Pathfinder magic item guide

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Pathfinder Magic Item Crafter Build Guide [closed]

Things to Focus on

These aren't in any particular order.

Craft (Int)
Without this, you have to buy the base items at market price. Since magic items require that the base item be masterwork, you're going to want to pay 1/3 the market price if you're making a lot of them. It also nets you faster creation time for base items if you really shine on your checks. I'd read up on this skill if I were you.

Spellcraft (Int)
Without this, you can't successfully create magic items. To create magic items, you must make a Spellcraft Check against a DC of 5 + [Caster Level of Item]. For each requirement needed to make a magic item that you lack, the DC for crafting it gets 5 points harder. Getting this as high as possible is crucial, because failing by more than 5 results in cursed items.

Spells
Without these, you can't reliably add effects to your magic items. You will need to buy scrolls to compensate for spells that you lack and those cost money or add +5 to the Spellcraft DC. Many DM's will argue that you can't decide to increase the Spellcraft DC for lacking spell knowledge, which is something you'll have to take up with them.

Caster Level
Without a high enough of this, you can't reliably qualify for the Magic Item Creation Feats (MICF) you need to make magic items in the first place. Because of this, cross-classing is going to be discouraged. However, if you have the MICF but don't have the caster level you need, you can always add that dreaded +5 to the Spellcraft DC.

Use Magic Device (Cha)
This tends to be more important than you'd think, even if you've carefully planned the most optimal crafting build. When you make a choice of class, you limit yourself to a specific spell list. However, you will often want to create items that require spells you can't know. There are two options:

  • You need to be able to reliably make a Use Magic Device Check against a DC 20 + [Caster Level of Scroll].
  • You need to be able to reliably make a Spellcraft Check against a DC 5 higher than usual (per missing requirement).

Only in the rare case that you want to make an item in which you have NONE of the requirements, or you've just been giving a lot more love to UMD than Spellcraft, you'll be choosing the former.


Races

These aren't in any particular order.

Dwarf
No bonuses or penalties to Intelligence. Nothing really good about them except for the alternate racial trait, Craftsman:

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

Favored Class: Select one item creation feat known by the wizard. Whenever crafting an item using that feat, the amount of progress made in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted. Faster Crafting is nice.

Bonuses to Crafting are always welcome.

Elf
We get a +2 to Intelligence, we don't care about anything else, really.

Human
We get a +2 anywhere we want. We're picking Intelligence. That Bonus Feat helps, but since our Level 1 choices for MICF are limited, we have to think of other things to do with it. Also, there's an alternate racial trait that turns that Bonus Feat into THREE Skill Focus Feats over time:

Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Consider taking this alternate racial trait if you consider getting a Skill Focus feat at level 1, because there's no reason not to.

Gnome
In the same boat as Dwarf, no Int bonus but they get +2 to a Craft skill of your choice with their default racial traits.

Half-Elf
We get a +2 anywhere we want. We're picking Intelligence. Sound familiar? Strictly better than an Elf because of the Bonus Feat. However, the only difference between Half-Elf and Human is that the Bonus Feat must be Skill Focus. If you don't plan on spending your Human Bonus Feat on anything in particular, being a Half-Elf with Skill Focus (Craft/Spellcraft) is another option. Although, the Human with the Focused Study trait will be better in this regard.

Halflings
A pretty reasonable choice, actually. You'd think a race with no bonus to intelligence shouldn't be considered, but you should look closer and one of their alternate racial traits.

Ingratiating: Ingratiating Halflings often survive at the whims of larger, more aggressive races. Because of this, they go out of their way to make themselves more useful, or at least entertaining, to larger folk. Halflings with this racial trait gain a +2 bonus on skill checks for a single Perform skill of their choice, and Perform is always a class skill for them. They also gain a +2 bonus on Craft and Profession checks. This racial trait replaces keen senses and sure-footed.

That's right. ALL craft checks. For the purpose of Craft, it's as if your intelligence were 4 higher. Since you're still missing out on the Int bonus to Spellcraft, you're missing out when making a Magic Item.

Half-orc
Half-elf Minus. About the same as an Elf unless you don't choose to add +2 to Intelligence.


Traits

Hedge Magician (Magic)
Whenever you craft a magic item, you reduce the required gp cost to make the item by 5%.

This is a great trait for being a magical crafter. A must-take if it weren't for...

Spark of Creation (Magic)
You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%.

This trait is Hedge Magician Plus. Same price reduction, with the added +1 to all Craft Skills. This is a trait bonus, so be mindful of how it stacks. No reason to take Hedge Magician over this trait, though.

Eldritch Smith (Dwarf/Magic)
Whenever you use the Craft skill or a crafting feat to make a stone or metal item, you reduce the cost of making the item by 5%. This includes metal-headed weapons with nonmetal parts, such as axes and spears.

This trait isn't as good and it competes for the Magic Trait slot with Hedge Magician, not to mention that it requires you be a Dwarf. Since this only affects the stone and metal items you create (and some would argue not the magic items they'd turn into), I would forego this train in favor of Hedge Magician.

Toilcrafter (Religion)
Choose one Craft or Profession skill in which you have at least 1 rank. Ranks in your chosen skill count as your caster level for the purpose of qualifying for the Craft Magic Arms and Armor feat. You may craft +1 armor, weapons, or shields (with no special qualities), substituting your rank in the chosen skill for your caster level. You must use the chosen skill for the check to create the item. Crafting in this fashion takes twice as long as normal. These items cannot be upgraded with new abilities.

This is the trait you take if no one in your party is going to be a magical crafter and you really want the 50% discount on bargain brand +1 gear. Since you can't upgrade it later, the gear you make this way is useless at higher levels. However, this makes it great for low-level one-off campaigns with no expectation of longevity.

Pragmatic Activator (Magic)
You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

This trait removes Charisma from the equation entirely, allowing you to focus on Intelligence for all your crafting related ability bonuses. If you're going to use Use Magic Device to substitute for lacking class features, this frees up your point-buy to go deeper into Intelligence which will net you more skill points to spend in crafting skills.


Feats

These are in no particular order.

Master Craftsman Allows you to take item creation feats using a craft skill as your caster level as well as giving that skill a +2 This is especially useful for the alchemist crafter route.

Prodigy
Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and so on). You receive a +2 bonus on checks with these skills. If you have 10 or more ranks in any one of these skills, the bonus increases to +4 for that skill.

Great for Crafting. Let's you pick two Craft skills. Choose now which two types of items you'll make the most: Weapon/Armor/Bow/Alchemy/Clothing

Skill Focus (Craft: Weapon/Armor/Bow/Alchemy/Clothing)
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Greater for Crafting, but you don't get to pick two. Decide now which type of item you're going to make the most of if you choose this skill. I wouldn't recommend choosing Skill Focus more than once for Craft skills unless you've got nothing else to spend a feat on.

Magical Aptitude
You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

It's like they knew we needed both of these. Most of these feats will be just as self-explanatory as these.

Skill Focus (Spellcraft)

Skill Focus (Use Magic Device)

Cooperative Crafting
You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.

Two words: MAKE FRIENDS. Rules as Written (RAW) could be taken one of two ways:

  • Only one character can cooperate with a crafter for Cooperative Crafting.
  • More than one character can cooperate and the amount of progress made is doubled for each cooperator.

I, and many sane GMs, would take it to mean the former. In either case, you won't get more than a +2 circumstance bonus because those bonuses can't stack. Regardless, having one friend help you with the crafting process speeds things up dramatically.


Magic Item Creation Feats

These are in order by Level.

Scribe Scroll
Scribe scrolls.

Generally useful. When you know you'll need a spell later, but don't want to dedicate a spell slot to it. Since this is the only feat really available at Level 1, you will probably get this just to have it. If you don't see anyone in your party needing it, I suggest taking it anyways.

Inscribe Rune
Inscribe runes.

You know what? I'm just going to forego the descriptions of these feats. I have a bias here, my favorite rune is Rune of Contingency. I would take this MICF just so that I could tattoo myself with this rune.

Once per day, the bearer of this rune can gain the effects of the spells feather fall and water breathing. In addition, if he is reduced to 0 or fewer hit points and is not killed, he turns into a cloud of vapor as per the spell gaseous form for 5 rounds. He remains conscious during this time, but after 5 rounds returns to his normal form and is unconscious and dying.

It's invincibility so long as your DM isn't actively trying to kill you in particular.

Brew Potion
Generally useful. Like scrolls, but things that anyone in the party can use without prior training.

Craft Wondrous Items
This is your bread an butter. Once you have this, you are going to become the craft-bitch for the entire party. Start taking orders, you're making EVERYTHING that EVERYONE needs. You even get to make custom gear, so long as your DM approves and helps you price it.

Craft Magic Arms and Armor
Here is where you make enchanted Weapons and Armor. Eventually, you're going to want enchanted gear because enemies will have Damage Reduction (DR). When enemy DR gets really high, you're going to need enchanted weapons to bypass them or be reduced to tickling your enemies to death. Your party members will thank you for providing cheap weapons.

Inscribe Magical Tattoo
These are neat. Like, REALLY neat. You can make a tattoo on any "slot", but they take up the skin at that slot, instead of taking up that equipment slot. You can't tattoo a slot that doesn't have skin, like your eye. You follow the same rules as Craft Wondrous Item creation, but you generally double the cost of the magic item since it doesn't take up the slot. Not only that, but instead of making Spellcraft checks, you can make Craft: Calligraphy/Painting/Tattoo checks. So long as you're cool with being painted from head to toe, tattoos are the way to go.

Craft Wand
Underrated by people who don't live by them, wands are a very necessary addition to any long-standing campaign. It's never fun for the spellcaster when their spell slots are expected to be filled with healing or utility by everyone else in the party. Wands are more cost effective than scrolls and should be considered when your party needs a spell more than 30 times or so but no one wants to dedicate slots to it. If you see your party needing more than a handful of wands in the future, this feat is definitely a consideration.

Editor's Note: There is some controversy as to whether or not you should ever be spending money on consumable magic items due to their cost. Over time, the cost incurred will put a player behind in total wealth. However, the setback from the decision to purchase a wand may be worth it if made occasionally. The Craft Wand feat mitigates this setback at the cost of a feat. You as the player need to decide if wands are worth using.

Craft Construct
Make your own army. Easier to maintain than undead and often far more legal and moral. In-place of Spellcraft, you can use a Craft: Sculpting for Stone Constructs, Craft: Carpentry for Wood Constructs, Craft: Clockwork for Mechanical Constructs, etc. You end up with a lot of freedom here. You are practically building custom robots.

Forge Ring
Rings are different from wondrous items. Wondrous Items can't be made for the "ring" slots of a character. The reason for this distinction is to make ring slots "worth more". Since you can only have two rings, you're limited in your choices. Being able to Forge Rings lets you open up those choices (so long as you cooperate with your DM on magic item creation). That's not to say that the rings that exist aren't awesome. Take this if you like fancy jewelry or want to invent your own.

Craft Rod
Rods are for metamagics. These are feat sticks. You are literally crafting feats so that party members don't have to take them. There are also the few useful rods like the Immovable Rod and other such baton-shaped magic items. This is a must have for a party with a lot of spell casters. However, I do suggest you skip this feat if you don't see your party needing that many different metamagics. It's only worth spending a feat if you're actually making loads of feat sticks.

Brew Fleshcrafting Poison
Sometimes, I just wish I was more like my animal companion. What this lets you do is make toxins that give you monster abilities. Wish you could crawl under doors? Give yourself the Compression ability of a Delver. The possibilities are as vast as the bestiary. You decide how useful such a feat would be.

Craft Staff
Staves are a touchy subject. Should you make a staff when you could just make a handful of wands? It really depends. Staves last FOREVER. You cannot consume a staff by emptying it. You can refill staves with one charge per day. If you see your campaign getting some major longevity (years worth of actual play time), a staff is great to have. However, whether or not staves are worth spending a feat on is another story. I don't see anyone ever needing that many staves, but the staves you'd like to have are pretty expensive. This is really a crap-shoot.


Classes

For classes, I'm just going to list off the things that have going for them. I will only discuss classes that have ANYTHING going for them. I'm going to spoil it for you right now, but Wizards are the clear winners here. However, if you just want some early feats, consider dipping into the other classes mentioned to get certain MICFs early.

Wizard

  • Wizards get Spellcraft and Craft as class skills.
  • Wizards get Scribe Scroll at Level 1.
  • Wizards of the Arcane Crafter (Universal) School can get a bonus MICF at Level 3. Also, they get a +2 to their crafting check when using a metamagic in MIC.
  • Wizards have the option of choosing MICFs as Bonus Feats at level 5, 10, 15, and 20
  • Wizards have two Arcane Discoveries they can take as Bonus Feats that revolve around MIC:

Arcane Builder: Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or other checks, as appropriate) to craft items of this type.
Golem Constructor: You have learned the art and craft of creating a single type of golem (such as stone golems or iron golems). When creating a golem of this type, you count as having the Craft Wondrous Item, Craft Magic Arms and Armor, and Craft Construct feats. You must meet all other construction requirements for the golem as normal.

  • Wizards can have a valet familiar which aids in MIC.

Class Skills: A valet treats Craft, Perform, and Profession as class skills.
Able Assistant (Ex): A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses. A valet's master treats the valet as if it possessed the Cooperative Crafting feat and shared all Craft skills and item creation feats he possesses.

Witch

  • Witches get Spellcraft, Craft, and Use Magic Device as class skills.
  • Witches can get the Cauldron Hex at Level 1, which is Brew Potion with a +4 insight bonus to Craft: Alchemy.
  • Witches can have a valet familiar which aids in MIC.

Cleric

  • Clerics get Spellcraft and Craft as class skills.
  • Clerics of the Rune Domain get Scribe Scroll as a Bonus Feat.
  • Forgemaster Clerics gain Craft Magic Arms and Armor as a Bonus Feat at Level 3.
  • Forgemaster Clerics can craft mundane and magical items in half the required time at Level 5.

Alchemist

  • Alchemists get Spellcraft, Craft, and Use Magic Device as class skills.
  • Alchemists get Brew Potion at Level 1.
  • Alchemists gain a competence bonus equal to their caster level to Craft: Alchemy for crafting mundane alchemical items.
  • Alchemists craft potions in half the time at Level 3.
  • Alchemists gain access to the following Discoveries that are related to MIC:

    Dilution: Once per day, the alchemist can dilute any one potion or elixir, creating two doses of the same potion from one. Diluting a potion costs a number of gp equal to one-quarter of the potion's market value. A potion that has been diluted cannot be diluted again. This discovery cannot be used to dilute extracts or mutagens.
    Promethean Disciple: An alchemist with this discovery learns how to craft constructs by way of alchemical research rather than arcane magic. The alchemist gains Craft Construct as a bonus feat without needing to meet its requirements. The alchemist substitutes his number of ranks in Craft (alchemy) for his total caster level and must use Craft (alchemy) to create the construct. The DC to create the construct still increases for any necessary spells that the alchemist does not have access to. However, the alchemist can use extracts in place of spells as spell prerequisites.

  • Alchemists craft potions as a full-round action at Level 18.


Acknowledgements

PurpleVermont for the addition of Promethean Disciple discovery.

Closing Notes

This guide was made on the fly with little to no prior planning. It was made just for your question by me. I expect to get my facts aggressively checked in the comments section where I may have misspoken or just been plain wrong, but over all, I've brought up enough things for you to consider when making a crafter. I may have missed out on a few things, too, so don't just stop at this guide.

\$\endgroup\$Sours: https://rpg.stackexchange.com/questions/41773/pathfinder-magic-item-crafter-build-guide

Wondrous Items

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Note

This site includes magic items from very many Paizo sources beyond just the core rulebooks. Scroll down to the bottom of this page (or click here) to see a complete listing.

Wondrous items are varied and diverse. Some must be worn in a specific magic item slot in order to work, while others must merely be possessed and utilized.

The term “wondrous item” is a catchall description 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 the character who wants to employ the item or benefit from its abilities whereas slotless items do not occupy or use up a magic item slot.

Slotted Wondrous Items

Picture created by, and used with permission of, Mike Beals;
Permission is granted to print and use for personal, non-commercial use.

When a character wears a slotted wondrous item he cannot gain the benefit from a wondrous items of the same slot until the first item is removed. Of course, a character may carry or possess any number of slotted items of the same type, but additional items have no effect until they are worn.

Note: If you click on the image at right of a person showing the body slots, you can download a PDF that you can print and fill in yourself!

Sometimes a slotted wondrous item must be worn for a period of time (typically 24 hours) before the item’s full effect manifests. If a creature is missing the body part where a wondrous item is worn, it cannot use that type of slotted item. If a creature has multiple body parts that correspond to a single wondrous item slot, it can still only gain the benefit of one item of that slot.

There are several categories of slotted wondrous items.

  • Belt: This slot consists of belts and other items that can be worn around the waist.
  • Body: This slot consists of body wraps, cassocks, corsets, dusters, harnesses, robes, vestments and any other article of clothing that can be worn on the body.
  • Chest: This slot consists of jackets, mantels, shirts, vests and other items that can be worn around the torso or chest.
  • Eyes: This slot consists of goggles, lenses, monocles, spectacles, and other items that can be worn over the eyes.
  • Feet: This slot consists of boots, horseshoes, sandals, shoes, slippers, and other items that can be worn on the feet.
  • Hands: This slot consists of gauntlets, gloves, and other items that can worn on the hands.
  • Head: This slot consists of circlets, crowns, hats, helms, hoods, masks, and other items that can be worn on the head.
  • Headband: This slot consists of bands, headbands, laurels, phylacteries, and other non-head slot items that can be worn around the forehead.
  • Neck: This slot consists of amulets, brooches, medallions, necklaces, periapts, scarabs, and other items that can be worn around the neck or fastened to a cloak.
  • Shoulders: This slot consists of capes, cloaks, cords, mantels, pauldrons, shawls, stoles, wings, and other items that can be worn on the shoulders.
  • Wrists: This slot consists of armbands, bracelets, bracers, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists.

Slotless Wondrous Items

Wondrous items not worn in one of the magic item slots are called “slotless” wondrous items. Sometimes these items take the form of trinkets, like figurines of wondrous power. Other times they are larger items, such as the carpet of flying. Typically the possession of such an item is enough to gain its benefit, but sometimes one must manipulate and activate the item.

Slotless wondrous items are the largest category and most diverse of the wondrous items.

Intelligent Wondrous Items

Some wondrous items are intelligent, while others provide some clue as to their function.

d%Result
01The wondrous item is intelligent
02–31Something (a design, inscription, or the like) provides a clue to its function (or if the item is command word-activated, that it has the command word or words written on it)
32–100No special qualities.

Intelligent items have extra abilities and sometimes extraordinary powers and special purposes (see Intelligent Items). Wondrous items with charges can never be intelligent.

Activation

Wondrous items are usually use-activated or activated by a command word, but details vary from item to item.

Command Word: If the activation is on command or if no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.

A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some nonsensical word, or a word or phrase from an ancient language. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.

Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden within a pattern or design engraved, carved, or built into the item, or the item might bear a clue to the command word.

The Knowledge (arcana) and Knowledge (history) skills can be useful in identifying command words or deciphering clues regarding them. In such cases, a successful DC 30 check is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide a clue. The spells detect magic, identify, and analyze dweomer all reveal command words if the properties of the item are successfully identified.

Use-Activated: This type of item merely has to be used in order to activate it. A character has to drink a potion, swing a sword, interpose a shield to deflect a blow, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation is generally straightforward and self-explanatory.

Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one wears. A few must simply be in the character’s possession (meaning on her person). However, some items made for wearing must still be activated. Although this activation sometimes requires a command word (see above), usually it means mentally willing the activation. The description of an item states whether a command word is needed in such a case.

Extradimensional Spaces

A number of spells and magic items utilize extradimensional spaces, such as rope trick, bags of holding, handy haversacks, and portable holes. These spells and magic items create a tiny pocket space that does not exist in any dimension. Such items do not function, however, inside another extradimensional space. If placed inside such a space, they cease to function until removed from the extradimensional space. For example, if a bag of holding is brought into a rope trick, the contents of the bag of holding become inaccessible until the bag of holding is taken outside the rope trick. The only exception to this is when a bag of holding and a portable hole interact, forming a rift to the Astral Plane, as noted in their descriptions.

Table: Wondrous Item Types

Table: Belt Slot Wondrous Items

d%ItemPrice
01–04Serpent belt9,000 gp
05–08Monkey belt9,400 gp
09–16Belt of physical might +210,000 gp
17–22Belt of the weasel10,000 gp
23–27Belt of thunderous charging10,000 gp
28–32Minotaur belt11,000 gp
33–36Plague rat belt, greater11,200 gp
37–41Belt of equilibrium12,000 gp
42–46Security belt12,500 gp
47–51Belt of mighty hurling, lesser14,000 gp
52–57Belt of dwarvenkind14,900 gp
58–61Cord of stubborn resolve15,000 gp
62–71Belt of giant strength +416,000 gp
72–80Belt of physical perfection +216,000 gp
81–90Belt of incredible dexterity +416,000 gp
91–100Belt of mighty constitution +416,000 gp
d%ItemPrice
01–12Monkey belt, greater18,000 gp
13–26Anaconda’s coils18,500 gp
27–38Serpent belt, greater20,000 gp
39–53Belt of fallen heroes21,000 gp
54–67Gorgon belt23,000 gp
68–84Elemental earth belt24,000 gp
85–100Sash of flowing water25,000 gp

Table: Body Slot Wondrous Items

d%ItemPrice
01–10Robe of stars58,000 gp
11–15Robe of gates64,000 gp
16–20Otherworldly kimono67,000 gp
21–40Bodywrap of mighty strikes +575,000 gp
41–51Resplendent robe of the thespian75,000 gp
52–67Robe of the archmagi75,000 gp
68–77Bodywrap of mighty strikes +6108,000 gp
78–97Robe of eyes120,000 gp
98–100Bodywrap of mighty strikes +7147,000 gp

Table: Chest Slot Wondrous Items

d%ItemPrice
01–10Sash of the war champion4,000 gp
11–20Sipping jacket5,000 gp
21–31Tunic of careful casting5,000 gp
32–42Vest of escape5,200 gp
43–52Cackling hag’s blouse6,000 gp
53–62Deadshot vest6,000 gp
63–70Prophet’s pectoral6,000 gp
71–79Tunic of deadly might6,000 gp
80–90Vest of the vengeful tracker6,000 gp
91–100Resplendent uniform7,000 gp

Table: Eyes Slot Wondrous Items

Table: Feet Slot Wondrous Items

d%ItemPrice
01–11Boots of the cat1,000 gp
12–22Daredevil boots1,400 gp
23–31Boots of the enduring march1,500 gp
32–41Feather step slippers2,000 gp
42–50Boots of friendly terrain2,400 gp
51–60Boots of the winterlands2,500 gp
61–76Boots of elvenkind2,500 gp
77–85Acrobat slippers3,000 gp
86–92Horseshoes of speed3,000 gp
93–100Boots of the mire3,500 gp
d%ItemPrice
01–07Burglar boots, minor4,000 gp
08–13Horseshoes of crushing blows +14,000 gp
14–19Sandals of quick reaction4,000 gp
20–26Slippers of cloudwalking4,400 gp
27–40Slippers of spider climbing4,800 gp
41–46Sandals of the lightest step5,000 gp
47–60Boots of striding and springing5,500 gp
61–68Horseshoes of a zephyr6,000 gp
69–75Haunted shoes6,480 gp
76–82Jaunt boots7,200 gp
83–100Boots of levitation7,500 gp
d%ItemPrice
01–08Boots of escape8,000 gp
09–14Earth root boots8,000 gp
15–21Nightmare boots8,500 gp
22–26Nightmare horseshoes9,000 gp
27–32Caltrop boots10,000 gp
33–39Tremor boots10,000 gp
40–47Boots of the mastodon10,500 gp
48–54Shoes of the lightning leaper10,500 gp
55–70Boots of speed12,000 gp
71–77Verdant boots12,000 gp
78–84Horseshoes of crushing blows +216,000 gp
85–100Winged boots16,000 gp

Table: Hand Slot Wondrous Items

d%ItemPrice
01–02Deliquescent gloves8,000 gp
03–05Form-fixing gauntlets8,000 gp
06–08Iron cobra gauntlet8,000 gp
09–16Shadow falconer’s glove8,000 gp
17–20Spellstrike gloves8,000 gp
21–28Glyphbane gloves9,000 gp
29–40Glove of storing10,000 gp
41–46Gloves of shaping10,000 gp
47–54Pliant gloves10,000 gp
55–76Gauntlet of rust11,500 gp
77–100Gloves of dueling15,000 gp

Table: Head Slot Wondrous Items

d%ItemPrice
01–12Circlet of persuasion4,500 gp
13–21Grappler’s mask5,000 gp
22–31Helm of fearsome mien5,000 gp
32–40Jingasa of the fortunate soldier5,000 gp
41–54Helm of comprehend languages and read magic5,200 gp
55–66Crown of swords6,000 gp
67-84Crown of blasting, minor6,480 gp
85-95Mask of the krenshar7,200 gp
96-100Plague mask7,500 gp
d%ItemPrice
01–06Cat’s eye crown18,000 gp
07–12Maw of the wyrm18,000 gp
13–20Mitre of the hierophant18,000 gp
21-29Magician’s hat20,000 gp
30-36Circlet of mindsight22,000 gp
37-45Mask of the skull22,000 gp
46-53Howling helm22,600 gp
54-66Crown of blasting, major23,760 gp
67-76Helm of underwater action24,000 gp
77-83Crown of conquest24,600 gp
84-89Batrachian helm26,000 gp
90-100Helm of telepathy27,000 gp

Table: Headband Slot Wondrous Items

d%ItemPrice
01–09Headband of alluring charisma +24,000 gp
10–18Headband of inspired wisdom +24,000 gp
19–27Headband of vast intelligence +24,000 gp
28–33Headband of aerial agility +24,500 gp
34–39Shifter’s headband +24,500 gp
40–45Headband of ponderous recollection5,100 gp
46–51Headband of ki focus5,400 gp
52–58Headband of unshakeable resolve5,600 gp
59–66Hollywreath band5,700 gp
67–74Headband of deathless devotion6,400 gp
75–82Phylactery of the shepherd7,000 gp
83–91Headband of intuition7,000 gp
92–100Headband of fortune’s favor7,700 gp
d%ItemPrice
01–06Headband of havoc8,000 gp
07–12Serpent’s band9,000 gp
13–20Headband of mental prowess +210,000 gp
21–26Hunter’s band11,000 gp
27–34Phylactery of negative channeling11,000 gp
35–42Phylactery of positive channeling11,000 gp
43–48Veiled eye12,000 gp
49–54Band of the stalwart warrior14,000 gp
55–60Headband of ninjitsu15,000 gp
61–68Headband of alluring charisma +416,000 gp
69–76Headband of inspired wisdom +416,000 gp
77–85Headband of mental superiority +216,000 gp
86–93Headband of vast intelligence +416,000 gp
94–100Shifter’s headband +417,500 gp
d%ItemPrice
01–09Soulbound eye30,000 gp
10–19Winter wolf headband32,000 gp
20–32Headband of alluring charisma +636,000 gp
33–45Headband of inspired wisdom +636,000 gp
46–58Headband of vast intelligence +636,000 gp
59–66Shifter’s headband +639,000 gp
67–81Headband of mental prowess +440,000 gp
82–90Headband of seduction40,000 gp
91–100Headband of aerial agility +442,000 gp

Table: Neck Slot Wondrous Items

d%ItemPrice
01–10Hand of the mage900 gp
11–18Aegis of recovery1,500 gp
19–25Amulet of bullet protection +11,500 gp
26–37Brooch of shielding1,500 gp
38–49Necklace of fireballs (type I)1,650 gp
50–63Amulet of natural armor +12,000 gp
64–72Golembane scarab2,500 gp
73–82Necklace of fireballs (type II)2,700 gp
83–89Swarmbane clasp3,000 gp
90–95Mind sentinel medallion3,500 gp
96–100Mummer’s ruff3,500 gp
d%ItemPrice
01–08Amulet of elemental strife4,000 gp
09–15Righteous fist amulet4,000 gp
16–26Amulet of mighty fists +14,000 gp
27–36Necklace of fireballs (type III)4,350 gp
37–47Necklace of fireballs (type IV)5,400 gp
48–55Stormlure5,400 gp
56–66Necklace of fireballs (type V)5,850 gp
67–73Amulet of bullet protection +26,000 gp
74–81Feychild necklace6,000 gp
82–89Carcanet of detention7,200 gp
90–100Periapt of health7,500 gp
d%ItemPrice
01–08Amulet of natural armor +28,000 gp
09–12Amulet of proof against petrification8,000 gp
13–15Everwake amulet8,000 gp
16–18Gravewatch pendant8,000 gp
19–23Hand of glory8,000 gp
24–26Torc of lionheart fury8,000 gp
27–33Necklace of fireballs (type VI)8,100 gp
34–40Necklace of fireballs (type VII)8,700 gp
41–43Amulet of hidden strength9,000 gp
44–47Necklace of adaptation9,000 gp
48–51Amulet of spell cunning10,000 gp
52–54Collar of the true companion10,000 gp
55–58Frost fist amulet10,000 gp
59–63Crystal of healing hands12,000 gp
64–66Guardian gorget12,000 gp
67–73Medallion of thoughts12,000 gp
74–77Periapt of protection from curses12,000 gp
78–81Forge fist amulet13,000 gp
82–85Amulet of bullet protection +313,500 gp
86–92Periapt of wound closure15,000 gp
93–95Amulet of mighty fists +216,000 gp
96–98Necklace of ki serenity16,000 gp
99–100Brooch of amber sparks16,800 gp
d%ItemPrice
01–15Symbol of sanguine protection17,500 gp
16–24Amulet of natural armor +318,000 gp
25–35Ampoule of false blood20,000 gp
36–50Amulet of magecraft20,000 gp
51–62Dragonfoe amulet20,000 gp
63–67Amulet of spell mastery22,000 gp
68–72Amulet of bullet protection +424,000 gp
73–85Hand of stone27,000 gp
86–100Periapt of proof against poison27,000 gp

Table: Shoulders Slot Wondrous Items

d%ItemPrice
01–06Catching cape200 gp
07–10Cloak of human guise900 gp
11–30Cloak of resistance +11,000 gp
31–36Muleback cords1,000 gp
37–38Shawl of life-keeping1,000 gp
39–44Shield cloak1,000 gp
45–50Quickchange cloak1,500 gp
51–56Cowardly crouching cloak1,800 gp
57–74Cloak of elvenkind2,500 gp
75–80Cloak of the hedge wizard2,500 gp
81–85Cloak of fiery vanishing2,600 gp
86–94Cloak of fangs2,800 gp
95–97Pauldrons of the serpent3,000 gp
98–100Stonemist cloak3,500 gp
d%ItemPrice
01–20Cloak of resistance +39,000 gp
21–22Cloak of the duskwalker10,000 gp
23–25Cocoon cloak10,000 gp
26–27Pauldrons of the bull10,000 gp
28–32Stone cloak, minor10,000 gp
33–40Cape of the mountebank10,800 gp
41–45Pauldrons of the watchful lion10,800 gp
46–52Lion cloak12,000 gp
53–54Mantle of spores13,400 gp
55–59Cape of effulgent escape14,000 gp
60–69Cloak of arachnida14,000 gp
70–72Gunfighter’s poncho14,000 gp
73–74Tentacle cloak14,000 gp
75–76Demonspike pauldrons14,350 gp
77–78Comfort’s cloak15,600 gp
79–88Cloak of resistance +416,000 gp
89–91Shawl of the crone16,000 gp
92–100Prestidigitator’s cloak17,200 gp
d%ItemPrice
01–12Stole of justice18,000 gp
13–24Jellyfish cape19,200 gp
25–32Cloak of the diplomat20,000 gp
33–44Slashing cloak20,000 gp
45–56Stone cloak, major20,000 gp
57–68Cloak of displacement, minor24,000 gp
69–88Cloak of resistance +525,000 gp
89–100Cloak of the bat26,000 gp

Table: Wrists Slot Wondrous Items

d%ItemPrice
01–27Bracers of armor +24,000 gp
28Bracers of falcon’s aim4,000 gp
29–38Inquisitor’s bastion vambraces4,000 gp
39–65Bracers of archery, lesser5,000 gp
66–68Spellguard bracers5,000 gp
69–71Bonebreaker gauntlets6,000 gp
72–81Vambraces of defense6,000 gp
82–98Verdant vine6,000 gp
99Longarm bracers7,200 gp
100Bracers of the glib entertainer7,900 gp
d%ItemPrice
01–04Charm bracelet8,000 gp
05–08Duelist’s vambraces8,000 gp
09–13Merciful vambraces8,000 gp
14–18Vambraces of the tactician8,000 gp
19–43Bracers of armor +39,000 gp
44–53Seducer’s bane9,900 gp
54–58Bracers of the avenging knight11,500 gp
59–63Arrowmaster’s bracers13,900 gp
64–73Vambraces of the genie (efreeti)14,400 gp
74–78Bracelet of bargaining14,500 gp
79–82Bracelet of mercy15,000 gp
83–86Bracers of the merciful knight15,600 gp
87–90Bracelet of second chances15,750 gp
91–99Bracers of armor +416,000 gp
100Shackles of durance vile16,200 gp

Table: Slotless Wondrous Items

d%ItemPrice
01–03Roll on the Least Minor table
04Anatomy doll1,000 gp
05Bead of newt prevention1,000 gp
06Beast-bond brand1,000 gp
07Bookplate of recall1,000 gp
08–09Boro bead (1st)1,000 gp
10Concealing pocket1,000 gp
11Dowsing syrup1,000 gp
12Incense of transcendence1,000 gp
13–14Page of spell knowledge (1st)1,000 gp
15–17Pearl of power (1st)1,000 gp
18Preserving flask (1st)1,000 gp
19–20Pyxes of redirected focus1,000 gp
21–22Salve of slipperiness1,000 gp
23Wasp nest of swarming1,000 gp
24–26Elixir of fire breath1,100 gp
27Grave salt1,100 gp
28–29Pipes of the sewers1,150 gp
30–31Dust of illusion1,200 gp
32–33Goblin skull bomb1,200 gp
34–35Elixir of dragon breath1,400 gp
36Bookmark of deception1,500 gp
37Word bottle1,500 gp
38Dust of acid consumption1,600 gp
39–40Dust of appearance1,800 gp
41–42Efficient quiver1,800 gp
43Pipes of sounding1,800 gp
44Scabbard of vigor1,800 gp
45Agile alpenstock2,000 gp
46Blood reservoir of physical prowess2,000 gp
47Clamor box2,000 gp
48Dry load powder horn2,000 gp
49Goblin fire drum2,000 gp
50–51Handy haversack2,000 gp
52–53Horn of fog2,000 gp
54Iron spike of safe passage2,000 gp
55Knight’s pennon, honor2,200 gp
56–59Volatile vaporizer (1st)2,200 gp
60–62Elemental gem2,250 gp
63–64Flying ointment2,250 gp
65Sovereign glue2,400 gp
66Apple of eternal sleep2,500 gp
67–68Bag of holding (type I)2,500 gp
69Candle of truth2,500 gp
70Hexing doll2,500 gp
71–72Stone of alarm2,700 gp
73Book of extended summoning, standard2,750 gp
74–77Bead of force3,000 gp
78Cauldron of brewing3,000 gp
79–80Chime of opening3,000 gp
81Philter of love3,000 gp
82–86Rope of climbing3,000 gp
87–88Volatile vaporizer (2nd)3,000 gp
89Shroud of disintegration3,300 gp
90–92Bag of tricks, gray3,400 gp
93–95Dust of disappearance3,500 gp
96Dust of weighty burdens3,600 gp
97Noble’s vigilant pillbox3,600 gp
98–99Figurine of wondrous power (silver raven)3,800 gp
100Volatile vaporizer (3rd)3,800 gp
Sours: https://www.d20pfsrd.com/magic-items/Wondrous-Items/
  1. Sand rail with honda engine
  2. Spelling you see level e
  3. Taste of europe tahoe

Magic Item Index

Each general type of magic item gets an overall description, followed by descriptions of specific items.

General descriptions include notes on activation, random generation, and other material. The AC, hardness, hit points, and break DC are given for typical examples of some magic items. The AC assumes that the item is unattended and includes a –5 penalty for the item's effective Dexterity of 0. If a creature holds the item, use the creature's Dexterity modifier in place of the –5 penalty.

Some individual items, notably those that just store spells, don't get full-blown descriptions. Reference the spell's description for details, modified by the form of the item (potion, scroll, wand, and so on). Assume that the spell is cast at the minimum level required to cast it.

ABCDEFGHIJKLMNOPQRSTUVWX

      

                     

  • Salve of Slipperiness
  • Sash of the War Champion
  • Scabbard of Keen Edges
  • Scabbard of Vigor
  • Scarab of Death
  • Scarab of Protection
  • Scarab, Golembane
  • Screaming Bolt
  • Searing Arrow
  • Security (Rod)
  • Seeking (Weapon property)
  • Selective (Rod, Metamagic)
  • Shadow, Greater (Armor property)
  • Shadow, Improved (Armor property)
  • Shadow (Armor property)
  • Shatterspike
  • Sheath of Bladestealth
  • Shieldsplitter Lance
  • Shifter's Sorrow
  • Shock
  • Sickening (Rod, Metamagic)
  • Shocking Burst (Weapon property)
  • Shooting Stars (Ring)
  • Shrieking (Staff)
  • Silent (Rod, Metamagic)
  • Silver Dagger, Masterwork
  • Silver Smite Bracelet
  • Silversheen
  • Size Alteration (Staff)
  • Sizzling Arrow
  • Slaying Arrow
  • Sleep Arrow
  • Slick, Greater (Armor property)
  • Slick, Improved (Armor property)
  • Slick (Armor property)
  • Slippers of Spider Climbing
  • Slumber (Staff)
  • Sniper Goggles
  • Soothsayer's Raiment
  • Soul Soap
  • Souls (Staff)
  • Sovereign Glue
  • Sparkwake Starknife
  • Spear, Cursed Backbiter
  • Speed (Weapon property)
  • Spell Resistance (Armor property)
  • Spell Storing, Major (Ring)
  • Spell Storing, Minor (Ring)
  • Spell Storing (Ring)
  • Spell Storing (Weapon property)
  • Spell Turning (Ring)
  • Spined Shield
  • Spirit Blade
  • Splendor (Rod)
  • Stealth (Staff)
  • Stone of Alarm
  • Stone of Good Luck
  • Stone of Weight
  • Stone Salve
  • Strand of Prayer Beads
  • Sun Blade
  • Sustaining Spoon
  • Sustenance (Ring)
  • Swarming Insects (Staff)
  • Swimming, Improved (Ring)
  • Swimming (Ring)
  • Sword of Life Stealing
  • Sword of Subtlety
  • Sword of the Planes
  • Sword, Berserking
  • Sylvan Scimitar
Sours: https://legacy.aonprd.com/indices/magicitems.html
Pathfinder (2e) Magic Part 11: Trick Magic Item

This guide serves as a list for all items that directly improves class abilities. Whether you want to improve a dip or buff up your channeling abilities, it’s all here! Thanks go to “AndIMustMask” on the Paizo message Boards for collecting the vast majority of these.

Check out a reasonably comprehensive list of Pathfinder Guides. Class guides, item guides, general tips, it’s all here!


Alchemist

Vest of Stable Mutation
AURA moderate abjuration; CL 8th
Chest slot; Price 20,000gp; WEIGHT 2 lbs.
This leather vest is fitted with a number of pockets that are useful for storing the ingredients necessary for alchemical tinkering. The main ability of this vest, however, is to lessen the debilitating effects of an alchemist’s mutagen. While under the effect of any type of mutagen, the wearer takes no penalty to mental ability scores from that mutagen.
CONSTRUCTION REQUIREMENTS
COST 10,000 GP Craft Wondrous Item, eagle’s splendor, fox’s cunning, owl’s wisdom, creator must be an alchemist

Admixture Vial
Aura moderate universal; CL 8th; Weight —
Slot none; Price 5,000 gp
DESCRIPTION
Once per day, an alchemist can use this simple-looking glass vial to combine two extracts into one usable extract as if he had the combine extracts discovery. An admixture vial can combine extracts of 3rd level or lower. Extracts combined with an admixture vial cannot be combined again using this item or the combine extracts discovery.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, creator must be an alchemist with the combine extracts discovery; Cost 2,500 gp

Hybridization Funnel
Aura faint transmutation; CL 3rd; Weight 2 lbs.
Slot none; Price 200 gp
DESCRIPTION
This two-spouted funnel is used to safely mix two alchemical splash weapons into a single flask. Using the vial requires 10 minutes and a DC 25 Craft (alchemy) check; a half-elf has a +5 bonus on this check. Failing the check means both splash weapon are destroyed. Success means the two materials are safely mixed into one vial that is the same volume as a normal splash weapon vial; when thrown as a splash weapon, the mixture has the effects of both component substances and creatures are affected as if hit by both. The mixture becomes inert after 24 hours. Only liquids may be mixed with the funnel. The bearer can use it to mix an alchemical splash weapon with either holy water or unholy water, but the Craft (alchemy) DC increases to 30; half-elves still get the +5 bonus on this check. The funnel does not work on potions, elixirs, extracts, or other materials. Mixing a substance with a similar or identical substance (such as alchemist's fire with alchemist's fire) has no effect. A mixture cannot be combined with another mixture.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, fabricate or combine extracts discovery; Cost 100 gp

Formula Alembic
Aura faint divination; CL 3rd; Weight 2 lbs.
Slot none; Price 200 gp
DESCRIPTION
This magically-augmented alchemical device distills a potion or alchemist extract into the knowledge needed to create its formula. By gently heating a potion or extract in the alembic for 1 hour, the device creates a few drops of magical liquid. If consumed by an alchemist, this liquid gives him knowledge of the potion's or extract's formula, as if it were an extract he recorded in his formula book. This knowledge lasts for 24 hours. He may scribe this formula in his formula book in the normal fashion.
Using the alembic does not harm the potion, but the process makes it nearly boiling hot (it cools normally). The alembic can only distill the knowledge of formulas on the alchemist extract list (for example, it cannot turn a potion of a cleric-only spell into something an alchemist can learn).
CONSTRUCTION REQUIREMENTS
Brew Potion, Craft Wondrous Item, identify, creator must be an alchemist; Cost 100 gp

Bombchucker
A 12gp slotless item that gives you +10 feet to your bomb range.  No question!


Antipaladin

Phylactery of Negative Channeling
Aura moderate necromancy [evil]; CL 10th
Slot headband; Price 11,000 gp; Weight —
DESCTIPTION
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

Construct Channel Brick
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

Dastard (Armor Enchantment)
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

Hosteling (Armor Enchantment)
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

Warding (Armor Enchantment)
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

Magician’s Hat (Hat Slot)
Aura: Moderate Transmutation CL:10th Price: 20,000GP
Mystic symbols embroidered in gold thread decorate this conical hat. Three times per day as a free action when casting a spell, the wearer can shift metamagic feats on prepared spells. The wearer can either move a metamagic feat from another prepared spell to a spell being cast or from the spell being cast to another prepared spell. In either case, the spell that gains the metamagic feat can’t exceed the spell slot of the spell that originally had the metamagic feat. For example, a wizard with detect thoughts, silent dispel magic, and dimension door prepared could cast a silent detect thoughts (and would now have dispel magic prepared), but could not cast silent dimension door. Moving metamagic feats does not increase spell casting time, even for quickened spells. The hat provides no benefit to spontaneous casting or spell-like abilities.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, mnemonic enhancer

Insignia of Valor
Aura moderate conjuration; CL 7th; Weight —
Slot none; Price 8,000 gp
DESCRIPTION
This metal badge of a rampant griffon, lion, horse, or similar heraldic creature must be attached to a shield or armor to function. Attaching or removing it requires a DC 15 Craft (armor) check, 10 minutes, and appropriate tools. Its powers only function if the wearer of the shield or armor has the channel energy and smite abilities . If the wearer dispatches an opponent with a smite attack (killing it, destroying it, or reducing its hit points below 0), she may expend one use of her channel energy ability as a swift action that round.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, cure critical wounds; Cost 4,000 gp

Ring of Protected Life
Price 9,000 gp; Slot ring; CL 7th; Weight 1 lb.; Aura moderate conjuration
DESCRIPTION
This silver ring features arboreal motifs, and is set with a small but brilliant sapphire.
If the wearer has the channel energy class feature, the radius of his channeled energy increases by 5 feet. Additionally, when the wearer channels energy, he may choose to exempt one creature from the effects of his channeling. If the wearer has the Selective Channeling feat, the ring of protected life increases the number of creatures he may normally exempt by one. Finally, once per day the wearer may channel energy as a swift action that does not provoke attacks of opportunity; doing so renders the ring of protected life inert for 24 hours, during which time it does not confer any benefits.
CONSTRUCTION REQUIREMENTS
Feats Forge Ring, Selective Channeling; Special creator must have the channel energy class feature; Cost 4,500 gp

Channeler's Aspergillum
Source Magical Marketplace pg. 11
Aura moderate conjuration and necromancy CL 9th
Slot none; Price 36,305 gp; Weight 4 lbs.
Description
This +1 battle aspergillumUE has additional powers when filled with holy water or unholy water (filling it requires a move action). By swinging a filled channeler’s aspergillum in an arc, the wielder affects up to nine creatures in a 30-foot cone as with mass cure light wounds (if the aspergillum is filled with holy water) or mass inflict light wounds (if the aspergillum is filled with unholy water). This action expends the holy or unholy water within.
If the wielder has the channel energy ability, she can also use a channeler’s aspergillum to increase her effective cleric level by 2 for the purpose of channeling energy. Each time the wielder uses the channeler’s aspergillum in this way, the holy water (for channeled positive energy) or unholy water (for channeled negative energy) stored in the aspergillum is expended.
Regardless of which of these ways the channeler’s aspergillum is used, it can only be filled with holy or unholy water up to three times per day. A channeler’s aspergillum can hold only one flask’s worth of holy or unholy water at a time.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, mass cure light wounds, mass inflict light wounds, creator must be able to channel energy; Price 18,305 gp


Malleable Symbol
Source Ultimate Equipment pg. 309
Aura moderate conjuration; CL 9th
Slot none; Price 10,000 gp; Weight 1 lb.
Description
This undistinguished metal lump has no powers in its default state. By concentrating on it for 1 minute, a creature who worships a deity may transform it into a masterwork holy symbol of that deity. Whenever this holy symbol is used as a focus for channeled energy, as a free action the bearer can alter the channel area to one of the following options:
10-foot burst centered anywhere within 30 feet
60-foot line
30-foot cone
The symbol reverts to its nondescript lump form after being away from its bearer for 24 hours.
CONSTRUCTION
Requirements Craft Wondrous Item, mass cure light wounds, creator must be able to channel energy; Cost 5,000 gp


Barbarian

Bloodthirsty
Price +2 bonus; Aura moderate enchantment; CL 7th
DESCRIPTION
Requirement: Only light or medium armor can be enchanted with the bloodthirsty special ability.
Jagged designs of lightning, fangs, or weaponry adorn any bloodthirsty armor, which bolsters its wearer's confidence and presence with each wound the wearer inflicts.
Bloodthirsty armor promotes wanton bloodshed, as its enhancement bonus to AC increases by 1 for 1 round after its wearer deals damage with a natural attack or melee weapon. If the wearer of a suit of bloodthirsty armor is raging, the armor's enhancement bonus increases by 3 instead.
CONSTRUCTION REQUIREMENTS

Feats Craft Magic Arms and Armor; Spells rage; Cost +2 bonus

Torc of Lionheart Fury
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

Helm of Fearsome Mien
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

Hamatula Hide
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

Furious (Weapon Enchant)
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

Courageous (Weapon Enchantment)
Price +1 bonus
Aura faint enchantment; CL 3rd; Weight —
DESCRIPTION
This special ability can only be added to a melee weapon.
A courageous weapon fortifies the wielder's courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon's enhancement bonus. In addition, any morale bonus the wielder gains from any other source is increased by half the weapon's enhancement bonus (minimum 1).
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, heroism, remove fear; Cost +1 bonus

Headband of Havoc
PRICE 8,000 GP
AURA faint enchantment CL 5th WEIGHT 1 lb.
This band of raggedly stitched animal skins and teeth focuses a barbarian wearer’s bloodlust. When the wearer enters a rage, she selects one of her rage powers. For the duration of the rage, that power functions as if the wearer’s barbarian level were four levels higher.
Once per day when the wearer is attacked or has to make a saving throw against a hostile effect, she may spend 2 rounds of rage to begin a rage as an immediate action. This rage becomes active prior to resolving the attack that triggered it and lasts until the start of her next turn (at which time she may continue to rage as if she had begun the rage in the normal manner).
CONSTRUCTION REQUIREMENTS COST 4,000 GP
Craft Wondrous Item, rage

Cord of Stubborn Resolve
PRICE 15,000 GP
AURA moderate transmutation CL 8th WEIGHT 1 lb.
When fastened about the waist, this stout length of rope grants a +2 enhancement bonus to Constitution along with prodigious stamina. Treat the enhancement bonus to Constitution as a temporary ability bonus for the first 24 hours the belt is worn. Any effect which would cause the wearer to become fatigued deals an additional 1d6 points of nonlethal damage instead. Any effect that would cause exhaustion likewise causes 1d6 points of nonlethal damage, and leaves the wearer fatigued instead of exhausted.
CONSTRUCTION REQUIREMENTS COST 7,500 GP


Bard

Doom Harp
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

Book of the Loremaster
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

Harmonizing (Armor Enchantment)
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

Rallying (Shield Enchantment)
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

Ring of Spell Knowledge
Aura moderate or strong (no school); CL 7th
Slot ring; Price 1,500 gp (Type I), 6,000 gp (Type II), 13,500 gp (Type III), 24,000 gp (Type IV); Weight —
DESCRIPTION
This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters. Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells. A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class’ spell list. Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes (storage and casting). CONSTRUCTION REQUIREMENTS
Forge Ring, creator must be able to cast spells of the spell level to be granted; Cost 750 gp (Type I), 3,000 gp (Type II), 6,750 (Type III), 12,000 gp (Type IV).

Robe of Runes
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

Banner of Ancient Kings
Source: Lands of the Linnorm Kings
Aura moderate abjuration; CL 8th
Slot none; Price 18,000 gp; Weight 5 lbs.
DESCRIPTION
This tattered white canvas banner looks like an old piece of sailcloth, or perhaps a winding shroud—a 4-foot-by-6-foot rectangle with loops that can fit over a spear haft or pole running up one side. If mounted on a longspear or pole at least 8 feet in length, the banner shifts in appearance to match the heraldry or coat of arms of the person who attached it. If that person has no device, the flag instead displays a device that echoes the owner’s personality (such as a favorite animal, favored weapon, or holy symbol of the wielder’s deity).
When carried into battle, a banner of the ancient kings confers several benefits. As long as the longspear or pole to which the banner is attached is firmly wielded in two hands, its carrier gains a +4 circumstance bonus on Initiative checks. In addition, when so wielded, it grants the wielder and all allies within 30 feet a +2 resistance bonus on all saving throws against mind-affecting effects. If the carrier of the banner fails a saving throw against a mind-affecting effect, he may attempt a new saving throw against that effect every round he continues to wield the banner of the ancient kings—once he releases his firm grip on the banner’s haft, though, he no longer gets this benefit, even if he wields the banner properly at a later point while still under the effects of the mind-affecting effect.
If the banner’s carrier possesses the Flagbearer feat, the banner of the ancient kings doubles the morale bonuses granted by that feat. A bard who carries a longspear or pole to which a banner of the ancient kings has been attached is treated as four levels higher than his actual bard level for the purposes of determining the bonuses granted by his inspire courage bardic performance ability.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, heroism, resistance; Cost 9,000 gp

Courageous (Weapon Enchantment)
Price +1 bonus
Aura faint enchantment; CL 3rd; Weight —
DESCRIPTION
This special ability can only be added to a melee weapon.
A courageous weapon fortifies the wielder's courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon's enhancement bonus. In addition, any morale bonus the wielder gains from any other source is increased by half the weapon's enhancement bonus (minimum 1).
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, heroism, remove fear; Cost +1 bonus

Robe of the Resplendent Thespian (Body Slot)
Aura strong varied; CL 16th
Slot body; Price 75,000 gp; Weight 1 lb.
DESCRIPTION
These magnificent vestments disguise the presence of armor as normal clothing (as the glamered armor property).
When worn by a bard, the robe grants the wearer the following powers:
Spell resistance 18
+4 resistance bonus on all saving throws
+2 enhancement bonus on caster level checks made to overcome spell resistance
Bards and those who fancy themselves actors or performers commission versions of these robes using only the finest fabric.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, antimagic field, break enchantment, greater heroism, veil; Cost 37,500 gp.

Ring of Wizardry (Ring)
Type I: 20,000 GP Type II: 40,000 GP Type III: 70,000GP Type IV: 100,000 GP
Aura: Moderate CL: 11th Price: Varies
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, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
CONSTRUCTION REQUIREMENTS
Forge Ring, Limited Wish

Tuned Bowstring
Price 18,000 gp; Slot none; CL 7th; Weight —; Aura moderate illusion
DESCRIPTION
This faintly glowing bowstring is twined from the hair of a lillend. When strung on a bow, a tuned bowstring also functions as a masterwork stringed instrument, granting the wielder an enhancement bonus on Performance (string) checks equal to the bow's enhancement bonus (if any). A tuned bowstring produces a perfect note with every arrow fired by its wielder, allowing a character with the bardic performance class feature to maintain a performance in combat without expending rounds of bardic performance as long as she fires at least one arrow each round. Activating a bardic performance or switching to a different performance still costs a round of bardic performance.
CONSTRUCTION REQUIREMENTS
Cost 9,000 gp; Feats Craft Wondrous Item; Spells exquisite accompaniment; Special creator must have the bardic performance class feature

Scarf of the Suggestive Dance
Aura faint enchantment; CL 1st
Slot belt; Price 3,000 gp; Weight 1/2 lb.
DESCRIPTION
This silk scarf is embroidered with all the colors of a flame and tasseled in tiny beads.
When wrapped around the hips, it grants the wearer a +5 competence bonus on Perform (dance) checks. In addition, the scarf adds +1 to the saving throw DC of the wearer's fascinate and suggestion bardic performances.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, hypnotism; Cost 950 gp

Cloak, Poet's
Price 9,750 gp; Slot shoulders; CL 7th; Weight 1 lb.; Aura moderate enchantment
DESCRIPTION
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.
CONSTRUCTION REQUIREMENTS
Cost 4,875 gp; Feats Craft Wondrous Item; Spells good hope, rage; Special creator must have the bardic performance or raging song class feature

Dervish Sikke
Price 10,000 gp; Slot head; CL 10th; Weight 1 lb.; Aura moderate transmutation
DESCRIPTION
This cylindrical felt hat grants its wearer a +2 competence bonus on one Knowledge or Perform skill, chosen when the dervish sikke is created.
Most dervish sikkes grant bonuses on Knowledge (religion) or Perform (dance) checks.
If the wearer is a bard, he is considered 5 class levels higher for purposes of determining the effects of his bardic knowledge class feature. In addition, the bonuses granted by a bard’s inspire courage and inspire competence class features are increased by 1. Finally, a bard wearing a dervish sikke can take 10 on any Perform skill check he has ranks in.
CONSTRUCTION REQUIREMENTS
Cost 5,000 gp; Feats Craft Wondrous Item; Spells fox’s cunning, timely inspiration

Three Reasons to Live
Aurafaint evocation; CL5th
Slotnone; Price9,000 gp; Weight2 lbs.
Description
The horns of three disparate creatures (chimera, dire ram, and satyr) make up this magical instrument, interlocking into one shofar about 2 feet long. Once per day the horn can be blown to affect all allies within 30 feet that can hear it. Affected creatures gain sonic resistance 10 and a +2 bonus on saves against spells and effects that deal sonic damage, are language-dependent, or must be heard to be effective. This protection lasts for 10 minutes. If a bard uses the horn to start a bardic performance, all effects of that performance are calculated as if the bard were 6 levels higher. This doesn’t grant the bard access to new bardic performances; it only enhances those to which the bard already has access.
Construction
RequirementsCraft Wondrous Item, shout; Cost4,500 gp


Cavalier

Champion(Armor Enchantment)
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

Dastard(Armor Enchantment)
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

Hosteling (Armor Enchantment)
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

Rallying (Shield Enchantment)
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

Warding (Armor Enchantment)
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

Vambraces of the Tactician (Wrist Slot)
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.

Courageous (Weapon Enchantment)
Price +1 bonus
Aura faint enchantment; CL 3rd; Weight —
DESCRIPTION
This special ability can only be added to a melee weapon.
A courageous weapon fortifies the wielder's courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon's enhancement bonus. In addition, any morale bonus the wielder gains from any other source is increased by half the weapon's enhancement bonus (minimum 1).
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, heroism, remove fear; Cost +1 bonus

Coat, Resplendent Uniform (Body Slot)
Aura faint enchantment; CL 5th
Slot chest; Price 7,000 gp; Weight 5 lbs.
DESCRIPTION
This woolen long coat is typically worn over light armor by military commanders.
A cavalier with the tactician ability may use that ability one additional time per day, and his tactician ability affects allies within 60 feet instead of 30 feet.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, heroism; Cost 3,500 gp.

Champion’s Banner (Slotless)
Aura faint transmutation; Slot none; CL 5th; Price 8,000 gp; Weight 3 lbs.
DESCRIPTION
A champion's banner is a cloth flag or standard (typically 2 feet wide and 4 feet long) meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect unless it is mounted properly and a wielder is carrying the object bearing it. It depicts the insignia or heraldic symbol of its wielder; if the wielder has no such symbol, it depicts a heraldic lion.
A character with the challenge class feature carrying a champion's banner treats his class level as 4 levels higher when determining the effect of his challenge ability. This does not alter the number of times per day the wielder may use his challenge ability, only the value of the bonuses it grants when he does so.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, eagle's splendor, Knowledge (nobility) 5 ranks; Cost 4,000 gp

Valiant
Price +1 bonus
Aura faint divination; CL 5th; Weight —
DESCRIPTION
This special ability can only be placed on melee weapons.
When a cavalier wielding a valiant weapon targets a foe with his challenge ability, the valiant weapon deals an additional 1d6 points of damage against that foe. The wielder receives a +2 bonus on combat maneuver checks made to disarm or sunder a challenged foe's weapon as well as a +4 bonus to his CMD against disarm and sunder attacks from that foe.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, true strike; Cost +1 bonus

Challenging Shield
Price 5,170 gp; Slot shield; CL 1st; Weight 15 lbs.; Aura faint abjuration
DESCRIPTION
When this +1 heavy steel shield is in the hands of a character with the challenge class feature, this shield grants additional abilities.
By spending one use of her challenge class feature as an immediate action, the wearer of a challenging shield can apply her Charisma bonus to her shield bonus to AC against a target of her challenge for 1 minute.
CONSTRUCTION REQUIREMENTS
Cost 3,670 gp; Feats Craft Magic Arms and Armor; Spells nereid’s grace

Imperial Army Greathelm
Price 29,000 gp; Slot head; CL 9th; Weight 6 lbs.; Aura moderate enchantment
DESCRIPTION
Many seasoned military commanders wear this style of silver helmet adorned with a single over-sized red plume.
If the wearer has the Leadership feat, he gains a +3 bonus to his Leadership score, and any of his followers or cohorts gain a +1 bonus on attack rolls and on saving throws against fear effects while they're within line of sight of him.
If the wearer possesses the tactician class feature, the range of that ability increases to 60 feet.
CONSTRUCTION REQUIREMENTS
Feats Craft Wondrous Item, Leadership; Spells eagle's splendor, greater command; Cost 14,500 gp
That said, really mostly for the Leadership boost, since the 60ft tactician can be obtained through the coat or bracers for much cheaper. 


Cleric

Phylactery of Positive Channeling
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

Phylactery of Negative Channeling
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

Construct Channel Brick
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

Magician’s Hat (Hat Slot)
Aura: Moderate Transmutation CL:10th Price: 20,000GP
Mystic symbols embroidered in gold thread decorate this conical hat. Three times per day as a free action when casting a spell, the wearer can shift metamagic feats on prepared spells. The wearer can either move a metamagic feat from another prepared spell to a spell being cast or from the spell being cast to another prepared spell. In either case, the spell that gains the metamagic feat can’t exceed the spell slot of the spell that originally had the metamagic feat. For example, a wizard with detect thoughts, silent dispel magic, and dimension door prepared could cast a silent detect thoughts (and would now have dispel magic prepared), but could not cast silent dimension door. Moving metamagic feats does not increase spell casting time, even for quickened spells. The hat provides no benefit to spontaneous casting or spell-like abilities.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, mnemonic enhancer

Ring of Protected Life
Price 9,000 gp; Slot ring; CL 7th; Weight 1 lb.; Aura moderate conjuration
DESCRIPTION
This silver ring features arboreal motifs, and is set with a small but brilliant sapphire.
If the wearer has the channel energy class feature, the radius of his channeled energy increases by 5 feet. Additionally, when the wearer channels energy, he may choose to exempt one creature from the effects of his channeling. If the wearer has the Selective Channeling feat, the ring of protected life increases the number of creatures he may normally exempt by one. Finally, once per day the wearer may channel energy as a swift action that does not provoke attacks of opportunity; doing so renders the ring of protected life inert for 24 hours, during which time it does not confer any benefits.
CONSTRUCTION REQUIREMENTS
Feats Forge Ring, Selective Channeling; Special creator must have the channel energy class feature; Cost 4,500 gp

Channeler's Aspergillum
Source Magical Marketplace pg. 11
Aura moderate conjuration and necromancy CL 9th
Slot none; Price 36,305 gp; Weight 4 lbs.
Description
This +1 battle aspergillumUE has additional powers when filled with holy water or unholy water (filling it requires a move action). By swinging a filled channeler’s aspergillum in an arc, the wielder affects up to nine creatures in a 30-foot cone as with mass cure light wounds (if the aspergillum is filled with holy water) or mass inflict light wounds (if the aspergillum is filled with unholy water). This action expends the holy or unholy water within.
If the wielder has the channel energy ability, she can also use a channeler’s aspergillum to increase her effective cleric level by 2 for the purpose of channeling energy. Each time the wielder uses the channeler’s aspergillum in this way, the holy water (for channeled positive energy) or unholy water (for channeled negative energy) stored in the aspergillum is expended.
Regardless of which of these ways the channeler’s aspergillum is used, it can only be filled with holy or unholy water up to three times per day. A channeler’s aspergillum can hold only one flask’s worth of holy or unholy water at a time.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, mass cure light wounds, mass inflict light wounds, creator must be able to channel energy; Price 18,305 gp


Malleable Symbol
Source Ultimate Equipment pg. 309
Aura moderate conjuration; CL 9th
Slot none; Price 10,000 gp; Weight 1 lb.
Description
This undistinguished metal lump has no powers in its default state. By concentrating on it for 1 minute, a creature who worships a deity may transform it into a masterwork holy symbol of that deity. Whenever this holy symbol is used as a focus for channeled energy, as a free action the bearer can alter the channel area to one of the following options:
10-foot burst centered anywhere within 30 feet
60-foot line
30-foot cone
The symbol reverts to its nondescript lump form after being away from its bearer for 24 hours.
CONSTRUCTION
Requirements Craft Wondrous Item, mass cure light wounds, creator must be able to channel energy; Cost 5,000 gp


Druid

Mask of Giants
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)

Druid’s Vestments
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

Hosteling (Armor Enchantment)
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

Wild (Armor Enchantment)
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

Scarab Breastplate
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

Robe of Runes
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


Fighter

Sash of the War Champion
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

Gloves of Dueling
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


Gunslinger

Ring of Grit Mastery

Aura faint abjuration and evocation; CL 3rd
Slot ring; Price 6,840 gp; Weight —
Description
This ring is made out of fused firearm bullets, making it a chunky but overall impressive ring. Twice per day, as a free action, when the wearer regains grit, she can choose to store it in the ring of grit mastery instead of regaining the grit point. She can store up to 2 grit points within the ring in this way. She can spend the grit points stored in the ring either of the following ways.
Once per day, without the need to take an action to do so, the wearer can spend 1 grit point stored in the ring to grant herself a +2 insight bonus to initiative.
Once per day, as a standard action, the wearer of the ring can spend 2 grit points stored within the ring to activate a bullet shield as the spell.
Any grit points stored in the ring disappear at the start of each day.
Construction Requirements

Forge Ring, anticipate peril, bullet shield, creator must have the grit class feature; Cost 3,420 gp.

Ring of Resilience
Price 15,000 gp; Slot ring; CL 10th; Weight —; Aura moderate conjuration
DESCRIPTION
This tarnished copper band sheds its patina when worn by anyone with panache or grit. Whenever the wearer regains a panache or grit point through her actions (not just a daily refresh), she can try to end a single ongoing condition affecting her, attempting a new saving throw against the original DC. The effect must be one that allowed a saving throw, can be removed by either dispel magic or heal, and be an effect against which the wearer failed her initial saving throw. If the wearer succeeds at the new save, the effect is removed even if succeeding at the save would normally have other consequences, and even if the effect normally requires multiple saves to remove. If the effect allowed more than one type of saving throw, use the type and DC for the first saving throw the wearer failed for the effect.
The wearer can use the ring only once for each ongoing condition. As the wearer must regain a panache or grit point to reroll a save, the ring provides no benefit if she hasn't used any grit or panache.
CONSTRUCTION REQUIREMENTS

Cost 7,500 gp; Feats Forge Ring; Spells restoration; Special creator must be a grit or panache user

Bandolier, Beneficial
Aura moderate transmutation; CL 9th
Slot belt; Price 1,000 gp; Weight 2 lbs.
DESCRIPTION
This bandolier is made of finely tanned leather. It has slots for up to 200 rounds of ammunition. Pellets and black powder are kept in tiny individual pouches, and bullets in small loops. The bandolier alters itself as needed to accommodate both.
There are also places on the beneficial bandolier for a gunsmith’s kit and a powder horn. Regardless of what quantities of these items are placed within the beneficial bandolier, its weight does not change.
As a swift action, the wearer can command a single round of ammunition from the beneficial bandolier to teleport into a firearm of the appropriate type that he is wielding.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, secret chest; Cost 500 gp.

Bandolier, Endless
Aura moderate conjuration; CL 9th
Slot chest; Price 1,500 gp; Weight 2 lbs.
DESCRIPTION
Small loops sewn into this bandolier look like they can hold twenty alchemical cartridges (ammunition for a firearm), but due to a subtle bending of space can actually hold up to 60 cartridges. Additionally, the six thin pockets on the bandolier are extradimensional spaces meant to hold extra guns and gear. The four small pockets can each hold a one-handed firearm, 1 pound of ammunition, a powder horn, or a similarly sized object. The two large pockets are large enough to hold a two-handed firearm or a similarly sized object. The wearer can draw an item stored in the bandolier as easily as if from an ordinary ammunition pouch or holster. The bandolier weighs the same no matter what is placed inside it.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, secret chest; Cost 750 gp.

Duster, Gunman’s
Aura strong abjuration; CL 12th
Slot body; Price 36,000 gp; Weight 5 lbs.
DESCRIPTION
This long, loose-fitting coat grants a +4 armor bonus to AC and a +2 luck bonus to the wearer’s touch AC against firearm attacks. If the wearer is a gunslinger or has the Amateur Gunslinger feat, she begins each day with 1 additional grit point. This extra point does not increase her maximum grit total. When the wearer uses the gunslinger’s dodge deed, the deed’s dodge bonuses to AC increase by +1. If the wearer is not a gunslinger, she may use the gunslinger’s dodge deed once per day.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, Amateur Gunslinger or creator must be a gunslinger, bullet shield; Cost 18,000 gp.

Lucky (Weapon Enchantment)
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

Lucky, Greater (Weapon Enchantment)
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


Inquisitor

Warding (Armor Enchantment)
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

Jurist (Weapon Enchant)
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

Vambraces, Inquisitor’s Bastion (Wrist Slot)
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.

Bane Baldric
PRICE 10,000 GP
AURA moderate conjuration CL 10th WEIGHT 1 lb.
This ornate sash of embroidered velvet stretches across the chest from shoulder to waist. If the wearer is an inquisitor, she is treated as five levels higher when using her bane and greater bane abilities. If the wearer is not an inquisitor, she gains the bane ability of a 5th-level inquisitor, but must first attune a light or one-handed melee weapon to the baldric by hanging it from the cloth for 24 hours, and can only use the bane ability with the attuned weapon.Attuning a new weapon to the baldric ends the attunement for the previous weapon.

Vestment, Mnemonic
Aura strong transmutation; CL 17th
Slot body; Price 5,000gp; Weight lb.
DESCRIPTION
The surface of this delicate-looking blue silk robe is adorned with tiny embossed runes across its entire surface.
If the wearer is a spontaneous caster, once per day she may use a spell slot to cast a spell from a written source (such as a scroll or spell book) as if she knew that spell.  The spell must be on her spell list, the same spell level or lower than the expended spell slot, and the same type of spell (arcane or divine) as the spell slot expended.  The caster must also understand the written source (such as using Spellcraft or read magic) and be carrying it.  Activating the robe is not an action, but casting the spell otherwise works as normal, including casting time, providing components or foci, and so on.  Using a mnemonic vestment's properties does not consume the written source.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, mnemonic enhancer, creator must be able to spontaneous cast spells; Cost 2,500sp.


Investigator


Shifting Jerkin
Price 5,965 gp; Slot armor; CL 3rd; Weight 8 lbs.; Aura faint illusion and transmutation
DESCRIPTION
This +1 lamellar cuirass grants its wearer shapeshifting.
On command, the wearer of a shifting jerkin can change her appearance at will as per disguise self. If the wearer has a talents class feature (investigator talents, ninja tricks, rogue talents, or slayer talents), once per day she can spend 1 hour to swap out one talent for another for which she qualifies. She can’t swap a talent that is a prerequisites for other talents or feats she has.
CONSTRUCTION REQUIREMENTS
Cost 3,065 gp; Feats Craft Magic Arms and Armor; Spells disguise self, fox’s cunning

Magus

Robe of Runes
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

Spellstrike Gloves (Hand Slot)
Aura: Strong CL 17th Price 8,000GP
These black leather gloves are lined with soft black velveteen and have silver buckles that run from the wrist to the elbow. Three times per day, the gloves allow the wearer to treat a ranged magus spell as a spell with a range of “touch,” allowing him to deliver the spell with his spellstrike ability. The glove can only affect spells that normally affect one or more creatures at a range greater than “touch” (such as slow), not rays or other created effects. The altered spell only affects the creature attacked (any other targets normally allowed by the spell are lost).
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, creator must be a magus, cost: 4,000 GP

Ring of Arcane Mastery
Aura strong abjuration and evocation; CL 11th
Slot ring; Price 20,000 gp; Weight —
Description
This ring is a thin but sturdy piece of forged steel crafted to resemble a serpent swallowing its tail, and is magically imbued to reveal the secrets of arcane mastery to its wearer. The ring allows a wearer with an arcane pool to store up to 4 points from his arcane pool in the ring as a swift action. These points remain in the ring until used. A wearer can spend arcane pool points stored in the ring as if they were his own, or can spend them in each of the following ways.
As a free action, the wearer can expend 1 arcane pool point stored in the ring to gain a +2 bonus on Concentration checks for 1 round.
As a standard action, the wearer can expend 1 arcane pool point stored in the ring to use the pool strike magus arcana using his own magus level to determine the effect.
As an immediate action, the wearer can expend up to 4 arcane pool points stored in the ring to use the reflection magus arcana.
Construction Requirements
Forge Ring, imbue with spell ability, spell turning; Cost 10,000 gp.


Monk

Robe, Monk’s
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

Necklace of Ki Serenity
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

Ki Mat
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

Ki Focus (Weapon Enchantment)
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

Ki Intensifying (Weapon Enchantment)
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

Amulet of Hidden Strength
PRICE 9,000 GP
AURA faint transmutation CL 5th WEIGHT —
This glass teardrop hangs on a platinum chain and can be used once per day to grant a surge of power. This surge can be used in one of two ways. As a swift action, the wearer of the amulet can make one melee or ranged attack at his highest attack bonus. Alternatively, if the wearer of the amulet has a ki pool, he can instead focus on the power of the amulet as a full-round action and regain two ki points.
CONSTRUCTION REQUIREMENTS COST 4,500 GP
Craft Wondrous Item, creator must have a ki pool

Ring of Ki Mastery
Source Ultimate Equipment pg. 172 (Amazon)
Aura faint transmutation CL 5th
Slot ring; Price 10,000 gp; Weight —
Description
This ring is half onyx and half clear-white crystal, magically fused together and hardened to the strength of steel. It allows a wearer with a ki pool to store up to 2 ki points in the ring as a swift action. These points remain in the ring until used. The wearer can use the ki points normally, or can gain the following benefits when he has ki points stored in the ring.
As long as there is at least one ki point stored in the ring, the wearer gains a +2 bonus to CMD against grapple, reposition, and trip attempts.
As long as there are at least 2 ki points stored in the ring, the wearer reduces the number of ki points needed to use a ninja trick or ki ability by 1 (minimum 1 ki point).
Construction
Requirements Forge Ring, ki leech, the creator must be able to use ki; Cost 3,420 gp



Ninja

Necklace of Ki Serenity
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

Headband of Ninjitsu
Source: Ultimate Equipment pg. 251 (Amazon)
Aura faint abjuration; CL 1st
Slot headband; Price 15,000 gp; Weight 1 lb
DESCRIPTION
This simple black cloth band focuses the wearer’s ki, helping her use subtle misdirection against opponents in combat. The wearer gains a +2 competence bonus on Bluff checks made to feint and combat maneuver checks made to reposition, and once per day she can attempt a feint or reposition maneuver as a swift action. The wearer also gains a +2 insight bonus on attack rolls on sneak attacks and can sneak attack creatures with concealment or total concealment, though miss chances apply normally.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, eagle’s splendor, see invisibility; Cost 7,500 gp

Ki Mat
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

Sniper Goggles
Source: Advanced Player's Guide
Aura faint divination; CL 5th
Slot eyes; Price 20,000 gp; Weight 1 lbs.
DESCRIPTION
The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, true strike; Cost 10,000 gp

Stag’s Helm
Source: Pathfinder #31
Aura faint divination; CL 5th
Slot head; Price 3,500 gp; Weight 3 lbs.
DESCRIPTION
This striking helmet is crafted to resemble the skull of a mighty stag. Although made from bone, the antlers and helm are as strong as metal. When worn, the helm greatly enhances eyesight and hearing, granting a +2 competence bonus on Perception checks. In addition, once per day the helm may be called upon to enhance any ranged attack made by the wearer to make an insightful shot. Activating this ability is a free action, and once activated, your next ranged attack against a target within 30 feet is made as if that target were flat-footed against you—this allows a rogue to gain the benefit of sneak attack with this shot. If you don’t make a ranged attack within 1 round of activating this power, the insight fades and is wasted for that day.
A worshiper of Erastil who wears this helm may utilize the insightful shot ability up to 3 times per day.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, creator must have at least 5 ranks in perception, true strike; Cost 1,750 gp

Sword of Subtlety
Aura moderate illusion; CL 7th
Slot none; Price 22,310 gp; Weight 2 lbs.
Description
A +1 short sword with a thin, dull gray blade, this weapon provides a +4 bonus on its wielder's attack and damage rolls when he is making a sneak attack with it.
Construction Requirements
Craft Magic Arms and Armor, blur; Cost 11,310 gp

Amulet of Hidden Strength
PRICE 9,000 GP
AURA faint transmutation CL 5th WEIGHT —
This glass teardrop hangs on a platinum chain and can be used once per day to grant a surge of power. This surge can be used in one of two ways. As a swift action, the wearer of the amulet can make one melee or ranged attack at his highest attack bonus. Alternatively, if the wearer of the amulet has a ki pool, he can instead focus on the power of the amulet as a full-round action and regain two ki points.
CONSTRUCTION REQUIREMENTS COST 4,500 GP
Craft Wondrous Item, creator must have a ki pool

Shozoku of the Night Wind
Source Pathfinder #50: Night of Frozen Shadows pg. 60
Aura moderate illusion; CL 4th
Slot body; Price 12,000 gp; Weight 2 lbs.
Description
This black bodysuit is of the type typically worn by ninjas and assassins, but it grants its wearer a +2 armor bonus and a +5 competence bonus on Stealth checks. In addition, if the wearer is in illumination of less than normal light, she can use invisibility, as the spell, once per day. If the wearer is a ninja with the vanishing trick ninja trick, then the wearer can use that ability twice per day without the expenditure of any ki points and regardless of the surrounding light level.
Construction
Requirements Craft Wondrous Item, invisibility; Cost 6,000 gp

Shifting Jerkin
Price 5,965 gp; Slot armor; CL 3rd; Weight 8 lbs.; Aura faint illusion and transmutation
DESCRIPTION
This +1 lamellar cuirass grants its wearer shapeshifting.
On command, the wearer of a shifting jerkin can change her appearance at will as per disguise self. If the wearer has a talents class feature (investigator talents, ninja tricks, rogue talents, or slayer talents), once per day she can spend 1 hour to swap out one talent for another for which she qualifies. She can’t swap a talent that is a prerequisites for other talents or feats she has.
CONSTRUCTION REQUIREMENTS
Cost 3,065 gp; Feats Craft Magic Arms and Armor; Spells disguise self, fox’s cunning

Ring of Ki Mastery
Source Ultimate Equipment pg. 172 (Amazon)
Aura faint transmutation CL 5th
Slot ring; Price 10,000 gp; Weight —
Description
This ring is half onyx and half clear-white crystal, magically fused together and hardened to the strength of steel. It allows a wearer with a ki pool to store up to 2 ki points in the ring as a swift action. These points remain in the ring until used. The wearer can use the ki points normally, or can gain the following benefits when he has ki points stored in the ring.
As long as there is at least one ki point stored in the ring, the wearer gains a +2 bonus to CMD against grapple, reposition, and trip attempts.
As long as there are at least 2 ki points stored in the ring, the wearer reduces the number of ki points needed to use a ninja trick or ki ability by 1 (minimum 1 ki point).
Construction
Requirements Forge Ring, ki leech, the creator must be able to use ki; Cost 3,420 gp


Oracle

Ring of Revelation
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).

Soothsayer’s Raiment
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

Vestment, Mnemonic
Aura strong transmutation; CL 17th
Slot body; Price 5,000gp; Weight lb.
DESCRIPTION
The surface of this delicate-looking blue silk robe is adorned with tiny embossed runes across its entire surface.
If the wearer is a spontaneous caster, once per day she may use a spell slot to cast a spell from a written source (such as a scroll or spell book) as if she knew that spell.  The spell must be on her spell list, the same spell level or lower than the expended spell slot, and the same type of spell (arcane or divine) as the spell slot expended.  The caster must also understand the written source (such as using Spellcraft or read magic) and be carrying it.  Activating the robe is not an action, but casting the spell otherwise works as normal, including casting time, providing components or foci, and so on.  Using a mnemonic vestment's properties does not consume the written source.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, mnemonic enhancer, creator must be able to spontaneous cast spells; Cost 2,500sp.

Paladin

Mantle of the Crusader Host
Price 95,000 gp; Slot chest; CL 20th; Weight —; Aura strong abjuration
DESCRIPTION
This holy shroud is inscribed with hundreds of sacred passages in homage to the gods of good.
It grants damage reduction 5/evil to the character wearing it. Against the attacks of creatures with the demon subtype, the damage reduction becomes 5/—. If the wearer is a paladin, the damage reduction changes to 5/— against the target of her smite class feature.
CONSTRUCTION REQUIREMENTS

Feats Craft Wondrous Item; Spells stoneskin; Special creator must be good-aligned; Cost 47,500 gp

Ring of Protected Life
Price 9,000 gp; Slot ring; CL 7th; Weight 1 lb.; Aura moderate conjuration
DESCRIPTION
This silver ring features arboreal motifs, and is set with a small but brilliant sapphire.
If the wearer has the channel energy class feature, the radius of his channeled energy increases by 5 feet. Additionally, when the wearer channels energy, he may choose to exempt one creature from the effects of his channeling. If the wearer has the Selective Channeling feat, the ring of protected life increases the number of creatures he may normally exempt by one. Finally, once per day the wearer may channel energy as a swift action that does not provoke attacks of opportunity; doing so renders the ring of protected life inert for 24 hours, during which time it does not confer any benefits.
CONSTRUCTION REQUIREMENTS
Feats Forge Ring, Selective Channeling; Special creator must have the channel energy class feature; Cost 4,500 gp

Phylactery of Positive Channeling
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

Bracelet, Silver Smite (Compare to Bracers of the Avenging Knight)
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

Bracelet of Mercy
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

Construct Channel Brick
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

Crystal of Healing Hands
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

Champion (Armor Enchantment)
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

Hosteling (Armor Enchantment)
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

Rallying (Shield Enchantment)
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

Warding (Armor Enchantment)
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

Bracers of the Merciful Knight (Wrist Slot)
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.

Bracers of the Avenging Knight (Wrist Slot) (Compare to Silver Smite Bracelet)
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.

Vambraces, Merciful (Wrist Slot)
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.

Robe of Runes
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

Magician’s Hat (Hat Slot)
Aura: Moderate Transmutation CL:10th Price: 20,000GP
Mystic symbols embroidered in gold thread decorate this conical hat. Three times per day as a free action when casting a spell, the wearer can shift metamagic feats on prepared spells. The wearer can either move a metamagic feat from another prepared spell to a spell being cast or from the spell being cast to another prepared spell. In either case, the spell that gains the metamagic feat can’t exceed the spell slot of the spell that originally had the metamagic feat. For example, a wizard with detect thoughts, silent dispel magic, and dimension door prepared could cast a silent detect thoughts (and would now have dispel magic prepared), but could not cast silent dimension door. Moving metamagic feats does not increase spell casting time, even for quickened spells. The hat provides no benefit to spontaneous casting or spell-like abilities.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, mnemonic enhancer

Baldric, Merciful (chest slot)
Aura moderate conjuration; CL 11th
Slot chest; Price 60,000 gp; Weight 2 lbs.
DESCRIPTION
This sash of white silk embroidered with golden suns never tears, fades, or soils. Once per day, a paladin wearing this baldric can select three extra mercies of her level or lower she does not already know and add them to the list of mercies she can use for the day. She has access to these mercies for 24 hours. When the wearer uses a mercy to remove a condition caused by a curse, disease, or poison, the mercy actually cures the source curse, disease, or poison rather than merely suppressing it for 1 hour.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, Extra Mercy, remove disease, remove curse, creator must be lawful good; Cost 30,000 gp.

Insignia of Valor
Aura moderate conjuration; CL 7th; Weight —
Slot none; Price 8,000 gp
DESCRIPTION
This metal badge of a rampant griffon, lion, horse, or similar heraldic creature must be attached to a shield or armor to function. Attaching or removing it requires a DC 15 Craft (armor) check, 10 minutes, and appropriate tools. Its powers only function if the wearer of the shield or armor has the channel energy and smite abilities . If the wearer dispatches an opponent with a smite attack (killing it, destroying it, or reducing its hit points below 0), she may expend one use of her channel energy ability as a swift action that round.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, cure critical wounds; Cost 4,000 gp

Crusader's Longsword
Price 47,315 gp; Slot none
CL 10th; Weight 4 lbs.; Aura moderate evocation
DESCRIPTION
This is a +1 cold iron holy demon-bane longsword.
Whenever the wielder uses the divine bond ability or sacred weapon ability to enhance it, a crusader's longsword increases the points of enhancement bonus she has to spend on its abilities by 1.
CONSTRUCTION REQUIREMENTS
Cost 23,815 gp; Feats Craft Magic Arms and Armor; Spells holy smite, summon monster I; Special creator must worship a good deity, creator must be a paladin or a warpriest


Channeler's Aspergillum
Source Magical Marketplace pg. 11
Aura moderate conjuration and necromancy CL 9th
Slot none; Price 36,305 gp; Weight 4 lbs.
Description
This +1 battle aspergillumUE has additional powers when filled with holy water or unholy water (filling it requires a move action). By swinging a filled channeler’s aspergillum in an arc, the wielder affects up to nine creatures in a 30-foot cone as with mass cure light wounds (if the aspergillum is filled with holy water) or mass inflict light wounds (if the aspergillum is filled with unholy water). This action expends the holy or unholy water within.
If the wielder has the channel energy ability, she can also use a channeler’s aspergillum to increase her effective cleric level by 2 for the purpose of channeling energy. Each time the wielder uses the channeler’s aspergillum in this way, the holy water (for channeled positive energy) or unholy water (for channeled negative energy) stored in the aspergillum is expended.
Regardless of which of these ways the channeler’s aspergillum is used, it can only be filled with holy or unholy water up to three times per day. A channeler’s aspergillum can hold only one flask’s worth of holy or unholy water at a time.
CONSTRUCTION
Requirements Craft Magic Arms and Armor, mass cure light wounds, mass inflict light wounds, creator must be able to channel energy; Price 18,305 gp

Malleable Symbol
Source Ultimate Equipment pg. 309
Aura moderate conjuration; CL 9th
Slot none; Price 10,000 gp; Weight 1 lb.
Description
This undistinguished metal lump has no powers in its default state. By concentrating on it for 1 minute, a creature who worships a deity may transform it into a masterwork holy symbol of that deity. Whenever this holy symbol is used as a focus for channeled energy, as a free action the bearer can alter the channel area to one of the following options:
10-foot burst centered anywhere within 30 feet
60-foot line
30-foot cone
The symbol reverts to its nondescript lump form after being away from its bearer for 24 hours.
CONSTRUCTION
Requirements Craft Wondrous Item, mass cure light wounds, creator must be able to channel energy; Cost 5,000 gp


Ranger

Boots of Friendly Terrain
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

Horn of Antagonsim
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

Horn of the Huntsman
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

Hosteling (Armor Enchantment)
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

Robe of Runes
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


Rogue


Headband of Ninjitsu
Source: Ultimate Equipment pg. 251 (Amazon)
Aura faint abjuration; CL 1st
Slot headband; Price 15,000 gp; Weight 1 lb
DESCRIPTION
This simple black cloth band focuses the wearer’s ki, helping her use subtle misdirection against opponents in combat. The wearer gains a +2 competence bonus on Bluff checks made to feint and combat maneuver checks made to reposition, and once per day she can attempt a feint or reposition maneuver as a swift action. The wearer also gains a +2 insight bonus on attack rolls on sneak attacks and can sneak attack creatures with concealment or total concealment, though miss chances apply normally.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, eagle’s splendor, see invisibility; Cost 7,500 gp

Murderer’s Blackcloth
PRICE: 12,405 GP
AURA moderate necromancy CL 9th WEIGHT 10 lbs.
This silk +1 shadow padded armor is as dark as night and 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

Sniper Goggles
Source: Advanced Player's Guide
Aura faint divination; CL 5th
Slot eyes; Price 20,000 gp; Weight 1 lbs.
DESCRIPTION
The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, true strike; Cost 10,000 gp

Stag’s Helm
Source: Pathfinder #31
Aura faint divination; CL 5th
Slot head; Price 3,500 gp; Weight 3 lbs.
DESCRIPTION
This striking helmet is crafted to resemble the skull of a mighty stag. Although made from bone, the antlers and helm are as strong as metal. When worn, the helm greatly enhances eyesight and hearing, granting a +2 competence bonus on Perception checks. In addition, once per day the helm may be called upon to enhance any ranged attack made by the wearer to make an insightful shot. Activating this ability is a free action, and once activated, your next ranged attack against a target within 30 feet is made as if that target were flat-footed against you—this allows a rogue to gain the benefit of sneak attack with this shot. If you don’t make a ranged attack within 1 round of activating this power, the insight fades and is wasted for that day.
A worshiper of Erastil who wears this helm may utilize the insightful shot ability up to 3 times per day.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, creator must have at least 5 ranks in perception, true strike; Cost 1,750 gp

Sword of Subtlety
Aura moderate illusion; CL 7th
Slot none; Price 22,310 gp; Weight 2 lbs.
Description
A +1 short sword with a thin, dull gray blade, this weapon provides a +4 bonus on its wielder's attack and damage rolls when he is making a sneak attack with it.
Construction Requirements
Craft Magic Arms and Armor, blur; Cost 11,310 gp

Vest of the Cockroach
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

Shifting Jerkin
Price 5,965 gp; Slot armor; CL 3rd; Weight 8 lbs.; Aura faint illusion and transmutation
DESCRIPTION
This +1 lamellar cuirass grants its wearer shapeshifting.
On command, the wearer of a shifting jerkin can change her appearance at will as per disguise self. If the wearer has a talents class feature (investigator talents, ninja tricks, rogue talents, or slayer talents), once per day she can spend 1 hour to swap out one talent for another for which she qualifies. She can’t swap a talent that is a prerequisites for other talents or feats she has.
CONSTRUCTION REQUIREMENTS
Cost 3,065 gp; Feats Craft Magic Arms and Armor; Spells disguise self, fox’s cunning


Samurai

Champion (Armor Enchantment)
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

Dastard (Armor Enchantment)
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

Hosteling (Armor Enchantment)
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

Tunic of Deadly Might (chest slot)
Aura faint evocation; CL 3rd
Slot chest; Price 6,000 gp; Weight 2 lbs.
DESCRIPTION
This tunic is crafted from golden thread, and has silver-hemmed sleeves. The wearer gains a +2 bonus to Combat Maneuver Defense against disarm and sunder combat maneuvers. If the wearer is a samurai, twice per day as a swift action he can apply the effects of the thundering weapon special ability to a successful critical hit against the target of his challenge.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, blindness/deafness, mage armor; Cost 3,000 gp.

Champion’s Banner (Slotless)
Aura faint transmutation; Slot none; CL 5th; Price 8,000 gp; Weight 3 lbs.
DESCRIPTION
A champion's banner is a cloth flag or standard (typically 2 feet wide and 4 feet long) meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect unless it is mounted properly and a wielder is carrying the object bearing it. It depicts the insignia or heraldic symbol of its wielder; if the wielder has no such symbol, it depicts a heraldic lion.
A character with the challenge class feature carrying a champion's banner treats his class level as 4 levels higher when determining the effect of his challenge ability. This does not alter the number of times per day the wielder may use his challenge ability, only the value of the bonuses it grants when he does so.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, eagle's splendor, Knowledge (nobility) 5 ranks; Cost 4,000 gp

Valiant
Price +1 bonus
Aura faint divination; CL 5th; Weight —
DESCRIPTION
This special ability can only be placed on melee weapons.
When a cavalier wielding a valiant weapon targets a foe with his challenge ability, the valiant weapon deals an additional 1d6 points of damage against that foe. The wielder receives a +2 bonus on combat maneuver checks made to disarm or sunder a challenged foe's weapon as well as a +4 bonus to his CMD against disarm and sunder attacks from that foe.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, true strike; Cost +1 bonus

Challenging Shield
Price 5,170 gp; Slot shield; CL 1st; Weight 15 lbs.; Aura faint abjuration
DESCRIPTION
When this +1 heavy steel shield is in the hands of a character with the challenge class feature, this shield grants additional abilities.
By spending one use of her challenge class feature as an immediate action, the wearer of a challenging shield can apply her Charisma bonus to her shield bonus to AC against a target of her challenge for 1 minute.
CONSTRUCTION REQUIREMENTS
Cost 3,670 gp; Feats Craft Magic Arms and Armor; Spells nereid’s grace

Skald


Cloak, Poet's
Price 9,750 gp; Slot shoulders; CL 7th; Weight 1 lb.; Aura moderate enchantment
DESCRIPTION
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.
CONSTRUCTION REQUIREMENTS
Cost 4,875 gp; Feats Craft Wondrous Item; Spells good hope, rage; Special creator must have the bardic performance or raging song class feature

Slayer


Shifting Jerkin
Price 5,965 gp; Slot armor; CL 3rd; Weight 8 lbs.; Aura faint illusion and transmutation
DESCRIPTION
This +1 lamellar cuirass grants its wearer shapeshifting.
On command, the wearer of a shifting jerkin can change her appearance at will as per disguise self. If the wearer has a talents class feature (investigator talents, ninja tricks, rogue talents, or slayer talents), once per day she can spend 1 hour to swap out one talent for another for which she qualifies. She can’t swap a talent that is a prerequisites for other talents or feats she has.
CONSTRUCTION REQUIREMENTS
Cost 3,065 gp; Feats Craft Magic Arms and Armor; Spells disguise self, fox’s cunning

Sorcerer

Crown of the Kobold King
Aurastrong transmutation; CL12th
Slothead; Price15,000 gp; Weight1 lb.
DESCRIPTION

This ancient burnished bronze heirloom has passed from king to king for centuries. Rumors abound of secret blood rites that grant the wearer additional abilities, but even without this ceremony the crown invests its wearer with power. Wearing the crown grants a +2 enhancement bonus to Charisma and a +2 natural armor bonus. You are immune to the frightful presence ability of all dragons. If you are a sorcerer you cast spells at +1 caster level.

Robes of Arcane Heritage
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

Ring of Spell Knowledge
Aura moderate or strong (no school); CL 7th
Slot ring; Price 1,500 gp (Type I), 6,000 gp (Type II), 13,500 gp (Type III), 24,000 gp (Type IV); Weight —
DESCRIPTION
This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters. Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells. A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class’ spell list. Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes (storage and casting). CONSTRUCTION REQUIREMENTS
Forge Ring, creator must be able to cast spells of the spell level to be granted; Cost 750 gp (Type I), 3,000 gp (Type II), 6,750 (Type III), 12,000 gp (Type IV).

Ring of Wizardry (Ring)
Type I: 20,000 GP Type II: 40,000 GP Type III: 70,000GP Type IV: 100,000 GP
Aura: Moderate CL: 11th Price: Varies
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, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
CONSTRUCTION REQUIREMENTS
Forge Ring, Limited Wish

Vestment, Mnemonic
Aura strong transmutation; CL 17th
Slot body; Price 5,000gp; Weight lb.
DESCRIPTION
The surface of this delicate-looking blue silk robe is adorned with tiny embossed runes across its entire surface.
If the wearer is a spontaneous caster, once per day she may use a spell slot to cast a spell from a written source (such as a scroll or spell book) as if she knew that spell.  The spell must be on her spell list, the same spell level or lower than the expended spell slot, and the same type of spell (arcane or divine) as the spell slot expended.  The caster must also understand the written source (such as using Spellcraft or read magic) and be carrying it.  Activating the robe is not an action, but casting the spell otherwise works as normal, including casting time, providing components or foci, and so on.  Using a mnemonic vestment's properties does not consume the written source.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, mnemonic enhancer, creator must be able to spontaneous cast spells; Cost 2,500sp.


Robe, Sorcerer’s
Aura moderate evocation; CL 10th
Slot body; Price 5,000 gp; Weight 1 lb.
DESCRIPTION
This dapper robe enables a sorcerer to add the effects of her 1st-level bloodline power to spells she casts. As a swift action before casting a spell, the wearer expends one use of her 1st-level bloodline power and selects one target of the spell to be affected by that bloodline power. If the spell allows a saving throw, a successful save against the spell means the bloodline power deals half damage (if it normally deals hit point damage) or is negated (if it does not). The robe can be used up to three times per day.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, Quicken Spell-Like Ability, creator must be a sorcerer; Cost 2,500 gp.


Summoner

Ring of Spell Knowledge
Aura moderate or strong (no school); CL 7th
Slot ring; Price 1,500 gp (Type I), 6,000 gp (Type II), 13,500 gp (Type III), 24,000 gp (Type IV); Weight —
DESCRIPTION
This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters. Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells. A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class’ spell list. Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes (storage and casting). CONSTRUCTION REQUIREMENTS
Forge Ring, creator must be able to cast spells of the spell level to be granted; Cost 750 gp (Type I), 3,000 gp (Type II), 6,750 (Type III), 12,000 gp (Type IV).

Ring of Wizardry (Ring)
Type I: 20,000 GP Type II: 40,000 GP Type III: 70,000GP Type IV: 100,000 GP
Aura: Moderate CL: 11th Price: Varies
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, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
CONSTRUCTION REQUIREMENTS
Forge Ring, Limited Wish

Vestment, Mnemonic
Aura strong transmutation; CL 17th
Slot body; Price 5,000gp; Weight lb.
DESCRIPTION
The surface of this delicate-looking blue silk robe is adorned with tiny embossed runes across its entire surface.
If the wearer is a spontaneous caster, once per day she may use a spell slot to cast a spell from a written source (such as a scroll or spell book) as if she knew that spell.  The spell must be on her spell list, the same spell level or lower than the expended spell slot, and the same type of spell (arcane or divine) as the spell slot expended.  The caster must also understand the written source (such as using Spellcraft or read magic) and be carrying it.  Activating the robe is not an action, but casting the spell otherwise works as normal, including casting time, providing components or foci, and so on.  Using a mnemonic vestment's properties does not consume the written source.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, mnemonic enhancer, creator must be able to spontaneous cast spells; Cost 2,500sp.

Swashbuckler

Ring of Resilience
Price 15,000 gp; Slot ring; CL 10th; Weight —; Aura moderate conjuration
DESCRIPTION
This tarnished copper band sheds its patina when worn by anyone with panache or grit. Whenever the wearer regains a panache or grit point through her actions (not just a daily refresh), she can try to end a single ongoing condition affecting her, attempting a new saving throw against the original DC. The effect must be one that allowed a saving throw, can be removed by either dispel magic or heal, and be an effect against which the wearer failed her initial saving throw. If the wearer succeeds at the new save, the effect is removed even if succeeding at the save would normally have other consequences, and even if the effect normally requires multiple saves to remove. If the effect allowed more than one type of saving throw, use the type and DC for the first saving throw the wearer failed for the effect.
The wearer can use the ring only once for each ongoing condition. As the wearer must regain a panache or grit point to reroll a save, the ring provides no benefit if she hasn't used any grit or panache.
CONSTRUCTION REQUIREMENTS
Cost 7,500 gp; Feats Forge Ring; Spells restoration; Special creator must be a grit or panache user

Swashbuckler’s Rapier
Price 7,320 gp; Slot none; CL 7th; Weight 2 lbs.; Aura moderate transmutation
DESCRIPTION
This +1 rapier has the nondescript, clean lines of a practice foil. The wielder can spend 1 panache point as a swift action to give the rapier the bane special ability for 1 round, and can pick any subtype of humanoids as the designated foe.
CONSTRUCTION REQUIREMENTS
Cost 3,820 gp; Feats Craft Magic Arms and Armor; Spells magic weapon, creator must have 5 ranks in Craft (weapons) 


Blouse of the Boastful Bastard
Source Advanced Class Guide pg. 227
Aura faint transmutation; CL 5th
Slot chest; Price 8,000 gp; Weight —
Description
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.
Construction
Requirements Craft Wondrous Item, guidance, prestidigitation, resistance; Cost 4,000 gp

Boots of Gusto
Source: Pathfinder Roleplaying Game: Advanced Class Guide
Price 2,000 gp; Slot feet; CL 4th; Weight 1 lb.; Aura faint transmutation
DESCRIPTION
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.
CONSTRUCTION REQUIREMENTS
Cost 1,000 gp; Feats Craft Wondrous Item; Spells cat’s grace; Special creator must be a panache user

Cape of Daring Deeds
Source: Pathfinder Roleplaying Game: Advanced Class Guide
Price 9,000 gp; Slot shoulders; CL 5th; Weight 2 lbs.; Aura faint abjuration
DESCRIPTION
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.
CONSTRUCTION REQUIREMENTS
Cost 4,500 gp; Feats Craft Wondrous Item; Spells guidance, prestidigitation, resistance


Cloak of Disarming
Source: Pathfinder Roleplaying Game: Advanced Class Guide
Price 35,000 gp; Slot shoulders; CL 9th; Weight 1 lb.; Aura moderate transmutation
DESCRIPTION
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.
CONSTRUCTION REQUIREMENTS
Cost 17,500 gp; Feats Craft Wondrous Item; Spells Improved Disarm, pilfering hand; Special creator must be a panache user

Cloak of the Sneaky Scoundrel
Source: Pathfinder Roleplaying Game: Advanced Class Guide
Price 6,400 gp; Slot shoulders; CL 5th; Weight 2 lbs.; Aura faint illusion
DESCRIPTION
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.
CONSTRUCTION REQUIREMENTS
Cost 3,200 gp; Feats Craft Wondrous Item; Spells shrink item, vanish

Plume of Panache
Source: Pathfinder Roleplaying Game: Advanced Class Guide
Price 1,000 gp; Slot head; CL 5th; Weight —; Aura faint transmutation
DESCRIPTION
This plume is over-sized, chic, and extravagant. To gain its effects, the user must affix it to a non-magical 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.
CONSTRUCTION REQUIREMENTS
Cost 500 gp; Feats Craft Wondrous Item; Spells heroism

Swordmaster's Flair
Source: Pathfinder Roleplaying Game: Advanced Class Guide
Price 2,500 gp; Slot none; CL 5th; Weight —; Aura faint enchantment
DESCRIPTION
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.

CONSTRUCTION REQUIREMENTS
Cost 1,250 gp; Feats Blind-Fight, Craft Wondrous Item; Spells Improved Trip, Lunge, Nimble Moves; Spells good hope


Vigilante 


Mask of Anonymous Mien
Price 25,000 gp; Slot head; CL 10th; Weight 1 lb.; Aura moderate transmutation
DESCRIPTION
This featureless mask is little more than a white disk with eyeholes and a pair of short leather straps for tying.
After donning the mask, the wearer can meditate for 1 minute in order to assume a faceless identity, becoming an utterly generic and unremarkable member of the wearer’s race and gender. Knowledge checks about the wearer’s faceless identity don’t reveal information about his true identity, unless his true identity is revealed to the world at large. Additionally, attempts to scry or otherwise locate the wearer work only if the creature is attempting to locate the wearer’s faceless identity (or the creature knows the wearer’s faceless identity and the wearer’s true identity are one and the same). Otherwise, the spell has no effect, revealing nothing but darkness, as if the target were invalid or did not exist. In addition, if the wearer owns multiple masks of anonymous mien, the faceless identity he assumes is the same for all such items.
A vigilante who wears a mask of anonymous mien treats the faceless identity created by the item as a vigilante identity for the purpose of his class abilities, although this identity is separate from his actual vigilante identity.
CONSTRUCTION REQUIREMENTS
Cost 12,500 gp; Feats Craft Wondrous Item; Spells alter self, nondetection


Warpriest

Crusader's Longsword
Price 47,315 gp; Slot none
CL 10th; Weight 4 lbs.; Aura moderate evocation
DESCRIPTION
This is a +1 cold iron holy demon-bane longsword.
Whenever the wielder uses the divine bond ability or sacred weapon ability to enhance it, a crusader's longsword increases the points of enhancement bonus she has to spend on its abilities by 1.
CONSTRUCTION REQUIREMENTS
Cost 23,815 gp; Feats Craft Magic Arms and Armor; Spells holy smite, summon monster I; Special creator must worship a good deity, creator must be a paladin or a warpriest


Witch

Witching Gown
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

Hosteling (Armor Enchantment)
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

Corset of Dire Witchcraft (Body Slot)
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.

Cackling Hag’s Blouse (Body Slot)
Aura faint enchantment; CL 3rd
Slot chest; Price 6,000 gp; Weight 2 lbs.
DESCRIPTION
This loose-fitting blouse is adorned with grotesque fetishes and trophies, granting the wearer a +2 competence bonus on Intimidate checks. If the wearer is a witch, she gains the cackle hex. If the wearer already has the cackle hex, twice per day she can use her cackle ability as a swift action instead of a move action.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, hideous laughter or the cackle hex, creator must have 5 ranks in Intimidate; Cost 3,000 gp.

Iron Collar of the Unbound Coven
Price 46,000 gp; Slot neck; CL 11th; Weight 2 lbs.; Aura moderate transmutation
DESCRIPTION
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 hag, 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.
CONSTRUCTION REQUIREMENTS
Cost 23,000 gp; Feats Craft Wondrous Item; Spells Craft (leather) 4 ranks, alter self, hold person, transformation, coven hex


Wizard

Amulet of Magecraft
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

Amulet of Spell Cunning
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

Annihilation Spectacles
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

Necromancer’s Athame
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

Robe of Runes
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

Hosteling (Armor Enchantment)
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

Ring of Wizardry (Ring)
Type I: 20,000 GP Type II: 40,000 GP Type III: 70,000GP Type IV: 100,000 GP
Aura: Moderate CL: 11th Price: Varies
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, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
CONSTRUCTION REQUIREMENTS
Forge Ring, Limited Wish

Magician’s Hat (Hat Slot)
Aura: Moderate Transmutation CL:10th Price: 20,000GP
Mystic symbols embroidered in gold thread decorate this conical hat. Three times per day as a free action when casting a spell, the wearer can shift metamagic feats on prepared spells. The wearer can either move a metamagic feat from another prepared spell to a spell being cast or from the spell being cast to another prepared spell. In either case, the spell that gains the metamagic feat can’t exceed the spell slot of the spell that originally had the metamagic feat. For example, a wizard with detect thoughts, silent dispel magic, and dimension door prepared could cast a silent detect thoughts (and would now have dispel magic prepared), but could not cast silent dimension door. Moving metamagic feats does not increase spell casting time, even for quickened spells. The hat provides no benefit to spontaneous casting or spell-like abilities.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, mnemonic enhancer
Sours: http://zenithgames.blogspot.com/2013/11/improving-your-class-with-items.html

Magic item guide pathfinder

D&D 5e – Magic Item Guide

The Magic Item Guide was one of my favorite guides that was on Wizards of the Coast Community boards. It will soon be deleted along with the rest of them this Thursday (now November 5th)! So I ported it over into HTML, and reformatted and did a lot of editing for use here. . (I’ve added them) But for now, this is a great list to use as a DM when deciding on what magic items you are going to be placing into your campaign. (useful link to Amazon D&D products (https://amzn.to/32stFbv)

The Comprehensive Compendium of Considerable and Compelling Curios: A Magic Item Guide

Curse the wizard that created the first robe of the archmage! Now any whelp of a hedge conjurer or witless apprentice that finds one considers himself an archmage. Then these fools seek magic far above their station or grasp at power as if donning a robe made them royalty. What a blasted nuisance. I hesitate to count the number of “archmages” I’ve reduced to dust. Still, I’ve found that for wizards worthy of the title, a robe of the archmage can be a useful item

Mordenkainen, from his secret master copy of the Magnificent Emporium before he burned its pages and then disintegrated the ash

Table of Contents

  1. Swords of Light, Luck, and Life stealing: Weapons of Heroes
  2. Staves of Power, Rods of Might, Wands of Fear: Foci for the Feared
  3. Plates of Adamantine, Chains of Mithral: Armors of the Protected
  4. Bulwarks and Bracers: Wrist Guards of the Vanguard
  5. Shawls Weaved with Stars: Capes, Cloaks, Robes
  6. Headbands for the Brilliant, Helmets for the Brave: The Headwear to Wear
  7. Talismans of the Ancients: Amulets and Necklaces
  8. Bands of Platinum and Wishes: Rings of Legend
  9. Gloves of Swimming, Snaring, and Stealing: Gauntlets and Gloves
  10. Cinctures of Strength: How to keep your pants up like a dwarf
  11. Footwear for Springing and Striding: Boots of the Rugged
  12. Miscellaneous Wondrous Items
  13. Magical Scrolls and Brews: Consumable items
  14. Souls of the Ageless: Sentient weapons
  15. Weapons Long-forgotten: Artifacts
  16. Gifts from the Gods: Boons

Introduction

With the release of the Dungeon Master’s Guide, players have been drooling over some of the amazing magic items that it details. But with the good must also come the bad. Therefore, the purpose of this guide is rate magic items to help players decide what are the stars and what are the dogs.

The criteria for rating an item will be three-fold:

  1. How does an item stack up to similar magic items (eg. this shield vs. other shields)?
  2. What is the rarity? What’s the likelihood of selling it or being able to trade for it?
  3. Does it require attunement or not?

Rarity

In regards to point 2, trading items is an AL play concern. Unfortunately, most of the items in the DMG are NOT legal to use in the current season. With that being said, it is important to note that players can only trade like-rarity items for other like-rarity items. So players can only trade a rare item for a rare item or a uncommon item for an uncommon item (etc, etc.) So if you find a legendary magic item, you’re probably holding on to it for a while.

If you are playing in an a home campaign, and your DM allows you to sell magic items, depending on how rare the item is, you might not be able to find someone to sell the item to, which is problematic (DMG pg.129). Though in all honesty, if you find a rare magic item that does not require attunement, you’re not gonna want to sell it. You have what is known as a quality problem.

Attunement

As far as point three, this is a serious concern for adventurers. In 5e, characters can only have three magic items attuned at a time (DMG pg 138). Therefore, unlike 4e, the number of magic item slots available to characters are very limited and magic items must be carefully considered. Naturally, items that are good and do not require attunement will be given greater consideration.

Important notes about attunement:

  1. If a player has just found a magic item and can’t cast the identify spell, they must spend a short rest to determine what the magic item is. Potions are an exception, just a little taste of the potion is enough to tell you what the potion does.
  2. In order to attune an item a player must spend a short rest focusing only on that item to attune themselves to the item (it can’t be the same short rest used to learn the item’s properties). Whatever that means for your game depends on the DM. Some DMs may allow you to do other things while attuning, other DMs may not.
  3. A creatures attunement ends if the item has been more than 100 feet away from the creature for 24 hours, the creature dies, or another creature attunes the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed

Abbreviations

The source materials used for this guide are abbreviated as follows:

Any item that’s not in the Dungeon Master’s Guide, or in multiple sources, will be annotated as such in the item description. Otherwise, you can assume all items are in the DMG. This guide will use the following color coding system:

 

  • Gold– A rare rating. The best option out there hands down. This is mandatory to call yourself optimized.
  • Sky Blue– Indicates a fantastic choice, an option you should strongly consider against most others.
  • Blue– Good choice. You can’t really go wrong with taking this. Correct in the majority of cases.
  • Green– Difficult to classify. Often used for utility instead of combat or is dependent on your character concept
  • Black– This item will not actively hurt your character, but there is probably a better option
  • Purple– Is a substandard choice. It might be useful in corner-case situations, but overall it’s not worth the investment
  • Red– This is a trap. Don’t take this. There’s a better option or it isn’t worth the investment.

 

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magic sword in the snow


Swords of Light, Luck, and Life stealing: Weapons of Heroes

Attunement Items

Luck Blade– Wish on a stick?! This item would be amazing if just for that property. But It also has the luck property, which lets you reroll an attack, saving throw or ability check. And if that wasn’t enough, it’s also a +1 magic weapon which gives you +1 to saving throws! If there were a rating higher than Gold I’d give it to this.Platinum maybe? [Legendary]
Holy Avenger– Suck it fiends or undead. The paladin is back in town. Oh and he brought some friends who are also stronger thanks to him. [Legendary]
Weapon of Warning– Say goodbye to being surprised and sleeping through a fight for you and your whole party, unless you really spread out at night, and there’s advantage to your initiative rolls. Did I mention that you don’t even need to have this item equipped for all of these nice bonuses? Make sure someone has one of these before you leave home. [Uncommon]
Defender– Any +3 magic sword is ok in my book, but this lets you alter your AC for fights when you think need a bump. [Legendary]
Dwarven Thrower– Its hard to go wrong with +3 magic weapons . But this one gives a better ranged option for martial characters. Non-dwarves needn’t apply. [Very Rare]
Sun Blade– Swords made of light that pop out of a bare hilt seem fun to me. It has the finesse property, deals radiant damage, and has an adjustable light source. The only downside is that it’s only a +2 weapon. [Rare]
Sword of Answering– A +3 weapon with an enhanced reaction attack that ignores resistance and immunity. Extra attacks are always nice. [Legendary]
Vorpal Sword– A +3 weapon that ignores resistance is really good. Having the chance to instantly decapitate your target or deal an extra 6d8 damage is a pretty sweet effect. Slashing weapons don’t get much better than this. [Legendary]
Dancing Sword– This is an interesting item. It is great for characters who don’t make use of their bonus action. And It gives melee characters a better ranged option. [Very Rare]
Mace of Disruption– Not having a +1 bump hurts this item. But all considered, this definitely can put a hurt on undead. You can also leave that lantern at home. [Rare]
Nine Lives Stealer– Definitely strong. To bad the life stealing property doesn’t recharge and it requires attunement. [Very Rare]
Oathbow– When I first read this item I was ready to rate it gold. But after reading it more closely, I realized that the sworn enemy feature only recharges once per day, at the next dawn. So the whole premise of the bow is kinda shot. You can only use its feature for one big fight per day. Don’t get me wrong, its still strong. Just not as strong as if the the sworn enemy feature would recharge after you killed each creature. Also doesn’t provide a +1. [Very Rare]
Scimitar of Speed– Getting a free bonus action attack every turn with a +2 weapon is nice, but most characters are already using their bonus actions. [Very Rare]
Trident of Fish Command– Everyone want’s to be Aquaman right? Right? Well, if you’re near water a lot this can be pretty handy. [Uncommon]
Flame Tongue– I like the concept and it looks cool as hell, but it just doesn’t measure up against other swords. It doesn’t get a +1 bump , its rare, it requires attunement, and it uses fire (one of the more common resistances). The extra 2d6 is something though. [Rare]
Frost Brand– Similar to the flame tongue with it’s problems. It does grant fire resistance which is nice. Still not as good as other sword options though. [Very Rare]
Mace of Terror– Compared to other magic maces this stinks. No +1 bump, requires attunement, frightened which they get to save against end of turn. [Rare]
Sword of Wounding– A cumulative d4 of necrotic damage is nice, but most enemies will have a good constitution score, so it’s not quite as good as it could be. [Rare]
Sword of Sharpness– There is no bonus to hit, but if you start rolling crits it gets interesting. You also save some money on torches. [Very Rare]
Sword of Vengeance– It’s a +1 weapon with a drawback that you have to attune. It can be fixed though. [Uncommon]
Berserker Axe– As far as cursed items go, this one isn’t bad. As long as you are a melee character and stay in the fray, this item may be usable. With all that being said, there are better weapon choices out there. [Rare]
Sword of Life Stealing– On a crit you get some extra damage and temporary hit points. Seems underwhelming. [Rare]

Non Attunement Items

Javelin of Lightning – Great for all the strength-based characters who use javelins. A strong magic weapon back-up option, which doesn’t require attunement. [Uncommon]
Dragon Slayer– Not bad if you are in the market for +1 weapons. It doesn’t require attunement and it can really mess up a dragon. [Rare]
Dragontooth Dagger (RoT)– A +1 dagger with a little extra poison is nice, but unless you’re betraying your party it’s still just a solid dagger. [Rare]
Giant Slayer– Not bad. A +1 magic item that doesn’t require attunement. It’s sucks the save is Strength. Giants tend to excel at those. [Rare]
Mace of Smiting– Not bad, but its no +3 magic weapon…unless you’re in a campaign with a lot of constructs. Then thisbecomes amazing. [Rare]
Weapon +1, +2, +3– Hitting more often for more damage is always nice. [Uncommon, Rare, Very Rare]
Dagger of Venom (DMG, HotDQ)– Another underwhelming item. It’s rare, so there’s a mark against it. And as a dagger it only deals 1d4 of damage. You can do better than that. Also, the poison utility can only be used once per day, making it worse. The only thing keeping this item from being red, is that it doesn’t require attunement. I guess it’s ok to keep in the back pocket if you need a magic weapon. [Rare]
Hammer of Thunderbolts– At first blush it seems powerful and lets be honest, awesome. But it has a lot of critical flaws. The most obvious of which is the giant’s bane. You must have both the Gauntlets of Ogre Power and the Belt of Giant Strength. So unless you have a particularly generous DM, you’re not gonna get both items. Secondly, it’s only a +1. Thats a huge investment for only a +1. Maybe a +2 would have been more reasonable. Granted you get an ASI, which effectively works out to a +3; but I expect more from my legendary items. Lastly, Thunderclap stuns every creature, even your allies. And although stunning is sweet, we can all agree that stunning your teammates is not sweet. [Legendary]
Vicious Weapon– If you’ve got no other options it’s worth using, but there’s better magic items. Actually, almost every other magic item is better. [Rare]

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Staves of Power, Rods of Might, Wands of Fear: Foci for the Feared

Attunement Items

Instrument of the Bards (Anstruth harp, Canaith mandolin, Cli lyre, Doss lute, Fochlucan bandore, Mac-Fuirmidh cittern, Ollamh harp)– I usually hesitate to give items a gold rating, but all of these instruments earn it. Right off the bat you get fly, invisibility, levitate, and protection from good and evil. All of which are useful. But then each item gives the user even MORE spells which don’t require use of spell slots. Granted some spells are situational, but hey, they’re free. And to top it all off, the item imposes disadvantage on charmed saving throws. Bards. Start serenading your DMs to convince them to give you these items. [Very Rare, Rare, Rare, Uncommon, Uncommon, Uncommon, Legendary]
Rod of Lordly Might– This might be the master of versatility. There’s piercing, slashing, and bludgeoning damage, a ladder, a flametongue, and a few powerful daily effects with a decent DC. It’s too bad there’s no button for it to throw a kitchen sink. [Legendary]
Rod of Adsorption– You can store up to 50 spell slots worth of energy over the course of this rod’s existence as a reaction. But only spells that target you, and then you can use that stored energy to save your spell slots.  Not bad, but it is a consumable like an Ioun Stone. [Very Rare]
Rod of the Pact Keeper, +1, +2, +3– Better attack rolls and DCs on your spells is a strong effect, and getting back spell slots as well makes for quite a powerful combination. The potentail to stack this with a Wand of the War Mage makes it a very appealing option. [Uncommon, Rare, or Very Rare]
Spider Staff (LMoP)– Adding 1d6 poison damage to melee attacks is good, but as there are a lot of creatures that are immune or resistant to poison it’s usefulness will be campaign dependent. It is adamantine, which gets around non-magical resistance, and there are some spells in it too. Spider climb and web can be useful, so it’s got a little something for everyone. [Rare]
Staff of Defense (LMoP)– Having another static modifier to add to your defence is nice, and having shield casts on a stick is very nice. With the right AC you could be almost unhittable. The only downside is needing to have the spell on your class’s spell list and attuning it. [Rare]
Staff of Power– This has got a lot of options. You get a +2 bonus to AC, saving throws, spell attack rolls, attack rolls and damage rolls while getting the ability to cast spells and expend charges to deal extra damage while you’re swinging with it. Just be careful of domination effects, as you may end up breaking it and taking a few points of damage. [Very Rare]
Staff of Striking– If you’ve always wanted a staff without spells to hit people with and you can’t hold the staff of power, look no further. It even lets you throw a bit of damage on top of each hit. [Very Rare]
Staff of the Magi– If you’re able to use this staff you want to use it. It doesn’t disintegrate if the charges are expended, it can absorb spells to regain charges and negate single target effects. There’s 50 charges to use with over a dozen different spells. You even get advantage on spell saves and +2 to attack, damage and spell attack rolls. If you overcharge it, or decide to break it, there is a bit of fallout, but it’s pretty easy to avoid that. [Legendary]
Talisman of Pure Good– This is the ultimate talisman for good clerics and paladins and there are a couple chances to eliminate a few bad apples. [Legendary]
Talisman of Ultimate Evil– This is the ultimate talisman for evil clerics and paladins and there are a couple chances to eliminate a few good apples. [Legendary]
Wand of Fireballs– Know what’s better than fireball? Extra castings of fireball for free. [Rare]
Wand of Paralysis– If only there was a DC for this. It makes sense that it would be 15, but it does depend on your DM as it stands. Spell save aside, one minute of paralysis is very strong. [Rare]
Wand of Polymorph– Polymorph is one of the best spells in the game, and this lets you cast it for free. Sign me up. [Very rare]
Rod of Alertness– Perception and initiative are both important checks, and having all the detection spells is nice too. You can even give you and your allies a boost to AC and saving throws once a day. If you’ve got it, use it. [Very Rare]
Rod of Resurrection– Strong healing and resurrection on a stick is powerful, just make sure you bring people back sparingly, unless you want to risk trading it in for a pile of dust. [Legendary]
Rod of Rulership– Once a day you get to a mass charm for everyone you can see within 120 feet. If you got to use it more often it’d be much better, but it’s still no slouch. [Rare]
Staff of Charming– Charm person, command, and comprehend languages are nice effects and, in addition to scaling with your spell save DC, it lets you succeed a save that may be turned against your opponent. Enchantments are almost useless against you now, except for multi target ones. [Rare]
Staff of Fire (DMG, HotDQ)– Fire resistance is good, and being able to cast fireball three times a day is a nice bonus. Ten charges is a bit limiting though, and the value of the spells will go down as you level up, the exception being your ability to decimate large groups of kobolds. [Very Rare]
Staff of Frost– Resistance and cone of cold are a great combination, ice storm isn’t too bad either. It’d be great if there was a few more charges, but you can still get both of the better spells off in one day, so it’s still pretty strong. [Very Rare]
Staff of the Woodlands– Magic quarterstaffs that can be disguised as trees are hard to come by, and it comes with some interesting spells built in. Crazy hermits pretty much need one. [Rare]
Staff of Thunder and Lightning– A +2 weapon is nice and there’s a bonus spell once a day. Seems like a good choice. [Very Rare]
Wand of Binding– Hold person and hold monster are both great spells, but there aren’t many castings available per day. The bonus to avoid being grappled, restrained, or paralyzed is nice but it does cost a charge. [Rare]
Wand of Fear– Limited use of command is good, and a mass fear effect is nice, but it’s no wand of fireballs. [Rare]
Wand of Lightning Bolts– Lightning bolt is a good spell, but there are better options for wands. [Rare]
Wand of the War Mage +1, +2, +3– Spellcasters like landing their attack spells, and this is a great way to make sure that happens. If you’re a Warlock this becomes even better as you can stack it with Rod of the Pact Keeper. [Uncommon, Rare, Very Rare]
Pipes of Haunting– Mass fear effects are good, and friendly ones are hard to come by. [Uncommon]
Rod of Security– When you really need a rest for you and 199 of your friends this can’t be beat. [Very Rare]
Wand of Magic Missiles (DMG, LMoP)– Magic missile never misses, and this doesn’t require attunement. Did I mention it’s uncommon? [Uncommon]
Pipes of the Sewers– I feel like this should summon an Italian plumber or a bunch of turtles, but rats will have to do. The usefulness of the pipes will be directly linked to the number of cats in the area though, so hopefully you don’t find yourself in ancient Egypt. [Uncommon]
Wand of Wonder– Is the wild magic sorcerer making you jealous with all his random magical effects? Are you a wild magic sorcerer who really wants to randomly cast a fireball that isn’t centered on you? Do you just like rolling percentile dice? If you said yes to any of these questions you’ve found your wand. If not, you can just pass on this. [Rare]
Immovable Rod– This item requires a lot of creativity by the player, and a lot of leeway from the DM. Here are a few ideas for those non-creative types out there:http://www.enworld.org/forum/showthread.php?175587-1001-Uses-for-an-Immovable-Rod [Uncommon]
Staff of Healing– Extra healing is nice to have, and mass healing on a stick is a great tool to have access to. There aren’t a lot of charges on this, but it gains most back each day. [Rare]
Staff of Swarming Insects– Being able to cast two decent spells is nice, but you only get one casting of insect plague with no risk per day. [Rare]
Staff of the Adder– If you want a non-magical staff to attack with this is a decent option, but the staff can be attacked and destroyed relatively easily. [Uncommon]
Staff of the Python– Snakes are interesting creatures, but they are a bit fragile. It can be fun to intimidate people with, or have a mount on demand though. [Uncommon]
Staff of Withering – A magic quarterstaff with a little extra kick is nice. Although it’s not as good for those who already have shillelagh. [Rare]
Tentacle Rod– Hentai jokes aside, this can be useful to someone who wants to take down a tough enemy. [Rare]
Wand of Web– Extra spells per day are always nice to have, but there may be a limit to the number of times that web will be useful in a day, maybe. [Uncommon]
Wand of Winter (HotDQ)– If this item weren’t rare, it would eek out a blue rating. But as it stands, Wand of Winter is not awesome. It casts subpar spells: ray of frost, ice storm, andsleet storm. Honestly, you should be doing better things on your turn. The only thing that keeps Wand of Winter so highly rated, is that it doesn’t require attunement. [Rare]
Wand of Enemy Detection– Having a variation on the paladin class feature is interesting, but is this really something you want to attune? [Rare]
Wand of Magic Detection– Apparently unlimited use of detect magic was too powerful, so this toned down version is the wand we get. It does give detect magic to the masses, for the parties who refuse to have it prepared. [Uncommon]
Wand of Secrets– It’s uncommon, doesn’t require attunement, and can be drained dry without disintegrating. It also does the same thing that as a perception check. Pass. [Uncommon]

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Plates of Adamantine, Chains of Mithral: Armors of the Protected

Attunement Items

Efreeti Chain– +3 armor is good and fire damage is a common damage type. The extra language and walking on lava are plus. Attunement holds this item back. [Legendary]
Plate Armor of Etherealness– Who says guys in plate can’t be sneaky? This isn’t quite as good as it could be since you can’t barge in with your whole team in tow, but there are plenty of creative uses to make this worth it. [Legendary]
Armor of Invulnerability– Non-magical damage resistance is pretty good. Damage immunity is great, but it can only be used once a day, and it requires attunement. [Legendary]
Armor of Resistance– This one is similar to the armor of invulnerability, but having no immunity effect and only resisting one damage type make it worse. [Rare]
Armor of Vulnerability– No thanks, I’ll pass on the cursed magic item. Same problems as above. And its rare too, so you can’t even trade it away. Did I mentioned it’s cursed? [Rare]
Demon Armor– The extra language is ok and I like the concept, but this armor doesn’t do much for characters who’d use it. At first the +1 to bump to AC looks ok, until you consider you can get +3 platemail that doesn’t require attunement. Then, the magical weapon properties of unarmed strikes sounds good, but you realize that monks and druids don’t wear armor, so it stinks. Then, you find out its cursed, so you can’t even take the darn thing off. All considered, its a trap. [Very Rare]
Dragon Scale Mail (DMG, HotDQ)– Kind of the same problem as the Demon Armor. Usually, you can get better than a +1 with other magical armor, which won’t require attunement. The resistance to typed damage is nice, but normally, by the time you start finding magic items, you want a better armor option than scale mail (i.e platemail). Unless of course you are a medium armor user then this is better. I suppose if you really must find that dragon, this item could be useful. [Very Rare]
Plate Armor of Lightning Resistance (RoT)– Damage resistance is nice, and if you’re tired of wearing so many rings this could be a nice change of pace. Armor should be giving you more defense for an attunement slot though. [Rare]

Non Attunement Items

Adamantine Armor – This armor is not awful. And it does provide protection against critical hits. However, this seems kind of narrow, and you’ll usually want your armor slot to do more for you. Also, it does not apply a +1 or +2 bonus, which is another check against it. The only real upshot is that it doesn’t require attunement. [Uncommon]
Armor, +1 +2, or +3– Its hard to go wrong with non-attunement magic items, especially ones that bump your AC. [Rare, Very Rare, or Legendary]
Dwarven Plate– Really great armor option that doesn’t require attunement and gives a +2 bump. The forced movement negation is just gravy. [Very Rare]
Elven Chain– Non-attunement ways to bump your AC are good. Normally, chain shirt armor is just a stopover before breastplate. But this one is usable for any character even if they lack proficiency with medium armor. Also, most DMs will allow you to wear this in addition to your normal armor, since that seemed to be the precedent set by previous editions.Then again some may not. Ask your DM. [Rare]
Glamoured Studded Leather– For those of you that need to feel fabulous. +1 bump, no attunement. Sign me up sister. [Rare]
Mariner’s Armor– Hey. It doesn’t require attunement and underwater fights can happen. [Uncommon]
Mithral Armor- For subtle, stealthy, heavy armor users. [Uncommon]

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Bulwarks and Bracers: Wrist Guards of the Vanguard

Attunement Items

Spellguard Shield– Protection from those pesky mages is always nice, especially when even their attack rolls have disadvantage against you. [Very rare]
Bracers of Archery– Extra damage is always good. If you are a bow archetype, you probably want these. Too bad they require attunement. [Uncommon]
Bracers of Defense– Oh hi there Monks, Barbarians, and spellcasters. You thought we forgot about you. We didn’t. These are for you. [Rare]
AnimatedShield- This shield is OK, but it doesn’t really stack up to other shields IMO. It requires attunement and it requires a bonus action to animate. Compared to a +1 magic shield, which doesn’t require attunement, it just seems worse to me. The main reason characters might want it is if they need both hands free to cast spells or heavy-weapon fight. [Very Rare]
Shield of Missile Attraction– Damage resistance is nice, but having to take all the ranged attacks might make that a bit less useful. If you’ve got a way to make your AC high enough this could be the best kind of curse. [Rare]
Arrow Catching Shield– This is all right for those ranged characters who use shields. If you do happen to be one, this is an option. +2 is nothing to scoff at. The downside is that it requires attunement and it only applies to ranged attacks. Also, the strange defender-esque reaction is a little out of line, if you are staying in back, trying to AVOID getting shot. [Rare]

Non Attunement Items

Sentinel Shield– Advantage on initiative and perception is great. If you want to be first and not surprised this is a no brainer. [Uncommon]
Shield, +1, +2, or +3– Higher defenses are always nice, and the amount of damage prevented at higher levels can be staggering. [Uncommon, Rare, Very Rare]

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Shawls Weaved with Stars: Capes, Cloaks, Robes

Attunement Items

Cloak of Displacement– I like this! Enemies take disadvantage to attack you. “If you take damage, this property ceases to function until the start of your next turn.” So what!? If you are a ranged character you shouldn’t be on the front lines anyway. And even if you are on the front lines, this is still pretty strong. Ostensibly this is a +5 to AC. [Very Rare]
Cloak of Invisibility– This item is for all you rogues out there. Invisibility: check. Advantage on attack rolls: check. Carte blanche to steal mercilessly: check. [Legendary]
Cloak of Protection– This item is very similar to it’s ring counterpart. Just as good too. [Uncommon]
Cloak of the Bat– Advantage on stealth checks, a fly speed in dim light and darkness, and the ability to polymorph into a bat while retaining your Intelligence, Wisdom, and Charisma once a day. This is pretty great. If you can cast darkness on yourself you have a poor man’s fly spell. Also, you can now start becoming the hero that the realms need. [Rare]
Robe of the Archmagi– A bump to spell save DCs, advantage saves against magic, and a better AC. Finally you don’t have to waste a spell slot on mage armor. [Legendary]
Mantle of Spell Resistance- This has the potential to stop a lot of damage. Always make Dex throws. Resist dominating Wis save effects. [Rare]
Robe of Scintillating Colors– Making yourself hard to hit with a multi stun effect is hard to beat, until you consider the fact that your allies will be stunned as well. If you’re in a place where your allies can’t see you, or are more than thirty feet away when you activate it this robe can be very good. [Very Rare]
Wings of Flying– An hour of 60 ft fly speed is good and the refractory period isn’t too long, but there is the issue of plummeting back to the ground at the end of an hour which holds this item back a bit. [Rare]
Cloak of Arachina– Poison is a common damage type. And free web spells are nice. But overall I think there are better things to do with attunement slots. [Very Rare]
Cloak of Elvenkind– Essentially this is a poor man’s Cloak of invisibility, since as long as you successfully make your stealth check, you are hidden anyway. Unfortunately it takes an action to hide, so it has limited usefulness in combat, unless you are a rogue with cunning action or something like that. Also, since it takes an action to put your hood up, you should simply keep your hood on all the time. It looks more awesome anyway. [Uncommon]
Robe of Eyes– If you want to look like a strange Dali painting and have a great field of vision this is for you. Just make sure nobody you face can cast light or daylight. [Rare]
Robe of Stars– Tactical retreats, magic missiles, and a bonus to saving throws. This is great for the adventurer who needs to make well timed trips to the astral sea a lot, and for everyone else, it’s decent. [Very Rare]

Non Attunement Items

Cape of Mountebank– This is an awesome item. For an action, a free teleport once a day. It also lightly obscures wherever you are teleporting to. Great for those times you are surrounded and can’t move. Everyone wants one. Also, depending on your DM you may beallowed to wear more than one cloak. [Rare]
Cloak of the Manta Ray– This is similar to the Cap of Water Breathing, but better since it gives you a swim speed. No attunement. [Uncommon]

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Headbands for the Brilliant, Helmets for the Brave: The Headwear to Wear

Attunement Items

Helm of Teleportation– Tactical teleportation when you need it. You can also use it to teleport a troublesome item away. [Rare]
The Dragon Masks (Black, Blue, Green, Red, White)– This is a fantastic item. It gives you: resistance/immunity, improved breath weapon, darkvision, underwater breathing, an AC bump, the ability to speak draconic, and an autosuccess on any saving throw once per day! If you’re some sort of charisma-based, dragonborn, barbarian/monk, consider this gold. [Legendary]
Headband of Intellect– A 19 intelligence can help anyone become a more knowledgeable investigator, but wizards will only want this for a handful of levels. For eldritch knights and arcane tricksters this becomes even better. [Uncommon]
Hat of Disguise– I’ve always thought this was a cool item in any edition. Great for social interactions. It’s a little worse, since you have to keep it attuned. Really depends on your campaign how broken it is. [Uncommon]
Eyes of Charming– Charmed is a powerful condition to impose, but you have to waste valuable attunement slot and it scales poorly (DC 13). Weak.At lower levels its not so bad, But as you get more powerful, sell it. [Uncommon]
Eyes of the Eagle– Perceptions checks are really important, but having to keep this item attuned is a drag. [Uncommon]
Helm of Telepathy– I know how much you wanted to be Charles Xavier, but this isn’t the way. First, the helm has a pretty low spell save DC and it requires an action to those cast spells. Second, in order use suggestion, your enemy has to fail two spell saves instead of one. Third, you gotta keep this helm attuned. Frankly, there are better head slot items out there. [Uncommon]

Non Attunement Items

Goggles of Night– Darkvision is nice to have, considering that the world is dark and full of dangers, it’s nice to be able to see them coming. This is mostly for the races without darkvision, but an extra 60 feet of vision isn’t bad for everyone else. [Uncommon]
Circlet of Blasting– Basically you get to cast scorching ray once per day for free. I’m almost inclined to rate it sky blue since it doesn’t require attunement. However, that depends on if your DM rules you can wear more than one head slot item (DMG pg.141). [Uncommon]
Eyes of Minute Seeing– Free advantage on investigation checks. Just remember to take your glasses off before you get into a brawl. [Uncommon]
Helm of Comprehending Languages– DM: “What languages do you know?” You: *chuckles* “All of them.” [Uncommon]
Cap of Water Breathing– If you plan on taking a swim, bring this with you. No real drawback, unless you already have a helm on, in which case you must take the time to doff the helmet. But if you are interested in non-attunement swimming items, you should be looking at the Cloak of the Manta Ray. [Uncommon]

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Talismans of the Ancients: Amulets and Necklaces

Attunement Items

Amulet of Health-This item is phenomenal! Every character wants this. Constitution is such a vital stat. It will raise your max hit points and improve your con saving throws. If you get this item never take it off. [Rare]
Amulet of Proof against Detection and Location– If being detected by divination magic is your biggest problem you’ve got some interesting challenges. Hopefully your DM will allow this to keep you off the radar. [Uncommon]
Talisman of the Sphere– Having better control over a sphere of annihilation is nice, but finding one might be a bit tough. [Legendary]
Amulet of the Planes– This item is not horrible, but you certainly have better things to do with valuable attunement slots (see above). With that being said, I don’t see any reason a character can’t keep it in their back pocket, just be able to cast plane shift out of combat. Just roll a 61 or higher. Also, it is important to note that you still must pay the component costs for casting plane shift. Moreover, there is a gold component cost which you cannot use your focus to pay for. [Very Rare]
Necklace of Adaptation– Very narrow item that you have to keep attuned. Eh. [Uncommon]
Periapt of Wound Closure– There are some spots where this can be useful, and they mostly coincide with a potion of vitality. Short of a combination of items this won’t be great, and it eats an attunement slot. [Uncommon]
Medallion of Thoughts– A worse version of the Helm of Telepathy. Pass. [Uncommon]

Non Attunement Items

Periapt of Proof Against Poison– Immunity to poisonous effects, the poisoned condition, and poison damage is a pretty nice combination. [Rare]
Periapt Of Health– Now you can enjoy dockside bars with impunity. Just make sure you keep this on if you’ve made some questionable decisions earlier in your adventuring career. [Uncommon]

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Bands of Platinum and Wishes: Rings of Legend

Attunement Items

Ring of Regeneration– Regeneration is awesome and this let’s you gain between 144 and 864 hit points in a 24 hour period. It even regrows body parts. [Very Rare]
Ring of Djinni Summoning– Djinn are pretty strong, and this allows you to summon one without any risk of it turning on you. Just don’t let it die, or you’ll only have a nice piece of jewelry. [Legendary]
Ring of Protection– Increased defenses and saving throws is always nice when you’re trying to prevent yourself from getting trounced by team monster, or the local authorities, depending on how you decide to interact with the townsfolk. [Rare]
Ring of Spell Storing– Five slots worth of stored spells is nice, and it can be refreshed whenever you want. [Rare]
Ring of Evasion– Being able to auto save dexterity saves is nice, but it is limited to a few uses per day. The original version was amazing, but this toned down version is still a handy item to have, and gets better if you have the evasion class ability. [Rare]
Ring of Free Action– At first glance this seems pretty weak, but not being paralyzed or restrained is nice. Feel free to walk through webs and laugh at the surprised look on all eight eyes. [Rare]
Ring of Invisibility– Being invisible is nice, but the cloak is better since you can’t cast spells or attack with the ring and stay invisible. [Legendary]
Ring of Spell Turning– Advantage on only single target spells is decent, but being able to reflect spells on a natural 20 is pretty nice. [Legendary]
Ring of Feather Falling– If you ever find yourself on an airship or a flying castle this will let you make a very impressive exit, but the rest of your party may be up a creek without a paddle. Hopefully you can grapple them all and become the party parachute. [Rare]
Ring of Jumping– Now everyone can have the warlock evocation for jump. [Uncommon]
Ring of Resistance– Damage resistance is good, but these are rare, require attunement, and only give you one damage type. [Rare]
Ring of Shooting Stars– Faerie fire is good, but the ball lightning and shooting star effects aren’t that great. [Very Rare]
Ring of Telekinesis– Now moving treasure out of a vault is as easy as putting on your jewelry. [Very Rare]
Ring of the Ram– Great for when you want to push someone into something, and it can provide you with a distraction sometimes. [Very Rare]
Ring of Warmth– Enduring the elements is a nice effect, but wouldn’t it be easier to just make a campfire? That being said, resistance on an uncommon item is nice. [Uncommon]
Ring of X-ray Vision– This may or may not irradiate whatever you’re looking at, but like some super people, lead is just too good to see through. [Rare]
Ring of Mind Shielding– Finally a tinfoil hat you can wear without looking crazy, but it will only be as useful as the amount of Mindflayers you encounter. [Uncommon]
Ring of Elemental Command– If you spend a lot of time on the elemental planes the variations of this ring are very nice to have, if not, it can be a bit lackluster. [Legendary]

Non Attunement Items

Ring of Animal Influence– How else are you going to keep a wise talking dog around on your adventures? [Rare]
Ring of Swimming– If you’re near a lot of water this could be nice, but how often are you going to be swimming laps around the rest of your party? [Uncommon]
Ring of Water Walking– For when you want to impress your friends or walk the plank with impunity. The real question is how often will this come up? [Uncommon]

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Gloves of Swimming, Snaring, and Stealing: Gauntlets and Gloves

Attunement Items

Gauntlets of Ogre Power (DMG, LMoP)– Setting your strength to 19 is a strong effect, especially for casters that want to wade in the fray. This would be rated more highly if it weren’t outclassed by several belts. [Uncommon]
Gloves of Missile Snaring– For ranged characters I guess these are ok, but overall there better gloves out there. [Uncommon]
Gloves of Swimming and Climbing– These seem really narrow and don’t have much combat utility. [Uncommon]

Non Attunement Items

Gloves of Thievery– If you’re a rogue you really want these. And even if you arent, you can still probability make use of them. [Uncommon]

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Cinctures of Strength: How to keep your pants up like a Dwarf

Attunement Items

Belt of Giant Strength– First off, if your strength score is already 21 or higher, you are either doing something very wrong, or very right. Secondly, WOW! This item is nuts. if you are a strength based character, you dream about this item every night. And even if you aren’t, you still kind of want it. Regardless of which type you find, it’s amazing. Use it. Love it. Never take it off. [Rare, Very Rare, Very Rare, Legendary, Legendary]
Belt of Dwarvenkind– Definitely a solid item. And who doesn’t want a beard? The con bump alone is great, but it also gives you darkvision, resistance to poison, and another language. Pity it requires attunement. [Rare]

Non Attunement Items

none yet.

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Footwear for Springing and Striding: Boots of the Rugged

Attunement Items

Winged Boots– A fly speed from an uncommon item is tempting, and when there’s a built in feather fall effect it becomes downright great. [Uncommon]
Boots of Levitation– I like flying at-will. Keep in mind that levitate does have component costs, so bring a focus if you use them. Requires attunement. [Rare]
Boots of Speed– These don’t blow my skirt up. Requires attunement and rare. They do force enemies disadvantage on opportunity attacks and they double your speed, which is nice. Altogether though, I think there are better feet slot items. [Rare]
Boots ofStriding and Springing– These aren’t awful. If you are a small creature you might want to look at these. No encumbrance is nice, as is the jumping boost. [Uncommon]
Boots of the Winterland– Somewhat campaign dependent, but resistance is always nice.They could be amazing or they could be decent. [Uncommon]
Slippers of Spider Climbing– If you’re a thief, or want to recreate spiderman-like skills, these are for you, just watch out for slick surfaces. [Uncommon]

Non Attunement Items

Boots of Elvenkind– Non-attunement boots that give you advantage on stealth checks. Everyone wants these. [Uncommon]

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Miscellaneous Wondrous Items

Attunement Items

Tome of the Stilled Tongue– Free slotless spellcasting is good, and spells as bonus actions is even better. You can also erase all your spells, if you feel like being secretive. The only downside, if you can call it that, is Vecna spying on you and leaving you messages. Isn’t Vecna always spying on important adventurers? If you use a spellbook it doesn’t get much better than this. [Legendary]
Gem of Seeing
– Invisible creatures giving you a hard time? Shapeshifters constantly messing with you? Want to automatically detect visual illusions and succeed on saving throws against them? Or maybe you just want to see into the Ethereal Plane? Well look no further (pun intended). [Rare]
Pearl of Power
– Extra spells each day are very useful, and having the ability to choose which one you get is great. One use a day and attunement hold this item back a bit though. [Uncommon]
Candle of Invocation
– This is a really hard item to rate. Depending on the circumstances it could beamazing or awful. Therefore, I’m simply gonna list some pros and cons for consideration.

  • Pros – Proper alignment allows advantage on attack rolls, saving throws and ability checks, Druids and Clerics get to cast spells for without expending spell slots, gate is a very powerful spell, it provides a light source
  • Cons – Not everyone in the party may be the correct alignment, it requires an action to light, you may find the wrong type of candle, you must pay the component costs for Gate, the DM has a lot of fiat over how effective your gate spell functions, takes 4 hours to burn down [Very Rare]

Crystal Ball- This item comes in 3 types, all of which do different utility based things: read minds, communicate telepathically or spy on people. Seems ok. Attunement makes it a little more unwieldy. [Very Rare or Legendary]
Cube of Force– Basically a portable barrier generator. The barrier is centered on you, moves with you, and lasts for 1 minute. It also takes an action to activate each face. 2-5 actions is a huge investment in a fight. If your DM lets you press the faces before the fight breaks out, it moves up to blue, otherwise its red. [Rare]

Ioun Stone (Absorption, Agility,Awareness, Fortitude, GreaterAbsorption,Insight, Intellect, Leadership,Mastery, Protection,Regeneration, Reserve, Strength, Sustenance)–

  • Regeneration– “What are hit dice? I just use this floating stone here.” But seriously, this has the potential to regain 360 hit points per day. You don’t even need to rest. Just walk around and heal for free. [Legendary]
  • Agility– Dexterity bumps are hard to come by. Rogues would kill for this (pun intended). [Very Rare]
  • Awareness– I always hated getting surprised. Out of all the stones, this is one of the worst. [Rare]
  • Fortitude– Yes I would like more hit points and better con saves. [Very Rare]
  • Greater Absorption– The absorptions stone’s bigger, stronger brother. Wouldn’t want to run into this guy on the playground. A little better since it hits spells of almost every level. [Legendary]
  • Insight– Clerics pray the the goddess Ioun for this. [Very Rare]
  • Leadership– Warlocks would sell their soul for this. And honestly, so would Paladins and Bards. [Very Rare]
  • Mastery– Do you like to hit more consistently? Or maybe you like to do more damage? Or maybe you’re a skill monkey? Whatever the case, you want this item. [Legendary]
  • Protection– Not exactly as good as the Ring of Protection, but hey, beggars can’t be choosers. [Rare]
  • Reserve– For the layperson you can store 3 first level spells, 1 second level spell, or 1 third level spell. Other spellcasters can store their spells in the stone for you to use, but you must have a free spell slot of the equivalent level for you to cast that spell. So load it up with extra castings of shield. [Rare]
  • Strength– This would also be rated more highly if not for certain belts. But its still good. [Very Rare]
  • Absorption–Free counterspells are pretty powerful. The only things holding this item back are that it uses your reaction to counter the spell and that the spell must target only you. Also it gets a little worse at higher levels. [Very Rare]
  • Intellect– Wizards your research is done, you’ve found the droids you’re looking for. [Very Rare]
  • Sustenance– This IS the worst of the Ioun stones. I’ve never played in a campaign where the DM worries about your character’s meal plan. [Rare]

Stone of Good Luck (Luckstone)– Bonuses to saving throws and ability checks is always nice, and you don’t even have to hold it. [Uncommon]
Brooch of Shielding– This is very narrow and there are better uses for your attunement slots. [Uncommon]

Non Attunement Items

Manual of Bodily Health– Extra hit points and better con saves are great. All you have to do is some reading, probably on ways to lower your cholesterol. [Very Rare]
Manual of Gainful Exercise– Before there were bodybuilding forums there was the manual of bodily health. Who wouldn’t want to be stronger? [Very Rare]
Manual of Quickness of Action– Being quicker and more flexible is just a few chapters away. You can read while stretching, right? [Very Rare]
Tome of Clear Thought– So reading books can increase your Intelligence. Libraries are relevant again. [Very Rare]
Tome of Leadership and Influence– Who doesn’t like a permanent bonus to their charisma that can increase their maximum score? Elves may get a couple uses out of it. [Very Rare]
Tome of Understanding– Wisdom increases are hard to come by, and this is a permanent boost that increases your maximum score. It may take a while to read, but it’s worth the wait. While you’re waiting, if you have a hundred years to spare, you can use it again. Nice. [Very Rare]
Bag of Holding– Now this is the bag you want. Mandatory if you plan of carrying alot of loot. Just don’t put a bag of holding inside a bag of holding. Or do, and watch insanity ensue. [Uncommon]
Broom of Flying– This a great item. As long as you don’t mind looking silly riding a broom, it provides permanent flying with no drawbacks. [Uncommon]
Carpet of Flying– This item is very similar to the broom of flying (but much more awesome IMO). It comes in 4 sizes. The smaller the size, the faster it can fly, but the less weight it can carry. No attunement! [Very Rare]
Heward’s Handy Haversack– Extra storage is always nice, and now you can finally sell your old backpack for the deluxe model. [Rare]
Portable Hole– When you want to bring all the loot, but don’t want to worry about the weight this is what you want to have in your back pocket. [Rare]
Apparatus of Kwalsh– Congratulations, you just found a tank. And a swimming tank no less. Just bring along some allies to help you pilot it. [Legendary]
Bowl of Commanding Water Elementals– A solid pickup. Nothing wrong with CR 4 monsters beating up baddies once per day. No attunement! [Rare]
Brazier of Commanding Fire Elements– If you are cool with carrying around a brazier everywhere you go, you have a solid item. Weighs about the same as the Bowl of Commanding Water Elementals and is functionally the same item. [Rare]
Censer of Controlling Air Elementals– Really!? Another way to cast conjure elemental spell? Someone at WOC really wanted ensure people would conjure elementals. See Bowl of Commanding Water Elementals. [Rare]
Cubic Gate– Definitely a strong item. You can use it cast gate to jump around the multiverse or to plane shift enemies into hell. Still gotta pay the component costs. No attunement! [Legendary]
Daern’s Instant Fortress– A portable fortress that does damage and is immune to knock. Cool. [Rare]
Horn of Valhalla (Silver, Brass,Bronze, Iron)– Having more allies is always great. The more the merrier. Just remember to have your Fighter do the summoning. [Rare, Rare, Very Rare, Legendary]
Stone of Controlling Earth Elementals– Earth elementals are good summoned creatures and you only have to touch the ground to summon one. [Rare]
Alchemy Jug–This is a strange utility based item. It doesn’t require attunement which is great, however, it is somewhat unwieldy. This can be used in combat. It can be used to make acid or poison, but this seems to have limited utility. You’ll need something to put the acid in if your gonna throw it (used potion of healing vials ahem). And if you want to poison your weapon/ammo it takes an action to apply poison (do it before the fight). As a side note, this is also, the first time in D&D history that mayonnaise has been officially printed. Finally, characters can enjoy sandwiches. [Uncommon]
Decanter of Endless Water– Never worry about being thirsty again. This item doesn’t really have any drawbacks (outside of organized play). That being said, I’ve never played in a game where the DM tracks how much water is in your waterskin. Also, for style points, consider flooding a dungeon or building an engine with your decanter of endless water:www.giantitp.com/forums/showthread.php?236190-Physics-help-Catgirl-Killers-needed-Decanter-of-Endless-Water-engines[Uncommon]
Folding Boat– “A boats a boat, but a mystery box could be anything, even a boat. You know how much we’ve always wanted one of those”- Peter Griffin [Rare]
Figurine of Wondrous Power– (Bronze Griffon, Ebony Fly, Golden Lions, Ivory Goats, Marble Elephant, Obsidian Steed, Onyx Dog, Serpentine Owl, Silver Raven) Some of these are more powerful than the others and some are better in combat, such as the Bronze Griffon or Ivory Goats. The fly as a mount is ok but its fragile. The lions are overrated. The owl has flyby and is a great option to grant you the help action in combat. The steed is very hearty but won’t do anything other than defend itself. And the raven has limited utility as does the dog.

  • Ivory Goats[Rare]
  • Serpentine Owl [Rare]
  • Bronze Griffon [Rare]
  • Ebony Fly [Rare]
  • Golden Lions [Rare]
  • Marble Elephant [Rare]
  • Obsidian Steed [Very Rare]
  • Onyx Dog [Rare]
  • Silver Raven [Uncommon]

Bag of Tricks– Definitely, a neat item and slotless! It comes in three flavors: Grey, Rust, and Tan. Each one better than the last. It takes an action to pull out a creature and throw it (but you did that before combat right?) and a bonus action to tell the creature what to do. Alternatively, you could just throw one adjacent to an enemy and watch them get mauled, letting the animal do its thing, without using a bonus action. I’m all about having three tigers attack my enemy. Or if you need a mount, just reach into your pocket and roll the dice. [Uncommon]
Iron Flask– This item depends on what, if anything, you find in the flask. If you don’t find a creature, the flask has limited utility. Generally, if you do get a creature, it will be powerful and a lot of help. It also, depends on how mean your DM is. Just keep in mind that the creature only obeys you for 1 hour. After that, you’re probably gonna have to fight it. Good luck! [Legendary]
Mirror of Life Trapping– This is a lair item which doesn’t work in combat, since it has to be on a vertical surface to activate it. Note to self, be wary of mirrors. [Very Rare]
Well of Many Worlds– Instant travel is always nice, but it is very dm dependent. Use with compliments, perhaps bribes. [Legendary]
Horn of Blasting– This doesn’t scale at all. But hey, can’t complain about freebies. Much better at lower levels. [Rare]
Horseshoes of a Zephyr– What kind of Zephyr doesn’t fly? I feel cheated. I guess there is utility overall. But everything about this item seems vanilla. [Very Rare]
Iron Bands of Bilarro– Restraining a creature is awesome and it sets them up for the beating of their lifetime. However, as soon as any creature succeeds on a Strength check to break out, the item is destroyed. Thats right. Destroyed. So much for that rare wondrous item. I guess there is nothing wrong with having your rogue hold onto to these. And while he’s at it, see if he can clean off some of that rust. [Rare]
Dimensional Shackles– Normally when fighting someone strong enough to teleport away, I just kill them, but thats me. However, I suppose there are those rare instances when prisoners need to be taken. [Rare]
Draakhorn (RoT)– If you want to alert every Dragon within two thousand miles, you’ve found your item, just hope you’ve got a couple other people who want to eliminate the element of surprise as well. [Unique]
Driftglobe– This only casts situational spells. But you can keep it in your pocket as a flashlight. [Uncommon]
Eversmoking Bottle– I could see rogues who are trying to hide making use of this. Unfortunately it takes an action to open, and usually the advantage you would gain will be negated from the disadvantage imposed by not being able to see your target. [Uncommon]
Horseshoes of Speed– Eh. These don’t get my rocks off. [Rare]
Sending Stones– Walkie-talkies had to start somewhere, but I’d rather not be there for the early stages of development. [Uncommon]
Sphere of Annihilation– Hopefully you’re the smartest guy in the room, or there may be some issues in your near future. This may be tough to take with you as well, considering that it doesn’t play nice with portable hole. [Legendary]
Lantern of Revealing– Good for finding filthy little hobbitses who are trying to steal our precious. [Uncommon]
Quiver of Ehlonna– If you’re not strong enough to carry a ton of items in your regular pack this may be right up your alley. Make sure you have plenty of items in all three holes. [Uncommon]
Saddle of the Cavalier– For the adventurer who can’t afford to fall off a mount and doesn’t want to invest in mounted combat, especially those flying mounts. [Uncommon]
Wind Fan– A risk free casting of gust of wind every day is nice, and it doesn’t require attunement, but how many fog clouds do you really need to disperse? [Uncommon]
Bag of Devouring– Don’t ever put your stuff in this bag. ITS A TRAP! With that being said, you may be able to use this in combat to capture enemies. [Very Rare]
Rope of Climbing– This is what you get for Christmas when Santa is out of coal. [Uncommon]
Rope of Entanglement– Oh, look…some rope. [Rare]

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Magical Scrolls and Brews: Consumable items

Attunement Items

Helm of Brilliance– Fantastic item. You get more fireballs, a slew of other spells, and it makes your weapon more powerful. Sadly, the helm is consumable. But playing with the same item your entire career would be boring right? [Very Rare]
Scarab of Protection– Autosaves are nice, and advantage on spell saves is a pretty good backup. Only having autosaves against undead and necromancy is a bit limiting, but it could be amazing in the right campaign. [Legendary]
Necklace of Prayer Beads– Overall, unimpressive. You can get: planar ally, branding smite, bless, cure wounds, lesser restoration, greater restoration, and windwalk. This would be a lot better if it didn’t require attunement. But all considered, the spells just aren’t powerful enough to warrant an attunement slot. This becomes worse if your DM is a jerk, since he controls how many, and what type of beads you get. [Rare]

Non Attunement Items

Ring of Three Wishes– The only issue is if your DM will let you wish for more wishes. [Legendary]
Ammunition, +1, +2, or +3– These are awesome if you can get your hands on them. No reason not to have them. However, they’re not gold because as magic items, they’re not easily accessible. Sadly, once you use them they are not magical anymore. [Uncommon, Rare, or Very Rare]
Arrow of Slaying– For those monsters that absolutely, positively, need to die, look no further. Sadly, since its very rare, you will probably never see one. But if you do, and you find yourself fighting the BBG, whip this out of your quiver to ruin his day. [Very Rare]
Efreeti Bottle– It takes an action to open the bottle, but you have a 90 percent chance of having a strong effect. I think the possibility of getting three free wishes, at a level when you normally wouldn’t have access to it, makes this item powerful. [Very Rare]
Necklace of Fireballs– Free castings of fireball. No attunement. I’m not seeing a drawback. [Rare]
Oil of Etherealness– Walking right into a vault or the lair of a powerful enemy undetected is stylish and powerful considering you can pre-buff yourself. [Rare]
Oil of Sharpness– As far as temporary buffs go this is one of the best. Hopefully you find a warehouse full of these. [Very Rare]
Potion of Speed– Haste is great, and concentration free haste is even better. This is what energy drinks want to be. [Very Rare]
Bead of Force– Great item, to bad it’s rare. If you need to take some enemies out of the fight, just throw one of these bad boys. Slotless! [Rare]
Dust of Disappearance– Sadly, you lose invisibility as soon as you attack or cast a spell, and its consumable. Its not great in combat, but for skill checks this could be useful. [Uncommon]
Elemental Gem– I’m getting sick of rating ways to use the conjure elemental spell. This one is pretty much identical, aside from it’s consumable nature. [Uncommon]
Philter of Love– Charming is a nice effect, and who wouldn’t want to live like some amorous french skunk. [Uncommon]
Potion of Clairvoyance– Never walk into an ambush again, once. Hopefully you find a jug of this. [Rare]
Potion of Flying– Fly is a great spell to have in your back pocket when you need it, just remember to take the potion out of your back pocket before sitting down. [Very Rare]
Potion of Healing (Healing, Greater Healing, Superior Healing, Supreme Healing)– Healing in a vial is always nice to have around when your healing kits run dry and your spell slots dry up. [Common, Uncommon, Rare, Very Rare]
Potion of Heroism– Concentration free bless and 10 temporary hit points is a helpful combination. If the hit points weren’t extremely temporary it would be a bit better. [Rare]
Potion of Invisibility– For when you need to sneak or make a subtle retreat this is pretty sweet. [Very Rare]
Scroll of Protection– Protecting yourself from an entire type of enemy is nice, but a DC 15 charisma check may be easy to overcome depending on the monster. If you have hex on a creature, or another way to increase the chances of maintaining your protection this gets better.[Rare]
Deck of Many Things– Nope. Not gonna comment on the Deck of Many Things. There’s just too many things. [Legendary]
Nolzur’s Marvelous Pigments– Not a lot of combat utility here. I guess if you had 10 minutes to set up a trap, you could paint a pit or something. [Very Rare]
Potion of Vitality– The usefulness of this will be very dependent on your campaign, but it can be invaluable if you’re in a pinch for time and trying to push your character to the limit. [Very Rare]
Chime of Opening– This item is for parties who can’t cast knock. It does pretty much the same thing, except it can only be used 10 times. [Rare]
Elixir of Health– Not bad, similar to the effects of the lesser restoration spell. [Rare]
Gem of Brightness– You can leave those torches at home for a while. Blinded is a good condition to impose and a DC 15 is nothing to scoff at. But then again, its probably just better to kill the creature instead. [Uncommon]
Keoghtom’s Ointment– This is a better potion of healing, but it does count against your magic item total until you use it up. [Uncommon]
Manual of Golems– And my mom always said I couldn’t make friends locked away in my room. This would be a lot better if you could use it to make more than one golem, but as it stands, the book is destroyed as soon as you make one. Also, the DM chooses which golem type you get to make. [Very Rare]
Oil of Slipperiness– If your character is a greco-roman wrestler you’ve found your ideal oil. Grease yourself up and get ready to go to town, for more oil. [Uncommon]
Potion of Animal Friendship– If you’re in a forest, jungle, or a zoo, this can be great. Raising a squirrel army never seemed so attainable. [Uncommon]
Potion of Diminution– Make sure you replace the label on this to say enlarge, or just hide your pocket sized gnome wizard in your backpack. [Rare]
Potion of Fire Breath– This may be what happens when you eat ghost peppers. It’s not a lot of damage, but it is a bonus action for a few good tries. [Uncommon]
Potion of Gaseous Form– If you want to sneak in through the vents this can be good, just make sure there isn’t a strong breeze blowing. [Very Rare]
Potion of Giant Strength (Hill Giant, Frost/stone Giant, Fire Giant, Cloud Giant, Storm Giant)– These remind me of gummi berry juice from the Gummi Bears cartoon. If that show taught me anything it’s that superhuman strength is great, but you don’t want to be holding a boulder over your head when the effects wear off. [Uncommon, Rare, Rare, Very Rare, legendary]
Potion of Growth– This gets better if you mainly try to grapple your enemies, or if you are small and would like to make a mount of your owl. [Uncommon]
Potion of Invulnerability– Resistance to all damage is hard to come by. It’s too bad this only gives you a minute of protection. [Rare]
Potion of Longevity– This is what people in power have been chasing for since the dawn of time. Find a way to barter with this, or just use it to really sell your false identity. [Very Rare]
Potion of Mind Reading– DC 13 is not very high, but detect thoughts can be very useful in the right situations. [Rare]
Potion of Poison– If you can get your enemies to drink it, this is quite handy. If you have a particularly tricky DM you may want to check your potion supply. [Uncommon]
Potion of Resistance– Resistance is always nice, and if you find a potion that grants it you may need it soon. [Uncommon]
Sovereign Glue– If you’ve ever had to go to the emergency room because you glued yourself to something you should have a good idea about the kinds of fun you can have with this. [Legendary]
Spell Scroll (vari

Sours: https://www.tribality.com/2015/11/02/dd-5e-magic-item-guide/
Treantmonk's Guide to Wizards: Equipment and Magic Items

Magic Item Descriptions

Armor
Weapons
Rings
Rods
Staves
Wondrous Items
Cursed Items
Minor Artifacts
Major Artifacts

Beyond well-known magic items, from ubiquitous potions of cure light woundsto prized relics like holy avengers, stretch troves of legendary treasures, rare masterworks discovered in the depths of the deadliest dungeons or groundbreaking discoveries crafted by geniuses and madmen. This chapter reaches past the familiar items of the Pathfinder RPG Core Rulebook, revealing a wealth of magical masterpieces, some long renowned, others entirely new. GMs who wish to incorporate these new magical items should feel free to make these treasures just as pervasive and fundamental elements of their campaigns as those in the Core Rulebook.

With the exception of potions, scrolls, and wands, all the various types of magic items are presented in this chapter. The new spells presented in Chapter 5 are just as likely to be found brewed into potions, written upon scrolls, or empowering wands as those in the Core Rulebook, and might be discovered as such items following the same rules detailed in Chapter 15 of that book.

The following descriptions include notes on activation, random generation, and other material. The AC, hardness, hit points, and break DC are given for typical examples of some magic items. The AC assumes that the item is unattended and includes a –5 penalty for the item's effective Dexterity of 0. If a creature holds the item, use the creature's Dexterity modifier in place of the –5 penalty.

Each of the following topics is covered in notational form as part of an item's description.

Aura: Most of the time, a detect magic spell reveals the school of magic associated with the magic item and the strength of the aura that the item emits. See the detect magic spell description for details.

Caster Level (CL): An item's caster level indicates its relative power. It also determines the item's saving throw bonus, as well as range or other level-dependent aspects of the item's powers (if variable). It also determines the level that must be contended with should the item come under the effect of a dispel magic spell or similar situation.

The creator's caster level must be as high as the item's caster level (and additional requirements may effectively put a higher minimum on the creator's level).

Slot: Most magic items can only be utilized if worn or wielded in their proper slots. If the item is stowed or placed elsewhere, it does not function. If the slot is listed as "none," the item functions while in the character's possession.

Price: This amount is the cost, in gold pieces, to purchase the item, if it is available for sale. Generally speaking, magic items can be sold by PCs for half this value.

Weight: This figure is the weight of the item. When a weight figure is not given, the item has no weight worth noting (for purposes of determining how much of a load a character can carry).

Description: This section of a magic item describes the item's powers and abilities.

Construction: With the exception of artifacts, most magic items can be built by a spellcaster with the appropriate feats and prerequisites. This section describes the requirements for and cost of creating a magic item.

Requirements: Certain requirements must be met in order for a character to create a magic item. These include feats, spells, and miscellaneous prerequisites such as level, alignment, and race or kind.

A required spell may be provided by a character who has prepared the spell (or who knows the spell, in the case of a spontaneous caster), or through the use of a spell completion or spell trigger magic item or a spell-like ability that produces the desired spell effect. For each day that passes in the creation process, the creator must expend one spell completion item or one charge from a spell trigger item if either of those objects is used to supply a requirement.

It is possible for more than one character to cooperate in the creation of an item, with each participant providing one or more of the requirements. In some cases, cooperation may even be necessary.

If two or more characters cooperate to create an item, they must agree among themselves who will be considered the creator for the purpose of determinations where the creator's level must be known.

Cost: This figure is the cost in gold pieces to create the item. Generally this cost is equal to half the price of an item, but additional material components might increase this number. The cost to create the item includes the costs derived from the base cost plus the costs of the components.

How pervasive a GM chooses to make the magic items in this chapter is entirely a matter of personal preference. There's no reason these new items need to be any rarer than those found in the Core Rulebook, and they can be integrated into a campaign just as easily. Alternatively, GMs interested in adding an unexpected element to their next encounter or treasure hoard might easily incorporate the properties and specific treasures presented here. As players tend to leaf through the magic item chapter of the Core Rulebook when outfitting their characters, many become quite familiar with the treasures and effects therein. Thus, incorporating any of the following items—especially those that draw upon features first presented elsewhere in this book, like new metamagic rods—allows a GM to surprise and intrigue even the most experienced players.

Sours: http://legacy.aonprd.com/advancedPlayersGuide/advancedMagicItems.html

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When he broke away from this fascinating activity, his eyes turned into a real lake of passion, and Lisa's moisture remained. On his lips. She reached for his lips and gently licked and kissed them. The lake of his eyes consumed the last vestiges of the woman's mind and resistance.

The first in life being late for work was provided for both.



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