Permanent Magic Items
From amulets and axes to wings and wooden shields, the majority of all magic items falls into this category. The creator of the item uses wealth, magic, and life energy (experience points) to make these items last forever. These items are always capable of creating a minor magical effect when used, even if they are not soul-linked. But after linking, these items offer more options and more powerful effects. These permanent items fall into two varieties, depending on how they react to soul-linkage. Custom items can be customized with different powers to suit your needs every time you level; these include armor, shields, and weapons. Fixed items always offer the same powers as you advance, and include a wide range of rings, cloaks, carpets, instruments, and more.
On this page: Custom Items | Armor | Shields | Weapons | Fixed Items | Rings | Wearables | Slotless Items
Custom Items
All custom items are created by enchanting masterwork armor and shields or masterwork weapons, so they have a nonmagical price that depends on their material, masterwork cost, and base cost. Enchanting the custom item requires the use of gold and experience points, and bestows on the item a +1 enhancement bonus. Armor and shields receive enhancement bonuses to armor class (AC), and weapons gain enhancement bonuses to attack rolls and damage.
After soul-linking at Adventurer Tier and higher, custom items offer the option of increasing their enhancement bonus, adding special abilities, or both in some measure. Each special ability counts as an additional +1 bonus for determining the effective total enhancement bonus of an item. At Adventurer Tier, a custom item can have a +2 enhancement bonus or enhancement bonus equivalents; at Hero Tier, a +3; and at Legend Tier, a +4. A custom item cannot have an effective total bonus (enhancement plus special ability bonus equivalents, higher than +4.
Spells and similar effects can also bestow enhancement bonuses and special abilities on custom items, such as the enhancement bonus granted by the magic weapon I spell. Adding these in, a custom item cannot have an effective total bonus higher than +5. Note that enhancement bonuses from spells do not stack with enhancement bonuses innate to a magic item.
The caster level of a custom item that is not soul-linked is 3. For soul-linked items, the caster level is the minimum for the item's current tier: 6, 11, or 16.
Soul Linking and Item Advancement
A custom item has a +1 enhancement bonus and no special ability before it is soul-linked. Any character of Tier Two or higher can link a permanent item. When you advance to level 6, and each time you level up thereafter, the Universal System offers you the option of linking to items in your possession. If you choose to link (or to continue to link) a custom item, you can change the balance of enhancement bonuses and special abilities of your item each time you level. If you choose to link to a custom item, the System offers you these choices:
If you are an Adventurer (Tier Two), you can give your item
- A +2 enhancement bonus.
- A +1 enhancement bonus and one special ability.
- Two special abilities.
If you are a Hero (Tier Three), you can give your item
- A +3 enhancement bonus.
- A +2 enhancement bonus and one special ability.
- A +1 enhancement bonus and two special abilities.
- Three special abilities.
If you are a Legend (Tier Four), you can give your item
- A +4 enhancement bonus.
- A +3 enhancement bonus and one special ability.
- A +2 enhancement bonus and two special abilities.
- A +1 enhancement bonus and three special abilities.
- Four special abilities.
Note that some special abilities are only available at Hero or Legend Tier — at Hero Tier your item can have one Hero Tier special ability; at Legend Tier your item can have one Hero Tier special ability and one Legend Tier special ability. A custom item cannot have the same special ability twice.
Activation: Usually a character benefits from magic armor, shields, and weapons in exactly the way a character benefits from nonmagical versions: by wearing or wielding them. If a custom item has a special ability that the user needs to activate, then the user usually needs to utter the command word (a standard action).
Caster Level: The CL for a custom item that is not soul-linked is CL3. Once soul-linked, the CL of the item is the character level of the linked owner.
Value: The base value of a custom item varies by size for weapons and shields and by size and shape for armor (see armor for unusual creatures). To calculate the total value of a custom item, add the base cost to the masterwork cost (150 gp for armor and shields; 300 for most weapons, 600 for dual weapons). Then add any extra cost beyond standard for certain material used (silver, mithral, etc). Finally, add 2,000 gp × tier squared for the enchantment:
- Tier 1 value: base cost + masterwork cost + materials cost + 2,000 gp
- Tier 2 value: base cost + masterwork cost + materials cost + 8,000 gp
- Tier 3 value: base cost + masterwork cost + materials cost + 18,000 gp
- Tier 4 value: base cost + masterwork cost + materials cost + 32,000 gp
Crafting: Magical custom items can be made by any crafter with the Craft Permanent Items feat, and with the expenditure of 1,000 gp and 100 xp. See Magic Item Crafting for more information.
Armor
Suits of magic armor are custom magic items, like shields and weapons, that protect the wearer to a greater extent than nonmagical armor and/or offer some remarkable magical effect. In addition to armor bonuses to AC provided by all armor, magic armor also offers enhancement bonuses to AC, which never rise above +4, and which do not stack with enhancement bonuses fom spells or from other magic items; enhancement bonuses from shields do not stack with enhancement bonuses from armor, although armor bonuses and shield bonuses do stack, being bonuses of different types. All magic armor is also masterwork armor, reducing the armor check penalty for that armor, if any, by 1.
Armor is made of a wide range of materials. When rolling randomly to assign armor to foes or in loot hauls, use these guidelines:
- For metal armor, roll d%: 01–60 bronze, 61–85 iron, 86–95 mithral, and 96–100 adamantine
- For studded leather armor, roll d%: 01–45 studded with bronze, 46–90 studded with iron, and 91–00 studded with stone and bone
- Five percent of hide armor is made of dragonhide
Armor is always created so that if the type of armor comes with a pair of boots, a helm, or a set of gauntlets, these pieces can be switched for other magic boots, helms, or gauntlets. A suit of magical armor always takes up the torso slot. That means you cannot wear magical armor in addition to magical robes, vests, mantles and so on. However, non-magical armor does not take up the torso slot; if you are wearing non-magical armor, your magical vests and robes function just fine.
The options for special abilities for magical armor are listed below:
Bright
Bright armor glows. On command, you can choose the radius, up to 30 feet, and the illumination level: bright, normal, or dim. If you choose bright, then it also radiates normal light from the radius to twice the radius, and dim from twice the radius to thrice. If you choose normal illumination, then it also radiates dim light from the radius to twice the radius. Bright light is the same as direct sunlight, and may affect light-sensitive creatures. The light can be turned on or off with a command.
Celestial
This armor weighs half what it otherwise would, and its armor check penalty and arcane spell failure chance are halved as well. Wearing it, you gain a fly speed of 30 with average maneuverability. Requires Legend Tier.
Charging
Wearing this armor, you deal an additional 2d6 points of damage on any successful charge attack you make, including a mounted charge. Requires Hero Tier.
Energy Resistance
A suit of armor with this property protects against one type of energy (acid, cold, electricity, fire, or sonic). The suit manifests with patterns depicting the element it protects against. The armor absorbs the first 15 points of energy damage per attack that the wearer would normally take (similar to the resist energy spell).
Etherealness
On command, this ability allows the wearer of the armor to become ethereal (as the ethereal jaunt spell) once per day. You can remain ethereal for as long as desired, but once you return to normal, you cannot become ethereal again that day. Requires Legend Tier.
Ghost Touch
This armor seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of corporeal and incorporeal creatures. It can be picked up, moved, and worn by corporeal and incorporeal creatures alike. Incorporeal creatures gain the armor's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.
Glamered
Upon command, a suit of glamered armor changes shape and appearance to assume the form of a normal set of clothing, alternative armor, or other garb of your own imagination. As with other glamers, the magic affects appearance, feel, taste, smell, and sound, but the armor retains all its properties (including weight) when it is so disguised. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.
Impressive
Impressive armor is shiny, new, highly decorated, and fancy. It quickly cleans and spiffies up both itself and you when soiled. It provides a +4 enhancement bonus on your Diplomacy checks.
Invulnerability
This suit of armor grants the wearer damage reduction 5/magic. This invulnerability does not stack with other sources of damage reduction. Requires Hero Tier.
Removable
With a command word and a standard action, your armor is magically removed and stored as a brooch that you are wearing. With another command word and standard action, you can magically don the armor. In brooch form or as armor, this item takes up the torso body slot.
Slick
Slick armor seems coated at all times with a slightly slippery oil. It provides a +4 enhancement bonus on your Escape Artist checks. The item's armor check penalty still applies normally.
Wild
You retain your armor bonus to AC, your armor enhancement bonus, and special abilities granted by this armor while polymorphed or in a wild shape. The armor cannot be seen when you are in a form not your own. (Wild glamered armor does let you seem to wear a well-tailored outfit regardless of your chosen form, if you are so inclined.)
Shields
A magic shield is a custom magic item, like armor and weapons. In addition to shield bonuses to AC provided by all shields, magic shields offer enhancement bonuses to AC and/or special abilities. Enhancement bonuses to AC never rise above +4 and do not stack with enhancement bonuses fom spells or from other magic items; enhancement bonuses from shields do not stack with enhancement bonuses from armor, although armor bonuses and shield bonuses do stack, being bonuses of different types. A magic shield is also a masterwork items, reducing the armor check penalty for that shield, if any, by 1.
Shields are made of metal or wood. Bucklers are always metal, tower shields are always wood, light and heavy shields are as likely to be one as the other. Dragonhide shields are usually found with dragonhide armor. When rolling randomly to assign shields to foes or in loot hauls, use these guidelines:
- For metal shields, roll d%: 01–60 bronze, 61–85 iron, 86–95 mithral, and 96–100 adamantine
- For wood shields, roll d%: 01–90 wood, 91–00 darkwood
A magical shield always takes up the arms slot. That means you cannot wear a magical shield in addition to magical bracelets, armbands, and so on. However, non-magical shields do not take up the arms slot; if you are wearing a non-magical shield, your magical bracers function just fine. Magical tower shields take up both the arms slot and the hands slot.
Shield Hardness and Hit Points: Each +1 of enhancement bonus or equivalent adds 2 to a shield’s hardness and +10 to its hit points.
The options for special abilities for magical armor are listed below:
Absorbing
This shield is flat black and seems to absorb light. Once per day, on command, it can disintegrate an object that it touches (or a 10 x 10 x 10 foot section of a big object), requiring a melee touch attack. This can affect an attended or unattended object. The daily use is not exhausted until such a melee touch succeeds. Requires Hero Tier.
Animated
Upon command, an animated shield floats within 2 feet of you, protecting you as if you were using it yourself but freeing up both hands. Only one shield can protect a character at a time. You still takes any penalties associated with shield use, such as armor check penalty, arcane spell failure chance, and nonproficiency.
Arrow Catching
A shield with this ability attracts ranged weapons to it. The shield's enhancement bonus to AC is increased by +2 against ranged attacks because ranged touch attacks, projectiles, and thrown weapons veer toward it. The +2 enhancement bonus to AC also applies to your touch AC against ranged touch attacks (though your shield bonus and other enhancement bonus does not). Additionally, any projectile or thrown weapon aimed at an ally within 5 feet of you diverts from its original target and targets you instead. (If you have total cover relative to the attacker, the projectile or thrown weapon is not diverted.) Additionally, those attacking you with ranged attacks ignore any miss chances that would normally apply. You can activate or deactivate this ability with a command word.
Bashing
A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a weapon of two size categories larger (a medium light shield thus deals 1d6 points of damage and a medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash, granting a +1 enhancement bonus to attacks and damage. (Only light and heavy shields can have this ability.)
Blinding
This shield flashes with a brilliant light once per tier per day upon command as a move action. Anyone within 20 feet except the wielder must make a DC 14 Reflex save or be blinded for 1d4 rounds; those who save are dazzled if they have eyes.
Deep
You are treated as unarmored for purposes of swim checks. You can breathe underwater and can converse with any water-breathing creature with a language.
Fortification
This shield produces a magical force that protects vital areas more effectively. When a critical hit or sneak attack is scored you, there is a 75 percent chance that the critical hit or sneak attack is negated and damage is instead rolled normally. Requires Legend Tier.
Leonine
This shield is fashioned to appear to be a roaring lion’s head. Three times per day as a swift action, the lion’s head can be commanded to attack (independently of you), biting with your base attack bonus (including multiple iterative attacks, if your BAB is high enough to grant them) and dealing 2d6 points of damage. This attack is in addition to any other actions performed you.
Reflecting
This shield seems like a mirror. Its surface is completely reflective. Once per day, after you fail a saving throw against a spell or gaze attack, you can choose instead to reflect the attack back on the foe who launched it, affecting the foe as the target. Requires Hero Tier.
Scrollbound
This shield has straps and clips on the side facing you designed to hold a scroll securely and positioned for reading. It takes one minute to "load" a scroll into place. Thereafter, you can read the scroll as a standad action without needing to retrieve it from storage. Moreover, you can read the scroll with no chance of arcane spell failure.
Spell Resistance
This property grants you spell resistance 12.
Undead Mastery
A shield of undead mastery can be decorated with skeletal or grisly flourishes, if you so desire. The shield has one of two uses, chosen when you level up:
- This armor emits an aura so that undead creatures within 20 feet of you are rendered immobile (like a hold spell). Nonintelligent undead creatures get no saving throw; intelligent undead creatures can make a DC16 Will save to remain unaffected. The effect lasts for so long as the undead remain within 20 feet, and it is broken if the held undead are attacked or take damage. If an undead saves, it is immune to this armor. If it fails but leaves the aura, it can save again upon re-entry.
- This armor doubles the hit dice of undead you can control, from 4 to 8 HD/caster level.
Requires Legend Tier.
Weapons
A magic weapon is a custom magic item, like armor and shields. A piece of magic ammunition is a consumable item, and is not covered with these rules. Magic weapons offer enhancement bonuses to attack rolls and damage. These enhancement bonuses never rise above +4 and do not stack with enhancement bonuses fom spells or from other magic items. A magic weapon is also a masterwork item, offering a +1 enhancement bonus on critical confirmation rolls.
Weapons are made of a wide range of materials. When rolling randomly to assign weapons to foes or in loot hauls, use these guidelines:
- For metal weapons, roll d%: 01–40 bronze, 41–80 iron, 81–88 cold iron, 89–94 silver/stone, 95–97 mithral, and 98–100 adamantine
- For wooden weapons, roll d%: 01–90 wood, 90–100 darkwood
- As always, slings (but not bullets), saps, whips, and nets are made of leather or rope.
Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.
Additional Damage Dice: Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon.
Hardness and Hit Points: Each +1 of enhancement bonus or equivalent adds 2 to a weapon’s or shield’s hardness and +10 to its hit points.
The options for special abilities for magical weapons are listed below:
Alert
This weapon glows when monsters are near, on a d100 roll of 01-85 (check once per hour). When monsters are within one mile, it glows as a candle, shedding dim light in a 5 foot radius. Within 500 feet, it glows with normal light within 5 feet and dim light within another 5. Within 50 feet, it glows with bright light in 5 feet, then with normal light in another 5 feet, and then with dim light within another 5 feet. You can command the detection ability (and its light) to turn off and on. When you soul-link or level up, you can set a size range for monsters to be detected, for example, sensing only medium and larger monsters. The weapon also grants a +1 enhancement bonus to attack all monsters, but not to inflict damage.
Aligned
An aligned weapon is imbued with sacred power, linked to Law, Chaos, Good, or Evil. This power makes the weapon aligned and thus bypasses the corresponding damage reduction. It deals an extra 1d6 points of damage against those with an opposed alignment. This weapon cannot be used by a creature with an opposed alignment. Projectile weapons so crafted bestow the sacred power upon their ammunition.
Bane
A bane weapon excels at attacking one type or subtype of creature, selected when you soul-link the weapon (and changeable when you level. The kind of foe is chosen from the Ranger's favored enemies list. Against its designated foe, the weapon gains a +2 enhancement bonus that stacks with its normal enhancement bonus, if any. It also deals an extra 2d6 points of damage against the foe. Projectile weapons with this property bestow the bane quality upon their ammunition.
Dancing
As a standard action, a dancing weapon can be loosed to attack on its own. It fights for four rounds (starting with the round it is released) using your base attack bonus and then drops. While dancing, it cannot make attacks of opportunity, and you are not considered armed with the weapon (unless you are wielding another one). In all other respects, it is considered wielded or attended by you for all maneuvers and effects that target items. While dancing, it takes up the same space as you and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies you everywhere, whether you move by physical or magical means. If you have an unoccupied hand, you can grasp it while it is attacking on its own as a free action; when so retrieved the weapon can’t dance (attack on its own) again for four rounds. Requires Legend Tier.
Energy Infusion
A weapon with this property is infused with one type of energy (acid, cold, electricity, fire, or sonic). The weapon manifests with patterns depicting its element as well as a magical effect related to it (a wet sheen of acid, frost, sparks of electricity, flames, or a low hum); these manifestations can be turned off on command. The weapon inflicts +1d6 damage of its energy type on a successful hit. Projectile weapons with this ability bestow their energy upon their ammunition.
Ghost Touch
This weapon seems almost translucent. It suffers no miss chance used against incorporeal creatures. The weapon can be picked up and used by an incorporeal creature at any time, wielding it against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder. Incorporeal creatures carrying these weapons can still pass freely through solid objects. Ammunition shot with ghost touch projectile weapons affect incorporeal creatures just as melee and thrown weapons do, but these are less useful to incorporeal creatures themselves, who cannot manipulate ammunition under most circumstances.
Holy
You can use this special weapon ability only if you are good-aligned. This holy weapon ignores all alignment-based damage reduction. It deals an extra 1d6 points of bonus nonlethal damage against neutral foes, and an extra 2d6 bonus nonlethal damage against evil ones. When a neutral or evil creature is struck by this weapon, they must make a Will save against a DC or 9 plus the bonus nonlethal damage rolled. If they fail, their alignment converts instantly and permanently to good, and their attitude towards you changes to indifferent (see the Diplomacy skill. They cease fighting unless attacked after conversion. Against creatures immune to nonlethal damage, the bonus damage is lethal, but there is no conversion effect. If a creature makes the will save to convert, it is immune to that weapon for the rest of the day. Requires Hero Tier.
Merciful
The weapon deals an extra 1d8 points of damage, and all damage it deals is nonlethal damage. On command, you can suppress this ability until commanded to resume it. Projectile weapons so crafted bestow the merciful effect upon their ammunition.
Threatening
This ability changes the base threat range of a weapon to 19-20/×3.
Speed
When making a full attack action, you may make one extra attack with this weapon. The attack uses your full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.) Requires Hero Tier.
Summonable
With a free action, you can teleport this weapon without mishap to your hand, whether it is dropped, disarmed, thrown, or even left at home.
Vorpal
This potent and feared ability allows the weapon to instantly slay its target, usually by severing the target's head or piercing its heart. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon kills the enemy. Requires Legend Tier.
Fixed Items
A fixed magic item is permanent and does not offer customization. It has certain lesser magical capabilities when used unlinked. It offers enhanced, advanced powers gained at Tiers Two, Three, and Four, if the item is soul-linked.
Some fixed items require you equip the item, that is, wear it. These wearable items use a body slot. Note that you can only soul-link one fixed item per slot; that means, for example, you cannot soul-link two cloaks and swap them out as you prefer. Once you soul-link a fixed item that uses a body slot, no other magic item will function for you in that slot.
Fixed items that do not use a body slot are called "slotless." There is no limit on the number of such items you can soul-link. However, many slotless items require you to hold or wield then when in use; this may restrict the number you can use at one time.
Rings
Rings are wearable fixed magic items that bestow magical powers upon their wearers. In general, anyone can use a ring.
A character can only effectively wear two magic rings. A third magic ring doesn't work if the wearer is already wearing two magic rings.
Physical Description: Rings have no appreciable weight. Although exceptions exist that are crafted from glass or bone, the vast majority of rings are forged from metal — usually precious metals alloys such as gold, silver, and platinum. A metal ring has AC13, 2 hit points, hardness 10, and a break DC of 25.
Activation: A ring's ability is usually activated by a spoken command word (a standard action that does not provoke attacks of opportunity) or its effects work continually. Some rings have unusual activations, as mentioned in the ring's specific description.
Ring of Animal Friendship
Aura enchantment;CL 3rd
Slot fingers; Value 2,500 gp; Weight —
Description: A ring of animal friendship always bears some sort of animal-like design in its craftsmanship. It grants the owner a +1 enhancement bonus on diplomacy, handle animal, heal, and ride checks made with animals.
Adventurer Tier: Your enhancement bonus rises to +2. Value: 10,000 gp
Hero Tier: Your enhancement bonus rises to +3 and now also applies to magical beasts. Value: 22,500 gp
Legend Tier: Your enhancement bonus rises to +4 and now applies to vermin. Value: 40,000 gp
Construction Requirements Craft Permanent Items, charm animal; Cost 125 xp, 1,250 gp
Ring of Chameleon Power
Aura transmutation; CL 3rd
Slot fingers; Value 2,500 gp; Weight —
Description: As a free action, you magically blend in with the surroundings. You gain a +4 enhancement bonus on Stealth checks when you have not moved in a round.
Adventurer Tier: Your grip is very sticky when you need it to be. You gain a +2 enhancement bonus on climb checks and on your CMD to resist disarm attacks. Value: 10,000 gp
Hero Tier: Your eyes can rotate and focus independently. You gain a +2 enhancement bonus on Search checks. Value: 22,500 gp
Legend Tier: You gain a prehensile tail that you can use to draw, sheathe, retrieve, and stow items. You can hold an item in your tail and swap it with something in your hand as a swift action. Value: 40,000 gp
Construction Requirements Craft Permanent Items, disguise self, invisibility; Cost 125 xp, 1,250 gp
Ring of Djinni Summoning
Aura conjuration; CL 10th
Slot fingers; Value 4,000 gp; Weight —
Description: When the ring is rubbed (once per day, as a standard action), a djinni appears on the next round. Its attitude is friendly and it is happy to chat, but that may change if it is treated poorly, or if you or your allies perform evil deeds in its presence. It will create food and and water (and wine) for you, once on request. In combat, it does not fight or move or use any other power, but you can hide behind it, and it may attract attacks that would otherwise target you or your allies. It disappears one minute after being summoned. If slain, it disappears, but can return unharmed the next day.
Adventurer Tier: As the Tyro ability, but the djinni will also create soft goods, per creation I, that are permanent and lasting. In combat, if you move, it stays near to you. Value: 16,000 gp
Hero Tier: As above, but the djnni will fight for you if its attitude remains friendly, using all its powers except Plane Shift. Value: 36,000 gp
Legend Tier: As above, but the djnni is a noble djinni and will grant a wish to duplicate any arcane, divine, or natural spell of 15th level or lower, once per day. The wish may be twisted if its attitude is not friendly. Value: 60,000 gp
Construction Requirements Craft Permanent Items, planar ally I; Cost 200 xp, 2,000 gp
Ring of Feathers
Aura transmutation; CL 7th
Slot fingers; Value 2,000 gp; Weight —
Description: This ring, carved from a hollow avian bone, protects the wearer as with a feather fall spell, activated by a fall of at least five feet. In addition, each morning you find feathers decorating your head, tucked behind an ear, stuck in a cap, or woven in your hair.
Adventurer Tier: When activated by a fall, the ring now protects you as with a levitate spell, which lasts until you land on a solid surface. Value: 8,000 gp
Hero Tier: The ring continues to function in the same way, but when activated, protects you as with a fly spell. Value: 18,000 gp
Legend Tier: When you wear the ring, it now grants you the ability to fly as with a fly spell. No other activation is needed. Value: 32,000 gp
Construction Requirements Craft Permanent Items, jump; Cost 100 xp, 1,000 gp
Ring of Heat
Aura transmutation; CL 7th
Slot fingers; Value 2,000 gp; Weight —
Description: This ring, carved of obsidian, keeps you cool and comfortable in hot weather, as if you were affected by an endure elements spell.
Adventurer Tier: Any one stone or metal melee weapon you hold heats up, doing no damage to you, but adding an extra +2 fire damage to your melee attacks with that weapon. Value: 8,000 gp
Hero Tier: The ring grants you a +2 enhancement bonus to saves against fire attacks. Value: 18,000 gp
Legend Tier: The ring protects you with fire resistance 10. Value: 32,000 gp
Construction Requirements Craft Permanent Items, jump; Cost 100 xp, 1,000 gp
Ring of Invisibility
Aura illusion; CL 3rd
Slot fingers; Value 4,000 gp; Weight —
Description: By activating this simple silver ring with a word of command (a standard action), you become invisible, until the start of your next turn or you make an attack.
Adventurer Tier: The Tyro tier ability of this ring no longer functions. Instead, you become invisible automatically just by putting on the ring. If you make an attack, the ring ceases to function for one minute. Value: 16,000 gp
Hero Tier: While invisible, you can see other invisible objects and creatures. You can also see into the Astral Plane, and you can affect incorporeal creatures with unarmed attacks, melee touch attacks, and natural weapons as if they were corporeal (of course, making an attack ends your invisibility). Value: 36,000 gp
Legend Tier: When you make an attack that breaks your invisibility, the ring ceases to function until the start of your next turn, not for one minute. Value: 64,000 gp
Construction Requirements Craft Permanent Items, invisibility; Cost 200 xp, 2,000 gp
Ring of Jumping
Aura transmutation; CL 5th
Slot fingers; Value 3,000 gp; Weight —
Description: This ring is a stretchy loop made of the sap of certain tropical trees. It continually grants the wearer a +2 enhancement bonus on Jump checks.
Adventurer Tier: Your enhancement bonus rises to +4. Value: 12,000 gp
Hero Tier: Your enhancement bonus rises to +6. Value: 27,000 gp
Legend Tier: Your enhancement bonus rises to +8. Value: 48,000 gp
Construction Requirements Craft Permanent Items, creator must have 5 ranks in the Jump skill; Cost 150 xp, 1,500 gp
Rings of Partnership
Aura moderate abjuration; CL 10th
Slot fingers; Value 5,000 gp (for a pair); Weight —
Description: These curious rings always come in pairs, requiring two partners to wear them if they are to function. A partnership ring without its mate is useless. When both are worn and one partner takes hit point damage, the damage is divided equally between partners (round down), so long as the partners are within 100 feet.
The advanced effects of the rings only function if both partners are soul-linked to them. If one partner is of higher tier, only the lower tier power applies.
Adventurer Tier: Partners can sense each other's emotions via empathy. One partner can transfer their hit points to the other partner as a free action. The rings' range extends to one mile. Value: 20,000 gp
Hero Tier: Partners can read each other's thoughts via telepathy. If one or both partners are required to make a will save against an attack, both roll. If one succeeds, the spell fails (if the effect has a partial result on a save, it has a 50-50 chance to affect one or the other partner, not both). If both saves fail, both partners are fully affected. The rings' range extends to anywhere on the same plane. Value: 45,000 gp
Legend Tier: Partners know their distance and direction from each other. The saving throw power above now extends to effects requiring fortitude saves. There is no limit on range in the multiverse. Value: 80,000 gp
Construction Requirements Craft Permanent Items, shield other; Cost 250 xp, 2,500 gp
Note: Generally, these rings are shared between two people, with the value split between them. Each wearer must use a fingers slot.
Ring of the Ram
Aura transmutation; CL 9th
Slot fingers; Value 2,000 gp; Weight —
Description: The ring of the ram is an ornate ring forged of hard metal, usually iron or an iron alloy. It has the head of a ram as its device. The wearer can command the ring to give forth a ram-like force as a standard action, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 force damage. This is a ranged touch attack with a 50-foot maximum range and no penalties for distance, using your base attack bonus and dexterity bonus to resolve the attack.
Adventurer Tier: Damage rises to 2d6, and the ram attack also has the power to open doors as if it were a character with Strength 25. Value: 8,000 gp
Hero Tier: Damage rises to 3d6, 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 your base attack bonus with a Strength of 25. Value: 18,000 gp
Legend Tier: Damage rises to 4d6, bypasses hardness, and can be directed at any unattended inanimate object and at magical walls, allowing use as a siege weapon and dispelling magical walls with a caster level equal to your caster level. Value: 32,000 gp
Construction Requirements Craft Permanent Items, bull's strength, telekinesis; Cost 100 xp, 1,000 gp
Ring of Regeneration
Aura strong abjuration; CL 10th
Slot fingers; Value 4,500 gp; Weight —
Description: This white gold ring is generally set with a large green sapphire. When worn, you automatically stabilize if you fall into negative hit points. Also, you gain fast healing at a rate of one hp per hour.
Adventurer Tier: Your fast healing accelerates to one hp per round. Value: 18,000 gp
Hero Tier: Your fast healing becomes regeneration. Value: 40,500 gp
Legend Tier: Fire and acid do not stop your regeneration, and you can also now regenerate ability score damage at a rate of one point per minute. Value: 72,000 gp
Construction Requirements Craft Permanent Items, regenerate; Cost 225 xp, 2,250 gp
Ring of Stone
Aura transmutation; CL 5th
Slot fingers; Value 3,000 gp; Weight —
Description: This sturdy, plain ring is made of granite, obsidian, or another stone. It continually grants you a +3 bonus on appraise, craft, and search checks related to stone.
Adventurer Tier: You gain a burrow speed of 10 through earth ground, sand, and clay, leaving no tunnel behind you. Forests and other areas with thick roots are considered difficult terrain. Value: 12,000 gp
Hero Tier: You gain tremorsense 30 feet. Value: 27,000 gp
Legend Tier: You gain earth glide 20 feet, as if you were an earth elemental. Value: 48,000 gp
Construction Requirements Craft Permanent Items, meld into stone; Cost 150 xp, 1,500 gp
Ring of Water Walking
Aura transmutation; CL 9th
Slot fingers; Value 1,500 gp; Weight —
Description: Wearing this ring, you can walk on fresh and salt water as if it were firm ground. Water that is wavy or rough is treated as difficult terrain. If you wish to swim, you must take off your ring. If you put on your ring while under water, it has no effect.
Adventurer Tier: You can now walk on any form of water or other liquid, including mud, oil, snow, quicksand, running water, ice, and even lava (though the heat of lava is still a danger). Value: 6,000 gp
Hero Tier: Even rough liquids and surfaces are not difficult terrain for you. Put on under water, the ring lets you rise to the surface at a speed of 100 feet per round. Value: 13,500 gp
Legend Tier: You can now skate across liquids, so your speed walking on water is doubled that walking on land. Your ascent rate is 200 feet per round. You cannot fall prone when you are water walking. Value: 24,000 gp
water walk.Construction Requirements Craft Permanent Items, water walk; Cost 75 xp, 750 gp
Other Wearable Items
Most fixed items must be worn when used. Just as with rings and the fingers slot, these wearable items take up a body slot. Unlike rings, however, only one wearable item can be used in each slot. You may only soul-link one wearable item per slot, and once linked, no other magic item functions in that slot.
Amulet of Fists and Fangs
Aura evocation; CL 5th
Slot neck; Price 3,000 gp; Weight —
Description
This amulet grants an enhancement bonus of +1 on attack and damage rolls made with unarmed attacks or natural weapon attacks.
Adventurer Tier: The amulet's enhancement bonus rises to +2. Value: 12,000 gp
Hero Tier: The amulet's enhancement bonus rises to +3. Value: 27,000 gp
Legend Tier: The amulet's enhancement bonus rises to +4. Value: 48,000 gp
Construction Requirements Craft Permanent Items, magic fangs, creator's caster level must be at least three times the amulet's bonus; Cost 150 xp, 1,500 gp
Amulet of Natural Armor
Aura transmutation; CL 5th
Slot neck; Price 2,500 gp; Weight —
Description
This amulet, usually crafted from bone or beast scales, toughens the wearer's body and flesh, giving him an enhancement bonus to armor class of +1.
Adventurer Tier: The amulet's enhancement bonus rises to +2. Value: 10,000 gp
Hero Tier: The amulet's enhancement bonus rises to +3. Value: 22,500 gp
Legend Tier: The amulet's enhancement bonus rises to +4. Value: 40,000 gp
Construction Requirements Craft Permanent Items, barkskin, creator's caster level must be at least three times the amulet's bonus; Cost 125 xp, 1,250 gp
Amulet of Proof against Detection and Location
Aura abjuration; CL 8th
Slot neck; Price 2,000 gp; Weight —
Description
This silver amulet helps protect your privacy. The DCs for the following skills are raised by +5 when the skill is used against you for these purposes: Appraise to Inspect and Sense Respect, Spot used to pierce your Disguise, and Sense Motive to get a Hunch about you and to Sense your Attitude.
Adventurer Tier: No spell with "detect" or "scry" in the name is effective against you or objects in your possession. Value: 8,000 gp
Hero Tier: You cannot be tracked. Value: 18,000 gp
Legend Tier: No divination spell can reveal any information about you or objects in your possession. Value: 32,000 gp
Construction Requirements Craft Permanent Items, nondetection ; Cost 200 xp, 2,000 gp
Anklets of Arachnida
Aura conjuration and transmutation; CL 6th
Slot skin; Price 3,000 gp; Weight 1 lb.
Description
These anklets, woven of giant spider silk, can only be used by a person who has taken Vermin Mind or Vermin Soul feat. The item gives you the ability to climb on vertical surfaces and even upside down for ten minutes per day, usable in one minute increments. You can do so on just two feet with a climb speed of 20 feet and no need for climb checks.
Adventurer Tier: The anklets grant you immunity to entrapment by web spells or webs of any sort. You can move at will through, up, and down webs at your land speed. You can create strands and ropes of spider silk that last up to a week, and with which you gain a +2 enhancement bonus making Use Rope and Craft (weaving) checks making items of spider silk. Value: 12,000 gp
Hero Tier: You gain proficiency in nets, and you can make a spider-silk net as a swift action, ready to throw with a range of 20. The web-net lasts one hour or until you make a new one. It is flammable, and if burned, is destroyed and inflicts 2d6 fire damage to any creature entangled. Also, you can climb for one hour per day instead of ten minutes. Value: 27,000 gp
Legend Tier: Your magical web-nets have a range of 60 feet and are sticky, so on a hit, the target is reduced to a speed of zero until it makes a DC20 escape artist check, a DC25 break check, or the net is destroyed. You gain a +2 enhancement bonus to throw these nets. Value: 48,000 gp
Construction Requirements Craft Permanent Items, spider climb, web ; Cost 150 xp, 1,500 gp
Beanie of Brilliance
Aura transmutation; CL 8th
Slot head; Weight 1 lb.; Price 2,500 gp
Description
This cap is decorated with runes and sigils. The beanie grants the wearer an enhancement bonus to Intelligence of +1. Treat this as a temporary ability bonus for the first 24 hours the girdle is worn.
Adventurer Tier: The beanie's enhancement bonus rises to +2. Value: 10,000 gp
Hero Tier: The beanie's enhancement bonus rises to +3. Value: 22,500 gp
Legend Tier: The beanie's enhancement bonus rises to +4. Value: 40,000 gp
Requirements Craft Permanent Items, fox's cunning; Cost 125 xp, 1,250 gp
Belt of Dwarvenkind
Aura strong divination; CL 12th
Slot waist; Price 2,000 gp; Weight 1 lb.
Description
This belt gives the wearer a +4 enhancement bonus on Charisma checks and Charisma -based skill checks as they relate to dealing with dwarves, a +2 enhancement bonus on similar checks when dealing with gnomes and halflings, and a -2 penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven with native fluency.
Adventurer Tier: You gain dwarven stonecunning ability. Value: 8,000 gp
Hero Tier: You gain the dwarven hardy ability. Value: 18,000 gp
Legend Tier: You gain the dwarven stubborn ability. Value: 32,000 gp
Construction Requirements Craft Permanent Items, tongues, creator must be a dwarf; Cost 100 xp, 1,000 gp
Belt of Blending
Aura transmutation; CL 10th
Slot waist; Price 2,500 gp; Weight 1 lb.
Description
Once per day, this simple leather belt allows you to polymorph into the form of a different person of your own race. You can assume the form of a particular individual of the same approximate age and gender. Those who know the person you are impersonating gain only half the usual Spot Check Bonus (see the Disguise skill). The change also applies to nonmagical clothing, although non-clothing and magical items are not affected. This change lasts for ten minutes, although you can end it prematurely as a free action.
Adventurer Tier: You may polymorph into the shape of a person of different age and gender, and you do not incur any penalty for those aspects of your disguise. The change lasts for 100 minutes. Value: 10,000 gp
Hero Tier: You may polymorph into the shape of a person of different race, although your ability scores and racial powers do not change. You incur no penalty for posing as a different race. You cannot change size. You do speak any racial language of the new form fluently. The change lasts for 16 hours. Value: 22,500 gp
Legend Tier: You may polymorph into a different race and size, although your ability scores and racial powers do not change. You incur no penalty for posing as a different size. You do use the standard modiiers suitable for the new size. You speak the racial language of the new form fluently. The change lasts indefinitely. Value: 40,000 gp
Construction Requirements Craft Permanent Items, alter self; Cost 125 xp, 1,250 gp
Belt of Evasion
Aura transmutation; CL 7th
Slot waist; Value 3,000 gp; Weight —
Description: This belt continually grants you a +4 enhancement bonus on bluff skill checks to tell lies.
Adventurer Tier: You gain a +2 enhancement bonus to your CMD against grapples, to your AC against attacks by nets, and on saving throws against effects that seek to limit your speed or ability to move. Value: 12,000 gp
Hero Tier: Whenever you make a Reflex saving throw to determine whether you take half damage, a successful save results in no damage. Value: 27,000 gp
Legend Tier: As above, but if you fail the Reflex save, you still only take half damage, not full. Value: 48,000 gp
Construction Requirements Craft Permanent Items, jump; Cost 150 xp, 1,500 gp
Boots of Blinking
Aura transmutation; CL 7th
Slot feet; Value 3,000 gp; Weight —
Description: If you are attacked, and your foe hits your AC exactly, you blink into the Shadow Plane and then back, so that the attack misses.
Adventurer Tier: If you are subjected to an instantaneous effect that affords a reflex save, and you miss your saving throw by exactly one, you blink away and then back, so that you are unaffected. Value: 12,000 gp
Hero Tier: You can blink into the Plane of Shadow at will with a standard action. You return at the end of your turn. If you return in a solid object, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. Value: 27,000 gp
Legend Tier: You can blink into the Plane of Shadow at will with a standard action. You return at the start of your next turn. Value: 48,000 gp
Construction Requirements Craft Permanent Items, blink; Cost 150 xp, 1,500 gp
Boots of Elvenkind
Aura transmutation; CL 5th
Slot feet; Price 2,500 gp; Weight 1 lb.
Description
These soft boots enable the wearer to move nimbly about in virtually any surroundings, granting a +2 enhancement bonus on Tumble checks.
Adventurer Tier: Your enhancement bonus rises to +4. Value: 10,000 gp
Hero Tier: Your enhancement bonus rises to +6. Value: 22,500 gp
Legend Tier: Your enhancement bonus rises to +8. Value: 40,000 gp
Construction Requirements Craft Permanent Items, creator must be an elf; Cost 125 xp, 1,250 gp
Boots of Striding and Springing
Aura transmutation; CL 10th
Slot feet; Price 3,500 gp; Weight 1 lb.
Description
These springy boots grant you a +2 enhancement bonus on Jump checks.
Adventurer Tier: Allowing you to walk with long strides, these boots offer a +10 enhancement bonus to your base land speed. Value: 14,000 gp
Hero Tier: Your new speediness grants you a +1 dodge bonus to AC and Reflex saves. Value: 31,500 gp
Legend Tier: With the fancy footwork granted by these boots, you gain a +1 enhancement bonus on attack rolls. Value: 56,000 gp
Construction Requirements Craft Permanent Items, haste ; Cost 175 xp, 1,750 gp
Boots of Teleportation
Aura conjuration; CL 9th
Slot feet; Price 4,000 gp; Weight 3 lbs.
Description
Wearing this footwear, you may teleport three times per day, without error, to a place within 100 feet that you can either see or that you have studied. You may bring two willing creatures with you, if you are touching.
Adventurer Tier: Your teleport range is now 1,000 feet. You may bring four willing creatures with you. Value: 16,000 gp
Hero Tier: Your teleport range is now 10,000 feet, or about two miles. You may bring eight willing creatures with you. Value: 36,000 gp
Legend Tier: Your teleport range is now 20 miles. You may bring up to 16 willing creatures with you. All must be touching. Value: 64,000 gp
Construction Requirements Craft Permanent Items, teleport ; Cost 200 xp, 2,000 gp
Bracelets of Wizardry
Aura universal ;CL 8th (I)
Slot arms; Value 4,500 gp; Weight —
Description: These special bracelets only functions for a character who has an arcane spell on their known spells list. When worn, this item grants one extra spell slot of the highest level you can cast, up to level 5. You can only use this bonus slot for arcane spells you know.
Adventurer Tier: In addition to an extra level 5 slot, these bracelets grant one extra spell slot of the highest level you can cast, up to level 10. Value: 18,000 gp
Hero Tier: In addition to an extra level 5 slot and an extra level 10 slot, this item grants one extra spell slot of the highest level you can cast, up to level 15. Value: 40,500 gp
Legend Tier: In addition to extra level 5, level 10, and level 15 slots, this item grants one extra spell slot of the highest level you can cast, up to level 20. Value: 72,000 gp
Construction Requirements Craft Permanent Items, mage's lucubration; Cost 225 xp, 2,250 gp
Bracers of Archery
Aura transmutation; CL 4th
Slot arms; Price 3,000 gp; Weight 1 lb.
Description
These wristbands look like normal protective wear made of hardened leather. They grant you proficiency with longbows and shortbows, including composite varieties. Both bracers must be worn for the magic to be effective.
Adventurer Tier: When you draw a bow, you never lack for ammunition, because the bracers magically conjure an arrow made of light for you to use. This arrow glows as brightly as a torch, though it lasts but a single round. Light arrows inflict only nonlethal damage, although it inflicts lethal damage on undead, creatures sensative to light, and creatures native to the Plane of Shadow. It functions as a mundane arrow in all other ways, but it is not made of metal. You may use other arrows, instead, if you prefer. Value: 12,000 gp
Hero Tier: Wearing these bracers, your critical hit range with bows increases from 20, x3 to 19-20, x3. Value: 27,000 gp
Legend Tier: The light arrows now last one minute. They can hit incorporeal targets. If you hit an invisible foe with a light arrow, it sticks in, negating the benefits of invisibility for the foe and making stealth attempts practically impossible (-20 on checks). It requires a full round action and inflicts 3d6 damage (nonlethal damage except against undead, light-sensative, and shadow creatures) to remove a light arrow. Value: 48,000 gp
Construction Requirements Craft Permanent Items, crafter must be proficient with a longbow or shortbow; Cost 150 xp, 1,500 gp
Bracers of Armor
Aura moderate conjuration; CL 4th
Slot arms; Price 2,500 gp; Weight 1 lb.
Description
These items appear to be wrist or arm guards. They surround you with an invisible but tangible field of force, granting you an enhancement bonus to armor of +1. Both bracers must be worn for the magic to be effective.
Adventurer Tier: Your enhancement bonus to armor rises to +2. Value: 10,000 gp
Hero Tier: Your enhancement bonus to armor rises to +3. Value: 22,500 gp
Legend Tier: Your enhancement bonus to armor rises to +4. Value: 40,000 gp
Construction Requirements Craft Permanent Items, mage armor, creator's caster level must be at least two times that of the bonus placed in the bracers; Cost 125 xp, 1,250 gp
Bracers of Sustenance
Aura abjuration; CL 5th
Slot arms; Value 1,000 gp; Weight —
Description: These bracers continually sustains your life. While you wear them, you do not need to eat.
Adventurer Tier: You no longer need to drink (dwarves no longer need to drink alcohol). Value: 4,000 gp
Hero Tier: You no longer need to sleep aside from two hours of wakeful rest each night. You are immune to magical sleep. Value: 9,000 gp
Legend Tier: You no longer need to breathe. Value: 16,000 gp
Construction Requirements Craft Permanent Items, create food and water; Cost 50 xp, 500 gp
Cloak of the Bat
Aura transmutation; CL 7th
Slot shoulders; Price 2,500 gp; Weight 1 lb.
Description
Fashioned of dark brown or black cloth, or the hide of a dire bat, this cloak bestows a +2 enhancement bonus on Stealth checks. The wearer is also able to hang upside down from the ceiling like a bat. If you are falling and have free hands, you can grip the cloak as a free action and let it billow around you, slowing your fall so that you land gently and take no damage. (If your hands are full, you can drop your items with free actions before gripping.)
Adventurer Tier: By holding the edges of the garment, you can glide as you fall from a height. Gliding is essentially flying, with poor maneuverability, at a rate of up to five feet in distance for every one foot you fall and you cannot ascend or maintain altitude. You could use the Jump skill to go, say, five feet in the air, and then glide 25 feet on your way down. Value: 10,000 gp
Hero Tier: When you grip the cloak with both hands, you gain a fly speed of 40 with average mobility. You also gain blindsense 40 feet, but you cannot speak when using it. Value: 22,500 gp
Legend Tier: Your cloak can change into bat wings, so you can fly without using your hands. You gain blindsight 80 feet, but you cannot use it while speaking. Value: 40,000 gp
Construction Requirements Craft Permanent Items, beast shape III; Cost 125 xp, 1,250 gp
Cloak of Displacement
Aura illusion; CL 7th
Slot shoulders; Price 3,000 gp; Weight 1 lb.
Description
This item appears to be a normal cloak, but when you don it, its magical properties distort and warp light waves. This gives you a miss chance of 10 percent. Certain magic and sensory abilities reveal your true location and negate the miss chance. Note that the cloak grants a miss chance, not concealment.
Adventurer Tier: The miss chance rises to 15 percent. Value: 12,000 gp
Hero Tier: The miss chance rises to 20 percent. Value: 27,000 gp
Legend Tier: The miss chance rises to 25 percent. Value: 48,000 gp
Construction Requirements Craft Permanent Items, displacement ; Cost 150 xp, 1,500 gp
Cloak of Elvenkind
Aura illusion; CL 5th
Slot shoulders; Price 2,500 gp; Weight 1 lb.
Description
This dark cloak enable the wearer to move covertly about in virtually any surroundings, granting a +2 enhancement bonus on Stealth checks.
Adventurer Tier: Your enhancement bonus rises to +4. Value: 10,000 gp
Hero Tier: Your enhancement bonus rises to +6. Value: 22,500 gp
Legend Tier: Your enhancement bonus rises to +8. Value: 40,000 gp
Construction Requirements Craft Permanent Items, creator must be an elf; Cost 125 xp, 1,250 gp
Cloak of the Ray
Aura transmutation; CL 7th
Slot shoulders; Price 1,500 gp; Weight 1 lb.
Description
This cloak appears to be made of leather until you enter salt water. At that time, the cloak of the ray adheres to you, and you are polymorphed into a manta ray. You gain a large size, the manta's slam attack (a secondary natural attack at -5), the ability to breathe underwater, a swim speed of 30 feet, low light vision, a +2 natural armor class bonus, and scent. You revert to your usual form when you leave the water.
Adventurer Tier: In manta ray form, you gain a +1 enhancement bonus to dexterity, your natural armor bonus increases to +3, your swim speed increases to 60, and you gain blindsight 30 feet. Value: 6,000 gp
Hero Tier: You can change into a medium-size sting ray, with +3 natural armor bonus, a bite for 1d4, a sting for 1d6 (no poison), swim 60, low-light vision, blindsight 30, scent, and a +2 enhancement bonus to dexterity. Value: 13,500 gp
Legend Tier: In sting ray form, your natural armor bonus rises to +4, and your sting delivers weak poison. In addition to a +2 enhancement bonus to dexterity, you also gain a +1 enhancement bonus to strength. Value: 24,000 gp
Construction Requirements Craft Permanent Items, beast shape II; Cost 75 xp, 750 gp
Crown of Candescence
Aura evocation; CL 6th
Slot head; Weight 1 lb.; Price 1,500 gp
Description
On command, this simple golden crown projects a ray of light up to 25 feet that inflicts 1d4 damage with a ranged touch attack (features and feats that affect rays apply to the crown). It can be activated every other round. Using this item reveals your location if you are hiding. It also illuminates a line (for a moment) as brightly as a torch. It inflicts an extra 1d4 against undead and all light-sensitive creatures.
Adventurer Tier: The ray inflicts 1d8 damage up to 50 feet, with 1d8 extra. It dazzles any non-blind creature hit for 1 round. Value: 6,000 gp
Hero Tier: The ray inflicts 1d12 damage up to 75 feet, with 1d12 extra. It blinds any non-blind creature hit for 1 rounds and dazzles for an extra 1d4 rounds after that. Value: 13,500 gp
Legend Tier: The ray inflicts 1d20 damage up to 100 feet, with 1d20 extra. It blinds for 1d4 rounds and dazzles for another 1d4 rounds after that. Value: 24,000 gp
Requirements Craft Permanent Items, searing light; Cost 75 xp, 750 gp
Domination Shackles
Aura abjuration; CL 5th
Slot arms; Price 500 gp; Weight 1 lb. (bracelets), 5 lbs. (manacles)
Description
These manacles have golden runes traced across their silver links; a matching set of bracelets is worn by you to make use of the item. You can place the manacles upon any helpless, willing, or pinned creature of size Medium or smaller as a full-round action. A shackled creature can use the Escape Artist or Break skill to get free (DC 40). These shackles have hardness 20 and 20 hit points. They reduce the creature's speed to your own, if yours is slower. If the prisoner tries unsuccessfully to escape or break them, your bracelets tingle to alert you. The manacles open on your command.
Adventurer Tier: Any shackled creature is bound as if a dimensional anchor spell had been cast upon it (no save, no spell resistance). They fit any creature up to Large size. A prisoner wearing them cannot move more than 25 feet away from you. Value: 2,000 gp
Hero Tier: In addition to the properties above, the shackles can bind any creature of size Huge or smaller, and bound creatures lose all desire and will to escape (no save, no spell resistance). They can speak only the truth as they know it. Value: 4,500 gp
Legend Tier: The shackles can bind any creature of size Gargantuan or smaller, and, if shown kindness and mercy, the creature's shifts alignment to good after one day of kind treatment wearing the shackles. Value: 8,000 gp
Construction Requirements Craft Permanent Items, hold monster or hold person; Cost 25 xp, 250 gp
Earrings of Resistance
Aura abjuration; CL 5th
Slot skin; Price 2,500 gp; Weight —
Description
These earrings offer magic protection in the form of a +1 enhancement bonus on all saving throws.
Adventurer Tier: Your enhancement bonus rises to +2. Value: 10,000 gp
Hero Tier: Your enhancement bonus rises to +3. Value: 22,500 gp
Legend Tier: Your enhancement bonus rises to +4. Value: 40,000 gp
Construction Requirements Craft Permanent Items, resistance; Cost 125 xp, 1,250 gp
Efficient Quiver
Aura conjuration; CL 9th
Slot shoulders; Price 500 gp; Weight 2 lbs.
Description
This appears to be a typical missile container capable of holding about 20 pieces of ammunition. However, it contains extra-dimensional spaces that fit many more objects than would seem possible on inspection. Specifically, the quiver can hold arows, blowguns, bolts, bows (bows must be unstrung, and composite bows do not fit), darts, lances, longspears, poles, quarterstaves, rods, shortspears, spears, staves, and wands, to a total weight of 15 pounds. You can quickly draw or sheathe, retrieve or stow ammunition from the quiver as a free action; for other items, a swift or move action is required. You can retrieve or draw any item desired without confusion or searching, merely by thinking about the desired item. The efficient quiver weighs the same (2 lbs.) no matter what's placed inside it.
Adventurer Tier: The quiver holds up to 30 lbs of allowed goods. Retrieving or stowing any weapon is a free action; non-weapons still require a swift or move action. Value: 2,000 gp
Hero Tier: The quiver holds up to 45 lbs of allowed goods. Retrieving or stowing any weapon is a free action. If you drop a quiver item (willingly or no) in your current square, it is magically teleported into the quiver. Value: 4,500 gp
Legend Tier: The quiver holds up to 60 lbs of allowed goods. When you throw a quiver item, after it lands, it is teleported back into the quiver if it is not broken. Value: 8,000 gp
Construction Requirements Craft Permanent Items, secret chest ; Cost 25 xp, 250 gp
Eyes of Charming
Aura enchantment; CL 7th
Slot eyes; Price 4,000 gp for a pair; Weight —
Description
These two crystal lenses fit over your eyes, as glasses, goggles, or magical lenses that you wear on contact with your eyes. Both lenses must be worn for the magic item to take effect. When worn, you can tell, as a swift action, a person's initial attitude towards you. As you watch and interact with the person, you can see their attitude shift, giving you a +2 enhancement bonus on Diplomacy checks to change their attitude, and a +5 enhancement bonus on attenpts to shift alignment.
Adventurer Tier: The eyes of charming now affect monsters as well as people. Value: 16,000 gp
Hero Tier: If you change a target's attitude to you to helpful, they are also charmed. There is no effect on those whose initial attitude was already helpful. Value: 36,000 gp
Legend Tier: If you change a target's attitude to you to friendly, they are also charmed. There is no effect on those whose initial attitude was already friendly or helpful. Value: 64,000 gp
Construction Requirements Craft Permanent Items, charm person ; Cost 200 xp, 2,000 gp
Eyes of Doom
Aura necromancy; CL 11th
Slot eyes; Price 3,500 gp; Weight —
Description
These two crystal lenses fit over your eyes, as glasses, goggles, or magical lenses that you wear on contact with your eyes. Both lenses must be worn for the magic item to take effect. When worn, you can use the Inspect function of the Appraise skill, as a swift action, to reveal a person's hit dice and odd (column A) Wisdom modifier (thus, you can calculate their demoralize DC, in case you choose to use your Intimidate skill to do so). If you attempt to demoralize the person, you gain a +2 enhancement bonus to do so.
Adventurer Tier: The eyes of doom now affect monsters as well as people. Value: 14,000 gp
Hero Tier: You gain a gaze attack: all opponents within 20 feet must make a DC10 Will save each round on their turn or be afflicted by a sense of doom, suffering a -2 penalty on attacks against you. The effect last 10 rounds; after that, new saves are required for the gaze to take effect. Value: 31,500 gp
Legend Tier: Your gaze is more potent. The Will save is now DC12, the range is 40 feet, and the -2 penalty now also applies to all attacks, all skill checks, and all saving throws. Value: 56,000 gp
Construction Requirements Craft Permanent Items, doom; Cost 175 xp, 1,750 gp
Eyes of the Eagle
Aura divination; CL 3rd
Slot eyes; Price 2,500 gp; Weight —
Description
These two crystal lenses fit over your eyes, as glasses, goggles, or magical lenses that you wear on contact with your eyes. Both lenses must be worn for the magic item to take effect. When worn, you grant a +1 competence bonus on Spot and Search checks.
Adventurer Tier: Your enhancement bonus rises to +2. Value: 10,000 gp
Hero Tier: Your enhancement bonus rises to +3. Value: 22,500 gp
Legend Tier: Your enhancement bonus rises to +4. Value: 40,000 gp
Construction Requirements Craft Permanent Items, clairaudience/clairvoyance; Cost 125 xp, 1,250 gp
Gauntlets of Storing
Aura transmutation; CL 6th
Slot hands; Price 1,000 gp; Weight —
Description
When wearing these armored gloves made of fine mithril chain, on command, one item held in hand 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 command, the item reappears. Storing OR retrieving the item is a swift action. The item is shrunk down so small within the palm of the glove that it cannot be seen, and stored inside the item. Spell durations are not suppressed, but continue to expire. If the gauntlets' effect is suppressed or dispelled, the stored item appears instantly.
Adventurer Tier: You can both stow and retrieve (or retrieve and stow) an item from the gauntlets as a swift action, and you can retrieve an item to whichever hand you desire. Value: 4,000 gp
Hero Tier: Stowing and retrieving items is a free action. You can still only store one item at a time. Value: 9,000 gp
Legend Tier: You can store two items at a time. Value: 16,000 gp
Construction Requirements Craft Permanent Items, shrink item; Cost 50 xp, 500 gp
Girdle of Giants
Aura transmutation; CL 8th
Slot waist; Weight 1 lb.; Price 2,500 gp
Description
This belt is a thick leather cord, tough and sinewy. The girdle grants you an enhancement bonus to Strength of +1. Treat this as a temporary ability bonus for the first 24 hours the girdle is worn.
Adventurer Tier: The girdle's enhancement bonus rises to +2. Value: 10,000 gp
Hero Tier: The girdle's enhancement bonus rises to +3. Value: 22,500 gp
Legend Tier: The girdle's enhancement bonus rises to +4. Value: 40,000 gp
Requirements Craft Permanent Items, bull's strength ; Cost 125 xp, 1,250 gp
Gloves of Clever Manipulation
Aura transmutation; CL 5th
Slot hands; Price 2,000 gp; Weight —
Description
These apparently normal lightweight gloves grant a +1 enhancement bonus on Disable Device checks to disarm traps and sabotage devices, as well as on all Sleight of Hand checks and Use Rope checks. Both gloves must be worn for the magic to be effective.
Adventurer Tier: Your enhancement bonus rises to +2. Value: 8,000 gp
Hero Tier: Your enhancement bonus rises to +3. Value: 18,000 gp
Legend Tier: Your enhancement bonus rises to +4. Value: 32,000 gp
Construction Requirements Craft Permanent Items, cat's grace; Cost 100 xp, 1,000 gp
Gloves of Climbing
Aura transmutation; CL 5th
Slot hands; Value 3,000 gp; Weight —
Description: These leather gloves continually grants you a +2 enhancement bonus on Climb checks.
Adventurer Tier: Your enhancement bonus rises to +4. Value: 12,000 gp
Hero Tier: Your enhancement bonus rises to +6. Value: 27,000 gp
Legend Tier: Your enhancement bonus rises to +8. Value: 48,000 gp
Construction Requirements Craft Permanent Items, creator must have 5 ranks in the Climb skill; Cost 150 xp, 1,500 gp
Gloves of Escape
Aura transmutation; CL 4th
Slot hands; Price 1,000 gp; Weight —
Description
When you wear these gloves, you gain +1 enhancement bonus on Disable Device checks to unlock locks, on Break checks to burst bonds, and on Escape Artist checks to escape rope and manacle bonds. Once per day, you can reach into a pocket, your hair, or your ear and produce a set of masterwork lock picks that disappear at midnight.
Adventurer Tier: Your enhancement bonus rises to +2. When worn, the gloves of escape are invisible and feel exactly like your own hands. Value: 4,000 gp
Hero Tier: Your enhancement bonus rises to +3. The gloves cannot be detected by any magic. Value: 9,000 gp
Legend Tier: Your enhancement bonus rises to +3. Once per day, you can make a fist and rap it on an object; the object opens if it is closed, locked, or both. Value: 16,000 gp
Construction Requirements Craft Permanent Items, knock; Cost 50 xp, 500 gp
Gloves of Movement
Aura abjuration; CL 7th
Slot hands; Value 4,500 gp; Weight —
Description: These sharkskin gloves allow you to move and act underwater as if you were in open air, removing the usual penalties for being underwater. (It does not grant water breathing nor make your gear waterproof!)
Adventurer Tier: You are immune to grapple attacks unless you initiated the grapple. Value: 18,000 gp
Hero Tier: You are immune to paralysis, hold, and entangling effects and attacks. Value: 40,500 gp
Legend Tier: You are immune to all attacks and effects, magical and nonmagical, that impede movement, including spells like slow and solid fog, caltrops, difficult terrain, winds and bad weather, etc. Value: 72,000 gp
Construction Requirements Craft Permanent Items, freedom of movement; Cost 225 xp, 2,250 gp
Goggles of Appraisal
Aura divination; CL 3rd
Slot eyes; Price 2,500 gp; Weight —
Description
The lenses of this item are made of special crystal. When worn, the lenses enable you to perceive values and secrets that would otherwise be harder to determine, giving you a +2 enhancement bonus on all Appraise checks. Both lenses must be worn for the magic to be effective.
Adventurer Tier: Your enhancement bonus rises to +4. Value: 10,000 gp
Hero Tier: Your enhancement bonus rises to +6. Value: 22,500 gp
Legend Tier: Your enhancement bonus rises to +8. Value: 40,000 gp
Construction Requirements Craft Permanent Items, Appraise Person; Cost 125 xp, 1,250 gp
Goggles of Night
Aura transmutation; CL 3rd
Slot eyes; Price 2,000 gp; Weight —
Description
The lenses of this item are made of dark crystal. Even though the lenses are opaque, when placed over your eyes, they enable you to see normally and also grant you 30-foot darkvision. Both lenses must be worn for the magic to be effective.
Adventurer Tier: Your darkvision extends to 60 feet. Value: 8,000 gp
Hero Tier: Your darkvision extends to 90 feet. Value: 18,000 gp
Legend Tier: Your darkvision extends to 120 feet. Value: 32,000 gp
Construction Requirements Craft Permanent Items, darkvision; Cost 50 xp, 500 gp
Handy Haversack
Aura conjuration; CL 9th
Slot torso; Price 1,000 gp; Weight 5 lbs.
Description
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It is bigger on the inside than on the outside, with a capacity of 2 cubic feet and 60 lbs., like a bag of holding. Whether filled or not, the haversack always weighs only 5 pounds.
While such storage is useful enough, the haversack 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 or stowing any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving or storing an item usually does.
Adventurer Tier: The haversack has a capacity of 3 cubic feet and 90 lbs. Value: 4,000 gp
Hero Tier: The haversack has a capacity of 4 cubic feet and 120 lbs. Value: 9,000 gp
Legend Tier: The haversack has a capacity of 5 cubic feet and 150 lbs. Value: 16,000 gp
Construction Requirements Craft Permanent Items, rope trick; Cost 50 xp, 500 gp
Hat of Disguise
Aura illusion; CL 1st
Slot head; Price 2,500 gp; Weight —
Description
This apparently normal hat uses glamer illusion magic to let you look, feel, taste, smell, and sound different. Upon command, you gain a +2 enhancement bonus on Disguise skill checks. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on. You can adopt a new disguise as a standard action.
Adventurer Tier: Your enhancement bonus rises to +4. Value: 10,000 gp
Hero Tier: Your enhancement bonus rises to +6. Value: 22,500 gp
Legend Tier: Your enhancement bonus rises to +8. Value: 40,000 gp
Construction Requirements Craft Permanent Items, disguise self; Cost 250 xp, 2,500 gp
Helm of Telepathy
Aura divination and enchantment; CL 10th
Slot head; Price 1,000 gp; Weight 3 lbs.
Description
This pale metal or stylized ivory helm covers much of the head when worn. Once per day, with a standard action requiring only your mental command, you can create a telepathic bond between you and another willing creature you can see. This bond lasts until midnight, and it allows you to communicate mentally within one mile if you have a common language.
Adventurer Tier: You can create as many of these telepathic bonds per day as you like with willing creatures. If you wish, creatures bonded to you can also communicate with each other if they share a common language. Value: 4,000 gp
Hero Tier: Your telepathic bonds work anywhere on the same plane. If you have bonded with a creature in the past, you do not need line of sight to establish a bond. Value: 9,000 gp
Legend Tier: You can force telepathic bonds on unwilling creatures, and they function even if you do not have a common language. Value: 16,000 gp
Construction Requirements Craft Permanent Items, telepathic bond; Cost 50 xp, 500 gp
Helm of Underwater Action
Aura transmutation; CL 5th
Slot head; Price 500 gp; Weight 3 lbs.
Description
This helmet lets you see underwater. Drawing the small lenses in compartments on either side into position before your eyes activates the visual properties of the helm, allowing you 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.)
Adventurer Tier: If the command word is spoken, the helm of underwater action gives you a 30-foot swim speed. Value: 2,000 gp
Hero Tier: The helm creates a globe of air around your head and maintains it while you are under water, enabling you to breathe freely. Value: 4,500 gp
Legend Tier: You can move as easly and freely under water as in air; you suffer no penalties for functioning under water. Value: 8,000 gp
Requirements Craft Permanent Items, water breathing; Cost 25 xp, 250 gp
Hex of Holiness
Aura abjuration [good]; CL 10th
Slot skin; Price 3,000 gp; Weight —
Description
This small golden hexagon, placed between your eyebrows, grants you damage reduction 1/—. You must be good to wear this item.
Adventurer Tier: The damage reduction granted by the hex increases to 2/—. Value: 12,000 gp
Hero Tier: The damage reduction granted by the hex increases to 3/—. Value: 27,000 gp
Legend Tier: The damage reduction granted by the hex increases to 2/—. Value: 48,000 gp
Construction Requirements Craft Permanent Items, shield of faith; Cost 150 xp, 1,500 gp
Mantle of Spell Resistance
Aura abjuration; CL 10th
Slot shoulders; Price 3,000 gp; Weight —
Description
This garment, worn over normal clothing or armor, grants you spell resistance 13.
Adventurer Tier: The spell resistance granted by the mantle increases to 16. Value: 12,000 gp
Hero Tier: The spell resistance granted by the mantle increases to 19. Value: 27,000 gp
Legend Tier: The spell resistance granted by the mantle increases to 22. Value: 48,000 gp
Construction Requirements Craft Permanent Items, spell resistance; Cost 150 xp, 1,500 gp
Mitts of the Winterlands
Aura abjuration and transmutation; CL 5th
Slot hands; Price 500 gp; Weight 1 lb.
Description
These mittens keep you warm and cozy in cold weather, as if you were affected by an endure elements spell. They do not interfere with your manipulation or use of your hands.
Adventurer Tier: You may walk through or atop snow as you prefer, without being slowed down, and without leaving tracks or signs of your passage. You travel at normal speed across slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Value: 2,000 gp
Hero Tier: You are immune to all effects of cold weather, and any save you make against snow and ice avalanches is treated as a natural 20. Value: 4,500 gp
Legend Tier: You gain cold resistance 10. Value: 8,000 gp
Construction Requirements Craft Permanent Items, endure elements, pass without trace ; Cost 25 xp, 250 gp
Monk's Belt
Aura transmutation; CL 10th
Slot waist; Price 2,000 gp; Weight 1 lb.
Description
This simple woven belt, when worn, improves your skill in iconic monk abilities, so long as you are wearing no armor or shield. Your unarmed damage is increased as if you were one size category greater than you are.
Adventurer Tier: Your land speed increases by 10; this is an enhancement bonus. Value: 8,000 gp
Hero Tier: You gain a +1 enhancement bonus to these skill checks: Heal, Profession (teacher, farmer), Sense Motive, Spot, and Survival. Value: 18,000 gp
Legend Tier: You gain a +1 enhancement bonus to AC and Reflex saving throws. Value: 32,000 gp
Requirements Craft Permanent Items, owl's wisdom; Cost 100 xp, 1,000 gp
Necklace of Adaptation
Aura transmutation; CL 7th
Slot neck; Price 500 gp; Weight 1 lb.
Description
This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps you in a shell of fresh air, giving you a +2 enhancement bonus against harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons).
Adventurer Tier: Your amulet draws oxygen from water, allowing you to breathe while submerged. Value: 2,000 gp
Hero Tier: Your amulet creates oxygen, allowing you to breathe everywhere, even the void of space. Value: 4,500 gp
Legend Tier: You are completely immune to all harmful vapors, gases, and inhaled poisons. Value: 8,000 gp
Requirements Craft Permanent Items, breeze; Cost 25 xp, 250 gp
Periapt of Health
Aura conjuration; CL 5th
Slot neck; Price 3,500 gp; Weight —
Description
This blue gem on a silver chain (worn on the neck) gives you 2d4+2 temporary hit points, refreshed each morning. These do not stack with temporary hit points gained through other means.
Adventurer Tier: You are immune to disease, including supernatural diseases. Value: 14,000 gp
Hero Tier: You automatically become stable if your hit points drop below 0 (but not if the damage is enough to kill you). The periapt doubles your 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 you, but not ability damage or drain. Value: 31,500 gp
Legend Tier: You are completely immune to all poison. Value: 56,000 gp
Construction Requirements Craft Permanent Items, virtue; Cost 175 xp, 1,750 gp
Periapt of Perspicacity
Aura transmutation; CL 8th
Slot neck; Weight 1 lb.; Price 2,500 gp
Description
This amulet bestows common sense, understanding, and shrewd insight upon you. The periapt grants you an enhancement bonus to Wisdom of +1. Treat this as a temporary ability bonus for the first 24 hours the periapt is worn.
Adventurer Tier: The periapt's enhancement bonus rises to +2. Value: 10,000 gp
Hero Tier: The periapt's enhancement bonus rises to +3. Value: 22,500 gp
Legend Tier: The periapt's enhancement bonus rises to +4. Value: 40,000 gp
Requirements Craft Permanent Items, owl's wisdom; Cost 125 xp, 1,250 gp
Phylactery of Faithfulness
Aura divination [good]; CL 1st
Slot head; Price 1,000 gp; Weight —
Description
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. Only good aligned characters can use this item, and if you commit an evil act, the item ceases to function for 1d4 days. There is no mundane way to determine what function this religious item performs until it is worn. Roll 1d3 to determine the power it grants: (1) You gain a +1 enhancement bonus on attacks against evil creatures. (2) You gain a +2 enhancement bonus on charisma-based skill checks interacting with evil creatures. (3) With a swift action in which you contemplate doing something, you learn if that could adversely affect your alignment and standing with your god.
Adventurer Tier: The phylactery bestows a new power, in addition to the existing power. Roll a d3. (1) You ignore all damage reduction when attacking an evil outsider. (2) You gain a +4 enhancement bonus on Diplomacy checks to improve a good creature's attitude towards you. (3) With a move action, you can sense if a creature within 60 feet is evil. Value: 4,000 gp
Hero Tier: Roll a d3 for an additional power. (1) Undead that you hit with a melee weapon cower before you for one round. (2) When performing a clearly good deed outside combat, you can use one respect point and one lionheart point in the same round and not expend them. (3) With a standard action, you know the distance and direction to the nearest temple or shrine of a good-aligned god within 10 miles. Value: 9,000 gp
Legend Tier: Roll a d3 for an additional power. (1) You ignore all spell resistance when attacking an evil creature. (2) You can touch a person out of combat, so that their alignment changes to good if they fail a DC20 Will save. Even if they save, they remain unaware of the action of the phylactery. You can use this power successfully once per day (you can try again if you fail), but a person who saves is immune to further attempts. (3) With a full-round action, you know the distance and direction to any open dimensional portals or gates that lead to a spiritual plane within 100 miles. Value: 16,000 gp
If you have not soul-linked this item, reroll the Tier One power each time you level. After you soul-link the phylactery of faithfulness, each time you level, the Universal System offers you the option of rerolling all abilities or retaining the current set.
Construction Requirements Craft Permanent Items, commune; Cost 50 xp, 500 gp
Piercing of Persuasion
Aura transmutation; CL 8th
Slot skin; Weight —; Price 2,500 gp
Description
This diamond and platinum stud, worn anywhere on the body, grants you an enhancement bonus to Charisma of +1. Treat this as a temporary ability bonus for the first 24 hours the amulet is worn.
Adventurer Tier: The piercing's enhancement bonus rises to +2. Value: 10,000 gp
Hero Tier: The piercing's enhancement bonus rises to +3. Value: 22,500 gp
Legend Tier: The piercing's enhancement bonus rises to +4. Value: 40,000 gp
Requirements Craft Permanent Items, eagle's splendor ; Cost 125 xp, 1,250 gp
Piercing of Protection
Aura abjuration; CL 5th
Slot skin; Value 3,000 gp; Weight —
Description: This ring, worn in a piercing somewhere on your body, offers continual magical protection in the form of a enhancement bonus of +1 to armor class.
Adventurer Tier: Your enhancement bonus rises to +2. Value: 12,000 gp
Hero Tier: Your enhancement bonus rises to +3. Value: 27,000 gp
Legend Tier: Your enhancement bonus rises to +4. Value: 48,000 gp
Construction Requirements Craft Permanent Items, shield of faith,; Cost 150 xp, 1,500 gp
Robe of Bones
Aura necromancy; CL 6th
Slot torso; Price 2,000 gp; Weight 1 lb.
Description
This item is covered in bones sewn into the garment. Once per day, as a standard action, you can detach a bone and throw it down next to you in an adjacent space. The patch becomes a human skeleton. It follows your commands and is under your complete control. After one minute, you can choose to destroy it, or you can add it to the undead you control indefinitely, counting against your standard four HD per caster level. The bone replaces itself the next morning. In addition, the garment offers a +1 armor bonus to your AC.
Adventurer Tier: You may detach two bones per day, making two skeletons. The robe of bones armor bonus increases to +2. Value: 8,000 gp
Hero Tier: You may detach four bones per day, making four skeletons. The armor bonus increases to +3. Value: 18,000 gp
Legend Tier: You may detach eight bones per day, making eight skeletons. The armor bonus increases to +4. Value: 32,000 gp
Construction Requirements Craft Permanent Items, animate skeleton; Cost 100 xp, 1,000 gp
Robe of Eyes
Aura moderate divination; CL 10th
Slot torso; Price 3,500 gp; Weight 1 lb.
Description
This valuable garment appears to be a normal robe until it is put on — then many visible, magical eye-like patterns appear on the robe. These allow you to see even if you are blind, and they bestow 30-foot darkvision.
Adventurer Tier: Your darkvision extends to 60 feet, and you can see all forms of invisible creatures and objects within 60 feet. Value: 14,000 gp
Hero Tier: Your darkvision and ability to see invisible now extend to 90 feet. Within that same range, you can now also see ethereal creeatures and objects. Value: 31,500 gp
Legend Tier: Your darkvision and ability to see invisible and etheral creatures and objects extend 120 feet. Also, you retain your Dexterity bonus to AC even when flat-footed. You can't be flanked. Value: 56,000 gp
Note: The robe also offers a few drawbacks. You cannnot avert or close your eyes when confronted by a creature with a gaze attack. Light spells cast specifically on the robe cause it to cease its function for 1d4 minutes.
Construction Requirements Craft Permanent Items, darkvision; Cost 175 xp, 1,750 gp
Robe of Stars
Aura conjuration; CL 9th
Slot torso; Price 2,000 gp; Weight 1 lb.
Description
This garment is typically black or dark blue and embroidered with small white or silver stars. As part of an attack, you can detatch an embroidered star from the robe and use it as a +1 masterwork cold iron throwing star (that is, a shuriken). However, the star is actually made of starlight, not cold iron. The robe grants you proficiency with these starlight weapons. Each shuriken disappears after it is used.
Adventurer Tier: You gain low-light vision. The range increment of shuriken you draw from the robe is now 25 feet. Use your odd (column A) Wisdom modifier instead of your usual Dexterity and Strength modifiers when you throw starlight shuriken, if you prefer. Value: 8,000 gp
Hero Tier: The robe's shuriken are now treated as +1 masterwork adamantine shuriken, although they are made of starlight, not metal. The range increment of shuriken you draw from the robe is now 50 feet. Value: 18,000 gp
Legend Tier: Once per day as a standard action, you can wish upon a star in your robe, if your wish can duplicate the effect of a natural spell of 9th level or lower. Value: 32,000 gp
Construction Requirements Craft Permanent Items, commune with nature; Cost 100 xp, 1,000 gp
Robe of Useful Items
Aura moderate transmutation; CL 9th
Slot torso; Price 1,500 gp; Weight 1 lb.
Description
This appears to be an unremarkable robe, but when you don it, you see that it is adorned with small cloth patches of various shapes. Only you can see these patches, recognize them for what items they become, and detach them. It takes a standard action to detach a patch, and you can do so once per day. Detaching a patch causes it to become an actual item, as indicated below. A newly created robe of useful items has 2d4 patches when created or found; roll for each patch on the table below to determine its nature. Multiple items of the same kind are permissible. Patches used are replaced the next morning (roll on the table to see what appears).
d% Result 01–03 Bag of 100 gold pieces 04–09 Bullseye lantern (full and lit) 10–11 Coffer, silver (6 in. by 6 in. by 1 ft.),500 gp value 12–17 Dagger 18–22 Door, iron (up to 10 ft. wide and 10 ft. high and barred on one side—must be placed upright, attaches and hinges itself) 23–24 Gems, 10 (100 gp value each) 25–30 Hempen rope (50-foot coil) 31–37 Ladder, wooden (24 ft. long) 38–44 Mirror (a highly polished 2-foot-by-4-foot steel mirror) 45–51 Mule (with saddle bags) 52–58 Pit, open (10 ft. by 10 ft. by 10 ft.) 59–65 Pole (10-foot length) 66–71 Portable ram 72–75 Potion of cure serious wounds 76–81 Rowboat (12 ft. long) 82–87 Sack 88–90 Scroll of one randomly determined spell, level 1-4 91–95 War dogs, pair (treat as riding dogs) 96–100 Window (2 ft. by 4 ft., up to 2 ft. deep) Adventurer Tier: You can use two patches per day. When you level up, reroll the number of patches (3d4) and what they are. Value: 6,000 gp
Hero Tier: You can use three patches per day. When you level up, reroll 4d4 patches. Value: 13,500 gp
Legend Tier: When you level up, reroll 5d4 patches. You can use four patches per day. In the morning, when a new patch appears to replace a used one, you can roll twice and choose the item you prefer. Value: 24,000 gp
Construction Requirements Craft Permanent Items, fabricate; Cost 75 xp, 750 gp
Sandals of Subtlety
Aura transmutation; CL 8th
Slot feet; Weight 1 lb.; Price 2,500 gp
Description
This footwear magically protects your feet as well as sturdy boots would, though they appear to be common sandals. Moreover, they add swift grace and pinpoint accuracy to your movement. The sandals grants you an enhancement bonus to Dexterity of +1. Treat this as a temporary ability bonus for the first 24 hours the sandals are worn.
Adventurer Tier: The sandals' enhancement bonus rises to +2. Value: 10,000 gp
Hero Tier: The sandals' enhancement bonus rises to +3. Value: 22,500 gp
Legend Tier: The sandals' enhancement bonus rises to +4. Value: 40,000 gp
Requirements Craft Permanent Items, cat's grace ; Cost 125 xp, 1,250 gp
Scarab of Protection
Aura abjuration and necromancy; CL 8th
Slot skin; Price 2,000 gp; Weight —
Description
This silver beetle sticks to your skin wherever you place it. It grants you a +1 enhancement bonus on saving throws against energy-draining attacks, death effects, and negative energy effects. You also gain a +1 enhancement bonus to AC against undead and attacks that use negative energy and death magic.
Adventurer Tier: The scarab's enhancement bonus rises to +2. Value: 8,000 gp
Hero Tier: The scarab's enhancement bonus rises to +3. Value: 18,000 gp
Legend Tier: The scarab's enhancement bonus rises to +4. Value: 32,000 gp
Construction Requirements Craft Permanent Items, death ward; Cost 100 xp, 1,000 gp
Spectacles of X-Ray Vision
Aura divination;CL 6th
Slot eyes; Value 4,500 gp; Weight —
Description: On command as a standard action, this framed lenses gives you the ability to see into and through solid matter. Vision range is 10 feet, letting you see as if you were looking at something in normal light even if there is no illumination. X-ray vision can penetrate up to 3 feet of wood or dirt, 1 foot of stone, or 1 inch of metal. Thicker substances or a thin sheet of lead blocks the vision. You can use this power for up to one minute per day, in increments of at least one round.
Adventurer Tier: Range increases to 20 feet, through 6 feet of wood or dirt, 2 feet of stone, or 2 inches of metal — for up to two minutes per day. Value: 18,000 gp
Hero Tier: Range increases to 30 feet, through 9 feet of wood or dirt, 3 feet of stone, or 3 inches of metal — for up to three minutes per day. Value: 40,500 gp
Legend Tier: Range increases to 40 feet, through 12 feet of wood or dirt, 4 feet of stone, or 4 inches of metal — for up to four minutes per day. Value: 72,000 gp
Construction Requirements Craft Permanent Items, clairaudience/clairvoyance; Cost 225 xp, 2,250 gp
Stone of Alarm
Aura abjuration; CL 3rd
Slot waist; Price 500 gp; Weight 2 lbs.
Description
This cut stone, set into a belt buckle, can be removed and stuck onto any object. If that object is touched thereafter by anyone who does not first speak the command word, the stone emits a piercing screech for one hour that can be heard up to a quarter-mile away (assuming no intervening barriers).
Adventurer Tier: The stone changes shape and color to blend into the object; others only find it on a DC15 Search check. You can choose to make the alarm silent and mental, so that only you are aware of it and it is no more than a mile from you. Also, you are aware of distance and direction to the alarm stone (for one day, so long as you wear the belt). The stone returns to your belt in the morning. Value: 2,000 gp
Hero Tier: The search DC to find the stone rises to 25. You can locate it within 100 miles. In the morning, the stone and the object attached to it is teleported back to you. Value: 4,500 gp
Legend Tier: The search DC to find the stone rises to 35. You can locate it anywhere on the same plane. You can choose to teleport the stone and the object attached back to you at any time. Value: 8,000 gp
Construction Requirements Craft Permanent Items, alarm; Cost 25 xp, 250 gp
Vest of Vigor
Aura transmutation; CL 8th
Slot feet; Weight 1 lb.; Price 2,500 gp
Description
This sturdy garment buoys your health and vitality, granting you an enhancement bonus to Constitution of +1. Treat this as a temporary ability bonus for the first 24 hours the vest is worn.
Adventurer Tier: The vest's enhancement bonus rises to +2. Value: 10,000 gp
Hero Tier: The vest's enhancement bonus rises to +3. Value: 22,500 gp
Legend Tier: The vest's enhancement bonus rises to +4. Value: 40,000 gp
Requirements Craft Permanent Items, bull's endurance; Cost 125 xp, 1,250 gp
Vestments of the Druids
Aura transmutation; CL 10th
Slot torso; Price 4,000 gp; Weight —
Description
This light garment is worn over normal clothing. Most such vestments are green, embroidered with plant or animal motifs. These vestments grant you a +1 enhancement bonus on Knowledge (nature) and Survival skill checks.
Adventurer Tier: You gain a +2 enhancement bonus on saving throws against fire and electricity. Value: 8,000 gp
Hero Tier: If you have the wild shape ability, you can use that ability one additional time each day. If you do not have the wild shape ability, then once per day for up to 10 minutes, you can assume the form of any small animal. If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, water breathing, and scent; you also gain a +2 size bonus to your Dexterity and a +1 natural armor bonus. Value: 12,000 gp
Legend Tier: If you have the wild shape ability, when you return to your native-born shape, you heal 10 percent to 40 percent (1d4 × 10) of your lost hit points. If you do not have the wild shape ability, every time you are polymorphed and return to your own form, you regain 1d4+10 hit points. Value: 16,000 gp
Construction Requirements Craft Permanent Items, ability to speak druidic; Cost 200 xp, 2,000 gp
Wings of Flight
Aura transmutation; CL 8th
Slot arms; Price 4,000 gp; Weight —
Description
On command as a full-round action, these feathered armbands change your arms into feathered wings. Any items you are holding in your hands, as well as any items using the fingers or hands body slots, disappear and become non-functional, although they reappear when you speak the command word and change your wings back into your arms. With the wings, you have a fly speed of 20 and clumsy maneuverability. You also gain a +1 enhancement bonus on Fly skill checks.
Adventurer Tier: Your flight improves to speed 40 and poor maneuverability. Your enhancement bonus increases to +2. Value: 8,000 gp
Hero Tier: Your flight improves to speed 60 and average maneuverability. Your enhancement bonus increases to +3. Value: 12,000 gp
Legend Tier: Your flight improves to speed 80 and good maneuverability. Your enhancement bonus increases to +4. Value: 16,000 gp
Construction Requirements Craft Permanent Items, fly; Cost 200 xp, 2,000 gp
Slotless Items
Slotless items do not take up a body slot. They must still be in your possession if you would like to benefit from them. Often, they only function if you are holding them in your hands.
Bag of Holding
Aura conjuration; CL 9th
Slot —; Price 1,500; Weight see below
Description
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 10 lbs. and holds 250 lbs., in a space up to 30 cubic ft. Any item or number of items totaling under those limits can fit, even if the dimensions look larger than the bag's mouth. Stowing an item into the bag is a move action; retrieving an item is a full-round action — both actions provoke attacks of opportunity.
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. A bag of holding cannot be turned inside out. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Magic items placed inside the bag do not offer any benefit to the character carrying the bag.
Adventurer Tier: The bag holds holds 500 lbs. in a space up to 60 cubic ft. Living creatures can survive for up to 20 minutes. Stowing an item does not provoke attacks of opportunity. Value: 6,000 gp
Hero Tier: The bag holds holds 1,000 lbs. in a space up to 120 cubic ft. Living creatures can survive for up to 30 minutes. Retrieving an item does not provoke attacks of opportunity. Value: 13,500 gp
Legend Tier: The bag holds holds 1,500 lbs. in a space up to 240 cubic ft. Living creatures can survive for up to 40 minutes. Value: 24,000 gp
Construction Requirements Craft Permanent Items, secret chest ; Cost 75 xp, 750 gp
Bag of Tricks
Aura (gray or rust) or moderate (tan) conjuration; CL 3rd (gray),5th (rust),9th (tan)
Slot —; Price 2,000 gp
Description
This small sack, appears empty. Anyone reaching into the bag feels a small, fuzzy ball. 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. A bags of tricks produces one of these four animals, chosen at random: cat, monkey, raven, rat. Animals produced are always random, and only one may exist at a time. The bags of tricks may only be used once per day.
Adventurer Tier: The bag now produces one of these four animals: giant frog, hyena, venomous snake, wolf. Value: 8,000 gp
Hero Tier: The bag now produces one of these four animals: dire ape, dire wolf, giant eagle, lion. Value: 18,000 gp
Legend Tier: The bag now produces one of these four animals: dire lion, dire wolverine, giant frilled lizard, rhinoceros. Value: 32,000 gp
Requirements Craft Permanent Items, summon nature's ally V; Cost 100 xp, 1,000 gp
Bell of Tintinnabulation
Aura enchantment and necromancy; CL 8th
Slot —; Price 2,000 gp; Weight 1 lbs.
Description
This magical silver bell can be activated once per day as a standard action with a DC13 Perform (percussion) skill check; a failed check still counts as a daily use. The effect of the bell lasts for 1d4 minutes. Properly performed, the sound of this item is actually that of many small bells ringing together. When you ring the bell with skill (making the DC14 check), you grant a +1 enhancement bonus to all saves, attacks, and skill checks for you and your allies within 25 ft. (As a masterwork musical instrument, this item also grants a +2 circumstance bonus on Perform checks involving both its magical and non-magical use.)
Adventurer Tier: After using the bell for its daily use (whether successfully or not), the bell changes from silver to gold. The gold bell, also useable once per day, creates an effect as if you had cast shield other on an ally within 25 ft., lasting 2d4 minutes, on a successful DC16 Perform (percussion) check. If the ally is your lawfully wedded spouse, the bonus to AC and saves rises from +1 to +3. Value: 8,000 gp
Hero Tier: After using the bell for its first two daily uses (whether successfully or not), the bell changes from gold to brass. Activated with a DC18 Perform check, the brass bell imposes the frightened effect on all enemies within 25 feet who fail a Will saving throw equal to the activation Perform check result. Those who save are shaken. The effect lasts 3d4 minutes. Value: 18,000 gp
Legend Tier: After using the bell for its first three daily uses (whether successfully or not), the bell changes from brass to iron. Activated with a DC20 Perform check, the iron bell only functions if there is a corpse within 25 feet. If there is, the corpse changes into a skeleton with hit dice equal to the activation Perform skill check result divided by 3. The skeleton is under your control, does not count against the usual hit dice limit on controlling undead, and crumbles into dust after 4d4 minutes. Value: 32,000 gp
Construction Requirements Craft Permanent Items, sculpt sound; Cost 100 xp, 1,000 gp
Broom of Flying
Aura transmutation; CL 9th
Slot —; Price 4,000 gp; Weight 3 lbs.
Description
While riding this broom, you gain a fly speed of 30 with clumsy maneuverability. Only you can ride on the broom; no passengers. You need to use both hands to hold on to the broom while you are airborne.
Adventurer Tier: Your fly speed rises to 40 with poor maneuverability and you can control the broom with just one hand. Value: 16,000 gp
Hero Tier: Your fly speed rises to 50 with average maneuverability. It flies to you from as far away as 1,000 feet when you speak the command word. Value: 36,000 gp
Legend Tier: Your fly speed rises to 60 with good maneuverability, and you can control the broom using just your legs. You can carry one passenger with you. Value: 64,000 gp
Construction Requirements Craft Permanent Items, overland flight; Cost 200 xp, 2,000 gp
Bronze Bands of Binding
Aura evocation; CL 10th
Slot —; Price 2,500 gp; Weight 1 lb.
Description
This useful item appears to be a 3-inch-diameter bronze sphere with bandings on the globe. When the proper command word is spoken and the spherical bronze device is touched to a defeated and helpless foe (of medium size or smaller), the bands expand to surround the target. Some bands then contract to bind the foe; other bands remain enlarged so that the bands and foe can be easily rolled along (you can roll a foe with weight up to ten times your maximum load allowed by your strength). The inner bands rotate so that the target does not get dizzy. The prisoner, now pinned, is released only at your command, or if the prisoner makes a DC35 Escape Artist or Break skill check.
Adventurer Tier: With a new command, you can divide the bronze bands of binding into four identical globes, each of which functions as above for targets up to size large. The Escape Artist or Break DC needed to escape is now 45. The balls will now roll at your command, so you do not need to push, at a speed of 30, taking a move action each round to direct them. Value: 10,000 gp
Hero Tier: You can now divide the bands into eight globes. In addition to being pinned, the prisoners cannot use any spells or spell-like abilities. You can direct them to move with a swift action. The escape DC is now 55. Value: 22,500 gp
Legend Tier: You can divide the bands into 16 globes, for targets up to huge in size. The escape DC is now 65. Instead of being pinned, prisoners are now treated as helpless. Value: 40,000 gp
Construction Requirements Craft Permanent Items, command many; Cost 150 xp, 1,500 gp
Bugle of Blasting
Aura evocation; CL 8th
Slot —; Price 3,000 gp; Weight 1 lb.
Description
This horn appears to be a normal, though finely made, wind instrument. It can be sounded as a normal bugle (and as a masterwork musical instrument, this item also grants a +2 circumstance bonus on Perform checks involving both its magical and non-magical use). However, when a command melody is played, with a Perform (wind instruments) DC14, the bugle of blasting deals 4d6 points of sonic damage to creatures within a 10-foot cone and causes them to be deafened for 1d4 rounds. A Fortitude save reduces the damage by half and negates the deafening; the DC for this save is the Perform check result to activate. Crystalline, glass, and stone creatures take 6d6 points of sonic damage and save with a -1 penalty. Unattended objects made of the same substances take 6d6 damage, ignoring hardness and with no save. The bugle can be used successfully once per day.
Adventurer Tier: The bugle's activation Perform skill DC rises to 16. The instrument deals 8d6 sonic damage in a 20 ft cone (12d6 to crystalline creatures and objects, creatures save at -2) and deafens for 2d4 rounds. Value: 12,000 gp
Hero Tier: The activation DC rises to 18. The instrument deals 12d6 sonic damage in a 30 ft cone (18d6 to crystalline creatures and objects, creatures save at -3) and deafens for 3d4 rounds. Value: 27,000 gp
Legend Tier: The activation DC rises to 20. The instrument deals 16d6 sonic damage in a 40 ft cone (24d6 to crystalline creatures and objects, creatures save at -4) and deafens for 4d4 rounds. Value: 48,000 gp
Construction Requirements Craft Permanent Items, shout; Cost 150 xp, 1,500 gp
Carpet of Flying
Aura transmutation; CL 10th
Slot —; Price 4,500 gp; Weight —
Description
This rug is able to fly through the air at a fly speed of 40 feet. 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. A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. With people crowded on, two small people or one medium person can fit on a 5x5 square. A large character takes up four squares (a 10x10 space. A carpet of flying can hover without making a Fly skill check and it has average maneuverability. It has an area of 5 ft. by 5 ft., a capacity of 150 lbs., and weighs 8 lbs. In flight, you, the owner, must take a move action each round to command the carpet's movement.
Adventurer Tier: Your carpet can grow to 5 ft. by 10 ft., with capacity 300 lbs., weighing 10 lbs. Value: 18,000 gp
Hero Tier: Your carpet can grow to 10 ft. by 10 ft., with capacity 600 lbs., weighing 12 lbs. Value: 40,500 gp
Legend Tier: Your carpet can grow to 15 ft. by 10 ft., with capacity 1,200 lbs., weighing 15 lbs. In flight, you must take a swift action each round to command the carpet's movement. Value: 72,000 gp
Construction Requirements Craft Permanent Items, overland flight ; Cost 225 xp, 2,250 gp
Castanets of Confusion
Aura evocation; CL 7th
Slot —; Price 3,000 gp; Weight 1 lb.
Description
This pair of percussion instruments are used while dancing to add evocative rhythms to the performance. As a masterwork musical instrument, these castanets also grant a +1 circumstance bonus on Perform (dance) and Perform (percussion instrument) checks involving both the item's magical and non-magical use. When you dance while playing castanets of confusion, you entrance viewers who do not know what to expect. When you activate and dance with this item (a full-round action), you fascinate any people within 60 feet who are watching you, unless they make a Will save. To determine the DC of this Will save, roll both dance and a percussion instrument performance skill checks, and average the results — this is the save DC. The effect lasts for so long as you dance and play, using a full-round action each round, up to 1d4 minutes, or until you are silenced or stopped from performing. You cannot affect the same creature, save or no, after a first exposure, until you have gained a new level. If you are a bard using the castanets to enhance your bardic fascination, you may use the standard saving throw or the castanet saving throw, whichever is higher.
Adventurer Tier: You can now fascinate monsters. With people, you can also choose to daze them for 1d4 rounds. Value: 12,000 gp
Hero Tier: The castanets now require only a standard action each round of play. You can now fascinate or daze monsters. With people, you can also choose to confuse them for 1d4 rounds, while you continue dancing and playing. Value: 27,000 gp
Legend Tier: You can now fascinate, daze, or confuse monsters. With people, you can also choose to make the audience dance in place with you, trying to echo your movements for 1d4 rounds. Treat this as the stunned stunned condition. Value: 48,000 gp
Note: You cannot fascinate in combat, but you can daze, confuse, and stun foes in battle. To use castanets you must have both hands free.
Construction Requirements Craft Permanent Items, confusion II; Cost 350 xp, 3,500 gp
Crystal Ball
Aura divination;CL 10th
Slot —; Price 4,000; Weight 7 lbs.
Description
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. To use a crystal ball, concentrate on a specific individual creature (monster or person) for one minute. The creature must be known to you by at least two of the following: a bit of hair, blood, or body; the creature's true name; or you have met the creature in person — or the creature must be marked with your arcane marking or carrying an object so marked. If the creature is within a range of one mile and is unwilling, they make a DC16 will save to resist (spell resistance does not apply). If they save, they are aware of the failed attempt to scry. If they fail the save, they are unaware of the attempt and you can watch them (and the area within 10 feet of them) for d100 minutes. A willing creature can choose to fail the save if they have touched the crystal ball beforehand. A crystal ball can be used multiple times per day, but the DC to resist its power decreases by two for each additional use. The item creates an invisible marble-size sensor through which you can use your own low-light vision and darkvision.
Adventurer Tier: The range increases to 100 miles, the DC to resist rises to 19, and you can communicate through the crystal ball with telepathy if you and the target share a common language. Value: 16,000 gp
Hero Tier: The item can find a target on the same plane of existence. The DC to resist rises to 22, and in addition to telepathy, you can cast any detect spell through the sensor. Value: 36,000 gp
Legend Tier: The item can find a target anywhere in the mutiverse. The DC to resist rises to 25, and in addition to telepathy and detect spells, you can cast see invisibility through the sensor. Value: 64,000 gp
Construction Requirements Craft Permanent Items, scrying; Cost 200 xp, 2,000 gp
Cube of Energy Resistance
Aura abjuration; CL 5th
Slot —; Price 3,500 gp; Weight 2 lbs.
Description
This cube is activated or deactivated by pressing one side. When activated (a standard action requiring only pressing the side, with no command word needed, a standard action), the item creates a cube-shaped area 5 feet on a side centered on the possessor (or on the cube itself, if the item is later placed on a surface). The field absorbs five of damage from each energy attack, reducing energy damage taken by those within. The type of energy depends on the side pressed: cold, fire, electrical, acid, and sonic. Pressing the sixth side turns off the protection with a standard action. The cube functions for 10 rounds per day.
Adventurer Tier: The protection increases to 10 hp per attack. The duration rises to 10 minutes per day. Value: 14,000 gp
Hero Tier: The protection increases to 15 hp per attack. The duration rises to 100 minutes per day. Value: 31,500 gp
Legend Tier: The protection increases to 20 hp per attack. The duration rises to 100 minutes per day. Value: 56,000 gp
Construction Requirements Craft Permanent Items, tiny hut ; Cost 175 xp, 1,750 gp
Cube of Gates
Aura conjuration; CL 13th
Slot —; Price 5,000 gp; Weight 2 lbs.
Description
This dimensional 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 always the Prime Material Plane. The character creating the item chooses the planes to which the other five sides are keyed; found cubes are set by the game master.
If a side of the cube of gates is pressed as a standard action, it creates a gate to a random point on the plane keyed to that side; you cannot create a gate to a plane on which you currently stand. The gate manifests as an archway four feet wide and eight feet high, standing unsupported and existing on only one side. From the gate side, you can look through to see what is on the other side; from the nonexistent side, you can step through as if the gate did not exist. Note that the gate is closed; no creature, object, or magic can pass through the gate, and no energy except nonmagical light can enter or leave.
It is impossible to open more than one gate at a time. When the cube is activated, a created gate lasts one minute. The cube can only be used activated per day.
Adventurer Tier: When activated, the gate is open, and creatures and objects can pass through. Value: 20,000 gp
Hero Tier: The cube can now be activated once per day per per side (that is, once per day per plane). Value: 45,000 gp
Legend Tier: You can allow a created gate to open on a randomly selected location, per usual, or it can open on a location you have visited and know well. Value: 80,000 gp
Construction Requirements Craft Permanent Items, plane shift; Cost 250 xp, 2,500 gp
Decanter of Endless Water
Aura transmutation; CL 1st
Slot —; Price 1,500 gp; Weight 2 lbs.
Description
If the stopper is removed from this ordinary-looking flask and a command word spoken, a “Stream” of fresh or salt water jets out in your square at a rate of 1 gallon per round. The flow ends when you cease to concentrate on it.
Adventurer Tier: A “Fountain” produces a jet of water at 5 gallons per round with a range of 10 feet. This puts out normal fires in 1d4 rounds, drenches one creature per round with a ranged touch attack; creatures with the fire subtype also take 1d4 points of damage per round when drenched. Value: 6,000 gp
Hero Tier: A “Fire Hose” produces a jet of water at 25 gallons per round with a range of 20 feet. This puts out normal fires in one round, magical fires in 1d4 rounds, drenches and knocks prone one creature per round with a ranged touch attack; creatures with the fire subtype also take 2d4 points of damage per round when drenched. Value: 13,500 gp
Legend Tier: A “Geyser” produces a a jet of water at 125 gallons per round with a range of 30 feet. This puts out all fires in one round, drenches, knocks prone, and inflicts 1d4 damage to one creature per round with a ranged touch attack; creatures with the fire subtype also take an additional 3d4 points of damage per round when drenched. Value: 24,000 gp
Construction Requirements Craft Permanent Items, hydraulic push; Cost 75 xp, 750 gp
Drums of Panic
Aura necromancy; CL 7th
Slot —; Price 2,500 gp; Weight 50 lbs. for the pair.
Description
These drums are kettle drums (hemispheres about 1-1/2 feet in diameter on stands). They come in pairs and with timpani mallets. The item only functions if you can make a DC17 Perform (Pecussion) check using both drums, both stands, and both mallets. It takes a full round action that provokes attacks of opportunity to set them up (they can be set up ahead of time). When played, the drums inspire fear: all creatures within 120 feet (with the exception of those within a 20-foot-radius safe zone around the drums) must make a Will save vs DC14 or be shaken. This effect is instantaneous, but the fear effect lasts for 1d4 rounds. Drums of panic can be used sucessfully once per day. (As a masterwork musical instrument, this item also grants a +2 circumstance bonus on Perform checks involving both its magical and non-magical use.)
Adventurer Tier: Those affected must make a Will save vs DC16 or be frightened for 2d4 rounds. Value: 10,000 gp
Hero Tier: Those affected must make a Will save vs DC18 or be panicked for 3d4 rounds. Value: 22,500 gp
Legend Tier: Targets are panicked with no save or spell resistance allowed, for 4d4 rounds. Value: 40,000 gp
Construction Requirements Craft Permanent Items, fear; Cost 125 xp, 1,250 gp
Figurine of Wondrous Power
Aura transmutation; CL 9th
Slot —; Price 5,000 gp; Weight 1 lb.
Description
This magical item seems to be a lump of unworked clay. You can shape it into the form of an animal, taking a full round action to do so. The next round, the the worked clay grows and becomes a living animal with Intelligence 8, the ability to understand Common, and the desire to obey and serve you. It reverts to clay after an hour, or if brought to zero hit points. You may use a figurine of wondrous power once per day. You can shape the clay into the form of a raven with the ability to speak Common, or into a cat with scent, low-light vision, darkvision 60 feet, and the ability to see invisible creatures and objects within 20 feet.
Adventurer Tier: You can choose to create a figurine of a giant eagle. Value: 20,000 gp
Hero Tier: You can choose to create a figurine of a dire lion. Value: 45,000 gp
Legend Tier: You can choose to create a figurine of an elephant. Value: 80,000 gp
Construction Requirements Craft Permanent Items, animate objects; Cost 250 xp, 2,500 gp
Folding Boat
Aura moderate transmutation; CL 6th
Slot —; Price 1,500 gp; Weight 4 lbs.
Description
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 5 feet long, 3 feet wide, and 2 feet in depth. It comes with two oars, and it seats one medium person. 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.
Adventurer Tier: It can also expand to 10 feet long, 4 feet wide, and 3 feet deep. It comes with four oars and an anchor, and it seats four. It has hardness 10 and 100 hp.Value: 6,000 gp
Hero Tier: It can also expand to 20 feet long, 8 feet wide, and 6 feet deep. It comes with a deck, rowing seats, five sets of oars, a rudder, an anchor, a deck cabin, and a mast with a square sail. It seats eight. It has hardness 15 and 200 hp. Value: 13,500 gp
Legend Tier: It can also expand to 40 feet long, 16 feet wide, and 9 feet deep. It comes with a deck, rowing seats, ten sets of oars, a rudder, an anchor, a deck cabin, and two masts with sails and rigging, a 10 ft by 10 ft cabin,and a small cargo hold. It seats twenty. It has hardness 20 and 400 hp. Value: 24,000 gp
Construction Requirements Craft Permanent Items, fabricate, creator must have 2 ranks in the Craft (ships) skill; Cost 75 xp, 750 gp
Harp of Hope
Aura abjuration; CL 8th
Slot —; Price 3,000 gp; Weight 4 lbs.
Description
This small, beautiful harp can be held comfortably in one hand, but both hands are required to use it. (As a masterwork musical instrument, this item also grants a +2 circumstance bonus on Perform (string instruments) checks involving both its magical and non-magical use.) A DC13 Perform check causes the harp of hope to lift spirits and nullify negative emotions, helping a creature of your choice within 50 feet. If the creature is unconscious, the harp improves that condition to disabled. If the creature is under any fear effect, it can make a new saving throw; a successful second save affects the target as if they had saved in the first place. This is an instantaneous effect. You can use the harp as often as you like, as a standard action.
Adventurer Tier: With a DC15 check, the harp also allows new saves against all undesirable emotional effects and enchantment/charms that require a save. It also cures 1d4 hp of damage if the creature has negative hit points. Value: 12,000 gp
Hero Tier: With a DC17 check, the harp also allows new saves against death magic, energy drain, and negative level effects. It also cures 1d4 nonlethal damage. Value: 27,000 gp
Legend Tier: With a DC19 check, the harp offers the effects described above to all allies within 50 feet. Value: 48,000 gp
Construction Requirements Craft Permanent Items, good hope; Cost 150 xp, 1,500 gp
Horn of Valhalla
Aura conjuration; CL 10th
Slot —; Price 5,000 gp; Weight 2 lbs.
Description
This magic instrument can only be used by those who can cast inherent spells. As a masterwork musical instrument, this item grants a +2 circumstance bonus on Perform (wind instruments) checks involving its non-magical use. When blown, the horn summons 2d4+2 2nd-level human barbarians to fight for you. 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 one hour has elapsed, — then they (and their gear) disappear. The horn can be blown to summon 2nd level barbarians just once every seven days.
Adventurer Tier: In addition to summoning 2nd level barbarians, once every seven days you can sound the horn to summon 2d4+1 3rd-level human barbarians. You cannot use the horn twice on the same day. Value: 20,000 gp
Hero Tier: In addition to summoning 2nd and 3rd level barbarians, once every seven days you can sound the horn to summon 2d4 4th-level human barbarians. Value: 45,000 gp
Legend Tier: In addition to summoning 2nd, 3rd, and 4th level barbarians, once every seven days you can sound the horn to summon 1d4+1 5th level human barbarians. Value: 80,000 gp
Construction Requirements Craft Permanent Items, Craft Construct, summon monster V; Cost 250 xp, 2,500 gp
Instant Fortress
Aura strong conjuration; CL 10th
Slot —; Price 3,000 gp; Weight 1 lb.
Description
This metal cube is small and dense, and when activated by speaking a command word it grows to form a shelter. The shelter is a hunting blind that blends in with the surroundings. It is a tent (10 ft. by 5 ft. by 5 ft.) big ehough for two medium creatures, offering improved concealment, a 30 percent miss chance, and a +2 bonus on stealth checks. The hunting blind has 5 hit points and no hardness; if an attack directed against the blind destroys it, it reverts to its metal cube form. The blind otherwise lasts for ten minutes, and the cube can be activated once per day. The shelter springs up in just one round, with the door facing you. The door opens and closes instantly at your command, a free action. It cannot be activated if there is no room or if creatures or objects are blocking space it will occupy.
Adventurer Tier: The instant fortress now appears as a wooden shed (10 ft. by 10 ft. by 8 ft.) with room for four medium creatures. It has the same qualities as the hunting blind, but with hardness 4 and 20 hit points. It lasts for one hour. Value: 12,000 gp
Hero Tier: The instant fortress now appears as a small house (20 ft. by 20 ft. by 15 ft.) with room for eight medium creatures. It has the same strength and furnishings as that created by a secure shelter, though it lacks the alarm and unseen servant options. It has hardness 8 and 75 hp per side (and roof); it is destroyed when it has taken 200 hp. It otherwise lasts ten hours. Value: 27,000 gp
Legend Tier: The fortress is now a tower (20 ft. by 20 ft. by 30 ft high) with two floors, 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 ground floor door and a trap door in the roof; both open only at your command — even knock spells can't open these doors. The adamantine walls of this instant fortress have 100 hit points and hardness 20; the fortress is destroyed if it takes 300 hp total. It lasts indefinitely until forced by damage to revert to cube shape, or until you command it to revert. Value: 48,000 gp
Note: You can activate the instant fortress as if you were of lower tier, if you prefer. The duration used is that of the current tier, however.
Construction Requirements Craft Permanent Items, secure shelter; Cost 150 xp, 1,500 gp
Ioun Stones
Aura varied; CL 10th
Slot —; Price varies; Weight —
Description
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 AC24, 10 hit points, and hardness 5. All are cut into the shape of an icosohedron. The powers of each stone vary depending on its color and tier.
Ioun Stones Tier Effect Value Scarlet Ruby Tyro Sustains you without food. 2,000 gp Adventurer Sustains you without water. 8,000 gp Hero Sustains you without sleep. 18,000 gp Legend Sustains you without air. 32,000 gp White Diamond Tyro +1 enhancement bonus to Diplomacy checks with people. 2,500 gp Adventurer +2 enhancement bonus to Diplomacy checks with people. 10,000 gp Hero +3 enhancement bonus to Diplomacy checks with people. 22,500 gp Legend +4 enhancement bonus to Diplomacy checks with people. 40,000 gp Blue Saphire Tyro +1 enhancement bonus to saves. 3,500 gp Adventurer +2 enhancement bonus to saves. 14,000 gp Hero +3 enhancement bonus to saves. 31,500 gp Legend +4 enhancement bonus to saves. 56,000 gp Yellow Topaz Tyro Regenerate 1 hp per day. 5,000 gp Adventurer Regenerate 1 hp per hour. 20,000 gp Hero Regenerate 1 hp per minute. 45,000 gp Legend Regenerate 1 hp per round. 80,000 gp Construction Requirements Craft Permanent Items, creator must be 10th level; Cost 1/20th of Tyro Tier value above in xp, half of Tyro Tier value above in gp
Lantern of Revealing
Aura evocation; CL 6th
Slot —; Price 2,000 gp; Weight 2 lbs.
Description
This lantern operates as a normal hooded lantern, although it lights itself at your command, and it does not require fuel. While lit, it goes out if an invisible creature or object comes within 25 feet of it.
Adventurer Tier: The lantern of revealing reveals all unattended invisible objects within 25 feet. Invisible objects appear to be colorless and translucent. The lantern goes out if an invisible creature comes within 25 feet. Value: 8,000 gp
Hero Tier: The lantern reveals all unattended invisible objects and invisible people within 25 feet. These appear to be colorless and translucent. The lantern goes out if an invisible monster comes within 25 feet. Value: 18,000 gp
Legend Tier: The lantern reveals all invisible objects, people, and monsters. Value: 32,000 gp
Construction Requirements Craft Permanent Items, invisibility purge; Cost 100 xp, 1,000 gp
Lens of Detection
Aura divination; CL 9th
Slot —; Price 3,500 gp; Weight 1 lb.
Description
This circular magnifying glass, about 6 inches in diameter and set in a frame with a handle, must be held it in one hand when in use. Like any nonmagical magnifying glass, it grants a +2 circumstance bonus on Appraise checks to value any object that is small or highly detailed. In addition, it grants you a +2 enhancement bonus on Search and Survival checks made to track, and on Search checks generally when searching a space adjacent to you (or closer).
Adventurer Tier: The enhancement bonuses granted by the lens increase to +4. Value: 14,000 gp
Hero Tier: The enhancement bonuses increase to +6. Value: 31,500 gp
Legend Tier: The enhancement bonuses increase to +8. Value: 56,000 gp
Construction Requirements Craft Permanent Items, whispering lore; Cost 175 xp, 1,750 gp
Lyre of Building
Aura transmutation; CL 6th
Slot —; Price 4,000 gp; Weight 5 lbs.
Description
This magical instrument is usually made of gold and inlaid with numerous gems. As a masterwork musical instrument, this item grants a +2 circumstance bonus on Perform (string instruments) checks involving its non-magical and magical use. If the proper chords are played and you make a Perform (string instruments) check against DC14, the lyre negates any attacks made against inanimate construction (walls, roof, floor, and so on) within 300 feet. This includes the effects of a bugle 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, for a performance that lasts one minute. You must use a full-round action each round during the performance.
Adventurer Tier: You can negate attacks against construction for 10 minutes, with a standard action each round. 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 one hour of playing is equal to the work of one contstruction worker laboring for one week. Each hour after the first, you must make a DC18 Perform (string instruments) check. If it fails, you must stop and cannot play the lyre again for this purpose until a week has passed. Value: 16,000 gp
Hero Tier: You can negate attacks against construction for 2 hours, with a standard move action each round. Used for magical construction, playing for one hour is the equivalent of 10 construction workers laboring for one week. Value: 36,000 gp
Legend Tier: You can negate attacks against construction for 20 hours, with a swift action each round. Used for magical construction, playing for one hour is the equivalent of 100 construction workers laboring for one week. Value: 64,000 gp
Construction Requirements Craft Permanent Items, fabricate; Cost 200 xp, 2,000 gp
Mandolin of Mercy
Aura transmutation; CL 6th
Slot —; Price 2,000 gp; Weight 5 lbs.
Description
This stringed beauty is a masterwork musical instrument, so it grants a +2 circumstance bonus on Perform (string instruments) checks. When used as a two-handed weapon, the mandolin inflicts 1d12 nonlethal bludgeoning damage and 1d6 nonlethal sonic damage, and it is not itself damaged nor even put out of tune by such use. Any person with ranks in Perform (stringed instrument) is proficient with it as a weapon, and it is not an improvised weapon. It resizes itself to fit your use as a two-handed weapon.
Adventurer Tier: Used as a weapon, the mandolin has a critical hit range of 19-20. Played as a standard action, until the start of your next turn all damage inflicted by all attacks within 50 feet is converted to nonlethal damage. Value: 8,000 gp
Hero Tier: Used as a weapon, the mandolin has a critical hit multiplier of ×3. Played as a move action, all damage inflicted by all attacks within 100 feet is converted to nonlethal damage. Value: 18,000 gp
Legend Tier: Used as a weapon, the mandolin gains an enhancement bonus to hit and damage of +1. Played as a swift action, all damage inflicted by all attacks within 200 feet is converted to nonlethal damage. Value: 32,000 gp
Construction Requirements Craft Permanent Items, Craft Construct, sculpt sound; Cost 100 xp, 1,000 gp
Medal of Mind Shielding
Aura abjuration; CL 3rd
Slot —; Value 3,000 gp; Weight —
Description: This magical pin is usually of fine workmanship and wrought from heavy gold. You are continually immune to magical effects that detect or read thoughts, as well as magical effects that reveal lying. Attempts to magically discern your alignment fail.
Adventurer Tier: You gain a +2 enhancement bonus to saves against fear effects. The DC to intimidate you rises by 2. Value: 10,000 gp
Hero Tier: You gain a +2 enhancement bonus to saves against illusions, and you gain a save as soon as you perceive the illusion, without requiring contact or active disbelief. Value: 22,500 gp
Legend Tier: You gain a +4 enhancement bonus to saves against compulsions and possession. Value: 40,000 gp
Construction Requirements Craft Permanent Items, nondetection; Cost 150 xp, 1,500 gp
Pearl of Power
Aura transmutation; CL 10th
Slot —; Price 3,000 gp; Weight —
Description
This seemingly normal pearl of average size and luster grants you an extra spell slot, if you can cast spells using spell slots. If you keep the pearl on your person, the next morning you will have an extra first level slot.
Adventurer Tier: The extra slot you gain is at the highest level you can cast. Value: 12,000 gp
Hero Tier: You gain an extra level 1 slot and an extra slot at the highest level you can cast. Value: 27,000 gp
Legend Tier: You gain two extra spell slots at the highest level you can cast. Value: 40,000 gp
Construction Requirements Craft Permanent Items, mage's lucubration; Cost 150 xp, 1,500 gp
Pipes of the Sewers
Aura conjuration; CL 10th
Slot —; Price 3,000 gp; Weight 3 lbs.
Description
If you can play this instrument with skill, the pipes of the sewers summons a sewer-dwelling monster that you dominate and control for so long as you continue to play. With a full-round action requiring both hands, if you make a DC12 Perform (wind instrument) skill check, then you summon a dire rat, in any square next to you, that you dominate and control. Each round thereafter, you must make a DC12 check and use a full-round action to control and keep the dire rat on your current plane of existence; if you fail the check (or if you roll a natural one to do so, or if you choose to stop playing, or if you are forced to stop, or if the monster is slain), then the dire rat disappears. You can use pipes of the sewers as often as you wish per day, unless you fail a Perform check or roll a natural one, in which case the item fails to function until the next day. If you summon more than one creature per day, the Perform DC increases by +4 for each subsequent use on the same day. (As a masterwork musical instrument, this item also grants a +2 circumstance bonus on Perform checks involving both its magical and non-magical use.)
Adventurer Tier: You can summon a dire rat or a ghoul to any square within 10 feet of you. You need use only standard actions, not full-round actions, to use the pipes of the sewers. The Perform DC to summon a ghoul and control it each round is DC15. Value: 12,000 gp
Hero Tier: You can summon a dire rat, a ghoul, or an otyugh to any square within 20 feet of you. You need use only move actions to control it. The Perform DC to summon an otyugh and to control it each round is DC18. Value: 27,000 gp
Legend Tier: You can summon a dire rat, a ghoul, an otyugh, or a dark naga to any square within 30 feet of you. You need use only swift actions to control it. The Perform DC to summon and control a dark naga is DC21. Value: 48,000 gp
Construction Requirements Craft Permanent Items, summon monster IV; Cost 150 xp, 1,500 gp
Responsive Rope
Aura transmutation; CL 3rd
Slot —; Price 3,000 gp; Weight 3 lbs.
Description
This rope can expand and contract on command from 5 feet to 60 feet. 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. It can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting lowers the DC of Climb checks while using it by 10. You must hold one end of the rope when its magic is invoked.
Adventurer Tier: You can use the rope as a masterwork whip. You are proficient when doing so. When you use the whip to disarm a foe, a successful disarm returns the object to your hand, if you have a free hand. Value: 12,000 gp
Hero Tier: When used as a whip, the rope has a +1 enhancement bonus and threatens squares within reach. You do not provoke attacks of opportunity when wielding it. You can grab unattended objects within reach and fetch them to yourself. Value: 27,000 gp
Legend Tier: Upon command, the rope can lash forward 20 feet or upward 10 feet to entangle a victim, with no attack or save required. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check. You can free the entangled creature as a free action. You cannot entangle and use the rope as a whip at the same time. Value: 48,000 gp
Construction Requirements Craft Permanent Items, animate rope; Cost 1,500 gp
Ring Gates
Aura strong conjuration; CL 10th
Slot —; Price 5,000 gp; Weight 1 lb. each.
Description
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 25 feet of each other to function. Whatever is put through one ring comes out the other, and up to 2 pounds of material can be transferred each day. (Objects and creatures only partially pushed through and then retracted do not count.) This useful device allows for instantaneous transport of items or messages, and 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.
Adventurer Tier: The rings function up to 500 feet apart, for up to 8 lbs. tranferred. Value: 20,000 gp
Hero Tier: The rings function up to a two miles apart, for up to 32 lbs. tranferred. Value: 45,000 gp
Legend Tier: The rings function up to 40 miles apart, for up to 125 lbs. tranferred. Value: 80,000 gp
Construction Requirements Craft Permanent Items, dimension door; Cost 250 xp, 2,500 gp
Stone of the Liontaur (Lionstone)
Aura transmutation; CL 3rd
Slot —; Price 1,500 gp; Weight —
Description
This small, heart-shaped stone grants you a +4 enhancement bonus on Profession (herder) and Profession (hunter) checks, so long as the lionstone is in your possession. You also gain native-born fluency in liontaur.
Adventurer Tier: The stone also grants you a +4 enhancement bonus on skill checks made to convince others to settle their differences peacefully. Value: 6,000 gp
Hero Tier: You gain a +4 enhancement bonus to Sense Motive checks opposing Bluff checks. You also gain four lionheart points, increasing your maximum. Value: 13,500 gp
Legend Tier: You gain a +4 enhancement bonus to Inspect and Sense Respect using Appraise. Whenever you help resolve a conflict peacefully, you gain a point of Respect. Value: 24,000 gp
Construction Requirements Craft Permanent Items, gift of the liontaurs; Cost 75 xp, 750 gp
Sustaining Spoon
Aura conjuration; CL 5th
Slot —; Price 1,000 gp; Weight —
Description
If you place this silver spoon into an empty container and stir for one minute, the vessel fills with a warm, tasty porridge, sufficient to satisfy one large, two medium, or four small creatures for a day. The food tastes like oatmeal with honey and milk, it is highly nourishing, and it contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. You can stir the spoon in this way once per day.
Adventurer Tier: You can stir the spoon three times per day. Anyone who eats also gains 1d4 temporary hit points that last until the next morning unless used first. Value: 4,000 gp
Hero Tier: You can stir the spoon nine times per day. Any who eat also gain a +1 enhancement bonus saving against disease until the next day. Value: 9,000 gp
Legend Tier: You can stir the spoon 27 times per day. Any who eat also reduce all fatigue conditions by one step, benefiting once per day. Value: 16,000 gp
Construction Requirements Craft Permanent Items, create food and water; Cost 50 xp, 500 gp