Restorative Ointment
Aura faint conjuration; CL 5th
Slot none; Price 4,000 gp; Weight 1/2 lb.
Description
A jar of this unguent is 3 inches in diameter and 1 inch deep, and contains five applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison (as neutralize poison with a +5 bonus on the check). Applied to a diseased area, it removes disease (as remove disease with a +5 bonus on the check). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as cure light wounds).
Construction
RequirementsCraft Wondrous Item, cure light wounds, neutralize poison, remove disease;Cost 2,000 gp
Ring Gates
Aura strong conjuration; CL 17th
Slot none; Price 40,000 gp; Weight 1 lb. each.
Description
These always come in pairs—two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within 100 miles of each other to function. Whatever is put through one ring comes out the other, and up to 100 pounds of material can be transferred each day. (Objects only partially pushed through and then retracted do not count.) This useful device allows for instantaneous transport of items or messages, and even attacks. A character can reach through to grab things near the other ring, or even stab a weapon through if so desired. Alternatively, a character could stick his head through to look around. A spellcaster could even cast a spell through a ring gate. A Small character can make a DC 13 Escape Artist check to slip through. Creatures of Tiny, Diminutive, or Fine size can pass through easily. Each ring has an "entry side" and an "exit side," both marked with appropriate symbols.
Construction
RequirementsCraft Wondrous Item, gate;Cost 20,000 gp
Robe of the Archmagi
Aura strong varied; CL 14th
Slot body; Price 75,000 gp; Weight 1 lb.
Description
This normal-appearing garment can be white (01–45 on d%, good alignment), gray (46–75, neither good nor evil alignment), or black (76–100, evil alignment). To most wearers, the robe offers no powers or has no effects unless the wearer's alignment doesn't match that of the robe (see below). Only an arcane spellcaster can fully realize this potent magic item's powers once the robe is donned. These powers are as follows.
As mentioned above, all robes of the archmagi are attuned to a specific alignment. If a white robe is donned by an evil character, she immediately gains three permanent negative levels. The same is true with respect to a black robe donned by a good character. An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, gains two permanent negative levels. While these negative levels remain as long as the garment is worn and cannot be overcome in any way (including restoration spells), they are immediately removed if the robe is removed.
Construction
RequirementsCraft Wondrous Item, antimagic field, mage armor or shield of faith, creator must be of same alignment as robe; Cost 37,500 gp
Robe of Blending
Aura moderate transmutation; CL 10th
Slot body; Price 8,400 gp; Weight 1 lb.
Description
Once per day this simple wool robe allows you to assume the form of another humanoid creature, as if using alter self. This change lasts for 1 hour, although you can end it prematurely as a free action. While in this form, you also gain the ability to speak and understand the basic racial languages of your chosen form. For example, if you take the form of an orc, you can speak and understand Orc.
Construction
RequirementsCraft Wondrous Item, alter self, tongues;Cost 4,200 gp
Robe of Bones
Aura moderate necromancy [evil]; CL 6th
Slot body; Price 2,400 gp; Weight 1 lb.
Description
This sinister item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the robe can see the embroidery, recognize them for the creatures they become, and detach them. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature (see the list below). The skeleton or zombie is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed. A newly created robe of bones always has two embroidered figures of each of the following undead:
Construction
RequirementsCraft Wondrous Item, animate dead;Cost 1,200 gp
Robe of Eyes
Aura moderate divination; CL 11th
Slot body; Price 120,000 gp; Weight 1 lb.
Description
This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment due to scores of visible, magical eye-like patterns that adorn the robe. She also gains 120-foot darkvision.
The robe of eyes sees all forms of invisible or ethereal creatures or objects within 120 feet.
The wearer of a robe of eyes gains a +10 competence bonus on Perception checks. She retains her Dexterity bonus to AC even when flat-footed, and can't be flanked. She is not able to avert or close her eyes when confronted by a creature with a gaze attack.
A light or continual flame spell cast directly on a robe of eyes causes it to be blinded for 1d3 minutes. A daylight spell blinds it for 2d4 minutes.
Construction
RequirementsCraft Wondrous Item, true seeing;Cost 60,000 gp
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
RequirementsCraft Wondrous Item, righteous might or transformation; Cost 6,500 gp
Robe of Scintillating Colors
Aura moderate illusion; CL 11th
Slot body; Price 27,000 gp; Weight 1 lb.
Description
The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the robe. The colors create the equivalent of a gaze attack with a 30-foot range. Those who look at the wearer are dazed for 1d4+1 rounds (Will DC 16 negates). This is a mind-affecting pattern effect.
Every round of continuous scintillation of the robe gives the wearer better concealment. The miss chance on attacks against the wearer starts at 10% and increases by 10% each round until it reaches 50% (total concealment).
The robe illuminates a 30-foot radius continuously.
The effect can be used no more than a total of 10 rounds per day.
Construction
RequirementsCraft Wondrous Item, blur, rainbow pattern;Cost 13,500 gp
Robe of Stars
Aura strong varied; CL 15th
Slot body; Price 58,000 gp; Weight 1 lb.
Description
This garment is typically black or dark blue and embroidered with small white or silver stars. The robe has three magical powers.
Construction
RequirementsCraft Wondrous Item, magic missile, astral projection or plane shift;Cost 29,000 gp
Robe of Useful Items
Aura moderate transmutation; CL 9th
Slot body; Price 7,000 gp; Weight 1 lb.
Description
This appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small cloth patches of various shapes. Only the wearer of the robe can see these patches, recognize them for what items they become, and detach them. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below. A newly created robe of useful items always has two each of the following patches:
In addition, the robe has several other patches. Roll 4d4 for the number of other patches and then roll for each patch on the table below to determine its nature.
d% | Result |
---|---|
01–08 | Bag of 100 gold pieces |
09–15 | Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value |
16–22 | Door, iron (up to 10 ft. wide and 10 ft. high and barred on one side—must be placed upright, attaches and hinges itself) |
23–30 | Gems, 10 (100 gp value each) |
31–44 | Ladder, wooden (24 ft. long) |
45–51 | Mule (with saddle bags) |
52–59 | Pit, open (10 ft. by 10 ft. by 10 ft.) |
60–68 | Potion of cure serious wounds |
69–75 | Rowboat (12 ft. long) |
76–83 | Minor scroll of one randomly determined spell |
84–90 | War dogs, pair (treat as riding dogs) |
91–96 | Window (2 ft. by 4 ft., up to 2 ft. deep) |
97–100 | Portable ram |
Multiple items of the same kind are permissible. Once removed, a patch cannot be replaced.
Construction
RequirementsCraft Wondrous Item, fabricate;Cost 3,500 gp
Rope of Climbing
Aura faint transmutation; CL 3rd
Slot none; Price 3,000 gp; Weight 3 lbs.
Description
A 60-foot-long rope of climbing is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner.
A rope of climbing can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied, but lowers the DC of Climb checks while using it by 10. A creature must hold one end of the rope when its magic is invoked.
Construction
RequirementsCraft Wondrous Item, animate rope;Cost 1,500 gp
Rope of Entanglement
Aura strong transmutation; CL 12th
Slot none; Price 21,000 gp; Weight 5 lbs.
Description
A rope of entanglement looks just like any other hempen rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check.
A rope of entanglement has AC 22, 12 hit points, hardness 10, and damage reduction 5/slashing. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed.
Construction
RequirementsCraft Wondrous Item, animate objects, animate rope or entangle;Cost 10,500 gp