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) and the cape's light is extinguished as long as the wearer is invisible.Craft Wondrous Item, daylight, invisibilityWondrous ItemUltimate Equipment
Catching Capefaint abjuration1shoulders2003 lbs.This silvery cape furls and ripples like a flag with every step its owner takes. As a swift action, the wearer can order the cape to transform into a faint sphere of force that surrounds him on all sides. The field grants the wearer concealment (20% miss chance) against ranged attacks and lasts for 1 minute or until the wearer is missed by a ranged attack due to the power of the cloak, whichever comes first. When the field is used, all magic is lost from the cloak, leaving only a mundane silvery garment.Craft Wondrous Item, shieldWondrous ItemUltimate Equipment
Charlatan's Capestrong evocation and illusion13shoulders450001 lb.This garish cloak of red velvet is embroidered with gold-threaded patterns, typically in shapes of sinisterly masked harlequins or other imagery of sinister revelry. The cloak acts like a cloak of the mountebank, but its dimension door power can be used three times per day. Furthermore, once per day the wearer of the cloak can use ethereal jaunt, as per the spell.Craft Wondrous Item, dimension door, ethereal jauntWondrous ItemUltimate Equipment
Cloak Of Arachnidamoderate conjuration and transmutation6shoulders140001 lb.This red and violet silk garment, delicately embroidered with a barely perceptible web-like pattern, gives the wearer the ability to climb as if a spider climb spell had been placed upon her. In addition, the cloak grants her immunity to entrapment by web spells or webs of any sort; she can move in webs at half her normal speed. Once per day, the wearer of this cloak can cast web. She also gains a +2 luck bonus on all Fortitude saves against poison from spiders.Craft Wondrous Item, spider climb, webWondrous ItemUltimate Equipment
Cloak Of Displacement, Majormoderate illusion7shoulders500001 lb.Embroidered with images of falling stars and pale moons, this item appears to be a normal cloak, but on command its magical properties distort and warp light waves. This displacement works just like the displacement spell and lasts for a total of 15 rounds per day, which the wearer can divide up as she sees fit.Craft Wondrous Item, Extend Spell, displacementWondrous ItemUltimate Equipment
Cloak Of Displacement, Minorfaint illusion3shoulders240001 lb.This item appears to be a normal cloak, with a pattern very similar to a major cloak of displacement nocturnal designs, but when worn its magical properties distort and warp light waves. This displacement works similar to the blur spell, granting a 20% miss chance on attacks against the wearer. It functions continually.Craft Wondrous Item, blurWondrous ItemUltimate Equipment
Cloak Of Elvenkindfaint illusion3shoulders25001 lb.These cloaks of famed elven design are enhanced to reflect the wearer's surroundings, aiding him in blending in with any terrain. When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks.Craft Wondrous Item, invisibility, creator must be an elfWondrous ItemUltimate Equipment
Cloak Of Etherealnessstrong transmutation15shoulders550001 lb.This silvery gray cloak seems to absorb light rather than be illuminated by it. On command, the cloak makes its wearer ethereal (as the ethereal jaunt spell). The effect is dismissible. The cloak works for a total of up to 10 minutes per day. This duration need not be continuous, but it must be used in 1 minute increments.Craft Wondrous Item, ethereal jauntWondrous ItemUltimate Equipment
Cloak Of Fangsmoderate transmutation9shoulders28001 lb.Wearing this animal-hair cloak grants a +1 resistance bonus on saving throws. Furthermore, the wearer can force its teeth to grow rapidly up to five times per day as a swift action. The oversized teeth last for 1 round, during which time the wearer can make a bite attack. Treat this attack as a primary natural attack that deals 1d6 points of damage (or 1d4 if the wearer is Small). If the wearer already has a bite attack, the damage of that bite attack increases by one step (Bestiary 302).Craft Wondrous Item, alter self, resistanceWondrous ItemUltimate Equipment
Cloak Of Fiery Vanishingfaint abjuration and illusion5shoulders26001 lb.This thick leather cloak is charred and blackened around the edges and smells faintly of soot. Once per day, when subject to an effect that deals fire damage, the wearer can spend an immediate action while obscured by the flames to become invisible, leaving behind an illusory pile of ashes and bones, as if he had been slain by the fire effect. The wearer's invisibility and his illusory remains last for 5 rounds or until the wearer attacks any creature. Creatures that study or interact with the ashes can make a DC 11 Will save to disbelieve the illusion, though this does not end the invisibility effect.Craft Wondrous Item, invisibility, silent imageWondrous ItemUltimate Equipment
Cloak Of Human Guisefaint illusion1shoulders9001 lb.This plain cloak only has any effect when worn by a member of a half-human race, such as a half-orc or half-elf. It alters the wearer's appearance similarly to a hat of disguise, but only to the extent that it conceals or alters the wearer's non-human physical traits so the creature appears fully human. Any feature that is plausibly human remains. For example, a half-orc wearing the cloak loses his green or gray skin color and pointed ears, has no visible tusks, and is otherwise completely able to pass as a human version of his normal self. Likewise, a half-elf wearing the cloak has round ears, humanlike eyes, and no other traits indicating elven ancestry. The wearer has no control over the specific guise, and those familiar with his normal appearance can recognize him in his human guise.Craft Wondrous Item, disguise selfWondrous ItemUltimate Equipment
Cloak Of Resistance +1faint abjuration5shoulders10001 lb.Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magical protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonusWondrous ItemUltimate Equipment
Cloak Of Resistance +2faint abjuration5shoulders40001 lb.Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magical protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonusWondrous ItemUltimate Equipment
Cloak Of Resistance +3faint abjuration5shoulders90001 lb.Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magical protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonusWondrous ItemUltimate Equipment
Cloak Of Resistance +4faint abjuration5shoulders160001 lb.Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magical protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonusWondrous ItemUltimate Equipment
Cloak Of Resistance +5faint abjuration5shoulders250001 lb.Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magical protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonusWondrous ItemUltimate Equipment
Cloak Of The Batmoderate transmutation7shoulders260001 lb.Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Stealth checks. The wearer is also able to hang upside down from the ceiling like a bat. By holding the edges of the garment, the wearer is able to fly as per the spell (including a +7 bonus on Fly skill checks). If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly (as beast shape III). All possessions worn or carried are part of the transformation. Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.Craft Wondrous Item, beast shape III, flyWondrous ItemUltimate Equipment
Cloak Of The Diplomatmoderate enchantment7shoulders200001 lb.The forest-green cloak grants a +5 competence bonus on Diplomacy and Sense Motive checks. In addition, once per day, before making a Diplomacy or Sense Motive check, the wearer can decide to call upon the powers of the cloak to roll twice and take the better result. Finally, the wearer of this cloak can adjust a creature's attitude up to three steps when using Diplomacy, instead of the normal limit of two steps. However, the cloak's power does have one drawback. Should the wearer ever fail a Diplomacy checks made to adjust a creature's attitude by 5 or more, the creature's attitude is reduced by two steps instead of one.Craft Wondrous Item, charm person, creator must have 5 ranks in Diplomacy and Sense MotiveWondrous ItemUltimate Equipment
Cloak Of The Duskwalkerfaint illusion3shoulders100001 lb.This dark, velvety cloak billows with a dramatic flourish in its wearer's wake. The cloak grants its wearer low-light vision. Once per day, on command, the wearer can surround herself with darkness, as the darkness spell. While this darkness is active, the cloak also grants the wearer darkvision 60 feet as well as low-light vision.Craft Wondrous Item, darkness, darkvisionWondrous ItemUltimate Equipment
Cloak Of The Hedge Wizardfaint, school based on cloak type1shoulders25001 lb.This cloak comes in eight varieties-one for each school of magic. The cloak grants its wearer the ability to use a certain number of spells on command (caster level 1st) based on its school of magic. It also grants the wearer the ability to use prestidigitation on command and at will. Abjuration: at will-resistance; 1/day-endure elements, shield Conjuration: at will-acid splash; 1/day-mage armor, unseen servant Divination: at will-detect magic; 1/day-detect secret doors, true strike Enchantment: at will-daze; 1/day-charm person, sleep Evocation: at will-light; 1/day-floating disk, magic missile Illusion: at will-ghost sound; 1/day-color spray, silent image Necromancy: at will-touch of fatigue; 1/day-cause fear, ray of enfeeblement Transmutation: at will-mage hand; 1/day-enlarge person, expeditious retreatCraft Wondrous Item, prestidigitation and any spell the cloak allows the caster to use; the creator must have Spell Focus in the cloak's school of magicWondrous ItemUltimate Equipment
Cloak Of The Manta Raymoderate transmutation9shoulders72001 lb.This cloak appears to be made of leather until the wearer enters salt water. At that time, the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the beast shape II spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray. The cloak also allows the wearer to attack with a sting ray's tail spine, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.Craft Wondrous Item, beast shape II, water breathingWondrous ItemUltimate Equipment
Cloak Of The Scuttling Ratfaint transmutation5shoulders60001 lb.This unassuming cloak initially appears to be made of plain leather. When the wearer speaks the command word, however, the cloak of the scuttling rat wraps itself around her, transforming her into a dire rat as if using beast shape I. The wearer can remain in dire rat form for up to 5 minutes per day. This duration need not be consecutive, but it must be used in 1-minute increments.Craft Wondrous Item, beast shape IWondrous ItemUltimate Equipment
Cocoon Cloakmoderate transmutation7shoulders100001 lb.This ruffled silk cloak is incredibly durable despite its soft, delicate construction. Anytime the wearer falls asleep (whether the sleep is natural or brought on by a magical effect), the cloak immediately transforms into sticky strands that envelop the wearer's body, hardening into a solid silk cocoon. While wrapped in the cocoon the wearer gains a +4 enhancement bonus to natural armor and is protected from critical hits and sneak attacks as if subject to the light fortification armor ability (25% chance for normal damage on a critical hit). The cocoon opens and transforms back into a cloak once the wearer awakens.Craft Wondrous Item, vermin shape I (Ultimate Magic)Wondrous ItemUltimate Equipment
Comfort's Cloakfaint abjuration and necromancy5shoulders156001 lb.A favored cloak of rangers, this cloak is a patchwork of hides and fur. Comfort's cloak grants a constant endure elements effect to the wearer, and grants a +4 competence bonus to saves against disease, energy drain, effects that cause fatigue or exhaustion, and poisons. Furthermore, while the wearer is resting he regains twice his Hit Dice in hit points for 8 hours of rest instead of the typical 1 hit point per Hit Die. When taking a full 24 hours of rest, the character regains 5 times his Hit Dice in hit points instead of twice his Hit Dice in hit points.Craft Wondrous Item, endure elementsWondrous ItemUltimate Equipment
Cowardly Crouching Cloakfaint abjuration1shoulders18004 lbs.This nondescript gray cloak has a hood that can fit over the wearer's entire face. The wearer can, as a move action, cover his face and drop to a huddling crouch. Any creature seeking to directly attack him while he does this must make a DC 11 Will save to do so (as the sanctuary spell). The wearer cannot see or take any actions while crouching. This makes him effectively blind, with all the normal penalties, but not helpless. The wearer can end his crouch simply by standing up or moving.Craft Wondrous Item, sanctuaryWondrous ItemUltimate Equipment
Demonspike Pauldronsmoderate necromancy7shoulders143508 lbs.These black iron pauldrons are studded with jagged spikes of various lengths. Demonspike pauldrons act as +2 armor spikes and also deal 1d2 bleed damage on a successful grapple attack or melee attack made with the pauldrons. If these pauldrons are worn with normal armor spikes, increase the damage done by the armor spikes to 1d6 (Small) or 1d8 (Medium), and use the greater of the two enhancement bonuses to attack and damage-either from the armor spikes (if any) or the demonspike pauldrons.Craft Wondrous Item, Craft Magic Arms and Armor, bleedWondrous ItemUltimate Equipment
Eagle Capemoderate transmutation7shoulders70001 lb.Large eagle feathers decorate the back and arms of this magnificent cape. Should the cape's wearer fall more than 5 feet, the cape spreads out behind the wearer and she gently drifts to the ground. This acts exactly like a feather fall spell for the wearer only. Once per day, if the wearer grasps the edges of the cape and spreads her arms, she transforms into an eagle (as per the beast shape I spell, except that it allows only eagle form and the wearer gains the eagle's full fly speed of 80 feet). This effect lasts for 10 minutes but can be ended prematurely as a standard action. In addition, while in eagle form, the wearer gains a +5 competence bonus on Perception checks.Craft Wondrous Item, beast shape I, feather fall, perceive clues (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Gunfighter's Ponchomoderate abjuration6shoulders140001 lb.The abjurations woven into this woolen poncho not only defend against gunfire, but also insulate the wearer from dangerous magic. The wearer gains a +2 luck bonus to touch AC. Once per day as an immediate action, the wearer can negate a single ranged touched attack targeted at him, but cannot use this ability if the attack is a confirmed critical hit. When the wearer uses this ability, he must fall prone.Craft Wondrous Item, bullet shield (Ultimate Combat)Wondrous ItemUltimate Equipment
Highwayman's Capefaint transmutation5shoulders325001 lb.This reversible multicolored cape marks the wearer's flamboyant audacity when turned with its bright colors outward, granting a +5 competence bonus on Bluff checks. Reversible as a move action, the dappled camouflage of its other side grants a +5 competence bonus on Stealth checks. Regardless of the cape's current facing, the wearer can spend an immediate action at will to roll an Escape Artist check against being grappled, bound, or restrained as if the cape targeted her with liberating command (Ultimate Combat).Craft Wondrous Item, liberating commandWondrous ItemUltimate Equipment
Hunter's Cloakfaint transmutation5shoulders75001 lb.Usually made from the skins of giant serpents, these cloaks are designed to help rangers, hunters, and trackers blend in with and travel quickly through the areas they are most familiar with. If the wearer has the favored terrain class ability and is traveling through one of his favored terrains, he can transform himself into an animal native to that environment. This works identically to the beast shape I spell, save that it is limited to creatures native to the environment (as defined in the appropriate Bestiary entry or per the GMs discretion). This effect lasts for 10 minutes per day. The duration need not be continuous, but it must be used in 1-minute increments.Craft Wondrous Item, beast shape IWondrous ItemUltimate Equipment
Jellyfish Capemoderate transmutation7shoulders192001 lb.This billowing white cape renders the wearer almost invisible the moment she is submerged in salt water, granting her concealment (20% miss chance) so long as she remains entirely submerged. The wearer can breathe underwater and gains a swim speed of 20 ft. While the wearer is submerged, the cape surrounds her with tiny stinging tentacles. Any creature that ends its turn adjacent to the wearer takes 1 point of electricity damage and must succeed at a DC 16 Fortitude saving throw or be sickened for 1 round. The sickened effect is a poison effect.Craft Wondrous Item, beast shape II, water breathingWondrous ItemUltimate Equipment
Juggernaut's Pauldronsfaint necromancy5shoulders400001 lb.These massive pauldrons take the shape of a pair of clenched fists made of beaten bronze. They bestow a +4 bonus on CMD, and grant the wearer the ferocity ability (Bestiary 300). On command, the wearer can increase its size, as though subject to an enlarge person spell, and can revert to regular size with another command. Three times per day, as an immediate action after the pauldrons' wearer kills an opponent, the wearer gains the benefit of the deadly juggernaut spell (Ultimate Combat) for 1 minute.Craft Wondrous Item, deadly juggernaut, enlarge person, rageWondrous ItemUltimate Equipment
Lion Cloakmoderate transmutation10shoulders120001 lb.Made from a single male lion's coat with the mane surrounding its hood, the lion cloak is an impressive sight. A creature wearing the cloak gains a +2 resistance bonus on saving throws made against mind-affecting and fear effects and a +2 circumstance bonus on Intimidate checks. Once per day, the wearer can pull the hood over her head, assuming the form of a lion (as the beast shape II spell, except that it allows only lion form) for up to 10 minutes. If the wearer has the smite class feature, she can use this power more than once per day by expending uses of her smite; at most she can take the lion form as many times as she has smites plus one additional time. While in this lion form the wearer cannot use its normal smite ability.Craft Wondrous Item, beast shape IIWondrous ItemUltimate Equipment
Mantle Of Sporesfaint necromancy5shoulders134001 lb.This mantle grants the wearer a +4 resistance bonus on saving throws against disease. Once per day, the wearer can flourish the cape as a swift action to surround himself with a cloud of deadly spores. Creatures adjacent to the wearer take 1d6 points of damage from the spores, plus 1d3 points of damage per round for 3 rounds as the spores grow into fuzzy green mold. After these rounds the mold becomes harmless, and can be washed away with a minute of scrubbing. The spores can be destroyed by making a DC 15 Heal check on an affected creature, or by effects that remove diseases. The spores are a disease effect.Craft Wondrous Item, contagionWondrous ItemUltimate Equipment
Muleback Cordsfaint transmutation3shoulders10001/4 lb.These thick leather cords wrap around the wearer's biceps and shoulders. When worn, they make the wearer's muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls, it only contributes to the amount of equipment or material the wearer can carry.Craft Wondrous Item, bull's strengthWondrous ItemUltimate Equipment
Pauldrons Of The Bullfaint abjuration5shoulders100003 lbs.These steel pauldrons are engraved with images of charging bulls. When their wearer makes a bull rush combat maneuver, she can make the check twice and take the better result. Furthermore, they grant a +2 enhancement bonus to CMD against bull rushes.Craft Wondrous Item, bull's strengthWondrous ItemUltimate Equipment
Pauldrons Of The Serpentfaint abjuration3shoulders30003 lbs.Constructed of mithral, each of these pauldrons bears an embossed device of a viper coiled defensively. These pauldrons grant their wearer a +2 dodge bonus to AC against attacks of opportunity, and increase the wearer's CMD by 2 against bull rush, grapple, reposition, and trip combat maneuvers.Craft Wondrous Item, cat's graceWondrous ItemUltimate Equipment
Pauldrons Of The Watchful Lionfaint necromancy5shoulders108003 lbs.These steel and brass pauldrons feature two brass lion heads, one on each shoulder. Twice a day as an immediate action when a creature successfully makes an Acrobatics check to move through the wearer's threatened area or its space without provoking an attack of opportunity, a shadowy lion can animate from one of the pauldrons and attack that creature. The attack uses the wearer's base attack bonus + Dexterity modifier and attacks the target's touch AC. On a hit, the lion deals 2d6 points of piercing damage (x2 critical).Craft Wondrous Item, Craft Magic Arms and Armor, spectral handWondrous ItemUltimate Equipment
Prestidigitator's Cloakfaint illusion and transmutation5shoulders172001 lb.This short black cloak grants its wearer a +8 competence bonus on Slight of Hand checks. Furthermore, as a full-round action, the cloak can be removed and placed on a single object that takes up a 5-foot square or less and weighs 100 lbs. or less, at which point the object disappears and is stored within an extradimensional space within the cloak. The object can remain in the cloak for no more than 1 hour, at which point it falls out of the cloak in a square adjacent to the cloak or its wearer. The wearer can also command the cloak to dispel the object into an adjacent square.Craft Wondrous Item, guidance, rope trickWondrous ItemUltimate Equipment
Quickchange Cloakfaint transmutation1shoulders15001 lb.One side of this reversible gray hooded cape is exquisitely embroidered and richly decorated, while the other appears shabby and worn. On command, by passing the edge of the cloak over her face, the wearer may remove a mundane disguise (one applied with the Disguise skill) and store it in the cloak. This does not change the cloak's appearance in any way. Once a disguise is stored in the cloak, it can be reapplied to the wearer who placed it within the cloak on command, using the original result of the Disguise check. The cloak can store up to three disguises at once, and any wearer of the cloak can discard any number of disguises within the cloak as a free action.Craft Wondrous Item, prestidigitation, creator must have at least 5 ranks in DisguiseWondrous ItemUltimate Equipment
Seafoam Shawlfaint transmutation5shoulders60001 lb.This shawl of delicate lace can be activated once per day to grant the benefits of the fins to feet spell (Advanced Race Guide), transforming the wearer's lower fins or appendages into feet whenever he is on dry land-unless dismissed, this effect lasts for 5 hours.Craft Wondrous Item, fins to feet (Advanced Race Guide)Wondrous ItemUltimate Equipment
Shawl Of Life-Keepingfaint conjuration3shoulders10001 lb.This magical shawl is woven from silken, diaphanous material. Once per day, the wearer can speak a command word to transfer some of her life energy into the shawl (up to 10 hit points). If she is wearing the shawl and is reduced to -1 hit points or below, the shawl immediately heals her an amount equal to the number of hit points stored in the shawl. This healing cannot prevent the wearer from being killed. The life energy stored in the shawl lasts for 24 hours or until it heals the wearer, whichever comes first. If the shawl is destroyed, the stored life energy is lost. While the shawl is storing a creature's life energy, it retains a connection to that creature. If another creature holds the shawl in its hand, the creature whose life energy is stored in the shawl takes a -2 penalty on Fortitude and Reflex saving throws against all effects from the current bearer of the shawl.Craft Wondrous Item, cure light wounds, stabilizeWondrous ItemUltimate Equipment
Shawl Of The Cronefaint transmutation3shoulders160001 lb.The yarn making up this knitted gray wrap is frayed and tattered. As soon as a creature puts on the shawl, she immediately takes the form of a venerable female of her race (regardless of the wearer's actual gender) and remains so until the shawl is removed. Though this is an actual physical transformation, the wearer does not experience any infirmities due to advanced age, including penalties to her physical attributes, nor does she gain any bonuses to her mental attributes. The wearer also gains a +4 circumstance bonus on any Charisma-based check intended to make her appear friendly, harmless, helpless, or otherwise in need of assistance or deserving of proper respect for someone of her apparent age. This bonus increases to +8 when directed against children. The wearer also counts as a hag for the purposes of forming a covey, but this covey must always include at least one actual hag.Craft Wondrous Item, alter selfWondrous ItemUltimate Equipment
Shield Cloakfaint abjuration4shoulders10001 lb.The wearer of this rough, gray cloak can, as a move action, grasp the garment's edge and cause it to harden. The wearer can use the hardened edge it as if it were a masterwork light wooden shield. Using the cloak in this fashion imposes no armor check penalty, but does impose a 5% arcane spell failure chance. The edge of the cloak can be dropped and made pliant again as a free action. Shield enhancement bonuses and special abilities can be added to the cloak as if it were a masterwork shield.Craft Wondrous Item, Craft Magic Arms and Armor, shieldWondrous ItemUltimate Equipment
Slashing Cloakfaint illusion and transmutation5shoulders200001 lb.This thick burgundy cloak is trimmed with mithral plates and cut to fit handsomely over heavy armor. As a full-round action, the wearer can spin in his space, damaging each creature within 5 feet. This attack uses the wearer's highest base attack bonus against each creature, and deals 2d6 damage on a hit. The wearer is considered proficient with this attack. Furthermore, the cloak can be magically enhanced like a melee weapon, adding the cost of the melee weapon property to the cloak's cost.Craft Wondrous Item, blade barrierWondrous ItemUltimate Equipment
Stole Of Justicefaint divination5shoulders180001 lb.This long stole of unrelenting black is marked on one end with golden scales and the other with the embroidered image of hooded justice. The wearer gains a +5 competence bonus on Sense Motive checks and can create a zone of truth for up to 5 minutes per day; these rounds need not be consecutive. When the wearer uses detect chaos, detect evil, detect good, or detect law, at the beginning of her next turn after casting she gains information as if she had concentrated for 3 full rounds. Finally, if the wearer is an inquisitor, when using her judgment she receives a bonus on Perception checks and her combat maneuver defense as if she were wielding a jurist weapon.Craft Wondrous Item, zone of truth, creator must have 5 ranks of Sense MotiveWondrous ItemUltimate Equipment
Stone Cloak, Majormoderate abjuration8shoulders200001 lb.This cloak is identical to the stone cloak, save that it provides DR 10/adamantine when activated.Craft Wondrous Item, stoneskinWondrous ItemUltimate Equipment
Stone Cloak, Minorfaint abjuration5shoulders100001 lb.This mottled gray cloak looks like granite or some other light gray stone. The wearer can pull a minor stone cloak tight around herself and freeze in place as a move action, which causes the cloak to harden like the stone it resembles. When she does this, the wearer can take no actions other than free actions and is denied her Dexterity bonus to AC but gains DR 5/adamantine. She also gains a +5 circumstance bonus to Stealth checks while protected in this manner. This effect can be dismissed as a free action.Craft Wondrous Item, stone shapeWondrous ItemUltimate Equipment
Stonemist Cloakfaint conjuration and illusion3shoulders35001 lb.In rocky or mountainous areas, when this stone-gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks. Once per day, the wearer can create an area of fog equivalent to obscuring mist.Craft Wondrous Item, invisibility, obscuring mistWondrous ItemUltimate Equipment
Tentacle Cloakmoderate transmutation7shoulders140001 lb.Subtle, indefinable shapes ripple and flow when this deep blue cloak moves, seemingly devouring any light falling upon it. Once per day at the wearer's command, two large gray tentacles emerge from the cloak near the shoulders. Each tentacle can make a natural attack that deals 1d6 points of bludgeoning damage, assuming the wear is Medium (the damage of the tentacles scales by size of the wearer as a tentacle natural attack; Bestiary 302). The tentacles have 10-foot reach and the grab monster special ability (Bestiary 301). In addition, the wearer gains a +4 competence bonus on grapple maneuver checks with the tentacles. The tentacles last for 1 minute.Craft Wondrous Item, polymorph selfWondrous ItemUltimate Equipment
Treeform Cloakmoderate transmutation7shoulders60001 lb.This long green cloak's back features an embroidered image of an ancient oak. Once per day on command, the wearer can assume the shape of a tree, as the tree shape spell, but can only take the form of a living tree. Furthermore, each hour the wear spends in tree form while in direct sunlight, he heals 1d6 hit points.Craft Wondrous Item, goodberry, tree formWondrous ItemUltimate Equipment
Wings Of Flyingmoderate transmutation10shoulders540002 lbs.A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers. When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (average maneuverability), also granting a +5 competence bonus on Fly skill checks.Craft Wondrous Item, flyWondrous ItemUltimate Equipment
Wings Of The Gargoylemoderate transmutation7shoulders720003 lbs.These cloth shoulder straps have many pebbles stitched into them. The wearer of the straps can command them to unfurl a pair of wings made from a hard gray stone. These wings grant her a fly speed of 60 feet and average maneuverability. When these wings are present her skin also takes on a noticeable stone-like appearance and she gains DR 10/ adamantine. The wearer can furl and unfurl these wings as a swift action. The wings can be used for up to 5 minutes each day. The duration need not be continuous, but it must be used in 1-minute increments.Craft Wondrous Item, fly, stoneskinWondrous ItemUltimate Equipment
Wyvern Cloakmoderate transmutation7shoulders786001 lb.This heavy cloak is made of blue scaled leather and has a pointed hem that hangs near the ground. The cloak provides the wearer a +4 resistance bonus on Will saves, a continuous feather fall effect (as the spell), and the ability to use fly once per day. At will as a swift action, the wearer can form the hem into a stinger, granting her a sting natural weapon. This sting deals 1d6 points of damage plus poison (as the spell; DC 16). Reverting the stinger to its normal, inconspicuous shape is a free action.Craft Wondrous Item, feather fall, fly, poison, resistance, creator must be at least caster level 12Wondrous ItemUltimate Equipment
Armbands Of The Brawlerfaint transmutation3wrists5001 lb.These scarred and worn armbands have clearly seen rough use, and are constructed out of coarse leather and fastened with thick leather straps. They grant their wearer a +1 competence bonus on grapple checks and checks to break a grapple.Craft Wondrous Item, bull's strengthWondrous ItemUltimate Equipment
Arrowmaster's Bracersfaint abjuration5wrists139001 lb.This simple pair of leather shooting bracers are designed to protect the wearer's wrist from being snapped by bowstrings. They appear similar to a set of bracers of archery, but a wearer notices the difference as soon as she dons them. The wearer of these bracers gains damage reduction 5/ magic against ranged weapons, as well as a +1 deflection bonus against ranged attacks. In addition, once per day, as a swift action, the wearer can grant herself a +20 insight bonus on her next ranged attack roll before the end of her next turn.Craft Wondrous Item, Craft Magic Arms and Armor, protection from arrows, true strikeWondrous ItemUltimate Equipment
Bonebreaker Bracersfaint necromancy5wrists60002 lbs.These thick brass and leather bracers allow the wearer to tear through bone and muscle like paper. Once per day, as part of a melee attack, the wearer can activate the bracers to inflict a horrific injury on an opponent. If the attack hits, the target must make a DC 14 Will save. If the save fails, the bracers reduce the target's Strength, Dexterity, or Constitution (wearer's choice) by -6. This penalty cannot reduce the target's ability score below 1. The injury heals over time, reducing the penalty by 1 for each day that passes since the time of the injury, and is immediately removed by heal, regenerate, restoration, or any magic that can break a curse.Craft Wondrous Item, bestow curseWondrous ItemUltimate Equipment
Bracelet Of Bargainingmoderate divination7wrists14500-This heavy gold band can be worn openly as a display of wealth or concealed beneath a sleeve. It grants its wearer a +5 competence bonus on Bluff, Diplomacy, and Sense Motive checks. Whenever the wearer shakes hands with another creature In order to seal a deal or a promise, she can immediately sense whether deceit is involved (Will save DC 16 negates), though the wearer cannot determine the exact nature of the deception.Craft Wondrous Item, detect lie, detect thoughtsWondrous ItemUltimate Equipment
Bracelet Of Friendsstrong conjuration15wrists19000-This silver charm bracelet has four charms upon it when created. The owner may designate one person known to him to be keyed to each charm. (This designation takes a standard action, but once done it lasts forever or until changed.) When a charm is grasped and the name of the keyed individual is spoken, that person is called to the spot (a standard action) appearing at the user's location along with his gear, as long as the bracelets's owner and the called person are on the same plane. The keyed individual knows who is attempting to teleport him, and the bracelet of friends only functions on willing travelers. Once a charm is activated, it disappears. Charms separated from the bracelet are worthless. A bracelet found with fewer than four charms is worth 25% less for each missing charm.Craft Wondrous Item, refugeWondrous ItemUltimate Equipment
Bracelet Of Mercyfaint conjuration5wrists15000-This metal bracelet is set with multiple gems blessed by a priest. If the wearer has the lay on hands class feature, she can use it one additional time per day and is always treated as if she has the diseased mercy. If the wearer already has that mercy, her effective caster level for removing diseases increases by +4.Craft Wondrous Item, remove diseaseWondrous ItemUltimate Equipment
Bracelet Of Second Chancesmoderate conjuration9wrists15750-This bracelet is adorned with seven coral beads carved in intricate designs. When a critical hit or sneak attack is confirmed on the wearer, as an immediate action before damage is rolled, he can choose to convert the critical hit or sneak attack into a normal hit. Each time the wearer negates a critical hit or sneak attack in this manner, one bead shatters. When all seven are used up, the bracelet itself crumbles into powder.Craft Wondrous Item, breath of lifeWondrous ItemUltimate Equipment
Bracers Of Archery, Greatermoderate transmutation8wrists250001 lb.These bracers look like normal protective wear. They empower the wearer to use any bow (not including crossbows) as if she were proficient in its use. If she already has proficiency with any type of bow, she gains a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls whenever using that type of bow. Both bracers must be worn for the magic to be effective.Craft Magic Arms and Armor, Craft Wondrous Item, crafter must be proficient with a longbow or shortbowWondrous ItemUltimate Equipment
Bracers Of Archery, Lesserfaint transmutation4wrists50001 lb.These wristbands appear similar to greater bracers of archery, though they are typically constructed of lighter material. They function as greater bracers of archery, except they grant a +1 competence bonus on attack rolls and no bonus on damage rolls.Craft Magic Arms and Armor, Craft Wondrous Item, crafter must be proficient with a longbow or shortbowWondrous ItemUltimate Equipment
Bracers Of Armor +1moderate conjuration7wrists10001 lb.These items appear to be wrist or arm guards, sometimes etched with symbols of protection or depictions of vigilant-looking animals. Bracers of armor surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers of armor must be worn for the magic to be effective. Alternatively, bracers of armor can be enchanted with armor special abilities. See Table 3-3: Armor Special Abilities for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If the wearer receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed on the bracers, plus any requirements of the armor special abilitiesWondrous ItemUltimate Equipment
Bracers Of Armor +2moderate conjuration7wrists40001 lb.These items appear to be wrist or arm guards, sometimes etched with symbols of protection or depictions of vigilant-looking animals. Bracers of armor surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers of armor must be worn for the magic to be effective. Alternatively, bracers of armor can be enchanted with armor special abilities. See Table 3-3: Armor Special Abilities for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If the wearer receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed on the bracers, plus any requirements of the armor special abilitiesWondrous ItemUltimate Equipment
Bracers Of Armor +3moderate conjuration7wrists90001 lb.These items appear to be wrist or arm guards, sometimes etched with symbols of protection or depictions of vigilant-looking animals. Bracers of armor surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers of armor must be worn for the magic to be effective. Alternatively, bracers of armor can be enchanted with armor special abilities. See Table 3-3: Armor Special Abilities for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If the wearer receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed on the bracers, plus any requirements of the armor special abilitiesWondrous ItemUltimate Equipment
Bracers Of Armor +4moderate conjuration7wrists160001 lb.These items appear to be wrist or arm guards, sometimes etched with symbols of protection or depictions of vigilant-looking animals. Bracers of armor surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers of armor must be worn for the magic to be effective. Alternatively, bracers of armor can be enchanted with armor special abilities. See Table 3-3: Armor Special Abilities for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If the wearer receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed on the bracers, plus any requirements of the armor special abilitiesWondrous ItemUltimate Equipment
Bracers Of Armor +5moderate conjuration7wrists250001 lb.These items appear to be wrist or arm guards, sometimes etched with symbols of protection or depictions of vigilant-looking animals. Bracers of armor surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers of armor must be worn for the magic to be effective. Alternatively, bracers of armor can be enchanted with armor special abilities. See Table 3-3: Armor Special Abilities for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If the wearer receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed on the bracers, plus any requirements of the armor special abilitiesWondrous ItemUltimate Equipment
Bracers Of Armor +6moderate conjuration7wrists360001 lb.These items appear to be wrist or arm guards, sometimes etched with symbols of protection or depictions of vigilant-looking animals. Bracers of armor surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers of armor must be worn for the magic to be effective. Alternatively, bracers of armor can be enchanted with armor special abilities. See Table 3-3: Armor Special Abilities for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If the wearer receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed on the bracers, plus any requirements of the armor special abilitiesWondrous ItemUltimate Equipment
Bracers Of Armor +7moderate conjuration7wrists490001 lb.These items appear to be wrist or arm guards, sometimes etched with symbols of protection or depictions of vigilant-looking animals. Bracers of armor surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers of armor must be worn for the magic to be effective. Alternatively, bracers of armor can be enchanted with armor special abilities. See Table 3-3: Armor Special Abilities for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If the wearer receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed on the bracers, plus any requirements of the armor special abilitiesWondrous ItemUltimate Equipment
Bracers Of Armor +8moderate conjuration7wrists640001 lb.These items appear to be wrist or arm guards, sometimes etched with symbols of protection or depictions of vigilant-looking animals. Bracers of armor surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers of armor must be worn for the magic to be effective. Alternatively, bracers of armor can be enchanted with armor special abilities. See Table 3-3: Armor Special Abilities for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If the wearer receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.Craft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed on the bracers, plus any requirements of the armor special abilitiesWondrous ItemUltimate Equipment
Bracers Of Falcon's Aimfaint transmutation3wrists40001 lb.Each of these crimson leather bracers is emblazoned with the image of a soaring golden falcon scanning the ground for easy prey. Once per day, on command, the wearer gains the benefits of aspect of the falcon for 1 minute. The wearer must wear these bracers continuously for 24 hours before activating this ability.Craft Wondrous Item, aspect of the falcon (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Bracers Of Steadinessfaint abjuration1wrists20002 lbs.These tortoiseshell bracers fit so snuggly against their wearer's skin that they almost seem part of him. The wearer of these bracers becomes exceptionally calm and composed if she takes her time to accomplish particular tasks. Whenever she takes 20 on a skill check for a skill that primarily depends on her arms and hands, she gains a +5 competence bonus on the check.Craft Wondrous Item, aidWondrous ItemUltimate Equipment
Bracers Of Sworn Vengeancestrong evocation15wrists250001 lb.These white leather bracers have delicate elven runes etched upon them, one reading "swift defeat" and the other "vengeance." Once per day, as an immediate action when the wearer takes hit point damage from a target, he may cry out, "Death to those who wrong me!", swearing vengeance against the attacker. The wearer gains a +1 competence bonus on weapon attack rolls made against the target of his sworn vengeance, and deals an additional 2d6 points of damage on successful weapon attack rolls. For the duration of the effect, the wearer takes a -2 penalty on attack rolls against any target other than his sworn enemy. These bonuses and penalties last for 24 hours or until the sworn enemy is slain or destroyed by the wearer, whichever comes first. If the wearer fails to slay the target of his oath, these bracers cannot be used again until 7 days have passed.Craft Wondrous Item, shout, creator must be an elfWondrous ItemUltimate Equipment
Bracers Of The Avenging Knightmoderate transmutation8wrists115001 lb.These silver bracers are polished to a mirrored sheen, but otherwise shift their appearance to match whatever suit of armor they are worn with. If the wearer has levels in a class that grants a smite ability (such as a paladin, or a cleric with the destruction domain), her smite damage is treated as though she were a member of that class four levels higher. If the wearer is not a member of such a class, once per day she may make one smite attack, gaining a bonus on the attack roll equal to her Charisma bonus, and a +5 bonus to the damage roll on a hit.Craft Wondrous Item, bless weaponWondrous ItemUltimate Equipment
Bracers Of The Glib Entertainermoderate transmutation7wrists79001 lb.These decorative bracers are stippled with vibrant colors and have various tiny bells sewn onto their surface. While wearing them, the wearer gains a +5 competence bonus on Perform checks. Once per day on command, the user can gain the benefit of the glibness spell.Craft Wondrous Item, glibnessWondrous ItemUltimate Equipment
Bracers Of The Merciful Knightmoderate conjuration9wrists156001 lb.These golden bracers are engraved with images of celestial creatures. When worn by a paladin, he is considered four levels higher for the purposes of determining the uses per day and healing provided by his lay on hands class feature. Additionally, once per day, the wearer can infuse a use of lay on hands with additional power, providing relief as a lesser restoration spell.Craft Wondrous Item, shrink itemWondrous ItemUltimate Equipment
Charm Braceletfaint varied5wrists8000-Tiny ornaments of gold hang from the links of a charm bracelet. In addition to 1d4+4 nonmagical charms, each bracelet carries one of each of the following magic charms. These magic charms can be activated with a command, producing the listed effect, but each charm can be only used once. After a charm is used, it dissolves into a thick vapor and dissipates. Arming Sword: When detached, this charm transforms into a masterwork heavy wooden shield and a masterwork longsword. They can either appear on the ground or within the hands of the creature that activated the charm, ready to use. These items last for 1 hour before turning into vapor. Healthy Apple: When detached, this charm becomes an apple that when eaten (a standard action that provokes attacks of opportunity) heals 2d8 hit points. In addition, if the creature eating the apple is afflicted with any poison or diseases, it can attempt a new saving throw against each such affliction. Each successful saving throw immediately ends the corresponding affliction. Loving Heart: Upon detaching this charm, the wearer can use charm person as a spell-like ability (as the spell, Will DC 11) any time before the end of her next turn. Lucky Star: When this charm is activated, it releases good luck in a 20-foot-radius burst centered on the wearer. The wearer and her allies within the burst gain a +2 luck bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round. Peaceful Dove: Detaching this dove calms tempers within a 20-foot-radius burst centered on the wearer as though calm emotions (Will DC 13) had been cast. A creature affected by rage takes a -2 penalty on this saving throw. Reduce the price of a charm bracelet that has one or more expended charms by 1,580 gp per absent charm. The charm bracelet itself becomes a nonmagical bracelet worth 100 gp when the last charm is used, no matter the number of nonmagical charms left on the bracelet.Craft Wondrous Item, calm emotions, charm person, cure moderate wounds, prayer, shadow weapon (Ultimate Magic)Wondrous ItemUltimate Equipment
Dimensional Shacklesmoderate abjuration11wrists280005 lbs.These shackles have magical runes traced across their cold iron links. Any creature bound within them is affected as if a dimensional anchor spell were cast upon it (no save). They fit any Small to Large creature. The DC to break or slip out of the shackles is 30.Craft Wondrous Item, dimensional anchorWondrous ItemUltimate Equipment
Duelist's Vambracesmoderate abjuration8wrists80002 lbs.Made from a mix of sturdy steel and boiled leather, these vambraces grant a +1 deflection bonus to AC while the wearer is wielding a double weapon or two weapons (not including natural weapons or unarmed attacks). In addition, once per round, when attacking with an off-handed weapon, the wearer can reduce any penalties on attack rolls made with that weapon by 2.Craft Wondrous Item, cat's grace, shield, creator must have the Two-Weapon fighting featWondrous ItemUltimate Equipment
High Elven Bracersmoderate transmutation8wrists300001 lb.These finely crafted leather bracers have plates of silvered steel covering the back, and silver buckles at the wrist and forearm. The bracers enable the wearer to use any traditional elven weapon (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word "elven" in its name) as if he were proficient in its use. If he uses such a weapon and is already proficient with it, he gains a +1 competence bonus on attack and damage rolls. Both bracers must be worn for the magic to be effective.Craft Wondrous Item, Craft Magic Arms and Armor, creator must be an elfWondrous ItemUltimate Equipment
Inquisitor's Bastion Vambracesfaint abjuration5wrists40003 lbs.Constructed of blackened steel, these vambraces augment the protection granted to the inquisitor by the protection judgment. While under that judgment's effects, the inquisitor gains a sacred bonus both to CMD and on checks made to cast spells defensively. This bonus is equal to the sacred bonus the judgement grants to AC.Craft Wondrous Item, shield of faith, creator must be an inquisitor with access to the protection judgmentWondrous ItemUltimate Equipment
Longarm Bracersfaint transmutation3wrists72001 lb.These bracers are constructed from woven strands of bamboo. Three times per day, as a swift action, the wearer can stretch her arms beyond their limits, increasing her reach by 5 feet until the start of her next turn. Her weapon attack rolls take a -4 penalty, while unarmed strikes and natural weapons using the arms take no penalty.Craft Wondrous Item, alter selfWondrous ItemUltimate Equipment
Manacles Of Cooperationfaint enchantment1wrists20002 lbs.These tight iron cuffs can fit over the wrists of any Large or smaller humanoid. When placed on a helpless humanoid, they make the captive more docile and compliant. The prisoner never attempts to escape of its own volition and agrees to any reasonable request unless it succeeds at a DC 11 Will saving throw.Craft Wondrous Item, charm personWondrous ItemUltimate Equipment
Merciful Vambracesmoderate conjuration7wrists80003 lbs.These vambraces are constructed of polished steel. When a paladin wears these vambraces, engravings of the holy symbol of a paladin's deity and other religious iconography mystically appear upon the metal's surface. Once per day, when the paladin uses her lay on hands ability, she can choose to apply an additional mercy to that use of lay on hands that she did not already select. She must be of sufficient level to use that mercy.Craft Wondrous Item, cleanse (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Seducer's Banemoderate abjuration6wrists9900-This slender silver bracelet is worked in an intertwined design of three flowers. A DC 20 Knowledge (nature) check identifies the flowers as acacia, apocynum, and bilberry, symbolizing concealment, treachery, and falsehood. The bracelet grants the wearer a +5 competence bonus on Sense Motive checks, and a +5 resistance bonus on Will saves against enchantment effects. If the wearer makes a successful Will save against an enchantment, the caster of that spell incorrectly senses the effect has succeeded. Additionally, the bracelet's wearer knows an enchantment targeted him and the enchantment's source. Seducer's bane creates an aura on its wearer, visible to detect magic, matching the failed enchantment spell or effect, and lasting as long as the intended enchantment's duration. However, if the bracelet's wearer attacks the caster or its allies, or otherwise acts in a way that's contradictory to the failed spell's effect, the caster of that spell immediately realizes the enchantment was ineffective.Craft Wondrous Item, detect magic, magic aura, resistance, creator must have 3 ranks in Sense MotiveWondrous ItemUltimate Equipment
Shackles Of Compliancefaint enchantment3wrists32802 lbs.These battered iron manacles are typically found with a small spiked iron key in one of the locks. The shackles magically adjust themselves to fit around the wrists of any creature from Small to Large size and automatically lock. A creature wearing shackles of compliance becomes more susceptible to intimidation. Any creature attempting to intimidate or demoralize a target wearing shackles of compliance gains a +4 bonus on Intimidate checks. In addition, the holder of the manacles' key can cast command (DC 25 Will) on the wearer of the shackles three times per day. Shackles of compliance have hardness 10 and 10 hit points, and a DC 30 Disable Device check is required to pick the shackles' lock. A manacled creature can break free with a DC 28 Strength check or DC 35 Escape Artist check.Craft Wondrous Item, commandWondrous ItemUltimate Equipment
Shackles Of Durance Vilemoderate enchantment9wrists162002 lbs.These masterwork iron manacles sap the will of their wearer. When they are attached to a humanoid creature as their command word is spoken, they affect their prisoner with a dominate person spell, except that if the prisoner fails its saving throw, the effect lasts for as long as the shackles are attached. Removing or destroying the shackles immediately breaks the enchantment. The shackles can be so used once per day. Shackles of durance vile can only be activated against a helpless, restrained, or willing creature; if attached to a creature still able to resist they function only as manacles, albeit superior ones. Shackles of durance vile have hardness 15, 20 hit points, and a superior lock. They have a break DC of 30 and an Escape Artist DC of 35.Craft Wondrous Item, dominate personWondrous ItemUltimate Equipment
Sleeves Of Many Garmentsfaint illusion1wrists2001 lb.These translucent cloth tubes easily fit over their wearer's arms. The wearer of these sleeves can, when she slips them on, choose to transform the appearance of her current garments into any other nonmagical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.Craft Wondrous Item, disguise selfWondrous ItemUltimate Equipment
Spellguard Bracersfaint abjuration4wrists50001 lb.Typically made of leather dyed blue and decorated with star-shaped studs, these bracers are used by spellcasters who practice their art in the heat of combat. The bracers grant the wearer a +2 bonus on concentration checks made to cast defensively. Three times per day, the wearer can choose to roll a concentration check to cast defensively twice and take the better result.Combat Casting, Craft Wondrous Item, warding weapon (Ultimate Combat)Wondrous ItemUltimate Equipment
Vambraces Of Defensefaint abjuration5wrists60003 lbs.These polished steel vambraces grant a +1 deflection bonus to AC. Once per day, as an immediate action, if the wearer has at least one hand free, when he would normally be hit with an attack from a ranged weapon, he may deflect it with the bracers, taking no damage from it, as if he had the Deflect Arrows feat.Craft Wondrous Item, shieldWondrous ItemUltimate Equipment
Vambraces Of The Genie, Djinnifaint evocation5wrists189003 lbs.These bracers are decorated with icons representing air, earth, fire, or water, and depictions of genies appropriate to that element. The item protects the wearer against hot and cold environments as if she were using endure elements The vambraces' materials and other powers depend on their associated genie type. Djinni: These mithral bracers allow the wearer to use gaseous form, invisibility, and wind wall each once per day. Efreeti: These scorched bronze bracers allow the wearer to use invisibility (self only), produce flame, and pyrotechnics each once per day. Marid: These coral bracers allow the wearer to use hydraulic torrent (Advanced Player's Guide), invisibility, and water breathing each once per day. Shaitan: These adamantine bracers allow the wearer to use glitterdust, meld into stone, and stone shape each once per day.Craft Wondrous Item, protection from elements and the three spells the wearer can useWondrous ItemUltimate Equipment
Vambraces Of The Genie, Efreetifaint evocation5wrists144003 lbs.These bracers are decorated with icons representing air, earth, fire, or water, and depictions of genies appropriate to that element. The item protects the wearer against hot and cold environments as if she were using endure elements The vambraces' materials and other powers depend on their associated genie type. Djinni: These mithral bracers allow the wearer to use gaseous form, invisibility, and wind wall each once per day. Efreeti: These scorched bronze bracers allow the wearer to use invisibility (self only), produce flame, and pyrotechnics each once per day. Marid: These coral bracers allow the wearer to use hydraulic torrent (Advanced Player's Guide), invisibility, and water breathing each once per day. Shaitan: These adamantine bracers allow the wearer to use glitterdust, meld into stone, and stone shape each once per day.Craft Wondrous Item, protection from elements and the three spells the wearer can useWondrous ItemUltimate Equipment
Vambraces Of The Genie, Maridfaint evocation5wrists189003 lbs.These bracers are decorated with icons representing air, earth, fire, or water, and depictions of genies appropriate to that element. The item protects the wearer against hot and cold environments as if she were using endure elements The vambraces' materials and other powers depend on their associated genie type. Djinni: These mithral bracers allow the wearer to use gaseous form, invisibility, and wind wall each once per day. Efreeti: These scorched bronze bracers allow the wearer to use invisibility (self only), produce flame, and pyrotechnics each once per day. Marid: These coral bracers allow the wearer to use hydraulic torrent (Advanced Player's Guide), invisibility, and water breathing each once per day. Shaitan: These adamantine bracers allow the wearer to use glitterdust, meld into stone, and stone shape each once per day.Craft Wondrous Item, protection from elements and the three spells the wearer can useWondrous ItemUltimate Equipment
Vambraces Of The Genie, Shaitanfaint evocation5wrists189003 lbs.These bracers are decorated with icons representing air, earth, fire, or water, and depictions of genies appropriate to that element. The item protects the wearer against hot and cold environments as if she were using endure elements The vambraces' materials and other powers depend on their associated genie type. Djinni: These mithral bracers allow the wearer to use gaseous form, invisibility, and wind wall each once per day. Efreeti: These scorched bronze bracers allow the wearer to use invisibility (self only), produce flame, and pyrotechnics each once per day. Marid: These coral bracers allow the wearer to use hydraulic torrent (Advanced Player's Guide), invisibility, and water breathing each once per day. Shaitan: These adamantine bracers allow the wearer to use glitterdust, meld into stone, and stone shape each once per day.Craft Wondrous Item, protection from elements and the three spells the wearer can useWondrous ItemUltimate Equipment
Vambraces Of The Tacticianmoderate enchantment7wrists80003 lbs.These vambraces change their appearance depending on who wears them. If the wearer is a cavalier, these vambraces display the symbol of his order. When unworn or in the hands of a non-cavalier, they appear to be an ordinary pair of steel vambraces. A cavalier wearing these vambraces is considered two class levels higher for purposes of determining the effects of his challenge class feature. Furthermore, once per day as a swift action, a cavalier with the tactician class feature can increase the area in which he grants teamwork feats. Before the end of his next turn, when the cavalier grants his allies a teamwork feat, he can grant it to all allies within 60 feet, though they must still be able to see and hear him.Craft Wondrous Item, heroismWondrous ItemUltimate Equipment
Verdant Vinefaint conjuration5wrists6000-Consisting of a vine with five green berries, a verdant vine is worn tied around the wrist. Once per day on command, the wearer can pinch a berry off the vine, and throw it up to 30 feet away, like a splash weapon. Viciously thorny vines erupt in a 20-foot radius from the point of impact, even if the berry misses its target. Creatures within the area must succeed at a DC 16 Reflex saving throw or become entangled, as the spell entangle, as the vines coil around the creature's legs. The vines persist, but at the start of the affected creature's turn, it gains a new saving throw against the effect. If the affected creature fails the saving throw, it also takes 1d4 points of damage. A DC 20 Strength check, made as a standard action, allows an affected creature to break free and end the effect. Failing the check causes the vines to constrict, dealing 1d4 points of damage.Craft Wondrous Item, entangle, plant growthWondrous ItemUltimate Equipment
Abjurant Saltmoderate abjuration9none6001 lb.Carried in a tube of beaten silver, this rough-ground salt is a powerful defense against evil conjurers. As a full-round action that provokes attacks of opportunity, the salt can be poured in a circle with a diameter of 5 feet or a straight line up to 15 feet long. While the line of salt remains unbroken and undisturbed, evil summoned or called creatures cannot physically cross it or interfere with it. These creatures can continue to make ranged or magical attacks over the line. Any other creature may disturb the line simply by scuffing it. The effects of the salt last as long as the line remains unbroken. Once laid, the salt cannot be recollected.Craft Wondrous Item, magic circle against evil, permanencyWondrous ItemUltimate Equipment
Admixture Vialmoderate universal8none5000-Once per day, an alchemist can use this simple-looking glass vial to combine two extracts into one usable extract as if he had the combine extracts discovery. An admixture vial can combine extracts of 3rd level or lower. Extracts combined with an admixture vial cannot be combined again using this item or the combine extracts discovery.Craft Wondrous Item, creator must be an alchemist with the combine extracts discoveryWondrous ItemUltimate Equipment
Agile Alpenstockfaint transmutation3none20001 lb.This gnarled wooden walking stick aids a creature's travel, granting a +5 foot enhancement bonus to speed and a +2 enhancement bonus to CMD against trip attempts and on saving throws to avoid being tripped. These bonuses apply as long as the agile alpenstock is held in hand. It can be wielded in combat as a quarterstaff.Craft Wondrous Item, longstriderWondrous ItemUltimate Equipment
Alluring Golden Applefaint enchantment4none4001 lb.This enchanted apple appears to be made of solid gold. When dropped or thrown, it draws the attention of the nearest hostile creature within 20 feet. The creature must make a DC 13 Will save or be paralyzed as if by hold person as it focuses its undivided attention on the golden apple. If the creature makes its save on a later round, it realizes it has been affected by magic and the apple is not actually gold. While focusing on the apple, the target takes a -2 penalty on Perception checks. The apple is consumed upon being dropped or thrown.Craft Wondrous Item, beguiling gift (Advanced Player's Guide), hold personWondrous ItemUltimate Equipment
Anatomy Dollfaint necromancy5none10001 lb.This stuffed rag doll might resemble a child's toy if not for the vital organs depicted on its cloth. By dabbing the doll with a few drops of blood from a living creature (a standard action), the bearer can form a sympathetic link between the doll and the victim. If the chosen victim has spell resistance, the doll must beat the target's spell resistance to create the link. As a standard action, the bearer can twist or stab the doll; this gives the target the sickened condition for one round and deals 1 point of negative energy damage plus 1 point for each die of the doll bearer's sneak attack damage (if any). Each time the target is affected by the doll, it receives a DC 14 Will save to end the link. The doll's holder needs line of effect to the victim, but not line of sight. Once linked to a particular creature, an anatomy doll cannot be linked to another creature, but the bearer can re-establish a broken link by anointing it with more of the target's blood.Craft Wondrous Item, bestow curse, bleedWondrous ItemUltimate Equipment
Animated Portraitfaint illusion5none50010 lbs.This 4-foot-by-6-foot framed painting is a detailed portrait of a particular intelligent creature, animated to show movement or action within the painted scene. The image reacts when questioned, with the creature turning to face the viewer and responding appropriately. The image is a magical effect with no actual intelligence, but is programmed with up to ten 25- word verbal responses and can respond to questions if these responses seem appropriate. For example, if one of the programmed responses is the name of the person shown in the portrait, it can answer questions such as "who are you?" and "what is your name?" If the item crafter is familiar with or has the cooperation of the creature depicted in the painting, the illusory image has the voice and mannerisms of that creature.Craft Wondrous Item, magic mouth, major imageWondrous ItemUltimate Equipment
Apparatus Of The Crabstrong evocation and transmutation19none90000500 lbs.An apparatus of the crab is a metallic magical vehicle. When unoccupied, it appears to be a large, sealed iron barrel big enough to hold two Medium creatures. Close examination, and a DC 20 Perception check, reveals a secret catch that opens a hatch at one end. Anyone who crawls inside finds 10 (unlabeled) levers and seating for two Medium or Small occupants. These levers allow those inside to activate and control the apparatus's movements and actions. LEVER (1d10) LEVER FUNCTION 1 Extend/retract legs and tail 2 Uncover/cover forward porthole 3 Uncover/cover side portholes 4 Extend/retract pincers and feelers 5 Snap pincers 6 Move forward/backward 7 Turn left/right 8 Open/close "eyes" with continual flame inside 9 Rise/sink in water 10 Open/close hatch Operating a lever is a full-round action, and no lever may be operated more than once per round. However, since two characters can fit inside, the apparatus can move and attack in the same round. The device can function in water up to 900 feet deep. It holds enough air for a crew of two to survive 1d4+1 hours (twice as long for a single occupant). When active, an apparatus of the crab has the following characteristics: hp 200; hardness 15; Speed 20 ft., swim 20 ft.; AC 20 (-1 size, +11 natural); Melee 2 pincers +12 (2d8); CMB +14; CMD 24.Craft Wondrous Item, animate objects, continual flame, creator must have 8 ranks in Knowledge (engineering)Wondrous ItemUltimate Equipment
Apple Of Eternal Sleepmoderate enchantment10none2500-This ripe red apple looks fresh and delicious. Should anyone bite into it (even a small taste), he must make an immediate DC 19 Will saving throw or fall into an eternal slumber as though by the witch's grand hex of the same name. The victim can only be awakened by a casting of break enchantment, limited wish, wish, or miracle, or by a kiss from someone of royal blood.Brew Potion, Craft Wondrous Item, creator must be a witch with the eternal slumber grand hexWondrous ItemUltimate Equipment
Archon's Torchfaint evocation5none7501 lb.This torch is made of pale yellow wood and inscribed with holy runes. When lit, it burns as a regular torch, but only lasts for 5 minutes. When held by a lawful good creature, it functions as an archon's aura spell. The magical aura ends if a lawful good creature isn't holding it, and resumes automatically if a lawful good creature holds it again.Craft Wondrous Item, archon's aura (Ultimate Magic)Wondrous ItemUltimate Equipment
Arrow Magnetfaint abjuration3none600-This tiny silver cube is activated by throwing it at an intersection of squares within 50 feet. The cube hovers 5 feet above the ground at that location for the next 5 rounds. Any small projectile or thrown weapon (such as arrows, shuriken, vials, and bullets) that passes through the squares adjacent to the cube automatically turn in midair to hit the cube (no attack roll needed) instead of their intended target. The cube has 5 hit points and hardness 8. If the arrow magnet is touched by a creature or reduced to 0 hit points or less, it falls to the ground and is destroyed.Craft Wondrous Item, protection from arrowsWondrous ItemUltimate Equipment
Bag Of Holding Type Imoderate conjuration9none250015+ lbs.This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag's contents, depend on the bag's type, as shown on the table below. BAG CONTENTS CONTENTS BAG WeightLIMIT VOLUME LIMIT Price Type I 15 lbs. 250 lbs. 30 cubic ft. 2,500 gp Type II 25 lbs. 500 lbs. 70 cubic ft. 5,000 gp Type III 35 lbs. 1,000 lbs. 150 cubic ft. 7,400 gp Type IV 60 lbs. 1,500 lbs. 250 cubic ft. 10,000 gp If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.Craft Wondrous Item, secret chestWondrous ItemUltimate Equipment
Bag Of Holding Type IImoderate conjuration9none500015+ lbs.This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag's contents, depend on the bag's type, as shown on the table below. BAG CONTENTS CONTENTS BAG WeightLIMIT VOLUME LIMIT Price Type I 15 lbs. 250 lbs. 30 cubic ft. 2,500 gp Type II 25 lbs. 500 lbs. 70 cubic ft. 5,000 gp Type III 35 lbs. 1,000 lbs. 150 cubic ft. 7,400 gp Type IV 60 lbs. 1,500 lbs. 250 cubic ft. 10,000 gp If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.Craft Wondrous Item, secret chestWondrous ItemUltimate Equipment
Bag Of Holding Type IIImoderate conjuration9none740015+ lbs.This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag's contents, depend on the bag's type, as shown on the table below. BAG CONTENTS CONTENTS BAG WeightLIMIT VOLUME LIMIT Price Type I 15 lbs. 250 lbs. 30 cubic ft. 2,500 gp Type II 25 lbs. 500 lbs. 70 cubic ft. 5,000 gp Type III 35 lbs. 1,000 lbs. 150 cubic ft. 7,400 gp Type IV 60 lbs. 1,500 lbs. 250 cubic ft. 10,000 gp If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.Craft Wondrous Item, secret chestWondrous ItemUltimate Equipment
Bag Of Holding Type IVmoderate conjuration9none1000015+ lbs.This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag's contents, depend on the bag's type, as shown on the table below. BAG CONTENTS CONTENTS BAG WeightLIMIT VOLUME LIMIT Price Type I 15 lbs. 250 lbs. 30 cubic ft. 2,500 gp Type II 25 lbs. 500 lbs. 70 cubic ft. 5,000 gp Type III 35 lbs. 1,000 lbs. 150 cubic ft. 7,400 gp Type IV 60 lbs. 1,500 lbs. 250 cubic ft. 10,000 gp If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.Craft Wondrous Item, secret chestWondrous ItemUltimate Equipment
Bag Of Tricks Grayfaint conjuration3none34001 lb.This small sack looks empty at first glance. Anyone reaching into the bag feels a small, fuzzy ball inside. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of bags of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each. GRAY BAG RUST BAG TAN BAG d% ANIMAL d% ANIMAL d% ANIMAL 01-30 Bat 01-30 Wolverine 01-30 Grizzly bear 31-60 Rat 31-60 Wolf 31-60 Lion 61-75 Cat 61-85 Boar 61-80 Heavy horse 76-90 Weasel 86-100 Leopard 81-90 Tiger 91-100 Riding dog 91-100 Rhinoceros The heavy horse and the riding dog appear with harness and tack, and each accepts the character who drew it from the bag as a rider. Animals produced are always random, and only one may exist at a time. Up to 10 animals can be drawn from the bag each week, but no more than two per day.Craft Wondrous Item, summon nature's ally IIWondrous ItemUltimate Equipment
Bag Of Tricks Rustfaint conjuration3none85001 lb.This small sack looks empty at first glance. Anyone reaching into the bag feels a small, fuzzy ball inside. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of bags of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each. GRAY BAG RUST BAG TAN BAG d% ANIMAL d% ANIMAL d% ANIMAL 01-30 Bat 01-30 Wolverine 01-30 Grizzly bear 31-60 Rat 31-60 Wolf 31-60 Lion 61-75 Cat 61-85 Boar 61-80 Heavy horse 76-90 Weasel 86-100 Leopard 81-90 Tiger 91-100 Riding dog 91-100 Rhinoceros The heavy horse and the riding dog appear with harness and tack, and each accepts the character who drew it from the bag as a rider. Animals produced are always random, and only one may exist at a time. Up to 10 animals can be drawn from the bag each week, but no more than two per day.Craft Wondrous Item, summon nature's ally IIIWondrous ItemUltimate Equipment
Bag Of Tricks Tanfaint conjuration3none160001 lb.This small sack looks empty at first glance. Anyone reaching into the bag feels a small, fuzzy ball inside. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of bags of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each. GRAY BAG RUST BAG TAN BAG d% ANIMAL d% ANIMAL d% ANIMAL 01-30 Bat 01-30 Wolverine 01-30 Grizzly bear 31-60 Rat 31-60 Wolf 31-60 Lion 61-75 Cat 61-85 Boar 61-80 Heavy horse 76-90 Weasel 86-100 Leopard 81-90 Tiger 91-100 Riding dog 91-100 Rhinoceros The heavy horse and the riding dog appear with harness and tack, and each accepts the character who drew it from the bag as a rider. Animals produced are always random, and only one may exist at a time. Up to 10 animals can be drawn from the bag each week, but no more than two per day.Craft Wondrous Item, summon nature's ally VWondrous ItemUltimate Equipment
Balm Of Impish Gracemoderate transmutation7none7500-When rubbed vigorously into the skin, this potent red liniment enhances a Tiny or smaller creature's ability to make full use of its size and mobility. Applying a dose of liniment is a standard action that provokes an attack of opportunity (similar to applying an oil). A creature under the effects of the liniment no longer provokes attacks of opportunity for moving through threatened squares or for entering a larger creature's square. The balm lasts for 5 minutes before its effects wear off. A newly created bottle of balm holds 5 doses.Craft Wondrous Item, grace (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Bead Of Forcemoderate evocation10none3000-This small black sphere appears to be a lusterless pearl. A bead of force can be thrown up to 60 feet with no range penalties. Upon sharp impact, the bead explodes, sending forth a burst that deals 5d6 points of force damage to all creatures within a 10-foot radius. Once thrown, a bead of force functions like a resilient sphere spell (Reflex DC 16 negates) with a radius of 10 feet and a duration of 10 minutes. A globe of shimmering force encloses the targeted creature, provided the latter is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, disintegrate, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the globe cannot be physically moved either by people outside it or by the struggles of those within. The explosion completely consumes the bead, making this a one-use item.Craft Wondrous Item, resilient sphereWondrous ItemUltimate Equipment
Bead Of Newt Preventionfaint abjuration5none1000-This bead is carved with a tiny pictogram representing a small, harmless animal such as a newt, rabbit, or frog. If the bearer fails a saving throw against a hostile polymorph effect such as baleful polymorph, the bead is destroyed and the effect does not affect the bearer.Craft Wondrous Item, dispel magicWondrous ItemUltimate Equipment
Beast-Bond Brandfaint abjuration5none1000-This sticky henna paste is used to stamp a rust-colored handprint onto the body of a familiar or animal companion, and a hoof, claw, or paw print from that creature onto its master. These brands demonstrate a bond of friendship and balance, not ownership and subservience. Applying the brand requires a full-round action each for master and companion. The brand enhances the share spells ability of druids, wizards, and other classes with animal companions or familiars, allowing these characters to cast spells with a range of personal or touch on the marked companion at a range of 30 feet, provided the character has line of effect to the creature. Each spell cast at range in this way drains one charge from the beast-bond brand for each spell level of the spell cast. A newly applied beast-bond brand has 10 charges. When all charges are consumed, the brand vanishes. For the purposes of teleportation spells and effects, the master may treat a marked companion as an object or a creature, whichever is more favorable (weight restrictions still apply). A character may have only one creature marked in this way at any time. The brand lasts until all charges are expended or the master marks another companion in this way.Craft Wondrous Item, Reach Spell (Advanced Player's Guide), creator must have an animal companion or familiarWondrous ItemUltimate Equipment
Black Soul Shardmoderate necromancy7none12000-This dark gem attunes itself to the soul of its bearer. When carried close to the body of a creature continuously for 1 week, the gem harmlessly absorbs a portion of that creature's life essence. If separated from its bearer for at least 1 day, the gem loses this attunement. If the bearer gains one or more negative levels, the black soul shard absorbs one of these negative levels into itself, negating the effect. The black soul shard can only absorb a negative level if carried by the person it is attuned to. If an attuned black soul shard is used as an additional focus component for raising the attuned creature from the dead, the negative level cost of being raised is one less than normal (minimum 1), but only if the spell is cast within 24 hours of the creature's death. Absorbing a negative level (whether from an attack or raising the attuned creature from the dead) destroys the portion of the soul within a black soul shard. This does not harm the creature, but requires re-attuning the gem for another week for it to function again. A creature can only have one black soul shard attuned to it at a time.Craft Wondrous Item, death ward, restorationWondrous ItemUltimate Equipment
Blessed Bookmoderate transmutation7none125001 lb.This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof, bound with iron overlaid with silver, and locked. A wizard can fill the 1,000 pages of a blessed book with spells without paying the material cost. This book is never found as randomly generated treasure with spells already inscribed in it.Craft Wondrous Item, secret pageWondrous ItemUltimate Equipment
Blood Reservoir Of Physical Prowessfaint necromancy3none2000-This blown-glass vial has a chain for attaching it to the handle of a weapon. When filled with the wearer's blood, it gains powerful magic. Filling the reservoir takes a full minute, deals 4 points of Constitution damage (which can be healed normally), and imbues the reservoir with 4 charges. Charging the reservoir changes the blood to magical fluid, which does not clot or decay with time. The wearer can speak the first command word to draw 1 or more charges from the reservoir, curing 1 point of physical ability score damage per charge used. The wearer can speak the second command word to imbue herself with a great burst of physical prowess, depleting all remaining charges and gaining an inherent bonus to one physical ability score equal to twice the number of charges used. This bonus lasts until the end of the wearer's next turn. The bearer can only use the reservoir if it is held in hand or attached to a held or wielded weapon. A bearer can safely carry only one charged reservoir at a time; any others spontaneously drain their charges in 1d10 rounds, leaving only the highest-charged reservoir intact. A reservoir has no effect if not charged with the wearer's blood, and cannot be charged by bloodless creatures or those that cannot take Constitution damage.Craft Wondrous Item, death knellWondrous ItemUltimate Equipment
Bone Razorfaint necromancy5none50001 lb.This jagged bone knife seems too thin and frail for combat but easily cuts flesh. If used to perform a coup de grace on a helpless living creature and the creature dies from the attack, the creature's flesh begins to peel off and its bones animate as a skeleton under the command of the bearer of the razor. The creature's flesh is not destroyed, but decays at a steady rate. The bearer of the razor can spend 1 minute reattaching the flesh to the animate skeleton, which ends the necromantic magic and results in a normal corpse (though a corpse of a person killed or mutilated by knife wounds). If the bearer uses the razor to flense and animate another creature's bones, the previous animate skeleton is immediately destroyed.Craft Wondrous Item, animate deadWondrous ItemUltimate Equipment
Book Of Extended Summoning, Lesserstrong conjuration17none7501 lb.This leather-bound book is inscribed with runes relating to outsiders and conjuration magic. It enhances spells that summon monsters. The user may apply the Extend Spell feat to these spells as they are cast. This does not change the spell slot of the altered spell. The book counts as a metamagic rod for the purpose of combining multiple metamagic effects on a spell. A normal book of extended summoning can be used with spells of 6th level or lower, while a lesser book can be used with spells of 3rd level or lower, and a greater book can be used with spells of 9th level or lower. Each book is keyed to a particular alignment (equal chances of chaotic, evil, good, or lawful) and only works when used to summon a creature with that alignment. Once the book is used, it crumbles into cold ash and is destroyed.Craft Wondrous Item, Extend Spell, summon monster IWondrous ItemUltimate Equipment
Book Of Extended Summoning, Standardstrong conjuration17none27501 lb.This leather-bound book is inscribed with runes relating to outsiders and conjuration magic. It enhances spells that summon monsters. The user may apply the Extend Spell feat to these spells as they are cast. This does not change the spell slot of the altered spell. The book counts as a metamagic rod for the purpose of combining multiple metamagic effects on a spell. A normal book of extended summoning can be used with spells of 6th level or lower, while a lesser book can be used with spells of 3rd level or lower, and a greater book can be used with spells of 9th level or lower. Each book is keyed to a particular alignment (equal chances of chaotic, evil, good, or lawful) and only works when used to summon a creature with that alignment. Once the book is used, it crumbles into cold ash and is destroyed.Craft Wondrous Item, Extend Spell, summon monster IWondrous ItemUltimate Equipment
Book Of Extended Summoning, Greaterstrong conjuration17none61261 lb.This leather-bound book is inscribed with runes relating to outsiders and conjuration magic. It enhances spells that summon monsters. The user may apply the Extend Spell feat to these spells as they are cast. This does not change the spell slot of the altered spell. The book counts as a metamagic rod for the purpose of combining multiple metamagic effects on a spell. A normal book of extended summoning can be used with spells of 6th level or lower, while a lesser book can be used with spells of 3rd level or lower, and a greater book can be used with spells of 9th level or lower. Each book is keyed to a particular alignment (equal chances of chaotic, evil, good, or lawful) and only works when used to summon a creature with that alignment. Once the book is used, it crumbles into cold ash and is destroyed.Craft Wondrous Item, Extend Spell, summon monster IWondrous ItemUltimate Equipment
Book Of The Loremastermoderate divination7none150002 lbs.This digest-sized book contains a seemingly random collection of words, phrases, and strange mnemonic aids. Three times each day, a bard can consult it while using the lore master class feature in order to gain a +5 competence bonus when taking 10 or taking 20 on a Knowledge check.Craft Wondrous Item, clairaudience/clairvoyanceWondrous ItemUltimate Equipment
Bookmark Of Deceptionfaint illusion5none1500-This bookmark alters the book that holds it so that it appears to be another book entirely, even upon a thorough reading. The apparent book is determined when the bookmark is crafted, and is usually an especially boring or commonplace book such as a legal or religious text. The bookmark also protects itself and the book with nondetection.Craft Wondrous Item, nondetection, secret pageWondrous ItemUltimate Equipment
Bookplate Of Recallstrong conjuration13none1000-This metal bookplate is inscribed with mystical words in Draconic, leaving space for a single written name. When the bookplate is glued to the inside cover of a book, the named individual may speak the title of the book to summon it as if using instant summons. This ability functions once per day.Craft Wondrous Item, instant summonsWondrous ItemUltimate Equipment
Boro Bead 1st Levelstrong transmutation16none1000-This multicolored, sturdy glass bead is an aid to members of the alchemist class. Once per day on command, a boro bead enables the bearer to recharge any one extract that he had mixed and then consumed that day. The extract is then reconstituted and usable again, just as if it had not been drank. The extract must be of a particular level, depending on the bead. Different beads exist for recalling one extract per day of each level from 1st through 6th. A bead works on an infusion, but not a potion, elixir, bomb, mutagen, or nonmagical alchemical material such as antitoxin.Craft Wondrous Item, creator must be able to prepare extracts of the extract level to be recalledWondrous ItemUltimate Equipment
Boro Bead 2nd Levelstrong transmutation16none4000-This multicolored, sturdy glass bead is an aid to members of the alchemist class. Once per day on command, a boro bead enables the bearer to recharge any one extract that he had mixed and then consumed that day. The extract is then reconstituted and usable again, just as if it had not been drank. The extract must be of a particular level, depending on the bead. Different beads exist for recalling one extract per day of each level from 1st through 6th. A bead works on an infusion, but not a potion, elixir, bomb, mutagen, or nonmagical alchemical material such as antitoxin.Craft Wondrous Item, creator must be able to prepare extracts of the extract level to be recalledWondrous ItemUltimate Equipment
Boro Bead 3rd Levelstrong transmutation16none9000-This multicolored, sturdy glass bead is an aid to members of the alchemist class. Once per day on command, a boro bead enables the bearer to recharge any one extract that he had mixed and then consumed that day. The extract is then reconstituted and usable again, just as if it had not been drank. The extract must be of a particular level, depending on the bead. Different beads exist for recalling one extract per day of each level from 1st through 6th. A bead works on an infusion, but not a potion, elixir, bomb, mutagen, or nonmagical alchemical material such as antitoxin.Craft Wondrous Item, creator must be able to prepare extracts of the extract level to be recalledWondrous ItemUltimate Equipment
Boro Bead 4th Levelstrong transmutation16none16000-This multicolored, sturdy glass bead is an aid to members of the alchemist class. Once per day on command, a boro bead enables the bearer to recharge any one extract that he had mixed and then consumed that day. The extract is then reconstituted and usable again, just as if it had not been drank. The extract must be of a particular level, depending on the bead. Different beads exist for recalling one extract per day of each level from 1st through 6th. A bead works on an infusion, but not a potion, elixir, bomb, mutagen, or nonmagical alchemical material such as antitoxin.Craft Wondrous Item, creator must be able to prepare extracts of the extract level to be recalledWondrous ItemUltimate Equipment
Boro Bead 5th Levelstrong transmutation16none25000-This multicolored, sturdy glass bead is an aid to members of the alchemist class. Once per day on command, a boro bead enables the bearer to recharge any one extract that he had mixed and then consumed that day. The extract is then reconstituted and usable again, just as if it had not been drank. The extract must be of a particular level, depending on the bead. Different beads exist for recalling one extract per day of each level from 1st through 6th. A bead works on an infusion, but not a potion, elixir, bomb, mutagen, or nonmagical alchemical material such as antitoxin.Craft Wondrous Item, creator must be able to prepare extracts of the extract level to be recalledWondrous ItemUltimate Equipment
Boro Bead 6th Levelstrong transmutation16none36000-This multicolored, sturdy glass bead is an aid to members of the alchemist class. Once per day on command, a boro bead enables the bearer to recharge any one extract that he had mixed and then consumed that day. The extract is then reconstituted and usable again, just as if it had not been drank. The extract must be of a particular level, depending on the bead. Different beads exist for recalling one extract per day of each level from 1st through 6th. A bead works on an infusion, but not a potion, elixir, bomb, mutagen, or nonmagical alchemical material such as antitoxin.Craft Wondrous Item, creator must be able to prepare extracts of the extract level to be recalledWondrous ItemUltimate Equipment
Bottle Of Airmoderate transmutation7none72502 lbs.This item appears to be a normal glass bottle with a cork. When taken to any airless environment, it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.Craft Wondrous Item, water breathingWondrous ItemUltimate Equipment
Bottle Of Messagesfaint illusion3none3001 lb.This green glass bottle has a tiny winding key on its elongated stem that, if turned, causes a shadowy cork to slowly become substantial over a 1-round period. Anything the owner of the bottle speaks into the bottle during this time (up to 25 words) gets trapped inside it once the cork fully manifests. As soon as the cork is removed or the bottle is smashed, this message is released exactly as if the owner had spoken the words at that moment. Once the bottle releases its message, it shatters.Craft Wondrous Item, magic mouthWondrous ItemUltimate Equipment
Bottle Of Shadowsfaint conjuration5none7000-This bottle is crafted from the darkest ebony. When opened and held upright, faint whispers can be heard emanating from the bottle's mouth. The bottle initially has 4 charges. When turned upside down, the bottle summons a shadow to do the bidding of the user, draining 1 charge each round of service. As a standard action, the bearer may dismiss the summoned shadow. If the shadow kills a humanoid creature of at least 4 HD, the bottle gains 1 charge. The bottle is automatically restored to 4 charges at sundown.Craft Wondrous Item, animate deadWondrous ItemUltimate Equipment
Bottled Misfortunemoderate necromancy10none5001 lb.This leather bottle is filled to the brim with frothy green liquid. As a full-round action, a witch can target the bottle with any hex (but not a greater or grand hex) she knows that targets a single creature, transferring its effects to the brew within, which congeals into a sticky syrup. Any creature can use this syrup as a dose of injury poison (including the 5% chance to affect the user if she does not possess the poison use class feature). Any creature struck by a weapon coated in this syrup must save against the hex (DC 15) or be affected as if the witch had targeted them with the hex directly. The syrup counts as a poison and is a magical effect. If the hex cannot affect a target more than once every 24 hours, subsequent doses of the syrup are similarly ineffective against that target. Once imbued with the power of a hex, the syrup lasts for 24 hours before reverting into useless, harmless liquid.Brew Potion, Craft Wondrous Item, creator must be a witch with the poison steep hex (Ultimate Magic)Wondrous ItemUltimate Equipment
Bottled Yeti Furfaint abjuration3none800-This small opaque flask releases a thick stream of coarse white fur when opened. This fur creeps up the user's arm and across her entire body until she is completely covered in a tangled pelt. While coated with this fur she gains cold resistance 5, a +2 natural armor bonus to AC, and a +4 competence bonus on Stealth checks in areas of ice and snow. This fur sheds from her body after 24 hours, or can be removed early by soaking it in alcohol. The flask is expended after one use.Craft Wondrous Item, barkskin, resist energyWondrous ItemUltimate Equipment
Boundary Chalkmoderate evocation10none10000-The surface of this stick of white chalk is covered with silvery runes. Drawing a line with the chalk creates a wall of force that is as long as the line and extends 10 feet perpendicular to the surface on which the line was drawn. Drawing a 5-foot line is a standard action that provokes acts of opportunity. Each wall lasts 10 minutes; the bearer of the chalk can dismiss a section of wall as a swift action by touching the stick of chalk to it. One stick of boundary chalk can draw 100 feet of line before it is used up, and it must be used in 5-foot increments.Craft Wondrous Item, wall of forceWondrous ItemUltimate Equipment
Bowl Of Conjuring Water Elementalsmoderate conjuration11none900003 lbs.This large container is usually fashioned from silver with a rippled pattern. It is about 1 foot in diameter and half that deep. The bowl must be filled with fresh or salt water to function. On command as a full-round action, the bearer may summon a water elemental. If the bowl is filled with salt water, it conjures a Huge water elemental as if using summon monster VI. If filled with fresh water, it conjures a Large water elemental as if using summon monster V. Conjuring an elemental empties the bowl. The bowl cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.Craft Wondrous Item, summon monster V, summon monster VIWondrous ItemUltimate Equipment
Brazier Of Conjuring Fire Elementalsmoderate conjuration11none900005 lbs.This device appears to be a normal container for holding burning coals. The brazier must be filled with coals or wood and a fire lit within it to function. On command as a full-round action, the bearer may summon a fire elemental. If 1 pound of brimstone (sulfur) is burning in the brazier, it conjures a Huge fire elemental as if using summon monster VI. Otherwise, the brazier conjures a Large fire elemental as if using summon monster V. Conjuring an elemental extinguishes the fire in the brazier. The brazier cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.Craft Wondrous Item, summon monster V, summon monster VIWondrous ItemUltimate Equipment
Broom Of Flyingmoderate transmutation9none170003 lbs.This broom is able to fly through the air as if affected by an overland flight spell (+4 on Fly skill checks) for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It flies to its owner from as far away as 900 feet when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.Craft Wondrous Item, overland flight, permanencyWondrous ItemUltimate Equipment
Campfire Beadfaint evocation1none720-This tiny glass bead transforms itself into a small (2-foot-tall) pile of burning logs whenever its command word is spoken. The fire burns for 8 hours or until extinguished, at which point it turns back into a bead. The owner of the item must wait twice as long as the fire burned before he can order the bead to become a campfire again.Craft Wondrous Item, produce flameWondrous ItemUltimate Equipment
Candle Of Clean Airmoderate abjuration10none7500-This clean-smelling white candle is inscribed with glyphs portraying various sweet smelling flowers. When lit, the candle repels smoke, mist, cloud, and other gas effects in a 5-foot radius. These effects do not penetrate the area around the candle if they are of spell level 3 or lower. Against more powerful cloud effects (including effects not based on spells, such as dragon breath or a gorgon's breath weapon), the candle grants creatures in the area a +4 resistance bonus on saving throws against these effects. Creatures in the area gain a +4 deflection bonus to AC against attacks from creatures with the air subtype. The candle burns for up to 5 minutes, in increments of 1 minute. Once all 5 minutes are used, the candle is destroyed.Craft Wondrous Item, wind wallWondrous ItemUltimate Equipment
Candle Of Invocationstrong conjuration17none84001/2 lb.Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual if the candle's alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of the flame. A cleric whose alignment matches the candle's operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him as if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours. 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. In addition, burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process.Craft Wondrous Item, gate, creator must be same alignment as candle createdWondrous ItemUltimate Equipment
Candle Of Truthfaint enchantment3none25001/2 lb.This white tallow candle, when burned, calls into place a zone of truth spell (Will DC 13 negates) in a 5-foot radius centered on the candle. The zone lasts for 1 hour, while the candle burns. If the candle is snuffed before that time, the effect is ended and the candle ruined.Craft Wondrous Item, zone of truthWondrous ItemUltimate Equipment
Cape Of Bravadofaint enchantment2none70001 lb.This bright red garment bestows no benefit when worn on the shoulders, but when held in one hand while draped over the arm, the cape obscures its user's movements in combat. Used this way, the cape bestows a +1 insight bonus to AC and a +5 competence bonus on Bluff checks to feint in combat. Readying the cape in combat is a move action; if the wielder has a base attack bonus of +1 or higher, the wielder can ready the cape as a free action as part of movement. Once per day as an immediate action, a creature brandishing a cape of bravado may attempt to compel an opponent within 30 feet to attack him on its next turn (Will negates DC 11).Craft Wondrous Item, compel hostility (Ultimate Combat), creator must have 5 ranks in the Bluff skillWondrous ItemUltimate Equipment
Carpet Of Flying 5-ft.-by-5-ft.moderate transmutation10none200008 lbs.This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it-if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions. SIZE CAPACITY SPEED WeightPrice 5-ft.-by-5-ft. 200 lbs. 40 ft. 8 lbs. 20,000 gp 5-ft.-by-10-ft. 400 lbs. 40 ft. 10 lbs. 35,000 gp 10-ft.-by-10-ft. 800 lbs. 40 ft. 15 lbs. 60,000 gp A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. A carpet of flying can hover without making a Fly skill check and gives a +5 bonus to other Fly checks.Craft Wondrous Item, overland flightWondrous ItemUltimate Equipment
Carpet Of Flying 5-ft.-by-10-ft.moderate transmutation10none3500010 lbs.This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it-if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions. SIZE CAPACITY SPEED WeightPrice 5-ft.-by-5-ft. 200 lbs. 40 ft. 8 lbs. 20,000 gp 5-ft.-by-10-ft. 400 lbs. 40 ft. 10 lbs. 35,000 gp 10-ft.-by-10-ft. 800 lbs. 40 ft. 15 lbs. 60,000 gp A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. A carpet of flying can hover without making a Fly skill check and gives a +5 bonus to other Fly checks.Craft Wondrous Item, overland flightWondrous ItemUltimate Equipment
Carpet Of Flying 10-ft.-by-10-ft.moderate transmutation10none6000015 lbs.This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it-if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions. SIZE CAPACITY SPEED WeightPrice 5-ft.-by-5-ft. 200 lbs. 40 ft. 8 lbs. 20,000 gp 5-ft.-by-10-ft. 400 lbs. 40 ft. 10 lbs. 35,000 gp 10-ft.-by-10-ft. 800 lbs. 40 ft. 15 lbs. 60,000 gp A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. A carpet of flying can hover without making a Fly skill check and gives a +5 bonus to other Fly checks.Craft Wondrous Item, overland flightWondrous ItemUltimate Equipment
Cauldron Of Brewingfaint transmutation5none30005 lbs.A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.Craft Wondrous Item, creator must be trained in Craft (Alchemy)Wondrous ItemUltimate Equipment
Cauldron Of Flyingmoderate transmutation10none40000100 lbs.This iron pot is large enough for two Medium humanoids to stand in comfortably. Upon command, the cauldron and up to 500 pounds of additional weight can fly as if using overland flight. The cauldron moves under the direction of the person who spoke the activating command word. It can carry up to double its capacity, but doing so reduces its speed to 30 feet. It can hover in place without the need for a Fly skill check. The cauldron provides partial cover for anyone standing in it. It has a hardness of 10 and 60 hit points.Craft Wondrous Item, overland flightWondrous ItemUltimate Equipment
Cauldron Of Plentystrong conjuration12none1500025 lbs.This enchanted iron pot can produce nourishing, simple fare sufficient to feed up to 36 people per day upon command. Once per week it can also be commanded to create a heroes' feast for up to 12 people. The cauldron needs neither fire nor ingredients to produce food; it does so instantly upon command.Craft Wondrous Item, create food and water, heroes' feastWondrous ItemUltimate Equipment
Cauldron Of Resurrectionstrong conjuration13none3300035 lbs.The mouth of this heavy, dark iron cauldron is shaped like a monstrous maw and is large enough to accommodate a single Medium creature. When the cauldron is filled with pure water and certain rare and sacred herbs, and a deceased creature is placed inside it, the cauldron can restore the creature to life as if with a raise dead or resurrection spell. The spell effect depends on the components used: raise dead costs 5,000 gp worth of materials, while resurrection costs 10,000 gp worth of materials. The cauldron is usable once per day.Craft Wondrous Item, resurrectionWondrous ItemUltimate Equipment
Cauldron Of Seeingmoderate divination10none420005 lbs.When filled with liquid, this small cauldron allows the user to see over virtually any distance as if using the scrying spell. It may have additional powers like those of a crystal ball for the same prices.Craft Wondrous Item, scryingWondrous ItemUltimate Equipment
Cauldron Of The Deadfaint transmutation5none3000035 lbs.This cauldron of dark iron is large enough to accommodate a single Medium creature. When filled with a mixture of water and rare herbs, the cauldron transforms any dead body placed in it into a zombie as if animated by an animate dead spell. Each corpse animated uses up 25 gp in materials per Hit Die, and the cauldron can animate one corpse per round. The user of the cauldron commands the undead so created-up to 12 HD worth, unless the user can cast the animate dead spell, in which case that spell's limit is used; animating more beyond this limit causes earlier specimens to become uncontrolled.Craft Wondrous Item, animate deadWondrous ItemUltimate Equipment
Cautionary Creancefaint transmutation1none40002 lbs.This slim leather leash is just over 100 feet long, incredibly light, and uncannily strong, making it an excellent tool for training birds of prey and other flying predators. It grants a +4 circumstance bonus on any Handle Animal check made to train such animals. When used to bind a flying animal companion or familiar to its master, the leash allows the master to cast feather fall on the creature at will. If the master has the share touch spells class ability, once per day he can use that ability on the leashed creature, even if they are not touching. The delivered spell can be no higher than 3rd level. The creance attaches to the master's forearm; attack rolls and skill checks made with that arm take a -1 penalty.Craft Wondrous Item, Reach Spell (Advanced Player's Guide), feather fallWondrous ItemUltimate Equipment
Censer Of Conjuring Air Elementalsmoderate conjuration13none900001 lb.This 6-inch-wide, perforated metallic vessel resembles a thurible found in a place of worship. The censer must be filled with incense to function. On command as a full-round action, the bearer may summon an air elemental. If the censer is filled with incense of meditation, it conjures a greater air elemental as if using summon monster VII. If filled with any other incense, it conjures a Large air elemental as if using summon monster V. Conjuring an elemental consumes any normal incense in the censer, or one-fourth of a block of incense of meditation. The censer cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.Craft Wondrous Item, summon monster V, summon monster VIIWondrous ItemUltimate Equipment
Chalice Of Poison Weepingmoderate conjuration7none80001 lb.This silver chalice has stylized representations of rearing unicorns serving as handles. The bearer of the chalice can expel toxins from a poisoned creature's body, causing the target to weep the poison from its eyes and allowing the bearer to collect it in the chalice. This functions as neutralize poison on the target, eliminating that poison. If the target is immune to poison or the poison has run its course, the chalice has no effect. If the poison normally has a solid or liquid form, it collects as a single dose of the poison in the cup (regardless of how many times the target was poisoned). The collected poison has all the normal effects of the original poison, except its DC is 4 lower, and can be stored in another container or used like any other poison. The chalice can be used once per day.Craft Wondrous Item, fabricate, neutralize poisonWondrous ItemUltimate Equipment
Chaos Emeraldstrong abjuration19none250001 lb.This lustrous green gemstone is uncut and about the size of a human fist. The gem grants its bearer the use of the following abilities. • entropic shield (1 charge) • lesser confusion (1 charge) • magic circle against law (1 charge) • chaos hammer (2 charges) A newly created chaos emerald has 1d6+2 charges. It can hold a maximum of 10 charges and automatically regains 1d3-1 charges each day. A non-chaotic creature who holds or carries a chaos emerald gains one negative level. This negative level persists as long as the creature holds or carries the gem and disappears when the gem is dropped. This negative level cannot be overcome in any way (including restoration spells) while held or carried.Craft Wondrous Item, chaos hammer, entropic shield, lesser confusion, magic circle against law, creator must be chaoticWondrous ItemUltimate Equipment
Chime Of Interruptionmoderate evocation7none168001 lb.This instrument can be struck once every 10 minutes, and its resonant tone lasts for 3 full minutes. While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of the chime unless the caster can make a concentration check (DC 15 + the spell's level).Craft Wondrous Item, shoutWondrous ItemUltimate Equipment
Chime Of Openingmoderate transmutation11none30001 lb.A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. A chime of opening also automatically dispels a hold portal spell or even an arcane lock cast by a spellcaster of lower than 15th level. The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck and a clear tone rings forth. The wielder can then make a caster level check against the lock or binding, using the chime's caster level in place of her own. The DC of this check is equal to the Disable Device DC to open the lock or binding. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four successful uses of a chime of opening to get it open. A silence spell negates the power of the device. A brand-new chime can be used a total of 10 times before it cracks and becomes useless.Craft Wondrous Item, knockWondrous ItemUltimate Equipment
Chime Of Resounding Silencemoderate evocation7none100001 lb.This foot-long tube of gold absorbs nearby sound when struck, as if it were the target of a silence spell. This ability can be used once per day. The chime vibrates silently for the next 5 rounds, increasing in strength as time passes. On the bearer's turn each round there is a cumulative 20% chance that the chime prematurely ends the magical silence and releases the pent-up sound as a shout spell as a free action, oriented in a random direction. The bearer may spend a standard action to strike the vibrating chime again, ending its silence early and unleashing the shout in a direction of his choosing. If dropped while vibrating, the chime automatically gains the broken condition and releases the shout effect in a random direction. A broken chime of resounding silence cannot be used until it is repaired. The chime has no effect if struck in an area of silence it did not create.Craft Wondrous Item, shout, silenceWondrous ItemUltimate Equipment
Clamor Boxmoderate illusion10none20002 lbs.This delicate tin music box can produce a great volume of noise at a specific time determined by its owner. Four command words determine what sorts of sounds it is to play (battle, fire, massacre, or riot), and a fifth determines the delay (anywhere from 1 round to 20 minutes) until the box begins to produce the desired sound. The noise from the box is as loud as 40 people. The sound persists for 2d6 rounds.Craft Wondrous Item, ghost soundWondrous ItemUltimate Equipment
Coin Of The Untrodden Roadmoderate transmutation6none6000-When tossed into the air, this tarnished copper coin brings forth potential lost by life's decisions. If a human, half-elf, or half-orc flips the coin and catches it, she takes a -2 penalty to the ability score modified by her +2 racial ability score bonus, but gains a +2 inherent bonus to a random other ability score. The bonus and penalty last for 1 hour. Negating the penalty automatically negates the bonus as well. The coin can be used three times per day.Craft Wondrous Item, alter selfWondrous ItemUltimate Equipment
Concealing Pocketfaint illusion3none1000-This 4-inch-square cloth pocket has no powers unless it is sewn onto a garment (which takes 1d4 minutes). Once sewn, it changes its appearance to match the garment. Any magic item inside it cannot be magically detected, as if protected by magic aura. Hiding an item in the pocket gives the garment's wearer a +5 competence bonus on Sleight of Hand checks to conceal the item. The pocket can be removed from the garment with a DC 10 Heal check or an appropriate Craft check such as Craft (cloth) or Craft (leather); failing this roll by 5 or more gives the pocket the broken condition.Craft Wondrous Item, magic auraWondrous ItemUltimate Equipment
Construct Channel Brickmoderate transmutation7none100001 lb.This solid red brick changes its shape to match its bearer's holy symbol. If the bearer has the channel energy class feature, she can focus her power on the brick, allowing her to repair damaged constructs and objects as if they were living creatures. The item works whether the bearer channels positive or negative energy. If the bearer has the Artifice domain, she adds +2d6 points of damage to her artificer's touch domain power when repairing constructs and objects.Craft Wondrous Item, make wholeWondrous ItemUltimate Equipment
Crystal Ballmoderate 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. CRYSTAL BALL TYPE Price Crystal ball 42,000 gp Crystal ball with see invisibility 50,000 gp Crystal ball with detect thoughts 51,000 gp (Will DC 13 negates) Crystal ball with telepathy* 70,000 gp Crystal ball with true seeing 80,000 gp * The viewer is able to send and receive silent mental messages with the person appearing in the crystal ball. Once per day, the character may attempt to implant a suggestion (as the spell, Will DC 14 negates) as well.Craft Wondrous Item, scryingWondrous ItemUltimate Equipment
Crystal Ball (see invisibility)moderate divination10none500007 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. CRYSTAL BALL TYPE Price Crystal ball 42,000 gp Crystal ball with see invisibility 50,000 gp Crystal ball with detect thoughts 51,000 gp (Will DC 13 negates) Crystal ball with telepathy* 70,000 gp Crystal ball with true seeing 80,000 gp * The viewer is able to send and receive silent mental messages with the person appearing in the crystal ball. Once per day, the character may attempt to implant a suggestion (as the spell, Will DC 14 negates) as well.Craft Wondrous Item, scrying, see invisibilityWondrous ItemUltimate Equipment
Crystal Ball (detect thoughts)moderate divination10none510007 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. CRYSTAL BALL TYPE Price Crystal ball 42,000 gp Crystal ball with see invisibility 50,000 gp Crystal ball with detect thoughts 51,000 gp (Will DC 13 negates) Crystal ball with telepathy* 70,000 gp Crystal ball with true seeing 80,000 gp * The viewer is able to send and receive silent mental messages with the person appearing in the crystal ball. Once per day, the character may attempt to implant a suggestion (as the spell, Will DC 14 negates) as well.Craft Wondrous Item, scrying, detect thoughtsWondrous ItemUltimate Equipment
Crystal Ball (telepathy)moderate divination10none700007 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. CRYSTAL BALL TYPE Price Crystal ball 42,000 gp Crystal ball with see invisibility 50,000 gp Crystal ball with detect thoughts 51,000 gp (Will DC 13 negates) Crystal ball with telepathy* 70,000 gp Crystal ball with true seeing 80,000 gp * The viewer is able to send and receive silent mental messages with the person appearing in the crystal ball. Once per day, the character may attempt to implant a suggestion (as the spell, Will DC 14 negates) as well.Craft Wondrous Item, scrying, telepathyWondrous ItemUltimate Equipment
Crystal Ball (true seeing)moderate divination10none800007 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. CRYSTAL BALL TYPE Price Crystal ball 42,000 gp Crystal ball with see invisibility 50,000 gp Crystal ball with detect thoughts 51,000 gp (Will DC 13 negates) Crystal ball with telepathy* 70,000 gp Crystal ball with true seeing 80,000 gp * The viewer is able to send and receive silent mental messages with the person appearing in the crystal ball. Once per day, the character may attempt to implant a suggestion (as the spell, Will DC 14 negates) as well.Craft Wondrous Item, scrying, true seeingWondrous ItemUltimate Equipment
Cube Of Forcemoderate evocation10none620001/2 lb.This device is just under an inch across and can be made of ivory, bone, or any hard mineral. Typically, each of the cube's faces are polished smooth, but sometimes they are etched with runes. The device enables its possessor to put up a special cube made up of 6 individual wall of force spells, 10 feet on a side around her person. This cubic screen moves with the character and is impervious to the attack forms mentioned on the table below. The cube has 36 charges when fully charged-charges used are automatically renewed each day. The possessor presses one face of the cube to activate a particular type of screen or to deactivate the device. Each effect costs a certain number of charges to maintain for every minute (or portion of a minute) it is in operation. Also, when an effect is active, the possessor's speed is limited to the maximum value given on the following table. When the cube of force is active, attacks dealing more than 30 points of damage to a wall drain 1 charge for every 10 points of damage beyond 30 that they deal. The charge cost to maintain each of the cube's six walls is summarized below. CUBE CHARGE CostMAX. FACE PER MINUTE SPEED EFFECT 1 1 30 ft. Keeps out gases, wind, etc. 2 2 20 ft. Keeps out nonliving matter 3 3 15 ft. Keeps out living matter 4 4 10 ft. Keeps out magic 5 6 10 ft. Keeps out all things 6 0 As normal Deactivates Spells that affect the integrity of the screen also drain extra charges. These spells cannot be cast into or out of the cube. ATTACK FORM EXTRA CHARGES Disintegrate 6 Horn of blasting 6 Passwall 3 Phase door 5 Prismatic spray 7 Wall of fire 2Craft Wondrous Item, wall of forceWondrous ItemUltimate Equipment
Cube Of Frost Resistancefaint abjuration5none270002 lbs.This cube is activated or deactivated by pressing one side. When activated, it creates a cube-shaped area 10 feet on a side centered on the possessor (or on the cube itself, if the item is later placed on a surface). The temperature within this area is always at least 65° F. The field absorbs all cold-based attacks. However, if the field is subjected to more than 50 points of cold damage in 1 round (from one or multiple attacks), it collapses and cannot be reactivated for 1 hour. If the field absorbs more than 100 points of cold damage in a 10-round period, the cube is destroyed.Craft Wondrous Item, protection from energyWondrous ItemUltimate Equipment
Cubic Gatestrong conjuration13none1640002 lbs.This potent magical item is a small cube fashioned from carnelian. Each of the six sides of the cube is keyed to a different plane of existence or dimension, one of which is the Material Plane. The character creating the item chooses the planes to which the other five sides are keyed. If a side of the cubic gate is pressed once, it opens a gate to a random point on the plane keyed to that side. There is a 10% chance per minute that an outsider from that plane (determine randomly) comes through it looking for food, fun, or trouble. Pressing the side a second time closes the gate. It is impossible to open more than one gate at a time. If a side is pressed twice in quick succession, the character so doing is transported to a random point on the other plane, along with all creatures in adjacent squares. The other creatures may avoid this fate by succeeding on DC 23 Will saves.Craft Wondrous Item, plane shiftWondrous ItemUltimate Equipment
Darkskullmoderate evocation [evil]9none600005 lbs.This skull, carved from ebony, is wholly evil. Wherever the skull goes, the area around it is treated as though an unhallow spell had been cast with the skull as the touched point of origin. Each darkskull has a single spell effect tied to it. This spell is from the standard list given in the unhallow spell description, and it cannot be changed.Craft Wondrous Item, unhallow, creator must be evilWondrous ItemUltimate Equipment
Decanter Of Endless Watermoderate transmutation9none90002 lbs.If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type of water as well as the volume and velocity. • "Stream" pours out 1 gallon per round. • "Fountain" produces a 5-foot-long stream at 5 gallons per round. • "Geyser" produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round. The geyser effect exerts considerable pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down each round the effect is maintained. In addition, the powerful force of the geyser deals 1d4 points of damage per round to a creature that is subjected to it. The geyser can only affect one target per round, but the user can direct the beam of water without needing to make an attack role to strike the target since the geyser's constant flow allows for ample opportunity to aim. Creatures with the fire subtype take 2d4 points of damage per round from the geyser rather than 1d4. The command word must be spoken to stop it.Craft Wondrous Item, control waterWondrous ItemUltimate Equipment
Deck Of Illusionsmoderate illusion6none81001/2 lb.This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of 34 cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table. (Use one of the first two columns to simulate the contents of a full deck using either ordinary playing cards or tarot cards.) PLAYING CARD TAROT CARD CREATURE Ace of hearts IV. The Emperor Red dragon King of hearts Knight of swords Male human fighter and four guards Queen of hearts Queen of staves Female human wizard Jack of hearts King of staves Male human druid Ten of hearts VII. The Chariot Cloud giant Nine of hearts Page of staves Ettin Eight of hearts Ace of cups Bugbear Two of hearts Five of staves Goblin PLAYING CARD TAROT CARD CREATURE Ace of diamonds III. The Empress Glabrezu (demon) King of diamonds Two of cups Male elf wizard and female apprentice Queen of diamonds Queen of swords Half-elf ranger Jack of diamonds XIV. Temperance Harpy Ten of diamonds Seven of staves Male half-orc barbarian Nine of diamonds Four of pentacles Ogre mage Eight of diamonds Ace of pentacles Gnoll Two of diamonds Six of pentacles Kobold PLAYING CARD TAROT CARD CREATURE Ace of spades II. The High Priestess Lich King of spades Three of staves Three human clerics Queen of spades Four of cups Medusa Jack of spades Knight of pentacles Male dwarf paladin Ten of spades Seven of swords Frost giant Nine of spades Three of swords Troll Eight of spades Ace of swords Hobgoblin Two of spades Five of cups Goblin PLAYING CARD TAROT CARD CREATURE Ace of clubs VIII. Strength Iron golem King of clubs Page of pentacles Three halfling rogues Queen of clubs Ten of cups Pixies Jack of clubs Nine of pentacles Half-elf bard Ten of clubs Nine of staves Hill giant Nine of clubs King of swords Ogre Eight of clubs Ace of staves Orc Two of clubs Five of cups Kobold PLAYING CARD TAROT CARD CREATURE Joker Two of pentacles Illusion of deck's owner Joker (with Two of staves Illusion of deck's trademark) owner (sex reversed) A randomly generated deck is usually complete (11-100 on d%), but may be discovered with 1d20 of its cards missing (01-10). If cards are missing, reduce the price by a corresponding amount.Craft Wondrous Item, major imageWondrous ItemUltimate Equipment
Defoliant Polishfaint transmutation5none800-This container of sickly gray paste can coat the armor of one Medium or two Small creatures. Affected objects produce dark gray fumes for the next 24 hours. These fumes cause natural plants to wilt and diminish as soon as they come into contact with the affected armor. This allows the wearer to move through terrain made difficult due to the presence of vegetation as if it were normal terrain, though the creature leaves a clear path of ruined vegetation. In addition, creatures belonging to the plant type that target someone protected by defoliant polish with a natural attack or grapple take 1 point of damage with each successful attack or each round they maintain the grapple.Craft Wondrous Item, diminish plantsWondrous ItemUltimate Equipment
Doomharpfaint necromancy4none100005 lbs.Made from bone and sun-dried sinew, this masterwork harp produces a vague sense of unease in anyone near it. If the owner of this item has the bardic performance class feature he can use it to perform a dirge of doom even if he is not of sufficient level to normally have access to that ability. A bard who can use dirge of doom and who plays the harp as part of his performance increases the effective radius to 60 feet.Craft Wondrous Item, cause fearWondrous ItemUltimate Equipment
Dowsing Syrupmoderate divination11none10001/2 lb.The thick liquid in this ceramic jar smells sickly sweet. To activate its powers, the user it must be unstopper the jar as a standard action while thinking deeply about a specific person or object that she has seen at least once from up to 30 feet away. When then poured onto the ground, the syrup flows at 15 feet per round following the most direct route to the creature or object visualized, provided the creature or object is on the same plane, leaving behind a sticky trail. The syrup can flow uphill or even up stairs and can pass through openings as narrow as one-sixteenth of an inch. It cannot penetrate other liquids or porous or absorbent surfaces (such as sand or sawdust).Craft Wondrous Item, find the path, locate creature, locate objectWondrous ItemUltimate Equipment
Dragonbone Divination Sticksfaint divination5none64001 lb.These eight rune-engraved dragon bones may be used as a divine focus for augury. They add 5% to the chance to successfully cast augury and divination. The bearer of the set gains a +3 luck bonus on one type of saving throw (Fortitude, Reflex, or Will), determined randomly each day. If a creature carries multiple sets of dragonbone divination sticks, all of them provide a bonus on the same saving throw.Craft Wondrous Item, augury, guidanceWondrous ItemUltimate Equipment
Drinking Horn Of Bottomless Valormoderate enchantment10none240002 lbs.This horn is bound with fittings of gold and decorated with ornate carvings depicting scenes of glorious battle. A fully charged horn has 3 charges-charges used are automatically renewed each day. So long as the horn has at least one charge remaining, it's owner can command it to fill with mead or a similar alcoholic drink. A creature can spend one or more charges while drinking from the horn to gain the following benefits: 1 charge: The drinker gains 1d8 temporary hit points (as if from an aid spell), which last for 1 minute. 2 charges: The drinker gains 1d8+5 temporary hit points and is enlarged, as the spell enlarge person, for 5 minutes. 3 charges: The drinker gains 1d8+10 temporary hit points, is enlarged for 10 minutes, and gains the benefit of a heroism spell for as long as she is enlarged. A creature must drink deeply from the horn to receive its full benefit. Using 1 charge is similar to drinking a potion-it takes a standard action and provokes an attack of opportunity (though certain abilities can reduce the action required). To use 2 charges, the drinker must spend a full round drinking from the horn, which always provokes and attack of opportunity. To use all 3 charges, the drinker must spend 2 full-round actions drinking from the horn.Craft Wondrous Item, aid, enlarge person, heroismWondrous ItemUltimate Equipment
Drum Of Advance And Retreatfaint transmutation1none100005 lbs.When played, this sturdy snare drum increases the run speed of allied creatures within 120 feet as if they had the Run feat. Activating the drum is a standard action that requires a DC 20 Perform (percussion) check; maintaining the playing is a free action if the player is running. If the bearer stops playing the drum, the enhanced running speed ends. The drum may be used for up to 1 hour per day. This duration does not need to be consecutive, but must be used in 10-minute increments.Craft Wondrous Item, expeditious retreatWondrous ItemUltimate Equipment
Drums Of Hastefaint transmutation5none450005 lbs.This set of kettle drums is carried on a shoulder strap and played one-handed using a single two-sided mallet. By making a DC 20 Perform (percussion) check, the bearer can grant the effects of a haste spell on up to 5 creatures. The drums can affect up to 25 creatures per day.Craft Wondrous Item, hasteWondrous ItemUltimate Equipment
Drums Of Panicmoderate necromancy7none3000010 lbs.These drums are kettle drums (hemispheres about 1-1/2 feet in diameter on stands). They come in pairs and are unremarkable in appearance. If both of the pair are sounded, all creatures within 120 feet (with the exception of those within a 20-foot-radius safe zone around the drums) are affected as by a fear spell (Will DC 16 partial). Drums of panic can be used once per day.Craft Wondrous Item, fearWondrous ItemUltimate Equipment
Dry Load Powder Hornfaint conjuration3none20001 lb.This horn holds 20 doses of black powder for firearms. When a firearm is loaded with black powder directly from this horn, the horn creates a small pocket of air that envelops the gun and allows that shot to be fired underwater or in an area lacking air, such as a vacuum. Once the gun is loaded with powder from the dry load powder horn, it retains the pocket of air for 10 minutes or until the firearm is fired, whichever comes first. Firing a firearm that has been loaded from this horn underwater still incurs the -2 penalty on attack rolls for every 5 feet of water the bullet passes through, in addition to the normal penalties to range. When a shot loaded from a dry load powder horn results in a firearm explosion while underwater or in an airless environment, that explosion occurs normally.Craft Wondrous Item, air bubble (Ultimate Combat)Wondrous ItemUltimate Equipment
Dust Of Acid Consumptionmoderate transmutation10none1600-This brown dust is similar to dust of dryness, but affects acid rather than water and absorbs less liquid. If it is thrown into acid, a volume of as much as 10 gallons is instantly transformed into nothingness, and the dust becomes a marble sized pellet floating or resting where it was thrown. If this pellet is hurled, it breaks and releases the same volume of acid, dealing 1d6 points of acid damage per gallon absorbed into the pellet (maximum 4d6), affecting all creatures within a 30-foot radius of its point of impact. This is a splash weapon. If the dust is used against an ooze that deals acid damage with its attacks, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the ooze even if its saving throw succeeds.Craft Wondrous Item, control water, disintegrateWondrous ItemUltimate Equipment
Dust Of Appearancefaint conjuration5none1800-This powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of blur and displacement. In this, it works just like the faerie fire spell. The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a -30 penalty on its Stealth checks. The dust's effect lasts for 5 minutes. Dust of appearance is typically stored in small silk packets or hollow bone tubes.Craft Wondrous Item, glitterdustWondrous ItemUltimate Equipment
Dust Of Darknessfaint evocation3none600-This shimmering black dust causes one creature to be coated in a layer of darkness for 1 minute. In normal light, the creature gains concealment (20% miss chance). In dim light, the creature gains total concealment (50% miss chance). It has no effect in areas of bright light or darkness (though in bright light, a viewer can make a DC 20 Perception check to notice the target is slightly shadowed). Creatures with darkvision see through the dust's darkness as if it were normal darkness. The dust dispels and counters the outlining effects of glitterdust, but doesn't affect the spell's blinding effects. Glitterdust dispels and counters the effects of the dust of darkness.Craft Wondrous Item, darknessWondrous ItemUltimate Equipment
Dust Of Disappearancemoderate illusion7none3500-This dust looks like dust of appearance and is typically stored in the same manner. A creature or object touched by it becomes invisible (as greater invisibility). Normal vision can't see dusted creatures or objects, nor can they be detected by magical means, including see invisibility or invisibility purge. Dust of appearance, however, does reveal people and objects made invisible by dust of disappearance. Other factors, such as sound and smell, also allow possible detection. The greater invisibility bestowed by the dust lasts for 2d6 rounds. The invisible creature doesn't know when the duration will end.Craft Wondrous Item, greater invisibilityWondrous ItemUltimate Equipment
Dust Of Drynessmoderate transmutation11none850-This special dust has many uses. If it is thrown into water, a volume of as much as 100 gallons is instantly transformed into nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled, it breaks and releases the same volume of water. The dust affects only water (fresh, salt, alkaline), not other liquids. If the dust is employed against an outsider with the elemental and water subtypes, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the creature even if its saving throw succeeds.Craft Wondrous Item, control waterWondrous ItemUltimate Equipment
Dust Of Emulationfaint illusion1none800-A creature coated with this glittering golden dust can interact with any one item or object as if she had successfully used the Use Magic Device skill to emulate a class feature or race (if the exact result of the check matters, treat the character's result as a 25). If the user of the dust does not mentally select the intended item or object while coating herself with the dust, the magic of the dust applies to the first eligible object she encounters. She can apply the result of this automatic check when dealing with the item or object for 1 hour after exposure to the dust.Craft Wondrous Item, disguise selfWondrous ItemUltimate Equipment
Dust Of Illusionmoderate illusion6none1200-This unremarkable powder resembles chalk dust or powdered graphite. When stared at, however, the dust changes color and form. A creature covered in dust of illusion is affected as if by a disguise self glamer, with the individual who sprinkles the dust envisioning the illusion desired. An unwilling target is allowed a DC 11 Reflex save to avoid the dust. The glamer lasts for 2 hours.Craft Wondrous Item, disguise selfWondrous ItemUltimate Equipment
Dust Of Tracelessnessfaint transmutation3none250-This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade. A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen humanoids and horses to be obliterated for 250 feet back into the distance. The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. Survival checks made to track a quarry across an area affected by this dust have a DC 20 higher than normal.Craft Wondrous Item, pass without traceWondrous ItemUltimate Equipment
Dust Of Weighty Burdensfaint transmutation5none36003 lbs.Also known as lodestone essence, this coarse gray powder comes in a fragile ceramic flask covered in Terran runes. A newly-crafted flask contains enough powder for 10 applications if poured out carefully, or the whole container can be thrown as a splash weapon with a range increment of 10 feet. One application of the dust sprinkled over an object increases the target's weight by 100 pounds. Multiple applications stack, and the effect remains until the object is scrubbed clean of the metallic particles (taking a full-round action per application) or it takes 5 points of electricity damage per application. A creature struck directly with a thrown flask must make a Fortitude save (DC 10 + 1 per application remaining in the flask) or gain heavy encumbrance and be unable to fly for 2d4 rounds. Targets in the splash area must save or gain medium encumbrance for 2d4 rounds. Scrubbing or electricity damage neutralizes the thrown powder as noted above.Craft Wondrous Item, slow, stone shapeWondrous ItemUltimate Equipment
Efficient Quivermoderate conjuration9none18002 lbs.This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what's placed inside it.Craft Wondrous Item, secret chestWondrous ItemUltimate Equipment
Efreeti Bottlestrong conjuration14none1450001 lb.This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. Periodically, a thin stream of bitter-smelling smoke issues from the bottle's top. The bottle can be opened once per day. When opened, the efreeti imprisoned within issues from the bottle instantly amid a cloud of noxious smoke. There is a 10% chance (01-10 on d%) that the efreeti is insane and attacks immediately upon being released. There is also a 10% chance (91-100) that the efreeti of the bottle grants three wishes. In either case, afterward the efreeti disappears forever, and the bottle becomes nonmagical. The other 80% of the time (11-90), the inhabitant of the bottle loyally serves the character for up to 10 minutes per day (or until the efreeti's death), doing as she commands. Roll each day the bottle is opened for that day's effect.Craft Wondrous Item, planar bindingWondrous ItemUltimate Equipment
Elemental Gemmoderate conjuration11none2250-An elemental gem comes in one of four different varieties. Each contains a conjuration spell attuned to a specific elemental plane (Air, Earth, Fire, or Water). When the gem is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a summon nature's ally spell. The elemental is under the control of the creature that broke the gem. The coloration of the gem varies with the type of elemental it summons. Air elemental gems are transparent, earth elemental gems are light brown, fire elemental gems are reddish orange, and water elemental gems are blue-green.Craft Wondrous Item, summon monster V or summon nature's ally VWondrous ItemUltimate Equipment
Elixir Of Dragon Breathmoderate evocation7none1400-This gurgling, luminescent elixir comes in several different varieties, each keyed to a particular type of metallic or chromatic dragon. A creature that drinks the elixir can, as a standard action, breathe out a single blast of energy similar to a dragon's breath weapon, dealing 7d6 points of energy damage. Creatures in the area may attempt a DC 16 Reflex save for half damage. The magic of the elixir ends after one use of the breath weapon or after 1 hour has passed, whichever comes first. The type of energy produced and the shape of the blast are determined by the elixir's associated dragon type: Black or copper dragon: 30-foot line of acid. Blue or bronze dragon: 30-foot line of electricity. Brass dragon: 30-foot line of fire. Green dragon: 15-foot cone of acid. Gold or red dragon: 15-foot cone of fire. Silver or white dragon: 15-foot cone of cold.Craft Wondrous Item, dragon's breath (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Elixir Of Fire Breathmoderate evocation11none1100-This strange bubbling elixir bestows upon the drinker the ability to spit gouts of flame. He can breathe fire up to three times, each time dealing 4d6 points of fire damage to a single target up to 25 feet away. The target can attempt a DC 13 Reflex save for half damage. Unused blasts of fire dissipate 1 hour after the liquid is consumed.Craft Wondrous Item, scorching rayWondrous ItemUltimate Equipment
Elixir Of Hidingfaint illusion5none250-A character drinking this liquid gains an intuitive ability to sneak and hide (+10 competence bonus on Stealth checks for 1 hour).Craft Wondrous Item, invisibilityWondrous ItemUltimate Equipment
Elixir Of Lovefaint enchantment4none150-This sweet-tasting liquid causes the character drinking it to become enraptured with the first creature she sees after consuming the draft (as charm person-the drinker must be a humanoid of Medium or smaller size, Will DC 14 negates). The charm effect wears off in 1d3 hours.Craft Wondrous Item, charm personWondrous ItemUltimate Equipment
Elixir Of Swimmingfaint transmutation2none250-This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily (+10 competence bonus on Swim checks for 1 hour).Craft Wondrous Item, creator must have 5 ranks in the Swim skillWondrous ItemUltimate Equipment
Elixir Of Truthfaint enchantment5none500-This elixir forces the drinker to say nothing but the truth for 10 minutes (Will DC 13 negates). She must answer any questions put to her in that time, but with each question she can make a separate DC 13 Will save. If one of these secondary saves is successful, she doesn't break free of the truth-compelling enchantment but also doesn't have to answer that particular question (if she does answer, she must tell the truth). No more than one question can be asked each round. This is a mind-affecting compulsion enchantment.Craft Wondrous Item, zone of truthWondrous ItemUltimate Equipment
Elixir Of Tumblingfaint transmutation5none250-This draught of liquid grants the drinker the ability to tumble about, avoiding attacks and moving carefully across nearly any surface, granting a +10 competence bonus on Acrobatics checks for 1 hour.Craft Wondrous Item, cat's graceWondrous ItemUltimate Equipment
Elixir Of Visionfaint divination2none250-Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Perception checks for 1 hour).Craft Wondrous Item, true seeingWondrous ItemUltimate Equipment
Embalming Threadmoderate transmutation7none10000-This coarse, acrid-smelling thread is more akin to wire than fabric. When carefully sewn into the body of a flesh golem or zombie (requiring 1 hour per Hit Die of the creature and a successful DC 20 Heal or Spellcraft check), the stitches change the creature's damage reduction to DR 5/ adamantine and slashing. Variant zombies lacking damage reduction (such as fast zombies) instead gain DR 5/slashing. One length of stitching is required for every Hit Die of the creature being enhanced. Using an insufficient number of lengths has no effect. A full thimble of embalming thread contains 20 lengths. If the skill check to use the stitches fails, they are not wasted, but must first be cleaned and unknotted, requiring 1 hour per stitch. Once used successfully, the stitches cannot be reused.Craft Wondrous Item, gentle repose, stoneskinWondrous ItemUltimate Equipment
Enmity Fetishfaint transmutation5none400001 lb.This small talisman is comprised of teeth, fingers, ears, or other grotesque trophies taken from the freshly dead. Each talisman is imbued with an intense animosity toward a particular type of creature, chosen from the ranger favored enemy list when the fetish is created. Once per day, the talisman can impart this animosity to a ranger (or other character with the favored enemy class feature), replacing one of his favored enemies with the fetish's designated creature type. This lasts 24 hours. To activate the fetish, the ranger must spend 10 minutes quietly holding it; he then may select one of his favored enemies to replace with the item's favored enemy. For example, a ranger with a +6 favored enemy bonus against orcs may use a dragon-hating fetish, gaining a +6 favored enemy bonus against dragons and losing the bonus against orcs for 24 hours. Alternatively, once per day, the bearer can activate the fetish as a swift action, but its effects only last 10 minutes and the bearer only gains half his favored enemy bonus (for example, the ranger would lose his orc bonus and only gain a +3 favored enemy bonus against dragons for 10 minutes).Craft Wondrous Item, instant enemy (Advanced Player's Guide), creator must have the favored enemy class featureWondrous ItemUltimate Equipment
Escape Laddermoderate transmutation7none40001 lb.This 10-foot long rope ladder unrolls itself on command, extending upward into the air and magically holding itself in place. The ends of each rope have small loops for tying to another rope, a grappling hook, a piton, or similar fixtures. A second command word makes the ladder roll itself again, pulling itself toward whichever end the speaker is touching. Climbing the ladder is a DC 0 Climb check. The ladder can hold up to 300 pounds if holding itself in the air, or 600 pounds if attached to a sturdy surface. A third command word creates an extradimensional space at the top of the ladder that is identical to rope trick, except it only holds up to one Medium creature and has a very short duration. When a creature enters the extradimensional space, at the end of the creature's turn the space collapses and the creature is transported as though by dimension door 1d6 x 100 feet away in a random direction to a safe, ground-level location. The ladder remains behind and falls to the ground when this power is used. The third command word may be used once per day.Craft Wondrous Item, animate rope, dimension door, rope trickWondrous ItemUltimate Equipment
Eversmoking Bottlefaint transmutation3none54001 lb.This metal urn is identical in appearance to an efreeti bottle, except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round. If the bottle is left unstoppered, the smoke billows out another 10 feet per round until it has covered a 100-foot radius. This area remains smoke-filled until the eversmoking bottle is stoppered. The bottle must be resealed by a command word, after which the smoke dissipates normally. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.Craft Wondrous Item, pyrotechnicsWondrous ItemUltimate Equipment
Exorcist's Aspergillummoderate divination7none80001 lb.This short aspergillum is made of silver. An inquisitor who carries it may use detect undead as if it were one of the spells associated with her detect alignment ability. Once per day, the item can alter an inquisitor's judgment ability; by spending one use of her judgment ability, she can allow her spells of 3rd level and lower to have full effect against incorporeal creatures, as though using the Ectoplasmic Spell feat. This lasts until the combat ends.Craft Wondrous Item, Ectoplasmic Spell (Advanced Player's Guide), detect undead, creator must be an inquisitorWondrous ItemUltimate Equipment
Eye Of The Voidmoderate necromancy9none100001 lb.The eye of the void normally appears to be a small black glass or crystal ball 3 to 4 inches in diameter. However, when commanded to open, the eye reveals itself as the terrifying, multi-pupilled eye of some abomination from the dark spaces between the stars. Once per day, the bearer may hold the eye and speak one of two command words to open the eye. The first word creates a gaze effect in a 30-foot cone. The second word creates a gaze effect in a 15- foot sphere. Each creature subject to the gaze must make a DC 16 Will save; success means the creature is shaken for 1 minute, failure means it becomes frightened for 1 minute and takes 1d6 points of Wisdom damage. This is a mind-affecting fear effect.Craft Wondrous Item, fearWondrous ItemUltimate Equipment
Far-reaching Sightfaint divination3none40001 lb.This sight can be attached to a single two-handed firearm. When this is done, the sight becomes part of the weapon, but can be removed from that weapon with a full-round action. A firearm wielder can choose to spend a full-round action to make a single shot with a firearm that has this sight. When she does, she can resolve the attack against the touch AC of her target regardless of the range increment.Craft Wondrous Item, true strikeWondrous ItemUltimate Equipment
Figurines Of Wondrous Power (slate Spider)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. This statuette of a spider with stubby legs can be used once per day for 1 minute. When activated, the figurine sprouts longer, segmented legs, and scampers about the bearer, picking lint off robes, chiseling grime from armor, or otherwise grooming the bearer. If commanded to do so (a free action), it perches on the muzzle of a one-handed or two-handed firearm barrel and, after the firearm is fired, travels down the barrel and cleans out the firearm. Each time the slate spider cleans a firearm, the next shot the firearm fires has no chance of misfiring.Craft Wondrous Item, animate objectsWondrous ItemUltimate Equipment
Flying Ointmentmoderate transmutation9none2250-This preparation of herbs includes belladonna, mandrake, and foxglove (also known as "witch's glove"), all carefully measured and mixed into a base of rendered fats. When rubbed over the skin, the ointment grants the subject the ability to fly (as the overland flight spell) for up to 9 hours.Craft Wondrous Item, overland flightWondrous ItemUltimate Equipment
Folding Boatmoderate 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 four 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 Craft (ships)Wondrous ItemUltimate Equipment
Formula Alembicfaint divination3none2002 lbs.This magically-augmented alchemical device distills a potion or alchemist extract into the knowledge needed to create its formula. By gently heating a potion or extract in the alembic for 1 hour, the device creates a few drops of magical liquid. If consumed by an alchemist, this liquid gives him knowledge of the potion's or extract's formula, as if it were an extract he recorded in his formula book. This knowledge lasts for 24 hours. He may scribe this formula in his formula book in the normal fashion. Using the alembic does not harm the potion, but the process makes it nearly boiling hot (it cools normally). The alembic can only distill the knowledge of formulas on the alchemist extract list (for example, it cannot turn a potion of a cleric-only spell into something an alchemist can learn).Brew Potion, Craft Wondrous Item, identify, creator must be an alchemistWondrous ItemUltimate Equipment
Gem Of Brightnessmoderate evocation6none13000-This crystal appears to be a long, rough prism. Upon utterance of a command word, though, the gem's facets suddenly grow highly polished as the crystal emits bright light of one of three sorts. One command word causes the gem to shed light as a hooded lantern. This use of the gem does not expend any charges, and it continues to emit light until this command word is spoken a second time to extinguish the illumination. Another command word causes the gem of brightness to send out a bright ray 1 foot in diameter and 50 feet long. This strikes as a ranged touch attack, and any creature struck by this beam is blinded for 1d4 rounds unless it makes a DC 14 Fortitude save. This use of the gem expends 1 charge. The third command word causes the gem to flare in a blinding flash of light that fills a 30-foot cone. Although this glare lasts but a moment, any creature within the cone must make a DC 14 Fortitude save or be blinded for 1d4 rounds. This use expends 5 charges. A newly created gem of brightness has 50 charges. When all its charges are expended, the gem becomes nonmagical and its facets grow cloudy with a fine network of cracks.Craft Wondrous Item, daylightWondrous ItemUltimate Equipment
Gem Of Seeingmoderate divination10none75000-This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance. When it is gazed through, a gem of seeing enables the user to see as though she were affected by the true seeing spell. A gem of seeing can be used for as many as 30 minutes a day, in increments of 5 minutes. These increments do not need to be consecutive.Craft Wondrous Item, true seeingWondrous ItemUltimate Equipment
Goblin Fire Drumfaint transmutation3none20001 lb.This small crude-looking drum is attached to a strap long enough to loop around the wearer's neck. A successful DC 12 Perform (percussion) check activates the drum, which enhances any nearby natural or magical fire as long as the bearer spends a move action each round to continue playing. All fires (including fire spells and effects) within 30 feet of the player deal an additional 1 point of fire damage (or 2 points for the greater version). All unattended flammable alchemical objects such as tindertwigs, flasks of oil or alchemist's fire, and fireworks within this range have a 10% chance of spontaneously igniting or exploding (as appropriate to the item) when the drum activates. This chance increases by 5% each round and is checked at the start of the performer's turn as long as the playing continues. A greater goblin fire drum has all the above abilities and can create pyrotechnics once per day.Craft Wondrous Item, pyrotechnics, spark (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Goblin Fire Drum, Greaterfaint transmutation3none45001 lb.This small crude-looking drum is attached to a strap long enough to loop around the wearer's neck. A successful DC 12 Perform (percussion) check activates the drum, which enhances any nearby natural or magical fire as long as the bearer spends a move action each round to continue playing. All fires (including fire spells and effects) within 30 feet of the player deal an additional 1 point of fire damage (or 2 points for the greater version). All unattended flammable alchemical objects such as tindertwigs, flasks of oil or alchemist's fire, and fireworks within this range have a 10% chance of spontaneously igniting or exploding (as appropriate to the item) when the drum activates. This chance increases by 5% each round and is checked at the start of the performer's turn as long as the playing continues. A greater goblin fire drum has all the above abilities and can create pyrotechnics once per day.Craft Wondrous Item, pyrotechnics, spark (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Goblin Skull Bombmoderate evocation6none12001 lb.An ember glow lights the beady eyes of this blackened, burned out goblin's skull. It is very brittle and shatters if dropped on solid ground. When a goblin skull bomb breaks, the very last creature to touch it bursts into a raging magical flame, automatically suffering 5d6 points of fire damage and also catching fire should it fail a Reflex save (DC 13). If this kills the creature, its body burns away in one round, leaving behind only a pile of ash and the creature's blackened, burned-out skull, which is a new goblin skull bomb. If the target survives the fire, doesn't have a skull, or if its skull is destroyed before another creature touches it, it does not create a new goblin skull bomb. A skull bomb can be used as a thrown weapon with a range increment of 10 feet. If the attacker hits, the skull shatters, immolating the target as described above. If the attacker misses, the skull breaks upon the floor or another nearby hard surface and the attacker bursts into flame. Touching the skull using gloves, gauntlets, or handheld items such as tools or weapons counts as touching the skull. It can be safely moved using spells (such as mage hand or telekinesis) or attacked with ranged weapons (hardness 0, 1 hp).Craft Wondrous Item, flaming sphereWondrous ItemUltimate Equipment
Grave Saltfaint evocation5none11005 lbs.When poured on ground in a circle, this pure white salt sanctifies the enclosed area as the spell consecrate. Applying the salt takes 1 round per dose. A single dose is sufficient to form a 5-foot radius circle, with each additional dose increasing the circle's radius by 5 feet. The area within the circle remains consecrated for 1 hour per dose, though any corporeal creature can spend a standard action to break the circle and end the effect prematurely. A newly created pouch of grave salt holds 5 doses. Grave salt can also be used directly against restless spirits. A single dose can be hurled up to 15 feet as a ranged touch attack. An incorporeal undead creature struck by the salt must make a DC 14 Will save or take 1d4 points of Charisma damage. Strong winds and other effects that penalize ranged attacks make it impossible to employ the salt in this manner.Craft Wondrous Item, consecrateWondrous ItemUltimate Equipment
Grim Lanternfaint evocation5none58002 lbs.This macabre lantern is composed of a humanoid skull dangling from a short length of chain. A small fragment of soulstuff is trapped inside, burning slowly in a heatless flame. Its flickering light shines from the skull's eye sockets, casting light as a bullseye lantern. On command, the lantern can consume its soulstuff in a sudden blast of heat, as burning hands. Doing so extinguishes the lantern. Whenever a living creature with at least 1 HD is slain within 30 feet of an empty grim lantern, the lantern absorbs a fragment of that creature's soul, restoring its glow.Craft Wondrous Item, burning hands, creator cannot be goodWondrous ItemUltimate Equipment
Handy Haversackmoderate conjuration9none20005 lbs.A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.Craft Wondrous Item, secret chestWondrous ItemUltimate Equipment
Harp Of Charmingfaint enchantment5none75005 lbs.This beautiful and intricately carved harp can be held comfortably in one hand, but both hands are required to utilize its magic. When played, a harp of charming enables the performer to work one suggestion (as the spell, Will DC 14 negates) into the music for each 10 minutes of playing if she can succeed on a DC 14 Perform (string) check. If the check fails, the audience cannot be affected by any further performances from the harpist for 24 hours.Craft Wondrous Item, suggestionWondrous ItemUltimate Equipment
Harp Of Contagionmoderate necromancy7none130005 lbs.This grand-looking wooden harp is carved with images of various venomous creatures. Once per day the bearer may play the harp to target a single opponent with a poison spell (DC 16). Alternatively, the bearer may play the harp to grant allies within 30 feet a +2 resistance bonus on saving throws against disease and poison; maintaining this benefit each round is a standard action. If the player has the countersong bardic performance ability, he may expend rounds of bardic performance to use the harp to refocus his countersong against disease and poison instead of sonic or language-dependent effects.Craft Wondrous Item, poison, resistanceWondrous ItemUltimate Equipment
Harp Of Shatteringfaint evocation3none80005 lbs.This finely crafted masterwork harp fits comfortably in one hand, but it requires two hands to play. The harp has 10 charges, which refresh each day at daybreak. By making a DC 10 Perform (string) check, the bearer can produce the following effects: • break (1 charge) • shatter (2 charges)Craft Wondrous Item, break (Advanced Player's Guide), shatterWondrous ItemUltimate Equipment
Hexing Dollfaint enchantment5none25001 lb.This malevolent-looking doll is made out of cheap rags and embroidery thread and is stuffed with straw or sawdust. A creature holding or carrying the doll takes a -4 penalty on saving throws against witch hexes. Alternatively, if the doll is stuffed with the hair of a creature, any witch holding the doll increases the DC of her hexes by +2 when using the hexes against that creature. A doll used in this way does not cause the witch to take a penalty on her saving throws.Craft Wondrous Item, bestow curseWondrous ItemUltimate Equipment
Horn Of Antagonismfaint enchantment3none200004 lbs.Carved from the bone of some giant beast, this large horn emits an eerie, heart-lurching moan when sounded. A creature with the favored enemy class feature may blow the horn as a standard action to daze one type of favored enemy within 90 feet for 1d4 rounds (DC 13 Will save negates). Creatures suffer a penalty on this save equal to the ranger's favored enemy bonus against that type of creature. This is a sonic, mind-affecting effect; creatures that cannot hear the horn are immune to its magic. The horn's magic works once per day.Craft Wondrous Item, daze monsterWondrous ItemUltimate Equipment
Horn Of Battle Clarityfaint enchantment5none60002 lbs.The call of this hollowed-out animal horn rallies nearby creatures to battle. When the horn is blown, all creatures within 60 feet who have not yet acted in combat are no longer considered flat-footed. The horn has no effect on other conditions or abilities that treat a creature as flat-footed. A barbarian who sounds a horn of battle clarity may spend 2 rounds of rage to act as if she had the superstition rage power for the remainder of that battle.Craft Wondrous Item, rageWondrous ItemUltimate Equipment
Horn Of Blastingmoderate evocation7none200001 lb.This spiraling animal horn can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 5d6 points of sonic damage to creatures within a 40-foot cone and causes them to be deafened for 2d6 rounds (a DC 16 Fortitude save reduces the damage by half and negates the deafening). Crystalline objects and creatures take 7d6 points of sonic damage, with no save unless they're held, worn, or carried by creatures (Fortitude DC 16 negates). If a horn of blasting is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of sonic damage to the person sounding it.Craft Wondrous Item, shoutWondrous ItemUltimate Equipment
Horn Of Blasting, Greaterstrong evocation16none700001 lb.This horn functions as a horn of blasting, except that it deals 10d6 points of sonic damage, stuns creatures for 1 round, and deafens them for 4d6 rounds (a DC 19 Fortitude save reduces the damage by half and negates the stunning and deafening). Crystalline objects take 16d6 points of sonic damage as described for the horn of blasting. A greater horn of blasting also has a 20% cumulative chance of exploding for each usage beyond the first each day.Craft Wondrous Item, greater shoutWondrous ItemUltimate Equipment
Horn Of Fogfaint conjuration3none20001 lb.This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; a fog cloud travels 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.Craft Wondrous Item, obscuring mistWondrous ItemUltimate Equipment
Horn Of Goodness/evilmoderate abjuration6none65001 lb.This trumpet adapts itself to its owner, so it produces either a good or an evil effect depending on the owner's alignment. If the owner is neither good nor evil, the horn has no power whatsoever. If she is good, then blowing the horn has the effect of a magic circle against evil. If she is evil, then blowing the horn has the effect of a magic circle against good. In either case, this ward lasts for 1 hour. The horn can be blown once per day.Craft Wondrous Item, magic circle against evil, magic circle against goodWondrous ItemUltimate Equipment
Horn Of Judgmentmoderate transmutation9none150001 lb.This golden trumpet is inlaid with silver and ivory and in. Once per day the bearer can sound a singular clarion note that affects up to 9 incorporeal creatures within 30 feet with ghostbane dirge (Will DC 17 negates, Advanced Player's Guide) for 9 rounds.Craft Wondrous Item, ghostbane dirgeWondrous ItemUltimate Equipment
Horn Of The Huntmastermoderate enchantment11none50005 lbs.This elongated bull's horn curves sharply at the end, almost making it seem more like an enormous smoking pipe than a tool for the hunt. Once each day, a person with the hunter's bond (companions) class feature may blow the horn as a standard action; this grants his full favored enemy bonus (instead of half) against a single target to all allies within 30 feet who can see and hear him. The effect lasts for 1 minute.Craft Wondrous Item, greater heroismWondrous ItemUltimate Equipment
Horn Of The Tritonsmoderate conjuration9none150002 lbs.This device is a large, intricately inscribed and decorated conch shell that can be blown once per day (except by a triton, who can sound it three times per day). Blowing the horn activates any one of the following functions: • Calm rough waters in a 1-mile radius. Alternatively, this functions as a dismissal spell against a targeted water elemental (DC 19 negates). • Summon 1d4+1 sharks or 1d3 advanced sharks as if using summon nature's ally V. • Create a fear effect (DC 16 negates) in a 500-foot radius that only affects creatures with the aquatic or amphibious subtype which have Intelligence scores of 1 or 2. Any sounding of a horn of the tritons can be heard by all tritons within a 3-mile radius.Craft Wondrous Item, control water, dismissal, fear, summon nature's ally V, creator must be a tritonWondrous ItemUltimate Equipment
Horn Of Valhallastrong conjuration13none500002 lbs.This magic instrument comes in four varieties. Each appears to be a normal, scarred old horn used for hunting or signaling during battle. When someone speaks its command word and blows the horn, however, the horn summons a number of human barbarians to fight for the character who summoned them. Each horn can be blown just once every 7 days. Roll d% and refer to the table above to see what type of horn is found. The horn's type determines what barbarians are summoned and what prerequisite is needed to use the horn. Any character who uses a horn of Valhalla but doesn't have the prerequisite is attacked by the barbarians she herself summoned. Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the starting equipment for barbarians. They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first. d% TYPE OF HORN BARBARIANS SUMMONED PREREQUISITE 01-40 Silver 2d4+2, 2nd-level None 41-75 Brass 2d4+1, 3rd-level Spellcaster level 1st 76-90 Bronze 2d4, 4th-level Proficiency with all martial weapons or bardic performance ability 91-100 Iron 1d4+1, 5th-level Proficiency with all martial weapons or bardic performance abilityCraft Wondrous Item, summon monster VIWondrous ItemUltimate Equipment
Horsemaster's Saddlefaint transmutation5none120005 lbs.This ornate military saddle, tooled with an elaborate equine motif, grants the mount a +5 competence bonus on Acrobatics checks and the mount's rider a +5 competence bonus on Ride checks. In addition, the mount gains the benefits of any teamwork feats possessed by the rider.Craft Wondrous Item, mount, creator must have 5 ranks in RideWondrous ItemUltimate Equipment
Hourglass Of Last Chancesmoderate conjuration and transmutation11none10000-This tiny hourglass is filled with blood-red sand. The sand flows only one way and turning it to start the flow activates its magic. It grants a target creature within 30 feet the following benefits for a limited time-freedom of movement (as the spell), and suspends any and all of the following conditions: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. These effects are suspended rather than dispelled; they resume when the hourglass is deactivated or expended and this suspended time does not count toward the duration of the suppressed effect. Ending the hourglass's effects is a swift action. The hourglass can be used for up to 5 rounds in total before its magic is consumed. These rounds need not be consecutive.Craft Wondrous Item, freedom of movement, healWondrous ItemUltimate Equipment
Hybridization Funnelfaint transmutation3none2002 lbs.This two-spouted funnel is used to safely mix two alchemical splash weapons into a single flask. Using the vial requires 10 minutes and a DC 25 Craft (alchemy) check; a half-elf has a +5 bonus on this check. Failing the check means both splash weapon are destroyed. Success means the two materials are safely mixed into one vial that is the same volume as a normal splash weapon vial; when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hours. Only liquids may be mixed with the funnel. The bearer can use it to mix an alchemical splash weapon with either holy water or unholy water, but the Craft (alchemy) DC increases to 30; half-elves still get the +5 bonus on this check. The funnel does not work on potions, elixirs, extracts, or other materials. Mixing a substance with a similar or identical substance (such as alchemist's fire with alchemist's fire) has no effect. A mixture cannot be combined with another mixture.Craft Wondrous Item, fabricate or combine extracts discoveryWondrous ItemUltimate Equipment
Incense Of Meditationmoderate enchantment7none49001 lb.This incense comes in many shapes and colors, but is otherwise indistinguishable from nonmagical incense until lit. When it is burned, the special fragrance and pearly hued smoke of this special incense are recognizable by anyone making a DC 15 Spellcraft check. When a divine spellcaster lights a block of incense of meditation and then spends 8 hours praying and meditating nearby, the incense enables him to prepare all his spells as though affected by the Maximize Spell feat. However, all the spells prepared in this way are at their normal level, not at three levels higher (as with the regular metamagic feat). Each block of incense burns for 8 hours, and the effects persist for 24 hours. The incense may be burned in a censer of controlling air elements to summon a more powerful elemental; this renders it useless for maximizing spellcasting.Craft Wondrous Item, Maximize Spell, blessWondrous ItemUltimate Equipment
Incense Of Transcendencemoderate enchantment7none10001 lb.The heady vapors of this coiled incense facilitate a deep meditative trance. When an oracle lights a coil of incense of transcendence and then spends 8 hours praying and meditating nearby, she can replace one of her revelations with another revelation. The new revelation must be one available to her (such as from the same mystery) and must be available at the same class level as the original revelation (for example, she cannot replace a revelation available at 1st level with a revelation requiring a minimum of 7th level). If she replaces a revelation that is a prerequisite for another revelation or ability, she cannot use that other revelation or ability while under the influence of the incense. The coil of incense burns for 8 hours. Its effects persist for 24 hours, after which the oracle's original revelations return.Craft Wondrous Item, prayer, creator must be oracle level 7thWondrous ItemUltimate Equipment
Insignia Of Valormoderate conjuration7none8000-This metal badge of a rampant griffon, lion, horse, or similar heraldic creature must be attached to a shield or armor to function. Attaching or removing it requires a DC 15 Craft (armor) check, 10 minutes, and appropriate tools. Its powers only function if the wearer of the shield or armor has the channel energy and smite abilities. If the wearer dispatches an opponent with a smite attack (killing it, destroying it, or reducing its hit points below 0), she may expend one use of her channel energy ability as a swift action that round.Craft Wondrous Item, cure critical woundsWondrous ItemUltimate Equipment
Insistent Doorknockermoderate transmutation9none50002 lbs.This iron gargoyle face holds an iron ring in its mouth. Once per day, when the flat back of the gargoyle face is placed against a wall, floor, or ceiling, it fuses into place, creating a usable door and penetrating the space beyond up to 1 foot as if using passwall. Speaking the command word again ends the passwall effect, returns the surface to its previous doorless shape, and releases the doorknocker from the surface.Craft Wondrous Item, passwallWondrous ItemUltimate Equipment
Instant Bridgemoderate transmutation10none70005 lbs.This thin steel plate is approximately 1 foot square. When the command word is spoken, it rapidly stretches outward and unfolds, becoming a panel 1 inch thick, 3 feet wide, and up to 30 feet long (stopping its extension when it encounters any resistance, such as a wall, ceiling, or a creature.) Each 5-foot segment of the metal bridge has hardness 10 and 30 hit points. The bridge weighs 300 pounds and can support up to 4,000 pounds. When the command word is repeated, it collapses into its portable form once more. The instant bridge can be activated up to three times per day. If any part of it destroyed while it is extended, it immediately loses all magic.Craft Wondrous Item, shrink item, wall of ironWondrous ItemUltimate Equipment
Instant Fortressstrong conjuration13none550001 lb.This metal cube is small, but when activated by speaking a command word it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens only at the command of the owner of the fortress-even knock spells can't open the door. The adamantine walls of an instant fortress have 100 hit points and hardness 20. The fortress cannot be repaired except by a wish or a miracle, which restores 50 points of damage taken. The fortress springs up in just 1 round, with the door facing the device's owner. The door opens and closes instantly at his command. People and creatures nearby (except the owner) must be careful not to be caught by the fortress's sudden growth. Anyone so caught takes 10d10 points of damage (Reflex DC 19 halves). The fortress is deactivated by speaking a command word (different from the one used to activate it). It cannot be deactivated unless it is empty.Craft Wondrous Item, mage's magnificent mansionWondrous ItemUltimate Equipment
Ioun Torchstrong universal12none75-This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).Craft Wondrous Item, continual flame, creator must be 12th levelWondrous ItemUltimate Equipment
Iron Bands Of Bindingstrong evocation13none260001 lb.This potent item is a 3-inch-diameter rusty iron sphere wrapped in iron bands. When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target creature on a successful ranged touch attack. A single Large or smaller creature can be captured thus and held immobile (as if pinned) until the command word is spoken to bring the bands into spherical form again. The creature can break (and destroy) the bands with a DC 30 Strength check or escape them with a DC 30 combat maneuver check or Escape Artist check. Iron bands of binding are usable once per day.Craft Wondrous Item, grasping handWondrous ItemUltimate Equipment
Iron Flaskstrong conjuration20none1700001 lb.These special containers are typically inlaid with runes of silver and stoppered by a brass plug bearing a seal engraved with sigils, glyphs, and special symbols. When the user speaks the command word, he can force any creature from another plane into the container, provided that creature fails a DC 19 Will save. The range of this effect is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature. The command word can be used only once per day. If the individual freeing the captured creature speaks the command word, the creature can be forced to serve for 1 hour. If freed without the command word, the creature acts according to its natural inclinations. (It usually attacks the user, unless it perceives a good reason not to.) Any attempt to force the same creature into the flask a second time provides it a +2 bonus on its saving throw and makes it hostile. A purchased bottle is empty, but a newly discovered bottle might contain any of the following: d% CONTENTS d% CONTENTS 01-50 Empty 89 Demon (glabrezu) 51-54 Large air elemental 90 Demon (succubus) 55-58 Invisible stalker 91 Devil (osyluth) 59-62 Large earth elemental 92 Devil (barbazu) 63-66 Xorn 93 Devil (erinyes) 67-70 Large fire elemental 94 Devil (cornugon) 71-74 Salamander 95 Agathion (avoral) 75-78 Large water elemental 96 Azata (ghaele) 79-82 Xill 97 Archon (trumpet) 83-85 Yeth hound 98 Rakshasa 86 Demon (shadow) 99 Demon (balor) 87 Demon (vrock) 100 Devil (pit fiend) 88 Demon (hezrou)Craft Wondrous Item, trap the soulWondrous ItemUltimate Equipment
Iron Ropefaint transmutation4none7501 lb.When the end of this gray hemp rope is held and the command word is uttered, it is irrevocably transmuted into solid iron. The transmuted rope loses all magic and has the hardness and hit points of a normal inch-thick iron bar. When crafted, the rope is 25 feet long, but can be cut up to three times and each section of rope can be commanded to harden individually.Craft Wondrous Item, animate ropeWondrous ItemUltimate Equipment
Iron Spike Of Safe Passagefaint illusion3none20002 lbs.When hammered into place this 9-inch iron spike creates an illusion up to 15 feet high and in a 15-foot diameter centered on the spike. The illusion can be of one of the following: a small hillock of appropriate composition for the terrain, a pile of mundane crates or barrels, a mound of rubble, or a small structure (such as a cabin or canvas enclosure). The exact size and specific parameters (such the composition of timber) are chosen when the spike is placed. Interacting with the illusion grants a Will save (DC 12) to disbelieve it. Hammering the spike into place or removing it is a full-round action. The spike can be used any number of times and its effects last until removed.Craft Wondrous Item, silent imageWondrous ItemUltimate Equipment
Key Of Lock Jammingfaint abjuration1none4001/2 lb.This ornate brass key automatically reshapes itself to fit any standard keyhole (generally those in doors scaled for use by Small or Medium creatures, not deliberately oversized locks like the main door to a dwarven fortress). Once placed inside a lock, the key merges with the lock and fills up all open spaces within it, creating a solid piece of metal and making it impossible to unlock it, even with magic. While securing the lock, the key strengthens its materials, adding +2 to the lock's hardness, +8 to its hit points, and +5 to its Break DC. Touching the key and speaking the command word causes the key to disintegrate, leaving the lock intact and rendering the mechanism operable again.Craft Wondrous Item, hold portalWondrous ItemUltimate Equipment
Ki Matmoderate conjuration7none100003 lbs.This humble pad of woven river reeds allows its owner to recover his mental fortitude and ki pool by practicing breathing exercises and other forms of meditation. Each hour its owner spends sitting on the mat without taking any other action, he can attempt to center himself by making a Wisdom check with a DC of 10 + the monk's current number of ki points (note that ability checks, like skill checks, do not automatically succeed on a 20). If the check is successful, the monk regains 1 ki point.Craft Wondrous Item, lesser restoration, creator must be a monkWondrous ItemUltimate Equipment
Knight's Pennon, Battlemoderate abjuration or transmutation6none45001 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, heroismWondrous ItemUltimate Equipment
Knight's Pennon, Honormoderate 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 ItemUltimate Equipment
Knight's Pennon, Parleymoderate abjuration or transmutation6none45001 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, eagle's splendorWondrous ItemUltimate Equipment
Lantern Of Revealingfaint evocation5none300002 lbs.This lantern operates as a normal hooded lantern. While it is lit, it also reveals all invisible creatures and objects within 25 feet of it, just like the spell invisibility purge.Craft Wondrous Item, invisibility purgeWondrous ItemUltimate Equipment
Last Leaves Of The Autumn Dryadmoderate divination and transmutation8none52000-This vibrant cluster of leaves constantly changes hue through the different colors of the autumn season, from brown and red to orange and yellow. Once per day, the bearer may touch the leaves to her tongue to assume tree shape (as the spell) for up to 8 hours, appearing as a healthy tree that is lush with thousands of autumn leaves for the duration of the effect. While in tree form, a creature may release these leaves upon the wind, consciously controlling them as a scrying sensor with the abilities of arcane eye. The leaves have the statistics of an army ant swarm, except the swarm has plant traits, fast healing 5, and vulnerability to fire. The creature may shape the scrying leaves into a semblance of her face, allowing her to speak through the leaves. The leaves' voice is a quiet, dry rustle, and they are capable of conveying most of the creature's intended facial expressions (they can smile, frown, and so on). If the creature has the wild empathy class ability or is a sorcerer with the fey bloodline, she may have any ghost sound, speak with animals, or speak with plants spell she casts originate from the leaves instead of herself, and her tree shape does not prevent her from casting these spells. If the scrying leaves fail to return before creature returns to its normal shape, the magic item does not function for 1 week. During this time, the leaves fade to brown and appear to have a light coating of frost on them.Craft Wondrous Item, arcane eye, tree shape, whispering windWondrous ItemUltimate Equipment
Life Link Badgestrong conjuration13none60001 lb.When this plain leather badge is sewn onto a summoner's armor or clothing, a faded image of his summoner rune appears on its surface. The summoner can add charges to the badge by expending summoner spells slots; the badge gains charges equal to the spell level of the slot expended (maximum 5 charges). Adding charges to the badge is a standard action (regardless of the spell level expended). When the summoner uses his life link ability, instead of sacrificing his own hit points, he may expend charges from the badge to heal the eidolon 1d6 hit points per charge. The summoner does not have to decide how many charges are spent beforehand (he may expend one charge, roll, and decide whether or not to spend more charges for more healing). All charges in the badge are lost when the summoner readies spells after resting.Craft Wondrous Item, rejuvenate eidolon (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Loathsome Mirrorfaint enchantment5none900010 lbs.This buckler-sized mirror magnifies flaws and faults, presenting the least appealing image of any creature reflected in it. The mirror must be held in one hand to function. As a standard action three times per day, the bearer of the mirror can project a reflection onto the creature that produced it, making them appear utterly loathsome to all onlookers. The subject must be within 30 feet of the mirror, and must be able to see the mirror to be affected. For the next 5 rounds any creature attempting to target the subject with a beneficial spell or effect must make a DC 14 Will save. On a failure, the creature must choose a new subject for the spell or effect is wasted. Once a creature succeeds on this saving throw, it can target the subject normally for the remainder of the mirror's effect's duration.Craft Wondrous Item, unadulterated loathing (Ultimate Magic)Wondrous ItemUltimate Equipment
Lyre Of Buildingmoderate transmutation6none130005 lbs.This magical instrument is usually made of gold and inlaid with numerous gems. If the proper chords are struck, a single use of this lyre negates any attacks made against inanimate construction (walls, roof, floor, and so on) within 300 feet. This includes the effects of a horn of blasting, a disintegrate spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes. The lyre is also useful with respect to building. Once a week, its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, etc. The effect produced in 30 minutes of playing is equal to the work of 100 humans laboring for 3 days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If she fails, she must stop and cannot play the lyre again for this purpose until a week has passed.Craft Wondrous Item, fabricateWondrous ItemUltimate Equipment
Malleable Symbolmoderate conjuration9none100001 lb.This undistinguished metal lump has no powers in its default state. By concentrating on it for 1 minute, a creature who worships a deity may transform it into a masterwork holy symbol of that deity. Whenever this holy symbol is used as a focus for channeled energy, as a free action the bearer can alter the channel area to one of the following options: • 10-foot burst centered anywhere within 30 feet • 60-foot line • 30-foot cone The symbol reverts to its nondescript lump form after being away from its bearer for 24 hours.Craft Wondrous Item, mass cure light wounds, creator must be able to channel energyWondrous ItemUltimate Equipment
Mallet Of Buildingmoderate conjuration9none50002 lbs.This heavy builder's mallet has a wooden shaft and a head made from shiny black iron that turns slightly red when held close to metal. The wielder of the mallet can, as a full-round action, swing the hammer to create and immediately hammer into place a copper nail, iron spike, iron piton, or 4-foot wooden fence post. A created fence post can penetrate earth, and the other materials can penetrate earth, wood, or stone. Removing the created item from the surface destroys it, but otherwise the item lasts as long as a normal object of its sort. The mallet can create up to 100 items per day.Craft Wondrous Item, minor creationWondrous ItemUltimate Equipment
Manual Of Warmoderate enchantment10none75002 lbs.Bound in bloodstained leather, this heavy tome is scarred like the flesh of a seasoned warrior and contains many generations of martial knowledge. Once per day, after studying the manual for 1 hour, a fighter may exchange one of her fighter bonus feats for another combat feat. She must meet the prerequisites for this new feat and she cannot alter a feat she is using as a prerequisite for another feat, prestige class, or other ability. This change persists for 24 hours, after which time the fighter's feats return to normal. The fighter may spend 10 minutes studying the manual to end its effects early.Craft Wondrous Item, modify memory, creator must be a fighterWondrous ItemUltimate Equipment
Martyr's Tearmoderate necromancy6none6000-This imperfect, rose-tinted gemstone resembles a teardrop or a broken heart depending on its orientation. Its pale facets are typically marred by a single crack or chip near the gem's middle. Once per day, the bearer may spend a standard action to transfer 3d6 hit points from himself into the gem. This deepens the gem's color, with a stronger color indicating more life energy stored in it. The gem can store a maximum of 18 hit points. If any hit points are stored in the gem, the bearer may touch it himself or another creature as a standard action, transferring all the stored life energy from the gem to the target creature, healing it a number of hit points equal to the amount stored in the gem. This returns the gem to its normal color.Craft Wondrous Item, vampiric touchWondrous ItemUltimate Equipment
Marvelous Pigmentsstrong conjuration15none4000-These pigments enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the image. One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface. Only normal, inanimate objects can be created. Creatures can't be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments-precious metals, gems, jewelry, ivory, and so on- appear to be valuable but are really made of tin, lead, glass, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp. The effect is instantaneous.Craft Wondrous Item, major creationWondrous ItemUltimate Equipment
Master's Perfect Golden Bellstrong abjuration15none2000010 lbs.This lustrous golden bell produces a deep and resonant ring which vibrates in perfect harmony with the Material Plane and destructively interferes with otherworldly beings. These vibrations reduce the damage reduction and spell resistance of all extraplanar creatures within 30 feet by 5 (for example, changing DR 10/magic to DR 5/magic). The bell has no clapper; to ring it, the bearer must attack it with an unarmed strike (this counts as an attack, with no attack roll needed, and does not damage the bell). The ringing lasts 1d6 rounds; stifling the ringing early is a standard action. It can ring for a maximum of 10 rounds per day.Craft Wondrous Item, banishmentWondrous ItemUltimate Equipment
Mattock Of The Titansstrong transmutation16none23348120 lbs.This digging tool is 10 feet long. Any creature of at least Huge size can use it to loosen or tumble earth or earthen ramparts (a 10-foot cube every 10 minutes). It also smashes rock (a 10- foot cube per hour). If used as a weapon, it is the equivalent of a Gargantuan +3 adamantine warhammer, dealing 4d6 points of base damage.Craft Wondrous Item, Craft Magic Arms and Armor, move earthWondrous ItemUltimate Equipment
Migrus Lockermoderate evocation6none1000020 lbs.This small locker is carved from fossilized wood and it is usually found chained and sealed. When the locker is unsealed and opened, the migrus-a desiccated hairless cat with a humanoid face-is found within. After a few moments the migrus animates and begins to clean itself, and its face begins to take the appearance of the creature who opened the migrus locker. The migrus considers the last creature to release it from the locker is its master. The migrus moves in a strange jerky motion. It obeys simple verbal commands from its master. The migrus takes a very literal and brutal approach to problem solving and is fond of taking trophies. If the migrus is slain, it decays messily overnight in a glistening slick of putrid fluid. At the next dawn, the migrus reconstitutes within its locker (if the locker is opened before dawn, the partially-reconstituted migrus is visible inside, consuming the remnants of its former body. The migrus has attributes of a cat familiar (Bestiary 131) except it has the construct type. The migrus always does its best to return to its master and cannot be permanently destroyed by normal means. If the locker is destroyed (hardness 5, 10 hp), the migrus is destroyed, no matter the distance to the locker.Craft Wondrous Item, reincarnate or stone to fleshWondrous ItemUltimate Equipment
Mirror Of Guarding Reflectionsmoderate illusion7none70004 lbs.Reflections visible in this palm-sized hand mirror always seem ghostly and insubstantial. When a creature holding the mirror is targeted by an attack, he can spend an immediate action to summon his reflection from the glass to interpose itself between him and the blow. The reflection functions as an image produced by the spell mirror image. If the image is struck by the attack, it shatters with a resounding crash. The creature that destroyed the image is subject to bad luck; the next time it makes an attack roll or saving throw, it must roll twice and take the worse result. If the attack does not strike the image, the image fades away at the start of the mirror bearer's next turn. The mirror can be used three times per day.Craft Wondrous Item, mirror imageWondrous ItemUltimate Equipment
Mirror Of Life Trappingstrong abjuration17none20000050 lbs.This crystal device is usually about 4 feet square and framed in metal or wood. The frame typically depicts dragons, demons, devils, genies, coiling nagas, or other powerful creatures that are well known for their magical powers. It can be hung or placed on a surface and then activated by giving a command word. The same command word deactivates the mirror. A mirror of life trapping has 15 extradimensional compartments within it. Any creature coming within 30 feet of the device and looking at its own reflection must make a DC 23 Will save or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device always sees its own reflection. The probability of a creature seeing its reflection, and thus needing to make the saving throw, drops to 50% if the creature is aware that the mirror traps life and seeks to avoid looking at it (treat as a gaze attack). When a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but constructs and undead are not trapped, nor are inanimate objects and other nonliving matter. A victim's equipment (including clothing and anything being carried) remains behind. If the mirror's owner knows the right command word, he can call the reflection of any creature trapped within to its surface and engage his powerless prisoner in conversation. Another command word frees the trapped creature. Each pair of command words is specific to each prisoner. If the mirror's capacity is exceeded, one victim (determined randomly) is set free in order to accommodate the latest one. If the mirror is destroyed (hardness 1, 5 hit points), all victims currently trapped in it are freed.Craft Wondrous Item, imprisonmentWondrous ItemUltimate Equipment
Mirror Of Mental Prowessstrong abjuration and divination17none17500040 lbs.This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. A creature who knows the proper commands can cause it to perform as follows. • Read the thoughts of any creature reflected therein, as long as the creature controlling the mirror is within 25 feet of the mirror, even if those thoughts are in an unknown language. • View other places as if with clairvoyance, and the controller can even view locations on other planes if she is sufficiently familiar with them. • Use it as a portal to visit other places. The controller first views the place with the clairvoyance function, then steps through the mirror to the place pictured. Others can follow her through the mirror if they like. An invisible portal remains on the other side where she arrives, and she can return through that portal. Once she returns, the portal closes. The portal closes on its own after 24 hours (trapping the user if she's still in the other place), and the user can also close it with a command word. Creatures with Intelligence scores of 12 or higher might notice the portal just as they might notice a magical sensor from a scrying spell. Any creature who steps through the portal appears in front of the mirror. • Once per week the mirror accurately answers one short question regarding a creature whose image is shown on its surface (giving answers similar to those from the legend lore spell).Craft Wondrous Item, clairaudience/clairvoyance, detect thoughts, gate, legend loreWondrous ItemUltimate Equipment
Mirror Of Oppositionstrong necromancy15none9200045 lbs.This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface and then activated by speaking a command word. The same command word deactivates the mirror. If a creature sees its reflection in the mirror's surface, an exact duplicate of that creature comes into being. This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original (including magic). Upon the defeat or destruction of either the duplicate or the original, the duplicate and its items disappear completely. The mirror functions up to four times per day. Destroying the mirror (hardness 1, 5 hit points) causes all of the duplicates to immediately vanish.Craft Wondrous Item, cloneWondrous ItemUltimate Equipment
Naga-scale Bindimoderate transmutation11none6600-This shining, jewel-like scale is usually worn on the forehead between the eyebrows, though a creature can affix the scale to any part of her body by pressing it to her skin and speaking its command word. Once affixed, the scale causes the creature to take on the attributes of a particular type of naga, chosen when the scale was created. Her skin becomes scaly, her eyes slitted and reptilian, her tongue forked, and her neck lengthens and distends until it resembles a cobra's hood. The creature gains a +4 bonus to her natural armor, darkvision 60 feet, and a poisonous bite attack that deals 1d4 points of damage (1d3 for a Small creature)Bite-injury; save Fort DC 19; frequency 1/round for 6 rounds; effect varies by the scale's naga type (see below); cure 1 save. Each scale also grants its wearer access to a special ability, as follows: Dark naga: The wearer gains a +8 bonus on saves made to resist any form of mind reading and a +2 bonus against charm effects. Poison effect: sleep for 1 round. Guardian naga: The wearer can spit venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make saves to avoid the poison's effect. Poison effect: 1d2 Con damage. Spirit naga: Once per minute, the wearer can attempt to charm a single creature within 30 feet, as the spell charm person (Will DC 19 negates). Poison effect: 1d4 Con damage. Lunar naga: Once per day, the wearer can spend a standard action to fascinate all creatures within 30 feet, as per the spell hypnotism (Will DC 19 negates). Poison effect: 1d3 Con and 1 Wis. Royal naga: Once per day, the wearer can attempt to blind or deafen a single creature within 30 feet, as the spell blindness/ deafness (Will DC 19 negates). Poison effect: 1d6 bleed. Water naga: The wearer gains a swim speed equal to its base land speed, and can breathe water or air. Poison effect: 1 Con. The bindi's effects last for 11 minutes, or until the creature spends a standard action to return to her normal form. The bindi can be used twice before it loses its luster and becomes nonmagical.Craft Wondrous Item, monstrous physique IV (Ultimate Magic)Wondrous ItemUltimate Equipment
Necromancer's Athamemoderate necromancy11none200002 lbs.This pallid length of sharpened thighbone is carved into the shape of a dagger, but with tiny holes bored into it at equal intervals, almost like a flute. A necromancer who selects this athame as his bonded object can use it to spontaneously convert any prepared wizard necromancy spell into any other wizard necromancy spell he knows; the desired spell must be of the same level or lower than the prepared spell.Craft Wondrous Item, create undead, creator must be a necromancerWondrous ItemUltimate Equipment
Needles Of Fleshgravingfaint transmutation5none80001 lb.These tattooing needles can grant a +5 competence bonus on Craft (tattoos) checks. Once per day they can be used to transform an object into a tattoo on a willing creature. This takes 10 minutes. The object may resist with a DC 17 Fortitude saving throw. The transformed object radiates faint transmutation magic and looks like a miniature depiction of itself. The bearer of the tattoo may peel it off as a standard action, transforming it back into its object form. The tattoo automatically reverts back to its object form after 7 days, if dispelled (using the caster level of the needles), or upon the death of the tattooed creature.Craft Wondrous Item, shrink item, creator must have 5 ranks in Craft (tattoos)Wondrous ItemUltimate Equipment
Nightdropsfaint transmutation5none250-This narrow vial holds 5 doses of viscous liquid. When dripped onto a willing creature's eyes, it gives the creature low-light vision for 1 hour. The affected creature takes a -2 penalty on saves against light-based spells and effects and gains the light sensitivity weakness. A dose affects one creature, regardless of how many eyes it has.Craft Wondrous Item, beast shape IWondrous ItemUltimate Equipment
Noble's Vigilant Pillboxfaint divination5none3600-This heart-shaped charm is set with three pearls: one white, one silver, and one black. Inside, a tiny compartment usually contains smelling salts (page 101) or alchemist's kindness (page 100). Each pearl has a primary, passive ability and a secondary, active ability that activates if it is removed from the setting and swallowed (a standard action, as if drinking a potion). Swallowing a pearl destroys it. A command word activates the primary abilities of all three pearls for 1 round. When activated, the white pearl detects poison in a 10- foot radius around the wearer, dulling to a dark gray if poison is within range. If swallowed, it grants the benefit of a delay poison spell. The silver pearl detects diseases in a 10-foot radius, turning bright blue on discovery. If swallowed, it grants the benefit of a remove disease spell. The black pearl turns white if any invisible creature is within 10 feet of the wearer. If swallowed, it grants the benefits of see invisibility for 1 minute. A charms found with missing pearls has its price reduced appropriately; a white pearl is worth 750 gp, a silver pearl is worth 1,150 gp, and black pearl is worth 1,700 gp.Craft Wondrous Item, delay poison, detect poison, remove disease, see invisibilityWondrous ItemUltimate Equipment
Oil Of Silencefaint illusion5none250-When applied to a one-handed or two-handed firearm, this strange grayish oil renders that firearm silent for 1 hour. Five vials of oil of silence can be used in conjunction to silence a Large firearm siege engine, and 10 can be used to silence a Huge firearm siege engine. The oil does not work on firearm siege engines that are larger than Huge.Craft Wondrous Item, silenceWondrous ItemUltimate Equipment
Orb Of Foul Abaddonmoderate conjuration10none180001 lb.This grapefruit-sized sphere of glossy black stone glows with faint whorls of orange fire deep within its inky substance. When held in hand, it can be commanded to unleash a dread bolt once per day. When used as an additional focus for casting a spell with the evil descriptor, the bearer gains a +1 bonus to her caster level for these spells. It bestows one permanent negative level on any good creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by restoration spells) while the bearer has the orb.Craft Wondrous Item, dread bolt (Ultimate Magic), creator must be evilWondrous ItemUltimate Equipment
Orb Of Golden Heavenmoderate evocation10none220001 lb.This alabaster sphere, overlaid with golden bands set with diamonds in runelike patterns, sheds light like a continual flame spell. Making a melee touch attack with the orb has the same effect as dousing the target with a flask of holy water. A good creature may hold the orb in hand and command it to invoke consecrate and searing light each once per day. The orb bestows one permanent negative level on any evil creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by restoration spells) while the bearer has the orb. If the bearer of an orb of golden heaven wears a crown of golden heaven, its light counts as daylight instead of continual flame, and its consecrate acts as if the orb were a shrine to the bearer's deity.Craft Wondrous Item, bless water, consecrate, daylight, searing lightWondrous ItemUltimate Equipment
Orb Of Pure Lawmoderate divination10none600001 lb.This featureless gray stone is perfectly smooth and flawlessly polished. The bearer of an orb of pure law gains a +4 deflection bonus to AC against attacks from chaotic creatures and a +4 resistance bonus on saving throws against polymorph effects, effects with the chaotic descriptor, and effects that inflict the confused condition. When held in hand, the bearer of the orb may use detect chaos and detect law at will. A lawful creature may hold the orb in hand and command it to invoke dispel chaos and arrow of law each once per day. The orb bestows one permanent negative level on any chaotic creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by restoration spells) while the bearer has the orb.Craft Wondrous Item, arrow of law (Ultimate Magic), detect chaos, detect law, dispel chaosWondrous ItemUltimate Equipment
Orb Of Stormsstrong varied18none480006 lbs.This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms. Once per day, she can call upon the orb to use a control weather spell. Once per month, she can conjure a storm of vengeance. The possessor of the orb is continually protected by an endure elements effect.Craft Wondrous Item, control weather, endure elements, storm of vengeanceWondrous ItemUltimate Equipment
Orb Of Utter Chaosmoderate abjuration10none360001 lb.This globe of varicolored material constantly shifts hue and texture, from steel-hard to spongy or even gelatinous. The bearer of the orb is constantly protected by entropic shield. Three times per day, when the bearer holds the orb and casts a spell with the polymorph subtype, chaotic descriptor, or one that gives creatures the confused condition, she may modify her caster level for that spell by 1d6-2. Once per day the bearer may hold the orb and command it to dispel magic. If the dispel check succeeds, the wielder absorbs the unraveled magical energy through the orb and gains the benefit of an aid spell. The orb bestows one permanent negative level on any lawful creature holding or carrying it. The negative level remains as long as the creature has the orb and disappears immediately when the orb is no longer held or carried. This negative level cannot be overcome in any way (including by restoration spells) while the bearer has the orb.Craft Wondrous Item, aid, dispel magic, entropic shieldWondrous ItemUltimate Equipment
Origami Swarmfaint transmutation3none300-This stiff folded paper vaguely resembles a hand-sized pest such as a beetle, spider, or cockroach. Completing two key folds in the paper causes it to multiply into hundreds of similar-sized duplicates of itself. These duplicates fill a 10-foot space and act as a rat swarm, except they have fire vulnerability, the construct type, and do not have the disease special ability. The paper beetles do not attack their creator, but are otherwise uncontrolled and attack anything nearby. After 5 rounds, the beetles crumple and fall inert. Once activated, an origami swarm loses all magic.Craft Wondrous Item, animate objectsWondrous ItemUltimate Equipment
Ornament Of Healing Lightfaint conjuration5none100001 lb.This palm-sized holy symbol is composed of tiny pieces of stained glass held in a gold frame. The exact symbol is determined upon the item's creation. As a free action, the creature holding the ornament can project the image of the holy symbol upon any creature or surface within 15 feet, similar to using a shadow puppet and lamp. This light is not bright enough to illuminate an area. If the bearer is a paladin, she may use her lay on hands ability on a creature touched by the symbol's light (effectively increasing her lay on hands range from touch to 15 feet).Craft Wondrous Item, sacred bond (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Page Of Spell Knowledge 1st-levelstrong transmutation17none1000-This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.Craft Wondrous Item, creator must be able to cast the spell contained in the pageWondrous ItemUltimate Equipment
Page Of Spell Knowledge 2nd-levelstrong transmutation17none4000-This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.Craft Wondrous Item, creator must be able to cast the spell contained in the pageWondrous ItemUltimate Equipment
Page Of Spell Knowledge 3rd-levelstrong transmutation17none9000-This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.Craft Wondrous Item, creator must be able to cast the spell contained in the pageWondrous ItemUltimate Equipment
Page Of Spell Knowledge 4th-levelstrong transmutation17none16000-This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.Craft Wondrous Item, creator must be able to cast the spell contained in the pageWondrous ItemUltimate Equipment
Page Of Spell Knowledge 5th-levelstrong transmutation17none25000-This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.Craft Wondrous Item, creator must be able to cast the spell contained in the pageWondrous ItemUltimate Equipment
Page Of Spell Knowledge 6th-levelstrong transmutation17none36000-This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.Craft Wondrous Item, creator must be able to cast the spell contained in the pageWondrous ItemUltimate Equipment
Page Of Spell Knowledge 7th-levelstrong transmutation17none49000-This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.Craft Wondrous Item, creator must be able to cast the spell contained in the pageWondrous ItemUltimate Equipment
Page Of Spell Knowledge 8th-levelstrong transmutation17none64000-This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.Craft Wondrous Item, creator must be able to cast the spell contained in the pageWondrous ItemUltimate Equipment
Page Of Spell Knowledge 9th-levelstrong transmutation17none81000-This page is covered in densely-worded arcane or divine magical runes. It contains the knowledge of a single arcane or divine spell (chosen by the creator when the item is crafted). If the bearer is a spontaneous spellcaster and has that spell on her class spell list, she may use her spell slots to cast that spell as if it were one of her spells known. A page of spell knowledge is priced based on the spell's cleric or sorcerer/wizard spell level, unless the spell doesn't appear on either of those spell lists, in which case it is based on the highest spell level as it appears on any other spell list. For example, a spell that is on the 4th-level inquisitor list and the 2nd-level paladin list is priced as a 4th-level spell.Craft Wondrous Item, creator must be able to cast the spell contained in the pageWondrous ItemUltimate Equipment
Pearl Of The Sirinesmoderate abjuration and transmutation8none15300-This pearl is worth at least 1,000 gp for its beauty alone, yet if it is clasped firmly in hand or held to the breast while the possessor attempts actions related to the pearl's powers, she understands and is able to employ the item. The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance.Craft Wondrous Item, freedom of movement, water breathingWondrous ItemUltimate Equipment
Philter Of Lovestrong enchantment15none3000-This potent preparation causes a creature who drinks it to fall madly in love with the first creature he or she perceives after consuming it. The drinker's attitude toward that creature becomes helpful. If a romantic attraction is possible toward the first person viewed, the drinker falls in love with that person. Otherwise, the drinker's love is a platonic adoration. The effects of the philter are permanent unless removed by a break enchantment, dispel magic, limited wish, miracle, remove curse, or wish.Craft Wondrous Item, charm monster, permanencyWondrous ItemUltimate Equipment
Pipes Of Dissolutionfaint abjuration5none120003 lbs.Carvings of winter scenes decorate this set of pan pipes. Activating the pipes requires a DC 15 Perform (wind instruments) check. Creatures within 30 feet gain a +2 competence bonus on caster level checks to dispel magical effects and overcome spell resistance. Maintaining the performance is challenging, requiring a move action and a new Perform check each round, with the DC increasing by +1 for each round the instrument is played. The magic ends when the player voluntarily stops or fails the Perform check, after which the pipes cannot be used again for 1 hour.Craft Wondrous Item, dispel magicWondrous ItemUltimate Equipment
Pipes Of Hauntingfaint necromancy4none60003 lbs.This magic item appears to be a small set of pan pipes. When played by a person who succeeds on a DC 15 Perform (wind instruments) check, the pipes create an eerie, spellbinding tune. Those within 30 feet who hear the tune must succeed at a DC 13 Will save or become frightened for 4 rounds. Creatures with 6 or more Hit Dice are unaffected. Pipes of haunting can be sounded twice a day.Craft Wondrous Item, scareWondrous ItemUltimate Equipment
Pipes Of Painmoderate enchantment6none120003 lbs.By making a DC 15 Perform (wind instruments) check, the bearer can use these pipes to create a wondrous melody which fascinates creatures within 30 feet for as long as the bearer continues to play (Will DC 14 negates). This is a mind-affecting sonic compulsion effect. The bearer is immune to the sound of the pipes. When the bearer stops playing, for the next 2d4 rounds all creatures who were fascinated by the music are stricken by intense pain at even the slightest noise. Unless a creature is in a totally silent area, it takes 1d4 points of damage per round on its turn, and it has sonic vulnerability until this time expires. Thereafter, the creature is shaken unless it is in a totally silent area; this hypersensitivity to noise is a curse effect.Craft Wondrous Item, sound burst, creator must have the bardic performance class abilityWondrous ItemUltimate Equipment
Pipes Of Soundingfaint illusion2none18003 lbs.When played by a character who has the Perform (wind instruments) skill, these shiny metallic pan pipes create a variety of sounds that can imitate creatures, environmental sounds, or most other sounds. The figment sounds are the equivalent of ghost sound.Craft Wondrous Item, ghost soundWondrous ItemUltimate Equipment
Pipes Of The Sewersfaint conjuration2none11503 lbs.If the possessor learns the proper tune, he can use these pipes to attract 1d3 rat swarms if any rats are within 400 feet. For each 50-foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a DC 10 Perform (wind instruments) check. Success means that they obey the piper's telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately. The Perform DC increases by +5 for each time the rats have been successfully called in a 24-hour period. If the rats are under the control of another creature, add the HD of the controller to the Perform check DC. Once control is assumed, another check is required each round to maintain it if the other creature is actively seeking to reassert its control.Craft Wondrous Item, charm animal, summon nature's ally I, wild empathy abilityWondrous ItemUltimate Equipment
Polymorphic Pouchmoderate transmutation9none50001 lb.This leather pouch is usually decorated with a druidic motif. Within is an extradimensional space that can hold 4 cubic feet or 40 pounds worth of items and otherwise functions as a small bag of holding. If the bearer uses a polymorph effect or wild shape to transform into an animal, dragon, elemental, magical beast, plant, or vermin, the pouch never merges with her body. It automatically relocates to an easily-accessible place on her body (such as on a belt or a cord around her neck), allowing her to access the pouch and items within it while she is transformed.Craft Wondrous Item, polymorph, secret chestWondrous ItemUltimate Equipment
Portable Holestrong conjuration12none20000-A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight, resulting in a portable extradimensional space. When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains, traveling with the item. The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled. Each portable hole opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a 10-foot radius are drawn there, the portable hole and bag of holding being destroyed in the process.Craft Wondrous Item, plane shiftWondrous ItemUltimate Equipment
Prayer Wheel Of Ethical Strengthfaint transmutation5none100003 lbs.Sacred or profane mantras cover the outer face of this cylindrical wooden block, which rotates around a decorative brass spindle. By holding the spindle in one hand while meditating or resting to regain ki, the bearer may attune his ki points to the wheel. Once attuned, the bearer's ki strikes count as good (if the wheel has sacred mantras) or evil (if the wheel has profane mantras) instead of lawful for the purpose of overcoming damage reduction. This lasts until the next time the bearer rests or meditates to regain ki points. A creature can only be attuned to one prayer wheel at a time, and a prayer wheel can only be attuned to one person at a time. Only creatures who can make lawfully-aligned ki strikes can use a prayer wheel.Craft Wondrous Item, align weaponWondrous ItemUltimate Equipment
Preserving Flask 1st-levelstrong abjuration17none1000-This small, durable flask is designed to preserve alchemical extracts indefinitely. An extract stored in a preserving flask remains potent until it is consumed or otherwise removed from the flask. Preserved extracts count against an alchemist's extracts per day on the day they are prepared, but not on subsequent days. Each flask is capable of preserving an extract of a particular level. An extract stored in the flask retains duration, caster level, and other properties it had when it was created. The flask works on extracts and infusions, but not mutagens.Craft Wondrous Item, creator must be able to create alchemical extracts of the extract level to be storedWondrous ItemUltimate Equipment
Preserving Flask 2nd-levelstrong abjuration17none4000-This small, durable flask is designed to preserve alchemical extracts indefinitely. An extract stored in a preserving flask remains potent until it is consumed or otherwise removed from the flask. Preserved extracts count against an alchemist's extracts per day on the day they are prepared, but not on subsequent days. Each flask is capable of preserving an extract of a particular level. An extract stored in the flask retains duration, caster level, and other properties it had when it was created. The flask works on extracts and infusions, but not mutagens.Craft Wondrous Item, creator must be able to create alchemical extracts of the extract level to be storedWondrous ItemUltimate Equipment
Preserving Flask 3rd-levelstrong abjuration17none9000-This small, durable flask is designed to preserve alchemical extracts indefinitely. An extract stored in a preserving flask remains potent until it is consumed or otherwise removed from the flask. Preserved extracts count against an alchemist's extracts per day on the day they are prepared, but not on subsequent days. Each flask is capable of preserving an extract of a particular level. An extract stored in the flask retains duration, caster level, and other properties it had when it was created. The flask works on extracts and infusions, but not mutagens.Craft Wondrous Item, creator must be able to create alchemical extracts of the extract level to be storedWondrous ItemUltimate Equipment
Preserving Flask 4th-levelstrong abjuration17none16000-This small, durable flask is designed to preserve alchemical extracts indefinitely. An extract stored in a preserving flask remains potent until it is consumed or otherwise removed from the flask. Preserved extracts count against an alchemist's extracts per day on the day they are prepared, but not on subsequent days. Each flask is capable of preserving an extract of a particular level. An extract stored in the flask retains duration, caster level, and other properties it had when it was created. The flask works on extracts and infusions, but not mutagens.Craft Wondrous Item, creator must be able to create alchemical extracts of the extract level to be storedWondrous ItemUltimate Equipment
Preserving Flask 5th-levelstrong abjuration17none25000-This small, durable flask is designed to preserve alchemical extracts indefinitely. An extract stored in a preserving flask remains potent until it is consumed or otherwise removed from the flask. Preserved extracts count against an alchemist's extracts per day on the day they are prepared, but not on subsequent days. Each flask is capable of preserving an extract of a particular level. An extract stored in the flask retains duration, caster level, and other properties it had when it was created. The flask works on extracts and infusions, but not mutagens.Craft Wondrous Item, creator must be able to create alchemical extracts of the extract level to be storedWondrous ItemUltimate Equipment
Preserving Flask 6th-levelstrong abjuration17none36000-This small, durable flask is designed to preserve alchemical extracts indefinitely. An extract stored in a preserving flask remains potent until it is consumed or otherwise removed from the flask. Preserved extracts count against an alchemist's extracts per day on the day they are prepared, but not on subsequent days. Each flask is capable of preserving an extract of a particular level. An extract stored in the flask retains duration, caster level, and other properties it had when it was created. The flask works on extracts and infusions, but not mutagens.Craft Wondrous Item, creator must be able to create alchemical extracts of the extract level to be storedWondrous ItemUltimate Equipment
Pyxes Of Redirected Focusmoderate transmutation9none1000-This round metal container is just large enough to contain the wooden, coin-sized token inside. Each side of the token is inscribed with a different prayer. Once per day, a cleric (or other class with cleric domains) may activate the pyxes and may select any one of her prepared domain spells and replace it with the domain spell of that level from her other domain. For example, a cleric with the Fire and Luck domains could switch her 1st-level prepared burning hands domain spell to true strike. The pyxes has no effect on creatures with no domain spells or only one domain.Craft Wondrous Item, prayerWondrous ItemUltimate Equipment
Racing Broom Of Flyingfaint transmutation5none300003 lbs.A racing broom of flying functions like a broom of flying, except for 9 minutes per day it can fly faster than its standard counterpart. Activating this increased speed is a swift action. The broom's increased fly speed is 60 feet with a load up to 200 pounds, or at a speed of 40 feet carrying up to 400 pounds. Each minute at this faster speed uses 1 hour of the broom's daily flight time. As a swift action, the rider may expend 5 hours of flight time to increase the broom's speed to 120 feet with a load up to 200 pounds, or at a speed of 80 feet carrying up to 400 pounds. This speed boost lasts for 1 round, but when it ends there is a 50% chance that the broom gains the broken condition and is powerless until repaired.Craft Wondrous Item, haste, overland flight, permanencyWondrous ItemUltimate Equipment
Restless Lockpicksfaint transmutation3none80001 lb.This set of mithral masterwork thieves' tools springs to life in the hands of a skilled user. If the user attempts to use the tools to disarm a trap or other device, he may spend a standard action beginning the disarm attempt, after which the tools continue on their own without being held. Thereafter, the bearer may perform other actions or even move away while the tools work. The tools make a Disable Device using the bearer's skill bonus plus the +2 for being masterwork thieves' tools, taking the normal amount of time to disable the device. When the skill check is completed, the tools remain in place until removed from the device. The tools can animate for up to 10 rounds per day. They can take 10 but cannot take 20. If there aren't enough rounds left in the tools to finish a particular check, the bearer can continue where the animated tools left off as long as she is in the square with the tools when the animation duration runs out.Craft Wondrous Item, knock, mage handWondrous ItemUltimate Equipment
Restorative Ointmentfaint conjuration5none40001/2 lb.A jar of this unguent is 3 inches in diameter and 1 inch deep, and contains 5 applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison (as neutralize poison with a +5 bonus on the check). Applied to a diseased area, it removes the disease (as remove disease with a +5 bonus on the check). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as cure light wounds).Craft Wondrous Item, cure light wounds, neutralize poison, remove diseaseWondrous ItemUltimate Equipment
Ring Gatesstrong conjuration17none400001 lb.These always come in pairs-two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within 100 miles of each other to function. Whatever is put through one ring comes out the other, and up to 100 pounds of material can be transferred each day. (Objects only partially pushed through and then retracted do not count.) This useful device allows for instantaneous transport of items or messages, or even attacks. A character can reach through to grab things near the other ring, or even stab a weapon through if so desired. Alternatively, a character could stick his head through to look around. A spellcaster could even cast a spell through a ring gate. A Small character can make a DC 13 Escape Artist check to slip through. Creatures of Tiny, Diminutive, or Fine size can pass through easily. Each ring has an "entry side" and an "exit side," both marked with appropriate symbols. The weight listed is per ring.Craft Wondrous Item, gateWondrous ItemUltimate Equipment
Rope Of Climbingfaint transmutation3none30003 lbs.A 60-foot-long rope of climbing is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner. A rope of climbing can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied, but lowers the DC of Climb checks while using it by 10. A creature must hold one end of the rope when its magic is invoked.Craft Wondrous Item, animate ropeWondrous ItemUltimate Equipment
Rope Of Entanglementstrong transmutation12none210005 lbs.A rope of entanglement looks just like any other hempen rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check. A rope of entanglement has AC 22, 12 hit points, hardness 10, and damage reduction 5/slashing. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed.Craft Wondrous Item, animate objects, animate rope or entangleWondrous ItemUltimate Equipment
Rope Of Knotsmoderate transmutation9none6000-This rope is 100 feet long and can perform all the functions of a rope of climbing. Furthermore, upon command the rope of knots snakes out and knots itself into a rope structure. The rope can tie itself into any structure which can be created out of 100 feet of rope. Possible structures include (but are not limited to) a sturdy rope bridge up to 25 feet long, a 10-foot-square net or hammock, or a 40-foot-tall rope ladder. The rope takes up to 10 rounds to create a complex structure or half that time to return itself to a simple coil. The rope has hardness 1 and 20 hit points. It repairs damage to itself at a rate of 2 hit points every 10 minutes.Craft Wondrous Item, animate ropeWondrous ItemUltimate Equipment
Salve Of Slipperinessmoderate conjuration6none1000-This substance provides a +20 competence bonus on all Escape Artist checks and combat maneuver checks made to escape from a grapple. The salve also grants a +10 competence bonus to the wearer's CMD for the purpose of avoiding grapple attempts. In addition, such obstructions as webs (magical or otherwise) do not affect an anointed individual. Magic ropes and the like do not avail against this salve. If it is smeared on a floor or on steps, the area should be treated as a long-lasting grease spell. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine). Salve of slipperiness is needed to coat the inside of a container meant to hold sovereign glue.Craft Wondrous Item, greaseWondrous ItemUltimate Equipment
Scabbard Of Honingfaint transmutation3none5001 lb.This leather scabbard resizes itself to fit any axe, sword, dagger, or similar item normally stored in a scabbard. Sheathing a nonmagical weapon in the scabbard for 1 minute hones its edge as if it had been sharpened with a whetstone (page 75).Craft Wondrous Item, mendingWondrous ItemUltimate Equipment
Scabbard Of Keen Edgesfaint transmutation5none160001 lb.This black scabbard is engraved with intricate silver runes that depict all manner of bladed weapons. A scabbard of keen edges can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a greatsword. Up to three times per day on command, the scabbard casts keen edge on any blade placed within it. Runes similar to those on the outside of the scabbard appear on a blade while it is under this keen edge effect.Craft Wondrous Item, keen edgeWondrous ItemUltimate Equipment
Scabbard Of Stanchingfaint conjuration5none50002 lbs.This fine, red leather sheath is decorated with gold filigree. It fits any bladed slashing weapon. While worn, a scabbard of stanching protects against bleed damage. Anytime the wearer suffers a bleed effect, the scabbard automatically stanches it. It has no effect on bleed damage from effects that require a DC 16 or higher caster level or Heal check.Craft Wondrous Item, cure light woundsWondrous ItemUltimate Equipment
Scabbard Of Vigorfaint transmutation5none18003 lbs.Once per day, as part of the action of drawing forth the weapon held by a scabbard of vigor, the wearer can order it to endow the weapon with an enhancement bonus on attack and damage rolls. The duration of the effect depends on the desired enhancement bonus for the weapon. BONUS DURATION +4 1 round +3 3 rounds +2 5 rounds +1 10 roundsCraft Wondrous Item, greater magic weaponWondrous ItemUltimate Equipment
School Of Eyesmoderate divination10none5000-This item is a flask of syrupy fluid with an eyeball floating in it. When a creature drinks the entire flask, 1d4 rounds later he is stunned for 1 round as 1d4+1 floating fish with large eyes for heads crawl out of his flesh. Once these eye-fish free themselves, they hover near the drinker, always staying in the drinker's square, and otherwise function as the eyes from a prying eyes spell, except they are Tiny rather than Fine. As long as the drinker has at least three of the fish in his square, he gains a +10 competence bonus on sight-based Perception checks. Every 1d6 x 10 minutes, 1d4+1 more eye-fish crawl out of his flesh, stunning him for 1 round each time. Each flask can produce up to 1d4+10 fish total; once this many have appeared, no more are created. The fish remain until they are destroyed or until 10 hours pass from the time the flask was used.Craft Wondrous Item, prying eyesWondrous ItemUltimate Equipment
Seeker's Sightmoderate divination8none120001 lb.This sight can be attached to a single two-handed firearm. When this is done, the sight becomes part of the weapon, but can be removed from that weapon with a full-round action. A firearm wielder using a firearm that has this sight can choose to spend a full-round action to either locate an invisible creature within line of sight or make a single shot that ignores the invisibility of a creature that she knows is in the area.Craft Wondrous Item, true seeingWondrous ItemUltimate Equipment
Seer's Teafaint divination3none550-This rich tea can be made from any number of herbs. When the tea is brewed without a filter and imbibed, the drinker can read the patterns in the leaves remaining at the bottom of her cup, gaining the benefits of an augury spell. Additionally, the unbrewed tea can be used as an extra material component when casting augury, removing the need for a focus. In this case, the caster instead reveals information as if she had cast divination instead.Craft Wondrous Item, augury or divinationWondrous ItemUltimate Equipment
Sheath Of Bladestealthfaint illusion5none50002 lbs.This mundane-looking but serviceable sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the sheath of bladestealth, both it and the weapon become invisible (as the invisibility spell) until the weapon is drawn, at which point it and the sheath become visible again. The invisible sheathed weapon can still be detected by touch, but the bearer gains a +5 bonus on Sleight of Hand checks to conceal the weapon, and casual inspection does not reveal it at all. Other effects that detect or reveal invisible things work normally on the sheathed weapon.Craft Wondrous Item, invisibilityWondrous ItemUltimate Equipment
Shroud Of Disintegrationmoderate transmutation11none330010 lbs.These burial wrappings are made of fine, embroidered materials. When a body is placed inside, speaking a command word turns the body to dust. The magic of the shroud is usable only once, after which the wrappings become ordinary, fine cloth.Craft Wondrous Item, disintegrateWondrous ItemUltimate Equipment
Silversheenfaint transmutation5none250-This shimmering paste-like substance can be applied to a weapon as a standard action. It gives the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial coats a single melee weapon or 20 units of ammunition.Craft Wondrous ItemWondrous ItemUltimate Equipment
Singing Bell Of Strikingfaint transmutation5none60003 lbs.This simple bowl-shaped bell made of either cold iron or silver is played by rubbing a leather mallet along its rim, creating a ringing sound. By playing the bell while meditating or resting to regain ki, the bearer may attune his ki points to the instrument. Once attuned, the bearer's ki strikes count as cold iron (if the bell is cold iron) or silver (if the bell is silver) instead of magic for the purpose of overcoming damage reduction. This lasts until the next time the bearer rests or meditates to regain ki points. A creature can only be attuned to one singing bell at a time, and a singing bell can only be attuned to one person at a time. Only creatures whose ki strikes normally act as magic weapons can use a singing bell of striking.Craft Wondrous Item, versatile weapon (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Snapleaffaint transmutation5none750-This crystalline carving looks like a hand-sized tree leaf. It is usually worn around the neck on a strap so it is within easy reach, but can be affixed to a belt or clothing just like a badge. While falling, the bearer can snap and destroy a snapleaf as an immediate action to gain the benefits of feather fall and invisibility. The duration of the two effects work independently; ending one early does not affect the other. The item cannot be activated to provide just one of these two effects; they are always activated simultaneously.Craft Wondrous Item, feather fall, invisibilityWondrous ItemUltimate Equipment
Soul Soapfaint abjuration1none2002 lbs.This small bar of coarse gray soap has tiny pieces of ash, coal, or hard earth embedded in it, leaving anyone washed with it as dirty as before. Washing a creature with the soap requires water and takes 1 minute, after which the creature can attempt a new Will saving throw against any hostile ongoing mind-affecting effect currently affecting it. Unwilling creatures must be pinned or otherwise made helpless before they can be washed. The soap is sufficient to wash one creature.Craft Wondrous Item, resistanceWondrous ItemUltimate Equipment
Sovereign Gluestrong transmutation20none2400-This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with 1 ounce of salve of slipperiness, and each time any of the bonding agent is poured from the flask, a new application of the salve of slipperiness must be put in the flask within 1 round to prevent the remaining glue from adhering to the side of the container. A flask of sovereign glue, when found, holds anywhere from 1 to 7 ounces of the stuff (1d8-1, minimum 1), with the other ounce of the flask's capacity taken up by the salve of slipperiness. One ounce of this adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes 1 round to set. If the objects are pulled apart (a move action) before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attempting to separate the two bonded objects has no effect, except when universal solvent is applied to the bond. Sovereign glue is dissolved by universal solvent. The price and creation cost given are per ounce.Craft Wondrous Item, make wholeWondrous ItemUltimate Equipment
Steadfast Gut-stonefaint abjuration3none8002 lbs.This fist sized chunk of off-white stone seems too large to fit inside a human's mouth, but may be swallowed with ease as a standard action. Once ingested, the gut-stone remains active for up to a week, maneuvering itself within the body to protect its bearer's vital organs. Any time an attack would subject the bearer to precision-based damage (such as a critical hit or sneak attack), that damage is instead directed to the gut-stone. All other damage from the triggering attack, as well as damage that surpasses the gut-stone's hit points, is applied to the character normally. A gut-stone has 10 hit points and hardness 0. When a gut-stone is damaged by a melee weapon attack, as a free action its owner may sacrifice the stone to damage the attacker's weapon. Treat this as the bearer making a free sunder combat maneuver against the weapon, except that it does not provoke an attack of opportunity, bypasses the weapon's hardness, and deals 1d4 points of damage. Only one gut-stone may be in a creature's body at a time. Any attempt to swallow a second destroys both stones and forces the creature to make a DC 15 Fortitude save or be sickened for 1 round. If a gut-stone is not used within a week of being swallowed or is destroyed it crumbles apart and is passed harmlessly out of the body.Craft Wondrous Item, magic stone, shield otherWondrous ItemUltimate Equipment
Stone Familiarfaint abjuration3none60002 lbs.This life-sized carving of a Tiny animal is crafted from dark, rough stone. It has a hardness of 8 and 20 hit points. A witch can use the stone familiar to store up to 500 levels of spells (cantrips count as 1/2 level for this purpose). A witch can use the stone familiar to teach her living familiar any spells stored in it, and vice versa. A witch who identifies a stone familiar immediately knows what spells are stored inside it. A stone familiar is never found as randomly generated treasure with spells already stored in it.Craft Wondrous Item, share memory (Ultimate Magic), creator must be a witchWondrous ItemUltimate Equipment
Stone Horse, Courserstrong transmutation14none100006,000 lbs.This item is a roughly hewn statue of a horse, carved from some type of hard stone. A command word brings the steed to life, enabling it to carry a burden and even to attack as if it were a real horse of the appropriate kind. A stone horse is combat-trained. A stone horse can carry 1,000 pounds tirelessly and never needs to rest or eat. Damage dealt to it can be repaired either by feeding it gems (1 hp for every 50 gp value of the gem) or by casting stone to flesh, then using healing spells until it reaches its maximum hit points, at which time it automatically returns to its stone form. There are two sorts of stone horses. Courser: This item has the statistics of a horse with hardness 10. Destrier: This item has the statistics of a heavy horse with hardness 10.Craft Wondrous Item, animate objects, flesh to stoneWondrous ItemUltimate Equipment
Stone Horse, Destrierstrong transmutation14none148006,000 lbs.This item is a roughly hewn statue of a horse, carved from some type of hard stone. A command word brings the steed to life, enabling it to carry a burden and even to attack as if it were a real horse of the appropriate kind. A stone horse is combat-trained. A stone horse can carry 1,000 pounds tirelessly and never needs to rest or eat. Damage dealt to it can be repaired either by feeding it gems (1 hp for every 50 gp value of the gem) or by casting stone to flesh, then using healing spells until it reaches its maximum hit points, at which time it automatically returns to its stone form. There are two sorts of stone horses. Courser: This item has the statistics of a horse with hardness 10. Destrier: This item has the statistics of a heavy horse with hardness 10.Craft Wondrous Item, animate objects, flesh to stoneWondrous ItemUltimate Equipment
Stone Of Alarmfaint abjuration3none27002 lbs.This stone cube, when given the command word, affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile away (assuming no intervening barriers).Craft Wondrous Item, alarmWondrous ItemUltimate Equipment
Stone Of Alliancefaint divination3none5000-This tiny sphere of marble can be used to strengthen an existing link between the user and a creature bound to him. When activated by a creature and then swallowed by that creature's animal companion, bonded mount, or familiar, the stone magically remains inside the companion creature. Thereafter, the master is continually aware of the companion's distance, direction, and general condition as if using the spell status. If the master has line of sight to the companion, he may as an immediate action protect the creature from being harmed by one successful attack, taking the full effect of that attack instead. Once per day the master may spend a standard action to transfer the blinded, dazzled, deafened, fatigued, shaken, or sickened condition from the companion to himself. Alternatively, the master may partially transfer the exhausted, frightened, or nauseated condition from the companion to himself, with he and the companion both suffering the lesser version of that condition (fatigued for exhausted, and so on). The master must be within 30 feet of the companion for him to use either aspect of this ability. The stone remains harmlessly inside the companion until it dies, the master dies, or the master dismisses the companion, at which point it crumbles into a worthless powder and is digested.Craft Wondrous Item, shield other, statusWondrous ItemUltimate Equipment
Stone Of Conjuring Earth Elementalsmoderate conjuration11none900005 lbs.A stone of this nature is typically an oddly shaped bit of roughly polished rock. On command as a full-round action, the bearer may summon an earth elemental. If there is an unbroken piece of unworked stone of at least Huge size nearby, the stone conjures a Huge earth elemental as if using summon monster VI. If there is no such stone available (for example, if there is only sand, earth, worked stone, or smaller pieces of stone), the stone conjures a Large earth elemental as if using summon monster V. The stone cannot summon another elemental until the previous one is dismissed, killed, or the duration of its summoning expires.Craft Wondrous Item, summon monster V, summon monster VIWondrous ItemUltimate Equipment
Stone Of Good Luck (luckstone)faint evocation5none20000-This small bit of agate grants its possessor a +1 luck bonus on saving throws, ability checks, and skill checks.Craft Wondrous Item, divine favorWondrous ItemUltimate Equipment
Stone Salvestrong abjuration and transmutation13none4000-This ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh as the stone to flesh spell. If an ounce of it is applied to the flesh of a nonpetrified creature, it protects the creature as a stoneskin spell. The price and creation cost given are per ounce.Craft Wondrous Item, stone to flesh, stoneskinWondrous ItemUltimate Equipment
Stubborn Nailfaint abjuration3none1001/2 lb.This adamantine piton is 6 inches long. As a standard action, the bearer may push the nail by hand into any non-living material, including metal, stone, or wood. The bearer may push it through more than one item at a time, so long as the total thickness is not greater than the length of the nail. Once pushed into place, the nail is held firmly as if it had been hammered there (a DC 20 Strength check to remove it), although the creature who put it there can remove it as a move action. Once removed, the nail leaves no hole or other sign of its presence. The nail can support 500 pounds. If used to hold a door shut, increase the break DC of the door by +2. If pressed into a lock, the lock cannot be opened until the nail is removed. Once removed, the nail loses all its powers and transforms into a nonmagical iron piton.Craft Wondrous Item, arcane lock, mendingWondrous ItemUltimate Equipment
Summoning Shacklemoderate abjuration11none50001 lb.This small silver shackle is carved with conjuration runes. When used as a focus as part of a summoning spell of 3rd level or less, it creates a faintly-glowing intangible magical chain from the caster to the summoned creature or creatures. The duration of that summoning spell is extended as if using the Extend Spell feat, with no increase in casting time. The chain prevents the creature from moving more than 30 feet from the caster, even when using teleportation (though the caster can use these effects to exceed this distance, which ends the shackling effect immediately). The chain does not otherwise obstruct or interfere with any object or creature other than the summoned creature. The shackle may be used up to five times per day. If the shackle or the chain is dispelled, the range limitation and increased duration ends; if the spell's unmodified duration would already have ended by then, the spell ends immediately.Craft Wondrous Item, Extend Spell, dimensional anchor, summon monster IWondrous ItemUltimate Equipment
Summon-Slave Crystalmoderate necromancy9none10000-This thumb-sized crystalline skull is carved with necromantic runes. Once per day, a spellcaster can grasp the stone while casting a summoning spell. When the spellcasting is finished, the caster may immediately attempt to possess the summoned creature, as if using magic jar, except as a free action. The creature does not get a saving throw to resist, though spell resistance still applies. If successful, the caster possesses the creatures' body until the duration of the summoning spell ends, at which time his mind returns to his body, the creature's mind returns to its body, and the creature disappears.Craft Wondrous Item, magic jarWondrous ItemUltimate Equipment
Sustaining Spoonfaint conjuration5none5400-If this seemingly unremarkable utensil is placed in an empty container, the vessel fills with a thick, pasty gruel. Although the gruel tastes like warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.Craft Wondrous Item, create food and waterWondrous ItemUltimate Equipment
Traveler's Any-Toolmoderate transmutation9none2502 lbs.This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well. The any-tool counts as a set of masterwork artisan's tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.Craft Wondrous Item, major creationWondrous ItemUltimate Equipment
Treasurer's Sealfaint abjuration3none100001 lb.Six inches in diameter, one side of this porcelain seal shows a many-keyholed padlock, while the other displays a lightning bolt superimposed on an open hand. The padlock side is used to lock and alarm doors, chests, and other portals. The bearer may speak a command word to activate it when holding it against a lockable item. If the padlock side of the seal is touching the item, it bestows an alarm (mental alarm) and arcane lock on the target item. If the lightning bolt side of the seal is touching the item, it casts fire trap on the lock (the seal must be held to the lock for 10 minutes to use this ability). A creature carrying the seal can speak a command word to suspend its effects on an item for 1 minute. This ability is usable at will, but only works on effects created by that specific seal. The seal can be used at will but can only maintain effects on three items at any given time. Using it on a fourth item automatically negates the oldest effect.Craft Wondrous Item, alarm, arcane lock, fire trapWondrous ItemUltimate Equipment
Void Dustmoderate transmutation11none4500-Infused with the essence of destruction, a pinch of void dust unmakes force effects. If sprinkled on or thrown at a force effect, it acts as a dispel magic, unless the force effect is immune to dispel magic, in which case it acts like disintegrate. Void dust can be sprinkled on an adjacent force effect or thrown up to 10 feet. No attack roll is required. A single pinch affects only a single force effect. A found container holds three pinches.Craft Wondrous Item, disintegrateWondrous ItemUltimate Equipment
Void Pennantmoderate abjuration10none140001 lb.This long tapering pennant resembles a stylized serpentine figure wearing a shimmering crown. The figure's claws function as clasps, attaching it to a lance, polearm, frame, or staff. The pennant has no effect when not mounted properly, or when activated by a lawfully aligned creature. Planting the pennant in the ground generates an area of twisted space around the flag out to a range of 30 feet. Any creature that teleports into or out of this area is nauseated for 1 round (a DC 18 Fortitude save reduces this penalty to sickened). Any creature may end the effect by uprooting the pennant as a standard action. The pennant functions for 10 rounds per day. These rounds do not need to be consecutive.Craft Wondrous Item, dimensional anchorWondrous ItemUltimate Equipment
Volatile Vaporizer 1st-levelfaint transmutation4none2200-This lime green pill is inedible but turns a potion into a cloud of mist that can be shared by multiple creatures. When placed inside a potion flask, the potion bubbles and froths itself into a pungent 10-foot-radius cloud. Any creature within the cloud when it appears gains the full effect of the potion. The cloud has no effect on creatures that cannot breathe. A creature may automatically resist the effects of the potion cloud by momentarily holding its breath. Using the pill destroys it and the potion. Each pill can only be used on potions of a particular spell level; using it on a potion of a different spell level has no effect (neither the potion nor the pill are consumed). The vaporizer also works on alchemist infusions, but not mutagens, extracts, or magical oils.Craft Wondrous Item, alchemical allocation (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Volatile Vaporizer 2nd-levelfaint transmutation4none3000-This lime green pill is inedible but turns a potion into a cloud of mist that can be shared by multiple creatures. When placed inside a potion flask, the potion bubbles and froths itself into a pungent 10-foot-radius cloud. Any creature within the cloud when it appears gains the full effect of the potion. The cloud has no effect on creatures that cannot breathe. A creature may automatically resist the effects of the potion cloud by momentarily holding its breath. Using the pill destroys it and the potion. Each pill can only be used on potions of a particular spell level; using it on a potion of a different spell level has no effect (neither the potion nor the pill are consumed). The vaporizer also works on alchemist infusions, but not mutagens, extracts, or magical oils.Craft Wondrous Item, alchemical allocation (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Volatile Vaporizer 3rd-levelfaint transmutation4none3800-This lime green pill is inedible but turns a potion into a cloud of mist that can be shared by multiple creatures. When placed inside a potion flask, the potion bubbles and froths itself into a pungent 10-foot-radius cloud. Any creature within the cloud when it appears gains the full effect of the potion. The cloud has no effect on creatures that cannot breathe. A creature may automatically resist the effects of the potion cloud by momentarily holding its breath. Using the pill destroys it and the potion. Each pill can only be used on potions of a particular spell level; using it on a potion of a different spell level has no effect (neither the potion nor the pill are consumed). The vaporizer also works on alchemist infusions, but not mutagens, extracts, or magical oils.Craft Wondrous Item, alchemical allocation (Advanced Player's Guide)Wondrous ItemUltimate Equipment
War Paint Of The Terrible Visagefaint necromancy1none100-This thimble-sized clay container of thick, moist face paint has enough material to paint streaks and whorls of any color on one creature's face. Once applied, the wearer can, as a swift action, make the paint rearrange itself into a ghastly mélange of colors, making her appearance momentarily disturbing and hideous. The wearer chooses one creature who can see her painted face within 30 feet to be affected by cause fear (DC 11). Once the paint is used in this fashion, it loses all magic and becomes normal face paint. Once applied, the wearer has 24 hours to use the paint's magic; otherwise it fades away.Craft Wondrous Item, cause fearWondrous ItemUltimate Equipment
Wasp Nest Of Swarmingmoderate conjuration9none10004 lbs.This is a hand-sized replica of a wasp's nest, crafted out of paper. It is extremely fragile and comes in a snug rigid case. If the nest is placed on the floor or ground, each time a creature passes through that square there is a 50% chance that it kicks or steps on the nest, triggering it. The nest may instead be thrown (range increment 10 feet), triggering when it strikes a hard surface or a creature. When triggered, the nest creates a wasp swarm that attacks the nearest creature and follows it until it is dead, the swarm is killed, or the swarm is unable to reach the target, at which point the swarm attacks the next nearest creature. If the swarm can't find any targets, it waits in place until another creature appears. The swarm dissipates 9 minutes after being released.Craft Wondrous Item, insect plagueWondrous ItemUltimate Equipment
Waters Of Transfigurationmoderate transmutation9none125001 lb.This small lacquered box made from exotic and colorful woods contains five vials and a single dropper. The vials are labeled "glass," "iron," "paper," "stone," and "wood," and each contains a magical fluid that permanently transforms solid objects it touches into that material. Administering the fluid requires the included dropper, is a standard action, and provokes an attack of opportunity (similar to drinking a potion, and the attacker can strike at the dropper instead of the bearer). For example, using the vial marked "paper" on a lock transforms the lock into paper, with all of the various properties of paper (hardness, hit points, flammability, and so on). If the target object has a volume of one cubic foot or less, the transformation occurs instantly. Larger objects slowly transform at a rate of 1 hour per cubic foot of material (maximum 10 cubic feet affected). Each vial contains 5 applications of that particular fluid. Magical and attended objects may resist this transformation with a successful DC 17 Fortitude save.Craft Wondrous Item, fabricateWondrous ItemUltimate Equipment
Well Of Many Worldsstrong conjuration17none82000-This strange, interdimensional device looks just like a portable hole. Anything placed within it is immediately cast to another world-a parallel world, another planet, or a different plane (chosen randomly). If the well is moved, it opens to a new plane (also randomly determined). It can be picked up, folded, or rolled, just as a portable hole can be. Objects from the world the well touches can come through the opening just as easily- it is a two-way portal.Craft Wondrous Item, gateWondrous ItemUltimate Equipment
Werewhistlemoderate transmutation9none8000-This whistle is shaped like a wolf's head and is crafted out of silver. Once per day the bearer may blow the whistle to cause one lycanthrope within 30 feet to make a DC 17 Will save or be forced back into its humanoid form for the next 24 hours.Craft Wondrous Item, baleful polymorphWondrous ItemUltimate Equipment
Wind Fanfaint evocation5none5500-A wind fan appears to be nothing more than a wood and papyrus or cloth instrument with which to create a cooling breeze. By uttering the command word, its possessor causes the fan to duplicate a gust of wind spell. The fan can be used once per day with no risk. If it is used more frequently, there is a 20% cumulative chance per usage during that day that the device tears into useless, nonmagical tatters.Craft Wondrous Item, gust of windWondrous ItemUltimate Equipment
Wind-caller Compassfaint transmutation3none4400-This light gray compass made of fine metal, and is engraved with various depictions of the sun, moon, and clouds. It allows a creature to increase or decrease the intensity of the wind four times per day as if using alter winds.Craft Wondrous Item, alter winds (Advanced Player's Guide)Wondrous ItemUltimate Equipment
Word Bottlemoderate evocation7none15001 lb.This fragile glass flask encloses a single scrap of worn parchment held in place by a taut metal wire threaded through its cork stopper. As a full-round action, a spellcaster can cast a targeted language-dependant spell of 3rd level or lower into the flask as a full round action, which covers the parchment with magical writing and charges the flask with power. The flask cannot be used with spells that have a casting time longer than 1 full round. Any of the spell's variables that are determined by its caster (such as commands given to the spell's target) are decided when the spell is cast into the bottle. The charged flask can be thrown as a splash weapon with a range increment of 10 feet. The flask shatters and is destroyed upon impact, releasing the stored spell. A creature struck by the flask is subject to the effects of spell contained within, just as if it had been the target of the spell. Creatures within 5 feet of the flask when it breaks hear whispery echoes of the spell's words and are also subject to its effects, though they receive a +5 bonus on their saves to resist the spell. If the spell does not ordinarily allow a save, creatures caught in the splash radius may still make a Will save to negate it (with the +5 bonus).Craft Wondrous Item, imbue with spell abilityWondrous ItemUltimate Equipment
Beacon Of True Faithstrong (all schools)20none-12 lbs.The beacon of true faith takes the form of an ornate torch made of electrum. It holds an undying magical flame that requires no fuel or air, and in the hands of most creatures it simply functions as an everburning torch. When held by a divine spellcaster, an outsider with an alignment subtype, or a creature of strong religious faith (GM's discretion, but usually requiring a feat or trait reflecting this devotion), the beacon gains additional powers based on the bearer's alignment. For example, a lawful good paladin gains access to the lawful and good powers, but a neutral cleric gains access to no powers. All of these are command-word activated. Chaotic (violet flame): Word of chaos once per day on command. Good (white flame): Allies within 30 feet of the beacon gain the benefits of protection from evil and heroism. Evil (black flame): Bearer is constantly under the effect of protection from good and may use harm twice per day. Lawful (golden flame): Dictum once per day on command.ArtifactUltimate Equipment
Book Of Infinite Spellsstrong (all schools)18none-13 lbs.This tome bestows the ability to use the spells within its pages upon any bearer of any class. However, a bearer not already able to use spells gains one negative level for as long as the book is in her possession or while she makes use of its powers. A book of infinite spells contains 1d8+22 pages. The nature of each page is determined by a d% roll: 01-50, arcane spell; 51-100, divine spell. Determine the exact spell randomly. Once a page is turned, it can never be flipped back-paging through the book is a one-way trip. If the book is closed, it always opens again to the page it was on before the book was closed. When the last page is turned, the book vanishes. Once per day, the owner of the book can cast the spell to which the book is opened. If that spell happens to be one that is on the character's class spell list, she can cast it up to four times per day. The pages cannot be ripped out without destroying the book. Similarly, the spells cannot be cast as if from a scroll, nor can they be copied into a spellbook-their magic is bound permanently within the book itself. The owner of the book need not have the book in her possession in order to use its power. The book can be stored elsewhere and still allow its owner to cast spells by means of its power, so long as no other creature attempts to make use of the book, in so doing becoming its owner. Each time a spell is cast, there is a chance that the energy connected with its use causes the page to magically turn despite all precautions. The chance of a page turning depends on the spell the page contains and what sort of spellcaster the owner is. CHANCE OF CONDITION PAGE TURNING Caster employing a spell usable 10% by own class and level Caster employing a spell not usable 20% by own class and level Nonspellcaster employing divine spell 25% Nonspellcaster employing arcane spell 30% Treat each spell use as if a scroll were being employed, for purposes of determining casting time, spell failure, and so on.ArtifactUltimate Equipment
Branch Of Lifestrong conjuration15none-11 lb.This verdant branch glows with a soothing, pale green light. Carefully pruned from the world's first tree, this artifact hums with energy. Full of everlasting life, it needs time to transfer its magic. It can cast heal at will, but needs a full hour to do so. Once a day, it can cast resurrection, but it takes the full day to do so. The branch serves only those who are worthy. It will not stay in the possession of a non-good creature for long, disappearing in 1d4 days. It will similarly disappear while in the possession of a good creature who associates with nongood creatures, but this takes 2d8 days to occur.ArtifactUltimate Equipment
Crown Of The Iron Kingstrong enchantment18head-13 lbs.The creation of some long-forgotten tyrant, this iron crown is fitted with four retractable spikes that can slide into the crown's interior. When the crown of the iron king is placed on a creature's head, these spikes burrow violently inward. The wearer becomes the thrall of the creature who placed the crown on it for as long as it wears the crown. The crown must be placed on either a willing or unconscious creature, which takes a full-round action that provokes attacks of opportunity. Taking off the crown also takes a full-round action that provokes attacks of opportunity and can be taken only by the creature who put the crown on the wearer, or at the command of that creature. Although the crown's spikes dig into the head of the wearer, it does no permanent harm aside from leaving four vicious-looking scars once the crown is removed. Once a creature becomes a thrall of the crown's user, it must do everything the user commands, as per the spell dominate person-though the crown's dominance is not limited to humanoids, lasts as long the creature is wearing the crown, and allows no saving throw.ArtifactUltimate Equipment
Deck Of Many Thingsstrong (all schools)20none-1-A deck of many things is usually found in a box or leather pouch. Each deck contains a number of cards or plaques made of ivory or vellum. Each is engraved with glyphs, characters, and sigils. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or worse. The character with a deck of many things who wishes to draw a card must announce how many cards she will draw before she begins. Cards must be drawn within 1 hour of each other, and a character can never draw from this deck any more cards than she has announced. If the character does not willingly draw her allotted number (or if she is somehow prevented from doing so), the cards flip out of the deck on their own. If the Idiot or Jester is drawn, the possessor of the deck may elect to draw additional cards. Each time a card is taken from the deck, it is replaced (making it possible to draw the same card twice) unless the draw is the Jester or the Fool, in which case the card is discarded from the pack. A deck of many things contains 22 cards. To simulate the magic cards, you may want to use tarot cards, as indicated in the second column of the accompanying table. If no tarot deck is available, substitute ordinary playing cards instead, as indicated in the third column. The effects of each card, summarized on the table, are clarified below. Balance: The character must change to a radically different alignment. If the character fails to act according to the new alignment, she gains a negative level. Comet: The character must single-handedly defeat the next hostile monster or monsters encountered, or the benefit is lost. If successful, the character gains enough XP to attain the next experience level. Donjon: This card signifies imprisonment-either by the imprisonment spell or by some powerful being. All gear and spells are stripped from the victim in any case. Draw no more cards. Euryale: The medusa-like visage of this card brings a curse that only the Fates card or a deity can remove. The -1 penalty on all saving throws is otherwise permanent. The Fates: This card enables the character to avoid even an instantaneous occurrence if so desired, for the fabric of reality is unraveled and respun. Note that it does not enable something to happen. It can only stop something from happening or reverse a past occurrence. The reversal is only for the character who drew the card; other party members may have to endure the situation. Flames: Hot anger, jealousy, and envy are but a few of the possible motivational forces for the enmity. The enmity of the outsider can't be ended until one of the parties has been slain. Determine the outsider randomly, and assume that it attacks the character (or plagues her life in some way) within 1d20 days. Fool: The payment of XP and the redraw are mandatory. This card is always discarded when drawn, unlike all others except the Jester. Gem: This card indicates wealth. The jewelry is all gold set with gems, each piece worth 2,000 gp, and the gems are worth 1,000 gp each. Idiot: This card causes the drain of 1d4+1 points of Intelligence immediately. The additional draw is optional. Jester: This card is always discarded when drawn, unlike all others except the Fool. The redraws are optional. Key: The magic weapon granted must be one usable by the character. It suddenly appears out of nowhere in the character's hand. Knight: The fighter appears out of nowhere and serves loyally until death. He or she is of the same race (or kind) and gender as the character. This fighter can be taken as a cohort by a character with the Leadership feat. Moon: This card bears the image of a moonstone gem with the appropriate number of wishes shown as gleams therein; sometimes it depicts a moon with its phase indicating the number of wishes (full = four; gibbous = three; half = two; quarter = one). These wishes are the same as those granted by the 9th-level wizard spell and must be used within a number of minutes equal to the number received. Rogue: When this card is drawn, one of the character's NPC friends (preferably a cohort) is totally alienated and made forever hostile. If the character has no cohorts, the enmity of some powerful personage (or community, or religious order) can be substituted. The hatred is secret until the time is ripe for it to be revealed with devastating effect. Ruin: As implied by its name, when this card is drawn, all nonmagical possessions of the drawer are lost. Skull: A dread wraith appears. The character must fight it alone-if others help, dread wraiths appear to fight them as well. If the character is slain, she is slain forever and cannot be revived, even with a wish or a miracle. Star: The 2 points are added to any ability the character chooses. They cannot be divided among two abilities. Sun: Roll for a medium wondrous item until a useful item is indicated. Talons: When this card is drawn, every magic item owned or possessed by the character is instantly and irrevocably lost, except for the deck. Throne: The character becomes a true leader in people's eyes. The castle gained appears in any open area she wishes (but the decision where to place it must be made within 1 hour). Vizier: This card empowers the character drawing it with the one-time ability to call upon a source of wisdom to solve any single problem or answer fully any question upon her request. The query or request must be made within 1 year. Whether the information gained can be successfully acted upon is another matter entirely. The Void: This black card spells instant disaster. The character's body continues to function, as though comatose, but her psyche is trapped in a prison somewhere-in an object on a far plane or planet, possibly in the possession of an outsider. A wish or a miracle does not bring the character back, instead merely revealing the plane of entrapment. Draw no more cards. PLAQUE TAROT CARD PLAYING CARD SUMMARY OF EFFECT Balance XI. Justice Two of spades Change alignment instantly. Comet Two of swords Two of diamonds Defeat the next monster you meet to gain one level. Donjon Four of swords Ace of spades You are imprisoned. Euryale Ten of swords Queen of spades -1 penalty on all saving throws henceforth. The Fates Three of cups Ace of hearts Avoid any situation you choose, once. Flames XV. The Devil Queen of clubs Enmity between you and an outsider. Fool 0. The Fool Joker (with trademark) Lose 10,000 experience points and you must draw again. Gem Seven of cups Two of hearts Gain your choice of 25 pieces of jewelry or 50 gems. Idiot Two of pentacles Two of clubs Lose 1d4+1 Intelligence. You may draw again. Jester XII. The Hanged Man Joker (without trademark) Gain 10,000 XP or two more draws from the deck. Key V. The Hierophant Queen of hearts Gain a major magic weapon. Knight Page of swords Jack of hearts Gain the service of a 4th-level fighter. Moon XVIII. The Moon Queen of diamonds You are granted 1d4 wishes. Rogue Five of swords Jack of spades One of your friends turns against you. Ruin XVI. The Tower King of spades Immediately lose all wealth and property. Skull XIII. Death Jack of clubs Defeat dread wraith or be forever destroyed. Star XVII. The Star Jack of diamonds Immediately gain a +2 inherent bonus to one ability score. Sun XIX. The Sun King of diamonds Gain beneficial medium wondrous item and 50,000 XP. Talons Queen of pentacles Ace of clubs All magic items you possess disappear permanently. Throne Four of wands King of hearts Gain a +6 bonus on Diplomacy checks plus a small castle. Vizier IX. The Hermit Ace of diamonds Know the answer to your next dilemma. The Void Eight of swords King of clubs Body functions, but soul is trapped elsewhere.ArtifactUltimate Equipment
Hammer Of Thunderboltsstrong varies20none-115 lbs.This +3 Large returning warhammer deals 2d6 points of damage on a successful hit. In the hands of a wielder who wears a belt of giant strength and knows the weapon is a hammer of thunderbolts (not just the +3 warhammer it appears to be), it becomes a +5 Large giant-bane returning thundering warhammer with the following two properties. One, when the bearer hits with the hammer as a thrown attack, it emits a powerful clap of thunder, causing all creatures within 90 feet to be stunned for 1 round (DC 15 Fortitude negates); the wielder is not immune to this effect. Two, the hammer's range increment increases to 30 feet.ArtifactUltimate Equipment
Knucklebone Of Fickle Fortunestrong (all schools)20none-1-At first sight, the artifact appears to be nothing more than a piece of bone worn down to a near sphere, but when a creature picks it up, the knucklebone's true power and nature becomes apparent. When a creature holding the knucklebone of fickle fortune looks upon it, he sees that the bone is actually a perfectly shaped die with 20 sides, each side bearing a glowing red symbol of power. When the creature rolls the die, instead of falling to the floor it rolls upward in mid-air, stopping at the eye level of the creature who rolled it. It then takes its effect, based on the side immediately facing its caster. Roll a 20-sided die to determine the effect (see the table). For effects that are lost if the die is rolled again (such as #17) or a specific result is rolled (such as #14), the character is aware of this restriction. d20 RUNE NAME EFFECT 1 Eya-Doh The character gains 1 permanent negative level. 2 Bvu The character is subject to a powerful compulsion never to roll the knucklebone of fickle fortune again. He can shake this compulsion only by succeeding a DC 25 Will saving throw. He can attempt this saving throw only once per day. 3 Eij The character is affected by a harm spell (caster level 15th). 4 Hor The character is subject to a powerful compulsion to roll the knucklebone three more times immediately (Will DC 25 negates). All three of these rolls are made with a -5 penalty on the knucklebone's die roll (minimum 1). 5 Veh The character is blinded as with blindness/deafness (no saving throw). 6 Chu The character takes 5d10 points of cold damage (DC 25 Fort save for half) and moves at half speed for the next hour (a successful saving throw does not negate the reduced speed). 7 Roh For the next 24 hours, the character suffers a -2 penalty on all skill and ability checks. 8 Seh The character is paralyzed for 2d12 hours, as with hold monster, except he cannot attempt new saving throws to overcome the effect. 9 Kog For the next week, the character emits a horrible smell. He suffers a -4 penalty on Diplomacy and Stealth checks. 10 Vis Once, during the next 24 hours, the character can reroll a single die roll he has just made and take the second result, as if using the good fortune ability from the Luck domain. 11 Fyeh The character gains 100 points of fire immunity, as if using protection from energy. 12 Xal The character gains the benefits of a heroism spell for the next 200 minutes. 13 Yaq For the next 24 hours, when the character hits a target he is flanking with a melee weapon, the attack does +1d6 points of precision damage. 14 Gib Once in the next 24 hours, the character can cast faerie fire (caster level equal to his character level). This ability is lost if the character rolls this result again with the knucklebone of fickle fortune before the 24 hours is concluded. 15 Xku The character is immune to fear for the next 24 hours. 16 Lev Once in the next 24 hours, the character can cast a lightning bolt (caster level equal to his character level). This ability is lost if the character rolls this result again with the knucklebone of fickle fortune before the 24 hours is concluded. 17 Nhi For the next 7 days, when the character is the target of healing magic, he heals an additional 2d8 hit points. This effect is lost if the character rolls the knucklebone of fickle fortune again before the 7 days are concluded. 18 Zmi For the next 24 hours, whenever the character succeeds on a saving throw against a harmful effect that does half damage or partial effect on a failed save, the knucklebone's character takes no damage or suffers no effect. 19 Tem For the next 24 hours, the character automatically confirms all critical hits. 20 Eha-Zah The next time the character dies, he comes back from the dead the very next morning as if the subject of a resurrection spell. This effect is negated if the character rolls the knucklebone of fickle fortune again before he dies.ArtifactUltimate Equipment
Monkey's Pawstrong necromancy and universal20none-12 lbs.This dimension-hopping artifact waits patiently until a creature picks it up. Each time it is picked up by a new user, the monkey's paw grants that creature three wishes, as if it were a ring of three wishes. Once a new user picks up the monkey's paw, it cannot be discarded, not even by way of a wish or a miracle spell. Even if stolen, it reappears among the user's possessions within 1d4 hours. It can only be parted from its bearer when all three of its wishes are used or it is destroyed-but such a feat takes time and patience. When a bearer uses a wish granted by the monkey's paw, he is then subject to a curse, as per the spell major curse (DC 25 to remove; Ultimate Magic 215). This curse manifests as the creature taking a -4 penalty to attack rolls, saves, ability checks, and skill checks until the curse is removed. These penalties are cumulative in cases where multiple wishes are used before past curses are removed. Once all three wishes are used, the monkey paw plane shifts to a random plane and begins the process anew.ArtifactUltimate Equipment
Perfect Golden Lutestrong transmutation20none-13 lbs.The perfect golden lute is said to be a flawless instrument; its tone and clarity are unrivaled. It is an instrument so fine it practically performs itself, granting anyone who plays it a +10 competency bonus on Perform (string instruments) checks with it. A character with ranks in Perform (string instrument) can play the lute to activate countersong, distraction, or fascinate (as the bardic performance abilities) as if he were a 1st-level bard, performing a number of rounds per day equal to his Charisma modifier. If the user of the perfect golden lute is a bard, he adds +2 to the DC of all bardic performance abilities using the lute, and can use bardic performance with the lute for an additional 6 rounds per day.ArtifactUltimate Equipment
Philosopher's Stonestrong transmutation20none-13 lbs.This rare substance appears to be an ordinary, sooty piece of blackish rock. If the stone is broken open (break DC 20), a cavity is revealed at the stone's heart. This cavity is lined with a magical type of quicksilver that enables any character with at least 10 ranks in Craft (alchemy) to transmute base metals (iron and lead) into silver and gold. A single philosopher's stone can turn up to 5,000 pounds of iron into silver (worth 25,000 gp), or up to 1,000 pounds of lead into gold (worth 50,000 gp). However, the quicksilver becomes unstable once the stone is opened and loses its potency within 24 hours, so all transmutations must take place within that period. The quicksilver found in the center of the stone may also be put to another use. If mixed with any cure potion while the substance is still potent, it creates a special oil of life that acts as a true resurrection spell for any dead body it is sprinkled upon.ArtifactUltimate Equipment
Runescarred Dragonshipstrong divination and necromancy13none-126 tonsThis decrepit longship seems barely seaworthy. Its boards are splintered and it is branded with a number of angular runes, each said to bind the soul of a sailor to the vessel. Due to its powerful magic, it is seaworthy and very fast (though it doesn't offer its passengers much in the way of comfort). It needs no crew. Creatures that spend a week on the boat (which is usually discovered drifting aimlessly at sea) find that they can control the boat by just speaking the name of a port or a description of a specific destination that can be reached by way of the sea the runescarred dragonship is currently sailing. The runescarred dragonship then sets sail toward that destination. It always takes the safest path, navigationally speaking, to the spoken destination. If there is more than one creature capable of giving the boat commands, the runescarred dragonship gives each order equal weight, changing its course each time a new command is given. A runescarred dragonship can carry 5 tons of cargo or 120 Medium creatures. It moves at a rate of 10 miles per hour.ArtifactUltimate Equipment
Sphere Of Annihilationstrong transmutation20none-1-A sphere of annihilation is a globe of absolute blackness 2 feet in diameter. Any matter that comes in contact with a sphere is instantly sucked into the void and utterly destroyed. Only the direct intervention of a deity can restore an annihilated character. A sphere of annihilation is static, resting in some spot as if it were a normal hole. It can be caused to move, however, by mental effort (think of this as a mundane form of telekinesis, too weak to move actual objects but a force to which the sphere, being weightless, is sensitive). A character's ability to gain control of a sphere of annihilation (or to keep controlling one) is based on the result of a control check against DC 30 (a move action). A control check is 1d20 + character level + character Intelligence modifier. If the check succeeds, the character can move the sphere (perhaps to bring it into contact with an enemy) as a free action. Control of a sphere can be established from as far away as 40 feet (the character need not approach too closely). Once control is established, it must be maintained by continuing to make control checks (all DC 30) each round. For as long as a character maintains control (does not fail a check) in subsequent rounds, he can control the sphere from a distance of 40 feet + 10 feet per character level. The sphere's speed in a round is 10 feet + 5 feet for every 5 points by which the character's control check result in that round exceeded 30. If a control check fails, the sphere slides 10 feet in the direction of the character attempting to move it. If two or more creatures vie for control of a sphere of annihilation, the rolls are opposed. If none are successful, the sphere slips toward the one who rolled lowest. See also talisman of the sphere.ArtifactUltimate Equipment
Spindle Of Perfect Knowledgestrong transmutation20none-1-The spindle of perfect knowledge is large, bright, and flawless marquise-cut diamond ioun stone the size of a halfling's fist. The gemstone would be a treasure in itself if it lacked magic, but it is also a powerful ioun stone. The spindle of perfect knowledge functions like a headband of mental superiority +4 and grants 5 ranks in two random Knowledge skills. The wearer can communicate and understand languages as if using comprehend languages, tongues, and telepathy with a range of 100 feet.ArtifactUltimate Equipment
Staff Of The Magistrong (all schools)20none-15 lbs.A long wooden staff, shod in iron and inscribed with sigils and runes of all types, this potent artifact contains many spell powers and other functions. Unlike a normal staff, a staff of the magi holds 50 charges and cannot be recharged normally. Some of its powers use charges, while others don't. A staff of the magi does not lose its powers if it runs out of charges. The following powers do not use charges: • Detect magic • Enlarge person (Fortitude DC 15 negates) • Hold portal • Light • Mage armor • Mage hand The following powers drain 1 charge per usage: • Dispel magic • Fireball (10d6 damage, Reflex DC 17 half) • Ice storm • Invisibility • Knock • Lightning bolt (10d6 damage, Reflex DC 17 half) • Passwall • Pyrotechnics (Will or Fortitude DC 16 negates) • Wall of fire • Web These powers drain 2 charges per usage: • Monster summoning IX • Plane shift (Will DC 21 negates) • Telekinesis (400 lbs. maximum weight; Will DC 19 negates) A staff of the magi gives the wielder spell resistance 23. If this is willingly lowered, however, the staff can also be used to absorb arcane spell energy directed at its wielder, as a rod of absorption does. Unlike the rod, this staff converts spell levels into charges rather than retaining them as spell energy usable by a spellcaster. If the staff absorbs enough spell levels to exceed its limit of 50 charges, it explodes as if a retributive strike had been performed (see below). The wielder has no idea how many spell levels are cast at her, for the staff does not communicate this knowledge as a rod of absorption does. (Thus, absorbing spells can be risky.)ArtifactUltimate Equipment
Talisman Of Pure Goodstrong evocation18none-1-A good divine spellcaster who possesses this item can cause a flaming crack to open at the feet of an evil divine spellcaster who is up to 100 feet away. The intended victim is swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be good, and if he is not exceptionally pure in thought and deed, the evil character gains a DC 19 Reflex saving throw to leap away from the crack. Obviously, the target must be standing on solid ground for this item to function. A talisman of pure good has 6 charges. If a neutral (LN, N, CN) divine spellcaster touches one of these stones, he takes 6d6 points of damage per round of contact. If an evil divine spellcaster touches one, he takes 8d6 points of damage per round of contact. All other characters are unaffected by the device.ArtifactUltimate Equipment
Talisman Of Reluctant Wishesstrong conjuration20none-11 lb.A talisman of reluctant wishes appears the same as a stone of controlling earth elementals, a rugged rock that seems to pulse with an inner power. Its powers are quite different, however, and are dependent on the Charisma of the holder. Any character touching a talisman of reluctant wishes must make a DC 15 Charisma check. If the check fails, the talisman acts as a stone of weight (see page 351). Discarding it results in 5d6 points of damage to the character and the disappearance of the talisman. If the check succeeds, the talisman remains with the character for 5d6 hours, or until a wish i s m ade w ith i t, whichever comes first. It then disappears. If the check roll is a natural 20, the talisman remains for a number of months equal to the character's Charisma score, resisting any effort to get rid of it by reappearing in the character's possession, in a back pocket, at the bottom of his pack, or the like. The artifact grants one wish for every 6 points of the character's Charisma (round down). It grows warm and throbs whenever its possessor comes within 20 feet of a mechanical or magic trap. (If the talisman is not held, its warning heat and pulses are of no avail.) Regardless of which reaction results, a talisman of reluctant wishes disappears when its time expires, leaving behind a large diamond in its stead, valued at 1,000 gp per point of the character's Charisma.ArtifactUltimate Equipment
Talisman Of The Spherestrong transmutation16none-11 lb.This small adamantine loop and handle is typically fitted with a fine adamantine chain so that it can be worn as a necklace. A talisman of the sphere is worse than useless to those unable to cast arcane spells. Characters who cannot cast arcane spells take 5d6 points of damage merely from picking up and holding a talisman of this sort. However, when held by an arcane spellcaster who is concentrating on control of a sphere of annihilation, a talisman of the sphere doubles the character's modifier on his control check (doubling both his Intelligence bonus and his character level for this purpose). If the wielder of a talisman establishes control, he needs to check for maintaining control only every other round thereafter. If control is not established, the sphere moves toward him. Note that while many spells and effects of cancellation have no effect upon a sphere of annihilation, the talisman's power of control can be suppressed or canceled.ArtifactUltimate Equipment
Talisman Of Ultimate Evilstrong evocation18none-1-An evil divine spellcaster who possesses this item can cause a flaming crack to open at the feet of a good divine spellcaster who is up to 100 feet away. The intended victim is swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be evil, and if she is not exceptionally foul and perverse in the sights of her evil deity, the good character gains a DC 19 Reflex save to leap away from the crack. Obviously, the target must be standing on solid ground for this item to function. A talisman of ultimate evil has 6 charges. If a neutral (LN, N, CN) divine spellcaster touches one of these stones, she takes 6d6 points of damage per round of contact. If a good divine spellcaster touches one, she takes 8d6 points of damage per round of contact. All other characters are unaffected by the device.ArtifactUltimate Equipment
Weird Queen's Magpiestrong enchantment and evocation15none-12 lbs.Created by an ancient fey queen who could see the threads of fate, this intelligent, magical construct bird is made of bones fused by alchemy and magic. Though it takes the shape of a bird constructed of alchemically hardened and magically enhanced bone, its stats and abilities are similar to that of a clockwork spy (Bestiary 3 58) except that it has perfect maneuverability and DR 20/-. A creature wishing to use this artifact must be neither good nor evil and must spend at least 24 hours with the magpie in its possession. Once it does so, the magpie serves its bearer until it is dismissed, its master commits an evil or good act that requires atonement, or the magpie is destroyed. Furthermore, the weird queen's magpie has the following abilities. • Three times per day on command, and while in contact with the artifact, the bird's bearer can use it as a pearl of power (see page 314), but the spell recalled can be of any level. • At will and on command, the bird's master can make it go forth and send messages, as if it were the subject of an animal messenger spell. • Three times per day on command, the bird's master can have the magpie cast breath of life.ArtifactUltimate Equipment
Axe Of The Dwarvish Lordsstrong conjuration and transmutation20none-112 lbs.This is a +6 keen throwing goblinoid bane dwarven waraxe. Any dwarf who holds it doubles the range of his or her darkvision. Any non-dwarf who grasps the Axe takes 4 points of temporary Charisma damage; these points cannot be healed or restored in any way while the Axe is held. The current owner of the Axe gains a +10 bonus on Craft (armor, jewelry, stonemasonry, traps, and weapons) checks. The wielder of the Axe can summon an elder earth elemental (as summon monster IX; duration 20 rounds) once per week.ArtifactUltimate Equipment
Bottle Of The Boundstrong abjuration20none-14 lbs.The Bottle of the Bound is an ancient brass bottle with a narrow neck and a rounded belly, slightly flattened on the bottom so it stands upright when resting on a table. The bottle's tight-fitting stopper is engraved with sigils of binding and sealed with lead. Legends say a wizard of tremendous power and wisdom enchanted a fiendish army and trapped it within the bottle for all time. The Legion of the Bound may be called forth from the bottle by its wielder and forced to serve, as they were once commanded to build a fantastic ancient city, long since buried beneath the dust of the ages. But the bottle endures, its inhabitants still bound. A would-be wielder of the Bottle of the Bound must know three secret commands: the Word of Opening, to unseal the bottle so the stopper can be removed; the Word of Binding, to call forth and command its denizens; and the Word of Banishment, to return the Bound Ones to the bottle. A holder who knows the words may use the bottle like a summon monster IX spell at will, except only creatures of the evil subtype can be summoned. The summoned creatures remain until the sun next rises or sets, and no new creatures can be summoned from the bottle until the initial summoned creatures' destruction or return. No known force can open the bottle without the Word of Opening. If the bottle is opened without the use of the Word of Binding, its 666 inhabitants are freed, one each minute starting from 1st-level creatures and moving on to higher-level ones, until they all escape. If one of the Bound is called forth and commanded without the Word of Banishment being uttered, it is free after it performs the task for which it was summoned. The Words to use the Bottle of the Bound have been lost for uncounted years, although some sages believe they know at least one or two of them.ArtifactUltimate Equipment
Brazen Eggoverwhelming conjuration25none-12 tonsThis Huge, egg-shaped, intelligent, plane-shifting vessel is constructed almost entirely of brass. The exterior appears to be one crafted and polished sheet of metal, but it does have a door that can be opened. The Brazen Egg's inside has enough room to transport no more than eight Medium creatures, two Large creatures, or one Huge creature (as long as the Huge creature is squeezing). The egg has two methods in which it can move itself. The first is by a method similar to the dimension door spell, but the egg and all creatures within the egg are teleported. The second method is similar to the plane shift spell, though the egg can move to any plane it desires (it needs no focus) and when the egg plane shifts so do all creatures currently within it. The egg has its own quirky, unabashed personality and can telepathically communicate with all creatures inside it or within 100 feet, regardless of language. The Brazen Egg's chief goal is to disrupt that plans of Hell's archdevils, but it requires the help of other creatures to do so. It often trades its ability to teleport and plane shift in order to gain such aid, but in dire circumstances it has the ability to enchant creatures in order to achieve its goals-and when it is close to reaching its goals it has little compunction in doing so. Once per day, the egg can affect a single creature within it as per the spell dominate person (though it is not limited to humanoids and can affect any living creature). Additionally up to three times per day it can affect creatures within it as per the spell mass charm monster.ArtifactUltimate Equipment
Celestial Lensstrong evocation20none-12,400 lbs.The celestial lens is a 12-foot-diameter lens mounted in a rune-covered circular frame of strange, alien metal, floating in a permanent orbit around a temple dedicated to the sun. Several smaller lenses of similar design hover around the primary lens like a bizarre orrery, moving into place to focus the arcane rays of the device. The celestial lens was c reated to capture the light of sacred eclipses and solar conjunctions, as well as the refracted darkness found between stars. Celestial rays can be directed in an extremely powerful beam of energy that manifests as a vertical column of searing light focused directly below the celestial lens. Depending on the will of the controller and GM adjudication for inclement weather, such blasts deal between 5d6 and 20d6 points of damage in a 5-foot-radius cylinder extending from the lens to the ground or target. During the day, half the damage is fire damage, but the other half results directly from divine power and is therefore not reduced by resistance to fire-based attacks. At night, the device focuses distant starlight, and the maximum damage is only 10d6, although the lens does not function at all for 1 hour before sunrise and 1 hour after sunset. The lens moves with a constant speed of 20 feet and damages everything caught in the affected areas each round. Victims may make a DC 25 Reflex save for half damage. The lens orbits at a static height of 100 feet from the ground and moves at a speed of 20 feet per round. It cannot be stopped or accelerated, although the path of the transit can be altered by a user in possession of the flame of guidance. When not directed, the lens maintains its last commanded path, eventually curving into a new elliptical orbit around its temple, scorching a path through whatever lies below. The user can alter both the damage (up to the maximum for the current lighting conditions) and the orbit in any direction, but the lens must move 20 feet each round, and cannot travel more than 3 miles from the temple in any direction before it curves back around and begins returning. Only divine intervention or powerful magic like wish or miracle can overcome this limited range, making a new person or place the center of the lens's orbit.ArtifactUltimate Equipment
Cloud Castle Of The Storm Kingstrong (all schools)20none-1-Once the fortress of a legendary tyrant known only as the Storm King, this castle now wanders the known universe, sometimes at the whim of its master, but often as a drifting and aimless haunt of powerful monsters, ignorant of-or unable to tap into-its fantastic power. This grand and opulent castle is held aloft and propelled by a foundation of storm clouds constantly rumbling with thunder and crackling with electrical storms. Atop the massive storm cloud, the castle is shaped like a square, with 80-foot guard towers at each corner. At its center is a 140-foot tower with seven levels and more than 30 chambers. The central tower is well appointed with many halls, living chambers, suites, privies, kitchens (with pantries that magically replenish food stores every fortnight), and laboratories suitable for arcane and alchemical study. Each guard tower has living chambers and barracks for up to 25 guards, and one tower has an adjoining stable that can hold up to a dozen griffons, hippogriffs, pegasi, or even terrestrial mounts. In all, the tower can comfortably support a population of 300 Medium creatures. In order to fully take control of the castle, a creature must be at least 17th level, and must have the Leadership feat and 17 ranks in Knowledge (arcana). If the castle already has a master, that master must be defeated before another can take her place. The castle's movement is controlled by way of a control chamber located at the heart (a central chamber on its 4th floor). There, a font of pure elemental water serves as a scrying device for the castle's master, though it can view only places inside the castle or within 100 feet of it. The master (or a person she designates) can direct the castle's motion from within the chamber. It has a fly speed of 250 feet (clumsy) and uses the Fly skill modifier of the person controlling its motion; the castle can hover without needing to make a Fly check and never risks falling due to a failed check. When not being controlled, the castle moves randomly, sometimes changing direction every minute, sometimes holding the same course for days at a time, but always avoiding the ground or other hazards. It has the ability to travel to other planes, though no master other than the Storm King is known to have invoked this power. The master of the castle gains the following spell-like abilities. • Call lightning storm 1/day. The master must be in the control chamber or one of the towers to use this ability. • Guards and wards 1/day on the central tower. • Storm of vengeance 1/day. The master must be in the control chamber to use this ability, and the storm rains down from the castle's cloudy base upon everything within range underneath (2,200 feet). • Wind wall at will. This effect surrounds the entire castle at a range of 100 feet, and can be raised or lowered by the master (or a creature he or she designates) from the control room or any tower as a standard action.ArtifactUltimate Equipment
Codex Of The Infinite Planesoverwhelming transmutation30none-1300 lbs.The Codex is enormous-supposedly, it requires two strong men to lift it. No matter how many pages are turned, another always remains. Anyone opening the Codex for the first time is utterly annihilated, as with a destruction spell (Fortitude DC 30). Those who survive can peruse its pages and learn its powers, though not without risk. Each day spent studying the Codex allows the reader to make a Spellcraft check (DC 50) to learn one of its powers (choose the power learned randomly; add a +1 circumstance bonus on the check per additional day spent reading until a power is learned). However, each day of study also forces the reader to make a Will save (DC 30 + 1 per day of study) to avoid being driven insane (as the insanity spell). The powers of the Codex of the Infinite Planes are as follows: astral projection, banishment, elemental swarm, gate, greater planar ally, greater planar binding, plane shift, and soul bind. Each of these spell-like abilities are usable at will by the owner of the Codex (assuming that he or she has learned how to access the power). The Codex of the Infinite Planes has a caster level of 30th for the purposes of all powers and catastrophes, and all saving throw DCs are 20 + spell level. Activating any power requires a Spellcraft check (DC 40 + twice the spell level of the power; the character can't take 10 on this check). Any failure on either check indicates that a catastrophe befalls the user (roll on the table below for the effect). A character can incur only one catastrophe per power use. d% CATASTROPHE 01-25 Natural Fury: An earthquake spell centered on the reader strikes every round for 1 minute, and an intensified storm of vengeance spell is centered and targeted on the reader. 26-50 Fiendish Vengeance: A gate opens and 1d3+1 balors, pit fiends, or similar evil outsiders step through and attempt to destroy the owner of the Codex. 51-75 Ultimate Imprisonment: Reader's soul is captured (as trap the soul; no save allowed) in a random gem somewhere on the plane while his or her body is entombed beneath the earth (as imprisonment). 76-100 Death: The reader utters a wail of the banshee and then is subject to a destruction spell. This repeats every round for 10 rounds until the reader is dead.ArtifactUltimate Equipment
Deathbalm Talismanmoderate conjuration5neck50001 lb.A deathbalm talisman grants its wearer a +5 resistance bonus on Fortitude saves against disease or poison, and if placed around the neck of an individual already suffering the effects of poison or disease, it allows a new save (with no additional bonus from the deathbalm talisman) to immediately remove the affliction. Whenever a wearer successfully saves against the effects of disease or poison while wearing a deathbalm talisman, it becomes dormant for 24 hours. After this time has passed, it refreshes and functions again. A character who wears a functioning deathbalm talisman for a period of 24 hours heals 1d4 points of ability damage to any one ability score currently suffering ability damage.Craft Wondrous Item, lesser restoration, neutralize poison, remove diseaseWondrous ItemAP 62
Wax Of Defiancefaint abjuration5none1200-This waxy amber substance is typically stored in a lidded container that holds 10 applications. One application is enough to plug both of a creature's ears-applying the wax is a standard action. Once applied, the wax imparts a -2 penalty on Perception checks, but imparts a +4 resistance bonus on all saving throws against charm or language-dependant compulsion effects, like charm monster, command, and suggestion. If placed in the ears of a willing or helpless creature currently under a charm or language-dependant compulsion effect, the dose immediately allows the creature to make a new saving throw against the original effect to throw off the charm or compulsion effect (although without the normal +4 bonus granted by the wax if used when a creature is first targeted by such an effect). A single dose of wax of defiance lasts for 1 hour once applied.Craft Wondrous Item, break enchantment, silenceWondrous ItemAP 62
Glaive-guisarme Of The Vanguardmoderate transmutation8none951210 lbs.This well-crafted +1 glaive-guisarme has an image of a roaring lion built into its fastener, and the entire weapon is unnaturally warm to the touch. When used to brace against a charge, this weapon acts as a +3 glaive-guisarme and deals an additional 2d6 points of precision damage on a successful hit, in addition to dealing double damage against a charging character for being a weapon with the brace special feature.Craft Magic Arms and Armor, true strikeWeaponKnights Of The Inner Sea
Knight-captain's Lancemoderate evocation6none2271013 lbs.This ornate +2 lance changes in color and style to match the armor of the wielder. A bright pennon flies from the end of the lance, mounted just behind the lance's point, and if the wielder has personal heraldry, the pennon displays that heraldry. This pennon can serve as a cavalier's banner. The weapon counts as alchemical silver for purposes of penetrating DR. Three times per day, when the wielder successfully damages a target with the knight-captain's lance, as a swift action she may grant all allies within 60 feet a +2 morale bonus on the next attack roll they make against the same target. The bonus lasts for 1 round.Craft Magic Arms and Armor, divine favorWeaponKnights Of The Inner Sea
War Lancemoderate abjuration8none1031010 lbs.Shorter and thicker than most lances, this +3 lance has a full-sized shield worked into the vamplate, though it is too heavy to count as a shield for shield bash and similar maneuvers, and does not automatically grant the wielder a shield bonus to AC. However, a war lance grants the wielder and her steed a +2 shield bonus to AC when the wielder is mounted.Craft Magic Arms and Armor, shieldWeaponKnights Of The Inner Sea
Armiger's Panoplyfaint transmutation3wrists72001 lbs.An armiger's panoply is a magic item set made up of one pair of bracers and a large leather sack. The bracers are normally forearm guards made in the style of masterwork padded or quilted cloth armor. They are often made of silk or high-quality linen, though they can also be crafted of leather or even chain links. A command word is normally inscribed on the inside of one of the bracers. The sack can be used to store a single suit of armor, including a shield. The armor retains its normal weight when stored. If items other than a suit of armor and a shield are put in the sack, they immediately fall through. Three times per day, the wearer of the bracers can speak the panoply's command word to have the suit of armor and shield stored in the sack teleport onto the wearer. The sack must be within 500 feet of the wearer of the bracers in order to function. If the wearer is already in a suit of armor, it is teleported into the sack at the same time the new armor is teleported onto the user's body. As long as the armor to be worn is the same size as the user, it fits perfectly and doesn't interfere with anything else worn or hindering the user, including any grapple or tight space the wearer might be trapped in.Craft Wondrous Item, effortless armorUCWondrous ItemKnights Of The Inner Sea
Bridle Of Tricks (3 Tricks)faint divination5head9002 lbs.Appearing to be a finely crafted bridle of polished steel and blue-dyed leather, a bridle of tricks can be placed on any animal or magical beast with an appropriate shape to wear a bridle (creatures with unusual anatomies may be affected with GM discretion). While wearing the bridle, a creature is treated as knowing three, four, or five additional tricks, as if it had been taught the tricks with the Handle Animal skill. The tricks granted by a bridle of tricks are set when it is created, and cannot be changed. The most common tricks found in a bridle of tricks are attack, defend, fetch, guard, and heel. See the Handle Animal description on page 97 of the Core Rulebook for more information on tricks, and Pathfinder Player Companion: Animal Archive for new additional tricks.Craft Wondrous Item, speak with animals, creator must have 5 ranks in the Handle Animal skillWondrous ItemKnights Of The Inner Sea
Bridle Of Tricks (4 Tricks)faint divination5head16002 lbs.Appearing to be a finely crafted bridle of polished steel and blue-dyed leather, a bridle of tricks can be placed on any animal or magical beast with an appropriate shape to wear a bridle (creatures with unusual anatomies may be affected with GM discretion). While wearing the bridle, a creature is treated as knowing three, four, or five additional tricks, as if it had been taught the tricks with the Handle Animal skill. The tricks granted by a bridle of tricks are set when it is created, and cannot be changed. The most common tricks found in a bridle of tricks are attack, defend, fetch, guard, and heel. See the Handle Animal description on page 97 of the Core Rulebook for more information on tricks, and Pathfinder Player Companion: Animal Archive for new additional tricks.Craft Wondrous Item, speak with animals, creator must have 5 ranks in the Handle Animal skillWondrous ItemKnights Of The Inner Sea
Bridle Of Tricks (5 Tricks)faint divination5head25002 lbs.Appearing to be a finely crafted bridle of polished steel and blue-dyed leather, a bridle of tricks can be placed on any animal or magical beast with an appropriate shape to wear a bridle (creatures with unusual anatomies may be affected with GM discretion). While wearing the bridle, a creature is treated as knowing three, four, or five additional tricks, as if it had been taught the tricks with the Handle Animal skill. The tricks granted by a bridle of tricks are set when it is created, and cannot be changed. The most common tricks found in a bridle of tricks are attack, defend, fetch, guard, and heel. See the Handle Animal description on page 97 of the Core Rulebook for more information on tricks, and Pathfinder Player Companion: Animal Archive for new additional tricks.Craft Wondrous Item, speak with animals, creator must have 5 ranks in the Handle Animal skillWondrous ItemKnights Of The Inner Sea
Champion's Bannerfaint transmutation5none80003 lbs.A champion's banner 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 unless it is mounted properly and a wielder is carrying the object bearing it. It depicts the insignia or heraldic symbol of its wielder; if the wielder has no such symbol, it depicts a heraldic lion. A character with the challenge class feature carrying a champion's banner treats his class level as 4 levels higher when determining the effect of his challenge ability. This does not alter the number of times per day the wielder may use his challenge ability, only the value of the bonuses it grants when he does so.Craft Wondrous Item, eagle's splendor, creator must have 5 ranks in the Knowledge (nobility) skillWondrous ItemKnights Of The Inner Sea
Commander's Bannerfaint transmutation5none100003 lbs.A commander's banner 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 unless it is mounted properly, and a wielder is carrying the object bearing it. It normally depicts the insignia or heraldic symbol of a particular noble. A character with the tactician class feature carrying a commander's banner can use her tactician ability one additional time per day, she can use it to grant the teamwork feat granted by the tactician ability to allies within 60 feet (rather than 30 feet), and allies can use the granted feat for 2 rounds longer than normal.Craft Wondrous Item, eagle's splendor, creator must have 5 ranks in the Diplomacy skillWondrous ItemKnights Of The Inner Sea
Crusader's Tabardfaint transmutation5body60002 lbs.A crusader's tabard is a sturdy cloth vestment worn over armor and other clothing. It is normally decorated with the symbol or heraldic device of the owner, and may be trimmed with expensive and delicate materials (such as silk, fur, or cloth of gold). Once per day, the wearer of the tabard may say its command word (often a family motto); thereafter, the wearer can spend a standard action (instead of a full-round action) to move up to his speed and make a single charge attack. This ability lasts until used or for 1 minute, whichever duration is shorter.Craft Wondrous Item, hasteWondrous ItemKnights Of The Inner Sea
War Saddlefaint divination5belt500020 lbs.This military saddle is made of cured hide, with numerous straps and hooks to allow it to be easily configured to fit different sizes of animals and saddlebags. Any creature of the animal or magical beast type of an appropriate shape to wear a saddle (creatures with unusual anatomies may be affected with GM discretion) can wear the war saddle, which magically changes size and shape as necessary. The saddle allows the creature wearing it to act as if it were combat trained (see the Handle Animal description on page 97 of the Core Rulebook for more information on combat training), and gives the rider a +5 competence bonus on Ride checks made while mounted upon the creature.Craft Wondrous Item, speak with animals, creator must have 5 ranks in the Ride skillWondrous ItemKnights Of The Inner Sea
Apollyon Ringstrong divination and necromancy [evil]20ring-1-Upon donning the , the wearer experiences an increased state of being, her consciousness becoming an infectious disease known as the Mark of the Prophet. The wearer is the host of this disease, but is immune to its effects. Any creature that comes into physical contact with the wearer (or with one afflicted by the disease) must make a successful Fortitude save or be infected. The disease causes 1d4 points of ability damage, with the affected ability being the wearer's highest ability score (or her choice in the case of equally high scores). The disease's other effects are detailed below. The saving throw to resist the disease is equal to 10 + the wearer's Hit Dice + her Charisma modifier. This disease can be cured as normal. Creatures immune to disease are immune to any disease created by the , but also gain none of the abilities granted by wearing the ring. Any creature infected by the disease becomes a potential host for the ring wearer's senses. The wearer always knows how many creatures are infected and can detect any one of them as a standard action as per the status spell. Additionally, by spending a minute concentrating, the wearer can see and hear using any infected individual's senses, as per the clairaudience/clairvoyance spell. The wearer remains dimly aware of her surroundings while making use of this effect, and may end it as an immediate action. She may use this ability any number of times per day. Once per day, she may also either cure any number of individuals infected with the disease within 300 feet, or force them to make an additional save against its effects at a -5 penalty. Removing the or killing the wearer instantly cures all creatures afflicted by the Mark of the Prophet.ArtifactArtifacts & Legends
Blackaxestrong conjuration20none-150 lbs.Blackaxe is a Huge +5 plant bane greataxe which is considered epic and can penetrate epic damage reduction. Virulent acid constantly seeps from its blade, dealing +1d6 points of acid damage on a successful hit. On a successful critical hit, Blackaxe deals an additional +2d10 points of acid damage. Once per minute, the weapon's wielder can use heal on herself by striking a living and nonmagical tree with Blackaxe, causing the tree to wither to ash. The artifact is inexorably tied to the nascent demon lord Treerazer, who can call Blackaxe to his hand as a free action, despite any intervening distance, so long as Blackaxe is not kept in an area that prevents teleportation effects from occurring. While Blackaxe is wielded by another creature, Treerazer always knows that creature's location and condition (as via the discern location and status spells), and by concentrating can observe the world around the wielder as if using that wielder's senses. While in this state, Treerazer may use any of his spell-like abilities through the link, treating Blackaxe as if it were the source of the spell-like ability. Each time Treerazer does so, Blackaxe's wielder must make a successful DC 25 Will save to avoid being staggered for 1 round from the flow of power. These spell-like abilities trigger during the wielder's turn in initiative, but do not consume any of the wielder's actions in that round.ArtifactArtifacts & Legends
Briarstrong conjuration, necromancy, transmutation20none-16 lbs.The blade called Briar is an intelligent +5 cold iron vorpal bastard sword whose special purpose is to defeat denizens of the First World.ArtifactArtifacts & Legends
Invidian Eyestrong abjuration and divination20neck-11 lb.The Invidian Eye rewards devotion and punishes betrayal. When first given to a creature, the necklace recognizes members of the creature's race and gender-but not a specific individual- as its owner. The owner automatically fails any saving throw made to resist the effects of divination magic, but the necklace seeks to protect the owner against danger, reactively casting spells to defend its wearer against effects that compromise her control. The spells the amulet can cast (and when it does so) include freedom (in response to imprisonment, petrification, paralysis, and similar effects described by this spell), greater dispel magic (in response to any fear or mind-affecting effect), remove curse (in response to curses), protection from chaos (in response to any form of possession or similar control). The wearer has no control over when these spells are cast and the target of these spells is always the wearer. The Invidian Eye can cast each spell 3 times per day. If the Invidian Eye is worn by a creature not of the race and gender it recognizes as its owner, it ceases to use its defensive properties. In addition, once every 1d6 days, the gem makes a self-destructive suggestion. The wearer must succeed at a DC 20 Will saving throw or make a casual attempt to harm herself during the course of the day. This suggestion does not dominate the wearer's actions, but she might be compelled to cut herself if she's wielding a weapon or jump if she passes a high window. If the wearer resists this compulsion three times in a row, the Invidian Eye takes more serious measures, conjuring a miniature prismatic sphere into the wearer's throat, which causes the wearer to begin suffocating (Core Rulebook 445). The sphere can only be removed by targeting the wearer with the same spells that normally remove a full size prismatic wall. The race and gender the Invidian Eye perceives as its owner can be reset by casting mage's disjunction upon the artifact, though this carries the normal risk of destroying the artifact. Whoever the necklace is next given to determines the artifact's new owner. The Invidian Eye is under the effects of a permanent nondetection spell. This affects only the artifact, not the wearer.ArtifactArtifacts & Legends
Orb Of Dragon Masterystrong enchantment20none-14 lbs.These grim orbs swirl hypnotically with shades of crimson and the color of the draconic breed whose minds they can ensnare. The bearer of an Orb of Dragon Mastery can, as a standard action, dominate dragons of the orb's particular variety within 250 feet (as dominate monster), the target dragon being forced to make a DC 23 Will save to resist. Spell resistance is not useful against this effect. By steeping the orb for 1 hour in the blood of a true dragon that has been dead for no more than a day, the DC to resist the orb's dominate monster effect can be increased by an amount equal to the slain dragon's age category. (Thus, steeping the orb in the blood of an old dragon would increase the DC by +8.) This bonus decreases by -1 every day until the orb returns to its normal DC or is again steeped in a dragon's blood. An Orb of Dragon Mastery cannot be steeped in the blood of multiple dragons for an increased benefit. The blood may come from any breed of true dragon, not just dragons of the orb's color.ArtifactArtifacts & Legends
Orb Of Dragonkinstrong enchantment19none-14 lbs.Each of the Orbs of Dragonkin holds power over a specific race of lesser draconic creatures with the dragon type (except for true dragons). The bearer of an Orb of Dragonkin can, as a standard action, dominate a creature of the orb's particular variety within 200 feet (as dominate monster), with the targeted creature being forced to make a DC 23 Will save to resist. Spell resistance is not useful against this effect. Each Orb of Dragonkin grants the wielder the AC and saving throw bonuses of the draconic creature the orb is associated with. These values replace whatever values the character would otherwise have, whether better or worse. These values cannot be modified by any means short of ridding the character of the orb. The owner of an orb knows if there are draconic creatures of the type the orb is related to within 10 miles at all times. Each Orb of Dragonkin also has an individual power that can be invoked once per round at caster level 10th. • KongamatoB3 Orb: Sound burst (Fortitude DC 13 partial) • Dragon Turtle Orb: Control water • Drake Orb: Expeditious retreat • Faerie DragonB3 Orb: Stinking cloud (Fortitude DC 14 negates) • GorynychB3 Orb: Scorching ray • JabberwockB2 Orb: Confusion (Will DC 16 negates) • Linnorm Orb: Bestow curse (Will DC 16 negates) • Pseudodragon Orb: Deep slumber (Will DC 14 negates) • Spine DragonISWG Orb: Telekinesis • TatzlwyrmB3 Orb: Ray of exhaustion (Fortitude DC 14 partial) • Wyvern Orb: Poison (Fortitude DC 16 negates)ArtifactArtifacts & Legends
Orb Of Dragonshapestrong transmutation19none-14 lbs.Once per day, the bearer of one of these scintillating, 1-foot-diameter orbs can transform into a Huge dragon of a specific variety. This effect is similar to that created by form of the dragon III, but the bearer also gains spell resistance 21 and the following abilities linked the orb's dragon type, usable three times during the transformation. The transformation lasts for 10 minutes and cannot be ended prematurely. • Black Dragon Orb: Darkness • Blue Dragon Orb: Ghost sound (DC 10), minor image (DC 13), ventriloquism (DC 11) • Brass Dragon Orb: Endure elements, speak with animals, suggestion (DC 14) • Bronze Dragon Orb: Create food and water, fog cloud, speak with animals • Copper Dragon Orb: Grease (DC 11), hideous laughter (DC 13), stone shape • Gold Dragon Orb: Bless, daylight, detect evil • Green Dragon Orb: Charm person (DC 11), entangle (DC 11), suggestion (DC 14) • Red Dragon Orb: Detect magic, pyrotechnics (DC 13), suggestion (DC 14) • Silver Dragon Orb: Detect evil, feather fall, fog cloud • White Dragon Orb: Fog cloud, gust of wind (DC 13)ArtifactArtifacts & Legends
Armor Of Skullsstrong abjuration and transmutation20armor-130 lbs.Crafted from the skull of the dragon Kazavon, the Armor of Skulls is a Large intelligent +4 greater electricity resistance breastplate that grants its wearer a +4 enhancement bonus to Strength and Constitution. Once per day, the wearer can unleash either a bolt or burst of electricity. The bolt is a 120-foot line of electricity that deals 24d8 points of electricity damage (Reflex DC 37 for half ). The burst deals 6d8 points of electricity damage to all creatures within a 30-foot-radius burst (Reflex DC 37 for half ).ArtifactArtifacts & Legends
Throne Of Naltstrong divination and enchantment20none-13,475 lbs.Great horns of gold, a massive sea serpent's skull, and the wings of Kazavon form the ornate Throne of Nalt. The throne grants whoever is seated upon it a +6 enhancement bonus to Charisma and Wisdom. Once per day, the user can cast geas/ quest. Any creature with the evil subtype takes a -6 penalty on saving throws to resist this effect.ArtifactArtifacts & Legends
Ring Of Nine Facetsstrong abjuration, conjuration, and transmutation19ring-1-The gem set within this remarkably ancient ring is distinctly cut to exhibit nine perfect facets, each of a different hue. Each day at sunrise, the gem rotates to display a different facet. The active facet determines the ring's power for that day. Each day, roll 1d10 on the Ring of Nine Facets Powers table to determine which facet-and thus which power-is active. The wearer of the ring can, with a great deal of mental exertion, attempt to change the active facet away from one she does not desire. The gem can only be turned in a particular order that shifts the active facet to the next highest facet, and each facet is a particular number of steps away from one another (see the Ring of Nine Facets Powers table). To change the facet, the wearer must succeed at a Wisdom check as a full-round action, and the wearer takes nonlethal damage, regardless of success. The DC of the Wisdom check to turn the gem is 15 + 5 per 1-step increase, while the nonlethal damage dealt equals 1d6 per 1-step increase. For example, if the facet of the day were yellow, the wearer could attempt a DC 20 Wisdom check and take 1d6 points of nonlethal damage to shift it to copper, or attempt a DC 25 Wisdom check and take 2d6 points of nonlethal damage to shift it to green. The ring's facets cannot be shifted backwards (thus, yellow cannot turn directly to white; it must shift through all seven other colors to reach white). The ring's facet can only be changed once per day. Any nongood creature that wears the Ring of Nine Facets immediately takes 2d6 points of nonlethal damage and another 2d6 points of nonlethal damage every minute it continues to wear the ring. 1d10/Step Facet Color Active Facet Power 1 Green Wearer is immune to disease 2 Indigo Wearer needs no air to survive 3 Orange Wearer gains a +5 natural armor bonus 4 Violet Wearer gains low-light vision 5 Red Wearer gains fast healing 1 6 Blue Wearer can use fly at will 7 White Wearer gains cold resistance 30 8 Yellow Wearer gains freedom of movement 9 Copper Wearer gains a +5 resistance bonus on saving throws 10* Roll again. * This step does not count as a facet for the purposes of adjusting the ring's daily ability.ArtifactArtifacts & Legends
Scepter Of Agesoverwhelming transmutation25none-18 lbs.The Scepter of Ages can be wielded as a +4 heavy mace with a critical threat range of 18-20. In addition to the damage this weapon deals, any creature struck by the scepter ages a number of years equal to the damage taken. On a critical hit, not only does the scepter deal greater damage, but the victim ages 2 years for every point of damage taken. Creatures aged in this manner might have their physical ability scores reduced; consult Table 7-2 on page 169 of the Core Rulebook for the effects of aging on common humanoids. For the wide range of unlisted humanoids and non-humanoids this aging might affect, GMs should use their judgment, general knowledge, and creature descriptions to decide how the effects of aging apply on a race-by-race basis. GMs looking for a quick way to approximate the ages of minor opponents should alter Strength, Dexterity, and Constitution by -1 for every 10 years aged and consider +40 years to be a creature's maximum age. Any creature aged to greater than its maximum age immediately dies. Constructs, outsiders, and undead are immune to the effects of aging. The mental abilities of those affected by this form of aging do not increase. Creatures that gain abilities dependant on their age gain these abilities as normal (though, at the GM's discretion, these abilities might not be immediately usable). The spell regenerate restores 1 year of premature aging for every hit point it heals. Creatures killed by aging can only be restored by true resurrection, miracle, or wish, but even these spells do not heal aging, returning the target to life only 1 year younger than his maximum age. In addition to its use as a weapon, the Scepter of Ages can open a portal through time. To do this, the scepter's bearer must spend 10 minutes precisely aligning the delicate mechanisms within the artifact's head to the exact dates she wishes to travel to. This requires the bearer to make either a DC 30 Knowledge (history) check to program a precise date or a DC 30 Wisdom check to travel to a general period. The bearer can rush through calibrating the scepter, activating it in 1 minute, but doing so increases the associated DCs by +10. Regardless of whether or not this check is successful, a 5-foot-wide glowing tear in time opens within 15 feet. This rift cannot be used as a weapon or to destructive effect. What time the passage opens to is determined by whether the bearer succeeds at the check (opening a portal to the desired time) or fails (opening a portal to the incorrect time, determined by how significantly he failed, as shown on the Accidental Time Travel Results table on page 43). The time beyond the portal cannot be viewed and can only be discovered by passing completely through. The rift remains open for 1 minute before closing. What creatures or conditions lie beyond the portal are determined by the GM (see the Ages of Golarion table on page 43 for examples of different times on Golarion).ArtifactArtifacts & Legends
Song Of Extinctionstrong transmutation20none-13 lbs.Winding this music box causes it to play a haunting, 30-second-long melody. However, a bard can learn this tune as though it were a masterpiece (Ultimate Magic 21). When performed by a bard, the tune becomes the Song of Extinction masterpiece (see below). Once per week, as a standard action, the wielder can command the music box to perform the Song of Extinction masterpiece itself, affecting all within range except the bearer. After being used in this way, the music box cannot be reactivated in any way for 1 week.ArtifactArtifacts & Legends
Crown Of The Simurghstrong divination and transmutation [good]18head-11 lb.A crown of the simurgh grants the wearer the protection of the simurgh (Bestiary 3) who created it. The crown only works for a single creature for whom the crown was specifically crafted. A simurgh can create one crown of the simurgh every 500 years. While wearing a crown of the simurgh, the wearer is constantly affected by the spell protection from evil. Once per day, the wearer of this crown can spend a full-round action concentrating to mentally contact the simurgh who created the crown. If the simurgh allows this connection to be made, the wearer instantly knows the distance and direction of the simurgh and can communicate with it as per the spell sending. Should the simurgh be on the same plane and both parties wish it, the crown's wearer can teleport to the simurgh's location. Ten minutes after teleporting to the simurgh's side, however, the crown's wearer teleports back to wherever he was before teleporting (or the nearest safe square), whether he wishes to or not. As a final effort or in a time of great need, the wearer can take a full-round action to hold the crown to the sun and call out to the simurgh that created it. This summons the simurgh as per the spell summon monster IX. The simurgh remains for 1 minute, and follows the wearer's commands. At the end of this time, the simurgh vanishes and the crown is destroyed.ArtifactArtifacts & Legends
Hourglass Of Shadowsstrong necromancy [evil]17none-1350 lbs.The Hourglass of Shadows is a foul artifact that allows the user to process a creature's remains into an undead shadow. The unwieldy, 5-foot-tall device rests suspended on an iron stand fitted with pivots that allow its user to rotate a central chamber of etched, smoke-colored glass. To operate the device, the user must place the ashes of a Small, Medium, or Large sentient creature into the glass chamber along with a crushed onyx worth 100 gp. After the ashes have flowed through the chamber three times-a process that takes 3 hours-the contents can be emptied. If deposited into a clay pot filled with grave dirt and brackish water, the ashes transform the mundane container into a shadow urn. A creature whose remains have been defiled in this way cannot be restored to life by any method short of a miracle or wish until the shadow urn containing its spirit has been destroyed. A shadow urn contains an unquiet spirit befouled by the Hourglass of Shadows. These fragile urns can be thrown, have a range increment of 10 feet, and shatter on contact with any creature or solid surface. When a shadow urn is broken, the single greater shadow contained within is released. This shadow is free-willed-owing no allegiance to the owner of the Hourglass of Shadows or whoever broke its urn-and typically attacks the nearest creature, seeking to sate its hunger for life energy. A shadow urn is destroyed when it is used. If not shattered, a shadow urn contains the soul within indefinitely.ArtifactArtifacts & Legends
Id Portraitstrong enchantment, necromancy, and universal20none-150 lbs.This 4-foot-by-8-foot oil-on-wood masterwork painting depicts an elegant high-backed padded chair in the foreground of a gothic study with heavy curtains, polished tables supporting decorative lamps, plush rugs, and hundreds of books on shelves. The silver-and-gold frame is equally elegant and etched with faintly glowing arcane symbols. The painting is a powerful minor artifact that can be used to create one or more duplicates of any living creature that has a Charisma score of at least 10. By touching the painting and uttering a command word, the subject creature is drawn into the painting and appears seated in the chair. The subject is under the effects of a binding spell. Delving into the subconscious mind, the painting creates a duplicate of the subject that lasts for 1 day per Hit Die the creature possesses. If the subject creature has a positive Charisma modifier, additional duplicates equal to its Charisma modifier may be created. Each of these duplicates represents an alter ego of the subject. Some beings may have multiple alter egos. In this case, the subject creature determines exactly how many id duplicates he wants the id portrait to create, up to a maximum determined by his Charisma modifier. An id duplicate can be of a different class from the subject creature, and it has average hit points for that class, the same number of Hit Dice as the subject creature, and the same basic knowledge and goals as the subject creature (modified by any ability score changes). It is an average member of its class, with appropriate skills and feats. Reallocate the subject creature's ability scores to make them appropriate to the new class chosen. A duplicate can carry out whatever tasks the original creature desires. If all duplicates are destroyed, the original creature is ejected from the id portrait and permanently loses 1 point of Charisma (this cannot be replaced by any means short of a miracle or wish). In addition, he is under the effects of slow and dimensional anchor for the following 24 hours. These effects cannot be dispelled. The portrait is usually placed somewhere hidden and safe, or in the care of trusted guardians, since the subject creature is significantly weakened until he recovers from the magical effects. When a duplicate has lived out its allotted time, it simply dies. Even if the duplicate is slain or dies before its duration expires, the body remains and behaves as a normal corpse. Spells such as miracle, raise dead, and resurrection fail to affect a duplicate corpse created by the id portrait. An id duplicate has a challenge rating equal to the base creature's CR -1.ArtifactArtifacts & Legends
Maleficus Spikestrong abjuration20none-116 lbs.A maleficus spike is an ancient item forged of cold iron with an adamantine core designed to keep demons at bay. When driven into the wall of a building, a maleficus spike infuses the walls of the structure with a dimensional lock effect and a ward that repels evil outsiders. Any outsider with the evil subtype that tries to enter or damage the warded building must attempt a DC 30 Will save. If it fails, the outsider takes 12d6 points of damage and becomes nauseated for 1 hour. An outsider that remains inside a building warded in this manner must make a new Will save each round to avoid damage and nausea. The effect is lessened against non-outsider evil creatures, but they too are affected-such creatures gain a +4 bonus on their Will saves, take only 4d6 points of damage on a failed save, and are nauseated for only 1 minute. The stone and doors of a structure warded by a maleficus spike are considered to be magically treated (+20 to Break DCs, double hardness, and double hit points). Additionally, the structure self-repairs damage at the rate of 5 points of damage per round, provided the damage was inflicted while the maleficus spike was functioning; the spike can't repair existing damage when it is installed. A maleficus spike consumes an enormous amount of magical energy. It contains enough energy to ward a structure for 24 hours, after which it becomes dormant until recharged. Recharging a maleficus spike requires a spellcaster to spend 10 minutes in contact with the spike, after which the spellcaster selects a number of spell slots totaling no fewer than 24 spell levels to expend to infuse the artifact with enough energy to ward the structure for another 24 hours. Prepared spells in these slots are lost for a day, and for spontaneous spellcasters those slots are used for a day. Spell-like abilities cannot be used to fuel a maleficus spike.ArtifactArtifacts & Legends
Phylactery Of The Failedstrong necromancy [evil]18none-15 lbs.Not every lich that attempts the transition to undeath succeeds. For most, this means an excruciating, spell-blasted death; for a small fraction of others, this means a typically brief but painful existence as a failed lich; but for an exceedingly rare few, this means something in between. A phylactery of the failed has a minute chance of coming into being anytime a spellcaster attempts to achieve lichdom and fails (equivalent to 1 in 100). In such cases, the magic-user's body is destroyed, but the phylactery he prepared remains and is invested with a remnant of his shattered consciousness. The creature that opens a phylactery of the failed must immediately succeed at a DC 30 Will saving throw or be affected by a disease-like curse known as a parasitic soul (detailed below). Those affected by a parasitic soul have their own personality and sanity overwhelmed by the remnant ambitions and memories of the would-be lich whose destruction created the phylactery. If the cursed creature is killed by the parasitic soul, her body is animated 1 day later as a lich with the same memories and abilities of the magic-user who created the phylactery, essentially allowing that spellcaster to finally achieve lichdom. The cursed creature cannot be returned to life until the lich is destroyed. If the parasitic soul is excised from a victim, it returns to the phylactery and attempts to infect the next creature to open the box. The parasitic soul can only infect one creature at a time. While a creature is infected by a parasitic soul, the phylactery the soul is bound to has no dangerous properties and cannot infect other creatures. The invasive nature of phylacteries of the failed has spawned the creation of several other pernicious magic items, such as the disease-spreading death's head coffer (see Pathfinder Adventure Path #8). Parasitic Soul Curse and disease; save Will DC 30; frequency 1/day; effect 1d6 Intelligence damage; cure a parasitic soul can only be cured by casting both a spell that prevents the target from being mentally controlled (like protection from evil) and remove curse.ArtifactArtifacts & Legends
Visionary Lensstrong divination, enchantment, and illusion20none-150 lbs.This ornate mirror measures 4 feet in diameter, framed in gold and embellished with silver. The frame depicts dozens of stylized eyes from fey creatures that alternately open and close in wakefulness or slumber. During the day, these eyes influence the mirror's surface to act as a crystal ball with telepathy. At night, the eyes can cast scrying (looking into the dreams of subjects) and nightmare instead. Lastly, during the twilight hours between day and night, the eyes can be commanded to bestow one of the following effects upon any single person gazing into the mirror: • geas (DC 21) • maze (DC 22) • vision The mirror does not function outside of the First World or demiplanes that share characteristics of the First World (such as the Fellnight Realm).ArtifactArtifacts & Legends
Warding Boxstrong abjuration20none-15 lbs.A warding box is a powerful magical container built to obscure and confound any attempt to locate objects kept inside. The box can hold one object no larger than 8 inches by 8 inches by 3 inches (or up to 25 pounds) in each of its three compartments at any one time. The box's lid and additional compartments are sealed, but the box can be opened or closed as a full-round action. While the lid is closed, the warding box and all objects inside it are protected from all divination spells. In this state, no divination spell save for those employed by the gods can detect the warding box or its contents.ArtifactArtifacts & Legends
Demon Prince Armoroverwhelming necromancy22armor-180 lbs.This armor looks like a more massive and dangerous suit of demon armor. It is a suit of +5 heavy fortification full plate that allows its wearer to make claw attacks that deal 2d10 points of damage, and strike as +3 weapons that are treated as chaotic and evil for the purposes of overcoming damage reduction. Additionally, those struck by the claws must succeed at a DC 20 Fortitude save or be affected as per the spell contagion. The armor's claws are built into the armor so these weapons cannot be disarmed. While wearing the armor, the wearer benefits from the following demonic traits. • The wearer gains darkvision 60 ft. If it already has darkvision, the range of its darkvision is increased by 60 ft. • The wearer does not need to breathe or eat. • The wearer is immune to electricity and poison. • The wearer gains resistance to acid 10, cold 10 and fire 10. • The wearer gains telepathy and speaks Abyssal, Celestial, and Draconic.ArtifactUltimate Equipment
Flame Of Guidancestrong transmutation20none-11 lb.This charm resembles an orrery composed of small, freely orbiting orbs circling a candle-sized flame. The device functions as an ioun stone, and when released, the flame perches above the user's head, remaining stationary relative to the user as the smaller planetary orbs take up elliptical transit around it. When in use, the flame grants the user a natural armor bonus of +4, the fire subtype, immunity to fire, and vulnerability to cold. If within 3 miles of the celestial lens, the user can control the horizontal orbital direction of the item, but cannot make the lens stop or move it vertically from its standard position of 100 feet from the ground.ArtifactUltimate Equipment
Fork Of The Forgotten Onestrong transmutation20none-112 lbs.This +5 flaming wounding unholy ranseur was once the weapon of a powerful archdevil who they say controlled an entire layer of Hell. When he attempted to defy the Prince of Darkness, he was overthrown and banished into some cold and remote prison at the edge of the multiverse. Still bearing some infernal vestige of the forgotten fiend's power, the fork grants the bearer a +10 bonus on Diplomacy and Intimidate checks and the power to use scorching ray three times per day. Any nonevil creature who touches the Fork of the Forgotten One is given a choice: become lawful evil immediately, or die. Those who choose death are instantly slain (Fortitude DC 30 negates). Those who choose to become lawful evil change alignment immediately (no saving throw) and are subject to a demand spell (Will DC 25) requiring that they find the Forgotten One and free him from his icy prison-presumably thereafter he will press them into service for his plans of revenge against those who imprisoned him.ArtifactUltimate Equipment
Jar Of Dragon's Teethstrong transmutation20none-13 lbs.Each time this jar gains a new user it produces 2d4 dragon teeth. When one of these teeth is swallowed, it grants the user the following powers for 1 full week or until it is dismissed as a standard action that does not provoke attacks of opportunity. • The user is immediately polymorphed into a dragon, as if subject to form of the dragon I, II, or III, depending on the user's Hit Dice. If the creature swallowing the tooth has 12 HD or fewer, it is affected as per form of the dragon I. Those with 13 to 18 HD are affected as per form of the dragon II, and those 19 or more Hit Dice are affected as per form of the dragon III. The type of dragon is chosen by the user based on its alignment. Lawful good: bronze dragon, gold dragon, or silver dragon Neutral good: any metallic dragon Chaotic good: brass dragon or copper dragon Lawful neutral: any chromatic or metallic dragon Neutral: any chromatic or metallic dragon Chaotic neutral: any chromatic or metallic dragon Lawful evil: blue dragon or green dragon Neutral evil: any chromatic dragon Chaotic evil: black dragon, red dragon, or white dragon The user's draconic appearance is always the same each subsequent time it swallows a tooth. While in draconic form, the user gains the following benefits. • The user is able to speak Draconic • The user gains a +4 competence bonus on Fly checks. • The user gains a +4 competence bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against or involving dragons. • The user is immune to sleep and paralysis and gains a spell resistance equal to 11 + its Hit Dice. • The user gains frightful presence (Bestiary 300) with a 200-foot-radius range and a Will save DC equal to 10 + Hit Dice + Charisma modifier. The jar never creates dragon teeth for the same creature more than once. If the owner changes before all the teeth created by the jar are consumed, the original owner no longer gains benefit from this artifact.ArtifactUltimate Equipment
Horns Of Naragaoverwhelming necromancy22head-18 lbs.The crown of an infamous undead tyrant, the Horns of Naraga are a symbol of dominance over death. When worn by an undead creature, the Horns of Naraga reduce all damage taken from positive energy by half. In addition, whenever the wearer touches a living creature while wearing this helm (even if the touch is part of casting a spell or another touch attack), the touch deals an additional 5d6 points of negative energy damage and the wearer gains these hit points, just as if he had cast vampiric touch. The wearer of the helm is immune to acid and can see perfectly in darkness of any kind, even that created by magic. Once per day on command, the helm can be ordered to transform into an ancient black dragon that unquestioningly obeys the creature that summoned it for 1 hour before reverting to a helm. Slaying the dragon does not destroy the helm, but it does prevent this ability from being used for 1 week. While the helm is in dragon form, the helm's owner does not receive any of the helm's other benefits.ArtifactUltimate Equipment
The Moaning Diamondoverwhelming transmutation20none-14 lbs.The Moaning Diamond appears to be an uncut diamond the size of a human fist. At all times, it gives forth a baleful moaning, as if wailing in pain. Despite the disturbing noise, the Moaning Diamond is not evil. Three times per day, the bearer can call upon its power to reshape earth and stone as if by the spell stone shape, affecting 5,000 cubic feet of material. Once per day the Moaning Diamond can also summon an elder earth elemental with maximum hit points that serves the caster until it is slain; only one such elemental can be summoned at a time.ArtifactUltimate Equipment
The Orbs Of Dragonkindstrong enchantment20none-15 lbs.Each of these fabled Orbs contains the essence and personality of an ancient dragon of a different variety (one for each of the major ten different chromatic and metallic dragons). The bearer of an Orb can, as a standard action, dominate a dragon of its particular variety within 500 feet (as dominate monster), the dragon being forced to make a DC 25 Will save to resist. Spell resistance is not useful against this effect. Each Orb of Dragonkind bestows upon the wielder the AC and saving throw bonuses of the dragon within. These values replace whatever values the character would otherwise have, whether they are better or worse. These values cannot be modified by any means short of ridding the character of the Orb. A character possessing an Orb of Dragonkind is immune to the breath weapon-but only the breath weapon-of the dragon variety keyed to the Orb. Finally, a character possessing an Orb can herself use the breath weapon of the dragon in the Orb three times per day. All Orbs of Dragonkind can be used to communicate verbally and visually with the possessors of the other Orbs. The owner of an Orb knows if there are dragons within 10 miles at all times. For dragons of the Orb's particular variety, the range is 100 miles. If within 1 mile of a dragon of the Orb's variety, the wielder can determine the dragon's exact location and age. The bearer of one of these Orbs earns the enmity of dragonkind forever for profiting by draconic enslavement, even if she later loses the item. Each Orb also has an individual power that can be invoked once per round at caster level 10th. • Black Dragon Orb: Fly. • Blue Dragon Orb: Haste. • Brass Dragon Orb: Teleport. • Bronze Dragon Orb: Scrying (Will DC 18 negates). • Copper Dragon Orb: Suggestion (Will DC 17 negates). • Gold Dragon Orb: The owner of the gold Orb can call upon any power possessed by one of the other Orbs-including the dominate and breath weapon abilities but not AC, save bonuses, or breath weapon immunity-but can use an individual power only once per day. She can dominate any other possessor of an Orb within 1 mile (Will DC 23 negates). • Green Dragon Orb: Spectral hand. • Red Dragon Orb: Wall of fire. • Silver Dragon Orb: Cure critical wounds (Will DC 18 half). • White Dragon Orb: Protection from energy (cold) (Fortitude DC 17 negates).ArtifactUltimate Equipment
Perfection's Keystrong transmutation16none-11/2 lb.This platinum key can open nearly any lock or door with a mere touch. With a touch of the key, a lock of DC 40 or lower unlocks. When a creature holding the key attempts to break down a door with a break (locked) DC of 28 or lower, the door is broken and opened. In all other cases it grants the creature possessing Perfection's Key a +10 bonus on Disable Device checks to pick locks, and a +10 bonus on attempts to break down doors.ArtifactUltimate Equipment
The Shadowstaffstrong conjuration20none-11 lb.This artifact was crafted ages ago, weaving together wispy strands of shadow into a twisted black staff. The Shadowstaff makes the wielder slightly shadowy and incorporeal, granting him a +4 bonus to AC and on Reflex saves (which stacks with any other bonuses). However, in bright light (such as that of the sun, but not a torch) or in absolute darkness, the wielder takes a -2 penalty on all attack rolls, saves, and checks. The Shadowstaff also has these powers. • Summon Shadows: Three times per day the staff may summon 2d4 shadows. Immune to turning, they serve the wielder as if called by a summon monster V spell cast at 20th level. • Summon Nightshade: Once per month, the staff can summon an advanced shadow demon that serves the wielder as if called by a summon monster IX spell cast at 20th level. • Shadow Form: Three times per day the wielder can become a living shadow, with all the movement powers granted by gaseous form. • Shadow Bolt: Three times per day the staff can project a ray attack that deals 10d6 points of cold damage to a single target. The shadow bolt has a range of 100 feet.ArtifactUltimate Equipment
The Shield Of The Sunstrong abjuration20none-12 lbs.This +5 Large shield, emblazoned with the symbol of the sun, allows the wielder to cast spells as if she were a 20th-level paladin with a Charisma of 20. The spells gained are cumulative with any existing spells per day the character might have, even from paladin class levels. The Shield of the Sun also grants its wielder spell resistance 15. It absorbs the first 10 points of damage from any energy attack (fire, cold, acid, electricity, or sonic). In return for all this, once per year the shield's owner must undertake a quest at the behest of a lawful good deity (no saving throw to avoid). A chaotic or evil character gains four negative levels when wielding the Shield of the Sun. The negative levels persist as long as the shield is in hand and cannot be overcome in any way (including restoration spells). The negative levels disappear when the shield is stowed or leaves the wearer's possession.ArtifactUltimate Equipment
Skullsoulstrong necromancy18none-18 lbs.This grim, alabaster figurine is the size of a human skull with an elaborately sculpted base. The Skullsoul is inert until it is bonded with a living creature. It then becomes a powerful and never-questioning companion. The Skullsoul functions as a demilich (Bestiary 3 66) without the devour soul, rejuvenation, telekinetic storm, and torpor abilities, and with a hardness of 10. It is under the complete control of whoever bonds with the skull. Bonding with the Skullsoul is a ritual that takes 24 hours to perform, and doing so is an evil act. Paladins and good clerics who do so become ex-paladins and ex-clerics respectively. If they wish to atone, they must intercede with their deities (expending 2,500 gp in rare incense and offerings) and must promise to contain the skull.ArtifactUltimate Equipment
-2 Cursed Swordstrong 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.CursedUltimate Equipment
Amulet Of Inescapable Locationmoderate abjuration10neck-11/2 lb.This device appears to prevent location, scrying and detection, or influence by detect thoughts or telepathy, as per an amulet of proof against detection and location. Actually, the amulet gives the wearer a -10 penalty on all saves against divination spells.CursedUltimate Equipment
Armor Of Arrow Attractionstrong abjuration16armor-150 lbs.Magical analysis indicates that this armor is a normal suit of +3 full plate. The armor works normally with regard to melee attacks but actually attracts ranged weapons. The wearer takes a -15 penalty to AC against ranged weapons. The true nature of the armor does not reveal itself until the character is fired upon in earnest.CursedUltimate Equipment
Arrowbreak Bowmoderate evocation6none-12 lbs.This shortbow is beautifully made and inlaid with iridescent designs, appearing to be a +2 shortbow. When it fires its arrows, though, it does it with so much force that the arrows are always broken on either a hit or a miss. This bow must be used as its owner's primary ranged weapon and can only be discarded after the owner is subject to a remove curse spell or similar effect.CursedUltimate Equipment
Bag Of Devouringstrong conjuration17none-115 lbs.This bag appears to be an ordinary sack. Detection for magical properties makes it seem as if it were a bag of holding. The sack, however, is something entirely different and more insidious-one of the feeding orifices of an extradimensional creature. Any substance of animal or vegetable nature is subject to "swallowing'' if thrust within the bag. The bag of devouring is 90% likely to ignore any initial intrusion, but anytime thereafter that it senses living flesh within (such as if someone reaches into the bag to pull something out), it is 60% likely to close around the offending appendage and attempt to draw the whole victim in. The bag has a +8 bonus on combat maneuver checks made to grapple. If it pins a creature, it pulls the victim inside as a free action. The bag has a CMD of 18 for those attempting to break free. The bag can hold up to 30 cubic feet of matter. It acts as a bag of holding type I, but each hour it has a 5% cumulative chance of swallowing the contents and then spitting the stuff out in some nonspace or on some other plane. Creatures drawn within are consumed in 1 round. The bag destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.CursedUltimate Equipment
Berserking Swordmoderate evocation8none-18 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.CursedUltimate Equipment
Biting Battleaxemoderate evocation8none-16 lbs.This vicious-looking +2 battleaxe grants its wielder the Great Cleave feat. But when using this feat, the wielder makes an additional attack against a random adjacent creature instead of choosing which creature to attack. When determining which creature is attacked, the wielder always counts himself as a possible target, even if he is not adjacent to the target. The wielder of a biting battleaxe must always uses it as his primary weapon and must use Great Cleave at every opportunity until subject to a remove curse spell or similar effect.CursedUltimate Equipment
Boots Of Dancingstrong enchantment16feet-11 lb.These boots appear and initially function as one of the other kinds of magic boots. When the wearer is in (or fleeing from) melee combat, boots of dancing impede movement, making him behave as if irresistible dance had been cast upon him. Only a remove curse spell enables the wearer to be rid of the boots once their true nature is revealed.CursedUltimate Equipment
Bracers Of Defenselessnessstrong conjuration16wrists-11 lb.These bejeweled and shining bracers initially appear to be bracers of armor +5 and actually serve as such until the wearer is attacked in anger by an enemy with a Challenge Rating equal to or greater than her level. At that moment and thereafter, the bracers bestow a -5 penalty to AC. Once their curse is activated, bracers of defenselessness can be removed only by means of a remove curse spell.CursedUltimate Equipment
Broom Of Animated Attackmoderate transmutation10none-13 lbs.This item is indistinguishable from a normal broom. It is identical to a broom of flying by all tests short of attempted use. If a creature attempts to fly using the broom, the broom does a loop-the-loop with its hopeful rider, dumping him on his head from 1d4+5 feet off the ground (no falling damage, since the fall is less than 10 feet). The broom then attacks the victim, swatting his face with the straw or twig end and beating him with the handle end. The broom gets two attacks per round with each end (two swats with the straw and two with the handle, for a total of four attacks per round). It attacks with a +5 bonus on each attack roll. The straw end causes a victim to be blinded for 1 round when it hits. The handle deals 1d6 points of damage when it hits. The broom has AC 13, CMD 17, 18 hit points, and hardness 4.CursedUltimate Equipment
Buffoon's Swordmoderate divination10none-12 lbs.This blade seems to be and behaves in all ways as a sword of subtlety until actually used in combat. Once used in combat, it imposes a -10 penalty on all Stealth checks made by its wielder. It also makes it nearly impossible for the owner to tell a lie or engage in any other sort of subterfuge. Each time he does so, he must make a DC 15 Will saving throw to avoid blurting out the truth or taking some other involuntary action that spoils his attempted ruse. Only curse-ending magic can rid the wielder of the sword once its curse activates.CursedUltimate Equipment
Cape Of Anchoringmoderate abjuration9shoulders-11 lb.This bright red and gold cape appears to be a cape of the mountebank. Once worn, however, it affects its wearer as if subject to a dimensional anchor spell. The cape can only be removed after its wearer is subject to a remove curse spell or similar effect.CursedUltimate Equipment
Cannibal Ringstrong transmutation16ring-1-This simple and unadorned copper ring appears slightly tarnished, but seemingly wards off the effects of hunger or other sorts of deprivation; all tests reveal it to be a ring of sustenance. However, after wearing it for 7 days, its owner instead comes to suffer from almost constant hunger and thirst, which, if not sated, ultimately drives him mad enough to become a cannibal. The wearer must eat and drink a full day's worth of food and water each hour to avoid making a starvation or thirst check. Once the wearer starts to take lethal damage instead of nonlethal damage due to failed checks, he begins to experience ever more powerful cravings for the flesh of intelligent creatures (any living creature with an Intelligence of 3 or higher). Once the wearer feasts in such a manner, he recovers all nonlethal damage sustained from hunger and thirst, though he continues to suffer lethal damage on failed starvation and thirst checks. The next time he is in a situation in which he could eat part of an intelligent being, he must make a DC 15 Will save or dine on the forbidden meat. If the wearer succumbs to this urge again, he recovers all lethal damage from failed starvation and thirst checks, and realizes cannibalism is the key to avoiding the increased hunger and thirst-on any day he eats at least one meal of flesh from an intelligent creature, he does not have to make hourly starvation and thirst checks, and recovers any accumulated damage from failing these checks. Once its curse activates, the ring cannot be removed until the curse is broken.CursedUltimate Equipment
Cloak Of Immolationstrong evocation12shoulders-11 lb.This cloak appears to be a finely made garment that radiates protective magic. The cloak can be handled or examined without harm, but when it is put on, it immediately bursts into flames that burn continuously but do not harm the cloak, only its wearer. The cloak deals 1d6 points of fire damage each round and cannot be removed unless the curse is broken. Sufficient amounts of water or other smothering materials can douse the flames temporarily, but the cloak reignites when exposed to air again. Spells like resist energy, protection from energy, and similar effects can protect the wearer against the cloak's flames while they last.CursedUltimate Equipment
Crown Of Blindnessmoderate illusion10headband-11 lb.This fine silver circlet is often set with a milky moonstone. When a wearer places it on his head, the stone quickly goes dark like the waning moon, and the wearer must make a DC 14 Fortitude saving throw or immediately go blind. The saving throw must be made each round that the crown is worn until the wearer succumbs to the blindness. Removing the circlet requires breaking the curse. In addition to a remove curse spell or similar effect, remove blindness/deafness can be used to end the circlet's curse long enough to remove the item.CursedUltimate Equipment
Crystal Hypnosis Ballstrong divination17none-17 lbs.This cursed scrying device is at first glance indistinguishable from a normal crystal ball. However, anyone attempting to use the scrying device becomes fascinated for 1d6 minutes, and a telepathic suggestion is implanted in her mind (Will DC 19 negates). The user of the device believes that she viewed the desired creature or scene through the ball, but she actually came under the influence of a powerful wizard, lich, or even some power or being from another plane. Each further use brings the crystal hypnosis ball's gazer deeper under the influence of the controller, either as a servant or a tool. Note that throughout this time, the user remains unaware of her subjugation.CursedUltimate Equipment
Cursed Backbiter Spearmoderate 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.CursedUltimate Equipment
Deadly Returns Throwing Axemoderate evocation8none-12 lbs.This weapon appears to be a +2 returning throwing axe. Instead of the normal returning ability, this axe only returns when the wielder misses her target. When it does return, it attacks the wielder. It uses the wielder's full base attack bonus with this attack. If it hits, it sticks in the wielder, and the wielder can pull out the axe with a swift action. If it misses the wielder, it falls to a random unoccupied square adjacent to the wielder and must be picked up as soon as possible. The wielder of the deadly returns throwing axe always uses it as her primary weapon until subject to a remove curse spell or similar effect.CursedUltimate Equipment
Drums Of Lethargyfaint transmutation5none-15 lbs.This set of kettle drums appears to be drums of haste. When a creature plays the drums, it affects all creatures (including the creature playing the drums) as though subject to a slow spell. A DC 14 Will save negates the effect. No Perform check is needed to create the slow effect.CursedUltimate Equipment
Dust Of Sneezing And Chokingmoderate conjuration7none-1-This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20-foot spread to fall into fits of sneezing and coughing. Those who fail a DC 15 Fortitude save take 3d6 points of Constitution damage immediately. Those who succeed on this saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds.CursedUltimate Equipment
Eyes Of Blindnessfaint necromancy5eyes-1-These normal-looking glasses appear harmless and nondescript. When they are worn, the wearer becomes blinded as if subject to the blindness/deafness spell (no saving throw).CursedUltimate Equipment
Flask Of Cursesmoderate conjuration7none-12 lbs.This item looks like an ordinary beaker, bottle, container, decanter, flask, or jug. It may contain a liquid, or it may emit smoke. When the flask is first unstoppered, all creatures within 30 feet must make a DC 17 Will save or be cursed, taking a -2 penalty on attack rolls, saving throws, and skill checks until a remove curse spell is cast upon them.CursedUltimate Equipment
Gauntlets Of Fumblingmoderate transmutation7hands-12 lbs.These gauntlets perform according to their appearance until the wearer finds herself under attack or in a life-and-death situation. At that time, the curse is activated. The wearer becomes fumble-fingered, with a 50% chance each round of dropping anything held in either hand. The gauntlets also lower the wearer's Dexterity score by 2 points. Once the curse is activated, the gloves can be removed only by means of a remove curse spell, a wish, or a miracle.CursedUltimate Equipment
Girdle Of Opposite Gendermoderate transmutation10belt-11 lb.When this magical belt is put on, the wearer must immediately make a DC 20 Fortitude saving throw or be transformed into a person of the opposite gender. The character's abilities, mind, and spirit remain unaffected; only the character's sex changes. If the character's saving throw is a natural 1, the item actually removes all gender from the wearer, giving him an androgynous, neutered appearance. The change is permanent unless undone with curse-removing magic. Once its magic takes effect, the belt can be removed without effort. A creature can only be affected by a particular girdle once, though other girdles of this type can cause further transformations.CursedUltimate Equipment
Gravesoul Armormoderate enchantment10armor-120 lbs.This armor behaves in all ways as if it were +1 undead controlling studded leather until its owner actually attempts to use its special property. At that point, the wearer and all living creatures within a 20-foot radius must succeed at a DC 15 Will saving throw to avoid believing that they are actually some sort of undead creature for the next 24 hours. The GM can either roll randomly (1d6; 1-3 zombies, 4-5 ghouls, 6 vampires) or choose which sorts of specific undead the affected creatures believe themselves to be. Creatures affected by the armor behave as normal for the sorts of undead they regard themselves as-"zombies" mindlessly attack unassociated creatures near them, vampires attempt to bite victims on the neck, and so on-but gain none of the special abilities of that creature. The affected creatures react negatively to effects that harm "their" type of undead, so "vampires" avoid garlic, "wraiths" recoil from sunlight, and so on. The creatures continue to believe they are actually undead and ignore all evidence to the contrary. If attacked, they defend themselves, even if this requires using abilities they have but "their" type of undead normally lacks; for example, a barbarian who thinks she's a ghoul can still rage. Channel energy and other undead-affecting effects have no effect on creatures affected by gravesoul armor. This is a mind-affecting, compulsion enchantment. The wearer of the armor can use this power up to three times per day, though it can only work on a particular creature once in any 24-hour period. Regardless of the curse, the armor is still +1 studded leather, and some characters may find it useful despite its (nonexistent) power over undead. Unlike most cursed items, this one is easily discarded without any magical assistance.CursedUltimate Equipment
Hat Of Hatredsmoderate illusion10head-1-This hat performs in all ways like a hat of disguise until its owner attempts to use it to disguise himself in the presence of a hostile creature. Once he does, the hat causes him to assume the guise of the creature or person the hostile creature most wants to harm. The hat never causes the wearer to assume the appearance of someone the viewer wouldn't harm if he had the opportunity (for example, the greatly feared leader of the local temple). Once the hat reveals its true abilities, it no longer responds to attempts by its wearer to change his appearance. Instead, it automatically causes him to take on the guise of someone known to and despised by those viewing him, complete with supplementary illusions that make that wearer appear disoriented, injured, or weak. For example, in a goblin lair, the wearer might look like the tribe's chief, but sleepy and vulnerable. In a human town, the wearer may look like the hated local bully, drunk and staggering. In an evil town, the wearer looks like a confused visitor and appears to be an ideal target to victimize with some crime. Curse-breaking magic is necessary to remove the hat.CursedUltimate Equipment
Headband Of Stupiditystrong transmutation8headband-11 lb.This headband appears to be a headband of vast intellect +4, but instead of granting a +4 bonus to Intelligence and bonuses to associated skills, the wearer take a -4 penalty to Intelligence and a further -2 penalty on all Knowledge checks. The wearer is not aware of the debilitating effects of the headband; even the stupidest statement or misguided insight seems intelligent to him while he is wearing it.CursedUltimate Equipment
Heavy Hammermoderate transmutation8none-120 lbs.This massive warhammer is even heavier than its size would normally warrant. A creature wielding the hammer takes a -2 penalty on attack rolls and a +4 bonus on damage rolls, as well as a -10 penalty to speed. Once picked up, this weapon must be used as the creature's primary weapon until subject to a successful remove curse spell.CursedUltimate Equipment
Helm Of Opposite Alignmentstrong transmutation12head-13 lbs.When placed upon the head, this item's curse immediately takes effect (Will DC 15 negates). On a failed save, the alignment of the wearer is radically altered to an alignment as different as possible from the former alignment-good to evil, chaotic to lawful, neutral to some extreme commitment (LE, LG, CE, or CG). Alteration in alignment is mental as well as moral, and the individual changed by the magic thoroughly enjoys his new outlook. A character who succeeds on his save can continue to wear the helmet without suffering the effect of the curse, but if he takes it off and later puts it on again, another save is required. Only a wish or a miracle can restore a character's former alignment, and the affected individual does not make any attempt to return to the former alignment. In fact, he views the prospect with horror and avoids it in any way possible. If a character of a class with an alignment requirement is affected, an atonement spell is needed as well if the curse is to be obliterated. When a helm of opposite alignment has functioned once, it loses its magical properties.CursedUltimate Equipment
Incense Of Obsessionmoderate enchantment6none-1-These blocks of incense appear to be incense of meditation. If meditation is conducted while the incense of obsession are burning, the user becomes totally confident that her spell ability is superior due to the magic incense. She uses her spells at every opportunity, even when not needed or useless. The user remains obsessed with her abilities and spells until all have been used or cast, or until 24 hours have elapsed.CursedUltimate Equipment
Mace Of Bloodmoderate abjuration8none-18 lbs.This +3 heavy mace must be coated in blood every day, or else its bonus fades away until the mace is coated again. The character using this mace must make a DC 13 Will save every day it is within her possession or become chaotic evil.CursedUltimate Equipment
Mask Of Uglinessmoderate transmutation8head-11 lb.This strange, featureless mask seems to have the powers of a headband of alluring charisma +4, but instead of granting a bonus to Charisma, the mask melds to the wearer's face, making him seem uglier and his words come off as crude and insulting. The wearer takes a -4 penalty to Bluff and Diplomacy checks but gains a +2 bonus to Intimidate checks.CursedUltimate Equipment
Medallion Of Thought Projectionmoderate divination7neck-1-This device seems like a medallion of thoughts, even down to the range at which it functions, except that the thoughts overheard are muffled and distorted, requiring a DC 15 Will save to sort them out. However, while the user thinks she is picking up the thoughts of others, all she is really hearing are figments created by the medallion itself. These illusory thoughts always seem plausible, and thus can seriously mislead any who rely upon them. What's worse, unknown to her, the cursed medallion actually broadcasts her thoughts to creatures in the path of the beam, thus alerting them to her presence.CursedUltimate Equipment
Nearfiring Bowmoderate divination6none-12 lbs.This bow appears to be a +2 distance shortbow, but its curse is that it suffers a -4 cumulative penalty for each range increment beyond the first. Furthermore, it takes an additional -4 penalty on critical confirmation rolls when firing beyond the first range increment. This bow must be used as its wielder's primary ranged weapon and can only be discarded after the owner is subject to a remove curse spell or similar effect.CursedUltimate Equipment
Necklace Of Strangulationstrong conjuration18neck-1-A necklace of strangulation appears to be a wondrous piece of magical jewelry. When placed on the neck, the necklace immediately tightens, dealing 6 points of damage per round. It cannot be removed by any means short of a limited wish, wish, or miracle, and remains clasped around the victim's throat even after his death. Only when he has decayed to a dry skeleton (after approximately 1 month) does the necklace loosen, ready for another victim.CursedUltimate Equipment
Net Of Snaringmoderate evocation8none-11 lb.This net provides a +3 bonus on attack rolls but can only be used underwater. Underwater, it can be commanded to shoot forth up to 30 feet to trap a creature. If thrown on land, it changes course to target the creature that threw it.CursedUltimate Equipment
Ornery Pistolstrong transmutation12none-14 lbs.This pistol acts as a normal +2 pistol, but it has a strange aversion to talk of peace. Anytime the wielder or an ally within line of sight that the wielder can hear attempts to improve a creature's initial attitude with the Diplomacy skill, without spending an action, the pistol leaps into the wielder's hand and takes a single shot at the creature the wielder or ally is using Diplomacy against. If the wielder or ally is attempting to affect multiple creatures, the gun shoots a random member of the group. This occurs even if the pistol is unloaded, as the pistol's curse magically loads itself with a normal bullet and black powder when the action is taken.CursedUltimate Equipment
Pauldrons Of The Jackassmoderate transmutation7shoulders-13 lbs.These steel pauldrons seem to be emblazoned with stampeding horses until they are worn, and then the horses change shape to that of dumfounded donkeys. The wearer of these pauldrons takes a -4 penalty to Dexterity and reduces all speeds by 10 feet. A successful remove curse spell is required before this item can be removed.CursedUltimate Equipment
Periapt Of Foul Rottingmoderate abjuration10neck-1-This engraved gem appears to be of little value. If any character keeps the periapt in her possession for more than 24 hours, she contracts a terrible rotting affliction that permanently drains 1 point of Dexterity, Constitution, and Charisma every week. The periapt (and the affliction) can be removed only by application of a remove curse spell followed by a cure disease and then a heal, miracle, limited wish, or wish spell. The rotting can also be countered by crushing a periapt of health and sprinkling its dust upon the afflicted character (a full-round action), whereupon the periapt of foul rotting likewise crumbles to dust.CursedUltimate Equipment
Petrifying Cloakmoderate transmutation11shoulders-11 lb.This gray magical cloak seems to be a protective cloak, but when it is donned, the wearer must succeed at a DC 20 Fortitude save or be instantly petrified. If the initial saving throw succeeds, the creature wearing the cloak must make further checks at the start of each of its turns. On any failed saving throw the creature becomes petrified. A remove curse or stone to flesh transforms the wearer back, at least long enough for someone to take the cloak off the wearer.CursedUltimate Equipment
Planar Invasion Shieldstrong conjuration17shield-115 lbs.This shield behaves in all ways as an absorbing shield until its owner attempts to use its disintegration power in combat. Once he does, it instead causes one or more monsters to pour forth from the shield and attack the nearest creature each round (including the shield-bearer) for 1d6 rounds before retreating by the safest possible route. If there is no such path for them to escape, the monsters fight to the death. To determine the nature and number of the monsters, roll 2d4 to determine the level of the summon monster spell and roll 1d3 to determine the number of creatures that appear. Monsters conjured by this shield remain until killed, act as normal for their kind, and are treated as summoned creatures with a permanent duration. Once its curse activates, the shield calls forth monsters three times per day, approximately every 8 hours. If the monsters cannot emerge directly from the shield and survive (for example, because it's buried or underwater), they instead appear at the nearest safe location within 50 feet. Successful curse-breaking magic cast on the shield restores it to its previous guise as an absorbing shield and allows its wearer to abandon it.CursedUltimate Equipment
Poisonous Cloakmoderate transmutation15shoulders-11 lb.This cloak is usually made of wool, although it can be made of leather. A detect poison spell can reveal the presence of poison in the cloak's fabric. The garment can be handled without harm, but as soon as it is actually donned, the wearer takes 4d6 points of Constitution damage unless she succeeds on a DC 28 Fortitude save. Once donned, a poisonous cloak can be removed only with a remove curse spell; doing this destroys the magical property of the cloak. If a neutralize poison spell is then used, it is possible to revive a dead victim with a raise dead or resurrection spell.CursedUltimate Equipment
Potion Of Poisonstrong conjuration12none-1-This potion has lost its beneficial abilities and become a potent poison. This poison deals 1d3 Constitution damage per round for 6 rounds. A poisoned creature can make a DC 14 Fortitude save each round to negate the damage and end the affliction.CursedUltimate Equipment
Ring Of Clumsinessstrong transmutation15ring-1-This ring operates exactly like a ring of feather falling. However, it also makes the wearer clumsy. She takes a -4 penalty to Dexterity and has a 20% chance of spell failure when trying to cast any arcane spell that has a somatic component. (This chance of spell failure stacks with other arcane spell failure chances.)CursedUltimate Equipment
Ring Of Lifebleedmoderate necromancy10ring-1-Before being worn, this ring appears to be a ring of regeneration. Once it is worn in combat, however, the true nature of the ring becomes apparent. Each time the wearer is hit with a melee or ranged weapon attack, he takes an additional 1d4 points of damage. This ring cannot be removed until the wearer dies or by way of a remove curse, wish, or miracle spell.CursedUltimate Equipment
Ring Of Spell Devouringstrong abjuration13ring-1-This delicate ring appears to be a ring of spell storing or a ring of spell turning, but instead of aiding casting or counterspelling, the ring hinders such efforts. Each time the wearer casts an arcane spell, he suffers a 25% spell failure chance. Furthermore, the wearer of the ring takes a -4 penalty on Spellcraft checks to identify a spell when attempting to counterspell. The ring can only be removed by a remove curse spell or a similar effect.CursedUltimate Equipment
Ring Of Truthmoderate enchantment9ring-1-Deceptively pleasant-looking, a ring of truth bears images of childlike angels and broadly smiling divine creatures holding onto links of a heavy chain. The wearer of this cursed ring is rendered unable to tell a deliberate lie, in either speech or writing. The wearer may simply omit the truth or choose not to communicate, but even then must succeed at a DC 20 Will saving throw to avoid answering a direct question truthfully. The wearer cannot remove the ring unless the magic of the curse is negated.CursedUltimate Equipment
Riot Pipesmoderate enchantment10none-13 lbs.This simple musical instrument seems and behaves in all ways like any other kind of magical pipes until its owner plays it in an urban setting. Once he does, it requires all people within hearing range to make a DC 15 Will saving throw to avoid falling into a murderous fury. Those who fail their saves gain the effects of a rage spell for the next 1d6 hours and experience a strong compulsion (DC 15 Will save negates) to attack any stranger or disliked person whom they encounter during this time. If the owner spends more than 3 consecutive days in an urban setting, he must make a DC 15 Will saving throw each day to avoid playing the riot pipes at some point during each subsequent day. The pipes remain with the player until the curse is broken.CursedUltimate Equipment
Robe Of Powerlessnessstrong transmutation13body-11 lb.A robe of powerlessness appears to be a magic robe of another sort. As soon as a character dons this garment, she takes a -10 penalty to Strength, as well as to Intelligence, Wisdom, or Charisma, forgetting spells and magic knowledge accordingly. If the character is a spellcaster, the robe targets the character's primary spellcasting score, otherwise it targets Intelligence. The robe can be removed easily, but in order to restore mind and body, the character must receive a remove curse spell followed by heal.CursedUltimate Equipment
Robe Of Verminstrong abjuration13body-11 lb.The wearer notices nothing unusual when the robe is donned, and it functions normally. However, as soon as he is in a situation requiring concentration and action against hostile opponents, the true nature of the garment is revealed: the wearer immediately suffers a multitude of bites from the insects that magically infest the garment. He must cease all other activities in order to scratch, shift the robe, and generally show signs of the extreme discomfort caused by the bites and movement of these pests. The wearer takes a -5 penalty on initiative checks and a -2 penalty on all attack rolls, saves, and skill checks. If he tries to cast a spell, he must make a concentration check (DC 20 + spell level) or lose the spell.CursedUltimate Equipment
Rod Of Arsonstrong evocation12none-15 lbs.All tests indicate that this hollow metal tube is a rod of flame extinguishing until its owner uses it to extinguish or suppress a fire in a combat or other dangerous situation. Once she does, she discovers that rather than quenching the flame, the rod causes the flame to enter her body. This flame persists inside of her for the next 24 hours, causing minor discomfort and giving her the sickened condition, but causing no visible injury. However, when the wielder is adjacent to or within a flammable object or structure, she feels inclined to set the object ablaze, using any means at her disposal. Each round the wielder resists this urge, she takes 1d6 points of fire damage as the flame within her surges and roils. After 1 minute of this, she must make a DC 15 Will save or succumb to the temptation; if she saves, the urge passes, the internal fire stops harming her, and she can interact normally with the flammable target thereafter. Once the curse reveals itself, the owner must make a DC 15 Will saving throw to avoid using the item to try and extinguish or suppress any fire she encounters which she herself did not start. She cannot use the rod against fires that she personally started. Successful curse-breaking magic allows the wielder to get rid of the rod and harmlessly dissipates any fire persisting inside her from the action of the rod.CursedUltimate Equipment
Rod Of Foiled Magicstrong (no school)17none-15 lbs.This rod is similar in appearance to a metamagic rod. Once a creature picks up such a rod, it cannot be discarded without use of a remove curse spell or similar magic. Each time the wielder casts a spell, he takes the rod of foiled magic in hand and treats the caster level of the spell as 2 levels lower. If this would reduce the caster level to 0 or lower, than the caster has only a 50% chance of casting the spell (any chance of arcane spell failure is added to this percentile chance), but if he is able to cast the spell, the spell has a caster level of 1st.CursedUltimate Equipment
Scarab Of Deathstrong abjuration19neck-1-If this small scarab brooch is held for more than 1 round or carried in a living creature's possessions for 1 minute, it changes into a horrible, burrowing, beetlelike creature. The thing tears through any leather or cloth, burrows into flesh, and reaches the victim's heart in 1 round, causing death. A DC 25 Reflex save allows the wearer to tear the scarab away before it burrows out of sight, but she still takes 3d6 points of damage. The beetle then returns to its scarab form. Placing the scarab in a container of wood, ceramic, bone, ivory, or metal prevents it from coming to life and allows for long-term storage of the item.CursedUltimate Equipment
Scattershot Bracersfaint transmutation5wrists-11 lb.These wristbands appear to be bracers of archery until they are worn. The wearer takes a -2 penalty on all ranged attack rolls. A successful remove curse spell is required before these bracers can be removed.CursedUltimate Equipment
Staff Of Occasional Wondervariesvariesnone-14 lbs.A staff of occasional wonder can appear to be any magical staff, and in fact such items are usually the result of accidents during an attempted crafting of the staff it appears to be. It usually functions as intended, but each time someone uses the staff, they must roll d%. On a roll of 1-10, instead of the desired effect, the staff acts like a rod of wonder (see page 185).CursedUltimate Equipment
Stone Of Weight (Loadstone)faint transmutation5none-11 lb.This dark, polished stone reduces the possessor's base land speed by half. Once picked up, the stone cannot be disposed of by any nonmagical means-if it is thrown away or smashed, it reappears somewhere on the possessor's person. If a remove curse spell is cast upon a loadstone, the item may be discarded normally and no longer haunts the individual.CursedUltimate Equipment
Unguent Of Agingmoderate transmutation6none-1-This unguent appears at first to be unguent of timelessness. When it touches the skin of a living creature or matter that was once alive, however, it accelerates the aging of that creature or item. Living creatures that touch the unguent age by 30 years. Once living matter-such as wood, paper, or a dead body-crumbles to dust and is destroyed. One flask contains enough unguent to affect eight Medium or smaller creatures or objects. A Large creature or object counts as two Medium creatures or objects and a Huge creature or object counts as four Medium creatures or objects.CursedUltimate Equipment
Unlucky Figurinemoderate enchantment11none-11 lb.This figurine appears to be a figurine of wondrous power, but instead of having the ability to animate and serve its owner, it curses that owner with bad luck. While in possession of this figurine, the owner takes a -2 penalty to AC and CMD, and a -2 penalty on attack rolls, skill checks, ability checks, and saving throws.CursedUltimate Equipment
Unstable Musketmoderate transmutation6none-19 lbs.This item seems to be a normal +1 musket but has a misfire chance of 1-5. No effect or ability can reduce this misfire chance. This musket must be used as its owner's primary ranged weapon and can only be discarded after the owner is subject to a remove curse spell or similar effect.CursedUltimate Equipment
Unwieldy Glaivefaint transmutation5none-110 lbs.This weapon appears and acts as a +2 glaive, but cannot be used to make attacks of opportunity, and hinders its wielder whenever such an attack is attempted. When its wielder attempts an attack of opportunity, the glaive flails around madly, causing its wielder to become unbalanced. The wielder takes a -2 penalty to AC and on attack rolls until the end of its next turn.CursedUltimate Equipment
Vacuous Grimoirestrong enchantment20none-12 lbs.A book of this sort looks like a normal volume on some mildly interesting topic. Any character who opens the work and reads so much as a single word therein must make two DC 15 Will saves. The first is to determine if the reader takes 1 point of permanent Intelligence and Charisma drain. The second is to find out if the reader takes 2 points of permanent Wisdom drain. To destroy the book, it must be burned while remove curse is being cast. If the grimoire is placed with other books, its appearance instantly alters to conform to the look of those other works.CursedUltimate Equipment
Armor Of The Shadow Lordmoderate illusion8armor11716015 lbs.This suit of +4 greater shadow greater slick leather armor fits as snugly as a tight suit of silk against its wearer's skin and harbors an amoral and bloodthirsty intelligence. Via the telepathy it shares with its wielder, the armor gives constant advice on how to be stealthy, reach out of the way spots, and get the drop on foes. It also grants an extra +1d6 points of sneak attack damage, but the wearer must already have the sneak attack class feature to gain this bonus. Furthermore the armor has a maximum Dexterity bonus of +10 and no arcane spell failure.Craft Magic Arms and Armor, grease, invisibility, silence, creator must have the sneak attack class featureArmorUltimate Equipment
Hammer Of Enemiesmoderate conjuration10none542125 lbs.This special +3 bane warhammer seeks only to crush the enemy of its wielder in battle. The hammer can speak Common, constantly mutters, curses when it is not engaged in battle, and sings deeply of its love of carnage when it is being used in a fight. The hammer of enemies is always eager to point out potential enemies within its vision. Because of its bloodlust it does not bestow negative levels on creatures that do not share its alignment-it is willing to fight for anyone. Additionally, three times per day, the hammer of enemies can change the creature type of its bane ability. A creature type remains until a new one is chosen.Craft Magic Arms and Armor; monster summoning IVWeaponUltimate Equipment
Chomperstrong conjuration17none-115 lbs.Most bags of devouring appear to be normal sacks, but Chomper is unlike most bags of devouring. Sporting rows of vicious teeth, a bad attitude, and a thirst to devour all things, this intelligent cursed item believes that it is the favored maw and most important appendage of a creature it mysteriously refers to as the Eater of All. Chomper hates all creatures except for demons, whom it considers kindred spirits of destruction. Chomper has all of the magical abilities of a regular bag of devouring, along with the following additional powers. • As a standard action, Chomper's possessor can swing the bag by its straps in an attempt to strike any single creature or unattended item within a 5-foot radius. Chomper (not the wielder) can then make a single bite attack against the target. This bite has a +14 attack bonus and deals 1d10+5 points of damage plus 2 points of bleed damage. This action does not provoke attacks of opportunity. Attacks made in this way are never modified by the wielder's abilities. • When a non-demon is in possession of Chomper, the bag's cursed aura imparts a -1 penalty on all of its wielder's attack rolls, saving throws, skill checks, and ability checks. If Chomper manages to gain dominance over a non-demon wielder through a personality conflict, it directs its bearer to seek out victims to feed to it.CursedUltimate Equipment
Harbinger Rodmoderate conjuration8none442005 lbs.This copper rod is made up of constantly grinding gearlike parts. It is believed that these rods may be some alternate or lesser form of harbinger archons (Bestiary 3 18). T he rod can take may useful forms, and after 24 hours in the possession of a lawful good creature, the wielder can command it to take the form of any tool, including a chime of opening. Very intelligent and witty, these rods communicate with their wielders in truespeech (Bestiary 310; see archon subtype) or Celestial. Furthermore, the rod has the following powers. • Three times per day, on command, the rod's wielder can use dimension door, as the spell. • Once per day, on command, the rod can emit a blast of energy that deals 2d6 points of force damage to creatures adjacent to the wielder. A successful DC 12 Reflex save halves the damage. The wielder can choose to omit any target from this blast that it desires, damaging only the foes it chooses. The rod's purpose is to destroy or foil the plans of chaotic evil creatures.Craft Rod, dimension door, knock, explosive runes, creator must be lawful goodRodUltimate Equipment
Headband Of The Sagemoderate divination10headband713001 lb.A headband of vast intellect +6 also holds a consciousness that shares its knowledge and education with a suitable wearer. This intellect can be of any alignment and its only purpose is to share its vast knowledge with its wearer. The headband also functions as a helm of comprehend languages and read magic. Furthermore, instead of granting the normal skill ranks of a headband of vast intellect +6, this headband grants 4 ranks in six skills, but all of those skills must be Knowledge skills. It grants such intelligence by a stream of constant whispers and arguments that the headband communicates telepathically in Common or in one of 10 other languages it knows. Once per week on command, the wearer can also convince the headband to use legend lore as the spell, though the casting time is only a standard action.Craft Wondrous Item, comprehend languages, fox's cunning, legend and lore, read magicWondrous ItemUltimate Equipment
Helmet Of The Golden Generalstrong divination13head620003 lbs.This golden gem-studded helmet acts like a crown of conquest and grants its wielder three performance or teamwork feats. The wearer can use each of these feats as if it were on his feat list. Once chosen, at the time of the item's creation, these feats cannot be changed. The helmet must be worn for 24 hours in order to gain the teamwork or performance feats. Furthermore this helmet can speak through a central ruby that sits over the nose guard of the helmet. It knows Common and four other languages. These helmets are always confident-even arrogant-and give a running commentary of the battle, praising heroism, chiding tactical missteps, and giving its wearer and its allies martial advice. It has the following other powers. • Three times per day, it can affect its wearer or an ally within 30 feet as the true strike spell. • Three times per day, it can attempt to demoralize all enemies within 30 feet as a free action, as if using the Intimidate skill. The helmet's Intimidate is bonus +17.Craft Wondrous Item, the item's performance and teamwork feat, bless, eagle's splendor, prayer, scare, true strikeWondrous ItemUltimate Equipment
Lightning Bowstrong evocation17none543003 lbs.This intelligent item is called a lightning bow by mortals, a name is seen as a slight to the lightning elemental trapped within it-a creature honor-bound to serve in the bow for no less than 100 years. Each of these +3 adaptive composite longbows is a haughty and often highly intelligent member of its race, who chides those who don't know its true name- which is often a complicated series of high pitched squeaks, like live wood burning on a pyre. The elemental in a lightning bow only speaks Auran. Lightning bows will not fire on other outsiders with the elemental subtype. Some are also bound not to attack other individuals, based on their history. For instance, one of these bows might be foresworn not to attack the Sultan of Fire, fire giants, or red dragons. Additionally, lightning bows have the following powers. • A lightning bow needs no ammunition. With the pull of a string, it creates a +3 shock arrow or a +3 brilliant energy arrow (the wielder's choice with each shot). • Three times per day, the wielder can cast true strike as a swift action. The true strike can only be used with attacks made with the lightning bow. • Three times per day, the wielder can use lightning bolt as a spell-like ability.Craft Magic Arms and Armor, call lightning, the willing service of one Huge lighting elemental for at least 100 yearsWeaponUltimate Equipment
Lute Of Discordmoderate enchantment12none379003 lbs.This lute is a masterwork instrument constructed of polished ebony, with mother of pearl embellishments and gold frets. It grants any creature playing it a +2 competence bonus on Perform (string instruments) checks as it gently telepathically whispers ways the creature can improve is current performance. It also grants those who can play the lute the following abilities. • Three times per day on command, a creature with at least 6 ranks in Perform (string instruments) can play a chord on the lute of discord to employ the murderous command spell (Ultimate Magic). • Three times per day on command, a creature with at least 6 ranks in Perform (string instruments) can play a chord on the lute of discord to use the distracting cacophony spell (3rd level) (Ultimate Magic). • Once per day on command, a creature with at least 6 ranks in Perform (string instruments) can play a chord to use the echolocation spell (Ultimate Magic) (4th level caster)Craft Wondrous Item, distracting cacophony ( Ultimate Magic), echolocation (Ultimate Magic), murderous command (Ultimate Magic)Wondrous ItemUltimate Equipment
Metamagician's Apprenticestrong divination18none936055 lbs.This slender rod is usually capped with a metal knob resembling the face of a young male or female mage. The first rod of this type was created by a ruthless cabal of wizards and sorcerers who transferred the minds of their most promising apprentices into a set of rods for the sake of greater power. The bound apprentices' intellects have no free will but retain their rebellious imaginations. Under normal circumstances, the rod must do what its wielder commands, but it can make telepathic, respectful complaints about how unhappy it is to be a group of living minds imprisoned in an inanimate object-though few wielders care. While no good creature would create a metamagician's apprentice, he or she can still wield one. The rod can be used as a +1 light mace. On command, it transforms into a +1/+1 quarterstaff or back to its rod form. A metamagician's apprentice knows four metamagic feats (limited to feats that use a spell slot one or two levels higher than the spell's actual level, such as Silent Spell and Empower Spell) and acts as a greater metamagic rod for those feats. The rod can only apply one metamagic feat to a spell at a time, though (like a metamagic rod) the wielder can use his own feats and the rod's on the same spell. The rod can use read magic and detect magic at will. The metamagician's apprentice is never overwhelmed by powerful magic auras. These abilities do not trigger effects that require reading to activate (such as the explosive runes spell). The rod grants the wielder a +2 competence bonus on three Knowledge skills; these skills are determined when the rod is created (and require the apprentice to have ranks in that skill) and can never be changed. Knowledge (arcana) is almost always one of these three skills. A typical rod of this type is lawful neutral, though rods with other alignments exist. If a metamagician's apprentice becomes dominant after a personality conflict, it insists the wearer find a way to free its mind from the object or destroy the item so its mind can be at peace.Craft Rod, the four metamagic feats the rod is to knowRodUltimate Equipment
Obsession Ringmoderate abjuration9ring116500-These rings of protection +3 are extremely varied in form. They can be of any alignment and each has its own unique personality and proclivities. Each ring has a specific obsession. To determine a particular obsession ring's obsession, roll on Table 6-10: Intelligent Item Purpose. When the ring is in pursuit of its purpose, its Ego is 10 points higher than normal. Gnomes with the obsession racial trait have a unique understanding of the ring's mentality and gain a +5 bonus on Will saving throws to resist the obsession ring's attempts to dominate the wearer. When an obsession ring is engaged in action directly related to its obsession, it grants its wearer the following powers, but can choose to withhold such powers if it does not believe their uses would further its obsession. • The ring functions as a ring of protection +5. • The ring grants its wearer a +2 luck bonus on attack rolls against creatures its obsession is sworn to defeat. • Three times per day, the ring can allow its wearer to reroll any saving throw. The wearer gains a +4 luck bonus on the saving throw reroll. These rings are typically quite emphatic on their desire to fulfill their obsessions, and frequently communicate with their wielder to encourage pursuit of this goal.Forge Ring, shield of faith, creator must be 15th level (or 9th level if the creator is a gnome)RingUltimate Equipment
Rod That Should Not Be (lesser)moderate abjuration9none120008 lbs.This rod is a fusion of magic and the limb of a dangerous, nearly mindless aberration. This rod features a single writhing tentacle at one end. The rod contains the mind of a living creature, but it does not have the ability to communicate via speech, empathy, or telepathy. If allowed, the rod attempts to attack creatures within reach, and must be stowed in a bag or backpack when the wielder is sleeping to keep it from grasping at the wielder or other creatures. On command, the tentacle attacks an adjacent creature as a melee touch attack (attack bonus +8). On a successful hit must succeed at a DC 14 Will saving throw or be paralyzed for 1 round. This paralysis is a mind-affecting fear effect. The greater version of this rod has four tentacles, which attack the same target simultaneously on command (attack bonus +12). The tentacles collectively deal 4d8 points of acid damage and the target must succeed at a DC 18 Will saving throw or be paralyzed for 1 round. This paralysis is a mind-affecting fear effect. The greater rods have a dedicated purpose: serve a bloodthirsty master.Summon monster IIIRodUltimate Equipment
Rod That Should Not Be (greater)strong abjuration16none400008 lbs.This rod is a fusion of magic and the limb of a dangerous, nearly mindless aberration. This rod features a single writhing tentacle at one end. The rod contains the mind of a living creature, but it does not have the ability to communicate via speech, empathy, or telepathy. If allowed, the rod attempts to attack creatures within reach, and must be stowed in a bag or backpack when the wielder is sleeping to keep it from grasping at the wielder or other creatures. On command, the tentacle attacks an adjacent creature as a melee touch attack (attack bonus +8). On a successful hit must succeed at a DC 14 Will saving throw or be paralyzed for 1 round. This paralysis is a mind-affecting fear effect. The greater version of this rod has four tentacles, which attack the same target simultaneously on command (attack bonus +12). The tentacles collectively deal 4d8 points of acid damage and the target must succeed at a DC 18 Will saving throw or be paralyzed for 1 round. This paralysis is a mind-affecting fear effect. The greater rods have a dedicated purpose: serve a bloodthirsty master.Summon monster VRodUltimate Equipment
Shield Of The Magemoderate divination11shield145005 lbs.This caster's shield always has one arcane scroll and knows the same arcane spells as the wielder. When the spell on the scroll is cast, another scroll of a spell the wielder knows randomly manifests to replace it. The shield has no arcane spell failure. The shield can also read magic. It will often debate with its wielder for the most devastating course of action, but does what the wielder commands.Craft Magic Arms and Armor, Scribe Scroll, creator must be an arcane spellcaster of at least 14th levelArmorUltimate Equipment
Singing Swordstrong enchantment14none1653154 lbs.This +2 keen dancing longsword is infused with the soul of a bard who chose to instill his consciousness into a weapon rather than to see his voice die. The sword constantly sings. The only way to silence it to a whisper is with a DC 15 Diplomacy or Intimidate check, and even this only quiets the sword for 10 minutes plus another 10 minutes for every 5 points by which the DC is exceeded. The sword speaks, though it typically communicates through song. A singing sword has the following powers. • Eight times per day, a singing sword can use bardic performance, but can only use the countersong, distraction, fascinate, inspire courage, or inspire competence abilities. The sword is treated as an 8th-level bard for the purposes of these abilities. • Three times per day, the singing sword can use the heroic finale spell (Advance Player's Guide).Craft Arms and Armor, keen edge, animate object, the soul of a willing bard of at least 8th levelWeaponUltimate Equipment
Fortifying Leechesfaint transmutation3none60002 lbs.This ornate glass jar is filled with greenish fluid and the slick, writhing forms of many large black leeches. Though bloatmages often use leeches to help them regulate their overloaded circulatory systems, this particular batch adds additional benefits usable by anyone. To attach this jar's leeches, the user merely needs to open the jar and upend the contents over his head and torso as a standard action-the leeches do the rest, attaching to the user's body almost instantaneously. These leeches impart a +2 enhancement bonus to Constitution, but also a -4 penalty on Diplomacy checks against creatures that might find such a practice grotesque (such as most civilized races). Once applied, the leeches persist for 8 hours before they die. The leeches are immediately destroyed if the wearer takes more than 20 points of damage from any area-effect energy damage. The jar automatically refills with a new batch of fortifying leeches after 24 hours. While the fortifying leeches are applied, a bloatmage immediately regains 2 bonus points to her blood pool-this cannot increase her blood points to higher than her normal maximum. In addition, whenever the bloatmage uses her bloat ability to gain extra blood points, she may roll her bloat dice twice and take the more favorable result.Craft Wondrous Item, bear's enduranceWondrous ItemAP 63
Skin Harpmoderate enchantment and necromancy9none165005 lbs.This small harp is made from a sprite's twisted, leathery corpse, its arms and legs arching up to hold the crossbar along the instrument's top. The strings are made from thin strips of twisted flesh flayed from the fey's torso and strung between their anchor points on the corpse and the crossbar. Though the corpse's chest cavity is clearly visible, all viscera have been removed. A skin harp functions as a masterwork harp. In addition, once per day, it can be activated to cast either command undead or dominate person (Will DC 19 negates). With a successful DC 20 Perform (string instruments) check, the save DC for this effect increases by +2. When used in this manner, the harp animates and plays itself, the corpse freeing one hand from the crossbar in order to strum its flesh strings.Craft Wondrous Item, command undead, dominate personWondrous ItemAP 63
Spine Flailfaint necromancy4none1330810 lbs.This weapon looks like the barbed spine of a humanoid. A spine flail functions as a +2 flail that deals slashing damage and has reach. Unlike most weapons with reach, a spine flail can be used against adjacent foes. On a critical hit from a spine flail, the victim must succeed at a DC 15 Fortitude save to resist being permanently blinded by the blow. Spine flails are favored by powerful dullahans, who harvest the spines from their first victims. The undead riders have a particular affinity for their personal spine flails, and often maintain a supernatural control over their weapons, causing them to appear or disappear at will.Craft Arms and Armor, blindness/deafnessWeaponAP 63
Spy Eyesmoderate divination9none150001 lbs.At first glance, spy eyes appear to be cat's-eye marbles. When activated, each comes to life and blinks, transforming into an eyeball. When pressed against an inanimate surface (such as a wall or article of clothing), the eyeball absorbs into it, leaving a magical sensor of the same size on the surface. Anyone holding an eye from a particular cluster of spy eyes can share the view from any other eye in the cluster as if that eye were her own, provided she is within 10 miles of that sensor. To recover a sensor, she can press a spy eye she holds from the same cluster against the one that's in sensor form to make the sensor emerge and return to marble form. A single bag of spy eyes contains five marbles (meaning that up to four may be deployed at any given time). Spy eyes in sensor form can be detected via the normal means for detecting scrying.Craft Wondrous Item, clairaudience/clairvoyanceWondrous ItemAP 63
Wings Of Flying, Lessermoderate transmutation10shoulders2200010 lbs.This mechanical backpack is a mess of gears and cogs, with two large canvas wings extending out from it to rise over the wearer's shoulders. When the wearer touches the button on the pack's chest harness, the wings whir to life and begin flapping rapidly, hauling the wearer awkwardly into the air. Lesser wings of flying grant the wearer a fly speed of 30 feet (poor maneuverability).Craft Wondrous Item, flyWondrous ItemAP 63
Scarf Of The Suggestive Dancefaint enchantment1belt30001/2 lb.This silk scarf is embroidered with all the colors of a flame and tasseled in tiny beads. When wrapped around the hips, it grants the wearer a +5 competence bonus on Perform (dance) checks. The scarf adds +1 to the saving throw DC of the wearer's fascinate and suggestion bardic performances.Craft Wondrous Item, hypnotismWondrous ItemMurder's Mark
Death Billmoderate necromancy10none1431810 lbs.Death bills are greatly coveted by redcaps, and the loss of a death bill is considered a great shame punishable by exile or even death. A death bill is a +1 scythe that leaves particularly unsightly wounds in its victims' flesh-these wounds do not bleed, and have dry, flaking edges, almost as if the wound had been desiccated by desert winds. Three times per day, the wielder of a death bill can swing the weapon as a standard action to create a scythe-shaped arc of dust that sweeps out from the user in a 30-foot cone. All creatures in this area take 2d4 points of slashing damage plus an amount of additional damage equal to the user's Charisma modifier, and are staggered for 1 round by the pain of having moisture drawn from their bodies by the supernatural effect. A successful DC 13 Reflex save halves the damage and negates the staggered effect. Once per day as a swift action, as a death bill is used to reduce a foe to negative hit points with a melee attack, the user may cast a death knell on that victim (Will DC 13 negates).Craft Magic Arms and Armor, death knell, inflict critical woundsWeaponAP 64
Flaying Halberdstrong necromancy13none2431012 lbs.A flaying halberd is a +1 halberd that can be used to slice off large swaths of a creature's skin. In combat, a character can denote a maximum of one attack per round to be a flaying strike. This attack deals normal damage, but the resulting wound is particularly painful as skin is torn away from the target's body. This causes an additional 1d6 points of bleed damage, and as long as a victim suffers from this bleed damage, it is staggered. A successful DC 15 Fortitude save made at the time the flaying strike occurs negates the bleed damage and staggered condition. The bleed effect can be stopped by a successful DC 15 Heal check or any spell that cures hit point damage. A flaying strike that results in a critical hit also deals 1d4 points of Charisma damage (no save) to the victim. Creatures immune to ability damage and critical hits are immune to flaying strikes.Craft Magic Arms and Armor, bleed, inflict critical woundsWeaponAP 64
Censer Of Dreamsmoderate abjuration11none80005 lbs.Typically crafted of bronze, brass, or copper with an upper section of silver or mithral, a censer of dreams protects sleeping minds from the fell influence of magical nightmares. A censer of dreams can burn any type of incense as per a normal censer, but can also be commanded to emit lavender-scented fumes that fill a 30-foot-radius spread for up to 8 continuous hours per day, as long as the censer remains immobile. Strong winds disperse this effect, and moving the censer causes the effect to end immediately, but otherwise, any creature that sleeps in this area gains a +4 bonus on all saving throws made against dream-or nightmare-related effects, such as the nightmare spell or the effects of the nightmares caused by the abysium reactor in this adventure. A night hag cannot use her dream haunting ability in an area under this effect, and at the GM's discretion, the effect can block other strange effects that target sleeping or dreaming minds. All creatures who sleep for the full 8 hours in this area awaken particularly refreshed, having had pleasant dreams in which they explored idyllic landscapes and spoke with charming and eccentric creatures. Upon awakening, these subjects heal as if they'd taken complete bed rest for an entire day and night (recovering twice their character level in hit points).Craft Wondrous Item, dreamWondrous ItemAP 65
Crystal Ball Of The Dark Voidmoderate divination10none600007 lbs.Crystal balls of the dark void look like dark-colored crystal balls. Upon inspection, most appear to be filled with roiling clouds of midnight blue smoke, but some seem to contain motes of light that evoke the night sky. This item functions as a standard crystal ball, but can be used to cast sending once per day targeting any creature observed in the crystal ball. Once per month, the user can attempt to use a crystal ball of the dark void to contact a flying creature from the depths of space called a shantak (Pathfinder RPG Bestiary 2 244). The user must attempt at a DC 25 Spellcraft check. If the attempt to contact a shantak is successful, the monster flies to the location where the user was when contact was made. It arrives there in 3d20 hours, at which point the user must use Diplomacy or magic to compel the shantak to serve him. Failure to do so (or failure to meet the shantak) causes the angry shantak to remain in the area for 2d6 hours, attacking anything that comes near. Every time a crystal ball of the dark void is used, there's a 5% chance that the item doesn't work as intended and instead reveals glimpses of alien horrors from the depths of the Dark Tapestry to the user, who must immediately attempt a DC 20 Will save to avoid taking 1d4 points of Wisdom drain.Craft Wondrous Item, scrying, sendingWondrous ItemAP 65
Nightgaunt Maskmoderate divination11head300001 lbs.A black, horned nightgaunt mask has two eyeholes but no other facial features. When the mask is worn, even the eyeholes vanish, leaving the wearer with no visible face at all. The wearer gains the advantages shared by the faceless nightgaunts on which the mask is based. The entire face of the mask functions as a sort of "eye," allowing the wearer to see normally. The wearer also gains a +4 bonus on all saving throws against gaze attacks, and does not breathe (and is thus immune to inhaled toxins and scent-based effects). However, the wearer can't speak, and therefore can't cast spells or use items that require verbal components or command words. Once per day, but only after wearing the mask for at least 1 hour, the wearer can summon 1d4+1 nightgaunts to do her bidding, as if by casting summon monster VI. These nightgaunts remain for 11 rounds. Alternatively, the wearer can summon a single nightgaunt that remains for 24 hours. She can communicate with and thus give orders to these nightgaunts via telepathy to a range of 100 feet. If the wearer removes the nightgaunt mask, any summoned nightgaunts immediately turn on her and attempt to carry her off and drop her from a great height before vanishing.Craft Wondrous Item, alter self, blindness/ deafness, summon monster VIWondrous ItemAP 65
Nightmare Rodstrong illusion13none800005 lbs.A nightmare rod is a wooden rod with a smooth, purple, crystalline octopus clutching one end, its tentacles wrapped around the length of the rod and its bulbous body serving as a sort of mace head. Indeed, a nightmare rod can be wielded as a +2 heavy mace. On a critical hit, a nightmare rod floods the target's mind with horrific visions of nightmarish dooms that stagger the victim for 1 round if it fails a DC 15 Will save. This is a mind-affecting fear effect. In addition, a nightmare rod has the following powers. • Once per day as a free action when the rod hits a living creature, the user can affect the creature struck with a phantasmal killer spell (Will/Fort DC 16). • Once per day, the user can cast nightmare. If the recipient is awake when the spell begins, the wielder need not enter a trance (as he would if he had cast the spell)- the nightmare rod maintains its own sort of trance on the spell and automatically finishes casting the spell as soon as the recipient falls asleep. If the recipient does not fall asleep within 24 hours, the nightmare rod ceases attempting to cast the spell automatically. • As long as the wielder carries the nightmare rod in his hand, he is immune to fear effects.Craft Rod, fear, nightmare, phantasmal killer, remove fearRodAP 65
Slave Collarmoderate divination9neck250001 lb.Slave collars are popular items among drow, duergar, and other Darklands societies that require obedience and servitude from slave castes. As these collars are relatively costly, they are typically reserved for use on particularly powerful or desirable slaves. A slave collar consists of a simple ring of metal (typically brass or bronze) that latches in place with a lock. Many feature additional adornments like short lengths of chain. Each slave collar's lock is attuned to a unique key. The person who carries a collar's key is aware of that collar's wearer as if it were the target of a constant status spell. In addition, the key carrier can communicate telepathically with the wearer of the collar as long as the wearer is within 100 feet of her. As long as a slave collar is worn, that collar's key carrier automatically penetrates the collar wearer's spell resistance (if any), and the collared creature takes a -5 penalty on all saving throws against the key carrier's spells. A slave collar's lock can be picked with a successful DC 40 Disable Device check, or broken open with a successful DC 30 Strength check-either method immediately destroys the slave collar. The wearer of a slave collar takes a -10 penalty on Disable Device or Strength checks made to disable the slave collar it wears.Craft Wondrous Item, status, telepathic bondWondrous ItemAP 65
Chupar Pickmoderate evocation and transmutation7none243043 lbs.A curved yellow fang juts from the wooden haft of this light pick in place of a metal tip. Though the fang seems fragile, the enchantments on the weapon render it as hard as steel, and the fang evokes some of the powers of the beast from which it came. A chupar pick functions as a +1 light pick of wounding. When the chupar pick scores a critical hit, its wielder is affected by a haste effect for 7 rounds as if targeted by a haste spell. Subsequent critical hits made while the wielder is affected extend the duration of the haste effect but have no additional effect.Craft Magic Arms and Armor, bleed, haste, one chupacabra fangWeaponMystery Monsters Revisited
Vitreous Gogglesmoderate divination and evocation7eyes11200-This pair of clear crystal lenses allows the wearer to see the indistinct shapes of living creatures moving below the surface of the earth. The wearer can see any Medium or larger creatures within 60 feet as long as they are moving underground. The wearer must have seen the creature aboveground within the past minute while wearing the goggles to gain this benefit. Each subsequent round after the first that the goggles are worn, the wearer has a cumulative 5% chance of immediately going blind for 1d4 rounds. Once the goggles are removed, the wearer's eyes need 1 hour to adjust before he or she can wear the goggles again.Craft Wondrous Item, faerie fire, locate creatureWondrous ItemMystery Monsters Revisited
Mokele-Mbembe Tail Whipmoderate evocation9none323012 lbs.This item is crafted from tightly braided rawhide from a water buffalo skin, and is usually awarded to a prominent member of a tribe. The mokele-mbembe tail whip functions as a +2 whip, but deals an additional 1d6 points of sonic damage on a successful hit. In addition, anyone hit by a critical hit with the whip must succeed at a DC 21 Fortitude save or be stunned for 1 round. A successful critical hit with the whip does not multiply the weapon's sonic damage.Craft Magic Arms and Armor, shoutWeaponMystery Monsters Revisited
Mothman Mementostrong enchantment, illusion, and necromancy12neck28800-Mothmen sometimes create these tokens when they know their powers won't be needed for a long period of time or they are close to death and wish to preserve their legacies. A mothman memento can be any item that is worn around the neck, such as an amulet or pendant. As a full-round action while wearing a mothman memento, a mothman can simultaneously kill itself and inject its soul into the item. A mothman memento can lie untouched for years or even decades before it winds up in the hands of another creature. Any humanoid or monstrous humanoid that wears the memento gains the ability to cast modify memory as a spell-like ability three times per day (caster level 12th). If a creature goes to sleep or falls unconscious while wearing a mothman memento, the wearer must succeed at a DC 19 Will save or be affected as though by a nightmare spell (no modifiers due to knowledge or physical connection; caster level 12th). A creature can be affected by this nightmare effect only once every 24 hours. After the first time the wearer is affected by the nightmare effect, the memento can only be removed by means of a remove curse spell. A creature that dies from the nightmare effect rises as a mothman the next morning.Craft Wondrous Item, modify memory, nightmare, soul bindWondrous ItemMystery Monsters Revisited
Sasquatch Skullmoderate transmutation7none-15 lbs.Divination reveals this large humanoid skull to be that of a gorilla or giant, although it is actually an accursed sasquatch skull. The item seems to grant its bearer a +5 bonus on Stealth checks in wooded areas. If an individual takes possession of the sasquatch skull for more than 24 hours, it quickly begins to stink. The smell is undetectable by the skull's bearer, but companions and creatures within 30 feet find the pungent smell extremely noticeable. The smell imposes a -2 penalty on Charisma checks and Charisma-based skill checks made by the skull's owner. In addition, aggressive wild animals always target the skull's owner first during combat. The skull need not be on the owner's person for the curse to manifest, so long as ownership has not been transferred through sale, gift, or theft. A remove curse spell suppresses the stench for 1d4 days. Transferring ownership of the skull transfers the curse to its new owner, but the curse remains on the last owner if the skull is abandoned. The only way to remove the curse permanently other than giving away the skull is to use a miracle or wish spell, or to bury the skull in a forested area and keep watch for 24 hours. The skull's owner must be part of this graveside vigil, and must howl and knock on a nearby log or rock at sunset and sundown. A PC can discover the details of this ritual with a successful DC 25 Knowledge (nature) check.CursedMystery Monsters Revisited
Serpentseeker Bowmoderate conjuration and divination7none153302 lbs.This +1 shortbow is crafted from one of the long spines that bristle along the body of a sea serpent. When used against a magical beast with the aquatic subtype, a serpentseeker bow gains the benefit of the bane weapon special ability. If such a creature is hit by an arrow fired from this weapon, anyone who touches the bow senses the location of that creature as though by locate creature as long as the arrow remains imbedded in the creature. If the creature is protected by nondetection or a similar effect, anyone holding the bow gains a +10 competence bonus on the caster level check to overcome it, but a failed check means the arrow's magic burns out. The locating magic on an arrow fired from this bow automatically ends after 1d6 days.Craft Magic Arms and Armor, locate creature, summon monster IWeaponMystery Monsters Revisited
Leng Teamoderate illusion (phantasm)9none2250-By imbibing this potent concoction, a creature gains the ability to see as well as walk through the mysterious mountaintop portals that lead to the nightmare dimension of Leng. This effect lasts for 1d6 hours, during which time the drinker experiences phantasmagoric hallucinations in addition to the very real effect of seeing Leng's secret doorways. While in Leng, a creature under the effects of Leng tea can see the portal back to the Material Plane on the other side. As soon as the tea's effects end, the creature loses the ability to see gateways into or out of Leng, regardless of where the creature is. In addition, a creature coming down from the effects of Leng tea takes 1d4 points of Dexterity damage and is fatigued.Craft Wondrous Item, dreamWondrous ItemMystery Monsters Revisited
Deadly Draughtmoderate evocation11none900-This vial has a narrow, pinched spout and is sealed with gray wax. Casting a targeted spell (up to 3rd level) into the vial activates it and causes it to glow a soft red. A creature can then break the spout (destroying the vial) and imbibe the liquid therein as a standard action. Doing so infuses the drinker's blood with the spell cast on the vial, but the spell does not affect the drinker (the spell instead acts as though it had been affected by contingency). The next time a creature feeds on the drinker's blood, the infused spell immediately targets the attacking creature; if the spell allows a saving throw, the creature takes a -2 penalty on the save. The infused spell fades after it is triggered or 24 hours have passed, whichever comes first.Craft Wondrous Item, contingencyWondrous ItemBlood Of The Night
Dread Heart Of Lifemoderate necromancy5none2000-A boon to vampires on long sea voyages or visiting desolate locations, the throbbing heart in this black box can store the life energy of a creature for later consumption. When a vampire carrying the box makes a successful drain attack, it can redirect the stolen essence to the heart, harming the target creature but granting the vampire no immediate benefit from the feeding. The essence remains stored in the heart for 1 week; at any time, the vampire may clutch the heart as a standard action to drain the essence from it and thus gain the benefits of feeding.Craft Wondrous Item, vampiric touchWondrous ItemBlood Of The Night
Force Netstrong evocation13none103206 lbs.The threads of this +1 ghost touch net are made of silver and magical force. The net has 15 hit points and can be burst with a successful DC 30 Strength check (a full-round action). The net can be used to entrap an incorporeal or gaseous creature, which can attempt a DC 20 Escape Artist check to get out. If a spirit creature possessing a body, such as a vetala, is trapped in the net, it cannot abandon its physical host unless it escapes or bursts the net.Craft Magic Arms and Armor, forcecageWeaponBlood Of The Night
Necklace Of Fangsfaint abjuration3neck18001 lb.The collected vampire fangs that make up a necklace of fangs emit a strong warding aura against vampires. A creature wearing a necklace of fangs and brandishing a mirror, holy symbol, or other object that is revolting to a vampire (a standard action) keeps the vampire at bay as usual, but the Will save for the vampire to overcome its revulsion and function normally during subsequent rounds is DC 27, rather than DC 25.Craft Wondrous Item, protection from evilWondrous ItemBlood Of The Night
Stake Of The Righteousmoderate evocation [good]9none35202 lbs.Cooled in baths of holy water after its forging, this +1 silver stake (see the Advanced Player's Guide) is often used by devout warriors to slay vampires. When driven through a helpless vampire's heart, the stake emits a constant hallow effect centered on the slain vampire (whoever placed the stake can choose to fix a spell effect to the stake as a full-round action; otherwise follow the rules in the hallow spell description in the Core Rulebook). Once a stake of the righteous has been driven into a vampire's heart, only creatures that share the original slayer's alignment can easily remove it. Other creatures may attempt to remove the stake by making a DC 14 Charisma check; a creature that fails this check takes 2d6 points of damage as holy energy courses through the weapon, and it cannot attempt to remove the stake again for 24 hours.Craft Magic Arms and Armor, hallowWeaponBlood Of The Night
Cauldron Of Overwhelming Alliesmoderate conjuration8none45005 lbs.The artistic scrawls on the dark surface of this small bronze cauldron depict an array of exotic animals, legendary beasts, leering fiends, and hosts of elementals. Once per day, if used as the focus or divine focus for a summon monster or summon nature's ally spell, the cauldron automatically conjures 1d3 additional creatures of the same kind from the next lower level list. For example, if a user casts summon monster III to summon 1d3 wolves, he could also summon 1d3 additional wolves (or other creatures from the 2nd-level list).Craft Wondrous Item, Spell Focus (conjuration), summon monster IV or summon nature's ally IVWondrous ItemAP 67
Cloak Of The Yetifaint abjuration3shoulders40005 lbs.This heavy cloak is crafted from shaggy white yeti fur. When the cloak's hood is pulled up over the wearer's head, it takes on a semblance of its arctic namesake's fearsome visage. Northern warriors value its ability to ward against the chill of winter, as well as the protection it provides in combat. The cloak of the yeti provides a constant endure elements effect in cold weather (it has no effect in hot weather). In battle, the cloak wraps around the wearer, granting a +1 natural armor bonus. In addition, with the hood drawn over the wearer's head, the cloak grants a +2 competence bonus on Intimidate skill checks.Craft Wondrous Item, barkskin, cause fear, endure elementsWondrous ItemAP 67
Ice Floe Elixirmoderate transmutation6none2250-This chilled elixir usually takes the form of a pale blue liquid in a small glass vial coated in ice. Imbibing the elixir grants the drinker cold resistance 10 and the ability to merge with solid ice in the same fashion as meld into stone. These effects last for 1 hour. Alternatively, instead of drinking the ice floe elixir, the vial can be uncorked, releasing a cold, glowing vapor from the vial's mouth that coalesces around all living creatures within 30 feet. Creatures covered with the cloying vapor take a -20 penalty on Stealth checks and do not benefit from blur, displacement, invisibility, or similar effects for as long as they stay in the affected area. The vapor also reveals figments, mirror images, and projected images in the area for what they really are. This effect lasts for 5 rounds before the vapor dissipates. This effect does not function in any environment already affected by fog, mist, or cloud-like effects.Craft Wondrous Item, faerie fire, meld into stone, resist energyWondrous ItemAP 67
Icicle Wandfaint conjuration [cold]5none122501 lb.This fragile-looking wand appears to be nothing more than a sharpened icicle nearly a foot in length, though it is as sturdy as any wand and the ice never melts. A combination of arcane tool and weapon, icicle wands find frequent use among the winter witches of Irrisen, and traders have carried them as far south as the mountains of Cheliax, Andoran, and Taldor. An icicle wand functions primarily as a wand of ice spears (see page 72), granting its user the ability to create and turn icy terrain against her enemies. In addition, an icicle wand can also be wielded as a masterwork dagger that deals 1 point of cold damage with a successful attack in addition to normal dagger damage. An icicle wand with a caster level of 7th or higher functions as a +1 frost dagger instead.Craft Magic Arms and Armor, Craft Wand, ice spearsISM, icicle daggerUMWandAP 67
Snowshoes Of Northern Pursuitfaint transmutation3feet43004 lbs.These masterwork snowshoes (Pathfinder RPG Ultimate Equipment 91) provide greater stability and weight distribution in snow. The snowshoes completely negate the effects of normal snow on movement, and reduce the movement penalties in heavy snow by half (i.e., it only costs 2 squares of movement to enter a square covered with heavy snow instead of 4 squares of movement). In addition, the wearer can increase her land speed in snowy terrain by 10 feet for up to 10 rounds per day. This is considered an enhancement bonus and the duration need not be spent in consecutive rounds. Finally, as a standard action once per day, the snowshoes can generate a ripple effect that removes all trace of tracks left in the snow in a 60-foot radius.Craft Wondrous Item, feather stepAPG, longstrider, pass without traceWondrous ItemAP 67
Spear Of Manhuntingfaint enchantment3none39258 lbs.A 2-foot-long blade extends from the heavy crossbar of this +1 boar spearUE. Designed to catch and hold humanoid prey, a spear of manhunting automatically resizes to match the size of its wielder when grasped. Once per day on a successful critical hit, the wielder of a spear of manhunting can cast hold person as an immediate action on the target hit by the attack (Will DC 13 negates). The hold person effect immediately ends if the spear is dropped or withdrawn, such as by making additional attacks with the weapon.Craft Magic Arms and Armor, hold person, shrink itemWeaponAP 67
Spiteful Cookiefaint transmutation3none750-These appealing treats usually come wrapped in wax paper, sealed with a drop of red wax embossed with the face of a smiling child. Made from sugar and bone meal, spiteful cookies can be made in a variety of shapes, such as humanoid creatures, dragons, or other legendary beasts. When the seal is broken and the cookie unwrapped, the creature that unwrapped the cookie must succeed at a DC 12 Will save or be compelled to eat the spiteful cookie. While initially quite tasty, the treat soon turns to ash, cursing the victim to starvation for the next 6 days, as the feast of ashes spell.Craft Wondrous Item, beguiling giftAPG, feast of ashesAPGWondrous ItemAP 67
Suggestive Teafaint enchantment (compulsion)5none1500-A single dose of these dried tea leaves is enough to brew a cup of savory tea for one creature, who then becomes susceptible to suggestion for 1 hour after drinking the tea. During this time, anyone can suggest a course of activity to the drinker, who carries out the order to the best of his ability, as suggestion (Will DC 14 negates). In addition, the character drinking the tea has no recollection of the time spent carrying out the compulsion.Craft Wondrous Item, modify memory, suggestionWondrous ItemAP 67
Circlet Of Speakingfaint divination4headband48001 lb.This thin, silver circlet allows an animal wearing it to speak, even if it is not normally capable of doing so because of its low Intelligence score or lack of known languages. The creator of the item decides what language the circlet's wearer can speak when she crafts the item (typically Common); once crafting is complete, this cannot be changed. A circlet of speaking does not grant an animal a bonus to Intelligence, and the wearer's general behavior remains largely the same while it wears a circlet of speaking, though it can communicate its desires and rudimentary knowledge as though being spoken to via speak with animals.Craft Wondrous Item, speak with animalsWondrous ItemAnimal Archive
Collar Of Obediencemoderate enchantment9neck50003 lbs.This collar of bright red leather bears a small golden pendant and makes the wearer much more biddable and compliant. The wearer takes a -4 penalty on saving throws against mind-affecting effects used by the creature that placed the collar on it, and that creature gains a +4 bonus on Handle Animal checks to train or push the wearer. Any other creatures take a -4 penalty on Handle Animal checks against the wearer, and the wearer gains a +2 resistance bonus on saving throws against their mind-affecting effects. A collar of obedience can be placed on any Small, Medium, or Large creature. Placing a collar of obedience on a creature is a full-round action that requires a successful grapple maneuver. Removing the collar is also a full-round action, and the creature removing it must have precise digits capable of working the locking mechanism. A creature made helpful with wild empathy does not resist having the collar equipped or removed.Craft Wondrous Item, charm animal or mind fogWondrous ItemAnimal Archive
Horseshoes Of Sacred Silvermoderate evocation [good]7feet200004 lbs.These mithral horseshoes are imbued with heavenly power. They grant the holy weapon special ability to the wearer's hoof attacks, and if the wearer hits an evil-aligned target with both hooves in the same round, the target is staggered for 1 round (Fortitude DC 16 negates). In addition, the wearer gains a +2 sacred bonus on bull rush, drag, and overrun combat maneuvers. If the wearer is a mount and the rider uses the Trample feat, add 2 to the rider's overrun combat maneuver check. If the wearer uses the trample special ability, increase the trample DC by 2; if the target fails its save against the trample attempt, add the damage from the holy weapon special ability to the trample damage. the trample damage.Craft Magic Arms and Armor, Craft Wondrous Item, holy smite, creator must be goodWondrous ItemAnimal Archive
Pull-Ring Of Scentfaint transmutation5headband110001 lb.This dull brass ring is typically placed in the nose or muzzle, or elsewhere on the head of an animal, and is used to attach a lead rope or bridle. The wearer (and its rider, if any) gives off no scent and cannot be tracked or located by scent. In addition, it gains the scent ability within 30 feet; if the wearer already possesses scent, the range for this sense increases by 30 feet (to a maximum of 60 feet).Craft Wondrous Item, beast shape IWondrous ItemAnimal Archive
Saddle Of The Sky-Rivermoderate evocation [water] and transmutation [air, water]7chest1600015 lbs.This nacreous saddle is carved from giant mollusk shells, lashed with braided kelp, and designed to be worn by aquatic mounts. On command, an arcing torrent of water rises up from an existing body of water, allowing the mount to use its swim speed to move through the air. This functions as air walk and can be used a total of 7 minutes per day, usable in 1-minute increments. The arc of water trails behind the mount and rider and can be used by other swimming creatures to move through the air (Swim DC 15). When the effect ends, the suspended water disappears with a negligible amount of water falling on creatures underneath the path of the arc. The sky-river created by the saddle does not harm creatures, though it does extinguish nonmagical fires in areas it overlaps with them. As a standard action, the rider can expend 2 minutes of the sky-river's duration to produce a hydraulic torrentAPG with a CMB of +9.Craft Wondrous Item, air walk, hydraulic torrentAPG, water walkWondrous ItemAnimal Archive
Familiar Metamagic Rod, Lesserstrong (no school)17none140005 lbs.The wielder can cast up to three spells per day that affect his familiar as though using the Familiar Spell feat.Craft Rod, Familiar Spell (see page 18)RodAnimal Archive
Familiar Metamagic Rodstrong (no school)17none540005 lbs.The wielder can cast up to three spells per day that affect his familiar as though using the Familiar Spell feat.Craft Rod, Familiar Spell (see page 18)RodAnimal Archive
Familiar Metamagic Rod, Greaterstrong (no school)17none1210005 lbs.The wielder can cast up to three spells per day that affect his familiar as though using the Familiar Spell feat.Craft Rod, Familiar Spell (see page 18)RodAnimal Archive
Figurine Of Wondrous Power (glass walrus)moderate transmutation11none140001 lb.This figurine of wondrous power is shaped like a walrus and is carved out of a prismatic crystal. It follows all the normal rules for figurines of wondrous power (Pathfinder RPG Core Rulebook 513). When animated, a glass walrus acts in all ways like a normal walrus (see page 29) except it can glide along the surface of water as though under the constant effects of water walk. Up to two Medium creatures or four Small creatures can fit on a glass walrus's back as the creature glides across water (the walrus moves at half speed while carrying creatures), and the walrus can carry up to 600 pounds in this way before it becomes too encumbered to move. A glass walrus 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 glass walrus again becomes a tiny statuette.Craft Wondrous Item, animate objects, water walkWondrous ItemAnimal Archive
Instant Muzzlemoderate enchantment and transmutation9none65004 lbs.This ball of iron bands and hinges is about the size of a human fist. Three times per day, when thrown at a creature or space as a thrown weapon, the contraption opens up as it strikes a solid surface, taking the shape of a metal muzzle. If it hits the target, the muzzle immediately attaches itself to the face of any Large or smaller creature struck by the ball or any single Large or smaller creature in the 5-foot square so targeted. The muzzle harmlessly clatters to the ground and returns to ball form if it fails to strike a creature or no creature is present in the space in which it landed, and it does not return to its thrower. A creature muzzled with an instant muzzle cannot speak properly (if it was normally able to do so), and gains a 20% spell failure chance for any spell it attempts to cast with verbal components, and a 20% chance to incorrectly use a command word when activating a magic item. The muzzled creature cannot make bite attacks or even drink or eat properly. The muzzle has hardness 10 and 25 hit points. An instant muzzle remains attached to a creature for 4 rounds before detaching and returning to ball form, immediately teleporting back to the hand of the creature that originally threw the item.Craft Wondrous Item, fumbletongueUM, telekinesisWondrous ItemAnimal Archive
Rod Of Animal Trainingmoderate enchantment9none123005 lbs.The head of this bronze scepter is shaped like a roaring lion leaping forward. When held by a creature with no ranks in the Handle Animal skill, this rod allows the wielder to teach tricks to any animal with an Intelligence score of 1 or 2 as though the wielder were trained in the use of that skill. Regardless of whether the wielder of a rod of animal training has ranks in Handle Animal, she gains a +5 competence bonus on Handle Animal checks to teach a trick to an animal or to train an animal for a general purpose, and the wielder can use charm animal (DC 11) as a spell-like ability three times per day.Craft Rod, charm animalRodAnimal Archive
Tamer's Whipmoderate conjuration and enchantment [mind-affecting, sonic]8none119012 lbs.This leathern lash is dyed with special unguents that give it a disturbing crimson hue. A tamer's whip is a +1 animal-bane whip that deals lethal damage to animals and magical beasts regardless of their natural armor bonus. Cracking a tamer's whip as a move action grants the wielder the following benefits until the end of her turn: a +4 competence bonus on Intimidate checks made against animals and magical beasts, a +4 competence bonus on Handle Animal checks made to push them, and a +2 bonus on any combat maneuvers against animals or magical beasts.Craft Magic Arms and Armor, animal trance, snare, summon nature's ally IWeaponAnimal Archive
Arcanolembicmoderate transmutation10none50002 lbs.This glass flask looks similar to the alembics used by alchemists to distill various liquids, but this one is framed in a delicate silver brace and the glass is etched with various arcane runes. When used to create an alchemical object, the arcanolembic allows the creator to double her progress for 1 day's work (although this does not affect the cost or the price of the components of the object). In addition, when used to brew a potion, the arcanolembic reduces the time needed to create the potion by 25%. Finally, the arcanolembic can be used to hold one potion. When a creature consumes a potion from the arcanolembic, the potion is treated as if the caster level were 2 higher than the usual minimum for a potion of its level. Placing a potion into the arcanolembic is a full-round action. While holding a potion, the arcanolembic cannot be used for any other purpose.Brew Potion, Craft Wondrous Item, 5 ranks in Craft (alchemy)Wondrous ItemThornkeep
Hyperboreal Robemoderate abjuration and necromancy6body70001 lb.This beautiful robe is fashioned from fine blue silk embroidered with silver thread, and trimmed with owl feathers and tiny shards of crystal. The robe grants its wearer a +2 resistance bonus on all saving throws. In addition, the flesh of the robe's wearer becomes searing cold to the touch. Anyone who strikes the wearer with an unarmed strike, a touch attack, or a natural weapon takes 1d6 points of cold damage. The wearer can activate or deactivate this ability as a free action.Craft Wondrous Item, chill touch, resistanceWondrous ItemAP 68
Insidious Bear Trapfaint transmutation5none630010 lbs.This bear trap looks no different from any other ordinary bear trap (Pathfinder RPG Ultimate Equipment 76), but it has several additional magical abilities. On command, an insidious bear trap snaps shut, opens to release a trapped creature, or resets itself. The trap can also be set to ignore a creature that speaks a password (designated by the person setting the trap), thus preventing the trap from triggering when the creature enters the trap's location. In addition, the person setting the trap can effortlessly insert and withdraw the spike designed to secure the trap into the ground or even stone. Once per day, an insidious bear trap can be commanded to turn invisible for up to 5 hours or until triggered. While invisible, the insidious bear trap is virtually impossible to spot or disable (+40 to the DCs for Perception and Disable Device checks), though the person who set the trap can still see it. The trap receives no bonus on its melee attack roll. If a target of the trap has the trap sense class ability, it retains those bonuses to avoid the trap's attack. Additionally, once per day, an insidious bear trap can also be set to emit an audible alarm or mental ping, as per the alarm spell, when it is triggered.Craft Wondrous Item, alarm, invisibility, snareWondrous ItemAP 68
Rimepeltmoderate transmutation11shoulders33505 lbs.This snow-white fur pelt of a winter wolf can be worn over the shoulders as a cloak. The pelt functions as furs, granting its wearer a +2 bonus on Fortitude saves to resist cold weather. The wearer can, as a standard action, transform into a Large winter wolf as if using beast shape IV. In certain special locations where winter wolves have the ability to take human form, such as the Howlings district of Whitethrone or the town of Redtooth, the wearer of a rimepelt in wolf form can take human form as winter wolves do, appearing as a white-haired, blue-eyed human. In either wolf or human form, the wearer of a rimepelt smells like a winter wolf to other winter wolves and creatures with the scent ability. When the wearer returns to his normal form, or after 2 hours have elapsed, the rimepelt becomes a mundane winter wolf pelt. Very rarely, a properly skinned winter wolf pelt manifests the properties of a rimepelt without requiring additional enchantment. A winter wolf whose pelt has such potential usually manifests some telltale physical attribute, such as heterochromatic eyes. Creating a rimepelt from such a rare creature requires a successful DC 25 Profession (hunter) or Survival check. Taking 20 is not allowed in this situation, and a failed check results in the pelt being utterly ruined for any use.Craft Wondrous Item, beast shape IVWondrous ItemAP 68
Ushanka Of The Northlandsfaint abjuration5head4500-This large, furry hat is sewn from the thick pelt of an animal native to the frozen north, and has earflaps that can be pulled down or folded up over the crown of the hat. When worn, an ushanka of the northlands grants its wearer a +2 resistance bonus on saving throws against cold effects and a +5 competence bonus on Survival checks. When the earflaps are pulled down, the wearer gains a +2 bonus on saving throws against sonic effects, but also takes a -2 penalty on Perception checks made to hear. Pulling the earflaps down is a move action.Craft Wondrous Item, resistance, creator must have 5 ranks in SurvivalWondrous ItemAP 68
Discerning Gogglesfaint divination3eyes13500-This eyewear consists of two thick, gold-rimmed glass lenses encased in a leather band. When worn over the eyes, a pair of discerning goggles allows you to determine creatures' alignments with a single look. Good creatures appear to faintly glow blue and evil creatures to faintly glow red. Neutral-aligned creatures appear normal, as do creatures under the effect of an undetectable alignment spell or similar effect. These goggles function only during times when you normally would possess sight; for example, they do not work in darkness unless you possess darkvision.Craft Wondrous Item, detect good, detect evilWondrous ItemDungeoneers Handbook
Evidentiary Dustfaint divination4none600-This light, shimmery blue powder is typically kept in a silk satchel with hemp drawstrings. When tossed into the air, the dust can cover a chamber with up to 100 square feet of floor space, and illuminates all footprints made within that space in the last 24 hours. Illuminated footprints glow softly for 1 hour after the dust is sprinkled and grant a +20 circumstance bonus on Survival checks to follow the tracks. A handful of dust sprinkled along a trail or road illuminates footprints in the same way, and can span as much as 250 feet. Evidentiary dust cannot reveal footprints of creatures that hid their trail via effects such as dust of tracelessness or a druid's trackless step.Craft Wondrous Item, faerie fire, residual trackingAPGWondrous ItemDungeoneers Handbook
Dark Green Rhomboid Ioun Stonestrong divination12none8000-This ioun stone is forest green with flecks of yellow. At all times, it allows you to immediately notice any poison within 5 feet of you. This effect is otherwise identical to the detect poison spell.Craft Wondrous Item, detect poison, creator must be 12th levelWondrous ItemDungeoneers Handbook
Deep Brown Sphere Ioun Stonestrong divination12none10000-This deep brown ioun stone is streaked with amber and looks much like a tiger's eye gem save for its perfectly spherical shape. While using this stone, you know at all times exactly how many feet you are under or above sea level.Craft Wondrous Item, discern location, creator must be 12th levelWondrous ItemDungeoneers Handbook
Lantern Of Concealmentfaint illusion5none120002 lbs.This black lamp has a wooden frame wrapped with a cover made from white linen, on which are drawn numerous spidery runes and constellations. While lit, a lantern of concealment creates a hide campsite effect in a 20-foot cube centered on the lantern that lasts for 10 hours. This effect moves with the lantern, but only functions while the lantern is stationary. If the lantern is moved while its concealment effect is active, it must take 10 minutes to adjust to its new location before continuing the hide campsite effect. A lantern of concealment can only be used in this way once per day.Craft Wondrous Item, hide campsiteAPGWondrous ItemDungeoneers Handbook
Luminous Facetfaint evocation [light]3none8503 lbs.This glass cone is welded to a brass base and contains a faint crimson-and-violet fire that burns in the shape of a blooming flower, but sheds no discernible light. By speaking the item's command word, a creature can ignite the flame within a luminous facet, which then sheds light as a torch. Speaking the item's command word again immediately quenches the flame back to its original dimness. A creature need not be holding a luminous facet in order to activate or deactivate it in this way, but it must be within 60 feet of the item. Multiple luminous facets can be crafted to share the same command word, allowing a creature to ignite or extinguish numerous facets within range with a single utterance. The flat base of a luminous facet makes it easy to attach to walls or ceilings using alchemical cement or sovereign glue.Craft Wondrous Item, continual flame, prestidigitationWondrous ItemDungeoneers Handbook
Smear Of Seeingmoderate divination10none40001 lb.This oily black paste is kept in a glass jar about the size of a human's fist. When rubbed onto an opaque surface as a standard action, an application of smear of seeing allows others to see through it for 10 minutes or until it is thoroughly diluted with universal solvent, after which the smear loses its potency. Anyone on the side of the surface on which the smear was applied can see through that surface as though it were a clear glass window. This does not enable creatures to hear through the surface. Creatures on the other side of a surface affected with smear of seeing cannot see the effect, but may detect it via detect magic or other effects as normal. Smear of seeing can be used on plaster, stone, wooden, or similar surfaces up to 10 feet thick. Smear of seeing has no effect on metal or harder materials, regardless of thickness. One application of smear of seeing is enough to cover a 1-foot-radius area; multiple applications can be used to increase the affected surface area. One jar of smear of seeing contains enough paste for five applications.Craft Wondrous Item, arcane eye, see through stone (Pathfinder Player Companion: Dwarves of Golarion 25)Wondrous ItemDungeoneers Handbook
Teleporting Climbing Rigmoderate conjuration (teleportation)7none76007 lbs.This mithral grappling hook is decorated with runic engravings and attached to 50 feet of silk rope, with the other end of the rope tied around a thick iron ring. Three times per day, the wielder of this item may speak the item's command word while holding the iron ring. The grappling hook then teleports to any designated location within 50 feet to which the user has both line of sight and line of effect. The grappling hook does not teleport if the silk rope is held at any point other than the iron ring. If the designated location does not possess a means for the rig's hook to attach, the grappling hook falls to the ground after teleporting.Craft Wondrous Item, dimension doorWondrous ItemDungeoneers Handbook
Toxin Spongemoderate necromancy9none1125-This rough, ridged sponge is chalky black in color, and is used to absorb poisonous gases from the surrounding air. When the command word is spoken, a toxin sponge can absorb a 10- foot cube of inhaled poison, removing the gas from that area and concentrating it in the sponge, which turns a pale green when filled. The sponge must be in the affected area of the poison gas in order to absorb it, and once it is absorbed, the duration of the poison effect (if any) is effectively paused. A toxin sponge can absorb either nonmagical poisons or magical poisons (and the poisonous effects of magical gases and mists) with a caster level of 9th or lower. A toxin sponge can absorb only one poison at a time; an absorbed poison dissipates harmlessly after 24 hours. Alternatively, a creature can squeeze the filled sponge as a standard action before 24 hours have passed to release the noxious gas back into the air centered on the user. A creature may unknowingly activate a poison-filled toxin sponge during the course of regular bathing. Released poison takes up the same area it did when it was absorbed and lasts for the remaining duration of the poison when it was initially absorbed.Craft Wondrous Item, absorb toxicityUCWondrous ItemDungeoneers Handbook
Cookbook Of Arcane Augmentationstrong (no school)17none215005 lbs.This book is bound in dyed goatskin, and its coarse, thick pages are stained in a variety of colors and covered in wavering script; rough sketches; and diagrams of various plants, mystic symbols, and animal parts. A crude wooden spoon serves a bookmark. A cookbook of arcane augmentation contains recipes that allow an arcane spellcaster who prepares spells to augment her spells with specific metamagic effects through ritual preparation. A cookbook of arcane augmentation contains recipes for Ectoplasmic SpellAPG, Persistent SpellAPG, Rime SpellUM, and Sickening SpellAPG, and can be used to augment spells of 6th level or lower. Once per day, the spellcaster can augment a spell by following a recipe as part of her normal spell preparation. To prepare an augmented spell, the spellcaster must succeed at a Craft (alchemy) check (DC 15 + spell level) while mixing the recipe's ingredients in a cauldron. (The cost of these ingredients is negligible, and they are assumed to be readily available in a spell component pouch.) If the check succeeds, the spell is augmented with the recipe's metamagic feat. This doesn't change the spell slot of the augmented spell. On a failed check, that spell can't be augmented that day, but the caster can attempt to augment another spell. A spellcaster can prepare only a single augmented spell each time she prepares spells, and apply only one augmentation from the cookbook to any given spell, but can combine an augmentation with metamagic feats she possesses. In this case, only the feats possessed by the caster adjust the spell slot of the spell being cast. The book doesn't confer the associated metamagic feat on the owner, only the ability to use the given feat when spells are prepared.Craft Wondrous Item, Ectoplasmic SpellAPG, Persistent SpellAPG, Rime SpellUM, Sickening SpellAPGWondrous ItemAP 69
Frost-Thunder Hammermoderate evocation9none2452410 lbs.This oversized +2 warhammer is forged from blue steel and engraved with Abyssal runes that read, "There are no screams for those who die the frozen death." A frost-thunder hammer is sized for giants; it is a two-handed weapon for Medium-sized creatures, who take a -2 penalty on attack rolls for wielding an oversized weapon. Once per day as a ranged touch attack, the wielder of a frost-thunder hammer can slam the weapon against the ground to release a crackling bolt of ice that shoots across the ground toward a single target up to 100 feet away. On a successful hit, the ice immediately freezes around the target, trapping it within a 9-inch-thick solid block of pale blue ice. The ice blocks line of effect to the entrapped victim, who is helpless (but can still breathe) and takes 9 points of cold damage per round until freed. The ice has hardness 0 and 27 hit points; if the ice is broken, the creature is freed. A creature can break the ice as a full-round action with a successful DC 24 Strength check.Craft Magic Arms and Armor, icy prisonUMWeaponAP 69
Globe Of Blizzardsstrong transmutation13none45501 lb.Tiny white crystals hang suspended in a clear fluid inside this fist-sized glass ball, which contains a miniature scene of leafless trees in a snow-covered landscape. Shaking the globe (a move action) activates it, and causes the crystals inside to fly wildly about the globe, taking on the appearance of a mad snowstorm for 1d6 minutes until they settle back down. Shattering an activated globe (hardness 1, hp 2) creates raging blizzard conditions in a 2-mile-radius circle centered on the location where the globe was shattered. In this area, temperatures drop to below freezing, winds blow at over 50 miles per hour, and heavy snow falls (see pages 438-439 of the Core Rulebook). It takes 10 minutes for the blizzard to form, and the conditions last for 1 hour before dissipating, at which point normal weather conditions in the area return. Once shattered, a globe of blizzards is destroyed.Craft Wondrous Item, control weatherWondrous ItemAP 69
Bondbreaker's Bootsfaint transmutation1feet16001 lb.These leather boots bear a knife motif worked into their durable blue leather. Three times per day, the wearer can speak a command word as a swift action, causing a serrated knife to fly from the boots and instantly slice through any nonmagical bond currently restraining the wearer. The knife conjured from bondbreaker's boots can cut through brambles, ropes, tanglefoot bags, vines, webs, or any other similar nonmagical item restraining the wearer, but cannot help when the owner is actively restrained by a creature. Bondbreaker's boots also cannot free the wearer if manacles or chains restrain her.Craft Wondrous Item, unseen servantWondrous ItemChampions Of Purity
Devil's Keystrong abjuration, conjuration, and evocation17none667505 lbs.Forged with a wicked barbed end that resembles a key, this +2 redeemed longsword was once the unholy sword of a diabolist-before a party of adventurers retrieved it from his corpse and repurposed the weapon for good. The devil's key is designed to permanently slay evil outsiders by bringing the fight to their plane of origin so they can be killed outright. Once per day as a swift action after a successful attack against an evil outsider, the wielder can activate the sword to plane shift the wielder and the target of the attack to the creature's home plane. The targeted outsider can resist this effect with a successful DC 20 Will save. Once the target of this ability is slain by the wielder, the sword activates another plane shift as an immediate action that brings the wielder back to the exact spot it previously left.Craft Magic Arms and Armor, consecrate, holy smite, plane shift, creator must be goodWeaponChampions Of Purity
Equalizer Shieldstrong abjuration12shield12083023 lbs.Shined to a mirror finish and fitted with supple leather straps, this +1 mithral tower shield displays no decoration or markings on its highly reflective surface. Once per day, the bearer of this shield can issue a challenge to a foe and ring the shield like a gong, resulting in a resonating blast that negates all magic in a 10-foot radius, as per antimagic field. This effect lasts for 1 minute.Craft Magic Arms and Armor, antimagic fieldArmorChampions Of Purity
Field Medic's Breastplatemoderate abjuration, faint conjuration7armor5290030 lbs.This battered yet lovingly polished +1 breastplate is marked by three chipped glass circles set over the heart, each of a different color. Three times per day, the wearer may tap a circle to activate it, enveloping her in a shimmering aura that protects her from harm. The wearer gains DR 10/- and is protected if she were under the effects of a globe of invulnerability spell. The effect ends as soon as the wearer makes an offensive action or casts an offensive spell, or after 1 minute. In addition, whenever the wearer casts a cure spell or administers a cure potion while under this effect, she may add one additional die to the total amount of damage healed.Craft Magic Arms and Armor, cure light wounds, sanctuaryArmorChampions Of Purity
Mantle Of The Protectormoderate abjuration and conjuration7shoulders1220010 lbs.This silvery cloak has steel pauldrons built into it, and always seems to fit a little too loosely, no matter who happens to be wearing it. At the start of each day, the owner of a mantle of the protector may spend 10 minutes attuning the mantle to his armor and shield. He may then lend his attuned mantle to an ally, who can activate it as an immediate action at any time to gain the owner's armor and shield bonus as well as any other special properties the armor may have for 10 minutes. When the mantle is activated this way, the owner's armor and shield go dormant, and he loses any benefits they may provide for 1 minute.Craft Wondrous Item, shield otherWondrous ItemChampions Of Purity
Phoenix Armormoderate evocation and transmutation9armor3613050 lbs.This brilliant golden +2 fire resistant full plate is decorated with an ornate feather motif curling across its surface and seems to radiate warmth. Once per day, the wearer can invoke the name of the phoenix that blessed the armor and bring the might of that phoenix against the wearer's foe. Activating the armor causes it to ignite, wreathing the wearer in red-gold flames as if under the effects of fire shield. In addition, great golden wings unfold out of the back of the armor, allowing the wearer to fly as per the spell. Both of these effects last for 9 rounds.Craft Magic Arms and Armor, fire shield, flyArmorChampions Of Purity
Rythius, The Kyton Scourgestrong abjuration and evocation12none530002 lbs.Once possessed by a brijidine azata dedicated to ending the depredations of kytons, this potent magic weapon now holds a portion of her essence. This +1 shock whip is woven from green leather and crackles with electricity, seemingly writhing of its own volition. Three times per day, when the wielder uses Rythius to successfully trip a creature, the target of the trip attack is subject to a dimensional anchor effect. The wielder can choose to suppress this ability as a swift action. Furthermore, in the hands of a wielder with a good alignment, the weapon becomes a +1 kyton bane shock whip. Rythius is infused with good, and as a result it bestows 1 negative level on any nongood creature wielding it. This negative level persists as long as the weapon is wielded and disappears when the item is put away. The negative level cannot be overcome in any way (including by means of restoration spells) while it is wielded.Craft Magic Arms and Armor, dimensional anchor, holy smite, creator must be goodWeaponChampions Of Purity
Seraphic Pistolmoderate transmutation6none375505 lbs.The gold-washed barrel of this elegant +2 double-barreled pistol always catches the light, and its maple grip feels pleasantly warm to the touch. When its wielder successfully bypasses an evil creature's damage reduction with a single attack, the creature's skin cracks into fissures of golden light. This light negates the creature's DR for the gunslinger and her allies, fading away after 1 minute.Craft Magic Arms and Armor, versatile weaponWeaponChampions Of Purity
Staff Of The Freed Manmoderate varies17none516885 lbs.Just over 7 feet tall and topped with what looks like a large iron skeleton key, this unassuming oaken staff appears to be nothing but a common walking stick. It allows use of the following spells: • Detect secret doors (2 charges) • Knock (2 charges) • Passwall (3 charges) • Freedom (5 charges)Craft Staff, detect secret doors, freedom, knock, passwallStaffChampions Of Purity
Alpine Ice Axefaint transmutation3none80003 lbs.This sturdy tool has a wooden haft topped with a curved pick head backed with a sharp adze blade at one end and capped with an iron spike on the other. When used as a climbing aid, an alpine ice axe grants a +2 circumstance bonus on Climb checks to scale rock or ice walls. In addition, an alpine ice axe negates any Climb DC modifiers for climbing a slippery surface. Three times per day as a standard action, the wielder can strike an area of ice or snow with the ice axe to instantly create a series of sturdy handholds in the ice covering a distance of up to 40 feet. An ice wall with these handholds has a Climb DC of 15. An alpine ice axe is a tool, not a weapon, but it may be used as an improvised weapon with the usual -4 penalty on attack rolls made with it. An alpine ice axe wielded as a weapon functions either as a +1 light pick when striking with the pick spike or as a +1 hand axe when striking with the adze blade. The ice axe uses the standard threat range and critical modifier for those weapons. An alpine ice axe deals double damage against inanimate ice or snow, and if used as a weapon against a creature made mostly of ice (such as an ice elemental or ice golem), an alpine ice axe bypasses that creature's damage reduction.Craft Wondrous Item, shatter, snow shapeHOG, creator must have 5 ranks in the Climb skillWondrous ItemAP 70
Amulet Of Dragon's Breathmoderate evocation8neck4800-This amulet is crafted from a dragon scale hung on a thin wire of twisted mithral. There are 10 different types of amulet of dragon's breath, each corresponding to one of the 10 dragon types. As a standard action, the wearer of an amulet of dragon's breath can breathe out a blast of energy similar to a dragon's breath weapon. This breath weapon deals 8d6 points of energy damage (Reflex DC 16 for half). The breath weapon's shape and energy type depend on the type of dragon scale used to craft the amulet (see page 75 of the Pathfinder RPG Core Rulebook for a list of dragon types, energy types, and breath shapes). A new amulet of dragon's breath can be used three times before the dragon scale cracks and the amulet becomes useless.Craft Wondrous Item, dragon's breathAPGWondrous ItemAP 70
Habit Of The Winter Explorerfaint abjuration and transmutation3body133807 lbs.This warm outfit consists of a woolen coat and pants, boots, gloves, and a heavy fur cloak with a leather hood. The habit of the winter explorer provides a constant endure elements effect in cold weather (it has no effect in warm weather), and the wearer gains a +2 bonus on saving throws against magic cold effects and spells with the cold descriptor. When the hood of the habit is drawn up around the head, the wearer's eyes turn a piercing sky blue color. The wearer becomes immune to snow blindness and gains the ability to see through natural or magical fog, sleet, snow, and other similar weather conditions with a range of 60 feet. The habit of the winter explorer also grants its wearer a +4 competence bonus on Stealth checks made in cold weather (temperatures below 40° F). In addition, once per day in cold weather, the wearer may turn invisible for 3 rounds as the vanish spell (Pathfinder RPG Advanced Player's Guide 253). All pieces of the habit of the winter explorer must be worn for the item to function.Craft Wondrous Item, darkvision, endure elements, resist energy, vanishAPGWondrous ItemAP 70
Hide Of The Dragonridermoderate abjuration and enchantment8armor1848025 lbs.Crafted from the scaled hide of a black dragon and lined with wolliped fur for warmth, this suit of +1 bolstering (Ultimate Equipment) black dragonhide armor was designed to protect and aid dragonriders of the Dragon Legion in their battles against the evil dragons of the Drakelands. Hide of the dragonrider grants its wearer a +5 competence bonus on Ride checks, and the wearer does not take an armor penalty from the armor on Ride checks. In addition, when mounted, the wearer can transfer some or all of the armor's armor bonus (including its enhancement bonus) to his mount as a bonus that stacks with all others. As a free action at the start of his turn, the wearer chooses how to allocate the armor's armor bonus, and that allocation lasts until the wearer's next turn. Once per day, the wearer can imbue hide of the dragonrider with resistance against one type of energy, as the energy resistance armor special ability. This resistance lasts for 10 minutes. Hide of the dragonrider functions as a cold weather outfit, granting its wearer a +5 circumstance bonus on Fortitude saves against the effects of cold weather.Craft Magic Arms and Armor, heroism, resist energy, shield or shield of faith, creator must have 5 ranks in the Ride skillArmorAP 70
Figurine Of Wondrous Power (obsidian raven)moderate conjuration and transmutation11none150001 lb.This figurine of wondrous power is similar to a silver raven, but it can be used to send messages across the planes. On command, the figurine turns into a raven (retaining its stone-like consistency, which gives it hardness 8). Another command sends it off into the air, bearing a message as the sending spell (with no chance of the message not arriving). The recipient of the message can then use the obsidian raven to plane shift (self only) to the plane from which the message was sent. The figurine can be used in this way once per day. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special abilities, and it can maintain its non-figurine status for 24 hours per week (the duration need not be continuous).Craft Wondrous Item, animate objects, plane shift, sendingWondrous ItemAP 70
Rimeblademoderate evocation [cold]8none169554 lbs.This +1 frost scimitar has been forged from a single piece of razor-sharp, super-hardened ice. A rimeblade automatically resizes itself to match the size of its wielder, and if a rimeblade is damaged, the wielder can cause the blade to melt away and reform with full hit points as a full-round action. This ability cannot be used if the weapon is destroyed. Once per day on command, the wielder can transform a rimeblade into a beam of ice-cold flame called rimefire. The weapon is still wielded as scimitar, and attacks with the blade-like beam are melee touch attacks that deal 1d8+3 points of cold damage (regardless of the wielder's size). Because the beam is immaterial, the wielder's Strength modifier doesn't apply to damage. In addition, a creature that takes cold damage from the rimefire beam is covered in clinging frost and is entangled for 1 round. The rimefire beam lasts for 1 minute, after which the weapon returns to its normal form. In addition, once per day as a swift action before an attack, a rimeblade's wielder can cause the blade to glow with a pale blue radiance. On a successful attack, the rimeblade deals an additional 4d6 points of cold damage and causes the target to be staggered for 1 round. If the attack is a critical hit, the target is staggered for 1 minute instead. This effect ends after a single attack, regardless of whether the attack is successful or not.Craft Magic Arms and Armor, Elemental SpellAPG, Rime SpellUM, chill metal or ice storm, flame blade, frigid touchUMWeaponAP 70
Truefrost Elixirstrong transmutation17none1500-This glowing violet liquid is ice-cold regardless of the surrounding temperature. This elixir allows a character to bypass the cold immunity or cold resistance of creatures she attacks with her magic. For 6 rounds after drinking a truefrost elixir, a character's spells, spell-like abilities, and supernatural abilities that deal cold damage become supernaturally cold, and the damage caused by these effects is not subject to being reduced by a creature's cold resistance. Creatures with cold immunity take half damage from such attacks. Truefrost elixir has no effect on cold damage from weapons, on non-cold-based effects, or against creatures without immunity to cold or cold resistance.Craft Wondrous Item, polar midnightUMWondrous ItemAP 70
Angel's Clarionfaint conjuration and transmutation5none234001 lb.An angel's clarion is a graceful trumpet whose bell unfolds like the petals of a flower. These trumpets are usually platinum or silver near the mouthpiece, transforming to a rose gold at the bell. Three times per day when an angel's clarion is sounded, it releases a blast that sounds like the chiming, resonant voices of an angelic choir. Any good-aligned creatures in a 30-foot cone emanating from the trumpet are washed in positive energy and healed for 3d8+5 points of damage. This energy only affects good-aligned creatures; neutral and evil creatures receive no benefit and undead creatures are not harmed. A carpet of flowers springs up beneath the 30-foot cone, growing and blooming in seconds. Any evil-aligned creatures within the area of effect must succeed at a DC 13 Reflex save or be treated as if in the area of an entangle spell. The entangling flowers persist for 5 minutes.Craft Wondrous Item, cure serious wounds, entangle, creator must worship an empyreal lordWondrous ItemChronicle Of The Righteous
Chronicle Of The Righteousoverwhelming (all schools) [good]25none-112 lbs.The Chronicle of the Righteous is the collected records of the good Outer Planes as written by the exiled angel Tabris, who was ordered to catalog the lore of all the multiverse but was cast out of Heaven for his findings. The pages pertaining to the good Outer Planes lie within covers of beaten precious metals, bedecked with jewels of every color and inscribed with celestial iconography. Only a truly reverent individual, completely devoted to good, can open the Chronicle of the Righteous without an effort of will; for others, a successful DC 12 Will save is required to open the book. On a failed save, the individual decides she is unworthy of beholding the Chronicle and cannot attempt to open the book again for 24 hours. The Chronicle of the Righteous is written in Celestial. It details the geography of the good-aligned planes, the gods, empyreal lords, and celestial creatures who live there, and the unadulterated truths of these beings and their acts-truths that are sometimes heartening and at other times unsettling. Any evil-aligned creature who touches the Chronicle of the Righteous gains 1 negative level. This level cannot be restored until the character has remained more than 10 feet away from the book for 24 hours. Nongood creatures attempting to read the book must succeed at a DC 15 Will save or have their alignment permanently take one step toward good. A reader who spends 30 days (not necessarily consecutively) studying the book receives several benefits. The book contains copies of every conjuration (healing) spell and every spell with the good descriptor. The user gains a +4 bonus on all Knowledge (planes) checks if she uses the book as a resource (consulting it for at least 1 hour regarding a question), and its descriptions of the good-aligned planes are so accurate that any teleportation travel to or within those planes always brings the caster to the exact location desired. As long as the book is carried, the user is immediately aware of any action that might cause an alignment shift or a loss of standing with her deity, as if she wore a phylactery of faithfulness. The Chronicle of the Righteous is also surrounded by a permanent zone of truth, and creatures must succeed at a DC 15 Will save to tell a lie within 20 feet of the book. The bearer of the book casts all good spells as if she were 2 caster levels higher and gains a +2 bonus on all Charisma checks and Charisma-based skill checks when interacting with good creatures. Three times per day, the book can be used to cast one of the following spells: banishment, consecrate, greater planar binding, holy smite, holy word, sanctify weapons, and summon monster VII. Each time the Chronicle of the Righteous is referenced or used to cast a spell, there is a 10% chance that any empyreal lords on the same plane as the user instantly become aware of the book's precise location.ArtifactChronicle Of The Righteous
Empyreal Armorstrong evocation [fire]13armor10005050 lbs.Legend tells that the first suits of empyreal armor were forged from the battered, cast-off breastplates worn by solars in battle. These suits were gifted to powerful mortal heroes and have since changed hands many times. Empyreal armor is made of steel forged so that it reflects a golden sheen in the sunlight. This armor functions as a suit of +3 moderate fortification full plate. In addition, three times per day, its wearer can activate a fire shield (warm shield only) that lasts for 13 rounds. Any creature attacking the wearer with its body or a handheld weapon while the fire shield effect is active deals normal damage but takes 1d6+13 points of damage in return. Half this damage is fire damage, but the other half results directly from divine power and is therefore not subject to energy resistance.Craft Magic Arms and Armor, fire shield, limited wish or miracleArmorChronicle Of The Righteous
Splendorous Ringfaint illusion3ring9900-A splendorous ring is composed of six white and yellow gemstones faceted in a platinum band. Three times per day, the wearer of a splendorous ring can twist the ring to cloak himself in an aura of glory. He appears both radiant and terrible, glowing with the might of the heavens. Anyone within 10 feet of the ring when it is activated must succeed at a DC 13 Will save or be fascinated by the wearer's form as if affected by hypnotic pattern. 2d4+3 Hit Dice worth of creatures are affected in this way. The fascinating effect of the ring lasts for 3 rounds. During that time and for 5 rounds after, the ring's wearer gains a +2 sacred bonus on any Charisma checks or Charisma-based skill checks to influence any good-aligned creatures affected by the ring's hypnotic pattern effect, and a -2 penalty on any Charisma checks or Charisma-based skill checks to influence any evil-aligned creatures affected by the hypnotic pattern effect.Forge Ring, eagle's splendor, hypnotic pattern, creator must be good-alignedWondrous ItemChronicle Of The Righteous
Staff Of Wingsstrong illusion and transmutation13none594005 lbs.Angels crafted the first staff of wings to assist their mortal allies during a fiendish invasion onto the Material Plane. Copies have since been made by secular crafters. A staff of wings is made of light birch and topped with a carved pair of angelic wings made out of precious stone. This staff produces flight effects, and the wielder gains translucent, illusory wings upon casting them. Depending on the alignment and chosen patron of the creator, these wings may appear draconic, feathery, or prismatic, or may have other celestial features. The staff allows the use of the following spells: • Fly (1 charge) • Overland flight (2 charges) • Mass flyAPG (3 charges)Craft Staff, fly, mass flyAPG, overland flight, silent imageStaffChronicle Of The Righteous
Starknife Of The Voidstrong illusion and transmutation5none213243 lbs.The starknife of the void is a weapon designed by devotees of Black Butterfly and at one time could only be found among the faithful of her mystery cults. Over time, these weapons fell into the hands of those outside the cult, and now they crop up in odd places- sealed vaults, underground treasure caches, the bottom of the sea-but always places where there is darkness and stillness. The starknife of the void is a +2 returning starknife. If the wielder scores a critical hit against a foe with a starknife of the void, it discharges a blindness/deafness spell affecting the creature struck. The target must succeed at a DC 14 Fortitude save or be struck blind or deaf (as chosen by the wielder of the starknife of the void). If the starknife of the void deals more than one critical hit to the same target, the target can potentially become both blind and deaf.Craft Magic Arms and Armor, blindness/deafness, telekinesisWeaponChronicle Of The Righteous
Sword Of Vengeancemoderate evocation [good]9none323508 lbs.It is said that the empyreal lord Ragathiel's divine soldiers wield these golden +1 holy greatswords in their battles against fiends and other evil creatures. Once per day upon successfully striking an evil-aligned creature with a sword of vengeance, the wielder can cause the sword to emit a 20-foot-radius burst of holy energy. This effect is identical to that of a holy smite spell centered on the creature struck, and deals 4d8 points of damage to each evil creature in the area (or 9d6 points of damage to evil outsiders) and causes each to become blinded for 1 round. A successful DC 16 Will save halves the damage and negates the blinded effect. Neutral creatures in the area only take half damage (reduced to one-quarter on a successful save) and are not blinded.Craft Magic Arms and Armor, holy smite, creator must be goodWeaponChronicle Of The Righteous
Cape Of The Mountebankmoderate conjuration9shoulders108001 lb.On command, this bright red and gold cape allows the wearer to use the magic of the dimension door spell once per day. When he disappears, he leaves behind a cloud of smoke, appearing in a similar fashion at his destination.Craft Wondrous Item, dimension doorWondrous ItemPFRPG Core
Maul Of The Titansstrong evocation15none25305160 lbs.This mallet is 8 feet long. If used as a weapon, it is the equivalent of a +3 greatclub and deals triple damage against inanimate objects. The wielder must have a Strength of at least 18 to wield it properly. Otherwise, she takes a -4 penalty on attack rolls.Craft Wondrous Item, Craft Magic Arms and Armor, clenched fistWondrous ItemPFRPG Core
Cassock Of The Black Monkstrong transmutation12body340001 lb.This ankle-length black robe, cut in the style favored by Orthodox priests, bears little outward ornamentation beyond its gold buttons, though subtle occult symbols embroidered in black thread decorate the skirt's hem. The cassock of the Black Monk grants a +4 luck bonus to the wearer's touch AC. In addition, while wearing the cassock, an oracle of the occult mystery (see page 68) gains access to the spectral spells revelation (see page 69) and may use it as if he had it as a normal class feature. If the wearer already has that revelation, he can use that ability one additional time per day. This ability has no effect if worn by a non-oracle. If the wearer is an oracle but does not have the occult mystery, once per day he can cast a spell with the Ectoplasmic Spell feat (Pathfinder RPG Advanced Player's Guide 158) as a standard action that does not increase the level of the spell. This ability has no effect if the wearer is a non-oracle.Craft Wondrous Item, divine favor, ghostbane dirgeAPGWondrous ItemAP 71
Dimensional Grenademoderate conjuration7none14501 lb.This M1914 concussion grenade (see page 66) can be thrown up to 680 feet away, as it teleports itself directly to the target location when thrown. This allows a dimensional grenade to be thrown even at targets behind cover, including total cover. The wielder does not need to attempt an attack roll; the dimensional grenade simply appears in the target location and detonates at the beginning the wielder's next turn. A dimensional grenade deals 3d6 points of force damage in a 15-foot radius (Reflex DC 15 for half). In addition, any creature damaged by the grenade's blast must succeed at a DC 16 Will save or be dazed for 1 round. The grenade is consumed in the attack.Craft Magic Arms and Armor, dimension door, mass dazeUMWeaponAP 71
Gas-Trap Cylinderstrong enchantment15none650050 lbs.This tarnished canister appears to be a normal gas cylinder for releasing poisonous gases (see page 66), but it is actually a strange combination of arcane magic and modern technology designed to trap free-roaming vaporous creatures. A gas-trap cylinder can be armed as a standard action, and the device activates 1 round later. Once a gas-trap cylinder is activated, it remains so for 10 minutes, and any creature composed primarily of air, fog, mist, or other vapor (including air elementals, hungry fogs, mihstus, trench mists, vampiric mists, and creatures in gaseous form) within 30 feet of the cylinder must succeed at a DC 22 Fortitude save or be sucked into the device, becoming trapped within. Once trapped, a creature is held in stasis until released. A gas-trap cylinder can hold one Gargantuan or Huge creature, or up to two Large creatures, four Medium creatures, or eight Small or smaller creatures. Releasing creatures trapped in a gas-trap cylinder follows the same process as arming the cylinder. Arming the device requires a standard action, and the trapped creatures are released 1 round later. A gas-trap cylinder can also be perforated (hardness 10, hp 30) to release those trapped within. All of the creatures trapped within the cylinder are released at one time. Freed creatures are not under the control of the device's user and are free to act as they wish-often violently. A gas-trap cylinder can hold a creature or creatures indefinitely, but once the trapped creatures are released, the cylinder becomes nonmagical.Craft Wondrous Item, bindingWondrous ItemAP 71
Maxim Of Suppressive Firestrong conjuration13none33800140 lbs.The bullets fired by this +2 Maxim M1910 machine gun (see page 65) are enhanced to pierce protective cover, allowing the wielder to ignore the AC bonus granted to targets by anything less than total cover. A Maxim of suppressive fire can make attacks against targets with total cover, but the wielder must still guess the correct square of its target's location, and the target still benefits from total concealment (50% miss chance).Craft Magic Arms and Armor, phase doorWeaponAP 71
Sniper's Helmetfaint divination5head90003 lbs.A sniper's helmet looks like the simple steel soldier's helmet common to the European trenches of the First World War, with the addition of a steel eye shield. Once per day, the wearer of a sniper's helmet can, as a standard action, denote one creature within her line of sight as her target. The wearer can perceive the target when it is invisible or ethereal as though using the see invisibility spell, and gains a +20 competence bonus on Perception checks to locate the target. The wearer ignores concealment provided by fog or mist, blur, displacement, invisibility, and similar effects affecting the target, but not concealment provided by darkness. These bonuses last for 5 minutes or until the target creature is dead. The sniper's helmet provides no benefits to the wearer's allies, and the wearer gains no benefits against creatures other than her chosen target. In addition, once per day, the wearer of a sniper's helmet can create a magical sensor up to 600 feet above her that gives her a full 360-degree viewpoint as if she were actually there. The wearer perceives with her normal visual senses, and though the sensor cannot penetrate solid surfaces, it is unaffected by foliage and the like.Craft Wondrous Item, eagle eyeAPG, hunter's eyeAPGWondrous ItemAP 71
Bloatstrike Tailfaint transmutation3none59014 lbs.Three times per day, the wielder of this +1 pounder tail attachmentARG can force any creature it strikes to increase in size by one size category (Fort DC 11 negates) for 3 rounds. An enlarged creature takes a -2 penalty to Dexterity (to a minimum of 1), a -1 penalty on attack rolls, and -1 penalty to AC because of its increased size, as the spell enlarge person. However, an enlarged creature doesn't gain the usual size bonus to Strength. If a creature fails its saving throw but can't enlarge any more because of the environment, it begins squeezing (Pathfinder RPG Core Rulebook 193). A creature stops growing if growing larger would make it so large that it would be unable to squeeze.Craft Magic Arms and Armor, enlarge personWeaponKobolds Of Golarion
Displacing Stonemoderate transmutation11none430-Upon activation, this pulsing white pebble creates an instantaneous burst of reverse gravity, which clears a 5-foot-diameter sphere of any loose stone or earth. The displacing stone then holds the affected stone or earth in place, keeping a collapsed tunnel clear for 1 minute. Once the duration ends, the loose earth collapses if it's not supported. Displacing stones are destroyed when used, and don't affect living creatures. Activating a displacing stone is a standard action that doesn't provoke attacks of opportunity.Craft Wondrous Item, move earthWondrous ItemKobolds Of Golarion
Dragon Herald Vestmentsfaint abjuration3body300001 lb.A set of dragon herald vestments is covered in scales of one of five different colors, and grants resist energy 5 of one type (as the resist energy spell) to the wearer: acid for black or green, electricity for blue, fire for red, or cold for white. If the wearer is a kobold with scales matching one of those five colors, she can speak a command word in Draconic to change the vestments' scales to the same color as her own, or back to the color chosen when the vestments were constructed. Altering the scales' color is a standard action that provokes attacks of opportunity.Craft Magic Arms and Armor, resist energyArmorKobolds Of Golarion
Dwindling Bulletfaint transmutation3none166-This +1 sling bullet is slightly smaller than an average steel bullet, but incredibly dense. It's usually used by kobolds to shrink down foes or prey, weakening them and making them more vulnerable to combat maneuvers. The target must succeed at a DC 11 Fortitude save or decrease in size by one size category for 1d4 rounds, as the spell reduce person.Craft Magic Arms and Armor, reduce personAmmunitionKobolds Of Golarion
Imploding Stonemoderate transmutation11none3300-When activated, this black pebble acts as a limited gravitational singularity. Once the command word is spoken, the pebble delays for 1 round, then pulls all stone or earth within a 5-foot-diameter sphere toward it with irresistible force. This causes small tunnels to collapse inward, creating localized cave-ins. Imploding stones do not affect living creatures, though any creature in the same square as an activated imploding stone is caught in the bury zone of the collapse (Core Rulebook 415). Imploding stones are destroyed when used. Activating an imploding stone is a standard action that doesn't provoke attacks of opportunity.Craft Wondrous Item, move earthWondrous ItemKobolds Of Golarion
Irradiating Tailmoderate conjuration5none53151 lb.The end of this +1 viridiumUE long lash tail attachmentARG is a shard of toxic green rock. As with any viridiumUE weapon, a successful hit with an irradiating tail causes the target to contract leprosy-and a critical hit can poison the target with greenblood oil. However, unlike with most viridium weapons, the wielder of an irradiating tail is magically immune to the weapon's toxic effects. The viridium has been strengthened, so the weapon isn't fragile.Craft Magic Arms and Armor, remove diseaseWeaponKobolds Of Golarion
Levitating Land Minefaint transmutation5none7503 lbs.Once the command word is spoken, this steel disc burrows 3 inches into the ground. To find it, a character with the trapfinding ability must succeed at a DC 25 Perception check. Planting the mine is a full-round action that provokes attacks of opportunity. Once the mine is set, any creature that steps into its square must succeed at a DC 14 Will save or the mine levitates the creature 5 inches above the ground. A levitated creature can attack but not move, is denied its Dexterity bonus to AC, and takes a -4 penalty to CMD against bull rush, drag, and reposition combat maneuvers. Flying creatures are immune. The creature can attempt a new save each round to end the effect. The effect ends after 5 rounds, with a successful DC 25 Disable Device check, or with a successful saving throw. The land mine is destroyed when the effect ends.Craft Wondrous Item, hostile levitationUC, snareWondrous ItemKobolds Of Golarion
Paralyzing Snaremoderate enchantment9none22502 lbs.Once the command word is spoken, this 5-foot-diameter loop of wire blends with its surroundings. To find it, a character with the trapfinding ability must succeed at a DC 30 Perception check. Setting the snare is a full-round action that provokes attacks of opportunity. Any creature that steps into the snare must succeed at a DC 26 Will save or become magically paralyzed, as the spell hold monster. This effect can be ended by uttering the command word, succeeding at a DC 30 Disable Device check, or succeeding at the Will save. The snare is destroyed when the effect ends.Craft Wondrous Item, snare, hold monsterWondrous ItemKobolds Of Golarion
Scarecrow Lurefaint illusion and transmutation1none85040 lbs.This life-sized scarecrow is garbed in old clothing and armor. At its center is the real skeleton of a former adventurer. A scarecrow lure is enchanted to writhe and cry out for help as if wounded. The lure's voice is usually that of the adventurer whose remains are inside, though the creator may choose any voice when creating the item. Anyone who hears or sees a scarecrow lure can attempt a DC 11 Will save to disbelieve the effect. Activating a scarecrow lure is a standard action that doesn't provoke attacks of opportunity.Craft Wondrous Item, mage hand, ventriloquismWondrous ItemKobolds Of Golarion
Trapped Beveragefaint conjuration3none3002 lbs.This brightly labeled bottle or waterskin could appear to contain any number of different beverages, from absinthe to wine. However, it's actually a magical trap, and when the bottle is opened, a spider swarm (Pathfinder RPG Bestiary 258) pours out. The swarm stays in the area for 3 rounds, then disappears. Detecting that the bottle is trapped requires a successful DC 25 Perception check made by a character with the trapfinding ability, and disabling it requires a successful DC 25 Disable Device check. After being triggered, the trapped beverage remains a mundane bottle or wineskin.Craft Wondrous Item, summon swarmWondrous ItemKobolds Of Golarion
Trapped Puzzle Boxfaint evocation5none7501/2 lb.Solving this simple kinetic puzzle involves removing several pegs from a handheld wooden cube. However, removing the final peg triggers the magical trap. The box explodes in the victim's hands, dealing 6d6 points of fire damage (Reflex DC 14 for half damage). Detecting that the box is trapped requires a successful DC 30 Perception check made by a character with the trapfinding ability, and disabling it requires a successful DC 30 Disable Device check.Craft Wondrous Item, explosive runesWondrous ItemKobolds Of Golarion
Trapped Swordfaint evocation1none8504 lbs.This longsword glows and has an aura, making it appear valuable. Its grip is hollow and can be filled with a dose of poison (bought separately, and requiring a full-round action to refill and rearm). Once the sword is grasped, its mechanical trap engages: Small needles in the grip deliver the poison. Detecting the trap requires a successful DC 30 Perception check made by a character with the trapfinding ability, and disabling it requires a successful DC 28 Disable Device check.Craft Wondrous Item, Learn Ranger Trap, light, magic auraWondrous ItemKobolds Of Golarion
Banner Of Tactical Commandmoderate divination10none1000003 lbs.This brightly colored banner measures 2 feet by 4 feet in size, and is mounted on an 8-foot-long pole of spiraled gold and ivory. When the commander of an army engaged in mass combat displays this banner, the army under her command is treated as knowing one additional tactic. The granted tactic must be selected at the time of the banner's creation and cannot be changed. The army must be able to see the banner in a given phase of mass combat to receive the bonus; a banner is considered obscured in conditions of darkness, fog, and sandstorms. If the commander is killed or captured, the banner ceases to function, even if it remains visible in the commander's absence. A commander may have a number of banners in effect equal to her Charisma modifier; if more banners are displayed than her Charisma modifier allows, roll randomly each round to determine which banners' abilities are suppressed.Craft Wondrous Item, tactical insightWondrous ItemQuests and Campaigns
Banner Of Tactical Command, Lessermoderate divination10none200003 lbs.This functions as a banner of tactical command but can only affect armies of size Large or smaller.Craft Wondrous Item, tactical insightWondrous ItemQuests and Campaigns
Diadem Of Inspiring Rulefaint transmutation5head4500-This ornate, ostentatious diadem grants its wearer a +3 competence bonus to her Leadership score.Craft Wondrous Item, eagle's splendorWondrous ItemQuests and Campaigns
Horn Of Plentymoderate enchantment9none65003 lbs.This hollowed-out horn comes in four varieties: a horn of plentiful goods, a horn of plentiful labor, a horn of plentiful influence, and a horn of plentiful magic. Each variety carries the same construction requirements but offers a different benefit. The horn's type must be determined at creation and cannot later be changed. If the horn is random, roll a d4 to determine which type of horn it is. A horn of plenty may be blown once per week of downtime to improve the rate at which its bearer can exchange capital. On command, a horn of plentiful goods, labor, or influence allows a creature to trade any 2 points of a single type of capital in exchange for 1 point of either Goods, Labor, or Influence, as indicated by the item's name. (For instance, a horn of plentiful goods allows a creature to trade 2 points of any one kind of capital for 1 point of Goods.) This effect lasts for 1 day. If you are already trading two single types of capital for one other type of capital, at the GM's discretion, blowing the horn allows you to trade on a 1-to-1 basis. A horn of plentiful magic acts similarly to the aforementioned horns, but instead allows a character to trade 3 points of either Goods, Labor, or Influence for 1 point of Magic.Craft Wondrous Item, charm personWondrous ItemQuests and Campaigns
Orb Of Arcane Researchmoderate divination5none70006 lbs.Made of a glassy, translucent substance, this orb swirls with the eldritch energy of spellcasters long departed. When the bearer researches a spell to create a new spell or learn an existing one from another source (see Chapter 9 of the Pathfinder RPG Core Rulebook), this orb provides a +2 competence bonus on Spellcraft checks. Additionally, when the command word is spoken, an orb of arcane research allows its bearer to gain a +5 insight bonus on a Craft (alchemy), Knowledge (arcana), Knowledge (nature), or Spellcraft check made to research a spell or extract formula (see page 86 of Ultimate Campaign). The orb can be used five times in this way before the item cracks, losing all of its magical properties and reverting to a piece of mundane glass.Craft Wondrous Item, Scribe Scroll, read magicWondrous ItemQuests and Campaigns
Talisman Of Beast Trainingfaint enchantment1neck4000-This talisman is worn lashed around the neck and is made of flexible bark woven into a mesmerizing pattern. While wearing a talisman of beast training, a wearer finds that animals become much more patient with her and amenable to training. As such, failed Handle Animal checks made during downtime periods- including those made to rear animals and teach them new tricks-may be treated as if they were successful. The talisman can turn 10 failed checks into successes this way. Once the tenth failed check has been converted to a success, the talisman falls apart and becomes useless.Craft Wondrous Item, charm animalWondrous ItemQuests and Campaigns
Gourd Of Fire Burpingfaint evocation4none250-A lesser version of the elixir of fire breath, a gourd of fire burping can be imbibed as a normal elixir or, in the case of a user with a large enough mouth and low enough standards, be completely consumed in one crunchy gulp. Once the user has consumed the gourd, she can immediately expel a belch of fire in a 15-foot cone, dealing 2d6 points of fire damage to all creatures in the area. A successful DC 12 Reflex save halves the damage. If the user elects not to use the fire breath at once, she can store the breath for up to an hour before it dissipates.Craft Wondrous Item, burning hands or produce flameWondrous ItemWe Be Goblins Too
Ring Of The Binding Wordstrong transmutation and conjuration13ring40000-This black iron ring always bears an engraving in Infernal that serves as reminder to the wearer of a pact made with a devil. The ring may only be crafted in the presence of a devil while a mortal enters into a contract with it. During forging, the ring creates a telepathic bond between the devil and mortal as per the spell. Additionally, once per day, the wearer or the devil may activate the ring to utilize greater teleport with the restriction that the wearer teleport only to the devil's side. If the terms of the contract are met or either the mortal or devil are killed, the ring reverts to a mundane piece of jewelry. The mortal may not remove a ring of the binding word while it remains enchanted.Forge Ring, greater teleport, telepathic bond, a mortal must enter into a binding contract with a devilRingPFS S1-54
Labrys Of The Stone Idolstrong evocation15none9832036 lbs.This Huge, double-bitted stone axe, or labrys, is carved entirely of hematite, with a wooden shaft covered in fur. It functions as a +3 stone impactUE greataxe that automatically resizes to match the size of its wielder, from Small to Huge size. The hematite that composes the axe is as strong as iron, and doesn't have the fragile quality. Once per day, the labrys of the stone idol can be struck against the ground to create a powerful tremor, as the earthquake spell. When used in this way, the labrys creates a shield around its wielder, protecting him from the immediate effects of the earthquake, including fissures, falling rubble, and landslides. This shield disappears after 1 round, when the earthquake's effects end.Craft Magic Arms and Armor, bull's strength, earthquake, giant form I, lead bladesAPG, shrink itemWeaponAP 72
Winter's Reachstrong evocation and transmutation19none2280005 lbs.This staff is made of a single icicle that tapers to a sharpened point at each end. It can be used as a +3 icy burst quarterstaff (only one end of the staff bears this magical enhancement), even if all of its charges are drained. It allows the use of the following spells and abilities: • FrostbiteUM (1 charge) • Ice storm (1 charge) • Freezing sphere (2 charges) • Icy prisonUM (2 charges) • Wall of ice (2 charges) • Cone of cold (3 charges) • Ice bodyUM (3 charges) Like a frost brand, Winter's Reach extinguishes all nonmagical fires in a 20-foot radius. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects. The bearer must succeed at a dispel check (1d20+19) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell. The staff can also be used to counterspell any spell with the fire descriptor as if with dispel magic. Dispelling or counterspelling a fire spell in this way uses 1 charge.Craft Staff, cone of cold, dispel magic, freezing sphere, frostbiteUM, ice bodyUM, ice storm, icy prisonUM, wall of iceStaffAP 72
Winter Collectorstrong conjuration and evocation20none-1variesWinter collectors are always located in areas of severe cold, and are typically surrounded by thick snow or ice. A winter collector siphons a portion of the ambient cold weather and condenses it into concentrated cold energy, which the collector then beams like a signal across worlds to the winter receiver in the Royal Palace in Whitethrone. This energy then radiates out to the borders of Irrisen, keeping the weather in a perpetual wintry state. In addition, a winter collector functions as a permanent gate, allowing instant travel from the collector's location to the Royal Palace (but not in the other direction), even if the collector is located on the Material Plane. A winter collector radiates an aura o f cold out to 50 feet. This aura deals 6d6 points of cold damage each round to creatures in this area. Creatures within 10 feet of the winter collector take 12d6 points of cold damage each round. Half of this cold damage is not subject to being reduced by resistance or immunity to cold-based effects.ArtifactAP 72
Boots Of The Vengeful Behirmoderate transmutation5feet54001 lb.These heavy boots are made of blue leather. Three times per day, when the wearer speaks the command word, he can attempt a bull rush the following round as if one size category larger than normal. If the target of the bull rush is a dragon, the wearer is treated as if two size categories larger than normal. This bull rush attempt does not provoke attacks of opportunity.Craft Wondrous Item, enlarge personWondrous ItemDragonslayer's Handbook
Death's Preservation Banded Mailstrong conjuration and divination18armor2240035 lbs.This +2 light fortification banded mail has a small, ovoid stone set in the left shoulder. The armor monitors the wearer's hit point total as the spell status. If an attack against the wearer does enough damage to kill him outright, he and his gear are teleported to a specific location determined at the time of the armor's creation. This effect acts in all other ways as the spell word of recall, with the predetermined location considered the place of sanctuary. The wearer's body is protected from decomposition for 18 days as per the gentle repose spell. Once this ability has been used, the stone set into the armor crumbles to dust and the armor reverts to being a suit of +2 light fortification banded mail.Craft Magic Arms and Armor, contingency, gentle repose, limited wish or miracle, word of recallArmorDragonslayer's Handbook
Dragonform Armormoderate transmutation11armor2412015 lbs.This +1 leather armor is the same color as the dragon type with which it is associated and has been worked to resemble dragon hide. Once per day the wearer can speak the command word and transform into the associated dragon type as the form of the dragon I spell. This effect lasts 11 minutes.Craft Magic Arms and Armor, form of the dragon IArmorDragonslayer's Handbook
Dragon's Tailstrong conjuration and transmutation13none3231012 lbs.This +2 dragonbane guisarme seems to vibrate with a low hum. On a successful hit, the target must succeed at a DC 20 Fortitude save or become staggered for 1 round. If the target is of the dragon type and the dragon fails its save, the creature is stunned for 1 round and staggered for 2 rounds thereafter. It is staggered for 1 round even on a successful save.Craft Magic Arms and Armor, resonating wordUM, summon monster IWeaponDragonslayer's Handbook
Elixir Of Elemental Protectionmoderate abjuration9none1800-Scintillating colors swirl through this liquid. The elixir grants the drinker 100 points of protection from the first type of elemental damage he takes after drinking it. Unused points of protection dissipate 1 hour after the liquid is consumed.Craft Wondrous Item, protection from energyWondrous ItemDragonslayer's Handbook
Hexing Runesmoderate abjuration8neck10000-These runes may be carved from wood or cast in silver and are worn on a leather cord. When a witch prepares her spells, she may also choose to use the hexing runes to augment one hex she can use. The save DC of this hex increases by 1 for 24 hours. Additionally, once per day when she speaks the command word, the wearer gains the benefits of the ward hex as if cast by an 8th level witch.Craft Wondrous Item, Spell Focus (abjuration), resistance, creator must be able to use the ward hexAPGWondrous ItemDragonslayer's Handbook
Incense Of Dulled Sensesmoderate abjuration10none1500-This gray incense smells of cold granite. When burned, the smoke from the incense spreads to fill a space equal to ten 10-foot cubes. This smoke remains stationary unless moved by wind. If inhaled by a creature with blindsense, scent, or tremorsense, the creature must attempt a DC 20 Fortitude save. If it fails the save, it does not benefit from its blindsense, tremorsense, or scent abilities for 10 minutes. After 10 minutes the smoke from the incense dissipates and loses all magical properties.Craft Wondrous Item, blindness/deafnessWondrous ItemDragonslayer's Handbook
Perilous Glovesfaint transmutation and necromancy1hands100001 lb.These black gloves glow slightly during combat. Once per day, if the wearer's unarmed attack threatens a critical hit, the critical confirmation roll gains a +2 bonus. Regardless of whether the critical is confirmed, the attack does an additional 1d8 points of damage.Craft Wondrous Item, inflict light wounds, unerring weaponUCWondrous ItemDragonslayer's Handbook
Ring Of Fear Reflectionmoderate abjuration and necromancy7ring48000-This simple silver ring has a fear rune etched into its hammered apex. The ring provides a morale bonus versus fear effects. This bonus starts at +0 and can advance no higher than +5. Every time the wearer succeeds at a Will save versus a fear affect, the ring's bonus increases by +1. Should the wearer fail a Will save versus fear, the ring's bonus immediately falls to +0. If the bonus is +5 and the wearer is affected by a fear effect and succeeds at her Will save, the ring automatically reflects the fear effect back to its source. If the source is a creature not immune to fear, it must succeed at a Will save at the DC made by the ring's wearer or be affected by the fear effect. Only the source of an area fear effect is targeted by such a reflected spell.Forge Ring, fear, remove fear, resistanceRingDragonslayer's Handbook
Scaled Sashmoderate transmutation11chest730001 lb.Glittering with every movement, this sash is associated with a specific type of chromatic dragon. Three times per day, the wearer may convert all the damage dealt by a single attack with a melee, ranged, or natural weapon into the matching dragon's breath weapon damage type. The amount of damage dealt remains unaffected. The sash may be used after the attack's results are known, but must be declared before damage has been rolled. Attacks dealing any type of energy damage cannot be converted in this manner unless the energy type of the original damage is the same as that granted by the scaled sash. If the original attack would be affected by damage reduction, the converted damage is reduced as if it did not bypass the damage reduction, even if the target has no special defenses against the converted energy type For example, an archer wearing a black scaled sash makes a successful attack against a target with his longbow. Before rolling damage on the hit, he opts to use his sash to convert the damage dealt to acid damage. Damage is rolled normally, but deals acid damage instead of piercing damage. This includes damage dealt from additional effects such as sneak attack, favored enemy, and the bane special weapon property.Craft Wondrous Item, form of the dragon IWondrous ItemDragonslayer's Handbook
Staff Of Huntingstrong varies13none510005 lbs.This length of aged ivory is carved with numerous hunting scenes which seem to animate and tell a story when the staff is rotated. It allows the use of the following spells: • Acute sensesUM (1 charge) • Bard's escapeAPG (4 charges) • Locate creature (2 charges) • Unwilling shieldAPG (3 charges)Craft Staff, acute sensesUM, bard's escapeAPG, locate creature, unwilling shieldAPGStaffDragonslayer's Handbook
Staff Of Internal Assaultmoderate varies8none208005 lbs.Crumbling bark continuously flakes from this solid, aged oak staff without diminishing its size. It allows the use of the following spells: • Calcific touchAPG (2 charges) • Corrosive touchUM (1 charge) • Touch injectionUC (2 charges)Craft Staff, calcific touchAPG, corrosive touchUM, touch injectionUCStaffDragonslayer's Handbook
Contingent Wayfindermoderate evocation11none1320001 lb.This wayfinder is constructed of delicate ivory. Its face constantly reshapes to form a relief of its bearer, and is capable of changing as quickly as two creatures can pass the wayfinder back and forth. The socket in which an ioun stone could normally be placed is instead filled with a permanently fixed gem that functions as a ring of minor spell storing. After wielding this wayfinder for 24 hours, its wielder can designate a series of conditions upon which the wayfinder will cast the highest-level spell stored in the gem with the wearer as the spell's target, as though it were using the contingency spell. For example, the wielder of a contingent wayfinder could place a cure moderate wounds spell in the wayfinder's gem, then specify that if she ever falls unconscious because of lethal damage, the spell must be cast on her. Once used in such a manner, the wayfinder requires 1 month to recharge its contingency effect, though a new spell can be cast into the enclosed gem at any time during this period. If the conditions of the contingency effect are not met within 1 week of when they were assigned, the user can change the conditions, though the spell stored in the gem can't be changed until it has been cast.Craft Wondrous Item, contingency, imbue with spell ability, lightWondrous ItemPathfinder Society Primer
Headhunter Wayfindermoderate divination7none560001 lb.The forms of numerous animals, magical beast, and other famous creatures appear in relief on every inch of this iron wayfinder's surface, creating a maze of lions, hawks, dragons, and elephants. Though a headhunter wayfinder looks like a normal compass, it doesn't point toward true north as one would expect. Rather, if a piece of hair, a drop of blood, or some other organic matter from an individual creature is placed in the socket normally reserved for an ioun stone, the wayfinder's needle points out this creature as though it were the subject of a locate creature spell with a radius of 680 feet from the wayfinder's wielder. This effect has no set duration, and functions as long as a specimen of the target creature is held within the wayfinder and the creature is within range. If the target creature isn't in range, the headhunter wayfinder's needle slowly spins clockwise. As with the locate creature spell, running water and spells such as mislead, nondetection, and polymorph fool or otherwise block the effect. A headhunter wayfinder can't hold an ioun stone and doesn't provide resonant powers.Craft Wondrous Item, light, locate creatureWondrous ItemPathfinder Society Primer
Hypnotic Wayfinderfaint illusion5none30001 lb.This wayfinder has a mother-of-pearl casing with perfect swirls of pink and green patterns covering the face of the device. It hangs on an 8-inch-long silver fob chain that makes it twirl slightly when held aloft. In addition to the standard functions of a wayfinder (including the ability to create light), a hypnotic wayfinder can be used once per day to mesmerize weak-minded creatures that can see it. When dangled by its fob and swung gently in a pendulumlike motion, the hypnotic wayfinder seems to change colors as light plays off its pearlescent exterior. This replicates the effects of hypnotic pattern (Will DC 13 negates), centered on the hypnotic wayfinder, but creates no visible light aside from the illusory color-shifts on the wayfinder itself. The wayfinder's wielder is immune to this effect, as are sightless creatures. While the effect is active, the wielder must remain stationary or the effect immediately ends. Otherwise, the effect lasts as long as the wielder swings the wayfinder at the end of its fob (a standard action) and for 2 rounds thereafter.Craft Wondrous Item, hypnotic pattern, lightWondrous ItemPathfinder Society Primer
Noisemaker Wayfinderfaint abjuration3none70001 lb.This decorative wayfinder appears to be made of gold, and its face is marked with white and silver motifs of roosters. Whenever the wielder of a noisemaker wayfinder falls asleep, the roosters decorating the wayfinder change to crescent moons. Whenever a Tiny or larger creature comes within 20 feet of the wayfinder's bearer while she is asleep and this magic item is on her person, the noisemaker wayfinder immediately begins vibrating, buzzing, and ringing loudly as long as there is a clear line of effect between the wayfinder's bearer and the triggering creature. The sound from this effect easily travels 60 feet, as the audible alarm version of the alarm spell. A creature that speaks the password (determined by the wielder and assigned to the wayfinder before she falls asleep) does not set off the alarm. When the wayfinder's alarm is triggered, the violent motion of the noisemaker wayfinder continues until the wielder presses a button on the side of the device. If the wielder of a noisemaker wayfinder is affected by a magical sleep effect (such as that caused by a sleep spell) and the alarm is triggered, the constant buzzing and vibration of the wayfinder allows the wielder to attempt a saving throw each round at the end of her turn to end the sleep effect and gives her a +2 circumstance bonus on such saves. Other sleeping creatures within hearing range of the wayfinder wake up from normal sleep, but not magical sleep. The bearer of a noisemaker wayfinder may disable its audible alarm function at will by pressing down on the compass needle.Craft Wondrous Item, alarm, lightWondrous ItemPathfinder Society Primer
Smuggler's Wayfindermoderate conjuration9none20001 lb.This time-weathered wayfinder lacks any notable features. Despite its routine appearance, a smuggler's wayfinder has an additional ability generally known only to the person using it. When a command word is spoken, the compass's interior is replaced with a small extradimensional space that can hold up to 10 pounds of material occupying no more than 1 cubic foot of space. This material must be able to fit through the 3-inch-diameter opening in the compass's face (such as a thin glass vial, coins, small jewelry, or a rolled-up piece of paper). While the extradimensional space is accessible, all other properties of the wayfinder cease to function, including any resonant ioun stone powers. While the extradimensional space is hidden, the smuggler's wayfinder emits an aura of faint evocation, as a standard wayfinder.Craft Wondrous Item, light, magic aura, secret chestWondrous ItemPathfinder Society Primer
Truthseeker Wayfindermoderate divination7none390001 lb.This wayfinder is crafted from polished gold and when viewed in bright light is highly reflective-resembling a mirror more than it does simple metal. A truthseeker wayfinder allows the wielder to cast zone of truth for up to 7 minutes per day (Will DC 14 negates). This duration doesn't need to be continuous, but must be used in 1-minute increments. If a creature saves against this effect once, it is immune to the effect for 24 hours. Creatures that fail their saves are granted a new save each time the effect is activated anew. Once per day, the wielder of a truthseeker wayfinder can gain the benefits of discern lies for up to 7 rounds (Will DC 16 negates). When the truthseeker wayfinder senses the target creature issue an intentional falsehood, it vibrates just enough to be perceptible to the wielder but no one else.Craft Wondrous Item, discern lies, light, zone of truthWondrous ItemPathfinder Society Primer
Wayfinder Of The Planesmoderate abjuration6none180001 lb.This wayfinder is made of magically hardened glass, through which the complex inner matrix of the compass can be seen. Once per day, the wielder of a wayfinder of the planes can choose one of the following alignments: chaotic, evil, good, or lawful. For 1 hour thereafter, the wayfinder of the planes creates a magic circle effect against the chosen alignment, centered on the wayfinder. Once selected, the alignment of the magic circle effect can't be changed until the effect recharges the next day.Craft Wondrous Item, light, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against lawWondrous ItemPathfinder Society Primer
Agate Ellipsoid Ioun Stonestrong divination12none1000-This stone grants you a single use of the augury spell with a 100% success rate. The stone must have been orbiting your head for at least 24 hours before it can be activated in such a way, which you can do with a thought as a free action. The stone instantly returns an answer of "weal," "woe," "weal and woe," or "nothing." After being used in this manner, the stone loses all magical power and becomes a dull gray ioun stone.Craft Wondrous Item, augury, creator must be 12th levelWondrous ItemPathfinder Society Primer
Amethyst Pyramid Ioun Stonestrong abjuration12none8000-This stone grants you the ability to pass undetected before undead as if under the effects of a hide from undead spell. Unintelligent undead automatically can't see you, and intelligent undead receive a single DC 12 Will save to notice you despite the stone's effects. If you attempt to channel positive energy, turn or command undead, touch an undead creature, or attack any creature (even with a spell), the stone's effects are negated for 1 hour.Craft Wondrous Item, hide from undead, creator must be 12th levelWondrous ItemPathfinder Society Primer
Gold Nodule Ioun Stonestrong divination12none5000-This stone grants you the ability to comprehend, speak, read, and write a single language (chosen by the ioun stone's creator).Craft Wondrous Item, tongues, creator must be 12th levelWondrous ItemPathfinder Society Primer
Magenta Prism Ioun Stonestrong transmutation12none16000-This stone grants you a +2 enhancement bonus to any one ability score of your choosing. The selected ability score can be changed only once per day at a time unique to each stone (typically sunrise or sunset). A stone attuned to a specific ability score maintains that attunement until changed at the specified time of day, regardless of how long it has remained unused or how many times it changes hands.Craft Wondrous Item, bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, owl's wisdom, creator must be 12th levelWondrous ItemPathfinder Society Primer
Pale Orange Rhomboid Ioun Stonestrong necromancy12none200000-This stone absorbs your soul as the magic jar spell immediately prior to your death. You can't transfer your soul from the ioun stone receptacle to another creature's body, and are, for all intents and purposes, dead. While your soul is in the ioun stone, you can sense any life forces within 120 feet as though you were placed in a magic jar. At any point within 12 hours of your soul's transfer into the pale orange rhombus ioun stone, you can return to your body as long as it is within 120 feet of the ioun stone. Upon returning to your body, you are unconscious and dying with a number of negative hit points equal to your Constitution score minus 1. If you fail to stabilize and aren't healed after 1 turn, you die and your soul is not absorbed by the ioun stone. Your soul can be absorbed into a pale orange rhombus ioun stone only once per 24-hour period.Craft Wondrous Item, magic jar, creator must be 12th levelWondrous ItemPathfinder Society Primer
Silver Spindle Ioun Stonestrong evocation12none24000-This stone grants you the ability to use a 1stl-evel spell from the cleric, druid, or sorcerer/wizard spell list as a spell-like ability three times per day, using your character level as your caster level. The spell keyed to the ioun stone is selected by the stone's creator. In order for you to use this spell-like ability, you must have a Charisma score of 11 or higher. The save DCs of the chosen spell are Charisma-based, if any.Craft Wondrous Item, imbue with spell ability, creator must be 12th levelWondrous ItemPathfinder Society Primer
Tourmaline Sphere Ioun Stonestrong transmutation12none1000-This stone grants you a benefit only when you're dying. When determining the number of negative hit points you must accrue to die, treat your Constitution score as if it were 2 higher. This doesn't provide a bonus to Constitution, so it doesn't grant a bonus on checks made to stabilize but does provide you 2 additional rounds during which to attempt such checks. You can only benefit from one tourmaline sphere ioun stone at a time.Craft Wondrous Item, bear's endurance, creator must be 12th levelWondrous ItemPathfinder Society Primer
Book Thief's Satchelmoderate conjuration and divination9none100002 lbs.Often used by spies and arcane scholars to steal important texts without alerting their owners, a book thief's satchel contains enough room to hold a single tome of no more than 1,000 pages and no larger than 12 by 18 inches in size. Prior to using the satchel, its bearer must place a blank book in the satchel and utter a command word. This blank book is sequestered in an extradimensional space accessible only upon command. (A typical blank, 50-page journal costs 10 gp.) Once per day, when another book, folio, scroll, or other text is placed within the satchel while a blank book is hidden within the extradimensional space, the pages of the newly added book are wiped blank (though the covers and bindings remain unchanged). The entire contents of this book or scroll appear on the pages of the blank book in the satchel's extradimensional pocket. The transfer takes 1 full round, and if the process is interrupted, such as by either book being removed or the satchel being significantly damaged, the text being copied is lost forever. If the blank book is smaller in size (in number of pages for a book or number of inches for a scroll) than the book to be stolen, the satchel doesn't transfer the contents, and the text being copied is lost forever. A book thief's satchel can't transfer magical writing (such as the pages of a wizard's spellbook, a magical scroll, or a wondrous item). Attempts to do so fail immediately, neither erasing the book to be copied nor copying any of the pages to the blank book.Craft Wondrous Item, secret chest, steal book (Kobold Quarterly #14)Wondrous ItemPathfinder Society Primer
Feather Token, Campsitestrong conjuration12none500-This feather token can be used only once. It creates a fully functional campsite, including a tent suitable to house six Medium creatures, a campfire with enough dry wood to burn for 24 hours, a modest wooden table with two benches suitable to seat three people each, and a hitching post for up to six steeds. The campsite remains for up to 24 hours before disappearing, leaving no trace except footsteps and refuse left behind by those using the site.Craft Wondrous Item, major creationWondrous ItemPathfinder Society Primer
Honeytongue Elixirmoderate transmutation7none7501/2 lb.Drinking this elixir grants the imbiber a +10 bonus on Bluff checks made to convince another that her words are the truth. This bonus lasts for 10 minutes, and doesn't apply to any other use of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a secret message via innuendo. If a magical effect is used against the honeytongue elixir's imbiber that would detect her lies or force her to speak the truth, the user of the effect must succeed at a DC 16 caster level check to compel the elixir's imbiber to tell the truth. Failure means the effect doesn't detect the imbiber's lies or force her to tell the truth.Craft Wondrous Item, glibnessWondrous ItemPathfinder Society Primer
Lenses Of Situational Sightmoderate divination and transmutation10eyes50001 lb.These wire spectacles are fitted with several groundcrystal filters on hinged arms, any combination of which can be moved in front of or away from the lenses as a standard action (one, two, or all three lenses may be positioned at the same time with one action). Each filter grants a specific sense to the wearer when it is placed before one of the lenses. Each set of filters can be used for 10 minutes in 1-minute increments before losing its magical properties. The three sets of lenses are as follows. Green Lenses: Grant the wearer the benefits of detect magic. The wearer doesn't need to concentrate to gain the benefits of the spell as long as a source of magic remains in her line of sight for the appropriate number of rounds. Pink Lenses: Grant the wearer the benefits of see invisibility. Purple Lenses: Grant the wearer darkvision out to a distance of 60 feet. If the wearer already has darkvision, the range of her darkvision increases by 60 feet while she uses these filters.Craft Wondrous Item, arcane sight, darkvision, see invisibilityWondrous ItemPathfinder Society Primer
Pathfinder Greatcoatmoderate transmutation9body80004 lbs.This long, double-breasted jacket is sewn from durable, dun-colored canvas with a removable liner to keep its wearer comfortable in a wide range of temperatures. Anyone wearing the coat notes many small cloth patches of various shapes. Only the wearer of the robe can see these patches, recognize them for the 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 Pathfinder greatcoat has each of the following patches (unless noted otherwise, the coat has only one of each patch): • 10 days of trail rations and five full waterskins • A case containing five adamantine bolts, five cold iron bolts, and two silver bolts • A large scroll case containing a 2-foot-by-10-foot roll of paper and two sticks of charcoal • A quiver containing five adamantine arrows, five cold iron arrows, and two silver arrows •A 10-square-yard roll of canvas containing 10 pitons and a small hammer • A silver Aspis Consortium badge and three bronze Aspis Consortium badges • Bullseye lanterns (2; full and lit) • Daggers (2) • Disguise kit • Healer's kit • Hemp ropes (2; 50-foot coil) • Light combat-trained horse with a military saddle • Mirrors (2; highly polished 2-foot-by-4-foot steel mirrors) • Noble's outfit with jewelry worth 200 gold pieces • Oil of bless weapon • Oil of daylight • Poles (2; 10-foot length) • Potion of cure moderate wounds • Sacks (2) • Universal solvent • Wand of prestidigitation (CL 1st, 5 charges)Craft Wondrous Item, fabricateWondrous ItemPathfinder Society Primer
Tightfit Beltfaint transmutation3belt40001 lb.As a free action, the wearer of this brown leather belt can compress himself to fit through tight spaces as though affected by a squeeze spell for up to 10 rounds per day. When using the belt's squeezing ability, the wearer gains a +5 circumstance bonus on Escape Artist checks. Once per day as a move action, the wearer can reduce his size by one step, as the reduce person spell, for 1 round. These effects can be used simultaneously.Craft Wondrous Item, grease, reduce person, squeezeARGWondrous ItemPathfinder Society Primer
Ranseur Of The Gargoylefaint transmutation5none431012 lbs.A ranseur of the gargoyle appears to have a head crafted of obsidian, but is in fact as hard and resilient as steel. This weapon functions as a +1 ranseur that grants a +4 bonus on disarm checks rather than the typical +2 bonus a ranseur grants. Up to 5 times per day as a swift action, the wielder of a ranseur of the gargoyle can cause its skin to harden for 1 round, gaining a +2 enhancement bonus to its natural armor score.Craft Magic Arms and Armor, barkskinWeaponAP 73
Bilious Bottlefaint conjuration5none5002 lbs.A bilious bottle appears to be a tightly stoppered container of water. It can be thrown as a splash weapon. When a bilious bottle is opened or shatters, the foul fluid inside immediately expands into a 30-foot-radius cloud of noxious vapors. These vapors are invisible, but any creature within the area of effect of the cloud must succeed at a DC 14 Fortitude saving throw at the start of its turn or suffer one of the following random effects. The vapors created by a bilious bottle dissipate after 1 minute, or automatically if exposed to anything more than a moderate wind. The vapors created by a bilious bottle are a poison effect. d8 Result 1 The subject takes 1d6 points of acid damage. 2 The subject's eyes glow red for 2 hours, during which time it gains darkvision out to 30 feet. 3 The subject takes 1d6 points of fire damage. 4 The subject develops wheezing, labored breathing for 2 hours, which imposes a -2 penalty on Stealth checks. 5 The subject takes 1d6 points of cold damage. 6 The subject develops a persistent nosebleed, taking 1d4 points nonlethal damage every 10 minutes for the next hour. 7 The subject takes 1d6 points of electricity damage. 8 The subject experiences a persistent adrenaline rush. For the next 2 hours, subject receives a +2 bonus on Initiative checks but takes a -2 penalty on Dexterity-based skill checks due to uncontrollable trembling.Craft Wondrous Item, stinking cloudWondrous ItemAP 73
Hand Wraps Of Blinding Kifaint transmutation5hands100001 lb.These fine silk wrappings-covered in mystic symbols and diagrams of the wearer's pressure points-wind around the wearer's hands and wrists. When the wearer spends ki to make an additional attack, he can spend 1 additional point of ki to use the Stunning Fist feat with the attack, even if he has already used the feat that round. If the wearer is a monk using an archetype that replaces Stunning Fist with a different feat that's usable a number times per day equal to his monk level, hand wraps of blinding ki allow that feat to be used a second time instead of allowing him to use Stunning Fist.Craft Wondrous Item, ki pool class abilityWondrous ItemFaiths & Philosophies
Leshy Mulch Manual, Fungus Leshyvariesvariesnone18755 lbs.A leshy mulch manual is a fragile, bark-bound book containing a dozen pages of coarse, grainy paper. The book includes information and incantations that help in crafting a leshy. The instructions grant a +3 competence bonus on skill checks made to create a leshy, reduce the number of ranks in Knowledge (nature) needed to create a leshy by 2, and allow the user to treat her caster level as 2 higher for the purposes of creating a leshy. The book can also be chopped up and mixed into the soil used to grow a leshy, replacing the normal crafting cost for the leshy. When a leshy is cultivated from this soil, a spirit is automatically lured into the body, with no percentile roll required.Craft Wondrous Item, plant growth, summon nature's ally IIIWondrous ItemFaiths & Philosophies
Leshy Mulch Manual, Gourd Leshyvariesvariesnone11255 lbs.A leshy mulch manual is a fragile, bark-bound book containing a dozen pages of coarse, grainy paper. The book includes information and incantations that help in crafting a leshy. The instructions grant a +3 competence bonus on skill checks made to create a leshy, reduce the number of ranks in Knowledge (nature) needed to create a leshy by 2, and allow the user to treat her caster level as 2 higher for the purposes of creating a leshy. The book can also be chopped up and mixed into the soil used to grow a leshy, replacing the normal crafting cost for the leshy. When a leshy is cultivated from this soil, a spirit is automatically lured into the body, with no percentile roll required.Craft Wondrous Item, plant growth, summon nature's ally IIIWondrous ItemFaiths & Philosophies
Leshy Mulch Manual, Leaf Leshyvariesvariesnone8005 lbs.A leshy mulch manual is a fragile, bark-bound book containing a dozen pages of coarse, grainy paper. The book includes information and incantations that help in crafting a leshy. The instructions grant a +3 competence bonus on skill checks made to create a leshy, reduce the number of ranks in Knowledge (nature) needed to create a leshy by 2, and allow the user to treat her caster level as 2 higher for the purposes of creating a leshy. The book can also be chopped up and mixed into the soil used to grow a leshy, replacing the normal crafting cost for the leshy. When a leshy is cultivated from this soil, a spirit is automatically lured into the body, with no percentile roll required.Craft Wondrous Item, plant growth, summon nature's ally IIIWondrous ItemFaiths & Philosophies
Leshy Mulch Manual, Seaweed Leshyvariesvariesnone36005 lbs.A leshy mulch manual is a fragile, bark-bound book containing a dozen pages of coarse, grainy paper. The book includes information and incantations that help in crafting a leshy. The instructions grant a +3 competence bonus on skill checks made to create a leshy, reduce the number of ranks in Knowledge (nature) needed to create a leshy by 2, and allow the user to treat her caster level as 2 higher for the purposes of creating a leshy. The book can also be chopped up and mixed into the soil used to grow a leshy, replacing the normal crafting cost for the leshy. When a leshy is cultivated from this soil, a spirit is automatically lured into the body, with no percentile roll required.Craft Wondrous Item, plant growth, summon nature's ally IIIWondrous ItemFaiths & Philosophies
Pantheistic Claspfaint abjuration3neck30001 lb.A simple clasp dangles from this fine brass chain. As a standard action, the wearer can attach a single holy symbol to the clasp. The wearer gains a +2 sacred bonus on saving throws against spells and effects with an alignment descriptor that matches the alignment of the deity represented by the attached holy symbol.Craft Wondrous Item, corruption resistanceAPGWondrous ItemFaiths & Philosophies
Prophetic Paraphernaliamoderate divination9none20003 lbs.This roll of tanned horsehide contains pockets that hold ceremonial gear such as incense, candles, and tiny bells as well as a small, carved stone idol in the shape of a totem spirit such as a dragon or other creature known for its wisdom. Anyone who unrolls the kit and spends 10 minutes performing a special ritual either increases her caster level by 1 for any divination spell she begins casting immediately after concluding the ritual, or gains a +3 insight bonus to any one skill check she makes in the next hour. Alternatively, she may spend all remaining uses of the kit in an hour-long ritual to cast commune, asking one question for every two remaining uses in the kit. A newly created set of prophetic paraphernalia has 10 uses. When all of the uses are expended, the stone idol crumbles into powder.Craft Wondrous Item, communeWondrous ItemFaiths & Philosophies
Propitious Metumbemoderate abjuration7neck80001 lb.This polished talisman of darkwood inscribed with the pictogram of a specific wendo hangs from a loop of twine. The wearer gains a +2 luck bonus on saving throws against witch hexes, spells and abilities with the curse descriptor, and any spells or effects that would force the wielder to reroll a die or roll multiple dice and take the worst result. Once per day when the wearer is targeted by such a spell or effect that doesn't normally grant a saving throw, she can make a Will saving throw to negate the effect. If she attempts the save against a spell, the save DC is equal to 10 + the spell's level + the caster's primary casting ability bonus (Cha for sorcerers, Int for wizards, Wis for clerics, and so forth). If she attempts the save against a non-spell effect, the save DC is equal to 10 + half the HD of the effect's source + the source's Charisma modifier.Craft Wondrous Item, hex wardUMWondrous ItemFaiths & Philosophies
Shield Of Countless Causesfaint enchantment5shield1115710 lbs.Dozens of pages of scripture cover the face of this +2 heavy wooden shield, each detailing in word or illustration the tenets of a knightly order. While worn or carried, the shield acts like a phylactery of faithfulness, except that it only functions for actions that would violate the edicts of the wearer's cavalier order. A newly created shield of countless causes has 5 charges. By expending 1 charge and studying the shield's texts for 10 minutes, the wielder can regain the use of his order abilities as if 24 hours had passed. By expending 3 charges and studying the shield's texts for 8 hours, the wielder can change his order. When the last charge is used, the shield remains a +2 heavy wooden shield.Craft Wondrous Item, atonementWondrous ItemFaiths & Philosophies
Tome Of Heretical Revelationstrong abjuration17none-15 lbs.This thick book appears to be an educational treatise filled with philosophical insights. Anyone who reads from this cursed book and has a patron deity must make a DC 20 Will save or be overcome by a crushing sense of doubt and hopelessness as she loses all faith in her deity's teachings. Anyone who fails this save loses all divine spellcasting ability, as well as class abilities from classes that grant divine spells, and she can't gain additional levels in those classes. She can regain her abilities and advancement potential if she atones (see the atonement spell description). Succeeding at the Will save still leaves the reader shaken for 10 minutes.CursedFaiths & Philosophies
Vest Of Shed Servitudemoderate necromancy7chest40002 lbs.This pale leather vest's surface is decorated with a web of vein-like ridges. Once per day as an immediate action when you are struck by a critical hit or sneak attack, your shed blood or flesh coagulates into a short-lived guardian that appears in any adjacent square and follows your commands. This guardian has all the abilities of a homunculus, except that its type is undead. If the triggering attack inflicted bleed damage, the homunculus also gains the giant simple template. This homunculus lasts for 7 rounds before melting, and it doesn't deal damage to you when it's destroyed.Craft Wondrous Item, animate dead, mirror imageWondrous ItemFaiths & Philosophies
Azata's Whimsymoderate enchantment7neck8000-Any time the wearer of an azata's whimsy would become confused, her random actions are modified as follows: • Act normally: No changes. • Babble: The wearer's babbling is beautiful and inspiring, functioning as a 7th-level bard's inspire courage bardic performance during each round this result is rolled. • Damage self: The damage is nonlethal. • Attack nearest creature: The wearer gains a +1 insight bonus on attack rolls against enemies and takes a -4 penalty against allies. Additionally, the wearer of an azata's whimsy may choose to voluntarily enter a state of confusion (as the spell) as a free action for up to 7 rounds per day. These rounds need not be consecutive.Craft Wondrous Item, confusion, creator must be a chaotic good bardWondrous ItemDemon Hunter's Handbook
Bastion Bannermoderate varies10none1820003 lbs.This banner, emblazoned with a good or lawful deity's holy symbol, is meant to be carried and displayed and has no effect when not mounted properly or when lying on the ground. A bastion banner emits a hallow effect in a 40-foot radius around it, so long as it is borne by one true to the religion whose holy symbol graces the banner. Within the 40-foot radius of its hallow effect, a planted bastion banner secures terrain that would otherwise be unstable, whether due to natural causes (such as a mudslide) or supernatural causes (such as a specific plane's morphic trait). Natural terrain is simply fixed in its current configuration and cannot be altered naturally or magically; a spellcaster attempting to change the terrain affected by a bastion banner (such as with move earth or transmute mud to rock) must make a successful DC 21 caster level check to do so. Unnaturally or magically morphic terrain (such as that on the Abyss) is shaped into a 40-foot sphere with the topmost hemispherical half composed of breathable air and the lower hemispherical half composed of packed earth. This effect only secures basic footing against collapse; it cannot impede moving objects from outside the area (such as rain or an avalanche) or forces that act physically on the soil (such as shovels or tunneling creatures). When planted, a bastion banner also has a specific spell tied to the hallow effect, as well as an additional effect, both tied to the holy symbol it bears. When a bastion banner affects allies, the allies must worship the same deity as the one portrayed on the banner to benefit from the deity-specific spell and effect, and only as long as they are within 40 feet of the banner. Enemies must also be within 40 feet of the banner to be affected. The spells and effects associated with each deity are: Abadar: Protection from energy (type is set when banner is planted; renews daily); allies gain a +4 sacred bonus on checks to aid another. Asmodeus: Cause fear (affects enemies only), and the hallow effect is unhallow instead; allies gain a +2 morale bonus on combat maneuver checks. Cayden Cailean: Remove fear; whenever allies successfully resist a fear effect, they gain 10 temporary hit points for 1 hour. Desna: Freedom of movement; once per day, whenever the banner's owner or an ally rolls a d20, the owner of the banner may choose to treat the roll as a natural 20. Erastil: Invisibility purge; allies gain a +1 morale bonus on damage and attack rolls with ranged weapons. Iomedae: Death ward; allies gain a +1 morale bonus on damage and attack rolls with melee weapons. Irori: Resist energy (type is set when banner is planted); allies gain a +2 sacred bonus on saves. Sarenrae: Daylight; all spells with the fire or light descriptor cast from within the affected area are cast at +1 caster level. Shelyn: Tongues; allies gain a +2 enhancement bonus to Charisma. Torag: Dimensional anchor; allies gain a +2 sacred bonus to AC. Zon-Kuthon: Darkness, and hallow effect is unhallow instead; enemies are sickened.Craft Wondrous Item, hallow or unhallow, move earth, additional spell depending on deity, creator must worship the related deityWondrous ItemDemon Hunter's Handbook
Caltrop Bead, Ironfaint conjuration7none402 lbs.The wielder may throw this small, dense iron sphere as a ranged touch attack (with a 10-foot range increment) or use it as a sling bullet. Upon striking a solid object, a caltrop bead explodes into caltrops in a 10-foot-radius burst. A creature directly hit by a caltrop bead takes 2d4 points of piercing damage, and adjacent creatures take 1d4 points of damage as the bead suddenly bursts. Caltrops created by a caltrop bead remain for 1 hour before disappearing.Craft Wondrous Item, minor creationWondrous ItemDemon Hunter's Handbook
Caltrop Bead, Cold Ironfaint conjuration7none802 lbs.The wielder may throw this small, dense iron sphere as a ranged touch attack (with a 10-foot range increment) or use it as a sling bullet. Upon striking a solid object, a caltrop bead explodes into caltrops in a 10-foot-radius burst. A creature directly hit by a caltrop bead takes 2d4 points of piercing damage, and adjacent creatures take 1d4 points of damage as the bead suddenly bursts. Caltrops created by a caltrop bead remain for 1 hour before disappearing.Craft Wondrous Item, minor creationWondrous ItemDemon Hunter's Handbook
Dagger Of Repossessionmoderate abjuration9none147021 lb.This +1 dagger has a thin crystal tube embedded in its center. Once per day, the wielder of this dagger may slash herself, dealing damage as normal, but also channel some of her own blood into the tube, imprinting her memories onto the dagger. The imprinted blood lasts for a number of days equal to the wielder's HD plus her Constitution modifier (minimum 1). During this time, the dagger of repossession is typically given to an ally of the creature whose blood is imprinted. If the original wielder becomes possessed (such as by a ghost's malevolence ability or a magic jar spell) and she's slashed with the dagger again, the imprinted blood is consumed, the target regains her memories, and any possession effect immediately ends. A dagger of repossession does not end charm or compulsion effects, but the target receives another save against these effects at the original DC. Other mind-affecting effects are unaffected by the dagger. An imprinted dagger of repossession has no unusual effect if used on anyone other than the target whose blood is imprinted.Craft Magic Arms and Armor, break enchantmentWeaponDemon Hunter's Handbook
Deadlimb Pinsmoderate transmutation9none600001 lb.As a move action, the wielder may dip these two sharp, 4-inch-long pins into their paired vial to coat them in the viscous blue-black liquid within. This coating lasts 1 minute before dissipating. On a successful unarmed attack against a creature while both coated pins are held between the wielder's knuckles, the liquid flows under the skin of one of the target's limbs (wielder's choice; two limbs on a critical hit). The target must then attempt a DC 17 Fortitude save. On a failed save, an affected limb becomes withered and useless, anything held in the limb drops to the ground, and the victim cannot move the limb for 5 minutes. If an affected limb contributes to one of the creature's modes of movement (such as a leg), the creature's movement is halved. A creature may be affected by multiple instances of deadlimb pins. Generally, a creature with both legs affected by deadlimb pins can only crawl to move, and a creature with both arms affected is unable to attack (unless they can make attacks with other body parts, of course). The exact consequences of applying multiple doses of deadlimb pins to creatures with inhuman anatomies or unusual limbs are left to the GM's discretion. In order to function, deadlimb pins must be used with the vial of liquid they were constructed with and vice-versa. One set of deadlimb pins and their adjoining vial can be used 50 times before its magic is depleted.Craft Wondrous Item, baleful polymorphWondrous ItemDemon Hunter's Handbook
Thorned Manaclesmoderate abjuration and transmutation7wrist356002 lbs.When placed on a helpless, two-armed creature of size Tiny to Huge, these barbed manacles transform to match the creature's size and prevent the captive from utilizing any extradimensional magic, as dimensional anchor (no save). Removing the manacles-whether as an escape attempt or by the owner- requires a successful DC 30 Strength check or a successful DC 37 Escape Artist check; regardless of whether such an attempt succeeds, the manacles deal 2d6+7 points of piercing damage to the victim. The manacles have hardness 12 and 20 hit points.Craft Wondrous Item, dimensional anchor, thorn bodyAPGWondrous ItemDemon Hunter's Handbook
Warding Lipsmoderate conjuration and necromancy7none1900-When placed upon the lips, these thin, translucent sheets of wax melt invisibly onto the user's mouth. The user is aware of-but unaffected by-any magical attacks or effects that might harm him through the lips or mouth (such as a succubus's energy drain attack). In addition, the next time he would be exposed to an ingested poison, the warding lips instead absorb the toxin and leave him unharmed. Once exposed to a magical attack or ingested poison, a set of warding lips loses its magic and becomes useless.Craft Wondrous Item, death ward, neutralize poisonWondrous ItemDemon Hunter's Handbook
Whispering Amuletstrong evocation17neck70000-A whispering amulet looks like a bejeweled glabrezu head to the person who owns it, but to anyone else appears to be a relatively unremarkable necklace. As long as it is worn, a whispering amulet masks the wearer's alignment as if by undetectable alignment. Once per day by grasping the amulet in one hand and whispering, as a standard action, the wearer may send a single message of no more than 25 words to another creature as if via sending-the message arrives at the intended target in the form of a soft whisper in the left ear, and the recipient can opt to whisper a return message to the wearer of the amulet. A single glabrezu is linked to each whispering amulet, and any message sent or received via the amulet can be heard by the demon as well. Finally, by grasping the amulet and whispering the glabrezu's name, the wearer can make a single wish. This destroys the whispering amulet, and as the wish itself is granted by the glabrezu, it likely has unexpected and unintended consequences. If the glabrezu has already used its wish ability during that month, the attempt to wish fails and the amulet is not destroyed- there's a 5% chance that this occurs if the GM doesn't already know for sure if the glabrezu's wish is available.Craft Wondrous Item, sending, undetectable alignment, wishWondrous ItemDemons Revisited
Spiritwalk Armorstrong illusion and transmutation11armor2516015 lbs.This +2 improved shadow leather armor is attractive, yet eerie. It grants its wearer the ability to use vanishAPG as a quickened spell-like ability five times per day. If a mythic wearer uses the vanish ability, he can expend one use of mythic power to also make himself incorporeal for 1 round.Craft Magic Arms and Armor, Mythic Crafter, vanish, ethereal jauntArmorMythic Adventures
Stalwart Breastplatestrong abjuration13armor2235040 lbs.The burden of this weighty +1 light fortification breastplate gives it an armor check penalty of -5. As an immediate action, the wearer can negate the effects of a successful combat maneuver made to bull rush, overrun, or trip her. As a swift action, the wearer can expend one use of mythic power to gain immunity to ability damage, ability drain, critical hits, and sneak attacks. This effect lasts for 1 round per mythic tier the wearer possesses.Craft Magic Arms and Armor, Mythic Crafter, iron body, either limited wish or miracleArmorMythic Adventures
Brutal Axemoderate transmutation11none2132012 lbs.The haft of this +1 adamantine greataxe is carved from the limb of a treant slain by fire. While wielding this axe, a creature is considered to have the Improved Sunder feat. It also deals an additional 1d12 points of damage when used to sunder. If the wielder already has Improved Sunder, the axe grants Greater Sunder; and if the wielder already has Greater Sunder, it instead provides a further +2 bonus on sunder combat maneuver checks. As an immediate action after making a successful attack with the axe, the wielder can expend one use of mythic power to make a combat maneuver check to sunder a single item being used by the creature he just successfully attacked. This sunder attempt deals double damage and uses the wielder's full base attack bonus. If the item is destroyed by this sunder attempt, no excess damage is applied to the item's wielder or other items.Craft Magic Arms and Armor, Mythic Crafter, bull's strength, ironwoodWeaponMythic Adventures
Chaos Hammermoderate evocation [chaotic]9none3831210 lbs.This oversized hammer crackles with chaotic energy. Once per day as a standard action, the wielder of this +1 anarchic warhammer can strike the ground to create the effects of the chaos hammer spell (Will DC 16, CL 9th) that bursts out from the warhammer's wielder. A mythic creature wielding this weapon can expend one use of mythic power to activate this ability without using up its daily use.Craft Wondrous Item, Mythic Crafter, align weapon, chaos hammer, creator must be chaoticWeaponMythic Adventures
Dagger Of A Thousand Bitesstrong conjuration18none245021/2 lb.This +1 keen returning mithral dagger is bleached pale white like some sort of giant tooth. The wielder can expend one use of mythic power when throwing the dagger. When the dagger is thrown in this fashion and hits its target, it can be directed to strike a different target within 30 feet of the first. The new target must still be within the attacker's line of sight. This additional attack is made using the same attack bonus as the first, though range penalties apply based on the total distance the dagger flies. The dagger's wielder can continue selecting additional targets within his line of sight until the dagger misses, though no creature can be targeted by the dagger more than once in the same round.Craft Magic Arms and Armor, Mythic Crafter, greater magic weapon, keen edge, telekinesisWeaponMythic Adventures
Dragonbreath Bowstrong evocation14none503753 lbs.This +2 flaming burst longbow's arrow rest is shaped like a dragon's head with its mouth agape-as if about to unleash its breath weapon. A mythic wielder can expend one use of mythic power when drawing back the bow to create an arrow of pure flame. This flame arrow acts as a ranged touch attack that can target only creatures within the first range increment of the bow. When it hits its target, this flame arrow deals 3d10+2 points of fire damage. This damage stacks with the bow's flaming burst special ability.Craft Magic Arms and Armor, Mythic Crafter, flame strike, scorching rayWeaponMythic Adventures
Fire Goddess's Bladestrong conjuration and transmutation18none333154 lbs.This +1 flaming scimitar has golden flames embossed along the blade, which flicker and glow even when the sword's flames are extinguished. Three times per day as a swift action, its wielder can transform the sword into a blade of pure flame. In this form, the blade deals 1d8+9 points of fire damage (as the flame blade spell). Once per day, the sword's wielder can expend one use of mythic power to transform the blade into a Large fire elemental for 10 minutes. When the duration ends or the fire elemental is defeated, the blade reappears in its owner's hands.Craft Wondrous Item, Mythic Crafter, flame blade, greater magic weaponWeaponMythic Adventures
Gun With No Namemoderate abjuration and conjuration9none983005 lbs.Though the green, glowing runes on this firearm denote it as magical, otherwise this +2 mythic bane greater luckyUE pepperboxUE appears beat up and nearly useless. This weapon can be reloaded normally, but if its wielder expends either one use of mythic power or 1 grit point as a swift action, each of the firearm's empty barrels magically reloads with either black powder and a bullet or with a flare alchemical cartridge (the wielder chooses, and she can mix and match the ammunition type with each barrel). While carrying this firearm, the wielder is immune to scrying and any form of divination that attempts to ascertain her location, thoughts, or alignment. The firearm itself is immune to locate object and similar effects.Craft Magic Arms and Armor, Mythic Crafter, divine favor, nondetectionWeaponMythic Adventures
Pick Of Stonecleavingfaint evocation5none113086 lbs.When this +1 adamantine heavy pick is used to damage unattended objects, it deals an additional 2d6 points of damage. If the wielder expends one use of mythic power when making such an attack, the pick bypasses the object's hardness and deals 4d6 additional damage instead of 2d6.Craft Wondrous Item, Mythic Crafter, shatterWeaponMythic Adventures
Shadow Spikestrong conjuration12none966004 lbs.This +2/+2 cruel quarterstaff is made of polished ebony, and features a blackened metal spike on its bottom end. As a standard action, the wielder can drive the spike into the ground on either the Material Plane or the Shadow Plane, creating a rift merging those two planes. This rift is 30 feet in diameter, lasts for 1 minute, and can be created once per day. If the creature that drives the shadow spike into the ground expends one use of mythic power when doing so, the effect lasts until the shadow spike is pulled out of the ground (which takes a standard action). The rift's area acts as the deeper darkness spell. Spells with the darkness or shadow descriptors cast within the rift have +1 caster level, and are affected as if cast with the Extend Spell feat. As a standard action, any mythic creature within the area can expend three uses of mythic power to plane shift to the Shadow Plane (if on the Material Plane) or to the Material Plane (if on the Shadow Plane). If a mythic creature plane shifts while holding the shadow spike, the weapon teleports with that creature, ending the effect.Craft Wondrous Item, Mythic Crafter, cause fear, death knell, deeper darkness, plane shiftWeaponMythic Adventures
Shadow's Touchstrong illusion13none1029621/2 lb.Amazingly light, this ebon +2 keen dagger fades into near intangibility at its tip. It ignores bonuses to AC provided by deflection and force effects, and deals 2 points of Strength damage on a confirmed critical hit. By expending one use of mythic power while attacking, the wielder can strike a force effect and disintegrate it as a touch attack. This effect also automatically dispels force effects that can be dispelled whether or not they're subject to disintegrate. As a standard action, the wielder can expend a use of mythic power while slashing at the air to open up a rift to the Shadow Plane. This functions as shadow walk, except that a maximum number of creatures equal to double the wielder's tier can pass through before the rift closes.Craft Magic Arms and Armor, Mythic Creator, shadow walk, shadow weaponUMWeaponMythic Adventures
Skirmishing Spearmoderate conjuration7none195026 lbs.When thrown, this +1 returning spear is considered a one-handed weapon and gains a +2 bonus on the attack roll. If the spear hits when thrown, the wielder can, as an immediate action, expend one use of mythic power to teleport to an unoccupied space adjacent to the creature struck. This effect is treated as dimension door, except the wielder can act after teleporting. The spear comes back to its wielder's hand when he appears. If he hadn't taken a move action prior to throwing the spear, he can continue a full attack with the spear.Craft Magic Arms and Armor, Mythic Crafter, dimension door, telekinesisWeaponMythic Adventures
Spellbreakerstrong abjuration12none716004 lbs.Only one end of this iron-shod +3 quarterstaff has an enhancement bonus. The enhanced end acts as a bane weapon against any creature with the ability to cast spells or use spell-like abilities. As a standard action, the wielder can strike the unenhanced end against the ground while expending one use of mythic power to produce an antimagic field centered on the staff. This effect has a duration of 2 hours. Anyone striking the staff against the ground a second time dismisses the effect. The antimagic field remains in effect if the staff is dropped or disarmed. The staff retains its enhancement bonus and extra damage against spellcasters inside any antimagic field.Craft Magic Arms and Armor, Mythic Crafter, antimagic fieldWeaponMythic Adventures
Stormcallerstrong evocation [electricity]13none983026 lbs.This +1 keen shock spear constantly flickers and sparks with power. When casting spells with the electricity descriptor, the spear's wielder adds 1 to her effective caster level. (This doesn't stack with other effects or feats that increase caster level.) Once per week, the wielder can cast control weather for the purposes of summoning a storm or increasing the severity of an existing storm. As a full-round action, the wielder can expend one use of mythic power to call lightning down on foes he hits. This works like the call lightning spell (CL 13th), with the following differences. Rather than being directed as a move action, for 13 rounds the lightning is called down on the first opponent hit by the spear each round. This effect bypasses lightning resistance and treats lightning immunity as lightning resistance 10. If the wielder confirms a critical hit on an attack that calls down a lightning bolt, the lightning also deals double damage.Craft Wondrous Item, Mythic Crafter, call lightning, control weatherWeaponMythic Adventures
Sword Of Inner Firestrong transmutation [fire]16none1513154 lbs.This +1 flaming burst brilliant energy longsword has a burnished copper hilt and burns with blue and white flame. In the hands of a mythic wielder, the sword's fire damage bypasses fire resistance and fire immunity. As a swift action, the wielder can expend one use of mythic power to enable the sword of inner fire to damage nonliving creatures (such as constructs and undead) for 1 round, though the sword still can't damage inanimate objects. A wielder of at least 3rd tier can absorb the sword of inner fire into her body as a swift action, and call it back to hand with another swift action. While the sword is stored in this way, her eyes burn with orange flame and she gains a +5 deflection bonus to AC and a +2 luck bonus on all saving throws.Craft Magic Arms and Armor, Mythic Crafter, flame strike, gaseous form, instant summons, shield of faithWeaponMythic Adventures
Ambrosiastrong conjuration18none100001 lb.This divine food comes in many forms, from a light and airy honeyed cake to a deep, rich chocolate. A mythic creature that eats this food is restored and replenished. Eating this food takes 1 minute, and when the meal is done, the consumer regains all her uses of mythic power for the day. If a non-mythic creature consumes ambrosia, that creature is subject to neutralize poison, remove curse, and remove disease, each at caster level 10th. A mythic creature can choose to either gain this effect instead of regaining mythic power.Craft Wondrous Item, Mythic Crafter, greater heroism, healWondrous ItemMythic Adventures
Anchoring Beltmoderate abjuration9belt6000010 lbs.This belt looks like nothing more than iron chains connecting large pieces of slate. It grants its wearer a +5 inherent bonus to combat maneuver defense against bull rush, drag, grapple, overrun, reposition, and trip combat maneuvers and a +5 inherent bonus on saving throws against any effect that attempts to move the wearer with physical force or energy. Furthermore, if the wearer is a mythic creature and targeted by an effect that would teleport her, she can choose whether or not she wishes to be teleported. As a standard action, the wearer can expend one use of mythic power to create a 30-foot-radius aura that affects all enemy creatures within it as though they were subject to a dimensional anchor spell. This aura lasts for a number of rounds equal to the wearer's mythic tier.Craft Wondrous Item, Mythic Crafter, bull's strength, dimensional anchorWondrous ItemMythic Adventures
Blind Helmstrong divination13head850003 lbs.This plain steel helm completely covers the face, lacking even eyeholes or a slit to peer out of. Its wearer is blinded by the helm, but gains blindsense with a range of 60 feet. As a swift action, the wearer can expend one use of mythic power to gain blindsight with a range of 60 feet for 1 minute, or instead expend two uses of mythic power to gain blindsight with a range of 120 feet for 1 minute. The wearer can expend three uses of mythic power to gain the effects of truesight for 1 minute.Craft Wondrous Item, Mythic Crafter, echolocation, true seeingWondrous ItemMythic Adventures
Book Of Banishingstrong abjuration18none500002 lbs.This immense tome contains dozens of banishing rituals, each written in an ever-changing mix of languages. It can be read only by way of comprehend languages or a similar translating effect. As a full-round action, a mythic creature can flip to and read an appropriate ritual of banishment for a particular category of extraplanar creatures, such as angels or devils. Creatures not of that category are unaffected. The reader's caster level for this ritual is double her mythic tier. Once the ritual is read, the book counts as an object that the chosen creatures hate and fear, granting a +2 bonus on the reader's caster level check to overcome the chosen creatures' spell resistance. If other objects and substances that can affect the caster level check to overcome spell resistance are available, the book's user can apply those objects and substances when using the banishment ritual, further increasing her bonus. A book of banishing can be safely read once per day. If read additional times during that period (regardless of who reads it), the reader must succeed at a DC 20 Will save or suffer the effects of a feeblemind spell. This save DC increases by 5 each additional time the book is read that day.Craft Wondrous Item, Mythic Creator, banishment, any one of cloak of chaos, holy aura, shield of law, or unholy auraWondrous ItemMythic Adventures
Book Of Perfect Jokesmoderate enchantment8none270001 lb.This small, weathered journal contains 10,000 jokes that change to be perfectly suited for particular audiences. The book grants its owner a +5 bonus on any Diplomacy check to influence the attitude of a creature. Additionally, up to three times per day the book can be used to cast hideous laughter (Will DC 13 negates). By expending one use of mythic power as a standard action, the book's reader can make a brutal verbal tirade mocking a creature. The target creature is enraged per the rage spell, and all other enemies within 30 feet of the target begin laughing uncontrollably, as hideous laughter (Will DC 14 negates either effect). The book contains only one perfect joke for any given creature, so attempting to use the book on a creature a second time yields no effect.Craft Wondrous Item, Mythic Crafter, hideous laughter, rageWondrous ItemMythic Adventures
Boots Of Earth And Windmoderate transmutation9feet200003 lbs.These strange, heavy, leather-and-steel boots feature a pair of ever-fluttering wings on each side. These boots function like winged boots, but also grant a +5 bonus to CMD against bull rush, overrun, and reposition combat maneuvers as long as the wearer is standing on solid ground. A mythic creature can expend one use of mythic power when commanding the boots to fly to gain the bonus to CMD for as long as she uses the boots to fly.Craft Magic Arms and Armor, Mythic Crafter, entangle, flyWondrous ItemMythic Adventures
Bountiful Bottlemoderate transmutation6none40001 lb.This oddly shaped, transparent bottle has one chamber nested inside the other and two separate spouts, one leading into the smaller inner bottle, and the other into the outer bottle. To use the bottle, the inner chamber is filled with a potion and the outer chamber filled with water. When left alone for 24 hours, the water in the outer chamber slowly takes on the properties of the potion in the inner chamber, creating a second dose of the potion (though the bottle is unable to replicate potions with expensive material components). The second dose of created potion must be quaffed from the bountiful bottle to be effective, and loses its potency if transferred to another container. By expending one use of mythic power, the time it takes to transform a potion is shortened to a full-round action.Craft Wondrous Item, Mythic Crafter, universal formulaAPGWondrous ItemMythic Adventures
Bracers Of Mightmoderate transmutation10wrists100001/2 lb.These golden bracers are sculpted to depict a pair of mighty stags rearing up in triumph. They grant a +4 bonus on all Strength ability checks and Strength-based skill checks. As a swift action up to three times per day, the wearer can call upon the power of these bracers to gain a +4 sacred bonus to Strength for 1 round. The wearer can expend one use of mythic power to treat one Strength ability check or Strength-based skill check as if he rolled a natural 20.Craft Wondrous Item, Mythic Crafter, bull's strengthWondrous ItemMythic Adventures
Bracers Of The Shield Matesmoderate conjuration7wrists400002 lbs.These heavy, bronze bracers depict scenes of epic battle and heroic sacrifice. When worn together, they provide no benefit. When two individuals each wear a single bracer, each wearer gains a +2 shield bonus to AC as long as the two remain within 100 feet of each other. By expending one use of mythic power as a swift action, the wearer of one of the bracers can teleport up to 100 feet per mythic tier to any unoccupied space adjacent to the other wearer. The wearer acts normally for the remainder of her turn, then immediately teleports back to her original space when her turn ends. Effects that prevent dimensional travel either from the wearer's space or to her destination block this ability.Craft Wondrous Item, Mythic Creator, dimension door, shieldWondrous ItemMythic Adventures
Canopic Jarstrong necromancy13none240002 lbs.This clay burial jar is designed to hold viscera from a corpse. A creature can spend 10 minutes and make a DC 15 Heal check to harvest the intact intestine, liver, lungs, or stomach from a Tiny to Large corpse and preserve it inside the jar. The corpse must be fresh (dead for no longer than 1 hour) and of the animal, dragon, or humanoid type. A full jar weighs 5 pounds. Up to three times per day, the bearer can gain any one of the following abilities that the creature possessed in life for 10 minutes at a value no greater than the creature had: climb speed, darkvision (up to 60 feet), resist energy, fly speed, low-light vision, scent, or swim speed. Movement abilities are limited to a speed of no more than 60 feet, and flight can be of no greater than good maneuverability. Energy resistance can be gained in any single energy type the creature was resistant or immune to, to a maximum of 20 points (if the creature had immunity, the user gains resistance 20 to that energy type). By expending one use of mythic power, the bearer can instead take the form of the creature for 10 minutes, as if using alter self, beast shape II, form of the dragon II, or giant form I, as appropriate. The bearer resembles the original creature as it appeared in life, as though he were impersonating that creature with a Disguise check result of 20. To use the jar's abilities, it only has to be carried on the bearer's person. In addition to these properties, the canopic jar preserves i ts contents for an indefinite period, similar to gentle repose. The organs are suitable remains for resurrection, but insufficient for raise dead.Craft Wondrous Item, Mythic Crafter, gentle repose, polymorphWondrous ItemMythic Adventures
Cape Of Free Will +1moderate abjuration7shoulders15001 lb.The wearer of this brightly colored patchwork cape gains a bonus on all saving throws, as with a cloak of resistance, but the resistance bonus on Will saves is one greater. Furthermore, if the wearer fails a Will saving throw, he can expend one use of mythic power as an immediate action to reroll that saving throw. If the wearer fails the saving throw on the reroll, he can't use this ability again for 24 hours.Craft Wondrous Item, Mythic Crafter, resistance, the creator must have the mythic saves abilityWondrous ItemMythic Adventures
Cape Of Free Will +2moderate abjuration7shoulders60001 lb.The wearer of this brightly colored patchwork cape gains a bonus on all saving throws, as with a cloak of resistance, but the resistance bonus on Will saves is one greater. Furthermore, if the wearer fails a Will saving throw, he can expend one use of mythic power as an immediate action to reroll that saving throw. If the wearer fails the saving throw on the reroll, he can't use this ability again for 24 hours.Craft Wondrous Item, Mythic Crafter, resistance, the creator must have the mythic saves abilityWondrous ItemMythic Adventures
Cape Of Free Will +3moderate abjuration7shoulders135001 lb.The wearer of this brightly colored patchwork cape gains a bonus on all saving throws, as with a cloak of resistance, but the resistance bonus on Will saves is one greater. Furthermore, if the wearer fails a Will saving throw, he can expend one use of mythic power as an immediate action to reroll that saving throw. If the wearer fails the saving throw on the reroll, he can't use this ability again for 24 hours.Craft Wondrous Item, Mythic Crafter, resistance, the creator must have the mythic saves abilityWondrous ItemMythic Adventures
Cape Of Free Will +4moderate abjuration7shoulders240001 lb.The wearer of this brightly colored patchwork cape gains a bonus on all saving throws, as with a cloak of resistance, but the resistance bonus on Will saves is one greater. Furthermore, if the wearer fails a Will saving throw, he can expend one use of mythic power as an immediate action to reroll that saving throw. If the wearer fails the saving throw on the reroll, he can't use this ability again for 24 hours.Craft Wondrous Item, Mythic Crafter, resistance, the creator must have the mythic saves abilityWondrous ItemMythic Adventures
Cape Of Free Will +5moderate abjuration7shoulders375001 lb.The wearer of this brightly colored patchwork cape gains a bonus on all saving throws, as with a cloak of resistance, but the resistance bonus on Will saves is one greater. Furthermore, if the wearer fails a Will saving throw, he can expend one use of mythic power as an immediate action to reroll that saving throw. If the wearer fails the saving throw on the reroll, he can't use this ability again for 24 hours.Craft Wondrous Item, Mythic Crafter, resistance, the creator must have the mythic saves abilityWondrous ItemMythic Adventures
Cayden's Cupfaint conjuration5none165001 lb.On command, this battered pewter tankard fills with ale perfectly matched to the bearer's taste and desire. Ale poured out the tankard quickly loses its flavor and virtue, becoming common swill within minutes. The tankard prevents most of the ill effects of excessive drinking, such as hangovers and blackouts, as long as it remains in its owner's possession. It also provides a +4 bonus on saving throws against poison. Once per hour as a move action, by drinking the contents of the tankard and voicing a toast the imbiber gains a +2 morale bonus to Strength and Constitution, but takes a -2 penalty on Dexterity- and Intelligence-based ability and skill checks. These effects last for 10 minutes. If the tankard is empty, it must be filled prior to drinking. If the imbiber expends one use of mythic power while drinking from the cup, the morale bonus increase to +4, the penalties to -4, and the duration of the tankard's effects to 1 hour.Craft wondrous Item, Mythic Crafter, create food and water, heroism, neutralize poisonWondrous ItemMythic Adventures
Censer Of Sanctuaryfaint abjuration3none180002 lbs.When a block of incense is placed inside this censer and ignited, the bearer gains the benefits of a heightened 2nd-level sanctuary spell for as long as the incense burns (1 hour per stick of incense) or until the bearer breaks the effect by attacking. Placing the incense is a move action, and igniting it is a standard action. If incense of meditation is burned instead of normal incense, the sanctuary effect is heightened to 7th level. While lighting the censer, the bearer can expend one use of mythic power to grant the benefits of the censer's sanctuary to all allies within a 20-foot-radius emanation of the censer for 10 minutes. Allies who attack break the sanctuary effect only for themselves. The incense extinguishes 1 round after the bearer ceases to use. If incense of meditation is extinguished before 8 hours of burning, the remainder becomes normal incense.Craft Wondrous Item, Heighten Spell, Mythic Crafter, sanctuaryWondrous ItemMythic Adventures
Chime Of Disillusionmentmoderate enchantment9none350002 lbs.When struck, this heavy iron tube produces a discordant tone and draws the surrounding light in on itself. Within a 60-foot-radius burst centered on the point where the chime was struck, the illumination level drops one step, to a minimum of dim light. The echoes of the chime resonate for 1 minute, during which creatures in the area can't benefit from morale bonuses and gain a +4 bonus on Will saves made to disbelieve. After this period, the suppression of morale bonuses ends and the ambient light level returns to normal. If the bearer expends one use of mythic power while striking the chime, the area increases to a 120-foot-radius burst, and each mythic enemy within it loses one use of mythic power, in addition to the chime's normal effects. The chime can be struck three times per day. Additional strikes produce no sound or effect.Craft Wondrous Item, Mythic Crafter, calm emotions, darknessWondrous ItemMythic Adventures
Cloak Of Quick Reflexes +1moderate abjuration7shoulders15001 lb.The wearer of this light, short cloak gains a bonus on all saving throws, as with a cloak of resistance, but the resistance bonus on Reflex saves is one greater. Furthermore, if the wearer fails a Reflex saving throw, she can expend one use of mythic power as an immediate action to reroll that saving throw. If the wearer fails the saving throw on the reroll, she can't use this ability again for 24 hours.Craft Wondrous Item, Mythic Crafter, resistance, the creator must have the mythic saves abilityWondrous ItemMythic Adventures
Cloak Of Quick Reflexes +2moderate abjuration7shoulders60001 lb.The wearer of this light, short cloak gains a bonus on all saving throws, as with a cloak of resistance, but the resistance bonus on Reflex saves is one greater. Furthermore, if the wearer fails a Reflex saving throw, she can expend one use of mythic power as an immediate action to reroll that saving throw. If the wearer fails the saving throw on the reroll, she can't use this ability again for 24 hours.Craft Wondrous Item, Mythic Crafter, resistance, the creator must have the mythic saves abilityWondrous ItemMythic Adventures
Cloak Of Quick Reflexes +3moderate abjuration7shoulders135001 lb.The wearer of this light, short cloak gains a bonus on all saving throws, as with a cloak of resistance, but the resistance bonus on Reflex saves is one greater. Furthermore, if the wearer fails a Reflex saving throw, she can expend one use of mythic power as an immediate action to reroll that saving throw. If the wearer fails the saving throw on the reroll, she can't use this ability again for 24 hours.Craft Wondrous Item, Mythic Crafter, resistance, the creator must have the mythic saves abilityWondrous ItemMythic Adventures
Cloak Of Quick Reflexes +4moderate abjuration7shoulders240001 lb.The wearer of this light, short cloak gains a bonus on all saving throws, as with a cloak of resistance, but the resistance bonus on Reflex saves is one greater. Furthermore, if the wearer fails a Reflex saving throw, she can expend one use of mythic power as an immediate action to reroll that saving throw. If the wearer fails the saving throw on the reroll, she can't use this ability again for 24 hours.Craft Wondrous Item, Mythic Crafter, resistance, the creator must have the mythic saves abilityWondrous ItemMythic Adventures
Cloak Of Quick Reflexes +5moderate abjuration7shoulders375001 lb.The wearer of this light, short cloak gains a bonus on all saving throws, as with a cloak of resistance, but the resistance bonus on Reflex saves is one greater. Furthermore, if the wearer fails a Reflex saving throw, she can expend one use of mythic power as an immediate action to reroll that saving throw. If the wearer fails the saving throw on the reroll, she can't use this ability again for 24 hours.Craft Wondrous Item, Mythic Crafter, resistance, the creator must have the mythic saves abilityWondrous ItemMythic Adventures
Cloak Of The Huntstrong illusion12shoulders120001 lb.This rough-spun green cloak is trimmed in wolf fur and fastened with a silver clasp. With the cloak drawn over his shoulders and the hood pulled up, the wearer becomes one with his surroundings, gaining a +5 bonus on Stealth checks and on Survival skill checks made to follow tracks. The cloak also renders the wearer immune to the scent ability. If the wearer expends one use of mythic power, the cloak turns him invisible for 1 hour, as greater invisibility. If the wearer makes an attack, the effects last for 1 minute after the attack, then end. A character made invisible by this cloak can't be detected with detect magic or other spells or effects that detect magical auras. The greater invisibility can't be penetrated, revealed, or dispelled by spells of 2nd level or lower (such as see invisibility or glitterdust), though true seeing and dust of appearance can reveal the wearer's presence.Craft Wondrous Item, Mythic Crafter, greater invisibilityWondrous ItemMythic Adventures
Cornucopia Of Plentymoderate conjuration11none350005 lbs.This large container, crafted from an animal horn or woven of wicker, overflows with fruits, nuts, and vegetables. Up to three times per day, it can be inverted to pour forth delicious food equal to a casting of create food and water for up to six people. Though the cornucopia produces no water, the succulent fruits slake normal thirst. If the user expends one use of mythic power when inverting the horn, it instead produces a heroes' feast that also refreshes the partakers as though they had rested for a full 8 hours sleep. Creatures with the recuperation ability (see page 12) who dine on this feast recover as though they had rested for the hour required by the recuperation ability, with no need to expend additional uses of mythic power. Eating more than one such feast within a single day provides no additional benefit.Craft Wondrous Item, Mythic Crafter, create food and water, heroes' feastWondrous ItemMythic Adventures
Death Warden's Bandoliermoderate necromancy [good]11chest150003 lbs.This black leather bandolier is adorned with three brass bells of various sizes and shapes. Each bell can be rung to produce its own effect, or all can be rung at once to create a death ward. The death warden's bandolier can be used three times per day. A mythic creature can expend one use mythic power to use the bandolier without expending one of the item's daily uses. Undead Ward Bell: This long, thin bell produces a high-pitched, piercing ring. When it is rung as a standard action, it creates a 30-foot-burst aura that keeps out undead creatures. An undead creature can't enter the aura unless it succeeds at a DC 16 Will save. Undead within the aura take a -2 penalty on all attack rolls, combat maneuver checks, skill checks, and ability checks. The aura lasts for 5 rounds, but can be extended to 1 minute by expending one use of mythic power. Channeling Bell: This large, bulbous bell creates a rich, reverberating tone. When it's rung as part of the action to channel positive energy to harm undead, it can take the place of the holy symbol needed for channeling. When it's used in such a manner, undead creatures within the area take an additional 2 points of damage per each die of the channelled energy. The undead take this extra damage even if they succeed at their Will saving throws. Dirge Bell: The final, largest bell is cone-shaped. It creates a deep, bass chime. When rung, this bell creates an aura in a 30-foot-radius burst that causes incorporeal undead within it to become semi-physical for a period of time. While within the aura, undead take half damage from nonmagical attacks and full damage from magical attacks. The aura last for 5 rounds, but can be extended to 1 minute by expending one use of mythic power. All Bells At Once: When all the bells are rung at once, the wearer and all of her allies within 30 feet are protected as if they were subject to a death ward spell (CL 11th). By expending one use of mythic power, the wearer can increase the duration of this effect to 24 hours.Craft Wondrous Item, Mythic Crafter, death ward, ghostbane dirge, holy smiteWondrous ItemMythic Adventures
Dolorous Rodmoderate enchantment and necromancy10none1200005 lbs.On command, this rod beats with a slow, steady pulse, sending a deep, almost inaudible thrum through the air. At the start of each successive round of holding the rod, its bearer takes 1d10 points of damage that can't be reduced in any way, and must succeed at a DC 20 Fortitude save or gain a permanent negative level. While the rod is held, creatures within 120 feet take a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. This is a mind-affecting emotion effect. While held by a mythic creature, the rod prevents all creatures of an equal or lower mythic tier within its radius from expending mythic power. Mythic abilities that don't require expending uses of mythic power are unaffected.Craft Rod, Mythic Crafter, bestow curse, crushing despairRodMythic Adventures
Everburning Lanternmoderate evocation6none30002 lbs.This small, brass hooded lantern gives off light as a daylight spell. If the bearer expends one use of mythic power, the lantern gives off light as a mythic daylight spell for 1 hour. While giving off light as mythic daylight, the lantern automatically dispels all non-mythic darkness spells or effects that come within its light.Craft Wondrous Item, Mythic Crafter, mythic daylightWondrous ItemMythic Adventures
Eye Orbmoderate divination9none800001 lb.If a blind creature holds this orb, that creature can see with darkvision with a range of 120 feet, but also gains light sensitivity (Pathfinder RPG Bestiary 301). If a sighted creature holds this orb and holds his eyes shut for 1 minute, he gains the blinded condition until he opens his eyes (as a free action), but can see through the orb as if he were a blind creature. By expending one use of mythic power, a creature using the eye orb can see as though using true seeing, and loses light sensitivity. These effects last for 1 minute or until he stops using the orb to see, whichever comes first.Craft Wondrous Item, Mythic Crafter, darkvision, true seeingWondrous ItemMythic Adventures
Figurine Of Wondrous Power, Basalt Dragonstrong transmutation20none600001 lb.This fist-sized, carved dragon is sculpted from volcanic rock. It becomes either a pseudodragon or a flame drake (Pathfinder RPG Bestiary 2 106), depending on the command word used. The transformation can take place twice per day, with a maximum duration of 2 continuous hours. The pseudodragon can use its telepathy to communicate with its owner over any distance, but not across planes. By expending one use of mythic power, the user of the figurine can instead transform the figurine into a young red dragon. If the user is at least 5th tier, she can instead expend two uses of mythic power to transform the figurine into an adult red dragon. If the user is at least 9th tier, she can instead expend four uses of mythic power to transform the figurine into an ancient red dragon. Transforming the figurine into a true dragon renders the figurine powerless for 1 week after the transformation ends.Craft Wondrous Item, Mythic Crafter, animate objects, form of the dragon III, telepathic bondWondrous ItemMythic Adventures
Gallows Ropemoderate necromancy9neck180004 lbs.This grisly, knotted rope is tied into a noose, and at first glance appears to be nothing more than a gruesome memento of a hanging. While the noose is worn tightly around the neck, any time the wearer is reduced below 0 hit points he gains DR 10/- and fast healing 5 until he regains consciousness. While the wearer is unconscious, his breathing stops and he appears dead. If the wearer would be killed due to hit point loss while wearing the noose, he can expend any number of uses of mythic power to heal 10 hit points per use spent. This doesn't require an action. If that healing would bring him above the threshold for death, the wearer doesn't die.Craft Wondrous Item, Mythic Crafter, mythic regenerateWondrous ItemMythic Adventures
Gloves Of Distant Actionmoderate transmutation9hands20000-As a move action, the wearer of these fine leather gloves can pick up an unattended object (weighing no more than 20 pounds) that is up to 30 feet away, and move it up to 30 feet. The object falls to the ground at the end of the movement unless the wearer of the gloves moves it into his hand. This action doesn't provoke attacks of opportunity. By expending one use of mythic power as a free action on his turn, the wearer can focus the power of the gloves, allowing him to make unarmed strikes and combat maneuvers to bull rush, disarm, or trip against foes up to 30 feet away until the end of his turn. Treat these attacks as though the wearer had 30 feet of reach. When attacking a non-adjacent target in this manner, the wearer can't be affected by feats and abilities like Strike Back or fire shield that require touching or coming near the target. The gloves don't increase the wearer's threatened area.Craft Wondrous Item, Mythic Crafter, mage hand, telekinesisWondrous ItemMythic Adventures
Gloves Of Spell Snaringstrong abjuration13hands9000-These thin gloves are covered in reflective glyphs and sigils, and the palms are slightly tacky. Like gloves of arrow snaring, twice per day the wearer can act as if she had the Snatch Arrow feat, even if she doesn't meet the prerequisites for that feat. In addition, the wearer can expend one of this item's uses per day to use the Snatch Arrows feat on a projectile targeting an ally in a space adjacent to her. As an immediate action, the wearer can expend one use of mythic power and one of this item's uses per day to block a spell targeting her or an adjacent ally, as the parry spell guardian path ability (see page 30).Craft Wondrous Item, Mythic Crafter, shield, spell turning, creator must have the parry spell path abilityWondrous ItemMythic Adventures
Golden Holy Symbolmoderate conjuration10neck100001 lb.This holy symbol is always warm to the touch, and whenever it strikes metal it rings out with the sound of a choir of angels. When used as a divine focus for a divine spell, the symbol emits a bright light that heals its wearer of a number of points of damage equal to the spell's level. If the wearer expends one use of mythic power when casting a divine spell that uses this holy symbol as its divine focus, the emblem glows for a number of rounds equal to the wearer's mythic tier, shedding light like a torch. Instead of this item's normal effect, at the start of each of the wearer's turns, she and all her allies within 30 feet heal a number of points of damage equal to 1d6 + the wearer's tier. This effect lasts as long as the light persists.Craft Wondrous Item, Mythic Crafter, cure critical woundsWondrous ItemMythic Adventures
Headband Of Sealed Thoughtsstrong abjuration15headband1500001 lb.Uncomfortably sharp protrusions bristle on the inner edge of this heavy, bronze headband. It grants its wearer a +4 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 +4. The wearer is protected from all effects that gather information about her via divination, and gains a bonus equal to her mythic tier on saving throws against mind-affecting effects. This protection otherwise functions as mind blank, except the headband provides no protection against limited wish, miracle, and wish, and it doesn't grant a resistance bonus on saving throws. When the wearer succeeds at a saving throw against a mind-affecting effect, she can rebound the effect onto the caster as an immediate action by expending one use of mythic power. Treat this as the original spell or effect, except the wearer is treated as the caster and the original caster as the target. The rebounded spell affects only the original caster, and rebounding doesn't prevent the original spell from affecting targets other than the wearer of the headband of sealed thoughts.Craft Wondrous Item, Mythic Crafter, fox's cunning, mind blank, spell turningWondrous ItemMythic Adventures
Helm Of The Serpent Kingfaint transmutation5head960003 lbs.This helm is made of large, alchemically hardened snake scales, and is crafted in the shape of a stylized serpent mouth. Its wearer stares out through the serpent's eyes, and sees all things cast in a yellow tint. When worn, it grants the following spell-like abilities to the wearer: • Hypnotism (3/day) • Summon nature's ally III (constrictor snake only, 3/day) • Beast shape III (snake form only, 1/day) • Poison (1/day) A mythic creature can expend one use of mythic power when using the beast shape III spell-like ability to instead cast it as mythic beast shape III. Alternatively, he can expend two uses of mythic power to instead cast the augmented version of mythic beast shape III.Craft Magic Arms and Armor, Mythic Crafter, beast shape III, summon nature's ally IIIArmorMythic Adventures
Herbs Of The Primal Beastmoderate transmutation7none14001/2 lb.When a humanoid consumes these bitter herbs, they awaken the animal within him, no matter how civilized the consumer believes himself to be. They grant the partaker low-light vision and the scent ability for 1 hour. If the consumer has the rage class feature, he can expend one use of mythic power as part of entering a rage to take the form of an animal (as beast shape II) while gaining the usual benefits of rage. When the rage ends, any remaining duration of the herbs is lost. A creature without the humanoid type, including a monstrous humanoid, gains no benefits from the herbs. It instead becomes nauseated for 1 round, then sickened for 1d4 rounds. A successful DC 13 Fortitude save leaves the creature sickened for 1 round and negates the nausea.Craft Wondrous Item, Mythic Crafter, beast shape IIWondrous ItemMythic Adventures
Immolation Cloakmoderate evocation6shoulders650001 lb.An immolation cloak grants its wearer resist fire 20. As a swift action, the wearer can command the cloak to burst into flame, providing the benefits of a fire shield (warm flames only). The wearer can dismiss the flames as a free action. The cloak can be used for a maximum of 10 rounds per day, which don't have to be consecutive. By expending one use of mythic power, the cloak's wearer can recharge its immolation abilities. In addition, the wearer can expend one use of mythic power to detonate in a fiery explosion, dealing 1d8 points of fire damage per character level in a 30-foot-radius spread. A successful Reflex save (DC 10 + the wearer's mythic tier + the wearer's Charisma modifier) halves this damage. Though apparently destroyed in the explosion, the wearer reforms just prior to the start of his next turn in the space he exploded in (or the nearest open space if that space is unavailable).Craft Wondrous Item, Mythic Crafter, detonateAPG, fire shield, resist fireWondrous ItemMythic Adventures
Inescapable Glovesmoderate abjuration7hands90001 lb.The palms of these light doeskin gloves are covered with supple ripples to augment the wearer's grip. The wearer gains a +4 competence bonus on combat maneuver checks to grapple. The wearer can expend one use of mythic power when a creature subject to freedom of movement o r a similar effect attempts to escape the wearer's grapple with a combat maneuver check or Escape Artist check. That creature must attempt the check as normal instead of automatically succeeding at it. If a creature attempts use a non-mythic teleportation effect to escape the grapple, the wearer can expend two uses of mythic power to negate that effect.Craft Wondrous Item, Mythic Crafter, dimensional anchor, bull's strengthWondrous ItemMythic Adventures
Laurel Wreathfaint enchantment5head190001 lb.This crown of laurel leaves inspires its wearer to achieve mighty deeds. She gains a +4 morale bonus on saving throws against mind-affecting effects. If she succeeds at a saving throw against a harmful mind-affecting effect, the surge of confidence gives her a +2 morale bonus on attack rolls, skill checks, and weapon damage rolls for 1 minute. If she fails such a saving throw, she is instead shaken for 1 minute, though this condition doesn't stack with other fear effects to make her frightened or panicked. A mythic creature wearing the wreath gains 2 temporary hit points per tier at the start of each day. These temporary hit points are restored whenever the wearer rests 8 hours or otherwise gains the equivalent of doing so.Craft Wondrous Item, Mythic Crafter, false hope, good hopeWondrous ItemMythic Adventures
Lyre Of Stormsmoderate transmutation7none650005 lbs.This finely made instrument is crafted of lovingly polished wood inlaid with mystic runes. When the lyre is played, sparks dance along its strings. By succeeding at a DC 15 Perform (string instruments) check, the bearer can produce the following spells. • Gust of wind (3/day) • Call lightning (1/day) By succeeding at a DC 25 Perform (string instruments) check and then expending one use of mythic power, the bearer can produce the mythic version of the spell instead. If the bearer fails her Perform check, her action is wasted, but she doesn't expend one of the item's uses per day or any mythic power. If bearer has the appropriate mythic tier and the bardic performance ability, she can bring forth one of the following magical effects for as long as she uses the instrument as part of a bardic performance; she also gains the usual benefits of that performance. She must end the performance and start a new one to choose a new effect. • 3rd tier or higher: water walk, shared with all the player's allies within 20 feet • 4th tier or higher: control winds centered on the player, used only to decrease wind strength • 5th tier or higher: fickle windsUM, affecting the player onlyCraft Wondrous Item, Mythic Crafter, call lightning, control weather, water walkWondrous ItemMythic Adventures
Mantle Of The Faithful Vesselfaint enchantment and necromancy3chest100002 lbs.This simple robe automatically shifts color and style to match the signature colors, fabrics, and symbols of the wearer's faith (if any) when she dons it. When the wearer channels energy, any creatures healed by the energy gain the benefits of bless for 1 minute and any creatures harmed by the energy are subjected to bane (Will DC 11 negates) for 1 minute. The wearer adds her mythic tier to the damage dealt or healed when she channels energy.Craft Wondrous Item, Mythic Crafter, bestow curse, bless, channel energy class featureWondrous ItemMythic Adventures
Mirroring Beltmoderate illusion6belt360002 lbs.This broad belt is constructed of steel plates polished to a gleaming finish. The belt grants its wearer a +2 enhancement bonus to Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. Three times per day, the wearer can use mirror image to bring forth illusory duplicates that persist for 6 minutes or until destroyed. These function as normal images from that spell, except any ranged attack (including ranged touch spells) that strikes and destroys an image rebounds onto the attacker, using the attacker's original result to determine whether the attack hits. If the wearer expends one use of mythic power to activate the belt, the mirror images replenish when the wearer is hit. This functions as above, except each time an attack hits the wearer instead of an image, the belt creates a new image, up to the spell's limit of eight images. Unlike mirror image, the effect doesn't end when the images are gone. If there are no more images, the belt continues to create new images for the effect's full duration.Craft Wondrous Item, Mythic Crafter, cat's grace, mirror imageWondrous ItemMythic Adventures
Mithral Rosefaint transmutation5none9000-This seemingly delicate silver rose is rigid and nearly unbreakable. When wearing the rose openly on his chest, the wearer treats all of his natural attacks, unarmed attacks, and weapon attacks as if they were made using silver weapons. The wearer can expend one use of mythic power when making a melee attack against an enemy that possesses DR/silver to negate that DR for a number of rounds equal to the wearer's mythic tier.Craft Magic Arms and Armor, Mythic Crafter, magic weaponArmorMythic Adventures
Monocle Of Unveiled Aurasfaint divination5eyes12700-The wearer of this crystal monocle gains the ability to use detect chaos, detect evil, detect good, detect magic, or detect law, each at will for as long as he concentrates, but only one at a time. Any caster level checks to penetrate magical protections receive a +5 bonus, and use the higher of the item's caster level or the wearer's character level. The wearer can expend one use of mythic power to gain the benefits of arcane sight and see invisibility for 1 hour, or until the monocle is removed.Craft Wondrous Item, Mythic Crafter, arcane sight, see invisibility, and any one of the following: detect chaos, detect evil, detect good, detect law, or detect magicWondrous ItemMythic Adventures
Moonstone Catmoderate enchantment7none120001 lb.This fist-sized statue of a curled-up cat is crafted from gleaming moonstone. When the statue is placed upon the chest of a helpless creature, it briefly animates and stretches like a real cat waking up from a fitful sleep, then curls up again. When this happens, the helpless creature is lulled into a deep sleep, and doesn't awaken until the cat is removed from its chest. If the creature placing the cat expends three uses of mythic power while doing so, the helpless creature can't be awoken for a week, even if the cat is removed. If the user instead expends six uses of mythic power, the helpless creature can't be awoken for a month. If the user expends 10 uses, the helpless creature can't be awoken for a year. If the user expends 20 uses, the helpless creature can't be awoken for an entire century. While in this sleep, the helpless creature's heart rate and breathing slow to a barely perceptible rate. It doesn't need to eat or drink, though it must still breathe and it ages normally while in this magical sleep. A wish, miracle, or mythic break enchantment can end this magical sleep.Craft Wondrous Item, Mythic Crafter, mythic deep slumberWondrous ItemMythic Adventures
Necklace Of Spectral Strikesmoderate evocation9neck35500-When worn, this silver-and-turquoise necklace melds with the skin, turning into an intricately patterned tattoo on the wearer's chest. It ignores any wearer with an Intelligence score lower than 3, failing to meld or function. The necklace can be removed as a full-round action by concentrating on the tattoo to call the necklace back into existence. While in tattoo form, the amulet grants a +1 bonus on attack and damage rolls with unarmed strikes (but not natural weapons) and provides the benefits of the ghost touch weapon special ability on unarmed strikes. As a swift action, the wearer can spend a ki point to make one unarmed strike-whether as a single attack or part of a full attack-an incorporeal touch attack. As an immediate action, the wearer can expend one use of mythic power to become incorporeal for 1 round. This lasts until either just before his next turn (if used during his turn) or at the end of his next turn (if used outside his turn). While incorporeal, the wearer has no Strength score, so his Dexterity modifier applies to his melee attacks, ranged attacks, and combat maneuver checks. Since the necklace provides the ghost touch ability, the wearer can make unarmed strikes against corporeal creatures while incorporeal. The wearer can remain inside solid objects as long as he continues expending mythic power to remain incorporeal. If he fails to do so, he materializes inside the object and instantly dies.Craft Wondrous Item, Mythic Crafter, magic weapon, plane shiftWondrous ItemMythic Adventures
Nectar Of The Godsstrong conjuration12none50001 lb.This fragrant mead is made from the purest honey gathered from sunny meadows, mixed with rare herbs in the moonlight, and fermented in earthen jars. Consuming nectar of the gods is a standard action that restores 1d4+1 uses of mythic power to a mythic creature (up to the creature's maximum). If a non-mythic creature consumes this drink, it works like the heroism spell, lasting for 1 day. A jar contains only a single draft of this potent beverage.Craft Wondrous Item, Mythic Crafter, heroismWondrous ItemMythic Adventures
Pauldrons Of Unflinching Fortitude +1moderate abjuration7shoulders15001 lb.The wearer of these elegant, polished steel pauldrons gains a bonus on all saving throws, as with a cloak of resistance, but the resistance bonus on Fortitude saves is one greater. Furthermore, if the wearer fails a Fortitude saving throw, he can expend one use of mythic power as an immediate action to reroll that saving throw. If the wearer fails the saving throw on the reroll, he can't use this ability again for 24 hours.Craft Wondrous Item, Mythic Crafter, resistance, the creator must have the mythic saves abilityWondrous ItemMythic Adventures
Pauldrons Of Unflinching Fortitude +2moderate abjuration7shoulders60001 lb.The wearer of these elegant, polished steel pauldrons gains a bonus on all saving throws, as with a cloak of resistance, but the resistance bonus on Fortitude saves is one greater. Furthermore, if the wearer fails a Fortitude saving throw, he can expend one use of mythic power as an immediate action to reroll that saving throw. If the wearer fails the saving throw on the reroll, he can't use this ability again for 24 hours.Craft Wondrous Item, Mythic Crafter, resistance, the creator must have the mythic saves abilityWondrous ItemMythic Adventures
Pauldrons Of Unflinching Fortitude +3moderate abjuration7shoulders135001 lb.The wearer of these elegant, polished steel pauldrons gains a bonus on all saving throws, as with a cloak of resistance, but the resistance bonus on Fortitude saves is one greater. Furthermore, if the wearer fails a Fortitude saving throw, he can expend one use of mythic power as an immediate action to reroll that saving throw. If the wearer fails the saving throw on the reroll, he can't use this ability again for 24 hours.Craft Wondrous Item, Mythic Crafter, resistance, the creator must have the mythic saves abilityWondrous ItemMythic Adventures
Pauldrons Of Unflinching Fortitude +4moderate abjuration7shoulders240001 lb.The wearer of these elegant, polished steel pauldrons gains a bonus on all saving throws, as with a cloak of resistance, but the resistance bonus on Fortitude saves is one greater. Furthermore, if the wearer fails a Fortitude saving throw, he can expend one use of mythic power as an immediate action to reroll that saving throw. If the wearer fails the saving throw on the reroll, he can't use this ability again for 24 hours.Craft Wondrous Item, Mythic Crafter, resistance, the creator must have the mythic saves abilityWondrous ItemMythic Adventures
Pauldrons Of Unflinching Fortitude +5moderate abjuration7shoulders375001 lb.The wearer of these elegant, polished steel pauldrons gains a bonus on all saving throws, as with a cloak of resistance, but the resistance bonus on Fortitude saves is one greater. Furthermore, if the wearer fails a Fortitude saving throw, he can expend one use of mythic power as an immediate action to reroll that saving throw. If the wearer fails the saving throw on the reroll, he can't use this ability again for 24 hours.Craft Wondrous Item, Mythic Crafter, resistance, the creator must have the mythic saves abilityWondrous ItemMythic Adventures
Penitent's Robesstrong varied16body950001 lb.This humble, threadbare robe grants a +1 resistance bonus on all saving throws. A mythic wearer can unlock additional powers by upholding vows. The wearer selects up to five vows, but no more than she has mythic tiers. For each vow taken, the wearer must expend one use of mythic power. This use can't be regained as long as the vow is kept and the wearer retains the robe. After 24 hours adhering to one or more vows, the wearer gains additional benefits from the robe. • 1 vow: +2 resistance bonus on all saving throws, +1 competence bonus on all skill checks • 2 vows: +3 resistance bonus on all saving throws, +4 armor bonus to AC • 3 vows: +4 resistance bonus on all saving throws, +2 competence bonus on all skill checks • 4 vows: +5 resistance bonus on all saving throws, +6 armor bonus to AC • 5 vows: +8 armor bonus to AC, and all save DCs for the wearer's spells increase by 1 The wearer receives the bonuses from lower levels as well. For example, with 3 vows, the wearer receives a +4 resistance bonus on saving throws, a +2 competence bonus on all skill checks, and a +4 armor bonus to AC. The armor bonus provided by the robe can be further improved by magic vestment and similar spells. The wearer can select from the following vows. • Abstain from consuming meat and touching dead creatures. • Abstain from consuming liquor, drugs, and similar substances, including any magic item that takes effect through eating or drinking. • Carry nothing made of metal. • Refrain from dealing lethal damage. • Refrain from speaking. • Refrain from touching others, including touching them with or through clothing. • Speak and write only the truth. If a vow is broken, the robe's benefits immediately drop to those granted by the number of vows still kept. Broken vows can be regained only by way of an atonement spell.Craft Wondrous Item, Mythic Crafter, magic vestment, prayer, resistanceWondrous ItemMythic Adventures
Phoenix Cloakmoderate transmutation9shoulders550007 lbs.This cloak is made of tough leather, and is decorated with brilliant red and orange feathers. As a free action, the wearer can rub her hands together, setting them alight-thus granting her natural attacks and unarmed strikes the burn special ability (Bestiary 298; 1d6, Reflex DC 14). The wearer can use this ability for up to 10 rounds per day, which don't need to be consecutive. If the wearer takes damage that would reduce her below 0 hit points, she can expend one use of mythic power to transform into a phoenix-like being. This doesn't require an action. When this happens, she is immediately affected as though targeted with a breath of life spell (CL 9th) and polymorphs into a bird-like creature made of flames (as elemental body II, CL 9; fire elemental only). While in this form, the wearer also gains a fly speed of 50 feet with good maneuverability, as well as a +4 bonus on Fly skill checks due to this maneuverability.Craft Wondrous Item, Mythic Crafter, breath of life, elemental body IIWondrous ItemMythic Adventures
Ring Of Energy Dampeningmoderate abjuration10ring31500-When the wearer is about to take acid, cold, electricity, or fire damage, this band of braided copper and silver writhes like a snake. It provides resistance 5 to acid, cold, electricity, and fire. The wearer can expend one use of mythic power as an immediate action when taking damage of one of these types to upgrade the resistance to immunity for that attack or effect only. Also, once per day when the wearer takes damage of one of these types, the wearer can grant resistance 5 to the energy type damaging him to all allies within 20 feet. This resistance lasts for 1 minute.Forge Ring, Mythic Crafter, protection from energy, shield otherRingMythic Adventures
Ring Of Transcendent Spellsstrong universal13ring30000-This jade ring is carved in the shape of an ouroboros. Three times per day, the wearer can use it to empower a spell she casts. This grants her a +2 bonus on caster level checks to overcome spell resistance, and increases the save DC of the spell (if any) by 2. While enhancing a spell this way, the caster can expend one use of mythic power plus an additional use per two spell levels (minimum two uses), to instead cast the mythic version of her spell (though not an augmented version of the mythic spell) as if she knew the mythic version of that spell. This has no effect if the spell doesn't have a mythic version. The save DC increase for being a potent mythic spell (see page 80) stacks with the save DC increase granted by using the ring's power. For example, if the wearer enhances fireball with this ring, she can expend two uses of mythic power to cast mythic fireball instead (one use plus one use for a 3rd-level spell).Forge Ring, Mythic Crafter limited wish, mnemonic enhancerRingMythic Adventures
Root Of The World Tree, Lesserstrong conjuration17none300-This fibrous powder is ground from bark harvested from the roots of trees growing across planar boundaries. When thrown in the air as part of casting a conjuration (summoning) spell, it grants the creatures summoned the advanced simple template. If the caster also expends one use of mythic power, the summoned creatures gain DR 5/epic, or DR 10/epic if they have at least 11 HD. Lesser root affects conjuration (summoning) spells up to 3rd level, normal root conjuration (summoning) spells up to 6th level, and greater root any conjuration (summoning) spell.Craft Wondrous Item, Mythic Crafter, Augment Summoning, heroismWondrous ItemMythic Adventures
Root Of The World Treestrong conjuration17none1000-This fibrous powder is ground from bark harvested from the roots of trees growing across planar boundaries. When thrown in the air as part of casting a conjuration (summoning) spell, it grants the creatures summoned the advanced simple template. If the caster also expends one use of mythic power, the summoned creatures gain DR 5/epic, or DR 10/epic if they have at least 11 HD. Lesser root affects conjuration (summoning) spells up to 3rd level, normal root conjuration (summoning) spells up to 6th level, and greater root any conjuration (summoning) spell.Craft Wondrous Item, Mythic Crafter, Augment Summoning, heroismWondrous ItemMythic Adventures
Root Of The World Tree, Greaterstrong conjuration17none2500-This fibrous powder is ground from bark harvested from the roots of trees growing across planar boundaries. When thrown in the air as part of casting a conjuration (summoning) spell, it grants the creatures summoned the advanced simple template. If the caster also expends one use of mythic power, the summoned creatures gain DR 5/epic, or DR 10/epic if they have at least 11 HD. Lesser root affects conjuration (summoning) spells up to 3rd level, normal root conjuration (summoning) spells up to 6th level, and greater root any conjuration (summoning) spell.Craft Wondrous Item, Mythic Crafter, Augment Summoning, heroismWondrous ItemMythic Adventures
Seven-League Bootsmoderate transmutation10feet800001 lb.These well-worn boots act as boots of speed combined with boots of striding and springing. The wearer can expend one use of mythic power as a move action to take a 7-league step. The steps functions as teleportation with a 21-mile range, except the wearer must have an uninterrupted path to her intended destination, though this path doesn't have to follow a straight line. Harmful environments between the wearer and the destination cause her no harm. If the wearer's path is blocked, her travel ends just short of the obstacle blocking her. If she tries to step too far, she appears in the closest available space to her destination without going beyond 21 miles of where she started.Craft Wondrous Item, Mythic Crafter, expeditious retreat, hasteWondrous ItemMythic Adventures
Stonefist Glovesmoderate transmutation7hands100003 lbs.These heavy, stone gloves feel surprisingly supple to anyone who puts them on. While a creature wears stonefist gloves, his unarmed strike damage is treated as if he were one size category larger, and bypasses hardness of 8 or lower. When a mythic creature uses these gloves to make a sunder combat maneuver, he adds half his tier as a bonus on the combat maneuver check.Craft Magic Arms and Armor, Mythic Crafter, stoneskinArmorMythic Adventures
Torc Of Truespeechfaint divination5neck600002 lbs.This heavy gold torc allows its wearer's words to be understood by any creature that speaks a language, as though his words were spoken in that creature's native tongue. Each creature listening hears the words in a language appropriate to itself. The wearer can understand all spoken languages as though using the tongues spell. A wearer who is at least 3rd tier can speak to and be understood by animals (as if using speak with animals), and one who is at least 6th tier can also speak to and be understood by plants (as if using speak with plants).Craft Wondrous Item, Mythic Crafter, speak with animals, speak with plants, tonguesWondrous ItemMythic Adventures
Aegisstrong transmutation15shield-115 lbs.This +4 determinationUE heavy steel shield has the preserved head of a medusa mounted in its center, its eyes shut tight. It grants its wearer a +4 resistance bonus on saving throws and immunity to gaze attacks. When the wearer fights defensively or uses Combat Expertise, the shield's bonuses to AC and on saving throws increase to +6. When she's taking the total defense action, the bonuses increase to +10. As a standard action, the wearer of the aegis can expend one use of mythic power to awaken the medusa's head, causing its serpentine hair to writhe and its glowing, red eyes to open. This unleashes a cone of widened fear in the direction of the wearer's choice. The head remains awakened for 1 round per tier the wearer possesses, during which the wearer gains a petrifying gaze like that of the medusa's (turn to stone permanently, 30 feet), except the effect is caused by meeting the gaze of the shield's mounted head rather than the bearer's gaze. The save DC for both the fear and petrification effects is equal to 10 + the wearer's tier + the wearer's Charisma modifier. While the medusa's head is awakened, the wearer can attempt to make an enemy look into its eyes as a standard action, using the normal rules for gaze attacks (Bestiary 300).ArtifactMythic Adventures
Black Iron Axestrong transmutation20none-112 lbs.When a mythic creature uses this +6 keen vorpal greataxe forged from a dull black alloy to decapitate his foes, the axe's head glows with dozens of mysterious runes. The wielder of a black iron axe can claim any heads he decapitates with the artifact, and use them as batteries for mythic power. The axe's wielder can place a single use of mythic power into the head as a full-round action for later use. A decapitated head rots and become useless in 1d6 days. Only the creature that placed the use of mythic power in a head can use the power stored within it, and she must be in physical contact with the head to do so. Each head weighs 10 pounds.ArtifactMythic Adventures
Bullroarers Of Outburststrong enchantment20none-15 lbs.These five oblong, wooden planks range in length from 5 inches to about 1 foot, and weigh 1 pound each. None is carved thicker than a finger, and their sides taper to form dull blades. Each is delicately carved with intricate, symmetrical designs of seemingly primitive origin. A long cord bound to the plank through a hole at the top of the blade allows the bearer to whirl the blade about in a circle, causing it to emit a low, growling tone with a strange warble that can be heard many miles away. In the hands of a mythic creature, whirling bullroarers can induce powerful sonic waves that trigger profound emotional reactions in anyone they touch. A mythic creature can attempt to spin up to two bullroarers at a time, provided he has a free hand for each. Spinning more than two bullroarers creates a cacophony that causes their effects to cancel each other out. The penetrating sonic waves don't need to be audible to be effective, however they can't affect creatures immune to mind-affecting effects. The bullroarers affect mythic opponents within a radius of 60 feet plus 10 additional feet per the tier wielder possesses, and non-mythic creatures within double that range. The effect remains for as long as the artifact's owner swings the bullroarer, up to a maximum number of rounds equal to his mythic tier. The individual blades and their powers are listed below. Blade of Courage: All allies within the area of effect are treated as if affected by of a blessing of courage and lifeAPG spell. Blade of Castigation: All opponents within the area fall to their knees as if affected by a castigateAPG spell. Blade of Despair: All opponents within the area of effect that hear the sound become saddened as if affected by a crushing despair spell. Blade of Fear: All opponents within the area of effect that hear the sound become frightened as if affected by a fear spell. Blade of Rage: All opponents within the area of effect that hear the sound become enraged as if affected by a rage spell.ArtifactMythic Adventures
Elemental Chainstrong evocation20none-13 lbs.This looks to be just two plain steel rings. But when a mythic creature grasping them expends one use of mythic power as a swift action, they explode into a 10-foot-long spiked fighting chain formed from of the wielder's choice of acid, cold, fire, or electricity. The wielder can dismiss this effect as a free action. The chain is a +6 spiked chain that deals 4d6 points of damage of the chosen type instead of the normal damage typically done by a spiked chain. Once activated, the chain retains it shape for 1 hour or until the wielder dismisses the weapon, whichever comes first.ArtifactMythic Adventures
Fleshhook Of Mythic Sustenancestrong transmutation20none-112 lbs.The fleshhook is an ancient ceremonial artifact used by high priests to serve the sacred feast-meat from their cooking pots. This 4-foot-long wooden pole is wrapped with three metal bands etched with elaborate cygnets and ravens-one band at the base, one in the center, and one shaped into a headpiece that forks into four sharpened tines. When recreating the ancient feasting ritual, which takes 10 minutes, a mythic creature can use the fleshhook to imbue the meat served upon its tines with his own mythic power. With each piece of meat served, the bearer can transfer one use of mythic power to the creature that eats the meat. If eaten by a mythic creature, the meat replenishes one use of mythic power. If eaten by a non-mythic creature, it grants a single use of mythic power for 24 hours. For as long as that non-mythic creature holds this use of mythic power, it's considered a mythic creature for the purposes of spells and effects, and gains both the hard to kill and surge base mythic abilities. Once that use of mythic power is spent, the creature loses these abilities and is no longer considered mythic.ArtifactMythic Adventures
Fortune's Arrowstrong evocation15none-11/10 lb.While this +3 seeking arrow is carried, it grants its bearer a +2 luck bonus on saving throws and skill checks. The wielder doubles her favored enemy bonus on attack and damage rolls against any creature of that type she attacks with the arrow. When taking a full-round action to fire a single shot using the arrow, the wielder ignores all range penalties for that attack. By expending one use of mythic power while such an attack, the wielder scores an automatic critical hit if the attack hits, and the arrow bypasses any damage reduction the target possesses. Fortune's arrow can always be recovered if searched for. Even if lost, it finds its way back to its previous owner within 1d6 days as long as she still lives. Fortune's arrow fails to return to its owner only if she dies or freely gives it to another.ArtifactMythic Adventures
Glabrezu Clawstrong varied [evil]20none-15 lbs.This gruesome artifact looks like the mummified, hollowed-out arm of a glabrezu. This graft contains an imprisoned parasitic demon that can be satiated only by mythic power. To use the artifact, the user must place his own naked arm into the hollow graft, which then permanently bonds itself to his flesh and muscle. If placed upon the arm of a non-mythic character, the graft instead devours the limb, dealing 5d6 points of damage and amputating the arm. Once attached, the glabrezu claw surrounds its wearer with a field of force. This provides a deflection bonus to AC equal to the wearer's mythic tier. The wearer also gains immunity to electricity and poison. In addition, the wearer can feed the glabrezu claw some of his mythic power in order to activate spell-like abilities. All these spell-like abilities have a caster level equivalent to the graft wearer's total class levels plus his mythic tier. The graft wearer can expend one use of mythic power to gain telepathy with a range of 100 feet for 2 hours (Bestiary 300) or cast any of the following spells: chaos hammer, confusion, dispel magic, mirror image, reverse gravity, or true seeing. By expending two uses, he can cast greater teleport (self plus 50 pounds of objects only), veil (self only), or unholy blight. By expending three uses, he can cast power word stun or summon (level 4, either 1 glabrezu 30% or 1d2 vrocks 70%; Bestiary 300).ArtifactMythic Adventures
Hermetic Flaskstrong transmutation20none-11 lb.This humble-looking, round-bottomed flask was used to purify one of the legendary philosopher's stones, and acquired some special properties as a side effect of this use. The hermetic flask and its creations function for only users with the alchemy class feature (Pathfinder RPG Advanced Player's Guide 26) and the ability to make extracts. Using the flask normally requires an alchemist's lab or crafting kit. Makeshift tools can be used, but result in a -5 penalty on all checks. If a user spends 10 minutes and 100 gp, and succeeds at a DC 30 Craft (alchemy) check, the flask can distill one dose of alchemical essence. If the user expends one use of mythic power during the distilling process, 10 doses are made instead. Alchemical essence remains stable only as long as it's contained within the hermetic flask. As a standard action, an alchemist can pour forth a dose and immediately convert it into an alchemical item worth 100 gp or less, or into a poison worth 1,000 gp or less. He may throw it or apply it as part of the same standard action. A weapon-like liquid, such as alchemist's fire, congeals into a fragile globule and remains stable until thrown or otherwise broken. Any such substance poured from the flask remains stable for 1 minute, and then dissolves harmlessly. The purity of the alchemical essence increases the effectiveness of alchemical items derived from it. Any save DCs associated with the item increase by 2, and any damage caused or healed by it increases by 50% (including ability damage). The hermetic flask can hold a maximum of 10 doses of alchemical essence at a time. The user can identify the properties of an unknown alchemical substance or poison by pouring it into an empty hermetic flask and succeeding at a DC 25 Craft (alchemy) check for a normal substance, or a DC 30 or 35 check for a rarer substance. This analysis takes 1 minute and doesn't destroy the substance. Poisons analyzed in the flask can be converted into an antidote as part of this check, consuming the poison in the process. Such an antidote automatically cures the poison in any creature currently suffering from it, and provides immunity to further exposure to that specific poison for 24 hours. The antidote remains stable for as long as it's within the flask, and for 1 minute after it's removed. By expending one use of mythic power and using the flask as part of a Craft check, the user can halve the cost of materials needed to create an alchemical item or poison. This doesn't apply to the creation of alchemical essence.ArtifactMythic Adventures
Nexus Crystalstrong conjuration18none-11 lb.These cloudy, white crystals are believed to form spontaneously- though extremely infrequently- when a region of planar chaos drifts near a lawfully oriented one. When carried by a non-mythic creature, a nexus crystal bestows the ability to survive the conditions of a hostile plane as though the bearer were native to that plane. For example, the crystal would give immunity to the fires of the Plane of Fire and the life-draining radiation of the Negative Energy Plane. Any adaptation given protects only against the hazards of the plane itself, not the creatures within it-fire attacks from creatures on the Plane of Fire are still hazardous to the bearer. The crystal doesn't provide protection against extreme conditions not normally experienced by inhabitants of the given plane, such as the vacuum of space on the Material Plane. When carried by a mythic creature, a nexus crystal has the following additional powers. • As a standard action, the bearer can bestow the crystal's planar adaptation ability to another by touching the creature with the crystal and expending one use of mythic power. The protection can be withdrawn over any distance on the same plane with a standard action. The use of mythic power can't be recovered while the protection remains in place. If another creature claims the crystal and uses this ability, any protection bestowed by the previous owner immediately ends. • As a standard action, the bearer can use plane shift to move herself and up to seven other willing creatures to any plane she is familiar with by expending one use of mythic power. If traveling to a location she's already visited, she can reduce the inaccuracy of plane shift by expending two uses of mythic power when she does so, in which case she appears 1d6-1 miles (minimum 0 miles) from her destination. • As a standard action, the bearer can touch another creature with the nexus crystal and expend three uses of mythic power to use plane shift to move the target to a random plane (Reflex DC 27 negates). • As a standard action, the bearer can expend two uses of mythic power to create a widened dimensional lock centered on the crystal instead of on a point in space. The lock lasts for 24 hours or until dismissed. • As a full-round action, the bearer can attempt to draw back other creatures that teleported away by expending four uses of mythic power. If she succeeds at a DC 40 Knowledge (planes) check, the bearer can draw back up to one creature per mythic tier she possesses that departed via a conjuration (teleportation) effect in the previous round. To draw back a creature, the bearer must be within 15 feet of the location the creature left from. If the creature resists, it can attempt a Will save (DC 25 + the bearer's tier) to avoid returning. The bearer can choose freely which creatures from a group to pull back, and can even pull back creatures that departed with different means or to different destinations, as long as their points of departure are within range.ArtifactMythic Adventures
Ring Of Equilibriumstrong conjuration20ring-1-A ring of equilibrium is a wooden ring carefully carved from core of an oak tree, decorated with delicate runes, and sanded and finished to be perfectly round, smooth, and symmetrical. When slipped on a finger, it sizes itself appropriately. It's said the ring has a will of its own, but if it does, it evinces no obvious agenda. It favors wearers who possess strong personality traits-either those with strong morals, who exemplify goodness and honor, or those utterly devoid of morals, with the vilest and blackest souls imaginable. The ring especially favors mythic creatures, and often refuses to slip onto the finger of a creature that lacks strong personality traits or isn't mythic. The ring has no special power over the living, but when its wearer dies or it's placed on the finger of a dead creature it deems worthy, the corpse and equipment of the wearer remain where they are but the ring vanishes entirely. Within 24 hours, a tree grows in a location that's as close as possible to where the wearer died. The next day, the tree splits along the middle, revealing a cavity where the wearer has been resurrected whole and uninjured, with the ring still adorning her finger. If the wearer died in an unsafe place, the tree appears as close to that location as possible while still being relatively safe for the wearer. This rebirth comes at a price. The wearer receives certain knowledge that somewhere in the world, another being has been resurrected along with her-an individual of an opposite alignment who is every bit as wretched as the wearer is good, or vice versa. The opposite has roughly the same level and power as the wearer. The wearer has no knowledge of this other party whatsoever, other than that it exists and is free to do whatever it wishes-perpetrate any crime or perform any good deed- thanks to the wearer. This opposite is always brought back a considerable distance from the wearer. If the wearer dies again but the opposite doesn't, the wearer is resurrected again, along with another creature of an opposed nature. This cycle continues indefinitely until the ring is discarded or it moves on.ArtifactMythic Adventures
Rod Of Spell Sunderingstrong abjuration18none-14 lbs.This 3-foot-long aspen rod bears glyphs of protection and abjuration. Each end is capped with a smooth copper sphere. While holding the rod, the bearer automatically perceives any spell cast (or spell-like ability used) within a 120-foot radius, even if she can't otherwise perceive the caster. Spells cast from spell completion and spell trigger items are automatically detected as well. The bearer immediately knows the specific spell cast, whether or not it was from a magic item, its level, the caster level, and whether the spell is arcane or divine. When the bearer of the rod of spell sundering counters a spell, she can counterspell with any spell of equal or greater level she's prepared, automatically countering as if she'd cast the proper spell to counterspell. As an immediate action after countering a spell, the rod's wielder can expend one use of mythic power to reflect the spell back on the caster. The rod's bearer must have line of effect to reflect a spell, unless the spell reflected doesn't require it. Treat the caster as the target, center, or origin of the spell's effect, as appropriate. Treat the spell as though cast by the rod's bearer on the caster. The power of the rod of spell sundering augments the spell, increasing the DC of any saving throws by 2 and the spell's caster level by the bearer's tier. When used as a weapon, the rod of spell sundering functions as a masterwork light mace. On a successful attack, it targets the creature struck with greater dispel magic, with a caster level equal to its bearer's character level plus her mythic tier. This effect can also be delivered with a successful melee touch attack made using the rod.ArtifactMythic Adventures
Screaming Spear Of The Sunstrong divination and enchantment20none-14 lbs.This +4 wounding throwing longspear has a 2-foot-long iron spearhead covered with over 30 cruel flesh barbs. On a critical hit, the barbs lodge in the victim's flesh and can be removed only by tearing the blade free. Yanking the blade free is a full-round action that requires a successful Strength check with a DC equal to the attack roll that struck the critical hit, and deals 3d6 points of damage to the victim. In the hands of a mythic creature, the spear gains the returning special ability, and when thrown seemingly comes alive, screaming wickedly as it flies. When it hits a creature, it radiates fear (as the spell) in a 60-foot-radius burst surrounding the creature struck. Each use of mythic power the wielder expends when throwing the spear increases the spear's throwing range by 100 feet.ArtifactMythic Adventures
Staff Of Eldritch Sovereigntystrong varied20none-15 lbs.Similar to the staff of the magi, this long ivory staff is inlaid with platinum sigils and burns with eldritch fire when its powers are called upon. Unlike a normal staff, a staff of eldritch sovereignty holds 50 charges and can't be recharged normally. Some of its powers use charges, and others don't. A staff of eldritch sovereignty doesn't lose its powers if it runs out of charges. The following powers don't use charges: • Arcane lock • Arcane sight • Daylight • Knock • Mage armor • Mage hand • Touch of idiocy The following powers drain 1 charge per use: • Black tentacles • Cone of cold (15d6 damage, Reflex DC 20 half) • Fireball (10d6 damage, Reflex DC 18 half) • Greater dispel magic • Greater invisibility • Greater teleport • Lightning arcUM (15d6 damage, Reflex DC 20 half) • Major image (Will DC 18 disbelief) • Suggestion (Will DC 18 negates) These powers drain 2 charges per use: • Summon monster IX (the summoned creatures receive the benefits of the Augment Summoning feat) • Plane shift (Will DC 22 negates, arrive 2 to 200 miles from the intended destination) • Prismatic sphere (DC 24) • Prismatic spray (DC 22) For 5 charges, the staff of arcane sovereignty creates a gate. The staff of eldritch sovereignty has higher DCs than normal for a staff. The wielder still uses her own save DCs if they exceed those of the staff. The wielder can use any of her metamagic feats on spells cast with the staff of eldritch sovereignty by expending 1 charge per increase in spell level, with a minimum of 1 charge spent. The adjusted level of the spell can't be increased above 9th level. For example, a user with Quicken Spell can spend 5 charges to cast a quickened cone of cold with the staff, but couldn't use it to cast quickened greater teleport. The wielder can expend one use of mythic power to gain the benefit of a number of charges equal to her mythic tier. Any excess charges are lost. For example, a 5th-tier wielder with Empower Spell could expend one use of mythic power to cast an empowered fireball without consuming any charges from the staff. A wielder who knows the mythic version of one of the staff's spells can cast such spells from the staff by expending one use of mythic power. This can be combined with using mythic power to provide charges. Finally, the wielder can expend one use of mythic power to add 1 charge to the staff, with no risk of explosion if the staff is already fully charged. A staff of eldritch sovereignty gives the wielder spell resistance equal to 23 plus her tier. If this is willingly lowered, however, the staff can be used to absorb arcane energy directed at its wielder, as a rod of absorption does. Unlike the rod, this staff converts spell levels into charges rather than retaining them as spell energy usable by a spellcaster. If the staff absorbs enough energy to exceed its limit of 50 charges, it explodes as if the wielder had performed a retributive strike (see Destruction). The wielder has no idea how many spell levels are cast at her-the staff doesn't communicate this knowledge as a rod of absorption does. Thus, absorbing spells can be risky.ArtifactMythic Adventures
Sword Of The Mistsstrong conjuration and transmutation20none-112 lbs.Forged by powerful fey from the primal word as a gift to mortal champions, a sword of mists is a +6 defending greatsword of gleaming blue steel with a stag's head pommel. Strange, ancient runic etchings encircle the rain guard, and the cross guard is fashioned in the shape of thorny vines. Anyone who wields the weapon gains low-light vision, resist nature's lure (as the druid class feature), and the ability to speak and understand Sylvan. The wielder can expend one use of mythic power to imbue the blade for 1 minute with the ability to bypass the hardness of any solid object and cut through even the toughest material as if slicing through butter. Once per week, the wielder can expend one use of mythic power to enter the primal world of fey from the Material Plane or vice versa.ArtifactMythic Adventures
Torc Of The Heavensstrong divination and transmutation20neck-11 lb.This simple neck ring consists of a silver braid with matching ivory ends sculpted to resemble wolf's heads. The torc allows itself to be worn by only a mythic character who swears absolute service to his deity. Thereafter, the torc cannot be removed until its wearer dies. The wearer gains an enhancement bonus to his Charisma score equal to half his tier (minimum 1). Once per day, he can use the torc to cast commune for the purpose of contacting his deity. Lastly, he can expend one use of his mythic power to cast legend lore. If the wearer violates his deity's code of ethics, the torc constricts and begins suffocating him until he dies or receives an atonement spell.ArtifactMythic Adventures
Witherfangstrong necromancy and transmutation20none-12 lbs.While in the hands of a non-mythic creature, a witherfang functions as a +3 kukri. However, over time it begins to consume the life essence of its wielder. If the wielder is non-mythic, each week he must succeed at a DC 20 Fortitude save or take 1d4 points of Constitution drain that can't be healed until 1 week after he stops wielding the weapon. The witherfang then converts the stolen life essence into mythic power. A witherfang can hold a maximum of 20 uses of mythic power. A mythic character can use a witherfang's stolen mythic power to activate her own mythic abilities or to enhance the blade with the following abilities: bane, dancing, speed, and wounding. Each ability lasts for 24 hours, and only one can be applied to the blade within each 24-hour period. The wielder can increase the witherfang's enhancement bonus by 1 for each use of mythic power she expends. Alternately, the wielder can expend one use of mythic power to imbue the blade with the bane special ability, two uses to imbue it with the wounding special ability, three uses to imbue it with the speed special ability, or four uses to imbue it with the dancing special ability.ArtifactMythic Adventures
Apocalypse Boxoverwhelming conjuration and necromancy25none-12 lbs.This small, innocuous, black wooden box appears randomly throughout the multiverse, drawn to great heroes, greedy rulers, and desperate (and often morally ambiguous) mortals. The Apocalypse Box appears subtly, sometimes as a dusty old box on a shelf or a forgotten heirloom in a grandparent's attic. A creature looking upon the Apocalypse Box is struck with a sensation of nearly overwhelming avarice, and must succeed at a DC 30 Will save or be compelled to touch the box. This is a mind-affecting compulsion effect. If a creature touches the Apocalypse Box, she must succeed at another DC 30 Will save or fall under the box's curse. Cursed creatures are compelled to use any available means-including fleeing from or murdering friends and loved ones-to keep the box out of the hands of others. This curse can't be broken until the cursed creature dies or the box is destroyed. Additionally, if the cursed creature moves more than 10 feet away from the box, she immediately takes 1d4 points of Wisdom damage plus 1d4 points of Wisdom damage each subsequent day until she and the Apocalypse Box are reunited. Only a creature bearing the Apocalypse Box's curse can open it. Once per day, the cursed creature can open the box and draw forth a single item her heart desires. The item must be nonmagical, weigh no more than 50 pounds, and be worth no more than 50,000 gp, but is otherwise limited only by the parameters of the wish spell. A mythic character can expend two uses of mythic power to draw forth a second such item each day. Each time the Apocalypse Box is opened, there is a 50% chance that instead of granting a wish, the box summons a number of horrific monsters that immediately attack anyone in sight and remain to wreak havoc on the Material Plane for 1 week before returning to their plane of origin. Roll on Table 5-1 below to determine the monsters that appear. The Apocalypse Box is quite tenacious in its desire for someone to open it. Each day, the cursed creature must succeed at a Will save or be compelled to open it. This is a mind-affecting compulsion effect. The save DC is initially 20, but increases by 2 each subsequent day the box isn't opened until the cursed creature fails the Will save, at which point she opens the box and the save DC resets to 20. Table 5-1: Apocalypse Box Monsters 1d6 Monsters Summoned 1 Daemonic apocalypse: 1d4+1 olethrodaemonsB2 2 Demonic invasion: 1 balor and 2d6 glabrezus 3 Infernal assault: 1 pit fiend and 2d6 barbed devils 4 Oni domination: 1 void yai B3 and 2d6 fiendish cloud giants 5 Qlippoth infestation: 1 iathavos B2 and 2d6 nyogoths B2 6 Unspeakable visitation: 1d4+3 shoggothsArtifactMythic Adventures
Diadem Of Nodstrong conjuration20headband-1-The Diadem of Nod is a slender, platinum headband adorned with a large, perfectly cut diamond that rests on its wearer's forehead. When the wearer sleeps, she can create a pocket dream dimension and move herself there. The qualities of the dream dimension can be chosen by the wearer, as the create demiplaneUM spell. Once inside the dream dimension, the wearer is considered awake and in control of her creation. The pocket dimension lasts for up to 7 days, whereupon it ends and the diadem must recharge for 1 week before it can be used again, regardless of the time spent inside. There is one inherent risk in using the Diadem of Nod. The GM should roll a secret DC 20 Will save on behalf of the wearer each time the diadem is used. Failure indicates that some rogue element not of the wearer's creation or under her control has been added to the pocket dream dimension. This might be an animate dream (Bestiary 2 29) or some other outsider of any alignment that traffics the Ethereal and Astral planes. The rogue element is not necessarily hostile or unfriendly.ArtifactMythic Adventures
Emperor's Mammothstrong transmutation20none-18 tonsThis strange construct vehicle looks like a giant woolly mammoth with a fortified palanquin mounted upon its back. Fashioned from rope, metal, wood, and bone, the Emperor's Mammoth stands nearly 15 feet tall at the shoulder. Four long, curved, wooden tusks protrude from its huge head, as does a thick trunk consisting of a score of segmented metal plates wrapped in hide and wood. The mammoth can be animated and controlled by a golden crown;, however, the wearer of the crown must retain at least one use of his mythic power in order to animate and control the vehicle. When activated, the mammoth has the statistics of a huge animated object with the constrict, grab, metal, and trample abilities. If the crown's wearer runs out of uses of mythic power while the mammoth is active, he loses control of the mammoth and it goes berserk for the next 5d10 rounds. After this rampage, the mammoth becomes inanimate and ceases to move until it is reactivated.ArtifactMythic Adventures
Frozen Heart Of Cocytusstrong divination15none-12 lbs.At a glance, this object appears to be a hard, dark, roughly egg-shaped rock. Closer inspection reveals it's actually a humanoid heart-frozen hard, solid, and covered in smooth ice. When clenched in a fist, it feels like it throbs, though the organ remains unmoving and unyielding to the eye. It's said to once have been the heart of a gelugon, and before that it was the heart of a human being. Staring at it causes the surface to gloss over with darkened ice and makes the observer's eyes swim. Once the holder knows to study it, the heart functions as a crystal ball with telepathy. The heart has a more sinister secret ability. With practice, mythic creatures can use the heart to scry more than just individuals, but entire settlements and cities. As the owner does, her mind becomes flooded with information about the region. Initially this knowledge consists of facts about population size, local economy, agriculture, leaders, and popular deities worshiped in the area. The owner feels a powerful desire to continue watching, and if she does so while taking no other breaks except to eat and sleep, the information continues unabated. Over the course of 1d10 days, the heart reveals much more: the subtle social, religious, and economic influences of the settlement; the strengths and weaknesses of its leaders; and all the many secrets both pedestrian and profane that could be used to manipulate and extort those with power over the location. At this point, the heart begins to communicate to its new owner, suggesting courses of action that would bring her a higher social station, wealth, and power in that area. The heart's advice is almost always sound, but also always driven toward an unfortunate and evil outcome for someone-just not necessarily its owner. If the owner refuses to heed its advice, eventually the heart vanishes, seeking a more pliant puppet to manipulate. Legends suggest that those who never question the heart's orders or decline its gift of knowledge eventually disappear to whatever cold place from which the heart originated.ArtifactMythic Adventures
Legendsbanestrong necromancy20none-11 lb.This +6 keen speed adamantine dagger was constructed in defiance of the gods and their chosen mortal champions for Legendsbane was created to slay mythic creatures. Legendsbane bypasses all types of damage reduction, and deals an additional 3d6 points of damage to mythic creatures and to non-mythic creatures that have epic DR. This additional damage is multiplied for critical hits. Non-mythic characters can wield Legendsbane normally. However, when a mythic character first attempts to wield the dagger, she must succeed at a DC 25 Fortitude save or suffer the effects of a destruction spell. If the mythic character survives, she can wield the dagger normally. Legendsbane imparts upon its wielder the ability to track down mythic creatures she has hunted before. At will, the wielder can cast locate creature to find a specific mythic creature known to the wielder.ArtifactMythic Adventures
Netherworld Cauldronstrong conjuration20none-11/2 tonThis huge cauldron forged from black iron serves as a dimensional gateway to a mythic netherworld where powerful entities come seeking to barter with, commune with, or corrupt mythic mortals. To activate the cauldron, a mythic creature must spill some of its own blood into the black basin as an offering of his mythic power. If the wound deals at least 4 points of damage, the cauldron drains one use of the individual's mythic power through it. Once activated, the cauldron fills with a strange red fog that remains for 1d20+10 minutes. During this time, mythic creatures can enter the cauldron and be transported to the crossroads. Non-mythic creatures that enter the cauldron take 4d6 points of damage per round until they climb out or die. The netherworld is small, with an overall area of 1 square half-mile. Highly mutable, the netherworld's appearance is determined by the will of whatever outsider currently waits there. Only one outsider can inhabit the netherworld at any given time. The specifics of what entity resides in the netherworld, as well as that entity's desire, change frequently and therefore are left to the discretion of the GM. Time in the netherworld passes out of sync with time in the Material Plane, thus a mythic creature can remain in the netherworld for as long as he wishes, and reemerges from the cauldron only a few minutes after his descent. The netherworld is a crossroads, coterminous with all planes. Outsiders can enter from any plane, but mortals can't travel to other planes from the netherworld.ArtifactMythic Adventures
Nimbus Of Radiant Truthstrong evocation20headband-1-The Nimbus of Radiant Truth exists only when good has need of a great champion. Such a champion can attain it only though a perilous quest that tests mettle and righteousness. Rather than being a physical object, the Nimbus of Radiant Truth manifests as a glowing halo of light around the wearer's head. It's ordinarily as bright as continual flame, but in battle it brightens to the dazzling brilliance of daylight. Its radiance is treated as resulting from a 9th-level spell for purposes of interaction with other sources of light and darkness. The radiance of the nimbus can be suppressed or resumed as a standard action. The Nimbus of Radiant Truth grants a +6 enhancement bonus to Wisdom and Charisma. Treat this as a temporary ability bonus for the first 24 hours the nimbus is worn. Its wearer can't deliberately utter a lie, though the nimbus doesn't prevent other forms of deception, evasiveness, and giving incomplete answers within the boundaries of the truth. All of the wearer's natural weapons and any weapons she wields overcome damage reduction as though they were good-aligned. In addition, the Nimbus of Radiant Truth has the following powers. • The wearer can bring forth a zone of truth (DC 20) with a 40- foot radius at will. By expending one use of mythic power, the DC increases to 30. • As an immediate action, the wearer can expend one use of mythic power to gain the benefits of freedom's call (as the Liberation domain power) or nimbus of light (as the Sun domain power) for 2 minutes. For purposes of this power, the wearer has a cleric level equal to her character level. Either power can be dismissed as a free action, but any unused duration is lost. • Seven times per day, the wearer can cure moderate wounds as a cleric with a caster level equal to her character level. The wearer adds her mythic tier to the hit points healed. • Three times per day, the wearer can unleash a holy aura (DC 25) or an empowered holy smite (DC 22). • Once per day, the wearer can unleash a blast of righteous power. Treat this as sunburst (DC 27) centered on the wearer, except that it has no effect on good-aligned creatures and inflicts double damage to evil-aligned creatures. After this power is used, the nimbus fades to a barely visible glow for 1 hour, and the wearer loses access to all of its powers save its enhancement bonuses. She remains unable to lie. • Once per week, the wearer can expend one use of mythic power to perform a resurrection. The wearer of the Nimbus of Radiant Truth can remove it as though it were a physical item, and place it either on the head of another creature or on an inanimate object. When placed on an inanimate object, the Nimbus of Radiant Truth can be picked up. When placed on a living creature, it can't be removed except by the wearer's conscious choice. When donned by a creature of evil alignment, the nimbus blasts the creature for 20d6 points of damage, then teleports 1d10x10 miles away in a random direction. However, if the wearer becomes evil some time after donning it, the nimbus retains its powers and doesn't damage the wearer. The nimbus cannot be deceived by any mortal means of masking alignment (including mythic abilities).ArtifactMythic Adventures
Plaguebringerstrong necromancy20none-1-A twisted blend of artifact, disease, and malign intellect, the Plaguebringer isn't so much found as contracted. Once it infects a host, Plaguebringer renders h im immune to the e ffects o f any lesser disease. Despite this immunity, the host can still spread disease; indeed, his body becomes an incubator for the countless ailments of the mortal world. When exposed to a disease, the host automatically fails any saving throw to avoid contracting it, but suffers no ill effects. The host indefinitely remains an asymptomatic carrier for any diseases caught. Plaguebringer also grants the following abilities: • The host receives a +2 profane bonus on attack rolls, caster level checks, and saving throws. • The host generates an aura of unlife in a 30-foot radius. All living creatures other than the host within this radius take 2d6 points of negative energy damage each round. Undead creatures gain fast healing 5 that stacks with any fast healing they already possess. This aura can be suppressed or resumed as a standard action. • As part of using an ability that requires him to expend mythic power, the host can target a mythic creature within 30 feet. If that creature fails a DC 23 Fortitude save, it contracts a random disease (as contagion) and one use of its mythic power is stolen and granted to the host. If the host fails to steal mythic power, he must expend double the usual amount of his own mythic power or the ability fails. • The host can use contagion heightened to 8th level (DC 23) at will. • The host can use empowered vampiric touch three times per day. • As a swift action, the host can expend one use of mythic power to gain the effects of death ward, divine power, and spell resistance. These effects last 1 round per tier he possesses and can't be dispelled. • Once per day, the host can expend two uses of mythic power to summon a nightwingB2 to do his bidding for 1 hour. If the nightwing is slain, a new one can't be summoned for 1 week. Plaguebringer is intelligent, with an Intelligence score of 15, a Wisdom of 10, and a Charisma of 20. It has a neutral evil alignment, communicates by empathy, and has an Ego of 30. It exists only to spread disease and cause suffering. It protects and aids hosts that please it. If infecting a host who resists these goals, it withholds its abilities and attempts to control the host. Plaguebringer can take a single standard or swift action on its host's turn to activate any of its powers that don't require a touch attack. It has five uses of mythic power available to expend each day. It can use its host's own mythic power by becoming dominant (Pathfinder RPG Core Rulebook 535). When infecting a host, it has full access to its host's senses, along with darkvision and blindsense with a range of 120 feet. When not in a host, Plaguebringer has only limited awareness, with hearing and blindsense usable to a range of 30 feet and no vision. When not infecting a host, Plaguebringer is undetectable by normal vision due to its microscopic size, though detect evil reveals its presence. It can fly at a speed of 30 feet, and can infect a new host by entering its body. If the target fails a DC 30 Fortitude save, Plaguebringer infects it and the creature gains access to the artifact's powers. If the target succeeds, Plaguebringer can't attempt to infect it again for 1 month. Plaguebringer can leave a host by becoming dominant and choosing to leave. Immediately after it leaves, the host is affected by multiple contagion effects (DC 30), one for each of the diseases listed in the spell.ArtifactMythic Adventures
Scepter Of The Shining Lordstrong abjuration and enchantment20none-14 lbs.Fashioned from a single piece of black jade, this 3-foot-long scepter has a T-shaped handle carved to resemble the head of a horned crocodile. The scepter's other end curls and forms an eyehook, to which is tied a leather strap. Strung along this strap are four small, copper bells. Each bell signifies a single concept related to rulership: authority, banishment, dominion, and imprisonment. An individual seeking to wield the scepter must first bond with the artifact by permanently offering it one use of her mythic power. Thereafter, the owner must always keep one use of power unspent to maintain the bond. If the owner expends all her mythic power, the bond breaks and the individual can no longer access any of the scepter's power until she reestablishes her bond of ownership. Once bonded, the scepter can be wielded as a +6 brilliant energy light mace that grants a +4 enhancement bonus to its bonded owner's Charisma score. In addition, the owner can expend one use of mythic power and ring the scepter's bells to produce the following effects: • The wielder can ring the bell of authority to cast command targeting any non-mythic creature. • The wielder can ring the bell of banishment to cast dismissal upon any non-mythic outsider with a CR at least 3 less than the wielder's total class level plus her tier. • The wielder can ring the bell of dominion to cast sanctuary on any non-mythic creature. • The wielder can ring the bell of imprisonment to cast forcecage on any non-mythic creature with a CR at least 3 less than the wielder's total class level plus her tier. The caster level for all four effects is equal to the owner's total character level plus her tier. When she rings a bell, she can also expend an additional use of mythic power to increase the DC of the spell-like ability's saving throw by 10. Lastly, the owner can use the scepter to appoint a mythic agent to be a protector and advocate of the owner's people. When she does so, she bestows 1d4 uses of mythic power upon that creature that last for 1 month if the creature is mythic, or until they are spent if the creature is non-mythic. If the agent is mythic, these points increase the agent's maximum number of mythic uses for the month. If the champion is non-mythic, as long as that agent retains at least one use of mythic power, it gains the hard to kill and surge base mythic abilities (see page 12).ArtifactMythic Adventures
Shadowwraith Heartstrong necromancy20none-13 lbs.This strangely shaped, ebon-colored rock streaked with deep purple veins is actually the petrified heart of a long-forgotten mythic hero. Over the centuries, the heart has appeared as an amulet, the head of a staff, and a mace head. Regardless of its form, the Shadowwraith Heart functions the same. The heart seeks out the location of the nearest source of mythic power- either a creature or place-and when brought to the source devours its power. As soon as it comes within a 60-foot-radius of a mythic creature, it begins to leech off that creature's mythic power. Each round a mythic creature remains within the area of effect, it must succeed at a DC 25 Fortitude save or lose 1d4 uses of mythic power. If the heart drains a mythic creature of all its daily uses of mythic power, the creature loses a mythic tier. The tier loss is semi-permanent, remaining until the creature successfully completes one trial.ArtifactMythic Adventures
Silver Maidenoverwhelming abjuration and transmutation30none-1500 tonsWith its shimmering, luminous silver-gray sails and tendency to briefly shift in and out of phase with the Material Plane, this star-faring sailing ship is often mistaken for a ghost ship. Though non-mythic creatures can board the ship as passengers, the Silver Maiden requires a mythic creature to be its captain. If the ship currently has no captain, a mythic character can claim the captaincy by touching the ship's wheel and stating her desire to be captain. The captain then serves until death or voluntarily retirement. Upon assuming the captaincy, the captain becomes aware of all of the ship's powers, and can propel the ship completely unaided from anywhere aboard the vessel, whether sailing the high seas of a terrestrial world or gliding through the vast blackness of deep space. At will, the captain can expend two uses of mythic power to launch the Silver Maiden into outer space. Once in space, the ship can sail through the vacuum at incredible speeds. Although exact travel times vary, a voyage between two planets within a solar system takes 2d20 days, and a voyage to another star system takes 2d20 weeks (or more at the GM's discretion). The captain must know which world she wishes to travel to (as if the captain cast greater teleport). When the ship arrives at its destination, it slowly descends to the surface (as the feather fall spell), and typically lands in a body of water. Once earthbound, the ship moves as a standard sailing ship. If the planet has no water or comparable liquid, the ship lands on solid ground and is unable to move until the captain once again launches the ship back into space. The Silver Maiden can also sail the Outer Planes. At will, the captain can expend three uses of mythic power to transport the ship to another plane, as the plane shift spell. When the ship arrives at its extraplanar destination, it appears in a body of water or comparable liquid, 1 to 100 miles from the captain's intended destination. If the plane has no water (such as the Plane of Earth) the ship appears on solid ground, and is unable to move until the captain transports it to another plane. If the plane has neither water nor a solid surface, such as the Plane of Air, the ship continues to slowly fall (as the feather fall spell) until the captain t ransports i t to another plane. The Silver Maiden protects its passengers from the environmental dangers of deep space and the outer planes, and can even sail the molten surface of a star. At all times, the ship simulates a comfortable temperature and gravity normal for its current captain's home world. This protection extends 10 feet from the exterior of the vessel.ArtifactMythic Adventures
Tarnhelmstrong conjuration, illusion, and transmutation20head-12 lbs.This mithral cap includes prominent guards for the eyes and nose. The helmet was forged under duress by a dwarven smith to further the ambitions of his mad brother. The Tarnhelm has the following powers. • The wearer gains the shapechanger subtype. • The wearer gains immunity to polymorph effects, except ones he chooses to allow to affect him. • At will, the wearer can use greater invisibility as a spell-like ability for as long a duration as desired. • At will, the wearer can change his appearance in the same fashion as a hat of disguise, with a DC 25 Will save required to disbelieve the illusion. If the Tarnhelm is used to create a disguise, the wearer receives a +25 bonus on the Disguise check. • Three times per day, the wearer can use greater teleport, exactly as if he had cast the spell of the same name. The wearer can teleport additional times by expending one use of mythic power per teleport. • Three times per day, the wearer can assume the form of an animal as though he had cast beast shape IV, except the duration lasts until the effect is dismissed or dispelled. The wearer can change shape additional times by expending one use of mythic power per transformation. • By expending two uses of mythic power, the wearer can assume the form of Gargantuan chromatic or metallic dragon. The effect lasts until dispelled or dismissed. He gains a +14 size bonus to Strength, a +12 size bonus to Constitution, a +10 natural armor bonus, a fly speed of 150 feet (poor), blindsense 90 feet, darkvision 180 feet, a breath weapon, DR 15/magic, frightful presence (DC 23), one bite (4d6), two claws (2d8), two wing attacks (2d6), and one tail slap (2d8). All his breath weapons deal 16d8 points of damage and allow a Reflex save (DC 10 plus his tier plus his Constitution modifier) for half damage. This ability otherwise functions as form of the dragon III.ArtifactMythic Adventures
Trueforgeoverwhelming transmutation25none-1500 lbs.Formed of meteoric adamantine, the massive anvil known as the Trueforge appears and vanishes according to unknowable whims-perhaps those of a greater power, perhaps its own. A creature with sufficient power and knowledge can bind the Trueforge to a fixed location to best take advantage of its power. Labor at the Trueforge requires both supreme skill and mythic power. Non-mythic creatures are affected as the feeblemind spell (DC 30) for daring to use the forge, and can't use the forge's abilities even if they succeed at their saving throws. When toiling at the Trueforge, a mythic creature can create magical weapons and armor with a cost up to her mythic tier squared times 2,000 gp, ignoring the nonmagical cost of the item created. For example, a 10th-tier character could craft a magic weapon of a +10 enhancement equivalent, worth 200,000 gp plus the cost of the weapon itself. The item forged must be at least partially metal, such as a breastplate or spear. Creating such an item requires only half the usual value of raw materials. However, to create items involving exotic materials (such as adamantine), the creator must use and have access to the normal amount of the material. Regardless of the materials involved, it takes 1 day of labor to forge a nonmagical light or one-handed weapon, shield, or suit of light armor; 2 days to forge a suit of medium armor or two-handed weapon; and 3 days to forge a suit of heavy armor. For items with magical properties, square the number of days of labor and multiply by 1,000 to determine the total gold piece value. For example, completing an item with magical properties worth 144,000 gp or less requires 12 days of work. The crafter must labor continuously on the item, not sleeping until work is completed, though she's kept awake and vigorous through the magic of the forge. If the work is interrupted for more than 1 hour at a time or more than 2 hours in a single day, the item is ruined, and half the value of the raw materials wasted. In addition to making normal and magical weapons and armor, the Trueforge can repair a broken magic item, generally in half the number of days it would take to make it from scratch. It can even repair or create an artifact, though such a task requires months of preparation to gather the proper materials followed by weeks of labor at the forge. Only one person can work the forge at a time. As the crafter labors, the Trueforge feeds on her mythic power and life energy, drawing it into the item forged. Forging nonmagical items carries less risk. The crafter must succeed at a DC 25 Fortitude save at the start of each day of work or gain 2 permanent negative levels. For magic items, the save DC is equal to 25 plus the number of days worked thus far. At the start of each day of labor, the crafter must expend a number of uses of mythic power equal to the number of days worked so far plus one. If the crafter accumulates a number of negative levels equal to her own character level or exhausts her mythic power, the labor proves fatal at the end of the day. Normally, this ruins the work in progress, but if this occurs on the final day of work, the crafter finishes the item as she dies. Her soul enters the item, making it an intelligent item with the crafter's personality-and likely some of her abilities, as determined by the GM. Creatures immune to level drain, whether by innate nature or magical protection, can't use the Trueforge.ArtifactMythic Adventures
Horn Of Assured Victorymoderate enchantment11none130003 lbs.This coiled battle horn is crafted from fine brass. When blown, its clarion call can be heard clearly up to a range of 2 miles, cutting through any weather condition short of a windstorm. Once per day, the commander of an army can blow the horn to bolster the troops. This grants the army a +2 bonus on OM checks and Morale checks. The army also gains an additional number of hit points equal to its ACR for that battle.Craft Wondrous Item, aidWondrous ItemAP 74
Shadowbloodmoderate evocation [evil]9none1500-Shadowblood is among the most notorious of drugs-a fluid infused with a shadow demon's essence. Anyone who drinks this substance must succeed at a DC 20 Fortitude save or take 1d6 points of cold damage and 1d4 points of Wisdom damage, and become nauseated for 1d6 rounds. Thereafter, the target gains 1d10+5 temporary hit points, cold resistance 5, and darkvision 60 feet. These effects persist for 1 hour, during which demons take a -4 penalty on saving throws against the drinker's spells and spell-like abilities of the shadow subschool. Shadowblood is exceedingly addictive and carries some significant disadvantages. Each time a creature takes a dose of shadowblood, it must succeed at a DC 20 Fortitude save or become addicted-shadowblood addiction is a severe addiction (see page 236 of the Pathfinder RPG GameMastery Guide). A creature under the influence of shadowblood or suffering from shadowblood addiction takes a -4 penalty on all saving throws against possession type effects made by demons, and can never gain the benefits of protection from evil or similar spells against such effects.Craft Wondrous Item, desecrate, shadow evocation, creator must be a shadow demon or must have the cooperation of a shadow demonWondrous ItemAP 74
Baleful Eyefaint transmutation [evil]5none70001 lb.This engorged, discolored orb can only be implanted after plucking out the recipient's own eye, causing blindness and making the recipient permanently dazzled until the baleful eye is implanted. While engrafted, the recipient can use the baleful eye to cast charm person (DC 11), doom (DC 11), and see invisibility once per day each as spell-like abilities. In addition, the grafted creature gains a +2 bonus on saving throws against effects that cause blindness or dazzling, or against illusions that depend on sight.Craft Wondrous Item, blindness/deafness, charm person, doom, see invisibilityWondrous ItemAP 74
Brazen Hoovesstrong transmutation [evil]15none150004 lbs.These hooves cast from Abyssal bronze can be affixed to the stump of a creature's severed leg or foot, causing the leg to regrow (or transform) into a shaggy, black-furred goat leg ending in a cloven hoof of burning brass. If the leg or foot is not already severed, it can be hacked off, dealing 1d6 points of Constitution damage and 1d6 points of bleed damage. Applying the still-glowing bronze hoof, hot from the forge-fire, cauterizes the stump and ends the bleed damage, and the transformation of the leg takes 1 minute. Once complete, the recipient can make one hoof attack per round as a secondary natural attack that deals 1d4 points of damage if it's a Medium creature or 1d3 points of damage if it's a Small creature, plus 1d6 points of fire damage. The brazen hoof leaves a scorch mark whenever the recipient walks on any surface with hardness 5 or less, but it does not set surfaces on fire. If a creature has a pair of brazen hooves grafted, it gains the trample special attack, dealing 1d6 points of fire damage in addition to normal trample damage.Craft Wondrous Item, bull's strength, wall of fireWondrous ItemAP 74
Crown Of Hornsstrong transmutation [chaotic, evil]15none200005 lbs.These curled, spiral, or hooked horns must be affixed to holes drilled into the bare skull of the recipient, who must be not only shaved but also scalped to allow the crown of horns to take root-this deals 1d4 points each of Charisma and Intelligence damage to the recipient. Once the crown has been implanted, the recipient gains a gore attack as a secondary natural attack that deals 1d4 points of damage if it's a Medium creature, or 1d3 if it's a Small creature. This gore attack deals double damage on a charge attack. The crown of horns is considered a chaotic and evil weapon for the purpose of overcoming damage reduction. In addition, when the recipient confirms a critical hit against a good-aligned target with the crown of horns, that creature is infused with the disruptive power of chaos; until the end of its next turn, whenever the target would roll a d20, it must roll twice and take the less favorable result.Craft Wondrous Item, beast shape II, protection from lawWondrous ItemAP 74
Demon Heartstrong abjuration [chaotic, evil]13none60001 lb.This pulsating lump of reddish-black muscle can be implanted only if the recipient's own heart is first removed-removing the recipient's heart deals 2d4 points of Constitution damage and 1 point of Constitution bleed to the recipient, and at the beginning of its next turn the recipient is reduced to -1 hit points and begins dying. Implanting the demon heart requires a successful DC 20 Heal check made as a full-round action, and causes it to graft itself into the recipient's chest and halt the Constitution bleed. Once in place, the demon heart pumps with unrighteous might-the recipient gains a +4 profane bonus on saving throws against fear effects. In addition, if the recipient is suffering a bleed effect, as a full-round action it can cause the demon heart to flood its bloodstream with tainted ichor, ending the bleed effect but causing it to become nauseated for 1 round.Craft Wondrous Item, remove fear, stabilizeWondrous ItemAP 74
Demon Tonguemoderate transmutation [chaotic, evil]10none10000-This puckered black tongue replaces the recipient's original tongue, which must be cut out beforehand. Removing the recipient's tongue deals 2d6 points of damage to the recipient and prevents it from speaking until the demon tongue is implanted. Once attached, a demon tongue grants the recipient a +4 profane bonus on Bluff checks used to verbally lie or deceive. A demon tongue also grants its recipient a portion of a demon's immunity to poison. A creature with a demon tongue implanted gains a +4 bonus on saving throws made to resist an ingested poison. In addition, the creature can detect the presence of an ingested poison in anything it eats or drinks as the detect poison spell.Craft Wondrous Item, detect poison, eagle's splendorWondrous ItemAP 74
Demonhidemoderate transmutation [evil]10none2000010 lbs.This rough, leathery hide is peeled from the body of a demon in strips-it may be scaly, warty, scabrous, or even covered in rank, greasy fur or feathers. To be grafted with demonhide, the recipient must first have its own skin flayed off, taking 1d4 points each of Dexterity, Constitution, and Charisma damage in the process. Once grafted, demonhide grants the wearer a +1 natural armor bonus to Armor Class and resistance 5 to electricity. In addition, the recipient is immune to contact poison and gains a +4 bonus on saving throws against poisons delivered by injury (including those delivered by a touch attacks).Craft Wondrous Item, barkskin, delay poison, resist energyWondrous ItemAP 74
Splintered Mindmoderate abjuration [chaotic, evil]10none160003 lbs.This lumpy gray and green slurry, made from the pureed brains of a dozen dretches, must be consumed as a full-round action in order to take effect, as this demonic cocktail invades and infuses the recipient's central nervous system, forming a mantle around every lobe, chiasm, and node of the recipient's brain. This mantle splinters the recipient's consciousness into dissociated and disorganized fragments linked only by this cortical mantle, making it more difficult for the recipient's mind to be compromised by outside influences. The splintered mind grants the recipient a +4 profane bonus on saving throws against mind-affecting effects. Also, if the recipient is affected by any effect that is neither instantaneous nor permanent, it can attempt a new saving throw each round at the end of its turn to end the effect. The splintering of the recipient's mind is not without risk, nor is it a universal protection, as its benefits do not apply against effects that cause confusion or insanity. In addition, the recipient's disorganized thoughts impose a -2 penalty on initiative checks.Craft Wondrous Item, confusion, misdirectionWondrous ItemAP 74
Wicked Wingsmoderate transmutation [evil]7none550003 lbs.These ragged wings may be birdlike with moldy feathers, or tattered and membranous like the wings of a bat. The recipient's shoulder blades and collarbones must be broken in order to attach the wicked wings-breaking them deals 2d4 points of Strength and Dexterity damage to the recipient and renders both arms useless until the ability damage heals. The recipient gains a fly speed equal to its normal land speed with average maneuverability. In addition, when not flying a creature with wicked wings is considered to have Deflect Arrows as a bonus feat.Craft Wondrous Item, beast shape IWondrous ItemAP 74
Blackblotmoderate necromancy7none42001/2 lb.A pitch-black powder made from pulverized marrowstone mixed with the dust of the Negative Energy Plane, blackblot interferes with life energy and mythic abilities. A handful of blackblot can be thrown onto a creature as a splash weapon. Treat this as a ranged touch attack with a range increment of 10 feet. If the target takes a direct hit, it must succeed at a DC 16 Fortitude save or be rendered immune to positive energy, similar to the protection death ward offers against negative energy. Spells and effects that heal or harm based on positive energy, such as cure spells and channeled positive energy, have no effect on the target. This effect lasts for 1 minute. Every creature within 5 feet of the point where the blockblot hits must succeed at a DC 14 Fortitude save or be immune to positive energy for 1 round. A mythic creature that takes a direct hit from a dose of blackblot must attempt an additional DC 16 Will save. If the creature fails, it can't expend mythic power for 1 minute, though mythic abilities that don't require the expenditure of mythic power function normally. The mythic creature can attempt an additional Will save each round; if it's successful, this effect ends. Blackblot is typically stored in small silk packets or hollow bone tubes. The listed price is for 1 dose.Craft Wondrous Item, Mythic Crafter, bestow curse, mythic severanceMAWondrous ItemMythic Origins
Essence Of Wandering Dreamsmoderate conjuration and divination9none5000-This minute crystal vial contains a single drop distilled from the captured dreams of a hundred different worlds. The drop can be poured into a vessel of water, wine, or other drink, and shared between as many as nine recipients. If not drunk within an hour of mixing, it loses potency. The imbibers drift into sleep for at least 2d6 x 5 minutes (Will DC 17 negates). Anyone who sleeps for at least 2 hours receives a +2 insight bonus on Intelligence, Wisdom, and Charisma-based skill checks for the next 24 hours. If an imbiber expends two uses of mythic power and envisions a destination as she falls asleep, she gains the benefits above and sleeps for 2 hours before waking on a plane of her choice as though using plane shift. Each imbiber who expends the uses of mythic power can travel to a different plane. All imbibers traveling to the same plane wake up at the same location on that plane.Craft Wondrous Item, Mythic Crafter, contact other plane, plane shiftWondrous ItemMythic Origins
Demon Bloodfaint evocation [evil]5none8001 lb.A character who drinks a dose of this black, bubbling ichor becomes nauseated for 1d6 rounds if he fails a DC 15 Fortitude save. He also gains an enhanced capacity to affect demons with his magical attacks for 1 hour-during this time, demons suffer a -2 penalty on their saving throws against the user's spells and spell-like abilities, and the user gains a +2 bonus on caster level checks made to penetrate a demon's spell resistance. Demon blood is somewhat addictive, and every day for a week after a user stops daily doses of the ichor, he must make a DC 15 Fortitude save to avoid taking 1 point of Wisdom damage and being sickened for the entire day.Craft Wondrous Item, desecrateWondrous ItemLords Of Chaos
Demon Sensesstrong conjuration [evil]15none200001 lb.This implant appears as a demonic eye, tongue, finger, ear, or nose floating in a small jar of transparent fluid. In order to gain the benefit of this implant, the contents of the jar-thick fluid, body part, and all-must be consumed as a full-round action. This immediately grants a permanent +8 racial bonus on all Perception checks (note that as a racial bonus, this does not stack with any other racial bonuses a creature might already possess). After gaining this bonus, the part of the creature's body corresponding to the body part eaten changes to match the eaten part-eyes might become red, ears might grow long and pointed, a tongue might become forked, and so on.Craft Wondrous Item, limited wish, regenerateWondrous ItemLords Of Chaos
Demon Talonstrong conjuration [evil]15none200003 lbs.A demon talon must be held against the raw flesh of a fresh stump-preparing a creature by severing an existing hand causes 1d6 points of Constitution damage, but preparing a preexisting stump by cutting the flesh free at the end causes no significant damage. Once attached, the demon talon fuses with the stump, granting the creature a claw attack as appropriate for a creature one size category larger than the target's actual size. The claw is shaped like a human hand (fingers and a thumb), but looks obviously demonic (scales, strange coloration, long nails, and so on), and is fully capable of wielding weapons or performing any other feat a human hand can perform.Craft Wondrous Item, limited wish, regenerateWondrous ItemLords Of Chaos
Retriever Dronestrong conjuration15none80005 lbs.A retriever drone appears as a masterfully preserved spider the size of a house cat, whose eyes have been replaced by four glittering gemstones. These devices are created by spellcasters who wish to control their own retrievers, since the secret of creating those monsters is beyond mortal capacity to understand. A retriever drone can be used to usurp control of a retriever that is within 30 feet. To take control of a retriever, the user of a retriever drone must have line of sight to the target and concentrate on it while holding the retriever drone in both hands. The target retriever can resist the attempt to take control by succeeding at a DC 16 Will save. If the retriever is currently on a mission to retrieve a target, it gains a +8 bonus on this save. If the retriever's saving throw is successful, the drone thrashes and scurries, making a single +15 bite attack (1d6+4 damage) against its carrier before becoming inert for 24 hours. If the retriever fails to resist, it falls under the control of the person who carried the drone-this control is permanent as long as the retriever drone exists and the person who activated the drone is chaotic evil. If the controller isn't chaotic evil, control granted lasts for only 24 hours. If the retriever controlled by a drone is destroyed, the drone itself crumbles to dust. As a full-round action while touching an active retriever drone, the user can look through the eyes of a controlled retriever and direct its actions. If the drone is destroyed while the user is linked in this manner, the user takes 1d4 points of Constitution damage (Fortitude DC 16 negates).Craft Construct, Craft Wondrous Item, greater planar binding, scryingWondrous ItemAP 75
Spherewalker's Staffmoderate conjuration9none434003 lbs.This slender darkwood staff is topped either with a star-shaped crystal or a butterfly-like silver head. Sacred to the faith of Desna, a spherewalker's staff allows use of the following spells: • ant haulAPG (1 charge) • water walk (1 charge) • air walk (2 charges) • dimension door (2 charges) • freedom of movement (2 charges) • plane shift (3 charges) When carried (even when stowed), a spherewalker's staff increases the wielder's base land speed by 10 feet.Craft Staff, air walk, ant haul, dimension door, freedom of movement, plane shift, water walk, creator must worship DesnaStaffAP 75
Swarmlord's Jarmoderate conjuration9none30002 lbs.This small, lidded jar contains a sizable deformed insect that twitches and wriggles as if constantly undergoing a particularly painful death. A swarmlord's jar has a lid, but the lid is fused to the rest of the jar and cannot be opened. While a swarmlord's jar is carried openly in one hand, it grants a +2 luck bonus on all saving throws attempted against the attacks of swarms, and reduces swarm damage taken by the target by 5 points. These effects do not stack if more than one jar is carried. A swarmlord's jar can be thrown to shatter at any point within 30 feet. If the jar shatters in a square that isn't currently occupied by an existing swarm, it creates a locust swarm (Pathfinder RPG Bestiary 4 183) that follows the thrower's mental commands; these commands may be issued as a free action. If the jar shatters in a square occupied by a swarm, the swarm must succeed at a DC 15 Will save or become controlled by the thrower. Issuing mental commands to a swarm (whether it's a freshly created locust swarm or a controlled swarm) is a move action, but once the swarm has been issued orders, it continues to follow those orders until it's destroyed or the magic of the swarmlord's jar ends. A locust swarm created by this item lasts for 1 minute if not destroyed earlier. Likewise, control granted by the jar lasts for 1 minute. Used against a worm that walks, a swarmlord's jar merely deals 6d6 points of damage on a successful touch attack as it shatters (Will DC 15 half).Craft Wondrous Item; summon swarmWondrous ItemAP 75
Nose Ring Of Unearthly Scentfaint divination3head11475-This item allows its wearer to smell curses as an unearthly odor with traces of brimstone and iron. As a standard action, the wearer can bring its nose near an object or creature and sniff the target to glean information as if using detect magic, except this effect only detects curses and cursed items. The wearer must concentrate as normal to learn all possible information about the object or creature in question. Once per day as a standard action, the wearer can sniff the air for signs of danger while considering a specific course of action to gain an effect similar to augury. The perceived smell of a favorite food indicates "weal" and the smell of death indicates "woe."Craft Wondrous Item, augury, detect magicWondrous ItemBlood Of The Moon
Trident Of The Storm Captainstrong evocation and transmutation13none1096654 lbs.This +4 shock trident is carved from fish-bone and its points are shark teeth. The wielder gains a +4 competence bonus on Profession (sailor) and Swim checks as long as it is held in hand. Once per day, the wielder can utter a command word to create one of the following effects: vortex (Pathfinder RPG Advanced Player's Guide 254) or control weather. If the wielder uses a polymorph or supernatural effect to take the shape of a creature with a natural bite attack, the trident of the storm captain vanishes and the wielder's bite attack gains a +4 enhancement bonus until the shapechanging effect ends and the trident reappears. The wielder cannot use the trident's other abilities while shapechanged.Craft Magic Arms and Armor, call lightning, control weather, greater magic fang, vortexWeaponBlood Of The Moon
Tiger's Hidemoderate abjuration and transmutation10armor5411525 lbs.This +3 hide armor is made from tiger skin. It is magically treated to make it easier to move in, reducing its armor check penalty to 0, reducing its arcane spell failure chance to 10%, and increasing its maximum Dexterity bonus to +6. It grants DR 5/- against natural weapon attacks. In addition, the wearer can use the pounce special attack, but only during the first round she can act in any combat.Craft Magic Arms and Armor, beast shape IIIArmorBlood Of The Moon
Amulet Of The True Formmoderate transmutation7neck6500-This impeccable sapphire amulet is set with an immaculate pearl. An amulet of the true form is enchanted to ward off powers that would result in unwanted transformation. It grants its wearer a +2 resistance bonus on saving throws against polymorph effects and on a +4 resistance bonus on saving throws against unwilling lycanthropic transformation.Craft Wondrous Item, polymorphWondrous ItemBlood Of The Moon
Corpse Puppetfaint necromancy5none250-This crudely carved wax doll is roughly humanoid in shape. If the bearer of a corpse puppet dies while in an alternate form (such as that of a shapechanger using her change shape ability, a caster using a polymorph spell, or one obtained through some other effect), the creature automatically retains the shape it had upon dying instead of reverting to its natural form. Creatures with reason to suspect deception can attempt a DC 12 Will save; if successful, they realize the unnatural state of the corpse. A corpse puppet melts into nothingness when activated.Craft Wondrous Item, sculpt corpseAPGWondrous ItemBlood Of The Moon
Globe Of Moonlightmoderate enchantment and evocation7none7001 lb.Silvery, pearlescent light seeps out of this skull-sized glass orb. When shattered (a standard action), the globe floods a 30-foot-radius burst in moonlight. Creatures that are affected by the light of the full moon (such as an afflicted lycanthrope) are affected as if exposed to such light, and effects that rely on moonlight function within range of this effect. This moonlight persists for 1 minute, is treated as dim light (replacing any current illumination in the area), and is equivalent to a 4th-level light spell for the purpose of interacting with other light or darkness effects.Craft Wondrous Item, light, moonstruckAPGWondrous ItemBlood Of The Moon
Moon Clockmoderate divination and illusion13none2650-This intricate mechanism opens like a pocket watch to reveal a set of dials indicating the current phase of the moon, as well as the previous and upcoming phases. A moon clock can be destroyed as a standard action to release a powerful blast of lunar energy in a 30-foot-radius burst. Lycanthropes in the area of this blast must succeed at a DC 20 Will save or revert to their humanoid forms.Craft Wondrous Item, divination, lunar veilWondrous ItemBlood Of The Moon
Pelt Of The Beastfaint transmutation5shoulders156008 lbs.These lustrous animal pelts are particularly treasured among Ulfen barbarians. While any humanoid creature can don and use such pelts, their powers are vastly enhanced for skinwalkers. All pelts of the beast grant the following powers: •A bite attack that deals damage appropriate to the wearer's size. If the wearer already has a bite attack, the critical threat range of this attack doubles. This does not stack with other magical effects that increase the threat range of a natural weapon. • Speak with animals 1/day. If the wearer can already use speak with animals as a spell-like ability, she may do so at will. • The wearer may take the form of the animal from which the pelt came three times per day as if using beast shape I. In addition, if the wearer is a skinwalker, her change shape ability is enhanced so that she may gain an additional bestial feature when taking her bestial form, selectable from the skinwalker heritage tied to the animal from which the pelt came. For instance, a werewolf-kin wearing a bear pelt of the beast could use her change shape ability to gain a climb speed from the pelt's bestial features (identical to the set listed for werebear-kin) in addition to darkvision from her set of werewolf-kin bestial features. Feats or abilities that affect how many bestial features the skinwalker may gain at a single time stack with this ability. Each pelt also grants a competence bonus on a check, based on its type. These bonuses increase by 50% for skinwalkers wearing a pelt that matches their lycanthropic heritage. • Bat: +4 bonus on Perception checks in darkness • Bear: +2 bonus on combat maneuver checks to grapple • Boar: +2 bonus on combat maneuver checks to bull rush • Crocodile: +2 bonus on combat maneuver checks to sunder • Rat: +2 bonus on saving throws against disease • Shark: +2 bonus on Perception and Swim checks attempted while completely underwater • Tiger: +2 bonus on Stealth checks • Wolf: +2 bonus on combat maneuver checks to trip Other pelts of the beast may be available at the GM's discretion.Craft Wondrous Item, beast shape I, speak with animalsWondrous ItemBlood Of The Moon
Spell Totemmoderate evocation13none12000-Carved from a piece of bone from the kind of animal it depicts, this primitive charm can hold (but not cast) up to 3 levels of spells as a minor ring of spell storing. When the bearer uses a polymorph effect or other ability to transform into an animal that matches the animal the totem depicts (including dire versions), it can use one of the spells stored within on itself as a swift action. This spell must be able to target the bearer in its animal form. The bearer does not need to be able to cast the spell contained within a spell totem in order to use this item. When the bearer changes shape again-either by taking the form of a different creature or reverting to its natural form-the spell cast from the totem immediately ends, as though the duration had expired. Spell totems can be crafted in the form of animals or magical beasts.Craft Wondrous Item, Quicken Spell, contingency, imbue with spell abilityWondrous ItemBlood Of The Moon
Stalker's Crossbowstrong divination14none547354 lbs.This crimson-and-black +3 seeking light crossbow is strung with what appears to be a length of twisted, smoking shadows. Once per day, the wielder of a stalker's crossbow may cast locate creature, targeting the last creature that was damaged by a bolt fired from the weapon. As long as the locate creature effect continues, the stalker's crossbow gains the bane weapon special ability against that target.Craft Magical Arms and Armor; locate creature, summon monster I, true seeingWeaponAP 76
Talisman Of True Faithfaint divination3none3000-A talisman of pure faith looks l ike a set of six of black and red hexagons nested within each other. When worn about the neck, a talisman of pure faith physically transforms into a holy symbol that matches the faith of the wearer, unless that information is blocked via a magical effect. It can be utilized as a divine focus, and doesn't take up a neck slot when worn in this manner. If worn by someone who doesn't worship a single deity, it remains in its hexagonal shape and cannot be used as a divine focus. As long as it is carried or worn, a talisman of pure faith functions as a phylactery of faithfulness. In addition, while it is worn, the talisman grants a +4 bonus on all concentration checks to cast spells impeded by planar traits.Craft Wondrous Item; detect chaos, detect evil, detect good, detect lawWondrous ItemAP 76
Wanderer Compassmoderate divination6none180002 lbs.This brass compass's needle appears to be of a weird material, one that shimmers silver and blue. When held in hand in a magic-warped region such as the Mana Wastes, a wanderer compass points toward the nearest pocket of magical non-interference-an area where there is little or no chance of spellcasting being warped by primal magic. This effect has a range of 1 mile. If no pockets of non-interference are within range, the compass's needle slowly spins clockwise. If the bearer of a wanderer compass is already within a pocket of non-interference, the compass needle spins counter-clockwise.Craft Wondrous Item, Enlarge Spell, arcane sight, clairaudience/clairvoyanceWondrous ItemWardens Of The Reborn Forge
Muzzle Of Suppressionfaint abjuration and illusion5head80005 lbs.A muzzle of suppression hardly resembles the long-snouted devices often equipped to dogs or other dangerous creatures. More mask than anything, this leather garment sports an orange metallic ball that's inserted in the creature's mouth, after which the mask's straps and chains are secured around the back of the creature's head and neck. The muzzle can be strapped around a humanoid-shaped head (such as that of a capramace) to negate the creature's ability to speak, mumble, or make any noise at all, identical to the effect of a silence spell. Not even muffled cries for help can pierce the barrier created by a muzzle of suppression. The garment's keystone strap can only be opened by the creature that placed the muzzle on its subject; other creatures attempting to disassemble the strap must succeed at a DC 30 Disable Device check to do so. A dispel magic or knock spell can also unlock a muzzle of suppression.Craft Wondrous Item, arcane lock, silenceWondrous ItemWardens Of The Reborn Forge
Amulet Of Primal Masterystrong evocation17neck24200-The dark green orb on this silver necklace is covered in what looks like thorns, but it's not sharp or painful to the touch. While wearing this amulet, whenever you cast a spell that triggers a primal magic event, roll d% twice when generating the result. You may pick which of the two results actually occurs. Additionally, you gain a +2 bonus on all saving throws to resist primal magic events. This bonus doesn't stack with other bonuses on saves to resist primal magic events.Craft Wondrous Item, miracle, crafter must be an oracle with the spellscar mysteryISMWondrous ItemWardens Of The Reborn Forge
Quake Cannonstrong evocation20none-11,000 lbs.The cannon consists of a pivoting chair designed for a Medium creature mounted atop a tripod that splays 10 feet in diameter. Attached to the front of the chair is a 12-foot-long, hollow mithral cylinder wound with a fine braid of incredibly thin copper wire and set at a variable angle to allow it to be aimed like a siege weapon. At the cylinder's end is a small clamp designed to hold a large crystal through which the cannon's beam travels, acting as a focal lens. Once per week, the quake cannon can be activated to create an earthquake effect (as the spell) centered on any point within 50 miles. Activating the cannon takes 10 minutes, and a diamond worth at least 10,000 gp must be used as the device's focal lens. This diamond is expended in the process of firing the weapon. If an eidite gem worth at least 5,000 gp is instead used as a focal lens, the quake cannon does not create an earthquake at the targeted location, but instead fires an ultrasonic pulse that affects only clockworks within the same area of effect as the cannon's normal earthquake effect. Any constructs with the clockwork subtype in the affected area must succeed at a DC 25 Will save or be overwhelmed with electromagnetic impulses and ultrasonic disruptions. Clockwork creatures that fail their saving throws against this effect become confused for 1 minute. During this time and for 24 hours afterward, affected creatures are compelled to move toward the quake canon as fast as they can. This is a sonic effect.ArtifactWardens Of The Reborn Forge
Stable Metamagic Rod, Lesserstrong universal17none30005 lbs.Three times per day, the wielder can lower the chance of a spell he casts triggering a primal magic event, as though using the Stable Spell feat.Craft Rod, Stable SpellRodWardens Of The Reborn Forge
Stable Metamagic Rodstrong universal17none110005 lbs.Three times per day, the wielder can lower the chance of a spell he casts triggering a primal magic event, as though using the Stable Spell feat.Craft Rod, Stable SpellRodWardens Of The Reborn Forge
Stable Metamagic Rod, Greaterstrong universal17none245005 lbs.Three times per day, the wielder can lower the chance of a spell he casts triggering a primal magic event, as though using the Stable Spell feat.Craft Rod, Stable SpellRodWardens Of The Reborn Forge
Animal Totem Tattoofaint transmutation5none12000-An animal totem tattoo is dedicated to a specific animal totem. The bearer gains the totem transformation ability of a 5th-level druid with the corresponding animal shaman archetype (apeUC, batUC, bearAPG, boarUC, dragonUM, eagleAPG, lionAPG, saurianUM, serpentAPG, sharkUM, or wolfAPG). If the bearer already has the corresponding totem transformation as a class ability, she is instead treated as a druid of 5 levels higher for the purposes of this ability.Inscribe Magical TattooISM, beast shape IMagical TattooMagical Marketplace
Hypnotic Tattoofaint enchantment1none900-This arabesque tattoo accentuates the bearer's movements. If the tattoo is visible, the bearer gains a +2 circumstance bonus on Perform (dance) checks. When the bearer uses a Perform skill or bardic performance, she can choose a creature within 90 feet that she can see and that can see her hypnotic tattoo. That creature takes a -2 penalty on Perception and Sense Motive checks while the bearer performs. This is a mind-affecting effect. The bearer can change the target of this effect as a free action on her turn.Inscribe Magical TattooISM, hypnotismMagical TattooMagical Marketplace
Runeward Tattoofaint divination1none1000-Each of these tattoos is keyed to a single school of magic. The bearer can use detect magic at will, but only to sense auras of that school. The bearer gains a +1 insight bonus on saving throws against spells and spell-like abilities of the keyed school and knows when such a spell or spell-like ability has been cast within 60 feet.Inscribe Magical TattooISM, detect magic, guidanceMagical TattooMagical Marketplace
Serpentine Tattoofaint conjuration1none2000-This sinuous tattoo appears to move when the bearer flexes his muscles. Three times per day when the bearer makes a successful melee attack with a monk or performance weapon or an unarmed strike, he can cause the tattoo to lunge like a snake at the creature hit. This allows the bearer to perform a dirty trickAPG combat maneuver as an immediate action that does not provoke attacks of opportunity.Improved Dirty TrickAPG, Inscribe Magical TattooISM, summon monster IMagical TattooMagical Marketplace
Trailblazer's Spadefaint transmutation3none114003 lbs.This two-ended tool can be used as +1/+1 monk's spadeUE. Five times per day as a standard action, the wielder can sweep an adjacent 10-foot square. This action clears the affected area of objects and terrain that hinder movement, such as caltrops, rubble, and undergrowth. The trailblazer's spade has no effect on features more than 4 feet high or deep. It has no effect on terrain that has been magically manipulated to impede movement.Craft Magic Arms and Armor, soften earth and stoneWeaponMagical Marketplace
Caster's Tattoo, Lesserfaint evocation5none6000-A caster's tattoo is infused with potential magical energy that aids in casting spells that normally utilize verbal and somatic components. Once per day, a spellcaster may activate her caster's tattoo as a swift action to automatically enhance the next spell she casts in that round with both the Still Spell and Silent Spell feats. When she casts the spell, the caster's tattoo flares with light for a moment, then grows faint and faded-it replenishes its energy in 24 hours, after which it becomes bold and colorful and can be used again. Required material components or foci must be in the creature's possession to cast the spell (and are consumed as normal), but need not be held when the spell is cast. Caster's tattoos are available in lesser, standard, and greater versions, allowing the modified casting of a spell of up to 3rd level, 6th level, or 9th level respectively.Inscribe Magical Tattoo, Silent Spell, Still SpellMagical TattooInner Sea Magic
Caster's Tattoomoderate evocation11none21000-A caster's tattoo is infused with potential magical energy that aids in casting spells that normally utilize verbal and somatic components. Once per day, a spellcaster may activate her caster's tattoo as a swift action to automatically enhance the next spell she casts in that round with both the Still Spell and Silent Spell feats. When she casts the spell, the caster's tattoo flares with light for a moment, then grows faint and faded-it replenishes its energy in 24 hours, after which it becomes bold and colorful and can be used again. Required material components or foci must be in the creature's possession to cast the spell (and are consumed as normal), but need not be held when the spell is cast. Caster's tattoos are available in lesser, standard, and greater versions, allowing the modified casting of a spell of up to 3rd level, 6th level, or 9th level respectively.Inscribe Magical Tattoo, Silent Spell, Still SpellMagical TattooInner Sea Magic
Caster's Tattoo, Greaterstrong evocation17none48000-A caster's tattoo is infused with potential magical energy that aids in casting spells that normally utilize verbal and somatic components. Once per day, a spellcaster may activate her caster's tattoo as a swift action to automatically enhance the next spell she casts in that round with both the Still Spell and Silent Spell feats. When she casts the spell, the caster's tattoo flares with light for a moment, then grows faint and faded-it replenishes its energy in 24 hours, after which it becomes bold and colorful and can be used again. Required material components or foci must be in the creature's possession to cast the spell (and are consumed as normal), but need not be held when the spell is cast. Caster's tattoos are available in lesser, standard, and greater versions, allowing the modified casting of a spell of up to 3rd level, 6th level, or 9th level respectively.Inscribe Magical Tattoo, Silent Spell, Still SpellMagical TattooInner Sea Magic
Reservoir Tattoomoderate transmutation7none10000-Once per day as a standard action, the bearer can transfer into the tattoo an ongoing single-target spell (of up to 3rd level). The spell must be one the bearer cast on itself. While stored in the tattoo, the spell's effects are suppressed, and the spell's duration is similarly suspended. As a standard action, the bearer can bring the spell back into effect on itself. Spells stored in reservoir tattoos are lost when the bearer next prepares spells.Inscribe Magical TattooMagical TattooInner Sea Magic
Spell Tattoovariesvariesnone-1-A spell tattoo is essentially a wearable scroll inscribed on flesh instead of on parchment or vellum. These tattoos appear as colorful and intricate patterns rather than magical writing. The tattoo is a silent, spell completion item that only the bearer can activate. It vanishes when activated. A spell tattoo must be visible to the bearer and must be touched as part of its activation. These magical tattoos are not normally placed on the head, neck, or back as a result, since most creatures would require mirrors to activate them. A spell tattoo's aura and caster level varies as per the scroll it emulates. A spell tattoo has a market price four times as much as an equivalent scroll.Inscribe Magical Tattoo, the spell to be inscribedMagical TattooInner Sea Magic
Bracelets Of Stonemoderate conjuration9wrists267604 lbs.These rugged stone armbands slip on easily and swiftly adjust to a size appropriate for the wearer. Once per day, the wearer can create a wall of stone up to 2 inches thick and 45 feet long (or 90 feet long, if the thickness is reduced to 1 inch). For the purpose of this effect, the bracelets of stone count as a stone surface that the wall of stone can merge with, and they magically provide the wearer the strength necessary to support any wall of stone so created. Thus, the wearer can create a bridge or wall in nearly any location as long as he is standing adjacent to a point where the bracelets can connect to it. If the bracelets are used this way, the wearer can't move from this space and is considered flat-footed during this time, but may end the effect as an immediate action (thus destroying the wall). If either bracelet is taken off or a portion of the wall is breached or destroyed, this effect immediately ends and the wall of stone crumbles to dust.Craft Wondrous Item, wall of stoneWondrous ItemMagical Marketplace
Infiltrator's Mailmoderate transmutation (see text)7armor1965030 lbs.This dull black suit of +2 scale mail does not impose an armor check penalty on the wearer's Stealth checks, though other armor check penalties apply as normal. Additionally, infiltrator's mail reacts to detect magic as though it were nonmagical and, when worn, extends this effect to all other magic items worn or held by the wearer unless the viewer uses identify or a similar effect while examining the items.Craft Magic Arms and Armor, cat's grace, magic auraArmorMagical Marketplace
Shield Of Covered Retreatmoderate abjuration8shield815710 lbs.A shield of covered retreat is a wide wooden kite shield emblazoned with the image of a mighty tree, the original design of which is thought to come from Nirmathas. Three times per day as a swift action, the bearer of this +1 arrow deflection heavy wooden shield can select a single square within 5 feet (including the square occupied by the bearer) and extend a barrier of protective force around the square that lasts for 1d4 rounds. The barrier appears as a shimmer in the air, but it does not impede vision, movement, or other actions. As long as this barrier is in place, the creature occupying the square can stand up from prone or leave the square without provoking attacks of opportunity, even if the square is threatened by another creature. Other actions provoke attacks of opportunity as normal. Large or larger creatures cannot benefit from this effect. A creature occupying the square is not hindered by the barrier and may make attacks of opportunity normally.Craft Magic Arms and Armor, shieldArmorMagical Marketplace
Floating Sail, 10-Ft.-By-15-Ft.faint transmutation5none500020 lbs.This silk cloth is folded into a neat triangle and tied with a gold ribbon. If the command word is spoken, a floating sail unfurls up to its full size in an area chosen by the speaker and becomes a rigid sheet of cloth capable of supporting a large amount of weight. When the command word is uttered a second time, the floating sail folds up into a triangle in a space chosen by the speaker (this space must be one that the floating sail was touching while unfurled). If the floating sail is bearing any weight when commanded to fold up, it collapses and takes the form of a normal silk sail; depending on whether the sail was placed on water, over a gap, or in a similarly perilous location, any creatures standing on it may become entangled in the sail, fall to their doom, or worse (at the GM's discretion, those who succeed at a Reflex save may avoid disaster). Similarly, a floating sail immediately collapses if its weight capacity is exceeded. A collapsed floating sail must be picked up and refolded by hand before it can be activated again. Size Weight Capacity Price 10-ft.-by-15-ft. 20 lbs. 800 lbs. 5,000 gp 15-ft.-by-30-ft. 25 lbs. 1,000 lbs. 15,000 gp 15-ft.-by-40-ft. 40 lbs. 1,250 lbs. 20,000 gp 20-ft.-by-50-ft. 50 lbs. 2,000 lbs. 32,000 gpCraft Wondrous Item, water walkWondrous ItemMagical Marketplace
Floating Sail, 15-Ft.-By-30-Ft.faint transmutation5none1500020 lbs.This silk cloth is folded into a neat triangle and tied with a gold ribbon. If the command word is spoken, a floating sail unfurls up to its full size in an area chosen by the speaker and becomes a rigid sheet of cloth capable of supporting a large amount of weight. When the command word is uttered a second time, the floating sail folds up into a triangle in a space chosen by the speaker (this space must be one that the floating sail was touching while unfurled). If the floating sail is bearing any weight when commanded to fold up, it collapses and takes the form of a normal silk sail; depending on whether the sail was placed on water, over a gap, or in a similarly perilous location, any creatures standing on it may become entangled in the sail, fall to their doom, or worse (at the GM's discretion, those who succeed at a Reflex save may avoid disaster). Similarly, a floating sail immediately collapses if its weight capacity is exceeded. A collapsed floating sail must be picked up and refolded by hand before it can be activated again. Size Weight Capacity Price 10-ft.-by-15-ft. 20 lbs. 800 lbs. 5,000 gp 15-ft.-by-30-ft. 25 lbs. 1,000 lbs. 15,000 gp 15-ft.-by-40-ft. 40 lbs. 1,250 lbs. 20,000 gp 20-ft.-by-50-ft. 50 lbs. 2,000 lbs. 32,000 gpCraft Wondrous Item, water walkWondrous ItemMagical Marketplace
Floating Sail, 15-Ft.-By-40-Ft.faint transmutation5none2000020 lbs.This silk cloth is folded into a neat triangle and tied with a gold ribbon. If the command word is spoken, a floating sail unfurls up to its full size in an area chosen by the speaker and becomes a rigid sheet of cloth capable of supporting a large amount of weight. When the command word is uttered a second time, the floating sail folds up into a triangle in a space chosen by the speaker (this space must be one that the floating sail was touching while unfurled). If the floating sail is bearing any weight when commanded to fold up, it collapses and takes the form of a normal silk sail; depending on whether the sail was placed on water, over a gap, or in a similarly perilous location, any creatures standing on it may become entangled in the sail, fall to their doom, or worse (at the GM's discretion, those who succeed at a Reflex save may avoid disaster). Similarly, a floating sail immediately collapses if its weight capacity is exceeded. A collapsed floating sail must be picked up and refolded by hand before it can be activated again. Size Weight Capacity Price 10-ft.-by-15-ft. 20 lbs. 800 lbs. 5,000 gp 15-ft.-by-30-ft. 25 lbs. 1,000 lbs. 15,000 gp 15-ft.-by-40-ft. 40 lbs. 1,250 lbs. 20,000 gp 20-ft.-by-50-ft. 50 lbs. 2,000 lbs. 32,000 gpCraft Wondrous Item, water walkWondrous ItemMagical Marketplace
Floating Sail, 20-Ft.-By-50-Ft.faint transmutation5none3200020 lbs.This silk cloth is folded into a neat triangle and tied with a gold ribbon. If the command word is spoken, a floating sail unfurls up to its full size in an area chosen by the speaker and becomes a rigid sheet of cloth capable of supporting a large amount of weight. When the command word is uttered a second time, the floating sail folds up into a triangle in a space chosen by the speaker (this space must be one that the floating sail was touching while unfurled). If the floating sail is bearing any weight when commanded to fold up, it collapses and takes the form of a normal silk sail; depending on whether the sail was placed on water, over a gap, or in a similarly perilous location, any creatures standing on it may become entangled in the sail, fall to their doom, or worse (at the GM's discretion, those who succeed at a Reflex save may avoid disaster). Similarly, a floating sail immediately collapses if its weight capacity is exceeded. A collapsed floating sail must be picked up and refolded by hand before it can be activated again. Size Weight Capacity Price 10-ft.-by-15-ft. 20 lbs. 800 lbs. 5,000 gp 15-ft.-by-30-ft. 25 lbs. 1,000 lbs. 15,000 gp 15-ft.-by-40-ft. 40 lbs. 1,250 lbs. 20,000 gp 20-ft.-by-50-ft. 50 lbs. 2,000 lbs. 32,000 gpCraft Wondrous Item, water walkWondrous ItemMagical Marketplace
Saline Purgefaint conjuration5none9001/2 lb.The putrid concoction in this glass bottle smells foul and tastes worse. Anyone who drinks a dose of saline purge must succeed at a DC 14 Fortitude save or become nauseated for 1d4+1 rounds. Whether or not this save is successful, the imbiber is cured of any curses or poisons affecting him as his body purges the ill effects.Craft Wondrous Item, neutralize poison, remove curseWondrous ItemMagical Marketplace
Scavenger's Ringmoderate abjuration7ring15000-This polished iron band allows the wearer to walk along the ocean floor as easily as on dry land. The wearer of a scavenger's ring sinks to the bottom of any large body of water at a rate of 30 feet per round. Once on the body of water's floor, the wearer can move and act as though she were on land, allowing her to jump, roll, attack, and run as normal, although she cannot swim (nor can she control her ascent or descent underwater) as long as she wears the ring. As soon as the wearer removes the ring, she may swim as normal and is subject to all the normal penalties associated with underwater action. A scavenger's ring does not confer the ability to breathe while underwater.Forge Ring, freedom of movementRingMagical Marketplace
Channeler's Aspergillummoderate conjuration and necromancy9none363054 lbs.This +1 battle aspergillumUE has additional powers when filled with holy water or unholy water (filling it requires a move action). By swinging a filled channeler's aspergillum in an arc, the wielder affects up to nine creatures in a 30-foot cone as with mass cure light wounds (if the aspergillum is filled with holy water) or mass inflict light wounds (if the aspergillum is filled with unholy water). This action expends the holy or unholy water within. If the wielder has the channel energy ability, she can also use a channeler's aspergillum to increase her effective cleric level by 2 for the purpose of channeling energy. Each time the wielder uses the channeler's aspergillum in this way, the holy water (for channeled positive energy) or unholy water (for channeled negative energy) stored in the aspergillum is expended. Regardless of which of these ways the channeler's aspergillum is used, it can only be filled with holy or unholy water up to three times per day. A channeler's aspergillum can hold only one flask's worth of holy or unholy water at a time.Craft Magic Arms and Armor, mass cure light wounds, mass inflict light wounds, creator must be able to channel energyWeaponMagical Marketplace
Healer's Burning Glassstrong conjuration13none324001/2 lb.The handle of this magnifying glass is shaped like a holy symbol of Sarenrae. When used to treat deadly wounds, the glass provides a +4 circumstance bonus on Heal checks. Once per day, it can be used to affect a touched creature with regenerate (as the spell). The user must be in an area of bright light to use either function.Craft Wondrous Item, regenerateWondrous ItemMagical Marketplace
Sacrificial Swordmoderate conjuration11none182354 lbs.This finely crafted +2 bastard sword has three blood-red gems embedded in its pommel. When the wielder kills a living creature (even herself) with the sacrificial sword, she can transfer the life force of that creature into the body of a dead or dying ally up to 50 feet away as a swift action. The transferred life force acts as a reachAPG breath of life spell. Each time this ability is activated, all color drains from one of the embedded gems. When all three gems are clear, the sacrificial sword can no longer transfer life energy, but it can still be used as a +2 bastard sword.Craft Magic Arms and Armor, Reach SpellAPG, breath of lifeWeaponMagical Marketplace
Saint's Protection Charmmoderate conjuration3wrist1500-A copper disc attached to this bracelet bears the image of a figure in religious garb. The wearer gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. These bonuses apply only against attacks made or effects created by extraplanar creatures.Craft Wondrous Item; protection from chaos, evil, good, or lawWondrous ItemMagical Marketplace
Explorer's Pith Helmetfaint abjuration1head32001 lb.This colonial-style helmet protects the wearer from jungle nuisances. The wearer is affected by a constant endure elements effect (as the spell, hot weather only) and gains a +4 competence bonus on saving throws against the distraction ability of swarms. In addition, once per day the wearer can conjure an invisible porter that acts as either a floating disk or an unseen servant (wearer's choice).Craft Wondrous Item, endure elements, floating disk, hide from animals, unseen servantWondrous ItemMagical Marketplace
Orbicular Sacfaint conjuration3none500-Breaking open this magically enhanced spider egg sac (a standard action) conjures a massive spider web in a square adjacent to the user. The web is 5 feet thick and up to 20 feet wide and high. The spider web is nearly invisible; spotting it requires a successful DC 20 Perception check in bright light. This DC increases by 4 for every step below bright light in which the spider web is placed. This effect otherwise acts as the web spell (DC 13). Alternatively, the user can enhance a web created by another orbicular sac. Each additional sac increases the duration of the web by 30 minutes and the Reflex and grapple DCs by 2 (maximum increase of +10).Craft Wondrous Item, invisibility, webWondrous ItemMagical Marketplace
Poison Popcushionfaint conjuration (creation)3none7002 lbs.This squishy, gel-filled sack is the size of a fist, and its exterior is covered with countless tiny metal studs. When set on the ground or somewhere else within line of sight, a poison popcushion can be targeted with a melee or ranged attack (hardness 0, AC 7). A successful attack causes the poison popcushion to explode, sending a spray of needles everywhere within a 10-foot-radius burst and dealing 1d4+1 points of piercing damage to creatures caught in the area each round for 1d3 rounds. A successful DC 13 Reflex save halves this damage. Additionally, a poison popcushion can be loaded with an injury poison before it is placed. Fully loading a poison popcushion takes 3 doses of poison (not included in the price). In addition to dealing damage, a loaded poison popcushion affects struck creatures with the poison stored within, though the Fortitude save DC to save against this poison is 4 lower than the poison's usual DC.Craft Wondrous Item, arrow eruptionAPGWondrous ItemMagical Marketplace
Trophy Boxmoderate conjuration9none180005 lbs.A trophy box is a 1-foot-wide clay box used to trap and release beasts too dangerous to confront directly. As soon as the trophy box is placed and the first command word is spoken, the trap is rigged to trigger whenever a Medium or larger animal comes within 20 feet of the box. The target must succeed at a DC 17 Will save or be drawn into an extradimensional space within the box, where it is held in a state of suspended animation for up to 24 hours. A trophy box can hold only one such victim at a time. The first command word can be used once per day. If the second command word is spoken, any animal trapped within the trophy box appears adjacent to the box either immediately or when a Tiny or larger creature (other than the user) comes within 20 feet (user's choice). A creature within 20 feet that speaks the password (set when the box is first activated) does not trigger the box. If the user is within 50 feet of the released animal, she can control it for 1 minute after its release as the dominate animal spell. Otherwise, the released animal attacks the nearest creature for 1 minute, after which its normal instincts take over.Craft Wondrous Item, alarm, dominate animal, secret chestWondrous ItemMagical Marketplace
Lizardmarked Blademoderate transmutation10none157153 lbs.The pommel of this +1 shocking gladiusUE is shaped like the head of a lightning-breathing linnorm. The wielder automatically detects any electrical discharges within 100 feet, and as a move action can concentrate on a creature within 60 feet to determine whether it has a resistance or immunity to electricity damage. Once per day, the wielder can speak the lizardmarked blade's command word to cause the weapon to deal damage as if it's one size category larger than it actually is (effectively increasing the gladius's damage die from 1d6 to 1d8). This lasts for 10 minutes.Craft Magic Arms and Armor, lead bladesAPG, lightning boltWeaponMagical Marketplace
Marrowcrackermoderate necromancy9none283125 lbs.Marrowcracker is a +2 mighty cleaving warhammer with a haft carved to look like a stout femur. Whenever the wielder confirms a critical hit against a corporeal creature with a skeletal system, the creature struck takes 1d4 points of Strength or Dexterity damage (wielder's choice).Craft Magic Arms and Armor, calcific touchAPG, divine power, ray of enfeeblementWeaponMagical Marketplace
Crusader's Scabbardmoderate transmutation7belt85003 lbs.This scabbard of vigorAPG prominently bears the symbol of Iomedae. Three times per day, the scabbard can cast bless weapon on any weapon sheathed within, but does so reluctantly on any weapon other than a longsword. While the user is in combat, the scabbard hurls threats of righteous retribution in a loud, clear voice as it attempts to demoralize opponents (Intimidate bonus of +7). The consciousness within the crusader's scabbard is valorous and stridently condemns displays of cowardice or dishonesty.Craft Wondrous Item, bless weapon, greater magic weaponWondrous ItemMagical Marketplace
Gossamer Shrouds Of The Clairvoyantmoderate conjuration and illusion9armor2015025 lbs.This sky-blue suit of mistmailAPG has the glamered armor special ability, and can once per day create a dramatic spectacle of twinkling lights, as the rainbow pattern spell. The armor is prone to dramatic soliloquies about its "prophetic visions" and "sight beyond the mystical veils"; however, it lacks actual divinatory powers.Craft Magic Arms and Armor, disguise self, obscuring mist, rainbow patternArmorMagical Marketplace
Skulldusterstrong abjuration and conjuration14none1045086 lbs.This +2 disruption morningstar's metal head resembles the face of a half-orc. The weapon can cast remove paralysis three times per day. Skullduster rarely speaks, and then usually only to utter grim predictions. The weapon craves the destruction of undead creatures, and it uses death ward at will so long as its owner diligently pursues this goal. If Skullduster's owner ever parleys with an undead creature, the weapon withholds any further aid, grumbles constantly in Orc about treachery, and seeks a new owner.Craft Magic Arms and Armor, death ward, heal, remove paralysisWeaponMagical Marketplace
Hollis's Lucky Rockmoderate enchantment and evocation11none35000-This stone of good luck is weathered and resembles nothing so much as a hard piece of shale. The stone can cast good hope once per day, and its bearer gains a +2 insight bonus on saving throws against fear effects and effects with the emotion descriptor (Pathfinder RPG Ultimate Magic 137). The stone is very chatty, making friendly observations about its bearer and offering unsolicited advice about the bearer's current situation. The stone speaks with a slight drawl and uses simple words, but its advice is usually quite sound. Around obvious followers of Zon-Kuthon, the stone is instead silent and shudders slightly.Craft Wondrous Item, divine favor, good hopeWondrous ItemMagical Marketplace
Wary Ringlawful neutral9ring14600-This relatively plain brass ring of mind shielding can read script in any language. The personality within the ring is distrustful of everyone, and it pesters its wearer with increasingly elaborate conspiracy theories. Because of its unrelenting paranoia, the ring provides its wearer with occasional well-timed guidance and can use timely inspirationAPG up to three times per day on the wearer.Forge Ring, nondetection, read magic, timely inspirationAPGRingMagical Marketplace
Arcane Batterymoderate evocation7none22000-An arcane battery is a fist-sized lead container-typically a sphere, pyramid, or cylinder-that stores magically treated saltwater. When affixed to the head of a magical staff with the attached lashings, an arcane battery increases the maximum number of charges the staff can hold to 11 (instead of 10). An attached arcane battery also allows the wielder of a staff to imbue a staff with up to two charges per day. In order to do so, the wielder must expend two prepared spells or spell slots that meet the prerequisites for recharging a staff. A staff may only have a single arcane battery attached to it, and an arcane battery must be adjoined to a staff for 24 hours before its powers are attuned to the staff. If an arcane battery is removed from a staff by the staff's wielder, it must be reattached and remain so for 24 hours before it's attuned again.Craft Wondrous Item, imbue with spell abilityWondrous ItemMagical Marketplace
Elemental Storing Stonefaint evocation3none9001/2 lb.This small stone appears to be a normal river rock shot through with veins of white marble. At the beginning of each day, an elemental storing stone activates and can begin storing elemental energy. If the wielder of the stone takes 10 or more points of a single type of energy damage (acid, cold, electricity, fire, or sonic), the stone becomes charged with that energy. A charged elemental storing stone can be used to launch a single ray attack of the energy type stored within. The ray is a ranged touch attack with a range of 60 feet that deals 2d6 points of damage on a successful hit. An elemental storing stone may be used once per day. If the stone is charged and not used by the beginning of the next day, the charge is wasted and the stone must be charged again to function.Craft Wondrous Item, elemental touchAPGWondrous ItemMagical Marketplace
Spell-Capturing Gemstrong abjuration13none5000-A spell-capturing gem appears as a small chunk of azurite, lapis lazuli, or turquoise. This small blue gem is imbued with the power to capture a spell and make it available for later use. Once activated, a spell-capturing gem waits indefinitely for its owner to successfully counterspell a spell by using either dispel magic or other means. The gem's owner may then choose to capture the foiled spell in the gem, where it remains for a number of days equal to the owner's caster level minus the spell's spell level, minimum 1 day. (For example, if a 10th-level spellcaster successfully dispels and captures a fireball spell with this item, the spell could remain in the gem for up to 7 days.) At any time during that period, the wielder of the gem may use it to cast the captured spell, regardless of whether she would normally be able to do so. A spell cast in this way uses the minimum caster level necessary to determine all level-dependent effects. A spell-capturing gem is a single-use item. Once the captured spell has been released or once the storage duration of the gem is reached, the gem loses its sheen and turns gray, becoming a worthless pebble.Craft Wondrous Item, spell turningWondrous ItemMagical Marketplace
Copycat Siphonfaint illusion5none18001 lb.A copycat siphon is a simple-looking metal tube that can be connected to two flasks, bottles, beakers, or vials of standard size. Three times per day while two containers are connected to a copycat siphon, the user can speak the item's command word while pouring a liquid (including magical liquids like potions or elixirs) into one of the containers. In doing so, the other container attached to the siphon also fills up with an exact replica of the poured liquid, appearing to all normal senses (including touch, smell, taste, and sight) as if it were an exact copy of the original liquid. However, when imbibed, the copy acts only as fresh water, and has none of the other effects of the original liquid. The created liquid registers to detect spells as if it were the original liquid (as the magic aura spell, Will DC 14).Craft Wondrous Item, create water, magic aura, major imageWondrous ItemMagical Marketplace
Homunculus Claymoderate transmutation11none41001 lb.If a mutagen is poured onto this fist-sized lump of dry clay (a standard action that provokes attacks of opportunity), it transforms into a homunculus. It treats the alchemist who provided the mutagen as its creator. The homunculus gains the benefits of the mutagen. For every 2 points its Constitution would be increased, it instead gains 1 additional hit point per Hit Die and a +1 bonus on Fortitude saves, and the DC of its poison increases by 1. When the effect of the mutagen ends or the homunculus is slain, it reverts to a lump of clay that can be used again at a later time. If the homunculus clay is broken or destroyed in its inactive form, it is forever ruined.Craft Construct, Craft Wondrous Item, animate objects, arcane eye, mending, mirror image, creator must have 2 ranks in Craft (alchemy) and 2 ranks in Craft (sculptures)Wondrous ItemMagical Marketplace
Thoqqua Snakefaint conjuration5none750-When burned, this firework produces smoke as a smokestick. It also expands into a tube of ash that, after 1 round, takes the form of a thoqqua (Pathfinder RPG Bestiary 2 262). The thoqqua attacks the user's opponents to the best of its ability. If the user speaks Ignan, she can direct the thoqqua to not attack, to attack particular enemies, or to perform other actions. After 5 rounds or when it is reduced to 0 hit points (whichever comes first), the thoqqua collapses into a pile of nonmagical ash.Craft Wondrous Item, summon monster IIIWondrous ItemMagical Marketplace
Clockwork Prosthesisstrong conjuration and transmutation13none640025 lbs.Accidents are common in the City of Smog, and in a place where healing magic is distrusted at best and haphazard at worst, amputation is often the only remedy for a mangled hand or smashed leg. For those who can afford them, clockwork prostheses-miraculous metallic extremities fused with a small amount of primal magic-offer an elegant solution to missing limbs. Once purchased, a clockwork prosthesis is attached to the area where a limb once was-a prosthesis can't be added in addition to an already existing limb. Only humanoid creatures can equip themselves with clockwork prostheses, which must be installed by a trained prosthesis merchant. As a clockwork prosthesis is installed (a process that takes no less than 1 hour), the bearer must succeed at a DC 18 Fortitude save or the prosthesis doesn't take hold. Either way, the bearer takes 2 points of Constitution damage from the surgery. Clockwork prostheses commonly come in two types-arms and legs. Clockwork Arm: A clockwork arm allows its bearer to lift up to 1-1/2 times his maximum load over his head. A humanoid with two clockwork arms can lift up to twice his maximum load over his head. In addition, a clockwork arm allows its bearer to deal lethal damage rather than nonlethal damage with an unarmed strike and provides a +10 bonus to its bearer's CMD against attempts to disarm a weapon held in that hand. For the appropriate price, a clockwork arm can be enchanted with any weapon special ability so long as the ability can be applied to unarmed attacks. Clockwork Leg: A clockwork leg allows its bearer to lift up to 2-1/2 times his maximum load off the ground (instead of double). A humanoid with two clockwork legs can lift up to 3 times his maximum load off the ground and stagger around with it. In addition, each installed clockwork leg grants its bearer a +4 bonus to CMD against trip and bull rush attempts. The clockwork prostheses detailed here are only the most common types of clockwork prostheses. Other, more specialized clockwork prostheses capable of transforming into firearms, pinning opponents, and even channeling magical energy are also rumored to exist.Craft Wondrous Item, bull's strength, regenerate, creator must have 8 ranks in Craft (clockwork)Wondrous ItemMagical Marketplace
Loudshot Pistolfaint necromancy3none105304 lbs.This brass-colored +1 double-barreled pistol has a dark oaken grip and ornate musical motifs etched into the entire surface. Three times per day, when the wielder fires a loudshot pistol at a creature within 20 feet, she can command the pistol to emit a sonic boom at the creature, permanently deafening it if it fails a DC 13 Fortitude save. If the wielder fires both barrels of this pistol in the same round she commands it to deafen a creature, the DC of the Fortitude save increases to 15. If the wielder is a gunslinger with the pistolwhip deed, she can also command a loudshot pistol to deafen the creature she is pistol-whipping. This counts toward the total number of times per day she can use this ability with the pistol.Craft Magic Arms and Armor, blindness/deafness, crafter must be a gunslinger with the pistol-whip deedWeaponMagical Marketplace
Poison Vial Of Distancefaint necromancy3none30001 lb.Favored by assassins, this magical vial allows the application of poisons at a range of up to 30 feet. The poison must be supplied, and must be a contact or ingested poison. The user adds the poison to the vial and then shakes it in the direction of the item or creature she wishes to affect, making a ranged touch attack (a poison vial of distance provides a +4 circumstance bonus on this roll). If the attack is successful, the poison is successfully delivered to the object or creature intended.Craft Wondrous Item, mage handWondrous ItemMagical Marketplace
Quick Action Slippersfaint transmutation5feet100001 lb.The wearer of a pair of quick action slippers may stand up from prone as a free action. Such movement still provokes attacks of opportunity as normal. If the wearer has the stand up rogue talent, the act of standing up from prone no longer provokes attacks of opportunity.Craft Wondrous Item, haste, creator must have the stand up rogue talentWondrous ItemMagical Marketplace
Scabbard Of True Deathfaint necromancy5none320002 lbs.Whenever an assassin draws a weapon from the scabbard of true death and makes a successful death attack against her target, the DC of her true death ability increases by 4. In addition, regardless of whether the wielder has levels in the assassin class, the wielder gains the bleeding attack rogue talent as though she had a sneak attack that dealt 1d6 points of damage (thus, attacks that qualify as sneak attacks deal 1 point of bleed damage); if the wielder already has the bleeding attack rogue talent, the bleed damage caused by that talent is increased by 1.Craft Wondrous Item, bestow curse, creator must have the bleeding attack rogue talentWondrous ItemMagical Marketplace
Clockwork Bugfaint illusion4none11001/2 lb.This Fine brass construct is made to look like a beetle, and is sometimes painted in green, brown, or gray camouflage. A clockwork bug can record all nearby sounds within a 20-foot-radius spread onto a low-quality gemstone worth 10 gp, which is embedded in its body. The bug can record up to 1 hour of sound, which must be continuous; if the recording is stopped early, it cannot be restarted. Making the clockwork bug replay the recorded audio is a swift action. Once a gemstone is imprinted with an audio recording, it cannot be reused, and must be replaced with a fresh gemstone in order for the bug to make a new recording. Replacing a gemstone is a full-round action that requires a DC 25 Disable Device check. Failing this check causes the used gemstone to become cracked and erases any recorded sounds on that gemstone. Though a clockwork bug isn't treated as a creature and cannot move or perform other actions by itself, it can cling indefinitely to any surface onto which it is placed, including the underside of objects. These bugs are also equipped with a timer that can delay the start of recording process by up to 24 hours. Additionally, the bug is equipped with an optional self-destruct timer with a maximum duration of 72 hours. If engaged, the self-destruct sequence causes the bug to erase any information on its current gemstone and then send a surge of energy through its filaments, rendering itself useless and irreparable.Craft Wondrous Item, ghost sound, creator must have 4 ranks in Craft (clockwork)Wondrous ItemMagical Marketplace
Lacerating Rapierfaint transmutation5none103024 lbs.The blade of this +1 rapier is imbued with the ability to change form slightly when used to sneak attack foes, allowing the wielder to hit multiple targets. Three times per day when the wielder makes a sneak attack against a foe that is adjacent to another creature, she may choose to attack both opponents with a single strike as the blade unwinds, lengthens, and bends to meet their flesh. The wielder uses the same attack roll result to hit both creatures. If successful, the attack deals weapon damage to any creature it hits, though only the first creature takes sneak attack damage.Craft Wondrous Item, greater magic weapon, mirror strikeUCWeaponMagical Marketplace
Coldwarp Keymoderate conjuration and transmutation9none457005 lbs.This flanged iron rod is much heavier than it looks, and grants the wielder a portion of the skill of a master coldwarper. The wielder gains a +5 competence bonus on Craft checks involving metal. A coldwarp key has three charges, which are renewed at midnight every night and can be expended to create a variety of effects. Expending one charge from a coldwarp key allows the wielder to use fabricate (as the spell) to affect metal only. If the wielder is in a natural underground environment, she can expend two charges from a coldwarp key to draw raw metal ore from the surrounding stone and shape it to her liking. This ability acts as the major creation spell, except the wielder can create only base metals and the duration is instantaneous.Craft Rod, fabricate, major creationRodMagical Marketplace
Fleshwarped Scorpion's Tailmoderate transmutation9none185053 lbs.This +1 scorpion whipUE is made from the tail of a giant cave scorpion. Three times per day, it allows the wielder to use a poison effect (as the spell, save DC 15) upon a creature struck by the whip. The wielder can decide to use the power after she has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the whip strikes. In addition, the fleshwarped scorpion's tail can be attached to (or removed from) a willing or helpless creature with 1 hour of surgery and a successful DC 20 Heal check. Whether or not the surgery is successful, the creature takes 1d4 points of Constitution damage. While the tail is attached, the creature gains a natural sting attack that deals damage as the fleshwarped scorpion's tail (including the enhancement bonus and ability to use the poison effect three times per day). The save DC for the poison effect becomes 10 + 1/2 the creature's Hit Dice + its Constitution modifier.Craft Magic Arms and Armor, beast shape III, poisonWeaponMagical Marketplace
Sporecrafter's Kindnessfaint conjuration5none15004 lbs.This brown hemp sack is filled with mold spores, soil, and chemical reagents. It can be thrown as a splash weapon with a range increment of 10 feet. Upon breaking open, a sack of sporecrafter's kindness releases russet mold spores in a 5-foot-radius burst and unleashes 1d4+1 vegepygmies in the nearest adjacent squares. The vegepygmies are not under the control of the user, and immediately attack the nearest creatures for 5 rounds, after which they collapse into nonmagical plant matter.Craft Wondrous Item, poison, summon nature's ally IIIWondrous ItemMagical Marketplace
Stalagmite Seedmoderate transmutation7none7501/2 lb.These dense pebbles are sometimes used by drow skirmishers for both offense and defense. If a stalagmite seed is thrown, it has a range increment of 20 feet. If it's slung, treat it as a sling bullet. If the attack misses, roll for misdirection as if it were a splash weapon. When a stalagmite seed strikes a natural stone surface, a stone stalagmite immediately emerges where it landed, filling the 5-foot square and growing to 10 feet in height. Any creature occupying the square takes 5d6 points of piercing and bludgeoning damage and is knocked prone. Any creature that succeeds at a DC 14 Reflex save takes half damage and is not knocked prone.Craft Wondrous Item, magic stone, stone shapeWondrous ItemMagical Marketplace
Discordant Piccolomoderate enchantment6none160001/2 lb.This bright silver piccolo has an uncanny connection to the alien Dark Tapestry and produces only disjointed notes when played, no matter how talented the user. In fact, talented performers produce more dissonant notes. If the user succeeds at a DC 15 Perform (wind instruments) check while playing the discordant piccolo, one target creature within 30 feet is sickened for 1 round (Will DC 14 negates). If the user succeeds at a DC 25 Perform check, the target is instead nauseated for 1 round (Will DC 16 reduces the effect to sickened). A creature that successfully saves cannot be affected by the discordant piccolo for 24 hours. This is a mind-affecting effect.Craft Wondrous Item, cacophonous callAPGWondrous ItemMagical Marketplace
Master Vidlian's Squeeze-Boxmoderate conjuration5none60005 lbs.This concertina was created by the notorious Chelish bard Vidlian the Reveler. It can be used like a masterwork concertina, providing a +2 bonus on Perform (keyboard instruments) checks. At any one time, Master Vidlian's squeeze-box is either more compressed than extended or more extended than compressed, and switching between the two is a free action (and in fact, happens regularly when the instrument is played). When the concertina is compressed and held in a hand, the wielder gains the compression ability. When the concertina is extended and held in a hand, the wielder is immune to constriction damage (as from constrict attacks) and damage from being buried, although the wielder gains no protection from suffocation.Craft Wondrous Item, cushioning bandsUM, greaseWondrous ItemMagical Marketplace
Music Box Trapmoderate enchantment7none201602 lbs.A silhouette of a miniature Varisian dancer graces the center of this simple music box. When opened, the music box plays a delicate tune only a few notes long. Although worth 200 gp as a work of art, the music box's true value is as a spell repository. A spellcaster can store a single targeted mind-affecting spell of up to 4th level into a closed music box trap that is not currently storing a spell. Thereafter, when the music box trap is opened and allowed to play for 1 round, the stored spell targets the creature that opened the box. If this would result in the spell being cast at an inappropriate target, or if the creature moves farther than the spell's range away from the music box during the 1-round delay, the spell is discharged with no effect. The original spellcaster remains the caster of the stored spell; for example, a charm person spell successfully delivered onto a target from a music box trap makes the creature well disposed to the spellcaster, even if the spellcaster is long gone. There is no obvious indicator that the music box trap delivers a stored spell onto the creature opening the box, but while the box is open, those who succeed at a DC 25 Perception check notice that the miniature dancer is keeping her gaze fixed upon the pending target. Closing the music box trap is a move action. If the music box is closed before its stored spell is delivered, the spell remains stored within the music box trap to await the next creature to open the box.Craft Wondrous Item, permanency, spiteAPGWondrous ItemMagical Marketplace
Pipes Of Terrormoderate necromancy7none90003 lbs.These iron panpipes are warm to the touch and emit a strangely hollow sound when played. When played by a person who succeeds on a DC 15 Perform (wind instruments) check, the pipes create an eerie, spellbinding tune. Those within 30 feet who hear the tune must succeed on a DC 16 Will save or become panicked for 7 rounds. Those who make their save are instead shaken for 1 round. While pipes of terror may be played as often as one chooses, their fear-inducing qualities may only be activated once per day.Craft Wondrous Item, fearWondrous ItemPFS S2-09
Intelligent Ring Of The Weary Skymoderate abduration and enchantment7ring11200-This Ring of the Weary Sky possesses the remnants of its final wearer's spirit. Whenever facing a creature of the elemental subtype, the ring casts resist energy on the wearer attuned to the applicable energy type. If the wearer has charmed the elemental with the ring's charm monster ability, the ring does not abjure the wearer against that elemental's energy type.Forge Ring, charm monsterRingPFS S2-09
Burrower's Bridlemoderate transmutation9neck60002 lbs.This metal-studded bridle can be attached to any creature with a burrowing speed that is made friendly or helpless. The bridle grants anyone who mounts the bridled creature a +4 competence bonus on Ride, Handle Animal, and wild empathy checks to control the bridled creature. An equipped burrower's bridle allows the user to calm and train (with Handle Animal or wild empathy) any creatures with a burrow speed and an Intelligence score of less than 3-not just animals or magical beasts. The bridle also allows a creature riding a burrowing creature to accompany it underground while it burrows, but does not grant the ability to breathe underground.Craft Wondrous Item, charm monster, passwallWondrous ItemPeople Of The Sands
Carpet Of Comfortmoderate transmutation10none9000015 lbs.This specialized carpet of flying always measures 10 feet by 10 feet. When it's in flight, its passengers are shielded from wind and extreme temperatures as if inside a tiny hut (though without creating an opaque, immobile sphere). In addition, once per day while the carpet of comfort is on the ground, a command word transforms the carpet into an opulent silk tent that, other than its appearance, is equivalent to a secure shelter.Craft Wondrous Item, overland flight, secure shelter, tiny hutWondrous ItemPeople Of The Sands
Inviolate Markermoderate transmutation10none100005 lbs.This unusual type of immovable rod has a button near each end, and it can be activated only by two separate creatures, each one pressing a button while speaking a different command word. Once set in place, it can only be moved by the same method. A creature using a Strength check to move the inviolate marker risks being affected by a bestow curse effect (-6 Str; Will DC 16 negates and grants the creature immunity to the curse effect for 24 hours). An inviolate marker projects an illusory banner or crest from each side, each chosen by the creature that activated it, and is used to demarcate territorial boundaries. If an inviolate marker would be buried by a change in the landscape or environment, the marker teleports to the surface of the newly formed terrain in order to maintain its position relative to the new terrain.Craft Rod, bestow curse, levitate, silent imageRodPeople Of The Sands
Ioun Stone, Eraminhostrong necromancy and evocation20none-1-This magical stone is carved into the likeness of a featureless humanoid curled into a fetal position. Its widened eyes stare hauntingly and glow with eerie paleness when activated. The stone serves as a receptacle for a single soul. A living creature may set a condition or set of conditions that draw its soul into the eraminho stone; if the creature is alive when this occurs, its body and all its equipment are drawn into the stone as well. While within the ioun stone, the soul may communicate telepathically with any creature using the ioun stone. In addition to the conditions needed to draw the soul into the stone, conditions may be set to release it, either with its body (if alive) or to the Boneyard (if dead).ArtifactPFS S2-22
Stone Of Sendingmoderate evocation8-160002 lbs.This paired item is created from a single geode divided into two halves. Any individual who concentrates upon one of the halves can use it to send a mental message to the individual possessing the other half as though she had cast a sending spell. The sender must spend a full round concentrating upon his half of the stone to deliver the message. The message can be longer than for a sending spell, but no longer than 100 words. If the receiving stone is unattended when a message comes through, the gems on its inner surface glow faintly until the geode is touched, releasing the message to its new possessor. If a message comes to an unattended stone that already holds a message, the new message erases and replaces the first message. A stored message lasts for 24 hours before dissipating naturally. Each half of a stone of sending can be used once per day to initiate contact with the other.Craft Wondrous Item, sendingWondrous ItemPFS S2-22
Master's Lashstrong evocation15weapon1203024 lbs.A master's lash is a Large +5 flaming burst whip. In addition to the fire damage caused, any creature struck by a master's lash also takes 2d6 points of burn damage; this burn damage can be resisted with a successful DC 19 Reflex save. Three times per day, the wielder of a master's lash can command it to burn away the target's will to resist commands as well. Activating this is a free action-the target must succeed at a DC 19 Will save or it takes a -2 penalty on all Will saves for 24 hours. These penalties can stack, and are a curse effect.Craft Magic Arms and Armor, bestow curse and fireball, flame blade, or flame strikeWeaponAP 78
Mournful Razorstrong necromancy and transmutation20weapon1823081 lb.A mournful razor is a +3 vorpal war razor capable of inflicting particularly distressing and demoralizing wounds. The weapon resizes automatically to fit the hand of its wielder, from Tiny to Huge. Regardless of the weapon's size, it always functions as a light weapon. Each time a mournful razor damages a foe, the blade absorbs a tiny fraction of that foe's despair and sadness. Whenever a creature takes sneak attack damage from a mournful razor, the creature so damaged must succeed at a DC 16 Will save or be infused with these thoughts of despair and self-loathing. The target so affected by the weapon has a 50% chance to act normally each turn; otherwise, it takes no action. This curse persists as long as the target remains wounded from any source (it ends immediately once the victim is completely healed of all damage).Craft Magic Arms and Armor; bestow curse, circle of death, keen edgeWeaponAP 78
Quasit Keystrong conjuration (teleportation)13none7000012 lbs.A quasit key appears as a glass jar filled with preserving fluids in which a pickled quasit floats. Each quasit key is attuned to a specific location in the Abyss when created, and as long as it is carried (even if it's carried in an extradimensional space), the carrier can use plane shift to transport himself and up to eight other creatures that are joining hands to that location (the quasit key found in this adventure is keyed to area C1 of Aponavicius's lair). If used in the Abyss, the quasit key instead uses plane shift to transport its user back to wherever the key was last used to travel to its linked location. Until a quasit key is used to travel to its linked Abyssal location, it has nowhere to go from the Abyss itself and does not function while in the Abyss. A quasit key functions only twice per day.Craft Wondrous Item, plane shiftWondrous ItemAP 78
Ring Of Culturemeldmoderate enchantment7ring7800-This ornately carved ironwood ring is sometimes gifted to half-elves leaving their elven communities so as to ease transition into human culture. A ring of culturemeld slightly alters the wearer's words to be more appropriate to the listener's culture and expectations, granting the wearer a +5 competence bonus on language-based Diplomacy checks. If worn by a half-elf, a ring of culturemeld grants the wearer the ability to speak and understand an additional language dependent on the local area. If the wearer spends 1 day in a settlement the size of a village or larger, the ring becomes attuned to any dominant language spoken there other than Common (such as Hallit, Skald, or Vudrani). After the ring is attuned, the wearer gains that language as a bonus language (if she didn't already know it), though she can only speak and understand it. After 4 more days of attunement, the wearer gains the ability to read the language as well, though not the ability to write that language, and gains a +5 competence bonus on opposed Sense Motive checks against speakers of the attuned language. These benefits expire once the wearer has been out of contact with people who speak the attuned language for longer than 1 day or when the ring becomes attuned to a new language.Forge Ring, comprehend languagesRingBastards Of Golarion
Chalice Of Undeathstrong necromancy20none-11 lb.This chalice is carved out of a large animal bone and is engraved with symbols of life and death. If the chalice is filled with liquid, you can drink from the it and gain the effects of an undead anatomy I spell (Ultimate Magic), which lasts for 20 minutes. If you first perform a magical ritual (which takes 1 hour and requires 1,000 gp in reagents), the effect is permanent until dispelled or reversed. A creature can reverse the transformation by drinking from the chalice again.ArtifactPFS S2-25
Mummified Guardianfaint necromancy3none35003 lbs.This mummified house cat-dried, filled with sand, and bound in linen wrappings- appears to be nothing more than a family pet buried alongside its deceased master. Far more than a mere pet, however, a mummified guardian protects and preserves the corpse it is interred with and acts as a guardian against grave robbers and looters, potentially driving such trespassers toward more dangerous defenders or traps. When placed inside a sarcophagus or coffin alongside a dead body and activated, a mummified guardian also infuses the corpse with positive energy, preventing the body from being turned into an undead creature, as sanctify corpseUM. In addition, the mummified guardian also creates a magical ward around the sarcophagus containing it. If the sarcophagus is opened after the mummified guardian is placed inside, any creature with 5 Hit Dice or fewer within 20 feet of the open sarcophagus is overcome by a feeling of dread and must succeed at a DC 13 Will save or be frightened for 3 rounds. On a successful save, a creature is instead shaken for 1 round. This ability functions only once. Once triggered, the mummified guardian retains only its sanctify corpse ability (this reduces the price of the mummified guardian to 3,000 gp). If the sarcophagus containing the mummified guardian is placed in an area or room with multiple paths of egress, the owner may designate one general direction an affected target must take if it flees, as long as the chosen direction does not require the target to move any closer to the mummified guardian. After moving in the designated direction for 1 round, the target behaves as normal for the frightened condition for the remainder of the effect's duration. A mummified guardian must be placed inside a sarcophagus, coffin, or other enclosed container with a dead body to function. Although cats are most common, mummified guardians can be created from the mummified remains of other small animals as well.Craft Wondrous Item, alarm, sanctify corpseUM, scare, creator must have 5 ranks in the Heal skillWondrous ItemAP 79
Cloak Of Moral Refractionstrong abjuration13shoulders542001 lb.The cloak of moral refraction has long been a tool of the riftwardens-mystics who charge themselves with maintaining cosmic balance and closing extraplanar portals throughout the multiverse. The shimmering fabric of this light silver-and-red cloak never dirties or wrinkles, and when laid out flat, the cloak reflects light nearly as well as a mirror. A fully charged cloak of moral refraction has 3 charges-charges used are automatically renewed at a rate of 1 charge per day at dawn. The wearer may use the cloak to expend these charges and create the following effects. • 1 charge: Dispel an ongoing spell with an alignment descriptor, as the third function of dispel chaos/evil/good/law. • 2 charges: Ready an action to counter a spell or spell-like ability with an alignment descriptor. The effect is automatically countered, and no caster level check is required. The charges are expended only after countering a spell or spell-like ability. If you ready this action but it is not triggered, the charges are not expended. • 3 charges: As an immediate action, counter a spell or spell-like ability cast by an outsider with an alignment subtype. The effect is automatically countered, and no caster level check is required. In addition, the outsider must succeed at a DC 20 Will save or be banished back to its home plane, as banishment. An outsider with more than 26 Hit Dice is unaffected by the banishment effect.Craft Wondrous Item; banishment; dispel chaos, evil, good, and law; dispel magic; creator must be neutralWondrous ItemChampions Of Balance
Dimensional Acid, Basic PitFaint conjuration3none4501 lb.The acid in this flask burns not through matter, but through space itself, creating a temporary extradimensional pit wherever it touches. A flask of dimensional acid can be thrown as a splash weapon with a range increment of 10 feet. Alternatively, it can be used as a special component when casting the snare spell. Instead of the spell's usual effect, the creature that triggers the modified snare is treated as if it had taken a direct hit from the dimensional acid. Dimensional acid comes in a number of varieties. Basic Pit: This acid creates a pit, as the create pitAPG spell, where it lands. Faint conjuration; CL 3rd; Craft Wondrous Item, create pitAPG. Corrosive Pit: This acid affects matter as well, creating an acid pitAPG where it lands. Faint conjuration; CL 7th; Craft Wondrous Item, acid pitAPG. Jagged Pit: This acid creates a spiked pitAPG spell where it lands. Moderate conjuration; CL 5th; Craft Wondrous Item, spiked pitAPG. Living Pit: This acid burns into a living dimension, creating a hungry pitAPG where it lands. Moderate conjuration; CL 9th; Craft Wondrous Item, hungry pitAPG.Craft Wondrous Item, create pitAPGWondrous ItemChampions Of Balance
Dimensional Acid, Corrosive PitFaint conjuration7none17501 lb.The acid in this flask burns not through matter, but through space itself, creating a temporary extradimensional pit wherever it touches. A flask of dimensional acid can be thrown as a splash weapon with a range increment of 10 feet. Alternatively, it can be used as a special component when casting the snare spell. Instead of the spell's usual effect, the creature that triggers the modified snare is treated as if it had taken a direct hit from the dimensional acid. Dimensional acid comes in a number of varieties. Basic Pit: This acid creates a pit, as the create pitAPG spell, where it lands. Faint conjuration; CL 3rd; Craft Wondrous Item, create pitAPG. Corrosive Pit: This acid affects matter as well, creating an acid pitAPG where it lands. Faint conjuration; CL 7th; Craft Wondrous Item, acid pitAPG. Jagged Pit: This acid creates a spiked pitAPG spell where it lands. Moderate conjuration; CL 5th; Craft Wondrous Item, spiked pitAPG. Living Pit: This acid burns into a living dimension, creating a hungry pitAPG where it lands. Moderate conjuration; CL 9th; Craft Wondrous Item, hungry pitAPG.Craft Wondrous Item, acid pitAPGWondrous ItemChampions Of Balance
Dimensional Acid, Jagged PitModerateconjuration5none10001 lb.The acid in this flask burns not through matter, but through space itself, creating a temporary extradimensional pit wherever it touches. A flask of dimensional acid can be thrown as a splash weapon with a range increment of 10 feet. Alternatively, it can be used as a special component when casting the snare spell. Instead of the spell's usual effect, the creature that triggers the modified snare is treated as if it had taken a direct hit from the dimensional acid. Dimensional acid comes in a number of varieties. Basic Pit: This acid creates a pit, as the create pitAPG spell, where it lands. Faint conjuration; CL 3rd; Craft Wondrous Item, create pitAPG. Corrosive Pit: This acid affects matter as well, creating an acid pitAPG where it lands. Faint conjuration; CL 7th; Craft Wondrous Item, acid pitAPG. Jagged Pit: This acid creates a spiked pitAPG spell where it lands. Moderate conjuration; CL 5th; Craft Wondrous Item, spiked pitAPG. Living Pit: This acid burns into a living dimension, creating a hungry pitAPG where it lands. Moderate conjuration; CL 9th; Craft Wondrous Item, hungry pitAPG.Craft Wondrous Item, spiked pitAPGWondrous ItemChampions Of Balance
Dimensional Acid, Living PitModerateconjuration9none27001 lb.The acid in this flask burns not through matter, but through space itself, creating a temporary extradimensional pit wherever it touches. A flask of dimensional acid can be thrown as a splash weapon with a range increment of 10 feet. Alternatively, it can be used as a special component when casting the snare spell. Instead of the spell's usual effect, the creature that triggers the modified snare is treated as if it had taken a direct hit from the dimensional acid. Dimensional acid comes in a number of varieties. Basic Pit: This acid creates a pit, as the create pitAPG spell, where it lands. Faint conjuration; CL 3rd; Craft Wondrous Item, create pitAPG. Corrosive Pit: This acid affects matter as well, creating an acid pitAPG where it lands. Faint conjuration; CL 7th; Craft Wondrous Item, acid pitAPG. Jagged Pit: This acid creates a spiked pitAPG spell where it lands. Moderate conjuration; CL 5th; Craft Wondrous Item, spiked pitAPG. Living Pit: This acid burns into a living dimension, creating a hungry pitAPG where it lands. Moderate conjuration; CL 9th; Craft Wondrous Item, hungry pitAPG.Craft Wondrous Item, hungry pitAPGWondrous ItemChampions Of Balance
Eye Of Brokeragemoderate divination9neck165501/2 lb.This golden, eye-shaped amulet is relatively unassuming save for the stunning diamond in the center of the piece. An eye of brokerage grants the wearer additional prowess while bartering with merchants and otherwise making deals. The wearer gains a +5 competence bonus on Appraise checks and on Sense Motive checks to avoid being bluffed. In addition, once per day, the wearer can hold the eye of brokerage to one of her eyes for up to 7 rounds to determine whether up to seven creatures within 40 feet are lying (Will DC 16 negates), as discern lies.Craft Wondrous Item, chaos hammer, order's wrath, creator must be neutralWondrous ItemChampions Of Balance
Judicial Hammerfaint enchantment4none522014 lbs.The head of this +1 earth breaker (Pathfinder RPG Ultimate Equipment 27) is shaped like a massive version of the gavel one might see in a court of law-the weapon is nearly 4 feet long from end to end. The Hellknights of Citadel Vraid are attributed with crafting the first judicial hammers, having adopted their form from the weapons of the same Shoanti tribes they used the judicial hammers against. Once per day, the wielder may speak the judicial hammer's command word and name a specific crime he believes an individual within 30 feet has committed. Whenever the designated target takes damage from the judicial hammer, the target must succeed at a DC 13 Will save or immediately and truthfully confess its innocence or guilt in the named crime (if the target can speak the same language as the wielder of the judicial hammer, it must confess in this language). This effect lasts for 24 hours or until the creature fails its Will save, whichever comes first.Craft Magic Arms and Armor, confessAPGWeaponChampions Of Balance
Liar's Robefaint transmutation5body41806 lbs.This hole-ridden burlap robe would appear completely worthless if not for the immaculate red velvet lining its interior. When worn inside out, a liar's robe enshrouds the wearer in a continually shifting array of colors, features, and faces that obscure his entire appearance and make physical recognition all but impossible. This effect lasts for 1 hour, during which time the wearer can go back and forth between wearing the robe inside out (disguising himself) and right side out (revealing his true form) any number of times. Witnesses to a creature wearing a liar's robe must use true seeing or a similar effect in order to pierce through this disguise; otherwise, they see the wearer only as a continually shifting humanoid form. The wearer's voice, scent, and other tangible cues are also continually altered and distorted, though indirect magical means of identification (such as detect thoughts or locate creature) may still be used to recognize the individual. Since even the most magically disinclined individuals can clearly tell that the wearer is enshrouded in an illusion, a liar's robe is typically used in circumstances when it's appropriate to protect the wearer's anonymity without the wearer feigning another identity or hiding her presence.Craft Wondrous Item, alter selfWondrous ItemChampions Of Balance
Traitorous Blasterfaint transmutation3none70505 lbs.This +1 double-barreled pistol has an oversized stock to compensate for the massive recoil the weapon produces, though even with this attachment the kickback is strong enough to throw the pistol completely backward after firing. When both barrels of a traitorous blaster are loaded and the wielder is being flanked, the wielder can fire both barrels as a single action, with each shot targeting one of the enemies flanking the wielder. The wielder takes only a -2 penalty on these attack rolls (rather than the -4 penalty normally associated with firing both barrels of a double-barreled pistol as a single action).Craft Magic Arms and Armor, mirror strikeUCWeaponChampions Of Balance
Claritymoderate evocation [good]7none210154 lbs.Clarity is a +1 holy scimitar crafted to vanquish the evil creatures of the night. Though she can't speak, her empathic communications clearly indicate a protective mindset. Clarity enjoys giving warm, encouraging energy to her wielder as long as that wielder opposes evil and gives his best effort. To preserve her wielder's valor in fights, she can cast remove fear up to three times per day, affecting only her wielder.Craft Magic Arms and Armor, holy smite, remove fearWeaponTears At Bitter Manor
Amulet Of Grasping Soulsstrong transmutation13neck21000-This amulet can be worn by both corporeal and incorporeal creatures. If worn by a corporeal creature, it confers the ghost touch special ability on her natural attacks and weapons she wields (even thrown weapons and projectiles). Once per day as a swift action, the wearer can make the next spell she casts affect incorporeal creatures as though she were using the Ectoplasmic SpellAPG metamagic feat but without increasing the spell level. When an incorporeal creature wears the amulet, it can interact with it surroundings. Any item in its possession becomes incorporeal, allowing the incorporeal creature to take items and phase through objects with them. An incorporeal creature without a Strength score uses its Charisma score to determine how much it can carry.Craft Wondrous Item, Ectoplasmic Spell, plane shiftWondrous ItemTears At Bitter Manor
Chalice Of Communal Dweomermoderate transmutation7none37501 lb.Once per day, a creature can pour a potion with a duration longer than instantaneous into the chalice, then drink it as a standard action that provokes attacks of opportunity. The bearer and up to two willing allies within 30 feet gain the benefits as though they had consumed the potion; however, the duration is divided evenly between all recipients (including the bearer), rounded down to the nearest round.Craft Wondrous Item, alchemical allocationAPG, amplify elixirAPGWondrous ItemTears At Bitter Manor
Elixir Of Last Willfaint necroma1none150-If a character drinks this gray liquid, the next time (within 24 hours) he falls below 0 hit points, he exhales a sliver of his consciousness-whether he is alive or dead. If a character drinks multiple elixirs in a 24-hour period, only one is effective. As an immediate action, the sliver can guide the action of one ally within 30 feet of the drinker's body. This guidance gives a +2 luck bonus on that ally's next attack roll, to the ally's AC against the next attack made against her, or on the ally's next skill check. The drinker decides the type of bonus and the ally. The bonus must be used within 1 round.Craft Wondrous Item, guidanceWondrous ItemTears At Bitter Manor
Gorget Of Living Whispersmoderate conjuration and enchantment9neck15000-Once per day as a standard action, the wearer of this collar can speak a suggested course of action. Her words coalesce into a living whisper-a sinuous creature with blue runes lining its back-that appears in a square adjacent to her. The living whisper uses the statistics of a fiendish venomous snake (Pathfinder RPG Bestiary 255, 294), but has an Intelligence score of 3 and can communicate telepathically with the gorget's wearer. Instead of being poisoned, any creature bitten by the living whisper must succeed at a DC 14 Will save or be affected by a suggestion spell (CL 9th). This suggestion is determined when the living whisper is summoned and affects all creatures bitten by it. Creatures that can read Aklo can read the runes on the living whisper and know what suggestion is carried by its bite. A living whisper lasts for 1 minute or until slain.Craft Wondrous Item, suggestion, summon monster IIWondrous ItemTears At Bitter Manor
Icon Of Aspectsmoderate evocation7none55001 lb.When a cleric with an icon of aspects prepares spells, she may replace the granted powers of one of her domains with those of a different domain she doesn't have but that is associated with her deity. This lasts until the next time she prepares spells. The cleric must meet the level requirements for both abilities. For example, a 6th-level cleric with the Good domain who swaps for the Healing domain can't use healer's blessing even though she meets the level requirement, because the holy lance power of the Good domain requires her to be 8th level. The icon affects only granted powers, not domain spells, bonus feats, or other benefits. The icon can affect only one person at a time.Craft Wondrous Item, imbue with spell ability, creator must be a divine spellcasterWondrous ItemTears At Bitter Manor
Quicksand Cloakfaint transmutation5shoulders150004 lbs.The exterior of the cloak is an extradimensional space filled with water and sand. Each time a creature of the wearer's size or smaller attempts to grapple the wearer, it must succeed at a DC 15 Reflex save or fail at the attempt and be engulfed by quicksand (Pathfinder RPG Core Rulebook 427). Every round it's trapped in the extradimensional space, the trapped creature must make a Swim check (DC 15) to climb out, landing prone adjacent to the wearer. Crawling out doesn't provoke an attack of opportunity from the wearer, but does provoke from others. A creature that fails its Swim check by 5 or more submerges and begins to drown. A creature that succeeds at the initial save grapples the wearer normally, and doesn't need to save again unless the wearer escapes and the creature tries to grapple the wearer again. A quicksand cloak left on the ground behaves as a patch of quicksand filling one 5-foot square, and swimming out works the same. Others may use aid another to help a creature trapped in the cloak, as though the creature were grappled. A quicksand cloak of any size can contain only one creature at a time; a creature attempting to grapple the wearer while the cloak already contains a body is not affected by the cloak.Craft Wondrous Item, create water, shifting sandAPGWondrous ItemTears At Bitter Manor
Rat-Tread Bootsfaint conjuration3feet85001 lb.On command, these rat-fur boots summon a rat swarm underneath the wearer that moves with her and acts as a living carpet. As a move action, the wearer can travel on the backs of the rats as they swim, moving up to 15 feet across the surface of calm waters. If surface conditions become worse than calm, the rats disperse and the wearer falls. On land, the swarm allows the wearer to ignore difficult terrain's effects on her movement for up to 15 feet of movement per round. The swarm can be used for up to 10 minutes per day. This duration doesn't need to be continuous, but must be used in 1-minute increments. If the wearer falls unconscious while rat-tread boots are active, on the wearer's next turn the swarm tries to move her away from the nearest foe, moving 5 feet before dispersing. This movement doesn't provoke attacks of opportunity. If such movement is impossible, the swarm disperses. The swarm is a normal rat swarm, except its area doesn't exceed that of the wearer and it can't move out of the wearer's space. The swarm disperses when the effect's duration ends or when the swarm is reduced to 0 hit points or fewer. Rat-tread boots grant the wearer immunity from the attacks of rat swarms, including their special attacks.Craft Wondrous Item, charm animal, summon swarmWondrous ItemTears At Bitter Manor
Weirding Watchfaint transmutation5none22000-This gold-plated watch is divided into five pieces. The weirding watch keeps flawless time without ever needing to be wound or repaired. In addition, the bearer of any piece of the watch can activate it to exercise power over time for herself and her allies. Once a watch piece is activated, the bearer gains the benefits of haste and lesser age resistanceUM for 3 rounds. Anyone bearing a piece from the same weirding watch within 30 feet receives the same effect. Each piece of the watch can be activated once per day. The price of a weirding watch includes all five pieces. Pieces are rarely sold separately.Craft Wondrous Item, haste, lesser age resistanceUMWondrous ItemTears At Bitter Manor
Cage Of Soul Echoesstrong conjuration and necromancy18none-160 lbs.The Cage of Soul Echoes can be used to create a rift into the ethereal plane. The rift works in a similar fashion to a gate spell; however, some of the ethereal plane leaks into the surrounding plane, creating a strange ethereal mist. The artifact can be manipulated to control the speed, strength, and direction of the current. Settings Static: The current remains stationary. Once this state is triggered, the mists fill with ghosts and spirits of the departed. An individual who stands within the cage can speak with the departed and ask them questions. This power works as speak with dead. Output: The ethereal mist flows in a current that draws living things into the ethereal plane, as the telekinesis spell (CL 18). Input: Ethereal mist rushes from the cage, erupting into the area in great ghostly tendrils. Lashing frantically, they discharge bolts of supernatural cold into all living creatures they touch. Creatures from the ethereal plane can freely travel into the plane when the cage is activated. The input state is a protection, predominantly used to ward off enemies seeking to steal or tamper with the device when its owner is traveling the ethereal plane.ArtifactPFS S2-Special
Canid Carcanetfaint divination and transmutation5neck15000-This copper and onyx amulet is shaped like the howling head of a jackal and grants its wearer a special connection to hyenas, jackals, and other doglike animals. Three times per day, the carcanet's wearer can take the shape of a Small or Medium canine (dog, fox, jackal, wolf, etc.) or hyena as per the beast shape I spell. Additionally, the wearer benefits from the constant effect of speak with animals to communicate with dogs, hyenas, and doglike animals.Craft Wondrous Item, beast shape I, speak with animalsWondrous ItemPFS S3-12
Natron Fangfaint transmutation5weapon72808 lbs.Carved from a single chunk of magically strengthened mineral salts, a natron fang is a +1 khopesh (Pathfinder RPG Ultimate Equipment 30) forged to combat the undead, specifically mummies and incorporeal undead. A natron fang overcomes the damage reduction of mummies, mummified creatures, and other mummy-like creatures at the GM's discretion. Once per day on a successful strike against an incorporeal undead creature, a natron fang also deals 1d6 points of Charisma damage (Will DC 13 half) in addition to the weapon's normal damage.Craft Magical Arms and Armor, consecrate, disrupting weaponWeaponAP 80
Hand Of The Honest Manfaint abjuration5neck30002 lbs.This mummified human hand comes from an honest man punished for a crime he didn't commit, and is dried and hung from a simple twine thong around the neck. The hand's scapegoat origins offer some protection to its wearer. When the wearer of a hand of the honest man is targeted by a curse or a misfortune effect such as a witch's misfortune or evil eye hex, the curse is instead transferred to the hand with no ill effects to the wearer. The hand retains the curse (even if it normally expires after a set duration) until the effect is removed with a remove curse spell or similar effect. A spellcaster receives a +2 bonus on her caster level check to remove a curse stored in a hand of the honest man. Removing a hand of the honest man while it holds a curse instantly transfers the curse to its wearer. A hand of the honest man can hold only one curse or effect at a time. If the wearer is targeted by another curse while the hand is currently storing a curse, the new curse takes effect normally. A hand of the honest man has no effect on curses already affecting a creature. The wearer of a hand of the honest man is riddled with guilt over any untruths she utters, and takes a -2 penalty on all Bluff checks while wearing the hand.Craft Wondrous Item, remove curseWondrous ItemAP 80
Focusing Flaskmoderate transmutation7none7001 lb.This round, rainbow-hued glass flask allows up to three alchemical splash weapons of the same type to be poured into it, concentrating them such that they never increase its weight noticeably. If multiple types of alchemical items are poured in, all the contents are ruined. The flask can be thrown as a normal splash weapon, and when it breaks, it releases all of the contained splash weapons in the same space, and the focusing flask is destroyed. If the items held within the flask normally allow a saving throw to reduce or negate the effects, the target of a focusing flask needs to succeed at only a single saving throw, regardless of the number of items held within the focusing flask. The DC of the saving throw increases by 2 if the flask contains two alchemical items, or by 4 if it contains three items.Craft Wondrous Item, shrink itemWondrous ItemAlchemy Manual
Retort Of Controlmoderate transmutation9none13000-This crystal retort was meticulously crafted from the hides of a dozen shattered crysmals. When light is shone through the retort, the concoction within glows like a golden torch. A retort of control can be used to perform spontaneous alchemy (see pages 4-5) with speed and precision. Distillation and sublimation can be carried out in merely 10 minutes when using this tool. In addition, if the user speaks a command word while using spontaneous alchemy to create an alchemical item with the retort as an additional crafting tool, she can designate one creature type or creature subtype. The created alchemical item does not affect creatures of the designated creature type or subtype-alchemical weapons do not harm such creatures on a direct hit or with splash damage, alchemical remedies do not work on such creatures, and so on.Craft Wondrous Item, haste, mark of justiceWondrous ItemAlchemy Manual
Winged Bottlemoderate evocation3none16201 lb.This sky-blue glass bottle sports a sculpture of a silver eagle wrapped around the top of the glass. A winged bottle can be filled with the contents of an alchemical splash weapon as a standard action that provokes attacks of opportunity. Three times per day, on command, the bottle sprouts crystalline wings and takes flight. The owner can move the winged bottle to any space within 130 feet as a move action; if given no direction, the bottle floats in place. While flying, the bottle is able to drop its contents as a splash weapon with an attack bonus equal to 3 + the owner's Dexterity modifier. The owner must have line of sight to the bottle in order to direct it. Three rounds after being activated, a winged bottle loses the power of flight and drifts safely to ground.Craft Wondrous Item, spiritual weaponWondrous ItemAlchemy Manual
Vial Of Efficacious Medicinefaint conjuration5none700-This bulbous bottle is crafted of smoked glass and causes any liquid contained within to take on a significantly darker cast and twinkle with motes of beautiful white light. A vial of efficacious medicine can hold a single dose of an alchemical remedy, such as antitoxin or antiplague. Loading a remedy into the vial is a standard action that provokes attacks of opportunity. When an alchemical remedy is imbibed or applied from the vial, any alchemical bonus it grants on saving throws or checks or to AC or CMD increases by 2. Treat this increase as an enhancement bonus. In addition, the user is healed of 1d8+5 points of damage. A vial of efficacious medicine can be used up to three times per day.Craft Wondrous Item, cure light wounds, polypurpose panacea (Pathfinder RPG Ultimate Magic 232)Wondrous ItemAlchemy Manual
Broadside Bulwarkmoderate evocation10shield1900710 lbs.The front of this +2 heavy wooden shield has several small holes that resemble the gun ports on a naval ship. There are seven such holes in total on the front of shield, each varying in size, with an equal number of thin hemp strings on the reverse side. As a standard action, the wielder of the broadside bulwark can pull one of the strings, causing a small red bead to fly out from the associated gun port. This bead travels 30 feet forward and detonates as a fireball spell (Reflex DC 14 half), leaving the wielder outside the blast radius unless it contacts something before reaching 30 feet. After a string is pulled, its associated gun port is permanently closes and can no longer be used. The gun ports are different sizes, and include three small ports that deal 3d6 points of fire damage, three larger ports that deal 6d6 points of fire damage, and one massive port in the center of the shield that deals 9d6 points of fire damage. Once all the gun ports have been fired, the shield takes on a blackened, charred look and grants the wielder fire resistance 5.Craft Magic Arms and Armor, fireball, resist energyArmorInner Sea Combat
Crag Linnorm Platemoderate necromancy11armor4130050 lbs.This specialized suit of full plate is made from the tanned hide of a linnorm and acts as +4 dragonhide plateUE. If a creature is slain while wearing such armor, its killer is subject to a curse. The cursed creature must succeed at a DC 17 Will save or gain vulnerability to fire until the curse is removed. This curse can be removed only by a break enchantment, miracle, or wish spell. This particular suit of armor is made from the hide of a crag linnorm, though others exist, each with a different curse effect similar to the curse of the associated linnorm. Once per day as a swift action, the wear of this armor can summon forth the uncanny movement powers of a linnorm, gaining the benefits of freedom of movement for 10 minutes.Craft Magic Arms and Armor, form of the dragon I, freedom of movement, major curseUMArmorInner Sea Combat
Ghoul Hidefaint necromancy3armor286525 lbs.Typically crafted in the nation of Geb, this morbid +1 hide armor is stitched from the flesh torn from the bodies of ghoul servants as a punishment for failing their masters in some manner. The wearer of this armor is immune to the paralytic touch of ghouls, ghasts, and lacedons. If the wearer is the subject of a bite attack or is swallowed whole, the attacker must succeed at a DC 13 Fortitude save or contract ghoul fever (Bestiary 146).Craft Magic Arms and Armor, ghoul touchArmorInner Sea Combat
Guard Of Manstrong abjuration15shield1718045 lbs.This massive, imposing +2 spell resistance (13) tower shield is a metal bulwark engraved with the main edicts of the Laws of Man. The spell resistance special ability of this shield works only against divine spells and does not ward the bearer against arcane magic. While held, the shield grants a +4 resistance bonus on Fortitude saving throws against divine spells and spell-like abilities. Three times per day as a swift action, when the wielder of a guard of man is in the area of channeled energy (regardless of whether she is excluded by an effect such as Selective Channeling), she can rebuke the god powering the ability. Using this ability causes the text on the guard of man to glow and decreases the amount of channeled energy by half (minimum 1). This reduction affects the channeled energy itself, and thus reduces the effect on all targets within its area. The power of the channeled energy can be further reduced with a successful Will saving throw, as normal.Craft Magic Arms and Armor, spell resistance, creator must be an atheistArmorInner Sea Combat
Xill Carapace Armorstrong transmutation13armor8305015 lbs.This suit of +1 spiked half-plate armor is crafted from the hide and carapace of a xill (Bestiary 283) and includes a xill-skull helmet complete with insectlike mandibles, giving the wearer an otherworldly, buglike appearance. Once per day, the wearer can shift from the Material Plane to the Ethereal Plane and back again, as the etherealness magic armor special ability. Unlike with standard etherealness armor, however, the transitions to and from planes function exactly like a xill's planewalk ability, save that the wearer cannot take any creatures with it when it switches planes. Additionally, the spikes along the armor's back, torso, arms, and upper legs are laced with a natural paralytic. The target of a successful critical hit made with these armor spikes is paralyzed for 1d4 rounds (Fortitude DC 16 negates).Craft Magic Arms and Armor, ethereal jaunt, hold monsterArmorInner Sea Combat
Hunter's Starknifemoderate evocation and necromancy10none363243 lbs.Random patterns of brown rust, discolored metal, and dried blood tarnish the surface of this +2 woundingUE starknife. If this weapon is thrown and deals damage, it embeds itself in the target. The target continues to take bleed damage until the embedded weapon is removed. An embedded hunter's starknife emits a blue glow that imitates the effect of a faerie fire spell, affecting the weapon and the target as long as it is embedded. Removing this weapon requires a successful DC 15 Strength check (a full-round action). The creature takes an additional 1d4 points of damage when attempting this check, regardless of whether it succeeds or fails.Craft Magic Arms and Armor, bleed, faerie fireWeaponInner Sea Combat
Feather Token, Catapultstrong conjuration and transmutation12none400-Each of these items is a small feather that has the power to create a specific siege engine. The kinds of tokens are described below. Each token is usable only once. A particular feather token has no specific feature to identify it unless its magic aura is viewed-even tokens with identical powers can be wildly different in appearance. Catapult: This token creates a standard catapult (Ultimate Combat 161). The catapult disappears after 12 hours. Ram: This token creates a Huge ram (Ultimate Combat 165). The ram disappears after 24 hours. Siege Tower: This token creates a Huge siege tower (Ultimate Combat 165). The tower disappears after 1 hour.Craft Wondrous Item, major creation, telekinetic assemblyUCWondrous ItemInner Sea Combat
Feather Token, Ramstrong conjuration and transmutation12none500-Each of these items is a small feather that has the power to create a specific siege engine. The kinds of tokens are described below. Each token is usable only once. A particular feather token has no specific feature to identify it unless its magic aura is viewed-even tokens with identical powers can be wildly different in appearance. Catapult: This token creates a standard catapult (Ultimate Combat 161). The catapult disappears after 12 hours. Ram: This token creates a Huge ram (Ultimate Combat 165). The ram disappears after 24 hours. Siege Tower: This token creates a Huge siege tower (Ultimate Combat 165). The tower disappears after 1 hour.Craft Wondrous Item, major creation, telekinetic assemblyUCWondrous ItemInner Sea Combat
Feather Token, Siege Towerstrong conjuration and transmutation12none1000-Each of these items is a small feather that has the power to create a specific siege engine. The kinds of tokens are described below. Each token is usable only once. A particular feather token has no specific feature to identify it unless its magic aura is viewed-even tokens with identical powers can be wildly different in appearance. Catapult: This token creates a standard catapult (Ultimate Combat 161). The catapult disappears after 12 hours. Ram: This token creates a Huge ram (Ultimate Combat 165). The ram disappears after 24 hours. Siege Tower: This token creates a Huge siege tower (Ultimate Combat 165). The tower disappears after 1 hour.Craft Wondrous Item, major creation, telekinetic assemblyUCWondrous ItemInner Sea Combat
Hamatulatsu Robemoderate evocation and transmutation10body140001 lb.Made of exquisite crimson silk, this variant monk's robe is embroidered with golden pentagrams and other fiendish symbols. If the wearer is evil and has levels in monk, her AC bonus and unarmed damage are treated as if she were a monk of 5 levels higher (maximum 20). If the wearer is evil but not a monk, she gains the AC bonus and unarmed damage of a 5th-level monk (although she doesn't add her Wisdom bonus to her AC). This AC bonus otherwise functions just like the monk's AC bonus. If the robe is donned by a character with the Hamatulatsu feat (Pathfinder Campaign Setting: The Inner Sea World Guide 287), the duration of the sickened effect increases to 2 rounds. If the wearer doesn't have the Hamatulatsu feat, she gains this feat while wearing the robes, but gains no further benefits to that ability.Craft Wondrous Item, HamatulatsuISWG, righteous might or transformation, unholy blightWondrous ItemInner Sea Combat
Holdout Ringmoderate transmutation9ring11000-Made of aged bronze and steel, this ring looks like it should have a gem set in it, but instead has an empty circular hole. The hole in the ring holds a single firearm bullet; if one is placed inside (as a full-round action), it merges seamlessly into the ring. While a bullet is merged into the ring, the wielder can fire the bullet as though she were using a +1 pistolUE that can't misfire. Once the bullet has been fired from the ring, a new bullet can't be placed inside for 24 hours. Each holdout ring is created with two +1 ammunition special abilities and one +2 ammunition special ability. If the wearer has the grit class feature, she can expend grit (maximum 4 grit points) to imbue bullets merged with the gun with one or more of these abilities. Imbuing a bullet with a +1 special ability costs 1 grit point; imbuing one with a +2 special ability costs 2 grit points. Each ring's special abilities are established upon the item's creation and can't be changed. If a special ability has multiple versions, as does bane, the specific version must be set at that time (e.g., dragon bane). A typical holdout ring has the flaming, seeking, and shocking burstUE special abilities.Forge Ring, magic weapon, telekinesis, creator must meet the requirements for the ammunition special abilities that can be imbued by the ringRingInner Sea Combat
Ring Of Adept Maneuversfaint transmutation5ring15000-This variant ring of ki masteryUE is made of a lock of hair held together by small bands to form a ring. The ring 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, but gains the following benefits when ki points are stored in the ring. As long as at least 1 ki point is stored in the ring, the wearer gains a +2 bonus on combat maneuver checks to bull rush, disarm, or trip opponents. If at least 2 ki points are stored in the ring, the wearer takes only a -1 penalty on attack rolls when making a flurry of blows instead of a -2 penalty.Forge Ring, ki leechUM, the creator must have the ki pool class featureRingInner Sea Combat
Seafaring Stanchionsfaint transmutation5wrists24002 lbs.These unmarked bracers of oxidized steel slip easily onto the wrists. As a swift action while submerged underwater, the wearer can tap the bracers together, causing the bracers and any armor he wears to immediately be removed. Removed armor is disassembled, becomes incredibly buoyant, and floats to the surface. After 4 hours, if the items are still in the water, they lose their buoyancy and sink.Craft Wondrous Item, water walkWondrous ItemInner Sea Combat
Axe Of Forced Lifemoderate conjuration9none453106 lbs.This +3 battleaxe has a well-worn haft and a blackened blade etched with an ouroboros. An axe of forced life briefly disrupts the damage reduction of undead creatures. Once per round when the wielder strikes an undead creature that has DR/ bludgeoning, DR/good, DR/magic, or DR/piercing, the wielder can reduce the target's damage reduction by 5 points (to a minimum of 0). This effect lasts for 1 round, and reduces only the types of damage reduction listed. On a confirmed critical hit, the wielder may reduce the target's damage reduction by up to 15 points. The effects of multiple axes of forced life don't stack, and the effects of an axe of forced life do not stack with the effects of a negatingUE weapon. Once per day as a move action, the wielder of an axe of forced life may cause life energy to course through the weapon for 1 minute. Doing so causes the axe's ouroboros to shed light as a candle. Thereafter, the first undead creature struck by the axe must succeed at a DC 17 Will save or lose the benefits of all forms of damage reduction it possesses except DR/epic for 1 round.Craft Magic Arms and Armor, breath of life, dispel evilWeaponUndead Slayer's Handbook
Gloves Of Stolen Unlifefaint necromancy3hands30401 lb.These pale gray gauntlets feature cabochons of banded black onyx that slowly shift to white when the gloves are activated. Three times per day, the wearer can activate the gloves as a swift action after successfully affecting an undead creature with an offensive single-target spell. Doing so grants the wearer a number of temporary hit points equal to 10 + the Hit Dice of the affected undead (maximum +10), which last a number of minutes equal to the level of the spell cast. This effect ends immediately if either glove is removed.Craft Wondrous Item, false lifeWondrous ItemUndead Slayer's Handbook
Hood Of The Livingfaint divination1head28401 lb.This simple leather coif is of a style popular along the Crusader Road and throughout northern Avistan. The wearer gains a +2 resistance bonus on Will saves against mind-affecting effects created by undead creatures. Three times per day, the wearer may activate the hood of the living to detect the auras of any undead creatures within a 30-foot radius. Doing so is a full-round action that discloses the presence of any undead auras, the number of undead auras, and the direction of the nearest undead aura, as though the user had concentrated for 3 rounds while using detect undead. When activated, a hood of the living also detects any living creatures within a 30-foot radius that are acting under the effects of a charm or compulsion created by an undead creature. This effect only reveals the presence of such creatures, not their number or location.Craft Wondrous Item, detect undead, protection from evilWondrous ItemUndead Slayer's Handbook
Infiltrator's Onyxfaint divination and none (see text)5none800-These gems always come in pairs-one white onyx and one black onyx. The white onyx has an aura of faint divination, while the black onyx is nonmagical. The black onyx gem on its own is worth 50 gp as a spell component for animate dead and similar spells. If the black onyx is used as a material component in a necromancy spell, the bearer of the white onyx receives a mental alarm. This alarm reveals the direction of the paired black onyx gem as long as it is within 1,000 feet, as locate object. This effect lasts for 5 minutes. If the owner of the white onyx gem is within 1 mile of the black onyx at the time the necromancy spell is cast, the owner may destroy the white onyx as a standard action. Doing so also destroys the black onyx, making it unsuitable for use as a spell component and ruining the necromancy spell. The destruction of either onyx gem immediately ends the alarm and locate object effects. The white onyx turns gray and crumbles to dust after the locate object effect ends. More expensive sets of these gems exist; black onyx gems in such variant sets are worth up to 1,000 gp or more. The value of the black onyx gem is added to the item's construction cost.Craft Wondrous Item, alarm, locate object, magic auraWondrous ItemUndead Slayer's Handbook
Lady's Spiralmoderate conjuration9none246213 lbs.This heavy whip features Pharasmin imagery on its silver handle. The Lady's spiral is a +1 ghost touch undeadbane whip that deals lethal damage to undead creatures regardless of their armor bonus or natural armor bonus. In addition, the handle of a Lady's spiral can be wielded as a +1 silver stake. This stake has the same statistics and properties as a wooden stakeUE, except it is made of silver and thus overcomes DR/silver. Though it's effectively two weapons in one, a Lady's spiral is not a double weapon and cannot be wielded as one.Craft Magic Arms and Armor, cure light wounds, plane shift, summon monster I, creator must be a worshiper of PharasmaWeaponUndead Slayer's Handbook
Lifecollar Coatmoderate abjuration and necromancy7chest and neck (see text)1820010 lbs.The tall, silver collar on this +2 mithral armored coatUE is attractively set off by the coat's deep navy hues and ivory silk trim. A lifecollar coat occupies both the chest and the neck magic item slots. The wearer receives a +2 circumstance bonus to AC and CMD against attacks or maneuvers that specifically target the wearer's neck or throat (such as a vampire's check to establish or maintain a pin or the roll to confirm a critical hit with a vorpal weapon). Additionally, when struck by an attack that would bestow a negative level, the wearer has a 50% chance of avoiding the negative level. The wearer may not avoid more than 1 negative level per round in this fashion. This effect does not mitigate any other damage or remove negative levels previously gained. The silver collar can be collapsed and lowered as a full-round action. Doing so frees up the wearer's neck slot for other items, but the wearer loses the circumstance bonus to AC and CMD against attacks and maneuvers targeting the neck or throat.Craft Magic Arms and Armor, death ward, shield of faithArmorUndead Slayer's Handbook
Master's Woe Stilettofaint necromancy3none100021 lb.The black-lacquered handle of this slender blade is inlaid with the image of a broken skull. A master's woe stiletto is a +1 living steelUE dagger that allows its wielder to weaken a would-be necromancer's control over the undead. Three times per day when the wielder successfully strikes a target with the stiletto, the wielder can activate the stiletto as a free action to force the target to attempt a DC 13 Will save. On a failure, the number of undead creatures the target can control through spells like animate dead or feats like Command Undead is reduced by 6 Hit Dice (to a minimum of 1 HD). Any excess undead become uncontrolled, but their former controller may choose which creatures are released. This effect lasts for 3 hours and cannot be dispelled, though it can be removed by remove curse, break enchantment, or similar effects. Any uncontrolled undead remain uncontrolled when the effect ends.Craft Magic Arms and Armor, necromantic burden (see page 27)WeaponUndead Slayer's Handbook
Ring Of Protected Lifemoderate conjuration7ring90001 lb.This silver ring features arboreal motifs, and is set with a small but brilliant sapphire. If the wearer has the channel energy class feature, the radius of his channeled energy increases by 5 feet. Additionally, when the wearer channels energy, he may choose to exempt one creature from the effects of his channeling. If the wearer has the Selective Channeling feat, the ring of protected life increases the number of creatures he may normally exempt by one. Finally, once per day the wearer may channel energy as a swift action that does not provoke attacks of opportunity; doing so renders the ring of protected life inert for 24 hours, during which time it does not confer any benefits.Forge Ring, Selective Channeling, creator must have the channel energy class featureRingUndead Slayer's Handbook
Shield Of Sunrisemoderate evocation5shield76596 lbs.This +1 bashing light steel shield features a brilliant sun motif, and always seems comfortably warm to the touch. Once per day when the shield's bearer successfully hits a creature with a shield bash attack, he may activate the shield as a swift action to mark the target with radiant energy. This radiant energy lasts for 1d4 rounds. During this time, the marked creature shines like a sunrod, and the wielder's allies gain a +1 insight bonus on attack rolls against the marked creature as long as they are within 30 feet of it. If the marked creature is vulnerable to light, this insight bonus increases to +3. When a marked creature is hit by a melee or ranged attack, the radiant energy discharges in a burst of light, dealing 1d6 points of damage to the marked creature and ending the marking effect. If the creature is vulnerable to light, it is also dazed for 1 round.Craft Magic Arms and Armor, daybreak arrowUC, tactical acumenUCArmorUndead Slayer's Handbook
Blackfingers Apronfaint conjuration and transmutation5armor524015 lbs.This +1 bitterUE leather armor looks much like a blacksmith's apron or an alchemist's smock, and has many small pockets suitable for holding extracts, potions, or poisons. Once per day, the wearer can use negate aromaAPG (lasting 1 hour). This effect suspends the armor's bitter special ability if used on the wearer. Once per day, the wearer can pull a tanglefoot bag from one of the apron's pockets, although the bag crumbles into dust if it is not used within 1 minute.Craft Magic Arms and Armor, negate aromaAPG , stinking cloud, webArmorInner Sea Gods
Bronze Whisperer's Shieldfaint evocation and transmutation3shield42796 lbs.This +1 light steel shield is decorated with bronze gears and vaguely resembles a feminine metal mask with a rune on its forehead. As a standard action, the wearer can command it to noisily transform into a buckler or back into its light shield form. Once per day, the wearer can use it to deliver a shocking grasp.Craft Magic Arms and Armor, minor creation, shocking graspArmorInner Sea Gods
Calamitous Mailfaint evocation3armor375025 lbs.This style of +1 chain shirt is decorated with small agates, and was first created by followers of the halfling goddess of mischief and battle. The wearer gains a +1 luck bonus on all saving throws.Craft Magic Arms and Armor, divine favorArmorInner Sea Gods
Driftwood Shieldfaint divination and transmutation3shield252710 lbs.This +1 heavy wooden shield looks like it is made from pieces of driftwood lashed together with seaweed. The bearer may use know direction at will. Once p er day when s truck by a melee attack, the bearer of a driftwood shield can use warp wood as an immediate action, affecting one Small or smaller wooden object wielded, held, or carried by the opponent who attacked her.Craft Magic Arms and Armor, know direction, warp woodArmorInner Sea Gods
Eternal Iron Breastplatemoderate enchantment and conjuration7armor489030 lbs.This +1 stanchingUE breastplate is battle-scarred but polished with great care, and has a small sword-and-mountain symbol of Gorum hammered just below the gorget. Once per day, the wearer can use compel hostilityUC; if an adjacent ally is reduced to negative hit points or killed, the wearer may activate this as an immediate action instead of a standard action.Craft Magic Arms and Armor, compel hostilityUC, stabilize, either cure critical wounds or lesser restorationArmorInner Sea Gods
Fangtide Scale Mailmoderate enchantment, evocation, and illusion10armor489030 lbs.This +1 glamered scale mail is decorated with fangs and is usually made from the hide of a reptilian beast such as a basilisk. The wearer can use burst bondsAPG and wrathAPG each once per day; as a fullround action, the wearer can activate both of these abilities at the same time.Craft Magic Arms and Armor, burst bondsAPG , disguise self, wrathAPGArmorInner Sea Gods
Gray Master's Leathersfaint conjuration, evocation, illusion, and transmutation5armor572015 lbs.This +1 shadow leather armor is usually a neutral brown or gray color and is tight-fitting so it can be worn under bulky clothing or a disguise. The wearer can use acid splash, dancing lights, and mage hand each once per day.Craft Magic Arms and Armor, acid splash, dancing lights, invisibility, mage hand, silenceArmorInner Sea Gods
Grim Gloom Mailfaint abjuration and necromancy3armor238040 lbs.This ugly +1 chainmail resists polishing and easily acquires bent links and other cosmetic damage from everyday use, though such blemishes never impair its function as armor. Once per day as a standard action, the wearer can afflict one target within 30 feet with bad luck, giving it a -2 penalty to Armor Class, on attack rolls, or on saving throws (wearer's choice) for 1 minute. In addition, once per day, the wearer can use protection from good.Craft Magic Arms and Armor, bestow curse, protection from good, Curse subdomain or evil eye hexArmorInner Sea Gods
Lucky Drunk's Mailfaint enchantment and evocation3armor484040 lbs.This +1 chainmail is decorated with a row of small metal disks, each stamped with a tankard symbol. The wearer gains a +1 luck bonus on all saving throws and can use moment of greatnessUC once per day.Craft Magic Arms and Armor, divine favor, moment of greatnessUCArmorInner Sea Gods
Milanite Armorfaint conjuration3armor278015 lbs.This +1 leather armor usually looks like heavy protective work clothing, such as the garb of a professional blacksmith, butcher, or woodcutter. Once per day when an adjacent ally falls unconscious, the wearer can use cure light wounds on that ally as a swift action; if the wearer falls unconscious and this ability has not already been expended for the day, it automatically triggers on the wearer.Craft Magic Arms and Armor, cure light woundsArmorInner Sea Gods
Pallid Chainfaint necromancy3armor330040 lbs.The links of this +1 chainmail are a dull, sickly white color that resembles old bone, and the suit's gauntlets are tipped with silver-black finger spikes. Once per day as a standard action, the wearer can ask one question of an undead creature or a destroyed undead creature's corpse, as if using speak with dead, except the target can only answer questions that pertain to events that occurred after it became undead.Craft Magic Arms and Armor, speak with deadArmorInner Sea Gods
Pelt Of The Demon Motherfaint necromancy3armor332525 lbs.This +1 hide armor appears to be made from a horrific amalgam of rotted animal pelts and animal bones, and is usually decorated with the skulls of tiny rodents or vermin and trimmed with the fur of a black wolf. The wearer can use disguise self and unnatural lustUM each once per day.Craft Magic Arms and Armor, disguise self, unnatural lustUMArmorInner Sea Gods
Rosy Hauberkfaint conjuration and transmutation3armor303525 lbs.This metallic +1 chain shirt is woven with the petals, buds, and stalks of numerous kinds of beautiful flowers, and the garment is so finely cut that it makes even unsightly wearers appear to have flattering proportions. The wearer can use aspect of the nightingale* and summon instrument each once per day.Craft Magic Arms and Armor, aspect of the nightingale*, summon instrumentArmorInner Sea Gods
Sea Banshee Coatfaint conjuration and transmutation3armor360520 lbs.This +1 studded leather is styled like a captain's jacket with long, sturdy leather tails that cover the wearer's thighs, and it is festooned with steel studs crafted to look like gold coins. The wearer can use abundant ammunitionUC and purify food and drink each once per day.Craft Magic Arms and Armor, abundant ammunitionUC, purify food and drinkArmorInner Sea Gods
Starsong Mailfaint conjuration and transmutation3armor346040 lbs.This +1 chainmail is usually a metallic midnight blue and may sport a badge in the shape of a butterfly, moth, or starknife. Once per day, the wearer can use expeditious retreat. If the armor's wearer sleeps in or next to the armor, the armor automatically casts dream feast* once per night on the wearer or the last creature who wore it.Craft Magic Arms and Armor, dream feast*, expeditious retreatArmorInner Sea Gods
Toiler's Armorfaint transmutation3armor392040 lbs.This +1 chainmail looks like something a talentless dwarven apprentice would make-ugly, asymmetrical, and finished quickly rather than with care. The wearer gains a luck bonus or penalty equal to 1d6-3 on Craft checks to make armor or weapons while wearing it. This bonus or penalty is determined the first time the wearer attempts such a Craft check to determine a day's progress. If the wearer removes the armor, this bonus or penalty persists for an additional 24 hours. Once per day, the wearer can use magic weapon.Craft Magic Arms and Armor, crafter's curseAPG , crafter's fortuneAPG , magic weaponArmorInner Sea Gods
Veiled Chainfaint illusion3armor449025 lbs.Narrow strips of brilliant silk cloth are woven through the rings of this +1 chain shirt that cause the armor's colors to shift and shimmer as its wearer moves. The wearer can use disguise self and vanishAPG each once per day.Craft Magic Arms and Armor, disguise self, vanishAPGArmorInner Sea Gods
Black Alibifaint illusion5none44101 lb.The blade of this +1 short sword appears to be nothing more than a shadow, but is quite solid and as sharp as steel. Five times per day, the wielder can as a move action create a featureless black "mask" of illusory cloth on the face of a willing target he touches. This mask obscures the wearer's identity and lasts for 10 minutes. Once per day, the wielder can activate the sword as a swift action; 1 minute afterward, the sword completely erases the wielder's memory of the previous minute (as if using modify memory).Craft Magic Arms and Armor, disguise self, either false alibi* or modify memoryWeaponInner Sea Gods
Blade Of Three Fanciesfaint illusion3none524810 lbs.Three colorful silk ribbons tied at the base of this elegant, ornately chased +1 glaive flutter gracefully with every movement and never seem to get dirty. The glaive grants a +4 sacred bonus on one Perform skill (chosen when the weapon is created). The wielder retains this bonus so long as the weapon remains within 10 feet, which allows two-handed instruments to be played. Additionally, once per day the wielder may use color spray.Craft Magic Arms and Armor, color spray, eagle's splendorWeaponInner Sea Gods
Carouser's Retortfaint abjuration and transmutation3none30602 lbs.This simple but finely crafted +1 rapier has a hilt in the shape of a tankard, open on one end for the wielder's hand. Once per day, the wielder can use remove fear; if the wielder ever becomes frightened or panicked and this ability has not already been expended for the day, the weapon automatically activates this ability on the wielder's next turn. Once per day, the wielder can turn up to 8 gallons of water (fresh, salt, or contaminated) into weak beer that is safe to drink.Craft Magic Arms and Armor, purify food and drink, remove fearWeaponInner Sea Gods
Enduring Bloomfaint conjuration and enchantment3none38486 lbs.This +1 morningstar has a rose design on the handle and the spikes on its head resemble thorns. Once per day, the wielder can use bless. Additionally, once per day when the wielder is reduced to 0 hit points or fewer, the weapon automatically casts cure light wounds on the wielder at the start of her next turn, so long as it remains in the same square as the wielder.Craft Magic Arms and Armor, Quicken Spell, bless, cure light woundsWeaponInner Sea Gods
Fuming Blood Sabrestrong evocation and illusion12none110352 lbs.This vicious-looking +1 corrosiveUE sawtooth sabreUE has a crimson blade and a hilt that appears to be beautifully carved from dark red stone. On command, a corrosive acid with a deep blood-red hue drips from the sabre. Once per day, the wielder of a fuming blood sabre can use vanishAPG -typically to approach an unaware victim or flee undetected from the scene of an assassination.Craft Magic Arms and Armor, acid arrow, vanishAPGWeaponInner Sea Gods
Hell's Eyemoderate evocation [evil]10none103054 lbs.This +1 flaming light mace has an iron shaft and a polished ruby-red stone head, similar to a gemstone. Sometimes a diabolical eye or face is visible for a moment within the stone. The stone is suitable for use as a scrying device for spells such as scrying. Once per day as a swift action, the wielder can transform the mace's flames to hellfire for 1 minute. This hellfire deals half fire damage and half damage from unholy energy. Evil creatures and creatures with the evil subtype take no damage from this unholy energy; good creatures and those with the good subtype take double the usual damage from it. Protection from evil and similar effects protect against the damage from unholy energy.Craft Magic Arms and Armor, flame blade, flame strikeWeaponInner Sea Gods
Kinbonded Bowfaint divination3none38753 lbs.This stout +1 longbow is engraved with images of leaping deer. Designed to prevent inaccuracy while hunting in a group, the bow is imbued with magic that allows the wielder to accurately shoot past an ally. At will, the wielder can spend 1 minute attuning the bow to a touched ally. Thereafter, that ally no longer provides soft cover against ranged attacks with the kinbonded bow (Core Rulebook 196). Only one ally can be attuned to the bow at a time.Craft Magic Arms and Armor, true strikeWeaponInner Sea Gods
Nail Of The Princessmoderate necromancy9none531810 lbs.This +1 scythe has five onyx gems set into its blade. A creature with the ability to channel negative energy can expend one use of that ability to charge the weapon with power, causing one onyx gem per 1d6 points of channeled energy to glow (multiple channels do not stack; the wielder must be able to channel 5d6 points of negative energy to activate all five gems). Anytime the wielder deals damage to a creature with the scythe, he can activate one charged gem as a swift action, releasing its energy and dealing 1d6 points of channeled negative energy damage to the target. Alternatively, as a standard action the wielder can touch the scythe to a willing creature healed by negative energy (such as undead) and release any number of stored charges, each of which heals the target for 1d6 points of damage.Craft Magic Arms and Armor, creator must be able to channel negative energyWeaponInner Sea Gods
Obliviating Flailfaint enchantment and evocation3none481510 lbs.The head of this +1 heavy flail looks like a human skull with wicked spikes growing out of it. At will, the wielder can affect a creature struck by the obliviating flail with lesser confusion as a free action (a successful DC 11 Will saving throw negates this effect). If the struck opponent fails its save against the lesser confusion effect, the wielder of the obliviating flail is automatically affected by this effect as well (no saving throw). If the wielder uses the flail to perform a coup de grace and successfully kills her target, she gains 1d4 temporary hit points, which last for 1 minute per HD of the target slain.Craft Magic Arms and Armor, death knell, lesser confusionWeaponInner Sea Gods
Perfectionist Shavtooshfaint conjuration and divination3none44612 lbs.This long piece of cloth is so fine that it can pass through a finger ring. Delicately woven with multiple colors to spell out Iroran prayers, it is usually worn as a shawl or belt, or wrapped around the chest and shoulders-it does not use a magic item body slot. If wrapped around at least one limb, it grants the wearer the Improved Unarmed Strike feat. It may also be wielded as a +1 whip. The wearer can meditate on the shawl's sacred mantras to use cure light wounds and know the enemyUM each once per day.Craft Magic Arms and Armor, cure light wounds, know the enemyUMWeaponInner Sea Gods
Quarterstaff Of Entwinedfaint evocation3none50504 lbs.This +1 quarterstaff is made of wood carved and dyed to look like two entwined asps, one black and one white. At will, the wielder can use the staff to cast magic missile, creating two such missiles. One of the created missiles always takes the form of a glowing white snake, while the other missile always takes the form of a shadowy black snake. When held in hand, the wielder of the quarterstaff of entwined serpents can cast spells as i f he had the Eschew Materials feat.Craft Magic Arms and Armor, Eschew Materials, magic missileWeaponInner Sea Gods
Rusting Teeth Of The Roughfaint necromancy3none832012 lbs.This +1 greataxe has a corroded edge that constantly sheds metal shards and rusty powder, though the blade never gets any smaller and this doesn't weaken the weapon in any way. Whenever the axe damages a creature, the target must succeed at a DC 14 Reflex save or a shard from the weapon lodges in the creature's flesh; the target is sickened until the shard is removed. Removing a shard deals 1d4+1 points of damage to the target, unless whoever is removing the shard succeeds at a DC 15 Heal check as a full-round action. For every 5 by which the check exceeds the DC, an additional shard is removed. A rusting grasp spell immediately destroys all shards embedded in the target.Craft Magic Arms and Armor, bleed, ray of sickeningUMWeaponInner Sea Gods
Shooting Starknifefaint illusion and transmutation5none77243 lbs.This bright +1 starknife is engraved with a beautiful moth icon. When wielded, it leaves a trail of harmless starry motes that shed light as a candle in any squares the wielder occupies or moves through. These motes last for 1 round before fading away. Once per day, the wielder can speak a command word to use jump (with a +20 bonus), but this effect immediately ends if the wielder loses its grasp on the weapon. Additionally, once per day the wielder can use it to fire a blast of motes, with the same effect as color spray.Craft Magic Arms and Armor, color spray, jumpWeaponInner Sea Gods
Stormstrikemoderate evocation8none93154 lbs.This +1 trident has a green-blue metal head, a pole made of driftwood, and a sheaf of white human hair tied at the joint. The wielder of stormstrike can speak one command word to use it as a frost weapon (which turns its tines blue-white), or a second command word to use it as a shock weapon (which turns its tines sea-green). Activating one of these abilities deactivates the other.Craft Magic Arms and Armor, chill metal or ice storm, call lightning or lightning boltWeaponInner Sea Gods
Umbral Chainstrong evocation13none882510 lbs.This bloodstained spiked chain has a large handle-ring that glows a pale violet color when wielded in normal light. An umbral chain grows more potent in darkness. It acts as a +1 spiked chain when in dim light. In darkness, it acts as a +2 spiked chain. When surrounded by supernatural darkness (such as in an area of deeper darkness), it acts as a +2 spiked chain and grants the wielder the Blind-Fight feat. In daylight or bright illumination, the weapon temporarily loses all its magical enhancement bonuses and is effectively a masterwork weapon, though it resumes its magical functions once it's no longer in bright light. The violet glow from the weapon dims in response to ambient light, vanishing completely in darkness or supernatural darkness.Craft Magic Arms and Armor, deeper darknessWeaponInner Sea Gods
Vengeful Kissfaint illusion, necromancy, and transmutation5none115012 lbs.This +1 deadlyUM whip is made of b raided black and yellow leather cords, and is as strong as a silk rope. The bearer of a vengeful kiss can activate the weapon as a standard action to make it stretch up to 50 feet long or retract to normal whip length (although it cannot be used to attack when greater than its normal length). Once per day, a creature wielding the whip can use invigorateAPG .Craft Magic Arms and Armor, animate rope, inflict light wounds, invigorateAPGWeaponInner Sea Gods
Deadeye's Spotter Ringfaint transmutation5ring1500-This ring is carved from a single, thick antler and fashioned into the shape of a regal elk's head. The wearer gains a +2 competence bonus on Perception and Survival checks. Once per day, the wearer can use animal messenger.Forge Ring, animal messenger, creator must have 2 ranks in Perception and SurvivalRingInner Sea Gods
Ghost Battling Ringfaint illusion, necromancy, and transmutation5ring13000-This silver ring is engraved with a skull flanked by twin hourglasses. It functions as a ring of the grasping graveUE. In addition, the wearer can use ghostly disguiseUM and haste each once per day.Forge Ring, ghostly disguiseUM, haste, sculpt corpseAPGRingInner Sea Gods
Gluttonous Feasting Ringfaint necromancy and transmutation5ring5000-This ring is carved from the flat part of a human skull and inscribed along the edge with images of skeletons at a banquet. Any food the wearer eats or drinks is automatically cleansed as if by purify food and drink. Once per day after eating an extravagant meal (typically one worth at least 10 gp), the wearer gains the benefit of false life.Forge Ring, false life, purify food and drinkRingInner Sea Gods
Profane Seal Signetfaint abjuration, enchantment, and universal5ring3000-This ring is made of red gold with a single ruby cut into a pentagon shape. It functions as a ring of protection +1. In addition, the wearer may use arcane mark at will, but only on objects and willing creatures. Once per day, the wearer may use wrathAPG .Forge Ring, arcane mark, shield of faith, wrathAPG , creator must be at least 3rd levelRingInner Sea Gods
Red Hound Ringfaint abjuration, conjuration, and transmutation5ring4700-This white gold ring is engraved with the images of a mastiff and a thundercloud. It functions as a ring of protection +1. In addition, once per day, the wearer may use summon monster I to summon a red mastiff (use statistics for a celestial dog). Additionally, once per day the wearer may use beast shape I to transform into a Small red mastiff.Forge Ring, beast shape I, shield of faith, summon monster I, creator must be at least 3rd levelRingInner Sea Gods
Ring Of Serene Contortionsfaint abjuration5ring1200-This simple copper ring bears the image of a blue enamel hand. It grants the wearer a +2 bonus on Escape Artist checks. At will, the wearer may create the sound of a peaceful chime, small gong, or temple bell. Once per day, the wearer may also use true strike.Forge Ring, ghost sound, true strike, creator must have 5 ranks in Escape ArtistRingInner Sea Gods
Ring Of Seven Lovely Colorsfaint abjuration and illusion7ring4000-This golden ring, set with seven brightly colored gems, functions as a ring of protection +1. In addition, seven times per day, the wearer can use beast shape IV to transform into a songbird for 10 minutes (use statistics for a raven).Forge Ring, beast shape IV, shield of faith, creator must be at least 3rd levelRingInner Sea Gods
Ring Of Stairs And Starsfaint evocation, illusion, and transmutation3ring3820-A stair-step pattern of stars wraps around the outside of this dark blue ring. In addition to the powers of a ring of feather falling, a ring of stairs and stars allows the wearer to use magic missile once per day, with the missiles taking the shape of shooting stars. As a standard action, the wearer may create an illusory butterfly that flits about within the wearer's square for 1 minute before fading away.Forge Ring, feather fall, magic missile, silent imageRingInner Sea Gods
Ring Of Sundering Metalsfaint abjuration and transmutation5ring6000-This iron ring's head is shaped like a gilded anvil. In addition to the usual powers of a ring of ferocious actionUE, the wearer can expend 1 charge from a ring of sundering metals to magically imbue a single wielded metal melee weapon with cold iron or silver. For 1 minute, the imbued weapon can bypass either DR/cold iron or DR/silver.Forge Ring, haste, magic weapon, stabilizeRingInner Sea Gods
Ring Of Unquenchable Passionsfaint abjuration and transmutation5ring6500-This gold ring bears three dagger-shaped marks. It functions as a ring of protection +1. In addition, it grants a +5 competence bonus on Acrobatics checks and a +2 resistance bonus on saving throws against disease.Forge Ring, resistance, shield of faith, creator must have 5 ranks in Acrobatics, creator must be at least 3rd levelRingInner Sea Gods
Blessed Keepsakefaint abjuration and divination1neck8000-The fine chain bears a glass-fronted locket. If a piece of an outsider with an alignment subtype-such as a tooth from a demon or an angel's wing feather-is held in the locket for 24 hours, the blessed keepsake's magic activates. If the creature has more than one alignment subtype, one must be chosen when the piece is added to the locket. The wearer can detect creatures of the chosen alignment at will, as the corresponding detect chaos/evil/good/law spell. Three times per day, the wearer can use the blessed keepsake to gain protection from creatures of that alignment, as the corresponding protection from chaos/evil/good/law spell. Lastly, if the wearer has the channel energy ability, she can channel energy to affect outsiders with that subtype as if she possessed the Alignment Channel feat. If the piece of outsider is removed, the blessed keepsake is inactive until a new piece is attuned.Craft Wondrous Item, Alignment Channel, detect chaos, evil, good, and law, protection from chaos, evil, good, and lawWondrous ItemInner Sea Gods
Boots Of The Earthfaint conjuration and transmutation3feet50005 lbs.These sturdy leather dwarven boots have soles made of thick gray marble. As a move action, the wearer can plant her feet and draw strength from the earth, gaining fast healing 1 and a +4 bonus to CMD to resist bull rush, repositionAPG , and trip combat maneuver attempts. These effects end if the wearer moves or is moved, knocked prone, or rendered unconscious.Craft Wondrous Item, bull's strength, cure light woundsWondrous ItemInner Sea Gods
Diabolical Masquerade Maskfaint conjuration, enchantment, and illusion1head29001 lb.This masquerade mask resembles a handsome horned devil with red lenses in place of eyes. It functions as a hat of disguise. The wearer can use charm person and infernal healingISWG each once per day. When infernal healing is active, the mask becomes visible whether or not the wearer is using its disguise abilities (although all other elements of the disguise remain).Craft Wondrous Item, charm person, disguise self, infernal healingWondrous ItemInner Sea Gods
Dream Candlemoderate illusion9none23001 lb.This heavy pastel candle is carved and painted to look like its outer surface is covered with butterflies. A creature can use the candle to create a dream effect conveying a message of no longer than 10 minutes. Alternatively, the candle can be used to send up to 10 shorter messages, so long as the total time is no longer than 10 minutes. The user must light the candle, identify the intended recipient, speak the message, then snuff the candle; the next time the recipient sleeps, she receives the message.Craft Wondrous Item, dreamWondrous ItemInner Sea Gods
Dreamwing Capemoderate conjuration7shoulders175001 lb.This knee-length cape is decorated with images of butterflies, moths, and stars. Once per day, the wearer can speak a command word to cause the cape to transform into a cloud of butterflies or moths. This functions as cape of waspsUM, except the swarm doesn't deal poison damage and deals full damage to incorporeal creatures. In addition, the wearer can use glitterdust once per day.Craft Wondrous Item, cape of wasps, glitterdustWondrous ItemInner Sea Gods
Fate's Shearsmoderate conjuration and necromancy6none36001 lb.The blades of these antique scissors are engraved with images of an infant, a child, an adult, and an elder (female images on one blade, male images on the other). The blades are permanently coated with salve of slipperiness and therefore adhesives do not stick to them, making them especially suitable for cutting through sticky things (such as spiderwebs, cave fisher filaments, and so on). If used in combat, the shears function as a masterwork dagger. Once per day as an immediate action, the bearer can point the shears at a creature within 30 feet and force that creature to reroll its most recent attack, check, or save, and use the result of the second roll; the bearer is staggered on her next turn after using this ability. In addition, the bearer can use deathwatch once per day.Craft Wondrous Item, bane, bless, deathwatch, greaseWondrous ItemInner Sea Gods
Featherscale Cloakfaint abjuration and transmutation5shoulders40001 lb.This heavy linen cloak has a fish-scale pattern that darkens toward the bottom and white feathers on the shoulders. Once per day, the wearer can use beast shape I, but only to transform into a bird or fish. In addition, the wearer can use hide from animals (affecting only the wearer) once per day. The wearer gains a +5 competence bonus on Swim checks. Once per day, the wearer can use feather fall.Craft Wondrous Item, beast shape I, feather fall, hide from animalsWondrous ItemInner Sea Gods
Flask Of The Reaperfaint transmutation3none3800-This metal container looks like a hip flask for carrying alcoholic drinks except it is barely larger than a potion vial. The side of the flask may be blank or have a personalized decoration, but the screw-on stopper usually bears a mark like a shield or perhaps a featureless mask. Once per day, the bearer can drink from the flask to gain a +5 alchemical bonus on Fortitude saving throws against poison and a +5 competence bonus on Stealth checks for 1 hour. If Norgorber is the bearer's patron, once per day the bearer can drink from the flask to gain a +5 competence bonus on Perception, Sleight of Hand, or Stealth checks (drinker's choice) for 1 hour. In addition, the bearer can pour acid from the flask (equivalent in volume to a standard acid flask) once per day.Craft Wondrous Item, acid splash, resistance, creator must have 5 ranks in Perception, Sleight of Hand, and StealthWondrous ItemInner Sea Gods
Gloves Of Bony Powerfaint conjuration and necromancy3hands5400-These black gloves are decorated with images of white bones, as if revealing the bones within the wearer's hands. The left glove can be used once per day to create a spectral hand, which makes the bony hand image on that glove slide off and manifest as a ghostly skeletal hand for the duration of the effect. The right glove can be used once per day to deliver an inflict moderate wounds spell, which gives that hand's bones a pale, sickly glow until the touch is delivered or discharged. If the wearer is a living creature, he can also use the right glove on himself to cast cure moderate wounds instead of inflict moderate wounds.Craft Wondrous Item, cure moderate wounds, inflict moderate wounds, spectral handWondrous ItemInner Sea Gods
Iron Lord's Transforming Sliversmoderate transmutation9none10002 lbs.The metal filings within this pouch are a mixture of adamantine, cold iron, mithral, and steel. The filings are faintly magnetic and stick to ferrous metal but are easily wiped away. If a metal or partly metal weapon is covered in the entire contents of the pouch and placed in a hot forge overnight, it slowly grows or shrinks by one size category toward the size of the creature who applied the powder. For example, a Small +1 longsword coated with the filings by a Medium creature transforms into a Medium +1 longsword. This transformation is permanent. The pouch contains enough material to transform one weapon, regardless of size.Craft Wondrous Item, fabricateWondrous ItemInner Sea Gods
Mask Of Conflicting Energiesmoderate transmutation7head40001 lb.This mask is white on one side and black on the other, with glittering gem lenses covering the eyes. Up to three times per day, the wearer can change the energy damage of a fire spell she casts to cold, a cold spell to fire, an acid spell to electricity, or an electricity spell to acid. All other effects of the spell are unchanged (for example, an ice storm changed to fire damage still deals bludgeoning damage and bestows a penalty on Perception checks). The mask affects only spells up to 3rd level.Craft Wondrous Item, Elemental SpellAPGWondrous ItemInner Sea Gods
Starfaring Robestrong transmutation17body820001 lb.This simple blue robe appears plain during the day but sparkles in starlight or moonlight. The wearer is constantly protected as if wearing a necklace of adaptation. On command, the robe sprouts pale moth wings, allowing the wearer to fly as if using wings of flying. In the vacuum of space, the wearer can fly at an incredible speed. Although exact travel times vary, a trip within a single solar system normally takes 3d20 months, while a trip beyond should take 3d20 years (or more, at the GM's discretion), provided the wearer knows the way to its destination. While flying in this fashion, the wearer can enter a state of hibernation (similar to temporal stasis), waking instantly if attacked, upon reaching his destination, or after a set time period (such as a month or year).Craft Wondrous Item, alter self, fly, interplanetary teleportUM, temporal stasisWondrous ItemInner Sea Gods
Locust Cuirassmoderate conjuration6armor65658 lbs.The overlapping leather plates of this +2 lamellar cuirass (Pathfinder RPG Ultimate Equipment 12) oddly feel more like insect chitin than the supple leather they are crafted from. This armor's lightweight construction gives it a maximum Dexterity bonus of +6. The wearer of a locust cuirass can take 10 on Acrobatics checks to jump even if distracted or in danger. Once per day as an immediate action, the wearer can summon a swarm of locusts that surround her and support her weight during a fall, causing her to drift slowly down to the ground, similar to feather fall. While falling, the wearer can move up to 5 feet in any horizontal direction for every 1 foot she falls, at a speed of 60 feet per round. The wearer takes no damage upon landing. The effect ends as soon as the wearer touches the ground or after 6 rounds, whichever comes first. If the effect expires while the wearer is still in the air, she falls the remaining distance as normal.Craft Magic Arms and Armor, cape of waspsUMArmorAP 81
Bottle Of Shifting Sandfaint transmutation [earth]5none7501 lb.This ornate glass bottle is filled with loose sand. A bottle of shifting sand can be thrown as a splash weapon targeting a specific grid intersection (Pathfinder RPG Core Rulebook 202). Treat this attack as a ranged touch attack with a range increment of 10 feet. If thrown on an earthen or sandy surface, the bottle breaks, creating an area of churning, shifting sand in a 20-foot spread that obliterates tracks and is considered difficult terrain. Acrobatics checks in the area take a -5 penalty. Creatures entering or beginning their turn in the affected area must succeed at a DC 14 Reflex save each round or become entangled until the beginning of their next turn. If they attempt to move while entangled, they must succeed at a second Reflex save or fall prone. At the end of 5 rounds, the sand disappears, leaving no aftereffects. If a bottle of shifting sand is thrown at a creature, a direct hit instead throws up a cloud of whirling sand that surrounds the creature. This cloud of sand provides concealment to the target and any creatures in adjacent squares for 1 round, but has no effect on the surrounding terrain.Craft Wondrous Item, shifting sandAPGWondrous ItemAP 81
Scarab Of Mummy Defensefaint abjuration5neck12000-This gold amulet is fashioned in the shape of a winged scarab beetle holding a large ruby that represents the solar disk. The scarab grants its wearer a +4 bonus on saving throws against fear effects, and enables its wearer to detect any mummy within 60 feet, although he must concentrate as a standard action to use this ability. In addition, anytime the wearer would be affected by a curse or disease effect, the scarab of mummy defense can absorb the effect with no harm to the wearer. Upon absorbing 12 such effects, the scarab turns to dust and is destroyed. An effect that's both a curse and a disease, such as mummy rot, is considered a single effect for these purposes.Craft Wondrous Item, detect undead, remove curse, remove disease, remove fearWondrous ItemAP 81
Eastern Star Ioun Stonestrong divination12none4000-This red crystal is cut in the shape of a five-pointed star. Its user understands spoken and written languages as if under the effects of comprehend languages.Craft Wondrous Item, tonguesWondrous ItemOccult Mysteries
Western Star Ioun Stonestrong illusion12none4000-This blue crystal is cut in the shape of a five-pointed star. As a standard action, its user can alter his appearance as with a disguise self spell. When so disguised, the user can render the western star and other ioun stones in his possession invisible.Craft Wondrous Item, disguise selfWondrous ItemOccult Mysteries
Grave Candlemoderate necromancy10none55001 lb.Grave candles are magical candles that draw forth spirits from the mortal remains of long-dead creatures, allowing the living to speak to these spirits for a short period while the candle's wick burns. In order to function, a grave candle must be placed amid the physical remains of the body whose spirit the user wishes to contact. These remains can be partial, or even just a handful of ash or grave dust, but a totally destroyed body (as results from destruction or disintegrate) doesn't leave enough material for a grave candle to function. When the candle is lit, the smoke rising from the candle grows thick, and a ghostly shape similar to the creature's appearance in life manifests in the smoke. At this point, the manifested spirit (which is as much an echo of the creature as it is the actual departed soul) can speak. A grave candle does not impart any additional understanding of languages to its user. In other respects, the conversation with the dead spirit adheres to the rules for speak with dead, save that the dead spirit takes a -4 penalty on its saving throw to resist the spell. Furthermore, a dead body can be subjected to the effects of a grave candle only once-the burning of a grave candle effectively burns out the latent necromantic and spiritual energy left behind by the soul's departure from the world (this does not harm the actual soul of the dead spirit, however) and destroys the candle.Craft Wondrous Item, speak with deadWondrous ItemOccult Mysteries
Trumpet Of Spirit Speakingmoderate necromancy6none65001 lb.This long, segmented cone is made of a lightweight metal and collapses into three sections. Although nonmagical spirit trumpets are most often used by fraudulent mediums and manipulated with sleight of hand and ventriloquism, a trumpet of spirit speaking allows actual communication with the spirits of the deceased. Once per day, when its mouthpiece is placed to the lips of a mostly intact corpse, the user can ask up to three questions of the dead creature, as if the corpse were subject to a speak with dead spell. The corpse's replies to the questions issue forth from the horn in quiet, ghostly whispers.Craft Wondrous Item, speak with deadWondrous ItemOccult Mysteries
Backbiter's Focusmoderate evocation7none78001 lb.This small darkwood rod is adorned with a carving of a figure whose own weapon is curled backward as if to strike the figure. Three times per day, the user can speak the rod's command word to curse a single manufactured weapon within 30 feet. If the weapon is magical, it can attempt a DC 16 Will save to avoid the curse. Whenever the cursed weapon damages a creature, it deals half as much damage to its wielder as well; only the weapon's base damage and the wielder's Strength bonus are factored into this damage-bonus damage from a magic weapon's special abilities, from its wielder's class features and feats, or from other effects are not factored into the damage dealt to the wielder. This is a curse effect that lasts for 7 rounds.Craft Rod, bestow curseRodThe Harrow Handbook
Bastion Bootsmoderate transmutation10feet105004 lbs.These metal boots are engraved with the imagery of The Keep, and evoke the unwavering determination represented by that card. The boots can be used as an immovable rod, even when worn. If the boots are moved, the wearer moves with the boots. Even while not activated, bastion boots grant the wearer a +4 bonus to her CMD against combat maneuvers to move her.Craft Wondrous Item, levitateWondrous ItemThe Harrow Handbook
Deck Of Slivering Fatemoderate evocation7none13000-The 54 cards in this +1 limningUE harrow deck have more violent imagery than a standard harrow deck, and each card has a thin metallic frill around its edges. When the wielder uses a card from this deck with the Deadly Dealer feat (see page 15), the metallic frills become taut and sharp. When they are used in this way, the cards deal slashing damage instead of piercing, and the bonus damage from the Arcane Strike feat is doubled.Craft Magical Arms and Armor, Craft Wondrous Item, Deadly Dealer, magic missileWondrous ItemThe Harrow Handbook
Fate-Reader's Lensesstrong divination5none11250-Fate-reader's lenses consist of two specially crafted harrow decks. The decks sport a stylized image of an eye on the back of each card-one deck's eyes are red, and the deck's eyes are blue. Each card in the red deck is linked to its corresponding card in the blue deck. The owner can peer through the eyes of any card from the red deck to see whatever is in front of the corresponding blue-eyed card, as if using enter image (Pathfinder RPG Advanced Player's Guide 219). The owner can peer through any red card at will; drawing a random card and peering through it is a standard action, while going through the deck and selecting a specific card is a full-round action. If the corresponding blue card is still shuffled in with the rest of the blue deck, it is automatically moved to the top of that deck, ready to be drawn by whoever bears it. Once a blue card is drawn, it can be placed on a creature's person with a successful Sleight of Hand check or stuck to any sturdy flat surface, where it remains until moved again by either you or another creature. Only a single pair of cards can have a visual link between them at any time, and placing a red card at the bottom of its deck causes the eye on the matching blue card to close, ending the visual link until the red card is peered through again. While the blue cards can be meted out and separated however the owner desires, the red cards lose their magic if separated from the red-eyed harrow deck for more than 10 minutes. If a blue card or a red card is destroyed, the matching card of the opposite deck loses its magic.Craft Wondrous Item, enter imageWondrous ItemThe Harrow Handbook
Man Mountain Armorstrong transmutation15armor3235075 lbs.Three times per day, as an immediate action when struck by a melee attack while he is touching the ground, the wearer of this +1 titanicUE stoneplateUE can cause the earth around him to shake, turning the area into difficult terrain. The radius of this effect is equal to 1d4 x 5 feet, and any creature in the affected area must succeed at a DC 15 Reflex save or fall prone.Craft Magical Arms and Armor, earthquakeArmorThe Harrow Handbook
Medium's Harrow Matmoderate necromancy7none25001 lb.This harrow mat allows a harrower to tap into the ancestral knowledge of nearby spirits. If a harrower uses this mat as an additional focus component while casting harrowing or greater harrowing, she treats her caster level as 1 higher. When this mat is used to perform a harrowing (magical or not) over a grave or other burial site, the spirit of the interned body influences the harrowing; for each card drawn related to the past, the harrower can draw from the deck twice and choose which card to place.Craft Wondrous Item, speak with deadWondrous ItemThe Harrow Handbook
Mute Marionettemoderate enchantment7none165002 lbs.Every mute marionette appears as a hag with its lips sewn shut. The creator of a mute marionette chooses a creature type or subtype from the ranger's list of favored enemies to which the doll is attuned. If the doll's owner is within 30 feet of one or more creatures of the attuned type, the owner can shake the doll as a standard action. Creatures of the attuned type must attempt a DC 11 Will save; on a failure, for the next hour, affected creatures have a 10% chance of failing to cast spells or spell-like abilities as long as they remain within 30 feet of the doll. Regardless of the result of its save, a creature cannot be targeted by a mute marionette more than once per 24 hours. Once per day, a mute marionette can be presented forcefully to cast confusion (DC 16) at an area within 170 feet, affecting all creatures of the attuned type in a 15-foot-radius burst.Craft Wondrous Item, confusion, fumbletongue (Pathfinder RPG Ultimate Magic 221)Wondrous ItemThe Harrow Handbook
Traveler's Grandiose Carrying Casemoderate illusion and transmutation5none12002 lbs.This masterwork harrow carrying case protects the harrow deck within from harm. When the case is used as part of a harrowing, the light level within 15 feet of the case darkens to dim light and miniature illusions of the interpreted cards appear in front of the harrower and her subjects. While stored in a traveler's grandiose carrying case, a harrow deck gains a +2 bonus on saves against effects that specifically target the deck.Craft Wondrous Item, darkness, endure elements, major imageWondrous ItemThe Harrow Handbook
Rabbit's Blademoderate evocation7none223071 lb.The blade of this unassuming longsword is permanently broken, snapped at an angle halfway along the blade. In spite of this, the sword can be wielded as a +2 short sword without penalty. As long as the wielder of a rabbit's blade is threatening two or more foes and he has no allies within 15 feet, he gains the use of the Cleave feat. If he is threatening three or more foes and has no allies within 30 feet, the wielder gains the use of the Great Cleave feat instead. Each threatened foe must have Hit Dice equal to or greater than 1/2 the wielder's character level in order to count toward this weapon's ability.Cleave, Craft Magical Arms and Armor, Great Cleave, divine powerWeaponThe Harrow Handbook
Snakebite Daggermoderate enchantment10none97601 lb.The blade of this +1 living steelUE dagger (Ultimate Equipment 51) is always slightly damp to the touch. The save DC of any injury poison coating this blade increases by 2. Once per day, the wielder of a snakebite dagger can speak the weapon's command word to cause the dagger to seep a bright green neurotoxin. For 1 hour, the next time the wielder damages a creature with the dagger, the creature must succeed at a DC 16 Will save or be affected by modify memory as if the wielder had spent 5 minutes modifying the target's memory.Craft Magical Arms and Armor, modify memoryWeaponThe Harrow Handbook
Braid Of A Hundred Mastersmoderate transmutation5neck5200-This elaborate braid is made of strands of hair from a hundred martial arts masters. If the wearer has levels in monk, his fast movement and unarmed damage are treated as a monk of 3 levels higher. If the character is not a monk, he gains the fast movement and unarmed damage of a 3rd-level monk. This fast movement functions just like the monk's fast movement class feature. These bonuses do not stack with those granted by other items or effects. In addition, as a swift action three times per day, a character with the flurry of blows class feature can use the Braid of a Hundred Masters to apply 1-1/2 times his Strength bonus on damage rolls for successful attacks made with flurry of blows. This ability must be activated before the damage from the attack is rolled, though it may be activated after the attack roll is made and before the damage roll. Once this ability is activated, its effect lasts for 1 round.Craft Wondrous Item, longstrider, stone fist (Advanced Player's Guide 247)Wondrous ItemPFS S3-13
Armband Of The Golden Serpentmoderate abjuration9wrist200003 lbs.Heavy golden coils form this serpentine armband. It wraps snugly around the upper arm of its wearer and stays firmly in place once donned. An armband of the golden serpent allows its wearer to cast spells with the range of touch in melee combat without provoking attacks of opportunity. Spells with ranges other than touch provoke attacks of opportunity as normal-even spells with a range of personal. When the wearer of an armband of the golden serpent casts a touch spell in melee combat, the armband animates, slithering down the wearer's arm and striking to deliver the touch attack. Although the armband delivers the spell, the wearer is still required to take the necessary actions and make the required attack roll; the wearer does not gain any additional actions.Combat Casting, Craft Wondrous Item, spectral handWondrous ItemAP 82
Mythopoeic Sphinxmoderate divination11none130002 lbs.Carved from sandstone, this small stone statuette depicts a female sphinx and is a powerful tool for divinations. Once per week, the possessor can ask the mythopoeic sphinx about an important person, place, or thing. The sphinx then animates and relates legends about the subject in either Common, Draconic, or Sphinx, as if with legend lore. In addition, a mythopoeic sphinx can be used as a focus component that replaces the normal focus or material components for the augury, divination, and legend lore spells. Lastly, the possessor of a mythopoeic sphinx gains a +4 bonus on Diplomacy checks to influence sphinxes. The possessor of a mythopoeic sphinx can also use the figurine to call a gynosphinx to his presence and bargain for her services as if using planar ally to call upon an outsider. A mythopoeic sphinx permanently loses all of its magical abilities when used to call a sphinx in this way, becoming a mundane stone statuette, regardless of whether or not the called sphinx agrees to serve the possessor.Craft Wondrous Item, legend lore, planar allyWondrous ItemAP 82
Scimitar Of The Striking Wingmoderate transmutation11weapon270004 lbs.This bronze +2 scimitar bears an eagle motif on its pommel, and allows the user to soar through the air to deliver his attacks. As a free action, the wielder can fly without having to maintain concentration, as if affected by the fly spell for up to 20 rounds each day, with a +5 bonus on Fly checks. These rounds need not be consecutive. In addition, as long as the scimitar is in hand, the wielder can use feather fall at will.Craft Magic Arms and Armor, feather fall, flyWeaponAP 82
Scorpion Tail Whipmoderate divination6weapon123053 lbs.The lash of this whip is made of countless tiny chitinous plates interlocking to form an articulated cord, tipped with sharp blades. A scorpion tail whip is a +2 scorpion whip that can strike with incredible speed. When attacking with the scorpion tail whip, the wielder gains a +2 insight bonus on his initiative check, provided his first attack on the first round of combat is made with the scorpion tail whip. If the wielder switches weapons or makes an attack with another weapon before attacking with the scorpion tail whip, he does not gain the initiative bonus.Craft Magic Arms and Armor, anticipate perilUMWeaponAP 82
Carnivorous Jarmoderate necromancy11none-110 lbs.A wooden stopper depicting an animal or human head seals this limestone jar. Any creature that opens the jar takes 3d6 points of Constitution damage as several of its internal organs vanish from its body and appear inside the jar. If the creature survives, the resulting trauma deals 2d6 points of bleed damage every round. This bleed damage lasts until the victim receives at least 5 points of magical healing or benefits from a DC 20 Heal check. A carnivorous jar functions only once, and can be found alone or in sets of four.CursedAP 82
Constrictor Armorstrong transmutation12body-130 lbs.Designed to resemble the wide scales on a serpent's belly, this armor functions as a +1 breastplate of fire resistance. The first time the wearer is struck in melee, the armor animates and begins crushing its wearer. On the round that the armor animates, it automatically grapples the wearer. In following rounds, at the beginning of the wearer's turn, the armor makes a grapple combat maneuver check (CMB +20) to constrict the wearer. If successful, the armor deals 2d6 points of damage each round. Once animated, the armor releases its grip only when it is destroyed or its wearer dies. The wearer can't physically remove the armor once it activates, but others can help destroy or remove it. This armor functions normally (without animating) when worn by unliving creatures such as constructs and undead.CursedAP 82
Phlogiston Vialmoderate abjuration11none3300-This 1-inch-long, clear glass vial is filled with a dark, amber-colored fluid that resembles the twisting, flickering form of a fire elemental. The vial is sealed with a brass cap and attached to a lightweight gold chain. When the chain is wrapped around a divine caster's holy symbol, the saving throw DC of the next banishment or dismissal spell he casts on an outsider with the fire subtype is increased by 4, and additionally, the caster gains a +2 alchemical bonus on the caster level check to overcome the creature's spell resistance against the spell. If the spell is successful, the outsider leaves behind a small pile of magical ashes and the phlogiston vial cannot be used to banish outsiders again until the oil inside is replaced as a standard action (see below). If the ashes are collected and placed inside the vial, and the vial is used as an additional material component for a planar ally spell, the spell conjures the exact same outsider, provided the creature is a viable target of that spell. The owner of the vial receives a +4 bonus on her Charisma check to negotiate with the creature. The ashes are consumed after an agreement with the creature is made. A phlogiston vial is a single-use item that can be recharged with a rare alchemical agent called phlogiston oil, which can only be found on the Plane of Fire and costs 2,000 gp when sold on the open market. The listed price is for a phlogiston vial full of phlogiston oil.Craft Wondrous Item, banishment, planar allyWondrous ItemBlood Of The Elements
Lamp Of Fiery Visionsmoderate divination7none222001 lb.This brass oil lamp has an etching of crossed khopeshes on each side and is thought to have once held a powerful malik. When the owner of this lamp rubs it as a full-round action and concentrates on a nonmagical fire within line of sight, he can gaze out of the flame as though he were standing in it. The targeted flame can be as small as a candle or as large as a forest fire, though for fires larger than 5 feet wide, the user must specify from which square within range he sees. While gazing out from a distant fire, the user can communicate with anyone who is near that fire simply by speaking-the user's voice emanates from the flame. The user cannot cast spells or make attacks through the flame, nor can he perform any actions other than viewing and speaking. If the fire is doused while the user is gazing through it, he must succeed at a DC 15 Will save or become dazed for 1 round. A lamp of fiery visions can be used for up to 5 minutes per day. This duration need not be consecutive, but it must spent in 1-minute increments.Craft Wondrous Item, arcane eye, messageWondrous ItemBlood Of The Elements
Sandstorm Dustmoderate evocation11none90001 lb.This ornate sack made of dyed leather contains a mixture of swirling atmospheric energies from the Plane of Air and gritty elemental dust from the Plane of Earth. As a standard action, the owner can blow a handful of sandstorm dust at a single creature of size Large or smaller within 10 feet. If the target fails at a DC 19 Reflex save, the sandstorm dust catches on the creature and grows to the size of a small sandstorm. At the beginning of the target's turn for the next 1d6+1 rounds, the creature is swept violently upward, thrown back to the ground, and then dropped in a random adjacent empty square, taking 1d6 points of damage from the impact. While the target lands on its feet each time, this does not prevent it from being dropped off a cliff or onto a dangerous patch of terrain. The affected creature can attempt to arrest itself as a move action with a successful DC 25 Acrobatics check or DC 19 Reflex save; success means that the creature is not flung into the air that round. If the creature succeeds at two consecutive Acrobatics checks or Reflex saves in this way, the sandstorm dissipates and the effect ends. A newly created bag of sandstorm dust contains enough dust for three uses.Craft Wondrous Item, siroccoWondrous ItemBlood Of The Elements
Snowfall Orbstrong transmutation13none140001 lb.On the borderlands between the Plane of Air and the Plane of Water, vast sheets of glacial ice tip from one realm to the other, storms of boulder-sized hail pulverize extant structures, and entire nations of snow swirl amid the dense interplanar vapors. The snowfall orb is a relic of this harsh realm and is capable of channeling its awesome elemental power in a variety of ways. First, anytime the owner's equipment is targeted by heat metal, the effect is automatically countered as if the snowfall orb had cast chill metal. Second, once per day, the owner can concentrate on the orb for 10 minutes to alter the weather in a 1-mile radius. Doing so causes snow, heavy snow, sleet, or hail (user's choice) to fall within that radius for 1d4 hours, regardless of the environment's predominant climate or season. This ability otherwise functions as control weather. Finally, the user can throw a snowfall orb at an opponent as a ranged touch attack with a range increment of 20 feet. On a hit, the orb is destroyed and the target immediately takes 5d6 points of cold damage. At the beginning of each round thereafter for 4 rounds, the target takes an additional 1d6 points of cold damage and must succeed at a DC 15 Fortitude save or take 1d2 points of Dexterity damage and become staggered for 1 round. If the target takes 3 or more points of Dexterity damage in this way, the creature becomes fatigued; if the target takes 5 or more points of Dexterity damage, it becomes exhausted instead.Craft Wondrous Item, chill metal, control weather, snowball (Pathfinder Player Companion: People of the North 26)Wondrous ItemBlood Of The Elements
Windsong Lutefaint transmutation3none42503 lbs.The haunting strains of any music played on this unusually light, gold-inlaid oak lute travel farther than that of any mundane instrument, as if carried by the wind. If a bard uses this lute to play a bardic performance with a limited range (such as countersong or distraction), the range of the bardic performance increases by 10 feet. If the bard is a sylph, the range increases by 20 feet instead.Craft Wondrous Item, whispering wind, creator must be a sylph with the bardic performance class featureWondrous ItemBlood Of The Elements
Wintertide Candlemoderate transmutation9none15001/2 lb.Even though this translucent, 1-foot-long candle resembles an icicle, it refuses to melt when exposed to any normal heat source. When lit, the candle transmutes its material composition from wax into gleaming divine ice (frozen holy water like that produced by holy iceUM). The flame of the candle is cool and radiates violet-blue light. Lighting the candle is a standard action, and anyone adjacent to it can extinguish the flame as a free action. The candle can burn for 10 rounds (need not be consecutive) before the ice is entirely consumed. While the candle is burning, it emits an aura of divine cold in a 30-foot radius. The candle modifies the effect of any channeled positive or negative energy that originates inside the aura, and of any cure or inflict spell cast inside the aura. Instead of their normal effects, these abilities deal an amount of cold damage equal to the number of hit points they would normally cure or inflict. A target that succeeds at a Fortitude save (using the normal DC for the ability or spell) instead takes half damage. A bearer can hurl the lit candle at an enemy as a ranged touch attack with a range increment of 10 feet, causing the candle to explode into a burst of chilled holy water. A creature struck in this manner is numbed by divine cold, becoming staggered for half the remaining time that the candle could burn (Fortitude DC 17 negates). An undead creature or evil outsider struck in this manner also takes 1d4 points of damage for each remaining round that the candle could continue burning, as if it were hit by holy water (no saving throw).Craft Wondrous Item, Elemental Spell (cold), holy iceUMWondrous ItemBlood Of The Elements
Cyclops Helmfaint divination1head56005 lbs.This helm is made from the husk of a cyclops's shrunken head, and grants a limited version of that creature's flash of insight ability. Once per day as an immediate action, the wearer can choose the result of the die roll instead of rolling her next attack roll, saving throw, skill check, or ability check.Craft Wondrous Item, true strikeWondrous ItemThe Emerald Spire
Sword Of Station, Lesserfaint abjuration and enchantment1belt3605 lbsThis ornate sword and belt impart uncanny confidence and insight while worn, granting a +2 competence bonus on Sense Motive checks. Three times per day, the wearer may draw the sword and deliver a single-word command, as per the spell. Lesser versions of swords of station exist that allow the wearer to cast command only once per day, and that lack the confidence-boosting enhancements. For greater swords of station, the competence bonus on Sense Motive checks increases to +5. A sword of station is blunted and poorly balanced, intended as a showpiece rather than a weapon. If used in combat, treat it as an improvised club.Craft Wondrous Item, command, remove fear, creator must have 2 ranks in the Sense Motive skillWondrous ItemPFS S3-16
Sword Of Stationfaint abjuration and enchantment1belt-15 lbsThis ornate sword and belt impart uncanny confidence and insight while worn, granting a +2 competence bonus on Sense Motive checks. Three times per day, the wearer may draw the sword and deliver a single-word command, as per the spell. Lesser versions of swords of station exist that allow the wearer to cast command only once per day, and that lack the confidence-boosting enhancements. For greater swords of station, the competence bonus on Sense Motive checks increases to +5. A sword of station is blunted and poorly balanced, intended as a showpiece rather than a weapon. If used in combat, treat it as an improvised club.Craft Wondrous Item, command, remove fear, creator must have 2 ranks in the Sense Motive skillWondrous ItemPFS S3-16
Sword Of Station, Greaterfaint abjuration and enchantment1belt-15 lbsThis ornate sword and belt impart uncanny confidence and insight while worn, granting a +2 competence bonus on Sense Motive checks. Three times per day, the wearer may draw the sword and deliver a single-word command, as per the spell. Lesser versions of swords of station exist that allow the wearer to cast command only once per day, and that lack the confidence-boosting enhancements. For greater swords of station, the competence bonus on Sense Motive checks increases to +5. A sword of station is blunted and poorly balanced, intended as a showpiece rather than a weapon. If used in combat, treat it as an improvised club.Craft Wondrous Item, command, remove fear, creator must have 2 ranks in the Sense Motive skillWondrous ItemPFS S3-16
Chest Of Keepingstrong transmutation12none900010 lbs.A chest of keeping is a large container capable of holding up to 1,000 pounds of contents, with a volume limit of 150 cubic feet. While the chest's lid is closed, the contents are preserved so that they resist the passage of time and do not decay. Living creatures placed inside the chest have no need to eat or drink, but they age normally. The chest is airtight when the lid is closed, with enough air to last a living creature for up to 10 minutes before it suffocates. Once the lid is closed, a chest of keeping can be folded up, compacting down to the size of a typical loaf of bread. When the chest is compressed in this way, its contents do not add to the chest's standard weight of 10 pounds, as they are shunted into an extradimensional space for storage. Folding or unfolding a chest of keeping is a full-round action, and a chest of keeping cannot be opened when it is folded.Craft Wondrous Item, gentle repose, secret chestWondrous ItemAP 83
Life Lanternstrong evocation and necromancy15none-14 lbs.The life lantern appears as a large ankh made of gold with a polished sphere of sapphire fitted into its center. Held in one hand by a living bearer, the life lantern glows with a radiance equal to that of a sunrod. If the carrier is undead, the life lantern instead sheds an area of magical darkness akin to that exuded by a darkness spell. The light or darkness exuded by a life lantern enhances certain elements of necromancy. In an area of light generated by a living carrier of a life lantern, dying creatures gain a +4 bonus on all Constitution checks to stabilize. More significantly, a body brought back to life via raise dead, resurrection, or any similar effect does not gain any negative levels upon being brought back, as long as the body is restored while it is illuminated by the life lantern's light. Once per year, the life lantern may be used by a living creature to cast resurrection on a creature by touching the life lantern to a portion of the dead creature's body. When the life lantern sheds darkness in the hand of an undead creature, all undead creatures in that area of darkness gain fast healing 5. Once per week, the life lantern may be used by an undead creature to cast create greater undead. The life lantern also functions as a holy or unholy symbol for a spellcaster who worships a deity who grants access to the domains of Death or Healing, and the spellcaster need not actually have those domains to use the lantern in this way.ArtifactAP 83
Pharaoh's Keystrong abjuration17none-13 lbs.The Pharaoh's Key is a strange-looking device, possibly of Shory origin, about 1 foot in diameter. The device's primary use is as an activation item to trigger the firing of the Slave Trenches, yet it also grants protection against elemental creatures as long as it is carried in one hand. The bearer gains a +5 deflection bonus to AC and a +5 resistance bonus on all saving throws against attacks made by creatures with the elemental subtype. In addition, while the Pharaoh's Key is held in one hand, the bearer's attacks ignore any damage reduction possessed by a creature with the elemental subtype.ArtifactAP 83
Ring Of Stony Fleshmoderate abjuration11ring18000-A ring of stony flesh gives the wearer's skin the appearance of flexible stone. Once per day, the wearer can expend a charge as a standard action to gain the benefits of stoneskin. While under this effect, the wearer gains the earth glide ability, allowing her to move through unworked stone or earth as easily as a fish swims through water. The wearer cannot move through stone composed of multiple blocks-such as the walls of a tomb or castle-with this ability, only through solid masses of stone. In addition, a ring of stony flesh automatically nullifies any petrification effect that targets the wearer by expending 2 charges, provided the ring has at least 2 charges remaining. The ring's protection effect activates before the wearer attempts a saving throw against the petrification attempt. A ring of stony flesh has 10 charges when created.Forge Ring, stone to flesh, stoneskinRingAP 83
Skyplate Armormoderate transmutation11armor3030020 lbs.This suit of +1 steel lamellarUE weighs less than normal steel lamellar (though it is still considered medium armor). Skyplate armor grants its wearer the ability to use wind walk once per day. Furthermore, while clad in skyplate armor, the wearer gains a +4 resistance bonus on all saving throws against electricity effects, wind effects, and all effects associated with magical or mundane weather.Craft Magic Arms and Armor, resist energy, wind walkArmorAP 83
Bracelets Of Defiant Windmoderate conjuration and evocation [air]10wrists9000-These azure-and-white marbled bracelets feel smooth and perpetually cool to the touch. When worn, they activate once per day as an immediate action to safeguard against sudden airborne attacks and effects by automatically surrounding their wearer in a cylinder of pure wind and elemental air. This effect functions simultaneously as both air bubble and wind wall, protecting against missile weapons, gases, and most gaseous breath weapons. It also activates underwater if the wearer begins to drown. Once activated, the effect lasts for 10 rounds.Craft Wondrous Item, air bubbleUC, contingency, wind wallWondrous ItemAP 83
Flying Platformstrong transmutation12none3800080 lbs.This sturdy, 10-foot-by-10-foot mithral platform bears five shifting, white runes of Auran incantations related to clouds and swift travel. It functions identically to a carpet of flying, except it requires periodic recharging to maintain power. The device can hold up to 5 charges, depleting them at a rate of 1 charge for every hour or partial hour of continuous use. The charges can be restored by casting overland flight onto the runes, which restores 1 charge per casting. When in operation, a flying platform also reduces the effect of rushing wind upon those standing on it, producing an alter winds effect to decrease the wind's intensity by one step. A flying platform can normally carry 800 pounds at a speed of 40 feet, but it can carry up to twice this amount with a reduced speed of 30 feet. A flying platform can hover without need for a Fly check, and grants a +5 bonus on any other Fly checks made to operate it. It has hardness 10 and 60 hit points.Craft Wondrous Item, alter windsAPG, overland flightWondrous ItemAP 83
Staff Of Rightful Rulestrong abjuration15none-15 lbs.This staff is a single piece of mithral carved with lines and small dots and encrusted with blue and violet gemstones at either end. The runes marking it are a mixture of Auran and Infernal terms, intertwined. The staff delivers a shocking grasp (CL 15th) to any creature other than the staff's owner that holds it, and no chaotic creature can become its owner. Asserting ownership requires a successful DC 20 Use Magic Device or Charisma check made while holding the staff. Once a creature becomes the staff's owner, it remains so until another creature asserts ownership. A staff of rightful rule has 10 charges when it is created. In addition to the normal method of recharging staves, spent charges from a staff of rightful rule can be restored by casting dictum into the staff. Each casting restores 1 charge, but the staff may never hold more than 10 charges at any one time. The staff allows use of the following spells: • Feather fall (0 charges; functions even if all charges are expended) • Shocking grasp (1 charge) • Chain lightning (2 charges) • Dispel chaos (3 charges)ArtifactAP 83
Minor Ring Of Acid Resistancemoderate 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
Major Ring Of Acid Resistancemoderate 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
Greater Ring Of Acid Resistancemoderate 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
Minor Ring Of Cold Resistancemoderate 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
Major Ring Of Cold Resistancemoderate 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
Greater Ring Of Cold Resistancemoderate 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
Minor Ring Of Electricity Resistancemoderate 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
Major Ring Of Electricity Resistancemoderate 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
Greater Ring Of Electricity Resistancemoderate 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
Minor Ring Of Fire Resistancemoderate 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
Major Ring Of Fire Resistancemoderate 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
Greater Ring Of Fire Resistancemoderate 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
Minor Ring Of Sonic Resistancemoderate 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
Major Ring Of Sonic Resistancemoderate 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
Greater Ring Of Sonic Resistancemoderate 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
Cartouche Of Distinctive Wardingmoderate abjuration11neck24000-This winged, golden cartouche hangs on a leather thong beaded with semi-precious stones. Normally, a cartouche of distinctive warding functions as a ring of protection +1 and allows the wearer to use shield two times per day. Once per day, the wearer can write the name of a specific individual in Ancient Osiriani hieroglyphs on the cartouche (the name must be the person's true name, not an alias, nickname, or title). This causes the cartouche's regular powers to go dormant, but for the next hour the wearer is protected against the inscribed individual in three ways: • The wearer gains a +2 deflection bonus to AC against all attacks made by the inscribed individual (including physical attacks, and magic items and spells that require attack rolls). • The wearer gains a +2 bonus on all saving throws against spells and effects cast or created by the inscribed individual. • The wearer gains a +2 bonus on opposed skill checks against the inscribed individual. At the end of 1 hour, the inscribed name fades, and the cartouche loses all its powers for 23 hours. Note that the actions of the inscribed individual's allies (including minions or summoned creatures) are not subject to the cartouche's power.Craft Wondrous Item; lesser globe of invulnerability; magic circle against chaos, evil, good, or law; shieldWondrous ItemAP 84
Staff Of The Hooded Cobramoderate abjuration and necromancy7none424002 lbs.Carved from a single piece of darkwood and topped by the head of a hooded cobra, this staff functions as a +3 defending darkwood quarterstaff. Additionally, once per day when the wielder hits a creature with the staff, she can cause the carved cobra head to bite her target. The attack deals an additional 1d6 points of damage and injects the target with a virulent poison (injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d2 Str and 1d2 Con damage; cure 2 consecutive saves).Craft Magic Arms and Armor, poison, shield of faithWeaponAP 84
Sovereign Shabtistrong conjuration17none1300001 lb.During its creation, a sovereign shabti is bound to a single member of royalty who willingly donates 3 drops of her blood and writes her own name upon a strip of parchment. These are placed within a hollow figurine typically made of gold, jade, or gemstone that, when completed, has hardness 5 and 5 hit points. If the sovereign shabti still exists when the bound individual dies, its magic takes effect. The figurine's power speeds the spirit along the River of Souls, assuring it safely reaches the Boneyard. The soul is judged 2d12 hours after dying, at which point the figurine expels its power to create a new being, a living 1st-level shabti duplicate of the bound individual. If the soul was condemned to torment or labor, the shabti goes in its place-the bound individual's spirit traveling to some favorable corner of a plane matching her alignment. If the soul was to be rewarded, the shabti appears on to the fringes of Axis. Once the shabti has been created, the bound individual cannot be returned to life by any means short of divine intervention. The sovereign shabti-which does not travel with the bound soul-crumbles as soon as it creates a shabti.Craft Wondrous Item, trap the soul, true resurrection, 3 drops of royal blood, a royal nameWondrous ItemAP 84
Astrologer's Telescopemoderate divination110none5400030 lb.This telescope has over a dozen lenses and measurement devices attached to it. An astrologer's telescope functions as a telescope with x50 magnification (see page 27). A skilled astronomer can use an astrologer's telescope to glean insights into the future by carefully manipulating the various lenses and other apparatuses attached to the telescope while gazing at the stars. When doing so, the user selects a Knowledge skill and attempts a DC 20 Knowledge (geography) check over the course of 1 hour while stargazing with the telescope. If she doesn't possess ranks in Knowledge (geography), she can attempt a Perception check instead, albeit at a -5 penalty. If the viewing is successful, the user records that check result. Anytime during the next 24 hours that the user would roll the selected Knowledge check, she can use the result of the earlier check as the result of her Knowledge check instead of rolling as normal. If the user is untrained in the selected Knowledge skill, she can use her Knowledge (geography) check result as the Knowledge check's result only if the DC is 20 or lower. If she doesn't use this benefit within 24 hours after the viewing, it is lost. The user can increase the amount of time she has to attempt the Knowledge check by adjusting the telescope's various apparatuses and taking a cumulative -5 penalty on her Knowledge (geography) or Perception check for every additional 24 hours she wishes to retain her insight. On a failed check to use the telescope, the user gains no useful insight into the future. Unskilled viewers can attempt only one Perception check per night; a viewer with ranks in Knowledge (geography) can attempt to use the telescope one additional time per night for every 2 ranks she has in Knowledge (geography). Each additional viewing attempt requires the user to spend 1 hour gazing through the telescope. A character can benefit from only one viewing at a time; a second viewing removes the previous benefit, regardless of whether the new attempt succeeds or fails.Craft Wondrous Item, divination, creator has at least 10 ranks in Knowledge (geography)Wondrous ItemPeople Of The Stars
Harvesting Lensfaint evocation3none54001 lb.This thick, intricate lens piece is covered in alchemical wiring. A small aperture on the side of the lens connects to a mundane glass vial, such as a vial used for potions. When slid onto the viewer's end of a telescope, a harvesting lens allows the telescope's user to harness the power of starlight or the void as she chooses. When a vial is fitted to the lens and the telescope is aimed at a distant star in the night sky, the vial slowly fills with collected starlight. After 8 hours, the vial is filled with silvery liquid cosmic light. One filled and removed, the vial of starlight sheds light for 8 hours, as if it were affected by light. During this time, the vial can be thrown as a splash weapon with a range increment of 10 feet. On a direct hit, the vial shatters in a blinding flash of light, affecting the target as a blinding ray (Fortitude DC 13 negates). If the vial misses, it breaks with no effect. Either way, a new empty vial must be attached to the harvesting lens to use it again. Alternatively, a harvesting lens attached to a telescope can be pointed toward an empty, dark space between the stars. After 8 hours, the vial becomes full of thick, inky dark matter. For 8 hours after the vial of dark matter is filled and removed, an inky black haze surrounds any creature holding it, as the protective penumbra spell. A vial of dark matter can also be thrown as a splash weapon with a range increment of 10 feet. Upon striking any solid body or surface, the vial breaks and releases a 10-footradius emanation of magical darkness that lasts for 3 minutes. This effect otherwise acts as darkness. Only vials that have been filled for 8 hours produce the above effects. Partially filled vials do not work. Only one magical lens (such as this or a lens of starlight) can be attached to a telescope at a time.Craft Wondrous Item, blinding rayARG, light, protective penumbraUMWondrous ItemPeople Of The Stars
Lens Of Starsightfaint divination1none26001 lb.This thick black lens can be attached to the viewing end of a telescope. When the telescope is pointed toward the sky at night, whoever gazes through the lens of starsight gains the benefits of starsight (see page 29) as well as a +2 competence bonus on Knowledge (geography) checks relating to the stars. Only one magical lens (such as this or a harvesting lens) can be attached to a telescope at a time.Craft Wondrous Item, starsight, creator has at least 2 ranks in Knowledge (geography)Wondrous ItemPeople Of The Stars
Ointment Of Void Sealingfaint abjuration9none300025 lbs.Ointment of void sealing comes in a 4-gallon tub, typically made out of brass or some other durable metal. When a Medium or smaller character dunks his head into the tub of sticky, viscous goo as a standard action, the ointment flows over and around him with surprising alacrity until it has coated him in a thin but flexible layer that looks like translucent amber. Ointment of void sealing creates a perfect seal around the user, protecting him from the extreme cold and vacuum of outer space, and provides breathable air for the user, as planetary adaptation (see page 28). After 3 hours, a coating of ointment of void sealing deteriorates and its effects end. A newly created tub of ointment of void sealing contains enough ointment to cover four Medium creatures. Large creatures require 2 doses to gain the benefits of the ointment, while two Small creatures can share a single dose between them.Craft Wondrous Item, planetary adaptationWondrous ItemPeople Of The Stars
Traveler's Translatorfaint divination3none1550-This single earring consists of a prismatic crystal set into a platinum bezel. A traveler's translator provides its owner a basic and limited ability to communicate with intelligent creatures that speak unfamiliar languages. When created, a traveler's translator is imprinted with a single base language chosen by its creator (typically Common), and is capable of learning one additional language. When its owner speaks the command word, the traveler's translator begins listening to all spoken conversations and speech within 30 feet. After 1 minute of exposure to a language other than its base language, the translator learns the new language. Thereafter, the item automatically translates speech of the newly learned language into the translator's base language, telepathically imparting the translated words to its owner. A traveler's translator can store only one learned language at a time and can learn only one language per day-speaking the command word again after at least 24 hours causes the translator to erase the previously learned language (but not its base language) to make room for a new language. As a standard action, the owner of the stone can designate a single creature within 30 feet. When the owner speaks aloud to that creature in the translator's base language, the traveler's translator telepathically transmits the owner's meaning to the target, using the learned language. A traveler's translator does not grant its owner the ability to read or write in either the base or the learned language.Craft Wondrous Item, share languageAPGWondrous ItemPeople Of The Stars
Clawhand Shieldmoderate necromancy9shield81588 lbs.This shield is made of bone and ivory, but has been imbued with magic to function as a +2 mithral heavy steel shield (though it is not considered to be made of metal). The shield has stylized animal claws encircling its outer rim. If the wearer is grappled, pinned, or swallowed whole, as a standard action he can cause the claws to animate and make a single melee attack dealing 1d8 points of damage + the wielder's Strength modifier (1d6 + his Strength modifier for a Small wielder) without requiring a successful combat maneuver check to do so. This is considered a weapon attack with a one-handed weapon the wielder is proficient with, not a shield bash. Additionally, the claws can animate to perform the somatic components of a spell as long as the arm holding the shield would be able to provide these components if it weren't carrying a shield. As a result, the shield has no arcane spell failure chance.Craft Magic Arms and Armor, summon nature's ally IArmorAdvanced Class Guide
Full Plate Of The Corpsefaint abjuration5armor3565050 lbs.This suit of +2 full plate has been etched and stained in such a way that it resembles the form and shape of a decomposed body that is encased in a suit of armor. The wearer is effectively hidden from non-intelligent undead, which can't see, hear, or smell him; even extraordinary or supernatural senses capabilities can't penetrate the magical shroud. An intelligent undead creature can attempt a single Will saving throw (DC 14) to penetrate the ward. All affected undead behave as if the wearer simply isn't there.Craft Magic Arms and Armor, hide from undeadArmorAdvanced Class Guide
Hero's Hauberkstrong abjuration13armor1660025 lbs.The damage reduction of this dull gray +1 adamantine chain shirt stacks with any other damage reduction the wearer possesses. For example, a wearer with DR 5/magic would reduce damage from nonmagical attacks by 6, and magical attacks by 1. While the wearer rages or maintains a raging song, the armor emits a low droning sound and grants the benefits of light fortification. While the wearer maintains a bardic performance, the armor's links jangle in harmony with his song or movements, aiding his focus. The wearer receives a +1 luck bonus on all ability checks and skill checks he attempts during such a performance. In addition, any penalties applied to his attack rolls, ability checks, skill checks, and saving throws are reduced by 1. If a die roll has multiple penalties, the total of the penalties is reduced by 1, not each individual penalty.Craft Magic Arms and Armor, limited wish or miracle, creator must have the raging song class featureArmorAdvanced Class Guide
Stalking Armormoderate transmutation6armor857520 lbs.This +2 studded leather armor comes in a number of varieties, each corresponding to a specific type of terrain from the ranger's favored terrain list. The armor takes on visual characteristics related to that type of terrain (cold stalking armor might be gray and white with a white fur trim, jungle stalking armor could be lush green with vine patterns, and so on) and makes the wearer blend in more naturally with his surroundings. The stalking armor grants the wearer a +5 competence bonus on Stealth and Perception checks attempted while in that specific terrain.Craft Magic Arms and Armor, chameleon strideAPG, perceive cuesAPGArmorAdvanced Class Guide
Tireless Tracking Hidefaint transmutation5armor1116525 lbs.This +1 hide armor is always made from the pelt of a migratory herd animal. Anyone wearing this armor can maintain a hustle for a full 8 hours without growing fatigued, doubling her normal daily overland movement rate. After that, the wearer begins to take nonlethal damage each hour, per the hustle rules (Core Rulebook 171). This armor does not increase tactical movement during combat. The benefits of this armor aren't replenished until the character has had a full night's rest.Craft Magic Arms and Armor, bear's enduranceArmorAdvanced Class Guide
Duelist's Comatestrong transmutation13none353202 lbs.This +2 counteringUE duelingUE rapier is particularly well balanced, and features a stout steel ball on the pommel. Three times per day, the wielder can make a surprise melee attack with the pommel as a swift action, as if proficient with the attack and at her normal attack bonus. The attack deals 1d6+2 points of bludgeoning damage, and the critical multiplier is 20/x2.Combat Reflexes, Craft Magic Arms and Armor, cat's grace, dazeWeaponAdvanced Class Guide
Headsman's Blademoderate necromancy and transmutation9none138508 lbs.This scalpel-sharp greatsword has a simple black handle and crosspiece, and is made of unusually dark steel etched with an organic wave pattern. Once per day, the wielder of this +1 keen greatsword can attempt to assassinate a target, per the slayer advanced talent of the same name. If the wielder is not a slayer, he must spend a full-round action studying the target before attempting the assassination, and the target's DC to avoid death is 15. In the hands of a slayer, the sword's enhancement bonus on attack rolls is 2 better against a studied target, and the DC to avoid death from an assassination attempt increases by 2. Additionally, if the assassination attempt is successful, the target is decapitated instead of merely slain.Craft Magic Arms and Armor, keen edge, slay livingWeaponAdvanced Class Guide
Rapier Of Battlefield Movementmoderate transmutation7none303202 lbs.This +2 rapier has elegant lines and a stylish basket hilt. The wielder of this weapon gains a +5 competence bonus on Acrobatics checks made to move through an enemy's threatened area or through its space. As a swift action after hitting with a melee attack using this weapon, the wielder can spend 1 panache point to move 10 feet without provoking attacks of opportunity.Craft Magic Arms and Armor, freedom of movement, creator must have 10 ranks in Craft (weapons)WeaponAdvanced Class Guide
Swashbuckler's Rapiermoderate transmutation7none73202 lbs.This +1 rapier has the nondescript, clean lines of a practice foil. The wielder can spend 1 panache point as a swift action to give the rapier the bane special ability for 1 round, and can pick any subtype of humanoids as the designated foe.Craft Magic Arms and Armor, magic weapon, creator must have 5 ranks in Craft (weapons)WeaponAdvanced Class Guide
Ring Of Ancestral Blood Magicmoderate transmutation10ring4000-While the wearer is bloodraging, he can cast a bonus spell gained from his bloodrager bloodline without expending a spell slot. He can do this three times per day, and must expend a number of rounds of bloodrage equal to the level of the spell to be cast. The wearer must meet all the other requirements for spellcasting.Endurance, Extend Spell, Forge Ring, creator must have the bloodrage class featureRingAdvanced Class Guide
Ring Of Eloquencefaint divination3ring3500-Fine etchings spell out the alphabets of four languages around the inside of this finely crafted silver band. The wearer gains the ability to speak and understand the four languages whose alphabets are inscribed on the ring. Normally the languages are Common, Dwarven, Elven, and Gnome. Less often, such rings are attuned to Giant, Goblin, Orc, and Undercommon, and rings with different sets of languages might also exist. The wearer retains the ability to speak in these languages even if she assumes a form normally unable to do so (such as a druid wild shaped into a wolf). The ring also makes it easier for the wearer to find the correct words to express herself, granting a +2 competence bonus on Bluff, Diplomacy, Intimidate, and Perform (oratory) checks. Also, if the wearer is deafened and attempts to cast a spell with a verbal component, the chance of spell failure is reduced to 10%.Forge Ring, comprehend languagesRingAdvanced Class Guide
Ring Of Lingering Blood Magicmoderate transmutation11ring2000-When the wearer of this ring is bloodraging, he can expend 1 round of bloodrage to extend the duration of a beneficial spell affecting him with a duration of 1 round per level or greater by 2 rounds. This is a free action the wearer can take once per round.Endurance, Extend Spell, Forge Ring, creator must have the bloodrage class featureRingAdvanced Class Guide
Ring Of Natural Attunement (drake)moderate conjuration7ring12880-This coiling band is made of jade carved into the shape of a sea drake. If the wearer can cast summon nature's ally spells, the wearer adds forest drakeB2 and shadow drakeB4 to the 4th-level list of monsters he can summon with those spells, adds flame drakeB2 to the 5th-level list, adds frost drakeB2 to the 6th-level list, and adds desert drakeB3 to the 9th-level list. Also, once per day on command the wearer can use this ring to summon a shadow drake, as if by the summon nature's ally IV spell.Forge Ring, greater magic fang, summon nature's ally IVRingAdvanced Class Guide
Ring Of Natural Attunement (kami)faint conjuration5ring7800-This ring carved from a single piece of cherry wood bears an inscription written in Tien. If the wearer can cast summon nature's ally spells, the wearer adds shikigamiB3 to the 3rd-level list of monsters he can summon with those spells, adds kodamaB3 to the 5th-level list, adds zuishinB3 to the 7th-level list, and adds toshigamiB3 to the 9th-level list. Also, once per day on command the wearer can use this ring to summon a shikigami, as if by the summon nature's ally III spell.Forge Ring, commune with nature, summon nature's ally IIIRingAdvanced Class Guide
Ring Of Natural Attunement (leshy)faint conjuration3ring2800-This ring is made of thin but strong vines braided together in an elegant weave. If the wearer can cast summon nature's ally spells, the wearer adds leaf leshyB3 to the 1st-level list of monsters he can summon with those spells, adds gourd leshyB3 to the 2nd-level list, adds fungus leshyB3 the 3rd-level list, and adds seaweed leshyB3 to the 4th-level list. Also, once per day on command the wearer can use this ring to summon a leaf leshy, as if by the summon nature's ally I spell.Forge Ring, plant growth, summon nature's ally IRingAdvanced Class Guide
Ring Of Powerful Blood Magicmoderate evocation9ring3000-When the wearer of this ring is bloodraging and casts a spell, as a swift action he can increase the save DC of the spell by 1. The wearer can do this a maximum of three times per day. This has no effect on spells that do not require saving throws.Forge Ring, Spell Focus, creator must have the bloodrage class featureRingAdvanced Class Guide
Ring Of Resiliencemoderate conjuration10ring15000-Whenever the wearer of this ring regains a grit point or a panache point through her actions (not just a daily refresh), she can try to end a single ongoing condition affecting her, attempting a new saving throw against the original DC. The effect must be one that allows a saving throw, that can be removed by either dispel magic or heal, and against which the wearer failed her initial saving throw. If the wearer succeeds at the new save, the effect is removed even if succeeding at the save would normally have other consequences, and even if the effect normally requires multiple saves to remove. If the effect allows more than one type of saving throw, use the type and DC for the first saving throw the wearer failed against the effect. The wearer can use the ring only once for each ongoing condition. Because the wearer must regain a grit point or a panache point to use the ring, it provides no benefit if she hasn't used any grit or panache.Forge Ring, restoration, creator must be a grit or panache userRingAdvanced Class Guide
Ring Of Summoning Affinity (aeon)faint conjuration5ring7800-This ring is forged from black iron and shining silver. If the wearer can cast summon monster spells, he adds paracletusB2 to the 3rd-level list of monsters he can summon, adds theletosB2 to the 6th-level list, and adds akhanaB2 to the 9th-level list. Also, once per day the wearer can use this ring to summon a paracletus, as if by summon monster III.Forge Ring, planar ally or planar binding, creator must be neutral with no other alignment componentsRingAdvanced Class Guide
Ring Of Summoning Affinity (agathion)faint conjuration [good]5ring7700-This ring is forged from electrum and inlaid with runes. If the wearer can cast summon monster spells, the wearer adds silvansheeB2 to the 3rd-level list of monsters she can summon with those spells, adds vulpinalB2 to the 5th-level list, adds avoralB2 to the 7th-level list, and adds leonalB2 to the 8th-level list. Also, once per day on command the wearer can use this ring to summon a silvanshee, as if by the summon monster III spell.Forge Ring, planar ally or planar binding, creator must be neutral goodRingAdvanced Class Guide
Ring Of Summoning Affinity (angel)faint conjuration [good]5ring7200-This ring is cut from transparent crystal. If the wearer can cast summon monster spells, the wearer adds cassianB2 to the 3rd-level list of monsters she can summon with those spells, adds movanic devaB2 to the 7th-level list, and adds monadic devaB2 to the 8th-level list. Also, once per day on command the wearer can use this ring to summon a cassian, as if by the summon monster III spell.Forge Ring, planar ally or planar binding, creator must be goodRingAdvanced Class Guide
Ring Of Summoning Affinity (archon)faint conjuration [good, law]5ring7000-This ring is made of hammered steel. If the wearer can cast summon monster spells, the wearer adds harbringersB3 to the 3rd-level list of monsters he can summon with those spells, adds legion archonB3 to the 6th-level list, and adds shield archonB2 to the 7th-level list. Also, once per day on command the wearer can use this ring to summon a harbinger, as if by the summon monster III spell.Forge Ring, planar ally or planar binding, creator must be neutral goodRingAdvanced Class Guide
Ring Of Summoning Affinity (asura)faint conjuration [evil, law]5ring7600-This ring is made of intricately marked brass. If the wearer can cast summon monster spells, the wearer adds tripurasuraB3 to the 3rd-level list of monsters he can summon with those spells, adds adhukaitB3 to the 6th-level list, adds upasundaB3 to the 7th-level list, and adds aghasuraB3 to the 8th-level list. Also, once per day on command the wearer can use this ring to summon a tripurasura, as if by the summon monster III spell.Forge Ring, planar ally or planar binding, creator must be lawful evilRingAdvanced Class Guide
Ring Of Summoning Affinity (daemon)faint conjuration [evil]5ring10600-This ring is carved from bone. If the wearer can cast summon monster spells, the wearer adds cacodaemonB2 to the 3rd-level list of monsters she can summon with those spells, adds ceustodaemonB2 to the 5th-level list, adds hydrodaemonB2 to the 6th-level list, adds luekodaemonB2 and piscodaemonB2 to the 7th-level list, adds derghodaemonB2 and meladaemonB2 to the 8th level list, and adds thanadaemonB2 to the 9th-level list. Also, once per day on command the wearer can use this ring to summon a cacodaemon, as if by the summon monster III spell.Forge Ring, planar ally or planar binding, creator must be neutral evilRingAdvanced Class Guide
Ring Of Summoning Affinity (div)faint conjuration [chaos, evil]5ring9100-This ring is shaped to resemble a snake consuming its own tail. If the wearer can cast summon monster spells, the wearer adds doruB3 to the 3rd-level list of monsters he can summon with those spells, adds aghashB3 to the 4th-level list, adds pairakaB3 to the 6th-level list, adds ghawwasB3 to the 7th-level list, adds shiraB3 to the 8th-level list, and adds sepidB3 to the 9th-level list. Also, once per day on command the wearer can use this ring to summon a doru, as if by the summon monster III spell.Forge Ring, planar ally or planar binding, creator must be chaotic evilRingAdvanced Class Guide
Ring Of Summoning Affinity (inevitable)faint conjuration [law]5ring8100-This ring resembles a gear or cog. If the wearer can cast summon monster spells, the wearer adds arbiterB2 to the 3rd-level list of monsters she can summon with those spells, adds zelekhutB2 to the 7th-level list, adds kolyarutB2 to the 8th-level list, and adds marutB2 to the 9th-level list. Also, once per day on command the wearer can use this ring to summon an arbiter, as if by the summon monster III spell.Forge Ring, planar ally or planar binding, creator must be lawful neutralRingAdvanced Class Guide
Ring Of Summoning Affinity (kyton)faint conjuration [evil, law]5ring7300-This iron ring has several sharp barbs. If the wearer can cast summon monster spells, the wearer adds augurB3 to the 3rd-level list of monsters he can summon with those spells, adds sacristanB4 to the 7th-level list, and adds interlocutorB3 to the 9th-level list. Also, once per day on command the wearer can use this ring to summon an augur, as if by the summon monster III spell.Forge Ring, planar ally or planar binding, creator must be lawful evilRingAdvanced Class Guide
Ring Of Summoning Affinity (protean)faint conjuration [chaos]5ring7200-This ring is made from an opalescent material that is never the same color twice. If the wearer can cast summon monster spells, the wearer adds voidwormB2 to the 3rd-level list of monsters she can summon with those spells, adds naunetB2 to the 6th-level list, and adds imenteshB2 to the 9th-level list. Also, once per day on command the wearer can use this ring to summon a voidworm, as if by the summon monster III spell.Forge Ring, planar ally or planar binding, creator must be chaotic neutralRingAdvanced Class Guide
Ring Of Summoning Affinity (psychopomp)faint conjuration5ring7600-This silver ring is marked with a skull emblem. If the wearer can cast summon monster spells, the wearer adds nosoiB4 to the 3rd-level list of monsters he can summon with those spells, adds catrinaB4 to the 4th-level list, adds vanthB4 to the 6th-level list, and adds morrignaB4 to the 9th-level list. Also, once per day on command the wearer can use this ring to summon a nosoi, as if by the summon monster III spell.Forge Ring, planar ally or planar binding, creator must be neutral with no other alignment componentsRingAdvanced Class Guide
Ring Of Summoning Affinity (qlippoth)faint conjuration [chaos, evil]5ring8600-This ring has an odd, disquieting texture that always reveals greater layers of complexity the more closely it is examined. If the wearer can cast summon monster spells, the wearer adds cythnigotB2 to the 3rd-level list of monsters he can summon with those spells, adds shoggtiB2 to the 6th-level list, adds nyogothB2 to the 7th-level list, adds chernobueB2 to the 8th-level list, and adds augnagarB2 to the 9th-level list. Also, once per day on command the wearer can use this ring to summon a cythnigot, as if by the summon monster III spell.Forge Ring, planar ally or planar binding, creator must be chaotic evilRingAdvanced Class Guide
Ring Of Vengeful Blood Magicmoderate abjuration11ring5400-This claw ring is made of red metal tinged with orange, and a long nail made of obsidian extends from the tip. It allows its wearer to cast a spell as an attack of opportunity. Three time per day, if the wearer is bloodraging and a foe provokes an attack of opportunity from him, the wearer can cast a spell with a casting time of 1 standard action or less as the attack of opportunity. The spell must target the creature that provoked the attack or include it in the spell's area, and must be no higher than 3rd level. This counts as one of the wearer's attacks of opportunity for the round; casting this spell does not itself provoke an attack of opportunity.Combat Reflexes, Forge Ring, Quicken SpellRingAdvanced Class Guide
Rod Of Abrupt Hexesstrong (no school)17none350005 lbs.Three times per day when a wielder of this rod uses a hex (but not an advanced hex or grand hex), she can use this rod's power to activate the hex as swift action rather than a standard action.Craft Rod, Quicken Spell, creator must possess the hex class featureRodAdvanced Class Guide
Rod Of Grasping Hexesstrong (no school)17none30005 lbs.This rod is crafted from a gnarled branch covered in sharp thorns. Three times per day when a wielder of this rod uses a hex (but not an advanced hex or grand hex), she can use this rod's power to double the range of the hex, so long as the hex has a range measured in feet.Craft Rod, Reach Spell, creator must possess the hex class featureRodAdvanced Class Guide
Rod Of Interminable Hexesstrong (no school)17none30005 lbs.Three times per day when a wielder of this rod uses a hex (but not an advanced hex or grand hex), she can use this rod's power to double the duration of the hex, so long as the hex's normal duration is longer than 1 round. When augmented with this rod, a hex that might have a longer duration if a target fails its save but only a 1-round duration if the target succeeds at its save (such as evil eye) still has only a 1-round duration against a target that succeeds at its save.Craft Rod, Extend Spell, creator must possess the hex class featureRodAdvanced Class Guide
Rod Of Potent Hexesstrong (no school)17none90005 lbs.Three times per day when a wielder of this rod uses a hex (but not an advanced hex or grand hex), she can use this rod's power to double the damage dealt or healed by the hex. To be augmented in this way, a hex must directly heal damage, directly deal damage, or grant a creature some form of attack or aura that deals damage.Craft Rod, Maximize Spell, creator must possess the hex class featureRodAdvanced Class Guide
Rod Of Voracious Hexesstrong (no school)17none325005 lbs.Three times per day when a wielder of this rod uses a hex (but not a major hex or a grand hex), she can use this rod's power to target not only the hex's normal target, but also another target within 30 feet of the first. The hex must normally target a single creature within a range of at least 30 feet.Craft Rod, Split Hex, creator must have the hex class featureRodAdvanced Class Guide
Ember Staffmoderate evocation8none131003 lbs.The reddish brown bark of this charred manzanita branch shows only in patches. The staff is a mere 3 feet long and balanced for use as a masterwork club. When casting produce flame from the staff, its wielder can choose to set the end of the staff alight instead of producing the flame in her hand. This does not damage the staff, and the spell's damage is added to any melee attacks made with the staff. • Produce flame (1 charge) • Scorching ray (2 charges) • Fireball (4 charges)Craft Staff, fireball, produce flame, scorching rayStaffAdvanced Class Guide
Gravedigger's Spademoderate conjuration and transmutation8none121504 lbs.The sturdy, well-polished oaken shaft and the sharp blade attached to its tip allow this magical staff to be used as a masterwork shovel when not employed in spellcasting. • Expeditious excavation (1 charge) • Create pit (2 charges) • Spiked pit (5 charges)Craft Staff, expeditious excavationAPG, create pitAPG, spiked pitAPGStaffAdvanced Class Guide
Monstrification Stafffaint transmutation (polymorph)8none120004 lbs.The figures on this scrimshawed ivory staff slowly morph from one monstrous image into another, and often grow to take up more space on the staff's surface. An alchemist or other character capable of creating extracts can pour an extract of enlarge person over this staff to restore 1 charge to the staff or pour an extract of monstrous physique I over it to restore 3 charges. • Enlarge person (1 charge) • Monstrous physique I (3 charges)Craft Staff, enlarge person, monstrous physique IUM, creator must be an alchemistStaffAdvanced Class Guide
Spark Staffmoderate evocation8none126502 lbs.Thin golden strands snake through this transparent shaft, seeming to flow from one brass end-cap to the other. Once per day when the wielder is damaged by an effect that deals at least 10 points of electricity damage, the staff regains 1 charge. This does not reduce the amount of damage the wielder takes from the effect. • Shocking grasp (1 charge) • Intensified shocking grasp (2 charges) • Lightning bolt (5 charges)Craft Staff, Intensify SpellAPG, lightning bolt, shocking graspStaffAdvanced Class Guide
Amulet Of The Blooded, AberrantModerate illusion9neck150001 lb.Each different type of amulet of the blooded grants its wearer powers from one sorcerer bloodline, but makes him vulnerable to attacks and effects that target creatures with the appropriate bloodline (such as a blood-hunting weapon). If a creature that already has the associated bloodline wears the amulet, the wearer does not gain the abilities listed below; instead, the effective level of his bloodline powers increases by 2. This effect does not stack with other abilities that increase the effective level of bloodline powers. Aberrant: This chunk of pitch-black onyx is suspended on a chain of silver. Strange whorls and tentacle-like shapes are etched upon its surface. The wearer gains a 25% chance to negate any critical hit or sneak attack (as the light fortification armor special ability). When making a melee touch attack, the wearer's reach increases by 5 feet. Moderate illusion; CL 9th; Craft Wondrous Item, blur, enlarge person.Craft Wondrous Item, blur, enlarge person, creator must be a sorcerer of the appropriate bloodlineWondrous ItemAdvanced Class Guide
Amulet Of The Blooded, AbyssalModerate abjuration9neck120001 lb.Each different type of amulet of the blooded grants its wearer powers from one sorcerer bloodline, but makes him vulnerable to attacks and effects that target creatures with the appropriate bloodline (such as a blood-hunting weapon). If a creature that already has the associated bloodline wears the amulet, the wearer does not gain the abilities listed below; instead, the effective level of his bloodline powers increases by 2. This effect does not stack with other abilities that increase the effective level of bloodline powers. Abyssal: This amulet is a chunk of bright red garnet in which fire seems to dance when light plays across its surface. It hangs from a chain of brass. The wearer gains electricity resistance 5 and a +2 bonus on saving throws against poison. In addition, the wearer can grow claws as a free action. The claws are treated as natural weapons, and allows the wearer to make two claw attacks as a full attack action using his full base attack bonus. The claws deal 1d4 points of damage each (1d3 if the wearer is Small) plus the wearer's Strength modifier. Moderate abjuration; CL 9th; Craft Wondrous Item, delay poison, magic fang, resist energy.Craft Wondrous Item, delay poison, magic fang, resist energy, creator must be a sorcerer of the appropriate bloodlineWondrous ItemAdvanced Class Guide
Amulet Of The Blooded, AccursedModerate necromancy9neck120001 lb.Each different type of amulet of the blooded grants its wearer powers from one sorcerer bloodline, but makes him vulnerable to attacks and effects that target creatures with the appropriate bloodline (such as a blood-hunting weapon). If a creature that already has the associated bloodline wears the amulet, the wearer does not gain the abilities listed below; instead, the effective level of his bloodline powers increases by 2. This effect does not stack with other abilities that increase the effective level of bloodline powers. Accursed: This swirling green malachite hangs from a chain of oxidized copper. Sinister, unblinking eyes are etched upon its surface. The wearer gains a +2 bonus on saving throws against charm, cold, fear, fire, and sleep effects. Three times per day as a standard action, the wearer can fix his gaze on any one creature within 60 feet. The target becomes staggered for 4 rounds unless it succeeds at a Will saving throw (DC 18). Only one target can be affected by the wearer's gaze at a time; if the wearer attempts to stagger a new opponent, the previous target immediately recovers whether the new attempt is successful or not. Moderate necromancy; CL 9th; Craft Wondrous Item, bestow curse, resist energy, resistance.Craft Wondrous Item, bestow curse, resist energy, resistance, creator must be a sorcerer of the appropriate bloodlineWondrous ItemAdvanced Class Guide
Amulet Of The Blooded, CelestialModerate abjuration and evocation9neck120001 lb.Each different type of amulet of the blooded grants its wearer powers from one sorcerer bloodline, but makes him vulnerable to attacks and effects that target creatures with the appropriate bloodline (such as a blood-hunting weapon). If a creature that already has the associated bloodline wears the amulet, the wearer does not gain the abilities listed below; instead, the effective level of his bloodline powers increases by 2. This effect does not stack with other abilities that increase the effective level of bloodline powers. Celestial: This large, polished opal hangs from a chain of smoky gray steel. The wearer gains acid resistance 5 and cold resistance 5. Three times per day as a standard action, the wearer can unleash a ray of heavenly fire as a ranged touch attack, targeting any foe within 30 feet. Against evil creatures, the ray deals 1d4+4 points of damage. The damage is divine and not subject to energy resistance or immunity. The ray heals good creatures of 1d4+4 points of damage, but a good creature cannot benefit from the heavenly fire more than once per day. Neutral creatures are unaffected by the ray. Moderate abjuration and evocation; CL 9th; Craft Wondrous Item, resist energy, scorching ray.Craft Wondrous Item, resist energy, scorching ray, creator must be a sorcerer of the appropriate bloodlineWondrous ItemAdvanced Class Guide
Amulet Of The Blooded, DestinedModerate enchantment7neck100001 lb.Each different type of amulet of the blooded grants its wearer powers from one sorcerer bloodline, but makes him vulnerable to attacks and effects that target creatures with the appropriate bloodline (such as a blood-hunting weapon). If a creature that already has the associated bloodline wears the amulet, the wearer does not gain the abilities listed below; instead, the effective level of his bloodline powers increases by 2. This effect does not stack with other abilities that increase the effective level of bloodline powers. Destined: This chunk of uncut quartz hangs on a platinum chain. The wearer gains a +2 luck bonus on all saving throws and to AC during surprise rounds or any time he is otherwise unaware of an attack. Once per day, the wearer can reroll one attack roll, critical hit confirmation roll, or caster level check to overcome spell resistance. He must decide to use this ability after the first roll is made but before the result is revealed. He must take the second result, even if it's lower. Moderate enchantment; CL 7th; Craft Wondrous Item, aid.Craft Wondrous Item, aid, creator must be a sorcerer of the appropriate bloodlineWondrous ItemAdvanced Class Guide
Amulet Of The Blooded, DraconicModerate abjuration and evocation7neck120001 lb.Each different type of amulet of the blooded grants its wearer powers from one sorcerer bloodline, but makes him vulnerable to attacks and effects that target creatures with the appropriate bloodline (such as a blood-hunting weapon). If a creature that already has the associated bloodline wears the amulet, the wearer does not gain the abilities listed below; instead, the effective level of his bloodline powers increases by 2. This effect does not stack with other abilities that increase the effective level of bloodline powers. Draconic: This amulet comes in a variety of minerals depending on its powers, as shown in the table below, and is formed into the shape of a dragon's scale. The wearer gains resistance 5 against the energy type shown in the table, as well as a +1 natural armor bonus to AC. Once per day as a standard action, the wearer can produce a breath weapon. This breath weapon deals 4d6 points of damage of the energy type and shape listed (Reflex DC 13 half). Moderate abjuration and evocation; CL 9th; Craft Wondrous Item, fire breath, resist energy. d% Material Energy Type Breath Shape 01-25 Malachite Acid 60-foot line 26-50 Azurite Electricity 60-foot line 51-75 Red Agate Fire 30-foot cone 76-100 Calcite Cold 30-foot coneCraft Wondrous Item,fire breath, resist energy, creator must be a sorcerer of the appropriate bloodlineWondrous ItemAdvanced Class Guide
Amulet Of The Blooded, ElementalModerate evocation9neck120001 lb.Each different type of amulet of the blooded grants its wearer powers from one sorcerer bloodline, but makes him vulnerable to attacks and effects that target creatures with the appropriate bloodline (such as a blood-hunting weapon). If a creature that already has the associated bloodline wears the amulet, the wearer does not gain the abilities listed below; instead, the effective level of his bloodline powers increases by 2. This effect does not stack with other abilities that increase the effective level of bloodline powers. Elemental: This amulet comes in a variety of minerals depending on its powers, as shown in the table below. The wearer gains resistance 5 against the energy type shown in the table. Once per day as a standard action, the wearer can unleash a blast of elemental power. This 20-foot-radius burst deals 4d6 points of damage (Reflex DC 14 half) of the energy type listed. Creatures that fail their saves gain vulnerability to the energy type until the end of the wearer's next turn. Moderate evocation; CL 9th; Craft Wondrous Item, elemental auraAPG, resist energy. d% Material Energy Type 01-25 Anhydrite Electricity 26-50 Hematite Acid 51-75 Beryl Fire 76-100 Forsterite ColdCraft Wondrous Item,elemental auraAPG, resist energy, creator must be a sorcerer of the appropriate bloodlineWondrous ItemAdvanced Class Guide
Amulet Of The Blooded, FeyModerate illusion9neck100001 lb.Each different type of amulet of the blooded grants its wearer powers from one sorcerer bloodline, but makes him vulnerable to attacks and effects that target creatures with the appropriate bloodline (such as a blood-hunting weapon). If a creature that already has the associated bloodline wears the amulet, the wearer does not gain the abilities listed below; instead, the effective level of his bloodline powers increases by 2. This effect does not stack with other abilities that increase the effective level of bloodline powers. Fey: This drop of amber hangs on a silk cord. The wearer can turn invisible for 9 rounds per day (as greater invisibility). The rounds don't need to be consecutive. Three times per day, the wearer can make a melee touch attack to cause a creature to burst out laughing. That creature can take only a move action, but can defend itself normally. Once a creature has been affected by this laughter, it is immune to it for 24 hours. This is a mind-affecting effect. Moderate illusion; CL 9th; Craft Wondrous Item, greater invisibility, hideous laughter.Craft Wondrous Item, greater invisibility, hideous laughter, creator must be a sorcerer of the appropriate bloodlineWondrous ItemAdvanced Class Guide
Amulet Of The Blooded, InfernalModerate abjuration9neck120001 lb.Each different type of amulet of the blooded grants its wearer powers from one sorcerer bloodline, but makes him vulnerable to attacks and effects that target creatures with the appropriate bloodline (such as a blood-hunting weapon). If a creature that already has the associated bloodline wears the amulet, the wearer does not gain the abilities listed below; instead, the effective level of his bloodline powers increases by 2. This effect does not stack with other abilities that increase the effective level of bloodline powers. Infernal: This chunk of black marble hangs from a chain of brass. The wearer gains fire resistance 5 and a +2 bonus on saving throws against poison. Three times per day the wearer can make a melee touch attack to cause a creature to become shaken for 4 rounds. Multiple touches do not stack, but do add to the duration. Moderate abjuration; CL 9th; Craft Wondrous Item, chill touch, resist energy.Craft Wondrous Item, chill touch, resist energy, creator must be a sorcerer of the appropriate bloodlineWondrous ItemAdvanced Class Guide
Amulet Of The Blooded, UndeadModerate abjuration9neck120001 lb.Each different type of amulet of the blooded grants its wearer powers from one sorcerer bloodline, but makes him vulnerable to attacks and effects that target creatures with the appropriate bloodline (such as a blood-hunting weapon). If a creature that already has the associated bloodline wears the amulet, the wearer does not gain the abilities listed below; instead, the effective level of his bloodline powers increases by 2. This effect does not stack with other abilities that increase the effective level of bloodline powers. Undead: This chunk of petrified bone dangles from a silver chain. The wearer gains cold resistance 5 and DR 5/- against nonlethal damage. Three times per day the wearer can make a melee touch attack to cause a creature to become shaken for 4 rounds. Touching a creature that is already shaken causes it to become frightened for 1 round if it has fewer than 8 Hit Dice. Moderate abjuration; CL 9th; Craft Wondrous Item, chill touch, resist energy.Craft Wondrous Item, chill touch, resist energy, creator must be a sorcerer of the appropriate bloodlineWondrous ItemAdvanced Class Guide
Amulet Of The Spirits, Battlenecromancy8neck120001 lb.Each different type of amulet of the spirit grants its wearer powers from one type of shaman spirit bond, but makes her vulnerable to attacks and effects that target creatures with that spirit bond (such as a spirit-hunting weapon). If a creature that already has the associated mystery or spirit wears the amulet, that wearer does not gain the abilities listed below; instead, the effective level of her mystery or spirit powers increases by 2. This effect does not stack with other abilities that increase the effective level of mystery or spirit powers. Battle: This amulet is shaped like a tiny dagger that hangs point down. Once per day as a swift action, the wearer can activate a battle ward, which grants her a +3 deflection bonus to AC. Each time she is attacked, the deflection bonus is reduced by 1 (whether the attack succeeds or not) until the ward fades away when the bonus reaches +0. In addition, once per day as a swift action the wearer can curse a creature within 30 feet, making it take more damage from bleed effects and causing its wounds to heal at a slower rate. When the cursed creature takes bleed damage, it takes 1 additional point of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore its hit points, that effect restores only half the normal amount of hit points. This curse lasts for 8 rounds. Moderate necromancy; CL 8th; Craft Wondrous Item, bestow curse, entropic shield.Craft Wondrous Item, bestow curse, entropic shield, creator must be a shaman with the appropriate spiritWondrous ItemAdvanced Class Guide
Amulet Of The Spirits, Bonesnecromancy8neck120001 lb.Each different type of amulet of the spirit grants its wearer powers from one type of shaman spirit bond, but makes her vulnerable to attacks and effects that target creatures with that spirit bond (such as a spirit-hunting weapon). If a creature that already has the associated mystery or spirit wears the amulet, that wearer does not gain the abilities listed below; instead, the effective level of her mystery or spirit powers increases by 2. This effect does not stack with other abilities that increase the effective level of mystery or spirit powers. Bones: This amulet is a necklace made of petrified bones. Once per day as a swift action, the wearer can activate a bone ward, which causes a group of flying bones to encircle her, granting her a +2 deflection bonus to AC for 8 rounds. In addition, once per day as a swift action the wearer can target a creature within 30 feet, causing it to become frightened for 1 round (Will DC 13 negates). Moderate necromancy; CL 8th; Craft Wondrous Item, entropic shield, scare.Craft Wondrous Item, entropic shield, scare, creator must be a shaman with the appropriate spiritWondrous ItemAdvanced Class Guide
Amulet Of The Spirits, Flameevocation8neck100001 lb.Each different type of amulet of the spirit grants its wearer powers from one type of shaman spirit bond, but makes her vulnerable to attacks and effects that target creatures with that spirit bond (such as a spirit-hunting weapon). If a creature that already has the associated mystery or spirit wears the amulet, that wearer does not gain the abilities listed below; instead, the effective level of her mystery or spirit powers increases by 2. This effect does not stack with other abilities that increase the effective level of mystery or spirit powers. Flame: This amulet is a single fire opal hanging from a chain of brass. Twice per day as a swift action, the wearer can activate a fire ward. The next time she is struck with a melee weapon, the creature making the attack takes 1d6+4 points of fire damage. The ward lasts for 1 minute, after which it fades away if not expended. In addition, twice per day as a swift action the wearer can cause a creature within 30 feet to become vulnerable to fire until the end of the wearer's turn. Whenever the creature takes fire damage, it takes half again as much damage (+50%). If the creature is already vulnerable to fire, this hex has no effect. Fire immunity and resistances apply as normal, and any saving throw allowed by the effect that caused the damage reduces it as normal. Moderate evocation; CL 8th; Craft Wondrous Item, burning hands.Craft Wondrous Item, burning hands, creator must be a shaman with the appropriate spiritWondrous ItemAdvanced Class Guide
Amulet Of The Spirits, Heavensdivination8neck80001 lb.Each different type of amulet of the spirit grants its wearer powers from one type of shaman spirit bond, but makes her vulnerable to attacks and effects that target creatures with that spirit bond (such as a spirit-hunting weapon). If a creature that already has the associated mystery or spirit wears the amulet, that wearer does not gain the abilities listed below; instead, the effective level of her mystery or spirit powers increases by 2. This effect does not stack with other abilities that increase the effective level of mystery or spirit powers. Heavens: This black cat's eye hanging from a silver chain reflects any light that hits its surface back as a six-pointed star. Whenever the wearer can see the open sky at night, she can determine her precise location, and can add her Wisdom modifier to her Charisma modifier on all Charisma checks and Charisma-based skill checks. In addition, as a standard action the wearer can cause one enemy within 30 feet to treat the light level as two steps lower: bright light becomes dim light, normal light becomes darkness, and areas of dim light and darkness become supernaturally dark (like darkness, but even creatures with darkvision can't see). This effect lasts for 8 rounds (Will DC 13 negates). This action doesn't provoke attacks of opportunity. Moderate divination; CL 8th; Craft Wondrous Item, darkness, locate creature.Craft Wondrous Item, darkness, locate creature, creator must be a shaman with the appropriate spiritWondrous ItemAdvanced Class Guide
Amulet Of The Spirits, Lifeconjuration and necromancy10neck120001 lb.Each different type of amulet of the spirit grants its wearer powers from one type of shaman spirit bond, but makes her vulnerable to attacks and effects that target creatures with that spirit bond (such as a spirit-hunting weapon). If a creature that already has the associated mystery or spirit wears the amulet, that wearer does not gain the abilities listed below; instead, the effective level of her mystery or spirit powers increases by 2. This effect does not stack with other abilities that increase the effective level of mystery or spirit powers. Life: This amulet is formed from a petrified robin's egg strung on a simple thong of woven hair. The wearer becomes more receptive to healing magic, regaining an additional 1d6 hit points from any cure spell cast upon her. In addition, once per day as a standard action, the wearer can cut off any single creature within 30 feet from all forms of magical healing and effects that remove conditions. A DC 13 Will saving throw negates this effect, which otherwise lasts for 1 minute. Moderate conjuration and necromancy; CL 10th; Craft Wondrous Item, cure light wounds, inflict moderate wounds.Craft Wondrous Item, cure light wounds, inflict moderate wounds, creator must be a shaman with the appropriate spiritWondrous ItemAdvanced Class Guide
Amulet Of The Spirits, Stoneconjuration and abjuration8neck100001 lb.Each different type of amulet of the spirit grants its wearer powers from one type of shaman spirit bond, but makes her vulnerable to attacks and effects that target creatures with that spirit bond (such as a spirit-hunting weapon). If a creature that already has the associated mystery or spirit wears the amulet, that wearer does not gain the abilities listed below; instead, the effective level of her mystery or spirit powers increases by 2. This effect does not stack with other abilities that increase the effective level of mystery or spirit powers. Stone: This rounded river rock hangs from a copper chain. Once per day as a swift action, the wearer can activate a ward of stone, granting herself DR 5/adamantine against the next two melee attacks against her. This ward lasts for 1 minute, after which it fades away if not expended. In addition, once per day as a swift action the wearer can cause a creature within 30 feet to become slightly magnetic; this effect lasts for 2 rounds. Whenever the creature is attacked by a melee or ranged weapon made primarily of metal, it takes a -4 penalty to AC. Moderate abjuration; CL 8th; Craft Wondrous Item, heat metal, stoneskin.Craft Wondrous Item, heat metal, stoneskin, creator must be a shaman with the appropriate spiritWondrous ItemAdvanced Class Guide
Amulet Of The Spirits, Wavesconjuration and illusion8neck100001 lb.Each different type of amulet of the spirit grants its wearer powers from one type of shaman spirit bond, but makes her vulnerable to attacks and effects that target creatures with that spirit bond (such as a spirit-hunting weapon). If a creature that already has the associated mystery or spirit wears the amulet, that wearer does not gain the abilities listed below; instead, the effective level of her mystery or spirit powers increases by 2. This effect does not stack with other abilities that increase the effective level of mystery or spirit powers. Waves: This amulet is a small conch hanging from a cord of woven seaweed. Once per day as a swift action, the wearer can activate a ward of mist, granting herself concealment as the blur spell. The mist dissipates after it causes two attacks to miss because of concealment or after 1 minute, whichever comes first. In addition, as a swift action once per day the wearer can cause one creature within 30 feet to become more susceptible to the sapping powers of cold for 1 minute. When a creature takes cold damage while under this effect, it is entangled for 1 round. If the creature takes cold damage while already entangled by this effect, the duration of the entangled condition increases by 1 round. Moderate illusion; CL 8th; Craft Wondrous Item, blur, chill touch.Craft Wondrous Item, blur, chill touch, creator must be a shaman with the appropriate spiritWondrous ItemAdvanced Class Guide
Amulet Of The Spirits, Windabjuration and evocation8neck80001 lb.Each different type of amulet of the spirit grants its wearer powers from one type of shaman spirit bond, but makes her vulnerable to attacks and effects that target creatures with that spirit bond (such as a spirit-hunting weapon). If a creature that already has the associated mystery or spirit wears the amulet, that wearer does not gain the abilities listed below; instead, the effective level of her mystery or spirit powers increases by 2. This effect does not stack with other abilities that increase the effective level of mystery or spirit powers. Wind: This feather hangs from a chain of slender twigs reminiscent of a bird's nest. Once per day as a swift action, the wearer can activate a ward of wind that lasts for 1 minute. When she is attacked with an arrow, ray, or other ranged attack that requires an attack roll, that attack roll has a 20% miss chance. In addition, once per day as a swift action the wearer can cause a creature within 30 feet to spark and shimmer with electrical energy. While this does not harm the creature, it does cause the creature to emit light like a torch, preventing it from gaining any benefit from concealment or invisibility. Furthermore, while the aura lasts, whenever the target is hit with a metal melee weapon, it also takes 5 points of electricity damage. The sparking aura lasts 4 rounds. Moderate abjuration and evocation; CL 8th; Craft Wondrous Item, entropic shield, shocking grasp.Craft Wondrous Item, entropic shield, shocking grasp, creator must be a shaman with the appropriate spiritWondrous ItemAdvanced Class Guide
Amulet Of Uncanny Defensemoderate abjuration9neck5000-This heavy, cold-iron amulet depicts a bear's head with jaws open in a roar. It increases the wearer's uncanny dodge ability, causing it to function as improved uncanny dodge. (The amulet has no benefit for characters who do not have uncanny dodge). If the wearer already has improved uncanny dodge, treat his class level as 4 higher for the purpose of determining the number of rogue levels an attacker must have in order to sneak attack the wearer by flanking him.Craft Wondrous Item, true seeingWondrous ItemAdvanced Class Guide
Aspect Maskfaint transmutation3head65002 lbs.This leather mask is vaguely animalistic, and is inlaid with various primitive designs. Three times per day on command, the wearer gains the benefit of a single aspect of an animal attuned to the mask, as if by the hunter's animal focus class feature. Each mask is attuned to one type of animal from the animal focus list, chosen when the mask is created.Craft Wondrous Item, creator must have animal focus or wild shape class featureWondrous ItemAdvanced Class Guide
Assassin's Dustfaint transmutation5none750-This fine dust causes bare skin that it comes in contact with to burn and tingle. When sprinkled on a corpse or an inanimate skeleton, it causes the dead flesh and bones to disintegrate into a fine brown powder similar to that left by a disintegrate spell. Assassin's dust comes in a small vial suitable for treating eight Small corpses, four Medium corpses, or one Large corpse. A skeletal corpse counts as half a corpse of its size. This dust has no effect on living or undead creatures.Craft Wondrous Item, disintegrateWondrous ItemAdvanced Class Guide
Banner Of Restful Nightsmoderate abjuration9none50407 lbs.This magical standard appears to be a rather plain banner of nondescript canvas cloth, but on command it takes on the device or pattern chosen by the person using it. Once per day when the banner is planted firmly in the ground, it creates a calm and comfortable environment in a 20-foot radius from the banner, granting those within the area the benefits of endure elements. This area of calm and comfort can even resist magical weather effects, but only if those effects are of a caster level lower than that of the banner. Also, the banner wards the area of calm and comfort as if by an alarm spell (audible alarm). The creature that plants the banner into the ground chooses the password upon doing so. The area created by the banner lasts for 8 hours or until the banner is taken out of the ground.Craft Wondrous Item, alarm, endure elementsWondrous ItemAdvanced Class Guide
Bell Of Returning Spiritsmoderate conjuration7none30001 lb.This ancient bronze hand bell has an ivory handle, and simple pictograms of animals are etched onto its exterior. Once per day on command, the user can ring the bell to summon his familiar to his side, as long as the familiar is within 100 feet of the user. This ability is the equivalent of a spell of a level equal to one-third the user's level. The familiar immediately appears in a space of the user's choice adjacent to him. If the user's familiar is dead, this ability can be used summon its spirit back from beyond the grave. This functions as a raise dead spell, but can target only the user's familiar. The familiar doesn't need to be touched to accomplish this, though it must be within 100 feet. Any negative levels the familiar gains as a result of being raised are automatically removed at the rate of 1 per day, and any lost Constitution is automatically restored at the rate of 1 point per day. Once the bell has been used to raise a familiar, it transforms into inert clay and loses all of its magic abilities.Craft Wondrous Item, raise dead, summon nature's allyWondrous ItemAdvanced Class Guide
Belt Of Superior Maneuvers +1faint evocation5belt2000-This thin, black canvas belt is typically tied loosely about the waist to secure a robe, a kimono, or a martial artist's dobok. Three times per day as a free action, the wearer can select a combat maneuver and for 1 round receive an enhancement bonus of +1 to +5 on combat maneuver checks for this combat maneuver and a +1 to +5 bonus to CMD when defending against this maneuver. Additionally, when worn by a brawler, the belt grants one additional use of her martial flexibility class feature each day.Craft Wondrous Item, divine favor, creator's caster level must be at least triple the belt's bonusWondrous ItemAdvanced Class Guide
Belt Of Superior Maneuvers +2faint evocation5belt8000-This thin, black canvas belt is typically tied loosely about the waist to secure a robe, kimono, or martial artist's dobok. Three times per day as a free action, the wearer can select a combat maneuver and receive an enhancement bonus of +1 to +5 on combat maneuver checks for this combat maneuver and a +1 to +5 bonus to CMD when defending against this maneuver for 1 round. Additionally, when worn by a brawler, the belt grants one additional use of her martial flexibility class feature each day.Craft Wondrous Item, divine favor, creator's caster level must be at least triple the belt's bonusWondrous ItemAdvanced Class Guide
Belt Of Superior Maneuvers +3faint evocation5belt18000-This thin, black canvas belt is typically tied loosely about the waist to secure a robe, kimono, or martial artist's dobok. Three times per day as a free action, the wearer can select a combat maneuver and receive an enhancement bonus of +1 to +5 on combat maneuver checks for this combat maneuver and a +1 to +5 bonus to CMD when defending against this maneuver for 1 round. Additionally, when worn by a brawler, the belt grants one additional use of her martial flexibility class feature each day.Craft Wondrous Item, divine favor, creator's caster level must be at least triple the belt's bonusWondrous ItemAdvanced Class Guide
Belt Of Superior Maneuvers +4faint evocation5belt32000-This thin, black canvas belt is typically tied loosely about the waist to secure a robe, kimono, or martial artist's dobok. Three times per day as a free action, the wearer can select a combat maneuver and receive an enhancement bonus of +1 to +5 on combat maneuver checks for this combat maneuver and a +1 to +5 bonus to CMD when defending against this maneuver for 1 round. Additionally, when worn by a brawler, the belt grants one additional use of her martial flexibility class feature each day.Craft Wondrous Item, divine favor, creator's caster level must be at least triple the belt's bonusWondrous ItemAdvanced Class Guide
Belt Of Superior Maneuvers +5faint evocation5belt50000-This thin, black canvas belt is typically tied loosely about the waist to secure a robe, kimono, or martial artist's dobok. Three times per day as a free action, the wearer can select a combat maneuver and receive an enhancement bonus of +1 to +5 on combat maneuver checks for this combat maneuver and a +1 to +5 bonus to CMD when defending against this maneuver for 1 round. Additionally, when worn by a brawler, the belt grants one additional use of her martial flexibility class feature each day.Craft Wondrous Item, divine favor, creator's caster level must be at least triple the belt's bonusWondrous ItemAdvanced Class Guide
Bloodstained Glovesmoderate divination6hands80005 lbs.The original color of these supple, calfskin gloves is obfuscated by layers of brown bloodstains that persist through any amount of cleaning. If the gloves are soaked in the blood of a recently killed creature, the wearer gains a +1 insight bonus on attack rolls and damage rolls against creatures of the same type (or subtype for humanoids or outsiders, per the ranger's favored enemy class feature) for 1 hour. If the gloves are worn by a slayer, the bonus on damage rolls is equal the slayer's studied target bonus. Creatures that lack blood, such as skeletons, golems, or clockwork creatures, cannot activate the gloves' ability.Craft Wondrous Items, instant enemyAPGWondrous ItemAdvanced Class Guide
Blouse Of The Boastful Bastardfaint transmutation5chest8000-This stylish, purple silk shirt trimmed with designs embroidered in golden thread brings out reckless behavior in even the most conservative swashbucklers. If the wearer has the panache class feature, when she takes damage from a successful critical hit, she regains 1 panache point. This shirt has no effect on someone who is not a panache user.Craft Wondrous Item, guidance, prestidigitation, resistanceWondrous ItemAdvanced Class Guide
Boots Of Gustofaint transmutation4feet20001 lb.These boots are made of fine red leather, and are decorated with stitched designs featuring humanoids wielding rapiers and other light weapons suited for swashbucklers. Up to three times per day, the wearer can perform the derring-do 1st-level swashbuckler deed.Craft Wondrous Item, cat's grace, creator must be a panache userWondrous ItemAdvanced Class Guide
Boots Of Swift Furymoderate transmutation11feet75002 lbs.These boots of heavy, furred hide rise to the wearer's calf, and are held in place with rough hide straps secured by thick iron buckles. They increase the wearer's base land speed by 10 feet (considered an enhancement bonus). When the wearer is in a rage, the boots also grant him a +4 deflection bonus to AC against attacks of opportunity provoked by moving through or out of a threatened area or by casting a spell.Craft Wondrous Item, expeditious retreat, rageWondrous ItemAdvanced Class Guide
Boots Of The Battle Heraldmoderate enchantment11feet300002 lbs.These boots are made of fine white leather that has been tooled with scenes of epic battles. Once per day as a move action, the wearer can grant himself the effect of greater heroism for 11 minutes.Craft Wondrous Item, greater heroismWondrous ItemAdvanced Class Guide
Boots Of Vaultingfaint transmutation3feet35001 lb.The wearer of these suede boots ignores an additional 10 feet of falling distance when she successfully uses Acrobatics to soften a fall. Once per round as a free action, the wearer can use the boots to gain a +10 competence bonus on an Acrobatics check to jump, treating such jump as though she had a running start. The wearer also receives this +10 competence bonus on Acrobatics checks to avoid attacks of opportunity during the jump or to balance after landing. Using the boots in this fashion strains the lower body. If the wearer attempts a second such jump before at least 1 minute has passed, she must succeed at a Fortitude save with a DC equal to the DC of her second jump attempt or injure her legs. This injury reduces her speed by half for 24 hours, or until she is successfully treated with a DC 15 Heal check or at least 1 point of magical healing. The DC of the Fortitude save increases by 5 for each additional jump attempted until at least 1 minute passes between jumps.Craft Wondrous Item, cat's grace, jumpWondrous ItemAdvanced Class Guide
Bottled Screammoderate evocation7none9001/2 lb.Wax and resin seal this smoked glass bottle. When the bottle is opened or shattered, a shrill scream erupts in a 20-foot-radius burst. Any bardic performances with audible components immediately end. Any spellcaster concentrating on or casting a spell must succeed at a concentration check (DC 15 + spell level) or lose the spell. In addition, the scream dispels any silence spells that overlap its area. The bottle can be thrown as a splash weapon or opened by hand. If the bottle is opened, its burst is centered on the opener's space.Craft Wondrous Item, shoutWondrous ItemAdvanced Class Guide
Brass Spidermoderate transmutation7none25002 lbs.This diminutive, shiny brass construct looks like a spider made of gears and cogs. It's roughly the size of an adult human's hand, and its legs are picks, chisels, pliers, and other tools of fine manipulation. A fine chain can be played out of a winch on the brass spider's back, connecting it to a small disk with studs and levers that control the construct's actions, enabling it to walk and crawl like a spider. The brass spider has no autonomous motivation. Once per day, a character holding the brass spider's chain can use the Disable Device skill from 15 feet away without penalty, as long as he has line of sight to the device he is attempting to disable. In most cases, this means that any mishap caused by the use of the skill affects the brass spider (which has hardness 5 and 25 hit points) rather than the spider's controller. Additionally, the brass spider can be used without limit as masterwork thieves' tools, without the advantage of any additional range.Craft Wondrous Item, animate object, cat's graceWondrous ItemAdvanced Class Guide
Cape Of Daring Deedsfaint abjuration5shoulders90002 lbs.The wearer can spend a full-round action concentrating to change the color of this short, silken cape to match any attire or mood. When using the derring-do 1st-level swashbuckler deed, the wearer adds an additional die when rolling either a natural 5 or 6 rather than just a natural 6. Additionally, the cape grants a +2 resistance bonus on saving throws. This bonus increases to +4 for 1 round each time the wearer uses the charmed life swashbuckler class feature.Craft Wondrous Item, guidance, prestidigitation, resistanceWondrous ItemAdvanced Class Guide
Cape Of Feintingmoderate enchantment8shoulders140001 lb.This hooded cape is crafted from fine fabric with colorful embroidery and elegant weasel-fur trim. Three times per day, the wearer can spend a standard action to purposely miss an opponent, performing a dramatic feint that causes that foe to lose its Dexterity bonus to AC until the wearer's next turn. If a swashbuckler wearing a cloak of feinting performs the superior feint deed or uses this cape's ability, the foe is also dazed until the start of the swashbuckler's next turn if the foe fails a DC 13 Will save.Craft Wondrous Item, daze, creator must be able to perform the superior feint deedWondrous ItemAdvanced Class Guide
Cloak Of Disarmingmoderate transmutation9shoulders350001 lb.This cloak is well crafted and stylish. As a swift action, the wearer can direct the cloak to attempt a combat maneuver check to disarm a creature within 5 feet, using the wearer's CMB. This disarm combat maneuver does not provoke attacks of opportunity. If the attempt fails, the wearer doesn't risk losing the cloak. The wearer can spend 1 panache point before making the disarm attempt to gain a +5 competence bonus on the combat maneuver check.Craft Wondrous Item, Improved Disarm, pilfering handUC, creator must be a panache userWondrous ItemAdvanced Class Guide
Cloak Of The Sneaky Scoundrelfaint illusion5shoulders64002 lbs.This dark burgundy cloak shifts its hue and pattern to blend in against its surroundings, granting the wearer a +5 competence bonus on Stealth checks. The cloak holds a concealed scabbard in which a light blade (as defined in the fighter weapon group) can be hidden. The wearer can draw the blade as if from a normal scabbard, but anyone searching the wearer for the item must succeed at a DC 20 Perception check, as if he were looking for a secret door. If a swashbuckler is wearing the cloak, she can spend 1 panache point to vanish, as the spell.Craft Wondrous Item, shrink item, vanishAPGWondrous ItemAdvanced Class Guide
Cups Of Rapportfaint enchantment5none80001 lb. (pair)These wooden drinking cups are similar to those found in many common taverns, and always come in pairs-one is a master cup, and the other is a mark cup. When a user of the master cup shares drinks with someone with the mark cup, the master cup's user gains a supernatural advantage when attempting to develop a good rapport with the creature drinking from the mark cup. After 5 minutes of sharing a drink and chatting with a user of the mark cup, the user of the master cup gains a +5 bonus on Bluff, Diplomacy, and Sense Motive checks against the user of the mark cup. The two users must share a beverage from a common source (for example, two cupfuls poured from a single bottle of wine, ladled from the same punch bowl, or dipped into the same spring water) and spend the 5 minutes socializing with one another. The bonus lasts for 1 hour or until the users move more than 15 feet apart from each other, whichever comes first. Once a creature has used a mark cup, that creature cannot be affected by the same mark cup for 1 day.Craft Wondrous Item, charm personWondrous ItemAdvanced Class Guide
Dire Collarfaint transmutation3neck10002 lbs.This leather collar resizes to fit almost any size of creature. Once per day on command, the creature that fastened the dire collar to the animal can cause that animal to grow larger and more bestial. The collar's fastener must be within 30 feet of the animal to do so. The animal gains the benefits of an enlarge person spell (despite the normal targeting restrictions of that spell) for 1 minute.Craft Wondrous Item, animal growthWondrous ItemAdvanced Class Guide
Dire Collar, Greatermoderate transmutation9neck140002 lbs.This collar functions as a dire collar, except that the animal wearing it gains the benefit of an animal growth spell for 1 minute.Craft Wondrous Item, animal growthWondrous ItemAdvanced Class Guide
Drinking Horn Of The Panaceamoderate conjuration7none120001 lb.This drinking horn is made from the highly polished tusk of some great beast. Etched around the rim are stylized waves and sea creatures. The horn typically appears empty, but once per day a creature holding it can command it to fill with a liquid that, when consumed, has the effect of one of four spells: cure serious wounds, lesser restoration, neutralize poison, or remove disease. Consuming a drink from the horn is a standard action that provokes attacks of opportunity. No matter the spell chosen, the drink in the horn has the appearance and honeyed fragrance of summer mead. If the liquid is not consumed within 1 minute or is spilled from the horn, its effects are wasted.Craft Wondrous Item, cure serious wounds, lesser restoration, neutralize poison, remove diseaseWondrous ItemAdvanced Class Guide
Elixir Of Sex Shiftmoderate transmutation9none2250-Upon drinking this elixir, a character permanently transforms their biology to take on a different set of sexual characteristics of their choice. While the imbiber's physiology changes dramatically and their features adjust slightly to take on the new qualities, the imbiber is still recognizable as the same person. The character has only minor control over the specific details of this new appearance, and the elixir grants no benefit on Disguise checks or similar checks. This elixir functions instantaneously and can't be dispelled, though drinking a second elixir of sex shift either reverts the imbiber to a former form or allows them to adopt alternate sexual characteristics, as they choose. The elixir has no effect on imbibers who are pregnant or are of races with no sexual differentiation. Most races, however, have a wide spectrum of sexual differentiation, some common, others more rare. Therefore, most imbibers can decide how this elixir transforms them. An unwilling imbiber can choose not to change at all.Craft Wondrous Items, polymorphWondrous ItemAdvanced Class Guide
Elixir Of The Thundering Voicefaint transmutation5none250-This light gray elixir makes the user's voice fiercer and louder, and gives it an inhuman quality that rattles those he talks to, granting the user a +10 competence bonus on Intimidate checks for 1 hour.Craft Wondrous Item, sound burstWondrous ItemAdvanced Class Guide
False Facenone (see text)3head16001/2 lb.This simple, hand-painted party mask emanates no magical aura. Its true usefulness is revealed only when it's worn. When a person dons the mask, she instantly assumes the appearance of single specific Small or Medium humanoid creature. Each mask has a single "face" that can't be changed once the item is created. This effect otherwise works as disguise self.Craft Wondrous Items, disguise self, magic auraWondrous ItemAdvanced Class Guide
Gloves Of Markingfaint necromancy and transmutation4hands72001 lb.These ruddy leather gloves enhance the precision of the wearer. When wielding a piercing or slashing weapon and using Weapon Finesse, the wearer can mark a creature when confirming a critical hit instead of dealing additional damage. The mark consists of a simple symbol, such as a single letter. The wielder and her allies gain a +2 morale bonus on attack rolls and melee damage rolls against the marked creature for 1 minute. In addition, the marked creature must succeed at a Will saving throw (DC 10 + one-half the wielder's level + the wielder's Dexterity modifier) or be shaken for 1 minute. The bonuses and condition persist even if the damage caused by the mark is healed.Craft Wondrous Item, cause fear, heroismWondrous ItemAdvanced Class Guide
Glowing Gourdmoderate evocation [good]9none42508 lbs.This gourd has been hollowed out and carved with the symbol of a good-aligned deity. It sheds light as a candle. If the gourd is smashed onto the ground, the 40-foot-radius area around the crushed gourd is affected as if by hallow with a remove fear spell fixed to it. This magic item is often crafted from a pumpkin, though other types of gourds, or even large turnips, can be used.Craft Wondrous Item, hallow, remove fearWondrous ItemAdvanced Class Guide
Handkerchief Of Findingfaint divination3none15000-The bearer of this elegant, perfumed handkerchief can attune the handkerchief to himself by keeping it in his possession for 1 week. Once the handkerchief is attuned to a bearer, the bearer can always sense in what direction the handkerchief is, as long as it is on the same plane. A bearer unaware of the handkerchief's power cannot attune to it.Craft Wondrous Item, locate objectWondrous ItemAdvanced Class Guide
Headband Of The Wolffaint transmutation5headband50001/2 lb.This silver band is cast to resemble a pack of hunting wolves. On command, the wearer can gain the scent ability with a range of 10 feet (20 feet upwind, 5 feet downwind) as the wolf aspect of the hunter's animal focus class feature. If the wearer is a hunter with that aspect, this headband instead increases the wearer's effective hunter level for the wolf aspect by 8 levels.Craft Wondrous Item, bloodhoundAPG, creator must have the animal focus class featureWondrous ItemAdvanced Class Guide
Helm Of The Valkyriestrong conjuration14head160003 lbs.This shining helm glints with the multicolored hues of the aurora, and features wings carved of fine whalebone that sweep back from the temples. While it is in good shape, it shows signs of having seen battle. Once per day the wearer can summon a giant spectral wolf. Treat this as phantom steed cast by a 14th-level caster, but with an AC of 24 (-1 size, +8 natural armor, +7 Dexterity) and 100 hit points. The wolf can persist for up to 24 hours, as long as the creature that summoned it is still wearing the helm of the valkyrie. Even though it takes the form of a fierce predator and is more powerful than other phantom steeds, the mount is nothing more than mist and can't attack.Craft Wondrous Item, phantom steedWondrous ItemAdvanced Class Guide
Howling Bracersmoderate enchantment7wrists70001 lb.These bracers are made of heavy iron and have a pattern of howling wolves engraved upon them. Once per day on command, the wearer can clash the bracers together rhythmically. This causes the wolves etched into the bracers to come to life and let out a chorus of howls, with the effect of crushing despair (DC 16). Additionally, for every two creatures under the effect of the wearer's raging song when this ability is used, the DC increases by 1, up to a maximum increase of 5.Craft Wondrous Item, crushing despair, creator must have the raging song class featureWondrous ItemAdvanced Class Guide
Hunter's Tree Fortmoderate transmutation7none100001 lb.This item appears to be a wooden puzzle box approximately 3 inches on a side. When the box is placed on the ground beneath the boughs of a tree with a trunk at least 2 feet in diameter and the command word is spoken, the box unfolds and rises, melding with the tree. It becomes a stable structure attached to the limbs 20 feet above ground level, with a rope ladder hanging down from a trapdoor on the underside of the platform. The outer surfaces of the tree fort take on the visual characteristics of the tree in which it is erected, and require a DC 25 Perception check to notice (DC 15 in a dead tree or tree that has shed its leaves). There are two forms the tree fort can take, chosen at the time the device is activated. Tree House: This version of the tree fort unfolds into a 20-foot-square, open-air platform with railings on all four sides but no roof. It is open to the elements and provides no protection from the weather, but it has enough convenient braces and knotholes to allow tents to be erected across its surface. Creatures standing in the tree house gain the benefits of partial cover against opponents on the ground, while those who are prone within it have total cover. Blind: This version of the tree fort forms into a 5-foot-square hunting blind. It is enclosed on all sides, has a roof, and is equipped with a number of narrow horizontal windows for watching or shooting from any side. Creatures inside the blind have improved cover against all foes outside. In either form, a hunter's tree fort remains open for up to 12 hours in any 24-hour period; these hours of use don't need to be consecutive. If the duration expires while the tree fort is occupied or the tree fort takes 50 points of damage (hardness 5), the fort descends and folds itself back up into its puzzle box form, leaving all inhabitants unharmed on the ground at the base of the tree. If the tree fort was forced to return to box form due to damage, it can't be activated again for 24 hours.Craft Wondrous Item, warp wood, rope trickWondrous ItemAdvanced Class Guide
Incense Of Eidosmoderate transmutation8none20001 lb.This incense gives off a musty smell when burned, reminiscent of old tomes in libraries. When a character lights incense of eidos and then spends 10 minutes meditating nearby, she is able to recall with perfect clarity any information she wishes. For the next 10 minutes, the affected character can take 20 on any Knowledge skill check, even if in immediate danger or distracted. One pound of incense of eidos is enough for three 10-minute meditation sessions.Craft Wondrous Item, fox's cunningWondrous ItemAdvanced Class Guide
Investigator's Pipefaint conjuration and divination5none9000-This long-stemmed, wooden pipe can burn any number of substances, but is primarily used for smoking tobacco. The pipe smoker can command a small, smoky servant to emerge from the pipe to do minor tasks. The servant can move or fetch small objects, and in general acts as an unseen servant, except that it is visible as a small, wispy cloud of gray smoke. Additionally, the servant is capable of clearing one 5-foot square of smoke or fog per round. The servant can be used for up to 1 hour per day; this time doesn't need to be continuous, but must be used in 10-minute increments. An investigator gains some additional benefits while smoking the pipe. He can use inspiration on Survival checks to track or Perception checks to notice fine details without spending a use of inspiration. Additionally, once per day he can attempt a Knowledge check as if he had the eidetic recollection investigator talent.Craft Wondrous Item, guidance, unseen servantWondrous ItemAdvanced Class Guide
Iron Collar Of The Unbound Covenmoderate transmutation11neck460002 lbs.This grotesque collar is useful to any witch who is eager to form a coven, but would rather avoid associating with one or more evil hags. The collar is a crude band of iron from which hang the fist-sized shrunken heads of three hags (an annis hagB3, a green hag, and a sea hag). The heads remain semi-animate-they occasionally twitch, blink, coo softly, or whisper curses at the wearer, each other, or anyone else nearby. A witch with the coven hex who wears the collar gains access to the following powers. Champion of the Unbound Coven: If the wearer joins a coven, the coven can ignore the requirement to have at least one hag as a member. Each of the coven members must still have the coven hex, and one of the members must be at least a 9th-level witch. Dreadful Gaze: Three times per day as a swift action, the wearer can command the hags' heads to lock their terrible gazes on one humanoid within 30 feet. The target of this gaze attack must succeed at a DC 15 Will save or become paralyzed with terror (as the effect of the hold person spell). This is a mind-affecting fear effect. Hag Form: Once per day as a standard action, the wearer can assume the form of a powerfully built Medium crone that resembles the horrific union of an annis hag, a green hag, and a sea hag. This metamorphosis is identical to the transformation spell, including the violent change to the wearer's mindset and the loss of spellcasting ability.Craft Wondrous Item, Craft (leather) 4 ranks, alter self, hold person, transformation, coven hexWondrous ItemAdvanced Class Guide
Lantern Of Aurasfaint divination1none20002 lbs.A lantern of auras is a bullseye lantern made of cold iron with a series of lenses and colored glass filters that can be flipped down in front of its main aperture. The lantern functions as a bullseye lantern but needs no oil to shed its light. If its command word is spoken, it begins to reveal magic auras as the detect magic spell. It will reveal all auras detect magic reveals over the normal duration of 3 rounds, as long as its light is held on the same area for this duration. Anyone who takes a full-round action to observe the revealed auras during each of these rounds can attempt a Knowledge (arcana) skill check to determine the school of any magic aura revealed, or a Spellcraft check to identify the properties of a magic item within the area. Roughly 45% of these lanterns have the command word etched on the bottom of the lantern. Casting identify on a lantern of auras reveals the command word.Craft Wondrous Item, detect magic, lightWondrous ItemAdvanced Class Guide
Lenses Of The Predator's Gazemoderate divination7eyes8000-These amber lenses are shaped to look like the eyes of a cat. As a standard action, the wearer can use these lenses to target a single creature that he can see. When he does, as long as the target is not already the subject of the wearer's studied target class feature, the wearer gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that creature, along with a +1 bonus on weapon attack rolls and damage rolls against it as if he had the studied target class feature. If the wearer has the studied target class feature, he can instead use the magic of these lenses as a free action when designating the subject of his studied target to increase his effective slayer level by 5 for the purposes of the studied target class feature. The wearer can gain these effects for up to 10 rounds per day, but the rounds don't need to be consecutive.Craft Wondrous Item, creator must have the studied target class featureWondrous ItemAdvanced Class Guide
Lute Of The Battle Readyfaint transmutation3none20003 lbs.These magic items are usually crafted as lutes, though they can be fashioned as other instruments. On command three times per day, the lute can transform into a +1 spear, +1 longsword, or +1 battleaxe. The type of the weapon the instrument transforms into must be chosen at creation, and the weapon must be appropriately sized for the user of the instrument. The instrument takes weapon form for 1 minute, or until its wielder uses another command word to transform it back to its normal form.Craft Wondrous Item, shillelaghWondrous ItemAdvanced Class Guide
One-Way Windowfaint divination3none75001 lb.When not in use, this magical device appears to be a simple wooden picture frame about 3 inches by 5 inches in size. When set against a solid surface, it becomes a window, allowing the user to see through to the other side. No visible evidence of the window appears on the opposite side of the surface. No items, light, sound, spells, or spell effects can pass through the window, and divination magic that allows the user to penetrate illusions or spot hidden things (such as true seeing) doesn't function. If there is no ambient light in the area being viewed, it appears as complete darkness to the viewer. The window can penetrate up to 1 foot of wood, 6 inches of stone, or 1 inch of metal, but even a thin layer of lead blocks the effect. If the surface to be looked through is too thick, the frame doesn't function. It can't be used to peer at mechanical structures behind thin veneers (such as the tumblers of a lock); it functions only when an open space lies beyond the barrier it is placed against.Craft Wondrous Item, clairaudience/clairvoyanceWondrous ItemAdvanced Class Guide
Physician's Spectaclesfaint conjuration and divination3eyes4900-These nondescript, brass-rimmed spectacles have green-tinted lenses and are favored by practicing doctors and adventurers alike. When worn, they grant the wearer a constant awareness of poisons and diseases as the detect poison and diagnose disease spells. Also, once per day on command the wearer can touch a single creature to use delay poison on that creature.Craft Wondrous Item, delay poison, detect poison, diagnose diseaseWondrous ItemAdvanced Class Guide
Plume Of Panachefaint transmutation5head1000-This plume is oversized, chic, and extravagant. To gain its effects, the user must affix it to a nonmagical hat worth at least 10 gp. Once per day, when the wearer performs a deed, the plume provides her with 1 panache point that can be used for that deed. Once used, the plume appears wilted and bedraggled until its magic is replenished.Craft Wondrous Item, heroismWondrous ItemAdvanced Class Guide
Poet's Cloakmoderate enchantment7shoulders97501 lb.Even after cleaning and mending, this traveler's cloak appears worn and weathered. For wearers with the bardic performance class feature, it grants the use of raging song as a 4th-level skald by spending rounds of bardic performance. For wearers with the raging song class feature, it grants the use of inspire courage and inspire competence as a 4th-level bard by spending rounds of raging song. In addition, each poet's cloak allows its wearer to grant one specific rage power when using raging song in place of his own rage powers (if any). The specific rage power varies by cloak. It must be usable by a 4th-level skald, and can't have any prerequisites other than level.Craft Wondrous Item, good hope, rage, creator must have the bardic performance or raging song class featureWondrous ItemAdvanced Class Guide
Preyfindermoderate divination9none85000-These sturdy brass compasses are often painted blood red and etched with images of wolves, lions, crocodiles, or sharks stalking their prey. Though preyfinders function as standard compasses (Ultimate Equipment 62), making them useful tools for navigation, they also have the power to magically identify and track down creatures. To use a preyfinder, its bearer must (as a standard action) take a drop of blood from a creature, smear it onto the compass's glass faceplate, and then touch the compass to his head. The blood must be no more than 1 week old, and can come from a living or dead creature, though a living or undead target can attempt a DC 18 Will save to resist the preyfinder's tracking ability. If the Will save is successful, the preyfinder can't identify or locate the creature, and none of the preyfinder's magical powers function for 24 hours. If the creature fails the Will save, the preyfinder telepathically provides its bearer with an image of the creature to which the drop of blood belonged and marks the creature as the preyfinder's quarry. After a creature is marked as the preyfinder's quarry, the bearer can spend a standard action to magically divine the creature's current location. As long as the quarry is no more than 100 miles away, the preyfinder provides a series of telepathic images to the bearer, who is then able to determine the direction toward and exact distance to the quarry. This detection ability can be fooled by mislead, nondetection, and polymorph spells and effects. A preyfinder can have only one creature designated as its quarry at any one time. If the bearer adds a new drop of blood, the old quarry is replaced by the new one. The bearer can also spend a full-round action to remove a quarry designation from the preyfinder. When used by a slayer with the studied target class feature, a preyfinder grants the slayer a +1 insight bonus on all attack and damage rolls made against a creature designated as the preyfinder's quarry. Additionally, instead of designating another creature as its quarry, a slayer can add a drop of his own blood to the preyfinder (a standard action) to gain a +2 morale bonus on all attack rolls, saves, and skill checks he attempts for 1 minute. After a slayer adds a drop of his own blood to the preyfinder, none of the preyfinder's magical powers functions for 24 hours.Craft Wondrous Item, blood biographyAPG, heroism, locate creatureWondrous ItemAdvanced Class Guide
Restoration Dustfaint conjuration5none2000-This silky red dust is pleasantly warm to the touch. When sprinkled on a partially decomposed corpse or skeleton, it causes the dead flesh and bones to mend and reform, allowing the corpse to be identified or raised as if it were killed recently (effectively restarting the day count that limits raise dead). If more than half of the bones are missing or the subject has been dead for more than 100 years, the dust has no effect. One vial contains enough restoration dust to restore a single Medium or smaller corpse. Larger corpses can be restored by using multiple vials (two for Large creatures, four for Huge, eight for Gargantuan, and 16 for Colossal).Craft Wondrous Item, make wholeWondrous ItemAdvanced Class Guide
Runes Of The Crone's Covenstrong universal12none160001 lb.This leather pouch contains a set of black stones, each engraved with a different rune of ill fortune. When used as part of spell kenning, they allow the user to cast spells from the witch spell list. To cast a witch spell, the possessor must spend twice as long casting as for normal spell kenning, and must use a spell slot 1 level higher than normal. If the possessor has the master skald class feature, determine casting time as though he lacked that class feature instead of doubling casting time. The tiles can be used once per day.Craft Wondrous Item, imbue with spell ability, creator must be able to cast 6th-level witch spellsWondrous ItemAdvanced Class Guide
Runes Of The Old Faithstrong universal12none160001 lb.This velvet pouch contains a number of stones gathered from the creator's local area that bear runes with a single druidic symbol each. Runes of the old faith work as runes of the crone's coven, except they allow casting of druid spells as part of spell kenning. The stones can be used once per day.Craft Wondrous Item, imbue with spell ability, creator must be able to cast 6th-level druid spellsWondrous ItemAdvanced Class Guide
Runestone Of Power, 1st-Levelstrong transmutation17none2000-A runestone of power is a small chip of polished stone etched with a rune. These objects are potent aids to all spellcasters who cast spontaneously (but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell-doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.Craft Wondrous Items, creator must be able to spontaneously cast spells of the appropriate spell levelWondrous ItemAdvanced Class Guide
Runestone Of Power, 2nd-Levelstrong transmutation17none8000-A runestone of power is a small chip of polished stone etched with a rune. These objects are potent aids to all spellcasters who cast spontaneously (but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell-doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.Craft Wondrous Items, creator must be able to spontaneously cast spells of the appropriate spell levelWondrous ItemAdvanced Class Guide
Runestone Of Power, 3rd-Levelstrong transmutation17none18000-A runestone of power is a small chip of polished stone etched with a rune. These objects are potent aids to all spellcasters who cast spontaneously (but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell-doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.Craft Wondrous Items, creator must be able to spontaneously cast spells of the appropriate spell levelWondrous ItemAdvanced Class Guide
Runestone Of Power, 4th-Levelstrong transmutation17none32000-A runestone of power is a small chip of polished stone etched with a rune. These objects are potent aids to all spellcasters who cast spontaneously (but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell-doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.Craft Wondrous Items, creator must be able to spontaneously cast spells of the appropriate spell levelWondrous ItemAdvanced Class Guide
Runestone Of Power, 5th-Levelstrong transmutation17none50000-A runestone of power is a small chip of polished stone etched with a rune. These objects are potent aids to all spellcasters who cast spontaneously (but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell-doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.Craft Wondrous Items, creator must be able to spontaneously cast spells of the appropriate spell levelWondrous ItemAdvanced Class Guide
Runestone Of Power, 6th-Levelstrong transmutation17none72000-A runestone of power is a small chip of polished stone etched with a rune. These objects are potent aids to all spellcasters who cast spontaneously (but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell-doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.Craft Wondrous Items, creator must be able to spontaneously cast spells of the appropriate spell levelWondrous ItemAdvanced Class Guide
Runestone Of Power, 7th-Levelstrong transmutation17none98000-A runestone of power is a small chip of polished stone etched with a rune. These objects are potent aids to all spellcasters who cast spontaneously (but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell-doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.Craft Wondrous Items, creator must be able to spontaneously cast spells of the appropriate spell levelWondrous ItemAdvanced Class Guide
Runestone Of Power, 8th-Levelstrong transmutation17none128000-A runestone of power is a small chip of polished stone etched with a rune. These objects are potent aids to all spellcasters who cast spontaneously (but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell-doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.Craft Wondrous Items, creator must be able to spontaneously cast spells of the appropriate spell levelWondrous ItemAdvanced Class Guide
Runestone Of Power, 9th-Levelstrong transmutation17none162000-A runestone of power is a small chip of polished stone etched with a rune. These objects are potent aids to all spellcasters who cast spontaneously (but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell-doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.Craft Wondrous Items, creator must be able to spontaneously cast spells of the appropriate spell levelWondrous ItemAdvanced Class Guide
Saboteur's Gogglesmoderate enchantment7eyes16000-These goggles are fitted with crimson lenses surrounded by thick, round brass frames and secured with a leather strap. Three times per day, the wearer can use murderous command as a gaze attack (Will DC 16 negates).Craft Wondrous Item, Heighten Spell, murderous commandUMWondrous ItemAdvanced Class Guide
Scabbard Of Many Bladesmoderate conjuration9none50003 lbs.This scabbard can hold multiple melee weapons in an extradimensional space, including weapons that would not normally fit in any kind of scabbard or sheath. It can hold up to four two-handed weapons. Two one-handed or light melee weapons can fit in each two-handed weapon slot, for a maximum capacity of eight one-handed or light melee weapons. Only weapons designed to be used by creatures the same size as the wearer or smaller can be kept in a scabbard of many blades. The scabbard can't be used to store shields (even if they can be used to make melee attacks), gauntlets, improvised weapons, or wands, but can store rods (which are treated as one-handed weapons) and magic staves (which are treated as two-handed weapons). When the wearer draws a weapon from the scabbard, if she does not lose her grip on it (keeping it in her hands at all times), as a move action she can have it switch places with another weapon in the scabbard. If the wearer has the Quick Draw feat, she can do this as a swift action. If the wearer loses her grip on a weapon drawn from the scabbard, that weapon can't switch places with another weapon until it has been, sheathed in the scabbard of many blades and drawn again.Craft Wondrous Item, secret chestWondrous ItemAdvanced Class Guide
Skullcrusher Gauntletsmoderate evocation10hands153026 lbs.These bloodstained gauntlets are made of a combination of blackened steel and polished white stone. They are slightly oversized and somewhat bulky, though still suitable for combat. They function as +1 gauntlets. Once per day, the wearer can unleash a devastating attack with the gauntlets that can instantly knock a target unconscious. The wearer must announce her intent before making her attack roll, and creatures immune to critical hits can't be affected. To make the attack, the wearer makes a single melee attack at her highest base attack bonus as a full-round action. If the strike hits, the target takes 4d6 points of force damage and must succeed at a DC 15 Fortitude save or fall unconscious until the end of its next turn. Even if the target succeeds at the Fortitude save, it is staggered until the end of its next turn. When worn by a brawler with the knockout class feature, the DC to resist the brawler's knockout increases by 2.Craft Wondrous Item, deep slumber, stone fistAPGWondrous ItemAdvanced Class Guide
Slayer's Robemoderate divination9body150005 lbs.This ragged, brown robe could be mistaken for a monk's cassock, but the devotees who wear it are dedicated only to the art of killing. This robe grants the wearer a +5 competence bonus on Stealth checks and Sleight of Hand checks to conceal a weapon, and a +1 resistance bonus on all saving throws. If worn by a slayer, the resistance bonus on saving throws increases to match the slayer's studied target bonus when he is facing a studied target. On command, the robe's wearer is able to turn into a brown mist (as the gaseous form spell) for up to 5 minutes per day. This duration doesn't need to be continuous, but must be used in 1-minute increments. While the wearer is in this form, the bonus on Stealth checks increases to +10. The wearer can end this effect as a standard action.Craft Wondrous Items, gaseous form, guidanceWondrous ItemAdvanced Class Guide
Spell Lattice, 1st-Levelvaries (see text)17none10001 lb.A spell lattice is a block of transparent crystal, internally etched with a three-dimensional representation of a spell. This spell is chosen when the item is created (the contained spell determines the school of the lattice's aura). When a spell lattice is wielded by a spontaneous spellcaster who has the spell contained within it on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. When an arcanist holds a spell lattice, as long as she has the contained spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells currently prepared. A spellcaster who uses a spellbook or formula book can copy the spell from a spell lattice as if it were a scroll. Doing so expends the spell from the spell lattice.Craft Wondrous Item, Scribe Scroll, creator must be able to cast the spell placed in the spell latticeWondrous ItemAdvanced Class Guide
Spell Lattice, 2nd-Levelvaries (see text)17none40001 lb.A spell lattice is a block of transparent crystal, internally etched with a three-dimensional representation of a spell. This spell is chosen when the item is created (the contained spell determines the school of the lattice's aura). When a spell lattice is wielded by a spontaneous spellcaster who has the spell contained within it on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. When an arcanist holds a spell lattice, as long as she has the contained spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells currently prepared. A spellcaster who uses a spellbook or formula book can copy the spell from a spell lattice as if it were a scroll. Doing so expends the spell from the spell lattice.Craft Wondrous Item, Scribe Scroll, creator must be able to cast the spell placed in the spell latticeWondrous ItemAdvanced Class Guide
Spell Lattice, 3rd-Levelvaries (see text)17none90001 lb.A spell lattice is a block of transparent crystal, internally etched with a three-dimensional representation of a spell. This spell is chosen when the item is created (the contained spell determines the school of the lattice's aura). When a spell lattice is wielded by a spontaneous spellcaster who has the spell contained within it on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. When an arcanist holds a spell lattice, as long as she has the contained spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells currently prepared. A spellcaster who uses a spellbook or formula book can copy the spell from a spell lattice as if it were a scroll. Doing so expends the spell from the spell lattice.Craft Wondrous Item, Scribe Scroll, creator must be able to cast the spell placed in the spell latticeWondrous ItemAdvanced Class Guide
Spell Lattice, 4th-Levelvaries (see text)17none160001 lb.A spell lattice is a block of transparent crystal, internally etched with a three-dimensional representation of a spell. This spell is chosen when the item is created (the contained spell determines the school of the lattice's aura). When a spell lattice is wielded by a spontaneous spellcaster who has the spell contained within it on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. When an arcanist holds a spell lattice, as long as she has the contained spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells currently prepared. A spellcaster who uses a spellbook or formula book can copy the spell from a spell lattice as if it were a scroll. Doing so expends the spell from the spell lattice.Craft Wondrous Item, Scribe Scroll, creator must be able to cast the spell placed in the spell latticeWondrous ItemAdvanced Class Guide
Spell Lattice, 5th-Levelvaries (see text)17none250001 lb.A spell lattice is a block of transparent crystal, internally etched with a three-dimensional representation of a spell. This spell is chosen when the item is created (the contained spell determines the school of the lattice's aura). When a spell lattice is wielded by a spontaneous spellcaster who has the spell contained within it on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. When an arcanist holds a spell lattice, as long as she has the contained spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells currently prepared. A spellcaster who uses a spellbook or formula book can copy the spell from a spell lattice as if it were a scroll. Doing so expends the spell from the spell lattice.Craft Wondrous Item, Scribe Scroll, creator must be able to cast the spell placed in the spell latticeWondrous ItemAdvanced Class Guide
Spell Lattice, 6th-Levelvaries (see text)17none360001 lb.A spell lattice is a block of transparent crystal, internally etched with a three-dimensional representation of a spell. This spell is chosen when the item is created (the contained spell determines the school of the lattice's aura). When a spell lattice is wielded by a spontaneous spellcaster who has the spell contained within it on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. When an arcanist holds a spell lattice, as long as she has the contained spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells currently prepared. A spellcaster who uses a spellbook or formula book can copy the spell from a spell lattice as if it were a scroll. Doing so expends the spell from the spell lattice.Craft Wondrous Item, Scribe Scroll, creator must be able to cast the spell placed in the spell latticeWondrous ItemAdvanced Class Guide
Spell Lattice, 7th-Levelvaries (see text)17none490001 lb.A spell lattice is a block of transparent crystal, internally etched with a three-dimensional representation of a spell. This spell is chosen when the item is created (the contained spell determines the school of the lattice's aura). When a spell lattice is wielded by a spontaneous spellcaster who has the spell contained within it on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. When an arcanist holds a spell lattice, as long as she has the contained spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells currently prepared. A spellcaster who uses a spellbook or formula book can copy the spell from a spell lattice as if it were a scroll. Doing so expends the spell from the spell lattice.Craft Wondrous Item, Scribe Scroll, creator must be able to cast the spell placed in the spell latticeWondrous ItemAdvanced Class Guide
Spell Lattice, 8th-Levelvaries (see text)17none640001 lb.A spell lattice is a block of transparent crystal, internally etched with a three-dimensional representation of a spell. This spell is chosen when the item is created (the contained spell determines the school of the lattice's aura). When a spell lattice is wielded by a spontaneous spellcaster who has the spell contained within it on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. When an arcanist holds a spell lattice, as long as she has the contained spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells currently prepared. A spellcaster who uses a spellbook or formula book can copy the spell from a spell lattice as if it were a scroll. Doing so expends the spell from the spell lattice.Craft Wondrous Item, Scribe Scroll, creator must be able to cast the spell placed in the spell latticeWondrous ItemAdvanced Class Guide
Spell Lattice, 9th-Levelvaries (see text)17none810001 lb.A spell lattice is a block of transparent crystal, internally etched with a three-dimensional representation of a spell. This spell is chosen when the item is created (the contained spell determines the school of the lattice's aura). When a spell lattice is wielded by a spontaneous spellcaster who has the spell contained within it on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. When an arcanist holds a spell lattice, as long as she has the contained spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells currently prepared. A spellcaster who uses a spellbook or formula book can copy the spell from a spell lattice as if it were a scroll. Doing so expends the spell from the spell lattice.Craft Wondrous Item, Scribe Scroll, creator must be able to cast the spell placed in the spell latticeWondrous ItemAdvanced Class Guide
Storyteller's Dustfaint illusion2none600-This dust is kept in gaudy bags, but is a simple white powder. When thrown into a fire, it conjures a visible theater of the mind (as minor image) within a 10-foot cube above the flames. The user can manipulate this illusion, which lasts for 2 hours or until the user banishes the scene. The user gains a +2 bonus on all Performance checks to tell a story using the image created by the dust.Craft Wondrous Item, minor imageWondrous ItemAdvanced Class Guide
Swordmaster's Flairfaint enchantment5none2500-These garish tokens usually take the form of a colorful clothing accessories. So long as a token is grasped in the user's off hand, she can spend 1 panache point to gain the use of a specific ability associated with the token. Once per day, the bearer can use the token to gain the full benefit of the token without spending panache. Non-swashbucklers can use the tokens, but unless they have another way of gaining panache, they can use the ability only once per day. A character can benefit from only one token at a time; holding a second token provides no additional benefit. There are four types of tokens, each offering a different benefit. Blue Scarf: The user can spend 1 panache point as a swift action to increase her melee reach with light or one-handed piercing weapons by 5 feet for 1 minute. Green Glove: The user can spend 1 panache point as a swift action to ignore the effects of difficult terrain until the end of her next turn. Red Sash: The user can spend 1 panache point as an immediate action to attempt a combat maneuver check to trip a creature that has charged and ended its charge in a space within the user's melee reach. This combat maneuver does not provoke an attack of opportunity, it's attempted before the attack at the end of the charge, and the sash's user gains a +2 bonus on the check. If the check is successful, the attacker can't make an attack at the end of its charge. White Lace Kerchief: The user can spend 1 panache point as a swift action to pinpoint an unseen, adjacent enemy and gains the benefits of the Blind Fight feat for 1 round.Blind Fight, Craft Wondrous Item, Improved Trip, Lunge, Nimble Moves, good hopeWondrous ItemAdvanced Class Guide
Figurine Of Wondrous Power (tin imp)moderate enchantment and transmutation11none130001 lb.These fat, smirking imp figurines are made of solid tin. A tin imp turns into an imp (Pathfinder RPG Bestiary 78) on command, though it retains its metallic consistency, which gives it a +4 armor bonus to AC. In imp form, a tin imp can turn invisible at will as a swift action, though it retains none of an imp's other spell-like abilities and lacks a poisoned sting. Tin imps generally avoid combat, but make excellent spies and trackers. The tin imp's owner can, as a move action, designate a single creature in his line of sight as the tin imp's quarry. The tin imp then follows its quarry clandestinely, and sends a whispered message to its owner once each hour detailing the quarry's location and activities. The message is similar to the whispering wind spell, though the message unerringly locates the tin imp's owner instead of moving to a predetermined location. A tin imp can maintain its animate status for up to 48 hours per week. This duration doesn't need to be continuous, but must be used in 1-hour increments. If slain in combat, a tin imp is destroyed. Additionally, a creature with the track class feature can command a tin imp he owns to study a set of footprints (a standard action) and designate the creature that made the footprints as its quarry. The tin imp can then attempt to track the creature as if its owner was tracking it, using the owner's Perception and Survival skill (and any tracking bonuses).Craft Wondrous Item, animate objects, invisibility, whispering windWondrous ItemAdvanced Class Guide
Toothpick Of Pyrotechnicsfaint evocation3none400-This wooden toothpick is useful for creating flashy diversions on stage or in a fight. Breaking the toothpick causes a blinding flash and a dark cloud of smoke to appear. Creatures other than the user within 20 feet must succeed at a DC 13 Fortitude save or be blinded for 1d4+1 rounds. The cloud of smoke spreads 20 feet in all directions, obscures all sight (including darkvision), and lasts for 3 rounds.Craft Wondrous Item, pyrotechnicsWondrous ItemAdvanced Class Guide
Torc Of Bloody Ragemoderate transmutation7neck80001 lb.This thick iron torc appears crudely made, and a few dents from the maker's hammer are visible. Once per day as a free action, the wearer can enter a rage for 6 rounds as the spell, except that the wearer is fatigued for 12 rounds after the rage ends. If the wearer has the rage class feature, once per day as a free action the wearer can grant herself 3 additional rounds of rage instead.Craft Wondrous Item, rage, creator must have the bloodrage or rage class featureWondrous ItemAdvanced Class Guide
Torc Of The Primal Songmoderate enchantment9neck60004 lbs.This heavy gold neck ring resembles a braided rope. When the wearer performs a raging song or benefits from an ally's raging song, she gains the Diehard feat for the duration of the song. In addition, she benefits from any helpful raging song or bardic performance for 1 round after the performance ends or would normally cease affecting the wearer. This does not stack with other means of prolonging the effects of a performance that has ended.Craft Wondrous Item, greater heroismWondrous ItemAdvanced Class Guide
Trollbonemoderate conjuration7none24001 lb.Runic engravings adorn this charred rib bone pulled from a slain troll. When the bone is tossed up to 20 feet away, it can grow into a full-sized troll (Bestiary 268) under the user's control on command. The troll normally remains for 2d4 rounds, but if the user is maintaining a bardic performance when the item is activated, the duration is extended until the end of the performance. When the troll is slain or the duration ends, it turns back into a bone that then crumbles into dust.Craft Wondrous Item, summon monster IVWondrous ItemAdvanced Class Guide
Vanishing Sheathmoderate conjuration6wrist50001 lb.This small sheath attaches to the wrist with a leather strap. The sheath can accommodate any single light weapon, wand, or piece of ammunition weighing no more than 5 pounds. While sheathed, the weapon is hidden in an extradimensional space and is weightless. As a swift action, the wearer can flex her wrist, ejecting the weapon into her hand. If her hand is not empty, the weapon remains sheathed. Stowing a weapon in the sheath requires a move action. The wearer gains a +4 bonus on any Sleight of Hand check to oppose the Perception check of someone observing or frisking the wearer in search of a weapon in the sheath. Vanishing sheaths can be worn in pairs-one on each arm. A person wearing two vanishing sheaths can eject either or both weapons with a single swift action.Craft Wondrous Item, secret chestWondrous ItemAdvanced Class Guide
Wand Key Ringfaint universal5none30008 lbs.Each of these rune-carved brass rings is keyed to a specific spell at creation. When using the Use Magic Device skill to activate a scroll or spell trigger item based on that spell, the bearer gains a +10 insight bonus on the skill check.Craft Wondrous Item, guidance, creator must have 10 ranks in the Use Magic Device skillWondrous ItemAdvanced Class Guide
Whistle Of Callingmoderate conjuration7none6300-This whistle emits a loud, shrill note. Once per day when the user blows this whistle his mount or animal companion is instantly teleported to a safe space of the user's choice that's within 30 feet of him. The creature must be within 1 mile, and any effect that bars or hampers teleportation also impedes this effect. The whistle is useless unless attuned to a specific mount or animal companion; attuning the whistle is a special ritual that takes 10 minutes. The whistle can be attuned to a new mount or animal companion at will.Craft Wondrous Item, teleportWondrous ItemAdvanced Class Guide
Cauldron Of Transmutationstrong transmutation13none3300015 lbs.This small brass cauldron is engraved with arcane runes, and its bottom is blackened by fire. To function, the cauldron must be filled with pure water and heated from below. When any two potions are emptied into the cauldron, they are transmuted into a single potion, the spell level of which must be equal to or lower than that of the component potion with the lower spell level. The user of the cauldron must designate which potion is to be created when the process begins. The entire process takes 1 minute per spell level of the potion being created.Craft Wondrous Item, polymorph any objectWondrous ItemUndead Unleashed
Void Funnelstrong conjuration18none4600010 lbs.This elaborately tapered lattice of adamantine and copper channels the essence of one plane to which it has been attuned. Whenever it leaves a plane of existence, it becomes attuned to one planar trait from among the following that the plane possessed: minor negative-dominant, minor positive-dominant, mildly aligned. If a plane had multiple appropriate traits, one is chosen randomly. If the plane has a more powerful version of one of these traits, the item attunes to the weaker version of the trait. Once per day, when a command word is spoken, the area within a 30-foot-radius emanation centered on the funnel gains the attuned trait for 1 minute. If the user of a void funnel chooses, she becomes immune to any negative effects of the funnel when it's activated.Craft Wondrous Item, gateWondrous ItemUndead Unleashed
Ghost Mirrorfaint divination and evocation3none30001/2 lb.This small hand mirror is warped and tarnished around the edges. A creature wielding the mirror can activate it by speaking a command word as a standard action. Once activated, the mirror grants the wielder the ability to see all undead within 60 feet clearly reflected in the mirror. This includes ethereal undead and incorporeal undead hiding in objects or walls of up to 5 feet in thickness. A ghost mirror does not confer any ability to see such creatures directly- only their mirrored reflections-and grants creatures seen in it concealment (50% miss chance). A ghost mirror can be used for 3 minutes per day. These uses do not need to be consecutive but must be used in 1-minute increments.Craft Wondrous Item, detect undeadWondrous ItemUndead Unleashed
Hemnetep's Chariotmoderate transmutation9none450001/2 lb.This miniature chariot is made of wood and bronze and has a leather thong so it can hang around the neck or a belt. Once per day when the command word is spoken, the chariot increases in size to a fully functioning medium chariot (Pathfinder RPG Ultimate Combat 181) capable of holding one Large creature or four Medium creatures. Up to four Medium creatures or one Large creature can be harnessed to the chariot to pull it, allowing these creatures as well as the chariot to gain the effects of overland flight. The chariot cannot move of its own volition and must have a source of propulsion in order to fly. With a second command word, the chariot shrinks back to its miniature size. Any creatures harnessed to it (but not those riding the vehicle) are absorbed into the miniature chariot. Such creatures are affected as if by a temporal stasis spell; they reappear at their normal size when the chariot is next activated.Craft Wondrous Item, overland flight, shrink itemWondrous ItemUndead Unleashed
Body Piercings, Minorfaint transmutation3body1800-These piercings come in the form of grotesque spikes and needles that cover every inch of the wearer's skin. Minor: The wearer gains a +2 competence bonus to CMD against grappling attempts. Major: Any creature attacking the wearer with a natural or unarmed attack must succeed at a DC 15 Reflex save or take 1d4 points of damage. Greater: The wearer is considered to have +1 armor spikes when not wearing armor or bulky clothing, and is considered proficient with armor spikes.Craft Shadow Piercing, Improved Grapple, magic weaponShadow PiercingChampions Of Corruption
Body Piercings, Majorfaint transmutation3body-1-These piercings come in the form of grotesque spikes and needles that cover every inch of the wearer's skin. Minor: The wearer gains a +2 competence bonus to CMD against grappling attempts. Major: Any creature attacking the wearer with a natural or unarmed attack must succeed at a DC 15 Reflex save or take 1d4 points of damage. Greater: The wearer is considered to have +1 armor spikes when not wearing armor or bulky clothing, and is considered proficient with armor spikes.Craft Shadow Piercing, Improved Grapple, magic weaponShadow PiercingChampions Of Corruption
Body Piercings, Greaterfaint transmutation3body-1-These piercings come in the form of grotesque spikes and needles that cover every inch of the wearer's skin. Minor: The wearer gains a +2 competence bonus to CMD against grappling attempts. Major: Any creature attacking the wearer with a natural or unarmed attack must succeed at a DC 15 Reflex save or take 1d4 points of damage. Greater: The wearer is considered to have +1 armor spikes when not wearing armor or bulky clothing, and is considered proficient with armor spikes.Craft Shadow Piercing, Improved Grapple, magic weaponShadow PiercingChampions Of Corruption
Chest Piercings, Minorfaint transmutation3body2200-These excruciating body ornaments come in the form of sharp barbs and serrated rings inserted in the nipples, abdomen, or along the ribs. The pain they cause sharpens the mind and blocks out distractions. Minor: The wearer gains a +2 profane bonus on saves against effects that cause the dazed, nauseated, and sickened conditions. Major: The wearer gains a +5 competence bonus on concentration checks. Greater: The wearer gains a +4 profane bonus on saving throws against effects that deal ability damage or drain.Craft Shadow Piercing, bear's enduranceShadow PiercingChampions Of Corruption
Chest Piercings, Greaterfaint transmutation3body5750-These excruciating body ornaments come in the form of sharp barbs and serrated rings inserted in the nipples, abdomen, or along the ribs. The pain they cause sharpens the mind and blocks out distractions. Minor: The wearer gains a +2 profane bonus on saves against effects that cause the dazed, nauseated, and sickened conditions. Major: The wearer gains a +5 competence bonus on concentration checks. Greater: The wearer gains a +4 profane bonus on saving throws against effects that deal ability damage or drain.Craft Shadow Piercing, bear's enduranceShadow PiercingChampions Of Corruption
Chest Piercings, Majorfaint transmutation3body3750-These excruciating body ornaments come in the form of sharp barbs and serrated rings inserted in the nipples, abdomen, or along the ribs. The pain they cause sharpens the mind and blocks out distractions. Minor: The wearer gains a +2 profane bonus on saves against effects that cause the dazed, nauseated, and sickened conditions. Major: The wearer gains a +5 competence bonus on concentration checks. Greater: The wearer gains a +4 profane bonus on saving throws against effects that deal ability damage or drain.Craft Shadow Piercing, fox's cunningShadow PiercingChampions Of Corruption
Eye Piercings, Minorfaint transmutation5eye6000-These piercings may penetrate the eyebrow, eyelid, or the eye itself. Due to magical, they do not impair the owner's vision. All effects from an eye piercing are continuous. Minor: The wearer gains low-light vision. If the wearer already has low-light vision, the ability's range is doubled. Major: The wearer gains darkvision to 60 feet. Greater: The wearer gains the see in darkness special ability.Craft Shadow Piercing, keen sensesAPGShadow PiercingChampions Of Corruption
Eye Piercings, Majorfaint transmutation5eye18000-These piercings may penetrate the eyebrow, eyelid, or the eye itself. Due to magical, they do not impair the owner's vision. All effects from an eye piercing are continuous. Minor: The wearer gains low-light vision. If the wearer already has low-light vision, the ability's range is doubled. Major: The wearer gains darkvision to 60 feet. Greater: The wearer gains the see in darkness special ability.Craft Shadow Piercing, darkvisionShadow PiercingChampions Of Corruption
Eye Piercings, Greaterfaint transmutation5eye32000-These piercings may penetrate the eyebrow, eyelid, or the eye itself. Due to magical, they do not impair the owner's vision. All effects from an eye piercing are continuous. Minor: The wearer gains low-light vision. If the wearer already has low-light vision, the ability's range is doubled. Major: The wearer gains darkvision to 60 feet. Greater: The wearer gains the see in darkness special ability.Craft Shadow Piercing, darkvisionShadow PiercingChampions Of Corruption
Head Piercings, Minorfaint transmutation5head3750-Whether they are crowns of pins, pinned-back lips, or simple nose rings, these piercings accentuate the owner's terrifying presence and inner resolve. Minor: The wearer gains a +5 competence bonus on Intimidate checks. Major: The wearer gains a +4 profane bonus against mind-affecting effects. Greater: The wearer can use fear twice per day (Will DC 16).Craft Shadow Piercing, fearShadow PiercingChampions Of Corruption
Head Piercings, Greaterfaint transmutation5head33600-Whether they are crowns of pins, pinned-back lips, or simple nose rings, these piercings accentuate the owner's terrifying presence and inner resolve. Minor: The wearer gains a +5 competence bonus on Intimidate checks. Major: The wearer gains a +4 profane bonus against mind-affecting effects. Greater: The wearer can use fear twice per day (Will DC 16).Craft Shadow Piercing, fearShadow PiercingChampions Of Corruption
Head Piercings, Majorfaint transmutation5head6000-Whether they are crowns of pins, pinned-back lips, or simple nose rings, these piercings accentuate the owner's terrifying presence and inner resolve. Minor: The wearer gains a +5 competence bonus on Intimidate checks. Major: The wearer gains a +4 profane bonus against mind-affecting effects. Greater: The wearer can use fear twice per day (Will DC 16).Craft Shadow Piercing, owl's wisdomShadow PiercingChampions Of Corruption
Suspension Piercings, Minorfaint transmutation7belt or shoulder6000-These piercings are popular among suspensionists, who hang from hooks attached to their skin. Minor: The wearer gains feather fall as a continuous effect. Major: The wearer may use levitate twice per day. Greater: The wearer may use air walk once per day.Craft Shadow Piercing, feather fallShadow PiercingChampions Of Corruption
Suspension Piercings, Majorfaint transmutation7belt or shoulder7200-These piercings are popular among suspensionists, who hang from hooks attached to their skin. Minor: The wearer gains feather fall as a continuous effect. Major: The wearer may use levitate twice per day. Greater: The wearer may use air walk once per day.Craft Shadow Piercing, levitateShadow PiercingChampions Of Corruption
Suspension Piercings, Greatermoderate transmutation7belt or shoulder11200-These piercings are popular among suspensionists, who hang from hooks attached to their skin. Minor: The wearer gains feather fall as a continuous effect. Major: The wearer may use levitate twice per day. Greater: The wearer may use air walk once per day.Craft Shadow Piercing, air walkShadow PiercingChampions Of Corruption
Amulet Of Euphoric Healingfaint enchantment3neck120001 lb.These glass amulets hold bubbling red liquid and often feature a religion's or deity's holy symbol, most commonly that of Asmodeus or Zon-Kuthon. While worn, the amulet tinges the user's healing magic with a wash of ecstasy that acts as a magical drug, making the recipient of the magical healing susceptible to mental manipulation by the wearer. Anytime the wearer casts a healing spell or uses a spell-like ability on a single target, the recipient of the magical healing additionally must succeed at a DC 13 Fortitude save or become addicted to the wearer's healing spells. The wearer can suppress this effect by shielding the amulet from view with a hand or held item as a free action. The drug has the following statistics. EUPHORIC HEALING Type spell Addiction minor, Fortitude DC 13 Effect 24 hours, -2 penalty against all mind-affecting spells cast by the amulet's wearer Damage 1 Wis damageCraft Wondrous Item, cure light wounds, enthrallWondrous ItemChampions Of Corruption
Collar Of Unliving Servitudemoderate necromancy7neck140001 lb.This black iron choker chain forges a link between the wearer and any undead creature of the wearer's choice. Creating this link requires a command word. The wearer can dismiss this bond with another command word, and reforge it with the same or a different undead creature at a later time. While the two are bound and within 100 feet of one another, any positive energy damage the undead would take is instead transferred to the wearer as healing. Likewise, any negative energy damage the wearer would take transfers to and heals the undead. The collar can transfer up to 70 total points of damage per day.Craft Wondrous Item, shield other or unwilling shieldAPGWondrous ItemChampions Of Corruption
Dirgesinger's Choirstrong necromancy [evil]13none340003 lbs.Equal parts grisly and lovely, this unusual harp-like musical instrument is crafted from a corpse, with a bone frame, skin stretched around the soundbox for percussion, and strings of twisted hair. When played, it can summon forth a soul bound to it. Initially, the soul is that of the person whose corpse was used to make the instrument. The spirit manifests in an adjacent square as a translucent, intangible image of the person as he was in life. The image cannot attack or be attacked in any way. It is clearly distressed by the musician's playing; it wails an eerie, pained accompaniment that nonetheless enhances the music's quality, granting a +4 circumstance bonus on Performance checks made with the instrument and (if the performer is a bard) adding 1 to the DC of a dirge of doom, frightening tune, or deadly performance played on the instrument. If an undead is within 30 feet, the musician can command the bound soul to seize it as a standard action. The undead must attempt a DC 20 Will save. If it's successful, the image dissipates for 1 day; if it fails, the soul rides the undead for 1d4+1 rounds, acting as control undead cast by the musician. If the musician has the bardic performance ability, she can continue playing and spend a round of bardic performance as a free action each round to prevent that round from counting toward the duration of this effect. The soul dissipates for 1 day after the effect ends. Crafting the instrument destroys the original body; that creature cannot be brought back to life via raise dead. As long as the instrument exists, resurrection and true resurrection can revive the creature only if they're cast on the instrument itself; doing so destroys the instrument. The instrument cannot be affected by spells that target corpses, such as animate dead or decompose corpseUM.Craft Wondrous Item, control undead, ghost sound, creator must be evilWondrous ItemChampions Of Corruption
Elixir Of Repressionfaint enchantment3none150-A draught of this pale blue liquid imposes a dull placidity upon the imbiber, making him less quick to anger while not significantly impairing his mental functions. A drinker with homicidal or other antisocial tendencies can dull his more extreme urges with regular doses of this elixir, allowing him to blend into society without resorting to murder, assault, or other actions that might make day-to-day life difficult. Additionally, the elixir gives the imbiber a +2 insight bonus on saving throws against any mind-affecting spell or effect. As a side effect, the imbiber must succeed at a DC 13 Will save to benefit from spells and effects that grant a morale bonus. An imbiber who is afflicted with any form of madness receives a +4 insight bonus on any saving throws made to resist the effects of that madness during the elixir's duration. A dose of elixir of repression lasts for 12 hours.Craft Wondrous Item, calm emotionsWondrous ItemChampions Of Corruption
Hand Of Hoarded Deathsmoderate necromancy7hand25000-The wearer of this single, black silk glove can use death knell on command. The target of death knell dies if it fails a DC 13 Fortitude save as normal, but the glove's wearer does not immediately benefit from the death; instead the siphoned life energy is stored inside the glove. The glove indefinitely holds a reservoir of up to five deaths. The wearer can tap into these deaths anytime thereafter by touching herself with the glove as a swift action, granting her death knell's benefits with a duration of 10 minutes. She can spend more than one death at a time, if she wishes. Temporary hit points from multiple deaths stack, but the bonuses to caster level and Strength do not. If multiple deaths are spent at the same time, add their durations together.Craft Wondrous Item, death knell, false lifeWondrous ItemChampions Of Corruption
Ring Of Plaguesmoderate necromancy11ring20000-This silver ring is set with a black opal. Once per day, when the wearer is reduced to half or fewer of her maximum hit point total, whoever dealt the activating blow to the wearer is immediately subjected to a major curseUM with unlimited range. A successful DC 19 Will saving throw is needed to negate the spell. Rather than one of the listed curse effects, the curse imposes a -4 penalty on the victim's saving throws and causes the victim to contract a disease chosen by the wearer from the contagion list without a save. The cursed disease has no onset time, but the attacker is allowed the normal saving throw to avoid its effects. It can be cured only by successfully casting both remove curse and remove disease within 1 minute of each other. Those exposed to the cursed attacker thereafter must save against the mundane version of the disease or become infected (though they are not cursed). Once per day, if the wearer is killed or reduced to negative hit points, a plague of curses is unleashed. The attacker and the attacker's five nearest allies or immediate blood relatives become the targets of the curse described above. If the wearer is restored to at least 1 hit point, these curses end, allowing surviving victims to recover naturally.Forge Ring, contagion, major curseUM, spiteAPGRingChampions Of Corruption
Sinner's Wagemoderate enchantment7none500-A sinner's wage is a round golden coin with two blank faces. When placed among nonmagical currency, it adopts the size, shape, and any embellishments (such as an engraving or stamp) of the majority of the other coins. When included as payment for any service that compromises the recipient's morals (such as a bribe for a lawful city guard to look the other way, or a contribution to a good politician to pass dubious legislation), a sinner's wage makes the offered payment more tempting. The giver of the sinner's wage gains a +2 profane bonus on Charisma checks and Bluff, Diplomacy, and Intimidate checks to convince the recipient to perform the service in question. Thus, the item can be used to pay off a guard as well as convince an outsider to perform a service with a planar binding spell (in the latter case, the +2 profane bonus stacks with the bonus normally granted for offering a reward to the outsider). In addition, a sinner's wage can be used as an optional focus component when the owner casts any charm or compulsion spell of 5th level or lower. When a creature is subject to a spell incorporating this focus, it takes a -2 penalty on all rolls to resist acting against its nature (whether a Will saving throw or a Charisma check). Using the sinner's wage in this fashion temporarily drains the magic from the coin, rendering it unusable for any purpose for a period of 1 week.Craft Wondrous Item, charm monsterWondrous ItemChampions Of Corruption
Hivebrain Symbiotefaint transmutation9neck1000-This red maggot constantly writhes and distends, snapping a small pair of pincers. A combination of hellwasp and worm, the hivebrain symbiote grants an echo of a hive mind when attached to an intelligent creature. When placed on the back of a host's neck as a standard action, the hivebrain symbiote attaches painlessly and immediately boosts the host's mental faculties. While having a hivebrain symbiote attached, as an immediate action the host can reroll a concentration check or an Intelligence-based check. The host must take the second roll, even if it is worse. An attached hivebrain symbiote continues to function for a number of hours equal to the host's Intelligence modifier (minimum 1 hour) before falling off and dying. A hivebrain symbiote dies immediately if removed before this time elapses.Craft Wondrous Item, mnemonic enhancementWondrous ItemAP 87
Rod Of Gripping Smokemoderate transmutation11neck150006 lbs.One half of this rod is made of gray, semisolid fog, while the other half glows from within as if filled with flickering embers. A rod of gripping smoke acts as a +1 ghost touch light mace. Three times per day, as the wielder casts a spell that creates fog or smoke, it can make the effect particularly cloying, causing the area of the spell to count as difficult terrain. This ability can't modify fog or smoke spells that already specifically impede movement (like solid fog). Additionally, three times per day as a move action, the wielder of a rod of gripping smoke can point the rod at any single target within an area of fog, mist, smoke, or similar vapor within 60 feet (including the area of foglike spells such as cloudkill or incendiary cloud) and cause the vapor to tighten around that target. The wielder attempts a disarm, grapple, or steal combat maneuver at a +16 bonus against the target's CMD. This combat maneuver doesn't provoke an attack of opportunity. If the check to disarm succeeds, the disarmed weapon falls in a random square adjacent to the target. If the check to grapple succeeds, the target gains the grappled condition for 1 round. While grappled in this way, the victim can't move without first breaking the grapple (CMD 26). If the check to steal succeeds, the stolen item lands in a random square adjacent to the target; unless the target succeeds at a DC 20 Perception check at the time the item is stolen, it doesn't realize the item is missing until it either leaves the affected area or attempts to use or retrieve the item.Craft Rod, solid fog, telekinesisRodAP 87
Saffron Slave Collarfaint enchantment5neck160002 lbs.This magical slave collar (which uses the same statistics as masterwork manacles) is reserved for particularly strong-willed slaves. When shackled around a creature's neck, the collar targets the wearer with a calm emotions effect (Will DC 13 negates). The wearer must attempt an additional save each minute it wears the collar until it fails a save or removes the collar. Once active, the calming effect of the collar remains until the collar is removed or the wearer takes a number of points of damage equal to or greater than its Hit Dice. Once per day, the wielder of the key to the Saffron slave collar's lock (a superior lock) can cast suggestion on the wearer. A successful DC 14 Will saving throw negates this effect, unless the target is subject to the calm emotions effect of the collar, in which case it receives no saving throw.Craft Wondrous Item, calm emotions, suggestionWondrous ItemShips Of The Inner Sea
Aviary Of Spiritsmoderate divination9-160005 lbs.This reinforced wicker box is decorated with images of owls, ravens, or other cunning birds. It has enough room for up to three Tiny birds to perch inside. Any bird of the animal type stored in the aviary for 24 hours becomes attuned to the aviary's magic, radiating the same aura as the aviary itself. By issuing a command word and concentrating on the bond between their spirits, a user can direct a released bird to fly either to a known location (as with animal messenger) or in a specific direction. The bird flies in a direct route at its normal speed. For the next hour, by maintaining physical contact with the aviary, the user can scry through the bird's senses, making the bird the sensor for a clairaudience/clairvoyance spell. While scrying, the user cannot sense her own surroundings, but she can switch between her senses and the bird's as a move action.Craft Wondrous Item, animal messenger, clairaudience/ clairvoyance, crafter must have 5 ranks in Handle AnimalWondrous ItemShips Of The Inner Sea
Beast Wrestler's Gauntletsfaint conjuration5hands75001 lb.These gauntlets grant a +1 enhancement bonus on grapple checks. Each pair of gauntlets is created to fight a specific type or subtype of creature from the list of creature types in the bane weapon special ability. While the wearer is grappling a creature of the designated type, the gauntlets' enhancement bonus increases by 2 and the wearer deals an additional 2d6 points of nonlethal damage when dealing damage as part of a successful grapple check.Craft Wondrous Item, summon monster IWondrous ItemAdvanced Class Origins
Cap Of Enervationfaint necromancy5head3500-This floppy leather hat allows a boggard or other froglike creature to drain the strength of those it strikes with its tongue attack. If the wearer ends its turn with its tongue attached to or grappling another creature, the grappled creature takes a -1 penalty to Strength, and the wearer's tongue gains 5 temporary hit points. The penalty and temporary hit points last for 1 minute. For each round that the target remains attached, the Strength penalty increases by 1, the tongue gains an additional 5 temporary hit points (maximum 10), and the duration resets.Craft Wondrous Item, ray of enfeeblement, vampiric touchWondrous ItemMonster Codex
Venomsweat Salvemoderate necromancy7none2500-When applied to a creature's skin, scales, or carapace, this greasy unguent causes that creature to sweat poison from its pores. During this time, a creature that strikes the user with a natural weapon attack or unarmed strike is exposed to the poison. As a swift action, the user can apply the poison to a weapon. As a standard action, the user can deliver the poison as a touch attack. The salve creates a total of 3 doses of venomsweat poison, and any unused doses of poison harmlessly evaporate after 1 hour. Venomsweat: Contact or injury; save Fort DC 16; frequency 1/round for 6 rounds; effect 1d3 Dexterity damage; cure 1 save.Craft Wondrous Item, poisonWondrous ItemMonster Codex
Elixir Of Oppressionfaint transmutation3none600-This elixir is normally made from the juice of tomb herald brambles, though other formulae have also been discovered. It allows creatures with the scent ability to smell fear, and instills a bloodlust in the imbiber when it's facing a fearful creature. The imbiber gains a +4 competence bonus on Perception checks made with the scent ability, and a successful DC 15 Perception check allows the imbiber to determine by scent whether a creature is shaken, frightened, or panicked. Once a creature's condition has been identified, the imbiber gains a +2 morale bonus on attack rolls and opposed skill checks against that opponent. These effects last for 1d4+1 hours. If a creature drinks a second elixir of oppression within 24 hours of the first, it is sickened for 24 hours and does not gain the benefits of the second dose.Craft Wondrous Item, scareWondrous ItemMonster Codex
Horror Dustfaint necromancy3none600-Horror dust is the compressed stuff of nightmares. It is contained in a glass vial that can be thrown as a splash weapon with a range increment of 10 feet. It shatters on impact, creating a cloud of hallucinogenic magic in a 20-foot radius that causes victims to suffer terrible visions and hear phantom screams. Targets in this area must succeed at a DC 13 Will save or be shaken for 1d6 rounds. If a creature is directly struck with the horror dust and fails its save, it is also confused for 1 round. Goblinoids actually enjoy the visions created by horror dust, and are immune to its fear effect.Craft Wondrous Item, cause fearWondrous ItemMonster Codex
Caver's Boltmoderate evocation5none60001/2 lb.Unable to use levitate like noble drow, common drow sometimes rely on these magical bolts to keep pace on climbs to the surface world or when delving deep caves. A caver's bolt resembles a weighty, iron-banded crossbow bolt with a steel tip, capped with prongs and hooks. It resizes itself to fit any Small or Medium crossbow, and can be used as a nonmagical grappling arrowUE. The bearer loads the bolt into a crossbow, chooses a solid surface within weapon range, and speaks a command word to launch the bolt and embed it in the surface. The launched bolt trails a ghostly purple chain of force connected to the crossbow. Anyone holding the crossbow can speak a command word to retract the chain at a rate of 30 feet per round, pulling the user toward the embedded bolt. The force chain can support 500 pounds (hardness 10, 10 hp, break DC 28). Once the chain is fully retracted, the bolt can be used again. If the force chain is severed or broken, the caver's bolt ceases to function for 24 hours.Craft Wondrous Item, force hook chargeUMWondrous ItemMonster Codex
Extractor's Glovesmoderate transmutation5hands5000-These black leather fingerless gloves are shot through with strands of giant spider webbing. They allow their wearer to steal the special abilities of an opponent's weapon and augment the wearer's unarmed strikes with the abilities instead. Once per day, the wearer can activate the gloves by succeeding at an unarmed disarm combat maneuver against an opponent's magic weapon. Instead of disarming the weapon, the wearer can negate the weapon's special abilities (bane, flaming, and so on) for 1d4 rounds and apply these abilities to her own unarmed strikes (the weapon's enhancement bonus is unaffected). Any weapon special abilities that couldn't be applied to unarmed strikes (such as returning or vorpal) are still suspended on the weapon but are not applied to the wearer's unarmed attacks. If the wearer's unarmed strikes already have magical weapon special abilities (such as from an amulet of mighty fists), the enhancement bonus and special ability bonus equivalents on the wearer's unarmed strikes can't total more than +10; stolen special abilities are discarded at random until the total is +10 or less (discarded abilities are still suspended in the opponent's weapon for the normal duration).Craft Wondrous Item, magic weapon, vampiric touchWondrous ItemMonster Codex
Headband Of Vermin Controlfaint transmutation5headband10001 lb.The wearer of this black leather headband can spend 10 minutes attuning the headband to one touched vermin of Medium or larger size. Once the headband is attuned, any creature wearing it can attempt Handle Animal and Ride checks to influence or control that vermin as if it were an animal and had animal-level intelligence. The attunement lasts until the vermin dies, the headband is destroyed, or the headband is attuned to a different vermin. Duergar-created items of this type are usually protected by a dust ward* spell.Craft Wondrous Item, control verminWondrous ItemMonster Codex
Fog-Cutting Lensesfaint transmutation5face80001 lb.These goggles are made of polished rock crystal, with frames of polished brass and a simple leather strap and buckle sized for a giant's head (but easily adjustable for smaller wearers). The goggles allow the wearer to see through magical and normal fogs, mists, and similar obscurement. They do not confer darkvision or low-light vision. Further, the goggles distort and skew vision strangely, imposing a -4 penalty on Perception checks.Craft Wondrous Item, darkvision, fog cloudWondrous ItemMonster Codex
Frostblood Axemoderate necromancy [evil]10none403106 lbs.This +1 frost wounding battleaxe sacrifices the souls of those it kills to the foul gods of the frost giants. Whenever it kills a creature with at least 1 Hit Die (including creatures killed by its bleed damage), as an immediate action the wielder can activate either divine favor on himself or bless on himself and his allies.Craft Wondrous Item, bleed, bless, chill metal, death knell, divine favorWondrous ItemMonster Codex
Irongrip Gauntletsfaint transmutation3hands40002 lbs.These gloves are made of goatskin reinforced with heavy iron strips. They provide a sure, strengthened grip on large or awkwardly shaped items. When the wearer wields an improvised melee weapon or inappropriately sized weapon, reduce the penalty for doing so by 2 (minimum 0). The gloves don't change the number of hands required to wield such a weapon.Craft Wondrous Item, bull's strength, enlarge personWondrous ItemMonster Codex
Winter Wolf Runetoothmoderate conjuration10none2500-When this canine fang is crushed or broken as a full-round action, it summons a winter wolf (Pathfinder RPG Bestiary 280). The wolf is under the control of the creature that broke the fang. The wolf remains for 1 minute or until slain.Craft Wondrous Item, summon nature's ally VWondrous ItemMonster Codex
Hunter's Nose Ringfaint transmutation3head10000-This nose ring seems to be braided from five platinum strands. It grants its wearer the scent ability (Pathfinder RPG Bestiary 304) along with a +4 competence bonus on Perception checks involving smell and on Survival checks to track using scent.Craft Wondrous Item, bloodhoundAPG, platinum ring worth 250 gpWondrous ItemMonster Codex
Hyena Shawlmoderate abjuration and necromancy8head11000-When wrapped around the neck and jaw, this swath of black cloth lets its wearer see normally in a sandstorm (her vision isn't reduced, nor does she take the -4 penalty on Perception checks) and avoid taking nonlethal damage from the storm. Once per day on command, the shawl's wearer can emit a strange cackling. Enemies within 30 feet of the shawl's wearer who can hear the cackling must succeed at a DC 16 Will saving throw or become frightened for 1 round. Those who succeed at the saving throw are shaken for 1d4 rounds instead. Both of the cackle's effects are sonic mind-affecting fear effects.Craft Wondrous Item, fearWondrous ItemMonster Codex
Pugwampi Braidmoderate necromancy8none90001 lb.This braid, crafted from strips of pugwampi pelts, is 1 inch in diameter and 12 inches long. It can be carried in the hand like a riding crop or worn as an adornment. Once per day with a command word, the owner of the braid can create a 5-foot-radius aura around the braid for 1 minute. Creatures other than the owner within the aura must roll twice and use the lower result whenever a situation calls for a d20 roll. This is a mind-affecting effect that does not work on humanoids with the gnoll subtype, animals, or gremlins. A creature under the effect of a luck bonus is immune to the aura.Craft Wondrous Item, bestow curseWondrous ItemMonster Codex
Staff Of The Dark Tapestrymoderate conjuration9none435005 lbs.This staff, constructed of dark purple crystal, allows the use of the following spells: • confusion (2 charges) • darkness (1 charge) • fear (2 charges) • irradiateTG (1 charge) • planetary adaptationDW (2 charges) The staff may be used as a weapon, functioning as a +1 impact quarterstaffUE even when its charges are expended.Craft Magic Arms and Armor, Craft Staff, bull's strength, confusion, darkness, fear, irradiate, planetary adaptationStaffAP 88
Touch Of Avolitionmoderate necromancy7hand2500-This thin disk of woven material is 2-1/2 inches in diameter. From its edges protrude fine, hair-like fibers about half an inch long. A touch of avolition is in fact an example of mi-go technology-as much fungus as anything else. Creatures like mi-go can handle a touch of avolition with ease, but humanoids and other fleshy users must wear gloves to avoid becoming the target of the item's effect. Applying a touch of avolition requires a successful touch attack. When placed against flesh (any living, corporeal, non-plant or non-ooze creature), a touch of avolition's fibers swiftly merge with the target unless the creature succeeds at a DC 15 Fortitude save. On a failed save, the victim becomes paralyzed for 7 rounds. It can attempt a new Fortitude as a standard action after the first round to end the effect early. Once a victim recovers from the paralysis effect, the touch of avolition saps the user's willpower and dulls the senses, making creatures under these effects easier to mentally manipulate. The victim's Wisdom is reduced by 6 (minimum 1) as long as the touch of avolition remains attached. The fungal filaments of a touch of avolition dig deep, and merely ripping the patch free from the skin doesn't remove this Wisdom penalty, though the removal itself deals 1d4 points of damage to the victim. The effect is a curse effect, and it (and the paralysis) can be removed as such via remove curse or similar spells. A touch of avolition works best when damp. The save DC to resist a dry touch of avolition is 10, its paralysis effect lasts for only 2 rounds, and its Wisdom penalty is reduced to 2. The effects of multiple touches of avolition do not stack.Craft Wondrous Item, bestow curse, hold personWondrous ItemAP 88
Brain Cylindermoderate necromancy9none500010 lbs.A brain cylinder allows the surgically extracted brain of a Large or smaller creature to continue to function even after it has been removed from the body. Technically, the creature from whom the brain was harvested is dead, but as long as the brain remains in the cylinder, the creature can continue to think. Dials on the cylinder's side control whether the brain can see, hear, or speak using a raspy speaker built into the cylinder's surface. The brain can speak and understand any languages it knew in life, and retains the use of the following skills at the values it possessed while alive: Appraise, Bluff, Diplomacy, all Knowledge skills, Linguistics, Perception, and Sense Motive. It retains no other abilities it possessed in life, including purely mental abilities. Mi-go typically preserve humanoid brains in this manner when they wish to interrogate a creature at a later date, or when they wish to preserve a creature as a resource for consultation or research purposes. A brain cylinder is usually made of dark metal and has hardness 10 and 30 hit points-cylinders made of other materials might have higher or lower hardness scores and hit point totals. If a brain cylinder is destroyed, the brain within is lost. Likewise, if the creature from which the brain was harvested is restored to life, the brain within the cylinder is destroyed, and only powerful effects capable of building entirely new bodies can restore to life a creature that has had its brain removed. Note that the gp price to create a brain cylinder only accounts for the basic creation- the brain of a particularly knowledgeable creature could be worth far more than 5,000 gp to some buyers, especially if the information contained in the brain is of a particularly sensitive nature.Craft Wondrous Item, gentle repose, magic jar, 7 ranks in HealWondrous ItemAP 88
Arrow Splitterstrong evocation15none1803753 lbs.This +5 second chanceUE longbow is made of supple willow that forever looks freshly carved. When the wielder hits a foe multiple times with the bow, the arrows land in the same spot, driving their way deeper. A creature struck by an arrow fired from an arrow splitter takes an additional 1d6 points of precision damage for each arrow fired from an arrow splitter that has struck the creature within the same round. For example, if a creature is struck by three arrows fired from an arrow splitter in the same round, the first arrow deals damage as normal, the second arrow deals an additional 1d6 points of precision damage, and the third arrow deals an additional 2d6 points of precision damage.Craft Magic Arms and Armor, ricochet shotUC, sonic thrustUMWeaponRanged Tactics Toolbox
Avalanche Sling Staffmoderate conjuration9none363203 lbs.Three times per day, the wielder of this +3 halfling sling staff can launch a stone (not a sling bullet) that explodes in mid-flight to create a stone callAPG effect centered on the target square.Craft Magic Arms and Armor, stone callAPGWeaponRanged Tactics Toolbox
Bow Of Ashesmoderate conjuration8none114003 lbs.This +1 adaptiveUE flaming composite longbow is made of a single piece of petrified wood that appears to have been burnt black but is magically sturdy. When the wielder pulls the bowstring while within 5 feet of a flame at least as large as a lit torch, the bow generates and nocks an arrow of rock-hard ash. Attacks made with an ash arrow deal damage as a normal bow but ignore concealment miss chances from smoke, ash, dust, fog, and other airborne particles (though the wielder still risks targeting the wrong square when trying to shoot at foes with total concealment). The ash arrow crumbles to nothing 1 round after leaving the bow.Craft Magic Arms and Armor, fireball or flame blade, warp woodWeaponRanged Tactics Toolbox
Cavalryman's Bowmoderate conjuration8none103302 lbs.This +2 shortbow is etched with equine imagery. Whenever the bow is fired from a mount, the wielder's mount gains a +2 deflection bonus to its AC until the start of the wielder's next turn.Craft Magic Arms and Armor, shield of faith, warp woodWeaponRanged Tactics Toolbox
Frozen Crossbowmoderate conjuration8none257008 lbs.When this +2 frost repeating heavy crossbow is empty and underwater, pulling the reloading lever as a free action creates and loads a bolt of solid ice. The icicle bolt and its wielder ignore all penalties for using a ranged weapon underwater. The icicle bolt deals an amount of cold damage equal to that of a normal bolt and melts 1 round after leaving the crossbow.Craft Magic Arms and Armor, freedom of movement, icicle daggerUMWeaponRanged Tactics Toolbox
Mage's Crossbowmoderate transmutation8none183354 lbs.This +2 light crossbow is made of silver that never needs to be polished. A mage's crossbow is especially effective against creatures with spell resistance. Against such creatures, the weapon's effective enhancement bonus increases to +3, and it deals an additional 1d6 points of damage. Whenever the wielder casts a spell that requires him to make a ranged touch attack (such as a ray) while he has the crossbow in hand, he gains a bonus on his ranged attack roll equal to the crossbow's enhancement bonus against the target creature. If the spell hits, the caster also applies this bonus to the caster level check to overcome the target's spell resistance (if any) and on the spell's damage roll (if any).Craft Magic Arms and Armor, Spell Penetration, summon monster I, true strikeWeaponRanged Tactics Toolbox
Secret Crossbowfaint illusion5none44002 lbs.This +1 hand crossbow seems to hide itself and leaps from hiding when needed. It grants a +5 competence bonus on Sleight of Hand checks made to conceal it and doesn't take longer to draw when concealed.Craft Magic Arms and Armor, invisibilityWeaponRanged Tactics Toolbox
Shockwave Blunderbussstrong evocation18none873008 lbs.Whenever the wielder fires pellets from this +2 sonic boom (see page 27) blunderbussUE, she attempts a free combat maneuver check to trip each creature struck by the pellets. The wielder uses the shockwave blunderbuss's Combat Maneuver Bonus of +20 for these trip attempts. The wielder doesn't provoke attacks of opportunity for these trip attempts and doesn't risk knocking herself prone.Craft Magic Arms and Armor, reverse gravity, shoutWeaponRanged Tactics Toolbox
Skulking Sniper's Blowgunmoderate illusion8none623021 lb.A skulking sniper's blowgun is crafted of fine hardwood that shifts color between brown and dark green under different lights. The wielder of this +3 distance greater sniping (see page 27) blowgun isn't automatically detected by tremorsense, blindsense, blindsight, or similar supernatural senses while she's attempting to move unnoticed. Creatures with these abilities must attempt a Perception check opposed by the wielder's Stealth check to notice the wielder. Such a creature gains a +10 bonus on this Perception check if the wielder is within half the maximum range of the sense ability. The wielder can still be detected by other senses (such as vision, hearing, or smell) as normal.Craft Magic Arms and Armor, clairaudience/clairvoyance, greater invisibility, invisibility, silenceWeaponRanged Tactics Toolbox
Thorn Bowmoderate conjuration9none597008 lbs.This +2 lesser designatingUE composite longbow (+3 Str) has a bowstring that resembles a thorny vine. Once per day as a standard action, the wielder can prick her finger on the vine and fire an arrow at a creature or square to cause the arrow to become a wall of thorns centered on the struck creature or object. When the wielder is targeting a square, treat that as a ranged attack against AC 5. The wielder can choose how the wall of thorns is oriented.Craft Magic Arms and Armor, instant enemyAPG, wall of thornsWeaponRanged Tactics Toolbox
Arrow Of Charmingmoderate enchantment8none28861/20 lb.When this +3 arrow strikes a creature, it explodes in a small cloud of red dust and deals nonlethal damage. The creature struck must succeed at a DC 16 Will save or be charmed by the wielder as charm monster. Alternatively, the user can inscribe the name of another creature into the arrow shaft; in this case, the arrow's victim instead becomes charmed by the named creature on a failed save. Inscribing the arrow takes 10 minutes.Craft Magic Arms and Armor, charm monsterAmmunitionRanged Tactics Toolbox
Boulder Bullet, Lessermoderate or strong transmutation10none8061/2 lb.A boulder bullet appears to be a magical sling bullet when held, but it is actually a shrunken piece of catapult ammunition. A boulder bullet expands rapidly when launched from a sling or sling staff, increasing in size and dealing greater base damage depending on the version used. This doesn't affect the bullet's range or any of the normal mechanics for using a sling bullet, though the boulder bullet is treated as siege weapon ammunition for the purposes of wind effects and similar penalties. Similarly, if a boulder bullet is launched and misses its target, roll 1d8 to determine the adjacent square in which it lands. Once it has been thrown and has expanded, a boulder bullet loses its magic and remains boulder-sized thereafter. Lesser Boulder Bullet (CL 10th): A lesser boulder bullet is a +1 sling bullet that expands to the size of light catapult ammunition, increasing its base damage to 4d6. Boulder Bullet (CL 14th): A boulder bullet is a +2 sling bullet that expands to the size of standard catapult ammunition, increasing its base damage to 6d6. Greater Boulder Bullet (CL 18th): A lesser boulder bullet is a +3 sling bullet that expands to the size of heavy catapult ammunition, increasing its base damage to 8d6.Craft Magic Arms and Armor, shrink objectAmmunitionRanged Tactics Toolbox
Boulder Bulletmoderate or strong transmutation14none19661/2 lb.A boulder bullet appears to be a magical sling bullet when held, but it is actually a shrunken piece of catapult ammunition. A boulder bullet expands rapidly when launched from a sling or sling staff, increasing in size and dealing greater base damage depending on the version used. This doesn't affect the bullet's range or any of the normal mechanics for using a sling bullet, though the boulder bullet is treated as siege weapon ammunition for the purposes of wind effects and similar penalties. Similarly, if a boulder bullet is launched and misses its target, roll 1d8 to determine the adjacent square in which it lands. Once it has been thrown and has expanded, a boulder bullet loses its magic and remains boulder-sized thereafter. Lesser Boulder Bullet (CL 10th): A lesser boulder bullet is a +1 sling bullet that expands to the size of light catapult ammunition, increasing its base damage to 4d6. Boulder Bullet (CL 14th): A boulder bullet is a +2 sling bullet that expands to the size of standard catapult ammunition, increasing its base damage to 6d6. Greater Boulder Bullet (CL 18th): A lesser boulder bullet is a +3 sling bullet that expands to the size of heavy catapult ammunition, increasing its base damage to 8d6.Craft Magic Arms and Armor, shrink objectAmmunitionRanged Tactics Toolbox
Boulder Bullet, Greatermoderate or strong transmutation18none40061/2 lb.A boulder bullet appears to be a magical sling bullet when held, but it is actually a shrunken piece of catapult ammunition. A boulder bullet expands rapidly when launched from a sling or sling staff, increasing in size and dealing greater base damage depending on the version used. This doesn't affect the bullet's range or any of the normal mechanics for using a sling bullet, though the boulder bullet is treated as siege weapon ammunition for the purposes of wind effects and similar penalties. Similarly, if a boulder bullet is launched and misses its target, roll 1d8 to determine the adjacent square in which it lands. Once it has been thrown and has expanded, a boulder bullet loses its magic and remains boulder-sized thereafter. Lesser Boulder Bullet (CL 10th): A lesser boulder bullet is a +1 sling bullet that expands to the size of light catapult ammunition, increasing its base damage to 4d6. Boulder Bullet (CL 14th): A boulder bullet is a +2 sling bullet that expands to the size of standard catapult ammunition, increasing its base damage to 6d6. Greater Boulder Bullet (CL 18th): A lesser boulder bullet is a +3 sling bullet that expands to the size of heavy catapult ammunition, increasing its base damage to 8d6.Craft Magic Arms and Armor, shrink objectAmmunitionRanged Tactics Toolbox
Dizzying Bulletfaint evocation5none4961/2 lb.This +1 sling bullet makes a faint rattling noise when shaken. When it strikes a creature, the creature must succeed at a DC 13 Fortitude save or become stunned for 1 round.Craft Magic Arms and Armor, sound burstAmmunitionRanged Tactics Toolbox
Mute Dartfaint illusion5none566-This ivory +1 blowgun dart emits a silence effect that envelops the space of the creature or object it strikes, up to a maximum radius of 20 feet. If a creature is struck, it can resist the silence with a successful DC 13 Will save.Craft Magic Arms and Armor, silenceAmmunitionRanged Tactics Toolbox
Phase Arrowfaint transmutation5none9161/20 lb.When this translucent +2 arrow is fired, it becomes ethereal until it enters the target's space. A phase arrow ignores cover of all kinds, including total cover, and can be fired at a target even if the wielder doesn't have line of effect. However, if the wielder cannot see or otherwise pinpoint the target, she risks attacking the wrong space, and even if she attacks the right space, the target still has total concealment against the attack (granting a 50% miss chance).Craft Magic Arms and Armor, blinkAmmunitionRanged Tactics Toolbox
Reporting Cartridgefaint divination5none566-This +1 paper alchemical cartridge contains a bullet and is marked with a symbol of an ear. When fired from a firearm, a reporting cartridge allows the wielder to temporarily transfer her sense of hearing to the location where the bullet lands. Until she dismisses the effect by rubbing her ears as a move action, the wielder can hear as clairaudience from the square in which the bullet landed, regardless of whether it hit its mark.Craft Magic Arms and Armor, clairaudience/clairvoyanceAmmunitionRanged Tactics Toolbox
Scouting Cartridgefaint divination5none566-This +1 paper alchemical cartridge is contains a bullet and is marked with an open eye. When fired from a firearm, a scouting cartridge allows the wielder to temporarily transfer his sense of sight to the location where the bullet lands. Until he dismisses the effect by rubbing his eyes as a move action, the wielder can see as clairvoyance from the square in which the bullet landed, regardless of whether it hit its mark.Craft Magic Arms and Armor, clairaudience/clairvoyanceAmmunitionRanged Tactics Toolbox
Splitting Boltfaint evocation5none3461/10 lb.When this +1 bolt hits a foe, it deals damage as normal and then splits in two, creating two smaller bolts. Each of these smaller bolts flies toward another target within 30 feet of the initial enemy struck. A single splitting bolt can thus strike up to three targets. The smaller bolts use the same attack roll result as the original splitting bolt and the same damage dice, though the damage for each bolt is rolled separately. Neither the attack roll nor the damage of the smaller bolts can be affected by any special abilities of the wielder or crossbow.Craft Magic Arms and Armor, chain lightningAmmunitionRanged Tactics Toolbox
Tenacious Atlatl Dartmoderate abjuration7none291012 lbs.This +1 returning atlatl dartUE is not destroyed when used as ammunition for an atlatl. Its returning special ability functions even if it is fired as ammunition. Like all atlatl darts, a tenacious atlatl dart can be thrown; if it is thrown, it is treated in all ways as a javelin. Two times per day, when the dart successfully strikes a foe who is benefiting from an abjuration spell or ability, the atlatl automatically attempts a dispel check against that effect, as dispel magic, before returning to the wielder as normal.Craft Magic Arms and Armor, dispel magic, telekinesisAmmunitionRanged Tactics Toolbox
Venomous Whisper Dartfaint enchantment5none1466-The wielder of this gleaming purple +2 blowgun dart can whisper while loading the dart to imbue it with a suggestion. When the dart strikes a creature, the target must succeed at a DC 14 Will save or forget the sting of the dart and hear the words of the suggestion as if they were whispered in her ear.Craft Magic Arms and Armor, modify memory, suggestionAmmunitionRanged Tactics Toolbox
Vulnerability Boltfaint necromancy5none4961/10 lb.If poison is applied to this sickly yellow +1 bolt, any hit point damage, ability damage, or ability drain dealt by the poison increases by 1 each round for the poison's duration.Craft Magic Arms and Armor, pernicious poisonUMAmmunitionRanged Tactics Toolbox
Alchemist's Atlatlfaint transmutation1none15002 lbs.This wooden atlatl resembles a handheld, lever-controlled catapult. One end sports a shaft covered in carvings of alchemical formulae, and the other is a roughly carved bowl. The user can place an alchemical splash weapon, such as a flask of acid or alchemist's fire, in the bowl. This is a move action that provokes an attack of opportunity. When the splash weapon is launched from the atlatl, its range is doubled. Magic items (including an alchemist's bombs) aren't affected by an alchemist's atlatl.Craft Wondrous Item, longshotUCWondrous ItemRanged Tactics Toolbox
Assassin's Sightfaint divination5none52504 lbs.This black telescopic sight is made of lusterless metal and features a thick glass lens. It can be mounted on the stock of a light or heavy crossbow, but not a hand crossbow. An assassin's sight allows the wielder to make ranged sneak attacks from greater distances than normal. This sight has two settings: 0-30 feet and 30-60 feet. A character using a crossbow equipped with an assassin's sight can make sneak attacks against foes within the selected range. For example, by setting the range to 30-60 feet, a character can make sneak attacks against creatures only if they are between 30 and 60 feet of the wielder; attacks against targets closer than 30 feet or farther than 60 feet would not count as sneak attacks, even if they met all the other requirements for making a sneak attack. Setting the range on an assassin's sight is a full-round action that provokes attacks of opportunity.Craft Wondrous Item, locate weaknessUC, true strikeWondrous ItemRanged Tactics Toolbox
Assassin's Sight, Greatermoderate divination9none122502 lbs.A greater assassin's sight is similar to the standard assassin's sight, but it has a noticeably sleeker design and provides its wielder greater range. It has three settings: 0-30 feet, 30-60 feet, and 60-90 feet. In addition, setting the range on a greater assassin's sight is a standard action (though it still provokes attacks of opportunity). Finally, a greater assassin's sight grants a +4 competence bonus on attack rolls to confirm critical hits within the set range.Craft Wondrous Item, locate weaknessUC, true strikeWondrous ItemRanged Tactics Toolbox
Entangling Aiguillettefaint transmutation5shoulders20001 lb.This length of prickly green vine is woven into a living aiguillette worn around the shoulder. Once per day as an immediate action when the wearer is struck by a melee attack, she can compel the vine to uncoil and wrap around the attacker, causing the attacker to become entangled (Reflex DC 13 negates). An entangled creature cannot move from its space. At the start of the entangled creature's turn, it can attempt a new saving throw against the entangling aiguillette, though the DC increases by 1 for each round the creature fails its save (to a maximum of 16 after 3 rounds). The entangled creature can also untangle itself as a move action by succeeding at a DC 13 Strength or Escape Artist check. The entangling aiguillette's owner cannot move while entangling a creature, but can release an entangled creature as a free action.Craft Wondrous Item, entangleWondrous ItemRanged Tactics Toolbox
Ranged Pitonfaint transmutation5none8001 lb.This pointed metallic piton bears a ring the size of a gold piece. A ranged piton is sized and designed so that it can be launched as easily as an arrow. When fired from a bow as a standard action at an object or empty square, the wielder makes a ranged attack against AC 5 to determine whether the piton hits the intended target. Range penalties apply as normal. On a hit, the piton attaches to the point struck, cleaving to vertical and horizontal surfaces alike. An attached ranged piton can be recovered only by speaking a command word while pulling on the piton's ring. Light rope, such as silk rope, can be threaded through the piton's ring before it is fired to rapidly place rope lines.Craft Wondrous Item, spider climbWondrous ItemRanged Tactics Toolbox
Ring Of Far Strikemoderate transmutation8ring6000-This unassuming black ring changes color to a silver pearlescent sheen when held near a fire. Once per day as a standard action, the wearer can make a melee weapon attack or unarmed strike attack against any opponent within 30 feet. The wearer must be otherwise capable of performing the attack to use this ability.Forge Ring, mage hand, spectral handRingRanged Tactics Toolbox
Sandals Of Interceptionstrong abjuration13feet80001 lb.These simple wooden sandals allow their wearer to step in the way of danger to protect her allies. Three times per day as an immediate action, the wearer can take a 5-foot step to move into the path of a ranged attack and treat herself as the target of the ranged attack that passes through her square for the purposes of Deflect Arrows, Snatch Arrows, Missile ShieldAPG, and other feats and abilities that allow her to deflect ranged attacks. If she lacks a feat or ability that would allow her to deflect the ranged attack, the wearer is instead simply struck by the attack regardless of the attack roll's result or her AC. The wearer can't take a 5-foot step during the turn after using this ability.Craft Wondrous Item, Deflect Arrows, deflectionAPGWondrous ItemRanged Tactics Toolbox
Shadow Fletchingfaint conjuration5head8000-These small black feathers appear to have been stripped off an arrow and crafted into a token. By braiding a shadow fletching into her hair, a character can imbue herself with the magic of the Shadow Plane. Three times per day by touching the fletching as a swift action in an area of dim light or darkness, the wearer can enshroud her next ranged attack in shadowy extraplanar energy. As long as the wearer makes this attack before the end of her turn, the target of the attack is denied its Dexterity bonus to AC as if the attacker were invisible. This doesn't affect creatures with low-light vision, darkvision, or any ability that allows them to see invisible creatures.Craft Wondrous Item, gloomblind boltsARG, creator must be a fetchlingWondrous ItemRanged Tactics Toolbox
Silver Nocking Pointfaint transmutation1none3150-This small silver cylinder is no bigger than a pinhead and is engraved with an Elven aphorism that roughly translates to "unhindered flight." A silver nocking point can be attached to the string of any bow or crossbow. When using a weapon equipped with a silver nocking point, a character can treat penalties for wind conditions as though they were one step less severe. For example, a character firing a ranged projectile in severe wind conditions would fire at a ranged penalty of -2 instead of -4. Magical wind effects that would normally deflect the projectile (such as fickle windsUM) instead impose only a -8 penalty on the attack roll.Craft Wondrous Item, true strikeWondrous ItemRanged Tactics Toolbox
Swarm Bulletmoderate conjuration7none700-This small brass cylinder is inscribed with a symbol of a honeycomb, and a faint buzzing sound can be heard from within. A swarm bullet can be loaded into a weapon with the scatter weapon quality, such as a blunderbussUE, as though it were ammunition. When fired, the weapon produces a wasp swarm that immediately moves to attack the nearest living target in a 15-foot cone. The wasp swarm acts on the shooter's turn each round, pursuing the closest living creature for 3 rounds or until it's destroyed. Should the weapon misfire while loaded with a swarm bullet, the swarm instead angrily emerges from the weapon and pursues the wielder.Craft Wondrous Item, vomit swarmAPGWondrous ItemRanged Tactics Toolbox
Tuned Bowstringmoderate illusion7none18000-This faintly glowing bowstring is twined from the hair of a lillend. When strung on a bow, a tuned bowstring also functions as a masterwork stringed instrument, granting the wielder an enhancement bonus on Performance (string) checks equal to the bow's enhancement bonus (if any). A tuned bowstring produces a perfect note with every arrow fired by its wielder, allowing a character with the bardic performance class feature to maintain a performance in combat without expending rounds of bardic performance as long as she fires at least one arrow each round. Activating a bardic performance or switching to a different performance still costs a round of bardic performance.Craft Wondrous Item, exquisite accompanimentUM, creator must have the bardic performance class featureWondrous ItemRanged Tactics Toolbox
Horn Of The Tritons, Lesserfaint conjuration6none66002 lbs.This iridescent spiraling shell can be blown once per day as a standard action to activate any one of these functions: • Calm rough waters in a 40-foot radius. This reduces the DCs of Swim checks in the area by 5 (to a minimum of 10). This effect lasts for 5 minutes. • Summon up to six hippocampi. The creatures appear with bit, bridle, and a riding saddle crafted for aquatic use. They serve willingly and well, entering combat and risking attack unflinchingly if a rider directs them to do so (treat them as combat-trained mounts), though they don't make attacks of their own. These hippocampi serve the PCs for up to 2 hours. • Create a soothing effect in a 40-foot radius that affects only animals and magical beasts with Intelligence scores of 1 or 2 that also have the aquatic or amphibious subtype. This otherwise functions as calm animals (Will DC 12 negates). The sounding of this magical horn can be heard by all tritons within a 1-mile radius.Craft Wondrous Item, calm animals, communal mount, slipstream, creator must be a tritonWondrous ItemPlunder & Peril
Three Reasons To Livefaint evocation5none90002 lbs.The horns of three disparate creatures (chimera, dire ram, and satyr) make up this magical instrument, interlocking into one shofar about 2 feet long. Once per day the horn can be blown to affect all allies within 30 feet that can hear it. Affected creatures gain sonic resistance 10 and a +2 bonus on saves against spells and effects that deal sonic damage, are language-dependent, or must be heard to be effective. This protection lasts for 10 minutes. If a bard uses the horn to start a bardic performance, all effects of that performance are calculated as if the bard were 6 levels higher. This doesn't grant the bard access to new bardic performances; it only enhances those to which the bard already has access.Craft Wondrous Item, shoutWondrous ItemPlunder & Peril
Clockwork Armstrong conjuration and transmutation13none640025 lbs.The claw can be attached in place of the missing arm of any Medium humanoid to function as a replacement arm. This requires an hour-long installation surgery that must be performed by a character with 8 ranks in both Craft (clockwork) and Heal. The recipient must succeed at a DC 18 Fortitude save for the arm to properly attach, and takes 2 points of Constitution damage from the surgery in any case. If the arm is properly attached, the recipient can lift up to 1-1/2 his maximum load over his head, and gains a claw attack as a secondary attack that deals 1d6 points of damage (if nothing is held in that arm).Craft Wondrous Item, bull's strength, regenerate, creator must have 8 ranks in Craft (clockwork)Wondrous ItemPlunder & Peril
Ambush Cauldronmoderate transmutation12none2800060 lbs.This huge, sooty cauldron has two sets of rings aligned on opposite sides. Through these rings, large shafts can be inserted in order for two bearers to lift and carry the cauldron. The inside of the oversized pot is caked with baked-on residue that smells foul and is greasy to the touch. Once per day, a horde of up to 100 orcs can consume a thick soup or gruel prepared within the cauldron. This substance makes the orcs uncannily stealthy and difficult to track. For the next 2 hours, any overland movement by the horde leaves few traces. When a creature attempts a Survival check to discover the horde's tracks, the effect negates the penalty to the DC for the number of orcs in the group. Any non-orc who consumes even a single spoonful of the soup or gruel immediately become nauseated for 10 minutes and does not gain any benefits.Craft Wondrous Item, pass without traceWondrous ItemMonster Codex
Banner Of The Rushing Hordemoderate transmutation10none600005 lbs.The banner of the rushing horde is a tattered cloth flag, typically 3 feet wide and 6 feet long, depicting the device or insignia of an orc tribe or unit. It can be carried on a staff, affixed to a pole that's planted in the ground, or hung from the harness of a great beast. Allies within 60 feet of the banner gain the benefits of the Improved Bull Rush and Improved Overrun feats. If planted, the flag 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.Craft Wondrous Item, bull's strengthWondrous ItemMonster Codex
Crashing Bootsmoderate transmutation8feet88002 lbs.These thick, stout boots, crafted from the hide of a gorthek, grant their wearer a +2 enhancement bonus on attack rolls when charging. In addition, once per day when the wearer hits a Large or smaller creature with an attack, he can send his foe flying 10 feet. The foe must be thrown in a straight line away from the wearer, and lands prone at the end of the movement. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle.Craft Wondrous Item, bull's strength, enlarge personWondrous ItemMonster Codex
Gorthek Masksmoderate transmutation12none580075 lbs.This set consists of two masks of hammered iron, one sized for a gorthek's face and the other sized for the face of its orc handler. To bond a gorthek with its handler, orcs permanently nail the gorthek masks to the respective wearers' faces. The magic functions only when the gorthek masks are affixed to one orc and one gorthek. It doesn't work with animals other than gortheks. There's only a 60% chance an orc's mask will function when affixed to a non-orc humanoid-and it's impossible to tell whether a mask will work until after it has been permanently attached. The orc's mask is fashioned with horns on the side, resembling those of a gorthek. With its bonded gorthek, the wearer gains the benefits of speak with animals and a +10 competence bonus on Handle Animal checks. The gorthek's mask depicts fearsome tusks, scales, or other features meant to make the creature look more terrifying. A gorthek wearing its mask ignores the first 5 points of hardness of any object it hits with a gore attack when performing a sunder combat maneuver or when smashing an object. Any creature other than its handler takes a -10 penalty on Handle Animal checks against a bonded gorthek.Craft Wondrous Item, speak with animals, versatile weaponAPGWondrous ItemMonster Codex
Spikebonesmoderate transmutation7none220002 lbs.Spikebones are a collection of bleached humanoid bones- typically the ribs, vertebrae, and finger bones-carried in a crude pouch made of the humanoid's skin and connective tissue. Three times per day, the spikebones can be cast upon the ground as a standard action to create an area of dangerous spikes. Bony in color and shape, these sharp protrusions function like a spike growth spell. The spikes fill four contiguous 10-foot-square areas, shaped by the user at the time of deployment. The spikes remain effective for up to 3 hours, after which they vanish and the spikebones magically reappearing in their pouch.Craft Wondrous Item, animate dead, spike growthWondrous ItemMonster Codex
War Drums Of Savagerymoderate enchantment10none3500020 lbs.Orcs turn the bodies of their slain enemies into these kettle-like drums, using the foes' skins for the drumheads and the femurs as the drumsticks. The drums come with a harness that is worn across the shoulders and back so that the drummer can play and walk simultaneously. When war drums of savagery are beaten rhythmically during battle, all of the drummer's allies within 60 feet of the drums who can hear the pounding gain the effects of the rage spell. This effect lasts for as long as the drummer continues to play, but once the drumming stops, the effect can't begin again for 1 day. Allies who move within 60 feet of the drums after the drumming has begun but while they're still sounding gain the benefits of the effect. Any allies who move out of range of the drums temporarily lose the benefits of effect, but they regain the benefits when they move back within range of the drums. If the drummer plays the war drums of savagery as part of a bardic performance, those affected by the rage effect don't take the penalty to AC as long as the drummer's bardic performance continues.Craft Wondrous Item, rageWondrous ItemMonster Codex
Serpentine Chokermoderate enchantment and necromancy11neck16000-This finely wrought iron slave collar is embedded with flecks of pyrite and resembles a stylized rendering of a snake eating its own tail. To function, it must be placed around the neck of a helpless living creature of up to Large size. A creature that speaks the command word while touching the collar can hold the wearer accountable to a single service or course of action (as if affected by geas/ quest, DC 19) for the next 11 days. Instead of the penalties associated with that spell, if the wearer deviates from this action or attempts to remove the collar before the service ends-either directly or by encouraging others to-the collar tightens and begins to choke the wearer into submission (as if affected by suffocationAPG). The choking effect ends once the wearer falls unconscious. A serpentine choker can be removed safely if the controlling creature speaks the command word again while touching the collar, or as if it were a cursed item.Craft Wondrous Item, geas/quest, suffocationAPGWondrous ItemMonster Codex
Serpent-Necked Flailmoderate transmutation10none3231510 lbs.The head of this weapon resembles a knot of entwined serpents. In this form, it can be used as a masterwork heavy mace. Upon command, the head separates into three individual snakes joined to the weapon's handle by their tails, and the weapon acts as a +1 speed heavy flail. Speaking the command word again makes the weapon revert to its mace form.Craft Magic Arms and Armor, hasteWeaponMonster Codex
Snakebiter Arrowstrong divination12none306-This animated wood and metal snake squirms and hisses when handled, attempting to bite its holder just as a real snake might. To use the snakebiter arrow as a projectile, the bearer must first succeed at a DC 10 Handle Animal or wild empathy check to get the snake to shape itself into a +1 seeking arrow or a +1 seeking bolt (this is considered a trick known by the snake) for 1 minute. Failure means the snake attacks the bearer for 1 round, using the statistics of a Tiny viper familiar (Pathfinder RPG Bestiary 133). A target struck by the projectile must succeed at a saving throw or be affected by a powerful variant black adder venom (Fortitude DC 20). Normally, these items are carried in a pouch rather than a quiver to prevent them from getting loose.Craft Magic Arms and Armor, animate objects, poison, true strikeAmmunitionMonster Codex
Effortless Lacestrong transmutation15none2500-This elegant silk ribbon gleams like mithral and feels like polished steel. When wrapped around the grip of a one-handed piercing or slashing melee weapon for 24 hours, the ribbon's magic permanently merges with the weapon, reducing the attack roll penalty incurred by a wielder who is smaller than the weapon's intended wielder by 2 (to a minimum penalty of 0). If the weapon is wielded by a creature whose size matches that of the weapon's intended wielder, the weapon is treated as a light melee weapon when determining whether it can be used with Weapon Finesse, as well as with any feat, spell, or special weapon ability that can be used in conjunction with light weapons. Once an effortless lace's abilities have been conveyed to a weapon, the ribbon must remain attached to the weapon or its effects end immediately, its magic is permanently lost, and it is reduced to worthless cloth. Effects that would dispel the magic of the weapon or cause the weapon to gain the broken condition (such as sundering) destroy the ribbon as well.Craft Magic Arms and Armor, shrink itemWondrous ItemGiant Hunters Handbook
Harp Of Slumberfaint enchantment5none375005 lbs.Despite having the strength and texture of unhewn stone, this pale white harp is sculpted from solid glass. A harp of slumber has several effects when played. At will, the user can produce a lullaby effect by plucking a single string. Up to three times per day, the user can strum the harp to produce a sleep effect. If the performer succeeds at a DC 13 Perform (string instrument) skill check, this use of the harp functions as deep slumber instead. The DC for these effects increases by 2 against creatures with the giant subtype. Mythic: A mythic performer can expend one use of mythic power when strumming a harp of slumber in order to augment the effect it creates to mythic sleep, or mythic deep slumber if the performer also succeeds at a DC 13 Perform (string instrument) check.Craft Wondrous Item, Mythic Crafter, deep slumber, lullaby, sleepWondrous ItemGiant Hunters Handbook
Impact Gauntletsfaint transmutation5hands45001 lb.These gauntlets are made of worn leather; the palms are smooth, but the wrists and backs of the gauntlets are covered in rough pebbles of various shapes and colors. The wearer can catch Small, Medium, or Large rocks and similar projectiles as if she possessed the rock catching monster ability, as long as she has at least one hand free. A rock caught by the wearer shrinks and is permanently absorbed into the gauntlets. A wearer who also possesses the rock catching ability can catch rocks twice per round instead of once.Craft Wondrous Item, shrink itemWondrous ItemGiant Hunters Handbook
Manteau Of The Mousestrong transmutation10chest125005 lbs.This soft fur vest comes in a variety of shades of brown, black, and white. Any creature larger than the wearer takes a -1, -2, -4, or -8 penalty on Perception checks to notice the wearer, depending on whether it is one, two, three, or four or more size categories larger than the wearer, respectively. In addition, the wearer can use beast shape III once per day to transform into a mouse.Craft Wondrous Item, beast shape IIIWondrous ItemGiant Hunters Handbook
Smuggler's Slingfaint conjuration5none5300-Smuggler's slings are favored in Chu Ye, where they are employed by freedom fighters sneaking contraband weapons past oni slave masters. The wielder of this +1 sling gains a +5 competence bonus on Sleight of Hand checks to conceal the sling. Up to five times per day, the wearer can load the sling with a conjured bullet as a swift action. A conjured bullet counts as magical for the purposes of overcoming damage reduction and attacking incorporeal creatures, but is otherwise a standard sling bullet. This bullet must be fired by the end of the round or it vanishes.Craft Magic Arms and Armor, reloading handsUCWeaponGiant Hunters Handbook
Trollbane Blanchfaint transmutation1none200-Originally developed by huldras for hunting trolls, this green-gray paste is stored in a tree bark jar in order to mask its pungent odor, for trolls recognize its scent immediately and often flee from it, or attack the bearer in preference to all other targets. When applied to a weapon as a full-round action, a dose of trollbane blanch causes the weapon to deal 1 additional point of fire damage or acid damage (the type of damage is chosen when the blanch is created) on its next successful attack. Once applied, trollbane blanch lasts for 1 minute or until the wielder makes a successful attack.Craft Wondrous Item, acid splash (acid) or spark (fire)Wondrous ItemGiant Hunters Handbook
Trollblood Elixirstrong conjuration13none4550-This rancid, bubbling tonic is mud-colored and reeks of sweat, gore, and decay. Upon drinking a dose of trollblood elixir, the imbiber gains fast healing 5. This fast healing is even capable of reattaching a severed limb that is pressed against its stump for 1 round, as long as the limb has been severed for no more than 1 hour and is essentially intact. The effects of trollblood elixir last 1 minute; during this time, the imbiber is nauseated. Each round, the imbiber can choose to prematurely end the elixir's effects by succeeding at a DC 10 Fortitude save as a full-round action. Trollblood elixir does not affect objects or nonliving creatures such as constructs and undead.Craft Wondrous Item, regenerateWondrous ItemGiant Hunters Handbook
Blood Chestmoderate transformation9none4200050 lbs.A blood chest is a medium-sized chest of red iron with a volume of 4 cubic feet. The metal sculpture of a monstrous fanged face surrounds the inset superior quality lock, making it impossible to reach the lock without putting a hand in the mouth. The chest is additionally sealed by a permanent arcane lock, and is protected by powerful magic that makes the chest as resilient as a wall of force. The chest is attuned to a particular owner, which can be changed by speaking a command word while the chest is open. Any key can be used in the lock, but whenever a key is inserted, the fanged mouth closes on the hand holding it (or on the device holding it, if some contraption is used to insert the key) and deals 1 point of damage. If the bitten hand is that of the owner attuned to the chest, the chest opens. If the hand belongs to anyone else, or no hand is present to bite, or the hand is not damaged by the bite, the chest doesn't open. If the lock is picked with a successful DC 50 Disable Device check, the teeth don't close.Craft Wondrous Item, arcane lock, vampiric hunger (Pathfinder Player Companion: Faiths of Corruption 29), wall of forceWondrous ItemLost Treasures
Chest Of Defendingmoderate transmutation12none29300100 lbs.This appears to be a complex wooden chest of immense size-at least 5 feet long and 3 feet wide and tall, with numerous drawers, side-compartments, hatches, and lids and ornately carved feet and scrollwork trim. In spite of its size, a chest of defending has an interior volume of 6 cubic feet. It has permanent alarm and arcane lock spells cast on it, which can be set to acknowledge a specific creature as the effective caster of the spells with a command word (thus allowing that creature to determine the details of the chest's spells as if she had cast them). This password is normally carved in one of the small drawers. All the compartments of the chest have average quality locks, and can be further locked with padlocks (not included). If the chest's alarm spell is triggered, the chest's most impressive magic property comes into effect: it alters shape and composition to become a Medium wood golem (the chest's contents are unharmed by the transformation). Unless given different instructions by someone who uses the chest's command word, the golem attacks the creature that triggered its alarm, then folds back into a normal chest once the trespasser is defeated. All the items within the chest count against the golem's encumbrance.Craft Construct, Craft Wondrous Item, alarm, animate objects, cat's grace, geas/quest, limited wish, creator must be at least caster level 12th, creator must succeed at a DC 17 Craft (carpentry) checkWondrous ItemLost Treasures
Chest Of The Mercanemoderate conjuration9none30000250 lbs.This beautiful, gem-encrusted golden chest measures 4 feet long, 2 feet wide, and 4 feet tall. The chest of the mercane is engraved with symbols of wealth and trade, and comes with an equally ornate key. Even without its magic properties, the chest is worth 5,000 gp. The chest is bonded to a traveling mercane (Pathfinder RPG Bestiary 2 188) that makes i ts living trading magical items throughout the planes. The chest acts as if affected by the secret chest spell (CL 9th), except it allows the key wielder to retrieve the chest once per day and send it back to its mercane master once per day. The chest's ornate key functions as the small replica chest does in secret chest. Each time the chest is sent back to its mercane master, there's a chance the mercane decides to buy any new magic item in the chest. If the mercane buys the item, it may pay slightly less than, equal to, or more than the standard market value (normally 50% of its total value). The mercane's interest and payment is determined by the table below. If the mercane does buy an item, the payment is always in gold pieces that take the item's place in the chest of the mercane. d% Mercane's Trade 01-10 40% of the item's total value 11-50 Item is not purchased 51-90 50% of the item's total value 91-99 60% of the item's total value 100 75% of item's total value It's also possible to send notes to the mercane connected to the chest, but such notes never receive a response through the chest. If an owner of the chest of the mercane finds the mercane connected to i t, she can use the ability to pass notes to pay in advance (with magic items) for objects she wishes the mercane to purchase on the owner's behalf. Such objects are never sent via the chest; the mercane requires that they be picked up in person.Craft Wondrous Item, contact other plane, secret chestWondrous ItemLost Treasures
Corsair's Coffermoderate transmutation11none24000250 lbs.This huge-sized lacquered chest is bound in gold-plated steel, with three hasps for securing locks and spade-shaped feet. The chest is airtight when closed, and can be commanded to bury itself in dirt, loose soil, or sand. Once per day, the chest can burrow down between 10 and 30 feet. The process takes 1 minute for every 10 feet the chest travels. The chest stops digging once it reaches the desired depth, if it encounters solid stone, or if its path is blocked by any other obstruction. A buried chest can be commanded to dig back to the surface by a creature standing within 5 feet of the location beneath which it buried itself. The chest doesn't leave a usable tunnel, nor does it dig any direction other than down or back up. The chest opens into an extradimensional space: its inside is larger than its outside dimensions. This allows the chest to hold a large volume of material, to a maximum of 3,000 pounds and 500 cubic feet. The contents of the chest don't change its weight. Any effort to overload the chest fails, and items must be drawn from the chest intentionally; it's not possible to tip the chest over and spill its contents. Retrieving a specific item is a full-round action. As with the secret chest spell, magic items placed inside a corsair's coffer don't offer any benefit to characters carrying it. The chest is treated as a bag of holding for the purpose of determining what happens if placed in another extradimensional or nondimensional space. There's enough air for living creatures placed within the chest to survive for 20 minutes, after which time they begin to suffocate.Craft Wondrous Item, move earth, secret chestWondrous ItemLost Treasures
Flying Chestmoderate transmutation10none19000100 lbs.These chests most often appear as hinged, reinforced wooden barrels with saddles. Upon close inspection, a keyhole is visible on the side of the barrel, where a good lock is inset. The chest's interior can hold up to 6 cubic feet of material. The chest can be ridden by a single Medium creature or two Small creatures, and is able to fly through the air as if affected by an overland flight spell (with a +5 bonus on Fly checks) for up to 10 hours per day, split up as its owner desires. The chest can carry up to 300 pounds at a speed of 40 feet, or up to 600 pounds at a speed of 30 feet. Only the weight of riders and materials strapped to the chest's exterior counts for this limitation, not the weight of material stored within.Craft Wondrous Item, animate object, overland flight, permanencyWondrous ItemLost Treasures
Tidy Trunkfaint universal1none100025 lbs.This small-sized trunk is bound in polished metal and lined with velvet fabric. While the trunk is latched, items contained within are kept free of mold, moths, water damage, and other undesirable effects of long-term storage, though perishable items still eventually decay. If the trunk is kept latched for at least 8 hours, the items inside are neatly cleaned. The trunk folds and presses clothing, polishes crystalline and metal tableware, removes stains from items, and so on. Items are not repaired of any preexisting damage; they're simply kept clean and organized.Craft Wondrous Items, prestidigitationWondrous ItemLost Treasures
Astralabestrong divination8none160003 lbs.An astralabe is essentially an extraplanar compass, a device that explorers of the planes can use to orient themselves in realms without shared cardinal directions or physical laws. The devices create an abstraction of north, east, south, and west, as well as up, down, in, out, back, forward, past, future, and a variety of other "directions" that can prove helpful in navigating the planes. Despite diverse cosmetic differences, astralabes share a uniform internal design and, by and large, give consistent, shared directions. As such, many-if not most-planar cartographers utilize astralabes when creating maps, allowing travelers to navigate lands without magnetic poles or with malleable terrains as though there were one consistent "north." The device keeps a constant orientation, but it does not adjust or circumvent hazards or show particular paths. Any creature not on the Material Plane who employs an astralabe while attempting a Knowledge, Survival, or similar skill check to navigate gains a +4 bonus on that check. Additionally, an astralabe can aid a traveler in preparing to travel to another plane. The device can read emanations from portals, gates, and other connections between the planes and display them upon its surface. These displays can be interpreted with a successful Knowledge (planes) check. Those who succeed learn the name of the plane beyond the portal, though not the portal's exact location upon that plane-it doesn't reveal tiers, layers, or subrealms in the case of planes divided into multiple parts. Those who fail are unable to tell what plane lies beyond. Those who fail by 10 or more incorrectly identify what plane lies beyond, with results determined by the GM. Users must typically succeed at a DC 25 Knowledge (planes) check to correctly read an astralabe, though demiplanes and stranger realms might require a higher DC or yield inconclusive results. Astralabes generally don't function on the Material Plane, shutting down and emanating an aura of faint divination. However, should one be brought within 20 feet of a portal or similar passage to another plane, it activates for as long as it remains nearby. An astralabe actives and continuously operates while on any plane other than the Material Plane.Craft Wondrous Item, know direction, cannot be created on the Material PlaneWondrous ItemLost Treasures
Atavistic Splintermoderate transmutation6none370002 lbs.This sheet of charred bark is 2 feet long, 10 inches wide, and 1 inch thick. The Atavistic Splinter imbues its owner with a primal authority over beasts, providing a +4 insight bonus on wild empathy checks. Once each day, the owner can touch the Atavistic Splinter to a humanoid creature to force an animalistic transformation. Using this ability against an unwilling target requires a melee touch attack. A target touched by the Atavistic Splinter must succeed at a DC 16 Fortitude save or acquire the bestial simple template (see below) for 24 hours. After this period, the target must succeed at a DC 14 Fortitude save or retain the template for an additional 24 hours, except the Intelligence and Charisma ability score penalties from the template each increase to -4. Each day it retains the template, the target must attempt another Fortitude save; on each successive day, the Fortitude save DC decreases by 2, and the Intelligence and Charisma penalties increase by 2. These penalties can't reduce either ability score below 2. This effect can't be dispelled, but can be removed with break enchantment, limited wish, miracle, remove curse, or wish. If the target's Intelligence and Charisma scores both reach 2 as a result of this effect, the template becomes permanent and can't be removed except with miracle or wish. A target that succeeds at a saving throw against this effect can't be affected by the Atavistic Splinter for 1 year.Craft Wondrous Item, dominate animal, polymorphWondrous ItemLost Treasures
Bell Of Obediencestrong enchantment15none1575002,000 lbs.The Bell of Obedience is a 4-foot-tall bell cast from high-tin bronze that's capable of transmitting a powerful compulsion to those who hear it. To function, the bell must be suspended from a yoke and sounded either with a mallet or a clapper. All creatures within 1,000 feet of the bell other than the user must succeed at a DC 20 Will save or be affected by a compulsion effect (determined by the yoke's composition) for 1 hour. Material Effect Bronze Good hope Iron Rage Oak Calm emotions Stone Crushing despair In most conditions, the bell is audible to a range of 1 mile, though it has no effects on listeners farther than 1,000 feet away. Humanoids with the human subtype are particularly vulnerable to the compulsion effect, and take a -2 penalty on saving throws to resist the effects. Normally, the compulsion doesn't impart any special instructions, so those affected by rage might participate in wanton acts of violence, and those affected by good hope might simply become more cheerful. If the user succeeds at a DC 25 Perform (percussion) check when activating the bell, he can transmit simple secondary instructions with the compulsion, such as directing enraged listeners to hate a particular object or inspiring the hopeful to attribute their positive emotions to a particular cause. The bell can transmit a compulsion once every 8 hours.Craft Wondrous Item, Widen Spell, calm emotions, crushing despair, good hope, rageWondrous ItemLost Treasures
Draddeth Edgemoderate conjuration and transmutation10none583125 lbs.This +1 defiantUE transformativeUE warhammer houses the mind of a cunning schemer and brilliant military tactician. The weapon has a deep sense of patriotism for the nation of Molthune, and it seeks to help its owner rise through the ranks of that militant nation. The weapon never willingly reveals its name until it feels its job as a military tutor is nearing completion. The Draddeth Edge enjoys listening to military strategies, and empathically communicates its feelings on tactics to its owner. It evaluates its owner's underlings and despises incompetent or untrustworthy comrades, generals, and commanders, urging its owner to dismiss them from service. When dealing with a well-meaning but tactically inept owner, The Draddeth Edge attempts to exert its ego during military matters. The weapon has a +12 bonus on Profession (soldier) checks, and a +7 bonus on Sense Motive checks. It can cast magic aura on itself at will (Will DC 13 disbelieves) and teleport on itself once per day. The Draddeth Edge can read and understand Common and Varisian. Owners who think too highly of Molthune's rival nations (especially Nirmathas), or who frequently argue with the weapon, find The Draddeth Edge missing at critical moments. The warhammer uses a combination of its transformative, magic aura, and teleport abilities to evade service to these potential owners, and to leave its current owner when it feels its purpose is complete.Craft Magic Arms and Armor, magic aura, major creation, summon monster I, teleport, creator must have at least 10 ranks in Profession (soldier) and 5 ranks in Sense MotiveWeaponLost Treasures
Ebon Thornmoderate enchantment and necromancy7armor605006 lbs.This suit of +4 bolsteringUE grindingUE adamantine full plate bristles with long thorns and barbs along the edges of its heavy plates. These are gained from the grinding special ability, and also act as +1 cruelUE armor spikes. As a swift action whenever Ebon Thorn's spikes damage an opponent, its wearer can attempt a Intimidate check to demoralize that opponent. The wearer doesn't take the normal -4 penalty on Intimidate checks made against larger opponents.Craft Magic Arms and Armor, cause fear, death knell, heroism, keen edgeArmorLost Treasures
Fiendsplittermoderate conjuration and evocation7none287156 lbs.This well-made weapon acts as a +1 demon-bane battleaxe and constantly emits a susurrus of faint, overlapping voices. In the presence of demons, this murmur increases to a cacophony of angry cries. These voices are individually unintelligible; the item communicates by empathy rather than speech because its intelligence is a collection of several dozen essences rather than a single powerful personality. The battleaxe has the destruction of demons as its special purpose and the dedicated power to detect demons within 60 feet, even when the demons are hidden or in disguise. Fiendsplitter is embossed with the symbol of Torag and can be used as a holy symbol by followers of that stern dwarven god. Three times per day, Fiendsplitter can affect itself with bless weapon. Additionally, to combat the foul poisons and life-sapping magic employed by many demons, Fiendsplitter can affect its wielder with lesser restoration three times per day.Craft Arms and Armor, bless weapon, lesser restoration, summon monster IWeaponLost Treasures
Garden Of Suleshstrong enchantment15genie seal56000-This magic metal imprint is a genie seal, a special type of item that must be crafted onto a receptacle that holds a genie via the minimus containment effect of a binding spell. Binding usually has an ending trigger condition set by the binder, such as services the genie must perform before the spell can come to an end. When applied to an appropriate receptacle that contains a bound genie, the Garden of Sulesh gives a measure of freedom to the bottled genie in exchange for a greater demand from the binder. The genie can freely leave and return to its bottle whenever the bottle is not physically sealed. The genie is unable to move its bottle on its own, and is prevented from moving more than 300 feet from the bottle by indestructible golden chains of force. While crafting the seal onto a genie's receptacle, the crafter can edit the ending trigger conditions of the binding spell used to trap the genie. The new trigger condition must be a task that the genie could feasibly accomplish (though a bound genie's nigh-immortal lifespan can allow for far-reaching demands). Each year that the genie fails to complete this task, it must grant one wish to the binder if able. A genie under this seal is otherwise unable to grant wishes until its task is complete. If the genie is restrained or prevented from working on its task, there is a cumulative 1% chance each round that the genie into a berserk state because it can't engage in its all-consuming task. A creature actively working against the genie's task increases this chance by an additional 1% every round it remains within the genie's sight. A berserk genie attacks any creature within 300 feet of its bottle. A genie that has no further targets for its fury exits its berserk state and returns to its task after 1 minute, resetting the berserk chance to 0%. Only one genie seal can be crafted onto a container; if a second seal is crafted onto a genie's container, the genie is immediate freed from service. If a seal is destroyed or removed, a new one can be crafted onto the receptacle.Craft Wondrous Item, binding, geas/quest, creator must have personally bound the genie contained within the receptacle upon which the seal is to be placedWondrous ItemLost Treasures
Ghoul Stonefaint transmutation3neck54001 lb.No matter how vigorous the attempt to clean it, this amulet is perpetually bloodied. Once per day, if the wearer eats a pound of flesh from a creature of its own race, the amulet grants the wearer a +2 enhancement bonus to Strength for 24 hours. If the wearer goes 24 hours without consuming such flesh, however, this bonus to Strength ends and the wearer takes 2 points of Strength damage. Every day the wearer doesn't eat such flesh, he takes 2 additional points of Strength damage. This damage can be healed normally. Eating such flesh again temporarily negates the Strength damage from this effect and restores the bonus to Strength, but all damage that hasn't been healed returns if the amulet is removed or a cannibalistic meal is missed. Removing the Ghoul Stone prevents further Strength damage, but does not negate any previous damage. A creature reduced to 0 Strength by the amulet dies and rises 24 hours later as a ghoul, or possibly a ghast (10% chance).Craft Wondrous Item, undead anatomyUMWondrous ItemLost Treasures
Lorestonemoderate divination9none-115 lbs.Lorestones a re dense encyclopedias of natural lore carved in stone. The surface of a lorestone is engraved with constellations and celestial markers, such as the orbits of planets. This astronomical information is only the first gateway to the knowledge encoded upon the sphere. Creatures who study the stone and succeed at a DC 20 Knowledge (nature) check identify inconsistencies and unusual prominences in the sky map, and realize that the sky map conceals information about weather patterns and seasonal changes, like a visual almanac. This climatic information also hides deeper truths; a reader who identifies this hidden information can attempt a DC 25 Knowledge (nature) check to identify omissions and emphases that indicate further concealed information. A lorestone might have several successive layers of information, regarding such things as plant reproductive cycles, aquatic landscapes, and druidic rituals, but the Knowledge (nature) check necessary to unlock each subsequent layer increases by 5. A successful DC 30 or higher Knowledge (nature) check, as defined with each lorestone, allows a reader in possession of the stone to identify a unique path along the sphere. If the reader traces this path with a finger or other appendage, she harmonizes with the stone. After being harmonized with the user for 24 hours, that lorestone grants her special benefits. These benefits are retained until a new creature harmonizes with the stone, which ends all previous harmonizations. Reharmonizing requires a reader to be in possession of the stone and again succeed at the required skill check, although the reader gains a +5 bonus on the checks because of her familiarity with the stone.Craft Wondrous Item, commune with nature, creator must speak Druidic, creator must have 15 ranks in Knowledge (nature)Wondrous ItemLost Treasures
Mistcallermoderate conjuration9none160002 lbs.Carved from a mammoth tusk, this ivory flute is covered with delicate carvings of wind blowing over waves, which are inlaid with silver. It functions as a masterwork musical instrument, although the notes are pitched much lower than most flutes and any tune, no matter how jauntily played, carries a mournful quality. Once per day, the user can attempt a DC 15 Perform (wind) check to summon a bank of spectral fog. This effect functions as obscuring mist c entered o n t he user, except it moves with the user. The mist lasts for as long as the user continues to play, to a maximum of 5 minutes. Spectral faces appear to anyone within the mist other than the user, whispering for those within the mist to lay down their burdens and rest. Anyone within the mist other than the user can elect to fall asleep as a free action. Creatures asleep within the spectral fog heal 1 hit point per minute spent sleeping, and recover 1 point of ability damage if they spend at least 1 full minute asleep. Sleepers under this effect can be awakened normally.Craft Wondrous Item, fog cloud, restorationWondrous ItemLost Treasures
Nightglassstrong conjuration13none1260005 lbs.This thin sheet of opaque black stone is polished to a reflective sheen, but the center of the material drinks all light, becoming a pool of total darkness. A nightglass can be used three times per day to summon various creatures from the Shadow Plane. Any effort to summon a creature requires a successful DC 15 Will save. On a failed save, the user takes 1d4 points of Strength damage and must attempt another save on his next turn. On a successful save, a shadow is summoned. This acts as summon monster IV, except it can be used only to summon a single shadow, and the shadow remains for 1 hour or until destroyed. If the user took Strength damage during the summoning effort, the shadow remains for 1 additional hour per point of Strength lost. Any Strength damage that is restored no longer adds to the duration of the summoned shadow. If a user's Strength is reduced to 0 by the nightglass while attempting to summon a shadow, the user is trapped within the nightglass as if by a trap the soul spell, except breaking the nightglass does not free the trapped soul (which can be released only through a miracle, a wish, or similar powerful magic). Additionally, a creature from the Plane of Shadow emerges from the nightglass. This creature takes the form of the user drained to 0 Strength. It uses the same stat block as the trapped soul, but also has the shadow creature template (Pathfinder RPG Bestiary 4 238). The shadow creature has the memories, class levels, and abilities of the user it replaces, but is always of neutral evil alignment. A successful DC 20 Sense Motive check allows anyone familiar with the original character to realize the shadow creature is not actually the person it resembles. The shadow creature is not bound or controlled by the nightglass and has its own dark agenda, but may work with groups able to provide it with security and aid. Should the original user somehow manage to escape the nightglass, the shadow creature replacement is immediately sent back to the Plane of Shadow. A nightglass can also be used once per day to communicate with creatures with the evil subtype on other planes of existence. To use a nightglass in this way, the user must know the true name of the creature she is trying to contact. Communication works two ways, and the mirrored surface of the nightglass hazily shows the creature being contacted.Craft Wondrous Item, shadow conjuration, summon monster IV, trap the soul, creator must be 10th level or higher and must be a worshiper of Zon-Kuthon.Wondrous ItemLost Treasures
Pale Maiden, 0 Wishesstrong evocation17none320654 lbs.This +3 longsword is a variant luck blade (Pathfinder RPG Ultimate Equipment 157). It grants its wielder a +1 luck bonus on all saving throws. Once per day, its possessor can reroll one d20 roll that he just made, before the results of the original roll are revealed. He must take the results of the reroll, even if they are worse. This reroll power is an extraordinary ability. Finally, Pale Maiden can hold up to three wishes, as a luck blade. When the last wish is used, Pale Maiden remains a +3 longsword, still grants the +1 luck bonus on saving throws, and still grants the daily use of its reroll power.Craft Magic Arms and Armor, miracle or wishWeaponLost Treasures
Pale Maiden, 1 Wishesstrong evocation17none723654 lbs.This +3 longsword is a variant luck blade (Pathfinder RPG Ultimate Equipment 157). It grants its wielder a +1 luck bonus on all saving throws. Once per day, its possessor can reroll one d20 roll that he just made, before the results of the original roll are revealed. He must take the results of the reroll, even if they are worse. This reroll power is an extraordinary ability. Finally, Pale Maiden can hold up to three wishes, as a luck blade. When the last wish is used, Pale Maiden remains a +3 longsword, still grants the +1 luck bonus on saving throws, and still grants the daily use of its reroll power.Craft Magic Arms and Armor, miracle or wishWeaponLost Treasures
Pale Maiden, 2 Wishesstrong evocation17none1126654 lbs.This +3 longsword is a variant luck blade (Pathfinder RPG Ultimate Equipment 157). It grants its wielder a +1 luck bonus on all saving throws. Once per day, its possessor can reroll one d20 roll that he just made, before the results of the original roll are revealed. He must take the results of the reroll, even if they are worse. This reroll power is an extraordinary ability. Finally, Pale Maiden can hold up to three wishes, as a luck blade. When the last wish is used, Pale Maiden remains a +3 longsword, still grants the +1 luck bonus on saving throws, and still grants the daily use of its reroll power.Craft Magic Arms and Armor, miracle or wishWeaponLost Treasures
Pale Maiden, 3 Wishesstrong evocation17none1529654 lbs.This +3 longsword is a variant luck blade (Pathfinder RPG Ultimate Equipment 157). It grants its wielder a +1 luck bonus on all saving throws. Once per day, its possessor can reroll one d20 roll that he just made, before the results of the original roll are revealed. He must take the results of the reroll, even if they are worse. This reroll power is an extraordinary ability. Finally, Pale Maiden can hold up to three wishes, as a luck blade. When the last wish is used, Pale Maiden remains a +3 longsword, still grants the +1 luck bonus on saving throws, and still grants the daily use of its reroll power.Craft Magic Arms and Armor, miracle or wishWeaponLost Treasures
Savith's Ironstrong abjuration and transmutation13none5917015 lbs.This large iron shield acts as a +1 animated light fortification heavy steel shield. The shield's bearer is immune to poison, although poisons in effect before the shield is wielded still run their course. While Savith's Iron is wielded, poisoned attacks instead bolster the bearer: if the bearer is subjected by a foe to a poison that deals ability score damage, the bearer gains a +4 enhancement bonus to the ability score the poison would normally damage. This bonus lasts for 1 minute; each additional dose of the same poison extends the effect for 1 additional minute. The bearer can benefit from only one bonus at a time, but can choose to benefit from a new poison in place of an old one. For example, when the bearer of Savith's Iron is stung by a wyvern, she gains a +4 enhancement bonus to her Constitution score for 1 minute; if she then comes in contact with terinav root, she must to decide whether to maintain her Constitution bonus or swap it out for a +4 enhancement bonus to her Dexterity. Savith's Iron does not grant the wielder bonuses from poisons she takes willingly or those applied by an ally, and poisons that don't inflict ability score damage have no effect.Craft Magic Arms and Armor, animate objects, limited wish or miracle, neutralize poisonArmorLost Treasures
Silent Aviarystrong (all schools)20none195000-The Silent Aviary is a unique harrow deck that features beautiful artwork of songbirds on each card. Anyone who counts the cards while looking at the illustrated fronts sees that the deck has 54 cards. Counting the cards while looking at their backs, however, always produces a card count of 55. The mysterious 55th card is the accursed Cage. The S ilent Aviary functions identically to a standard Harrow Deck of Many Things (Pathfinder Campaign Setting: Artifacts and Legends 24), except only a single character can draw from it each day, and only a single card can be drawn (although cards that allow or require redraws still function normally). The deck of many things from Pathfinder RPG Ultimate Equipment can be used to model it instead if preferred (though its total card count is 22 rather than 54). However, unlike most harrow decks, the Silent Aviary offers its user a unique advantage: at any time during the drawing process, the user of the Silent Aviary may choose to immediately replace a drawn card. To do so, the user must simply utter a command phrase, put the rejected card back in the deck, and draw a new card to replace it. Only the effects of the replacement card are realized. However, every time a user rejects a card, he risks replacing it with the Cage card. Every time a user utters the command phrase, he must attempt a DC 20 Will saving throw. If successful, the user replaces the rejected card as detailed above. However, if he fails the Will saving throw, the replacement card automatically comes up as the Cage. In this instance, the user is sucked into the card, as if she had fallen into a bag of holding. The user is then trapped in an extradimensional space that contains 250 cubic feet of space, 24 hours worth of breathable air, and over a dozen corpses. A creature trapped in the Cage can escape by using either plane shift or freedom. If the Silent Aviary is destroyed or disenchanted while a creature is trapped in the Cage, the extradimensional space is immediately and permanently sealed, and becomes impossible to escape except with a miracle or wish.Craft Wondrous Item, plane shift, wishWondrous ItemLost Treasures
Tigress's Strandfaint transmutation5none183053 lbs.This unusual whip is made of spider silk hardened to the consistency of cartilage and studded with bear claws. Tigress's Strand acts as +1 duelingUE scorpion whipUE. Tigress's Strand also provides a +4 bonus on saving throws against the effects of web and similar spells as well as against web special attacks (such as from spiders or aranea).Craft Arms and Armor, cat's grace, webWeaponLost Treasures
Wayfinder Of Many Pathsstrong conjuration18none577501 lb.The Wayfinder of Many Paths behaves like a normal wayfinder (Pathfinder Campaign Setting: The Inner Sea World Guide 299), allowing it to shine (as the light spell) on command and granting its user a +2 circumstance bonus on Survival checks to avoid getting lost. It has a small indentation designed to hold a single ioun stone, and when an ioun stone is placed within, the owner of the wayfinder gains the stone's normal benefits as if it were orbiting his head. Once per day on command, a Wayfinder of Many Paths with an implanted ioun stone can be used to create a 5- to 20-foot-diameter gateway, similar to the spell gate. The exact destination depends on the type of ioun stone slotted into the wayfinder; ioun stones of the same type always lead to the same location. The gateway remains open for up to 18 rounds, but the user can drain the socketed ioun stone, rendering it dull gray and powerless, to keep the gateway open for up to 18 additional rounds. If fitted with an ioun stone while in that stone's attuned location, a Wayfinder of Many Paths can open a gateway back to the location in which it was last used, allowing its user to make a return trip after 24 hours.Craft Wondrous Item, gate, know direction, lightWondrous ItemLost Treasures
Witchmarket Coinmoderate conjuration9none8100-This magical silver coin opens a portal to the First World. Any time a character holds the coin in her hand while expressing a fervent desire or wish of any sort, the magical coin activates, whether or not the bearer intended it to. At some point in the next 24 hours, a portal to the First World appears in that character's immediate vicinity. Such portals are only half-visible, and form in seemingly random places-in the middle of a field, in a doorway, in the back of a closet, and so on. This portal always leads to a random location in the Witchmarket on the First World. When the portal first appears, the triggering character must succeed at a DC 20 Reflex save or accidentally stumble through. Other creatures in the vicinity can spot the portal with a successful DC 15 Perception check, and can pass through as well. The portal allows passage both ways, and remains open for 10 minutes. The coin cannot generate more than one portal to the First World in a single 24-hour period. On the First World, a Witchmarket coin allows its bearer and any designated companions to travel to the Material Plane, as if via plane shift, simply by expressing a deliberate wish to do so. The effect always transports the creatures to the last location in which the coin opened a portal to the First World. A Witchmarket coin works only once for any given person, though someone who's already triggered the portal can still pass through portals created by other users.Craft Wondrous Item, plane shiftWondrous ItemLost Treasures
Cave Dweller's Greataxemoderate transmutation11none83059 lbs.A cave dweller's greataxe appears to be a thin slab of stone crudely lashed to a bone haft. It's as serviceable as a metal weapon of the same type would be, and functions as a +1 greataxe. Once per day when the wielder of a cave dweller's greataxe hits a creature, the wielder can speak a command word to force the hit creature to attempt a DC 16 Fortitude save. If the creature fails, it becomes slowed for 1 round. At the end of that round, the creature is no longer slowed, but it must succeed at a second saving throw or it becomes petrified for 1d4 rounds.Craft Magic Arms and Armor, calcific touchAPGWeaponMonster Codex
Stench Spray Amuletfaint conjuration3neck1600-This fetish of bone, shed reptilian skin, and small stones can be worn around the neck to convert a creature's stench into a breath weapon. It has no benefits for a creature that doesn't have the stench special ability. While a creature wears this amulet, its stench aura is suppressed. Once per hour as a standard action, the creature can spray a brown slime from its mouth in a 30-foot cone. Any creature hit by the slime must succeed at a Fortitude saving throw or become sickened for the same duration. The save DC and duration are the same as those of the wearer's stench aura. Furthermore, the floor in the cone becomes coated in the slick slime for 1 minute. This has the same effects as coating a solid surface with a grease spell (DC 11), but doesn't require creatures to attempt saving throws if they're in the area when the cone is created-only if they move through the area.Craft Wondrous Item, greaseWondrous ItemMonster Codex
Cloak Of The Troll Kingfaint evocation5shoulders90002 lbs.This long cloak is a patchwork of beast and humanoid hides roughly stitched together. A crude, crown-shaped patch of yellow-dyed fabric is sewn on the back, and a length of knotted hemp rope secures the cloak around the wearer's neck. The wearer gains a +5 competence bonus on Intimidate checks and the ability to use burning hands as a spell-like ability three times per day.Craft Wondrous Item, burning hands, cause fearWondrous ItemMonster Codex
Gauntlets Of Rendingfaint evocation5hands80004 lbs.These Large gauntlets are bulky, and the palms and fingers are studded with wickedly serrated spikes. The wearer gains a +2 bonus on damage rolls with its claw attacks; the wearer adds this bonus damage once for each claw attack used in a rend. The crude construction and thick metal used in the gauntlets make it difficult for the wearer to perform fine manipulation. Consequently, the wearer takes a -4 penalty on all Dexterity-based checks involving her hands.Craft Magic Arms and Armor, magic weaponArmorMonster Codex
Bloodfeast Shieldstrong necromancy12shield1877015 lbs.Three flensed skulls jut from the face of this +2 heavy steel shield. Three times per day as a free action, the shield's wearer can command the heads to attack independently of her, biting with the wearer's base attack bonus (making multiple attacks if the wearer has a high enough base attack bonus). This attack is in addition to any actions performed by the wearer, and deals 1d6 points of damage plus 1 point of Constitution damage. When using the bloodfeast shield's ability, if the wearer is a vampire (or regains hit points from blood drain in a similar manner), she also heals 5 hit points or gains 5 temporary hit points for 1 hour.Craft Magic Arms and Armor, vampiric touchArmorMonster Codex
Bloodletting Thimblefaint enchantment3ring2000-This platinum thimble, intricately crafted in the shape of an animal claw, is worn on one finger. A vampire wearer can use the thimble to inflict a tiny wound as part of the use of a blood drain, energy drain, or drain chi ability; use of the thimble in this way isn't an action. This wound deals no additional damage, but it turns the target's pain to pleasure. The target must succeed at a DC 14 Will save or become fascinated by the wearer and make no attempt to resist the draining on that round and the following 2 rounds. At the end of this time, the creature's senses return and it can react accordingly.Forge Ring, enthrallRingMonster Codex
Featherleaf Bardingfaint transmutation9armor73101 lb.This enchanted sleeve is made of tiny, feather-shaped leaves and is designed to fit birds. Once fitted over the body of a Tiny or smaller avian creature, featherleaf barding automatically shrinks to snugly fit the creature's torso and neck, serving as +1 leather armor (granting a total bonus to AC of +2). The maximum fly speed of a creature wearing featherleaf barding is 60 feet with average maneuverability. In forests, jungles, and thickly wooded areas, the wearer can fly through branches, brush, and even whole tree trunks as if they weren't there, though its fly speed and maneuverability remain the same.Craft Magic Arms and Armor, fly, tree strideArmorFamiliar Folio
Glove Of Familiar's Touchmoderate evocation7hands230002 lbs.A glove of familiar's touch features a large, brightly colored gem fastened to its palm, and comes with an additional gem attuned to the glove. As long as his familiar is touching the attuned gem, the wearer of this glove can designate his familiar as the source for any touch spell he casts, even if he and his familiar are not in contact when the spell is cast. A glove of familiar's touch takes up the wearer's entire hands slot; the wearer can't gain the benefits of another magic item (even another glove of familiar's touch) that also uses the hands slot.Craft Wondrous Item, imbue with spell abilityWondrous ItemFamiliar Folio
Mundanity Greasemoderate abjuration11none5001 lb.This slippery, jet-black goo has a consistency comparable to warm lard. A bottle of mundanity grease can be thrown as a splash weapon with a range increment of 10 feet. When an animal companion, a familiar, or another bonded creature is struck by mundanity grease, the bond to its master is temporarily suspended. The creature and its master lose any of the following abilities they have from the companion or familiar bond: deliver touch spells, devotion, empathic link, evasion, improved evasion, link, scry on familiar, share spells, speak with animals of its kind, spell resistance, and speak with master. For the duration of the effect, a familiar originally of the animal type is treated as an animal (rather than a magical beast) for the purposes of determining which spells affect it. This effect lasts for 1d4 minutes or until the grease is washed off the affected creature by magical means.Craft Wondrous Item, greater dispel magicWondrous ItemFamiliar Folio
Replenishing Aquarium Ball, Lessermoderate conjuration7none50020 lbs.Replenishing aquarium balls act as standard aquarium balls (see page 20), but are endowed with magical effects beneficial to the creature held within. The power of the magic depends on the kind of replenishing aquarium ball. Lesser: The ball continually refreshes itself with clean water, allowing a creature within to live as long as it has food. Standard: The ball continually refreshes itself with clean water and fresh food. Greater: The ball continually refreshes itself with clean water and fresh food. In addition, a greater replenishing aquarium ball is magically enhanced so that the glass is as hard as stone (hardness 8, 15 hp) without increasing its weight.Craft Wondrous Item; create waterWondrous ItemFamiliar Folio
Replenishing Aquarium Ballmoderate conjuration7none200020 lbs.Replenishing aquarium balls act as standard aquarium balls (see page 20), but are endowed with magical effects beneficial to the creature held within. The power of the magic depends on the kind of replenishing aquarium ball. Lesser: The ball continually refreshes itself with clean water, allowing a creature within to live as long as it has food. Standard: The ball continually refreshes itself with clean water and fresh food. Greater: The ball continually refreshes itself with clean water and fresh food. In addition, a greater replenishing aquarium ball is magically enhanced so that the glass is as hard as stone (hardness 8, 15 hp) without increasing its weight.Craft Wondrous Item; create food and waterWondrous ItemFamiliar Folio
Replenishing Aquarium Ball, Greatermoderate conjuration7none400020 lbs.Replenishing aquarium balls act as standard aquarium balls (see page 20), but are endowed with magical effects beneficial to the creature held within. The power of the magic depends on the kind of replenishing aquarium ball. Lesser: The ball continually refreshes itself with clean water, allowing a creature within to live as long as it has food. Standard: The ball continually refreshes itself with clean water and fresh food. Greater: The ball continually refreshes itself with clean water and fresh food. In addition, a greater replenishing aquarium ball is magically enhanced so that the glass is as hard as stone (hardness 8, 15 hp) without increasing its weight.Craft Wondrous Item; create food and water, stoneskinWondrous ItemFamiliar Folio
Spell-Sharing Collarmoderate evocation10neck75001 lb.This thick leather collar is studded with onyx gems and fastened with a simple metal clasp. Spell-sharing collars come in a variety of sizes and can be secured around the neck of any creature capable of wearing and using a neck-slot item. They are usually sold in sets. A creature with the share spells ability (such as an animal companion or familiar) wearing a spell-sharing collar can benefit from that ability with any other creature wearing such a collar that is attuned to its own collar, rather than gaining the benefit only with its bonded master. Attuning two or more spell-sharing collars takes 10 minutes, during which time the collars must be touching one another. A spell-sharing collar can have as many as three other spell-sharing collars attuned to it at once. The granted ability otherwise functions as a familiar's share spells ability.Craft Wondrous Items, imbue with spell abilityWondrous ItemFamiliar Folio
Diamond Of Demon Seekingfaint divination1none6000-This flawless crimson diamond is indistinguishable from an ordinary jewel in appearance. When any creature of the demon subtype comes within 30 feet of the diamond of demon seeking, it glows with a blood-red radiance. The glow from the diamond functions as the light spell. The diamond does not reveal invisible or otherwise hidden demons, but rather simply alerts the wielder to their presence. Spells or effects that protect a demon from divination or alter a demon's alignment prevent a diamond of demon seeking from detecting a demon under such an effect.Craft Wondrous Item, detect chaos, detect evil, lightWondrous ItemPFS S3-25
Unerring Grenademoderate divination9none2661 lb.The warped clay sphere of this +1 fuse grenade (Ultimate Equipment 107) is painted with a crimson bull's-eye symbol and its fuse is dyed red. An unerring grenade can be lit as a move action and thrown like a splash weapon. An unerring grenade veers toward its target, whether a creature or a grid intersection, negating any miss chances that would otherwise apply, such as from concealment. The thrower still has to aim at the right square or grid intersection. An unerring grenade otherwise functions as a normal fuse grenade (Reflex DC 16 half).Craft Magic Arms and Armor, true seeingWeaponAP 91
Kin's Face Tattoofaint illusion5none1600-This intricate tattoo covers the bearer's face in thousands of hair-fine lines of ink and carefully incised scars. The bearer can activate the tattoo to cause the marked design to shift and the scars to open and pull the bearer's face into a different shape. The bearer then gains the benefits of disguise self, save that he can take only the form of a specific half-orc, human, or orc, and the disguise lasts up to 5 hours per day. This duration need not be continuous, but it must be used in 1-hour increments. The material components for the kin's face tattoo include rare pigments that are mixed with the bearer's blood, then worked into the bearer's skin. To remove this tattoo the tattooed portions must be erased and the scars healed.Inscribe Magical Tattoo (Pathfinder RPG Campaign Setting: Inner Sea Magic 16), disguise selfMagical TattooAP 91
Boulder Bagmoderate conjuration9none3000200 lbs.This immense bag is always full of hefty, good-sized rocks and can be carried over the shoulder or on the belt of a Large or larger creature, though doing so does not take up an item slot. On command as a swift action, a Large or larger creature wearing the boulder bag can reach into the bag and pull out a rock two size categories smaller than itself that is suitable for use of the rock throwing ability (Pathfinder RPG Bestiary 303). No matter how many rocks are taken out, the bag never empties. Furthermore, if a boulder-shaped alchemical item (such as the fiery boulder presented in this article) is placed in the bag, it takes up no weight within the bag, and can also be drawn on command as a swift action, as if it were one of the rocks the bag normally produces.Craft Wondrous Item, secret chestWondrous ItemAP 91
Gauntlets Of Catchingfaint abjuration4hands600020 lbs.Only Large or larger creatures can wear these sturdy leather gauntlets. If the wearer has the rock catching ability (Bestiary 303), the Reflex DC to catch rocks is reduced by 5 while she's wearing the gauntlets. Furthermore, the wearer can attempt to catch a thrown rock of which she's unaware, but doesn't benefit from the DC reduction granted by the primary function of the gauntlets. If the wearer does not have the rock catching ability, these gauntlets bestow that ability on the wearer instead of their normal effects.Craft Wondrous Items, shieldWondrous ItemAP 91
Iron Band Of Iron Mindmoderate abjuration9headband150004 lbs.This headband grants a +4 bonus on saving throws against all enchantment spells. When worn by a creature with the giant subtype, it makes the wearer immune to enchantments that target only humanoid creatures (such as charm person or hold person).Craft Wondrous Item, break enchantment, creator must have the giant subtypeWondrous ItemAP 91
Magic Beansmoderate conjuration7none1400-This item takes the form of a half-dozen brown beans, usually contained in a simple burlap sack. Ten minutes after the beans are planted in the ground, they sprout into a 350-foot-tall beanstalk as if created by the beanstalk spell (see page 70). The magic beans are consumed in the process. The beanstalk lasts for 24 hours before collapsing into a pile of rotten plant matter.Craft Wondrous Items, beanstalkWondrous ItemAP 91
Bax's Maskfaint necromancy3head91002 lbs.This plain mask is made of a reflective, dark gray ceramic. When worn, the mask transforms to look like the wearer's skull, and it gradually becomes eerier and more fearsome the closer a viewer gets to the wearer. Whenever a creature enters a square adjacent to the wearer of Bax's mask, that creature must succeed at a DC 13 Will save or become shaken for as long as it remains adjacent to the wearer. An affected creature can attempt a new save by moving away from the wearer and reentering a square adjacent to the wearer. A creature that succeeds at the save is immune to the mask's effect for 24 hours. A creature shaken by Bax's mask does not become frightened if affected by the mask again, but other fear effects stack with the creature's shaken condition as normal.Craft Wondrous Item, scareWondrous ItemDaughters Of Fury
Angelfall Bowmoderate evocation7none269003 lbs.Black feathers adorn the tips of this ebony +1 composite longbow (+5 Strength bonus). The bow gives off the faint scent of brimstone when the string is drawn back. Three times per day as a swift action, the wielder of an angelfall bow can imbue the next arrow she fires that round with the bow's inherent raging energy. On a hit, the attack deals damage as normal and acts as a trip combat maneuver to knock the target prone, treating the result of the wielder's attack roll as the combat maneuver check result. If the target is flying, it must immediately succeed at a DC 25 Fly check to stay aloft or plummet to the ground. Once per day when the wielder of an angelfall bow would be affected by a spell or spell-like ability with the light descriptor, she can attempt an immediate dispel check (using the caster level of the bow) to counter the effect. This manifests as a pulsating darkness emerging from the bow and swallowing the light.Craft Wondrous Item, dust of twilightAPG, thundering drumsAPGWeaponDaughters Of Fury
Amulet Of Reverse Incantationmoderate abjuration8head20000-An ivory cameo depicting two elderly, bearded wizards with identical faces hangs on this amulet's delicate silver chain. Three times per day, when casting a spell with a verbal component, the wearer of an amulet of reverse incantation can recite the spell's words backward as a free action in order to invert the spell's effect, as described below. • If the wearer casts a spell that can counter or dispel another specific spell, she can activate the amulet to convert the spell being cast into the spell it specifically counters. For example, haste would become slow, or reduce person would become enlarge person. • If the wearer casts a spell that detects or affects creatures of a certain alignment, the spell instead affects creatures of the opposite alignment. For example, chaos hammer would damage and blind chaotic creatures and outsiders instead of lawful ones. • If the wearer casts a cure or inflict spell, she can activate the amulet to convert the spell being cast into the other type of the same spell level, such as converting cure moderate wounds into inflict moderate wounds. Alignment restrictions still apply for casters who can't cast spells with certain alignment descriptors.Craft Wondrous Item, dispel magic, tonguesWondrous ItemDaughters Of Fury
Bitter Widow's Veilfaint enchantment and divination5head140001/2 lb.This delicate black veil is made of black lace and crepe and affixed to a midnight blue bonnet. When it's donned, amorphous shadows swirl beneath the veil across the wearer's face. Whenever an ally within 30 feet of the wearer falls unconscious by taking lethal damage, the bitter widow's veil gains 1 charge. The wearer can expend 1 charge as a standard action to unleash a bereaved scream in a 30-foot cone. Creatures within the area must succeed at a DC 16 Will save or become shaken for 4 minutes. If a creature that brought a humanoid or monstrous humanoid to fewer than 0 hit points within the past 12 hours fails the save, it's dazed for 1 round as it is consumed with sorrow, after which it's subject to the shaken effect. As long as the bitter widow's veil has an unspent charge, the wearer can see and hear ethereal creatures as though affected by see invisibility. The veil can contain only 1 charge at a time. Unused charges dissipate after 1 hour.Craft Wondrous Item, crushing despair, overwhelming grief UM, see invisibilityWondrous ItemDaughters Of Fury
Bog Bootsmoderate transmutation9feet120001 lb.These boots are well worn and caked with mud, but still sturdy, comfortable, and dry on the inside. Three times per day, the wearer can activate the boots to cause up to 9 5-foot squares of nearby terrain to become a shallow bog. All affected squares are instantly filled with 1 foot of water, mud, and plant life. The wearer can move through these squares at her normal speed, but other creatures treat the squares as a shallow bog (Pathfinder RPG Core Rulebook 427), costing 2 squares of movement to move into each affected square. The initial affected square must be adjacent to the wearer. Each additional affected square must be adjacent to another affected square, but otherwise the effect can take any shape the wearer desires. As a standard action, the wearer can rearrange the affected squares. Multiple uses of the boots can create larger areas of bog. The effect lasts until dismissed by the wearer (a free action), the wearer moves more than 5 feet beyond the affected area, the wearer becomes unconscious, or the boots are removed. Additionally, once per day, the wearer can travel as per dimension door from one affected square to another.Craft Wondrous Item, dimension door, transmute rock to mudWondrous ItemDaughters Of Fury
Bonedancer Bodhranfaint necromancy3none67002 lbs.This calfskin drum is painted with an image of a grinning skull, and comes with a giant's finger bones to use as beaters. A creature with at least 1 rank in Perform (percussion) can play a steady rhythm on the drum as a standard action each round. Doing so grants all undead creatures within 30 feet of the drummer a +2 profane bonus on attack rolls, damage rolls, and Will saves each round the drum is played. Alternatively, the drummer can instead force undead creatures in the area to dance in place to the beat of the drum. Affected undead within 30 feet can't leave their spaces and take a -2 penalty to Armor Class and on Reflex saves for as long as the drummer plays. Intelligent undead can attempt a DC 12 Will save to resist this effect; those that succeed can move and take actions normally, but still take the -2 penalty on Reflex saves and must succeed at concentration checks to cast spells (DC = 10 + the spell's level). Mindless undead receive no save and can take no actions other than dancing. A bonedancer bodhran can be used for 9 rounds per day; these rounds need not be consecutive.Craft Wondrous Item, command undead, creator must have the bardic performance class abilityWondrous ItemDaughters Of Fury
Bosun's Callmoderate abjuration8none120001 lb.This copper-and-bronze whistle is played by blowing through the mouthpiece while opening and closing one's hand over the hole to modify the pitch. The whistle has 3 charges, which are automatically restored at sunrise each day. As a standard action, the user can attempt a Perform (wind) check and expend the indicated number of charges to produce one of the following effects. 0 charges: Wake all allies within 30 feet (DC 15). 1 charge: Wake all allies aboard the same ship (DC 20). 1 charge: Convey a secret message to all allies within 60 feet, as the Bluff skill (DC 20). 1 charge: Perform a countersong as the bardic performance ability, with a +2 bonus on the Perform (wind) check (DC 20). 2 charges: Grant up to six allies, no two of whom can be more than 30 feet apart, climb and swim speeds of 20 feet each for 4 rounds (DC 20). 2 charges: Grant all allies within 60 feet a +5 morale bonus on Swim checks for 10 minutes (DC 25). The charge is expended even if the Perform check fails. A user of the bosun's call w ho h as t he b ardic performance class feature can, as a swift action, expend a number of rounds of bardic performance equal to the number of charges needed to produce the effect instead of expending those charges.Craft Wondrous Item, alarm, alter self, creator must have the bardic performance class abilityWondrous ItemDaughters Of Fury
Charlatan's Symbolfaint illusion (see text)5neck20001 lb.This small relic is designed to resemble a holy symbol of a genuine or fictional deity and can be worn about the neck. A charlatan's symbol contains an extradimensional compartment that can hold one wand of a 1st-level cleric spell, which becomes attuned to the symbol after 24 hours. Speaking a command word or phrase activates the wand as if the user had succeeded at a DC 20 Use Magic Device check, which also causes the symbol to glow faintly. Those observing a spell cast through the use of a charlatan's symbol must succeed at a DC 20 Spellcraft check in order to determine that the spell was cast from a wand rather than through normal divine spellcasting. After using the symbol, the wearer receives a +5 circumstance bonus on Bluff checks related to the assumed religion against witnesses for 24 hours. To anyone using detect magic, the charlatan's symbol appears to be nonmagical (as magic aura), as if it were a standard holy symbol.Craft Wondrous Item, eagle's splendor, magic aura, creator must have 5 ranks in both Bluff and Use Magic DeviceWondrous ItemDaughters Of Fury
Choker Of The Siphoning Scorpionmoderate necromancy9neck8000-This choker consists of a thin gold chain with a small scorpion charm that presses snugly against the neck when worn. Once per day as an immediate action, the wearer of this item can forgo her saving throw against a poison effect, and instead let the scorpion charm siphon the poison, filling to its maximum capacity of 1 dose. The wearer suffers no effects from the poison in this manner. While filled, the charm doesn't protect against poison. As a full-round action, the wearer can remove the choker and affix it to her melee weapon by pressing the scorpion against the weapon and allowing the chain to automatically secure itself around the weapon's hilt or handle. If the weapon hits, the wearer can choose to dose the target with the poison (in addition to any effects the attack would normally have) as though the weapon were coated with a dose of the poison. This drains the scorpion of its stored dose. The target can attempt a Fortitude save as normal (using the poison's original DC) to resist the effect.Craft Wondrous Item, absorb toxicityUC, greater magic weaponWondrous ItemDaughters Of Fury
Crest Of The Fallenfaint conjuration5neck12000-This fist-sized silver badge bears a stylized image of a heraldic animal. The first time a character wears the crest, the animal changes to match that of the wearer's heraldic symbol. If the wearer doesn't have a heraldic animal, it takes the form of an animal appropriate to the character's personality. The animal depicted must be one suitable for use as a druid animal companion (see page 53 of the Pathfinder RPG Core Rulebook). Once a character has worn the crest, the animal depicted on the crest is always the same for that character and can't be changed. Once per day, if the wearer of the crest of the fallen falls unconscious (other than voluntary sleep), the animal on the crest jumps out of the badge and becomes a living creature in an unoccupied square adjacent to the wearer. The creature has the same statistics as a 1st-level druid's animal companion of the same type as depicted on the crest, except its hit points are equal to one-quarter of the wearer's maximum hit points. The creature also gains the 4th- or 7th-level advancement as described in the animal companion's statistics if the wearer is of sufficient level (treating his character level as the effective druid level). It doesn't, however, gain any of the other bonuses or abilities of an animal companion. The creature guards the fallen wearer to the best of its ability. It protects the wearer by attacking enemies, assisting allies using the aid another action, dragging the character's body to a safe location, or taking other helpful actions. The creature can't move more than 50 feet from the badge, and it disappears after 5 rounds. It can't use equipment or magic items, including potions. If the animal is slain, it disappears and the heraldic image on the crest of the fallen fades to a dark gray for 1 week, during which time the crest can't be activated.Craft Wondrous Item, deathwatch, summon nature's ally IIWondrous ItemDaughters Of Fury
Death Maskmoderate necromancy6head160004 lbs.This elaborate wooden mask is carved in the image of Pharasma. The owner of a death mask can place the mask upon a corpse to ask the corpse up to three questions as if by speak with dead, except the corpse does not get a Will saving throw if the mask's owner is of a different alignment than the corpse had in life. This effect works as long as the head of the corpse is intact enough to fit the mask onto, no matter how damaged the corpse is otherwise. A death mask functions on a given corpse only once in this way; additional attempts to ask the corpse questions fail. If a living person dons the death mask, her appearance changes to that of the last person whose corpse was spoken with using the mask, as alter self. The wearer resembles the deceased person as she looked in life.Craft Wondrous Item, alter self, speak with deadWondrous ItemDaughters Of Fury
Familiar's Soulstonemoderate necromancy9none105001 lb.A familiar's soulstone looks like an unpolished, rough red gem the size of a fist. The bearer can use the familiar's soulstone to perform an hour-long ritual that binds the soul of his familiar, animal companion, or bonded mount to the soulstone. Once this bond is established, the only way to sever it is to destroy the gem. If the bonded creature dies while on the same plane as its familiar's soulstone, its soul is siphoned into the gem, where it's preserved for 24 hours. Within this period, holding the gem to the body of the deceased bonded creature for 1 full minute restores that creature to life, as raise dead. The gem is destroyed in the process. A witch's familiar brought back to life using a familiar's soulstone retains all of its stored spells. If the soul isn't extracted from the gem within 24 hours, the gem crumbles to dust, automatically releasing the soul to the Great Beyond. A creature can have only one familiar's soulstone bound to it at a time, and a familiar's soulstone can be bound only to a single creature.Craft Wondrous Item, raise deadWondrous ItemDaughters Of Fury
Fetish Of The Frog Queen, Lesserstrong transmutation17none90004 lbs.Created from the bodies of certain frogs whose poisons induce potent hallucinations and delusions, these mummified husks are variously cited as the invention of either grippli druids or an unusually cunning boggard priest-king. Regardless, their powers are a boon to any caster favoring mental manipulation and alteration. Three times per day while casting a targeted mind-affecting spell that allows a Will save, a caster holding a fetish of the frog queen can lace the spell's energies with a magical poisonous essence. Instead of affecting the target's mind directly, the altered spell attacks through the victim's body as a psychotropic toxin, requiring the victim to use his Fortitude modifier in place of Will for the purposes of any Will saving throws the spell normally allows. An altered spell is considered a poison effect, with the following conditions. • An altered spell can be suppressed by effects such as delay poison. Time spent suppressed still counts against the spell's duration. • If accelerate poison (Pathfinder RPG Advanced Player's Guide 201) is used on the spell, the poison effect's duration is halved but its saving throws are unaffected. • An altered spell transferred to another target, such as by absorb toxicity (Pathfinder RPG Ultimate Combat 221), is still considered cast by the original caster for the purposes of adjudicating spell effects, such as which creature a charmed victim regards as its friend. An altered spell is still vulnerable to spell resistance, dispelling, and other effects as normal. Three varieties of fetish of the frog queen exist: lesser, standard, and greater. A lesser fetish affects spells of up to 3rd level; a standard fetish affects spells of up to 6th level; and a greater fetish affects any spell.Craft Wondrous Item, poisonWondrous ItemDaughters Of Fury
Fetish Of The Frog Queenstrong transmutation17none325004 lbs.Created from the bodies of certain frogs whose poisons induce potent hallucinations and delusions, these mummified husks are variously cited as the invention of either grippli druids or an unusually cunning boggard priest-king. Regardless, their powers are a boon to any caster favoring mental manipulation and alteration. Three times per day while casting a targeted mind-affecting spell that allows a Will save, a caster holding a fetish of the frog queen can lace the spell's energies with a magical poisonous essence. Instead of affecting the target's mind directly, the altered spell attacks through the victim's body as a psychotropic toxin, requiring the victim to use his Fortitude modifier in place of Will for the purposes of any Will saving throws the spell normally allows. An altered spell is considered a poison effect, with the following conditions. • An altered spell can be suppressed by effects such as delay poison. Time spent suppressed still counts against the spell's duration. • If accelerate poison (Pathfinder RPG Advanced Player's Guide 201) is used on the spell, the poison effect's duration is halved but its saving throws are unaffected. • An altered spell transferred to another target, such as by absorb toxicity (Pathfinder RPG Ultimate Combat 221), is still considered cast by the original caster for the purposes of adjudicating spell effects, such as which creature a charmed victim regards as its friend. An altered spell is still vulnerable to spell resistance, dispelling, and other effects as normal. Three varieties of fetish of the frog queen exist: lesser, standard, and greater. A lesser fetish affects spells of up to 3rd level; a standard fetish affects spells of up to 6th level; and a greater fetish affects any spell.Craft Wondrous Item, poisonWondrous ItemDaughters Of Fury
Fetish Of The Frog Queen, Greaterstrong transmutation17none730004 lbs.Created from the bodies of certain frogs whose poisons induce potent hallucinations and delusions, these mummified husks are variously cited as the invention of either grippli druids or an unusually cunning boggard priest-king. Regardless, their powers are a boon to any caster favoring mental manipulation and alteration. Three times per day while casting a targeted mind-affecting spell that allows a Will save, a caster holding a fetish of the frog queen can lace the spell's energies with a magical poisonous essence. Instead of affecting the target's mind directly, the altered spell attacks through the victim's body as a psychotropic toxin, requiring the victim to use his Fortitude modifier in place of Will for the purposes of any Will saving throws the spell normally allows. An altered spell is considered a poison effect, with the following conditions. • An altered spell can be suppressed by effects such as delay poison. Time spent suppressed still counts against the spell's duration. • If accelerate poison (Pathfinder RPG Advanced Player's Guide 201) is used on the spell, the poison effect's duration is halved but its saving throws are unaffected. • An altered spell transferred to another target, such as by absorb toxicity (Pathfinder RPG Ultimate Combat 221), is still considered cast by the original caster for the purposes of adjudicating spell effects, such as which creature a charmed victim regards as its friend. An altered spell is still vulnerable to spell resistance, dispelling, and other effects as normal. Three varieties of fetish of the frog queen exist: lesser, standard, and greater. A lesser fetish affects spells of up to 3rd level; a standard fetish affects spells of up to 6th level; and a greater fetish affects any spell.Craft Wondrous Item, poisonWondrous ItemDaughters Of Fury
Goblet Of Liquefied Cognitionmoderate divination and transmutation7none180005 lbs.This ornate, oversized silver goblet is wrought with runes and letters in a profusion of languages. When written words are placed in the goblet-whether written on a piece of parchment, carved into stone, or other such means of delivering physical text-the text detaches itself from the source, liquefying into a sweet wine over the next 10 minutes. The liquid can then be drunk, granting the imbiber benefits based on the nature of the text. • Pages from a spellbook representing a single spell can be drunk, allowing an arcane spontaneous caster to add that spell to her list of spells known for 24 hours. The spell must be on the imbiber's spell list. • An arcane scroll can be drunk, allowing the immediate memorization of its contents by an arcane caster who prepares spells. The memorized spell must be on the imbiber's class spell list and still requires an open spell slot of the appropriate level to use. The imbiber uses her own caster level and spellcasting ability modifier to cast the spell, rather than the caster level of the scroll. • Nonmagical writing can also be drunk, granting a complete understanding of the text's contents. This doesn't require an understanding of the text's language. The goblet can liquefy the text of up to 10 standard-sized pages at once. In all cases, the text is destroyed once drunk, and the knowledge gained fades after 24 hours. The goblet can be used three times per day.Craft Wondrous Item, comprehend languages, create water, mnemonic enhancerWondrous ItemDaughters Of Fury
Gossiper's Gourdfaint divination3none125001 lb.This drinking gourd has a slender neck capped with a tethered cork, as well as a leather strap so it can be hung from a belt or pack. Once per day, the gossiper's gourd can be filled with water from a village well or other local water source, becoming attuned to that source as long as the gourd is full of water. The bearer gains a +2 insight bonus on any Knowledge (local) checks she attempts within a 1-mile radius of the water source, and can speak and understand (though not read or write) the dominant local language in that area. These effects persist as long as the attuned gourd is full. By drinking all the local water from a gossiper's gourd, the imbiber gains a +5 insight bonus on all Bluff, Diplomacy, Knowledge (local), and Sense Motive checks within a 1-mile radius of the water source for 1 hour. In addition, during that hour, the user can plant an idea or suspicion in the mind of one local person within 30 feet by whispering the idea into the empty gourd. This effect functions as sow thought, except the target must be from the local area. A successful DC 12 Will save negates the effect. A gossiper's gourd can't become attuned to a water source more than once per day. For example, if the owner fills the gourd from a well at the beginning of the day, then drinks the water, she must wait until the beginning of the next day to benefit from the gourd again.Craft Wondrous Item, share languageAPG, sow thoughtARG, creator must have at least 5 ranks in Knowledge (local)Wondrous ItemDaughters Of Fury
Groundbreaker Cloakmoderate transmutation9shoulders220006 lbs.This heavy cloak is made from the hide of a bulette, its thick gray leather heavily abraded and seemingly always dusty, and features a plated dorsal fin that protrudes from between the wearer's shoulders. As a standard action, the wearer of a groundbreaker cloak can dive into the ground, gaining a burrow speed of 20 feet through sand, soil, gravel, and loose stone. While burrowing, the wearer cannot run or charge and must travel along the surface, leaving the exposed dorsal plate visible from above. As the wearer burrows, displaced dirt swells before her and collapses behind her to create difficult terrain in her wake. She has cover from attacks while burrowing. Unless the wearer has some other means of breathing while submerged, she must hold her breath while burrowing. Emerging from the ground is a move action that doesn't provoke attacks of opportunity. Once per day, the wearer can perform a charge attack by diving deep into the ground, burrowing up to 40 feet in a straight line (ignoring any obstacles that don't extend at least 10 feet into the ground) and bursting forth into a square adjacent to a target creature. This use of the cloak does not disturb the terrain as noted above, except where the wearer enters and exits the ground. The wearer ends this movement standing and the target of the charge is considered flat-footed against the attack.Craft Wondrous Item, beast shape III, burrowUMWondrous ItemDaughters Of Fury
Horned Helm Of The Wild Stagmoderate transmutation7head140003 lbs.Numerous antlers protrude from this ornate leather helm, creating an impressive array of bony points that jut out in several directions. When the horned helm of the wild stag is donned, the wearer's facial structure subtly elongates in a manner reminiscent of a stag's head. He gains a +2 dodge bonus to AC against attacks of opportunity. Once per day when the wearer charges an enemy or attempts an overrun combat maneuver, he can as part of his action activate the helm to summon dozens of spectral stags to accompany him during his movement. These ghostly stags gallop around him in a frenzy, with the unmistakable sound of pounding hooves, and stampede through any creature within 5 feet of the wearer at any point during his movement. Although this stampede causes no physical damage, each affected creature must attempt a DC 16 Will save to avoid being overcome by the frenzy of the rampaging herd. A creature that fails this save must use its next turn to charge the nearest valid target (including its allies), if possible. Creatures that are unable to charge must instead move away from the wearer of the helm as quickly as possible on their next turn. This is a mind-affecting compulsion effect.Craft Wondrous Item, aspect of the stagAPG, moonstruckUMWondrous ItemDaughters Of Fury
Ironmorph Dustfaint transmutation5none5001 lb.This bag of powder has a sharp metallic odor. Ironmorph dust can be applied to a willing adjacent creature as a standard action, or thrown as a ranged touch attack with a range increment of 10 feet. On contact, it causes the target's clothing to stiffen and harden (Reflex DC 15 negates). If the target is wearing light or no armor, his clothing is treated as chainmail for all purposes-including armor bonus, arcane spell failure chance, and armor check penalty-except weight. Exceptionally light clothing (such as a nightshirt or silks) is instead treated as a chain shirt. Exceptionally heavy clothing (such as a cold-weather outfit or elaborate ceremonial garb) is instead treated as full plate. If the target is already wearing medium or heavy armor, he instead gains DR 5/adamantine, but the maximum Dexterity bonus of his armor decreases by 3 (to a minimum of +0), and its armor check penalty increases by 3. After 5 rounds, affected clothing returns to normal. Ironmorph dust has no effect on creatures not wearing clothing or armor. Armor or clothing affected by ironmorph dust is effectively metal, and counts as such for abilities or classes that are restricted to certain types of armor (such as druids); however, any abilities that are suppressed or lost due to the ironmorph dust's effects are restored at the end of the dust's duration, instead of after their normal time limit.Craft Wondrous Item, silk to steelUMWondrous ItemDaughters Of Fury
Jar Of Mottled Clayfaint transmutation3none6001 lb.This empty clay jar, suitable for holding a few ounces of liquid, smells of freshly tilled earth and changes hue in sunlight. A jar of mottled clay can be thrown as a ranged touch attack with a range increment of 10 feet. When the jar strikes a creature or a solid object, a mound of earth and clay rises up from where it struck. The mound is 5 feet wide and 10 feet tall, and has a hardness of 2 and 40 hit points. A creature struck by a direct hit must succeed at a DC 13 Reflex save or be pushed back 5 feet and knocked prone as the mound erupts where the target was standing. Success allows the creature struck to move 5 feet in any direction and avoid being knocked prone. The mound lasts for 3 rounds before losing its structure and collapsing into a pile of dirt. A creature can topple a mound with a successful DC 18 Strength check; creatures within 10 feet on the opposite side of the mound must attempt Reflex saves as if directly struck by the jar of mottled clay. When a mound collapses or is destroyed, it creates difficult terrain in a 5-foot-radius area centered on the square where it was created. A jar of mottled clay can optionally be filled with an alchemical item. Filling a jar requires a successful DC 15 Craft (alchemy) check. When thrown, a modified jar applies the effects of the alchemical item along with its own effect; contradictory or bizarre combinations of effects are subject to the GM's discretion.Craft Wondrous Item, soften earth and stoneWondrous ItemDaughters Of Fury
Murktouch Cloakmoderate conjuration9shoulders200001 lb.This lustrous crimson cloak has an ethereal quality to it, and is unnaturally light. When the wearer speaks the item's command word, a murktouch cloak dissolves into a vortex of red fog that churns around her and extends her awareness. The fog forms a 15-foot-radius emanation around the wearer and remains centered on her for as long as the cloak is activated. All creatures in the fog gain concealment (20% miss chance), but the wearer has blindsight within the area. The vortex is unaffected by wind or any similar effect. Whenever the wearer casts a spell or uses an ability that requires a successful touch attack, she can attempt that touch attack against any creature within the fog, even if she is not adjacent to the targeted creature. The cloak can be activated for up to 10 rounds per day, though these rounds need not be consecutive. Its magic can be dismissed as a free action.Craft Wondrous Item, echolocationUM, fog cloud, mage handWondrous ItemDaughters Of Fury
Nightbane Quiverfaint evocation5none160003 lbs.This black silk quiver bears a silver star-and-moon motif. It can transform up to 20 arrows per day into tangible beams of light. When drawn from the quiver, these arrows produce light as the daylight spell for 5 rounds, after which they disappear. Arrows enhanced in this way prove particularly deadly to light-sensitive and shadowy creatures-an arrow altered by a nightbane quiver bypasses the DR of any creature with light sensitivity and counts as a force effect against shadows and wraiths. Arrows gain these benefits only when shot by the current owner of the quiver. Arrows placed in this quiver retain any magical effect already placed on them.Craft Wondrous Item, daylightWondrous ItemDaughters Of Fury
Patternward Spectaclesmoderate abjuration7eyes7501 lb.These spectacles fit firmly over eyes and are held in place by two crystalline stems. The lenses are initially clear and don't hinder the wearer's vision. When the wearer is targeted with an illusion spell or spell-like ability of the pattern subschool (such as color spray), the spectacles absorb the magic and darken, protecting the wearer from the pattern effect. Once the spectacles absorb a spell and become opaque, the wearer becomes blinded until the spectacles are removed (a swift action). Patternward spectacles protect against spells or spell-like abilities of only 3rd level or lower; higher-level effects affect the wearer as normal. Once the spectacles absorb an effect, they lose their magic.Craft Wondrous Item, minor globe of invulnerabilityWondrous ItemDaughters Of Fury
Poltergeist Knotfaint transmutation3none6501/2 lb.This hopelessly knotted ball of golden twine defies any efforts to untangle it, forming new snarls out of nowhere just when it appears to be nearly unraveled. On command, the twine unrolls and snakes out through the air toward a target within 50 feet. Unless the target succeeds at a DC 13 Reflex save to avoid the poltergeist knot, at the twine's touch, the bindings of any containers the target is carrying (packs, pouches, sheaths, quivers, and so on) come undone and all their contents are swept up in a whirlwind, performing a madcap dance around the target's head. Anyone can grab an item as it spins by succeeding at a steal combat maneuver (Pathfinder RPG Advanced Player's Guide 322) against a CMD of 12. In addition, the spinning objects obstruct the target's sight; other creatures gain concealment against attacks made by the target. The equipment moves with the victim, whirling around her head for 3 rounds before falling to the ground. A poltergeist knot affects laces and buckles only on exterior containers-bottles in a pouch or a bag of caltrops in a backpack, for example, are swept into the whirlwind but don't spill their contents. The poltergeist knot works on inanimate objects, but can't open locks. A creature who isn't carrying a significant amount of gear may be immune to the poltergeist knot's effect, at the GM's discretion. Once used, the knot loses its magic and becomes 50 feet of tangle, mundane twine.Craft Wondrous Item, open/close, pilfering handUCWondrous ItemDaughters Of Fury
Quicksilver Glovesfaint transmutation5hands70001 lb.These tight-fitting gloves have silver tips at the end of each finger. When worn, the silver spreads to cover the gloves so they appear to be covered in liquid metal. As a swift action, the wearer can command the gloves to coat a held weapon with silver. The affected weapon is treated as silver for the purpose of overcoming damage reduction. The effect can be applied only to light or one-handed weapons made primarily of metal. This ability can be used for up to 10 rounds each day, though these rounds need not be consecutive. Once per day, the gloves' wearer can make an extra attack with a melee weapon as if using a speed weapon. This benefit does not stack with similar effects, such as a haste spell.Craft Wondrous Item, haste, versatile weaponWondrous ItemDaughters Of Fury
Scourge Vialfaint transmutation5none1200-Hurling this crystalline, ember-filled vial at an enemy causes the vessel to erupt in a burst of green smoke and burning ash that coalesces into a fire-blackened skull with burning eyes. Wreathed in oily, acrid smoke and trailing hot embers, the skull corkscrews around its target uttering biting insults and dire curses. The black smoke left in its wake causes watering eyes and wracking coughs. When a scourge vial is thrown as a ranged touch attack, the skull torments any single struck creature of size Large or smaller. The skull moves with the target, distracting it in combat with its chaotic orbit. Any combatant in melee with the target is considered to be flanking with the skull. The skull's trailing smoke and embers cause the target (and any creature occupying the same square as the target) to become dazzled. Furthermore, each round, the target must succeed at a DC 14 Fortitude save or become sickened by the smoke. Targets with the scent ability take a -4 penalty on their Fortitude saves. Creatures with the fire subtype are immune to the sickening effect. The skull and smoke dissipate in 5 rounds. If an attack roll made to throw a scourge vial fails, the vial is treated as a splash weapon to determine where it lands instead. If there is creature of size Large or smaller in the resulting square, make a touch attack against that target. If that attack misses, or there is no valid target in that square, the skull shrieks harmlessly before dissipating.Craft Wondrous Item, pyrotechnicsWondrous ItemDaughters Of Fury
Star Cinderstrong abjuration12neck500004 lbs.This tiny flake of dark, extraordinarily dense material is hung on a simple wire chain and seems to absorb the light around it. When activated, streaks of alien color play across its surface. Once per day, the wearer of a star cinder can choose one energy type (acid, cold, electricity, fire, or sonic). Creatures within 60 feet of the wearer with resistance or immunity to the selected energy type have that resistance or immunity suppressed for 12 rounds. Creatures with the elemental subtype are unaffected. An affected creature of the outsider type must succeed at a DC 17 Will save each round it remains within the area of effect or be forced to return to its home plane (as per the dismissal spell). Even if the outsider succeeds at its save, it is sickened for as long as it remains in the area of effect.Craft Wondrous Item, antimagic field, dismissal, resist energyWondrous ItemDaughters Of Fury
Stormcrusher Gauntletsmoderate abjuration and evocation10hands450005 lbs.These speckled metal gauntlets provide a noticeable prickling sensation when donned. Three times per day when the wearer would take electricity damage, she can attempt a Strength check as an immediate action to catch the electricity and crush it into harmless sparks that deal no damage (DC = 10 + 1 per 10 points of damage). If the wearer possesses mythic tiers (see Pathfinder RPG Mythic Adventures), she can also expend one use of her mythic power to reshape the crushed lightning into a variety of forms: blasts of electric force, blinding showers of sparks, or even lassos. This allows the wearer to perform a bull rush, dirty trick, grapple, reposition, or trip combat maneuver on her next turn against any opponent within range (10 feet per mythic tier she possesses). If the wearer succeeds at this combat maneuver check, her opponent also takes an amount of electricity damage equal to the wearer's combat maneuver check result (up to a maximum of the original electricity effect's damage). Creatures immune to electricity damage are immune to this ability. If the wearer expends the mythic power but doesn't attempt to use the crushed lightning by her next turn, the energy surges out, dealing the original effect's electricity damage to the wearer with no save granted.Craft Wondrous Item, Mythic Crafter, lightning bolt, shock shieldUCWondrous ItemDaughters Of Fury
Horse-Speaker's Saddlemoderate divination and transmutation9none1650020 lbs.This wood-and-leather riding saddle is stitched with icons of warriors on horseback. The saddle is of archaic design, with a thick girth, high cantle, and no stirrups. It automatically resizes to fit any mount from Medium to Huge size. When the saddle is worn by a mount, its rider can speak with animals at will, as the spell. Once per year as a full-round action, the rider can target the animal wearing the saddle with the awaken spell. This doesn't predispose the animal toward the rider and doesn't compel the animal to follow the rider's commands; in fact, if the rider has treated the animal cruelly, the awakened animal may attempt to unseat or attack the rider.Craft Wondrous Item, awaken, speak with animalsWondrous ItemTombs Of Golarion
Hearthhammermoderate9-3000010 lbs.The stone handle of this +3 adamantine warhammer is carved in the form of a stately dwarven woman. The wielder of Hearthhammer gains a +5 competence bonus on Craft (armor, jewelry, stonemasonry, traps, and weapon) checks. If the wielder is a humanoid with the dwarf subtype, this bonus increases to +10.Craft Magical Arms and Armor, fabricateWeaponTombs Of Golarion
Ossuary Maskfaint abjuration and divination5head31001 lb.This golden funerary mask depicts the serene expression found only at the moment of a peaceful death. When worn, it grants the wearer a +2 competence bonus on Appraise, Perception, and Sense Motive checks, and a +2 resistance bonus on Will saving throws.Craft Wondrous Item, guidance, resistanceWondrous ItemTombs Of Golarion
Force Casketmoderate evocation, necromancy, and universal10none8000-A permanent globe of shimmering force encloses one corpse, provided the corpse is small enough to fit within the 10-foot diameter of the sphere, which functions as a resilient sphere spell. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without causing harm to the corpse within. Nothing can pass through the sphere, either from the outside or from within. The corpse within a force casket is also preserved so that it does not decay.Craft Wondrous Item, gentle repose, resilient sphereWondrous ItemTombs Of Golarion
Advocate's Armormoderate enchantment11armor3316015 lbs.The papery layers of this robe barely constitute what would be traditionally called armor, yet act as +3 leather armor. Once per day, when the wearer is struck by a critical hit or sneak attack, he can choose to have his blood splatter across one of the paper layers and form the words of a binding deal between the attacker and the wearer. The wearer can put the opponent under a specific restriction for 24 hours, such as "I will not attack elves," or "I will attack only those who attacked me first." The terms of the contract must be simple enough for the creature to comprehend and spoken in a language it understands. This acts as a lesser geas spell, except without a limit to how many Hit Dice the target can have. A successful DC 19 Will save negates this effect.Craft Magic Arms and Armor, geas/quest, creator must make a pact with a devilArmorMelee Tactics Toolbox
Alchemist's Suitvaries5armor3025015 lbs.This bizarre +1 quilted clothUE armor holds eight small vials that can be filled with potions, poisons, or other alchemical substances, plus numerous decoys. If the wearer is struck by a bludgeoning attack or critical hit, is grappled, takes constrict damage, or is swallowed whole, the wearer can choose one vial to break as an immediate action that does not provoke an attack of opportunity. The wearer must choose himself or his attacker as the target of the vial's contents, which immediately produce their effect. If the wearer is the target, the effect functions at half strength and for half the normal duration (minimum 1 round). For example, a potion of cure moderate wounds broken in this manner cures half as many hit points as normal. If the wearer's opponent is the target, the wearer must attempt a touch attack against the opponent to apply the effect. If the attack is successful, the opponent is affected as if struck by the vial's contents. If the vial contains a substance that would harm the opponent only upon ingestion, the opponent can avoid being affected if she succeeds at a DC 15 Reflex save.Craft Magic Arms and Armor, shrink itemArmorMelee Tactics Toolbox
Armiger's Armorstrong abjuration13armor2250050 lbs.This +1 adamantine light fortification full plate is crafted from tightly fitted smooth, dull plates trimmed in gold. As adamantine heavy armor, it grants its wearer DR 3/-. When the armor is not worn, a creature can touch the armor and speak a command word to cause the armor to leap up and fit itself to that creature. The armor is considered properly donned when put on in this way. The wearer can speak the command word to have the armor remove itself and, if not restrained, stack itself neatly nearby or arrange itself on an appropriate armor rack, if one is adjacent.Craft Magic Arms and Armor, animate object, limited wish or miracle, creator must be proficient with heavy armorArmorMelee Tactics Toolbox
Armor Of The Sandsmoderate transmutation7armor1416015 lbs.This +2 leather armor is made of camel hide and has been worn smooth as if blasted by sand. The wearer is protected from mundane extremes of cold and heat (as the endure elements spell), and can see normally in sandstorms, dust storms, and similar conditions. Once per day as a swift or immediate action, the wearer can briefly turn to sand when hit by an attack but before damage is determined. For the purposes of resolving the damage, the wearer is treated as an incorporeal creature. Only a single attack is affected by each use of this ability.Craft Magic Arms and Armor, stoneskinArmorMelee Tactics Toolbox
Elephant Shieldmoderate evocation and transmutation6shield2134010 lbs.This +2 leather maduUE is designed in the form of a bull elephant's head, complete with imposing ivory tusks. The shield provides a +3 circumstance bonus on combat maneuver checks made to bull rush opponents. If used as a weapon, the elephant shield grants a +1 enhancement bonus on attack rolls and damage rolls and deals damage as if it were one size category larger than it is. Once per day, the bearer of the elephant shield can have the trunk of the shield lash out, allowing the wielder to attempt a grapple combat maneuver check against a foe as a swift action. This combat maneuver doesn't provoke attacks of opportunity.Craft Magic Arms and Armor, beast shape I, force punchUCArmorMelee Tactics Toolbox
Gelugon Armorstrong abjuration and evocation13armor11765050 lbs.This +4 full plate is fashioned to make the wearer appear to be an ice devil, complete with insectile eyes. Frosty blue energy emanates from the armor's joints, and the helm's eyes intermittently surge with diabolical power. The armor has a long, spearlike tail that can be used to make a single primary natural attack per round as a standard action if the wearer makes no other attacks. This tail attack deals 1d10 points of damage plus 2d6 points of cold damage for a Medium wearer. The tail can also be used to make attacks of opportunity that count against the wearer's maximum number of attacks of opportunity per round.Craft Magic Arms and Armor, resist energy, creator must be lawful evilArmorMelee Tactics Toolbox
Shield Of The Mazebornfaint divination and enchantment5shield1817015 lbs.This +1 bashing heavy steel shield resembles a bull's head with a complex, maze-like rune inscribed on the creature's forehead. In addition to the shield's bashing ability, the shield allows the wielder to use know direction at will and find the path once per week. As long as the shield is equipped, it also grants the wearer immunity to the maze spell.Craft Magic Arms and Armor, bull's strength, find the path, know directionArmorMelee Tactics Toolbox
Spellbane Shieldstrong abjuration15shield7918045 lbs.This massive iron-covered +2 tower shield grants the wielder a +3 resistance bonus on saving throws against spells, spell-like abilities and supernatural abilities, and reduces hit point damage taken from such sources by 10 points.Craft Magic Arms and Armor, spell resistanceArmorMelee Tactics Toolbox
Wizard's Mailstrong conjuration15armor521005 lbs.This chain armor is so fine it offers protection only because it's enchanted and made of mithral. It acts as a suit of +4 greater slick leather armor. It has a maximum Dexterity bonus to AC of +8 and imposes no chance of arcane spell failure.Armor Proficiency (light), Craft Magic Arms and Armor, grease, iron bodyArmorMelee Tactics Toolbox
Writhing Armormoderate transmutation6armor94805 lbs.This elaborate +2 silken ceremonial armorUE is made of layers of silken braids and is often worn by diplomats and royalty when more drab or utilitarian armor is socially inappropriate. The wearer of writhing armor can cause it to unravel long braids of silk that twist and lash out of their own accord. The wearer can use one such braid to make attacks as a +1 whip. The constant writhing of the braids also grants the wearer a +4 dodge bonus to AC for 1 round when taking the withdraw action as a full-round action.Craft Magic Arms and Armor, animate ropeArmorMelee Tactics Toolbox
Dinosaur-Killermoderate conjuration and evocation8none193058 lbs.This +1 animal-bane boar spearUE has a wide crossbar engraved with symbols depicting an open hand. The boar spear increases the shield bonus to AC against a charging opponent hit with the spear by 2. If the dinosaur-killer is set against a charging foe and hits that foe, the wielder can attempt a bull rush combat maneuver check against the charging opponent as an immediate action after the charge attack is resolved. This combat maneuver doesn't provoke attacks of opportunity.Craft Magic Arms and Armor, force punchUM, shield, summon monster IWeaponMelee Tactics Toolbox
Diplomat's Traveling Stickfaint transmutation3none93454 lbs.The blade of this +1 sword caneUE is sheathed within a polished oaken cane bearing a brass head in the shape of clasped hands. When sheathed, the diplomat's traveling stick grants the wielder a +3 competence bonus on Diplomacy checks. Once per day as part of an action to draw the blade, the wielder can attempt an Intimidate check to demoralize all foes within 30 feet who can see or hear him.Craft Magic Arms and Armor, eagle's splendorWeaponMelee Tactics Toolbox
Goad Of Obediencemoderate enchantment8none115085 lbs.This +1 ankus (see page 18) grants the wielder a +2 competence bonus on wild empathy checks. Five times per day, the wielder can make a touch attack with the goad of obedience against any animal as a standard action. On a hit, the animal must succeed at a DC 11 Will save or be charmed by the wielder, as charm animal. An animal that successfully saves against this effect can't be charmed by the goad of obedience for 24 hours. In addition, once per day as an immediate action, the wielder can paralyze an animal hit by the goad of obedience, as hold animal (Will DC 13 negates).Craft Magic Arms and Armor, charm animal, hold animalWeaponMelee Tactics Toolbox
Hourglass Quarterstaffstrong conjuration, divination, and transmutation14none633004 lbs.This +1 disruption/+1 invigoratingUE quarterstaff is a sturdy shaft of yew with heavy metal rings at each end. The quarterstaff is thinner in the center than at the ends, giving it the appearance of a very elongated hourglass. The wielder of the hourglass quarterstaff can use threefold aspectAPG once each day, but this spell expires if the hourglass quarterstaff leaves the wielder's hand for more than 1 minute. The wielder instantly knows the age step of any humanoid creature she views; for most creatures, this is young, adult, middle age, old, or venerable. This ability penetrates mundane disguises but not illusions or magical disguises. For example, the wielder would identify a middle-aged halfling masquerading as a human child as middle-aged, but would identify a doppelganger in the form of an old woman as old.Craft Magic Arms and Armor, deathwatch, good hope, heal, threefold aspectAPGWeaponMelee Tactics Toolbox
Husk Dartmoderate conjuration and transmutation6none193011/2 lb.This thick metal +2 wushu dartUE has a ring at its base tied with a short ribbon of green silk. If the wielder confirms a critical hit against a living creature with the husk dart, the creature is stricken with an insatiable hunger, as feast of ashesAPG (Fortitude DC 16 negates). If the creature fails its saving throw, the husk dart's wielder gains 2d6 temporary hit points that last up to 24 hours and is nourished as though he had just eaten a normal meal; a wielder with the ki pool class feature also regains 1 ki point.Craft Magic Arms and Armor, feast of ashesAPG, lesser restorationWeaponMelee Tactics Toolbox
Infecting Spikemoderate necromancy6none423502 lbs.An infecting spike is a large, corroded armor spike. When carefully placed against a suit of armor without armor spikes as a full-round action, an infecting spike attaches itself firmly to the armor, which instantly sprouts +2 armor spikes that immediately inflict the red ache disease on any creature damaged by the spikes (Fortitude DC 15 negates; the onset period does not apply). Any creature that successfully saves against the red ache can't be infected by the armor spikes again for 24 hours. The armor's wearer is immune to red ache and gains a +4 resistance bonus on saving throws against other diseases. A suit of armor with an infecting spike attached slowly degrades, its joints rusting and seams tearing. Beginning 24 hours after the infecting spike is attached, the armor takes 1d4 points of damage each day. This damage bypasses the armor's hardness, and can be repaired or mended normally. Removing an infecting spike requires 1 minute of scraping and twisting before it comes free with a ragged tearing sound. As soon as the infecting spike is removed, the armor gains the broken condition; if it already had the broken condition, the armor is instead reduced to 0 hit points.Craft Magic Arms and Armor, contagionWeaponMelee Tactics Toolbox
Leng Flail, Lessermoderate transmutation6none831510 lbs.The immense and inscrutable Leng spiders are known to construct makeshift flails by linking nearby debris, such as rocks or skulls, with their own extruded web fibers. Although this organic webbing typically degrades over time, skillful alchemy can preserve one of these weapons indefinitely. A lesser Leng flail is a +1 heavy flail that allows its wielder to use spider climb at will. Much less common are greater Leng flails, which are +2 throwing heavy flails that have the same spider climb ability of the lesser flail. In addition, when the wielder of a greater Leng flail confirms a critical hit against a creature, the target suffers horrific hallucinations for 1d4 rounds, becoming confused (Will DC 19 negates). This is a mind-affecting effect.Craft Magic Arms and Armor; spider climbWeaponMelee Tactics Toolbox
Leng Flail, Greatermoderate transmutation and enchantment6none5031510 lbs.The immense and inscrutable Leng spiders are known to construct makeshift flails by linking nearby debris, such as rocks or skulls, with their own extruded web fibers. Although this organic webbing typically degrades over time, skillful alchemy can preserve one of these weapons indefinitely. A lesser Leng flail is a +1 heavy flail that allows its wielder to use spider climb at will. Much less common are greater Leng flails, which are +2 throwing heavy flails that have the same spider climb ability of the lesser flail. In addition, when the wielder of a greater Leng flail confirms a critical hit against a creature, the target suffers horrific hallucinations for 1d4 rounds, becoming confused (Will DC 19 negates). This is a mind-affecting effect.Craft Magic Arms and Armor; confusion, magic stone, spider climbWeaponMelee Tactics Toolbox
Riddling Khopeshmoderate conjuration, evocation, and transmutation10none153208 lbs.This +1 khopeshUE has a handle in the shape of an elongated sphinx, with the sphinx's serene face as the pommel of the sword. Once per day, the wielder can attempt to answer a series of riddles posed telepathically by the khopesh over 10 minutes. At the end of that time, if the wielder succeeds at a DC 15 Intelligence check (the wielder can't take 10 or 20 on this check), the sword's enhancement bonus increases by 1 for the next 24 hours as long as it is wielded by the creature who correctly answered its riddles. If the result of the Intelligence check is 20 or more, the wielder can also add the flaming, ghost touch, or keen special weapon ability to the weapon for 24 hours.Craft Magic Arms and Armor, communeWeaponMelee Tactics Toolbox
Amulet Of Quaking Strikesstrong evocation15neck28000-This simple bronze amulet depicts a mountaintop being shattered by a sword blow. Twice per day, the amulet's wearer can make a single melee attack against the ground as a standard action. The wearer can choose a point of origin within 100 feet of himself and apply his attack roll against all creatures within a 20-foot radius of that point. The amulet's wearer rolls his attack's damage once and applies it to all creatures in the affected area. The damage includes the weapon's base damage dice, the wearer's Strength modifier, and damage from feats such as Power Attack and Vital Strike; it doesn't include damage from other magical sources, such as enhancement bonuses, spells, and magic weapon special abilities.Craft Wondrous Item, earthquakeWondrous ItemMelee Tactics Toolbox
Anchoring Bracersmoderate transmutation9wrists300002 lbs.These iron bracers are covered in hooks and small claws. They strap firmly to the wearer's forearms and can be used to make attacks as spiked gauntlets. Three times per day, the bracers' wearer can telekinetically anchor herself to a foe within 190 feet as a full-round action. This requires a combat maneuver check, which doesn't provoke an attack of opportunity. The wearer gains a +2 circumstance bonus on this check for every size category by which her target is larger than she. On a successful check, either the wearer or the target (whichever weighs less) moves to be adjacent to the other (moving to the closest free adjacent space). This movement does not provoke attacks of opportunity. For 1 minute, the wearer and target are kept adjacent by the power of the bracers. Each is able to move only by succeeding at an opposed Strength check, and always takes the other along even if successful. Additionally, both the wearer and the target are unable to engage in dimensional travel for this duration, as if under the effect of a dimensional anchor spell. The wearer of the anchoring bracers can dismiss the anchoring effect before the end of its duration as a standard action.Craft Wondrous Item, telekinesisWondrous ItemMelee Tactics Toolbox
Arms Of The Marilithstrong transmutation15shoulders3000010 lbs.This leather harness has four clockwork arms attached to it. When it's worn, the arms are positioned behind the wearer's shoulders, with one pair slightly higher than the wearer's and the other set slightly lower, and they spring to life and move under the wearer's control. The arms lack the agility to aid in casting spells, crafting, picking locks, or completing any other fine motor skill, and can't use items placed in their hands. However, each arm's hand can hold any item the wearer could hold in one hand, allowing the wearer to have up to six total pieces of equipment ready for use at once. Once per round as a free action, the wearer can switch which items are held by which hands. Weapons wielded by the arms can't be used for most attacks but can take advantage of a foe's distraction or lowered guard-each clockwork arm wielding a weapon can make one attack of opportunity per round, and all such attacks are treated as off-hand attacks.Craft Wondrous Item, animate objectsWondrous ItemMelee Tactics Toolbox
Corset Of Delicate Movesfaint transmutation5chest2000-This tight-fitting garment of fine silk has thin bone ribbing sewn into it. Once per day as a move action, the wearer can take an additional swift action. This swift action can't be used to cast a spell or spell-like ability. The shirt must be worn for 24 hours before this ability can be used.Craft Wondrous Item, cat's grace, hasteWondrous ItemMelee Tactics Toolbox
Crown Of Challengestrong enchantment15head210001 lb.This jagged steel crown is rough and scratched but shows no sign of being dented or misshapen. Once per day, the wearer can issue a challenge to a creature able to see and hear him. The creature gains a +2 morale bonus on melee attack rolls and damage rolls against the crown's wearer for 1 minute. The creature challenged also takes a -2 penalty on attack rolls and damage rolls against all targets other than the wearer, and takes a -2 penalty to the save DCs of its spells, spell-like abilities, and supernatural abilities that affect other targets unless they also affect the wearer of the crown. These penalties last 1 minute or until the creature challenged makes a melee attack against the wearer of the crown. If the crown's wearer has the challenge class feature, he gains the benefit of his challenge against the creature challenged without expending a daily use of his own challenge ability.Craft Wondrous Item, greater planar allyWondrous ItemMelee Tactics Toolbox
Eyes Of The Liarfaint divination5eyes16000-These smoked crystal lenses hide the wearer's thoughts and intents from the prying minds of others. They grant the wearer a +5 competence bonus on Bluff checks and immunity to detect thoughts. Both lenses must be worn for the magic item to function.Craft Wondrous Item, eagle's splendor, nondetectionWondrous ItemMelee Tactics Toolbox
Gladiator's Sandalsfaint transmutation5feet60001/2 lb.These sand-worn leather sandals are designed to lace around the calf and are favored by pit fighters and those who make careers out of performing in the ring. When the wearer acts during a surprise round and attempts any combat maneuver check, she gains a +4 circumstance bonus on that check. If the check is successful, the wearer can also attempt a performance combat check (Pathfinder RPG Ultimate Combat 153) with a +10 circumstance bonus to affect the crowd's attitude.Craft Wondrous Item, eagle's splendor, hasteWondrous ItemMelee Tactics Toolbox
Ratcheting Gauntletsfaint transmutation5hands120005 lbs.This set of cold iron gauntlets has pistons, gears, and hinges connecting all the joints and plates. As a swift action, the wearer can command one or both of the gauntlets to lock into position or unlock and move normally. If a gauntlet locks while holding a weapon, it acts as a locked gauntlet, providing the wearer a +10 bonus to his Combat Maneuver Defense against being disarmed. Locking the gauntlets also grants the wearer a +4 bonus on combat maneuver checks to pin a grappled foe and Climb checks to catch himself while falling. They can also allow other uses at the GM's discretion, such as hanging from a ledge or similar position without having to attempt a Climb check or becoming fatigued.Craft Wondrous Item, bear's endurance, bull's strengthWondrous ItemMelee Tactics Toolbox
Serpentform Beltfaint transmutation5belt200001/2 lb.This snakeskin belt is crafted from the hides of brightly hued serpents. When buckled, it immediately binds tightly to the wearer's waist. Once per day, the wearer can command the serpentform belt to transform her lower half into that of a serpent. While in this form, the wearer gains a +4 bonus on combat maneuver checks to grapple or pin a foe. Once a foe is grappled, the wearer can constrict the opponent with any successful subsequent grapple checks, dealing an amount of bludgeoning damage equal to 1d8 + her Strength modifier, if Medium (1d6 if Small). The snake form lasts until another command is given, or for a maximum of 10 minutes, whichever is shorter.Craft Wondrous Item, beast shape IWondrous ItemMelee Tactics Toolbox
Swordmaster's Shirtfaint divination5chest10000-This stylish silk shirt has a loose and flowing fit except for the sleeves, which cling snugly to the wearer's arms from elbow to wrist. The sleeves guide the wearer's attacks to take advantage of brief gaps in a foe's defenses. Five times per day, the wearer can make a lunging melee maneuver and extend his reach by 5 feet for a single melee attack. If the wearer has the Lunge feat, he can instead use that feat five times per day without taking the normal -2 penalty.Craft Wondrous Item, Lunge, cat's graceWondrous ItemMelee Tactics Toolbox
Vestments Of Warmoderate evocation9body14000-These sturdy leather robes are edged in fine linen embroidered with runes and holy symbols. If worn by a creature capable of casting divination spells who worships a specific deity, the embroidery shifts to depict symbols and icons appropriate to the wearer's faith. The robes act as a divine focus for such wearers, allowing spells requiring a divine focus to be cast without the need to hold any other holy symbol. Additionally, if the wearer can channel energy, she can do so one additional time per day. If the wearer can lay on hands, she instead gains two additional uses of that ability per day. If the wearer has the fervor class feature, she instead gains two additional uses of fervor per day.Craft Wondrous Item, divine favor, righteous mightWondrous ItemMelee Tactics Toolbox
Victor's Beltfaint enchantment5belt50001 lb.This thick leather belt is adorned with several oversized iron plates and disks depicting images of orc gladiators in battle. The wearer of a victor's belt gains a +2 morale bonus on all combat maneuver checks and to Combat Maneuver Defense. In addition, the wearer can enter a rage (as the rage spell) as a standard action once per day. Whenever the wearer takes an amount of damage equal to at least half his current hit points in a single round, there is a 50% chance that the belt activates its rage ability automatically as an immediate action, provided the power has not already been activated that day and the wearer is not already raging. Regardless of how the rage is activated, it lasts for 5 rounds.Craft Wondrous Item, bull's strength, rageWondrous ItemAP 92
True Love Locketfaint divination3neck6000-These gold, heart-shaped pendants, which open to reveal small hollows inside, always come in pairs and must be on the same plane of existence to function. When two people with a strong emotional bond (such as good friends, family members, or lovers) each wear one of the lockets containing a keepsake from the other person (usually a lock of hair or small picture), the lockets' magic becomes evident. After 24 hours of wearing a linked locket, each wearer knows the condition of the other, as a constant status spell. In addition, when either wearer uses the aid another action to assist the wearer of the linked locket, the bonus gained is increased by 1. Lastly, once per day, each wearer may use one of the known skills of the wearer of the linked locket, as borrow skill (Pathfinder RPG Advanced Player's Guide 207). If either wearer of a linked true love locket takes the pendant off, has it forcefully removed, is killed, or travels to another plane, both lockets cease to function until re-attuned after 24 hours.Craft Wondrous Item, borrow skillAPG, statusWondrous ItemAP 92
Arboreal Armormoderate transmutation9armor1867025 lbs.The oaken plates of this +1 wild wooden armorAPG are rough with untreated bark. The wearer can activate the armor with a command word, causing her flesh to become treelike in appearance and resilience. This grants the wearer a +4 enhancement bonus to her existing natural armor bonus and removes her need to breathe, but reduces her speed by half and imposes a -2 penalty on Reflex saves. This effect remains until dismissed as a free action. The wearer can use this ability for up to 10 rounds per day, though the rounds need not be consecutive.Craft Magic Arms and Armor, baleful polymorph, barkskinArmorHeroes Of The Wild
Bogstrider Bootsmoderate abjuration7feet100001 lb.These soft leather boots smell strongly of marsh gas, and leave faint wet prints behind even when they're dry. Despite these aesthetic flaws, bogstrider boots are of great use in areas of swampy terrain. They provide the wearer the ability to move without penalty in squares of shallow or deep bog (Pathfinder RPG Core Rulebook 427), and the DCs of Acrobatics checks attempted by the boots' wearer are unchanged in squares of shallow bog. In addition, three times per day when the wearer takes a charge or withdraw action, she can increase her speed by 60 feet for 1 round.Craft Wondrous Item, freedom of movement, hasteWondrous ItemHeroes Of The Wild
Fan Of Autumnfaint illusion3none60001 lb.This delicate fan is made of dried leaves and thin twigs. Three times per day as a standard action, the wielder can wave the fan to summon forth a 30-foot cone of swirling red and gold leaves that lasts for 3 rounds. This area acts as obscuring mist, except for the duration and the fact it is composed of leaves rather than fog (thus, creatures able to see through mist and fog can't see through the fan of autumn's concealment). As long as the wielder has the fan in her hand, the leaves don't obscure her vision.Craft Wondrous Item, gust of windWondrous ItemHeroes Of The Wild
Frostwild Bridlemoderate evocation9head480002 lbs.When this bridle of crystal-studded white leather is placed on a horse or similar mount, the animal's eyes emit a bright azure glow and its hair glistens with magical frost. A frostwild bridle provides cold resistance 20 to its wearer. Also, three times per day on the rider's command, the animal wearing a frostwild bridle can breathe a 60-foot cone of frost that deals 9d6 points of cold damage to all creatures in the area. A successful DC 17 Reflex save halves the damage.Craft Wondrous Item, cone of cold, resist energyWondrous ItemHeroes Of The Wild
Gauntlets Of Twisting Vinesfaint transmutation3hands50002 lbs.These wrist wraps are actually dark, thorny vines that constantly move and twist around the wearer's hands of their own accord. The wearer gains a +2 circumstance bonus on combat maneuver checks to disarm, grapple, and stealAPG. Once per day when the wearer successfully pins a foe with a grapple check, the vines can move off the wearer (ending the circumstance bonus on combat maneuver checks), envelop the target, and tie it up. A tied-up victim can escape the vines by succeeding at a combat maneuver or Escape Artist check with a DC equal to the result of the combat maneuver check that pinned the victim. The character who was wearing the gauntlets when they were used to envelop a target can remove them from the target as a move action. Any other creature must succeed at a combat maneuver or Strength check at the same DC to pry the gauntlets loose of an enveloped target.Craft Wondrous Item, Improved Grapple, entangleWondrous ItemHeroes Of The Wild
Greensurge Bombfaint transmutation5none7501 lb.A greensurge bomb is a small magically and alchemically treated plant bulb with a root growing out of that forms a handle. The bomb can be thrown like a splash weapon with a range increment of 10 feet. When the bomb strikes the ground, it bursts open, scattering weeds in a 10-foot radius. At the beginning of the thrower's next turn, the weeds rapidly grow into thick undergrowth, creating an area of difficult terrain. The weeds flourish regardless of the surrounding natural terrain (even in urban settings or on hard rock floors) but don't grow on damaging surfaces, such as pools of lava or acid. The new vegetation lasts for 5 minutes before it turns brown and crumbles to dust.Craft Wondrous Item, plant growthWondrous ItemHeroes Of The Wild
Oaken Staffmoderate evocation10none318004 lbs.This thick, 5-foot-long wooden staff is made of rough oak and has two branches growing from the top. The branches twist together and bend back toward the body of the staff, and their leaves often rustle as if blown by a light breeze even when the surrounding air is still. An oaken staff functions as a +1 calledUE spell storing quarterstaff, but can't be used as a double weapon (only one end of the staff is usable in combat). The staff allows use of the following spells. • Barkskin (1 charge) • Plant growth (2 charges) • Speak with plants (2 charges) The wielder is immune to the terrain effects of the plant growth spell cast from the staff. In addition, shillelagh can be cast on an oaken staff despite it being a magic quarterstaff, increasing its enhancement bonus by 1. The staff retains the effects of the shillelagh spell even if wielded by someone other than the spell's caster. Once per day, a character wielding an oaken staff who has either barkskin or plant growth on her class spell list can cast speak with plants from the staff without attempting a Use Magic Device check (this expends 3 charges instead of 2).Craft Magic Arms and Armor, Craft Staff, barkskin, plant growth, speak with plants, teleport, creator must be a caster of at least 12th levelWeaponHeroes Of The Wild
Shatterstone Hammerstrong transmutation7none2671215 lbs.The head of this +1 warhammer is made from magically treated stone that is as hard as metal. A shatterstone hammer deals double damage against unattended earthen and stone objects, and gains the benefit of being a bane weapon when used against creatures of the earth subtype and constructs made of clay or stone. Once per day on a successful attack made with the hammer, the wielder can cause the target to be slowed (as the slow spell). A DC 14 Will save negates this effect.Craft Magic Arms and Armor, shatter, slowWeaponHeroes Of The Wild
Storm Gogglesfaint transmutation3eyes6000-These goggles, made from a pair of smoky crystal lenses set in an adjustable leather strap, help the wearer see through storms of rain, snow, or even dust. A pair of storm goggles fully negates any Perception penalties imposed by a natural storm or atmospheric condition. Also, once per round when the wearer makes an attack against a target that has concealment from him because of natural or magical fog, mist, clouds, or vapor, the wearer can choose to roll the miss chance percentile twice and take the better of the two results.Craft Wondrous Item, Skill Focus (Perception), acute sensesUMWondrous ItemHeroes Of The Wild
Thunder Strapmoderate transmutation9none60000-This sturdy leather strap seems worn and weathered, but is as strong as steel. When wrapped around the grip of a melee weapon for 24 hours, the strap's magic becomes active. Once per day, the wielder of a melee weapon so wrapped can hold the weapon aloft for 1 minute to change local weather conditions to create a thunderstorm. This acts as control weather, except only thunderstorms can be created. Additionally, the wielder can cast call lightning storm once per day. If used outside, this spell is cast as if the local conditions are stormy.Craft Wondrous Item, call lightning storm, control weatherWondrous ItemHeroes Of The Wild
Armageddon Platefaint transmutation5armor265050 lbs.A suit of armageddon plate acts as +1 full plate for nearly any wearer-it automatically resizes when donned to fit wearers of size Small to Large. The armor is blackened, with joints and helm in a style reminiscent of the legendary tarrasque. 6th Level: Armageddon plate is +1 light fortification full plate. 8th Level: Armageddon plate retaliates against melee attackers when its fortification ability triggers. When an attacker strikes the wearer with a melee weapon and the armor negates a critical hit or sneak attack, the power of the armor leaves the attacker shaken for 1d4 rounds (Will DC 16 negates). This is a mind-affecting fear effect, and can stack with itself to make an attacker frightened or panicked. 11th Level: Armageddon plate is +1 moderate fortification full plate. 13th Level: Armageddon plate is +2 moderate fortification full plate. The save DC of its fear effect increases to 20, and it affects attackers who use both ranged and melee weapons. 16th Level: Armageddon plate is +2 moderate fortification full plate of invulnerability. Armageddon plate grants DR 5/- instead of DR 5/magic. 18th Level: Armageddon plate is +2 moderate fortification adamantine full plate of determinationUE and invulnerability. The damage reduction from adamantine stacks with the modified invulnerability effect for a total of DR 8/-. 20th Level: Armageddon plate is +2 heavy fortification adamantine full plate of determinationUE and invulnerability. Once per day, the wearer can lengthen the spines of the armor and release a volley of six spines as a full-attack action, all at the wearer's highest base attack bonus with a range increment of 120 feet. Each spine that hits deals 2d10 damage + the wearer's Strength bonus. If the spines attack multiple targets, all targets must be within 30 feet of each other. Once per day, the wearer can change her base land speed to 150 feet for 1 round as a free action. If she chooses to do so, she does not apply any other modifications that increase her movement speed for that round.Craft Magic Arms and Armor, breath of life, fear, either limited wish or miracleArmorPathfinder Unchained
Armor Of The Celestial Hostmoderate transmutation9armor690020 lbs.This bright, silver-and-gold +1 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 +5, an armor check penalty of -2, and an arcane spell failure chance of 15%. It is considered light armor. 11th Level: The wearer can use fly on command once per day. 13th Level: The armor is +3 chainmail, and the maximum Dexterity bonus increases to +7. 15th Level: The armor is +4 chainmail, the maximum Dexterity bonus increases to +8, and the armor check penalty decreases to -1. 17th Level: The armor is +5 chainmail, and the wearer can activate the fly ability on command as a swift action. 19th Level: The armor causes the wearer to grow feathery white wings, granting her a constant fly speed of 60 feet with good maneuverability.Craft Magic Arms and Armor, fly, creator must be goodArmorPathfinder Unchained
Dragonshieldstrong abjuration14shield2855710 lbs.This +1 heavy wooden shield is covered in stretched dragonhide and reinforced with petrified plates carved from a dragon's thickest scales. A dragonshield's enhancement bonus to AC increases by 1 against any creature with the dragon type, or by 2 against a dragon of the specific type used in the creation of the dragonshield. The enhancement bonus also applies on saving throws against dragons' breath weapons. If the wielder succeeds at a saving throw against a dragon's breath weapon, she takes no damage. 12th Level: The shield gains the bolsteringUE shield special ability. The saving throw bonus granted by this ability is increased by 1 against creatures of the dragon type and by 2 against dragons of the same type as the shield's dragonhide. 14th Level: The shield gains the energy resistance special ability. The type of resistance matches the breath weapon energy type of the dragon whose dragonhide was used in the shield's construction. 16th Level: The shield's enhancement bonus increases to +2, and the wearer gains a +6 morale bonus on saving throws against a dragon's frightful presence.Craft Magic Arms and Armor, heroism, remove fear, resist energyArmorPathfinder Unchained
Legacy Arrowfaint transmutation4none3051/10 lb.This ornately carved arrow always survives being fired. By concentrating as a standard action, the last person to shoot the arrow can sense the direction in which it lies, up to a distance of 1 mile. This effect fades 24 hours after firing. Initially, a legacy arrow acts merely as a masterwork arrow, but it always retains its ability to survive and be recovered after use. Legacy arrows can be found as other sorts of ammunition, including bolts, shuriken, sling bullets, and even firearm bullets. 6th Level: The arrow has the distance special ability, normally not available to ammunition. When fired, it loses this weapon special ability and any gained at higher levels for 1 day. 9th Level: The arrow has the distance and seeking special abilities. 11th Level: When fired, the arrow regains its special abilities after 10 minutes instead of 1 day. 14th Level: Once per day as a standard action, the arrow's wielder can designate it as a bane arrow for a category of her choice. It retains its current bane properties until they are changed. The arrow still takes 10 minutes to regain the use of bane, as usual. 16th Level: The arrow retains its bane, distance, and seeking special abilities after being fired. 18th Level: Once per week, the wielder can take a standard action to fire the arrow, giving it the properties of a greater slaying arrow (keyed to the same category as its bane ability) in addition to its other special abilities. After being fired, the arrow loses all special abilities for 1 week. 20th Level: The greater slaying ability can be used once per day (after which the arrow loses all special abilities for 1 day) rather than once per week. The arrow overcomes damage reduction as though adamantine.Craft Magic Arms and Armor, Heighten Spell, clairaudience/ clairvoyance, finger of death, summon monster I, true seeingWeaponPathfinder Unchained
Multimetal Macemoderate transmutation6none26504 lbs.This +1 light mace has bands of several different metals around its hilt, each band one inch thick. Once per day, the mace's owner can transform the mace into a different metal as a standard action. The multimetal mace remains that type of metal until transformed again. To begin with, it can transform to silver or back to steel. It retains all magical abilities when it transforms, along with any ongoing spells and effects currently affecting it. 8th Level: The multimetal mace can be transformed into cold iron. 10th Level: The multimetal mace can be transformed into adamantine. 12th Level: The multimetal mace is a +2 light mace.Craft Magic Arms and Armor, heart of the metalACGWeaponPathfinder Unchained
Sacred Avengermoderate abjuration [good]6none48004 lbs.This masterwork cold iron longsword becomes a +1 cold iron longsword in the hands of a paladin. 8th Level: The sacred avenger is a +1 cold iron longsword that becomes a +2 cold iron longsword in the hands of a paladin. 10th Level: The sacred avenger becomes a +3 cold iron longsword in the hands of a paladin. 12th Level: The sacred avenger is a +2 cold iron longsword that becomes a +4 cold iron longsword in the hands of a paladin. 14th Level: The sacred avenger becomes a +5 cold iron longsword in the hands of a paladin. 17th Level: The sacred avenger allows a paladin to use the area dispel version of greater dispel magic at will as a standard action and grants the paladin and adjacent allies spell resistance equal to 5 + her paladin level.Craft Magic Arms and Armor, holy aura, creator must be goodWeaponPathfinder Unchained
Spear Of The Huntmastermoderate divination6none26506 lbs.This +1 spear of jet-black wood has a head of polished amber. The spear's wielder can use know direction at will. 8th Level: With the spear in hand, the wielder gains a +5 competence bonus on Survival checks. 10th Level: A wielder with the quarry class feature (Core Rulebook 67) can use the spear to use locate creature once per day to find his quarry. If his quarry is within range, the amber spearhead glows brightly when pointed in the proper direction. 12th Level: The spear gains the returning weapon special ability.Craft Magic Arms and Armor, detect animals or plants, know direction, locate creature, telekinesisWeaponPathfinder Unchained
Thirsting Blademoderate necromancy6none48002 lbs.This long, curved +1 dagger gives off a contented hum when soaked with blood. It can be thrown normally despite its length and has a critical threat range of 18-20. 8th Level: The thirsting blade is a +1 keen dagger. 10th Level: The thirsting blade deals 1 point of bleed damage on a successful critical hit. 14th Level: The thirsting blade is a +1 keen wounding dagger. On a successful critical hit, the dagger deals 2 points of bleed damage instead of 1. 15th Level: The thirsting blade is a +2 keen wounding dagger. 16th Level: The thirsting blade is a +3 keen wounding dagger. 17th Level: The thirsting blade is a +4 keen wounding dagger. 19th Level: On a successful critical hit against an opponent with blood, the thirsting blade's wielder recovers 2 hit points. This ability functions only for the first wielder each day to score a critical hit with the thirsting blade. The wielder can recover a number of hit points in this way each day up to that wielder's normal maximum hit points. On a successful critical hit against an opponent with blood, that opponent is flat-footed against the wielder's attacks with the thirsting blade as long as it continues to take the bleed damage from the critical hit. 20th level: The thirsting blade is a +5 keen vicious wounding dagger.Craft Magic Arms and Armor, bleed, enervation, keen edge, vampiric touchWeaponPathfinder Unchained
Fivefold Rings Of Firemoderate evocation10ring10800-These five golden rings are each set with a fire opal and are linked together by thin golden chains (making them take up only a single ring item slot). The wearer can release up to five scorching rays each day, one from each of the five rings. She can release one ray as a standard action or two rays (from two different rings) as a full-round action. 12th Level: Each day, the wearer can ignore up to 40 points of fire damage as if using protection from energy. This fire damage is absorbed into the fivefold rings of fire; when this happens, if the wearer has already expended one or more of her scorching rays for the day, she can recharge one of the rings for every 20 points of fire damage she absorbs. 14th Level: In place of a scorching ray, the wearer can choose to create a flaming sphere. The effect takes the form of hollow rings of flame instead of a sphere, but otherwise functions as the spell. 16th Level: The amount of fire damage the wearer can absorb each day increases to 100 points.Craft Wondrous Item, flaming sphere, protection from energy, scorching rayRingPathfinder Unchained
Ring Of The Drake (flame)moderate abjuration9ring6000-Carved from a red stone in the shape of a dragon with glowing wings, this ring grants its wearer fire resistance 5. The ring has a sulfuric smell that lingers when it protects its wearer. 11th Level: The ring grants fire resistance 10. 14th Level: The ring grants fire resistance 20. 17th Level: The ring grants fire resistance 30. The wearer increases her land speed by 5 feet. Once per day, the ring's wearer can make a primary bite attack as a swift action. If she does not already possess a bite attack, her teeth elongate into draconic fangs as part of the swift action, granting a bite attack that deals 1d6 points of damage for a Medium wearer (1d4 for a Small wearer). 20th Level: The ring's wearer can transform into a flame drake once per day. This functions as transforming into a red dragon via form of the dragon II, except that the wearer's fire breath weapon damages a 20-foot-radius spread within 180 feet of her.Forge Ring, form of the dragon II, haste, resist energyRingPathfinder Unchained
Ring Of The Drake (forest)moderate abjuration9ring6000-Carved from a gray-green stone in the shape of a drake's head, this rings grants its wearer acid resistance 5. The stone ring has an acidic smell that lingers when it protects its wearer. 11th Level: The ring grants acid resistance 10. 14th Level: The ring grants acid resistance 20. 17th Level: The ring grants acid resistance 30. The wearer gains the ability to breathe underwater. Once per day, the ring's wearer can make a primary bite attack as a swift action. If she does not possess a bite attack, her teeth elongate into draconic fangs as part of the swift action, granting a bite attack that deals 1d6 damage for a Medium wearer (1d4 for a Small wearer). 20th Level: The ring's wearer can transform into a forest drake once per day. This functions as transforming into a green dragon via form of the dragon II, except that the wearer's acid breath weapon damages a 10-foot-radius spread within 60 feet of her and remains in place as an obscuring mist for 1d4 rounds.Forge Ring, form of the dragon II, haste, resist energyRingPathfinder Unchained
Ring Of The Drake (frost)moderate abjuration9ring6000-Carved from a white stone in the shape of a coiled dragon, this ring grants its wearer cold resistance 5. The ring has a crisp smell that lingers when it protects its wearer. 11th Level: The ring grants cold resistance 10. 14th Level: The ring grants cold resistance 20. 17th Level: The ring grants cold resistance 30. The wearer can see perfectly in snowy conditions, and does not take any penalties on Perception checks while in snow. Once per day, the ring's wearer can make a primary bite attack as a swift action. If she does not possess a bite attack, her teeth elongate into draconic fangs as part of the swift action, granting a bite attack that deals 1d6 points of damage for a Medium wearer (1d4 for a Small wearer). 20th Level: The ring's wearer can transform into a frost drake once per day. This functions as transforming into a white dragon via form of the dragon II, except that the wearer's cold breath weapon affects a 10-foot-radius spread within 60 feet of her. All surfaces within the spread are coated with slippery ice that turns the area into difficult terrain for 2d4 rounds.Forge Ring, form of the dragon II, haste, resist energyRingPathfinder Unchained
Ring Of The Drake (sea)moderate abjuration9ring6000-Carved from a blue-green stone in the shape of a swimming dragon, this ring grants its wearer electricity resistance 5. The ring exudes a smell of the sea that lingers when it protects its wearer. 11th Level: The ring grants electricity resistance 10. 14th Level: The ring grants electricity resistance 20. 17th Level: The ring grants electricity resistance 30. The wearer gains the ability to breathe underwater. Once per day, the ring's wearer can make a primary bite attack as a swift action. If she does not already possess a bite attack, her teeth elongate into draconic fangs as part of the swift action, granting a bite attack that deals 1d6 points of damage for a Medium wearer (1d4 for a Small wearer). 20th Level: The ring's wearer can transform into a sea drake once per day. This functions as transforming into a blue dragon via form of the dragon II, except that the wearer's electricity breath weapon targets one creature within 100 feet of her, then arcs to up to seven secondary targets within 20 feet of the primary target. The secondary bolts each strike one target and deal as much damage as the primary bolt.Forge Ring, form of the dragon II, haste, resist energyRingPathfinder Unchained
Ring Of The Earthlordmoderate conjuration6ring4800-This stone ring is constantly covered in a thin layer of dirt. It grants its wearer the ability to meld into stone once per day. 8th Level: The wearer can also use soften earth and stone once per day. She can speak Terran, and she gains a +2 resistance bonus on saving throws against attacks by creatures from the Plane of Earth and a +4 morale bonus on attack rolls against such creatures. Additionally, these creatures take a -1 penalty on attack rolls against her. The wearer takes a -2 penalty on all saving throws against air or electricity effects. 11th Level: Earth elementals can't attack the wearer or even approach within 5 feet of her. If she wishes, the wearer can attempt to use charm monster on an earth elemental (DC 17 Will save negates). If she fails the attempt, she loses the protection against that elemental and can't attempt to charm that elemental again. 14th Level: The wearer can use stone shape twice per day and use stoneskin on herself once per week. 16th Level: The wearer can use wall of stone once per day and can now use meld into stone three times per day. 17th Level: The wearer can use passwall once per week and can now use meld into stone at will. 18th Level: The wearer can now use passwall twice per week and soften earth and stone at will.Forge Ring, meld into stone, passwall, soften earth and stone, stone shape, stoneskin, summon monster VI, wall of stoneRingPathfinder Unchained
Ring Of The Tricksterfaint illusion4ring1080-This five-piece puzzle ring must be properly assembled before it can be placed on a finger. Once per day as a move action, the wearer can create a single mirror image as if using the Trickery domain's copycat power. If the wearer is a cleric with the Trickery domain and the copycat power, she instead gains two additional uses of that ability. 6th Level: The wearer can use prestidigitation at will. 8th Level: By spending 1 full round reconfiguring the ring's puzzle, the wearer can find a way to solve the puzzle with four of the pieces while twisting the final piece into a tiny shape that grows into another simple object. Treat the result as if the wearer had reconfigured a traveler's any-toolUE, except that the resulting object additionally grants a +2 competence bonus on a skill check of the wearer's choice that could conceivably involve the object. As long as she does not lose the object, the wearer can return the fifth piece to the ring by spending another full round. The wearer cannot use any of the ring's creation powers without all five pieces. 10th Level: By spending 1 minute reconfiguring the ring's puzzle, the wearer can find a way to solve the puzzle with four of the pieces while twisting the final piece into a tiny shape that grows into a new object as minor creation, except that the wearer uses Disable Device rather than Craft to create a complex object. The fifth piece of the ring mysteriously reappears 24 hours after the new object vanishes. The wearer cannot use any of the ring's creation powers without all five pieces. 12th Level: By spending 10 minutes reconfiguring the ring's puzzle, the wearer can find a way to solve the puzzle with four of the pieces while twisting the final piece into a tiny shape that grows into a new object as major creation, except that the wearer uses Disable Device rather than Craft to create a complex object. The fifth piece mysteriously reappears 24 hours after the new object vanishes. The wearer cannot use any of the ring's creation powers without all five pieces. 15th Level: Once per day as a standard action, the wearer can create a duplicate while becoming invisible, as mislead.Forge Ring, major creation, mirror image, prestidigitationRingPathfinder Unchained
Mimetic Rodmoderate divination7none13502 lbs.The smooth surface of this rod is polished to a mirror sheen. Two cabochons-one amber and one viridian-set into the ends of the rod control its functions. A creature can press the viridian stone and roll the rod across a piece of writing on a flat surface to copy that writing into the rod, leaving the original text intact. By pressing the amber cabochon and rolling the rod across a different flat surface, a creature can replicate the original text. The text remains stored in the rod until the viridian stone is pressed again. The rod can copy a text the size of its surface area: 10 inches by 12 inches. Spellbook pages can be copied into a mimetic rod, but this is only useful for saving the text to transcribe later; the caster must still pay the full price for copying the spell into a spellbook. The rod can't copy traps that use magical writing, such as explosive runes, but attempting to do so doesn't trigger the trap unless the movement of the magic item over the text would normally trigger it. 9th Level: The rod can be used to copy faces. It must first be waved in front of either a person's actual face or a high-quality reproduction while the wielder presses the viridian cabochon. The stored face can then be replicated over someone else's face as though they'd been affected by disguise self (though this can change only the face-not height, weight, or other features). This effect lasts for 10 minutes per character level possessed by the person activating the rod (to a maximum of 140 minutes). The rod can store only one face at a time, and can't store a face while it's storing text. 11th Level: If the rod's user speaks the name of a language, the rod automatically translates any text stored in it to that language. When that text is reproduced, it comes out in the language it has been translated to. A piece of text can be translated any number of times while stored in the rod. 14th Level: The rod can copy and reproduce magical traps that rely on text, including symbols. The rod's user must succeed at a caster level check (caster level 14th) with a DC equal to 11 + the targeted spell's caster level to do so. If she succeeds, the trap is stored harmlessly in the rod and can be replicated just as text would. Unlike with normal text, the spell is erased from inside the rod when it's replicated. The size of the rod's surface area doesn't limit the size of magical trap text it can copy. When the rod reproduces the magical writing, any decisions made by the original caster are unchanged. The rod's wielder can also press the viridian cabochon to harmlessly extinguish the spell instead of reproducing it.Craft Rod, disguise self, memorize pageACG, tonguesRodPathfinder Unchained
Rod Of The Deadlordmoderate necromancy9none160054 lbs.This baton and the small skull that tops it are both made of blackened adamantine. The rod can be wielded as a +1 conductiveUE light mace. At the wielder's command, it transforms into a morningstar, heavy mace, flail, or heavy flail. It returns to its normal shape if left unattended for 1 round. Commanders of undead legions often wield such rods as symbols of authority. Changing the weapon's type can be used to signal a change in strategy for the undead horde, with the mace indicating a steady march, the morningstar calling for an aggressive assault, a flail indicating a retreat, and so on. 11th Level: The rod's enhancement bonus increases to +2. 13th Level: Any creature hit by the rod of the deadlord gains a temporary negative level. The target avoids this negative level if it succeeds at a Fortitude save with a DC equal to 6 + the wielder's Hit Dice (maximum 21). This negative level lasts for 12 hours, and can't become a permanent negative level. 15th Level: If the wielder confirms a critical hit, instead of gaining a temporary negative level the target gains a permanent negative level with no saving throw. Each day thereafter, the target must succeed at a Fortitude save (using the same DC as the 13th-level unlockable ability) or acquire another negative level. This is a curse effect that continues until removed (DC 23) or until the target dies. A target slain by this curse cannot be revived from death until the curse is removed. 17th Level: The rod's enhancement bonus increases to +3. Once per day, the rod's owner can tap the rod on the ground as a standard action to duplicate the effects of animate dead. The total HD of undead the owner can control in this way is equal to her level. If she controls other undead from castings of animate dead, she uses only the highest maximum she can control-the values do not stack. She ceases to control undead created by the rod if the rod leaves her possession.Craft Rod, bestow curse, enervation, major creation, spectral handRodPathfinder Unchained
Heartspitmoderate evocation8none1031018 lbs.Fitted with a menacingly cruel 2-foot-long barbed iron head, this Large +1 giant-bane longspear can skewer an opponent, lodging beneath the flesh and holding fast. On a confirmed critical hit with the spear, Heartspit's wielder can attempt a combat maneuver check to grapple the target as a free action. This grapple attempt does not provoke an attack of opportunity from the target if that creature is not threatening the wielder. While grappling a creature with Heartspit, the wielder can move or damage the target with the spear only on the wielder's turn. The wielder is still considered grappled, though he does not have to be adjacent to the target to continue the grapple. If the wielder ends the grapple or the target successfully breaks the grapple, the target takes 4d6 points of slashing damage as the spear's barbed head is ripped free.Craft Magic Arms and Armor, hold person, keen edge, summon monster IWeaponAP 93
Giant's Nail Scale Mailmoderate necromancy7armor920030 lbs.This thick coat of +2 scale mail is crafted from waxy scales of varying sizes with a sickly, jaundiced color-the grime-stained fingernails of dead hill giants. Any creature of the giant subtype who comes within 30 feet of giant's nail scale mail must succeed at a DC 16 Will save or take a -4 penalty on attack rolls and saving throws for 1d4 rounds. This ability functions as a gaze effect. It is a mind-affecting fear effect, but it does not stack with other fear effects to create stronger fear conditions. A giant who succeeds at the saving throw is immune to this effect for 24 hours. If a giant rolls a natural 20 on its saving throw, it becomes enraged by the sight of the armor. The giant gains the effects of the rage spell for 1d4 rounds and is compelled to attack the armor's wearer for the duration of this effect.Craft Magic Arms and Armor, fear, rageArmorAP 93
Bag Of Holding Type Vmoderate conjuration9none12500100 lbs.This appears to be a rugged leather sack about 4 feet by 6 feet in size. It functions exactly the same as other types of bags of holding, but weighs more and has greater weight and volume limits, as shown on the table below. Bag Bag Weight Contents Limit Contents Volume Limit Market Price Type V 100 lbs. 2,500 lbs. 450 cubic ft. 12,500 gp Type VI 150 lbs. 4,000 lbs. 800 cubic ft. 15,000 gp Because of the larger volume of a giant-sized bag of holding, retrieving a specific item from it is always a full-round action. Type V and Type VI bags of holding are most commonly found in use by giants and other Large creatures, but giants of Huge size or larger sometimes use even greater bags of holding.Craft Wondrous Item, secret chestWondrous ItemAP 93
Bag Of Holding Type VImoderate conjuration9none15000100 lbs.This appears to be a rugged leather sack about 4 feet by 6 feet in size. It functions exactly the same as other types of bags of holding, but weighs more and has greater weight and volume limits, as shown on the table below. Bag Bag Weight Contents Limit Contents Volume Limit Market Price Type V 100 lbs. 2,500 lbs. 450 cubic ft. 12,500 gp Type VI 150 lbs. 4,000 lbs. 800 cubic ft. 15,000 gp Because of the larger volume of a giant-sized bag of holding, retrieving a specific item from it is always a full-round action. Type V and Type VI bags of holding are most commonly found in use by giants and other Large creatures, but giants of Huge size or larger sometimes use even greater bags of holding.Craft Wondrous Item, secret chestWondrous ItemAP 93
Drakesbane Hornstrong enchantment20none-17 lbs.The Drakesbane Horn i s a 4 -foot-long spiraling horn cut from the skull of a primordial drake. Its surface is carved with an intricate pattern of interlocking knots inlaid with silver and copper. When sounded, the horn can drive off or attract dragons of all varieties. Lesser dragons such as drakes typically flee in terror from the sound of the Drakesbane Horn, while more powerful dragons are compelled to seek out the horn. Creatures must be able to hear the horn to be affected by it. The Drakesbane Horn affects dragons based on their CR, as detailed below. Creatures of the dragon type of CR 5 or less within 400 feet must succeed at a DC 13 Will save or be affected as if by scare (no HD limit). Creatures of the dragon type of CR 6 to CR 10 within 400 feet must succeed at a DC 22 Will save or be affected as if by sympathy. Adult or older true dragons and creatures of the dragon type of CR 11 or greater are immune to the horn's effects, though they are likely to seek out the horn and attack its bearer. If the character playing the horn has the bardic performance class feature or the raging song class feature and succeeds at a DC 15 Perform (wind instruments) check, dragons of CR 5 or less are instead affected by fear (Will DC 16), while dragons of CR 6 to CR 10 affected by the horn's sympathy effect must succeed at an additional Will save (DC 10 + 1/2 the character's level + the character's Charisma modifier) or also be fascinated for as long as the character continues to play the horn. A creature that successfully saves against the horn's effects is immune to further blasts for the next 24 hours. Note that the Drakesbane Horn d oes n ot g rant t he character playing it any ability to communicate with or otherwise control creatures affected by the horn.ArtifactAP 93
Cage Of Captivitystrong enchantment15-1600001 lb.This miniature cage of golden wire can be used to capture a weakened outsider once per day. The target outsider must be called or otherwise physically present; a cage of captivity has no effect on summoned outsiders. The target also must be unable to take actions continually throughout the entire process, whether cowering, dazed, dying, helpless, stunned, or unconscious. The user can attempt to draw a subdued outsider into the cage of captivity by placing gemstones within and concentrating for 1 minute. These gems must be worth at least 100 gp per Hit Dice of the target. If the target fails a DC 20 Will save-this increases to DC 25 if the user speaks the target's true name (Ultimate Magic 101)-the target shrinks to a height of 1 inch and is drawn into the cage, as the minimum containment option of the binding spell. Any creature holding the cage can converse with the trapped outsider. The planar being cannot use any supernatural or spell-like abilities while trapped, but it can still interact with, lie to, and manipulate captors using appropriate skill checks. Anyone holding the cage of captivity may attempt to open it as a standard action. If an outsider is trapped within, doing so requires a DC 22 Will save. If a creature fails this save, they cannot open the cage and are repulsed by it for 24 hours as per the antipathy spell. The user who originally captured the imprisoned outsider gains a +5 morale bonus on this save. Any creature opening a cage of captivity can compel the trapped outsider to perform a service in exchange for its release. The trapped creature is compelled to fulfill this request as geas/quest if the creature opening the cage of captivity knows the creature's true name. If not, this request functions as lesser geas if the trapped outsider has 7 or fewer Hit Dice, or as suggestion if it has more than 7 Hit Dice. These requests ignore any spell resistance of the trapped outsider, but a successful DC 20 Will save negates this effect. Once it performs this service, an outsider can never again be trapped by the same cage of captivity. Variant cages of captivity may take the form of lamps, bowls, bottles, and similar containers.Craft Wondrous Item, antipathy, binding, geas/questWondrous ItemCohorts & Companions
Elemental Ringstrong conjuration15ring300001 lb.This ornate ring has a thick iron band covered in sigils of calling, and is set with a large glowing gemstone that appears to be an elemental gem. The ring serves as a gateway for a specific elder elemental (25% chance each for air, earth, fire, or water) that performs a narrow range of services when called. When activated with a command word, the elemental is called (as by greater planar ally) and demands to know what service it is to perform. It can only be commanded to protect a specific creature or object, attack a specific creature, damage a specific object, or answer questions about its home plane. The wearer of the ring is able to communicate with the elder elemental as if they shared a common language. The elder elemental serves for no more than 24 hours, after which it returns to its home plane and the ring become a valueless hunk of lead.Forge Ring, planar ally, planar bindingRingCohorts & Companions
Contract Ringsmoderate enchantment7ring8500-Contract rings are crafted in pairs (the price is for both rings), establishing a connection between the wearers. Each wearer must wear their ring for 24 hours before they begin to work. Contract rings grant a +10 competence bonus on Sense Motive checks made against the other wearer, and creatures wearing linked contract rings can understand each other's language. Once per day, Contract rings can seal a contract. The two wearers join hands and willingly state what each is agreeing to. Once both agree, each wearer accepts a lesser geas (no save) to fulfill the terms of the contract. This function does not occur if either character is under a mind-affecting effect or threat that forces her agreement. This compulsion lasts 7 days, starting immediately. While the lesser geas remains in effect, neither wearer can remove her ring, and neither ring can establish another lesser geas. If either ring is destroyed, the effects of any active lesser geas remain for both creatures, but the surviving ring becomes nonfunctional once the lesser geas expires until the missing ring is repaired or replaced. If one wearer's lesser geas is broken, the other wearer's is removed.Forge Ring, detect thoughts, lesser geas, share languageAPGRingCohorts & Companions
Rings Of Friend-Findingmoderate enchantment7ring9000-These specialized rings are sold in pairs and help allies find one another. Each of the wearers must wear the rings for 24 hours before they function, after which each wearer can activate her ring of friend-finding as a standard action, enabling her to determine the direction, distance, and general condition of the wearer of the other ring as a status spell.Forge Ring, detect thoughts, statusRingCohorts & Companions
Surefooted Shieldmoderate abjuration6shield1420015 lbs.The face of this +2 heavy steel shield is lined with sheets of riveted steel to absorb more impact. A surefooted shield grants its wielder a +2 bonus on his CMD versus awesome blow, bull rush, and overrun combat maneuvers and on Reflex saves against trample attacks. Additionally, up to three times per day, whenever an enemy's melee attack misses the wielder, an enemy fails a combat maneuver against the wielder, or the wielder succeeds at a Reflex save against a trample attack, the wielder can move 5 feet as an immediate action; this movement does not provoke attacks of opportunity and does not count as a 5-foot step.Craft Magic Arms and Armor, abjuring stepUCArmorAP 94
Torc Of Enmitymoderate enchantment8neck95005 lbs.This large neck ring is made of twisted bronze, capped at each end with tiny skulls facing each other. Each torc of enmity is attuned to a designated creature type (or subtype) as the bane weapon special ability (Pathfinder RPG Core Rulebook 469) and focuses the wearer's hatred toward creatures of that type. Each time the wearer of a torc of enmity confirms a critical hit against a creature of the type to which the torc is attuned, she gains a cumulative +1 morale bonus on attack rolls against that creature type (maximum +4 bonus) and 1d8 temporary hit points (maximum 20 temporary hit points) for 5 rounds. Alternatively, if the wearer is an inquisitor or has the bane class feature, she can instead choose to gain 1 additional round of her bane class ability. If the wearer has the rage class feature, she can instead regain one use of a rage power that has been exhausted (a power that is available either once per rage or once per day). The wearer can gain only one benefit per round from the torc, even if she confirms multiple critical hits in a single round. These benefits must be used within 1 hour of their accrual; if not used by that time, they are lost as the wearer's hatred subsides.Craft Wondrous Item, rage, righteous vigorAPG, summon monster IWondrous ItemAP 94
Scepter Of Divine Providencestrong (no school)17rod173125 lbs.This iron rod is crowned with a metallic sphere and functions as a +1 heavy mace. In the hands of a divine spellcaster, the rod also counts as a holy or unholy symbol and divine focus. If the wielder of a scepter of divine providence has the channel energy class feature, she can increase the radius of her channeled energy burst by 10 feet, at the cost of one additional use of her channel energy ability. The wielder can expend additional uses of her channel energy ability to further expand the burst radius, to a maximum of 30 additional feet.Craft Rod, Widen Spell, creator must have the channel energy class featureRodAP 94
Bracers Of Celestial Interventionstrong conjuration13wrist160001 lb.Prayers and engravings of celestial beings cover these golden bracers. A paladin can expend one or more of her uses of smite evil into these bracers as a standard action to call forth agathions, angels, or archons to aid her. This acts as a summon monster spell of a spell level equal to the number of smite evil uses the paladin expends. Outsiders summoned with the bracers must be from the list detailed in the summon monster spell or from the expanded summon monster list on pages 28-29.Craft Wondrous Item, summon monster VII, creator must be lawful goodWondrous ItemMonster Summoner's Handbook
Caller's Featherstrong conjuration15head2000-This magnificent feather, plucked from the wing of a powerful erinyes or angel, allows the wearer to call stronger outsiders to her service. The wearer can use the feather to call 2 more HD worth of creatures when casting a planar binding or planar ally spell (including lesser and greater versions) or when casting gate. Alternatively, when casting one of these spells, the spellcaster can expend this feather to summon a single outsider with up to 2 more Hit Dice than the spell would normally allow. For example, he may summon a trumpet archon with planar ally, or a pit fiend with greater planar binding. The wearer gains a +2 insight bonus on all Charisma checks and Charisma-based skill checks to influence the creature called. Once used, the feather crumbles to mundane dust.Craft Wondrous Item, planar ally or planar bindingWondrous ItemMonster Summoner's Handbook
Periapt Of Temporary Familiarmoderate conjuration9neck80001 lb.This clear blue crystal amulet contains a pearl figurine depicting a miniature animal on the familiar list, such as a bat, monkey, or raven. Three times per day, the wearer can call forth the animal depicted in the amulet to serve as her familiar. This temporary familiar has all of the familiar abilities as if the wearer was a 5th-level wizard, and remains for 5 minutes or until it is reduced to 0 hit points. If the temporary familiar is reduced to 0 hit points, it cannot be summoned again for 24 hours. The familiar retains memories from past summonings. Only those without familiars of their own can activate a periapt of temporary familiar.Craft Wondrous Item, summon monster V, creator must have a familiarWondrous ItemMonster Summoner's Handbook
Rod Of Giant Summoning, Lesserstrong conjuration17none30005 lbs.This iron rod has long metal flanges, like a mace, which widen as they expand from the handle. The wielder can use the rod up to three times per day to augment her casting of a conjuration (summoning) spell, causing all of her summoned creatures to gain the giant simple template. The lesser rod can be used with spells of 3rd level or lower, the standard rod can be used with spells of 6th level or lower, and the greater rod can be used with spells of 9th level or lower.Craft Rod, Augment Summoning, summon monster III or summon nature's ally IIIRodMonster Summoner's Handbook
Rod Of Giant Summoningstrong conjuration17none110005 lbs.This iron rod has long metal flanges, like a mace, which widen as they expand from the handle. The wielder can use the rod up to three times per day to augment her casting of a conjuration (summoning) spell, causing all of her summoned creatures to gain the giant simple template. The lesser rod can be used with spells of 3rd level or lower, the standard rod can be used with spells of 6th level or lower, and the greater rod can be used with spells of 9th level or lower.Craft Rod, Augment Summoning, summon monster III or summon nature's ally IIIRodMonster Summoner's Handbook
Rod Of Giant Summoning, Greaterstrong conjuration17none245005 lbs.This iron rod has long metal flanges, like a mace, which widen as they expand from the handle. The wielder can use the rod up to three times per day to augment her casting of a conjuration (summoning) spell, causing all of her summoned creatures to gain the giant simple template. The lesser rod can be used with spells of 3rd level or lower, the standard rod can be used with spells of 6th level or lower, and the greater rod can be used with spells of 9th level or lower.Craft Rod, Augment Summoning, summon monster III or summon nature's ally IIIRodMonster Summoner's Handbook
Summoner's Robestrong conjuration17body500005 lbs.A summoner's robe is a finely crafted garment of silk the same color as the endless sky of the Astral Plane. Once per day when casting a summon monster or summon nature's ally spell, the wearer can have the robe absorb one of the creatures summoned rather than have it appear within the spell's range. When this occurs, the robe gains a defensive aura and takes on visual aspects of the absorbed creature (such as becoming red and spiked if absorbing a demon, or manifesting flame patterns if absorbing a fire elemental). The creature does not exist outside its effect as a defensive aura of the robe as detailed below, and cannot be damaged or targeted by most spells. It is still a magical effect, and any spell or ability that could dispel or disrupt a creature summoned by summon monster can dispel or disrupt the defensive aura. The defensive aura is also dispelled if the robe enters an area a summoned creature could not enter, or at the end of the duration of the spell that summoned the absorbed creature. If the wearer takes an amount of damage equal to or greater than 5 hit points per level of the spell that summoned the absorbed creature, the defensive aura ends. As long as the robe has a defensive aura, its wearer gains some of the absorbed creature's defenses and powers. These abilities are determined as if the wearer were using a transmutation (polymorph) spell to assume the absorbed creature's form. Unlike a normal polymorph effect, it does not grant her the appearance of the creature (or any bonus to Disguise), any movement type, natural attacks (or proficiency with them), or size change. The wearer does not change form, gain any ability score modifiers, have her gear meld into her body, or lose any abilities based on her form. She is considered to be under the effects of a polymorph spell, and cannot be under the effects of another polymorph spell or size-altering magic for the duration of the defensive aura. The abilities the defensive aura grants are otherwise determined by the type of creature absorbed. If the creature is an elemental, the wearer gains the abilities listed in elemental body III; if it's a plant, the wearer gains the abilities listed in plant shape II; if it's an undead, the wearer gains the abilities listed in undead anatomy IIIUM. If the creature is of any other creature type, the wearer gains the abilities it possesses listed in beast shape IV.Craft Wondrous Item, summon monster IX or summon nature's ally IXWondrous ItemMonster Summoner's Handbook
Visage Of The Boundmoderate conjuration and evocation9head229002 lbs.Crafted from gold and lacquer, these elaborate masks resemble various outsiders. Once per day when the wearer casts a summon monster spell, he may choose to house the summoned outsider within the visage of the bound rather than conjuring it onto the Material Plane. For the spell's duration, the wearer can use of any of the bound outsider's spell-like abilities as if they were his own. A visage of the bound has no effect on outsiders already summoned or on summoning spells cast by other creatures. Removing the mask immediately releases a bound outsider. The wearer cannot use the bound outsider's spell-like abilities to summon other creatures, and a summoner cannot activate a visage of the bound while his eidolon is summoned. Effects that extend the duration of a summon monster spell (such a the Extend Spell metamagic feat or the conjurer's summoner's charm class ability) have no effect on the duration of a spell contained by a visage of the bound. Outsiders who are opposed to one or more axes of the wearer's alignment cannot be housed within a visage of the bound.Craft Wondrous Item, imbue with spell ability, summon monster VWondrous ItemMonster Summoner's Handbook
Bathing Basinfaint conjuration and transmutation5none67505 lbs.This heavy bronze bowl, etched with outlines of waves, feels cool to the touch. Once per day as a standard action, the bowl can be commanded to grow in size and fill with 25 gallons of cool, fresh water. In its enlarged state, the basin can accommodate a Medium or smaller creature. The basin remains enlarged for 1 hour or until the user commands it to shrink. All water in the basin disappears when the item shrinks, and any creatures or objects that don't fit in the shrunken bowl are expelled into an adjacent square.Craft Wondrous Item, create water, shrink itemWondrous ItemInner Sea Monster Codex
Masters' Callmoderate enchantment10neck34000-Platinum filigree wraps around this small, spiral-shell amulet, which hangs on an ornate chain that resembles entwined tentacles. Enchantment spells and effects created by the wearer of a masters' call are treated as though they came from an aboleth source, so gillman targets take their racial -2 penalty on Will saves to resist the amulet's effects. Once per day, the wearer can speak a trigger phrase in the Aboleth language to cast dominate person o n a single target (Will DC 18 negates). Regardless of whether the dominate person spell succeeds, the wearer can then attempt to cast modify memory o n t he s ame t arget t o change its memory of either the actions the target performed while dominated or the attempted domination (Will DC 17 negates).Craft Wondrous Item, dominate person, modify memoryWondrous ItemInner Sea Monster Codex
Ring Of Refusalstrong conjuration and transmutation13ring32500-Powerful gillmen who suspect they harbor unwitting allegiance to hidden masters use rings of refusal to resist such bonds. The wearer of a ring of refusal gains a +2 bonus on saving throws against enchantment spells and effects. When the wearer is targeted by break enchantment or a similar effect that ends an enchantment, the caster gains a +2 bonus on caster level checks to resolve the effect. The wearer can also activate the ring once per day as an immediate action to gain spell resistance 25 against a single enchantment spell or effect.Forge Ring, break enchantment, spell resistanceRingInner Sea Monster Codex
Rod Of Mortared Wallsmoderate transmutation10none80005 lbs.This carved stone rod is capped with a flat metal trowel blade. The rod can be used three times per day, in any combination of the following abilities. • The blade end can produce enough mortar each day to hold together a brick or stone wall 10 feet long, 10 feet high, and 1 foot thick, which takes approximately 8 hours of work (the rod does not create the other building materials, such as bricks or stones). The mortar fully cures after 8 hours. The blade produces mortar as needed as part of normal use (instead of all at once). • If a command word is spoken and the butt end is pointed at a piece of rock or stone weighing up to 1,000 pounds (approximately a 24-inch cube), the wielder can move that stone vertically as if using levitate, and can move the levitating stone horizontally 5 feet as a move action. Each such use of the rod lasts up to 10 minutes, and the wielder can divide this duration among multiple stones (but can move only one stone at a time). • If a second command word is spoken, the wielder can draw a line on the ground with the trowel blade, and over the course of the next 10 rounds, the line grows a wall of stone at a rate of 1 foot per round. The wall is masonry instead of natural stone. The wall grows to a maximum of 10 feet high and 10 feet long. It merges with existing masonry, or creates a smooth seam against natural stone or a wooden frame (such as a doorway). This ability functions only if the floor is stone (whether natural or worked).Craft Wondrous Item, soften earth and stone, wall of stoneWondrous ItemAP 95
Lava Rodstrong evocation [fire]13none800008 lbs.This irregularly shaped iron rod is studded with orange gems. It can be wielded as a +2 club. For 10 rounds per day, the rod can be wielded as a +2 flaming burst club. These rounds need not be consecutive. Additionally, three times per day as a standard action, a creature wielding this rod can use it to spray a 30-foot cone of lava droplets that deals 13d6 points of fire damage (Reflex DC 20 half). Once per day as a standard action, the wielder can instead release a cone of harmless pebbles that fall to the ground and cover the area. These pebbles transform into tiny blobs of lava up to 5 rounds later. The user determines the round upon which the pebbles transform into lava when initially activating the rod for this effect. Any creature in the area of the pebbles when they transform takes 13d6 points of fire damage (Reflex DC 20 half).Craft Rod, delayed blast fireballRodAP 95
Scope Of Stormsightmoderate divination7none1800012 lbs.This sight can be attached to a single direct-fire siege engine. When this is done, the sight becomes part of the siege engine, but can be removed from that siege engine with a full-round action. A character firing a siege engine that has this sight attached can look through the scope to see through magical and normal fog, mist, smoke, and similar obscurement, ignoring the miss chance for these obstructions. In addition, a character using this scope can choose to take a full-round action to either locate an invisible creature within line of sight or make a single shot that ignores the invisibility of a creature that she knows is in the area.Craft Wondrous Item, hunter's eyeAPGWondrous ItemAP 96
Cloud Engineer Badgemoderate abjuration10neck240005 lbs.This giant-sized silver brooch, like that used to fasten a cloak or cape, is fashioned in the shape of a cloud inscribed inside a circle. The wearer of a cloud engineer badge can cast life bubble and reduce person once per day. In addition, the wearer gains a +2 competence bonus on Craft (alchemy) and Knowledge (engineering) checks. A cloud engineer badge occupies the neck slot on Large or Huge creatures, but a Medium creature can wear the badge as a pectoral in the chest slot.Craft Wondrous Item, life bubbleAPG, reduce personWondrous ItemAP 96
Throne Of Blasphemystrong enchantment16none-1500 lbs.By sitting on the throne of blasphemy and intoning profane blasphemies (a full-round action) with hands soaked in the blood of a good-aligned sentient being, a creature gains the ability to poison the minds of those nearby for 24 hours. Every round the seated creature speaks (a standard action), all creatures with Intelligence scores of 3 or higher within 100 feet must succeed at a Will save or be compelled to listen, becoming vulnerable to its blasphemies. The save DC is equal to 10 + the seated creature's Charisma modifier + 1/2 its Hit Dice. Deafened creatures, or those immune to sonic mind-affecting effects, are not considered to be listening. The seated creature can then use its speech to affect listeners as if by the following spells: confusion (as a 4th-level spell), crushing despair (as a 4th-level spell), enthrall, modify memory, or suggestion (as a 3rd-level spell). The seated creature can affect multiple victims with different spell effects in the same round. The DC to resist these spells is equal to the original DC from above + the mimicked spell's level. Victims still receive saving throws against these effects, but if they fail their saves, they are not aware that the throne is working its power on them. Any victim that succeeds at its saving throw against a particular spell effect is immune to that effect for the next 24 hours. However, it can still be affected by the throne's other spell effects. These are sonic mind-affecting effects. A creature that gains the power to poison other creatures' minds from the throne maintains this ability for 24 hours even if it moves off the throne. If another creature sits on the throne and gains this power, any other creature that gained the ability this way immediately loses it. The throne imposes 2 permanent negative levels on nonevil creatures that sit upon it and use its blasphemous power.ArtifactHell Unleashed
Arachnid's Fangmoderate transmutation9none183021 lb.Poison applied to this +1 dagger seeps into the blade, awaiting the perfect moment for release. After a hit with the dagger but before damage is determined, the wielder of an arachnid's fang can release a stored dose of poison into the creature struck by the blade as a free action. Up to 8 doses of poison can be stored in the dagger at a time, but only 1 dose can be released on a given attack.Craft Magic Arms and Armor, touch injectionUCWeaponDirty Tactics Toolbox
Constrictor's Gauntletsmoderate transmutation10none123021 lb.These +1 gauntlets are made of snakeskin and grant a +1 enhancement bonus on grapple checks. Once per day as a standard action, the wielder of a pair of constrictor's gauntlets can target a single creature wearing medium or heavy armor within 30 feet. The target must succeed at a DC 16 Will saving throw or its armor shrinks and constricts, dealing 1d6 points of bludgeoning damage to the target if it's wearing medium armor or 1d8 points of bludgeoning damage if it's wearing heavy armor. The armor deals this damage each round for 3 rounds, and then returns to its normal size. The armor's armor bonus, maximum Dexterity bonus, armor check penalty, and other attributes do not change while it is shrunken.Craft Magic Arms and Armor, shrink itemArmorDirty Tactics Toolbox
Doppelganger's Swordmoderate illusion7none183102 lbs.Once per day as a standard action, the wielder of this +1 short sword can appear as a specific humanoid enemy the blade has injured within the previous 7 minutes. The target must be within one size category of the wielder. The wielder can appear as that humanoid for up to 7 minutes and can dismiss the effect as a free action. Anyone interacting with the wielder of a doppelganger's sword who is familiar with the impersonated humanoid can attempt a DC 14 Will saving throw to disbelieve the illusion.Craft Magic Arms and Armor, alter self, major imageWeaponDirty Tactics Toolbox
Nimble Whipfaint transmutation3none50052 lbs.On a successful critical hit with this +1 scorpion whip (Pathfinder RPG Ultimate Combat 145), the wielder can attempt a steal combat maneuver (Pathfinder RPG Advanced Player's Guide 322) against the target as a swift action as if she had the Improved Steal (Advanced Player's Guide 163) feat.Craft Magic Arms and Armor, mage handWeaponDirty Tactics Toolbox
Shade Bowmoderate illusion6none415354 lbs.This +2 distance light crossbow shrouds its wielder in shadows, granting her a +4 competence bonus on Stealth checks. Three times per day, the wielder can also become invisible, as per the invisibility spell, for up to 6 minutes.Craft Magic Arms and Armor, invisibility, creator must have 4 ranks in StealthWeaponDirty Tactics Toolbox
Stirge Dartstrong necromancy and transmutation15none45011/2 lb.When thrown, this +1 dart animates and attacks a single target as a dancing weapon for 4 rounds. When a stirge dart hits, instead of dealing normal damage, the dart drains blood from the target, dealing 1 point of Constitution damage. The dart falls to the ground harmlessly once it stops attacking. A stirge dart can be used only once before it loses all of its magical properties.Craft Magic Arms and Armor, animate objects, bleedAmmunitionDirty Tactics Toolbox
Traitor's Bladestrong necromancy and enchantment14none503021 lb.This +2 wounding (Ultimate Equipment 149) dagger allows the wielder to use charm monster (DC 18) three times per day. When the wielder hits a creature affected by the dagger's charm effect, the dagger deals an additional 2d6 points of damage to that creature, even if the creature is no longer charmed because of the hostile action. All other creatures charmed by the blade that see this act of betrayal become sickened for 1d4 rounds, but are immediately freed from the charm effect.Craft Magic Arms and Armor, bleed, charm monster, inflict moderate woundWeaponDirty Tactics Toolbox
Ashes Of Unluckfaint necromancy5none2400-These fine, gray ashes usually come in a black leather bag covered in various symbols of bad luck. When the contents of the bag are flung into the air, the ashes coat creatures within a 10-foot radius of the user, causing them to take a -4 penalty on attack rolls, saving throws, ability checks, and skill checks for 2d4 rounds. The user is immune to this effect.Craft Wondrous Item, bestow curseWondrous ItemDirty Tactics Toolbox
Bag Of Rustmoderate transmutation7none14001/2 lb.This dull-red cloth pouch is magically sealed and contains fine grains of a powdery substance. As a ranged touch attack, the user can throw the pouch at a creature or object within 30 feet. On a hit, the bag breaks open and showers the target with the powder. If the target is wearing metal armor, the bag of rust rapidly corrodes the armor, lowering its armor bonus by 1d6 (to a minimum bonus of 0). If the target is a ferrous creature or a metal object, the bag deals 3d6+7 points of damage. The user can target a creature's metal weapon with the thrown bag, but the user takes a -10 penalty on such ranged touch attacks, as weapons are more difficult to hit. Metal weapons struck by the bag are destroyed. Magic items made of metal are immune to this effect. If the bag misses its target, use the rules for when splash weapons miss to determine where it lands. If it lands on a metal surface, the bag damages that surface as described above, but it deals no splash damage to adjacent creatures.Craft Wondrous Item, rusting graspWondrous ItemDirty Tactics Toolbox
Burdenstonefaint enchantment5none1000-This smooth lodestone is gray and streaked with veins of glossy obsidian. As a ranged touch attack, the bearer can throw it at an opponent within 30 feet. If it strikes a target in metal armor, the burdenstone attaches itself to the target for 2d6 rounds. An attached burdenstone increases the target's load by one step. If a target's load is already heavy, the target is knocked prone, its movement is reduced to 10 feet, and it cannot run. An attached burdenstone also prevents the target from flying. A target may not be affected by more than one burdenstone at a time. A successful DC 20 Strength check made as a full-round action can remove the stone from a target before the duration elapses. Once a burdenstone has been removed or the duration expires, it becomes an ordinary magnetic stone.Craft Wondrous Item, burdened thoughts (Pathfinder Player Companion: Giant Hunter's Handbook 26)Wondrous ItemDirty Tactics Toolbox
Circlet Of Petty Discordmoderate enchantment10head84000-Once per day, when the wearer of this delicate silver crown casts a spell from the charm subschool, he can add a subtle compulsion to the effect. All targets affected by the spell must succeed at a DC 20 Will saving throw or become incredibly frustrated with their allies. For the next 10 rounds, affected targets still recognize their allies (and do not attack them), but they cannot treat them as allies when determining movement or flanking, nor can they use any feats (including teamwork feats), spells, abilities, or effects that allow them to target allies or use allies to gain beneficial effects, nor can they be the targets of such friendly effects. Affected targets also cannot aid another.Craft Wondrous Item, confusion, suggestionWondrous ItemDirty Tactics Toolbox
Gloves Of Pulverizing Disruptionfaint transmutation3hands9400-Three times per day, the wearer can use these thick leather gloves to make a melee touch attack against an undead creature, a construct, or a nonmagical object and deal 3d4 points of damage to it. When the wearer deals damage in this way, the gloves absorb part of the matter that makes up the target. This creates dust that is stored within the gloves for 24 hours. The next time the wearer attempts a dirty trick combat maneuver, the dust flies from the gloves, providing a +2 bonus on that attempt. If the wearer does not attempt a dirty trick combat maneuver before 24 hours elapses, the dust disappears.Craft Wondrous Item, corrosive touchWondrous ItemDirty Tactics Toolbox
Rime-Stride Bootsmoderate conjuration10feet270001 lb.These fur-lined boots grant the wearer the ability to glide easily across icy surfaces. While doing so, the wearer adds 15 feet to her speed, and she does not need to make Acrobatics checks to run or charge on ice. While fighting on ice, the wearer gains a +2 circumstance bonus on combat maneuver checks and to CMD. Once per day, the wearer may cause all surfaces within a 30-foot radius of himself to become covered in a thin sheet of ice for 10 rounds. A creature can walk within or through this icy area at half normal speed with a successful DC 10 Acrobatics check. Failure means it can't move in that round, while failure by 5 or more means it falls. A creature using Acrobatics in this way is considered flat-footed and loses its Dexterity bonus to AC.Craft Wondrous Item, pass without trace, sleet stormWondrous ItemDirty Tactics Toolbox
Shadow Jumper's Tunicfaint conjuration3chest162001 lb.This dark-gray tunic allows a character to make a single jump of up to 40 feet per day, or four jumps of 10 feet each per day. All jumps must begin and end in an area that has at least some dim light. If the wearer has at least 4 levels in the shadowdancer prestige class, the tunic instead adds 40 feet to the total number of feet he can shadow jump in 1 day.Craft Wondrous Item, dimension doorWondrous ItemDirty Tactics Toolbox
Radiant Tattoofaint evocation5none1500-This tattoo typically takes the form of a colorful sunburst. The bearer can activate the tattoo with a command word, causing it to flare brilliantly. A single, adjacent foe is blinded for 1d4 rounds. If it succeeds at a DC 15 Reflex save, it is dazzled for 1d4 rounds instead. If the target has light blindness, light sensitivity, or is otherwise vulnerable to bright light, it is instead blinded for 2d4 rounds or dazzled for 2d4 rounds on a successful save. If the bearer activates the tattoo while more than one foe is adjacent, she may choose which foe is affected. The tattoo vanishes once it has been activated.Inscribe Magical Tattoo (Inner Sea Magic 16), daylightMagical TattooDirty Tactics Toolbox
Viper Tattoofaint conjuration5none18000-This tattoo typically takes the form of a coiled snake, and once per day the bearer can activate it as a standard action. A viper tattoo must be visible to the bearer and must be touched as part of its activation. The tattoo is not normally placed on the head, neck, or back as a result, since most creatures would require mirrors to activate them. When activated, the snake tattoo animates and becomes a viper (Pathfinder RPG Bestiary 133). It appears in the bearer's space and acts immediately, on the bearer's turn, and obeys the bearer's spoken commands for up to 5 rounds. The viper uses the bearer's base attack bonus when it attacks, and the DC to resist and cure its poison is equal to 10 + the 1/2 bearer's level + the bearer's Constitution modifier. If the bearer has a class feature or an ability that grants it precision damage (such as sneak attack), the viper's attack deals 1 additional point of damage per die of that precision damage. At the end of the 5 rounds, the viper vanishes and reverts to its tattoo form. If the viper is killed, the tattoo vanishes. As a swift action, the bearer can command the viper to withdraw from an opponent, and in this case, the viper returns to its tattoo form once it reaches the bearer's space.Inscribe Magical Tattoo (Inner Sea Magic 16), summon nature's ally IMagical TattooDirty Tactics Toolbox
Weapon Tattoofaint conjuration5none10000-This tattoo can store one weapon, sized for the bearer of the tattoo. When no weapon is stored, the tattoo takes the form of an empty sword sheath. When a weapon is stored within the tattoo, it takes the form of the weapon so stored. Storing a weapon in the tattoo is a full-round action, but removing a weapon from the tattoo is only a swift action. This tattoo can only be put on one of the bearer's arms (preventing the other arm from receiving another tattoo), and the weapon automatically appears in the hand of the arm it is tattooed upon. If that hand is not free, the weapon cannot be summoned. If the bearer is tightly constrained in an area too small for the weapon to appear without damaging something, the weapon cannot be summoned. If the tattoo is destroyed while a weapon is in it, the weapon falls to the ground in a random space adjacent to the bearer of the tattoo.Inscribe Magical Tattoo (Inner Sea Magic 16), disguise weaponACGMagical TattooDirty Tactics Toolbox
Lightning Gunstrong evocation17none9500015 lbs.This device appears to be a box and frame made of a strange metallic alloy. A bellows or tapered accordion structure protrudes from the box, with handles and controls at the wide end and a bright metal disk or lens at the other. The controls are seemingly designed to be operated by large creatures with only two fingers, though humanoid hands can manipulate them after some practice. As a standard action, the operator can hold the device in front of herself with two hands and use the controls to unleash a blast that deals 10d12 points of electricity damage on a successful ranged touch attack against a single target within 120 feet. The lightning blast sets fire to combustibles and damages objects that it strikes. It can melt metals that have a low melting point, such as lead, gold, copper, silver, or bronze.Craft Wondrous Item, chain lightningWondrous ItemOccult Bestiary
Cloak Of Daggersmoderate abjuration9shoulders180002 lbs.This heavy black cloak is trimmed with silver brocade and jingles ever so slightly when disturbed. The wearer of a cloak of daggers can draw daggers as a free action as though she possessed the Quick Draw feat; if she already has the Quick Draw feat, drawing a single hidden dagger becomes a free action. Once per day, the wearer can perform a cartwheel as a standard action at any point during a move action, creating a 15-foot cone of daggers that deals an amount of piercing damage equal to the wearer's sneak attack damage (minimum 1d6). A successful Reflex save (DC = 10 + the number of the wearer's sneak attack dice + the wearer's Intelligence modifier) halves the damage. The daggers disappear immediately.Craft Wondrous Item, Quick Draw, wreath of bladesUC, creator must possess the sneak attack class abilityWondrous ItemHeroes Of The Streets
Combat Sandalsmoderate transmutation9feet180003 lbs.Worked brown leather straps run up the backs and around the soles of this sturdy set of footwear. The wearer of a pair of combat sandals can charge through allies' squares without difficulty, and allies adjacent to the wearer don't provide cover to targets the wearer attacks with reach or ranged weapons.Craft Wondrous Item, expeditious retreat, freedom of movement, true strikeWondrous ItemHeroes Of The Streets
Cornerstone Crossbowstrong divination12none213359 lbs.As a standard action, this +1 seeking light crossbow can generate bolts of force that briefly harden to anchor on corners and walls of structures, trailing a line of force that connects the bolt to the crossbow. As a move action, the wielder of the weapon can pull the crossbow to the anchor, swiftly carrying the wielder to the anchor point. The bolt of force has a maximum range of 80 feet, and can anchor only to a structure study enough to support the wielder's weight. If there is not a platform appropriate for the wielder to land on next to the anchor, the wielder must succeed at a Climb check (DC appropriate to climbing the surface the bolt of force is anchored to) or immediately fall. The bolt of force disappears in 1d4 rounds, just after the crossbow is drawn to it (the wielder has time to land), or when the next bolt of force is fired, whichever comes first. The bolts of force deal no damage, and creatures other than the wielder are unaffected by them.Craft Magic Arms and Armor, levitate, true seeingWeaponHeroes Of The Streets
Diminishing Sashfaint universal3belt50001 lb.At first glance, there is nothing at all unique about this length of woven brown wool; however, in the hands of a spellcaster it can be a devious resource. The wearer of a diminishing sash can tear off a piece of the item and use it as a substitute for spell components worth up to 50 gp. Each piece torn from a diminishing sash (an action subsumed in the casting of a spell) provides components for one spell, and multiple pieces cannot be combined to provide more expensive components. After providing the components for 50 spells, a diminishing sash becomes a nonmagical piece of cloth. If the sash is used to generate material components for a spell that normally uses no components or components that cost 1 gp or less, the wearer casts the spell at +1 caster level.Craft Wondrous Item, Eschew Materials, creator must have 3 ranks in Knowledge (arcana) and SpellcraftWondrous ItemHeroes Of The Streets
Emissary's Breastplatefaint transmutation5armor1135030 lbs.When not being worn, this simple steel +1 breastplate appears to be typical magic armor. When worn by a cavalier with the banner class feature, an emissary's breastplate automatically displays the cavalier's heraldry and counts as his banner. As long as the cavalier is not in disguise, he is considered to be displaying his banner while wearing the armor. Additionally, the wearer can expend a use of his challenge ability to speak on behalf of himself, his lord, or other agent who has given him the authority to do so. This allows him to use tongues (as per the spell) and issue a single command (as per the spell).Craft Magic Arms and Armor, arcane mark, command, tongues, creator must have 5 ranks in Knowledge (nobility)Wondrous ItemHeroes Of The Streets
Maintenance Overseer's Ringfaint divination4ring8000-This tarnished signet is marked as belonging to a specific city no smaller than a large town, though it functions in any settlement of at least that size. After spending 5 days in a settlement with the maintenance overseer's ring equipped, its wearer learns a great deal about the schematics of any sewers, tunnels, basements, and passages beneath the settlement. This knowledge is not necessarily absolute, but allows the wearer to act as though trained in Knowledge (dungeoneering) when answering questions about the settlement's underground with a +5 bonus on all such checks. A maintenance overseer's ring also grants the wearer an automatic Perception check to notice secret doors within 10 feet in any area beneath street level of a city to which the ring is attuned. A wearer who already receives a Perception check to perceive a secret door (such as a dwarf using stonecunning) rolls her Perception check twice and takes the better result.Forge Ring, create treasure mapAPGRingHeroes Of The Streets
Marker's Monoclefaint divination3eyes5600-A solid gold band encircles this intricate convex glass lens. Three times per day as a standard action, the wearer can attempt an Appraise check against a creature within 60 feet (DC = 10 + target's Hit Dice + target's Wisdom bonus). With a successful check, the wearer knows the amount of currency the creature is carrying, as well as the number of valuable objects (with a price greater than 20 gp) the target carries (though the wearer doesn't know which items qualify, or the exact value of the objects). In addition, once per day, the wearer of a marker's monocle can mark one creature with a melee touch attack, allowing up to 3 allies within 30 feet to track the marked creature for 30 minutes, as if the wearer's allies had the scent ability.Craft Wondrous Item, locate object, scent trailAPGWondrous ItemHeroes Of The Streets
Pauper's Robesfaint illusion3body24004 lbs.Dirt and grime from city streets cling to these dirty brown robes, covering them in an ever-present film of filth. A set of pauper's robes surrounds its wearer in mystery, making it difficult for creatures to remember details about him. Creatures that attempt to remember details of their interactions with the wearer of a set of pauper's robes must make a successful Will save to do so: recalling general details about the wearer (such as gender or race) requires a successful DC 13 Will save, and recalling more specific information (such as name, distinguishing features, or mannerisms) requires a successful DC 16 Will save. If the wearer of the robes takes any action that counts as an attack (as defined by the invisibility spell), creatures witnessing that action are immune to the memory-fogging influence of the pauper's robes for all interactions with the wearer over the next 24 hours. As a standard action, the wearer of a set of pauper's robes can cause the garment to tarnish and dirty any valuables he carries, making jewelry appear to be little more than beads and twine or a magical sword look rusted and dull. Anyone who examines or interacts with such an object can see through the guise with a successful DC 13 Will save. This effect ends immediately once the object leaves the wearer's possession.Craft Wondrous Item, disguise self, memory lapseAPGWondrous ItemHeroes Of The Streets
Pickpocket's Bandolierfaint transmutation5chest125002 lbs.Carefully embroidered black leather makes up this stylish bandolier, which can hold as many as 12 daggers, vials, or similarly shaped items. The wearer of a pickpocket's bandolier opposes Sleight of Hand checks attempt against her with her own Sleight of Hand checks (instead of Perception). Additionally, as a swift action after succeeding at a Sleight of Hand check, the wearer can stuff stolen goods (of size Tiny or smaller) into one of the slots on the pickpocket's bandolier, making the purloined object appear to be a simple dagger. Only a careful examination of the bandolier reveals the true nature of items concealed in this manner.Craft Wondrous Item, shrink itemWondrous ItemHeroes Of The Streets
Ring Of Psychic Masterystrong (no school)14ring50000-The large sapphire that adorns this platinum ring darkens in hue as its wearer depletes her psychic spellcasting potential. The gem turns black when the wearer's daily spells are exhausted or if the wearer has no ability to cast psychic spells. A ring of psychic mastery grants the caster 1 additional psychic spell per day for each spell level from 1st to 4th that she is capable of casting.Forge Ring, limited wishRingOccult Adventures
Ring Of The Hidden Psychestrong (no school)18ring160000-This ring resembles a ring of psychic mastery, but its flawless sapphire serves as a vessel for the wearer's soul. It possesses all the abilities of a ring of psychic mastery in addition to the following effects. The wearer's soul instantly enters the ring upon the wearer's death, even if her body is utterly destroyed. This counts as an object possession spell, except that the possessing soul cannot animate the ring and must instead wait for someone to wear it. From inside the ring, she can attempt a greater possession on anyone who voluntarily wears the ring (Will DC 23 negates). A successful save against the greater possession effect renders the new wearer immune to further such attempts for 24 hours. Dispelling the object possession effect on the ring banishes the soul from the ring to its appropriate afterlife. Otherwise, a soul can remain in the ring indefinitely. While in the ring, the soul knows when a creature has put on the ring. The soul can't otherwise sense the area around it or take actions other than attempting the greater possession effect. A ring of the hidden psyche resists attempts to discern its true nature. Detect magic reveals only the properties of a ring of psychic mastery, though identify or stronger magic can reveal the ring's full powers if the caster succeeds at a DC 23 Will save.Forge Ring, greater possession*, magic aura, object possession*, wishRingOccult Adventures
Caduceus Rodstrong conjuration and transmutation12none1420003 lbs.Two entwined wooden snakes run the length of this laurel rod, which is capped with a pair of brass wings. This mystical implement gives its possessor a +5 insight bonus on Craft (alchemy) checks and a +1 insight bonus on attack and damage rolls with alchemical items, including alchemists' bombs. When it's held in hand, the caduceus rod can be invoked five times per day to grant one of the following boons, each of which counts as a 6th-level spell-like ability. Awaken: The rod awakens all sleeping creatures within a 40-foot-radius burst centered on the wielder. Creatures in the burst gain immunity to sleep effects for 1 minute. Exchange: The wielder transmutes one of his prepared alchemical extracts into an extract of another formula in his formula book of equal or lower level. Mercy: All dying (-1 or fewer hit points) creatures in a 40-foot-radius burst centered on the wielder die. Each such creature can attempt a DC 19 Fortitude save to instead take 1d6 points of negative energy damage. This is a death effect. Revive: The wielder targets a creature within 40 feet with empowered breath of life. Slumber: As deep slumber, except that it affects a 20-foot-radius burst centered on the wielder, can affect up to 20 HD of creatures, and has a Will save DC of 19. The wielder of the rod is unaffected and can choose to exclude up to four other targets from the effects.Craft Rod, breath of life, deep slumber, heroism, universal formulaAPG, creator must have at least 10 ranks in Craft (alchemy)RodOccult Adventures
Fearsome Metamagic Rod, Lesserstrong (no school)17none90001 lb.The wielder of this rod can cast up to three spells per day that make enemies shaken as though using the Fearsome Spell feat.Craft Rod, Fearsome SpellRodOccult Adventures
Fearsome Metamagic Rodstrong (no school)17none325001 lb.The wielder of this rod can cast up to three spells per day that make enemies shaken as though using the Fearsome Spell feat.Craft Rod, Fearsome SpellRodOccult Adventures
Fearsome Metamagic Rod, Greaterstrong (no school)17none730001 lb.The wielder of this rod can cast up to three spells per day that make enemies shaken as though using the Fearsome Spell feat.Craft Rod, Fearsome SpellRodOccult Adventures
Furious Metamagic Rod, Lesserstrong (no school)17none30001 lb.The wielder of this metamagic rod can cast up to three spells per day that channel her anger as though using the Furious Spell feat.Craft Rod, Furious SpellRodOccult Adventures
Furious Metamagic Rodstrong (no school)17none110001 lb.The wielder of this metamagic rod can cast up to three spells per day that channel her anger as though using the Furious Spell feat.Craft Rod, Furious SpellRodOccult Adventures
Furious Metamagic Rod, Greaterstrong (no school)17none245001 lb.The wielder of this metamagic rod can cast up to three spells per day that channel her anger as though using the Furious Spell feat.Craft Rod, Furious SpellRodOccult Adventures
Hollow Rodstrong (no school)15none1215005 lbs.Slightly smaller and shorter than vril staves (see page 255), hollow rods are hollow silver tubes covered in intricate glyphs and small, flute-like keys. Three times per day, a kineticist can utilize the hollow rod in conjunction with a blast wild talent or the kinetic healer wild talent to augment that talent's destructive or healing capabilities, treating the wild talent as maximized. A hollow rod can't be used on a wild talent affected by metakinesis.Craft Rod, creator must be a 10th-level kineticistRodOccult Adventures
Logical Metamagic Rod, Lesserstrong (no school)17none30001 lb.The wielder of this rod can cast up to three spells per day without emotion components as though using the Logical Spell feat.Craft Rod, Logical SpellRodOccult Adventures
Logical Metamagic Rodstrong (no school)17none110001 lb.The wielder of this rod can cast up to three spells per day without emotion components as though using the Logical Spell feat.Craft Rod, Logical SpellRodOccult Adventures
Logical Metamagic Rod, Greaterstrong (no school)17none245001 lb.The wielder of this rod can cast up to three spells per day without emotion components as though using the Logical Spell feat.Craft Rod, Logical SpellRodOccult Adventures
Overflowing Rodmoderate evocation10none250001 lb.An overflowing rod amplifies and focuses the side effects of a kineticist's burn. While holding the rod, the kineticist counts as 3 levels higher for the purpose of determining the effects of her elemental overflow ability. If used by a character without elemental overflow, the rod grants its wielder the benefit of elemental overflow as a 3rd-level kineticist (which is generally helpful only to low-level kineticists or kineticists with archetypes that replace elemental overflow with another class feature).Craft Rod, creator must be a 10th-level kineticistRodOccult Adventures
Refocusing Rodmoderate (no school)10none50001 lb.Once per day, a refocusing rod allows an occultist to transfer mental focus using the shift focus class feature without losing any points of focus. He can move focus from one implement into the rod, and then from the rod into another implement, by spending twice as long as it normally takes him to shift focus (because he's making two transfers). The occultist must transfer the focus from the rod within 10 minutes or the focus is lost. If an occultist chooses a refocusing rod as one of his implements for the day, he can instead use this ability to transfer focus into the rod and leave it there or transfer focus he already stored in the rod into another implement. In either of these cases, no points of focus are lost in the transfer and it takes the normal amount of time to shift focus instead of twice as long. If the refocusing rod is not one of the occultist's implements for the day, mental focus stored in it can't be used for any purpose except transference to another implement. Any mental focus transferred into the rod still belongs to the occultist who transferred it. The rod can't be used to transfer mental focus between two users.Craft Rod, creator must be a 10th-level occultistRodOccult Adventures
Scarring Metamagic Rod, Lesserstrong (no school)17none30001 lb.The wielder of this rod can cast up to three spells per day that weaken her target's will as though using the Scarring Spell feat.Craft Rod, Scarring SpellRodOccult Adventures
Scarring Metamagic Rodstrong (no school)17none110001 lb.The wielder of this rod can cast up to three spells per day that weaken her target's will as though using the Scarring Spell feat.Craft Rod, Scarring SpellRodOccult Adventures
Scarring Metamagic Rod, Greaterstrong (no school)17none245001 lb.The wielder of this rod can cast up to three spells per day that weaken her target's will as though using the Scarring Spell feat.Craft Rod, Scarring SpellRodOccult Adventures
Traumatic Metamagic Rod, Lesserstrong (no school)17none90001 lb.The wielder of this rod can cast up to three spells per day that cause nightmares as though using the Traumatic Spell feat.Craft Rod, Traumatic SpellRodOccult Adventures
Traumatic Metamagic Rodstrong (no school)17none325001 lb.The wielder of this rod can cast up to three spells per day that cause nightmares as though using the Traumatic Spell feat.Craft Rod, Traumatic SpellRodOccult Adventures
Traumatic Metamagic Rod, Greaterstrong (no school)17none730001 lb.The wielder of this rod can cast up to three spells per day that cause nightmares as though using the Traumatic Spell feat.Craft Rod, Traumatic SpellRodOccult Adventures
Witching Rodmoderate transmutation11none310001 lb.This especially powerful dowsing rod (see page 248) is typically made of a branch from an ancient tree or shafts forged of rare metals. When used for the dowsing skill unlock in place of a mundane dowsing rod, a witching rod provides a +5 circumstance bonus on the Survival check. A witching rod can not only detect bodies of water, grave sites, and metal deposits, but can also manipulate substances or souls related to them. The rod can produce the effects of control water, speak with dead (DC 14), or stone shape. Though this ability can typically be used only once per day, a wielder with the ability to use the dowsing occult skill unlock more than once per day can instead produce a spell effect one additional time per day for each additional use of dowsing she has. This doesn't require her to expend uses of dowsing. Only one creature can produce extra uses of the witching rod in this way each day.Craft Wondrous Item, control water, speak with dead, stone shapeRodOccult Adventures
Vril Staffstrong transmutation15none2000005 lbs.This hollow, silver staff is covered in intricate glyphs and flute-like keys, and allows use of the following spells: • Mage hand (1 charge) • Cure light wounds (1 charge) • Cure moderate wounds (2 charges) • Telekinesis (2 charges) • Repulsion (3 charges) If the wielder of a vril staff is a spellcaster, as a standard action, she can expend 1 charge and sacrifice a prepared spell or unused spell slot of 1st level or higher to channel the power through the staff as a blast of raw magical energy known as vril. This ray resolves as a ranged touch attack with a range of 30 feet, and the wielder chooses whether it deals damage or heals. The amount of damage dealt or healed by the ray is equal to 1d6 points per level of the spell sacrificed + 1 point per caster level of the wielder. In the hands of a kineticist, the staff functions differently. By spending 1 charge from the staff as part of her kinetic blast, the kineticist can use a new basic energy blast called a vril blast. This blast deals untyped damage. A vril blast works only with form and substance infusions that specify that they work on any blast. If the kineticist instead spends 3 charges, her vril blast's intensity increases and it ignores spell resistance. A kineticist can use a vril staff without attempting a Use Magic Device check. A spellcaster can recharge a vril staff normally. A kineticist can restore a single charge to a vril staff by accepting 3 points of burn.Craft Staff, cure light wounds, cure moderate wounds, mage hand, repulsion, telekinesisStaffOccult Adventures
Animal Divining Potfaint divination3none14005 lbs.These small clay vessels are fired in shapes representing various small animals-fish, lizards, mice, and sparrows are the most common. If a pot's user places a living animal matching the pot's form within, the user can communicate with the animal through whispers, as speak with animals. This ability functions three times per day.Craft Wondrous Item, speak with animalsWondrous ItemOccult Adventures
Candle Of Spirit Protectionmoderate necromancy11none15001 lb.Crafted from collected ectoplasm and wax, candles of spirit protection ward off creatures from the spirit world. To function, a candle of spirit protection must be placed in the desired area. When it's lit, fine lines of smoke coil out, creating a circular line of smoke in a 10-foot radius around the candle. This area is protected against intrusion by astrally projected creatures, ethereal creatures, haunts, incorporeal creatures, mediums channeling a spirit, and phantoms, and at the GM's discretion can affect other spirits or creatures made of ectoplasm. Such creatures can't enter the area of effect, and act as though they were affected by an antilife shell that specifically targets them and no other creatures. The candle can't be moved once it is lit; attempting to do so ends the effect. Otherwise, a lit candle of spirit protection burns for 1 hour. Either way, the candle is expended after one use.Craft Wondrous Item, antilife shellWondrous ItemOccult Adventures
Dreamcatcherfaint abjuration1none28002 lbs.This protective ward is fashioned from a thin, supple piece of wood bound in a circle, and then woven with sinew to create a weblike pattern. Dreamcatchers are often decorated with beads and feathers. More elaborate dreamcatchers might be made of gold or silver instead, and decorated with dangling jewels and metal figurines. A dreamcatcher protects its sleeping owner from malicious influences. The owner gains a +2 sacred bonus on saving throws while asleep. Further, any ability damage or ability drain he takes during this time is reduced by 1 point (to a minimum of 0 points).Craft Wondrous Item, resistanceWondrous ItemOccult Adventures
False Coinfaint divination1none375-The possessor activates this well-worn gold coin by rubbing it between her thumb and forefinger while willing it to function. The false coin can be activated only by creatures with the Psychic Sensitivity feat or the ability to cast psychic spells. Once activated, the coin maintains a link to the creature that activated it, and if passed along to someone else, it shares empathic cues about its new possessor with the creature that activated it. This empathic link gives the activator a +2 insight bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against the coin's current possessor. In addition, the possessor takes a -1 penalty on saving throws against spells with the emotion, fear, or scrying descriptors cast by the coin's activator. While activated, the coin appears nonmagical as though protected by magical aura (Will DC 11). The link between the activator and the coin persists for 1 week, after which the coin loses all of its powers and becomes a mundane coin.Craft Wondrous Item, detect thoughts, magic auraWondrous ItemOccult Adventures
Flying Skiffstrong conjuration and abjuration12none1800002,500 lbs.A flying skiff is a long, flat-bottomed vehicle akin to a naval ship, and is covered in metallic veins. Without a psychic pilot, a flying skiff acts in all regards as a keelboat (Pathfinder RPG Ultimate Combat 184). A single Large direct-fire siege engine can be mounted on the front of a flying skiff. A control helmet that fits a Small, Medium, or Large creature is linked by long, curling cables to the metal veins of the skiff. Whenever a psychic creature (one with levels in an occult class, the Psychic Sensitivity feat, or the ability to use psychic spell-like abilities) wears the control helmet, the flying skiff gains the following abilities. • The skiff can fly with a maximum speed of 100 feet and acceleration of 30 feet. • The skiff gains fast healing 5 when reduced below half its starting hit points. Damage above this threshold must be repaired normally. Along with the abilities granted to the flying skiff when piloted by a psychic creature, the pilot gains the following additional abilities. • Anytime the pilot casts one of the following psychic spells, the spell affects the entire crew of the flying skiff: intellect fortress, mental barrier, thought shield, and tower of iron will. This includes all variants of these spells. The effect ends for a creature that departs the skiff before the spell's duration ends. • The pilot can aim and fire the siege weapon on the flying skiff with her mind (using the same number of actions this would normally take). This does not grant her the ability to reload the siege weapon with her mind. • Once per day, the pilot can take a full-round action to transport the flying skiff and all crew onboard as plane shift.Craft Wondrous Item, intellect fortress III*, mental barrier III*, overland flight, plane shift, thought shield III*, tower of iron will II*Wondrous ItemOccult Adventures
Flying Sledstrong conjuration12none80000100 lbs.A flying sled is a small vehicle akin to a rowboat, and is covered in metallic veins. The sled can hold one occupant. A psychic pilot can the control the craft. Without a psychic pilot, a flying sled acts in all regards as a rowboat (Pathfinder RPG Ultimate Combat 185). A control helmet that fits a Small or Medium creature is linked by cables to the metal veins of the sled. When a psychic creature (one with levels in an occult class, the Psychic Sensitivity feat, or the ability to use psychic spell-like abilities) wears the control helmet, the flying sled gains the following abilities. • The sled can fly with a maximum speed of 100 feet and acceleration of 30 feet. • The sled gains fast healing 2 when reduced below half its starting hit points. Damage above this threshold must be repaired normally. Along with the abilities granted to the flying sled when piloted by a psychic creature, the pilot gains the following additional ability. • Once per day, the pilot can take a full-round action to transport herself and the flying sled between the Astral Plane and the Material Plane. This ability otherwise functions as plane shift.Craft Wondrous Item, overland flight, plane shiftWondrous ItemOccult Adventures
Four-Leaf Cloverfaint evocation5none3750-This curio is a four-leaf clover that was harvested from the wild and preserved. Typically encased in glass or crystal, four-leaf clovers are sometimes pressed, bronzed, or protected through other means. A creature with a four-leaf clover in her possession can call upon an extra boost of luck before attempting a single ability check, saving throw, or skill check. She gains a +2 luck bonus on that check. This ability functions three times per day, and requires a free action that the owner can perform even when it's not her turn.Craft Wondrous Item, divine favorWondrous ItemOccult Adventures
Ganji Dollmoderate necromancy6none160001/2 lb.A ganji doll is a fetish tied so intimately to its intended victim that good or ill can be done to the target through the doll itself. During the item's creation, the creator must choose a humanoid creature to bind the doll to. This requires the creator to obtain and craft a bit of the intended target's body-typically hair, blood, or a tooth-into the fetish. Once this has been done, the ganji doll affects no other creature aside from the bound target. The target of the ganji doll can't be changed after crafting is complete. Once the doll has been created, three times per day, any bearer can employ the doll to create any one of the following effects. These effects target only the creature bound to the doll. The target takes a -2 penalty on all saving throws against these effects. Blind: Covering the doll's head with a cloth blinds the target for 1 minute (Will DC 16 negates). Damage: Stabbing the doll with a sharp instrument, waving it over an open flame, wrapping a cord around the doll's neck, or otherwise damaging the doll causes the target to take 3d6 points of damage (Fortitude DC 16 half). This damage ignores all resistances and immunities. Touch Spell: The ganji doll functions as the bound target for the purpose of any spell with a range of touch. The target receives the effect of any spell cast upon the doll (up to the doll's limit of three effects per day) as if the caster had actually touched him. The target can attempt saving throws against such spells, if allowed, as normal, but takes the -2 penalty imposed by the doll. Beneficial spells, such as cure light wounds, can also be used in this manner.Craft Wondrous Item, bestow curse, and a piece of the body of the humanoid to be affectedWondrous ItemOccult Adventures
Ganji Doll, Greatermoderate necromancy12none360001/2 lb.A greater ganji doll looks similar to and functions as the normal version, except that it can be used 5 times per day, imposes a -4 penalty on the target's saving throws against its effects, and has the following altered or additional special abilities in addition to all the abilities of a ganji doll. Damage: Damaging the doll causes the target to take 6d6 points of damage (Fortitude DC 16 half). This damage ignores all resistances and immunities. Locate Creature: The bearer of a ganji doll can use it to locate its bound target as locate creature. Suggestion: The user whispers in the doll's ear, creating the effect of a suggestion spell. The target must attempt a DC 16 Will save to resist the effect. Unlike with the spell, the target doesn't need to comprehend the user's language.Craft Wondrous Item, bestow cure, locate creature, suggestion, and a piece of the body of the humanoid to be affectedWondrous ItemOccult Adventures
Ghost Powdermoderate abjuration7none14001/2 lb.When sprinkled on the ground, this mixture of salt and powdered iron forms a barrier that is invisible and impenetrable for spirits. Ghost powder is typically found in bags or tubes, and a single dose of ghost powder can trace a line up to 50 feet in length; it can be used in 5-foot increments. Corporeal creatures can cross a line of ghost powder, but ethereal and incorporeal creatures are blocked as though the line were a wall of force. Teleportation effects can cross a line of ghost powder, as can an incorporeal creature possessing a corporeal creature. The barrier created is 10 feet high. It prevents incorporeal creatures from crossing through the floor directly beneath it, and if the barrier reaches the ceiling, it prevents them from crossing through the ceiling directly above. In addition, if ghost powder i s sprinkled in front of every entrance (including chimneys, air vents, and the like) of a building, it prevents incorporeal creatures from entering the building through the walls, floor, and ceiling in their entirety. Sweeping away the ghost powder destroys the barrier, but incorporeal and ethereal creatures can't disturb the powder or affect it with their abilities unless they deal enough damage to destroy the barrier itself. When laid down quickly (up to 10 feet can be spread as a standard action), the effects of ghost powder last for 1 hour. If the powder is laid down carefully (taking 1 minute for every 5 feet), the effects last 8 hours.Craft Wondrous Item, anti-incorporeal shellACG, magic circle against evilWondrous ItemOccult Adventures
Incense Of Corporealitymoderate abjuration7none14001/2 lb.Little distinguishes this bitter-smelling stick of incense from normal incense until it is lit. In still air, the incense's smoke permeates a 40-foot-by-40-foot area to a height of 20 feet. Within that area, incorporeal creatures take on a measure of substance, such that they can no longer pass through objects and take full damage from all attacks (even nonmagical ones). Incorporeal touch attacks within this area resolve as melee attacks, but the incorporeal creatures add their Charisma bonus on such attacks. Incorporeal creatures still lack cohesion and mass. They retain the ability to fly as well as their immunity to combat maneuvers and critical hits. They can pick up and manipulate physical objects as though they had Strength scores equal to their Charisma scores, but they are still not solid enough to wear equipment. Moderate wind halves the area of incense of corporeality. Strong wind disperses the incense, rendering it ineffective as long as the wind continues. A single stick of incense of corporeality burns for 1 hour. If extinguished, the remaining incense loses effectiveness.Craft Wondrous Item, dimensional anchor, ghostbane dirgeAPGWondrous ItemOccult Adventures
Incense Of Open Thoughtsmoderate divination9none28001 lb.While a block of this sweet-scented incense burns, creatures inhaling its fumes become unusually receptive to thought. In still air, the incense's smoke permeates a 40-foot-by-40- foot area to a height of 20 feet. Creatures within that area can communicate telepathically with other creatures in the area. Creatures communicating in this fashion don't need to share a language, but must have an Intelligence of 3 or higher. The openness of mind engendered by the incense also provides a +5 insight bonus on Diplomacy and Sense Motive checks against creatures in the area, and imposes a -5 penalty on Bluff and Intimidate checks against such creatures and a -2 penalty on saving throws against mind-affecting effects. Moderate wind halves the area of the smoke. Strong wind disperses the incense, rendering it ineffective as long as the wind continues. A single block of incense of open thoughts burns for 1 hour. It can be extinguished and relit, but each use consumes at least 10 minutes of its remaining duration.Craft Wondrous Item, telepathic bondWondrous ItemOccult Adventures
Indomitable Jewelmoderate abjuration8neck120001 lb.Set in a burnished copper pendant, the colors of this black opal shift with the wearer's mood. While the wearer is dazed, nauseated, paralyzed, or stunned because of a mind-affecting effect, at the start of his turn he can take 2 points of ability damage to Intelligence, Wisdom, and Charisma to still take a standard action that turn (in place of the move action in the case of nauseated). He can make this choice even if otherwise prevented from taking actions. If affected by multiple such conditions, the wearer must take the ability damage for each in order to take his standard action. Ability damage caused by the jewel can't be prevented or reduced, and it must be healed naturally. In addition, the indomitable jewel renders the wearer immune to sleep caused by mind-affecting effects.Craft Wondrous Item, freedom of movement, thought shield IWondrous ItemOccult Adventures
Kineticist's Diadem, Lessermoderate evocation10headband18000-This metal headband holds a glistening, diamond-shaped gem. A kineticist's diadem includes one of five colors of gem, each corresponding to a different element: blue (water), clear (aether), green (earth), red (fire), and white (air). The diadem's gem grants the wearer greater control over its associated element. While worn by a kineticist, this item increases the damage dealt by the kineticist's simple and composite blasts that match the element of the inlaid gem by 1d6 points (for a lesser kineticist's diadem), 2d6 points (for a kineticist's diadem), or 3d6 points (for a greater kineticist's diadem). If the blast is a physical blast, the extra damage dice from the kineticist's diadem increase to d8s instead of d6s. These extra damage dice do not multiply on a critical hit, and the extra damage dice do not apply to blasts with form infusions that do not apply the extra damage from elemental overflow, like kinetic blade and kinetic whip.Craft Wondrous Item, creator must be a 10th-level kineticist with access to the appropriate elementWondrous ItemOccult Adventures
Kineticist's Diademmoderate evocation10headband50000-This metal headband holds a glistening, diamond-shaped gem. A kineticist's diadem includes one of five colors of gem, each corresponding to a different element: blue (water), clear (aether), green (earth), red (fire), and white (air). The diadem's gem grants the wearer greater control over its associated element. While worn by a kineticist, this item increases the damage dealt by the kineticist's simple and composite blasts that match the element of the inlaid gem by 1d6 points (for a lesser kineticist's diadem), 2d6 points (for a kineticist's diadem), or 3d6 points (for a greater kineticist's diadem). If the blast is a physical blast, the extra damage dice from the kineticist's diadem increase to d8s instead of d6s. These extra damage dice do not multiply on a critical hit, and the extra damage dice do not apply to blasts with form infusions that do not apply the extra damage from elemental overflow, like kinetic blade and kinetic whip.Craft Wondrous Item, creator must be a 10th-level kineticist with access to the appropriate elementWondrous ItemOccult Adventures
Kineticist's Diadem, Greatermoderate evocation10headband98000-This metal headband holds a glistening, diamond-shaped gem. A kineticist's diadem includes one of five colors of gem, each corresponding to a different element: blue (water), clear (aether), green (earth), red (fire), and white (air). The diadem's gem grants the wearer greater control over its associated element. While worn by a kineticist, this item increases the damage dealt by the kineticist's simple and composite blasts that match the element of the inlaid gem by 1d6 points (for a lesser kineticist's diadem), 2d6 points (for a kineticist's diadem), or 3d6 points (for a greater kineticist's diadem). If the blast is a physical blast, the extra damage dice from the kineticist's diadem increase to d8s instead of d6s. These extra damage dice do not multiply on a critical hit, and the extra damage dice do not apply to blasts with form infusions that do not apply the extra damage from elemental overflow, like kinetic blade and kinetic whip.Craft Wondrous Item, creator must be a 10th-level kineticist with access to the appropriate elementWondrous ItemOccult Adventures
Lithomancy Stonesmoderate divination7none120002 lbs.A set of lithomancy stones contains 15 semi-precious stones of varying shape and color, representing a mixture of elements, emotions, and various spiritual presences from the outer planes. Once per day, the possessor of a set of lithomancy stones can frame a question in her mind, cast the stones upon the ground, and attempt a reading with a Knowledge (planes) check to find the answer to her question. The check takes 1 minute, and the DC depends on the time frame of the question. The DC for a question regarding the next 30 minutes is 20. A question regarding the next day has a DC of 30, and a question about the next week has a DC of 40. The GM rolls the check in secret. If the possessor fails the check by 5 or more, she receives a false or misleading reading. If the possessor fails the check by less than 5, it yields no result. A successful check reveals information similar to that gained through a successful augury (for a reading about the next 30 minutes) or divination (for longer readings), which is communicated by the relative position of the stones. In addition to this function, lithomancy stones can be used as an additional focus for augury, divination, or similar spells to increase the chance of receiving correct information by 10% (to a maximum of 90%).Craft Wondrous Item, divination, creator must have at least 5 ranks in Knowledge (planes)Wondrous ItemOccult Adventures
Lucky Horseshoemoderate evocation9none68002 lbs.Although it appears to be a simple horseshoe, a lucky horseshoe focuses and channels the mystical energies of good fortune. As long as a lucky horseshoe's owner carries it on her person, she gains a +1 luck bonus on saving throws. Once per day, she can invoke the lucky horseshoe's power to gain a +4 luck bonus on a single saving throw. She must declare that she is using this ability before the roll is made.Craft Wondrous Item, divine favorWondrous ItemOccult Adventures
Lucky Horseshoe, Communalmoderate evocation9none150002 lbs.This item looks like and functions as a lucky horseshoe. In addition, if the horseshoe is placed prominently over the entrance of a building and left there for a period of at least 8 hours, it provides good luck to all those who spend time within that building. In order to gain this benefit, a character must spend at least 8 consecutive hours within the building; the benefit lasts for 24 hours. A single communal lucky horseshoe can provide its benefit to any number of creatures per day, but each creature can gain the benefits of only one lucky horseshoe at a time. Once a creature invokes the lucky horseshoe's ability, she can't benefit from another lucky horseshoe for 24 hours, though time she spends inside the building during that interval counts toward the 8 consecutive hours required to gain the communal lucky horseshoe's benefit for the next day.Craft Wondrous Item, divine favor, hallowWondrous ItemOccult Adventures
Magic Talking Boardmoderate divination9none200002 lbs.This rectangular wooden board displays an arch of alphabetical letters, numbers, and short affirmative and negative messages, and comes with a small, heart-shaped, three-legged pointer. Though it can be used in place of a mundane talking board (such as those used by spiritualists and seance-holders to speak to nearby haunts or their own subconscious minds), this item's magical properties don't rely on the presence of a haunt or a psychically sensitive individual to establish communications. When used for the automatic writing skill unlock in place of a mundane talking board, a magic talking board provides a +5 circumstance bonus on the Linguistics check. Once per day, a magic talking board can be used to call upon the spirit of a single deceased humanoid creature, as the spell call spirit. The spirit can attempt a DC 17 Will save to resist the summons; if it's successful, a spirit with malevolent intent always takes the place of the intended spirit. The spirit does not manifest as a vaporous apparition or speak; its communications instead come through the board itself. The spirit answers posed questions by guiding the pointer to specific letters at the rate of one word per round for as long as the user concentrates. Up to four creatures can use the board simultaneously, and the called spirit takes a penalty on its saving throw equal to the number of users beyond the first.Craft Wondrous Item, call spirit*Wondrous ItemOccult Adventures
Mask Of The Mesmeristfaint divination and illusion5head250004 lbs.Made from elaborately carved wood in the shape of a mythical creature, this mask covers the face of its wearer, leaving only two holes for eyes. A mesmerist wearing this mask increases the range of his hypnotic stare ability by 10 feet as the mask allows him to better focus on his targets. Creatures under the effects of the wearer's hypnotic stare take a -2 penalty on all attack rolls against the wearer. Once per day, if the wearer possesses the mesmerist trick class feature, he can implant a trick without expending a use of his mesmerist trick ability. This trick also does not count against his limit of total tricks active at the same time.Craft Wondrous Item, aversion, focused scrutinyACGWondrous ItemOccult Adventures
Orgone Accumulatormoderate conjuration7none48000150 lbs.This cold-iron-lined wooden cabinet is the size of a large upright chest, with just enough room inside for a Medium-sized creature to sit comfortably on a small wooden seat. The cabinet is constructed of alternating layers of cold iron sheets and slats of cypress wood insulated with sheep's wool, and is specially crafted to attract and focus atmospheric energy to recharge the internal reservoirs of characters capable of casting psychic magic. Activating an orgone accumulator requires spending hours inside it while meditating. The creature must remain conscious, taking no actions other than meditating. A creature inside the box that remains in this state automatically gains a +2 bonus on saving throws to recover from curses, diseases, and poisons. An orgone accumulator can also be used in conjunction with the faith healing occult skill unlock. If the subject of the faith healing is within the orgone accumulator, the creature attempting the Heal check for faith healing gains a +2 circumstance bonus on the check. In addition, a creature can concentrate while within the box to gain the benefits of restorative spells. Each of these spells lists a number of hours a user must remain meditating inside the box. At the end of that time, the user must attempt a Wisdom check with the listed DC to gain the benefits of the spell. A creature with the Psychic Sensitivity feat or levels in an occult class gains a +2 bonus on this Wisdom check. • Lesser restoration (2 hours, DC 14) • Remove blindness/deafness (3 hours, DC 16) • Restoration (4 hours, DC 18, can't remove a permanent negative level) A user with a ki pool can also focus in order to regain ki points instead of reproducing a restorative spell, much as if he were using a ki mat (Pathfinder RPG Ultimate Equipment 307). He must succeed at a Wisdom check with a DC of 10 plus his current number of ki points (note that ability checks, like skill checks, do not automatically succeed on a natural 20). A user that succeeds at this check regains 1 ki point.Craft Wondrous Item, lesser restoration, remove blindness/ deafness, restorationWondrous ItemOccult Adventures
Sensory Deprivation Hoodmoderate divination10head275005 lbs.This especially heavy leather hoodwink cowl (see page 249) is designed to quiet the wearer's mundane senses, allowing him to focus on his supernatural senses. Donning or removing the hood requires 1 minute, or 5 rounds with assistance. As with a normal hoodwink cowl, the wearer of a sensory deprivation hood is blinded, deafened, and takes a -10 penalty on all other Perception checks. If the wearer has blindsense, blindsight, tremorsense, or a similar ability, he can take a full-round action to suppress those senses for as long as he wears the hood or until he resumes using them (which requires another full-round action). If the wearer is currently benefitting from one of these senses, he gains no benefits from the hood. As long as the wearer's senses are suppressed, he gains the ability to perform automatic writing, dowsing, and psychometry even if he doesn't have psychic spellcasting or the Psychic Sensitivity feat. If he does have psychic spellcasting or the Psychic Sensitivity feat, he gains a +5 bonus on skill checks for those skill unlocks. Additionally, once per day while wearing the sensory deprivation hood, the wearer can open up his mind to passing spiritual phenomena in the hope of gaining greater insight into a specific issue. This functions as contact other plane, allowing the wearer to ask up to 5 questions per use, but rather than contacting an entity on another plane of existence, the wearer contacts a nearby spirit or other psychic entity. Rather than using the information for one of the planes listed in the spell, this effect uses the following information: Avoid Int/Cha Decrease DC 10/24 hours; True Answer 01-34; Don't Know 35-62; Lie 63-83; Random Answer 84-100. Unlike with contact other plane, the wearer can attempt either an Intelligence check or a Charisma check to avoid the Intelligence and Charisma decrease.Craft Wondrous Item, contact other planeWondrous ItemOccult Adventures
Shrunken Headmoderate necromancy9none or neck900001 lb.The mouth of this shriveled, distorted head is stitched shut with coarse thread. A shrunken head can be used if it's held in one hand or worn in the neck slot by suspending it from a thong. Once per day as an immediate action, the owner can make the head absorb a mind-affecting spell of up to 5th level that was targeting the owner. Absorbing such a spell protects only the wielder, not any other targets. After absorbing the spell, the head's eyes open and burn with pale green fire for 1 round per level of the spell absorbed. While the eyes are burning, as a standard action, the wielder can unleash this energy as enervation, with the ray imposing 1 negative level per level of spell absorbed. When used as an additional focus component for a spell with the fear subtype, a shrunken head augments its effects, increasing any save DC associated with the spell by 1. The shrunken head does not need to have absorbed a spell to be used in this manner.Craft Wondrous Item, break enchantment, enervation, fearWondrous ItemOccult Adventures
Soultheft Glassmoderate necromancy9none330001 lb.The wielder of this hand-sized, fine glass mirror can view another's reflection in the mirror to capture a portion of that creature's soul. Doing so requires the wielder to avert his eyes as if defending against a gaze attack (Pathfinder RPG Bestiary 300) so that he views the creature only by its reflection, and then take a standard action that provokes an attack of opportunity. This imposes 1 temporary negative level on the creature reflected (Fortitude DC 16 negates). A soultheft glass can hold no more than three portions of a creature's soul, and can't contain portions from more than one creature's soul at a time. When the glass is at full capacity, attempts to steal additional soul portions fail. While the mirror retains at least one soul portion, its possessor receives a +1 luck bonus on ability checks, saving throws, and skill checks. The wielder can query the soul portions trapped within, in effect questioning echoed memories of the target creature. This works as call spirit, except the creature doesn't need to be dead. The wielder can ask a number of questions per day equal to the number of soul portions in the glass. Temporary negative levels bestowed by a soultheft glass never become permanent. The victim can attempt a DC 16 Fortitude save to remove each negative level every 24 hours. Success removes that negative level and frees one soul portion held within the glass. Any other method of removing a negative level (such as restoration) also frees a soul portion from the glass. Once it imposes a temporary negative level on a creature, a soultheft glass shows a ghostly reflection of that creature (though not any information about its surroundings) until all soul portions have been returned. If the victim dies, its soul portions fade after 24 hours. As a standard action, the mirror's wielder can release all soul portions, which also removes the victim's negative levels.Craft Wondrous Item, call spirit*, enervationWondrous ItemOccult Adventures
Spirit Mirrormoderate necromancy9none189004 lbs.These unusual hand-mirrors allow the user to communicate with the spirits of the recently deceased, although such communication comes with great risk. On command, the user can look into the mirror and name a recently deceased individual, attempting to conjure the image of that person's spirit into the mirror. There is a 70% chance that an attempt to contact a specific spirit succeeds. For each week that the specified creature has been deceased, this chance decreases by 10% (to a minimum of 0%). If the attempt is unsuccessful, the spirit mirror ceases to function for 1d4 days and can never contact that particular spirit. If the attempt is successful, the deceased person's image appears in the mirror, and the user can ask her up to three questions, as call spirit. The spirit also has the ability to telekinetically move objects within 20 feet of the mirror, as unseen servant. This form of communication is highly dangerous, and allows malevolent spirits to attack the user. Each time the spirit mirror fails to contact a spirit, another spirit comes in its stead. Usually this spirit makes mischief by either giving inaccurate answers or by moving objects around, but there is a 10% chance that the spirit manifests as a random incorporeal undead and attacks the mirror's user.Craft Wondrous Item, call spiritWondrous ItemOccult Adventures
Spirit Revivification Incensemoderate necromancy11none800-This stick of incense is coated in the ectoplasmic residue of slain spirits. A spiritualist can burn the incense as part of her ritual to manifest her phantom, in which case the manifested phantom returns with its maximum number of hit points, regardless of previous damage incurred. A stick of spirit revivification incense can be used only once before being fully consumed.Craft Wondrous Item, healWondrous ItemOccult Adventures
Spirit Slatefaint divination5none120002 lbs.This simple chalkboard consists of a book-sized wooden frame surrounding a thin, rectangular slice of flat black slate. Though mediums typically use mundane slates to demonstrate automatic writing, this magical version can obtain answers to specific questions regarding a dead creature if the user has access to at least a fragment of bone from the deceased's body. Once the user places a bone fragment upon the slate, that fragment animates and begins scribbling answers to the following four questions on the slate's surface. • Who were you? (The name by which the creature was most commonly known.) • What were you? (The creature's gender, race, profession/ role.) • How did you die? (A brief outline of the events that caused the creature's death, to the creature's best knowledge.) • When did you die? (To the most specific time the creature can place its death.) These answers always appear in a language the user can read, even if the creature could not speak that or any language. The device can be used up to 3 times per day.Craft Wondrous Item, blood biographyAPGWondrous ItemOccult Adventures
Talisman Of Arrow Protection, GreaterFaint abjuration3neck60001 lb.A greater talisman functions as a lesser talisman of the same type, but has much greater longevity. It can provide its benefits once per day.Craft Wondrous Item, protection from arrowsWondrous ItemOccult Adventures
Talisman Of Beneficial Winds, GreaterFaint transmutation1neck5001 lb.A greater talisman functions as a lesser talisman of the same type, but has much greater longevity. It can provide its benefits once per day.Craft Wondrous Item, feather fallWondrous ItemOccult Adventures
Talisman Of Danger Sense, GreaterFaint divination5neck75001 lb.A greater talisman functions as a lesser talisman of the same type, but has much greater longevity. It can provide its benefits once per day.Craft Wondrous Item, anticipate perilUMWondrous ItemOccult Adventures
Talisman Of Freedom, GreaterModerate abjuration7neck90001 lb.A greater talisman functions as a lesser talisman of the same type, but has much greater longevity. It can provide its benefits once per day.Craft Wondrous Item, freedom of movementWondrous ItemOccult Adventures
Talisman Of Good Fortune, GreaterModerate enchantment7neck168001 lb.A greater talisman functions as a lesser talisman of the same type, but has much greater longevity. It can provide its benefits once per day.Craft Wondrous Item, good hopeWondrous ItemOccult Adventures
Talisman Of Healing Power, GreaterModerate conjuration7neck240001 lb.A greater talisman functions as a lesser talisman of the same type, but has much greater longevity. It can provide its benefits once per day.Craft Wondrous Item, cure critical woundsWondrous ItemOccult Adventures
Talisman Of Life's Breath, GreaterModerate conjuration9neck350001 lb.A greater talisman functions as a lesser talisman of the same type, but has much greater longevity. It can provide its benefits once per day.Craft Wondrous Item, breath of lifeWondrous ItemOccult Adventures
Talisman Of Protection From Flames, GreaterFaint abjuration5neck125001 lb.A greater talisman functions as a lesser talisman of the same type, but has much greater longevity. It can provide its benefits once per day.Craft Wondrous Item, protection from energyWondrous ItemOccult Adventures
Talisman Of Sealed Summons, GreaterFaint abjuration1neck45001 lb.A greater talisman functions as a lesser talisman of the same type, but has much greater longevity. It can provide its benefits once per day.Craft Wondrous Item, protection from evilWondrous ItemOccult Adventures
Talisman Of Warrior's Courage, GreaterFaint abjuration1neck45001 lb.A greater talisman functions as a lesser talisman of the same type, but has much greater longevity. It can provide its benefits once per day.Craft Wondrous Item, remove fearWondrous ItemOccult Adventures
Talisman Of Arrow Protection, LesserFaint abjuration3neck6001 lb.These amulets are imbued with magic that allows them to protect their wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman's effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later. A lesser talisman carries only enough magical energy to protect its wearer once, after which it crumbles to dust. Talisman of Arrow Protection: These talismans bear the insignia and name of a martyred saint, who was said to have survived being shot by 99 arrows, only to be slain by the hundredth. The first time that the wearer is hit by two or more ranged attacks in a single round, he is immediately affected by protection from arrows. Faint abjuration; CL 3rd; protection from arrows. Talisman of Beneficial Winds: These talismans are inscribed with the secret names of the four winds, and protect the wearer against long falls. The first time that the wearer falls at least 5 feet, he is automatically affected by feather fall. Faint transmutation; CL 1st; feather fall. Talisman of Danger Sense: These talismans are inscribed with depictions of predatory animals. The first time the wearer rolls initiative, she is immediately affected by anticipate peril. Faint divination; CL 5th; anticipate perilUM. Talisman of Freedom: These talismans are inscribed with the names of spirits and other figures associated with freedom and liberation. The first time that the wearer becomes grappled, entangled, or paralyzed, he is automatically affected by freedom of movement for 3 rounds. Moderate abjuration; CL 7th; freedom of movement. Talisman of Good Fortune: These talismans are inscribed with symbols of good luck, and protect the wearer against bad fortune. The first time that the wearer rolls a natural 1 on a d20 roll (such as on an ability check, attack roll, saving throw, or skill check), he can immediately roll again and take the new result instead. Moderate enchantment; CL 7th; good hope. Talisman of Healing Power: These talismans are inscribed with the names and symbols of spirits and other figures associated with healing. The first time that the wearer is reduced to fewer than 1/2 his maximum hit points, he automatically heals 4d8+7 hit points. Moderate conjuration; CL 7th; cure critical wounds. Talisman of Life's Breath: These talismans bear runic symbols of life and vitality, as well as the names of spirits and other figures that are closely associated with life-giving energies. The first time that the wearer dies, he is automatically affected by breath of life. Moderate conjuration; CL 9th; breath of life. Talisman of Protection from Flames: These talismans bear symbols of fire and flames, surrounded by circles, triangles, or other shapes to show the flames as being contained. The first time that the wearer takes 5 or more points of fire damage in a single round, he is automatically affected by protection from energy, which protects him from subsequent fire damage. Talismans that protect against other energy types are much less common. Faint abjuration; CL 5th; protection from energy. Talisman of Sealed Summons: These talismans bear intricate seals and symbols often used in the binding of outsiders. The first time that the wearer is hit by a natural attack from an evil summoned creature, the wearer is automatically affected by protection from evil. Other versions of this talisman, which affect chaotic, lawful, and good summoned creatures, are much less common. Faint abjuration; CL 1st; protection from evil. Talisman of Warrior's Courage: These talismans bear the names of mighty and fearless warriors and symbols of power and martial prowess. The first time that the wearer would gain the frightened or panicked condition, he gains the shaken condition instead. Faint abjuration; CL 1st; remove fear.Craft Wondrous Item, protection from arrowsWondrous ItemOccult Adventures
Talisman Of Beneficial Winds, LesserFaint abjuration1neck501 lb.These amulets are imbued with magic that allows them to protect their wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman's effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later. A lesser talisman carries only enough magical energy to protect its wearer once, after which it crumbles to dust. Talisman of Arrow Protection: These talismans bear the insignia and name of a martyred saint, who was said to have survived being shot by 99 arrows, only to be slain by the hundredth. The first time that the wearer is hit by two or more ranged attacks in a single round, he is immediately affected by protection from arrows. Faint abjuration; CL 3rd; protection from arrows. Talisman of Beneficial Winds: These talismans are inscribed with the secret names of the four winds, and protect the wearer against long falls. The first time that the wearer falls at least 5 feet, he is automatically affected by feather fall. Faint transmutation; CL 1st; feather fall. Talisman of Danger Sense: These talismans are inscribed with depictions of predatory animals. The first time the wearer rolls initiative, she is immediately affected by anticipate peril. Faint divination; CL 5th; anticipate perilUM. Talisman of Freedom: These talismans are inscribed with the names of spirits and other figures associated with freedom and liberation. The first time that the wearer becomes grappled, entangled, or paralyzed, he is automatically affected by freedom of movement for 3 rounds. Moderate abjuration; CL 7th; freedom of movement. Talisman of Good Fortune: These talismans are inscribed with symbols of good luck, and protect the wearer against bad fortune. The first time that the wearer rolls a natural 1 on a d20 roll (such as on an ability check, attack roll, saving throw, or skill check), he can immediately roll again and take the new result instead. Moderate enchantment; CL 7th; good hope. Talisman of Healing Power: These talismans are inscribed with the names and symbols of spirits and other figures associated with healing. The first time that the wearer is reduced to fewer than 1/2 his maximum hit points, he automatically heals 4d8+7 hit points. Moderate conjuration; CL 7th; cure critical wounds. Talisman of Life's Breath: These talismans bear runic symbols of life and vitality, as well as the names of spirits and other figures that are closely associated with life-giving energies. The first time that the wearer dies, he is automatically affected by breath of life. Moderate conjuration; CL 9th; breath of life. Talisman of Protection from Flames: These talismans bear symbols of fire and flames, surrounded by circles, triangles, or other shapes to show the flames as being contained. The first time that the wearer takes 5 or more points of fire damage in a single round, he is automatically affected by protection from energy, which protects him from subsequent fire damage. Talismans that protect against other energy types are much less common. Faint abjuration; CL 5th; protection from energy. Talisman of Sealed Summons: These talismans bear intricate seals and symbols often used in the binding of outsiders. The first time that the wearer is hit by a natural attack from an evil summoned creature, the wearer is automatically affected by protection from evil. Other versions of this talisman, which affect chaotic, lawful, and good summoned creatures, are much less common. Faint abjuration; CL 1st; protection from evil. Talisman of Warrior's Courage: These talismans bear the names of mighty and fearless warriors and symbols of power and martial prowess. The first time that the wearer would gain the frightened or panicked condition, he gains the shaken condition instead. Faint abjuration; CL 1st; remove fear.Craft Wondrous Item, feather fallWondrous ItemOccult Adventures
Talisman Of Danger Sense, LesserFaint divination5neck7501 lb.These amulets are imbued with magic that allows them to protect their wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman's effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later. A lesser talisman carries only enough magical energy to protect its wearer once, after which it crumbles to dust. Talisman of Arrow Protection: These talismans bear the insignia and name of a martyred saint, who was said to have survived being shot by 99 arrows, only to be slain by the hundredth. The first time that the wearer is hit by two or more ranged attacks in a single round, he is immediately affected by protection from arrows. Faint abjuration; CL 3rd; protection from arrows. Talisman of Beneficial Winds: These talismans are inscribed with the secret names of the four winds, and protect the wearer against long falls. The first time that the wearer falls at least 5 feet, he is automatically affected by feather fall. Faint transmutation; CL 1st; feather fall. Talisman of Danger Sense: These talismans are inscribed with depictions of predatory animals. The first time the wearer rolls initiative, she is immediately affected by anticipate peril. Faint divination; CL 5th; anticipate perilUM. Talisman of Freedom: These talismans are inscribed with the names of spirits and other figures associated with freedom and liberation. The first time that the wearer becomes grappled, entangled, or paralyzed, he is automatically affected by freedom of movement for 3 rounds. Moderate abjuration; CL 7th; freedom of movement. Talisman of Good Fortune: These talismans are inscribed with symbols of good luck, and protect the wearer against bad fortune. The first time that the wearer rolls a natural 1 on a d20 roll (such as on an ability check, attack roll, saving throw, or skill check), he can immediately roll again and take the new result instead. Moderate enchantment; CL 7th; good hope. Talisman of Healing Power: These talismans are inscribed with the names and symbols of spirits and other figures associated with healing. The first time that the wearer is reduced to fewer than 1/2 his maximum hit points, he automatically heals 4d8+7 hit points. Moderate conjuration; CL 7th; cure critical wounds. Talisman of Life's Breath: These talismans bear runic symbols of life and vitality, as well as the names of spirits and other figures that are closely associated with life-giving energies. The first time that the wearer dies, he is automatically affected by breath of life. Moderate conjuration; CL 9th; breath of life. Talisman of Protection from Flames: These talismans bear symbols of fire and flames, surrounded by circles, triangles, or other shapes to show the flames as being contained. The first time that the wearer takes 5 or more points of fire damage in a single round, he is automatically affected by protection from energy, which protects him from subsequent fire damage. Talismans that protect against other energy types are much less common. Faint abjuration; CL 5th; protection from energy. Talisman of Sealed Summons: These talismans bear intricate seals and symbols often used in the binding of outsiders. The first time that the wearer is hit by a natural attack from an evil summoned creature, the wearer is automatically affected by protection from evil. Other versions of this talisman, which affect chaotic, lawful, and good summoned creatures, are much less common. Faint abjuration; CL 1st; protection from evil. Talisman of Warrior's Courage: These talismans bear the names of mighty and fearless warriors and symbols of power and martial prowess. The first time that the wearer would gain the frightened or panicked condition, he gains the shaken condition instead. Faint abjuration; CL 1st; remove fear.Craft Wondrous Item, anticipate perilUMWondrous ItemOccult Adventures
Talisman Of Freedom, LesserModerate abjuration7neck9001 lb.These amulets are imbued with magic that allows them to protect their wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman's effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later. A lesser talisman carries only enough magical energy to protect its wearer once, after which it crumbles to dust. Talisman of Arrow Protection: These talismans bear the insignia and name of a martyred saint, who was said to have survived being shot by 99 arrows, only to be slain by the hundredth. The first time that the wearer is hit by two or more ranged attacks in a single round, he is immediately affected by protection from arrows. Faint abjuration; CL 3rd; protection from arrows. Talisman of Beneficial Winds: These talismans are inscribed with the secret names of the four winds, and protect the wearer against long falls. The first time that the wearer falls at least 5 feet, he is automatically affected by feather fall. Faint transmutation; CL 1st; feather fall. Talisman of Danger Sense: These talismans are inscribed with depictions of predatory animals. The first time the wearer rolls initiative, she is immediately affected by anticipate peril. Faint divination; CL 5th; anticipate perilUM. Talisman of Freedom: These talismans are inscribed with the names of spirits and other figures associated with freedom and liberation. The first time that the wearer becomes grappled, entangled, or paralyzed, he is automatically affected by freedom of movement for 3 rounds. Moderate abjuration; CL 7th; freedom of movement. Talisman of Good Fortune: These talismans are inscribed with symbols of good luck, and protect the wearer against bad fortune. The first time that the wearer rolls a natural 1 on a d20 roll (such as on an ability check, attack roll, saving throw, or skill check), he can immediately roll again and take the new result instead. Moderate enchantment; CL 7th; good hope. Talisman of Healing Power: These talismans are inscribed with the names and symbols of spirits and other figures associated with healing. The first time that the wearer is reduced to fewer than 1/2 his maximum hit points, he automatically heals 4d8+7 hit points. Moderate conjuration; CL 7th; cure critical wounds. Talisman of Life's Breath: These talismans bear runic symbols of life and vitality, as well as the names of spirits and other figures that are closely associated with life-giving energies. The first time that the wearer dies, he is automatically affected by breath of life. Moderate conjuration; CL 9th; breath of life. Talisman of Protection from Flames: These talismans bear symbols of fire and flames, surrounded by circles, triangles, or other shapes to show the flames as being contained. The first time that the wearer takes 5 or more points of fire damage in a single round, he is automatically affected by protection from energy, which protects him from subsequent fire damage. Talismans that protect against other energy types are much less common. Faint abjuration; CL 5th; protection from energy. Talisman of Sealed Summons: These talismans bear intricate seals and symbols often used in the binding of outsiders. The first time that the wearer is hit by a natural attack from an evil summoned creature, the wearer is automatically affected by protection from evil. Other versions of this talisman, which affect chaotic, lawful, and good summoned creatures, are much less common. Faint abjuration; CL 1st; protection from evil. Talisman of Warrior's Courage: These talismans bear the names of mighty and fearless warriors and symbols of power and martial prowess. The first time that the wearer would gain the frightened or panicked condition, he gains the shaken condition instead. Faint abjuration; CL 1st; remove fear.Craft Wondrous Item, freedom of movementWondrous ItemOccult Adventures
Talisman Of Good Fortune, LesserModerate enchantment7neck16801 lb.These amulets are imbued with magic that allows them to protect their wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman's effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later. A lesser talisman carries only enough magical energy to protect its wearer once, after which it crumbles to dust. Talisman of Arrow Protection: These talismans bear the insignia and name of a martyred saint, who was said to have survived being shot by 99 arrows, only to be slain by the hundredth. The first time that the wearer is hit by two or more ranged attacks in a single round, he is immediately affected by protection from arrows. Faint abjuration; CL 3rd; protection from arrows. Talisman of Beneficial Winds: These talismans are inscribed with the secret names of the four winds, and protect the wearer against long falls. The first time that the wearer falls at least 5 feet, he is automatically affected by feather fall. Faint transmutation; CL 1st; feather fall. Talisman of Danger Sense: These talismans are inscribed with depictions of predatory animals. The first time the wearer rolls initiative, she is immediately affected by anticipate peril. Faint divination; CL 5th; anticipate perilUM. Talisman of Freedom: These talismans are inscribed with the names of spirits and other figures associated with freedom and liberation. The first time that the wearer becomes grappled, entangled, or paralyzed, he is automatically affected by freedom of movement for 3 rounds. Moderate abjuration; CL 7th; freedom of movement. Talisman of Good Fortune: These talismans are inscribed with symbols of good luck, and protect the wearer against bad fortune. The first time that the wearer rolls a natural 1 on a d20 roll (such as on an ability check, attack roll, saving throw, or skill check), he can immediately roll again and take the new result instead. Moderate enchantment; CL 7th; good hope. Talisman of Healing Power: These talismans are inscribed with the names and symbols of spirits and other figures associated with healing. The first time that the wearer is reduced to fewer than 1/2 his maximum hit points, he automatically heals 4d8+7 hit points. Moderate conjuration; CL 7th; cure critical wounds. Talisman of Life's Breath: These talismans bear runic symbols of life and vitality, as well as the names of spirits and other figures that are closely associated with life-giving energies. The first time that the wearer dies, he is automatically affected by breath of life. Moderate conjuration; CL 9th; breath of life. Talisman of Protection from Flames: These talismans bear symbols of fire and flames, surrounded by circles, triangles, or other shapes to show the flames as being contained. The first time that the wearer takes 5 or more points of fire damage in a single round, he is automatically affected by protection from energy, which protects him from subsequent fire damage. Talismans that protect against other energy types are much less common. Faint abjuration; CL 5th; protection from energy. Talisman of Sealed Summons: These talismans bear intricate seals and symbols often used in the binding of outsiders. The first time that the wearer is hit by a natural attack from an evil summoned creature, the wearer is automatically affected by protection from evil. Other versions of this talisman, which affect chaotic, lawful, and good summoned creatures, are much less common. Faint abjuration; CL 1st; protection from evil. Talisman of Warrior's Courage: These talismans bear the names of mighty and fearless warriors and symbols of power and martial prowess. The first time that the wearer would gain the frightened or panicked condition, he gains the shaken condition instead. Faint abjuration; CL 1st; remove fear.Craft Wondrous Item, good hopeWondrous ItemOccult Adventures
Talisman Of Healing Power, LesserModerate conjuration7neck24001 lb.These amulets are imbued with magic that allows them to protect their wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman's effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later. A lesser talisman carries only enough magical energy to protect its wearer once, after which it crumbles to dust. Talisman of Arrow Protection: These talismans bear the insignia and name of a martyred saint, who was said to have survived being shot by 99 arrows, only to be slain by the hundredth. The first time that the wearer is hit by two or more ranged attacks in a single round, he is immediately affected by protection from arrows. Faint abjuration; CL 3rd; protection from arrows. Talisman of Beneficial Winds: These talismans are inscribed with the secret names of the four winds, and protect the wearer against long falls. The first time that the wearer falls at least 5 feet, he is automatically affected by feather fall. Faint transmutation; CL 1st; feather fall. Talisman of Danger Sense: These talismans are inscribed with depictions of predatory animals. The first time the wearer rolls initiative, she is immediately affected by anticipate peril. Faint divination; CL 5th; anticipate perilUM. Talisman of Freedom: These talismans are inscribed with the names of spirits and other figures associated with freedom and liberation. The first time that the wearer becomes grappled, entangled, or paralyzed, he is automatically affected by freedom of movement for 3 rounds. Moderate abjuration; CL 7th; freedom of movement. Talisman of Good Fortune: These talismans are inscribed with symbols of good luck, and protect the wearer against bad fortune. The first time that the wearer rolls a natural 1 on a d20 roll (such as on an ability check, attack roll, saving throw, or skill check), he can immediately roll again and take the new result instead. Moderate enchantment; CL 7th; good hope. Talisman of Healing Power: These talismans are inscribed with the names and symbols of spirits and other figures associated with healing. The first time that the wearer is reduced to fewer than 1/2 his maximum hit points, he automatically heals 4d8+7 hit points. Moderate conjuration; CL 7th; cure critical wounds. Talisman of Life's Breath: These talismans bear runic symbols of life and vitality, as well as the names of spirits and other figures that are closely associated with life-giving energies. The first time that the wearer dies, he is automatically affected by breath of life. Moderate conjuration; CL 9th; breath of life. Talisman of Protection from Flames: These talismans bear symbols of fire and flames, surrounded by circles, triangles, or other shapes to show the flames as being contained. The first time that the wearer takes 5 or more points of fire damage in a single round, he is automatically affected by protection from energy, which protects him from subsequent fire damage. Talismans that protect against other energy types are much less common. Faint abjuration; CL 5th; protection from energy. Talisman of Sealed Summons: These talismans bear intricate seals and symbols often used in the binding of outsiders. The first time that the wearer is hit by a natural attack from an evil summoned creature, the wearer is automatically affected by protection from evil. Other versions of this talisman, which affect chaotic, lawful, and good summoned creatures, are much less common. Faint abjuration; CL 1st; protection from evil. Talisman of Warrior's Courage: These talismans bear the names of mighty and fearless warriors and symbols of power and martial prowess. The first time that the wearer would gain the frightened or panicked condition, he gains the shaken condition instead. Faint abjuration; CL 1st; remove fear.Craft Wondrous Item, cure critical woundsWondrous ItemOccult Adventures
Talisman Of Life's Breath, LesserModerate conjuration9neck35001 lb.These amulets are imbued with magic that allows them to protect their wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman's effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later. A lesser talisman carries only enough magical energy to protect its wearer once, after which it crumbles to dust. Talisman of Arrow Protection: These talismans bear the insignia and name of a martyred saint, who was said to have survived being shot by 99 arrows, only to be slain by the hundredth. The first time that the wearer is hit by two or more ranged attacks in a single round, he is immediately affected by protection from arrows. Faint abjuration; CL 3rd; protection from arrows. Talisman of Beneficial Winds: These talismans are inscribed with the secret names of the four winds, and protect the wearer against long falls. The first time that the wearer falls at least 5 feet, he is automatically affected by feather fall. Faint transmutation; CL 1st; feather fall. Talisman of Danger Sense: These talismans are inscribed with depictions of predatory animals. The first time the wearer rolls initiative, she is immediately affected by anticipate peril. Faint divination; CL 5th; anticipate perilUM. Talisman of Freedom: These talismans are inscribed with the names of spirits and other figures associated with freedom and liberation. The first time that the wearer becomes grappled, entangled, or paralyzed, he is automatically affected by freedom of movement for 3 rounds. Moderate abjuration; CL 7th; freedom of movement. Talisman of Good Fortune: These talismans are inscribed with symbols of good luck, and protect the wearer against bad fortune. The first time that the wearer rolls a natural 1 on a d20 roll (such as on an ability check, attack roll, saving throw, or skill check), he can immediately roll again and take the new result instead. Moderate enchantment; CL 7th; good hope. Talisman of Healing Power: These talismans are inscribed with the names and symbols of spirits and other figures associated with healing. The first time that the wearer is reduced to fewer than 1/2 his maximum hit points, he automatically heals 4d8+7 hit points. Moderate conjuration; CL 7th; cure critical wounds. Talisman of Life's Breath: These talismans bear runic symbols of life and vitality, as well as the names of spirits and other figures that are closely associated with life-giving energies. The first time that the wearer dies, he is automatically affected by breath of life. Moderate conjuration; CL 9th; breath of life. Talisman of Protection from Flames: These talismans bear symbols of fire and flames, surrounded by circles, triangles, or other shapes to show the flames as being contained. The first time that the wearer takes 5 or more points of fire damage in a single round, he is automatically affected by protection from energy, which protects him from subsequent fire damage. Talismans that protect against other energy types are much less common. Faint abjuration; CL 5th; protection from energy. Talisman of Sealed Summons: These talismans bear intricate seals and symbols often used in the binding of outsiders. The first time that the wearer is hit by a natural attack from an evil summoned creature, the wearer is automatically affected by protection from evil. Other versions of this talisman, which affect chaotic, lawful, and good summoned creatures, are much less common. Faint abjuration; CL 1st; protection from evil. Talisman of Warrior's Courage: These talismans bear the names of mighty and fearless warriors and symbols of power and martial prowess. The first time that the wearer would gain the frightened or panicked condition, he gains the shaken condition instead. Faint abjuration; CL 1st; remove fear.Craft Wondrous Item, breath of lifeWondrous ItemOccult Adventures
Talisman Of Protection From Flames, LesserFaint abjuration5neck12501 lb.These amulets are imbued with magic that allows them to protect their wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman's effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later. A lesser talisman carries only enough magical energy to protect its wearer once, after which it crumbles to dust. Talisman of Arrow Protection: These talismans bear the insignia and name of a martyred saint, who was said to have survived being shot by 99 arrows, only to be slain by the hundredth. The first time that the wearer is hit by two or more ranged attacks in a single round, he is immediately affected by protection from arrows. Faint abjuration; CL 3rd; protection from arrows. Talisman of Beneficial Winds: These talismans are inscribed with the secret names of the four winds, and protect the wearer against long falls. The first time that the wearer falls at least 5 feet, he is automatically affected by feather fall. Faint transmutation; CL 1st; feather fall. Talisman of Danger Sense: These talismans are inscribed with depictions of predatory animals. The first time the wearer rolls initiative, she is immediately affected by anticipate peril. Faint divination; CL 5th; anticipate perilUM. Talisman of Freedom: These talismans are inscribed with the names of spirits and other figures associated with freedom and liberation. The first time that the wearer becomes grappled, entangled, or paralyzed, he is automatically affected by freedom of movement for 3 rounds. Moderate abjuration; CL 7th; freedom of movement. Talisman of Good Fortune: These talismans are inscribed with symbols of good luck, and protect the wearer against bad fortune. The first time that the wearer rolls a natural 1 on a d20 roll (such as on an ability check, attack roll, saving throw, or skill check), he can immediately roll again and take the new result instead. Moderate enchantment; CL 7th; good hope. Talisman of Healing Power: These talismans are inscribed with the names and symbols of spirits and other figures associated with healing. The first time that the wearer is reduced to fewer than 1/2 his maximum hit points, he automatically heals 4d8+7 hit points. Moderate conjuration; CL 7th; cure critical wounds. Talisman of Life's Breath: These talismans bear runic symbols of life and vitality, as well as the names of spirits and other figures that are closely associated with life-giving energies. The first time that the wearer dies, he is automatically affected by breath of life. Moderate conjuration; CL 9th; breath of life. Talisman of Protection from Flames: These talismans bear symbols of fire and flames, surrounded by circles, triangles, or other shapes to show the flames as being contained. The first time that the wearer takes 5 or more points of fire damage in a single round, he is automatically affected by protection from energy, which protects him from subsequent fire damage. Talismans that protect against other energy types are much less common. Faint abjuration; CL 5th; protection from energy. Talisman of Sealed Summons: These talismans bear intricate seals and symbols often used in the binding of outsiders. The first time that the wearer is hit by a natural attack from an evil summoned creature, the wearer is automatically affected by protection from evil. Other versions of this talisman, which affect chaotic, lawful, and good summoned creatures, are much less common. Faint abjuration; CL 1st; protection from evil. Talisman of Warrior's Courage: These talismans bear the names of mighty and fearless warriors and symbols of power and martial prowess. The first time that the wearer would gain the frightened or panicked condition, he gains the shaken condition instead. Faint abjuration; CL 1st; remove fear.Craft Wondrous Item, protection from energyWondrous ItemOccult Adventures
Talisman Of Sealed Summons, LesserFaint abjuration1neck4501 lb.These amulets are imbued with magic that allows them to protect their wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman's effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later. A lesser talisman carries only enough magical energy to protect its wearer once, after which it crumbles to dust. Talisman of Arrow Protection: These talismans bear the insignia and name of a martyred saint, who was said to have survived being shot by 99 arrows, only to be slain by the hundredth. The first time that the wearer is hit by two or more ranged attacks in a single round, he is immediately affected by protection from arrows. Faint abjuration; CL 3rd; protection from arrows. Talisman of Beneficial Winds: These talismans are inscribed with the secret names of the four winds, and protect the wearer against long falls. The first time that the wearer falls at least 5 feet, he is automatically affected by feather fall. Faint transmutation; CL 1st; feather fall. Talisman of Danger Sense: These talismans are inscribed with depictions of predatory animals. The first time the wearer rolls initiative, she is immediately affected by anticipate peril. Faint divination; CL 5th; anticipate perilUM. Talisman of Freedom: These talismans are inscribed with the names of spirits and other figures associated with freedom and liberation. The first time that the wearer becomes grappled, entangled, or paralyzed, he is automatically affected by freedom of movement for 3 rounds. Moderate abjuration; CL 7th; freedom of movement. Talisman of Good Fortune: These talismans are inscribed with symbols of good luck, and protect the wearer against bad fortune. The first time that the wearer rolls a natural 1 on a d20 roll (such as on an ability check, attack roll, saving throw, or skill check), he can immediately roll again and take the new result instead. Moderate enchantment; CL 7th; good hope. Talisman of Healing Power: These talismans are inscribed with the names and symbols of spirits and other figures associated with healing. The first time that the wearer is reduced to fewer than 1/2 his maximum hit points, he automatically heals 4d8+7 hit points. Moderate conjuration; CL 7th; cure critical wounds. Talisman of Life's Breath: These talismans bear runic symbols of life and vitality, as well as the names of spirits and other figures that are closely associated with life-giving energies. The first time that the wearer dies, he is automatically affected by breath of life. Moderate conjuration; CL 9th; breath of life. Talisman of Protection from Flames: These talismans bear symbols of fire and flames, surrounded by circles, triangles, or other shapes to show the flames as being contained. The first time that the wearer takes 5 or more points of fire damage in a single round, he is automatically affected by protection from energy, which protects him from subsequent fire damage. Talismans that protect against other energy types are much less common. Faint abjuration; CL 5th; protection from energy. Talisman of Sealed Summons: These talismans bear intricate seals and symbols often used in the binding of outsiders. The first time that the wearer is hit by a natural attack from an evil summoned creature, the wearer is automatically affected by protection from evil. Other versions of this talisman, which affect chaotic, lawful, and good summoned creatures, are much less common. Faint abjuration; CL 1st; protection from evil. Talisman of Warrior's Courage: These talismans bear the names of mighty and fearless warriors and symbols of power and martial prowess. The first time that the wearer would gain the frightened or panicked condition, he gains the shaken condition instead. Faint abjuration; CL 1st; remove fear.Craft Wondrous Item, protection from evilWondrous ItemOccult Adventures
Talisman Of Warrior's Courage, LesserFaint abjuration1neck4501 lb.These amulets are imbued with magic that allows them to protect their wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman's effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later. A lesser talisman carries only enough magical energy to protect its wearer once, after which it crumbles to dust. Talisman of Arrow Protection: These talismans bear the insignia and name of a martyred saint, who was said to have survived being shot by 99 arrows, only to be slain by the hundredth. The first time that the wearer is hit by two or more ranged attacks in a single round, he is immediately affected by protection from arrows. Faint abjuration; CL 3rd; protection from arrows. Talisman of Beneficial Winds: These talismans are inscribed with the secret names of the four winds, and protect the wearer against long falls. The first time that the wearer falls at least 5 feet, he is automatically affected by feather fall. Faint transmutation; CL 1st; feather fall. Talisman of Danger Sense: These talismans are inscribed with depictions of predatory animals. The first time the wearer rolls initiative, she is immediately affected by anticipate peril. Faint divination; CL 5th; anticipate perilUM. Talisman of Freedom: These talismans are inscribed with the names of spirits and other figures associated with freedom and liberation. The first time that the wearer becomes grappled, entangled, or paralyzed, he is automatically affected by freedom of movement for 3 rounds. Moderate abjuration; CL 7th; freedom of movement. Talisman of Good Fortune: These talismans are inscribed with symbols of good luck, and protect the wearer against bad fortune. The first time that the wearer rolls a natural 1 on a d20 roll (such as on an ability check, attack roll, saving throw, or skill check), he can immediately roll again and take the new result instead. Moderate enchantment; CL 7th; good hope. Talisman of Healing Power: These talismans are inscribed with the names and symbols of spirits and other figures associated with healing. The first time that the wearer is reduced to fewer than 1/2 his maximum hit points, he automatically heals 4d8+7 hit points. Moderate conjuration; CL 7th; cure critical wounds. Talisman of Life's Breath: These talismans bear runic symbols of life and vitality, as well as the names of spirits and other figures that are closely associated with life-giving energies. The first time that the wearer dies, he is automatically affected by breath of life. Moderate conjuration; CL 9th; breath of life. Talisman of Protection from Flames: These talismans bear symbols of fire and flames, surrounded by circles, triangles, or other shapes to show the flames as being contained. The first time that the wearer takes 5 or more points of fire damage in a single round, he is automatically affected by protection from energy, which protects him from subsequent fire damage. Talismans that protect against other energy types are much less common. Faint abjuration; CL 5th; protection from energy. Talisman of Sealed Summons: These talismans bear intricate seals and symbols often used in the binding of outsiders. The first time that the wearer is hit by a natural attack from an evil summoned creature, the wearer is automatically affected by protection from evil. Other versions of this talisman, which affect chaotic, lawful, and good summoned creatures, are much less common. Faint abjuration; CL 1st; protection from evil. Talisman of Warrior's Courage: These talismans bear the names of mighty and fearless warriors and symbols of power and martial prowess. The first time that the wearer would gain the frightened or panicked condition, he gains the shaken condition instead. Faint abjuration; CL 1st; remove fear.Craft Wondrous Item, remove fearWondrous ItemOccult Adventures
Thaumaturgic Powdermoderate abjuration9none4000-This silver powder typically comes in a fist-sized leather bag. When poured on the ground, the dust animates over the course of 1 round to scribble silver thaumaturgic script and symbols in a circular pattern with a 20-foot radius. This circle acts as the perfectly scribed special diagram of a magic circle against chaos, evil, good, or law and bars extradimensional movement as if the user had attached dimensional anchor to the magic circle. The scribed circle lasts 24 hours. A bag of thaumaturgic powder can be used only once. An extraplanar creature of the appropriate alignment that is called or summoned into the circle can attempt to break through the circle once during the circle's duration, just as if trying to break free from a lesser planar binding spell with either its spell resistance or a DC 26 Charisma check.Craft Wondrous Item, Extend Spell, dimensional anchor, magic circle against evilWondrous ItemOccult Adventures
Tin Capstrong abjuration15head150002 lbs.This simple tin headpiece is a lesser replica of the powerful stannum crown. A tin cap feeds on its wearer's paranoia, granting her a +4 insight bonus on saving throws against mind-affecting effects and divinations that gather information about her. Donning a tin cap saps the mind of the wearer, imposing a -2 penalty to her Intelligence, Wisdom, and Charisma. The increased paranoia causes the wearer to always attempt saving throws, even against harmless effects. Removing the tin cap removes both the benefits and drawbacks until it is donned again.Craft Wondrous Item, mind blankWondrous ItemOccult Adventures
Tome Of Origami Animalsstrong transmutation12none1350015 lbs.This massive, metal-bound tome is filled with thin pages of beaten copper, each of which is indented with arcane sigils indicating precise folding points for the creation of various origami creatures. Once one or more pages are torn out and folded, the copper sheets magically expand to create a pleated origami approximation of the desired creature. Once created, each origami creature is imbued with a semblance of life, just as if animated with animate objects, and obeys the commands of its creator. The user can fold pages to craft a fantastic variety of Small, Medium, and Large animated constructs. Crafting a Small creature uses up one page, crafting a Medium creature uses two, and crafting a Large creature uses four. Each construct crafted by the book is built with the default number of Construction Points (CP) and hit points for its size, though all origami animations gain the basic metal Construction Point quality for free. Constructs of other metals or stone cannot be built with the book, though additional CP can be otherwise added to the creation at the expense of one page per point. This follows all rules for creating animated objects, and origami animals can never select the same CP ability more than once. The book contains instructions for making innumerable variations of fantastic creatures, limited only by the user's ingenuity and imagination. For example, the user may fold a Medium gorilla-like animal with two pages, then tear out an additional three pages to construct it with additional attack, grab, and constrict abilities, for a total of five pages. Crafting an origami animal requires a full-round action. Each one lasts for 1 hour before crumbling into useless copper shards. Tomes of origami animals have 50 pages when created, though most have 2d20+10 intact pages when found.Craft Wondrous Item, animate objectsWondrous ItemOccult Adventures
Waxen Imagemoderate necromancy7none5001/2 lb.This poorly formed wax figure resembles an unfinished sculpt of a humanoid. It can be bound to a living humanoid in a similar way to a ganji doll, but must be sculpted into the shape of that humanoid and have a piece of that creature's hair, teeth, blood, bone, or flesh pressed into the wax. Those familiar with the target notice the waxen image's resemblance to the target with a DC 15 Perception check. A waxen image can be blinded, damaged, or targeted with a touch spell in the same way as a ganji doll, except that the bound creature is unaffected if it's farther than 100 feet from the waxen image. A waxen image can be used only once, and melts as soon as it's used.Craft Wondrous Item, bestow curseWondrous ItemOccult Adventures
Haunted Dollmoderate divination and necromancy11none-11 lb.When glimpsed out of the corner of the eye, the beatific expression of this child's rag doll twists into a malignant grin. The doll feeds off of violent emotion and anger. Each time anger flares or battle rages within 20 feet of the doll, there is a 5% chance the malevolent spirit within the doll awakens, manifesting as an advanced poltergeist (Pathfinder RPG Bestiary 2 2 92, 211). W hen t his h appens, the doll becomes incorporeal and floats into the air, the poltergeist's malevolent spirit invisibly surrounding it. The poltergeist's site bond ability is tied to the space it spawned in, and it immediately attacks those around it. When the poltergeist is slain, the doll turns corporeal again and falls to the ground, its spirit quelled for the time being. The spirit within the doll can be questioned using the call spirit* spell. Owning a haunted doll leads to troubled dreams for the possessor, full of seemingly prophetic warnings of doom. Each night, there is a 10% chance that the owner needs to attempt a DC 20 Will save. On a failure, the owner gains no rest for the night and can't recover spells, pools, or other daily abilities.CursedOccult Adventures
Maniac Handstrong necromancy13none (replaces hand)-12 lbs.This dried and withered hand ends in a jagged stump. When it is touched against the arm stump of a humanoid who has lost a hand, the maniac hand bonds instantly and returns to a lifelike appearance. It shrinks or grows to match the size of its new owner, and transforms itself to match the hand lost, becoming either a right or left hand. After merging, an uneven scar and unhealthy hue identify it as alien to its new owner. Attacks made with a maniac hand receive a +2 competence bonus on attack and damage rolls. In addition, when making a full attack, the wielder can accept a -2 penalty to AC in order to make one extra attack with the hand using the wielder's full base attack bonus. This benefit is not cumulative with similar effects, such as a haste spell. For the purposes of these bonuses, any weapon held in the maniac hand o r in both hands qualifies, and the hand itself can deal damage as a slam attack appropriate to the wielder's size (1d4 for a Medium creature). A maniac hand has an insidious will that slowly usurps control from the owner. It has Intelligence 8, Wisdom 12, and Charisma 10. Incapable of communication and bereft of rational thought, a maniac hand knows only an insatiable urge to destroy. When first attached, a maniac hand has an Ego score of 5. At least once each day, when presented with an opportunity to murder a friend or innocent without being witnessed, the maniac hand attempts to assert control using the rules for items against characters (Core Rulebook 535). If it succeeds, the hand takes control of its owner until it can commit the murder or 5 minutes pass, whichever comes first. The owner remembers nothing of the crime save a blinding rage, and the hand's Ego score returns to 5. If the hand fails to assert control, the owner feels a momentary surge of anger, but can't identify the source. Each day that passes without the hand's murderous impulse killing a creature of Intelligence 3 or higher, its Ego score increases by 1. If its Ego score increases above 20, the hand no longer cares for caution, and attempts murder regardless of the chance of getting caught. A maniac hand that's denied the death of friends or innocents for more than 30 days turns against its owner. If in a position to sabotage the owner, such as by letting go of a rope, it attempts to assert control. It can assert control while the owner sleeps, strangling its host or seizing a weapon to deliver a coup de grace. The hand attempts such an act at most once per day. An owner willing to slaughter innocents can keep the hand satisfied by finding an innocent victim and voluntarily relinquishing control to the hand. If the owner tries to rid herself of the maniac hand by destroying or amputating it, the hand resists to the best of its ability. It makes attacks and one-handed grapple attempts with its owner's own Strength and Dexterity scores, augmented by the hand's bonuses. The hand has an AC equal to its owner's touch AC, except with a +4 size bonus that stacks with its owner's size modifier. Its owner loses her Dexterity bonus against the hand's attacks, but the hand retains its Dexterity bonus against its owner. The hand's hp is equal to 1/4 that of its owner. Successfully casting remove curse on a maniac hand prevents it from resisting amputation for 1 hour.CursedOccult Adventures
Mirror Of Soul Snaringstrong necromancy15none-145 lbs.This normal mirror is roughly 4 feet long and 3 feet wide. It is similar to a mirror of opposition or mirror of life trapping, but it lacks a command word. A mirror of soul snaring has 15 extradimensional compartments within it. Any creature coming within 30 feet of the device and looking at its own reflection must succeed at a DC 23 Will save or have its soul sucked into one of the compartments. A creature not aware of the cursed nature of the device always sees its own reflection. The probability of a creature seeing its reflection and thus needing to attempt the saving throw drops to 50% if the creature is aware that the mirror is cursed and seeks to avoid looking at it (treat as a gaze attack). When a creature's soul is trapped, its body remains outside of the mirror. The body becomes possessed by a malignant spirit who behaves in a way entirely opposed to how the trapped creature would. Treat this spirit as the creature, with a reversed alignment (and potentially other factors reversed, such as being an antipaladin instead of a paladin). In the case of neutral characters, the spirit can be either chaotic evil or lawful good as decided by the GM. The death of the creature's original body does not free its soul from the mirror, though if it is ever set free, it immediately passes on to the afterlife as it no longer has a body to inhabit. If the mirror's capacity is exceeded, one victim's soul (determined randomly) is set free and immediately reconnects with its duplicate body if available. If the mirror is destroyed (hardness 1, 5 hit points), all victims currently trapped in it are freed. Unless the mirror is destroyed, not even a miracle or wish can restore the trapped creature's spirit to its body.CursedOccult Adventures
Portal Networkstrong conjuration20none-164,000 lbs.Runes adorn this massive ring of iron. Each gate of a portal network is bound to at least one other such gate and instantly transports any creature who steps through it to its mate, anywhere on the same plane or any other plane. Portal network gates allow the passage of Large or smaller creatures. Huge creatures are not transported, even if they manage to squeeze through the ring. If the destination gate is obstructed by an immovable object, the network fails to function. Portal networks with more than two gates distinguish between destinations via focal objects chosen by the gates' creators. Typical focal objects include gems, minor magic items, and carefully drawn sigils. Some gates fail to function at all if entered without a focal object, whereas others transport the subject to a default location. Creatures can share a focal object by touching each other as they pass through the gate. Gates with multiple focal objects have a set priority (established at the creation of the portal network) that determines which focal objects supersede the others. Portal networks work an unlimited number of times. Once a gate is activated, impenetrable darkness fills the gate's ring until 1 round after the last creature passes through. A creature doesn't reach the other end until it passes fully through the ring, and can't see the other side until it finishes passing through. If a portal network requires a focal object, only creatures using a focal object or touching someone else who is can pass through a gate, even if the gate is activated. Obstructing a gate (such as by building a wall against the gate's opening) prevents anyone from passing through, but a creature standing in the way does not; a creature occupying the gate is pushed aside once anyone passes through.ArtifactOccult Adventures
Primordial Symbolstrong abjuration20none-11 lb.Its origin lost in the infinite expanse of time, a primordial symbol is a polished stone bearing a mystic sign that resembles a lopsided, two-barred cross. When held forth and invoked by a bearer who is able to cast psychic spells or has the Psychic Sensitivity feat, a primordial symbol flares with an invisible flash in a 100-foot-radius burst, which has the following effects on those in range. • Creatures with 40 Hit Dice or fewer with the extraplanar subtype are returned to their home planes as though by the banishment spell, regardless of spell resistance and with no save permitted. This includes extraplanar entities possessing other creatures. • Any non-extraplanar entities possessing other creatures or extraplanar entities with more than 40 Hit Dice possessing other creatures are driven out of their hosts. • All eidolons, medium spirits, and phantoms are dismissed. • All psychic spells in the area are dispelled as though by greater dispel magic, with no caster level check required. • All abjuration effects and magic circles in the area are similarly dispelled. • All creatures are blinded for 1 round (Reflex DC 22 negates). Other creatures and objects within the area are otherwise unharmed. When the symbol is activated, its wielder takes 2d6 points of Intelligence, Wisdom, and Charisma damage, rolled separately for each ability. The primordial symbol then collapses in on itself and vanishes, only to reappear unharmed in a distant land or world.ArtifactOccult Adventures
Soul Portraitstrong necromancy20none-125 lbs.A soul portrait is a painting imbued with immense magical power attached to a solid wooden frame. The exact image presented on each soul portrait varies, and has a magical effect only if it depicts the likeness of its current owner. The owner doesn't need to be depicted alone, and additional figures painted in the background don't interfere with the effect. The owner of a soul portrait doesn't appear to age and no longer takes the penalties associated with aging, but she still gains the appropriate mental bonuses. As the owner would normally age, the portrait appears to age instead. The owner of a soul portrait does not die of old age. If someone benefitting from this effect ceases to be the portrait's owner, she immediately gains all associated physical penalties from her current age, and her appearance changes appropriately; if the owner is past her maximum age, she withers and dies instantly. When scrutinized by magical means (such as aura sightACG, detect evil, detect magic, or discern lies), the owner gains the benefits of a special misdirection with no saving throw allowed for the would-be investigator. For the purposes of the misdirection, the soul portrait provides results as the owner would have when she first acquired the portrait. Unlike a normal misdirection, this effect is not limited to spells that detect her aura. Whenever it would be beneficial to her, the owner counts as her younger self for any spell or effect that gathers information. For instance, if she denies committing a crime she perpetrated after she commissioned the portrait, all forms of truth magic would reveal her denial as being true. Even spells like detect thoughts would reveal the thoughts of her younger self. When the portrait's owner would take ability damage, ability drain, or negative levels, she takes no adverse effects until they would be fatal (though she continues to accrue them in the portrait), and her image on the soul portrait twists in horrific agony as if suffering for its owner. Whenever any of the accrued maladies would be fatal (such as a number of negative levels equal to the owner's Hit Dice), the owner immediately dies. The soul portrait can be healed of ability damage, ability drain, and negative levels to reduce the accrued maladies by any effects that would normally heal these maladies. When the owner of a soul portrait dies, her soul is pulled into the canvas and her likeness becomes a character in the background, leaving space for a new portrait. A creature can claim ownership over a soul portrait by commissioning an artist to paint her likeness over the original image. The new owner must be present and willing while the artist paints, and the artist must succeed at a DC 25 Craft (painting) check to create a sufficient likeness for the artifact to accept the new owner. Once this happens, if the previous owner is still alive, she ceases to be the soul portrait's owner and ages as described above. The portrait can't be cut, burned, or otherwise damaged, except as described in the destruction requirements below.ArtifactOccult Adventures
Stannum Crownstrong abjuration15head-12 lbs.Though polished to a silvery gleam, the metal of this velvet-capped crown is simple tin. Occult scholars believe the first stannum crowns were created by a mad psychic king who had become convinced that entities from other planes were watching and plotting against him. The crown is powered by its wearer's paranoia and mistrust, using them to grant the wearer immunity to mind-affecting effects and divinations that gather information about him. The wearer can't lower this immunity without removing the crown. Donning a stannum crown saps the wearer's mind, imposing a -2 penalty to Intelligence, Wisdom, and Charisma. Removing the crown negates the penalty, but the wearer's enhanced paranoia makes him unwilling to doff the headdress. He can try to remove the crown once per day by attempting a Will save (DC = 25 + the number of consecutive days the crown has been worn). Once the DC becomes 35 or higher, the wearer's paranoia has progressed to the point where he no longer treats any other creature as an ally and attempts saving throws against even harmless spells and abilities. At this point, a natural 20 is not an automatic success on the saving throw to remove the crown, and the wearer never counts as a willing target for the purposes of another's spell or ability, even when he is unconscious. Other creatures can't remove the crown by force; only the wearer can take it off.ArtifactOccult Adventures
Thought Recordstrong divination15none-12 lbs.Though this tube resembles a simple copper pipe, its exotic metal reshapes the flow of time itself. A thought record measures 1 foot in length, and despite its light weight, it resists sudden acceleration as if it were a heavy, massive tree trunk. Intricate patterns are etched inside the tube, constantly shifting into new configurations that never repeat. Thought records store and replay memories, absorbing the entirety of a person's experience in an instant. These memories remain in the thought record indefinitely and can't be altered, though subsequent recordings from the same individual can be added. Thought records absorb such imprints unpredictably, with no indication of when the artifact will trigger or how to activate it deliberately. When the thought record records a life, its etched metal surface fades, appearing instead as a tiny window into a cosmic starscape. No known limit exists as to how many sets of memories a single thought record can hold. Memories stored in a thought record can be used along with reality-altering magic such as miracle or wish to bring back those irrevocably lost to death. Opinions differ on whether this amounts to an exotic resurrection or if it overwrites a newborn soul with the experiences of another. A thought record can allow its holder to experience portions of another's life in an instant. It is unclear what act triggers this replay, though most commonly it happens immediately when a creature first touches the device. When the thought record replays the past, the holder experiences the memories stored in the device not just as though she were present, but as if she were consciously making the choices herself. Occult researchers speculate that thought records create conduits to the Akashic Record, and that experiencing memories stored within such a rod brings the consciousness of the holder into the past of another person, forming a gestalt of their minds. This gestalt experiences and affects the events as they took place, not merely when they were recorded. According to this theory, those experiencing a memory don't merely observe another's life-they take a role in shaping it. Some even suspect that a thought record can share memories that have yet to be stored. Whatever the explanation, the experiences of the thought record are so total that the creature living the memories suffers from any mental conditions suffered in the memories, such as insanity, damage to mental ability scores, and mind-affecting effects. Although a thought record can record the memories of many individuals, it almost never replays more than one creature's memories for a single user. Instead, later activations by that user replay other memories from the same creature, revealing more of its life. Repeated activation takes the user through another's life in bursts of instantaneous visions. The thought record does not replay recorded memories in sequential order. Instead, it skips back and forth across the life of the recorder, with later activations shedding light on earlier activations, regardless of their chronological order. The same temporal effects that let a thought record transmit memories across time render it nearly invulnerable to physical harm. Both the rod and the memories stored within resist any attempts at destruction or alteration.ArtifactOccult Adventures
Coat Of Shellsmoderate transmutation7armor1535020 lbs.Overlapping scallop shells form this suit of +2 scale mail. While the wearer is swimming in water, the coat of shells restricts her movement speed as light armor instead of as medium armor. Whether worn in or out of water, a coat of shells requires medium armor proficiency. When out of the water, a coat of shells keeps its wearer's skin wet and cool. This provides the wearer resist fire 5 and the benefits of the endure elements spell against hot temperatures only, and it doubles the amount of time a wearer with the water dependent racial trait or water dependency can spend out of water without harm. None of these benefits apply in water.Craft Magic Arms and Armor, create water, endure elements, freedom of movement, creator must be either a gillman or a merfolkArmorInner Sea Races
Gnome Scrap Armorfaint transmutation5armor1117510 lbs.A suit of gnome scrap armor protects its wearer as +2 studded leather armor, but myriad metal trinkets festoon it in place of studs. A number of these badges bear a special dweomer; each such badge can be removed as a move action, at which point it turns into a full-sized version of the trinket. The wearer automatically recognizes which badges have this property, and only the wearer can detach them. A fully stocked suit of gnome scrap armor holds 20 badges representing the following gear: a flask of acid, two flasks of alchemist's fire, a block and tackle, a buckler, a crowbar, a heavy pick, a folded net, a potion of invisibility, a potion of lesser restoration, a shovel, two lit sunrods, two tanglefoot bags, a throwing axe, a thunderstone, a warhammer, a bottle of fine wine, and a winter blanket. When the armor has 10 or fewer badges remaining, it is reduced to +1 studded leather armor until sufficient badges are returned. If all the patches are removed, the armor becomes nonmagical masterwork studded leather armor. While the armor retains any magic, the wearer can return badges to the armor by casting shrink item on the appropriate object while wearing the armor and touching the object to the armor. This can even convert appropriate potions into badges, despite shrink item not normally working on magic items. Only items exactly corresponding to missing badges can be merged with the armor. Merging a potion reduces the potion's caster level to the minimum caster level for that spell. Items produced by gnome scrap armor match the size of the armor, so the typical gnome-sized version of the suit produces items sized for Small creatures.Craft Magic Arms and Armor, shrink i tem, creator must be a gnomeArmorInner Sea Races
Goblin Platefaint evocation5armor2365025 lbs.Normally found sized for Small humanoids, this battered and rusted suit of +1 fire resistance full plate resists any attempts to polish out its blemishes. When a critical hit is confirmed against the wearer with a manufactured weapon, natural weapon, or unarmed strike, there is a 50% chance that the armor negates the critical hit. Such a blow knocks the armor out of alignment, giving it the broken condition until the wearer spends 1d4+1 minutes refitting the pieces (or 1 minute if another person assists in the process). This does not otherwise harm the armor. While out of alignment, the goblin plate cannot negate critical hits. Broken armor provides only half the usual AC bonus (rounded down), and any armor check penalty is doubled.Craft Magic Arms and Armor, resist energy, shatter, creator must be a goblinArmorInner Sea Races
Hallowed Chain, Greatermoderate conjuration11armor4330040 lbs.This armor functions as hallowed chain, except that it protects as a suit of +3 martyringUE chainmail and can absorb up to 10 points of positive energy.Craft Magic Arms and Armor, mass cure moderate wounds, creator must be a VarisianArmorInner Sea Races
Mail Of Sly Stepsmoderate transmutation6armor259005 lbs.Thanks to the unusually light and fine links of this halfling-made +2 chain shirt, it imposes no armor check penalty and the wearer's maximum Dexterity bonus is +5. After a melee attack hits the wearer, he can take a 5-foot step as an immediate action, even if he already took a 5-foot step during his turn. Taking such a step does not interfere with the wearer's movement during his next turn. A suit of mail of sly steps is usually sized for Small creatures.Craft Magic Arms and Armor, expeditious retreat, creator must be a halflingArmorInner Sea Races
Panoply Of The Fierani Knightmoderate abjuration7armor2650025 lbs.The sigils etched into this +2 mithral full plate ward against the manipulations of chaos. Its wearer receives a +2 sacred bonus on saves against the spells and abilities of outsiders with the chaotic subtype and against chaotic spells and spell-like abilities. The armor provides the same protection against environmental effects caused by the taint of chaos, such as the taints found in Tanglebriar and the Worldwound, or even in the Abyss and the Maelstrom.Craft Magic Arms and Armor, dismissal, magic circle against chaos, creator must be an elfArmorInner Sea Races
Clever Sling Staffmoderate divination12none603203 lbs.The enhancement bonus of this Small +3 seeking halfling sling staff applies to both ranged sling attacks and melee club attacks. A halfling wielder with the warslinger racial trait can reload a clever sling staff as if it were a sling.Craft Magic Arms and Armor, haste, true seeing, creator must be a halflingWeaponInner Sea Races
Dueling Bokkenfaint transmutation3none203503 lbs.Tengus train from birth with swords of all types, but a peaceful tengu bladesmith sought a less lethal alternative to a blade for training, and created the first dueling bokken. This +1 merciful katanaUE is made of wood, and deals bludgeoning damage instead of a katana's usual slashing damage.Craft Magic Arms and Armor, keen edge, creator must be a tenguWeaponInner Sea Races
Gentleman's Foilfaint abjuration1none323202 lbs.This bejeweled +1 keen rapier has gilt edges and appears to be merely ornamental. It bears an enchantment that is intended to ensure its bearer is never bested by sheer weight of numbers. As long as the wielder is threatening an opponent with the foil, other foes must succeed at a DC 12 Will save to move to a space where they would also be threatened by the foil; those who fail this save end their movement just outside the foil's reach.Craft Magic Arms and Armor, sanctuary, creator must be a TaldanWeaponInner Sea Races
Hunter's Mambelemoderate evocation10none353043 lbs.On a successful ranged attack with this +1 returning huntsmanUE hunga mungaUE, the target falls prone unless it succeeds at a DC 16 Fortitude save. Creatures that cannot be tripped are immune to this effect. Mwangi hunters use these weapons to prevent their prey from escaping into the enveloping trees of the dense jungle.Craft Magic Arms and Armor, locate creature, returning weaponUC, creator must be a MwangiWeaponInner Sea Races
Junkblademoderate transmutation8none99281/2 lb.This foul-smelling +1 animal-bane dogslicerUE looks like it was crafted from an assortment of oddities chosen at random from a scrap heap. On command, the wielder can cause the blade to break apart into various pieces of junk that are not obviously a weapon. A second command word causes the junk to reform into a weapon.Craft Magic Arms and Armor, shrink item, summon monster I, creator must be a goblinWeaponInner Sea Races
Mount-Splitting Pickmoderate transmutation6none280086 lbs.This +2 adamantine heavy pick more closely resembles a common digging implement than a weapon of war. It bears enchantments intended to aid the wielder in chipping tunnels from the stone and moving earth, increasing its effectiveness against creatures tied to the earth. It effectively has the bane property against all creatures with the earth subtype (even non-outsiders such as gargoyles).Craft Magic Arms and Armor, soften earth and stone, creator must be a dwarfWeaponInner Sea Races
Vest Of The Deepmoderate abjuration7chest20001 lb.A vest of the deep creates a constant shell of magical energy that protects the wearer from extreme environmental pressure, such as that inflicted by water at a depth of over 100 feet. It does not provide any protection from constriction or other forms of direct crushing damage, nor does it grant water breathing.Craft Wondrous Item, life bubbleWondrous ItemAP 99
Reprisalstrong transmutation15weapon-11 lb.Reprisal is an unusually well-balanced and responsive +2 rapier. Reprisal's wielder can apply her Dexterity modifier to damage rolls with the weapon in place of her Strength modifier-this bonus is not increased if Reprisal is wielded two-handed, but is halved if the rapier is wielded in an off-hand. If Reprisal confirms a critical hit against an evil outsider, the rapier gains the evil-outsider-bane special ability and is treated as silver, cold iron, and good for the purposes of overcoming damage reduction for the next minute. Subsequent critical hits extend this duration by 1 minute per blow. As long as this effect persists, Reprisal's wielder gains a +2 sacred bonus on all saving throws against attacks from evil outsiders. These effects end prematurely if Reprisal is sheathed, disarmed, or is otherwise no longer wielded.ArtifactAP 99
Ghoulgutmoderate necromancy and transmutation9none160005 lbs.A ghoulgut consists of a ghoul's stomach, gallbladder, and liver implanted in the host's torso, resulting in a potent resistance to disease, but also a hunger for flesh. Once per day, the necrograft host can charge her second stomach by feeding on at least 1 pound of raw meat (doing so provides no nutritional value). This charge lasts for 24 hours. While charged, a ghoulgut grants the host a +4 enhancement bonus on saving throws against disease and poison. As a swift or immediate action, the host can expend her stomach's charge to reroll a failed Fortitude saving throw.Craft Wondrous Item, create undead, undead anatomy IIUM, creator must have 8 ranks in HealWondrous ItemBlack Markets
Gravespawn Glandmoderate necromancy11none6200-A gravespawn gland is a piece of zombie brain implanted in the host's skull. When the command word (which is often kept secret by its creator) is spoken within 60 feet of the host, the gravespawn gland releases a surge of necromantic power, dealing 4d6 points of negative energy damage to the host. The host must succeed at a Fortitude saving throw (DC = 10 + the damage dealt) or be instantly slain. Creatures killed in this manner cannot be revived by breath of life or raise dead. A creature killed by a gravespawn gland rises 1 round later as a mindless zombie. A gravespawn gland is rarely implanted willingly. Unlike with most necrografts, implanting this organ requires a successful DC 25 Heal check by the necrograft surgeon, not a successful Fortitude save by the recipient. Removing an implanted gravespawn gland requires a successful DC 25 Heal check; if this check is failed by more than 5, the gravespawn gland detonates inside the host.Craft Wondrous Item, animate dead, inflict critical wounds, creator must have 11 ranks in HealWondrous ItemBlack Markets
Necrograft Armstrong necromancy and transmutation13none1200010 lbs.An arm of undead flesh allows its host to lift up to 1-1/2 times his maximum load over his head. A humanoid with two necrograft arms can lift up to twice his maximum load over his head. Each necrograft arm also provides its host with a natural slam attack (replacing any natural attacks that limb may have once had) that deals 1d4 points of bludgeoning damage (1d3 for Small creatures) as a secondary attack. If a host attacks with only slam attacks in a round, the slams are instead considered primary attacks. A necrograft arm is clumsy, imposing a cumulative -2 circumstance penalty on all Craft, Disable Device, and Sleight of Hand checks per limb replaced, as well as on relevant Perform checks (such as for stringed instruments and wind instruments).Craft Wondrous Item, animate dead, regenerate, creator must have 8 ranks in HealWondrous ItemBlack Markets
Necrograft Legstrong necromancy and transmutation13none640025 lbs.A single necrograft leg allows its host to travel overland for 1-1/2 times longer than normal before needing to attempt Constitution checks to continue running or to avoid nonlethal damage from a forced march. A humanoid with two necrograft legs can travel overland twice as longer than normal before needing to attempt these same checks. In addition, each necrograft leg grants its host a +2 bonus to CMD against bull rush and overrun attempts and provides a 50% chance to ignore caltrops.Craft Wondrous Item, animate dead, regenerate, creator must have 8 ranks in HealWondrous ItemBlack Markets
Sallowfleshfaint abjuration and necromancy5none200004 lbs.This necrograft weaves strips of rotted skin across the bearer's body in a grisly process of scarification. The dense, undead hide provides a +2 enhancement bonus to its host's natural armor bonus, and causes undead creatures to perceive the host as one of their own- skeletons, zombies, and other mindless undead ignore a character implanted with sallowflesh unless attacked first. Intelligent undead may also be fooled by this effect, but can recognize the host as a living creature with a successful DC 11 Will save; on a failed save, the undead assumes the host to be another intelligent undead. Undead attacked by the host, or that witness the host channel positive energy, can immediately see through this effect. Sallowflesh has no effect on living creatures' perceptions.Craft Wondrous Item, animate dead, hide from undead, creator must have 5 ranks in HealWondrous ItemBlack Markets
Strangler's Tonguefaint enchantment and necromancy5none360001 lb.Extracted from a mohrg, this ropy, claw-tipped tongue is implanted into a recipient's mouth or throat. A strangler's tongue lacks the strength to grasp or hold items, but the host can lash out with the tongue as a standard action as a melee touch attack. A humanoid hit by the strangler's tongue is paralyzed for 1d4 minutes (Will DC 15 negates).Craft Wondrous Item, create undead, hold person, creator must have 5 ranks in HealWondrous ItemBlack Markets
Circlet Of Spell-Eating, Type Imoderate (no school)7head1500-Iridescent whorls and runes in a flowing eldritch script adorn this golden circlet. The circlet functions as a ring of spell knowledgeUE, allowing a spontaneous caster to learn and store an additional arcane spell. However, once the circlet has been worn for 1d6 days, the wearer must succeed at a DC 16 Will save each day when meditating to renew her spell slots. Failure indicates that she loses knowledge of a random spell, whose level cannot exceed the maximum level of the circlet of spell-eating. Knowledge of this spell is lost until the circlet is removed, returning at a rate of one spell per day, beginning with the lowest-level spell forgotten. So long as the circlet of spell-eating has caused its wearer to forget at least one spell, its creator can cast the first spell lost to the item once per day as a spell-like ability.Craft Wondrous Item, bestow curse, imbue with spell abilityWondrous ItemBlack Markets
Circlet Of Spell-Eating, Type IImoderate (no school)7head6000-Iridescent whorls and runes in a flowing eldritch script adorn this golden circlet. The circlet functions as a ring of spell knowledgeUE, allowing a spontaneous caster to learn and store an additional arcane spell. However, once the circlet has been worn for 1d6 days, the wearer must succeed at a DC 16 Will save each day when meditating to renew her spell slots. Failure indicates that she loses knowledge of a random spell, whose level cannot exceed the maximum level of the circlet of spell-eating. Knowledge of this spell is lost until the circlet is removed, returning at a rate of one spell per day, beginning with the lowest-level spell forgotten. So long as the circlet of spell-eating has caused its wearer to forget at least one spell, its creator can cast the first spell lost to the item once per day as a spell-like ability.Craft Wondrous Item, bestow curse, imbue with spell abilityWondrous ItemBlack Markets
Circlet Of Spell-Eating, Type IIImoderate (no school)7head13500-Iridescent whorls and runes in a flowing eldritch script adorn this golden circlet. The circlet functions as a ring of spell knowledgeUE, allowing a spontaneous caster to learn and store an additional arcane spell. However, once the circlet has been worn for 1d6 days, the wearer must succeed at a DC 16 Will save each day when meditating to renew her spell slots. Failure indicates that she loses knowledge of a random spell, whose level cannot exceed the maximum level of the circlet of spell-eating. Knowledge of this spell is lost until the circlet is removed, returning at a rate of one spell per day, beginning with the lowest-level spell forgotten. So long as the circlet of spell-eating has caused its wearer to forget at least one spell, its creator can cast the first spell lost to the item once per day as a spell-like ability.Craft Wondrous Item, bestow curse, imbue with spell abilityWondrous ItemBlack Markets
Circlet Of Spell-Eating, Type IVmoderate (no school)7head24000-Iridescent whorls and runes in a flowing eldritch script adorn this golden circlet. The circlet functions as a ring of spell knowledgeUE, allowing a spontaneous caster to learn and store an additional arcane spell. However, once the circlet has been worn for 1d6 days, the wearer must succeed at a DC 16 Will save each day when meditating to renew her spell slots. Failure indicates that she loses knowledge of a random spell, whose level cannot exceed the maximum level of the circlet of spell-eating. Knowledge of this spell is lost until the circlet is removed, returning at a rate of one spell per day, beginning with the lowest-level spell forgotten. So long as the circlet of spell-eating has caused its wearer to forget at least one spell, its creator can cast the first spell lost to the item once per day as a spell-like ability.Craft Wondrous Item, bestow curse, imbue with spell abilityWondrous ItemBlack Markets
Spendthrift Spectaclesmoderate illusion8eyes6250-Crafted from brass and polished quartz, these expensive bifocals grant the wearer a +5 bonus on Appraise checks, and on Linguistics or Perception checks to detect a forgery. However, after they have been worn for 1 week, they begin distorting the wearer's perception of value, replacing this bonus with a -10 penalty on the same checks. This penalty persists even when a victim is not wearing the spendthrift spectacles. Whenever the wearer is making a purchase that costs more than 10 gp, he must succeed at a DC 14 Will save or be compelled to make extravagant offers and pay outrageous prices (1d10 x 10% more than the asking price) for the item, paying with coin and valuables if available, or bartering with other equipment if not.Craft Wondrous Item, beguiling giftAPG, bestow curseWondrous ItemBlack Markets
Style-Stealing Vambracemoderate transmutation10wrists150002 lbs.This plain silver-and-steel bracelet grants the keen weapon special ability to any piercing or slashing weapon wielded by the wearer. Each time the wearer confirms a critical hit with such a weapon, however, she must succeed at a DC 17 Fortitude save or the bracelet severs her hand, dealing 1d6 points of Dexterity drain and 2d6 points of bleed damage. The style-stealing vambrace and the severed hand immediately teleport to the item's creator if he is on the same plane, or else drop to the ground if he is not. Once per day, a creature holding the severed hand can speak the bracelet's command word to gain access to one combat feat known by the previous wearer for 24 hours, as if it were a bonus feat. The creature must meet all of the usual prerequisites for the feat. The wearer's hand can be restored instantly with a regenerate spell, or with a restoration spell or regeneration (such as that granted by a ring of regeneration) if the severed hand is held against the stump. Restoring the wearer's hand removes the Dexterity drain. The style-stealing vambrace cannot be removed from the severed hand it holds or be reused until its victim dies or the hand is reattached.Craft Wondrous Item, bestow curse, gentle repose, keen edgeWondrous ItemBlack Markets
Talisman Of Spyingmoderate divination7none190001 lb.This small decorative object can take almost any form but is always small and seemingly valuable. The item seems so intriguing and delightful that any creature holding it-including while examining it with Appraise or Spellcraft checks-becomes infatuated with the object and compelled to keep it (Will DC 13 negates). Each talisman of spying is linked to a ring when created. Any creature within 30 feet of a talisman of spying takes a -5 penalty on saving throws against divinations used by the ring's wearer. The ring's wearer is always aware of the direction and distance to the talisman and can discern the general condition of a creature carrying the talisman as if using status. Once per day, the creature wearing the talisman's ring can use scry upon the talisman. This functions as scrying if the talisman is carried by a creature, or as clairaudience/clairvoyance if the talisman is unattended.Craft Wondrous Item, beguiling giftAPG, bestow curse, statusWondrous ItemBlack Markets
Aspergillum Cloakmoderate transmutation7shoulders80001 lb.This drab brown, hooded cloak acts as a cloak of resistance +1 but also quickly absorbs any liquids poured onto it, drying in moments. Three times per day, the wearer can pour a vial of holy water onto the interior lining of an aspergillum cloak, causing its outer surface to glisten and drip. The holy water cannot be recovered once absorbed. For 7 minutes, the garment is soaked in holy water, dealing 2d4 points of damage to any undead or evil outsider that strikes the wearer with an unarmed strike or a natural weapon. An aspergillum cloak can also absorb unholy water instead, dealing damage to good outsiders instead. An aspergillum cloak gains no special abilities from absorbing any other liquid.Craft Wondrous Item, bless waterWondrous ItemBlack Markets
Congregant's Compassfaint divination5none216001/2 lb.This ornate bronze compass aids the faithful in locating allies, or inquisitors in identifying cultists. When a holy symbol is touched to a congregant's compass as a standard action, the needle spins lazily for the next 5 minutes. If a devoted member of the faith associated with that holy symbol (an outsider servant, a mortal cleric, or a mortal worshiper carrying a holy symbol) is within 60 feet of an activated congregant's compass, the needle spins rapidly for 3 rounds before pointing in the direction of the nearest worshiper. The needle continues to point to the nearest worshiper until the 5-minute duration expires, changing its direction if another worshiper moves closer to the compass. The needle returns to spinning lazily if all worshipers move out of range, although it reorients to the nearest worshiper after another 3 rounds of rapid spinning if one approaches within 60 feet. The congregant's compass's detection is blocked by a sheet of lead, 1 inch of common metal, 1 foot of stone, or 3 feet of wood or dirt, and spells such as misdirection and nondetection can foil it. A congregant's compass doesn't detect the creature holding it, even if she worships the appropriate faith. A congregant's compass can be used three times per day.Craft Wondrous Item, augury, locate objectWondrous ItemBlack Markets
Dissident's Glovesfaint evocation1hands12001 lb.The inside of these fingerless leather gloves contains minute stitching forming the holy symbol of a specific deity or religion. As a standard action, the wearer can imprint a palm-sized image of the holy symbol onto any object (as if using arcane mark) simply by pressing the palm of one of a pair of dissident's gloves against it. The icon is invisible for 1d4 rounds after the imprinting; it then appears and glows with light equivalent to a candle. While the image is visible, any worshiper of the appropriate faith can use it as a holy symbol by touching it. The image fades after 1 day, but can be prematurely removed by dispel magic or erase.Craft Wondrous Item, arcane mark, lightWondrous ItemBlack Markets
Effulgent Geodemoderate conjuration9none22501 lb.This rough, fist-sized stone contains an inner cavity lined with crystals that have been infused with positive energy. When hurled at a hard surface up to 60 feet away, an effulgent geode explodes in a 20-foot-radius burst. Living creatures within the burst regain 1d8+9 hit points, while undead creatures within the burst take 1d8+9 points of damage (Fortitude DC 17 half). An effulgent geode worn or carried by a creature that fails a saving throw against an effect that deals negative energy damage must save successfully against the negative energy effect or it immediately explodes.Craft Wondrous Item, mass cure light woundsWondrous ItemBlack Markets
False Flag Tabardfaint abjuration5body55001 lb.This sleeveless cotton tabard has a large but innocuous image such as a checkered field or mailed fist emblazoned on its front panel. As a swift action, a wearer devoted to a particular deity or religion can transform the image into her faith's holy symbol or transform the holy symbol back to the innocuous image. The wearer can use the holy symbol image as an actual holy symbol while it is displayed. Once per day as a standard action, the wearer can cause a false flag tabard to flare with protective energy. All worshipers of the wearer's deity within a 60-foot-radius burst (including the wearer) gain a +2 sacred bonus to AC and CMD for 5 minutes. If the wearer is evil, this is a profane bonus rather than a sacred bonus.Craft Wondrous Item, shield of faithWondrous ItemBlack Markets
Recondite Holy Symbolfaint conjuration3none5001 lb.A recondite holy symbol is a silver amulet depicting an old or obscure religious symbol that has long fallen out of common use within the religion in question. Each religion has its own unique obsolete emblems, but older religions are likely to have a greater variety of emblems than newer religions. For example, a recondite holy symbol of Desna might depict a single shining star (as she was sometimes depicted in ancient Azlant) or a silhouetted woman astride an elk (as she is depicted by ancient Kellid tradition), rather than her common butterfly symbol. A successful DC 15 Knowledge (religion) check is required to identify the deity or religion associated with a recondite holy symbol, allowing the wielder to utilize the holy symbol without identifying her faith to the uninformed. When the wielder uses an appropriate recondite holy symbol to channel energy, she gains a +3 competence bonus on Knowledge (religion) checks related to her deity or religion for 1 minute.Craft Wondrous Item, guidance, creator must have at least 5 ranks in Knowledge (religion)Wondrous ItemBlack Markets
Uplifting Bootsmoderate transmutation7feet110002 lbs.These worn, leather traveling boots respond to the wearer's holy power. The wearer can sacrifice one use of channel energy, lay on hands, or fervor as a standard action to instead walk on air (as per the air walk spell) for the next minute.Craft Wondrous Item; air walk; creator must have the channel energy, lay on hands, or fervor class abilityWondrous ItemBlack Markets
Shadow Cleaverfaint evocation3none83102 lbs.This +1 short sword parts shadows in its wake, allowing its wielder to ignore the miss chance associated with concealment due to darkness or shadows, and to deal precision damage, such as sneak attack, against targets benefiting from concealment. This ability applies only on strikes made with this weapon, and does not affect the miss chance resulting from total concealment or any other source of concealment (such as the blur spell).Craft Magic Arms and Armor, darkness, darkvision, creator must be an elfWeaponInner Sea Races
Treekeeper's Staffmoderate conjuration7none187004 lbs.Elves live in communion with the land-and the land can be an effective ally. This +1/+1 quarterstaff is carved to look like it's covered in ivy and vines. When the staff strikes a foe, the wielder can cause that creature to be immediately enveloped in creeping vines from the staff and any nearby plants. If the creature fails a DC 14 Reflex save, it is entangled for 1d4 rounds (though the foe is not anchored to the staff). Once this ability has been used, the carvings of vines and ivy on the staff disappear. The entanglement ability can't be used again for 1d6 hours while the carvings regrow to their full size. Once per week, the owner can plant a treekeeper's staff in the ground overnight to create the enrichment effect of plant growth. While holding the staff, the wielder can speak with plants, as per the spell, with any plants that have their productivity increased in this way.Craft Magic Arms and Armor, litany of entanglementUC, plant growth, speak with plants, creator must be an elfWeaponInner Sea Races
Agent's Claspmoderate evocation9neck60000-These small, stylish golden clasps come in pairs: one for a handler and one for an agent. The handler's clasp provides constant information to the wearer as per the spell status regarding the wearer of the agent's clasp. At will, the wearer of either clasp can speak a command word to transmit a sending (as per the spell) to the wearer of the other clasp. If the other clasp is not worn, the sending is stored in the recipient clasp until it is next donned, at which time the message is delivered and the recipient has a chance to respond as normal. The price and cost listed are for a matched pair of clasps.Craft Wondrous Item, sending, status, creator must be a TaldanWondrous ItemInner Sea Races
Amulet Of Undead Persuasionmoderate conjuration7neck150001 lb.Once per day, this bloodstone amulet can be commanded to produce a red liquid that temporarily satisfies one undead creature's hunger for 24 hours, though feeding on the stone's liquid is unappealing, much like eating the food from create food and water. The wearer can collect and store the liquid in a vial for later use, but the fluid vanishes at the next sunrise if unused. A dhampir wearer gains a +4 bonus on Diplomacy checks to influence undead who have consumed the substance in the past day, and those undead take a -2 penalty on saving throws against the dhampir wearer's spells and effects. Additionally, a dhampir wearer can use command undead once per day on an undead who has consumed the liquid from the amulet.Craft Wondrous Item, command undead, minor creation, creator must be a dhampirWondrous ItemInner Sea Races
Binding Contractstrong enchantment14none75001/2 lb.This parchment scroll is a legal contract detailing terms of service between the signatories. Until the scroll is signed, its owner can modify the contract as she sees fit. Once signed, the contract places all signatories under a special geas that forces them to uphold their end of the contract, although creatures cannot be forced to sign this contract while under magical compulsions or other mental influences. This special geas ends for a signatory only if that signatory completes his agreed-upon terms, if the terms become impossible to fulfill, or via a miracle or a wish. Other means that would normally remove a geas, such as break enchantment, automatically fail.Craft Wondrous Item, erase, geas/quest, tongues, creator must be a ChelaxianWondrous ItemInner Sea Races
Boots Of Fiendish Escapestrong conjuration15feet450002 lbs.This pair of supple, leather-heeled boots can be worn comfortably whether the wearer has feet or hooves. The wearer can use fog cloud once per day by clicking the boot's heels together as a swift action. If the wearer is a tiefling, he can simultaneously teleport up to 1,000 feet as per dimension door.Craft Wondrous Item, Quicken Spell, dimension door, fog cloud, creator must be a tieflingWondrous ItemInner Sea Races
Bracelet Of Good Luck Charmsfaint evocation4wrists16000-This bronze bracelet has seven charms shaped like symbols of good luck in halfling society. It works only for a wearer with the luck or adaptable luck racial trait. At any time, a halfling wearer can choose to reroll a roll without taking an action. She must take the new result even if it is worse. When the wearer uses this ability, one of the bracelet's charms crumbles to dust. When all the charms are spent, the bracelet becomes nonmagical. The wearer can remove a charm from the bracelet and give it to another creature to grant that creature the charm's ability to reroll die rolls, but if unused before the next sunrise, the charm turns to dust anyway.Craft Wondrous Item, divine favor, creator must be a halflingWondrous ItemInner Sea Races
Cap Of Darkest Dreamsstrong illusion and necromancy14head90000-This black gossamer cap is woven from ethereal moonbeams and nightmares. Whenever the wearer would experience a nightmare, whether magical or mundane (including the dream haunting ability of a night hag), the cap absorbs it without effect. Once per day, when a changeling wearer sleeps with her face covered by the cap, she can send a nightmare (DC 17). If the victim fails his saving throw against the nightmare, the wearer can target him with major curseUM as well, but must describe to the victim a condition under which the curse will be lifted. The victim automatically understands the terms of the curse even if he does not share a language with the wearer. The condition must be possible to the wearer's knowledge given what she knows of the victim's resources, but may be extremely difficult to achieve and may require significant luck or assistance (at the GM's discretion). A cap of darkest dreams can maintain only one curse at a time; if the wearer uses the cap to curse a new victim, any previous curse ends. Once per day by uttering the command word, a changeling wearer can unleash the vile essence of nightmares upon all creatures around her. She emanates a cloak of dreamsAPG as per the spell. Any creature sent to sleep by this aura automatically suffers a nightmare (DC 17) evoking its deepest fears.Craft Wondrous Item, cloak of dreamsAPG, major curseUM, nightmare, creator must be a changelingWondrous ItemInner Sea Races
Cloak Of Blood Alarmmoderate divination8shoulders32001 lb.This leather cloak looks tattered and stained no matter how carefully it is cleaned and repaired. Once per day, when a ratfolk wearer bleeds upon the cloak (generally when he takes hit point damage), the cloak mentally alerts the wearer's nearest ratfolk ally within 10 miles, telling her the approximate distance and direction to the wearer. It also alerts the wearer to the approximate distance and direction of that ally.Craft Wondrous Item, locate creature, status, creator must be a ratfolkWondrous ItemInner Sea Races
Commander's Helm, Lesserfaint enchantment4head100001 lb.This broad helmet is marked with archaic dwarven military insignia. When each helm is created, it is attuned to one teamwork feat. The wearer gains that feat for as long as she wears the helm and meets its prerequisites. With a command word, the wearer can grant that feat to all allies that meet its prerequisites within 30 feet for 1 minute. The helm can be activated up to three times per day. If the wearer is a dwarf, she can choose any teamwork feat she possesses to grant in this way. The helm can grant no more than one feat at a time; when a new feat is granted, all subjects lose any previously granted feat. A lesser commander's helm can contain a feat with either a base attack bonus prerequisite no greater than +5 or a skill rank prerequisite no greater than 5. A greater commander's helm can contain a feat with a base attack bonus prerequisite no greater than +10 or a skill rank prerequisite no greater than 10. A superior commander's helm can contain any teamwork feat. The same restrictions apply to the feats that a dwarf wearer can grant when choosing from feats she possesses.Craft Wondrous Item, the teamwork feat to be imbued, tactical acumenUC, creator must be a dwarfWondrous ItemInner Sea Races
Commander's Helm, Greaterfaint enchantment4head160001 lb.This broad helmet is marked with archaic dwarven military insignia. When each helm is created, it is attuned to one teamwork feat. The wearer gains that feat for as long as she wears the helm and meets its prerequisites. With a command word, the wearer can grant that feat to all allies that meet its prerequisites within 30 feet for 1 minute. The helm can be activated up to three times per day. If the wearer is a dwarf, she can choose any teamwork feat she possesses to grant in this way. The helm can grant no more than one feat at a time; when a new feat is granted, all subjects lose any previously granted feat. A lesser commander's helm can contain a feat with either a base attack bonus prerequisite no greater than +5 or a skill rank prerequisite no greater than 5. A greater commander's helm can contain a feat with a base attack bonus prerequisite no greater than +10 or a skill rank prerequisite no greater than 10. A superior commander's helm can contain any teamwork feat. The same restrictions apply to the feats that a dwarf wearer can grant when choosing from feats she possesses.Craft Wondrous Item, the teamwork feat to be imbued, tactical acumenUC, creator must be a dwarfWondrous ItemInner Sea Races
Commander's Helm, Superiorfaint enchantment4head240001 lb.This broad helmet is marked with archaic dwarven military insignia. When each helm is created, it is attuned to one teamwork feat. The wearer gains that feat for as long as she wears the helm and meets its prerequisites. With a command word, the wearer can grant that feat to all allies that meet its prerequisites within 30 feet for 1 minute. The helm can be activated up to three times per day. If the wearer is a dwarf, she can choose any teamwork feat she possesses to grant in this way. The helm can grant no more than one feat at a time; when a new feat is granted, all subjects lose any previously granted feat. A lesser commander's helm can contain a feat with either a base attack bonus prerequisite no greater than +5 or a skill rank prerequisite no greater than 5. A greater commander's helm can contain a feat with a base attack bonus prerequisite no greater than +10 or a skill rank prerequisite no greater than 10. A superior commander's helm can contain any teamwork feat. The same restrictions apply to the feats that a dwarf wearer can grant when choosing from feats she possesses.Craft Wondrous Item, the teamwork feat to be imbued, tactical acumenUC, creator must be a dwarfWondrous ItemInner Sea Races
Diadem Of The Interplanetary Emissarymoderate transmutation13head675001/2 lb.This elaborate silver diadem features stylized antennae similar to those of a lashunta. While worn, it maintains a constant planetary adaptation (Pathfinder Campaign Setting: Distant Worlds 55) upon a wearer. The diadem's magic also enhances a lashunta wearer's telepathy, allowing her to mentally communicate with any creature that has a language, rather than only creatures that share a language with her.Craft Wondrous Item, planetary adaptation, tongues, creator must be a lashuntaWondrous ItemInner Sea Races
Elven Stillfaint transmutation5none75002 lbs.This tall, slim crystal retort is designed to ferment a small amount of liquid or foodstuff into alcohol. Any suitable sugary food or drink left in the retort for 24 hours ferments into sweet elven wine, although the wine's quality varies according to the quality of the ingredients. If a potion is added to an elven still, the retort consumes it over a period of 24 hours, destroying the potion. During this fermenting process, an elven user can cast any spell suitable for making into a potion into the elven still, imbuing the final wine as if it were a potion of the spell cast. This new potion must have a gp value equal to or less than the potion originally consumed by the elven still. Wine fermented in an elven still spoils 24 hours after its completion, destroying any magical properties.Brew Potion, Craft Wondrous Item, universal formulaAPG, creator must be an elfWondrous ItemInner Sea Races
Eye Patch Of Infamystrong transmutation3eyes10000-This green leather eye patch allows a half-orc wearer to use the Intimidate skill from 30 feet farther away. Whenever the wearer successfully intimidates a target into giving aid, the duration of the change in disposition is doubled. The wearer gains a +5 competence bonus on Intimidate checks to generate capital (Pathfinder RPG Ultimate Campaign 77-79) and to coerce others into giving aid.Craft Wondrous Item, eagle's splendor, creator must be a half-orcWondrous ItemInner Sea Races
Eyes Of Mind Readingfaint divination3eyes110001/2 lb.These large goggles feature adjustable lenses. When calibrated correctly, they sense the thoughts of a particular creature and send them into the wearer's mind. If the wearer spends 3 rounds studying a creature, spending a standard action each round to calibrate the lenses, she may scan a target's surface thoughts as if she had spent 3 rounds studying the target with detect thoughts. The target can attempt a DC 13 Will save to negate the effect. The wearer must spend three consecutive standard actions each time she wishes to read the mind of a new creature. If the wearer is an android, he can spend a nanite surge to immediately detect surface thoughts instead of concentrating for 3 rounds.Craft Wondrous Item, detect thoughts, creator must be an androidWondrous ItemInner Sea Races
Headband Of Controlling Illusionsmoderate enchantment13headband40000-This elaborately woven leather beaded cord shifts in coloration from light gray at the front to pitch black at the back. Once per day on command, the headband allows the wearer to make any choices for an ongoing nonpermanent illusion as if she were casting the illusion, although its duration is not reset and she cannot change its target or area. The spell's effect changes to match those choices, and its remaining duration plays out as if the wearer were its original caster. To affect the illusion, the wearer must succeed at a caster level check (with a +13 bonus for the headband's caster level) with a DC equal to 11 + the illusion's creator's caster level. If the wearer is an elf, she can use a second command word to cause the headband to produce illusory duplicates of up to six allies similar to how mirror image functions once per day. The wearer can control any number of the duplicates with a move action provided they all receive the same commands, but otherwise they mimic the actions of the originals and remain in the original's square. When in the original creature's square, the image functions exactly as mirror image, but when the headband's wearer directs them separately, the images have an AC equal to the original's AC - 5 and are destroyed by any successful attack roll against that AC.Craft Wondrous Item, dispel magic, mirror image, project image, creator must be an elfWondrous ItemInner Sea Races
Horn Of The War-Leaderfaint evocation5none120004 lbs.A cord of leather attached to this large, hollow animal horn allows it to hang from the neck, wrist, or belt. The bearer can blow the horn as a standard action up to three times per day to create a blast of sound that can be heard at a distance of up to 5 miles. If the blower is a half-orc, she can encode a message of up to 25 words (usually an order for deployed troops) into the sound and designate any number of allies within range. The designated allies automatically sense the blower's intention and learn the message.Craft Wondrous Item, whispering wind, creator must be a half-orcWondrous ItemInner Sea Races
Horseshoes Of Desert Furymoderate conjuration and evocation8feet8800012 lbs.This set of horseshoes is inscribed with binding runes to contain the essence of a minor spirit of fire. With a command word from the wearer or the wearer's rider, the horseshoes burst into flames which do not harm the wearer, but cause the wearer's hooves to function as +1 flaming weapons for the duration of the effect. The flames can remain active for up to 80 minutes. The duration need not be consecutive, but must be spent in 10-minute increments. Three times per day, a Keleshite wearer or rider can speak another command word to cause the horseshoes to kick up a cloud of choking sand similar to solid fog centered on the wearer's current position; the sand builds up gradually and doesn't impede movement until the wearer exits the affected area, at which point it immediately takes effect. Creatures that begin their turn in the area of the sand must succeed at a DC 16 Fortitude save or be sickened for as long as they remain in the area and for 1d4 minutes thereafter.Craft Wondrous Item, flame blade, magic fang, solid fog, creator must be a KeleshiteWondrous ItemInner Sea Races
Jinx Eater's Shirtmoderate abjuration8chest226001 lb.This shirt is stitched with dozens of symbols meant to attract bad luck, including bloodshot eyes and tengu skulls. Whenever an ally within 60 feet is subject to a curse, hex, jinx, or effect that would force her to roll multiple times for the same check and take the worse result, a tengu wearer can attempt to eat the effect as an immediate action. The wearer of the shirt attempts a caster level check with a DC of 11 + the effect originator's caster level (or HD for an ability that has no caster level). If the attempt is successful, the wearer suffers the effect instead of the original target, and the wearer gains a number of temporary hit points equal to the effect's caster level or the target's HD, whichever is lower. These temporary hit points last for 1 minute. A jinx eater's shirt can successfully redirect an effect originating from a given creature only once each day, but otherwise it has no limitation on usage.Craft Wondrous Item, remove curse, creator must be a tenguWondrous ItemInner Sea Races
Locket Of True And False Friendsmoderate divination9neck10000-This silver locket contains two scraps of parchment with inspirational quotes from holy or philosophical texts written on them in fine lettering. Once per day, with a command word, the words transform momentarily into the names of the last creature to lie to the wearer and the last creature to perform a favor on her behalf. It can see only 1 day into the past. Each person whose name would be revealed attempts a DC 17 Will save, with success indicating that the locket skips that person and moves to the next-most-recent creature. If the wearer is a half-elf, she gains a +2 insight bonus to AC and on saving throws and Sense Motive checks against allies, people pretending to be her allies, and former allies who changed allegiance no more than 1 week ago.Craft Wondrous Item, contact other plane, creator must be a half-elfWondrous ItemInner Sea Races
Lupine Robefaint transmutation3body68001 lb.This silk robe is covered in exquisitely detailed embroidery depicting foxes frolicking in a pristine meadow. Four times per day, the wearer can add 1d6 to the result of a Dexterity-, Intelligence-, or Charisma-based skill check as a free action. The wearer can do this only once per check, and the wearer can't benefit from both the lupine robe and the inspirationACG class feature on the same check. If the wearer is a kitsune, he can spend two of the robe's daily uses to add 1d10 on a skill check instead of 1d6.Craft Wondrous Item, cat's grace, eagle's splendor, fox's cunning, creator must be a kitsuneWondrous ItemInner Sea Races
Lycanthrope Skin, Boarmoderate transmutation9shoulders240002 lbs.This animal-skin cloak comes in eight varieties (one for each kind of skinwalker). The wearer gains the ability to speak with animals of the matching species and related species as per the spell speak with animals. For example, a werewolf skin allows the wearer to speak with canines. If the wearer is a skinwalker, and her skinwalker heritage matches that of the cloak, the wearer can take the listed animal's form as if using the change shape ability, gaining the base creature's size, form, and special abilities as per beast shape I. As normal for a skinwalker's transformation, her animal form lasts until she chooses to end it.Craft Wondrous Item, beast shape I, speak with animals, creator must be a skinwalkerWondrous ItemInner Sea Races
Lycanthrope Skin, Ratmoderate transmutation9shoulders240002 lbs.This animal-skin cloak comes in eight varieties (one for each kind of skinwalker). The wearer gains the ability to speak with animals of the matching species and related species as per the spell speak with animals. For example, a werewolf skin allows the wearer to speak with canines. If the wearer is a skinwalker, and her skinwalker heritage matches that of the cloak, the wearer can take the listed animal's form as if using the change shape ability, gaining the base creature's size, form, and special abilities as per beast shape I. As normal for a skinwalker's transformation, her animal form lasts until she chooses to end it.Craft Wondrous Item, beast shape I, speak with animals, creator must be a skinwalkerWondrous ItemInner Sea Races
Lycanthrope Skin, Wolfmoderate transmutation9shoulders240002 lbs.This animal-skin cloak comes in eight varieties (one for each kind of skinwalker). The wearer gains the ability to speak with animals of the matching species and related species as per the spell speak with animals. For example, a werewolf skin allows the wearer to speak with canines. If the wearer is a skinwalker, and her skinwalker heritage matches that of the cloak, the wearer can take the listed animal's form as if using the change shape ability, gaining the base creature's size, form, and special abilities as per beast shape I. As normal for a skinwalker's transformation, her animal form lasts until she chooses to end it.Craft Wondrous Item, beast shape I, speak with animals, creator must be a skinwalkerWondrous ItemInner Sea Races
Lycanthrope Skin, Brown Bearmoderate transmutation9shoulders400002 lbs.This animal-skin cloak comes in eight varieties (one for each kind of skinwalker). The wearer gains the ability to speak with animals of the matching species and related species as per the spell speak with animals. For example, a werewolf skin allows the wearer to speak with canines. If the wearer is a skinwalker, and her skinwalker heritage matches that of the cloak, the wearer can take the listed animal's form as if using the change shape ability, gaining the base creature's size, form, and special abilities as per beast shape I. As normal for a skinwalker's transformation, her animal form lasts until she chooses to end it.Craft Wondrous Item, beast shape I, speak with animals, creator must be a skinwalkerWondrous ItemInner Sea Races
Lycanthrope Skin, Batmoderate transmutation9shoulders400002 lbs.This animal-skin cloak comes in eight varieties (one for each kind of skinwalker). The wearer gains the ability to speak with animals of the matching species and related species as per the spell speak with animals. For example, a werewolf skin allows the wearer to speak with canines. If the wearer is a skinwalker, and her skinwalker heritage matches that of the cloak, the wearer can take the listed animal's form as if using the change shape ability, gaining the base creature's size, form, and special abilities as per beast shape I. As normal for a skinwalker's transformation, her animal form lasts until she chooses to end it.Craft Wondrous Item, beast shape I, speak with animals, creator must be a skinwalkerWondrous ItemInner Sea Races
Lycanthrope Skin, Crocodilemoderate transmutation9shoulders400002 lbs.This animal-skin cloak comes in eight varieties (one for each kind of skinwalker). The wearer gains the ability to speak with animals of the matching species and related species as per the spell speak with animals. For example, a werewolf skin allows the wearer to speak with canines. If the wearer is a skinwalker, and her skinwalker heritage matches that of the cloak, the wearer can take the listed animal's form as if using the change shape ability, gaining the base creature's size, form, and special abilities as per beast shape I. As normal for a skinwalker's transformation, her animal form lasts until she chooses to end it.Craft Wondrous Item, beast shape I, speak with animals, creator must be a skinwalkerWondrous ItemInner Sea Races
Lycanthrope Skin, Sharkmoderate transmutation9shoulders400002 lbs.This animal-skin cloak comes in eight varieties (one for each kind of skinwalker). The wearer gains the ability to speak with animals of the matching species and related species as per the spell speak with animals. For example, a werewolf skin allows the wearer to speak with canines. If the wearer is a skinwalker, and her skinwalker heritage matches that of the cloak, the wearer can take the listed animal's form as if using the change shape ability, gaining the base creature's size, form, and special abilities as per beast shape I. As normal for a skinwalker's transformation, her animal form lasts until she chooses to end it.Craft Wondrous Item, beast shape I, speak with animals, creator must be a skinwalkerWondrous ItemInner Sea Races
Lycanthrope Skin, Tigermoderate transmutation9shoulders400002 lbs.This animal-skin cloak comes in eight varieties (one for each kind of skinwalker). The wearer gains the ability to speak with animals of the matching species and related species as per the spell speak with animals. For example, a werewolf skin allows the wearer to speak with canines. If the wearer is a skinwalker, and her skinwalker heritage matches that of the cloak, the wearer can take the listed animal's form as if using the change shape ability, gaining the base creature's size, form, and special abilities as per beast shape I. As normal for a skinwalker's transformation, her animal form lasts until she chooses to end it.Craft Wondrous Item, beast shape I, speak with animals, creator must be a skinwalkerWondrous ItemInner Sea Races
Mask Of Stolen Identitiesmoderate transmutation9eyes200001/2 lb.This simple, pale porcelain mask has large, circular eye-holes. Twice per day, the wearer can speak a command word and make a touch attack against a humanoid creature as a free action. If he hits, the mask alters the wearer's appearance to match the creature touched as per alter self. If the touch misses, the activation is wasted. Unlike a typical polymorph effect, the disguise is a good likeness of the specific individual and grants a +10 bonus on Disguise checks to pass as that individual. The mask melds into the wearer's face, leaving only an extremely fine seam that can be noticed with a successful Perception check opposed by the user's Disguise check. The effect lasts until the wearer removes the mask or uses it to assume a new form. If the wearer is a gillman, he can concentrate on one simple question that could be answered in 25 words or fewer when he activates the mask. If he does so, he learns what the target thinks is the question's answer when the touch attack hits, unless the target succeeds at a DC 17 Will saving throw.Craft Wondrous Item, alter self, detect thoughts, creator must be a gillmanWondrous ItemInner Sea Races
Master's Brandmoderate transmutation10none182002 lbs.This cast-iron brand glows hot with a command word, although the heat does not affect objects. It can be used to strike a creature with a touch attack. If it hits, it violently marks the victim as per greater brandAPG (DC 16), except that the brand glows in reaction to the visible master's brand rather than to holy symbols. Once the brand has struck a target, it cools and cannot be used again that day. If the wielder of the brand is a hobgoblin, once per day he can speak a second command word to issue a command (DC 13), as per the spell, to anyone marked by the brand.Craft Wondrous Item, command, greater brandAPG, creator must be a hobgoblinWondrous ItemInner Sea Races
Scarf Of Glorious Historiesfaint transmutation5neck9000-This light, brightly-colored scarf makes the wearer seem larger than life. He gains a +5 competence bonus on Intimidate and Perform (dance) checks. If the wearer rightfully owns a kapenia and wears it at the same time as the scarf, he can glimpse memories of the history traced by the Varisian people in their kapenias and folktales. He gains a +5 competence bonus on Knowledge (history) checks and can attempt any Knowledge (history) check untrained.Craft Wondrous Item; creator must have 5 ranks in Intimidate, Knowledge (history), and Perform (dance); creator must be a VarisianWondrous ItemInner Sea Races
Shirt Of Inconspicuousnessmoderate enchantment7chest80001/2 lb.This drab shirt helps its wearer blend in with the background even while accomplishing important things, the better to avoid any trouble that results. The wearer is visible, but easy to overlook, and observers explain away or forget her presence. An observer must succeed at a DC 11 Will save to notice the wearer; a success renders that observer immune to the shirt's effect for 24 hours. An observer automatically notices the wearer if the wearer attacks that observer or an ally of that observer.Craft Wondrous Item, overlook (see page 221), creator must be a halflingWondrous ItemInner Sea Races
Spell Winder, 2nd Levelmoderate or strong evocation11none180001/2 lb.This clockwork chronometer can be activated by winding a tiny key while casting a personal spell or a spell that can affect a single target. A spell cast this way has no immediate effect. Instead, when the wearer stops winding, the chronometer begins unwinding until it runs down, at which time the spell takes effect from the item. Each round the user spends winding the chronometer delays the spell for 1 minute, to a maximum of 10 minutes with 10 rounds of winding. The clockwork is not precise enough for the user to know exactly when it will wind down; the GM secretly rolls d% to determine when it winds down and releases the spell (1-25 for 1 round early, 26-75 for the intended duration, or 76-00 for 1 round late). The spell affects the creature in possession of the item at the time the spell is triggered. If you cast a personal spell into the chronometer and someone other than you has the item when it triggers, the spell is wasted with no effect. Spell winders have different maximum spell levels. The maximum spell level is also the maximum number of spell levels the spell winder can hold per day, so a 4th-level spell winder could delay one 4th-level spell, a 3rd-level spell plus a 1st-level spell, and so on. A 0-level spell counts as 1st-level spell for this purpose. If the spell is too high a level, would exceed the number of levels per day, or is cast while a spell is already in the chronometer, it can't be stored and its casting is wasted.Craft Wondrous Item, contingency, creator must be a nagajiWondrous ItemInner Sea Races
Spell Winder, 4th Levelmoderate or strong evocation12none390001/2 lb.This clockwork chronometer can be activated by winding a tiny key while casting a personal spell or a spell that can affect a single target. A spell cast this way has no immediate effect. Instead, when the wearer stops winding, the chronometer begins unwinding until it runs down, at which time the spell takes effect from the item. Each round the user spends winding the chronometer delays the spell for 1 minute, to a maximum of 10 minutes with 10 rounds of winding. The clockwork is not precise enough for the user to know exactly when it will wind down; the GM secretly rolls d% to determine when it winds down and releases the spell (1-25 for 1 round early, 26-75 for the intended duration, or 76-00 for 1 round late). The spell affects the creature in possession of the item at the time the spell is triggered. If you cast a personal spell into the chronometer and someone other than you has the item when it triggers, the spell is wasted with no effect. Spell winders have different maximum spell levels. The maximum spell level is also the maximum number of spell levels the spell winder can hold per day, so a 4th-level spell winder could delay one 4th-level spell, a 3rd-level spell plus a 1st-level spell, and so on. A 0-level spell counts as 1st-level spell for this purpose. If the spell is too high a level, would exceed the number of levels per day, or is cast while a spell is already in the chronometer, it can't be stored and its casting is wasted.Craft Wondrous Item, contingency, creator must be a nagajiWondrous ItemInner Sea Races
Spell Winder, 6th Levelmoderate or strong evocation18none580001/2 lb.This clockwork chronometer can be activated by winding a tiny key while casting a personal spell or a spell that can affect a single target. A spell cast this way has no immediate effect. Instead, when the wearer stops winding, the chronometer begins unwinding until it runs down, at which time the spell takes effect from the item. Each round the user spends winding the chronometer delays the spell for 1 minute, to a maximum of 10 minutes with 10 rounds of winding. The clockwork is not precise enough for the user to know exactly when it will wind down; the GM secretly rolls d% to determine when it winds down and releases the spell (1-25 for 1 round early, 26-75 for the intended duration, or 76-00 for 1 round late). The spell affects the creature in possession of the item at the time the spell is triggered. If you cast a personal spell into the chronometer and someone other than you has the item when it triggers, the spell is wasted with no effect. Spell winders have different maximum spell levels. The maximum spell level is also the maximum number of spell levels the spell winder can hold per day, so a 4th-level spell winder could delay one 4th-level spell, a 3rd-level spell plus a 1st-level spell, and so on. A 0-level spell counts as 1st-level spell for this purpose. If the spell is too high a level, would exceed the number of levels per day, or is cast while a spell is already in the chronometer, it can't be stored and its casting is wasted.Craft Wondrous Item, contingency, creator must be a nagajiWondrous ItemInner Sea Races
Spyglass Of Discoverymoderate divination8none175001 lb.This brass spyglass never dulls or tarnishes. Three times per day, the user can speak a command word while viewing a location with this elaborate brass spyglass to observe that spot as if through clairaudience/clairvoyance. The effect lasts for as long as the user continues to train the spyglass on the observed area. If the user is a human, the effect's range is doubled and she can both see and hear at the selected point.Craft Wondrous Item, Enlarge Spell, clairaudience/clairvoyance, creator must be a humanWondrous ItemInner Sea Races
Standard Of The Celestial Heirmoderate enchantment10none330003 lbs.A command word causes this bright white flag to change its emblem to match the deity worshiped by the bearer. Creatures loyal to that deity gain a +1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects as long as they can see the standard, which must be held by an ally within 60 feet. This bonus is increased by 1 if the bearer has the Flagbearer feat (The Inner Sea World Guide 286). As long as the standard of the celestial heir is held by an aasimar bearer, evil foes within 60 feet that see the standard are dazzled while in the area and must succeed at a DC 14 Will saving throw or become shaken for as long as they remain in the area. Once a foe succeeds at her save against the standard, she is immune to being shaken by that standard for 1 day.Craft Wondrous Item, archon's auraUM, bless, creator must be an aasimarWondrous ItemInner Sea Races
Translator's Capfaint divination5head140001 lb.This cap is adorned with seven brightly colored feathers of various types. Each feather imbues the cap's wearer with knowledge of one language; these languages are fixed for each translator's cap. If the wearer is human, she can give a feather to an ally to allow that ally to use tongues for as long as he carries the feather on his person. Removing the feather removes the language of the wearer's choice from the cap's repertoire. A removed feather works for 1 day before turning to dust, and the cap loses its power when the last feather is gone. The price for the cap includes all seven feathers, and drops by 2,000 gp per missing feather.Craft Wondrous Item, tongues or the ability to speak all seven languages, creator must be a humanWondrous ItemInner Sea Races
Tremor Barstrong evocation15none700002 lbs.This mithral crowbar can coax stone to shift aside with alarming ease. Five times per day, when a kobold wielder pries at a section of stone and speaks a command word, the touched rock reshapes as if with stone shape. Additionally, once per day a kobold wielder can throw the crowbar like a thrown splash weapon at a spot of earth, metal, or stone to unleash an earthquake on the spot where the crowbar lands.Craft Wondrous Item, earthquake, stone shape, creator must be a koboldWondrous ItemInner Sea Races
Warchanter's Torchstrong illusion13none300001 lb.This torch's magic tar retains the power of goblin songs. Whenever the owner holds the torch in hand while in the area of a bardic performance performed as a goblin song, it begins to emit a faint, whispered version of that song (audible with a DC 20 Perception check). If the wielder lights the torch at any time before the next dusk, its flame dances rhythmically to the goblin song it most recently witnessed, and emanates a crackling mimicry of the original singer's voice. The torch burns for 13 rounds or until it is no longer held in the user's hand, whichever comes first, during which time it produces the effect of the remembered bardic performance, using the torch's caster level as the effective bard level, and the wielder's Charisma modifier if necessary. If the torch's caster level would provide an insufficient bard level for the most recent performance, the torch has no effect beyond shedding light. The magic tar reforms after 1 week, allowing the torch to be used again. If the creature who last lit the torch was a goblin, the tar instead reforms in 24 hours.Craft Wondrous Item, shadowbardUM, creator must have the bardic performance class ability, creator must be a goblinWondrous ItemInner Sea Races
Staff Of The Pyre Lordmoderate evocation8none88001 lb.This staff is carved entirely of polished obsidian inset with rubies. Flickering flames seem to dance across its surface. As the wielder goes up in level, the illusory flames grow larger and change in color, starting out a faint yellow and eventually becoming a deep blue. This staff allows the use of the following spells. • Spark (1 charge) • Scorching ray (2 charges) 10th Level: Scorching ray now costs only 1 charge, and the staff allows the use of fireball for 2 charges. 12th Level: The staff's fireball spells become empowered fireball. The staff counts as a +1 flaming quarterstaff when used as a weapon. 14th Level: The staff allows the use of summon monster VI for 2 charges to summon fire elementals only. 16th Level: The staff replaces summon monster VI with summon monster VIII for 3 charges to summon fire elementals only. It also allows the use of fire storm for 2 charges. 18th Level: The staff allows the use of meteor swarm for 3 charges. The cost for summon monster VIII decreases to 2 charges, and empowered fireball now costs 1 charge. 20th Level: The cost of meteor swarm and fire storm each decrease to 1 charge.Craft Staff, Empower Spell, fire storm, fireball, meteor swarm, scorching ray, spark, summon monster VI, summon monster VIIIStaffPathfinder Unchained
Staff Of Waysmoderate transmutation10none80001 lb.This wooden staff is carved with intricate patterns of waves, wind, trails, and vines. As the wielder goes up in level, the patterns begin to move, slowly at first, but gradually increasing in speed and magnitude. At the highest levels, the staff appears to be filled with a twisting and complex nature scene, with forking paths and raging tsunamis. This staff allows the use of the following spells. • Longstrider (1 charge) • Expeditious retreat (2 charges) • Monkey fishACG (2 charges) 12th Level: The staff allows the use of spider climb for 2 charges. The cost of expeditious retreat and monkey fish each reduce to 1 charge. 14th Level: The staff allows the use of fly for 2 charges. The cost of spider climb decreases to 1 charge. 16th Level: The staff grants its owner a permanent +10-foot enhancement bonus to her base movement speed, a swim speed of 10 feet, and a climb speed of 10 feet. The staff can no longer be used to cast longstrider or monkey fish. The staff allows the use of freedom of movement for 2 charges and water breathing for 3 charges. The cost of fly decreases to 1 charge. 18th Level: The staff allows the use of find the path for 3 charges. The cost for water breathing decreases to 1 charge. 20th Level: The staff grants its owner a fly speed of 30 feet (poor maneuverability). Find the path now costs 2 charges, and freedom of movement costs only 1 charge. If the staff's wielder breaks the staff in two as a full-round action, she can transport herself and up to 19 allies to a safe location she knows extremely well. This ability ignores local conditions as if it were the transport travelers effect of a wish.Craft Staff, expeditious retreat, find the path, fly, freedom of movement, longstrider, monkey fish, spider climb, water breathingStaffPathfinder Unchained
Arachnid Cloakfaint transmutation4shoulders9001 lb.This red-and-violet silk garment, delicately embroidered with a barely perceptible weblike pattern, grants its wearer a +2 luck bonus on saving throws against spider poison. 7th Level: The cloak allows its wearer to move at half speed among spider webs without any chance of being trapped by them. 10th Level: The wearer is treated as if constantly under the effects of a spider climb spell. 12th Level: The wearer cannot be entrapped by web spells or webs of any sort, and can climb along webs like a spider, moving at her full climb speed. 14th Level: Normal spiders, including spider swarms and unusually large spiders, will not attack the cloak's wearer unless she attacks them first or they are instructed to do so by some other creature, such as through a use of vermin empathy or a spell. The cloak's wearer can summon forth a swarm of spiders once per day as the spell summon swarm. 16th Level: The cloak's wearer can attempt to influence spiders, as the mite's vermin empathy ability. The wearer does not gain a racial bonus to vermin empathy. She can change into the form of a Small or Medium spider and back at will as a standard action, as vermin shape I. 17th Level: The cloak's wearer can summon a swarm of spiders at will, instead of once per day. When she changes into the form of a spider, she can change into the form of a Tiny, Small, Medium, or Large spider as vermin shape II.Craft Wondrous Item, spider climb, summon swarm, vermin shape II, webWondrous ItemPathfinder Unchained
Bag Of Endless Holdingmoderate transmutation10none310015 lbs.This appears to be a common cloth sack about 2 feet by 4 feet in size. However, it opens into a nondimensional space far larger than its outside dimensions. It acts as a bag of holding (type I), but retrieving an item from the bag does not provoke an attack of opportunity. 12th Level: The bag's capacity and weight increase as a bag of holding (type II). 14th Level: The bag's capacity and weight increase as a bag of holding (type III). 15th Level: The bag's capacity and weight increase as a bag of holding (type IV).Craft Wondrous Item, secret chestWondrous ItemPathfinder Unchained
Bat Cloakfaint transmutation4shoulders9001 lb.Fashioned of dark brown or black cloth, this cloak resembles gigantic bat wings. It allows its wearer to hang upside down from the ceiling like a bat. 7th Level: The cloak grants its wearer a +5 competence bonus on Stealth checks. 10th Level: The wearer can grasp the edges of the cloak to fly (as the fly spell) for up to 7 minutes three times per day, but only in dim light or lower. After each use of this ability, the wearer must wait for at least as long as the fly effect lasted until using this ability again. 12th Level: For each daily use of fly, the wearer can instead choose to transform into an ordinary bat as beast shape III for the same duration. 14th Level: The wearer can use fly or beast shape III any number of times per day, but is still subject to the dim light restriction and the limit on using the ability again after a previous use. 16th Level: The wearer can also transform into a dire bat with beast shape III, and he can summon a swarm of bats at will as summon swarm. 18th Level: The wearer constantly gains the echolocation of a bat. He can hear high-pitched sounds such as bat echolocation, and he gains blindsense 20 feet. This blindsense is sound-based, and is blocked by spells such as silence. 20th Level: The wearer's blindsense increases to blindsense 60 feet, like that of a dire bat. Instead of using beast shape or fly, he can transform himself into a bat swarm, gaining the abilities of a bat as beast shape III plus the bat swarm's distraction, immunity to weapon damage, swarm traits, and wounding abilities.Craft Wondrous Item, beast shape III, echolocationUM, fly, summon swarmWondrous ItemPathfinder Unchained
Beaker Of Plentiful Poisonsmoderate conjuration7none36001 lb.This flared and stoppered flask of tempered glass can store up to 5 doses of poison, all of which can be different types. The owner can craft up to 5 doses of poison simultaneously using the beaker. She must still attempt separate Craft (alchemy) checks for each dose of poison to ensure successful crafting, but she can make progress on all five poisons simultaneously (making checks for the week's or day's progress at the same time). The user can also add already-completed doses of poison to the beaker. All poisons remain separate and unmixed as long as they remain within the beaker, and the user can decant any of the poisons (including incomplete poisons) by naming the poison she wishes to pour forth. 9th Level: When crafting a poison within the beaker, the crafter uses the poison's gp value instead of its sp value when determining her progress. 11th Level: Once per day, the owner of a beaker of plentiful poisons can produce 1 additional dose of any completed poison stored in the flask. The additional dose loses its efficacy 1 minute after being decanted. The market price of the duplicated poison can't exceed an amount equal to 20 gp x the beaker's caster level; any unused value is lost. A creature must have had the beaker of plentiful poisons in its possession for at least 24 hours to create poisons in this way. 13th Level: The beaker can create 2 doses of poison per day, with a total market price up to 40 gp x the beaker's caster level. 15th Level: The beaker can create 3 doses of poison per day, with a total market price of up to 60 gp x the beaker's caster level.Craft Wondrous Item, minor creation, poisonWondrous ItemPathfinder Unchained
Boots Of Readinessmoderate divination9feet26501 lb.These tight-fitting, black leather boots make their wearer more prepared before she acts in battle. When the wearer has not yet acted at the beginning of a fight, the boots provide a +2 luck bonus on saving throws and 12 temporary hit points. Both effects fade when the wearer's first turn arrives, even if she delays. 11th Level: The wearer of these boots can't be caught flat-footed. 13th Level: Before the wearer has taken her first turn in combat, she can move up to her speed as an immediate action without provoking attacks of opportunity. She can no longer use this ability once her first turn arrives, even if she delays.Craft Wondrous Item, haste, moment of prescienceWondrous ItemPathfinder Unchained
Boots Of The Elven Spiritmoderate transmutation10feet31001 lb.These elegant, lightweight boots are durable yet soft in texture, being partially made of living leaves and other natural materials. They grant the wearer a +5 competence bonus on Acrobatics checks and allow her to treat the first square of difficult terrain she enters each round as if it weren't difficult terrain. 12th Level: The boots allow the wearer to ignore the adverse movement effects of difficult terrain entirely. 14th Level: The boots grant the wearer a +10-foot enhancement bonus to her base movement speed, and she leaves no tracks. 17th Level: The boots allow the wearer to walk so lightly that she doesn't trigger pressure plate traps and can walk across any surface-including water, but not air-as long as she ends her movement each round on a surface that can support her weight. 20th Level: The boots allow the wearer to gain the effects of haste for 10 rounds per day, as boots of speed. If the wearer also wears the cloak of the elven spirit (see page 171), the boots grant her the ability to use tree stride as the spell, entering up to 20 trees each day.Craft Wondrous Item, expeditious retreat, feather step, haste, tree stride, creator must be an elfWondrous ItemPathfinder Unchained
Bracelets Of The Fey Touchfaint enchantment4wrists480-These bracelets are crafted from thin yet surprisingly durable silver, and they glitter and sparkle faintly in moonlight or shadow. The wearer can activate the bracelets once per day as a free action to gain a +4 competence bonus on a Bluff or Stealth check. 6th Level: The wearer can activate the bracelets to increase the DC of the next enchantment spell she casts by 1 instead of gaining a bonus on a skill check. 8th Level: The bracelets can be used twice per day, but no more than once per hour.Craft Wondrous Item, charm person, invisibility, creator must be feyWondrous ItemPathfinder Unchained
Brutish Bootsmoderate transmutation8feet58146 lbs.These coarse, heavy boots are fitted with numerous iron plates and rusted spikes that give them an intimidating appearance. The wearer can use brutish boots to attack as if using a masterwork cold iron gauntlet or masterwork cold iron spiked gauntlet, depending on which portion of the boot he uses. These boots also protect the wearer's feet as if they had hardness 8. This hardness applies only against effects that directly affect the target's feet, such as caltrops, spike growth, spike stones, or stepping into a puddle of acid. It also applies against effects that deal damage to an attacker, such as fire shield, thorn body, or the barbed defense of a barbed devil, but only if the wearer is using the brutish boots to make the attack. 10th Level: If the wearer confirms a critical hit on an attack using the boots, he can attempt a combat maneuver check to trip the target. This maneuver doesn't provoke an attack of opportunity. 12th Level: Attack and damage rolls made with the boots gain a +1 enhancement bonus. 14th Level: If a creature within the wearer's reach is knocked prone, that creature provokes an attack of opportunity from the wearer. This attack of opportunity must be made with the brutish boots.Craft Wondrous Item, telekinesisWondrous ItemPathfinder Unchained
Cloak Of The Elven Spiritstrong transmutation12shoulders54001 lb.When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks. If the wearer spends at least 1 minute concentrating on blending the cloak's colors to match her surroundings, she can attempt Stealth checks without cover or concealment until she makes an attack or moves more than half her base speed on her turn. Once she breaks this effect, she must spend another minute to reactivate it. 14th Level: The cloak grants its wearer the camouflage ranger ability in forested areas. 18th Level: At will, when the wearer envelops herself in the cloak as a standard action, she can become invisible as invisibility. 20th Level: If the wearer also wears the boots of the elven spirit (see page 170), she can focus the cloak's invisibility effect. As a free action, she can choose to make it so her attacks do not end the invisibility effect for 1 round. She can use this ability for 10 rounds per day, but the rounds need not be consecutive.Craft Wondrous Item, blend, greater invisibility, invisibility, creator must be an elfWondrous ItemPathfinder Unchained
Cord Of Unearthly Gracemoderate transmutation8belt50001 lb.When tied around the waist, this humble, coarse rope grants its wearer a +10 competence bonus on Acrobatics checks relating to balance. 9th Level: Once per day as a swift action, the wearer can gain a +30-foot enhancement bonus to his base speed for 1 round. During this round, he ignores the adverse movement effects of terrain and his movement doesn't provoke attacks of opportunity. 11th Level: The wearer can stand from prone as an immediate action that does not provoke attacks of opportunity. 12th Level: The wearer can use the belt's ability to increase his speed and ignore difficult terrain three times per day.Craft Wondrous Item, cat's grace, graceAPG, creator must have 10 ranks in the Acrobatics skillWondrous ItemPathfinder Unchained
Crystal Tiarafaint conjuration3head1000-This elaborate tiara looks as though it's made of intricately carved ice adorned with small, crystalline gemstones. Despite the item's fragile appearance, it has hardness 12 and 10 hit points. Its wearer gains the constant effects of endure elements against cold conditions only. 5th Level: Once per day, the wearer can summon a Small ice elemental as summon monster II. 7th Level: As a standard action, the wearer can launch an icicle at a foe within 30 feet as a ranged attack. On a hit, the icicle deals 1d6 points of piercing damage and 1d6 points of cold damage. In addition, the wearer can walk across icy ground without slipping. 10th Level: As part of her move action, the wearer can step into the air, creating crystalline stairs beneath her feat, adding new steps in whichever direction she travels. These steps melt away behind her. If others try to climb the steps, they crumble away, leaving only the portions beneath the wearer's feet intact. This otherwise acts as the air walk spell. She can use this ability each day for 10 minutes per level, divided any way she chooses in 10-minute intervals. 12th Level: Once per day, the wearer can call forth an ice storm. When she uses the tiara to summon ice elementals, she can summon either 1d4 Small ice elementals or one Medium ice elemental as summon monster IV. 14th Level: Once per day, the wearer can travel to a safe, very familiar location, as if she had cast ice crystal teleportUM on herself. When she uses the tiara to summon ice elementals, she can choose to summon 1d3 Medium ice elementals or one Large ice elemental as summon monster V. 16th Level: The wearer can use the tiara to call up a tower of ice, as an instant fortress (except that the tiara does not transform into the tower, the tower takes 1 minute to rise instead of 1 round, the walls of the tower have only hardness 12, and damage to the tower does not carry over between multiple uses of this ability). 18th Level: When the wearer calls forth a tower of ice, if there is enough open space, she can choose to call forth a small palace instead, 100 feet square at the base with 20-foot-high rooms, with a central tower 20 feet square and 100 feet high. At will, she can spend 5 rounds to transform into a flurry of snowflakes that can move at incredible speed. Treat this as wind walk except she gains vulnerability to fire. It normally takes 5 rounds to transform back into her normal shape. However, she can revert to her original form early as a standard action. If she does so, she cannot transform into snowflakes again for 24 hours. When she uses the tiara to summon ice elementals, she can choose to summon 1d4+1 Medium ice elementals, 1d3 Large ice elementals, or one Huge ice elemental as summon monster VI. 20th Level: The wearer gains cold resistance 30. When she uses the tiara to summon ice elementals, she can also choose to summon 1d4+1 Huge ice elementals, 1d3 greater ice elementals, or one elder ice elemental as summon monster VIII. She can create ice stairs without a daily limit, and if she wishes, they last for 1 minute before melting, even if another creature tries to climb them. If she chooses to make them last longer, she can dismiss the stairs behind her as a swift action, potentially causing creatures climbing the stairs to fall.Craft Wondrous Item, air walk, ice crystal teleport, ice storm, summon monster VIII, wind walkWondrous ItemPathfinder Unchained
Dragon Robestrong transmutation12body380001 lb.Embroidered dragons of gold thread adorn this red silk robe. The wearer gains a +3 enhancement bonus to natural armor and fire resistance 10. Once per day, the wearer can gain the benefit of darkvision, as the spell. A typical dragon robe is attuned to red dragons, though variants attuned to other types of dragons exist. 14th Level: The wearer can use dragon's breathAPG (red dragon) once per day. The save DC is equal to 13 + the wearer's Constitution modifier, and spell resistance does not apply. 16th Level: The wearer's enhancement bonus to natural armor increases to +4, and his fire resistance increases to 20. 18th Level: The wearer can use dragon's breath three times per day. The wearer can also use form of the dragon III once per day, with a save DC equal to 22 + the wearer's Constitution modifier. 20th Level: The wearer's enhancement bonus to natural armor increases to +5 and his fire resistance to 30. In addition, any dragon's breath effect created by this item is maximized.Craft Wondrous Item, Maximize Spell, darkvision, dragon's breath, form of the dragon III, resist energyWondrous ItemPathfinder Unchained
Eternal Feather Tokenfaint conjuration4none2650-This small, colorful feather waves gently as if blown by a constant breeze. As a standard action, the feather's owner can change its form into another variety of feather token. Any owner can use an eternal feather token to duplicate the effects of an anchor feather token. Higher-level owners have additional options. The token remains transformed until its owner commands it to change again, or until it is activated in that form like a normal feather token. Once activated, the token reverts to the appearance of a normal feather of a dingy gray color. Over the next week, it slowly regains its color. A week after its last activation, it can be used again. 7th Level: The feather can become a fan feather token. 9th Level: The feather can become a bird feather token. 11th Level: The feather can become a tree feather token. 13th Level: The feather can become a swan boat feather token or whip feather token. 15th Level: The feather recharges its color and is usable after 1 day instead of 1 week.Craft Wondrous Item, major creation, make wholeWondrous ItemPathfinder Unchained
Filthy Ragsmoderate necromancy8body50006 lbs.These ragged robes are threadbare and frayed, caked with dirt and grime. Through constant exposure to innocuous forms of disease, the wearer becomes inured to sickness and filth, gaining a +4 alchemical bonus on saving throws versus disease and effects that cause the nauseated or sickened condition. Filthy rags can be worn in conjunction with armor. 10th Level: The rags begin to crawl with insects and spiders, granting the wearer familiarity with the feeling of tiny creatures crawling over her body. After wearing the rags for 24 consecutive hours, the wearer gains a +2 circumstance bonus on saving throws against the distraction ability of swarms. Once per day, she can make the spiders in her rags swarm out and attack her foes, causing the rags to expel spiders as the spell vomit swarm. 11th Level: Wasps build a small hive somewhere in the rags' interior. When the wearer uses vomit swarm, she can choose between spiders and wasps. 13th Level: The rags' diseases become more communicable. Any living creature striking the wearer with a bite attack contracts filth fever. A successful DC 14 Fortitude negates the disease. Oozes and vermin are immune to this effect, as are creatures such as otyughs and rats that are at home in exceptional filth. 16th Level: Army ants build a colony within the rags, and the rags' filth becomes utterly vile. The wearer can also choose army ants when using vomit swarm. Any biting creature that fails its saving throw against the rags' filth fever becomes nauseated for 1d4 rounds, and even on a successful save, the creature is still sickened for 1 round.Craft Wondrous Item, contagion, remove sickness, stinking cloud, vomit swarmARGWondrous ItemPathfinder Unchained
Flask Of Reconcoctionfaint conjuration and divination4none2650-This thin silver flask can hold a single ounce of liquid. If a potion of a 1st-level spell is poured into the flask, the flask's interior analyzes and bonds to that potion. Once the potion is drunk, the flask begins to hiss and bubble, as strange liquids and reagents slowly mix within it. After 1 full week, the flask has produced a new potion of the same 1st-level spell at minimum caster level. If anyone drinks or empties the flask before the week is over, they gain no benefit, the nascent potion is lost, and the flask ceases concocting until it is filled with a new 1st-level potion. If a potion in the flask is poured out of the flask, rather than drunk directly from it, the flask does not reconcoct that potion. 6th Level: The flask takes only 1 day to reconcoct a 1st-level potion, rather than 1 week. 8th Level: The flask can reconcoct a potion of a 2nd-level spell, but it takes 1 week. 10th Level: The flask takes only 1 day to reconcoct a 2nd-level potion, rather than 1 week. 12th Level: The flask can reconcoct a potion of a 3rd-level spell, but it takes 1 week. 14th Level: The flask takes only 1 day to reconcoct a 3rd-level potion, rather than 1 week.Craft Wondrous Item, alchemical allocationAPGWondrous ItemPathfinder Unchained
Force Bracersmoderate evocation8wrists59502 lbs.These crystal-accented bracers are bound with metallic straps and a fine lacework of embedded wire. The wearer can cause the bracers to create a shield of force to protect him. Each bracer can create a shield for up to 10 total minutes per day. This duration must be used in 1-minute increments. If only one force bracer is used, it creates a buckler, light shield, or heavy shield of force. If the wearer activates both force bracers, the shield of force is the equivalent of a tower shield. Regardless of which type of force shield is created, the shield is weightless and has only half the normal armor check penalty, but otherwise follows all of the normal rules for shield use and proficiency. The shield grants the corresponding shield bonus to AC. Because the shield is made of force, its bonus applies against incorporeal touch attacks. 10th Level: If the wearer has created a heavy shield of force, the wearer can expend 1 minute of the shield's duration to make a single shield bash attack as if the shield had the bashing shield special ability, with an enhancement bonus on the attack roll equal to 1/4 the wearer's Hit Dice (maximum +5). 12th Level: If the wearer has created a tower shield of force, the wearer can release the tower shield from his person and use it as a forceful hand with hit points equal to 1/2 the wearer's hit points. The wearer gains none of the benefits of using a tower shield while the forceful hand exists. Each round of using the forceful hand consumes 1 minute of duration from each bracer.Craft Wondrous Item, forceful hand, shieldWondrous ItemPathfinder Unchained
Orgemaster's Gauntletsmoderate abjuration7hands37504 lbs.These scorched gauntlets of heavy padded leather are reinforced with metallic mesh and ceramic pads to diffuse heat. The wearer gains a +5 competence bonus on Craft (armor) and Craft (weapons) checks. 8th Level: The wearer can use spark at will. 10th Level: The wearer gains fire resistance 5, and her hands are immune to fire damage, so she can pick up hot objects or touch flames without being harmed. Weapons affected by heat metal or similar effects deal no damage to the wearer, and the wearer likewise ignores damage from effects like fire shield (hot flames version) that deal fire damage to a creature attacking in melee. 11th Level: The forgemaster's gauntlets are +1 gauntlets. 12th Level: The wearer of the forgemaster's gauntlets can heat objects she touches. She can use heat metal (DC 13) at will. If she's targeting a metal object worn by a foe, she must succeed at a melee touch attack. If the targeted item is being held or wielded, the wearer of the forgemaster's gauntlets must attempt a combat maneuver check as if she were attempting to sunder the item. This maneuver does not provoke attacks of opportunity, even if the wearer does not have the Improved Sunder feat. 13th Level: The wearer's fire resistance increases to 10. 14th Level: The forgemaster's gauntlets are +1 flaming gauntlets. 15th Level: The forgemaster's gauntlets are +1 flaming burst gauntlets.Craft Wondrous Item; flame blade, flame strike, or fireball; heat metal; resist energy; sparkAPG; creator must have 5 ranks in Craft (armor) and Craft (weapons)Wondrous ItemPathfinder Unchained
Fruitful Sashfaint conjuration5belt7101 lb.This colorful sash seems to be the sort normally worn by any common sailor or traveler, yet within its folds is a bountiful pocket. The wearer can reach into this hidden pocket and remove a piece of fruit a number of times per day equal to his character level. The type of fruit varies. One piece of fruit has enough nourishment and water to sustain one humanoid for 24 hours. After 24 hours, the fruit rots and cannot nourish anyone. Once removed from its wearer, the sash doesn't produce fruit for anyone else for 24 hours. If redonned by its most recent wearer during that time, the sash resumes function normally (and the amount of fruit remaining within it isn't reset). 6th Level: Consuming a fruit produced from the sash cures a creature of 1 point of damage as if it were a goodberry. A given creature can recover a maximum of 8 hit points in this way in a 24-hour period. 8th Level: Three times per day, the wearer can draw forth a large, ripe piece of healing fruit that explodes when thrown. This functions as a splash weapon, but cures a target it hits of 1d6 points of damage and cures each creature it splashes on of 1 point of damage. This counts against the total number of pieces of fruit the sash can produce per day. 10th Level: Once per day, the wearer can draw forth one piece of fruit that acts as a potion of cure moderate wounds, delay poison, lesser restoration, or remove paralysis. This counts against the total number of pieces of fruit the sash can produce per day. 13th Level: The fruits produced by the sash cure 1d4 points of damage each instead of 1 point. An exploding fruit's healing power is unchanged. 15th Level: Once per week, the sash can produce the effects of heroes' feast.Craft Wondrous Item, create food and water, cure moderate wounds, delay poison, goodberry, heroes' feast, lesser restoration, remove paralysisWondrous ItemPathfinder Unchained
Galvanic Gauntletsfaint evocation5hands18822 lbs.These gloves are woven of a fine copper mesh and wire, and infuse the wearer's hands with an electric charge. The wearer can use the galvanic gauntlets to make a melee touch attack dealing 1d6 points of electricity damage. She gains a +3 bonus on the attack if the target is wearing metal armor or is composed of metal. 7th Level: The touch attack's damage increases to 2d6 points of electricity damage. 9th Level: If the wearer uses her hands to make unarmed strikes (including when making a combat maneuver check to damage an opponent in a grapple), those attacks deal an additional 1d6 points of electricity damage on each hit, as if she were using a weapon with the shock weapon special ability. 11th Level: Any item held in the wearer's hands gains a powerful static charge, and any creature attempting to disarm the wearer of an object she is holding (or to make a steal combat maneuver against the gloves themselves) takes 1d6 points of electrical damage and must succeed at a DC 19 Fortitude save or be staggered for 1 round by the shock. This static charge does not harm items the wearer is holding. 13th Level: The shock ability of the gauntlets improves to the shocking burst weapon special ability. 15th Level: Once per day when the wearer hits a creature with the gauntlets' touch attack, she can create electric arcs that strike nearby creatures. This functions as though the target of the attack had been the primary target of a chain lightning spell (Reflex DC 19 half), though the hit creature doesn't take any additional damage.Craft Wondrous Item, chain lightning, shocking graspWondrous ItemPathfinder Unchained
Glorious Gorgetmoderate enchantment8neck50002 lbs.This gilded neckpiece is inlaid with sunstone and diamond and engraved with wreaths of laurel. The wearer possesses great eloquence and gravitas, gaining a +5 competence bonus on Diplomacy, Intimidate, and Perform (oratory) checks. 10th Level: The wearer's speeches can fill her allies with purpose. As a full-round action, she can attempt a DC 20 Perform (oratory) check to affect all allies who can hear her with good hope for 1 round. If she fails the check, all allies who heard her ineloquent speech cannot benefit from this ability for 24 hours. 12th Level: The wearer can improve someone's attitude up to three steps when using Diplomacy. When she uses Intimidate to influence someone, she can present herself as glorious and powerful without threatening them, causing the attempt to operate like a Diplomacy check to influence instead. 14th Level: When the wearer uses the gorget's good hope ability, it lasts 1 additional round for every 10 by which her result exceeds the Perform (oratory) check DC. Once per day, she can extend the duration to the full duration of good hope.Craft Wondrous Item, good hopeWondrous ItemPathfinder Unchained
Gloves Of Cloud Shapingmoderate transmutation8hands54001 lb.The wearer of these cloud-blue, cool-to-the-touch gloves can sculpt and shape creations of cloud and mist- both her own and those of others. The wearer can call upon the power of the gloves up to three times per day when creating a cloud of gas or mist with a spell, spell-like ability, supernatural ability, or magical item in order to make the area of effect shapeable (Core Rulebook 215). Alternatively, the wearer can use the gloves to disperse an existing cloud of gas or mist by touch, as if using dispel magic. If the effect is nonmagical, it is automatically dispersed in a 20-foot-radius spread centered on the wearer. 10th Level: The wearer can use fog cloud twice per day. 12th Level: The wearer can disrupt a creature under the effects of gaseous form. To do so, she must succeed at a melee touch attack against the gaseous target. If the attack hits, the wearer can choose to either lock the gaseous creature in place as if using hold monster or disperse the target, dealing 5d6 points of damage and nauseating the target for 5 rounds. In either case, the target is also locked into its gaseous form and can't resume solid form until the effect expires. A successful DC 17 Will saving throw negates this effect. 14th Level: The wearer can use cloudkill once per day.Craft Wondrous Item, cloudkill, control weather, fog cloudWondrous ItemPathfinder Unchained
Heart Of The Elder Treemoderate transmutation9neck14000-This carved darkwood amulet resembles a human heart. As a move action while standing on earth, stone, or wood, its wearer can sprout woody, rootlike tendrils from his legs that anchor his feet to the ground. While so anchored, he gains a +4 bonus to his CMD against bull rush, drag, grapple, overrun, reposition, trip, and other combat maneuvers that would force him from his space, as well as on saving throws against effects that would force him from his space on a failed save. The roots fall away if the wearer moves from his space, even involuntarily. 11th Level: When anchored to the ground, the wearer's roots interfere with adjacent foes. Foes adjacent to the wearer must succeed at a DC 13 Reflex save each round or be entangled by the roots as if by the spell entangle. If the wearer's roots fall away due to movement, all entangled enemies are immediately released. 13th Level: When struck by a nonliving wooden or wooden-hafted weapon of Huge size or smaller, the wearer can lash back and affect that weapon with warp wood as an immediate action (Will DC 20 negates). This ability is usable three times per day. 15th Level: The wearer can make a secondary natural attack with his roots, dealing an amount of damage equal to 1d4 + 1/2 the user's Strength bonus. At the beginning of the wearer's turn, if he still possesses roots from a previous round, the secondary root attack gains 5 feet of reach. This increase stacks with itself to a maximum of triple the wearer's natural reach, but it doesn't stack with any other increases. The reach resets whenever the roots fall away. 17th Level: The wearer gains the pull (root, 10 feet) universal monster ability. 20th Level: As long as the wearer's roots are planted in the ground, he gains the effect of a ring of regeneration. When the roots fall away, it counts as removing the ring, so he only regenerates damage taken after planting the roots and before moving. As long as the wearer activates his roots for at least 8 hours each day, he does not need to sleep. The wearer's +4 bonus on saving throws for planting his roots now also applies to paralysis, poison, polymorph effects, sleep effects, and stun.Craft Wondrous Item, entangle, plant shape III, warp woodWondrous ItemPathfinder Unchained
Heroic Saddlemoderate abjuration8none600040 lbs.This elaborate military saddle is embellished with intricate tooling and a panoply of tassels, ribbons, and bells fit to announce a mighty hero's marvelous return. A new tassel, ribbon, or bell appears on the saddle after each victory. Whenever the rider of a mount wearing a heroic saddle is targeted with a conjuration (healing) effect, that effect also affects the mount. Use the rider's level to determine the scaling abilities of this item. 10th Level: The mount gains a +1 resistance bonus on saving throws and a +1 deflection bonus to Armor Class. 11th Level: Once per day as a full-round action, the rider of a mount wearing a heroic saddle can command the heroic saddle to grant the mount 1d8 + 10 temporary hit points. These temporary hit points last for 24 hours or until expended, and they do not stack with themselves but do stack with temporary hit points from other sources. 13th Level: The saddle's bonuses on saving throws and to AC increase to +2. 15th Level: The saddle's bonuses on saving throws and to AC increase to +3. When the rider commands the saddle to grant his mount temporary hit points, the rider also gains a number of temporary hit points equal to half the amount his mount gains.Craft Wondrous Item, aid, resistance, shield otherWondrous ItemPathfinder Unchained
Lantern Pendantfaint evocation4neck1000-This small pendant of brass and glass is crafted in the shape of a lantern and continuously sheds light as a light spell. As a move action, the wearer can open the miniature lantern pendant and direct the tiny phantasmal fire within to float to any point within 110 feet. This functions as dancing lights, but the wearer can create a number of lights equal to 1/2 his character level, up to a maximum of four, and can create only torchlike lights, not glowing spheres or humanoid shapes. While the dancing lights are active, the light of the lantern pendant itself is extinguished. 6th Level: Once per day, the wearer can command the phantasmal fire to fly forth and limn all creatures in an area as faerie fire. Just as when using dancing lights, the pendant's light is extinguished throughout the duration. 8th Level: The wearer can choose between faerie fire and glitterdust (Will DC 13) when he uses the 6th-level ability. 10th Level: Once per day, the wearer can focus the lantern's power, causing its light to increase from the light spell to the daylight spell, with a duration as daylight. The daylight is suppressed whenever he activates any other ability that extinguishes the pendant's light, but such time still counts against its duration. 13th Level: Once per day, the wearer can release the lantern's lights in the form of wandering star motesAPG (Will DC 16). During the duration, the pendant's light is extinguished.Craft Wondrous Item, dancing lights, daylight, faerie fire, light, wandering star motesAPGWondrous ItemPathfinder Unchained
Mark Of The Grinning Skullmoderate necromancy8headband20001 lb.An ebony skull adorns this tarnished silver band. When the wearer successfully demoralizes a creature with an Intimidate check, the penalties for being shaken increase by 2 on checks and rolls involving the wearer. For example, attacks made against the wearer and saves against her spells would take a -4 penalty rather than a -2 penalty. 11th Level: Once per day, the wearer can attempt to frighten a creature with an Intimidate check instead of demoralizing it. She must declare she is doing so before attempting the Intimidate check. The penalty increase for checks and rolls involving the wearer also applies if the creature is frightened in this way. 14th Level: The wearer can attempt to demoralize opponents as a move action instead of as a standard action. If the wearer can already do so because of the intimidating glare barbarian power or a similar ability, she can instead demoralize opponents as a swift action.Craft Wondrous Item, cause fear, doomWondrous ItemPathfinder Unchained
Mask Of Mad Memoriesmoderate divination6head25001 lb.This mask of malleable mithral can be attached to any helmet and worn in conjunction with it. The mask can be placed over the face of a helpless humanoid or monstrous humanoid creature, living or dead, and activated with a command word. The mask absorbs the creature's thoughts and memories and reshapes itself into the creature's likeness-a process that takes 10 minutes. Anyone wearing the mask after it has been activated gains a +5 competence bonus on Knowledge checks, Charisma checks, and Charisma-based skill checks relating to the creature whose memories were absorbed, including checks made to impersonate that creature. 8th Level: The wearer can transform into the target creature's shape, as disguise self. Additionally, 10 minutes after the command word is spoken, the mask can alter the target's memories as well as absorb them, as modify memory (Will DC 17 negates). 10th Level: The creature speaking the command can substitute nightmare for modify memory, with the same DC. Additionally, the mask's wearer can understand and read (but not speak) all languages the target creature knows. 12th Level: The mask's wearer can also speak the languages the target creature knows. Additionally, she can attempt to pry the answers to specific questions from the absorbed memories once per day. Treat this as speak with dead if the target creature was dead, and otherwise as contact other plane to contact a creature from the Astral Plane with no chance of ability score decrease. 14th Level: If the target creature is a humanoid, the wearer can take its form as alter self instead of disguise self. 17th Level: If the target creature is a Small or Medium monstrous humanoid, the wearer can take its form as monstrous physique I instead of disguise self.Craft Wondrous Item, alter self, contact other plane, detect thoughts, disguise self, modify memory, monstrous physique, nightmare, speak with dead, tonguesWondrous ItemPathfinder Unchained
Necklace Of Infernosmoderate evocation10neck9300-This golden chain is strung with glowing red-golden spheres of various sizes. 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. It acts as a necklace of fireballs (type I) with a 6d6 sphere instead of the 5d6 sphere. After a bead explodes, a tiny new sphere of the same type that exploded begins to bloom along the chain, growing in size and intensity over the course of 1 week, after which it is ready to detonate again. 12th Level: The necklace acts as a necklace of fireballs (type II) with an additional 4d6 sphere. 14th Level: The necklace acts as a necklace of fireballs (type IV) with a 9d6 sphere instead of the 8d6 sphere. 16th Level: The necklace acts as a necklace of fireballs (type VII) with an additional 5d6 sphere. 18th Level: The spheres grow back in 1 day instead of 1 week.Craft Wondrous Item, fireballWondrous ItemPathfinder Unchained
Pearl Of Puissancefaint transmutation5none1575-This seemingly normal pearl of average size and luster holds the secret to endless magical power. It acts as a pearl of power (1st level), and the user gains a +1 bonus to her caster level when she casts the spell from the slot she recalled with the pearl. 9th Level: The pearl acts as a pearl of power (2nd level). 11th Level: The pearl acts as a pearl of power (3rd level). 14th Level: The pearl acts as a pearl of power (5th level), but it grants the +1 caster level bonus only if used to recall a spell of 4th level or lower. 15th Level: The pearl acts as a pearl of power (6th level), but it grants the +1 caster level bonus only if used to recall a spell of 5th level or lower. 16th Level: The pearl acts as a pearl of power (7th level), but it grants the +1 caster level bonus only if used to recall a spell of 6th level or lower. 17th Level: The pearl acts as a pearl of power (8th level), but it grants the +1 caster level bonus only if used to recall a spell of 7th level or lower. 19th Level: The pearl acts as a pearl of power (9th level), but it grants the +1 caster level bonus only if used to recall a spell of 8th level or lower. Alternatively, the pearl can act as a pearl of power (two spells), but when used in this way, it doesn't provide a caster level boost.Craft Wondrous Item, creator must be able to cast 9th-level spellsWondrous ItemPathfinder Unchained
Pouch Of Pixie Dustfaint transmutation1none151 lb.This delicate pouch contains sparkling dust of various iridescent colors. The owner can withdraw the dust and use it as an unlimited supply of normal colorful powder. She always withdraws powder of the color she desires. 4th Level: Once per day, the owner can imbue the pixie dust she draws from the pouch with fey power to reveal the unseen. This functions as faerie fire with a 1-minute duration, but she must throw the powder as a thrown weapon with a range increment of 10 feet against an AC of 5 to hit the correct grid intersection. On a miss, treat the dust as a splash weapon to determine the center of the effect. 6th Level: The owner can use the faerie fire ability three times per day. 8th Level: The owner can use the faerie fire ability at will. 10th Level: The owner can increase the power of the pixie dust once per day, producing a glitterdust effect (Will DC 13 negates the blindness) for 3 rounds. She must throw the powder as a thrown weapon with a range increment of 10 feet against an AC of 5 to hit the correct grid intersection. On a miss, treat the dust as a splash weapon to determine the center of the effect. 13th Level: The owner can use the glitterdust ability three times per day. 15th Level: The owner can sprinkle the pixie dust on herself or an adjacent willing target once per day, granting the target the ability to fly (as the fly spell) for 5 minutes. 18th Level: The owner can use the fly ability three times per day, and she can also throw the pixie dust to grant fly to a non-adjacent target. To hit a willing non-adjacent target with the pixie dust, she must throw the dust as a thrown weapon with a range increment of 10 feet and hit an AC of 5 + any modifiers that add to both the target's flat-footed and touch AC, such as deflection bonuses and cover bonuses. On a miss, treat the dust as a splash weapon; if there are creatures in the resulting square, randomly determine which creature in that square is targeted by the fly effect.Craft Wondrous Item, faerie fire, fly, glitterdustWondrous ItemPathfinder Unchained
Robe Of The Faerie Queenmoderate transmutation6body48001 lb.When donned, this sheer, sleeved robe fades to near invisibility. It grants the wearer a +4 competence bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against fey. On command, the mantle glows in delicate faerie fire of any color of the wearer's choice, and a second command word ends the glow. 8th Level: The mantle magnifies and sharpens the wearer's beauty such that her +4 competence bonus now applies on all Charisma checks, Charisma-based skill checks, and Sense Motive checks against any creature. Against fey, the bonus increases to +6. 10th Level: The mantle's wearer becomes manipulative and eloquent in social situations. Whenever she converses with creatures, she can insert a suggestion (Will DC 14 negates) for every 10 minutes of conversation by succeeding at a DC 14 Perform (oratory) check. If she ever fails the Perform (oratory) check to use this ability, all creatures who witnessed her misstep are immune to this ability for 24 hours. 12th Level: Once per day, the wearer can release the glow within the mantle in a single coruscating burst of color. This blinds creatures in a 10-foot radius (Reflex DC 19 negates) for 1d4 rounds and completely dispels any darkness spells of 6th level or lower whose source is within its area. 14th Level: The wearer grows a pair of gossamer wings. The wings are delicate and weak, carrying the wearer only with difficulty. She gains a fly speed of 30 feet (poor maneuverability). 16th Level: The wearer's wings grow stronger, more agile, and more beautiful, and iridescent patterns trace along them. Her fly speed increases to 60 feet (good maneuverability), and she gains a +5 competence bonus on Fly checks. 18th Level: The wearer gains a small domain in the fey realm. She can access her domain from any location, creating a silvery gateway. Treat her domain as a mage's magnificent mansion except that its size equals 20 10-foot cubes/level, the domain appears as wilderness instead of a mansion, and the servants are tiny fey instead of nearly transparent liveried servants. 20th Level: The wearer's type changes to fey, and she gains DR 10/cold iron. If the wearer's type was already fey and she already possessed DR/cold iron, her DR increases by 10 and magic weapons with enhancement bonuses of +3 or greater do not count as cold iron for the purpose of bypassing her DR.Craft Wondrous Item, eagle's splendor, faerie fire, fly, mage's magnificent mansion, sunburst, suggestion, creator must be feyWondrous ItemPathfinder Unchained
Spectacles Of Thought-Seeingmoderate divination7eyes3600-The wearer of these ornate crystal lenses gains a +6 competence bonus on Sense Motive checks. When she uses Sense Motive to determine whether someone is lying to her, she gets a brief flash of the liar's thoughts at that instant. 9th Level: When the wearer concentrates, she can perceive the thoughts of a single creature as writing in the air, rendered in the subject's native language. This functions as though the wearer had concentrated on the creature for 3 rounds using detect thoughts, and can be blocked with a successful Will save with a DC equal to the wearer's character level + 6 (to a maximum DC of 20). A creature that succeeds at its save can't be affected again for 24 hours. Maintaining concentration requires a standard action each round (as for a spell), and once the wearer ceases concentrating on a creature, she cannot observe thoughts again for 1 minute. This ability can be used for a total of 5 minutes per day. These minutes do not need to be consecutive, but must be used in 1-minute increments. The glasses fail to function against creatures with an Intelligence score of 2 or lower or without a written language. 11th Level: The competence bonus on Sense Motive checks increases to +8. The detect thoughts effect can be used for 10 minutes per day. In addition to seeing the creature's thoughts in its native language, the wearer gets visual impressions of the creature's thoughts. She might see the face of someone the creature is thinking about, for instance, or see an image of that creature stabbing someone if it's planning an attack. 13th Level: The competence bonus on Sense Motive checks increases to +10. The detect thoughts effect is constant-the wearer no longer needs to concentrate to maintain it, and there is no longer a limit on the number of rounds per day.Craft Wondrous Item, detect thoughts, creator must have 10 ranks in Sense MotiveWondrous ItemPathfinder Unchained
Star Of Visionmoderate divination11eyes14400-When touched to an eye, this star-shaped gem affixes itself until willingly removed or pried from an unconscious wearer. On command, the wearer can share her vision of her surroundings with allies within 60 feet. This gives them the benefit of any special visual sense she has (such as darkvision or see invisibility) and even allows blind allies to see, assuming the wearer is not herself blind. This effect lasts for 1 minute, and once used, can't be activated again for 30 minutes. While the effect is active, an ally of the wearer can switch back and forth at will between sharing the wearer's vision and seeing through his own eyes. 12th Level: The shared senses effect lasts for 10 minutes. While sharing senses, the wearer automatically discovers the number and location of secret doors in a 60-foot cone in front of her, as though she had been studying the area for 2 rounds with detect secret doors. (This effect doesn't grant any of the other benefits of detect secret doors.) 14th Level: While sharing senses, the wearer gains the benefit of see invisibility. 16th Level: Once per day, when the wearer activates the star of vision, she gains the benefit of true seeing for the duration of the effect.Craft Wondrous Item, detect secret doors, see invisibility, telepathic bond, true seeingWondrous ItemPathfinder Unchained
Stargazer's Glassmoderate divination7none12501 lb.This spyglass grants enhanced vision of celestial bodies and the movements of the cosmos in the dark of night. Anyone looking through the spyglass gains a +5 competence bonus on skill checks to learn about the movements of the heavens or the constellations. These are typically Knowledge (nature) checks. 9th Level: Objects viewed through the spyglass are magnified to 4 times their size instead of 2 times their size. This ability functions at all times, not just at night. 11th Level: Looking through the spyglass also grants the viewer low-light vision at night, and objects viewed through the spyglass are magnified to 6 times their size. 13th Level: While outdoors at night and looking through the stargazer's glass, the user can increase the range of a spell she casts of the pattern subschool or with the light descriptor as if using the Reach Spell metamagic feat (Pathfinder RPG Advanced Player's Guide 168). She increases the spell's range by one category-from touch to close range, close to medium range, or medium to long range-without increasing the spell's level. This ability can be used once per night. Objects viewed through the spyglass are magnified to 8 times their size. 15th Level: The user can extend the range of the spell by two categories instead of one. Objects viewed through the spyglass are magnified to 10 times their size.Craft Wondrous Item, Reach SpellAPG, clairaudience/clairvoyance, keen senseAPGWondrous ItemPathfinder Unchained
Strand Of Many Prayer Beadsfaint (many schools)4none9001/2 lb.This item appears to be a simple string of prayer beads until the owner casts a divine spell while carrying the beads. Once that occurs, she learns how to activate one of the strand's special beads-a bead of blessing-to cast bless once per day. 9th Level: The owner can also activate the strand's bead of healing to cast cure serious wounds once per day. 10th Level: The owner can also activate the strand's bead of healing to cast remove blindness/deafness or remove disease instead of cure serious wounds. 14th Level: The owner can also activate the strand's bead of smiting to cast chaos hammer, holy smite, order's wrath, or unholy blight (whichever was used to craft the item) once per day. 16th Level: The owner can also activate the strand's bead of karma to cast her spells with a +4 caster level bonus for 10 minutes once per day. 19th Level: The owner can also activate the strand's bead of wind walking to cast wind walk once per day.Craft Wondrous Item, bless, cure serious wounds, remove blindness/deafness, remove disease, righteous might, wind walk, and either chaos hammer, holy smite, order's wrath, or unholy blightWondrous ItemPathfinder Unchained
Vest Of Golden Leavesmoderate transmutation6chest24004 lbs.This garment is lined with gilded leaves, magically preserved in their autumnal splendor. The leaves retain this natural appearance in urban areas or natural settings other than forests or wooded areas. When the wearer is in a forest environment, the vest's leaves change to match the local flora. As long as the wearer moves no more than half her base speed in a given round, she gains a +4 bonus on Stealth checks and can attempt Stealth checks without cover or concealment. Each time the wearer attacks, the leaves turn blood red, negating this effect for 1 minute. 8th Level: Once per day, the wearer can detach one of the leaves of the garment and send it floating toward a location she specifies, borne on the wind but otherwise identical in effect to an animal messenger. 11th Level: Once per day, the wearer can either assume tree shape or transform herself into a cloud of leaves floating, falling, and swirling about in a mass the same size as the wearer's actual body. This leaf form is equivalent to gaseous form, but the wearer also gains vulnerability to fire. 13th Level: The wearer can, in place of using either of the vest's 11th-level abilities, choose to release a number of leaves equal to 1/2 her Hit Dice as remote magical sensors. These leaves are identical in effect to prying eyes, except that they have vulnerability to fire. 16th Level: The leaves warp and distort the wearer's location as blur, providing a 20% miss chance. 20th Level: The wearer can step into any tree that possesses leaves and out of another tree of the same kind that also possesses leaves, as tree stride. She can use this ability a number of times per day equal to her Hit Dice.Craft Wondrous Item, arcane eye, blendARG, blur, command plants, prying eyes, tree shape, tree strideWondrous ItemPathfinder Unchained
Vest Of Eldritch Preservationmoderate abjuration9chest80001 lb.Woven of aranea silk, this vest grants potent protection against spells that would warp the wearer's mind or body. Its wearer gains a +2 bonus on saving throws against curses, enchantments, and transmutations. 11th Level: Once per day, the wearer can remove the shaken or sickened condition from himself or an ally with a touch. This is a standard action, or a swift action if he cures himself. In addition, the wearer can't be compelled to keep a cursed item. This doesn't prevent the cursed item's effects, but does allow the wearer to freely discard the item. 13th Level: Once per day as an immediate action, the wearer can use break enchantment against an effect that has just taken hold of him, even if the effect causes him to lose consciousness or control of his actions. Only a single effect can be targeted by this use of break enchantment. This protection can be recharged by casting break enchantment on the vest. 15th Level: The conditions the wearer can remove with a touch now also include cursed (as remove curse), dazed, and frightened.Craft Wondrous Item, break enchantmentWondrous ItemPathfinder Unchained
Shieldmarshal's Pistolmoderate divination9none200505 lbs.This +1 double-barreled pistol contains a single grit feat from the following list: Deft Shootist DeedUC, Fabulist (Pathfinder Player Companion: Champions of Balance 19), Gun Twirling (Champions of Balance 19), Leaping Shot DeedUC, No NameUC, and Ricochet Shot DeedUC. Anyone who wields or carries the shieldmarshal's pistol and meets the feat's prerequisites gains the feat's benefit. The wielder can't use the pistol's feat to meet prerequisites.Craft Magic Arms and Armor, chosen grit feat, share memory (Pathfinder RPG Ultimate Magic 238)WeaponWeapon Master's Handbook
Spear Of The Honored Ancestorsmoderate conjuration9none153026 lbs.When the wielder of this glimmering +1 ghost touch spear enters a rage, she can drum the spear against a shield or the ground as a swift action. If she does, colorful lights dance around the spear and the wielder can choose to gain the benefit of guidance, grant the touched shield the ghost touch special ability, or grant the spear the returning special ability. The chosen benefit lasts for the duration of the rage.Craft Magic Arms and Armor, guidance, faerie fire, plane shiftWeaponWeapon Master's Handbook
Valorous Blademoderate enchantment9none203155 lbs.Once per day within 1 minute of using this +1 valiantUE scimitar to kill or knock unconscious a foe, as a standard action, the wielder can inspire all allies within 60 feet who can see her. Those allies gain a +2 morale bonus on attack rolls, skill checks, and saving throws for 10 minutes.Craft Magic Arms and Armor, good hope, true strikeWeaponWeapon Master's Handbook
Windreader's Bowmoderate divination8none544003 lbs.Whenever an arrow fired from this +1 adaptiveUE seeking composite longbow damages the wielder's favored enemy or studied target (as per the ranger and slayerACG class features, respectively), in addition to its normal effects, it also deals 2 points of bleed damage. As long as the bleed effect continues, the wielder can sense that foe's approximate direction and distance twice per day by smelling the wind as a standard action.Craft Magic Arms and Armor, bleed, locate creature, warp woodWeaponWeapon Master's Handbook
Watchtower Tattoomoderate abjuration8-9500-A watchtower tattoo must be applied to the back of a hand. Once applied, it provides a +4 resistance bonus against the spells and spell-like abilities of daemons, and the bearer cannot be possessed by daemons using magic jar or similar effects. Daemons immediately recognize any bearer of this tattoo as an enemy, even if the mark is covered or disguised. This revulsion may trigger strange reactions in daemonic magic or artifacts.Inscribe Magical Tattoo, protection from evilMagical TattooFeast Of Dust
Dagger Of Reposemoderate conjuration8weapon89021 lb.This short, curved dagger shimmers with folded layers of iron and steel. It acts as a +1 undead-bane dagger. Once per day when the dagger of repose is used to perform a coup de grace to slay a living creature, the wielder can bless the victim's corpse, preventing the victim from rising as an undead because of ongoing diseases or curse effects. This protection also prevents the victim's corpse from being animated by necromancy magic such as animate dead or create undead for 24 hours.Craft Magic Arms and Armor, sanctify corpse, summon monster IWeaponFeast Of Dust
Shroud Of Fliesstrong conjuration and transmutation18shoulders-11 lb.Crystal baubles that resemble insect wings line the edge of this luxurious but fraying cloak. The garment was once a cloak of displacement, but the harbinger spirit trapped within has warped and twisted it- now it offers false hope rather than security. The Shroud of Flies grants its wearer a +2 profane bonus to Constitution and +4 resistance bonus on Reflex and Will saves, but imposes a -6 penalty on Fortitude saves against disease. Three times per day, the wearer can brush another creature with the shawl to remove all lingering effects caused by a disease, poison, or curse, as per break enchantment, remove curse, or remove disease. These effects are not eliminated, and return immediately with all accrued penalties after 24 hours. Any creature embraced in this way must immediately succeed at a DC 18 Fortitude save or be infected with one of the following diseases: blinding sickness, cackle fever, devil chills, or leprosy. Any creature the wearer touches while offering medical aid, such as casting cure spells, administering a potion, or using the Heal skill, must likewise succeed at this Fortitude save or become infected. The Shroud of Flies can be wielded as a net as well, but only against daemons. Any creature that has worn the shroud for at least 24 hours is considered proficient in its use as a weapon.ArtifactFeast Of Dust
Handflower Of Genocidestrong enchantment and transmutation18hands-11 lb.Fine links spread from this gold bracelet to rings and finger-capping claws. This ornament was once a vambrace of the genieUE, but its magic has been warped and corrupted by daemon spirit trapped within. The Handflower of Genocide grants its wearer a +2 profane bonus to Strength and a +4 profane bonus on checks to perform dirty trickAPG and grapple combat maneuvers. The wearer can cast murderous commandUM at will by caressing a target with the Handflower (reducing the spell's range to touch and requiring a melee touch attack). Once per day as a full-round action, the wearer can concentrate to locate the nearest source of mass death within 500 miles, the Handflower directs her unerringly toward the death as per the find the path spell. If the wearer touches a creature without casting murderous commandUM, the wearer must immediately succeed at a DC 18 Will save or be compelled to strangle the creature touched. If the wearer fails, she must attempt a combat maneuver check against the target's CMD, including any bonuses to grapple. If successful, the target must immediately begin holding its breath, and every subsequent successful combat maneuver check reduces the time remaining until it suffocates by 1d6 rounds. The wearer can attempt a new Will save each round to stop strangling her victim, but she takes a cumulative -1 penalty for each prior failed check.ArtifactFeast Of Dust
Calabash Of Last Draughtsstrong necromancy and transmutation18chest-15 lbs.An elaborately carved stopper caps this black gourd. It was once a decanter of endless water, but the bottle's magic has been warped by the daemon spirit trapped within. The Calabash of Last Draughts can be slung over a creature's chest with its leather strap, and grants a +2 profane bonus to Intelligence when worn. Five times per day, the wearer can unstopper the bottle and splash a creature with the tainted water within as a ranged touch attack with a range of 30 feet. A successful attack deals 1d4 points of Intelligence damage as the waters wipe away a creature's memories and sense of self. A successful DC 18 Will save reduces this Intelligence damage by half. If a target is helpless or willing, the wearer can instead unstopper the calabash and feed the target its tainted waters, either dealing 2d4 points of Intelligence damage or allowing the wearer to change or eliminate the target's memories as per the modify memory spell. The Calabash of Last Draughts also erodes an outsider's connection to the physical world. If a possessing creature's Intelligence is reduced to 1 or lower in this way, it is immediately exorcised from its host's body. Upon picking up the Calabash of Last Draughts, a creature must succeed at a DC 18 Will save or immediately drink from the accursed gourd.ArtifactFeast Of Dust
Ravenous Bladestrong necromancy and transmutation18--18 lbs.Jagged teeth stud the length of this falchion's blackened steel blade. Warped and twisted by the daemonic spirit trapped within, this former +2 merciful falchion now tears the life's essence from its victims. The Ravenous Blade acts as a +2 wounding falchion, and grants its wielder a +2 profane bonus to Charisma so long as it remains in her possession. Bleed damage dealt by the Ravenous Blade takes the form of nonlethal starvation damage, as the blade slowly consumes the fat and meat of creatures it has tasted. Anyone who takes nonlethal damage from the sword's wounding property becomes fatigued, just as if he had begun starving normally. Whenever the wielder kills or subdues a creature in combat (whether she does so with the Ravenous Blade itself or not), she must succeed at a DC 18 Will save or she is overcome by hunger pangs, and is compelled to consume the flesh of her victim. Sating this compulsion is a full-round action that provokes attacks of opportunity.ArtifactFeast Of Dust
Closing Offermoderate enchantment10none153102 lbs.A closing offer is a rusty +2 shortsword with a thin, unblemished section along the center of the blade. Inscribing the surname of a humanoid on that section attunes the sword to its family, causing it to act as a bane weapon against that family line. Anytime a marked target takes damage from this blade, the wielder can ask a single question that must have a yes/no response. If the target succeeds at a DC 14 Will save, she can ignore the question; otherwise, she must answer it truthfully. A closing offer can be re-attuned to a new family name via a ritual that takes 8 hours to complete and requires 200 gp in alchemical reagents.Craft Magic Arms and Armor, confessAPG, heroismWeaponAgents Of Evil
Fiend's Reliefmoderate divination7none33059 lbs.A creature wielding one of these +1 longspears-which are favored gifts of House Thrune-gains a +3 bonus on attack rolls when flanking with an evil-aligned outsider, instead of +2. A creature using the longspear's reach to attack through a square occupied by an allied evil-aligned outsider ignores any cover bonus the fiend would grant to the target.Craft Magic Arms and Armor, command, detect evilWeaponAgents Of Evil
Grave Marker Arrowfaint necromancy5none3071/10 lb.This +1 arrow is crafted from human bone by agents of the Whispering Way. When it strikes a target, all mindless undead within 300 feet are compelled to attack the creature struck. This effect ignores the immunity to mind-affecting effects normally granted by the undead creature type. Undead under the control of another creature can be forced to ignore this command if their master succeeds at a DC 11 caster level check. Sentient undead are unaffected. The compulsion lasts for 1 minute, after which the undead revert to their normal behavior.Craft Magic Arms and Armor, command undeadAmmunitionAgents Of Evil
Snakebitemoderate necromancy and transmutation9none573202 lbs.This +2 injecting wounding rapier is prized among the cults of Ydersius. This sword increases the save DC of any poison applied to its blade by 1. If the wielder worships Ydersius, she can utter a silent prayer to the god as a swift action up to three times per day. Each prayer creates 1 dose of purple worm poison (Pathfinder RPG Core Rulebook 560) in the sword's pommel reservoir.Craft Arms and Armor, bleed, pernicious poisonUMWeaponAgents Of Evil
Withershotmoderate necromancy9none348009 lbs.This +2 shock musket is inscribed with imagery of storms and plagues, glorifying the daemonic harbinger Cixyron. When a bullet fired from a withershot strikes a good- or neutral-aligned target, it burrows into the target's flesh and infects the target with cackle fever (Core Rulebook 557). Infected creatures can resist the disease normally, but can't be cured or recover lost ability damage until the cursed bullet is removed (this requires a successful DC 15 Heal check or a restoration spell). Additional bullet impacts do not increase the effects, but each bullet must be removed before the target can be cured of its disease.Craft Magic Arms and Armor, call lightning, contagionWeaponAgents Of Evil
Ebony Boleromoderate conjuration9shoulders180005 lbs.Wisps of black smoke dance above these gray, fetchling-made pauldrons. The wearer can manipulate these strands of shadow matter, assailing a target within 60 feet as a move action to create any of the effects listed below. All sustained effects last as long as the wearer concentrates to maintain them or up to 1 minute. The effects of these shadowy tendrils can be ignored with a successful DC 16 Will save. An ebony bolero has 5 charges, which regenerate at dusk each day. Each of the following assaults uses 1 charge. • Emotion: The wearer can smother a target's emotions as if by a calm emotions spell. Alternatively, the wearer can force a creature with the rage class ability to enter a raging state for at least 1 round (though the target can remain in this state longer if it chooses). The wearer can expend 2 charges when using this ability to increase the duration the target must rage to 3 rounds. • Memory: The wearer can blot out the target's memories of events from the past minute. This functions as modify memory, but can only eliminate memories. • Thoughts: The wearer can delve into a target's mind and pluck out thoughts, as per detect thoughts. • Vision: The wearer can wind wisps of shadow matter around a creature's eyes, blinding it for as long as the wearer concentrates. Darkvision can't penetrate this supernatural darkness, but the see in darkness universal monster ability can.Craft Wondrous Item, shadow conjurationWondrous ItemAgents Of Evil
Imperious Headbandfaint enchantment3headband4000-Adorned with stylized bronze feathers, these headbands are prized by treacherous nobles who fear an assassin's dagger in the back. While worn, an imperious headband grants its wearer a +4 deflection bonus to his AC against any attack made by a hireling, a slave, a servant, or any other sentient creature in his employ. In addition, such creatures must succeed at a DC 13 Will save or treat their master as if he were affected by a sanctuary spell. If such creatures are subject to magical compulsion to attack the wearer, they must roll all attack rolls and checks to overcome spell resistance against the wearer twice and take the lower result.Craft Wondrous Item, charm person, sanctuaryWondrous ItemAgents Of Evil
Meduseionmoderate transmutation11none4500010 lbs.Dried, lacquered, and stuffed with fragrant herbs, this mummified medusa head still contains a measure of the power the medusa possessed in life. While held, a meduseion radiates an unseen aura that causes all living creatures within 100 feet to take a -2 penalty on saving throws to resist poison or petrification effects. Three times per day as a standard action, the wielder of a meduseion can cause the eyes of the head to shoot forth a petrifying ray as a ranged touch attack with a maximum range of 100 feet. Creatures struck must succeed a DC 19 Fortitude save or be permanently transformed into stone.Craft Wondrous Item, alarm, flesh to stoneWondrous ItemAgents Of Evil
Mockingskullfaint necromancy5none80002 lbs.The tools of juvenile necromancers and bitter witches, mockingskulls are immortal and sleepless guardians. Each is made from a humanoid skull inlaid with a precious gem "eye." Mockingskulls keep watch over an area with a +8 Perception check bonus, and can be commanded to either warn away intruders or raise an alarm by screaming insults and invectives. If a mockingskull screams invectives, it can attempt an Intimidate check at a +10 bonus each round against one creature within 30 feet. Treat a mockingskull as a single Hit Die mindless undead for the purposes of spells and effects that control, damage, or hide creatures from undead. A mockingskull has hardness 3 and 10 hit points; these hit points are automatically restored every midnight. Although largely mindless, especially old mockingskulls sometimes develop personality quirks.Craft Wondrous Item, alarm, animate deadWondrous ItemAgents Of Evil
Clavis Somnusmoderate transmutation and divination10none10300-The Clavis Somnus is a large, ornate, silver and mithral key. It is very cold to the touch and always gives off a faint vapor of condensation. Its construction and value satisfy the focus component of the breach the veil of dreams occult ritual (Pathfinder RPG Occult Adventures 209) and grants a +5 competence bonus on the primary caster's skill checks to perform the ceremony. The key also grants its wielder a +4 bonus on saving throws to resist illusion effects, as well as on Charisma checks made in the Dimension of Dreams. But the key imposes a -2 penalty on saving throws against sleep effects, and its holder is considered to have 2 fewer Hit Dice for the purpose of determining the number of Hit Dice used in sleep effects and the number of creatures affected. The key's holder is always counted first when determining which creatures are affected.Craft Wondrous Item, Lucid DreamerOA, deep slumber, eagle's splendor, guidanceWondrous ItemThe House On Hook Street
The Dreamstonestrong transmutation20none-13 lbs.The dreamstone's primary function is to surround itself with a stable dreamscape within the Dimension of Dreams. The dreamstone's radius is fluid and ever-expanding when the artifact is awakened, overlaying both the Material and Ethereal Planes, though it is held in check by any significant bodies of water, such as rivers or seas. The nature of the dream realm changes within this radius, creating a communally shared dreamscape that distortedly reflects the features of the Material Plane. Its power shifts the Dimension of Dreams' properties to alterable morphic and normal magic planar traits. Dreamers who fall asleep within planes affected by the dreamstone's influence do not create their own ephemeral demiplanes, but rather appear randomly within the dreamstone's stabilized dreamscape. Those who experience deadly nightmares are affected differently in the dreamstone's realm. Normal dreamers killed in the dreamscape wake up exhausted, while lucid dreamers whose lucid bodies perish also die in the waking world. Lucid dreamers can still make attempts to alter the dreamscape's reality with Charisma checks, just as in their own personal dreamscapes, but the DC increases by 5. Spell slots and magic item charges used by lucid dreamers in the dreamstone's dreamscape are also consumed in the real world. A person falling asleep in the dreamstone's radius has a 10% chance of experiencing a lucid dream. The dreamscape holds other dangers. Regardless of the lucidity of their dreaming body, each dreamer must make a successful saving throw each night or be set upon by the realm's dark presences, affecting the dreamer as a nightmare spell. This effect initially requires a DC 15 Will save, but dreamers begin with a +10 Will save modifier due to the dreamstone's lack of familiarity with them as a target. On each subsequent visit, the dreamstone becomes more aware of its demiplane's visitors, and its familiarity with dreamers grows after every 15 visits, increasing the DC by 5 (removing the +10 Will save modifier after the first increase). When a creature dies within the stabilized dreamscape, whether due to the perils of lucid dreaming or the dreamstone's nightmare effect, the dreamstone's radius spreads 1 foot for each of that creature's Hit Dice. Close proximity to the dreamstone is also hazardous, and the stone radiates a vision of HellUM effect (Will DC 20 negates) out to 50 feet that reflects the terror and destruction it was destined to inflict as it fell to Golarion. Ancient tomes such as the Paginarum Lethargica t heorize t hat o nce the dreamstone's boundaries reach a certain threshold, it can overcome bodies of water, and all within will be consumed in a fiery cataclysm, fulfilling the predictions of its visions. Neither the dreaming nor the waking world will be spared.ArtifactThe House On Hook Street
Shambler Vinestrong transmutation12-6001 lb.A shambler vine resembles a leafy green plant vine about 6 feet long, wrapped in a coil. If touched, it writhes as if alive. Up to three vines can be stored in a small sack, though the price is for one. When thrown at an opponent, a vine grows in midair, and acts as a rope of entanglement. It can reach 20 feet forward or 10 feet upward to entangle the target. The entangled target can break free with a DC 20 Strength check or DC 20 Escape Artist check. A shambler vine has AC 22, 12 hit points, hardness 10, and damage reduction 10/slashing. It does not repair itself, and if it is severed (all 12 hit points lost to damage), it is destroyed. The vine lasts for a single use before withering away, and if left on a target that is unable to get free, the vine withers after 1 hour.Craft Wondrous Item, entangle, plant growth, vine must be from a shambling moundWondrous ItemPFS S4-06
Ocher Rhomboid Ioun Stonestrong universal [evil]12none30000-This orange-colored, translucent, faceted item is an ioun stone and has the same properties. While it orbits its owner's head, that owner gains a bonus feat. This can be any feat she meets the prerequisites for. The ocher rhomboid ioun stone radiates an evil aura at all times, and anyone who wears it (that is, causes it to orbit her head) is considered to have committed an evil act. The alignment of the one wearing the stone shifts one step toward evil. Players who wear the stone should be given the opportunity to atone for this action before the scenario's conclusion if such an alignment shift would result in their removal from the Pathfinder Society Organized Play campaign. This ioun stone is cursed, and can't be removed by its owner or anyone else except by the methods outlined on page 536 of the Core Rulebook. As with other ioun stones, the ocher rhomboid has a resonant power when placed inside a wayfinder. First, it turns the wayfinder into a cursed item that can only be removed in the way the stone itself can. Second, the wearer gains Knowledge (arcana) as a class skill for as long as she wears the wayfinder.Craft Wondrous Item, caster must be 12th levelWondrous ItemPFS S4-12
Mesmerizing Tattoofaint enchantment5none10800-This shadowy tattoo is drawn in a spiraling pattern down one of the bearer's arms. If the tattoo is visible, the wearer gains a +2 circumstance bonus on Diplomacy checks. Whenever the bearer uses the hypnotism occult skill unlockOA, casts an enchantment spell that targets a single creature, or uses the hypnotic stareOA class feature, her target takes a -1 penalty on Will saving throws for the ability's duration and the DC to affect the target with the hypnotism occult skill unlock is reduced by 1. This is a mind-affecting effect.Inscribe Magical Tattoo (Pathfinder Campaign Setting: Inner Sea Magic 16), suggestionMagical TattooBlood Of Shadows
Penumbra Tattoofaint evocation3none24000-This ritualistic scar is infused with shadowstuff that shifts and writhes within the bearer's skin. Whenever the bearer is exposed to illumination brighter than dim light, the tattoo emits a vapor, shrouding the bearer in a dusky haze that provides the benefits of protective penumbraUM.Inscribe Magical Tattoo (Inner Sea Magic 16), protective penumbraUMMagical TattooBlood Of Shadows
Swirling Smoke Tattoofaint enchantment5none12500-This simple tattoo emits a constant haze of odorless, shadowy smoke around the limbs of its bearer that she can animate with a thought, hiding herself behind a screen of smoke. If the tattoo is visible when the bearer is hit by a melee or ranged attack or when the bearer fails a Reflex save, the wearer can activate the tattoo to shroud herself in mist as an immediate action. This imposes a 20% miss chance on attacks made against the bearer. On a failed Reflex save, it grants the ability to reroll the Reflex save and gain a +4 bonus. The bearer can use this ability three times per day.Inscribe Magical Tattoo (Inner Sea Magic 16), blurMagical TattooBlood Of Shadows
Brilliant Bulwarkmoderate evocation10none96554 lbs.This +1 blindingUE buckler is made from a lustrous glass that is as hard as steel and reflects light like a mirror. The shield glows as a torch, though this light can be suppressed or resumed on command. The shield can be commanded to shine light as per daylight for up to 10 minutes each day. This duration need not be consecutive, but it must be used in 1-minute increments. The wielder can also expend this duration while activating the buckler's blinding ability to increase the save DC by 1 for every 2 minutes of daylight duration expended. The shield must sit in natural bright light for at least 1 hour after its 10 minutes of daylight is expended before the ability can be used again.Craft Magic Arms and Armor, daylight, lightArmorBlood Of Shadows
Faithful Lanternmoderate abjuration and conjuration9none25002 lbs.This fine, silver bullseye lantern is embossed with the image of a stoic sentinel. It functions as a bullseye lantern that doesn't require oil to function. On command, the lantern floats alongside its user, shedding its light in whichever direction the user is looking. Once per day on command, the lantern can be designated to stand guard for up to 8 hours. The lantern ceases to shed light and keeps watch over a 30-foot-radius area centered on itself. The lantern acts as the alarm spell, except it is activated only by creatures that are Small or larger, and it cannot see invisible creatures. If the lantern detects a creature, it notifies the user that commanded the lantern with a mental alarm, waking the user if necessary. Once the lantern notifies its user, it shines its light on the intruder until commanded to stop.Craft Wondrous Item, alarm, light, mage's faithful hound, unseen servantWondrous ItemBlood Of Shadows
Luminous Lockpicksfaint transmutation3none60002 lbs.This set of fine, masterwork thieves' tools glimmer when exposed to light. When held in hand, they glow with light visible only to the individual holding them. This light allows the holder to work in all manners of darkness, including magical darkness, unimpeded and without attracting the attention of other creatures. This light does not provide enough illumination to see anything beyond a single lock or similar device on which the tools are used. As they glow, the tools vary their color, indicating favorable or unfavorable positioning within a device. These guiding lights grant a +5 circumstance bonus on Disable Device checks.Craft Wondrous Item, knockWondrous ItemBlood Of Shadows
Palelight Torchfaint evocation2none2501 lb.This torch is made from a dull, gray wood that bears intricate carvings. It burns like a normal torch, but only gives off dim light in a 40-foot radius. In areas of normal light, the torch reduces the light level to dim. The torch has no effect in areas of bright light.Craft Wondrous Item, lightWondrous ItemBlood Of Shadows
Radiant Panelfaint evocation5none12000-This small glass cube bears shallow indents carved into each side. Pressing an indentation as a standard action creates a thin sheet of hard light that is 5 feet wide. The sheet covers one edge of a 5-foot square, chosen at activation. While active, the sheet blocks attacks as if it is a solid wall, granting total cover against attacks and spells that pass through this edge. The sheet has hardness 10 and 30 hp. Force effects bypass this sheet, acting normally. The edge chosen can even be a horizontal one, creating a platform that can hold 500 pounds of weight. Once active, the cube anchors itself in place, preventing the sheet from moving. Moving the cube while it is active requires a successful DC 22 Strength check. If the cube moves or if more than 500 pounds of weight is added to the sheet, the sheet shatters, requiring another activation to create a new sheet. Light sheets created by the cube remain for 1 minute and a cube can create up to 5 sheets per day. A sheet can be dismissed as a standard action, expending the full use of that sheet.Craft Wondrous Item, floating diskWondrous ItemBlood Of Shadows
Eclipsed Metamagic Rod, Lesserstrong (no school)17none15005 lbs.The wielder can cast up to three spells per day that alter how the spell raises or lowers the illumination level in their affected areas as though using the Eclipsed Spell feat (see page 25).Craft Rod, Eclipsed SpellRodBlood Of Shadows
Eclipsed Metamagic Rodstrong (no school)17none55005 lbs.The wielder can cast up to three spells per day that alter how the spell raises or lowers the illumination level in their affected areas as though using the Eclipsed Spell feat (see page 25).Craft Rod, Eclipsed SpellRodBlood Of Shadows
Eclipsed Metamagic Rod, Greaterstrong (no school)17none122505 lbs.The wielder can cast up to three spells per day that alter how the spell raises or lowers the illumination level in their affected areas as though using the Eclipsed Spell feat (see page 25).Craft Rod, Eclipsed SpellRodBlood Of Shadows
Eye-Stealing Locketfaint necromancy3none24000-This silver locket is suspended from a silver chain. As a standard action, a creature holding the locket can speak a command word to attempt to steal the sight of one creature within 30 feet. The target must succeed at a DC 13 Fortitude saving throw or its eyes are immediately sealed within the locket's interior and replaced with featureless, shadowy orbs, causing the creature to be permanently blinded. The wielder can speak a second command word to return the victim's eyes; otherwise, this blindness cannot be removed except by miracle or wish. Each eye-stealing locket can contain only a single set of eyes at a time, and the creature in possession of the locket is treated as having a body part of the creature to whom the eyes belong for the purpose of spells such as scrying. If the wielder is a mesmerist and he uses an eye-stealing locket against the target of his hypnotic stare, he can apply the Will saving throw penalty from his hypnotic stare to the Fortitude saving throw the target attempts to prevent its eyes being stolen.Craft Wondrous Item, blindness/deafnessWondrous ItemBlood Of Shadows
Rod Of Deluminationstrong evocation17none350005 lbs.This silvery rod is spoon-sized and utterly featureless. A creature holding a rod of delumination can extinguish any ability, item, or spell effect that is acting as a light source simply by pointing one end of the rod at the light and uttering a command word. Sources of magical light receive a DC 15 Will saving throw to negate this effect and have a Will save bonus equal to half their caster level; if the original caster of the effect is still within the spell's range, the spell can use its caster's Will save bonus instead. If a light source succeeds at its saving throw against a rod of delumination, the same rod cannot affect it again for 24 hours. No other properties of an affected creature, item, or spell are altered other than its ability to shed light; a torch continues to burn, a lantern continues to consume oil, and so on. The bearer can, if she chooses, utter a second command word to reignite any light source the rod has previously extinguished, provided that the light source's normal duration hasn't expired.Craft Rod, Snuffing Spell (see page 25)RodBlood Of Shadows
Shadowbond Tunicfaint abjuration3chest120005 lbs.This black linen tunic has simple brass buttons. Once per day, the wielder can attune the garment to one ally by standing for 1 minute in a position in which both the wielder's and his ally's shadows overlap. For the next 24 hours, whenever the wielder is adjacent to that ally and that ally takes damage, the wielder can sacrifice up to 10 hit points to prevent an equal amount of damage done to the ally. This damage cannot be reduced or redirected, and if the wielder is incapable of sacrificing hit points, the damage to the ally cannot be prevented. If the vest is removed before its duration ends, the connection between the wielder and ally is lost and the vest is powerless until 24 hours have passed since its last attunement.Craft Wondrous Item, shield otherWondrous ItemBlood Of Shadows
Shawl Of Shadowy Disguisefaint illusion5head13501 lb.This violet shawl twists and melds with the darkness, becoming as black as coal in even the faintest shadow. While worn, the wearer can hide her appearance as if with a penumbral disguise spell (see page 29). Onlookers never discern that the wearer was wearing a shawl of shadowy disguise.Craft Wondrous Item, penumbral disguiseWondrous ItemBlood Of Shadows
Snuffing Metamagic Rod, Lesserstrong (no school)17none90005 lbs.The wielder can cast up to three spells per day that extinguish magical and nonmagical sources of light active on the target as though using the Snuffing Spell feat (see page 25).Craft Rod, Snuffing SpellRodBlood Of Shadows
Snuffing Metamagic Rodstrong (no school)17none320005 lbs.The wielder can cast up to three spells per day that extinguish magical and nonmagical sources of light active on the target as though using the Snuffing Spell feat (see page 25).Craft Rod, Snuffing SpellRodBlood Of Shadows
Snuffing Metamagic Rod, Greaterstrong (no school)17none730005 lbs.The wielder can cast up to three spells per day that extinguish magical and nonmagical sources of light active on the target as though using the Snuffing Spell feat (see page 25).Craft Rod, Snuffing SpellRodBlood Of Shadows
Soles Of The Silent Stridefaint transmutation3feet8250-These simple leather shoes are the color of a moonless night and instantly adjust to the wearer's foot shape, becoming skintight while providing magical cushioning and support. The wearer gains a +5 competence bonus on Stealth checks and can attempt Stealth checks while running at a -20 penalty.Craft Wondrous Item, silenceWondrous ItemBlood Of Shadows
Tome Of Dissolutionfaint illusion5none20001 lb.This shadowy, waterproof tome is 12 inches tall, 8 inches wide, and 1 inch thick. When viewed in dim, normal, or bright light, the tome's 1,000 ebon pages are blank and any new writing immediately fades from sight, as if erase had been cast upon the page. When viewed in darkness, however, each page becomes outlined with pale, silvery light and anything then written in the tome is recorded in similar, silvery light. Writings within the tome are protected as per nondetection. A tome of dissolution can be used as a formula book or a spellbook; if so, extracts and spells can only be prepared from the tome when viewed in darkness. Necromancy spells, spells of the shadow subschool, and spells with the darkness or shadowUM descriptor take half as many pages when copied into a tome of dissolution as they would in a normal spellbook or formula book.Craft Wondrous Item, erase, nondetection, secret pageWondrous ItemBlood Of Shadows
Voidlight Lanternfaint evocation5none300002 lbs.This ornately designed lantern is crafted from volcanic glass. When lit, the lantern's magic creates an area of darkness in a 20-foot radius and lowers the illumination level by one step for an additional 20 feet beyond that area (bright light becomes normal light, normal light becomes dim light, and dim light becomes darkness). If used in an area of darkness, a voidlight lantern creates an area of supernatural darkness (as per deeper darkness) in a 20-foot radius instead.Craft Wondrous Item, deeper darknessWondrous ItemBlood Of Shadows
Resplendent Diplomat's Paletteminor enchantment and illusion3none55002 lbs.This shallow box contains an assortment of beeswax, oils, pigments, brushes, and quills, and allows a user to blend seemlessly into new cultures and fashion scenes. By spending 5 minutes applying these contents, a user may adopt the hairstyle, fashion, and social cues of any culture with which he is familiar, granting a +2 circumstance bonus on Bluff or Diplomacy checks with members of that culture, but leaving him otherwise recognizable. Alternatively, the palette may be used to conceal the user's identity entirely; it cannot make the user appear shorter or taller or otherwise alter their body, but otherwise allows him to adopt the appearance of another creature of the same type with the same body type and build. Either application lasts for 5 hours or until removed with soap and water. A resplendent diplomat's palette has 50 charges when created, and each use consumes 1 charge. The palette qualifies as a disguise kit, granting a +2 circumstance bonus on Disguise checks. Using it as such does not consume a charge.Craft Wondrous Item, disguise self, eagle's splendorWondrous ItemDown The Blighted Path
Breach Barrierfaint abjuration3none237015 lbs.This +1 heavy steel shield is often stylized by its dwarven crafters to look like a door or archway. Once per day after uttering a command word, the wielder can press this shield against a portal to secure it as per the hold portal spell. The shield remains adhered to the portal for 3 minutes, after which the shield comes free. The wielder can remove the shield from her arm as a move action, leaving the shield attached to the portal for the remainder of the duration. Before the end of the duration, the wielder can pull the shield from the portal, automatically ending the effect.Craft Magic Arms and Armor, hold portalArmorDown The Blighted Path
Crook Of Unseen Forcesstrong conjuration and evocation12none563005 lbs.This iron staff, silvered and inlaid with diamonds, curves at one end like a shepherd's crook. It functions as a +1/+1 quarterstaff and grants an additional +2 bonus on dragAPG and repositionAPG combat maneuvers. However, its true power is to summon and command invisible forces, allowing the use of the following spells. • Spiritual weapon (1 charge) • Spiritual allyAPG (2 charges) • Summon monster VI (3 charges, invisible stalker only) Both the spiritual weapon and spiritual ally gain a +1 enhancement bonus to attack and damage, and any spiritual weapon or spiritual ally created by the crook is invisible as per greater invisibility, gaining the usual benefits when attacking creatures are unable to see it. The wielder of a crook of unseen forces can spend 1 or more charges as a standard action to create an invisible wave of force in a 30-foot line. This wave of force attempts a dragAPG, repositionAPG, or trip combat maneuver (wielder's choice) against one creature in this line for each charge expended. This special combat maneuver check does not provoke attacks of opportunity and uses the better of the wielder's Charisma, Intelligence, or Wisdom modifiers in place of his Strength modifier to his CMB.Craft Magic Arms and Armor, Craft Staff, spiritual allyAPG, spiritual weapon, summon monster VI, telekinesisWeaponDown The Blighted Path
Depth Chargermoderate conjuration and transmutation11none588003 lbs.Carved to look like the bones of fish, the barrel and mechanical components of this blunderbuss are made of mithral. A depth charger is a +2 reliableUE blunderbussUE that gains an additional +2 enhancement bonus on attack rolls against creatures with the aquatic subtype, and deals an additional 2d6 points of damage to such creatures with a successful attack. All ammunition used by a depth charger is considered to have the dry loadUE weapon special ability in addition to any other magical enhancements it previously contained. When a depth charger is wielded underwater, it enables its wielder to breathe normally. The wielder can continue to breathe underwater for a total of 12 hours as long as she continues to hold the blunderbuss. These hours do not have to be consecutive but must be used in 1-hour increments. The available breathing time is reset only if a depth charger is kept dry for 12 continuous hours.Craft Magic Arms and Armor, GunsmithingUC, air bubbleUC mending, summon monster I, water breathingWeaponDown The Blighted Path
Earthcrackermoderate evocation12none2034018 lbs.Molded and crafted from a single large chunk of raw iron ore, this +1 thundering earth breakerUE is as cool as loose soil to the touch. Three times per day as a standard action, the wielder may slam an earthcracker against the ground, causing earth and stone to rise and fall in a violent wave that travels in a 30-foot line from the wielder's location. All of the affected squares become difficult terrain. The wielder can perform a free trip combat maneuver on a single creature within the affected squares; this attempt does not provoke attacks of opportunity and the wielder is not knocked prone if the attempt fails. If the trip combat maneuver check is a natural 20, the blow is so mighty that it also deals 2d8 points of sonic damage to the target.Craft Magic Arms and Armor, blindness/deafness, stone shapeWeaponDown The Blighted Path
Flowing Fortress Armormoderate evocation10armor3035030 lbs.This pale-blue +2 breastplate is made from flowing ocean water enchanted to retain its shape. The armor check penalty of a suit of flowing fortress armor doesn't apply to Swim checks. When the wearer speaks a command word, the armor flows on or off the wearer, allowing it to be donned or removed with a single move action from up to 10 feet away. A suit of flowing fortress armor has 3 charges, which refresh automatically every day at sunrise. By spending 1 charge as a standard action, the wearer transforms into water for one of two effects. Gush: The wearer transforms into water and bursts forward like a geyser up to 40 feet in any direction, then returns to her normal form, allowing her to cross chasms or vault obstacles. The wearer may attempt bull rush combat maneuvers against any creatures and moveable objects along her path, regardless of size. The wearer rolls a single combat maneuver check and applies the result to each creature within the area. This bull rush does not provoke an attack of opportunity. If the wearer encounters an immovable object, she may attempt a Strength check to destroy that object as a free action. On a failed bull rush combat maneuver check or Strength check, the wearer's progress is stopped and she reforms next to the obstacle that blocked her path. Melt: The wearer melts into a puddle, gaining a swim speed of 60 feet, the ability to flow through any space a Tiny creature could squeeze through, and a +8 circumstance bonus on Stealth checks. The wearer can see and hear normally, but can't speak, attack, or cast spells in this form. This transformation lasts up to 10 minutes, but may be dismissed as a free action.Craft Magic Arms and Armor, control water, elemental body IArmorDown The Blighted Path
Ice Fangmoderate evocation9none395152 lbs.This +2 frost short sword has a blade made of sparkling blue ice. Anyone wielding an ice fang is protected from cold weather as if they were affected by endure elements. As a move action, the wielder may cause the blade to either grow to the size of a longsword, melt away to the size of a dagger, or return to its original size. An ice fang left unattended automatically reverts to its original size in 1 minute. An ice fang functions as a dagger, short sword, or longsword depending on the current size of its blade. Once per day upon confirming a critical hit, the wielder may choose to have the blade shatter and send razor-sharp shards of ice flying in a 15-foot cone. The original target of the attack must be within this cone's area of effect. Roll the damage for the critical hit normally and apply to the original target. All other creatures in the cone take damage equal to the amount of the critical hit; one half of this damage is piercing, the other half is cold damage. A successful DC 16 Reflex saving throw reduces the damage by half. After using this ability, the wielder must spend a standard action to reform the blade of the ice fang, at any size, before it can be used as a weapon again.Craft Magic Arms and Armor, endure elements, ice storm, shrink itemWeaponDown The Blighted Path
Keyhole Stilettomoderate transmutation11none230021 lb.This sturdy +1 ghost touch adamantine dagger can be used as a punch to destroy the workings of a lock or other mechanical device, granting a +2 bonus to Disable Device checks for that purpose, but leaving obvious signs of tampering. Its true usefulness becomes evident when wielded against force magic. The wielder of a keyhole stiletto ignores armor bonuses granted by a force effect (such as the mage armor spell or bracers of armor). Once per day, the user may whisper a command word to allow the stiletto to cut a single small hole in a force effect such as a wall of force or resilient sphere. The hole can be any shape, but the blade cannot cut a line longer than 3 feet or carve a circle wider than 1 foot.Craft Magic Arms and Armor, disintegrate, plane shiftWeaponDown The Blighted Path
Ophidian Coilfaint transmutation5none15000-This small wooden ring resembles a serpent with tiny gemstone eyes coiling around the wearer's finger. If worn for 24 hours, it causes its wearer to manifest many serpentine traits. The wearer's skin develops a faint, diamond-shaped pattern, and the pupils of her eyes elongate. The wearer grows a pair of fangs, gaining a bite attack as a primary natural attack that deals 1d4 points of piercing damage for a Medium wearer or 1d3 points of damage for a Small wearer. Three times per day as a free action, the wearer of the ring may cause her fangs to drip with venom, making her bite attack poisonous for 1 round. The save DC of this poison is equal to 10 + 1/2 the wearer's Hit Dice + the wearer's Constitution modifier, but otherwise acts as black adder venom. If the wearer rolls a natural 1 on an attack with her poisonous bite, she is exposed to the poison. Once per day as a standard action, the wearer may command her tongue to lengthen and become forked for 1 minute, gaining the scent special ability. While this ability is active, the wearer has a 20% chance of failure when casting any spell with a verbal component, as the tongue makes it difficult to speak. The ring makes its wearer more sensitive to cold. She takes a -2 penalty to saves against spells with the cold descriptor and the effects of cold weather. Additionally, if the wearer is successfully affected by a spell with the cold descriptor, she is slowed for 1 round.Forge Ring, beast shape I, poisonRingDown The Blighted Path
Pyroclastic Spikemoderate transmutation7none280005 lbs.This 3-foot-long, magically reinforced obsidian rod is capped with a globe of volcanic glass at one end, and a gleaming spike at the other. Veins of molten earth glow faintly beneath the rod's surface, flowing from a swirling fiery mass at the orb's core. Once 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 metal as a full-round action. Once anchored, the earth in a path that is 5 feet wide and 30 feet long cracks and erupts with superheated gases in the direction of the wielder's choosing, originating in a square adjacent to the pyroclastic spike. Creatures standing in the path take 2d6 points of fire damage (Reflex DC 16 half) from the flaming jets of sulfuric gases as the ground beneath them begins to liquefy. One round after anchoring the rod, liquid fire begins to pour from the pyroclastic spike along the affected area, creating a molten river 2 feet deep. The pyroclastic flow deals 10d6 points of fire damage to any barriers it encounters until it is able to flow freely forward to the full range of effect. Creatures in the area of effect automatically take 2d6 points of fire damage each round; those falling prone or held under the liquid fire take 10d6 points of fire damage each round. The molten river persists until the pyroclastic spike is removed from the ground as a full-round action, at which point the affected area immediately cools. Any creature in the molten terrain becomes entangled when the rock cools, but may escape with a successful DC 16 Reflex save.Craft Rod, firefallAPGRodDown The Blighted Path
Staff Of The Prime Movermoderate evocation10none383002 lbs.This slender silver cane feels more unwieldy than its low weight might suggest, as if a hidden force fights its wielder for control. The staff functions as a +1/+1 anchoringUE mithral quarterstaff, and allows use of the following spells. • Kinetic reverberationUC (1 charge) • Force hook chargeUM (2 charges) • Force punchUM (2 charges) As long as the staff's anchoring special ability is in effect, these spells work differently when cast by the wielder, as noted below. Kinetic reverberation not only damages an attacker's weapon, but also pushes the attacker away. Immediately after the spell's damage is dealt, as an immediate action, the wielder may attempt a bull rush combat maneuver against his attacker, using his opponent's attack bonus as his combat maneuver bonus. This combat maneuver does not provoke attacks of opportunity and the wielder does not move with his opponent. Force hook charge pulls the target to a square adjacent to the staff on a successful ranged touch attack, rather than pulling the staff and wielder toward the target. The spell's target may resist this pull with a successful Fortitude save. This movement does not provoke attacks of opportunity. Force punch deals 1d6 points of force damage to its target per caster level (maximum 10d6) against an opponent that is affected by the staff's anchoring special ability, rather than 1d4 points of force damage per caster level. An anchored opponent is not pushed away.Craft Magic Arms and Armor, Craft Staff, force hook chargeUM, force punchUM, kinetic reverberationUC, levitateStaffDown The Blighted Path
Vibrant Frog Hidemoderate transmutation7armor2816525 lbs.Cut from the colorful flesh of an enormous frog, this +1 hide armor squishes thickly and tightly around the body as it is donned. Light sheens brightly off the slippery skin, revealing vivid patterns in myriad hues. Five times per day as a swift action, the wearer of a vibrant frog hide can cause the armor to ooze a virulent toxin. The next creature that touches the wearer must succeed at a DC 16 Fortitude save or take 1d3 points of Wisdom damage every round for 4 rounds. A poisoned creature can attempt the save again at the beginning of each of its turns, and is cured after one successful save. Successful unarmed strikes and natural weapon attacks made by or against the wearer count as touching. The wearer is immune to his own vibrant frog hide's poison. After being worn for 24 hours, a suit of vibrant frog hide armor causes the wearer to grow a froglike tongue. The tongue acts as a whip for the purposes of damage, reach, and special features, except that it is a natural weapon with which the wearer is automatically proficient. In addition to its normal trip and disarm weapon features, the tongue may also be used to perform a dragAPG combat maneuver with a +2 circumstance bonus, but only to pull a creature closer to the wearer (the wearer cannot step back as part of this attack). The wearer cannot speak or cast spells with verbal components for 1 round after he uses his new tongue to attack (including any attacks of opportunity).Craft Magic Arms and Armor, beast shape II, poisonArmorDown The Blighted Path
Windstrider Mailfaint evocation and transmutation5THarmor1010010 lbs.Sleek dull gray stripes line the sides of this +1 mithral chain shirt, slightly marring the otherwise shining metal. When worn, the wearer's clothing and hair dance about as though caught in a faint breeze, no matter the prevailing weather conditions. Three times per day as a standard action, the wearer can momentarily transform into a surge of living wind, moving up to 60 feet in a straight line. This line need not be horizontal; the effect can be used to traverse hazards or reach elevated platforms. All creatures in the line between the wearer's starting point and destination are blasted by the squall. The wearer attempts a trip combat maneuver against every creature in the area, with a +5 circumstance bonus on those checks. Failed trip attempts do not stop the wearer's movement, and these maneuvers and movement do not provoke any attacks of opportunity. Any flying creature in the area must succeed at a DC 15 Fly check or fall 20 feet, taking appropriate damage and falling prone if it reaches a solid surface. Creatures more than one size category larger than the wearer are not affected by a wearer taking advantage of a suit of windstrider mail's living wind effect, but they do not inhibit the wearer's movement. If the wearer's path is blocked by an object, such as a door, she may continue moving forward with a successful Strength check to break the obstacle as a free action. If this check fails, her movement is halted and she takes damage as if she had fallen the distance that she traveled. If the wearer's movement does not end on a surface that can support her weight, she falls to the ground upon transforming back.Craft Magic Arms and Armor, gaseous form, gust of windArmorDown The Blighted Path
Hematite Sphere Ioun Stone (flawed)moderate divination and evocation12none500-While orbiting a creature's head, this ioun stone provides its bearer a +2 enhancement bonus on Survival checks to avoid becoming lost. Once per day, its user can use it to cast know direction. When slotted into a wayfinder, the stone causes the wayfinder's needle to point toward the nearest hematite sphere ioun stone, no matter the distance, enabling bearers to locate one another across a city or even across a continent. When an ioun stone of this type comes in contact with another hematite sphere ioun stone, one of the two stones fades into a dull gray ioun stone, while the other stone begins to home in on the next nearest stone.Craft Wondrous Item, know direction, sendingWondrous ItemPFS S6-09
Pugwampi Braid, Lesserfaint necromancy3none3002 lbs.Bad luck lingers in this greasy braid of dried pugwampi hide. As an immediate action, the braid's bearer can unravel the braid (which destroys it), to force a target within 5 feet to roll twice and take the lower result the next time it makes a d20 roll. This is a mind-affecting effect that does not work on humanoids with the gnoll subtype, animals, or gremlins. A creature under the effect of a luck bonus is immune to this effect.Craft Wondrous Item, ill omenAPG or pugwampi's grace (Pathfinder Campaign Setting: Inner Sea Magic 59)Wondrous ItemPFS S6-11
Glorymanemoderate divination10none00 lbs.This massive carving behaves in many ways like a lion's shield, including the ability to attack adjacent creatures. It can cast zone of truth once per day and silent image three times per day. In addition, it has 5 ranks each in Knowledge (history) and Sense Motive.Craft Magical Arms and Armor, discern lies, silent image, summon nature's ally IVArmorPFS S5-11
Faith Orbmoderate evocation9none2250-This brass orb is a bit larger than a human fist. It's covered with symbols of goodness and law and thick studs. If used as an improvised weapon, it deals 1d6 points of bludgeoning damage and serves as a good weapon for the purpose of overcoming damage reduction. The faith orb is activated when a special stud is depressed, usually marked by a different color metal. Activating the orb is a standard action, though the orb may be thrown as a ranged touch attack (10-foot range increment) as part of the same action used to activate it. At the end of the action or when it hits its target, it triggers a flame strike centered on the orb. Creatures caught in the blast area suffer 9d6 damage as the spell (Reflex DC 17 half). The faith orb is consumed in the process.Craft Wondrous Item, flame strikeWondrous ItemPFS S5-13
Eyeball Jarmoderate divination11none80004 lbs.When created, this clear glass jar contains four eyeballs floating in a viscous fluid. As long as the jar contains at least three eyeballs, the eyeball jar grants its wielder all-around vision. Additionally, the eyeball jar grants its wielder a +2 bonus on saving throws against gaze attacks. Any time the jar's wielder fails a save against a gaze attack, she may, as an immediate action, expend one eyeball to absorb the effects of the gaze attack. This negates the gaze attack's effects as if the wielder had made her save, but destroys the eyeball. When the last eyeball in the jar is destroyed, the eyeball jar shatters and becomes useless. A jar found with fewer than four eyeballs is worth 25% less for each missing eyeball.Craft Wondrous Item, blindness/deafness, true seeingWondrous ItemPFS S5-14
Dust Of Disjunctionmoderate abjuration and evocation10none2500-This fine powder looks like crushed diamonds. A single handful of this substance can be thrown in a 15-foot cone, at which point it attempts to absorb and neutralize any magic it comes in contact with. The magical properties of each unattended magic item in the area are suppressed for 1d4 rounds as if targeted by dispel magic spell (caster level 10th). Each creature in the area is affected as if by a targeted dispel magic, though the user cannot specify a spell effect to dispel; if a target has no spells affecting it, the dust instead attempts to suppress the abilities of one magic item carried by the target, selected at random following the rules for items surviving a saving throw (Pathfinder RPG Core Rulebook 217). The dust does not affect other ongoing magical effects. Dust of disjunction h as a curious effect o n golems, which also demonstrate anti-magical properties. A golem exposed to this dust must succeed at a DC 17 Fortitude save or be staggered for 1 minute. At the end of its turn, a staggered golem may attempt a new saving throw to end the staggered effect.Craft Wondrous Item, dispel magic, shatterWondrous ItemPFS S5-16
Talisman Of Tonguesfaint abjuration and divination5neck450001 lb.This small carving of an anteater is fitted with a chain so it can be worn as a necklace. When worn, a talisman of tongues grants its wearer the ability to speak and understand anyone it interacts with as the spell tongues. Furthermore, it provides a +2 resistance bonus on saving throws against language-dependent spells and special abilities.Craft Wondrous Item, resistance, tonguesWondrous ItemPFS S5-17
Discord Bottlefaint conjuration and enchantment5none54001 lb.This black metal urn with a lead stopper bears the image of countless gaunt humanoids piled on top of one another in a torturous melee. When the stopper is removed, an invisible and odorless gas pours from the bottle, covering a 50-foot-radius area in 1 round. If the bottle is left open, the gas billows out another 10 feet per round until it has covered a 100-foot radius. This area remains filled with gas for 5 rounds, after which the gas dissipates naturally. Each round, a creature within the area of the gas must succeed at a DC 14 Fortitude save or attack the nearest creature on its next turn. This condition lasts long as a creature is in the cloud and for 1 round after it leaves the area or after the gas dissipates. Any creature that succeeds at its save is not subject to the same gas again, whether or not it remains within the area. This is a mind-affecting poison effect. A moderate wind (11+ mph) disperses the gas in 4 rounds; a strong wind (21+ mph) disperses it in 1 round. Once opened, a discord bottle must be restoppered and recharge for 24 hours before it can be used again.Craft Wondrous Item, confusion, stinking cloudWondrous ItemAP 104
Brimstone Barbazumoderate conjuration11none33002 lbs.Shaped in the form of a leering bearded devil clutching a glaive, this dusty yellowish figurine stands just under a foot tall. When broken or shattered, a brimstone barbazu steadily heats up over the course of 1 round, belching thick sulfuric smoke before bursting into flames. At the start of the following round, a bearded devil (Pathfinder RPG Bestiary 73) appears in the square where the figurine was broken. This summoned devil is under the command of the creature that broke the figurine, as per summon monster. The devil disappears when slain or after 20 rounds. Once used, a brimstone barbazu is destroyed.Craft Wondrous Item, Extend Spell, summon monster VWondrous ItemAP 104
Diviner's Blightstrong illusion13armor3116015 lbs.Aside from its superb craftsmanship, this +4 leather armor has little to distinguish it from any other armor. Once per week, while a living creature wears a suit of diviner's blight armor, the wearer can recite a command word and spend 1 minute in concentration to have the armor imitate a creature with which the wearer is familiar. The imitated creature must be within one size category of the wearer. Imitating a creature has no visible effect on the armor or the wearer, but instead confounds magical divinations. Spells such as scrying meant to observe the imitated creature instead observe the wearer, who appears to the scryer as the imitated creature; the imitated creature still attempts any necessary saving throw or applies its spell resistance, but if the spell succeeds, diviner's blight redirects any scrying sensor to its wearer. Magical means of detecting a creature's location always consider the location of the wearer as the actual location of the imitated creature, and only 8th-level or higher spells like discern location or greater prying eyes can overcome this effect. Spells such as detect lies or zone of truth react as though the wearer were the imitated target and not himself, but only for the purpose of stating his identity. Diviner's blight would not, for instance, affect a question about the wearer's mother's name. The imitation remains in place until the wearer chooses a different creature to imitate or spends 1 minute in concentration to end it. The armor resumes its normal form when removed, but the target of its imitative effect remains set-when a character dons the armor (whether the character who dons the armor is the last wearer or a different person), the armor immediately begins imitating the creature it's set to imitate again.Craft Magic Arms and Armor, misdirection, project imageArmorUltimate Intrigue
Lockpick Shieldmoderate transmutation11shield71596 lbs.With a command word, the bearer of this +2 light steel shield can cause a series of lockpicks and tiny tools to extend from the front of the shield and begin picking a lock or disabling a detected trap. The shield attempts a Disable Device check with a +10 total skill bonus. The shield is treated as using thieves' tools, and can't gain any additional bonuses on the check from spells, the aid another action, or other abilities. The shield performs the work on the wearer's behalf, freeing her to take other actions. She must still remain in contact with the target of the Disable Device attempt for the normal number of rounds, but can move around the target, as long as she never breaks contact. The wearer is still the subject of any effects that result from the success or failure of the Disable Device check. While picking a lock or disabling a device with the shield, the wearer loses her shield bonus to Armor Class, though the bonus does apply against any result of the Disable Device check that targets Armor Class (such as an attack from a trap triggered by the shield failing its check by 5 or more).Craft Magic Arms and Armor, animate objectsArmorUltimate Intrigue
Courtesan's Irefaint conjuration and illusion5none10305-Elegant as it is deadly, this +1 fighting fanUE is under a minor glamer that causes it to resemble a nonlethal fan intended for courtly or social affairs, though the glamer lacks the full protections of the glamered weapon quality. Dozens of sharp barbs adorn the top of the fan, typically hidden by the glamer effect. Up to three times per day as a standard action, the wielder can cause these blades to shoot forth, dealing 3d4 points of piercing damage to all creatures in a 15- foot cone (Reflex DC 14 half). As with all fighting fans, the tips of the weapon can be poisoned. Applied injury poison affects all creatures that take damage from the fan's hail of blades, though the save DCs for such poison are reduced by 2 due to the low dosage.Craft Magic Arms and Armor, disguise weaponACG, silver dartsACGWeaponUltimate Intrigue
Dart Of Recoveryfaint conjuration3none206-This +1 featherweight dart (see page 232) is designed to be fired from a small wrist launcher. As with a normal featherweight dart, it deals no damage; it instead administers 1 dose of an applied poison as long as the target doesn't have damage reduction, hardness, or the like. Once the dart has been launched, whether it hits or misses, the creature that fired it can use a swift action to recall the dart to a convenient location, such as the palm of a hand or a pocket, removing the dart from the scene of the attack. The magical recovery of the dart does not prevent it from being damaged, so as with other magical ammunition, it can't be reused.Craft Magic Arms and Armor, apport object OAWeaponUltimate Intrigue
Launcher Of Distractionmoderate illusion6none105502 lbs.Twice per day, as a swift action when the wielder of this +1 heavy wrist launcher (see page 232) makes an attack with the weapon, he can have the launcher make no sound, and can instead create a false sound of a crossbow being fired from another location within 40 feet of him. In addition, for 6 rounds, any auras upon the wielder that would normally be revealed by divination spells, such as detect spells, are redirected to the same location as the crossbow sound.Craft Magic Arms and Armor, ghost sound, misdirectionWeaponUltimate Intrigue
Mind's Eye Blademoderate enchantment10none363021 lb.The hilt of this ornate +2 dagger is engraved with a depiction of a human clutching the sides of her head. When a creature takes damage from the blade, its mind rejects the presence of the wielder. The blade's wielder gains concealment (20% miss chance) against the damaged creature's attacks for 1 round. Multiple hits don't further increase the concealment effect or its duration. This is a mind-affecting effect. Three times per day, when the wielder of a mind's eye blade performs a coup de grace or sneak attack against an opponent, the wielder immediately receives a piece of information from the target's mind. The target can attempt a DC 16 Will save to negate this effect. The target can then attempt a DC 21 Bluff check; if it fails, the wielder gains the information she desires. If the target succeeds at its check, the wielder gains no information. If the target succeeds by 5 or more, however, it can choose what answer to provide, and the wielder believes that answer to be true. Subsequent attempts to gain the same piece of information from the same creature yield the same result. If the wielder doesn't specify the piece of information she wishes to retrieve, the GM determines what information she learns.Craft Magic Arms and Armor, mind probeOAWeaponUltimate Intrigue
Prying Starmoderate divination and illusion9none6461/10 lb.Eight sharp points jut from the circumference of this eye-shaped +1 shuriken. Once thrown, as long as the target cannot see the user or detect her through other senses, the weapon is completely imperceptible to the target creature (except via true seeing). If a prying star strikes a target and would normally deal damage, it instead embeds itself in the target and functions as a magical sensor that can see 30 feet (normal vision only) in all directions. The sensor is invisible and has no discernible magical aura. If the attack misses or the damage is entirely negated by damage reduction, the target becomes aware of the attack as normal. When the character who threw the prying star closes her eyes, she can view what the sensor can see, provided the sensor remains on the same plane of existence. The sensor remains active for 9 minutes, after which the prying star vanishes without a trace.Craft Magic Arms and Armor, invisibility, magic aura, silence, vicarious view (see page 229)WeaponUltimate Intrigue
Serpent's Fangmoderate conjuration9none103021 lb.The brass hilt of this curved +1 dagger resembles a snake coiled around a bone. When a new user unsheathes the dagger for the first time, the weapon lets out a long, ominous hiss. When the user places the tip of the dagger in a vial of injury poison, the dagger absorbs the dose of poison and stores it in an extradimensional space. The stored toxin retains its save DC, effects, and all other properties. The dagger can hold a maximum of 5 doses of poison. As a swift action, the user can whisper the name of one of the poisons stored in the dagger, releasing the poison from its extradimensional space onto the blade of the dagger. When poisoning the dagger in this manner, the wielder can't accidentally poison himself, though he still poisons himself if he rolls a natural 1 on an attack roll.Craft Magic Arms and Armor, secret chestWeaponUltimate Intrigue
Silent Sentry Crossbowmoderate conjuration9none383352 lbs.Popular with assassins and vigilantes due to its ease of concealment and lack of need for ammunition, this durable +2 endless ammunitionUE light crossbow is crafted from wood blackened over an alchemically treated fire. When used in conjunction with the Stealth skill, the silent sentry crossbow reduces the penalty imposed by sniping by 5. Three times per day, the wielder can fire two invisible magical bolts that deal no damage. These bolts must each be fired at a solid surface, into which they embed themselves. As long as both bolts have an unobstructed line between them, no longer than 180 feet, they create an invisible 1-inch-wide line between themselves. The wearer is mentally alerted anytime a visible Tiny or larger creature passes through this line, and gains a vision of the creature's appearance. Creatures that can see invisible objects can see the line, and if they recognize it for what it is, they can duck under it or leap over it, thus avoiding detection. The bolts last for 6 hours before they dissipate.Craft Magic Arms and Armor, alarm, minor creation, silenceWeaponUltimate Intrigue
Communique Ringsmoderate transmutation6ring6000-Created in pairs, these simple golden rings allow for short-range communication between the wearers. The listed price and cost are for both rings. As long as the wearers are within 1 mile of one another, they can communicate by whispering, causing the other ring to whisper the words to the recipient. Words spoken into or recited by a communique ring can be heard by nearby creatures if the wearer speaks too loudly. A communique ring transmits sound only while worn, and a wearer can remove the ring if she needs to be silent. Only magical silence or distance will block this communication, and wearers can speak through walls and other obstructions normally. The rings pick up only sound directly spoken into them by the wearer with the intent to transmit, not ambient sounds or the voices of other creatures.Forge Ring, messageRingUltimate Intrigue
Ring Of The Shadow Victimmoderate illusion7ring101000-This smooth, lusterless gray ring is crafted of dark glass and has the image of a body carved into its band. Once per day, the wearer of this ring can perform a complex mental and verbal ritual, repeatedly whispering the ring's command word, while touching any humanoid corpse that has been dead for less than 1 week. The creature must have had 7 Hit Dice or fewer in life. This ritual can be as short as 1 round or could last up to 24 hours. It requires both total focus and constant contact between the ring, the wearer, and the target corpse. Interruption of any kind spoils the ritual, requiring the wearer to begin anew. The wearer of the ring chooses how long this ritual will last, but that decision must be made before she begins the ritual. On the ritual's completion, an illusory duplicate of the creature touched-partially real and formed of animate ice cloaked in magical shadow-springs into existence. This functions as lesser simulacrum in all ways unless stated otherwise. The wearer of this ring gains a +10 bonus on the Disguise check when performing this ritual. The shadow creature appears in all ways to be hearty and full of life, equipped with all of the gear and clothing that was carried or worn by the corpse throughout the ritual. At the same moment the shadow creature is completed, the targeted corpse and all of its attendant equipment vanishes, melting away like snow. The false creature brought into existence by the ring of the shadow victim has the same base ability scores, type, and subtype as the targeted corpse. It appears in all ways to be the same individual as the corpse touched, and it retains the general personality, attitude, abilities, and intellect of that creature. However, this duplicate doesn't possess any memories that the wearer of the ring doesn't also possess, has no spell-like or supernatural abilities, can't use activated extraordinary abilities, can't gain the benefits of healing, can't gain levels or increase its abilities, and can't have more than 3 Hit Dice. This false creature behaves much like the target did in life, except it has a starting attitude of helpful toward the ring's wearer and is generally willing to assist the wearer in any endeavor. The shadow creature will take nearly any action to aid the wearer of the ring, including dangerous, foolish or suicidal actions. This semi-illusory creature remains in existence for a duration equal to 7 x the length of the initial ritual that created it, until the wearer removes the ring of the shadow victim, until the wearer activates the ring again, or until the creature is destroyed by violence, whichever comes first. At that time, the duplicate vanishes and the original corpse, unchanged from when the initial ritual was completed, appears in its place.Forge Ring, alter self, gentle repose, lesser simulacrumUMRingUltimate Intrigue
Rings Of Bondagemoderate enchantment7ring18200-These rings are forged in pairs, establishing a mental connection between the two creatures wearing them, designating one as the master and the other as the servant. The listed price and cost are for both rings. Creatures wearing rings of bondage can understand one another's speech. The wearer of the master ring gains a +6 competence bonus on Sense Motive checks against the servant and is continuously aware of the location and general condition of the wearer of the servant ring, as the status spell. In addition, once per day, the wearer of the master ring of bondage can impose her will upon the wearer of the servant ring, compelling the servant to perform or refrain from an action as if subjected to a lesser geas (Will DC 16 negates). Alternatively, this effect can be executed as a contract between the wearers: as long as the wearer of the master ring is a valid target for lesser geas, she can accept a lesser geas dictated by the wearer of the servant ring. In such an event, neither wearer is entitled to a saving throw and both are compelled by the lesser geas to fulfill the terms of the agreement. If the wearer of the servant ring is unwilling to agree to such a contract, she can always select a lesser geas such as "remove the lesser geas from me." As long as a lesser geas imposed by a ring of bondage remains in effect, neither ring can be removed. If either ring is destroyed, the effects of the lesser geas remain in place, but the surviving ring can't create a new lesser geas until the missing ring is repaired or replaced. If a mutual lesser geas is accepted and one lesser geas is ended, both lesser geas effects end simultaneously. A target can have a ring of bondage forcibly placed on its finger, but only if that creature is helpless.Forge Ring, detect thoughts, lesser geas, sanctuary, share languageAPG, statusRingUltimate Intrigue
Rings Of Bondage, Greatermoderate enchantment11ring42000-These specialized rings function as rings of bondage, but a command imposed by the wearer of the master ring (including a mutual agreement affecting both wearers) takes 10 minutes to activate, is permanent, and functions as geas/quest, except a DC 16 Will save still negates it. In addition, the wearer of the master ring gains a continuous sanctuary (DC 16) effect against the wearer of the servant ring, with a save required for every attack the servant makes against the master (including area attacks, but no save is required when directing allies or controlled creatures to attack the wearer); a failed save prevents only that single attack. Each time the servant successfully attacks the master, he must succeed at a second DC 16 Will save or be affected as bestow curse.Forge Ring, bestow curse, detect thoughts, geas/quest, sanctuary, share languageAPG, statusRingUltimate Intrigue
Swarmwalker's Ringmoderate conjuration7ring26000-This shining, ash-white ring of bone is crafted to look like countless interlocking rat fangs, set with a dozen dark, garnet eyes like those of albino sewer-hunters. The wearer of this ring can utter a command word to call forth 1d3 rat swarms within 40 feet. These swarms each act immediately and vanish after 7 rounds. They are independent and not under the wearer's control, though the wearer is immune to the effects and attacks of any swarm created through use of this ring. Alternatively, upon command, the ring's wearer can use dimension door. This magical transportation must begin and end in a square that includes a swarm summoned by use of this ring. This ring's abilities can be used a total of three times per day, in any combination. An urban druid (Pathfinder RPG Advanced Player's Guide 101) wearing this ring can gain one additional use per day by expending three daily uses of her wild shape ability.Forge Ring, dimension door, summon swarmRingUltimate Intrigue
Accent Pillfaint transmutation1none300-This small, white pill has the consistency of a toughened almond. When consumed on its own, an accent pill has no effect on the creature ingesting it. To function, the pill must first be coated with the blood or saliva of a living creature. Once coated, the pill turns from white to a dull brown. Consuming a coated pill grants the consuming creature the exact tone and speech mannerisms of the creature whose blood or saliva was used to coat the pill. When used as part of a disguise, it grants the consumer a +15 bonus on Disguise checks to fool a listener into thinking the speaker is the creature whose blood or saliva coated the pill; as with vocal alterationUM, this bonus applies only to someone hearing the voice without seeing the speaker. This effect lasts for 24 hours.Craft Wondrous Item, vocal alterationUM, creator must possess 5 ranks in Craft (alchemy)Wondrous ItemUltimate Intrigue
Best Friend Pendantfaint conjuration and transmutation5neck5000-This silver necklace holds a miniature gilded cage, meant to rest against the wearer's chest. Once per day as a full-round action, the wearer can absorb a single willing Tiny or Small animal into the necklace. Absorbed creatures appear within the cage as miniature versions of themselves rendered in silver. The animal is effectively in stasis and can't communicate, perceive the world around it, or grant any abilities or bonuses (such as a familiar's skill bonus) while absorbed. Animal companions, familiars, or mounts can enter the cage without problem, but coercing other animals into the cage requires a successful DC 20 Handle Animal check. Only one animal can inhabit the pendant at a time. The wearer can causes the animal to reappear within 10 feet by speaking a command word and opening the door of the cage as a standard action. A creature can remain within the cage for 48 hours, after which it is forcibly ejected and must wait 24 hours before reentering the cage. If a best friend pendant is destroyed, any held animal is immediately ejected and is stunned for 1d4+1 rounds. A creature must be wearing the best friend pendant in order to activate the item (for either of its uses), but can freely remove or don the item while an animal is stored within.Craft Wondrous Item, apport animalOA, reduce animalWondrous ItemUltimate Intrigue
Best Friend Pendant, Greatermoderate conjuration and transmutation7neck9000-Made of finely wrought platinum, this neckpiece is an improved version of a best friend pendant. In addition to the regular abilities of a best friend pendant, this version can absorb Medium and Large animals as well as Tiny or Small elementals, magical beasts, and outsiders. Elementals, magical beasts, and outsiders don't require Handle Animal checks to be made willing to enter the necklace, but might require other forms of coercion at the GM's discretion.Craft Wondrous Item, dimension door, reduce animalWondrous ItemUltimate Intrigue
Black Marketeer's Bagmoderate abjuration and conjuration9none62003 lbs.This simple leather belt pouch can carry a small amount of ordinary gear and objects, as a normal container of its kind. In addition to this ordinary pouch, a black marketeer's bag contains three separate extradimensional spaces, identical in size and function to the smaller side pouches in a handy haversack. Each compartment requires a separate command word to access. A creature that knows the command words can access each hidden compartment without disturbing the contents of the bag itself. A creature opening the black marketeer's bag without first speaking one of the command words sees only the ordinary contents. A black marketeer's bag does not radiate magic (as per magic aura). When a creature attempts to remove a black marketeer's bag from its bearer without permission, such as with a stealAPG combat maneuver or Sleight of Hand check, the would-be thief must succeed at a DC 13 Will save or be compelled to instead place a random item it is holding in its hand (if any) into the bag and then immediately forget the previous round, as per memory lapseAPG.Craft Wondrous Item, alarm, demand offeringOA, magic aura, memory lapseAPG, secret chestWondrous ItemUltimate Intrigue
Candle Of Comityfaint enchantment3none20001 lb.This tall, blue candle is shot through with swirls of an amber color and puts off a pleasant fragrance similar to honeysuckle when lit. Any creature within 10 feet of the candle gains a +5 bonus on Diplomacy and Sense Motive checks, while at the same time taking a -5 penalty on Bluff and Intimidate checks. These bonuses and penalties apply only on checks against other creatures within the candle's influence. It is a favorite for use during negotiations and parleys. The candle can burn for a total of 8 hours. These hours don't need to be used consecutively, but must be used in 1-hour increments. Once all 8 hours are used, the candle is destroyed.Craft Wondrous Item, calm emotions, charm personWondrous ItemUltimate Intrigue
Coat Of Pocketsmoderate conjuration9chest25007 lbs.This black-and-gray wool coat sports over a dozen pockets on its front alone and even more line the insides. Interdimensional magic causes anything placed in one pocket to immediately appear in another randomly determined pocket. A character wearing this coat gains a +5 circumstance bonus on Sleight of Hand checks to hide a small object on her body. However, if a character wearing a coat of pockets places anything in one of the coat's pockets, she must spend a standard action to retrieve it (rather than a move action).Craft Wondrous Item, secret chestWondrous ItemUltimate Intrigue
Coat Of The Undercityfaint transmutation5chest75005 lbs.This dirty, tattered-looking gray coat would not look out of place wrapped around a drifter or vagrant. When the wearer speaks the command word, the coat of the undercity shifts into a wave of clacking chitin, transforming the wearer into a giant cockroach (Pathfinder RPG Bestiary 2 58) as vermin shape I. This transformation can occur only in an urban environment. The wearer can remain transformed for up to 5 minutes per day. This duration doesn't need to be consecutive, but must be used in 1-minute increments.Craft Wondrous Item, vermin shape IUMWondrous ItemUltimate Intrigue
Coat Of The Undercity, Greatermoderate transmutation9chest375005 lbs.This coat functions much like the coat of the undercity, except the wearer can transform into a venomroach (Bestiary 2 58) as if using vermin shape II. Alternatively, the wearer can take the form of a giant cockroach swarm. This swarm of Tiny vermin has a number of hit points equal to the wearer, uses the wearer's mental ability scores, skills, and saving throws, and gains a +2 resistance bonus on saving throws against mind-affecting effects instead of being immune to them. The swarm otherwise has the same movement, Armor Class, swarm traits, swarm damage, distraction and disease abilities as a typical rat swarm (including the abilities having a DC of 12). While in swarm form, the wearer can't use any of her activated abilities (extraordinary, supernatural, spell-like, or otherwise), cast spells, or use items, although she can end the effect as a standard action. Either of these transformations can occur only in an urban environment. The wearer can remain transformed for up to 9 minutes per day. This duration doesn't need to be consecutive, but must be used in 1-minute increments.Craft Wondrous Item, vermin shape IIUMWondrous ItemUltimate Intrigue
Codex Of Conversationsfaint divination5none100003 lbs.At first glance, this book appears to be a nondescript volume filled with blank pages of ordinary paper (though it might instead contain recorded conversations; see below). By speaking the proper command word, the owner can cause the exterior of the tome to appear exactly like another book, changing its size, shape, and color so as to be an exact duplicate of the specified title. Once activated in this manner, the codex of conversations begins recording any verbal communication that occurs within 20 feet of it, inscribing the words upon its pages in whatever language they are uttered. If the language being spoken has no written form, the inscription occurs phonetically in whichever language the book's activator specifies. Additionally, the activator can utter an additional command word to cause the text to be recorded in an encoded form that she specifies. Repeating this second command word decodes the script. The codex can detect and differentiate voices, inscribing each conversationalist's words in a different color of ink, up to a total of eight colors. The book doesn't attribute names to these voices, though the reader might be able to determine who they are through context. If the book hears more than eight different voices, it reuses the eight colors as evenly as possible; two inscriptions with the same color ink could thus be the words of different people. The book continues to record conversations until another command word is spoken or until all 200 pages are full (each page holds about 300 words, or about 2 minutes of conversation). A user might bring the book openly to a meeting in order to accurately record all that is said, or attempt to surreptitiously slip a codex of conversations into a target's library, replacing a seldom-used volume with the magical one in the hope of gathering vital information unnoticed. When a codex of conversations is deactivated, it returns to its true nondescript form, but the words it has inscribed remain intact for as long as the user wishes to keep them. Another command word causes the recorded conversations to disappear from the pages of the book, resetting it to be used again. The codex can't record anything other than the spoken word, so it can't inscribe musical notes if a song is sung. It can record verbal components to spells, but the resultant verbiage is not magical and can't be used to cast the spell or be read as a scroll. It can inscribe command words to other magical items when the words are uttered aloud.Craft Wondrous Item, clairaudience/clairvoyance, comprehend languages, illusory scriptWondrous ItemUltimate Intrigue
Ostume Bureaumoderate conjuration9none7000175 lbs.This large, oaken bureau has a double-door cabinet that sits atop three horizontal drawers. A user can concentrate on a set of clothing he would like to wear, then open the cabinet or one of the drawers to retrieve a set of magically fabricated clothing matching what he imagined. Clothing created in this way can't have any magical properties other than those listed here, but does provide all benefits based on the type of clothing it is (a cold-weather outfit would grant a +2 bonus on Fortitude saves against exposure to cold weather, for instance). The bureau can't create armor. The clothes fade to worthless scraps after 24 hours, as do any pieces separated from the whole (such as buttons, buckles, gem adornments, or strips torn off as bandages). The costume bureau can generate a total of four sets of clothing per day-one from the wardrobe and one from each of the three drawers.Craft Wondrous Item, fabricate, minor creation, creator must have at least 5 ranks in Craft (clothing) or Profession (tailor)Wondrous ItemUltimate Intrigue
Courier's Secure Pouchfaint transmutation1none16002 lbs.A courier's secure pouch appears as a typical soft-sided leather satchel with a shoulder strap and a fold-over flap with a buckle that can be fastened to seal documents inside. The pouch allows for the safe transport of important, sensitive, or secret documents from one place to another with minimal risk of them falling into the wrong hands. When any type of letters, writs, contracts, or even scrolls are placed inside the pouch, the buckle is fastened, and the command word is uttered, the pouch seals the documents safely inside, magically protecting them from being removed again. Unless the answering command word is uttered before unbuckling the flap, the magic of the pouch instantly and completely erases all the text, leaving behind only blank pages, as per the erase spell. Attempting to cut or otherwise damage the pouch in order to bypass the buckle results in the magical protection taking effect, but the pouch itself withstands damage as normal for a magic item. Attempting to deactivate the pouch's magic without attempting to open it doesn't trigger the erasure. The courier's secure pouch can protect five pages of writing. If more pages (or an entire book) are placed inside, only the first five pages are affected. Only paper, parchment, vellum, and similar materials are affected; writing inscribed on wood, stone, or wax are not subject to the pouch's magic.Craft Wondrous Item, eraseWondrous ItemUltimate Intrigue
Deadened Shadows Cloakstrong transmutation15shoulders632502 lbs.Colored a muted gray, this cloak would be nondescript were it not for a single clasp of silver, stylized as a trio of skulls and inlaid with three large blue pearls. By pressing the first pearl as a move action, the wearer causes the illumination level in a 30-foot radius to decrease by one step toward dim light, from bright light to normal light or from normal light to dim light. While active, the cloak also deadens the sounds the wearer makes (as sculpt sound). This prevents the wearer from communicating verbally, casting spells with verbal components, speaking command words, and so on. Pressing this pearl again suppresses this effect. This effect lasts for 15 minutes and can be used at will. The second pearl also requires a move action to activate, and can be activated only while the first pearl is active. Activating the second pearl transports the wearer to the edge of the Material Plane where it borders the Shadow Plane. This functions as shadow walk, but only the wearer of the cloak is affected. This ability can be used once per week. While recharging, the second pearl changes color to a gleaming white. Once recharged, it returns to its former dark blue coloration. The final pearl must be removed from the clasp and dropped as a move action. This breaks the jewel, causing wisps of shadowy vapor to engulf the wearer, granting him the benefits of shadow bodyOA for the following 15 minutes. Once destroyed, the third pearl can't be used again.Craft Wondrous Item, darkness, sculpt sound, shadow bodyOA, shadow walkWondrous ItemUltimate Intrigue
Deck Of Doorsmoderate transmutation9none12150-This set of 54 cards is adorned with designs reminiscent of doors and gates. As a standard action, the user can press a card from the deck against a 5-foot section of a wall. The wall must be nonmagical, can be up to 2 feet thick, and must have hardness 8 or lower. In a flash of silvery light, the card grows into a good wooden door (hardness 5, 15 hp) and embeds itself in the wall for 5 rounds, its appearance matching the style of the surrounding architecture. If the user presses two cards against a wall at the same time, the cards instead turn into a double door for 10 rounds. The door can be opened from either side, allowing passage through the affected section of the wall. When the duration ends, the door peels off the wall and withers into a blank, nonmagical card, leaving the wall intact. When used in an urban chase encounter (Pathfinder RPG GameMastery Guide 232), a card from the deck lowers the DC of any one Strength- or Dexterity-based obstacle by 5 for 5 rounds (or 10 rounds if two cards are used).Craft Wondrous Item, minor creation, passwallWondrous ItemUltimate Intrigue
Fan Of Flirtingfaint enchantment1none1700-This fan, a favorite tool of courtiers and courtesans, is usually decorated with a delicate design of flowers or geometric patterns. Once per day, the wielder can use the fan to attempt to completely infatuate a humanoid target, causing it to stare deeply into the wielder's eyes and ignore everything else around it. The wielder utters a command word and holds the fan in front of his face, flourishing it and peering over its top to make eye contact with the target. The target must succeed at a DC 11 Will save or fall under the combined effects of the hypnotism and lock gazeUC spells. The effects last for 5 rounds or until the wielder dismisses it by closing the fan. Afterward, the target is charmed by the fan's user for 1 hour (as charm person).Craft Wondrous Item, charm person, hypnotism, lock gazeUCWondrous ItemUltimate Intrigue
Ghost Needlestrong illusion and transmutation13none3600-This bone needle must be inserted into living flesh (a standard action) to function, dealing the creature 1d4 points of damage and causing it to appear ghostly and translucent for up to 30 minutes, as if using ghostly disguiseUM. If the creature negates all the damage (such as with damage reduction), this also negates the ghostly disguise effect, as the needle fails to penetrate his flesh. In addition, as a swift action, a creature with an embedded ghost needle can choose to become partially incorporeal until the beginning of its next turn. During this time, the creature can enter or pass through solid objects as though it had the incorporeal special ability, natural weapons or unarmed strikes it uses are treated as if they had the ghost touch weapon special ability, and any spell the creature casts is treated as if it had applied the Ectoplasmic SpellAPG metamagic feat to it. The creature takes 1d4 points of damage each round it spends in this quasi-incorporeal state, and each round spent in this state expends 10 minutes of the ghost needle's duration. If there are fewer than 10 minutes of duration remaining, it can't choose to remain incorporeal. A ghost needle crumbles to dust after use.Craft Wondrous Item, ethereal jaunt, ghostly disguiseUMWondrous ItemUltimate Intrigue
Glass Of Veilsmoderate illusion11none5300040 lbs.This looking glass resembles a framed full-length mirror, 5 feet tall and 2 feet wide. A creature that knows the proper commands can operate the mirror in one of two modes. In its first mode, the mirror stores the reflection of any creature other than the user that comes within 20 feet of the device and sees its own image. A creature not aware of the nature of the device always sees its own reflection. If the creature seeks to avert its gaze in order to avoid looking at the mirror, the probability of a creature seeing its reflection drops to 50%. This mode functions continually until another command word is spoken or until 24 hours pass, whichever comes first. In its second mode, the mirror can call to its surface any reflection stored via the first mode of operation and bestow that appearance on the activator, as per the veil spell, for 24 hours. The stored reflection increases the bonus that its veil grants on Disguise checks from +10 to +20. The disguise is always the mirror image of the creature, however, which might reveal to astute observers familiar with the creature that something is wrong (for instance, a mole on the wrong side of the face); this increases the bonus on Perception checks to see through the disguise for creatures intimately familiar with the creature in question from +10 to +25. This mode can be activated up to three times per day, though it can provide only one veil effect at a time, so if anyone activates it again before the previous veil expires, the first effect ends. A glass of veils can store up to 12 different reflections. If its capacity is exceeded, the reflection that has been stored the longest is erased to accommodate the latest one. With a separate command word, the user can protect an image from being erased, or remove that protection. A glass of veils with all 12 reflections protected from erasure can't store new images until he removes the protection from at least one stored image.Craft Wondrous Item, veilWondrous ItemUltimate Intrigue
Glittering Trinketfaint illusion1varies1201/2 lb.Though actually made of cheap tin and colored glass, this adornment appears to be a beautiful and expensive piece of jewelry worth 1,000 gp. A glittering trinket can come in the form of a necklace (using the neck item slot), a bracelet (taking up the wrists slot), a belt buckle (taking the waist slot), or a ring (taking up one ring slot). The trinket's inflated price affects only people's opinion of the wearer. It uses its actual price and cost for any abilities or effects that depend on the item having a certain value. Anyone who physically interacts with a glittering trinket can attempt a DC 11 Will save to disbelieve the illusion, and a successful DC 20 Appraise check identifies it as false. Because of these factors, selling the trinket-especially to a merchant-rarely fetches the inflated price.Craft Wondrous Item, disguise selfWondrous ItemUltimate Intrigue
Gloves Of Unexpected Violencemoderate transmutation8hands10000-This pair of nondescript gloves comes in a great variety of styles. Some are elegant, suitable for pairing with a tuxedo or evening gown. Others are rugged and fingerless, or appear medical in nature. The gloves, when worn, grant the wearer the Catch Off- Guard feat, even if the wearer doesn't qualify for it. Expert gloves of unexpected violence also grant the Improvised Weapon Mastery feat.Catch Off-Guard, Craft Wondrous Item, Improvised Weapon MasteryWondrous ItemUltimate Intrigue
Gloves Of Unexpected Violence, Expertmoderate transmutation8hands30000-This pair of nondescript gloves comes in a great variety of styles. Some are elegant, suitable for pairing with a tuxedo or evening gown. Others are rugged and fingerless, or appear medical in nature. The gloves, when worn, grant the wearer the Catch Off- Guard feat, even if the wearer doesn't qualify for it. Expert gloves of unexpected violence also grant the Improvised Weapon Mastery feat.Catch Off-Guard, Craft Wondrous Item, Improvised Weapon MasteryWondrous ItemUltimate Intrigue
Ink Of Mimicryfaint transmutation5none1950-This vial contains what appears to be ordinary ink. However, when a command word is uttered and then an individual uses the ink to write something, the ink "stores" that person's handwriting style, and can then be used to duplicate it, allowing the creation of a nearly perfect forgery. For example, if a noble was provided the ink for the purpose of signing a writ of arrest, the next person to use the ink could activate its power and scribe a pardon in the exact handwriting of the noble. Such a falsified document perfectly matches the stored handwriting, thus granting a +20 bonus on Linguistics checks to create a forgery (which doesn't stack with any bonus from possessing an original copy of the handwriting in question). At the GM's discretion, if the person attempting to detect the forgery doesn't have the appropriate knowledge to look for other clues, such as the type of paper used, the seal, the method of delivery, or the phrasing, the check to detect the forgery automatically fails. The individual being mimicked must inscribe something legible. Doodling, drawing, or random scratching doesn't convey the handwriting style, though simple lists, signatures, or mathematical computations do. The ink can't produce magical writing (spellbook pages or scrolls) unless the forger has the ability to create such writing and is attempting to do so, in which case the magical inscription appears in the mimicked person's handwriting and must be deciphered by read magic as normal. The vial contains enough ink of mimicry to create 10 pages of forged text. Text written using the ink in the process of storing the writer's handwriting style doesn't count toward the limit.Craft Wondrous Item, secret pageWondrous ItemUltimate Intrigue
Magnificent Mapmoderate illusion11none78001/2 lb.When inactive, this item looks like a simple roll of tanned leather sized to fit in a map case. A close inspection reveals six faint runes in one corner, and anyone who knows the correct sequence can tap the runes in order to activate the item's magic. Doing so causes a three-dimensional, monochromatic, translucent illusion to spring up-a map in exacting detail of a particular location. If the magnificent map is within the area of the map and active, its location appears on the map as a faintly pulsing green light. The map grants a +2 circumstance bonus on Survival checks to navigate the area represented. An owner who wants to map a new area can activate the magnificent map with a different sequence of rune taps to erase any maps stored within and begin automatically mapping the area around it. The map records rooms, corridors, natural features, and large furnishings, but not living creatures or small details such as a bas-relief mural on a wall or the type of lock on a door. This mapping function operates continually, even when the map is rolled up, recording in a 30-foot radius around itself. This lasts until the map is deactivated or moves more than 500 feet from where it was first activated. Consequently, the largest area a magnificent map can portray is a sphere with a 1,000-foot diameter. Activating the magnificent map again for the purpose of mapping erases the previous map entirely, but the map automatically updates if a feature it has already mapped changes. For instance, if a door is knocked down while the magnificent map is present, the magnificent map updates its records to show what's in the room beyond. The map must be present (and within 30 feet) to update in this way. While mapping, the map can penetrate through creatures and thin barriers, but is blocked by 1 inch of stone, a thin sheet of any metal, or 3 inches of dirt or wood. It is not precise enough to show secret doors, hidden traps, or other concealed features. The map ignores temporary magical effects, but records permanent ones, including illusory obstacles. It can't differentiate between illusions and real objects. A found magnificent map usually includes a map of a region left by its previous owner.Craft Wondrous Item, permanent imageWondrous ItemUltimate Intrigue
Mask Of Stolen Mienfaint transmutation5face172001/2 lb.This grotesque leather mask is sewn together from pieces of faces taken from many humanoids. When the user places the mask against the face of a willing, pinned, or helpless humanoid as a full-round action, the mask's appearance changes to match the face of that creature. This effect functions even if the creature is dead, provided that the creature has been dead for less than 24 hours or has been treated with gentle repose. Thereafter, for 24 hours, the mask grants the following abilities to any humanoid creature wearing it. First, the mask changes the wearer's shape to match that of the creature whose face is stored in the mask, as per alter self except she is able to transform into a specific creature and does not gain the listed size bonus to an ability score or the other racial abilities (such as darkvision and scent). The mask duplicates the imitated creature's appearance so accurately that the wearer takes no penalties on Disguise checks for being disguised as different gender, race, age category, or size category, and she gains the usual +10 bonus on Disguise checks from using alter self. Second, the wearer can speak any languages the imitated creature knows. Lastly, the wearer's alignment and other auras match the imitated creature, as per misdirection, but with no save. When the duration ends, the mask reverts to its ugly, leathery form and can be used again to steal a creature's face. The duration can't be ended early, nor can the mask be used to imitate a new creature while it's still holding a character's visage; however, the wearer can still remove and replace the mask during that time.Craft Wondrous Item, alter self, misdirection, tonguesWondrous ItemUltimate Intrigue
Memory Boxstrong conjuration and enchantment12none28000-This 3-inch cubic puzzle box is coated in dark lacquer and elegantly decorated with gold leaf, mother-of-pearl, and precious stones. Opening the box requires 1 minute and a successful DC 22 Intelligence check, which can be attempted only once per day. The box opens into a nondimensional space, like a bag of holding, that can contain up to 2 cubic feet or 20 pounds of material. Even when the box is filled, its weight remains negligible. A memory box can store more than just material. Once per day, if the user speaks a command word when the box is open, she can recount one piece of knowledge she possesses to remove that knowledge from her mind, as repress memoryOA, and store it in the box. If the user speaks a command word when the box is closed and then opens it within 1 minute, she can mentally review any of her memories that are stored in the box and permanently erase or instantly restore any she wishes. Memories stored in the box can't be restored by other means. Once she closes the box, the user retains the knowledge that the box contains stored memories, but no details regarding which. A creature that has one or more memories stored in the box gains a +12 circumstance bonus on the Intelligence check required to reopen it. The user can't review stored memories that belong to someone else. Memories that are erased from the box can be restored to their owner only by break enchantment, psychic surgeryOA, limited wish, miracle, or wish. A memory box can contain up to 12 memories at a time. Storing a new memory when the box is already at its full capacity causes the oldest memory to be erased, regardless of whose memory it is.Craft Wondrous Item, repress memoryOA, secret chestWondrous ItemUltimate Intrigue
Monocle Of Flawlessnessfaint transmutation1eyes8750-With a monocle of flawlessness placed over her eye, an artist or artisan is able to achieve consistent excellence, as its faceted lenses magnify and reveal imperfections that she can correct. The wearer of a monocle of flawlessness gains a +5 competence bonus on checks with any Craft skill in which she is trained. The wearer can also create masterwork components in half the normal amount of time (when crafting an item, only the time to craft the masterwork component of the item is halved). The monocle's wearer also gains a +5 competence bonus on Linguistics checks to spot forgeries and Perception checks to see through disguises. The monocle further grants its wearer a +2 competence bonus on saving throws to disbelieve illusions, due to her sublime attention to detail.Craft Wondrous Item, crafter's fortuneAPGWondrous ItemUltimate Intrigue
Murderer's Silencefaint conjuration3none9001 lb.In areas where divine magic is readily available, speak with dead has captured many a murderer; this serum was invented by assassins to silence their victims. Murderer's silence prevents a corpse from communicating via speak with dead by dissolving the victim's vocal organs. To use this item, the thick black liquid must be slowly poured down the throat of the corpse (a full-round action that provokes attacks of opportunity). The following round, the corpse's tongue, vocal cords, and lips deteriorate and the corpse becomes incapable of responding to speak with dead. Other means of interrogating the spirit of the departed still function normally. Magic that restores the flesh to a corpse doesn't restore any parts rotted away by murderer's silence. This item has no effect on parts of the body other than those listed. The price listed is for a single dose.Craft Wondrous Item, contagionWondrous ItemUltimate Intrigue
Parley Wardmoderate abjuration11none520002 lbs.This hemispherical dome of jet-black crystal has no discernible markings on its curved surface, but faint runes (including the command word) are visible on the flat side. Three times per week, whenever it is placed flat side down and the command word is spoken, the parley ward hums and projects a black dome-shaped field that slowly expands for 1 minute and then finally snaps into place, covering up to a 30-foot-radius area, though the area can be reduced and shaped to encompass the interior of a room or structure (such as a meeting hall or pavilion) in order to make it less obvious to those on the outside. The affected area becomes a protected zone that provides complete privacy, preventing sound, light, and divination and scrying spells from penetrating, as per the mage's private sanctum spell. Additionally, the protected zone discourages any creatures within from committing deliberate hostile acts, as though they were affected by the serenityUM spell (with no save allowed). Each use of the magic of the parley ward can function for up to 24 hours, or until the user deactivates it. Once the parley ward is activated, neither the item nor its zone can be moved; attempting to do so deactivates it, consuming one of its 3 weekly charges.Craft Wondrous Item, mage's private sanctum, serenityUMWondrous ItemUltimate Intrigue
Pipe Of Revealing Mistsfaint evocation5none25921/2 lb.A pair of angry, squinting eyes is carved into the bowl of this wooden smoking pipe. The pipe defies any attempts to light it; even when it's unlit, pale wafts of smoke constantly crawl out from the pipe's bowl, despite being unlit. Three times per day as a standard action, the user can inhale the smoke and blow it out in a 30-foot cone While most of the smoke quickly dissipates, a thin layer of it clings to any corporeal invisible creatures caught in the cone. The creatures are revealed as blurred shapes, rather than being invisible, but attacks against them still suffer a 20% miss chance. This effect lasts for 6 rounds.Craft Wondrous Item, invisibility purge, obscuring mistWondrous ItemUltimate Intrigue
Planar Parchmentmoderate conjuration and evocation11none180001 lb.Resembling ordinary paper, planar parchment is used when negotiating with outsiders via spells like planar ally or planar binding. Using the parchment as part of negotiations grants the user a +2 bonus on her Charisma check to coerce the called outsider if such a check is required. Planar parchment offers some autonomy to outsiders called for longer missions via planar ally. The use of planar parchment increases the time for a planar ally from 1 day per caster level to 1 week per caster level for long-term tasks (without increasing the cost of the payment the outsider requires). An outsider that has its term of service increased in this way isn't bound to the plane to which it was called. After negotiations are complete, it can return to its home plane, but is still required to perform the services it agreed to complete. Regardless of whether the outsider was called via planar ally or planar binding magic, the outsider maintains a connection with the planar parchment for the duration of its service. Any writings added to the parchment are instantly transmitted to the bound outsider, as a sending spell (with no chance of failure if the outsider is on another plane). These words disappear from the parchment 1 hour after being inscribed. Finally, once an outsider is bound to service with a planar parchment, the parchment is inscribed with script visible only to the creature completing the negotiation, or via true seeing. Reading this script is a full-round action, akin to reading a scroll. Reading this aloud immediately summons the bound outsider to the location of the scroll. A planar parchment can be used for only one negotiation, and then turns into a nonmagical piece of parchment.Craft Wondrous Item, planar binding, sendingWondrous ItemUltimate Intrigue
Polish Of Inconspicuous Armorfaint conjuration5none7501/2 lb.This pungent, tar-black armor polish comes in a small, circular tin. The 1 dose contained in the tin is enough to apply to a single Medium suit of armor or two Small suits of armor. Applying the polish takes 10 minutes, during which time the user must visualize an alternative appearance for the armor to take on, such as a normal set of clothes or another set of armor. After the polish is applied, its noxious scent dissipates and the armor appears the way the user visualized, as the glamered magic armor special ability. The armor maintains all properties other than its physical appearance, including weight, armor check penalty, and maximum Dexterity bonus. This effect remains for 24 hours before wearing off.Craft Wondrous Item, disguise selfWondrous ItemUltimate Intrigue
Private Palanquinmoderate abjuration and transmutation11none63000500 lbs.This versatile wooden conveyance provides a safe refuge for its passengers, free from the prying eyes of others. A private palanquin can be commanded to change its appearance, including not only its decorations and appointments but also its physical form, taking the shape of an enclosed litter, two-wheeled cart, four-wheeled light or heavy wagon, carriage, or even a small cabin, though in all shapes it retains the dimensions of a Large object occupying a 10-foot cube. When activated, a private palanquin moves on its own, following its passengers' directions, and has the following statistics: hp 150; hardness 8; Speed 40 ft.; AC 18 (-1 size, +9 natural); Attack none; CMD 24; Fort +2, Ref +2, Will +2. Once per day, a private palanquin can be commanded to create a set of illusory draft animals or litter bearers that last for 12 hours or until dismissed. These creatures look, sound, feel, and smell just like real creatures of their type, and they appear to move the private palanquin. Up to four Medium creatures (or a single Large creature) can fit inside a private palanquin, and creatures inside it are protected from observation, both mundane and magical, as if in a mage's private sanctum. The door to a private palanquin is locked, as per arcane lock, but opens with a command word. If the door is opened without speaking the command word, it triggers an audible alarm.Craft Construct, Craft Wondrous Item, alarm, animate objects, arcane lock, mage's private sanctum, veilWondrous ItemUltimate Intrigue
Quick-Change Maskfaint illusion5head650-A wearer can remove this mask as a move action to change his appearance as if using disguise self. The effect persists for 10 minutes. A vigilante can instead remove a quick-change mask to switch his identity as a move action. If the mask is used in this way, the effect functions just like changing identities normally (except faster), and doesn't have a limited duration. Regardless of which way he is using a quick-change mask, the user can attempt a Bluff check to create a diversion so he can use Stealth as part of the same move action he uses to activate the mask. The mask dissolves when used.Craft Wondrous Item, disguise self, eagle's splendor, prestidigitationWondrous ItemUltimate Intrigue
Raucous Canardfaint transmutation1none100-Scheming nobles like to use raucous canards to spread gossip about their enemies. An inactive raucous canard appears to be a small, nondescript piece of rolled-up parchment. Unrolling the parchment allows you to record a messages up to 25 words long. Once you record a message, you can throw the parchment into the air, causing it to animate, sprout small feathery wings, and circle overhead for 10 minutes while loudly repeating the message over and over in a booming voice. Alternatively, you can close the scroll, causing the animation to be triggered the next time someone opens the scroll. After 10 minutes, the raucous canard disappears in a small shower of sparks and is destroyed.Craft Wondrous Item, animate objects, magic mouthWondrous ItemUltimate Intrigue
Shadow Hand Smoke Pelletmoderate conjuration7none800-This delicate metallic shell contains two sets of volatile alchemical substances, similar to those used in smoke pelletsUE. When the sphere is broken, the substances mingle and fill a 10-foot cube with a cloud of dark gray smoke that lasts for 1 minute. The user can throw the pellet as a ranged touch attack with an increment of 10 feet. Partially tangible hands of smoke accost creatures in the cloud. These hands attempt to grapple anyone moving through the smoke (CMB +7). Upon successfully grappling an opponent, the hands attempt to maintain the grapple every round until the smoke dissipates.Craft Wondrous Item, black tentacles, obscuring mistWondrous ItemUltimate Intrigue
Time Bombfaint evocation5none10001 lb.A time bomb consists of an 6-inch-tall hourglass in an obsidian frame etched with tiny runes. To activate it, the user must uncap one end and place an amount of ground sulfur sand inside. The hourglass can hold as little as 1 minute's worth of sand to as much as 1 hour's worth. Once the sand is inside and the time bomb is recapped, the magic is activated. If left undisturbed, after the sand has run down, the time bomb explodes as a fireball spell dealing 5d6 points of fire damage (Reflex DC 14 half). If an activated time bomb is broken, tipped over, or otherwise disturbed before its sand drains completely and it detonates, the magic is ruined. If it is disarmed in this manner without being damaged, the item can thereafter function as a normal hourglass.Craft Wondrous Item, alarm, fireballWondrous ItemUltimate Intrigue
Time Bomb, Greaterstrong evocation13none60001 lb.A greater time bomb functions as a time bomb, but deals 13d6 points of fire damage (Reflex DC 20 half).Craft Wondrous Item, alarm, delayed blast fireballWondrous ItemUltimate Intrigue
Vestments Of False Faithmoderate illusion8body270005 lbs.This priestly garment can be commanded to alter its appearance as a standard action, able to reshape itself into ceremonial garb or the everyday habit of a religious functionary of any faith. Vestments of false faith are always emblazoned with the holy symbol and colors of the faith chosen by the wearer, and she can disguise an object held in a hand as a holy symbol, censer, candle, or similar item of religious paraphernalia. This change is a visual illusion (glamer) effect akin to disguise self. The wearer of vestments of false faith gains a +10 bonus on Disguise checks to impersonate a member of the faith she has chosen (this doesn't stack with disguise self and similar effects). She also gains a +5 competence bonus on Use Magic Device checks to activate items that duplicate divine spells or emulate a specific religion or alignment, provided they fit the religion she's imitating. If she uses a magic item to produce the effect of a divine spell, she can make it appear to observers as though she were casting the spell, though a Spellcraft check to identify the spell being cast can identify it as coming from a magic item if the result exceeds the DC by 5 or more. The wearer's alignment is disguised while wearing vestments of false faith, so that it appears identical to that of the deity whose holy symbol she bears, and her aura is as strong as if she had a number of cleric levels equal to her Hit Dice. This primarily affects alignment detection; however, once per day as an immediate action, she can function as if she actually had that alignment when she would normally be affected by an alignment-based effect, such as blasphemy, chaos hammer, forbiddance, or an unholy magic weapon. This effect persists until the end of the wearer's next turn, after which any non-instantaneous effects (such as smite evil) suddenly revert to having the effects they would normally have on a creature of her true alignment.Craft Wondrous Item, bless, disguise self, misdirectionWondrous ItemUltimate Intrigue
Chaos Cutterstrong abjuration and transmutation9none1600001,200 lbs.This narrow, sleek sloop is made of an iridescent metal that glows a pale white and is as hard as adamantine. It boasts a single mast with two translucent planar sails and can plow across the tumultuous metaphysical seas of the Maelstrom to reach any plane in the Great Beyond. When not in the Maelstrom, the vehicle acts in all regards as a heavy chariot that hovers 5 feet off the ground instead of standing on a pair of wheels. When piloted in the Maelstrom, a chaos cutter can fly with a maximum speed of 100 feet and acceleration of 30 feet. Any creature can sail and direct a cutter using its rudder with a successful DC 10 Profession (sailor) check, which can be attempted untrained. Success at this check also counts as success at a Wisdom check to change the direction of gravity (and thus the cutter's trajectory); creatures on a cutter treat gravity as normal while in the vehicle. A chaos cutter is reinforced with an imperceptible field that protects against planar energies. While on a cutter, a passenger does not need to eat, drink, or breathe, as though it were of the outsider type. Additionally, all creatures on the vehicle are affected by planar adaptation ( Pathfinder RPG Advanced Player's Guide 236) and protection from chaos. A chaos cutter has 175 hit points and is 15 feet long.Craft Wondrous Item, overland flight, planar adaptationAPG, polymorph, protection from chaosWondrous ItemHeaven Unleashed
Arachnid Harnessfaint transmutation4armor616015 lbs.This formfitting black +1 leather features eight ridged support ribs along the back. On command, the arachnid harness sprouts eight enormous spidery legs from these ribs. These legs allow the armor's wearer to attempt Climb checks at full speed without needing to use her hands or feet. Additionally, while the legs are deployed, the armor's wearer doesn't lose her Dexterity bonus to AC while climbing, and need not succeed at a Climb check to avoid falling if she takes damage while climbing.Craft Magic Arms and Armor, spider climbArmorArmor Masters Handbook
Djezet Skinfaint enchantment3armor34107 lbs.When unattended, djezet skin appears as a curiously smooth sphere of rust-red metal. When it's held and a command word is spoken, the armor oozes across the wearer's body like a second skin. The armor can be removed as a free action by stepping out of it, causing it to pool on the floor. Djezet skin acts as a suit of +1 leather, except it is made of metal (and thus druids cannot wear it) and has no armor check penalty and a 0% chance of arcane spell failure. Additionally, the wearer of djezet skin gains a +5 circumstance bonus on Diplomacy checks to make requests of creatures with an attitude of friendly or helpful.Craft Magic Arms and Armor, charm personArmorArmor Masters Handbook
Gale Armormoderate transmutation7armor15180-Gale armor is a suit of +3 silken ceremonial armorUE that floats weightlessly when not worn. Gale armor has no weight of its own and confers limited weightlessness on its wearer. The wearer of a suit of gale armor can use air walk up to 10 rounds per day. Activating or deactivating this ability is a free action, and these rounds need not be consecutive. Additionally, the wearer of a suit of gale armor is permanently under the effect of glideAPG, and if he's capable of flying, the armor increases his maneuverability by one category.Craft Magic Arms and Armor, air walk, glideAPGArmorArmor Masters Handbook
Shifting Jerkinfaint illusion and transmutation3armor59658 lbs.This +1 lamellar cuirassUE grants its wearer shapeshifting. On command, the wearer of a shifting jerkin can change her appearance at will as per disguise self. If the wearer has a talents class feature (investigator talents, ninja tricks, rogue talents, or slayer talents), once per day she can spend 1 hour to swap out one talent for another for which she qualifies. She can't swap a talent that is a prerequisites for other talents or feats she has.Craft Magic Arms and Armor, disguise self, fox's cunningArmorArmor Masters Handbook
Elemental Bulwarkfaint abjuration3armor1230040 lbs.This +2 chainmail is attuned to a specific kind of element when created (acid, cold, electricity, or fire) and takes on a colored sheen based on the elemental type (green for acid, blue for cold, silver for electricity, or red for fire.) On command, the wearer of an elemental bulwark can create an effect identical to fire shield, except its effects apply to the type of elemental damage chosen when the armor was crafted. This effect lasts for up to 10 rounds per day, but these rounds need not be used consecutively. Ending this effect is a free action.Craft Magic Arms and Armor, fire shieldArmorArmor Masters Handbook
Trained Bardingmoderate transmutation9armor835030 lbs.This suit of Large +2 scale mail barding is equipped with leather straps and loops suitable for attaching harnesses and leashes. It can fit any Large animal or magical beast, though not creatures of any other type. When worn by an animal, this armor grants the animal two additional tricks or one general purpose (as defined by the Handle Animal skill), determined at the time the armor is created.Craft Magic Arms and Armor, awakenArmorArmor Masters Handbook
Clockwork Armormoderate transmutation11armor3335060 lbs.This suit of +2 field plateISWG is composed of durable plates of steel layered over an intricate framework of gears, springs, and pistons that move with mechanical precision. A suit of clockwork armor requires a special winding key to function; this key is created as part of making a suit of clockwork armor. In order to function, a suit of clockwork armor must be fully wound as a full-round action. Once fully wound, a suit of clockwork armor functions for 4 hours. If a suit of clockwork armor is not fully wound, its gears grind to a halt and it imposes double its normal armor check penalty and a -2 penalty to its wearer's Strength and Dexterity scores. Donning or removing a suit of unwound clockwork armor requires 10 minutes. When fully wound, a suit of clockwork armor can be donned or removed as a full-round action that provokes attacks of opportunity. It grants the wearer a +4 temporary enhancement bonus to Strength and Constitution, and its weight does not count against the wearer's total encumbrance. A single crossbow or firearm sized appropriately for the wearer can be added to the armor with a successful DC 20 Craft (armorer) check. Such a weapon can be fired once as a standard action by the wearer, then automatically reloads itself in 2d4 rounds, as long as the wearer has the appropriate ammunition in his gear.Craft Magic Arms and Armor, animate objectsArmorArmor Masters Handbook
Legion Armormoderate evocation7armor1340035 lbs.This gilded suit of +2 banded mail is decorated with images of celestial beings holding their weapons high. Legion armor is typically worn by high-ranking angels and archons directly combating the forces of evil on the Material Plane. Once per day as a standard action, the wearer of a suit of legion armor can cast the spell spiritual allyAPG with a duration of 1 minute. This ally typically takes on the appearance of an imposing angelic warrior. At any time while the armor's spiritual ally is conjured, the wearer of a suit of legion armor can dismiss the effect as a standard action, causing the spiritual ally to explode with a thunderous choir of voices and blaring trumpets. This effect causes each evil-aligned creatures within 100 feet to become shaken unless it succeeds at a DC 20 Will save.Craft Magic Arms and Armor, cause fear, spiritual allyAPGArmorArmor Masters Handbook
Gunner's Bucklerfaint abjuration3shield101552 lbs.The top edge of this +1 mithral buckler features a notched gun rest. A character wearing a gunner's buckler who uses a firearm while threatened by an opponent in melee does not provoke attacks of opportunity, but takes a -4 penalty on all ranged attack rolls in any round in which he makes a ranged attack while threatened in melee.Craft Magic Arms and Armor, cat's grace, shieldArmorArmor Masters Handbook
Lens Of The Dark Tapestrymoderate evocation7shield2917030 lbs.The matte surface of this +1 voidglass heavy shield is cold to the touch. The shield's face contains a disorienting field of flickering stars. On command, the wearer of this shield can take 1 point of Wisdom drain to banish a single creature within 30 feet into the Dark Tapestry. The target of this ability must succeed at a DC 16 Will save or be teleported into the airless void of space. The target can attempt a new saving throw as a full-round action each round to return. While banished in this way, the target takes 3d6 points of cold damage per round and must hold its breath or begin to suffocate. If the Wisdom damage is negated or does not occur, the ability does not function. If the Wisdom drain is healed, any banished creature returns, and the shield becomes permanently nonmagical.Craft Magic Arms and Armor, teleportArmorArmor Masters Handbook
Phalanx Shieldmoderate evocation7shield1408030 lbs.Once per day as a standard action, the wielder of this +2 adamantine tower shield can conjure two spiritual allies (as per the spell). These conjured allies last for 1 minute and can neither attack nor move beyond spaces that are adjacent to the wielder of the phalanx shield. Both allies gain a +4 enhancement bonus to AC and have the Shield WallAPG teamwork feat.Craft Magic Arms and Armor, spiritual allyAPGArmorArmor Masters Handbook
Abyssal Arsenicfaint transmutation3none420-Favored by demon cultists, this malign variant of arsenic causes a wide variety of painful deformations in the victim's flesh. Type poison, ingested; Save Fortitude DC 13 Onset 10 minutes; Frequency 1/minute for 4 minutes Effect 1d2 Con damage; Cure 1 save Spell Effect disfiguring touchUM (Will DC 13)Brew Potion, Infuse Poison, disfiguring touchUMPotionBlack Markets
Liquid Influencefaint enchantment5none900-This heady liquid brewed from the toxin indigo dreams imparts a compulsion to its victim, decided when the poison is first created. Type poison, ingested; Save Fortitude DC 13 Onset 10 minutes; Frequency 1/minute for 6 minutes Effect 1d3 Wis damage; Cure 2 consecutive saves Spell Effect suggestion (Will DC 14)Brew Potion, Infuse Poison, suggestionPotionBlack Markets
Entropic Dustfaint necromancy3none1500-This white grit hinders a victim's divine power. Type poison, inhaled; Save Fortitude DC 18 Frequency 1/round for 6 rounds Effect 1d2 Cha damage, and for the duration of the poison, victim must succeed at a concentration check vs. the poison's save DC to channel positive energy or lay on hands; Cure 1 saveCraft Wondrous Item, desecrateWondrous ItemBlack Markets
Lazurite Flakesmoderate necromancy11none5400-These dark gray flakes induce ravenous hunger. Type poison, ingested; Save Fortitude DC 18 Onset 10 minutes; Frequency 1/minute for 8 minutes Effect 1d2 Con damage, and a humanoid who dies while poisoned rises as an uncontrolled ghoul at the next midnight, retaining none of the abilities it possessed in life; Cure 2 consecutive savesCraft Wondrous Item, create undeadWondrous ItemBlack Markets
Quick Rotfaint necromancy3none450-This smelly toxin causes a victim's flesh to become gangrenous. Type poison, injury; Save Fortitude DC 14 Frequency 1/round for 4 rounds Effect 1d2 Con damage, and until the Con damage is healed, the victim gains the stench universal monster ability. The stench DC is equal to the poison's DC, and creatures who fail their saves are sickened for 1d6+4 minutes. The poisoned creature is not immune to its own stench; Cure 1 saveCraft Wondrous Item, ghoul touchWondrous ItemBlack Markets
Xensh Sporesfaint necromancy5none1200-These Shadow Plane spores inhibit a victim's ability to absorb positive energy. Type poison, inhaled; Save Fortitude DC 16 Onset 10 minutes; Frequency 1/hour for 6 hours Effect 1d2 Dex damage, and until the Dex damage is healed, the victim regains only half the normal amount of hit points from channeled energy and conjuration (healing) spells; Cure 2 consecutive savesCraft Wondrous Item, undead anatomy IUMWondrous ItemBlack Markets
Chime Of Storm Callingfaint conjuration and evocation5none67501 lb.This copper chime can be struck as a standard action, producing a cloud of mist around the user equivalent to an obscuring mist spell. If struck again before the mist disperses, the user can call down the fury of a storm on a single target within the clouded area, either striking it with a bolt of lightning (3d6 electricity damage, Reflex DC 15 half) or buffeting it with a gust of wind for 1 round, equivalent to the spell gust of wind. Either use immediately disperses the cloud of mist and renders the chime of storm calling inert for 24 hours. If the chime of storm calling is not struck again, the mist disperses after 5 minutes, after which it may be used again to create new banks of mist. A chime of storm calling cannot summon lightning or wind while underground, indoors, or in an arid climate.Craft Wondrous Item, call lightning, gust of wind, obscuring mistWondrous ItemIre Of The Storm
Ring Of Inurementfaint abjuration1ring1000-This humble ring is crafted from smooth red and blue porcelain and wrapped with threads of copper. Each morning, the ring's wearer must select either hot or cold, and for the next 24 hours the ring of inurement affords basic protection from the selected condition as if she were using endure elements and superficially alters the wearer's clothing to better accommodate her, growing fur linings and extra layers in frigid environs or lightening fabric in response to high temperatures. The ring protects only the wearer who determined its properties for the day, and its protection immediately ends for the day if it is removed.Forge Ring, endure elements, prestidigitationWondrous ItemIre Of The Storm
Gravitic Force Rodstrong transmutation15none600004 lbs.This heavy leaden rod is carved with a series of glyphs that resemble Terran writing. It has a single activation stud at its base. A creature can activate the rod by pressing the stud or by placing the rod on the ground. Once activated, the rod creates a field of intensified gravity within a 100-foot radius. Creatures within the area weigh twice as much as normal, can move only at half speed, can jump only half as far as normal, and can lift and carry only half as much as normal. Any flying target has its maneuverability worsened by two steps (from good to poor, for example; minimum clumsy) and plummets to the ground unless it succeeds at a DC 25 Fly check.Craft Rod, reverse gravityRodMagic Tactics Toolbox
Rod Of Hindered Healingmoderate necromancy7none300004 lbsThis black steel rod is capped by a circular pattern of pristine human finger bones. While held by a living creature, the rod radiates a moderate aura of negative energy that affects magical healing within a 60-foot radius of the wielder. Living creatures within this area must succeed at a DC 16 Will saving throw whenever they are subject to magic healing or receive only half the normal amount of healing.Craft Rod, inflict critical woundsRodMagic Tactics Toolbox
Rod Of Perilous Pitsfaint enchantment5none250004 lbs.This rod roughly resembles a torch with a small brass cage at the end. The wielder can cast any spell of 3rd level or lower into the rod. The rod can contain one spell at a time; casting a new spell into it replaces the older one. As long as a spell is contained within the rod, the brass cage glows as brightly as a candle. The wielder of a rod of perilous pits can use the rod when casting a pit spell (create pitAPG, hungry pitAPG, and similar spells with "pit" in their names). Doing so changes that spell's casting time to a full-round action (or adds 1 round, if the casting time is already at least 1 full round). After successfully casting the pit spell, the rod's wielder can choose to manifest the contained spell inside the summoned pit. The contained spell manifests at the bottom of the pit, but does so after creatures have attempted their initial saves to avoid falling in. This allows the caster to center spells with a duration of instantaneous (such as fireball) or spells with longer durations (such as stinking cloud) within the pit.Craft Rod, create pitAPG, creator must be a caster of at least 12th levelRodMagic Tactics Toolbox
Rod Of Spellsightstrong divination13none120006 lbsThis beautiful ivory rod is embedded with countless sapphires and covered with intricate designs inlaid in silver. The vision of a rod of spellsight's wielder is unaffected by any magical cloud, fog, mist, smoke, or vapor effect. This allows the wielder to see through the effects of fog cloud, obscuring mist, and even incendiary cloud. The rod does not protect the wearer against blinding effects such as blindness/deafness or the blinding effect of glitterdust.Craft Rod, gust of wind, true seeingRodMagic Tactics Toolbox
Lore Needlefaint transmutation3head4000-This thick silver needle is approximately 6 inches long and can be carefully inserted into the brain of a willing or helpless target in order to magically expand the target's knowledge. Implanting a lore needle takes 10 minutes and requires a successful DC 15 Heal check. A user can insert the needle into her own head with a successful DC 25 Heal check. On a failure, the needle deals 2 points of Constitution damage and 2 points of Intelligence damage to the target and is not implanted. A creature with an implanted lore needle can, up to three times per day when attempting a Knowledge check, apply to that check its bonus on any other single Knowledge skill in which it is trained.Craft Wondrous Item, modify memoryWondrous ItemMagic Tactics Toolbox
Monster Killer's Foliofaint divination and evocation5none160002 lbs.This collection of gruesome anatomical diagrams is bound in leather that shifts slightly under the reader's fingertips. The book's many illustrations provide information about how to best wound a variety of creature types, and the book emits light equivalent to that of a candle within 5 feet, allowing it to be read in the dark. The owner can use this folio to gain a +5 bonus on Knowledge checks to identify a creature's special powers or vulnerabilities. A monster killer's folio has a tendency to quickly open to the appropriate page when consulted, as though eager to provide information that will lead to violence. Additionally, once per day the book can be used to cast discovery torchUC.Craft Wondrous Item, discovery torchUC, know the enemyUMWondrous ItemMagic Tactics Toolbox
Rod Of Subtle Menacefaint enchantment and transmutation5none123055 lbs.This crude shaft of blackened steel functions as a +1 light mace. Those who can see the wielder of the rod feel a vague sense of being in danger. This ominous aura is faint but encourages others to avoid angering the wielder, although they may not realize why. When holding the rod in her hand, the wielder can attempt an Intimidate check in place of a Diplomacy check when trying to gather information and always counts as larger than its target for the purpose of Intimidate checks.Craft Magic Arms and Armor, Craft Rod, baneRodMagic Tactics Toolbox
Saccadic Focusing Prismfaint divination3none24001 lb.When this large, clear prism is held between the user and a text, it allows the user to read that text quickly and still obtain a complete understanding. The time needed to read any nonmagical text with a saccadic focusing prism is reduced to one-tenth the time the user would normally require. The time required to gain a benefit from any magical text (such as a tome of clear thought or a manual of warUE) is halved. This has no impact on the time required to learn spells or extracts from written sources.Craft Wondrous Item, comprehend languages, hasteWondrous ItemMagic Tactics Toolbox
Sigil Chalkmoderate divination7none2000-This short stick of grayish chalk is flecked with mithral. When the chalk's bearer succeeds at a Knowledge check to identify a monster's special powers or vulnerabilities, he can take a standard action to draw a 1-foot-wide runic shape in the air that represents the monster's type. This rune floats around the user's head for 1 hour, moving with the user. The hovering rune provides the user a +1 insight bonus on attack rolls and skill checks against creatures of the type represented by the rune. It doesn't impair the user's vision or movement in any way. The rune cannot be harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A rune's Armor Class against touch attacks is equal to 10 + the user's Dexterity modifier. If the user fails an attack roll or skill check against a creature of the type represented by his hovering rune, he can dismiss the rune as an immediate action to gain a +2d4 competence bonus on the attack roll or skill check retroactively, which may turn the failure into a success. Each stick of sigil chalk may be used to draw five runes. A single user can have a number of hovering runes equal to his Intelligence modifier (minimum 1) simultaneously, but each must represent a different creature type.Craft Wondrous Item, gallant inspirationAPG, true strikeWondrous ItemMagic Tactics Toolbox
Rod Of Minor Cursesfaint necromancy5none200004 lbs.This rod functions as a +1 light mace and resembles the distorted femur of some monstrous creature. Up to three times per day when the wielder damages a creature with the rod, as a free action, the wielder can force the target to attempt a DC 14 Will save. On a failure, the creature suffers a minor curse. The wielder selects which of the following curses affects the target: -2 penalty to Strength (target's Strength cannot be reduced below 1); -1 penalty on attack rolls, saves, ability checks, and skill checks; or target has a 20% chance to begin each round with the staggered condition. On a successful critical hit, the wielder can inflict two distinct curses if the target fails its save. Otherwise, a target can be subject to only one curse at a time. Curses inflicted from the rod of minor curses last for 5 minutes. They can also be removed with any spell that can remove the effects of bestow curse.Craft Magic Arms and Armor, Craft Rod, bestow curseRodMagic Tactics Toolbox
Rod Of Tangling Ectoplasmfaint evocation5none180005 lbs.This lengthy rod looks like a walking cane with a stylized crystal skull at its top. As a standard action up to three times per day, the wielder can slam the base of the rod into the ground while designating a target within 60 feet. Grasping hands of ectoplasm manifest from the ground surrounding the target in a 5-foot radius. Creatures within the radius must succeed at a DC 14 Reflex save or they are entangled by the grasping hands and unable to move more than 10 feet from the affected area (as if snared by a net with a trailing rope). Creatures moving through the ectoplasm must also succeed at a Reflex save or be entangled. As a standard action, a creature entangled by the ectoplasm can attempt an additional DC 14 Reflex save to attempt to escape and end the effect. The summoned ectoplasm lasts for 10 rounds before disappearing.Craft Rod, ectoplasmic snareOARodMagic Tactics Toolbox
Bloodlinkfaint evocation and illusion3neck4800-This amulet allows the wearer to use the same spells many drow can cast innately. The wearer can use each of the following spells once per day as a spell-like ability: dancing lights, darkness, and faerie fire. In addition, while wearing this item, the wearer is granted the ability to speak and understand Undercommon and gains proficiency with the hand crossbow, the rapier, and the short sword. While the target is wearing the amulet, she radiates the aura of a chaotic evil creature for the purposes of spells such as detect chaos and detect evil. A bloodlink can serve as the focus for a recorporeal incarnation spell (see page 61).Craft Wondrous Item, bestow weapon proficiencyUC, comprehend languages, dancing lights, darkness, faerie fire, misdirectionWondrous ItemInner Sea Intrigue
Chalice Of Poisonmoderate necromancy7none100801 lb.This chalice can be made to a variety of specifications, but is usually elegantly designed. Once per day when the user speaks a command word, the next time any potable liquid is poured into the chalice, it is infused with poison, as per the spell (Fortitude DC 16), which can be delivered as an ingested or contact poison (chosen when the command word is spoken). The poison remains potent for 24 hours, after which it becomes inert.Craft Wondrous Item, poisonWondrous ItemInner Sea Intrigue
Charmer's Kissmoderate enchantment7none750-This small stick of colored wax is encased in a wooden cylinder to allow for easier application to the lips. As a standard action, a dose of charmer's kiss can be applied to the user's lips; this dose lasts for 4 hours or until discharged. During that time, the user can deliver the lipstick to one target creature as a standard action (for willing targets) or a melee touch attack. The target of this attack must succeed at a DC 16 Will saving throw or be affected by charm monster for 7 minutes. A target of a creature type different from the wearer receives a +2 bonus on this saving throw. One stick of charmer's kiss has enough wax for 3 doses. This is a mind-affecting charm and poisonUM effect.Craft Wondrous Item, charm monsterWondrous ItemInner Sea Intrigue
Elixir Of Amnesiafaint enchantment5none500-This elixir, derived from ambergris and cytillesh fungus, is used by spies, secret agents, and hidden cultists to erase their own memories if they might become a liability to themselves or their allies. When drinking the elixir, the drinker can select one event or specific piece of information (such as the password to enter a thieves' guild, the secret identity of a local vigilante, or the location of stashed loot) to forget (Will DC 14 negates). The forgotten memory can be restored only with a modify memory spell or similar effect. This is a mind-affecting compulsion enchantment.Craft Wondrous Item, modify memoryWondrous ItemInner Sea Intrigue
Forger's Friendmoderate divination7none112005 lbs.This leather satchel contains a forger's kit-quills, ink, parchment, and sealing wax-as well as personal oddments ranging from braids of hair to heirloom brooches. When attempting to create a forgery, the user can place within the forger's friend a personal possession or other item connected to the person whose handwriting the user wants to forge. After 24 hours, any forgery made with paper or parchment also kept within the satchel for that duration is supernaturally convincing beyond the +2 circumstance bonus granted by the forger's kit itself. A creature attempting to detect the forgery takes a penalty on its Linguistics check equal to the penalty a target of a scrying spell would take based on the contents of the forger's friend. The forger's friend can acclimate the forging gear within to only one creature at a time.Craft Wondrous Item, scryingWondrous ItemInner Sea Intrigue
Hat Of Infinite Disguisesmoderate illusion11head250001 lb.This large, elaborate, and colorful hat is festooned with trinkets from at least a dozen different cultures. The wearer can disguise herself (but not other creatures) at will with a command word, as per veil. A second command word removes the disguise. When part of a disguise, the hat can be changed to appear as any appropriate accessory.Craft Wondrous Item, veilWondrous ItemInner Sea Intrigue
Holdout Wand Wrapmoderate illusion10none4000-Each end of this unassuming, 8-inch leather cord is adorned by a polished silver bead. A wand around which a holdout wand wrap has been wound and tied (a standard action) can be commanded to change its shape and appearance to assume the form of another object of a similar size and shape (such as a feather, a folded fan, or a spoon). The wand retains all its properties (including its weight) when so disguised but does not radiate magic. Only true seeing or similar magic reveals the true nature of a wand disguised by a holdout wand wrap. Whenever the disguised wand is activated, the holdout wand wrap's effects are suppressed for 1 minute.Craft Wondrous Item, disguise self, magic auraWondrous ItemInner Sea Intrigue
Mask Of The Cursed Eyefaint necromancy3face25001 lb.This mask is decorated with a staring, bloodshot eye. Anyone other than an ally who observes the wearer using a scrying spell or pierces any of his magical disguise (including invisibility and polymorph effects) with a divination spell is blinded for 1d4 minutes (Fortitude DC 16 negates) and the wearer receives a brief mental glimpse of the perpetrator. This is enough to enable scrying or teleportation to investigate the perpetrator, but the wearer is considered to have no familiarity with the subject. The mask can trigger only once per day, after which it falls dormant until the next midnight.Craft Wondrous Item, blindness/deafnessWondrous ItemInner Sea Intrigue
Medicinal Bezoarmoderate conjuration8none16001/2 lb.Anyone who swallows this finger-sized stony mass is subject to neutralize poison and gains a +4 bonus on savings throws against addiction for 24 hours. Once swallowed, the bezoar dissolves and its power is spent.Craft Wondrous Item, neutralize poisonWondrous ItemInner Sea Intrigue
Platter Of Exquisite Feastingfaint transmutation1none2501 lb.This silver, oval-shaped platter can hold up to 1 cubic foot worth of food. Once per day, the platter's user can activate the item to transform its contents into another type or quality of food of the user's choosing. The transformed food looks and smells just like actual food of its new type, but retains its original texture, taste, nourishment, and level of fulfillment. Spoiled or poisoned food remains so and is detectable as such under magical or supernatural scrutiny.Craft Wondrous Item, purify food and drinkWondrous ItemInner Sea Intrigue
Rod Of The Alicornmoderate conjuration9none250005 lbs.This twisted wooden rod resembles the horn of a unicorn. Three times per day, the user can touch the rod to a target as a standard action and heal it with cure light wounds. Once per day, the user can heal a creature in this way with cure moderate wounds. Once per day, the user can also cast neutralize poison on a target in this way.Craft Rod, cure light wounds, cure moderate wounds, neutralize poison, creator must be good-alignedRodInner Sea Intrigue
Saboteur's Glovesmoderate abjuration8hands152401/2 lb.These gloves of thick leather do not impair delicate work and grant a +4 competence bonus on Disable Device checks to disable magic traps. Once per day, a wearer trained in Disable Device can command the gloves to alter an unattended magic item she touches to incorporate a trap. The wearer attempts a caster level check using the higher of her caster level or the gloves' caster level (DC = 11 + the target item's caster level). If the check is successful, the target item is marked with a glyph of warding (blast glyph only) that lasts for up to 1 day.Craft Wondrous Item, glyph of wardingWondrous ItemInner Sea Intrigue
Seamless Skinstrong necromancy14body700008 lbs.This skin has been removed from a specific humanoid creature and magically preserved. Any creature no more than one size category different from the skinned creature can don the skin with 1 minute of effort, whereupon the wearer gains the physical appearance and size the skinned creature had while alive, and its abilities as defined in the spell alter self, but not its immunities, weapon proficiencies, weaknesses, or spell resistance. Otherwise, this effect functions like recorporeal incarnation.Craft Wondrous Item, recorporeal incarnation (see page 61)Wondrous ItemInner Sea Intrigue
Spectacles Of Lip Readingfaint divination1eyes30001 lb.These eyeglasses are engraved with owl's feathers. The wearer can understand the words of anyone she can see speaking a language she understands if she succeeds at a DC 0 Perception check (modified by distance and conditions as normal).Craft Wondrous Item, comprehend languagesWondrous ItemInner Sea Intrigue
Survivor's Ringstrong illusion18ring56160-This ring is shaped like a silver snake with an onyx in its mouth. Once per day, if the wearer would be reduced to 0 or fewer hit points but not be dead, she is instead reduced to 0 hit points and subject to an effect similar to mislead. Her illusory double appears to die or to take on the dying condition in her place, as appropriate for the negated effect. The wearer cannot control the double. In addition, the wearer can touch the ring's stone as a standard action once per day to use dimension door but only while the ring's mislead effect is active.Forge Ring, death ward, dimension door, misleadRingInner Sea Intrigue
Toastmaster's Teacupfaint abjuration5none50001/4 lb.This porcelain teacup is used by poisoners to administer lethal doses to even the most suspicious of victims. When a dose of ingested poison is placed in the toastmaster's teacup and a command word is spoken, the cup absorbs the poison so it cannot be detected. When the teacup's user speaks a second command word (it need not be the same user), the poison reappears and taints any liquid within the cup.Craft Wondrous Item, nondetection, poisonWondrous ItemInner Sea Intrigue
Triple Eyes Of Vivid Aurasfaint divination5eyes150001 lb.These three-eyed goggles allow the wearer to discern subtler auras that would normally be hidden by more powerful auras when using detect evil, detect magic, identify, and other detection spells, provided the auras are no more than one step different in strength. If the detection would normally be automatically foiled by an illusion or abjuration but arcane sight (or another detection effect of 3rd level or lower) would have a chance of seeing through that effect, the wearer gets a chance to see through it even with lower-level detection effects. Three times per day, the wearer of the triple eyes of vivid auras can use greater detect magicUI with a command word.Craft Wondrous Item, arcane sight, greater detect magicUIWondrous ItemInner Sea Intrigue
Witness Hunter's Ringmoderate divination7ring25200-This ring's deep red stone hides the image of an eye within an eye or the symbol of a secret society, since many secret societies create these rings to protect their most important agents and leaders. By concentrating on the ring as a move action, the wearer learns whether he is being observed and whether it is by one or by more than one creature. Once per day, the wearer can use locate creature on command to target creatures that are currently observing him. In addition, the wearer can cast detect scrying once per day on command.Forge Ring, detect scrying, locate creatureRingInner Sea Intrigue
Amulet Of Mighty Fists +1faint evocation5neck4000-This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table 3-8: Melee Weapon Special Abilities 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. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need 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 amulet's bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemUltimate Equipment
Amulet Of Mighty Fists +2faint evocation5neck16000-This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table 3-8: Melee Weapon Special Abilities 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. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need 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 amulet's bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemUltimate Equipment
Amulet Of Mighty Fists +3faint evocation5neck36000-This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table 3-8: Melee Weapon Special Abilities 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. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need 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 amulet's bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemUltimate Equipment
Amulet Of Mighty Fists +4faint evocation5neck64000-This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table 3-8: Melee Weapon Special Abilities 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. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need 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 amulet's bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemUltimate Equipment
Amulet Of Mighty Fists +5faint evocation5neck100000-This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table 3-8: Melee Weapon Special Abilities 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. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need 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 amulet's bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemUltimate Equipment
Hellfire Halostrong abjuration and transmutation16head-11 lb.This tarnished ring looks like a fiery halo set ablaze in evil-looking fire. The flames are harmless and shed light as an everburning torch; the wearer can suppress or activate these flames as a swift action. A hellfire halo functions as a headband of mental superiority +2 that grants ranks in Intimidate. If the flames of the halo are burning, the wearer becomes immune to the effects of an archon's aura of menace and ignores the protective aura of any angel he attacks. In addition, up to three times per day as he strikes any creature under the effects of a holy aura, the wearer can attempt to dispel that effect as if casting a quickened dispel magic (CL 16th). The first time each day that the wearer is attacked by a creature using smite good, that smite effect immediately ends and is wasted, and the creature making the attack must succeed at a DC 20 Will save or be staggered for 1d4 rounds.ArtifactAP 107
Conquering Brand, ConformityFaint transmutation1none4205 lbs.Each of these 3-foot-long branding irons ends in a distinctive, cruel-looking symbol. Once per day on command, a wielder of a conquering brand can cause the tip to grow red hot for 1 hour, and during this time one creature can be branded. The brand's recipient is burned as normal for a branding iron (see page 63) and is also affected as per brand (Pathfinder RPG Advanced Player's Guide 207) or another spell the conquering brand carries, as the wielder of the brand chooses. A conquering brand can create only one magical brand per day. Conformity: A conquering brand of conformity can create a brand of conformity. Faint transmutation; CL 1st; Craft Wondrous Item, brandAPG, brand of conformity. Geas: A conquering brand of geas can affect the recipient as per geas/quest. When the brand is used in this way, it takes 10 minutes for its tip to heat up. If not used to create a brand, the mark left by the branding iron is nonmagical and not tied to the spell effect, so removing it doesn't remove the spell effect. Moderate enchantment; CL 11th; Craft Wondrous Item, brandAPG, geas/quest. Hobbling: A conquering brand of hobbling can create a brand of hobbling. Faint transmutation; CL 4th; Craft Wondrous Item, brandAPG, brand of hobbling. Justice: A conquering brand of justice can create a mark of justice, as per the spell. When the brand is used this way, it takes 10 minutes for its tip to heat up. Faint necromancy; CL 9th; Craft Wondrous Item, brandAPG, mark of justice. Lesser Geas: A conquering brand of lesser geas allows you to affect the recipient as per lesser geas. When the brand is used in this way, it takes 1 round for its tip to heat up. If not used to create a brand, the mark left by the branding iron is nonmagical and not tied to the spell effect, so removing it doesn't remove the spell effect. Faint enchantment; CL 7th; Craft Wondrous Item, brandAPG, lesser geas. Subjugation: This brand can create a greater brand (Advanced Player's Guide 207), except it blazes when brought within 30 feet of the Nail's symbol. Moderate transmutation; CL 10th; Craft Wondrous Item, brandAPG, greater brandAPG. Tracking: A conquering brand of tracking can create a brand of tracking. Moderate transmutation; CL 9th; Craft Wondrous Item, brandAPG, brand of tracking.Craft Wondrous Item, brandAPG, brand of conformityWondrous ItemPath Of The Hellknight
Conquering Brand, GeasModerate enchantment11none264205 lbs.Each of these 3-foot-long branding irons ends in a distinctive, cruel-looking symbol. Once per day on command, a wielder of a conquering brand can cause the tip to grow red hot for 1 hour, and during this time one creature can be branded. The brand's recipient is burned as normal for a branding iron (see page 63) and is also affected as per brand (Pathfinder RPG Advanced Player's Guide 207) or another spell the conquering brand carries, as the wielder of the brand chooses. A conquering brand can create only one magical brand per day. Conformity: A conquering brand of conformity can create a brand of conformity. Faint transmutation; CL 1st; Craft Wondrous Item, brandAPG, brand of conformity. Geas: A conquering brand of geas can affect the recipient as per geas/quest. When the brand is used in this way, it takes 10 minutes for its tip to heat up. If not used to create a brand, the mark left by the branding iron is nonmagical and not tied to the spell effect, so removing it doesn't remove the spell effect. Moderate enchantment; CL 11th; Craft Wondrous Item, brandAPG, geas/quest. Hobbling: A conquering brand of hobbling can create a brand of hobbling. Faint transmutation; CL 4th; Craft Wondrous Item, brandAPG, brand of hobbling. Justice: A conquering brand of justice can create a mark of justice, as per the spell. When the brand is used this way, it takes 10 minutes for its tip to heat up. Faint necromancy; CL 9th; Craft Wondrous Item, brandAPG, mark of justice. Lesser Geas: A conquering brand of lesser geas allows you to affect the recipient as per lesser geas. When the brand is used in this way, it takes 1 round for its tip to heat up. If not used to create a brand, the mark left by the branding iron is nonmagical and not tied to the spell effect, so removing it doesn't remove the spell effect. Faint enchantment; CL 7th; Craft Wondrous Item, brandAPG, lesser geas. Subjugation: This brand can create a greater brand (Advanced Player's Guide 207), except it blazes when brought within 30 feet of the Nail's symbol. Moderate transmutation; CL 10th; Craft Wondrous Item, brandAPG, greater brandAPG. Tracking: A conquering brand of tracking can create a brand of tracking. Moderate transmutation; CL 9th; Craft Wondrous Item, brandAPG, brand of tracking.Craft Wondrous Item, brandAPG, geas/questWondrous ItemPath Of The Hellknight
Conquering Brand, HobblingFaint transmutation4none28205 lbs.Each of these 3-foot-long branding irons ends in a distinctive, cruel-looking symbol. Once per day on command, a wielder of a conquering brand can cause the tip to grow red hot for 1 hour, and during this time one creature can be branded. The brand's recipient is burned as normal for a branding iron (see page 63) and is also affected as per brand (Pathfinder RPG Advanced Player's Guide 207) or another spell the conquering brand carries, as the wielder of the brand chooses. A conquering brand can create only one magical brand per day. Conformity: A conquering brand of conformity can create a brand of conformity. Faint transmutation; CL 1st; Craft Wondrous Item, brandAPG, brand of conformity. Geas: A conquering brand of geas can affect the recipient as per geas/quest. When the brand is used in this way, it takes 10 minutes for its tip to heat up. If not used to create a brand, the mark left by the branding iron is nonmagical and not tied to the spell effect, so removing it doesn't remove the spell effect. Moderate enchantment; CL 11th; Craft Wondrous Item, brandAPG, geas/quest. Hobbling: A conquering brand of hobbling can create a brand of hobbling. Faint transmutation; CL 4th; Craft Wondrous Item, brandAPG, brand of hobbling. Justice: A conquering brand of justice can create a mark of justice, as per the spell. When the brand is used this way, it takes 10 minutes for its tip to heat up. Faint necromancy; CL 9th; Craft Wondrous Item, brandAPG, mark of justice. Lesser Geas: A conquering brand of lesser geas allows you to affect the recipient as per lesser geas. When the brand is used in this way, it takes 1 round for its tip to heat up. If not used to create a brand, the mark left by the branding iron is nonmagical and not tied to the spell effect, so removing it doesn't remove the spell effect. Faint enchantment; CL 7th; Craft Wondrous Item, brandAPG, lesser geas. Subjugation: This brand can create a greater brand (Advanced Player's Guide 207), except it blazes when brought within 30 feet of the Nail's symbol. Moderate transmutation; CL 10th; Craft Wondrous Item, brandAPG, greater brandAPG. Tracking: A conquering brand of tracking can create a brand of tracking. Moderate transmutation; CL 9th; Craft Wondrous Item, brandAPG, brand of tracking.Craft Wondrous Item, brandAPG, brand of hobbling.Wondrous ItemPath Of The Hellknight
Conquering Brand, JusticeFaint necromancy9none180205 lbs.Each of these 3-foot-long branding irons ends in a distinctive, cruel-looking symbol. Once per day on command, a wielder of a conquering brand can cause the tip to grow red hot for 1 hour, and during this time one creature can be branded. The brand's recipient is burned as normal for a branding iron (see page 63) and is also affected as per brand (Pathfinder RPG Advanced Player's Guide 207) or another spell the conquering brand carries, as the wielder of the brand chooses. A conquering brand can create only one magical brand per day. Conformity: A conquering brand of conformity can create a brand of conformity. Faint transmutation; CL 1st; Craft Wondrous Item, brandAPG, brand of conformity. Geas: A conquering brand of geas can affect the recipient as per geas/quest. When the brand is used in this way, it takes 10 minutes for its tip to heat up. If not used to create a brand, the mark left by the branding iron is nonmagical and not tied to the spell effect, so removing it doesn't remove the spell effect. Moderate enchantment; CL 11th; Craft Wondrous Item, brandAPG, geas/quest. Hobbling: A conquering brand of hobbling can create a brand of hobbling. Faint transmutation; CL 4th; Craft Wondrous Item, brandAPG, brand of hobbling. Justice: A conquering brand of justice can create a mark of justice, as per the spell. When the brand is used this way, it takes 10 minutes for its tip to heat up. Faint necromancy; CL 9th; Craft Wondrous Item, brandAPG, mark of justice. Lesser Geas: A conquering brand of lesser geas allows you to affect the recipient as per lesser geas. When the brand is used in this way, it takes 1 round for its tip to heat up. If not used to create a brand, the mark left by the branding iron is nonmagical and not tied to the spell effect, so removing it doesn't remove the spell effect. Faint enchantment; CL 7th; Craft Wondrous Item, brandAPG, lesser geas. Subjugation: This brand can create a greater brand (Advanced Player's Guide 207), except it blazes when brought within 30 feet of the Nail's symbol. Moderate transmutation; CL 10th; Craft Wondrous Item, brandAPG, greater brandAPG. Tracking: A conquering brand of tracking can create a brand of tracking. Moderate transmutation; CL 9th; Craft Wondrous Item, brandAPG, brand of tracking.Craft Wondrous Item, brandAPG, mark of justiceWondrous ItemPath Of The Hellknight
Conquering Brand, Lesser GeasFaint enchantment7none100205 lbs.Each of these 3-foot-long branding irons ends in a distinctive, cruel-looking symbol. Once per day on command, a wielder of a conquering brand can cause the tip to grow red hot for 1 hour, and during this time one creature can be branded. The brand's recipient is burned as normal for a branding iron (see page 63) and is also affected as per brand (Pathfinder RPG Advanced Player's Guide 207) or another spell the conquering brand carries, as the wielder of the brand chooses. A conquering brand can create only one magical brand per day. Conformity: A conquering brand of conformity can create a brand of conformity. Faint transmutation; CL 1st; Craft Wondrous Item, brandAPG, brand of conformity. Geas: A conquering brand of geas can affect the recipient as per geas/quest. When the brand is used in this way, it takes 10 minutes for its tip to heat up. If not used to create a brand, the mark left by the branding iron is nonmagical and not tied to the spell effect, so removing it doesn't remove the spell effect. Moderate enchantment; CL 11th; Craft Wondrous Item, brandAPG, geas/quest. Hobbling: A conquering brand of hobbling can create a brand of hobbling. Faint transmutation; CL 4th; Craft Wondrous Item, brandAPG, brand of hobbling. Justice: A conquering brand of justice can create a mark of justice, as per the spell. When the brand is used this way, it takes 10 minutes for its tip to heat up. Faint necromancy; CL 9th; Craft Wondrous Item, brandAPG, mark of justice. Lesser Geas: A conquering brand of lesser geas allows you to affect the recipient as per lesser geas. When the brand is used in this way, it takes 1 round for its tip to heat up. If not used to create a brand, the mark left by the branding iron is nonmagical and not tied to the spell effect, so removing it doesn't remove the spell effect. Faint enchantment; CL 7th; Craft Wondrous Item, brandAPG, lesser geas. Subjugation: This brand can create a greater brand (Advanced Player's Guide 207), except it blazes when brought within 30 feet of the Nail's symbol. Moderate transmutation; CL 10th; Craft Wondrous Item, brandAPG, greater brandAPG. Tracking: A conquering brand of tracking can create a brand of tracking. Moderate transmutation; CL 9th; Craft Wondrous Item, brandAPG, brand of tracking.Craft Wondrous Item, brandAPG, lesser geasWondrous ItemPath Of The Hellknight
Conquering Brand, SubjugationModerate transmutation10none144205 lbs.Each of these 3-foot-long branding irons ends in a distinctive, cruel-looking symbol. Once per day on command, a wielder of a conquering brand can cause the tip to grow red hot for 1 hour, and during this time one creature can be branded. The brand's recipient is burned as normal for a branding iron (see page 63) and is also affected as per brand (Pathfinder RPG Advanced Player's Guide 207) or another spell the conquering brand carries, as the wielder of the brand chooses. A conquering brand can create only one magical brand per day. Conformity: A conquering brand of conformity can create a brand of conformity. Faint transmutation; CL 1st; Craft Wondrous Item, brandAPG, brand of conformity. Geas: A conquering brand of geas can affect the recipient as per geas/quest. When the brand is used in this way, it takes 10 minutes for its tip to heat up. If not used to create a brand, the mark left by the branding iron is nonmagical and not tied to the spell effect, so removing it doesn't remove the spell effect. Moderate enchantment; CL 11th; Craft Wondrous Item, brandAPG, geas/quest. Hobbling: A conquering brand of hobbling can create a brand of hobbling. Faint transmutation; CL 4th; Craft Wondrous Item, brandAPG, brand of hobbling. Justice: A conquering brand of justice can create a mark of justice, as per the spell. When the brand is used this way, it takes 10 minutes for its tip to heat up. Faint necromancy; CL 9th; Craft Wondrous Item, brandAPG, mark of justice. Lesser Geas: A conquering brand of lesser geas allows you to affect the recipient as per lesser geas. When the brand is used in this way, it takes 1 round for its tip to heat up. If not used to create a brand, the mark left by the branding iron is nonmagical and not tied to the spell effect, so removing it doesn't remove the spell effect. Faint enchantment; CL 7th; Craft Wondrous Item, brandAPG, lesser geas. Subjugation: This brand can create a greater brand (Advanced Player's Guide 207), except it blazes when brought within 30 feet of the Nail's symbol. Moderate transmutation; CL 10th; Craft Wondrous Item, brandAPG, greater brandAPG. Tracking: A conquering brand of tracking can create a brand of tracking. Moderate transmutation; CL 9th; Craft Wondrous Item, brandAPG, brand of tracking.Craft Wondrous Item, brandAPG, greater brandAPGWondrous ItemPath Of The Hellknight
Conquering Brand, TrackingModerate transmutation9none144205 lbs.Each of these 3-foot-long branding irons ends in a distinctive, cruel-looking symbol. Once per day on command, a wielder of a conquering brand can cause the tip to grow red hot for 1 hour, and during this time one creature can be branded. The brand's recipient is burned as normal for a branding iron (see page 63) and is also affected as per brand (Pathfinder RPG Advanced Player's Guide 207) or another spell the conquering brand carries, as the wielder of the brand chooses. A conquering brand can create only one magical brand per day. Conformity: A conquering brand of conformity can create a brand of conformity. Faint transmutation; CL 1st; Craft Wondrous Item, brandAPG, brand of conformity. Geas: A conquering brand of geas can affect the recipient as per geas/quest. When the brand is used in this way, it takes 10 minutes for its tip to heat up. If not used to create a brand, the mark left by the branding iron is nonmagical and not tied to the spell effect, so removing it doesn't remove the spell effect. Moderate enchantment; CL 11th; Craft Wondrous Item, brandAPG, geas/quest. Hobbling: A conquering brand of hobbling can create a brand of hobbling. Faint transmutation; CL 4th; Craft Wondrous Item, brandAPG, brand of hobbling. Justice: A conquering brand of justice can create a mark of justice, as per the spell. When the brand is used this way, it takes 10 minutes for its tip to heat up. Faint necromancy; CL 9th; Craft Wondrous Item, brandAPG, mark of justice. Lesser Geas: A conquering brand of lesser geas allows you to affect the recipient as per lesser geas. When the brand is used in this way, it takes 1 round for its tip to heat up. If not used to create a brand, the mark left by the branding iron is nonmagical and not tied to the spell effect, so removing it doesn't remove the spell effect. Faint enchantment; CL 7th; Craft Wondrous Item, brandAPG, lesser geas. Subjugation: This brand can create a greater brand (Advanced Player's Guide 207), except it blazes when brought within 30 feet of the Nail's symbol. Moderate transmutation; CL 10th; Craft Wondrous Item, brandAPG, greater brandAPG. Tracking: A conquering brand of tracking can create a brand of tracking. Moderate transmutation; CL 9th; Craft Wondrous Item, brandAPG, brand of tracking.Craft Wondrous Item, brandAPG, brand of trackingWondrous ItemPath Of The Hellknight
Pyre Beadfaint evocation2none1440-This tiny glass bead transforms itself into a 10-foot-by-10- foot pile of logs and kindling whenever its command word is spoken. A sturdy, 8-foot-tall post juts out of the center of the log heap. This heap does not light upon coming into being, but anyone who touches the heap and says a second command word causes it to burst into flame (this also automatically activates any pyre salt in the flame's area). The fire burns for 4 hours or until extinguished, at which point it turns back into a bead. The owner of the item must wait twice as long as the fire burned before she can order the bead to become a pile of logs again.Craft Wondrous Item, produce flameWondrous ItemPath Of The Hellknight
Pyre Saltmoderate transmutation7none700-Said to be crafted from witches' tears and the ashes of burned heretics, pyre salt is composed of glistening black-and-white granules and smells of smoke. It typically comes in a narrow glass vial containing one use. When pyre salt is cast into any magical or mundane flame whose area is at least 10 feet by 10 feet, the fire in that area deals double the normal amount of damage to any objects or creatures in that space for 1 round. Pyre salt cannot be activated by fire spells or effects cast onto it. Additionally, any objects or creatures destroyed by the affected fire prove exceptionally difficult to restore. Anyone who casts mending, make whole, or a similar spell on an object destroyed by the fire must first succeed at a DC 20 caster level check or the spell fails. By the same token, anyone who casts raise dead, resurrection, or a similar spell on a creature killed by the fire must also succeed at a DC 20 caster level check or the spell fails.Craft Wondrous Item, death knell, pyrotechnicsWondrous ItemPath Of The Hellknight
Biting Braceletmoderate illusion10none50002 lbs.This +1 heavy wrist launcherUI appears to be a lavish, gold bracelet. This functions like the glamered weapon special ability (Pathfinder RPG Ultimate Equipment 142), except a biting bracelet is able to only assume this one specific form, and can revert to its innocuous appearance 1 round after being used as a weapon.Craft Magic Arms and Armor, disguise, magic auraWeaponSpymaster's Handbook
Grafting Bladefaint transmutation3none43701 lb.This plain-looking +1 spring bladeUI is attached to a weather-beaten cedar grip. By speaking a command word, the wielder can magically merge the grip into a larger wood handle, such as a cane, club, staff, stylus, or oar, transforming the infused item into either a +1 shortspear, +1 spear, or +1 siangham (depending on the handle's size). The blade can even be affixed to magic items such as staves, rods, and wands so long as they are made of wood, but doing so renders their other magical properties nonfunctional until the grafting blade is removed. Removing a grafting blade from an item it has merged with requires a full-round action, and leaves both items unharmed.Craft Magic Arms and Armor, wood shapeWeaponSpymaster's Handbook
Stirge Lancetmoderate transmutation7none8500-This +1 returning featherweight dartUI transforms into an insect-sized stirge when fired. As with a normal featherweight dart, a stirge lancet deals no damage; it instead administers 1 dose of an applied poison so long as the target doesn't have damage reduction, hardness, or similar abilities. If no poison is applied to the stirge lancet, it instead attaches to the target for 1 round and draws 1 ounce of blood or an equivalent fluid (if any) from the target. After applying poison or drawing blood, the dart flies through the air back to the creature that fired it. Unlike other featherweight darts, a stirge lancet is not damaged or destroyed when used, and can be reused indefinitely (though it can store only 1 dose of poison or one blood sample at a time). Although a stirge lancet leaves no evidence, the sound of its buzzing wings may attract attention. A creature hit by a stirge lancet can attempt a Perception check to hear its humming; the DC for this check is equal to 20 + the stirge lancet's enhancement bonus on attack rolls (DC 21 for a standard stirge lancet). If the target succeeds at this Perception check, it instinctively attempts to bat the dart out of the air without a second thought, thinking the projectile to be an ordinary insect. There is a 50% chance that a dart so detected is batted from the sky, preventing it from returning to the creature that fired it and allowing it to be detected with a successful DC 15 Perception check, as normal for a featherweight dart. A batted dart is not destroyed, but must be retrieved manually.Craft Magic Arms and Armor, animate object, returning weaponUCWeaponSpymaster's Handbook
Mask Of Anonymous Mienmoderate transmutation10head250001 lb.This featureless mask is little more than a white disk with eyeholes and a pair of short leather straps for tying. After donning the mask, the wearer can meditate for 1 minute in order to assume a faceless identity, becoming an utterly generic and unremarkable member of the wearer's race and gender. Knowledge checks about the wearer's faceless identity don't reveal information about his true identity, unless his true identity is revealed to the world at large. Additionally, attempts to scry or otherwise locate the wearer work only if the creature is attempting to locate the wearer's faceless identity (or the creature knows the wearer's faceless identity and the wearer's true identity are one and the same). Otherwise, the spell has no effect, revealing nothing but darkness, as if the target were invalid or did not exist. In addition, if the wearer owns multiple masks of anonymous mien, the faceless identity he assumes is the same for all such items. A vigilante who wears a mask of anonymous mien treats the faceless identity created by the item as a vigilante identity for the purpose of his class abilities, although this identity is separate from his actual vigilante identity.Craft Wondrous Item, alter self, nondetectionWondrous ItemSpymaster's Handbook
Torc Of Innocuous Gemsmoderate illusion9neck1800-This simple platinum necklace has five sockets for gems. An ioun stone placed in a socket registers as nonmagical, as per magic aura, and confers no benefit upon the wearer. With a command word, the wearer can release all ioun stones held within the necklace, sending them into orbit around her head and gaining their full benefits.Craft Wondrous Item, magic auraWondrous ItemSpymaster's Handbook
Tathlumstrong evocation and necromancy20none-1220 lbs.This horned and frilled dragon's head is coated with a thick layer of white lime. When dropped from a height of at least 150 feet, the tathlum detonates in an explosion of greasy darkness, dealing 20d6 points of damage to all creatures within a 150-foot-radius spread from its point of impact (Will DC 25 half). Good or lawful living creatures with 9 Hit Dice or fewer within this area must also succeed at a DC 25 Fortitude save or die. This area is immediately affected by unhallow with darkness as an associated spell effect. In addition, concussive force blasts outward from the darkness, dealing 10d6 points of damage to all creatures within the area between 150 feet and 300 feet from the impact point (Will DC 21 half). The tathlum is consumed in the explosion. If at least 200 Hit Dice worth of creatures are killed by the tathlum's detonation, the explosion spontaneously creates 1d6 nightwalkers (Pathfinder RPG Bestiary 2 201) within 150 feet of the point of impact. On particularly dense battlefields, the detonation instead creates 1d6 warsworns (Pathfinder RPG Bestiary 4 272). These undead creatures are free-willed and not under the control of the tathlum's wielder. If the tathlum is dropped from a height of less than 150 feet, it deals 3d6 points of damage to a single creature as a falling object (Pathfinder RPG Core Rulebook 443), plus an additional 2d6 points of damage if the target is good or lawful. The tathlum takes no damage and is not destroyed if dropped from a height of less than 150 feet.ArtifactAP 108
Antiquarian's Monoclefaint divination3eyes1350-This lens, mounted in a round silver frame, fits snugly in the eye orbit of any Medium or Small user. Three times per day on command, the monocle allows the user to read magical inscriptions (including scrolls) as if affected by read magic. Once per day, by speaking a second command word, the user can activate a 1st-level spell from a scroll even if she doesn't have the spell on her class list or meet the other requirements. Activating a scroll with the monocle is a full-round action (or the spell's casting time, whichever is longer).Craft Wondrous Item, read magicWondrous ItemGallows Of Madness
Scroll Of Blood Inkvariesvariesnone-1-This scroll can seem to contain any spell. When the wielder attempts to cast the spell, the ink turns to blood and runs off the page, ruining the spell automatically. The scroll's edges turn sharp and cut the wielder's hands and wrists, dealing 4 points of Constitution bleed. A successful DC 15 Reflex save halves the bleed. The bleed can be stopped with any magical healing or a successful DC 20 Heal check.CursedHorror Adventures
Staff Of Magical Declinevariesvariesnone-15 lbs.This staff appears to be an ordinary staff and functions normally as such until it is used in combat. The wielder's effective caster level drops to match that of the staff or the wielder's caster level - 4, whichever is lower. The wielder's spellcasting ability score drops to 10 + staff's highest spell level, unless it is already lower. The wielder must employ the staff rather than any other melee weapon or spell trigger item. Even if the staff is fully charged, the caster fails to regain spell slots for the day unless she forgoes a spell slot to restore 1 charge to the staff. However, she never again regains a spell slot used to charge the staff until she is freed from the curse. The only way for the wielder to be rid of the staff is by miracle or wish.CursedHorror Adventures
Lupine Rageskinfaint transmutation5armor1216015 lbs.This +1 leather armor consists of wolf skins sewn together with sinew. When the wearer rages, he automatically turns into a Medium wolf, as if using change shape (beast shape I). The armor melds with his new form as normal, but the armor's enhancement bonus changes into a +1 enhancement bonus to her natural armor. When the rage ends, the wearer reverts to his own form.Craft Magic Arms and Armor, beast shape IArmorHorror Adventures
Ursine Rageskinmoderate transmutation7armor2016525 lbs.This +1 hide armor is stitched together from grizzly bear hides. When the wearer rages, she automatically turns into a Large brown bear, as if using change shape (beast shape II). The armor melds with her new form as normal, but the armor's enhancement bonus changes into a +1 enhancement bonus to her natural armor. When the rage ends, the wearer reverts to her own form.Craft Magic Arms and Armor, beast shape IIArmorHorror Adventures
Boneshaking Cleaverstrong necromancy [evil]15none9032012 lbs.This well-balanced, two-handed cleaver is nearly 6 feet in length. Its blade protrudes from a hilt that appears to be the spine of an animal, capped with a skull at its end. A boneshaking cleaver functions as a +3 unholy greataxe. On a critical hit, it also rattles the target's bones, rending flesh and separating joints. This deals 1 point of Constitution damage and allows the wielder to apply one of the following conditions to the target for 1 round: deafened, shaken, or sickened.Craft Magic Arms and Armor, bestow curse, unholy blightWeaponHorror Adventures
Hangman's Noosemoderate necromancy9none183012 lbs.This +1 whip is made from a hemp rope that once served as the noose in a gallows. The countless executions committed with the rope have left an indelible mark on the weapon. As a standard action, the wielder of a hangman's noose can attempt a combat maneuver check to wrap the whip around a creature's neck. If she succeeds, the victim can't move outside of the whip's reach. As a standard action, the wielder can attempt a repositionAPG combat maneuver check to move the victim within the whip's reach or to pull the whip tighter, strangling the victim (see the rules for suffocation on page 445 of the Core Rulebook). Once the target is being strangled, the wielder can attempt a combat maneuver check as a standard action to squeeze the air out of the victim's lungs. This reduces the amount of time the victim can hold his breath by 1d6+1 rounds. A victim can escape the noose with a successful Escape Artist check (DC = the wielder's CMD), or by severing the noose with an attack or a successful sunder combat maneuver check. The noose has AC 18, hardness 2, and 12 hp. If severed, the noose can still be used as a +1 whip and repairs itself after 1 hour.Craft Magic Arms and Armor, animate rope, suffocationAPGWeaponHorror Adventures
Hooked Massacrestrong transmutation13none2232510 lbs.This viciously barbed +1 spiked chain consists of a jagged hook at the end of a length of rusty chain. It twitches of its own accord, as if it had some semblance of cruel intelligence. As the wielder swings it, the chain contracts and expands with a seemingly endless supply of new links. As a free action, the wielder can cause the chain to expand, giving the weapon reach for 1 round. The weapon doesn't threaten adjacent squares when it's expanded. The wielder can't reverse this change manually; he must wait for it to expire. If the wielder of a hooked massacre uses it for a dragAPG or repositionAPG combat maneuver that brings the target adjacent to him, he can make an attack against the target at his highest base attack bonus as an immediate action.Craft Magic Arms and Armor, Combat Expertise, Improved DragAPG, Improved RepositionAPG, hasteWeaponHorror Adventures
Murderer's Machetemoderate conjuration [evil]11none328703 lbs.This wide machete is darkly stained with blood. It is treated as a +1 keen short sword that also has a vicious cutting edge, allowing it to deal slashing damage in addition to piercing damage. The murderer's machete grants its wielder the ability to move with unnatural grace and speed while stalking potential victims. The wielder gains a +2 competence bonus on Stealth checks and Survival checks to track. In addition, once per day, the wielder can lick the bloodstains on the blade as a standard action to gain the benefits of cruel jaunt (see page 114).Craft Magic Arms and Armor, cruel jaunt, keen edge, creator must sacrifice a sentient living creatureWeaponHorror Adventures
Murderer's Machete, Greaterstrong conjuration [evil]13none783103 lbs.This item functions like a murderer's machete, but is a +2 keen wounding short sword.Craft Magic Arms and Armor, bleed, cruel jaunt (see page 114), keen edge, creator must sacrifice a sentient living creatureWeaponHorror Adventures
Sacrificial Daggerfaint necromancy [evil]3none73021 lb.The serrated blade of this +1 dagger is set in a hilt made of human bone carved in the shape of a scorpion's tail. Once per day when the wielder delivers a coup de grace with the sacrificial dagger and the target dies as a result of the attack, the dagger traps the dead creature's life energy for 10 minutes per Hit Die of the creature. A dark mist visibly seeps from the dagger during this time, and anyone wielding the dagger gains the benefits of death knell. Determine the number of temporary hit points granted when the target dies. The temporary hit points stem from the dagger, so if another creature wields the dagger, that creature gains the remaining temporary hit points (if any) and the previous wielder loses them. If, while the death knell effect is active, the wielder casts a spell that requires sacrificing a creature, she can expend the life energy stored in the dagger. For the purpose of fulfilling the spell's requirements, the life energy counts as the creature did when it was alive (including Hit Dice and whether or not it was sentient). Expending the trapped life energy ends the death knell effect immediately, before the casting of the sacrificial spell is complete, so the death knell effect doesn't increase the wielder's caster level for that spell. Sacrificing another creature dissipates the life energy of any previous sacrifice already held in the dagger.Craft Magic Items and Armor, death knellWeaponHorror Adventures
Screaming Blademoderate evocation [evil]10none253154 lbs.This +2 longsword contains the hideous captured screams of a torture victim. The blade howls these blasphemies and profanities whenever it is drawn. This discordant noise grants the wielder a +5 competence bonus on Intimidate checks, but any creature can hear the howls with a Perception DC of -10, regardless of the wielder's Stealth. The disturbing noise makes it difficult for nearby creatures to concentrate. Any creature other than the wielder within 60 feet attempting to cast a spell must succeed at a concentration check (DC = 15 + spell level) or the spell fails. Creatures within 60 feet take a -2 penalty on skill checks that require concentration and are unable to take 10 (unless they have an ability that enables them to take 10 while distracted or threatened). If the wielder is evil and has the bardic performance ability, she can use the screams as a masterwork instrument for either Perform (sing) or Perform (wind) and the DCs of her bardic performances that are fear effects increase by 1. Silence and similar effects suppress all the blade's magical abilities except its enhancement bonus.Craft Magic Arms and Armor, sound burst, creator must be evil and torture a sentient creature during creationWeaponHorror Adventures
Heavenly Aegis Ringmoderate evocation [good]10ring16000-The surface of this silver ring never tarnishes, but when an evil creature is wearing it, its luster diminishes. Whenever the wearer takes the total defense action, he can activate the ring, creating a magic circle against evil effect centered on him. This effect lasts 10 rounds per day, though the rounds don't need to be spent consecutively. Once activated, the effect expends rounds until the user ends it as a move action or the rounds run out. As a standard action while the magic circle is active, the wearer can release the protective circle's energy as a violent blast. This functions as holy smite centered on the wearer, but the wearer can exclude a 10-foot-radius area from the center of the affected area. Releasing the energy expends all the ring's remaining rounds and can be done only if at least 5 rounds remain. The ring's power renews each day at dawn.Forge Ring, holy smite, magic circle against evilRingHorror Adventures
Kyton Ringmoderate conjuration7ring1000-This rusty iron ring looks like a twisted chain. On command, the ring can produce a rusty, clanky length of iron chain (hardness 10, 5 hp, break DC 26). The ring can create no more than 100 feet of chain in this way. This total length can be split among many uses, but must be spent in 10-foot increments. When the ring's daily allotment of chain is renewed, any previously conjured chain rusts away. Once per day as a standard action, the user can shoot a chain from the ring as though it were a grappling hook, except the range increment is 50 feet. Whatever length of chain she shoots out counts against ring's daily allotment.Forge Ring, major creationRingHorror Adventures
Rings Of Alien Geometriesmoderate conjuration10none30000-A short silver chain joins these two crystal rings together. When worn on two adjacent fingers of the same hand, the two rings occupy a single ring slot. Once per day as a standard action, the wearer of a pair of rings of alien geometries can create two shimmering portals, each 5 feet in diameter and surrounded by a 4-inch-thick ring of force. Only one side of each portal functions as a gateway; the other side is blocked (as if by a wall of force). Each portal must be oriented vertically and be within 30 feet of the wearer at the time of creation. Medium or smaller creatures can move through either portal as easily as moving to an adjacent square, stepping out of the other portal. Large creatures can squeeze through but can't end movement halfway through a portal. Any creature farther than 5 feet away from a portal has no line of sight or line of effect through it to the other portal, but a creature adjacent to one of the portals can attack through it as though the square directly in front of the other portal were adjacent to the creature. Both of the portals vanish after 10 rounds. Destroying a portal is possible only with spells or attacks that can destroy a wall of force. Destroying one portal causes the other portal to immediately collapse.Forge Ring, dimension door, wall of forceRingHorror Adventures
Cephalopod Staffmoderate conjuration11none228004 lbs.This dark mahogany staff is carved in the shape of a squid's tentacle and smells strongly of seawater. When grasped, the staff animates, writhing momentarily until it regains its rigid, wooden form. As a swift action, the wielder can transform the staff into a long, flexible weapon that functions as a masterwork whip. The staff reverts to its normal form at the beginning of the wielder's next turn. The staff allows the use of the following spells. • Summon monster II (octopus or squid only; 1 charge) • Black tentacles (3 charges) • Summon monster VI (giant octopus only; 5 charges)Craft Staff, black tentacles, summon monster VIStaffHorror Adventures
Hungering Staffmoderate conjuration9none300004 lbs.A ring of curved fangs circles the tip of this 7-foot-long bone staff. When magic mouth is cast from the staff, the resulting illusory mouth is filled with countless needle-like fangs. After magic mouth is cast, one charge remains drained from the staff and can't be recharged until the user dismisses the spell or until the spell discharges. When casting beast shape I from the staff, the caster can choose only creatures with bite attacks, and the user's bite attacks deal damage as if the assumed shape were two sizes larger. The staff allows the use of the following spells. • Magic mouth (1 charge) • Beast shape I (see text; 2 charges) • Hungry pit (3 charges)Craft Staff, beast shape I, hungry pitAPG, magic mouthStaffHorror Adventures
Many-Eyed Staffmoderate divination9none320005 lbs.Whenever the user is holding this wooden staff, 10 bulging eyes carved along the length of the staff animate, granting the user a +5 competence bonus on Perception checks as long as he is grasping the staff. As a move action, the wielder can select a creature within 100 feet and see through its eyes with no saving throw. The creature selected must be either a spider summoned with the staff or a creature blinded by a blindness/deafness spell cast from the staff (the wielder ignores the blindness/deafness effect). The connection lasts as long as the wielder and the target creature remain within 100 feet of each other, though the wielder can end it as a free action. The effect also ends if the target was a blinded creature and regains the ability to see. The wielder is blinded while maintaining this connection. The staff allows the use of the following spells. • Blindness/deafness (blindness only; 1 charge) • Summon monster II (giant spider only; 1 charge) • Prying eyes (3 charges)Craft Staff, blindness/deafness, prying eyes, summon monster IIStaffHorror Adventures
Black Heartfaint necromancy [evil]5none188001/2 lb.This withered, black heart is disturbingly cool to the touch. It must be attuned to an evil deity in a vile ritual that takes at least 1 hour and requires a living sentient creature as a sacrifice before the wielder can use its powers. Once attuned, it counts as an unholy symbol of that deity for all purposes (such as acting as a divine focus for spellcasting) and can't be attuned to another deity until at least 1 week has passed since its last use. By brandishing the black heart as a standard action, the wielder can detect the presence of good creatures. If any good creatures are within 60 feet, the withered heart begins to slowly beat. The heart doesn't show the wielder who specifically is good, but it does beat faster the closer to a good creature it comes. The wielder can activate this ability once per day, and it lasts as long as she concentrates, to a maximum of 10 minutes. If the wielder brandishes the heart and concentrates, the wielder can squeeze the heart as a standard action, targeting a living creature within 60 feet. The target takes 3d8+5 points of damage and becomes sickened for 1d4 rounds. A successful DC 14 Fortitude save halves the damage and negates the sickened effect. This is a negative energy effect, and evil creatures are immune to it.Craft Wondrous Item, detect good, inflict serious wounds, creator must be an evil worshiper of an evil deityWondrous ItemHorror Adventures
Blackmarrow Altarstrong necromancy [evil]17none3250024 lbs.This altar is built from skulls and bones as black as onyx. When placed upright on a solid surface, the altar begins radiating negative energy, as per desecrate. If the altar is knocked over, the effect ends until the altar is righted as a move action. A spellcaster can use a blackmarrow altar as a focus when casting animate dead or create undead. The spell then doesn't require onyx gems as a material component. Instead, the altar supplies the unholy energy needed for casting the spell. The altar can sustain a maximum of 20 Hit Dice of undead creatures created this way, and it can't create more than 20 HD of undead creatures in a week even if previously created undead are destroyed. The undead creatures can't create spawn or use similar abilities. When undead creatures created with the altar as a focus move farther than 100 feet away from it, dark fumes continuously pour out from their eyes (or eye sockets) and mouths. Any such undead creature needs to return to the altar's vicinity within 4 hours to replenish its negative energy. If unable to do so, the creature is immediately destroyed after 4 hours.Craft Wondrous Item, desecrateWondrous ItemHorror Adventures
Brilliant Flash Symbolfaint evocation3none16001/2 lb.This holy (or unholy) symbol is crafted from brilliantly polished clear quartz with a facet that contains a small sapphire. When brandished, the symbol catches and amplifies the surrounding light into a blinding flare. This has several effects. When the bearer uses the holy symbol to channel energy (whether she channels positive or negative energy), any creature that takes damage must succeed at a DC 10 Fortitude save or be dazzled for 1 round. If the bearer casts a spell using a brilliant flash symbol as a divine focus, she can force up to three creatures affected by the spell to attempt a DC 10 Fortitude save; any who fail are dazzled for 1 round in addition to any of the spell's other effects. The bearer can permanently expend the magic inside the small sapphire to cause the creatures to instead be blinded if they fail the save or dazzled if they succeed at it. This causes the sapphire to crumble into fine powder. A brilliant flash symbol functions only in areas with some kind of ambient light. It loses all of its powers in areas of total darkness.Craft Wondrous Item, flare, channel energy class featureWondrous ItemHorror Adventures
Channel-Thieving Beltfaint conjuration and necromancy3belt20002 lbs.This wide black leather belt is inlaid with spiraling copper runes. If the wearer is a living creature, she heals each time she is within the area of a burst of channeled positive energy used to deal damage to undead creatures. If the wearer is an undead creature, it heals each time it is within the area of a burst of channeled negative energy used to deal damage to living creatures. The wearer regains 1 hit point for each 1d6 points of energy channeled. The belt has no effect if its wearer is the one channeling energy.Craft Wondrous Item, cure light wounds, inflict light woundsWondrous ItemHorror Adventures
Channel-Thieving Belt, Greatermoderate conjuration and necromancy7belt92002 lbs.This belt functions as a normal channel-thieving belt, except the amount of healing is equal to 1/2 the amount of damage healed or dealt by the creature channeling energy.Craft Wondrous Item, cure serious wounds, inflict serious woundsWondrous ItemHorror Adventures
Crimson Altarmoderate necromancy8none1750028 lbs.This red marble altar is carved in the shape of two legless humans conjoined at the waist, their heads facing opposite directions. The figure's four arms are bent at the elbow, supporting the altar like the legs of a table would. Each face is featureless save for a gaping maw, and hollow moans occasionally escape from their taut, perpetually blood-stained marble lips. Whenever a creature within 40 feet of the altar takes piercing or slashing damage, the altar's foul magic invades the wound and forces it to stay open, automatically dealing 1d4 points of bleed damage. This bleed damage doesn't stack with any bleed damage the attack would normally deal, nor does it stack with itself. Unholy magic beckons spilled blood to crawl toward the altar. There is a shallow, round indentation on the altar; if a silver cup worth 25 gp is placed within, crimson nectar trickles into the cup each time a creature within 40 feet takes bleed damage. The cup is filled to the brim once 30 points of bleed damage have been dealt within 40 feet of the altar. As a standard action, a creature can drink the nectar to regain 5d6 hit points. The nectar heals both living and undead creatures. The nectar loses its potency and turns into clotted blood if it is not consumed within 1 round of the cup being removed from the altar. The altar can produce 3 full cups of healing nectar per day.Craft Wondrous Item, bleed, death knellWondrous ItemHorror Adventures
Dark Lens Altarstrong conjuration13none4000037 lbs.Set in the center of this dark steel altar is an eye-shaped, obsidian lens. Many-eyed horrors from dark spaces between the stars stare back through the lens. When viewed from different angles, the altar's proportions seem to change as though space were bent around the object. Whenever a creature within 60 feet of the altar casts a summon monster or summon nature's ally spell (or uses either spell as a spell-like ability), the creature can use the altar as a focus for the spell. Any creatures summoned this way emerge from the dark lens, appearing adjacent to the altar. The creatures are strangely mutated, gaining the benefit of lesser evolution surgeAPG as though they were eidolons with no base form. They still must meet all prerequisites for an evolution, including having particular natural attacks, and they count as the eidolons of a summoner with a summoner level equal to the level of the summoning spell for the purposes of satisfying prerequisites and determining how many total attacks per round they can use. There is a 25% chance that any creature summoned through the lens attempts to kill the summoner rather than obeying the summoner's commands. Roll once per casting for all creatures summoned, and if the creatures turn on their summoner, the summoner can't dismiss the spell as normal (though it still expires when the duration ends). When the summoned creature appears, the planar rift through which it passes creates a vacuum near the altar for 1 round. Each creature within 5 feet per level of the summoning spell is affected by a severe blast of air (as per gust of wind) directed toward the altar. A summoning spell of 4th level or higher creates a more powerful vacuum; all creatures within the area are treated as one size category smaller for the purpose of determining how the vacuum affects them. If the summoning spell is 7th level or higher, the creatures are treated as two size categories smaller. If a creature summoned through the altar is ever forced into the altar's space, including by the vacuum effect, the summoning instantly ends as the creature is sucked back to its home dimension.Craft Wondrous Item, lesser evolution surgeAPG, plane shiftWondrous ItemHorror Adventures
Eldritch Scholar's Monoclefaint divination3eyes5000-This lens, mounted in a round electrum frame, fits snugly over the wearer's eye. Upon donning the monocle, the user sees a swirl of arcane sigils through the lens, but the sensation quickly fades. The monocle allows the user to decipher magical inscriptions, as per read magic. Once worn for 24 consecutive hours, an eldritch scholar's monocle also protects the user from anything dangerous to read or view. While wearing the monocle, whenever the user triggers a curse effect, an effect that causes sanity loss, or a magic trap (such as explosive runes or sepia snake sigil) simply by reading or viewing an object, the monocle's glass starts shaking, pulling the wearer's attention away from the dangerous details in the object. This allows the wearer to roll any saving throw against such an effect twice and take the better result. This effect functions only once per day. For the remainder of the day, everything viewed through the lens appears blurred and distorted, and the read magic effect no longer functions.Craft Wondrous Item, augury, read magicWondrous ItemHorror Adventures
Gloves Of Feastingmoderate transmutation9hands84001/2 lb.Each of these leather gloves has a large, ragged hole in the palm. Upon donning the gloves, the wearer is nauseated with pain for 1 round as the skin on his palms rips open, revealing terrible gashes that each sprout fangs, lips, and a tongue. While the wearer's hands are empty, he can breathe, eat, drink, and speak through the mouths on his hands (though this doesn't allow him to drink more potions in a round, speak with more than one voice at a time, or otherwise take more actions than normal). The wearer retains the use of his hands; the mouths remain shut while the wearer is holding items in his hands. The wearer receives a +2 enhancement bonus on combat maneuver checks to grapple a foe with his hands. If he begins his turn grappling with his hands, the wearer can make a free bite attack with one of the mouths on his hands. The bite is treated as a natural weapon and deals an amount of damage equal to 1d4 + his Strength modifier for a Medium wearer (1d3 + his Strength modifier if he's Small).Craft Wondrous Item, polymorphWondrous ItemHorror Adventures
Mantle Of Lifemoderate necromancy10shoulders480004 lbs.This short cape shimmers faintly under light. The wearer is immune to the energy drain attacks made by undead creatures. She still suffers any other effects of the attack, but ignores the energy drain. If a corpse is wearing the mantle, it can't rise as an undead creature for any reason. This doesn't prevent creatures that were already undead from using abilities like rejuvenation to return to unlife.Craft Wondrous Item, death wardWondrous ItemHorror Adventures
Mantle Of The Darkest Nightfaint evocation5shoulders6000-This cloak is woven from a fabric of solid darkness held together by magic alone. When the wearer takes the total defense action, the mantle quickly dissolves into a globe of darkness (as per deeper darkness) that is centered on the wearer. The darkness coalesces into a mantle on the wearer's shoulders again at the beginning of her next turn unless she immediately uses another total defense action to maintain it. This effect functions up to 10 rounds per day. If any of the item's daily uses are left, the wearer can grab the mantle and toss it into a space within 30 feet as a standard action. The mantle dissolves into a deeper darkness effect centered where the mantle landed and lasting for a number of rounds equal to the remaining daily uses. When the duration ends, the mantle materializes in the square into which the wearer threw it.Craft Wondrous Item, deeper darknessWondrous ItemHorror Adventures
Monster Almanacfaint divination3none40001/2 lb.This sketchbook has up to 100 pages full of scribbled notes and hasty sketches about monsters. When the user focuses on a particular page, the text and pictures start moving, revealing more details about the creature. The user must spend 10 minutes researching a particular type of monster to get any benefit from the almanac. If the user is trained in the appropriate Knowledge skill to identify a monster, he gets a +2 circumstance bonus on his check. He can attempt a Knowledge check to identify a creature despite being untrained in the appropriate skill (but without the +2 bonus) as long as the check's DC is no higher than 15.Craft Wondrous Item, augury, silent imageWondrous ItemHorror Adventures
Monster Almanac, Greatermoderate divination11none200004 lbsThe countless pages of this heavy tome bear detailed illustrations and descriptions of creatures from the Material Plane and other planes, including numerous Material Plane planets and the vast black spaces between the stars. The book looks slim when closed, but when a user turns its pages, more and more pages appear. The user must spend at least 10 minutes researching a particular type of monster to get any benefit from the almanac. If the user is trained in the appropriate Knowledge skill to identify the monster, she gets a +5 circumstance bonus on her skill check. She can attempt a Knowledge check to identify a creature despite being untrained in the appropriate skill (without the +5 bonus) regardless of the DC. If the user spends 24 hours instead of 10 minutes, she can treat the check as though she got a result of 25. This functions much like using an extensive library and doesn't require the user to be trained in the relevant Knowledge skill.Craft Wondrous Item, legend lore, major imageWondrous ItemHorror Adventures
Moonlight Lanternstrong transmutation13none660003 lbs.This intricate silver bullseye lantern filters its light through a stained-glass image of a howling wolf silhouetted by the moon. The pale blue light it casts does little to illuminate the surrounding area, casting dim light in a 60-foot cone directed by the lantern's bearer. The lantern can remain lit for 30 minutes per day. These minutes don't need to be used consecutively, but must be spent in 5-minute increments. When the lantern's light falls on a creature that is not in its true form or that has more than one form-such as a creature that has been polymorphed, a doppelganger, or a lycanthrope-the light shows all of that creature's forms. Anyone who can see the target perceives any additional forms as semi-transparent illusions superimposed over the creature's current form. This is a divination effect and otherwise works as per true seeing. Once per day as a standard action, the bearer can force a creature within the lantern's light to assume another of its forms. If the creature is under the effects of a spell with the polymorph descriptor, the bearer can attempt to dispel the effect (as per dispel magic) using the lantern's caster level. If the creature has the shapechanger subtype, it must succeed at a DC 20 Fortitude save to resist this effect. If it fails this saving throw, the bearer of the moonlight lantern can choose another of the target's forms and force it to transform immediately. The shapechanger doesn't need to spend an action to do so. The target must remain in the chosen form for at least 1 minute before it can shift again.Craft Wondrous Item, dispel magic, greater polymorph, true seeingWondrous ItemHorror Adventures
Necromancer's Beaconstrong necromancy13none480001 lb.This gruesome lantern is made from bone and emerald-tinted glass. When lit, it shines a disgusting green dim light in a 60-foot radius. This light makes living creatures uncomfortable, but does them no harm. A lit necromancer's beacon attracts undead creatures within 1,000 feet, whether they can see it or not. Sentient undead must succeed at a DC 20 Will save to avoid this effect, and mindless undead receive no saving throw. Any undead creature attracted by a necromancer's beacon must move as fast as it is able toward the lantern; once it comes within 60 feet of the lantern, the undead creature can act normally (unintelligent undead usually attempt to destroy the lantern). This effect is blocked by 1 foot of wood, 1 inch of stone, or a thin layer of lead. An intelligent undead that succeeds at its saving throw against a necromancer's beacon is forever immune to the effects of that particular necromancer's beacon. Undead creatures take 1 point of positive energy damage every round they remain within the light shed by a necromancer's beacon. If the lantern is destroyed, all undead are immediately freed from the lantern's compulsion.Craft Wondrous Item, control undeadWondrous ItemHorror Adventures
Oil Of Attractionfaint necromancy3none17001/2 lb.This vial of foul-smelling unguent is a great boon for trackers and hunters. Each vial of oil is keyed to a particular kind of creature and functions only against such creatures. The kind of creature is fairly narrow. The most common kinds are demons, devils, dragons, hags, lycanthropes, and vampires, but others might have corresponding oils of attraction at the GM's discretion. Whenever a creature throws a vial at a target (treat this as a touch attack, like throwing a splash weapon without a splash radius), the vial shatters, coating the target on a direct hit. The foul slime drips off the coated creature, granting anyone trying to track it a +10 circumstance bonus on Survival checks. The scent of the oil grants anyone who can smell it a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that creature, as well as a +1 bonus on attack and damage rolls against it. These bonuses stack with the favored enemy class feature. The oil lasts for 1 hour, during which no amount of washing with ordinary cleaning supplies can remove the slime from a creature. Only universal solvent denatures the oil. Bonuses from multiple oils of attraction don't stack.Craft Wondrous Item, bestow curseWondrous ItemHorror Adventures
Pain Ward Of The Ostiariusfaint necromancy5neck60001/2 lb.This twisted and charred hunk of metal resembles a blacksmith apprentice's failed work. It bears numerous sharp hooks and barbs. Rather than being suspended from a cord or chain, it grips directly onto the wearer's chest with a life of its own. When the item attaches, the user permanently loses 1 hit point and gains a +10 circumstance bonus to resist any attempts to steal the pain ward of the ostiarius and to the DC of other attempts to remove it (such as with Sleight of Hand). Once attached, this item can act as an unholy symbol for any evil deity and reshapes itself to match the symbol of an evil deity the wearer worships. If the unholy symbol is removed from the wearer, he takes 1d8 points of damage and 1 point of Constitution damage. The pain ward of the ostiarius grants an evil wearer a +4 profane bonus on any saving throws against spells and abilities with the painUM descriptor. Once per day, the wearer can channel his pain into negative energy and inflict it on an unwilling victim. This is a touch attack that deals 1d8+5 points of negative energy damage and sickens the victim for 1d4 rounds. A successful DC 11 Fortitude saving throw halves the damage and negates the sicken effect.Craft Wondrous Item, inflict light wounds, resistance, creator must be an evil worshiper of an evil deityWondrous ItemHorror Adventures
Perilous Puzzle Boxmoderate conjuration9none50001 lb.Brass latticework decorates the faces of this cubical mahogany puzzle box. While in its solved configuration, the puzzle box is safe to open and close, and the user can access an extradimensional compartment that can store up to 10 pounds of objects. The user can store a single touch spell of 4th level or lower in the box by casting the spell and touching the box. This spell has no effect until the box is changed to an unsolved state and someone subsequently tries and fails to solve it. Any creature can close the box and twist its segments, at which point the puzzle box becomes unsolved and requires a successful DC 20 Intelligence check to solve and open. Each subsequent consecutive round spent randomly twisting the segments increases the number of Intelligence checks needed to solve the puzzle, to a maximum of three checks after 3 rounds of scrambling. As soon as the creature ceases twisting the segments, it is no longer safe to change the configuration. Thereafter, twisting any segment triggers a 1-minute timer, during which the holder can safely attempt to solve the puzzle with a series of Intelligence checks. This requires two hands and a full-round action for each Intelligence check. If the timer runs out before the puzzle is solved or the creature pauses for 1 round in the middle of attempting to solve the puzzle, the touch spell stored in the perilous puzzle box (if any) discharges, automatically hitting any creature holding the box. Unless the attempt to solve the puzzle succeeds, after 1 minute, the box automatically reverts to the configuration it had before the attempt to solve the puzzle and locks itself for 24 hours. If a perilous puzzle box is destroyed (hardness 10, 20 hp), any contents stored in the extradimensional space are lost on the Ethereal Plane. A found puzzle box has a 75% chance of having a touch spell stored within it, usually bestow curse, contagion, or inflict critical wounds.Craft Wondrous Item, imbue with spell ability, secret chestWondrous ItemHorror Adventures
Purifying Ointmentfaint abjuration and conjuration5none40001/2 lb.Usually stored in a jar shaped like a scarab beetle, this unguent is pale green and smells like thistle with a hint of the scent of embalming fluids. A jar contains five applications, each of which can be applied as a full-round action. When applied to an afflicted area or swallowed, the ointment removes a single curse or restores ability damage caused by an undead's special attack (such as a shadow's touch). This ointment otherwise acts as per lesser restoration or remove curse with a +5 bonus on the check. Unlike normal applications of remove curse, purifying ointment can potentially remove an affliction that is both a curse and disease (such as mummy rot), though that requires two successful caster level checks.Craft Wondrous Item, lesser restoration, remove curse, remove diseaseWondrous ItemHorror Adventures
Redemptor's Blessingfaint necromancy3none90001/2 lb.This soothing holy symbol is carved from a single chunk of soapstone, and its graceful curves draw the eye. When used to channel positive energy to heal living creatures, it also calms nearby creatures. Any creature healed by the positive energy channeled by a user of a redemptor's blessing must attempt a DC 13 Will save or become affected by a calm emotions spell. This effect lasts as long as the user continues to brandish the holy symbol and maintain concentration or until anyone takes an aggressive action against a calmed creature.Craft Wondrous Item, calm emotions, ability to channel positive energyWondrous ItemHorror Adventures
Silver Nailmoderate abjuration7none2100-This silver nail is finely engraved with hundreds of tiny runes that flash faintly blue under the light of the moon. The nail can be used to trap evil outsiders and incorporeal undead creatures to prevent their escape. To use a silver nail, the bearer must take a full-round action and succeed at a touch attack against a creature. When used against a helpless or pinned evil outsider, the bearer can prevent that creature from escaping as per dimensional anchor. The bearer can instead trap an incorporeal undead creature. If he succeeds at a touch attack, the nail prevents the incorporeal undead creature from moving into walls or other solid objects. The effects of the silver nail last 1 minute, during which the nail remains inside the creature. When this duration ends, the nail falls out and is forever rendered powerless. If used against a creature that is neither an outsider nor an incorporeal undead creature, the silver nail has no effect, but is still expended.Craft Wondrous Item, dimensional anchor, plane shiftWondrous ItemHorror Adventures
Talisman, Greater AkobenFaint abjuration3neck45001 lb.A greater talisman functions as a lesser talisman of the same type, but has much greater longevity. It can provide its benefits once per day.Craft Wondrous Item, alarm, ear-piercing screamUMWondrous ItemHorror Adventures
Talisman, Greater AnkhModerate necromancy7neck125001 lb.A greater talisman functions as a lesser talisman of the same type, but has much greater longevity. It can provide its benefits once per day.Craft Wondrous Item, death ward, force punchOAWondrous ItemHorror Adventures
Talisman, Greater HamsaStrong abjuration13neck-11 lb.A greater talisman functions as a lesser talisman of the same type, but has much greater longevity. It can provide its benefits once per day.Craft Wondrous Item, remove curse, spell turningWondrous ItemHorror Adventures
Talisman, Greater PentacleFaint abjuration1neck-11 lb.A greater talisman functions as a lesser talisman of the same type, but has much greater longevity. It can provide its benefits once per day.Craft Wondrous Item, protection from evilWondrous ItemHorror Adventures
Talisman, Greater ScarabFaint conjuration3neck-11 lb.A greater talisman functions as a lesser talisman of the same type, but has much greater longevity. It can provide its benefits once per day.Craft Wondrous Item, summon swarmWondrous ItemHorror Adventures
Talisman, Greater TriskelionFaint transmutation3neck-11 lb.A greater talisman functions as a lesser talisman of the same type, but has much greater longevity. It can provide its benefits once per day.Craft Wondrous Item, longstrider, remove paralysisWondrous ItemHorror Adventures
Talisman, Lesser AkobenFaint abjuration3neck4501 lb.Each of these amulets is imbued with magic that allows it to protect its wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman's effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later. A lesser talisman carries only enough magical energy to protect its wearer once, after which it crumbles to dust. Akoben Talisman: This ebony talisman is carved in the shape of a war horn. When the wearer fails a saving throw against a spell or effect that causes him to fall asleep, he immediately receives a second saving throw. If he succeeds at the second saving throw, the horn sounds a loud warning that only the wearer can hear. The wearer becomes deafened and immune to sleep for 1 round as the sound echoes in his mind. Faint abjuration; CL 3rd; alarm, ear-piercing screamUM.Craft Wondrous Item, alarm, ear-piercing screamUMWondrous ItemHorror Adventures
Talisman, Lesser AnkhModerate necromancy7neck12501 lb.Each of these amulets is imbued with magic that allows it to protect its wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman's effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later. A lesser talisman carries only enough magical energy to protect its wearer once, after which it crumbles to dust. Ankh Talisman: This cross has a loop at the top. When a living creature wears it as a talisman, it radiates a soft, golden glow. When the wearer is hit by a creature with the energy drain ability, he receives a saving throw to negate the energy drain, using the DC listed for the ability (which usually determines whether temporary negative levels become permanent). If the creature's energy drain allows an initial saving throw, the talisman grants a second saving throw if the wearer fails his initial saving throw. If he succeeds at the saving throw granted by the talisman, the talisman releases a blast of force that automatically hits the attacker (as per force punchOA). Moderate necromancy; CL 7th; death ward, force punchOA.Craft Wondrous Item, death ward, force punchOAWondrous ItemHorror Adventures
Talisman, Lesser HamsaStrong abjuration13neck30001 lb.Each of these amulets is imbued with magic that allows it to protect its wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman's effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later. A lesser talisman carries only enough magical energy to protect its wearer once, after which it crumbles to dust. Hamsa Talisman: A stern eye adorns the palm of this hand-shaped clay talisman. When the wearer fails a saving throw against a witch's hex, a spell or spell-like ability with the curseUM descriptor, or a hag's supernatural ability, he can attempt a second saving throw. If he succeeds at the second saving throw, the creature that targeted him must succeed at a saving throw using the same DC or suffer the effect. The talisman has no effect on spells and effects that don't allow a saving throw. Strong abjuration; CL 13th; remove curse, spell turning.Craft Wondrous Item, remove curse, spell turningWondrous ItemHorror Adventures
Talisman, Lesser PentacleFaint abjuration1neck6001 lb.Each of these amulets is imbued with magic that allows it to protect its wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman's effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later. A lesser talisman carries only enough magical energy to protect its wearer once, after which it crumbles to dust. Pentacle Talisman: The five-pointed star carved on this round silver talisman glows blue whenever an evil creature targets the wearer with magic jar, possessionOA, or a similar effect, or with a charm or compulsion spell or effect that allows the creature to exercise control over the wearer (such as suggestion, but not sleep). If the spell or effect allows a saving throw and the wearer fails it, he receives a second saving throw. If he succeeds at the second saving throw, the wearer is also protected by protection from evil for 5 rounds. Faint abjuration; CL 1st; protection from evil.Craft Wondrous Item, protection from evilWondrous ItemHorror Adventures
Talisman, Lesser ScarabFaint conjuration3neck6001 lb.Each of these amulets is imbued with magic that allows it to protect its wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman's effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later. A lesser talisman carries only enough magical energy to protect its wearer once, after which it crumbles to dust. Scarab Talisman: This amethyst necklace is carved in the shape of a scarab beetle. When the wearer fails a saving throw against a swarm's poison or distraction ability, he can attempt a second saving throw. If he succeeds at the second saving throw, the wearer becomes immune to the poison and distraction abilities of swarms for 5 rounds. Faint conjuration; CL 3rd; summon swarm.Craft Wondrous Item, summon swarmWondrous ItemHorror Adventures
Talisman, Lesser TriskelionFaint transmutation3neck6001 lb.Each of these amulets is imbued with magic that allows it to protect its wearer against a very specific danger. A talisman triggers automatically as soon as the listed condition is fulfilled. Although talismans occupy the neck slot, up to three talismans can be worn on one cord or chain. Wearing multiple talismans in this way offers a greater variety of protection, but a wearer can benefit from only one talisman's effect at a time. If another talisman would be triggered while its wearer is under the effect of another talisman, that talisman is not triggered and can still be used later. A lesser talisman carries only enough magical energy to protect its wearer once, after which it crumbles to dust. Triskelion Talisman: This bronze talisman is carved in the shape of three interlocking spirals. When the wearer fails a saving throw against an effect that would cause him to become entangled, paralyzed, or slowed, he receives a second saving throw. If he succeeds at the second saving throw, the wearer instead gains the benefits of longstrider for 5 rounds. Faint transmutation; CL 3rd; longstrider, remove paralysis.Craft Wondrous Item, longstrider, remove paralysisWondrous ItemHorror Adventures
Threshold Guardianstrong abjuration12none660002 lbs.This wreath weaves garlic, wolfsbane, silver, and mandrake together to create a fetish capable of blocking nearly any type of creature. Once placed over a doorway or other entrance, a threshold guardian prevents access by a specified type of creature. The user placing the wreath must spend 10 minutes concentrating on one creature type (or subtype in the case of humanoids and outsiders) from the list o f ranger favored enemies. Afterward, any creature of the chosen type or subtype trying to pass through the doorway (or another opening within 10 feet of the wreath) must attempt a DC 19 Will save. If the creature succeeds, it can move in and out without hindrance, but if it fails, it can't move through the guarded threshold while the threshold guardian remains. When a user places the threshold guardian, she can choose whether to block the chosen creature type or subtype in one direction or in both directions. A creature that attempts to cross the threshold several times doesn't receive additional saving throws; the results of the first saving throw stand as long as the threshold guardian is undisturbed, with no other limit on duration. Removing or destroying the threshold guardian (hardness 5, 10 hp) removes the effect. Creatures other than the one that placed a threshold guardian can't touch the threshold guardian, even with another held object, unless they succeed at a DC 19 Will save. Creatures can still attack the wreath with ranged attacks, though if placed cleverly, the wreath could have total cover from such attacks. Destroying the doorway on which it hangs causes the threshold guardian to cease functioning immediately.Craft Wondrous Item, antilife shell, forbiddanceWondrous ItemHorror Adventures
Urn Of Smoldering Shapesmoderate evocation10none160005 lbs.This stone urn is decorated with carvings of vaguely humanoid creatures, and contains ash and chunks of coal. While the lid is removed, faint weeping and cries of anguish echo from within the urn. As a standard action, a creature holding the urn can grab some ash from the urn and toss it at an unoccupied space within 30 feet. The ash scatters in the air, but the particles quickly ignite, grow into smoldering embers, and gain momentum, coalescing in the target space as a vaguely humanoid shape. The urn produces 7 doses of ash per day. Throwing a pinch of ash uses 1 dose and creates a Small shape (AC 6, 10 hp) that is reminiscent of a cluster of cowering human children. The Small shape doesn't provide cover, but the square counts as difficult terrain. Throwing a small handful of ash uses 2 doses and creates a Medium shape (AC 5, 15 hp) that resembles a cluster of crestfallen adult humans. The Medium shape provides cover and prevents passage through the square. Throwing a large handful of ash uses 4 doses and creates a Large shape (AC 4, 25 hp) that resembles a sobbing angel. The Large shape provides cover and prevents passage through a 10-foot-square area. If the smoldering shape is reduced to 0 hit points or fewer, it explodes, dealing fire damage in a 10-foot-radius spread depending on the size: 2d6 points for Small, 4d6 points for Medium, or 8d6 points for Large. Any creature in the area that succeeds at a DC 16 Reflex save takes half the normal damage. For 1 round, the area of the explosion is filled with dark, acrid smoke (as per obscuring mist). The smoldering shapes are immune to fire and cold, but if a smoldering shape would be dealt any amount of cold damage, the shape becomes inert and can no longer explode.Craft Wondrous Item, wall of fireWondrous ItemHorror Adventures
Witchlight Lanternmoderate divination and evocation7none75001 lb.This black, skull-shaped, wrought-iron lantern has no container for oil or space for a candle. When held in the user's hand, the lantern automatically glows with green light when it comes within 60 feet of a magic aura (not including its own), providing dim light as per a candle if the strongest aura in range is faint, normal light as per a hooded lantern if the strongest aura in range is moderate, or bright light within 30 feet and dim light for the next 30 feet if the strongest aura in range is strong. No matter the amount of light, this counts as a 2nd-level light spell for the purpose of determining interactions with light and darkness magic. If the lantern comes within 60 feet of an overwhelming aura, the light flares up and blinds all creatures in a 30-foot radius from the lantern for 1d4 rounds; a successful DC 16 Reflex save reduces this condition to dazzled. This counts as a 4th-level light spell. After flaring up, the witchlight lantern loses its ability to shine light for 1 hour.Craft Wondrous Item, arcane sight, daylightWondrous ItemHorror Adventures
Wolf Caller's Hornmoderate enchantment11none40001 lb.The user can sound this ornate silver horn as a normal signal horn. Once per day as a standard action, the user can make the horn emit an eerie, canine howl. The sound entices up to four wolves within 200 feet to answer the howl. This includes dire wolves, winter wolves, wolves, worgs, and dogs, as well as any creatures capable of turning into wolves with the change shape ability (such as barghests, vampires, or werewolves). If there are more than four such creatures within the area, those that are closest to the user are affected first. The subjects can't take any actions other than to howl, making them effectively dazed for 1 round. A successful DC 17 Will save negates this effect. The horn affects werewolves in any form, though werewolves who are aware of their condition receive a +5 bonus on the saving throw while in humanoid form.Craft Wondrous Item, mass dazeUM, mass suggestionWondrous ItemHorror Adventures
Book Of Perilous Journeysstrong conjuration13none-11/2 lb.This leather-bound book looks like a journal partially ruined by moisture. The pages that are still legible detail three violent events that apparently took place while the writer was traveling through an unknown land. There are several varieties of the book, each describing a perilous journey through a different terrain type corresponding to the encounter tables on page 324 of the Pathfinder RPG Bestiary. Reading any of the three accounts triggers the curse, after which the reader is compelled to protect the book at all costs and secretly read the other two accounts over the next 2 days. Each day the owner reads one of the accounts, monsters of a type appropriate to the book's terrain attack during the night. Determine the specific monsters by rolling on the appropriate encounter tables. If the prevailing weather is vastly different from typical weather in the climate described in the journal, a sudden change in weather usually heralds the arrival of the monsters (as per control weather). Once the three attacks are over, the book mysteriously vanishes, lifting the curse. The book reappears later, however, at a random location.CursedHorror Adventures
Needful Dollstrong conjuration and illusion13none-11 lb.When a humanoid creature picks up this ugly old doll, he triggers a horrible curse. Thereafter, the cursed doll considers that creature its owner. If the owner leaves the doll, it appears next to him the next time he sleeps. The doll is vindictive. If the owner repeatedly tries to get rid of it or leaves it behind at home, it torments him with terrible nightmares in which everyone he trusts abandons him. If the owner destroys the doll, he has disturbing nightmares in which people he trusts murder him in gruesome ways. If the owner keeps the doll in a backpack or other closed container for much of the day, he has nightmares in which he slowly suffocates in a dark, cramped place. The nightmares occur the next time the owner sleeps. This functions as per nightmare (DC 22); the doll is considered to have firsthand knowledge of the owner (or familiar knowledge if the owner has owned the doll for more than a week) and to have a body part. Regardless of how the owner abandons or destroys the doll, it returns the next night in the same condition as when the owner first found it. Using break enchantment or remove curse on the doll makes it unable to return for 1d4+1 days, though at that point, it returns as usual. The doll is quick to forgive, however. If the owner treats it well for a day, carrying it openly and maintaining physical contact, the nightmares fade away until the doll feels that it has been mistreated again. The only certain way to get rid of or destroy the doll (short of miracle or wish) is to find someone who accepts it as a gift. If the owner dies, the curse is lifted, and the doll patiently waits until a new owner finds it, though if the previous owner returns from the dead before that time, the doll returns to his side.CursedHorror Adventures
Cup Of Forbidden Knowledgestrong divination20none-12 lbs.This ivory goblet is decorated with carvings of impossibly tall towers rising above modest abodes. The goblet is always filled to the brim with wine. Any drops spilling from the cup vanish into nothingness before they touch the ground. Once per day, the cup grants a permanent +1d4 insight bonus on all Knowledge checks to a creature that drinks from it, but it permanently reduces the drinker's Wisdom score by the same amount. If your campaign uses the sanity rules (see page 12), this instead reduces the drinker's sanity score by double the amount. The bonus on Knowledge checks and reduction to Wisdom stack with multiple drinks from the same cup, but the bonus can never exceed +10. If the insight bonus ever becomes greater than the drinker's Intelligence modifier or reaches +10, she must succeed at a Will save with a DC equal to 20 + the amount by which the insight bonus exceeds her Intelligence modifier (or DC 20 if the bonus reaches +10 but she has an Intelligence modifier of +10 or greater). If the user fails, she becomes insane (as per insanity). Even if the user succeeds, the inescapable feeling of knowing too much continues to vex her, and she must repeat the saving throw once per day. Only spells that can remove insanity can put her mind at ease. However, curing the effect (or the insanity that it causes) permanently removes the insight bonus and Wisdom reduction and makes the user unable to ever again be affected by a cup of forbidden knowledge.ArtifactHorror Adventures
Dark Grimoirestrong (all schools)20none-16 lbs.This heavy grimoire is bound in leather and has wicked-looking metal clasps. The dark grimoire is a substantial text, nearly 1,000 pages long. Its pages contain some good spells and some evil spells, though most aren't tied to any alignment. It also contains an account of many of the beings of the Elder Mythos and spells intended for summoning them. The very act of reading the text is dangerous. Every hour a reader studies the book, there is a 2% chance that the reader encounters something too much for mortal minds to absorb and goes insane (as per insanity). A successful DC 25 Will save negates the insanity, but each time a creature succeeds at this save, the DC of the next Will save against insanity from the dark grimoire increases by 5, and these increases stack. Unlike normal for the insanity spell, only a wish or miracle can reverse the insanity inflicted by the dark grimoire. Using the dark grimoire to cast spells requires no spellcasting ability-merely time. Casting any spell requires studying the book for a number of hours equal to the spell's level (or 30 minutes for a 0-level spell). Any spell that normally involves a costly material component instead requires sacrificing humanoid creatures. Any spell that normally requires a costly focus instead requires a focus built from the remains of sacrificed humanoid creatures. In both cases, 1 Hit Die worth of sacrifices are required for each 25 gp that the component or focus normally costs. Summoning an entity of the Elder Mythos requires studying the book for a number of hours equal to double the creature's CR and making a number of humanoid sacrifices equal to double the creature's Hit Dice. If an attempt to summon a Great Old One is made in this manner, there is only a 25% chance that it appears. If the Great Old One appears, there is an equal chance that it attacks, ignores, or communicates with the creature that summoned it.ArtifactHorror Adventures
Elder Signstrong abjurat20none-110 lbs.This stone tablet bears a carving in the shape of a twig with five branches. There are only a limited number of Elder Signs in existence, so each time one of these artifacts is destroyed, the universe loses one of the few things that can reliably keep cosmic horrors at bay-and inevitable doom draws closer. A creature holding an Elder Sign can cast banishment, forbiddance, and greater dispel magic at will by reciting occult mantras, though all three effects work only against creatures and magic related to the Elder Mythos, including any of the following creatures (and other cosmic horror-related creatures, at the GM's discretion): bholeB4, colour out of spaceB4, deep oneB5, deep one elderB5, denizen of LengB2, elder thingB4, flying polypB4, gugB2, hound of TindalosB2, Leng ghoulB5, Leng spiderB2, mi-goB4, nightgauntB4, ratlingB4, shantakB2, shoggoth, spawn of Yog-SothothB4, star-spawn of CthulhuB4, voonithB3, wendigoB2, and yithianB3. Casting forbiddance this way doesn't require a costly material component, but if the same Elder Sign is used to cast forbiddance again, the artifact's connection to a previous location warded by the spell is severed, ending the first spell's effects immediately. Casting banishment on one of the listed creatures works even if the creature isn't extraplanar; in that case, it sends the creature to the place on the Material Plane from which it originated. An Elder Sign can also banish a Great Old One (no save), but doing so causes the artifact to be consumed in a bright flame.ArtifactHorror Adventures
Jar Of Haunt Siphoningmoderate necromancy6none62501 lb.This jar of transparent glass is bound with gold ribbons. As a standard action that requires both hands, the user can untie the ribbon and remove the jar's lid. When the user does so, the ribbon glows as the jar unleashes a burst of positive energy that deals 3d6 points of positive energy damage to all manifested haunts within 30 feet of the user. If this deals enough damage to a haunt to reduce the haunt's hit points to 0, the haunt is neutralized as it dissolves into a violet mist that then drains into the jar. A haunt neutralized by a jar of haunt siphoning takes a -5 penalty on its caster level check to manifest again after its reset time passes. Once used, a jar of haunt siphoning cannot be activated again for 1d4 rounds, but any violet mist within the jar must first be removed. Removing this mist is a full-round action that requires a creature to pour the jar's contents into a nonmagical glass vial worth at least 1 gp. This transforms the vial into a grenade-like splash weapon that functions like a vial of alchemist's fire, except it deals negative energy damage instead of fire damage. Purifying a jar of haunt siphoning in this manner causes the jar to reactivate in 1d4 rounds.Craft Wondrous Item, gentle repose, mass inflict light woundsWondrous ItemHaunted Heroes Handbook
Psychic Aurascopemoderate divination7none80004 lbs.A magical version of a haunt detector (see page 12), a psychic aurascope is filled with a strange, swirling white vapor. A psychic aurascope acts in all ways as a haunt detector, but in addition, while the aurascope's bulb is touching a creature or object, the user can utter a command word to activate the aurascope, causing the vapor contained within it to rapidly shift between multiple hues for as long as it continues to touch that creature or object. The hues displayed within the aurascope relate to the touched creature or object's alignment aura, emotion aura, health aura, and magic aura, allowing the user to use the read aura occult skill unlock (Pathfinder RPG Occult Adventures 197) once per day, even if she has no levels in an occult class or doesn't have the Psychic Sensitivity feat. If the user has levels in an occult class or the Psychic Sensitivity feat, she can attempt a Perception check with a DC equal to 25 + the creature's Hit Dice or the item's caster level and apply the result to all of the target's auras instead of just one single aura. The user can use this version of the read aura occult skill unlock at will; it doesn't count as her one daily use of the read aura skill unlock. In addition, if the user attempts to read the auras of an object that is associated with a haunt, the object's auras twist and writhe in the shape of skulls, anguished faces, and flashes of scenes relating to the haunt's formation, allowing her to use Knowledge (religion) to attempt to identify the haunt's elements, such as its area, notice DC, weakness, trigger, destruction requirements, and so on. The DC to identify a haunt's elements with a psychic aurascope is equal to 20 + the haunt's CR, which allows the user to determine one of the haunt's elements, chosen randomly. For every 5 by which the check's result exceeds this DC, the user randomly determines another one of the haunt's elements.Craft Wondrous Item, analyze auraOA, speak with hauntACGWondrous ItemHaunted Heroes Handbook
Shawl Of The Lingering Phantomfaint divination5head3200-This ghost-white shawl is partially transparent and flutters elegantly with every motion its wearer makes. If the wearer has the shared consciousness class feature (Occult Adventures 73), she gains the Skill Focus feat in both skills determined by her phantom's emotional focus while the phantom is manifested in ectoplasmic or incorporeal form. While her phantom is confined in her consciousness, she instead gains a +4 competence bonus on skill checks with those skills.Craft Wondrous Item, borrow skillAPG, creator must be a spiritualist with the shared consciousness class feature.Wondrous ItemHaunted Heroes Handbook
Confabulation Platesfaint divination and necromancy5none90005 lbs.Approximately 10 inches on each side, these two square, brass-colored metal plates have rubber edges and screws at each corner used to tighten the plates like a clamp. In the center of the top plate is a fleshy tube that ends in a suction cup ringed with tiny teeth. Next to the base of the tube is a small winding key that powers the device and a toggle switch that selects the device's function (dead or plants). To use the confabulation plates on a dead entity, the user must clamp the plates around part of the subject's body and attach the tube to the subject's bare skin. Then the user has to crank the winding key for 1 minute. Once this is complete, the user can ask the corpse two questions, and the response emits from the device in a metallic, buzzing tone. This effect is identical to speak with dead. If the device is selected to be able to communicate with plants and clamped onto a plant, the user can communicate freely with the subject for 5 minutes as the spell speak with plants. Confabulation plates can be used once per day.Craft Wondrous Item, speak with dead, speak with plantsWondrous ItemAP 110
Planefarer's Bandmoderate transmutation10ring30000-Once per day, the wearer of this ring can attune it to one of the four Elemental Planes for 24 hours. While on that plane, the ring grants the wearer the corresponding benefits below. Once per day on command, the wearer can gain these benefits even when on a different plane, but the effects last only 10 minutes. Plane of Air: The wearer gains a fly speed of 20 feet (average) and gains a +4 insight bonus on Wisdom checks to change the direction of gravity in an area with the subjective gravity planar trait. Plane of Earth: The wearer gains darkvision with a range of 60 feet, and she can walk across rock, metal, and other earthen surfaces as if under the effects of spider climb. Plane of Fire: The wearer gains fire resistance 20 and is able to walk atop lava, bubbling tar, and other dangerously hot surfaces as if under the effects of water walk. Plane of Water: The wearer can breathe underwater and gains a swim speed of 40 feet.Forge Ring, planar adaptationAPGRingPlanes Of Power
Rift-Rending Bracersmoderate conjuration7wrists180001 lb.When worn by a kineticist, these bracers develop finely inscribed patterns on their once-plain surfaces that reflect the wearer's elemental connection. As a full-round action, a kineticist wearing the bracers can accept 3 points of burn to tear open a brief rift between her current location and the Material Plane, Ethereal Plane, or an Elemental Plane; this behaves as per plane shift, but the rift is able to transport only her. By accepting an additional point of burn, she can allow up to 8 willing creatures to travel with her. When traveling to or from the plane that corresponds to her elemental focus, the total burn cost required to activate the bracers is reduced by 1. Rift-rending bracers must be worn for 24 hours before a kineticist can activate them.Craft Wondrous Item, plane shiftWondrous ItemPlanes Of Power
Book Of Written Whispersfaint transmutation3none60001 lb.When first created, a book of written whispers is a relatively slim volume of blank pages. Typically, the cover of a book of written whispers is made to appear nondescript or plain, but the actual design of the book's cover has no bearing on the item's use. This magic item is used to pen secret messages to allies in distant areas. Each book of whispers is linked to a specific activation word. The backside of each of the book's pages can be removed as a standard action; the removed page appears as a normal piece of paper, and the front side of the page that remains in the book of whispers turns uniformly dark gray. The removed page is known as a "secret letter," while the page from which it was removed is known as a "source page." A secret letter doesn't radiate magic, behaving as if under the effects of a magic aura spell. At any point thereafter, the owner of the book of written whispers can write a message on the source page. This message can be up to 25 words long, a simple line drawing, or even a straightforward map. When the book's owner writes the activation word in the page's margin (this word does not count against the message's total word count), the message or image inscribed on the page instantly duplicates on the page's linked secret letter, and the actual contents of both the source page and the secret letter are hidden by a secret page effect. The carrier of the secret letter can use the activation word to reveal the actual contents of the message or to restore the misleading secret page contents. As a standard action, the owner of a book of written whispers can rip an entire source page out of the book. Doing so causes its linked secret letter to crumble to ash, whether or not any messages have yet been sent. A book of written whispers can be used only 25 times before it is filled; once used, a page cannot be reused to send a new message.Craft Wondrous Item, magic aura, secret page, sendingWondrous ItemDivine Anthology
Amulet Of Couragefaint abjuration3neck6000-These amulets are fashioned of finely worked silver and depict an overflowing tankard. Once per day, when the wearer of an amulet of courage is affected by a magical or supernatural fear effect, the amulet casts remove fear on the wearer. In addition, if the wearer of the amulet has the bravery class feature, she increases the bonus she receives on Will saves against fear by 1.Craft Wondrous Items, remove fearWondrous ItemDivine Anthology
Hikorimoderate evocation10none1402010 lbs.This +1 adamantine tetsuboUE has both the flaming and frost weapon special abilities, but only one may be active at a given time. Activating or switching between the abilities is only a swift action.Craft Magic Arms and Armor, fireball, ice stormWeaponPFS 8-02
Fist Of The Pitmoderate conjuration6none93051 lb.This +1 spiked gauntlet is shaped like a skull studded with metal spikes. Once per day as a standard action, the wearer can strike the ground with the gauntlet, causing a 10-foot-square, 30-foot-deep extradimensional pit filled with spikes to open within 30 feet, as per spiked pit (Pathfinder RPG Advanced Player's Guide 246). The gauntlet's enhancement bonus is added to the piercing damage caused by the pit's spikes. If the wearer increases the gauntlet's enhancement bonus (such as with greater magic weapon or a paladin's divine bond ability), the additional weapon enhancement bonus is also added to the damage. Similarly, if the gauntlet has any weapon special abilities that deal extra damage (such as flaming or wounding), this extra damage is likewise added to the damage caused by the pit's spikes. Weapon special abilities that don't deal extra damage, or that deal damage to the wielder as well (such as vicious) do not affect the pit's spikes.Craft Magic Arms and Armor, spiked pitAPGArmorInner Sea Temples
Raiment Of Chainsfaint transmutation5armor625025 lbs.While unattended, this +1 chain shirt takes the shape of a heap of rusty chains, but when a creature picks up the armor, the shirt immediately starts to assume its true form. The chains eagerly wrap or willingly loosen around the wearer's body, allowing the wearer to don or remove the armor as a move action. A raiment of chains can't be "donned hastily." Three times per day as a standard action, the wearer can command chains to shoot out from the raiment of chains and attempt a reposition or trip combat maneuver check against a single target within 20 feet. The wearer is considered proficient with the chains and uses her own CMB with a +1 enhancement bonus on the check. The combat maneuver provokes attacks of opportunity as normal. The chains immediately retract back into the armor once the combat maneuver check has been attempted.Craft Magic Arms and Armor, animate objects, chain of perditionUCArmorInner Sea Temples
Watchful Tankardfaint divination5none3000010 lbs.Images of a dwarf and human drinking together decorate the sides of this 1-foot-tall granite stein, which is capped off with a rough-hewn orb of the same material. When the user speaks the command word and places a watchful tankard on a solid surface, such as a cavern ceiling or wooden table, the stein adheres to the surface (with the equivalent of an 18 Strength score). The last creature to drink from the stein can attempt Perception checks from the stein's location, as well as from its own, as long as it is within 60 feet of the watchful tankard. Any permanent vision-based bonuses (such as darkvision, low-light vision, or permanent arcane sight) are also usable through the watchful tankard but are limited to a range of 30 feet. It is possible to attempt Perception checks from the stein's point of view only while it is adhered to a solid surface in this way. Grabbing the handle and repeating the command word frees the watchful tankard from this location.Alertness, Craft Wondrous Item, alarmWondrous ItemInner Sea Temples
Key Cloakmoderate conjuration9shoulders200002 lbs.This short cloak is made of gold thread spun into a pattern of interlocking key shapes. The cloak grants the wearer a +1 shield bonus to AC. As a move action, the wearer can activate the cloak, which instantly produces enough keys to wrap the wearer in a dome-shaped shield of hardened metal, protecting the wearer as if he were carrying a tower shield with which he is proficient. While using this ability, the wearer can take no other actions (other than adjusting which direction the effective tower shield is considered to be facing) and is immobile. The wearer can remain in this form indefinitely, but resting in this form is equivalent to resting in heavy armor. The dome of keys can be dismissed as a swift action, and it automatically vanishes if the cloak is removed. Once per day, the cloak can also create a single special skeleton key as a standard action. This skeleton key can be tried on any one lock that uses a key, even if you aren't trained in the Disable Device skill. You use the key's Disable Device bonus of +15 rather than your own; you cannot take 10 when using a skeleton key. You can only attempt to open a particular lock with the skeleton key once. If the roll fails, the key is unable to open or close that lock. The key lasts for 1 hour and can be used on only a single lock during that time.Craft Wondrous Item, fabricate, knock, stoneskinWondrous ItemInner Sea Temples
Meltdown Safestrong conjuration3none1000010 lbs.This iron safe is only 6 inches wide by 6 inches tall, but it opens into an extrtadimensional space-its inside is larger than its outside dimensions, as a type 1 bag of holding. The intricate lock on the door is of superior quality (Disable Device DC 40) and has a powerful security feature: if any attempt to pick the lock is unsuccessful, the inner space floods with magic fire and the contents begin taking 5d6 points of fire damage per round. After 10 rounds of extreme heat, the safe fully consumes itself and is reduced to a pile of ash. If the door is opened through any means during these 10 rounds, blasts of searing hot fire spew forth in a 15-foot cone that deals 5d6 points of fire damage (Reflex DC 23 half) for the remaining rounds.Craft Wondrous Item, fire trap, secret chestWondrous ItemInner Sea Temples
Secure Paypackmoderate conjuration9none40005 lbs.This rugged backpack is identical to a handy haversack in most regards, with numerous compartments for storing items. Any effort to identify it with a Spellcraft check result ranging from 24 to 33 by someone unfamiliar with its special properties reveals it to be a handy haversack. A result below 24 does not identify any magic properties, while a result of 34 or higher reveals its additional secret properties. It has two hidden compartments (Perception DC 35), each able to store up to 1 cubic foot of material or 10 pounds in weight. In addition, the entire item is reinforced with thin mithral fibers, giving it a hardness of 15 and 5 hit points. Each compartment has a concealed superior lock (Perception DC 35, Disable Device DC 40) built in to prevent unauthorized access. When a compartment is locked, an item can still be removed from it as a move action by a character who has a key to the lock, like a normal handy haversack. The keys are not magical and can be crafted (Craft DC 25) by a character able to disable the existing locks and who has at least 5 ranks in Craft (locks). Each secure paypack is normally created with two keys.Craft Wondrous Item, arcane lock, knock, secret chestWondrous ItemInner Sea Temples
Universal Lockfaint abjuration5none51501/2 lb.This intricate padlock (hardness 10, hp 10, break DC 28, Disable Device DC 35) is crafted from pure gold and etched with depictions of the First Vault along its face. The lock can be placed onto any object that can open and close (such as a chest, pouch, door, window, or even a folded napkin, as well as magic items such as bags of holding and portable holes). The lock cannot be placed on a creature. Upon command, the lock merges with the item, becoming an inked image of the lock that covers half of the item being locked. If the item's hardness and normal hit points are lower than those of the universal lock, the item's hardness and hit points are increased to match those of the lock. The universal lock remains in place until the owner commands it to unlock or it is successfully picked; it then reverts back to its original form. If the object it is locking is broken open, the universal lock is destroyed. A knock spell does not open an object sealed with a universal lock, but it reduces the lock's Disable Device DC by 5 for 10 minutes.Craft Wondrous Item, arcane lock, hold portalWondrous ItemInner Sea Temples
Mace Of Keysmoderate transmutation9none503128 lbs.The flanges on the head of this +1 axiomatic heavy mace are shaped like skeleton keys. Three times per day as a swift or immediate action when making a melee attack with the mace, the wielder can trigger this mace's unlocking ability. This ability must be declared before the melee attack is rolled, and if the attack is unsuccessful, the unlocking ability is wasted. Upon a successful melee attack with the mace while using the unlocking ability, the wielder can attempt a combat maneuver check against the target's CMD. On a success, the mace causes an item on the target in the belt, shoulder, or neck slot to come loose and fall to the ground in the target's space. In addition, when attempting to destroy a lock, the mace ignores up to 20 points of the lock's hardness.Craft Arms and Armor, knock, passwallWeaponInner Sea Temples
Nightpiercermoderate conjuration9wrists1270012 lbs.This +1 repeating heavy crossbow is carved in the shape of a stylized whippoorwill; the stirrup resembles the head, the limbs look like the wings, and the stock is shaped like the bird's tail. Nightpiercer applies the ghost touch weapon special ability to all bolts fired from it, and the bolts shriek like whippoorwills as they fly through the air. Whenever a bolt fired from Nightpiercer deals damage to an incorporeal undead creature, the bolt remains embedded in the creature, reducing all of the target's speeds by half (to a minimum of 5 feet) for 1 round.Craft Magic Arms and Armor, dimensional anchor, plane shiftWeaponInner Sea Temples
Ring Of The Faithful Deadfaint evocation3ring1000-This spiraling silver ring glows briefly when a living creature puts it on. If its wearer of a ring of the faithful dead is slain by a creature with the create spawn ability, the wearer does not rise as an undead creature, even if the ring is later removed. If a corpse is wearing a ring of the faithful dead, any attempts to create an undead creature from the corpse (such as via animate dead) automatically fail, though simply removing the ring ends this protection.Forge Ring, sanctify corpseUMRingInner Sea Temples
Elixir Of Emulationmoderate transmutation9none4000-A drinker must add hair, skin, fur, blood, or nail clippings of a single creature to this elixir before drinking it, or it is expended uselessly. Once appropriate material has been added, the elixir retains potency for 24 hours, after which it becomes an inert, valueless liquid. If drunk while potent, the elixir functions as alter self, allowing the drinker to assume the shape of the donor creature, which must be a living, corporeal, Small or Medium creature. In addition, the elixir aids the drinker in duplicating the mannerisms of the donor creature, granting her a +20 bonus on Disguise checks to pass herself off as that creature and eliminating the penalty for masquerading as a different gender, race, or age. Once during the elixir's duration, the drinker can try to learn information known by the donor creature at the time its material was harvested, as if she had cast harvest knowledge (see below). An elixir of emulation lasts 2d6+12 hours.Craft Wondrous Item, detect thoughts, polymorphWondrous ItemInner Sea Temples
Hateful Stingstrong transmutation15none603021 lb.This +1 dancing dagger can attack foes up to 60 feet from the activating character, and takes the form of a rat-sized metal wasp when the dancing special ability is in use. It can store up to 4 doses of poison in its hilt. While dancing, if it does not currently have poison applied to it, it automatically applies 1 dose of stored poison (if any is currently stored) to itself before the first attack it makes each round. The hateful sting can envenom itself only when dancing. Removing the poison from the hilt to apply to the blade manually takes a full-round action.Craft Magic Arms and Armor, animate objects, summon swarmWeaponInner Sea Temples
Death's Head Cofferfaint necromancy5none10005 lbs.Typically engraved with numerous skulls, this small metal coffer allows the safe transport of infectious substances of up to Tiny size. Closing the lid seals in the contents and holds them in stasis, rendering them immune to aging or any damage. In addition, any infectious material-such as the body of a creature that died of disease-is preserved for as long as the coffer is closed. A death's head coffer's dimensions are approximately 4 inches by 4 inches by 6 inches, so it can potentially hold several Tiny items. A death's head coffer can spread infections between items. Any item placed into a coffer with a disease-ridden item (something capable of spreading a disease by contact) becomes infected with the same disease. For 1 week after being removed from the coffer, the newly infected item can spread the same affliction as the disease-ridden item to any creature that touches it. For example, if a coin is placed into a death's head coffer with a rat infected with the shakes, any creature that touches the coin must succeed at a DC 13 Fortitude save or become infected with the shakes as well. After a death's head coffer is closed and then reopened, its magic dissipates, rendering the box completely mundane. Some death's head coffers feature complex locking mechanisms, which require successful Disable Device checks with a DC of 30 or higher to open.Craft Wondrous Item, contagion, gentle reposeWondrous ItemCurse Of The Crimson Throne Chapter Appendix
Plaguebringer's Maskfaint conjuration5head20002 lbs.Resembling the more common nonmagical doctor's mask, a plaguebringer's mask grants a +2 resistance bonus on saving throws against nauseating scents and immunity to one specific disease (the disease must be chosen at the time of the mask's creation-the ones in this adventure grant immunity to blood veil). The mask also veils the wearer's alignment, making her aura register as neutral to alignment-detecting effects.Craft Wondrous Item, misdirection, remove diseaseWondrous ItemCurse Of The Crimson Throne Chapter Appendix
Ring Of Immolationmoderate evocation (fire)10ring12000-A ring of immolation is made of pumice and hardened ash but is as strong as metal. As a free action, the wearer can activate the ring to create a fire shield (warm) on himself. The wearer of a ring of immolation can activate a fire shield on himself for up to 10 rounds each day (these rounds need not be used consecutively). If the wearer would take magical cold damage and any rounds of duration remain, the ring automatically activates for 1 round and protects the wearer from the cold damage as per fire shield.Forge Ring, fire shieldRingCurse Of The Crimson Throne Chapter Appendix
Ring Of Splendid Securitystrong abjuration16ring180000-This extravagant ring is heavy with precious jewels. As fashions change (or as the wearer's fancy shifts), the wearer can alter the appearance of her armor, clothing, and even weaponry at will as a standard action; this change is illusory and doesn't affect the actual abilities of gear or weapons (although drastic changes in size are beyond the scope of this ability). A ring of splendid security's primary purpose, though, is to grant the wearer protection from harm. As long as it is worn, the ring grants the wearer a +5 deflection bonus to her AC, a +5 resistance bonus on saving throws, and spell resistance 22.Forge Ring, minor image, resistance, shield or shield of faith, spell resistanceRingCurse Of The Crimson Throne Chapter Appendix
Soul Jarstrong necromancy15none50002 lbs.An empty soul jar can be used to contain a soul that has been successfully trapped in a black sapphire via soul bind. Holding the gemstone against the soul jar's lid for 1 full round transfers the soul in the gem to the soul jar (which can hold the soul of a creature of up to 20 Hit Dice), leaving the black sapphire unharmed 50% of the time. The rest of the time, transferring the soul from gem to jar shatters the black sapphire. A creature that can use soul bind as a spell-like ability (and thus does not use a focus) can automatically place a captured soul in a held soul jar as the spell-like ability is used. A soul in a soul jar cannot travel to the Boneyard to be judged, but can be restored to life via resurrection or more powerful magic. A soul jar can contain only one soul at a time. Soul jars are fragile (hardness 1, hp 10); if a soul jar is broken, the soul held within immediately escapes to the Boneyard.Craft Wondrous Item, soul bindWondrous ItemCurse Of The Crimson Throne Chapter Appendix
Third Eyemoderate divination11none20000-As part of the process of crafting a third eye, the creator grafts an actual eye into the palm of the recipient's hand. Once an eye is grafted into a palm, it is undetectable while closed and doesn't hinder the user's manual dexterity in the slightest. When in use, the eye opens. The owner of a third eye can use it to see through the donor creature's remaining eye. The third eye can also be attuned to specially prepared bloodstones, allowing the user to observe things in each bloodstone's vicinity as if the bloodstone were an eye as well. Preparing a bloodstone in this manner requires soaking it in a potion of clairvoyance/clairaudience for a week, at the end of which the owner drinks the potion and spits the bloodstone into the hand bearing the third eye. These bloodstones are often incorporated into magic items like phylacteries, rings, and amulets, allowing the user to gift such items to other creatures and thus gain a new viewpoint. This remote viewing ability functions at any range as long as the owner is on the same plane at the bloodstone. It also allows the owner to cast clairaudience/clairvoyance up to three times per day. As long as the third eye is open in a hand that isn't holding an object, the owner has all-round vision, gaining a +4 bonus on Perception checks and making it impossible to flank the owner. Rakshasas, whose fingers bend backwards, can use the powers of their third eyes while holding objects since their third eyes effectively look out of the "backs" of their hands. A third eye cannot be transferred between creatures-if removed from the owner's body, a third eye is destroyed. A third eye that remains in the owner's palm but is damaged or otherwise permanently blinded becomes useless until a remove blindness spell is cast upon it.Craft Wondrous Item, clairvoyance/clairaudience, access to obscure traditions and loreWondrous ItemCurse Of The Crimson Throne Chapter Appendix
Glowing Gourd, Lesserfaint evocation [good]5none12008 lbs.This gourd has been hollowed out and carved with the symbol of a good-aligned deity. It sheds light as a candle. If the gourd is smashed onto the ground, the 20-foot-radius area around the crushed gourd is affected as if by a consecrate spell for 10 hours, and all non-evil creatures in the area gain the benefits of remove fear for 5 rounds. This magic item is often crafted from a pumpkin, though other types of gourds, or even large turnips, can be used.Craft Wondrous Item, consecrate, remove fear, creator must be good-alignedWondrous ItemPFS 8-06
Howdah Of Leisurely Travelmoderate abjuration and transmutation10none65000200 lbs.This massive teak platform is designed to be strapped to the back of a Huge or larger quadruped like a saddle. The howdah of leisurely travel automatically resizes to fit a creature of Huge to Colossal size. It has room for four Medium creatures if mounted on a Huge creature, nine Medium creatures if mounted on a Gargantuan creature, and 16 Medium creatures if mounted on a Colossal creature. The howdah is constructed for ceremony rather than war, with upright bronze posts supporting a thin wooden roof and silk curtains; it does not provide cover to those riding within it, though the curtains provide concealment when closed. A howdah of leisurely travel grants a constant endure elements effect to all creatures within and grants such creatures a +4 competence bonus on saves against disease, effects that cause fatigue or exhaustion, energy drain, and poisons. Within the howdah, natural healing takes place at twice the normal rate. The creature bearing the howdah does not gain these benefits.Craft Wondrous Item, endure elements, restful healingAPG, shrink itemWondrous ItemAP 111
Blade Of The Ice Stalkerstrong evocation12none323102 lbs.An unnaturally cold, razor-thin blade of magically-hardened ice juts from the pommel of this +1 frost keen short sword. On a confirmed critical hit, an ice shard breaks off into the wound and inflicts numbing cold. For the next 5 rounds, the victim takes 2 points of cold damage and is staggered for that round if he takes this damage. This is a bleed effect. The shard can be removed as a standard action with a successful DC 15 Heal check or with the application of any magical healing, and is destroyed instantly if the victim takes at least 5 points of fire damage from any attack. The shard lasts for only 1 round when inflicted on a creature with the fire subtype. A blade of the ice stalker can implant an ice shard once per minute.Craft Magic Arms and Armor, bleed, chill metal, keen edgeWeaponSeers Of The Drowned City
Bottled Cloudfaint conjuration3none600-The iridescent, hazy contents of this glass container eddy briefly into different shapes. A bottled cloud can be thrown as a splash weapon. When it strikes, it unleashes a bank of whitish-gray, semi-solid clouds in one of two configurations-a 20-foot-radius cloud or a 40-foot-radius sheet of mist that hovers a few inches above the ground. The user selects which version of the clouds she wishes to create as she throws the bottled cloud. If the bottled cloud forms a 20-foot-radius cloud, it functions as a solid fog spell. If the bottled cloud is instead used to form a sheet, the layer of mist can be walked upon as if it were solid ground. While the bottled cloud must be thrown against solid ground in order to shatter the container and release the cloud, it can be deliberately poured out on a liquid surface to form a sheet as well. The cloud sheet extends over liquid surfaces, but pours into concavities and holes-one can use a bottled cloud to traverse water, but not a pit or chasm. The sheet of mist also allows safe movement over caltrops, difficult terrain that lies low to the ground (GM's discretion), and other low-lying hazards (such as a sheet of green slime) and traps that are triggered via pressure plates. Either use of a bottled cloud can be dispersed by a severe wind (31+ mph) in a single round, but otherwise the effect created lasts for 3 minutes.Craft Wondrous Item, solid fogWondrous ItemSeers Of The Drowned City
Caber Twigfaint transmutation5none3004 lbs.Exquisitely carved from the very finest dark mahogany and polished to a smooth sheen, this 4-inch-long stick feels surprisingly heavy for its size when hefted in the palm. Three notches divide the twig into four 1-inch segments. Snapping the twig at any notch is a swift action that creates smaller twigs of appropriate sizes. The first caber twigs were created not for combat applications but for performances at tournaments or other festivities. When thrown, a length of caber twig releases a thunderous crack and transforms into a massive log. For every segment of twig used, this log measures 5 feet long and weighs 300 pounds. No matter the length, the log created is always 2 feet in diameter. Only one length can be thrown at a time. The dramatic expansion of a caber twig segment proved a popular element of festivals throughout the Abendego coast before the advent of the storm, in much the same way fireworks help accentuate celebrations elsewhere in the world. The thrower can toss a caber twig at a creature, object, or space within 30 feet. The resulting log always lands upright upon the target. A targeted creature must succeed at a DC 16 Reflex saving throw or be forced into an adjacent space while taking an amount of bludgeoning damage equal to 2d6 points per caber twig length used. Immediately after striking its primary target, the log tilts and crashes down in a direction of the thrower's choosing. All creatures within a straight line that is the length of the log extending from the space of impact must succeed at a DC 13 Reflex saving throw or take 2d6 points of bludgeoning damage. Once created, a caber twig log is permanent.Craft Wondrous Item, plant growthWondrous ItemSeers Of The Drowned City
Fate-Woven Braid Of The Nornsstrong abjuration and evocation16wrists9000-At first glance, this circlet of plaited hair interwoven with a single gold thread appears to be nothing more than a personal memento or a lover's token. Closer examination reveals that each strand of hair seems to have neither a beginning nor an end. Most of these braids are blonde in color, but other hues are not unknown. Up to three times per day, the wearer of a fate-woven braid of the norns can potentially negate a disastrous turn of fortune. Upon rolling a natural 1 on a saving throw or after failing a saving throw against a death effect, the wearer can activate the braid as a free action to reroll the saving throw. The golden thread is vulnerable to severe twists of fate, though. If the result of any reroll obtained by the braid is ever a natural 20, the golden thread frays, permanently reducing the braid's daily reroll uses by one. If all three daily uses are eliminated in this manner, the golden thread snaps and the fate-woven braid of the norns falls apart into a nonmagical pile of wispy gray hair. A fate-woven braid of the norns uses up the entire wrists slot, even though the user wears only one at a time. The user can't use another item (even another fate-woven braid of the norns) that also uses the wrists slot.Craft Wondrous Item, death wardWondrous ItemSeers Of The Drowned City
Figurine Of Wondrous Power (ruby Butterfly)moderate enchantment and transmutation9none90001 lb.Upon command, this figurine of wondrous power (Pathfinder RPG Core Rulebook 513) transforms into a hand-sized red butterfly (same statistics as a bat; see Pathfinder RPG Bestiary 131). A spellcaster can use a ruby butterfly to deliver touch spells, as if the ruby butterfly were a familiar capable of this ability. A ruby butterfly can also be commanded to guard its owner while he sleeps. Creatures protected this way gain a +5 luck bonus on saving throws against any spell or effect that affects sleeping creatures' dreams (such as nightmare or a night hag's dream haunting ability). A ruby butterfly can be used three times per week for up to 8 hours at a time.Craft Wondrous Item, animate object, dreamWondrous ItemSeers Of The Drowned City
Leviathan's Terrorfaint evocation and necromancy5none2210516 lbs.This +2 ominousUE harpoonUE is carved from a bleached whale bone and bound with the spirit of an ancient beast that rumbles with a low, mournful call each time the barbed tip strikes. Holding the weapon fills the wielder with the nerve to face even the most imposing foes, granting her a +2 morale bonus on saving throws against the frightful presence universal monster ability. She does not take the usual -4 penalty to use the Intimidate skill on a target larger than her as long as she carries the leviathan's terror on her person. Three times per day, the wielder of a leviathan's terror can call on the spirit in the weapon to enlarge her musculature, drain the color from her skin, and turn her exhalations to rolling fog for a 1-minute period. During this time, once as a standard action, she can attempt an Intimidate check to demoralize all enemies that are at least one size category larger than her within a 30-foot radius. During this period, the wielder also gains a +1 size bonus on combat maneuver checks and to CMD and is treated as one size category larger for the purposes of determining the effects of attacks and abilities that limit their use on larger creatures (such as tripping creatures of a larger size category or for determining what creatures can be targeted by the grab ability), although her actual size category does not change.Craft Magic Arms and Armor, enlarge person, scareWeaponSeers Of The Drowned City
Swindler's Glovesmoderate illusion9hands90001 lb.When the wearer of these jet-black leather gloves reaches for an item carried by another creature, inky strands of gloom swirl around the gloves, making the wearer's hand movements difficult to follow. The wearer does not provoke an attack of opportunity when attempting a disarm or stealAPG combat maneuver check while wearing a pair of swindler's gloves. She also ignores the penalty on her combat maneuver check for attempting to disarm a foe while she is unarmed. Once per day as a swift action, upon using the swindler's gloves to steal from or disarm a foe, the wearer can activate an illusion that causes the enemy to believe the maneuver failed. The item taken via the maneuver becomes invisible and an illusory duplicate of the item appears in the target's possession for 1 minute. This illusory item looks and feels like the original, but the target can attempt a DC 14 Will saving throw to realize the item he now holds is an illusory duplicate. In any event, when the user drops the item or attempts to use it, the shadow item fades away into shadows and is gone. The illusory duplicate is a shadow effect.Craft Wondrous Item, darkness, invisibilityWondrous ItemSeers Of The Drowned City
Wolflord's Fangmoderate transmutation9none343356 lbs.This +2 huntsmanUE bastard sword has a grip bound in leather and trimmed with fur. Once per round when the wielder strikes a target with the sword, he can allow an ally of his choice to perform a trip combat maneuver against the target as an immediate action, provided the ally is adjacent to the target struck. This trip attempt doesn't provoke attacks of opportunity. If the attempt fails, the wielder's ally is not tripped in return. As a standard action on command three times per day, the wielder can unleash a spine-chilling howl. When he does so, he attempts a single Intimidate check to demoralize all opponents within 30 feet that can hear the howl. Allies within 30 feet can join the howl as an immediate action to aid the wielder's Intimidate check, granting a +2 bonus to the wielder's check for each ally who succeeds at a DC 10 Intimidate check. Allies who howl can also immediately take a 5-foot step. This movement does not count against their ability to move or take a 5-foot step earlier or later in the round.Craft Magic Arms and Armor, aspect of the wolfAPG, detect animals or plantsWeaponSeers Of The Drowned City
Ankle Chains Of Walkingfaint transmutation5feet60005 lbs.These steel cuffs are connected with a 2-foot-long chain. The cuffs are decorated with lead inlays of broken feet. When locked around a helpless or willing creature's ankles as a full-round action, the creature can move only half its normal speed for all its forms of movement. The creature that placed the ankle chains can remove them with a command word, any creature can remove them with a successful DC 30 Disable Device check, and the restrained creature can remove them with a successful DC 30 Escape Artist check. Dispelling the ankle chains doesn't assist in removing them, though it does prevent the creature that placed the ankle chains from using the command word to remove them for as long as their effects are suppressed or dispelled.Craft Wondrous Item, slowWondrous ItemVillain Codex
Branding Iron Of Trackingfaint divination3none90005 lbs.This 2-foot-long metal rod has a unique sigil on the end. When the sigil is heated in a fire, it can be used to brand a creature or object. Anytime after the branding, a creature can hold the branding iron of tracking and know the direction to the nearest brand, as if using locate object for branded objects or locate creature for branded creatures. The branding iron of tracking only tracks the brand itself, so cutting or scraping off the brand can fool the item.Craft Wondrous Item, brandAPG, locate creature, locate objectWondrous ItemVillain Codex
Darkness Arrowfaint transmutation3none80-This +1 arrow is as black as the darkest night and is fletched with sleek raven feathers. If the arrow strikes a foe, magical darkness infuses the creature's sight. The creature counts the light level as darkness for 1 round, regardless of the actual light level, and if the creature has darkvision, it must succeed at a DC 13 Fortitude saving throw or lose its darkvision for 1 round.Craft Magic Arms and Armor, darknessAmmunitionVillain Codex
Gag Of Silencefaint illusion3head5001 lb.This black leather cord has a red wooden ball attached at its center. When the cord is tied around a creature's head and the wooden ball is placed in the creature's mouth, the creature cannot speak or make any vocal sounds, including verbal components of spells. When removed from the creature, the ball breaks off from the leather cord, ending the effect. A creature that is not otherwise restrained can easily untie the gag and remove it.Craft Wondrous Item, silenceWondrous ItemVillain Codex
Sleeping Sapfaint enchantment3none103012 lbs.On a confirmed critical hit, this +1 sap puts a creature to sleep for 3 minutes as per sleep, with no HD limit (Fort DC 13 negates).Craft Wondrous Item, sleepWondrous ItemVillain Codex
Vine Arrowfaint transmutation3none80-This +1 arrow looks like a plant stem fletched with leaves instead of feathers. If it strikes a foe, vines grow from the creature's body. Any creature within 5 feet of the struck target, including the target, is entangled for 1 round unless it succeeds at a DC 13 Reflex save.Craft Magic Arms and Armor, entangleAmmunitionVillain Codex
Aerialist's Rodfaint transmutation5none32005 lbs.A small, metal loop caps each end of this well-worn, 2-foot-long brass rod. Pressing on each of three smooth studs on the rod's surface activates a different special ability. Pressing a stud a second time collapses the rod back into its ordinary form. Balancing Pole: The rod extends to 7 feet in length and grants its holder a +5 competence bonus on Acrobatics checks and a +3 enhancement bonus on Reflex saving throws. The user must hold the rod in both hands to gain these bonuses, and they apply only on checks and saving throws related to maintaining balance. In this form, the rod also acts as a masterwork quarterstaff. Tightrope: A line of rope lashes out from each end of the rod, anchoring to create a horizontal tightrope up to 100 feet long. Characters can traverse the tightrope by hanging below it with a successful DC 15 Climb check, or walking atop it with a successful DC 20 Acrobatics check. Trapeze: Two lines of rope fly from the ends of the rod and anchor in a ceiling up to 40 feet overhead. Using the trapeze requires a successful DC 10 Acrobatics check and allows the user to traverse gaps up to 50 feet wide. If the user is trying to go farther than 50 feet, she can attempt to jump upon releasing her grip. The trapeze counts as a running start for the purposes of performing a long jump, and grants the user a +5 competence bonus on Acrobatics checks to determine how far she can jump. When the user is outdoors, this ability functions only if there are branches, buildings, or other overhangs to which the trapeze can attach.Craft Rod, animate rope, cat's graceRodVillain Codex
Fool's Maladyfaint transmutation3ring900-This simple lead ring is carved with a twisting face. When worn, the ring causes a wearer to develop a single deformity over the course of 1 minute. The exact malformation is determined when the ring is forged and can't be changed. It modifies the wearer's appearance rather than changing it entirely; those familiar with her normal appearance can easily recognize her in the modified form. Many of these rings mimic the symptoms of terrible diseases, while others mimic birth conditions, extensive scarring, or tattoos. If the creature wearing a fool's malady already has the deformity the ring mimics, the ring instead removes all visual traces of the condition. The ring does not remove any pain or penalties associated with the condition.Forge Ring, alter selfRingVillain Codex
Home Awaystrong conjuration12none18000600 lbs.A wooden roof and walls line this horse-drawn caravan wagon. By uttering a command word, the wagon's owner can change the color and patterns that cover the wagon's sides, creating text or images, or can cause one wall to unfold into a stage. The home away's interior contains foldaway beds, desks, and cupboards, and can accommodate up to six Medium creatures. The interior is always warm and dry regardless of outside conditions, protecting anyone within from any weather short of hurricane-force winds. Once per week, the home away's owner can pull the wagon's kingbolt, causing it to unfurl into a 60-foot-wide tent with the same coloration as the wagon. The owner can declare a purpose for the tent as she pulls the bolt-such as celebration, meetings, performance, or wilderness survival-and the tent creates bleachers, tables, beds, and other simple furniture to accommodate this purpose.Craft Wondrous Item, major creation, silent image, tiny hutWondrous ItemVillain Codex
Mountebank's Megaphonemoderate illusion7none45003 lbs.This cone has openings at both ends and a large mouthpiece on the small end, and is crafted from brass hoops and sheets of leather and painted garish colors. Anyone holding the mountebank's megaphone in one hand can speak through it to make his voice up to 10 times louder, allowing him to be understood across a large crowd. If the megaphone's holder has the bardic performance class feature, he can treat any space within a 30-foot cone in front of him as the point of origin for any bardic performance that usually centers on the performer. Projecting a bardic performance through the megaphone takes additional effort, costing double the normal number of rounds. If the user moves from his current location, any bardic performance he is projecting through the megaphone immediately ends, even if his new position is still within range.Craft Wondrous Item, ghost sound, exquisite accompanimentUMWondrous ItemVillain Codex
Powerhouse Peltfaint transmutation5armor351520 lbs.Crafted from the skin of a great cat, this +1 hide armor provides its wearer a +2 competence bonus on all ability checks to perform feats of strength, such as bending bars, and forcing doors. This bonus doesn't apply on any other Strength-related rolls (including Strength-based skill checks and melee attack and damage rolls). The wearer also treats her Strength score as if it were 8 higher than normal for the purpose of determining her carrying capacity.Craft Magical Arms and Armor, ant haulAPG, bull's strengthArmorVillain Codex
Badge Of Authorityfaint illusion3none15001/2 lb.As a standard action, the wielder of this solid metal badge can transform its appearance into that of any badge or symbol of authority she legitimately holds. Once per day, the wielder can present the badge as a standard action to reduce the base speed of up to three creatures within 30 feet, as per hobble* (Fortitude DC 11 negates). If the wielder uses an Intimidate check to force a creature to act friendly and that creature recognizes her as a legitimate authority, its attitude doesn't change to unfriendly after 1d6x10 minutes, and it doesn't report her to local authorities.Craft Wondrous Item, cause fear, silent imageWondrous ItemVillain Codex
Erasing Bookfaint transmutation1none4003 lbs.Once per day as a standard action, the holder of this ordinary-looking leather-bound book can erase the writing contained within it. However, the holder cannot erase any writing that required a material component cost, such as a symbol spell or a sepia snake sigil, with this standard action. An erasing book can be used as a spellbook or a formula book-spells written in the book have a material component cost and are immune to the book's erasing effect. Erasing the book also removes smudges, stains, and minor water damage, but it doesn't recover text lost to serious damage.Craft Wondrous Item, eraseWondrous ItemVillain Codex
Pliability Elixirfaint enchantment5none500-A creature that drinks this elixir becomes particularly pliable mentally and emotionally for 10 minutes (Will DC 16 negates). Bluff, Diplomacy, and Intimidate checks automatically succeed against a pliable creature, except for Diplomacy checks to improve a pliable creature's attitude, which have the normal DC. This does not allow characters to whom the pliable creature is unfriendly or hostile to make requests of the pliable creature using Diplomacy. After 1 minute, the effects of pliability elixir are noticeable with a successful DC 25 Sense Motive check. The GM can apply circumstance bonuses to this check based on factors that make the effect more obvious, such as if the affected creature contradicts itself or agrees to something that doesn't make sense. A vial of pliability elixir appears to be an elixir of truth unless the check made to identify it succeeds by 10 or more.Craft Wondrous Item, charm person, zone of truthWondrous ItemVillain Codex
Quill Of Verificationfaint divination1none1000-This swan-feather quill helps its wielder verify signatures. The wielder can store a signature in the quill by pressing the quill into the signature and speaking a command word. She can then tap the quill's tip on another signature to check if it was written by the same individual. The quill verifies the authenticity of the signature as if it had attained a total result of 20 on a Linguistics check. If the signature detects as legitimate (including skilled forgeries whose DC to detect them is greater than 20), the quill glows blue. A quill of verification can validate a signature up to 3 times per day. The wielder can switch the stored signature any number of times between uses of the verification ability.Craft Wondrous Item, identifyWondrous ItemVillain Codex
Mage Shot, Acidmoderate evocation6none178-When propelled from a firearm, this +1 alchemical paper cartridge changes the damage to acid damage. If the target takes acid damage from the cartridge, it takes an additional 2d4 points of acid damage for the next 2 rounds or until the acid is neutralized. This damage doesn't stack with multiple shots or with acid arrow.Craft Magic Arms and Armor, acid arrowAmmunitionVillain Codex
Mage Shot, Electricitymoderate evocation6none178-When propelled from a firearm, this +1 alchemical paper cartridge changes the damage to electricity damage. If the target takes electricity damage from the cartridge, it must succeed at a DC 14 Fortitude saving throw or be dazed for 1 round.Craft Magic Arms and Armor, lightning boltAmmunitionVillain Codex
Mage Shot, Firemoderate evocation6none178-When propelled from a firearm, this +1 alchemical paper cartridge changes the damage to electricity damage. If the target takes electricity damage from the cartridge, it must succeed at a DC 14 Fortitude saving throw or be dazed for 1 round.Craft Magic Arms and Armor, scorching rayAmmunitionVillain Codex
Mage Shot, Coldmoderate evocation6none178-When propelled from a firearm, this +1 alchemical paper cartridge changes the damage to cold damage. If the target takes cold damage from the cartridge, it must succeed at a DC 14 Fortitude saving throw or be staggered for 1d4 rounds.Craft Magic Arms and Armor, cone of coldAmmunitionVillain Codex
Plagueborn Mantlemoderate necromancy6shoulders72001 lb.Made from the preserved skins of plague victims, this cloak functions as a +1 cloak of resistance. If the wearer is infected with a disease, he can also command the mantle to cast virulent miasma once per day. Additionally, as a standard action, a diseased wearer can make a touch attack. If it hits, the target must succeed at a DC 15 Fortitude save or contract one disease the wearer currently has (wearer's choice in the case of multiple diseases).Craft Wondrous Item, contagion, resistance, virulent miasma*Wondrous ItemVillain Codex
Reaper's Lanternfaint necromancy5none951510 lbs.This black iron lantern and chain functions as a +1 heavy flail. The lantern burns with a cold blue-green flame that sheds light as per a hooded lantern. On command, the wielder can reduce the light to a 5-foot radius of dim light or restore it to full brightness. Once per day, when the wielder hits a creature with the lantern, she can deal an additional 2d6 points of negative energy damage as a swift action. If she does so, she gains a number of temporary hit points equal to the damage she dealt that last for 1 hour. A creature reduced to 0 hit points or fewer by the lantern must succeed at a DC 13 Fortitude save or die. This is a death effect. For 24 hours after a creature is killed this way, the lantern's flame holds an echo of the creature's soul. A speak with dead spell cast on the flame yields information as if it were the creature's corpse. The flame can hold the echo of only one creature's soul; if the lantern kills another creature, a new echo replaces the previous one.Craft Magic Arms and Armor, continual flame, death knell, speak with dead, vampiric touchWeaponVillain Codex
Urgathoa's Breathfaint necromancy4none25002 lbs.This smoked glass sphere contains a roiling, bone-white mist. The sphere counts as a thrown weapon with a range increment of 10 feet. It shatters on impact, releasing the contained vapors in a 10- foot cloud of mist, as per fog cloud, for 1 round. Any creature that enters the mist during this time must succeed at a DC 17 Fortitude save or contract a particularly fast-acting strain of bubonic plague with an immediate onset.Craft Wondrous Item, contagion, fog cloudWondrous ItemVillain Codex
Balor's Lashmoderate evocation11none103012 lbs.A red flame motif stands out along the length of this +1 flaming whip. It deals additional damage whenever it is used to perform a non-damaging combat maneuver, such as trip or drag. Once the combat maneuver is resolved, the target takes 2d6 points of fire damage. Objects moved by the whip (through a disarm combat maneuver, for example) take this same damage.Craft Magic Arms and Armor, Whip MasteryUC, fireballWeaponVillain Codex
Ivory Succubusnone (faint enchantment; see text)3none50002 lbs.This exquisitely crafted, 6-inch-tall ivory statue of a succubus seems to change its pose every day or so, though its pose is always provocative. The statue emits a constant magic aura to appear nonmagical. A creature that recognizes the statue's true power can attune the statue to itself by carrying the statue (as one would a talisman or holy symbol) and performing acts of passionate abandon for 24 hours. Such revelry must come at a cost of least 500 gp (generally spent on expensive companionship). Once attuned, the statue considers that creature its owner. The statue's owner can command the statue to change its shape to appear as some other physically attractive biped in a provocative pose. If any creature besides the owner has the statue in its possession (usually due to being given the statue as a gift), the statue's magic slowly alters that creature's perception of the statue's attuned owner. Each day, the creature that has the statue must succeed at a DC 11 Will saving throw or have its attitude shift one step closer to helpful toward the attuned owner (Pathfinder RPG Core Rulebook 93-94). Such a shift lasts until the creature that has the statue in its possession loses or abandons the statue. In most cases, any saving throws to resist the statue's effect grant the creature in possession of the statue no information about the source of the magic that attempted to change its attitude; however, if that creature rolls a natural 20 on its Will saving throw, it experiences a slight intuition that the statue is to blame. Once that creature has failed enough saving throws to become helpful, it can no longer continue to attempt Will saving throws. The creature with the statue remains friendly toward the attuned owner until it loses or abandons the statue (or the owner does something to cause an attitude shift). Once a creature in possession of the statue loses or abandons it, the statue influences the attitude of any new creature that claims it toward the attuned owner, no matter if the new creature in possession gained the statue by way of a gift from the former creature in possession, theft, or some other means.Craft Wondrous Item, charm person, magic auraWondrous ItemVillain Codex
Devil's Spitfaint necromancy3none60-Devil's spit is a more potent form of unholy water, and acts in most ways like a vial of that substance. However, a direct hit by a flask of devil's spit deals 4d4 points of damage to good outsiders and lawful good creatures, 6d4 points of damage to lawful good outsiders, and 2d4 points of damage to all other good-aligned creatures. All creatures within 5 feet of the point where the flask hits take 2 points of damage if they are good outsiders or lawful good creatures, 3 points of damage if they are lawful good outsiders, and 1 point of damage if they are chaotic good or neutral good. Devil's spit can also be used to charge a rod of burning blood (see below). A single vial of devil's spit provides 5 charges to that item. Charging a rod of burning blood with devil's spit is a standard action that provokes attacks of opportunity.Craft Wondrous Items, curse waterWondrous ItemVillain Codex
Diabolus Bellmoderate abjuration7none160001 lb.This black, iron bell is inscribed with diabolical symbols. The spherical clapper is affixed to a chain, resembling a tyrant's ball and chain. Diabolus bells can be dedicated to other powers of Hell, such as archdevils. They act as divine foci for spells granted by associated patrons. Once per day, when the wielder speaks a command word while ringing the bell (a standard action), lawful neutral or lawful evil creatures within a 20-foot radius that hear the toll and worship Asmodeus can say a prayer to Asmodeus as a move action to be affected as per ward the faithfulAPG. The supplication must be said before the beginning of the wielder's next turn and within 20 feet of the bell. Chaotic or good creatures within a 20-foot radius that hear the toll must instead succeed at a DC 13 Will save or be affected as per doom. Creatures that are both chaotic and good that fail the Will save take 1d8 points of sonic damage and must succeed at a DC 13 Fortitude save or be stunned for 1 round. Finally, any living creatures within a 20-foot radius that have -1 or fewer hit points must succeed at a DC 13 Will save or be slain as per death knell. At the beginning of the wielder's next turn, if the bell's death knell effect slew a creature, the wielder can then choose to grant the benefits of death knell to either himself or any one creature within sight that is benefiting from the bell's ward the faithful effect. Even if multiple enemy creatures fail their saving throws versus the death knell effect, only one creature gains the benefits.Craft Wondrous Item, death knell, doom, sound burst, ward the faithfulAPGWondrous ItemVillain Codex
Eyes Of The Damnedfaint illusion5eyes15000-These two clear crystal lenses fit directly over the wearer's eyes. When the wearer activates the lenses by speaking a prayer to Asmodeus as a standard action, her eyes appear to be replaced by orbs of impenetrable blackness. She gains a gaze attack until the beginning of her next turn. The wearer can choose a creature within 30 feet on which to gaze as part of the action of activating the lenses. The target creature must succeed at a DC 14 Will save or be affected as per vision of HellUM for 5 minutes, except that the effect is a phantasm, rather than glamer, and it follows the affected creature rather than affecting an area. An affected creature continues to see the terrifying hellscape for the duration, regardless of the creature's location. As with vision of Hell, devils and all lawful evil creatures are immune to the effect caused by this item. The eyes of the damned can be activated up to three times per day. Both lenses must be worn by the same wearer for the magic item to take effect.Craft Wondrous Item, vision of HellUMWondrous ItemVillain Codex
Rod Of Burning Bloodmoderate evocation10none110504 lbs.This rod of blackened iron is inset with rubies and functions as a +1 cunningUE light mace. Unholy water poured over the rod is absorbed, giving the rod 1 charge per vial. When the rod strikes a creature, the wielder can expend 1 charge from the rod to spray the creature with burning blood from the weapon's head. This burning blood deals 1d6 points of damage (half fire, half unholy). Alternatively, the wielder can expend 5 charges at once to create a spray of burning blood in a 15-foot cone. Creatures in the area take 5d4 points of damage (half fire, half unholy; Reflex DC 17 half). The rod can hold at most 10 charges at any one time. Charging the rod with unholy water is a standard action that provokes attacks of opportunity.Craft Magic Arms and Armor, Craft Rod, flame strike, true strikeWeaponVillain Codex
Amulet Of Wind Defiancemoderate transmutation [air]9neck10000-This circular stone amulet is engraved with a fine, spiraling line that winds inward toward the center, creating the impression of a powerful vortex. The amulet surrounds the wearer with a reactive field that counters the negative effects of natural or magically controlled winds. The wearer treats all such effects as though she is under the influence of freedom of movement.Craft Wondrous Item, control windsWondrous ItemAP 112
Lightning Trap Spheresstrong evocation [electricity]13none20001 lb.These tiny spheres, crafted from a dull gray material and studded with tiny copper protuberances, come in sets of four. As a standard action, a user can throw four or more spheres at a single target as a ranged touch attack with a 30-foot range increment. On a hit, the spheres explode outward, forming an immobile cage of semisolid lightning around the target. Any creature attempting to pass through the cage wall automatically takes 10d6 points of electricity damage. Four lightning trap spheres thrown simultaneously can capture a Medium target, eight spheres can capture a Large target, 12 spheres can capture a Huge target, and 16 spheres can capture a Gargantuan target. The trap persists for 1 minute for each set of spheres used, then dissipates, consuming the spheres in the process. The price above is for a set of four lightning trap spheres.Craft Wondrous Item, forcecage, lightning boltWondrous ItemAP 112
Mnemonic Repositoryfaint divination [mind-affecting]3none30001 lb.This device looks like a clear, fist-sized crystal with an internal lattice made up of nearly invisible strands of silver-white metal. By holding the crystal in both hands and concentrating, the user can record its own memories, storing the information in the crystal so that it can be retrieved later with perfect clarity. The crystal can store a nearly limitless amount of information, but the user must concentrate for 1 minute to record an amount of information that would require 10 minutes to communicate in other ways. The information in a mnemonic repository can be recalled in a similar fashion, requiring 1 minute of concentration for each 10 minutes' worth of information gained, but the user must know the repository's mental keyword, which is set by the creature that recorded the memories. A mnemonic repository can be used to remove the effects of spells such as modify memory or repress memoryOA, as long as the user recorded its true memories prior to being affected by those spells, but the device cannot remove negative levels imposed by a mindwipeOA spell, nor can it restore previously cast spells.Craft Wondrous Item, mindlinkOAWondrous ItemAP 112
Everbloom Thornmoderate transmutation10none63202 lbs.When the command word is spoken as a move action, this +1 morningstar transforms into a pendant in the shape of a single red rose that does not radiate magic. Only true seeing or similar magic reveals the true nature of this weapon. Once per day as part of an initiative check, as long as she holds the everbloom thorn in its pendant shape in one hand, the wielder can cause the pendant to instantaneously transform back into its +1 morningstar form. When she does so, the wielder of the everbloom thorn adds her Charisma bonus (minimum of +1) to her initiative check.Craft Arms and Armor, magic aura, shrink itemWeaponPaths Of The Righteous
Planar Guidefaint divination3none54001/2 lb.This small brass device is shaped like a compass or clock, and is designed for travel on planes without magnetic poles or set geography. When activated via a mechanical trigger, its geared arms rotate around to point toward the stronghold of either the plane's ruler or the three closest approximations, as per planar orientation, with the name or holy symbol of the entity in question appearing on the arm. In addition, pressing a lever on the back side can cause the device to switch over to a portal-finding function that acts as per locate portal, with a range of 3 miles. Planar guides are notoriously tricky to make, and most have a 5% chance each time they're consulted of having their magic twisted to lead the user astray, usually pointing toward a hazard (such as the lair of a dangerous creature). This chance is cumulative each time the guide is consulted, but resets to 5% as soon as the user encounters such a hazard. Planar guides without this flaw are rare and can easily cost twice as much as the standard model. At the same time, those with a higher percentage can be significantly cheaper, and are sometimes even given away freely to Material Plane travelers by locals-these last generally direct the user to a specific hazard known by the giver.Craft Wondrous Item, locate portal, planar orientationWondrous ItemThe First World Realm Of The Fey
Crate Of Preservationfaint transmutation5none250060 lbs.A crate of preservation stores and keeps fresh any perishable food and drink during transport. Cold items remain cold and hot items stay hot. The preservation effects function indefinitely, though foods already spoiled before being placed within the crate are not restored to health and vigor; they simply remain in their existing state of spoilage. The crate of preservation can hold up to 8 cubic feet of goods.Craft Wondrous Item, endure elements, purify food and drinkWondrous ItemVillain Codex
Unbalanced Scalesfaint illusion3none10001 lb.A set of unbalanced scales permits an unscrupulous merchant to conduct transactions with inaccurate weight results, but still pass inspections by commerce officials when necessary. The unbalanced scales normally provide an accurate measurement of weight, but by means of a command word, the user can cause the set of scales to provide a reading that is off (either lighter or heavier, as desired) by as much as 25%.Craft Wondrous Item, prestidigitationWondrous ItemVillain Codex
Arrow Of Latchingmoderate transmutation10none5001/10 lb.The shaft of this unassuming arrow appears tightly wrapped in 6-1/4 feet of twine from arrowhead to fletching. In reality, the twine actually consists of 100 feet of hemp rope, reduced to one-sixteenth its size. An arrow of latching functions as a mundane arrow when fired at a creature, but when fired at a Medium or larger object, it embeds itself if the attack roll hits an AC of 5 + the hardness of the target object. While the arrow is so lodged, anyone within 200 feet of it can speak the appropriate command word to unfurl and lower the arrow's hemp rope, causing the rope to return to its true size and extend downward 100 feet. If the character who says the command word has a free hand and is within 100 feet of the arrow of latching when he utters the command, the rope swings directly into his hand. A character attempting to hit an object with an arrow of latching can make a single ranged attack with the arrow and speak the command word to extend the rope after attacking with the arrow as a full-round action. Once the arrow is fixed, the rope can be used for any purpose a rope could serve and can bear up to 1,000 pounds at a time. If this weight limit is exceeded, the arrow of latching snaps, and any creature or object supported by the rope falls. The arrow remains embedded within the target object indefinitely, although the user can pull it free from the target object by speaking a second command word or by succeeding at a DC 15 Strength check. If removed, the arrow of latching loses its magic, reduced to a common arrow.Craft Wondrous Item, animate rope, handy grapnelUI, shrink itemWondrous ItemVillain Codex
Hood's Flairfaint enchantment5none2500-These garish tokens usually take the form of a colorful adornment for a weapon; attaching a token takes a full-round action and provokes attacks of opportunity. Once per day, when a token is tied to a ranged weapon or thrown melee weapon that the user is wielding, she can use that token's ability, as described below. If the bearer has a grit or panache pool, she can spend grit or panache points to gain one additional use per point spent. A character can benefit from only one token at a time; securing a second token to a weapon provides no additional effects. There are four types of tokens, each offering a different benefit. Black Feather: As a swift action when she takes a 5-foot step, the user can move an additional 5 feet, for a total of 10 feet. This additional movement provokes attacks of opportunity as normal. Brass Leaf: When the wielder user this token as a swift action, her allies don't provide cover against her ranged attacks until the end of her turn. Silver Chime: When the user misses with a ranged attack because of concealment, as a swift action she can reroll her miss chance percentile roll to see whether she actually hits. Teal Bead: While making a ranged attack, the user doesn't provoke attacks of opportunity.Craft Wondrous Item, haste, creator must be able to use grit or panacheWondrous ItemVillain Codex
Hook Of Ascensionfaint transmutation3none125001/2 lb.This mithral zip-line hook is attached to a black leather strap with a bronze buckle shaped like a spider. When the hook is attached to a rope, a cable, or a similar object, the user can move along the rope at a speed of 30 feet per move action, regardless of the rope's slope or inclination; a hook of ascension can even carry its user straight up vertical ropes in this manner. Furthermore, the user doesn't need to attempt Climb checks while using a hook of ascension to climb a rope, and this movement does not constitute vigorous motion for the purpose of casting spells. The hook can even be commanded to stop mid-travel, suspending its user in midair along the rope's path without risk of falling.Craft Wondrous Item, levitate, spider climbWondrous ItemVillain Codex
Vagrant's Hoodfaint illusion3head44001 lb.This linen hood is simply decorated with the colors of the forest and designed to cast a dramatic shadow upon the wearer's face, obscuring identifiable features. A vagrant's hood grants the wearer a +4 competence bonus on Disguise checks and makes the wearer's voice sound deep and throaty, as per vocal alteration.Craft Wondrous Item, disguise self, vocal alterationUMWondrous ItemVillain Codex
Fungal Slippersfaint conjuration3feet20001 lb.As a swift action up to three times per day, the wearer can create fungi in every square through which she walks during her turn. The fungi in these squares count as difficult terrain. After 1 minute, most of the fungi disappear; those that remain provide no impediment.Craft Wondrous Item, entangleWondrous ItemVillain Codex
Necklace Of Stolen Breathmoderate necromancy11neck35001 lb.This necklace is a string of intricately carved bones that hold fragments of drowned souls. The wearer can mimic the voice of anyone whose spirit is stored in the necklace as if using sound mimicry. Additionally, the wearer can destroy a bone as a standard action to summon a drowned shade, which has the stats of a water elemental with the following changes. A drowned shade gains undead immunities and is treated as undead, and it projects a 20-foot-radius drowning aura, which imposes a -5 penalty on Swim checks to creatures without the aquatic or water subtype and negates magical means of breathing underwater. Each round a creature holds its breath within the aura counts as 2 rounds for the purpose of drowning. Once per day, if the wearer falls below 0 hit points, she can destroy a bone to heal herself (this is not an action). A minor soul bone summons a Small water elemental drowned shade or heals 1d8+11 hit points; a lesser soul bone summons a Medium water elemental drowned shade or heals 3d8+11 hit points; a standard soul bone summons a Large water elemental drowned shade or heals 5d8+11 hit points; and a greater soul bone summons a Huge water elemental drowned shade or heals 7d8+11 hit points. The necklace's listed price does not include the price of bones. The wearer can add a new soul bone to the necklace by ritually drowning a sentient creature and paying the additional cost. The requirements are as follows: minor (300 gp, 2-HD sacrifice), lesser (1,400 gp, 4-HD sacrifice), standard (2,250 gp, 8-HD sacrifice), and greater (3,300 gp, 10-HD sacrifice).Augment Summoning, Craft Wondrous Item, summon monster VI or summon nature's ally VWondrous ItemVillain Codex
Ring Of Rulershipstrong enchantment12ring14000-This garish signet ring is worth 1,500 gp for its materials and workmanship alone. Like the user of a rod of rulership, the ring's wearer can command the fealty of creatures, but only if she is a member by blood of the family whose symbol is displayed on the ring and only if those creatures are citizens or vassals of the family's holdings (though it works on disaffected, disloyal, and even traitorous subjects). On command, the wearer can use the ring to target a single humanoid creature within 50 feet that meets those qualifications. This effect is automatically successful if the creature has an Intelligence of 9 or lower. A creature with a higher Intelligence must succeed a DC 14 Will save or obey the ring's wearer's commands as if she were its absolute sovereign; a successful save renders that creature immune to that ring's effects for 24 hours. This is a mind-affecting enchantment (compulsion) effect and counts as 3rd-level spell for the purpose of break enchantment. If the ring's wielder gives a command that is contrary to the nature of a ruled creature, that creature receives another saving throw to shake off the effect. Even if the ruled creature fails the saving throw and remains ruled, it can still refuse that particular command. The GM is the final arbiter of what constitutes a command that is contrary to the nature of a ruled creature, and for most creatures, if the ring's wearer co-opts their every moment, the creature can attempt a save every day. A creature is ruled until one of the following happens: it shakes off the effect after being given a command against its nature, an outside source (such as break enchantment) removes the compulsion, the wearer removes the ring of rulership, the wearer commands the ring to release the creature (a standard action that need not take place in the creature's presence), or another member of the ruler's family rules the creature using a different ring of rulership, whichever comes first. The power of the ring can rule no more than three creatures at a time; to rule a new creature, the ring's wearer must first release one of the three ruled creatures.Forge Ring, mass suggestionRingVillain Codex
Commander's Tentmoderate divination9none90001 lb.This small flag sports a banner that is 2 inches wide by 3 inches tall and has a thin wooden dowel that serves as the flag post. When a creature plants the flag in the ground and speaks the command word, the flag expands into a military tent of stout canvas with the flag flapping from the centermost tent pole. The tent fills a space that is 15 feet by 30 feet. The entrance of the tent consists of a vestibule with an outer and inner flap for keeping light from spilling out. Inside, the commander's tent contains a central table and several chairs and cushions. Several lanterns hang from pegs around the perimeter of the interior, providing sufficient light for reading letters, maps, and so forth. Despite this illumination, the exterior of the tent does not glow so long as only one tent flap at the vestibule (inner or outer) is open at any given time. The center table features a blank map. Once per week, any creature inside the tent can utter a second command word to transform the map into a model of the nearby area, as sand table (see page 164). While the commander's tent is in tent form, the user can utter a third command word while holding a new flag to replace the flag atop the tent with one of his own choosing. The two pennants swap places. A fourth command word causes the tent to break down, returning to its miniature flag form.Craft Wondrous Item, rope trick, sand table*Wondrous ItemVillain Codex
Moss Cloakmoderate conjuration7shoulders187005 lbs.A tangled layer of green moss grown on a thin, damp sheet of sod, this heavy cloak can be wrapped around the wearer to provide a measure of camouflage. When donned in forest or jungle terrain, a moss cloak gives its wearer a +10 competence bonus on Stealth checks. In any terrain, the wearer can remove a single poison currently affecting him once per day as a standard action. This causes the moss to turn a sickly shade of brown as it draws the toxins from the wearer's body, negating the Stealth bonus until the cloak heals itself 24 hours later.Craft Wondrous Item, invisibility, neutralize poison, restorationWondrous ItemVillain Codex
Satchel Of Plentiful Feed Type Ifaint conjuration5none200015 lbs.This item appears to be an unremarkable mesh bag with many small openings, but it is stuffed to overflowing with hay. It can be hung from a line, post, or tree limb and used to feed horses and ponies. It produces enough fresh feed for a number of horses or other similar mounts each day, as shown in the table below. Satchel Type Satchel Weight Mounts Fed/Day Market Price I 15 lbs. 4 2,000 gp II 20 lbs. 10 4,000 gp III 25 lbs. 25 7,500 gp IV 30 lbs. 50 15,000 gpCraft Wondrous Item, create food and waterWondrous ItemVillain Codex
Satchel Of Plentiful Feed Type IIfaint conjuration5none400020 lbs.This item appears to be an unremarkable mesh bag with many small openings, but it is stuffed to overflowing with hay. It can be hung from a line, post, or tree limb and used to feed horses and ponies. It produces enough fresh feed for a number of horses or other similar mounts each day, as shown in the table below. Satchel Type Satchel Weight Mounts Fed/Day Market Price I 15 lbs. 4 2,000 gp II 20 lbs. 10 4,000 gp III 25 lbs. 25 7,500 gp IV 30 lbs. 50 15,000 gpCraft Wondrous Item, create food and waterWondrous ItemVillain Codex
Satchel Of Plentiful Feed Type IIIfaint conjuration5none750025 lbs.This item appears to be an unremarkable mesh bag with many small openings, but it is stuffed to overflowing with hay. It can be hung from a line, post, or tree limb and used to feed horses and ponies. It produces enough fresh feed for a number of horses or other similar mounts each day, as shown in the table below. Satchel Type Satchel Weight Mounts Fed/Day Market Price I 15 lbs. 4 2,000 gp II 20 lbs. 10 4,000 gp III 25 lbs. 25 7,500 gp IV 30 lbs. 50 15,000 gpCraft Wondrous Item, create food and waterWondrous ItemVillain Codex
Satchel Of Plentiful Feed Type IVfaint conjuration5none1500030 lbs.This item appears to be an unremarkable mesh bag with many small openings, but it is stuffed to overflowing with hay. It can be hung from a line, post, or tree limb and used to feed horses and ponies. It produces enough fresh feed for a number of horses or other similar mounts each day, as shown in the table below. Satchel Type Satchel Weight Mounts Fed/Day Market Price I 15 lbs. 4 2,000 gp II 20 lbs. 10 4,000 gp III 25 lbs. 25 7,500 gp IV 30 lbs. 50 15,000 gpCraft Wondrous Item, create food and waterWondrous ItemVillain Codex
Battle Strider's Bootsfaint illusion3feet20001 lb.While unattended, these rough leather boots appear to be in a slightly different place each time a creature observes them. They seem to flicker around the wearer's feet for the first 24 hours she wears them, reducing her movement speed by 5 feet and imposing a -2 penalty on Acrobatics checks. After she has worn the boots for 24 hours, the flickering decreases, the penalties end, and she can activate the boots. Three times per day, she can activate the boots as a swift action to avoid provoking attacks of opportunity while moving out of a threatened square. While activated, the boots conceal the wearer's movement in such a way that her foes see only short, blurred flashes of movement. Any creature that has blindsight or a similar nonvisual sense or is affected by true seeing can still make attacks of opportunity against the wearer as normal.Craft Wondrous Item, blurWondrous ItemVillain Codex
Cutlass Of Wavesmoderate transmutation6none96151 lb.This +1 cutlass is constantly soaked with brine. The wielder's attacks with a cutlass of waves don't take penalties from being underwater, as if the cutlass were a piercing weapon. While a creature holds the cutlass in its hand, a low-cresting wave of water carries the cutlass's holder along the deck of a ship or through the water, otherwise as per slipstreamAPG.Craft Wondrous Item, slipstreamAPGWeaponVillain Codex
Hat Of The Seven Windsfaint transmutation3head45001 lb.This black tricorne hat is embroidered with the pattern of a ship. The wearer does not take any penalties from rain, takes penalties from high wind speeds as though she were one size category larger than she actually is, and gains a +4 bonus on saving throws against wind effects.Craft Wondrous Item, control windsWondrous ItemVillain Codex
Pirate Lord's Patchfaint divination3eyes8500-This eye patch is woven entirely from gold cloth and features a skull and crossbones embroidered in black stitching. A pair of small sapphires is sewn into the cloth within the skull's eye sockets, making them appear as gleaming pinpricks of blue light. The wearer can see as if the eye patch were not there. The wearer gains a +2 competence bonus on Appraise and Intimidate checks. Once per day, the wearer can activate the patch in order to gain the benefits of see invisibility for 5 minutes. Additionally, once per day, he can activate the patch in order to see through solid objects for 1 minute, as though with a ring of x-ray vision.Craft Wondrous Item, locate object, see invisibilityWondrous ItemVillain Codex
Animal Maskfaint transmutation5head2700-This finely constructed mask of colored cloth and carved bone incorporates parts of the animal it represents, such as its hair, hide, horn, fur, and teeth. Depicting the head of an ape, bear, boar, cat, fox, horse, pig, rat, or wolf, the mask completely covers the wearer's face, but the wearer can see through the mask's eyes as though they were her own. As a swift action, the wearer can transform her head into the form of the animal depicted by the mask for up to 5 minutes per day, absorbing the mask into her body in the process but leaving in place any other item she wears on her head. While so transformed, the wearer retains the ability to speak normally and can complete verbal spell components, utter command words, and activate spell-completion and spell-trigger items. She also gains low-light vision, scent, and either a bite or gore attack (as appropriate to the animal) that deals 1d4 points of damage for a Medium wearer (1d3 if Small). This duration does not need to be consecutive, but it must be used in 1-minute increments.Craft Wondrous Item, beast shape IWondrous ItemVillain Codex
Society Ringfaint abjuration, divination, illusion, and transmutation5ring8000-The flat bezel of this signet ring is typically set with a semiprecious gem. If the wearer of the ring is successfully inducted into a group or organization through an initiation ritual, the ring becomes attuned to that organization and wearer. A suitable initiation ritual takes at least 10 minutes and at the very least involves a pledge of allegiance to the group or organization, but it can take a variety of forms. The crest or symbol of the organization appears engraved on the gem, and the ring becomes invisible (as per invisibility) and hidden from scrying effects (as per obscure object) to all except those who also wear society rings attuned to the same organization (referred to below as "similar rings"). Creatures that are capable of seeing invisible objects, such as via see invisibility, can still perceive a society ring. Once attuned, the society ring's wearer can communicate with wearers of similar rings within 150 feet (as per message). It also grants +10 competence bonuses on Bluff checks to pass secret messages to members of the attuned organization and Sense Motive checks to receive secret messages from them. In addition, if the wearer touches his society ring to a similar ring, for the following hour, the wearer can sense the direction and distance to that ring, as well as any conditions affecting its wearer (as per status). Only one ring at a time can be linked in this way; if the wearer touches his ring to another similar ring within the duration of the effect, the status effect switches to the most recently touched ring. If a society ring is worn or carried by a creature other than the attuned wearer, the ring silently alerts attuned ring wearers from the same organization within 1 mile (as per alarm), does not display the crest or symbol of the attuned organization, and glows with a red aura visible only to wearers of similar rings. A new owner can end this effect by becoming initiated into any organization, at which point the ring attunes to the new wearer and organization.Forge Ring, alarm, hidden speechAPG, invisibility, message, obscure object, status, creator must have at least 10 ranks in both Bluff and Sense MotiveRingVillain Codex
Periapt Of Devotionfaint enchantment1neck3300-This simple-looking amulet bears the symbol of a group or cult and resembles the jewelry its members normally wear. When the bearer presents the necklace to a current or prospective group member (humanoids only), the recipient is compelled to accept and don the periapt unless he succeeds at a DC 11 Will save. Thereafter, the wearer is deeply devoted to the person who gave him the periapt, as though affected by a charm person spell (with no additional saving throw against the effect). He always views the giver's words and actions favorably and speaks highly of her whenever the occasion arises.Craft Wondrous Item, beguiling giftAPG, charm personWondrous ItemVillain Codex
Periapt Of Utter Devotionmoderate enchantment7neck33000-This amulet functions as a periapt of devotion but has a Will save DC of 16 and can affect nonhumanoids (as per charm monster). In addition, once per day when talking to the wearer, the giver can implant a triggered suggestionACG in the wearer's mind, as per the spell. The wearer can attempt a DC 16 Will save to negate the effect. If he surpasses the DC by 5 or more, he also breaks the periapt's charm effect.Craft Wondrous Item, beguiling giftAPG, charm monster, triggered suggestionACGWondrous ItemVillain Codex
Sigils Of The Great Cataclysmstrong enchantment, evocation, necromancy, and transmutation [evil]18none-1-Sigils of the great cataclysm are collections of items designed to bring about doom and suffering, usually to a city or large town. A set of sigils consists of seven seals of stone, clay, or black iron. The sigils' foul magic takes effect only when they are buried or hidden on the points of an imaginary seven-pointed star covering up to a 3-mile radius. Once the final sigil is set in place, the sigils create a sequence of effects, one per week, each lasting for 1 week. For the first four sigils' effects, each living creature in the area has a certain chance to be targeted each day. Each affected creature suffers the effects at a different random time during the day. The final three sigils' effects each last for a full week and target the entire area as described below. First Sigil: Each living creature in the area has a 10% chance of being affected by feast of ashesAPG (Will DC 17 negates). Second Sigil: Each living creature in the area has a 20% chance of being affected by rage (Will DC 18 negates). Third Sigil: Each living creature in the area has a 30% chance of being affected by contagion with a random disease (Fortitude DC 19 negates). Fourth Sigil: Each living creature in the area has a 40% chance of being surrounded a deadly miasma and affected as per cloudkill (Fortitude DC 20 negates). Fifth Sigil: The area experiences severe storms as if under the effects of control weather. Sixth Sigil: Random 40-foot-radius spaces within the area are affected as if by earthquake. The earthquake affects a single 40-foot-radius space each round, then moves to a new location. Seventh Sigil: Fiery spheres fall from the sky. One sphere affects a 40-foot-radius area for 1d6 rounds, then vanishes; the next round another sphere affects a new location. A sphere deals 2d6 points of damage + 1d6 points of fire damage to creatures and objects each round (Reflex DC 23 half) and can ignite flammable materials. Once the cycle of destruction begins, each sigil's effect can be stopped only by moving that sigil from its spot on the seven-pointed star. Moving a seal ends its effects immediately.ArtifactVillain Codex
Cestus Of Securityfaint abjuration1hands53052 lbs.This +1 cestusUE of blackened leather is reinforced with strips of dark iron over the fingers and cruel spikes along the back of the hand and forearm. With a mental command, the wearer can cause a series of cords, chains, and braces around the palm to lock a held weapon in place, gaining a +10 bonus to her CMD to prevent that weapon from being disarmed. While the cestus is locked in this manner, the wearer can't use the hand wearing it to complete the somatic component of spells or for skill checks. Locking or unlocking a weapon is a move action. If the wearer drops the weapon or is disarmed, regardless of whether the cestus was locked, a leather strap attached to the weapon prevents it from moving farther than the wielder's square, and the wielder can recover the weapon as a move action. As a move action, the wearer can issue a mental command that causes the strap to detach from the weapon. As with a weapon cord (Pathfinder RPG Ultimate Equipment 75), the wearer cannot otherwise switch to a different weapon in that hand unless the strap is detached or cut (a move action or an attack, hardness 1, 5 hp). If the strap is damaged or destroyed, the cestus's wearer can spend 1 minute wrapping a mundane weapon cord around the cestus, in which case the cestus absorbs the weapon cord into itself and the leather strap mends itself completely.Craft Magic Arms and Armor, animate ropeWeaponVillain Codex
Clandestine Vouchermoderate transmutation9none250-This piece of parchment can magically transform metal coins into spots of metallic ink on its surface. A clandestine voucher is commonly used to transfer bribes or payment when exchanging material wealth would be illegal or draw too much attention. The voucher comes with a magical quill that, when touched to a coin, transforms the coin into ink of that color. Each coin fills the quill enough to make a single dot on the parchment. The quill can hold 200 coins worth of ink, but the ink is ruined if multiple types of coins are mixed. A single clandestine voucher can hold a number of dots equal to 1,600 coins. Each dot takes the same amount of space regardless of the coin's denomination. To retrieve the coins from the clandestine voucher, the owner must apply a solvent to the paper, such as diluted alcohol or citrus juice. Coins that were magical or otherwise different from ordinary coins are restored as mundane coins. If the voucher is otherwise destroyed or significantly damaged, any coins stored in it are lost, though any dots that are intact can be restored normally. The voucher can be reused, but this requires purchasing a new magical quill at a cost of 25 gp and washing any solvent out of the parchment before applying new ink. Cursed coins can't be transformed into ink and stored in the quill.Craft Wondrous Item, treasure stitchingAPGWondrous ItemVillain Codex
Ghungroos Of Entrancementfaint enchantment3feet3750-Each of these musical anklets bears rows of tiny bells that accentuate the rhythmic elements of a trained dancer's performances and enhance an accompanying musical performance, fascinating her audiences. When using a distraction bardic performance, the wearer gains a +5 competence bonus on Perform (dance) checks; when using a fascinate bardic performance, the wearer gains a +1 competence bonus to the saving throw DC. In addition, the wearer can use Perform (dance) with a countersong bardic performance, and gains a +2 competence bonus on the Perform (dance) check. The wearer takes a -2 penalty on Stealth checks while wearing the ghungroos.Craft Wondrous Item, hypnotism, creator must have bardic performance and 5 ranks in Perform (dance)Wondrous ItemVillain Codex
Smoke Bomb Of Forgetfulnessmoderate enchantment10none900-Killers use smoke bombs of forgetfulness to conceal their identities and cover their escapes in the event of failed assassination attempts. The smoke bomb can be thrown to the ground as a standard action, destroying the item and creating a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick, and can be thrown at the user's feet or as a ranged touch attack with a range of 20 feet. Any creature in the smoke cloud that isn't aware of the smoke bomb's nature must succeed at a DC 16 Will save or have its memory altered as though its sight had been obscured during the previous 2 rounds. This can cause it to forget the appearance of any creatures with which it had interacted or battled with during that time. From the point the smoke bomb is thrown, it functions as normal smoke, giving the user time to escape but no longer protecting its identity from creatures that leave the smoke and can see the user. A creature that is already aware of the abilities of a smoke bomb of forgetfulness and suspects this smoke bomb is one automatically succeeds at the save. The memory alteration is a mind-affecting effect.Craft Wondrous Item, modify memoryWondrous ItemVillain Codex
Vishkanya Periaptmoderate necromancy7neck10000-This ruby is cut like a droplet of blood and suspended on an elaborate golden necklace. Once per day as a swift action, the wearer can envenom a wielded weapon with her saliva or blood as though she were a vishkanya (Pathfinder RPG Advanced Race Guide 208). The wearer must be injured to use her blood with this ability, but can voluntarily deal 1 point of damage to herself with piercing or slashing weapon in order to use it. If the wearer is a vishkanya, she can use her toxic racial trait two additional times per day, and the DC of saving throws against her venom increases by 1.Craft Wondrous Item, poisonWondrous ItemVillain Codex
Doorknobs Of Peregrinationmoderate conjuration7none400002 lbs.These matching doorknobs or handles with latches are made of solid brass and are inscribed with unusual spiraling patterns that appear to be merely decorative. To use the doorknobs of peregrination, a user affixes the pair of them upon two entirely separate, unconnected portals. When one of the doors is opened by means of one such doorknob, it causes the other door to open as well, and the user and anyone with him can step through the opening as if the two doors were one. The doorknobs have a range of 400 feet; if the two doors are farther apart, the doorknobs of peregrination don't function, and if the door on either side is locked, stuck, or otherwise secured, the doorknob fails to open the first door (even if the second door is the one that is locked). Doorknobs of peregrination can be removed and placed on a variety of doors as often as desired (placing a doorknob is a standard action, as is removing one). They can be placed upon different types of doors, as long as the surface of each door is solid rather than open-air. Thus, the knob can't function on a gate or portcullis, but it works on an otherwise solid door with a small, sliding window (such as a prison door) as long as the window is closed at the time of use. A knob can be placed upon a door and activated to connect with its twin, and the user can remove the first knob while the door is open as a standard action that provokes an attack of opportunity in order to bring it with him when he steps through. If he does so, the magic of the portal lasts for 1 additional round and then fades.Craft Wondrous Item, dimension doorWondrous ItemVillain Codex
Slippers Of Scamperingfaint transmutation4feet12001/2 lb.Slippers of scampering function in almost every way like slippers of spider climbing, except the slippers can be used for 10 rounds per day, split up as the wearer chooses (minimum 1 round per use).Craft Wondrous Item, spider climbWondrous ItemVillain Codex
Keylight Lanternmoderate evocation10none20001 lb.A keylight lantern is wreathed with elemental runes. When lit, it gives off light as per a typical lantern, but the shifting flame gives its user a +2 competence bonus on Perception checks to find secret doors. In addition, once per day, the lantern's bearer can fling the oil as a splash weapon that functions as a flask of acid, except that its damage type is random among acid, cold, electricity, and fire. Each keylight lantern has an indentation where an elemental gem could fit. If an elemental gem is slotted in the lantern, the damage type is fixed based on the gem's element-acid for an earth gem, cold for a water gem, electricity for an air gem, and fire for a fire gem. The lantern's bearer may choose to expend the elemental gem to infuse the oil with its energy. If she does so, the next time she throws the oil, it functions as per fireball, centered on the square (10d6 damage, Reflex DC 14 half) instead of as an acid flask. The damage type of the fireball matches the damage type associated with the elemental gem.Craft Wondrous Item, acid splash, ray of frost, fireball, guidance, shocking graspWondrous ItemPFS 8-10
The Forbidden Namemoderate abjuration9armor2017520 lbs.Each of the yellow ribbons that spill from the joints of this jaundiced suit of +3 studded leather armor bears one or more haunting runes. Three times per day, a cleric (or other class with cleric domains) with the Rune domain can use her blast rune domain power to mark one of the ribbons rather than a square. Such blast runes last until the next time the cleric prepares spells and cannot benefit from other domain abilities such as spell rune. As a swift action while wearing this armor, the cleric can cause one of the ribbons to lash out and touch an adjacent creature, triggering the blast rune as if the target had entered the warded square. When marking a ribbon with a blast rune, the cleric can instead expend two daily uses of The Forbidden Name's ability to also apply the benefits of another Rune domain (or subdomain) power such as spell rune or warding rune to the blast rune. Alternatively, any wearer can expend two daily uses when casting glyph of warding or explosive runes-or three uses when casting greater glyph of warding-on a ribbon to treat it much like a blast rune. As a swift action while wearing the armor, she can trigger the glyph as though she had stepped on it; however, she takes half damage from the effect on a failed Reflex saving throw or no damage if successful.Craft Magical Arms and Armor, glyph of warding, secret page, creator must possess the Rune domainWeaponAP 113
Expended Lightning Gunstrong evocation17none1500015 lbs.This device is made of a strange metallic alloy. A bellows or tapered accordion structure protrudes from the box, with handles and controls at the wide end and a bright metal disk or lens at the other. The controls seem to have been designed for operation by large creatures with only two fingers, though the smaller but more agile hands of humanoids can manipulate them after some practice. As a standard action, the operator can hold the device in front of herself with two hands and use the controls to unleash a blast that deals 10d12 points of electricity damage on a successful ranged touch attack against a single target within 120 feet. The lightning blast sets fire to combustibles and damages objects that it strikes. It can melt metals that have a low melting point, such as lead, gold, copper, silver, or bronze.Craft Wondrous Item, chain lightningWondrous ItemAP 113
Gloves Of Stolen Breathmoderate conjuration and necromancy9hands54000-These black leather gloves feel like warm, living skin to the touch. When the wearer delivers a coup de grace that kills an opponent, she can target a single creature within 30 feet that has died within the previous 3 rounds as a free action. The target creature is healed as if with a breath of life spell (regaining 5d8+9 hit points), and if the creature's hit point total is then greater than a negative amount equal to its Constitution score, it comes back to life and stabilizes at its new hit point total. As with the breath of life spell, creatures brought back to life gain a temporary negative level that lasts for 1 day, but this effect can save creatures slain by death effects. This effect cannot damage undead creatures. The opponent killed by the coup de grace must have a number of Hit Dice equal to or greater than the target slain creature's Hit Dice or the gloves' ability is not triggered.Craft Wondrous Item, breath of life, death knellWondrous ItemHealer's Handbook
Healer's Satchel, Normalfaint conjuration3none15001 lb.This well-worn physician's bag can be slung over one shoulder or carried easily in one hand. It contains a collection of continually renewing bandages, medicines, and herbs. This acts as a healer's kit, except spent uses are renewed every day, so the wielder can expend up to 10 uses in any 24-hour period. When the wielder expends 2 uses from a healer's satchel to treat deadly wounds with the Heal skill, she adds her Wisdom bonus to the amount of hit points restored, and if she exceeds the DC by 5 or more, she adds 2 x her Wisdom bonus to the amount restored. The wielder also gains a +4 circumstance bonus on Heal checks when she expends uses of the healer's satchel to treat poisons and provide first aid (this does not stack with the normal +2 circumstance bonus granted for using a healer's kit). In addition to the benefits described above, a specialized healer's satchel comes with enchantments and equipment to further aid in certain medical situations. Diagnosis: The specialized healer's satchel contains a wide variety of magical tools for diagnosing illness and injury. When attempting a Heal check while expending one or more uses of the satchel, the user is automatically aware if the check failed. Additionally, the user can spend 1 minute scrutinizing a patient to increase the circumstance bonus granted by the specialized healer's satchel by 2. This scrutiny can be performed only once per Heal check attempted. First Aid: The specialized healer's satchel contains self-binding tourniquets, enchanted smelling salts, and other magical tools to help a dying patient recover. The wielder can expend two uses of the specialized healer's satchel when performing first aid to heal a character at negative hit points to 0 hit points with a successful DC 20 Heal check. Long-Term Care: The specialized healer's satchel contains expanding gurneys, enchanted sleep aids, and other magical tools to assist patients' recovery. Each day, the wielder can expend two uses of the satchel per patient when providing long-term care. This either doubles the benefits of long-term care or restores 1 point of ability drain with a full day of complete rest (the wielder can choose which effect applies to each patient). Treatment: The specialized healer's satchel contains alchemical blood cleansers, specialized antitoxins, and other magical tools to aid patients suffering from disease or poison. The wielder can expend two uses of the satchel when using the Heal skill to treat poison or disease to use her Heal check result in place of the creature's next Fortitude saving throw against the poison or disease. If the Heal check result doesn't equal or exceed the DC of the disease or poison, she still adds a +4 competence bonus to the creature's next saving throw against the disease or poison.Craft Wondrous Item, cure light wounds, lesser restoration, creator must have 5 ranks in HealWondrous ItemHealer's Handbook
Healer's Satchel, Specializedfaint conjuration3none30001 lb.This well-worn physician's bag can be slung over one shoulder or carried easily in one hand. It contains a collection of continually renewing bandages, medicines, and herbs. This acts as a healer's kit, except spent uses are renewed every day, so the wielder can expend up to 10 uses in any 24-hour period. When the wielder expends 2 uses from a healer's satchel to treat deadly wounds with the Heal skill, she adds her Wisdom bonus to the amount of hit points restored, and if she exceeds the DC by 5 or more, she adds 2 x her Wisdom bonus to the amount restored. The wielder also gains a +4 circumstance bonus on Heal checks when she expends uses of the healer's satchel to treat poisons and provide first aid (this does not stack with the normal +2 circumstance bonus granted for using a healer's kit). In addition to the benefits described above, a specialized healer's satchel comes with enchantments and equipment to further aid in certain medical situations. Diagnosis: The specialized healer's satchel contains a wide variety of magical tools for diagnosing illness and injury. When attempting a Heal check while expending one or more uses of the satchel, the user is automatically aware if the check failed. Additionally, the user can spend 1 minute scrutinizing a patient to increase the circumstance bonus granted by the specialized healer's satchel by 2. This scrutiny can be performed only once per Heal check attempted. First Aid: The specialized healer's satchel contains self-binding tourniquets, enchanted smelling salts, and other magical tools to help a dying patient recover. The wielder can expend two uses of the specialized healer's satchel when performing first aid to heal a character at negative hit points to 0 hit points with a successful DC 20 Heal check. Long-Term Care: The specialized healer's satchel contains expanding gurneys, enchanted sleep aids, and other magical tools to assist patients' recovery. Each day, the wielder can expend two uses of the satchel per patient when providing long-term care. This either doubles the benefits of long-term care or restores 1 point of ability drain with a full day of complete rest (the wielder can choose which effect applies to each patient). Treatment: The specialized healer's satchel contains alchemical blood cleansers, specialized antitoxins, and other magical tools to aid patients suffering from disease or poison. The wielder can expend two uses of the satchel when using the Heal skill to treat poison or disease to use her Heal check result in place of the creature's next Fortitude saving throw against the poison or disease. If the Heal check result doesn't equal or exceed the DC of the disease or poison, she still adds a +4 competence bonus to the creature's next saving throw against the disease or poison.Craft Wondrous Item, cure light wounds, lesser restoration, creator must have 5 ranks in HealWondrous ItemHealer's Handbook
Memoriam Rootfaint transmutation3none60001 lb.This sharp wooden root looks green and alive. When plunged into the earth over a buried humanoid corpse, the root grows into a young tree in 1 hour. The appearance of the plant and the fruit it produces is a reflection of the personality the dead humanoid had in life, and the resulting tree and the buried corpse cannot be moved from the location without killing the tree. The tree produces 1d4 pieces of magical fruit each day, regardless of the local climate or weather. Each fruit provides nourishment as if it were a normal meal for a Medium creature and restores 1 hit point when eaten. Consumed fruit also grants additional effects depending on the alignment the corpse had while alive, as described below. A tree planted over a creature that had a neutral alignment produces 2d4 fruits that provide the neutral alignment effect. Fruit harvested from the tree retains these effects for 24 hours. When the tree grows new fruit each day, the previous day's fruit loses its magical effect and falls to the ground. The effects below are cumulative. Chaotic: The consuming creature gains an instinctual drive toward freedom. For 1 minute after it consumes the fruit, the creature becomes immune to any spell or effect that impedes movement, such as paralysis, slow, solid fog, or web. Evil: The consuming creature perceives the world through a hardened lens of cynicism. This suppresses any spells or effects affecting the eater that cause confusion for 1 minute after the fruit is consumed. Good: The consuming creature becomes filled with hope and happiness. This suppresses any fear spell or effect affecting the eater for 1 minute after the fruit is consumed. Lawful: The consuming creature feels supported by ironclad conviction. This suppresses any charm spell or effect affecting the eater for 1 minute after the fruit is consumed. Neutral: The consuming creature feels a sense of connection to the balanced, amoral nature of creation. For 1 minute after it consumes the fruit, the creature can't be targeted by spells or effects that would damage or otherwise harm it based on its alignment.Craft Wondrous Item, goodberry, tree shapeWondrous ItemHealer's Handbook
Nursing Necklace, Antfaint transmutation3neck8000-This large, vermin-shaped medallion can crawl free from its setting to heal the wearer's ills. On command, the vermin can animate to perform any function allowable by the Heal skill on the wearer only. The vermin has a +12 bonus on Heal checks for these purposes and acts as if it had unlimited uses of a healer's kit (the circumstance bonus for using a healer's kit is factored into the vermin's bonus on Heal checks). Alternatively, the vermin can aid a healer working to treat the wearer. In this case, the vermin grants the healer a +10 circumstance bonus on Heal checks for this purpose. Based on its type, the vermin also grants additional benefits to the necklace that might affect creatures other than the wearer, as described below. Ant: If the wearer's hit point total is negative, the vermin automatically activates and, on the wearer's next turn, performs first aid (even if the wearer is unconscious). Centipede: On command, the vermin can use the Heal skill to provide long-term care for up to six creatures (which may or may not include the wearer), as long as the targets remain within 30 feet of the wearer for the duration of their rest. (This does not count as the wearer performing long-term care on herself; therefore the vermin can include her in the long-term care given.) Leech: Once per day on command, the vermin can suck impurities from the blood. This ends any ongoing poison effect if the vermin succeeds at a Heal skill check with a DC equal to the poison's saving throw DC. On a failure, the wearer still receives a +4 competence bonus on her next saving throw against the poison. Mosquito: Once per day on command, the vermin can neutralize disease in the blood. This ends any ongoing disease if the vermin succeeds at a Heal skill check with a DC equal to the disease's saving throw DC. On a failure, the wearer still receives a +4 competence bonus on her next saving throw against the disease. Spider: Three times per day on command, the vermin can fire silk webbing over the wounds of a creature within 30 feet. This allows the vermin to attempt a Heal check to stabilize the creature or stop bleed damage at range.Craft Wondrous Item, cure light wounds, summon swarmWondrous ItemHealer's Handbook
Nursing Necklace, Centipedefaint transmutation3neck8000-This large, vermin-shaped medallion can crawl free from its setting to heal the wearer's ills. On command, the vermin can animate to perform any function allowable by the Heal skill on the wearer only. The vermin has a +12 bonus on Heal checks for these purposes and acts as if it had unlimited uses of a healer's kit (the circumstance bonus for using a healer's kit is factored into the vermin's bonus on Heal checks). Alternatively, the vermin can aid a healer working to treat the wearer. In this case, the vermin grants the healer a +10 circumstance bonus on Heal checks for this purpose. Based on its type, the vermin also grants additional benefits to the necklace that might affect creatures other than the wearer, as described below. Ant: If the wearer's hit point total is negative, the vermin automatically activates and, on the wearer's next turn, performs first aid (even if the wearer is unconscious). Centipede: On command, the vermin can use the Heal skill to provide long-term care for up to six creatures (which may or may not include the wearer), as long as the targets remain within 30 feet of the wearer for the duration of their rest. (This does not count as the wearer performing long-term care on herself; therefore the vermin can include her in the long-term care given.) Leech: Once per day on command, the vermin can suck impurities from the blood. This ends any ongoing poison effect if the vermin succeeds at a Heal skill check with a DC equal to the poison's saving throw DC. On a failure, the wearer still receives a +4 competence bonus on her next saving throw against the poison. Mosquito: Once per day on command, the vermin can neutralize disease in the blood. This ends any ongoing disease if the vermin succeeds at a Heal skill check with a DC equal to the disease's saving throw DC. On a failure, the wearer still receives a +4 competence bonus on her next saving throw against the disease. Spider: Three times per day on command, the vermin can fire silk webbing over the wounds of a creature within 30 feet. This allows the vermin to attempt a Heal check to stabilize the creature or stop bleed damage at range.Craft Wondrous Item, cure light wounds, summon swarmWondrous ItemHealer's Handbook
Nursing Necklace, Leechfaint transmutation3neck10000-This large, vermin-shaped medallion can crawl free from its setting to heal the wearer's ills. On command, the vermin can animate to perform any function allowable by the Heal skill on the wearer only. The vermin has a +12 bonus on Heal checks for these purposes and acts as if it had unlimited uses of a healer's kit (the circumstance bonus for using a healer's kit is factored into the vermin's bonus on Heal checks). Alternatively, the vermin can aid a healer working to treat the wearer. In this case, the vermin grants the healer a +10 circumstance bonus on Heal checks for this purpose. Based on its type, the vermin also grants additional benefits to the necklace that might affect creatures other than the wearer, as described below. Ant: If the wearer's hit point total is negative, the vermin automatically activates and, on the wearer's next turn, performs first aid (even if the wearer is unconscious). Centipede: On command, the vermin can use the Heal skill to provide long-term care for up to six creatures (which may or may not include the wearer), as long as the targets remain within 30 feet of the wearer for the duration of their rest. (This does not count as the wearer performing long-term care on herself; therefore the vermin can include her in the long-term care given.) Leech: Once per day on command, the vermin can suck impurities from the blood. This ends any ongoing poison effect if the vermin succeeds at a Heal skill check with a DC equal to the poison's saving throw DC. On a failure, the wearer still receives a +4 competence bonus on her next saving throw against the poison. Mosquito: Once per day on command, the vermin can neutralize disease in the blood. This ends any ongoing disease if the vermin succeeds at a Heal skill check with a DC equal to the disease's saving throw DC. On a failure, the wearer still receives a +4 competence bonus on her next saving throw against the disease. Spider: Three times per day on command, the vermin can fire silk webbing over the wounds of a creature within 30 feet. This allows the vermin to attempt a Heal check to stabilize the creature or stop bleed damage at range.Craft Wondrous Item, cure light wounds, delay poison, summon swarmWondrous ItemHealer's Handbook
Nursing Necklace, Mosquitofaint transmutation3neck10000-This large, vermin-shaped medallion can crawl free from its setting to heal the wearer's ills. On command, the vermin can animate to perform any function allowable by the Heal skill on the wearer only. The vermin has a +12 bonus on Heal checks for these purposes and acts as if it had unlimited uses of a healer's kit (the circumstance bonus for using a healer's kit is factored into the vermin's bonus on Heal checks). Alternatively, the vermin can aid a healer working to treat the wearer. In this case, the vermin grants the healer a +10 circumstance bonus on Heal checks for this purpose. Based on its type, the vermin also grants additional benefits to the necklace that might affect creatures other than the wearer, as described below. Ant: If the wearer's hit point total is negative, the vermin automatically activates and, on the wearer's next turn, performs first aid (even if the wearer is unconscious). Centipede: On command, the vermin can use the Heal skill to provide long-term care for up to six creatures (which may or may not include the wearer), as long as the targets remain within 30 feet of the wearer for the duration of their rest. (This does not count as the wearer performing long-term care on herself; therefore the vermin can include her in the long-term care given.) Leech: Once per day on command, the vermin can suck impurities from the blood. This ends any ongoing poison effect if the vermin succeeds at a Heal skill check with a DC equal to the poison's saving throw DC. On a failure, the wearer still receives a +4 competence bonus on her next saving throw against the poison. Mosquito: Once per day on command, the vermin can neutralize disease in the blood. This ends any ongoing disease if the vermin succeeds at a Heal skill check with a DC equal to the disease's saving throw DC. On a failure, the wearer still receives a +4 competence bonus on her next saving throw against the disease. Spider: Three times per day on command, the vermin can fire silk webbing over the wounds of a creature within 30 feet. This allows the vermin to attempt a Heal check to stabilize the creature or stop bleed damage at range.Craft Wondrous Item, cure light wounds, remove sickness, summon swarmWondrous ItemHealer's Handbook
Nursing Necklace, Spiderfaint transmutation3neck8000-This large, vermin-shaped medallion can crawl free from its setting to heal the wearer's ills. On command, the vermin can animate to perform any function allowable by the Heal skill on the wearer only. The vermin has a +12 bonus on Heal checks for these purposes and acts as if it had unlimited uses of a healer's kit (the circumstance bonus for using a healer's kit is factored into the vermin's bonus on Heal checks). Alternatively, the vermin can aid a healer working to treat the wearer. In this case, the vermin grants the healer a +10 circumstance bonus on Heal checks for this purpose. Based on its type, the vermin also grants additional benefits to the necklace that might affect creatures other than the wearer, as described below. Ant: If the wearer's hit point total is negative, the vermin automatically activates and, on the wearer's next turn, performs first aid (even if the wearer is unconscious). Centipede: On command, the vermin can use the Heal skill to provide long-term care for up to six creatures (which may or may not include the wearer), as long as the targets remain within 30 feet of the wearer for the duration of their rest. (This does not count as the wearer performing long-term care on herself; therefore the vermin can include her in the long-term care given.) Leech: Once per day on command, the vermin can suck impurities from the blood. This ends any ongoing poison effect if the vermin succeeds at a Heal skill check with a DC equal to the poison's saving throw DC. On a failure, the wearer still receives a +4 competence bonus on her next saving throw against the poison. Mosquito: Once per day on command, the vermin can neutralize disease in the blood. This ends any ongoing disease if the vermin succeeds at a Heal skill check with a DC equal to the disease's saving throw DC. On a failure, the wearer still receives a +4 competence bonus on her next saving throw against the disease. Spider: Three times per day on command, the vermin can fire silk webbing over the wounds of a creature within 30 feet. This allows the vermin to attempt a Heal check to stabilize the creature or stop bleed damage at range.Craft Wondrous Item, cure light wounds, summon swarmWondrous ItemHealer's Handbook
Phoenix Feathermoderate conjuration and necromancy9none4500-This vibrant red feather is surrounded by a faint, soothing golden glow that makes it appear preternaturally shiny and pristine. As an immediate action, the user can activate the phoenix feather to attempt a saving throw against a spell or effect with the death descriptor, even if the spell or effect does not normally allow a saving throw. If the spell or effect normally allows a saving throw for reduced damage or a partial effect, the bearer suffers only the reduced damage or partial effect on a failed saving throw, and completely negates all damage and effects on a successful saving throw. If the spell or effect does not normally allow a saving throw, calculate the DC of the saving throw this item provides as if it did. Alternatively, when a single attack, spell, or effect deals hit point damage to the user that would reduce her to negative hit points, after the hit point damage is rolled but before it is applied to her, she can activate the phoenix feather as a free action. If she does, she reduces the amount of hit point damage she takes by up to 5d8 + 9 points. (She can never reduce the amount of damage taken to less than 0.) A phoenix feather is usable once, after which it immediately burns away in a fiery flash before being reduced to ash.Craft Wondrous Item, breath of life, death ward, creator must be goodWondrous ItemHealer's Handbook
Ring Of Resumptionmoderate conjuration11ring30800-This adamantine ring contains a moving, notched golden circle that whirs with healing energy when activated. Once per day when the wearer takes hit point damage by any means, she can activate the ring as an immediate action. This immediately allows a living wearer to regain 5 hit points per round and recover from an equal amount of nonlethal damage. The wearer regenerates a total number of hit points equal only to the damage taken when the ring was activated, and only a single attack (or another single instance) can activate the ring. If the wearer sustains damage from multiple sources simultaneously, she must pick which source activates the ring. When either all of this damage is healed or the wearer's hit points reach her hit point maximum (whichever comes first), the hit point regeneration ceases. In addition, the wearer is immune to bleed damage while the ring's regeneration is active. If the wearer lost a limb, an organ, or any other body part as a result of the effect she used to activate the ring, the ring regenerates it as per regenerate. As with the spell, if the severed members are not present and touching the creature, this regenerate effect takes 2d10 rounds (this may cause the regenerate effect affecting a lost limb or organ to last longer than the hit point regeneration).Forge Ring, regenerateRingHealer's Handbook
Silver Soul Cordmoderate abjuration and necromancy9belt250001 lb.This shimmering metallic belt is composed of dozens of looped silver cords tied together in elaborate braids and knots. As a standard action, the wearer can touch his animal companion to attach an invisible, incorporeal cord to it that, if it can be seen by anyone, appears to be superficially tied to the silver soul cord. This forms a deeper bond between the wearer and the animal companion. It can be attached to only one animal companion at a time. If the animal companion is killed or the link is broken while the cord is attached in this manner (though very few things can destroy the incorporeal cord), the wearer and the animal companion each gain a negative level and the silver soul cord cannot be reattached to any creature for 24 hours. The cord can extend for a length of up to 1 mile, but if the attached animal companion moves farther away from the wearer than this, the cord automatically detaches and the bond ends, though it is not considered to be broken and therefore does impart any negative levels. The wearer can remove the cord as a standard action. While the silver cord is attached, the wearer gains an empathic link with an animal companion as if it were a familiar (per the wizard arcane bond class feature). Additionally, as a standard action, the wearer can sacrifice his own hit points to heal the animal companion through this bond. The creature regains 1 hit point for every 1 hit point the wearer sacrifices. The wearer can sacrifice a maximum number of hit points per turn equal to his Hit Dice, and can't sacrifice hit points if doing so would reduce him to 0 hit points or fewer.Craft Wondrous Item, shield other, vampiric touchWondrous ItemHealer's Handbook
Soothing Lyrestrong conjuration and enchantment13none450003 lbs.This ornate string instrument looks as if it were crafted from gold and silver but is as light as hollow wood. It grants a +2 circumstance bonus on Perform (string instruments) checks. When the proper chords are struck (a standard action), the bearer can target all creatures within a 30-foot-radius burst with a lullaby spell (DC 13) that lasts as long as the bearer concentrates plus up to 13 rounds. Additionally, once per day as a standard action, she can strum the lyre to affect up to nine creatures with mass cure light wounds, as per the spell. If the character has the bardic performance class feature, instead of this effect, she can perform a soothing performance once per day, even if she is not of sufficient level to normally have access to that ability (this still requires 4 rounds of continuous performance and still uses her bard level as the caster level). A bard who can use soothing performance and who plays the lyre as part of her performance increases her effective caster level for that ability by 1.Craft Wondrous Item, lullaby, mass cure light wounds, creator must be a bard of at least 12th level with the bardic performance class abilityWondrous ItemHealer's Handbook
Trollskin Tourniquetmoderate conjuration11none3850-This roll of flexible green leather can be easily wrapped around the stump of a severed limb (a finger, toe, hand, foot, arm, leg, tail, or even neck-though the last works only in the case of multi-headed creatures). The body part regrows over a period of 24 hours as long as the trollskin tourniquet is not removed. While a creature wears a trollskin tourniquet, it does not need to remain entirely still. However, if it sustain an amount of hit points of damage equal to or greater than 3 x its Hit Dice, the tourniquet is jostled out of position and must be reset. This also resets the regrowth time period required; the tourniquet must remain on the stump for 24 hours from the time it was reset to regrow the limb. While a trollskin tourniquet can't restore a dead creature to life, it can repair a corpse to make it easier to resurrect. This requires at least a partially whole decomposed or skeletonized inanimate corpse, and the tourniquet must be placed around an intact limb, the chest, or some other portion of the corpse. The corpse regenerates over a period of 24 hours as long as the trollskin tourniquet is not removed (if the tourniquet is jostled, the regrowth time resets, as described above with regard to a living creature). At the end of this time, the corpse becomes whole and any missing parts are restored. The deceased creature is treated as having been dead for no more than 1 day for the purposes of resurrection magic. Each trollskin tourniquet is usable once.Craft Wondrous Item, regenerate, restore corpseWondrous ItemHealer's Handbook
Unicorn's Blackened Hornmoderate conjuration and necromancy11none500005 lbs.This long ivory horn is twisted, elegant, and shining, but marring its beautiful length are black, diseased lines of corruption. This item is an intact unicorn's horn that has been horribly tainted by evil forces. The wielder of the unicorn's blackened horn can be healed by positive energy as well as negative energy, regardless of her creature type, as long as she holds the horn. When holding the horn, a spellcaster can also use its corrupted innocence to shape both positive and negative energy. If the wielder prepares spells, a prepared cure spell (any spell with "cure" in its name) can be spontaneously converted as it is cast into any inflict spell (any spell with "inflict" in its name) of the same level or lower, and vice versa, even if the cure or inflict spell is not normally on her spell list. When others attempt to use Spellcraft or Knowledge (arcana) to identify a spell cast in this way, the spell appears to be the cure or inflict spell that is being converted (not the spell actually being cast) unless the identifier exceeds the Spellcraft or Knowledge (arcana) DC by 10. In this case, the identifier correctly identifies the spell. Analyze dweomer, greater arcane sight, and similar spells of the same or higher spell level that automatically identify spells reveal the converted spell for what it is. Furthermore, if the spellcaster is able to spontaneously cast either cure or inflict spells (for an example, see the cleric's spontaneous casting ability), then she can spontaneously cast both cure and inflict spells while wielding the unicorn's blackened horn. If the wielder can channel energy using a class feature, twice per day she can channel the opposite type of energy that she normally channels. The unicorn's horn imposes 1 permanent negative level on any good creature that is attempting to wield it. The negative level remains as long as the horn is held in hand and disappears when the horn is no longer held. This negative level cannot be overcome in any way (including by restoration spells) while the horn is held.Craft Rod, harm, heal, creator must be evil-aligned and able to channel energyRodHealer's Handbook
Horn Of The Hurricanemoderate evocation7none200002 lbs.This curved length of opaque crystal twists and expands from its mouthpiece, ending in a small raging tornado. Lightning dances within the crystal whenever the horn is sounded. As a standard action, the horn is able to be blown to create a 30-foot cone of elemental lightning that deals 3d6 points of electricity damage (5d6 in Subtier 6-7). The cone deals 6d6 points of electricity damage (10d6 in Subtier 6-7) against creatures that have the air subtype. This damage ignores any immunities or resistances to electricity that such creatures have. A DC 17 Reflex save reduces the damage by half. Creatures with the air subtype take a -4 penalty on their saves against this effect. The horn can also simply be used in a mundane fashion to produce an echoing tone. However, if the Horn of the Hurricane is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of electricity damage to the person who is sounding it.Craft Wondrous Item, lightning bolt, shoutWondrous ItemPFS 8-12
Grimgrinmoderate necromancy7head90003 lbs.While worn, this helmet grants its wearer a +1 profane bonus to Armor Class and a 25% chance to negate extra damage from critical hits and sneak attacks. Once per day as a full-round action, the wearer can contort the visage on the attached mempo (an armored face mask) to become a horrific amalgam of every onlooker's worst fears. Any creature within 30 feet of the wearer who can see this visage becomes frightened for 3 rounds unless it succeeds at a DC 17 Will save. If a creature succeeds, it becomes shaken for 1 round instead and is immune to this effect for 24 hours. This is a mind-affecting fear effect.Craft Magic Arms and Armor, fear, magic vestmentArmorPFS 8-13
Fossilblightstrong evocation18none-16 lbs.This +3 keen adamantine heavy pick emits dim light from its diamond head. Once per day, as a swift action, the wielder can cause Fossilblight to ignore the hardness or DR of a single object or creature (including DR/mythic) within 60 feet for the next 10 minutes. This weapon is capable of making critical hits against elementals, despite that creature type's normal immunity to such attacks. Whenever the bearer makes a successful critical hit, as an immediate action she can voluntarily let go of Fossilblight and have the weapon pin the target against any adjacent solid object. The weapon's CMD for the purpose of escaping this effect is equal to half the damage dealt during the critical hit. A creature pinned in this way takes 2d6+6 points of damage at the end of its turn for the first 3 rounds in which it remains pinned.ArtifactPFS 8-13
Imperial Diademstrong divination18head-13 lbs.Fashioned from rose gold and set with multicolored gemstones that glitter with internal illumination, the Imperial Diadem contains the memories and personalities of Yhtill's population. Any creature that wears the item for at least 24 hours has a portion of its soul infused within the artifact. This fusion grants a constant death ward effect to the wearer. As a standard action, Cassilda can teleport the Imperial Diadem to her hand from any distance, including across planar boundaries. Three times per day, the Imperial Diadem grants the wearer the ability to use mind-affecting effects on creatures with a minimum Intelligence of 3 that are normally immune to mind-affecting effects. The Imperial Diadem also allows the wearer to cast prying eyes, greater scrying, and vision each once per day.ArtifactAP 114
Viol Of Potent Summoningstrong conjuration13none244001 lb.Whenever the bearer casts a conjuration (summoning) spell, he can expend a number of rounds of bardic performance equal to the level of the spell. Creatures summoned with that spell are treated as if the caster had the Augment Summoning feat.Augment Summoning, Craft Wondrous Item, summon monster III, Perform (string instruments) 5 ranksWondrous ItemAP 114
Kerchief Of Remembrancefaint divination3arm or wrist600-This favor is a simple checked kerchief worn around the arm or wrist. For 1 week, the recipient can automatically call to mind a detailed recollection of the presenter's features, even if his memory has been impaired or modified (such as by modify memory). In addition, the recipient can take a standard action to know the presenter's status in the same manner that the presenter can take a standard action to know the recipient's status.Craft Wondrous Item, modify memory, statusWondrous ItemHeroes Of The High Court
Laurel Of The Championfaint transmutation3head2000-This favor is a garland of leaves, often presented to the winner of a joust or other competition. For 24 hours, the recipient takes a -2 penalty on Disguise checks and can roll twice and take the better result on Diplomacy checks.Craft Wondrous Item, eagle's splendor, statusWondrous ItemHeroes Of The High Court
Lucky Buttonfaint evocation3none1200-This favor is a pretty button that does not need to be donned, but merely placed in a pouch or pocket and carried by the recipient. A lucky button is activated as soon as it is given by the presenter. When the presenter bestows a lucky button, he names a single skill. For 1 week, the recipient gains a +2 luck bonus on skill rolls of that type.Craft Wondrous Item, guidance, statusWondrous ItemHeroes Of The High Court
Paper Flowerfaint abjuration3headband800-This delicate example of papercraft is often given to a paramour, with the promise that the love of the presenter will protect the recipient. A paper flower is worn behind the ear. For 24 hours, the first creature to directly attack the wearer (even with a targeted spell) must succeed at a DC 12 Will saving throw or be unable to follow through with the attack (as per sanctuary).Craft Wondrous Item, sanctuary, statusWondrous ItemHeroes Of The High Court
Token Of Gallantryfaint transmutation3none2400-This favor is a lace handkerchief or scrap of silken clothing that is tied around the pommel or haft of a melee weapon. For 24 hours, that weapon becomes good-aligned for the purpose of bypassing damage reduction. As long as the favor is active, the token does not become soiled or bloody.Craft Wondrous Item, align weapon, statusWondrous ItemHeroes Of The High Court
Choker Of Body Alterationfaint transmutation3neck2400-This unobtrusive but fashionable velvet choker allows the wearer to change certain aspects of her physical form. Once per day on command, the choker can alter the wearer's body in one of the following ways: adopt the physical characteristics of a different gender, appear up to 10 years older or younger, become up to 10% taller or shorter, or become up to 10% thinner or heavier. This is a polymorph effect. This alteration does not change any of the wearer's statistics, such as size category or ability scores, although it does provide a +2 circumstance bonus on Disguise checks. The choker can provide only one alteration at a time, and its effects last until the choker is removed or 24 hours pass, whichever comes first.Craft Wondrous Item, alter self, wizened appearanceUI or youthful appearanceUMWondrous ItemHeroes Of The High Court
Headband Of Social Competencefaint divination1headband1000-This simple yet elegant silver headband mentally warns the wearer before she commits a social misstep, which includes any action that would increase the DCs of Diplomacy checks to alter the attitudes of those around her or worsen the attitude of a person that the wearer considers very important. This effect functions similarly to that of a phylactery of faithfulness, except no contemplation is required; the headband simply alerts the wearer of the consequences before she can perform the action.Craft Wondrous Item, cultural adaptationUIWondrous ItemHeroes Of The High Court
Phantom Entouragemoderate illusion6shoulders9000-This fashionable silken shawl is incredibly light. Once per day on command, a phantom entourage surrounds its wearer with 1d4+2 illusions of attractive socialites. These illusions cluster closely around the wearer, laugh at his jokes, and generally stroke his ego with fawning flattery. This functions similarly to a mirror image spell, except an attacker has a 50% chance of ignoring the effect (as the illusions don't match the wearer). In addition, for every two illusory socialites the wearer currently has attending to him, he gains a +1 circumstance bonus on Bluff, Diplomacy, and Perform (sing) checks and takes a -2 penalty on Stealth checks. This effect lasts for 6 hours.Craft Wondrous Item, Extend Spell, mirror imageWondrous ItemHeroes Of The High Court
Bastion Crownfaint conjuration and conjuration5head45002 lbs.Often worn by paranoid rulers, this simple iron crown is thick and heavy. The wearer is immune to ninja, rogue, and slayer talents that add effects to a sneak attack, such as bleeding attack or crippling strike, though the wearer takes the extra damage from sneak attacks as normal. In addition, the wearer gains a +4 insight bonus on saving throws against death effects and an assassin's death attack ability. Finally, the wearer can cast neutralize poison on himself once per day, using the caster level of the item for any caster level check required.Craft Wondrous Item, death ward, neutralize poison, stoneskinWondrous ItemHeroes Of The High Court
Booming Sceptermoderate evocation7none340004 lbs.This bejeweled scepter constantly emits a low hum that amplifies the wielder's voice. A booming scepter acts as a +1 thundering light mace that grants the wielder a +5 competence bonus on Intimidate checks and the ability to use shout, as per the spell, once per day. When a booming scepter is held in both hands, the wielder's voice carries far enough to be heard by all creatures within 1 mile, regardless of ambient noise or intervening obstacles, although this feature cannot penetrate the area of a silence spell.Craft Magic Arms and Armor, Craft Rod, shout, ventriloquismWeaponHeroes Of The High Court
Chastising Batonmoderate necromancy7none50003 lbs.This short metal rod is etched with the outlines of various weapons and is usually owned by strong-armed rulers who keep a tight rein on their nation's military. A chastising baton adds 1 to the saving throw DC of any compulsion spell cast by the wielder and adds the painUM descriptor to the spell. Creatures that succeed at a Will save against a compulsion spell cast by the wielder are racked with pain, taking 1d6 points of nonlethal damage and becoming sickened for 1 round.Craft Rod, pain strikeAPGRodHeroes Of The High Court
Crown Of False Rulefaint illusion5head300001 lb.This item appears to be a crown studded with gems, but its valuable metals are only veneers and its gems are clever fakes. The wielder can alter the crown's appearance at will to that of any crown or circlet she has seen before, but only for as long as she wears the crown. In any form, the crown is detectable as a valueless fake with a successful DC 30 Appraise check. The wearer of a crown of false rule is considered the rightful political ruler of wherever she is for the purposes of magical spells or effects; for example, the wearer can receive the benefits of a magic throne (see below), draw a sword that can be removed only by a king, open a vault that unlocks at the duchess's touch, and so forth. This ability does not function in areas without a monarch or similar ruler (such as in a democracy), and it is not effective against discern location or the actions of deities or similarly powerful beings. For the purposes of detect spells (and spells with similar capabilities), crown of false rule does not appear to radiate a magical aura.Craft Wondrous Item, magic aura, veilWondrous ItemHeroes Of The High Court
Throne Of Ardent Defensemoderate abjuration and enchantment10none16000350 lbs.This heavy throne is made of elaborate wrought iron and decorated with shields bearing the ruler's heraldry. A ruler seated upon a throne of ardent defense gains the throne's continuous heroism effect. Acknowledging a ruler sitting upon the throne grants the ability to cast shield other as a spell-like ability once in the next 24 hours. The spell ends if the subject of the spell moves more than 50 feet from either the caster or the throne.Craft Wondrous Item, heroism, shield otherWondrous ItemHeroes Of The High Court
Throne Of Fettersmoderate conjuration and enchantment10none16000500 lbs.This imposing stone throne is ornamented with heavy chains radiating outward from the central seat. A throne of fetters provides a continuous heroism effect to the ruler or anyone related to the ruler by blood or marriage seated on it. Acknowledging a ruler (or a member of the ruler's family) seated upon the throne grants a +2 circumstance bonus on Constitution checks and a +1 morale bonus on Fortitude saving throws for 24 hours. A creature can choose to expend this blessing before the duration expires as an immediate action by crying, "My freedom for yours!" Doing so causes spectral fetters to appear around the creature's ankles, reducing its base land speed by 20 feet (to a minimum of 5 feet) and granting a freedom of movement effect to the creature seated upon the throne. Both of these effects last for 1 minute.Craft Wondrous Item, bear's endurance, freedom of movement, heroismWondrous ItemHeroes Of The High Court
Throne Of Pleasing Mienmoderate abjuration and enchantment10none8000350 lbs.This beautiful throne is delicately crafted from pale stone carved with images of dancing nymphs and frolicking satyrs. A throne of pleasing mien imparts its continuous heroism effect to anyone seated upon it. A creature that bows or otherwise offers fealty to anyone sitting upon the throne (regardless of whether the person is a rightful ruler or not) gains a +2 circumstance bonus on Charisma-based skill checks and a +1 morale bonus on Will saving throws for 24 hours.Craft Wondrous Item, eagle's splendor, heroism, resistanceWondrous ItemHeroes Of The High Court
Centering Jewelfaint transmutation1headband1000-This simple teardrop jewel is worn on the center of the forehead and gives its wearer the ability to quickly focus her mind. The wearer can center herself (Pathfinder RPG Occult Adventures 144) as a swift action.Craft Wondrous Item, burst of insightOAWondrous ItemPsychic Anthology
Recondite Rod, Lesserstrong (no school)17none50005 lbs.This odd, 2-foot-long rod appears to be made out of solidified ectoplasm shot through with energy that pulses brightly at regular intervals, almost like a heartbeat. Three times per day, this rod allows its wielder to cast a psychic spell that could be undercast (such as ego whip or mind thrust) at 1 level higher, even if the wielder doesn't know the higher-level spell or can't cast spells of that level. The spell uses the same spell slot and save DC as that of the lower-level spell, but creates the effects of the higher-level spell. For example, the wielder could use this rod to cast mind thrust I, with the effect of mind thrust II. This rod can't be used to cast the highest-level spell of a particular group. The wielder must the able to cast the lower-level spell to use this rod. Using this rod is part of the action of casting the modified spell. A lesser recondite rod can be used with spells of 3rd level or lower. A recondite rod can be used with spells of 6th level or lower. A greater recondite rod can be used with spells of 8th level or lower.Craft Rod, Empower Spell, the creator must know at least one spell that can be undercastRodPsychic Anthology
Recondite Rodstrong (no school)17none180005 lbs.This odd, 2-foot-long rod appears to be made out of solidified ectoplasm shot through with energy that pulses brightly at regular intervals, almost like a heartbeat. Three times per day, this rod allows its wielder to cast a psychic spell that could be undercast (such as ego whip or mind thrust) at 1 level higher, even if the wielder doesn't know the higher-level spell or can't cast spells of that level. The spell uses the same spell slot and save DC as that of the lower-level spell, but creates the effects of the higher-level spell. For example, the wielder could use this rod to cast mind thrust I, with the effect of mind thrust II. This rod can't be used to cast the highest-level spell of a particular group. The wielder must the able to cast the lower-level spell to use this rod. Using this rod is part of the action of casting the modified spell. A lesser recondite rod can be used with spells of 3rd level or lower. A recondite rod can be used with spells of 6th level or lower. A greater recondite rod can be used with spells of 8th level or lower.Craft Rod, Empower Spell, the creator must know at least one spell that can be undercastRodPsychic Anthology
Recondite Rod, Greaterstrong (no school)17none405005 lbs.This odd, 2-foot-long rod appears to be made out of solidified ectoplasm shot through with energy that pulses brightly at regular intervals, almost like a heartbeat. Three times per day, this rod allows its wielder to cast a psychic spell that could be undercast (such as ego whip or mind thrust) at 1 level higher, even if the wielder doesn't know the higher-level spell or can't cast spells of that level. The spell uses the same spell slot and save DC as that of the lower-level spell, but creates the effects of the higher-level spell. For example, the wielder could use this rod to cast mind thrust I, with the effect of mind thrust II. This rod can't be used to cast the highest-level spell of a particular group. The wielder must the able to cast the lower-level spell to use this rod. Using this rod is part of the action of casting the modified spell. A lesser recondite rod can be used with spells of 3rd level or lower. A recondite rod can be used with spells of 6th level or lower. A greater recondite rod can be used with spells of 8th level or lower.Craft Rod, Empower Spell, the creator must know at least one spell that can be undercastRodPsychic Anthology
Ring Of Mysticism Type Imoderate (no school)11ring20000-This ring of bone fused with crystal comes in four varieties, all of them useful only to psychic spellcasters. The wearer's number of psychic spells per day is doubled for one specific spell level. A ring of mysticism I doubles 1st-level spells, a ring of mysticism II doubles 2nd-level spells, a ring of mysticism III doubles 3rd-level spells, and a ring of mysticism IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.Forge Ring, limited wishRingPsychic Anthology
Ring Of Mysticism Type IImoderate (no school)11ring40000-This ring of bone fused with crystal comes in four varieties, all of them useful only to psychic spellcasters. The wearer's number of psychic spells per day is doubled for one specific spell level. A ring of mysticism I doubles 1st-level spells, a ring of mysticism II doubles 2nd-level spells, a ring of mysticism III doubles 3rd-level spells, and a ring of mysticism IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.Forge Ring, limited wishRingPsychic Anthology
Ring Of Mysticism Type IIImoderate (no school)11ring70000-This ring of bone fused with crystal comes in four varieties, all of them useful only to psychic spellcasters. The wearer's number of psychic spells per day is doubled for one specific spell level. A ring of mysticism I doubles 1st-level spells, a ring of mysticism II doubles 2nd-level spells, a ring of mysticism III doubles 3rd-level spells, and a ring of mysticism IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.Forge Ring, limited wishRingPsychic Anthology
Ring Of Mysticism Type IVmoderate (no school)11ring100000-This ring of bone fused with crystal comes in four varieties, all of them useful only to psychic spellcasters. The wearer's number of psychic spells per day is doubled for one specific spell level. A ring of mysticism I doubles 1st-level spells, a ring of mysticism II doubles 2nd-level spells, a ring of mysticism III doubles 3rd-level spells, and a ring of mysticism IV doubles 4th-level spells. Bonus spells from high ability scores are not doubled.Forge Ring, limited wishRingPsychic Anthology
Ring Of Phrenic Prowessmoderate abjuration and divination11ring20000-This ring is made of rough iron and is set with four amethysts. It allows a wearer with a phrenic pool to store up to 4 points from her phrenic pool in the ring as a swift action. These points remain in the ring until used. A wearer can spend points stored in the ring as if they were in her phrenic pool, in addition to the following uses. As a free action, the wearer can expend 1 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 point stored in the ring to attempt to flood a target with raw psychic power. The wearer makes a melee touch attack charged with psychic energy. If the touch attack hits, it deals 3d6 points of nonlethal damage and the target is stunned for 1 round. If the attack misses, the charge dissipates. As an immediate action, the wearer can expend up to 4 points stored in the ring to gain the benefit of spell turning for 1 round. The number of spell levels she can turn is equal to the number of points expended.Forge Ring, spell turning, telepathic bondRingPsychic Anthology
Robe Of The Overmindstrong abjuration and conjuration14body750001 lb.This regal-looking robe is trimmed with softly glowing sigils and attuned to one of three types of alignment. It can have geometric sigils (1-45 on d%, lawful alignment), smooth sigils (46-75 on d%, neither lawful nor chaotic alignment), or jagged sigils (76-100 on d%, chaotic alignment). To most wearers, the robe offers no powers and has no effects unless the wearer's alignment doesn't match that of the robe (see below). Only a psychic spellcaster can call upon this potent magic item's powers, which are as follows. • The wearer gains DR 2/-. • The wearer gains spell resistance 18. • The wearer gains a +4 resistance bonus on all saving throws. • The save DCs of all spells with the mind-affecting descriptor cast by the wearer increase by 1. If a robe with geometric sigils is donned by a chaotic character, he immediately gains 3 permanent negative levels. The same is true with respect to a robe with jagged sigils donned by a lawful character. A lawful or chaotic character who puts on a robe with smooth sigils, or a neutral character who dons a robe with geometric or jagged sigils, gains 2 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, creator must be of same alignment as robeWondrous ItemPsychic Anthology
Shard Of Psychic Power 1st-Levelstrong transmutation17none1000-This shard of quartz is roughly the size of a human finger and covered in flowing sigils. It contains the knowledge of a psychic spell (chosen by the creator when the item is crafted). If the bearer is a psychic spellcaster and has that spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. A shard of psychic power is priced based on the spell's psychic spell level. If the spell does not appear on the psychic's spell list, it is based on the highest spell level it has on any other spell list. For example, a spell that is on the 1st-level medium list and the 2nd-level spiritualist list is priced as a 2nd-level spell.Craft Wondrous Item, creator must be able to cast the spell contained in the shardWondrous ItemPsychic Anthology
Shard Of Psychic Power 2nd-Levelstrong transmutation17none4000-This shard of quartz is roughly the size of a human finger and covered in flowing sigils. It contains the knowledge of a psychic spell (chosen by the creator when the item is crafted). If the bearer is a psychic spellcaster and has that spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. A shard of psychic power is priced based on the spell's psychic spell level. If the spell does not appear on the psychic's spell list, it is based on the highest spell level it has on any other spell list. For example, a spell that is on the 1st-level medium list and the 2nd-level spiritualist list is priced as a 2nd-level spell.Craft Wondrous Item, creator must be able to cast the spell contained in the shardWondrous ItemPsychic Anthology
Shard Of Psychic Power 3rd-Levelstrong transmutation17none9000-This shard of quartz is roughly the size of a human finger and covered in flowing sigils. It contains the knowledge of a psychic spell (chosen by the creator when the item is crafted). If the bearer is a psychic spellcaster and has that spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. A shard of psychic power is priced based on the spell's psychic spell level. If the spell does not appear on the psychic's spell list, it is based on the highest spell level it has on any other spell list. For example, a spell that is on the 1st-level medium list and the 2nd-level spiritualist list is priced as a 2nd-level spell.Craft Wondrous Item, creator must be able to cast the spell contained in the shardWondrous ItemPsychic Anthology
Shard Of Psychic Power 4th-Levelstrong transmutation17none16000-This shard of quartz is roughly the size of a human finger and covered in flowing sigils. It contains the knowledge of a psychic spell (chosen by the creator when the item is crafted). If the bearer is a psychic spellcaster and has that spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. A shard of psychic power is priced based on the spell's psychic spell level. If the spell does not appear on the psychic's spell list, it is based on the highest spell level it has on any other spell list. For example, a spell that is on the 1st-level medium list and the 2nd-level spiritualist list is priced as a 2nd-level spell.Craft Wondrous Item, creator must be able to cast the spell contained in the shardWondrous ItemPsychic Anthology
Shard Of Psychic Power 5th-Levelstrong transmutation17none25000-This shard of quartz is roughly the size of a human finger and covered in flowing sigils. It contains the knowledge of a psychic spell (chosen by the creator when the item is crafted). If the bearer is a psychic spellcaster and has that spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. A shard of psychic power is priced based on the spell's psychic spell level. If the spell does not appear on the psychic's spell list, it is based on the highest spell level it has on any other spell list. For example, a spell that is on the 1st-level medium list and the 2nd-level spiritualist list is priced as a 2nd-level spell.Craft Wondrous Item, creator must be able to cast the spell contained in the shardWondrous ItemPsychic Anthology
Shard Of Psychic Power 6th-Levelstrong transmutation17none36000-This shard of quartz is roughly the size of a human finger and covered in flowing sigils. It contains the knowledge of a psychic spell (chosen by the creator when the item is crafted). If the bearer is a psychic spellcaster and has that spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. A shard of psychic power is priced based on the spell's psychic spell level. If the spell does not appear on the psychic's spell list, it is based on the highest spell level it has on any other spell list. For example, a spell that is on the 1st-level medium list and the 2nd-level spiritualist list is priced as a 2nd-level spell.Craft Wondrous Item, creator must be able to cast the spell contained in the shardWondrous ItemPsychic Anthology
Shard Of Psychic Power 7th-Levelstrong transmutation17none49000-This shard of quartz is roughly the size of a human finger and covered in flowing sigils. It contains the knowledge of a psychic spell (chosen by the creator when the item is crafted). If the bearer is a psychic spellcaster and has that spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. A shard of psychic power is priced based on the spell's psychic spell level. If the spell does not appear on the psychic's spell list, it is based on the highest spell level it has on any other spell list. For example, a spell that is on the 1st-level medium list and the 2nd-level spiritualist list is priced as a 2nd-level spell.Craft Wondrous Item, creator must be able to cast the spell contained in the shardWondrous ItemPsychic Anthology
Shard Of Psychic Power 8th-Levelstrong transmutation17none64000-This shard of quartz is roughly the size of a human finger and covered in flowing sigils. It contains the knowledge of a psychic spell (chosen by the creator when the item is crafted). If the bearer is a psychic spellcaster and has that spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. A shard of psychic power is priced based on the spell's psychic spell level. If the spell does not appear on the psychic's spell list, it is based on the highest spell level it has on any other spell list. For example, a spell that is on the 1st-level medium list and the 2nd-level spiritualist list is priced as a 2nd-level spell.Craft Wondrous Item, creator must be able to cast the spell contained in the shardWondrous ItemPsychic Anthology
Shard Of Psychic Power 9th-Levelstrong transmutation17none81000-This shard of quartz is roughly the size of a human finger and covered in flowing sigils. It contains the knowledge of a psychic spell (chosen by the creator when the item is crafted). If the bearer is a psychic spellcaster and has that spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. A shard of psychic power is priced based on the spell's psychic spell level. If the spell does not appear on the psychic's spell list, it is based on the highest spell level it has on any other spell list. For example, a spell that is on the 1st-level medium list and the 2nd-level spiritualist list is priced as a 2nd-level spell.Craft Wondrous Item, creator must be able to cast the spell contained in the shardWondrous ItemPsychic Anthology
Spectre Mossmoderate abjuration9none1200-When eaten, this sweet-tasting spongy moss grants immunity to energy drain and negative energy effects, including channeled negative energy, for 1 minute. Eating spectre moss does not remove negative levels that the creature has already gained, but it does remove the penalties from negative levels for the duration of its effect.Craft Wondrous Item, death wardWondrous ItemPFS 8-15
Gloomspire Tisanemoderate abjuration9none2250-By imbibing this bitter dark violet brew, a creature gains the ability to safely access any of the Gloomspires. Though the spires continue to shift for creatures that do not drink Gloomspire tisane, a creature consuming it can access any of the Gloomspires as if they were fixed in place. Additionally, while under the brew's effects, a creature can see twice as far as normal in conditions of fog or mist. For example, it can see creatures up to 10 feet away when in a fog cloud instead of only 5 feet (though such creatures still have concealment). The tisane's effects last for 24 hours. As soon as the effects end, the creature experiences a madness-inducing waking nightmare and takes 1d6 points of Wisdom damage.Craft Wondrous Item, break enchantmentWondrous ItemPFS 8-15
Cloak Of Woodland Creaturesfaint abjuration and conjuration5shoulders35001 lb.This forest-green wool cloak is thick and warm. Its hem and the edge of its hood are embroidered with small figures of forest creatures (rabbits, squirrels, and the like) in white thread. When worn, this cloak bestows a +1 resistance bonus on all saving throws. The wearer can remove the cloak at any time and lay it on the ground outdoors. This ends the resistance bonus but summons a number of animals from the cloak. The animals serve the character who summoned them for 10 minutes (or until slain or returned to the cloak's folds). A summoned creature can follow any of the commands described in the Handle Animal skill. Use the following tables to determine what animals can be called forth. The cloak summons creatures only when laid down outdoors on naturally occurring ground (not, for example, on a wooden deck or stone pathway). The cloak can be used to summon animals up to three times per day. d% Animal 01-30 1 owl 31-60 1d3 rats 61-75 1 weasel 76-90 1d6 squirrels 91-100 1d4 rabbitsCraft Wondrous Item, resistance, summon nature's ally IWondrous ItemAP 115
Korrigan Clubmoderate transmutation8none134003 lbs.Etchings of small, hairy folk adorn this knotty +1 thundering club. Once per day as a standard action, a wielder can animate his own hair to wield the club without his hands for 4 rounds, as if the korrigan club had the dancing weapon special ability. A wielder's head hair or beard hair must be at least 2 feet long to activate this ability. Sundering the wielder's hair (hp 2) immediately causes the korrigan club to fall to the ground and renders the wielder unable to activate this special ability until the lost length regrows.Craft Magic Arms and Armor, animate objects, blindness/ deafnessWeaponAP 116
Periapt Of Placebosfaint enchantment5neck36001 lb.What at first appears to be a fine gem dangling from a long, silver chain is in fact a cut and polished bezoar. This necklace-often mistaken for a periapt of health or a periapt of proof against poison-inspires its wearer with the utter conviction that he has been rendered immune to both disease and poison. While the necklace imparts no genuine protections, the strength of belief it imparts nonetheless grants its wearer a +2 morale bonus to all Fortitude saving throws against diseases and poisons. Unless the person identifying a periapt of placebos succeeds at her Spellcraft check by 5 or more, she mistakenly believes it to be a more powerful protective necklace rather than discerning its true nature.Craft Wondrous Item, delusional prideUMWondrous ItemAP 116
Lidless Charm Braceletmoderate abjuration9wrists100001 lb.This bronze, serpentine bracelet has five dangling charms, each depicting an open and staring eye. Once per day as a standard action, the wearer can touch the bracelet to a creature with a gaze attack (requiring a successful touch attack for unwilling creatures) and become immune to natural gaze attacks from all creatures of that kind for the following 24 hours. The wearer could, for example, touch the bracelet to a basilisk to gain immunity to the gaze attacks of all basilisks, but would not be immune to the gaze of a medusa. This ability does not grant immunity to gaze attacks from spells or magic items such as eyes of doom. For the duration of this immunity, the charms on the bracelet each appear to be closed eyes. When the wearer fails a save against a gaze attack, she can expend a charm from the bracelet as an immediate action to reroll that saving throw, but must take the second result even if it is worse. An expended charm crumbles to dust. When the last charm is expended, the lidless charm bracelet loses all magical properties.Craft Wondrous Item, blindness/deafness, lock gazeUCWondrous ItemAP 116
Bone Bearer's Cuttermoderate necromancy and transmutation10none218021 lb.The bone handle of this +1 wounding dagger is engraved with imagery of fierce beasts. Once per day as a standard action, the dagger can be driven into a target's appendage by making a melee attack with a -5 penalty. If this attack hits, the dagger drives itself into the bone of the creature, giving the creature a -2 penalty on attacks, damage rolls, and Reflex saves for 1 minute. The dagger can be removed by the target or another adjacent creature with a successful DC 15 Strength check. The dagger also grants a +4 competence bonus on skill checks attempted in conjunction with the Harvest Parts feat (see page 24).Craft Magic Arms and Armor, bleed, crafter's fortuneAPG, howling agonyUMWeaponMonster Hunter's Handbook
Detecting Dartmoderate divination7none2000-This tiny dart is made of iron and engraved with runes. The back half of the dart has a colorful tuft of fletching that detaches when the dart is thrown or fired through a blowgun, fluttering to the ground in the user's space. A successful ranged touch attack with the front half of the dart deals 1 point of damage and embeds the needle-like point into the target's flesh. The attack causes little pain, and the target only notices the embedded dart with a successful DC 14 Perception check. Removing the dart takes a standard action and deals 1 additional point of damage. Once separated, the back half of the dart detects where the front half is as long as both pieces are within 1 mile of each other. Every hour, the back half gives a distinct hum and its fletching flutters in the direction of the front half for 1 minute. This effect continues for up to 24 hours or until the dart is removed, at which point its magic fades forever. Should a creature eat the flesh of a target with an embedded detecting dart, it has a 50% chance of consuming the dart. Should the dart transfer from one creature to another in this way, the dart's back half instead tracks the new creature.Craft Magic Arms and Armor, locate creatureWeaponMonster Hunter's Handbook
Melding Cloakmoderate illusion and transmutation10shoulders250001 lb.This cloak is lined with thin strings of varying colors that shift in color to match surrounding material such as dirt, grass, or stone. This grants the wearer a +2 competence bonus on Stealth checks. As a standard action, the wearer is able to physically meld into material such as wood, plaster, or stone (but not metal or other heavily worked materials), appearing as a dim shadow on the surface. The wearer can move across any exposed portion of the material at half her normal movement speed, allowing her to travel up walls or across floors. While melded with material in this manner, the wearer gains a +10 circumstance bonus on Stealth checks. The wearer can meld with material for up to 10 minutes per day. This duration need not be consecutive, but it must be spent in 1-minute increments. Nearby creatures can notice the melded wearer with a successful Perception check. The wearer can be targeted normally while melded with material. If the wearer takes any damage while melded, or if the surface material is manipulated with stone shape, warp wood, or similar spells, the wearer is immediately shunted out of the material into the nearest open space.Craft Wondrous Item, invisibility, passwallWondrous ItemMonster Hunter's Handbook
Monstrous Dyemoderate conjuration and necromancy10none2250-This small bone container is filled with a thick dye. Each container holds enough dye to cover one ornament created with the Grisly Ornament feat (see page 24). When applied to an ornament, it aids in the ornament's preservation, allowing it to remain effective for an additional 24 hours. Once per day as a free action, a dyed ornament can be commanded to attack a target adjacent to the wearer. A ghostly image of the creature from which the ornament was harvested appears and makes a natural attack against the target, attacking with the wearer's base attack bonus and dealing 2d6 points of damage. This attack can be made in addition to any actions performed by the wielder. An ornament integrated into a wondrous item with the Monstrous Crafter feat (see page 24) can gain this attack ability, but doing so requires two applications of monstrous dye to function properly.Craft Wondrous Item, gentle repose, summon nature's ally IVWondrous ItemMonster Hunter's Handbook
Necklace Of Beast's Might, BonesModerate transmutation7neck12000-A necklace of beast's might is a crude necklace made from a particular part (or close analog) of a creature of a specific type: aberrations, animals, dragons, fey, magical beasts, oozes (often made using hardened leftovers), or vermin. Regardless of the parts used to make the necklace, the necklace quietly rattles when a creature of the specific type is within 100 feet of the wearer. Each necklace also has additional abilities based on its component parts (or analogs), and each requires an additional spell in its construction. Bones: The wearer gains DR 2/- against natural attacks from the associated creature type. Moderate transmutation; CL 7th; stoneskin. Claws: The wearer gains a +2 morale bonus on attack rolls against the associated creature type. Moderate transmutation; CL 8th; magic weapon. Eyes: The wearer gains a +5 insight bonus on Knowledge checks to identify creatures of the associated type and on Perception checks opposed by such creatures' Disguise checks. Faint divination; CL 5th; know the enemyUM. Hair: The wearer gains a +2 competence bonus on Survival checks to track the associated creature type, and the scent special ability, but only to notice odors of the associated creature type. Faint transmutation; CL 5th; beast shape I. Horns: The wearer gains a +2 bonus on combat maneuvers and to CMD against the associated creature type. Faint transmutation; CL 5th; bull's strength. Scales: The wearer gains a +2 insight bonus to AC against attacks made by the associated creature type. Moderate transmutation; CL 9th; barkskin. Teeth: The wearer gains a +2 bonus on damage rolls against creatures of that type. The wearer's critical hits against such creatures deal 1d6 bleed damage. Moderate transmutation; CL 8th; magic weapon.Craft Wondrous Item, locate creature, stoneskinWondrous ItemMonster Hunter's Handbook
Necklace Of Beast's Might, ClawsModerate transmutation8neck9000-A necklace of beast's might is a crude necklace made from a particular part (or close analog) of a creature of a specific type: aberrations, animals, dragons, fey, magical beasts, oozes (often made using hardened leftovers), or vermin. Regardless of the parts used to make the necklace, the necklace quietly rattles when a creature of the specific type is within 100 feet of the wearer. Each necklace also has additional abilities based on its component parts (or analogs), and each requires an additional spell in its construction. Bones: The wearer gains DR 2/- against natural attacks from the associated creature type. Moderate transmutation; CL 7th; stoneskin. Claws: The wearer gains a +2 morale bonus on attack rolls against the associated creature type. Moderate transmutation; CL 8th; magic weapon. Eyes: The wearer gains a +5 insight bonus on Knowledge checks to identify creatures of the associated type and on Perception checks opposed by such creatures' Disguise checks. Faint divination; CL 5th; know the enemyUM. Hair: The wearer gains a +2 competence bonus on Survival checks to track the associated creature type, and the scent special ability, but only to notice odors of the associated creature type. Faint transmutation; CL 5th; beast shape I. Horns: The wearer gains a +2 bonus on combat maneuvers and to CMD against the associated creature type. Faint transmutation; CL 5th; bull's strength. Scales: The wearer gains a +2 insight bonus to AC against attacks made by the associated creature type. Moderate transmutation; CL 9th; barkskin. Teeth: The wearer gains a +2 bonus on damage rolls against creatures of that type. The wearer's critical hits against such creatures deal 1d6 bleed damage. Moderate transmutation; CL 8th; magic weapon.Craft Wondrous Item, locate creature, magic weaponWondrous ItemMonster Hunter's Handbook
Necklace Of Beast's Might, EyesFaint divination5neck6000-A necklace of beast's might is a crude necklace made from a particular part (or close analog) of a creature of a specific type: aberrations, animals, dragons, fey, magical beasts, oozes (often made using hardened leftovers), or vermin. Regardless of the parts used to make the necklace, the necklace quietly rattles when a creature of the specific type is within 100 feet of the wearer. Each necklace also has additional abilities based on its component parts (or analogs), and each requires an additional spell in its construction. Bones: The wearer gains DR 2/- against natural attacks from the associated creature type. Moderate transmutation; CL 7th; stoneskin. Claws: The wearer gains a +2 morale bonus on attack rolls against the associated creature type. Moderate transmutation; CL 8th; magic weapon. Eyes: The wearer gains a +5 insight bonus on Knowledge checks to identify creatures of the associated type and on Perception checks opposed by such creatures' Disguise checks. Faint divination; CL 5th; know the enemyUM. Hair: The wearer gains a +2 competence bonus on Survival checks to track the associated creature type, and the scent special ability, but only to notice odors of the associated creature type. Faint transmutation; CL 5th; beast shape I. Horns: The wearer gains a +2 bonus on combat maneuvers and to CMD against the associated creature type. Faint transmutation; CL 5th; bull's strength. Scales: The wearer gains a +2 insight bonus to AC against attacks made by the associated creature type. Moderate transmutation; CL 9th; barkskin. Teeth: The wearer gains a +2 bonus on damage rolls against creatures of that type. The wearer's critical hits against such creatures deal 1d6 bleed damage. Moderate transmutation; CL 8th; magic weapon.Craft Wondrous Item, locate creature, know the enemyUMWondrous ItemMonster Hunter's Handbook
Necklace Of Beast's Might, HairFaint transmutation5neck8000-A necklace of beast's might is a crude necklace made from a particular part (or close analog) of a creature of a specific type: aberrations, animals, dragons, fey, magical beasts, oozes (often made using hardened leftovers), or vermin. Regardless of the parts used to make the necklace, the necklace quietly rattles when a creature of the specific type is within 100 feet of the wearer. Each necklace also has additional abilities based on its component parts (or analogs), and each requires an additional spell in its construction. Bones: The wearer gains DR 2/- against natural attacks from the associated creature type. Moderate transmutation; CL 7th; stoneskin. Claws: The wearer gains a +2 morale bonus on attack rolls against the associated creature type. Moderate transmutation; CL 8th; magic weapon. Eyes: The wearer gains a +5 insight bonus on Knowledge checks to identify creatures of the associated type and on Perception checks opposed by such creatures' Disguise checks. Faint divination; CL 5th; know the enemyUM. Hair: The wearer gains a +2 competence bonus on Survival checks to track the associated creature type, and the scent special ability, but only to notice odors of the associated creature type. Faint transmutation; CL 5th; beast shape I. Horns: The wearer gains a +2 bonus on combat maneuvers and to CMD against the associated creature type. Faint transmutation; CL 5th; bull's strength. Scales: The wearer gains a +2 insight bonus to AC against attacks made by the associated creature type. Moderate transmutation; CL 9th; barkskin. Teeth: The wearer gains a +2 bonus on damage rolls against creatures of that type. The wearer's critical hits against such creatures deal 1d6 bleed damage. Moderate transmutation; CL 8th; magic weapon.Craft Wondrous Item, locate creature, beast shape IWondrous ItemMonster Hunter's Handbook
Necklace Of Beast's Might, HornsFaint transmutation5neck8000-A necklace of beast's might is a crude necklace made from a particular part (or close analog) of a creature of a specific type: aberrations, animals, dragons, fey, magical beasts, oozes (often made using hardened leftovers), or vermin. Regardless of the parts used to make the necklace, the necklace quietly rattles when a creature of the specific type is within 100 feet of the wearer. Each necklace also has additional abilities based on its component parts (or analogs), and each requires an additional spell in its construction. Bones: The wearer gains DR 2/- against natural attacks from the associated creature type. Moderate transmutation; CL 7th; stoneskin. Claws: The wearer gains a +2 morale bonus on attack rolls against the associated creature type. Moderate transmutation; CL 8th; magic weapon. Eyes: The wearer gains a +5 insight bonus on Knowledge checks to identify creatures of the associated type and on Perception checks opposed by such creatures' Disguise checks. Faint divination; CL 5th; know the enemyUM. Hair: The wearer gains a +2 competence bonus on Survival checks to track the associated creature type, and the scent special ability, but only to notice odors of the associated creature type. Faint transmutation; CL 5th; beast shape I. Horns: The wearer gains a +2 bonus on combat maneuvers and to CMD against the associated creature type. Faint transmutation; CL 5th; bull's strength. Scales: The wearer gains a +2 insight bonus to AC against attacks made by the associated creature type. Moderate transmutation; CL 9th; barkskin. Teeth: The wearer gains a +2 bonus on damage rolls against creatures of that type. The wearer's critical hits against such creatures deal 1d6 bleed damage. Moderate transmutation; CL 8th; magic weapon.Craft Wondrous Item, locate creature, bull's strengthWondrous ItemMonster Hunter's Handbook
Necklace Of Beast's Might, ScalesModerate transmutation9neck9000-A necklace of beast's might is a crude necklace made from a particular part (or close analog) of a creature of a specific type: aberrations, animals, dragons, fey, magical beasts, oozes (often made using hardened leftovers), or vermin. Regardless of the parts used to make the necklace, the necklace quietly rattles when a creature of the specific type is within 100 feet of the wearer. Each necklace also has additional abilities based on its component parts (or analogs), and each requires an additional spell in its construction. Bones: The wearer gains DR 2/- against natural attacks from the associated creature type. Moderate transmutation; CL 7th; stoneskin. Claws: The wearer gains a +2 morale bonus on attack rolls against the associated creature type. Moderate transmutation; CL 8th; magic weapon. Eyes: The wearer gains a +5 insight bonus on Knowledge checks to identify creatures of the associated type and on Perception checks opposed by such creatures' Disguise checks. Faint divination; CL 5th; know the enemyUM. Hair: The wearer gains a +2 competence bonus on Survival checks to track the associated creature type, and the scent special ability, but only to notice odors of the associated creature type. Faint transmutation; CL 5th; beast shape I. Horns: The wearer gains a +2 bonus on combat maneuvers and to CMD against the associated creature type. Faint transmutation; CL 5th; bull's strength. Scales: The wearer gains a +2 insight bonus to AC against attacks made by the associated creature type. Moderate transmutation; CL 9th; barkskin. Teeth: The wearer gains a +2 bonus on damage rolls against creatures of that type. The wearer's critical hits against such creatures deal 1d6 bleed damage. Moderate transmutation; CL 8th; magic weapon.Craft Wondrous Item, locate creature, barkskinWondrous ItemMonster Hunter's Handbook
Necklace Of Beast's Might, TeethModerate transmutation8neck12000-A necklace of beast's might is a crude necklace made from a particular part (or close analog) of a creature of a specific type: aberrations, animals, dragons, fey, magical beasts, oozes (often made using hardened leftovers), or vermin. Regardless of the parts used to make the necklace, the necklace quietly rattles when a creature of the specific type is within 100 feet of the wearer. Each necklace also has additional abilities based on its component parts (or analogs), and each requires an additional spell in its construction. Bones: The wearer gains DR 2/- against natural attacks from the associated creature type. Moderate transmutation; CL 7th; stoneskin. Claws: The wearer gains a +2 morale bonus on attack rolls against the associated creature type. Moderate transmutation; CL 8th; magic weapon. Eyes: The wearer gains a +5 insight bonus on Knowledge checks to identify creatures of the associated type and on Perception checks opposed by such creatures' Disguise checks. Faint divination; CL 5th; know the enemyUM. Hair: The wearer gains a +2 competence bonus on Survival checks to track the associated creature type, and the scent special ability, but only to notice odors of the associated creature type. Faint transmutation; CL 5th; beast shape I. Horns: The wearer gains a +2 bonus on combat maneuvers and to CMD against the associated creature type. Faint transmutation; CL 5th; bull's strength. Scales: The wearer gains a +2 insight bonus to AC against attacks made by the associated creature type. Moderate transmutation; CL 9th; barkskin. Teeth: The wearer gains a +2 bonus on damage rolls against creatures of that type. The wearer's critical hits against such creatures deal 1d6 bleed damage. Moderate transmutation; CL 8th; magic weapon.Craft Wondrous Item, locate creature, magic weaponWondrous ItemMonster Hunter's Handbook
Nest Revealerfaint divination3none5001 lb.This small vial is sealed with a fine metal cap engraved with the visage of a noble hound. When a few drops of a creature's blood are placed in the vial, it begins to fill on its own, replicating the creature's blood over the span of 1 minute. After 1 minute, the vial shatters and a small fist-sized orb of crystallized blood falls to the ground. This animate orb rolls in the direction of the last location in which the source creature slept for at least 1 hour. The blood travels at a rate of 20 feet per round and can travel up to 10 miles over the span of 5 hours. If the orb does not reach the creature's nest within 5 hours, it collapses into a puddle containing enough blood to activate another nest revealer.Craft Wondrous Item, locate creatureWondrous ItemMonster Hunter's Handbook
Penetrating Whetstonemoderate evocation8none20001 lb.This whetstone is made from finely worked obsidian. Sharpening a blade with this whetstone requires 15 minutes of work and grants the weapon the ability to ignore up to 3 points of natural armor for its next five attacks. If the target of the weapon's attack has a natural armor bonus of less than +3, the weapon deals 1 additional point of damage for each point of natural armor below 3 the target has. The process of honing the blade shatters a portion of the whetstone's enchanted obsidian, dispelling its magic and turning it into a mundane whetstone afterward.Craft Wondrous Item, keen edgeWondrous ItemMonster Hunter's Handbook
Pocket Preymoderate illusion10none60003 lbs.This small container features a stone base with a glass cover. The container can hold half a pound of flesh or similar organic matter, preserving it for up to 24 hours. On command, the container emanates the smell of the contained material out to a 100-foot radius. Additionally, the container lets out a cry every minute, imitating that of an injured member of the variety of the flesh within the container. This cry can be clearly heard up to 150 feet from the container.Craft Wondrous Item, gentle repose, major imageWondrous ItemMonster Hunter's Handbook
Skelterhidestrong enchantment15shoulders45005 lbs.This thick hide cloak grants its wearer the divided mind of a skeltercat. While worn, the cloak imparts a +1 resistance bonus on Fortitude and Reflex saves and a +2 resistance bonus on Will saves. In addition, once per round, the wearer can reroll the percentile dice when determining her actions while confused and choose the desired result. Once the cloak is donned, the wearer cannot speak or write; she can communicate only in unintelligible growls. The wearer still understands language as normal. If the wearer suffers from one or more permanent mental afflictions that alter her behavior, such as insanity or the effects of a helm of opposite alignment, for 15 minutes per day she can function as if unaffected by these conditions. This time does not need to be used all at once, but must be used in 1-minute increments.Craft Wondrous Item, calm emotions, resistance, blindness/deafnessWondrous ItemAP 117
Bottled Sunlightfaint evocation5none50-A single jar of bottled sunlight sheds light as a candle. Bottled sunlight can be thrown as a splash weapon, dealing 3d6 points of damage to a target vulnerable to sunlight. Creatures adjacent to the target that are vulnerable to sunlight take 1 point of splash damage. Regardless of its vulnerability to sunlight, a creature directly struck radiates light as a torch for 1 round after being hit. Alternatively, a jar of bottled sunlight can be poured over a 10- foot area to produce light like a lantern for 10 minutes.Craft Wondrous Item, daylightWondrous ItemHeroes Of The Darklands
Rockfall Cloakfaint conjuration5shoulders25001 lb.A rockfall cloak is fashioned from rigid fabric with a stony texture, and it grants a +2 circumstance bonus on Stealth checks in underground terrain. The wearer can command the cloak to encapsulate her as a free action. The cloak then hardens into a spherical stone shell resembling a smooth boulder that occupies an entire 5-foot square and weighs 200 pounds. The shell has a hardness of 10 and 25 hit points. Any damage from falling or from falling rocks is dealt to the stone shell. If it is destroyed, any remaining damage is transferred to its wearer. A rockfall cloak remains in this stone shell form for 1 hour (or earlier, if the wearer chooses) before crumbling to dust. Once it's used in its stone shell form, a rockfall cloak is destroyed.Craft Wondrous Item, stone shieldARGWondrous ItemHeroes Of The Darklands
Stonemeld Bootsmoderate transmutation9feet35001 lb.The wearer of a pair of stonemeld boots gains a +4 bonus to CMD against bull rush, dragAPG, repositionAPG, and trip combat maneuvers. Additionally, once per day as a swift action, the boots can be activated to grant the wearer a climb speed of 10 feet on any natural stone surface (but not manufactured stone surfaces like brick walls) for 30 minutes. A creature using stonemeld boots to climb in this fashion leaves obvious deformities in the rock surface. Anyone attempting to track a wearer of stonemeld boots moving in this fashion treats the base DC as though the tracks were left in soft earth, and takes no penalties for time elapsed since the tracks were made.Craft Wondrous Item, transmute rock to mudWondrous ItemHeroes Of The Darklands
Blightburn Arrowmoderate evocation and necromancy7none30001/10 lb.This +2 arrow is fitted with a head of pure, crystallized blightburn. Unless contained in a lead-lined case or quiver, the arrow deals 1 point of fire damage per round to the creature carrying it. If the arrow hits, the arrowhead embeds itself in the target, dealing an additional 3d6 points of fire damage. The arrow continues to deal 2d6 points of fire damage each round for the following 6 rounds unless it's pulled out as a move action. A creature taking recurring damage from a blightburn arrow also suffers from low-level blightburn radiation (see page 24) as long as the arrow remains embedded. An arrow that misses its target can be recovered as normal, but an arrow removed after hitting a target is destroyed.Craft Arms and Armor, festerAPG, fireballWeaponHeroes Of The Darklands
Polychrome Covermoderate illusion7none20004 lbs.This multicolored tarp is made from intricately woven cloth that gives its exterior the texture of stonework. It covers a 10-foot-by- 10-foot area and can be placed vertically, magically supporting its own weight. A polychrome cover magically takes on the same coloration of nearby stone, imitating any terrain it's in contact with. The coloration of the cover is an illusion effect that can be disbelieved (Will DC 16). Those who successfully disbelieve the effect instead see the cover's true coloration. When a polychrome cover is crafted, the maker designates any number of creatures present at its creation to be immune to the cover's illusory effect. The crafter can instead exclude a specific race from the item's illusion. Most polychrome covers are set to exclude svirfneblin.Craft Wondrous Item, hallucinatory terrainWondrous ItemHeroes Of The Darklands
Amulet Of Radiation Absorptionmoderate abjuration and conjuration10neck450001 lb.This amulet features a large, ragged stone that was harvested from highly radioactive regions of the Darklands and that glows with a faint green light. The wearer is rendered immune to the effects of all forms of radiation. Additionally, for each minute the wearer is exposed to radiation, the amulet absorbs 1 charge of radioactive energy. The amulet can hold up to 5 charges. Charges naturally dissipate at a rate of 1 charge per 24 hours. As a standard action, the wearer can expend 1 charge in order to fire a ray of concentrated radiation from the amulet. Treat this as a ranged touch attack with a range of 60 feet. The wearer can choose any one of the following effects, as outlined below. Blightburn: The target takes 6d6 points of fire damage. Caphorite: The target must succeed at a DC 14 Fortitude save or be blinded for 1d4 rounds. Lazurite: The target takes 2d6 points of negative energy damage, and if it dies in the next hour, there is a 50% chance it rises as a ghoul 1d4 rounds later. Surface: The target takes 1d2 points of Strength and Constitution damage.Craft Wondrous Item, radiation ward (see page 15), remove radioactivity (Pathfinder Campaign Setting: Technology Guide 11)Wondrous ItemHeroes Of The Darklands
Earthquake Bootsstrong evocation15feet675001 lb.These thick hide boots allow the wearer to detect unseen enemies, and they provide a final line of defense against overwhelming foes. The wearer gains tremorsense with a range of up to 60 feet as long as she is standing on solid ground. Additionally, once per day, by stomping repeatedly on an earthen or stone surface as a full-round action that provokes attacks of opportunity, the wearer can cast earthquake as a spell-like ability.Craft Wondrous Item, earthquake, see invisibilityWondrous ItemHeroes Of The Darklands
Ghoulbane Beltmoderate conjuration7belt200001 lb.Due to the toxic nature of many environments found within the Darklands, this belt is designed to protect its wearer from exotic diseases, paralyzing attacks, and poisonous molds. The wearer gains a +2 bonus on saving throws to resist disease, paralysis, and poison. This bonus increases to +4 on saving throws to resist such effects caused by molds or slimes. Additionally, the wearer can cast a single spell from the following list as a spell-like ability once per day: neutralize poison, remove disease, or remove paralysis. Activating this ability is a purely mental action that can be taken even while paralyzed or otherwise helpless. The chosen spell affects only the belt's wearer.Craft Wondrous Item, neutralize poison, remove disease, remove paralysisWondrous ItemHeroes Of The Darklands
Helm Of Oozemoderate enchantment10head215003 lbs.This bulky, rusted helm incorporates a pair of goggles that sit on the wearer's brow. The wearer of a helm of ooze control gains a limited ability to telepathically command oozes. Once per day as a standard action, the wearer can attempt to gain control over a single ooze within 60 feet. The ooze must succeed at a DC 17 Will save or fall under the wearer's mental control. This compulsion affects even mindless oozes. The control offered by the helm is very limited, and the wearer is able to issue only one of the following commands at a time, as a move action, to a controlled ooze within 60 feet. Attack: The ooze attacks the nearest creature. Halt: The ooze remains in place. It does not take any actions but is not considered helpless. Move: The ooze moves toward a point in space that the wearer can see. The wearer can control up to 20 Hit Dice worth of oozes at any given time. An ooze with 5 or more Hit Dice can attempt a new Will save each day to free itself from the wearer's control. An ooze ordered to halt receives a new Will save to overcome the helm's control if attacked. Oozes with an Intelligence score, as well as those with 11 or more Hit Dice, are immune to this effect. The wearer can issue a command to multiple controlled oozes with a single move action, but if she does, each ooze receives the same command. Oozes that have been issued a command continue to follow that command until a new command is issued or they are released from the helm's control. Removing the helm does not release the oozes from control, but the helm must be worn to issue new commands. If 24 hours pass without the helm being worn, then all affected oozes are released from control.Craft Wondrous Item, greater commandWondrous ItemHeroes Of The Darklands
Robe Of Magmastrong conjuration15body1120001 lb.These striking black robes are lined with glowing cracks, and resemble flows of partially cooled magma. They allow the wearer not only to survive within areas of lava and magma, but also to conjure molten rock from the earth. The wearer gains fire resistance 20 and immunity to fire damage from lava and magma. Additionally, while submerged in lava or magma, the wearer can breathe normally, gains a +5 bonus on Swim checks, and can see through the substance as clearly as if it were water. Once per day as a full-round action, the wearer of a robe of magma can conjure a great burst of magma from deep below the surface. This ability can be used only while the wearer is on the Material Plane, and only while on solid ground on a planetary body. The deeper beneath a planet's surface the wearer is, the sooner the magma arrives. If the wearer uses this ability while 8,000 feet (or more) below the surface, the magma arrives instantaneously. If she uses it between 2,000 and 8,000 feet below the surface, the magma arrives at the beginning of the wearer's next turn. If she uses it on the surface or down to 2,000 feet below the surface, the magma arrives in 1d4 rounds. Once the magma arrives, it bursts from the ground in a geyser that sprays up to 40 feet in height and showers a 20-foot radius centered on the location of the wearer when this ability was activated. This deals 20d6 points of fire damage to creatures in the area (Reflex DC 22 half) and creates a shallow pool of lava in the area of the burst. The magma geyser continues for 1d3 rounds. For each round that the geyser continues, the pool of lava expands its radius by 10 feet. Creatures that enter the pool of lava or begin their turn in this area take 2d6 points of fire damage. Once the magma geyser stops, this pool cools and hardens over the course of 1d3 rounds. The magma arrives through an extradimensional space and does not impact any features or terrain located under its point of conjuration.Craft Wondrous Item, protection from energy, wall of lavaAPGWondrous ItemHeroes Of The Darklands
Charm Of The Thricebornmoderate divination9none2400-A creature carrying this knot-shaped charm for 3 full days becomes its owner until she loses possession of it. A creature can only be the owner of a single charm of the thriceborn. At the start of each day, the charm's owner rolls 3d20 and keeps their results as her charmed dice. Once during that day, instead of rolling a d20, the charm's owner can instead use the result of one of the three charmed dice, randomly selected (roll 1d3 to choose).Craft Wondrous Item, threefold sightWondrous ItemLegacy Of The First World
Rod Of The Thriceborn, Lessermoderate divination5none25005 lbs.The wielder of this elongated triangular prism can cast up to three spells per day for which the spell's targets must roll three times for their saving throws and take the middle of the three results, as per threefold sight. A lesser rod of the thriceborn can affect spells up to 3rd level, a rod of the thriceborn can affect spells up to 6th level, and a greater rod of the thriceborn can affect spells up to 9th level. A rod of the thriceborn can't be used in conjunction with metamagic rods or the Persistent Spell feat.Craft Rod, threefold sightRodLegacy Of The First World
Rod Of The Thricebornmoderate divination5none65005 lbs.The wielder of this elongated triangular prism can cast up to three spells per day for which the spell's targets must roll three times for their saving throws and take the middle of the three results, as per threefold sight. A lesser rod of the thriceborn can affect spells up to 3rd level, a rod of the thriceborn can affect spells up to 6th level, and a greater rod of the thriceborn can affect spells up to 9th level. A rod of the thriceborn can't be used in conjunction with metamagic rods or the Persistent Spell feat.Craft Rod, threefold sightRodLegacy Of The First World
Rod Of The Thriceborn, Greatermoderate divination5none195005 lbs.The wielder of this elongated triangular prism can cast up to three spells per day for which the spell's targets must roll three times for their saving throws and take the middle of the three results, as per threefold sight. A lesser rod of the thriceborn can affect spells up to 3rd level, a rod of the thriceborn can affect spells up to 6th level, and a greater rod of the thriceborn can affect spells up to 9th level. A rod of the thriceborn can't be used in conjunction with metamagic rods or the Persistent Spell feat.Craft Rod, threefold sightRodLegacy Of The First World
Clandestine Horseshoesfaint illusion3feet600012 lbs.If a creature wearing these dull gray horseshoes remains stationary for 1 round, the creature and its rider, if any, gain a +10 bonus on Stealth checks for 1 round. In addition, once per day, the rider of a mount wearing clandestine horseshoes can turn both herself and her mount invisible, as invisibility. All four shoes must be worn by the same creature for the magic to be effective.Craft Wondrous Item, invisibilityWondrous ItemLegacy Of The First World
Hood Of Privacystrong abjuration15head1200001 lb.This voluminous silver hood shimmers like a scattered handful of diamonds. The hood completely covers the wearer's face, hiding his identity, but does not impair the wearer's senses. The wearer gains a +4 bonus on saving throws against mind-affecting effects. The wearer is immediately aware when someone attempts to gain information about him through a divination spell or effect, such as scrying. As a swift action, the wearer can reduce the hood's saving throw bonus by 1 to thwart such a divination attempt, providing whatever false information the wearer desires to the diviner, or even to conceal the information entirely as though the wearer were undetectable to the divination effect. The creature using the divination effect can attempt a DC 26 Will save to learn that the information is fabricated or concealed. Expended bonuses return at a rate of 1 per week.Craft Wondrous Item, detect scrying, mind blankWondrous ItemLegacy Of The First World
Whispering Glovesfaint transmutation3hands10001 lb.These supple silk gloves are skintight. As a standard action, the wearer can deliver a complex secret message to a single target that can see the wearer as if she had succeeded at a DC 20 Bluff check. This message is conveyed in a series of rapid, complicated hand gestures that the target automatically understands. Creatures that see the wearer send a message can attempt a DC 20 Sense Motive check to notice that the wearer is delivering a secret message and decipher it.Craft Wondrous Item, messageWondrous ItemLegacy Of The First World
Caparison Of Resistance +1faint abjuration5shoulders27004 lbs.This garment is intended for a horse or similar quadruped, but it can change size and shape to fit any four-legged creature ranging from Small to Huge in size. When worn, a caparison of resistance offers the wearer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will). This bonus on saving throws also applies to a single rider who is mounted on the creature (in the case of multiple riders, the resistance bonus is not shared at all and applies only to the mount).Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonusWondrous ItemAdventurer's Guide
Caparison Of Resistance +2faint abjuration5shoulders108004 lbs.This garment is intended for a horse or similar quadruped, but it can change size and shape to fit any four-legged creature ranging from Small to Huge in size. When worn, a caparison of resistance offers the wearer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will). This bonus on saving throws also applies to a single rider who is mounted on the creature (in the case of multiple riders, the resistance bonus is not shared at all and applies only to the mount).Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonusWondrous ItemAdventurer's Guide
Caparison Of Resistance +3faint abjuration5shoulders243004 lbs.This garment is intended for a horse or similar quadruped, but it can change size and shape to fit any four-legged creature ranging from Small to Huge in size. When worn, a caparison of resistance offers the wearer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will). This bonus on saving throws also applies to a single rider who is mounted on the creature (in the case of multiple riders, the resistance bonus is not shared at all and applies only to the mount).Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonusWondrous ItemAdventurer's Guide
Caparison Of Resistance +4faint abjuration5shoulders432004 lbs.This garment is intended for a horse or similar quadruped, but it can change size and shape to fit any four-legged creature ranging from Small to Huge in size. When worn, a caparison of resistance offers the wearer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will). This bonus on saving throws also applies to a single rider who is mounted on the creature (in the case of multiple riders, the resistance bonus is not shared at all and applies only to the mount).Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonusWondrous ItemAdventurer's Guide
Caparison Of Resistance +5faint abjuration5shoulders675004 lbs.This garment is intended for a horse or similar quadruped, but it can change size and shape to fit any four-legged creature ranging from Small to Huge in size. When worn, a caparison of resistance offers the wearer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will). This bonus on saving throws also applies to a single rider who is mounted on the creature (in the case of multiple riders, the resistance bonus is not shared at all and applies only to the mount).Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonusWondrous ItemAdventurer's Guide
Cloak Of Heavenly Firefaint conjuration5shoulders60001 lb.This white silk cloak shimmers with divine energy. Once per day as an immediate action, the wearer of a cloak of heavenly fire can cause it to flash with flames as another creature touches the wearer or strikes the wearer with a melee attack. These flames deal 1d8+5 points of fire damage to the creature that touched the wearer. If the creature subjected to this damage is evil, it takes an additional 1d8+5 points of damage as the fire glows with golden light-this additional damage is divine in nature and not subject to energy resistance or immunity. A target that succeeds at a DC 15 Reflex save takes half the total damage. Once per day as a standard action, the wearer of a cloak of heavenly fire can also use the magic to cure wounds, restoring 2d8+5 hit points to a touched creature.Craft Wondrous Item, cure moderate wounds, fire shieldWondrous ItemAdventurer's Guide
Dust Of Hex Hidingfaint illusion5none250-This translucent dust warps harmful magical auras, making it difficult to discern cursed items from beneficial ones. Sprinkling the dust over a cursed magic item shields it from divination magic for 5 days. When identifying the item, a creature must exceed the item's DC by 15 (instead of by 10) to determine whether the item is cursed. If a creature activates the curse while the item is under this effect, treat the curse's caster level as 2 higher for the purpose of resisting spells such as remove curse and break enchantment. The dust can also be scattered over a magical glyph, rune, or symbol to increase the DC to find and disable the trap by 5 for 5 days.Craft Wondrous Item, magic auraWondrous ItemAdventurer's Guide
Ironbound Ring, Master'sfaint abjuration and enchantment5ring8000-While holding one or more minion's ironbound rings, the wearer of a master's ironbound ring can impart instructions of 50 words or fewer to each minion's ironbound ring. The wearer of a minion's ironbound ring can recall the instructions at will and is aware of any action that would cause him to act against those instructions. The DC of any skill check attempted to force the wearer to abandon, misinterpret, or consciously fail the instructions increases by 5, such as for Bluff checks to trick the wearer or Intimidate checks to interrogate him. The wearer gains a +3 resistance bonus on Will saves to resist spells and effects that would force him to act against the instructions, such as dominate person and suggestion.Forge Ring, resistance, suggestionRingAdventurer's Guide
Ironbound Ring, Minion'sfaint abjuration and enchantment5ring500-While holding one or more minion's ironbound rings, the wearer of a master's ironbound ring can impart instructions of 50 words or fewer to each minion's ironbound ring. The wearer of a minion's ironbound ring can recall the instructions at will and is aware of any action that would cause him to act against those instructions. The DC of any skill check attempted to force the wearer to abandon, misinterpret, or consciously fail the instructions increases by 5, such as for Bluff checks to trick the wearer or Intimidate checks to interrogate him. The wearer gains a +3 resistance bonus on Will saves to resist spells and effects that would force him to act against the instructions, such as dominate person and suggestion.Forge Ring, resistance, suggestionRingAdventurer's Guide
Woodlands' Ingressmoderate conjuration10none18000-This small, smooth stone is made of a delicate, light blue larimar polished to a sheen. It glows very faintly, and its edges are rimmed with delicate Sylvan script of couplets that exalt life in a primeval forest. Once per day, the bearer can say the command word and designate up to 10 creatures (including herself) to be affected by a tree stride spell, allowing each creature affected to enter a tree at some point in the next 10 hours and teleport as per the spell. Each affected creature can teleport only once, after which it no longer gains the benefit of tree stride until targeted by a woodlands' ingress again.Craft Wondrous Item, tree strideWondrous ItemAP 119
Gloves Of Improvised Might +1faint transmutation5hands40001 lb.These rough leather gloves grant an enhancement bonus of +1 to +5 on attack and damage rolls with improvised weapons. Alternatively, the gloves can grant melee weapon special abilities, so long as they can be applied to melee or thrown weapons (see pages 136- 137 of Pathfinder RPG Ultimate Equipment 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. Gloves of improvised might cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. Unlike an amulet of mighty fists, gloves of improvised might must have a +1 enhancement bonus to grant a melee weapon special ability. Normal weapons are unaffected by gloves of improvised might except when used as an improvised weapon in a way specifically permitted by the weapon description, such as using an arrow or bolt as a melee weapon (or if the user has an ability that allows the use of normal weapons as improvised weapons). The wearer still takes a -4 nonproficiency penalty on attack rolls with improvised weapons, as normal, unless he has the Catch Off-Guard feat or a similar ability.Craft Wondrous Item, greater magic weapon, creator's caster level must be at least three times the gloves' bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemAdventurer's Armory 2
Gloves Of Improvised Might +2faint transmutation5hands160001 lb.These rough leather gloves grant an enhancement bonus of +1 to +5 on attack and damage rolls with improvised weapons. Alternatively, the gloves can grant melee weapon special abilities, so long as they can be applied to melee or thrown weapons (see pages 136- 137 of Pathfinder RPG Ultimate Equipment 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. Gloves of improvised might cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. Unlike an amulet of mighty fists, gloves of improvised might must have a +1 enhancement bonus to grant a melee weapon special ability. Normal weapons are unaffected by gloves of improvised might except when used as an improvised weapon in a way specifically permitted by the weapon description, such as using an arrow or bolt as a melee weapon (or if the user has an ability that allows the use of normal weapons as improvised weapons). The wearer still takes a -4 nonproficiency penalty on attack rolls with improvised weapons, as normal, unless he has the Catch Off-Guard feat or a similar ability.Craft Wondrous Item, greater magic weapon, creator's caster level must be at least three times the gloves' bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemAdventurer's Armory 2
Gloves Of Improvised Might +3faint transmutation5hands360001 lb.These rough leather gloves grant an enhancement bonus of +1 to +5 on attack and damage rolls with improvised weapons. Alternatively, the gloves can grant melee weapon special abilities, so long as they can be applied to melee or thrown weapons (see pages 136- 137 of Pathfinder RPG Ultimate Equipment 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. Gloves of improvised might cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. Unlike an amulet of mighty fists, gloves of improvised might must have a +1 enhancement bonus to grant a melee weapon special ability. Normal weapons are unaffected by gloves of improvised might except when used as an improvised weapon in a way specifically permitted by the weapon description, such as using an arrow or bolt as a melee weapon (or if the user has an ability that allows the use of normal weapons as improvised weapons). The wearer still takes a -4 nonproficiency penalty on attack rolls with improvised weapons, as normal, unless he has the Catch Off-Guard feat or a similar ability.Craft Wondrous Item, greater magic weapon, creator's caster level must be at least three times the gloves' bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemAdventurer's Armory 2
Gloves Of Improvised Might +4faint transmutation5hands640001 lb.These rough leather gloves grant an enhancement bonus of +1 to +5 on attack and damage rolls with improvised weapons. Alternatively, the gloves can grant melee weapon special abilities, so long as they can be applied to melee or thrown weapons (see pages 136- 137 of Pathfinder RPG Ultimate Equipment 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. Gloves of improvised might cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. Unlike an amulet of mighty fists, gloves of improvised might must have a +1 enhancement bonus to grant a melee weapon special ability. Normal weapons are unaffected by gloves of improvised might except when used as an improvised weapon in a way specifically permitted by the weapon description, such as using an arrow or bolt as a melee weapon (or if the user has an ability that allows the use of normal weapons as improvised weapons). The wearer still takes a -4 nonproficiency penalty on attack rolls with improvised weapons, as normal, unless he has the Catch Off-Guard feat or a similar ability.Craft Wondrous Item, greater magic weapon, creator's caster level must be at least three times the gloves' bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemAdventurer's Armory 2
Gloves Of Improvised Might +5faint transmutation5hands1000001 lb.These rough leather gloves grant an enhancement bonus of +1 to +5 on attack and damage rolls with improvised weapons. Alternatively, the gloves can grant melee weapon special abilities, so long as they can be applied to melee or thrown weapons (see pages 136- 137 of Pathfinder RPG Ultimate Equipment 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. Gloves of improvised might cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. Unlike an amulet of mighty fists, gloves of improvised might must have a +1 enhancement bonus to grant a melee weapon special ability. Normal weapons are unaffected by gloves of improvised might except when used as an improvised weapon in a way specifically permitted by the weapon description, such as using an arrow or bolt as a melee weapon (or if the user has an ability that allows the use of normal weapons as improvised weapons). The wearer still takes a -4 nonproficiency penalty on attack rolls with improvised weapons, as normal, unless he has the Catch Off-Guard feat or a similar ability.Craft Wondrous Item, greater magic weapon, creator's caster level must be at least three times the gloves' bonus, plus any requirements of the melee weapon special abilitiesWondrous ItemAdventurer's Armory 2
Quickmetal Bracers, Adamantinemoderate transmutation9wrists50001 lb.Once per day when a user wearing both these bracers speaks a command word, the metal turns entirely liquid and swims over the wearer's hands to cover her weapons. The user can cover a two-handed melee weapon or up to two one-handed or light melee weapons. For the next 10 rounds, the affected weapons can overcome damage reduction as though the weapons were made of adamantine, cold iron, or silver (as determined by the quickmetal bracers' type). The heavy, shifting metal coating affects the balance of manufactured weapons, imposing a -2 penalty on attack rolls. Improvised weapons, however, are already unwieldy, and the metal coating doesn't significantly affect their balance. If the wielder lets go of a weapon affected by the bracers, the liquid metal immediately turns back into a solid metal bracer- or bracers, in the case of a two-handed weapon-reappearing on the user's wrists. The bracers cannot therefore affect thrown weapons or ranged weapon ammunition.Craft Wondrous Item, major creationWondrous ItemAdventurer's Armory 2
Quickmetal Bracers, Cold Ironmoderate transmutation9wrists20001 lb.Once per day when a user wearing both these bracers speaks a command word, the metal turns entirely liquid and swims over the wearer's hands to cover her weapons. The user can cover a two-handed melee weapon or up to two one-handed or light melee weapons. For the next 10 rounds, the affected weapons can overcome damage reduction as though the weapons were made of adamantine, cold iron, or silver (as determined by the quickmetal bracers' type). The heavy, shifting metal coating affects the balance of manufactured weapons, imposing a -2 penalty on attack rolls. Improvised weapons, however, are already unwieldy, and the metal coating doesn't significantly affect their balance. If the wielder lets go of a weapon affected by the bracers, the liquid metal immediately turns back into a solid metal bracer- or bracers, in the case of a two-handed weapon-reappearing on the user's wrists. The bracers cannot therefore affect thrown weapons or ranged weapon ammunition.Craft Wondrous Item, major creationWondrous ItemAdventurer's Armory 2
Quickmetal Bracers, Silvermoderate transmutation9wrists10001 lb.Once per day when a user wearing both these bracers speaks a command word, the metal turns entirely liquid and swims over the wearer's hands to cover her weapons. The user can cover a two-handed melee weapon or up to two one-handed or light melee weapons. For the next 10 rounds, the affected weapons can overcome damage reduction as though the weapons were made of adamantine, cold iron, or silver (as determined by the quickmetal bracers' type). The heavy, shifting metal coating affects the balance of manufactured weapons, imposing a -2 penalty on attack rolls. Improvised weapons, however, are already unwieldy, and the metal coating doesn't significantly affect their balance. If the wielder lets go of a weapon affected by the bracers, the liquid metal immediately turns back into a solid metal bracer- or bracers, in the case of a two-handed weapon-reappearing on the user's wrists. The bracers cannot therefore affect thrown weapons or ranged weapon ammunition.Craft Wondrous Item, major creationWondrous ItemAdventurer's Armory 2
Ring Of Balanced Gripmoderate transmutation7ring1600-This sturdy ring allows the user to ignore the nonproficiency penalty for using a particular type of improvised weapon, such as a crowbar or pitchfork, and grants a +1 enhancement bonus on attack rolls with that item as though it were a masterwork weapon.Forge Ring, masterwork transformationUMRingAdventurer's Armory 2
Scrap Collector's Strapfaint transmutation3none500-When this leather strap is tied around the grip of a broken weapon, the user can ignore the effects of the broken condition on that weapon. If the weapon loses its remaining hit points, it is destroyed as normal. Tying or untying the strap is a full-round action.Craft Wondrous Item, mendingWondrous ItemAdventurer's Armory 2
Apparatus Of The Octopusstrong evocation and transmutation19none20000400 lbs.An inactive apparatus of the octopus appears to be a large, sealed iron barrel big enough to hold two Medium creatures. Closer examination (and a successful DC 20 Perception check) reveals a secret catch that opens a hatch at one end. Anyone who crawls inside finds 10 unlabeled levers and seating for two Medium or Small occupants. These levers allow those inside to activate and control the apparatus's movements and actions. Lever (1d10) Lever Function 1 Extend/retract legs and tail 2 Uncover/cover forward porthole 3 Uncover/cover side portholes 4 Extend/retract tentacles 5 Manipulate tentacles 6 Move forward/backward 7 Turn left/right 8 Open/close "eyes" with continual flame inside 9 Rise/sink in water 10 Open/close hatch Operating one of the levers is a full-round action, and no lever may be operated more than once per round. However, since two characters can fit inside, the apparatus can perform up to two of its actions in the same round. The device can function in water up to 5,000 feet deep. It holds enough air for a crew of two to survive for 2d4+2 hours (or twice as long for a single occupant). When activated with the tentacles extended, the apparatus looks something like a giant octopus. Using the fifth lever, the apparatus's eight tentacles can manipulate objects about as well as hands, though they can't perform any actions that require fine motor control (such as Sleight of Hand or Disable Device), nor can they make any attacks, including combat maneuvers (the apparatus's listed CMB is solely to break free from a grapple). They can grasp items, and the apparatus can hold up to a maximum of 600 pounds of weight, including the occupants and anything that it grasps. When active, an apparatus of the octopus has the following characteristics: hp 100; hardness 5; Speed 5 ft., swim 40 ft.; AC 16 (+7 natural, -1 size); CMB +10; CMD 20.Craft Wondrous Item, animate objects, continual flame, creator must have 8 ranks in Knowledge (engineering)Wondrous ItemAquatic Adventures
Bag Of Tricks, Aquamarinefaint conjuration4none45001/2 lb.This bag of tricks (Core Rulebook 501) contains the following: d% Animal Source 1-30 King crab Ultimate Magic 117 31-60 Seal Bestiary 5 113 61-80 Dolphin Bestiary 88 81-90 Octopus Bestiary 219 91-100 Squid Bestiary 259Craft Wondrous Item, summon nature's ally IIWondrous ItemAquatic Adventures
Figurine Of Wondrous Power (coral Hippocampus)strong evocation and transmutation19none6000400 lbs.When animated, this figurine of wondrous power ( Core Rulebook 513) acts in all ways like a normal combat-trained hippocampus (Bestiary 2 155). 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 coral hippocampus again becomes a tiny statuette.Craft Wondrous Item, animate objectsWondrous ItemAquatic Adventures
Elixir Of Two Worldsstrong transmutation15none50001/2 lb.When a drinker willingly imbibes this elixir underwater, the elixir of two worlds transforms either a humanoid-shaped land-dwelling creature or a merfolk-shaped sea-dwelling creature instantaneously. A land-dweller's legs transform into a tail fin (granting him a land speed of 5 feet and swim speed of 40 feet) and he gains the aquatic subtype, while a sea-dweller's tail fin transforms into legs (granting him a land speed of 30 feet and no swim speed) and he loses the aquatic subtype. Because the drinker must imbibe it underwater, he must use a potion spongeARG or a potion sureseal bladder. Further, it's impossible to use alchemical allocationAPG with this elixir. Only miracle, wish, or similar magic, or another elixir of two worlds, can reverse the elixir's effects.Craft Wondrous Item, fins to feetARG, polymorph any objectWondrous ItemAquatic Adventures
The Gasping Pearloverwhelming transmutation20none-14 lbs.Long ago, the tyrannical elemental lords waged war on their benevolent counterparts and imprisoned them in powerful, unique artifacts. This lost artifact imprisons Lysianassa, Empress of the Torrent, much like the Moaning Diamond (see Pathfinder Campaign Setting: Artifacts & Legends) holds Sairazul, the Crystalline Queen. The Gasping Pearl appears to be a perfectly spherical iridescent abalone pearl the size of a human fist. At all times, it gives forth a choking, gasping sound, as if struggling to breathe. Despite this constant, disturbing noise, the Gasping Pearl is not evil. Three times per day, the bearer can call upon its power to move and control water as if by the spell control water, affecting a 500-foot-by-500-foot area up to 100 feet deep. Once per day, the Gasping Pearl can also summon an elder water elemental (Bestiary 127) with maximum hit points that serves the caster until it is slain; only one such elemental can be summoned at a time.ArtifactAquatic Adventures
Murky Metamagic Rod, Lesser(no school)5none1500-The wielder of this rod can transform mist and fog spells into murky sediment underwater up to three times per day as though using the Murky Spell feat.Craft Rod, freedom of movementRodAquatic Adventures
Murky Metamagic Rod(no school)5none5500-The wielder of this rod can transform mist and fog spells into murky sediment underwater up to three times per day as though using the Murky Spell feat.Craft Rod, freedom of movementRodAquatic Adventures
Murky Metamagic Rod, Greater(no school)5none12250-The wielder of this rod can transform mist and fog spells into murky sediment underwater up to three times per day as though using the Murky Spell feat.Craft Rod, freedom of movementRodAquatic Adventures
Staff Of Wavesstrong necromancy13none903005 lbs.This staff is made of entwined coral and topped with a brilliant sapphire. The staff functions as a +1 quenching quarterstaff above the waves and a +1 impact quarterstaff below, and attacks with the staff of waves take no penalties for being bludgeoning melee attacks underwater. It allows use of the following spells: • Hydraulic torrentAPG (1 charge) • SlipstreamAPG (1 charge) • Wave form (2 charges) • Ride the wavesUM (2 charges) • VortexAPG (3 charges)Craft Staff, hydraulic torrentAPG, ride the wavesUM, slipstreamAPG, vortexAPG, wave formStaffAquatic Adventures
Steam Metamagic Rod, Lesserstrong (no school)17none15001 lb.The wielder of this rod can cast fire spells effortlessly underwater up to three times per day as though using the Steam Spell feat.Craft Rod, freedom of movementRodAquatic Adventures
Steam Metamagic Rodstrong (no school)17none55001 lb.The wielder of this rod can cast fire spells effortlessly underwater up to three times per day as though using the Steam Spell feat.Craft Rod, freedom of movementRodAquatic Adventures
Steam Metamagic Rod, Greaterstrong (no school)17none122501 lb.The wielder of this rod can cast fire spells effortlessly underwater up to three times per day as though using the Steam Spell feat.Craft Rod, freedom of movementRodAquatic Adventures
Tidefinderfaint divination5none20001/2 lb.This delicate spherical blood coral compass has a longer outer needle and a shorter inner needle. When the holder activates it, the outer needle points in the direction of the nearest tide or current within 1 mile, changing color from red to violet to indicate the relative distance (red meaning within 30 feet and violet meaning almost 1 mile away) and the inner needle points in the direction of the tide or current, changing color from red to violet based on the relative speed (red meaning extremely turbulent, up to 200 feet per round, and violet meaning less than 5 feet per round).Craft Wondrous Item, locate object, slipstreamAPGWondrous ItemAquatic Adventures
Traveler's Wet Suitfaint divination3body27504 lbs.This wet suit protects against environmental cold damage and hypothermia. Anything stored in its waterproof pockets is kept magically separate from any surrounding water, even if the wearer opens the pocket underwater. Finally, the wearer gains a +2 competence bonus on Swim checks.Craft Wondrous Item, endure elementsWondrous ItemAquatic Adventures
Liberator's Keyfaint transmutation5none2000-This tiny, unremarkable silver key can open nearly any set of shackles. When the key is inserted as a standard action into the keyhole of locked leg irons, manacles, or shackles, the lock unlocks provided that its Disable Device DC is 30 or lower. Shackles whose lock has a Disable Device DC of 15 or lower are instantly and silently broken into fragments. A liberator's key can be used 10 times, after which it crumbles to dust.Craft Wondrous Item, knock, shatterWondrous ItemAdventurer's Guide
Subtle Slippersfaint transmutation5feet55002 lbs.These worn, shapeless leather slippers magically shrink or enlarge to fit any foot placed within, and are as comfortable as a well-brokenin pair of boots. When worn by a halfling, the slippers fade from view almost entirely, manifesting as strips of soft leather wound around the ankles so as to allow the halfling to enjoy the comforts of being barefoot while still wearing them. A pair of subtle slippers conceal their wearer's passage, leaving no footprints or scent trail, as per the spell pass without trace, regardless of terrain. They also grant the wearer a +5 competence bonus on Stealth checks. Once per day as a standard action, a character wearing subtle slippers can select up to four other creatures within 30 feet to gain a +5 competence bonus on Stealth checks. This bonus lasts for 1 hour, but is suppressed for any creature who moves more than 30 feet away from the character wearing the slippers. If that creature returns to a position within 30 feet of the wearer of the slippers before the effect's duration expires, the bonus reactivates for that character. The effect ends at once for all affected if the wearer of the slippers removes the footwear, is knocked unconscious, or is killed.Craft Wondrous Item, pass without traceWondrous ItemAdventurer's Guide
Tiller's Pendantfaint illusion and transmutation3none6400-This cluster of emeralds attached to a delicate golden clasp is arranged in the likeness of a five-petaled blossom. Regardless of how it is worn, it does not take up an item slot. As long as the pendant is visible on the wearer's person, it grants a +4 competence bonus on Disguise and Stealth checks to the wearer. In addition, once per day when the command word is spoken, the emeralds take on the appearance of a living flower, gaining the ability to magically imbue 2d4 freshly picked berries so that each can provide a meal and cure 1 point of damage when eaten, as per goodberry.Craft Wondrous Item, disguise self, goodberryWondrous ItemAdventurer's Guide
Whispering Shellfaint illusion3none3000-This striped conch shell appears to be nothing more than a piece of flotsam idly picked up by a beachcomber. Once per day when held to the lips, the conch shell absorbs a whispered message of 25 words or fewer and stores the spoken words indefinitely. When pressed to the ear and prompted by the command word, the shell repeats its message as a whisper that cannot be heard by anyone except the creature holding the conch shell. A whispering shell can only hold one such message at a time, but can replay its message as often as a creature issues the command to do so.Craft Wondrous Item, whispering windWondrous ItemAdventurer's Guide
Efreeti Hornsmoderate transmutation8headband240001 lb.The wearer of efreeti horns gains a +4 enhancement bonus to Wisdom. In addition, the wearer can spend 1 ki point as a full-round action to gain the effects of enlarge person (self only) or reduce person (self only) for 1 minute. These effects apply to the wearer regardless of her actual creature type.Craft Wondrous Item, enlarge person, owl's wisdom, reduce personWondrous ItemAdventurer's Guide
Gloves Of Unfolding Windfaint evocation3hands100001 lb.These white fingerless gloves are decorated with a spiral on the back of the hand. For the purposes of resolving the effects of high winds, the wearer is treated as one size larger and his thrown weapons are treated as siege weapons. In addition, the wearer can spend 1 ki point to create a gust of wind.Craft Wondrous Item, gust of windWondrous ItemAdventurer's Guide
Monastic Wardenmoderate evocation and transmutation8none235303 lbs.This +1 ki focus temple swordUE is often gifted to select students. A character making an attack with this blade can spend 1 ki point as a swift action to ignore any shield bonus to AC her target has for that attack. Three times per day, the wielder of the monastic warden can slash the air in her target's direction, causing a shimmering copy of the sword formed of white light to streak toward the target. The wielder must make a ranged touch attack against the target. A creature struck by the shimmering blade takes 4d8 points of force damage. If the target is struck while on the grounds of a site sacred to the wielder, the target instead takes 8d6 points of force damage and is dazed for 1 round. A successful DC 14 Will saving throw reduces the damage by half and negates the daze effect.Craft Magic Arms and Armor, arrow of lawUMWeaponAdventurer's Guide
Mountainshaper's Girdlemoderate transmutation8belt250001 lb.This wide belt grants the wearer a +4 enhancement bonus to Strength. In addition, the wearer can spend 1 ki point to use stone shape. When he uses this ability, he can instead choose to shape metal, but he can affect only one-tenth as much material. To shape a usable weapon out of metal or stone, the wearer must succeed at a Craft (weapons) check. Items created in this way can never be of masterwork quality.Craft Wondrous Item, bear's endurance, stone shapeWondrous ItemAdventurer's Guide
Traveling Master's Turbanfaint transmutation3head40001 lb.This turban consists of 30 feet of cloth held in place by a brooch. The owner can command the turban to tie or untie itself as a move action. When the turban is tied on the wearer's head, the wearer gains the benefits of endure elements. Once per day when the turban is untied, the owner can use the fabric to perform a rope trick (as per the spell rope trick). In addition, the owner can spend 1 ki point as a swift action to cast animate rope.Craft Wondrous Item, animate rope, endure elements, rope trickWondrous ItemAdventurer's Guide
Lantern Of Hidden Lightfaint evocation5none10002 lbs.A lantern of hidden light can be an invaluable tool for one who wishes to see in darkened areas without being revealed to those accustomed to the darkness. This magical lantern can be activated with a touch to one of its crystal panes, and functions as a hooded lantern, save that this light (and what it illuminates) is visible only to the character who holds the lantern in one hand. To other observers, the lantern always appears unlit, and does not appear to be shedding any light at all.Craft Wondrous Item, lightWondrous ItemAdventurer's Guide
Bands Of Unbreakable Camaraderiemoderate divination11wrists50001 lb.While worn, this pair of plain steel armbands limits the ability of the wearer to strike out against his comrades with weapon attacks, in the event he is unable to control his own actions (such as if confused or dominated) or unable to distinguish friends from foes (such as if blinded). The armbands grow heavier and hinder the wearer's momentum under these circumstances, causing him to take a -4 penalty on attack rolls against creatures he would otherwise consider allies. Alternatively, two creatures can each wear one of the armbands, occupying the wrists slot for both. Under these conditions, the bands apply only half the normal penalty on attack rolls against allies. However, the two wearers ignore each other for any effects that would cause them to attack the closest creature, unless one wearer purposefully attacks the other. Even if the wearers do attack one another, their attacks take the full -4 penalty, always fail to confirm critical hits, and deal nonlethal damage only.Craft Wondrous Item, battlemind linkUMWondrous ItemAdventurer's Guide
First Aid Glovesmoderate conjuration9hands45001 lb.These gloves have a sapphire decorating each finger, bearing 10 in all. While wearing a pair of first aid gloves, as a standard action the wearer can cast any of the following spells (caster level 9th), permanently expending a number of sapphires equal to the spell's level (as denoted in parentheses after each spell): breath of life (5), cure critical wounds (4), cure light wounds (1), cure moderate wounds (2), cure serious wounds (3), and mass cure light wounds (5). When casting a spell from the gloves, the wearer can't expend sapphires on different hands; thus only a full hand's worth of gems can be used to cast breath of life or mass cure light wounds. Regardless, both gloves must be worn to function. Once all of the sapphires are expended, a pair of first aid gloves becomes nonmagical.Craft Wondrous Item, breath of life, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, mass cure light woundsWondrous ItemAdventurer's Guide
Wayfinderfaint evocation5none5001 lb.A small magical device patterned on the design of ancient Azlanti relics, a wayfinder is a compact compass typically made from silver and bearing gold accents. While it serves as a badge of office for agents of the Pathfinder Society, a wayfinder is as much a handy tool as a status symbol. With a command word, the bearer can cause a wayfinder to shine (as per light). A wayfinder also acts as a nonmagical (magnetic) compass, granting a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders feature a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants the bearer its normal benefits as if it was orbiting her head, and resonates its powers with the wayfinder, replacing its ability to shine with a different power-see Wayfinders and Resonance on page 149.Craft Wondrous Item, lightWondrous ItemAdventurer's Guide
Wayfinder, Ebonfaint evocation and transmutation5none180001 lb.Favored by Pathfinders exploring dark and dangerous locales, the exterior of this wayfinder is constructed of panels of darkwood with ebony inlays. The panels slide apart to reveal platinum meshwork capable of holding one or two ioun stones. An ebon wayfinder grants the bearer darkvision with a range of 60 feet, and with a command word it can create darkness (as per the spell) once per day, centered on itself. When one ioun stone is slotted into the device, its darkness ability no longer functions. When a second stone is placed in it, the darkvision ability no longer functions.Craft Wondrous Item, darkness, darkvisionWondrous ItemAdventurer's Guide
Wayfinder, Shiningfaint divination3none20001 lb.A shining wayfinder appears as a polished silver compass. 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 does not point to anything in particular (not even to the north).Craft Wondrous Item, detect evil, light, protection from evilWondrous ItemAdventurer's Guide
Wayfinder, Vanishingfaint 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), the bearer of a vanishing wayfinder can press a hidden catch as a standard action 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 uses 1 minute of duration, even if the user becomes visible by making an attack or by some other means before that minute is up.Craft Wondrous Item, invisibility, lightWondrous ItemAdventurer's Guide
Wayfinder Of Hidden Strengthfaint evocation and transmutation5none50001 lb.This wayfinder is made of heat-treated bronze that seems to warp and shimmer in the light. It contains a single slot to store an ioun stone (Pathfinder RPG Ultimate Equipment 305), and the wayfinder's construction allows the bearer to overtax the ioun stone's magical properties once per day to create a special, short-term resonance effect based on the stone's shape. This process suppresses any other resonance effects the ioun stone might grant for 24 hours. The ioun stone is especially fragile during this time, crumbling to pieces if removed from the wayfinder of hidden strength before the 24-hour period has ended. Ellipsoid: As an immediate action, the bearer can roll 1d6 after failing a saving throw against a spell or spell-like ability and add the result to the saving throw retroactively; if the bonus is high enough to turn the failure into a success, the save is successful. The bearer instead rolls 1d8+1 if the slotted ioun stone costs between 10,000 and 30,000 gp, or 1d10+2 if the ioun stone costs more than 30,000 gp. Prism: As a free action before attempting any d20 roll, the bearer can roll two dice and choose which result to use. Rhomboid: As a swift action, the bearer gains a number of temporary hit points equal to the slotted ioun stone's market price divided by 1,000 (maximum 25 temporary hit points). These temporary hit points last 1 hour. Sphere: As an immediate action, the bearer can roll 2d4 after failing a skill check and add the result to the check retroactively; if the bonus is high enough to turn the failure into a success, the check is successful. The bearer instead rolls 3d4 if the slotted ioun stone costs between 10,000 gp and 30,000 gp, or 4d4 if the ioun stone costs more than 30,000 gp. Spindle: As a full-round action, the bearer can restore 1d4 points of ability damage to one of her ability scores. If the slotted ioun stone costs more than 15,000 gp, she instead restores 1d6 points of ability damage.Craft Wondrous Item, gallant inspirationAPG, lightWondrous ItemAdventurer's Guide
Eye Of The Mantismoderate divination9none2000-This 1-inch red marble statue depicts a tiny praying mantis. When the command word is uttered, the mantis comes to life and moves as its owner instructs, as per a sensor eye from a prying eyes spell. The mantis remains animated for up to 9 hours or until it returns to the bearer and replays what it saw, at which point it reverts to statue form for 1 day. If the mantis is destroyed while animate, it reverts to statue form.Craft Wondrous Item, prying eyesWondrous ItemAdventurer's Guide
Devil Catchermoderate abjuration and divination7none303206 lbs.This +1 net is made from fine silvery cords rather than simple rope. The net prevents extradimensional travel, affecting any creature entangled by it as per dimensional anchor for as long as it remains entangled. Additionally, any invisibility effects targeting a creature entangled by the net are suppressed so long as it remains entangled. Devils take a -4 penalty on Strength checks and Escape Artist checks to free themselves from a devil catcher.Craft Magic Arms and Armor, dimensional anchor, invisibility purgeWeaponAdventurer's Guide
Sterling Saltfaint transmutation7none15001 lb.This coarse-grained salt is flecked with bands of silver running through each crystal. A spellcaster can include this salt as a material component when casting a spell, even if the spell does not normally require material components. Any bludgeoning, slashing, or piercing damage dealt by a spell enhanced by sterling salt is treated as good and silver for the purpose of overcoming damage reduction and suppressing regeneration, in addition to its normal type. If a creature that is adversely affected by silver (such as a devil or lycanthrope) is affected by a spell augmented by sterling salt, that creature takes a -1 penalty on its saving throw to resist or negate the effects of the spell (if a saving throw is allowed).Craft Wondrous ItemWondrous ItemAdventurer's Guide
Jar Of Lightningfaint evocation5none8001 lb.This clear glass jar has a stone lid held fast against a leather sealing ring by a hinged metal clamp. A marble-sized orb of crackling electricity flits within the jar. A jar of lightning can be activated only once in one of two ways-it can be thrown, or it can be opened. In either case, once activated, the jar of lightning is expended. If the jar is thrown, it behaves as a splash weapon that deals 5d6 points of electricity damage on a direct hit, and deals 1d6 points of electricity damage to adjacent targets as splash damage. When the jar is merely opened, the trapped sphere of lightning floats up and out of the jar to hover in the space in which it was released. When a creature or metal object enters the square in which the ball of lightning is floating, the ball detonates. If it detonates on the first round after its release, the ball of lightning deals 2d6 points of electricity damage to the creature or metal object that detonates it. This damage increases by 2d6 for each additional round after its release, until it reaches its maximum damage potential of 10d6 points of electricity damage on the fifth round. Creatures in adjacent squares take half this damage. If the ball of lightning hasn't detonated by the end of the fifth round, it fades away harmlessly. Any creature damaged in this way can attempt a DC 15 Reflex save for half damage. An arrow shot into or through the square in which the ball hovers is sufficient to detonate the sphere.Craft Wondrous Item, call lightning or lightning boltWondrous ItemAdventurer's Guide
Snake Charmer's Flutestrong conjuration and enchantment17none260003 lbs.Two distinct songs are etched on the entwined pipes of this flute. Playing the first creates a soothing, rhythmic melody that lulls snakes and serpents into compliance. This tune grants a +5 competence bonus on Handle Animal and wild empathy checks to influence snakes as well as snakelike animals and magical beasts. If the musician lacks the wild empathy class feature, she can still use this song to influence snakes and snakelike creatures as if she had wild empathy, applying only her Charisma modifier and the flute's +5 bonus to the roll. The second song of the snake charmer's flute can be performed only once per day as a full-round action. When used, it summons an advanced giant anaconda (Pathfinder RPG Bestiary 2 292, 252). This serpent obeys the musician's mental commands and remains as long as the user continues to spend a move action each round maintaining the tune, up to a maximum of 3 minutes.Craft Wondrous Item, dominate monster, summon nature's ally VIIIWondrous ItemAP 120
Hammer Of Seismic Assaultstrong evocation15none800005 lbs.This +3 impactUE warhammer deals 2d6 points of bludgeoning damage when it hits. As a swift action, the wielder can will the hammer's crystalline head to grow jagged spikes, switching its damage type to piercing for a single blow. When the bearer confirms a critical hit with the hammer of seismic assault, a concussive blast emits from the hammer in a 10-foot-radius spread, causing a tremor to rip through the ground. Any creatures standing on the ground in this area with a CMD equal to or lower than the result of the confirmation roll are knocked prone. This damaged area is considered rough terrain for 10 minutes.Craft Magic Arms and Armor, earthquake, lead bladesAPGWeaponAP 120
Cubic Spiralstrong (all schools)20none-120 tonsThe cubic spiral regulates the environment around it when directed by a knowledgeable operator. Shallow gouges on one side of the block serve as a bed in which up to 20 tiny clusters of cubic minerals blossom and grow. Plucking a cluster is a standard action, and plucked clusters regrow on the relic in 1 month. Plucked clusters have no powers of their own, but inserting a cluster into one of the six holes in the cubic spiral as a standard action activates one of the artifact's functions. Once a user activates a function of the cubic spiral, the function remains active until complete (if a limitation is specified below), until the user commands the artifact to cease its function, or until the user is no longer within 1,000 feet. Except for the diminution function, the cubic spiral can engage in only one function at a time. Diminution (front facing, smallest hole): The cubic spiral shrinks to any size between its full size and 1 foot in height, as commanded. The weight of the artifact decreases proportionally with its height; at its smallest size, it weighs 150 pounds. Drill (front facing, middle hole): This function activates only if the cubic spiral is at its smallest size. The cubic spiral spins and pushes its way relentlessly in an indicated direction, boring an 18-inch-diameter hole into solid objects at a rate of 10 feet per round. The cubic spiral can bore through any material with a hardness of less than 20. Creatures can move easily out of the way of the spinning artifact, but those that don't take 20d6 points of slashing damage (no save). The user indicates a maximum distance when this function is activated, up to 1,000 feet. Once it has reached this distance, or if it cannot proceed to the full distance, the cubic spiral returns to the user through the borehole. Slide (front facing, largest hole): The cubic spiral slides rapidly in an indicated direction at a speed of 100 feet per round. This movement need not be along the ground, as the artifact can slide through the air or across water. The cubic spiral deals 20d6 points of bludgeoning damage to creatures and objects in its path (Reflex DC 20 negates). If it's not at its full size, reduce the damage dealt by 1d6 for each foot smaller than its full size. The user indicates a maximum distance when this function is activated, up to 1,000 feet. The cubic spiral's slide stops at the end of this distance or if it encounters a wall or other impassable object. If airborne at the end of its slide, it falls but takes no damage regardless of the distance fallen. Temperature Regulation (rear facing, smallest hole): The cubic spiral radiates waves of heat or cold to adjust the temperature within 1,000 feet. The user indicates a temperature between -20° F and 140° F, and the artifact maintains that temperature within the area. Tornado (rear facing, middle hole): The cubic spiral spins quickly in place, creating an effect like a stationary tornado (Pathfinder RPG Core Rulebook 439) within 100 feet and creating severe winds within 1,000 feet. Vacuum (rear facing, largest hole): The cubic spiral destroys all air adjacent to it each round. Creatures adjacent to the artifact can't speak, use breath weapons, cast spells with verbal components, or do anything else that requires breathing. If the cubic spiral is in a sealed chamber, air-breathing creatures in the chamber eventually suffocate.ArtifactAP 120
Earth's Eyestrong transmutation18headband-1-The earth's eye is a small geode that resembles a crystalline eye that sparkles brilliantly. When the earth's eye is worn on a headband and positioned in the center of the forehead, it creates a mental bond between the wearer and all natural, unworked stone within 200 feet. By concentrating, the wearer can alter this stone in the following ways. These changes are permanent but are too gradual to damage most creatures and objects. Calcific Alterations: The wearer pulls mineral-rich moisture through the stone to create stalactites, stalagmites, and similar rock formations. These formations are the same type of stone as the surrounding area, and they appear to be seamless, natural growths. This change requires 1 full round of concentration for each 5-foot square affected. Create Habitat: The wearer draws forth a natural spring or pool of clear water, causes edible molds or fungi to sprout, or opens narrow vents that bring in fresh air from elsewhere. This change requires 1 full round of concentration for each 5-foot square affected. Crystalline Forms: The wearer transforms stone into translucent crystal. Sighted creatures can see through up to 30 feet of translucent crystal; thicker crystal is too cloudy to see through. The wearer can also transform nonmagical crystal into ordinary stone. This change requires 1 minute of concentration for each 5-foot square affected. Reduce Stone: The wearer can remove stone entirely, but the resulting open space appears natural. Anything previously supported by stone that was removed entirely-such as a cavern ceiling-collapses. This change requires 1 minute of concentration for each 5-foot square affected. Stone Tell: The wearer can cause a 5-foot-square area of stone to ripple slightly, displaying momentary images of creatures and objects that have touched, used, or passed by the stone. This functions as stone tell but works only on natural stone. This requires 10 minutes of concentration. The earth's eye does not function when in natural sunlight.ArtifactAP 120
Saltspray Ringfaint conjuration and transmutation5ring4500-This mithral ring is engraved with a pattern of rolling waves that encircles the entire band. The saltspray ring is immune to rust, both from natural oxidation and rust caused by magical effects. Upon command, the ring causes a thick vapor to continuously surround its owner as per obscuring mist, except the mist has a 10-foot radius from the wearer and the area of effect moves with the wearer. This mist is exceedingly wet and extinguishes all nonmagical fires within its area. Magical fires and creatures with the fire subtype are not dispelled or adversely affected by the mist, though such creatures find being in the fog to be an uncomfortable experience. The mist does not permit aquatic creatures without the amphibious special quality to breathe out of water, but creatures that must remain wet or suffer a negative effect or condition have that requirement satisfied by the ring's effect. This effect can be dismissed as a standard action. The ring has no effect whatsoever underwater.Forge Ring, obscuring mist, quenchRingAP 121
Bracers Of Volcanic Mightmoderate abjuration and evocation10wrists150002 lbs.Magma oozes out of cracks in these obsidian bracers. Once per day as a swift action, you can gain the benefits of fire shield [warm] and stoneskin [50 points] until the beginning of your next turn. If you activate these bracers as a standard action, the effect lasts for 5 rounds instead.Craft Wondrous Item, fire shield, stoneskinWondrous ItemPFS 8-25
The Untouchable Opaloverwhelming transmutation20none-14 lbs.Three times per day as a full-round action, the bearer of the Untouchable Opal can call upon its power to create a violent thunderstorm, creating a 60-foot-radius column of swirling air that increases the area's wind strength by two steps (maximum severe winds) and allowing the bearer to direct bolts of lightning as call lightning storm. These bolts deal 5d10 electricity damage each, as though they were created outdoors in a stormy area. Once per day as a standard action, the Untouchable Opal can also summon an elder air elemental with maximum hit points. This creature serves the bearer until slain; only one such elemental can be summoned at a time. For each Air Affinity boon the gem's wielder has, she can use the artifact to cast chain lightning (CL 20th, DC 24) once per day.ArtifactPFS 8-25
Ioun Gauntletfaint divination and evocation5hand16005 lbs.Much like wayfinders, an ioun gauntlet grants enhanced or altogether new abilities depending on the type of ioun stone inserted into its matrix. In its base form, an ioun gauntlet grants its wearer the ability to cast detect magic as a spell-like ability once per day. When the detect magic effect is active, the gauntlet also sheds illumination as light in the 60- foot cone of the detect magic effect. An ioun gauntlet features a single matrix in the back of the hand, suitable for one ioun stone. When an ioun stone is inserted into the matrix as a standard action, the wearer gains the associated bonus from the ioun stone as well an additional effect based on the shape of the ioun stone inserted, as listed below. While a creature can put on two ioun gauntlets, the wearer gains the additional benefit from only one inserted ioun stone. Cabochon: +1 enhancement bonus on Acrobatics checks. Disk: +1 enhancement bonus on Linguistics checks. Ellipsoid: +1 enhancement bonus on Knowledge (arcana) checks. Nodule: +1 enhancement bonus on Knowledge (geography) checks. Pentacle: +1 enhancement bonus on Knowledge (religion) checks. Prism: +1 enhancement bonus on Perception checks. Pyramid: +1 enhancement bonus on Appraise checks. Rhomboid: +1 enhancement bonus on Stealth checks. Sphere: +1 enhancement bonus on Sense Motive checks. Spindle: Bonus language (Aboleth). Star: +1 enhancement bonus on Knowledge (nobility) checks. Trillian: +1 enhancement bonus on Bluff checks.Craft Wondrous Item, detect magic, lightWondrous ItemAP 122
Necklace Of Air Adaptationmoderate transmutation7neck10000-This necklace grants an aquatic wearer the ability to breathe air, and renders it amphibious as per the universal monster rule, allowing it to survive on land indefinitely. The necklace also gives the wearer a base speed of 30 feet (or a +10 enhancement bonus to its base speed, if the wearer's speed is already at least 30 feet).Craft Wondrous Item, air breathing (Pathfinder RPG Monster Codex 189), expeditious retreatWondrous ItemAP 122
Figurine Of Wondrous Power (pearl dolphin)moderate enchantment and transmutation11none76005 lbs.This 2-inch-long pearl figurine turns into a dolphin on command (but it retains its composition, which gives it hardness 10). The dolphin follows the verbal commands of the creature who spoke the command word and will follow commands as a summoned creature. With a second command word, the dolphin will swim to an indicated location at double its swim speed, bearing a message just like a creature affected by an animal messenger spell. The pearl dolphin can maintain its nonfigurine status for only 24 hours per week. The duration need not be continuous, but it must be used in 1-hour increments.Craft Wondrous Item, animal messenger, animate objectsWondrous ItemAP 122
Arbalest Cloakmoderate transmutation9shoulders90008 lbs.Images of ballistae ornament this metallic cloak, which fits easily over armor and other bulky clothing. The wearer can activate this cloak as a swift action, causing the garment to splay outward for 1 round, its jagged hem protruding around the wearer in stiff, sharp points. While the cloak is active, the wearer counts as wearing masterwork armor spikes with which she is proficient, and she can walk on air (as though using the air walk spell). If she's riding a mount, the air walk effect instead affects the mount while the cloak is active, and the mount can move with the item's help even if it's not specially trained to move with the aid of air walk. If the wearer (or her mount) isn't standing on a solid surface by the end of the round, she immediately falls, taking any applicable falling damage. In addition, on her first successful charge attack during the round the cloak is active, the wearer deals an additional 1d6 points of piercing damage (1d4 if she is Small), plus another 1d6 (or 1d4 if she is Small) for every 20 feet the wearer traveled in a straight line during the charge (maximum 3d6). This cloak can be activated up to three times per day, but not more often than once per minute.Craft Wondrous Item, air walk, bull's strengthWondrous ItemAP 122
Electro-Temporal Bracerstrong transmutation17wrists320001 lb.This rune-carved bracelet is made of thick, bright gold and allows the wearer to manipulate time through electricity magic. As a swift action, the wearer can activate the bracer, creating a nimbus of crackling blue energy that surrounds the hand wearing the electro-temporal bracer for up to 3 minutes each day. This duration need not be continuous, but it must be used in 1-minute increments. While the nimbus is active, spells with the electricity descriptor cast by the wearer have an additional effect, chosen by the wearer as each spell is cast: the spell dazzles all targets of the spell for 1 round, the spell staggers a single target of the spell for 1 round, or the spell provides a single target of the spell the benefits of haste for 1 round. The staggered and haste effects affect only one target selected by the caster as the spell is cast, even if the spell affects multiple targets. There is no saving throw for these additional effects, but a target that avoids the effects of the electricity spell entirely (such as by negating the effect with a successful save, or by having immunity to the spell's damage) is not subject to the additional effect. (A target of an additional effect that successfully saves against the electricity spell but still takes partial damage is still subject to the additional effect.) If the wearer takes at least 50 points of electricity damage from a single source (such as a trap or a spell), the wearer immediately benefits from the effects of time stop, and the electro-temporal bracer ceases functioning for 1 month.Craft Wondrous Item, haste, slow, time stopWondrous ItemAP 122
Regression Minemoderate enchantment10none15002 lbs.A regression mine is a nondescript plate of metal that can be armed to deliver a terrible, mind-affecting curse. Arming the mine requires a move action, and deploying it in an adjacent square requires a standard action. An armed regression mine must be deployed within 3 rounds; otherwise, it must be rearmed before it can be deployed. Once it has been deployed, a regression mine triggers when any creature enters its space. The triggered mine emits an invisible magical field in a 20-foot-radius burst centered on itself, which lasts for 1 minute before dissipating. Creatures in this field when the mine activates or that enter it while it remains active are confused and take a -4 penalty to their Intelligence scores as long as they remain in the field and for 1 minute thereafter. When a creature with the confused condition from this effect determines its action, it must reroll any result that isn't "attack nearest creature" and take the second result. A creature in the field of a regression mine can avoid its effects with a successful DC 15 saving throw, but it must continue attempting saving throws at the same DC each round it remains within the regression mine's field. A regression mine is a single-use item; once triggered, the mine is inert and nonmagical. An armed regression mine in the area of another regression mine's active field automatically triggers; therefore, a string of carefully placed mines can be activated in quick succession when only one of them is triggered. An armed or active regression mine can be disabled with a successful DC 30 Disable Device check. Failing the check to disable an armed regression mine by more than 5 immediately triggers it. If an active mine is disabled, its magical field immediately collapses. A regression mine is inherently unstable; a creature that takes damage while carrying an armed regression mine must succeed at a DC 15 Reflex saving throw, or the mine immediately activates.Craft Wondrous Item, confusionWondrous ItemAP 122
Slime Tendriloverwhelming transmutation20none-14 lbs.A horrid, slimy whip crafted from a severed aboleth's tentacle, the slime tendril grants the wielder unpleasant transformative powers akin to those of the aboleths. The wielder of the slime tendril can breathe water as well as air, as if under a constant water breathing effect. The slime tendril functions as a +3 quenchingUE scorpion whipUC. Three times per day as an immediate action, when the wielder damages a creature with the slime tendril, the wielder can force the creature to attempt a DC 20 Fortitude saving throw. Victims who fail this save are subjected to an aboleth's slime extraordinary ability (Pathfinder RPG Bestiary 8). Use of the slime tendril imparts a slow, terrible transformation upon the wielder. One day after the wielder first uses the slime tendril to affect another creature with the slime ability, the wielder's skin grows rubbery, increasing her natural armor bonus by 2. One week later, the wielder gains the aquatic subtype and the amphibious special quality, and she starts to experience strange dreams of cyclopean architecture in cavernous ocean trenches and a strong desire to live in the open ocean. If the wielder subsequently refrains from using the weapon's slime ability, these changes reverse after 1d4 months. Each time the wielder uses the weapon's slime ability during this time, she must succeed at a DC 20 Fortitude saving throw or transform permanently into a skum, using the statistics on page 253 of the Bestiary in place of her own. This transformation cannot be reversed while the wielder carries the slime tendril, and a wish or a miracle is required to reverse it otherwise. A wielder transformed into a skum by the slime tendril has a soul-piercing longing for the ocean and takes 1d4 Wisdom drain each day she spends on dry land. Aboleths within 10 miles of the slime tendril automatically become aware of the weapon's distance and direction, and they can use their dominate monster spell-like ability on the slime tendril's wielder as if the wielder were in the ability's normal range.ArtifactAP 122
Unctuous Wadersmoderate transmutation7feet672006 lbs.Created by a race of unknown undersea creatures only passingly familiar with humanoid physiology, these tall, uncomfortable boots are made of slimy skin that wriggles slightly. The boots function as slippers of the tritonUE, allowing the wearer to breathe and swim underwater. The boots constantly murmur telepathically to the wearer, alternating between sycophantic praise of the wearer's prowess and smug assurance that the boots will ensure that the wearer comes to no harm while underwater. The unctuous waders urge the wearer to explore beneath the waves, hoping to find some clues as to their creators and purpose, which the boots have long ago forgotten. If the wearer goes for more than a week without submerging herself in the ocean, the unctuous waders become less obsequious and more demanding. The unctuous waders can remove the ability to allow the wielder to breathe underwater, which they might do as a threat to compel obedience, or out of mere petulance. Three times per day as a standard action, the unctuous waders can exude slimy water from the heels to propel the user, as the slipstream spell.Craft Wondrous Item, ride the wavesUM, slipstreamAPGWondrous ItemAP 122
Insightful Scroll Casefaint divination5none50002 lbs.When magic scrolls are stored inside this electrum scroll case, glowing blue runes appear on the surface of the tube, indicating what spells are on the scrolls currently stored within. If the user has the spells on her spell list, she can read the runes while holding the scroll case in hand to cast spells from a scroll within the case as though it were in her hand. Casting spells from the scrolls in the case otherwise works as normal, and the scrolls inside the case are depleted as normal. The scroll case holds a maximum of five magic scrolls, and scrolls stored within are protected against fire, water, and other damage.Craft Wondrous Item, arcane sight, resist energyWondrous ItemAP 123
Ring Of Resistance +1faint abjuration5ring1500-Protective symbols adorn this magic ring. It functions as a cloak of resistance with an equivalent bonus.Forge Ring, resistance, creator's caster level must be at least three times the ring's bonusRingAP 123
Ring Of Resistance +2faint abjuration5ring6000-Protective symbols adorn this magic ring. It functions as a cloak of resistance with an equivalent bonus.Forge Ring, resistance, creator's caster level must be at least three times the ring's bonusRingAP 123
Ring Of Resistance +3faint abjuration5ring13500-Protective symbols adorn this magic ring. It functions as a cloak of resistance with an equivalent bonus.Forge Ring, resistance, creator's caster level must be at least three times the ring's bonusRingAP 123
Ring Of Resistance +4faint abjuration5ring24000-Protective symbols adorn this magic ring. It functions as a cloak of resistance with an equivalent bonus.Forge Ring, resistance, creator's caster level must be at least three times the ring's bonusRingAP 123
Ring Of Resistance +5faint abjuration5ring37500-Protective symbols adorn this magic ring. It functions as a cloak of resistance with an equivalent bonus.Forge Ring, resistance, creator's caster level must be at least three times the ring's bonusRingAP 123
Headband Of Twisted Intellectmoderate transmutation10headband80001 lb.This strange metal headband of vast intellect +2 is crafted in the shape of intertwined tentacles and adorned with runes in the Aboleth language. When a creature dons the headpiece, the tentacles seem almost alive, changing their size and shape to fit the contours of the wearer's head. The headband has two special indentations for ioun stones similar to those found in a wayfinder. When an ioun stone is inserted into one of the slots, the tentacles animate for a moment, adjusting themselves around the slot to accommodate the shape of the ioun stone. The wearer benefits from the ioun stone's effect as though the stone were orbiting her head. The headband uses a more refined version of the same technology that powers a wayfinder. First, it coaxes two ioun stones to manifest their resonant powers simultaneously. Furthermore, the slotted ioun stones do not suppress the headband's own magical abilities. However, if the wearer is also carrying, wearing, or wielding a wayfinder or any similar item into which ioun stones can be inserted, the two items suppress one another's abilities, but both return to normal when one is set aside.Craft Wondrous Item, fox's cunning, creator must be an abolethWondrous ItemAP 123
Ioun Memory Node Type Istrong transmutation13none6000-When this ioun stone is embedded in a clockwork construct, it grants the recipient humanlike sentience, as per the awaken construct spell. The transformation is not permanent, and regardless of the body a stone is embedded in, the creature in which it's embedded always gains the same alignment, Charisma score increase, Intelligence score, language, memories, personality, and skills. These statistics depend on the ioun memory node type, as noted in the table below. Type Int Cha Skills Languages Max HD I 7 +2 1 1 4 II 10 +5 2 1 8 III 12 +7 3 2 12 IV 15 +10 4 3 16 The skills, languages, and alignment are chosen when the node is created. The node grants a number of skill ranks in those skills equal to the clockwork's Hit Dice. Unlike awaken construct, an ioun memory node doesn't grant feats. A clockwork that is already intelligent can access the memories collected in the ioun memory node but is otherwise unaffected. A clockwork whose number of Hit Dice exceeds the maximum HD for that type of ioun memory node is unaffected.Craft Wondrous Item, awaken constructOAWondrous ItemAP 123
Ioun Memory Node Type IIstrong transmutation13none14000-When this ioun stone is embedded in a clockwork construct, it grants the recipient humanlike sentience, as per the awaken construct spell. The transformation is not permanent, and regardless of the body a stone is embedded in, the creature in which it's embedded always gains the same alignment, Charisma score increase, Intelligence score, language, memories, personality, and skills. These statistics depend on the ioun memory node type, as noted in the table below. Type Int Cha Skills Languages Max HD I 7 +2 1 1 4 II 10 +5 2 1 8 III 12 +7 3 2 12 IV 15 +10 4 3 16 The skills, languages, and alignment are chosen when the node is created. The node grants a number of skill ranks in those skills equal to the clockwork's Hit Dice. Unlike awaken construct, an ioun memory node doesn't grant feats. A clockwork that is already intelligent can access the memories collected in the ioun memory node but is otherwise unaffected. A clockwork whose number of Hit Dice exceeds the maximum HD for that type of ioun memory node is unaffected.Craft Wondrous Item, awaken constructOAWondrous ItemAP 123
Ioun Memory Node Type IIIstrong transmutation13none24000-When this ioun stone is embedded in a clockwork construct, it grants the recipient humanlike sentience, as per the awaken construct spell. The transformation is not permanent, and regardless of the body a stone is embedded in, the creature in which it's embedded always gains the same alignment, Charisma score increase, Intelligence score, language, memories, personality, and skills. These statistics depend on the ioun memory node type, as noted in the table below. Type Int Cha Skills Languages Max HD I 7 +2 1 1 4 II 10 +5 2 1 8 III 12 +7 3 2 12 IV 15 +10 4 3 16 The skills, languages, and alignment are chosen when the node is created. The node grants a number of skill ranks in those skills equal to the clockwork's Hit Dice. Unlike awaken construct, an ioun memory node doesn't grant feats. A clockwork that is already intelligent can access the memories collected in the ioun memory node but is otherwise unaffected. A clockwork whose number of Hit Dice exceeds the maximum HD for that type of ioun memory node is unaffected.Craft Wondrous Item, awaken constructOAWondrous ItemAP 123
Ioun Memory Node Type IVstrong transmutation13none36000-When this ioun stone is embedded in a clockwork construct, it grants the recipient humanlike sentience, as per the awaken construct spell. The transformation is not permanent, and regardless of the body a stone is embedded in, the creature in which it's embedded always gains the same alignment, Charisma score increase, Intelligence score, language, memories, personality, and skills. These statistics depend on the ioun memory node type, as noted in the table below. Type Int Cha Skills Languages Max HD I 7 +2 1 1 4 II 10 +5 2 1 8 III 12 +7 3 2 12 IV 15 +10 4 3 16 The skills, languages, and alignment are chosen when the node is created. The node grants a number of skill ranks in those skills equal to the clockwork's Hit Dice. Unlike awaken construct, an ioun memory node doesn't grant feats. A clockwork that is already intelligent can access the memories collected in the ioun memory node but is otherwise unaffected. A clockwork whose number of Hit Dice exceeds the maximum HD for that type of ioun memory node is unaffected.Craft Wondrous Item, awaken constructOAWondrous ItemAP 123
Dagon's Eyefaint divination and evocation5none126002 lbs.This chunk of yellow crystal glows like a torch, shedding normal light in a 20-foot radius and increasing the light level for an additional 20 feet by one step, up to normal light. The crystal floats in the air 1 foot above any solid surface and can be moved with little effort. Any form of Abyssal writing (books, scrolls, etc.) read by the light of Dagon's eye can be understood by any creature that perceives it, as if under the effects of a comprehend languages spell. If any form of Celestial writing is placed in the light of Dagon's Eye, the words erupt into a searing fireball that deals 6d6 points of fire damage to all creatures within 20 feet of the writing. Creatures in the area take only half damage with a successful DC 14 Reflex save. This ability functions once every 10 minutes.Craft Wondrous Item, comprehend languages, explosive runes, creator must worship a demon lordWondrous ItemAP 124
Seaspikestrong conjuration and transmutation12weapon703383 lbs.This elegant, short-hafted spear has a razor-sharp head carved from a single piece of ivory. A twisting ring of ivory and jade tentacles hovers and slowly rotates just beneath the spearhead. Along the walnut haft sparkle tiny chips of peridot, each the size of a pinhead. Seaspike is a +3 aberration bane shortspear with three special properties. First, the wielder of Seaspike can cast fire shield (chill) on herself three times per day as a 7th-level sorcerer. The chill shield takes the appearance of luminous blue and green flames that swirl around the wielder as if underwater. Second, Seaspike grants its wielder a swim speed of 30 feet when held. If the wielder already has a swim speed, Seaspike increases the swim speed by 10 feet. Third, Seaspike is treated as a light weapon for purposes of the Weapon Finesse feat and other similar abilities.Craft Weapon, fire shield, magic weapon, creator must have the Weapon Finesse feat, creator must have 5 ranks in SwimWeaponAP 124
Shell Of Sendingmoderate evocation7none12200-This conch shell measures only a few inches long and shimmers with a delicate pink color. Shells of sending always come in pairs, with each shell attuned to the other. If pairs are mixed up or lost, a shell of sending can be attuned to a new shell of sending in a process that takes 24 hours. Once per day, anyone holding a shell of sending can whisper up to 25 words into the shell. The sender's words emerge from the second shell, audible to anyone holding the attuned shell, as long as the receiver is on the same plane of existence. If the receiver wishes, she can send a return message of up to 25 words. Anyone eavesdropping on either sender or receiver must attempt a DC 14 Will saving throw. On a success, an eavesdropper can hear the speakers normally. On a failure, the speakers seem to be relaying gibberish and nonsense words to each other. Creatures who fail this saving throw by 5 or more are deafened for 1d4 minutes.Craft Wondrous Item, sendingWondrous ItemAP 124
Gauntlets Of The Deepmoderate abjuration7hands50002 lbs.These gloves are covered in fish scales and always feel cold and wet to the touch. While wearing these gauntlets, after a 24-hour attunement period, the wearer can throw a weapon that deals piercing damage underwater without penalty, using the weapon's normal range increment. When the wielder attacks a target in water from land, regardless of the weapon the wielder is using, the target doesn't benefit from cover or total cover for being in water.Craft Wondrous Item, freedom of movementWondrous ItemAP 124
Hollow Maskfaint conjuration5head30002 lbs.This porous wooden mask fits against the wearer's face much more tightly than its bulky, abstract design suggests. The mask is capable of storing air; the wearer can breathe normally underwater for 5 minutes before he has to hold his breath. While underwater, so long as there is still air left in the mask, it converts speech into vibrations in the water and vice versa, allowing the wearer to speak normally and hear the speech of other creatures wearing hollow masks within 60 feet as though they were not underwater. After a wearer has used the mask underwater, the mask needs an equal amount of time (maximum 5 minutes) to replenish its air supply.Craft Wondrous Item, air bubbleUC, messageWondrous ItemAP 124
Wavecutter's Figurinefaint transmutation3none60002 lbs.This rune-carved wooden statuette of a fish feels very slippery. When placed at the helm of any Large water vehicle (such as a rowboat or ship's boat), the friction between the boat and water is reduced considerably, allowing the boat to glide through the water more smoothly and swiftly. The boat gains a +20-foot enhancement bonus to its maximum speeds.Craft Wondrous Item, touch of the seaAPGWondrous ItemAP 124
Elixir Of Concordancemoderate evocation7none1100-This elixir is barely an ounce of blue-gold bubbling liquid. For 1 minute after drinking this elixir, a blue-gold aura surrounds the imbiber, shining light as per a candle. Each arcane spell cast by the imbiber during this time gains a +1 enhancement bonus to the DC of saving throws against the spell, and the spell can be cast as if one of the following metamagic feats were applied to it without increasing the spell level or casting time: Enlarge Spell, Extend Spell, Silent Spell, or Still Spell. The imbiber can choose which metamagic feat to apply each time she casts a spell and can use different metamagic feats throughout the duration of the elixir's effects.Craft Wondrous Item, arcane concordanceAPGWondrous ItemAP 125
Pearlescent Pyramid Ioun Stonestrong conjuration12none48000-This ioun stone resembles a small, pearl-white tetrahedron. This stone grants the ghost touch special ability to the user's unarmed strikes and to melee weapons she wields. The user can also focus her gaze as a standard action and gain the benefits of see invisibility for 1 round. If the user is incorporeal, corporeal melee weapons she touches gain the ghost touch special ability, allowing her to pick up and use corporeal melee weapons as normal. Resonant Power: This stone grants the ghost touch special ability to normal or masterwork light armor the user has worn for at least 24 hours. This benefit lasts as long as the armor is in the user's possession. Cracked: This stone functions as normal, but the user's unarmed strikes and melee weapons lose all enhancement bonuses and other weapon special abilities except for the ghost touch special ability granted by this stone (although a magic weapon that loses its enhancement bonuses still counts as a magic weapon for the purpose of overcoming damage reduction). Price: 32,000 gp. Flawed: This stone functions as normal, but it doesn't grant the user the benefits of see invisibility. Price: 45,000 gp.Craft Wondrous Item, creator must be 12th levelWondrous ItemAP 125
Azure Briolette Ioun Stonestrong enchantment and necromancy12none15000-This pear-shaped ioun stone sparkles in a brilliant blue color. Whenever a creature fails a saving throw against a mind-affecting spell cast by this ioun stone's user, the user gains a number of temporary hit points equal to the targeted creature's Charisma bonus (minimum 0) until the start of the user's next turn. These temporary hit points do not stack. The user doesn't gain temporary hit points from a creature that voluntarily fails its saving throw against the spell. Resonance: This stone allows the user to pick up on psychic resonance from corpses. So long as the user has carried the ioun stone continuously for at least 24 hours, the first three corpses touched by the user each day babble residual psychic impressions into the bearer's mind. This functions as the grave wordsOA spell, except that only the user can hear the corpse speak. Cracked: This stone functions as normal, but the number of temporary hit points gained from the azure briolette ioun stone cannot exceed the user's Charisma bonus (minimum 0). Price: 14,000 gp. Flawed: This stone grants only 1 temporary hit point, even if the target's Charisma bonus is higher than 1. Price: 8,000 gp.Craft Wondrous Item, creator must be 12th levelWondrous ItemAP 125
Amethyst Crescent Ioun Stonestrong varied12none-1-An amethyst crescent grants fast healing 2 to its wearer as well a +4 circumstance bonus on saving throws against negative energy and death effects.ArtifactAP 126
Radiant Blue Sphere Ioun Stonestrong varied12none-1-A radiant blue sphere ioun stone grants a +4 enhancement bonus to Wisdom while active.ArtifactAP 126
Vivacious Rose Prism Ioun Stonestrong varied12none-1-While in use, a vivacious rose prism ioun stone grants a +2 insight bonus to AC.ArtifactAP 126
Cerebrum Drillstrong abjuration and enchantment15none820008 lbs.This +3 aberration-bane conservingUE heavy crossbow is crafted with a darkwood body and embedded with brass, gold, and silver inlays. A creature struck by a bolt from this crossbow is affected by calm emotions (Will DC 16). On a confirmed critical hit, the save DC for this effect increases by 4. Up to three times per day as a swift action, the wielder can modify a loaded bolt into a brain-boring shot. These shots are not replenished by the conserving property of the weapon and are destroyed on impact or miss. Brain-Boring Shot: The bolt is magically capped with a reinforced metal head. When the bolt hits, it automatically strikes somewhere near the target's brain (this attack has no effect against a target without a brain). The bolt head detaches and bores into the target's flesh, dealing an additional 6d6 points of damage before dissolving. This damage is not multiplied on a critical hit. If the target is affected by an ongoing mind-affecting effect, it can immediately attempt a new Will save to remove the effect. If the brain-boring shot was a confirmed critical hit, the target gains a +4 circumstance bonus on its Will save.Craft Magic Arms and Armor, break enchantment, calm emotions, mind fogWeaponAP 126
Sparkling Blue Rhomboid Ioun Stonestrong varied12none-1-A sparkling blue rhomboid ioun stone grants a +4 enhancement bonus to Strength while in use.ArtifactAP 126
Helm Of Governancestrong abjuration20head-13 lbs.This helm masks the wearer's face and functions as a helm of telepathy combined with an amulet of proof against detection and location. The wearer can cast disguise self at will and benefits from discern lies and true seeing at all times. The helm provides complete protection from all gaze attacks and all forms of mental control. The helm also interfaces with illusory effects, allowing the wearer to see and hear through certain illusions as though those illusions acted as scrying sensors. The helm is currently attuned to numerous projection pads depicting Jazradan's programmed image, scattered throughout the ruins of Azlant. Once per day as a swift action, the wearer of the helm of governance can utter the Azlanti word for "stop," which causes a time stop effect. Similarly, up to three times per day as a swift action, the wearer can say "insufficient" in Azlanti, which targets a creature within 300 feet with greater dispel magic.ArtifactAP 126
Primogen Crownstrong abjuration and transmutation20head-1-This crenellated gold coronet, decorated with jewels and etchings of lions, seems heavier in the hand than expected. A single roaring lion's head decorates the crown's front. The Primogen Crown grants its wearer a +5 resistance bonus on saving throws, a +5 deflection bonus to AC, immunity to mind-affecting effects, spell resistance equal to the wearer's CR + 11, a constant true seeing effect, and the ability to speak and be clearly heard by all sentient creatures within 1,000 feet. The crown also grants a +4 enhancement bonus to the wearer's Intelligence, Wisdom, and Charisma scores (with ranks in Knowledge [history] and Knowledge [nobility] as well as the ability to speak and read Azlanti and Celestial, as per a headband of vast intelligence). Once per day, the wearer of the Primogen Crown can cast the following as spell-like abilities (CL 20th): banishment, control weather, and greater dispel magic. The Primogen Crown must be bonded to its wearer in a coronation ceremony in the Imperial Palace of Taldor to access its full power. Without this ceremony, the crown does not grant its wearer any spell-like abilities, spell resistance, bonus to AC, immunity to mind-affecting abilities, or bonus to mental attributes-only the +5 resistance bonus on saving throws. Once bonded to the crown, the wearer cannot knowingly speak or write a lie while wearing the Primogen Crown.ArtifactAP 127
Lover's Banglefaint divination3wrists7501 lb.This thick copper bracelet bears rows of lightly engraved hearts. Once per week, when the bracelet is worn and touched to another worn lover's bangle, the two become attuned and remain attuned until one of the bangles is removed or attuned to a different lover's bangle, or until a bangle's wearer is reduced below 0 hit points, is slain, or travels to a different plane. The wearer of the attuned lover's bangle immediately knows that the attunement has ended, but doesn't receive any indication about the event that broke the attunement.Craft Wondrous Item, statusWondrous ItemAP 129