Class-bent Item Emporium!


Advice

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This topic is here to list of all the class-bent items (ones that add to a specific class feature), so people can have some go-to items if they're playing a class or to help take some of the sting out of multiclassing. As it stands so far, none of the items have been organized or rated, I've just copy-pasted them willy-nilly as I found anything that applied to a class feature.

If you find an item that modifies a class ability, post it here (along with what it does)--if it hasn't been posted here before, of course. Don't want to clutter the thread with duplicate entries!

General format is:
'(class it pertains to) ITEM/FEAT/TRAIT NAME (if it's a third party item/feat/whatever)',
followed by the statblock (spoiler optional).

Examples below (use CTRL+F to find the class you're looking for).


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Ripped from pfsrd:

(cleric/paladin/etc.) Phylactery of Positive Channeling

Spoiler:

Aura moderate necromancy [good]; CL 10th

Slot headband; Price 11,000 gp; Weight —

Description
This item allows channelers of positive energy to increase the amount of damage dealt to undead creatures by +2d6. This also increases the amount of damage healed by living creatures.

Construction Requirements
Craft Wondrous Item, creator must be a 10th-level cleric; Cost 5,500 gp

(cleric/antipaladin/etc.) Phylactery of Negative Channeling

Spoiler:

Aura moderate necromancy [evil]; CL 10th

Slot headband; Price 11,000 gp; Weight —

Description
This item is a boon to any character able to channel negative energy, increasing the amount of damage dealt to living creatures by +2d6. This also increases the amount of damage healed by undead creatures.

Construction Requirements
Craft Wondrous Item, creator must be a 10th-level cleric; Cost 5,500 gp

(witch) Witching Gown

Spoiler:

Aura moderate abjuration; CL 7th
Slot body; Price 35,000 gp; Weight 1 lb.

DESCRIPTION
Spun from combed cotton, this simple, unassuming gown bears a strong aura of witchcraft. These magical garments are highly sought after by witches, for though anyone may wear a witching gown, only a witch may realize its full potential. A witching gown grants its wearer a +2 resistance bonus on all saving throws and a +2 competence bonus on all Bluff, Diplomacy, and Intimidate skill checks. When worn by a witch, these bonuses double.

In addition, a witch may change the appearance and style of the gown to match her whims (as the glamered armor special ability) and adopt virtually any disguise, gaining a +10 bonus on Disguise checks that incorporate the gown’s appearance. Only a true seeing spell or similar magic can pierce this effect.

Lastly, a witch may cast a single touch range spell of 4th level or lower into the gown. Thereafter, the gown holds the magic for up to 24 hours, functioning as a spite spell against the next foe to strike the witch with a successful melee attack or combat maneuver. The gown’s spite spell counts as an active spite effect for the witch wearing the gown.

CONSTRUCTION
Requirements Craft Wondrous Item, charm person, disguise self, resistance, spite; Cost 17,750 gp

(paladin) Bracelet, Silver Smite

Spoiler:

Aura moderate transmutation; CL 9th

Slot wrist; Price 16,000 gp; Weight 1 lb.

Description
This heavy silver bracelet is etched with icons of purity, fidelity, chastity, and honor, and glows with a soft white light whenever its owner prays. The wearer of this bracelet treats her paladin level as 4 higher than normal for the purpose of her smite evil class feature.

Construction Requirements
Craft Wondrous Item, align weapon, creator must be a paladin; Cost 8,000 gp

(monk) Robe, Monk's

Spoiler:

Aura moderate transmutation; CL 10th

Slot body; Price 13,000 gp; Weight 1 lb.

Description
This simple brown robe, when worn, confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-Level monk (although she does not add her Wisdom bonus to her AC). This AC bonus functions just like the monk's AC bonus.

Construction Requirements
Craft Wondrous Item, righteous might or transformation; Cost 6,500 gp

(monk/ninja/etc.) Necklace of Ki Serenity

Spoiler:

Aura moderate enchantment; CL 9th

Slot neck; Price 16,000 gp; Weight —

Description
This simple leather cord is tightly knotted at even intervals and gives its wearer a sense of inner calmness and connection with the larger world. The wearer gains a +4 bonus to his effective level when determining the size of his ki pool and the level-based effects of his ki pool ability (such as bypassing damage reduction).

Construction Requirements
Craft Wondrous Item, calm emotions, owls wisdom; Cost 8,000 gp

(monk/ninja/etc.) Ki Mat

Spoiler:

Aura moderate conjuration (healing); CL 7th

Slot none; Price 10,000 gp; Weight 3 lbs.

Description
This humble pad of woven river reeds allows its owner to recover his mental fortitude and ki pool by practicing breathing exercises and other forms of meditation. Each hour its owner spends sitting on the mat without taking any other action, he can attempt to center himself by making a Wisdom check with a DC of 10 plus the monk's current number of ki points (note that ability checks, like skill checks, do not automatically succeed on a 20). If the check is successful, the monk regains 1 ki point.

Construction Requirements
Craft Wondrous Item, lesser restoration, creator must be a monk; Cost 5,000 gp

(magus) Gloves of Arcane Gathering (3rd party)

Spoiler:

Aura strong transmutation; CL 17th
Slot hands; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th); Weight -

DESCRIPTION

These gloves are embroidered with a pattern of unusual arcane sigils. Once per day as a free action upon command, the gloves of arcane gathering are able to break down a touch spell currently “held” by wearer (discharging the spell harmlessly). The spell’s level adds that many arcane spell points to the wearer’s arcane pool though the pool still cannot exceed your maximum (Usually ½ your class level plus your relevant ability modifier) The spell must be of a particular level, depending on the gloves. Different gloves exist for breaking down one spell per day of each level from 1st through 6th.

CONSTRUCTION
Requirements Craft Wondrous Item, creator must be able to cast spells of the spell level to be broken down; Cost 500 gp (1st), 2,000 gp (2nd), 4,500 gp (3rd), 8,000 gp (4th), 12,500 gp (5th), 18,000 gp (6th).

(wizard) Amulet of Magecraft

Spoiler:

Source: Advanced Player's Guide

Aura moderate universal; CL 9th

Slot neck; Price 20,000 gp; Weight 2 lbs.

DESCRIPTION
Each silver link that makes up this heavy necklace represents a well-known concept of arcane theory. A universalist wizard who selects the necklace as his bonded object (which counts as an amulet) may choose one school of spells each day when he prepares spells. He then can use the necklace to spontaneously convert any prepared wizard spell of that school into any other wizard spell of that school he knows; the desired spell must be of the same level or lower than the prepared spell. For example, if the wizard chose “evocation” when he prepared his spells that morning, until the next time he prepares spells, he can spontaneously convert a prepared fireball into any other evocation wizard spell of 3rd level or lower that he knows.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, permanency, creator must be a universalist; Cost 10,000 gp

(wizard) Amulet of Spell Cunning

Spoiler:

Source: Advanced Player's Guide

Aura moderate transmutation; CL 7th

Slot neck; Price 10,000 gp; Weight 1 lb.

DESCRIPTION
This silver locket only has power when used as a wizard's bonded object. It allows a wizard to prepare an additional 3 levels of spells per day.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, mnemonic enhancer; Cost 5,000 gp

(wizard) Annihilation Spectacles

Spoiler:

Source: Advanced Player's Guide

Aura moderate transmutation; CL 11th

Slot eyes; Price 25,000 gp; Weight 1/4 lb.

DESCRIPTION
Creatures viewed through these darkly tinted glasses sometimes seem, ever so briefly, to flicker in and out of existence. A transmuter can use these spectacles to spontaneously convert any prepared wizard transmutation spell into any other wizard transmutation spell he knows; the desired spell must be of the same level or lower than the prepared spell. Once per day, he may use the spectacles to spontaneously cast disintegrate in place of one of his prepared transmutation wizard spells of 6th level or higher, even if he doesn't know that spell.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, disintegrate, creator must be a transmuter; Cost 12,500 gp

(paladin) Bracelet of Mercy

Spoiler:

Source: Advanced Player's Guide

Aura faint conjuration (healing); CL 5th

Slot wrist; Price 15,000 gp; Weight —

DESCRIPTION
Each gem in this metal bracelet has a tiny inscription from a holy book. If the wearer has the mercy class feature, she gains the diseased mercy. If the wearer already has that mercy, her effective caster level for removing diseases increases by +4.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, remove disease; Cost 7,500 gp

(bard) Doomharp

Spoiler:

Source: Advanced Player's Guide

Aura faint necromancy; CL 4th

Slot none; Price 10,000 gp; Weight 5 lbs.

DESCRIPTION
Made from bone and sun-dried sinew, this masterwork harp produces a vague sense of unease in anyone near it. If the owner of this item has the bardic performance class feature he can use it to perform a dirge of doom even if he is not of sufficient level to normally have access to that ability. A bard who can use dirge of doom and who plays the harp as part of his performance increases the effective radius to 60 feet.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, cause fear; Cost 5,000 gp

(wizard) Necromancer's Athame

Spoiler:

Source: Advanced Player's Guide

Aura strong necromancy; CL 11th

Slot none; Price 20,000 gp; Weight 2 lbs.

DESCRIPTION
This pallid length of sharpened thighbone is carved into the shape of a dagger, but with tiny holes bored into it at equal intervals, almost like a flute. A necromancer who selects the athame as his bonded object can use it to spontaneously convert any prepared wizard necromancy spell into any other wizard necromancy spell he knows; the desired spell must be of the same level or lower than the prepared spell.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, create undead, creator must be a necromancer; Cost 10,000 gp

(sorcerer) Robes of Arcane Heritage

Spoiler:

Source: Advanced Player's Guide

Aura moderate necromancy; CL 9th

Slot body; Price 16,000 gp; Weight 1 lb.

DESCRIPTION
These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, speak with dead, creator must be a sorcerer; Cost 8,000 gp

(fighter) Sash of the War Champion

Spoiler:

Source: Advanced Player's Guide

Aura moderate abjuration; CL 9th

Slot chest; Price 4,000 gp; Weight 1 lb.

DESCRIPTION
This bright red strip of cloth, stitched with images of a cheering crowd throwing garlands toward a chariot, fits across the wearer's shoulders and then diagonally down his chest to reach his opposite hip. The wearer treats his fighter level as 4 higher than normal for the purpose of the armor training and bravery class features.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, cat's grace, remove fear; Cost 2,000 gp

(barbarian) Torc of Lionheart Fury

Spoiler:

Source: Advanced Player's Guide

Aura faint abjuration; CL 3rd

Slot neck; Price 8,000 gp; Weight 1 lb.

DESCRIPTION
Each end of this heavy copper neckwear bears the image of a snarling lion. The wearer gains a +2 morale bonus on saving throws against fear. If the wearer is a barbarian of at least 12th level, she gains the fearless rage rage power. If she already has this power, she also becomes immune to the panicked condition while raging, and any panick-causing attack against her while she rages instead causes her to regain 1 round of rage.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, remove fear; Cost 4,000 gp

(rogue) Vest of the Cockroach

Spoiler:

Source: Advanced Player's Guide

Aura faint necromancy; CL 3rd

Slot chest; Price 16,000 gp; Weight 2 lbs.

DESCRIPTION
This padded and slightly bulky vest, made from dyed, red-brown cloth, causes its wearer to feel vaguely uncomfortable whenever lying prone. If the wearer is a rogue, she gains the resiliency rogue talent. If she already has this talent, activating the talent grants her 2 hit points per rogue level instead of 1.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, false life; Cost 8,000 gp

(perpared casters)Robe (of Runes)

Spoiler:

Source Pathfinder #4

Aura 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 gp

(bard) Book of the Loremaster

Spoiler:

Source: Advanced Player's Guide

Aura moderate divination; CL 7th

Slot none; Price 15,000 gp; Weight 2 lbs.

DESCRIPTION
This digest-sized book contains a seemingly random collection of words, phrases, and strange mnemonic aids. Three times each day, a bard can consult it while using the lore master class feature in order to gain a +5 competence bonus when taking 10 or taking 20 on a Knowledge check.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, clairaudience/clairvoyance; Cost 7,500 gp

(ranger) Boots of Friendly Terrain

Spoiler:

Source: Advanced Player's Guide

Aura faint transmutation; CL 5th

Slot feet; Price 2,400 gp; Weight 1 lb.

DESCRIPTION
Each pair of these supple leather boots corresponds to a specific sort of environment as defined by the ranger's favored terrain class feature (jungle, plains, and so on). A ranger wearing the boots can treat the corresponding environment of the boots as one of his favored terrains. If he already has that particular environment as one of his favored terrains, his bonus for that terrain increases by +2.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, pass without trace, creator must be a ranger; Cost 1,200 gp

(cleric/paladin/etc.) Construct Channel Brick

Spoiler:

Source: Advanced Player's Guide

Aura moderate transmutation; CL 7th

Slot none; Price 10,000 gp; Weight 1 lb.

DESCRIPTION
This solid red brick changes its shape to match its bearer's holy symbol. If the bearer has the channel energy class feature, she can focus her power on the brick, allowing her to repair damaged constructs and objects as if they were living creatures. The item works whether the bearer channels positive or negative energy. If the bearer has the artifice domain, she adds +2d6 points of damage to her channel energy result when repairing constructs and objects.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, make whole; Cost 5,000 gp

(paladin) Crystal of Healing Hands

Spoiler:

Source: Advanced Player's Guide

Aura moderate conjuration (healing); CL 10th

Slot neck; Price 12,000 gp; Weight 1 lb.

DESCRIPTION
A simple cotton cord holds this glittering prism in place. A person with the lay on hands class feature can direct one use of this energy into the crystal, which stores it until the wearer speaks a command word to release it. Releasing the energy targets the wearer with the stored lay on hands effect, as if touched by the person who infused the crystal with its power. The crystal can contain a single use of the lay on hands class feature. When filled with this magic, it begins to glow with a pearly white light. The wearer of the crystal can order it to release its energy as a standard action. This acts identically to receiving the lay on hands directly from the person who channeled it into the crystal, including any mercies they had at the time.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, cure light wounds, creator must be a paladin; Cost 6,000 gp

(fighter/anyone) Gloves of Dueling

Spoiler:

Source: Advanced Player's Guide

Aura faint transmutation; CL 5th

Slot hands; Price 15,000 gp; Weight —

DESCRIPTION
These supple leather gloves grant the wearer gains a +4 bonus to his CMD against disarm attacks, attempts to sunder his wielded weapons, and effects that cause him to lose his grip on his weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, his weapon training bonus increases by +2.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, greater magic weapon; Cost 7,500 gp

(barbarian) Helm of Fearsome Mien

Spoiler:

Source: Advanced Player's Guide

Aura faint necromancy; CL 1st

Slot head; Price 5,000 gp; Weight 4 lbs.

DESCRIPTION
This metal helm is made to look like the wearer has horns, tusks, and other features resembling a fearsome predator. If the wearer is a barbarian, she can use the intimidating glare rage power whenever she rages. The helm has no effect if the wearer is not a barbarian (or another class with the rage class feature).

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, cause fear; Cost 2,500 gp

(ranger) Horn of Antagonism

Spoiler:

Source: Advanced Player's Guide

Aura faint enchantment; CL 3rd

Slot none; Price 20,000 gp; Weight 4 lbs.

DESCRIPTION
Carved from the bone of some giant beast, this large horn emits an eerie, heart-lurching moan when sounded. A person with the favored enemy class feature may blow the horn as a standard action to daze one type of favored enemy within 90 feet for 1d4 rounds (DC 13 Will save negates). Creatures suffer a penalty on this save equal to the ranger's favored enemy bonus against that type of creature. This is a sonic, mind-affecting effect; creatures that cannot hear the horn are immune to its magic. The horn's magic works once per day.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, daze monster; Cost 10,000 gp

(ranger) Horn of the Huntmaster

Spoiler:

Source: Advanced Player's Guide

Aura moderate enchantment; CL 11th

Slot none; Price 5,000 gp; Weight 5 lbs.

DESCRIPTION
This elongated horn curves sharply at the end, almost making it seem more like an enormous pipe than a tool for the hunt. Once each day, a person with the hunter's bond (companions) class feature may blow the horn as a standard action; this grants his full favored enemy bonus (instead of half) against a single target to all allies within 30 feet who can see and hear him. The effect lasts for 1 minute.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, greater heroism; Cost 2,500 gp

(druid) Mask of Giants

Spoiler:

Source: Advanced Player's Guide

Aura moderate transmutation (lesser), strong transmutation (greater); CL 6th (lesser), 13th (greater)

Slot head; Price 30,000 gp (lesser), 90,000 gp (greater); Weight 1 lb.

DESCRIPTION
This wooden mask depicts a leering humanoid with an oversized nose and ears. If the wearer has the wild shape class feature, the mask allows her to use wild shape to take the form of a humanoid with the giant subtype. The forms allowed by a lesser mask of giants are ogre, troll, fire giant, frost giant, or stone giant. If the form has any of the following abilities, the wearer gains the listed ability: darkvision 60 feet, low-light vision, scent. In giant form, the wearer gains a +4 size bonus to Strength, a –2 penalty to Dexterity, and a +1 natural armor bonus.

A greater mask of giants has all the powers of a lesser mask, plus additional abilities in giant form. If the form has any of the following abilities, the wearer gains the listed ability: rend (2d6 damage), regeneration 5 (acid or fire), rock catching, rock throwing (range 60 feet, 2d6 damage). If the chosen giant form has immunity or resistance to any energy type, the wearer gains resistance 20 to that energy type when in giant form. If the giant form has vulnerability to an energy type, the wearer gains that vulnerability when in giant form. In giant form, the wearer gains a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus.

CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, giant form I; Cost 15,000 gp (lesser), 45,000 gp (greater)

(oracle) Ring of Revelation

Spoiler:

Aura moderate varied; CL 11th
Slot ring; Price 10,000 gp (lesser), 16,000 gp (greater), 24,000 gp (superior); Weight —

Description
A ring of revelation is a divine item attuned to a particular oracular mystery and containing a revelation associated with that mystery (see the oracle class description). While wearing the ring, an oracle has access to that revelation and may use it as if she had it as a normal class feature. The oracle must have the appropriate mystery to use the ring, and must meet the level requirements (if any) of the revelation itself; for example, a ring of revelation (combat healer) is only usable by an oracle of at least 7th level with the battle mystery. If the oracle already has that revelation and the revelation gives an ability with a limited number of uses per day, the oracle can use that ability one additional time per day. The ring has no effect if worn by a non-oracle.

A lesser ring of revelation contains a revelation that has no level prerequisite or a prerequisite that is less than 6th level. A greater ring of revelation contains a revelation that requires the oracle to be 7th level or higher. A superior ring of revelation contains a revelation that requires the oracle to be 11th level or higher.

Construction Requirements
Forge Ring, creator must be an oracle with the desired revelation; Cost 5,000 gp (lesser), 8,000 gp (greater), 12,000 gp (superior).


That's all I can find on the pfsrd (so far), which as far as I know is still missing a great deal--particularly since the release of Ultimate Equipment, as well as my own incredible aptitude at missing things, so I'm sure this is merely a fraction of what's actually out there.

Grand Lodge

I approve of this.

Perhaps a guide to class specific items is in order?


blackbloodtroll wrote:

I approve of this.

Perhaps a guide to class specific items is in order?

That was pretty much why I made this topic--I mean, I'm no good at organizing/rating the effectiveness of stuff myself, but if someone wants to take the items people post here and make a guide (HINT HINT) it could really help people out.


bump for new interest.


giving this another bump in hopes people see and can contribute/discuss, I myself am off for sleep.

Silver Crusade

This Is a good Idea, I have the Ultimate Equipment book, I will try to add some later.


I second that this is a good idea. Right now I cannot add anything.
As a side note, soon here, I plan on going through all the wondrous items on the PFSRD in hopes of finding interesting gems and whatnot just to increase my knowledge base, if I do that, this will be a good spot to dump some of my findings.
Ps if I do manage to do that, God help me, there are TONS of wondrous items to go through....


As now seems a more active time of day, I'll give this a bump and hope some people know of more (particularly stuff from ultimate equipment, as I don't have access to it at the moment).


Very nice idea, I hope someone will make a guide out of it, it would be really useful!


Druid's Vestments.


Dot.


1 person marked this as a favorite.
Lune wrote:
Druid's Vestments.

Thanks for pointing that one out, here's the stats for everyone:

(druid) Vestment, Druid's

Spoiler:

Aura moderate transmutation; CL 10th

Slot body; Price 3,750 gp; Weight —

Description
This light garment is worn over normal clothing or armor. Most such vestments are green, embroidered with plant or animal motifs. When this item is worn by a character with the wild shape ability, the character can use that ability one additional time each day.

Construction Requirements
Craft Wondrous Item, polymorph or wild shape ability; Cost 1,375 gp


Dotting for future reference.


blackbloodtroll wrote:

I approve of this.

Perhaps a guide to class specific items is in order?

I DEFINITELY approve of such a guide.


As an idea it might be best to separate the spoiler entires by actual class and not by each item, with class listed above. It makes it easier for people to try to fond all the gear for one class, or what would be good to purchase for a particular class option, without having to scroll through so much. Once they open the spoiler, they can curl+f, search, for whatever specific item, body slot, or whatnot that way. Just an idea.


Only issue with that is that you cant edit a post here after X time has passed, so were I (or someone else) to make a nice organized post with spoilers for each class it'd be completely useless in an hour or so, since you couldn't add anything to it anymore. And that some items apply to more than one class (I mean sure you could double it up in the other class spoiler, but that'd take a long time.).

also, some armor enchants:

(good cavalier/paladin/etc.) CHAMPION (armor enchant)

Spoiler:

PRICE: +1 BONUS
AURA faint abjuration CL 5th WEIGHT —
This armor special ability works only for good creatures with
the challenge ability (such as cavaliers) or the smite evil
ability (such as paladins, half-celestials, and creatures with
the celestial creature template). A wearer with one of these
abilities gains a +2 sacred bonus to AC against attacks from
the chosen opponent.
CONSTRUCTION REQUIREMENTS
COST: +1 bonus
Craft Magic Arms and Armor, protection from evil

(evil cavalier/antipaladin/etc.) DASTARD (armor enchant)

Spoiler:

PRICE: +1 BONUS
AURA faint abjuration CL 5th WEIGHT —
This armor special ability works only for evil creatures with
the challenge ability (such as cavaliers) or the smite good
ability (such as antipaladins, half-fiends, and creatures with
the fiendish creature template). A wearer with one of these
abilities gains a +2 profane bonus to AC against attacks from
the chosen opponent.
CONSTRUCTION REQUIREMENTS
COST: +1 bonus
Craft Magic Arms and Armor, protection from good

(bard) HARMONIZING (armor enchant)

Spoiler:

PRICE: +15,000 GP
AURA moderate illusion CL 7th WEIGHT —
Every step taken in harmonizing armor produces a symphony
of sounds. The armor harmonizes with music played, lyrics
sung, and words spoken by its wearer, creating a pleasant
counter-melody. Its wearer gains a +5 competence bonus on
Perform checks, but takes a –5 penalty on Stealth checks. The
wearer can be silent only if he takes no physical actions. The
armor also amplifies harmful sounds, and the wearer gains
vulnerability to sonic energy damage (sonic energy attacks
deal an additional 50% damage to the wearer).
If the wearer has the bardic performance class feature,
the harmonizing armor causes bonuses and penalties from
performances that have an audible component to continue
for 1 round after the wearer ceases performing. Beginning
a new bardic performance ends the effects of the previous
performance immediately. This ability does not stack with the
Lingering Performance feat.
The harmonizing ability can be applied to any armor, but
not shields.
CONSTRUCTION REQUIREMENTS
COST: +7,500 GP
Craft Magic Arms and Armor, major image or bardic performance

(WITCH/wizard/druid/etc.) HOSTELING (armor enchant)

Spoiler:

PRICE: +7,500 GP
AURA moderate conjuration CL 9th WEIGHT —
A suit of armor or shield with this special ability hides living
animals within its iconography to keep it safe. The wearer can
speak a command word to magically store an animal to which he
is bonded, such as an animal companion, a familiar, or mount.
The stored animal appears as a symbol emblazoned upon the
armor or shield, either one that mimics the appearance of the
animal or that is more symbolic and abstract.
While stored, the animal is sleeping and provides the
wearer no benefit (such as a familiar’s skill bonus). The size
of animal that can be stored depends on the type of armor or
shield. A suit of light armor, medium armor, or a light shield
or heavy shield can store one animal up to the wearer’s
size. A suit of heavy armor or a tower shield can store one
animal up to one size category larger than the wearer. A
second command word releases the stored animal from the
hosteling armor or shield. A released animal immediately
awakens, appears in a space adjacent to the wearer, and can
take actions on the round it appears.
Because the stored animal is sleeping rather than in
suspended animation (or even hibernating), it ages and gets
hungry at the normal rate while stored. A hosteling armor or
shield automatically releases a stored animal 24 hours after
it was stored inside.
This armor special ability still works on bonded magical
beasts that were once animals, but not outsiders, oozes, or
other exotic companion creatures.
CONSTRUCTION REQUIREMENTS COST 3,750 GP
Craft Magic Arms and Armor, secret chest

(bard/paladin/etc.) RALLYING shield enchant

Spoiler:

PRICE: +5,000 GP
AURA faint abjuration CL 5th WEIGHT —
This armor or shield is brightly polished, and its mirrorbright
surface is magically endowed with the ability to
bring comfort to the wearer’s companions. Allies within 30
feet of the wearer gain a +4 morale bonus on saving
throws against fear effects. If the wearer has an ability
that grants a morale bonus on saving throws against fear
(such as a paladin’s aura of courage, a bard’s countersong,
or a cavalier’s banner ability), the morale bonus increases
to +6.
CONSTRUCTION REQUIREMENTS COST +2,500 GP
Craft Magic Arms and Armor, remove fear

(cavalier/paladin/inquisitor/etc.) WARDING (armor enchant)

Spoiler:

PRICE: +1 BONUS
AURA strong abjuration CL 12th WEIGHT —
Once per day as an immediate action, the wearer of warding
armor can activate it to end all active challenge, judgment,
and smite abilities affecting her. This does not prevent
opponents from selecting her as a target for these abilities
in the future. As a swift action, the wearer can expend one
of her own challenge, judgment, or smite abilities to refresh
the armor’s ability to end these attacks.
CONSTRUCTION REQUIREMENTS
COST: +1 bonus
Craft Magic Arms and Armor, atonement

(druid) WILD (armor enchant)

Spoiler:

PRICE: +3 BONUS
AURA moderate transmutation CL 9th WEIGHT —
Armor with this special ability usually appears to be made
from magically hardened animal pelt. The wearer of a suit of
armor or a shield with this ability preserves his armor bonus
(and any enhancement bonus) while in a wild shape. Armor
and shields with this ability usually appear to be covered in
leaf patterns. While the wearer is in a wild shape, the armor
cannot be seen.
CONSTRUCTION REQUIREMENTS COST +3 bonus
Craft Magic Arms and Armor, baleful polymorph


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(barbarian) HAMATULA HIDE (armor)

Spoiler:

PRICE: 44,215 GP
AURA moderate transmutation CL 9th WEIGHT 12 lbs.
Crafted from the flayed skin of a barbed devil, this imposing
+2 spiked hide armor weighs half the normal weight. When
its wearer rages, the armor’s spikes elongate and the hide
bonds to her skin, providing fire resistance 10. Any creature
that strikes the wearer with a melee weapon, unarmed
strike, or a natural weapon while the spikes are elongated
takes 1d8+6 points of piercing damage from the armor’s
barbs (unless using a weapon with reach). While the wearer
is enraged, spells that cause additional damage to evil
outsiders deal that increased damage to her.
A barbarian with fiend totem rage powers gains additional
benefits from hamatula hide. If she has the lesser fiend
totem rage power, she gains a +1 profane bonus to Armor
Class while raging. If she has the fiend totem rage power,
the damage caused by her barbs increases to 2d8+6 and
stacks with the barbed defense granted by the armor. If she
has the greater fiend totem ability, she gains fire resistance
20 when raging.
CONSTRUCTION REQUIREMENTS
COST: 22,215 GP
Craft Magic Arms and Armor, polymorph, resist fire

(rogue) MURDERER’S BLACKCLOTH (armor)

Spoiler:

PRICE: 12,405 GP
AURA moderate necromancy CL 9th WEIGHT 10 lbs.
This silk +1 shadow padded armor i s a s d ark a s n ight a nd
stitched with thread the color of dried blood. When worn by a
rogue with the bleed talent, it increases the bleed damage of
the rogue’s sneak attacks by +1.
CONSTRUCTION REQUIREMENTS
COST: 6,280 GP
Craft Magic Arms and Armor, bleed, invisibility, silence

(druid) SCARAB BREASTPLATE (armor)

Spoiler:

PRICE: 32,350 GP
AURA moderate transmutation CL 8th WEIGHT 30 lbs.
This +3 breastplate is crafted from the carapace of a giant
scarab beetle, enchanted to be as hard and reflective as
polished steel. The wearer suffers only half damage from
vermin swarms and gains a +2 resistance bonus on saving
throws against the extraordinary abilities of vermin swarms.
In addition, once per day on command, the wearer can
transform the scarab breastplate into a swarm of scarab
beetles that skitter from her chest to attack creatures nearby.
This swarm has statistics identical to an army ant swarm
(Bestiary 16) and attacks any creatures within its space.
The wearer can command the swarm to move (including
changing the shape of the swarm) as a move action, but
the swarm must remain adjacent to her. If the swarm is
reduced to 0 hit points, if the wearer is forced to move away
from the swarm, or if the wearer commands it to return
to her as a move action, the swarm crawls back onto the
wearer’s torso and returns to armor form. While the swarm
is active, the wearer is not considered to be wearing the
scarab breastplate (except for purposes of commanding the
swarm) and gains no defensive benefits from it.
A druid of 6th level wearing a scarab breastplate can use
her wild shape ability to duplicate vermin shape I (Ultimate
Magic). At 8th level, she can also use it to duplicate vermin
shape II (Ultimate Magic).
CONSTRUCTION REQUIREMENTS
COST: 16,350 GP
Craft Magic Arms and Armor, creeping doom, spell turning,
vermin shape II

(oracle) SOOTHSAYER’S RAIMENT (armor)

Spoiler:

PRICE: 10,300 GP
AURA faint divination CL 5th WEIGHT 40 lbs.
This +1 chainmail is attuned to a particular oracular mystery
and contains a revelation associated with that mystery (see
the oracle class description in the Advanced Player’s Guide).
Its design and coloration are typically suggestive of its related
mystery. While wearing the armor, an oracle has access to
that revelation and may use it as if she had it as a normal class
feature. The oracle must have the appropriate mystery to use
the armor; for example, a soothsayer’s raiment (battlecry) is
only usable by an oracle of battle. If the wearer already has
that revelation and the revelation grants an ability with a
limited number of uses per day, the oracle can use that ability
one additional time per day. This ability has no effect if the
armor is worn by a non-oracle.
For divination spells with a percentage-based chance of
success (such as augury and divination), the wearer’s chance
increases by +5.
CONSTRUCTION REQUIREMENTS
COST: 5,300 GP
Craft Magic Arms and Armor, augury, creator must be an
oracle with the desired revelation


(barbarian) FURIOUS (weapon enchant)

Spoiler:

PRICE: +1 BONUS
AURA moderate enchantment CL 8th WEIGHT —
This special ability can only be placed on melee weapons. A
furious weapon serves as a focus for its wielder’s anger. When
the wielder is raging or under the effect of a rage spell, the
weapon’s enhancement bonus is +2 better than normal. If the
wielder has a rage power that gives a skill bonus while raging
(such as raging climber, raging leaper, or raging swimmer), the
wielder gains an enhancement bonus to that skill whenever
the weapon is wielded or held in her hand, even when she is
not raging. This bonus is equal to the enhancement bonus of
the weapon (and also includes the +2 if the wielder is raging).
CONSTRUCTION REQUIREMENTS COST +1 bonus
Craft Magic Arms and Armor, rage

(inquisitor) JURIST (weapon enchant)

Spoiler:

PRICE: +1 BONUS
AURA faint transmutation CL 4th WEIGHT —
When an inquisitor wielder uses her judgment class ability while
wielding a jurist weapon, it grants her an enhancement bonus
on her Perception checks and to CMD. The bonus is +1 on the
first round of her judgment, and increases by +1 each round, to a
maximum of +3 on the third and following rounds.
CONSTRUCTION REQUIREMENTS COST +1 bonus
Craft Magic Arms and Armor, owl’s wisdom

(monk) KI FOCUS (weapon enchant)

Spoiler:

PRICE: +1 BONUS
AURA moderate transmutation CL 8th WEIGHT —
This special ability can be placed only on melee weapons.
The magic weapon serves as a channel for the wielder’s
ki, allowing her to use her special ki attacks through the
weapon as if they were unarmed attacks. These attacks
include the monk’s ki strike, quivering palm, and the
Stunning Fist feat (including any condition that the monk
can apply using this feat).
CONSTRUCTION REQUIREMENTS
COST: +1 bonus
Craft Magic Arms and Armor, creator must be a monk

(monk) KI INTENSIFYING (weapon enchant)

Spoiler:

PRICE: +2 BONUS
AURA strong transmutation CL 12th WEIGHT —
The weapon channels and amplifies the wielder’s ki, allowing
her to use her special ki attacks through the weapon as though
they were unarmed attacks. These attacks include the monk’s
ki strike, quivering palm, and the Stunning Fist feat. The save
DC for ki abilities used through the weapon increases by half
the enhancement bonus of the weapon (minimum 1).
After a successful strike with a ki intensifying weapon, the
wielder can spend 1 ki point as a swift action to perform a
combat maneuver to bull rush, disarm, reposition, or trip as
a free action without provoking attacks of opportunity. Any
bonuses or penalties applicable to the weapon attack also
apply to this combat maneuver check. The wielder cannot
move from her space as a part of the chosen maneuver.
Only melee weapons can have the ki intensifying ability.
It cannot be placed on an amulet of mighty fist or similar
non-weapon item. Weapons with the ki focus ability can be
upgraded to be ki intensifying.
CONSTRUCTION REQUIREMENTS
COST: +2 bonus
Craft Magic Arms and Armor, creator must be a monk

(gunslinger) LUCKY (weapon enchant)

Spoiler:

PRICE: +1 BONUS
AURA moderate transmutation CL 8th WEIGHT —
This special ability can only be placed on one-handed or
two-handed firearms. A lucky firearm has its own magical
reservoir of grit (see Ultimate Combat). Usually this grit is
stored within the marks of an engraving or in a trinket that
hangs from the firearm. Often these marks take the form of
holy symbols or fetishes, but such a reservoir can take just
about any form. This reservoir holds 1 grit point, which is
refreshed at the start of each day. Whether or not the wielder
of a lucky firearm has any deeds (see Ultimate Combat), she
can always spend 1 grit point from the lucky firearm to reroll
an attack from it that would result in a misfire. When the
wielder does so, she must take the second result, even if that
attack roll also results in a misfire.
CONSTRUCTION REQUIREMENTS COST +1 bonus
Craft Magic Arms and Armor, heroism, creator must be a grit user

(gunslinger) LUCKY, GREATER (weapon enchant)

Spoiler:

PRICE: +3 BONUS
AURA strong enchantment CL 12th WEIGHT —
This special ability can only be placed on one-handed or twohanded
firearms. A greater lucky firearm is nearly identical
to a lucky firearm, but its reservoir holds 3 grit points instead
of 1. A firearm cannot have both this special ability and the
lucky special ability.
CONSTRUCTION REQUIREMENTS
COST: +3 bonus
Craft Magic Arms and Armor, greater heroism, creator must be
a grit user


Think I'll give this a bump since it's been a while, I'm sure people have noticed more useful items for specific classes!


Found one:

(witch) Corset of Dire Witchcraft (body slot)

Spoiler:

Aura moderate abjuration; CL 6th
Slot body; Price 22,000 gp; Weight 1 lb.

DESCRIPTION

This slimming garment is fastened with laces, buckles, and buttons and reinforced with ribs of leather or bone.

A corset of dire witchcraft grants a +4 armor bonus to AC. If the wearer is a witch, each day when she communes with her familiar to prepare spells, she may enhance one hex she knows, increasing its caster level by +2 for 24 hours. This enhancement ends if the corset is removed or if she uses it to enhance a different hex.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, mage armor, creator must be a witch; Cost 11,000 gp.

(paladin) Bracers of the Merciful Knight (wrist slot)

Spoiler:

Aura moderate conjuration; CL 9th
Slot wrists; Price 15,600 gp; Weight 1 lb.

DESCRIPTION

These golden bracers are engraved with images of celestial creatures.

When worn by a paladin, he is considered four levels higher for the purposes of determining the uses per day and healing provided by his lay on hands class feature. Additionally, once per day, the wearer can infuse a use of lay on hands with additional power, providing relief as a lesser restoration spell.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, cure serious wounds, lesser restoration; Cost 7,800 gp.

(paladin) Bracers of the Avenging Knight (wrist slot) - SUPERIOR IN EVERY WAY TO THE SILVER SMITE BRACELET

Spoiler:

Aura moderate transmutation; CL 8th
Slot wrists; Price 11,500 gp; Weight 1 lb.

DESCRIPTION

These silver bracers are polished to a mirrored sheen, but otherwise shift their appearance to match whatever suit of armor they are worn with.

If the wearer has levels in a class that grants a smite ability (such as a paladin, or a cleric with the Destruction domain), her smite damage is treated as though she were a member of that class four levels higher. If the wearer is not a member of such a class, once per day she may make one smite attack, gaining a bonus on the attack roll equal to her Charisma bonus, and a +5 bonus to the damage roll on a hit.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, bless weapon; Cost 5,750 gp.

(paladin) Vambraces, Merciful (wrist slot)

Spoiler:

Aura moderate conjuration; CL 7th
Slot wrists; Price 8,000 gp; Weight 3 lbs.

DESCRIPTION

These vambraces are constructed of polished steel.

When a paladin wears these vambraces, engravings of the holy symbol of a paladin’s deity and other religious iconography mystically appear upon the metal’s surface. Once per day, when the paladin uses her lay on hands ability, she can choose to apply an additional mercy to that use of lay on hands that she did not already select. She must be of sufficient level to use that mercy.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, cleanse; Cost 4,000 gp.

(inquisitor) Vambraces, Inquisitor’s Bastion (wrist slot)

Spoiler:

Aura faint abjuration; CL 5th
Slot wrists; Price 4,000 gp; Weight 3 lbs.

DESCRIPTION

Constructed of blackened steel, these vambraces augment the protection granted to the inquisitor by the protection judgment. While under that judgment’s effects, the inquisitor gains a sacred bonus both to CMD and on checks made to cast spells defensively. This bonus is equal to the sacred bonus the judgement grants to AC.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, shield of faith, creator must be an inquisitor with access to the protection judgment; Cost 2,000 gp.


Great thread it is dotted !


bumping for today.


Found one:

(cavalier) Vambraces of the Tactician (wrist slot)

Spoiler:
Aura moderate enchantment; CL 7th
Slot wrists; Price 8,000 gp; Weight 3 lbs.

DESCRIPTION

These vambraces change their appearance depending on who wears them.

If the wearer is a cavalier, these vambraces display the symbol of his order. When unworn or in the hands of a non-cavalier, they appear to be an ordinary pair of steel vambraces.

A cavalier wearing these vambraces is considered two class levels higher for purposes of determining the effects of his challenge class feature. Furthermore, once per day as a swift action, a cavalier with the tactician class feature can increase the area in which he grants teamwork feats. Before the end of his next turn, when the cavalier grants his allies a teamwork feat, he can grant it to all allies within 60 feet, though they must still be able to see and hear him.

CONSTRUCTION REQUIREMENTS

Craft Wondrous Item, heroism; Cost 4,000 gp.


I hope i did that right :)


that is indeed correct. much thanks.

Shadow Lodge

D-d-dot.

Who's gonna take one for the team and make this all into a google docs guide?

EDIT: Aw heckfire, I'll do it. Prepare yourselves for a hastily thrown together guide!

Shadow Lodge

8 people marked this as a favorite.

All Done!

Improving Your Class with Items

You should be able to comment on the google doc - feel free to add new items there.

(Also added to my Comprehensive List of Pathfinder Guides)


much, MUCH appreciatef, broken zenith.

Dark Archive

dotting this for reference, thanks for this.

Shadow Lodge

Anybody know of any items that improve class aspects of the Alchemist? They seem to get little love in that front.

Improving Your Class with Items


Dot to find later.


Gotta dot this one for sure.. was just thinking the other day that I wish somebody would make something like this :)


Ultimate Equipment has a LOT of items for the Alchemist. I don't have my copy handy at the moment but look at:

Boro Beads (basically pearls of power for Alchemists)

and there are a few items that allow for combining of extracts and a (chest? slot I thinK) item that reduces the mental penalties of the alchemist's mutagen.

Basically Ultimate Equipment has a lot to offer the Alchemist.


Guide looks good but maybe we should have types of char. List to . Like range,melee,arcane caster and the like . Also someone needs to add sniper goggles to ninja

Shadow Lodge

Sniper goggles added to ninja and rogue, good call.

Good idea with the types, but this is a guide for items that add to specific class abilities like sneak attack or channel, instead of items that are good for specific types of characters.

Improving Your Class with Items


they'd be good for vivisectionist alchemists as well, in those off situations where they're either out of bombs or not feeling the melee scene. maybe like a minor note.

also, the 'courageous' armor enchant is amazing for anyone with morale bonueses to stuff--paladins, cavaliers, bards, and *especially* barbarians (it increases all of their rage benefits--stat increases/will/superstition/etc--by 1/2 the weapon's enhancement bonus).


bumping for today/night.

Shadow Lodge

I can't find that ability anywhere. where is it from?
I found the Courageous melee weapon enhancement. Which give a bonus to all morale bonus equal to its enhancement bonus. Which is still really powerful. A +2 Couragous Greatsword = greater rage for the barbarian.

Shadow Lodge

Courageous added to Barbarian - are there any other classes who give themselves morale bonus as a key class ability?

Also, does anybody have Ultimate Magic and want to share a few Alchemist-centric items with me?


whoops, i meant courageous weapon enchant. afaik bards (their various performances), paladins (auras and spells), and cavaliers (uhh... i cant remember) also work with lots of morale bonuses.

though most of the paladins morale from auras only apply to allies--they're just straight up immune to most things.


This interests me. Isn't there a useful item compendium on these forums for various immunity , ie. fear, mind effecting, stun; items for useful things characters should have, like flight, true seeing, rerolls for saves, teleport, haste effects.
If possible an amalgamation into the Pazio Forums Ultimate Item Guide is in order.

Shadow Lodge

If people collect the information, I'd certainly write it up. It would probably be a second guide though.


common knowledge, but bane weapons work especially well with rangers, too. And instant enemy with the horn of the huntmaster for the bonded companions flavor of ranger makes that item absolutely essential for the boss BBEG fights.


Maybe an external database/page is needed for this...

Say a Google Docs Spreadsheet or Document.


The item amulet of inner strength, I think that's what it's called, from ultimate equipment allows you some ki points use ability, and also as a swift action get an extra attack. This is good for any zen archer type monks or monks in general, as well as as full round abuses, like a come and get me barbarian, an archer of any sort, or a TWF type character.


I'm surprised about the fact that I hadn't dropped a dot here.

Shadow Lodge

@ Azaelas, Lol, read the thread. Here it is: Improving your Class with Items

@ Grizzly - Awesome! Can you get the exact wording by any chance?


bard gear is a bit on the underwhelming side of things... Get on it Paizo!

so sayeth Trogdar

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