Post by Andrew on Jan 23, 2014 17:18:10 GMT -7
Andrew Marlowe: Scourge Vial
Aura faint transmutation; CL 5th
Slot none; Price 1,200 gp; Weight —
Description
Hurling this crystalline, ember-filled vial at an enemy causes the vessel to erupt in a burst of smoke and burning ash that coalesces into the shape of a fire-blackened skull with burning eyes. Wreathed in oily, acrid smoke and trailing hot embers, the skull corkscrews around the target uttering biting insults and dire curses. The black smoke left in its wake causes watering eyes and wracking coughs.
When the vial is thrown with a successful ranged touch attack, the skull torments a single target of Large size or smaller. The skull moves with the target, its chaotic orbit distracting in combat. Any combatant in melee with the target is considered to be flanking with the skull.
The skull’s trailing smoke and embers are blinding. The target (and any creature occupying the same space as the target) is effectively dazzled. Furthermore, each round the target must make a Fortitude save (DC 14) or become sickened by the smoke. Creatures with the scent ability suffer a -4 penalty to this save, while creatures with the fire subtype are immune to the sickening effect. The skull and smoke dissipate in 5 rounds.
If the initial attack roll fails, treat the vial as a splash weapon to determine where it shatters instead. If there is no valid target in that square the skull shrieks before dissipating harmlessly.
Construction
Requirements Craft Wondrous Item, magic mouth, pyrotechnics; Cost 600 gp
Andrew Shumate: Charlatan's Symbol
Aura None; CL 9th
Slot neck slot; Price 2,000 gp; Weight 1 lbs.
Description
Designed to resemble a holy symbol of a genuine or fictional deity worn about the neck, the charlatan's symbol contains an extradimensional compartment which can hold one wand of a 1st level Cleric spell. A wand placed within the charlatan's symbol must stay in the symbol for 24 hours before it can be used. By speaking a command word or phrase, the wand inside is activated as if the user had succeeded on a DC 20 Use Magic Device check. Successful activation causes the charlatan's symbol to glow faintly; those observing a spell cast through the use of a charlatan's symbol must make a DC 15 Spellcraft check in order to determine that the spell was cast from a wand rather than through normal divine spellcasting.
The successful use of the charlatan's symbol gives the bearer a +5 circumstance bonus to bluff checks related to being a member of any religion indicated by the symbol.
Detect magic causes the charlatan's symbol to appear nonmagical, as if it were a standard holy symbol.
Construction
Requirements Craft Wondrous Item, eagle's splendor, magic aura, secret chest, creator must have 5 ranks in both Use Magic Device and Bluff; Cost 1,000 gp
Andrew Umphrey: Choker of the Siphoning Scorpion
Aura faint conjuration; CL 5th
Slot neck; Price 6,000 gp; Weight —
Description
This choker consists of a thin gold chain with a small scorpion charm that presses snugly against the neck when worn. The wearer of this item may forgo her saving throw against a poison effect. If she does so, the wearer suffers no effects from the poison and the scorpion charm siphons the poison from the wearer, filling to its maximum capacity of one dose. Once the scorpion is filled, it offers no protection against further poisoning.
As a full-round action, the wearer may remove the choker and affix it to her melee weapon by simply pressing the scorpion against the weapon, allowing the chain to automatically secure itself, wrapping tightly around the hilt. Upon a successful melee attack, as a free action the wielder may choose to magically deliver the full dose of poison in addition to any damage or effects the weapon normally has.
Once a choker of the siphoning scorpion has delivered its poison, it may not be refilled until worn for 8 consecutive hours. Only poisons without an onset time are able to be siphoned.
Construction
Requirements Craft Wondrous Item, greater magic weapon, neutralize poison; Cost 3,000 gp
Brian Lefebvre: Evergreen Seed Pouch
Aura moderate conjuration; CL 9th
Slot -; Price 16,000 gp; Weight 1/2 lb.
Description
This plain looking leather pouch is decorated with fresh mistletoe and holly or embroidered with the holy symbol of a nature god. The pouch contains seeds of various small plants and grasses. This pouch can be used as a divine focus. When used as a divine focus to cast plant-based spells, such as entangle or spike growth, the magic of the pouch manifests. The pouch creates any small vegetation or grass that the spell requires to function inside of the spell's area of effect. The vegetation created by the pouch will grow regardless of the terrain, and will last the full duration of the spell.
Construction
Requirements craft wondrous item, wall of thorns; Cost 8,000 gp
Brian Duckwitz: Voidspun Lenses
Aura moderate divination and enchantment; CL 7th
Slot eyes; Price 18,700 gp; Weight –
Description
Snipped from the very essence of the Dark Tapestry and given physical form, these lenses are found in matched pairs as thumbnail-sized fragments of obsidian that sparkle with pinpoints of cold white light. Once the wearer places the lenses directly on her eyes, the lenses liquefy, coat the eyes, and give the eyes the appearance of an inky black sky punctuated by sparks of distant starlight. When worn, the lenses grant occasional visions of possible futures foreseen in the stars. Three times per day as an immediate action, the wearer can gain a +2 insight bonus to one of the following until her next turn: AC, attack rolls, or saving throws. Furthermore, once per day as a standard action, the wearer can stare fixedly at a target within 30 feet. If the target fails a DC 16 Will save, he is affected as if by confusion as his eyes are drawn to the endless depths visible in the lenses while his mind struggles to comprehend the nature of the nothingness between the stars. Both lenses must be worn for the magic to take effect.
Construction
Requirements Craft Wondrous Item, divination, confusion; Cost 9,350 gp
Brian Fruzen: Groundbreaker Cloak
Aura moderate transmutation; CL 9th
Slot shoulders; Price 22,000 gp; Weight 6 lbs.
Description
This heavy dirt-caked cloak is made from the hide of a bulette, and features a plated dorsal fin that crests between the shoulders. As a standard action, the wearer may dive into the ground, gaining a burrow speed of 20 feet through sand, soil, gravel and stone. While burrowing, the wearer cannot run or charge, and travels along the surface, the exposed dorsal plate visible from above. As the wearer burrows, displaced dirt swells before him and collapses behind him to create difficult terrain in his wake. He has cover from attacks while burrowing, and can choose to make a free combat maneuver check against creatures standing on spaces he burrows through, causing them to fall prone if the check succeeds by 5 or more. Emerging from the ground is a move action that does not provoke attacks of opportunity.
Once per day, the wearer may perform a charge by diving deep into the ground, burrowing in a straight line beneath any obstacles and bursting forth into the air with sudden and extreme ferocity. This use of the cloak does not disturb the terrain as noted above, except where the wearer enters and exits the ground. The wearer ends this movement standing and the target of the charge is considered flat-footed against the attack.
Construction
Requirements Craft Wondrous Item, beast shape III, burrow; Cost 11,000 gp
Bryan Jones: Hedgewall Seed Pouch
Aura Moderate Conjuration; CL 9th
Slot none; Price 33,750 gp; Weight 6 lbs.
Description
This bulging leather sack contains 50 handfuls of assorted seeds and burs. As a standard action, one handful can be sown in a 5’ x 5’ area, which instantly grows a thick tangle of thorny brush to a height of 10’. If sown adjacent to another handful of the seed, the areas entwine with each other as they grow to form a seamless barrier. This hedgewall barrier acts as a wall of thorns spell, save that it becomes a permanent, non-magical plant. The hedgewall provides cover for those behind it.
If grown in hospitable conditions with adequate soil and water, a hedgewall can live for decades. Otherwise, the plant wall takes damage normally until it is destroyed. If cultivated by a skilled horticulturalist the barrier can grow and expand naturally. After the last handful is sown, the sack becomes non-magical.
Construction
Requirements Create Wondrous Item, Wall of Thorns; Cost 16,875 gp
Calder Rooney: Stormcrusher Gauntlets
Aura moderate abjuration and evocation; CL 10th
Slot hands; Price 45,000 gp; Weight 5 lbs.
Description
These rain-specked metal gauntlets give a noticeable prickling sensation when donned. Three times per day whenever the wearer would take electricity damage, she can make a Strength check to catch the lightning and crush it into harmless sparks that deal no damage (DC 10 + 1 per 10 points of damage). Activating this ability is an immediate action.
If the wearer is a mythic creature, she can also expend one use of mythic power to reshape the crushed lightning into a variety of forms: blasts of electric force, blinding showers of sparks, or even lassos. This allows the wearer to perform a bull rush, dirty trick, grapple, reposition, or trip combat maneuver on her next turn against any opponent within 10 feet per mythic tier. On a successful combat maneuver check, the opponent also takes an amount of electricity damage equal to the wearer's combat maneuver check result (up to a maximum of the original effect's damage). Crushed lightning not used by the wearer's next turn explodes and deals the original effect's electricity damage to the wearer (no save). Creatures immune to electricity damage are immune to the gauntlets' powers.
Construction
Requirements Craft Wondrous Item, Mythic Crafter, lightning bolt, shock shield; Cost 22,500 gp
Casey Clements: Patternward Spectacles
Aura moderate abjuration; CL 9th
Slot eyes; Price 750 gp; Weight 1 lb.
Description
These spectacles fit firmly over eyes, held by two crystalline stems. The lenses are initially clear and do not hinder the wearer’s vision. When an illusion spell or spell-like ability with the pattern subschool (such as color spray) is used against the wearer, the spectacles absorb the magic and darken, protecting only the wearer from the pattern effect. Once the spectacles absorb a spell and become opaque, the wearer gains the blindness condition until the spectacles are removed as a swift action. Patternward spectacles function to protect against spell effects of third level or lower only. Darkened spectacles no longer function and may not be recharged.
Construction
Requirements Craft Wondrous Item, minor globe of invulnerability; Cost 375 gp
Christopher Wasko: Bonedancer Bodhrán
Clay Clouser: Nightsbane Quiver
Aura moderate necromancy; CL 3rd
Slot —; Price 6,700 gp; Weight 1 lb.
Description
This calf-skin drum is painted with an image of a grinning skull, and comes with a giant’s finger bone to use as a beater. A creature with at least 1 rank in Perform (percussion) can play a steady rhythm on the drum as a standard action. This grants all undead within 30 feet of the player a +2 profane bonus on attack rolls, damage rolls, and Will saves during each round the drum is played. Alternatively, the drummer can instead force undead within the area to dance in place to the beat of the drum; in this case, affected undead cannot leave the spaces they presently occupy and they take a -2 penalty to Armor Class and Reflex saves for as long as the drummer plays. Intelligent undead can resist this effect with a DC 12 Will save; those that fail their saves can still take actions that do not require them to leave their spaces, but they take a -2 penalty on attack and damage rolls and must succeed on a concentration check (DC 10 + spell level) to cast spells. Mindless undead receive no save and can take no actions other than dancing. The drum’s magic can be used for 9 rounds per day.
Construction
Requirements Craft Wondrous Item, command undead, bardic performance class ability; Cost 3,350 gp
Emmanuel Greene: Crest of the Fallen
Aura faint conjuration; CL 5th
Slot neck; Price 2,000 gp; Weight —
Description
This fist-sized silver badge bears a stylized painting of an animal. The first time a character wears the crest, the animal changes to match the wearer’s heraldic symbol. If the wearer does not have a heraldic animal, it takes the form of an animal appropriate to the character’s personality, determined by the player. The animal depicted must be one of the options available as a druid animal companion.
Once per day, when the wearer of the crest gains the dying or dead condition, the painted animal jumps out of the badge and becomes a creature, which appears in the wearer’s square. The creature has the same statistics as a 1st-level druid’s animal companion of the same type that was depicted on the crest, except that its hit points are equal to one quarter of the wearer’s maximum hit points. If the wearer is high enough level, the creature also gains the 4th or 7th-level advancement as described in the list of animal companions. It does not, however, gain any further bonuses from Table: Animal Companion Base Statistics.
The creature is controlled by the player, and will guard the fallen character. It protects the character by taking actions such as attacking enemies, assisting allies using the Aid Another action, or using the Heal skill to stabilize the character. The creature cannot move more than 50 feet from the badge. It cannot use equipment or magic items, including potions.
If the creature is slain, it disappears, and the crest remains blank and is no longer magical. After one minute or if the wearer regains consciousness, the creature becomes a painting once again.
Construction
Requirements Craft Wondrous Item, deathwatch, summon nature’s ally II; Cost 1,000 gp
Iain Reid: Goblet of Liquefied Cognition
Aura moderate divination and transmutation; CL 9th
Slot none; Price 18,000 gp; Weight 5 lbs.
Description
This ornate oversized silver goblet is wrought with runes and letters in a profusion of languages. When written words are placed in the goblet, for example through a letter, parchment, or runic carvings, the text detaches itself, liquefying into a sweet wine. This liquid can be drunk, granting the imbiber knowledge of the text itself.
This has the following uses:
• Pages from a spellbook representing a single spell can be drunk, allowing an arcane spontaneous caster to add that spell to their spells known list for a short time (see below). The spell must be on the imbiber’s spell list.
• An arcane scroll can be drunk, allowing the immediate memorization of the contents of the scroll by an arcane caster who prepares spells. The spell must be on the imbiber’s spell list and still requires a spell slot, though a used spell slot can be refilled in this manner. The caster level of the scroll is not used; the imbiber will use their own caster level and stat modifier (as normal) when they cast the spell.
• Non-magical writing can also be drunk, granting a complete understanding of the text’s contents. This does not require an understanding of the language of the text. The goblet can consume up to 10 average-sized pages of text at once.
In all cases the originating text/pages are destroyed, and the knowledge gained fades after 24 hours. The goblet can be used 3/day and requires two hands to use.
Construction
Requirements Craft Wondrous Item, comprehend languages, create water, enhance water, mage’s perusal, mnemonic enhancer; Cost 9,000 gp
Jacob W. Michaels: Poltergeist Knot
Aura faint evocation and transmutation; CL 3rd
Slot none; Price 650 gp; Weight 1/2 lb.
Description
Hopelessly knotted, this ball of twine defies any efforts to untangle it, new snarls forming out of nowhere just when it appears to be nearly unraveled.
On command, the twine unrolls, one end snaking through the air and touching a target within 50 feet unless he succeeds at a DC 13 Reflex save. At the twine's touch, the bindings on any containers (such as packs, pouches, sheaths, and quivers) the target is carrying come undone and all their contents are pulled into a madcap dance around the target's head.
Anyone trying to grab a piece of equipment as it spins must succeed at a steal combat maneuver against CMD 12. In addition, the spinning objects obstruct the target's sight; anyone he tries to target with a spell, weapon or ability is treated as having concealment. The gear whirls around the target, moving with him, for three rounds before falling to the ground.
A poltergeist knot only affects laces and buckles on exterior containers — potion bottles in a pouch or a bag of caltrops in a backpack, for example, are swept into the whirlwind but don't spill their contents. The knot works on inanimate objects, but cannot undo any locks.
Once used, the knot becomes normal twine.
Construction
Requirements Craft Wondrous Item, open/close, pilfering hand; Cost 325 gp
James Casey: Gossiper's Gourd
Aura moderate divination and enchantment; CL 7th
Slot none; Price 14,500 gp; Weight 1 lb.
Description
This drinking gourd has a long slender neck capped with a tethered cork and is banded with a leather strap for hanging on a belt or pack. It has carved images of a mouth whispering into an ear on one side and a drinking well on the other.
The gourd allows a wearer who is untrained in Knowledge (local) to make checks as if they were trained. When filled with water from a village well or other local watering source, it grants the wearer a +2 insight bonus on Knowledge (local) skill checks and allows the wearer to speak and understand the local language. These abilities persist as long as the gourd has at least one draught of local water in it.
Drinking a draught from a gossiper's gourd filled with local water grants the imbiber a +5 insight bonus on all Bluff, Diplomacy, Knowledge (local) and Sense Motive skill checks for one hour. Once per day, after drinking a draught from the gourd, the imbiber may start a rumor by planting an idea or suspicion in the mind of one local person (DC 12 Will to negate). This effect is similar to that produced by sow thought except the target must be from the local area.
Mixing local and non-local water renders the gourd inert until it is emptied and dried for 3 hours. No more than four draughts may be drunk from a gourd in a single day.
Construction
Requirements Craft Wondrous Item, share language, sow thought, whispering lore, creator must have at least 5 ranks in Knowledge (local) and Linguistics; Cost 7,250 gp
Jesse Southwick: Quicksilver Gloves
Aura faint transmutation; CL 5th
Slot hands; Price 7,000 gp; Weight 1 lb.
Description
These thin, tight fitting gloves have silver tips at the end of each finger. When worn, the silver spreads to cover the entire glove so the wearer’s hands appear covered in liquid metal.
As a swift action, the wearer can command the gloves to coat a held weapon with silver. The affected weapon is treated as silver for the purpose of overcoming damage reduction. The effect can only be applied to light or one-handed weapons made primarily of metal and lasts up to 10 rounds each day. The duration need not be consecutive rounds.
Once per day, the wearer can make an extra attack as if using a speed weapon. (This benefit is not cumulative with similar effects, such as a haste spell.)
Construction
Requirements Craft Wondrous Item, haste, versatile weapon; Cost 3,500 gp
Joseph Kellogg: Ironmorph Dust
Aura faint transmutation; CL 5th
Slot none; Price 500 gp; Weight 1 lb.
Description
This bag of powder has a sharp metallic odor. It can be applied to a willing adjacent creature as a standard action, or thrown as a ranged touch attack with a range increment of 10 feet. On contact, it causes the target's clothing to stiffen and harden (Fortitude DC 15 negates). If the target is wearing light or no armor, his clothing is treated as chainmail for all purposes (such as armor bonus, arcane spell failure chance, and armor check penalty) except weight. Exceptionally light clothing (such as a nightshirt or a harem girl's silks) is instead treated as a chain shirt. Exceptionally heavy clothing (such as a cold-weather outfit or elaborate ceremonial garb) is instead treated as full plate. If the target is already wearing medium or heavy armor, he instead gains DR 5/adamantine, but the maximum Dexterity bonus of his armor decreases by 3 (minimum 0), and its armor check penalty increases by 3. After 5 rounds, the clothing returns to normal.
Construction
Requirements Craft Wondrous Item, silk to steel; Cost 250 gp
Kalervo Oikarinen: Murktouch Cloak
Aura moderate conjuration; CL 9th
Slot shoulders; Price 20,000 gp; Weight 1 lb.
Description
This lustrous, crimson cloak has an ethereal quality to it. Upon command the murktouch cloak dissolves into a vortex of red fog that begins to churn around its wearer and extend her awareness.
The cloak can be active for 10 rounds per day; these rounds need not be consecutive. It can be dismissed as a free action. The fog forms a 25-foot-diameter vortex that goes 10 feet above and below the wearer. It remains centered on her at all times. Everyone in the fog gains concealment (20% miss chance). In addition, the wearer has blindsight within its area. The vortex is unaffected by wind or any similar effect.
Whenever the wearer is making a touch attack involving a spell or effect, she can reach with the fog as a swift action to target any creature inside it. She can target more than one creature with this attack (maximum 6) within the limits of the spell or effect in question. One of her mental ability modifiers can be applied to the touch attack instead of the initial modifier.
Construction
Requirements Craft Wondrous Item, echolocation, fog cloud; Cost 10,000 gp
Kenneth Elliott: Bosun's Call
Aura moderate abjuration and transmutation; CL 8th
Slot none; Price 12,000 gp; Weight 1 lb.
Description This copper and bronze whistle is played by blowing through the mouthpiece while opening and closing the hand over the hole to modify the pitch. The whistle has 3 charges per day. By making a Perform (wind) check, as a standard action, the bearer can produce the following effects:
• Awaken all allies within 30 feet with a DC 15 check (0 charges)
• Awaken all allies aboard the same ship as the bearer with a DC 20 check (1 charge)
• Convey secret messages to all allies within 60 feet (as the Bluff skill) (1 charge)
• Perform a countersong (as the bardic performance ability) with a +2 on the Perform (wind) check (1 charge)
• Grant up to 6 allies, no two of which can be more than 30 feet apart, climb and swim speeds of 20 feet each for 4 rounds with a DC 20 check (2 charges)
• Grant all allies within 60’ a +5 morale bonus on Profession (sailor) checks for 10 minutes with a DC 25 check (3 charges)
If the bearer has the bardic performance class feature, he can, as a swift action, expend rounds of his bardic performance instead of charges to power the whistle.
Construction
Requirements Craft Wondrous Item, alarm, alter self, creator must have the bardic performance class ability; Cost 6,000 gp
Mark Nordheim: Horned Helm of the Wild Stag
Aura moderate enchantment and transmutation; CL 7th
Slot head; Price 14,000 gp; Weight 3 lbs.
Description
Numerous antlers protrude from this ornate leather helmet, displaying an impressive array of bony points in all directions. The wearer’s features subtly elongate as his appearance becomes lithe and stag-like. He gains a +2 dodge bonus to AC against attacks of opportunity.
Once per day when the wearer charges an enemy or attempts an overrun combat maneuver, he may summon dozens of spectral stags to accompany him through his movement. These ghostly stags stampede around him in a frenzy of rage, with the unmistakable sound of pounding hooves. The stags are completely intangible, cannot be attacked, and disappear at the end of the charge or maneuver. The herd of stags attempts to gore or trample any creature that is within 5 feet of the wearer at any point during his movement, excluding the wearer himself. Although these attacks cause no physical damage, each affected creature must succeed at a Will save (DC 16) or be overcome by the frenzy of the rampaging herd for one round. Overcome creatures must use their turns to charge the nearest valid target (including a creature’s allies as potential targets), if possible. Creatures unable to charge instead move away from the wearer of the helm as quickly as possible. This is a mind-affecting compulsion effect.
Construction
Requirements Craft Wondrous Item, Aspect of the Stag, Moonstruck, Summon Nature’s Ally II; Cost 7,000 gp
Michael Patrick: Bog Boots
Aura moderate transmutation; CL 6th
Slot feet; Price 12,000 gp; Weight 1 lb.
Description
These boots are well-worn and caked with mud but sturdy, comfortable and dry on the inside.
Up to three times a day the boots can be activated to cause up to 24 squares of standard terrain to become a shallow bog. All affected squares are instantly filled with one foot of water, mud and plant life. The affected squares can take any shape the wearer desires, but each must be adjacent to another affected square and at least one must be adjacent to the wearer. As a move action the wearer can rearrange the squares. The effect lasts until cancelled by the wearer, the boots are removed, the wearer steps more than five feet beyond the affected area, or the wearer becomes unconscious. The wearer treats the bog as standard terrain. To all others the bog is difficult terrain.
Once per day the wearer can travel as per dimension door from one affected square to any other.
Construction
Requirements Craft Wondrous Item, transmute rock to mud, dimension door; Cost 6000gp
Michele La Barbera: Familiar's Soulstone
Aura moderate necromancy; CL 9th
Slot none; Price 7,500 gp; Weight 1 lb.
Description
A familiar's soulstone resembles a large, rough red gem the size of a fist. The bearer can use the gem to perform an hour-long ritual and bind the soul of his familiar, animal companion, or bonded mount to it. Once this bond is established, the only way to sever it is to destroy the gem. A creature may only have one familiar's soulstone bound to it, and a familiar's soulstone may only be bound to a single creature.
Should the bonded creature die while on the same plane as its familiar's soulstone, its soul is syphoned into the gem, where it'll be preserved for 24 hours. If the soul is not extracted from the gem within that time, the gem crumbles to dust, automatically releasing the soul.
Touching the gem to the body of the deceased bonded creature for a full minute restores it to life as per the spell raise dead. This action destroys the gem.
A witch's familiar brought back to life using a familiar's soulstone retains all of its stored spells.
Construction
Requirements Craft Wondrous Item, raise dead; Cost 6,250 gp
Mikael Sebag: Amulet of Reverse Incantation
Aura faint abjuration; CL 5th
Slot neck; Price 20,000 gp; Weight —
Description
An ivory cameo of a bearded, old wizard with identical faces on either side of his head hangs on this amulet’s delicate silver chain. Three times per day, the amulet allows its wearer to recite spells with verbal components backwards and achieve an inverse effect under the following circumstances:
Diametric Effect: If the wearer casts a spell that can counter or dispel another specific spell, he may activate the amulet to spontaneously convert the spell being cast into the spell which it specifically counters (for example, haste would be converted into slow).
Alignment: If the wearer casts a spell that detects or affects creatures of a certain alignment, the spell instead affects creatures of the opposite alignment instead (for example, chaos hammer would damage and blind chaotic creatures and outsiders instead of lawful).
Cure/Inflict Spell: Lastly, if the wearer casts a cure or inflict spell, she may activate the amulet to spontaneously convert the spell being cast into the other type of the same spell level (for example, cure moderate wounds would be converted into inflict moderate wounds).
Activating the amulet is a free action.
Construction
Requirements Craft Wondrous Item, dispel magic, tongues; Cost 10,000 gp
Mike Kimmel: Earthbind Boots
Aura moderate transmutation; CL 9th
Slot feet; Price 10,000 gp; Weight 3 lbs.
Description
Thick iron bands encircle these sturdy leather boots. With a single stomp, their wearer can rip flying enemies from the sky and pull them to the earth.
Once per day, the wearer of the boots may activate them as a standard action by stomping on the ground, causing a sound resembling rolling thunder and crashing boulders. Upon activation, the wearer targets a single creature within 180 feet that is flying, levitating, or otherwise airborne. The creature must make a DC 17 Will save or be pulled to the ground by the force of the boots’ magic. The creature lands upright and directly beneath its former location, taking no damage. It is bound by the boots and cannot fly by any means for 9 rounds, though it can still walk, run, jump, and climb normally. If the target succeeds on its saving throw, it is pulled only half the distance to the ground and is able to continue flying normally. If the creature would land on water or another non-solid surface, it instead lands on the nearest solid surface within 180 feet of where it would normally have landed.
Construction
Requirements Craft Wondrous Item, telekinesis; Cost 5,000 gp
Mikko Kallio: Deck of Falling Houses
Aura faint transmutation; CL 5th
Slot none; Price 5,400 gp (full deck); Weight 1/2 lb.
Description
This set of 54 cards is adorned with designs that are oddly skewed or tilted but otherwise similar to playing cards or Harrow cards. As a standard action, you can toss any number of these cards into an unoccupied space within 30 feet. In a flash of blue light, the cards transform into half-inch-thick, 5-by-10-foot sheets of opaque crystal with colors and motifs matching the original cards.
The transformed cards arrange themselves into a contiguous structure of your choice, such as a wall, tower or bridge, and become joined along the edges. At least one of the cards must merge with a permanent solid surface. The seams become magically hardened, allowing even the most absurdly imbalanced structures with improbable angles to remain standing indefinitely.
However, if a transformed card is destroyed (hardness 5, hp 15, Break DC 18), dispelled or hit by a severe wind (31+ mph), the magic starts to unravel and all cards in that structure become unstable. Each creature that starts its turn on or moves onto an unstable card must succeed on a DC 10 Acrobatics check or fall prone. One round later, the cards burst in a shower of crystalline dust and cannot be used again.
Construction
Requirements Craft Wondrous Item, mage hand, make whole, shrink item; Cost 2,700 gp
Peter Jhansen: Death Mask
Aura faint necromancy; CL 5th
Slot head; Price 8,000 gp; Weight 4 lbs.
Description
This elaborately carved wooden mask is styled in the image of the god of death. When placed upon a corpse, the user may ask the corpse up to three questions, as if the user had cast the cleric spell speak with dead at level 5. As long as the head of the corpse is intact enough to fit the mask onto it, the spell will work, no matter how damaged the corpse is.
Additionally, if a living person dons the mask, their appearance changes to that of the person whose corpse was most recently used to speak with, when the deceased was still alive, as per the alter self spell.
Construction
Requirements Craft Wondrous Item, disguise self, speak with dead; Cost 4,000 gp
Robert Brookes: Spirit Window
Aura moderate divination; CL 8th
Slot none; Price 8,500 gp; Weight 1lb.
Description
This hand mirror has a two-way glass lens set in its frame and is activated by speaking a command word . A spirit window allows its bearer to see ethereal creatures out to a range of 60 feet, revealing their location but granting no additional ability to affect them. Ethereal creatures can see the bearer of the window clearly while it is activated, as if they existed on the same plane, though this grants ethereal creatures no additional ability to affect the bearer.
As a free action, the bearer may choose to view a corpse or an undead creature through the window and see them as they appeared in life, just prior to their death. Additionally, the spirit window can be used to view the source of a haunt within range, indicating the area affected by the haunt and making it visible to the bearer. The general appearance of a haunt's manifestation should vary by the haunt's theme and the appearance is left up to the GM, but should give a visual clue as to the haunt's nature. The bearer of a spirit window may study an undead creature or haunt within 60 feet as a move action, gaining a +2 insight bonus on their Knowledge (religion) check made to identify the haunt or creature.
A spirit window may be active for up to 20 rounds per day, and these rounds need not be consecutive.
Construction
Requirements Craft wondrous item, see invisibility, restore corpse; Cost 4,250 gp
Sam Harris: Star Cinder
Aura strong abjuration; CL 12th
Slot neck; Price 50,000 gp; Weight 4 lbs.
Description
This tiny flake of dark and extremely dense material, hung on a simple wire chain, seems to absorb the light around it. When activated, streaks of alien color play across its surface. Three times per day, the wearer may choose one energy type (acid, cold, electricity, fire, or sonic). All resistances and immunities to this energy type within a 60’ radius are suppressed.
The innate resistances and immunities of creatures with the elemental type are unaffected, but each such creature possessing innate resistance or immunity to the chosen energy type must make a DC 21 Will save every round that it remains in the area of effect or be forced to return to its home plane (as per the dismissal spell). Even if the save succeeds, the creature is sickened for as long as it remains in the area of effect. The star cinder’s effects persist for 10 rounds.
Requirements Craft Wondrous Item, antimagic field, dismissal, resist energy; Cost 25,000 gp
Terry Dutton: Fetish of the Frog Queen
Aura strong transmutation; CL 17th
Slot none; Price 9,000 gp (lesser), 32,500 gp (normal), 73,000 gp (greater); Weight 4 lbs.
Description
Created from the bodies of certain frogs whose poisons induce potent hallucinations and delusions, these mummified husks are variously cited as the invention of either grippli druids or an unusually cunning boggard priest-king. Regardless, their powers are a boon to any caster favouring mental manipulation and alteration.
Three times per day, while casting a targeted mind-affecting spell that allows a Will save, a caster holding a fetish can draw upon its powers to lace the spell's energies with a magical poisonous essence. Instead of affecting the target's mind directly, the altered spell attacks through the victim's body as a psychotropic toxin, necessitating a Fortitude save in place of any Will saves the spell normally allows.
An altered spell is considered a poison effect, with the following provisos:
• Time spent suppressed by effects such as delay poison still counts against the spell's duration.
• Accelerate poison halves the spell's duration but does not affect saving throws.
• An altered spell transferred to another target, such as by absorb toxicity, is still considered cast by the original caster for the purposes of adjudicating effects (whom a charmed victim regards as their friend, for example).
• Effects that duplicate poisons, such as toxic gift, cannot duplicate altered spells.
An altered spell is still vulnerable to spell resistance, dispelling and other such effects as normal.
Three varieties of fetish exist: lesser, normal, and greater. A lesser fetish affects spells of up to third level; a normal fetish affects spells of up to sixth level; and a greater fetish affects spells of up to ninth level.
Construction
Requirements Craft Wondrous Item, poison; Cost 4,500 gp (lesser), 16,250 gp (normal), 36,500 gp (greater)
Tyler Beck: Deck of the Hellwasp's Sting
Aura moderate evocation; CL 9th
Slot none; Price 10,380 gp; Weight 1 lb.
Description
This seemingly ordinary deck of 54 playing cards is held in an ornate wooden box with a simple clasp, decorated with wasp-themed art. The clergy of Calistria has been known to gift decks of this kind to their more devout and covert spies, for use in the event of capture.
As a move action, the user can draw a card from the deck and speak a command word to transform that card into a thrown weapon with the statistics and damage of a +1 flaming dart. The user can instead draw and activate a card covertly as a Standard action, using Sleight of Hand to palm it and treating it as a hidden weapon for a subsequent attack. A card is always destroyed after being thrown, even if it does not hit the target. If the thrower has the Arcane Strike feat, damage from Arcane Strike is doubled when using a card.
In addition, as long as there are at least 20 cards remaining in the deck, the entire deck can be sacrificed by speaking a command word and tossing the cards into the air. The cards transform into a swarm of burning, poisonous paper with the same statistics as a Hellwasp Swarm (Bestiary 3) except that the swarm does not gain the inhabit ability, and all damage dealt by its swarm attack is fire damage. This swarm can be controlled by the person who activated the ability as if it were summoned by the summon swarm spell for up to 10 rounds, at which point the swarm dissipates.
Construction
Requirements Craft Wondrous Item, flame arrow, summon swarm, creator must have the Arcane Strike feat; Cost 5,190 gp
Tyler Cowart: Jar of Mottled Clay
Aura faint transmutation; CL 3rd
Slot none; Price 600 gp; Weight 1 lb.
Description
These empty clay jars, suitable for holding a few ounces of liquid, smell of freshly tilled earth and change hues in sunlight. A jar of mottled clay can be thrown as a ranged touch attack with a range increment of 10 feet.
When one of these jars shatters, a mound of earth and clay rises into the air where it landed. The mound is 5 feet wide, 10 feet tall, and has hardness 2 and 40 hit points. A direct hit with a jar requires the target to make a DC 13 Reflex save or be pushed back 5 feet and knocked prone as the mound erupts where the target was standing. A successful save allows the creature struck to move 5 feet in any direction and avoid being knocked prone. A DC 18 Strength check topples the mound, requiring creatures in the 2 squares opposite to make a save as if struck directly. A mound created by a broken jar lasts for 1 round before losing its structure and collapsing into a pile. When a mound expires or is destroyed it creates difficult terrain in a 5-foot-radius around where it was created.
Jars of mottled clay can be filled with an alchemical item. Filling a jar requires a DC 15 Craft (alchemy) check, and when thrown, a modified jar will apply the effects of the alchemical item along with its own effect.
Construction
Requirements Craft Wondrous Item, soften earth and stone; Cost 300 gp
Victoria Jaczko: Bitter Widow's Veil
Aura moderate enchantment and divination; CL 8th
Slot head; Price 14,000 gp; Weight 1/2 lb.
Description
This delicate black veil is often made from black lace or crepe and affixed to a cap, bonnet or band. Once donned, amorphous shadows swirl beneath the veil across the wearer's face.
Whenever a humanoid creature is slain in combat within 30 feet, the bitter widow's veil gains one charge, manifesting as a small, shadowy tear.
Expending the charge causes the flickering shadows on the wearer's face to coalesce into an inky overlay of a woman's anguished visage and unleash a bereaved scream. An invisible 30-foot cone of terrible grief radiates out from the veil's wearer. Creatures within the area of effect must make a DC 16 Will save or be sickened with sorrow for five minutes. If any of the affected creatures have dealt a killing blow to a humanoid or monstrous humanoid within the last 12 hours, they are stunned in the throes of helpless, weeping grief for one round, after which they are subject to the sickened effect.
While the bitter widow's veil contains an unspent charge, the wearer can see and hear ethereal creatures as described by the see invisibility spell. The veil may only contain one charge at a time. An unused charge dissipates in an hour if not otherwise expended.
Construction
Requirements Craft Wondrous Item, crushing despair, overwhelming grief, see invisibility; Cost 7,000 gp
Aura faint transmutation; CL 5th
Slot none; Price 1,200 gp; Weight —
Description
Hurling this crystalline, ember-filled vial at an enemy causes the vessel to erupt in a burst of smoke and burning ash that coalesces into the shape of a fire-blackened skull with burning eyes. Wreathed in oily, acrid smoke and trailing hot embers, the skull corkscrews around the target uttering biting insults and dire curses. The black smoke left in its wake causes watering eyes and wracking coughs.
When the vial is thrown with a successful ranged touch attack, the skull torments a single target of Large size or smaller. The skull moves with the target, its chaotic orbit distracting in combat. Any combatant in melee with the target is considered to be flanking with the skull.
The skull’s trailing smoke and embers are blinding. The target (and any creature occupying the same space as the target) is effectively dazzled. Furthermore, each round the target must make a Fortitude save (DC 14) or become sickened by the smoke. Creatures with the scent ability suffer a -4 penalty to this save, while creatures with the fire subtype are immune to the sickening effect. The skull and smoke dissipate in 5 rounds.
If the initial attack roll fails, treat the vial as a splash weapon to determine where it shatters instead. If there is no valid target in that square the skull shrieks before dissipating harmlessly.
Construction
Requirements Craft Wondrous Item, magic mouth, pyrotechnics; Cost 600 gp
Andrew Shumate: Charlatan's Symbol
Aura None; CL 9th
Slot neck slot; Price 2,000 gp; Weight 1 lbs.
Description
Designed to resemble a holy symbol of a genuine or fictional deity worn about the neck, the charlatan's symbol contains an extradimensional compartment which can hold one wand of a 1st level Cleric spell. A wand placed within the charlatan's symbol must stay in the symbol for 24 hours before it can be used. By speaking a command word or phrase, the wand inside is activated as if the user had succeeded on a DC 20 Use Magic Device check. Successful activation causes the charlatan's symbol to glow faintly; those observing a spell cast through the use of a charlatan's symbol must make a DC 15 Spellcraft check in order to determine that the spell was cast from a wand rather than through normal divine spellcasting.
The successful use of the charlatan's symbol gives the bearer a +5 circumstance bonus to bluff checks related to being a member of any religion indicated by the symbol.
Detect magic causes the charlatan's symbol to appear nonmagical, as if it were a standard holy symbol.
Construction
Requirements Craft Wondrous Item, eagle's splendor, magic aura, secret chest, creator must have 5 ranks in both Use Magic Device and Bluff; Cost 1,000 gp
Andrew Umphrey: Choker of the Siphoning Scorpion
Aura faint conjuration; CL 5th
Slot neck; Price 6,000 gp; Weight —
Description
This choker consists of a thin gold chain with a small scorpion charm that presses snugly against the neck when worn. The wearer of this item may forgo her saving throw against a poison effect. If she does so, the wearer suffers no effects from the poison and the scorpion charm siphons the poison from the wearer, filling to its maximum capacity of one dose. Once the scorpion is filled, it offers no protection against further poisoning.
As a full-round action, the wearer may remove the choker and affix it to her melee weapon by simply pressing the scorpion against the weapon, allowing the chain to automatically secure itself, wrapping tightly around the hilt. Upon a successful melee attack, as a free action the wielder may choose to magically deliver the full dose of poison in addition to any damage or effects the weapon normally has.
Once a choker of the siphoning scorpion has delivered its poison, it may not be refilled until worn for 8 consecutive hours. Only poisons without an onset time are able to be siphoned.
Construction
Requirements Craft Wondrous Item, greater magic weapon, neutralize poison; Cost 3,000 gp
Brian Lefebvre: Evergreen Seed Pouch
Aura moderate conjuration; CL 9th
Slot -; Price 16,000 gp; Weight 1/2 lb.
Description
This plain looking leather pouch is decorated with fresh mistletoe and holly or embroidered with the holy symbol of a nature god. The pouch contains seeds of various small plants and grasses. This pouch can be used as a divine focus. When used as a divine focus to cast plant-based spells, such as entangle or spike growth, the magic of the pouch manifests. The pouch creates any small vegetation or grass that the spell requires to function inside of the spell's area of effect. The vegetation created by the pouch will grow regardless of the terrain, and will last the full duration of the spell.
Construction
Requirements craft wondrous item, wall of thorns; Cost 8,000 gp
Brian Duckwitz: Voidspun Lenses
Aura moderate divination and enchantment; CL 7th
Slot eyes; Price 18,700 gp; Weight –
Description
Snipped from the very essence of the Dark Tapestry and given physical form, these lenses are found in matched pairs as thumbnail-sized fragments of obsidian that sparkle with pinpoints of cold white light. Once the wearer places the lenses directly on her eyes, the lenses liquefy, coat the eyes, and give the eyes the appearance of an inky black sky punctuated by sparks of distant starlight. When worn, the lenses grant occasional visions of possible futures foreseen in the stars. Three times per day as an immediate action, the wearer can gain a +2 insight bonus to one of the following until her next turn: AC, attack rolls, or saving throws. Furthermore, once per day as a standard action, the wearer can stare fixedly at a target within 30 feet. If the target fails a DC 16 Will save, he is affected as if by confusion as his eyes are drawn to the endless depths visible in the lenses while his mind struggles to comprehend the nature of the nothingness between the stars. Both lenses must be worn for the magic to take effect.
Construction
Requirements Craft Wondrous Item, divination, confusion; Cost 9,350 gp
Brian Fruzen: Groundbreaker Cloak
Aura moderate transmutation; CL 9th
Slot shoulders; Price 22,000 gp; Weight 6 lbs.
Description
This heavy dirt-caked cloak is made from the hide of a bulette, and features a plated dorsal fin that crests between the shoulders. As a standard action, the wearer may dive into the ground, gaining a burrow speed of 20 feet through sand, soil, gravel and stone. While burrowing, the wearer cannot run or charge, and travels along the surface, the exposed dorsal plate visible from above. As the wearer burrows, displaced dirt swells before him and collapses behind him to create difficult terrain in his wake. He has cover from attacks while burrowing, and can choose to make a free combat maneuver check against creatures standing on spaces he burrows through, causing them to fall prone if the check succeeds by 5 or more. Emerging from the ground is a move action that does not provoke attacks of opportunity.
Once per day, the wearer may perform a charge by diving deep into the ground, burrowing in a straight line beneath any obstacles and bursting forth into the air with sudden and extreme ferocity. This use of the cloak does not disturb the terrain as noted above, except where the wearer enters and exits the ground. The wearer ends this movement standing and the target of the charge is considered flat-footed against the attack.
Construction
Requirements Craft Wondrous Item, beast shape III, burrow; Cost 11,000 gp
Bryan Jones: Hedgewall Seed Pouch
Aura Moderate Conjuration; CL 9th
Slot none; Price 33,750 gp; Weight 6 lbs.
Description
This bulging leather sack contains 50 handfuls of assorted seeds and burs. As a standard action, one handful can be sown in a 5’ x 5’ area, which instantly grows a thick tangle of thorny brush to a height of 10’. If sown adjacent to another handful of the seed, the areas entwine with each other as they grow to form a seamless barrier. This hedgewall barrier acts as a wall of thorns spell, save that it becomes a permanent, non-magical plant. The hedgewall provides cover for those behind it.
If grown in hospitable conditions with adequate soil and water, a hedgewall can live for decades. Otherwise, the plant wall takes damage normally until it is destroyed. If cultivated by a skilled horticulturalist the barrier can grow and expand naturally. After the last handful is sown, the sack becomes non-magical.
Construction
Requirements Create Wondrous Item, Wall of Thorns; Cost 16,875 gp
Calder Rooney: Stormcrusher Gauntlets
Aura moderate abjuration and evocation; CL 10th
Slot hands; Price 45,000 gp; Weight 5 lbs.
Description
These rain-specked metal gauntlets give a noticeable prickling sensation when donned. Three times per day whenever the wearer would take electricity damage, she can make a Strength check to catch the lightning and crush it into harmless sparks that deal no damage (DC 10 + 1 per 10 points of damage). Activating this ability is an immediate action.
If the wearer is a mythic creature, she can also expend one use of mythic power to reshape the crushed lightning into a variety of forms: blasts of electric force, blinding showers of sparks, or even lassos. This allows the wearer to perform a bull rush, dirty trick, grapple, reposition, or trip combat maneuver on her next turn against any opponent within 10 feet per mythic tier. On a successful combat maneuver check, the opponent also takes an amount of electricity damage equal to the wearer's combat maneuver check result (up to a maximum of the original effect's damage). Crushed lightning not used by the wearer's next turn explodes and deals the original effect's electricity damage to the wearer (no save). Creatures immune to electricity damage are immune to the gauntlets' powers.
Construction
Requirements Craft Wondrous Item, Mythic Crafter, lightning bolt, shock shield; Cost 22,500 gp
Casey Clements: Patternward Spectacles
Aura moderate abjuration; CL 9th
Slot eyes; Price 750 gp; Weight 1 lb.
Description
These spectacles fit firmly over eyes, held by two crystalline stems. The lenses are initially clear and do not hinder the wearer’s vision. When an illusion spell or spell-like ability with the pattern subschool (such as color spray) is used against the wearer, the spectacles absorb the magic and darken, protecting only the wearer from the pattern effect. Once the spectacles absorb a spell and become opaque, the wearer gains the blindness condition until the spectacles are removed as a swift action. Patternward spectacles function to protect against spell effects of third level or lower only. Darkened spectacles no longer function and may not be recharged.
Construction
Requirements Craft Wondrous Item, minor globe of invulnerability; Cost 375 gp
Christopher Wasko: Bonedancer Bodhrán
Clay Clouser: Nightsbane Quiver
Aura moderate necromancy; CL 3rd
Slot —; Price 6,700 gp; Weight 1 lb.
Description
This calf-skin drum is painted with an image of a grinning skull, and comes with a giant’s finger bone to use as a beater. A creature with at least 1 rank in Perform (percussion) can play a steady rhythm on the drum as a standard action. This grants all undead within 30 feet of the player a +2 profane bonus on attack rolls, damage rolls, and Will saves during each round the drum is played. Alternatively, the drummer can instead force undead within the area to dance in place to the beat of the drum; in this case, affected undead cannot leave the spaces they presently occupy and they take a -2 penalty to Armor Class and Reflex saves for as long as the drummer plays. Intelligent undead can resist this effect with a DC 12 Will save; those that fail their saves can still take actions that do not require them to leave their spaces, but they take a -2 penalty on attack and damage rolls and must succeed on a concentration check (DC 10 + spell level) to cast spells. Mindless undead receive no save and can take no actions other than dancing. The drum’s magic can be used for 9 rounds per day.
Construction
Requirements Craft Wondrous Item, command undead, bardic performance class ability; Cost 3,350 gp
Emmanuel Greene: Crest of the Fallen
Aura faint conjuration; CL 5th
Slot neck; Price 2,000 gp; Weight —
Description
This fist-sized silver badge bears a stylized painting of an animal. The first time a character wears the crest, the animal changes to match the wearer’s heraldic symbol. If the wearer does not have a heraldic animal, it takes the form of an animal appropriate to the character’s personality, determined by the player. The animal depicted must be one of the options available as a druid animal companion.
Once per day, when the wearer of the crest gains the dying or dead condition, the painted animal jumps out of the badge and becomes a creature, which appears in the wearer’s square. The creature has the same statistics as a 1st-level druid’s animal companion of the same type that was depicted on the crest, except that its hit points are equal to one quarter of the wearer’s maximum hit points. If the wearer is high enough level, the creature also gains the 4th or 7th-level advancement as described in the list of animal companions. It does not, however, gain any further bonuses from Table: Animal Companion Base Statistics.
The creature is controlled by the player, and will guard the fallen character. It protects the character by taking actions such as attacking enemies, assisting allies using the Aid Another action, or using the Heal skill to stabilize the character. The creature cannot move more than 50 feet from the badge. It cannot use equipment or magic items, including potions.
If the creature is slain, it disappears, and the crest remains blank and is no longer magical. After one minute or if the wearer regains consciousness, the creature becomes a painting once again.
Construction
Requirements Craft Wondrous Item, deathwatch, summon nature’s ally II; Cost 1,000 gp
Iain Reid: Goblet of Liquefied Cognition
Aura moderate divination and transmutation; CL 9th
Slot none; Price 18,000 gp; Weight 5 lbs.
Description
This ornate oversized silver goblet is wrought with runes and letters in a profusion of languages. When written words are placed in the goblet, for example through a letter, parchment, or runic carvings, the text detaches itself, liquefying into a sweet wine. This liquid can be drunk, granting the imbiber knowledge of the text itself.
This has the following uses:
• Pages from a spellbook representing a single spell can be drunk, allowing an arcane spontaneous caster to add that spell to their spells known list for a short time (see below). The spell must be on the imbiber’s spell list.
• An arcane scroll can be drunk, allowing the immediate memorization of the contents of the scroll by an arcane caster who prepares spells. The spell must be on the imbiber’s spell list and still requires a spell slot, though a used spell slot can be refilled in this manner. The caster level of the scroll is not used; the imbiber will use their own caster level and stat modifier (as normal) when they cast the spell.
• Non-magical writing can also be drunk, granting a complete understanding of the text’s contents. This does not require an understanding of the language of the text. The goblet can consume up to 10 average-sized pages of text at once.
In all cases the originating text/pages are destroyed, and the knowledge gained fades after 24 hours. The goblet can be used 3/day and requires two hands to use.
Construction
Requirements Craft Wondrous Item, comprehend languages, create water, enhance water, mage’s perusal, mnemonic enhancer; Cost 9,000 gp
Jacob W. Michaels: Poltergeist Knot
Aura faint evocation and transmutation; CL 3rd
Slot none; Price 650 gp; Weight 1/2 lb.
Description
Hopelessly knotted, this ball of twine defies any efforts to untangle it, new snarls forming out of nowhere just when it appears to be nearly unraveled.
On command, the twine unrolls, one end snaking through the air and touching a target within 50 feet unless he succeeds at a DC 13 Reflex save. At the twine's touch, the bindings on any containers (such as packs, pouches, sheaths, and quivers) the target is carrying come undone and all their contents are pulled into a madcap dance around the target's head.
Anyone trying to grab a piece of equipment as it spins must succeed at a steal combat maneuver against CMD 12. In addition, the spinning objects obstruct the target's sight; anyone he tries to target with a spell, weapon or ability is treated as having concealment. The gear whirls around the target, moving with him, for three rounds before falling to the ground.
A poltergeist knot only affects laces and buckles on exterior containers — potion bottles in a pouch or a bag of caltrops in a backpack, for example, are swept into the whirlwind but don't spill their contents. The knot works on inanimate objects, but cannot undo any locks.
Once used, the knot becomes normal twine.
Construction
Requirements Craft Wondrous Item, open/close, pilfering hand; Cost 325 gp
James Casey: Gossiper's Gourd
Aura moderate divination and enchantment; CL 7th
Slot none; Price 14,500 gp; Weight 1 lb.
Description
This drinking gourd has a long slender neck capped with a tethered cork and is banded with a leather strap for hanging on a belt or pack. It has carved images of a mouth whispering into an ear on one side and a drinking well on the other.
The gourd allows a wearer who is untrained in Knowledge (local) to make checks as if they were trained. When filled with water from a village well or other local watering source, it grants the wearer a +2 insight bonus on Knowledge (local) skill checks and allows the wearer to speak and understand the local language. These abilities persist as long as the gourd has at least one draught of local water in it.
Drinking a draught from a gossiper's gourd filled with local water grants the imbiber a +5 insight bonus on all Bluff, Diplomacy, Knowledge (local) and Sense Motive skill checks for one hour. Once per day, after drinking a draught from the gourd, the imbiber may start a rumor by planting an idea or suspicion in the mind of one local person (DC 12 Will to negate). This effect is similar to that produced by sow thought except the target must be from the local area.
Mixing local and non-local water renders the gourd inert until it is emptied and dried for 3 hours. No more than four draughts may be drunk from a gourd in a single day.
Construction
Requirements Craft Wondrous Item, share language, sow thought, whispering lore, creator must have at least 5 ranks in Knowledge (local) and Linguistics; Cost 7,250 gp
Jesse Southwick: Quicksilver Gloves
Aura faint transmutation; CL 5th
Slot hands; Price 7,000 gp; Weight 1 lb.
Description
These thin, tight fitting gloves have silver tips at the end of each finger. When worn, the silver spreads to cover the entire glove so the wearer’s hands appear covered in liquid metal.
As a swift action, the wearer can command the gloves to coat a held weapon with silver. The affected weapon is treated as silver for the purpose of overcoming damage reduction. The effect can only be applied to light or one-handed weapons made primarily of metal and lasts up to 10 rounds each day. The duration need not be consecutive rounds.
Once per day, the wearer can make an extra attack as if using a speed weapon. (This benefit is not cumulative with similar effects, such as a haste spell.)
Construction
Requirements Craft Wondrous Item, haste, versatile weapon; Cost 3,500 gp
Joseph Kellogg: Ironmorph Dust
Aura faint transmutation; CL 5th
Slot none; Price 500 gp; Weight 1 lb.
Description
This bag of powder has a sharp metallic odor. It can be applied to a willing adjacent creature as a standard action, or thrown as a ranged touch attack with a range increment of 10 feet. On contact, it causes the target's clothing to stiffen and harden (Fortitude DC 15 negates). If the target is wearing light or no armor, his clothing is treated as chainmail for all purposes (such as armor bonus, arcane spell failure chance, and armor check penalty) except weight. Exceptionally light clothing (such as a nightshirt or a harem girl's silks) is instead treated as a chain shirt. Exceptionally heavy clothing (such as a cold-weather outfit or elaborate ceremonial garb) is instead treated as full plate. If the target is already wearing medium or heavy armor, he instead gains DR 5/adamantine, but the maximum Dexterity bonus of his armor decreases by 3 (minimum 0), and its armor check penalty increases by 3. After 5 rounds, the clothing returns to normal.
Construction
Requirements Craft Wondrous Item, silk to steel; Cost 250 gp
Kalervo Oikarinen: Murktouch Cloak
Aura moderate conjuration; CL 9th
Slot shoulders; Price 20,000 gp; Weight 1 lb.
Description
This lustrous, crimson cloak has an ethereal quality to it. Upon command the murktouch cloak dissolves into a vortex of red fog that begins to churn around its wearer and extend her awareness.
The cloak can be active for 10 rounds per day; these rounds need not be consecutive. It can be dismissed as a free action. The fog forms a 25-foot-diameter vortex that goes 10 feet above and below the wearer. It remains centered on her at all times. Everyone in the fog gains concealment (20% miss chance). In addition, the wearer has blindsight within its area. The vortex is unaffected by wind or any similar effect.
Whenever the wearer is making a touch attack involving a spell or effect, she can reach with the fog as a swift action to target any creature inside it. She can target more than one creature with this attack (maximum 6) within the limits of the spell or effect in question. One of her mental ability modifiers can be applied to the touch attack instead of the initial modifier.
Construction
Requirements Craft Wondrous Item, echolocation, fog cloud; Cost 10,000 gp
Kenneth Elliott: Bosun's Call
Aura moderate abjuration and transmutation; CL 8th
Slot none; Price 12,000 gp; Weight 1 lb.
Description This copper and bronze whistle is played by blowing through the mouthpiece while opening and closing the hand over the hole to modify the pitch. The whistle has 3 charges per day. By making a Perform (wind) check, as a standard action, the bearer can produce the following effects:
• Awaken all allies within 30 feet with a DC 15 check (0 charges)
• Awaken all allies aboard the same ship as the bearer with a DC 20 check (1 charge)
• Convey secret messages to all allies within 60 feet (as the Bluff skill) (1 charge)
• Perform a countersong (as the bardic performance ability) with a +2 on the Perform (wind) check (1 charge)
• Grant up to 6 allies, no two of which can be more than 30 feet apart, climb and swim speeds of 20 feet each for 4 rounds with a DC 20 check (2 charges)
• Grant all allies within 60’ a +5 morale bonus on Profession (sailor) checks for 10 minutes with a DC 25 check (3 charges)
If the bearer has the bardic performance class feature, he can, as a swift action, expend rounds of his bardic performance instead of charges to power the whistle.
Construction
Requirements Craft Wondrous Item, alarm, alter self, creator must have the bardic performance class ability; Cost 6,000 gp
Mark Nordheim: Horned Helm of the Wild Stag
Aura moderate enchantment and transmutation; CL 7th
Slot head; Price 14,000 gp; Weight 3 lbs.
Description
Numerous antlers protrude from this ornate leather helmet, displaying an impressive array of bony points in all directions. The wearer’s features subtly elongate as his appearance becomes lithe and stag-like. He gains a +2 dodge bonus to AC against attacks of opportunity.
Once per day when the wearer charges an enemy or attempts an overrun combat maneuver, he may summon dozens of spectral stags to accompany him through his movement. These ghostly stags stampede around him in a frenzy of rage, with the unmistakable sound of pounding hooves. The stags are completely intangible, cannot be attacked, and disappear at the end of the charge or maneuver. The herd of stags attempts to gore or trample any creature that is within 5 feet of the wearer at any point during his movement, excluding the wearer himself. Although these attacks cause no physical damage, each affected creature must succeed at a Will save (DC 16) or be overcome by the frenzy of the rampaging herd for one round. Overcome creatures must use their turns to charge the nearest valid target (including a creature’s allies as potential targets), if possible. Creatures unable to charge instead move away from the wearer of the helm as quickly as possible. This is a mind-affecting compulsion effect.
Construction
Requirements Craft Wondrous Item, Aspect of the Stag, Moonstruck, Summon Nature’s Ally II; Cost 7,000 gp
Michael Patrick: Bog Boots
Aura moderate transmutation; CL 6th
Slot feet; Price 12,000 gp; Weight 1 lb.
Description
These boots are well-worn and caked with mud but sturdy, comfortable and dry on the inside.
Up to three times a day the boots can be activated to cause up to 24 squares of standard terrain to become a shallow bog. All affected squares are instantly filled with one foot of water, mud and plant life. The affected squares can take any shape the wearer desires, but each must be adjacent to another affected square and at least one must be adjacent to the wearer. As a move action the wearer can rearrange the squares. The effect lasts until cancelled by the wearer, the boots are removed, the wearer steps more than five feet beyond the affected area, or the wearer becomes unconscious. The wearer treats the bog as standard terrain. To all others the bog is difficult terrain.
Once per day the wearer can travel as per dimension door from one affected square to any other.
Construction
Requirements Craft Wondrous Item, transmute rock to mud, dimension door; Cost 6000gp
Michele La Barbera: Familiar's Soulstone
Aura moderate necromancy; CL 9th
Slot none; Price 7,500 gp; Weight 1 lb.
Description
A familiar's soulstone resembles a large, rough red gem the size of a fist. The bearer can use the gem to perform an hour-long ritual and bind the soul of his familiar, animal companion, or bonded mount to it. Once this bond is established, the only way to sever it is to destroy the gem. A creature may only have one familiar's soulstone bound to it, and a familiar's soulstone may only be bound to a single creature.
Should the bonded creature die while on the same plane as its familiar's soulstone, its soul is syphoned into the gem, where it'll be preserved for 24 hours. If the soul is not extracted from the gem within that time, the gem crumbles to dust, automatically releasing the soul.
Touching the gem to the body of the deceased bonded creature for a full minute restores it to life as per the spell raise dead. This action destroys the gem.
A witch's familiar brought back to life using a familiar's soulstone retains all of its stored spells.
Construction
Requirements Craft Wondrous Item, raise dead; Cost 6,250 gp
Mikael Sebag: Amulet of Reverse Incantation
Aura faint abjuration; CL 5th
Slot neck; Price 20,000 gp; Weight —
Description
An ivory cameo of a bearded, old wizard with identical faces on either side of his head hangs on this amulet’s delicate silver chain. Three times per day, the amulet allows its wearer to recite spells with verbal components backwards and achieve an inverse effect under the following circumstances:
Diametric Effect: If the wearer casts a spell that can counter or dispel another specific spell, he may activate the amulet to spontaneously convert the spell being cast into the spell which it specifically counters (for example, haste would be converted into slow).
Alignment: If the wearer casts a spell that detects or affects creatures of a certain alignment, the spell instead affects creatures of the opposite alignment instead (for example, chaos hammer would damage and blind chaotic creatures and outsiders instead of lawful).
Cure/Inflict Spell: Lastly, if the wearer casts a cure or inflict spell, she may activate the amulet to spontaneously convert the spell being cast into the other type of the same spell level (for example, cure moderate wounds would be converted into inflict moderate wounds).
Activating the amulet is a free action.
Construction
Requirements Craft Wondrous Item, dispel magic, tongues; Cost 10,000 gp
Mike Kimmel: Earthbind Boots
Aura moderate transmutation; CL 9th
Slot feet; Price 10,000 gp; Weight 3 lbs.
Description
Thick iron bands encircle these sturdy leather boots. With a single stomp, their wearer can rip flying enemies from the sky and pull them to the earth.
Once per day, the wearer of the boots may activate them as a standard action by stomping on the ground, causing a sound resembling rolling thunder and crashing boulders. Upon activation, the wearer targets a single creature within 180 feet that is flying, levitating, or otherwise airborne. The creature must make a DC 17 Will save or be pulled to the ground by the force of the boots’ magic. The creature lands upright and directly beneath its former location, taking no damage. It is bound by the boots and cannot fly by any means for 9 rounds, though it can still walk, run, jump, and climb normally. If the target succeeds on its saving throw, it is pulled only half the distance to the ground and is able to continue flying normally. If the creature would land on water or another non-solid surface, it instead lands on the nearest solid surface within 180 feet of where it would normally have landed.
Construction
Requirements Craft Wondrous Item, telekinesis; Cost 5,000 gp
Mikko Kallio: Deck of Falling Houses
Aura faint transmutation; CL 5th
Slot none; Price 5,400 gp (full deck); Weight 1/2 lb.
Description
This set of 54 cards is adorned with designs that are oddly skewed or tilted but otherwise similar to playing cards or Harrow cards. As a standard action, you can toss any number of these cards into an unoccupied space within 30 feet. In a flash of blue light, the cards transform into half-inch-thick, 5-by-10-foot sheets of opaque crystal with colors and motifs matching the original cards.
The transformed cards arrange themselves into a contiguous structure of your choice, such as a wall, tower or bridge, and become joined along the edges. At least one of the cards must merge with a permanent solid surface. The seams become magically hardened, allowing even the most absurdly imbalanced structures with improbable angles to remain standing indefinitely.
However, if a transformed card is destroyed (hardness 5, hp 15, Break DC 18), dispelled or hit by a severe wind (31+ mph), the magic starts to unravel and all cards in that structure become unstable. Each creature that starts its turn on or moves onto an unstable card must succeed on a DC 10 Acrobatics check or fall prone. One round later, the cards burst in a shower of crystalline dust and cannot be used again.
Construction
Requirements Craft Wondrous Item, mage hand, make whole, shrink item; Cost 2,700 gp
Peter Jhansen: Death Mask
Aura faint necromancy; CL 5th
Slot head; Price 8,000 gp; Weight 4 lbs.
Description
This elaborately carved wooden mask is styled in the image of the god of death. When placed upon a corpse, the user may ask the corpse up to three questions, as if the user had cast the cleric spell speak with dead at level 5. As long as the head of the corpse is intact enough to fit the mask onto it, the spell will work, no matter how damaged the corpse is.
Additionally, if a living person dons the mask, their appearance changes to that of the person whose corpse was most recently used to speak with, when the deceased was still alive, as per the alter self spell.
Construction
Requirements Craft Wondrous Item, disguise self, speak with dead; Cost 4,000 gp
Robert Brookes: Spirit Window
Aura moderate divination; CL 8th
Slot none; Price 8,500 gp; Weight 1lb.
Description
This hand mirror has a two-way glass lens set in its frame and is activated by speaking a command word . A spirit window allows its bearer to see ethereal creatures out to a range of 60 feet, revealing their location but granting no additional ability to affect them. Ethereal creatures can see the bearer of the window clearly while it is activated, as if they existed on the same plane, though this grants ethereal creatures no additional ability to affect the bearer.
As a free action, the bearer may choose to view a corpse or an undead creature through the window and see them as they appeared in life, just prior to their death. Additionally, the spirit window can be used to view the source of a haunt within range, indicating the area affected by the haunt and making it visible to the bearer. The general appearance of a haunt's manifestation should vary by the haunt's theme and the appearance is left up to the GM, but should give a visual clue as to the haunt's nature. The bearer of a spirit window may study an undead creature or haunt within 60 feet as a move action, gaining a +2 insight bonus on their Knowledge (religion) check made to identify the haunt or creature.
A spirit window may be active for up to 20 rounds per day, and these rounds need not be consecutive.
Construction
Requirements Craft wondrous item, see invisibility, restore corpse; Cost 4,250 gp
Sam Harris: Star Cinder
Aura strong abjuration; CL 12th
Slot neck; Price 50,000 gp; Weight 4 lbs.
Description
This tiny flake of dark and extremely dense material, hung on a simple wire chain, seems to absorb the light around it. When activated, streaks of alien color play across its surface. Three times per day, the wearer may choose one energy type (acid, cold, electricity, fire, or sonic). All resistances and immunities to this energy type within a 60’ radius are suppressed.
The innate resistances and immunities of creatures with the elemental type are unaffected, but each such creature possessing innate resistance or immunity to the chosen energy type must make a DC 21 Will save every round that it remains in the area of effect or be forced to return to its home plane (as per the dismissal spell). Even if the save succeeds, the creature is sickened for as long as it remains in the area of effect. The star cinder’s effects persist for 10 rounds.
Requirements Craft Wondrous Item, antimagic field, dismissal, resist energy; Cost 25,000 gp
Terry Dutton: Fetish of the Frog Queen
Aura strong transmutation; CL 17th
Slot none; Price 9,000 gp (lesser), 32,500 gp (normal), 73,000 gp (greater); Weight 4 lbs.
Description
Created from the bodies of certain frogs whose poisons induce potent hallucinations and delusions, these mummified husks are variously cited as the invention of either grippli druids or an unusually cunning boggard priest-king. Regardless, their powers are a boon to any caster favouring mental manipulation and alteration.
Three times per day, while casting a targeted mind-affecting spell that allows a Will save, a caster holding a fetish can draw upon its powers to lace the spell's energies with a magical poisonous essence. Instead of affecting the target's mind directly, the altered spell attacks through the victim's body as a psychotropic toxin, necessitating a Fortitude save in place of any Will saves the spell normally allows.
An altered spell is considered a poison effect, with the following provisos:
• Time spent suppressed by effects such as delay poison still counts against the spell's duration.
• Accelerate poison halves the spell's duration but does not affect saving throws.
• An altered spell transferred to another target, such as by absorb toxicity, is still considered cast by the original caster for the purposes of adjudicating effects (whom a charmed victim regards as their friend, for example).
• Effects that duplicate poisons, such as toxic gift, cannot duplicate altered spells.
An altered spell is still vulnerable to spell resistance, dispelling and other such effects as normal.
Three varieties of fetish exist: lesser, normal, and greater. A lesser fetish affects spells of up to third level; a normal fetish affects spells of up to sixth level; and a greater fetish affects spells of up to ninth level.
Construction
Requirements Craft Wondrous Item, poison; Cost 4,500 gp (lesser), 16,250 gp (normal), 36,500 gp (greater)
Tyler Beck: Deck of the Hellwasp's Sting
Aura moderate evocation; CL 9th
Slot none; Price 10,380 gp; Weight 1 lb.
Description
This seemingly ordinary deck of 54 playing cards is held in an ornate wooden box with a simple clasp, decorated with wasp-themed art. The clergy of Calistria has been known to gift decks of this kind to their more devout and covert spies, for use in the event of capture.
As a move action, the user can draw a card from the deck and speak a command word to transform that card into a thrown weapon with the statistics and damage of a +1 flaming dart. The user can instead draw and activate a card covertly as a Standard action, using Sleight of Hand to palm it and treating it as a hidden weapon for a subsequent attack. A card is always destroyed after being thrown, even if it does not hit the target. If the thrower has the Arcane Strike feat, damage from Arcane Strike is doubled when using a card.
In addition, as long as there are at least 20 cards remaining in the deck, the entire deck can be sacrificed by speaking a command word and tossing the cards into the air. The cards transform into a swarm of burning, poisonous paper with the same statistics as a Hellwasp Swarm (Bestiary 3) except that the swarm does not gain the inhabit ability, and all damage dealt by its swarm attack is fire damage. This swarm can be controlled by the person who activated the ability as if it were summoned by the summon swarm spell for up to 10 rounds, at which point the swarm dissipates.
Construction
Requirements Craft Wondrous Item, flame arrow, summon swarm, creator must have the Arcane Strike feat; Cost 5,190 gp
Tyler Cowart: Jar of Mottled Clay
Aura faint transmutation; CL 3rd
Slot none; Price 600 gp; Weight 1 lb.
Description
These empty clay jars, suitable for holding a few ounces of liquid, smell of freshly tilled earth and change hues in sunlight. A jar of mottled clay can be thrown as a ranged touch attack with a range increment of 10 feet.
When one of these jars shatters, a mound of earth and clay rises into the air where it landed. The mound is 5 feet wide, 10 feet tall, and has hardness 2 and 40 hit points. A direct hit with a jar requires the target to make a DC 13 Reflex save or be pushed back 5 feet and knocked prone as the mound erupts where the target was standing. A successful save allows the creature struck to move 5 feet in any direction and avoid being knocked prone. A DC 18 Strength check topples the mound, requiring creatures in the 2 squares opposite to make a save as if struck directly. A mound created by a broken jar lasts for 1 round before losing its structure and collapsing into a pile. When a mound expires or is destroyed it creates difficult terrain in a 5-foot-radius around where it was created.
Jars of mottled clay can be filled with an alchemical item. Filling a jar requires a DC 15 Craft (alchemy) check, and when thrown, a modified jar will apply the effects of the alchemical item along with its own effect.
Construction
Requirements Craft Wondrous Item, soften earth and stone; Cost 300 gp
Victoria Jaczko: Bitter Widow's Veil
Aura moderate enchantment and divination; CL 8th
Slot head; Price 14,000 gp; Weight 1/2 lb.
Description
This delicate black veil is often made from black lace or crepe and affixed to a cap, bonnet or band. Once donned, amorphous shadows swirl beneath the veil across the wearer's face.
Whenever a humanoid creature is slain in combat within 30 feet, the bitter widow's veil gains one charge, manifesting as a small, shadowy tear.
Expending the charge causes the flickering shadows on the wearer's face to coalesce into an inky overlay of a woman's anguished visage and unleash a bereaved scream. An invisible 30-foot cone of terrible grief radiates out from the veil's wearer. Creatures within the area of effect must make a DC 16 Will save or be sickened with sorrow for five minutes. If any of the affected creatures have dealt a killing blow to a humanoid or monstrous humanoid within the last 12 hours, they are stunned in the throes of helpless, weeping grief for one round, after which they are subject to the sickened effect.
While the bitter widow's veil contains an unspent charge, the wearer can see and hear ethereal creatures as described by the see invisibility spell. The veil may only contain one charge at a time. An unused charge dissipates in an hour if not otherwise expended.
Construction
Requirements Craft Wondrous Item, crushing despair, overwhelming grief, see invisibility; Cost 7,000 gp