
TPK |

What's your budget?
What are you looking at in terms of AC and saves?
Looking long term so willing to listen to best eq options for any slot. However my budget is tight at 3rd level so some low level cheap selections would also be appreciated. As for my saves and AC I am looking good. Dex maxed, ref is good because of that, Will and Fort are also OK because they are Magus' best saves.

kestral287 |
Alrighty then, we can work with that.
The Big Six is the obvious of course.
Ring 2: At higher levels, Freedom of Movement would be a desireable choice. If you don't think you can get that far, the Ring of Arcane Mastery is awesome-- especially for a Bladebound, who can use it to expand their Arcane Pool when they need it.
Head: Jingasa of the Fortunate Soldier is a strong go-to choice. The Goz Mask is an amusing pick if your party will support it though
Chest: I'm a big fan of the Quick Runner's Shirt at the lower levels. While the Magus is better off in mobility than most front-line classes due to Bladed Dash and other mobility spells, saving spell slots is always good
Body: Eventually, an Otherworldly Kimono. If you'll get that high.
Eyes: Honestly I've never seen a standout in this slot
Wrists: Spellguard Bracers are cheap and give a decent bonus
Hands: I'm a biiig fan of Deliquescent Gloves.
Feet: Boots of the Battle Herald or Featherstep Slippers probably
Other: +1 Answering/Dueling/Spell Storing Spiked Gauntlet

Matt2VK |
Spell Storing Enchant is great for both Armor and Weapon -
Armor - Toss in a Frigid Touch spell in the Spell Storing Armor and you have a decent damage spell which applies the stagger condition. Useful against creatures with multiple attacks or can apply grapple condition.
Weapon - What ever you like, lots of spells will work.
Only problem with BlackBlade is I don't think you can enchant your weapon with Spell Storing.
- Cheap Alchemy stuff you should always have: Antiplague & AntiToxin
Potion of Lesser Restoration
Oil of Bless Weapon
Potion of Gaseous Form
Pearl of Power and more Pearls of Power.

kestral287 |
Does Dueling enchant count as a +4/+5 enchantment? That is to say, is it possible to have a +10 Dueling weapon?
He has to put Dueling on a separate weapon because Bladebound, but to my knowledge:
No, it's not a +4/+5 enchantment in terms of adding to that.
And no, you can't put it on a +10 weapon because that puts you into artifact territory. Your GM might not care about that one though.

kestral287 |
Only problem with BlackBlade is I don't think you can enchant your weapon with Spell Storing.
You cannot. That was why I pitched the secondary Spiked Gauntlet above. By making it +1 Answering/Spell Storing/Dueling, you get an awesome always-on ability (Dueling), a strong bonus to your parry on the cheap (Answering), and on a riposte you can dump the stored spell.
Hot-swapping Spell Storing weapons isn't normally an option for the Magus, but such a Spiked Gauntlet (or two, if you can) with Answering lets them get the spells off without needing to boost accuracy/damage via arcane points or ask the GM to figure out if they can punch somebody with the gauntlet while holding a weapon.

Shoga |
I have a Magus Kensai Bladebound with favored weapon Katana. I am only 1st level but I did set up a future wish list of items. Hopefully your GM allows stacking magic for the +50% cost. I think this covers all body slots as well as unslotted items. As you level and gain gold, just start getting the base item then add the additional abilities to each in turn.
Ring 1
RING OF PROTECTION PRICE+5 bonus 50,000 GP AURA faint abjuration CL 5th WEIGHT —
This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
CONSTRUCTION REQUIREMENTS COST +5 bonus 25,000 GP
Forge Ring, shield of faith, caster must be of a level at least three times higher than the bonus of the ring
RING OF WIZARDRY PRICE Type I 20,000 GP, Type II 40,000 GP AURA moderate (no school) CL 11th WEIGHT —
This special ring comes in four varieties, all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st level spells, a ring of wizardry II doubles 2nd-level spells. Bonus spells from high ability scores or school specialization are not doubled.
CONSTRUCTION REQUIREMENTS COST Type I 10,000 GP, Type II 20,000 GP
Forge Ring, limited wish
Ring 2
RING OF WIZARDRY PRICE Type II 40,000 GP AURA moderate (no school) CL 11th WEIGHT —
This special ring comes in four varieties, all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st level spells, a ring of wizardry II doubles 2nd-level spells. Bonus spells from high ability scores or school specialization are not doubled.
CONSTRUCTION REQUIREMENTS COST Type I 10,000 GP, Type II 20,000 GP
Forge Ring, limited wish
RING OF SUSTENANCE PRICE 2,500 GP AURA faint conjuration CL 5th WEIGHT —
This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer only needs to sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
CONSTRUCTION REQUIREMENTS COST 1,250 GP
Forge Ring, create food and water
BELT OF PHYSICAL PERFECTION PRICE +6 Strength, Dexterity, and Constitution 144,000 GP
AURA strong transmutation CL 16th WEIGHT 1 lb.
This belt has a large platinum buckle and grants the wearer an enhancement bonus to all physical ability scores (Strength, Dexterity, and Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
CONSTRUCTION REQUIREMENTS COST +6 Strength, Dexterity, and Constitution 77,000 GP
Craft Wondrous Item, bear’s endurance, bull’s strength, cat’s grace
HEAVYLOAD BELT PRICE 2,000 GP AURA faint transmutation CL 1st WEIGHT 3 lbs.
This wide leather is held together with two strands of oxen skin threaded through holes on each end. The belt’s wearer is affected as though subject to a permanent ant haul spell (Advanced Player’s Guide).
CONSTRUCTION REQUIREMENTS COST 1,000 GP
Craft Wondrous Item, ant haul
SECURITY BELT PRICE 12,500 GP AURA faint transmutation CL 5th WEIGHT 1 lb.
A security belt increases the DC of Sleight of Hand checks made against the wearer and checks to locate items or weapons hidden on the wearer’s person by 5. The wearer also gets a +5 bonus to CMD against the steal maneuver. Once per day on command, the wearer can touch a single item of up to 10 cubic feet and shrink it into a tiny cloth duplicate as the shrink item spell. With a move action, the wearer can draw one of these items from one of the belt’s pockets and return it to normal size. It is difficult to detect a security belt and any items in the pockets as magic. They are affected as though a constant magic aura spell were making them appear non magical.
CONSTRUCTION REQUIREMENTS COST 6,250 GP
Craft Wondrous Item, magic aura, shrink item
ROBE OF COMPONENTS PRICE 5,000 GP AURA moderate conjuration CL 7th WEIGHT 1 lb.
The pockets of this simple blue robe always seem to carry just what the wearer needs whenever she casts a spell. The robe functions as a spell component pouch, providing any spell components or focuses that are necessary for the wearer’s spellcasting. The robe can even produce spell components or focuses with a specific cost, though it provides no more than 50 gp worth of such materials in any single day. The materials supplied by the robe are suitable only for spellcasting, and disappear if they leave the wearer’s person or when the spell requiring them is cast.
CONSTRUCTION REQUIREMENTS COST 2,500 GP Craft Wondrous Item, minor creation
ROBE OF THE ARCHMAGI PRICE 75,000 GP AURA strong varied CL 14th WEIGHT 1 lb.
This normal-appearing gray garment is neither good nor evil alignment. To most wearers, the robe offers no powers or has no effects unless the wearer’s alignment doesn’t match that of the robe (see below). Only an arcane spellcaster can fully realize this potent magic item’s powers once the robe is donned. These powers are as follows.
• +5 armor bonus to AC
• Spell resistance 18
• +4 resistance bonus on all saving throws
• +2 enhancement bonus on caster level checks made to overcome spell resistance
An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, gains two permanent negative levels. These negative levels remain as long as the garment is worn and cannot be overcome in any way (including through restoration spells). Negative levels are immediately removed if the robe is removed from the wearer.
CONSTRUCTION REQUIREMENTS COST 37,500 GP
Craft Wondrous Item, antimagic field, mage armor or shield of faith, creator must be of same alignment as robe.
SPECTRAL SHROUD PRICE 26,000 GP AURA moderate necromancy CL 5th WEIGHT —
This thin, bleached cloth covers the wearer’s entire torso. Some also cover the wearer’s face, but don’t interfere with the wearer’s vision. The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using see invisibility. Once per day, the wearer can become incorporeal for 10 rounds and gain a fly speed equal to half his base speed with perfect maneuverability. The wearer can’t attack while incorporeal, but can dismiss the effect as a move action.
CONSTRUCTION REQUIREMENTS COST 13,000 GP
Craft Wondrous Item, hide from undead, see invisibility
DEATHWATCH EYES PRICE 2,000 GP AURA faint necromancy CL 1st WEIGHT —
These blood red crystal lenses fit snugly over the wearer’s eyes. The wearer gains the constant effects of the
deathwatch spell.
CONSTRUCTION REQUIREMENTS COST 1,000 GP
Craft Wondrous Item, deathwatch
SPECTACLES OF UNDERSTANDING PRICE 3,000 GP AURA faint divination CL 2nd WEIGHT —
When worn, these innocent-looking spectacles convert any written language to one known by the wearer, as the comprehend languages spell. The glasses are also good at detecting falsified documents, granting their wearer a +5 bonus to Linguistics checks to identify forgeries and the ability to make such checks untrained.
CONSTRUCTION REQUIREMENTS COST 1,500 GP
Craft Wondrous Item, comprehend languages
EYES OF THE DRAGON PRICE 110,000 GP AURA strong transmutation CL 15th WEIGHT —
These tigereye gems fit over and then meld into the eyes, transforming the wearer’s eyes into something slitted and draconic. These eyes grant the wearer darkvision 120 ft. and blindsense 60 ft. The wearer sees four times as well as a human in dim light and twice as well in normal light.
CONSTRUCTION REQUIREMENTS COST 55,000 GP
Craft Wondrous Item, form of the dragon III
TRUESIGHT GOGGLES PRICE 184,800 GP AURA strong divination CL 11th WEIGHT —
These goggles, constructed of a pair of perfect prisms held in place by golden frames and affixed to the head by a black leather strap, grants the wearer true seeing continuously. Furthermore, once per day on command, the wearer can use analyze dweomer as the spell.
CONSTRUCTION REQUIREMENTS COST 92,400 GP
Craft Wondrous Item, analyze dweomer, true seeing
BOOTS OF THE CAT PRICE 1,000 GP AURA faint transmutation CL 1st WEIGHT 1 lb.
These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.
CONSTRUCTION REQUIREMENTS COST 500 GP
Craft Wondrous Item, feather fall
FEATHER STEP SLIPPERS PRICE 2,000 GP AURA faint transmutation CL 3rd WEIGHT 1 lb.
These fine silken slippers allow their wearer to ignore the adverse movement effects of difficult terrain as if subject to the feather step spell, including granting the ability to take 5-foot steps in difficult terrain.
CONSTRUCTION REQUIREMENTS COST 1,000 GP
Craft Wondrous Item, feather step (Advanced Player’s Guide)
SANDALS OF QUICK REACTION PRICE 4,000 GP AURA faint transmutation CL 4th WEIGHT 1 lb.
These supple leather sandals grant a burst of speed during times of duress. When the wearer acts during a surprise round, he can take a standard and a move action during the surprise round. If the wearer already has the ability to take a standard and a move action during the surprise round, he instead gains a +10 circumstance bonus to speed when acting during a surprise round.
CONSTRUCTION REQUIREMENTS COST 2,000 GP
Craft Wondrous Item, anticipate peril (Ultimate Magic), haste
BOOTS OF ESCAPE PRICE 8,000 GP AURA moderate conjuration CL 5th WEIGHT 1 lb.
These sturdy leather-soled cloth boots have straps at the ankles and calves to ensure a snug fit. Once per day, when the wearer of the boots is grappled, pinned, or entangled, she may transfer herself to any spot within 30 feet as if using a dimension door spell. A gnome wearing these boots may instead transfer herself up to 400 feet away.
CONSTRUCTION REQUIREMENTS COST 4,000 GP
Craft Wondrous Item, creator must be a gnome or a wizard specialized in the school of conjuration
VAMPIRIC GLOVES PRICE 18,000 GP AURA moderate necromancy CL 5th WEIGHT —
These pale, elegant-looking leather gloves have blood red stitching on the fingers—which bears a startling
resemblance to blood-encrusted fingernails. Three times per day, the wearer can use vampiric touch and bleed. If the wearer uses vampiric touch and holds the charge, the charge dissipates if the gloves are removed.
Though vampiric touch is normally a touch attack, the wearer may instead use that ability as a ranged touch attack with a range of 30 feet, but only against a dying target or a target suffering from a bleed effect. When using vampiric touch in this way, the wearer may hold the charge on a missed ranged touch attack. If the wearer is suffering from a bleed effect, he may expend one use of vampiric touch to end the bleed effect.
CONSTRUCTION REQUIREMENTS COST 9,000 GP
Craft Wondrous Item, bleed, vampiric touch
HEADBAND OF PONDEROUS RECOLLECTION PRICE 5,100 GP
AURA moderate divination and transmutation CL 8th WEIGHT 1 lb.
This black leather headband has two small amber gemstones set so they rest on the wearer’s forehead. The headband grants the wearer a +2 enhancement bonus to Intelligence. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. It also grants skill ranks as a headband of vast intelligence, but always grants ranks in a Knowledge skill. As a swift action three times per day, the wearer can call upon the headband to reveal the abilities and weaknesses of a creature within line of sight. The headband fills the wearer’s mind with information as though the wearer had made a Knowledge check with a natural roll of a 5, adding her bonuses to the check as normal. At the start of her next turn, the wearer receives additional information as though she had made the check with a natural roll of 10. At the start of her turn after that, the wearer receives a final piece of information, treating her natural roll as 15.
CONSTRUCTION REQUIREMENTS COST 2,550 GP
Craft Wondrous Item, know the enemy (Ultimate Magic)
HEADBAND OF MENTAL SUPERIORITY PRICE+6 Intelligence, Wisdom, and Charisma 144,000 GP
AURA strong transmutation CL 16th WEIGHT 1 lb.
This ornate headband is decorated with numerous clusters of small gemstones. The headband grants the wearer an enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) +6. Treat this as a temporary ability bonus for the first 24 hours the headband is worn. The headband also grants skill ranks as a headband of vast intelligence.
CONSTRUCTION REQUIREMENTS COST +6 Intelligence, Wisdom, and Charisma 77,000 GP
Craft Wondrous Item, eagle’s splendor, fox’s cunning, owl’s wisdom
AMULET OF NATURAL ARMOR PRICE+5 bonus 50,000 GP AURA faint transmutation CL 5th WEIGHT —
This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales— toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.
CONSTRUCTION REQUIREMENTS COST +5 bonus 25,000 GP
Craft Wondrous Item, barkskin, creator’s caster level must be at least three times the amulet’s bonus
GOLEMBANE SCARAB PRICE 2,500 GP AURA moderate divination CL 8th WEIGHT —
This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its bearer to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
CONSTRUCTION REQUIREMENTS COST 1,250 GP
Craft Wondrous Item, detect magic, creator must be at least 10th level
NECKLACE OF ADAPTATION PRICE 9,000 GP AURA moderate transmutation CL 7th WEIGHT 1 lb.
This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
CONSTRUCTION REQUIREMENTS COST 4,500 GP
Craft Wondrous Item, alter self
SWARMBANE CLASP PRICE 3,000 GP AURA moderate abjuration CL 8th WEIGHT 1/2 lb.
An ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer’s cloak. The wearer’s weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm’s immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm’s distraction ability.
CONSTRUCTION REQUIREMENTS COST 1,500 GP
CLOAK OF RESISTANCE PRICE +5 bonus 25,000 GP AURA faint abjuration CL 5th WEIGHT 1 lb.
Flecks of silver or steel are often sown amid the fabric of these magical cloaks. This garment offers magical protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
CONSTRUCTION REQUIREMENTS COST +5 bonus 12,500 GP
Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus
COMFORT’S CLOAK PRICE 15,600 GP AURA faint abjuration and necromancy CL 5th WEIGHT 1 lb.
A favored cloak of rangers, this cloak is a patchwork of hides and fur. Comfort’s cloak grants a constant endure elements effect to the wearer, and grants a +4 competence bonus to saves against disease, energy drain, effects that cause fatigue or exhaustion, and poisons. Furthermore, while the wearer is resting he regains twice his Hit Dice in hit points for 8 hours of rest instead of the typical 1 hit point per Hit Die. When taking a full 24 hours of rest, the character regains 5 times his Hit Dice in hit points instead of twice his Hit Dice in hit points.
CONSTRUCTION REQUIREMENTS COST 7,800 GP
Craft Wondrous Item, endure elements
BAG OF HOLDING Type 1 PRICE 10,000 gp AURA moderate conjuration CL 9th WEIGHT 15+ lbs.
This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown on the table below.
BAG CONTENTS CONTENTS
BAG WEIGHT LIMIT VOLUME LIMIT PRICE
Type IV 60 lbs. 1,500 lbs. 250 cubic ft. 10,000 gp
If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.
CONSTRUCTION REQUIREMENTS COST Type IV 5,000 GP
Craft Wondrous Item, secret chest
BLESSED BOOK PRICE 12,500 GP AURA moderate transmutation CL 7th WEIGHT 1 lb.
This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof, bound with iron overlaid with silver, and locked. A wizard can fill the 1,000 pages of a blessed book with spells without paying the material cost. This book is never found as randomly generated treasure with spells already inscribed in it.
CONSTRUCTION REQUIREMENTS COST 6,250 GP
Craft Wondrous Item, secret page
(2) CAMPFIRE BEAD PRICE 720 GP(x 2=1440) AURA faint evocation CL 1st WEIGHT —
This tiny glass bead transforms itself into a small (2-foot-tall) pile of burning logs whenever its command word is spoken. The fire burns for 8 hours or until extinguished, at which point it turns back into a bead. The owner of the item must wait twice as long as the fire burned before he can order the bead to become a campfire again.
CONSTRUCTION REQUIREMENTS COST 360 GP
Craft Wondrous Item, produce flame
CAULDRON OF PLENTY PRICE 15,000 GP AURA strong conjuration CL 12th WEIGHT 25 lbs.
This enchanted iron pot can produce nourishing, simple fare sufficient to feed up to 36 people per day upon command. Once per week it can also be commanded to create a heroes’ feast for up to 12 people. The cauldron needs neither fire nor ingredients to produce food; it does so instantly upon command.
CONSTRUCTION REQUIREMENTS COST 7,500 GP
Craft Wondrous Item, create food and water, heroes’ feast
DECANTER OF ENDLESS WATER PRICE 9,000 GP AURA moderate transmutation CL 9th WEIGHT 2 lbs.
If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type of water as well as the volume and velocity.
• “Stream” pours out 1 gallon per round.
• “Fountain” produces a 5-foot-long stream at 5 gallons per round.
• “Geyser” produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.
The geyser effect exerts considerable pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down each round the effect is maintained. In addition, the powerful force of the geyser deals 1d4 points of damage per round to a creature that is subjected to it. The geyser can only affect one target per round, but the user can direct the beam of water without needing to make an attack role to strike the target since the geyser’s constant flow allows for ample opportunity to aim. Creatures with the fire subtype take 2d4 points of damage per round from the geyser rather than 1d4. The command word must be spoken to stop it.
CONSTRUCTION REQUIREMENTS COST 4,500 GP
Craft Wondrous Item, control water
DUST OF ACID CONSUMPTION PRICE 1,600 GP AURA moderate transmutation CL 10th WEIGHT —
This brown dust is similar to dust of dryness, but affects acid rather than water and absorbs less liquid. If it is thrown into acid, a volume of as much as 10 gallons is instantly transformed into nothingness, and the dust becomes a marble sized pellet floating or resting where it was thrown. If this pellet is hurled, it breaks and releases the same volume of acid, dealing 1d6 points of acid damage per gallon absorbed into the pellet (maximum 4d6), affecting all creatures within a 30-foot radius of its point of impact. This is a splash weapon. If the dust is used against an ooze that deals acid damage with its attacks, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the ooze even if its saving throw succeeds.
CONSTRUCTION REQUIREMENTS COST 800 GP
Craft Wondrous Item, control water, disintegrate
HANDY HAVERSACK PRICE 2,000 GP AURA moderate conjuration CL 9th WEIGHT 5 lbs.
A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches,
each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
CONSTRUCTION REQUIREMENTS COST 1,000 GP
Craft Wondrous Item, secret chest
INSISTENT DOORKNOCKER PRICE 5,000 GP AURA moderate transmutation CL 9th WEIGHT 2 lbs.
This iron gargoyle face holds an iron ring in its mouth. Once per day, when the flat back of the gargoyle face is placed against a wall, floor, or ceiling, it fuses into place, creating a usable door and penetrating the space beyond up to 1 foot as if using passwall. Speaking the command word again ends the passwall effect, returns the surface to its previous doorless shape, and releases the doorknocker from the surface.
CONSTRUCTION REQUIREMENTS COST 2,500 GP
Craft Wondrous Item, passwall
MANUAL OF BODILY HEALTH PRICE +5 Constitution 137,500 GP AURA strong universal CL 17th WEIGHT 5 lbs.
This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Constitution score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
CONSTRUCTION REQUIREMENTS COST +5 Constitution 131,250 GP
Craft Wondrous Item, wish or miracle
MANUAL OF GAINFUL EXERCISE PRICE +5 Strength 137,500 GP AURA strong universal CL 17th WEIGHT 5 lbs.
This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of manual) to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
CONSTRUCTION REQUIREMENTS COST +5 Strength 131,250 GP
Craft Wondrous Item, wish or miracle
MANUAL OF QUICKNESS OF ACTION PRICE+5 Dexterity 137,500 GP AURA strong universal CL 17th WEIGHT 5 lbs.
This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of manual) to his Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
CONSTRUCTION REQUIREMENTS COST +5 Dexterity 131,250 GP
Craft Wondrous Item, wish or miracle
MARTYR’S TEAR PRICE 6,000 GP AURA moderate necromancy CL 6th WEIGHT —
This imperfect, rose-tinted gemstone resembles a teardrop or a broken heart depending on its orientation. Its pale facets are typically marred by a single crack or chip near the gem’s middle. Once per day, the bearer may spend a standard action to transfer 3d6 hit points from himself into the gem. This deepens the gem’s color, with a stronger color indicating more life energy stored in it. The gem can store a maximum of 18 hit points. If any hit points are stored in the gem, the bearer may touch it to himself or another creature as a standard action, transferring all the stored life energy from the gem to the target creature, healing it a number of hit points equal to the amount stored in the gem. This returns the gem to its normal color.
CONSTRUCTION REQUIREMENTS COST 3,000 GP
Craft Wondrous Item, vampiric touch
SHEATH OF BLADESTEALTH PRICE 5,000 GP AURA faint illusion CL 5th WEIGHT 2 lbs.
This mundane-looking but serviceable sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the sheath of bladestealth, both it and the weapon become invisible (as the invisibility spell) until the weapon is drawn, at which point it and the sheath become visible again. The invisible sheathed weapon can still be detected by touch, but the bearer gains a +5 bonus on Sleight of Hand checks to conceal the weapon, and casual inspection does not reveal it at all. Other effects that detect or reveal invisible things work normally on the sheathed weapon.
CONSTRUCTION REQUIREMENTS COST 2,500 GP
Craft Wondrous Item, invisibility
TOME OF CLEAR THOUGHT PRICE +5 Intelligence 137,500 GP AURA strong universal CL 17th WEIGHT 5 lbs.
This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
CONSTRUCTION REQUIREMENTS COST +5 Intelligence 131,250 GP
Craft Wondrous Item, miracle or wish
TOME OF LEADERSHIP AND INFLUENCE PRICE +5 Charisma 137,500 GP
AURA strong universal CL 17th WEIGHT 5 lbs.
This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, he gains an inherent bonus from +1 to +5 (depending on the type of tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
CONSTRUCTION REQUIREMENTS COST +5 Charisma 131,250 GP
Craft Wondrous Item, miracle or wish
TOME OF UNDERSTANDING PRICE +5 Wisdom 137,500 GP AURA strong universal CL 17th WEIGHT 5 lbs.
This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of 6 days, she gains an inherent bonus from +1 to +5 (depending on the type of tome) to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
CONSTRUCTION REQUIREMENTS COST +5 Wisdom 131,250 GP
Craft Wondrous Item, miracle or wish
TRAVELER’S ANY-TOOL PRICE 250 GP AURA moderate transmutation CL 9th WEIGHT 2 lbs.
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well. The any-tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.
CONSTRUCTION REQUIREMENTS COST 125 GP
Craft Wondrous Item, major creation
Metamagic rod, quicken, normal 75,500 gp
Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells (but not spell-like abilities) as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast. Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).
Shoga