Amulet of Mighty Fists
Aura faint evocation; CL 5th
Slot neck; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 (+4), 100,000 gp (+5); Weight —
Description
This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.
Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.
Construction
RequirementsCraft Wondrous Item, greater magic fang, creator's caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities; Cost 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 (+4), 50,000 (+5)
Amulet of Natural Armor
Aura faint transmutation; CL 5th
Slot neck; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), or 50,000 gp (+5); Weight —
Description
This amulet, usually crafted from bone or beast scales, toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.
Construction
RequirementsCraft Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonus; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)
Amulet of the Planes
Aura strong conjuration; CL 15th
Slot neck; Price 120,000 gp; Weight —
Description
This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she wants. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01–60 on d%) or to a random plane (61–100).
Construction
RequirementsCraft Wondrous Item, plane shift; Cost 60,000 gp
Amulet of Proof against Detection and Location
Aura moderate abjuration; CL 8th
Slot neck; Price 35,000 gp; Weight —
Description
This silver amulet protects the wearer from scrying and magical location just as a nondetection spell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 (as if the wearer had cast nondetection on herself).
Construction
RequirementsCraft Wondrous Item, nondetection; Cost 17,500 gp
Apparatus of the Crab
Aura strong evocation and transmutation; CL 19th
Slot none; Price 90,000 gp; Weight 500 lbs.
Description
At first glance, an inactive apparatus of the crab appears to be a large, sealed iron barrel big enough to hold two Medium creatures. Close examination, and a DC 20 Perception check, reveals a secret catch that opens a hatch at one end. Anyone who crawls inside finds 10 (unlabeled) levers and seating for two Medium or Small occupants. These levers allow those inside to activate and control the apparatus's movements and actions.
Lever (1d10) | Lever Function |
---|---|
1 | Extend/retract legs and tail |
2 | Uncover/cover forward porthole |
3 | Uncover/cover side portholes |
4 | Extend/retract pincers and feelers |
5 | Snap pincers |
6 | Move forward/backward |
7 | Turn left/right |
8 | Open/close "eyes" with continual flame inside |
9 | Rise/sink in water |
10 | Open/close hatch |
Operating a lever is a full-round action, and no lever may be operated more than once per round. However, since two characters can fit inside, the apparatus can move and attack in the same round. The device can function in water up to 900 feet deep. It holds enough air for a crew of two to survive 1d4+1 hours (twice as long for a single occupant). When activated, the apparatus looks something like a giant lobster.
When active, an apparatus of the crab has the following characteristics: hp 200; hardness 15; Spd 20 ft., swim 20 ft.; AC 20 (–1 size, +11 natural); Attack 2 pincers +12 melee (2d8); CMB +14; CMD 24.
Construction
RequirementsCraft Wondrous Item, animate objects, continual flame, creator must have 8 ranks in Knowledge (engineering); Cost 45,000 gp
Bag of Holding
Aura moderate conjuration; CL 9th
Slot none; Price see below; Weight see below
Description
This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag's contents, depend on the bag's type, as shown on the table below.
Bag | Bag Weight | Contents Limit | Contents Volume Limit | Market Price |
---|---|---|---|---|
Type I | 15 lbs. | 250 lbs. | 30 cubic ft. | 2,500 gp |
Type II | 25 lbs. | 500 lbs. | 70 cubic ft. | 5,000 gp |
Type III | 35 lbs. | 1,000 lbs. | 150 cubic ft. | 7,400 gp |
Type IV | 60 lbs. | 1,500 lbs. | 250 cubic ft. | 10,000 gp |
If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag.
If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.
Construction
RequirementsCraft Wondrous Item, secret chest; Cost 1,250 gp (type I), 2,500 gp (type II), 3,700 gp (type III), 5,000 gp (type IV)
Bag of Tricks
Aura faint (gray or rust) or moderate (tan) conjuration; CL 3rd (gray), 5th (rust), 9th (tan)
Slot none; Price 3,400 gp (gray); 8,500 gp (rust); 16,000 gp (tan)
Description
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of bags of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each.
Gray Bag | Rust Bag | Tan Bag | |||
---|---|---|---|---|---|
d% | Animal | d% | Animal | d% | Animal |
01–30 | Bat | 01–30 | Wolverine | 01–30 | Grizzly bear |
31–60 | Rat | 31–60 | Wolf | 31–60 | Lion |
61–75 | Cat | 61–85 | Boar | 61–80 | Heavy horse |
76–90 | Weasel | 86–100 | Leopard | 81–90 | Tiger |
91–100 | Riding dog | — | 91–100 | Rhinoceros |
The heavy horse appears with harness and tack and accepts the character who drew it from the bag as a rider.
Animals produced are always random, and only one may exist at a time. Up to 10 animals can be drawn from the bag each week, but no more than two per day.
Construction
RequirementsCraft Wondrous Item, summon nature's ally II (gray), summon nature's ally III (rust), or summon nature's ally V(tan); Cost 1,700 gp (gray); 4,250 gp (rust); 8,000 gp (tan)
Bead of Force
Aura moderate evocation; CL 10th
Slot none; Price 3,000 gp; Weight —
Description
This small black sphere appears to be a lusterless pearl. A bead of force can be thrown up to 60 feet with no range penalties. Upon sharp impact, the bead explodes, sending forth a burst that deals 5d6 points of force damage to all creatures within a 10-foot radius.
Once thrown, a bead of force functions like a resilient sphere spell (Reflex DC 16 negates) with a radius of 10 feet and a duration of 10 minutes. A globe of shimmering force encloses a creature, provided the latter is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell's duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, disintegrate, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the globe cannot be physically moved either by people outside it or by the struggles of those within. The explosion completely consumes the bead, making this a one-use item.
Construction
RequirementsCraft Wondrous Item, resilient sphere; Cost 1,500 gp
Belt of Dwarvenkind
Aura strong divination; CL 12th
Slot belt; Price 14,900 gp; Weight 1 lb.
Description
This belt gives the wearer a +4 competence bonus on Charisma checks and Charisma-based skill checks as they relate to dealing with dwarves, a +2 competence bonus on similar checks when dealing with gnomes and halflings, and a –2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven. If the wearer is not a dwarf, he gains 60-foot darkvision, dwarven stonecunning, a +2 enhancement bonus to Constitution, and a +2 resistance bonus on saves against poison, spells, and spell-like effects.
Construction
RequirementsCraft Wondrous Item, tongues, creator must be a dwarf; Cost 7,450 gp
Belt of Giant Strength
Aura moderate transmutation; CL 8th
Slot belt; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6)
Description
This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Construction
RequirementsCraft Wondrous Item, bull's strength; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)
Belt of Incredible Dexterity
Aura moderate transmutation; CL 8th
Slot belt; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6)
Description
This belt has a large silver buckle, usually depicting the image of a tiger. The belt grants the wearer an enhancement bonus to Dexterity of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Construction
RequirementsCraft Wondrous Item, cat's grace; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)
Belt of Mighty Constitution
Aura moderate transmutation; CL 8th
Slot belt; Weight 1 lb.; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6)
Description
This belt's golden buckle depicts a bear. The belt grants the wearer an enhancement bonus to Constitution of +2, +4, or +6.Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Construction
RequirementsCraft Wondrous Item, bear's endurance; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)
Belt of Physical Might
Aura strong transmutation; CL 12th
Slot belt; Weight 1 lb.; Price 10,000 gp (+2), 40,000 gp (+4), 90,000 gp (+6)
Description
This belt has a large steel buckle, usually depicting the image of a giant. The belt grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. These bonuses are chosen when the belt is created and cannot be changed.
Construction
RequirementsCraft Wondrous Item, bear's endurance, bull's strength, and/or cat's grace; Cost 5,000 gp (+2), 20,000 gp (+4), 45,000 gp (+6)
Belt of Physical Perfection
Aura strong transmutation; CL 16th
Slot belt; Weight 1 lb.; Price 16,000 gp (+2), 64,000 gp (+4), 144,000 gp (+6)
Description
This belt has a large platinum buckle, usually depicting the image of a titan. The belt grants the wearer an enhancement bonus to all physical ability scores (Strength, Dexterity, and Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Construction
RequirementsCraft Wondrous Item, bear's endurance, bull's strength, cat's grace; Cost 8,000 gp (+2), 32,000 gp (+4), 77,000 gp (+6)
Blessed Book
Aura moderate transmutation; CL 7th
Slot none; Price 12,500 gp; Weight 1 lb.
Description
This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof, bound with iron overlaid with silver, and locked.
A wizard can fill the 1,000 pages of a blessed book with spells without paying the material cost. This book is never found as randomly generated treasure with spells already inscribed in it.
Construction
RequirementsCraft Wondrous Item, secret page; Cost 6,250 gp
Boat, Folding
Aura moderate transmutation; CL 6th
Slot none; Price 7,200 gp; Weight 4 lbs.
Description
A folding boat looks like a small wooden box about 12 inches long, 6 inches wide, and 6 inches deep when it is inactive. In this mode, it can be used to store items just like any other box. Yet when the proper command word is given, the box unfolds itself rapidly in the space of a single round to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold even further into a ship 24 feet long, 8 feet wide, and 6 feet deep. The folding boat cannot unfold if there isn't enough open space for it to occupy once unfolded. Any objects formerly stored in the box now rest inside the boat or ship.
In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a rudder, an anchor, a deck cabin, and a mast with a square sail. The boat can hold 4 people comfortably, while the ship carries 15 with ease.
A third word of command causes the boat or ship to fold itself into a box once again, but only when it is unoccupied.
Construction
RequirementsCraft Wondrous Item, fabricate, creator must have 2 ranks in the Craft (ships) skill; Cost 3,600 gp
Boots of Elvenkind
Aura faint transmutation; CL 5th
Slot feet; Price 2,500 gp; Weight 1 lb.
Description
These soft boots enable the wearer to move nimbly about in virtually any surroundings, granting a +5 competence bonus on Acrobatics checks.
Construction
RequirementsCraft Wondrous Item, creator must be an elf; Cost 1,250 gp
Boots of Levitation
Aura faint transmutation; CL 3rd
Slot feet; Price 7,500 gp; Weight 1 lb.
Description
These soft leather boots are incredibly light and comfortable, with thin soles reinforced by strips of tough hide that provide an unexpected amount of support and protection to the foot. On command, these boots allow the wearer to levitate as if she had cast levitate on herself.
Construction
RequirementsCraft Wondrous Item, levitate; Cost 3,750 gp
Boots of Speed
Aura moderate transmutation; CL 10th
Slot feet; Price 12,000 gp; Weight 1 lb.
Description
As a free action, the wearer can click her heels together, letting her act as though affected by a haste spell for up to 10 rounds each day. The haste effect's duration need not be consecutive rounds.
Construction
RequirementsCraft Wondrous Item, haste; Cost 6,000 gp
Boots of Striding and Springing
Aura faint transmutation; CL 3rd
Slot feet; Price 5,500 gp; Weight 1 lb.
Description
These boots increase the wearer's base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Acrobatics checks.
Construction
RequirementsCraft Wondrous Item, longstrider, creator must have 5 ranks in the Acrobatics skill; Cost 2,750 gp
Boots of Teleportation
Aura moderate conjuration; CL 9th
Slot feet; Price 49,000 gp; Weight 3 lbs.
Description
Any character wearing this footwear may teleport three times per day, exactly as if he had cast the spell of the same name.
Construction
RequirementsCraft Wondrous Item, teleport; Cost 24,500 gp
Boots of the Winterlands
Aura faint abjuration and transmutation; CL 5th
Slot feet; Price 2,500 gp; Weight 1 lb.
Description
This footgear bestows many powers upon the wearer. First, he is able to travel across snow at his normal speed, leaving no tracks. Second, the boots also enable him to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer, as if he were affected by an endure elements spell.
Construction
RequirementsCraft Wondrous Item, cat's grace, endure elements, pass without trace; Cost 1,250 gp
Boots, Winged
Aura moderate transmutation; CL 8th
Slot feet; Price 16,000 gp; Weight 1 lb.
Description
These boots appear to be ordinary footgear. On command, they sprout wings at the heel and let the wearer fly, without having to maintain concentration, as if affected by a fly spell (including a +4 bonus on Fly skill checks). He can fly three per times day for up to 5 minutes per flight.
Construction
RequirementsCraft Wondrous Item, fly; Cost 8,000 gp
Bottle of Air
Aura moderate transmutation; CL 7th
Slot none; Price 7,250 gp; Weight 2 lbs.
Description
This item appears to be a normal glass bottle with a cork. When taken to any airless environment, it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.
Construction
RequirementsCraft Wondrous Item, water breathing; Cost 3,625 gp
Bracelet of Friends
Aura strong conjuration; CL 15th
Slot wrists; Price 19,000 gp; Weight —
Description
This silver charm bracelet has four charms upon it when created. The owner may designate one person known to him to be keyed to each charm. (This designation takes a standard action, but once done it lasts forever or until changed.) When a charm is grasped and the name of the keyed individual is spoken, that person is called to the spot (a standard action) along with his gear, as long as the owner and the called person are on the same plane. The keyed individual knows who is calling, and the bracelet of friends only functions on willing travelers. Once a charm is activated, it disappears. Charms separated from the bracelet are worthless. A bracelet found with fewer than four charms is worth 25% less for each missing charm.
Construction
RequirementsCraft Wondrous Item, refuge; Cost 9,500 gp
Bracers of Archery, Greater
Aura moderate transmutation; CL 8th
Slot wrists; Price 25,000 gp; Weight 1 lb.
Description
These wristbands look like normal protective wear. The bracers empower the wearer to use any bow (not including crossbows) as if she were proficient in its use. If she already has proficiency with any type of bow, she gains a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls whenever using that type of bow. Both bracers must be worn for the magic to be effective.
Construction
RequirementsCraft Wondrous Item, Craft Magic Arms and Armor, crafter must be proficient with a longbow or shortbow; Cost 12,500 gp
Bracers of Archery, Lesser
Aura faint transmutation; CL 4th
Slot wrists; Price 5,000 gp; Weight 1 lb.
Description
These wristbands function as greater bracers of archery, except that they grant a +1 competence bonus on attack rolls and no bonus on damage rolls.
Construction
RequirementsCraft Wondrous Item, Craft Magic Arms and Armor, crafter must be proficient with a longbow or shortbow; Cost 2,500 gp
Bracers of Armor
Aura moderate conjuration; CL 7th
Slot wrists; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7), 64,000 gp (+8); Weight 1 lb.
Description
These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.
Alternatively, bracers of armor can be enchanted with armor special abilities. See Table: Armor Special Qualities for a list of abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. Bracers of armor cannot have a modified bonus (armor bonus plus armor special ability bonus equivalents) higher than +8. Bracers of armor must have at least a +1 armor bonus to grant an armor special ability. Bracers of armor cannot have any armor special abilities that add a flat gp amount to their cost. Bracers of armor and ordinary armor do not stack. If a creature receives a larger armor bonus from another source, the bracers of armor cease functioning and do not grant their armor bonus or their armor special abilities. If the bracers of armor grant a larger armor bonus, the other source of armor ceases functioning.
Construction
RequirementsCraft Wondrous Item, mage armor, creator's caster level must be at least two times that of the bonus placed in the bracers, plus any requirements of the armor special abilities; Cost 500 gp (+1), 2,000 gp (+2), 4,500 gp (+3), 8,000 gp (+4), 12,500 gp (+5), 18,000 gp (+6), 24,500 gp (+7), 32,000 gp (+8)
Brooch of Shielding
Aura faint abjuration; CL 1st
Slot neck; Price 1,500 gp; Weight —
Description
This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb magic missiles of the sort generated by the spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.
Construction
RequirementsCraft Wondrous Item, shield; Cost 750 gp
Broom of Flying
Aura moderate transmutation; CL 9th
Slot none; Price 17,000 gp; Weight 3 lbs.
Description
This broom is able to fly through the air as if affected by an overland flight spell (+4 on Fly skill checks) for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It flies to its owner from as far away as 300 yards when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.
Construction
RequirementsCraft Wondrous Item, overland flight, permanency; Cost 8,500 gp