loop of mirrorlike metal. Whenever the wearer of this ring takes the withdraw action or becomes helpless (including falling unconscious), it instantly makes her invisible for 3 rounds and creates four illusory duplicates that either run off in opposite directions or perform other plausible actions that could draw enemy attention away from her. The duplicates last for 3 rounds before disappearing, but they instantly pop out of existence if struck by an attack (AC 10) and can be disbelieved (Will DC 19). Allies of the wearer always know her true location and can freely provide aid or assistance to her.Forge Ring, misleadRingUltimate Equipment
Dungeon Ring, Jailer'smoderate divination8ring16000-A jailer's dungeon ring is worked gold, set with carnelians. The ring is magically attuned to one or more iron prisoner's dungeon rings. When the wearer of a jailer's ring places a prisoner's ring on a subject, the prisoner cannot remove the ring without the use of a remove curse, limited wish, miracle, or wish spell. The wearer of the jailer's ring can also remove a linked prisoner's ring at any time. The jailer is aware of any wearer of a linked prisoner's ring as per a constant status spell. Additionally, all wearers of linked prisoner's rings count as familiar to the jailer for the purposes of spells such as scrying and teleport.Forge Ring, scrying, statusRingUltimate Equipment
Dungeon Ring, Prisoner'smoderate divination8ring250-A jailer's dungeon ring is worked gold, set with carnelians. The ring is magically attuned to one or more iron prisoner's dungeon rings. When the wearer of a jailer's ring places a prisoner's ring on a subject, the prisoner cannot remove the ring without the use of a remove curse, limited wish, miracle, or wish spell. The wearer of the jailer's ring can also remove a linked prisoner's ring at any time. The jailer is aware of any wearer of a linked prisoner's ring as per a constant status spell. Additionally, all wearers of linked prisoner's rings count as familiar to the jailer for the purposes of spells such as scrying and teleport.Forge Ring, scrying, statusRingUltimate Equipment
Ring Of Animal Friendshipfaint enchantment3ring10800-A ring of animal friendship always bears some sort of animal-like design in its craftsmanship. On command, this ring affects an animal as if the wearer had cast charm animal, causing the animal to regard the wearer as a trusted friend.Forge Ring, charm animalRingUltimate Equipment
Ring Of Arcane Masterystrong abjuration and evocation11ring20000-This ring is a thin but sturdy piece of forged steel crafted to resemble a serpent swallowing its tail, and is magically imbued to reveal the secrets of arcane mastery to its wearer. The ring allows a wearer with an arcane pool to store up to 4 points from his arcane pool in the ring as a swift action. These points remain in the ring until used. A wearer can spend arcane pool points stored in the ring as if they were his own, or can spend them in each of the following ways. • As a free action, the wearer can expend 1 arcane pool point stored in the ring to gain a +2 bonus on Concentration checks for 1 round. • As a standard action, the wearer can expend 1 arcane pool point stored in the ring to use the pool strike magus arcana (Ultimate Magic 12) using his own magus level to determine the effect. As an immediate action, the wearer can expend up to 4 arcane pool points stored in the ring to use the reflection magus arcana (Ultimate Magic 12).Forge Ring, imbue with spell ability, spell turningRingUltimate Equipment
Ring Of Arcane Signetsfaint universal8ring1000-The approximately 1-inch-diameter pentagon of emerald green crystal that dominates this otherwise plain silver ring forms itself into a specific rune, sigil, or similar identifying marker each time a person first puts it on. If the wearer expects this to occur, she can cause the crystal to adopt any shape she wishes. If the wearer does not expect this to occur, the crystal instead molds itself into an image that symbolizes the wearer or some dominant facet of her personality. Once the crystal assumes this initial form, it always takes that form whenever the same wearer puts on the ring. The wearer can, as a standard action, embed this image on any object (as if using arcane mark) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time she uses the ring. The brand is otherwise permanent unless removed by dispel magic, erase, or a more powerful spell.Forge Ring, arcane markRingUltimate Equipment
Ring Of Blinkingmoderate transmutation7ring27000-On command, this ring makes the wearer blink, as the blink spell.Forge Ring, blinkRingUltimate Equipment
Ring Of Chameleon Powerfaint illusion3ring12700-As a free action, the wearer of this ring can gain the ability to magically blend in with her surroundings. This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also use the spell disguise self as often as she wants.Forge Ring, disguise self, invisibilityRingUltimate Equipment
Ring Of Climbingfaint transmutation5ring2500-This magic ring has the deceptively simple appearance of a plain leather cord that wraps securely around a finger. The ring continually grants the wearer a +5 competence bonus on Climb checks.Forge Ring, creator must have 5 ranks in the Climb skillRingUltimate Equipment
Ring Of Climbing, Improvedfaint transmutation5ring10000-This ring functions as a ring of climbing, except it grants a +10 competence bonus on its wearer's Climb checks.Forge Ring, creator must have 10 ranks in the Climb skillRingUltimate Equipment
Ring Of Continuationmoderate transmutation7ring56000-This band of braided copper wires throbs ever so slightly in harmony with its wearer's heartbeat. Whenever the wearer of this ring casts a spell with a range of personal and a duration of 10 minutes per level or longer, that spell remains in effect for 24 hours or until the wearer casts another spell with a range of personal (whichever comes first). Spells that usually only affect one specific action (such as making a particular attack) are expended after that action. This does not reduce the duration of spells that normally last longer than 24 hours. Casting a new spell does not eliminate a previous spell if its normal duration is such that it would still be in effect. However, attempts to dispel or otherwise eliminate a spell kept active by the ring work normally and, if successful, remove the spell from the ring, causing the wearer to lose all benefits from that spell.Forge Ring, mnemonic enhancerRingUltimate Equipment
Ring Of Counterspellsmoderate evocation11ring4000-Upon first examination, this ring seems to be a ring of spell storing. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer's part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed into it again.Forge Ring, imbue with spell abilityRingUltimate Equipment
Ring Of Craft Magicfaint transmutation3ring12000-A ring of craft magic always bears some sort of tool-like design in its craftsmanship. The wearer of the ring sees spells as similar to crafts, and vice versa. The wearer may make a Craft check in place of a Spellcraft check to identify an item that could be created with that Craft skill. The wearer may also expend a spell slot or prepared spell to gain an enhancement bonus equal to the level of the expended spell on a single Craft or Profession check (regardless of the amount of time needed to make the check).Forge Ring, creator must have the obsession racial traitRingUltimate Equipment
Ring Of Curingmoderate transmutation8ring10000-This simple copper ring is a boon to those who spend their lives healing others. Whenever the wearer of a ring of curing casts a conjuration spell of the healing subschool, all maximums to the level-dependent healing provided by that spell increase by 2. For example, cure light wounds would provide a maximum healing of 1d8 + 7 (at 7th caster level), while heal would cure a maximum of 170 points of damage. This ring does not increase the wearer's actual caster level, nor the amount of level-dependent healing provided by any such spell.Forge Ring, Heighten Spell, consecrateRingUltimate Equipment
Ring Of Delayed Doommoderate conjuration9ring45000-Whenever the mind or body of this ring's wearer first becomes subject to any harmful effect that allows a saving throw to resist or mitigate it, he may, as an immediate action, choose to delay the onset of that effect for 1 minute, after he fails the saving throw but before its effects occur. This activation causes one of the ring's nine garnets to turn to powder. When that minute passes, the wearer may continue to delay the onset of this harmful effect an additional minute as an immediate action by willing the ring to do so, which destroys another garnet, thus repeating the cycle for another minute. The delayed harmful effect occurs when the wearer falls unconscious, when the ring is removed, or 1 minute after the last time the ring's power activated; rounds spent delaying the effect do not count toward the effect's duration (for example, a curse that lasts 5 rounds takes effect for a full 5 rounds, even if the wearer delayed its effect several minutes). Effects that protect against or negate the harmful effect work normally while it is delayed. The price of the ring is reduced by 5,000 gp for each of its garnets that has been destroyed.Forge Ring, heal, time stopRingUltimate Equipment
Ring Of Djinni Callingstrong conjuration17ring125000-This "genie" ring serves as a special gate by means of which a specific djinni (see the Pathfinder RPG Bestiary) can be called from the Plane of Air. When the ring is rubbed (a standard action), the call goes out, and the djinni appears on the next round. The djinni faithfully obeys and serves the wearer of the ring, but never for more than 1 hour per day. If the djinni of the ring is ever killed, the ring becomes nonmagical and worthless.Forge Ring, gateRingUltimate Equipment
Ring Of Ectoplasmic Invigorationmoderate conjuration6ring12000-A summoner wearing a ring of ectoplasmic invigoration can use his maker's call class feature to absorb his eidolon (dismissing it in the process) instead of bringing it to his side. He gains 2 temporary hit points per Hit Die of the eidolon and the benefits of a lesser restoration spell. The eidolon must still be within range of his maker's call ability. Any temporary hit points gained fade after 1 hour or when the eidolon is summoned again. A wearer with the transposition ability can transport himself to the eidolon's square (still absorbing and dismissing it) rather than calling the eidolon to him.Forge Ring, the creator must be able to summon an eidolon and have the maker's call class featureRingUltimate Equipment
Ring Of Elemental Commandstrong conjuration15ring200000-All four kinds of rings of elemental command are very powerful. Each appears to be nothing more than a lesser magic ring until fully activated (by meeting a special condition, such as single-handedly slaying an elemental of the appropriate type or exposure to a sacred material of the appropriate element), but each has certain other powers as well as the following common properties. Elementals of the plane to which the ring is attuned can't attack the wearer, or even approach within 5 feet of her. If the wearer desires, she may forgo this protection and instead attempt to charm the elemental (as charm monster, Will DC 17 negates). If the charm attempt fails, however, absolute protection is lost and no further attempt at charming can be made. Creatures from the plane to which the ring is attuned that attack the wearer take a -1 penalty on their attack rolls. The ring wearer makes applicable saving throws against the extraplanar creature's attacks with a +2 resistance bonus. She gains a +4 morale bonus on all attack rolls against such creatures. Any weapons he uses bypasses the damage reduction of such creatures, regardless of any qualities the weapon may or may not have. The wearer of the ring is able to converse with creatures from the plane to which her ring is attuned. These creatures recognize that she wears the ring, and show a healthy respect for the wearer if their alignments are similar. If alignments are opposed, creatures fear the wearer if she is strong. If she is weak, they hate and desire to slay her. The possessor of a ring of elemental command takes a saving throw penalty as follows. ELEMENT SAVING THROW PENALTY Air -2 against earth-based effects Earth -2 against air- or electricity-based effects Fire -2 against water- or cold-based effects Water -2 against fire-based effects In addition to the powers described above, each specific ring gives its wearer the following abilities according to its kind. RING OF ELEMENTAL COMMAND (AIR) • Wind wall (unlimited use) • Feather fall (unlimited use, wearer only) • Resist energy (electricity) (unlimited use, wearer only) • Gust of wind (twice per day) • Air walk (once per day, wearer only) • Chain lightning (once per week) This ring appears to be a ring of feather falling until a certain condition is met to activate its full potential. It must be reactivated each time a new wearer acquires it. RING OF ELEMENTAL COMMAND (EARTH) • Soften earth and stone (unlimited use) • Meld into stone (unlimited use, wearer only) • Stone shape (twice per day) • Wall of stone (once per day) • Stoneskin (once per week, wearer only) • Passwall (twice per week) This ring appears to be a ring of meld into stone (allowing the wearer to cast meld into stone at will) until the established condition is met. RING OF ELEMENTAL COMMAND (FIRE) • Resist energy (fire) (as a major ring of energy resistance [fire]) • Burning hands (unlimited use) • Flaming sphere (twice per day) • Pyrotechnics (twice per day) • Wall of fire (once per day) • Flame strike (twice per week) This ring appears to be a major ring of energy resistance (fire) until the established condition is met. RING OF ELEMENTAL COMMAND (WATER) • Create water (unlimited use) • Water breathing (unlimited use) • Water walk (unlimited use) • Wall of ice (once per day) • Ice storm (twice per week) • Control water (twice per week) This ring appears to be a ring of water walking until the established condition is met.Forge Ring, summon monster VI, all appropriate spellsRingUltimate Equipment
Ring Of Energy Resistance, Minormoderate abjuration11ring12000-Rings of this type come in a wide variety of designs and colorations, typically related to the types of energy they defend against. These rings continually protect their wearers from damage from one type of energy-acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A minor ring of energy resistance grants 1 0 points of resistance. A major ring of energy resistance grants 20 points of resistance. A greater ring of energy resistance grants 30 points of resistance.Forge Ring, resist energyRingUltimate Equipment
Ring Of Energy Resistance, Majormoderate abjuration11ring28000-Rings of this type come in a wide variety of designs and colorations, typically related to the types of energy they defend against. These rings continually protect their wearers from damage from one type of energy-acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A minor ring of energy resistance grants 1 0 points of resistance. A major ring of energy resistance grants 20 points of resistance. A greater ring of energy resistance grants 30 points of resistance.Forge Ring, resist energyRingUltimate Equipment
Ring Of Energy Resistance, Greatermoderate abjuration11ring44000-Rings of this type come in a wide variety of designs and colorations, typically related to the types of energy they defend against. These rings continually protect their wearers from damage from one type of energy-acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt. A minor ring of energy resistance grants 1 0 points of resistance. A major ring of energy resistance grants 20 points of resistance. A greater ring of energy resistance grants 30 points of resistance.Forge Ring, resist energyRingUltimate Equipment
Ring Of Energy Shroudstrong abjuration13ring19500-A ring of energy shroud always appears to be glass or crystal in construction, tinted in a red, green, blue, or yellow hue. Closer inspection reveals a small band of metal within the glass or crystal. Treasured by frontline fighters and anyone with a trusted evoker ally, rings of energy shroud normally function as a minor ring of energy resistance. However, once per day as an immediate action, the ring's wearer can negate the damage of an incoming acid, cold, electricity, or fire energy effect for himself (but not for other creatures affected by the spell or effect), transforming that damage into a shroud of energy that wreathes the wearer's body acting as if under the effects of the elemental aura spell (Advanced Player's Guide). The elemental aura effect has the same energy type of the damage negated.Forge Ring, elemental aura, resist energyRingUltimate Equipment
Ring Of Evasionmoderate transmutation7ring25000-This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.Forge Ring, jumpRingUltimate Equipment
Ring Of Feather Fallingfaint transmutation1ring2200-This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, and activates immediately if the wearer falls more than 5 feet.Forge Ring, feather fallRingUltimate Equipment
Ring Of Ferocious Actionfaint transmutation5ring3000-This ring allows its wearer to persevere through trauma that hampers his actions. Once per day, when the wearer gains the staggered condition from an enemy's attack, she can ignore that condition for up to 5 rounds. This does not prevent her from gaining the staggered condition again, and it doesn't protect her if she gained the staggered condition multiple times.Forge Ring, haste, stabilizeRingUltimate Equipment
Ring Of Foe Focusfaint conjuration5ring10000-This ring of jagged steel gives the impression that it was salvaged from a suit of armor and then crudely bent into a circle. The wearer of the ring can, at will, designate any one opponent she can see as a particularly dangerous foe. She gains a +2 bonus to her AC and saving throws against attacks made by that opponent until she designates a new enemy.Forge Ring, shieldRingUltimate Equipment
Ring Of Force Shieldmoderate evocation9ring8500-This ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.Forge Ring, wall of forceRingUltimate Equipment
Ring Of Forcefangsmoderate evocation9ring8000-This band negates any force spell or force spell-like ability targeted at the wearer. Doing so gives the ring a number of charges equal to the spell level of the incoming force effect. The ring can hold a maximum of 9 charges. If an incoming force attack would charge the ring beyond this limit, the ring does not negate the attack or gain charges, and the attack affects the wearer normally. On command, the wearer can use the ring's charges to cast magic missile, unleashing one missile (1d4+1 force damage) per charge but no more than five missiles per round.Forge Ring, Heighten Spell, magic missileRingUltimate Equipment
Ring Of Freedom Of Movementmoderate abjuration7ring40000-This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.Forge Ring, freedom of movementRingUltimate Equipment
Ring Of Friend Shieldmoderate abjuration10ring50000-These curious rings always come in pairs. A ring of friend shield without its mate is useless. Either wearer of one of a pair of the rings can, at any time, command his ring to cast a shield other spell with the wearer of the mated ring as the recipient. This effect has no range limitation.Forge Ring, shield otherRingUltimate Equipment
Ring Of Grit Masteryfaint abjuration and evocation3ring6840-This ring is made out of fused firearm bullets, making it a chunky but overall impressive ring. Twice per day, as a free action, when the wearer regains grit, she can choose to store it in the ring of grit mastery instead of regaining the grit point. She can store up to 2 grit points within the ring in this way. She can spend the grit points stored in the ring either of the following ways. Once per day, without the need to take an action to do so, the wearer can spend 1 grit point stored in the ring to grant herself a +2 insight bonus to initiative. Once per day, as a standard action, the wearer of the ring can spend 2 grit points stored within the ring to activate a bullet shield as the spell (Ultimate Combat). Any grit points stored in the ring disappear at the start of each day.Forge Ring, anticipate peril, bullet shield, creator must have the grit class featureRingUltimate Equipment
Ring Of Inner Fortitude, Minormoderate conjuration7ring18000-Alternating diamonds and rubies stud this band of white gold. A minor ring of inner fortitude reduces ability damage or temporary ability penalties the wearer takes by 2 points and ability drain by 1 point. If an effect targets multiple ability scores (for example, exhaustion, fatigue, or touch of idiocy), the ring reduces the damage, drain, or penalty for all ability scores. A major ring of inner fortitude reduces ability damage or temporary penalties by 4 points and reduces ability drain by 2 points. A greater ring of inner fortitude reduces ability damage or temporary penalties by 6 points and reduces ability drain by 3 points. Wearing a ring of inner fortitude ring does not make the wearer immune to conditions such as fatigued or exhausted even if the wearer ignores all ability damage, drain, or penalties from the condition. If the ring prevents any damage, drain, or penalty that are associated with a beneficial effect, it also negates the beneficial effect.Forge Ring, restorationRingUltimate Equipment
Ring Of Inner Fortitude, Majormoderate conjuration7ring42000-Alternating diamonds and rubies stud this band of white gold. A minor ring of inner fortitude reduces ability damage or temporary ability penalties the wearer takes by 2 points and ability drain by 1 point. If an effect targets multiple ability scores (for example, exhaustion, fatigue, or touch of idiocy), the ring reduces the damage, drain, or penalty for all ability scores. A major ring of inner fortitude reduces ability damage or temporary penalties by 4 points and reduces ability drain by 2 points. A greater ring of inner fortitude reduces ability damage or temporary penalties by 6 points and reduces ability drain by 3 points. Wearing a ring of inner fortitude ring does not make the wearer immune to conditions such as fatigued or exhausted even if the wearer ignores all ability damage, drain, or penalties from the condition. If the ring prevents any damage, drain, or penalty that are associated with a beneficial effect, it also negates the beneficial effect.Forge Ring, restorationRingUltimate Equipment
Ring Of Inner Fortitude, Greatermoderate conjuration7ring66000-Alternating diamonds and rubies stud this band of white gold. A minor ring of inner fortitude reduces ability damage or temporary ability penalties the wearer takes by 2 points and ability drain by 1 point. If an effect targets multiple ability scores (for example, exhaustion, fatigue, or touch of idiocy), the ring reduces the damage, drain, or penalty for all ability scores. A major ring of inner fortitude reduces ability damage or temporary penalties by 4 points and reduces ability drain by 2 points. A greater ring of inner fortitude reduces ability damage or temporary penalties by 6 points and reduces ability drain by 3 points. Wearing a ring of inner fortitude ring does not make the wearer immune to conditions such as fatigued or exhausted even if the wearer ignores all ability damage, drain, or penalties from the condition. If the ring prevents any damage, drain, or penalty that are associated with a beneficial effect, it also negates the beneficial effect.Forge Ring, restorationRingUltimate Equipment
Ring Of Invisibilityfaint illusion3ring20000-By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.Forge Ring, invisibilityRingUltimate Equipment
Ring Of Jumpingfaint transmutation2ring2500-This ring continually allows the wearer to leap about, providing a +5 competence bonus on all her Acrobatics checks made to make high or long jumps.Forge Ring, creator must have 5 ranks in AcrobaticsRingUltimate Equipment
Ring Of Jumping, Improvedmoderate transmutation7ring10000-This ring functions as a ring of jumping, except it grants the wearer a +10 competence bonus all her Acrobatics checks made to make high or long jumps.Forge Ring, creator must have 10 ranks in AcrobaticsRingUltimate Equipment
Ring Of Ki Masteryfaint transmutation5ring10000-This ring is half onyx and half clear-white crystal, magically fused together and hardened to the strength of steel. It allows a wearer with a ki pool to store up to 2 ki points in the ring as a swift action. These points remain in the ring until used. The wearer can use the ki points normally, or can gain the following benefits when he has ki points stored in the ring. As long as there is at least one ki point stored in the ring, the wearer gains a +2 bonus to CMD against grapple, reposition, and trip attempts. As long as there are at least 2 ki points stored in the ring, the wearer reduces the number of ki points needed to use a ninja trick or ki ability by 1 (minimum 1 ki point).Forge Ring, ki leech, the creator must be able to use kiRingUltimate Equipment
Ring Of Maniacal Devicesfaint transmutation3ring5000-This elaborately decorated ring is crafted with the design of a fierce dragon wrapped greedily around a shining gemstone. It grants the wearer a +5 competence bonus on all Craft (traps) and Disable Device checks. Even if he has no ranks in these skills, the wearer may make Craft (traps) and Disable Device checks as if he were trained in them.Forge Ring, fox's cunning, creator must have 5 ranks in the relevant skillRingUltimate Equipment
Ring Of Mind Shieldingfaint abjuration3ring8000-This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.Forge Ring, nondetectionRingUltimate Equipment
Ring Of Protection +1faint abjuration5ring2000-This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.Forge Ring, shield of faith, caster must be of a level at least three times higher than the bonus of the ringRingUltimate Equipment
Ring Of Protection +2faint abjuration5ring8000-This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.Forge Ring, shield of faith, caster must be of a level at least three times higher than the bonus of the ringRingUltimate Equipment
Ring Of Protection +3faint abjuration5ring18000-This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.Forge Ring, shield of faith, caster must be of a level at least three times higher than the bonus of the ringRingUltimate Equipment
Ring Of Protection +4faint abjuration5ring32000-This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.Forge Ring, shield of faith, caster must be of a level at least three times higher than the bonus of the ringRingUltimate Equipment
Ring Of Protection +5faint abjuration5ring50000-This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.Forge Ring, shield of faith, caster must be of a level at least three times higher than the bonus of the ringRingUltimate Equipment
Ring Of Rat Fangsfaint transmutation3ring5000-This bone ring is the shape of an elongated rat biting its own tail. The wearer gains a bite attack as a primary natural attack. This attack deals 1d4 points of piercing damage for a Medium wearer or 1d3 points of damage for a Small wearer. After about a week of wearing the ring, the wearer's appearance becomes more ratlike, though she still looks like a member of her original race (for example, a human might gain prominent teeth).Forge Ring, magic fang, polymorphRingUltimate Equipment
Ring Of Regenerationstrong conjuration15ring90000-This white gold ring is generally set with a large green sapphire. When worn, the ring continually allows a living wearer to heal 1 point of damage per round and an equal amount of nonlethal damage. In addition, the wearer is immune to bleed damage while wearing a ring of regeneration. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell regenerate. In either case, only damage taken while wearing the ring is regenerated.Forge Ring, regenerateRingUltimate Equipment
Ring Of Retributionstrong evocation13ring15000-Once per day, the wearer of this charred bone ring may, as an immediate action, cause it to detonate in a 30-foot-radius burst that deals 10d6 points of fire damage (Reflex DC 14 half). If the wearer is killed by the detonation, all magical equipment he carries must also save or take fire damage, and all nonmagical equipment takes this damage with no saving throw. This explosion never destroys the ring.Forge Ring, Quicken Spell, fireballRingUltimate Equipment
Ring Of Returnmoderate conjuration7ring33600-This gold ring is set with three stones: blue, green, and red. Three times per day, the wearer of the ring can, as a move action, use it to form a link with the particular 5-foot square she occupies at that moment. This causes one of the stones on the ring to glow. As a swift action, the wearer of the ring can teleport to any unoccupied linked square within 100 feet.Forge Ring, dimension doorRingUltimate Equipment
Ring Of Revelation, Lessermoderate varies11ring10000-A ring of revelation is a divine item attuned to a particular oracular mystery and containing a revelation associated with that mystery (see the oracle class description). While wearing the ring, an oracle has access to that revelation and may use it as if she had it as a normal class feature. The oracle must have the appropriate mystery to use the ring, and must meet the level requirements (if any) of the revelation itself; for example, a ring of revelation (combat healer) is only usable by an oracle of at least 7th level with the battle mystery. If the oracle already has that revelation and the revelation gives an ability with a limited number of uses per day, the oracle can use that ability one additional time per day. The ring has no effect if worn by a non-oracle, and Use Magic Device doesn't allow a character to gain a revelation from this ring. A lesser ring of revelation contains a revelation that has no level prerequisite or a prerequisite that is less than 6th level. A greater ring of revelation contains a revelation that requires the oracle to be 7th level or higher. A superior ring of revelation contains a revelation that requires the oracle to be 11th level or higher.Forge Ring, creator must be an oracle with the desired revelationRingUltimate Equipment
Ring Of Revelation, Greatermoderate varies11ring16000-A ring of revelation is a divine item attuned to a particular oracular mystery and containing a revelation associated with that mystery (see the oracle class description). While wearing the ring, an oracle has access to that revelation and may use it as if she had it as a normal class feature. The oracle must have the appropriate mystery to use the ring, and must meet the level requirements (if any) of the revelation itself; for example, a ring of revelation (combat healer) is only usable by an oracle of at least 7th level with the battle mystery. If the oracle already has that revelation and the revelation gives an ability with a limited number of uses per day, the oracle can use that ability one additional time per day. The ring has no effect if worn by a non-oracle, and Use Magic Device doesn't allow a character to gain a revelation from this ring. A lesser ring of revelation contains a revelation that has no level prerequisite or a prerequisite that is less than 6th level. A greater ring of revelation contains a revelation that requires the oracle to be 7th level or higher. A superior ring of revelation contains a revelation that requires the oracle to be 11th level or higher.Forge Ring, creator must be an oracle with the desired revelationRingUltimate Equipment
Ring Of Revelation, Superiormoderate varies11ring24000-A ring of revelation is a divine item attuned to a particular oracular mystery and containing a revelation associated with that mystery (see the oracle class description). While wearing the ring, an oracle has access to that revelation and may use it as if she had it as a normal class feature. The oracle must have the appropriate mystery to use the ring, and must meet the level requirements (if any) of the revelation itself; for example, a ring of revelation (combat healer) is only usable by an oracle of at least 7th level with the battle mystery. If the oracle already has that revelation and the revelation gives an ability with a limited number of uses per day, the oracle can use that ability one additional time per day. The ring has no effect if worn by a non-oracle, and Use Magic Device doesn't allow a character to gain a revelation from this ring. A lesser ring of revelation contains a revelation that has no level prerequisite or a prerequisite that is less than 6th level. A greater ring of revelation contains a revelation that requires the oracle to be 7th level or higher. A superior ring of revelation contains a revelation that requires the oracle to be 11th level or higher.Forge Ring, creator must be an oracle with the desired revelationRingUltimate Equipment
Ring Of Sacred Mistletoefaint transmutation1ring6000-This tiny ring of living mistletoe coils about the wearer's finger of its own accord. The wearer gains a +2 competence bonus on Handle Animal, Knowledge (nature), and wild empathy checks, and a wearer with the woodland stride ability can move effortlessly, without harm or impediment, even through magically created or manipulated plants. This does not allow the wearer to move through solid objects or creatures. Furthermore, the wearer can use shillelagh once per day.Forge Ring, pass without trace, shillelaghRingUltimate Equipment
Ring Of Shooting Starsstrong evocation12ring50000-This ring has two modes of operation: one for when the wearer is in dim light or outdoors at night, and a second one when the wearer is underground or indoors at night. At night or in areas of shadow or darkness, the ring of shooting stars can perform the following functions on command. • Dancing lights (once per hour) • Light (twice per night) • Ball lightning (special, once per night) • Shooting stars (special, three per week) The first special function, ball lightning, releases one to four balls of lightning (ring wearer's choice). These glowing globes resemble dancing lights, and the wearer controls them similarly (see the dancing lights spell description). The spheres have a 120-foot range and a duration of 4 rounds. They can be moved at 120 feet per round. Each sphere is about 3 feet in diameter, and any creature who comes within 5 feet of one causes its charge to dissipate, taking electricity damage in the process according to the number of balls created. NUMBER OF BALLS DAMAGE PER BALL 1 lightning ball 2d6 points of electricity damage 2 lightning balls 3d6 points of electricity damage 3 lightning balls 2d6 points of electricity damage 4 lightning balls 1d6 points of electricity damage Once the ball lightning function is activated, the balls can be released at any time before the sun rises. Multiple balls can be released in the same round. The second special function produces three shooting stars that can be released from the ring each week, simultaneously or one at a time. Upon impact, they deal 12 points of damage and spread (as a fireball) in a 5-foot-radius sphere that deals 24 points of fire damage. Any creature struck by a shooting star takes full damage from the impact plus full fire damage from the spread unless it succeeds at a DC 13 Reflex save. Creatures not struck but within the spread ignore the impact damage and take only half damage from the fire spread on a successful DC 13 Reflex save. The range is 70 feet, at the end of which the shooting star explodes unless it strikes a creature or object before that. A shooting star always follows a straight line, and any creature in its path must make a successful DC 13 Reflex save or be hit by the projectile. Indoors at night, or underground, the ring of shooting stars has the following properties. • Faerie fire (once per day) • Spark shower (special, once per day) The spark shower is a flying cloud of sizzling purple sparks that fan out from the ring for a distance of 20 feet in an arch 10 feet wide. Creatures within this area take 2d8 points of damage each if not wearing metal armor or carrying metal weapons. Any creature wearing metal armor and/or carrying a metal weapon takes 4d8 points of damage.Forge Ring, faerie fire, fireball, light, lightning boltRingUltimate Equipment
Ring Of Spell Knowledge Type Imoderate or strong (no school)7ring1500-This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters. Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells. A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class' spell list. Arcane spells that do not appear on the wearer's class list are treated as one level higher for all purposes (storage and casting).Forge Ring, creator must be able to cast spells of the spell level to be grantedRingUltimate Equipment
Ring Of Spell Knowledge Type IImoderate or strong (no school)7ring6000-This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters. Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells. A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class' spell list. Arcane spells that do not appear on the wearer's class list are treated as one level higher for all purposes (storage and casting).Forge Ring, creator must be able to cast spells of the spell level to be grantedRingUltimate Equipment
Ring Of Spell Knowledge Type IIImoderate or strong (no school)7ring13500-This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters. Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells. A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class' spell list. Arcane spells that do not appear on the wearer's class list are treated as one level higher for all purposes (storage and casting).Forge Ring, creator must be able to cast spells of the spell level to be grantedRingUltimate Equipment
Ring Of Spell Knowledge Type IVmoderate or strong (no school)7ring24000-This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters. Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells. A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class' spell list. Arcane spells that do not appear on the wearer's class list are treated as one level higher for all purposes (storage and casting).Forge Ring, creator must be able to cast spells of the spell level to be grantedRingUltimate Equipment
Ring Of Spell Storingmoderate evocation9ring50000-A ring of spell storing contains up to 5 levels of spells (either divine or arcane, or even a mix of both spell types) that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is the same as the casting time for the relevant spell, with a minimum of 1 standard action. For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the five-level limit, ignore that roll; the ring has no more spells in it. A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than 5. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the minor ring of spell storing. The ring magically imparts to the wearer the names of all spells currently stored within it.Forge Ring, imbue with spell abilityRingUltimate Equipment
Ring Of Spell Storing, Majorstrong evocation17ring200000-As the minor ring of spell storing, except it holds up to 10 levels of spells.Forge Ring, imbue with spell abilityRingUltimate Equipment
Ring Of Spell Storing, Minorfaint evocation5ring18000-As the minor ring of spell storing, except it holds up to 3 levels of spells.Forge Ring, imbue with spell abilityRingUltimate Equipment
Ring Of Spell Turningstrong abjuration13ring100000-Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if spell turning had been cast upon him.Forge Ring, spell turningRingUltimate Equipment
Ring Of Strength Sappingmoderate necromancy7ring8000-This ring is made of black steel and is eerily cold to the touch. Once per day as a swift action, when the wearer hits a living creature with an unarmed attack, the target must succeed at a DC 20 Fortitude saving throw or take 1d4 point of Strength damage in addition to the attack's normal damage. If the target of the attack takes any Strength damage from this attack, the ring's wearer gains a +2 enhancement bonus to her Strength for 1 minute.Forge Ring, bull's strength, ray of enfeeblementRingUltimate Equipment
Ring Of Sustenancefaint conjuration5ring2500-This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer only needs to sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.Forge Ring, create food and waterRingUltimate Equipment
Ring Of Swarming Stabsfaint transmutation5ring6000-This ring is crafted of hardened leather strips, into which bits of fur, feathers, bone, and ivory have been woven. Twice per day, when the wearer is flanking an opponent, he can as a swift action deal an additional 1d6 points of damage on a successful melee attack against that opponent. This is a sneak attack for any effects that reduce or negate such damage.Forge Ring, guidance, creator must be able to sneak attackRingUltimate Equipment
Ring Of Swimmingfaint transmutation2ring2500-This silver ring usually has fishlike designs and motifs etched into the band. It continually grants the wearer a +5 competence bonus on Swim checks.Forge Ring, creator must have 5 ranks in SwimRingUltimate Equipment
Ring Of Swimming, Improvedmoderate transmutation7ring10000-As a ring of swimming, except it grants a +10 competence bonus on its wearer's Swim checks.Forge Ring, creator must have 10 ranks in SwimRingUltimate Equipment
Ring Of Tactical Precisionmoderate transmutation3ring11000-This steel ring is inlaid with adamantine swords and shields. The wearer gains a +5 competence bonus on Profession (soldier) checks, and anytime the wearer gives or receives a numeric bonus from a teamwork feat or the aid another action, that bonus increase by +1. By wearing the ring for 1 hour, a creature may imbue it with a teamwork feat he knows for 24 hours. During this time, any creature wearing the ring may use that feat when cooperating with the creature that imbued it, but not with other creatures even if they possess the same teamwork feat. If the ring is imbued with a new teamwork feat, it replaces the previous feat.Forge Ring, creator must have 5 ranks of Profession (soldier) and at least one teamwork featRingUltimate Equipment
Ring Of Telekinesismoderate transmutation9ring75000-This ring, knotted with metallic tendrils encasing a setting of red and amber gemstones, allows the caster to use the spell telekinesis on command, lifting and manipulating objects at a distance using only her mind.Forge Ring, telekinesisRingUltimate Equipment
Ring Of The Ecclesiarchfaint enchantment5ring28500-This ornate ring of sanctified silver is engraved with a golden signet that incorporates the holy symbol of the wearer's deity after being worn for 24 hours. The ring can be used to seal parchments or to mark any surface as the arcane mark spell at will. The wearer is marked as a scholarly leader of the faith and gains a +5 competence bonus on Diplomacy and Knowledge (religion) checks. If the wearer has the Leadership feat, she may attract double the normal number of followers, and her followers' zealous devotion grants them a +4 morale bonus on Will saves against enchantment spells and effects. Once per day, the wearer of the ring can use prayer and enter image (Advanced Player's Guide), often using the latter power to speak and observe through portraits, statues, and even minted coinage bearing their likeness.Forge Ring, arcane mark, enter image, enthrall, prayer, creator must have 5 ranks of Diplomacy and Knowledge (religion) and the ability to cast divine spellsRingUltimate Equipment
Ring Of The Grasping Gravefaint necromancy1ring2000-The wearer of this ring can make a melee touch attack against an undead creature no more than one size category larger than himself, cutting off that creature from undying energy. The wearer never suffers any ill effects that might normally occur from coming into physical contact with an undead creature touched in this way. On a successful hit, the undead cannot be healed or aided by the effects of negative energy for 1d4 rounds. During this duration, positive energy affects the undead creature normally.Forge Ring, sculpt corpse (Advanced Player's Guide)RingUltimate Equipment
Ring Of The Rammoderate transmutation9ring8600-A ring of the ram has a setting c rafted to resemble a ram's head. The wearer can command the ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance. The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring wearer. The ram is Large and uses the ring's caster level as its base attack bonus, with a Strength of 25. This gives the ram a Combat Maneuver Bonus of +17. The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended. In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with a Strength score of 25. This usage expends 1 charge. If 2 charges are expended, the effect is equivalent to a character with a Strength score of 27. If 3 charges are expended, the effect is that of a character with Strength score of 29. A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item.Forge Ring, bull's strength, telekinesisRingUltimate Equipment
Ring Of The Sea Stridermoderate conjuration7ring14000-This ring is made of a single piece of deep blue crystal. The ring grants its wearer a swim speed of 30 feet, as well as +8 racial bonus on swim checks for having a swim speed. Furthermore, once per day as a swift action, as long as the wearer is in contact with liquid, he can use dimension door as the spell, but its starting and ending points must be connected by a contagious mass of liquid.Forge Ring, dimension door, touch of the seaRingUltimate Equipment
Ring Of The Sophisticatemoderate transmutation and divination8ring11000-Often worn on the little finger, this ring grants its wearer a +4 competence bonus on Sense Motive and Knowledge (local) checks. Also, once per day on command, the wearer can use the ring to cast either locate creature or locate object (the wearer's choice). Furthermore, on command and at will, the wearer can instantly know the direction from herself to the nearest tavern, pub, or similar watering hole as long as that establishment is in a settlement whose population is equivalent to that of a village or greater (GameMastery Guide 203) and that is within 20 miles of the wearer.Forge Ring, know direction, locate creature, locate object, creator must have at least 4 ranks in both Sense Motive and Knowledge (local)RingUltimate Equipment
Ring Of The Troglodytefaint conjuration5ring12000-Two times per day on command, the wearer of this ring can produce a horrific smell affecting all living creatures other than the wearer within a 10-foot radius. Once created, the smell remains, centered on the wearer, until she dismisses it as a free action. This is a poison effect. Any creature affected by the disgusting aroma produced by the ring must succeed at a DC 14 Fortitude saving throw when it starts its turn in the ring's stench radius. Those that fail a saving throw become sickened for 1 round. If they are already sickened, they become nauseated for 1 round instead.Forge Ring, stinking cloudRingUltimate Equipment
Ring Of Three Wishesstrong universal20ring120000-This ring is set with three rubies. Each ruby stores a wish spell, activated by the ring. When a wish is used, that ruby disappears. For a randomly generated ring, roll 1d3 to determine the remaining number of rubies. When all the wishes are used, the ring becomes a nonmagical item.Forge Ring, miracle or wishRingUltimate Equipment
Ring Of Transpositionmoderate conjuration10ring10800-On command, the wearer of this ring can touch it to another ring, magical or mundane, and bind it to the ring of transposition. Once per day, the wearer of the ring of transposition can speak a command word to exchange places with the creature wearing the bonded ring, which must be within 800 feet, as though using a dimension door spell against a willing target. In the process, the ring of transposition trades places with the ring on the other creature's hand, and the bond between the rings is broken. The bonding property of the ring of transposition can be used as often as desired, breaking any existing bond each time it is used. An existing bond can be broken by a successful dispel check against the caster level of the ring.Forge Ring, dimension doorRingUltimate Equipment
Ring Of Water Walkingmoderate transmutation9ring15000-This ring is often made of coral or bluish metal decorated with motifs depicting rolling waves of water. The ring allows the wearer to continually utilize the effects of the spell water walk.Forge Ring, water walkRingUltimate Equipment
Ring Of Wizardry Imoderate (no school)11ring20000-This special ring comes in four varieties, all of them useful only to arcane spellcasters. The wearer's arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.Forge Ring, limited wishRingUltimate Equipment
Ring Of Wizardry IImoderate (no school)11ring40000-This special ring comes in four varieties, all of them useful only to arcane spellcasters. The wearer's arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.Forge Ring, limited wishRingUltimate Equipment
Ring Of Wizardry IIImoderate (no school)11ring70000-This special ring comes in four varieties, all of them useful only to arcane spellcasters. The wearer's arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.Forge Ring, limited wishRingUltimate Equipment
Ring Of Wizardry IVmoderate (no school)11ring100000-This special ring comes in four varieties, all of them useful only to arcane spellcasters. The wearer's arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.Forge Ring, limited wishRingUltimate Equipment
Ring Of X-ray Visionmoderate divination6ring25000-On command, this ring gives its wearer the ability to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision. Using the ring is exhausting, causing the wearer 1 point of Constitution damage per minute after the first 10 minutes of use in a single day. The ring must be used in 1-minute increments.Forge Ring, true seeingRingUltimate Equipment
Scholar's Ringmoderate conjuration5ring8700-A scholar's ring grants complete understanding of any written text or spoken language, even one that the wearer has never encountered before (as the comprehend languages spell), as well as a +5 competence bonus on Knowledge (history) checks. In addition, once every 5 days the wearer can invoke a legend lore spell related to a subject that she has been studying in the previous week, if she has attempted a Knowledge (history) check aided by the ring.Forge Ring, comprehend languages, legend loreRingUltimate Equipment
Spiritualist Ringsstrong necromancy12ring70000-These four garish and gaudy rings must be worn on one hand, though they take up only a single ring slot. They grant the wearer the ability to commune with and affect the dead in the following ways. • The wearer can use speak with dead, as the spell, three times per day. It takes 10 minutes to use this ability. • The wearer can use spectral hand, as the spell, three times per day. • The wearer's weapons gain the ghost touch weapon special ability while the wearer is wielding the weapons. • The wearer gains a +4 sacred or profane bonus on saving throws against positive and negative energy effects. The bonus depends on the wearer's alignment-good-aligned wearers gain a sacred bonus, whereas evil-aligned wearers gain a profane bonus. Neutral-aligned wearers pick either a sacred or profane bonus when the ring is first put on, which cannot be changed later .Forge Ring, speak with dead, spectral hand, plane shiftRingUltimate Equipment
Steelhand Circlemoderate transmutation8ring12000-When this ring is worn, the wielder's skin attains a barely perceptible sheen. In practical terms, the wearer ignores the first 5 points of an object's hardness when performing a sunder combat maneuver or when smashing an object. She also does not take the standard -4 penalty for making a combat maneuver check to disarm while unarmed. Additionally, the ring's wearer can focus all of the ring's power, possibly repelling a devastating blow. Once per day, when a critical hit or sneak attack is scored on the wearer, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. Using this ability is an immediate action, and the wearer must decide to use it before the critical hit or sneak attack damage is rolled.Forge Ring, stone fist, stoneskinRingUltimate Equipment
Conduit Rodmoderate abjuration12none120005 lbs.This stout, dense rod is always constructed of highly conductive metal, shot through with weblike veins of white or yellow glass. While a creature holds a conduit rod, she gains electricity resistance 5 as a constant effect as well as a +1 bonus to her effective caster level when casting any spell with the electricity descriptor. Once per day as a free action, when the wielder of a conduit rod casts a spell with the electricity descriptor, she can teleport anywhere that spell's effect, but is otherwise unaffected by the spell.Craft Rod, dimension door, lightning bolt, resist energyRodUltimate Equipment
Earthbind Rodmoderate transmutation6none265005 lbs.This rod looks like nothing more than a large, strange sliver of rough granite. This rod's magic interacts with stone or earth to both steady its wielder and anchor creatures the rod touches. An earthbind rod functions like a +1 light mace, and it grants its wielder a +4 circumstance bonus to its CMD against bull rush, grapple, overrun, reposition, and trip combat maneuvers, but only if the wielder is an oread, has the earth subtype, or is standing on earth or stone. Three times per day, when the wielder hits a creature with this rod, as long as the target of this attack is standing on stone or earth, the wielder can attempt to entangle that creature (Fortitude DC 18 negates) for 1d4 rounds.Craft Rod, stone shapeRodUltimate Equipment
Fiery Nimbus Rodmoderate evocation6none223053 lbs.This rod functions as a +1 flaming burst light mace. Furthermore, when the rod confirms a critical hit, not only does it deal the extra damage from the flaming burst special ability, a nimbus of cold blue flames ignites the target for 1d4 rounds. This illuminates the target as the faerie fire spell. While the nimbus does not burn the target, it responds to melee attacks made against that foe. Each time an ignited foe takes damage from a melee attack, it takes and additional 1d10 fire damage. Furthermore, once per day, as a free action, after hitting a foe with this rod, the wielder can surround the target of that attack with the nimbus, which has the same effect as the nimbus created by a confirmed critical hit.Craft Wondrous Item, flame blade, flame strike or fireball, fairy fireRodUltimate Equipment
Grounding Rodfaint abjuration5none1200010 lbs.This 6-foot-long silver rod is capped with a copper ball at one end, and a multipronged iron spike at the other. Three times per day, the spiked end can be driven into sand, mud, or loose earth as a move action, into dense soil or loose gravel as a standard action, or into stone or harder materials as a full-round action. Once anchored, the rod emits a field that inhibits electrical charges within a 40-foot radius. All creatures within this radius gain resistance 5 to electricity, and anyone attempting to cast a spell with the electricity descriptor must make a caster level check (DC 16) or lose the spell. Removing the rod from the ground and deactivating it requires the same type of action as anchoring it.Craft Rod, dispel magic, lightning bolt, resist energyRodUltimate Equipment
Immovable Rodmoderate transmutation10none50005 lbs.This rod looks like a flat iron bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Several immovable rods can even make a ladder when used together (although only two are needed). An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must succeed at a DC 30 Strength check to move the rod up to 10 feet in a single round.Craft Rod, levitateRodUltimate Equipment
Liberator's Rodmoderate abjuration9none300005 lbs.This bronze rod is capped with a hollow head formed by sweeping aquiline wings shielding a continual flame. A rod of liberty can be used as a +1 merciful light mace, but while its merciful property is suppressed by the wielder so is the continual flame. On command, the wielder of a rod of liberty may touch a creature that has failed a save against a charm, compulsion, or possession effect. Doing so grants that creature a new saving throw to end the effect. If this new save fails, the effect remains and the rod's touch cannot further affect it. Once per day on command, the wielder can use break enchantment, as the spell.Craft Magic Arms and Armor, Craft Rod, break enchantment, cast out (Advanced Player's Guide), continual flameRodUltimate Equipment
Rod Of Absorptionstrong abjuration15none500005 lbs.This rod absorbs spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character holding the rod or her gear. The rod then nullifies the spell's effect and stores its potential until the wielder releases this energy in the form of spells of her own. She can instantly detect a spell's level as the rod absorbs that spell's energy. Absorption requires no action on the part of the user if the rod is in hand at the time. A running total of absorbed (and used) spell levels should be kept. The wielder of the rod can use captured spell energy to cast any spell she has prepared without expending the prepared spell itself. The only restrictions are that the levels of spell energy stored in the rod must be equal to or greater than the level of the spell the wielder wants to cast, that any material components required for the spell be present, and that the rod be in the wielder's hand when he casts the spell. For casters such as bards or sorcerers who do not prepare spells, the rod's energy can be used to cast any spell of the appropriate level or levels that they know. A rod of absorption can absorb a maximum of 50 spell levels and thereafter can only discharge any remaining potential it might have. The rod cannot be recharged. The wielder knows the rod's remaining absorbing potential and current amount of stored energy. To determine the absorption potential remaining in a newly found rod, roll d% and divide the result by 2. Then roll d% again: on a result of 71-100, half the levels already absorbed by the rod are still stored within.Craft Rod, spell turningRodUltimate Equipment
Rod Of Alertnessmoderate varies11none850004 lbs.This rod is indistinguishable from a +1 light mace. The rod bestows a +1 insight bonus on initiative checks. If grasped firmly, it enables the wielder to use detect chaos, detect evil, detect good, detect law, detect magic, discern lies, light, or see invisibility. Each different use is a standard action. If the head of a rod of alertness is planted in the ground and the possessor wills it to alertness (a standard action), the rod senses any creatures within 120 feet that intend to harm the possessor. At the same time, the rod creates the effect of a prayer spell upon all creatures friendly to the possessor in a 20-foot radius. Immediately thereafter, the rod sends forth a mental alert to these friendly creatures, warning them of any unfriendly creatures within the 120-foot radius. These effects last for 10 minutes, and the rod can perform this function once per day. Last, the rod can be used to simulate the casting of an animate objects spell, utilizing any 11 (or fewer) Small objects located roughly around the perimeter of a 5-foot-radius circle centered on the rod when planted in the ground. Objects remain animated for 11 rounds. The rod can perform this function once per day.Craft Rod, alarm, animate objects, detect chaos, detect evil, detect good, detect law, detect magic, discern lies, light, prayer, see invisibilityRodUltimate Equipment
Rod Of Balancefaint abjuration and transmutation5none150005 lbs.This short, slender rod appears to be crafted from solid iron, though it is incredibly light. In this shortened form, the rod has no powers. However, when the wielder pushes a small button on one end of the rod (a move action), the rod springs open to a 5-foot length, and its powers become available for use. Once extended, the rod possesses several powers that add to the wielder's acrobatic abilities. The wielder of the rod receives a +10 competence bonus on all Acrobatics checks involving long jumps and high jumps; additionally, the wielder covers double the normal distance for a jump when making an Acrobatics check. The individual holding the rod also gain a +4 dodge bonus to AC when fighting defensively instead of the usual +2 bonus. Also, while using this item, the user of the rod cannot be knocked prone, and takes only half damage from falling.Craft Rod, cat's grace, feather fall, jumpRodUltimate Equipment
Rod Of Beguilingfaint abjuration5none180005 lbs.This eye-catching rod is bedecked with glittering spangles. The wielder gains a +5 competence bonus on Bluff and Sleight of Hand checks, as well as on opposed Charisma checks to give commands to charmed creatures.. A rod of beguiling allows a bard's fascinate, suggestion, and mass suggestion bardic performance to take effect as if she were 5 levels higher, and grants a +5 bonus on a bard's Perform checks when using distraction.Craft Rod, hypnosisRodUltimate Equipment
Rod Of Cancellationstrong abjuration17none110005 lbs.This dreaded rod is a bane to magic items, for its touch drains an item of all magical properties. The item touched must make a successful DC 23 Will save to prevent the rod from draining it. If a creature is holding it at the time, then the item can use the holder's Will save bonus in place of its own if the holder's is better. In such cases, contact is made by making a melee touch attack roll. Upon draining an item, the rod becomes brittle and cannot be used again. Drained items are only restorable by a wish or miracle spell. If a sphere of annihilation and a rod of cancellation negate each other, nothing can restore either of them.Craft Rod, mage's disjunctionRodUltimate Equipment
Rod Of Dwarven Mightstrong transmutation19none8000010 lbs.This dwarven version of the more famous rod of lordly might has no spell-like powers; however, when wielded by a dwarf, it increases all AC, attack roll, CMD, CMB, and saving throw bonuses from a dwarf's racial traits by +1. The rod shares the mundane powers of a rod of lordly might, but its magical weapon forms are tailored to dwarven preferences. • In its normal form, the rod can be used as a +1 returning light hammer. • When button 1 is pushed, the rod becomes a +3 dwarven longhammer. • When button 2 is pushed, the rod becomes a +4 dwarven waraxe. • When button 3 is pushed, the rod becomes a +2 light crossbow or +2 heavy crossbow.Craft Magic Arms and Armor, Craft Rod, bull's strengthRodUltimate Equipment
Rod Of Enemy Detectionmoderate divination10none235005 lbs.This device pulses in the wielder's hand and points in the direction of any creature or creatures hostile to the bearer of the device (nearest ones first). These creatures can be invisible, ethereal, hidden, disguised, or in plain sight. The detection range is 60 feet. If the bearer of the rod concentrates for a full round, the rod pinpoints the location of the nearest enemy and indicates how many enemies are within range. The rod can be used to pinpoint enemies three times each day, each use lasting up to 10 minutes. Activating the rod is a standard action.Craft Rod, true seeingRodUltimate Equipment
Rod Of Escapefaint evocation5none150005 lbs.Wrought from cold iron, this rod allows its wielder to escape from even the tightest of bonds or grasps. If an opponent grapples the wielder of this rod, the ends of the rod extend, flailing about in an attempt to free the user. The rod's wielder gains a +5 bonus to CMD when attempting to evade or break out of a grapple; additionally, the holder cannot be pinned while wielding the rod. The rod's wielder gains a +5 competence bonus on Escape Artist checks when restrained by nonmagical and inanimate means, such as ropes or manacles. The rod's owner does not need to be holding the rod to gains this bonus; it must merely be on the owner's person.Craft Rod, bull's strength, cat's grace, shatterRodUltimate Equipment
Rod Of Flailingmoderate enchantment9none500005 lbs.Upon the command of its possessor, this rod activates, changing from a normal-seeming rod to a +3/+3 dire flail. The dire flail is a double weapon, which means that each of the weapon's heads can be used to attack. The wielder can gain an extra attack (with the second head) at the cost of making all attacks at a -2 penalty (as if she had the Two- Weapon Fighting feat). Once per day, the wielder can use a free action to cause the rod to grant her a +4 deflection bonus to AC and a +4 resistance bonus on saving throws for 10 minutes. The rod need not be in weapon form to grant this benefit. Transforming a rod of flailing into a weapon or back into a rod is a move action.Craft Magic Arms and Armor, Craft Rod, blessRodUltimate Equipment
Rod Of Flame Extinguishingstrong transmutation12none-15 lbs.This rod can extinguish Medium or smaller nonmagical fires with simply a touch (a standard action). For the rod to be effective against other sorts of fires, the wielder must expend 1 or more of the rod's charges. Extinguishing a Large or larger nonmagical fire or a magic fire of size Medium or smaller (such as that of a flaming weapon or a burning hands spell), expends 1 charge. Continual magic flames, such as those generated by a weapon or a fire creature, are suppressed for 6 rounds and flare up again after that time. To extinguish an instantaneous fire spell, the rod must be within the area of the effect and the wielder must have used a ready action, effectively countering the entire spell. When applied to Large or larger magic fires, such as those caused by fireball, flame strike, or wall of fire, extinguishing the flames expends 2 charges from the rod. If a rod of flame extinguishing is touched to a creature with the fire subtype by making a successful melee touch attack, the rod deals 6d6 points of damage to the creature. This use requires 3 charges. A rod of flame extinguishing has 10 charges when found. Spent charges are renewed every day, so that a wielder can expend up to 10 charges in any 24-hour period.Craft Rod, pyrotechnicsRodUltimate Equipment
Rod Of Icemoderate evocation9none85003 lbs.This rod looks like a long sliver of ice and is cold to the touch, but deals no cold damage to its wielder. The wearer can use the rod to make a melee touch attack that deals 1d4 points of cold damage to any creature struck. Also, once per day on command, the wielder can touch the rod to the ground to create a 30-foot cone of ice that encrusts the earth, affecting the area as per the spell grease.Craft Rod, cone of coldRodUltimate Equipment
Rod Of Lordly Mightstrong varies19none7000010 lbs.This rod has functions that are spell-like, and it can also be used as a magic weapon of various sorts. In addition, it has several more mundane uses. The rod of lordly might is metal and thicker than other rods, with a flanged ball at one end and six studlike buttons along its length. Pushing any of the rod's buttons is an action equivalent to drawing a weapon, and the rod weighs 10 pounds. The following spell-like functions of the rod can each be used once per day. • Use hold person upon a touched creature, if the wielder so commands (Will DC 14 negates). The wielder must choose to use this power (a free action) and then succeed at a melee touch attack to activate the power. If the attack fails, the effect is lost. • Use Fear upon all enemies viewing it, if the wielder so desires (10-foot maximum range, Will DC 16 partial). Invoking this power is a standard action. • Deal 2d4 hit points of damage to an opponent on a successful touch attack (Will DC 17 half) and cure the wielder of the same amount of damage. The wielder must choose to use this power before attacking, as with hold person. The following functions of the rod have no limit on the number of times they can be employed. • In its normal form, the rod can be used as a +2 light mace. • When button 1 is pushed, the rod becomes a +1 flaming longsword. A blade springs from the ball, with the ball itself becoming the sword's hilt. The weapon stretches to an overall length of 4 feet. • When button 2 is pushed, the rod becomes a +4 battleaxe. A wide blade springs forth from the ball, and the whole weapon lengthens to 4 feet. • When button 3 is pushed, the rod becomes a +3 shortspear or a +3 longspear. A spear blade springs forth, and the handle can be lengthened up to 12 feet (wielder's choice) for an overall length ranging from 6 feet to 15 feet. At its 15-foot length, the rod is suitable for use as a lance. The following other functions of the rod also have no limit on the number of times they can be employed. • When button 4 is pushed, a spike that can anchor in stone is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 50 feet in a single round, stopping when button 4 is pushed again. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, in a staggered progression. The rod is firmly held by the spike and hooks and can bear up to 4,000 pounds. The wielder can retract the climbing pole by pushing button 5. • The ladder function can be used to force open doors. The wielder plants the rod's base 30 feet or less from the portal to be forced and in line with it, then pushes button 4. The force exerted has a Strength modifier of +12. • When button 6 is pushed, the rod indicates magnetic north and gives the wielder knowledge of his approximate depth beneath the surface or height above it.Craft Magic Arms and Armor, Craft Rod, bull's strength, fear, flame blade, hold person, inflict light woundsRodUltimate Equipment
Rod Of Metal And Mineral Detectionmoderate divination9none105005 lbs.This rod is valued by treasure hunters and miners alike, for it pulses and hums in the wielder's hand in the proximity of metal. As the wearer aims the rod, the pulsations grow more noticeable as it points to the largest mass of metal within 30 feet. However, the wielder can also concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the rod points to any places it is located, and the rod wielder knows the approximate quantity as well. If more than one deposit of the specified metal or mineral is within range, the rod points to the largest cache first. Each operation requires a full-round action.Craft Rod, locate objectRodUltimate Equipment
Rod Of Mind Masterymoderate abjuration and divination7none670005 lbs.This rod is a simple, unadorned piece of clear crystal that has been magically hardened. The wielder of the rod is under a constant nondetection effect, a s the spell. Furthermore, the rod has the following powers. • Three times per day on command, the user of the rod can use it to detect thoughts as the spell. • Once per day as an immediate action, the wielder may determine whether someone is lying to her, as the discern lies spell.Craft Rod, detect thoughts, discern lies, nondetectionRodUltimate Equipment
Rod Of Negationstrong varies15none370005 lbs.This device negates the spell or spell-like function or functions of magic items. The wielder points the rod at the magic item, and a pale gray beam shoots forth to touch the target device, attacking as a ray (a ranged touch attack). The ray functions as a greater dispel magic spell, except it only affects magic items. To negate instantaneous effects from an item, the rod's wielder needs to have a readied action. The dispel check uses the rod's caster level (15th). The target item gets no saving throw, although the rod can't negate artifacts (even minor artifacts). A rod of negation can function three times per day.Craft Rod, dispel magic, limited wish or miracleRodUltimate Equipment
Rod Of Nettlesmoderate transmutation8none180005 lbs.This wooden rod is engraved with serrated-edged leaves of stinging nettles. This rod acts as a +1 light mace that deals no damage. Instead, the rod's venomous touch (melee touch attack) deals 1d3 points of Dexterity damage and causes the target to become sickened for 1d6 rounds (DC 14 Fortitude negates the sickened effect and halves the Dexterity damage); on a critical hit, no saving throw is allowed. Once per day on command, the wielder may touch the rod of nettles to ordinary vegetation, causing a 20-foot cube to become tangled with nettle-choked overgrowth as the overgrowth ability of the plant growth spell. Furthermore, creatures entering or within this area are affected as if touched by the rod, though creatures with a natural armor bonus of +3 or greater are immune to this effect. A creature that saves is unaffected by the area's poison for 24 hours.Craft Rod, plant growth, poisonRodUltimate Equipment
Rod Of Ruinmoderate transmutation7none160005 lbs.This magical item appears to be an old and decaying scepter, with empty sockets for gemstones and rusted iron bands holding its rotting wooden shaft together. Three times per day on command, when the wielder touches the rod to a nonmagical, inanimate object, that object decays, cracks, and withers. The object, which can be no larger than a door or must take up no more than a 5-foot-by-5-foot area, gains the broken condition.Craft Rod, disintegrateRodUltimate Equipment
Rod Of Rulershipstrong enchantment20none600008 lbs.This rod looks like a royal scepter worth at least 5,000 gp in materials and workmanship alone. The wielder can command the obedience and fealty of creatures within 120 feet when she activates the device (a standard action). Creatures totaling 300 Hit Dice can be ruled, but creatures with Intelligence scores of 12 or higher are each entitled to a DC 16 Will save to negate the effect. Ruled creatures obey the wielder as if she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, the magic is broken. The rod can be used for 500 total minutes before it crumbles to dust. This duration need not be continuous.Craft Rod, mass charm monsterRodUltimate Equipment
Rod Of Securitystrong conjuration20none610005 lbs.This item creates a nondimensional space, a pocket paradise. There the rod's possessor and as many as 199 other creatures can stay in complete safety for a period of time-up to 200 days divided by the number of creatures affected. All fractions are rounded down. In this pocket paradise, creatures don't age, and natural healing takes place at twice the normal rate. Fresh water and food (fruits and vegetables only) are abundant. The climate is comfortable for all creatures present. Activating the rod (a standard action) causes the wielder and all creatures touching the rod to be transported instantaneously to the paradise. Members of large groups can hold hands or otherwise maintain physical contact, allowing all connected creatures in a circle or a chain to be affected by the rod. Unwilling creatures get a DC 17 Will save to negate the effect. If an unwilling creature succeeds at its save, other creatures beyond that point in a chain can still be affected by the rod. When the rod's effect expires, is dismissed, or is dispelled, all the affected creatures instantly reappear in the location they occupied when the rod was activated. If something else occupies the space that a traveler would be returning to, then his body is displaced a sufficient distance to provide the space required for reentry. The rod's possessor can dismiss the effect whenever he wishes before the maximum time period expires, but the rod can only be activated once per week.Craft Rod, gateRodUltimate Equipment
Rod Of Shadowsmoderate abjuration8none643055 lbs.This ebon rod is so dark it seems to absorb the light around it. The rod functions as a +2 light mace, and allows its wielder to see in darkness as if she had the see in darkness ability (Bestiary 2 301). Three times per day, the wielder can use it to create a deeper darkness effect (caster level 8th). To use this ability, the rod's wielder must touch the target object, which is a standard action that provokes attacks of opportunity.Craft Rod, deeper darkness, true seeingRodUltimate Equipment
Rod Of Splendorstrong conjuration and transmutation12none250005 lbs.The possessor of this fantastically bejeweled rod gains a +4 enhancement bonus to her Charisma score for as long as she holds or carries the item. Once per day, the rod garbs her in magically created clothing of the finest fabrics, and adorns her with furs and jewels. Apparel created by the magic of the rod remains in existence for 12 hours. However, if the possessor attempts to sell or give away any part of it, use it for a spell component, or the like, all the apparel immediately disappears. The same applies if any of it is forcibly taken from her. The value of the noble garb created by the rod ranges from 7,000 to 10,000 gp (1d4+6 1,000 gp)-1,000 gp for the fabric alone, 5,000 gp for the furs, and the rest for the jewels (maximum of 20 gems; maximum value 200 gp each). In addition, the rod has a second special power, usable once per week. Upon command, it creates a palatial tent-a huge pavilion of silk 60 feet across. Inside the tent are temporary furnishings and food suitable to the splendor of the pavilion and sufficient to entertain as many as 100 people. The tent and its trappings last for 1 day. At the end of that time, the tent and all objects associated with it (including any items that were taken out of the tent) disappear.Craft Rod, eagle's splendor, fabricate, major creationRodUltimate Equipment
Rod Of Steadfast Resolvemoderate abjuration9none383055 lbs.This rod functions as a +2 light mace. It takes the form of a light mace with a head in the shape of a clenched fist. While a character wields this rod, it grants all his allies within a 20-foot-radius burst a +2 morale bonus on saving throws against fear and emotion effects, or a +4 morale bonus on such saves if the ally has the human subtype. Also, once per day as an immediate action, the wielder can activate the rod to allow himself or a single ally within the rod's aura to reroll a failed saving throw against a spell or effect with the fear or emotion descriptor. The affected creature must take the result of the reroll, even if it is worse.Craft Rod, bless, calm emotion, creator must have the human subtypeRodUltimate Equipment
Rod Of The Abolethmoderate transmutation7none290005 lbs.The rod of the aboleth acts as a +1 corrosive light mace. One end of the rod has three eye-shaped rubies imbedded in it, while the other end comes to a sharp point. When exposed to moisture, the surface of the rod takes on a slimy sheen that doesn't affect the wielder's grip. This rod has the following powers. • Once per day as a free action, when the rod hits a living creature, the target must succeed at a DC 18 Fortitude saving throw or take 1d4 points of Constitution damage. • Once per day as a free action, when the rod hits a living creature, the creature must succeed at a DC 13 Will saving throw or be affected as though targeted with a aboleth's lung spell (Advanced Race Guide). • On command for 1 minute per day, the wielder may gain a swim speed of 60 feet for 1 minute. This time need not be continuous, and can be spent in 1-round increments.Craft Rod, aboleth's lung, acid arrow, touch of the sea (Advanced Player's Guide)RodUltimate Equipment
Rod Of The Pythonmoderate transmutation10none1300010 lbs.Unlike with most rods, one end of this rod curls and twists back on itself in a crook-the tip of this crook sometimes looks like the head of a snake. The rod itself is about 4 feet long and weighs 10 pounds. It strikes as a +1/+1 quarterstaff. If the user throws the rod to the ground (a standard action), it grows to become a constrictor snake by the end of the round. The python obeys all commands of the owner. (In animal form, it retains the +1 enhancement bonus on attack and damage rolls possessed by the rod form.) The serpent returns to rod form (a full-round action) whenever the wielder desires, or whenever it moves farther than 100 feet from the owner. If the snake form is slain, it returns to rod form and cannot be activated again for 3 days. A rod of the python only functions if the possessor is good.Craft Magic Arms and Armor, Craft Rod, baleful polymorph, creator must be goodRodUltimate Equipment
Rod Of The Vipermoderate necromancy10none190005 lbs.This rod strikes as a +2 heavy mace. Once per day, upon the wielder's command, the head of the rod becomes that of an actual serpent for 10 minutes. During this period, any successful strike with the rod deals its usual damage and also poisons the creature hit. This poison deals 1d3 points of Constitution damage per round for 6 rounds. Poisoned creatures can make a DC 16 Fortitude save each round to negate the damage and end the affliction. Multiple hits extend the duration by 3 rounds and increase the DC by 2 for each hit. The rod only functions if its possessor is evil.Craft Rod, Craft Magic Arms and Armor, poison, creator must be evilRodUltimate Equipment
Rod Of The Wayangmoderate evocation8none120005 lbs.This rod is lacquered jet black, covered with bright white runes, and capped with crown of jagged smoky quartz. When the rod's wielder casts a spell of the shadow subschool, she increases the DC of that spell's saving throw by 1. Furthermore, once per day on command, wielder can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute unless dismissed as a free action.Craft Rod, shadow conjuration greater, shadow evocation greaterRodUltimate Equipment
Rod Of Thunder And Lightningmoderate evocation9none330005 lbs.Constructed of iron set with silver rivets, this rod has the properties of a +2 light mace. Its other powers are as follows. • Lightning: Once per day, when the wielder desires, a short spark of electricity can leap forth when the rod strikes an opponent to deal the normal damage for a +2 light mace (1d6+2) and an extra 2d6 points of electricity damage. Even when the rod fails to score a normal hit in combat, if the roll was good enough to count as a successful melee touch attack, then the 2d6 points of electricity damage still apply. The wielder activates this power as a free action, and it works if he strikes an opponent within 1 round. • Lightning Stroke: Once per day as a standard action, the wielder can cause the rod to shoot out a 5-foot-wide lightning bolt dealing 9 d6 points o f electricity damage (Reflex DC 16 half) to a range of 200 feet. • Thunder: Once per day, the rod can strike as a +3 light mace, and the opponent struck is stunned from the noise of the rod's impact (Fortitude DC 16 negates). Activating this sonic power counts as a free action, and it works if the wielder strikes an opponent within 1 round. • Thunderclap: Once per day as a standard action, the wielder can cause the rod to give out a deafening noise, just as a shout spell (Fortitude DC 16 partial, 2d6 points of sonic damage, target deafened for 2d6 rounds). • Thunder and Lightning: Once per week as a standard action, the wielder of the rod can combine the thunderclap power with a lightning bolt, as in the lightning stroke power. The thunderclap affects all creatures within 10 feet of the bolt. The lightning stroke deals 9d6 points of electricity damage (count rolls of 1 or 2 as rolls of 3, for a range of 27 to 54 points), and the thunderclap deals 2d6 points of sonic damage. A single DC 16 Reflex save applies for both effects.Craft Magic Arms and Armor, Craft Rod, lightning bolt, shoutRodUltimate Equipment
Rod Of Thunderous Forcemoderate evocation9none54005 lbs.This mahogany rod is etched with the image of whirling storm clouds. Once per day on command, the wielder can slam the rod against the ground, releasing a concussive wave of sonic and force energy. This creates a 20-foot radius burst centered on the wielder. While it causes no damage, those within the burst must succeed at a DC 19 Fortitude save or fall prone and be deafened for 1d4 rounds. The wielder is unaffected by this blast. This effect is a force and sonic effect.Craft Rod, blindness/deafness, wall of forceRodUltimate Equipment
Rod Of Witheringstrong necromancy13none250005 lbs.A rod of withering acts as a +1 light mace that deals no hit point damage. Instead, the wielder deals 1d4 points of Strength damage and 1d4 points of Constitution damage to any creature she touches with the rod (by making a melee touch attack). If she scores a critical hit, the damage from that hit is permanent ability drain. In either case, the defender negates the effect with a DC 17 Fortitude save.Craft Magic Arms and Armor, Craft Rod, contagionRodUltimate Equipment
Rod Of Wondermoderate enchantment10none120005 lbs.A rod of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. Activating the rod is a standard action. Typical powers of the rod include the following. d% WONDROUS EFFECT 01-05 Target affected by slow for 10 rounds (Will DC 15 negates). 06-10 Faerie fire surrounds the target. 11-15 Deludes the wielder for 1 round into believing the rod functions as indicated by a second die roll (no save). 16-20 Gust of wind, but at windstorm force (Fortitude DC 14 negates). 21-25 Wielder learns the target's surface thoughts (as with detect thoughts) for 1d4 rounds (no save). 26-30 Stinking cloud appears at 30-foot range (Fortitude DC 15 negates). 31-33 Heavy rain falls for 1 round in 60-foot radius centered on the rod wielder. 34-36 Summons an animal-a rhino (01-25 on d%), elephant (26-50), or mouse (51-100). 37-46 Lightning bolt (70 foot long, 5 foot wide), 6d6 points of damage (Reflex DC 15 half). 47-49 A stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone within 25 foot (Reflex DC 14 negates). 50-53 Target is affected by enlarge person if within 60 feet of rod (Fortitude DC 13 negates). 54-58 Darkness, 30-foot-diameter hemisphere, centered 30 feet away from rod. 59-62 Grass grows in 160-square-foot area before the rod, or grass existing there grows to 10 times its normal size. 63-65 Any nonliving object of up to 1,000 pounds of mass and up to 30 cubic feet in size turns ethereal. 66-69 Reduce wielder two size categories (no save) for 1 day. 70-79 Fireball at target or 100 feet straight ahead, 6d6 points of damage (Reflex DC 15 half). 80-84 Invisibility covers the rod's wielder. 85-87 Leaves grow from the target if within 60 feet of the rod. These last 24 hours. 88-90 10-40 gems, value 1 gp each, shoot forth in a 30-foot-long stream. Each gem deals 1 point of damage to any creature in its path: roll 5d4 for the number of hits and divide them among the available targets. 91-95 Shimmering colors dance and play over a 40-foot-by-30-foot area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates). 96-97 Wielder (50% chance) or the target (50% chance) turns permanently blue, green, or purple (no save). 98-100 Flesh to stone (or stone to flesh if the target is stone already) if the target is within 60 feet (Fortitude DC 18 negates).Craft Rod, confusion, creator must be chaoticRodUltimate Equipment
Sapling Rodmoderate conjuration and transmutation9none166505 lbs.This rod appears to be the limbless trunk and branching roots of a miniature tree. It grants its wielder a +5 competence bonus on Survival checks to get along in the wild and to keep from getting lost. Additionally the wielder and any allies within a 20-foot radius of the wielder gain the benefits of the ranger's woodland stride class feature. If thrust into any natural ground or earth and allowed to stand for 1 hour, the rod grows and blooms into a large tree bearing edible fruit. A sapling rod produces 2d4 pieces of fruit. A creature that consumes an entire piece of fruit gains the benefits of either a cure moderate wounds or lesser restoration spell (recipient's choice). Consuming a piece of fruit from a sapling rod is a full-round action that provokes attacks of opportunity, and no single creature can benefit from more than two piece of fruit from a single blooming. A sapling rod can bloom once per week and after doing so reverts to its original state after all the fruit is picked, or after 24 hours, whichever comes first. Fruit harvested from the tree lasts for 24 hours before shriveling into useless husks.Craft Rod, cure moderate wounds, grove of respite (Advanced Player's Guide), lesser restorationRodUltimate Equipment
Scepter Of Heavenmoderate evocation10none740003 lbs.This ornate scepter of bronze and mithral has a flanged head like a golden-white sunburst. A scepter of heaven acts as a +1 evil outsider bane morningstar. The scepter has the following powers when wielded by a good-aligned creature. • The wielder of a scepter of heaven gains a +2 sacred bonus on caster level checks made to dispel magic against with the evil descriptor or effects created by evil outsiders. • The wielder can use the scepter to use bless weapon on command and at will as the spell. • Once per day on command, if the wielder can shoot a spear of purity (Ultimate Magic) from the scepter. If the wielder of a scepter of heaven wears a crown of heaven, the scepter's caster level increases to 15th (increasing its aura to strong) and, when used as a weapon, it gains the holy property. A good-aligned wielder may also use holy smite, holy sword, and holy word, as the spells, once per day each. A scepter of heaven is of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the rod is in hand and disappears when the rod is no longer held. This negative level cannot be overcome in any way (including restoration spells) while the rod is being held.Craft Magic Arms and Armor, Craft Rod, bless weapon, dispel evil, holy smite, holy sword, holy word, spear of purity, creator must be goodRodUltimate Equipment
Suzerain Sceptermoderate enchantment7none200005 lbs.This ornately bejeweled baton confers the mark of rightful rulership on its bearer. The wielder of this scepter gains a +5 competence bonus on Knowledge (nobility) and Diplomacy checks. Furthermore, once per day, and on command, the wielder can affect up to seven living creatures with good hope, as the spell. If the wielder of a suzerain scepter has the Leadership feat, she may attract double the normal number of followers for her Leadership score; however, if the rod is out of the wielder's possession for more than 1 week these extra followers leave. In addition, a suzerain scepter radiates a continuous bless effect that affects any cohort, follower, animal companion, familiar, special mount, or creature charmed or summoned by the wielder (but not called creatures or those under dominate or other compulsion effects). Whenever the wielder creates an effect that provides a morale bonus to such creatures (not including the scepter's bless effect), that bonus increases by 1.Craft Rod, Leadership, bless, good hope, greater command, the creator must have the Leadership featRodUltimate Equipment
Trap-stealer's Rodstrong transmutation15none135005 lbs.This sturdy iron rod is forged with pronounced angles to allow for strong gripping, inscribed with images and sayings of trickster figures from myths and common folklore. Hooked at one end, a trap-stealer's rod functions as an exceptional crowbar, granting the user a +4 circumstance bonus on Strength checks made to force open a door or chest when using it to do such. In addition, on command, the wielder can transform the rod into a magical set of thieves' tools. Using these grant a +4 competence bonus on Disable Device checks. The wielder can transform these tools into the rod again with a command. Lastly, if the rod's bearer successfully disables a trap with the thieves' tools and beats the DC to disable the trap by 5 or more, he can magically steal the disabled trap. A stolen trap disappears from the surrounding area, siphoned into extradimensional space that is connected to the rod. Terrain around the trap reworks itself as if the trap never had existed, though doorways and portals that supported a trap remain unaffected. At any time during the next 24 hours, the rod's wielder can place the stored trap in a new location where it operates as normal. The new location must be able to support the trap's placement; for example a stolen pit trap could be taken from a dungeon floor and replaced on a dirt road, but not upon the surface of a river or lake, and the effectiveness of the placement is subject to GM discretion. Placing a stolen trap into a location that does not support it wastes the effect and magically transports the trap back to its original location. Whether successfully placed into a new location or not, a stolen trap returns to its original location after 24 hours. This ability functions once per day.Craft Rod, create pit, knock, plane shiftRodUltimate Equipment
Bouncing Metamagic Rod, Lesserstrong (no school)17none30005 lbs.The wielder can cast up to three spells per day that bounce as though using the Bouncing Spell feat (Advanced Player's Guide).Craft Rod, Bouncing SpellRodUltimate Equipment
Bouncing Metamagic Rodstrong (no school)17none110005 lbs.The wielder can cast up to three spells per day that bounce as though using the Bouncing Spell feat (Advanced Player's Guide).Craft Rod, Bouncing SpellRodUltimate Equipment
Bouncing Metamagic Rod, Greaterstrong (no school)17none245005 lbs.The wielder can cast up to three spells per day that bounce as though using the Bouncing Spell feat (Advanced Player's Guide).Craft Rod, Bouncing SpellRodUltimate Equipment
Burning Metamagic Rod, Lesserstrong (no school)17none90005 lbs.The wielder can cast up to three spells per day that deal extra acid or fire damage as though using the Burning Spell feat (Ultimate Magic).Craft Rod, Burning SpellRodUltimate Equipment
Burning Metamagic Rodstrong (no school)17none325005 lbs.The wielder can cast up to three spells per day that deal extra acid or fire damage as though using the Burning Spell feat (Ultimate Magic).Craft Rod, Burning SpellRodUltimate Equipment
Burning Metamagic Rod, Greaterstrong (no school)17none730005 lbs.The wielder can cast up to three spells per day that deal extra acid or fire damage as though using the Burning Spell feat (Ultimate Magic).Craft Rod, Burning SpellRodUltimate Equipment
Concussive Metamagic Rod, Lesserstrong (no school)17none90005 lbs.Up to three times per day the wielder can cast a spell with the sonic descriptor that causes those who take damage from that spell to take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for a number of rounds equal to the actual spell level of the spell cast as though using the Concussive Spell feat (Ultimate Magic).Craft Rod, Concussive SpellRodUltimate Equipment
Concussive Metamagic Rodstrong (no school)17none325005 lbs.Up to three times per day the wielder can cast a spell with the sonic descriptor that causes those who take damage from that spell to take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for a number of rounds equal to the actual spell level of the spell cast as though using the Concussive Spell feat (Ultimate Magic).Craft Rod, Concussive SpellRodUltimate Equipment
Concussive Metamagic Rod, Greaterstrong (no school)17none730005 lbs.Up to three times per day the wielder can cast a spell with the sonic descriptor that causes those who take damage from that spell to take a -2 penalty on attack rolls, saving throws, skill checks, and ability checks for a number of rounds equal to the actual spell level of the spell cast as though using the Concussive Spell feat (Ultimate Magic).Craft Rod, Concussive SpellRodUltimate Equipment
Dazing Metamagic Rod, Lesserstrong (no school)17none140005 lbs.The wielder can cast up to three spells per day that daze affected creatures as though using the Dazing Spell feat (Advanced Player's Guide).Craft Rod, Dazing SpellRodUltimate Equipment
Dazing Metamagic Rodstrong (no school)17none540005 lbs.The wielder can cast up to three spells per day that daze affected creatures as though using the Dazing Spell feat (Advanced Player's Guide).Craft Rod, Dazing SpellRodUltimate Equipment
Dazing Metamagic Rod, Greaterstrong (no school)17none1215005 lbs.The wielder can cast up to three spells per day that daze affected creatures as though using the Dazing Spell feat (Advanced Player's Guide).Craft Rod, Dazing SpellRodUltimate Equipment
Disruptive Metamagic Rod, Lesserstrong (no school)17none30005 lbs.The wielder can cast up to three spells per day that are disruptive as though using the Disruptive Spell feat (Advanced Player's Guide).Craft Rod, Disruptive SpellRodUltimate Equipment
Disruptive Metamagic Rodstrong (no school)17none-15 lbs.The wielder can cast up to three spells per day that are disruptive as though using the Disruptive Spell feat (Advanced Player's Guide).Craft Rod, Disruptive SpellRodUltimate Equipment
Disruptive Metamagic Rod, Greaterstrong (no school)17none-15 lbs.The wielder can cast up to three spells per day that are disruptive as though using the Disruptive Spell feat (Advanced Player's Guide).Craft Rod, Disruptive SpellRodUltimate Equipment
Echoing Metamagic Rod, Lesserstrong (no school)17none140005 lbs.The wielder can cast up to three spells per day that can be cast an additional time that day as if using the Echoing Spell feat (Ultimate Magic).Craft Rod, Echoing SpellRodUltimate Equipment
Echoing Metamagic Rodstrong (no school)17none540005 lbs.The wielder can cast up to three spells per day that can be cast an additional time that day as if using the Echoing Spell feat (Ultimate Magic).Craft Rod, Echoing SpellRodUltimate Equipment
Echoing Metamagic Rod, Greaterstrong (no school)17none1215005 lbs.The wielder can cast up to three spells per day that can be cast an additional time that day as if using the Echoing Spell feat (Ultimate Magic).Craft Rod, Echoing SpellRodUltimate Equipment
Ectoplasmic Metamagic Rod, Lesserstrong (no school)17none30005 lbs.The wielder can cast up to three spells per day that have full effect against incorporeal creatures, as though she were using the Ectoplasmic Spell feat (Advanced Player's Guide 158).Craft Rod, Ectoplasmic SpellRodUltimate Equipment
Ectoplasmic Metamagic Rodstrong (no school)17none110005 lbs.The wielder can cast up to three spells per day that have full effect against incorporeal creatures, as though she were using the Ectoplasmic Spell feat (Advanced Player's Guide 158).Craft Rod, Ectoplasmic SpellRodUltimate Equipment
Ectoplasmic Metamagic Rod, Greaterstrong (no school)17none245005 lbs.The wielder can cast up to three spells per day that have full effect against incorporeal creatures, as though she were using the Ectoplasmic Spell feat (Advanced Player's Guide 158).Craft Rod, Ectoplasmic SpellRodUltimate Equipment
Elemental Metamagic Rod, Lesserstrong (no school)17none30005 lbs.Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod's energy type instead of the spell's normal damage type, as though using the Elemental Spell feat (Advanced Player's Guide). For example, an elemental metamagic rod (cold) always makes spells deal cold damage.Craft Rod, Elemental SpellRodUltimate Equipment
Elemental Metamagic Rodstrong (no school)17none110005 lbs.Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod's energy type instead of the spell's normal damage type, as though using the Elemental Spell feat (Advanced Player's Guide). For example, an elemental metamagic rod (cold) always makes spells deal cold damage.Craft Rod, Elemental SpellRodUltimate Equipment
Elemental Metamagic Rod, Greaterstrong (no school)17none245005 lbs.Each elemental metamagic rod is built with the power to control and transform a specific energy type (acid, cold, electricity, or fire). The wielder can cast up to three spells per day that deal damage of the rod's energy type instead of the spell's normal damage type, as though using the Elemental Spell feat (Advanced Player's Guide). For example, an elemental metamagic rod (cold) always makes spells deal cold damage.Craft Rod, Elemental SpellRodUltimate Equipment
Empower Metamagic Rod, Lesserstrong (no school)17none90005 lbs.The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat.Craft Rod, Empower SpellRodUltimate Equipment
Empower Metamagic Rodstrong (no school)17none325005 lbs.The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat.Craft Rod, Empower SpellRodUltimate Equipment
Empower Metamagic Rod, Greaterstrong (no school)17none730005 lbs.The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat.Craft Rod, Empower SpellRodUltimate Equipment
Enlarge Metamagic Rod, Lesserstrong (no school)17none30005 lbs.The wielder can cast up to three spells per day that are enlarged as though using the Enlarge Spell feat.Craft Rod, Enlarge SpellRodUltimate Equipment
Enlarge Metamagic Rodstrong (no school)17none110005 lbs.The wielder can cast up to three spells per day that are enlarged as though using the Enlarge Spell feat.Craft Rod, Enlarge SpellRodUltimate Equipment
Enlarge Metamagic Rod, Greaterstrong (no school)17none245005 lbs.The wielder can cast up to three spells per day that are enlarged as though using the Enlarge Spell feat.Craft Rod, Enlarge SpellRodUltimate Equipment
Extend Metamagic Rod, Lesserstrong (no school)17none30005 lbs.The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.Craft Rod, Extend SpellRodUltimate Equipment
Extend Metamagic Rodstrong (no school)17none110005 lbs.The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.Craft Rod, Extend SpellRodUltimate Equipment
Extend Metamagic Rod, Greaterstrong (no school)17none245005 lbs.The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.Craft Rod, Extend SpellRodUltimate Equipment
Flaring Metamagic Rod, Lesserstrong (no school)17none30005 lbs.The wielder can cast up to three spells per day with the electricity, fire, or light descriptor that dazzle creatures that take damage from that spell for a number of rounds equal to the actual level of that spell as though using the Flaring Spell feat (Ultimate Magic).Craft Rod, Flaring SpellRodUltimate Equipment
Flaring Metamagic Rodstrong (no school)17none110005 lbs.The wielder can cast up to three spells per day with the electricity, fire, or light descriptor that dazzle creatures that take damage from that spell for a number of rounds equal to the actual level of that spell as though using the Flaring Spell feat (Ultimate Magic).Craft Rod, Flaring SpellRodUltimate Equipment
Flaring Metamagic Rod, Greaterstrong (no school)17none245005 lbs.The wielder can cast up to three spells per day with the electricity, fire, or light descriptor that dazzle creatures that take damage from that spell for a number of rounds equal to the actual level of that spell as though using the Flaring Spell feat (Ultimate Magic).Craft Rod, Flaring SpellRodUltimate Equipment
Focused Metamagic Rod, Lesserstrong (no school)17none30005 lbs.The wielder can cast up to three spells per day that are focused as though using the Focused Spell feat (Advanced Player's Guide 160).Craft Rod, Focused SpellRodUltimate Equipment
Focused Metamagic Rodstrong (no school)17none110005 lbs.The wielder can cast up to three spells per day that are focused as though using the Focused Spell feat (Advanced Player's Guide 160).Craft Rod, Focused SpellRodUltimate Equipment
Focused Metamagic Rod, Greaterstrong (no school)17none245005 lbs.The wielder can cast up to three spells per day that are focused as though using the Focused Spell feat (Advanced Player's Guide 160).Craft Rod, Focused SpellRodUltimate Equipment
Intensified Metamagic Rod, Lesserstrong (no school)17none30005 lbs.The wielder can cast up to three spells per day that are intensified as though using the Intensified Spell feat (Advanced Player's Guide).Craft Rod, Intensified SpellRodUltimate Equipment
Intensified Metamagic Rodstrong (no school)17none110005 lbs.The wielder can cast up to three spells per day that are intensified as though using the Intensified Spell feat (Advanced Player's Guide).Craft Rod, Intensified SpellRodUltimate Equipment
Intensified Metamagic Rod, Greaterstrong (no school)17none245005 lbs.The wielder can cast up to three spells per day that are intensified as though using the Intensified Spell feat (Advanced Player's Guide).Craft Rod, Intensified SpellRodUltimate Equipment
Lingering Metamagic Rod, Lesserstrong (no school)17none30005 lbs.The wielder can cast up to three spells per day that linger for 1 round as though using the Lingering Spell feat (Advanced Player's Guide).Craft Rod, Lingering SpellRodUltimate Equipment
Lingering Metamagic Rodstrong (no school)17none110005 lbs.The wielder can cast up to three spells per day that linger for 1 round as though using the Lingering Spell feat (Advanced Player's Guide).Craft Rod, Lingering SpellRodUltimate Equipment
Lingering Metamagic Rod, Greaterstrong (no school)17none245005 lbs.The wielder can cast up to three spells per day that linger for 1 round as though using the Lingering Spell feat (Advanced Player's Guide).Craft Rod, Lingering SpellRodUltimate Equipment
Maximize Metamagic Rod, Lesserstrong (no school)17none140005 lbs.The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.Craft Rod, Maximize SpellRodUltimate Equipment
Maximize Metamagic Rodstrong (no school)17none540005 lbs.The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.Craft Rod, Maximize SpellRodUltimate Equipment
Maximize Metamagic Rod, Greaterstrong (no school)17none1215005 lbs.The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.Craft Rod, Maximize SpellRodUltimate Equipment
Merciful Metamagic Rod, Lesserstrong (no school)17none15005 lbs.The wielder can cast up to three spells per day that deal nonlethal damage as though using the Merciful Spell feat (Advanced Player's Guide).Craft Rod, Merciful SpellRodUltimate Equipment
Merciful Metamagic Rodstrong (no school)17none55005 lbs.The wielder can cast up to three spells per day that deal nonlethal damage as though using the Merciful Spell feat (Advanced Player's Guide).Craft Rod, Merciful SpellRodUltimate Equipment
Merciful Metamagic Rod, Greaterstrong (no school)17none122505 lbs.The wielder can cast up to three spells per day that deal nonlethal damage as though using the Merciful Spell feat (Advanced Player's Guide).Craft Rod, Merciful SpellRodUltimate Equipment
Persistent Metamagic Rod, Lesserstrong (no school)17none90005 lbs.The wielder can cast up to three spells per day as though using the Persistent Spell feat (Advanced Player's Guide).Craft Rod, Persistent SpellRodUltimate Equipment
Persistent Metamagic Rodstrong (no school)17none325005 lbs.The wielder can cast up to three spells per day as though using the Persistent Spell feat (Advanced Player's Guide).Craft Rod, Persistent SpellRodUltimate Equipment
Persistent Metamagic Rod, Greaterstrong (no school)17none730005 lbs.The wielder can cast up to three spells per day as though using the Persistent Spell feat (Advanced Player's Guide).Craft Rod, Persistent SpellRodUltimate Equipment
Piercing Metamagic Rod, Lesserstrong (no school)17none30005 lbs.The wielder can cast up to three spells per day that overcome the spell resistance of a target as though use the Piercing Spell feat (Ultimate Magic).Craft Rod, Piercing SpellRodUltimate Equipment
Piercing Metamagic Rodstrong (no school)17none110005 lbs.The wielder can cast up to three spells per day that overcome the spell resistance of a target as though use the Piercing Spell feat (Ultimate Magic).Craft Rod, Piercing SpellRodUltimate Equipment
Piercing Metamagic Rod, Greaterstrong (no school)17none245005 lbs.The wielder can cast up to three spells per day that overcome the spell resistance of a target as though use the Piercing Spell feat (Ultimate Magic).Craft Rod, Piercing SpellRodUltimate Equipment
Quicken Metamagic Rod, Lesserstrong (no school)17none350005 lbs.The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.Craft Rod, Quicken SpellRodUltimate Equipment
Quicken Metamagic Rodstrong (no school)17none755005 lbs.The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.Craft Rod, Quicken SpellRodUltimate Equipment
Quicken Metamagic Rod, Greaterstrong (no school)17none1700005 lbs.The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.Craft Rod, Quicken SpellRodUltimate Equipment
Reach Metamagic Rod, Lesserstrong (no school)17none30005 lbs.The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat (Advanced Player's Guide).Craft Rod, Reach SpellRodUltimate Equipment
Reach Metamagic Rodstrong (no school)17none110005 lbs.The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat (Advanced Player's Guide).Craft Rod, Reach SpellRodUltimate Equipment
Reach Metamagic Rod, Greaterstrong (no school)17none245005 lbs.The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat (Advanced Player's Guide).Craft Rod, Reach SpellRodUltimate Equipment
Rime Metamagic Rod, Lesserstrong (no school)17none30005 lbs.The wielder can cast up to three spells with the cold descriptor per day that entangle creatures that take cold damage from that spell for a number of rounds equal to the spell's actual level as though using the Rime Spell feat (Ultimate Magic).Craft Rod, Rime SpellRodUltimate Equipment
Rime Metamagic Rodstrong (no school)17none110005 lbs.The wielder can cast up to three spells with the cold descriptor per day that entangle creatures that take cold damage from that spell for a number of rounds equal to the spell's actual level as though using the Rime Spell feat (Ultimate Magic).Craft Rod, Rime SpellRodUltimate Equipment
Rime Metamagic Rod, Greaterstrong (no school)17none245005 lbs.The wielder can cast up to three spells with the cold descriptor per day that entangle creatures that take cold damage from that spell for a number of rounds equal to the spell's actual level as though using the Rime Spell feat (Ultimate Magic).Craft Rod, Rime SpellRodUltimate Equipment
Selective Metamagic Rod, Lesserstrong (no school)17none30005 lbs.The wielder can cast up to three spells per day as though using the Selective Spell feat (Advanced Player's Guide). For each spell, he can select up to four creatures of his choice within the area that are unaffected.Craft Rod, Selective SpellRodUltimate Equipment
Selective Metamagic Rodstrong (no school)17none110005 lbs.The wielder can cast up to three spells per day as though using the Selective Spell feat (Advanced Player's Guide). For each spell, he can select up to four creatures of his choice within the area that are unaffected.Craft Rod, Selective SpellRodUltimate Equipment
Selective Metamagic Rod, Greaterstrong (no school)17none245005 lbs.The wielder can cast up to three spells per day as though using the Selective Spell feat (Advanced Player's Guide). For each spell, he can select up to four creatures of his choice within the area that are unaffected.Craft Rod, Selective SpellRodUltimate Equipment
Sickening Metamagic Rod, Lesserstrong (no school)17none90005 lbs.The wielder can cast up to three spells per day that sicken affected creatures as though using the Sickening Spell feat (Advanced Player's Guide).Craft Rod, Sickening SpellRodUltimate Equipment
Sickening Metamagic Rodstrong (no school)17none325005 lbs.The wielder can cast up to three spells per day that sicken affected creatures as though using the Sickening Spell feat (Advanced Player's Guide).Craft Rod, Sickening SpellRodUltimate Equipment
Sickening Metamagic Rod, Greaterstrong (no school)17none730005 lbs.The wielder can cast up to three spells per day that sicken affected creatures as though using the Sickening Spell feat (Advanced Player's Guide).Craft Rod, Sickening SpellRodUltimate Equipment
Silent Metamagic Rod, Lesserstrong (no school)17none30005 lbs.The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat.Craft Rod, Silent SpellRodUltimate Equipment
Silent Metamagic Rodstrong (no school)17none110005 lbs.The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat.Craft Rod, Silent SpellRodUltimate Equipment
Silent Metamagic Rod, Greaterstrong (no school)17none245005 lbs.The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat.Craft Rod, Silent SpellRodUltimate Equipment
Thanatopic Metamagic Rod, Lesserstrong (no school)17none90005 lbs.The wielder can cast up to three spells per day that are affected as though using the Thanatopic Spell feat (Ultimate Magic).Craft Rod, Thanatopic SpellRodUltimate Equipment
Thanatopic Metamagic Rodstrong (no school)17none325005 lbs.The wielder can cast up to three spells per day that are affected as though using the Thanatopic Spell feat (Ultimate Magic).Craft Rod, Thanatopic SpellRodUltimate Equipment
Thanatopic Metamagic Rod, Greaterstrong (no school)17none730005 lbs.The wielder can cast up to three spells per day that are affected as though using the Thanatopic Spell feat (Ultimate Magic).Craft Rod, Thanatopic SpellRodUltimate Equipment
Threnodic Metamagic Rod, Lesserstrong (no school)17none90005 lbs.The wielder can cast up to three spells per day that are affected as though by the Threnodic Spell feat (Ultimate Magic).Craft Rod, Threnodic SpellRodUltimate Equipment
Threnodic Metamagic Rodstrong (no school)17none325005 lbs.The wielder can cast up to three spells per day that are affected as though by the Threnodic Spell feat (Ultimate Magic).Craft Rod, Threnodic SpellRodUltimate Equipment
Threnodic Metamagic Rod, Greaterstrong (no school)17none730005 lbs.The wielder can cast up to three spells per day that are affected as though by the Threnodic Spell feat (Ultimate Magic).Craft Rod, Threnodic SpellRodUltimate Equipment
Thundering Metamagic Rod, Lesserstrong (no school)17none90005 lbs.The wielder can cast up to three spells per day that deafen affected creatures as though using the Thundering Spell feat (Advanced Player's Guide).Craft Rod, Thundering SpellRodUltimate Equipment
Thundering Metamagic Rodstrong (no school)17none325005 lbs.The wielder can cast up to three spells per day that deafen affected creatures as though using the Thundering Spell feat (Advanced Player's Guide).Craft Rod, Thundering SpellRodUltimate Equipment
Thundering Metamagic Rod, Greaterstrong (no school)17none730005 lbs.The wielder can cast up to three spells per day that deafen affected creatures as though using the Thundering Spell feat (Advanced Player's Guide).Craft Rod, Thundering SpellRodUltimate Equipment
Toppling Metamagic Rod, Lesserstrong (no school)17none30005 lbs.The wielder can cast up to three spells with the force descriptor per day that are affected as though the spells were augmented with the Toppling Spell feat (Ultimate Magic).Craft Rod, Toppling SpellRodUltimate Equipment
Toppling Metamagic Rodstrong (no school)17none110005 lbs.The wielder can cast up to three spells with the force descriptor per day that are affected as though the spells were augmented with the Toppling Spell feat (Ultimate Magic).Craft Rod, Toppling SpellRodUltimate Equipment
Toppling Metamagic Rod, Greaterstrong (no school)17none245005 lbs.The wielder can cast up to three spells with the force descriptor per day that are affected as though the spells were augmented with the Toppling Spell feat (Ultimate Magic).Craft Rod, Toppling SpellRodUltimate Equipment
Animate Staffmoderate transmutation11none498005 lbs.Created from a number of iron rods, copper gears, and silver screws, this staff constantly shifts and changes. The staff allows use of the following spells: • Make whole (1 charge) • Mending (1 charge) • Animate objects (2 charges) In addition, once per day, the staff can become a Medium animated object (Bestiary 14) with the metal special ability. It can remain in this form for up to 10 minutes. If destroyed while in this form, it reverts to being a staff, but it loses all of its charges and this ability cannot be used again until it is fully recharged.Craft Staff, animate objects, make whole, mendingStaffUltimate Equipment
Chaotic Staffmoderate evocation8none296005 lbs.Made up from a number of different materials, including wood, metal, and possibly pieces of flesh, this staff seems to shift in shape and form over time. The staff allows use of the following spells: • Align weapon (chaos only, 1 charge) • Detect law (1 charge) • Chaos hammer (2 charges) • Magic circle against law (2 charges)Craft Staff, align weapon, chaos hammer, detect evil, magic circle against lawStaffUltimate Equipment
Dragon Staffstrong transmutation13none810007 lbs.Made from a large dragon bone, wrapped in scales and topped with the fearsome image of a dragon, this staff radiates power. Each dragon staff is linked to one type of chromatic dragon: black, blue, green, red, or white. All the spells that can be cast using the staff are tied to that choice. If the wielder uses the staff to cast form of the dragon II, she must assume the type linked to the staff. Any energy types chosen by spells from the staff must match the type as well (black and green are linked to acid, blue is linked to electricity, red is linked to fire, and white is linked to cold). The staff allows use of the following spells: • Fly (1 charge) • Protection from energy (1 charge) • Dragon's breath (2 charges; Advanced Player's Guide) • Form of the dragon II (4 charges) In addition to these powers, the wielder of the dragon staff also receives a +2 natural armor bonus to her AC and the ability to make a bite attack as a primary natural weapon. This bite deals 1d8 points of damage if the wielder is Medium. These bonuses are a polymorph effect and are replaced by those gained from casting form of the dragon II, or other similar spells.Craft Staff, alter self, dragon's breath, fly, form of the dragon II, protection from energyStaffUltimate Equipment
Heretic's Banemoderate enchantment8none320005 lbs.This sturdy wooden staff is crowned by a holy symbol, surrounded by wicked barbs of metal. The staff allows use of the following spells: • Castigate (1 charge; Advanced Player's Guide) • Command (1 charge) • Zone of truth (1 charge) • Denounce (2 charges; Advanced Player's Guide)Craft Staff, castigate, command, denounce, zone of truthStaffUltimate Equipment
Holy Staffmoderate evocation8none296005 lbs.This staff is made from polished birch, inlaid with ivory, and topped with a pristine white gemstone. The staff allows use of the following spells: • Align weapon (good only, 1 charge) • Detect evil (1 charge) • Holy smite (2 charges) • Magic circle against evil (2 charges)Craft Staff, align weapon, detect evil, holy smite, magic circle against evilStaffUltimate Equipment
Lawful Staffmoderate evocation8none296005 lbs.This staff is crafted from a perfectly smooth triangular rod of silver, and its top is crowned with a golden sphere. The staff allows use of the following spells: • Align weapon (lawful only, 1 charge) • Detect chaos (1 charge) • Magic circle against chaos (2 charges) • Order's wrath (2 charges)Craft Staff, align weapon, detect chaos, magic circle against chaos, order's wrathStaffUltimate Equipment
Musical Staffmoderate evocation8none320005 lbs.This staff is made from high-quality wood and festooned with brass rods and keys, looking almost like an instrument. The staff allows use of the following spells: • Ghost sound (1 charge) • Piercing shriek (1 charge; Ultimate Magic) • Sculpt sound (2 charges) • Wall of sound (2 charges; Ultimate Magic) In addition, as a swift action, the wielder of the musical staff can cause it to transform into a string or wind instrument. Any Perform skill checks made with the musical staff gain a +5 competence bonus. The staff can still be used to cast spells while it is an instrument, and it can revert back to a staff as a free action.Craft Staff, ghost sound, piercing shriek, sculpt sound, wall of soundStaffUltimate Equipment
Staff Of Abjurationstrong abjuration13none820005 lbs.Usually carved from the heartwood of an ancient oak, ash, sequoia, or other large tree, this staff allows use of the following spells: • Dispel magic (1 charge) • Resist energy (1 charge) • Shield (1 charge) • Dismissal (2 charges) • Lesser globe of invulnerability (2 charges) • Repulsion (3 charges)Craft Staff, dismissal, dispel magic, lesser globe of invulnerability, repulsion, resist energy, shieldStaffUltimate Equipment
Staff Of Accompanimentmoderate evocation and transmutation8none148005 lbs.This staff is adorned with musical notes. When held and used with bardic performance, it accompanies the song with the sounds of wind instruments, granting a +2 competence bonus on Perform checks. The staff allows use of the following spells: • Chord of shards (1 charge; Ultimate Magic) • Saving finale (1 charge; Advanced Player's Guide) • Allegro (2 charges; Ultimate Magic)Craft Staff, allegro, chord of shards, saving finaleStaffUltimate Equipment
Staff Of Acidmoderate conjuration11none286005 lbs.This staff is made of a rust-colored metal that has been corroded by acid, with a sickly green gem at its tip. The staff allows use of the following spells: • Corrosive touch (1 charge; Ultimate Magic) • Acid arrow (2 charges) • Acid fog (3 charges)Craft Staff, acid arrow, acid fog, corrosive touchStaffUltimate Equipment
Staff Of Aspectsmoderate transmutation9none376005 lbs.This stout staff is made of ash. Four faces of animals-a bear, a falcon, a stag, and a wolf-are carved at its top. The aspect staff functions as a +1/+1 quarterstaff and allows the use of the following spells: • Aspect of the bear (1 charge; Advanced Player's Guide) • Aspect of the falcon (1 charge; Advanced Player's Guide) • Aspect of the stag (2 charges; Advanced Player's Guide) • Aspect of the wolf (3 charges; Advanced Player's Guide)Craft Magic Arms and Armor, Craft Staff, aspect of the bear, aspect of the falcon, aspect of the stag, aspect of the wolfStaffUltimate Equipment
Staff Of Authoritymoderate varies8none230005 lbs.This stout ironbound staff functions as a +1/+1 quarterstaff. It allows the use of the following spells: • Forced quiet (1 charge; Ultimate Magic) • Interrogation (1 charge; Ultimate Magic) • Oppressive boredom (2 charges; Ultimate Magic)Craft Staff, forced quiet, interrogation, oppressive boredomStaffUltimate Equipment
Staff Of Belittlingmoderate transmutation8none200005 lbs.Someone who carries this blue-and-white staff need never feel small nor weak, as the staff brings everybody and everything down to size. This staff allows the use of the following spells: • Reduce person (1 charge) • Reduce animal (2 charges) • Shrink item (2 charges) • Mass reduce person (4 charges)Craft Staff, mass reduce person, reduce animal, reduce person, shrink itemStaffUltimate Equipment
Staff Of Blessed Relieffaint conjuration8none72005 lbs.This simple wooden staff is given to young clergy when they first set out into the world to spread the charity of their faith. The staff allows use of the following spells: • Create water (1 charge) • Stabilize (1 charge) • Bless (2 charges)Craft Staff, bless, create water, stabilizeStaffUltimate Equipment
Staff Of Bolsteringmoderate transmutation8none416005 lbs.The top of this rosewood shaft narrows and then expands again, bound by a number of metal rings. It allows use of the following spells: • Bear's endurance (1 charge) • Bull's strength (1 charge) • Cat's grace (1 charge) • Greater magic weapon (1 charge)Craft Staff, bear's endurance, bull's strength, cat's grace, greater magic weaponStaffUltimate Equipment
Staff Of Cackling Wrathmoderate varies9none567005 lbs.The thorns embedded in this gnarled length of wood make it rather tricky for the unwary to grasp. It allows use of the following spells: • Blindness/deafness (1 charge) • Charm person (1 charge) • Hold person (1 charge) • Inflict moderate wounds (1 charge) • Baleful polymorph (2 charges) • Bestow curse (2 charges) • Vampiric touch (2 charges)Craft Staff, baleful polymorph, bestow curse, blindness/ deafness, charm person, hold person, inflict moderate wounds, vampiric touchStaffUltimate Equipment
Staff Of Charmingmoderate enchantment8none176005 lbs.Made of twisting wood ornately shaped and carved, this staff allows use of the following spells: • Charm person (1 charge) • Charm monster (2 charges)Craft Staff, charm monster, charm personStaffUltimate Equipment
Staff Of Conjurationstrong conjuration13none820005 lbs.This staff is usually made of ash or walnut and bears ornate carvings of many different kinds of creatures. It allows use of the following spells: • Stinking cloud (1 charge) • Summon swarm (1 charge) • Unseen servant (1 charge) • Cloudkill (2 charges) • Minor creation (2 charges) • Summon monster VI (3 charges)Craft Staff, cloudkill, minor creation, stinking cloud, summon monster VI, summon swarm, unseen servantStaffUltimate Equipment
Staff Of Couragemoderate enchantment8none208005 lbs.This sturdy-looking hickory staff is capped with a figurine of an angel or other benevolent spirit, wings and arms outstretched as if in welcome. This staff allows use of the following spells: • Bless (1 charge) • Remove fear (1 charge) • Prayer (2 charges) • Remove paralysis (2 charges)Craft Staff, bless, prayer, remove fear, remove paralysisStaffUltimate Equipment
Staff Of Cursesmoderate transmutation9none435005 lbs.This gnarled wooden staff is bedecked with broken charms and burnt fetishes that were once used to ward against bad luck, but now are in shambles. The staff allows use of the following spells: • Blindness/deafness (1 charge) • Ill omen (1 charge; Advanced Player's Guide) • Baleful polymorph (2 charges) • Bestow curse (2 charges) In addition, the staff of curses is a +1/+1 quarterstaff, and whenever the wielder strikes a creature with the staff, he can expend one charge to cause the creature to become cursed for a number of rounds equal to the number of charges remaining in the staff. While this curse persists, the creature takes a -2 penalty on saving throws from spells cast from the staff and a -2 penalty to AC against any attacks made by the staff.Craft Magic Arms and Armor, Craft Staff, baleful polymorph, bestow curse, blindness/deafness, ill omenStaffUltimate Equipment
Staff Of Dark Flamemoderate evocation and necromancy8none470004 lbs.Made from bleached bones that have been fused together, the head of this staff burns with an unholy fire. This staff can be used as a +1 flaming quarterstaff (only one end of the staff bears magical enhancement), and it retains this property even if all its charges are drained. This staff can cast the following spells: • False life (1 charge) • Ray of enfeeblement (1 charge) • Scorching ray (1 charge) • Fireball (2 charges) • Animate dead (3 charges)Craft Magic Arms and Armor, Craft Staff, animate dead, false life, fireball, ray of enfeeblement, scorching rayStaffUltimate Equipment
Staff Of Defensestrong abjuration15none620005 lbs.The staff of defense is a simple-looking polished wooden staff that throbs with power when held defensively. It allows use of the following spells: • Shield (1 charge) • Shield of faith (1 charge) • Shield other (1 charge) • Shield of law (3 charges)Craft Staff, shield, shield of faith, shield of law, shield other, creator must be lawfulStaffUltimate Equipment
Staff Of Divinationstrong divination13none820005 lbs.Made from a supple length of willow carefully selected to have a crooked, forked tip, a staff of divination allows use of the following spells: • Detect secret doors (1 charge) • Locate object (1 charge) • Tongues (1 charge) • Locate creature (2 charges) • Prying eyes (2 charges) • True seeing (3 charges)Craft Staff, detect secret doors, locate creature, locate object, prying eyes, tongues, true seeingStaffUltimate Equipment
Staff Of Earth And Stonemoderate transmutation11none858005 lbs.This staff is topped with a fist-sized emerald that gleams with smoldering power. It allows the use of the following spells: • Move earth (1 charge) • Passwall (1 charge)Craft Staff, move earth, passwallStaffUltimate Equipment
Staff Of Eidolonsmoderate conjuration and transmutation8none144005 lbs.This crooked staff is made of mahogany and decorated with the bones of eidolons that jut out of the wood. It allows the use of the following spells: • Lesser rejuvenate eidolon (1 charge; Advanced Player's Guide) • Unfetter (1 charge; Advanced Player's Guide) • Lesser evolution surge (2 charges; Advanced Player's Guide)Craft Staff, lesser evolution surge, lesser rejuvenate eidolon, unfetterStaffUltimate Equipment
Staff Of Electricitymoderate evocation11none319005 lbs.This staff is made of shining silver, with a tip shaped like a lightning bolt. The staff allows use of the following spells: • Shocking grasp (1 charge) • Lightning bolt (2 charges) • Chain lightning (3 charges)Craft Staff, chain lightning, lightning bolt, shocking graspStaffUltimate Equipment
Staff Of Enchantmentstrong enchantment13none820005 lbs.Often made from applewood and topped with a clear crystal, this staff allows use of the following spells: • Hideous laughter (1 charge) • Sleep (1 charge) • Suggestion (1 charge) • Crushing despair (2 charges) • Mind fog (2 charges) • Mass suggestion (3 charges)Craft Staff, crushing despair, hideous laughter, mass suggestion, mind fog, sleep, suggestionStaffUltimate Equipment
Staff Of Evocationstrong evocation13none820005 lbs.This smooth staff carved from hickory or yew allows use of the following spells: • Fireball (1 charge) • Magic missile (1 charge) • Shatter (1 charge) • Ice storm (2 charges) • Wall of force (2 charges) • Chain lightning (3 charges)Craft Staff, chain lightning, fireball, ice storm, magic missile, shatter, wall of forceStaffUltimate Equipment
Staff Of Feast And Faminemoderate transmutation8none208005 lbs.Leaves sprout from this wooden staff, some green and some black. When the wielder uses the staff, he plucks one of the leaves: a green leaf to provide sustenance or a black leaf to cause hunger or thirst. The staff allows the use of the following spells: • Create water (1 charge) • Goodberry (1 charge) • Purify food and drink (1 charge) • Cup of dust (2 charges; Advanced Player's Guide) • Feast of ashes (2 charges; Advanced Player's Guide)Craft Staff, create water, cup of dust, feast of ashes, goodberry, purify food and drinkStaffUltimate Equipment
Staff Of Firemoderate evocation8none189505 lbs.Crafted from bronzewood with brass bindings, this staff allows use of the following spells: • Burning hands (1 charge) • Fireball (2 charges) • Wall of fire (3 charges)Craft Staff, burning hands, fireball, wall of fireStaffUltimate Equipment
Staff Of Frostmoderate evocation10none414005 lbs.Tipped on either end with a glistening diamond, this rune-covered staff allows use of the following spells: • Ice storm (1 charge) • Wall of ice (2 charges) • Cone of cold (3 charges)Craft Staff, cone of cold, ice storm, wall of iceStaffUltimate Equipment
Staff Of Healingmoderate conjuration8none296005 lbs.This white ash staff is decorated with inlaid silver runes. It allows use of the following spells: • Cure serious wounds (1 charge) • Lesser restoration (1 charge) • Remove blindness/deafness (2 charges) • Remove disease (3 charges)Craft Staff, cure serious wounds, lesser restoration, remove blindness/deafness, remove diseaseStaffUltimate Equipment
Staff Of Heaven And Earthmoderate transmutation9none540005 lbs.Topped by a swirling cloudy stone and wrapped with black iron filigree, this staff allows use of the following spells: • Gust of wind (1 charge) • Stone shape (1 charge) • Air walk (2 charges) • Control winds (2 charges) • Spike stones (2 charges)Craft staff, air walk, control winds, gust of wind, spike stones, stone shapeStaffUltimate Equipment
Staff Of Hoardingmoderate varies11none558665 lbs.This gorgeous teak shaft has many gold and silver coins hammered into it. It allows use of the following spells: • Identify (1 charge) • Locate object (1 charge) • Magic aura (1 charge) • Secret chest (2 charges) • Legend lore (3 charges)Craft Staff, identify, legend lore, locate object, magic aura, secret chestStaffUltimate Equipment
Staff Of Hungry Shadowsstrong varies13none693005 lbs.This staff is made of scorched and twisted wood and is set with a crystal sphere filled with swirling smoke. It allows the use of the following spells: • Darkness (1 charge) • Ray of enfeeblement (1 charge) • Vampiric touch (1 charge) • Enervation (2 charges) • Summon shadow (as summon monster V but summons 1 shadow, 2 charges) • Call devourer (as planar binding but calls 1 devourer, 3 charges)Craft Staff, darkness, enervation, planar binding, ray of enfeeblement, summon monster V, vampiric touchStaffUltimate Equipment
Staff Of Illuminationstrong evocation15none515005 lbs.This staff is usually sheathed in a layer of silver and decorated with gold and amber sunbursts. A staff of illumination allows use of the following spells: • Dancing lights (1 charge) • Flare (1 charge) • Daylight (2 charges) • Sunburst (3 charges)Craft Staff, dancing lights, daylight, flare, sunburstStaffUltimate Equipment
Staff Of Illusionstrong illusion13none820005 lbs.This staff is made from ebony or other dark wood and carved into an intricately twisted, fluted, or spiral shape. It allows use of the following spells: • Disguise self (1 charge) • Major image (1 charge) • Mirror image (1 charge) • Persistent image (2 charges) • Rainbow pattern (2 charges) • Mislead (3 charges)Craft Staff, disguise self, major image, mirror image, mislead, persistent image, rainbow patternStaffUltimate Equipment
Staff Of Journeysmoderate varies8none272005 lbs.This walking stick, which still has dark gray bark along its entire length, branches into an ornate fork at its top, decorated with wildflowers and different kinds of leaves. It allows use of the following spells: • Detect snares and pits (1 charge) • Endure elements (1 charge) • Longstrider (1 charge) • Pass without trace (1 charge) • Freedom of movement (2 charges)Craft Staff, detect snares and pits, endure elements, freedom of movement, longstrider, pass without traceStaffUltimate Equipment
Staff Of Lifemoderate conjuration11none1094005 lbs.A staff of life is made of thick polished oak shod in gold and decorated with sinuous runes of silver or ivory, which depict various cycles of life and death according to different cultures. This staff allows use of the following spells: • Heal (1 charge) • Raise dead (5 charges)Craft Staff, heal, raise deadStaffUltimate Equipment
Staff Of Many Raysmoderate evocation and necromancy11none572005 lbs.The elaborate swirls and delicate flecks of shining metal adorning the head of this pale wooden shaft make it seem almost as much a long mace as a staff. It allows use of the following spells: • Ray of enfeeblement (1 charge) • Ray of exhaustion (1 charge) • Scorching ray (1 charge) • Enervation (2 charges) • Disintegrate (3 charges)Craft Staff, disintegrate, enervation, ray of enfeeblement, ray of exhaustion, scorching rayStaffUltimate Equipment
Staff Of Minor Arcanamoderate abjuration and evocation8none80005 lbs.This gleaming staff is made of polished silver and capped with a simple gemstone. It is frequently given as a gift to apprentice spellcasters upon completing their tutelage. The staff allows use of the following spells: • Shield (1 charge) • Magic missile (2 charges)Craft Staff, magic missile, shieldStaffUltimate Equipment
Staff Of Mithral Mightmoderate transmutation11none580007 lbs.This staff is made of silver, with a shimmering sphere of mithral at either end. One end features a golden snake wrapped around the staff and cradling the larger of these two mithral spheres. The staff may be used as a weapon, functioning as a +2/+2 quarterstaff. It also grants a +2 enhancement bonus to Intelligence to whoever possesses it. These two attributes continue to function after all the charges are expended. It allows the use of the following spells: • Bull's strength (1 charge) • Enlarge person (1 charge) • Telekinesis (3 charges) • Flesh to stone (4 charges)Craft Magic Arms and Armor, Craft Staff, bull's strength, enlarge person, flesh to stone, fox's cunning, telekinesisStaffUltimate Equipment
Staff Of Necromancystrong necromancy13none820005 lbs.This staff is made from ebony or other dark wood and carved with images of bones and skulls mingled with strange spidery runes. It allows use of the following spells: • Cause fear (1 charge) • Ghoul touch (1 charge) • Halt undead (1 charge) • Enervation (2 charges) • Waves of fatigue (2 charges) • Circle of death (3 charges)Craft Staff, cause fear, circle of death, enervation, ghoul touch, halt undead, waves of fatigueStaffUltimate Equipment
Staff Of Obstaclesmoderate varies9none528505 lbs.Dark and solid, this worn staff appears to be carved of rough stone, yet feels and weighs like light wood. It allows use of the following spells: • Arcane lock (1 charge) • Grease (1 charge) • Wind wall (1 charge) • Wall of fire (2 charges) • Wall of ice (2 charges) • Wall of stone (3 charges)Craft Staff, arcane lock, grease, wall of fire, wall of ice, wall of stone, wind wallStaffUltimate Equipment
Staff Of One Hundred Handsstrong evocation17none1802005 lbs.Sculpted into the shape of dozens of grasping, distorted hands, this staff appears to be carved entirely from one piece of clear crystal. When held, the hands that form the staff distort to resemble the gloves or hands of the person holding it. It allows the use of the following spells: • Forceful hand (1 charge) • Interposing hand (1 charge) • Clenched fist (2 charges) • Grasping hand (2 charges) • Crushing hand (3 charges) This staff also allows the wielder to use mage hand at will.Craft Staff, clenched fist, crushing hand, forceful hand, grasping hand, interposing hand, mage handStaffUltimate Equipment
Staff Of Passagestrong varies17none2069005 lbs.This potent item allows use of the following spells: • Dimension door (1 charge) • Passwall (1 charge) • Astral projection (2 charges) • Greater teleport (2 charges) • Phase door (2 charges)Craft Staff, astral projection, dimension door, greater teleport, passwall, phase doorStaffUltimate Equipment
Staff Of Performancemoderate varies8none488005 lbs.Soon after falling into the hands of a new owner, this piece of finely varnished cedar develops ornamental brass keys, strings, or other decorations that make it look like a stylized version of its owner's favorite type of musical instrument. It allows use of the following spells: • Calm emotions (1 charge) • Glibness (1 charge) • Hypnotic pattern (1 charge) • Pyrotechnics (1 charge) • Enthrall (2 charges) • Major image (2 charges) • Sculpt sound (2 charges)Craft Staff, calm emotions, enthrall, glibness, hypnotic pattern, major image, pyrotechnics, sculpt soundStaffUltimate Equipment
Staff Of Powerstrong varies15none2350005 lbs.A staff of power is a potent magic item with varied offensive and defensive abilities, carved from magically hardened wood. It is usually topped with a glistening gem or orb that burns from within with a flickering red light. The staff allows the use of the following spells: • Continual flame (1 charge) • Fireball (heightened to 5th level, 1 charge) • Levitate (1 charge) • Lightning bolt (heightened to 5th level, 1 charge) • Magic missile (1 charge) • Ray of enfeeblement (heightened to 5th level, 1 charge) • Cone of cold (2 charges) • Globe of invulnerability (2 charges) • Hold monster (2 charges) • Wall of force (in a 10-ft.-diameter hemisphere around the caster only, 2 charges) The wielder of a staff of power gains a +2 luck bonus to AC and on saving throws. The staff is also a +2 quarterstaff, and its wielder may use it to smite opponents. If 1 charge is expended (a free action), the staff deals double damage (x3 on a critical hit) for 1 round. A staff of power can be used for a retributive strike, requiring it to be broken by its wielder. (If this breaking of the staff is purposeful and declared by the wielder, it can be performed as a standard action that does not require the wielder to make a Strength check.) All charges currently in the staff are instantly released in a 30-foot spread. All creatures and objects within 2 squares of the broken staff take an amount of damage equal to 20 x the number of charges in the staff, those 3 or 4 squares away take an amount of damage equal to 15 x the number of charges, and those 5 or 6 squares away take an amount of damage equal to 10 x the number of charges. All those affected can make DC 17 Reflex saves to reduce the damage by half. The character breaking the staff has a 50% chance of traveling to another plane of existence (01-50 on a d%), but if she does not, the explosive release of spell energy instantly destroys her. Only certain items, including the staff of the magi and the staff of power, are capable of being used for a retributive strike.Craft Magic Arms and Armor, Craft Staff, cone of cold, continual flame, heightened fireball, globe of invulnerability, hold monster, levitate, heightened lightning bolt, magic missile, heightened ray of enfeeblement, wall of forceStaffUltimate Equipment
Staff Of Radiancemoderate evocation8none232005 lbs.This silver-tipped willow staff constantly emits light, as if from a light spell-the radiance is emitted from the staff's metallic end and flickers as if with flame. The staff's wielder can deactivate or activate this glowing light as a swift action. In addition, a staff of radiance allows use of the following spells: • Glitterdust (1 charge) • Daylight (2 charges) • Searing light (2 charges)Craft Staff, daylight, glitterdust, light, searing lightStaffUltimate Equipment
Staff Of Revelationsmoderate divination9none510085 lbs.The forked top of this walnut shaft resembles a combination of a dowsing rod and the curled horns of a beast, and a delicate gemstone hovers between its enfolding arms. The staff allows use of the following spells: • Augury (1 charge) • Speak with dead (1 charge) • Divination (2 charges) • Commune (3 charges)Craft Staff, augury, commune, divination, speak with deadStaffUltimate Equipment
Staff Of Rigormoderate varies8none208005 lbs.This iron-shod wood staff allows use of the following spells: • Bane (1 charge) • Cause fear (1 charge) • Command (1 charge) • Magic weapon (1 charge) • Align weapon (2 charges)Craft Staff, align weapon, bane, cause fear, command, magic weaponStaffUltimate Equipment
Staff Of Shriekingmoderate evocation10none360005 lbs.Holes in this metal shaft cause it to emit an eerie moan when swung through the air. It allows use of the following spells: • Shatter (1 charge) • Sound burst (1 charge) • Shout (2 charges)Craft Staff, shatter, shout, sound burstStaffUltimate Equipment
Staff Of Size Alterationmoderate transmutation8none261505 lbs.This staff of dark wood is stouter and sturdier than most magical staves, with a gnarled and twisted knot of wood at the top end. It allows use of the following spells: • Enlarge person (1 charge) • Reduce person (1 charge) • Shrink item (2 charges) • Mass enlarge person (3 charges) • Mass reduce person (3 charges)Craft Staff, enlarge person, mass enlarge person, mass reduce person, reduce person, shrink itemStaffUltimate Equipment
Staff Of Slumbermoderate varies9none817665 lbs.Smoky spirals adorn the length of this staff, and have an almost hypnotic effect. The staff allows use of the following spells: • Deep slumber (1 charge) • Ray of exhaustion (1 charge) • Dream (2 charges) • Nightmare (2 charges) • Waves of fatigue (2 charges) • Symbol of sleep (3 charges)Craft Staff, deep slumber, dream, nightmare, symbol of sleep, ray of exhaustion, waves of fatigueStaffUltimate Equipment
Staff Of Soulsmoderate varies8none328005 lbs.This ominous staff is made of twisting wood and topped with a small skull. It allows use of the following spells: • Deathwatch (1 charge) • Detect undead (1 charge) • Gentle repose (1 charge) • Death ward (2 charges) • Speak with dead (2 charges)Craft Staff, death ward, deathwatch, detect undead, gentle repose, speak with deadStaffUltimate Equipment
Staff Of Speakingstrong enchantment13none572005 lbs.When the wielder of this hollow wooden staff speaks or shouts, it reverberates with the sound of her voice, lending a booming insistence to her words. It allows the use of the following spells: • Suggestion (1 charge) • Tongues (1 charge) • Denounce (2 charges; Advanced Player's Guide) • Glibness (2 charges) • Mass suggestion (4 charges)Craft Staff, denounce, glibness, mass suggestion, suggestion, tonguesStaffUltimate Equipment
Staff Of Spidersmoderate conjuration and transmutation8none302005 lbs.This staff is constructed from thousands of carefully prepared spiderwebs packed around a base and layered to make a shaft just as hard as oak, if not harder. A staff of spiders functions as a +1/+1 quarterstaff. It allows the use of the following spells: • Spider climb (1 charge) • Web (1 charge) • Summon spider (as summon monster III, but only summons 1d3 giant spiders; 2 charges)Craft Magic Arms and Armor, Craft Staff, spider climb, summon monster III, webStaffUltimate Equipment
Staff Of Stealthmoderate illusion8none393005 lbs.This twisted, dark gray staff allows use of the following spells: • Disguise self (1 charge) • Invisibility (1 charge) • Nondetection (1 charge) • Greater invisibility (2 charges)Craft Staff, disguise self, greater invisibility, invisibility, nondetectionStaffUltimate Equipment
Staff Of Swarming Insectsmoderate conjuration9none228005 lbs.Made of twisted darkwood covered with knots and nodules resembling crawling insects (which occasionally seem to move), this staff allows use of the following spells: • Summon swarm (1 charge) • Insect plague (3 charges)Craft Staff, insect plague, summon swarmStaffUltimate Equipment
Staff Of The Avengermoderate evocation10none373105 lbs.This shining golden staff is topped with a radiant gemstone that emits light like a torch. As a swift action, the wielder of the staff can cause it to change into a +2 lance, although it retains its other abilities. It can be made to revert to its staff form as a free action. The staff allows use of the following spells: • Bless weapon (1 charge, cast on the staff only) • Shield other (1 charge) • Discern lies (2 charges) • Holy sword (4 charges, cast on the staff only)Craft Magic Arms and Armor, Craft Staff, bless weapon, discern lies, holy sword, shield otherStaffUltimate Equipment
Staff Of The Hierophantstrong varies15none2200005 lbs.The staff of the hierophant is a powerful magic item with the ability to both heal and harm, which also gives its wielder a number of protections. The staff is crafted from platinum and topped with a glowing blue diamond. The staff allows the use of the following spells: • Bless (1 charge) • Cure moderate wounds (1 charge) • Freedom of movement (1 charge) • Hold person (heightened to 5th level, 1 charge) • Prayer (1 charge) • Searing light (1 charge) • Cure critical wounds (2 charges) • Flame strike (2 charges) • Righteous might (2 charges) • True seeing (2 charges) The wielder of a staff of the hierophant gains a +2 luck bonus to AC and on saving throws. The staff is also a +2/+2 quarterstaff, and its wielder may use it to smite opponents. If 1 charge is expended (as a free action), the staff deals double damage (x3 on a critical hit) for 1 round. A staff of the hierophant can be used to restore the life of a dead creature by calling upon the wielder's deity to take the staff as a blessing. This causes the staff to vanish, but restores life to any one dead creature as if casting true resurrection. In addition, after using this effect, the wielder who triggered it receives a +2 luck bonus on all ability checks, attack rolls, saving throws, and skill checks for 1 day.Craft Magic Arms and Armor, Craft Staff, bless, cure critical wounds, cure moderate wounds, flame strike, freedom of movement, heightened hold person, prayer, righteous might, searing light, true resurrection, true seeingStaffUltimate Equipment
Staff Of The Mastermoderate necromancy8none300005 lbs.Often given as gifts to apprentices upon reaching the rank of master, these staves come in eight different varieties, one for each school of magic. This particular staff is for the school of necromancy. Aside from acting as a +1/+1 quarterstaff, this staff allows use of the following spells: • Ray of enfeeblement (1 charge) • Spectral hand (1 charge) • Vampiric touch (2 charges) Additionally, the wielder can apply any metamagic feats she knows when she casts the spells above from the staff. This consumes a number of charges equal to the number of spell levels increased by the feat. She can apply no more than one metamagic feat to a spell cast from the staff in this way. Using the staff for this purpose does not increase the casting time of the spell.Craft Magic Arms and Armor, Craft Staff, ray of enfeeblement, spectral hand, vampiric touchStaffUltimate Equipment
Staff Of The Planesstrong conjuration13none639605 lbs.This obsidian staff twinkles as if reflecting the star-filled sky at night. The staff allows use of the following spells. • Planar adaptation (1 charge; Advanced Player's Guide) • Planar binding (2 charges) • Plane shift (5 charges) If the staff of the planes is fully charged, the wielder can deliberately snap the staff, causing it do shatter into thousands of pieces but opening a gate to a plane of the wielder's choice. This can only be used for planar travel, and the connection lasts for 1 minute, without requiring the wielder's concentration. If used in this way, the staff cannot be repaired or restored.Craft Staff, planar adaptation, planar binding, plane shiftStaffUltimate Equipment
Staff Of The Scoutmoderate conjuration8none96004 lbs.This staff is carefully crafted from the branches of a tree, still intertwined as they grew and crowned with living leaves. The staff allows use of the following spells: • Know direction (1 charge) • Pass without trace (1 charge) • Summon nature's ally I (2 charges)Craft Staff, know direction, pass without trace, summon nature's ally IStaffUltimate Equipment
Staff Of The Woodlandsstrong varies13none1004005 lbs.Appearing to have grown naturally into its shape, this oak, ash, or yew staff allows use of the following spells: • Charm animal (1 charge) • Speak with animals (1 charge) • Barkskin (2 charges) • Summon nature's ally VI (3 charges) • Wall of thorns (3 charges) • Animate plants (4 charges) The staff may be used as a weapon, functioning as a +2 quarterstaff. The staff of the woodlands also allows its wielder to cast pass without trace at will, with no charge cost. These two attributes continue to function after all the charges are expended.Craft Magic Arms and Armor, Craft Staff, animate plants, barkskin, charm animal, pass without trace, speak with animals, summon nature's ally VI, wall of thornsStaffUltimate Equipment
Staff Of Toxinsmoderate varies9none342005 lbs.This length of hemlock-shrouded oak gives off the faintest whiff of rot and corruption. It allows use of the following spells: • Stinking cloud (1 charge) • Cloudkill (2 charges)Craft Staff, cloudkill, stinking cloudStaffUltimate Equipment
Staff Of Transmutationstrong transmutation13none820005 lbs.This staff is generally carved from or decorated with petrified wood or fossilized bone that has been etched with tiny but complex runes. It allows use of the following spells: • Alter self (1 charge) • Blink (1 charge) • Expeditious retreat (1 charge) • Baleful polymorph (2 charges) • Polymorph (2 charges) • Disintegrate (3 charges)Craft Staff, alter self, baleful polymorph, blink, disintegrate, expeditious retreat, polymorphStaffUltimate Equipment
Staff Of Trapsmoderate abjuration8none569255 lbs.The tip of this dark wooden shaft holds a piece of hard, chalk-like stone between black, clawlike protrusions. The staff allows use of the following spells: • Alarm (1 charge) • Magic mouth (1 charge) • Phantom trap (1 charge) • Explosive runes (2 charges) • Fire trap (2 charges) • Sepia snake sigil (2 charges)Craft Staff, alarm, explosive runes, fire trap, magic mouth, phantom trap, sepia snake sigilStaffUltimate Equipment
Staff Of Travelmoderate conjuration9none544003 lbs.This staff appears to be nothing more than a finely made walking stick, but closer inspection reveals that it is inlaid with a fine copper tracery that makes up an intricate and incomprehensible arcane map. The staff allows use of the following spells: • Dimension door (1 charge) • Fly (1 charge) • Teleport (2 charges) In addition to these spells, the wielder of the staff of travel receives a +10-foot enhancement bonus to his base speed.Craft Staff, dimension door, expeditious retreat, fly, teleportStaffUltimate Equipment
Staff Of Tricksmoderate illusion8none88003 lbs.This thin staff is made of stiff wood that has been wrapped in colorful bands of cloth and topped with a number of feathers, bells, and other decorative baubles. The staff allows use of the following spells: • Ghost sound (1 charge) • Mage hand (1 charge) • Prestidigitation (1 charge) • Silent image (2 charges)Craft Staff, ghost sound, mage hand, prestidigitation, silent imageStaffUltimate Equipment
Staff Of Understandingmoderate divination8none144005 lbs.This polished maple or oak staff is inlaid with ivory strips along its length, and runes of various languages also formed from inlaid ivory span the shaft. It allows use of the following spells: • Comprehend languages (1 charge) • Detect thoughts (2 charges) • Tongues (2 charges)Craft Staff, comprehend languages, detect thoughts, tonguesStaffUltimate Equipment
Staff Of Visionmoderate divination11none866665 lbs.A clear crystal orb is affixed to the top of this length of brass and scaled skin, and a smaller, crimson orb is set into a spherical ornament near the base of the shaft. The staff allows use of the following spells: • Arcane eye (1 charge) • Arcane sight (1 charge) • See invisibility (1 charge) • Prying eyes (2 charges) • Scrying (2 charges) • True seeing (3 charges)Craft Staff, arcane eye, arcane sight, prying eyes, scrying, see invisibility, true seeingStaffUltimate Equipment
Staff Of Weatherstrong varies13none840665 lbs.The carved surface of this solid oaken beam always depicts a scene with the opposite qualities of the current weather (rainy on dry days, dry on rainy days, and so on). It allows use of the following spells: • Fog cloud (1 charge) • Gust of wind (1 charge) • Wind wall (1 charge) • Ice storm (2 charges) • Sleet storm (2 charges) • Control weather (3 charges)Craft Staff, control weather, fog cloud, gust of wind, ice storm, sleet storm, wind wallStaffUltimate Equipment
Unholy Staffmoderate evocation8none296005 lbs.This twisted iron staff bears ominous stains along its length, and ends in a black skull with red gemstone eyes. The staff allows use of the following spells: • Align weapon (evil only, 1 charge) • Detect good (1 charge) • Magic circle against good (2 charges) • Unholy blight (2 charges)Craft Staff, align weapon, detect good, magic circle against good, unholy blightStaffUltimate Equipment
Anaconda's Coilsmoderate transmutation8belt185001 lb.This snakeskin belt's buckle is shaped like a serpent's head. The wearer gains a +2 enhancement bonus to Strength and a +2 competence bonus on grapple combat maneuver checks. Treat the enhancement bonus to Strength as temporary ability bonus for the first 24 hours the belt is worn. In addition, the belt grants the wearer the constrict ability (Bestiary 298) for 1d6 points of damage plus the wearer's Strength modifier.Craft Wondrous Item, beast shape I, bull's strengthWondrous ItemUltimate Equipment
Aquatic Cummerbundfaint transmutation5belt2600-Long believed to have been gnome in origin, this stately cummerbund features a number of dancing dolphins embroidered on its deep blue material. The cummerbund grants its wearer a +4 competence bonus on Swim checks, and allows her to take 10 on such checks even if distracted or endangered.Craft Wondrous Item, touch of the sea (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Belt Of Dwarvenkindstrong divination12belt149001 lb.This belt gives the wearer a +4 competence bonus on Charisma checks and Charisma-based skill checks as they relate to dealing with dwarves, a +2 competence bonus on similar checks when dealing with gnomes and halflings, and a -2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven. If the wearer is not a dwarf, he gains 60-foot darkvision, dwarven stonecunning, a +2 enhancement bonus to Constitution, and a +2 resistance bonus on saves against poison, spells, and spell-like effects.Craft Wondrous Item, tongues, creator must be a dwarfWondrous ItemUltimate Equipment
Belt Of Equilibriumfaint conjuration3belt120001 lb.As long as this belt's wearer doesn't move more than 5 feet during her turn, she ignores the penalties for being fatigued, shaken, or sickened until the end of her next turn or until she moves more than 5 feet, whichever occurs first. While she does not take any of the penalties of those conditions, she is considered to be under the effect of those conditions until they end or are removed.Craft Wondrous Item, lesser restoration, remove fearWondrous ItemUltimate Equipment
Belt Of Fallen Heroesmoderate conjuration7belt210001 lb.This large brass belt has three panels depicting scenes of battle. Once per day on command, the wearer can summon the spirit of a hero of one of the depicted battles. This spirit acts as a spiritual ally, though unlike the force created by that spell, the summoned hero is not entirely mindless. Whether or not the summoned hero is active, it attempts to guide its wearer to victory via telepathic warning and advice, granting its user a +1 insight bonus on all saving throws.Craft Wondrous Item, divine favor, spiritual allyWondrous ItemUltimate Equipment
Belt Of Foragingfaint divination3belt60001 lb.This belt allows its wearer to easily forage while in the wilderness. As long as the wearer of this belt has at least 1 rank in Survival, she need not make a check to get along in the wild; she always succeeds at that Survival check as long as she moves at half her overland speed. She can still choose to make that check to provide food and water for one other creature for every 2 points by which her result exceeds DC 10. Furthermore, she can instead make a DC 20 Survival check to get along in the wild while moving at full speed instead of half speed. While doing so, she can provide food and water for one other creature for every 2 points by which his check result exceeds 20.Craft Wondrous Item, detect animals and plants, creator must have 1 rank in SurvivalWondrous ItemUltimate Equipment
Belt Of Giant Strength +2moderate transmutation8belt40001 lb.This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bull's strengthWondrous ItemUltimate Equipment
Belt Of Giant Strength +4moderate transmutation8belt160001 lb.This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bull's strengthWondrous ItemUltimate Equipment
Belt Of Giant Strength +6moderate transmutation8belt360001 lb.This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bull's strengthWondrous ItemUltimate Equipment
Belt Of Mighty Hurling, Greatermoderate transmutation12belt420001 lb.This item functions as the lesser belt of mighty hurling, except it grants a +4 enhancement bonus to Strength and any thrown weapons its wearer hurls are treated as though they had the returning quality. This does not apply to improvised ranged weapons, splash weapons, or weapons the wearer lacks proficiency with. Treat the bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bull's strength, longshot (Ultimate Combat), returning weapon (Ultimate Combat)Wondrous ItemUltimate Equipment
Belt Of Mighty Hurling, Lessermoderate transmutation8belt140001 lb.This thick leather belt is buckled with a bright bronze clasp in the shape of a fist. When worn, it grants its wearer a +2 enhancement bonus to Strength and allows him to apply his Strength modifier as a bonus on attack rolls instead of his Dexterity modifier when making ranged attacks with thrown weapons. Also, the range increment of any weapon thrown by the wearer gains a +10-foot bonus. Treat this Strength bonus as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bull's strength, longshot (Ultimate Combat)Wondrous ItemUltimate Equipment
Belt Of Physical Might +2strong transmutation12belt100001 lb.This belt grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. These bonuses are chosen when the belt is created and cannot be changed.Craft Wondrous Item, bear's endurance, bull's strength, and/ or cat's graceWondrous ItemUltimate Equipment
Belt Of Physical Might +4strong transmutation12belt400001 lb.This belt grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. These bonuses are chosen when the belt is created and cannot be changed.Craft Wondrous Item, bear's endurance, bull's strength, and/ or cat's graceWondrous ItemUltimate Equipment
Belt Of Physical Might +6strong transmutation12belt900001 lb.This belt grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. These bonuses are chosen when the belt is created and cannot be changed.Craft Wondrous Item, bear's endurance, bull's strength, and/ or cat's graceWondrous ItemUltimate Equipment
Belt Of Incredible Dexterity +2moderate transmutation8belt40001 lb.This belt has a large silver buckle, usually depicting the image of a tiger. The belt grants the wearer an enhancement bonus to Dexterity of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, cat's graceWondrous ItemUltimate Equipment
Belt Of Incredible Dexterity +4moderate transmutation8belt160001 lb.This belt has a large silver buckle, usually depicting the image of a tiger. The belt grants the wearer an enhancement bonus to Dexterity of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, cat's graceWondrous ItemUltimate Equipment
Belt Of Incredible Dexterity +6moderate transmutation8belt360001 lb.This belt has a large silver buckle, usually depicting the image of a tiger. The belt grants the wearer an enhancement bonus to Dexterity of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, cat's graceWondrous ItemUltimate Equipment
Belt Of Mighty Constitution +2moderate transmutation8belt40001 lb.This belt's golden buckle depicts a bear's head. The belt grants the wearer an enhancement bonus to Constitution of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bear's enduranceWondrous ItemUltimate Equipment
Belt Of Mighty Constitution +4moderate transmutation8belt160001 lb.This belt's golden buckle depicts a bear's head. The belt grants the wearer an enhancement bonus to Constitution of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bear's enduranceWondrous ItemUltimate Equipment
Belt Of Mighty Constitution +6moderate transmutation8belt360001 lb.This belt's golden buckle depicts a bear's head. The belt grants the wearer an enhancement bonus to Constitution of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bear's enduranceWondrous ItemUltimate Equipment
Belt Of Physical Perfection +2strong transmutation16belt160001 lb.This belt has a large platinum buckle and grants the wearer an enhancement bonus to all physical ability scores (Strength, Dexterity, and Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bear's endurance, bull's strength, cat's graceWondrous ItemUltimate Equipment
Belt Of Physical Perfection +4strong transmutation16belt640001 lb.This belt has a large platinum buckle and grants the wearer an enhancement bonus to all physical ability scores (Strength, Dexterity, and Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bear's endurance, bull's strength, cat's graceWondrous ItemUltimate Equipment
Belt Of Physical Perfection +6strong transmutation16belt1440001 lb.This belt has a large platinum buckle and grants the wearer an enhancement bonus to all physical ability scores (Strength, Dexterity, and Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bear's endurance, bull's strength, cat's graceWondrous ItemUltimate Equipment
Belt Of Stoneskinmoderate abjuration10belt6000010 lbs.Every 24 hours, this belt's wearer gains DR 10/adamantine until the belt absorbs 100 points of damage, at which point the belt becomes useless for the remainder of the 24-hour period. When first worn, or after each time this belt is taken off, it must worn for 24 consecutive hours in order for its magic to take effect again.Craft Wondrous Item, stoneskin, creator must be an oread or a creature with the earth subtypeWondrous ItemUltimate Equipment
Belt Of Teethfaint transmutation1belt40003 lbs.The brass buckle on this stout leather belt is fashioned to resemble three demonic faces. Once each round, this belt's buckle can animate, lashing out at a creature that provokes an attack of opportunity within 5 feet. This attack uses its wearer's base attack bonus and Strength modifier, with a +4 competence bonus. It deals damage as a bite attack made by a creature of its wearer's size (1d6 for a Medium wearer; see Table 3-1: Natural Attacks by Size, Bestiary 302) plus the wearer's Strength modifier. This belt does not add to the normal number of attacks the wearer can make in a round; it offers another way in which to make attacks of opportunity.Craft Wondrous Item, magic fangWondrous ItemUltimate Equipment
Belt Of The Weaselmoderate transmutation4belt100001 lb.This surprisingly soft belt has an absurdly large buckle, made even more absurd by the fact that it's crafted in the shape of a smiling weasel's face. It grants its wearer a +2 enhancement bonus to Dexterity, and the ability to move at half normal speed while prone. Treat the enhancement bonus to Dexterity as a temporary ability bonus for the first 24 hours the belt is worn. The wearer does not take a penalty on melee attack rolls or to AC against melee attacks while prone. Additionally, the wearer gains the compression ability (Bestiary 2 295).Craft Wondrous Item, beast shape IWondrous ItemUltimate Equipment
Belt Of Thunderous Chargingmoderate transmutation8belt100001 lb.An engraving of a charging rhinoceros decorates this thick leather belt. The belt grants its wearer a +2 enhancement bonus to Strength. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. The belt magnifies the wearer's momentum whenever she charges, granting her a +2 bonus on bull rush and overrun maneuvers. Furthermore, when the wearer makes a charge attack, her melee weapons and natural weapons deal damage as if they were one size category larger than they actually are.Craft Wondrous Item, bull's strength, lead blades (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Belt Of Tumblingfaint transmutation1belt8001 lb.This thin and flexible cotton cord is meant to be wrapped several times around wearer's waist. The belt's wearer gains a +4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy's space.Craft Wondrous Item, cat's graceWondrous ItemUltimate Equipment
Beneficial Bandoliermoderate transmutation9belt10002 lbs.This bandolier is made of finely tanned leather. It has slots for up to 200 rounds of ammunition. Pellets and black powder are kept in tiny individual pouches, and bullets in small loops. The bandolier alters itself as needed to accommodate both. There are also places on the beneficial bandolier for a gunsmith's kit and a powder horn. Regardless of what quantities of these items are placed within the beneficial bandolier, its weight does not change. As a swift action, the wearer can command a single round of ammunition from the beneficial bandolier to teleport into a firearm of the appropriate type that he is wielding.Craft Wondrous Item, secret chestWondrous ItemUltimate Equipment
Bladed Beltfaint transmutation1belt20003 lbs.Rather than being made of one continuous line of material, this belt consists of many bits of tanned leather joined together by thick metal studs. On command, the belt's wearer can transform the belt into a single masterwork slashing and/or piercing melee weapon of her choice. As long as she is holding the weapon, she can also revert it back to belt form with a command. Furthermore, the belt can be enchanted like a piercing and slashing melee weapon, using the cost of the belt as the cost of the masterwork item.Craft Wondrous Item, magic weaponWondrous ItemUltimate Equipment
Blinkback Beltmoderate conjuration7belt50002 lbs.A set of clips is attached to this segmented belt constructed of metallic links. Up to two one-handed melee weapons or up to four light melee weapons can be hung from the belt in straps or sheaths. When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved.Craft Wondrous Item, teleport objectWondrous ItemUltimate Equipment
Cord Of Stubborn Resolvemoderate transmutation8belt150001 lb.When fastened about the waist, this stout length of rope grants a +2 enhancement bonus to Constitution along with prodigious stamina. Treat the enhancement bonus to Constitution as a temporary ability bonus for the first 24 hours the belt is worn. Any effect which would cause the wearer to become fatigued deals an additional 1d6 points of nonlethal damage instead. Any effect that would cause exhaustion likewise causes 1d6 points of nonlethal damage, and leaves the wearer fatigued instead of exhausted.Craft Wondrous Item, bear's endurance, lesser restorationWondrous ItemUltimate Equipment
Elemental Earth Beltmoderate transmutation11belt240003 lbs.This belt is constructed of flat pieces of slate connected with strong leather straps. This belt grants its wearer a +4 enhancement bonus to Constitution, and the wearer is immune to effects that would push, pull, or forcefully move the wearer. This offers no protection from teleportation effects. Furthermore, once per day on command, the wearer can take the form of a Large earth elemental, and though subject to the elemental body III spell. Treat the enhancement bonus to Constitution as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bear's endurance, elemental body IIIWondrous ItemUltimate Equipment
Equestrian Beltfaint transmutation3belt32001 lb.This belt is worked with images of horses stampeding across a barren, windswept plain. The belt's wearer automatically succeeds at any check to guide with the knees, stay in the saddle, fight with a combat-trained mount, control a mount in battle, or make a fast mount or dismount, as long as the belt's wearer is wearing medium, light, or no armor. Furthermore, the belt grants a +4 competence bonus on all other Ride checks, including ones made while the wearer is in heavy armor.Craft Wondrous Item, cat's graceWondrous ItemUltimate Equipment
Gorgon Beltmoderate transmutation9belt230001 lb.This belt grants its wearer a +4 enhancement bonus to Strength, and the ability to ignore difficult terrain while charging or making an overrun, bull rush, or trample attempt. Furthermore, once per day on command, its wearer can spew a 60-foot cone of poisonous green gas as a breath weapon. Any creature caught in the area of the gas can attempt a DC 18 Fortitude saving throw to resist its effect, but if the creature fails the saving throw, it is paralyzed for 1d4 rounds. At the end of its turn, a creature petrified by this breath weapon can attempt a new save to end the paralysis effect. Treat the enhancement bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Items, bull's strength, feather step (Advanced Player's Guide), poisonWondrous ItemUltimate Equipment
Heavyload Beltfaint transmutation1belt20003 lbs.This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt's wearer is affected as though subject to a permanent ant haul spell (Advanced Player's Guide).Craft Wondrous Item, ant haulWondrous ItemUltimate Equipment
Merform Beltfaint transmutation3belt320002 lbs.Once per day, the wearer of this belt can command it to transform her into the form of a merfolk. While in this form, the wearer can breathe water and transform her lower body into a merfolk fishtail. Her new form provides a +2 natural armor bonus and a swim speed of 30 feet, though while the wearer is in this form her land speed is reduced to 5 feet. The wearer can take this form for up to 12 hours, and can end the effect at any time with a command.Craft Wondrous Item, alter self, water breathingWondrous ItemUltimate Equipment
Meridian Beltmoderate transmutation9belt10001 lb.This narrow cloth belt has a silver buckle in the shape of four rings. The belt allows a creature to wear a magic ring on each foot in addition to the ring on each hand, though only two rings function at any given time. As a swift action, the wearer can change which of his rings are active (both hands, both feet, left hand and right foot, and so on). For example, a creature could wear a ring of protection, ring of energy resistance, ring of swimming, and ring of counterspells, switching between any two of them as a swift action each round as it desires. The belt does not change the type of action required to activate a ring (for example, activating a ring of invisibility is still a standard action), but allows the wearer to easily switch between the constant powers of several worn rings. While the belt is worn, wearing a ring on a foot counts toward the attunement process of certain rings (such as a ring of sustenance) even if the belt isn't used to make that ring active during that attunement period.Craft Wondrous Item, polymorphWondrous ItemUltimate Equipment
Minotaur Beltfaint transmutation4belt110001 lb.This belt grants its wearer a +2 enhancement bonus to Strength, and the ability to ignore difficult terrain while charging or making an overrun, bull rush, or trample attempt. Treat the enhancement bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Items, bull's strength, feather step (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Monkey Beltmoderate transmutation8belt94001 lb.This furry brown belt resembles the tail of a monkey. The belt grants the wearer a +2 enhancement bonus to Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. The wearer does not lose his Dexterity bonus to AC while climbing, and does not take a -5 penalty on Climb checks when climbing at half his speed. As a swift action the wearer can command the belt to animate, transforming it into a prehensile tail under the wearer's control. The tail does not grant the wearer any additional attacks or actions per round, nor can it wield weapons, but it can make unarmed attacks and hold or manipulate objects about as well as the wearer's normal limbs (though any activity requiring fingers is beyond the tail's capabilities). The belt can function as a tail for 5 minutes per day. These minutes do not need to be consecutive.Craft Wondrous Item, beast shape I, cat's graceWondrous ItemUltimate Equipment
Monkey Belt, Greatermoderate transmutation8belt180001 lb.This belt functions as a monkey belt, except it grants the wearer a +2 enhancement bonus to Strength and Dexterity Treat this as a temporary ability bonus for the first 24 hours the belt is worn. When the wearer speaks the command word to transform the belt into a prehensile tail, a greater monkey belt also gives the wearer a +5 circumstance bonus on Climb checks.Craft Wondrous Item, beast shape I, bull's strength, cat's graceWondrous ItemUltimate Equipment
Plague Rat Beltmoderate transmutation8belt52001 lb.This belt grants its wearer a +2 enhancement bonus to Constitution. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. Also, as an immediate action three times per day, the wearer can call upon the belt to reroll a saving throw made to resist a disease or poison. The wearer must use the second roll, even if it is worse.Craft Wondrous Item, bear's endurance, neutralize poison, remove diseaseWondrous ItemUltimate Equipment
Plague Rat Belt, Greatermoderate transmutation8belt112001 lb.This belt functions as a plague rat belt, except it grants the wearer a +2 enhancement bonus to Dexterity and Constitution. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.Craft Wondrous Item, bear's endurance, cat's grace, neutralize poison, remove diseaseWondrous ItemUltimate Equipment
Sash Of Flowing Watermoderate abjuration10belt250001 lb.If this belt's wearer has at least one hand free (holding nothing), he can attempt to deflect a successful melee attack with an immediate action. To do so, he rolls an unarmed strike against the opponent, including any applicable modifiers such as a favored enemy bonus or the penalty for Power Attack. If his attack roll is greater than the opponent's attack roll, the attack is negated without effect. The unarmed strike itself causes no damage and does not count as a successful attack against the opponent. The opponent does not need to be within the wearer's reach to use this ability. Whether the attack succeeds or not, the wearer takes a -4 penalty on attack rolls until the end of his next turn.Craft Wondrous Item, Combat Expertise, Improved Unarmed StrikeWondrous ItemUltimate Equipment
Security Beltfaint transmutation5belt125001 lb.A security belt increases the DC of Sleight of Hand checks made against the wearer and checks to locate items or weapons hidden on the wearer's person by 5. The wearer also gets a +5 bonus to CMD against the steal maneuver. Once per day on command, the wearer can touch a single item of up to 10 cubic feet and shrink it into a tiny cloth duplicate as the shrink item spell. With a move action, the wearer can draw one of these items from one of the belt's pockets and return it to normal size. It is difficult to detect a security belt and any items in the pockets as magic. They are affected as though a constant magic aura spell were making them appear nonmagical.Craft Wondrous Item, magic aura, shrink itemWondrous ItemUltimate Equipment
Serpent Beltfaint transmutation5belt90001 lb.This belt's wearer gains a +4 bonus on saves against poisons and a +2 bonus on Escape Artist checks. In addition, once per day on command, the belt can be animated as a venomous snake or constrictor snake (Bestiary 255) that obeys the animator's spoken commands for up to an hour. If the animated snake is slain or moves 100 feet away from the animator, the snake reverts into belt form.Craft Wondrous Item, beast form I, neutralize poison, summon nature's ally IIWondrous ItemUltimate Equipment
Serpent Belt, Greaterfaint transmutation5belt200001 lb.This belt functions as a serpent belt, except it grants the wearer a +2 enhancement bonus to Strength and Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. When the wearer animates the belt as a venomous or constrictor snake, she may speak a second command word to give the snake the advanced, celestial, entropic (Bestiary 2), fiendish, or resolute (Bestiary 2) simple template. Adding a planar template changes the snake's alignment to that of the corresponding planes.Craft Wondrous Item, beast form I, bull's strength, cat's grace, neutralize poison, summon monster II or summon nature's ally IIWondrous ItemUltimate Equipment
Shadowform Beltstrong transmutation17belt110000-When wrapped around a wearer's waist, this belt grants a +6 enhancement bonus to Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. Furthermore, as a swift action, its wearer can become incorporeal. While incorporeal, he does not gain a deflection bonus to AC based on his Charisma, but his natural armor bonus is converted to deflection bonus. The wearer can remain incorporeal for up to 10 rounds per day. The rounds need not be consecutive.Craft Wondrous Item, cats grace, etherealnessWondrous ItemUltimate Equipment
Blazing Robemoderate evocation8body110001 lb.This red and orange silk robe gives viewers the impression of a flame roiling just below the fabric's slick surface. The robe grants the wearer fire resistance 5 and increases the wearer's caster level for all spells with the fire descriptor by +1. Once per day on command, the wearer of the robe can emit a 20-foot-radius burst of fire. Creatures other than the wearer within the area take 2d6 points of fire damage (Reflex DC 16 half).Craft Wondrous Item, Heighten Spell, resist energy, fireballWondrous ItemUltimate Equipment
Bodywrap Of Mighty Strikes +1faint evocation5body30001 lb.This long cloth is wrapped around the chest multiple times like a bandage. Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round). The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16. Choosing to enhance an unarmed strike is not an action and may occur when it is not the wearer's turn (such as when making an attack of opportunity). The wearer must decide to use the item before the attack roll is made, but does not have to expend all uses at the same time. For example, if the wearer can use the item twice per round, he can use it once on his turn when making an attack and save the second for the possibility of making an attack of opportunity. Additionally, the bodywrap can grant melee weapon special abilities to a creature's unarmed attacks, so long as those special abilities to be added apply to unarmed attacks. See Table 3-8: Melee Weapon Special Abilities (page 137) for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Any special abilities are set at the time of creation. A bodywrap of mighty strikes cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +7. Unlike an amulet of mighty fists, a bodywrap needs to have a +1 enhancement bonus to grant a melee weapon special ability.Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the bodywrap's bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemUltimate Equipment
Bodywrap Of Mighty Strikes +2faint evocation5body120001 lb.This long cloth is wrapped around the chest multiple times like a bandage. Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round). The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16. Choosing to enhance an unarmed strike is not an action and may occur when it is not the wearer's turn (such as when making an attack of opportunity). The wearer must decide to use the item before the attack roll is made, but does not have to expend all uses at the same time. For example, if the wearer can use the item twice per round, he can use it once on his turn when making an attack and save the second for the possibility of making an attack of opportunity. Additionally, the bodywrap can grant melee weapon special abilities to a creature's unarmed attacks, so long as those special abilities to be added apply to unarmed attacks. See Table 3-8: Melee Weapon Special Abilities (page 137) for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Any special abilities are set at the time of creation. A bodywrap of mighty strikes cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +7. Unlike an amulet of mighty fists, a bodywrap needs to have a +1 enhancement bonus to grant a melee weapon special ability.Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the bodywrap's bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemUltimate Equipment
Bodywrap Of Mighty Strikes +3faint evocation5body-11 lb.This long cloth is wrapped around the chest multiple times like a bandage. Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round). The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16. Choosing to enhance an unarmed strike is not an action and may occur when it is not the wearer's turn (such as when making an attack of opportunity). The wearer must decide to use the item before the attack roll is made, but does not have to expend all uses at the same time. For example, if the wearer can use the item twice per round, he can use it once on his turn when making an attack and save the second for the possibility of making an attack of opportunity. Additionally, the bodywrap can grant melee weapon special abilities to a creature's unarmed attacks, so long as those special abilities to be added apply to unarmed attacks. See Table 3-8: Melee Weapon Special Abilities (page 137) for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Any special abilities are set at the time of creation. A bodywrap of mighty strikes cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +7. Unlike an amulet of mighty fists, a bodywrap needs to have a +1 enhancement bonus to grant a melee weapon special ability.Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the bodywrap's bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemUltimate Equipment
Bodywrap Of Mighty Strikes +4faint evocation5body-11 lb.This long cloth is wrapped around the chest multiple times like a bandage. Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round). The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16. Choosing to enhance an unarmed strike is not an action and may occur when it is not the wearer's turn (such as when making an attack of opportunity). The wearer must decide to use the item before the attack roll is made, but does not have to expend all uses at the same time. For example, if the wearer can use the item twice per round, he can use it once on his turn when making an attack and save the second for the possibility of making an attack of opportunity. Additionally, the bodywrap can grant melee weapon special abilities to a creature's unarmed attacks, so long as those special abilities to be added apply to unarmed attacks. See Table 3-8: Melee Weapon Special Abilities (page 137) for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Any special abilities are set at the time of creation. A bodywrap of mighty strikes cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +7. Unlike an amulet of mighty fists, a bodywrap needs to have a +1 enhancement bonus to grant a melee weapon special ability.Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the bodywrap's bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemUltimate Equipment
Bodywrap Of Mighty Strikes +5faint evocation5body750001 lb.This long cloth is wrapped around the chest multiple times like a bandage. Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round). The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16. Choosing to enhance an unarmed strike is not an action and may occur when it is not the wearer's turn (such as when making an attack of opportunity). The wearer must decide to use the item before the attack roll is made, but does not have to expend all uses at the same time. For example, if the wearer can use the item twice per round, he can use it once on his turn when making an attack and save the second for the possibility of making an attack of opportunity. Additionally, the bodywrap can grant melee weapon special abilities to a creature's unarmed attacks, so long as those special abilities to be added apply to unarmed attacks. See Table 3-8: Melee Weapon Special Abilities (page 137) for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Any special abilities are set at the time of creation. A bodywrap of mighty strikes cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +7. Unlike an amulet of mighty fists, a bodywrap needs to have a +1 enhancement bonus to grant a melee weapon special ability.Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the bodywrap's bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemUltimate Equipment
Bodywrap Of Mighty Strikes +6faint evocation5body1080001 lb.This long cloth is wrapped around the chest multiple times like a bandage. Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round). The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16. Choosing to enhance an unarmed strike is not an action and may occur when it is not the wearer's turn (such as when making an attack of opportunity). The wearer must decide to use the item before the attack roll is made, but does not have to expend all uses at the same time. For example, if the wearer can use the item twice per round, he can use it once on his turn when making an attack and save the second for the possibility of making an attack of opportunity. Additionally, the bodywrap can grant melee weapon special abilities to a creature's unarmed attacks, so long as those special abilities to be added apply to unarmed attacks. See Table 3-8: Melee Weapon Special Abilities (page 137) for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Any special abilities are set at the time of creation. A bodywrap of mighty strikes cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +7. Unlike an amulet of mighty fists, a bodywrap needs to have a +1 enhancement bonus to grant a melee weapon special ability.Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the bodywrap's bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemUltimate Equipment
Bodywrap Of Mighty Strikes +7faint evocation5body1470001 lb.This long cloth is wrapped around the chest multiple times like a bandage. Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round). The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16. Choosing to enhance an unarmed strike is not an action and may occur when it is not the wearer's turn (such as when making an attack of opportunity). The wearer must decide to use the item before the attack roll is made, but does not have to expend all uses at the same time. For example, if the wearer can use the item twice per round, he can use it once on his turn when making an attack and save the second for the possibility of making an attack of opportunity. Additionally, the bodywrap can grant melee weapon special abilities to a creature's unarmed attacks, so long as those special abilities to be added apply to unarmed attacks. See Table 3-8: Melee Weapon Special Abilities (page 137) for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Any special abilities are set at the time of creation. A bodywrap of mighty strikes cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +7. Unlike an amulet of mighty fists, a bodywrap needs to have a +1 enhancement bonus to grant a melee weapon special ability.Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the bodywrap's bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemUltimate Equipment
Cassock Of The Clergymoderate abjuration1body46001 lb.The cut and color of this solemn vestment varies from religion to religion, but its properties are the same. The wearer may command the cassock of the clergy to display the holy symbol of her deity or hide this symbol. At the most basic level, the garment functions as a divine focus. Additionally, the wearer gains a +3 competence bonus on Charisma-based checks to influence creatures that match her alignment or that of her patron deity. Also, the wearer may use bless and sanctuary (DC 11) each once per day, and may prepare one additional orison each day. If the wearer is a spontaneous divine caster, once per day she may spend 1 hour in prayer to gain an orison of her choice as a spell known for the next 24 hours.Craft Wondrous Item, bless, sanctuary, creator must be a divine spellcasterWondrous ItemUltimate Equipment
Corset Of Dire Witchcraftmoderate abjuration6body220001 lb.This slimming garment is fastened with laces, buckles, and buttons and reinforced with ribs of leather or bone. A corset of dire witchcraft grants a +4 armor bonus to AC. If the wearer is a witch, each day when she communes with her familiar to prepare spells, she may enhance one hex she knows, increasing its caster level by +2 for 24 hours. This enhancement ends if the corset is removed or if she uses it to enhance a different hex.Craft Wondrous Item, mage armor, creator must be a witchWondrous ItemUltimate Equipment
Corset Of The Vishkanyafaint transmutation3body30001 lb.This black corset fits neatly beneath armor. As a free action, the wearer can compress herself to fit through tight spaces as though affected by a squeeze spell for up to 10 rounds per day. While using the corset's magic, she gains a +5 bonus on Escape Artist checks.Craft Wondrous Item, grease, squeeze (see below)Wondrous ItemUltimate Equipment
Druid's Vestmentmoderate transmutation10body3750-This light garment is worn over normal clothing or armor. Most such vestments are green, embroidered with elaborate plant or animal motifs. When this item is worn by a character with the wild shape ability, the character can use that ability one additional time each day.Craft Wondrous Item, polymorph or wild shape abilityWondrous ItemUltimate Equipment
Eidolon Anchoring Harnessmoderate abjuration7body60001 lb.Loadstone studs line the straps of this ornate leather harness. When worn by an eidolon, the bindings act as a dimensional safety harness, anchoring the outsider to its current plane. Any time the eidolon would be forced to return to its home plane (such as when it's reduced to negative hit points equal to its Constitution score or when its master is rendered unconscious), it can expend one use of its summoner's summon monster spell-like ability as a free action to remain on the Material Plane for 1 round. The summoner does not need to be conscious for the eidolon to use this ability, but he must be within 100 feet. If the summoner is conscious, he can refuse to allow this expenditure (which means the eidolon is forced back to its home plane). If the condition that would have sent the eidolon back to its home plane is still in effect after 1 round has passed, the eidolon may expend another use of its master's summon monster spell-like ability; otherwise it immediately returns to its home plane.Craft Wondrous Item, dimensional anchorWondrous ItemUltimate Equipment
Gunman's Dusterstrong abjuration12body360005 lbs.This long, loose-fitting coat grants a +4 armor bonus to AC and a +2 luck bonus to the wearer's touch AC against firearm attacks. If the wearer is a gunslinger or has the Amateur Gunslinger feat (see Ultimate Combat), she begins each day with 1 additional grit point. This extra point does not increase her maximum grit total. When the wearer uses the gunslinger's dodge deed, the deed's dodge bonuses to AC increase by +1. If the wearer is not a gunslinger, she may use the gunslinger's dodge deed once per day.Craft Wondrous Item, Amateur Gunslinger or creator must be a gunslinger, bullet shieldWondrous ItemUltimate Equipment
Mnemonic Vestmentstrong transmutation17body50001 lb.The surface of this delicate-looking blue silk robe is adorned with tiny embossed runes across its entire surface. If the wearer is a spontaneous caster, once per day she may use a spell slot to cast a spell from a written source (such as a scroll or spellbook) as if she knew that spell. The spell must be on her spell list, the same spell level or lower than the expended spell slot, and the same type of spell (arcane or divine) as the spell slot expended. The caster must also understand the written source (such as using Decipher Script or read magic) and be carrying it. Activating the robe is not an action, but casting the spell otherwise works as normal, including casting time, providing components or foci, and so on. Using a mnemonic vestment's properties does not consume the written source. A mnemonic vestment must be worn for 24 consecutive hours before using its effects.Craft Wondrous Item, mnemonic enhancer, creator must be able to spontaneously cast spellsWondrous ItemUltimate Equipment
Monk's Robemoderate transmutation10body130001 lb.When worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage are treated as a monk of 5 levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk's AC bonus.Craft Wondrous Item, righteous might or transformationWondrous ItemUltimate Equipment
Otherworldly Kimonostrong conjuration15body670001 lb.Embroidered images of cherry blossoms and cranes in flight adorn this blue silk kimono. The wearer can move and reposition these images on the kimono at will. The kimono grants its wearer a +4 resistance bonus on all saving throws and a +4 bonus on all caster level checks. Once per day, the wearer can capture a single creature within 60 feet within the kimono (no save), shunting the victim into an extradimensional space similar to that created by a maze spell. Inside this otherworldly prison, the maze appears as an endless cherry orchard filled with "walls" of windblown cherry blossoms and cranes flying overhead. Each round on its turn, the victim inside the kimono may attempt a DC 20 Intelligence check to escape the kimono as a full-round action. If the victim doesn't escape, it is released after 10 minutes, returning to where it had been before the kimono drew it in. If this location is occupied by another creature or a solid object, the subject appears in the nearest open space. Whenever a creature is drawn inside the kimono, the victim's image temporarily manifests as another embroidered design among the kimono's other images. While a victim is trapped inside, the kimono's bonuses on saving throws and caster level checks are increased by 2 (to +6). The kimono's increased bonuses return to normal when the victim is freed or released.Craft Wondrous Item, Heighten Spell, maze, resistanceWondrous ItemUltimate Equipment
Resplendent Robe Of The Thespianstrong varied16body750001 lb.These magnificent vestments disguise the presence of armor as normal clothing (as the glamered armor property). When worn by a bard, the robe grants the wearer the following powers: • Spell resistance 18 • +4 resistance bonus on all saving throws • +2 enhancement bonus on caster level checks made to overcome spell resistance Bards and those who fancy themselves actors or performers commission versions of these robes using only the finest fabric.Craft Wondrous Item, antimagic field, break enchantment, greater heroism, veilWondrous ItemUltimate Equipment
Robe Of Arcane Heritagemoderate necromancy9body160001 lb.These elegant, dark purple robes are usually decorated with gold stitching suggesting a particular sorcerer bloodline, though some might indicate a family tree. When a sorcerer dons a robe of arcane heritage, the stitching pulls itself apart and reweaves to match her particular sorcerer bloodline. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.Craft Wondrous Item, speak with dead, creator must be a sorcererWondrous ItemUltimate Equipment
Robe Of Blendingmoderate transmutation10body84001 lb.Once per day this simple woolen robe allows you to assume the form of another humanoid creature, as if using alter self. This change lasts for 1 hour, although you can end it prematurely as a free action. While in this form, you also gain the ability to speak and understand the basic racial languages of your chosen form. For example, if you take the form of an orc, you can speak and understand Orc.Craft Wondrous Item, alter self, tonguesWondrous ItemUltimate Equipment
Robe Of Bonesmoderate necromancy6body24001 lb.This sinister item functions much like a robe of useful items, but specifically for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the robe can see the embroidery, recognize them as the creatures they become, and detach them. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature (see the list below). The skeleton or zombie is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed. A newly created robe of bones always has two embroidered figures of each of the following undead: • Human skeleton • Fast goblin zombie • Wolf skeleton • Tough human zombie • Heavy horse skeleton • Plague ogre zombieCraft Wondrous Item, animate deadWondrous ItemUltimate Equipment
Robe Of Componentsmoderate conjuration7body50001 lb.The pockets of this simple blue robe always seem to carry just what the wearer needs whenever she casts a spell. The robe functions as a spell component pouch, providing any spell components or focuses that are necessary for the wearer's spellcasting. The robe can even produce spell components or focuses with a specific cost, though it provides no more than 50 gp worth of such materials in any single day. The materials supplied by the robe are suitable only for spellcasting, and disappear if they leave the wearer's person or when the spell requiring them is cast.Craft Wondrous Item, minor creationWondrous ItemUltimate Equipment
Robe Of Eyesmoderate divination11body1200001 lb.This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment due to scores of visible, magical eye-like patterns that adorn the robe. She also gains 120-foot darkvision. The robe of eyes sees all forms of invisible or ethereal creatures or objects within 120 feet. The wearer of a robe of eyes gains a +10 competence bonus on Perception checks. She retains her Dexterity bonus to AC even when flat-footed, and can't be flanked. She is not able to avert or close her eyes when confronted by a creature with a gaze attack. A light or continual flame spell cast directly on a robe of eyes causes the wearer to be blinded for 1d3 minutes. A daylight spell blinds the wearer for 2d4 minutes.Craft Wondrous Item, true seeingWondrous ItemUltimate Equipment
Robe Of Gatesstrong conjuration17body640001 lb.Silver circles and conjuring runes decorate this black robe. Three times per day when the wearer uses a summoning spell or spell-like ability to summon a variable number of creatures, he can choose to summon the maximum number of creatures possible. Creatures summoned in this way step from the shadowy folds of the robe, and appear adjacent to the wearer. If there isn't sufficient room for all the creatures to appear, the extra creatures are wasted and do not appear. If the wearer is a summoner, he can call upon the robe to summon his eidolon as a standard action once per day. It must appear adjacent to the summoner when called this way.Craft Wondrous Item, Maximize Spell, gate, summon eidolonWondrous ItemUltimate Equipment
Robe Of Infinite Twinemoderate conjuration7body10001 lb.This coarse hempen robe seems made from a single strand of twine. The wearer can draw up to 30 feet of twine or up to 10 feet of hemp rope per round from the robe without harming it. As an immediate action, the wearer can draw up to 150 feet of twine or 50 feet of rope from the robe, but this gives the robe the broken condition and suppresses its powers until it is repaired. Twine or rope drawn from the robe remains connected until cut or torn, but is treated as common material rather than part of a magic item. Pieces removed become normal twine or rope.Craft Wondrous Item, minor creationWondrous ItemUltimate Equipment
Robe Of Needlesfaint evocation5body10004 lbs.This dark, hooded robe has six long, silvery, razor-sharp needles protruding from the bottom of its loose sleeves, three on each side. The wearer can launch one needle as a ranged touch attack. The needle counts as a thrown weapon with a range increment of 10 feet. If the needle hits, it embeds itself in the target's flesh, dealing 1 point of piercing damage and 1 point of bleed damage. A creature can pull out the needle as a full-round action, which ends the bleed effect. The needle is destroyed if an attack with it misses or when it is removed from a creature it was embedded in. The robe regrows all spent needles each morning.Craft Wondrous Item, bleedWondrous ItemUltimate Equipment
Robe Of Scintillating Colorsmoderate illusion11body270001 lb.The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the robe. The colors create the equivalent of a gaze attack with a 30-foot range. Those who look at the wearer are dazed for 1d4+1 rounds (Will DC 16 negates). This is a mind-affecting pattern effect. Every round of continuous scintillation of the robe gives the wearer better concealment. The miss chance on attacks against the wearer starts at 10% and increases by 10% each round until it reaches 50% (total concealment). Additionally the robe continuously illuminates a 30-foot radius. The effect can be used no more than a total of 10 rounds per day.Craft Wondrous Item, blur, rainbow patternWondrous ItemUltimate Equipment
Robe Of Starsstrong varied15body580001 lb.This garment is typically black or dark blue and embroidered with small white or silver stars. The robe has three magical powers. It enables the wearer to travel physically to the Astral Plane, at will and on command as if using the plane shift spell. Once he has done so, the wearer can also return to his plane of origin on command, also as per the plane shift spell. This robe also grants its wearer a +1 luck bonus on all saving throws. Finally, the wearer can use up to six of the embroidered stars on the chest portion of the robe as +5 shuriken. The robe grants its wearer proficiency with such weapons. Each shuriken disappears after it is used. The stars are replenished once per month.Craft Wondrous Item, magic missile, astral projection or plane shiftWondrous ItemUltimate Equipment
Robe Of The Archmagistrong varied14body750001 lb.This normal-appearing garment is attuned to one of three types of alignment. It can be white (01-45 on d%, good alignment), gray (46-75, neither good nor evil alignment), or black (76-100, evil alignment). To most wearers, the robe offers no powers or has no effects unless the wearer's alignment doesn't match that of the robe (see below). Only an arcane spellcaster can fully realize this potent magic item's powers once the robe is donned. These powers are as follows. • +5 armor bonus to AC • Spell resistance 18 • +4 resistance bonus on all saving throws • +2 enhancement bonus on caster level checks made to overcome spell resistance If a white robe is donned by an evil character, she immediately gains three permanent negative levels. The same is true with respect to a black robe donned by a good character. An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, gains two permanent negative levels. These negative levels remain as long as the garment is worn and cannot be overcome in any way (including through restoration spells). Negative levels are immediately removed if the robe is removed from the wearer.Craft Wondrous Item, antimagic field, mage armor or shield of faith, creator must be of same alignment as robeWondrous ItemUltimate Equipment
Robe Of Useful Itemsmoderate transmutation9body70001 lb.A character who dons this battered robe notes that its patches rearrange into the shapes of various helpful but mundane items. Only the wearer of the robe can see the true shapes of these patches, recognize them for what items they become, and detach them. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below. A newly created robe of useful items always has two each of the following patches: • Dagger • Bullseye lantern (full and lit) • Mirror (a highly polished 2-foot-by-4-foot steel mirror) • Pole (10-foot length) • Hempen rope (50-foot coil) • Sack In addition, the robe has several other patches. Roll 4d4 for the number of other patches and then roll for each patch on the table below to determine its nature. d% RESULT 01-08 Bag of 100 gold pieces 09-15 Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value 16-22 Door, iron (up to 10 ft. wide and 10 ft. high and barred on one side-must be placed upright, attaches and hinges itself) 23-30 Gems, 10 (100 gp value each) 31-44 Ladder, wooden (24 ft. long) 45-51 Mule (with saddlebags) 52-59 Pit, open (10 ft. by 10 ft. by 10 ft.) 60-68 Potion of cure serious wounds 69-75 Rowboat (12 ft. long) 76-83 Minor scroll of one randomly determined spell 84-90 War dogs, pair (treat as riding dogs) 91-96 Window (2 ft. by 4 ft., up to 2 ft. deep) 97-100 Portable ram Multiple items of the same kind are permissible. Once removed, a patch cannot be replaced.Craft Wondrous Item, fabricateWondrous ItemUltimate Equipment
Shocking Robemoderate abjuration and evocation10body110001 lb.This violet and yellow silk robe gives the impression of electricity crackling over its surface. The robe grants the wearer electricity resistance 5 and increases the wearer's caster level for all spells with the electricity descriptor by +1. Once per day on command, the wearer of the robe can emit a 20-foot-radius burst of electricity. Creatures other than the wearer within the area take 2d6 points of electricity damage (Reflex DC 16 half).Craft Wondrous Item, Heighten Spell, resist energy, lightning boltWondrous ItemUltimate Equipment
Smuggler's Collapsible Robemoderate conjuration9body480001 lb.Appearing to be nothing more than a ratty wool robe with a hood, this garment is an invaluable tool for spies, thieves, and smugglers. On command, the wearer and non-living objects up to her maximum load are sucked into an extradimensional space within the robe, leaving the robe to collapse where the wearer was standing. The robe appears to be merely a pile of discarded clothes, and does not detect as magical or function so long as the wearer is within the extradimensional space. While inside the extradimensional space, the wearer cannot take most actions, but can breathe comfortably for up to 24 hours. The wearer can see the area around the robe, though special senses such as darkvision or blindsense do not function. The wearer may leave the extradimensional space with a thought as a free action-the only action he can make while inside the extradimensional space. He reappears wearing the robe once more. However, if there is not enough room for the wearer to reappear (for example, if the robe was placed inside a small box) then the wearer cannot leave the extradimensional space. If the robe is destroyed or its magic suppressed while the wearer is within the extradimensional space, or if he spends 24 hours within it, he and all objects inside reappear instantaneously in the robe's space, and the wearer is dazed for one round.Craft Wondrous Item, secret chest, magic aura, arcane eyeWondrous ItemUltimate Equipment
Sorcerer's Robemoderate evocation10body50001 lb.This dapper robe enables a sorcerer to add the effects of her 1st-level bloodline power to spells she casts. As a swift action before casting a spell, the wearer expends one use of her 1st-level bloodline power and selects one target of the spell to be affected by that bloodline power. If the spell allows a saving throw, a successful save against the spell means the bloodline power deals half damage (if it normally deals hit point damage) or is negated (if it does not). The robe can be used up to three times per day.Craft Wondrous Item, Quicken Spell-Like Ability, creator must be a sorcererWondrous ItemUltimate Equipment
Voidfrost Robemoderate abjuration and evocation10body110001 lb.This blue and white silk robe gives the impression of ice and frozen fog forming over its surface. The robe grants the wearer cold resistance 5 and increases the wearer's caster level for all spells with the cold descriptor by +1. Once per day on command, the wearer of the robe can emit a 20-foot-radius burst of cold. Creatures other than the wearer within the area take 2d6 points of cold damage (Reflex DC 16 half).Craft Wondrous Item, Heighten Spell, resist energy, cone of coldWondrous ItemUltimate Equipment
Xorn Robemoderate transmutation9body200001 lb.This brown and gray robe is always dirty, and the chest and the back of each shoulder is decorated with a gem-like eye pattern. The wearer gains a +5 bonus on Perception checks, and can use earth glide to pass through up to 20 feet of natural or worked stone per day. The distance traveled with earth glide does not need to be consecutive, but it must be used in 5-foot increments. The wearer is able to safely chew, swallow, digest, and derive nutrition from gems, precious metals, and metallic ore, with 100 gp worth of these materials sustaining him for 1 full day. If the wearer removes the robe after such a meal, he is sickened until 24 hours have passed since the last meal of this kind. Wearing the robe again immediately negates this penalty.Craft Wondrous Item, passwall, purify food and drinkWondrous ItemUltimate Equipment
All Tools Vestfaint conjuration1chest18005 lbs.This well-made leather vest bears numerous shiny metal buttons, which stud a number of bulging pockets. Once per day, as a standard action, the wearer can speak the vest's command word and order it to bring forth all the standard tools required to make checks for any one Craft skill. These tools appear in the countless pockets of the vest or, if too heavy, on the floor, on a nearby shelf, on a workbench, or in a toolbox or cupboard that appears nearby. Once summoned, they remain for 24 hours or until another creature touches them, whichever comes first.Craft Wondrous Item, summon instrumentWondrous ItemUltimate Equipment
Bandages Of Rapid Recoveryfaint conjuration1chest2001 lb.These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest, regardless of activity (Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.Craft Wondrous Item, cure light wounds, lesser restoration, stabilizeWondrous ItemUltimate Equipment
Bane Baldricmoderate conjuration10chest100001 lb.This ornate sash of embroidered velvet stretches across the chest from shoulder to waist. If the wearer is an inquisitor, she is treated as five levels higher when using her bane and greater bane abilities. If the wearer is not an inquisitor she gains the bane ability of a 5th-level inquisitor, but must first attune a light or one-handed melee weapon to the baldric by hanging it from the cloth for 24 hours, and can only use the bane ability with the attuned weapon. Attuning a new weapon to the baldric ends the attunement for the previous weapon.Craft Wondrous Item, summon monster I, creator must be an inquisitorWondrous ItemUltimate Equipment
Cackling Hag's Blousefaint enchantment3chest60002 lbs.This loose-fitting blouse is adorned with grotesque fetishes and trophies, granting the wearer a +2 competence bonus on Intimidate checks. If the wearer is a witch, she gains the cackle hex. If the wearer already has the cackle hex, twice per day she can use her cackle ability as a swift action instead of a move action.Craft Wondrous Item, hideous laughter or the cackle hex, creator must have 5 ranks in IntimidateWondrous ItemUltimate Equipment
Deadshot Vestfaint necromancy3chest60001 lb.This rough vest of black snakeskin is decorated with a fringe of rawhide tassels, each knotted around a bit of bone or a small animal skull. A gunslinger with the deadeye deed reduces the grit point cost to use that deed by 1 (minimum 1 grit). In addition, once per day when the wearer reduces a creature to 0 or fewer hit points with a firearm she can use death knell (Will DC 13 negates) against that target as a swift action. She does not have to touch the target to activate this ability, but her range increment penalty for shooting the target also applies to the saving throw DC of the death knell (for example, if the range increment penalty is -2, the DC is 11).Craft Wondrous Item, death knell, true strikeWondrous ItemUltimate Equipment
Endless Bandoliermoderate conjuration9chest15002 lbs.Small loops sewn into this bandolier look like they can hold twenty alchemical cartridges (ammunition for a firearm, see Ultimate Combat), but due to a subtle bending of space can actually hold up to 60 cartridges. Additionally, the six thin pockets on the bandolier are extradimensional spaces meant to hold extra guns and gear. The four small pockets can each hold a one-handed firearm, 1 pound of ammunition, a powder horn, or a similarly sized object. The two large pockets are large enough to hold a two-handed firearm or a similarly sized object. The wearer can draw an item stored in the bandolier as easily as if from an ordinary ammunition pouch or holster. The bandolier weighs the same no matter what is placed inside it.Craft Wondrous Item, secret chestWondrous ItemUltimate Equipment
Mantle Of Faithstrong abjuration20chest76000-This holy garment bears the varied religious icons and favored colors of a specific faith. When worn over normal clothing, grants damage reduction 5/evil to the character wearing it.Craft Wondrous Item, stoneskinWondrous ItemUltimate Equipment
Mantle Of Immortalitystrong transmutation17chest500001 lb.This elegant cape, trimmed in gold in a pattern resembling an ancient maze, forestalls the negative effects of aging. The wearer no longer suffers penalties to Strength, Dexterity, and Constitution from being of middle age or older (Core Rulebook 169). The penalties return if the robe is removed (or its powers suppressed), and the sudden weight of years is so traumatic that the wearer must make a DC 20 Fortitude save or be exhausted for 24 hours. Donning the robe again removes the age penalties, but does not remove this exhaustion, which must pass on its own or be remedied with magic.Craft Wondrous Item, greater age resistanceWondrous ItemUltimate Equipment
Mantle Of Spell Resistancemoderate abjuration9chest90000-This light mantle bears a variety of mysterious symbols. When worn over normal clothing or armor, this magical garment grants the wearer spell resistance 21.Craft Wondrous Item, spell resistanceWondrous ItemUltimate Equipment
Merciful Baldricmoderate conjuration11chest600002 lbs.This sash of white silk embroidered with golden suns never tears, fades, or soils. Once per day, a paladin wearing this baldric can select three extra mercies of her level or lower she does not already know and add them to the list of mercies she can use for the day. She has access to these mercies for 24 hours. When the wearer uses a mercy to remove a condition caused by a curse, disease, or poison, the mercy actually cures the source curse, disease, or poison rather than merely suppressing it for 1 hour.Craft Wondrous Item, Extra Mercy, remove disease, remove curse, creator must be lawful goodWondrous ItemUltimate Equipment
Poisoner's Jacket, Greaterstrong conjuration and necromancy15chest580004 lbs.This jacket has the abilities of a lesser poisoner's jacket, and once per day the wearer can create a vial that reproduces the effect of any poison in the Core Rulebook that costs 4,000 gp or less. The jacket's poison always looks like a murky lime fluid. This poison becomes inert after 1 hour.Craft Wondrous Item, major creation, poisonWondrous ItemUltimate Equipment
Poisoner's Jacket, Lesserfaint conjuration and necromancy5chest120003 lbs.Three times per day, the wearer of this dark jacket can create a vial containing one dose of any poison from the Core Rulebook that costs 300 gp or less. The jacket's poison always looks like a murky amber fluid. This poison becomes inert after 1 hour.Craft Wondrous Item, minor creation, poisonWondrous ItemUltimate Equipment
Prophet's Pectoralfaint divination3chest60001 lb.The sacred stones, graven star-patterns, and wisdom-writings of the ancients on this chestplate increase the wearer's chance of success with augury, divination, and contact other plane. The wearer adds 1d6 to the d% roll each time she uses such a spell. When casting commune or commune with nature, the wearer may ask one additional question or gain one additional piece of information.Craft Wondrous Item, divination, guidanceWondrous ItemUltimate Equipment
Quick Runner's Shirtfaint transmutation5chest1000-This shirt is made of gossamer-thin fabric embroidered with winged feet. Once per day as a swift action, the wearer can take an additional move action to move and then immediately end his turn, losing any unspent actions. A character must wear this shirt continuously for 24 hours before he can activate this abilityCraft Wondrous Item, hasteWondrous ItemUltimate Equipment
Resplendent Uniform Coatfaint enchantment5chest70005 lbs.This woolen long coat is typically worn over light armor by military commanders. A cavalier with the tactician ability may use that ability one additional time per day, and his tactician ability affects allies within 60 feet instead of 30 feet.Craft Wondrous Item, heroismWondrous ItemUltimate Equipment
Sash Of The War Championmoderate abjuration9chest40001 lb.This bright red strip of cloth, stitched with images of a cheering crowd throwing garlands toward a chariot, fits across the wearer's shoulders and then diagonally down his chest to reach his opposite hip. The wearer treats his fighter level as 4 higher than normal for the purpose of the armor training and bravery class features.Craft Wondrous Item, cat's grace, remove fearWondrous ItemUltimate Equipment
Shirt Of Immolationmoderate evocation10chest80001 lb.Whenever the wearer is grappling (whether on the offense or defense), this shirt automatically bursts into flame, dealing 1d6+10 points of fire damage every round to anyone grappling the wearer. The flames do not harm the wearer and last one round (though it continues to burn if the wearer is still grappling after one round). The shirt burns for a maximum of 10 rounds per day. These rounds do not need to be consecutive.Craft Wondrous Item, fire shieldWondrous ItemUltimate Equipment
Sipping Jacketmoderate transmutation7chest50005 lbs.Absorbent fibers line this heavy canvas coat. Once per day as a standard action, the wearer can pour a potion onto this lining, suffusing it into the coat. If the potion has an instantaneous duration, the wearer can activate the coat as a swift action to consume the potion. If the potion's duration is measured in rounds, the wearer can activate the coat as a swift action to gain the potion's benefits for 1 round, repeating as desired each round until the potion's entire duration has been used. These rounds do not need to be consecutive. The coat absorbs only potions with instantaneous or round-based durations, and only those which affect creatures (for example, it does not work on oils). Once the coat absorbs a potion, the potion cannot be retrieved from it, only used as described above. The absorbed potion loses its powers after 24 hours, even if unused.Craft Wondrous Item, amplify elixirWondrous ItemUltimate Equipment
Snakeskin Tunicmoderate abjuration and transmutation8chest80002 lbs.A snakeskin tunic is a tight, form-fitting shirt crafted from the scales of a giant snake. When worn, it grants a +1 armor bonus to AC, a +2 enhancement bonus to Dexterity, and a +2 resistance bonus on saving throws against poison.Craft Wondrous Item, cat's grace, delay poisonWondrous ItemUltimate Equipment
Spectral Shroudmoderate necromancy5chest26000-This thin, bleached cloth covers the wearer's entire torso. Some also cover the wearer's face, but don't interfere with the wearer's vision. The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using see invisibility. Once per day, the wearer can become incorporeal for 10 rounds and gain a fly speed equal to half his base speed with perfect maneuverability. The wearer can't attack while incorporeal, but can dismiss the effect as a move action.Craft Wondrous Item, hide from undead, see invisibilityWondrous ItemUltimate Equipment
Tunic Of Careful Castingfaint abjuration3chest50001 lb.This woolen garment is decorated with a pattern of linked chains embroidered in silver and black thread. It assists the wearer with maintaining focus during spellcasting, granting a +2 bonus on Concentration checks.Craft Wondrous Item, Combat CastingWondrous ItemUltimate Equipment
Tunic Of Deadly Mightfaint evocation3chest60002 lbs.This tunic is crafted from golden thread, and has silver-hemmed sleeves. The wearer gains a +2 bonus to Combat Maneuver Defense against disarm and sunder combat maneuvers. If the wearer is a samurai, twice per day as a swift action he can apply the effects of the thundering weapon special ability (Core Rulebook 472) to a successful critical hit against the target of his challenge.Craft Wondrous Item, blindness/deafness, mage armorWondrous ItemUltimate Equipment
Unfettered Shirtmoderate abjuration and transmutation7chest10000-This loose, often ruffled, shirt is cut in a style designed to avoid hindering its wearer's movement. Once per day on command, the wearer can gain the benefits of freedom of movement for 10 minutes.Craft Wondrous Item, cat's grace, freedom of movementWondrous ItemUltimate Equipment
Vest Of Escapefaint conjuration and transmutation4chest5200-This simple silk vest looks nondescript, but is actually studded with numerous secret pockets sewn into its lining. Hidden inside these are magic lockpicks that provide a +4 competence bonus on Disable Device checks. The vest also grants its wearer a +6 competence bonus on Escape Artist checks.Craft Wondrous Item, knock, greaseWondrous ItemUltimate Equipment
Vest Of Stable Mutationmoderate abjuration8chest200002 lbs.This leather vest is fitted with a number of pockets that are useful for storing the ingredients necessary for alchemical tinkering. The main ability of this vest, however, is to lessen the debilitating effects of an alchemist's mutagen. While under the effect of any type of mutagen, the wearer takes no penalty to mental ability scores from that mutagen.Craft Wondrous Item, eagle's splendor, fox's cunning, owl's wisdom, creator must be an alchemistWondrous ItemUltimate Equipment
Vest Of Surgeryfaint conjuration5chest30004 lbs.This emerald vest has four prominent and bulging pockets along its front. The wearer is always treated as if using a healer's kit when making Heal checks (Core Rulebook 161). Once per day, the wearer can make a DC 20 Heal check as if attempting to treat deadly wounds. If the check is successful, it cures 1d4 points of ability damage instead of hit point damage.Craft Wondrous Item, lesser restoration, creator must have 5 ranks in HealWondrous ItemUltimate Equipment
Vest Of The Cockroachfaint necromancy3chest160002 lbs.This padded and slightly bulky vest, made from red-brown cloth, causes its wearer to feel vaguely uncomfortable whenever she is lying prone. If the wearer is a rogue, she gains the resiliency rogue talent. If she already has this talent, activating the talent grants her 2 hit points per rogue level instead of 1.Craft Wondrous Item, false lifeWondrous ItemUltimate Equipment
Vest Of The Vengeful Trackerfaint divination5chest60003 lbs.This green-and-brown vest has pockets sewn along its length, each with a tiny lodestone button. The wearer feels a surge of heroism when she tracks down prey. She gains a +1 morale bonus on the first attack and damage rolls made with weapons against creatures she has successfully tracked within the previous 24 hours. If her target is flat-footed, this bonus increases to +2. If her target is also her favored enemy, she gains a +4 bonus on critical hit confirmation rolls against the target.Craft Wondrous Item, commune with natureWondrous ItemUltimate Equipment
Annihilation Spectaclesmoderate transmutation11eyes250001/4 lb.Creatures viewed through these darkly tinted glasses sometimes seem to flicker briefly in and out of existence. A transmuter can use these spectacles to spontaneously convert any prepared wizard transmutation spell into any other wizard transmutation spell he knows; the desired spell must be of the same level or lower than the prepared spell. Once per day, he may use the spectacles to spontaneously cast disintegrate in place of one of his prepared transmutation wizard spells of 6th level or higher, even if he doesn't know that spell.Craft Wondrous Item, disintegrate, creator must be a transmuterWondrous ItemUltimate Equipment
Arachnid Gogglesmoderate transmutation9eyes150002 lbs.This leather band is studded with dozens of faceted crystals of varying size, two of which fit over the eyes. When wearing these goggles, the wearer uses all the crystals as eyes, gaining all-around vision (Bestiary 2).Craft Wondrous Item, countless eyes (Ultimate Magic)Wondrous ItemUltimate Equipment
Blind Man's Foldmoderate transmutation6eyes12000-Fashioned from a scrap of a blind beggar's clothing, a blind man's fold is often used by explorers who must traverse caves inhabited by invisible creatures, or those drawn to sources of light. A blind man's fold fully obscures normal vision while worn, but grants the effects of the Improved Blind-Fight feat (Advanced Player's Guide 162). Creatures which are unable to see normally gain no benefit from wearing a blind man's fold.Craft Wondrous Item, Improved Blind-Fight, darknessWondrous ItemUltimate Equipment
Darklands Gogglesmoderate transmutation6eyes20000-These goggles' dark lenses are made of round obsidian sheets thin enough to see through. They grant the wearer darkvision 120, as well as a +4 competence bonus on Perception checks and Survival checks made to track while underground.Craft Wondrous Item, darkvision, terrain bond (Ultimate Magic)Wondrous ItemUltimate Equipment
Deathwatch Eyesfaint necromancy1eyes2000-These blood red crystal lenses fit snugly over the wearer's eyes. The wearer gains the constant effects of the deathwatch spell.Craft Wondrous Item, deathwatchWondrous ItemUltimate Equipment
Eyes Of Charmingmoderate enchantment7eyes56000-These two crystal lenses fit over the user's eyes. The wearer is able to use charm person (one target per round) merely by meeting a target's gaze. Those targets failing a DC 16 Will save are charmed as per the spell. Both lenses must be worn for the magic item to take effect.Craft Wondrous Item, Heighten Spell, charm personWondrous ItemUltimate Equipment
Eyes Of Doommoderate necromancy11eyes25000-These crystal lenses fit over the user's eyes, enabling him to cast doom upon those around him (one target per round) as a gaze attack, except that the wearer must take a standard action, and those merely looking at the wearer are not affected. Those failing a DC 11 Will save are affected as by the doom spell. The wearer also gains the additional power of a continual deathwatch effect and can use fear (Will DC 16 partial) as a normal gaze attack once per week. Both lenses must be worn for the magic item to take effect.Craft Wondrous Item, doom, deathwatch, fearWondrous ItemUltimate Equipment
Eyes Of Eyebitemoderate necromancy11eyes30000-These glasses look like golden teeth holding a pair of green-tinted lenses. The wearer may use eyebite 11 times per day on command, affecting one target for each use of the spell. The wearer does not need to use these rounds consecutively, but each activation is a standard action (unlike the spell, in which targeting a new foe is a swift action). If the wearer removes the glasses, the eyebite effects immediately end.Craft Wondrous Item, eyebiteWondrous ItemUltimate Equipment
Eyes Of Keen Sightfaint transmutation1eyes6000-These clear crystals fit over the wearer's eyes. They grant the wearer a +2 competence bonus on Perception checks, and the wearer gains low-light vision. If the wearer has low-light vision already, these lenses double the distance the wearer can see with this vision.Craft Wondrous Item, keen senses (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Eyes Of The Dragonstrong transmutation15eyes110000-These tigereye gems fit over and then meld into the eyes, transforming the wearer's eyes into something slitted and draconic. These eyes grant the wearer darkvision 120 ft. and blindsense 60 ft. The wearer sees four times as well as a human in dim light and twice as well in normal light.Craft Wondrous Item, form of the dragon IIIWondrous ItemUltimate Equipment
Eyes Of The Eaglefaint divination3eyes2500-These lenses are made of special crystal and fit over the eyes of the wearer. They grant a +5 competence bonus on Perception checks. Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and stunned for 1 round.Craft Wondrous Item, clairaudience/clairvoyanceWondrous ItemUltimate Equipment
Eyes Of The Owlfaint transmutation5eyes4000-These magical goggles are decorated with owl motifs, including clusters of feathers over the eyes. The wearer gains low-light vision.Craft Wondrous Item, beast shape IWondrous ItemUltimate Equipment
Goggles Of Brilliant Lightfaint evocation3eyes8800-These sturdy goggles have a mirror sheen on the outside of their lenses, a wrapping of leather holding them snugly in place. This tint blocks a considerable amount of natural light. Twice per day, the goggles' wearer can emit bright light on command to a range of 30 feet. Any creature within that area must succeed at a DC 13 Fortitude saving throw or be blinded for 1 hour. In addition, the wearer also gains a +2 resistance bonus on saving throws against visual effects.Craft Wondrous Item, light, scorching rayWondrous ItemUltimate Equipment
Goggles Of Elvenkindfaint divination5eyes8500-These simple goggles, made of two emeralds attached to a twin frame, grant the wearer low-light vision and a +5 compentence bonus on Spellcraft checks to identify magic auras and items. If the wearer already has low-light vision, it grants the wearer double the normal range for low-light vision.Craft Wondrous Item, beast shape II, guidance, creator must be an elfWondrous ItemUltimate Equipment
Goggles Of Minute Seeingfaint divination3eyes2500-The lenses of this item are made of special crystal, its band woven with tiny patterns of metallic thread almost invisible to the naked eye. When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Disable Device checks. Both lenses must be worn for the magic to be effective.Craft Wondrous Item, true seeingWondrous ItemUltimate Equipment
Goggles Of Nightfaint transmutation3eyes12000-The lenses of this item are made of violet crystal. Even though the lenses are opaque, when placed over the eyes of the wearer, they enable him to see normally and also grant him 60-foot darkvision. Both lenses must be worn for the magic to be effective.Craft Wondrous Item, darkvisionWondrous ItemUltimate Equipment
Inquisitor's Monoclefaint enchantment3eyes6800-The thick glass lens of this golden-framed monocle is attached to the wearer by a weighty chain. This monocle helps draw out the truth of things, and was originally created to aid in the investigation of crimes and the questioning of witnesses. Twice per day on command, it can create a zone of truth, as per the spell. In addition, this monocle grants its wearer a +5 competence bonus on Sense Motive checks. Though it fits over only one of the wearer's eyes, the item takes up the entire eyes slot.Craft Wondrous Item, zone of truthWondrous ItemUltimate Equipment
Kinsight Gogglesfaint divination2eyes75001 lb.Kinsight goggles are in fact two separate crystal monocles, linked together with a simple silver clasp that allows them to both be worn at once like pince-nez spectacles. The left and right halves may be separated and worn individually, allowing two people to see through one another's eyes. When separated, the wearer of either half of the goggles may speak a command word to see through the lens of the other half, so long as the halves of the goggles remain within 500 feet of one another. When the two lenses are attached and worn as one item, they offer no magical benefit-just some minor magnification.Craft Wondrous Item, share senses (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Lenses Of Detectionmoderate divination9eyes35001 lb.These circular prisms let their wearer detect minute details, gaining a +5 competence bonus on Perception checks. It also aids in tracking, adding a +5 competence bonus on Survival checks when tracking.Craft Wondrous Item, true seeingWondrous ItemUltimate Equipment
Lenses Of Figment Piercingfaint divination3eyes12000-When the wearer first sees an illusion effect with the figment subschool with a visual element, and that figment allows a saving throw, she can immediately make any allowed saving throw to realize the image is illusory instead of waiting to interact with it. This has no effect on illusions of other subschools or on illusions that do not normally allow a saving throw. If the wearer fails to disbelieve the illusion and later interacts with it in such a way as to qualify normally for a saving throw to disbelieve, she gains a +4 competence bonus on this saving throw.Craft Wondrous Item, see invisibilityWondrous ItemUltimate Equipment
Mindmaster's Eyesstrong enchantment11eyes95000-This pair of thin and faceted ruby crystals fit over the wearer's eyes. On command, the wearer can use charm monster (Will DC 19 to negate), or once per day the wearer can use dominate person (Will DC 20 to negate) instead.Craft Wondrous Item, charm monster, dominate personWondrous ItemUltimate Equipment
Monocle Of The Investigatormoderate divination11eyes66000-This crystal lens fits over a single eye but takes up the entire eyes slot. Once per day, the wearer is able to gaze at a 10-foot-by-10- foot area and see exactly what occurred in that area during the past 24 hours. The vision of what occurred in the specified area comes to the user in a single minute of observation; if that minute is interrupted, the wearer must use the monocle again to get the full observation. All the visual details of the observed events are clear and memorable to the user, no matter how obscure. The monocle does not, however, provide any insight into the observed events besides what can be visually seen. Observed conversations cannot be heard, for example.Craft Wondrous Item, legend lore, visionWondrous ItemUltimate Equipment
Pirate's Eye Patchfaint transmutation2eyes2600-This black silk eye patch is adorned by a skull and crossbones worked in silver thread. The wearer of this patch gains a +2 competence bonus on Swim and Climb checks. In addition, once per day, the wearer of this eye patch can gain the effects of either touch of the sea (Advanced Player's Guide) or expeditious retreat on command (wearer's choice).Craft Wondrous Item, expeditious retreat, touch of the seaWondrous ItemUltimate Equipment
Rainbow Lensesstrong enchantment15eyes21000-These lenses interfere with the wearer's ability to see color, and everything appears in shades of black and white, as if the wearer were using darkvision. Once per day the wearer can use color spray, hypnotic pattern, and rainbow pattern.Craft Wondrous Item, color spray, hypnotic pattern, rainbow patternWondrous ItemUltimate Equipment
Sea Tyrant's Patchstrong enchantment15eyes70000-This ornate silk eye patch is embroidered with gold thread and studded with pearls in a pattern representing a whirlpool. The wearer of this item, which is a favorite patch of ruthless or particularly driven pirate captains, is constantly affected as if subject to the touch of the sea (Advanced Player's Guide) and water breathing spells. Furthermore, once per day on command, the wearer can use mass charm monster, as per the spell.Craft Wondrous Item, mass charm monster, touch of the sea, water breathingWondrous ItemUltimate Equipment
Sniper Gogglesfaint divination5eyes200001 lb.The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.Craft Wondrous Item, true strikeWondrous ItemUltimate Equipment
Sniper Goggles, Greatermoderate divination8eyes50000-These goggles feature stubby periscopelike lenses that expand and retract depending on the needs of the wearer. These goggles function as sniper goggles, but the wearer gains the +2 circumstance bonus on each sneak attack when making a sneak attack at any range.Craft Wondrous Item, true strikeWondrous ItemUltimate Equipment
Spectacles Of Understandingfaint divination2eyes3000-When worn, these innocent-looking spectacles convert any written language to one known by the wearer, as the comprehend languages spell. The glasses are also good at detecting falsified documents, granting their wearer a +5 bonus to Linguistics checks to identify forgeries and the ability make such checks untrained.Craft Wondrous Item, comprehend languagesWondrous ItemUltimate Equipment
Swordmaster's Blindfoldmoderate transmutation9eyes80000-This black band of silk grants its wearer spectacular senses within a limited range. Some believe these items were made to grant lesser swordmasters the illusion of skill. When the wearer places the blindfold over her eyes, she becomes blinded, but gains blindsight (Bestiary 298) within the reach of her melee weapon, or 5 feet if the wearer is not wielding a melee weapon. Furthermore, the wearer is under the effect of a constant locate weakness (Ultimate Combat 236) spell, but only when making melee attacks.Craft Wondrous Item, blindness, locate weaknessWondrous ItemUltimate Equipment
Treasure Hunter's Gogglesfaint divination3eyes6400-These sturdy but plain goggles help the wearer locate secret doors and coins and identify treasure. While wearing these goggles, the wearer can use detect secret doors at will. The goggles do not aid in determining how secret doors are opened. Once per day on command, the wearer gains the ability to locate object as per the spell, but only to detect 100 or more coins in a small area, such as a backpack, chest, pouch, or sack. Three times per day, the wearer may use identify.Craft Wondrous Item, detect secret doors, identify, locate objectWondrous ItemUltimate Equipment
Truesight Gogglesstrong divination11eyes184800-These goggles, constructed of a pair of perfect prisms held in place by golden frames and affixed to the head by a black leather strap, grants the wearer true seeing continuously. Furthermore, once per day on command, the wearer can use analyze dweomer as the spell.Craft Wondrous Item, analyze dweomer, true seeingWondrous ItemUltimate Equipment
Acrobat Slippersfaint transmutation3feet30002 lbs.These supple gray leather slippers enable the wearer to keep his balance in precarious positions. The wearer retains his Dexterity bonus to AC when climbing, running, or using the Acrobatics skill to move on narrow surfaces or uneven ground without falling. In addition, the wearer gains a +2 competence bonus to CMD against trip maneuvers and on Reflex saves to avoid falling (including falling prone).Craft Wondrous Item, cat's graceWondrous ItemUltimate Equipment
Boots Of Elvenkindfaint transmutation5feet25001 lb.These soft boots are partially made out of living leaves and other natural materials. They enable the wearer to move nimbly about in virtually any surroundings, granting a +5 competence bonus on Acrobatics checks.Craft Wondrous Item, creator must be an elfWondrous ItemUltimate Equipment
Boots Of Escapemoderate conjuration5feet80001 lb.These sturdy leather-soled cloth boots have straps at the ankles and calves to ensure a snug fit. Once per day, when the wearer of the boots is grappled, pinned, or entangled, she may transfer herself to any spot within 30 feet as if using a dimension door spell. A gnome wearing these boots may instead transfer herself up to 400 feet away.Craft Wondrous Item, dimension door, creator must be a gnome or a wizard specialized in the school of conjurationWondrous ItemUltimate Equipment
Boots Of Friendly Terrainfaint transmutation5feet24001 lb.Boots of friendly terrain turn inhospitable territory into a perfect hunting grounds for any ranger who wears them, so much so that his footprints vanish behind him with each step he takes. Each pair of these supple leather boots corresponds to a specific sort of environment as defined by the ranger's favored terrain class feature (jungles, plains, and so on). A ranger wearing the boots can treat the corresponding environment of the boots as one of his favored terrains, granting him a +2 bonus. If he already has that particular environment as one of his favored terrains, that terrain's bonus increases by 2.Craft Wondrous Item, pass without trace, creator must be a rangerWondrous ItemUltimate Equipment
Boots Of Levitationfaint transmutation3feet75001 lb.These soft leather boots are incredibly light and comfortable, with thin soles reinforced by strips of tough hide that provide an unexpected amount of support and protection to the foot. On command, these boots allow the wearer to levitate as if she had cast levitate on herself.Craft Wondrous Item, levitateWondrous ItemUltimate Equipment
Boots Of Speedmoderate transmutation10feet120001 lb.As a free action, the wearer of boots of speed can click her heels together, letting her act as though affected by a haste spell for up to 10 rounds each day. The haste effect's duration need not be consecutive rounds.Craft Wondrous Item, hasteWondrous ItemUltimate Equipment
Boots Of Striding And Springingfaint transmutation3feet55001 lb.These boots increase the wearer's base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Acrobatics checks.Craft Wondrous Item, longstrider, creator must have 5 ranks in the Acrobatics skillWondrous ItemUltimate Equipment
Boots Of Teleportationmoderate conjuration9feet490003 lbs.When scrutinized closely, parts of these light gray boots appear to fade in and out of existence. Any character wearing this footwear may teleport three times per day, exactly as if she had cast the teleport spell.Craft Wondrous Item, teleportWondrous ItemUltimate Equipment
Boots Of The Catfaint transmutation1feet10001 lb.These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot's wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.Craft Wondrous Item, feather fallWondrous ItemUltimate Equipment
Boots Of The Enduring Marchfaint conjuration2feet15002 lbs.These travel-stained boots of stout brown leather enable the wearer to traverse great distances without tiring. When making a forced march (Core Rulebook 171), for each hour of marching beyond 8 hours, the wearer needs only to make a Constitution check (DC 10, +1 per extra hour) instead of the normal check. Furthermore, if the wearer fails the check, she only takes 1d4 points of nonlethal damage and does not becomes fatigued the first time she takes nonlethal damage in this way.Craft Wondrous Item, EnduranceWondrous ItemUltimate Equipment
Boots Of The Mastodonmoderate transmutation8feet105002 lbs.These massive boots are made from mastodon hide. The boots are so large and cumbersome that their wearer takes a -2 penalty on Stealth checks, but gains a +2 enhancement bonus on overrun attempts and a +2 dodge bonus to AC while attempting an overrun combat maneuver. In addition, once per day the wearer can make a trample attack (Bestiary 305). Regardless of his actual size, the creature wearing the boots can trample creatures of size Large or smaller in his path. The trample attack deals 2d8+18 points of damage (Reflex DC 29 halves).Craft Wondrous Item, beast shape IIIWondrous ItemUltimate Equipment
Boots Of The Mirefaint abjuration and transmutation5feet35001 lb.These soft leather boots confer several powers upon the wearer. First, he is granted the power to walk on water in swampy environments, provided the water is no deeper than 5 feet-this effectively lets him move through swampy terrain and mud at no cost to his speed. He leaves no tracks or other signs of his passage as long as he's in swampy terrain, and never becomes uncomfortable or wet from rain, fog, or other forms of non-freezing precipitation. Finally, the boots grant him a +2 resistance bonus on all Fortitude saves made against poison and disease.Craft Wondrous Item, endure elements, pass without trace, resistance, water walkWondrous ItemUltimate Equipment
Boots Of The Winterlandsfaint abjuration and transmutation5feet25001 lb.The wearer of these boots is able to travel across snow at her normal speed, leaving no tracks. Additionally, the boots enable her to travel at normal speed across the slipperiest ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer, as if she were affected by an endure elements spell.Craft Wondrous Item, cat's grace, endure elements, pass without traceWondrous ItemUltimate Equipment
Burglar Boots, Majormoderate divination10feet460001/2 lb.These boots look and act as the minor burglar boots, but grant a +10 competence bonus on Perception checks and to AC and on Reflex saves. Also, once per day on command, these boots grant the wearer the ability to use find traps as the spell.Craft Wondrous Item, find traps, creator must have at least 12 ranks in PerceptionWondrous ItemUltimate Equipment
Burglar Boots, Minorfaint divination1feet40001/2 lb.These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers. grant their wearer a +5 competence bonus on Perception checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor. This bonus also applies to AC and on any Reflex saving throws against such traps.Craft Wondrous Item, creator must have 4 ranks in PerceptionWondrous ItemUltimate Equipment
Caltrop Bootsfaint transmutation5feet100002 lbs.These knee-high black leather boots have prominent and irregularly shaped heels which seem to bulge from the rest of the shoe. As a swift action, the boots' wearer can cause the boots to let loose a spray of caltrops through the back of the heels as he moves during the remainder of his round. These caltrops fill each square the wearer moves into during that round. Any creature, including the wearer, occupying or who steps into one of these squares suffers the normal effects of coming into contact with caltrops (Core Rulebook 155). Once produced, these caltrops remain in existence until removed from their square, at which point they immediately disappear. The shoes can be used for 10 rounds per day. These rounds need not be consecutive.Craft Wondrous Item, spike growthWondrous ItemUltimate Equipment
Daredevil Bootsfaint enchantment3feet14001 lb.This pair of magical boots shimmers in vibrant shades of blazing red and burning orange when they are held up to the light. These boots allow the wearer to gain extra maneuverability while moving through hazardous areas. As a free action, the wearer can click her heels together to grant herself a +5 competence bonus on Acrobatics checks made to move through threatened squares or to move through an enemy's space without provoking attacks of opportunity for up to 10 rounds per day. The rounds do not need to be consecutive. Furthermore, anytime the wearer of the boots successfully moves though the space of an enemy without provoking an attack of opportunity, she gains a +1 bonus on attack rolls against that enemy until the end of her turn.Craft Wondrous Item, cat's graceWondrous ItemUltimate Equipment
Dryad Sandalsmoderate conjuration and transmutation9feet240001 lb.These sandals are woven from grass, lengths of pliant vine, living leaves, and supple bark. In forest terrain, the wearer leaves no tracks or scent and gains a +2 competence bonus on Stealth checks. The wearer can move through natural undergrowth without impediment or harm as a druid using woodland stride (Core Rulebook 51), and once per day she may step inside a tree and remain there for up to 9 hours, or teleport to a similar tree within range, as tree stride but allowing only a single teleport.Craft Wondrous Item, pass without trace, tree stride, creator must be a druidWondrous ItemUltimate Equipment
Earth Root Bootsfaint transmutation3feet80002 lbs.The longer the wearer of these boots stays in one place-as long as that place is on solid ground-the harder it is to move her from that place. The wearer gains a cumulative +1 circumstance bonus to her CMD (maximum of +10) for each round she does not move from her space.Craft Wondrous Item, elemental body IWondrous ItemUltimate Equipment
Feather Step Slippersfaint transmutation3feet20001 lb.Once per day for 10 minutes, these fine silken slippers allow their wearer to ignore the adverse movement effects of difficult terrain as if subject to the feather step spell, including granting the ability to take 5-foot steps in difficult terrain.Craft Wondrous Item, feather step (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Getaway Bootsmoderate conjuration11feet300001 lb.These rather nondescript boots can, once per day, be attuned to a location their wearer is standing upon. Once the boots are attuned to a location, once per day as a full-round action, the wearer, along with anything she is wearing or carrying, teleports back to the attuned location as the getaway spell, except that no allies are teleported when the boots are activated even if they were in the area when the boots were attuned to their location. Once the boots are attuned to a location, they continue to be attuned to the same location until they are attuned to a new location.Craft Wondrous Item, getaway (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Haunted Shoesfaint conjuration and illusion3feet64801 lb.Two times per day, the wearer of these shoes can call forth 1d4 spirit servants to aid her. The spirit servants are invisible, mindless, shapeless beings that act as servants summoned by the unseen servant spell. The spirits return to the shoes after 3 hours have passed. The wearer can choose to dismiss one or more of the spirit servants early. Once per day, the wearer can command the ghostly spirits inside her haunted shoes to emerge and swirl around her, making her difficult to target in combat. The wearer gains concealment (20% miss chance) for 3 minutes. The spirits cannot be harmed, but a true seeing spell ignores the concealment effect. The concealment effect cannot be activated while any of the spirits are currently being used as unseen servants.Craft Wondrous Item, blur, unseen servantWondrous ItemUltimate Equipment
Horseshoes Of A Zephyrfaint transmutation3feet60004 lbs.These shining, silvery horseshoes bear designs of swift-moving clouds and anthropomorphized images of the wind. When affixed to a horse, these horseshoes allow the horse to travel without actually touching the ground. The horse must still run above (always around 4 inches above) a roughly horizontal surface. This means that the horse can cross non-solid or unstable surfaces such as water, and that it can move without leaving tracks on any sort of ground. The horse moves at its normal base land speed. All four shoes must be worn by the same animal for the magic to be effective.Craft Wondrous Item, levitateWondrous ItemUltimate Equipment
Horseshoes Of Crushing Blows +1faint evocation5feet40004 lbs.Horseshoes of crushing blows grant an enhancement bonus on attack and damage rolls made with hoof attacks; this bonus varies based on the item's price. Alternatively, as described for the amulet of mighty fists, they can grant hooves melee weapon special abilities so long as they can be applied to unarmed attacks. Horseshoes of crushing blows cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. Horseshoes of crushing blows are crafted as sets of four, with each shoe in the set bearing the same enhancements. All four shoes must be worn by the same animal to be effective. Horseshoes of crushing blows may be crafted out of special materials, gaining the usual benefits. For purposes of pricing, they count as a single one-handed weapon weighing 4 pounds (for example, adamantine horseshoes of crushing blows would cost an additional 3,000 gp). The materials needed to make cold iron horseshoes of crushing blows add no extra costs in and of themselves, but enhancing cold iron horseshoes of crushing blows increases the price by the usual 2,000 gp.Craft Magic Arms and Armor, Craft Wondrous Item, creator's caster level must be at least three times the horseshoes' bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemUltimate Equipment
Horseshoes Of Crushing Blows +2faint evocation5feet160004 lbs.Horseshoes of crushing blows grant an enhancement bonus on attack and damage rolls made with hoof attacks; this bonus varies based on the item's price. Alternatively, as described for the amulet of mighty fists, they can grant hooves melee weapon special abilities so long as they can be applied to unarmed attacks. Horseshoes of crushing blows cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. Horseshoes of crushing blows are crafted as sets of four, with each shoe in the set bearing the same enhancements. All four shoes must be worn by the same animal to be effective. Horseshoes of crushing blows may be crafted out of special materials, gaining the usual benefits. For purposes of pricing, they count as a single one-handed weapon weighing 4 pounds (for example, adamantine horseshoes of crushing blows would cost an additional 3,000 gp). The materials needed to make cold iron horseshoes of crushing blows add no extra costs in and of themselves, but enhancing cold iron horseshoes of crushing blows increases the price by the usual 2,000 gp.Craft Magic Arms and Armor, Craft Wondrous Item, creator's caster level must be at least three times the horseshoes' bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemUltimate Equipment
Horseshoes Of Crushing Blows +3faint evocation5feet360004 lbs.Horseshoes of crushing blows grant an enhancement bonus on attack and damage rolls made with hoof attacks; this bonus varies based on the item's price. Alternatively, as described for the amulet of mighty fists, they can grant hooves melee weapon special abilities so long as they can be applied to unarmed attacks. Horseshoes of crushing blows cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. Horseshoes of crushing blows are crafted as sets of four, with each shoe in the set bearing the same enhancements. All four shoes must be worn by the same animal to be effective. Horseshoes of crushing blows may be crafted out of special materials, gaining the usual benefits. For purposes of pricing, they count as a single one-handed weapon weighing 4 pounds (for example, adamantine horseshoes of crushing blows would cost an additional 3,000 gp). The materials needed to make cold iron horseshoes of crushing blows add no extra costs in and of themselves, but enhancing cold iron horseshoes of crushing blows increases the price by the usual 2,000 gp.Craft Magic Arms and Armor, Craft Wondrous Item, creator's caster level must be at least three times the horseshoes' bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemUltimate Equipment
Horseshoes Of Crushing Blows +4faint evocation5feet640004 lbs.Horseshoes of crushing blows grant an enhancement bonus on attack and damage rolls made with hoof attacks; this bonus varies based on the item's price. Alternatively, as described for the amulet of mighty fists, they can grant hooves melee weapon special abilities so long as they can be applied to unarmed attacks. Horseshoes of crushing blows cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. Horseshoes of crushing blows are crafted as sets of four, with each shoe in the set bearing the same enhancements. All four shoes must be worn by the same animal to be effective. Horseshoes of crushing blows may be crafted out of special materials, gaining the usual benefits. For purposes of pricing, they count as a single one-handed weapon weighing 4 pounds (for example, adamantine horseshoes of crushing blows would cost an additional 3,000 gp). The materials needed to make cold iron horseshoes of crushing blows add no extra costs in and of themselves, but enhancing cold iron horseshoes of crushing blows increases the price by the usual 2,000 gp.Craft Magic Arms and Armor, Craft Wondrous Item, creator's caster level must be at least three times the horseshoes' bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemUltimate Equipment
Horseshoes Of Crushing Blows +5faint evocation5feet1000004 lbs.Horseshoes of crushing blows grant an enhancement bonus on attack and damage rolls made with hoof attacks; this bonus varies based on the item's price. Alternatively, as described for the amulet of mighty fists, they can grant hooves melee weapon special abilities so long as they can be applied to unarmed attacks. Horseshoes of crushing blows cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. Horseshoes of crushing blows are crafted as sets of four, with each shoe in the set bearing the same enhancements. All four shoes must be worn by the same animal to be effective. Horseshoes of crushing blows may be crafted out of special materials, gaining the usual benefits. For purposes of pricing, they count as a single one-handed weapon weighing 4 pounds (for example, adamantine horseshoes of crushing blows would cost an additional 3,000 gp). The materials needed to make cold iron horseshoes of crushing blows add no extra costs in and of themselves, but enhancing cold iron horseshoes of crushing blows increases the price by the usual 2,000 gp.Craft Magic Arms and Armor, Craft Wondrous Item, creator's caster level must be at least three times the horseshoes' bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemUltimate Equipment
Horseshoes Of Glorymoderate abjuration and transmutation11feet3960012 lbs.These massive horseshoes sport deadly spikes that jut from their front. Once per day on command, the rider of a mount wearing these shoes may choose to either increase the mount's size by one size increment (maximum Huge), or change its type to magical beast, as beast shape IV. In addition, while the mount is augmented in either of these two ways, it gains DR/5 chaos, evil, good, or law (selected by the rider). These horseshoes are part of a set and require all four to be worn by the same animal to properly function.Craft Wondrous Item, beastshape IV, protection from chaos/evil/ good/lawWondrous ItemUltimate Equipment
Horseshoes Of Mistfaint transmutation5feet2700012 lbs.When a horse is shod with these horseshoes, they give off a puff of mist each time a hoof strikes the earth. On the rider's command, the mount and the rider are both affected as if subject to a gaseous form spell. If for some reason the rider and the mount become separated from one another while in gaseous form, the effect automatically ends for both. The horseshoes can be used for 10 minutes per day. The duration need not be consecutive, but it must be spent in 1-minute increments.Craft Wondrous Item, gaseous formWondrous ItemUltimate Equipment
Horseshoes Of Speedfaint transmutation3feet300012 lbs.When affixed to an animal's hooves, these iron horseshoes increase the animal's base land speed by 30 feet; this counts as an enhancement bonus. As with other effects that increase speed, jumping distances increase proportionally. All four shoes must be worn by the same animal for the magic to be effective.Craft Wondrous Item, hasteWondrous ItemUltimate Equipment
Jaunt Bootsfaint transmutation3feet72002 lbs.These stylish black leather boots are stitched with images of winding roads and trails through peaceful orchards. They can be worn up to mid-thigh, or have their cuffs turned down to make knee-high boots. Three times per day, as a move action, the wearer can move up to 15 feet (or her movement speed if it's less than 15 feet). This movement does not provoke attacks of opportunity.Craft Wondrous Item, jester's jaunt (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Nightmare Bootsmoderate evocation and transmutation6feet85003 lbs.Prized by evil warriors, these boots are made of inky black leather trimmed with a crimson mane of fiendish horsehair. Some bear the hair of actual nightmares along their rims, causing them to occasionally flare and crackle with flames reminiscent of the foul equines. When the wearer runs or charges, smoke issues up from the boots, acting as concealment (20% miss chance) when the wearer provokes attacks of opportunity while making those actions. Secondly, three times per day, as a swift action, the wearer can make the boots smoke, which grants her concealment until the end of her turn. Lastly, once per day, when the wearer hits a creature with a melee attack, she can command the boots to ignite. When the boots ignite, all creatures within a 5-foot radius take 2d6 points of fire damage. A DC 13 Reflex saving throw halves the damage.Craft Wondrous Item, burning hands, pyrotechnicsWondrous ItemUltimate Equipment
Nightmare Horseshoesmoderate conjuration and transmutation7feet900012 lbs.These horseshoes are made of blackened steel and are typically stamped with infernal symbols or, less subtly, horrific images of terrified and tortured steeds of the darkest hues. They typically give off a slight smell of brimstone, as though they had been crafted in some hellish forge. On command, the mount's rider may grant it the smoke supernatural ability (Bestiary 216). The horseshoes can be used for 10 rounds per day, split up as the mount's rider chooses (minimum 1 round per use). While this power is activated, the mount's eyes, hooves, mane, and tail burst into flame, and its hooves deal an extra 1d4 points of fire damage.Craft Wondrous Item, burning hands, obscuring mist, stinking cloudWondrous ItemUltimate Equipment
Sandals Of Quick Reactionfaint transmutation4feet40001 lb.These supple leather sandals grant a burst of speed during times of duress. When the wearer acts during a surprise round, he can take a standard and a move action during the surprise round. If the wearer already has the ability to take a standard and a move action during the surprise round, he instead gains a +10 circumstance bonus to speed when acting during a surprise round.Craft Wondrous Item, anticipate peril (Ultimate Magic), hasteWondrous ItemUltimate Equipment
Sandals Of The Lightest Stepmoderate transmutation7feet50001/2 lb.These soft leather sandals have soles that consist of a layer of purple velvet decorated with intricate gold stitching. When slipped onto the feet, they feel as weightless as air. In any round when the wearer has already moved at least 10 feet along the ground or another surface (not counting travel on a mount or vehicle), these boots can be activated as a swift action to give the wearer the ability to walk on air (as the air walk spell) until the end of the round. If the wearer hasn't reached a solid surface by the end of the round, she immediately falls back to the ground, taking any applicable falling damage. These sandals can be used up to 5 times per day, but no more often than once per minute.Craft Wondrous Item, air walkWondrous ItemUltimate Equipment
Shoes Of Lightning Leapingmoderate transmutation6feet105001 lb.These short black shoes fit tightly around the wearer's feet and bear designs of leaping arcs of lightning and wild winds. Once per day on command, a creature wearing these boots can transform into lightning and move up to 50 feet in a straight line, re-materializing at the far end of the lightning bolt. Creatures in the path of the lightning take 6d6 points of electricity damage and objects take damage as per the lightning bolt spell. If the lightning strikes an object or barrier and fails to burst through it, the creature wearing the boots appears next to the impacted object and is staggered for 1 round. Movement while in lightning form does not provoke attacks of opportunity.Craft Wondrous Item, expeditious retreat, lightning boltWondrous ItemUltimate Equipment
Shoes Of The Firewalkermoderate evocation6feet210001 lb.These low-cut shoes of polished red leather feature golden eyelets and stitching in a fiery pattern. They grant the wearer fire resistance 10 and allow the wearer to walk atop lava and magma as if subject to the water walk spell.Craft Wondrous Item, resist energy, water walkWondrous ItemUltimate Equipment
Slippers Of Cloudwalkingmoderate transmutation11feet44001 lb.The wearer of these slippers may walk on air (as the spell air walk) for up to 10 minutes per day, which may be used in 1-minute increments and requires no action to activate. However, she may only walk on air within or on top of natural or magical mist or fog, including fog-like gases such as those created by acid fog, cloudkill, incendiary cloud, or stinking cloud. Walking on top of such clouds carries no danger for the wearer, but walking through the cloud has its normal effect.Craft Wondrous Item, wind walkWondrous ItemUltimate Equipment
Slippers Of Spider Climbingfaint transmutation4feet48001/2 lb.When worn, a pair of these slippers enables movement on vertical surfaces or even upside down along ceilings, leaving the wearer's hands free. Her climb speed is 20 feet. Severely slippery surfaces-icy, oiled, or greased surfaces-make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses (minimum 1 minute per use).Craft Wondrous Item, spider climbWondrous ItemUltimate Equipment
Slippers Of The Tritonmoderate abjuration7feet560001 lb.These slippers allow the wearer to breathe water. Additionally, if the wearer has no swim speed, she gains a 30 foot swim speed. If the wearer has a swim speed, she gains a +10 foot enhancement bonus to her swim speed.Craft Wondrous Item, ride the waves (Ultimate Magic)Wondrous ItemUltimate Equipment
Tremor Bootsfaint divination5feet100001 lb.These brown leather boots have a reinforced toe of steel with grooves along the soles, crafted to help the wearer pick up vibrations from the surrounding environment. These boots grant the wearer tremorsense 5 feet as long as he is standing on solid ground.Craft Wondrous Item, see invisibilityWondrous ItemUltimate Equipment
Verdant Bootsfaint transmutation5feet120002 lbs.The wearer of these boots can, on command three times per day, cause her current square to sprout a thick canopy of fruit-bearing or otherwise edible plants. These plants count as difficult terrain and grant cover to any Medium or smaller creature within the square. They also provide enough food to sustain two Medium creatures for 1 full day. While the plants can grow on surfaces that would not normally support vegetation such as a wooden floor or cave stone, they cannot sprout on surfaces explicitly hostile to vegetation. The plants are usually of a sort common to the terrain or climate of the area in which they were produced. They disappear after 24 hours or when completely harvested, whichever comes first.Craft Wondrous Item, plant growthWondrous ItemUltimate Equipment
Winged Bootsmoderate transmutation8feet160001 lb.These boots appear to be ordinary footgear. On command, they sprout wings at the heel and let the wearer fly, without having to maintain concentration, as if affected by a fly spell (including a +4 bonus on Fly skill checks). The wearer can fly three times per day for up to 5 minutes per flight.Craft Wondrous Item, flyWondrous ItemUltimate Equipment
Apprentice's Cheating Glovesfaint transmutation3hands2200-These nondescript white gloves are a boon to minor spellcasters and fakes who are limited or lacking in magical ability or versatility. The wearer of these gloves can employ mage hand and prestidigitation at will.Craft Wondrous Item, mage hand, prestidigitationWondrous ItemUltimate Equipment
Assisting Glovesfaint transmutation1hands1801 lb.The wearer of these simple gloves can speak a command word create a glowing disembodied hand. As a swift action, the wearer can have the hand assist him with a task as if using the aid another action. The hand uses the wearer's base attack bonus or skill ranks when making the check to see if aid another is successful (it does not gain the benefit of the wearer's ability scores or other bonuses). The hand remains until it has attempted one action or until 1 minute passes, whichever comes first, at which time the gloves become nonmagical.Craft Wondrous Item, mage hand, unseen servantWondrous ItemUltimate Equipment
Challenger's Glovesfaint enchantment1hands2200-These supple, velvet gloves are the sort that might be thrown down in challenge for a duel or other single combat. By removing a glove and using it to make a melee or ranged touch attack against an opponent, the wearer of the other glove gains a +1 morale bonus on attack rolls against the target, and the target gains a -1 penalty on attack rolls against the wearer. Both of these effects last for 1 minute, but immediately end if anyone but the glove's wearer attacks the challenged opponent. Both gloves must be worn by the same creature.Craft Wondrous Item, bane, blessWondrous ItemUltimate Equipment
Claws Of The Ice Bearfaint transmutation3hands13001 lb.Strapped to the hands, these spiked climbing claws grant a +2 competence bonus on Climb checks and Acrobatics checks made when using both hands to aid in movement, and allow the wearer to ignore the normal penalties on those skills for slippery or icy surfaces. In addition, up to 3 times per day, the wearer can activate the claws as a swift action to gain the benefits of spider climb for 1 round. The wearer cannot hold anything else in her hands while using claws of the ice bear. If used as a weapon, claws of the ice bear function as spiked gauntlets.Craft Wondrous Item, spider climbWondrous ItemUltimate Equipment
Deliquescent Glovesmoderate conjuration7hands80001 lb.These heavy leather gloves ripple and flows at the wearer's command, reshaping to fit any hand, claw, tentacle, or alien limb. The wearer's melee touch attacks with that hand deal 1d6 points of acid damage. If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the corrosive weapon special ability. The wearer's gloved hand is protected from the acid ability of oozes, allowing him to use that hand to attack oozes with unarmed strikes or natural attacks without risk of harm from contact with the ooze. These unarmed strikes and natural attacks never cause an ooze to split.Craft Wondrous Item, acid arrow, summon monster VWondrous ItemUltimate Equipment
Engineer's Workglovesfaint divination5hands3000-These durable canvas and leather gloves imbue the wearer with an instinctive knowledge of mechanical devices. The wearer also gains a +5 competence bonus on Craft and Knowledge checks made to repair or understand mechanical devices. Once per day, the wearer may touch a device and instantly analyze it, learning its purpose and general method of operation, as well as diagnosing any acute malfunctions of the device, but not its magical powers or additional non-mechanical effects. For example, she could touch a pressure plate and understand that stepping on it would trigger a wall scythe trap attacking that square and that the trap resets automatically, but not that the trap includes a +1 flaming scythe coated in poison.Craft Wondrous Item, creator must have 5 ranks in Knowledge (engineering)Wondrous ItemUltimate Equipment
Form-fixing Gauntletsstrong abjuration15hands80001/2 lb.These leather gauntlets grant the wearer a +2 morale bonus on unarmed strikes, natural attacks, and combat maneuver checks versus creatures with the change shape special ability or similar abilities that allow it to change shape at will. While the wearer has such a creature grappled or pinned, it cannot use any shape-changing spells or abilities unless it succeeds at a concentration check; the DC of this check is 4 + the DC of casting the spell while grappled. If the wearer has such a creature pinned, a successful grapple check allows him to force the target into a specific shape it can take naturally (without the use of a spell). this involuntary transformation only forces the creature into a shape it is normally capable of and does not cost the creature an action.Craft Wondrous Item, polymorph any objectWondrous ItemUltimate Equipment
Gauntlet Of Rustmoderate transmutation7hands115002 lbs.This single metal gauntlet looks rusted and pitted but is actually quite powerful. Once per day, it can affect an object as with the rusting grasp spell. It also completely protects the wearer and her gear from rust (magical or otherwise), including the attack of a rust monster.Craft Wondrous Item, rusting graspWondrous ItemUltimate Equipment
Gauntlet Of Rust, Greatermoderate transmutation7hands345001 lb.This item is identical to a gauntlet of rust, except the wearer can use rusting grasp 3 times per day.Craft Wondrous Item, rusting graspWondrous ItemUltimate Equipment
Gauntlets Of The Skilled Maneuverfaint transmutation3hands40001 lb.The wearer of these gauntlets gains a +2 bonus on one type of combat maneuver check (such as bull rush, disarm, or steal) chosen by the creator when the item is created.Craft Wondrous Item, creator must have the appropriate Improved combat maneuver featWondrous ItemUltimate Equipment
Gauntlets Of The Weaponmasterstrong conjuration10hands1100005 lbs.These gauntlets come in a variety of forms. Some are mostly leather with small steel plates, and are suited for fine swordplay. Others are fully articulated plate favored by knights in full plate. On command, the wearer of the gauntlet can store a single weapon he is holding in the gauntlets. When he does so, a graven image of the weapon appears on the gauntlet's plates. The wearer can store up to 10 weapons in the gauntlets in this manner. Retrieving a weapon requires the wearer to touch the image of the weapon he wants. Doing so is a swift action. When a weapon is retrieved, it appears in the hands of the wearer and any weapons the wearer had in his hands is stored in the gauntlets. If there is no room in the gauntlet for the weapons the wearer is holding, those weapons are dropped. The gauntlets can only store weapons; other items cannot be placed in the gauntlet. Furthermore, three times per day on command, the gloves affect the wearer as the greater heroism spell.Craft Wondrous Item, heroism, rope trickWondrous ItemUltimate Equipment
Ghostvision Glovesfaint divination and evocation5hands4000-These gloves are made of pale gray silk; each is adorned with an embroidered silver eye on the back. Once per day the wearer may activate them, as a standard action, by bowing her head and pressing her hands to her eyes. The embroidered silver eyes flare and open, and when the wearer lowers her hands, deep pools of swirling gray mist hide her own eyes and allow her to more clearly see the restless dead for the next 10 rounds. While active, ghostvision gloves grant the following effects. • The wearer can see all undead within 60 feet clearly, including ethereal undead and incorporeal undead hiding in objects or walls to a depth of 5 feet. • If the wearer has the channel positive energy class ability, she may expend one use of channeled positive energy to make a ranged touch attack against one undead creature within channel range. If the ranged touch attack hits, she rolls channel energy damage against that target (affecting no other creatures), except she rolls d12s instead of d6s. • While the gloves are active, constructs and living opponents treat the wearer as blind.Craft Wondrous Item, detect undead, searing light, channel positive energy class abilityWondrous ItemUltimate Equipment
Giant Fist Gauntletsmoderate transmutation8hands200005 lbs.As a swift action, the wearer of these rough leather gauntlets can expand her hands to twice normal size and harden to the consistency of hardwood. This transformation lasts for up to 20 rounds per day, though they need not be consecutive rounds. If the wearer hits with an unarmed strike or natural attack using her enlarged hands, she may attempt to bull rush her opponent as a free action.Craft Wondrous Item, enlarge personWondrous ItemUltimate Equipment
Glove Of Storingmoderate transmutation6hands10000-This device is a single leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If the glove's effect is suppressed or dispelled, the stored item appears instantly. A glove of storing uses up the wearer's entire hands slot. The wearer may not use another item (even another glove of storing) that also uses the hands slot.Craft Wondrous Item, shrink itemWondrous ItemUltimate Equipment
Gloves Of Arcane Strikingfaint transmutation1hands50001 lb.These soft leather gloves are decorated with even rows of mithral rivets. Only a spellcaster with the Arcane Strike feat can activate their abilities. These abilities are as follows. • When the wearer uses the aid another action to improve an ally's attack roll, the ally adds the wearer's Arcane Strike damage bonus to its damage roll for that attack. • When the wearer makes an attack using Arcane Strike and hits, enemies adjacent to the target take damage equal to the wearer's Arcane Strike damage bonus. This damage is of the same type as the weapon's damage (bludgeoning, piercing, and so on). • When the wearer uses the aid another action to improve an ally's Armor Class, the ally also adds the wearer's Arcane Strike damage bonus to his AC against the opponent.Craft Wondrous Item, Arcane Strike, magic weaponWondrous ItemUltimate Equipment
Gloves Of Arrow Snaringfaint abjuration3hands4000-Once worn, these snug gloves seem to meld with the hands, becoming almost invisible to casual observation. Twice per day, the wearer can act as if he had the Snatch Arrows feat, even if he does not meet the prerequisites for the feat. Both gloves must be worn for the magic to be effective, and at least one hand must be free to take advantage of the magic.Craft Wondrous Item, shieldWondrous ItemUltimate Equipment
Gloves Of Duelingfaint transmutation5hands15000-These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, her weapon training bonus increases by +2.Craft Wondrous Item, greater magic weaponWondrous ItemUltimate Equipment
Gloves Of Larcenyfaint transmutation3hands25001 lb.These supple beige calfskin gloves greatly enhance a thief's talents. The wearer gains a +5 competence bonus on Sleight of Hand checks.Craft Wondrous Item, creator must have 5 ranks in Sleight of HandWondrous ItemUltimate Equipment
Gloves Of Reconnaissancefaint divination3hands2000-Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud. On command, the wearer can use the gloves to see and hear though solid material no more than 5 feet thick by placing both hands on that material. The wearer can use the gloves once per day for up to 1 minute. The wearer must wear the gloves continuously for 24 hours before activating this ability.Craft Wondrous Item, clairaudience/clairvoyanceWondrous ItemUltimate Equipment
Gloves Of Shapingfaint transmutation5hands10000-These soft leather gloves are constantly encrusted with clay between the fingers and allow the reshaping of otherwise durable materials. The wearer can shape objects with hardness 8 or lower (stone, wood, leather, and so on) as if it were soft clay. While it's possible to rapidly make crude shapes (shaping roughly 1 cubic foot of material per round), creating fine detail or moving parts requires additional time and an appropriate Craft check, at the GM's discretion. Materials with more than 8 points of hardness are still affected, though not so dramatically. The wearer may treat these materials as having half as much hardness when attempting to damage or reshape them. For instance, a steel bar normally has 10 points of hardness, but the wearer of the gloves may treat it as having hardness 5, and shape it with woodworking tools. The gloves only affect shaping materials with the wearer's hands or handheld tools, and only when the wearer desires to do so.Craft Wondrous Item, soften earth and stone, stone shape, transmute rock to mudWondrous ItemUltimate Equipment
Gloves Of Swimming And Climbingfaint transmutation5hands6250-These apparently normal lightweight gloves are obviously made for use outdoors. They grant a +5 competence bonus on Swim checks and Climb checks. Both gloves must be worn for the magic to be effective.Craft Wondrous Item, bull's strength, cat's graceWondrous ItemUltimate Equipment
Gloves Of The Commanding Conjurermoderate enchantment7hands30000-These gloves grant the wearer greater control over his summoned creatures. As long as he wears the gloves, creatures conjured by the wearer can understand him as if they shared a common language. This communication is not two-way and does not grant the wearer the ability to understand the creature. Three times per day, the wearer can attempt to take control of a summoned creature within 50 feet as if using control summoned creature (Will DC 16).Craft Wondrous Item, comprehend languages, control summoned creature (Ultimate Magic)Wondrous ItemUltimate Equipment
Gloves Of The Shortened Pathmoderate conjuration9hands27000-Once per day on command, the wearer of these oxblood leather gloves can bend space to extend her reach to a non-adjacent square within line of sight. For the next 10 rounds, she can touch anything in that square as if it were her own square, as long as she has line of effect to the target square. She may change the targeted square as a swift action. When using the gloves to touch, attack, or manipulate anything in the square, the wearer's arms and hands also appear in that square, allowing creatures and effects to target her as if she were in that square. She cannot use this connection to transfer anything from her square to the target square, or vice versa. If she drops anything, it lands in her square. She can use her hands (including natural attacks from those hands, if any), hand-held objects (such as lockpicks), and melee weapons in that square as if she were there. The square is part of her threatened area, though she cannot use the gloves to provide flanking for herself. She cannot use the gloves to grapple, make ranged attacks, or make attacks that require her to move out of her actual square (such as a bull rush combat maneuver). Interacting with the target square is distracting, and anything that threatens her in her actual square automatically flanks her. If the wearer or her square is blocked from using teleportation or planar travel effects (such as dimensional anchor), the gloves do not function. She cannot use the gloves to target a square protected by such an effect.Craft Wondrous Item, teleportWondrous ItemUltimate Equipment
Glowing Glovefaint universal1hands2000-The wearer of this slender white leather glove may, as a standard action, press it against any surface or object and cause a luminous handprint to appear. This print glows any color the wearer wishes, sheds light as a candle, and is easily visible from a distance of up to 60 feet. Such handprints last for 1 day before fading away. The glowing handprint matches the wearer's hand in terms of size, position of fingers, and so on.Craft Wondrous Item, arcane markWondrous ItemUltimate Equipment
Glyphbane Glovesmoderate abjuration7hands9000-These dark-brown, leather gloves are etched over their entire surface with arcane insignia. The wearer gains a +5 competence bonus on Disable Device checks made to disable magical traps. Once per day, if the wearer's check to disarm a glyph, rune, or similar writing-based magical trap exceeds the DC by 10 or more, she can change the trigger condition of the trap instead of disabling it. The new trigger condition must be one allowed by the magical trap; for example, a glyph of warding cannot be set according to class, HD, or level, even when manipulated by the gloves.Craft Wondrous Item, dispel magic, find trapsWondrous ItemUltimate Equipment
Healer's Glovesfaint conjuration5hands2500-These pure-white leather gloves bear symbols of healing and faith on the back of the hands. The wearer gains a +5 competence bonus on Heal checks.Craft Wondrous Item, creator must have 5 ranks in HealWondrous ItemUltimate Equipment
Iron Cobra Gauntletmoderate transmutation7hands80001 lb.This elbow-length scaled metal gauntlet flares at the wrist like a cobra's hood. Up to three times per day, the wearer way transform the gauntlet into an iron cobra (Bestiary 182), which crawls from the wearer's wrist and obeys his commands, leaving behind a simple bracelet of linked scales. Whoever wears the bracelet is the iron cobra's master. The iron cobra can remain animated for a total of 1 hour per day. If the snake is within hearing range of the master and commanded to revert to gauntlet form (a standard action), it travels to its master as fast as possible, crawls onto its master's arm, and as a free action reverts to its inactive shape. If the snake's duration expires before it can reach its master, it reverts to gauntlet form, but automatically melds with the bracelet if the two touch. If slain in cobra form, the snake reverts to gauntlet form and cannot be used again for 24 hours. If destroyed in gauntlet form, the item is destroyed. The wearer can refill the iron cobra's poison reservoir in snake form or gauntlet form.Craft Wondrous Item, animate objects, discern location, geas/questWondrous ItemUltimate Equipment
Magnetist's Glovesfaint conjuration3hands6000-These thin leather gloves have delicate steel wires running through them. Three times per day as a standard action, the wearer of these gloves may attempt a disarm combat maneuver on a target within 30 feet. The target's item must be mostly made of metal. If the combat maneuver check is successful, the target is disarmed and the item falls to the ground in the target's square. For every 5 by which the check exceeds the DC, the item lands 1 square closer to the wearer. If this would place the item in the wearer's square, the wearer may attempt to catch the item with a DC 10 Dexterity check; otherwise it lands in the wearer's square. The wearer can only use this ability if she has at least one hand free. If the wearer fails the combat maneuver check, she is not disarmed.Craft Wondrous Item, telekinesisWondrous ItemUltimate Equipment
Pliant Glovesstrong transmutation9hands10000-Wearing these form-fitting fingerless black gloves makes the wearer's arms and body more flexible. As a swift action, the wearer can lengthen his arms for up to 10 rounds per day, gaining an additional 5 feet of reach. These rounds need not be consecutive. Attacking with these extended arms is unwieldy, and the wearer takes a -2 penalty on attack rolls, increasing to -4 if he is using two-handed weapons. Even when his limbs aren't extended, the wearer gains a +5 enhancement bonus on Escape Artist checks and Acrobatics checks to avoid falling damage. The wearer is still able to use hand-based natural attacks such as claws while wearing the gloves.Craft Wondrous Item, liquid formWondrous ItemUltimate Equipment
Poisoner's Glovesfaint transmutation5hands5000-These black, rubbery gloves have sharpened digits. Fine channels lead to the tip of each finger, which are often stained with foul chemicals. The gloves are used primarily by assassins. Each glove may be filled with a single dose of poison, a potion, alchemist infusion, holy water, or similar liquid as long as the liquid would not harm the gloves (for example, alchemist's fire and acid cannot be used). The wearer can deliver the dose to a target as a melee touch attack or as part of an unarmed strike or natural attack with the hands (such as a claw or slam attack). In the case of a personal infused extract, the opponent receives both a Fortitude save and spell resistance. The wearer can use both gloves in the same round using two-weapon fighting or multiple natural attacks (such as 2 slams or 2 claws). Each glove can be used once per day. Filling a glove is a full-round action that provokes attacks of opportunity.Craft Wondrous Item, touch injectionWondrous ItemUltimate Equipment
Shadow Falconer's Glovemoderate conjuration7hands80001 lb.This elbow-length, heavy leather glove's fine embroidery is marred by dozens of claw marks. Once per day on command, its wearer can gesture toward a creature within 30 feet. When he does, a featureless silhouette of a bird of prey appears, swoops toward the target, and performs a disarm or steal combat maneuver (wearer's choice, CMB +16). The shadow falcon is a magical effect, not a creature, and this action does not provoke attacks of opportunity. If the hand wearing the glove is empty, the shadow falcon brings the item to the wearer's hand. If the gloved hand is occupied, the shadow falcon deposits the item on the ground in an unoccupied space adjacent to the wearer. The shadow falcon then disappears.Craft Wondrous Item, shadow conjurationWondrous ItemUltimate Equipment
Spellstrike Glovesstrong (no school)17hands8000-These black leather gloves are lined with soft black velveteen and have silver buckles that run from the wrist to the elbow. Three times per day, the gloves allow the wearer to treat a ranged magus spell as a spell with a range of "touch," allowing him to deliver the spell with his spellstrike ability. The glove can only affect spells that normally affect one or more creatures at a range greater than "touch" (such as slow), not rays or other created effects. The altered spell only affects the creature attacked (any other targets normally allowed by the spell are lost).Craft Wondrous Item, creator must be a magusWondrous ItemUltimate Equipment
Talons Of Lengstrong transmutation15hands670001 lb.Finely laid gold filigree lines these ornately worked talons. Once donned, the talons of Leng grant the wearer a natural claw attack with each hand that deal 1d4 points of damage for a Medium wearer, or 1d3 points of damage for a Small wearer. These claw attacks have a +3 enhancement bonus on attack and damage rolls. On a critical hit, the target must succeed at a DC 20 Will save or become permanently confused as per the insanity spell. This is a mind-affecting effect. The wearer of the talons of Leng is immune to effects that grant the confused condition. For as long as she wears the talons, however, her Wisdom is reduced by 2, as alien voices constantly whisper through her head. The talons of Leng do not interfere with spellcasting, the use of handheld items, or wielding weapons.Craft Magic Arms and Armor, Craft Wondrous Item, greater magic fang, insanityWondrous ItemUltimate Equipment
Trapspringer's Glovesfaint divination5hands40001 lb.These studded leather gloves look similar to workman's gloves, though they are reinforced with numerous metal strips that the user can extend or retract as she wills, turning the tip of each finger into a customizable tool useful in examining and disarming traps. While worn, these gloves grant a +5 competence bonus on all Disable Device checks made to disarm traps. In addition, the gloves grant the user a +1 luck bonus on all saving throws made against traps.Craft Wondrous Item, find trapsWondrous ItemUltimate Equipment
Vampiric Glovesmoderate necromancy5hands18000-These pale, elegant-looking leather gloves have blood-red stitching on the fingers-which bears a startling resemblance to blood-encrusted fingernails. Three times per day, the wearer can use vampiric touch and bleed. If the wearer uses vampiric touch and holds the charge, the charge dissipates if the gloves are removed. Though vampiric touch is normally a touch attack, the wearer may instead use that ability as a ranged touch attack with a range of 30 feet, but only against a dying target or a target suffering from a bleed effect. When using vampiric touch in this way, the wearer may hold the charge on a missed ranged touch attack. If the wearer is suffering from a bleed effect, he may expend one use of vampiric touch to end the bleed effect.Craft Wondrous Item, bleed, vampiric touchWondrous ItemUltimate Equipment
Batrachian Helmmoderate transmutation10head260003 lbs.This oily bronze helm is fashioned in the shape of a frog's head. Three times per day as a swift action, the helm fires an unerring tongue of force at a visible target within 20 feet. If the target is an unattended object weighing 250 pounds or less, it is pulled 20 feet toward the wearer. If the target is a creature of the wearer's size or smaller, the wearer may make a combat maneuver check as a free action to pull the target 20 feet toward him. If the target is a creature larger than the wearer, an unattended object weighing more than 250 pounds, or an immobile structure such as a wall, the wearer is pulled 20 feet toward the target. This movement does not provoke attacks of opportunity, and the object or creature stops if the movement would move it into a solid object or creature.Craft Wondrous Item, telekinesisWondrous ItemUltimate Equipment
Buffering Capfaint conjuration1head20001 lb.This cloth hat is floppy and shapeless. It offers its wearer an unusual amount of protection against particularly devastating blows. Once per day when struck by a critical hit, the wearer can spend an immediate action to convert the bonus damage of the critical hit into nonlethal damage. The cap has no effect if the wearer is immune to nonlethal damage.Craft Wondrous Item, shieldWondrous ItemUltimate Equipment
Cap Of Human Guisefaint illusion3head800-This threadbare hat allows its wearer to alter her appearance at will as with a disguise self spell, except she can only appear as a plainly dressed Small human child, adult halfling, or adult gnome, such as a peasant, blacksmith, or shopkeeper. The wearer can slightly alter the cap's appearance as part of the disguise, but otherwise must match the overall unremarkable look of the illusory form. Though invented and primarily used by Small humanoids, it can be used by any Small or Medium humanoid creature.Craft Wondrous Item, disguise selfWondrous ItemUltimate Equipment
Cap Of Lightfaint evocation1head900-This small cloth skullcap resembles those some priests wear, but is topped with a small silver statue in the shape of a lit candle. The wearer can command the statue to radiate light (as the spell). The light can also be turned off on command.Craft Wondrous Item, lightWondrous ItemUltimate Equipment
Cap Of The Free Thinkermoderate abjuration10head12000-This soft cap helps the wearer free herself from outside influences. Once per day, when the wearer fails a saving throw against a mind-affecting effect, she can reroll the save and take the second result.Craft Wondrous Item, mind blankWondrous ItemUltimate Equipment
Cat's Eye Crownmoderate divination10head180001 lb.This slender silver crown is decorated with a single cat's eye gemstone as a centerpiece. When the gem is attached to the crown, its wearer gains darkvision 60 feet, or increases her darkvision by 60 feet if she already possesses that sense. The gemstone is detachable, and can be rolled into rooms, dropped into holes, thrown through windows, or planted on a creature. Once per day, on command, the crown's wearer gains the benefit of the clairaudience/clairvoyance spell, but uses the cat's eye gemstone as that spell's sensor and gains darkvision when viewing through that sensor. If the stone is held or carried by a creature, even within a sack or some other container, the creature wearing the crown uses the senses of the creature carrying the gemstone as the sensor instead, whether or not the creature carrying the gemstone is aware of the stone's true purpose or even its existence. Destroying the gem (hardness 8, hp 5) severs the link, but a new cat's eye gemstone worth at least 100 gp can be fashioned and attuned to the crown. The attunement process takes 24 hours.Craft Wondrous Item, clairaudience/clairvoyance, darkvision, creator must be a catfolkWondrous ItemUltimate Equipment
Circlet Of Mindsightmoderate divination9head22000-This elaborate circlet of gold-and-platinum filigree bears tiny gems in settings that look disturbingly like human eyes. When worn, the circlet lets the wearer sense the presence of other thinking creatures in her immediate area. The wearer gains the benefits of blindsense 30 feet, but only against creatures with an Intelligence score that are susceptible to mind-affecting effects. Undead, constructs, and mindless creatures like most oozes and vermin cannot be perceived when using the circlet, nor can creatures under the effects of mind blank or a ring of mind shielding. The circlet does not interfere with the wearer's ability to see normally. If the wearer has blindsense or blindsight, he is able to differentiate creatures detected with those senses from creatures detected with the circlet of mindsight.Craft Wondrous Item, clairaudience/clairvoyance, detect thoughtsWondrous ItemUltimate Equipment
Circlet Of Persuasionfaint transmutation5head4500-This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks.Craft Wondrous Item, eagle's splendorWondrous ItemUltimate Equipment
Crown Of Blasting, Majorstrong evocation17head237601 lb.On command, this elaborate golden crown projects a blast of searing light (5d8 maximized for 40 points of damage) once per day.Craft Wondrous Item, Maximize Spell, searing lightWondrous ItemUltimate Equipment
Crown Of Blasting, Minormoderate evocation6head64801 lb.On command, this simple golden crown projects a blast of searing light (3d8 points of damage) once per day.Craft Wondrous Item, searing lightWondrous ItemUltimate Equipment
Crown Of Conquestmoderate enchantment7head246003 lbs.This crown of steel and gold projects an aura of menacing power. The wearer gains a +4 competence bonus on Intimidate checks, and whenever he confirms a critical hit the crown creates a prayer effect centered on the crown's wearer (caster level 5th). If the wearer of the crown has the Leadership feat, he gains a +1 bonus to his Leadership score and any follower or cohort of the wearer gains a +1 bonus on attack rolls and saving throws against fear effects while within line of sight of the wearer.Craft Wondrous Item, bless, eagle's splendor, prayerWondrous ItemUltimate Equipment
Crown Of Heavenmoderate abjuration10head1500005 lbs.This slim golden diadem, bejeweled with diamonds and sapphires, grants its wearer fluency in Celestial and allows her to detect evil at will and use tongues once per day, both on command. She also gains a +5 sacred bonus on Knowledge (planes) checks regarding outsiders with the good or evil subtypes, and any effect she creates with the good descriptor takes effect at +1 caster level. A crown, an orb, and a scepter of heaven-collectively known as a regalia of heaven-increase in power when used together. If the wearer of a crown of heaven wields an orb or scepter of heaven, effects she creates with the good descriptor gain an additional +1 caster level, and she gains a +1 sacred bonus to AC and on saves against attacks or effects created by evil creatures. She also radiates an aura of menace in a 20-foot radius. Any evil creature within this aura takes a -2 penalty on attack rolls, on saving throws, and to AC until it successfully hits the wearer of the regalia (DC 20 Will negates). A creature that saves is immune to this effect for 24 hours. If the aura is dispelled, the wearer can restore it as a standard action. If the crown is worn while the wearer is wielding both an orb and scepter of heaven, the crown's caster level increases to 15th, effects the wearer creates with the good descriptor gain an additional +1 caster level increase, and her sacred bonus to AC and saves increases to +2. In addition, as a full-round action, the wearer can create an aura of sanctity for as long as she concentrates. This aura provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures, as well as the benefits of a magic circle against evil and a lesser globe of invulnerability. A crown of heaven bestows one negative level on any evil creature bearing it, which cannot be removed or overcome while carrying the crown. If the same creature carries an orb or scepter of heaven, it gains one additional negative level per object. An evil creature intentionally donning a crown of heaven gains an additional negative level and is affected as bestow curse (DC 17) immediately and every 24 hours that the crown is worn. A neutral character can attempt a DC 17 Fortitude save to avoid gaining these negative levels.Craft Wondrous Item, aura of doom (Ultimate Magic), detect evil, dispel evil, magic circle against evil, tonguesWondrous ItemUltimate Equipment
Crown Of Swordsfaint evocation3head60003 lbs.This radiant crown of steel is bedecked with miniature mithral swords. A crown of swords can be used up to 10 times per day. When struck in combat, the wearer may spend one use as an immediate action to create a longsword-shaped spiritual weapon that then attacks her attacker. On the wearer's next turn, she may spend one additional use each round to continue attacking that target with the spiritual weapon; the spiritual weapon cannot be redirected and disappears if the target is killed or moves out of range. Multiple spiritual weapons may be created (even attacking the same target) if the wearer is attacked in subsequent rounds.Craft Wondrous Item, spiritual weaponWondrous ItemUltimate Equipment
Grappler's Maskfaint transmutation1head50002 lbs.This mask is fashioned from dark leather decorated with geometrical patterns that emphasize the wearer's fearsomeness. It covers the wearer's face, but leaves his mouth and eyes uncovered. The wearer may attempt to bull rush and grapple without provoking attacks of opportunity.Craft Wondrous Item, bull's strength, cat's grace, expeditious retreatWondrous ItemUltimate Equipment
Halo Of Inner Calmstrong abjuration15head160001 lb.This silvery ring looks like a halo. When worn by a tiefling it hovers just above his head, though it still uses the head magic item slot. It helps to calm the baser emotions and the dark whispers that plague tieflings, granting the wearer a +4 resistance bonus on saving throws against all spells with the emotion descriptor. When worn by a tiefling of a good alignment, it provides spell resistance 13 against spells with the evil descriptor and a +2 sacred bonus on saving throws.Craft Wondrous Item, holy aura, creator must be a tiefling of good alignmentWondrous ItemUltimate Equipment
Halo Of Menacestrong enchantment9head840001 lb.When placed over the head, this halo of shimmering polished steel floats above it, though it still takes up the head slot. The halo constantly radiates a 20-foot-radius aura from its wearer. Any hostile creature within the aura must succeed at a DC 20 Will save or take a -2 penalty on attack rolls, on saving throws, and to AC for the next 24 hours or until it hits the wearer with an attack or damages it with a spell, spell-like ability, or supernatural ability. Chaotic creatures take a -2 penalty on this saving throw. A creature that has resisted or broken the effect of the halo of menace cannot be affected by the same wearer's aura for 24 hours. The aura is a mind-affecting effect.Craft Wondrous Item, order's wrath, creator must be an aasimar or an archonWondrous ItemUltimate Equipment
Hat Of Disguisefaint illusion1head1800-This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, or other headwear.Craft Wondrous Item, disguise selfWondrous ItemUltimate Equipment
Helm Of Brilliancestrong varied13head1250003 lbs.This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: 10 diamonds, 20 rubies, 30 fire opals, and 40 opals. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crown-like, gem-tipped spikes. The jewels' functions are as follows: • Diamond: Prismatic spray (save DC 20) • Ruby: Wall of fire • Fire opal: Fireball (10d6, Reflex DC 20 half) • Opal: Daylight The helm may be used once per round, but each gem can perform its spell-like power just once. Until all its jewels are depleted, a helm of brilliance also has the following magical properties when activated. It emanates a bluish light when undead are within 30 feet. This light causes 1d6 points of damage per round to all such creatures within that range. The wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect. The helm provides fire resistance 30. This protection does not stack with similar protection from other sources. Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. Removing a jewel destroys it. If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly the wearer), rubies become straight-line walls of fire extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer. The opals and the helm itself are destroyed.Craft Wondrous Item, detect undead, fireball, flame blade, daylight, prismatic spray, protection from energy, wall of fireWondrous ItemUltimate Equipment
Helm Of Brilliance, Lessermoderate varied5head360003 lbs.This helm functions like a helm of brilliance but is lower-powered. Instead of the standard helm's allotment of gems, the lesser helm has 10 diamonds (fireball, 10d6 damage, Reflex DC 20 half), 20 corals (flaming sphere), 30 garnets (scorching ray), and 40 agates (light). It still glows near and harms undead, has the flaming weapon special ability, and provides fire resistance (though only 20 instead of 30). Just like the standard helm, the wearer risks detonation if damaged by magical fire; diamonds become fireballs centered on the wearer, corals become flaming spheres in and adjacent to the wearer's space, garnets become scorching rays that fire randomly at creatures in range, and the agates and the helm itself are destroyed.Craft Wondrous Item, detect undead, fireball, flame blade, flaming sphere, light, protection from energy, scorching rayWondrous ItemUltimate Equipment
Helm Of Comprehend Languages And Read Magicfaint divination4head52003 lbs.Appearing as a normal helmet, a helm of comprehend languages and read magic grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. The wearer gains a +5 competence bonus on Linguistics checks to understand messages written in incomplete, archaic, or exotic forms. Note that understanding a magical text does not necessarily imply ability to use its spells.Craft Wondrous Item, comprehend languages, read magicWondrous ItemUltimate Equipment
Helm Of Electric Radiancestrong varied13head1250003 lbs.The helm of electric radiance is similar to a helm of brilliance, except its spells focus on electricity rather than fire. Other aspects of the helm, such as detecting and damaging undead, remain unchanged. The helm has 10 sapphires that can be used for chain lightning, 20 pieces of amber that can be used for lightning bolt, 30 pieces of petrified wood that can be used for shocking sphere (as flaming sphere but dealing electricity damage), and 40 opals that can be used for daylight. In addition, the wearer gains resistance to electricity 30 and his weapons become shocking weapons instead of flaming weapons.Craft Wondrous Item, chain lightning, daylight, detect undead, flaming sphere, lightning bolt, protection from energy, shocking graspWondrous ItemUltimate Equipment
Helm Of Fearsome Mienfaint necromancy1head50004 lbs.This metal helm is made to look like the wearer has large fangs and other features resembling those of a fearsome predator. If the wearer is a barbarian, she can use the intimidating glare rage power whenever she rages. The helm has no effect if the wearer is not a barbarian (or another class with the rage class feature).Craft Wondrous Item, cause fearWondrous ItemUltimate Equipment
Helm Of Telepathyfaint divination and enchantment5head270003 lbs.This pale metal or ivory helm covers much of the head when worn. The wearer can use detect thoughts at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the wearer of the helm can implant a suggestion (as the spell, Will DC 14 negates) along with his telepathic message.Craft Wondrous Item, detect thoughts, suggestionWondrous ItemUltimate Equipment
Helm Of Teleportationmoderate conjuration9head735003 lbs.A character wearing this helm may teleport three times per day, instantly transporting himself and objects he might be carrying on his person to a designated destination, exactly as if he had cast the spell of the same name.Craft Wondrous Item, teleportWondrous ItemUltimate Equipment
Helm Of The Mammoth Lordfaint transmutation5head85003 lbs.This hide helm is set with plates of ivory carved with primitive runes, with a pair of tusks curving down on either side of the wearer's face for cheek guards. The tusks of the helm provide a gore attack dealing 1d6 points of damage for a Medium wearers (or 1d4 points of damage for Small wearers) and counts as a magic weapon for the purposes of overcoming damage reduction. The helm of the mammoth lord also protects the wearer from cold environments as the endure elements spell. Furthermore, it provides a +5 competence bonus to Handle Animal, Ride, and wild empathy checks with elephants, mammoths, mastodons, and other similar elephant-like creatures. On command, the wearer may use detect animals or plants, but can only detect elephant-like creatures. On command, the wearer may use speak with animals, but only to communicate with elephant-like creatures.Craft Wondrous Item, beast shape I, charm animal, detect animals or plants, speak with animals, creator must have 5 ranks in Handle Animal and RideWondrous ItemUltimate Equipment
Helm Of Underwater Actionfaint transmutation5head240003 lbs.The wearer of this helmet can see underwater. Drawing the small lenses in compartments on either side into position before the wearer's eyes activates the visual properties of the helm, allowing her to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action gives the wearer a 30-foot swim speed and creates a globe of air around the wearer's head and maintains it until the command word is spoken again, enabling her to breathe freely.Craft Wondrous Item, water breathingWondrous ItemUltimate Equipment
Howling Helmfaint conjuration5head226002 lbs.The wearer of this helm, crafted from a beast's skull, gains the ability to communicate with dogs, wolves, dire wolves, foxes, jackals, coyotes, and similar canine animals as the speak with animals spell. The wearer gains a +2 competence bonus on Diplomacy checks and Charisma checks to influence wolf-like magical beasts such as blink dogs, winter wolves, and worgs. On command three times per day, the wearer can unleash a terrifying howl. When he does so, he makes a single Intimidate check to demoralize all opponents within 30 feet that can hear the howl. At the start of the wearer's following turn, 1d3 wolves appear as if summoned by the spell summon nature's ally III. They act on the wearer's initiative and follow her instructions (or attacking her opponents, if she cannot communicate with them) for 5 rounds before vanishing in a swirl of pine needles and snow.Craft Wondrous Item, speak with animals, summon nature's ally IIIWondrous ItemUltimate Equipment
Iron Circlet Of Guarded Soulsmoderate abjuration11head300001 lb.This simple cold iron circle has no markings or ornamentation upon it, and is always slightly cool to the touch. The circle shields both the wearer's soul and his identity from mystic intrusion. The wearer is immune to effects that target souls (such as trap the soul) or that would be foiled by a nondetection spell (unlike nondetection, the diviner's caster cannot attempt a spell resistance check to overcome this effect). If the wearer is slain, he cannot be restored to life by magic (save by a miracle, wish, or divine intervention) until the circlet is removed.Craft Wondrous Item, nondetection, trap the soulWondrous ItemUltimate Equipment
Jingasa Of The Fortunate Soldierstrong divination15head50003 lbs.This conical iron jingasa, or war hat, grants the wearer a +1 deflection bonus to AC. When struck by a critical hit or sneak attack, the wearer can spend an immediate action to negate the critical hit or sneak attack (similar to the fortification armor special ability, but without requiring a roll). The damage is instead rolled normally. This ability functions only once, though the jingasa continues to grant its deflection bonus even after the other ability is expended.Craft Wondrous Item, divine favor, moment of prescienceWondrous ItemUltimate Equipment
Judge's Wigmoderate divination7head59200-This flowing wig of white ringlets grants its wearer an unmistakable impression of dignity and gravitas. This grants a +4 competence bonus on Diplomacy and Intimidate checks. At will, the wearer can concentrate on a creature within 30 feet to scrutinize it with discern lies.Craft Wondrous Item, discern liesWondrous ItemUltimate Equipment
Laurel Of Commandfaint enchantment3head30000-Laurel leaves crafted from fine gold decorate this circlet that imparts powers of persuasion and leadership. The wearer's voice carries great authority and can inspire others to victory. As a swift action, the wearer can speak words of encouragement or advice to an ally within 30 feet. That ally gains a +2 morale bonus on attack rolls, saving throws, skill checks, and ability checks until the start of the wearer's next turn. The wearer can use the laurel to grant this bonus to himself. A creature cannot gain this bonus more than once per day.Craft Wondrous Item, heroismWondrous ItemUltimate Equipment
Magician's Hatmoderate transmutation10head20000-Mystic symbols embroidered in gold thread decorate this conical hat. Three times per day as a free action when casting a spell, the wearer can shift metamagic feats on prepared spells. The wearer can either move a metamagic feat from another prepared spell to a spell being cast or from the spell being cast to another prepared spell. In either case, the spell that gains the metamagic feat can't exceed the spell slot of the spell that originally had the metamagic feat. For example, a wizard with detect thoughts, silent dispel magic, and dimension door prepared could cast a silent detect thoughts (and would now have dispel magic prepared), but could not cast silent dimension door. Moving metamagic feats does not increase spell casting time, even for quickened spells. The hat provides no benefit to spontaneous casting or spell-like abilities.Craft Wondrous Item, mnemonic enhancerWondrous ItemUltimate Equipment
Mask Of A Thousand Tomesfaint divination5head100001 lb.The random snippets of script that write across the surface of this parchment-colored eyeless mask hint at the knowledge of the many tomes stored within. The mask grants its wearer a +10 competence bonus on all Knowledge skill checks, but the wearer is blinded while wearing the mask. The mask must be worn for 10 minutes before the wearer gains its bonus.Craft Wondrous Item, clairaudience/clairvoyanceWondrous ItemUltimate Equipment
Mask Of Giants, Greaterstrong transmutation13head900001 lb.A greater mask of giants has all the powers of a lesser mask of giants, plus it grants additional abilities in giant form. If the form has any of the following abilities, the wearer gains the listed ability: rend (2d6 damage), regeneration 5 (acid or fire), rock catching, rock throwing (range 60 feet, 2d6 damage). If the chosen giant form has immunity or resistance to any energy type, the wearer gains resistance 20 to that energy type when in giant form. If the giant form has vulnerability to an energy type, the wearer gains that vulnerability when in giant form. In giant form, the wearer gains a +6 size bonus to Strength, a -2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus.Craft Wondrous Item, giant form IWondrous ItemUltimate Equipment
Mask Of Giants, Lessermoderate transmutation6head300001 lb.This wooden mask depicts a leering humanoid with an oversized nose and ears. If the wearer has the wild shape class feature, the mask allows her to use wild shape to take the form of a humanoid with the giant subtype. The forms allowed by a lesser mask of giants are ogre, troll, fire giant, frost giant, and stone giant. If the form has any of the following abilities, the wearer gains the listed ability: darkvision 60 feet, low-light vision, scent. In giant form, the wearer gains a +4 size bonus to Strength, a -2 penalty to Dexterity, and a +1 natural armor bonus.Craft Wondrous Item, giant form IWondrous ItemUltimate Equipment
Mask Of Stony Demeanormoderate transmutation6head80004 lbs.When worn, this mask transforms the wearer's face into a stone statue and its voice into an emotionless monotone. Though it allows the wearer to speak, its facial expressions and voice betray little emotion, granting a +10 competence bonus on Bluff checks made to lie and a +5 competence bonus on Bluff checks made to feint, but also imposing a -5 penalty on Bluff checks made to pass a hidden message.Craft Wondrous Item, innocence (Advanced Player's Guide), stone shapeWondrous ItemUltimate Equipment
Mask Of The Krensharfaint illusion3head72001 lb.This simple leather mask depicts an earless catlike creature. When worn, it melds into its wearer's face and vanishes, leaving the wearer's face just as it looked before. Three times per day the wearer can command the mask to appear to retract the wearer's skin, revealing an illusion of the wearer's glistening skull and musculature. Creatures within 100 feet who see this display must succeed at a DC 13 Will save or become frightened (if the target has 6 or fewer Hit Dice) or shaken (if the target has more than 6 HD) for 1d4 rounds. This is a mind-affecting fear effect and a glamer. Anyone who can see through illusions (such as by true seeing) is unaffected.Craft Wondrous Item, disguise self, scareWondrous ItemUltimate Equipment
Mask Of The Skullstrong necromancy and transmutation13head220003 lbs.This fearsome-looking mask of ivory, beaten copper, or pale wood is typically fashioned into the likeness of a human skull with a missing lower jaw, allowing the bottom half of the wearer's face to remain visible when the mask is worn. Once per day, after it has been worn for at least 1 hour, the mask can be loosed to fly from the wearer's face. It travels up to 50 feet away from the wearer and attacks a target assigned to it. The grinning skull mask makes a touch attack against the target based on the wearer's base attack bonus. If the attack succeeds, the target must make a successful DC 20 Fortitude save or take 130 points of damage, as if affected by a finger of death spell. If the target succeeds at its saving throw, it nevertheless takes 3d6+13 points of damage. After attacking (whether successful or not), the mask flies back to its user. The mask has AC 16, 10 hit points, and hardness 6.Craft Wondrous Item, animate objects, finger of death, flyWondrous ItemUltimate Equipment
Maw Of The Wyrmmoderate evocation7head180003 lbs.This fearsome helm, wrought into the shape of a roaring dragon's maw, has dozens of glittering dragon scales across its surface. The helm's wearer gains a +4 competence bonus on Intimidate checks and a +4 insight bonus on saves to resist a dragon's frightful presence aura. Each helm is modeled after a particular type of chromatic or metallic dragon. Once per day on command, the wearer can breathe out a blast of energy, as the dragon's breath spell (Advanced Player's Guide) to mimic the breath weapon of the dragon the helm is modeled after (7d6 points of damage, Reflex DC 16 half).Craft Wondrous Item, dragon's breathWondrous ItemUltimate Equipment
Medusa Maskmoderate transmutation11head100001 lb.This intricate mask is made of gold-plated iron. Writhing snake tails radiate from a gemstone upon the brow, almost as if they were medusa-like hair. The mask grants a +4 bonus on all saving throws against visual effects, including gaze attacks and sight-based illusions. Once per day as a standard action, the wearer can cause the central gemstone to glow with pale green light, at which point she may target any one creature within 30 feet. The targeted creature must succeed at a DC 15 Fortitude save or be petrified for 1 minute, as if by flesh to stone.Craft Wondrous Item, flesh to stone, resistanceWondrous ItemUltimate Equipment
Miser's Maskfaint divination1head30001 lb.This wooden mask depicts the sunken face of a miser with an upturned nose. The mask grants the wearer the scent ability (Bestiary 304), but she can use it only to sense coins and gems. Each type and quality of gem has its own unique aura to the wearer, granting her a +5 competence bonus on Appraise checks made to ascertain the value of gems.Craft Wondrous Item, bloodhound (Advanced Player's Guide), the creator must have 4 ranks in AppraiseWondrous ItemUltimate Equipment
Mitre Of The Hierophantmoderate divination9head180002 lbs.This ostentatious hat functions only for a wearer who can cast divine spells. The wearer gains a +5 competence bonus on Diplomacy and Knowledge (religion) checks. Once per day on command, the wearer can ask a single question of her patron deity, as if by using commune. Once per week on command, the wearer can touch a creature, atoning it for past misdeeds as if using an atonement spell.Craft Wondrous Item, atonement, commune, guidanceWondrous ItemUltimate Equipment
Plague Maskfaint necromancy5head75002 lbs.This stylized bird mask consists of a pair of goggles attached to a ceramic beak that covers the nose and mouth. The goggles are not magic and can be replaced with other goggles or eye slot items. It grants the wearer a +4 resistance bonus on saving throws against disease. Once per day on command, the user can remove disease (as the spell) on a single creature touched.Craft Wondrous Item, remove diseaseWondrous ItemUltimate Equipment
Stalker's Maskfaint illusion5head35001 lb.Preserved sections harvested from several different human faces cover this mask. When worn, the mask desaturates the wearer's color, making him appear shadowy and granting a +5 competence bonus on Stealth checks. Once per day as a full-round action, the wearer can cause the mask's features to take on the appearance of any creature of the wearer's basic size and shape within 60 feet that he observes, allowing the wearer to adopt that creature's appearance for 1 hour. This grants him a +10 bonus on Disguise checks made to appear as the creature. The mask also grants the wearer a +1 bonus on attack rolls and weapon damage rolls made against the creature he is disguised as, as the mask builds upon the wearer's rage and jealousy of the target's appearance.Craft Wondrous Item, disguise self, rageWondrous ItemUltimate Equipment
Steel-mind Capmoderate abjuration9head336003 lbs.Ruined scraps of various constructs were repurposed and combined to form this ornate iron helmet. Though the helmet is not intelligent, it has a brute mechanical cunning that allows it to assert control whenever the wearer's mind is overwhelmed. The helmet takes control of the wearer's body anytime he is dazed or stunned. Whenever the wearer would be dazed, he is instead confused. Whenever the wearer would be stunned, he is instead confused and staggered. Time spent under the cap's influence counts against the duration of the daze or stun effect. The cap functions for up to 5 rounds per day. These rounds do not need to be consecutive. The cap stops asserting control over its wearer when the duration of the daze or stun effect ends, or when the cap's 5 rounds of duration are expended.Craft Wondrous Item, surmount affliction (Ultimate Magic)Wondrous ItemUltimate Equipment
Stormlord's Helmstrong transmutation10head350003 lbs.Two large horns jut from the sides of this iron helm, each of them carved with runes representing storms, thunder, and lightning. The runes give the wearer the ability to control the elements and bring forth a great storm. Once per day, the wearer can call upon the magic of the helm to call a thunderstorm, as if casting the control weather spell. Like that spell, it takes 10 minutes to call the weather and an additional 10 minutes for the thunderstorm to manifest. Once it does, the wearer can call lighting (as the spell) for 10 minutes or until the wearer dismisses the thunderstorm with a standard action.Craft Wondrous Item, call lightning, control weatherWondrous ItemUltimate Equipment
Veil Of Fleeting Glancesfaint divination3head9000-In addition to hiding the face, this fine lace veil protects the wearer against gaze attacks. The wearer has a 50% chance to avoid making a saving throw against a gaze attack even when not averting her eyes. If the wearer averts her eyes, she rolls twice (once for the veil, once for averting her eyes) and uses the more favorable result. Against patterns, visual figments, and other vision-based effects and attacks that cannot affect blind creatures, the veil grants the wearer a +4 circumstance bonus on saving throws. The veil does not otherwise impede the wearer's vision in any way.Craft Wondrous Item, blindness/deafness, true strikeWondrous ItemUltimate Equipment
Band Of The Stalwart Warriorstrong abjuration16headband140001 lb.This plain iron band protects its wearer from fear effects. Whenever the wearer suffers a fear effect, she is merely shaken (even if the effect would normally make the target frightened or panicked). Furthermore, the subject gains a +2 competence bonus on all Will saves against fear. If the wearer has the bravery class feature, she is considered four levels higher when determining that class feature's effect.Craft Wondrous Item, remove fearWondrous ItemUltimate Equipment
Dead Man's Headbandfaint enchantment and abjuration1headband36001 lb.This taut black band, clipped with a black metal skull, can be attached on the outside of a hat or other head slot item or can be worn as a normal headband. The wearer gains a +2 competence bonus on Intimidate checks and increases the DC of any fear effect he creates by +1. In addition, if this headband is attached to the outside of a hat, the wearer's hat or headgear cannot be blown off or removed by wind, water, or environmental effects, and the wearer gains a +5 circumstance bonus to his CMD against steal and sunder attempts targeting his headgear.Craft Wondrous Item, doom, shrink itemWondrous ItemUltimate Equipment
Headband Of Aerial Agility +2moderate transmutation8headband4500-This headband is decorated with feathers from a number of colorful birds. It grants boons to flying magic, and more powerful versions grant the power of flight. The wearer of a headband of aerial agility +2 treats his caster level as if it were one level higher when casting spells or creating extracts that grant flight. A headband of aerial agility +4 gains the same benefits and, on command, grants the wearer the ability to fly (as the fly spell) three times per day. A headband of aerial agility +6 functions like a +4 version, but the headband grants the ability to use fly at will. All versions also grant the wearer an enhancement bonus to one mental ability score (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. This bonus is chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a headband of vast intelligence, usually granting ranks in Fly, Acrobatics, or Knowledge (planes).Craft Wondrous Item, Extend Spell, flyWondrous ItemUltimate Equipment
Headband Of Aerial Agility +4moderate transmutation8headband42000-This headband is decorated with feathers from a number of colorful birds. It grants boons to flying magic, and more powerful versions grant the power of flight. The wearer of a headband of aerial agility +2 treats his caster level as if it were one level higher when casting spells or creating extracts that grant flight. A headband of aerial agility +4 gains the same benefits and, on command, grants the wearer the ability to fly (as the fly spell) three times per day. A headband of aerial agility +6 functions like a +4 version, but the headband grants the ability to use fly at will. All versions also grant the wearer an enhancement bonus to one mental ability score (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. This bonus is chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a headband of vast intelligence, usually granting ranks in Fly, Acrobatics, or Knowledge (planes).Craft Wondrous Item, Extend Spell, flyWondrous ItemUltimate Equipment
Headband Of Aerial Agility +6moderate transmutation8headband81000-This headband is decorated with feathers from a number of colorful birds. It grants boons to flying magic, and more powerful versions grant the power of flight. The wearer of a headband of aerial agility +2 treats his caster level as if it were one level higher when casting spells or creating extracts that grant flight. A headband of aerial agility +4 gains the same benefits and, on command, grants the wearer the ability to fly (as the fly spell) three times per day. A headband of aerial agility +6 functions like a +4 version, but the headband grants the ability to use fly at will. All versions also grant the wearer an enhancement bonus to one mental ability score (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. This bonus is chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a headband of vast intelligence, usually granting ranks in Fly, Acrobatics, or Knowledge (planes).Craft Wondrous Item, Extend Spell, flyWondrous ItemUltimate Equipment
Headband Of Alluring Charisma +2moderate transmutation8headband40001 lb.This attractive silver headband is decorated with a number of small red and orange gemstones. The headband grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.Craft Wondrous Item, eagle's splendorWondrous ItemUltimate Equipment
Headband Of Alluring Charisma +4moderate transmutation8headband160001 lb.This attractive silver headband is decorated with a number of small red and orange gemstones. The headband grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.Craft Wondrous Item, eagle's splendorWondrous ItemUltimate Equipment
Headband Of Alluring Charisma +6moderate transmutation8headband360001 lb.This attractive silver headband is decorated with a number of small red and orange gemstones. The headband grants the wearer an enhancement bonus to Charisma of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.Craft Wondrous Item, eagle's splendorWondrous ItemUltimate Equipment
Headband Of Arcane Energystrong evocation13headband200001 lb.This headband has three swirling patterns of red, green, and blue crystals arching across its length. Three times per day, its wearer can sacrifice an arcane spell to create an offensive blast or defensive shield. The blast is a ranged touch attack with a range of 30 feet, which deals 1d6 points of energy damage (cold, electricity, or fire) per spell level sacrificed. The shield creates a swirling band of energy that lasts 1 round and gives the wearer a deflection bonus to AC equal to 2 + the level of the spell sacrificed.Arcane Blast, Arcane Shield, Craft Wondrous Item, prismatic sprayWondrous ItemUltimate Equipment
Headband Of Counterspellingstrong abjuration13headband200001 lb.This metal headband grants a +5 insight bonus on Spellcraft checks made to identify a spell as it is being cast. Furthermore, once per day the wearer can attempt to counter a spell by casting the appropriate spell as an immediate action instead of doing so with a readied action. The wearer must first identify the spell being cast before countering a spell with this headband.Craft Wondrous Item, spell turningWondrous ItemUltimate Equipment
Headband Of Deathless Devotionfaint enchantment1headband64001 lb.This white headband, often painted or embroidered with calligraphy or a stylized pictogram such as a sunburst, helps focus the wearer's resolve and absolute determination to survive and succeed. The wearer gains a +2 morale bonus on stabilization checks and on saving throws against ongoing effects with recurring saves, such as diseases, poisons, or compulsions such as dominate person or hold person. If the wearer is a samurai, he treats his resolve ability as if he were two class levels higher.Craft Wondrous Item, heroism, stabilizeWondrous ItemUltimate Equipment
Headband Of Fortune's Favorfaint enchantment and evocation5headband77001 lb.This multicolored headband with beaded tassels tips luck in the wearer's favor. The wearer gains a +1 luck bonus on saving throws. Any effect that gives the wearer a luck bonus (such as a divine favor or prayer spell) or explicitly increases the wearer's good luck (such as a witch's fortune hex, the Luck domain's bit of luck domain power, and so on) lasts for 1 round longer than normal on the wearer. Abilities without a time-based duration (such as carrying a stone of good luck) are unaffected by the headband.Craft Wondrous Item, ill omen or prayerWondrous ItemUltimate Equipment
Headband Of Havocfaint enchantment5headband80001 lb.This band of raggedly stitched animal skins and teeth focuses a barbarian wearer's bloodlust. When the wearer enters a rage, she selects one of her rage powers. For the duration of the rage, that power functions as if the wearer's barbarian level were four levels higher. Once per day when the wearer is attacked or has to make a saving throw against a hostile effect, she may spend 2 rounds of rage to begin a rage as an immediate action. This rage becomes active prior to resolving the attack that triggered it and lasts until the start of her next turn (at which time she may continue to rage as if she had begun the rage in the normal manner).Craft Wondrous Item, rageWondrous ItemUltimate Equipment
Headband Of Inspired Wisdom +2moderate transmutation8headband40001 lb.This simple bronze headband is decorated with an intricate pattern of fine green etchings. The headband grants the wearer an enhancement bonus to Wisdom of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.Craft Wondrous Item, owl's wisdomWondrous ItemUltimate Equipment
Headband Of Inspired Wisdom +4moderate transmutation8headband160001 lb.This simple bronze headband is decorated with an intricate pattern of fine green etchings. The headband grants the wearer an enhancement bonus to Wisdom of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.Craft Wondrous Item, owl's wisdomWondrous ItemUltimate Equipment
Headband Of Inspired Wisdom +6moderate transmutation8headband360001 lb.This simple bronze headband is decorated with an intricate pattern of fine green etchings. The headband grants the wearer an enhancement bonus to Wisdom of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn.Craft Wondrous Item, owl's wisdomWondrous ItemUltimate Equipment
Headband Of Intuitionfaint divination3headband70001 lb.This headband gives its wearer the gift of foresight, effectively allowing her to determine whether or not a particular course of action will grant weal and/or woe. Three times per day the wearer of this headband can, as a standard action, gain information about a specified course of action as if using the augury spell, except that the wearer always gets a meaningful reply.Craft Wondrous Item, auguryWondrous ItemUltimate Equipment
Headband Of Ki Focusfaint abjuration1headband54001 lb.This tied headband helps the wearer focus his ki more effectively. Whenever the wearer spends ki points to make an additional attack, that attack roll gains a +1 insight bonus (+2 if the wearer is using a ki focus weapon with that attack). Furthermore, the wearer of a headband of ki focus is immune to the ninja's ki block trick or similar effects that block the wearer from using ki points.Craft Wondrous Item, creator must have a ki poolWondrous ItemUltimate Equipment
Headband Of Knucklebonesmoderate necromancy9headband275001 lb.This headband is made of interlocked finger bones woven together by leathery tendons and gristle. The wearer may use command undead up to three times per day, but only affecting zombies. Once per day, the wearer may use the headband to animate one Medium zombie as if using animate dead.Craft Wondrous Item, animate dead, command undeadWondrous ItemUltimate Equipment
Headband Of Mental Prowess +2strong transmutation12headband100001 lb.This simple copper headband has a small yellow gem set so that when it rests upon the forehead of the wearer, the yellow gem sits perched on the wearer's brow as if it were a third eye in the middle of her forehead. Often, the headband contains additional designs to further accentuate the appearance of a third, crystal eye. The headband grants the wearer an enhancement bonus to two mental ability scores (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. These bonuses are chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a headband of vast intelligence.Craft Wondrous Item, eagle's splendor, fox's cunning, owl's wisdom (any two)Wondrous ItemUltimate Equipment
Headband Of Mental Prowess +4strong transmutation12headband400001 lb.This simple copper headband has a small yellow gem set so that when it rests upon the forehead of the wearer, the yellow gem sits perched on the wearer's brow as if it were a third eye in the middle of her forehead. Often, the headband contains additional designs to further accentuate the appearance of a third, crystal eye. The headband grants the wearer an enhancement bonus to two mental ability scores (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. These bonuses are chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a headband of vast intelligence.Craft Wondrous Item, eagle's splendor, fox's cunning, owl's wisdom (any two)Wondrous ItemUltimate Equipment
Headband Of Mental Prowess +6strong transmutation12headband900001 lb.This simple copper headband has a small yellow gem set so that when it rests upon the forehead of the wearer, the yellow gem sits perched on the wearer's brow as if it were a third eye in the middle of her forehead. Often, the headband contains additional designs to further accentuate the appearance of a third, crystal eye. The headband grants the wearer an enhancement bonus to two mental ability scores (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. These bonuses are chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a headband of vast intelligence.Craft Wondrous Item, eagle's splendor, fox's cunning, owl's wisdom (any two)Wondrous ItemUltimate Equipment
Headband Of Mental Resiliencestrong abjuration and transmutation16headband640001 lb.Five faceted sapphires decorate this ornate headband. The headband protects the wearer from effects that would damage his mental capacity. After wearing the headband for 24 hours, the wearer gains five temporary ability points. These points do not add to the wearer's ability scores and do not grant a bonus to any roll. Any damage or drain to a mental ability score (Intelligence, Wisdom, or Charisma) taken by the wearer is subtracted from these points first. Damage or drain in excess of the wearer's temporary ability points is applied to his current ability scores as normal. The wearer immediately loses all temporary ability points upon removing the headband. In addition, the headband grants the wearer a +2 enhancement bonus to Intelligence, Wisdom, and Charisma. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. It also grants skill ranks as a headband of vast intelligence +2. Temporary ability points that are lost to ability damage return after 24 hours. Ability points lost to ability drain are lost permanently.Craft Wondrous Item, eagle's splendor, fox's cunning, lesser restoration, owl's wisdomWondrous ItemUltimate Equipment
Headband Of Mental Superiority +2strong transmutation16headband160001 lb.This ornate headband is decorated with numerous clusters of small gemstones. The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a headband of vast intelligence.Craft Wondrous Item, eagle's splendor, fox's cunning, owl's wisdomWondrous ItemUltimate Equipment
Headband Of Mental Superiority +4strong transmutation16headband640001 lb.This ornate headband is decorated with numerous clusters of small gemstones. The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a headband of vast intelligence.Craft Wondrous Item, eagle's splendor, fox's cunning, owl's wisdomWondrous ItemUltimate Equipment
Headband Of Mental Superiority +6strong transmutation16headband1440001 lb.This ornate headband is decorated with numerous clusters of small gemstones. The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a headband of vast intelligence.Craft Wondrous Item, eagle's splendor, fox's cunning, owl's wisdomWondrous ItemUltimate Equipment
Headband Of Ninjitsufaint abjuration1headband150001 lb.This simple black cloth band focuses the wearer's ki, helping her use subtle misdirection against opponents in combat. The wearer gains a +2 competence bonus on Bluff checks made to feint and combat maneuver checks made to reposition, and once per day she can attempt a feint or reposition maneuver as a swift action. The wearer also gains a +2 insight bonus on attack rolls on sneak attacks and can sneak attack creatures with concealment or total concealment, though miss chances apply normally.Craft Wondrous Item, eagle's splendor, see invisibilityWondrous ItemUltimate Equipment
Headband Of Ponderous Recollectionmoderate divination and transmutation8headband51001 lb.This black leather headband has two small amber gemstones set so they rest on the wearer's forehead. The headband grants the wearer a +2 enhancement bonus to Intelligence. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. It also grants skill ranks as a headband of vast intelligence, but always grants ranks in a Knowledge skill. As a swift action three times per day, the wearer can call upon the headband to reveal the abilities and weaknesses of a creature within line of sight. The headband fills the wearer's mind with information as though the wearer had made a Knowledge check with a natural roll of a 5, adding her bonuses to the check as normal. At the start of her next turn, the wearer receives additional information as though she had made the check with a natural roll of 10. At the start of her turn after that, the wearer receives a final piece of information, treating her natural roll as 15.Craft Wondrous Item, know the enemy (Ultimate Magic)Wondrous ItemUltimate Equipment
Headband Of Seductionfaint enchantment and transmutation5headband400001 lb.This plain white band makes the wearer seem more attractive. The wearer gains a +2 competence bonus on Charisma-based checks with other members of his creature type. If the wearer is of the humanoid type, he gains a +5 competence bonus on creatures of his subtype instead. Once per day, the wearer can attempt to affect a creature as the spell unnatural lust (Ultimate Magic) but with a duration of 10 minutes.Craft Wondrous Item, unnatural lustWondrous ItemUltimate Equipment
Headband Of Unshakeable Resolvemoderate abjuration and transmutation8headband56001 lb.This simple white cotton headband is decorated with a stylized imperial dragon coiled above the wearer's forehead. The headband grants the wearer a +2 enhancement bonus to her Wisdom score. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. Whenever the wearer suffers a fear effect, she may spend an immediate action to reduce the severity of the fear effect by one step. If the wearer would become panicked, she is instead frightened. If she would become frightened, she is instead shaken. If the wearer would become shaken, the effect is negated entirely. The wearer can use this ability up to three times per day.Craft Wondrous Item, owl's wisdom, remove fearWondrous ItemUltimate Equipment
Headband Of Vast Intelligence +2moderate transmutation8headband40001 lb.This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer's total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.Craft Wondrous Item, fox's cunningWondrous ItemUltimate Equipment
Headband Of Vast Intelligence +4moderate transmutation8headband160001 lb.This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer's total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.Craft Wondrous Item, fox's cunningWondrous ItemUltimate Equipment
Headband Of Vast Intelligence +6moderate transmutation8headband360001 lb.This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer's total Hit Dice. These ranks do not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.Craft Wondrous Item, fox's cunningWondrous ItemUltimate Equipment
Hollywreath Bandfaint transmutation3headband57001 lb.This headband is woven of magically preserved holly, its deep green leaves and bright red berries perpetually lustrous. The wearer may create goodberries once per day as the spell, and any effect she creates that affects plants, including the domain powers of the Plant domain, take effect at +1 caster level and gain a +1 bonus to the save DC.Craft Wondrous Item, goodberry, plant growthWondrous ItemUltimate Equipment
Hunter's Bandfaint transmutation4headband110001 lb.This simple headband of braided hide grants a +5 competence bonus on Survival checks and inures the wearer to the strain of long travel, as the tireless pursuit spell (Advanced Player's Guide). If the wearer is a ranger, the hunter's band increases his favored enemy bonus on attack rolls by +1 for all his favored enemies. If the ranger has the hunter's bond (companions) class feature, this increase also applies to the attack roll bonus his allies gain from that ability.Craft Wondrous Item, instant enemy (Advanced Player's Guide), tireless pursuit, creator must have 5 ranks in SurvivalWondrous ItemUltimate Equipment
Phylactery Of Faithfulnessfaint divination1headband1000-This item is a tiny box containing religious scripture. The box is affixed to a leather cord and tied around the forehead, worn so that the box sits upon the wearer's brow. There is no mundane way to determine what function this religious item performs until it is worn. The wearer of a phylactery of faithfulness is aware of any action or item that could adversely affect her alignment and her standing with her deity, including magical effects. She acquires this information prior to performing such an action or becoming associated with such an item if she takes a moment to contemplate the act.Craft Wondrous Item, detect chaos, detect evil, detect good, detect lawWondrous ItemUltimate Equipment
Phylactery Of Negative Channelingmoderate necromancy10headband11000-This item is a boon to any character able to channel negative energy, increasing the amount of damage dealt to living creatures by +2d6. This also increases the amount of damage healed by undead creatures.Craft Wondrous Item, creator must be a 10th-level clericWondrous ItemUltimate Equipment
Phylactery Of Positive Channelingmoderate necromancy10headband11000-This item allows channelers of positive energy to increase the amount of damage dealt to undead creatures by +2d6. This also increases the amount of damage healed by living creatures.Craft Wondrous Item, creator must be a 10th-level clericWondrous ItemUltimate Equipment
Phylactery Of The Shepherdfaint divination3headband70001 lb.Three times per day on command, the phylactery's wearer can determine the current health and overall well-being of any one ally within 30 feet. This effect acts as the status spell. If the wearer has the ability to channel energy or lay on hands, he can as a swift action choose to apply the effects of that class feature to an ally he is currently evaluating so long as that ally is within 30 feet of him, but doing so ends the effect of the phylactery's status.Craft Wondrous Item, statusWondrous ItemUltimate Equipment
Serpent's Bandmoderate conjuration and enchantment10headband90001 lb.The wearer of this circlet gains a +2 insight bonus on saving throws against effects with the emotion descriptor, including fear effects. The wearer gains fluency in Draconic and may converse with non-sentient (Int 1 or 2) reptilian animals and magical beasts as if using the speak with animals spell, and gains a +4 competence bonus on Handle Animal and wild empathy checks made when interacting with such creatures.Craft Wondrous Item, animal trance, hypnotism, speak with animals, summon nature's ally VWondrous ItemUltimate Equipment
Shifter's Headband +2moderate transmutation8headband4500-This band of reddish fox fur is marked on the front with a distinctive symbol that constantly shifts into a different character. The headband grants the wearer an enhancement bonus to one mental ability score (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. This bonus is chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a headband of vast intelligence. If the wearer is a creature who uses magic to change form, she gains the following additional benefits. Shifter's headband +2: The wearer treats her caster level as if it were one level higher when casting spells or creating extracts of the polymorph subschool. Shifter's headband +4: Once per day while under the effect of a polymorph spell or extract, the wearer can assume another form allowed by that effect. This is a standard action. Shifter's headband +6: Whenever the wearer changes her shape with a polymorph effect, she gains DR 5/silver for 1 minute (this ends if she returns to her natural form). These additional shapeshifter abilities are cumulative. For example, a creature wearing a shifter's headband +4 gains the extra transformation ability and treats her caster level as 1 higher than normal for polymorph spells and extracts.Craft Wondrous Item, polymorph selfWondrous ItemUltimate Equipment
Shifter's Headband +4moderate transmutation8headband17500-This band of reddish fox fur is marked on the front with a distinctive symbol that constantly shifts into a different character. The headband grants the wearer an enhancement bonus to one mental ability score (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. This bonus is chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a headband of vast intelligence. If the wearer is a creature who uses magic to change form, she gains the following additional benefits. Shifter's headband +2: The wearer treats her caster level as if it were one level higher when casting spells or creating extracts of the polymorph subschool. Shifter's headband +4: Once per day while under the effect of a polymorph spell or extract, the wearer can assume another form allowed by that effect. This is a standard action. Shifter's headband +6: Whenever the wearer changes her shape with a polymorph effect, she gains DR 5/silver for 1 minute (this ends if she returns to her natural form). These additional shapeshifter abilities are cumulative. For example, a creature wearing a shifter's headband +4 gains the extra transformation ability and treats her caster level as 1 higher than normal for polymorph spells and extracts.Craft Wondrous Item, polymorph selfWondrous ItemUltimate Equipment
Shifter's Headband +6moderate transmutation8headband39000-This band of reddish fox fur is marked on the front with a distinctive symbol that constantly shifts into a different character. The headband grants the wearer an enhancement bonus to one mental ability score (Intelligence, Wisdom, or Charisma) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. This bonus is chosen when the headband is created and cannot be changed. If the headband grants a bonus to Intelligence, it also grants skill ranks as a headband of vast intelligence. If the wearer is a creature who uses magic to change form, she gains the following additional benefits. Shifter's headband +2: The wearer treats her caster level as if it were one level higher when casting spells or creating extracts of the polymorph subschool. Shifter's headband +4: Once per day while under the effect of a polymorph spell or extract, the wearer can assume another form allowed by that effect. This is a standard action. Shifter's headband +6: Whenever the wearer changes her shape with a polymorph effect, she gains DR 5/silver for 1 minute (this ends if she returns to her natural form). These additional shapeshifter abilities are cumulative. For example, a creature wearing a shifter's headband +4 gains the extra transformation ability and treats her caster level as 1 higher than normal for polymorph spells and extracts.Craft Wondrous Item, polymorph selfWondrous ItemUltimate Equipment
Soulbound Eyestrong necromancy16headband30000-Appearing at first like an expensive, masochistic adornment, this almond-sized star ruby is set in a gold clasp, one side of which is festooned with several long spikes. A soulbound eye is not an item that most creatures would voluntarily wear- they are instead crafted by powerful creatures who wish to use another creature as a sort of remote-viewing slave. A soulbound eye must be attached to a willing or helpless creature by pressing the spike-covered surface to the creature's brow-the gem swiftly and painfully embeds itself in the victim's forehead, immediately activating to forge a shared link between the wearer and the creature who placed the item on its head (the "master"). Once implanted, the soulbound eye allows the master to observe the world around the wearer through the wearer's senses. It also allows for telepathic communication between the wearer and the master. Neither of these features function across planar boundaries. The soulbound eye's wearer is not compelled to obey its master's telepathic commands, but the master can use the soulbound eye as a conduit for hold monster, modify memory, pain strike (Advanced Player's Guide), and suggestion spells, treating the wearer as the target of the spell no matter the distance between master and wearer. The victim is allowed any normal saving throws or spell resistance against spells cast through the soulbound eye. An implanted soulbound eye functions like a cursed item once it is in place-it can only be removed if the curse is first lifted via an effect like remove curse or break enchantment. Once removed, a soulbound eye crumbles to fragments.Craft Wondrous Item, scryingWondrous ItemUltimate Equipment
Veiled Eyefaint conjuration5headband12000-This banded agate attaches itself to its wearer's forehead and then, blinking and focusing, begins to act as an additional eye. When worn, the veiled eye has the same vision as the wearer (such as low-light vision, darkvision 60 ft., or the oracle's clouded vision curse). It grants the wearer no particular advantages so long as his original eyes continue to function normally. However, should his original eyes stop working, whether because of the wearer becoming blinded or even his own decision to close them, he can see through the veiled eye instead. When the wearer is using the veiled eye as his only vision source, he takes a -2 penalty on ranged attack rolls but gains a +2 insight bonus on saves against gaze attacks.Craft Wondrous Item, remove blindness/deafnessWondrous ItemUltimate Equipment
Winter Wolf Headbandmoderate transmutation7headband320001 lb.Crafted of pale bone or silver, this headband features a snarling wolf's head centered on the wearer's forehead. The wearer gains cold resistance 10. Once per day, the wearer may transform into a Large white-furred wolf for 11 minutes. In addition, once per day the wearer may breathe a 30-foot cone of cold that deals 7d6 points of cold damage (Reflex DC 16 for half). The wearer may use this breath weapon even when transformed.Craft Wondrous Item, beast shape II, dragon's breath (Advanced Player's Guide), resist energyWondrous ItemUltimate Equipment
Aegis Of Recoveryfaint abjuration and conjuration3neck1500-An aegis of recovery grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against a disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.Craft Wondrous Item, barkskin, cure moderate woundsWondrous ItemUltimate Equipment
Ampoule Of False Bloodstrong transmutation15neck20000-This necklace consists of a fine gold chain from which hangs a small sealed crystal vial containing preserved liquid blood. Each ampoule is attuned to a specific sorcerer bloodline. If a sorcerer (or other creature with sorcerer bloodline powers, such as from the Eldritch Heritage feat in Ultimate Magic) wears the ampoule for at least one day, she loses her existing bloodline powers and gains the bloodline powers of the ampoule's bloodline, using her sorcerer level to determine the powers gained. The ampoule has no effect on the sorcerer's bonus spells, bloodline arcana, or bonus feats from her original bloodline (which remain unchanged). The sorcerer can only use these bloodline powers as long as she wears the necklace. Removing the necklace leaves the sorcerer unable to access any bloodline power, either her own or those of the ampoule, until one hour has passed. As a full round action that provokes an attack of opportunity, the wearer can break open the ampoule and drink the blood within. This destroys the item, and gives her the sickened condition for 1d4 hours. If the drinker is a sorcerer, her bloodline permanently changes to match that of the ampoule. In this case, the sorcerer's bonus spells, bloodline arcana, and bloodline powers all permanently change to match those of the ampoule's bloodline. Bonus feats previously selected due to the sorcerer's bloodline are unaffected, but new feats must be selected from the new bloodline's bonus feat list.Craft Wondrous item, limited wish, polymorph, creator must be a sorcerer of the appropriate bloodlineWondrous ItemUltimate Equipment
Amulet Of Bullet Protection +1faint abjuration5neck1500-This amulet, usually crafted from the splintered remains of spent firearm bullets shaped into a rough holy symbol or clover, grants the wearer a luck bonus to AC against firearm attacks that target touch AC.Craft Wondrous Item, divine favor, creator's caster level must be at least three times the amulet's bonusWondrous ItemUltimate Equipment
Amulet Of Bullet Protection +2faint abjuration5neck6000-This amulet, usually crafted from the splintered remains of spent firearm bullets shaped into a rough holy symbol or clover, grants the wearer a luck bonus to AC against firearm attacks that target touch AC.Craft Wondrous Item, divine favor, creator's caster level must be at least three times the amulet's bonusWondrous ItemUltimate Equipment
Amulet Of Bullet Protection +3faint abjuration5neck13500-This amulet, usually crafted from the splintered remains of spent firearm bullets shaped into a rough holy symbol or clover, grants the wearer a luck bonus to AC against firearm attacks that target touch AC.Craft Wondrous Item, divine favor, creator's caster level must be at least three times the amulet's bonusWondrous ItemUltimate Equipment
Amulet Of Bullet Protection +4faint abjuration5neck24000-This amulet, usually crafted from the splintered remains of spent firearm bullets shaped into a rough holy symbol or clover, grants the wearer a luck bonus to AC against firearm attacks that target touch AC.Craft Wondrous Item, divine favor, creator's caster level must be at least three times the amulet's bonusWondrous ItemUltimate Equipment
Amulet Of Bullet Protection +5faint abjuration5neck37500-This amulet, usually crafted from the splintered remains of spent firearm bullets shaped into a rough holy symbol or clover, grants the wearer a luck bonus to AC against firearm attacks that target touch AC.Craft Wondrous Item, divine favor, creator's caster level must be at least three times the amulet's bonusWondrous ItemUltimate Equipment
Amulet Of Elemental Strifemoderate abjuration8neck40001 lb.This amulet shines brightly when brought within 60 feet of an outsider with the elemental subtype, shedding light as a torch. The amulet glows a different color depending on the subtype of the elemental or elementals present (white for air, yellow for earth, red for fire, and blue for water). If more than one subtype is present, the gem flickers back and forth between the appropriate colors. The wearer gains resistance 5 against a single energy type determined by the subtype of the closest elemental present (air grants electricity resistance, earth grants acid resistance, fire grants fire resistance, and water grants cold resistance). If the closest elemental possesses multiple subtypes, the wearer may choose which type of resistance she gains. This energy resistance only applies against attacks from elementals. The amulet also allows any attacks made by the wearer to bypass the damage reduction of such creatures.Craft Wondrous Item, resist energy, creator must be at least 8th levelWondrous ItemUltimate Equipment
Amulet Of Hidden Strengthfaint transmutation5neck9000-This glass teardrop hangs on a platinum chain and can be used once per day to grant a surge of power. This surge can be used in one of two ways. As a swift action, the wearer of the amulet can make one melee or ranged attack at his highest attack bonus. Alternatively, if the wearer of the amulet has a ki pool, he can instead focus on the power of the amulet as a full-round action and regain two ki points.Craft Wondrous Item, creator must have a ki poolWondrous ItemUltimate Equipment
Amulet Of Magecraftmoderate universal9neck200002 lbs.A universalist wizard who selects the amulet as his bonded object may choose one school of spells each day when he prepares spells. He then can use the necklace to spontaneously convert any prepared wizard spell of that school into any other wizard spell of that school he knows- though the desired spell must be of the same level or lower than the prepared spell. For example, if the wizard chooses evocation when he prepares his spells that morning, until the next time he prepares spells, he can spontaneously convert a prepared fireball into any other evocation wizard spell of 3rd level or lower that he knows.Craft Wondrous Item, permanency, creator must be a universalistWondrous ItemUltimate Equipment
Amulet Of Natural Armor +1faint transmutation5neck2000-This amulet, usually containing some type of magically preserved monster hide or other natural armor-such as bone, horn, carapace, or beast scales- toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.Craft Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonusWondrous ItemUltimate Equipment
Amulet Of Natural Armor +2faint transmutation5neck8000-This amulet, usually containing some type of magically preserved monster hide or other natural armor-such as bone, horn, carapace, or beast scales- toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.Craft Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonusWondrous ItemUltimate Equipment
Amulet Of Natural Armor +3faint transmutation5neck18000-This amulet, usually containing some type of magically preserved monster hide or other natural armor-such as bone, horn, carapace, or beast scales- toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.Craft Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonusWondrous ItemUltimate Equipment
Amulet Of Natural Armor +4faint transmutation5neck32000-This amulet, usually containing some type of magically preserved monster hide or other natural armor-such as bone, horn, carapace, or beast scales- toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.Craft Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonusWondrous ItemUltimate Equipment
Amulet Of Natural Armor +5faint transmutation5neck50000-This amulet, usually containing some type of magically preserved monster hide or other natural armor-such as bone, horn, carapace, or beast scales- toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.Craft Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonusWondrous ItemUltimate Equipment
Amulet Of Proof Against Detection And Locationmoderate abjuration8neck35000-This silver amulet protects the wearer from scrying and magical location just as a nondetection spell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 (as if the wearer had cast nondetection on herself).Craft Wondrous Item, nondetectionWondrous ItemUltimate Equipment
Amulet Of Proof Against Petrificationmoderate abjuration8neck8000-This finely polished wooden amulet has the image of a blindfolded medusa carved upon its surface. Whenever the wearer fails a saving throw that would result in him being turned to stone, he is instead staggered for 1d6 rounds. If a spell or effect turns him to stone without allowing a saving throw, he is instead staggered for 1 minute. These abilities do not function while the wearer is staggered.Craft Wondrous Item, stone to fleshWondrous ItemUltimate Equipment
Amulet Of Spell Cunningmoderate transmutation7neck100001 lb.This silver locket only has power when used as a wizard's bonded object. It allows a wizard to prepare an additional 3 levels of spells per day.Craft Wondrous Item, mnemonic enhancerWondrous ItemUltimate Equipment
Amulet Of Spell Masterystrong transmutation11neck220001 lb.This platinum locket only has power when used as a wizard's bonded object. It allows the wizard to prepare an additional 6 levels of spells per day.Craft Wondrous Items, mnemonic enhancerWondrous ItemUltimate Equipment
Amulet Of The Planesstrong conjuration15neck120000-This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize the spell plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she desires. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01-60 on d%) or to a random plane (61-100).Craft Wondrous Item, plane shiftWondrous ItemUltimate Equipment
Brooch Of Amber Sparksfaint abjuration and evocation5neck168001 lb.This copper clasp adorned with a piece of amber is used to fasten a cloak or cape. When its wearer takes electricity damage, this brooch absorbs up to 20 points of electrical damage and holds that electrical charged until it is released by its wielder or harmlessly at the end of 10 minutes, whichever occurs first. The brooch can absorb up to 50 points of electricity damage per day. The wielder can release the charge on command, unleashing any electricity in the brooch as if casting a shocking grasp spell (dealing 1d6 points of electricity damage per 5 points of damage held).Craft Wondrous Item, resist energy, shocking graspWondrous ItemUltimate Equipment
Brooch Of Shieldingfaint abjuration1neck1500-This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb magic missiles of the sort generated by the spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.Craft Wondrous Item, shieldWondrous ItemUltimate Equipment
Carcanet Of Detentionfaint conjuration4neck7200-Comprised of thick iron links, the carcanet of detention is commonly worn by prison guards and elite members of the city watch. Once per day, the wearer of the carcanet may command it to animate and attempt to wrap around one Medium or smaller creature within 15 feet. The target receives a DC 15 Reflex saving throw to avoid the chain. If the saving throw fails, the target is entangled and cannot move from its current location. As a full-round action, the target can attempt a new saving throw to end the effect; otherwise it persists for 10 minutes or until ended by the wearer as a swift action, at which point it returns to its carcanet form. The chain has a hardness of 10 and 15 hit points.Craft Wondrous Item, animate ropeWondrous ItemUltimate Equipment
Collar Of The True Companionmoderate transmutation9neck100001 lb.Although it appears to be a simple thong of leather, this collar was initially conceived by druids who believed that there were animals who possessed spirits worthy of elevation to true sentience. If worn by a creature of the animal type with an Intelligence less than 3, a collar of the true companion grants a +2 enhancement bonus to Intelligence. This does not give the animal the ability to speak, but it does allow it to understand one spoken language (chosen by the item's creator). If the collar is worn for at least 1 week by a creature of the animal type, the creature is raised to humanlike sentience, as though by the awaken spell. Once this occurs, the collar loses its magical properties. If a collar of the true companion is worn for more than 1 week by a creature not of the animal type, the wearer is feebleminded until the collar is removed.Craft Wondrous Item, awaken, fox's cunningWondrous ItemUltimate Equipment
Crystal Of Healing Handsmoderate conjuration10neck120001 lb.A cloth cord marked with esoteric religious symbols typically holds this roughly cut, glittering prism in place. A person with the lay on hands class feature can direct one use of this energy into the crystal, which stores it until the wearer speaks a command word to release it. Releasing the energy targets the wearer with the stored lay on hands effect, as if touched by the person who infused the crystal with its power. The crystal can contain a single use of the lay on hands class feature. When filled with this magic, it begins to glow with a pearly white light. The wearer of the crystal can order it to release its energy as a standard action. This acts identically to receiving the effect of lay on hands directly from the person who channeled it into the crystal, including any mercies they had at the time.Craft Wondrous Item, cure light wounds, creator must be a paladinWondrous ItemUltimate Equipment
Dragonfoe Amuletmoderate transmutation9neck200001 lb.This amulet consists of a cracked dragon scale set in a disk of gold. Most are slightly damaged, bearing the scars of draconic breath weapons. The dragonfoe amulet is a powerful, specialized tool for those who oppose dragons, improving the protection and attacks of the wearer in a number of ways. The wearer of a dragonfoe amulet ignores the damage reduction of dragons. This only affects actual dragons, not all creatures of the dragon type. In addition, if the wearer casts a spell against a dragon, she can roll twice to overcome any spell resistance the dragon might possess, taking the higher result. Lastly, the wearer takes no damage instead of half damage on a successful Reflex save against a dragon's breath weapon (as the evasion ability).Craft Wondrous Item, Spell Penetration, magic weapon, jumpWondrous ItemUltimate Equipment
Everwake Amuletfaint conjuration2neck80001 lb.Cast in the image of the sun and often ornamented with an open eye, this amulet defends the wearer against the need for sleep. The wearer of this amulet does not need to sleep, but must remain at ease for the normal amount of time to regain spells and other abilities that require rest (although the wearer could perform light activity, such as reading or keeping watch). Once the wearer has used the power of this amulet for a total of seven nights, the amulet loses its power for one day and the wearer is exhausted for this duration. If the wearer removes the amulet for any reason after having used its ability, she becomes exhausted for four hours for every night of sleep skipped.Craft Wondrous Item, lesser restorationWondrous ItemUltimate Equipment
Feychild Necklacemoderate divination8neck60001/2 lb.This necklace is set with a bloodstone sculpted to look like a scintillating green eye. It gives the wearer a +4 competence bonus on Charisma checks and Charisma-based checks made to interact with gnomes, a +2 competence bonus on similar checks when dealing with beings of the fey creature type, and a -2 penalty on similar checks when interacting with anyone else. The wearer can read, speak, and understand the Gnome language. If the wearer is not a gnome, she gains low-light vision, and may cast dancing lights, ghost sound, prestidigitation, and speak with animals each once per day as a spell-like ability.Craft Wondrous Item, creator must be a gnomeWondrous ItemUltimate Equipment
Forge Fist Amuletfaint evocation6neck130001 lb.This fist-shaped stone amulet glows with a fiery light. On command, this amulet causes the wearer's fists to transform into red-hot flaming adamantine. The wearer is protected from the searing heat and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer make with his hands gain the flaming weapon special ability and are treated as adamantine for the purpose of bypassing damage reduction (but not hardness). The wearer's hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by fire). The transformation can be ended as a swift action.Craft Wondrous Item; greater magic fang; and flame blade, flame strike, or fireballWondrous ItemUltimate Equipment
Frost Fist Amuletfaint evocation5neck100001 lb.Shaped like a fist, this iron amulet is surrounded by a frigid fog. On command, this amulet causes the wearer's hands to become encased in a layer of freezing iron. The wearer is protected from the frigid cold and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer makes with hands gain the frost weapon special ability and are treated as cold iron for the purpose of bypassing damage reduction. The wearer's hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by cold). The transformation can be ended as a swift action.Craft Wondrous Item; greater magic fang; and cone of cold or ice stormWondrous ItemUltimate Equipment
Golembane Scarabmoderate divination8neck2500-This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its bearer to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.Craft Wondrous Item, detect magic, creator must be at least 10th levelWondrous ItemUltimate Equipment
Gravewatch Pendantfaint abjuration3neck80001 lb.Favored by the grave-wardens of sites known to be infested with the spirits of the dead, this pendant is an iron ring strung on a necklace made from polished and discolored bones, nails, and teeth. A faint blue light limns the wearer, protecting him from attack. Undead creatures are repulsed by this light and take a -2 penalty on all attack rolls against the wearer of a gravewatch pendant. Incorporeal undead creatures are further repulsed and instead take a -4 penalty on all attack rolls against the wearer. Undead creatures can sense this light easily, however, and receive a +4 circumstance bonus on Perception checks to detect a creature wearing this pendant.Craft Wondrous Item, protection from evilWondrous ItemUltimate Equipment
Guardian Gorgetstrong abjuration and conjuration13neck120001 lb.This flanged collar of mithral and steel protects the wearer's neck and shoulders. It provides a +2 armor bonus to AC (this does not stack with other armor bonuses) and grants the light fortification property to the wearer. In addition, the wearer may engrave a glyph of warding directly onto the guardian gorget. When the wearer is struck in melee, she can trigger the glyph as an immediate action, causing the glyph to discharge against the creature making the attack (and other creatures within 5 feet, if a blast glyph was placed, though the wearer is not harmed by the glyph's effects). The glyph can be triggered even if the attack would normally leave the wearer incapable of taking actions (such as killed, stunned, dazed, or knocked unconscious).Craft Wondrous Item, glyph of warding, limited wish or miracle, mage armor or magic vestmentWondrous ItemUltimate Equipment
Hand Of Gloryfaint varied5neck80002 lbs.This mummified human hand hangs around a character's neck by a leather cord (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use daylight and see invisibility each once per day.Craft Wondrous Item, animate dead, daylight, see invisibilityWondrous ItemUltimate Equipment
Hand Of Stonemoderate divination7neck270002 lbs.This mummified dwarf hand hangs on a steel chain around a character's neck, bringing the wearer more in tune with the earth beneath her feet. If the wearer spends a standard action concentrating on the hand, she gains tremorsense out to a range of 30 feet until the start of her next turn. This ability only allows her to sense creatures and objects that are in contact with earth or stone.Craft Wondrous Item, clairvoyance/clairaudienceWondrous ItemUltimate Equipment
Hand Of The Magefaint transmutation2neck9002 lbs.This mummified elf hand hangs by a golden chain around a character's neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand at will.Craft Wondrous Item, mage handWondrous ItemUltimate Equipment
Medallion Of Thoughtsfaint divination5neck12000-This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or silver, the medallion allows the wearer to read the thoughts of others, as with the spell detect thoughts.Craft Wondrous Item, detect thoughtsWondrous ItemUltimate Equipment
Mind Sentinel Medallionfaint abjuration1neck3500-The surface of this silver medallion is covered in angular geometric shapes that refract light randomly. The medallion grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities, and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately grants the wearer a second saving throw to resist the effect. If this second save is successful, the medallion's power fades away entirely and it becomes a simple piece of silver jewelry.Craft Wondrous Item, protection from evilWondrous ItemUltimate Equipment
Mummer's Rufffaint illusion5neck3500-Usually fashioned from brightly colored silk, a mummer's ruff is a favored accoutrement of performers and con artists alike. The wearer of a mummer's ruff gains a +10 bonus on Bluff skill checks when attempting to imitate another's voice. In addition, once per day, the wearer of the mummer's ruff can throw his voice as if using ventriloquism for up to 5 minutes.Craft Wondrous Item, sculpt sound, ventriloquismWondrous ItemUltimate Equipment
Necklace Of Adaptationmoderate transmutation7neck90001 lb.This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.Craft Wondrous Item, alter selfWondrous ItemUltimate Equipment
Necklace Of Fireballs Type Imoderate evocation10neck16501 lb.This item appears to be a string or cluster of spherical beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is-a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half). Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The price of a sphere is 150 gp for each die of damage it deals. Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above. If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer. NECKLACE 10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 Price Type I - - - - - 1 - 2 - 1,650 gp Type II - - - - 1 - 2 - 2 2,700 gp Type III - - - 1 - 2 - 4 - 4,350 gp Type IV - - 1 - 2 - 2 - 4 5,400 gp Type V - 1 - 2 - 2 - 2 - 5,850 gp Type VI 1 - 2 - 2 - 4 - - 8,100 gp Type VII 1 2 - 2 - 2 - 2 - 8,700 gpCraft Wondrous Item, fireballWondrous ItemUltimate Equipment
Necklace Of Fireballs Type IImoderate evocation10neck27001 lb.This item appears to be a string or cluster of spherical beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is-a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half). Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The price of a sphere is 150 gp for each die of damage it deals. Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above. If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer. NECKLACE 10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 Price Type I - - - - - 1 - 2 - 1,650 gp Type II - - - - 1 - 2 - 2 2,700 gp Type III - - - 1 - 2 - 4 - 4,350 gp Type IV - - 1 - 2 - 2 - 4 5,400 gp Type V - 1 - 2 - 2 - 2 - 5,850 gp Type VI 1 - 2 - 2 - 4 - - 8,100 gp Type VII 1 2 - 2 - 2 - 2 - 8,700 gpCraft Wondrous Item, fireballWondrous ItemUltimate Equipment
Necklace Of Fireballs Type IIImoderate evocation10neck43501 lb.This item appears to be a string or cluster of spherical beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is-a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half). Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The price of a sphere is 150 gp for each die of damage it deals. Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above. If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer. NECKLACE 10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 Price Type I - - - - - 1 - 2 - 1,650 gp Type II - - - - 1 - 2 - 2 2,700 gp Type III - - - 1 - 2 - 4 - 4,350 gp Type IV - - 1 - 2 - 2 - 4 5,400 gp Type V - 1 - 2 - 2 - 2 - 5,850 gp Type VI 1 - 2 - 2 - 4 - - 8,100 gp Type VII 1 2 - 2 - 2 - 2 - 8,700 gpCraft Wondrous Item, fireballWondrous ItemUltimate Equipment
Necklace Of Fireballs Type IVmoderate evocation10neck54001 lb.This item appears to be a string or cluster of spherical beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is-a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half). Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The price of a sphere is 150 gp for each die of damage it deals. Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above. If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer. NECKLACE 10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 Price Type I - - - - - 1 - 2 - 1,650 gp Type II - - - - 1 - 2 - 2 2,700 gp Type III - - - 1 - 2 - 4 - 4,350 gp Type IV - - 1 - 2 - 2 - 4 5,400 gp Type V - 1 - 2 - 2 - 2 - 5,850 gp Type VI 1 - 2 - 2 - 4 - - 8,100 gp Type VII 1 2 - 2 - 2 - 2 - 8,700 gpCraft Wondrous Item, fireballWondrous ItemUltimate Equipment
Necklace Of Fireballs Type Vmoderate evocation10neck58501 lb.This item appears to be a string or cluster of spherical beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is-a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half). Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The price of a sphere is 150 gp for each die of damage it deals. Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above. If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer. NECKLACE 10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 Price Type I - - - - - 1 - 2 - 1,650 gp Type II - - - - 1 - 2 - 2 2,700 gp Type III - - - 1 - 2 - 4 - 4,350 gp Type IV - - 1 - 2 - 2 - 4 5,400 gp Type V - 1 - 2 - 2 - 2 - 5,850 gp Type VI 1 - 2 - 2 - 4 - - 8,100 gp Type VII 1 2 - 2 - 2 - 2 - 8,700 gpCraft Wondrous Item, fireballWondrous ItemUltimate Equipment
Necklace Of Fireballs Type VImoderate evocation10neck81001 lb.This item appears to be a string or cluster of spherical beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is-a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half). Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The price of a sphere is 150 gp for each die of damage it deals. Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above. If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer. NECKLACE 10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 Price Type I - - - - - 1 - 2 - 1,650 gp Type II - - - - 1 - 2 - 2 2,700 gp Type III - - - 1 - 2 - 4 - 4,350 gp Type IV - - 1 - 2 - 2 - 4 5,400 gp Type V - 1 - 2 - 2 - 2 - 5,850 gp Type VI 1 - 2 - 2 - 4 - - 8,100 gp Type VII 1 2 - 2 - 2 - 2 - 8,700 gpCraft Wondrous Item, fireballWondrous ItemUltimate Equipment
Necklace Of Fireballs Type VIImoderate evocation10neck87001 lb.This item appears to be a string or cluster of spherical beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is-a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half). Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The price of a sphere is 150 gp for each die of damage it deals. Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above. If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer. NECKLACE 10d6 9d6 8d6 7d6 6d6 5d6 4d6 3d6 2d6 Price Type I - - - - - 1 - 2 - 1,650 gp Type II - - - - 1 - 2 - 2 2,700 gp Type III - - - 1 - 2 - 4 - 4,350 gp Type IV - - 1 - 2 - 2 - 4 5,400 gp Type V - 1 - 2 - 2 - 2 - 5,850 gp Type VI 1 - 2 - 2 - 4 - - 8,100 gp Type VII 1 2 - 2 - 2 - 2 - 8,700 gpCraft Wondrous Item, fireballWondrous ItemUltimate Equipment
Necklace Of Ki Serenitymoderate enchantment9neck16000-This simple leather cord is tightly knotted at even intervals and gives its wearer a sense of inner calmness and connection with the larger world. The wearer gains a +4 bonus to his effective level when determining the size of his ki pool and the level-based effects of his ki pool ability (such as bypassing damage reduction).Craft Wondrous Item, calm emotions, owl's wisdomWondrous ItemUltimate Equipment
Necklace Of Netted Starsstrong illusion and transmutation12420001 lb.This marvelous mithral necklace forms a broad, draping lacework of threadlike chains set with a multitude of tiny jewels. Seven of these jewels are larger than the rest. While wearing a necklace of netted stars, the wearer can create dancing lights at will and wandering star motes (see Advanced Player's Guide) once per day. In addition, each of the seven jewels of the necklace can recall a previously cast 1st-level spell, as a pearl of power. Once per day, the wearer may use the necklace to catch a spell targeted at him, as if readying an action to counterspell using dispel magic, with a bonus on the check equal to 12 + the number of jewels not yet used to recall spells that day. If all jewels have been used, this ability cannot be used that day. The level of the spell to be countered must be less than or equal to the number of unused jewels. If the counterspell succeeds, the spell is negated and the wearer can use its magical energy to recall a previously cast spell of the same level or lower as an immediate action. Whether or not the attempt succeeds, this action exhausts the power of all of the necklace's jewels for that day.Craft Wondrous Item, dancing lights, dispel magic, wandering star motes, creator must be able to cast 7th-level spellsWondrous ItemUltimate Equipment
Periapt Of Healthfaint conjuration5neck7500-This simple periapt usually appears as a blue gemstone fastened to a silver chain designed to be worn about the neck. The wearer is immune to all disease, including supernatural diseases.Craft Wondrous Item, remove diseaseWondrous ItemUltimate Equipment
Periapt Of Proof Against Poisonfaint conjuration5neck27000-This item is a brilliant-cut black gem on a delicate silver chain meant to be worn about the neck. The wearer is immune to poison, although poisons active when the periapt is first donned still run their course.Craft Wondrous Item, neutralize poisonWondrous ItemUltimate Equipment
Periapt Of Protection From Cursesfaint abjuration5neck12000-This amethyst stone strung on a coarse iron chain protects the wearer from curses. Three times per day, whenever the wearer rolls a saving throw against a curse (such as a witch's hex, or a bestow curse spell), he may reroll the saving throw as an immediate action. The wearer must decide to use this ability before the results of the saving throw are revealed. He must take the second roll, even if it is worse.Craft Wondrous Item, remove curseWondrous ItemUltimate Equipment
Periapt Of Wound Closuremoderate conjuration10neck15000-This stone is bright blue and dangles on a silver chain meant to be worn on the neck. The wearer of this periapt automatically becomes stable if his hit points drop below 0 (but not if the damage is enough to kill the wearer). The periapt doubles the wearer's normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage caused by bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes ability damage or drain.Craft Wondrous Item, healWondrous ItemUltimate Equipment
Righteous Fist Amuletfaint transmutation4neck40001/2 lb.This golden amulet is used by religious sects as a way to help the faithful capture fugitives or defend themselves without doing undue harm to potential converts. While the wearer is using her divine powers of retribution (such as a cleric's smite, an inquisitor's smiting judgment, or a paladin's smite), the amulet grants her the ability to make unarmed strikes in melee combat as if she had the Improved Unarmed Strike feat.Craft Wondrous Item, Improved Unarmed Strike, stone fistWondrous ItemUltimate Equipment
Scarab Of Protectionstrong abjuration and necromancy18neck38000-This device appears to be a jade medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device. The scarab's possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing 12 such attacks, the scarab turns to powder and is destroyed.Craft Wondrous Item, death ward, spell resistanceWondrous ItemUltimate Equipment
Stormlurefaint evocation5neck5400-A stormlure is usually fashioned from pieces of creatures known for their affinity to air-the feathers of birds, the shells of flying insects, and the scales of a dragon. When activated, stormlures call to the wind, causing a tempestuous gale. Once per day on command, the wearer of a stormlure is surrounding by swirling winds for 1 minute, granting a 50% miss chance against all ranged attacks, including rays and other ranged spells that require a roll to hit. This wind does not hinder the wearer of the stormlure in any way. At any one time during this duration, as a swift action, the wearer can cause the air around her to fill with crackling lightning, dealing 4d6 points of electricity damage to all creatures adjacent to her. A DC 14 Reflex save halves this damage.Craft Wondrous Item, lightning bolt, wind wallWondrous ItemUltimate Equipment
Swarmbane Claspmoderate abjuration8neck30001/2 lb.An ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer's cloak. The wearer's weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm's immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm's distraction ability.Craft Wondrous Item, repel verminWondrous ItemUltimate Equipment
Symbol Of Sanguine Protectionfaint transmutation6neck175001 lb.This silver holy symbol rests just over the wearer's heart, imbuing his blood with divine power. After wearing the amulet for 24 hours, the wearer can shed his own blood as a standard action, dealing 1d6 points of damage to himself, to collect an amount of divinely empowered blood that functions as a flask of holy water. The wearer can collect his blood this way once per day, but the individual vials lose their potency after just 1 week. Undead creatures and evil outsiders that successfully use a blood drain attack on the wearer take 4d6 points of positive energy damage and are sickened for 1d4 rounds unless they make a DC 16 Will save. Any benefit the creature might gain from drinking the wearer's blood is negated due to the power of this symbol.Craft Wondrous Item, bless waterWondrous ItemUltimate Equipment
Torc Of Lionheart Furyfaint abjuration3neck80001 lb.Each end of this heavy copper neckwear bears the image of a snarling lion. The wearer gains a +2 morale bonus on saving throws against fear. If the wearer is a barbarian of at least 12th level, she gains fearless rage as a bonus rage power. If she already has this power, she also becomes immune to the panicked condition while raging, and any panic-causing attack against her while she rages instead causes her to regain 1 round of rage up to once per round.Craft Wondrous Item, remove fearWondrous ItemUltimate Equipment
Cape Of Effulgent Escapefaint evocation and illusion3shoulders140001 lb.This shining white cloak is trimmed with golden sunbursts and continuously radiates light (as per the light spell, but only in a 10-foot radius). Twice per day, the wearer can command the cape to erupt in a burst of light, blinding all creatures other than the wearer within 20 feet for 1d4 rounds (Reflex DC 14 negates). After triggering this burst, the wearer becomes invisible (as the invisibility spell, with a duration of 1 minute