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Pathfinder Reference Document
Pathfinder Reference Document
Table: Minor Wondrous Items
d%ItemMarket Price
01–05Ioun torch75 gp
06–09War paint of the terrible visage100 gp
10–12Assisting glove180 gp
13–15Bandages of rapid recovery200 gp
16–18Catching cape200 gp
19–20Soul soap200 gp
21–23Bottle of messages300 gp
24–27Key of lock jamming400 gp
28–29Campfire bead720 gp
30–35Defoliant polish800 gp
36–39Dust of emulation800 gp
40–42Muleback cords1,000 gp
43–45All tools vest1,800 gp
46–49Cowardly crouching cloak1,800 gp
50–56Scabbard of vigor1,800 gp
57–58Clamor box2,000 gp
59–61Glowing glove2,000 gp
62–63Manacles of cooperation2,000 gp
64–70Knight's pennon (honor)2,200 gp
71–75Flying ointment2,250 gp
76–78Boots of friendly terrain2,400 gp
79–80Apple of eternal sleep2,500 gp
81–83Cauldron of brewing3,000 gp
84–85Philter of love3,000 gp
86–88Sash of the war champion4,000 gp
89–90Knight's pennon (battle)4,500 gp
91–92Knight's pennon (parley)4,500 gp
93–94Helm of fearsome mien5,000 gp
95–96Horn of the huntmaster5,000 gp
97–98Scabbard of staunching5,000 gp
99–100Sheath of bladestealth5,000 gp
Table: Medium Wondrous Items
d%ItemMarket Price
01–06Grappler's mask5,000 gp
07–16Torc of lionheart fury8,000 gp
17–19Amulet of spell cunning10,000 gp
20–23Construct channel brick10,000 gp
24–25Doomharp10,000 gp
26–27Ki mat10,000 gp
28–37Lord's banner (swiftness)10,000 gp
38–40Crystal of healing hands12,000 gp
41–44Book of the loremaster15,000 gp
45–48Bracelet of mercy15,000 gp
49–56Cauldron of plenty15,000 gp
57–61Gloves of dueling15,000 gp
62–64Necklace of ki serenity16,000 gp
65–69Robes of arcane heritage16,000 gp
70–74Silver smite bracelet16,000 gp
75–82Vest of the cockroach16,000 gp
83–86Amulet of magecraft20,000 gp
87–90Horn of antagonism20,000 gp
91–93Moon circlet20,000 gp
94–96Necromancer's athame20,000 gp
97–98Sniper goggles20,000 gp
99–100Annihilation spectacles25,000 gp
Table: Major Wondrous Items
d%ItemMarket Price
01–08Cauldron of the dead30,000 gp
09–20Mask of giants (lesser)30,000 gp
21–32Cauldron of resurrection33,000 gp
33–48Cauldron of flying40,000 gp
49–64Cauldron of seeing42,000 gp
65–76Lord's banner (terror)56,000 gp
77–88Lord's banner (victory)75,000 gp
89–96Mask of giants (greater)90,000 gp
97–100Lord's banner (crusades)100,000 gp

Wondrous Items

Wondrous items is a catchall category for anything that doesn't fall into the other groups of magic items. Any creature can use a wondrous item (unless specified otherwise in the description, such as requiring a particular class feature).

All Tools Vest

Aura faint conjuration; CL 1st

Slot chest; Price 1,800 gp; Weight 5 lbs.

Description

The stitching along the many pockets of this light leather vest depicts cheerful laborers going about their daily work. Once per day, as a standard action, the wearer can speak its command word and order it to bring forth all the standard tools required to make checks for any one Craft skill. These tools appear in the countless pockets of the vest or, if too heavy, on the floor, on a nearby shelf, on a workbench, or in a toolbox or cupboard that appears nearby. Once summoned, they remain for 24 hours or until another creature touches them, whichever comes first.

Construction

Requirements Craft Wondrous Item, summon instrument; Cost 900 gp

Amulet of Magecraft

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

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

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

Apple of Eternal Sleep

Aura moderate enchantment; CL 10th

Slot none; Price 2,500 gp; Weight

Description

This beautiful, ripe red apple appears fresh and tempting. Should anyone bite into it (even a small taste), he must make an immediate DC 19 Will saving throw or be stricken by eternal sleep, the same as the witch's hex of that name. The victim can only be awakened by a casting of break enchantment, limited wish, wish, or miracle, or by a kiss from someone of royal blood.

Construction

Requirements Brew Potion, Craft Wondrous Item, eternal sleep hex; Cost 1,125 gp

Assisting Glove

Aura faint transmutation; CL 1st

Slot hands; Price 180 gp; Weight 1 lb.

Description

The wearer of this simple glove can speak a command word to transform it into a glowing disembodied hand. As a swift action, the wearer can have the glove assist him with a task as if using the aid another action; the glove uses the wearer's base attack bonus or skill ranks when making the check to see if aid another is successful (it does not gain the benefit of the wearer's ability scores or other bonuses). The hand remains until it has attempted one action or until 1 minute passes, whichever comes first, at which time it becomes a nonmagical lambskin glove.

Construction

Requirements Craft Wondrous Item, mage hand, unseen servant; Cost 90 gp

Bandages of Rapid Recovery

Aura faint conjuration (healing); CL 1st

Slot chest; Price 200 gp; Weight 1 lb.

Description

These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.

Construction

Requirements Craft Wondrous Item, cure light wounds, lesser restoration, stabilize; Cost 100 gp

Book of the Loremaster

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

Boots of Friendly Terrain

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, granting him a +2 bonus. 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

Bottle of Messages

Aura faint illusion; CL 3rd

Slot none; Price 300 gp; Weight 1 lb.

Description

This green glass bottle has a tiny winding key on its elongated stem that, if turned, causes a shadowy cork to slowly become substantial over a 1-round period. Anything the owner of the bottle speaks into the bottle during this time (up to 25 words) gets trapped inside it once the cork fully manifests. As soon as the cork is removed or the bottle is smashed, this message is released exactly as if the owner had spoken the words at that moment. Once the bottle releases its message, it shatters.

Construction

Requirements Craft Wondrous Item, magic mouth; Cost 150 gp

Bracelet of Mercy

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

Campfire Bead

Aura faint evocation; CL 1st

Slot none; Price 720 gp; Weight

Description

This tiny glass bead transforms itself into a small (2-foot-tall) pile of burning logs whenever its command word is spoken. The fire burns for 8 hours or until extinguished, at which point it turns back into a bead. The owner of the item must wait twice as long as the fire burned before he can order the bead to become a campfire again.

Construction

Requirements Craft Wondrous Item, produce flame; Cost 360 gp

Catching Cape

Aura faint abjuration; CL 1st

Slot shoulders; Price 200 gp; Weight 3 lbs.

Description

This silvery cape furls and ripples like a flag with every step its owner takes. The wearer can, as a swift action, order the cape to transform into a faint sphere of force that surrounds him on all sides. The field grants the wearer a concealment (20% miss chance) against ranged attacks and lasts for 1 minute or until the wearer is missed by a ranged attack due to the power of the cloak, whichever comes first. When the field ends, all magic is lost from the cloak, leaving only a mundane silvery garment.

Construction

Requirements Craft Wondrous Item, shield; Cost 100 gp

Cauldron of Brewing

Aura faint transmutation; CL 5th

Slot none; Price 3,000 gp; Weight 5 lbs.

Description

A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.

Construction

Requirements Craft Wondrous Item, trained in Craft (Alchemy); Cost 1,500 gp

Cauldron of Flying

Aura moderate transmutation; CL 10th

Slot none; Price 40,000 gp; Weight 100 lbs.

Description

This iron pot is large enough for two Medium humanoids to stand in comfortably. Upon command, the cauldron and up to 500 pounds of additional weight can fly as if using overland flight. The cauldron moves under the direction of the person who spoke the activating command word. It can carry up to double its capacity, but doing so reduces its speed to 30 feet. It can hover in place without the need for a Fly skill check. The cauldron provides partial cover for anyone standing in it. It has a hardness of 10 and 60 hit points.

Construction

Requirements Craft Wondrous Item, overland flight; Cost 20,000 gp

Cauldron of Plenty

Aura strong conjuration; CL 12th

Slot none; Price 15,000 gp; Weight 25 lbs.

Description

This enchanted iron pot can produce nourishing, simple fare sufficient to feed up to 36 people per day upon command. Once per week it can also be commanded to create a heroes' feast for up to 12 people. The cauldron needs neither fire nor ingredients to produce food; it does so instantly upon command.

Construction

Requirements Craft Wondrous Item, create food and water, heroes' feast; Cost 7,500 gp

Cauldron of Resurrection

Aura strong conjuration (healing); CL 13th

Slot none; Price 33,000 gp; Weight 35 lbs.

Description

The mouth of this heavy, dark iron cauldron is shaped like a monstrous maw and is large enough to accommodate a single Medium creature. When the cauldron is filled with pure water and certain rare and sacred herbs, and a deceased creature is placed inside it, the cauldron can restore the creature to life as if from a raise dead or resurrection spell. The spell effect depends on the components used: raise dead costs 5,000 gp worth of materials, while resurrection costs 10,000 gp worth of materials. The cauldron can function once per day.

Construction

Requirements Craft Wondrous Item, resurrection; Cost 16,500 gp

Cauldron of Seeing

Aura moderate divination; CL 10th

Slot none; Price 42,000 gp; Weight 5 lbs.

Description

When filled with liquid, this small cauldron allows the user to see over virtually any distance as if using the scrying spell. It may have additional powers like those of a crystal ball for the same prices.

Construction

Requirements Craft Wondrous Item, scrying; Cost 21,000 gp

Cauldron of the Dead

Aura moderate necromancy; CL 9th

Slot none; Price 30,000 gp; Weight 35 lbs.

Description

This cauldron of dark iron is large enough to accommodate a single Medium creature. When filled with a mixture of water and rare herbs, the cauldron transforms any dead body placed in it into a zombie as if animated by an animate dead spell. Each corpse animated uses up 25 gp in materials per Hit Die, and the cauldron can animate one corpse per round. The user of the cauldron commands the undead so created—up to 12 HD, unless the user can cast the animate dead spell, in which case that spell's limit is used; animating more beyond this limit causes earlier specimens to become uncontrolled.

Construction

Requirements Craft Wondrous Item, animate dead; Cost 15,000 gp

Clamor Box

Aura moderate illusion; CL 10th

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

Description

This delicate tin music box can produce a great volume of noise at a specific time determined by its owner. Four command words determine what sorts of sounds it is to play (battle, fire, massacre, or riot), and a fifth determines the delay (anywhere from 1 round to 20 minutes) until the box begins to produce the desired sound. The noise from the box is as loud as 40 people. The sound persists for 2d6 rounds.

Construction

Requirements Craft Wondrous Item, ghost sound; Cost 1,000 gp

Construct Channel Brick

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

Cowardly Crouching Cloak

Aura faint abjuration; CL 1st

Slot shoulders; Price 1,800 gp; Weight 4 lbs.

Description

This nondescript gray cloak has a hood that can fit over the wearer's entire face. The wearer can, as a move action, cover his face and drop to a huddling crouch. Any creature seeking to directly attack him while he does this must make a DC 11 Will save to do so (as the sanctuary spell). The wearer cannot see or take any actions while crouching. This makes him effectively blind, with all the normal penalties, but not helpless. The wearer can end his crouch simply by standing up or moving.

Construction

Requirements Craft Wondrous Item, sanctuary; Cost 900 gp

Crystal of Healing Hands

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

Defoliant Polish

Aura faint transmutation; CL 5th

Slot none; Price 800 gp; Weight

Description

This container of sickly gray paste can coat the armor of one Medium or two Small creatures. Affected objects produce dark gray fumes for the next 24 hours. These fumes cause natural plants to wilt and diminish as soon as they come into contact with the affected armor. This allows the wearer to move through terrain made difficult due to the presence of vegetation as if it were normal terrain, though the creature leaves a clear path of ruined vegetation. In addition, creatures belonging to the plant type that target someone protected by defoliant polish with a natural attack or grapple take 1 point of damage with each successful attack.

Construction

Requirements Craft Wondrous Item, diminish plants; Cost 400 gp

Doomharp

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

Dust of Emulation

Aura faint illusion; CL 1st

Slot none; Price 800 gp ; Weight

Description

A creature coated with this glittering golden dust can interact with any one item or object as if she had successfully used the Use Magic Device skill to emulate a class feature or race (if the exact result of the check matters, treat the character's result as a 25). If the user of the dust does not mentally select the intended item or object while coating herself with the dust, the magic of the dust applies to the first eligible object she encounters. She can apply the result of this automatic check when dealing with the item or object for 1 hour after exposure to the dust.

Construction

Requirements Craft Wondrous Item, disguise self; Cost 400 gp

Flying Ointment

Aura moderate transmutation; CL 9th

Slot none; Price 2,250 gp; Weight

Description

This preparation of herbs includes belladonna, mandrake, and foxglove (also known as "witch's glove") in a base of rendered fats. When rubbed over the skin, the ointment grants the subject the ability to fly (as the overland flight spell) for up to 9 hours.

Construction

Requirements Craft Wondrous Item, overland flight; Cost 1,125 gp

Gloves of Dueling

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

Glowing Glove

Aura faint universal; CL 1st

Slot hands; Price 2,000 gp; Weight

Description

The wearer of this slender white leather glove may, as a standard action, press it against any surface or object and cause a luminous handprint to appear. This print glows with any color the wearer wishes, sheds light as a candle, and is easily visible from a distance of up to 60 feet. These handprints last for 1 day before fading away. The glowing handprint matches the wearer's hand in terms of size, position of fingers, and so on.

Construction

Requirements Craft Wondrous Item, arcane mark; Cost 1,000 gp

Grappler's Mask

Aura faint transmutation; CL 1st

Slot head; Price 5,000 gp; Weight 2 lbs.

Description

This mask, fashioned from dark leather, also covers the back of the wearer's head and neck and drapes over his shoulders and upper arms, leaving only his mouth, nose, and eyes uncovered. The wearer may attempt bull rushes and grapples without provoking attacks of opportunity.

Construction

Requirements Craft Wondrous Item, bull's strength, cat's grace, expeditious retreat; Cost 2,500 gp

Helm of Fearsome Mien

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

Horn of Antagonism

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 Huntmaster

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

Ioun Torch

Aura strong universal; CL 12th

Slot none; Price 75 gp; Weight

Description

This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).

Construction

Requirements Craft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp

Key of Lock Jamming

Aura faint abjuration; CL 1st

Slot none; Price 400 gp; Weight 1/2 lb.

Description

This ornate brass key automatically reshapes itself to fit any standard keyhole (generally those in doors scaled for use by Small or Medium creatures, not deliberately oversized locks like the main door to a dwarven fortress). Once placed inside a lock, the key merges with the lock and fills up all open spaces within it, creating a solid piece of metal and making it impossible to unlock it, even with magic. While securing the lock, the key strengthens its materials, adding +2 to the lock's hardness, 8 to its hit points, and +5 to its Break DC. Touching the key and speaking the command word causes the key to disintegrate, leaving the lock intact and rendering the mechanism operable again.

Construction

Requirements Craft Wondrous Item, hold portal; Cost 200 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

Knight's Pennon

Aura moderate abjuration or transmutation; CL 6th

Slot none; Price 4,500 gp (battle), 2,200 gp (honor), 4,500 (parley); Weight 1 lb.

Description

This narrow cloth flag is made to attach to the end a knight's lance, though it can be flown from a spear, polearm, or even a staff. It has no effect if not mounted appropriately. A knight's pennon grants different benefits depending on its color and design.

Battle: The red knight's pennon of battle allows its bearer to benefit from heroism once per day.

Honor: The gold knight's pennon of honor bestows protection from evil upon the bearer once per day.

Parley: The white knight's pennon of parley, when displayed approaching a negotiation, grants the bearer a +4 enhancement bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks for 1 hour, so long as the bearer does not initiate any hostile action.

Construction

Requirements Craft Wondrous Item, heroism (battle), protection from evil (honor), eagle's splendor (parley); Cost 2,250 gp (battle), 1,100 gp (honor), 2,250 (parley)

Lord's Banner

Aura moderate (various schools); CL 10th

Slot none; Price 100,000 gp (crusades), 10,000 gp (swiftness), 56,000 gp (terror), 75,000 gp (victory); Weight 3 lbs.

Description

A lord's banner is a cloth flag or standard, typically at least 2 feet wide and 4 feet long (though some are up to twice that size), meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect when not mounted properly or when laying on the ground. It normally depicts the insignia or heraldic symbol of a particular noble.

A lord's banner may be carried (on foot or mounted) or planted. In the latter case, the banner does not need a bearer, but if it is toppled or touched by an enemy, it loses its effectiveness until reclaimed and replanted by allies of its owner.

Crusades: A noble-looking lord's banner of crusades emits a hallow effect in a 40-foot radius around it, so long as it is borne by one true to the religion of the person whose crest is on the banner (these sorts of banners usually have a holy symbol or other religious insignia worked into the design). The banner displays the faith's holy symbol along with the owner's crest.

Swiftness: A group or army that are traveling under a lord's banner of swiftness can make a forced march without needing Constitution checks or suffering any nonlethal damage from doing so, allowing them to cover great distances while still arriving ready to do battle. This ability affects all allied creatures within 1 mile as long as they are able to see the banner at least once a day.

Terror: Enemies of the bearer of a lord's banner of terror, while within 30 feet and able to see the banner, must make a Will saving throw (DC 16) or become panicked, fleeing as quickly as possible for as long as they can see the banner. Those that succeed on the save are shaken. A creature that makes its saving throw cannot be panicked by the banner for 1 day.

Victory: Allies of the owner of a lord's banner of victory gain a +2 morale bonus on attack rolls, saves, and skill checks for as long as they can see the banner.

Construction

Requirements Craft Wondrous Item, eagle's splendor (leadership), hallow (crusades), freedom of movement (swiftness), fear (terror), heroism (victory); Cost 50,000 gp (crusades), 5,000 gp (swiftness), 28,000 gp (terror), 37,500 gp (victory)

Manacles of Cooperation

Aura faint enchantment (charm); CL 1st

Slot wrist; Price 2,000 gp; Weight 2 lbs.

Description

These tight iron cuffs can fit over the wrists of any Large or smaller humanoid. When placed on a helpless humanoid, they make the captive more docile and compliant. The prisoner never attempts to escape of its own volition and agrees to any reasonable request unless it makes a DC 11 Will saving throw.

Construction

Requirements Craft Wondrous Item, charm person; Cost 1,000 gp

Mask of Giants

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)

Moon Circlet

Aura strong evocation; CL 15th

Slot headband; Price 20,000 gp; Weight

Description

This fine silver circlet typically has a carved moonstone inset on the front or a crescent moon design. The wearer of a moon circlet gains darkvision out to 60 feet (if she does not already possess it). Its other effects only benefit a wearer capable of casting arcane spells.

During the waxing moon, the wearer's caster level is considered one higher for purposes of caster level checks and spell effects; during the three nights of the full moon, this benefit increases to two levels higher than normal. However, this additional power comes with a price. During the waning moon, the wearer's caster level is considered one lower for purposes of caster level checks and spell effects, and during the three nights of the new moon, this penalty increases to two levels lower.

Removing a moon circlet imposes 2 negative levels on the wearer until the next full moon (or until the circlet is worn again, whichever comes first). These negative levels cannot be restored by any means short of a limited wish, wish, or miracle.

Construction

Requirements Craft Wondrous Item, darkvision, light; Cost 10,000 gp

Muleback Cords

Aura faint transmutation; CL 3rd

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

Description

These thick leather cords wrap around the wearer's biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.

Construction

Requirements Craft Wondrous Item, bull's strength; Cost 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, owl's wisdom; Cost 8,000 gp

Necromancer's Athame

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

Philter of Love

Aura strong enchantment; CL 15th

Slot none; Price 3,000 gp; Weight

Description

This potent preparation causes a creature who drinks it to fall madly in love with the first creature he or she perceives after consuming it. The drinker's attitude toward that creature becomes helpful. If a romantic attraction is possible toward the first person viewed, the drinker falls in love with that person. Otherwise, the drinker's love is a platonic adoration. The effects of the philter are permanent unless removed by a break enchantment, dispel magic, limited wish, miracle, remove curse, or wish.

Construction

Requirements Craft Wondrous Item, charm monster, permanency; Cost 1,500 gp

Robes of Arcane Heritage

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

Sash of the War Champion

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

Scabbard of Stanching

Aura faint conjuration (healing); CL 5th

Slot belt; Price 5,000 gp; Weight 2 lbs.

Description

This fine, red leather sheath is decorated with gold filigree. It fits any bladed slashing weapon. While worn, a scabbard of stanching protects against bleed damage. Anytime the wearer suffers a bleed effect, the scabbard automatically stanches it. It has no effect on bleed damage from effects that require a DC 16 or higher caster level or Heal check.

Construction

Requirements Craft Wondrous Item, cure light wounds; Cost 2,500 gp

Scabbard of Vigor

Aura faint transmutation; CL 5th

Slot belt; Price 1,800 gp; Weight 3 lbs.

Description

Once per day, as part of the action of drawing forth the weapon held by the scabbard, the wearer can order it to endow the weapon with an enhancement bonus on attack and damage rolls. The duration of the effect depends on the desired enhancement bonus for the weapon.

Bonus Duration
+4 1 round
+3 3 rounds
+2 5 rounds
+1 10 rounds

Construction

Requirements Craft Wondrous Item, greater magic weapon; Cost 900 gp

Sheath of Bladestealth

Aura faint illusion; CL 5th

Slot belt; Price 5,000 gp; Weight 2 lbs.

Description

This mundane-looking but serviceable sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the sheath of bladestealth, both it and the weapon become invisible (as the invisibility spell) until the weapon is drawn, at which point it and the sheath become visible again. The invisible sheathed weapon can still be detected by touch, but the bearer gains a +5 bonus on Sleight of Hand checks to conceal the weapon, and casual inspection does not reveal it at all. Other effects that detect or reveal invisible things work normally on the sheathed weapon.

Construction

Requirements Craft Wondrous Item, invisibility; Cost 2,500 gp

Silver Smite Bracelet

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

Sniper Goggles

Aura faint divination; CL 5th

Slot eyes; Price 20,000 gp; Weight 1 lb.

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

Soul Soap

Aura faint abjuration; CL 1st

Slot none; Price 200 gp; Weight 2 lbs.

Description

This small bar of coarse gray soap has tiny pieces of ash, coal, or hard earth embedded in it, making the use of the soap uncomfortable and leaving anyone washed with it as dirty as before. Washing a creature with the soap requires water and takes 1 minute, after which the creature can attempt a new Will saving throw against any hostile ongoing mind-affecting effect currently affecting it. Unwilling creatures must be pinned or otherwise made helpless before they can be washed. The soap is sufficient to wash one creature.

Construction

Requirements Craft Wondrous Item, resistance; Cost 100 gp

Torc of Lionheart Fury

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 panic-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

Vest of the Cockroach

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

War Paint of the Terrible Visage

Aura faint necromancy; CL 1st

Slot none; Price 100 gp; Weight

Description

This thimble-sized clay container of thick, moist face paint has enough material to paint streaks and whorls of any color on one creature's face. Once applied, the wearer can, as a swift action, make the paint rearrange itself into a ghastly mélange of colors, making his appearance momentarily disturbing and hideous. The wearer chooses one creature who can see his painted face within 30 feet to be affected by cause fear (DC 11). Once the paint is used in this fashion, it loses all magic and becomes normal face paint. Once applied, the wearer has 24 hours to use the paint's magic; otherwise it fades away.

Construction

Requirements Craft Wondrous Item, cause fear; Cost 50 gp