Wondrous items are diverse. Some must be worn in a specific magic item slot in order to work, while others must merely be possessed and utilized. "Wondrous item" is a catchall category for anything that doesn't fall into other groups such as weapons, staves, and so on. Anyone can use a wondrous item, unless the item specifies otherwise.
There are two main categories of wondrous items: slotted and slotless. Slotted items take up a magic item slot, and must be worn by those who want to benefit from them.
|Lesser Minor Wondrous Items||Price|
|Elixir of the thundering voice||250 gp|
|Toothpick of pyrotechnics||400 gp|
|Storyteller's dust||600 gp|
|Assassin's dust||750 gp|
|Bottled scream||900 gp|
|Belt of superior maneuvers +1||1,000 gp|
|Dire collar||1,000 gp|
|Plume of panache||1,000 gp|
|Spell lattice (1st)||1,000 gp|
|False face||1,600 gp|
|Boots of gusto||2,000 gp|
|Incense of eidos||2,000 gp|
|Lantern of auras||2,000 gp|
|Lute of the battle ready||2,000 gp|
|Restoration dust||2,000 gp|
|Runestone of power (1st)||2,000 gp|
|Elixir of sex shift||2,250 gp|
|Brass spider||2,500 gp|
|Swordmaster's flair||2,500 gp|
|Bell of returning spirits||3,000 gp|
|Wand key ring||3,000 gp|
|Boots of vaulting||3,500 gp|
|Greater Minor Wondrous Items||Price|
|One-way window||7,500 gp|
|Spell lattice (2nd)||4,000 gp|
|Glowing gourd||4,250 gp|
|Physician's spectacles||4,900 gp|
|Amulet of uncanny defense||5,000 gp|
|Headband of the wolf||5,000 gp|
|Scabbard of many blades||5,000 gp|
|Vanishing sheath||5,000 gp|
|Banner of restful nights||5,040 gp|
|Torc of the primal song||6,000 gp|
|Whistle of calling||6,300 gp|
|Cloak of the sneaky scoundrel||6,400 gp|
|Aspect mask||6,500 gp|
|Howling bracers||7,000 gp|
|Gloves of marking||7,200 gp|
|Boots of swift fury||7,500 gp|
|Lesser Medium Wondrous Items||Price|
|Amulet of the spirits (heavens)||8,000 gp|
|Amulet of the spirits (wind)||8,000 gp|
|Belt of superior maneuvers +2||8,000 gp|
|Bloodstained gloves||8,000 gp|
|Blouse of the boastful bastard||8,000 gp|
|Cups of rapport||8,000 gp|
|Lenses of the predator's gaze||8,000 gp|
|Runestone of power (2nd)||8,000 gp|
|Torc of bloody rage||8,000 gp|
|Cape of daring deeds||9,000 gp|
|Investigator's pipe||9,000 gp|
|Spell lattice (3rd)||9,000 gp|
|Poet's cloak||9,750 gp|
|Amulet of the blooded (destined)||10,000 gp|
|Amulet of the blooded (fey)||10,000 gp|
|Amulet of the spirits (flame)||10,000 gp|
|Amulet of the spirits (stone)||10,000 gp|
|Amulet of the spirits (waves)||10,000 gp|
|Hunter's tree fort||10,000 gp|
|Amulet of the blooded (abyssal)||12,000 gp|
|Amulet of the blooded (accursed)||12,000 gp|
|Amulet of the blooded (celestial)||12,000 gp|
|Amulet of the blooded (draconic)||12,000 gp|
|Amulet of the blooded (elemental)||12,000 gp|
|Amulet of the blooded (infernal)||12,000 gp|
|Amulet of the blooded (undead)||12,000 gp|
|Amulet of the spirits (battle)||12,000 gp|
|Amulet of the spirits (bones)||12,000 gp|
|Amulet of the spirits (life)||12,000 gp|
|Drinking horn of the panacea||12,000 gp|
|Tin imp (figurine of wondrous power)||13,000 gp|
|Cape of feinting||14,000 gp|
|Greater dire collar||14,000 gp|
|Amulet of the blooded (aberrant)||15,000 gp|
|Handkerchief of finding||15,000 gp|
|Slayer's robe||15,000 gp|
|Skullcrusher gauntlets||15,302 gp|
|Helm of the valkyrie||16,000 gp|
|Runes of the crone's coven||16,000 gp|
|Runes of the old faith||16,000 gp|
|Saboteur's goggles||16,000 gp|
|Spell lattice (4th)||16,000 gp|
|Greater Medium Wondrous Items||Price|
|Belt of superior maneuvers +3||18,000 gp|
|Runestone of power (3rd)||18,000 gp|
|Spell lattice (5th)||25,000 gp|
|Lesser Major Wondrous Items||Price|
|Boots of the battle herald||30,000 gp|
|Belt of superior maneuvers +4||32,000 gp|
|Runestone of power (4th)||32,000 gp|
|Cloak of disarming||35,000 gp|
|Spell lattice (6th)||36,000 gp|
|Iron collar of the unbound coven||46,000 gp|
|Spell lattice (7th)||49,000 gp|
|Greater Major Wondrous Items||Price|
|Belt of superior maneuvers +5||50,000 gp|
|Runestone of power (5th)||50,000 gp|
|Spell lattice (8th)||64,000 gp|
|Runestone of power (6th)||72,000 gp|
|Spell lattice (9th)||81,000 gp|
|Runestone of power (7th)||98,000 gp|
|Runestone of power (8th)||128,000 gp|
|Runestone of power (9th)||162,000 gp|
Amulet of the Blooded
Aberrant 15,000 GP; Abyssal 12,000 GP; Accursed 12,000 GP; Celestial 12,000 GP; Destined 10,000 GP; Draconic 12,000 GP; Elemental 12,000 GP; Fey 10,000 GP; Infernal 12,000 GP; Undead 12,000 GP
Slot neck; CL varies; Weight 1 lb.; Aura varies
Each different type of amulet of the blooded grants its wearer powers from one sorcerer bloodline, but makes him vulnerable to attacks and effects that target creatures with the appropriate bloodline (such as a blood-hunting weapon). If a creature that already has the associated bloodline wears the amulet, the wearer does not gain the abilities listed below; instead, the effective level of his bloodline powers increases by 2. This effect does not stack with other abilities that increase the effective level of bloodline powers.
Aberrant: This chunk of pitch-black onyx is suspended on a chain of silver. Strange whorls and tentacle-like shapes are etched upon its surface. The wearer gains a 25% chance to negate any critical hit or sneak attack (as the light fortification armor special ability). When making a melee touch attack, the wearer's reach increases by 5 feet. Moderate illusion; CL 9th; Craft Wondrous Item, blur, enlarge person.
Abyssal: This amulet is a chunk of bright red garnet in which fire seems to dance when light plays across its surface. It hangs from a chain of brass. The wearer gains electricity resistance 5 and a +2 bonus on saving throws against poison. In addition, the wearer can grow claws as a free action. The claws are treated as natural weapons, and allows the wearer to make two claw attacks as a full attack action using his full base attack bonus. The claws deal 1d4 points of damage each (1d3 if the wearer is Small) plus the wearer's Strength modifier. Moderate abjuration; CL 9th; Craft Wondrous Item, delay poison, magic fang, resist energy.
Accursed: This swirling green malachite hangs from a chain of oxidized copper. Sinister, unblinking eyes are etched upon its surface. The wearer gains a +2 bonus on saving throws against charm, cold, fear, fire, and sleep effects. Three times per day as a standard action, the wearer can fix his gaze on any one creature within 60 feet. The target becomes staggered for 4 rounds unless it succeeds at a Will saving throw (DC 18). Only one target can be affected by the wearer's gaze at a time; if the wearer attempts to stagger a new opponent, the previous target immediately recovers whether the new attempt is successful or not. Moderate necromancy; CL 9th; Craft Wondrous Item, bestow curse, resist energy, resistance.
Celestial: This large, polished opal hangs from a chain of smoky gray steel. The wearer gains acid resistance 5 and cold resistance 5. Three times per day as a standard action, the wearer can unleash a ray of heavenly fire as a ranged touch attack, targeting any foe within 30 feet. Against evil creatures, the ray deals 1d4+4 points of damage. The damage is divine and not subject to energy resistance or immunity. The ray heals good creatures of 1d4+4 points of damage, but a good creature cannot benefit from the heavenly fire more than once per day. Neutral creatures are unaffected by the ray. Moderate abjuration and evocation; CL 9th; Craft Wondrous Item, resist energy, scorching ray.
Destined: This chunk of uncut quartz hangs on a platinum chain. The wearer gains a +2 luck bonus on all saving throws and to AC during surprise rounds or any time he is otherwise unaware of an attack. Once per day, the wearer can reroll one attack roll, critical hit confirmation roll, or caster level check to overcome spell resistance. He must decide to use this ability after the first roll is made but before the result is revealed. He must take the second result, even if it's lower. Moderate enchantment; CL 7th; Craft Wondrous Item, aid.
Draconic: This amulet comes in a variety of minerals depending on its powers, as shown in the table below, and is formed into the shape of a dragon's scale. The wearer gains resistance 5 against the energy type shown in the table, as well as a +1 natural armor bonus to AC. Once per day as a standard action, the wearer can produce a breath weapon. This breath weapon deals 4d6 points of damage of the energy type and shape listed (Reflex DC 13 half). Moderate abjuration and evocation; CL 9th; Craft Wondrous Item, fire breath, resist energy.
|d%||Material||Energy Type||Breath Shape|
|51–75||Red Agate||Fire||30-foot cone|
Elemental: This amulet comes in a variety of minerals depending on its powers, as shown in the table below. The wearer gains resistance 5 against the energy type shown in the table. Once per day as a standard action, the wearer can unleash a blast of elemental power. This 20-foot-radius burst deals 4d6 points of damage (Reflex DC 14 half) of the energy type listed. Creatures that fail their saves gain vulnerability to the energy type until the end of the wearer's next turn. Moderate evocation; CL 9th; Craft Wondrous Item, elemental aura, resist energy.
Fey: This drop of amber hangs on a silk cord. The wearer can turn invisible for 9 rounds per day (as greater invisibility). The rounds don't need to be consecutive. Three times per day, the wearer can make a melee touch attack to cause a creature to burst out laughing. That creature can take only a move action, but can defend itself normally. Once a creature has been affected by this laughter, it is immune to it for 24 hours. This is a mind-affecting effect. Moderate illusion; CL 9th; Craft Wondrous Item, greater invisibility, hideous laughter.
Infernal: This chunk of black marble hangs from a chain of brass. The wearer gains fire resistance 5 and a +2 bonus on saving throws against poison. Three times per day the wearer can make a melee touch attack to cause a creature to become shaken for 4 rounds. Multiple touches do not stack, but do add to the duration. Moderate abjuration; CL 9th; Craft Wondrous Item, chill touch, resist energy.
Undead: This chunk of petrified bone dangles from a silver chain. The wearer gains cold resistance 5 and DR 5/— against nonlethal damage. Three times per day the wearer can make a melee touch attack to cause a creature to become shaken for 4 rounds. Touching a creature that is already shaken causes it to become frightened for 1 round if it has fewer than 8 Hit Dice. Moderate abjuration; CL 9th; Craft Wondrous Item, chill touch, resist energy.
Aberrant 7,500 GP; Abyssal 6,000 GP; Accursed 6,000 GP; Celestial 6,000 GP; Destined 5,000 GP; Draconic 6,000 GP; Elemental 6,000 GP; Fey 5,000 GP; Infernal 6,000 GP; Undead 6,000 GP
Craft Wondrous Item, additional spells (see text), creator must be a sorcerer of the appropriate bloodline
Amulet of the Spirits
Battle 12,000 GP; Bones 12,000 GP; Flame 10,000 GP; Heavens 8,000 GP; Life 12,000 GP; Stone 10,000 GP; Waves 10,000 GP; Wind 8,000 GP
Slot neck; CL varies; Weight 1 lb.; Aura varies
Each different type of amulet of the spirit grants its wearer powers from one type of shaman spirit bond, but makes her vulnerable to attacks and effects that target creatures with that spirit bond (such as a spirit-hunting weapon). If a creature that already has the associated mystery or spirit wears the amulet, that wearer does not gain the abilities listed below; instead, the effective level of her mystery or spirit powers increases by 2. This effect does not stack with other abilities that increase the effective level of mystery or spirit powers.
Battle: This amulet is shaped like a tiny dagger that hangs point down. Once per day as a swift action, the wearer can activate a battle ward, which grants her a +3 deflection bonus to AC. Each time she is attacked, the deflection bonus is reduced by 1 (whether the attack succeeds or not) until the ward fades away when the bonus reaches +0. In addition, once per day as a swift action the wearer can curse a creature within 30 feet, making it take more damage from bleed effects and causing its wounds to heal at a slower rate. When the cursed creature takes bleed damage, it takes 1 additional point of bleed damage (even if the bleed is ability damage). Furthermore, when the target is subject to an effect that would restore its hit points, that effect restores only half the normal amount of hit points. This curse lasts for 8 rounds. Moderate necromancy; CL 8th; Craft Wondrous Item, bestow curse, entropic shield.
Bones: This amulet is a necklace made of petrified bones. Once per day as a swift action, the wearer can activate a bone ward, which causes a group of flying bones to encircle her, granting her a +2 deflection bonus to AC for 8 rounds. In addition, once per day as a swift action the wearer can target a creature within 30 feet, causing it to become frightened for 1 round (Will DC 13 negates). Moderate necromancy; CL 8th; Craft Wondrous Item, entropic shield, scare.
Flame: This amulet is a single fire opal hanging from a chain of brass. Twice per day as a swift action, the wearer can activate a fire ward. The next time she is struck with a melee weapon, the creature making the attack takes 1d6+4 points of fire damage. The ward lasts for 1 minute, after which it fades away if not expended. In addition, twice per day as a swift action the wearer can cause a creature within 30 feet to become vulnerable to fire until the end of the wearer's turn. Whenever the creature takes fire damage, it takes half again as much damage (+50%). If the creature is already vulnerable to fire, this hex has no effect. Fire immunity and resistances apply as normal, and any saving throw allowed by the effect that caused the damage reduces it as normal. Moderate evocation; CL 8th; Craft Wondrous Item, burning hands.
Heavens: This black cat's eye hanging from a silver chain reflects any light that hits its surface back as a six-pointed star. Whenever the wearer can see the open sky at night, she can determine her precise location, and can add her Wisdom modifier to her Charisma modifier on all Charisma checks and Charisma-based skill checks. In addition, as a standard action the wearer can cause one enemy within 30 feet to treat the light level as two steps lower: bright light becomes dim light, normal light becomes darkness, and areas of dim light and darkness become supernaturally dark (like darkness, but even creatures with darkvision can't see). This effect lasts for 8 rounds (Will DC 13 negates). This action doesn't provoke attacks of opportunity. Moderate divination; CL 8th; Craft Wondrous Item, darkness, locate creature.
Life: This amulet is formed from a petrified robin's egg strung on a simple thong of woven hair. The wearer becomes more receptive to healing magic, regaining an additional 1d6 hit points from any cure spell cast upon her. In addition, once per day as a standard action, the wearer can cut off any single creature within 30 feet from all forms of magical healing and effects that remove conditions. A DC 13 Will saving throw negates this effect, which otherwise lasts for 1 minute. Moderate conjuration and necromancy; CL 10th; Craft Wondrous Item, cure light wounds, inflict moderate wounds.
Stone: This rounded river rock hangs from a copper chain. Once per day as a swift action, the wearer can activate a ward of stone, granting herself DR 5/adamantine against the next two melee attacks against her. This ward lasts for 1 minute, after which it fades away if not expended. In addition, once per day as a swift action the wearer can cause a creature within 30 feet to become slightly magnetic; this effect lasts for 2 rounds. Whenever the creature is attacked by a melee or ranged weapon made primarily of metal, it takes a –4 penalty to AC. Moderate abjuration; CL 8th; Craft Wondrous Item, heat metal, stoneskin.
Waves: This amulet is a small conch hanging from a cord of woven seaweed. Once per day as a swift action, the wearer can activate a ward of mist, granting herself concealment as the blur spell. The mist dissipates after it causes two attacks to miss because of concealment or after 1 minute, whichever comes first. In addition, as a swift action once per day the wearer can cause one creature within 30 feet to become more susceptible to the sapping powers of cold for 1 minute. When a creature takes cold damage while under this effect, it is entangled for 1 round. If the creature takes cold damage while already entangled by this effect, the duration of the entangled condition increases by 1 round. Moderate illusion; CL 8th; Craft Wondrous Item, blur, chill touch.
Wind: This feather hangs from a chain of slender twigs reminiscent of a bird's nest. Once per day as a swift action, the wearer can activate a ward of wind that lasts for 1 minute. When she is attacked with an arrow, ray, or other ranged attack that requires an attack roll, that attack roll has a 20% miss chance. In addition, once per day as a swift action the wearer can cause a creature within 30 feet to spark and shimmer with electrical energy. While this does not harm the creature, it does cause the creature to emit light like a torch, preventing it from gaining any benefit from concealment or invisibility. Furthermore, while the aura lasts, whenever the target is hit with a metal melee weapon, it also takes 5 points of electricity damage. The sparking aura lasts 4 rounds. Moderate abjuration and evocation; CL 8th; Craft Wondrous Item, entropic shield, shocking grasp.
Cost varies; Battle 6,000 GP; Bones 6,000 GP; Flame 5,000 GP; Heavens 4,000 GP; Life 6,000 GP; Stone 5,000 GP; Waves 5,000 GP; Wind 4,000 GP
Craft Wondrous Item, additional spells (see text), creator must be a shaman with the appropriate spirit
Amulet of Uncanny Defense
Price 5,000 gp; Slotneck; CL 9th; Weight —; Aura moderate abjuration
This heavy, cold-iron amulet depicts a bear's head with jaws open in a roar. It increases the wearer's uncanny dodge ability, causing it to function as improved uncanny dodge. (The amulet has no benefit for characters who do not have uncanny dodge). If the wearer already has improved uncanny dodge, treat his class level as 4 higher for the purpose of determining the number of rogue levels an attacker must have in order to sneak attack the wearer by flanking him.
Cost 2,500 gp
Craft Wondrous Item, true seeing
Price 6,500 gp; Slothead; CL 3rd; Weight 2 lbs.; Aura faint transmutation
This leather mask is vaguely animalistic, and is inlaid with various primitive designs. Three times per day on command, the wearer gains the benefit of a single aspect of an animal attuned to the mask, as if by the hunter's animal focus class feature. Each mask is attuned to one type of animal from the animal focus list, chosen when the mask is created.
Cost 3,250 gp
Craft Wondrous Item, creator must have animal focus or wild shape class feature
Price 750 gp; Slotnone; CL 5th; Weight —; Aura faint transmutation
This fine dust causes bare skin that it comes in contact with to burn and tingle. When sprinkled on a corpse or an inanimate skeleton, it causes the dead flesh and bones to disintegrate into a fine brown powder similar to that left by a disintegrate spell. Assassin's dust comes in a small vial suitable for treating eight Small corpses, four Medium corpses, or one Large corpse. A skeletal corpse counts as half a corpse of its size. This dust has no effect on living or undead creatures.
Cost 375 gp
Craft Wondrous Item, disintegrate
Price 5,040 gp; Slotnone; CL 9th; Weight 7 lbs.; Aura moderate abjuration
This magical standard appears to be a rather plain banner of nondescript canvas cloth, but on command it takes on the device or pattern chosen by the person using it. Once per day when the banner is planted firmly in the ground, it creates a calm and comfortable environment in a 20-foot radius from the banner, granting those within the area the benefits of endure elements. This area of calm and comfort can even resist magical weather effects, but only if those effects are of a caster level lower than that of the banner.
Also, the banner wards the area of calm and comfort as if by an alarm spell (audible alarm). The creature that plants the banner into the ground chooses the password upon doing so. The area created by the banner lasts for 8 hours or until the banner is taken out of the ground.
Cost 2,520 gp
Bell of Returning Spirits
Price 3,000 gp; Slotnone; CL 7th; Weight 1 lb.; Aura moderate conjuration
This ancient bronze hand bell has an ivory handle, and simple pictograms of animals are etched onto its exterior. Once per day on command, the user can ring the bell to summon his familiar to his side, as long as the familiar is within 100 feet of the user. This ability is the equivalent of a spell of a level equal to one-third the user's level. The familiar immediately appears in a space of the user's choice adjacent to him.
If the user's familiar is dead, this ability can be used summon its spirit back from beyond the grave. This functions as a raise dead spell, but can target only the user's familiar. The familiar doesn't need to be touched to accomplish this, though it must be within 100 feet. Any negative levels the familiar gains as a result of being raised are automatically removed at the rate of 1 per day, and any lost Constitution is automatically restored at the rate of 1 point per day. Once the bell has been used to raise a familiar, it transforms into inert clay and loses all of its magic abilities.
Cost 1,500 gp
Craft Wondrous Item, raise dead, summon nature's ally
Belt of Superior Maneuvers
+1 bonus 2,000 GP; +2 bonus 8,000 GP; +3 bonus 18,000 GP; +4 bonus 32,000 GP; +5 bonus 50,000 GP
Slotbelt; CL 5th; Weight —; Aura faint evocation
This thin, black canvas belt is typically tied loosely about the waist to secure a robe, kimono, or martial artist's dobok. Three times per day as a free action, the wearer can select a combat maneuver and receive an enhancement bonus of +1 to +5 on combat maneuver checks for this combat maneuver and a +1 to +5 bonus to CMD when defending against this maneuver for 1 round. Additionally, when worn by a brawler, the belt grants one additional use of her martial flexibility class feature each day.
+1 belt of superior maneuvers 1,000 GP; +2 belt of superior maneuvers 4,000 GP; +3 belt of superior maneuvers 9,000 GP; +4 belt of superior maneuvers 16,000 GP; +5 belt of superior maneuvers 25,000 GP
Craft Wondrous Item, divine favor, creator's caster level must be at least triple the belt's bonus
Price 8,000 gp; Slothands; CL 6th; Weight 5 lbs.; Aura moderate divination
The original color of these supple, calfskin gloves is obfuscated by layers of brown bloodstains that persist through any amount of cleaning. If the gloves are soaked in the blood of a recently killed creature, the wearer gains a +1 insight bonus on attack rolls and damage rolls against creatures of the same type (or subtype for humanoids or outsiders, per the ranger's favored enemy class feature) for 1 hour. If the gloves are worn by a slayer, the bonus on damage rolls is equal the slayer's studied target bonus. Creatures that lack blood, such as skeletons, golems, or clockwork creatures, cannot activate the gloves' ability.
Cost 4,000 gp
Craft Wondrous Item, instant enemy
Blouse of the Boastful Bastard
Price 8,000 gp; Slot chest; CL 5th; Weight —; Aura faint transmutation
This stylish, purple silk shirt trimmed with designs embroidered in golden thread brings out reckless behavior in even the most conservative swashbucklers. If the wearer has the panache class feature, when she takes damage from a successful critical hit, she regains 1 panache point. This shirt has no effect on someone who is not a panache user.
Cost 4,000 gp
Boots of Gusto
Price 2,000 gp; Slotfeet; CL 4th; Weight 1 lb.; Aura faint transmutation
These boots are made of fine red leather, and are decorated with stitched designs featuring humanoids wielding rapiers and other light weapons suited for swashbucklers. Up to three times per day, the wearer can perform the derring-do 1st-level swashbuckler deed.
Cost 1,000 gp
Craft Wondrous Item, cat's grace, creator must be a panache user
Boots of Swift Fury
Price 7,500 gp; Slotfeet; CL 11th; Weight 2 lbs.; Aura moderate transmutation
These boots of heavy, furred hide rise to the wearer's calf, and are held in place with rough hide straps secured by thick iron buckles. They increase the wearer's base land speed by 10 feet (considered an enhancement bonus). When the wearer is in a rage, the boots also grant him a +4 deflection bonus to AC against attacks of opportunity provoked by moving through or out of a threatened area or by casting a spell.
Cost 3,750 gp
Boots of the Battle Herald
Price 30,000 gp; Slot feet; CL 11th; Weight 2 lbs.; Aura moderate enchantment
These boots are made of fine white leather tooled with scenes of epic battles. Once per day as a move action, the wearer can affect himself with greater heroism for 11 minutes.
Cost 15,000 gp
Boots of Vaulting
Price 3,500 gp; Slotfeet; CL 3rd; Weight 1 lb.; Aura faint transmutation
The wearer of these suede boots ignores an additional 10 feet of falling distance when she successfully uses Acrobatics to soften a fall. Once per round as a free action, the wearer can use the boots to gain a +10 competence bonus on an Acrobatics check to jump, treating such jump as though she had a running start. The wearer also receives this +10 competence bonus on Acrobatics checks to avoid attacks of opportunity during the jump or to balance after landing.
Using the boots in this fashion strains the lower body. If the wearer attempts a second such jump before at least 1 minute has passed, she must succeed at a Fortitude save with a DC equal to the DC of her second jump attempt or injure her legs. This injury reduces her speed by half for 24 hours, or until she is successfully treated with a DC 15 Heal check or at least 1 point of magical healing. The DC of the Fortitude save increases by 5 for each additional jump attempted until at least 1 minute passes between jumps.
Cost 1,750 gp
Price 900 gp; Slotnone; CL 7th; Weight 1/2 lb.; Aura moderate evocation
Wax and resin seal this smoked glass bottle. When the bottle is opened or shattered, a shrill scream erupts in a 20-foot-radius burst. Any bardic performances with audible components immediately end. Any spellcaster concentrating on or casting a spell must succeed at a concentration check (DC 15 + spell level) or lose the spell. In addition, the scream dispels any silence spells that overlap its area. The bottle can be thrown as a splash weapon or opened by hand. If the bottle is opened, its burst is centered on the opener's space.
Cost 450 gp
Craft Wondrous Item, shout
Price 2,500 gp; Slot none<; CL 7th; Weight 2 lbs.; Aura moderate transmutation
This diminutive, shiny brass construct looks like a spider made of gears and cogs. It's roughly the size of an adult human's hand, and its legs are all picks, chisels, pliers, and other tools of fine manipulation. Its body contains reservoirs of powders and oils it can spray 2 inches out of its nozzle-spinnerets. A fine chain can be played out of a winch on the brass spider's back, connecting it to a small disk with studs and levers that control the construct's actions, enabling it to walk and crawl like a spider. It has no autonomous motivation.
Once per day, a character holding the brass spider's chain can use the Disable Device skill from 15 feet away without penalty, though he must have line of sight to the device he is attempting to disable. In most cases, this means any mishap caused by the skill affects the brass spider (which has hardness 5 and 25 hit points) rather than the spider's controller. Additionally, the brass spider can be used without limit as masterwork thieves' tools, without the advantage of any additional range.
Cost 1,250 gp
Craft Wondrous Item, animate object, cat's grace
Cape of Daring Deeds
Price 9,000 gp; Slotshoulders; CL 5th; Weight 2 lbs.; Aura faint abjuration
The wearer can spend a full-round action concentrating to change the color of this short, silken cape to match any attire or mood. When using the derring-do 1st-level swashbuckler deed, the wearer adds an additional die when rolling either a natural 5 or 6 rather than just a natural 6. Additionally, the cape grants a +2 resistance bonus on saving throws. This bonus increases to +4 for 1 round each time the wearer uses the charmed life swashbuckler class feature.
Cost 4,500 gp
Cape of Feinting
Price 14,000 gp; Slotshoulders; CL 8th; Weight 1 lb.; Aura moderate enchantment
This hooded cape is crafted from fine fabric with colorful embroidery and elegant weasel-fur trim. Three times per day, the wearer can spend a standard action to purposely miss an opponent, performing a dramatic feint that causes that opponent to lose its Dexterity bonus to AC until the wearer's next turn. If a swashbuckler wearing the cloak of feinting performs the superior feint deed or uses this cape's ability, the opponent is also dazed until the start of the swashbuckler's next turn if the foe fails a DC 13 Will save.
Cost 7,000 gp
Craft Wondrous Item, daze, creator must be able to perform the superior feint deed
Cloak of Disarming
Price 35,000 gp; Slotshoulders; CL 9th; Weight 1 lb.; Aura moderate transmutation
This cloak is well crafted and stylish. As a swift action, the wearer can direct the cloak to attempt a combat maneuver check to disarm a creature within 5 feet, using the wearer's CMB. This disarm combat maneuver does not provoke attacks of opportunity. If the attempt fails, the wearer doesn't risk losing the cloak. The wearer can spend 1 panache point before making the disarm attempt to gain a +5 competence bonus on the combat maneuver check.
Cost 17,500 gp
Craft Wondrous Item, Improved Disarm, pilfering hand, creator must be a panache user
Cloak of the Sneaky Scoundrel
Price 6,400 gp; Slotshoulders; CL 5th; Weight 2 lbs.; Aura faint illusion
This dark burgundy cloak shifts its hue and pattern to blend in against its surroundings, granting the wearer a +5 competence bonus on Stealth checks. The cloak holds a concealed scabbard in which a light blade (as defined in the fighter weapon group) can be hidden. The wearer can draw the blade as if from a normal scabbard, but anyone searching the wearer for the item must succeed at a DC 20 Perception check, as if he were looking for a secret door.
If a swashbuckler is wearing the cloak, she can spend 1 panache point to vanish, as the spell.
Cost 3,200 gp
Cups of Rapport
Price 8,000 gp; Slotnone; CL 5th; Weight 1 lb. (pair); Aura faint enchantment
These wooden drinking cups are similar to those found in many common taverns, and always come in pairs—one is a master cup, and the other is a mark cup. When a user of the master cup shares drinks with someone with the mark cup, the master cup's user gains a supernatural advantage when attempting to develop a good rapport with the creature drinking from the mark cup. After 5 minutes of sharing a drink and chatting with a user of the mark cup, the user of the master cup gains a +5 bonus on Bluff, Diplomacy, and Sense Motive checks against the user of the mark cup. The two users must share a beverage from a common source (for example, two cupfuls poured from a single bottle of wine, ladled from the same punch bowl, or dipped into the same spring water) and spend the 5 minutes socializing with one another. The bonus lasts for 1 hour or until the users move more than 15 feet apart from each other, whichever comes first. Once a creature has used a mark cup, that creature cannot be affected by the same mark cup for 1 day.
Cost 4,000 gp
Craft Wondrous Item, charm person
Price 1,000 gp; Slotneck; CL 3rd; Weight 2 lbs.; Aura faint transmutation
This leather collar resizes to fit almost any size of creature. Once per day on command, the creature that fastened the dire collar to the animal can cause that animal to grow larger and more bestial. The collar's fastener must be within 30 feet of the animal to do so. The animal gains the benefits of an enlarge person spell (despite the normal targeting restrictions of that spell) for 1 minute.
Cost 500 gp
Craft Wondrous Item, animal growth
Dire Collar, Greater
Price 14,000 gp; Slotneck; CL 9th; Weight 2 lbs.; Aura moderate transmutation
This collar functions as a dire collar, except that the animal wearing it gains the benefit of an animal growth spell for 1 minute.
Cost 7,000 gp
Craft Wondrous Item, animal growth
Drinking Horn of the Panacea
Price 12,000 gp; Slotnone; CL 7th; Weight 1 lb.; Aura moderate conjuration
This drinking horn is made from the highly polished tusk of some great beast. Etched around the rim are stylized waves and sea creatures. The horn typically appears empty, but once per day a creature holding it can command it to fill with a liquid that has the effect of one of four spells when consumed: cure serious wounds, neutralize poison, remove disease, or lesser restoration. Consuming a drink from the horn is a standard action that provokes attacks of opportunity. No matter the spell chosen, the drink in the horn has the appearance and honeyed fragrance of summer mead. If the liquid is not consumed within 1 minute or is spilled from the horn, its effects are wasted.
Cost 6,000 gp
Elixir of Sex Shift
Price 2,250 gp; Slotnone; CL 9th; Weight —; Aura moderate transmutation
Upon drinking this elixir, a character permanently transforms their biology to take on a different set of sexual characteristics of their choice. While the imbiber’s physiology changes dramatically and their features adjust slightly to take on the new qualities, the imbiber is still recognizable as the same person. The character has only minor control over the specific details of this new appearance, and the elixir grants no benefit on Disguise skill checks or similar checks.
This elixir’s magic functions instantaneously and can’t be dispelled, though drinking a second elixir of sex shift either reverts the character back to a former form or allows them to adopt alternate sexual characteristics, as they choose. The elixir has no effect on characters who are pregnant or are of races with no sexual differentiation. Most races have a wide spectrum of sexual differentiation, some common, others more rare. Therefore, most creatures can decide how this elixir transforms them. An unwilling imbiber can choose not to change at all.
Cost 1,125 gp
Craft Wondrous Items, polymorph
Elixir of the Thundering Voice
Price 250 gp; Slotnone; CL 5th; Weight —; Aura faint transmutation
This light gray elixir makes the user's voice fiercer and louder, and gives it an inhuman quality that rattles those he talks to, granting the user a +10 competence bonus on Intimidate checks for 1 hour.
Cost 125 gp
Craft Wondrous Item, sound burst
Price 1,600 gp; Slothead; CL 3rd; Weight 1/2 lb.; Aura none (see text)
This simple, hand-painted party mask emanates no magical aura. Its true usefulness is revealed only when it's worn. When a person dons the mask, she instantly assumes the appearance of single specific Small or Medium humanoid creature. Each mask has a single "face" that can't be changed once the item is created. This effect otherwise works as disguise self.
Cost 800 gp
Gloves of Marking
Price 7,200 gp; Slothands; CL 4th; Weight 1 lb.; Aura faint necromancy and transmutation
These ruddy leather gloves enhance the precision of the wearer. When wielding a piercing or slashing weapon and using Weapon Finesse, the wearer can mark a creature when confirming a critical hit instead of dealing additional damage. The mark consists of a simple symbol, such as a single letter.
The wielder and her allies gain a +2 morale bonus on attack rolls and melee damage rolls against the marked creature for 1 minute. In addition, the marked creature must succeed at a Will saving throw (DC 10 + one-half the wielder's level + the wielder's Dexterity modifier) or be shaken for 1 minute. The bonuses and condition persist even if the damage caused by the mark is healed.
Cost 3,600 gp
Price 4,250 gp; Slotnone; CL 9th; Weight 8 lbs.; Aura moderate evocation [good]
This gourd has been hollowed out and carved with the symbol of a good-aligned deity. It sheds light as a candle. If the gourd is smashed onto the ground, the 40-foot-radius area around the crushed gourd is affected as if by hallow with a remove fear spell fixed to it. This magic item is often crafted from a pumpkin, though other types of gourds, or even large turnips, can be used.
Cost 3,125 gp
Handkerchief of Finding
Price 15,000 gp; Slotnone; CL 3rd; Weight —; Aura faint divination
This elegant, perfumed handkerchief always seems to be a dazzling white. The bearer can attune the handkerchief to himself by keeping it in his possession for 1 week. Once the handkerchief is attuned to its bearer, the bearer can always sense in what direction the handkerchief is, so long as it is on the same plane. A bearer unaware of the handkerchief's power cannot attune to it.
Cost 7,500 gp
Craft Wondrous Item, locate object
Headband of the Wolf
Price 5,000 gp; Slot headband<; CL 5th; Weight 1/2 lb.; Aura faint transmutation
This silver band is cast to resemble a pack of hunting wolves. On command, the wearer can gain the scent ability with a range of 10 feet (20 feet upwind, 5 feet downwind) as the wolf aspect of the hunter's animal focus class feature. If the wearer is a hunter with that aspect, this headband instead increases the wearer's effective hunter level for the wolf aspect by 8 levels.
Cost 2,500 gp
Craft Wondrous Item, bloodhound, creator must have the animal focus class feature
Helm of the Valkyrie
Price 16,000 gp; Slothead; CL 14th; Weight 3 lbs.; Aura strong conjuration
This shining helm glints with the multicolored hues of the aurora, and features wings carved of fine whalebone that sweep back from the temples. While it is in good shape, it shows signs of having seen battle. Once per day the wearer can summon a giant spectral wolf. Treat this as phantom steed cast by a 14th-level caster, but with an AC of 24 (–1 size, +8 natural armor, +7 Dexterity) and 100 hit points. The wolf can persist for up to 24 hours, as long as the creature that summoned it is still wearing the helm of the valkyrie. Even though it takes the form of a fierce predator and is more powerful than other phantom steeds, the mount is nothing more than mist and can't attack.
Cost 8,000 gp
Craft Wondrous Item, phantom steed
Price 7,000 gp; Slotwrists; CL 7th; Weight 1 lb.; Aura moderate enchantment
These bracers are made of heavy iron and have a pattern of howling wolves engraved upon them. Once per day on command, the wearer can clash the bracers together rhythmically. This causes the wolves etched into the bracers to come to life and let out a chorus of howls, with the effect of crushing despair (DC 16). Additionally, for every two creatures under the effect of the wearer's raging song when this ability is used, the DC increases by 1, up to a maximum increase of 5.
Cost 3,500 gp
Craft Wondrous Item, crushing despair, creator must have the raging song class feature
Hunter's Tree fort
Price 10,000 gp; Slot none<; CL 7th; Weight 1 lb.; Aura moderate transmutation
This item appears to be a wooden puzzle box approximately 3 inches on a side. When the box is placed on the ground beneath the boughs of a tree with a trunk at least 2 feet in diameter and the command word is spoken, the box unfolds and rises, melding with the tree. It becomes a stable structure attached to the limbs 20 feet above ground level, with a rope ladder hanging down from a trapdoor on the underside of the platform. The outer surfaces of the tree fort take on the visual characteristics of the tree in which it is erected, and require a DC 25 Perception check to notice (DC 15 in a dead tree or tree that has shed its leaves). There are two forms the tree fort can take, chosen at the time the device is activated.
Tree House: This version of the tree fort unfolds into a 20-foot-square, open-air platform with railings on all four sides but no roof. It is open to the elements and provides no protection from the weather, but it has enough convenient braces and knotholes to allow tents to be erected across its surface. Creatures standing in the tree house gain the benefits of partial cover against opponents on the ground, while those who are prone within it have total cover.
Blind: This version of the tree fort forms into a 5-foot-square hunting blind. It is enclosed on all sides, has a roof, and is equipped with a number of narrow horizontal windows for watching or shooting from any side. Creatures inside the blind have improved cover against all foes outside.
In either form, a hunter's tree fort remains open for up to 12 hours in any 24-hour period; these hours of use don't need to be consecutive. If the duration expires while the tree fort is occupied or the tree fort takes 50 points of damage (hardness 5), the fort descends and folds itself back up into its puzzle box form, leaving all inhabitants unharmed on the ground at the base of the tree. If the tree fort was forced to return to box form due to damage, it can't be activated again for 24 hours.
Cost 5,000 gp
Incense of Eidos
Price 2,000 gp; Slotnone; CL 8th; Weight 1 lb.; Aura moderate transmutation
This incense gives off a musty smell when burned, reminiscent of old tomes in libraries. When a character lights incense of eidos and then spends 10 minutes meditating nearby, she is able to recall with perfect clarity any information she wishes. For the next 10 minutes, the affected character can take 20 on any Knowledge skill check, even if in immediate danger or distracted. One pound of incense of eidos is enough for three 10-minute meditation sessions.
Cost 1,000 gp
Craft Wondrous Item, fox's cunning
Price 9,000 gp; Slotnone; CL 5th; Weight —; Aura faint conjuration and divination
This long-stemmed, wooden pipe can burn any number of substances, but is primarily used for smoking tobacco. The pipe smoker can command a small, smoky servant to emerge from the pipe to do minor tasks. The servant can move or fetch small objects, and in general acts as an unseen servant, except that it is visible as a small, wispy cloud of gray smoke. Additionally, the servant is capable of clearing one 5-foot square of smoke or fog per round. The servant can be used for up to 1 hour per day; this time doesn't need to be continuous, but must be used in 10-minute increments.
An investigator gains some additional benefits while smoking the pipe. He can use inspiration on Survival checks to track or Perception checks to notice fine details without spending a use of inspiration. Additionally, once per day he can attempt a Knowledge check as if he had the eidetic recollection investigator talent.
Cost 4,500 gp
Iron Collar of the Unbound Coven
Price 46,000 gp; Slotneck; CL 11th; Weight 2 lbs.; Aura moderate transmutation
This grotesque collar is useful to any witch who is eager to form a coven, but would rather avoid associating with one or more evil hags. The collar is a crude band of iron from which hang the fist-sized shrunken heads of three hags (an annis hagB3, a green hag, and a sea hag). The heads remain semi-animate—they occasionally twitch, blink, coo softly, or whisper curses at the wearer, each other, or anyone else nearby. A witch with the coven hex who wears the collar gains access to the following powers.
Champion of the Unbound Coven: If the wearer joins a coven, the coven can ignore the requirement to have at least one hag as a member. Each of the coven members must still have the coven hex, and one of the members must be at least a 9th-level witch.
Dreadful Gaze: Three times per day as a swift action, the wearer can command the hags' heads to lock their terrible gazes on one humanoid within 30 feet. The target of this gaze attack must succeed at a DC 15 Will save or become paralyzed with terror (as the effect of the hold person spell). This is a mind-affecting fear effect.
Hag Form: Once per day as a standard action, the wearer can assume the form of a powerfully built Medium crone that resembles the horrific union of an annis hag, a green hag, and a sea hag. This metamorphosis is identical to the transformation spell, including the violent change to the wearer's mindset and the loss of spellcasting ability.
Cost 23,000 gp
Lantern of Auras
Price 2,000 gp; Slotnone; CL 1st; Weight 2 lbs.; Aura faint divination
A lantern of auras is a bullseye lantern made of cold iron with a series of lenses and colored glass filters that can be flipped down in front of its main aperture. The lantern functions as a bullseye lantern but needs no oil to shed its light. If its command word is spoken, it begins to reveal magic auras as the detect magic spell. It will reveal all auras detect magic reveals over the normal duration of 3 rounds, as long as its light is held on the same area for this duration. Anyone who takes a full-round action to observe the revealed auras during each of these rounds can attempt a Knowledge (arcana) skill check to determine the school of any magic aura revealed, or a Spellcraft check to identify the properties of a magic item within the area.
Roughly 45% of these lanterns have the command word etched on the bottom of the lantern. Casting identify on a lantern of auras reveals the command word.
Cost 1,000 gp
Lenses of the Predator's Gaze
Price 8,000 gp; Sloteyes; CL 7th; Weight —; Aura moderate divination
These amber lenses are shaped to look like the eyes of a cat. As a standard action, the wearer can use these lenses to target a single creature that he can see. When he does, as long as the target is not already the subject of the wearer's studied target class feature, the wearer gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against that creature, along with a +1 bonus on weapon attack rolls and damage rolls against it as if he had the studied target class feature.
If the wearer has the studied target class feature, he can instead use the magic of these lenses as a free action when designating the subject of his studied target to increase his effective slayer level by 5 for the purposes of the studied target class feature.
The wearer can gain these effects for up to 10 rounds per day, but the rounds don't need to be consecutive.
Cost 4,000 gp
Craft Wondrous Item, creator must have the studied target class feature
Lute of the Battle Ready
Price 2,000 gp; Slotnone; CL 3rd; Weight 3 lbs.; Aura faint transmutation
These magic items are usually crafted as lutes, though they can be fashioned as other instruments. On command three times per day, the lute can transform into a +1 spear, +1 longsword, or +1 battleaxe. The type of the weapon the instrument transforms into must be chosen at creation, and the weapon must be appropriately sized for the user of the instrument. The instrument takes weapon form for 1 minute, or until its wielder uses another command word to transform it back to its normal form.
Cost 1,000 gp
Craft Wondrous Item, shillelagh
Price 7,500 gp; Slotnone; CL 3rd; Weight 1 lb.; Aura faint divination
When not in use, this magical device appears to be a simple wooden picture frame about 3 inches by 5 inches in size. However, when set against a solid surface, it becomes a window, allowing the user to see through to the other side. No visible evidence of the window appears on the opposite side of the wall or door where it is used. No items, light, sound, spells, or spell effects can pass through the window, and divination magic that allows the user to penetrate illusions or spot hidden things (such as true seeing) does not function. If there is no ambient light in the area being viewed, it appears as complete darkness to the viewer. The one-way window can penetrate up to 1 foot of wood, 6 inches of stone, or 1 inch of metal, but even a thin layer of lead blocks the effect. If the surface to be looked through is too thick, the frame simply doesn't function. It can't be used to peer at mechanical structures behind thin veneers (such as the tumblers of a lock); it can only show open spaces beyond the barrier it is placed against.
Cost 2,000 gp
Craft Wondrous Item, clairaudience/clairvoyance
Price 4,900 gp; Slot eyes<; CL 3rd; Weight —; Aura faint conjuration and divination
These nondescript, brass-rimmed spectacles have green-tinted lenses and are favored by practicing doctors and adventurers alike. When worn, they grant the wearer a constant awareness of poisons and diseases as the detect poison and diagnose disease spells. Also, once per day on command the wearer can touch a single creature to use delay poison on that creature.
Cost 2,450 gp
Plume of Panache
Price 1,000 gp; Slothead; CL 5th; Weight —; Aura faint transmutation
This plume is oversized, chic, and extravagant. To gain its effects, the user must affix it to a nonmagical hat worth at least 10 gp. Once per day, when the wearer performs a deed, the plume provides her with 1 panache point that can be used for that deed. Once used, the plume appears wilted and bedraggled until its magic is replenished.
Cost 500 gp
Craft Wondrous Item, heroism
Price 9,750 gp; Slotshoulders; CL 7th; Weight 1 lb.; Aura moderate enchantment
Even after cleaning and mending, this traveler's cloak appears worn and weathered. For wearers with the bardic performance class feature, it grants the use of raging song as a 4th-level skald by spending rounds of bardic performance. For wearers with the raging song class feature, it grants the use of inspire courage and inspire competence as a 4th-level bard by spending rounds of raging song.
In addition, each poet's cloak allows its wearer to grant one specific rage power when using raging song in place of his own rage powers (if any). The specific rage power varies by cloak. It must be usable by a 4th-level skald, and can't have any prerequisites other than level.
Cost 4,875 gp
Price 85,000 gp; Slot none<; CL 9th; Weight —; Aura moderate divination
These sturdy brass compasses are often painted blood red and etched with images of wolves, lions, crocodiles, or sharks stalking their prey. Though preyfinders function as standard compasses, making them useful tools for navigation, they also have the power to magically identify and track down creatures.
To use a preyfinder, its bearer must (as a standard action) take a drop of blood from a creature, smear it onto the compass's glass faceplate, and then touch the compass to his head. The blood must be no more than 1 week old, and can come from a living or dead creature, though a living or undead target can attempt a DC 18 Will save to resist the preyfinder's tracking ability. If the Will save is successful, the preyfinder can't identify or locate the creature, and none of the preyfinder's magical powers function for 24 hours. If the creature fails the Will save, the preyfinder telepathically provides its bearer with an image of the creature to which the drop of blood belonged and marks the creature as the preyfinder's quarry.
After a creature is marked as the preyfinder's quarry, the bearer can spend a standard action to magically divine the creature's current location. As long as the quarry is no more than 100 miles away, the preyfinder provides a series of telepathic images to the bearer, who is then able to determine the direction toward and exact distance to the quarry. This detection ability can be fooled by mislead, nondetection, and polymorph spells and effects.
A preyfinder can have only one creature designated as its quarry at any one time. If the bearer adds a new drop of blood, the old quarry is replaced by the new one. The bearer can also spend a full-round action to remove a quarry designation from the preyfinder.
When used by a slayer with the studied target class feature, a preyfinder grants the slayer a +1 insight bonus on all attack and damage rolls made against a creature designated as the preyfinder's quarry. Additionally, instead of designating another creature as its quarry, a slayer can add a drop of his own blood to the preyfinder (a standard action) to gain a +2 morale bonus on all attack rolls, saves, and skill checks he attempts for 1 minute. After a slayer adds a drop of his own blood to the preyfinder, none of the preyfinder's magical powers functions for 24 hours.
Cost 42,500 gp
Price 2,000 gp; Slot none<; CL 5th; Weight —; Aura faint conjuration
This silky red dust is pleasantly warm to the touch. When sprinkled on a partially decomposed corpse or skeleton, it causes the dead flesh and bones to mend and reform, allowing the corpse to be identified or raised as if it were killed recently (effectively restarting the day count that limits raise dead). If more than half of the bones are missing or the subject has been dead for more than 100 years, the dust has no effect. One vial contains enough restoration dust to restore a single Medium or smaller corpse. Larger corpses can be restored by using multiple vials (two for Large creatures, four for Huge, eight for Gargantuan, and 16 for Colossal).
Cost 1,000 gp
Craft Wondrous Item, make whole
Runes of the Crone's Coven
Price 16,000 gp; Slotnone; CL 12th; Weight 1 lb.; Aura strong universal
This leather pouch contains a set of black stones, each engraved with a different rune of ill fortune. When used as part of spell kenning, they allow the user to cast spells from the witch spell list. To cast a witch spell, the possessor must spend twice as long casting as for normal spell kenning, and must use a spell slot 1 level higher than normal. If the possessor has the master skald class feature, determine casting time as though he lacked that class feature instead of doubling casting time. The tiles can be used once per day.
Cost 8,000 gp
Craft Wondrous Item, imbue with spell ability, creator must be able to cast 6th-level witch spells
Runes of the Old Faith
Price 16,000 gp; Slotnone; CL 12th; Weight 1 lb.; Aura strong universal
This velvet pouch contains a number of stones gathered from the creator's local area that bear runes with a single druidic symbol each. Runes of the old faith work as runes of the crone's coven, except they allow casting of druid spells as part of spell kenning. The stones can be used once per day.
Cost 8,000 gp
Craft Wondrous Item, imbue with spell ability, creator must be able to cast 6th-level druid spells
Runestone of Power
1st-level 2,000 GP; 2nd-level 8,000 GP; 3rd-level 18,000 GP; 4th-level 32,000 GP; 5th-level 50,000 GP; 6th-level 72,000 GP; 7th-level 98,000 GP; 8th-level 128,000 GP; 9th-level 162,000 GP
Slot none<; CL 17th; Weight —; Aura strong transmutation
A runestone of power is a small chip of polished stone etched with a rune. These objects are potent aids to all spellcasters who cast spontaneously (but not to spellcasters like clerics who have the option to spontaneously cast certain spells). Once per day, a spontaneous caster can draw upon a runestone of power to cast a spell—doing so is part of the spellcasting action, and expends that runestone's power for the day rather than one of the spellcaster's actual spell slots for the day. An expended runestone of power recharges its capacity after 24 hours. The spell must be of a particular level, depending on the runestone.
Cost varies; 1st-level 1,000 GP; 2nd-level 4,000 GP; 3rd-level 9,000 GP; 4th-level 16,000 GP; 5th-level 25,000 GP; 6th-level 36,000 GP; 7th-level 49,000 GP; 8th-level 64,000 GP; 9th-level 81,000 GP
Craft Wondrous Items, creator must be able to spontaneously cast spells of the appropriate spell level
Price 16,000 gp; Sloteyes; CL 7th; Weight —; Aura moderate enchantment
These goggles are fitted with crimson lenses surrounded by thick, round brass frames and secured with a leather strap. Three times per day, the wearer can use murderous command as a gaze attack (Will DC 16 negates).
Cost 8,000 gp
Craft Wondrous Item, Heighten Spell, murderous command
Scabbard of Many Blades
Price 5,000 gp; Slotnone; CL 9th; Weight 3 lbs.; Aura moderate conjuration
This scabbard can hold multiple melee weapons in an extradimensional space, including weapons that would not normally fit in any kind of scabbard or sheath. It can hold up to four two-handed weapons. Two one-handed or light melee weapons can fit in each two-handed weapon slot, for a maximum capacity of eight one-handed or light melee weapons. Only weapons designed to be used by creatures the same size as the wearer or smaller can be kept in a scabbard of many blades. The scabbard can't be used to store shields (even if they can be used to make melee attacks), gauntlets, improvised weapons, or wands, but can store rods (which are treated as one-handed weapons) and magic staves (which are treated as two-handed weapons).
When the wearer draws a weapon from the scabbard, if she does not lose her grip on it (keeping it in her hands at all times), as a move action she can have it switch places with another weapon in the scabbard. If the wearer has the Quick Draw feat, she can do this as a swift action. If the wearer loses her grip on a weapon drawn from the scabbard, that weapon can't switch places with another weapon until it has been, sheathed in the scabbard of many blades and drawn again.
Cost 2,500 gp
Craft Wondrous Item, secret chest
Price 15,302 gp; Slothands; CL 10th; Weight 6 lbs.; Aura moderate evocation
These bloodstained gauntlets are made of a combination of blackened steel and polished white stone. They are slightly oversized and somewhat bulky, though still suitable for combat. They function as +1 gauntlets.
Once per day, the wearer can unleash a devastating attack with the gauntlets that can instantly knock a target unconscious. The wearer must announce her intent before making her attack roll, and creatures immune to critical hits can't be affected. To make the attack, the wearer makes a single melee attack at her highest base attack bonus as a full-round action. If the strike hits, the target takes 4d6 points of force damage and must succeed at a DC 15 Fortitude save or fall unconscious until the end of its next turn. Even if the target succeeds at the Fortitude save, it is staggered until the end of its next turn.
When worn by a brawler with the knockout class feature, the DC to resist the brawler's knockout increases by 2.
Cost 7,802 gp
Price 15,000 gp; Slot body<; CL 9th; Weight 5 lbs.; Aura moderate divination
This ragged, brown robe could be mistaken for a monk's cassock, but the devotees who wear it are dedicated only to the art of killing. This robe grants the wearer a +5 competence bonus on Stealth checks and Sleight of Hand checks to conceal a weapon, and a +1 resistance bonus on all saving throws. If worn by a slayer, the resistance bonus on saving throws increases to match the slayer's studied target bonus when he is facing a studied target.
On command, the robe's wearer is able to turn into a brown mist (as the gaseous form spell) for up to 5 minutes per day. This duration doesn't need to be continuous, but must be used in 1-minute increments. While the wearer is in this form, the bonus on Stealth checks increases to +10. The wearer can end this effect as a standard action.
Cost 7,500 gp
1st-level 1,000 GP; 2nd-level 4,000 GP; 3rd-level 9,000 GP; 4th-level 16,000 GP; 5th-level 25,000 GP; 6th-level 36,000 GP; 7th-level 49,000 GP; 8th-level 64,000 GP; 9th-level 81,000 GP
Slotnone; CL 17th; Weight 1 lb.; Aura varies (see text)
A spell lattice is a block of transparent crystal, internally etched with a three-dimensional representation of a spell. This spell is chosen when the item is created (the contained spell determines the school of the lattice's aura). When a spell lattice is wielded by a spontaneous spellcaster who has the spell contained within it on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells known. When an arcanist holds a spell lattice, as long as she has the contained spell on her class spell list, she can use her spell slots to cast that spell as if it were one of her spells currently prepared.
A spellcaster who uses a spellbook or formula book can copy the spell from a spell lattice as if it were a scroll. Doing so expends the spell from the spell lattice.
Cost varies; 1st-level 500 GP; 2nd-level 2,000 GP; 3rd-level 4,500 GP; 4th-level 8,000 GP; 5th-level 12,500 GP; 6th-level 18,000 GP; 7th-level 24,500 GP; 8th-level 32,000 GP; 9th-level 40,500 GP
Craft Wondrous Item, Scribe Scroll, creator must be able to cast the spell placed in the spell lattice
Price 600 gp; Slot none<; CL 2nd; Weight —; Aura faint illusion
This dust is kept in gaudy bags, but is a simple white powder. When thrown into a fire, it conjures a visible theater of the mind (as minor image) within a 10-foot cube above the flames. The user can manipulate this illusion, which lasts for 2 hours or until the user banishes the scene. The user gains a +2 bonus on all Performance checks to tell a story using the image created by the dust.
Cost 300 gp
Craft Wondrous Item, minor image
Price 2,500 gp; Slotnone; CL 5th; Weight —; Aura faint enchantment
These garish tokens usually take the form of a colorful clothing accessories. So long as a token is grasped in the user's off hand, she can spend 1 panache point to gain the use of a specific ability associated with the token. Once per day, the bearer can use the token to gain the full benefit of the token without spending panache. Non-swashbucklers can use the tokens, but unless they have another way of gaining panache, they can use the ability only once per day. A character can benefit from only one token at a time; holding a second token provides no additional benefit. There are four types of tokens, each offering a different benefit.
Blue Scarf: The user can spend 1 panache point as a swift action to increase her melee reach with light or one-handed piercing weapons by 5 feet for 1 minute.
Green Glove: The user can spend 1 panache point as a swift action to ignore the effects of difficult terrain until the end of her next turn.
Red Sash: The user can spend 1 panache point as an immediate action to attempt a combat maneuver check to trip a creature that has charged and ended its charge in a space within the user's melee reach. This combat maneuver does not provoke an attack of opportunity, it's attempted before the attack at the end of the charge, and the sash's user gains a +2 bonus on the check. If the check is successful, the attacker can't make an attack at the end of its charge.
White Lace Kerchief: The user can spend 1 panache point as a swift action to pinpoint an unseen, adjacent enemy and gains the benefits of the Blind Fight feat for 1 round.
Cost 1,250 gp
Blind Fight, Craft Wondrous Item, Improved Trip, Lunge, Nimble Moves, good hope
Tin Imp (Figurine of Wondrous Power)
Price 13,000 gp; Slot none<; CL 11th; Weight 1 lb.; Aura moderate enchantment and transmutation
These fat, smirking imp figurines are made of solid tin. A tin imp turns into an imp on command, though it retains its metallic consistency, which gives it a +4 armor bonus to AC. In imp form, a tin imp can turn invisible at will as a swift action, though it retains none of an imp's other spell-like abilities and lacks a poisoned sting. Tin imps generally avoid combat, but make excellent spies and trackers.
The tin imp's owner can, as a move action, designate a single creature in his line of sight as the tin imp's quarry. The tin imp then follows its quarry clandestinely, and sends a whispered message to its owner once each hour detailing the quarry's location and activities. The message is similar to the whispering wind spell, though the message unerringly locates the tin imp's owner instead of moving to a predetermined location. A tin imp can maintain its animate status for up to 48 hours per week. This duration doesn't need to be continuous, but must be used in 1-hour increments. If slain in combat, a tin imp is destroyed.
Additionally, a creature with the track class feature can command a tin imp he owns to study a set of footprints (a standard action) and designate the creature that made the footprints as its quarry. The tin imp can then attempt to track the creature as if its owner was tracking it, using the owner's Perception and Survival skill (and any tracking bonuses).
Cost 6,500 gp
Toothpick of Pyrotechnics
Price 400 gp; Slot none<; CL 3rd; Weight —; Aura faint evocation
This simple wooden toothpick is useful for creating flashy diversions on stage or in a fight. Breaking the toothpick causes a blinding flash and a dark cloud of smoke to appear. Creatures other than the user within 20 feet must succeed at a DC 13 Fortitude save or be blinded for 1d4+1 rounds. The cloud of smoke spreads 20 feet in all directions, obscures all sight (including darkvision), and lasts for 3 rounds.
Cost 200 gp
Craft Wondrous Item, pyrotechnics
Torc of Bloody Rage
Price 8,000 gp; Slot neck<; CL 7th; Weight 1 lb.; Aura moderate transmutation
This thick iron torc appears crudely made, and a few dents from the maker's hammer are visible. Once per day as a free action, the wearer can enter a rage for 6 rounds as the spell, except that the wearer is fatigued for 12 rounds after the rage ends. If the wearer has the rage class feature, once per day as a free action the wearer can grant herself 3 additional rounds of rage instead.
Cost 4,000 gp
Craft Wondrous Item, rage, creator must have the bloodrage or rage class feature
Torc of the Primal Song
Price 6,000 gp; Slotneck; CL 9th; Weight 4 lbs.; Aura moderate enchantment
This heavy gold neck ring resembles a braided rope. When the wearer performs a raging song or benefits from an ally's raging song, she gains the Diehard feat for the duration of the song. In addition, she benefits from any helpful raging song or bardic performance for 1 round after the performance ends or would normally cease affecting the wearer. This does not stack with other means of prolonging the effects of a performance that has ended.
Cost 3,000 gp
Craft Wondrous Item, greater heroism
Price 2,400 gp; Slot none; CL 7th; Weight 1 lb.; Aura moderate conjuration
Runic engravings adorn this charred rib bone pulled from a slain troll. When the bone is tossed up to 20 feet away, it can grow into a full-sized troll (Bestiary 268) under the user's control on command. The troll normally remains for 2d4 rounds, but if the user is maintaining a bardic performance when the item is activated, the duration is extended until the end of the performance. When the troll is slain or the duration ends, it turns back into a bone that then crumbles into dust.
Cost 1,200 gp
Craft Wondrous Item, summon monster IV
Price 5,000 gp; Slotwrist; CL 6th; Weight 1 lb.; Aura moderate conjuration
This small sheath attaches to the wrist with a leather strap. The sheath can accommodate any single light weapon, wand, or piece of ammunition weighing no more than 5 pounds. While sheathed, the weapon is hidden in an extradimensional space and is weightless. As a swift action, the wearer can flex her wrist, ejecting the weapon into her hand. If her hand is not empty, the weapon remains sheathed. Stowing a weapon in the sheath requires a move action. The wearer gains a +4 bonus on any Sleight of Hand check to oppose the Perception check of someone observing or frisking the wearer in search of a weapon in the sheath.
Vanishing sheaths can be worn in pairs—one on each arm. A person wearing two vanishing sheaths can eject either or both weapons with a single swift action.
Cost 2,500 gp
Craft Wondrous Item, secret chest
Wand Key Ring
Price 3,000 gp; Slotnone; CL 5th; Weight 8 lbs.; Aura faint universal
Each of these rune-carved brass rings is keyed to a specific spell at creation. When using the Use Magic Device skill to activate a scroll or spell trigger item based on that spell, the bearer gains a +10 insight bonus on the skill check.
Cost 1,500 gp
Whistle of Calling
Price 6,300 gp; Slotnone; CL 7th; Weight —; Aura moderate conjuration
This whistle emits a loud, shrill note. Once per day when the user blows this whistle his mount or animal companion is instantly teleported to a safe space of the user's choice that's within 30 feet of him. The creature must be within 1 mile, and any effect that bars or hampers teleportation also impedes this effect. The whistle is useless unless attuned to a specific mount or animal companion; attuning the whistle is a special ritual that takes 10 minutes. The whistle can be attuned to a new mount or animal companion at will.
Cost 3,150 gp
Craft Wondrous Item, teleport