Equipment
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Magic Items
Weapons | Armor | Potions/Oils | Rings | Rods | Staves | Wondrous Items | Cursed Items | Artifacts | New Item Types
P This is legal for Pathfinder Society Organized Play games. Remember that you need a physical copy of the book this is from or a printout from the book to use in Organized Play.
Aligned Horn of ValhallaP
Source Classic Treasures Revisited 37Aura strong conjuration; CL 13th
Slot none; Price 45,000 gp; Weight 2 lbs.
Description
This horn of Valhalla is crafted for service to a cause, whether lofty or profane. Though not intelligent, it has an alignment as determined by the Intelligent Item Alignment table on page 533 of the Pathfinder RPG Core Rulebook, and summons barbarians of that alignment. A character who sounds the horn but is more than one step away from the horn’s alignment is attacked by the summoned barbarians. The horn's minions also turn against an owner who gives them an order in strong opposition to their ethos, such as ordering lawful good barbarians to attack helpless villagers.Construction
Requirements Craft Wondrous Item, summon monster VI; Cost 25,000 gp (alignment restriction affects the item's market price, but not the cost to create the item)Amulet of the Abyss
Source Book of the Damned II: Lords of Chaos 49Aura moderate conjuration [chaotic, evil]; CL 5th
Slot neck; Price 15,000 gp; Weight —
Description
Each amulet of the Abyss bears a demon lord’s rune on its face, indicating the lord to which the amulet is attuned. An amulet of the Abyss functions as an unholy symbol to the demon lord. For a worshiper of that demon lord, an amulet of the Abyss functions as a phylactery of faithfulness. An amulet of the Abyss grants its wearer the ability to cast all three spell-like abilities granted by the associated demon lord’s first demonic boon, once per day per spell. See the individual demon lord entries in Chapter One for lists of the spells each demon lord grants as a boon. Any lawful or good character who wears this amulet gains two negative levels. These negative levels remain as long as the amulet is worn. Although they never result in actual level loss, they cannot be overcome in any way as long as the amulet is worn.Construction
Requirements Craft Wondrous Item, must worship a demon lord; Cost 7,500 gpAnimator Brush
Source Gallery of Evil 30Aura moderate transmutation; CL 11th
Slot none; Price 40,000 gp; Weight —
Description
With a few strokes to an inanimate object, this ordinary-looking brush animates the item just as if animate objects had been cast on it. Each use of this ability expends 1 charge. An animator brush has 25 charges when created.Construction
Requirements Craft Wondrous Item, animate objects; Cost 20,000 gpArmillary Amulet
Source From Shore to Sea 17Aura faint divination; CL 5th
Slot neck; Price 2,500 gp; Weight —
Description
This thin chain of silvery-gray metal holds a series of interlocking rings that slowly turn within themselves in an accurate replication of the celestial sphere. The amulet grants its wearer a +5 competence bonus on Spellcraft checks. It also grants immunity to the dangerous effects of the Orrery of Nal-Kashel (see From Shore to Sea area B7).Construction
Requirements Craft Wondrous Item, creator must have 5 ranks in the Spellcraft skill; Cost 1,250 gpAutonomous CartographerP
Source Seekers of Secrets 55Aura faint divination; CL 5th
Slot none; Price 2,000 gp; Weight 1/2 lb.
Description
Upon command, this item draws your surroundings, out to the limits of your normal vision, rendering them as if depicted by a competent but unexceptional artist. It does not record any details you cannot see. The autonomous cartographer creates the map as needed to fit upon a 1-foot-by-4-foot parchment or scroll contained within the item. A second command erases the scroll, allowing you to use it again. You may insert or remove a scroll as a full-round action.Construction
Requirements Craft Wondrous Item, erase, prestidigitation; Cost 1,000 gpAzlant PendantP
Source Gods and Magic 54Aura moderate divination; CL 5th
Slot neck; Price 3,100 gp; Weight 2 lbs.
Description
This heavy necklace is usually made of gold and looks like a large winged eye. You gain a +5 competence bonus on one type of Knowledge checks (each pendant has a different specialty).If Aroden is your patron, the pendant counts as a holy symbol. Once per day as a free action, you may add a +10 insight bonus on a single skill check you are about to roll.
Construction
Requirements Craft Wondrous Item, moment of prescience, creator must have 5 ranks in appropriate Knowledge skill; Cost 1,550 gpBag of Concealment
Source Classic Treasures Revisited 7Aura moderate conjuration; CL 9th
Slot none; Price 5,000 gp (type I), 10,000 gp (type II), 14,800 gp (type III), 20,000 gp (type IV); Weight 15 lbs. (type I), 25 lbs. (type II), 35 lbs. (type III), 60 lbs. (type IV)
Description
A bag of concealment appears to be a common leather sack with a shoulder strap, about 2 feet by 4 feet in size. The bag behaves as a bag of holding, with all the same carrying capacities according to size, except for a few key points. Each bag of concealment is keyed to a specific owner upon creation (and can only be keyed to one person at a time)—should the bag’s owner be killed, it becomes keyed to the next person to open it (the currently keyed person can also relinquish this status as a standard action, allowing another creature to become keyed to the bag by opening it). Only the person a bag of concealment is keyed to may access its contents. Any others who look in the bag see only the inside of an empty sack, with dimensions matching the bag’s outside measurements, as the true contents are kept separate and undetectable in the bag’s magical pocket dimension. Should anything be placed in the empty bag by someone other than the owner, the goods that have been shunted to the pocket dimension cannot be accessed unless the new item is removed.A bag of concealment registers as nonmagical unless successfully identified, as per a permanent version of the spell magic aura. The mouth of a bag of concealment can be stretched to up to four times its normal width, so larger goods may be hidden inside.
Construction
Requirements Craft Wondrous Item, fabricate, magic aura, secret chest; Cost 2,500 gp (type I), 5,000 gp (type II), 7,400 gp (type III), 10,000 gp (type IV)Bag of Everlasting DungP
Source Legacy of Fire Player's Guide 26Aura faint conjuration (creation); CL 5th
Slot none; Price 500 gp; Weight 4 lbs.
Description
This leather bag exudes a pungent scent when opened. Each day it provides enough dried dung to fuel a small fire for 8 hours or fertilize a 20-foot-square patch of land.Construction
Requirements Craft Wondrous Item, create food and water; Cost 250 gpBag of Holding, MinorP
Source Classic Treasures Revisited 8Aura moderate conjuration; CL 9th
Slot none; Price 1,000 gp; Weight 3 lbs.
Description
This more economical version of the bag of holding functions in the same manner, but its internal measurements are smaller than those of a regular bag of holding. It measures 2 feet by 4 feet and can carry up to 50 pounds or 6 cubic feet of material.Construction
Requirements Craft Wondrous Item, secret chest; Cost 500 gpBarbed Pentacle of AsmodeusP
Source Gods and Magic 54Aura faint abjuration; CL 1st
Slot neck; Price 3,000 gp; Weight 1 lb.
Description
This iron disk is inscribed with an inverted pentagram, decorated around its outer edge with tiny metal barbs (facing slightly forward so as to not snag if worn outside clothing), and hangs from an iron chain. When worn visibly, it provides a +1 deflection bonus on AC.If Asmodeus is your patron, the pentacle counts as a holy symbol. By holding it and speaking a command word, you may use charm person once per day. If you squeeze the pentacle so its barbs draw your blood (1 point of damage), you may use that blood as ink, writing with a quill or even your finger for up to 1 hour; the blood-ink dries instantly on the writing surface so it never smudges, and if used as part of a magical spell you cast which requires or is augmented by writing (such as magic circle against evil or sepia snake sigil), the DC of that spell increases by +1.
Construction
Requirements Craft Wondrous Item, bleed, charm person, shield of faith; Cost 1,500 gpBear Pelt of the Bonebreaker
Source Gods and Magic 54Aura moderate transmutation; CL 7th
Slot shoulders; Price 3,300 gp; Weight 10 lbs.
Description
This large bearskin cloak is almost too big for a human to wear comfortably. You gain a +2 bonus on Intimidate checks. Once per day, you may use bless; using this ability causes the hair on the cloak to bristle menacingly.If Urazra is your patron, once per day, you can polymorph into a black or brown bear (limited by your hit dice, as per the spell) for up to 7 minutes. Some champions of Urazra claim to have more powerful cloaks that allow them to take the shape of polar bears or even dire bears.
Construction
Requirements Craft Wondrous Item, bless, polymorph, creator must have 5 ranks in Intimidate; Cost 1,650 gpBelt of the Snake KingP
Source Gods and Magic 54Aura faint transmutation; CL 5th
Slot belt; Price 2,600 gp; Weight 5 lbs.
Description
This belt writhes looks like a living snake, complete with hissing and blinking; it clasps by holding its tail in its mouth. You gain a +1 enhancement bonus on your natural armor.If Ydersius is your patron, once per day, you may use magic fang on one of your own natural weapons.
Construction
Requirements Craft Wondrous Item, barkskin, magic fang, summon monster I; Cost 1,300 gpBeguiling Bangles
Source Faction Guide 58Aura moderate enchantment; CL 7th
Slot neck; Price 11,000 gp; Weight —
Description
Originally created by the Varisians, this elaborate silver and glass necklace renders the wearer immune to any magical effect that detects lies and grants the wearer a +2 bonus on Will saves to resist any magic that would compel him to tell the truth.The necklace grants the wearer a +5 competence bonus on Bluff checks made to deceive (but not create a diversion or feint).
Construction
Requirements Craft Wondrous Item, glibness; Cost 5,500 gpBesmara's Bicorn
Source Gods and Magic 55Aura faint transmutation; CL 3rd
Slot head; Price 1,700 gp; Weight 1 lb.
Description
This large pirate hat (usually a bicorne but sometimes a tricorne or even a bandana) bears a skull-and-crossbones on the front. You gain a +2 competence bonus on Acrobatics checks made to balance and Climb checks.If Besmara is your patron, you automatically float to the surface of any body of water (at speed 30) unless you desire otherwise; this does not prevent you from falling safely into water or interacting with water in any normal way.
Construction
Requirements Craft Wondrous Item, levitate, creator must have at least 5 ranks in Acrobatics; Cost 850 gpBlack Blessing
Source Pathfinder #39 71Aura faint abjuration; CL 3rd
Slot neck (Juju Fetish); Price 500 gp; Weight —
Description
This small black pouch typically bears a symbol of a heart, bird’s head, or fish scribed in blood. It grants the wearer a +1 resistance bonus on Fortitude and Reflex saving throws. However, the wearer also takes a –2 penalty on all Will saves against spells cast by the item’s creator.Construction
Requirements Craft Wondrous Item, resistance, bane; Cost 250 gpBlackwick Cauldron
Source Pathfinder #34 65Aura moderate divination and transmutation; CL 7th
Slot none; Price 8,850 gp; Weight 3 lbs.
Description
Crafted from cattail wicker, rendered magically immune to fire, and blackened by years of use, blackwick cauldrons are but one variety of a number of similar items. Designed to aid in the crafting of potions and admixtures, a blackwick cauldron grants a +5 competence bonus on Craft (alchemy) checks and a +5 bonus on Spellcraft checks to create magic potions with the Brew Potion feat. Additionally, a cauldron allows a user to craft multiple potions at a faster rate than normal. The user can craft a single potion with a value of 300 gp or less in 2 hours and can make any combination of potions totaling 1,200 gp or less in value in a single day.In addition to its crafting uses, a blackwick cauldron can cast identify once per day on an item placed inside of it.
A blackwick cauldron can also be used as a focus or inexpensive material component for spells of the divination school, such as clairaudience/clairvoyance or prying eyes, as long as such focus or material component has a cost of 5 gp or less.
Construction
Requirements Craft Wondrous Item, identify, scrying; Cost 4,425 gpBones of Founder RacconaP
Source Pathfinder #27 54Aura faint enchantment; CL 4th
Slot none; Price 2,250 gp; Weight 0 to 1 lb. each (entire set weighs 8 lbs.)
Description
The bones of Founder Raccona are small, blackened bone fragments, most no more than an inch long, and that radiate a faint, soothing warmth. Each bone grants the bearer 1 temporary hit point. These temporary hit points stack with other temporary hit points gained from possessing multiple bones of Founder Raccona, but not with those from other sources. These temporary hit points return daily at dawn. There are a total of 32 bones that bear the power of the Founder Raccona.In addition to granting temporary hit points, the bearer of one or more of these bones is always aware of the presence of other bones of Founder Raccona within 50 feet.
The bones also possess a mild drive to seek out their remaining pieces. Every time a character acquires a bone of Founder Raccona, she must make a Will save (DC 10 + the number of bones of Founder Raccona in her possession). Failure causes the character to have a dream of Founder Raccona that encourages her to seek out the other bones. This dream does not force the character to act, but suggests that seeking the remaining bones would be a benevolent act. Should all 32 bones of Founder Raccona ever be gathered together, they immediately crumble to dust and release Raccona’s soul to the afterlife, losing all power.
Construction
Requirements Craft Wondrous Item, aid; Cost 1,125 gpBoots of the Eternal Rose
Source Gods and Magic 55Aura faint transmutation; CL 3rd
Slot feet; Price 4,000 gp; Weight 1 lb.
Description
These leather boots are found in a variety of styles but always have a prominent engraving of a rose. You gain a +2 competence bonus on Stealth and Perform (dance) checks when wearing the boots. You may move through areas of flowers (whether wild-growing or a garden) at your normal speed and without suffering any impairment or taking damage from thorns, brambles, or similar things; flower areas that have been magically manipulated to impede motion still affect you.If Shelyn is your patron, you may use daze monster once per day; if you are dancing, singing, or using some other Perform skill as part of a performance lasting at least 1 minute, you may activate daze monster as a free action that is part of your performance. As a free action once per round, you may conjure a beautiful, nonmagical, common flower (rose, pansy, sunflower, daisy, and so on) which lasts 1 day before fading to perfume and dust.
Construction
Requirements Craft Wondrous Item, daze monster, pass without trace, creator must have at least 5 ranks in Perform (dance) and Stealth; Cost 2,000 gpBoots of the Mire
Source Pathfinder #3 33Aura faint abjuration and transmutation; CL 5th
Slot feet; Price 3,500 gp; Weight 1 lb.
Description
These soft leather boots confer several powers upon the wearer. First, he is granted the power to walk on water in swamp environments, provided the water is no deeper than five feet — this effectively lets him move through swampy terrain and mud at no cost to his speed. He leaves no tracks or other sign of his passage as long as he’s in swampy terrain, and prevent him from becoming uncomfortable or wet from rain, fog, and other precipitation. Finally, the boots grant him a +2 resistance bonus on Fortitude saves against poison and disease.Construction
Requirements Craft Wondrous Item, endure elements, pass without trace, resistance, water walk; Cost 1,750 gpBoots of the Soft StepP
Source Legacy of Fire Player's Guide 26Aura faint transmutation; CL 7th
Slot feet; Price 1,000 gp; Weight 2 lbs.
Description
These bronze-riveted boots have thick leather soles that compress and expand as you walk. This reduces the force of your footfalls, making you more difficult to detect with tremorsense. If you are walking at half speed, a creature with tremorsense can only sense you at half the usual distance. If you walk at one-quarter speed or slower, a creature with tremorsense cannot detect you at all.Construction
Requirements Craft Wondrous Item, feather fall; Cost 500 gpBroken Chain of the BeastP
Source Gods and Magic 55Aura faint conjuration; CL 5th
Slot belt; Price 4,500 gp; Weight 5 lbs.
Description
This 8-foot length of corroded broken chain is threaded with a leather strap to hold it together; it is worn like a belt and tied in place as it lacks a buckle. Once per day, you can call upon its power to summon an evil creature from the summon monster I list; the creature attacks your enemies if any are present, but it is not under your control and will attack you or your allies when there are no more enemies to kill.If Rovagug is your patron, you may gain the benefits of a rage spell once per day by speaking his name. If you are ever bound, shackled, paralyzed, or otherwise rendered helpless while you are still conscious, this rage ability activates automatically if you haven’t already used it that day.
Construction
Requirements Craft Wondrous Item, rage, summon monster I; Cost 2,250 gpCaver's hammockP
Source Second Darkness Player's Guide 28Aura faint illusion and transmutation; CL 5th
Slot none; Price 1,200 gp; Weight 1 lb.
Description
This soft, billowy hammock weighs next to nothing and folds up small enough to fit into a pocket. Its magic renders the hammock both lightweight and incredibly strong, able to support up to 500 pounds. With a command word, the hammock affixes to any relatively flat, overhead surface or any two sturdy surfaces up to 10 feet apart. The hammock refuses to adhere to surfaces not strong enough to support the hammock at full capacity.Once affixed, a caver’s hammock takes on a dark gray, pebbly appearance like that of a typical cavern wall. Anyone attempting to spot the hammock in an underground or naturally rocky setting must make a DC 30 Perception check. Creatures with darkvision gain no special bonus to notice a caver’s hammock, but creatures with blindsense or scent have no additional difficulty in noticing an occupant of a caver’s hammock.
Construction
Requirements Craft Wondrous Item, silent image, spider climb; Cost 600 gpCharm of Aluum Control
Source Dark Markets: A Guide to Katapesh 59Aura moderate transmutation; CL 20th
Slot neck; Price 20,000 gp; Weight —
Description
This pendant holds a glowing crystal exactly like that of a Katapeshi aluum. If you are attuned to the charm, when you wear it you may give orders to any generic aluum within 100 feet; the construct obeys you as if you were using dominate person on a humanoid creature. If multiple aluum are within range, they all obey unless you specify which construct you are commanding.The aluum cannot resist your commands, though they will not harm other aluum, the Pactmasters, or an attuned person wearing a charm. Unlike dominate person, you cannot use an aluum’s senses. If multiple people give orders to the same aluum, you make opposed Will saves to control the golem. Only the Pactmasters can re-attune a charm.
Construction
Requirements Craft Construct, Craft Wondrous Item, soul bind; Cost 10,000 gpCharm of FateP
Source Pathfinder #39 55Aura faint abjuration; CL 5th
Slot neck; Price 5,000 gp; Weight —
Description
This talisman made of bone, claws, and beads protects its wearer from bad luck, evil spirits, and foul magic. The first time each day that the wearer fails a saving throw, the charm of fate causes the wearer to instead successfully save if the roll was missed by 5 or less. If the saving throw was missed by 6 or more, the charm’s daily use is expended to no effect.Construction
Requirements Craft Wondrous Item, remove curse; Cost 2,500 gpChelish Crux
Source Pathfinder #27 9Aura moderate conjuration (masked by magic aura); CL 9th
Slot none; Price 2,000 gp; Weight 5 lbs.
Description
A Chelish crux is similar to a bag of holding in that its interior space is larger than its exterior would suggest. When closed, a Chelish crux is a wooden and metal dodecahedron (similar in shape to a d12) that measures about 6 inches in diameter. Each face of the crux is carved with a different rune or image — in order to open the puzzle box, a person must trace the outlines of these runes and images with the tip of a finger in the proper order. Each time a rune is triggered in the correct order in this manner, it glows with a soft red light, but whenever a rune is triggered out of order, the light flashes into fire and inflicts 2 points of fire damage per currently lit rune on the person attempting to open the crux (Reflex DC 15 halves) and causes all lit faces to deactivate (forcing the process of opening it to start anew). Failure to open a crux eight times in a row causes the combination of runes to randomize to a new combination. You can simulate this puzzle for the PCs by determining the order in which the runes must be activated and then having the players stumble through the combinations, or you can allow a character a DC 35 Disable Device check or a DC 25 Intelligence check to try to open the puzzle box — each attempt takes 1 minute, and the check can be retried with a cumulative +1 bonus on the roll, to a maximum bonus of +7, after which the crux resets its order (at which point the bonus reverts to +0 and the character must start anew). Failure on either of these checks causes the crux to flash with fire and causes 2 points of fire damage (Reflex DC 15 halves), plus 2 points for each failure.A Chelish crux can be forced open with damage or a DC 28 Strength check. The crux has hardness 10 and 30 hit points. If a crux is forced open in either of these two ways, it explodes into a 10-foot-radius burst of fire, inflicting 3d6+6 points of fire damage to all within the area (Reflex DC 15 halves). The fire damage affects any objects held within the crux as well. If forced open, the crux crumbles to ashes and any objects it contains appear on the ground at the site of the fiery burst.
Once a particular crux’s combination is known, a character can open it automatically (this takes 3 consecutive full-round actions). Opened properly, the crux unfolds into a 2-foot-square flat sheet of metal and wood. Any objects the crux contains sit upon the center of the sheet. An unfolded crux automatically folds as soon as a character attempts to bend any of the sheet’s four corners as a move-equivalent action. The crux automatically folds up around any objects that sit upon its face at this time — objects that would exceed the crux’s capacity are pushed gently aside by the refolding action.
A Chelish crux can hold up to 200 pounds of objects, but the physical size of each object is irrelevant — the sight of a crux folding up around a long polearm, for example, might make one assume the weapon was crushed and destroyed, but when the crux is next opened, the pole arm is unharmed. As an object that creates an extradimensional space, a Chelish crux functions as a bag of holding for determining how long a living creature within can survive, or for what happens when the crux is placed in another extradimensional object like a portable hole (see Pathfinder RPG Core Rulebook, page 500)
Construction
Requirements Craft Wondrous Item, secret chest; Cost 1,000 gpChest of Preparedness
Source Faction Guide 58Aura moderate conjuration; CL 7th
Slot none; Price 5,000 gp; Weight 30 lbs.
Description
Created by the Prophets of Kalistrade, this chest is approximately 2 feet wide and 1 foot long. On creation, the maker chooses 10 nonmagical items worth under 100 gp that could fit within the chest’s dimensions. They can be specially created items for the chest (such as a silvered dagger) or a standard item (such as 50 feet of silk rope). Thereafter, when the box is closed, the owner need only speak the name of one of the the items, and it appears within the chest, ready to be removed and used. A given item only appears once per day, and disappears after 24 hours. Prophets use these chests to keep backups of important tools, and to hide weapons in case of emergency.Construction
Requirements Craft Wondrous Item, minor creation; Cost 2,500 gpClasp of the Mind ScreamP
Source Pathfinder #27 54Aura moderate evocation; CL 8th
Slot head; Price 12,800 gp; Weight 1 lb.
Description
This strange device grants the ability to mentally communicate with others, yet proves difficult to control. It generates a constant field of mental static that grants the wearer a +1 bonus on Will saves against mind-affecting effects. The wearer may generate an attack similar to the spell shout, though the sound is mental, and thus does not affect items or creatures immune to mind-affecting effects, and its damage is not affected by sonic vulnerability, resistance, or immunity. In addition, as part of the attack, the wearer may make a DC 20 Charisma check to shape a specific noise or message of five words or fewer. These sounds are purely mental and not heard by any creature outside the area of effect.The wearer may use this effect 1d3 times per day. The GM determines how many times per day the clasp of the mind scream can be used. If the wearer attempts to use the clasp beyond this number of times, he is affected by its effects and the clasp is inert for the next 24 hours.
Construction
Requirements Craft Wondrous Items, detect thoughts, shout; Cost 6,400 gpCloak of Flash and ShadowP
Source Cheliax: Empire of Devils 20Aura minor illusion; CL 3rd
Slot shoulders; Price 11,000 gp; Weight 1 lb.
Description
Designed to meet the dual needs of the Chelish elite — glamour and subtlety — the cloak of flash and shadow is a magic reversible cloak. When worn one way, the cloak shimmers with heavy gold and silver embroidery against richly colored silk, and grants you a +2 enhancement bonus to Charisma.When worn inside-out, the matte-black lining seems to absorb light, cloaking you in shadow and giving you a +2 competence bonus on Stealth checks. In this configuration you can cast blur three times per day.
Reversing the cloak’s position is a standard action and requires at least one free hand.
Construction
Requirements Craft Wondrous Item, blur, eagle's splendor; Cost 5,500 gpCloak of Nightmares
Source Seven Swords of Sin 33Aura strong conjuration; CL 14th
Slot shoulders; Price 30,000 gp; Weight —
Description
The beauty of this red cloak hides its sinister nature, as at any moment it is capable of shredding into numerous hideous creatures known as nightmare bats. As a free action, you can release 1d4 nightmare bats (see Seven Swords of Sin). These bats remain until destroyed and can be recalled into the cloak as a move action. Bats recalled to the cloak are healed of all damage after 1 hour. A newly crafted cloak of nightmares contains eight bats. When a bat is destroyed completely before it can be recalled, it cannot be replaced and the cloak’s upper limit is reduced by one.Construction
Requirements Craft Wondrous Item, summon monster VI; Cost 18,000 gpCloak of the CrusaderP
Source Gods and Magic 55Aura faint enchantment; CL 1st
Slot shoulders; Price 2,700 gp; Weight 3 lbs.
Description
This brilliant red cloak bears a golden symbol of an upright winged sword. You may use bless once per day.If Arazni is your patron, you gain a +1 natural armor bonus on AC. As a standard action, you may create an illusory image of your holy banner (an upright winged sword on a red field), which floats 2 to 5 feet above your head like a battle standard and remains in place as long as you are conscious.
Construction
Requirements Craft Wondrous Item, bless, barkskin, silent image; Cost 1,350 gpCloak of the Dark TapestryP
Source Gods and Magic 55Aura faint abjuration; CL 5th
Slot shoulders; Price 2,500 gp; Weight 5 lbs.
Description
This dark hooded cloak is decorated with embroidered comets, moons, and stars along its edge. If you sleep while wearing the cloak, it protects you from hot or cold environments like an endure elements spell, and you may sleep in medium armor without becoming fatigued. You may use know direction once per day.If Desna is your patron, as a standard action you can cause additional stars and celestial bodies to appear on the cloak, matching the current configuration in the sky. You may use longstrider once per day. Once per day, you may throw a tiny, white-burning meteor that has the effect of a flare. Some priests of Desna claim to have cloaks of this type that also allow them to dimension door once per day when under a starry night sky.
Construction
Requirements Craft Wondrous Item, disguise self, endure elements, flare, know direction, lesser restoration, longstrider; Cost 1,250 gpCloak of the JungleP
Source Sargava: The Lost Colony 28Aura faint transmutation; CL 3rd
Slot shoulders; Price 2,400 gp; Weight 1 lb.
Description
When this plain green cloak is worn with the hood drawn up around the head, the wearer can assume the form of a Large tree or shrub, as per the tree shape spell. The cloak is usable once per day, and the wearer may remain in tree form for up to 1 hour. The wearer can return to her normal form as a free action.Construction
Requirements Craft Wondrous Item, tree shape; Cost 1,200 gpCorpse-Ferrying BagP
Source Classic Treasures Revisited 8Aura moderate conjuration and necromancy; CL 9th
Slot none; Price 4,000 gp; Weight 20 lbs.
Description
This large black leather bag has a wide mouth and laces to help keep it shut. It weighs 20 pounds and can carry up to 300 pounds or 10 cubic feet of material (easily able to hold a single Medium corpse or two Small corpses, including their gear). Anything within the bag is protected by a gentle repose spell.Construction
Requirements Craft Wondrous Item, gentle repose, secret chest; Cost 2,000 gpCostume BureauP
Source Taldor: Echoes of Glory 26Aura moderate conjuration and transmutation; CL 9th
Slot none; Price 7,000 gp; Weight 500 lbs.
Description
This large oaken bureau has a double-door cabinet that sits atop three horizontal drawers. Once per day, you can concentrate on a set of clothing you would like to wear, then open the cabinet or one of the drawers to retrieve a set of magically fabricated clothing matching what you imagined. While worn, the clothing gives you a +2 enhancement bonus to Charisma. The clothes fade to worthless scraps after 24 hours, as do any pieces separated from the whole (such as buttons, gem adornments, or strips torn off as bandages).Construction
Requirements Craft Wondrous Item, eagle's splendor, fabricate, minor creation, creator must have at least 2 ranks in Craft (tailoring) or Profession (tailor); Cost 3,500 gpCreeping Glyph
Source Entombed with the Pharaohs 24Aura moderate abjuration and evocation; CL 11th
Slot none; Price 7,750 gp; Weight —
Description
This glyph is a coruscating pattern of ancient arcane symbols stretching across a flat surface in a tight 5-foot-radius circle. It is also a mobile trap with a speed of 20 feet that responds to your commands. After it rests in place for a full round, it blends with the floor and becomes a creeping glyph trap.Construction
Requirements Craft Wondrous Item, animate objects, glyph of warding; Cost 3,875 gp| Creeping Glyph Trap | CR 2 |
| Type magical; Perception DC 28; Disable Device DC 28 | |
Effects | |
| Trigger touch; Reset automatic after 3 rounds | |
| Effects an explosion in a single 5-foot square that deals 4d4 points of nonlethal damage. | |
Cresset of Grisly Interrogation
Source Hungry are the Dead 15Aura moderate necromancy; CL 5th
Slot none; Price 10,000 gp; Weight 1 lb.
Description
This small iron cage is engraved with dozens of ancient funerary runes. On opposing sides of the cage frame, two large bolts can be adjusted to hold a humanoid head in a stationary position within. When a head is placed inside and the command word is spoken, you can sequester information from it as if it were under the effect of a speak with dead spell. The cage can coerce three answers per day, which do not need to be from the same head or asked in a limited period of time (for example, you could ask a kobold’s head a question in the morning, an orc’s head a question in the afternoon, and an ogre’s head a question in the evening).Construction
Requirements Craft Wondrous Item, speak with dead; Cost 5,000 gpCrown of AshP
Source Pathfinder #34 66Aura strong divination and transmutation; CL 12th
Slot head; Price 29,900 gp; Weight 2 lbs.
Description
This crown gives a +4 competence bonus on Charisma checks and Charisma-based skill checks when dealing with creatures of the fey type. When dealing with creatures associated with fey but not fey themselves, such as gnomes, the wearer gains a +2 competence bonus on these checks.The wearer can speak, read, and understand Sylvan, If the wearer of the crown of ash is not a fey, he gains low-light vision, a +4 bonus on saves against enchantment spells, and DR 5/cold iron.
Construction
Requirements Craft Wondrous Item, minor creation; Cost 2,500 gpCrown of the Kobold King
Source Crown of the Kobold King 24Aura strong transmutation; CL 12th
Slot head; Price 15,000 gp; Weight —
Description
Merlokrep’s crown is as old as his tribe, and the burnished bronze heirloom has passed from king to king for centuries. The blood rite mumbled by Jekkajak might or might not exist, but even without this ceremony the crown invests its wearer with power. Wearing the crown grants a +2 enhancement bonus to Charisma and a +2 natural armor bonus. You are immune to the frightful presence ability of all dragons. If you are a sorcerer you cast spells at +1 caster level.Construction
Requirements Craft Wondrous Item, barkskin, eagle's splendor; Cost 7,500 gpCube of Varied Force WallsP
Source Classic Treasures Revisited 13Aura moderate evocation; CL 10th
Slot none; Price 56,000 gp; Weight 1/2 lb.
Description
This cube functions exactly like a cube of force except that each wall of the cube can be activated independently and can even have different effects. For example, one wall can block living matter, another wall can block magic, and a third can keep out gases, while the other sides are open without any protection. Activating each wall costs the price of activating that effect for an entire standard cube of force — for instance, one wall against magic and one wall against living matter cost a total of 7 charges per minute.Construction
Requirements Craft Wondrous Items, wall of force; Cost 28,000 gpCulling Goggles
Source Seven Swords of Sin 33Aura faint necromancy; CL 3rd
Slot eyes; Price 9,000 gp; Weight —
Description
These goggles have dark, almost black lenses bound in brown leather cured from the skin of a sentient humanoid. Wearing these goggles lets you view your surroundings as if under the constant effect of a deathwatch spell extending 30 feet. Additionally, three times per day, you may touch a creature and trigger a death knell effect, as the spell.Construction
Requirements Craft Wondrous Items, death knell, deathwatch; Cost 4,500 gpDaring Dancers
Source Faction Guide 58Aura moderate transmutation; CL 8th
Slot feet; Price 16,000 gp; Weight —
Description
These glittering anklets or spurs are favorites of Varisians, both for their showy addition to performances and their more practical uses. Normally made of metal and leather and adorned with glass beads or small gemstones, they make the wearer's feet light and agile, granting a +5 competence bonus to Perform (dance) checks. The wearer’s footfalls become so light that she can dance gracefully on any surface and make a 5-foot step even in difficult terrain.If the wearer has 5 or more ranks in Perform (dance), daring dancers allow her to cast dimension door on herself once per day to travel up to 700 feet.
Construction
Requirements Craft Wondrous Item, dimension door, creator must have 10 ranks in Perform (dance); Cost 8,000 gpDawnflower SashP
Source Gods and Magic 56Aura faith abjuration; CL 5th
Slot belt or head; Price 2,500 gp; Weight —
Description
This long strip of red Qadiran fabric is designed to wrap around your waist or head several times and be held in place by its ankhshaped clasp of red gold. When worn, you remain comfortable even in warm environments as if protected by endure elements. If you unwrap it to its full length and hold the clasp in your hand, you can feather fall once per day, briefly leaving behind a trail of pleasant red-gold light as bright as a torch.If Sarenrae is your patron, once per day by command, you can use the sash to cast cure light wounds. You may trigger this ability automatically if you are reduced to –1 hit points or less, though thereafter you must recharge it by placing it in strong sunlight for 8 continuous hours. At will, you may cause the clasp to shine as brightly as a torch or cease this illumination; the light is warm, feels like sunlight, and is enough to make sun-fearing creatures slightly uncomfortable but not enough to cause them harm.
Construction
Requirements Craft Wondrous Item, cure light wounds, endure elements, feather fall, light; Cost 1,250 gpDead Man's ShroudP
Source Seekers of Secrets 55Aura faint necromancy; CL 5th
Slot shoulders; Price 6,000 gp; Weight 1 lb.
Description
This dirt-stained cloak was woven in shadow from the burial shroud of a condemned murderer. It prevents nonintelligent undead from detecting you, as per the hide from undead spell. Intelligent undead can perceive you if they succeed at a DC 11 Will save. The warding is ended if you touch an undead creature, channel energy against undead, or attack any creature. Once per day as a standard action you can silently call forth the shadows bound into the shroud, rendering you invisible for 5 minutes.Construction
Requirements Craft Wondrous Item, hide from undead, invisibility; Cost 3,000 gpDeathlurker's CloakP
Source Gods and Magic 56Aura faint necromancy; CL 3rd
Slot shoulders; Price 2,700 gp; Weight 1 lb.
Description
This drab gray cloak sometimes billows about on an invisible wind. Once per day, you may use doom, which causes a deathlike shadow to cross your face for a moment.If Groetus is your patron, once per day you may use false life. While false life is active, if you coup de grace a dying foe, your temporary hit points from the spell increase by 1 (to a maximum of 20 temporary hit points). The dispatched creature must have at least as many hit dice as you for this effect to occur.
Construction
Requirements Craft Wondrous Item, death knell, doom, false life; Cost 1,350 gpDeath's Head Coffer
Source Pathfinder #8 32Aura faint necromancy; CL 5th
Slot none; Price 1,000 gp; Weight 5 lbs.
Description
Typically engraved with numerous skulls, these small metal coffers allow the safe transport of infectious substances of up to Tiny size. Closing the lid seals in the contents and holds them in stasis, rendering them immune to aging or any damage. In addition, any infectious material — such as the body of a creature that died of disease — is preserved for as long as the coffer is closed. A death’s head coffer can potentially hold several Tiny items, having dimensions of approximately 4 inches by 4 inches by 6 inches.A death’s head coffer can spread infections between items. Any item placed into a coffer with a diseaseridden item (something capable of spreading a disease by contact) becomes infected with the same disease. For 1 week after being removed from the coffer, the newly infected item can spread the same affliction as the disease-ridden item to any creature that touches it. For example, a coin placed into a death’s head coffer with a rat infected with the shakes forces any creature that touches the coin to make a DC 13 Fortitude save or become infected with the shakes as well.
After a death’s head coffer is closed and then reopened, its magic dissipates, rendering the box completely mundane.
Some death’s head coffers feature complex locking mechanisms, which require DC 20 Disable Device checks to open.
Construction
Requirements Craft Wondrous Item, contagion, gentle repose; Cost 500 gpDeath's Head Talisman
Source City of Strangers 11Aura varies; CL 5th (10 HD), 7th (14 HD), 9th (18 HD), 12th (24 HD)
Slot neck; Price 1,000 gp (10 HD), 1,400 gp (14 HD), 1,800 gp (18 HD), 2,400 gp (24 HD); Weight —
Description
This amulet allows the wearer to command a number of undead skeletons and zombies, which are keyed to the amulet when it is created. The animation of the undead is part of the creation process — undead that have already been created cannot be bound to a death’s head talisman. The number of HD of undead tied to the amulet is equal to twice the amulet’s caster level. The amulet allows the wearer to command the undead as if she had created them with animate dead, even if she has no magical talent of her own. The undead are only under control while the amulet is worn; if the amulet is removed, the undead revert to normal behavior, standing in place but responding if attacked. Once the specific undead tied to the amulet are destroyed, the talisman loses all power.Construction
Requirements Craft Wondrous Item, animate dead; Cost 625 gp (10 HD), 875 gp (14 HD), 1,125 gp (18 HD), 1,500 gp (24 HD)Demon Blood
Source Book of the Damned II: Lords of Chaos 44Aura faint evocation [evil]; CL 5th
Slot none (demonic implant); Price 800 gp; Weight 1 lb.
Description
A character who drinks a dose of this black, bubbling ichor becomes nauseated for 1d6 rounds if he fails a DC 15 Fortitude save. He also gains an enhanced capacity to affect demons with his magical attacks for 1 hour — during this time, demons suffer a –2 penalty on their saving throws against the user’s spells and spell-like abilities, and the user gains a +2 bonus on caster level checks made to penetrate a demon’s spell resistance. Demon blood is somewhat addictive, and every day for a week after a user stops daily doses of the ichor, he must make a DC 15 Fortitude save to avoid taking 1 point of Wisdom damage and being sickened for the entire day.Construction
Requirements Craft Wondrous Item, desecrate; Cost 400 gpDemon Senses
Source Book of the Damned II: Lords of Chaos 44Aura strong conjuration [evil]; CL 15th
Slot none (demonic implant); Price 20,000 gp; Weight 1 lb.
Description
This implant appears as a demonic eye, tongue, finger, ear, or nose floating in a small jar of transparent fluid. In order to gain the benefit of this implant, the contents of the jar — thick fluid, body part, and all — must be consumed as a full-round action. This immediately grants a permanent +8 racial bonus on all Perception checks (note that as a racial bonus, this does not stack with any other racial bonuses a creature might already possess). After gaining this bonus, the part of the creature’s body corresponding to the body part eaten changes to match the eaten part — eyes might become red, ears might grow long and pointed, a tongue might become forked, and so on.Construction
Requirements Craft Wondrous Item, limited wish, regenerate; Cost 10,000 gpDemon Talon
Source Book of the Damned II: Lords of Chaos 44Aura strong conjuration [evil]; CL 15th
Slot none (demonic implant); Price 20,000 gp; Weight 3 lbs.
Description
A demon talon must be held against the raw flesh of a fresh stump — preparing a creature by severing an existing hand causes 1d6 points of Constitution damage, but preparing a preexisting stump by cutting the flesh free at the end causes no significant damage. Once attached, the demon talon fuses with the stump, granting the creature a claw attack as appropriate for a creature one size category larger than the target’s actual size. The claw is shaped like a human hand (fingers and a thumb), but looks obviously demonic (scales, strange coloration, long nails, and so on), and is fully capable of wielding weapons or performing any other feat a human hand can perform.Construction
Requirements Craft Wondrous Item, limited wish, regenerate; Cost 10,000 gpDemon Mother's Mask
Source Gods and Magic 56Aura faint transmutation; CL 3rd
Slot head; Price 3,600 gp; Weight 1 lb.
Description
This primitive hyena-like mask is usually made of leather, but some are made of soft metal like copper or even carved out of the skull of an animal. You gain a +2 competence bonus on Handle Animal and Heal checks. You can smell when nearby creatures are in heat or otherwise especially fertile (creatures such as humans that can breed any time of year always smell fertile unless they are barren).If Lamashtu is your patron, the mask counts as a holy symbol and a hole for a third eye appears in the mask’s forehead. You may use summon monster II once per day to summon a fiendish hyena, which obeys you as if you shared a common language. You may interbreed with animals that are within one size category of your size, usually creating (if you are a humanoid) animal-humanoid creatures such as gnolls or lizardfolk, or sometimes natural lycanthropes prone to live in hybrid form.
Construction
Requirements Craft Wondrous Item, detect animals or plants, polymorph, summon monster II, creator must have at least 5 ranks in Handle Animal and Heal; Cost 1,800 gpDiscriminating CubeP
Source Classic Treasures Revisited 13Aura moderate evocation; CL 10th
Slot none; Price 40,000 gp; Weight 1/2 lb.
Description
This cube of force only creates one type of screen, which excludes living matter. Each of the five active faces sets the screen to exclude a different type of living matter (using the same categories as the bane weapon special ability).Construction
Requirements Craft Wondrous Item, summon monster I, wall of force; Cost 20,000 gpDisk of Ghol-Gan
Source Faction Guide 59Aura moderate conjuration (teleportation); CL 11th
Slot none; Price 24,000 gp; Weight 3 lbs.
Description
Excavated within the Shackles among the temples of its lost Ghol-Gan culture, these stone disks display whorls of symbols in the dead language of that dead kingdom, centered about a sphere of black volcanic glass. Each disk acts as a word of recall spell when the command word is spoken; each disk is keyed to a specific island in the territory once controlled by the people of Ghol-Gan. The disk functions once per day, and its destination cannot be changed.Most of these are in the hands of Shackles pirate lords.
Construction
Requirements Craft Wondrous Item, word of recall; Cost 12,000 gpDrazmorg's Stasis Crucible
Source Hungry are the Dead 27Aura moderate transmutation; CL 12th
Slot chest and legs; Price 23,000 gp; Weight —
Description
This device looks like a giant glass tube set within a protective iron cage. The glass tube is scrawled with hundreds of mystic sigils and filled with strange tubes and fluids. Bolts around the iron lip of the tube allow it to be fastened into the wearers flesh, while dozens of tubes and probes connect to the wearer’s upper body. The device is designed for a creature lacking a lower body or at least missing its legs; it can only effectively be used by undead, as a living creature would almost certainly die from the item grafting itself to his body and removing extraneous flesh to do so (though the character could be raised from the dead or animated as an undead after this death). When properly attached, you may fly at speed 30 (perfect maneuverability). You gain a +4 armor bonus to AC.Construction
Requirements Craft Wondrous Item, fly, mage armor; Cost 11,500 gpDream Journal of the Pallid SeerP
Source Pathfinder #27 57Aura no aura (or faint divination); CL 3rd
Slot none; Price 600 gp; Weight 2 lbs.
Description
This battered, leather-bound book looks like an aged and heavily worn notebook. Anyone reading the journal for an hour or more has strange dreams the following night, the details of which he cannot remember. The following day the character is fatigued. Reading the journal for a total of 24 hours or more causes the reader to have a prophetic dream wherein he sees his own death — though, as before, he cannot remember the details. If a character who has had this vision comes near death at any point afterward, at the moment he is about to die he may reroll any failed saving throw made within the last round or force an opponent to reroll a killing attack. The character must accept the result of the second roll, regardless of its outcome.Once a character has had the opportunity to avert death, regardless of its success or failure, the journal provides no more benefit and never aids the character again.
The Dream Journal of the Pallid Seer is affected by a permanent magic aura that makes it appear to be nonmagical.
Construction
Requirements Craft Wondrous Item, guidance, magic aura; Cost 300 gpDunestrider BootsP
Source Legacy of Fire Player's Guide 26Aura moderate transmutation; CL 7th
Slot feet; Price 3,000 gp; Weight 2 lbs.
Description
These boots are cracked and weathered from the desert sun. When you wear dunestrider boots, you may walk on sand as if it were hardpacked earth. Overland movement across sandy desert is treated as plains. Even loose sand and quicksand are not difficult terrain for you, allowing you to cross them at normal speed.Construction
Requirements Craft Wondrous Item, expeditious retreat, longstrider; Cost 1,500 gpDyso's Travel CanopyP
Source Legacy of Fire Player's Guide 26Aura faint evocation; CL 7th
Slot none; Price 750 gp; Weight 3 lbs.
Description
This 5-foot-square cloth canopy is brightly colored with gold fringe around the edges, something a slightly foppish sultan might use while resting on the seashore. When you speak the command word, the canopy unfolds and floats 3 feet above your head, positioning itself to keep you shaded. The travel canopy cannot hold any weight. It reverts to its 1-foot-square folded form at your command, or automatically when it is out of the sun for more than 1 minute.Construction
Requirements Craft Wondrous Item, floating disk; Cost 375 gpEldritch EgressP
Source Seekers of Secrets 55Aura moderate transmutation; CL 9th
Slot none; Price 10,000 gp; Weight 4 lbs.
Description
This cunningly designed bundle of wooden slats unfolds and interlocks to form a 3-foot-by-3-foot frame. Once per day you may place the unfolded frame upon a solid surface to form a passage up to 10 feet deep, as if using a passwall spell. The passageway lasts for 1 hour unless the frame is removed earlier.Folding or unfolding the frame is a full-round action that provokes attacks of opportunity. Using the unfolded frame to create a passage is a standard action. Medium or smaller creatures can easily pass through the tunnel, while Large creatures require an Escape Artist check. The eldritch egress can only be removed from outside the surface it was placed on, so careful planning is required when using it.
Construction
Requirements Craft Wondrous Item, passwall; Cost 5,000 gpElixir of Shadewalking
Source Pathfinder Campaign Setting 197, Pathfinder #10 19Aura moderate illusion; CL 11th
Slot none; Price 3,500 gp; Weight 1 lb.
Description
Typically kept in a small bone flask, a draught of this potent elixir is enough to catapult the drinker and up to 11 additional creatures the drinker is in contact with at the time of imbibing into the Shadow Plane. Once there, the affected creatures are under the effects of a shadow walk spell and may travel at an effective speed of 50 mph over land for up to 11 hours.Construction
Requirements Craft Wondrous Item, shadow walk; Cost 1,750 gpElixir of the Peaks
Source Pathfinder #6 13Aura moderate transmutation; CL 7th
Slot none; Price 2,450 gp; Weight —
Description
You gain the Altitude Affinity feat (see page 68) and the ability to scale and survive in mountainous terrain with great skill, gaining a +10 competence bonus on Climb checks and Survival checks in mountainous terrain (these bonuses stack with the bonus on Survival checks provided by the Altitude Affinity feat). In addition, you gain the benefits of an endure elements spell. The effects of this elixir wear off after 8 hours.Construction
Requirements Craft Wondrous Item, endure elements, spider climb; Cost 1,225 gpElixir of Spirit SightP
Source Pathfinder #39 55Aura faint divination and transmutation; CL 5th
Slot none; Price 1,000 gp; Weight —
Description
This elixir seems to be made of thick vapor rather than liquid, and constantly emits soft whispers when uncorked. For 1 minute, the drinker gains the ability to see invisibility (as the spell), and his weapons and armor are treated as if they had the ghost touch special ability.Construction
Requirements Craft Wondrous Item, plane shift, see invisibility; Cost 500 gpElixir of True Form
Source From Sea to Shore 30Aura moderate abjuration; CL 8th
Slot none; Price 1,600 gp; Weight —
Description
This elixir removes all curses and transmutation effects from the imbiber, including the unnatural mutations resulting from the arcane warping of the island of Nal-Kashel or gained through an ancestor’s unspeakable interbreeding with ulat-kini. The elixir stops gillmen from transforming into skum but cannot reverse the transformation if a gillman has already become a skum. Only doses of the elixir manufactured on the island of Nal-Kashel can remove the warping effects of the island’s influence.Construction
Requirements Craft Wondrous Item, remove curse; Cost 800 gpEloko BellP
Source Pathfinder #38 41Aura moderate enchantment; CL 7th
Slot none; Price 5,000 gp; Weight —
Description
This small, rusty iron bell contains great magic. When the bell is rung as a standard action, all creatures within 60 feet who can hear the bell must make a DC 14 Will save or be compelled to seek out the source of the sound for 7 rounds, moving at their normal speeds. If the sound leads its subjects into a dangerous area, each affected creature gets a second save. This is a mindaffecting compulsion effect. The bell affects a maximum of 24 HD of creatures. A bell can be used 5 times before it crumbles away into rusty flakes and becomes useless.Construction
Requirements Craft Wondrous Item, suggestion; Cost 2,500 gpEntwined SyrinxP
Source Pathfinder #27 55Aura moderate illusion; CL 7th
Slot none; Price 15,300 gp; Weight 2 lbs.
Description
This complex wind instrument is made of interwoven, gilded pipes. It is considered a masterwork musical instrument, granting a +2 bonus on all Perform (wind instrument) checks. The bonus is also added to the DC of any bardic performances made using the entwined syrinx.Anytime anyone attempts to play the entwined syrinx, however, he must make a DC 15 Will save or be compelled to play a dirge of somber beauty. The dirge acts like the fascinate bardic performance— even if the character is not a bard or cannot use Perform (wind instrument) — affecting every creature within 90 feet able to see and hear the character, including the musician playing the entwined syrinx. The DC to resist this effect is 12 + the character’s Charisma modifier (though if it is being played by a bard, the DC increases to include 1/2 the bard’s level; the +2 Perform bonus is included). This effect persists and the musician continues to play for 1 hour, or until the performance is interrupted.
Construction
Requirements Craft Wondrous Item, hypnotic pattern; Cost 7,150 gpExpedition PavilionP
Source Sargava: The Lost Colony 28Aura faint evocation; CL 5th
Slot none; Price 6,400 gp; Weight 10 lbs.
Description
This ordinary-looking, windowless tent appears to cover only a 10-foot-by-10-foot area, but, inside, it measures a full 30 feet by 30 feet, with a large central area and three small “bedrooms” (separated by curtains) along the back wall. The interior can be lit on command, and can be adjusted from normal darkness as per the spell light. Occupants inside the tent cannot be seen, heard, or smelled by creatures outside.The temperature inside the expedition pavilion is 70° F if the exterior temperature is between 0° and 100° F. For every degree the exterior temperature is below 0° or above 100°, the interior temperature decreases or increases, respectively, by 1°. The pavilion also provides protection against the elements, such as rain, dust, and sandstorms. The pavilion withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.
The pavilion can only be set up once per day, requiring 10 minutes to erect or dismantle. The tent cannot be dismantled while foreign objects are still inside, though if the pavilion is destroyed, any creatures and objects inside immediately spill out.
Construction
Requirements Craft Wondrous Item, hide from animals, tiny hut; Cost 3,200 gpEye of Scrying
Source Hungry are the Dead 27Aura moderate divination; CL 7th
Slot none; Price 6,000 gp; Weight 7 lbs.
Description
This bloodshot eye is larger than a grown man’s fist. Its vivid green iris suggests strange depths, and is unnerving to look at for too long. Once per day you may use it to cast clairaudiance/clairvoyance. If you can cast scrying, you may use the eye as your focus object for the spell.Construction
Requirements Craft Wondrous Item, clairaudience/clairvoyance; Cost 3,000 gpEye of the Mantis
Source Faction Guide 59Aura moderate divination; CL 9th
Slot none; Price 2,000 gp; Weight —
Description
Created by the Red Mantis Assassins, this 1-inch red marble statue depicts a tiny praying mantis. When the command word is uttered, the mantis comes to life and moves as its owner instructs, as per a sensor eye from a prying eye spell. The mantis remains animated for up to 9 hours or until it returns to the bearer and replays what it saw, at which point it reverts to statue form for 1 day.Construction
Requirements Craft Wondrous Item, prying eye; Cost 1,000 gpFaith Orb
Source The Demon Within 30Aura moderate evocation; CL 9th
Slot none; Price 2,250 gp; Weight —
Description
This brass orb is a bit larger than a human fist. It is covered with symbols of goodness and law and thick studs. If used as an improvised weapon, it deals 1d6 points of bludgeoning damage and serves as a good weapon for the purpose of overcoming damage reduction. The faith orb is activated when a special stud is depressed (usually marked by a different metal). Activating the orb is a standard action, but the orb may be thrown as a ranged touch attack (10-foot range increment) with the same action that is used to activate it. At the end of the action or when it hits its target (use the chart in the Pathfinder RPG Core Rulebook 202 to see where it goes if you miss), it triggers a flame strike centered on the orb. Creatures caught in the blast area suffer 9d6 damage as the spell, or half with a DC 17 Reflex save. The faith orb is consumed in the process.Construction
Requirements Craft Wondrous Item, flame strike; Cost 1,125 gpFeather TokenP
Source Andoran: Spirit of Liberty 26Aura strong conjuration; CL 12th
Slot none; Price 450 gp (floating feather), 150 gp (lance), 200 gp (sky hook), 600 gp (tar and feathers); Weight —
Description
Several varieties of these enchanted feathers are popular in Andoran. Full rules for feather tokens can be found in the Core Rulebook.Floating Feather: This token can be attached to any creature up to 200 pounds, causing a pair of large wings to grow from the target and allowing her to fly (speed 30, average maneuverability) for 1 minute. The token can be attached to an object of up to 200 pounds, which flies straight in a direction indicated by the creature who activates the feather unless the activator uses a move action to redirect its movement. The wings persist for 1 minute.
Lance: This token turns into a white-plumed +1 lance for 1 minute. This token is often used when carrying a large weapon is illegal or impractical.
Sky Hook: This token transforms into a huge disembodied eagle’s talon (hardness 5, hp 25) anchored wherever you activate it. The talon can support up to 1,000 pounds and persists for 1 day. The talon can be moved up to 10 feet with a DC 20 Strength check.
Tar and Feathers: This token can be directed to float to any point within 60 feet and then burst into a mass of sticky white feathers that adheres to all creatures in a 10-foot radius. The clinging feathers affect creatures in the area as a glitterdust spell.
Construction
Requirements Craft Wondrous Item, major creation; Cost 225 gp (floating feather), 75 gp (lance), 100 gp (sky hook), 300 gp (tar and feathers)Fetish of Natural Armor
Source River into Darkness 15Aura faint transmutation; CL 5th
Slot neck; Price 1,500 gp (+1), 7,000 gp (+2), 16,500 gp (+3); Weight —
Description
This fetish is a small charm made of bound sticks and ornamental stones worn around the neck on a thong. Wearing it toughens your body and flesh, giving you an enhancement bonus to your natural armor bonus from +1 to +3, depending on the kind of fetish, similar to an amulet of natural armor. In the creation of one of these amulets, a portion of your spirit is bound up in it so that once worn, if removed, you gain a negative level until this fetish or another Ekujae fetish is worn again. This negative level can be permanently removed and your connection with the fetish broken with a restoration spell or a remove curse spell immediately followed by a successful DC 15 Fortitude save. If you fail the save, you must receive another remove curse before you can attempt another save.Construction
Requirements Craft Wondrous Item, barkskin, creator's caster level must be at least 3 times the fetish's bonus; Cost 750 gp (+1), 3,500 gp (+2), 8,250 gp (+3)Figurine of Wondrous Power: Emerald FrogP
Source Pathfinder #34 67Aura moderate transmutation; CL 8th
Slot none; Price 7,000 gp; Weight 1 lb.
Description
This figurine of wondrous power appears as a small, innocuous frog carved of cloudy emerald. On command, it transforms into either a giant frog with the advanced template or 3 poisonous frogs — the user makes this choice at the time of activation. The frog (or frogs) can be animated up to 3 times per week, for a maximum total duration of 12 hours per week. If the advanced giant frog is slain, the emerald frog cannot be activated again for 1 full week. Each poisonous frog that is slain in combat reduces the total duration that the figurine can be activated for the week by 4 hours.Either the giant frog or the poisonous frogs can be used as combatants or as small, unintelligent servant-creatures, performing minor tasks or fetching small objects. The giant frog can be used by Small or smaller creatures as a makeshift mount, although it is not equipped with a saddle or similar equipment, and its slick hide imposes an additional –4 penalty on Ride attempts.
Construction
Requirements Craft Wondrous Item, animate objects; Cost 3,500 gpFigurine of Wondrous Power: Lapis CamelP
Source Legacy of Fire Player's Guide 26Aura moderate transmutation; CL 11th
Slot none; Price 7,500 gp; Weight 1 lb.
Description
This palm-sized camel figurine is sculpted of lapis lazuli. When you throw the lapis camel to the ground and speak the command word, it turns into a dromedary camel. The camel acts as a normal camel in all respects, except that it obeys your verbal commands to the best of its animal-level intelligence. At your command, the camel returns to its figurine form. The lapis camel can be used up to 3 times per week for up 8 hours each use.Construction
Requirements Craft Wondrous Item, animate object; Cost 3,750 gpFigurine of Wondrous Power: Serpentine EagleP
Source Andoran: Spirit of Liberty 26Aura moderate transmutation; CL 11th
Slot none; Price 9,100 gp; Weight —
Description
This Andoren variant of the serpentine owl can be transformed into an eagle or giant eagle but is otherwise identical to the owl figurine. Serpentine eagles are popular among Eagle Knights for scouting and emergency transportation.Construction
Requirements Craft Wondrous Item, animate objects; Cost 4,550 gpFirepowderP
Source Legacy of Fire Player's Guide 27Aura faint evocation (fire); CL 3rd
Slot none; Price 10 gp; Weight 1/2 lb.
Description
This chalky yellow powder is usually kept in a finely woven canvas pouch. When you mix firepowder with fine sand, the resultant mixture quickly heats up until it combusts, creating a slow-burning flame that requires no additional fuel. Half a pound of firepowder takes 1 minute to mix, and the fire produced burns for 8 hours, equivalent to a standard campfire.Construction
Requirements Craft Wondrous Item, continual flame; Cost 5 gpFlask of Ebon Flame
Source Pathfinder #22 38Aura faint transmutation; CL 5th
Slot none; Price 1,500 gp; Weight 1 lb.
Description
This small flask smokes with an odorless black mist when opened. Each flask contains a single use of ebon flame, a strange sort of fire that is hostile to normal fire. Cool to the touch even in hot environs, when poured out, a flask creates a 20-foot-radius burst of black fire centered on the user. This burst of ebon flame extinguishes all natural fires and dispels magical fire (dispel check 1d20+5) in the area, including magic items that have fire effects (such as a flametongue sword or a necklace of fireballs), although items dispelled merely cease to function for 1d4 rounds.The ebon flame can cure damage caused by fire — each creature in the burst is healed 5d6 points of damage caused by fire effects.
A creature with the fire subtype inside the area of the burst takes 5d6 points of damage and is stunned for 1 round — a successful DC 15 Fortitude save halves the damage and negates the stun effect.
Ebon flame is unstable, and when combined in doses larger than a single use, or when not stored in a specially prepared flask, it dissipates harmlessly in a cloud of faint black smoke. Overlapping areas of ebon flame do not stack their effects.
Construction
Requirements Craft Wondrous Item, false life or cure moderate wounds, resist energy or quench; Cost 750 gpFlask of the Reaper
Source Gods and Magic 57Aura faint transmutation; CL 3rd
Slot none; Price 3,800 gp; Weight —
Description
This metal container looks like a hip flask for carrying alcoholic drinks except it is barely larger than a potion vial. The side of the flask may be blank or have a personalized decoration, but the screw-on stopper usually bears a mark like a shield or perhaps a featureless mask. Once per day, you can drink from it and gain a +5 alchemical bonus on Fortitude saving throws against poison and a +5 competence bonus on Stealth checks for 1 hour.If Norgorber is your patron, in addition to the above ability, once per day you may drink from the flask to gain a +5 competence bonus on Perception, Sleight of Hand, or Stealth checks. Once per day, you can pour acid from the flask (equivalent in volume to a standard acid flask).
Construction
Requirements Craft Wondrous Item, acid splash, resistance, creator must have at least 5 ranks in Perception, Sleight of Hand, and Stealth; Cost 1,900 gpFogcutting Lenses
Source Pathfinder #4 50Aura faint transmutation; CL 5th
Slot eyes; Price 8,000 gp; Weight —
Description
These goggles are made of carefully-polished rock crystal, with frames of polished brass and a simple leather strap and buckle sized for a giant’s head (but easily adjustable to smaller wearers). The goggles allow the wearer to see through magical and normal fogs, mists, and similar obscurement. They do not confer darkvision or low-light vision. Further, the goggles distort and skew vision in areas not shrouded by fog, and when observing areas like this the wearer suffers a –4 penalty on Perception checks and a 20% miss chance when attempting to hit creatures.Construction
Requirements Craft Wondrous Item, darkvision, fog cloud; Cost 4,000 gpGanji Doll
Source Pathfinder #39 71Aura moderate necromancy; CL 6th
Slot none (Juju Fetish); Price 16,000 gp; Weight 1/2 lb.
Description
A ganji doll is the pinnacle of juju sympathetic magic, a fetish tied so intimately to its intended victim that good or ill may be done to the target through the doll itself. During the item’s creation, the creator must choose a humanoid creature to bind the doll to. This requires the creator to obtain and craft a bit of the intended target’s body — typically hair, blood, or a tooth — into the fetish. Once this has been done, the ganji doll affects no other creature aside from the bound target. The target of the ganji doll cannot be changed after crafting is complete.Once the doll has been created, three times per day, any bearer can employ the doll to create any one of the following effects. These effects only target the creature bound to the doll. The target takes a –2 penalty on all saving throws against these effects.
Blind: Covering the doll’s head with a cloth blinds the target for 1 minute (DC 16 Will save to resist).
Damage: Stabbing the doll with a sharp instrument, waving it over an open flame, wrapping a cord around the doll’s neck, or otherwise damaging the doll causes the target to take 3d6 points of damage (DC 16 Fortitude save for half). This damage ignores all resistances and immunities.
Target: The ganji doll functions as the bound target itself for the purpose of any spell with a range of touch. The target receives the effect of any spell cast upon the doll (up to the doll’s limit of 3 effects per day) as if the caster had actually touched him. The target may make saving throws against such spells, if allowed, as normal, but takes the –2 penalty imposed by the doll. Beneficial spells, such as cure light wounds, can also be used in this manner.
Construction
Requirements Craft Wondrous Item, bestow curse, and a piece of the body of the humanoid to be affected; Cost 8,000 gpGanji Doll, Greater
Source Pathfinder #39 71Aura moderate necromancy; CL 12th
Slot none (Juju Fetish); Price 36,000 gp; Weight 1/2 lb.
Description
A greater ganji doll looks similar to and functions as the normal version, except that it can be used 5 times per day, imposes a –4 penalty on the target’s saving throws against its effects, and has the following altered or additional special abilities in addition to all the abilities of a ganji doll.Damage: Damaging the doll causes the target to take 6d6 points of damage (DC 16 Fortitude save for half ). This damage ignores all resistances and immunities.
Locate Creature: The bearer of a ganji doll can use it to locate its bound target, as per the spell locate creature.
Suggestion: The user whispers in the doll’s ear, creating the effect of a suggestion spell. The target must make a DC 16 Will save to resist the effect. Unlike the spell, the target need not comprehend the user’s language.
Construction
Requirements Craft Wondrous Item, bestow curse, suggestion, and a piece of the body of the humanoid to be affected; Cost 18,000 gpGlarecutter GogglesP
Source Legacy of Fire Player's Guide 27Aura faint conjuration; CL 5th
Slot head; Price 2,000 gp; Weight 1 lb.
Description
These dark lenses of smoked glass are set in a thin leather headband and filter the light reaching your eyes. You gain a +5 resistance bonus on Fortitude saving throws against sight- and light-based hazards or attacks, such as desert glare, blindness, gaze attacks, and so on.Construction
Requirements Craft Wondrous Item, remove blindness/deafness, resistance; Cost 1,000 gpGoblet of QuenchingP
Source Legacy of Fire Player's Guide 27Aura faint conjuration (creation); CL 1st
Slot none; Price 180 gp; Weight 1 lb.
Description
At your command, this simple clay goblet fills itself with cool, fresh drinking water. The goblet can create up to 2 gallons of water per day. The water evaporates normally if left exposed, and is completely normal water; you can store it, use it to create holy water, and so on.Construction
Requirements Craft Wondrous Item, create water; Cost 90 gpGolden Dragon KiteP
Source Pathfinder #27 56Aura faint evocation; CL 3rd
Slot none; Price 3,600 gp; Weight 2 lbs.
Description
This painted silk kite depicts a shining golden dragon. In an area with 40 feet or more of vertical space and in conditions of light to moderate wind, a golden dragon kite can be unfolded and raised into the air as a full-round action. The user can direct the kite to move up to 100 feet from him in a single turn (but no farther). Three times per day, the kite can cast burning hands. The spell originates from the kite but acts as normal in all other ways. This spell can only be reproduced while the kite is flying, a process that takes 1 minute to achieve.Rumors say that in Minkai, versions of these kites exist that deliver other spells at great range.
Construction
Requirements Craft Wondrous Item, burning hands; Cost 1,800 gpGolden Eagle EpauletsP
Source Andoran: Spirit of Liberty 26Aura faint abjuration, enchantment, evocation; CL 1st
Slot shoulder; Price 3,000 gp; Weight —
Description
These decorative golden braids allow the wearer to cast bless once per day. They also grant a +2 competence bonus to Diplomacy and one other skill (chosen at the time of crafting), typically Handle Animal or Ride for members of the Golden Legion and Perception or Stealth for the Steel Falcons. If the wearer is reduced to 0 or fewer hit points, once per day the epaulets automatically activate a sanctuary spell (Will DC 11) on her.Construction
Requirements Craft Wondrous Item, bless, guidance, sanctuary; Cost 1,500 gpGossamer AmberstoneP
Source Gods and Magic 57Aura faint conjuration; CL 3rd
Slot neck; Price 2,700 gp; Weight —
Description
This coin-sized piece of cracked amber is glued to a leather strap and contains a preserved bloodsucking insect of unnatural size. Once per day, you can use cure light wounds.If Ghlaunder is your patron, once per day you may use summon swarm. The swarm can be spiders or mosquitoes; a mosquito swarm has the same statistics as a locust swarm except its attack deals 1d6 damage and transmits filth fever.
Construction
Requirements Craft Wondrous Item, cure light wounds, summon swarm; Cost 1,350 gpGossip GlassP
Source Taldor: Echoes of Glory 26Aura faint divination; CL 1st
Slot eyes; Price 3,600 gp; Weight 1 lb.
Description
This silver, bejeweled set of opera glasses is indistinguishable from a regular set, save that when you look through the lenses you gain a +4 competence bonus to Perception checks. When reading lips, you can understand any spoken language as the comprehend languages spell. You can only use a gossip glass to spy on conversations within line of sight and must be able to see people speak in order to read their lips.Construction
Requirements Craft Wondrous Item, comprehend languages; Cost 1,800 gpGrave Candle
Source Pathfinder #27 11Aura moderate necromancy; CL 10th
Slot none; Price 5,500 gp; Weight 1 lb.
Description
Grave candles are magical candles that draw forth spirits from the mortal remains of long-dead creatures, allowing the living to speak to them for a short period of time while the candle’s wick burns.In order to function, a grave candle must be placed amid the physical remains of the body to be spoken to. These remains can be partial, or even just a handful of ash or grave dust, but a totally destroyed body (as results from destruction or disintegrate) doesn’t leave enough material for a grave candle to function. When it’s lit, the smoke rising from the candle grows thick, and a ghostly shape similar to the creature’s appearance in life manifests in the smoke.
At this point, the manifested spirit (which is as much an echo of the creature as it is the actual departed soul) can speak — a grave candle does not impart any additional understanding of languages. In other respects, the conversation with the dead spirit adheres to the rules for speak with dead (Pathfinder RPG Core Rulebook 346), save that the dead spirit receives a –4 penalty on its saving throw to resist the spell. Furthermore, a dead body can only be successfully subjected to a grave candle once — the burning of the candle “burns out” the latent necromantic and spiritual energy left behind by the soul’s parting from the world (this does not harm the actual soul of the dead spirit).
Construction
Requirements Craft Wondrous Item, speak with dead; Cost 2,750 gpGreat Barghest Hero Cloak
Source Gods and Magic 57Aura faint transmutation; CL 7th
Slot shoulders; Price 2,800 gp; Weight 5 lbs.
Description
This cloak looks like a gray wolf’s pelt, including legs and tail; the clasp is a wolf’s tooth. You gain a +2 competence bonus on Intimidate checks.If your patron is Lamashtu or one of the goblin barghest heroes (Hadregash, Venkelvore, Zarongel, or Zogmugot), once per day you can polymorph into a wolf or a wolf-goblin hybrid for up to 7 minutes (the hybrid form resembles a barghest’s natural form but has the same statistics as a wolf ).
Construction
Requirements Craft Wondrous Item, polymorph, creator must have at least 5 ranks in Intimidate; Cost 1,400 gpGremlin Bell
Source Pathfinder #19 85Aura faint abjuration; CL 2nd
Slot none; Price 400 gp; Weight —
Description
From rural villages to bustling cities, many blame even the slightest misfortunes on the depredations of gremlins. Regardless of whether such creatures are truly to blame for a community’s problems, many shrines and hedge wizards sell tiny charms to their neighbors, talismans meant to ward off lesser evils: gremlin bells.Crafted from bronze, brass, or countless other semiprecious metals, these miniature bells — no more than an inch tall — hang from delicate chains or short silken cords and ring with a tinny tinkling. Typically affixed over doorframes or to precious objects, when rung frequently these ornaments supposedly ward off gremlins and protect those nearby from ill fortune. And unlike most such folk magic, expertly made gremlin bells actually work.
Gremlin bells have two uses. First, they irritate gremlins. Any gremlin that comes within 20 feet of a gremlin bell cannot make use of any of its supernatural abilities and becomes uncomfortable, typically seeking to leave the area (though it is not compelled to do so). Secondly, once per day a gremlin bell can be purposefully rung. All gremlins within 20 feet who can hear the chime must make a DC 16 Will save or be sickened for the next 5 minutes.
Construction
Requirements Craft Wondrous Item, protection from evil; Cost 200 gpGuiding Vellum
Source Faction Guide 59Aura moderate divination; CL 7th
Slot none; Price 500 gp (1st), 2,000 gp (2nd), 4,500 gp (3rd), 8,000 gp (4th), 12,500 gp (5th), 18,000 gp (6th), 24,500 gp (7th), 32,000 gp (8th), 40,500 gp (9th); Weight 1/2 lb.
Description
Fashioned from soft yet still quite durable lambskin, this piece of parchment gives a faithful divine spellcaster of a specific religion a hint about what spell may be useful for that day. Each day, when the owner prepares spells in the presence of the guiding vellum, the name of one specific divine spell which the owner already has the ability to cast appears on its surface. This represents a spell which should prove useful for the tasks in the next 24 hours. Each guiding vellum is associated with one level of divine spells and only shows a spell of that level. For example, if a cleric caster has a 3rd-level vellum and the GM expects the character to face invisible opponents later that day, the vellum shows the name “invisibility purge” (a 3rdlevel cleric spell); if the opponents are using poison and the cleric has a 2nd-level vellum, it would show the name “delay poison.”A caster can only use one vellum of a particular spell level each day (using two 1st-level vellums gives the same result), but using vellums of different spell levels works normally. Each vellum works only once per day. A guiding vellum normally does not work for a character not of the item’s specific religion; some religions add additional magic so a vellum used by a hostile or rival faith provides misleading spell suggestions.
Construction
Requirements Craft Wondrous Item, divination; Cost 250 gp (1st), 1,000 gp (2nd), 2,250 gp (3rd), 4,000 gp (4th), 6,250 gp (5th), 9,000 gp (6th), 12,250 gp (7th), 16,000 gp (8th), 20,250 gp (9th)Hag's ShabbleP
Source Gods and Magic 57Aura faint transmutation; CL 3rd
Slot body; Price 3,400 gp; Weight 3 lbs.
Description
This unkempt black smock is loose-fitting and stained from travel. In the River Kingdoms you are likely to be mistaken for a follower of Gyronna. You gain a +2 bonus on Diplomacy and Intimidate checks.If Gyronna is your patron, once per day you may use detect thoughts.
Construction
Requirements Craft Wondrous Items, detect thoughts, creator must have at least 5 ranks in Diplomacy and Intimidate; Cost 1,700 gpHalflight Charm
Source City of Strangers 50Aura faint divination; CL 3rd
Slot none; Price 2,500 gp; Weight —
Description
This amulet is a small crystal at the end of a simple leather thong. It glows brightly from within, shedding light equivalent to that of a torch. Once per day, the amulet’s bearer can clutch the object and call for help. Doing so immediately contacts the three closest Duskwardens and gives them intimate knowledge of the pendant’s location, as per the locate object spell, out to a distance of a mile.Construction
Requirements Craft Wondrous Items, light, locate object; Cost 1,250 gpHand of AbendegoP
Source Pathfinder #27 56Aura moderate evocation; CL 9th
Slot neck; Price 20,258 gp; Weight 2 lbs.
Description
This nearly perfect pearl replica of a hand is attached to a gold chain and can be worn as an amulet. Once per day, the wearer can animate the hand as an immediate action. The hand attempts to grapple an adjacent foe of Medium size or smaller, using the wearer’s CMB. If it succeeds, the hand deals 1d4 non-lethal damage every round it maintains a grapple. If the grapple attempt fails or the victim escapes the grapple, the hand ceases its activity. If any creature within reach of the amulet (including the wearer) attempts to steal anything, the hand activates and attempts to choke the creature. If the amulet is not currently worn, it uses the victim’s own CMB and Strength to determine the attack bonus and damage.Construction
Requirements Craft Wondrous Item, interposing hand; Cost 10,129 gpHand of the Theurge
Source Guardians of Dragonfall 27Aura strong transmutation; CL 15th
Slot none; Price 16,000 gp; Weight —
Description
This large crystal, sized and shaped like a loosely clenched human fist, perfectly accepts any wand. As a standard action, the hand can be loosed to activate a wand on its own at any target within range. Any such activation costs 3 charges from the wand. The hand can activate the wand for up to 4 rounds and then drops. It is considered attended by you for all effects that target items, and it exists within your space. The hand of the theurge accompanies you everywhere, whether you move by physicalor magical means. If you have an unoccupied hand, you can grasp it while it is activating on its own as a free action; when so retrieved, the hand can’t animate again for 4 rounds.Construction
Requirements Craft Wondrous Item, animate objects; Cost 8,000 gpHandstraps of RoofjumpingP
Source Legacy of Fire Player's Guide 27Aura faint transmutation; CL 5th
Slot hands; Price 1,500 gp; Weight —
Description
These long cloth strips are intricately embroidered with urban scenes. When wrapped around your hands (like a boxer’s or mummy’s wraps) you gain a +1 competence bonus to Acrobatics checks and a +1 competence bonus to Reflex saves made to catch a ledge or arrest a fall.Construction
Requirements Craft Wondrous Item, cat's grace, jump; Cost 750 gpHat of Disguise, Greater
Source Curse of the Riven Sky 30Aura faint illusion; CL 3rd
Slot head; Price 12,000 gp; Weight —
Description
Like a hat of disguise, this garment allows its wearer to alter her appearance. It functions as an alter self spell (as opposed to disguise self). The hat becomes a part of the disguise and can be a hat, a helmet, a headscarf, and so forth.Construction
Requirements Craft Wondrous Item, alter self; Cost 6,000 gpHelm of Electric RadianceP
Source Classic Treasures Revisited 31Aura strong varied; CL 13th
Slot head; Price 125,000 gp; Weight 3 lbs.
Description
The helm of electric radiance uses electricity as its basic damage type, rather than fire. Other aspects of the helm, such as undead detection and damage, remain unchanged. The helm has 10 sapphires that allow chain lightning, 20 pieces of amber that allow lightning bolt, 30 pieces of petrified wood that allow shocking sphere (as flaming sphere but does electricity damage) and 40 opals that allow daylight. In addition, the wearer gains resistance to electricity and his weapons become shocking weapons instead of flaming weapons.Construction
Requirements Craft Wondrous Item, chain lightning, daylight, detect undead, flaming sphere, lightning bolt, protection from energy, shocking grasp; Cost 62,500 gpHelm of ReclamationP
Source Classic Treasures Revisited 31Aura strong varied; CL 15th
Slot head; Price 80,000 gp; Weight 3 lbs.
Description
The helm of reclamation is designed to destroy large groups of undead or powerful individual undead creatures, and is often used by undead-hating clerics with a flair for the dramatic. The gems of this helm produce sunburst (10 yellow diamonds), searing light (30 bloodstones), and daylight (40 opals). Like a standard helm of brilliance, it glows near and harms undead, and has the flaming weapon ability, but does not protect against fire or risk detonation.Construction
Requirements Craft Wondrous Item, daylight, detect undead, flame blade, searing light, sunburst; Cost 40,000 gpHoly Mask of the Living GodP
Source Gods and Magic 57Aura moderate illusion (shadow); CL 1st
Slot head; Price 2,100 gp; Weight 1 lb.
Description
This iron mask models the stoic face of the Living God Razmir; its forehead bears a diamond-shaped ivory ornament said to come from the Living God’s own mask.If Razmir is your patron, gain a +2 competence bonus on Heal and Intimidate checks. You may use cause fear and cure light wounds once per day.
Construction
Requirements Craft Wondrous Item, cause fear, shadow conjuration, creator must have at least 5 ranks in Heal and Intimidate; Cost 1,050 gpHome Stone
Source Faction Guide 59Aura moderate conjuration (teleportation); CL 9th
Slot none; Price 2,250 gp; Weight 1 lb.
Description
When the command word is spoken, this palm-sized stone teleports one Medium creature and up to 100 pounds of equipment to a specific elf gate (see Faction Guide page 27) that the stone is keyed to. Only one creature may travel this way per home stone. The stone crumbles when activated. Home stones were originally invented by the Lantern Bearers as a way to quickly escape the Darklands when raids went poorly, with a typical raiding party carrying only one such stone, allowing a lone survivor to return and report on the mission.Construction
Requirements Craft Wondrous Item, teleport; Cost 1,125 gpHorn of the Golden Draught
Source Pathfinder #22 19Aura moderate transmutation; CL 10th
Slot none; Price 7,000 gp; Weight 5 lbs.
Description
As a standard action, this gold-plated drinking horn can produce a golden draught. A creature that imbibes or is anointed with this liquid is freed from enchantments, transmutations, and curses as if subjected to a break enchantment spell. If the user suffers from no such conditions, her skin instead takes on a golden hue and becomes almost impervious to blows, as per stoneskin. A horn of the golden draught can produce up to five draughts of each version of the draught before it turns to brass and becomes nonmagical.Construction
Requirements Craft Wondrous Item, break enchantment, stoneskin; Cost 3,500 gpHorseshoes of Great BurdenP
Source Seekers of Secrets 55Aura faint transmutation; CL 3rd
Slot feet; Price 2,500 gp; Weight 24 lbs. (for four)
Description
These sturdy iron horseshoes come in sets of four like ordinary horseshoes, but are much heavier. When affixed to an animal’s hooves, they double the animal’s carrying capacity. All four shoes must be worn by the same animal for the magic to be effective.Construction
Requirements Craft Wondrous Item, bear's endurance, bull's strength; Cost 1,250 gpHyena Spirit SkinP
Source Pathfinder #39 55Aura moderate transmutation; CL 9th
Slot shoulders; Price 16,000 gp; Weight 2 lbs.
Description
This ragged piece of fur and skin contains powerful magic. Once per day, when draped over the head and shoulders, the skin grants its wearer the physical characteristics of a hyena for 10 minutes as the aspect of the wolf spell. The wearer gains a +4 enhancement bonus to Strength and Dexterity, the scent ability, and a +2 enhancement bonus on trip attacks, and she can make a trip combat maneuver as a swift action that does not provoke attacks of opportunity.Construction
Requirements Craft Wondrous Item, aspect of the wolf (Advanced Player's Guide 204); Cost 8,000 gpIcon of the MidwifeP
Source Gods and Magic 57Aura faint divination; CL 3rd
Slot none; Price 3,500 gp; Weight 2 lbs.
Description
This gray stone carving of a gaunt older woman is usually painted with black hair and black clothing with red trim. Once per day, you can use it to cast resistance, stabilize, and virtue — enough to usually ensure that a mother and newborn both live through a difficult birth.If Pharasma is your patron, you may use the icon to cast augury once per day. At will as a standard action, you can touch a pregnant woman and know if she is carrying a boy or girl and whether it will be a single birth or multiple. Once per day, you may consecrate a corpse so if it is buried within 24 hours it cannot be reanimated as an undead.
Construction
Requirements Craft Wondrous Item, augury, consecrate, resistance, stabilize, virtue; Cost 1,750 gpIdol of the Eye
Source Curse of the Riven Sky 30Aura moderate divination; CL 9th
Slot none; Price 19,000 gp; Weight 5 lbs.
Description
This squat, golden idol looks like a bald, obese wise man with an extra eye in his forehead. It can be used once per day to gain information as with an augury spell, and once per day as a divination spell. Once per week, a single yes-or-no question can be asked of it (as with a commune spell). The answers do not come from a deity, but instead from insights granted by celestial movements and conjunctions; a sample insight might be, “Because Aballon and Eox are in conjunction in the House of the Eagle, the answer is yes.”Construction
Requirements Craft Wondrous Item, augury, commune, divination; Cost 9,500 gpIndependent Cube of ForceP
Source Classic Treasures Revisited 13Aura moderate evocation; CL 10th
Slot none; Price 70,000 gp; Weight 1/2 lb.
Description
The independent cube of force functions exactly like a cube of force except that it remains activated when dropped or set down. Anyone can pick up and deactivate the item or change the active type of wall; otherwise it shuts off when it runs out of charges.Construction
Requirements Craft Wondrous Item, wall of force; Cost 35,000 gpInheritor's GauntletP
Source Gods and Magic 58Aura faint evocation; CL 5th
Slot hand; Price 2,700 gp; Weight 1 lb.
Description
This metal gauntlet is the sort appropriate for wearing with chainmail, though versions for leather or full plate exist. Affixed to the wrist is a white cloth with a longsword embroidered in gold thread. Once per day, you can speak a command word to give the weapon you hold in that hand (or the gauntlet itself) a +1 enhancement bonus on attack and damage rolls for 1 minute.If Iomedae is your patron, the gauntlet lets you count any sword you hold in that hand as your holy symbol. Once per day, you may speak a command word and give any sword you hold the powers of an evil outsider bane weapon for 1 minute; this effect ends if you drop the sword or remove the gauntlet. If you use your finger to draw Iomedae’s symbol on any solid surface, the symbol glows as brightly as a candle for 1 hour or until you draw the symbol elsewhere (whichever comes first).
Construction
Requirements Craft Wondrous Item, light, magic weapon, summon monster I; Cost 1,350 gpInterpretation of Secrets
Source Pathfinder #22 51Aura moderate divination; CL 7th
Slot genie seal; Price 10,000 gp; Weight —
Description
This seal is a disk of mithral inscribed with dozens of spiraling arcane and magical sigils. As long as the seal is carried visibly, the carrier can speak and understand all of the elemental tongues. Furthermore, he gains a +5 competence bonus on Intimidate checks made against genies, as long as he speaks in the genie’s native tongue. Language-dependant spells cast by the carrier of interpretation of secrets are enhanced — any genie that is targeted by such a spell suffers a –2 penalty on any saving throw to resist the effect of the spell.Construction
Requirements Craft Wondrous Item, tongues; Cost 5,000 gpIoun StonesP
Source Pathfinder RPG Core Rulebook 520-521, Seekers of Secrets 43-50Aura varies, see table; CL 12th
Slot none; Price varies, see table; 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 AC 24, 10 hit points, and hardness 5. The powers of each stone vary depending on its color and shape (see the table). For full details on the ioun stones, see the Pathfinder RPG Core Rulebook or Seekers of Secrets.| Color | Shape | Aura | Craft Requirements | Effect | Market Price |
|---|---|---|---|---|---|
| Amber | Spindle | moderate abjuration | resistance | +1 resistance bonus on saves (stacks) | 10,000 gp |
| cracked | — | — | — | +1 resistance bonus on one save (stacks) | 3,400 gp |
| flawed | — | — | — | +1 resistance bonus on saves per stone (stacks) | 6,000 gp |
| Clear | Spindle | strong varied | none | Sustains creature without food or water | 4,000 gp |
| cracked | — | — | — | Sustains creature on half normal food | 1,000 gp |
| flawed | — | — | — | Sustains creature without food, but it must consume twice the normal amount of water | 2,000 gp |
| Crimson | Sphere | moderate transmutation | fox's cunning | +2 enhancement bonus to Intelligence (stacks) | 24,000 gp |
| cracked | — | — | — | In pairs, +2 enhancement bonus to Intelligence (stacks) | 12,000 gp |
| flawed | — | — | — | +2 enhancement bonus to Intelligence (stacks/doesn't stack) | 16,000 gp |
| Dark Blue | Rhomboid | strong varied | none | Alertness (as the feat) | 10,000 gp |
| cracked | — | — | — | +1 competence bonus on Perception and Sense Motive checks | 400 gp |
| flawed | — | — | — | +2 competence bonus on Perception checks and a –1 penalty to initiative checks | 300 gp |
| Deep Red | Sphere | strong varied | none | +2 enhancement bonus to Dexterity | 8,000 gp |
| cracked | — | — | — | +1 competence bonus on one Dexterity-based skill | 200 gp |
| flawed | — | — | — | +2 enhancement bonus to Dexterity, –2 penalty to Constitution | 6,000 gp |
| Dull Gray | Any | faint universal | none | None | 25 gp |
| cracked | — | — | — | None | 25 gp |
| flawed | — | — | — | None | 25 gp |
| Dusty Rose | Prism | strong varied | none | +1 insight bonus to AC | 5,000 gp |
| cracked | — | — | — | +1 competence bonus on initiative checks | 500 gp |
| flawed | — | — | — | +1 insight bonus to AC, –2 penalty to Constitution | 4,000 gp |
| Emerald | Ellipsoid | moderate necromancy | false life | 5 temporary hit points (stacks) | 20,000 gp |
| cracked | — | — | — | 1 temporary hit point (stacks) | 2,000 gp |
| flawed | — | — | — | 5 temporary hit points (stacks), 1 negative level (stacks) | 10,000 gp |
| Gamboge | Nodule | moderate transmutation | neutralize poison | Immunity to poison | 54,000 gp |
| cracked | — | — | — | Immunity to one kind of poison | 1,500 gp |
| flawed | — | — | — | Immunity to poison, –4 penalty against curses and diseases | 40,000 gp |
| Incandescent Blue | Sphere | strong varied | none | +2 enhancement bonus to Wisdom | 8,000 gp |
| cracked | — | — | — | +1 competence bonus on one Wisdom-based skill | 200 gp |
| flawed | — | — | — | +2 enhancement bonus to Wisdom, –2 penalty on Perception checks | 7,200 gp |
| Iridescent | Spindle | strong varied | none | Sustains creature without air | 18,000 gp |
| cracked | — | — | — | +4 competence bonus on Constitution checks to hold breath | 500 gp |
| flawed | — | — | — | Sustains creature without air, but creature is always staggered | 12,000 gp |
| Lavender and Green | Ellipsoid | strong varied | none | Absorbs spells of 8th level or lower1 | 40,000 gp |
| cracked | — | — | — | Absorbs spells of 2nd level or lower2 | 10,000 gp |
| flawed | — | — | — | Absorbs spells of 6th level or lower, deals damage to user3 | 36,000 gp |
| Mossy | Disk | moderate transmutation | fox's cunning | +5 competence bonus on one Knowledge skill | 2,500 gp |
| cracked | — | — | — | +1 competence bonus on one Knowledge skill | 200 gp |
| flawed | — | — | — | +5 competence bonus on one Knowledge skill, –2 penalty to Constitution | 1,600 gp |
| Mulberry | Pentacle | moderate transmutation | eagle's splendor | +5 competence bonus on Bluff and Diplomacy checks | 10,000 gp |
| cracked | — | — | — | +1 competence bonus on Bluff and Diplomacy checks | 400 gp |
| flawed | — | — | — | +5 competence bonus on Bluff and Diplomacy checks, –2 penalty to Will saves | 8,700 gp |
| Nacreous Gray | Sphere | moderate abjuration | bear's endurance | Protects against aging | 10,000 gp |
| cracked | — | — | — | Protects against one type of ability damage from aging | 3,400 gp |
| flawed | — | — | — | Protects against the appearance of aging | 1,000 gp |
| Onyx | Rhomboid | moderate transmutation | bear's endurance | +2 enhancement bonus to Constitution (stacks) | 24,000 gp |
| cracked | — | — | — | In pairs, +2 enhancement bonus to Constitution (stacks) | 12,000 gp |
| flawed | — | — | — | +2 enhancement bonus to Constitution (stacks/doesn't stack) | 16,000 gp |
| Opalescent White | Pyramid | moderate transmutation | transformation or proficiency in the appropriate weapon | Proficiency with one weapon | 10,000 gp |
| cracked | — | — | — | Weapon familiarity with one weapon | 1,500 gp |
| flawed | — | — | — | Proficiency with one weapon, –2 penalty to Dexterity | 3,000 gp |
| Orange | Prism | strong varied | none | +1 caster level | 30,000 gp |
| cracked | — | — | — | Add one 0-level spell to user’s spells known or prepared | 1,000 gp |
| flawed | — | — | — | +1 caster level, –2 to primary casting ability score | 25,000 gp |
| Pale Blue | Rhomboid | strong varied | none | +2 enhancement bonus to Strength | 8,000 gp |
| cracked | — | — | — | +1 competence bonus on one Strength-based skill | 200 gp |
| flawed | — | — | — | +2 enhancement bonus to Strength, –2 penalty to Constitution | 6,000 gp |
| Pale Green | Prism | strong varied | none | +1 competence bonus on attack rolls, saves, skill checks, and ability checks | 30,000 gp |
| cracked | — | — | — | +1 competence bonus on attack rolls or saving throws | 4,000 gp |
| flawed | — | — | — | +1 morale bonus on attack rolls, saves, skill checks, and ability checks | 28,000 gp |
| Pale Lavender | Ellipsoid | strong varied | none | Absorbs spells of 4th level or lower4 | 20,000 gp |
| cracked | — | — | — | Absorbs spells of 1st level or lower5 | 2,500 gp |
| flawed | — | — | — | Absorbs spells of 3rd level or lower, deals user damage6 | 18,000 gp |
| Pale Ruby | Trillian | moderate transmutation | cat's grace | +5 competence bonus on Stealth checks | 5,000 gp |
| cracked | — | — | — | +1 competence bonus on Stealth checks | 200 gp |
| flawed | — | — | — | +5 competence bonus on Stealth checks, –2 penalty to Dexterity | 1,600 gp |
| Pearly White | Spindle | strong varied | none | Regenerate 1 point of damage per 10 minutes | 20,000 gp |
| cracked | — | — | — | Regenerate 1 point of damage per hour | 3,400 gp |
| flawed | — | — | — | Regenerate 4 points of damage per hour | 18,000 gp |
| Pink and Green | Sphere | strong varied | none | +2 enhancement bonus to Charisma | 8,000 gp |
| cracked | — | — | — | +1 competence bonus on one Charisma-based skill | 200 gp |
| flawed | — | — | — | +2 enhancement bonus to Charisma, –2 penalty to Constitution | 6,000 gp |
| Pink | Rhomboid | strong varied | none | +2 enhancement bonus to Constitution | 8,000 gp |
| cracked | — | — | — | +4 competence bonus on one type of check affected by Endurance | 1,400 gp |
| flawed | — | — | — | +2 enhancement bonus to Constitution, –2 penalty to Dexterity | 6,000 gp |
| Scarlet and Blue | Sphere | strong varied | none | +2 enhancement bonus to Intelligence | 8,000 gp |
| cracked | — | — | — | +1 competence bonus on one Intelligence-based skill | 200 gp |
| flawed | — | — | — | +2 enhancement bonus to Intelligence, –2 penalty to Constitution | 6,000 gp |
| Scarlet and Green | Cabochon | moderate transmutation | bull's strength, cat's grace | Endurance (as the feat) | 10,000 gp |
| cracked | — | — | — | +4 competence bonus on one type of check affected by Endurance | 1,400 gp |
| flawed | — | — | — | Endurance (as the feat), extra penalties for fatigue and exhaustion | 8,000 gp |
| Turquoise | Sphere | moderate transmutation | charm animal, longstrider | +5 competence bonus on Ride checks and Fleet (as the feat) for your mount | 6,000 gp |
| cracked | — | — | — | +1 competence bonus on Ride checks | 200 gp |
| flawed | — | — | — | +5 competence bonus on Ride checks | 5,000 gp |
| Vermilion | Rhomboid | moderate transmutation | bull's strength, cat's grace | +5 competence bonus on Acrobatics and Swim checks | 10,000 gp |
| cracked | — | — | — | +1 competence bonus on Acrobatics and Swim checks | 400 gp |
| flawed | — | — | — | +5 competence bonus on Acrobatics and Swim checks, –2 to Constitution | 8,000 gp |
| Vibrant Purple | Prism | strong varied | none | Stores three levels of spells, as a ring of spell storing (minor) | 36,000 gp |
| cracked | — | — | — | Stores one spell level, as a ring of spell storing (minor) | 2,000 gp |
| flawed | — | — | — | Stores three levels of spells, as a ring of spell storing (minor), casting time increased | 36,000 gp |
1After absorbing 50 spell levels, the stone burns out and turns dull gray.
2After absorbing 10 spell levels, the stone burns out and turns dull gray.
3After absorbing 50 spell levels, the stone burns out and turns dull gray.
4After absorbing 20 spell levels, the stone burns out and turns dull gray.
5After absorbing 5 spell levels, the stone burns out and turns dull gray.
6After absorbing 20 spell levels, the stone burns out and turns dull gray.
Construction
Requirements Craft Wondrous Item, creator must be 12th level, spells vary, see table; Cost varies, half of market price gpJade Mantis
Source Entombed with the Pharaohs 25Aura moderate transmutation; CL 11th
Slot none; Price 9,450 gp; Weight —
Description
A tiny emerald statuette, the jade mantis is part of the broader collection of figurines of wondrous power (often referred to across Golarion as jeweled life). When activated, the statuette transforms into a giant mantis (Pathfinder RPG Bestiary 200) under your command. You may call upon it three times per week for up to 1 hour per use.Construction
Requirements Craft Wondrous Item, animate objects; Cost 4,725 gpJungle BootsP
Source Sargava: The Lost Colony 29Aura faint transmutation; CL 3rd
Slot feet; Price 6,000 gp; Weight 1 lb.
Description
These soft leather boots grant the wearer the ability to move through normal undergrowth without hindrance as if she had the woodland stride ability.Construction
Requirements Craft Wondrous Item, longstrider; Cost 3,000 gpKeffiyeh of CoolingP
Source Legacy of Fire Player's Guide 27Aura faint abjuration; CL 7th
Slot head; Price 2,100 gp; Weight 2 lbs.
Description
This keffiyeh remains bright white, no matter how many sandstorms it has been in. It protects you from hot environments as if you had endure elements cast upon you. It provides no magical protection against cold environments.Construction
Requirements Craft Wondrous Item, endure elements; Cost 1,050 gpKey of the Second VaultP
Source Gods and Magic 58Aura faint transmutation and conjuration (lawful); CL 5th
Slot none; Price 3,000 gp; Weight —
Description
This elaborate key on a fine gold chain is always glinting even in the dimmest light. You may use it to lock (but not unlock) any nonmagical lock as if it were the proper key. Once per day, you may turn it clockwise once to activate a shield of faith upon yourself (though if you are chaotic it only provides a +1 deflection bonus).If Abadar is your patron, the key counts as a holy symbol. Once per day, you may speak a command word and summon a two-headed eagle as if using summon monster II (its extra head does not give it an extra attack). This eagle obeys your commands as if you shared a common language. While the key is worn as a pendant or held in hand, you can mentally add, subtract, multiply, or divide numbers with perfect accuracy, such as for distributing treasure or other resources, calculating interest on a loan, and so on.
Construction
Requirements Craft Wondrous Item, fox's cunning, shield of faith, summon monster II; Cost 1,500 gpKi Crystal
Source Faction Guide 59Aura moderate transmutation; CL 10th
Slot none; Price 2,000 gp; Weight —
Description
Created by the masters within the Kusari-Gama faction, this thumbnail-sized crystal stores a single point of ki. Any person with the ki pool ability may expend the stored ki as if using his own ki. Once the ki is expended, the crystal shatters. In Minkai, the Kusari-Gama monks sometimes craft ki crystals into the hilts of powerful weapons. In Vudra, such crystals are often embedded in small animal statuettes or in shrines venerating a favored deity.Construction
Requirements ki pool, Kusari-Gama 40 TPA; Cost 1,000 gpKybwa'ka War MaskP
Source Pathfinder #27 57Aura faint necromancy; CL 4th
Slot head; Price 3,700 gp; Weight 5 lbs.
Description
This oversized wooden mask covers the face and extends down to a point at the wearer’s waist, covering most of his chest and abdomen. It is simplistically carved as a stylized, bestial face distorted with rage or nightmarish styles. The light wood provides little protection, yet is magically reinforced to grant a +1 armor bonus. In addition, once per day as a free action, the wearer can cause the mask to warp and contort ferociously, causing a single creature within 15 feet to make a DC 14 Will save or become frightened. This is a mind-affecting fear effect.Construction
Requirements Craft Wondrous Item, scare, shield; Cost 1,850 gpLaubo Powder
Source Pathfinder #39 71Aura moderate enchantment; CL 10th
Slot none (Juju Fetish); Price 2,800 gp; Weight —
Description
Salt, chalk, and powdered bone goes into the creation of this thick powder. When it is smeared over the face of a willing or helpless humanoid, the victim is affected as per the spell dominate person. The victim receives a save against the powder’s effect, but makes it at a –2 penalty. Those who fail the save are affected by the spell and are under the control of the powder’s creator (not necessarily the powder’s user). In addition, the victim cannot articulate beyond making a low moaning, and takes on a death-like pallor, appearing to be a zombie. Spells like detect undead or a minute of uninterrupted examination followed by a DC 20 Heal check reveal that the victim is not actually undead.Creating a batch of laubo powder provides enough for 3 uses.
Construction
Requirements Craft Wondrous Item, dominate person, disguise self; Cost 1,400 gpLesser Helm of BrillianceP
Source Classic Treasures Revisited 31Aura moderate varied; CL 5th
Slot head; Price 36,000 gp; Weight 3 lbs.
Description
This helm functions like a helm of brilliance but is lower-powered. Instead of the standard helm’s allotment of gems, the lesser helm has 10 diamonds (fireball, 10d6 damage, DC 20 Reflex half), 20 corals (flaming sphere), 30 garnets (scorching ray), and 40 agates (light). It still glows near and harms undead, has the flaming weapon ability, and provides fire resistance (though only 20 instead of 30). Just like the standard helm, the wearer risks detonation; diamonds become fireballs centered on the wearer, corals become flaming spheres in and adjacent to the wearer’s space, garnets become scorching rays that fire randomly at creatures in range, and the agates and helm are destroyed.Construction
Requirements Craft Wondrous Item, detect undead, fireball, flame blade, flaming sphere, light, protection from energy, scorching ray; Cost 18,000 gpLitheria BlossomP
Source Pathfinder #39 55Aura moderate necromancy; CL 7th
Slot none; Price 1,500 gp; Weight —
Description
The litheria blossom is a rare but naturally occurring flower with large, pink petals. The pollen of the litheria blossom bridges the gap between life and death, functioning like an elixir, though inhaled rather than imbibed. A creature inhaling the pollen gains the benefit of the death ward and deathwatch spells. Both effects last for 10 minutes. If plucked, the flower remains vibrant and alive until the pollen within the flower is inhaled, at which point the flower wilts and dies. The pollen remains potent only so long as it held within the flower or immediately thereafter. If removed from the flower for longer than 1 round, both the pollen and the flower become nonmagical.Construction
Requirements Craft Wondrous Item, death ward, deathwatch; Cost 700 gpMask of Cutting FleshP
Source Gods and Magic 58Aura faint abjuration; CL 3rd
Slot head; Price 3,000 gp; Weight 1 lb.
Description
This black leather mask is studded with bits of bone and metal, with smooth-sewn holes for eyes, mouth, and nostrils; it laces in the back with long straps and covers the entire face, leaving only the ears and back of the head exposed. When worn, you gain a +2 resistance bonus on Fortitude saving throws.If Zon-Kuthon is your patron, once per day you can whisper a command word to lash out at a target within 100 feet, slashing them with an invisible blade of force for 2d4+2 points of force damage. As a free action, you can will the mask to unlace, reshape itself into a leather cap on top of your head, or hide itself within your shirt or helm.
Construction
Requirements Craft Wondrous Item, animate rope, magic missile, resistance; Cost 1,500 gpMask of the Mantis
Source Pathfinder Campaign Setting 197, Pathfinder #9 69, Pathfinder #10 18Aura faint divination; CL 3rd
Slot head; Price 6,000 gp; Weight 1 lb.
Description
These masks cover the entire face, and give the assassin the look fostered by the organization. A mask of the mantis has three daily charges. The wearer can spend a charge to gain darkvision to a range of 60 feet, the effects of see invisibility, the effects of deathwatch, or a +5 competence bonus on Perception checks. Once a charge is spent, the effect granted persists for 30 minutes before fading. Multiple effects can be active simultaneously. Charges replenish in 24 hours.Construction
Requirements Craft Wondrous Item, darkvision, see invisibility, deathwatch; Cost 3,000 gpMaster of Four Quarters
Source Pathfinder #22 51Aura moderate enchantment; CL 9th
Slot genie seal; Price 12,000 gp; Weight —
Description
This seal is perhaps the most hated by geniekind, for it uses the power of the imprisoned genie to dominate other elemental creatures. The master of four quarters is made of ivory and set with red and blue jewels at the corners. Once per day, a character who takes a standard action to present the seal and the bottle it graces can use a charm monster spell against a single elemental creature in range of the spell. The targeted elemental can resist the charm with a DC 16 Will save, but if the targeted elemental has the same elemental subtype as that of the imprisoned genie, the elemental suffers a –4 penalty to his saving throw.Construction
Requirements Craft Wondrous Item, charm monster; Cost 6,000 gpMedusa Mask
Source Pathfinder #2 54Aura moderate transmutation; CL 11th
Slot head; Price 10,000 gp; Weight —
Description
This intricate mask is made of gold-plated iron. The eyes are two dark lenses of crystal, while surrounding these are the writhing tails of snakes radiating up from the mask itself, almost as if they were medusa-like hair. The mask grants you a +4 bonus on all saving throws against visual effects, including gaze attacks and many illusions. Once per day as a standard action, you can cause the lenses to glow with pale green light, at which point you may target any one creature within 30 feet. The targeted creature must make a DC 15 Fortitude save or be petrified for 1 minute, as if by flesh to stone.Construction
Requirements Craft Wondrous Item, flesh to stone, resistance; Cost 5,000 gpMelancholic Talisman
Source Book of the Damned Volume I: Princes of Darkness 41Aura strong conjuration; CL 8th
Slot neck; Price 50,000 gp; Weight —
Description
This sickly yellow devil talisman summons a hellmouth that connects to the Hellish layers of Dis and Malebolge. Once per day you can open a 10-foot portal to either of these layers. This portal remains open for 10 minutes (or until you dismiss it) and functions as the spell gate.The hellmouth summoned by this talisman is an amphisbaenic being known as Alksomasic, each of its two portal-heads appearing as a massive snake with three gigantic fly-like eyes. His maws connect to a shadowy alley in the city of Dis known as the Walk of Wayward Skins and to an outlying bolgia of Malebolge where monstrous worms slither through a waist-deep sea of ash.
Construction
Requirements Craft Wondrous Item; gate, greater planar binding, ability to conjure and bind a greater devil; Cost 25,000 gpMissive StoneP
Source Taldor: Echoes of Glory 26Aura faint transmutation; CL 3rd
Slot neck; Price 10,000 gp; Weight —
Description
These two small, polished pieces of black rock dangle from simple silver chains and are covered in dozens of tiny arcane symbols etched in red paint. Missive stones are always created in pairs. When you and another person each wear one of the stones, you can send whispered messages to each other as long as you are no more than 3 miles apart.Construction
Requirements Craft Wondrous Item, whispering wind; Cost 5,000 gpMonkey's PawP
Source Pathfinder #39 56Aura faint enchantment; CL 5th
Slot neck; Price 12,000 gp; Weight —
Description
This tiny, shrunken, mummified monkey hand is worn around the neck on a leather strap. Once per day as a free action, the wearer of a monkey’s paw may reroll one attack roll, skill check, or saving throw. The reroll must be made before the result of the initial die roll is known. The second die roll must be used even if the result is worse than the original roll. If the second die roll is worse than the original, the wearer suffers a sense of impending doom, causing him to be shaken for 1d4 rounds.Construction
Requirements Craft Wondrous Item, doom, prayer; Cost 6,000 gpMudstone Minion
Source The Pact Stone Pyramid 29Aura moderate conjuration; CL 9th
Slot none; Price 9,250 gp; Weight 1 lb.
Description
When you take a full-round action to mold this perpetually moist lump of clay into an animal, it flashes to life and grows to full size, attacking your enemies or following your commands if you have the means to communicate with animals. After 9 rounds the animal reverts to nonmagical clay. You may use the clay to create any sort of creature that summon nature’s ally I, II, III, IV, or V can summon. There is enough clay to create up to five spell levels of creatures. For example, you could expend 3 spell levels of clay to create a lion (from the summon nature’s ally III list) and still have 2 spell levels left over. Each use of the clay produces only one creature.Construction
Requirements Craft Wondrous Item, summon nature's ally V; Cost 2,250 gpMushroom vestP
Source Second Darkness Player's Guide 28Aura faint abjuration; CL 5th
Slot chest; Price 500 gp; Weight 3 lbs.
Description
This spongy, mottled brown vest is several inches thick and composed of woven strips of preserved fungus. The vest feels soft to the touch and springs back into shape no matter how badly compressed. Its magic keeps the vest fresh and whole despite constant wear and abuse.A mushroom vest protects you from impact trauma. When wearing the vest, you treat any fall as if it were 20 feet less when calculating damage.
Construction
Requirements Craft Wondrous Item, feather fall; Cost 250 gpNecklace of Lovelies
Source Pathfinder #36 21Aura strong abjuration (evil); CL 17th
Slot neck; Price 36,000 gp; Weight 4 lbs.
Description
This repugnant and cruel magic item consists of a chain of cold iron on which dangle six tiny, cold iron cages, each of which contains a living but miniaturized pixie. While the pixies are free to shriek and yell and cry, the item prevents them from taking any action that would directly free them from their cage and suppresses all of their supernatural and spell-like abilities.As a swift action, the wearer of a necklace of lovelies can redirect hit point damage inflicted on him from any single attack or effect that damages him onto one of the pixies on the necklace — doing so automatically kills the poor pixie in a tiny explosion of blood. Once all of the necklace’s pixies are dead or released, the necklace becomes nonmagical.
The magic of a necklace of lovelies can also be released by breaking open one of the tiny pixie cages (hardness 10; hp 10; Break DC 20). If the cage contains a living pixie, the grateful fey quickly escapes and returns to normal size—in so doing, the wash of energy allows the pixie to bestow luck upon the creature who broke that particular cage if the pixie so chooses (most pixies are grateful enough to a rescuer to automatically grant this boon). An instant after the luck is bestowed, the grateful pixie vanishes (presumably back to the area in which he or she was first imprisoned in the necklace during its creation). The luck granted by this effect can be used at any point once during the next 7 days as a swift action whenever a d20 is rolled — it allows the lucky soul to roll 2d20 and pick which result he wishes to accept.
Construction
Requirements Craft Wondrous Item, imprisonment, shield other, 6 willing or helpless pixies; Cost 18,000 gpNecrobinding Serum
Source Hungry are the Dead 18Aura faint necromancy; CL 7th
Slot none; Price 700 gp; Weight —
Description
This potent alchemical serum is distilled from the body of an intelligent corporeal undead who seeks to establish absolute control over his undead minions. In a wicked ritual, the creator sloughs his own flesh into specially prepared receptacles filled with mystic herbs, where it dissolves and ferments in fluids siphoned from his body. When completed, the creator can then inject the fluids into an undead creature, allowing him to control it for 7 days if under the effect of a command undead spell.Construction
Requirements Craft Wondrous Item, command undead, creator must be undead; Cost 350 gpNesa's Coin
Source Gnomes of Golarion 29Aura faint divination; CL 1st
Slot none; Price 450 gp; Weight —
Description
This simple copper coin establishes a connection with the most recent person to keep it under her tongue for 24 hours. Once established, this connection allows its owner to determine its current direction and distance each time she casts detect magic. The connection instantly breaks if the coin travels to another plane or enters an antimagic field.Construction
Requirements Craft Wondrous Item, detect magic; Cost 225 gpNightmare Tears
Source Lost Cities of Golarion 62Aura faint divination; CL 5th
Slot none; Price 250 gp; Weight —
Description
Nightmare tears are a toxic alchemical solution that, when applied to the eyes, allows the individual to see past certain supernatural effects, as the spell true seeing. These include reality-warping effects such as those caused by the Plateau of Leng and spells or supernatural powers that create phantasms such as weird, nightmare, and phantasmal killer. The effect of the tears lasts for 1 hour.Nightmare tears have horrific side effects — users suffer both temporary blindness and insanity. Immediately after applying the tears, the user goes blind for 1d4 rounds and looses 1d4 points of Wisdom until the tears wear off. However, if the user fails a DC 11 Will save, both effects become permanent.
Construction
Requirements Craft Wondrous Item, blindness, true seeing; Cost 125 gpNightstone of SorrowP
Source Gods and Magic 58Aura faint abjuration (evil); CL 3rd
Slot neck; Price 3,300 gp; Weight 5 lbs.
Description
This black rock looks pitted and partially charred and melted; it is usually worn on a heavy chain. It gives the impression of reckless evil, more a dangerous scent than any other kind of feeling. You gain fire resistance 1 and a +1 resistance bonus on Will saves against fear. If exposed to 10 or more points of fire damage in a single round, a clawshaped pattern faintly glows on the surface of the stone, similar to an arcane mark.If Dahak is your patron, you may use shatter once per day. At will, you can cause the claw-symbol to glow; good and evil dragons recognize the symbol as an icon of Dahak.
Construction
Requirements Craft Wondrous Item, arcane mark, remove fear, resist energy, shatter; Cost 1,650 gpOrb of the WaybringerP
Source Gods and Magic 58Aura faint evocation; CL 3rd
Slot neck; Price 3,900 gp; Weight 1 lb.
Description
This giant pearl is carved with entwined flying dragons and strung on a fine silver chain; it changes size according to the size of the wearer so that its diameter is no greater than your thumb. Once per day, you may use a breath weapon equivalent to burning hands except it deals electricity damage instead of fire.If Apsu is your patron, once per day you may use eagle’s splendor. On command, the orb glows with a light spell or darkens again.
Construction
Requirements Craft Wondrous Item, eagle's splendor, light, shocking grasp; Cost 1,950 gpOsirian Spirit Jars
Source Pathfinder #27 58Aura moderate necromancy; CL 7th
Slot none; Price 26,250 gp; Weight 2 lbs. a piece
Description
Typically found in sets of three, these clay jars are decorated with the heads of animals and monsters. Though they once likely contained the preserved viscera of ancient Osirian scholars, nobles, and priests, the jars now hold little more than dust. Their true value lies in the benefits they provide spellcasters seeking to transpose their souls via the spell magic jar. Osirian spirit jars serve as focus items for the spell magic jar, forgoing the spell’s need for another focus. All three jars function in this way, allowing a caster to move his soul or that of a nearby target into any one of the three jars, or his own soul between jars and bodies as he pleases. The jars do not allow him to shuffle souls other than his own into different bodies, though he can shift souls between jars.Souls within Osirian spirit jars are permanently affected by magic jar, and can potentially be kept trapped within forever. A caster can only move his soul between bodies while his casting of magic jar is in effect. If his spell expires while he is within an Osirian spirit jar, his soul and those in the other jars are trapped. A soul within an Osirian spirit jar can be freed by opening the jar, allowing the spirit within to try to swap souls with that of the jar’s holder as per the spell magic jar (a DC 17 Will save to resist), or return to its body if it is within range. Alternatively, casting magic jar on an Osirian spirit jar containing a spirit, rather than an individual creature, allows that spirit to swap bodies as if it were the target of the spell. Should a spirit within an Osirian spirit jar no longer have a body or be outside its jar when its magic jar spell ends, it returns to one of the empty Osirian spirit jars if one is in range, or dies if one is not.
Construction
Requirements Craft Wondrous Item, gentle repose, magic jar; Cost 13,125 gpPact ParchmentP
Source Cheliax: Empire of Devils 21Aura moderate enchantment; CL 11th
Slot none; Price 3,500 gp; Weight —
Description
Written and signed in blood, a pact parchment ensures the utter and undeniable fulfillment of the actions stated within. Upon a pact parchment, you can inscribe a contract, defining a certain service or course of action by one or more creatures. If all listed creatures willingly (without magical influence, threats, and so on) sign this pact in blood, they are bound to fulfill this agreement. Henceforth everyone breaking the pact suffers a –4 penalty on attack rolls, saves, ability checks, and skill checks, until they either satisfy the pact’s conditions (if still possible) or the parchment is destroyed.Construction
Requirements Craft Wondrous Item, gaes/quest; Cost 1,750 gpPallid CrystalP
Source Gods and Magic 59Aura faint necromancy; CL 3rd
Slot neck; Price 3,300 gp; Weight —
Description
This finger-length crystal is a pale opaque pink color when worn by a living creature, but slowly changes to a translucent deep violet when carried by the undead. You can eat spoiled food and drink spoiled liquid as if it were fresh and wholesome, tasting as good as it did before it spoiled. Any person with the Profession (cook) skill can use the crystal to season a meal with the flavor of salt, sugar, cinnamon, ginger, or pepper (or the equivalent spices for the undead palate — fear’s breath, nightfog, bloodroot, thileu bark, or hatefinger).If Urgathoa is your patron, once per day you may use death knell. Both cure and inflict spells heal you, whether you are living or undead; the crystal flares with black or white energy when it converts this energy into a form that does not harm you. The crystal does not affect any other uses of positive or negative energy, just cure and inflict spells (or effects that duplicate these spells).
Construction
Requirements Craft Wondrous Item, cure light wounds, death knell, inflict light wounds, purify food and drink; Cost 1,650 gpPathfinder PouchP
Source Seekers of Secrets 56Aura none; CL 9th
Slot none; Price 1,000 gp; Weight 1 lb.
Description
This nondescript belt pouch is quite popular among Pathfinders who need to smuggle items past snooping guards or government officials. Detect magic does not detect that it is magical (as per the magic aura spell), but the pouch acts as a very small bag of holding (contents limit 10 pounds, volume limit 2 cubic feet).With a command word, the wearer can close or open the extradimensional space within the pouch; when closed, the pouch holds no more than a mundane belt pouch the size of a human fist, though objects within the extradimensional space remain stored, unreachable until the pouch is unsealed again. This allows the user to empty his pockets or even turn the pouch inside-out to prove he carries no contraband, and access the hidden goods later when in a safe place. Because of their nonmagical auras, these pouches sometimes hold secret treasures for generations without their owners realizing their nature.
Construction
Requirements Craft Wondrous Item, magic aura, secret chest; Cost 500 gpPhilanderous CompactP
Source Taldor: Echoes of Glory 27Aura faint illusion; CL 1st
Slot none; Price 1,500 gp; Weight —
Description
This small, polished leather case opens to reveal a mirror, face powder, rouge, and a puff. Using the puff and uttering a command word allows you to change your appearance once per day as per disguise self. Additionally, you get a +2 competence bonus on Diplomacy checks made to gather information.Construction
Requirements Craft Wondrous Item, disguise self, creator must have at least 2 ranks in Diplomacy; Cost 750 gpPlaguebringer's Mask
Source Pathfinder #8 18Aura faint conjuration; CL 5th
Slot head; Price 2,000 gp; Weight 2 lbs.
Description
Resembling the more common nonmagical doctor’s mask, a plaguebringer’s mask grants a +2 resistance bonus on saving throws against nauseating scents and immunity to one specific disease (the disease must be chosen at the time of the mask’s creation). The mask veils the wearer’s alignment, making him register as neutral to alignment-detecting effects.Construction
Requirements Craft Wondrous Item, misdirection, remove disease; Cost 1,000 gpPlumed MantleP
Source Pathfinder #34 69Aura moderate transmutation; CL 6th
Slot shoulders; Price 39,550 gp; Weight —
Description
This simple woolen cloak is trimmed across the shoulders with the feathers of eagles and other raptors, and permits the user to fly (as the spell) for a total of 30 minutes each day. These 30 minutes need not be consecutive, but each use of this ability that lasts for fewer than 5 minutes reduces the daily limit by 5 minutes. While flying under the power of the plumed mantle, the wearer has a +2 bonus on Fly checks, in addition to any bonuses from speed or maneuverability.In addition to its powers of flight, the plumed mantle protects its wearer with a continuous feather fall effect, and makes him appear as a golden eagle to viewers on the ground. The wearer can suppress either effect by force of will as a free action.
While at a height greater than 40 feet, the wearer of the plumed mantle receives a +2 competence bonus on Perception checks involving vision or sight.
Construction
Requirements Craft Wondrous Item, feather fall, fly, minor image; Cost 19,775 gpPortable stalactiteP
Source Second Darkness Player's Guide 28Aura faint transmutation; CL 3rd
Slot —; Price 800 gp; Weight 1 lb.
Description
This miniature stone stalactite measures 4 to 5 inches long. As a standard action, you can toss a portable stalactite up to any solid surface no more than 20 feet above, whereupon the portable stalactite automatically affixes to the ceiling. If no suitable ceiling exists, the portable stalactite falls at your feet.Once affixed, the portable stalactite remains in place until you call it back to your hand (a standard action) or until a living creature (except you) walks under it, at which point it drops from the ceiling and makes a +10 attack roll aainst the target. If it hits, it deals 1d6+1 points of damage.
You can affix as many portable stalactites as you like to an area’s ceiling, but you must leave at least 5 feet of space between each. A portable stalactite can be detected and disarmed as if it were a trap — it’s a DC 20 Perception check to discover, and a DC 15 Disable Device check to safely detach one.
Construction
Requirements Craft Wondrous item, magic stone; Cost 400 gpPortrait of Health
Source Gallery of Evil 31Aura moderate conjuration (healing); CL 11th
Slot —; Price 35,650 gp; Weight —
Description
This beautiful watercolor painting depicts a clear mountain stream flanked by moss-covered stones and dew-drenched ferns. Mountains rise up in the background, casting rippled shadows across the water’s surface. The silver frame is etched with symbols of healing.By touching the painting while uttering one of three separate command words, you may cast the following spells: 3/day — maximized cure light wounds (13 points); 1/day — maximized cure moderate wounds (26 points); 1/week — heal.
Construction
Requirements Craft Wondrous item, Maximize Spell, cure light wounds, cure moderate wounds, heal; Cost 17,825 gpPreklikin's Book of CultsP
Source Gods and Magic 59Aura faint conjuration (evil); CL 5th
Slot none; Price 1,500 gp; Weight 5 lbs.
Description
This strange leather-bound book contains erratic handwriting; the words within it appear to have been translated from Gnome into Common (and perhaps some other language before Gnome). It contains notations of strange cult practices, disturbing rants about ancient godlike beings, and confusing diagrams resembling summoning circles, with many parts crossed out or obliterated with ink or fire. You gain a +1 resistance bonus on Will saving throws while carrying the book.If your patron is one of the Great Old Ones, you may hold the book in one hand to use it as a lesser extend metamagic rod but only for conjuration spells that summon or call an evil outsider.
Construction
Requirements Craft Wondrous Item, Extend Spell, resistance; Cost 750 gpRaucous CanardP
Source Taldor: Echoes of Glory 27Aura moderate transmutation; CL 1st
Slot none; Price 100 gp; Weight —
Description
The raucous canard appears to be a small, nondescript piece of rolled-up parchment. Unrolling the parchment, however, allows you to record up to a 25-word message. Once you record a message, you may throw it into the air, causing it to animate, sprout small feathery wings, and circle overhead for 10 minutes while loudly repeating the message over and over in a bland, genderless voice. Alternatively, you may close the scroll, and the next person to open it triggers this animation. After 10 minutes, the raucous canard disappears in a small shower of sparks. Scheming Taldan nobles like to use these to spread gossip about their enemies.Construction
Requirements Craft Wondrous Item, animate objects, magic mouth; Cost 50 gpReaper's Mask
Source Pathfinder #2 47Aura moderate enchantment; CL 7th
Slot head; Price 12,000 gp; Weight —
Description
This disturbing mask appears as a single long strip of pliant human skin, stitched into a widening spiral by black thread. Gaps between the stitching allow the wearer to see and breathe through the unsettling mask. A reaper’s mask functions identically to a skinsaw mask (see page 45), but also allows the wearer to cast confusion twice per day.Construction
Requirements Craft Wondrous Item, confusion, deathwatch; Cost 6,000 gpRechargeable Cube of ForceP
Source Classic Treasures Revisited 13Aura moderate evocation; CL 10th
Slot none; Price 70,000 gp; Weight 1/2 lb.
Description
This cube functions like a cube of force except that it can be recharged by casting a wall of force spell into it. Each spell cast in this manner adds 2 charges to the cube. The cube cannot hold more than 36 charges.Construction
Requirements Craft Wondrous Item, wall of force; Cost 35,000 gpRemote Activation CubeP
Source Classic Treasures Revisited 14Aura moderate evocation; CL 10th
Slot none; Price 70,000 gp; Weight 1/2 lb.
Description
This cube can be activated or deactivated from a distance via use of the spell mage hand or the hand of the apprentice ability. The antimagic wall and the wall that keeps out all things prevent remote deactivation in this manner.Construction
Requirements Craft Wondrous Item, mage hand, wall of force; Cost 35,000 gpRhombocrystalP
Source Gods and Magic 59Aura faint evocation; CL 1st
Slot none; Price 2,250 gp; Weight —
Description
This jewel-like lens slowly changes colors over time. Most owners set it in a metal fixture on a chain and carry it as a pendant, monocle, or loupe. It acts as a magnifying glass and gives you a +5 competence bonus on Appraise checks involving gems and crystals.If Nivi Rhombodazzle is your patron you gain a +1 luck bonus on Reflex saving throws.
Construction
Requirements Craft Wondrous Item, divine favor, creator must have 5 ranks in Appraise; Cost 1,125 gpRobe of Runes
Source Pathfinder #4 50Aura strong transmutation; CL 13th
Slot body; Price 44,000 gp; Weight 1 lb.
Description
This robe is made of crimson silk and emblazoned with dozens of spindly Thassilonian runes, each symbolizing a different type of magical effect or syllable of power. Favored by wizards, this robe can provide some benefit to any spellcasting creature. While worn, it grants a +4 enhancement bonus to Intelligence and allows the wearer to recall, as a free action, up to four levels of spells per day that he had prepared and then cast. Each time a spell is recalled and prepared again in this manner, the sudden rush of magical energy infuses the wearer with power — for one round after recalling a spell, the wearer’s spell save DCs and attack rolls for spells gain a +2 enhancement bonus.Construction
Requirements Craft Wondrous Item, fox's cunning, limited wish; Cost 22,000 gpRobe of the Master of MastersP
Source Gods and Magic 59Aura faint conjuration (healing) and transmutation; CL 7th
Slot body; Price 2,300 gp; Weight 3 lbs.
Description
This brightly-colored robe is made of fine silk and cut in Vudrani style (male or female). As a full-round action, you can shift the original hue of the garment slightly (from red to pink or crimson, from blue to cyan or sapphire, and so on) or return it to its original color; it instantly reverts to its original color if you remove it. You gain a +2 competence bonus on Perform (dance) checks.If Irori is your patron deity, once per day as a free action you may touch a tiny button on the wrist of the robe, enabling you to act as though affected by a haste spell for 1 round. Once per day, you may perform a healing dance for 5 minutes; up to 1 ally per level within 30 feet heals 1 hit point.
Construction
Requirements Craft Wondrous Item, cure light wounds, disguise self, haste, creator must have 5 ranks in Perform (dance); Cost 1,150 gpRobes of Xin-Shalast
Source Pathfinder #6 65Aura strong abjuration and conjuration; CL 16th
Slot body; Price 198,000 gp; Weight 1 lb.
Description
The robes of Xin’Shalast grant a +6 armor bonus and spell resistance 24. Fashioned for an archmage, the robes are also meant to aid and accentuate their wearer’s spellcasting ability. Thus, the robes cause the wearer to cast all spells at +1 caster level, while two of the robe’s pockets function as handy haversacks. The wearer of these robes is immune to the effects of the occluding field that surrounds the Spires of Xin-Shalast, and can exist comfortably in all high altitudes, including within the death zone.Construction
Requirements Craft Wondrous Item, endure elements, mage armor, protection from spells, secret chest; Cost 99,000 gpRuby Circlet
Source Osirion: Land of Pharaohs 31Aura moderate conjuration and transmutation; CL 11th
Slot hand; Price 94,000 gp; Weight 5 lbs.
Description
This golden circlet is set with rubies and is small enough to fit under the standard head regalia of a reigning pharaoh. It functions as a +6 headband of Wisdom and a circlet of persuasion. If you are the rightful ruler of Osirion, you can use the Ruby Circlet to telepathically communicate with Janhelia, agent of the elemental lords of the desert; this ability functions as long as you and she are on the same plane.Construction
Requirements Craft Wondrous Item, eagle's splendor, owl's wisdom, planar ally, telepathic bond; Cost 47,000 gpRust Monster Antenna Whip
Source Dungeon Denizens Revisited 55Aura moderate transmutation; CL 7th
Slot hand; Price 56,000 gp; Weight 2 lbs.
Description
Crafted from a preserved rust monster antenna, this item works similarly to a gauntlet of rust, with the exceptions that you can make a rusting grasp touch attack with the whip at will, you can use it on all nonmagical metallic objects (not just ferrous ones), and it does not protect you from other rusting attacks. This item counts as a whip for the purposes of proficiency and weapon feats.Construction
Requirements Craft Wondrous Item, rusting grasp; Cost 24,000 gp (28,000 gp if deceased rust monster is not provided)Sacrificial Dagger of the Blood MotherP
Source Gods and Magic 59Aura faint necromancy; CL 3rd
Slot none; Price 2,700 gp; Weight 1 lb.
Description
This dagger is usually made of chiseled stone, though some are made of sharpened mammoth bone. It is carved with a symbol of a woman holding meat in one hand and a stone tablet in the other. It is more a symbol than an actual weapon, though the hilt is especially long, as if created for a Large creature. Once per day, you may use detect animals or plants.If Fandarra is your patron, once per day you may use death knell if you offer the blood of your target to the goddess; you may do this even if your alignment is good.
Construction
Requirements Craft Wondrous Item, death knell, detect animals or plants; Cost 1,350 gpSalt LampP
Source Second Darkness Player's Guide 29Aura faint conjuration; CL 5th
Slot —; Price 350 gp; Weight 2 lbs.
Description
A salt lamp appears as nothing more than a fist-sized chunk of pink, white, or green quartz-like rock. In reality, the “rock” is compressed salt mined from areas infused with strange magical radiations. When you speak the command word, the salt lamp lights up with a glow equivalent to a torch. The salt lamp becomes warm, though never uncomfortably hot, to the touch. The salt lamp glows for 1d4+1 hours before its light fades out and it becomes ordinary salt.At any time while the salt lamp glows, you can hurl it at the floor, causing it to explode into a cloud of glimmering salt crystals that form a 10-foot radius cloud. The cloud continues to shed light as a torch, as well as visibly outlining invisible objects within the cloud. Shining salt particles cover anyone within the area and adhere and glow for the remainder of the lamp’s duration. The salt particles cannot be removed by normal means, but they can be dispelled. Any creature within the cloud, or covered with the salt particles, takes a –40 penalty on Stealth checks.
Construction
Requirements Craft Wondrous Item, glitterdust, light; Cost 175 gpSalve of the Second Chance
Source Guide to the River Kingdoms 62Aura moderate transmutation; CL 7th
Slot none; Price 1,600 gp; Weight —
Description
Under tutelage from Embeth Forest sprites, Mother Nightmoss developed this potent salve from the distillation of nightmoss. When smeared on a body or body part from a recently deceased creature, the salve mimics the effects of a reincarnate spell. If this salve is used on a creature during the night of a new moon, roll twice on the reincarnate table and have the recipient player or NPC choose his preferred result.Construction
Requirements Craft Wondrous Item, reincarnate; Cost 800 gpSandsculpt ResinP
Source Legacy of Fire Player's Guide 27Aura faint transmutation; CL 5th
Slot none; Price 500 gp per sheet; Weight 1 lb. per sheet
Description
This sticky, amber-colored resin comes sandwiched between two sheets of vellum. When you coat your hands with the resin, you gain the ability to sculpt sand as per the stone shape spell, but you cannot create items with moving parts and must sculpt the shape by hand. One use of resin allows you to shape up to 15 cubic feet of sand, requiring 1 minute per cubic foot sculpted. Sand shapes that cannot support themselves naturally (such as arches or overhangs) collapse after 1 hour, but stable shapes like thick walls or mounds persist indefinitely, barring vandalism or erosion. Once applied to your hands, the resin’s power lasts until you have sculpted 15 cubic feet of sand or 1 hour has passed.Construction
Requirements Craft Wondrous Item, stone shape; Cost 250 gpSanguine Talisman
Source Book of the Damned Volume I: Princes of Darkness 41Aura strong conjuration; CL 8th
Slot neck; Price 67,500 gp; Weight —
Description
This blood-red devil talisman binds a barbazu. Wearing the talisman grants you a +3 profane bonus to your Armor Class and grants you a telepathic bond with the devil bound within. Once per day, you can make an opposed Charisma check against the barbazu’s +0 modifier to summon him forth for 8 rounds, as per the spell summon monster.The barbazu bound within this sanguine talisman is known as Kalvaddas the Strangler. He is a blunt sadist with a love of hand-to-hand brawls and strangling elves. He knows much of liars and might use his Sense Motive skill to aid a master he favors.
Construction
Requirements Craft Wondrous Item; planar binding, ability to conjure and bind a barbazu; Cost 33,750 gpScale of the Mariner
Source Treasure of Chimera Cove 25Aura faint abjuration and transmutation; CL 5th
Slot none; Price 8,000 gp; Weight —
Description
These simple silver brooches are often found pinned to the capes of captains of the Andoren merchant marine. The wearer of this brooch gains a +1 enhancement bonus to natural armor and fire resistance 5. In addition, the wearer can always choose to take 10 on a Swim check, even if distracted or endangered.Construction
Requirements Craft Wondrous Item, barkskin, resist energy; Cost 4,000 gpScarab of KhepriP
Source Osirion: Land of Pharaohs 25Aura moderate conjuration, divination, and transmutation; CL 5th
Slot none; Price 7,800 gp; Weight —
Description
This small golden statuette is fashioned in the likeness of Khepri, the winged scarab beetle. When carrying the scarab, once per day you can speak with vermin as if using speak with animals, though the information you can obtain is very limited. If you have wild empathy, you may use it on vermin. Once per day you may cast summon swarm to summon a swarm of dung beetles (treat as a spider swarm, but rather than being poisonous they inflict filth fever if a DC 11 Fortitude save is failed).Construction
Requirements Craft Wondrous Item, speak with animals, summon swarm, creator must have wild empathy; Cost 3,900 gpSeed of Fire
Source Conquest of Bloodsworn Vale 20Aura strong evocation; CL 18th
Slot none; Price 14,400 gp; Weight —
Description
Created by the Empire of Cheliax as a weapon capable of scouring the battlefield in cleansing flame, this magic item consists of a pair of red gemstones. When the command word and a period of time is spoken into one of the gems, the other becomes permanently stationary and begins to glow with flame. When the period of time expires, the gemstone explodes, raining fire on a 60-foot square area directly below it. This fire deals 18d6 points of fire damage to all creatures and structures in the area. A DC 22 Reflex save halves this damage. Once activated, the seed can only be deactivated by destroying its partner gem (which destroys the item) or by speaking a special command word into the partner gem, which allows the seed of fire to be reused.Construction
Requirements Craft Wondrous Item, firestorm; Cost 7,200 gpSentinel ScorpionP
Source Legacy of Fire Player's Guide 27Aura faint divination; CL 1st
Slot none; Price 50 gp; Weight 1/2 lb.
Description
This crystalline hand-sized scorpion figurine is so full of cracks and occlusions that it looks as if it could fall apart at any minute. As a standard action you may throw the sentinel scorpion to the ground, causing it to explode into crystalline shards that cover the ground in a 10-foot burst. When any creature steps in the area, the shards make popping sounds as loud as the audible version of the alarm spell. A creature moving in the area of the shards has a 10% chance each round of stepping on the stinger. The stinger injects Large scorpion venom and is treated as a trap (Perception DC 20, Disable Device DC 20). After 2 hours, the shards decay into harmless powder.Construction
Requirements Craft Wondrous Item, alarm; Cost 25 gpSepia Ellipsoid Ioun StoneP
Source Seekers of Secrets 57Aura strong abjuration; CL 18th
Slot none; Price 68,000 gp; Weight —
Description
This dark stone sometimes appears to be made of transparent crystal filled nearly to the brim with dark ink. It provides the benefits of an iridescent spindle (sustains you without air), pearly white spindle (regenerate 1 hit point per 10 minutes), and an orange prism (+1 caster level). However, it has two drawbacks. First, once set loose to orbit your head, it dislikes being contained (including being placed in a wayfinder) and frees itself to orbit again 1d4+1 hours after being removed from its spinning path. Second, it drains the power out of other ioun stones, rendering them dull gray and powerless at a rate of one every 24 hours. Thus, it is an excellent and valuable item if you only have one ioun stone, but hard to conceal and dangerous to your other treasures. A remove curse or similar spell can put the stone at rest and prevent it from returning to its orbit.The Society has at least three specimens of this type locked in the Vaults to prevent ignorant Pathfinders from ruining perfectly good ioun stones. In theory you could place one directly into a wayfinder rather than ever letting it orbit, though conflicting reports suggest the sepia ellipsoid may be able to drain power out of orbiting stones even when contained in this way. The specimens in the Vaults are carefully locked in lead boxes to prevent them from draining the powers of other stored ioun stones.
Construction
Requirements Craft Wondrous Item, mage's disjunction, regenerate, water breathing, creator must be 12th level; Cost 34,000 gpShad'gorum NuggetP
Source Gods and Magic 60Aura faint abjuration; CL 3rd
Slot neck; Price 4,200 gp; Weight 5 lbs.
Description
This lumpy piece of unforged iron originates from metal that remained cool after smelting, resisting all attempts to forge it into another shape; those who worship Gorum believe the metal is a reflection of their god’s determination and fashion this “stubborn iron” into a pendant, though it is sometimes used as a mace head or as a counterweight to a greatsword or other large weapon. When worn, you gain fire resistance 1 and +1 resistance bonus on Will saving throws.If Gorum is your patron, once per day you may use this to cast chill metal. At will, you may use it to mend small metallic items as if using a mending spell.
Construction
Requirements Craft Wondrous Item, chill metal, mending, resistance, resist energy; Cost 2,100 gpShadow Well
Source Classic Treasures Revisited 61Aura strong conjuration; CL 17th
Slot none; Price 82,000 gp; Weight —
Description
Rather than opening to random locations across the planes, the shadow well opens only to random locations on the Shadow Plane (or random locations on the Material Plane when on the Shadow Plane). Regardless of which plane the user opens the well from, there is a 15% chance it randomly diverts the user into the Ethereal Plane, given its nature as a natural buffer between the two realities.Construction
Requirements Craft Wondrous Item, gate, shadow walk; Cost 41,000 gpShoanti War Paint
Source Pathfinder #10 14Aura moderate (school varies); CL 7th
Slot special; Price 900 gp, 1,800 gp; Weight —
Description
The Shoanti have developed numerous variations of magical war paint, each providing a specific benefit to aid their hunters, warriors, and heroes in a variety of tasks. Shoanti war paint can be applied to any visible part of the body — typically the face, shoulders, legs, or arms. Applying a dose of war paint is a full-round action that provokes an attack of opportunity. Shoanti war paint does not take up a magic item slot, but you can only benefit from one color of Shoanti war paint at a time—applying a dose of a different color replaces the effects of the previous application. Once applied, the effects granted by the war paint last for 24 hours.The eight most common colors and their effects are listed here.
Black (1,800 gp): You become cloaked in shadows and smoke, gaining the effects of a blur spell.
Blue (900 gp): You gain a 30-foot enhancement bonus to your base move speed.
Green (900 gp): When you use bardic music to inspire courage, the morale bonus you grant increases by 1; this is treated as an enhancement bonus.
Orange (900 gp): You gain damage reduction 1/—. This effect stacks with the damage reduction granted by the barbarian class.
Red (900 gp): You gain fire resistance 10.
Silver (900 gp): You gain a +3 deflection bonus to AC.
White (1,800 gp): You gain a +4 resistance bonus on all saving throws against level drain and negative energy. As soon as you receive a negative level from an energy drain attack, the white war paint absorbs the effect and then fades away, ending the ongoing duration of the paint’s effect immediately.
Yellow (900 gp): Grants a +5 competence bonus on Perception checks.
Construction
Requirements Craft Wondrous Item; blur (black), expeditious retreat (blue), heroism (green), stoneskin (orange), resist energy (red), shield of faith (silver), death ward (white), clairaudience/clairvoyance (yellow); Cost 900 gp (black and white paints); 450 gp (all other paints)Sihedron Medallion
Source Pathfinder #1 55Aura faint necromancy; CL 5th
Slot neck; Price 3,500 gp; Weight —
Description
This medallion hangs on a leather cord, a silver disc inscribed with a seven-pointed star. Although few know the actual significance of the star today, it was once a very important symbol in ancient Thassilon, for this star symbolized the seven virtues of rule and the seven schools of Thassilonian magic. These medallions were given to favored agents of the runelords; the medallions granted some minor benefits to the wearer, but also allowed the runelords to use those who wore them as proxies. By concentrating on a scrying device, a runelord could sense the world through the Sihedron medallion wearer’s senses, and could speak through her voice.While worn, a Sihedron medallion grants its wearer a +1 resistance bonus on all saving throws. Once per day, it may be commanded to bestow the eff ects of false life on the wearer—activating this function is a free action. Placed on the neck of a dead body, the Sihedron medallion preserves the body indefinitely via a gentle repose effect.
Construction
Requirements Craft Wondrous Item, false life, gentle repose, resistance; Cost 1,750 gpSkinsaw Mask
Source Pathfinder #2 45Aura faint necromancy [evil]; CL 3rd
Slot head; Price 1,500 gp; Weight —
Description
This hideous mask resembles a patchwork deformed face, with one bulbous eye, a grimacing mouth of long teeth, and no noticeable nose. When worn, the mask fills the wearer’s mind with hideous whispers and images of murder and violence. It heightens his ability to sense fear. He can smell the cold sweat brought on by terror and hear the thundering beating of a frightened heart. Further, fresh blood glows brightly to him, to the extent that he can see the shimmering traceries of living circulatory systems pumping away in the bodies of those around him. These enhancements grant +2 competence bonuses on Perception checks made against creatures that aren’t immune to fear. Further, the ability to see so plainly the map of a target’s arteries and veins grants the wearer a +1 profane bonus on damage with slashing weapon attacks made against living creatures. Wearing a skinsaw mask leaves hideous mental scars; when the mask is donned, the wearer takes 1 point of Charisma damage as his thoughts become tangled with images of murder.Construction
Requirements Craft Wondrous Item, deathwatch; Cost 750 gpSnakeskin Tunic
Source Pathfinder #2 54Aura moderate abjuration and transmutation; CL 8th
Slot chest; Price 8,000 gp; Weight —
Description
A snakeskin tunic is a tight, form-fitting shirt crafted from the scales of a giant snake. When worn, it grants a +1 armor bonus to your AC, a +2 enhancement bonus to your Dexterity, and a +2 resistance bonus on saving throws against poison.Construction
Requirements Craft Wondrous Item, cat's grace, delay poison; Cost 4,000 gpSoaring CathedraP
Source Taldor: Echoes of Glory 27Aura faint transmutation; CL 3rd
Slot none; Price 5,000 gp; Weight 250 lbs.
Description
This large sedan chair is made of light but sturdy blackwood and is draped with white silk coverings. Inside, there is room for two medium-sized occupants on a bed of silken pillows and thick padding. Its movement is controlled by one of the occupants. It always floats a few feet above the ground and moves horizontally with a speed of 10 feet, though the occupants can make it land or float again as a free action.Construction
Requirements Craft Wondrous Item, levitate, creator must have at least 2 ranks in Craft (woodworking); Cost 2,500 gpSorcerous Pigments
Source Gallery of Evil 31Aura strong evocation; CL 12th
Slot none; Price 9,900 gp; Weight —
Description
This set of magical paints comes in a set of three small clay pots, each containing a different color — blue, yellow, and red. You may use the sorcerous pigments to store spells in a painting and set a specific condition that triggers the spells. You must succeed on a Craft (painting) check (DC 10 + spell level) in order to successfully store each spell. On a failed check, the spell and the sorcerous pigments that would have been used are wasted. A set of sorcerous pigments can be used to “paint” up to 12 levels of spells.Construction
Requirements Craft Wondrous Item, contingency; Cost 36,000 gp (likely an error, should be 4,950 gp - Nethys)Soul Jar
Source Pathfinder #33 53Aura strong conjuration; CL 15th
Slot none; Price 5,000 gp; Weight 2 lbs.
Description
A soul jar appears as a 1-foot-tall glass jar, often with a thick, black, wax plug. While a soul jar has no ability to capture souls, it can function as the material component for a trap the soul spell (but not as a focus for soul bind). If a soul jar is used with trap the soul as a trigger object, the spell can be cast on the soul jar without inscribing the target’s name. This allows the soul jar to capture the soul of the next person to touch it, allowing the jar to be used as a devious trap. The creator of the soul jar and nonliving creatures can manipulate such a soul jar without fear. This variant method does allow the victim a DC 22 Will save to resist the effect.When a creature is trapped in a soul jar, its body and soul appear as a roiling cloud of glowing white smoke that provides dim light in a 20-foot radius. A creature that touches an occupied soul jar can communicate telepathically with its occupant. Opening a soul jar or smashing it on the ground releases the stored soul and returns it to life — although victims who have spent hundreds of years in a soul jar may well have gone mad. In any event, once a soul jar is used to capture a soul, it can never again be used for this purpose.
Most soul jars are worth 5,000 gp and can thus trap a soul of up to 5 HD. Soul jars can be built to capture more powerful souls, at an increase of 1,000 gp per additional HD.
Construction
Requirements Craft Wondrous Item, trap the soul; Cost 2,500 gpSoulspeaker
Source Hollow's Last Hope 8Aura faint illusion; CL 3rd
Slot none; Price 2,400 gp; Weight —
Description
This grotesque, amulet-like shrunken head is said to contain the enslaved soul of its former owner. Forced to obey whomever carries it, once per day a soulspeaker can repeat a message as if the spell magic mouth were cast upon it. The owner must merely hold the 6-inch-in-diameter head and speak his message and the conditions under which the soulspeaker should repeat it. While it carries a message, the eyes of the stitched head stretch open, closing as soon as its message has been delivered.Construction
Requirements Craft Wondrous Item, magic mouth; Cost 1,200 gpSpartoi Seeds
Source Pathfinder #28 89Aura strong conjuration; CL varies
Slot none; Price 3,300 gp; Weight —
Description
Spartoi seeds appear as teeth stained by ash. The teeth themselves typically take the form of tiny dragon teeth, though some appear to come from a serpent, wolf, or human. When a tooth is cast upon the earth as a standard action, a spartolos (see Pathfinder #28 88) under the user's command erupts on the following round. The spartolos lasts for 1 hour or until destroyed. A spartolos’s equipment vanishes if its owner is destroyed or after an hour.These seeds are typically found in simple pouches of leather or velvet containing 2d4 teeth. Up to six seeds can be sown by a single standard action.
Construction
Requirements Craft Wondrous Item, create undead; Cost 1,650 gpSpellsight BracerP
Source Gods and Magic 60Aura faint abjuration; CL 5th
Slot wrist; Price 2,100 gp; Weight 1 lb.
Description
Dozens of variants of this bracer exist, but they are usually leather, always ornately patterned, and bear a single spherical polished stone or gem (typically a carbuncle, olivine, or sard) mounted near the wrist. The wearer may use detect magic once per day. When this power is used, the spherical stone or gem appears to open like a human eye. The bracer also provides a +1 resistance bonus on Will saving throws.If Nethys is your patron, once per day you may use the bracer as if it were a lesser silent metamagic rod. You may spontaneously convert prepared spells or use available spell slots to cast mage hand, even if it is not on your class spell list or you do not know the spell. Using either of these powers causes the “eye” in the gem to open as described earlier.
Construction
Requirements Craft Wondrous Item, Silent Spell, detect magic, mage hand, resistance; Cost 1,050 gpSpirit TearP
Source Pathfinder #39 71Aura faint divination; CL 5th
Slot neck (Juju Fetish); Price 1,800 gp; Weight —
Description
This small glass ornament is usually molded into the shape of an eye or drop. Once per day the wearer can activate the tear, gaining the ability to see invisibility with a range of 10 feet for 5 minutes.Construction
Requirements Craft Wondrous Item, see invisibility; Cost 900 gpStag's Helm
Source Pathfinder #31 52Aura faint divination; CL 5th
Slot head; Price 3,500 gp; Weight 3 lbs.
Description
This striking helmet is crafted to resemble the skull of a mighty stag. Although made from bone, the antlers and helm are as strong as metal. When worn, the helm greatly enhances eyesight and hearing, granting a +2 competence bonus on Perception checks. In addition, once per day the helm may be called upon to enhance any ranged attack made by the wearer to make an insightful shot. Activating this ability is a free action, and once activated, your next ranged attack against a target within 30 feet is made as if that target were flat-footed against you—this allows a rogue to gain the benefit of sneak attack with this shot. If you don’t make a ranged attack within 1 round of activating this power, the insight fades and is wasted for that day.A worshiper of Erastil who wears this helm may utilize the insightful shot ability up to 3 times per day.
Construction
Requirements Craft Wondrous Item, creator must have at least 5 ranks in Perception, true strike; Cost 1,750 gpStalker's Mask
Source Pathfinder #2 40Aura faint illusion; CL 5th
Slot head; Price 3,500 gp; Weight —
Description
This mask is crafted from leathery preserved sections harvested from several different human faces, draped one over another almost like scales and leaving the eyes and mouth exposed—the overall effect is similar to that of a scaled skull. When worn, the mask desaturates the wearer’s color, making him appear insubstantial and shadowy and granting a +5 competence bonus on Stealth checks. Once per day, the wearer may cause the mask’s features to slither and take on the appearance of any creature within 60 feet that he observes, allowing the wearer to use a disguise self spell to take that person’s appearance. As long as he wears this guise, the wearer gains a +2 bonus on attack rolls and weapon damage rolls made against the person he is disguised as, as the mask builds upon the wearer’s rage and jealousy of the target’s appearance.Construction
Requirements Craft Wondrous Item, disguise self, rage; Cost 1,750 gpStinging StilettoP
Source Gods and Magic 60Aura faint transmutation; CL 3rd
Slot weapon, neck, or ring; Price 4,500 gp; Weight —
Description
This tiny dagger has a black leather hilt and a gold-inlaid pattern of stripes and sharp angles on its steel blade, though it can transform into a delicate necklace or ornate finger-ring at your command. You gain a +3 competence bonus on Perception checks while you carry or wear it. You may use it to cast ghost sound once per day.If Calistria is your patron, once per day you may speak a command word to activate fox’s cunning. By pricking your finger with the dagger and swearing an oath on your own blood to avenge yourself against a named particular creature (a standard action), you gain a +1 competence bonus on your next attack roll within 1 minute against that creature. Speaking a new vengeance-oath removes the old one, whether or not you have achieved your vengeance.
Construction
Requirements Craft Wondrous Item, fox's cunning, ghost sound, guidance, creator must have at least 5 ranks in Perception; Cost 2,250 gpStunstoneP
Source Pathfinder #39 57Aura faint evocation; CL 5th
Slot none; Price 350 gp; Weight 1 lb.
Description
This naturally occurring, glowing purple crystal can be thrown as a ranged attack with a range increment of 20 feet. When it strikes a target or hard surface (or is struck hard), the crystal shatters in a burst of sound and light. Every creature in a 10-foot-radius spread is outlined in faerie fire, takes 1d8 points of sonic damage, and must make a DC 13 Fortitude save or be stunned for 1 round.Construction
Requirements Craft Wondrous Item, Craft (alchemy) 5 ranks, faerie fire, sound burst; Cost 175 gpTalisman of the Orc Mother's FuryP
Source Pathfinder #27 59Aura faint conjuration; CL 4th
Slot neck; Price 12,000 gp; Weight 2 lbs.
Description
This small statuette — carved from the tusk of a dire boar, chunks of twisted metal, or some manner of dark stone — is a simplistic depiction of a pregnant deity, fiend, or orc. Dark stains mark the face of the crude icon, typically smears of a fallen orc’s blood. A simple strand of leather affixes the amulet around the neck.The figurine allows the wearer to act normally for a single round after being reduced to less than 0 hit points, as though he had the orc ferocity half-orc racial ability. A wearer with orc blood is instead treated as though he had the Diehard feat. If the wearer is of orc blood and already has the Diehard feat, he may act normally for an additional round after being reduced to below 0 hit points.
Whenever the wearer of the talisman is reduced to less than 0 hit points, the amulet weeps tears of blood. Should the wearer be slain, the talisman screams and shatters.
Construction
Requirements Craft Wondrous Item, cure moderate wounds, creator must be female and possess orc blood; Cost 6,000 gpTalisman of the Summoned SteedP
Source Taldor: Echoes of Glory 27Aura faint conjuration; CL 1st
Slot none; Price 3,600 gp; Weight —
Description
This onyx talisman resembles a majestic black stallion covered in carved wavy lines and bearing a tiny twine bridle. When the command word is spoken, it transforms into a saddled and thoroughbred light horse that serves you willingly. The command word also returns it to talisman form. If slain, the horse reverts to talisman form and cannot be activated again for 24 hours.Each talisman’s horse form has a specific color (black, brown, gray, pinto, and so on) and markings (blazes, stars, stockings, etc.), chosen by the creator when the item is crafted.
Construction
Requirements Craft Wondrous Item, mount, creator must have at least 2 ranks in Ride; Cost 1,800 gpTallowheart Mass
Source Hungry are the Dead 23Aura faint abjuration, conjuration, and transmutation; CL 5th
Slot none; Price 2,250 gp; Weight 1 lb.
Description
This disgusting mass of hardened beef tallow is always found divided into three parts, each with a different function. If you rub the first piece on a weapon it acts as a potion of haste. If you eat the second piece it acts as a potion of cure serious wounds. If you eat the third piece it acts as a potion of protection from fire, absorbing 60 points of damage before losing its effectiveness, but any round you take fire damage causes you to cough sticky black smoke like a pan of grease on fire (harmless to you or others but disturbing to see or experience). You can separate the three pieces of the mass without harming its properties. Each piece can only be used once.Construction
Requirements Craft Wondrous Item, cure serious wounds, haste, protection from energy; Cost 1,125 gpTankard of the Drunken HeroP
Source Gods and Magic 60Aura faint transmutation; CL 3rd
Slot none; Price 5,300 gp; Weight 1 lb.
Description
This simple battered tankard is usually made of copper or tin. Its handle is slightly open at the bottom to let you slip it through a belt for easy carrying. You gain a +1 resistance bonus on Fortitude and Will saves. Once per day you may fill it with wine, ale, or some other alcohol and drink from it to gain the benefits of a remove fear spell.If Cayden Cailean is your patron, the tankard counts as a holy symbol. Once per day, you may drink an alcoholic beverage from the tankard to gain the benefits of a heroism spell. Once per day, the tankard automatically unties ropes that bind you or unlocks locks that hinder you (including loosening manacles attached to said locks). This typically occurs about 5 minutes after the tying or unlocking and only affects bindings that are directly on your person (for example, it won’t unlock a door to your prison cell but will unlock your manacles). This power is subtle enough that it is unnoticeable unless someone checks the bindings to make sure they are secure — ropes loosen but still appear to be tightly bound, manacles unlock and loosen but do not automatically fall off. The tankard can only untie or unlock things with a DC of 25 or lower, though more powerful tankards may exist.
Construction
Requirements Craft Wondrous Item, animate rope, heroism, knock, remove fear, resistance; Cost 2,650 gpThe Pendulate Divan of Emperor Fortigre'P
Source Taldor: Echoes of Glory 26Aura moderate conjuration and transmutation; CL 11th
Slot none; Price 66,000 gp; Weight 100 lbs.
Description
This luxurious, red felt divan is edged in gold latticework and made from highly polished, glossy black wood. If you lie upon it, you automatically understand how to activate it. Created for the mad Emperor Fortigré of Taldor thousands of years ago, the pendulate divan includes many special abilities. When you sit, stand, or lie upon it, it can walk like a fourlegged animal with a movement speed of 30 feet, create up to 2 gallons of water per day, protect you with endure elements, and fly or teleport as per the spells (once each per day). The original pendulate divan is stored in the Imperial Palace in Taldor, though a few copies of it were created over the centuries, and many wealthy nobles own lesser versions which can only walk and have no other powers.Construction
Requirements Craft Wondrous Item, animate object, create water, endure elements, fly, teleport, creator must have at least 2 ranks in Craft (woodworking); Cost 33,000 gp (original version), 20,000 gp (lesser version)The Red Raven's Cape
Source Flight of the Red Raven 23Aura strong conjuration; CL 1st
Slot shoulders; Price 5,000 gp; Weight —
Description
What once was a fine red cape is now tattered and torn nearly in two. Once per day, as a standard action, you can dimension door to a range of 40 feet, but you cannot bring additional targets. When you disappear, you leave behind a cloud of smoke, appearing in a similar fashion at your destination.Construction
Requirements Craft Wondrous Item, dimension door; Cost 2,500 gpThe Storied Cup
Source Flight of the Red Raven 18Aura faint divination; CL 1st
Slot none; Price 1,000 gp; Weight —
Description
From this cup poured the poison that killed the Caliph of the Djinn. According to a djinn fable, the Caliph berated the cup for failing to warn him of the treachery, and so abashed was the vessel that it swore from that time on to warn if it was ever again filled with poison.The storied cup is a golden chalice decorated with scenes of the djinn court. If a poisonous liquid is poured into the cup the images change from those of friendly discourse to impressions of angry fighting. A character unaware of this property must make a DC 20 Perception check to notice the sudden change.
Construction
Requirements Craft Wondrous Item, detect poison; Cost 500 gpThird Eye
Source Pathfinder #9 43Aura moderate divination; CL 11th
Slot none; Price 20,000 gp; Weight —
Description
The practice of third eye magic has a long-standing tradition among a Vudran mystical organization known as the Daughters of the Blinding Night. A practitioner of this mysterious sect visited Bahor and Vimanda some years ago to grant them this magic in return for a wealth of magic and secrets the Arkonas stole from the Acadamae.As part of the process of gaining a third eye, the creator grafts an actual eye into the palm of the recipient’s hand. Generally human eyes are used, but any eye harvested from a creature the same size as the recipient will do. Once an eye is grafted into a palm, it is undetectable while closed and doesn’t hinder the user’s manual dexterity in the slightest. When in use, the eye opens.
The owner of a third eye can use it to see through the donor creature’s remaining eye. The third eye can also be attuned to specially prepared bloodstones, allowing the user to observe things in that stone’s vicinity as if it were an eye as well. Preparing a bloodstone in this manner requires it to soak in a potion of clairvoyance/clairaudience for a week, at the end of which the owner drinks the potion and spits the bloodstone into the hand bearing the third eye. These bloodstones are often incorporated into magic items like phylacteries, rings, or amulets, allowing the user to gift such items to other creatures and thus gain a new viewpoint. This remote viewing ability functions at any range while on the same plane. It also allows the user to cast clairaudience/clairvoyance up to three times per day.
As long as the third eye is open in a hand that isn’t holding an object, the creature gains all-round vision, granting a +4 bonus on Perception checks and making it impossible to flank them. Rakshasas, whose fingers bend backwards, can use the powers of their third eyes while holding an object since the eye effectively looks out of the “back” of their hand.
A third eye cannot be transferred between creatures — if removed from the owner’s body, the third eye is destroyed. A third eye that remains in the owner’s palm but is damaged or otherwise permanently blinded becomes useless until a remove blindness spell is cast upon it.
Construction
Requirements Craft Wondrous Item, clairvoyance/clairaudience, access to obscure Blinding Night traditions and lore; Cost 10,000 gpTomb Guard
Source Entombed with the Pharaohs 25Aura moderate transmutation; CL 9th
Slot none; Price 8,500 gp; Weight —
Description
Once affixed, this ancient ankh bonds seamlessly to the hilt or handle of any magic melee weapon. The ankh’s power remains dormant until you fall in battle — unconscious, dead, or dying. At that point, the ankh animates the weapon, enabling it to strike out against all foes, tenaciously guarding your fallen body. Treat this effect as a dancing weapon, except that the weapon is allowed to make up to three attacks of opportunity each round. The ankh tirelessly defends you for up to 1 hour or until you regain consciousness. The ankh can only be activated once per day.Construction
Requirements Craft Wondrous Item, animate objects; Cost 4,225 gpTongue of the Hidden
Source Pathfinder #22 51Aura faint divination; CL 5th
Slot genie seal; Price 3,000 gp; Weight —
Description
The least of the great seals, the tongue of the hidden is generally made of pewter inlaid with gold and tarnished silver. When this seal is in place, the genie within can see and hear his environs as if he were not imprisoned in a receptacle. Furthermore, the genie can speak via a magic mouth effect and can decide to have the magic mouth actually appear on the seal or not. The genie cannot cast spells through this link.Construction
Requirements Craft Wondrous Item, clairaudience/clairvoyance, magic mouth; Cost 1,500 gpTrackless BootsP
Source Second Darkness Player's Guide 29Aura faint transmutation; CL 9th
Slot feet; Price 3,500 gp; Weight 2 lbs.
Description
Leaving marks of your passage can alert predators that a newcomer has entered their territory. Trackless boots help prevent you from making too much noise as you creep along, and they also mask traces of your passage through underground caverns to prevent your enemies from finding you. These boots are particularly valued by smugglers who work in patrolled areas.Trackless boots are soft, well-worn leather boots with thin soles. The softness of the boots’ soles add a +4 competence bonus on Stealth checks. In addition, the boots conceal your passage much like the pass without trace spell — you leave no trail underground and cannot be tracked.
Construction
Requirements Craft Wondrous Item, pass without trace; Cost 1,750 gpTruecolor Dye
Source Pathfinder #27 34Aura faint divination; CL 1st
Slot none; Price 50 gp; Weight —
Description
Horticulturists harvest this magical dye from the pulp of rare plants found only in the lushest regions of Tian Xia. Bisby first encountered this dye while visiting the royal courts of the Miracle Samurai during his early adventures as a Pathfinder. He made a point of returning with several bottles, and the decision served him well over the next several decades.Truecolor dye produces vibrant colors, yet the actual color that registers varies according to the personality and temperment of the viewer—the viewer’s good, neutral, or evil alignment component determines the color he sees. Good viewers see a pleasing gold, while evil viewers see a rich blood red. A neutral viewer sees the dye as its actual color, a dull orange. Centuries ago, truecolor dye was used in the miracle courts of Tian Xia as a way to trick emissaries into revealing their alignments, but its secret has long since been disseminated on the eastern continent and lost its hidden value. A DC 25 Knowledge (geography or nature) check reveals the dye’s nature.
A single vial of truecolor dye is enough to coat a square foot of material, or to ink 5 pages of text. Once applied, truecolor dye is permanent, although it can be washed off with universal solvent.
Construction
Requirements Craft Wondrous Item, detect good or detect evil; Cost 25 gpTwinned Cubes of ForceP
Source Classic Treasures Revisited 14Aura moderate evocation; CL 10th
Slot none; Price 66,000 gp; Weight 1/2 lb.
Description
These cubes function as two cubes of force, except that when a face on one cube is pressed, its counterpart creates the appropriate wall instead as long as the distance between the cubes does not exceed 100 feet. Both cubes can remain active even after being set down on the ground and abandoned.Construction
Requirements Craft Wondrous Item, wall of force; Cost 33,000 gpUnerring Compass
Source Crucible of Chaos 3Aura faint divination; CL 5th
Slot neck; Price 10,000 gp; Weight —
Description
This gold and silver compass has a single mithral needle that always points toward the nearest flying city. These were common items for flying city dwellers to take when they went “below” to visit the groundlings, as otherwise it could be difficult to return to their homes.Construction
Requirements Craft Wondrous Item, locate object; Cost 5,000 gpVeil of VeilsP
Source Gods and Magic 60Aura faint illusion; CL 3rd
Slot head; Price 3,300 gp; Weight —
Description
This fine silken veil can change color or alter its appearance to a highwayman’s mask or similar cloth face covering. Once per day, you may use disguise self, though the veil remains visible as some kind of garment on your head or face.If Sivanah is your patron, once per day you may use blur. You gain a +2 competence bonus on Bluff checks.
Construction
Requirements Craft Wondrous Item, blur, disguise self, creator must have 5 ranks in Bluff; Cost 1,650 gpVerdict of the Nether Court
Source Cheliax: Empire of Devils 21Aura strong necromancy; CL 13th
Slot weapon; Price 32,000 gp; Weight 2 lbs.
Description
Infused with the power of Hell’s courts, this blood-quenched steel gavel emits an ear-splitting din when struck against a hard surface. Once per day, as a standard action, you can use it to judge a single foe within 30 feet, who then suffers the effect of a dictum spell.The gavel bestows one negative level on any chaotic or good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. If the creature is chaotic good, these negative levels stack.
Construction
Requirements Craft Wondrous Item, dictum; Cost 16,000 gpVersatile VestP
Source Seekers of Secrets 56Aura moderate conjuration and transmutation; CL 9th
Slot chest; Price 2,000 gp; Weight 1 lb.
Description
This sturdy vest stays dry and spotless in the worst of conditions. You can secure up to six objects (weighing up to 1 pound each) to the vest by holding them to it and speaking a command word. You can retrieve any of these items as a move action.In addition, the vest has four large pockets, each capable of holding as much as 1/2 cubic foot in volume or 5 pounds in weight, and weighing only 1 pound when full. When closed, the pockets are proof against water and the elements. The first pocket contains 1 day’s worth of trail rations, a quart of water in a waterskin, two candles, and a tindertwig. The vest recreates these items if the first pocket is left empty for 3 days.
Construction
Requirements Craft Wondrous Item, create food and water, prestidigitation, secret chest; Cost 1,000 gpVest of Endure Elements
Source Flight of the Red Raven 25Aura faint abjuration; CL 1st
Slot chest; Price 1,000 gp; Weight —
Description
This long sheepskin vest grants the benefits of an endure elements spell when worn. You must wear a vest of endure elements for 24 hours before it begins to take effect.Construction
Requirements Craft Wondrous Item, endure elements; Cost 500 gpVudran Ashak HelmetP
Source Pathfinder #27 59Aura faint divination; CL 5th
Slot head; Price 22,000 gp; Weight 3 lbs.
Description
Crafted of overlaid bronze, steel, and chain, each Vudran Ashak helmet is a work of art. These exotic helmets possess three stylized faces, each serene visage staring in a different direction (with the wearer’s face concealed behind the central sculpted plate). The helm allows the wearer to see in every direction, granting him immunity to being flanked, as well as granting a +4 enhancement bonus on all vision-based Perception checks.One in every 10 Vudran Ashak helmets is an intelligent magical item (note: Vudran Ashak Helmets in Pathfinder Society Organized Play are never intelligent), having spontaneously manifested such properties after the deaths of heroically devoted former wearers. Such helms are lawful good, speak Vudran, and have an ego score of 10. These lingering personalities prove noble, knowledgable of Vudra’s diverse deities, and actively encourage wearers to defend the holy places of such gods and their devout worshipers. Some might even possess goals from their lives that they wish their new wearer to fulfill. Despite any of the helmet’s desires, though, it possesses no way to compel a wearer other than deactivating or reactivating its magical properties at will.
Construction
Requirements Craft Wondrous Item, clairvoyance; Cost 11,000 gpVurra of the MakerP
Source Gods and Magic 61Aura faint transmutation; CL 3rd
Slot neck; Price 3,300 gp; Weight 5 lbs.
Description
This hand-sized gray stone is carved to resemble a bearded, wise-looking man with a squarish skull, with a leather strap threaded through a hole in the top; it is strangely heavy for its size. You gain a +2 bonus on Craft (sculpting) checks. Once per day, you may use magic stone, and this ability can affect even the small boulders favored by giants. The carved face grows stern and angry when worn by a chaotic person, only relaxing to its normal expression when unworn or in the hands of a non-chaotic creature.If Minderhal is your patron, once per day you may use owl’s wisdom.
A vurra is a carving of a giant’s head, usually a god but sometimes a hero, loved one, or historical figure.
Construction
Requirements Craft Wondrous Item, magic stone, owl's wisdom, creator must have at least 5 ranks in Craft (sculpting); Cost 1,650 gpWar-Kilt of SarenraeP
Source Qadira: Gateway to the East 23Aura moderate transmutation; CL 9th
Slot waist (belts?); Price 13,000 gp; Weight 5 lbs.
Description
A favored item among the dervishes of Sarenrae, this skirt of overlapping, brightly colored silk is magically reinforced, granting you increased durability and mobility. You gain a +2 natural armor bonus to AC and a +2 competence bonus on Acrobatics and Perform (dance) checks.Once per day, when an adjacent foe attempts to take a 5-foot step away from you, you may make a 5-foot step as an immediate action so long as you end up adjacent to that foe. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Construction
Requirements Craft Wondrous Item, expeditious retreat, barkskin or stoneskin; Cost 6,500 gpWar Mask of TerrorP
Source Pathfinder #38 40Aura moderate necromancy; CL 9th
Slot head; Price 9,000 gp; Weight 3 lbs.
Description
Shamans and warriors of many of the indigenous tribes of western Garund add to their fierceness and mystique by wearing wooden masks that bear terrifying visages of demonic spirits. A war mask is considered sacred and personal, and is often handed down to the next generation when a wearer dies. Individual masks are often notorious, and many tribesfolk can readily identify masks of other tribes with a DC 15 Knowledge (local) check.A war mask of terror provides its wearer with a +2 competence bonus on Intimidate checks and a +1 deflection bonus to Armor Class. In addition, the wearer may cast scare once per day.
Other war masks exist with different abilities; some have higher deflection bonuses, while others can cast bull’s strength, fear, or flesh to stone instead of scare.
Construction
Requirements Craft Wondrous Item, scare, shield; Cost 4,500 gpWayfinder (Standard)P
Source Pathfinder Campaign Setting 195, Seekers of Secrets 50Aura faint evocation; CL 5th
Slot none; Price 500 gp; Weight 1 lb.
Description
A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see page 51).Construction
Requirements Craft Wondrous Item, light; Cost 250 gpWayfinder, EbonP
Source Seekers of Secrets 50Aura faint evocation and transmutation; CL 5th
Slot none; Price 18,000 gp; Weight 1 lb.
Description
Favored by Pathfinders exploring dark and dangerous locales, the exterior of this wayfinder is constructed of panels of darkwood with ebony inlays. The panels slide apart to reveal platinum meshwork capable of holding one or two ioun stones. The ebon wayfinder grants you darkvision with a range of 60 feet, and with a command word it can create darkness (as the spell) once per day, centered on itself.When one ioun stone is slotted into the device, its darkness ability no longer functions. When a second stone is placed in it, the darkvision ability no longer functions.
Construction
Requirements Craft Wondrous Item, darkvision, darkness; Cost 9,000 gpWayfinder of PassageP
Source Seekers of Secrets 51Aura moderate varied; CL 10th
Slot none; Price 136,000 gp; Weight 1 lb.
Description
This wayfinder is an artistic treasure, crafted in gold and set with tiny opals, rubies, diamonds, and sapphires. Three slots on the inner side of the lid can each hold one ioun stone. It sheds light equivalent to the daylight spell on your command. It has the following abilities, each activated by a different command word:- dimension door (once per day)
- feather fall (at will)
- knock (at will)
- resist energy (once per day, energy resistance 20, lasts 24 hours)
Construction
Requirements Craft Wondrous Item, daylight, dimension door, feather fall, knock, resist energy; Cost 68,000 gpWayfinder of the Sleeping EyeP
Source Seekers of Secrets 51Aura strong illusion; CL 13th
Slot none; Price 70,000 gp; Weight 1 lb.
Description
This exquisitely crafted wayfinder bears the design of a half-closed eye in platinum and mithral. The eye is a socket for an ioun stone; when filled, you may activate the wayfinder when you sleep or meditate to create a mobile illusory image of yourself that is partly real.You control the image as if it were your own body and perceive things through it as if it had all of your normal senses plus darkvision with a range of 60 feet. You do not need to maintain line of sight to the image. The image is visible but transparent, and it cannot perform any action that an unseen servant is unable to perform. The image has 40% of your hit points at the time it was created. Its AC is 10 + your size modifier + your Dexterity modifier. It uses your current Will saving throw bonus but automatically fails Fortitude and Reflex saves. It is destroyed if brought to 0 hit points, which deals you 2d4 points of Charisma damage. It can be dispelled, and cannot enter areas warded against summoned creatures, your alignment, illusions, or incorporeal creatures. You may end this ability as a free action, and it ends automatically if you are awakened, your body is attacked, or 8 hours pass; ending the image in this manner does not deal you Charisma damage.
Using this ability drains energy from the slotted ioun stone, rendering it dull gray and powerless for 24 hours. A dull gray ioun stone cannot power the projection ability of this wayfinder. The wayfinder can still have synergistic powers granted by an ioun stone, though they do not function while the slotted stone is powerless.
Construction
Requirements Craft Wondrous Item, arcane eye, shadow conjuration; Cost 35,000 gpWell of Stars
Source Classic Treasures Revisited 61Aura strong conjuration; CL 17th
Slot none; Price 60,000 gp; Weight —
Description
Rather than opening to locations on different planes, this well instead opens to worlds on the Material Plane. It does not, however, necessarily open to worlds with similar environments to that of its user; hence it can pose much the same danger as the traditional well in terms of both the unpredictable environs of the destination and the alien beings that might step through from the other side.Construction
Requirements Craft Wondrous Item, gate; Cost 30,000 gpWell of the Welcome Respite
Source Classic Treasures Revisited 61Aura strong conjuration; CL 17th
Slot none; Price 122,000 gp; Weight —
Description
While normally functioning as a standard well of many worlds, this well possesses a command word that supersedes its normal placement-based destination, and it instead opens up onto a single location designated by its maker during the well’s creation (often the creator’s home or a private, warded demiplane). Those finding the well are not immediately aware of this command word unless a spell more powerful than a simple identify spell is used, and the well’s secret destination, whatever it might be, may or may not still be occupied.Construction
Requirements Craft Wondrous Item, gate, mage's magnificent mansion; Cost 61,000 gpWindwave KiltP
Source Gods and Magic 61Aura faint transmutation; CL 5th
Slot belt; Price 7,000 gp; Weight 5 lbs.
Description
This kilt is usually made of thick woven strips of sea-green and sky-blue cloth decorated with tiny pearls and bits of coral along the beltline; some instead are blue at the top and green along the bottom. When worn, you gain a +3 competence bonus on all Swim checks. When not worn, it floats on water like a dry log, automatically buoying upward any creature of 100 pounds or less and aiding in floatation for heavier creatures.If Gozreh is your patron, once per day you may use gaseous form; in this form you do not need to breathe and you may enter water or other liquid, appearing as a slightly cloudy space within the water and able to swim at speed 10 feet. You may drink salt water as if it were fresh water.
Construction
Requirements Craft Wondrous Item, create water, gaseous form, levitate or water walk, creator must have 5 ranks in Swim; Cost 3,500 gpZenj Spirit FetishP
Source Pathfinder #38 29Aura moderate abjuration; CL 9th
Slot none; Price 4,500 gp; Weight —










