Character Building

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(Kobold)
 
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Formatted for GitP and not wiki, unfortunately, so there may be difficulties with line breaks etc.
 
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Copied and pasted into a GitP preview message, it should all look fine, though I ask that none of it be posted. If you're really having trouble with any particular section, I can manually reformat it, but I ask that you only request this at need, since changing the formatting for large sections is a real hassle.
 
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=Races=
=Races=
==Gnoll==
==Gnoll==
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'''Favored Class: '''Ranger.<br>
'''Favored Class: '''Ranger.<br>
'''Level Adjustment: '''+0.<br>
'''Level Adjustment: '''+0.<br>
 +
 +
==Half-Genie==
 +
Abilities & Racial Features
 +
 +
+4 Strength, +2 Dexterity, +2 Constitution, +2 Charisma.<br>
 +
'''Outsider (Native):''' Half-genies are not subject to spells or effects that affect humanoids only, such as ''charm person'' or ''dominate person''. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.<br>
 +
'''Medium Size:''' As Medium creatures, half-genie have no special bonuses or penalties due to their size.<br>
 +
Half-genie base land speed is 30 feet.<br>
 +
'''Genie Blood:''' For all effects related to race, a half-genie is considered a genie.<br>
 +
'''Elemental Birthright (Su):''' A half-genie, being descended from genies, has inherited some of their ancestors’ abilities. Each Half-genie manifests one of the following additional traits, based on their lineage:<br>
 +
o Djinn: once per day, a half-djinni can cast ''fly'' for up to 8 minutes &/or ''gaseous form'' (as the spells) for up to 16 minutes. Caster level 8th.<br>
 +
o Efreet: once per day, a half-efreeti can cast ''produce flame'' &/or ''wall of fire'' (as the spells). Caster level 8th. The save DCs are Charisma-based.<br>
 +
o Marid: once per day, a half-marid can cast ''water breathing'' (as the spell) for up to 1 hour &/or ''control water'' (as the spell). Caster level 8th. The save DCs are Charisma-based.<br>
 +
o Dao: once per day, a half-dao can cast ''stone shape'' &/or ''soften earth & stone'' (as the spells). Caster level 8th. The save DCs are Charisma-based.<br>
 +
o Jann: once per day, a half-janni can cast ''invisibility'' for up to 8 minutes &/or ''enlarge/reduce person'' (as the spells). Caster level 8th. The save DCs are Charisma-based.<br>
 +
 +
'''Dancing Blood (Su):''' A half-genie with four or more class levels can produce a ''genie's mystique'' effect as a 10th level caster once per day. This increases to twice per day at 8th level and three times per day at 12th level.<br>
 +
'''Singing Blood (Su):''' A half-genie with twelve or more class levels can produce a ''greater genie's mystique'' effect as a 10th level caster once per day. This increases to twice per day at 16th level and three times per day at 20th level.<br>
 +
'''Elemental Resistance (Su):''' A half-genie is resistant to a particular element, based on their lineage:<br>
 +
o Dao: A half-dao gains Acid Resistance 10.<br>
 +
o Djinn: A half-djinni gains Sonic Resistance 10.<br>
 +
o Efreet: A half-efreeti gains Fire Resistance 10.<br>
 +
o Jann: A half-janni gains Lightning Resistance 10.<br>
 +
o Marid: A half-marid gains Cold Resistance 10.<br>
 +
 +
'''Magical Sensitivity (Ex):''' All spells cast on a half-genie character function as if they had +1 caster level.
 +
'''Racial Feat:''' A half-genie character gains a bonus feat, based on their heritage:<br>
 +
o Dao: A half-dao gains either Endurance or Improved Initiative.<br>
 +
o Djinn: A half-djinni gains either Improved Initiative or Lightning Reflexes.<br>
 +
o Efreet: A half-efreeti gains either Lightning Reflexes or Run.<br>
 +
o Jann: A half-janni gains either Iron Will or Run.<br>
 +
o Marid: A half-marid gains either Endurance or Iron Will.<br>
 +
 +
'''Racial Skills:''' A half-genie character has a +4 racial bonus on Spellcraft & Use Magic Device checks. A half-genie character also gains additional skill bonuses, based on their heritage:<br>
 +
o Dao: A half-dao gains a +4 racial bonus on Balance & Tumble checks.<br>
 +
o Djinn: A half-djinni gains a +4 racial bonus on Hide & Move Silently checks.<br>
 +
o Efreet: A half-efreeti gains a +4 racial bonus on Bluff & Intimidate checks.<br>
 +
o Jann: A half-janni gains a +4 racial bonus on Diplomacy & Sense Motive checks.<br>
 +
o Marid: A half-marid gains a +8 racial bonus on Swim checks, & can always choose to take 10 on a Swim check, even if rushed or threatened.<br>
 +
 +
Darkvision out to 60'.<br>
 +
'''Automatic Languages:''' Common. Bonus Languages: Aquan, Auran, Borean, Ignan, & Terran.<br>
 +
'''Favored Class:''' Sorcerer.<br>
 +
'''Level Adjustment:''' +2.<br>
 +
 +
==Half-Ghul==
 +
Abilities & Racial Features
 +
 +
Strength +6, Constitution +2, Intelligence +2, Wisdom +2, Charisma +2.<br>
 +
'''Outsider (Native):''' Half-ghuls are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.<br>
 +
'''Medium Size:''' As Medium creatures, half-ghuls have no special bonuses or penalties due to their size.<br>
 +
Half-ghul base land speed is 30 feet.<br>
 +
'''Ghul Blood:''' For all effects related to race, a half-ghul is considered a ghul.<br>
 +
'''Elemental Resistance (Su):''' A half-ghul is resistant to all damage from cold & fire energy (including non-magical forms of cold/fire damage); they ignore the first 5 points of damage from those types each round.<br>
 +
'''Natural Weapon (Ex):''' 2 Claws (1d6 + Str); slashing damage.<br>
 +
'''Racial Skills:''' A half-ghul character has a +4 racial bonus on Bluff, Disguise, & Intimidate checks.<br>
 +
'''Spell-Like Abilities (Sp):'''<br>
 +
o '''At Will:''' ''detect magic, obscuring mist, touch of fatigue'' (DC14)<br>
 +
o 3/Day: ''darkness, sleep'' (DC15)<br>
 +
o 1/Day: ''gust of wind'' (DC15)<br>
 +
Caster level 8th. The save DCs are Charisma-based.<br>
 +
'''Resilience (Ex):''' Half-ghuls start with 12 additional hit points.
 +
'''Automatic Languages:''' Common & Ghul. Bonus Languages: Archaic & Gnoll.
 +
'''Favored Class:''' Fighter.
 +
'''Level Adjustment:''' +2.
==Kobold==
==Kobold==
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==Lizardfolk==
==Lizardfolk==
-
[B][SIZE="3"]Abilities & Racial Features[/SIZE][/B]
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Abilities & Racial Features
-
Lizardfolk characters possess the following racial traits:
+
 
-
[LIST]
+
Dexterity -2, Constitution +2, Wisdom +2.<br>
-
[*]Dexterity -2, Constitution +2, Wisdom +2.
+
'''Humanoid (Reptilian): '''Lizardfolk are scaly & coldblooded, but are still subject to spells or effects that affect humanoids only, such as charm person or dominate person.<br>
-
[*][B]Humanoid (Reptilian): [/B]Lizardfolk are scaly & coldblooded, but are still subject to spells or effects that affect humanoids only, such as charm person or dominate person.
+
'''Medium Size: '''As Medium creatures, lizardfolk have no special bonuses or penalties due to their size.<br>
-
[*][B]Medium Size: [/B]As Medium creatures, lizardfolk have no special bonuses or penalties due to their size.
+
A lizardfolk’s base land speed is 30 feet.<br>
-
[*]A lizardfolk’s base land speed is 30 feet.
+
'''Racial Skills: '''Lizardfolk have a +4 racial bonus on Balance, Jump, & Swim checks. They also have a +2 racial bonus on Survival checks.<br>
-
[*][B]Racial Skills: [/B]Lizardfolk have a +4 racial bonus on Balance, Jump, & Swim checks. They also have a +2 racial bonus on Survival checks.
+
+2 natural armor bonus.<br>
-
[*]+2 natural armor bonus.
+
+2 racial bonus on Fortitude saves to resist Poison effects.<br>
-
[*]+2 racial bonus on Fortitude saves to resist Poison effects.
+
'''Natural Weapon (Ex): '''Bite (1d4 + Str); piercing damage.<br>
-
[*][B]Natural Weapon (Ex): [/B]Bite (1d4 + Str); piercing damage.
+
'''Hold Breath (Ex): '''A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.<br>
-
[*][B]Hold Breath (Ex): [/B]A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
+
'''Musk (Ex): '''A lizardfolk exudes certain oils from its skin that have a faint but distinct odor. This allows them to be more easily tracked, granting a +4 circumstance bonus to such checks.<br>
-
[*][B]Musk (Ex): [/B]A lizardfolk exudes certain oils from its skin that have a faint but distinct odor. This allows them to be more easily tracked, granting a +4 circumstance bonus to such checks.
+
'''Water Dependence: '''A lizardfolk must ingest a minimum two gallons of water a day or suffer a cumulative -1 Con penalty. A full day of rest with complete hydration is necessary to eliminate this penalty.<br>
-
[*][B]Water Dependence: [/B]A lizardfolk must ingest a minimum two gallons of water a day or suffer a cumulative -1 Con penalty. A full day of rest with complete hydration is necessary to eliminate this penalty.
+
'''Automatic Languages: '''Alhaggi & Common. Bonus Languages: Draconic & Pahrai.<br>
-
[*][B]Automatic Languages: [/B]Alhaggi & Common. Bonus Languages: Draconic & Pahrai.
+
'''Favored Class: '''Druid.<br>
-
[*][B]Favored Class: [/B]Druid.
+
'''Level Adjustment: '''+0.<br>
-
[*][B]Level Adjustment: [/B]+0.
+
==Sabi==
==Sabi==
===Hawasabi (Air Sabi)===
===Hawasabi (Air Sabi)===
-
[B][SIZE="3"]Abilities & Racial Features[/SIZE][/B]
+
Abilities & Racial Features
-
Sabi characters possess the following racial traits:
+
-
[LIST]
+
-
[*]+2 Dexterity, +2 Wisdom.
+
-
[*][B]Outsider (Native): [/B]Hawasabi are not subject to spells or effects that affect humanoids only, such as [I]charm person[/I] or [I]dominate person[/I]. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
+
-
[*][B]Medium Size: [/B]As Medium creatures, hawasabi have no special bonuses or penalties due to their size.
+
-
[*]Hawasabi base speed is 30 feet.
+
-
[*]Darkvision up to 60 feet.
+
-
[*][B]Breathless (Ex): [/B]Hawasabi do not breathe, so they are immune to drowning, suffocation, & attacks that require inhalation (such as some types of poison).
+
-
[*][B]Genie Heritage (Sp): [/B]+1 racial bonus on saving throws against all air spells & effects. This bonus increases by +1 for every 5 class levels the sabi attains.
+
-
[*][B]Spell-Like Abilities[/B][LIST]
+
-
[*][B]3/Day: [/B][I]stinging breeze[/I]
+
-
[*][B]1/Day: [/B][I]gust of wind[/I] (DC12)
+
-
[*]Caster level 5th. The save DCs are Wisdom-based.[/LIST]
+
-
[*][B]Automatic Languages: [/B]Auran. Bonus Languages: Common.
+
-
[*][B]Favored Class: [/B]Ranger.
+
-
[*][B]Level Adjustment: [/B]+1.
+
-
===Masabi (Water Sabi===
+
+2 Dexterity, +2 Wisdom.<br>
-
[B][SIZE="3"]Abilities & Racial Features[/SIZE][/B]
+
'''Outsider (Air, Native): '''Hawasabi are not subject to spells or effects that affect humanoids only, such as ''charm person'' or ''dominate person''. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.<br>
-
Sabi characters possess the following racial traits:
+
'''Medium Size: '''As Medium creatures, hawasabi have no special bonuses or penalties due to their size.<br>
-
[LIST]
+
Hawasabi base speed is 30 feet.<br>
-
[*]+2 Dexterity, +2 Charisma.
+
Darkvision up to 60 feet.<br>
-
[*][B]Outsider (Native, Water): [/B]Masabi are not subject to spells or effects that affect humanoids only, such as [I]charm person[/I] or [I]dominate person[/I]. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep. Water creatures always have swim speeds, & can move in water without making Swim checks. A water creature can breathe underwater & usually can breathe air as well.
+
'''Breathless (Ex): '''Hawasabi do not breathe, so they are immune to drowning, suffocation, & attacks that require inhalation (such as some types of poison).<br>
-
[*][B]Medium Size: [/B]As Medium creatures, masabi have no special bonuses or penalties due to their size.
+
'''Genie Heritage (Su): '''+1 racial bonus on saving throws against all air spells & effects. This bonus increases by +1 for every 5 class levels the sabi attains.<br>
-
[*]Masabi base speed is 30 feet. They swim at a speed of 30 feet.
+
'''Spell-Like Abilities'''<br>
-
[*]Masabi breathe water as an extraordinary ability.
+
'''• 3/Day:''' ''stinging breeze''<br>
-
[*]Darkvision up to 60 feet.
+
'''• 1/Day:''' ''gust of wind'' (DC12)<br>
-
[*][B]Genie Heritage (Sp): [/B]+1 racial bonus on saving throws against water spells & effects. This bonus increases by +1 for every 5 class levels the sabi attains.
+
Caster level 5th. The save DCs are Wisdom-based.<br>
-
[*][B]Spell-Like Abilities[/B]
+
'''Automatic Languages: '''Auran. Bonus Languages: Common.<br>
-
[LIST][*][B]3/Day: [/B][I]hydrate[/I]
+
'''Favored Class: '''Ranger.<br>
-
[*][B]1/Day: [/B][I]fog cloud[/I]
+
'''Level Adjustment: '''+1.<br>
-
[*]Caster level 5th. The save DCs are Intelligence-based.[/LIST]
+
 
-
[*][B]Automatic Languages: [/B]Aquan. Bonus Languages: Common.
+
===Masabi (Water Sabi)===
-
[*][B]Favored Class: [/B]Bard.
+
Abilities & Racial Features
-
[*][B]Level Adjustment: [/B]+1.
+
 
 +
+2 Dexterity, +2 Charisma.<br>
 +
'''Outsider (Native, Water): '''Masabi are not subject to spells or effects that affect humanoids only, such as ''charm person'' or ''dominate person''. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep. Water creatures always have swim speeds, & can move in water without making Swim checks. A water creature can breathe underwater & usually can breathe air as well.<br>
 +
'''Medium Size: '''As Medium creatures, masabi have no special bonuses or penalties due to their size.<br>
 +
Masabi base speed is 30 feet. They swim at a speed of 30 feet.<br>
 +
Masabi breathe water as an extraordinary ability.<br>
 +
Darkvision up to 60 feet.<br>
 +
'''Genie Heritage (Su): '''+1 racial bonus on saving throws against water spells & effects. This bonus increases by +1 for every 5 class levels the sabi attains.<br>
 +
'''Spell-Like Abilities'''<br>
 +
'''• 3/Day:''' ''hydrate''<br>
 +
'''• 1/Day:''' ''fog cloud''<br>
 +
Caster level 5th. The save DCs are Intelligence-based.<br>
 +
'''Automatic Languages: '''Aquan. Bonus Languages: Common.<br>
 +
'''Favored Class: '''Bard.<br>
 +
'''Level Adjustment: '''+1.<br>
===Narsabi (Fire Sabi)===
===Narsabi (Fire Sabi)===
-
[B][SIZE="3"]Abilities & Racial Features[/SIZE][/B]
+
Abilities & Racial Features
-
Sabi characters possess the following racial traits:
+
 
-
[LIST]
+
+2 Dexterity, +2 Intelligence.<br>
-
[*]+2 Dexterity, +2 Intelligence.
+
'''Outsider (Native): '''Narsabi are not subject to spells or effects that affect humanoids only, such as [I]charm person'' or ''dominate person''. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.<br>
-
[*][B]Outsider (Native): [/B]Narsabi are not subject to spells or effects that affect humanoids only, such as [I]charm person[/I] or [I]dominate person[/I]. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
+
'''Medium Size: '''As Medium creatures, narsabi have no special bonuses or penalties due to their size.<br>
-
[*][B]Medium Size: [/B]As Medium creatures, narsabi have no special bonuses or penalties due to their size.
+
Narsabi base speed is 30 feet.<br>
-
[*]Narsabi base speed is 30 feet.
+
Darkvision up to 60 feet.<br>
-
[*]Darkvision up to 60 feet.
+
Narsabi have fire resistance 10, plus an additional point for each character level.<br>
-
[*][B]Genie Heritage (Sp): [/B]+1 racial bonus on saving throws against spells & effects. This bonus increases by +1 for every 5 class levels the sabi attains.
+
'''Genie Heritage (Su): '''+1 racial bonus on saving throws against spells & effects. This bonus increases by +1 for every 5 class levels the sabi attains.<br>
-
[*][B]Spell-Like Abilities[/B]
+
'''Spell-Like Abilities'''<br>
-
[LIST][*][B]3/Day: [/B][I]flickerflame[/I]
+
'''• 3/Day:''' ''flickerflame''<br>
-
[*][B]1/Day: [/B][I]flame blade[/I]
+
'''• 1/Day:''' ''flame blade''<br>
-
[*]Caster level 5th. The save DCs are Intelligence-based.[/LIST]
+
Caster level 5th. The save DCs are Intelligence-based.<br>
-
[*][B]Automatic Languages: [/B]Ignan. Bonus Languages: Common.
+
'''Automatic Languages: '''Ignan. Bonus Languages: Common.<br>
-
[*][B]Favored Class: [/B]Rogue.
+
'''Favored Class: '''Rogue.<br>
-
[*][B]Level Adjustment: [/B]+1.
+
'''Level Adjustment: '''+1.<br>
===Tarisabi (Earth Sabi)===
===Tarisabi (Earth Sabi)===
-
[B][SIZE="3"]Abilities & Racial Features[/SIZE][/B]
+
Abilities & Racial Features
-
Sabi characters possess the following racial traits:
+
 
-
[LIST]
+
+2 Strength, +2 Constitution.<br>
-
[*]+2 Strength, +2 Constitution.
+
'''Outsider (Native): '''Tarisabi are not subject to spells or effects that affect humanoids only, such as ''charm person'' or ''dominate person''. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.<br>
-
[*][B]Outsider (Native): [/B]Tarisabi are not subject to spells or effects that affect humanoids only, such as [I]charm person[/I] or [I]dominate person[/I]. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.
+
'''Medium Size: '''As Medium creatures, tarisabi have no special bonuses or penalties due to their size.<br>
-
[*][B]Medium Size: [/B]As Medium creatures, tarisabi have no special bonuses or penalties due to their size.
+
Tarisabi base speed is 30 feet.<br>
-
[*]Tarisabi base speed is 30 feet.
+
Darkvision up to 60 feet.<br>
-
[*]Darkvision up to 60 feet.
+
'''Immunity to Petrification (Ex):''' A tarisabi's attunement to earth and stone negates renders them immune to petrification effects.
-
[*][B]Genie Heritage (Sp): [/B]+1 racial bonus on saving throws against earth spells & effects. This bonus increases by +1 for every 5 class levels the sabi attains.
+
'''Genie Heritage (Su): '''+1 racial bonus on saving throws against earth spells & effects. This bonus increases by +1 for every 5 class levels the sabi attains.<br>
-
[*][B]Spell-Like Abilities[/B][LIST]
+
'''Spell-Like Abilities'''<br>
-
[*][B]3/Day: [/B][I]resistance[/I] (DC10)
+
'''• 3/Day:''' ''resistance'' (DC10)<br>
-
[*][B]1/Day: [/B][I]barkskin[/I]
+
'''• 1/Day:''' ''barkskin''<br>
-
[*]Caster level 5th. The save DCs are Wisdom-based.[/LIST]
+
Caster level 5th. The save DCs are Wisdom-based.<br>
-
[*][B]Automatic Languages: [/B]Terran. Bonus Languages: Common.
+
'''Automatic Languages: '''Terran. Bonus Languages: Common.<br>
-
[*][B]Favored Class: [/B]Fighter.
+
'''Favored Class: '''Fighter.<br>
-
[*][B]Level Adjustment: [/B]+1.
+
'''Level Adjustment: '''+1.<br>
=Feats=
=Feats=
 +
==Form Feats==
==Form Feats==
-
[B]Disengage [/B][Form]
+
 
 +
'''Disengage''' [Form]
 +
 
You cut your attack short to move away from your foe.
You cut your attack short to move away from your foe.
-
[B]Prerequisites: [/B]Dexterity 15+, Finisher, BAB +6 or more.
 
-
[B]Benefit: [/B]When using the full attack action, you may forgo your last two attacks in exchange for a disengage maneuver. This attack is made at the higher base attack bonus of the two you forfeited. If it strikes your opponent, you may move at your full speed without incurring an attack of opportunity from that opponent (attacks of opportunity from other opponents may still apply). You are no longer entitled to a 5’ step during this round, however. A disengage maneuver is still considered a move action, & you may only perform a disengage maneuver once every two rounds.
 
-
[B]Normal: [/B]You may make only a 5’ step when performing a full attack.
 
-
[B]Special: [/B]A fighter may select Disengage as one of her bonus feats.
 
-
[B]Finisher [/B][General]
+
'''Prerequisites:''' Dexterity 15+, Finisher, BAB +6 or more.
 +
 
 +
'''Benefit:''' When using the full attack action, you may forgo your last two attacks in exchange for a disengage maneuver. This attack is made at the higher base attack bonus of the two you forfeited. If it strikes your opponent, you may move at your full speed without incurring an attack of opportunity from that opponent (attacks of opportunity from other opponents may still apply). You are no longer entitled to a 5’ step during this round, however. A disengage maneuver is still considered a move action, & you may only perform a disengage maneuver once every two rounds.
 +
 
 +
'''Normal:''' You may make only a 5’ step when performing a full attack.
 +
 
 +
'''Special:''' A fighter may select Disengage as one of her bonus feats.
 +
 
 +
 
 +
 
 +
'''Finisher''' [General]
 +
 
To complete your attack, you focus your skill to deliver a strong final blow.
To complete your attack, you focus your skill to deliver a strong final blow.
-
[B]Prerequisites: [/B]BAB +6 or more.
 
-
[B]Benefit: [/B]When using the full attack action, you may forgo your last two attacks in exchange for a finisher. This attack is made at the higher base attack bonus of the two you forfeited with a +4 bonus, & deals an additional 2d6 points of damage. You may only perform a finisher once every two rounds.
 
-
[B]Special: [/B]A fighter may select Finisher as one of her bonus feats.
 
-
[B]Greater Finisher [/B][Form]
+
'''Prerequisites:''' BAB +6 or more.
 +
 
 +
'''Benefit:''' When using the full attack action, you may forgo your last two attacks in exchange for a finisher. This attack is made at the higher base attack bonus of the two you forfeited with a +4 bonus, & deals an additional 2d6 points of damage. You may only perform a finisher once every two rounds.
 +
 
 +
'''Special:''' A fighter may select Finisher as one of her bonus feats.
 +
 
 +
 
 +
 
 +
'''Greater Finisher''' [Form]
 +
 
To complete your attack, you apply your talent & mastery to deliver a mighty final blow.
To complete your attack, you apply your talent & mastery to deliver a mighty final blow.
-
[B]Prerequisites: [/B]Finisher, Mastery of Form, Weapon Specialization, BAB +16 or more.
 
-
[B]Benefit: [/B]When using the full attack action, you may forgo your last two attacks in exchange for a greater finisher. This attack is made at the higher base attack bonus of the two you forfeited with a +6 bonus, & deals an additional 4d6 points of damage. You may only perform a greater finisher once every two rounds.
 
-
[B]Special: [/B]A fighter may select Greater Finisher as one of her bonus feats.
 
-
[B]Mastery of Form [/B][Form]
+
'''Prerequisites:''' Finisher, Mastery of Form, Weapon Specialization, BAB +16 or more.
 +
 
 +
'''Benefit:''' When using the full attack action, you may forgo your last two attacks in exchange for a greater finisher. This attack is made at the higher base attack bonus of the two you forfeited with a +6 bonus, & deals an additional 4d6 points of damage. You may only perform a greater finisher once every two rounds.
 +
 
 +
'''Special:''' A fighter may select Greater Finisher as one of her bonus feats.
 +
 
 +
 
 +
 
 +
'''Mastery of Form''' [Form]
 +
 
You have mastered a new combat form & can employ a more elegant, direct technique.
You have mastered a new combat form & can employ a more elegant, direct technique.
-
[B]Prerequisites: [/B]Finisher, any Form feat, BAB +11 or more.
 
-
[B]Benefit: [/B]When you take this feat, choose a form feat you possess. This feat only applies to that form feat. You may employ that form feat’s special action (disengage, sweep etc.) as a standard action once every two rounds. This does not impact the use of that form feat, so each can be used once every two rounds.
 
-
[B]Special: [/B]This feat may be taken more than once. Each time, it applies to a different Form feat you possess. A fighter may select Mastery of Form as one of her bonus feats.
 
-
[B]Overcome [/B][Form]
+
'''Prerequisites:''' Finisher, any Form feat, BAB +11 or more.
 +
 
 +
'''Benefit:''' When you take this feat, choose a form feat you possess. This feat only applies to that form feat. You may employ that form feat’s special action (disengage, sweep etc.) as a standard action once every two rounds. This does not impact the use of that form feat, so each can be used once every two rounds.
 +
 
 +
'''Special:''' This feat may be taken more than once. Each time, it applies to a different Form feat you possess. A fighter may select Mastery of Form as one of her bonus feats.
 +
 
 +
 
 +
 
 +
'''Overcome''' [Form]
 +
 
To complete your attack, you attempt to fell your foe in a final strike so you may rejoin the fray.
To complete your attack, you attempt to fell your foe in a final strike so you may rejoin the fray.
-
[B]Prerequisites: [/B]Cleave, Finisher, BAB +6 or more.
 
-
[B]Benefit: [/B]When using the full attack action, you may forgo your last two attacks in exchange for an overcome attack. This attack is made at the higher base attack bonus of the two you forfeited. If it deals enough damage to your foe to make it drop (as the Cleave feat), you may immediately take another full round of actions, though you may not employ any Form feat while doing so. You may only perform an overcome once every two rounds.
 
-
[B]Normal: [/B]You may only make one additional attack against an adjacent foe if you drop your enemy.
 
-
[B]Special: [/B]If you have the Great Cleave feat, your overcome attack deals an additional 3d6 points of damage. A fighter may select Overcome as one of her bonus feats.
 
-
[B]Paired Strike [/B][Form]
+
'''Prerequisites:''' Cleave, Finisher, BAB +6 or more.
 +
 
 +
'''Benefit:''' When using the full attack action, you may forgo your last two attacks in exchange for an overcome attack. This attack is made at the higher base attack bonus of the two you forfeited. If it deals enough damage to your foe to make it drop (as the Cleave feat), you may immediately take another full round of actions, though you may not employ any Form feat while doing so. You may only perform an overcome once every two rounds.
 +
 
 +
'''Normal:''' You may only make one additional attack against an adjacent foe if you drop your enemy.
 +
 
 +
'''Special:''' If you have the Great Cleave feat, your overcome attack deals an additional 3d6 points of damage. A fighter may select Overcome as one of her bonus feats.
 +
 
 +
 
 +
 
 +
'''Paired Strike''' [Form]
 +
 
To complete your attack, you deliver a potent thrust with both weapons simultaneously.
To complete your attack, you deliver a potent thrust with both weapons simultaneously.
-
[B]Prerequisites: [/B]Finisher, Two-Weapon Fighting, BAB +6 or more.
 
-
[B]Benefit: [/B]When using the full attack action with two melee weapons, you may forgo your last two attacks in exchange for a paired strike. This attack is made at the higher base attack bonus of the two you forfeited. If it succeeds, both of your weapons deal damage with a +2 damage bonus; your off-hand weapon applies your full Strength bonus. You may only perform a paired strike once every two rounds.
 
-
[B]Special: [/B]If you have Improved Two-Weapon Fighting, your paired strike is made at a +2 bonus. If you have Greater Two-Weapon Fighting, this bonus increases to +4. A fighter may select Paired Strike as one of her bonus feats.
 
-
[B]Piercing Shot [/B][Form]
+
'''Prerequisites:''' Finisher, Two-Weapon Fighting, BAB +6 or more.
 +
 
 +
'''Benefit:''' When using the full attack action with two melee weapons, you may forgo your last two attacks in exchange for a paired strike. This attack is made at the higher base attack bonus of the two you forfeited. If it succeeds, both of your weapons deal damage with a +2 damage bonus; your off-hand weapon applies your full Strength bonus. You may only perform a paired strike once every two rounds.
 +
 
 +
'''Special:''' If you have Improved Two-Weapon Fighting, your paired strike is made at a +2 bonus. If you have Greater Two-Weapon Fighting, this bonus increases to +4. A fighter may select Paired Strike as one of her bonus feats.
 +
 
 +
 
 +
 
 +
'''Piercing Shot''' [Form]
 +
 
To complete your attack, you fire an accelerated shot before your foe is ready.
To complete your attack, you fire an accelerated shot before your foe is ready.
-
[B]Prerequisites: [/B]Finisher, Point Blank Shot, BAB +6 or more.
 
-
[B]Benefit: [/B]When using the full attack action with a ranged weapon, you may forgo your last two attacks in exchange for a piercing shot. This attack is made at the higher base attack bonus of the two you forfeited, & deals an additional 2d6 points of damage. The target is considered flatfooted for this attack, so sneak attack damage can apply in this case. You may only perform a piercing shot once every two rounds.
 
-
[B]Special: [/B]If you have Precise Shot, your piercing shot deals an additional 2d6 points of damage. If you have Improved Precise Shot, your piercing shot deals an additional 4d6 points of damage. A creature immune to critical hits takes no additional damage from a piercing shot. A fighter may select Piercing Shot as one of her bonus feats.
 
-
[B]Staggering Blow [/B][Form]
+
'''Prerequisites:''' Finisher, Point Blank Shot, BAB +6 or more.
 +
 
 +
'''Benefit:''' When using the full attack action with a ranged weapon, you may forgo your last two attacks in exchange for a piercing shot. This attack is made at the higher base attack bonus of the two you forfeited, & deals an additional 2d6 points of damage. The target is considered flatfooted for this attack, so sneak attack damage can apply in this case. You may only perform a piercing shot once every two rounds.
 +
 
 +
'''Special:''' If you have Precise Shot, your piercing shot deals an additional 2d6 points of damage. If you have Improved Precise Shot, your piercing shot deals an additional 4d6 points of damage. A creature immune to critical hits takes no additional damage from a piercing shot. A fighter may select Piercing Shot as one of her bonus feats.
 +
 
 +
 
 +
 
 +
'''Staggering Blow''' [Form]
 +
 
To complete your attack, you deliver a blow so strong as to knock your foe off-balance.
To complete your attack, you deliver a blow so strong as to knock your foe off-balance.
-
[B]Prerequisites: [/B]Strength 15+, Finisher, BAB +6 or more.
 
-
[B]Benefit: [/B]When using the full attack action with a melee weapon, you may forgo your last two attacks in exchange for a staggering blow. This attack is made at the higher base attack bonus of the two you forfeited. The staggering blow deals additional damage equivalent to your Strength bonus & causes the victim to become staggered for 1d4 rounds. A successful Fortitude save (DC = your BAB + your Strength bonus) reduces this to 1 round. You may only perform a staggering blow once every two rounds.
 
-
[B]Special: [/B]A fighter may select Staggering Blow as one of her bonus feats.
 
-
[B]Storm of Blows [/B][Form]
+
'''Prerequisites:''' Strength 15+, Finisher, BAB +6 or more.
 +
 
 +
'''Benefit:''' When using the full attack action with a melee weapon, you may forgo your last two attacks in exchange for a staggering blow. This attack is made at the higher base attack bonus of the two you forfeited. The staggering blow deals additional damage equivalent to your Strength bonus & causes the victim to become staggered for 1d4 rounds. A successful Fortitude save (DC = your BAB + your Strength bonus) reduces this to 1 round. You may only perform a staggering blow once every two rounds.
 +
 
 +
'''Special:''' A fighter may select Staggering Blow as one of her bonus feats.
 +
 
 +
 
 +
 
 +
'''Storm of Blows''' [Form]
 +
 
To complete your attack, you unleash a multitude of blows as fast & as powerful as lightning.
To complete your attack, you unleash a multitude of blows as fast & as powerful as lightning.
-
[B]Prerequisites: [/B]Finisher, Flurry of Blows class feature, BAB +6 or more.
 
-
[B]Benefit: [/B]When using the full attack action, you may forgo your last two attacks in exchange for a storm of blows. This ability allows you to strike with your flurry of blows, initiating at the higher base attack bonus of the two attacks you forfeited. You may only perform a storm of blows once every two rounds.
 
-
[B]Sweep [/B][Form]
+
'''Prerequisites:''' Finisher, Flurry of Blows class feature, BAB +6 or more.
 +
 
 +
'''Benefit:''' When using the full attack action, you may forgo your last two attacks in exchange for a storm of blows. This ability allows you to strike with your flurry of blows, initiating at the higher base attack bonus of the two attacks you forfeited. You may only perform a storm of blows once every two rounds.
 +
 
 +
 
 +
 
 +
'''Sweep''' [Form]
 +
 
To complete your attack, you let loose with a broad attack that cuts a wide swath through foes.
To complete your attack, you let loose with a broad attack that cuts a wide swath through foes.
-
[B]Prerequisites: [/B]Finisher, Power Attack, BAB +6 or more.
+
 
-
[B]Benefit: [/B]When using the full attack action, you may forgo your last two attacks in exchange for a sweep. This attack strikes three adjacent 5’ squares within your reach using a single attack roll, dealing normal damage in each square that it successfully strikes. You may only perform a sweep once every two rounds, a sweep cannot be performed with a ranged weapon.
+
'''Prerequisites:''' Finisher, Power Attack, BAB +6 or more.
-
[B]Special: [/B]A fighter may select Sweep as one of her bonus feats.
+
 
 +
'''Benefit:''' When using the full attack action, you may forgo your last two attacks in exchange for a sweep. This attack strikes three adjacent 5’ squares within your reach using a single attack roll, dealing normal damage in each square that it successfully strikes. You may only perform a sweep once every two rounds, a sweep cannot be performed with a ranged weapon.
 +
 
 +
'''Special:''' A fighter may select Sweep as one of her bonus feats.
 +
 
 +
 
==General Feats==
==General Feats==
-
[B]Armored Arms [/B][General]
+
 
 +
'''Armored Arms''' [General]
 +
 
You have trained with weapons to the point where you can use them to block attacks.
You have trained with weapons to the point where you can use them to block attacks.
-
[B]Prerequisites: [/B]Dexterity 15+, Two-Weapon Fighting, Two-Weapon Defense.
 
-
[B]Benefit: [/B]When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a shield bonus to your AC, depending on what kind of weapon you choose to defend with. If you choose to use a light weapon to block attacks, you gain a +2 shield bonus; a one-handed weapon grants you a +3 shield bonus. When you are fighting defensively or using the total defense action, this shield bonus doubles. You can only use a two-handed weapon in this manner if it counts as a double weapon, & then you must choose which end to block attacks with. You can change your mind as to which weapon to block attacks with as a free action, up to once per round. You cannot make an attack with the blocking weapon in the same round that you are blocking attacks, but you can use your other weapon to attack freely.
 
-
[B]Special: [/B]A fighter may select Armored Arms as one of his fighter bonus feats.
 
-
[B]Avoidance [/B][General]
+
'''Prerequisites:''' Dexterity 15+, Two-Weapon Fighting, Two-Weapon Defense.
 +
 
 +
'''Benefit:''' When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a shield bonus to your AC, depending on what kind of weapon you choose to defend with. If you choose to use a light weapon to block attacks, you gain a +2 shield bonus; a one-handed weapon grants you a +3 shield bonus. When you are fighting defensively or using the total defense action, this shield bonus doubles. You can only use a two-handed weapon in this manner if it counts as a double weapon, & then you must choose which end to block attacks with. You can change your mind as to which weapon to block attacks with as a free action, up to once per round. You cannot make an attack with the blocking weapon in the same round that you are blocking attacks, but you can use your other weapon to attack freely.
 +
 
 +
'''Special:''' A fighter may select Armored Arms as one of his fighter bonus feats.
 +
 
 +
 
 +
 
 +
'''Avoidance''' [General]
 +
 
You maintain escape routes & breathing room in tight situations, eluding those who press you.
You maintain escape routes & breathing room in tight situations, eluding those who press you.
-
[B]Prerequisites: [/B]Dexterity 13+, Dodge.
 
-
[B]Benefit: [/B]You gain a +2 dodge bonus to Armor Class.
 
-
[B]Special: [/B]You can’t use this feat if you are wearing heavy armor or carrying a heavy load. A fighter may select Avoidance as one of his bonus feats. This feat is the equivalent of Mobility as a prerequisite.
 
-
[B]Awareness [/B][General]
+
'''Prerequisites:''' Dexterity 13+, Dodge.
 +
 
 +
'''Benefit:''' You gain a +2 dodge bonus to Armor Class.
 +
 
 +
'''Special:''' You can’t use this feat if you are wearing heavy armor or carrying a heavy load. A fighter may select Avoidance as one of his bonus feats. This feat is the equivalent of Mobility as a prerequisite.
 +
 
 +
 
 +
 
 +
'''Awareness''' [General]
 +
 
Your sense of caution has served you well in the past, causing you to hone & apply it further.
Your sense of caution has served you well in the past, causing you to hone & apply it further.
-
[B]Prerequisites: [/B]Dexterity 13+, Trap Sense class feature.
 
-
[B]Benefit: [/B]Apply your trap sense bonus to your initiative rolls.
 
-
[B]Special: [/B]This feat is the equivalent of Alertness as a prerequisite.
 
-
[B]Base Vasrah [/B][General]
+
'''Prerequisites:''' Dexterity 13+, Trap Sense class feature.
 +
 
 +
'''Benefit:''' Apply your trap sense bonus to your initiative rolls.
 +
 
 +
'''Special:''' This feat is the equivalent of Alertness as a prerequisite.
 +
 
 +
 
 +
 
 +
'''Base Vasrah''' [General]
 +
 
You are trained in the meditative [I]vasrah[/I], allowing you to broaden your mind with serene focus.
You are trained in the meditative [I]vasrah[/I], allowing you to broaden your mind with serene focus.
-
[B]Prerequisites: [/B]Wisdom 13+, Improved Unarmed Strike.
 
-
[B]Benefit: [/B]Your Wisdom score is treated as being two points higher for Will saving throws, spell & ability DC’s & a monk’s Wisdom armor class bonus.
 
-
[B]Special: [/B]If your Wisdom score is reduced, drained or damaged, you immediately lose the benefits of this feat for the remainder of the day. A monk may select Base Vasrah as a bonus feat at 1st or 2nd level.
 
-
[B]Blessed by Fate [/B][General]
+
'''Prerequisites:''' Wisdom 13+, Improved Unarmed Strike.
 +
 
 +
'''Benefit:''' Your Wisdom score is treated as being two points higher for Will saving throws, spell & ability DC’s & a monk’s Wisdom armor class bonus.
 +
 
 +
'''Special:''' If your Wisdom score is reduced, drained or damaged, you immediately lose the benefits of this feat for the remainder of the day. A monk may select Base Vasrah as a bonus feat at 1st or 2nd level.
 +
 
 +
 
 +
 
 +
'''Blessed by Fate''' [General]
 +
 
You seem to be an unusually lucky person.
You seem to be an unusually lucky person.
-
[B]Benefit: [/B]Once per day, you can apply a +2 luck bonus to any single die roll. Also, you gain a permanent +1 luck bonus to all saving throws to resist curses & curse-based effects.
 
-
[B]Counterattack [/B][General]
+
'''Benefit:''' Once per day, you can apply a +2 luck bonus to any single die roll. Also, you gain a permanent +1 luck bonus to all saving throws to resist curses & curse-based effects.
 +
 
 +
 
 +
 
 +
'''Counterattack''' [General]
 +
 
When struck by an opponent, you know how to return the favor.
When struck by an opponent, you know how to return the favor.
-
[B]Prerequisites: [/B]Dexterity 13+, BAB +5 or more, Combat Reflexes, Lightning Reflexes.
 
-
[B]Benefit: [/B]Once per round, you can make an extra attack of opportunity against an opponent that has hit you with a non-magical attack. This only applies to opponents that have successfully hit you in the last round’s worth of actions with a melee weapon or a natural weapon (magic weapons can only be countered if your Wisdom is 13 or higher). They need not have dealt you any damage; Damage Reduction or some other effect could have negated the damage.
 
-
[B]Special: [/B]A fighter may select Counterattack as one of his fighter bonus feats.
 
-
[B]Cunning Hunter [/B][General]
+
'''Prerequisites:''' Dexterity 13+, BAB +5 or more, Combat Reflexes, Lightning Reflexes.
 +
 
 +
'''Benefit:''' Once per round, you can make an extra attack of opportunity against an opponent that has hit you with a non-magical attack. This only applies to opponents that have successfully hit you in the last round’s worth of actions with a melee weapon or a natural weapon (magic weapons can only be countered if your Wisdom is 13 or higher). They need not have dealt you any damage; Damage Reduction or some other effect could have negated the damage.
 +
 
 +
'''Special:''' A fighter may select Counterattack as one of his fighter bonus feats.
 +
 
 +
 
 +
 
 +
'''Cunning Hunter''' [General]
 +
 
In sand or savannah, over ground or grass, your skills at tracking give you the drop on your foe.
In sand or savannah, over ground or grass, your skills at tracking give you the drop on your foe.
-
[B]Prerequisites: [/B]Survival 9 or more ranks, Track.
+
 
 +
'''Prerequisites:''' Survival 9 or more ranks, Track.
 +
 
Benefits: When you successfully track a creature, you may apply your Wisdom bonus to your initiative roll should you encounter that creature within the next hour. If the creature is one of your favored enemies, you & your party gain a +1 bonus to your initiative rolls in such an encounter.
Benefits: When you successfully track a creature, you may apply your Wisdom bonus to your initiative roll should you encounter that creature within the next hour. If the creature is one of your favored enemies, you & your party gain a +1 bonus to your initiative rolls in such an encounter.
-
[B]Normal: [/B]A track check only reveals the direction your foe traveled & does not impart any usable tactical information.
 
-
[B]Dedicated Hatred [/B][General]
+
'''Normal:''' A track check only reveals the direction your foe traveled & does not impart any usable tactical information.
 +
 
 +
 
 +
 
 +
'''Dedicated Hatred''' [General]
 +
 
Your focus on destroying your favored foes has given you intimate knowledge on how to hit them where it hurts.
Your focus on destroying your favored foes has given you intimate knowledge on how to hit them where it hurts.
-
[B]Prerequisites: [/B]Favored Enemy class feature, Improved Critical.
 
-
[B]Benefit: [/B]When making attacks against a favored enemy, the critical threat range of your weapon is doubled (even if already doubled by Improved Critical, the [I]keen edge [/I]spell or the keen weapon property). When making attacks against an enemy immune to critical hits, instead that enemy becomes vulnerable to critical hits as well as precision damage (such as sneak attack damage).
 
-
[B]Defensive Stance [/B][General]
+
'''Prerequisites:''' Favored Enemy class feature, Improved Critical.
 +
 
 +
'''Benefit:''' When making attacks against a favored enemy, the critical threat range of your weapon is doubled (even if already doubled by Improved Critical, the [I]keen edge [/I]spell or the keen weapon property). When making attacks against an enemy immune to critical hits, instead that enemy becomes vulnerable to critical hits as well as precision damage (such as sneak attack damage).
 +
 
 +
 
 +
 
 +
'''Defensive Stance''' [General]
 +
 
You understand how to guard yourself in combat.
You understand how to guard yourself in combat.
-
[B]Prerequisites: [/B]Shield Proficiency.
 
-
[B]Benefit: [/B]When employing a shield, increase its shield bonus by 1. When wearing armor that you are proficient with, increase its armor bonus by 1.
 
-
[B]Special: [/B]A fighter may select Defensive Stance as one of his fighter bonus feats.
 
-
[B]Desert Nomad [/B][General]
+
'''Prerequisites:''' Shield Proficiency.
 +
 
 +
'''Benefit:''' When employing a shield, increase its shield bonus by 1. When wearing armor that you are proficient with, increase its armor bonus by 1.
 +
 
 +
'''Special:''' A fighter may select Defensive Stance as one of his fighter bonus feats.
 +
 
 +
 
 +
 
 +
'''Desert Nomad''' [General]
 +
 
You have adapted to the harsh ways of the desert, learning the survival secrets of those who live there.
You have adapted to the harsh ways of the desert, learning the survival secrets of those who live there.
-
[B]Prerequisites: [/B]Constitution 13+, Endurance.
 
-
[B]Benefit: [/B]You gain a +4 insight bonus on Survival checks, Constitution checks made to avoid nonlethal damage from starvation or thirst, & Fortitude saves made to avoid nonlethal damage from environmental heat. These bonuses only apply within the following environments: warm desert, temperate desert, & warm plains.
 
-
[B]Elusive Prey [/B][General]
+
'''Prerequisites:''' Constitution 13+, Endurance.
 +
 
 +
'''Benefit:''' You gain a +4 insight bonus on Survival checks, Constitution checks made to avoid nonlethal damage from starvation or thirst, & Fortitude saves made to avoid nonlethal damage from environmental heat. These bonuses only apply within the following environments: warm desert, temperate desert, & warm plains.
 +
 
 +
 
 +
 
 +
'''Elusive Prey''' [General]
 +
 
You have trained to foresee danger & can guess when something is coming your way in time to throw it off course.
You have trained to foresee danger & can guess when something is coming your way in time to throw it off course.
-
[B]Prerequisites: [/B]Intelligence 13+, Evasion class feature, Spellcraft 5 or more ranks.
 
-
[B]Benefit: [/B]When you are made the target of a spell by a caster you can see, you may make a Reflex save against that spell (DC = 10 + the spell’s level + the caster’s spellcasting ability modifier). On a success, you have shifted at the opportune moment to disrupt the precise casting of the spell, spoiling its targeting & preventing it from affecting you. If the spell had other targets, they may still be subject to its effects. This ability can only be used against spells that specifically target you, not area effects.
 
-
[B]Fifth Vasrah [/B][General]
+
'''Prerequisites:''' Intelligence 13+, Evasion class feature, Spellcraft 5 or more ranks.
 +
 
 +
'''Benefit:''' When you are made the target of a spell by a caster you can see, you may make a Reflex save against that spell (DC = 10 + the spell’s level + the caster’s spellcasting ability modifier). On a success, you have shifted at the opportune moment to disrupt the precise casting of the spell, spoiling its targeting & preventing it from affecting you. If the spell had other targets, they may still be subject to its effects. This ability can only be used against spells that specifically target you, not area effects.
 +
 
 +
 
 +
 
 +
'''Fifth Vasrah''' [General]
 +
 
Your meditation has at last brought you to the Fifth Vasrah, the zenith of transcendence, where in your serenity you may pass from reality temporarily.
Your meditation has at last brought you to the Fifth Vasrah, the zenith of transcendence, where in your serenity you may pass from reality temporarily.
-
[B]Prerequisites: [/B]Wisdom 21+, Improved Unarmed Strike, Base Vasrah, Second Vasrah, Third Vasrah, Fourth Vasrah.
 
-
[B]Benefit: [/B]A number of times per day equal to your Wisdom bonus, you may exempt yourself from the effects of a spell, spell-like ability or supernatural ability as an immediate action. You are not a target of the effect, nor does it impact you in any way, & you do not need to make a saving throw.
 
-
[B]Special: [/B]If your Wisdom score is reduced, drained or damaged, you immediately lose uses of this ability commensurate to the decrease in Wisdom bonus. If your Wisdom score is increased by a temporary effect, you do not gain additional uses of this ability.
 
-
[B]Forceful Hand [/B][General]
+
'''Prerequisites:''' Wisdom 21+, Improved Unarmed Strike, Base Vasrah, Second Vasrah, Third Vasrah, Fourth Vasrah.
 +
 
 +
'''Benefit:''' A number of times per day equal to your Wisdom bonus, you may exempt yourself from the effects of a spell, spell-like ability or supernatural ability as an immediate action. You are not a target of the effect, nor does it impact you in any way, & you do not need to make a saving throw.
 +
 
 +
'''Special:''' If your Wisdom score is reduced, drained or damaged, you immediately lose uses of this ability commensurate to the decrease in Wisdom bonus. If your Wisdom score is increased by a temporary effect, you do not gain additional uses of this ability.
 +
 
 +
 
 +
 
 +
'''Forceful Hand''' [General]
 +
 
You can focus your energy into pushing opponents away from you with your strikes.
You can focus your energy into pushing opponents away from you with your strikes.
-
[B]Prerequisites: [/B]Unarmed Strike class feature.
 
-
[B]Benefit: [/B]Once per round, you can push an opponent backward with your unarmed strikes. You must successfully hit an opponent with an unarmed strike at your highest base attack bonus. You can then immediately make opposed Strength checks with that opponent. You & your opponent each add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. If your opponent succeeds, then nothing further happens; you simply continue with the encounter. If you succeed, however, then you push your opponent back 5’ with your strike. Your opponent must then make a Balance check (DC = your grapple modifier) or fall prone.
 
-
[B]Special: [/B]A monk may select Forceful Hand as a bonus feat.
 
-
[B]Fortunate Soul [/B][General]
+
'''Prerequisites:''' Unarmed Strike class feature.
 +
 
 +
'''Benefit:''' Once per round, you can push an opponent backward with your unarmed strikes. You must successfully hit an opponent with an unarmed strike at your highest base attack bonus. You can then immediately make opposed Strength checks with that opponent. You & your opponent each add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. If your opponent succeeds, then nothing further happens; you simply continue with the encounter. If you succeed, however, then you push your opponent back 5’ with your strike. Your opponent must then make a Balance check (DC = your grapple modifier) or fall prone.
 +
 
 +
'''Special:''' A monk may select Forceful Hand as a bonus feat.
 +
 
 +
 
 +
 
 +
'''Fortunate Soul''' [General]
 +
 
You are luckier than most, & some say Adimas smiles upon you.
You are luckier than most, & some say Adimas smiles upon you.
-
[B]Prerequisites: [/B]Blessed by Fate.
 
-
[B]Benefit: [/B]You gain a +1 luck bonus on all saving throws.
 
-
[B]Fourth Vasrah [/B][General]
+
'''Prerequisites:''' Blessed by Fate.
 +
 
 +
'''Benefit:''' You gain a +1 luck bonus on all saving throws.
 +
 
 +
 
 +
 
 +
'''Fourth Vasrah''' [General]
 +
 
Your meditation has brought you to the Fourth Vasrah, the seat of life, where your serenity channels the flow of vitality.
Your meditation has brought you to the Fourth Vasrah, the seat of life, where your serenity channels the flow of vitality.
-
[B]Prerequisites: [/B]Wisdom 19+, Improved Unarmed Strike, Base Vasrah, Second Vasrah, Third Vasrah.
 
-
[B]Benefit: [/B]You may substitute your Wisdom score for your Constitution score. This includes any increases to Wisdom from spells & other effects, as well as the virtual Wisdom from Base Vasrah. You will still die if your Constitution is reduced below 1.
 
-
[B]Special: [/B]If your Wisdom score is reduced, drained or damaged, you immediately lose the benefits of this feat for the remainder of the day.
 
-
[B]Gift of Tongues [/B][General]
+
'''Prerequisites:''' Wisdom 19+, Improved Unarmed Strike, Base Vasrah, Second Vasrah, Third Vasrah.
 +
 
 +
'''Benefit:''' You may substitute your Wisdom score for your Constitution score. This includes any increases to Wisdom from spells & other effects, as well as the virtual Wisdom from Base Vasrah. You will still die if your Constitution is reduced below 1.
 +
 
 +
'''Special:''' If your Wisdom score is reduced, drained or damaged, you immediately lose the benefits of this feat for the remainder of the day.
 +
 
 +
 
 +
 
 +
'''Gift of Tongues''' [General]
 +
 
You have a knack for understanding foreign tongues.
You have a knack for understanding foreign tongues.
-
[B]Prerequisites: [/B]Intelligence 13+, can speak 2 or more languages.
 
-
[B]Benefit: [/B]You can make Speak Language checks to understand someone who speaks in a tongue that you don’t know. You add your Intelligence modifier to the number of languages that you know, & add that number to a d20 roll. This roll is made against DC25; if successful, you can understand a short message (10 words or less) spoken by a creature. You gain a +2 circumstance bonus on checks made when listening creatures of the same Type as you, & you gain a +3 circumstance bonus on checks made when listening creatures of the same race as you. The difficulty class of being understood by a creature that you are speaking to (25 words or less) is DC25. On a failed check, no useful information is conveyed.
 
-
[B]Special: [/B]You cannot read or write in a language that you do not know.
 
-
[B]Normal: [/B]You don’t make Speak Language checks. You either know a language or you don’t.
 
-
[B]Grim Determination [/B][General]
+
'''Prerequisites:''' Intelligence 13+, can speak 2 or more languages.
 +
 
 +
'''Benefit:''' You can make Speak Language checks to understand someone who speaks in a tongue that you don’t know. You add your Intelligence modifier to the number of languages that you know, & add that number to a d20 roll. This roll is made against DC25; if successful, you can understand a short message (10 words or less) spoken by a creature. You gain a +2 circumstance bonus on checks made when listening creatures of the same Type as you, & you gain a +3 circumstance bonus on checks made when listening creatures of the same race as you. The difficulty class of being understood by a creature that you are speaking to (25 words or less) is DC25. On a failed check, no useful information is conveyed.
 +
 
 +
'''Special:''' You cannot read or write in a language that you do not know.
 +
 
 +
'''Normal:''' You don’t make Speak Language checks. You either know a language or you don’t.
 +
 
 +
 
 +
 
 +
'''Grim Determination''' [General]
 +
 
Your sheer resolve won’t allow your body to die, even if you are mortally injured.
Your sheer resolve won’t allow your body to die, even if you are mortally injured.
-
[B]Prerequisites: [/B]Concentration 10 ranks or more, Endurance.
 
-
[B]Benefit: [/B]Whenever you have less than 0 hit points, you can make a Will save (DC = your current hit points × -1) to remain alive & take a full round of actions. At the end of the round, you take 1 point of damage, & must make another Will save. If you fail any of these saving throws, & your hit points are below -9, then you immediately die. You do not suffer from Dying status.
 
-
[B]Normal: [/B]If your hit points fall between -1 & -9, then you are unconscious & Dying. If your hit points fall below -9, then you are Dead, & can take no actions.
 
-
[B]Special: [/B]A fighter may select Grim Determination as one of his fighter bonus feats.
 
-
[B]Harass [/B][General]
+
'''Prerequisites:''' Concentration 10 ranks or more, Endurance.
 +
 
 +
'''Benefit:''' Whenever you have less than 0 hit points, you can make a Will save (DC = your current hit points × -1) to remain alive & take a full round of actions. At the end of the round, you take 1 point of damage, & must make another Will save. If you fail any of these saving throws, & your hit points are below -9, then you immediately die. You do not suffer from Dying status.
 +
 
 +
'''Normal:''' If your hit points fall between -1 & -9, then you are unconscious & Dying. If your hit points fall below -9, then you are Dead, & can take no actions.
 +
 
 +
'''Special:''' A fighter may select Grim Determination as one of his fighter bonus feats.
 +
 
 +
 
 +
 
 +
'''Harass''' [General]
 +
 
You mercilessly persecute your hated foe until it falls before you.
You mercilessly persecute your hated foe until it falls before you.
-
[B]Prerequisites: [/B]BAB +5 or more, Favored Enemy class feature.
+
 
 +
'''Prerequisites:''' BAB +5 or more, Favored Enemy class feature.
 +
 
Benefits: Each round that you make at least one attack against a favored enemy, you gain a +1 bonus to attack & damage rolls against that enemy, as well as a +1 dodge bonus against that enemy's attacks & a +1 competence bonus to saving throws against effects generated by that enemy. These bonuses are cumulative to a maximum of +5 on the 5th & subsequent rounds for as long as you continue making attacks against that same enemy. Disarm attempts do not receive this bonus.
Benefits: Each round that you make at least one attack against a favored enemy, you gain a +1 bonus to attack & damage rolls against that enemy, as well as a +1 dodge bonus against that enemy's attacks & a +1 competence bonus to saving throws against effects generated by that enemy. These bonuses are cumulative to a maximum of +5 on the 5th & subsequent rounds for as long as you continue making attacks against that same enemy. Disarm attempts do not receive this bonus.
-
[B]High Templar [/B][General]
+
 
 +
 
 +
'''High Templar''' [General]
 +
 
You are one of the leaders in the defense of your faith.
You are one of the leaders in the defense of your faith.
-
[B]Prerequisites: [/B]Wisdom 15+, Knowledge (religion) 12 or more ranks, incapable of casting 0th-level spells, patron deity, Proven Templar, Templar.
 
-
[B]Benefit: [/B]Your patron deity affords you a +3 divine bonus to attack rolls, AC & saving throws. Your patron deity also affords you a +3 divine bonus to damage rolls & skill checks. These bonuses overlap (do not stack with) the bonuses granted by the Proven Templar feat.
 
-
[B]Special: [/B]If you violate the code of conduct required by your god, you lose access to the benefits granted by High Templar until you have received an [I]atonement [/I]exclusively to restore same. If you at any time become capable of casting 0th-level spells through your own power, you lose the benefits of this feat permanently. A fighter or a monk may select High Templar as one of his bonus feats.
 
-
[B]Improved Parry [/B][General]
+
'''Prerequisites:''' Wisdom 15+, Knowledge (religion) 12 or more ranks, incapable of casting 0th-level spells, patron deity, Proven Templar, Templar.
 +
 
 +
'''Benefit:''' Your patron deity affords you a +3 divine bonus to attack rolls, AC & saving throws. Your patron deity also affords you a +3 divine bonus to damage rolls & skill checks. These bonuses overlap (do not stack with) the bonuses granted by the Proven Templar feat.
 +
 
 +
'''Special:''' If you violate the code of conduct required by your god, you lose access to the benefits granted by High Templar until you have received an [I]atonement [/I]exclusively to restore same. If you at any time become capable of casting 0th-level spells through your own power, you lose the benefits of this feat permanently. A fighter or a monk may select High Templar as one of his bonus feats.
 +
 
 +
 
 +
 
 +
'''Improved Parry''' [General]
 +
 
You are quite practiced in the art of deflecting weapon strikes.
You are quite practiced in the art of deflecting weapon strikes.
-
[B]Prerequisites: [/B]Dexterity 17+, Combat Reflexes, Parry, BAB +5 or more.
 
-
[B]Benefit: [/B]You can make a number of parry attempts per round equal to your Dexterity bonus. Each parry attempt is a free action. The DC for the Reflex save is 12 + your opponent’s BAB. In all other respects, each attempt follows the standard rules for a parry (see the Parry feat for details).
 
-
[B]Special: [/B]A fighter may select Improved Parry as one of his fighter bonus feats.
 
-
[B]Improved Ritual Potency [/B][General]
+
'''Prerequisites:''' Dexterity 17+, Combat Reflexes, Parry, BAB +5 or more.
 +
 
 +
'''Benefit:''' You can make a number of parry attempts per round equal to your Dexterity bonus. Each parry attempt is a free action. The DC for the Reflex save is 12 + your opponent’s BAB. In all other respects, each attempt follows the standard rules for a parry (see the Parry feat for details).
 +
 
 +
'''Special:''' A fighter may select Improved Parry as one of his fighter bonus feats.
 +
 
 +
 
 +
 
 +
'''Improved Ritual Potency''' [General]
 +
 
Your insight into the workings of magical rituals is legendary.
Your insight into the workings of magical rituals is legendary.
-
[B]Prerequisites: [/B]Wisdom 17+, Ritual Lore, Ritual Potency
 
-
[B]Benefit: [/B]You gain a +5 competence bonus on all skill checks & saving throws related to the casting of a magical ritual.
 
-
[B]Industrious [/B][General]
+
'''Prerequisites:''' Wisdom 17+, Ritual Lore, Ritual Potency
 +
 
 +
'''Benefit:''' You gain a +5 competence bonus on all skill checks & saving throws related to the casting of a magical ritual.
 +
 
 +
 
 +
 
 +
'''Industrious''' [General]
 +
 
Through hard work, you excel in a specific profession.
Through hard work, you excel in a specific profession.
-
[B]Prerequisites: [/B]Profession (any) 5 or more ranks.
 
-
[B]Benefit: [/B]You gain a +4 bonus on Profession checks pertaining to one specific vocation, such as Profession (Merchant) or Profession (Tax Collector). This bonus cannot be applied to Profession checks pertaining to other vocations.
 
-
[B]Special: [/B]This feat can be taken multiple times. Each time you take this feat, you can choose another vocation to apply this bonus to, or add another +4 bonus to the same vocation.
 
-
[B]Inspired Artist [/B][General]
+
'''Prerequisites:''' Profession (any) 5 or more ranks.
 +
 
 +
'''Benefit:''' You gain a +4 bonus on Profession checks pertaining to one specific vocation, such as Profession (Merchant) or Profession (Tax Collector). This bonus cannot be applied to Profession checks pertaining to other vocations.
 +
 
 +
'''Special:''' This feat can be taken multiple times. Each time you take this feat, you can choose another vocation to apply this bonus to, or add another +4 bonus to the same vocation.
 +
 
 +
 
 +
 
 +
'''Inspired Artist''' [General]
 +
 
Through innate talent, you excel in a specific art.
Through innate talent, you excel in a specific art.
-
[B]Prerequisites: [/B]Perform (any) 5 or more ranks.
 
-
[B]Benefit: [/B]You gain a +4 bonus on Perform checks pertaining to one specific artistic category, such as Perform (Dance) or Perform (Oratory). This bonus cannot be applied to Perform checks pertaining to other artistic categories.
 
-
[B]Special: [/B]This feat can be taken multiple times. Each time you take this feat, you can choose another artistic category to apply this bonus to, or add another +4 bonus to the same artistic category.
 
-
[B]Intuition [/B][General]
+
'''Prerequisites:''' Perform (any) 5 or more ranks.
 +
 
 +
'''Benefit:''' You gain a +4 bonus on Perform checks pertaining to one specific artistic category, such as Perform (Dance) or Perform (Oratory). This bonus cannot be applied to Perform checks pertaining to other artistic categories.
 +
 
 +
'''Special:''' This feat can be taken multiple times. Each time you take this feat, you can choose another artistic category to apply this bonus to, or add another +4 bonus to the same artistic category.
 +
 
 +
 
 +
 
 +
'''Intuition''' [General]
 +
 
You have an uncanny insight that often serves to your advantage.
You have an uncanny insight that often serves to your advantage.
-
[B]Prerequisites: [/B]Wisdom 13+.
 
-
[B]Benefit: [/B]When striking at a target with concealment or total concealment, decrease your miss chance by 10%. When striking at a foe protected by a [I]mirror image [/I]spell, you have double the chance of striking the true caster. You get a +10 bonus on Spot checks to discern an invisible creature.
 
-
[B]Special: [/B]If you have the Alertness, Awareness, or Perceptive feats, your miss chance is decreased by 20% total.
 
-
[B]Lion’s Leap [/B][General]
+
'''Prerequisites:''' Wisdom 13+.
 +
 
 +
'''Benefit:''' When striking at a target with concealment or total concealment, decrease your miss chance by 10%. When striking at a foe protected by a [I]mirror image [/I]spell, you have double the chance of striking the true caster. You get a +10 bonus on Spot checks to discern an invisible creature.
 +
 
 +
'''Special:''' If you have the Alertness, Awareness, or Perceptive feats, your miss chance is decreased by 20% total.
 +
 
 +
 
 +
 
 +
'''Lion’s Leap''' [General]
 +
 
You have trained to rush forward into combat, using your momentum to lead into your attack.
You have trained to rush forward into combat, using your momentum to lead into your attack.
-
[B]Prerequisites: [/B]Dexterity 13+, BAB +4 or more, Quick Pace.
 
-
[B]Benefit: [/B]You gain Pounce as a special ability. When a character with this special attack makes a charge, it can follow with a full attack. This includes rake attacks, for creatures that possess them.
 
-
[B]Normal: [/B]Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.
 
-
[B]Special: [/B]An aazlai character can take this feat without the Quick Pace feat prerequisite.
 
-
[B]Murderous Intent [/B][General]
+
'''Prerequisites:''' Dexterity 13+, BAB +4 or more, Quick Pace.
 +
 
 +
'''Benefit:''' You gain Pounce as a special ability. When a character with this special attack makes a charge, it can follow with a full attack. This includes rake attacks, for creatures that possess them.
 +
 
 +
'''Normal:''' Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.
 +
 
 +
'''Special:''' An aazlai character can take this feat without the Quick Pace feat prerequisite.
 +
 
 +
 
 +
 
 +
'''Murderous Intent''' [General]
 +
 
Your drive to kill gives you insight, focus & an efficient grasp of your objectives.
Your drive to kill gives you insight, focus & an efficient grasp of your objectives.
-
[B]Prerequisites: [/B]Death Attack class feature.
 
-
[B]Benefit: [/B]You need only one round of study to assess a target for your death attack. Your death attack is made at +1 DC. You must still make your attempt within 3 rounds of having studied your target.
 
-
[B]Normal: [/B]You must study your target for three rounds before attempting a death attack.
 
-
[B]Nature’s Ally [/B][General]
+
'''Prerequisites:''' Death Attack class feature.
 +
 
 +
'''Benefit:''' You need only one round of study to assess a target for your death attack. Your death attack is made at +1 DC. You must still make your attempt within 3 rounds of having studied your target.
 +
 
 +
'''Normal:''' You must study your target for three rounds before attempting a death attack.
 +
 
 +
 
 +
 
 +
'''Nature’s Ally''' [General]
 +
 
Your respect for the world around you has been quietly answered, allowing you to tap more of nature’s powers.
Your respect for the world around you has been quietly answered, allowing you to tap more of nature’s powers.
-
[B]Prerequisites: [/B]Wisdom 15+, Ranger level 8th.
 
-
[B]Benefit: [/B]You gain an additional spell slot for each level of ranger spell you can cast.
 
-
[B]Never Say Die [/B][General]
+
'''Prerequisites:''' Wisdom 15+, Ranger level 8th.
 +
 
 +
'''Benefit:''' You gain an additional spell slot for each level of ranger spell you can cast.
 +
 
 +
 
 +
 
 +
'''Never Say Die''' [General]
 +
 
You are hard to kill, plain & simple.
You are hard to kill, plain & simple.
-
[B]Prerequisites: [/B]Constitution 13+, Endurance, Diehard.
 
-
[B]Benefit: [/B]You don’t die until your hit points are less than 0 minus your Constitution score. For instance, if your Constitution score was 16, & your hit points were -15 or above, then you would be Disabled, Dying, or Stable; you would not be Dead until your hit points were -16 or below.
 
-
[B]Normal: [/B]You die when your hit points drop to -10 or below.
 
-
[B]Special: [/B]A fighter may select Never Say Die as one of his fighter bonus feats.
 
-
[B]Parry [/B][General]
+
'''Prerequisites:''' Constitution 13+, Endurance, Diehard.
 +
 
 +
'''Benefit:''' You don’t die until your hit points are less than 0 minus your Constitution score. For instance, if your Constitution score was 16, & your hit points were -15 or above, then you would be Disabled, Dying, or Stable; you would not be Dead until your hit points were -16 or below.
 +
 
 +
'''Normal:''' You die when your hit points drop to -10 or below.
 +
 
 +
'''Special:''' A fighter may select Never Say Die as one of his fighter bonus feats.
 +
 
 +
 
 +
 
 +
'''Parry''' [General]
 +
 
You are able to deflect an opponent’s blows with your weapon.
You are able to deflect an opponent’s blows with your weapon.
-
[B]Prerequisites: [/B]Dexterity 13+, BAB +3 or more.
 
-
[B]Benefit: [/B]Once per round, you can make a Reflex save as an immediate action. Upon a successful save, you can deflect one strike from an opponent. This strike must be from a manufactured melee weapon; natural weapons, unarmed strikes, & ranged attacks cannot be parried, nor can spells or spell-like abilities that do not involve a melee weapon. A parried attack deals no damage. The DC for the Reflex save is 15 + your opponent’s BAB. If you perform a parry, you can make one less attack of opportunity that round; if you have made all of your attacks of opportunity that round, you cannot perform a parry. You must be aware of an attack, & not flat-footed, in order to parry it; also, you can only parry with a manufactured melee weapon (monks may also use their Unarmed Strike to parry).
 
-
[B]Special: [/B]A fighter may select Parry as one of his fighter bonus feats.
 
-
[B]Path of the Traveling Moon [/B][General]
+
'''Prerequisites:''' Dexterity 13+, BAB +3 or more.
 +
 
 +
'''Benefit:''' Once per round, you can make a Reflex save as an immediate action. Upon a successful save, you can deflect one strike from an opponent. This strike must be from a manufactured melee weapon; natural weapons, unarmed strikes, & ranged attacks cannot be parried, nor can spells or spell-like abilities that do not involve a melee weapon. A parried attack deals no damage. The DC for the Reflex save is 15 + your opponent’s BAB. If you perform a parry, you can make one less attack of opportunity that round; if you have made all of your attacks of opportunity that round, you cannot perform a parry. You must be aware of an attack, & not flat-footed, in order to parry it; also, you can only parry with a manufactured melee weapon (monks may also use their Unarmed Strike to parry).
 +
 
 +
'''Special:''' A fighter may select Parry as one of his fighter bonus feats.
 +
 
 +
 
 +
 
 +
'''Path of the Traveling Moon''' [General]
 +
 
You have the uncanny ability to leap a short distance in the blink of an eye.
You have the uncanny ability to leap a short distance in the blink of an eye.
-
[B]Prerequisites: [/B]Dexterity 15+, Uncanny Dodge class feature.
 
-
[B]Benefit: [/B]A number of times per day equal to your Dexterity bonus, you may move up to 10’ away as an immediate action. There must not be any physical barrier between yourself & your destination, & you may not move to a raised elevation above your waist level. You may not use this ability in response to an attack of which you are unaware.
 
-
[B]Poison Use [/B][General]
+
'''Prerequisites:''' Dexterity 15+, Uncanny Dodge class feature.
 +
 
 +
'''Benefit:''' A number of times per day equal to your Dexterity bonus, you may move up to 10’ away as an immediate action. There must not be any physical barrier between yourself & your destination, & you may not move to a raised elevation above your waist level. You may not use this ability in response to an attack of which you are unaware.
 +
 
 +
 
 +
 
 +
'''Poison Use''' [General]
 +
 
You are familiar with the safe use of poisons & other toxic materials.
You are familiar with the safe use of poisons & other toxic materials.
-
[B]Prerequisites: [/B]Craft (alchemy) 4 or more ranks, Brew Potion.
 
-
[B]Benefit: [/B]You are trained in the use of poison, & never risk accidentally poisoning themselves when applying poison to a blade or other object. This is the same ability that a 1st-level assassin gains.
 
-
[B]Productive [/B][General]
+
'''Prerequisites:''' Craft (alchemy) 4 or more ranks, Brew Potion.
 +
 
 +
'''Benefit:''' You are trained in the use of poison, & never risk accidentally poisoning themselves when applying poison to a blade or other object. This is the same ability that a 1st-level assassin gains.
 +
 
 +
 
 +
 
 +
'''Productive''' [General]
 +
 
Through efficiency & skill, you excel in a specific craft.
Through efficiency & skill, you excel in a specific craft.
-
[B]Prerequisites: [/B]Craft (any) 5 or more ranks.
 
-
[B]Benefit: [/B]You gain a +4 bonus on Craft checks pertaining to one specific expertise, such as Craft (Alchemy) or Craft (Weapon). This bonus cannot be applied to Craft checks pertaining to other expertises.
 
-
[B]Special: [/B]This feat can be taken multiple times. Each time you take this feat, you can choose another expertise to apply this bonus to, or add another +4 bonus to the same expertise.
 
-
[B]Proven Templar [/B][General]
+
'''Prerequisites:''' Craft (any) 5 or more ranks.
 +
 
 +
'''Benefit:''' You gain a +4 bonus on Craft checks pertaining to one specific expertise, such as Craft (Alchemy) or Craft (Weapon). This bonus cannot be applied to Craft checks pertaining to other expertises.
 +
 
 +
'''Special:''' This feat can be taken multiple times. Each time you take this feat, you can choose another expertise to apply this bonus to, or add another +4 bonus to the same expertise.
 +
 
 +
 
 +
 
 +
'''Proven Templar''' [General]
 +
 
You have established yourself among the greatest protectors of your faith.
You have established yourself among the greatest protectors of your faith.
-
[B]Prerequisites: [/B]Wisdom 13+, Knowledge (religion) 9 or more ranks, incapable of casting 0th-level spells, patron deity, Templar.
 
-
[B]Benefit: [/B]Your patron deity affords you a +2 divine bonus to attack rolls, AC & saving throws. Your patron deity also affords you a +1 divine bonus to damage rolls & skill checks. These bonuses overlap (do not stack with) the bonuses granted by the Templar feat.
 
-
[B]Special: [/B]If you violate the code of conduct required by your god, you lose access to the benefits granted by Proven Templar until you have received an [I]atonement [/I]exclusively to restore same. If you at any time become capable of casting 0th-level spells through your own power, you lose the benefits of this feat permanently. A fighter or a monk may select Proven Templar as one of his bonus feats.
 
-
[B]Quick Pace [/B][General]
+
'''Prerequisites:''' Wisdom 13+, Knowledge (religion) 9 or more ranks, incapable of casting 0th-level spells, patron deity, Templar.
 +
 
 +
'''Benefit:''' Your patron deity affords you a +2 divine bonus to attack rolls, AC & saving throws. Your patron deity also affords you a +1 divine bonus to damage rolls & skill checks. These bonuses overlap (do not stack with) the bonuses granted by the Templar feat.
 +
 
 +
'''Special:''' If you violate the code of conduct required by your god, you lose access to the benefits granted by Proven Templar until you have received an [I]atonement [/I]exclusively to restore same. If you at any time become capable of casting 0th-level spells through your own power, you lose the benefits of this feat permanently. A fighter or a monk may select Proven Templar as one of his bonus feats.
 +
 
 +
 
 +
 
 +
'''Quick Pace''' [General]
 +
 
You have trained yourself to move more rapidly.
You have trained yourself to move more rapidly.
-
[B]Prerequisites: [/B]Dexterity 13+.
 
-
[B]Benefit: [/B]Increase your ground movement speed by 10’.
 
-
[B]Special: [/B]A monk may select Quick Pace as a bonus feat at 1st level.
 
-
[B]Reflective Soul [/B][General]
+
'''Prerequisites:''' Dexterity 13+.
 +
 
 +
'''Benefit:''' Increase your ground movement speed by 10’.
 +
 
 +
'''Special:''' A monk may select Quick Pace as a bonus feat at 1st level.
 +
 
 +
 
 +
 
 +
'''Reflective Soul''' [General]
 +
 
You are able to empty your mind of worldly concerns, entering a meditative state where you can focus on your chosen task.
You are able to empty your mind of worldly concerns, entering a meditative state where you can focus on your chosen task.
-
[B]Prerequisites: [/B]Wisdom 13+, Concentration 5 or more ranks.
 
-
[B]Benefit: [/B]You gain a +4 bonus on all Concentration checks.
 
-
[B]Ritual Lore [/B][General]
+
'''Prerequisites:''' Wisdom 13+, Concentration 5 or more ranks.
 +
 
 +
'''Benefit:''' You gain a +4 bonus on all Concentration checks.
 +
 
 +
 
 +
 
 +
'''Ritual Lore''' [General]
 +
 
You have learned the mysteries & intricacies of a single ritual.
You have learned the mysteries & intricacies of a single ritual.
-
[B]Benefit: [/B]Select one ritual; you may perform that ritual, & create tablets of that ritual. If you have the Scribe Scroll feat, you may prepare scrolls of your chosen ritual as well.
 
-
[B]Special: [/B]You may take this feat multiple times. Each time you take this feat, choose a new ritual to learn.
 
-
[B]Ritual Potency [/B][General]
+
'''Benefit:''' Select one ritual; you may perform that ritual, & create tablets of that ritual. If you have the Scribe Scroll feat, you may prepare scrolls of your chosen ritual as well.
 +
 
 +
'''Special:''' You may take this feat multiple times. Each time you take this feat, choose a new ritual to learn.
 +
 
 +
 
 +
 
 +
'''Ritual Potency''' [General]
 +
 
You have a keen insight into the workings of magical rituals.
You have a keen insight into the workings of magical rituals.
-
[B]Prerequisites: [/B]Wisdom 15+, Ritual Lore
 
-
[B]Benefit: [/B]You gain a +2 competence bonus on all skill checks & saving throws related to the casting of a magical ritual.
 
-
[B]Scorpion’s Sting [/B][General]
+
'''Prerequisites:''' Wisdom 15+, Ritual Lore
 +
 
 +
'''Benefit:''' You gain a +2 competence bonus on all skill checks & saving throws related to the casting of a magical ritual.
 +
 
 +
 
 +
 
 +
'''Scorpion’s Sting''' [General]
 +
 
Your two-weapon style involves sudden, unpredictable strikes from your secondary weapon.
Your two-weapon style involves sudden, unpredictable strikes from your secondary weapon.
-
[B]Prerequisites: [/B]Dexterity 17+, Improved Combat Style class feature, BAB +6 or more, Two-Weapon Fighting, Improved Two-Weapon Fighting.
 
-
[B]Benefit: [/B]If you score a successful hit with your primary weapon, your secondary weapon's first hit in a round deals an extra 2d6 sneak attack damage.
 
-
[B]Second Vasrah [/B][General]
+
'''Prerequisites:''' Dexterity 17+, Improved Combat Style class feature, BAB +6 or more, Two-Weapon Fighting, Improved Two-Weapon Fighting.
 +
 
 +
'''Benefit:''' If you score a successful hit with your primary weapon, your secondary weapon's first hit in a round deals an extra 2d6 sneak attack damage.
 +
 
 +
 
 +
 
 +
'''Second Vasrah''' [General]
 +
 
Your meditation has shown you the easy path, the Second Vasrah, giving you great skill with little effort.
Your meditation has shown you the easy path, the Second Vasrah, giving you great skill with little effort.
-
[B]Prerequisites: [/B]Wisdom 15+, Improved Unarmed Strike, Base Vasrah.
 
-
[B]Benefit: [/B]You gain four skill points, which you must spend when you take this feat. When you next attain a level, you may select a bonus feat from the following list: You need not meet the prerequisites of these feats to select them.
 
-
[B]Normal: [/B]You must meet the prerequisites of feats you select.
 
-
[B]Snake’s Tongue [/B][General]
+
'''Prerequisites:''' Wisdom 15+, Improved Unarmed Strike, Base Vasrah.
 +
 
 +
'''Benefit:''' You gain four skill points, which you must spend when you take this feat. When you next attain a level, you may select a bonus feat from the following list: You need not meet the prerequisites of these feats to select them.
 +
 
 +
'''Normal:''' You must meet the prerequisites of feats you select.
 +
 
 +
 
 +
 
 +
'''Snake’s Tongue''' [General]
 +
 
You are an accomplished flatterer, flirt & liar.
You are an accomplished flatterer, flirt & liar.
-
[B]Prerequisites: [/B]Charisma 13+, Bluff 5 or more ranks, Persuasive.
 
-
[B]Benefit: [/B]You may substitute Bluff checks for Diplomacy checks or Intimidate checks. You may attempt such a substitute check if an initial Diplomacy check or Intimidate check has failed. Your Charisma score is effectively 2 points higher for determining skill bonuses & when making Charisma checks.
 
-
[B]Normal: [/B]When an initial Diplomacy check or Intimidate check fails, you are unable to retry.
 
-
[B]Special: [/B]A bard instead treats his Charisma score as effectively 5 points higher.
 
-
[B]Sniper [/B][General]
+
'''Prerequisites:''' Charisma 13+, Bluff 5 or more ranks, Persuasive.
 +
 
 +
'''Benefit:''' You may substitute Bluff checks for Diplomacy checks or Intimidate checks. You may attempt such a substitute check if an initial Diplomacy check or Intimidate check has failed. Your Charisma score is effectively 2 points higher for determining skill bonuses & when making Charisma checks.
 +
 
 +
'''Normal:''' When an initial Diplomacy check or Intimidate check fails, you are unable to retry.
 +
 
 +
'''Special:''' A bard instead treats his Charisma score as effectively 5 points higher.
 +
 
 +
 
 +
 
 +
'''Sniper''' [General]
 +
 
You are an expert when it comes to hitting targets with ranged weapons.
You are an expert when it comes to hitting targets with ranged weapons.
-
[B]Prerequisites: [/B]Dexterity 19+, Point-Blank Shot, Precise Shot, Improved Precise Shot
 
-
[B]Benefit: [/B]If your opponent is flat-footed, & you have prepared a ranged attack as a readied action, then that attack will be an automatic critical upon a successful hit.
 
-
[B]Special: [/B]A fighter may select Sniper as one of his fighter bonus feats.
 
-
[B]Stroke of Luck [/B][General]
+
'''Prerequisites:''' Dexterity 19+, Point-Blank Shot, Precise Shot, Improved Precise Shot
 +
 
 +
'''Benefit:''' If your opponent is flat-footed, & you have prepared a ranged attack as a readied action, then that attack will be an automatic critical upon a successful hit.
 +
 
 +
'''Special:''' A fighter may select Sniper as one of his fighter bonus feats.
 +
 
 +
 
 +
 
 +
'''Stroke of Luck''' [General]
 +
 
The Lord of Finery, Adimas, seems to bless your path, as your luck is sometimes incredible.
The Lord of Finery, Adimas, seems to bless your path, as your luck is sometimes incredible.
-
[B]Prerequisites: [/B]Blessed by Fate, Fortunate Soul.
 
-
[B]Benefit: [/B]Once per day, you can apply a +3 luck bonus to a single saving throw of your choice.
 
-
[B]Surging Palm [/B][General]
+
'''Prerequisites:''' Blessed by Fate, Fortunate Soul.
 +
 
 +
'''Benefit:''' Once per day, you can apply a +3 luck bonus to a single saving throw of your choice.
 +
 
 +
 
 +
 
 +
'''Surging Palm''' [General]
 +
 
Your strikes can knock foes back some distance.
Your strikes can knock foes back some distance.
-
[B]Prerequisites: [/B]Unarmed Strike class feature, Forceful Hand.
 
-
[B]Benefit: [/B]Your use of Forceful Hand is increased. When using your Forceful Hand, you gain a +2 competence bonus to your opposed Strength check with your opponent. If you succeed that check, then you knock your opponent back 1d4 × 5’ with your strike. Your opponent must then make a Balance check (DC12 + your grapple modifier) or fall prone.
 
-
[B]Normal: [/B]If you succeed the opposed Strength check with your opponent, then you push your opponent back 5’ with your strike. Your opponent must then make a Balance check (DC10 + your grapple modifier) or fall prone.
 
-
[B]Special: [/B]A monk may select Surging Palm as a bonus feat.
 
-
[B]Switch Hands [/B][General]
+
'''Prerequisites:''' Unarmed Strike class feature, Forceful Hand.
 +
 
 +
'''Benefit:''' Your use of Forceful Hand is increased. When using your Forceful Hand, you gain a +2 competence bonus to your opposed Strength check with your opponent. If you succeed that check, then you knock your opponent back 1d4 × 5’ with your strike. Your opponent must then make a Balance check (DC12 + your grapple modifier) or fall prone.
 +
 
 +
'''Normal:''' If you succeed the opposed Strength check with your opponent, then you push your opponent back 5’ with your strike. Your opponent must then make a Balance check (DC10 + your grapple modifier) or fall prone.
 +
 
 +
'''Special:''' A monk may select Surging Palm as a bonus feat.
 +
 
 +
 
 +
 
 +
'''Switch Hands''' [General]
 +
 
You can juggle the items that you are carrying, switching hands at will.
You can juggle the items that you are carrying, switching hands at will.
-
[B]Prerequisites: [/B]Dexterity 15+.
 
-
[B]Benefit: [/B]If you are carrying an item in each hand, you can toss each of them in the air & catch them in opposite hands as a swift action. This allows you to use a weapon or a shield in your primary hand, & then switch them with whatever you have in your off hand.
 
-
[B]Normal: [/B]It takes a full-round action to switch two items between hands.
 
-
[B]Special: [/B]A fighter may select Trick Shot as one of his fighter bonus feats.
 
-
[B]Templar [/B][General]
+
'''Prerequisites:''' Dexterity 15+.
 +
 
 +
'''Benefit:''' If you are carrying an item in each hand, you can toss each of them in the air & catch them in opposite hands as a swift action. This allows you to use a weapon or a shield in your primary hand, & then switch them with whatever you have in your off hand.
 +
 
 +
'''Normal:''' It takes a full-round action to switch two items between hands.
 +
 
 +
'''Special:''' A fighter may select Trick Shot as one of his fighter bonus feats.
 +
 
 +
 
 +
 
 +
'''Templar''' [General]
 +
 
You owe fealty to a deity & serve as a protector of the faith.
You owe fealty to a deity & serve as a protector of the faith.
-
[B]Prerequisites: [/B]Wisdom 13+, Knowledge (religion) 5 or more ranks, incapable of casting 0th-level spells, patron deity.
 
-
[B]Benefit: [/B]Your patron deity affords you a +1 divine bonus to attack rolls, AC & saving throws.
 
-
[B]Special: [/B]If you violate the code of conduct required by your god, you lose access to the benefits granted by Templar until you have received an [I]atonement [/I]exclusively to restore same. If you at any time become capable of casting 0th-level spells through your own power, you lose the benefits of this feat permanently. A fighter or a monk may select Templar as one of his bonus feats.
 
-
[B]Third Vasrah [/B][General]
+
'''Prerequisites:''' Wisdom 13+, Knowledge (religion) 5 or more ranks, incapable of casting 0th-level spells, patron deity.
 +
 
 +
'''Benefit:''' Your patron deity affords you a +1 divine bonus to attack rolls, AC & saving throws.
 +
 
 +
'''Special:''' If you violate the code of conduct required by your god, you lose access to the benefits granted by Templar until you have received an [I]atonement [/I]exclusively to restore same. If you at any time become capable of casting 0th-level spells through your own power, you lose the benefits of this feat permanently. A fighter or a monk may select Templar as one of his bonus feats.
 +
 
 +
 
 +
 
 +
'''Third Vasrah''' [General]
 +
 
Your meditation has taken you to the difficult path, the Third Vasrah, where your will must have supremacy over physical limitations.
Your meditation has taken you to the difficult path, the Third Vasrah, where your will must have supremacy over physical limitations.
-
[B]Prerequisites: [/B]Wisdom 17+, Improved Unarmed Strike, Base Vasrah, Second Vasrah.
 
-
[B]Benefit: [/B]You may substitute your Wisdom score for your Strength score. This includes any increases to Wisdom from spells & other effects, as well as the virtual Wisdom from Base Vasrah. This substitution fails if your Strength is reduced below 1.
 
-
[B]Special: [/B]If your Wisdom score is reduced, drained or damaged, you immediately lose the benefits of this feat for the remainder of the day.
 
-
[B]Topple [/B][General]
+
'''Prerequisites:''' Wisdom 17+, Improved Unarmed Strike, Base Vasrah, Second Vasrah.
 +
 
 +
'''Benefit:''' You may substitute your Wisdom score for your Strength score. This includes any increases to Wisdom from spells & other effects, as well as the virtual Wisdom from Base Vasrah. This substitution fails if your Strength is reduced below 1.
 +
 
 +
'''Special:''' If your Wisdom score is reduced, drained or damaged, you immediately lose the benefits of this feat for the remainder of the day.
 +
 
 +
 
 +
 
 +
'''Topple''' [General]
 +
 
You are accomplished at overcoming obstacles greater than yourself.
You are accomplished at overcoming obstacles greater than yourself.
-
[B]Prerequisites: [/B]BAB +5 or more.
 
-
[B]Benefit: [/B]Against creatures at least one size category larger than your natural form, you gain a +1 attack bonus for each size category they are above you, to a maximum of +5.
 
-
[B]Special: [/B]A fighter may select Topple as one of his fighter bonus feats.
 
-
[B]Treacherous [/B][General]
+
'''Prerequisites:''' BAB +5 or more.
 +
 
 +
'''Benefit:''' Against creatures at least one size category larger than your natural form, you gain a +1 attack bonus for each size category they are above you, to a maximum of +5.
 +
 
 +
'''Special:''' A fighter may select Topple as one of his fighter bonus feats.
 +
 
 +
 
 +
 
 +
'''Treacherous''' [General]
 +
 
You have a talent for telling lies & keeping secrets.
You have a talent for telling lies & keeping secrets.
-
[B]Benefit: [/B]You get a +2 bonus on all Bluff checks & Disguise checks.
 
-
[B]Special: [/B]This feat is the equivalent of Deceitful as a prerequisite.
 
-
[B]Trick Shot [/B][General]
+
'''Benefit:''' You get a +2 bonus on all Bluff checks & Disguise checks.
 +
 
 +
'''Special:''' This feat is the equivalent of Deceitful as a prerequisite.
 +
 
 +
 
 +
 
 +
'''Trick Shot''' [General]
 +
 
You have honed your sharpshooting skills to the point where you can actually shoot around corners.
You have honed your sharpshooting skills to the point where you can actually shoot around corners.
-
[B]Prerequisites: [/B]Dexterity 19+, Point-Blank Shot, Precise Shot, Improved Precise Shot.
 
-
[B]Benefit: [/B]You can fire a projectile weapon at any square within range, even those squares that are out of sight due to intervening objects. Your projectile travels around solid objects, incurring range penalties as applicable for the full distance that it travels to reach the targeted square. The projectile can still be blocked by unavoidable obstacles, such as when targeting a square within a room with closed doors. When you are targeting a square that is blocked from view, you can hit creatures within that square, ignoring any cover relative to you. However, concealment still applies, so a successful attack into a square occupied by an enemy with total concealment still has a 50% miss chance as normal. You can fire projectiles in this manner up to once per round.
 
-
[B]Special: [/B]A fighter may select Trick Shot as one of his fighter bonus feats.
 
-
[B]True Believer [/B][General]
+
'''Prerequisites:''' Dexterity 19+, Point-Blank Shot, Precise Shot, Improved Precise Shot.
 +
 
 +
'''Benefit:''' You can fire a projectile weapon at any square within range, even those squares that are out of sight due to intervening objects. Your projectile travels around solid objects, incurring range penalties as applicable for the full distance that it travels to reach the targeted square. The projectile can still be blocked by unavoidable obstacles, such as when targeting a square within a room with closed doors. When you are targeting a square that is blocked from view, you can hit creatures within that square, ignoring any cover relative to you. However, concealment still applies, so a successful attack into a square occupied by an enemy with total concealment still has a 50% miss chance as normal. You can fire projectiles in this manner up to once per round.
 +
 
 +
'''Special:''' A fighter may select Trick Shot as one of his fighter bonus feats.
 +
 
 +
 
 +
 
 +
'''True Believer''' [General]
 +
 
You are devoted to your deity's ideals, & your prayers reflect the deeper understanding of dogma to which you aspire.
You are devoted to your deity's ideals, & your prayers reflect the deeper understanding of dogma to which you aspire.
-
[B]Prerequisites: [/B]Wisdom 17+, Cleric level 10th, identical alignment to patron deity.
 
-
[B]Benefit: [/B]Choose one of your domains. Add its spells to your class spell list. You may prepare these spells in your standard spell slots in addition to your domain slots.
 
-
[B]Normal: [/B]Your domain spells may only be prepared in your domain slots.
 
-
[B]Special: [/B]If your alignment changes, even if your new alignment is still one step from your patron’s, you lose all benefits of this feat until you have received an atonement & your alignment once again matches your patron’s.
 
-
[B]Well-Versed [/B][General]
+
'''Prerequisites:''' Wisdom 17+, Cleric level 10th, identical alignment to patron deity.
 +
 
 +
'''Benefit:''' Choose one of your domains. Add its spells to your class spell list. You may prepare these spells in your standard spell slots in addition to your domain slots.
 +
 
 +
'''Normal:''' Your domain spells may only be prepared in your domain slots.
 +
 
 +
'''Special:''' If your alignment changes, even if your new alignment is still one step from your patron’s, you lose all benefits of this feat until you have received an atonement & your alignment once again matches your patron’s.
 +
 
 +
 
 +
 
 +
'''Well-Versed''' [General]
 +
 
Through diligence & research, you excel in a specific field of study.
Through diligence & research, you excel in a specific field of study.
-
[B]Prerequisites: [/B]Knowledge (any) 5 or more ranks.
 
-
[B]Benefit: [/B]You gain a +4 bonus on Knowledge checks pertaining to one specific field, such as Knowledge (Arcana) or Knowledge (Local). This bonus cannot be applied to Knowledge checks pertaining to other fields of study.
 
-
[B]Special: [/B]This feat can be taken multiple times. Each time you take this feat, you can choose another field of study to apply this bonus to, or add another +4 bonus to the same field of study.
 
-
[B]Zealous Faith [/B][General]
+
'''Prerequisites:''' Knowledge (any) 5 or more ranks.
 +
 
 +
'''Benefit:''' You gain a +4 bonus on Knowledge checks pertaining to one specific field, such as Knowledge (Arcana) or Knowledge (Local). This bonus cannot be applied to Knowledge checks pertaining to other fields of study.
 +
 
 +
'''Special:''' This feat can be taken multiple times. Each time you take this feat, you can choose another field of study to apply this bonus to, or add another +4 bonus to the same field of study.
 +
 
 +
 
 +
 
 +
'''Zealous Faith''' [General]
 +
 
Your piety & dedication have been rewarded with a greater trust of your deity's power.
Your piety & dedication have been rewarded with a greater trust of your deity's power.
-
[B]Prerequisites: [/B]Wisdom 15+, Zealous Prayer, Paladin level 11th.
 
-
[B]Benefit: [/B]Choose one of your patron deity's domains. You gain access to the domain power as a cleric of your paladin level. Add the first four domain spells to your class spell list.
 
-
[B]Normal: [/B]Paladins have no access to cleric domains or domain powers.
 
-
[B]Special: [/B]If you fall from grace, you lose all benefits of this feat until you have received an [I]atonement [/I]exclusively to restore access to your domain.
 
-
[B]Zealous Prayer [/B][General]
+
'''Prerequisites:''' Wisdom 15+, Zealous Prayer, Paladin level 11th.
 +
 
 +
'''Benefit:''' Choose one of your patron deity's domains. You gain access to the domain power as a cleric of your paladin level. Add the first four domain spells to your class spell list.
 +
 
 +
'''Normal:''' Paladins have no access to cleric domains or domain powers.
 +
 
 +
'''Special:''' If you fall from grace, you lose all benefits of this feat until you have received an [I]atonement [/I]exclusively to restore access to your domain.
 +
 
 +
 
 +
 
 +
'''Zealous Prayer''' [General]
 +
 
Your ceaseless devotion & prayer have been acknowledged by your deity.
Your ceaseless devotion & prayer have been acknowledged by your deity.
-
[B]Prerequisites: [/B]Wisdom 15+, Paladin level 8th.
+
 
-
[B]Benefit: [/B]You gain an additional spell slot for each level of paladin spell you can cast.
+
'''Prerequisites:''' Wisdom 15+, Paladin level 8th.
-
[B]Special: [/B]If you fall from grace, you lose all benefits of this feat until you have received an [I]atonement [/I]exclusively to restore access to these slots.
+
 
 +
'''Benefit:''' You gain an additional spell slot for each level of paladin spell you can cast.
 +
 
 +
'''Special:''' If you fall from grace, you lose all benefits of this feat until you have received an [I]atonement [/I]exclusively to restore access to these slots.
 +
 
 +
 
==Metamagic==
==Metamagic==
-
[B]Energize Spell [/B][Metamagic]
+
 
 +
'''Energize Spell''' [Metamagic]
 +
 
You trace the elemental energies of genie magic into your spell.
You trace the elemental energies of genie magic into your spell.
-
[B]Benefit: [/B]When you select this feat, choose Air, Earth, Fire or Water. When preparing an energized spell, apply the chosen subtype to that spell. A creature with the opposed subtype (Air to Earth, Fire to Water) suffers a -4 penalty to spell resistance & saving throws against the energized spell. An energized spell uses up a spell slot one level higher than the spell’s actual level.
+
 
-
[B]Special: [/B]A sorcerer may cast an energized spell without increasing the casting time. A character with an elemental subtype must choose that same subtype when taking this feat, but the energized spell’s level is not raised by this feat.
+
'''Benefit:''' When you select this feat, choose Air, Earth, Fire or Water. When preparing an energized spell, apply the chosen subtype to that spell. A creature with the opposed subtype (Air to Earth, Fire to Water) suffers a -4 penalty to spell resistance & saving throws against the energized spell. An energized spell uses up a spell slot one level higher than the spell’s actual level.
 +
 
 +
'''Special:''' A sorcerer may cast an energized spell without increasing the casting time. A character with an elemental subtype must choose that same subtype when taking this feat, but the energized spell’s level is not raised by this feat.
=Magic Items=
=Magic Items=
Line 518: Line 954:
===Scabbard===
===Scabbard===
Magical scabbards can be worn in any amount; however, each scabbard can only confer its powers to one weapon at a time, and no weapon can employ the powers of more than one magical scabbard at a time.
Magical scabbards can be worn in any amount; however, each scabbard can only confer its powers to one weapon at a time, and no weapon can employ the powers of more than one magical scabbard at a time.
 +
 +
==New Item Properties==
 +
 +
'''Bloodthirsty'''
 +
 +
A bloodthirsty weapon is infused with a thirst for blood, & gains power from drawing blood from its victims. Only piercing or slashing melee weapons can be bloodthirsty. When initially unsheathed, the weapon has no attack or damage bonuses, other than those from other sources. Once the wielder has drawn blood from a foe with this weapon, however, it gains bonuses against any foe whose blood has wet the weapon’s blade. These bonuses are negated once the weapon is re-sheathed.
 +
 +
Strong necromancy; CL 7th (+1), CL 10th (+2), CL 13th (+3), CL 16th (+4), CL 19th (+5); Craft Magic Arms & Armor, ''vampiric touch''; price varies (+1 to +5 bonus).
 +
 +
 +
'''Concealing'''
 +
 +
A concealing weapon is one that can be magically disguised as a non-weapon. Upon command, the weapon changes shape & form to assume the appearance of a normal piece of jewelry (belt, bracelet or ring are the most popular options). The weapon takes up the magic item slot that a wondrous item of the same type would normally occupy, & that slot must be empty in order for this effect to function. The weapon retains all its properties (including weight) when concealed; concealment &/or un-concealment takes one full round. Only a true seeing spell or similar magic reveals the true nature of the weapon when concealed. Switching between weapon & item forms is a swift action.
 +
 +
Moderate transmutation; CL 10th; Craft Magic Arms & Armor, ''alter self''; price +1 bonus.
 +
 +
 +
'''Curative'''
 +
 +
A curative weapon is one that can be used to heal as well as harm. Upon a successful hit, this weapon can restore a number of hit points to the struck creature equal to the damage such a hit would normally have inflicted. This can be done a number of times per day equal to the wielder’s Wisdom bonus, if any (minimum once per day). At all other times, this weapon damages creatures like any other weapon would on a successful hit. The wielder must decide to use this effect before their attack roll. This effect can only be used on living creatures; objects, constructs, & the undead are always struck normally. Extra damage from tactics such as sneak attacks or temporary ability score enhancements such as bull’s strength does not increase this healing effect. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.
 +
 +
Moderate conjuration; CL 9th, Craft Magic Arms & Armor, ''cure light wounds''; price +1 bonus.
 +
 +
 +
'''Destructive'''
 +
 +
A destructive weapon is one that gives the wielder an intuitive insight that can be used against opponents. Four times per day, the wielder can apply a +5 insight bonus to a single attack roll. Also, the wielder is not affected by the miss chance that applies to attackers trying to strike a concealed target, but only while this insight bonus is active.
 +
 +
Moderate divination; CL 12th, Craft Magic Arms & Armor, ''true strike''; price +1 bonus.
 +
 +
 +
'''Diurnal'''
 +
 +
A diurnal weapon is one that only works in the day. In the darkness, such as at night, in shadowy illumination, or in the presence of a spell with the [Darkness] descriptor, the weapon functions as if it were only a masterwork weapon. But when exposed to bright light or in the presence of a spell with the [Light] descriptor, the weapon functions as if its enhancement bonus were +2 higher than it normally would be. Also, this effect bypasses damage reduction as if it were a Good-aligned weapon. Any other special abilities that the weapon has will only function in the light. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.
 +
 +
Moderate evocation; CL 8th, Craft Magic Arms & Armor, ''daylight''; price +1 bonus.
 +
 +
 +
'''Escaping'''
 +
 +
An escaping armor is one that protects the wearer from excessive harm by transporting itself away. If the wearer gains certain status conditions (such as disabled, dying, staggered, or unconscious), then the wearer is teleported (via ''dimension door'') to the safest location within 1000’. This ability can only work once per hour, & if all locations within 1000’ are deadly (such as a large battlefield or inside a volcano), then the effect fails.
 +
 +
Moderate conjuration; CL 15th, Craft Magic Arms & Armor, ''dimension door''; price +6,500gp.
 +
 +
 +
'''Furious'''
 +
 +
A furious weapon is one that gives its wielder some of the benefits of a rage, like that of a barbarian. While this weapon is wielded, the wielder gains a +2 morale bonus to Strength & Constitution, a +1 morale bonus on Will saves, & a -2 penalty to their armor class. These effects end once the weapon is sheathed or otherwise not in use. Unlike a raging barbarian, the wielder does not suffer from fatigue when the effects end. While wielding this weapon, the wielder gains a +4 morale bonus to their Will save to resist a ''calm emotions'' spell.
 +
 +
Moderate enchantment; CL 6th, Craft Magic Arms & Armor, ''rage''; price +1 bonus.
 +
 +
 +
'''Heroic'''
 +
 +
A heroic weapon appears sedate but tastefully elegant. It grants a +3 bonus to attack & damage rolls made while using a form feat. Once per day, when the wielder is reduced to half of their total hit points or less, or is made the target of a death effect, its true power reveals itself. The weapon becomes bright & coppery, with golden whorls over the grip, & casts ''break enchantment'' & ''greater heroism'' on the wielder as an immediate action. A creature cannot gain any additional benefit from wielding more than one heroic weapon.
 +
 +
Strong abjuration & enchantment; CL 15th, Craft Magic Arms & Armor, ''break enchantment'', ''greater heroism''; price +2 bonus.
 +
 +
 +
'''Lethal'''
 +
 +
A lethal weapon is one that instantly kills any living being that touches its blade. Any creature struck by it must make a successful Fortitude save (DC12 + the wielder’s effective character level) or immediately die. In addition, even casual contact with the blade will cause this effect, so the wielder has a chance of exposing itself to this effect whenever it rolls a natural 1 on an attack roll. In such circumstances, the wielder must make a Reflex save (DC15) or accidentally expose itself to the weapons effect. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.
 +
 +
Strong necromancy; CL18th; Craft Magic Arms & Armor, ''slay living''; price +5 bonus.
 +
 +
 +
'''Lunacy'''
 +
 +
A lunacy weapon is one that inflicts madness upon the wielder’s enemies. Any opponent struck by such a weapon must make a Will save (DC15 + the wielder’s Charisma modifier). Upon a successful save, the weapon only deals damage to the opponent. But if the saving throw should fail, the opponent is rendered ''confused ''for 1d4+1 rounds. If a ''confused ''opponent is struck again by this weapon, it is allowed another saving throw (same DC as above), but the duration of the effect overlaps with itself (re-roll 1d4+1 for the duration). Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.
 +
 +
Moderate enchantment; CL 13th, Craft Magic Arms & Armor, ''confusion''; price +2 bonus.
 +
 +
 +
'''Maiming'''
 +
 +
A maiming weapon is one that prevents wounds caused by it to be fully healed. Any damage caused by a maiming weapon does not heal naturally, & cure or other healing spells are only 50% effective (divide restored hit points by 2 prior to application). A creature that has a maiming wound is sickened (takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, & ability checks) until their hit points are fully restored. A ''remove curse'' spell applied to the maimed creature will allow a maimed wound to heal normally, & a ''regenerate ''spell will restore lost hit points at 100% effectiveness. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.
 +
 +
Strong necromancy; CL 14th, Craft Magic Arms & Armor, ''inflict critical wounds''; price +2 bonus.
 +
 +
 +
'''Malicious'''
 +
 +
A malicious weapon is one that grants its wielder the power of pure hatred. Upon a successful strike, this weapon deals an extra 1d6 points of negative energy. Since undead are powered by negative energy, this effect cures such an undead opponent of a like amount of damage, rather than harming it. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.
 +
 +
Moderate necromancy; CL 6th, Craft Magic Arms & Armor, ''inflict light wounds''; price +1 bonus.
 +
 +
 +
'''Nocturnal'''
 +
 +
A nocturnal weapon is one that only works at night. When exposed to bright light or in the presence of a spell with the [Light] descriptor, the weapon functions as if it were only a masterwork weapon. But in the darkness, such as at night, in shadowy illumination, or in the presence of a spell with the [Darkness] descriptor, the weapon functions as if its enhancement bonus were +2 higher than it normally would be. Also, this effect bypasses damage reduction as if it were an Evil-aligned weapon. Any other special abilities that the weapon has will only function in the darkness. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.
 +
 +
Moderate evocation; CL 8th, Craft Magic Arms & Armor, ''darkness''; price +1 bonus.
 +
 +
 +
'''Parrying'''
 +
 +
A parrying weapon seems to flick its blade to counter the blows of opponents. The wielder of a parrying weapon is treated as if they had the Parry feat. If they already possess the Parry feat, they are instead treated as though they had the Improved Parry feat. This enchantment may only be applied to a melee weapon.
 +
 +
Moderate transmutation; CL 12th, Craft Magic Arms & Armor, Improved Parry, ''cat’s grace''; price +1 bonus.
 +
 +
 +
'''Personal'''
 +
 +
A personal weapon is one that only works for its legitimate owner. When wielded by a creature that is not its designated owner or has not been given permission by its designated owner to use it, it functions as if it were only a masterwork weapon. The weapon will also bestow one negative level each minute that it is held. These negative levels fade away once the weapon has been put down, at a rate of one per round. The weapon cannot bestow as many negative levels as the wielder possesses; the maximum negative levels a creature can gain from this effect is their total number of character levels - 1. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. The designated owner is set when the weapon is first crafted, & ownership can be later transferred, if desired. Also, if a personal weapon is used against its designated owner, it can only do non-lethal damage.
 +
 +
Faint abjuration; CL 16th, Craft Magic Arms & Armor, ''greater glyph of warding'' or ''guards & wards''; price +1 bonus.
 +
 +
 +
'''Quaking'''
 +
 +
A quaking weapon is one that can shake the very ground with its power. Upon a successful strike at the bare ground (AC0, hardness varying by material) that deals at least 3 points of damage (after hardness), the wielder can generate an ''earthquake ''(as per the spell), centered on the weapon. The wielder’s square is not affected by the tremors, so the wielder takes no direct damage from this effect. Only melee weapons can have this ability. This effect can be generated once per day; when not used to make earthquakes, the weapon functions as if its enhancement bonus were 1 higher than normal.
 +
 +
Strong evocation; CL 19th, Craft Magic Arms & Armor, ''earthquake''; price +3 bonus.
 +
 +
 +
'''Reforming'''
 +
 +
A reforming weapon can repair itself if broken. If sundered, the broken pieces can be placed back together like a jigsaw puzzle. If left undisturbed, the weapon will fuse back together again, making it like new; this effect retains all of the magical power that would normally be lost when a magic weapon is broken. This effect takes a number of days equal to the total weapon bonus. This effect cannot regenerate pieces that are missing, so all pieces must be recovered for this to function. This effect does not repair weapons that have been completely destroyed (IE disintegrated, ground to powder, melted, or vaporized).
 +
 +
Faint transmutation; CL 5th, Craft Magic Arms & Armor, ''mending''; price +1 bonus.
 +
 +
 +
'''Retributive'''
 +
 +
A retributive shield has a dark sheen over its face. When the bearer takes damage, the shield’s face glows with a cold gray light. Opponents within 30’ suffer a -2 morale penalty to attack rolls & to their AC against the bearer for the next round. Three times per day, the bearer may activate the shield’s true power as an immediate action in response to an attack. When damaged by a foe, the bearer may make an attack of opportunity against that foe (even if it would exceed his normal limit) that deals an extra 3d6 points of damage. This ability cannot be combined with the Animated shield ability.
 +
 +
Strong evocation & necromancy; CL 13th, Craft Magic Arms & Armor, ''fear'', ''fire shield''; price +2 bonus.
 +
 +
 +
'''Spellbinding'''
 +
 +
A spellbinding weapon is one that can disrupt magical creatures & effects. Upon a successful strike upon a creature, that creature must make a Concentration check (DC = 10 + the number of points of damage dealt by the strike + the spell’s level) to use any spell or spell-like ability. This effect lasts for 1 full round. This effect applies to the use of scrolls & wands, but not to the use of other magical items possessed by the affected creature.
 +
 +
Moderate abjuration; CL 11th, Craft Magic Arms & Armor, ''dispel magic''; price +2 bonus.
 +
 +
 +
'''Spiteful Burst'''
 +
 +
A spiteful burst weapon functions as a malicious weapon that also explodes with hateful energy upon striking a successful critical hit. The negative energy does not harm the wielder. In addition to the extra negative energy damage from the malicious ability (see above), a spiteful burst weapon deals an extra 1d10 points of negative energy damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of negative energy damage instead, & if the multiplier is ×4, add an extra 3d10 points of negative energy damage. Bows, crossbows, & slings so crafted bestow the negative energy upon their ammunition. Even if the malicious ability is not active, the weapon still deals its extra negative energy damage on a successful critical hit.
 +
 +
Strong necromancy; CL 7th, Craft Magic Arms & Armor, ''inflict serious wounds''; price +2 bonus.
 +
 +
 +
'''Starlit'''
 +
 +
A starlit armor cannot be properly discerned except under starlight or the natural light of Najmah. When exposed to a bright source of light (a ''light ''spell or equivalent) this armor appears to melt away into thin air. Seen in natural moonlight or starlight, the armor appears to be a translucent midnight blue color. In any lighting, the armor is still tangible & may leave a noticeable outline on clothing. When not visible, the armor provides a +2 circumstance bonus to the wearer’s AC, as the foe cannot discern a good location to strike.
 +
 +
Moderate illusion; CL 10th, Craft Magic Arms & Armor, ''Adimas’ magic aura'', ''invisibility''; price +2 bonus.
 +
 +
 +
'''Venomous'''
 +
 +
A venomous weapon is one that is magically infused with a deadly poison. Upon a successful strike, the opponent is struck by a ''poison''-like effect (as the spell; deals 1d6 points of temporary Constitution damage immediately & another 1d6 points of temporary Constitution damage 1 minute later). The Fortitude saves for this effect have a DC18 to resist. Bows, crossbows, & slings so crafted bestow this effect upon their ammunition.
 +
 +
Moderate necromancy; CL 9th, Craft Magic Arms & Armor, ''poison''; price +2 bonus.
==List of New Items==
==List of New Items==
-
[B]Abacus of Accounting[/B]
 
-
[LIST]
 
-
[*]Looks like a plain wooden abacus, with ivory beads & a tiny leather-bound book of mathematics bound to the side.
 
-
[*]By specifying a chosen object within sight, the wielder of this device can instantly determine the number of roughly similar objects within 100’. The only creatures that can be counted in this fashion are constructs.
 
-
[*]Wondrous Item (abacus).
 
-
[*]Faint illusion; CL 5th; Craft Wondrous Item, [I]tally[/I]; price 9,500gp; weight 1 lb.
 
-
[/LIST]
 
-
[B]Adimas Loop[/B]
+
'''Abacus of Accounting'''
-
[LIST]
+
 
-
[*]Looks like a large plain-looking brass ring (6” diameter), although it bears an inscription of a black feather.
+
* Looks like a plain wooden abacus, with ivory beads & a tiny leather-bound book of mathematics bound to the side.
-
[*]When the user holds the loop, they can re-roll any one die roll as an immediate action. The roll to be repeated must have been the last roll made, & need not have been a roll made by the user’s player. The results of the reroll must be taken (unless another loop is used), even if the results are more unfavorable than the original roll. The loop crumbles to dust after a single use.
+
* By specifying a chosen object within sight, the wielder of this device can instantly determine the number of roughly similar objects within 100’. The only creatures that can be counted in this fashion are constructs.
-
[*]Wondrous Item (loop).
+
* Wondrous Item (abacus).
-
[*]Moderate transmutation; CL19th; Craft Wondrous Item, [I]miracle [/I]or [I]wish[/I]; price 3,200gp; weight ½ lb.
+
* Faint illusion; CL 5th; Craft Wondrous Item, ''tally''; price 9,500gp; weight 1 lb.
-
[/LIST]
+
 
 +
 
 +
'''Adimas Loop'''
 +
 
 +
* Looks like a large plain-looking brass ring (6” diameter), although it bears an inscription of a black feather.
 +
* When the user holds the loop, they can re-roll any one die roll as an immediate action. The roll to be repeated must have been the last roll made, & need not have been a roll made by the user’s player. The results of the reroll must be taken (unless another loop is used), even if the results are more unfavorable than the original roll. The loop crumbles to dust after a single use.
 +
* Wondrous Item (loop).
 +
* Moderate transmutation; CL19th; Craft Wondrous Item, ''miracle ''or ''wish''; price 3,200gp; weight ½ lb.
 +
 
 +
 
 +
'''Agal of Altered Destiny'''
 +
 
 +
* Looks like a plain blue agal… or is green? Maybe it’s orange?
 +
* The wearer can grant a touched creature a +2 luck bonus (or inflict a -2 luck penalty) to its next saving throw. Doing so requires a successful touch attack, but does not permit the creature a save to resist.
 +
* Wondrous Item (agal).
 +
* Faint evocation; CL5th; Craft Wondrous Item, ''bend fate'', ''skew fate''; price 31,500gp; weight 0 lbs.
 +
 
 +
 
 +
'''Agal of Blessed Faith'''
 +
 
 +
* Looks like a thick, white, plain agal.
 +
* The wearer is constantly under the effects of a ''bless ''spell. An agal can be worn over other magical head adornments, but only one agal may be worn at a time.
 +
* Wondrous Item (agal).
 +
* Faint enchantment; CL 5th; Craft Wondrous Item, ''bless''; price 6,500gp; weight 0 lbs.
 +
 
 +
 
 +
'''Agal of the Mind’s Shield'''
 +
 
 +
* Looks like a plain red agal with thin white stripes running through it.
 +
* The wearer gains a +5 bonus to their Will saves while donning this agal.
 +
* Wondrous Item (agal).
 +
* Moderate abjuration; CL 6th; Craft Wondrous Item, ''protection from chaos/evil/good/law''; price 9,400gp; weight 0 lbs.
 +
 
 +
 
 +
'''Agal of Rapid Wellness'''
 +
 
 +
* Looks like an agal, made of red & white striped cloth, which never seems to get soiled no matter how dirty & dusty the surroundings are.
 +
* The wearer gains Fast Healing 1 while donning this agal.
 +
* Wondrous Item (agal).
 +
* Strong conjuration; CL 18th; Craft Wondrous Item, ''regenerate''; price 17,500gp; weight 0 lbs.
 +
 
 +
 
 +
'''Alchemist’s Quern'''
 +
 
 +
* Looks like a quern made of black marble, with a lapis lazuli handstone.
 +
* This quern-stone confers a +6 synergy bonus to all Craft (alchemy) checks made while using it.
 +
* Wondrous Item (quern-stone).
 +
* Strong transmutation; CL 9th, Craft Wondrous Item, ''fabricate''; price 15,500gp.
 +
 
 +
 
 +
'''Amulet of Doom'''
 +
 
 +
* This amulet appears to be one of the beneficial amulets or necklaces, & when worn seems to have no immediate benefit.
 +
* It screens the wearer from friendly divinations, but suppresses all protections the wearer may receive against hostile divinations. In addition, a powerful individual receives the effects of ''Nathar’s nightmarish nemesis ''(1,250 XP spent) targeting the wearer until either the amulet or that individual is destroyed, at which time the powers of the amulet fade.
 +
* Wondrous Item (amulet).
 +
* Strong abjuration; CL 17th; Craft Wondrous Item, ''greater bestow curse''; price 35,000gp.
 +
 
 +
 
 +
'''Armor of Warding'''
 +
 
 +
* Looks like a suit of dark brown leather armor, studded with metal slugs. Upon close inspection, these slugs are shaped like squares, triangles, crescents, spirals & other arcane shapes.
 +
* This +2 studded leather suit of armor protects the wearer from curses. The wearer gains a +10 resistance bonus to all saving throws to resist curses & curse-based effects.
 +
* Strong abjuration; CL 15th; Craft Magic Arms & Armor, ''greater remove curse''; price 22,175gp; Cost 11,175gp + 880 XP.
 +
 
 +
 
 +
'''Belt of Burdusq'''
 +
 
 +
* Looks like a thick leather belt, with many different colored stones embedded within it, & a silver buckle in the shape of two clasped hands.
 +
* It creates a 5’ aura of protection, centered on the wearer. All allies within the aura (including yourself) gain a +1 shield bonus for every ally within 5’ of you.
 +
* Wondrous Item (belt).
 +
* Moderate abjuration; CL5th; Craft Wondrous Item, ''shield''; price 25,050gp; weight 1 lb.
 +
 
 +
 
 +
'''Bisht of Distant Lightning'''
 +
 
 +
* This blue linen robe is accented with jagged yellow embroidered shapes.
 +
* The bisht absorbs the first 10 points of electricity damage per round that the wearer would normally take. Three times per day, the wearer can activate the garment’s true power as a swift action. Upon activation, it will absorb all electricity damage for the next round, preventing any of it from harming the wearer. Absorbing electricity damage at this time will heal the wearer of 1d6+4 points of damage, up to the wearer’s maximum HP. A bisht can be worn over a magical cloak, robe, shirt, &/or vest, but only one bisht may be worn at a time.
 +
* Wondrous Item (bisht).
 +
* Moderation abjuration CL 9th; Craft Magic Arms & Armor, ''resist energy''; price 45,600gp; weight 3 lbs.
 +
 
 +
 
 +
'''Bisht of Dusk’s Concealing'''
 +
 
 +
* This long, flowing gray robe hangs loosely over the shoulders.
 +
* When worn as an outer garment, it reduces the wearer’s armor check penalty by -5 (to a minimum of 0) & raises the armor’s maximum Dexterity bonus by +2. A bisht can be worn over a magical cloak, robe, shirt, &/or vest, but only one bisht may be worn at a time.
 +
* Wondrous Item (bisht).
 +
* Moderate transmutation; CL 10th; Craft Wondrous Item, ''cat’s grace''; price 8,000gp; weight 2 lbs.
 +
 
 +
 
 +
'''Bisht of Harmless Acid'''
 +
 
 +
* This yellow linen robe is accented with bubbly green embroidered shapes.
 +
* The bisht absorbs the first 10 points of acid damage per round that the wearer would normally take. Three times per day, the wearer can activate the garment’s true power as a swift action. Upon activation, it will absorb all acid damage for the next round, preventing any of it from harming the wearer. Absorbing acid damage at this time will heal the wearer of 1d6+4 points of damage, up to the wearer’s maximum HP. A bisht can be worn over a magical cloak, robe, shirt, &/or vest, but only one bisht may be worn at a time.
 +
* Wondrous Item (bisht).
 +
* Moderation abjuration CL 9th; Craft Magic Arms & Armor, ''resist energy''; price 45,600gp; weight 3 lbs.
 +
 
 +
 
 +
'''Bisht of Melted Snow'''
 +
 
 +
* This white linen robe is accented with wispy blue embroidered shapes.
 +
* The bisht absorbs the first 10 points of cold damage per round that the wearer would normally take. Three times per day, the wearer can activate the garment’s true power as a swift action. Upon activation, it will absorb all cold damage for the next round, preventing any of it from harming the wearer. Absorbing cold damage at this time will heal the wearer of 1d6+4 points of damage, up to the wearer’s maximum HP. A bisht can be worn over a magical cloak, robe, shirt, &/or vest, but only one bisht may be worn at a time.
 +
* Wondrous Item (bisht).
 +
* Moderation abjuration CL 9th; Craft Magic Arms & Armor, ''resist energy''; price 45,600gp; weight 3 lbs.
 +
 
 +
 
 +
'''Bisht of Quenched Flames'''
 +
 
 +
* This black linen robe is accented with wavy red embroidered shapes.
 +
* The bisht absorbs the first 10 points of fire damage per round that the wearer would normally take. Three times per day, the wearer can activate the garment’s true power as a swift action. Upon activation, it will absorb all fire damage for the next round, preventing any of it from harming the wearer. Absorbing fire damage at this time will heal the wearer of 1d6+4 points of damage, up to the wearer’s maximum HP. A bisht can be worn over a magical cloak, robe, shirt, &/or vest, but only one bisht may be worn at a time.
 +
* Wondrous Item (bisht).
 +
* Moderation abjuration CL 9th; Craft Magic Arms & Armor, ''resist energy''; price 45,600gp; weight 3 lbs.
 +
 
 +
 
 +
'''Bisht of Silenced Sound'''
 +
 
 +
* This green linen robe is accented with curvy white embroidered shapes.
 +
* The bisht absorbs the first 10 points of sonic damage per round that the wearer would normally take. Three times per day, the wearer can activate the garment’s true power as a swift action. Upon activation, it will absorb all sonic damage for the next round, preventing any of it from harming the wearer. Absorbing sonic damage at this time will heal the wearer of 1d6+4 points of damage, up to the wearer’s maximum HP. A bisht can be worn over a magical cloak, robe, shirt, &/or vest, but only one bisht may be worn at a time.
 +
* Wondrous Item (bisht).
 +
* Moderation abjuration CL 9th; Craft Magic Arms & Armor, ''resist energy''; price 45,600gp; weight 3 lbs.
 +
 
 +
 
 +
'''Blade of Bitter Darkness'''
 +
 
 +
* Looks like a dull, dark gray falchion with many barbs along the edges, & a grip wrapped in bloodstained black leather.
 +
* This +2 falchion inflicts one negative level upon the creature that it struck whenever it deals damage. Upon a critical hit, it inflicts two negative levels. These negative levels last one full day, & can only affect living creatures (constructs, objects, & the undead do not count).
 +
* Strong necromancy; CL 13th; Craft Magic Arms & Armor, ''enervation''; Price 54,375gp; Cost 27,375gp + 2,160 XP.
 +
 
 +
 
 +
'''Blade of the Ghostly Wind'''
 +
 
 +
* Looks like a long, delicate scimitar with a translucent blade, etched with swirling lines, like gusts of wind.
 +
* This +1 scimitar can become incorporeal while in the wielder’s hand, as a free action. The hand wielding this weapon counts as empty for any effect that would be beneficial. However, the hand cannot be used to hold a weapon, implement or shield.
 +
* Moderate evocation; CL4th; Craft Magic Arms & Armor, ''spiritual weapon''; price 14,315gp; cost 7,315gp + 560XP.
 +
 
 +
 
 +
'''Blade of Mortal Fear'''
 +
 
 +
* Looks like a golden-bladed scimitar, with many wicked barbs on its blade & a row of spikes on its grip-guard.
 +
* Upon a successful strike from this weapon, an opponent must make a Will save (DC18) or be shaken for 1d6+4 rounds. Upon a successful critical hit from this weapon, an opponent must make a Will save (DC18) or be frightened for 1d6+4 rounds.
 +
* +3 Intelligent scimitar.
 +
* The blade is extremely agoraphobic, & wants only to remain in its scabbard. The wielder must succeed a Will save versus the weapons Ego (DC11) to draw the sword from its sheath.
 +
* Alignment: Chaotic Neutral; Intelligence 15 (+2), Wisdom 10 (+0), Charisma 15 (+2); Languages: Archaic, Common, & Ghul; illiterate; 120’ radius vision & hearing, 60’ darkvision; can communicate telepathically with the wielder; Bluff +12, Diplomacy +12, Sense Motive +10; Ego: 11.
 +
* Strong necromancy; CL 10th, Craft Magic Arms & Armor, ''fear''; price 38,315gp; cost 19,315gp + 1,520XP.
 +
 
 +
 
 +
'''Blade of Loving Mercy'''
 +
 
 +
* Looks like a gold-plated katar with a heart-shaped blade.
 +
* This +1 punching dagger will not reduce any creature hit points below -1; in addition, any creature that it reduces to negative hit points will automatically be stabilized. This effect cannot be used to stabilize a creature that was reduced to negative hit points by other means.
 +
* Moderate conjuration; CL 8th; Craft Magic Arms & Armor, ''cure minor wounds''; Price 8,302gp; Cost 4,302gp + 320 XP.
 +
 
 +
 
 +
'''Boots of Swiftness'''
 +
 
 +
* Look like a pair of metal-plated boots in the shape of the talons of a homa bird.
 +
* Increases speed of wearer by 30’ per round. This effect applies to all forms of travel, but does not increase the speed of other activities. This effect overlaps (does not stack) with other magical means of increasing one’s speed. Both boots must be worn by the same creature for them to be effective.
 +
* Wondrous Item (boots).
 +
* Moderate transmutation; CL8th; Craft Wondrous Item, ''longstrider''; price 9,600gp; weight 2 lbs each.
 +
 
 +
 
 +
'''Bow of the Bent Arc'''
 +
 
 +
* Looks like a longbow, made of ashy bone-like wood, which is twisted at odd angles.
 +
* This +2 shortbow can enable arrows fired with it to ricochet off of flat surfaces, such as walls, floors, & ceilings. Once per round, calculate line of effect from a wall square within range. You must still have line of sight to the target, & the arrows cannot ricochet more than twice. An arrow cannot travel further than one range increment from a wall it has ricocheted from, & arrows maintain the same height as that wall after striking it.
 +
* Faint evocation; CL6th; Craft Magic Arms & Armor, ''wind wall''; price 17,330gp; cost 8,830gp + 680XP.
 +
 
 +
 
 +
'''Bow of the Hashshashin'''
 +
 
 +
* Looks like a longbow made of darkwood, intricately carved into long curving intertwined shapes that seem to hypnotize those who gaze its patterns for too long.
 +
* This +3 longbow grants the user a +10 insight bonus to ranged attacks made with it, but only if the user prepared the attack roll as a readied action.
 +
* Moderate divination; CL 11th; Craft Magic Arms & Armor, ''true strike''; Price 34,405gp; Cost 17,405gp + 1,360 XP.
 +
 
 +
 
 +
'''Bow of the Sharpened Feather'''
 +
 
 +
* Looks like an ordinary longbow, except the wood is covered with swirling black & white marks, & wisps of smoke occasionally emanate from the bowstring.
 +
* This +1 longbow adds the wielder’s Dexterity bonus to damage rolls for all ranged attacks made with it.
 +
* Moderate evocation; CL10th; Craft Magic Arms & Armor, ''wind’s edge''; price 42,375gp; cost 21,375gp + 1,680XP.
 +
 
 +
 
 +
'''Bracelets of Binding'''
 +
 
 +
* Look like a pair of plain bracelets, 2” wide each, made of polished brass.
 +
* Binds the wearer, forcing them to obey a designated creature. The wearer is allowed a Will save (DC10 + caster level) to resist. Only elementals or outsiders can be bound by these bracelets. The master creature must be designated prior to placing the bracelets on the wearer. The master can designate a new master for the bound creature, but the bound creature can have only one designated master at a time; each time a new master is designated, the wearer gets a new saving throw to resist the binding. They also grant the wearer a +2 deflection bonus to their AC. Both bracelets must be worn by the same creature for them to be effective.
 +
* Wondrous Item (bracelets).
 +
* Moderate transmutation; CL17th; Craft Wondrous Item, ''binding''; price 21,700gp; weight 1 lb each.
 +
 
 +
 
 +
'''Candle of Calm'''
 +
 
 +
* Looks like a tall, thick ivory candle with smoky colors swirling over its surface constantly, except when lit, at which time its colors come to a stop.
 +
* Projects the area with soothing emotions (40’ radius), which functions like a ''calm emotions ''spell; Will save (DC25) to negate.
 +
* Wondrous Item (candle).
 +
* Strong enchantment; CL7th; Craft Wondrous Item, ''calm emotions''; price 14,410gp; weight 1 lb.
 +
 
 +
 
 +
'''Candle of Cleansing'''
 +
 
 +
* Looks like a simple red-wicked candle made of ivory-colored wax striped with paler streaks.
 +
* When burned, this candle creates an immobile, hemispherical energy field that damages unclean creatures. The field affects oozes, vermin, & any creature that can transmit poison or disease as an extraordinary ability. Any creature that the field affects takes 1d8+6 points of damage per round; a successful Will save (DC17) each round negates this damage. Creatures that can cast poisoning spells, but have no inherent poisoned attack, are not affected by this field. This effect is in a 10’ radius, centered on the candle. The field lasts for 10 minutes, as the candle burns. If the candle is snuffed before that time, the effect is canceled & the candle ruined.
 +
* Wondrous Item (candle).
 +
* Moderate evocation; CL6th; Craft Wondrous Item, ''scour''; price 6,500gp; weight ½ lb.
 +
 
 +
 
 +
'''Cat’s Eye Lenses'''
 +
 
 +
* These glass lenses have a tinted vertical slit & are joined by a copper wire set with agate.
 +
* The wearer of these lenses becomes immune to blindness, as well as the harmful effects of spells with the [Light] descriptor.
 +
* Wondrous Item (lens).
 +
* Faint evocation; CL 5th; Craft Wondrous Item, ''darkness''; price 5,000gp; weight 0 lbs.
 +
 
 +
 
 +
'''Chalice of Debt'''
 +
 
 +
* Looks like a simple clay cup, with a thick stem & a wide base. The inside of the cup is stained from old wine.
 +
* Once per day, when this cup is filled with wine, the contents become enchanted after one minute. A creature drinking this enchanted wine gains 1d8+5 temporary hit points. These temporary hit points last for one hour. Twenty-four hours later, a drinker takes damage equal to the temporary hit points that they gained the day before. The cup can contain enough enchanted wine for up to 6 Medium-sized creatures to gain this effect. No creature can be affected by this chalice more than once per day.
 +
* Wondrous Item (chalice).
 +
* Moderate transmutation; CL 5th; Craft Wondrous Item, ''aid ''& ''virtue''; price 6,600gp; weight 1 lb.
 +
 
 +
 
 +
'''Cheche of Intrigue'''
 +
 
 +
* This cheche is dyed an indigo that is so deep as to appear almost black.
 +
* When worn, it confers on the wearer a +6 insight bonus to Intimidate checks. Additionally, the wearer is immune to all opposed Sense Motive checks & to divination spells of 2nd level or lower. The cheche itself is immune to all divination spells of 5th level or lower.
 +
* Wondrous Item (scarf).
 +
* Moderate evocation; CL 12th, Craft Wondrous Item, ''nondetection''; price 27,400gp; weight 0 lbs.
 +
 
 +
 
 +
'''Cheche of Resilience'''
 +
 
 +
* Looks like a linen scarf the color of a sand dune, with tiny symbols of protection sewn into the edges with dark green thread.
 +
* The wearer of this scarf gains +6 circumstance bonus on endurance checks (such as Swim, environmental effects etc.) & can ignore the effects of difficult terrain.
 +
* Wondrous Item (scarf).
 +
* Moderate transmutation; CL 9th, Craft Wondrous Item, ''relentless endurance''; price 19,800gp; weight 0 lbs.
 +
 
 +
 
 +
'''Circlet of the Iron Lady'''
 +
 
 +
* Looks like an intricately wrought silver crown with diamonds at every joint & curve of its outer surface, interlaced with thorny vines.
 +
* While worn, the user gains a +2 deflection bonus to her AC. Also, the user gains a +2 sacred bonus against fear effects while wearing this item.
 +
* This item only works for a female wearer; it has no power for a male user.
 +
* Wondrous Item (crown).
 +
* Moderate abjuration; CL8th; Craft Wondrous Item, ''mage armor'' & ''remove fear''; price 16,300gp; weight ½ lb.
 +
 
 +
 
 +
'''Compass Ring'''
 +
 
 +
* Looks like a thick steel ring with a triangle motif & an arrowhead glass centerpiece.
 +
* When the wearer concentrates on this ring for one full round, it will feel a tug in the direction of true north. This effect does nothing in any environment in which “north” does not really exist.
 +
* Faint divination; CL 12th; Forge Ring, ''know direction''; price 2,100gp.
 +
 
 +
 
 +
'''Crown of the Abyss'''
 +
 
 +
* Looks like a simple silver crown, with three jewels on each side of a large black diamond in the center. The black diamond smokes for a few minutes after each use.
 +
* Three times per day, the wearer can fill their surroundings (40’ radius) with the effects of a ''darkness ''spell & a ''desecrate ''spell simultaneously. Each effect can be activated independently, but the crown cannot be used more than three times per day.
 +
* Wondrous Item (crown).
 +
* Strong enchantment; CL15th; Craft Wondrous Item, ''darkness ''& ''desecrate''; price 17,350gp; weight 1 lb.
 +
 
 +
 
 +
'''Dagger of the Deadly Dance'''
 +
 
 +
* Looks like a golden-bladed knife, with the handle shaped like a dancing figure.
 +
* This +2 dagger can grant its wielder the ability to wink in & out of reality. Three times per day, the wielder can “blink” up to 10’ in any direction as a swift action (for setting up flanks, exiting danger zones, etc.). The wielder must choose an unoccupied space to “blink” into, or the effect fails & is wasted.
 +
* Moderate transmutation; CL8th; Craft Magic Arms & Armor, ''blink''; price 17,302gp; cost 8,302gp + 680XP.
 +
 
 +
 
 +
'''Decanter of Crawling Doom'''
 +
 
 +
* Looks like a pale beige carafe made of clay, glazed with an opalescent varnish, & decorated with many stylized insects painted in black.
 +
* If the stopper is removed from this flask & a command word spoken, it produces one swarm of insects per round. The type of swarm is random (either a spider swarm, a locust swarm, a centipede swarm, or a hellwasp swarm; roll 1d4). This effect does not produce any back pressure, & therefore will not knock down the holder. The command word must be spoken to stop it. The holder cannot control or direct a conjured swarm without the use of enchantment spells.
 +
* Wondrous Item (flask).
 +
* Strong conjuration; CL13th; Craft Wondrous Item, ''scrabbling disgorge''; price 21,900gp; weight 4 lbs.
 +
 
 +
 
 +
'''Dishdasha of the Darkest Night'''
 +
 
 +
* This loose linen robe is flat black, with little silvery stars twinkling on its surface from time to time.
 +
* It grants the wearer a +4 bonus to Hide checks in areas of darkness or shadowy illumination, but imposes a -2 penalty in bright illumination. Additionally, the wearer gains a +2 circumstance bonus to normal & touch AC, & a +4 dodge bonus to AC against attacks of opportunity. ''True seeing ''& ''see invisibility ''will both reveal the wearer & negate the wearer’s Hide & AC bonuses from this item.
 +
* Wondrous Item (robe).
 +
* Strong illusion; CL 14th; Craft Wondrous Item, ''cloak of shadows''; price 44,700gp; weight 3 lbs.
 +
 
 +
 
 +
'''Dishdasha of Insight'''
 +
 
 +
* This loose cotton robe is a creamy beige color, with tiny sparks occasionally shooting from the seams.
 +
* Once per day, the wearer can choose to gain a +20 insight bonus on their next single skill check as an immediate action. The check can be of any skill.
 +
* Wondrous Item (robe).
 +
* Faint enchantment; CL 5th; Craft Wondrous Item, ''aid''; price 9,400gp; weight 2 lbs.
 +
 
 +
 
 +
'''Dishdasha of the Many Colors'''
 +
 
 +
* This loose linen robe is a riot of motley colors, constantly shifting & changing in hue & shade.
 +
* The wearer can mesmerize nearby creatures for up to 1 minute, three times per day. Any creature within 30’ when this effect is active must make a Will save (DC15) each time they look at the wearer or become fascinated for as long as they remain within sight. Creatures within 30’ are also dazzled as long as they can see the wearer (no save). For as long as this effect is active, the wearer suffers a -20 penalty to Hide checks. A spell with the [Darkness] descriptor will render this effect useless & conceal the wearer. ''Obscuring mist'' & the like offer the wearer no concealment, but negate these effects. This effect does not affect sightless creatures.
 +
* Wondrous Item (robe).
 +
* Moderate illusion; CL 10th; Craft Wondrous Item, ''coat of colors''; price 47,400gp; weight 3 lbs.
 +
 
 +
 
 +
'''Dishdasha of Many Hundred Birds'''
 +
 
 +
* This loose cotton robe is patterned with birds in all colors.
 +
* It grants the wearer a +2 enhancement bonus to Charisma. Once per day, the wearer may raise his arms, calling forth the birds of the robe, which fly forth, turning into an oasis with tall trees, ample water, grass & fruit occupying 360 cubic feet. The oasis lasts for 24 hours or until dispelled or dismissed. It overlaps natural terrain but does not affect structures, equipment, or creatures, with the exception of the illusory birds. Food & grass removed from the oasis turn into illusory birds & fly back to the dishdasha, but up to 24 gallons of water can be taken.
 +
* Wondrous Item (robe).
 +
* Moderate conjuration & illusion; CL 12th; Craft Wondrous Item, ''eagle’s splendor'', ''hallucinatory terrain'', ''heroes’ feast''; price 36,000gp; weight 3 lbs.
 +
 
 +
 
 +
'''Dishdasha of the Shifting Veil'''
 +
 
 +
* This loose linen robe is a dull, dusty shade of tan near the hem, fading swiftly to a sharp, clear azure at the top.
 +
* It grants the wearer 25% concealment & a +4 bonus to Hide checks. A suspicious creature can make a Will save to notice the glamer, reducing the wearer’s concealment against that creature to 10% but not negating the Hide bonus offered. ''True seeing ''offers no further information. This item’s effects are not dispelled if the wearer attacks or take another hostile action, although doing so is likely to provoke suspicion. Raising or dropping this item’s effects is a swift action.
 +
* Wondrous Item (robe).
 +
* Strong illusion; CL 15th; Craft Wondrous Item, ''camouflage''; price 47,400gp; weight 3 lbs.
 +
 
 +
 
 +
'''Dishdasha of Simplicity'''
 +
 
 +
* This loose cotton robe is a basic white color, although the trained eye can discern subtle shifts in color from time to time.
 +
* It grants the wearer a +2 enhancement bonus to Wisdom. Items worn on the neck, head, & shoulders, as well as rings, vanish while the dishdasha of simplicity is worn, enabling the wearer to walk in peace without appearing a prime target for would-be thieves. Helmets are specifically excluded from this effect. The wearer’s hidden magic items continue to function while this item is worn.
 +
* Wondrous Item (robe).
 +
* Faint illusion & transmutation; CL 5th; Craft Wondrous Item, ''invisibility'', ''owl’s wisdom''; price 12,000gp; weight 3 lbs.
 +
 
 +
 
 +
'''Earth Medallion'''
 +
 
 +
* Looks like a circular medallion made of stone, with stylized rocks on its face, on a heavy iron necklace.
 +
* Three times per day, it allows the wearer to use a ''move earth ''spell, as if cast by a 15th-level caster.
 +
* Wondrous Item (medallion).
 +
* Strong transmutation; CL15th; Craft Wondrous Item, ''move earth''; price 28,250gp; weight 1 lb.
 +
 
 +
 
 +
'''Falchion of the Ringing Bells'''
 +
 
 +
* Looks like a long, thick falchion, with five steel bells chained to the back of the blade.
 +
* This +3 falchion grants its wielder more critical strikes; every time the wielder scores a critical hit with this weapon, it gains +1 to its critical hit range for up to one hour, up to a maximum of +7.
 +
* Moderate transmutation; CL8th; Craft Magic Arms & Armor, ''blink''; price 50,375gp; cost 25,375gp + 2,000XP.
 +
 
 +
 
 +
'''Fang of the Cobra'''
 +
 
 +
* Looks like a serpentine shortbow, with hooded cobra heads on each end & painted in a snake’s color scheme.
 +
* This +1 shortbow has a critical range of 11-20, but only for attacks made with a readied action. For all other attacks, this weapon has a critical range of 16-20.
 +
* Faint divination; CL6th; Craft Magic Arms & Armor, ''archer’s prowess''; price 10,330gp; cost 5,330gp + 400XP.
 +
 
 +
 
 +
'''Fire Medallion'''
 +
 
 +
* Looks like a circular medallion made of bronze, with stylized fire on its face, on a copper necklace.
 +
* Three times per day, it allows the wearer to use a ''wall of fire ''spell, as if cast by a 15th-level caster.
 +
* Wondrous Item (medallion).
 +
* Strong transmutation; CL15th; Craft Wondrous Item, ''wall of fire''; price 28,250gp; weight 1 lb.
 +
 
 +
 
 +
'''Ghoul Ointment'''
 +
 
 +
* A jar of this unguent is 3” in diameter, about 1” deep, & contains five applications.
 +
* This jar of salve appears to contain Restorative Ointment. Upon being placed upon a poisoned wound or swallowed, the wearer is dealt 13d6 points of damage. The crafter of the salve instantly gains temporary hit points equal to the damage dealt, so long as they are on the same plane as the wearer. The crafter cannot gain more than the wearer’s current hit points +10, which is enough to kill the wearer. The temporary hit points disappear 1 hour later. The wearer is allowed a Fortitude save (DC21) for half damage.
 +
* Wondrous Item (ointment).
 +
* Faint necromancy (disguised as faint conjuration); CL 13th (disguised as CL 5th); Craft Wondrous Item, ''bestow curse ''& ''vampiric ray''; price 4,000gp; weight ½ lb.
 +
 
 +
 
 +
'''Gloves of Rebuke'''
 +
 
 +
* Looks like a pair of wrought iron gauntlets, which dully glow when worn as it they were heated by inner flames.
 +
* Any living creature touched by the wearer must make a successful Will save (DC14) or suffer 4 points of damage & 1 point of temporary Dexterity or Charisma damage (wearer’s choice). Both gloves must be worn by the same creature for them to be effective.
 +
* Wondrous Item (gauntlets).
 +
* Faint evocation; CL4th; Craft Wondrous Item, ''welt''; price 8,200gp; weight ½ lb each.
 +
 
 +
 
 +
'''Golem’s Heart (Clay)'''
 +
 
 +
* Looks like a plain cubical brick of gray stone, with no distinguishing features.
 +
* When this brick is immersed within clay for 24 hours, it will form a clay golem, which will be under the control of the creature that placed the brick. The golem will serve its master for 1d4+1 hours, after which it will dissolve into inanimate mud (the brick survives, so it can be used again). The brick must be placed within a single roughly-homogenous mass of clay, weighing at least 1,000 pounds.
 +
* Wondrous Item (brick).
 +
* Strong transmutation; CL 16th; Craft Wondrous Item, ''animate objects''; price 53,000gp; weight 6 lbs.
 +
 
 +
 
 +
'''Golem’s Heart (Flesh)'''
 +
 
 +
* Looks like a plain cubical brick of red stone, with no distinguishing features.
 +
* When this brick is immersed within a pile of corpses for 24 hours, it will form a flesh golem, which will be under the control of the creature that placed the brick. The golem will serve its master for 1d3 hours, after which it will dissolve into inanimate sludge (the brick survives, so it can be used again). The brick must be placed within a pile of at least six dead bodies, all of which must be Humanoid & none of which can be dead for more than two days when the brick is placed.
 +
* Wondrous Item (brick).
 +
* Strong transmutation; CL 15th; Craft Wondrous Item, ''animate objects''; price 33,000gp; weight 5 lbs.
 +
 
 +
 
 +
'''Golem’s Heart (Iron)'''
 +
 
 +
* Looks like a plain cubical brick of black stone, with no distinguishing features.
 +
* When this brick is immersed within iron for 24 hours, it will form an iron golem, which will be under the control of the creature that placed the brick. The golem will serve its master for 2d6+2 hours, after which it will crumble into inanimate rust (the brick survives, so it can be used again). The brick must be placed within a pile of pure iron, weighing at least 5,000 pounds.
 +
* Wondrous Item (brick).
 +
* Strong transmutation; CL 17th; Craft Wondrous Item, ''animate objects''; price 163,000gp; weight 50 lbs.
 +
 
 +
 
 +
'''Golem’s Heart (Sand)'''
 +
 
 +
* Looks like a plain cubical brick of white stone, with no distinguishing features.
 +
* When this brick is immersed within sand for 24 hours, it will form a sand golem, which will be under the control of the creature that placed the brick. The golem will serve its master for 1d4 hours, after which it will crumble into inanimate dust (the brick survives, so it can be used again). The brick must be placed within a single well-packed heap of sifted sand (mixed with 600gp worth of diamonds), weighing at least 2,500 pounds.
 +
* Wondrous Item (brick).
 +
* Strong transmutation; CL 16th; Craft Wondrous Item, ''animate objects''; price 38,000gp; weight 25 lbs.
 +
 
 +
 
 +
'''Golem’s Heart (Sandstone)'''
 +
 
 +
* Looks like a plain cubical brick of beige stone, with no distinguishing features.
 +
* When this brick is immersed within sandstone for 24 hours, it will form a sandstone golem, which will be under the control of the creature that placed the brick. The golem will serve its master for 1d4+1 hours, after which it will crumble into inanimate sand (the brick survives, so it can be used again). The brick must be placed within a single block of hard sandstone, weighing at least 2,500 pounds.
 +
* Wondrous Item (brick).
 +
* Strong transmutation; CL 16th; Craft Wondrous Item, ''animate objects''; price 53,000gp; weight 25 lbs.
 +
 
 +
 
 +
'''Golem’s Heart (Stone)'''
 +
 
 +
* Looks like a plain cubical brick of brown stone, with no distinguishing features.
 +
* When this brick is immersed within stone for 24 hours, it will form a stone golem, which will be under the control of the creature that placed the brick. The golem will serve its master for 2d4+2 hours, after which it will crumble into inanimate pebbles (the brick survives, so it can be used again). The brick must be placed within a single block of hard stone (such as granite) of exceptional quality, weighing at least 3,000 pounds.
 +
* Wondrous Item (brick).
 +
* Strong transmutation; CL 17th; Craft Wondrous Item, ''animate objects''; price 103,000gp; weight 20 lbs.
 +
 
 +
 
 +
'''Haven Shield'''
 +
 
 +
* Looks like a large pyramid-shaped shield (2’ tall), with an image of a blazing sun on its angular surface.
 +
* This +2 heavy mithral shield can transform into a simple canvas tent (& back again) whenever the jewel in the pommel is twisted 180°. The transformation takes 3 rounds. The tent is 10’×10’×10’, & is capable of sheltering up to 1 Large creature, 2 Medium creatures, 4 Small creatures, 8 Tiny creatures, 16 Diminutive creatures, or 32 Fine creatures in relative comfort. The tent is rust-proof, lightning-proof, & resistant to sub-gale winds.
 +
* Strong evocation; CL 7th; Craft Magic Arms & Armor, ''leomund’s tiny hut''; Price 20,170gp; Cost 11,170gp + 720 XP.
 +
 
 +
 
 +
'''Helm of Sight'''
 +
 
 +
* Looks like a worn steel battle helmet, with yellow stained glass covering the left eye hole, & many Gnoll inscriptions.
 +
* Grants wearer darkvision out to 60’.
 +
* Wondrous Item (helmet).
 +
* Faint transmutation; CL4th; Craft Wondrous Item, ''darkvision''; Price 11,100gp; Weight 3 lbs.
 +
 
 +
 
 +
'''Jewels of Light'''
 +
 
 +
* Look like scintillating crystals of almost any color, although red, blue & green are common, yellow, orange, & purple are rare, & white is very rare.
 +
* Each stone glows with a bright light in all directions when struck. This illumination is equivalent to a ''light ''spell (bright light in a 20’ radius, shadowy light in a 40’ radius), & lasts for 1d10 minutes. A stone can be struck 2d6+8 times before its power is completely expended.
 +
* Wondrous Item (precious stone).
 +
* Faint evocation; CL3rd; Craft Wondrous Item, ''light''; price 2,750gp; weight 0 lbs.
 +
 
 +
 
 +
'''Juxtaposition Staff (AKA the Juxtaf)'''
 +
 
 +
* Looks like a simple wooden quarterstaff with a ring of silver (6” diameter) on each end.
 +
* By turning a tiny dial on the staff, the wielder can set a timer anywhere from 1 to 10 rounds (turning the dial is a swift action). When the timer runs out, the wielder switches places with the staff, via teleportation. If the staff is in the wielder’s hands when the timer expires, the switch will not occur.
 +
* +1 Throwing quarterstaff.
 +
* Moderate conjuration; CL 15th, Craft Magic Arms & Armor, ''teleport''; price 48,600gp; cost 24,600gp + 1,920XP.
 +
 
 +
 
 +
'''Katar of Fury'''
 +
 
 +
* Looks like an ornamental katar (punching dagger), with a shark-tooth-shaped blade that is etched by Parhai symbols.
 +
* This +1 punching dagger deals an additional 1d6 points of damage on an attack made during a full attack action.
 +
* Faint transmutation; CL7th; Craft Magic Arms & Armor, ''savage strength''; price 8,302gp; cost 4,302gp + 320XP.
 +
 
 +
 
 +
'''Keffiyeh of Adornments'''
 +
 
 +
* This keffiyeh is a large, square red cloth with extra folds that are only apparent on tactile examination.
 +
* Up to three magical rings, amulets, necklaces, medallions, periapts or scarabs may be hung inside the wrapped keffiyeh; these function normally provided that their combined caster levels do not exceed 20 & no individual item has a caster level exceeding 8.
 +
* Wondrous Item (scarf).
 +
* Faint transmutation; CL 17th, Craft Wondrous Item, ''eagle’s splendor''; price 31,000gp.
 +
 
 +
 
 +
'''Keffiyeh of Understanding'''
 +
 
 +
* This square of cotton cloth bears a distinct checkered white & black pattern, & has a small white pearl sewn into each of the corners.
 +
* Worn on the head, this headdress grants the wearer a +2 insight bonus to Wisdom. Three times per day, the wearer may use ''true seeing ''as the spell. Once per day, you may exempt yourself from the effects of a spell, spell-like ability or supernatural ability as an immediate action. You are not a target of the effect, nor does it impact you in any way, & you do not need to make a saving throw.
 +
* Wondrous Item (scarf).
 +
* Strong divination; CL 13th; Craft Wondrous Item, ''dispel magic'' & ''true seeing''; price 29,000gp; weight 0 lbs.
 +
 
 +
 
 +
'''Keffiyeh of Whispers'''
 +
 
 +
* This square of cotton cloth bears a distinct checkered blue & black pattern, & is very thin.
 +
* Worn on the head, this headdress allows the wearer to choose whether his voice will be audible or inaudible as a free action. If casting a spell with a verbal component, this increases the Spellcraft DC to identify the spell by +4. The effect is local to the area around the wearer’s head (around 3”), so he may whisper into another’s ear without being overheard. This item will not allow the wearer to cast spells with verbal components while in an area affected by a ''silence ''spell or similar effect.
 +
* Wondrous Item (scarf).
 +
* Faint illusion; CL 5th; Craft Wondrous Item, ''zone of silence''; price 21,500gp; weight 0 lbs.
 +
 
 +
 
 +
'''Key of All Locks'''
 +
 
 +
* Looks like a small brass key, 3-4” long, with a long thin ribbon on the end. The black ribbon has a single white glyph stitched on it that makes no sense at all.
 +
* Can automatically unlock any non-magical lock that it is placed within. It takes 1 full minute (10 rounds) for the key to adjust to the lock before it can be used to open a lock.
 +
* Wondrous Item (key).
 +
* Faint transmutation; CL6th; Craft Magic Arms & Armor, ''knock''; price 25,302gp; weight 0 lbs.
 +
 
 +
 
 +
'''Key of the Colossus'''
 +
 
 +
* Looks like a long, bronze dagger, with several irregular grooves & notches in the blade & a simple leather-gripped handle.
 +
* When placed in the proper slot within the command chamber of the '''Colossus of the Ral Zadi''' (see below), awakens it from its “slumber”. Once activated, the Colossus can be controlled using the various levers, buttons, & ropes within the command chamber. Removing the key from its slot in the command chamber deactivates the Colossus.
 +
* +1 dagger.
 +
* Moderate transmutation; CL15th; Craft Magic Arms & Armor, ''animate objects''; price 41,302gp; cost 20,802gp + 1,640XP.
 +
 
 +
 
 +
'''Lamp of Conjuring'''
 +
 
 +
* Looks like a simple brass lamp, decorated with plain geometric designs etched into its polished surface.
 +
* When used as a container for a bound creature (IE a creature with the Bound subtype), this lamp confers many benefits to the being. The bound creature is healed of all injuries while within its timeless transdimensional pocket. In addition, all diseases are cured, all ability damage is healed, & all adverse conditions are negated within the pocket, as well.
 +
* Wondrous Item (lamp).
 +
* Moderate conjuration; CL11th; Craft Wondrous Item, ''heal''; price 13,500gp; weight 1 lb.
 +
 
 +
 
 +
'''Lamp of Sujabet'''
 +
 
 +
* Looks like an ornate glass-walled lamp, with the top & bottom made of wood inlaid with silver, a silver handle, & silver shading doors. Instead of a traditional oil-based device, this lamp houses a large Jewel of Light in the center.
 +
* The lamp can be activated or deactivated by the user as a free action. Also, once per day, the user can cause the lamp to emit a 40’ ray of intense light. Each creature in the ray is blinded & takes 6d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save (DC25) negates the blindness & reduces the damage by half.
 +
* Wondrous Item (lamp).
 +
* Moderate evocation; CL16th; Craft Wondrous Item, ''sunbeam''; price 39,100gp; weight 2 lbs.
 +
 
 +
 
 +
'''Latching Rod'''
 +
 
 +
* Looks like a foot-long rod made of polished steel, with a sphere of bronze on one end. Three small bronze buttons on the side of the rod are the only things that mar its featureless surface.
 +
* The first button activates/deactivates a thin line of light out of the bronze sphere to any point within sight; this is a free action. The second button fires the sphere up to 100’ away as a standard action, in the direction indicated by the light-line. This sphere is attached to the rod by an adamantine cord (hardness 20, 5HP, Break DC30). The sphere can either attach itself to the object it’s aimed at or wrap around it, depending on whether or not the third button is pressed. The final button will retract the sphere back to the rod.
 +
* If the object that it’s attached to weighs less than twice the wielder’s maximum load, then that object is dragged toward the wielder at 50’ per round. If the object weighs more than twice the wielder’s maximum load, though, then the wielder is dragged toward the object at 50’ per round.
 +
* Faint transmutation; CL9th; Craft Rod, ''animate rope''; price 22,850gp.
 +
 
 +
 
 +
'''Leaping Boots'''
 +
 
 +
* Look like a pair of spring-heeled leather boots with a natharite motif.
 +
* The wearer gains a +20 competence bonus on all Jump checks. Both boots must be worn by the same creature for them to be effective.
 +
* Wondrous Item (boots).
 +
* Moderate transmutation; CL11th; Craft Wondrous Item, ''jump''; price 19,700gp; weight 3 lbs each.
 +
 
 +
 
 +
'''Lenses of Lucidity'''
 +
 
 +
* These glass lenses are very thick, & greatly magnify the eyes of the wearer; they are mounted with a crude black wire frame.
 +
* The wearer of these lenses can see with perfect clarity through illusions, obscuration & other magical deceptions. The sight conferred by this effect functions the same as that conferred by ''true seeing'', with the exception that it does not enable the wearer to see through ''polymorph ''& other transmutation effects.
 +
* Wondrous Item (lens).
 +
* Strong divination; CL 9th; Craft Wondrous Item, ''clarity''; price 20,900gp; weight ½ lb.
 +
 
 +
 
 +
'''Mask of Distortion'''
 +
 
 +
* Looks like a twisted ugly mask, like a face in a warped mirror, made of ivory & held on with two white ribbons.
 +
* The wearer is partially ''displaced ''(as the spell), imposing a 25% miss chance on all opponents. This functions even on creatures that do not rely on visual senses, like creatures with blindsense or tremorsense.
 +
* Wondrous Item (mask).
 +
* Moderate illusion; CL 8th; Craft Wondrous Item, ''displacement ''or ''echo mask''; price 32,700gp; weight 0 lbs.
 +
 
 +
 
 +
'''Mask of Eyes'''
 +
 
 +
* Looks like a bizarrely-carved wooden mask, with a large central eye on the front, surrounded by smaller eyes on many different types.
 +
* Allows user to see & hear a chosen creature from any distance using a magical sensor. It must be a creature that the wearer has personally met, & both the user & its target must be on the same plane. The target is permitted a Will save (DC25) to resist. The user can see & hear the target & the target’s immediate surroundings (approximately 10’ in all directions of the target). No divination spells can be used in conjunction with this effect. If the target moves, the sensor follows at a speed of up to 90’ per round; this sensor is Fine & invisible, so an Intelligence check (DC25) needed to notice it.
 +
* Wondrous Item (mask).
 +
* Moderate divination; CL9th; Craft Wondrous Item, ''scrying''; price 36,900gp; weight 1 lb.
 +
 
 +
 
 +
'''Mask of Illusions'''
 +
 
 +
* Looks like an ordinary mask, but never appearing the same to any two people.
 +
* Allows user to appear to others as anything the user wants: a giant, a dwarf, a plant, an animal, another person, or an object. The user cannot appear as anything more than 1 size category larger or smaller than itself. While employing this effect, the user gains a +20 on all Disguise checks. This effect can be used for up to 1 hour per day.
 +
* Wondrous Item (mask).
 +
* Moderate illusion; CL8th; Craft Wondrous Item, ''disguise self''; price 25,630gp; weight 1 lb.
 +
 
 +
 
 +
'''Medallion of Manas'''
 +
 
 +
* Looks like a large, golden medallion in the shape of a flat spiral, becoming darker as it twists inward until it is black in the center.
 +
* Allows user to command other creatures within 40’ with his/her voice. The user can only command others that can physically hear & understand the user. The target can make a Will save (DC20 + the user’s Charisma modifier) to resist initially, & is granted another Will save (same DC as above) to resist any time a command is given to perform a dangerous act. Obviously self-destructive commands are ignored. The user can command only 1 creature at a time, & the user gains no sensory information from its targets. Once the user has given a target a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, & so forth). A target will be under this effect for 24 hours, & the user can command a number of targets per day equal to its Charisma bonus (minimum 1).
 +
* After every use, the user must make a Will save (DC10 + the number of times used) or become Evil.
 +
* Wondrous Item (medallion).
 +
* Strong enchantment; CL20th; Craft Wondrous Item, ''dominate monster''; price 74,200gp; weight 1 lb.
 +
 
 +
 
 +
'''Necklace of the Everlasting Night'''
 +
 
 +
* This finely-crafted silver necklace has several star-shaped charms dangling from it, & a centerpiece shaped like a crescent moon.
 +
* This necklace appears to be a simple Necklace of Adaptation. Upon donning the necklace, the wearer falls into a magically-bound dreamless sleep. The target is unconscious (IE helpless), & cannot be awoken via any ordinary means, such as slapping, wounding, or loud noises. Once the curse is activated, the necklace can only be removed by means of a ''greater remove curse ''spell.
 +
* Wondrous Item (necklace).
 +
* Strong enchantment (disguised as moderate transmutation); CL 14th (disguised as CL 7th); Craft Wondrous Item, ''profound slumber''; price 9,000gp; weight 0 lbs.
 +
 
 +
 
 +
'''Orb of Conveyance'''
 +
 
 +
* Looks like a polished sphere (1’ in diameter) of clear glass, with sparks of electricity crackling within it.
 +
* Any spell directed at the orb is redirected in the direction of the caster’s choosing. Only spells that have a distant range can be relayed in this manner; spells with a range of personal or touch cannot be relayed. The relayed spell can travel up to the spell’s normal maximum range from the orb, even if the caster was some distance away from the orb. A relayed spell can be further relayed by another Orb of Conveyance.
 +
* Wondrous Item (orb).
 +
* Moderate evocation; CL16th; Craft Wondrous Item, ''spell turning''; price 44,500gp; weight 9 lbs.
 +
 
 +
 
 +
'''Orb of Memory'''
 +
 
 +
* Looks like a polished sphere (1’ in diameter) of frosted glass, with occasional lights twinkling within it.
 +
* The wielder of this orb can look back into their memories once per day. This effect functions just like a ''recollection ''spell, but with the following changes: the trance can be dismissed at-will (although it can only last at most for 30 minutes, & any remaining time is wasted), & the wielder can go anywhere that they had been in the past, regardless of range.
 +
* Wondrous Item (orb).
 +
* Strong divination; CL9th; Craft Wondrous Item, ''recollection''; price 33,300gp; weight 9 lbs.
 +
 
 +
 
 +
'''Orb of Tranquility'''
 +
 
 +
* Looks like a polished sphere (1’ in diameter) of black glass, with gray smoky shapes swirling within it.
 +
* The user of the orb can keep a sand golem from going berserk. As a full-round action, the user can make a Concentration check (DC18) at any time to reset the golem’s berserk chance to 0%. The orb can be used three times per day. Once a sand golem does go berserk, however, no known method can reestablish control or to stop its rampage, short of its destruction.
 +
* Wondrous Item (orb).
 +
* Strong enchantment; CL10th; Craft Wondrous Item, ''calm emotions''; price 9,300gp; weight 10 lbs.
 +
 
 +
 
 +
'''Orb of Twilight'''
 +
 
 +
* Looks like a polished sphere (1’ in diameter) of metal-flecked glass, alternately pulsing with light & darkness.
 +
* The wielder of this orb can make the surrounding area as bright as day or as dark as night, regardless of time or normal illumination. Three times per day, the wielder can fill the entire area (100’ radius) with bright illumination or shadowy illumination for 1 minute.
 +
* Wondrous Item (orb).
 +
* Moderate evocation; CL12th; Craft Wondrous Item, ''false moon'', ''false sun''; price 24,900gp; weight 9 lbs.
 +
 
 +
 
 +
'''Pelta of Repulsion'''
 +
 
 +
* Looks like a crescent-shaped shield made of wicker, with a stylized bull on its surface.
 +
* This +1 light wooden shield repulses all evil creatures from the area around it when it is wielded by a creature with a good alignment. A creature with an evil alignment must make a Will save (DC = 15 + the wielder’s Charisma modifier) if it is within 30’ of a good-aligned creature that is wielding this shield. Any creature that fails this saving throw must flee from the wielder (as if turned by a cleric), to a distance of 30’. If a creature cannot flee, they cower, giving any attack rolls against them a +2 bonus. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the shield is in hand & disappears when the shield is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the shield is wielded. This effect is not mind-affecting.
 +
* Moderate abjuration; CL 8th; Craft Magic Arms & Armor, ''protection from evil'', creator must be good; price 10,153gp; Cost 5,153gp + 400 XP.
 +
 
 +
 
 +
'''Peri’s Gloves'''
 +
 
 +
* These thin leather gloves are embroidered with erratic, fractious spiders.
 +
* They confer on the wearer a +6 insight bonus to Disable Device & Sleight of Hand checks. Both gloves must be worn by the same creature for them to be effective.
 +
* Wondrous Item (gloves).
 +
* Moderate evocation & transmutation; CL 9th, Craft Wondrous Item, ''mage hand'', ''shatter''; price 14,600gp.
 +
 
 +
 
 +
'''Periapt of Purity'''
 +
 
 +
* Looks like a milky-white gem, cut in the shape of an oval, & set in a silver chain.
 +
* The wielder of this gem can cast ''cleanse ''up to three times per day. The effect is always centered on the gem, & lasts for 1d6 rounds.
 +
* Wondrous Item (gem).
 +
* Faint abjuration; CL3rd; Craft Wondrous Item, ''cleanse''; price 5,700gp; weight 0 lbs.
 +
 
 +
 
 +
'''Phantasmal Veil'''
 +
 
 +
* This silken veil appears as a translucent dun color, but when swirled around, it reveals deep blues, golds & greens.
 +
* When worn over the face, it causes the wearer’s eyes to fog with swirling, midnight blue storm clouds. As an immediate action, the wearer may activate a gaze attack against a single target or against all foes in range. Every foe selected is drawn into a misty, starlit echo of the immediate area (multiple foes are entitled to a Will save against DC17 to resist) where they must fight the wearer in their true form. No spells, spell-like abilities or magic items function in this combat, & all involved are aware of this. When either the wearer or his foes have triumphed, all involved return immediately to the real world as though no time had passed. Those slain in the phantom battle become exhausted. Foes with 10 or more HD above the wearer's are unaffected. If the wearer fails in such a battle, the phantasmal veil loses its magical properties for 24 hours.
 +
* Wondrous Item (veil).
 +
* Strong divination & enchantment; CL 13th; Craft Wondrous Item, ''dream ''& ''true seeing''; price 40,000gp; weight 0 lbs.
 +
 
 +
 
 +
'''Pigments of the Jezebel'''
 +
 
 +
* These pigments are contained in a set of gray ceramic jars, usually found together in an orangewood box. Each of the three pigments take 2 minutes each to apply, & each has a different ability:
 +
* The rouge confers a +2 bonus to Bluff & Diplomacy checks for the next 8 hours. Once during that time, the wearer may employ the rouge’s ''charm person ''power, although it is not a mind-affecting effect.
 +
* The crimson lip coloring confers a +2 bonus to Gather Information checks for the next 8 hours. Once during that time, the wearer may employ the lip coloring’s ''heroism ''power by kissing the intended recipient.
 +
* The copper eye shadow confers a +2 bonus to Intimidate checks for the next 8 hours. Once during that time, the wearer may employ the eye shadow’s ''hypnotism ''power, although it is not a mind-affecting effect.
 +
* When worn together, the pigments confer a +4 enhancement bonus to the wearer's Charisma for the next 8 hours. The pigments’ various powers have a save DC of 16. Each jar of pigment contains 3d4 applications when found.
 +
* Wondrous Item (makeup).
 +
* Faint enchantment & transmutation; CL 7th; Craft Wondrous Item, ''charm person'', ''eagle’s splendor'', ''hypnotism'', & ''rage''; price 15,000gp; weight 3 lbs.
 +
 
 +
 
 +
'''Quern of Dust'''
 +
 
 +
* Looks like a quern made of sandstone, & has fine Terran glyphs etched around its bowl.
 +
* This quern-stone requires a tiny sample of the material it is to grind in order to be effective. It can grind a door to dust with one minute’s use, grind through a 10’×10’×1’ section of wall with one minute’s use per point of hardness or deal 2d10 damage to a corporeal construct with one minute’s use. Once per day, the quern of dust may set up a ''sympathetic vibration'' in a freestanding structure (as the spell), but afterwards the user will become fatigued. Use of the quern for the remainder of the day will cause it to disintegrate into worthless sand (with no warning).
 +
* Wondrous Item (quern-stone).
 +
* Strong evocation; CL 16th, Craft Wondrous Item, ''shatter'', ''sympathetic vibration'', or ''earthquake''; price 18,600gp.
 +
 
 +
 
 +
'''Quern of the Thaumaturge'''
 +
 
 +
* Looks like a quern made of a dark black rock, while its handstone appears to be a white marble.
 +
* The user of this quern-stone can grind any precious metal or gemstone to spell-quality powder of equivalent value in 1 minute. The user may also employ the quern to destroy an ''amulet of doom'' or a ''scarab of death''. Doing so destroys this quern as well.
 +
* Wondrous Item (quern-stone).
 +
* Moderate evocation; CL 10th, Craft Wondrous Item, ''shatter''; price 7,200gp.
 +
 
 +
 
 +
'''Rescuer’s Helm'''
 +
 
 +
* This dented bronze helm is thickly armored on the crown & the cheek plates, & is lightly armored elsewhere. It is marked with repeating runes of protection, but it otherwise undecorated.
 +
* This helmet allows the wearer to confer their Fortitude, Reflex & Will bonuses to any single ally within 40’, as well as a deflection bonus to their AC equal to the wearer’s Charisma bonus, if any. The ally may use the better of their current save bonuses & deflection bonus or those the wearer confers. This transference lasts for only 1 round, but can be used up to five times per day.
 +
* Wondrous Item (helmet).
 +
* Strong abjuration; CL 9th; Craft Wondrous Item, ''saving grace''; price 30,900gp; weight 2 lbs.
-
[B]Agal of Altered Destiny[/B]
 
-
[LIST]
 
-
[*]Looks like a plain blue agal… or is green? Maybe it’s orange?
 
-
[*]The wearer can grant a touched creature a +2 luck bonus (or inflict a -2 luck penalty) to its next saving throw. Doing so requires a successful touch attack, but does not permit the creature a save to resist.
 
-
[*]Wondrous Item (agal).
 
-
[*]Faint evocation; CL5th; Craft Wondrous Item, [I]bend fate[/I], [I]skew fate[/I]; price 31,500gp; weight 0 lbs.
 
-
[/LIST]
 
-
[B]Agal of Blessed Faith[/B]
+
'''Reverse Crystal Ball'''
-
[LIST]
+
-
[*]Looks like a thick, white, plain agal.
+
-
[*]The wearer is constantly under the effects of a [I]bless [/I]spell. An agal can be worn over other magical head adornments, but only one agal may be worn at a time.
+
-
[*]Wondrous Item (agal).
+
-
[*]Faint enchantment; CL 5th; Craft Wondrous Item, [I]bless[/I]; price 6,500gp; weight 0 lbs.
+
-
[/LIST]
+
-
[B]Agal of the Mind’s Shield[/B]
+
* This cursed item is indistinguishable from a normal crystal ball (6” in diameter).
-
[LIST]
+
* If a creature attempts to use this ball to scry upon a target, they must make a Will save (DC22). If the save is successful, then normal scrying can be performed. If the user fails the saving throw, though, then the ball instead projects a view of the user & their immediate surroundings to the intended target. Everything that can be normally seen or heard within 10’ of the user is projected to the target’s mind. The target can dismiss this projection (as a free action) if they so choose, but it cannot be cancelled by the user. This effect lasts for 1 minute per level of the user, & only functions if both the user & the target are on the same plane. If the user moves, the sensor follows at a speed of up to 150’ per round.
-
[*]Looks like a plain red agal with thin white stripes running through it.
+
* Wondrous Item (orb).
-
[*]The wearer gains a +5 bonus to their Will saves while donning this agal.
+
* Moderate divination; CL 13th; Craft Wondrous Item, ''bestow curse'' & ''scrying''; price 42,000gp; weight 7 lbs.
-
[*]Wondrous Item (agal).
+
-
[*]Moderate abjuration; CL 6th; Craft Wondrous Item, [I]protection from chaos/evil/good/law[/I]; price 9,400gp; weight 0 lbs.
+
-
[/LIST]
+
-
[B]Agal of Rapid Wellness[/B]
 
-
[LIST]
 
-
[*]Looks like an agal, made of red & white striped cloth, which never seems to get soiled no matter how dirty & dusty the surroundings are.
 
-
[*]The wearer gains Fast Healing 1 while donning this agal.
 
-
[*]Wondrous Item (agal).
 
-
[*]Strong conjuration; CL 18th; Craft Wondrous Item, [I]regenerate[/I]; price 17,500gp; weight 0 lbs.
 
-
[/LIST]
 
-
[B]Alchemist’s Quern[/B]
+
'''Ring of Dreams'''
-
[LIST]
+
-
[*]Looks like a quern made of black marble, with a lapis lazuli handstone.
+
-
[*]This quern-stone confers a +6 synergy bonus to all Craft (alchemy) checks made while using it.
+
-
[*]Wondrous Item (quern-stone).
+
-
[*]Strong transmutation; CL 9th, Craft Wondrous Item, [I]fabricate[/I]; price 15,500gp.
+
-
[/LIST]
+
-
[B]Amulet of Doom[/B]
+
* Looks like a small silver ring, carved with swirling shapes that are constantly shifting & changing.
-
[LIST]
+
* Once per day, it allows the wearer to enter another creature’s dream. The wearer is in a trance during the time it is in the dream-world. The dreamer is allowed a Will save (DC22) to resist the wearer entering its dream. The wearer can stay for up to 10 minutes plus a number of minutes equal to their Charisma modifier. Events that occur in the dream-world usually have no effect in the waking-world; but if either the wearer or the dreamer dies in the dream, then that character will be ejected from the dream & suffer 1d4 temporary Charisma damage. The dream is over when the dreamer wakes up. Any information gained within a dream must be either written down or communicated to someone else within 1 minute of exiting the dream; otherwise, the information is lost.
-
[*]This amulet appears to be one of the beneficial amulets or necklaces, & when worn seems to have no immediate benefit.
+
* Moderate enchantment; CL13th; Forge Ring, ''dream ''& ''modify memory''; price 21,500gp.
-
[*]It screens the wearer from friendly divinations, but suppresses all protections the wearer may receive against hostile divinations. In addition, a powerful individual receives the effects of [I]Nathar’s nightmarish nemesis [/I](1,250 XP spent) targeting the wearer until either the amulet or that individual is destroyed, at which time the powers of the amulet fade.
+
-
[*]Wondrous Item (amulet).
+
-
[*]Strong abjuration; CL 17th; Craft Wondrous Item, [I]greater bestow curse[/I]; price 35,000gp.
+
-
[/LIST]
+
-
[B]Armor of Warding[/B]
 
-
[LIST]
 
-
[*]Looks like a suit of dark brown leather armor, studded with metal slugs. Upon close inspection, these slugs are shaped like squares, triangles, crescents, spirals & other arcane shapes.
 
-
[*]This +2 studded leather suit of armor protects the wearer from curses. The wearer gains a +10 resistance bonus to all saving throws to resist curses & curse-based effects.
 
-
[*]Strong abjuration; CL 15th; Craft Magic Arms & Armor, [I]greater remove curse[/I]; price 22,175gp; Cost 11,175gp + 880 XP.
 
-
[/LIST]
 
-
[B]Belt of Burdusq[/B]
+
'''Ring of Endless Moisture'''
-
[LIST]
+
-
[*]Looks like a thick leather belt, with many different colored stones embedded within it, & a silver buckle in the shape of two clasped hands.
+
-
[*]It creates a 5’ aura of protection, centered on the wearer. All allies within the aura (including yourself) gain a +1 shield bonus for every ally within 5’ of you.
+
-
[*]Wondrous Item (belt).
+
-
[*]Moderate abjuration; CL5th; Craft Wondrous Item, [I]shield[/I]; price 25,050gp; weight 1 lb.
+
-
[/LIST]
+
-
[B]Bisht of Distant Lightning[/B]
+
* Looks like a thick brass ring, with a swirling pattern like churning waters etched into it, & a teardrop-shaped blue topaz in the center.
-
[LIST]
+
* Three times per day, the wearer of this ring can increase the level of humidity within a 40’ radius to brutal levels. All creatures in the area suffer a -2 penalty to all ability scores. Anyone attempting a standard or full-round action within the area of humidity must make a Concentration check (DC 20 + your spellcasting modifier) or take a -5 penalty to whatever task they were attempting. Anyone attempting to cast a spell within the area of humidity must make a Concentration check (DC 20 + your spellcasting modifier) or lose the spell. Anyone taking a full round’s worth of actions must make a successful Fortitude save or become fatigued. Creatures with the Fire or Water subtypes are immune to this effect, as is the wearer. This effect lasts for 1 full minute per use.
-
[*]This blue linen robe is accented with jagged yellow embroidered shapes.
+
* Moderate conjuration; CL 10th; Forge Ring, ''humidity''; price 8,600gp.
-
[*]The bisht absorbs the first 10 points of electricity damage per round that the wearer would normally take. Three times per day, the wearer can activate the garment’s true power as a swift action. Upon activation, it will absorb all electricity damage for the next round, preventing any of it from harming the wearer. Absorbing electricity damage at this time will heal the wearer of 1d6+4 points of damage, up to the wearer’s maximum HP. A bisht can be worn over a magical cloak, robe, shirt, &/or vest, but only one bisht may be worn at a time.
+
-
[*]Wondrous Item (bisht).
+
-
[*]Moderation abjuration CL 9th; Craft Magic Arms & Armor, [I]resist energy[/I]; price 45,600gp; weight 3 lbs.
+
-
[/LIST]
+
-
[B]Bisht of Dusk’s Concealing[/B]
 
-
[LIST]
 
-
[*]This long, flowing gray robe hangs loosely over the shoulders.
 
-
[*]When worn as an outer garment, it reduces the wearer’s armor check penalty by -5 (to a minimum of 0) & raises the armor’s maximum Dexterity bonus by +2. A bisht can be worn over a magical cloak, robe, shirt, &/or vest, but only one bisht may be worn at a time.
 
-
[*]Wondrous Item (bisht).
 
-
[*]Moderate transmutation; CL 10th; Craft Wondrous Item, [I]cat’s grace[/I]; price 8,000gp; weight 2 lbs.
 
-
[/LIST]
 
-
[B]Bisht of Harmless Acid[/B]
+
'''Ring of Fire'''
-
[LIST]
+
-
[*]This yellow linen robe is accented with bubbly green embroidered shapes.
+
-
[*]The bisht absorbs the first 10 points of acid damage per round that the wearer would normally take. Three times per day, the wearer can activate the garment’s true power as a swift action. Upon activation, it will absorb all acid damage for the next round, preventing any of it from harming the wearer. Absorbing acid damage at this time will heal the wearer of 1d6+4 points of damage, up to the wearer’s maximum HP. A bisht can be worn over a magical cloak, robe, shirt, &/or vest, but only one bisht may be worn at a time.
+
-
[*]Wondrous Item (bisht).
+
-
[*]Moderation abjuration CL 9th; Craft Magic Arms & Armor, [I]resist energy[/I]; price 45,600gp; weight 3 lbs.
+
-
[/LIST]
+
-
[B]Bisht of Melted Snow[/B]
+
* Looks like two thin rings of copper & bronze, twisted around one another & a small Sathan ruby, which glows red in dim light.
-
[LIST]
+
* Projects a 30’ cone of extreme heat at the command of the user. This cone deals 6d6 points of fire damage to any creature or object within its area. Creatures are allowed a Reflex save (DC20) for half damage. This effect can be used up to 5 times per day.
-
[*]This white linen robe is accented with wispy blue embroidered shapes.
+
* Moderate evocation; CL 12th; Forge Ring, ''burning hands''; price 11,200gp.
-
[*]The bisht absorbs the first 10 points of cold damage per round that the wearer would normally take. Three times per day, the wearer can activate the garment’s true power as a swift action. Upon activation, it will absorb all cold damage for the next round, preventing any of it from harming the wearer. Absorbing cold damage at this time will heal the wearer of 1d6+4 points of damage, up to the wearer’s maximum HP. A bisht can be worn over a magical cloak, robe, shirt, &/or vest, but only one bisht may be worn at a time.
+
-
[*]Wondrous Item (bisht).
+
-
[*]Moderation abjuration CL 9th; Craft Magic Arms & Armor, [I]resist energy[/I]; price 45,600gp; weight 3 lbs.
+
-
[/LIST]
+
-
[B]Bisht of Quenched Flames[/B]
 
-
[LIST]
 
-
[*]This black linen robe is accented with wavy red embroidered shapes.
 
-
[*]The bisht absorbs the first 10 points of fire damage per round that the wearer would normally take. Three times per day, the wearer can activate the garment’s true power as a swift action. Upon activation, it will absorb all fire damage for the next round, preventing any of it from harming the wearer. Absorbing fire damage at this time will heal the wearer of 1d6+4 points of damage, up to the wearer’s maximum HP. A bisht can be worn over a magical cloak, robe, shirt, &/or vest, but only one bisht may be worn at a time.
 
-
[*]Wondrous Item (bisht).
 
-
[*]Moderation abjuration CL 9th; Craft Magic Arms & Armor, [I]resist energy[/I]; price 45,600gp; weight 3 lbs.
 
-
[/LIST]
 
-
[B]Bisht of Silenced Sound[/B]
+
'''Ring of Quhad-Gul'''
-
[LIST]
+
-
[*]This green linen robe is accented with curvy white embroidered shapes.
+
-
[*]The bisht absorbs the first 10 points of sonic damage per round that the wearer would normally take. Three times per day, the wearer can activate the garment’s true power as a swift action. Upon activation, it will absorb all sonic damage for the next round, preventing any of it from harming the wearer. Absorbing sonic damage at this time will heal the wearer of 1d6+4 points of damage, up to the wearer’s maximum HP. A bisht can be worn over a magical cloak, robe, shirt, &/or vest, but only one bisht may be worn at a time.
+
-
[*]Wondrous Item (bisht).
+
-
[*]Moderation abjuration CL 9th; Craft Magic Arms & Armor, [I]resist energy[/I]; price 45,600gp; weight 3 lbs.
+
-
[/LIST]
+
-
[B]Blade of Bitter Darkness[/B]
+
* Looks like a golden ring, shaped like a desert dragon biting its own tail.
-
[LIST]
+
* Allows the user to summon a desert dragon. The dragon appears where the user designates (within 30’) & acts immediately, on the user’s turn. It attacks the user’s opponents to the best of its ability. It can be directed not to attack, to attack particular enemies, or to perform other actions. The dragon’s age is determined by the user’s Charisma bonus: +1 or below = Wyrmling, +2 = Very Young, +3 = Young, +4 = Juvenile, etc. The dragon can be dismissed at will, as an immediate action. It can be summoned for up to 10 rounds per day; these rounds need not be consecutive.
-
[*]Looks like a dull, dark gray falchion with many barbs along the edges, & a grip wrapped in bloodstained black leather.
+
* Strong conjuration; CL 20th; Forge Ring, ''summon monster IX''; price 98,100gp.
-
[*]This +2 falchion inflicts one negative level upon the creature that it struck whenever it deals damage. Upon a critical hit, it inflicts two negative levels. These negative levels last one full day, & can only affect living creatures (constructs, objects, & the undead do not count).
+
-
[*]Strong necromancy; CL 13th; Craft Magic Arms & Armor, [I]enervation[/I]; Price 54,375gp; Cost 27,375gp + 2,160 XP.
+
-
[/LIST]
+
-
[B]Blade of the Ghostly Wind[/B]
 
-
[LIST]
 
-
[*]Looks like a long, delicate scimitar with a translucent blade, etched with swirling lines, like gusts of wind.
 
-
[*]This +1 scimitar can become incorporeal while in the wielder’s hand, as a free action. The hand wielding this weapon counts as empty for any effect that would be beneficial. However, the hand cannot be used to hold a weapon, implement or shield.
 
-
[*]Moderate evocation; CL4th; Craft Magic Arms & Armor, [I]spiritual weapon[/I]; price 14,315gp; cost 7,315gp + 560XP.
 
-
[/LIST]
 
-
[B]Blade of Mortal Fear[/B]
+
'''Ring of the Oasis'''
-
[LIST]
+
-
[*]Looks like a golden-bladed scimitar, with many wicked barbs on its blade & a row of spikes on its grip-guard.
+
-
[*]Upon a successful strike from this weapon, an opponent must make a Will save (DC18) or be shaken for 1d6+4 rounds. Upon a successful critical hit from this weapon, an opponent must make a Will save (DC18) or be frightened for 1d6+4 rounds.
+
-
[*]+3 Intelligent scimitar.
+
-
[*]The blade is extremely agoraphobic, & wants only to remain in its scabbard. The wielder must succeed a Will save versus the weapons Ego (DC11) to draw the sword from its sheath.
+
-
[*]Alignment: Chaotic Neutral; Intelligence 15 (+2), Wisdom 10 (+0), Charisma 15 (+2); Languages: Archaic, Common, & Ghul; illiterate; 120’ radius vision & hearing, 60’ darkvision; can communicate telepathically with the wielder; Bluff +12, Diplomacy +12, Sense Motive +10; Ego: 11.
+
-
[*]Strong necromancy; CL 10th, Craft Magic Arms & Armor, [I]fear[/I]; price 38,315gp; cost 19,315gp + 1,520XP.
+
-
[/LIST]
+
-
[B]Blade of Loving Mercy[/B]
+
* Looks like a ring made of silvery-blue metal, carved in the shape of roiling, frothing waves.
-
[LIST]
+
* The wearer of this ring can cast ''wall of water ''up to three times per day as a 12th level caster. The Reflex save for avoiding this effect is at DC20.
-
[*]Looks like a gold-plated katar with a heart-shaped blade.
+
* Moderate evocation; CL 12th; Forge Ring, ''wall of water''; price 13,900gp.
-
[*]This +1 punching dagger will not reduce any creature hit points below -1; in addition, any creature that it reduces to negative hit points will automatically be stabilized. This effect cannot be used to stabilize a creature that was reduced to negative hit points by other means.
+
-
[*]Moderate conjuration; CL 8th; Craft Magic Arms & Armor, [I]cure minor wounds[/I]; Price 8,302gp; Cost 4,302gp + 320 XP.
+
-
[/LIST]
+
-
[B]Boots of Swiftness[/B]
 
-
[LIST]
 
-
[*]Look like a pair of metal-plated boots in the shape of the talons of a homa bird.
 
-
[*]Increases speed of wearer by 30’ per round. This effect applies to all forms of travel, but does not increase the speed of other activities. This effect overlaps (does not stack) with other magical means of increasing one’s speed. Both boots must be worn by the same creature for them to be effective.
 
-
[*]Wondrous Item (boots).
 
-
[*]Moderate transmutation; CL8th; Craft Wondrous Item, [I]longstrider[/I]; price 9,600gp; weight 2 lbs each.
 
-
[/LIST]
 
-
[B]Bow of the Bent Arc[/B]
+
'''Robes of Reach'''
-
[LIST]
+
-
[*]Looks like a longbow, made of ashy bone-like wood, which is twisted at odd angles.
+
-
[*]This +2 shortbow can enable arrows fired with it to ricochet off of flat surfaces, such as walls, floors, & ceilings. Once per round, calculate line of effect from a wall square within range. You must still have line of sight to the target, & the arrows cannot ricochet more than twice. An arrow cannot travel further than one range increment from a wall it has ricocheted from, & arrows maintain the same height as that wall after striking it.
+
-
[*]Faint evocation; CL6th; Craft Magic Arms & Armor, [I]wind wall[/I]; price 17,330gp; cost 8,830gp + 680XP.
+
-
[/LIST]
+
-
[B]Bow of the Hashshashin[/B]
+
* Looks like a plain linen robe with very, very long sleeves.
-
[LIST]
+
* A creature wearing this robe has their reach increased by 5’. Their arms become long & gangly, to fit the robes strange sleeves.
-
[*]Looks like a longbow made of darkwood, intricately carved into long curving intertwined shapes that seem to hypnotize those who gaze its patterns for too long.
+
* Wondrous Item (robe).
-
[*]This +3 longbow grants the user a +10 insight bonus to ranged attacks made with it, but only if the user prepared the attack roll as a readied action.
+
* Moderate transmutation; CL 8th, Craft Wondrous Item, ''enlarge person''; price 11,500gp; weight 3 lbs.
-
[*]Moderate divination; CL 11th; Craft Magic Arms & Armor, [I]true strike[/I]; Price 34,405gp; Cost 17,405gp + 1,360 XP.
+
-
[/LIST]
+
-
[B]Bow of the Sharpened Feather[/B]
 
-
[LIST]
 
-
[*]Looks like an ordinary longbow, except the wood is covered with swirling black & white marks, & wisps of smoke occasionally emanate from the bowstring.
 
-
[*]This +1 longbow adds the wielder’s Dexterity bonus to damage rolls for all ranged attacks made with it.
 
-
[*]Moderate evocation; CL10th; Craft Magic Arms & Armor, [I]wind’s edge[/I]; price 42,375gp; cost 21,375gp + 1,680XP.
 
-
[/LIST]
 
-
[B]Bracelets of Binding[/B]
+
'''Rod of Flames'''
-
[LIST]
+
-
[*]Look like a pair of plain bracelets, 2” wide each, made of polished brass.
+
-
[*]Binds the wearer, forcing them to obey a designated creature. The wearer is allowed a Will save (DC10 + caster level) to resist. Only elementals or outsiders can be bound by these bracelets. The master creature must be designated prior to placing the bracelets on the wearer. The master can designate a new master for the bound creature, but the bound creature can have only one designated master at a time; each time a new master is designated, the wearer gets a new saving throw to resist the binding. They also grant the wearer a +2 deflection bonus to their AC. Both bracelets must be worn by the same creature for them to be effective.
+
-
[*]Wondrous Item (bracelets).
+
-
[*]Moderate transmutation; CL17th; Craft Wondrous Item, [I]binding[/I]; price 21,700gp; weight 1 lb each.
+
-
[/LIST]
+
-
[B]Candle of Calm[/B]
+
* Looks like the thighbone of a sarsaok (about 18” long) with Draconic symbols intricately carved into it in red lettering.
-
[LIST]
+
* The rod can project a beam of extreme heat at the command of the wielder. This beam can target any object or creature within 100’. Anything struck by the beam is dealt 10d6 points of fire damage. Creatures can make a Reflex save (DC22) for half damage.
-
[*]Looks like a tall, thick ivory candle with smoky colors swirling over its surface constantly, except when lit, at which time its colors come to a stop.
+
* The rod can also incinerate a target upon a successful touch attack. This attack deals 20d6 points of fire damage. Anything reduced to 0HP or less by this attack is entirely disintegrated, leaving behind only a trace of fine dust.
-
[*]Projects the area with soothing emotions (40’ radius), which functions like a [I]calm emotions [/I]spell; Will save (DC25) to negate.
+
* It has 10 charges when found. Projecting a beam uses 1 charge, while incinerating a target via a touch attack uses 8 charges. Spent charges are renewed every day, so that a wielder can expend up to 10 charges in any 24-hour period.
-
[*]Wondrous Item (candle).
+
* Strong evocation; CL12th; Craft Rod, ''flame arrow'' & ''incendiary cloud''; price 18,300gp.
-
[*]Strong enchantment; CL7th; Craft Wondrous Item, [I]calm emotions[/I]; price 14,410gp; weight 1 lb.
+
-
[/LIST]
+
-
[B]Candle of Cleansing[/B]
 
-
[LIST]
 
-
[*]Looks like a simple red-wicked candle made of ivory-colored wax striped with paler streaks.
 
-
[*]When burned, this candle creates an immobile, hemispherical energy field that damages unclean creatures. The field affects oozes, vermin, & any creature that can transmit poison or disease as an extraordinary ability. Any creature that the field affects takes 1d8+6 points of damage per round; a successful Will save (DC17) each round negates this damage. Creatures that can cast poisoning spells, but have no inherent poisoned attack, are not affected by this field. This effect is in a 10’ radius, centered on the candle. The field lasts for 10 minutes, as the candle burns. If the candle is snuffed before that time, the effect is canceled & the candle ruined.
 
-
[*]Wondrous Item (candle).
 
-
[*]Moderate evocation; CL6th; Craft Wondrous Item, [I]scour[/I]; price 6,500gp; weight ½ lb.
 
-
[/LIST]
 
-
[B]Cat’s Eye Lenses[/B]
+
'''Rod of Ice'''
-
[LIST]
+
-
[*]These glass lenses have a tinted vertical slit & are joined by a copper wire set with agate.
+
-
[*]The wearer of these lenses becomes immune to blindness, as well as the harmful effects of spells with the [Light] descriptor.
+
-
[*]Wondrous Item (lens).
+
-
[*]Faint evocation; CL 5th; Craft Wondrous Item, [I]darkness[/I]; price 5,000gp; weight 0 lbs.
+
-
[/LIST]
+
-
[B]Chalice of Debt[/B]
+
* Looks like a plain short rod (about 18” long), made of translucent crystal; blue Draconic runes glow on its surface when in use.
-
[LIST]
+
* The rod can project a beam of extreme cold at the command of the wielder. This beam can target any object or creature within 100’. Anything struck by the beam is dealt 10d6 points of cold damage. Creatures can make a Reflex save (DC22) for half damage.
-
[*]Looks like a simple clay cup, with a thick stem & a wide base. The inside of the cup is stained from old wine.
+
* The rod can also freeze a target solid upon a successful touch attack. This attack deals 20d6 points of cold damage & paralyzed for 1 round per point of damage dealt.
-
[*]Once per day, when this cup is filled with wine, the contents become enchanted after one minute. A creature drinking this enchanted wine gains 1d8+5 temporary hit points. These temporary hit points last for one hour. Twenty-four hours later, a drinker takes damage equal to the temporary hit points that they gained the day before. The cup can contain enough enchanted wine for up to 6 Medium-sized creatures to gain this effect. No creature can be affected by this chalice more than once per day.
+
* It has 10 charges when found. Projecting a beam uses 1 charge, while freezing a target solid via a touch attack uses 8 charges. Spent charges are renewed every day, so that a wielder can expend up to 10 charges in any 24-hour period.
-
[*]Wondrous Item (chalice).
+
* Strong evocation; CL12th; Craft Rod, ''cone of cold''; price 18,300gp.
-
[*]Moderate transmutation; CL 5th; Craft Wondrous Item, [I]aid [/I]& [I]virtue[/I]; price 6,600gp; weight 1 lb.
+
-
[/LIST]
+
-
[B]Cheche of Intrigue[/B]
 
-
[LIST]
 
-
[*]This cheche is dyed an indigo that is so deep as to appear almost black.
 
-
[*]When worn, it confers on the wearer a +6 insight bonus to Intimidate checks. Additionally, the wearer is immune to all opposed Sense Motive checks & to divination spells of 2nd level or lower. The cheche itself is immune to all divination spells of 5th level or lower.
 
-
[*]Wondrous Item (scarf).
 
-
[*]Moderate evocation; CL 12th, Craft Wondrous Item, [I]nondetection[/I]; price 27,400gp; weight 0 lbs.
 
-
[/LIST]
 
-
[B]Cheche of Resilience[/B]
+
'''Sanctuary Stone'''
-
[LIST]
+
-
[*]Looks like a linen scarf the color of a sand dune, with tiny symbols of protection sewn into the edges with dark green thread.
+
-
[*]The wearer of this scarf gains +6 circumstance bonus on endurance checks (such as Swim, environmental effects etc.) & can ignore the effects of difficult terrain.
+
-
[*]Wondrous Item (scarf).
+
-
[*]Moderate transmutation; CL 9th, Craft Wondrous Item, [I]relentless endurance[/I]; price 19,800gp; weight 0 lbs.
+
-
[/LIST]
+
-
[B]Circlet of the Iron Lady[/B]
+
* Looks like a small, polished stone (2” in width) in the shape of a lemniscate (a mobius strip, the infinity symbol).
-
[LIST]
+
* The stone teleports the user (& up to 3 allies who are in contact with the user) up to 10 miles in a specified direction as an immediate action. It can only be used once an hour. It otherwise functions like a ''greater teleport'' spell, cast by a 15th level caster.
-
[*]Looks like an intricately wrought silver crown with diamonds at every joint & curve of its outer surface, interlaced with thorny vines.
+
* Wondrous Item (stone).
-
[*]While worn, the user gains a +2 deflection bonus to her AC. Also, the user gains a +2 sacred bonus against fear effects while wearing this item.
+
* Strong conjuration; CL16th; Craft Wondrous Item, ''greater teleport''; price 66,400gp; weight 5 lbs.
-
[*]This item only works for a female wearer; it has no power for a male user.
+
-
[*]Wondrous Item (crown).
+
-
[*]Moderate abjuration; CL8th; Craft Wondrous Item, [I]mage armor[/I] & [I]remove fear[/I]; price 16,300gp; weight ½ lb.
+
-
[/LIST]
+
-
[B]Compass Ring[/B]
 
-
[LIST]
 
-
[*]Looks like a thick steel ring with a triangle motif & an arrowhead glass centerpiece.
 
-
[*]When the wearer concentrates on this ring for one full round, it will feel a tug in the direction of true north. This effect does nothing in any environment in which “north” does not really exist.
 
-
[*]Faint divination; CL 12th; Forge Ring, [I]know direction[/I]; price 2,100gp.
 
-
[/LIST]
 
-
[B]Crown of the Abyss[/B]
+
'''Sarcophagus of the Resolute Soul'''
-
[LIST]
+
-
[*]Looks like a simple silver crown, with three jewels on each side of a large black diamond in the center. The black diamond smokes for a few minutes after each use.
+
-
[*]Three times per day, the wearer can fill their surroundings (40’ radius) with the effects of a [I]darkness [/I]spell & a [I]desecrate [/I]spell simultaneously. Each effect can be activated independently, but the crown cannot be used more than three times per day.
+
-
[*]Wondrous Item (crown).
+
-
[*]Strong enchantment; CL15th; Craft Wondrous Item, [I]darkness [/I]& [I]desecrate[/I]; price 17,350gp; weight 1 lb.
+
-
[/LIST]
+
-
[B]Dagger of the Deadly Dance[/B]
+
* Looks like a great black marble casket, trimmed with gold & brass, etched with arcane musical symbols.
-
[LIST]
+
* A body placed within this coffin is perfectly preserved, & will not decay. Furthermore, the soul of the dead creature is protected by the magic of the tomb. A hafaza will not come for the soul of the deceased, nor will spells such as ''soul bind'', ''trap the soul'', or the like function on it. This protection is of no use to one who dies under the influence of ''soul blank''.
-
[*]Looks like a golden-bladed knife, with the handle shaped like a dancing figure.
+
* If a body is stored within the casket for more than one full year, then the soul of the creature must make a Will save (DC25 + 5 for every additional year stored) or permanently become a Chaotic Evil ghost. If this happened, only a ''miracle ''or a ''wish ''spell can restore their soul to sanity.
-
[*]This +2 dagger can grant its wielder the ability to wink in & out of reality. Three times per day, the wielder can “blink” up to 10’ in any direction as a swift action (for setting up flanks, exiting danger zones, etc.). The wielder must choose an unoccupied space to “blink” into, or the effect fails & is wasted.
+
* Wondrous Item (tomb).
-
[*]Moderate transmutation; CL8th; Craft Magic Arms & Armor, [I]blink[/I]; price 17,302gp; cost 8,302gp + 680XP.
+
* Strong abjuration; CL7th; Craft Wondrous Item, ''pravah’s tomb''; price 61,000gp; weight 640 lbs.
-
[/LIST]
+
-
[B]Decanter of Crawling Doom[/B]
 
-
[LIST]
 
-
[*]Looks like a pale beige carafe made of clay, glazed with an opalescent varnish, & decorated with many stylized insects painted in black.
 
-
[*]If the stopper is removed from this flask & a command word spoken, it produces one swarm of insects per round. The type of swarm is random (either a spider swarm, a locust swarm, a centipede swarm, or a hellwasp swarm; roll 1d4). This effect does not produce any back pressure, & therefore will not knock down the holder. The command word must be spoken to stop it. The holder cannot control or direct a conjured swarm without the use of enchantment spells.
 
-
[*]Wondrous Item (flask).
 
-
[*]Strong conjuration; CL13th; Craft Wondrous Item, [I]scrabbling disgorge[/I]; price 21,900gp; weight 4 lbs.
 
-
[/LIST]
 
-
[B]Dishdasha of the Darkest Night[/B]
+
'''Scabbard of the Mistral'''
-
[LIST]
+
-
[*]This loose linen robe is flat black, with little silvery stars twinkling on its surface from time to time.
+
-
[*]It grants the wearer a +4 bonus to Hide checks in areas of darkness or shadowy illumination, but imposes a -2 penalty in bright illumination. Additionally, the wearer gains a +2 circumstance bonus to normal & touch AC, & a +4 dodge bonus to AC against attacks of opportunity. [I]True seeing [/I]& [I]see invisibility [/I]will both reveal the wearer & negate the wearer’s Hide & AC bonuses from this item.
+
-
[*]Wondrous Item (robe).
+
-
[*]Strong illusion; CL 14th; Craft Wondrous Item, [I]cloak of shadows[/I]; price 44,700gp; weight 3 lbs.
+
-
[/LIST]
+
-
[B]Dishdasha of Insight[/B]
+
* This scabbard is made of leather with a silver ice pattern etched into the metal of its curling pommel guard.
-
[LIST]
+
* When a weapon is drawn forth from within, it gains the Frost special quality for the next 1d6+1 rounds; if the weapon already possesses the Frost quality, the additional cold damage stacks. If the weapon placed in this scabbard has been within another magical scabbard in the past 24 hours, this scabbard’s powers will not function.
-
[*]This loose cotton robe is a creamy beige color, with tiny sparks occasionally shooting from the seams.
+
* Wondrous Item (scabbard).
-
[*]Once per day, the wearer can choose to gain a +20 insight bonus on their next single skill check as an immediate action. The check can be of any skill.
+
* Moderate evocation; CL 9th; Craft Wondrous Item, ''chill metal'' or ''sleet storm''; price 22,000gp; weight 1 lb.
-
[*]Wondrous Item (robe).
+
-
[*]Faint enchantment; CL 5th; Craft Wondrous Item, [I]aid[/I]; price 9,400gp; weight 2 lbs.
+
-
[/LIST]
+
-
[B]Dishdasha of the Many Colors[/B]
 
-
[LIST]
 
-
[*]This loose linen robe is a riot of motley colors, constantly shifting & changing in hue & shade.
 
-
[*]The wearer can mesmerize nearby creatures for up to 1 minute, three times per day. Any creature within 30’ when this effect is active must make a Will save (DC15) each time they look at the wearer or become fascinated for as long as they remain within sight. Creatures within 30’ are also dazzled as long as they can see the wearer (no save). For as long as this effect is active, the wearer suffers a -20 penalty to Hide checks. A spell with the [Darkness] descriptor will render this effect useless & conceal the wearer. [I]Obscuring mist[/I] & the like offer the wearer no concealment, but negate these effects. This effect does not affect sightless creatures.
 
-
[*]Wondrous Item (robe).
 
-
[*]Moderate illusion; CL 10th; Craft Wondrous Item, [I]coat of colors[/I]; price 47,400gp; weight 3 lbs.
 
-
[/LIST]
 
-
[B]Dishdasha of Many Hundred Birds[/B]
+
'''Scabbard of the Sirocco'''
-
[LIST]
+
-
[*]This loose cotton robe is patterned with birds in all colors.
+
-
[*]It grants the wearer a +2 enhancement bonus to Charisma. Once per day, the wearer may raise his arms, calling forth the birds of the robe, which fly forth, turning into an oasis with tall trees, ample water, grass & fruit occupying 360 cubic feet. The oasis lasts for 24 hours or until dispelled or dismissed. It overlaps natural terrain but does not affect structures, equipment, or creatures, with the exception of the illusory birds. Food & grass removed from the oasis turn into illusory birds & fly back to the dishdasha, but up to 24 gallons of water can be taken.
+
-
[*]Wondrous Item (robe).
+
-
[*]Moderate conjuration & illusion; CL 12th; Craft Wondrous Item, [I]eagle’s splendor[/I], [I]hallucinatory terrain[/I], [I]heroes’ feast[/I]; price 36,000gp; weight 3 lbs.
+
-
[/LIST]
+
-
[B]Dishdasha of the Shifting Veil[/B]
+
* This scabbard is made of leather with a golden flame pattern etched into the metal of its curling pommel guard.
-
[LIST]
+
* When a weapon is drawn forth from within, it gains the Flaming special quality for the next 1d6+1 rounds; if the weapon already possesses the Flaming quality, the additional fire damage stacks. If the weapon placed in this scabbard has been within another magical scabbard in the past 24 hours, this scabbard’s powers will not function.
-
[*]This loose linen robe is a dull, dusty shade of tan near the hem, fading swiftly to a sharp, clear azure at the top.
+
* Wondrous Item (scabbard).
-
[*]It grants the wearer 25% concealment & a +4 bonus to Hide checks. A suspicious creature can make a Will save to notice the glamer, reducing the wearer’s concealment against that creature to 10% but not negating the Hide bonus offered. [I]True seeing [/I]offers no further information. This item’s effects are not dispelled if the wearer attacks or take another hostile action, although doing so is likely to provoke suspicion. Raising or dropping this item’s effects is a swift action.
+
* Moderate evocation; CL 9th; Craft Wondrous Item, ''fireball ''or ''produce flame''; price 22,000gp; weight 1 lb.
-
[*]Wondrous Item (robe).
+
-
[*]Strong illusion; CL 15th; Craft Wondrous Item, [I]camouflage[/I]; price 47,400gp; weight 3 lbs.
+
-
[/LIST]
+
-
[B]Dishdasha of Simplicity[/B]
 
-
[LIST]
 
-
[*]This loose cotton robe is a basic white color, although the trained eye can discern subtle shifts in color from time to time.
 
-
[*]It grants the wearer a +2 enhancement bonus to Wisdom. Items worn on the neck, head, & shoulders, as well as rings, vanish while the dishdasha of simplicity is worn, enabling the wearer to walk in peace without appearing a prime target for would-be thieves. Helmets are specifically excluded from this effect. The wearer’s hidden magic items continue to function while this item is worn.
 
-
[*]Wondrous Item (robe).
 
-
[*]Faint illusion & transmutation; CL 5th; Craft Wondrous Item, [I]invisibility[/I], [I]owl’s wisdom[/I]; price 12,000gp; weight 3 lbs.
 
-
[/LIST]
 
-
[B]Earth Medallion[/B]
+
'''Scabbard of Swiftness'''
-
[LIST]
+
-
[*]Looks like a circular medallion made of stone, with stylized rocks on its face, on a heavy iron necklace.
+
-
[*]Three times per day, it allows the wearer to use a [I]move earth [/I]spell, as if cast by a 15th-level caster.
+
-
[*]Wondrous Item (medallion).
+
-
[*]Strong transmutation; CL15th; Craft Wondrous Item, [I]move earth[/I]; price 28,250gp; weight 1 lb.
+
-
[/LIST]
+
-
[B]Falchion of the Ringing Bells[/B]
+
* This scabbard has a long silvery striker along its bottom side.
-
[LIST]
+
* The bearer of the scabbard may draw forth the weapon within as though he had the Quick Draw feat. Additionally, the scabbard confers a +2 bonus to the owner’s Initiative checks whenever it is worn. If the weapon placed in this scabbard has been within another magical scabbard in the past 24 hours, this scabbard’s powers will not function.
-
[*]Looks like a long, thick falchion, with five steel bells chained to the back of the blade.
+
* Wondrous Item (scabbard).
-
[*]This +3 falchion grants its wielder more critical strikes; every time the wielder scores a critical hit with this weapon, it gains +1 to its critical hit range for up to one hour, up to a maximum of +7.
+
* Faint conjuration; CL 5th; Craft Wondrous Item, ''grease''; price 18,000gp; weight 1 lb.
-
[*]Moderate transmutation; CL8th; Craft Magic Arms & Armor, [I]blink[/I]; price 50,375gp; cost 25,375gp + 2,000XP.
+
-
[/LIST]
+
-
[B]Fang of the Cobra[/B]
 
-
[LIST]
 
-
[*]Looks like a serpentine shortbow, with hooded cobra heads on each end & painted in a snake’s color scheme.
 
-
[*]This +1 shortbow has a critical range of 11-20, but only for attacks made with a readied action. For all other attacks, this weapon has a critical range of 16-20.
 
-
[*]Faint divination; CL6th; Craft Magic Arms & Armor, [I]archer’s prowess[/I]; price 10,330gp; cost 5,330gp + 400XP.
 
-
[/LIST]
 
-
[B]Fire Medallion[/B]
+
'''Scabbard of the Winds'''
-
[LIST]
+
-
[*]Looks like a circular medallion made of bronze, with stylized fire on its face, on a copper necklace.
+
-
[*]Three times per day, it allows the wearer to use a [I]wall of fire [/I]spell, as if cast by a 15th-level caster.
+
-
[*]Wondrous Item (medallion).
+
-
[*]Strong transmutation; CL15th; Craft Wondrous Item, [I]wall of fire[/I]; price 28,250gp; weight 1 lb.
+
-
[/LIST]
+
-
[B]Ghoul Ointment[/B]
+
* Looks like a highly-decorated scabbard, made of shining silvery steel, inlaid with fine gems, & adorned with swirling designs.
-
[LIST]
+
* When a blade is drawn from it, the scabbard unleashes a powerful wind, like a ''gust of wind ''spell; creatures caught within the 60’ line can make a Fortitude save (DC18) to resist. This can be done up to three times per day. A creature with the Quick Draw feat can do this as a free action, which adds +5 to the save DC. If the weapon placed in this scabbard has been within another magical scabbard in the past 24 hours, this scabbard’s powers will not function.
-
[*]A jar of this unguent is 3” in diameter, about 1” deep, & contains five applications.
+
* Wondrous Item (scabbard).
-
[*]This jar of salve appears to contain Restorative Ointment. Upon being placed upon a poisoned wound or swallowed, the wearer is dealt 13d6 points of damage. The crafter of the salve instantly gains temporary hit points equal to the damage dealt, so long as they are on the same plane as the wearer. The crafter cannot gain more than the wearer’s current hit points +10, which is enough to kill the wearer. The temporary hit points disappear 1 hour later. The wearer is allowed a Fortitude save (DC21) for half damage.
+
* Faint evocation; CL6th; Craft Wondrous Item, ''gust of wind''; price 19,800gp; weight 1 lb.
-
[*]Wondrous Item (ointment).
+
-
[*]Faint necromancy (disguised as faint conjuration); CL 13th (disguised as CL 5th); Craft Wondrous Item, [I]bestow curse [/I]& [I]vampiric ray[/I]; price 4,000gp; weight ½ lb.
+
-
[/LIST]
+
-
[B]Gloves of Rebuke[/B]
 
-
[LIST]
 
-
[*]Looks like a pair of wrought iron gauntlets, which dully glow when worn as it they were heated by inner flames.
 
-
[*]Any living creature touched by the wearer must make a successful Will save (DC14) or suffer 4 points of damage & 1 point of temporary Dexterity or Charisma damage (wearer’s choice). Both gloves must be worn by the same creature for them to be effective.
 
-
[*]Wondrous Item (gauntlets).
 
-
[*]Faint evocation; CL4th; Craft Wondrous Item, [I]welt[/I]; price 8,200gp; weight ½ lb each.
 
-
[/LIST]
 
-
[B]Golem’s Heart (Clay)[/B]
+
'''Scales of Arcane Reflection'''
-
[LIST]
+
-
[*]Looks like a plain cubical brick of gray stone, with no distinguishing features.
+
-
[*]When this brick is immersed within clay for 24 hours, it will form a clay golem, which will be under the control of the creature that placed the brick. The golem will serve its master for 1d4+1 hours, after which it will dissolve into inanimate mud (the brick survives, so it can be used again). The brick must be placed within a single roughly-homogenous mass of clay, weighing at least 1,000 pounds.
+
-
[*]Wondrous Item (brick).
+
-
[*]Strong transmutation; CL 16th; Craft Wondrous Item, [I]animate objects[/I]; price 53,000gp; weight 6 lbs.
+
-
[/LIST]
+
-
[B]Golem’s Heart (Flesh)[/B]
+
* This looks like a suit of armor made from the sandy, polished scales of a desert dragon.
-
[LIST]
+
* While the wearer is in this +1 suit of scale mail, they gain Spell Resistance 30. This spell resistance cannot be voluntarily lowered by the wearer to allow beneficial spells in.
-
[*]Looks like a plain cubical brick of red stone, with no distinguishing features.
+
* Strong abjuration; CL 19th; Craft Magic Arms & Armor, ''spell turning''; price 31,400gp; Cost 15,900gp + 1,240 XP.
-
[*]When this brick is immersed within a pile of corpses for 24 hours, it will form a flesh golem, which will be under the control of the creature that placed the brick. The golem will serve its master for 1d3 hours, after which it will dissolve into inanimate sludge (the brick survives, so it can be used again). The brick must be placed within a pile of at least six dead bodies, all of which must be Humanoid & none of which can be dead for more than two days when the brick is placed.
+
-
[*]Wondrous Item (brick).
+
-
[*]Strong transmutation; CL 15th; Craft Wondrous Item, [I]animate objects[/I]; price 33,000gp; weight 5 lbs.
+
-
[/LIST]
+
-
[B]Golem’s Heart (Iron)[/B]
 
-
[LIST]
 
-
[*]Looks like a plain cubical brick of black stone, with no distinguishing features.
 
-
[*]When this brick is immersed within iron for 24 hours, it will form an iron golem, which will be under the control of the creature that placed the brick. The golem will serve its master for 2d6+2 hours, after which it will crumble into inanimate rust (the brick survives, so it can be used again). The brick must be placed within a pile of pure iron, weighing at least 5,000 pounds.
 
-
[*]Wondrous Item (brick).
 
-
[*]Strong transmutation; CL 17th; Craft Wondrous Item, [I]animate objects[/I]; price 163,000gp; weight 50 lbs.
 
-
[/LIST]
 
-
[B]Golem’s Heart (Sand)[/B]
+
'''Sheath of the Serpent'''
-
[LIST]
+
-
[*]Looks like a plain cubical brick of white stone, with no distinguishing features.
+
-
[*]When this brick is immersed within sand for 24 hours, it will form a sand golem, which will be under the control of the creature that placed the brick. The golem will serve its master for 1d4 hours, after which it will crumble into inanimate dust (the brick survives, so it can be used again). The brick must be placed within a single well-packed heap of sifted sand (mixed with 600gp worth of diamonds), weighing at least 2,500 pounds.
+
-
[*]Wondrous Item (brick).
+
-
[*]Strong transmutation; CL 16th; Craft Wondrous Item, [I]animate objects[/I]; price 38,000gp; weight 25 lbs.
+
-
[/LIST]
+
-
[B]Golem’s Heart (Sandstone)[/B]
+
* A golden dagger sheath whose mouth resembles a snake’s head, this sheath is an ally of murderers. If a drop of poison is placed inside, the snake’s mouth will close & swallow.
-
[LIST]
+
* Three times per day, the owner of the sheath may rub the snake’s forehead as an immediate action. Doing so causes the eyes to glow a sinister green & coats the stored dagger with a dose of the swallowed poison. The dagger may remain in the sheath for up to five rounds, each round increasing the save DC of its poison by 1, but the poison must be delivered within one minute of activating this ability.
-
[*]Looks like a plain cubical brick of beige stone, with no distinguishing features.
+
* If a new poison is fed to the sheath, its eyes turn jet black & it closes its mouth for 24 hours, after which time the old poison is expelled & the new is retained.
-
[*]When this brick is immersed within sandstone for 24 hours, it will form a sandstone golem, which will be under the control of the creature that placed the brick. The golem will serve its master for 1d4+1 hours, after which it will crumble into inanimate sand (the brick survives, so it can be used again). The brick must be placed within a single block of hard sandstone, weighing at least 2,500 pounds.
+
* Wondrous Item (sheath).
-
[*]Wondrous Item (brick).
+
* Moderate necromancy & transmutation; CL 11th; Craft Wondrous Item, ''animate objects'' & ''poison''; price 23,000gp; weight ½ lb.
-
[*]Strong transmutation; CL 16th; Craft Wondrous Item, [I]animate objects[/I]; price 53,000gp; weight 25 lbs.
+
-
[/LIST]
+
-
[B]Golem’s Heart (Stone)[/B]
 
-
[LIST]
 
-
[*]Looks like a plain cubical brick of brown stone, with no distinguishing features.
 
-
[*]When this brick is immersed within stone for 24 hours, it will form a stone golem, which will be under the control of the creature that placed the brick. The golem will serve its master for 2d4+2 hours, after which it will crumble into inanimate pebbles (the brick survives, so it can be used again). The brick must be placed within a single block of hard stone (such as granite) of exceptional quality, weighing at least 3,000 pounds.
 
-
[*]Wondrous Item (brick).
 
-
[*]Strong transmutation; CL 17th; Craft Wondrous Item, [I]animate objects[/I]; price 103,000gp; weight 20 lbs.
 
-
[/LIST]
 
-
[B]Haven Shield[/B]
+
'''Slippers of the Deadly Dance'''
-
[LIST]
+
-
[*]Looks like a large pyramid-shaped shield (2’ tall), with an image of a blazing sun on its angular surface.
+
-
[*]This +2 heavy mithral shield can transform into a simple canvas tent (& back again) whenever the jewel in the pommel is twisted 180°. The transformation takes 3 rounds. The tent is 10’×10’×10’, & is capable of sheltering up to 1 Large creature, 2 Medium creatures, 4 Small creatures, 8 Tiny creatures, 16 Diminutive creatures, or 32 Fine creatures in relative comfort. The tent is rust-proof, lightning-proof, & resistant to sub-gale winds.
+
-
[*]Strong evocation; CL 7th; Craft Magic Arms & Armor, [I]leomund’s tiny hut[/I]; Price 20,170gp; Cost 11,170gp + 720 XP.
+
-
[/LIST]
+
-
[B]Helm of Sight[/B]
+
* Look like a pair of plain black satin slippers, like what a dancer would wear, except for a single crystal spike on the toe of each one.
-
[LIST]
+
* The wearer of these slippers can transport themselves 10’ in any direction as a swift action, although there must be a discernible means for air to pass from the current location to the intended destination. Shifting does not provoke an attack of opportunity. The wearer may shift into or out of an ''antimagic field''. If the wearer is struck by or passes through a water effect while wearing, the wearer takes 4d10 points of damage. Both slippers must be worn by the same creature for them to be effective.
-
[*]Looks like a worn steel battle helmet, with yellow stained glass covering the left eye hole, & many Gnoll inscriptions.
+
* Wondrous Item (slippers).
-
[*]Grants wearer darkvision out to 60’.
+
* Strong transmutation; CL 17th; Craft Wondrous Item, ''sable dance''; price 30,900gp; weight ¼ lb each.
-
[*]Wondrous Item (helmet).
+
-
[*]Faint transmutation; CL4th; Craft Wondrous Item, [I]darkvision[/I]; Price 11,100gp; Weight 3 lbs.
+
-
[/LIST]
+
-
[B]Jewels of Light[/B]
 
-
[LIST]
 
-
[*]Look like scintillating crystals of almost any color, although red, blue & green are common, yellow, orange, & purple are rare, & white is very rare.
 
-
[*]Each stone glows with a bright light in all directions when struck. This illumination is equivalent to a [I]light [/I]spell (bright light in a 20’ radius, shadowy light in a 40’ radius), & lasts for 1d10 minutes. A stone can be struck 2d6+8 times before its power is completely expended.
 
-
[*]Wondrous Item (precious stone).
 
-
[*]Faint evocation; CL3rd; Craft Wondrous Item, [I]light[/I]; price 2,750gp; weight 0 lbs.
 
-
[/LIST]
 
-
[B]Juxtaposition Staff (AKA the Juxtaf)[/B]
+
'''Slippers of the Sable Steps'''
-
[LIST]
+
-
[*]Looks like a simple wooden quarterstaff with a ring of silver (6” diameter) on each end.
+
-
[*]By turning a tiny dial on the staff, the wielder can set a timer anywhere from 1 to 10 rounds (turning the dial is a swift action). When the timer runs out, the wielder switches places with the staff, via teleportation. If the staff is in the wielder’s hands when the timer expires, the switch will not occur.
+
-
[*]+1 Throwing quarterstaff.
+
-
[*]Moderate conjuration; CL 15th, Craft Magic Arms & Armor, [I]teleport[/I]; price 48,600gp; cost 24,600gp + 1,920XP.
+
-
[/LIST]
+
-
[B]Katar of Fury[/B]
+
* These black silken slippers have a sand-colored patch over the toes. The wearer may make a Perform (dance) check against DC 20 as a standard action, plus 4 for each foe threatening her. On a success, she gains a +4 dodge bonus to AC for the next 2d4 rounds. This bonus applies even if she would normally be flat-footed, although it still fails if she is rendered prone or helpless.
-
[LIST]
+
* Wondrous Item (footwear).
-
[*]Looks like an ornamental katar (punching dagger), with a shark-tooth-shaped blade that is etched by Parhai symbols.
+
* Moderate illusion & transmutation; CL 7th; Craft Wondrous Item, ''displacement ''or ''sable dance''; price 16,500gp; weight ½ lb.
-
[*]This +1 punching dagger deals an additional 1d6 points of damage on an attack made during a full attack action.
+
-
[*]Faint transmutation; CL7th; Craft Magic Arms & Armor, [I]savage strength[/I]; price 8,302gp; cost 4,302gp + 320XP.
+
-
[/LIST]
+
-
[B]Keffiyeh of Adornments[/B]
 
-
[LIST]
 
-
[*]This keffiyeh is a large, square red cloth with extra folds that are only apparent on tactile examination.
 
-
[*]Up to three magical rings, amulets, necklaces, medallions, periapts or scarabs may be hung inside the wrapped keffiyeh; these function normally provided that their combined caster levels do not exceed 20 & no individual item has a caster level exceeding 8.
 
-
[*]Wondrous Item (scarf).
 
-
[*]Faint transmutation; CL 17th, Craft Wondrous Item, [I]eagle’s splendor[/I]; price 31,000gp.
 
-
[/LIST]
 
-
[B]Keffiyeh of Understanding[/B]
+
'''Slippers of Silence'''
-
[LIST]
+
-
[*]This square of cotton cloth bears a distinct checkered white & black pattern, & has a small white pearl sewn into each of the corners.
+
-
[*]Worn on the head, this headdress grants the wearer a +2 insight bonus to Wisdom. Three times per day, the wearer may use [I]true seeing [/I]as the spell. Once per day, you may exempt yourself from the effects of a spell, spell-like ability or supernatural ability as an immediate action. You are not a target of the effect, nor does it impact you in any way, & you do not need to make a saving throw.
+
-
[*]Wondrous Item (scarf).
+
-
[*]Strong divination; CL 13th; Craft Wondrous Item, [I]dispel magic[/I] & [I]true seeing[/I]; price 29,000gp; weight 0 lbs.
+
-
[/LIST]
+
-
[B]Keffiyeh of Whispers[/B]
+
* Look like a pair of shiny silver satin slippers, with soles made of black leather.
-
[LIST]
+
* The wearer of these slippers makes no unintended noise. They may speak (or make other vocal sounds) if they wish, but all other sound from the wearer is utterly negated. The wearer gains a +20 on all Move Silently checks.
-
[*]This square of cotton cloth bears a distinct checkered blue & black pattern, & is very thin.
+
* Wondrous Item (slippers).
-
[*]Worn on the head, this headdress allows the wearer to choose whether his voice will be audible or inaudible as a free action. If casting a spell with a verbal component, this increases the Spellcraft DC to identify the spell by +4. The effect is local to the area around the wearer’s head (around 3”), so he may whisper into another’s ear without being overheard. This item will not allow the wearer to cast spells with verbal components while in an area affected by a [I]silence [/I]spell or similar effect.
+
* Strong transmutation; CL 13th; Craft Wondrous Item, ''hush'', ''muffle'', or ''silence''; price 37,100gp; weight ¼ lb each.
-
[*]Wondrous Item (scarf).
+
-
[*]Faint illusion; CL 5th; Craft Wondrous Item, [I]zone of silence[/I]; price 21,500gp; weight 0 lbs.
+
-
[/LIST]
+
-
[B]Key of All Locks[/B]
 
-
[LIST]
 
-
[*]Looks like a small brass key, 3-4” long, with a long thin ribbon on the end. The black ribbon has a single white glyph stitched on it that makes no sense at all.
 
-
[*]Can automatically unlock any non-magical lock that it is placed within. It takes 1 full minute (10 rounds) for the key to adjust to the lock before it can be used to open a lock.
 
-
[*]Wondrous Item (key).
 
-
[*]Faint transmutation; CL6th; Craft Magic Arms & Armor, [I]knock[/I]; price 25,302gp; weight 0 lbs.
 
-
[/LIST]
 
-
[B]Key of the Colossus[/B]
+
'''Slippers of Wind-Walking'''
-
[LIST]
+
-
[*]Looks like a long, bronze dagger, with several irregular grooves & notches in the blade & a simple leather-gripped handle.
+
-
[*]When placed in the proper slot within the command chamber of the [B]Colossus of the Ral Zadi[/B] (see below), awakens it from its “slumber”. Once activated, the Colossus can be controlled using the various levers, buttons, & ropes within the command chamber. Removing the key from its slot in the command chamber deactivates the Colossus.
+
-
[*]+1 dagger.
+
-
[*]Moderate transmutation; CL15th; Craft Magic Arms & Armor, [I]animate objects[/I]; price 41,302gp; cost 20,802gp + 1,640XP.
+
-
[/LIST]
+
-
[B]Lamp of Conjuring[/B]
+
* Look like a pair of dull gray satin slippers, like what a dancer would wear, except for soles made of polished silvery steel.
-
[LIST]
+
* The wearer of these slippers can walk on air as easily as they walk upon the ground. They can step up into the sky, ascending like one would climb stairs, at a rate of 10’ per round; they can descend at a rate of 20’ per round. This effect lasts for up to an hour per day, & can be activated or deactivated as a swift action. Both slippers must be worn by the same creature for them to be effective.
-
[*]Looks like a simple brass lamp, decorated with plain geometric designs etched into its polished surface.
+
* Wondrous Item (slippers).
-
[*]When used as a container for a bound creature (IE a creature with the Bound subtype), this lamp confers many benefits to the being. The bound creature is healed of all injuries while within its timeless transdimensional pocket. In addition, all diseases are cured, all ability damage is healed, & all adverse conditions are negated within the pocket, as well.
+
* Strong transmutation; CL 14th; Craft Wondrous Item, ''solidify cloud''; price 42,600gp; weight ¼ lb each.
-
[*]Wondrous Item (lamp).
+
-
[*]Moderate conjuration; CL11th; Craft Wondrous Item, [I]heal[/I]; price 13,500gp; weight 1 lb.
+
-
[/LIST]
+
-
[B]Lamp of Sujabet[/B]
 
-
[LIST]
 
-
[*]Looks like an ornate glass-walled lamp, with the top & bottom made of wood inlaid with silver, a silver handle, & silver shading doors. Instead of a traditional oil-based device, this lamp houses a large Jewel of Light in the center.
 
-
[*]The lamp can be activated or deactivated by the user as a free action. Also, once per day, the user can cause the lamp to emit a 40’ ray of intense light. Each creature in the ray is blinded & takes 6d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save (DC25) negates the blindness & reduces the damage by half.
 
-
[*]Wondrous Item (lamp).
 
-
[*]Moderate evocation; CL16th; Craft Wondrous Item, [I]sunbeam[/I]; price 39,100gp; weight 2 lbs.
 
-
[/LIST]
 
-
[B]Latching Rod[/B]
+
'''Spade of the Rising Hand'''
-
[LIST]
+
-
[*]Looks like a foot-long rod made of polished steel, with a sphere of bronze on one end. Three small bronze buttons on the side of the rod are the only things that mar its featureless surface.
+
-
[*]The first button activates/deactivates a thin line of light out of the bronze sphere to any point within sight; this is a free action. The second button fires the sphere up to 100’ away as a standard action, in the direction indicated by the light-line. This sphere is attached to the rod by an adamantine cord (hardness 20, 5HP, Break DC30). The sphere can either attach itself to the object it’s aimed at or wrap around it, depending on whether or not the third button is pressed. The final button will retract the sphere back to the rod.
+
-
[*]If the object that it’s attached to weighs less than twice the wielder’s maximum load, then that object is dragged toward the wielder at 50’ per round. If the object weighs more than twice the wielder’s maximum load, though, then the wielder is dragged toward the object at 50’ per round.
+
-
[*]Faint transmutation; CL9th; Craft Rod, [I]animate rope[/I]; price 22,850gp.
+
-
[/LIST]
+
-
[B]Leaping Boots[/B]
+
* Looks like a rusty old shovel, with several dents in its steel head.
-
[LIST]
+
* If the shovel is used to bury a corpse (which takes 1d3 hours to do, if the user does so by themselves), it will resurrect that body 1d4+4 hours later as a zombie (creatures living statistics plus the Zombie template) under the control of whoever buried it. Each zombie will only last 2d20 hours (plus 1 hour for each point of the burier’s Charisma score), after which it will disintegrate.
-
[*]Look like a pair of spring-heeled leather boots with a natharite motif.
+
* Wondrous Item (shovel).
-
[*]The wearer gains a +20 competence bonus on all Jump checks. Both boots must be worn by the same creature for them to be effective.
+
* Faint necromancy; CL 11th, Craft Wondrous Item, ''animate dead''; price 7,900gp; weight 3 lbs.
-
[*]Wondrous Item (boots).
+
-
[*]Moderate transmutation; CL11th; Craft Wondrous Item, [I]jump[/I]; price 19,700gp; weight 3 lbs each.
+
-
[/LIST]
+
-
[B]Lenses of Lucidity[/B]
 
-
[LIST]
 
-
[*]These glass lenses are very thick, & greatly magnify the eyes of the wearer; they are mounted with a crude black wire frame.
 
-
[*]The wearer of these lenses can see with perfect clarity through illusions, obscuration & other magical deceptions. The sight conferred by this effect functions the same as that conferred by [I]true seeing[/I], with the exception that it does not enable the wearer to see through [I]polymorph [/I]& other transmutation effects.
 
-
[*]Wondrous Item (lens).
 
-
[*]Strong divination; CL 9th; Craft Wondrous Item, [I]clarity[/I]; price 20,900gp; weight ½ lb.
 
-
[/LIST]
 
-
[B]Mask of Distortion[/B]
+
'''Spear of Hallowed Wrath'''
-
[LIST]
+
-
[*]Looks like a twisted ugly mask, like a face in a warped mirror, made of ivory & held on with two white ribbons.
+
-
[*]The wearer is partially [I]displaced [/I](as the spell), imposing a 25% miss chance on all opponents. This functions even on creatures that do not rely on visual senses, like creatures with blindsense or tremorsense.
+
-
[*]Wondrous Item (mask).
+
-
[*]Moderate illusion; CL 8th; Craft Wondrous Item, [I]displacement [/I]or [I]echo mask[/I]; price 32,700gp; weight 0 lbs.
+
-
[/LIST]
+
-
[B]Mask of Eyes[/B]
+
* Looks like an ornate spear, made of a white wooden shaft, tipped with a silvery-bladed tip, bound with white leather, & a white feather hanging from both ends.
-
[LIST]
+
* Glows brightly when held by someone who can wield it.
-
[*]Looks like a bizarrely-carved wooden mask, with a large central eye on the front, surrounded by smaller eyes on many different types.
+
* This +2 flaming holy spear can strike foes in a 30’ line as though you had attacked them yourself. Make attack rolls, confirm critical hits & roll damage against each target individually. Creatures caught in the line take damage as though struck by the weapon directly. Damage Reduction can reduce some or all of this damage.
-
[*]Allows user to see & hear a chosen creature from any distance using a magical sensor. It must be a creature that the wearer has personally met, & both the user & its target must be on the same plane. The target is permitted a Will save (DC25) to resist. The user can see & hear the target & the target’s immediate surroundings (approximately 10’ in all directions of the target). No divination spells can be used in conjunction with this effect. If the target moves, the sensor follows at a speed of up to 90’ per round; this sensor is Fine & invisible, so an Intelligence check (DC25) needed to notice it.
+
* It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.
-
[*]Wondrous Item (mask).
+
* Strong evocation; CL12th; Craft Magic Arms & Armor, ''divine strike''; price 60,301gp; cost 30,301gp + 2,400XP.
-
[*]Moderate divination; CL9th; Craft Wondrous Item, [I]scrying[/I]; price 36,900gp; weight 1 lb.
+
-
[/LIST]
+
-
[B]Mask of Illusions[/B]
 
-
[LIST]
 
-
[*]Looks like an ordinary mask, but never appearing the same to any two people.
 
-
[*]Allows user to appear to others as anything the user wants: a giant, a dwarf, a plant, an animal, another person, or an object. The user cannot appear as anything more than 1 size category larger or smaller than itself. While employing this effect, the user gains a +20 on all Disguise checks. This effect can be used for up to 1 hour per day.
 
-
[*]Wondrous Item (mask).
 
-
[*]Moderate illusion; CL8th; Craft Wondrous Item, [I]disguise self[/I]; price 25,630gp; weight 1 lb.
 
-
[/LIST]
 
-
[B]Medallion of Manas[/B]
+
'''Spheres of Silence'''
-
[LIST]
+
-
[*]Looks like a large, golden medallion in the shape of a flat spiral, becoming darker as it twists inward until it is black in the center.
+
-
[*]Allows user to command other creatures within 40’ with his/her voice. The user can only command others that can physically hear & understand the user. The target can make a Will save (DC20 + the user’s Charisma modifier) to resist initially, & is granted another Will save (same DC as above) to resist any time a command is given to perform a dangerous act. Obviously self-destructive commands are ignored. The user can command only 1 creature at a time, & the user gains no sensory information from its targets. Once the user has given a target a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, & so forth). A target will be under this effect for 24 hours, & the user can command a number of targets per day equal to its Charisma bonus (minimum 1).
+
-
[*]After every use, the user must make a Will save (DC10 + the number of times used) or become Evil.
+
-
[*]Wondrous Item (medallion).
+
-
[*]Strong enchantment; CL20th; Craft Wondrous Item, [I]dominate monster[/I]; price 74,200gp; weight 1 lb.
+
-
[/LIST]
+
-
[B]Necklace of the Everlasting Night[/B]
+
* Looks like a group of 12 tiny orbs, all of different colors & sizes, floating in complex orbits around one another, above a polished wooden base (18” in diameter).
-
[LIST]
+
* Upon activation by the user (a swift action), the statue suppresses all magic within its range (60’), as well as all sound. All sound is stopped: conversation is impossible, & no noise whatsoever issues from, enters, or passes through the area. This spell provides a defense against sonic or language-based attacks. This effect can last for up to 1 hour per day. In all other respects, this effect functions like an ''antimagic field'' spell cast by a 20th level caster.
-
[*]This finely-crafted silver necklace has several star-shaped charms dangling from it, & a centerpiece shaped like a crescent moon.
+
* Wondrous Item (statue).
-
[*]This necklace appears to be a simple Necklace of Adaptation. Upon donning the necklace, the wearer falls into a magically-bound dreamless sleep. The target is unconscious (IE helpless), & cannot be awoken via any ordinary means, such as slapping, wounding, or loud noises. Once the curse is activated, the necklace can only be removed by means of a [I]greater remove curse [/I]spell.
+
* Strong abjuration; CL18th; Craft Wondrous Item, ''antimagic field'' & ''silence''; price 73,400gp; weight 6 lbs.
-
[*]Wondrous Item (necklace).
+
-
[*]Strong enchantment (disguised as moderate transmutation); CL 14th (disguised as CL 7th); Craft Wondrous Item, [I]profound slumber[/I]; price 9,000gp; weight 0 lbs.
+
-
[/LIST]
+
-
[B]Orb of Conveyance[/B]
 
-
[LIST]
 
-
[*]Looks like a polished sphere (1’ in diameter) of clear glass, with sparks of electricity crackling within it.
 
-
[*]Any spell directed at the orb is redirected in the direction of the caster’s choosing. Only spells that have a distant range can be relayed in this manner; spells with a range of personal or touch cannot be relayed. The relayed spell can travel up to the spell’s normal maximum range from the orb, even if the caster was some distance away from the orb. A relayed spell can be further relayed by another Orb of Conveyance.
 
-
[*]Wondrous Item (orb).
 
-
[*]Moderate evocation; CL16th; Craft Wondrous Item, [I]spell turning[/I]; price 44,500gp; weight 9 lbs.
 
-
[/LIST]
 
-
[B]Orb of Memory[/B]
+
'''Spirit Mail'''
-
[LIST]
+
-
[*]Looks like a polished sphere (1’ in diameter) of frosted glass, with occasional lights twinkling within it.
+
-
[*]The wielder of this orb can look back into their memories once per day. This effect functions just like a [I]recollection [/I]spell, but with the following changes: the trance can be dismissed at-will (although it can only last at most for 30 minutes, & any remaining time is wasted), & the wielder can go anywhere that they had been in the past, regardless of range.
+
-
[*]Wondrous Item (orb).
+
-
[*]Strong divination; CL9th; Craft Wondrous Item, [I]recollection[/I]; price 33,300gp; weight 9 lbs.
+
-
[/LIST]
+
-
[B]Orb of Tranquility[/B]
+
* Looks like a suit of steel chainmail, only the chain links looks almost translucent in certain lighting, & it shines brightly even without polishing.
-
[LIST]
+
* This +2 chainmail suit can be used to become partially incorporeal for a split second. This essentially will allow the wearer to let a single attack pass through their body without harming them. In order for this effect to protect the wearer, they must choose to activate it before an opponent’s attack roll has been resolved. This effect can be activated up to three times per day as an immediate action.
-
[*]Looks like a polished sphere (1’ in diameter) of black glass, with gray smoky shapes swirling within it.
+
* Strong transmutation; CL 10th; Craft Magic Arms & Armor, ''polymorph''; price 15,300gp; Cost 7,800gp + 600 XP.
-
[*]The user of the orb can keep a sand golem from going berserk. As a full-round action, the user can make a Concentration check (DC18) at any time to reset the golem’s berserk chance to 0%. The orb can be used three times per day. Once a sand golem does go berserk, however, no known method can reestablish control or to stop its rampage, short of its destruction.
+
-
[*]Wondrous Item (orb).
+
-
[*]Strong enchantment; CL10th; Craft Wondrous Item, [I]calm emotions[/I]; price 9,300gp; weight 10 lbs.
+
-
[/LIST]
+
-
[B]Orb of Twilight[/B]
 
-
[LIST]
 
-
[*]Looks like a polished sphere (1’ in diameter) of metal-flecked glass, alternately pulsing with light & darkness.
 
-
[*]The wielder of this orb can make the surrounding area as bright as day or as dark as night, regardless of time or normal illumination. Three times per day, the wielder can fill the entire area (100’ radius) with bright illumination or shadowy illumination for 1 minute.
 
-
[*]Wondrous Item (orb).
 
-
[*]Moderate evocation; CL12th; Craft Wondrous Item, [I]false moon[/I], [I]false sun[/I]; price 24,900gp; weight 9 lbs.
 
-
[/LIST]
 
-
[B]Pelta of Repulsion[/B]
+
'''Staff of the Green'''
-
[LIST]
+
-
[*]Looks like a crescent-shaped shield made of wicker, with a stylized bull on its surface.
+
-
[*]This +1 light wooden shield repulses all evil creatures from the area around it when it is wielded by a creature with a good alignment. A creature with an evil alignment must make a Will save (DC = 15 + the wielder’s Charisma modifier) if it is within 30’ of a good-aligned creature that is wielding this shield. Any creature that fails this saving throw must flee from the wielder (as if turned by a cleric), to a distance of 30’. If a creature cannot flee, they cower, giving any attack rolls against them a +2 bonus. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the shield is in hand & disappears when the shield is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the shield is wielded. This effect is not mind-affecting.
+
-
[*]Moderate abjuration; CL 8th; Craft Magic Arms & Armor, [I]protection from evil[/I], creator must be good; price 10,153gp; Cost 5,153gp + 400 XP.
+
-
[/LIST]
+
-
[B]Peri’s Gloves[/B]
+
* Looks like a long (6’) staff, made of bizarrely twisted wood, wrapped in dark green vines that grow into & out of the wood, & covered in some places by thick moss.
-
[LIST]
+
* ''animate plants'' (2 charges), ''command plants'' (1 charge), ''control plants'' (3 charges), ''entangle ''(1 charge), ''plant growth'' (1 charge), ''transport via plants'' (2 charges), ''wall of thorns'' (2 charges).
-
[*]These thin leather gloves are embroidered with erratic, fractious spiders.
+
* Strong transmutation; CL 17th; Craft Staff, ''animate plants'', ''command plants'', ''control plants'', ''entangle'', ''plant growth'', ''transport via plants'', ''wall of thorns''; Price 63,900gp.
-
[*]They confer on the wearer a +6 insight bonus to Disable Device & Sleight of Hand checks. Both gloves must be worn by the same creature for them to be effective.
+
-
[*]Wondrous Item (gloves).
+
-
[*]Moderate evocation & transmutation; CL 9th, Craft Wondrous Item, [I]mage hand[/I], [I]shatter[/I]; price 14,600gp.
+
-
[/LIST]
+
-
[B]Periapt of Purity[/B]
 
-
[LIST]
 
-
[*]Looks like a milky-white gem, cut in the shape of an oval, & set in a silver chain.
 
-
[*]The wielder of this gem can cast [I]cleanse [/I]up to three times per day. The effect is always centered on the gem, & lasts for 1d6 rounds.
 
-
[*]Wondrous Item (gem).
 
-
[*]Faint abjuration; CL3rd; Craft Wondrous Item, [I]cleanse[/I]; price 5,700gp; weight 0 lbs.
 
-
[/LIST]
 
-
[B]Phantasmal Veil[/B]
+
'''Staff of Judgment'''
-
[LIST]
+
-
[*]This silken veil appears as a translucent dun color, but when swirled around, it reveals deep blues, golds & greens.
+
-
[*]When worn over the face, it causes the wearer’s eyes to fog with swirling, midnight blue storm clouds. As an immediate action, the wearer may activate a gaze attack against a single target or against all foes in range. Every foe selected is drawn into a misty, starlit echo of the immediate area (multiple foes are entitled to a Will save against DC17 to resist) where they must fight the wearer in their true form. No spells, spell-like abilities or magic items function in this combat, & all involved are aware of this. When either the wearer or his foes have triumphed, all involved return immediately to the real world as though no time had passed. Those slain in the phantom battle become exhausted. Foes with 10 or more HD above the wearer's are unaffected. If the wearer fails in such a battle, the phantasmal veil loses its magical properties for 24 hours.
+
-
[*]Wondrous Item (veil).
+
-
[*]Strong divination & enchantment; CL 13th; Craft Wondrous Item, [I]dream [/I]& [I]true seeing[/I]; price 40,000gp; weight 0 lbs.
+
-
[/LIST]
+
-
[B]Pigments of the Jezebel[/B]
+
* Looks like a long staff (7’), seemingly made of black marble with white veins, with a small book of laws, rules, & codes tied to the top.
-
[LIST]
+
* ''detect chaos'' (1 charge), ''detect evil'' (1 charge), ''detect good'' (1 charge), ''detect law'' (1 charge), ''discern lies'' (2 charges), ''greater scrying'' (3 charges), ''true seeing'' (2 charges), ''zone of truth'' (1 charge).
-
[*]These pigments are contained in a set of gray ceramic jars, usually found together in an orangewood box. Each of the three pigments take 2 minutes each to apply, & each has a different ability:
+
* Strong divination; CL 18th; Craft Staff, ''detect chaos'', ''detect evil'', ''detect good'', ''detect law'', ''discern lies'', ''greater scrying'', ''true seeing'', ''zone of truth''; Price 72,900gp.
-
[*]The rouge confers a +2 bonus to Bluff & Diplomacy checks for the next 8 hours. Once during that time, the wearer may employ the rouge’s [I]charm person [/I]power, although it is not a mind-affecting effect.
+
-
[*]The crimson lip coloring confers a +2 bonus to Gather Information checks for the next 8 hours. Once during that time, the wearer may employ the lip coloring’s [I]heroism [/I]power by kissing the intended recipient.
+
-
[*]The copper eye shadow confers a +2 bonus to Intimidate checks for the next 8 hours. Once during that time, the wearer may employ the eye shadow’s [I]hypnotism [/I]power, although it is not a mind-affecting effect.
+
-
[*]When worn together, the pigments confer a +4 enhancement bonus to the wearer's Charisma for the next 8 hours. The pigments’ various powers have a save DC of 16. Each jar of pigment contains 3d4 applications when found.
+
-
[*]Wondrous Item (makeup).
+
-
[*]Faint enchantment & transmutation; CL 7th; Craft Wondrous Item, [I]charm person[/I], [I]eagle’s splendor[/I], [I]hypnotism[/I], & [I]rage[/I]; price 15,000gp; weight 3 lbs.
+
-
[/LIST]
+
-
[B]Quern of Dust[/B]
 
-
[LIST]
 
-
[*]Looks like a quern made of sandstone, & has fine Terran glyphs etched around its bowl.
 
-
[*]This quern-stone requires a tiny sample of the material it is to grind in order to be effective. It can grind a door to dust with one minute’s use, grind through a 10’×10’×1’ section of wall with one minute’s use per point of hardness or deal 2d10 damage to a corporeal construct with one minute’s use. Once per day, the quern of dust may set up a [I]sympathetic vibration[/I] in a freestanding structure (as the spell), but afterwards the user will become fatigued. Use of the quern for the remainder of the day will cause it to disintegrate into worthless sand (with no warning).
 
-
[*]Wondrous Item (quern-stone).
 
-
[*]Strong evocation; CL 16th, Craft Wondrous Item, [I]shatter[/I], [I]sympathetic vibration[/I], or [I]earthquake[/I]; price 18,600gp.
 
-
[/LIST]
 
-
[B]Quern of the Thaumaturge[/B]
+
'''Staff of the Mighty Winds'''
-
[LIST]
+
-
[*]Looks like a quern made of a dark black rock, while its handstone appears to be a white marble.
+
-
[*]The user of this quern-stone can grind any precious metal or gemstone to spell-quality powder of equivalent value in 1 minute. The user may also employ the quern to destroy an [I]amulet of doom[/I] or a [I]scarab of death[/I]. Doing so destroys this quern as well.
+
-
[*]Wondrous Item (quern-stone).
+
-
[*]Moderate evocation; CL 10th, Craft Wondrous Item, [I]shatter[/I]; price 7,200gp.
+
-
[/LIST]
+
-
[B]Rescuer’s Helm[/B]
+
* Looks like a short (5’) slender staff made of twisted, gnarled steel, which resembles a tornado wrought from metal more than anything else.
-
[LIST]
+
* ''gust of wind'' (1 charge), ''wind’s edge'' (2 charges), ''zephyr ''(2 charges).
-
[*]This dented bronze helm is thickly armored on the crown & the cheek plates, & is lightly armored elsewhere. It is marked with repeating runes of protection, but it otherwise undecorated.
+
* Strong evocation; CL 12th; Craft Staff, ''gust of wind'', ''wind’s edge'', ''zephyr''; Price 29,100gp.
-
[*]This helmet allows the wearer to confer their Fortitude, Reflex & Will bonuses to any single ally within 40’, as well as a deflection bonus to their AC equal to the wearer’s Charisma bonus, if any. The ally may use the better of their current save bonuses & deflection bonus or those the wearer confers. This transference lasts for only 1 round, but can be used up to five times per day.
+
-
[*]Wondrous Item (helmet).
+
-
[*]Strong abjuration; CL 9th; Craft Wondrous Item, [I]saving grace[/I]; price 30,900gp; weight 2 lbs.
+
-
[/LIST]
+
-
[B]Reverse Crystal Ball[/B]
 
-
[LIST]
 
-
[*]This cursed item is indistinguishable from a normal crystal ball (6” in diameter).
 
-
[*]If a creature attempts to use this ball to scry upon a target, they must make a Will save (DC22). If the save is successful, then normal scrying can be performed. If the user fails the saving throw, though, then the ball instead projects a view of the user & their immediate surroundings to the intended target. Everything that can be normally seen or heard within 10’ of the user is projected to the target’s mind. The target can dismiss this projection (as a free action) if they so choose, but it cannot be cancelled by the user. This effect lasts for 1 minute per level of the user, & only functions if both the user & the target are on the same plane. If the user moves, the sensor follows at a speed of up to 150’ per round.
 
-
[*]Wondrous Item (orb).
 
-
[*]Moderate divination; CL 13th; Craft Wondrous Item, [I]bestow curse[/I] & [I]scrying[/I]; price 42,000gp; weight 7 lbs.
 
-
[/LIST]
 
-
[B]Ring of Dreams[/B]
+
'''Staff of the Serpent’s Tongue'''
-
[LIST]
+
-
[*]Looks like a small silver ring, carved with swirling shapes that are constantly shifting & changing.
+
-
[*]Once per day, it allows the wearer to enter another creature’s dream. The wearer is in a trance during the time it is in the dream-world. The dreamer is allowed a Will save (DC22) to resist the wearer entering its dream. The wearer can stay for up to 10 minutes plus a number of minutes equal to their Charisma modifier. Events that occur in the dream-world usually have no effect in the waking-world; but if either the wearer or the dreamer dies in the dream, then that character will be ejected from the dream & suffer 1d4 temporary Charisma damage. The dream is over when the dreamer wakes up. Any information gained within a dream must be either written down or communicated to someone else within 1 minute of exiting the dream; otherwise, the information is lost.
+
-
[*]Moderate enchantment; CL13th; Forge Ring, [I]dream [/I]& [I]modify memory[/I]; price 21,500gp.
+
-
[/LIST]
+
-
[B]Ring of Endless Moisture[/B]
+
* Looks like a short (5’) unadorned staff made of polished brass, with a cobra’s head on top. The cobra’s eyes are faceted rubies.
-
[LIST]
+
* ''baleful suggestion'' (2 charges), ''charm monster'' (1 charge), ''prevaricate ''(3 charges), ''suggestion ''(1 charge).
-
[*]Looks like a thick brass ring, with a swirling pattern like churning waters etched into it, & a teardrop-shaped blue topaz in the center.
+
* Strong enchantment; CL 18th; Craft Staff, ''baleful suggestion'', ''charm monster'', ''prevaricate'', ''suggestion''; Price 41,600gp.
-
[*]Three times per day, the wearer of this ring can increase the level of humidity within a 40’ radius to brutal levels. All creatures in the area suffer a -2 penalty to all ability scores. Anyone attempting a standard or full-round action within the area of humidity must make a Concentration check (DC 20 + your spellcasting modifier) or take a -5 penalty to whatever task they were attempting. Anyone attempting to cast a spell within the area of humidity must make a Concentration check (DC 20 + your spellcasting modifier) or lose the spell. Anyone taking a full round’s worth of actions must make a successful Fortitude save or become fatigued. Creatures with the Fire or Water subtypes are immune to this effect, as is the wearer. This effect lasts for 1 full minute per use.
+
-
[*]Moderate conjuration; CL 10th; Forge Ring, [I]humidity[/I]; price 8,600gp.
+
-
[/LIST]
+
-
[B]Ring of Fire[/B]
 
-
[LIST]
 
-
[*]Looks like two thin rings of copper & bronze, twisted around one another & a small Sathan ruby, which glows red in dim light.
 
-
[*]Projects a 30’ cone of extreme heat at the command of the user. This cone deals 6d6 points of fire damage to any creature or object within its area. Creatures are allowed a Reflex save (DC20) for half damage. This effect can be used up to 5 times per day.
 
-
[*]Moderate evocation; CL 12th; Forge Ring, [I]burning hands[/I]; price 11,200gp.
 
-
[/LIST]
 
-
[B]Ring of Quhad-Gul[/B]
+
'''Staff of the Sudden Dream'''
-
[LIST]
+
-
[*]Looks like a golden ring, shaped like a desert dragon biting its own tail.
+
-
[*]Allows the user to summon a desert dragon. The dragon appears where the user designates (within 30’) & acts immediately, on the user’s turn. It attacks the user’s opponents to the best of its ability. It can be directed not to attack, to attack particular enemies, or to perform other actions. The dragon’s age is determined by the user’s Charisma bonus: +1 or below = Wyrmling, +2 = Very Young, +3 = Young, +4 = Juvenile, etc. The dragon can be dismissed at will, as an immediate action. It can be summoned for up to 10 rounds per day; these rounds need not be consecutive.
+
-
[*]Strong conjuration; CL 20th; Forge Ring, [I]summon monster IX[/I]; price 98,100gp.
+
-
[/LIST]
+
-
[B]Ring of the Oasis[/B]
+
* Looks like a long (7’) ornate staff made of ashen wood, with many strange, surreal shapes & figures carved into its entire length.
-
[LIST]
+
* ''profound slumber ''(2 charges), ''sleep ''(1 charge), ''torpor ''(3 charges).
-
[*]Looks like a ring made of silvery-blue metal, carved in the shape of roiling, frothing waves.
+
* Strong enchantment & necromancy; CL 19th; Craft Staff, ''profound slumber'', ''sleep'', ''torpor''; Price 41,600gp.
-
[*]The wearer of this ring can cast [I]wall of water [/I]up to three times per day as a 12th level caster. The Reflex save for avoiding this effect is at DC20.
+
-
[*]Moderate evocation; CL 12th; Forge Ring, [I]wall of water[/I]; price 13,900gp.
+
-
[/LIST]
+
-
[B]Robes of Reach[/B]
 
-
[LIST]
 
-
[*]Looks like a plain linen robe with very, very long sleeves.
 
-
[*]A creature wearing this robe has their reach increased by 5’. Their arms become long & gangly, to fit the robes strange sleeves.
 
-
[*]Wondrous Item (robe).
 
-
[*]Moderate transmutation; CL 8th, Craft Wondrous Item, [I]enlarge person[/I]; price 11,500gp; weight 3 lbs.
 
-
[/LIST]
 
-
[B]Rod of Flames[/B]
+
'''Stone of Imprisonment'''
-
[LIST]
+
-
[*]Looks like the thighbone of a sarsaok (about 18” long) with Draconic symbols intricately carved into it in red lettering.
+
-
[*]The rod can project a beam of extreme heat at the command of the wielder. This beam can target any object or creature within 100’. Anything struck by the beam is dealt 10d6 points of fire damage. Creatures can make a Reflex save (DC22) for half damage.
+
-
[*]The rod can also incinerate a target upon a successful touch attack. This attack deals 20d6 points of fire damage. Anything reduced to 0HP or less by this attack is entirely disintegrated, leaving behind only a trace of fine dust.
+
-
[*]It has 10 charges when found. Projecting a beam uses 1 charge, while incinerating a target via a touch attack uses 8 charges. Spent charges are renewed every day, so that a wielder can expend up to 10 charges in any 24-hour period.
+
-
[*]Strong evocation; CL12th; Craft Rod, [I]flame arrow[/I] & [I]incendiary cloud[/I]; price 18,300gp.
+
-
[/LIST]
+
-
[B]Rod of Ice[/B]
+
* Looks like a large (10’ in diameter) stone tile, with a nonagram (9-pointed star) & various Archaic writing etched onto its smooth surface.
-
[LIST]
+
* The stone holds a single Large-sized creature or up to 4 Medium-sized within its force-walled boundary (5’ radius, 10’ tall). The stone blocks creatures & objects from moving into or out of its boundary. No attacks can cross the boundaries, either.
-
[*]Looks like a plain short rod (about 18” long), made of translucent crystal; blue Draconic runes glow on its surface when in use.
+
* The stone is operated by someone holding the matching medallion (with a nonagram on it) & speaking the words ''jina ''or ''duaz ''(“open” or “closed” in Archaic, respectively)
-
[*]The rod can project a beam of extreme cold at the command of the wielder. This beam can target any object or creature within 100’. Anything struck by the beam is dealt 10d6 points of cold damage. Creatures can make a Reflex save (DC22) for half damage.
+
* Wondrous Item (stone tile)
-
[*]The rod can also freeze a target solid upon a successful touch attack. This attack deals 20d6 points of cold damage & paralyzed for 1 round per point of damage dealt.
+
* Strong evocation; CL19th; Craft Wondrous Item, ''forcecage''; price 92,000gp; weight 3,500 lbs.
-
[*]It has 10 charges when found. Projecting a beam uses 1 charge, while freezing a target solid via a touch attack uses 8 charges. Spent charges are renewed every day, so that a wielder can expend up to 10 charges in any 24-hour period.
+
-
[*]Strong evocation; CL12th; Craft Rod, [I]cone of cold[/I]; price 18,300gp.
+
-
[/LIST]
+
-
[B]Sanctuary Stone[/B]
 
-
[LIST]
 
-
[*]Looks like a small, polished stone (2” in width) in the shape of a lemniscate (a mobius strip, the infinity symbol).
 
-
[*]The stone teleports the user (& up to 3 allies who are in contact with the user) up to 10 miles in a specified direction as an immediate action. It can only be used once an hour. It otherwise functions like a [I]greater teleport[/I] spell, cast by a 15th level caster.
 
-
[*]Wondrous Item (stone).
 
-
[*]Strong conjuration; CL16th; Craft Wondrous Item, [I]greater teleport[/I]; price 66,400gp; weight 5 lbs.
 
-
[/LIST]
 
-
[B]Sarcophagus of the Resolute Soul[/B]
+
'''Sword of the Starry Eyes'''
-
[LIST]
+
-
[*]Looks like a great black marble casket, trimmed with gold & brass, etched with arcane musical symbols.
+
-
[*]A body placed within this coffin is perfectly preserved, & will not decay. Furthermore, the soul of the dead creature is protected by the magic of the tomb. A hafaza will not come for the soul of the deceased, nor will spells such as [I]soul bind[/I], [I]trap the soul[/I], or the like function on it. This protection is of no use to one who dies under the influence of [I]soul blank[/I].
+
-
[*]If a body is stored within the casket for more than one full year, then the soul of the creature must make a Will save (DC25 + 5 for every additional year stored) or permanently become a Chaotic Evil ghost. If this happened, only a [I]miracle [/I]or a [I]wish [/I]spell can restore their soul to sanity.
+
-
[*]Wondrous Item (tomb).
+
-
[*]Strong abjuration; CL7th; Craft Wondrous Item, [I]pravah’s tomb[/I]; price 61,000gp; weight 640 lbs.
+
-
[/LIST]
+
-
[B]Scabbard of the Mistral[/B]
+
* Looks like an intricately curved, crescent-shaped sword, with three giant jewels (one for each moon) in a silvery hilt.
-
[LIST]
+
* This +1 keen nocturnal bastard sword causes all enemies struck with it to become dazed for 1 round; a successful Will save (DC22) negates this effect.
-
[*]This scabbard is made of leather with a silver ice pattern etched into the metal of its curling pommel guard.
+
* Strong enchantment; CL11th; Craft Magic Arms & Armor, ''whelming smite''; price 26,335gp; cost 13,335gp + 1,040XP.
-
[*]When a weapon is drawn forth from within, it gains the Frost special quality for the next 1d6+1 rounds; if the weapon already possesses the Frost quality, the additional cold damage stacks. If the weapon placed in this scabbard has been within another magical scabbard in the past 24 hours, this scabbard’s powers will not function.
+
-
[*]Wondrous Item (scabbard).
+
-
[*]Moderate evocation; CL 9th; Craft Wondrous Item, [I]chill metal[/I] or [I]sleet storm[/I]; price 22,000gp; weight 1 lb.
+
-
[/LIST]
+
-
[B]Scabbard of the Sirocco[/B]
 
-
[LIST]
 
-
[*]This scabbard is made of leather with a golden flame pattern etched into the metal of its curling pommel guard.
 
-
[*]When a weapon is drawn forth from within, it gains the Flaming special quality for the next 1d6+1 rounds; if the weapon already possesses the Flaming quality, the additional fire damage stacks. If the weapon placed in this scabbard has been within another magical scabbard in the past 24 hours, this scabbard’s powers will not function.
 
-
[*]Wondrous Item (scabbard).
 
-
[*]Moderate evocation; CL 9th; Craft Wondrous Item, [I]fireball [/I]or [I]produce flame[/I]; price 22,000gp; weight 1 lb.
 
-
[/LIST]
 
-
[B]Scabbard of Swiftness[/B]
+
'''Symbol of Zarim'''
-
[LIST]
+
-
[*]This scabbard has a long silvery striker along its bottom side.
+
-
[*]The bearer of the scabbard may draw forth the weapon within as though he had the Quick Draw feat. Additionally, the scabbard confers a +2 bonus to the owner’s Initiative checks whenever it is worn. If the weapon placed in this scabbard has been within another magical scabbard in the past 24 hours, this scabbard’s powers will not function.
+
-
[*]Wondrous Item (scabbard).
+
-
[*]Faint conjuration; CL 5th; Craft Wondrous Item, [I]grease[/I]; price 18,000gp; weight 1 lb.
+
-
[/LIST]
+
-
[B]Scabbard of the Winds[/B]
+
* Looks like an old, worn circle of wood, etched with a rune-like mark, & braced with a brass frame.
-
[LIST]
+
* Was the symbol of the legendary wizard Zarim izr Haruqaj.
-
[*]Looks like a highly-decorated scabbard, made of shining silvery steel, inlaid with fine gems, & adorned with swirling designs.
+
* The symbol prevents any ghul from coming within 10’; Will save (DC30) to resist. Half-ghuls must make a Will save (DC15) to resist, as well.
-
[*]When a blade is drawn from it, the scabbard unleashes a powerful wind, like a [I]gust of wind [/I]spell; creatures caught within the 60’ line can make a Fortitude save (DC18) to resist. This can be done up to three times per day. A creature with the Quick Draw feat can do this as a free action, which adds +5 to the save DC. If the weapon placed in this scabbard has been within another magical scabbard in the past 24 hours, this scabbard’s powers will not function.
+
* Wondrous Item (talisman).
-
[*]Wondrous Item (scabbard).
+
* Strong enchantment; CL15th; Craft Wondrous Item, ''bane''; price 27,900gp; weight 1 lb.
-
[*]Faint evocation; CL6th; Craft Wondrous Item, [I]gust of wind[/I]; price 19,800gp; weight 1 lb.
+
-
[/LIST]
+
-
[B]Scales of Arcane Reflection[/B]
 
-
[LIST]
 
-
[*]This looks like a suit of armor made from the sandy, polished scales of a desert dragon.
 
-
[*]While the wearer is in this +1 suit of scale mail, they gain Spell Resistance 30. This spell resistance cannot be voluntarily lowered by the wearer to allow beneficial spells in.
 
-
[*]Strong abjuration; CL 19th; Craft Magic Arms & Armor, [I]spell turning[/I]; price 31,400gp; Cost 15,900gp + 1,240 XP.
 
-
[/LIST]
 
-
[B]Sheath of the Serpent[/B]
+
'''Tail of Torture'''
-
[LIST]
+
-
[*]A golden dagger sheath whose mouth resembles a snake’s head, this sheath is an ally of murderers. If a drop of poison is placed inside, the snake’s mouth will close & swallow.
+
-
[*]Three times per day, the owner of the sheath may rub the snake’s forehead as an immediate action. Doing so causes the eyes to glow a sinister green & coats the stored dagger with a dose of the swallowed poison. The dagger may remain in the sheath for up to five rounds, each round increasing the save DC of its poison by 1, but the poison must be delivered within one minute of activating this ability.
+
-
[*]If a new poison is fed to the sheath, its eyes turn jet black & it closes its mouth for 24 hours, after which time the old poison is expelled & the new is retained.
+
-
[*]Wondrous Item (sheath).
+
-
[*]Moderate necromancy & transmutation; CL 11th; Craft Wondrous Item, [I]animate objects[/I] & [I]poison[/I]; price 23,000gp; weight ½ lb.
+
-
[/LIST]
+
-
[B]Slippers of the Deadly Dance[/B]
+
* Looks like a vicious three-tailed whip, made of black leather, with red thorns protruding out all along the length of the each lash.
-
[LIST]
+
* This +2 whip deals 2d8+2 points of non-lethal damage + the wielder’s Strength modifier on a successful strike (double on a critical hit). In addition, any creature struck by this must make a successful Will save (DC15) or be shaken for 1 minute; this effect does not affect creatures that are immune to fear. While shaken in this manner, your target receives a -2 penalty on their level checks to resist Intimidate attempts initiated by you.
-
[*]Look like a pair of plain black satin slippers, like what a dancer would wear, except for a single crystal spike on the toe of each one.
+
* Moderate evocation; CL8th; Craft Magic Arms & Armor, ''scourge''; price 15,301gp; cost 7,801gp + 600XP.
-
[*]The wearer of these slippers can transport themselves 10’ in any direction as a swift action, although there must be a discernible means for air to pass from the current location to the intended destination. Shifting does not provoke an attack of opportunity. The wearer may shift into or out of an [I]antimagic field[/I]. If the wearer is struck by or passes through a water effect while wearing, the wearer takes 4d10 points of damage. Both slippers must be worn by the same creature for them to be effective.
+
-
[*]Wondrous Item (slippers).
+
-
[*]Strong transmutation; CL 17th; Craft Wondrous Item, [I]sable dance[/I]; price 30,900gp; weight ¼ lb each.
+
-
[/LIST]
+
-
[B]Slippers of the Sable Steps[/B]
 
-
[LIST]
 
-
[*]These black silken slippers have a sand-colored patch over the toes. The wearer may make a Perform (dance) check against DC 20 as a standard action, plus 4 for each foe threatening her. On a success, she gains a +4 dodge bonus to AC for the next 2d4 rounds. This bonus applies even if she would normally be flat-footed, although it still fails if she is rendered prone or helpless.
 
-
[*]Wondrous Item (footwear).
 
-
[*]Moderate illusion & transmutation; CL 7th; Craft Wondrous Item, [I]displacement [/I]or [I]sable dance[/I]; price 16,500gp; weight ½ lb.
 
-
[/LIST]
 
-
[B]Slippers of Silence[/B]
+
'''Targe of Deflection'''
-
[LIST]
+
-
[*]Look like a pair of shiny silver satin slippers, with soles made of black leather.
+
-
[*]The wearer of these slippers makes no unintended noise. They may speak (or make other vocal sounds) if they wish, but all other sound from the wearer is utterly negated. The wearer gains a +20 on all Move Silently checks.
+
-
[*]Wondrous Item (slippers).
+
-
[*]Strong transmutation; CL 13th; Craft Wondrous Item, [I]hush[/I], [I]muffle[/I], or [I]silence[/I]; price 37,100gp; weight ¼ lb each.
+
-
[/LIST]
+
-
[B]Slippers of Wind-Walking[/B]
+
* Looks like a small flattish buckler (1’ in diameter) with a strong bird motif.
-
[LIST]
+
* This +1 buckler grants the wielder a +4 deflection bonus to their AC.
-
[*]Look like a pair of dull gray satin slippers, like what a dancer would wear, except for soles made of polished silvery steel.
+
* Moderate abjuration; CL 11th; Craft Magic Arms & Armor, ''shield of faith''; price 26,165gp; Cost 13,165gp + 1,040 XP.
-
[*]The wearer of these slippers can walk on air as easily as they walk upon the ground. They can step up into the sky, ascending like one would climb stairs, at a rate of 10’ per round; they can descend at a rate of 20’ per round. This effect lasts for up to an hour per day, & can be activated or deactivated as a swift action. Both slippers must be worn by the same creature for them to be effective.
+
-
[*]Wondrous Item (slippers).
+
-
[*]Strong transmutation; CL 14th; Craft Wondrous Item, [I]solidify cloud[/I]; price 42,600gp; weight ¼ lb each.
+
-
[/LIST]
+
-
[B]Spade of the Rising Hand[/B]
 
-
[LIST]
 
-
[*]Looks like a rusty old shovel, with several dents in its steel head.
 
-
[*]If the shovel is used to bury a corpse (which takes 1d3 hours to do, if the user does so by themselves), it will resurrect that body 1d4+4 hours later as a zombie (creatures living statistics plus the Zombie template) under the control of whoever buried it. Each zombie will only last 2d20 hours (plus 1 hour for each point of the burier’s Charisma score), after which it will disintegrate.
 
-
[*]Wondrous Item (shovel).
 
-
[*]Faint necromancy; CL 11th, Craft Wondrous Item, [I]animate dead[/I]; price 7,900gp; weight 3 lbs.
 
-
[/LIST]
 
-
[B]Spear of Hallowed Wrath[/B]
+
'''Targe of the Resolute'''
-
[LIST]
+
-
[*]Looks like an ornate spear, made of a white wooden shaft, tipped with a silvery-bladed tip, bound with white leather, & a white feather hanging from both ends.
+
-
[*]Glows brightly when held by someone who can wield it.
+
-
[*]This +2 flaming holy spear can strike foes in a 30’ line as though you had attacked them yourself. Make attack rolls, confirm critical hits & roll damage against each target individually. Creatures caught in the line take damage as though struck by the weapon directly. Damage Reduction can reduce some or all of this damage.
+
-
[*]It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded.
+
-
[*]Strong evocation; CL12th; Craft Magic Arms & Armor, [I]divine strike[/I]; price 60,301gp; cost 30,301gp + 2,400XP.
+
-
[/LIST]
+
-
[B]Spheres of Silence[/B]
+
* Looks like a solidly-build buckler (2’ in diameter), with a mirrored silver surface, & a steel frame, shaped like intertwined serpents.
-
[LIST]
+
* This +1 reflecting buckler grants the wielder a +2 sacred bonus to AC & a +1 sacred bonus to all saving throws.
-
[*]Looks like a group of 12 tiny orbs, all of different colors & sizes, floating in complex orbits around one another, above a polished wooden base (18” in diameter).
+
* Strong abjuration; CL15th; Craft Magic Arms & Armor, ''shield of resolve''; price 44,165gp; cost 22,165gp + 1,760XP.
-
[*]Upon activation by the user (a swift action), the statue suppresses all magic within its range (60’), as well as all sound. All sound is stopped: conversation is impossible, & no noise whatsoever issues from, enters, or passes through the area. This spell provides a defense against sonic or language-based attacks. This effect can last for up to 1 hour per day. In all other respects, this effect functions like an [I]antimagic field[/I] spell cast by a 20th level caster.
+
-
[*]Wondrous Item (statue).
+
-
[*]Strong abjuration; CL18th; Craft Wondrous Item, [I]antimagic field[/I] & [I]silence[/I]; price 73,400gp; weight 6 lbs.
+
-
[/LIST]
+
-
[B]Spirit Mail[/B]
 
-
[LIST]
 
-
[*]Looks like a suit of steel chainmail, only the chain links looks almost translucent in certain lighting, & it shines brightly even without polishing.
 
-
[*]This +2 chainmail suit can be used to become partially incorporeal for a split second. This essentially will allow the wearer to let a single attack pass through their body without harming them. In order for this effect to protect the wearer, they must choose to activate it before an opponent’s attack roll has been resolved. This effect can be activated up to three times per day as an immediate action.
 
-
[*]Strong transmutation; CL 10th; Craft Magic Arms & Armor, [I]polymorph[/I]; price 15,300gp; Cost 7,800gp + 600 XP.
 
-
[/LIST]
 
-
[B]Staff of the Green [/B]
+
'''Tears of Shera Hazadi'''
-
[LIST]
+
-
[*]Looks like a long (6’) staff, made of bizarrely twisted wood, wrapped in dark green vines that grow into & out of the wood, & covered in some places by thick moss.
+
-
[*][I]animate plants[/I] (2 charges), [I]command plants[/I] (1 charge), [I]control plants[/I] (3 charges), [I]entangle [/I](1 charge), [I]plant growth[/I] (1 charge), [I]transport via plants[/I] (2 charges), [I]wall of thorns[/I] (2 charges).
+
-
[*]Strong transmutation; CL 17th; Craft Staff, [I]animate plants[/I], [I]command plants[/I], [I]control plants[/I], [I]entangle[/I], [I]plant growth[/I], [I]transport via plants[/I], [I]wall of thorns[/I]; Price 63,900gp.
+
-
[/LIST]
+
-
[B]Staff of Judgment[/B]
+
* Look like many-faceted crystals of nearly any color, although a smoky white is the most common. Despite their gem-like appearance, they cannot be polished, & always maintain a dull finish.
-
[LIST]
+
* Can be broken by throwing them against a hard surface. Upon breaking, all creatures within 40’ must make a Will save (DC20) or be wracked with misery & hopelessness. Each affected creature takes a -2 morale penalty on attack rolls, weapon damage rolls, ability checks, skill checks, & saving throws.
-
[*]Looks like a long staff (7’), seemingly made of black marble with white veins, with a small book of laws, rules, & codes tied to the top.
+
* Wondrous Item (precious stone).
-
[*][I]detect chaos[/I] (1 charge), [I]detect evil[/I] (1 charge), [I]detect good[/I] (1 charge), [I]detect law[/I] (1 charge), [I]discern lies[/I] (2 charges), [I]greater scrying[/I] (3 charges), [I]true seeing[/I] (2 charges), [I]zone of truth[/I] (1 charge).
+
* Moderate enchantment; CL14th; Craft Wondrous Item, ''crushing despair''; price 7,040gp; weight 0 lbs.
-
[*]Strong divination; CL 18th; Craft Staff, [I]detect chaos[/I], [I]detect evil[/I], [I]detect good[/I], [I]detect law[/I], [I]discern lies[/I], [I]greater scrying[/I], [I]true seeing[/I], [I]zone of truth[/I]; Price 72,900gp.
+
-
[/LIST]
+
-
[B]Staff of the Mighty Winds[/B]
 
-
[LIST]
 
-
[*]Looks like a short (5’) slender staff made of twisted, gnarled steel, which resembles a tornado wrought from metal more than anything else.
 
-
[*][I]gust of wind[/I] (1 charge), [I]wind’s edge[/I] (2 charges), [I]zephyr [/I](2 charges).
 
-
[*]Strong evocation; CL 12th; Craft Staff, [I]gust of wind[/I], [I]wind’s edge[/I], [I]zephyr[/I]; Price 29,100gp.
 
-
[/LIST]
 
-
[B]Staff of the Serpent’s Tongue[/B]
+
'''Thunder Amulet'''
-
[LIST]
+
-
[*]Looks like a short (5’) unadorned staff made of polished brass, with a cobra’s head on top. The cobra’s eyes are faceted rubies.
+
-
[*][I]baleful suggestion[/I] (2 charges), [I]charm monster[/I] (1 charge), [I]prevaricate [/I](3 charges), [I]suggestion [/I](1 charge).
+
-
[*]Strong enchantment; CL 18th; Craft Staff, [I]baleful suggestion[/I], [I]charm monster[/I], [I]prevaricate[/I], [I]suggestion[/I]; Price 41,600gp.
+
-
[/LIST]
+
-
[B]Staff of the Sudden Dream[/B]
+
* Looks like an oval amulet made of gold, with a stylized lightning bolt on its face, on a black leather necklace.
-
[LIST]
+
* Three times per day, it allows the wearer to use a ''call lightning'' spell, as if cast by a 12th-level caster.
-
[*]Looks like a long (7’) ornate staff made of ashen wood, with many strange, surreal shapes & figures carved into its entire length.
+
* Wondrous Item (medallion).
-
[*][I]profound slumber [/I](2 charges), [I]sleep [/I](1 charge), [I]torpor [/I](3 charges).
+
* Moderate evocation; CL12th; Craft Wondrous Item, ''call lightning''; price 15,700gp; weight 1 lb.
-
[*]Strong enchantment & necromancy; CL 19th; Craft Staff, [I]profound slumber[/I], [I]sleep[/I], [I]torpor[/I]; Price 41,600gp.
+
-
[/LIST]
+
-
[B]Stone of Imprisonment[/B]
 
-
[LIST]
 
-
[*]Looks like a large (10’ in diameter) stone tile, with a nonagram (9-pointed star) & various Archaic writing etched onto its smooth surface.
 
-
[*]The stone holds a single Large-sized creature or up to 4 Medium-sized within its force-walled boundary (5’ radius, 10’ tall). The stone blocks creatures & objects from moving into or out of its boundary. No attacks can cross the boundaries, either.
 
-
[*]The stone is operated by someone holding the matching medallion (with a nonagram on it) & speaking the words [I]jina [/I]or [I]duaz [/I](“open” or “closed” in Archaic, respectively)
 
-
[*]Wondrous Item (stone tile)
 
-
[*]Strong evocation; CL19th; Craft Wondrous Item, [I]forcecage[/I]; price 92,000gp; weight 3,500 lbs.
 
-
[/LIST]
 
-
[B]Sword of the Starry Eyes[/B]
+
'''Tinderbox of Hounds'''
-
[LIST]
+
-
[*]Looks like an intricately curved, crescent-shaped sword, with three giant jewels (one for each moon) in a silvery hilt.
+
-
[*]This +1 keen nocturnal bastard sword causes all enemies struck with it to become dazed for 1 round; a successful Will save (DC22) negates this effect.
+
-
[*]Strong enchantment; CL11th; Craft Magic Arms & Armor, [I]whelming smite[/I]; price 26,335gp; cost 13,335gp + 1,040XP.
+
-
[/LIST]
+
-
[B]Symbol of Zarim[/B]
+
* Looks like a small silver tinderbox, decorated with intricately-wrought reliefs of hunting dogs.
-
[LIST]
+
* When opened, 3 celestial dogs are summoned, who obey the creature that opened the box (if the box was opened by an Evil creature, the summoning fails). The hounds can be dismissed at will, & they can be summoned for a number of rounds per day as the opener’s Wisdom bonus (minimum 1); these rounds need not be consecutive.
-
[*]Looks like an old, worn circle of wood, etched with a rune-like mark, & braced with a brass frame.
+
* Wondrous Item (tinderbox).
-
[*]Was the symbol of the legendary wizard Zarim izr Haruqaj.
+
* Moderate conjuration; CL 4th; Craft Wondrous Item, ''summon monster I''; price 26,000gp; weight 2 lbs.
-
[*]The symbol prevents any ghul from coming within 10’; Will save (DC30) to resist. Half-ghuls must make a Will save (DC15) to resist, as well.
+
-
[*]Wondrous Item (talisman).
+
-
[*]Strong enchantment; CL15th; Craft Wondrous Item, [I]bane[/I]; price 27,900gp; weight 1 lb.
+
-
[/LIST]
+
-
[B]Tail of Torture[/B]
 
-
[LIST]
 
-
[*]Looks like a vicious three-tailed whip, made of black leather, with red thorns protruding out all along the length of the each lash.
 
-
[*]This +2 whip deals 2d8+2 points of non-lethal damage + the wielder’s Strength modifier on a successful strike (double on a critical hit). In addition, any creature struck by this must make a successful Will save (DC15) or be shaken for 1 minute; this effect does not affect creatures that are immune to fear. While shaken in this manner, your target receives a -2 penalty on their level checks to resist Intimidate attempts initiated by you.
 
-
[*]Moderate evocation; CL8th; Craft Magic Arms & Armor, [I]scourge[/I]; price 15,301gp; cost 7,801gp + 600XP.
 
-
[/LIST]
 
-
[B]Targe of Deflection[/B]
+
'''Water Medallion'''
-
[LIST]
+
-
[*]Looks like a small flattish buckler (1’ in diameter) with a strong bird motif.
+
-
[*]This +1 buckler grants the wielder a +4 deflection bonus to their AC.
+
-
[*]Moderate abjuration; CL 11th; Craft Magic Arms & Armor, [I]shield of faith[/I]; price 26,165gp; Cost 13,165gp + 1,040 XP.
+
-
[/LIST]
+
-
[B]Targe of the Resolute[/B]
+
* Looks like a circular medallion made of coral, with stylized waves on its face, on a green rope necklace.
-
[LIST]
+
* Three times per day, it allows the wearer to use a ''control water ''spell, as if cast by a 17th-level caster.
-
[*]Looks like a solidly-build buckler (2’ in diameter), with a mirrored silver surface, & a steel frame, shaped like intertwined serpents.
+
* Wondrous Item (medallion).
-
[*]This +1 reflecting buckler grants the wielder a +2 sacred bonus to AC & a +1 sacred bonus to all saving throws.
+
* Moderate transmutation; CL17th; Craft Wondrous Item, ''control water''; price 33,500gp; weight 1 lb.
-
[*]Strong abjuration; CL15th; Craft Magic Arms & Armor, [I]shield of resolve[/I]; price 44,165gp; cost 22,165gp + 1,760XP.
+
-
[/LIST]
+
-
[B]Tears of Shera Hazadi[/B]
 
-
[LIST]
 
-
[*]Look like many-faceted crystals of nearly any color, although a smoky white is the most common. Despite their gem-like appearance, they cannot be polished, & always maintain a dull finish.
 
-
[*]Can be broken by throwing them against a hard surface. Upon breaking, all creatures within 40’ must make a Will save (DC20) or be wracked with misery & hopelessness. Each affected creature takes a -2 morale penalty on attack rolls, weapon damage rolls, ability checks, skill checks, & saving throws.
 
-
[*]Wondrous Item (precious stone).
 
-
[*]Moderate enchantment; CL14th; Craft Wondrous Item, [I]crushing despair[/I]; price 7,040gp; weight 0 lbs.
 
-
[/LIST]
 
-
[B]Thunder Amulet[/B]
+
'''Whistle Dagger'''
-
[LIST]
+
-
[*]Looks like an oval amulet made of gold, with a stylized lightning bolt on its face, on a black leather necklace.
+
-
[*]Three times per day, it allows the wearer to use a [I]call lightning[/I] spell, as if cast by a 12th-level caster.
+
-
[*]Wondrous Item (medallion).
+
-
[*]Moderate evocation; CL12th; Craft Wondrous Item, [I]call lightning[/I]; price 15,700gp; weight 1 lb.
+
-
[/LIST]
+
-
[B]Tinderbox of Hounds[/B]
+
* Looks like a short, hollow dagger with holes in the blade & a reed at the bottom of the handle.
-
[LIST]
+
* When played well, which requires a successful Perform (wind instruments) check (DC20), all creatures within 40’ must make a Will save (DC20) or be fascinated or fall asleep (user’s choice). This effect lasts until the user stops playing plus 1d6+4 rounds.
-
[*]Looks like a small silver tinderbox, decorated with intricately-wrought reliefs of hunting dogs.
+
* +1 dagger.
-
[*]When opened, 3 celestial dogs are summoned, who obey the creature that opened the box (if the box was opened by an Evil creature, the summoning fails). The hounds can be dismissed at will, & they can be summoned for a number of rounds per day as the opener’s Wisdom bonus (minimum 1); these rounds need not be consecutive.
+
* Moderate enchantment; CL9th; Craft Magic Arms & Armor, ''hypnotism ''& ''lullaby''; price 16,302gp; cost 8,302gp + 640XP.
-
[*]Wondrous Item (tinderbox).
+
-
[*]Moderate conjuration; CL 4th; Craft Wondrous Item, [I]summon monster I[/I]; price 26,000gp; weight 2 lbs.
+
-
[/LIST]
+
-
[B]Water Medallion[/B]
 
-
[LIST]
 
-
[*]Looks like a circular medallion made of coral, with stylized waves on its face, on a green rope necklace.
 
-
[*]Three times per day, it allows the wearer to use a [I]control water [/I]spell, as if cast by a 17th-level caster.
 
-
[*]Wondrous Item (medallion).
 
-
[*]Moderate transmutation; CL17th; Craft Wondrous Item, [I]control water[/I]; price 33,500gp; weight 1 lb.
 
-
[/LIST]
 
-
[B]Whistle Dagger[/B]
+
'''Wind Medallion'''
-
[LIST]
+
-
[*]Looks like a short, hollow dagger with holes in the blade & a reed at the bottom of the handle.
+
-
[*]When played well, which requires a successful Perform (wind instruments) check (DC20), all creatures within 40’ must make a Will save (DC20) or be fascinated or fall asleep (user’s choice). This effect lasts until the user stops playing plus 1d6+4 rounds.
+
-
[*]+1 dagger.
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[*]Moderate enchantment; CL9th; Craft Magic Arms & Armor, [I]hypnotism [/I]& [I]lullaby[/I]; price 16,302gp; cost 8,302gp + 640XP.
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[/LIST]
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[B]Wind Medallion[/B]
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* Looks like a circular medallion made of wood, with stylized swirling windswept clouds on its face, on a silver necklace.
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[LIST]
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* Three times per day, it allows the wearer to use a ''control winds ''spell, as if cast by a 16th-level caster.
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[*]Looks like a circular medallion made of wood, with stylized swirling windswept clouds on its face, on a silver necklace.
+
* Wondrous Item (medallion).
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[*]Three times per day, it allows the wearer to use a [I]control winds [/I]spell, as if cast by a 16th-level caster.
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* Moderate transmutation; CL16th; Craft Wondrous Item, ''control winds''; price 38,500gp; weight 1 lb.
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[*]Wondrous Item (medallion).
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[*]Moderate transmutation; CL16th; Craft Wondrous Item, [I]control winds[/I]; price 38,500gp; weight 1 lb.
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[/LIST]
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Current revision as of 05:58, 26 February 2011

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