Post by Head Moderator on Jan 1, 2014 19:24:06 GMT -5
If you do not wish to come up with your own loot, then you can randomly roll for each person and use this chart, all loot items have been rewritten to use OH rules and can be used as is. Please be sure you are rolling on the right chart for the level of quest.
There are the following lists:
Minor Magical
Magical List 1
Magical List 2
High Level List 1
High Level List 2
Rare
MINOR MAGICAL LOOT
(500gp - 3,500gp)
[Recruit & Novice Level Quests]
Roll 1d242
1. Winged Vest [Torso]
This black leather vest is decorated with fine black scales and has a pair of dragonlike wings folded against its back. When you activate a winged vest, it unfolds its manticore wings and allows you to fly at double your normal speed. This allows you to take any skills that require flight.
[Worth: 1,500gp]
2. Everlasting Rations [Magic Item]
This nondescript, small leather pouch has a light blue silk drawstring. This pouch contains enough trail rations to feed one medium creature for one day. Every morning at sunrise, the pouch magically creates another day’s worth of rations.
[Worth: 1000gp]
3. Replenishing Skin [Magic Item]
This waterskin looks to be made from the hide of a lizard or toad. It is moist to the touch, as if the skin were still alive. Whenever a replenishing skin becomes empty, it slowly refills with cool, pure water over a period of 1d4 hours.
[Worth: 1000gp]
4. Watch Lamp [Head]
This plain mithral headband has no distinguishing features. When activated, a watch lamp creates a globe of light that hovers at your shoulder and sheds light as a torch. The light follows you wherever you move. It can be extinguished with a second command.
[Worth: 500gp]
5. Ring of the Armsman [Ring]
This perfectly smooth adamantine ring bears a massive turquoise carved in the shape of a heavily armored knight. When you activate a ring of the armsman, any armor or weapons you currently wear disappear and are stored magically within the ring, and any armor/clothing or weapons currently stored within the ring appear in the appropriate places on your body (items that must be held appear at your feet if you don’t have free hands).
[Worth: 2000gp]
6. Gauntlets of Extended Range [Hands]
Each of these well-made gauntlets is set with small purple crystals that rest across the tops of the knuckles. Whenever you use a ranged weapon of any kind, gauntlets of extended range give the weapon a telekinetic push, doubling its range increment.
[Worth: 1000gp]
7. Leaves of the Land [Magic Item]
This small pouch holds crushed leaves (can be replenished with any crushed leaves), and when they are scattered in still water, they form an arrow that indicates the direction of wherever the owner of the leaves wishes to go at that time. The arrow will remain for 3 rounds, or until disturbed by more than a few ripples.
[Worth: 500gp]
8. Horseshoes of a Zephyr [Mount Item]
These four iron shoes are affixed like normal horseshoes. They allow a horse to travel without actually touching the ground. The horse must still run above (always around 4 inches above) a roughly horizontal surface. This means that nonsolid or unstable surfaces can be crossed, and that movement is possible without leaving tracks on any sort of ground. The horse moves at its normal base land speed. All four shoes must be worn by the same animal for the magic to be effective.
[Worth: 1,500gp]
9. Horseshoes of Speed [Mount Item]
These four shoes are affixed like normal horseshoes, and allow a horse to travel twice as fast as normal. You may only have one set of shoes on a horse at any given time, and all four must be affixed for the magic to be effective.
[Worth: 1,500gp]
10. Dimensional Sextant [Magic Item]
During dimensional/planar travel, this sextant identifies the closest portal and informs you where it leads.
[Worth: 1,500gp]
11. Demon's Tongue Charm [Neck]
Gross. The severed tongue of a demon, cauterized and tied with a leather strap. If you listen close to it, it's said you can hear the words spoken by demons and their kind. Allows the wearer to understand and speak Abyssal. Can be used as an evil aligned holy symbol. No matter your alignment, you appear to all who can tell alignments as Evil.
[Worth: 1,500gp]
12. The Midnight Hood [Head]
This black shadowsilk hood can be pulled over the head, and unless someone has True Seeing, all they will see when they look at your face is pitch blackness.
[Worth: 2000gp]
13. Glowing Glove [Hand]
The wearer of this slender white leather glove may press it against any surface or object and cause a luminous handprint to appear. This print glows with any color the wearer wishes, sheds light as a candle, and is easily visible from a distance of up to 60 feet. These handprints last for 1 day before fading away. The glowing handprint matches the wearer's hand in terms of size, position of fingers, and so on.
[Worth: 1,500gp]
14. Wand of Shattering [Magic Item]
This wand can be used to shatter one mundane object, such as rock, stone, or glass.
10 Charges
[Worth: 1000gp]
15. Belt of Tumbling [Waist]
This thin and flexible cotton cord is meant to be wrapped several times around wearer’s waist. The belt’s wearer gains a +5 bonus on Acrobatics checks.
[Worth: 2000gp]
16. Chalice of Purification [Magic Item]
This golden chalice purifies any liquid placed within it. It has no effect on food or non-liquid substances. However, twice per day, it can transform 1 pint of normal water into holy water.
[Worth: 1,500gp]
17. Notebook of Inquiry [Magic Item]
This item resembles a small, finely bound booklet with a quality leather binding. When writing accounts of inquiry and interrogation in this booklet, it bestows upon user a +5 to Gather Information checks.
[Worth: 2000gp]
18. Skull Button [Various]
A skull button is in the shape of a silver skull with a closed mouth. It has a emerald in one eye and a ruby in the other. The button is usually seen on the collar of a coat or shirt of a priest, paladin, or other follower of good. When an undead is within a 50ft radius from the owner, the green eye of the button begins to glow. When a vampire further enters a radius of 20ft from the owner, the button's ruby eye emits a red light, bright enough to alert others.
[Worth: 1,500gp]
19. Nobleman's Dagger [Weapon]
This is a beautiful, gem-studded dagger with an edge that never needs sharpened. It has a slight curve to the blade and the hilt and sheath are covered in precious gems. It gives a 1d4 ATK.
[Worth: 2000gp]
20. Ioun Stone (blue sphere) [Magic Item]
This gives a +3 to all knowledge checks. Ioun stones orbit around your head while in use.
[Worth: 1,500gp]
21. Fins of Swimming [Feet]
This item resembles a pair of fins that can be attached to boots, rather similar in that fashion to crampons of climbing. When worn, they give a +5 to Swim Checks.
[Worth: 2000gp]
22. Lens of Scrutiny [Face]
This item resembles a clearly cut lens, held within a slender metal brace and suspended from a thin chain like a monocle. When held in front of the eye, it bestows a bonus of +5 to Search Checks.
[Worth: 2000gp]
23. Mask of Deception [Face] or [Magic Item]
This item is resembles a carnival mask, suspended from one side from a handheld handle. When using this item, it gives a +5 to Bluff Checks.
[Worth: 2000gp]
24. Reducing Armband [Arm] or [Magic Item]
This metal armband allows its wearer to reduce his height to one-half normal, as if a shrinking spell had been cast upon him. This effect functions once per day, lasts for 2 hours, and may be dismissed at will by the wearer.
[Worth: 1000gp]
25. Choker of Performance [Neck]
(Must have Performance Skill)
Coveted by bards, singers, dancers and other performers, this beautiful piece of jewelry is carved from ivory and jade. It doubles any tips that are rolled for Performances and can be used as many times a day as the performer is allowed to perform.
[Worth: 2000gp]
26. Clasp of the Elder [Face]
Forged by dwarven artisans, this clasp is meant to be worn around a beard. It is carved from pure gold and studded with brilliant gems. If the wearer is a non-dwarf, the clasp only grants a +3 bonus on Diplomacy checks. If a dwarf wears the clasp around the beard, it grants a +5 bonus on Diplomacy and Intimidate checks.
[Worth: 1,500gp]
27. Coin of Eternal Rest [Magic Item]
A raised skull adorns both sides of this otherwise featureless copper coin. When placed in the mouth of a corpse, the coin prevents it from being raised, resurrected, or turned into undead of any sort. Vermin and undead avoid a corpse bearing this coin, but they can overcome the aversion with a successful Willpower check (DC 20). The coin does not work in the mouth of a living or undead being. One Use.
[Worth: 2000gp]
28. Fruit Blossom Spike [Magic Item]
When driven or hammered into a fruit tree, this slim wooden stake causes the tree to go through an amazingly fast rejuvenation, growing extremely healthy and producing an enormous amount of fruit. It takes 1 complete round to complete this growth, at which point the fruit falls to the ground and the tree begins to wither and die. Both the tree and the spike are utterly destroyed in the process.
A single tree produces enough fresh fruit to feed eight creatures for two days. After three days, the fruit turns into worthless mush.
[Worth: 1000gp]
29. Elixir of Flaming Fists [Consumable]
The viscous liquid inside this cut glass bottle is red-orange and roils like the heart of an inferno. When you drink this elixir, your hands immediately burst into flame, allowing you to deal an extra 1d5 points of fire damage with your unarmed attack. These flames do not harm you. This effect lasts for 3 rounds. One Use.
[Worth: 1000gp]
30. Hat of Anonymity [Head]
This broad-brimmed black hat obscures the wearer from being detected, allowing him to blend into a crowd with ease. The wearer is under a continuous nondetection effect and has a +5 bonus on Hide checks while the hat is worn.
[Worth: 2000gp]
31. Wand of Force [Magic Item]
This black wand can be used as your attack, and adds 2d3 force damage. Roleplay out the use of the wand, roll your attack/combat dice and if you hit, roll 2d3 for extra damage. 10 Charges
[Worth: 1,500gp]
32. Chime of Opening [Magic Item]
A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magic vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck, a clear tone rings forth, and in 1 round the target lock is unlocked, the shackle is loosed, the secret door is opened, or the lid of the chest is lifted. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four uses of the chime of opening to get it open. A silence spell negates the power of the device. [20/20 Uses]
[Worth: 2,000gp]
33. Rod of Hidden Light [Magic Item]
This rod crafted of rough-cut glass can, on command, shed light as a sunrod. Unlike a normal light source, only the holder of the rod can see the light produced.
[Worth: 2000gp]
34. Tunic of the Night [Torso]
This tunic is of the highest possible quality while still tough enough to handle any amount of physical demands upon the wearer without finding itself in ruin. A deep rich shade of blue this tunic was fashion to fit the owner and the owner alone. Thanks to a large portion of treated darkweave material this shirt offers a +5 to stealth.
[Worth: 2000gp]
35. Cloak of Weaponry [Cloak]
This is a gray linen cloak trimmed with Displacer Beast fur. It stores up to 25 pounds of non-living material. Objects must fit under a 6’ long cloak (i.e., no reach weapons that can’t bend). You may use this to gain 5 extra "pack" slots for magical items or weapons.
[Worth: 2,000gp]
36. Jar of Portal Dust [Magic Item]
This jar of colorful dust is called Portal Dust. You need only toss it out for it to form a portal to wherever it is you were thinking of when you used the dust, the portal stays open until the dust dissipates. There is enough dust for three uses.
[Worth: 1000gp]
37. Cleaning Tail [Magic Item]
The dark haired tail of a mare is firmly attached to a well-made leather handle, producing this cleaning implement. Once a day when the item is brushed across garb or other solid materials, any stains and dirt will be completely removed by a magical prestidigitation effect. Mild odors will also be eliminated, leaving the materials in a freshly cleaned condition. The tail can be used for up to an hour each day before the cleaning magic loses its effectiveness.
[Worth: 500gp]
38. Dish of Warming [Magic Item]
An elegant dish fit for use in a court, this item of pottery is expertly crafted and decorated in a pleasing manner. The edge of the dish is slightly raised to contain the food and to allow the item to be carried without getting burned by touching the contents. Once per day when hot food is placed on the dish, a magical trick of prestidigitation will serve to keep the contents nicely warm for a period of a full hour.
[Worth: 500gp]
39. Fork of Freshness [Magic Item]
This silver implement appears to be an ordinary fork. It is decorated with a handle shaped as the head and neck of a faerie dragon. Once per day this fork can be used to make even a spoiled meal suitable for eating and will purify a vessel filled with water of any contamination. This will function as a spell of purify food and drink, decontaminating a meal large enough for one individual.
[Worth: 1000gp]
40. Frosty Goblet [Magic Item]
This pint-sized drinking vessel is a well-crafted goblet made from untarnished brass. The only adornment is a band of snowflake shapes formed in a ring just below the lip. Once per day when a damp finger is run in a circle along the lip of the goblet, the temperature of the beverage will drop to just above freezing as if affected by a ray of frost spell.
[Worth: 500gp]
41. Pipe of Direction [Magic Item]
This object is a dull black stone is just large enough to fit comfortably in the palm of the hand. It has been meticulously sculpted in a somewhat abstract shape of a fly. There is an opening in the nose of the object and a second hole at the tail. Once per day when the owner blows into the tail opening, a small flying insect will erupt from the opening in the front, then proceed to fly away in the direction of true north. After a moment the insect will disappear in a small puff of dust.
[Worth: 500gp]
42. Stinging Thimble [Magic Item]
Shaped like a brass thimble that fits over the end of a finger, this ornament is unadorned except for a slight bump at the tip. Once per day the wielder can touch a target with the ornament and a magical talon will appear from the tip to sting the foe for a single hit point of damage. This talon will penetrate armor and defenses to inflict a wound that cannot be defended against.
[Worth: 2000gp]
43. Flying Lantern [Magic Item]
Red and yellow stained glass combine to create magical runes on the windows and the lantern's cap is engraved with depictions of gliding bats. Runes and other softly glowing arcane marks typically cover the long, tapered bottom. When commanded, this beautiful lantern hangs in the air at the elevation it's owner releases it and maintains a constant interval of five feet between itself and its owner. It navigates around obstacles, and has a speed of 30 feet, uses oil as a regular lantern and requires refueling in the same way.
[Worth: 1,200gp]
44. Trick Coin [Magic Item]
This normal-looking silver coin responses positively to the call of it's owner of "heads" or "tails". The coin lands to show whichever side would let the owner win the toss. A trick coin takes 24 hours to attune to a new owner.
[Worth: 500gp]
45. Ring of Assimilation [Ring]
This ring appears as a plain band of electrum with an empty setting. When another magical item small enough to fit in the setting is placed into the empty setting, it projects it's powers through the ring as if the magical device had been created as a magical ring. For instance, you could place an ioun stone into the setting and use it's magic without it orbiting your head. Typical magical items that fit into the setting include ioun stones, and other gemstone items. Any item should be approved by tesarikone, please use logic. The ring must be worn on your finger for the magic item to be assimilated. If you remove the ring, the item falls out.
[Worth: 2,000gp]
46. Ring of Cages [Ring]
When places on the finger of a living creature, this ring turns invisible and cannot be detected by any means, even true seeing. If the wearer dies, or it is removed, it becomes visible again. This ring allows the wearer to open any door, gate or entrance to a cell, cage, or similar place to hold prisoners. Restraints fall away, shackles spring open and stocks unlock. The ring wearer need only make contact with the portal or restraint. The ring cannot be used to simply open doors or untie knots - the purpose MUST be to release an imprisoned individual. For instance, the ring will open a door to the prison cell, but not to the prison building itself.
[Worth: 1,500gp]
47. Ring of Shields [Ring]
When this ring is worn and the proper command word spoken, a circular plane of force is created, which the wielder may use as a regular shield. The circle centers on the ring itself, and has a diameter appropriate to the size of the user. It remains in existence as long as desired, but you cannot use your shield-hand to perform other functions as it is necessary to "hold" the shield. This shield confers +3 DEF. It can be boosted as a normal shield.
[Worth: 2000gp]
48. Driftdisc [Magic Item]
Levitating disc lifts 300 lbs and moves at the same speed as a normal creature (30 feet).
[Worth: 1000gp]
49. Codex of the Infinite Planes [Book]
An ancient book containing forbidden lore and the secret to travel between the planes and dimensions, this gives the owner a +5 to Knowledge (Planes).
[Worth: 2000gp]
50. Hair Shirt of Defense [Torso]
Layers of coarse brown horsehair make up this stiff, crudely woven shirt. A hair shirt of suffering provides a +2 DEF bonus to your armor. This is a continuous effect and requires no activation. You may wear this shirt on your torso beneath other armor.
[Worth: 1000gp]
51. Scout's Journal [Magic Item]
This appears as a large, ornate parchment scroll brilliantly illuminated with mysterious symbols on a backing of supple, worked leather. These scrolls are opened using two rolling rods on each side. Rolled into the parchment of a new Scout's Journal is a plain silver ring, wearing this ring does not take up a ring slot but it does glow slightly with divination magic if detect magic is used on it. The journal tracks the ring wearer, creating a perfectly accurate map of where he goes and annotating in the margins with descriptions (in Common) and sketches of more interesting features the wearer sees (DM discretion). The map and notes are based only on what the ring wearer sees and does, it does not fill in unseen areas or make assumptions, nor will it record specific messages or spells. The map covers an area of 100 square miles. Once the map is filled it, the ring can be used with another journal, but can only be attuned to one parchment at a time.
Worth: 2,000gp
52. Signalling Trumpet [Magic Item]
These beautiful trumpets grant their user the ability to communicate over great distances regardless of nearby sounds (including the din of war). Any user may speak one word through the horn which is heard and understood by all creatures the user does not consider an enemy within 100 feet. Enemies simply hear a blast of the trumpet. In the hands of a Bard, the user can speak more than one word and the distance it can be heard increases to 1,320 feet (1/4 mile).
Worth: 2,000gp
53. Tome of World Memory [Book]
This small book is bound in hammered silver and engraved with the continents of the world. A tome of world memory allows you to call upon the secret memories of the world to aid you in unlocking forgotten knowledge. By studying the book for 1 minute (or one round), you gain a +5 bonus on a single Knowledge check, you must have the knowledge skill to use this.
[Worth: 2000gp]
54. Ioun Stone (black spindle) [Magic Item]
This ioun stone gives you darkvision to 60 feet. Ioun stones orbit around your head while in use.
[Worth: 2000gp]
55. Missive Brooch [Magic Item] or [Varied]
This crystal pendant allows the wielder to transmit up to 25 words as a telepathic message to all creatures within 500 feet. If there is another Missive Brooch within 500 feet of yours, this message can be relayed as long as there are worn Missive Brooches every 500 feet. Messages can be designated for certain specified groups of creatures, but it is possible to 'overhear' a message being sent along a chain of Missive Brooches by wearing one, being within range. This amulet can used any number of times per day.
[Worth: 500gp]
56. Goggles of the Desert [Eyes/Face]
These goggles protect you from the glare of the desert, and allow you to see up to 60 feet within a dust or sand storm.
[Worth: 1,500gp]
57. Projection Orb [Face]
This crystalline mask barely covers your upper face, allowing plenty of room for your eyes to see out clearly. The mask is mostly translucent, so it doesn't really do much conceal your identity. When crafted, there is a spot for a single glass sphere, the size of a grapefruit, to be set in the center of the mask. If the glass sphere is socketed into the mask when it is put on, the glass sphere comes out safely and is now linked to the wearer of the mask, allow it to receive anything the wearer sees, so long as both orb and mask are on the same plane. This ability can be turned on and off by the wearer of the mask as a free action. If the glass orb is broken or lost, a new orb can be re-attuned by removing and re-wearing it. Only one orb can be attuned to a mask at a time.
[Worth: 2000gp]
58. Nipple Clamp of Exquisite Pain [Torso]
When this clamp is worn, you become immune to pain until the clamp is removed and all the pain suffered while wearing it comes rushing onto you at once. This does nothing about damage, simply the pain of taking damage.
[Worth: 1,500gp]
59. Softhand Gloves [Hands]
These gloves are for races with supernatural beings in their ancestry like dragonborn, aasimar, feykin, fey'ri, giantkin, lumians, and lycanborn. These gloves cause you to appear as a member of your parent's race without the supernatural ancestry. For instance a dragonborn with scales would wear these gloves to appear as a normal human if his parents were human.
[Worth: 1,000gp]
60. Silvern Shifting Braid [Head]
(Shapeshifting Skill)
Shifter braids are worn braided into one's own hair, taking the head slot. Their magic does not trigger until worn by a shapeshifter who has shifted. Once triggered, the effects of the magic last until the shifter stops his shifting ability. This braid causes all attacks made by the shifter to be considered "silver".
[Worth: 2,000gp]
61. Tracking Mask [Face]
These masks were usually made from wood and bone when crafted by druids. Some exist made out of metal. While worn, it provides the wearer with the Scent skill.
[Worth: 2000gp]
62. Blinkback Belt [Waist]
A set of clips is attached to this segmented belt constructed of metallic links. Up to two one-handed melee weapons or up to four light melee weapons can be hung from the belt in straps or sheaths. When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved.
[Worth: 1,500gp]
63. Cord of Stubborn Resolve [Waist]
When fastened about the waist, this stout length of rope grants great stamina. Any effect which would cause the wearer to become fatigued instead deals 1d4 points of nonlethal damage (you cannot defend against this damage). Any effect that would cause exhaustion causes 1d4 points of nonlethal damage and leaves them fatigued instead.
[Worth: 2,000gp]
64. Ectoplasmic Ichor [Consumable]
This clear gel-like substance allows incorporeal creatures to interact with a corporeal object coated with this for 1 hour. Five Doses.
[Worth: 500gp]
65. Elixir of Blindsight [Consumable]
(Need Blindsense)
This elixir converts the use of blindsense to blindsight for one combat. Five Doses.
[Worth: 1,500gp]
66. Corset of the Vishkanya [Torso]
This black corset fits neatly beneath armor. It allows the wearer to compress herself to fit through tight spaces as needed. While using the corset's magic, she gains a +5 bonus on Escape checks. If a vishkanya is wearing the corset, once per day they can pass an Escape check without need of a roll.
[Worth: 2000gp]
67. Fairy Gold [Magic Item]
This bag, when filled with leaves, appears to hold gold coins for 8 hours.
[Worth: 500gp]
68. Fireflower Pendant [Neck]
This pendant can be used to render the wearer immune to fire for one round of combat. You must state the use of this before any fire attack, it cannot be claimed after the attack in order to attempt an evade.
[Worth: 1,500gp]
69. Frostflower Pendant [Neck]
This pendant can be used to render the wearer immune to ice for one round of combat. You must state the use of this before any ice attack, it cannot be claimed after the attack in order to attempt an evade.
[Worth: 1,500gp]
70. Kinsight Goggles [Eyes]
Kinsight goggles are in fact two separate crystal monocles, linked together with a simple silver clasp that allows them to both be worn at once like pince-nez spectacles. The left and right halves may be separated and worn individually, allowing two people to see through one another’s eyes. When separated, the wearer of either half of the goggles may speak a command word to see through the lens of the other half, so long as the halves of the goggles remain within 500 feet of one another. When the two lenses are attached and worn as one item, they offer no magical benefit—just some minor magnification.
[Worth: 1000gp]
71. Arachnid Goggles [Eyes]
This leather band is studded with dozens of faceted crystals of varying size, two of which fit over the eyes. When wearing these goggles, the wearer uses all the crystals as eyes, gaining all-around vision. This boosts Spot Checks by +5.
[Worth: 2,500gp]
72. Monocle of the Investigator [Eyes]
This crystal lens fits over a single eye but takes up the entire eyes slot. Once per day, the wearer is able to gaze at a 10-foot-by-10-foot area and see exactly what occurred in that area during the past 24 hours. The vision of what occurred in the specified area comes to the user in a single minute of observation; if that minute is interrupted, the wearer must use the monocle again to get the full observation. All the visual details of the observed events are clear and memorable to the user, no matter how obscure. The monocle does not, however, provide any insight into the observed events besides what can be visually seen. Observed conversations cannot be heard, for example.
[Worth: 1,500gp]
73. Boots of Catwalking [Feet]
These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.
[Worth: 2,500gp]
74. Daredevil's Boots [Feet]
This pair of magical softpaw boots allows the wearer to gain extra maneuverability while moving through hazardous areas, gaining a +2 to any checks made for movement upon treacherous surfaces. If the wearer has the skill Walk the Walls, it doubles the length you can walk up a wall without making any checks.
[Worth: 2000gp]
75. Acrobat Slippers [Feet]
These supple gray leather slippers enable the wearer to keep his balance in precarious positions. This gives a boost of +5 to Acrobatics Checks.
[Worth: 2000gp]
76. Rogue's Boots [Feet]
These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers. They grant their wearer a +5 bonus on Spot checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor.
[Worth: 2000gp]
77. Verdant Boots [Feet]
The wearer of these boots can, on command three times per day, cause an area three foot square around her feet to sprout a thick area of fruit-bearing or otherwise edible plants. These plants can grant cover to any Medium or smaller creature within the area. They also provide enough food to sustain three Medium creatures for 1 full day. While the plants can grow on surfaces that would not normally support vegetation such as a wooden floor or cave stone, they cannot sprout on surfaces explicitly hostile to vegetation. The plants are usually of a sort common to the terrain or climate of the area in which they were produced. They disappear after 24 hours or when completely harvested, whichever comes first.
[Worth: 1000gp]
78. Getaway Boots [Feet]
These rather nondescript boots can, once per day, be attuned to a location their wearer is standing upon. Once the boots are attuned to a location, once per day as a the wearer, along with anything she is wearing or carrying, teleports back to the attuned location. No allies can be teleported when the boots are activated even if they were in the area when the boots were attuned to their location. Once the boots are attuned to a location, they continue to be attuned to the same location until they are attuned to a new location.
[Worth: 1,500gp]
79. Gloves of Reconnaissance [Hands]
Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud. On command, the wearer can use the gloves to see and hear though solid material no more than 15 feet thick by placing both hands on that material. The gloves can be used 3 times per day.
[Worth: 1,500gp]
80. Engineer's Workgloves [Hands]
(Engineering Knack Skill)
These durable canvas and leather gloves imbue the wearer with an instinctive knowledge of mechanical devices. These gloves allow an engineer to know exactly what is wrong with a schematic they have built, enabling them to repair it once per day.
[Worth: 2,000gp]
81. Eyes of the Dragon [Eyes]
These tigereye gems fit over and then meld into the eyes, transforming the wearer’s eyes into something slitted and draconic. These eyes grant the wearer darkvision 120 ft. and blindsense 60 ft. The wearer sees four times as well as a human in dim light and twice as well in normal light.
[Worth: 2,500gp]
82. Poisoner's Gloves [Hands]
These black, rubbery gloves have sharpened digits. Fine channels lead to the tip of each finger, which are often stained with foul chemicals. The gloves are used primarily by assassins to deliver poisons while in combat. Each glove may be filled with a single dose of poison, a potion, holy water, or similar liquid as long as the liquid would not harm the gloves (for example, alchemist’s fire and acid cannot be used). The wearer can deliver the dose to a target as a melee attack or as part of an unarmed attack. The wearer can use both gloves in the same round if they have the dual wield skill. Each glove can be used once per day. Filling a glove during combat takes your full turn that round.
[Worth: 2,500gp]
83. Mummer's Ruff [Neck]
Usually fashioned from brightly colored silk, a mummer’s ruff is a favored accoutrement of performers and con artists alike. The wearer of a mummer’s ruff gains a +5 bonus on Bluff skill checks when attempting to imitate another’s voice. In addition, once per day, the wearer of the mummer’s ruff can throw his voice as if using ventriloquism for up to 5 minutes.
[Worth: 2,500gp]
84. Torc of the Lionhearted [Neck]
Each end of this heavy copper neckwear bears the image of a snarling lion. It gives the wearer a bonus of +5 against any rolls against fear effects.
[Worth: 2000gp]
85. Seafoam Shawl [Cloak]
This shawl of delicate lace can be activated once per day to either turn ones feet into fins, or fines into feet. This lasts for up to 6 hours.
[Worth: 1,500gp]
86. Shawl of the Crone [Cloak]
The yarn making up this knitted gray wrap is frayed and tattered. As soon as a creature puts on the shawl, she immediately takes the form of a venerable female of her race (regardless of the wearer’s actual gender) and remains so until the shawl is removed. Though this is an actual physical transformation, the wearer does not experience any infirmities due to advanced age. The wearer also gains a +5 bonus on any Charisma-based check intended to make her appear friendly, harmless, helpless, or otherwise in need of assistance or deserving of proper respect for someone of her apparent age. This bonus increases to +8 when directed against children.
[Worth: 2,500gp]
87. Sleeves of Many Garments [Arms]
These translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.
[Worth: 1000gp]
88. Stubborn Nail [Magic Item]
This adamantine piton is 6 inches long. The bearer may push the nail by hand into any non-living material, including metal, stone, or wood. The bearer may push it through more than one item at a time, so long as the total thickness is not greater than the length of the nail. Once pushed into place, the nail is held firmly as if it had been hammered there (a DC 20 Strength check to remove it), although the creature who put it there can remove it freely and with ease. Once removed, the nail leaves no hole or other sign of its presence. The nail can support 500 pounds. If used to hold a door shut, increase the break DC of the door by +2. If pressed into a lock, the lock cannot be opened until the nail is removed.
[Worth: 1000gp]
89. Bookplate of Recall [Can be added to a Book]
This metal bookplate is inscribed with mystical words in Draconic, leaving space for a single written name. When the bookplate is glued to the inside cover of a book, the named individual may speak the title of the book to summon it as if using instant summons. This ability functions once per day.
[Worth: 500gp]
90. Shaman's Doll [Magic Item]
(Shaman with Create Doll Skill)
This malevolent-looking doll is made out of cheap rags and embroidery thread and is stuffed with straw or sawdust. A shaman can use this doll instead of creating their own through the Create Doll skill. This does not take a round of combat, since the doll is already created. This doll still only works for the chosen target. This doll can be used over and over, unless it is destroyed.
[Worth: 1,500gp]
91. Ioun Stone (dark green rhomboid) [Magic Item]
This ioun stone is forest green with flecks of yellow. At all times, it allows you to immediately notice any poison within 5 feet of you. Ioun stones orbit around the user's head.
[Worth: 2000gp]
92. Ioun Stone (eastern star) [Magic Item]
This red crystal is cut in the shape of a five-pointed star. Its user understands spoken and written languages as if under the effects of polylingual. Ioun stones orbit around the user's head.
[Worth: 2000gp]
93. Ioun Stone (iridescent spindle) [Magic Item]
This stone sustains the wearer without air. Ioun stones orbit around the user's head.
[Worth: 1,500gp]
94. Ioun Stone (pale lavender ellipsoid) [Magic Item]
This ioun stone is very special and has a rune cut lightly into it, allowing you to transfer the enchantment/s of one magic item you own into this ioun stone, which then holds that magic and is usable when it orbits around your head. You may only transfer it once, when it has been transferred it loses it's transfer ability and the rune fades.
[Worth: 2000gp]
95. Ioun Stone (pearly white spindle) [Magic Item]
This ioun stone heals you up to 10hp per combat. Ioun stones orbit around the user's head.
[Worth: 2,000gp]
96. Ioun Stone (western star) [Magic Item]
This blue crystal is cut in the shape of a five-pointed star. When the user desires, it renders the western star and all other ioun stones in his possession invisible. It still orbits around the user's head, but it is invisible.
[Worth: 1,500gp]
97. Ring of the Darkhidden [Ring]
The wearer of this ring is invisible to darksight.
[Worth: 2000gp]
98. Ring of Manifestation [Ring]
This ring causes an incorporeal creature to become corporeal. For instance, a ghost could wear this and become corporeal.
[Worth: 1,500gp]
99. Ghost Hands [Hands]
These leather gloves are enchanted to strike incorporeal or ethereal creatures while unarmed.
[Worth: 2000gp]
100. Ioun Blade [Weapon]
This dagger (1d4) can hold one ioun stone which functions for the wielder. No other enchantments can be placed on this blade, and the ioun stone's magic only works if the owner is holding the dagger in his hand, it cannot be sheathed or put away in a pack to work.
[Worth: 2,000gp]
101. Enchanted Skis [Feet] or [Magic Items]
These bone skis are carved from lindworm ribs and engraved with the runes raidho and isaz. They’re almost impossible to fall over in, granting the wearer a +5 bonus to Acrobatics checks made while skiing.
[Worth: 2000gp]
102. Sack of Air [Magic Item]
This sack contains meadow or sweet coastal air that can sustain a traveler high in the mountains. Inhaling its contents grants the user all the benefits of normal breathing despite the high altitude for 3 hours. It can be used once per day. The bag can be refilled by leaving it open to catch a lowland breeze.
[Worth: 1000gp]
103. Goggles of Clarification [Eyes]
These goggles contain a lens of slightly rippled blue glass that turn clear under water, allowing you to see without hindrance by removing normal underwater penalties to vision, and they provide a +3 bonus to Perception checks while underwater. The lens is roughly circular, 3 inches in diameter and a quarter inch thick, with a brass frame around it. The goggles impede sight above water, imposing a -3 to all Perception checks made while out of the water.
[Worth: 2000gp]
104. Collar of Healing [Companion Item]
This is a brown leather braided collar that allows you to heal your trusted companion or familiar at a moment’s notice. While that creature wears the collar, you always know its exact health (hit point total). You can, three times per adventure, heal your familiar right after they are attacked for 5p. Only one collar may be worn.
[Worth: 1,500gp]
105. Handbook of the Pools of Arrowtere [Book]
This pamphlet of vellum contains a map to the pools in Bryony and what the water from each one does, a history of the pools, and gruesome true tales of those who acted the idiot in the pools and paid with their lives.
[Worth: 500gp]
106. Van'Ike's Big Atlas [Book]
This large tome is an atlas of the known world, two pages at the back of the tome are stuck together, if they are carefully peeled apart reveal a continent no one knew existed, far east of Tenebrus. (No information has been created for this yet, but it's there!)
Worth: 500gp
107. Herbarium Medicus [Book]
Carefully avoiding any herbs that might be harmful, it is a fine resource none the less. The drawings are very precise, and herbs on most common ailments can be found here. Mind you, most potent magical herbs have also nefarious uses, thus are not displayed here. The book is worn with much use, it is both large and heavy due to its binding. The author was an apothecarian, and many simple brews are mentioned.
This grants a bonus of +5 to this specialized knowledge, Knowledge (Medicinal Herbs).
[Worth: 2000gp]
108. Cloak of the Ursa [Cloak]
This bearskin cloak has the bear's head forming the hood. It smells quite bad, giving a -2 on all Charisma based skills while wearing it, but it has the ability to allow the wearer to shapeshift into animals of small to large size. While shifted, it gives you a 1d4 Claw, Beak, or Fang attack while it is being used. Your weapons and gear meld into the shape when shifted and appear again when you shift back.
[Worth: 2000gp]
109. Bag of Fondling [Magic Item]
This item hails from the demiplane of Erotikas! This ruddy colored bag is about the size of a belt pouch, warm, slightly resilient to the touch and squishy like wet clay. The bag has three uses: firstly, it can be fondled and squeezed constantly in one’s off hand for stress relief. Secondly, the bag can be opened and any body part held within it will be gently fondled and massaged. Finally, if cuddled up to overnight the comforting warmth and massaging action of the bag allows the owner to get a restful, full night's sleep.
[Worth: 1000gp]
110. De-Squishifier Ring [Ring]
This ring aids your squishy allies by offering them a little bit of a boost of 5 hit points at the start of an adventure. They must stay within your general area to keep the buff. This buff can only be gained by squishies, i.e. those with 25 or under hit points. You may also, once per adventure, use the ring to take 1/2 the damage for an ally that would otherwise kill them. Only one de-squishifier ring can be in use for any given ally at a time.
[Worth: 1,500gp]
111. Ring of the Shepherd [Ring]
The ring of the shepherd is carved from a piece of hard wood to resemble a shepherd’s crook curved around the finger. With the action of raising the hand on which this ring is worn into the air and speaking the command word, a beam of white light shoots into the air above you. The beam will remain in place even if you lower your hand. Only creatures you consider allies will be able to see the light. You can use the effect of the ring up to three times per day.
[Worth: 1,500gp]
112. Boots of Cushioning [Feet]
These high, soft leather boots have much thicker soles than normal boots. They will absorb the impact of a fall over a short distance, and let the wearer always land on their feet. Their magic will automatically activate if the wearer falls more than five feet. For a fall over a distance of 15 feet or less, the wearer suffers no falling damage. For a fall of 16 to 50 feet, the wearer suffers only half the normal falling damage. The boots provide no benefits for falls over 50 feet.
[Worth: 2,500gp]
113. Dreamcatcher [Magic Item]
Crafted from a willow branch bent into a hoop with sinew or waxed thread woven into a web upon it, a dreamcatcher protects a sleeper from influenced dreams, whether of mundane or magic origin. It prevents the effects of magic that causes nightmares, the dream haunting of a night hag, and similar sleep disturbances. It will also prevent natural nightmares from occurring. The dreamcatcher must be hung within 3 feet of the head of the sleeper’s bed or bedroll. If there is nowhere available to hang the dreamcatcher it may be placed beneath the sleeper’s pillow.
[Worth: 1,000gp]
114. Dry Camp Netting [Magic Item]
This lightweight silk netting comes with the stakes and poles to set it up as a 15-foot radius dome. The netting allows free movement of air, but repels all rain and snow, keeping all creatures and objects in the dome dry. The door-flap in the dome must not be opened more than 5 minutes at a time, or creatures or objects near the doorway will get wet.
[Worth: 1,500gp]
115. Monocle of Revealed Curses [Face]
This circular glass lens, surrounded by a wire frame, will adjust to fit the eye of its wearer. Three times per day, the wearer can activate the monocle of revealed curses to reveal the presence and specific type of curse or curses on or within a creature or object. In addition, you learn what spells or actions are necessary to remove the curse or curses. Any spell effect or other effect caused by possessing a cursed item is also revealed to you.
[Worth: 2000gp]
116. Dust of Tracelessness [Consumable]
This pouch of dust can be used two ways. One way is to throw it up into a room no larger than 100 square feet, and instantly the room becomes dusty and full of cobwebs, seemingly unused. The second way it could be used is to pour on tracks of up to 10 people, and the tracks will be erased up to 250' back, leaving no magical aura; meaning those who can track a trackless step will not be able to do so in this occasion. One Use.
[Worth: 1,000gp]
117. Ointment of the White Ravens [Consumable]
If this ointment is applied to an effected area or swallowed, it Cures Poison. If applied to a disease, it Removes Disease. If applied to a wound, it heals 10hp. Three Uses.
[Worth: 2000gp]
118. Tanglepatch [Consumable]
Vines, creeping ivy, and gnarled roots knot together to form this dense tangle of
vegetation. To use a tanglepatch, you must throw it (it can be thrown up to 50 feet). When it lands, it creates an entangle effect (as the spell) centered on the point of impact, with a duration of 1d3 rounds. If there is a target at the point of impact, they become entangled and must roll a DC15 Escape each round to free themselves. Once activated, a tanglepatch is expended and cannot be used again. One Use.
[Worth: 600gp]
119. Cloak of Ghostly Intent [Cloak]
This cloak can be used three times per day for up to 10 minutes each time, out of combat. It turns the wearer invisible only when the hood is pulled over the head. This does not hide your scent, or your sound, it merely makes you invisible which adds a +5 to any Hide Checks you are asked to make while it is active.
[Worth: 2000gp]
120. Venom Fangs [Weapon]
As the name suggests a set of fangs (1d3) that are equipped with poison sacs that will inject whatever poison you have put into them upon a bite to the opponent. You must purchase the poison separately, a set of fangs will hold one dose of the same poison at a time. The wearer is safe from being envenomed themselves while wearing this - unless you make a critical fail, and your roll states you take damage yourself. In that case, you poison yourself and must take all penalties from that poison including damage.
[Worth: 1,500gp]
121. Cat O' Nine Lives [Weapon]
This 1d4 cat o'nine tails gives it's bearer catfall, allowing you to land on your feet no matter what distance you fall. You also take damage as if the distance was 10 feet shorter than it actually is.
[Worth: 2,000gp]
122. Pirate Patch [Head/Eyes]
This black silk eye patch is adorned by a skull and crossbones worked in silver thread. This gives a +5 to Swim and Climb Checks and makes you immune to seasickness, but has the penalty of making you talk like a pirate for 10 minutes after each use.
[Worth: 2500gp]
123. Boots of the Agile Cat [Feet]
These high-soled black boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot’s wearer always takes the minimum possible damage from falls (as if the DM had rolled a 1 on each die of damage incurred by the fall, so 2d6 dmg would give 2dmg to the wearer) and at the end of a fall always lands on his feet.
[Worth: 2500gp]
124. Fleet Boots [Feet]
These stylish black leather boots are stitched with images of winding roads and trails through peaceful orchards. They can be worn up to mid-thigh, or have their cuffs turned down to make knee-high boots. Three times per day, on command for 1 round when the wearer moves, he can move up to twice as far as he normally would be able to move. Most humanoids can move between 20 to 30 feet in one round, so these would allow up to a 60 foot movement in one round.
[Worth: 1,000gp]
125. Helping Hand Gloves [Hands]
The wearer of these simple gloves can speak a command word create a glowing disembodied hand. Up to three times a day, the wearer can have the hand assist him with a task. The hand adds a +5 to any check such as a Rogue Check to assist in picking a lock, or a Use Object check. It must make sense that an extra hand would actually assist in the task (up to DM). The hand remains until it has attempted one action or until 1 minute passes, whichever comes first.
[Worth: 2,500gp]
126. Light Cap [Head]
This small cloth skullcap resembles those some priests wear, but is topped with a small silver statue in the shape of a lit candle. The wearer can command the statue to radiate light. The light can also be turned off on command.
[Worth: 500gp]
127. Plague Mask [Head]
This stylized bird mask consists of a pair of goggles attached to a ceramic beak that covers the nose and mouth. The goggles are not magic and can be replaced with other goggles or eye slot items as this only technically takes up your head slot (not face/eyes). It grants the wearer a +3 bonus on saving throws against disease. Once per day, the user can remove disease on a single creature touched or on themselves.
[Worth: 2,500gp]
128. Phylactery of the Healer [Head]
Three times per day, the phylactery’s wearer can determine the current health and overall well-being of any one ally within 30 feet. If the wearer has the ability to heal, he can choose heal the ally he is currently evaluating so long as that ally is within 30 feet of him, even if it is not his turn in combat.
[Worth: 1500gp]
129. Shield Cloak [Cloak]
The wearer of this rough, gray cloak can grasp the garment’s edge and cause it to harden. The wearer can use the hardened edge it as if it were a light wooden shield +1 DEF. The edge of the cloak can be dropped and made pliant again as a free action. Shield enchantments can be added to the cloak as if it were a light wooden shield.
[Worth: 1500gp]
130. Bargainer's Band [Arms/Wrist]
This heavy gold band can be worn openly as a display of wealth or concealed beneath a sleeve. It grants its wearer a +5 bonus on Bluff, Diplomacy, or Insight checks per day (choose which one it will boost each day. Once chosen, you cannot change). Whenever the wearer shakes hands with another creature in order to seal a deal or a promise, she can immediately sense whether deceit or cheating is involved (Willpower save DC16 negates), though the wearer cannot determine the exact nature of the deception.
[Worth: 2,500gp]
131. Key of Jammed Locks [Magic Item]
This ornate brass key automatically reshapes itself to fit any standard keyhole (generally those in doors scaled for use by Small or Medium creatures, not deliberately oversized locks like the main door to a dwarven fortress). Once placed inside a lock, the key merges with the lock and fills up all open spaces within it, creating a solid piece of metal and making it impossible to unlock it, even with magic. While securing the lock, the key strengthens its materials, adding 10 to its hit points, and +5 to its Break DC. Touching the key and speaking the command word causes the key to reshape itself into a key again, leaving the lock intact and rendering the mechanism operable again. It can be used once per day.
[Worth: 1500gp]
132. Campfire Bead [Magic Item]
This tiny glass bead transforms itself into a small (2-foot-tall) pile of burning logs whenever its command word is spoken. The fire burns for 8 hours or until extinguished, at which point it turns back into a bead.
[Worth: 500gp]
133. Box of Noises [Magic Item]
This delicate tin music box can produce a great volume of noise at a specific time determined by its owner. Four command words determine what sorts of sounds it is to play (battle, celebration, massacre, or riot), and a fifth determines the delay (anywhere from 1 round to 20 minutes) until the box begins to produce the desired sound. The noise from the box is as loud as 40 people. The sound persists for 2d6 rounds.
[Worth: 1000gp]
134. Gray Bag of Tricks [Magic Item]
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (unless slain or ordered back into the bag), at which point it disappears. It can follow any simple non-combat commands. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
Roll 1d5 to determine animal:
1 - Bat
2 - Rat
3 - Cat
4 - Weasel
5 - Dog
[Worth: 1500gp]
135. Windcaller's Compass [Magic Item]
This light gray compass made of fine metal, and is engraved with various depictions of the sun, moon, and clouds. It allows a creature to increase or decrease the intensity of the wind once per day.
[Worth: 2000gp]
136. Tree Fort [Magic Item]
This item appears to be a wooden puzzle box approximately 3 inches on a side. When the box is placed on the ground beneath the boughs of a tree with a trunk at least 2 feet in diameter and the command word is spoken, the box unfolds and rises, melding with the tree. It becomes a stable structure attached to the limbs 20 feet above ground level, with a rope ladder hanging down from a trapdoor on the underside of the platform. The outer surfaces of the tree fort take on the visual characteristics of the tree in which it is erected, and require a DC25 Spot check to notice (DC15 in a dead tree or tree that has shed its leaves). The tree fort remains open for up to 12 hours in any 24-hour period; these hours of use don't need to be consecutive. If the duration expires while the tree fort is occupied or the tree fort takes 50 points of damage, the fort descends and folds itself back up into its puzzle box form, leaving all inhabitants unharmed on the ground at the base of the tree. If the tree fort was forced to return to box form due to damage, it can't be activated again for 24 hours.
[Worth: 1,000gp]
137. Book Thief's Satchel [Magic Item]
Often used by spies and arcane scholars to steal important texts without alerting their owners, a book thief's satchel contains enough room to hold a single tome of no more than 1,000 pages and no larger than 12 by 18 inches in size. Prior to using the satchel, its bearer must place a blank book in the satchel and utter a command word. This blank book is sequestered in an extra-dimensional space accessible only upon command. Once per day, when another book, folio, scroll, or other text is placed within the satchel while a blank book is hidden within the extra-dimensional space, the pages of the newly added book are wiped blank (though the covers and bindings remain unchanged). The entire contents of this book or scroll appear on the pages of the blank book in the satchel's extra-dimensional pocket. The transfer takes 1 full round, and if the process is interrupted, such as by either book being removed or the satchel being significantly damaged, the text being copied is lost forever. A book thief's satchel can't transfer magical writing (such as the pages of a wizard's spellbook, a magical scroll, or a magical item). Attempts to do so fail immediately, neither erasing the book to be copied nor copying any of the pages to the blank book.
[Worth: 1,500gp]
138. Three-Faced Helm [Head]
Crafted of overlaid bronze, steel, and chain, each three-faced helm is a work of art. These exotic helmets possess three stylized faces, each serene visage staring in a different direction (with the wearer’s face concealed behind the central sculpted plate). The helm allows the wearer to see in every direction, granting him immunity to sneak attacks, as well as granting a +5 bonus on all vision-based Perception checks.
[Worth: 2,500gp]
139. Nose Ring of Unearthly Scent [Face or Body Mod]
This item allows its wearer to smell curses as an unearthly odor with traces of brimstone and iron. The wearer can bring its nose near an object or creature and sniff the target to glean information as if using detect magic, except this effect only detects curses and cursed items. The wearer must concentrate as normal to learn all possible information about the object or creature in question. Once per day, the wearer can sniff the air for signs of danger while considering a specific course of action. The perceived smell of a favorite food indicates good fortune for the decision and the smell of death indicates a negative fortune for the decision.
[Worth: 2,500gp]
140. Keffiyeh of Thanes [Head]
This keffiyeh remains bright white, no matter how many sandstorms it has been in. It protects you from hot environments as if you had endure elements cast upon you. It provides no magical protection against cold environments.
[Worth: 1000gp]
141. Ring of Signets [Ring]
The approximately 1-inch-diameter pentagon of emerald green crystal that dominates this otherwise plain silver ring forms itself into a specific rune, sigil, or similar identifying marker each time a person first puts it on. If the wearer expects this to occur, she can cause the crystal to adopt any shape she wishes. If the wearer does not expect this to occur, the crystal instead molds itself into an image that symbolizes the wearer or some dominant facet of her personality. Once the crystal assumes this initial form, it always takes that form whenever the same wearer puts on the ring. The wearer can embed this image on any object that belongs to her, or that she has crafted (as an arcane mark) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time she uses the ring. The brand is otherwise permanent unless removed by dispel magic, erase, or a more powerful spell.
[Worth: 1000gp]
142. Blue Book of Navahla [Book]
This book details the seedier entertainment establishments in Navahla, Sarkotos. It contains the names of brothels, burlesque houses, and gambling halls in that city. By consulting the book, you gain a +3 bonus on Knowledge (local), Bluff, and Diplomacy checks in Navahla. At the DM's discretion, you can use it in settlements near that city for a +1 bonus.
[Worth: 2000gp]
143. Collapsible Bathtub [Mundane Gear]
After 10 minutes of assembly, this collection of wooden slats provides support for a cylindrical watertight canvas cloth. It can hold enough water to allow 1 Medium creature to bathe in comfort without any of the risks that might come from entering lakes, rivers, or other bodies of water. When it is set up, it begins to fill magically with clean, hot water.
[Worth: 500gp]
144. Heritage Book [Book]
This collection of genealogical tables, descriptions of common traits found in particular noble families, heraldry, scurrilous rumors, and ancestral deeds provides readers with a great deal of insight into the aristocracy. Consulting this book grants a +5 bonus on Knowledge (nobility) checks.
[Worth: 2000gp]
145. Burglar's Buckler [Shield] ☼ ☼
This unassuming +1 DEF buckler has an array of small tools and implements embedded into the backside of its rim, able to be folded and snapped out for use at a moment's notice to attack, defend, or accomplish roguish tasks. A burglar's buckler grants the wielder a +5 bonus on Rogue Checks, such as Disable Device, or Lockpicking. Once per day, the wielder may transform a burglar's buckler into any mundane tool weighing 1 to 5 pounds, such as a crowbar, hammer, saw, small shovel, or grappling hook. The burglar's buckler can be converted back into shield form on command.
[Worth 2,500gp]
146. Winged Shield [Shield] ☼
This heavy wooden shield is +3 DEF. Arching bird wings are carved into the face of the shield. Once per day, it can be commanded to fly, carrying the wielder. The shield can carry up to 150 pounds and move at 60 feet per round, or up to 300 pounds and move at 30 feet per round.
[Worth: 2,500gp]
147. Dagger of Entry [Weapon] ☼ ☼
This dagger [1d4] can be used to find secret doors 1/day and boosts your locate traps check by +3.
[Worth: 2,500gp]
148. Explosive Sling [Weapon] ☼
The stones launched from this sling [1d3] explode into flames.
[Worth: 2,000gp]
149. Chronocharm of the Celestial Wanderer [Neck]
This charm resembles an ebony starburst. A chronocharm of the celestial wanderer slows your perception of time, allowing you a second chance to recognize potential danger. When you activate this chronocharm, you can immediately reroll a single Listen or Spot check that you just attempted. The result of the second roll replaces the first result. This ability functions once per day.
[Worth: 2,000gp]
150. Chronocharm of the Horizon Walker [Neck]
This charm shows a rising sun half-obscured by the horizon. Like other chronocharms, this item slows your perception of time for a specific, singular purpose. When you activate a chronocharm of the horizon walker, you can double your movement speed allowing you to move a distance that would normally take up a full round as a free action leaving you to make another action that round. This ability functions once per day.
[Worth: 2,500gp]
151. Chronocharm of the Fateweaver [Neck]
This tiny golden spindle dangles from a thin chain of gray steel. A chronocharm of the fateweaver slows your perception of time, letting you avoid an ill-advised step. When you activate this chronocharm, you can immediately reroll a single Acrobatics check that you just attempted. The result of the second roll replaces the first result. This ability functions once per day.
[Worth: 2,500gp]
152. Chronocharm of the Laughing Rogue [Neck]
This tiny golden arrow dangles from a thin chain of steel. A chronocharm of the laughing rogue slows down your perception of time, letting you reroll any one Rogue Check you've just attempted. The result of the second roll replaces the first result. This ability functions once per day.
[Worth: 2,500gp]
153. Albedo Potion [Consumable]
This pure white potion purifies a living target, removing all negative effects upon the target at the time the potion is taken. One dose.
[Worth: 2000gp]
154. Night Caller [Magic Item]
This whistle is transparent but weighty as if forged of iron, not glass. The whistle resembles a small dragon curled up like a snail. When blown over a grave containing a body in darkness or at night, one corpse below animates and claws its way to the surface. The zombie serves the whistler faithfully until it is destroyed. It is not a combatant, but can be used to do mundane tasks such as taking messages, gathering firewood, cooking, cleaning, etc. Only one undead can be called with this whistle at a time, and it can be used once per week.
[Worth: 2000gp]
155. Horn of Blasting [Magic Item or Weapon]
This silver horn does 1d5 sonic damage whenever it is played. It can be used as a weapon in the hands of a bard.
[Worth: 2000gp]
156. Everfull Mug [Magic Item]
This common-looking mug fills with 12 ounces of water, common ale, or common wine (user's choice). It functions three times per day.
[Worth: 500gp]
157. Horned Helm [Head]
This dark leather helm has an open face and sports a pair of impressive deer antlers that rise from the forehead. When worn, the antlers join solidly with the wearer's skull. The wearer's base speed is doubled, and the antlers can be used as your weapon in combat, dealing 1d6 points of damage.
[Worth: 2000gp]
158. Bag of Boulders [Weapon]
This nondescript bag has 3 pebbles inside of it. When thrown (range: 10ft), it grows 12 inches and does 2d4 damage. Once all three pebbles have been used, it takes 24 hours before the pebbles reappear within the bag.
[Worth: 1,500gp]
159. Beast Claws [Hands]
These spiked gauntlets fit a medium humanoid or medium sized animal companion (who has Armor command). They sport claws at the end of the gauntlets and do slashing damage of 1d4 for each hand. This cannot be stacked with any skill that gives claw damage.
[Worth: 1,500gp]
160. Ring of Wordtwisting [Ring]
This ring gives a +2 to Insight, Bluff and Diplomacy. If worn by someone with orc blood such as a half-orc, the bonus increases to +4.
[Worth: 2000gp]
161. Earth Prodd [Weapon]
The 1d3 prodd resembles a light crossbow but is designed to fire the same lead bullets used in slings. This particular prodd is marked with runin designs meaning 'earth' and magically fires small bullets made of solid rock that appear when needed. You draw a prodd back by pulling a lever.
[Worth 1,500gp]
162. Chameleon Robe [Armor] ☼
This armored robe +4 DEF is worn in the Armor Slot. It appears as muted mottled colors, that shifts to blend into the background. It grants a +3 to Stealth Checks, but if you are not wearing anything in your cloak slot the bonus goes up to +5.
[Worth: 2,500gp]
163. Broom of Flying [Magic Item]
This broom is able to fly through the air as if affected by a flight spell for up to 8 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It comes to its owner from as far away as 300 yards when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.
[Worth: 1,500gp]
164. Sun Lantern
This is in all ways comparable to a hooded lantern, except instead of oil, you may slide a sunrod into it. When twisted into place, it activates the sunrod. It provides as much light as a lantern, but with the duration of the sunrod.
[Worth: 1000gp]
165. Circlet of Rest [Head]
Three interwoven rings make up this beautiful silver headband. When worn, it makes the wearer immune to any manipulation of their dreams, whether positively or negatively with nightmares. It does not stop your own mind's ability to dream or have nightmares, but no outside force can cause any manipulation of your dreams.
[Worth: 1,500gp]
166. Shrink Collar [Animal Companion Item]
One of the big drawbacks of mounts is sometimes they just don't fit well inside a dungeon. With this collar, you can shrink your mount down at a moment's notice. And you don't have to use it on just mounts or animals, it works for humanoids too.
[Worth: 1000gp]
167. Hosteling Ring [Ring]
Sometimes you just cannot bring your animal companion, mount or familiar with you. Speaking a command word 'stores' your companion into this ring, which appears as a symbol upon the ring's surface. While stored, the animal is sleeping and can provide it's owner no benefits. A hosteling ring releases a stored animal in 24 hours if you have not released it before that. A hosteling ring can hold 4 tiny creatures, 3 small creatures, 2 medium sized creatures, or 1 large sized creature.
[Worth: 1,500gp]
168. Footfirm Boots [Animal Companion]
Laces along the top of these hardened leather pads make it easy to secure them around the paws of any medium or small animal. The soles are lined with tiny barbs, granting an animal wearing them a +3 bonus on Climb Checks, or STR checks against a bull rush.
[Worth: 1,500gp]
169. Barding Stitches [Animal Companion]
This thin, specially treated wire can be used to attach barding to creatures whose
body types cannot normally accommodate armor, such as piscine, serpentine, and verminous animals by delicately and thoroughly sewing the equipment directly to the
creature's flesh. A creature using barding stitches to use armor takes a -2 to its Quickness and Strength based skill checks (not the actual traits, only checks such as Acrobatics, etc) as well as any Endurance saves. This does not actually take up a slot, but please be sure to state with your armor slot that you are using barding stitches. There is enough barding stitches for one animal.
[Worth: 1000gp]
170. Circlet of Speaking [Animal Companion]
You must choose one language (usually common) when this circlet is gained, and that language cannot be changed once the decision is made. This thin silver circlet allowes the animal wearing it to speak whatever language is chosen for it. This does not grant any sort of intelligence, merely the ability to communicate.
[Worth: 1,000gp]
171. Ring of Scent [Animal Companion]
This dull brass ring causes the wearer (and rider if applicable) to give off no scent and cannot be tracked or located by scent. In addition, the wearer gains the scent ability within 30 feet; if the wearer already has the scent ability, then it increases the range of it's scent by 30 feet (to a maximum of 60 feet).
[Worth: 1,500gp]
172. After-Image Mirror [Magic Item]
This hand-held mirror's magic works when a candle is lit and held up to it. It shows in the mirror events that occurred in the area in the last few hours.
Worth: 1,500gp
173. Animate Staff [Magic Item]
Created from a number of iron rods, copper gears, and silver screws, this staff constantly shifts and changes. The staff gives you the ability to mend mundane items. In addition, once per day, this staff can become a clockwork creature of medium size for up to 10 minutes. This creature can do simple tasks for you, but cannot be used in combat.
[Worth: 1,500gp]
174. Staff of Chaos [Magic Item] or [Weapon]
Made up from a number of different materials, including wood, metal, and possibly pieces of flesh, this staff seems to shift in shape and form over time. This staff has 3 charges that can be used per day. It is also useful as a weapon, if desired.
1 Charge = Makes a weapon chaotic for one combat.
2 Charges = Deals 1d8 chaos damage once per combat.
3 Charges = This stuns a lawful aligned creature for one round of combat.
[Worth: 2000gp]
175. Sacred Horseshoes [Animal Companion]
These horseshoes are made of mithral and imbued with holy energy. They grant the 'holy' type to any attacks made by the horse's hooves.
[Worth: 2000gp]
176. Staff of Embers [Weapon] or [Magic Item]
The reddish brown bark of this charred branch shows only in patches. The staff is a mere 3 feet long and balanced for use as a club (1d5). When used for a torch, the end of the staff catches on fire, but does not damage the staff. If used as a club while it is on fire, then it will do fire damage as well as the damage of the club.
[Worth: 2,500gp]
177. Staff of Blessed Relief [Magic Item]
This simple wooden staff is given to young clergy when they first set out into the world to spread the charity of their faith. The staff allows use of the following spells:
Create Water = Create fresh clean water, 2 gallons per gemstone rank.
Minor Heal = Heal up to 5 points per day.
Blessing = +1 to all allies saves against fear.
[Worth: 2000gp]
178. Ring of the Blazing Sun [Ring]
This ring is made of polished fire opal and is always very warm to the touch, as though it has been lying in the sun for several hours. The wearer gains the ability to cause any weapon they wield, or their unarmed attack to catch on fire. In cases of projectile weapons, the projectile catches on fire (such as an arrow). It does no damage to the wielder as long as they are not weak to fire.
[Worth: 2000gp]
179. Staff of the Nomads [Magic Item]
A simple, wooden staff with a pronounced bend at the top, this item appears to be nothing more than a shepherd’s crook. It has three charges which can be used per day.
(1 Charge) Locates the nearest source of fresh water within 10 miles.
(2 Charges) Enables a cloak of shade to cover the owner plus 1 creature per gemstone rank, as if they are being shaded from the sun.
(3 Charges) Enables the user to find any path to any known area by slamming the end of the staff into the ground and speaking the name of the place they wish to go. A path forms for them to follow.
[Worth: 2,000gp]
180. Cape of the Wastes [Cloak]
This bizarre garment appears to be made of sand, although it is soft and light. Its wearer remains comfortably cool in hot weather up to extreme heat, needing no saves to resist natural heat effects. The cape keeps its wearer comfortably warm, as the
endure elements spell, similarly negating the need for saves or checks against natural cold effects. Finally, the wearer gains a +3 to Stealth Checks while in a sandy or wasteland environment.
[Worth: 2000gp]
181. Everfresh Bottle [Magic Item]
Any water contained in this ornate glass bottle is always pure and perfectly suitable for drinking. Even poisons and holy (or unholy) water become ordinary drinking water when placed within. Magic potions are unaffected.
[Worth: 1,500gp]
182. Lamp of Starlight [Magic Item]
This item appears to be an ordinary oil lamp, decorated with a pattern of tiny stars. Once per day, the bearer of the lamp can utter a command word, causing the flame to flicker out and be replaced by magical starlight. The lamp then sheds blue-white light in a 30-foot radius (and shadowy light for an additional 30 feet).
Creatures with low-light vision can see three times as far in this light, instead of just twice as far. The starlight lasts until the lamp runs out of oil after 6 hours, at which point both the starlight and the lamplight are extinguished. Refilling the lamp with oil allows the magic to be used once again.
[Worth: 1,500gp]
183. Personal Oasis [Magic Item]
Once per day, when this 10 -foot-by-10 -foot blanket is unrolled, and the command word spoken,a 5-foot-by-10-foot tent springs from the blanket, along with a campfire, a bowl of dates, and a gallon of cool water. The campfire burns continuously, never needing fuel, and the dates are enough to sustain one person for a day. Upon speaking the command word again, the oasis rolls back up into blanket form.
[Worth: 1,500gp]
184. Portable Fountain [Magic Item]
When it is placed on the ground and a command word spoken, this palm-sized, jade chrysanthemum expands to become a fountain, gushing fresh water from its center into a spacious basin. The fountain occupies a 5-foot area. It can be used once per day,
producing 10 gallons of water. The fountain reverts to its portable form when all the water has been removed from its basin.
[Worth: 1,500gp]
185. Portable Shade [Magic Item]
This circle of black silk is 3 feet in diameter, but it can be folded up into the size of a handkerchief. When unfolded, a portable shade floats into the air and hovers over the user’s head, moving as the user does but no more than 30 feet per round. It automatically tilts to block the sun’s rays, providing all the benefits of a parasol, but leaving the user’s hands free for combat or spellcasting. Folding up a
portable shade ends its effect.
[Worth: 1,500gp]
186. Shield of Moonsage [Shield]
This +2 Light Steel Shield glistens with a silvery sparkle. If used by someone wielding the Sword of Moonsage, she is surrounded in an aura of moonlight that grants an extra 10 feet of speed.
[Worth: 2,000gp]
187. Sword of Moonsage [Weapon]
This 1d6 Longsword's hilt is wrapped with silvery leather, and a crescent moon shape is engraved onto the silvery-white blade. If used by someone that also carries the Shield of Moonsage, she is surrounded in an aura of moonlight that grants an extra 10 feet of speed.
[Worth: 2000gp]
188. Pig of Easal [Magic Item]
This magical pig has the ability to resurrect after being consumed. After eating the
pig, you must lay the bones out to dry in the sun a day after they are eaten. At dusk of that day the pigs rise from the dead, ready to be slaughtered again. You must lay the bones in the sun the day after they are slaughtered or they never come back.
[Worth: 1,500gp]
189. Charm of Distraction [Neck or Wrist]
This pendant is in the form of a spider, and has a few benefits. First, it grants a +1 Defense. It also grants a +1 to saves against enchantment/charm effects. Finally, it gives a burst of speed of twice your normal speed when fleeing. It often buys just enough time or distraction for the wearer to escape from the clutches of an enemy.
[Worth: 2000gp]
190. Bands of the Serpent [Arms]
These metal bands are found in a pair, and are worn high on the arm. They grant a +2 to saves against poisons. It also allows the wearer to communicate telepathically with any form of reptile.
[Worth: 2000gp]
191. Bands of the Arachnid [Arms]
These metal bands are found in a pair, and are worn high on the arm. They grant a +2 to saves against poisons. It also grants the wearer the ability to move freely through any web, magical or otherwise, as if he were an actual spider.
[Worth: 2000gp]
192. Brooch of Alertness [Varied]
This simple-looking brooch is composed of a tiny ivory sculpture set within a silver fame. The sculpture depicts the face of a human-like female bearing several animal features such as tiny horns, pointed ears, and long fangs protruding from an open mouth. The figure's wide open eyes shine with a pale red light while in darkness. This strange inner light is not strong enough to illuminate an area. A brooch of alertness grants a +2 to Listen, Search, and Spot Checks. As long as the owner wears the brooch, they also gain low-light vision, and 60 foot darkvision.
[Worth: 3500gp]
193. Glove of Storing [Hand]
This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Many owners of gloves of storing find them to be useful and dramatic ways to store weapons, wands, and - because the item is stored in stasis - even lit torches. If the effect is suppressed or dispelled, the stored item appears instantly.
[Worth: 2,500gp]
194. Charm Bracelet [Arms/Wrist]
This golden chain bracelet has a number of small metal objects hanging from it like charms. A charm bracelet can store up to four small items, which appear as charms along the bracelet. You can grab one of the charms from the bracelet for use at any time without taking your round of combat, causing it to appear in your hand. If you have an item in hand, you can store the item in the bracelet the same way. Storing an item causes it to shrink down and appear as a charm hanging from the bracelet. Any item stored can weigh no more than 3 pounds and must be able to be held in one hand, such as a wand or a light weapon. Only the wearer of the bracelet is able to retrieve or store items.
These bracelets are also sometimes known as assassins’ charms, because small weapons can easily be concealed within them (Knowledge [history] DC 20).
[Worth: 3000gp]
195. Gloves of the Ice Savant [Hands]
Made from a pale blue metal and adorned with glowing, faint blue runes, these gloves are caked with layers of frost and ice. While wearing these gloves, you can imbue any melee weapon held in your hand with the frost enchantment.
[Worth: 3000gp]
196. Gloves of Lightning [Hands]
Strips of hardened blue leather run to the knuckles of this fingerless glove in a jagged lightning-bolt pattern. Three times per day, you can make a ranged attack (range 30 feet) that deals 1d6 points of electricity damage. You gain a +2 bonus to Strike if the target is wearing metal armor (or is made out of metal, is carrying a lot of metal, and so on - DM's call).
[Worth: 3000gp]
197. Headband of Lore [Head]
This green headband has a druidic rune of knowledge embroidered into it, and when worn gives a +3 to all Knowledge checks. To Druids, it gives a +5 to all Knowledge checks.
[Worth: 3000gp]
198. Claws of the Ice Bear [Hands]
Strapped to the hands, these spiked climbing claws grant a +3 bonus on Climb checks and Acrobatics checks made when using both hands to aid in movement on slippery or icy surfaces. The wearer cannot hold anything else in her hands while using claws of the ice bear. If used as a weapon, claws of the ice bear function as spiked gauntlets and you must have the dual wield skill to use them both in combat.
[Worth: 3000gp]
199. Adamantine Blood Potion [Consumable]
This heavy vial appears to be filled with solid black metal, but when up-ended, the blackness flows slowly downward. An elixir of adamantine blood causes a reaction that hardens your flesh. You gain 10 temporary hit points, which last for one full mission or quest. These temporary hit points do not stack with any other effects that grant temporary hit points. If you wear adamantine armor when you drink this elixir, you instead gain 15 temporary hit points (though if you remove the armor before the duration elapses, you lose 5 of the temporary hit points immediately). If at the end of the mission or quest you are over your hit points when the magic fades, you will instantly die and need to be rezzed. One Use.
[Worth: 2,000gp]
200. Cloak of the Bat [Cloak]
Fashioned of dark brown or black cloth, this cloak bestows a +5 bonus on Hide checks. The wearer is also able to hang upside down from the ceiling, like a bat. By holding the edges of the garment, the wearer is able to fly. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 10 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for as long as it just was used to fly.
[Worth: 3,500gp]
201. Bracelet of Mercy [Arms/Wrist]
(Must have the skill Mercy to use)
Each gem in this metal bracelet has a tiny inscription from a holy book. If the wearer has the mercy skill, she gains an extra use of any of her mercies in an adventure.
[Worth: 3000gp]
202. Love Philter [Consumable]
This potent preparation causes a creature who drinks it (or has it injected) to fall madly in love with the first creature he or she perceives after consuming it, if they fail a Willpower DC15. The drinker's attitude toward that creature becomes helpful. If a romantic attraction is possible toward the first person viewed, the drinker falls in love with that person. Otherwise, the drinker's love is a platonic adoration. The effects of the philter are permanent unless removed by a break enchantment, dispel magic, wish, miracle, or remove curse. One use.
[Worth: 2,500gp]
203. Sash of the War Champion [Torso]
This bright red strip of cloth, stitched with images of a cheering crowd throwing garlands toward a chariot, fits across the wearer's shoulders and then diagonally down his chest to reach his opposite hip. Once per day, it will remove the effects of any type of fear upon the wearer.
[Worth: 3000gp]
204. Wayfinder [Magic Item]
This small magical device is patterned off an ancient relic. Wayfinders are typically made from silver with gold accents, and function as compasses. Each bears four simple glyphs on its face, one for each of the cardinal directions, along with a spinning pointer that always points north, granting its user a +2 bonus on any checks required to avoid becoming lost in the wilderness. In addition, all wayfinders include a small indentation designed to hold an ioun stone without taking up an extra magical slot. When no stone is in place, a wayfinder can be commanded to emit light.
[Worth: 3000gp]
205. Beastfriend Collar [Magic Item] or [Neck]
(Familiar or Animal Companion Necessary)
This wide brown leather choker features crude images of an eagle, wolf, cat, and toad. Upon placing the beastfriend collar around your neck, you may communicate with your familiar or animal companion at any distance as long as you both are on the same plane. You may also exchange places three times a day with your animal companion or familiar. If used in combat, it may only be used once per combat and it will allow your familiar - no matter where they might be (on the same plane) to switch places and take the attack or detrimental effect for you.
[Worth: 3,500gp]
206. Silent Steppers [Feet]
This two seemingly plain black buttons are each worn on a boot or shoe, and creates a field of silence for one foot around them. These buttons causes a magical silence to cover the sound of walking granting a bonus of +5 to Move Silent Checks.
[Worth: 2,500gp]
207. Ring of Cold Embers [Ring]
(Female Only)
The ring can only be worn by women, it allows its wearer to become invisible to those that seek to harm her, but only if she stays silent and does not try to draw attention. If even a peep is muttered or a sound is made, the glamour will fade. Its command word is "Tenebrious Est".
[Worth: 3,000gp]
208. Ring of Gnomekind [Ring]
This ring is crudely shaped from gray stone, and looks quite worthless. The ring's smooth interior surface, however, holds myriad tiny and elaborate runes. A ring of gnomekind gives the owner a boost of +2 to Listen Checks, and instantly effects the wearer by making him look like a gnome. The spell remains in place until the ring is removed.
[Worth: 3,000gp]
209. Compass of Passage [Magic Item]
This device looks like a golden pocket watch on a steel chain. If opened, a compass is seen inside. This item has three charges which can be used each day.
(1 Charge) You are able to travel twice as far by foot or mounted without suffering the ill effects of exhaustion that would normally accompany such a march.
(2 Charge) You are able to travel twice as fast as you would normally by foot or mounted.
(3 Charges) If the terrain is unnaturally confusing or difficult to maintain a known position, such as through the swamps, or jungles, or within a sandstorm in Thanes, you may expend all three charges to obtain a specific, exact location as well as distance and direction from the last time you opened the compass.
[Worth: 3000gp]
210. Undead Servant Gemstone [Consumable]
(Black Mage with the Familiar or Combat Companion Skill)
When this enchanted piece of onyx is placed inside the mouth of an NPC's corpse, it animates the creature into either a skeleton or zombie, under the control of the one who put the piece of onyx in its mouth. This becomes a Combat Companion or Familiar for the Black Mage. When the corpse is animated, the Undead Servant Gemstone crumbles to dust in its mouth. When the servant is destroyed in combat, then they are gone and cannot be reanimated. [One Use]
[Worth: 3,000gp]
211. Spectral Shroud [Torso]
This thin, bleached cloth covers the wearer’s entire torso. Some also cover the wearer’s face, but don’t interfere with the wearer’s vision. The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using a see invisibility spell. This also allows the wearer to damage incorporeal creatures with whatever weapon they choose to bear while wearing the shroud.
[Worth: 3000gp]
212. Ioun Stone (amethyst pyramid) [Magic Item]
This stone grants you the ability to pass undetected before undead as if under the effects of a hide from undead spell. Unintelligent undead automatically can't see you, and intelligent undead receive a single DC 12 Willpower save to notice you despite the stone's effects. Any action against the undead negates the effect of the stone for the rest of combat. Ioun stones orbit around the wearer's head.
[Worth: 3000gp]
213. Ioun Stone (crimson sphere) [Magic Item]
This stone grants you a +2 bonus to un-regged magical damage. Ioun stones orbit around the wearer's head.
[Worth: 2,500gp]
214. Loyal Khopesh [Weapon] ☼ ☼
(Shapeshifting Focus)
This khopesh sword (1d6) is most powerful when wielding by a shapeshifter. If held while the owner shifts, then the damage and enchantments of the weapon can now be used as a claw weapon with the same damage in the hand that was holding the khopesh. No other techs or skills (such as clawstrike) can be used with that hand when this is used.
[Worth: 3,500gp]
215. Adamantine Mindblade Gauntlets [Hands]
(Mindblade Skill Needed)
These gauntlets allow you to change your mindblade into adamantine to be used to bypass damage reduction.
[Worth: 3,500gp]
216. Druid's Robe [Cloak]
(Druid with Shapeshifting)
This light garment is worn over normal clothing or armor. Most robes are green or white, embroidered with plant or animal motifs. When this item is worn by a druid with shapeshifting, it allows all items worn by the druid to meld into their body when they shift, enabling them to still use the magic of the items such as armor enchantments.
[Worth: 3000gp]
217. Rock Boots [Feet]
These heavy boots are made from pieces of stone, bound by thick leather. While worn, the wearer gains a +3 bonus to the opposed Strength roll against a bull rush so long as he is standing on the ground, it increases to +5 if it is a surface made of stone. He can also cross difficult terrain caused by natural earth-based conditions (gravel, mountain slope, sand but not plants) without penalty. The boots do have one side effect. The stone soles of the boots inflict a -2 penalty to Stealth checks.
[Worth: 3,000gp]
218. Pendant of Joy [Neck]
This crystal pendant is a deep shape of blue-green and any who touch it are reminded of a deep, clear, calm sea. When worn the Pendant of Joy creates a resonating field of positive emotions within 30' of the wearer. While this field is not strong enough to influence decisions or dictate courses of action, it does cause those that are willing to talk to be more patient and understanding, providing a +5 bonus to Diplomacy checks to anyone within 30'. This can only be used on unfriendly or indifferent targets, not actively hostile (check with DM).
[Worth: 3000gp]
219. Healer's Gloves [Hands]
These pure-white leather gloves bear symbols of healing and faith on the back of the hands. When you touch a creature who is 5 points or less past their max hit points, you may restore enough healing to them to bring them to 1 point of death. So, for instance if someone has 24/20 hit points, you can touch them and they will be 19/20. This must be done within ONE ROUND, and can only be used once per combat.
[Worth: 3,000gp]
220. Minor Potion Sheath
This leather case can hold three potions, giving a slot for three additional consumables solely for potions. This can be in the form of a bracer, a sheath on the belt, a bandolier style, etc.
[Worth: 3000gp]
221. Lavalash [Weapon]
A lavalash is a 1d6 whip that seems to be made of a thin strand of molten lava. The handle of the whip is made of obsidian and remains cool to the touch. This whip inflicts lethal damage. A hit with the lavalash causes a burst of flames.
[Worth: 3000gp]
222. Rod of Bugs [Magic Item]
This rod looks to be covered with insect and bug exoskeletons and gives you three abilities: 1) Bug Messenger: You may send a bug to a recipient with a message from you. 2) Speak with Bugs: this enables you to speak to bugs, both monstrous and mundane, when needed. 3) Call Swarm: You may call a swarm of bugs of any type to assist you in battle, giving an extra 1d5 DMG once per combat.
[Worth: 3,500gp]
223. Friendship Bracelet [Wrist]
Each of these bracelets four charms can be bonded to one person (which can be changed later). The charm can be used once per day to summon the person bonded to it to where the owner of the bracelet is located. The bonded person knows they are being summoned and must be willing. It takes 24 hours to bond a charm to a person.
[Worth: 3,500gp]
224. Undead Protective Amulet [Neck]
Magical protection against undead +3 DEF (gives you +3 defense against any undead attack including corporeal and incorporeal.
[Worth: 3000gp]
225. Tabbard of Faith [Cloak]
This white tabbard imbued with holy energy and embroidered with your holy symbol gives a +3 DEF against evil creatures only.
[Worth: 3000gp]
226. Boots of the Tomb Raider [Feet]
These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers. They grant their wearer a +5 bonus on checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor. This bonus also applies to any Acrobatics saving throws asked to be made against such traps.
[Worth: 3,000gp]
227. Sandals of Airwalking [Feet]
These soft leather sandals have soles that consist of a layer of blue velvet decorated with intricate gold stitching. When slipped onto the feet, they feel as weightless as air. When the wearer has already moved at least 10 feet along the ground or another surface (not counting travel on a mount), these boots can be activated to give the wearer the ability to walk on air until the end of the round. If the wearer hasn’t reached a solid surface by the end of the round, she immediately falls back to the ground, taking any applicable falling damage. These sandals can be used once per day per gemstone rank (so at crystal, once per day; topaz, twice a day), but no more often than once per 2 rounds.
[Worth: 3,500gp]
228. Red Bag of Tricks [Magic Item]
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (unless slain or ordered back into the bag), at which point it disappears. It can follow any simple non-combat commands. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
Roll 1d5 to determine animal:
1 - Wolverine
2 - Wolf
3 - Boar
4 - Leopard
5 - Monkey
[Worth: 2,500gp]
229. Doorknocker [Magic Item]
This iron gargoyle face holds an iron ring in its mouth. Once per day, when the flat back of the gargoyle face is placed against a wall, floor, or ceiling, it fuses into place, creating a usable door and penetrating the space beyond up to 1 foot. Speaking the command word again ends the effect, and returns the surface to its previous doorless shape, and releases the doorknocker from the surface.
[Worth: 2,500gp]
230. Werewhistle [Magic Item]
This whistle is shaped like a wolf's head and is crafted out of silver. Once per day the bearer may blow the whistle to cause one lycan within 30 feet to make a DC15 Willpower save or be forced back into its humanoid form for the next 24 hours.
[Worth: 3,500gp]
231. Collar of Cleverness [Animal Companion]
This collar allows your animal companion or familiar to learn 2 new essential commands. They can follow these commands as long as they are wearing this collar. If this collar is removed, the commands they were taught are lost.
[Worth: 3,000gp]
232. Collar of Healing [Animal Companion]
This collar heals your animal companion or familiar up to 20hp a day. You can use it in increments, such as only healing 5hp in one combat, and 10 in another or later on during the adventure.
[Worth: 3,500gp]
234. Dimensional Chalk Holder [Magic Item]
This small, elaborately carved silver tube is designed to hold a single piece of normal chalk. On mental command, the user can "draw" in the air, which leaves behind a vibrant blue line of crackling energy. Once a complete circle has been formed, the enclosed space suddenly disappears, creating a gate to wherever the user wishes. It only allows the planar travel aspect of a gate spell, not the ability to call forth creatures. The item allows its user to draw only a circle. The user can feel it resisting anything but a curved line. There is no size limit to the circle, but it must be completely drawn in 1 full round to create the gate. It can be used twice per day. Drawing a line counts as one use, regardless of whether a complete circle was made or not.
Worth: 2,500gp
235. Assassin Vine Whip [Weapon] ☼ ☼
This 1d3 whip appears to be a living vine of some sort, with leaves shaped like human hands and small clusters of fruit that resemble wild grapes. Gnarled and covered with brown, stringy bark, the assassin vine whip can be used as a normal whip, but once per combat the wielder can use it to make a ranged attack against a single Medium-size or smaller target, causing grasses, weeds, bushes, and even trees to wrap, twist, and entwine about her, holding her fast. If no vegetation is in the area, the assassin whip causes vines to spring up from the ground. The entangling plants constrict their target, causing them to take a -2 to all rolls for one round of combat. The entangling is separate from the whip, so the whip can be used to attack other targets after entangling someone.
[Worth: 2,500gp]
236. Beruto of the Carp Dragon [Waist]
This hemp belt is decorated with seashells and features a yu lung dragon scale fashioned into a buckle. This allows the wearer to breathe under water, salt or fresh, gives a swim speed as fast as your land speed, and a +5 to Swim Checks. It does NOT allow you to breathe air when worn, and if it is donned on land you can suffocate.
[Worth: 2000gp]
237. Badge of the Svirfneblin [Torso]
This brooch is little more than a hunk of gray rock studded with a number of colorful, uncut gems and wrapped in tarnished metal wire. While wearing this item, you gain darkvision out to 30 feet and a +5 bonus on Hide checks.
[Worth: 3,500gp]
238. Belt of Hidden Pouches [Waist]
Ten tiny pockets run along the inside of this otherwise unremarkable leather belt.
Hidden inside this belt are ten small pockets, each of which seems big enough
to hold only a few coins. Each pocket actually functions as a small bag of holding
and can hold up to 5 pounds of nonliving matter. No object with any dimension exceeding 6 inches can be placed in a pocket. True seeing reveals the presence of
the hidden pockets but not the command word needed to open them. Even when a pocket is full, it never bulges, so a belt of hidden pouches stuffed with 150 pounds of items still looks like an ordinary belt.
[Worth: 3,500gp]
239. Bracers of Dawn [Arms]
These leather bracers are set with brass studs. One of the pair also features a lens-and-dial contraption. When you turn the dial to the left, both bracers appear normal. When you turn the dial to the middle position, a beam of light emerges from the lens, illuminating your surroundings as a bullseye lantern would.
[Worth: 2,500gp]
240. Mask of Lies [Face]
This black, featureless mask has cross-shaped slits where the wearer’s eyes and mouth
should be. While wearing this mask, you gain a +5 bonus on Bluff checks and your alignment is disguised as if by an undetectable alignment spell.
[Worth: 3,000gp]
241. Blowgun of Wild Emotions
This item is a blowgun made of a light, strong, blue metal similar to mithral. At unpredictable times the metal changes color, sometimes glowing or even growing fur or scales. None of these changes affect the powers of the blowgun. Its range is 100 feet. Any dart fired from one of these blowguns is briefly enchanted to cause emotional changes in the creature struck by it. When a creature is hit by such a dart, roll on the following chart for the dart's effect:
1d100 Effect
1-10 Envy
11-20 Greed
21-30 Pride
31-40 Hatred
41-50 Paranoia
51-60 Love
61-70 Sloth
71-80 Euphoria
81-90 Sadness
91-00 Lust
This item affects any intelligent being who fails a DC15 Willpower save after being struck. Darts fired from this blowgun do no physical damage. Only one dart may be fired per round, and only one emotion can affect a being at any one time. The duration of effect of these emotions is one turn. PCs struck by these darts should be roleplayed to an extreme; while these emotional effects have no real game effect, they can create remarkable role-playing situations.
[Worth: 3000gp]
242. Helm of Air Supply [Head]
This appears as a simple metal helm, but when it is placed on the owner's head, it shifts into an appearance that matches whatever armor the owner is wearing. Someone in full plated armor would find it would be a full metal helm, someone wearing leather armor might find it become a leather cap. It provides a pure and clean breathable source of air around your head, only. This allows you to breathe underwater, or in circumstances that the air is polluted or unbreathable.
[Worth: 3000gp]
There are the following lists:
Minor Magical
Magical List 1
Magical List 2
High Level List 1
High Level List 2
Rare
MINOR MAGICAL LOOT
(500gp - 3,500gp)
[Recruit & Novice Level Quests]
Roll 1d242
1. Winged Vest [Torso]
This black leather vest is decorated with fine black scales and has a pair of dragonlike wings folded against its back. When you activate a winged vest, it unfolds its manticore wings and allows you to fly at double your normal speed. This allows you to take any skills that require flight.
[Worth: 1,500gp]
2. Everlasting Rations [Magic Item]
This nondescript, small leather pouch has a light blue silk drawstring. This pouch contains enough trail rations to feed one medium creature for one day. Every morning at sunrise, the pouch magically creates another day’s worth of rations.
[Worth: 1000gp]
3. Replenishing Skin [Magic Item]
This waterskin looks to be made from the hide of a lizard or toad. It is moist to the touch, as if the skin were still alive. Whenever a replenishing skin becomes empty, it slowly refills with cool, pure water over a period of 1d4 hours.
[Worth: 1000gp]
4. Watch Lamp [Head]
This plain mithral headband has no distinguishing features. When activated, a watch lamp creates a globe of light that hovers at your shoulder and sheds light as a torch. The light follows you wherever you move. It can be extinguished with a second command.
[Worth: 500gp]
5. Ring of the Armsman [Ring]
This perfectly smooth adamantine ring bears a massive turquoise carved in the shape of a heavily armored knight. When you activate a ring of the armsman, any armor or weapons you currently wear disappear and are stored magically within the ring, and any armor/clothing or weapons currently stored within the ring appear in the appropriate places on your body (items that must be held appear at your feet if you don’t have free hands).
[Worth: 2000gp]
6. Gauntlets of Extended Range [Hands]
Each of these well-made gauntlets is set with small purple crystals that rest across the tops of the knuckles. Whenever you use a ranged weapon of any kind, gauntlets of extended range give the weapon a telekinetic push, doubling its range increment.
[Worth: 1000gp]
7. Leaves of the Land [Magic Item]
This small pouch holds crushed leaves (can be replenished with any crushed leaves), and when they are scattered in still water, they form an arrow that indicates the direction of wherever the owner of the leaves wishes to go at that time. The arrow will remain for 3 rounds, or until disturbed by more than a few ripples.
[Worth: 500gp]
8. Horseshoes of a Zephyr [Mount Item]
These four iron shoes are affixed like normal horseshoes. They allow a horse to travel without actually touching the ground. The horse must still run above (always around 4 inches above) a roughly horizontal surface. This means that nonsolid or unstable surfaces can be crossed, and that movement is possible without leaving tracks on any sort of ground. The horse moves at its normal base land speed. All four shoes must be worn by the same animal for the magic to be effective.
[Worth: 1,500gp]
9. Horseshoes of Speed [Mount Item]
These four shoes are affixed like normal horseshoes, and allow a horse to travel twice as fast as normal. You may only have one set of shoes on a horse at any given time, and all four must be affixed for the magic to be effective.
[Worth: 1,500gp]
10. Dimensional Sextant [Magic Item]
During dimensional/planar travel, this sextant identifies the closest portal and informs you where it leads.
[Worth: 1,500gp]
11. Demon's Tongue Charm [Neck]
Gross. The severed tongue of a demon, cauterized and tied with a leather strap. If you listen close to it, it's said you can hear the words spoken by demons and their kind. Allows the wearer to understand and speak Abyssal. Can be used as an evil aligned holy symbol. No matter your alignment, you appear to all who can tell alignments as Evil.
[Worth: 1,500gp]
12. The Midnight Hood [Head]
This black shadowsilk hood can be pulled over the head, and unless someone has True Seeing, all they will see when they look at your face is pitch blackness.
[Worth: 2000gp]
13. Glowing Glove [Hand]
The wearer of this slender white leather glove may press it against any surface or object and cause a luminous handprint to appear. This print glows with any color the wearer wishes, sheds light as a candle, and is easily visible from a distance of up to 60 feet. These handprints last for 1 day before fading away. The glowing handprint matches the wearer's hand in terms of size, position of fingers, and so on.
[Worth: 1,500gp]
14. Wand of Shattering [Magic Item]
This wand can be used to shatter one mundane object, such as rock, stone, or glass.
10 Charges
[Worth: 1000gp]
15. Belt of Tumbling [Waist]
This thin and flexible cotton cord is meant to be wrapped several times around wearer’s waist. The belt’s wearer gains a +5 bonus on Acrobatics checks.
[Worth: 2000gp]
16. Chalice of Purification [Magic Item]
This golden chalice purifies any liquid placed within it. It has no effect on food or non-liquid substances. However, twice per day, it can transform 1 pint of normal water into holy water.
[Worth: 1,500gp]
17. Notebook of Inquiry [Magic Item]
This item resembles a small, finely bound booklet with a quality leather binding. When writing accounts of inquiry and interrogation in this booklet, it bestows upon user a +5 to Gather Information checks.
[Worth: 2000gp]
18. Skull Button [Various]
A skull button is in the shape of a silver skull with a closed mouth. It has a emerald in one eye and a ruby in the other. The button is usually seen on the collar of a coat or shirt of a priest, paladin, or other follower of good. When an undead is within a 50ft radius from the owner, the green eye of the button begins to glow. When a vampire further enters a radius of 20ft from the owner, the button's ruby eye emits a red light, bright enough to alert others.
[Worth: 1,500gp]
19. Nobleman's Dagger [Weapon]
This is a beautiful, gem-studded dagger with an edge that never needs sharpened. It has a slight curve to the blade and the hilt and sheath are covered in precious gems. It gives a 1d4 ATK.
[Worth: 2000gp]
20. Ioun Stone (blue sphere) [Magic Item]
This gives a +3 to all knowledge checks. Ioun stones orbit around your head while in use.
[Worth: 1,500gp]
21. Fins of Swimming [Feet]
This item resembles a pair of fins that can be attached to boots, rather similar in that fashion to crampons of climbing. When worn, they give a +5 to Swim Checks.
[Worth: 2000gp]
22. Lens of Scrutiny [Face]
This item resembles a clearly cut lens, held within a slender metal brace and suspended from a thin chain like a monocle. When held in front of the eye, it bestows a bonus of +5 to Search Checks.
[Worth: 2000gp]
23. Mask of Deception [Face] or [Magic Item]
This item is resembles a carnival mask, suspended from one side from a handheld handle. When using this item, it gives a +5 to Bluff Checks.
[Worth: 2000gp]
24. Reducing Armband [Arm] or [Magic Item]
This metal armband allows its wearer to reduce his height to one-half normal, as if a shrinking spell had been cast upon him. This effect functions once per day, lasts for 2 hours, and may be dismissed at will by the wearer.
[Worth: 1000gp]
25. Choker of Performance [Neck]
(Must have Performance Skill)
Coveted by bards, singers, dancers and other performers, this beautiful piece of jewelry is carved from ivory and jade. It doubles any tips that are rolled for Performances and can be used as many times a day as the performer is allowed to perform.
[Worth: 2000gp]
26. Clasp of the Elder [Face]
Forged by dwarven artisans, this clasp is meant to be worn around a beard. It is carved from pure gold and studded with brilliant gems. If the wearer is a non-dwarf, the clasp only grants a +3 bonus on Diplomacy checks. If a dwarf wears the clasp around the beard, it grants a +5 bonus on Diplomacy and Intimidate checks.
[Worth: 1,500gp]
27. Coin of Eternal Rest [Magic Item]
A raised skull adorns both sides of this otherwise featureless copper coin. When placed in the mouth of a corpse, the coin prevents it from being raised, resurrected, or turned into undead of any sort. Vermin and undead avoid a corpse bearing this coin, but they can overcome the aversion with a successful Willpower check (DC 20). The coin does not work in the mouth of a living or undead being. One Use.
[Worth: 2000gp]
28. Fruit Blossom Spike [Magic Item]
When driven or hammered into a fruit tree, this slim wooden stake causes the tree to go through an amazingly fast rejuvenation, growing extremely healthy and producing an enormous amount of fruit. It takes 1 complete round to complete this growth, at which point the fruit falls to the ground and the tree begins to wither and die. Both the tree and the spike are utterly destroyed in the process.
A single tree produces enough fresh fruit to feed eight creatures for two days. After three days, the fruit turns into worthless mush.
[Worth: 1000gp]
29. Elixir of Flaming Fists [Consumable]
The viscous liquid inside this cut glass bottle is red-orange and roils like the heart of an inferno. When you drink this elixir, your hands immediately burst into flame, allowing you to deal an extra 1d5 points of fire damage with your unarmed attack. These flames do not harm you. This effect lasts for 3 rounds. One Use.
[Worth: 1000gp]
30. Hat of Anonymity [Head]
This broad-brimmed black hat obscures the wearer from being detected, allowing him to blend into a crowd with ease. The wearer is under a continuous nondetection effect and has a +5 bonus on Hide checks while the hat is worn.
[Worth: 2000gp]
31. Wand of Force [Magic Item]
This black wand can be used as your attack, and adds 2d3 force damage. Roleplay out the use of the wand, roll your attack/combat dice and if you hit, roll 2d3 for extra damage. 10 Charges
[Worth: 1,500gp]
32. Chime of Opening [Magic Item]
A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magic vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck, a clear tone rings forth, and in 1 round the target lock is unlocked, the shackle is loosed, the secret door is opened, or the lid of the chest is lifted. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four uses of the chime of opening to get it open. A silence spell negates the power of the device. [20/20 Uses]
[Worth: 2,000gp]
33. Rod of Hidden Light [Magic Item]
This rod crafted of rough-cut glass can, on command, shed light as a sunrod. Unlike a normal light source, only the holder of the rod can see the light produced.
[Worth: 2000gp]
34. Tunic of the Night [Torso]
This tunic is of the highest possible quality while still tough enough to handle any amount of physical demands upon the wearer without finding itself in ruin. A deep rich shade of blue this tunic was fashion to fit the owner and the owner alone. Thanks to a large portion of treated darkweave material this shirt offers a +5 to stealth.
[Worth: 2000gp]
35. Cloak of Weaponry [Cloak]
This is a gray linen cloak trimmed with Displacer Beast fur. It stores up to 25 pounds of non-living material. Objects must fit under a 6’ long cloak (i.e., no reach weapons that can’t bend). You may use this to gain 5 extra "pack" slots for magical items or weapons.
[Worth: 2,000gp]
36. Jar of Portal Dust [Magic Item]
This jar of colorful dust is called Portal Dust. You need only toss it out for it to form a portal to wherever it is you were thinking of when you used the dust, the portal stays open until the dust dissipates. There is enough dust for three uses.
[Worth: 1000gp]
37. Cleaning Tail [Magic Item]
The dark haired tail of a mare is firmly attached to a well-made leather handle, producing this cleaning implement. Once a day when the item is brushed across garb or other solid materials, any stains and dirt will be completely removed by a magical prestidigitation effect. Mild odors will also be eliminated, leaving the materials in a freshly cleaned condition. The tail can be used for up to an hour each day before the cleaning magic loses its effectiveness.
[Worth: 500gp]
38. Dish of Warming [Magic Item]
An elegant dish fit for use in a court, this item of pottery is expertly crafted and decorated in a pleasing manner. The edge of the dish is slightly raised to contain the food and to allow the item to be carried without getting burned by touching the contents. Once per day when hot food is placed on the dish, a magical trick of prestidigitation will serve to keep the contents nicely warm for a period of a full hour.
[Worth: 500gp]
39. Fork of Freshness [Magic Item]
This silver implement appears to be an ordinary fork. It is decorated with a handle shaped as the head and neck of a faerie dragon. Once per day this fork can be used to make even a spoiled meal suitable for eating and will purify a vessel filled with water of any contamination. This will function as a spell of purify food and drink, decontaminating a meal large enough for one individual.
[Worth: 1000gp]
40. Frosty Goblet [Magic Item]
This pint-sized drinking vessel is a well-crafted goblet made from untarnished brass. The only adornment is a band of snowflake shapes formed in a ring just below the lip. Once per day when a damp finger is run in a circle along the lip of the goblet, the temperature of the beverage will drop to just above freezing as if affected by a ray of frost spell.
[Worth: 500gp]
41. Pipe of Direction [Magic Item]
This object is a dull black stone is just large enough to fit comfortably in the palm of the hand. It has been meticulously sculpted in a somewhat abstract shape of a fly. There is an opening in the nose of the object and a second hole at the tail. Once per day when the owner blows into the tail opening, a small flying insect will erupt from the opening in the front, then proceed to fly away in the direction of true north. After a moment the insect will disappear in a small puff of dust.
[Worth: 500gp]
42. Stinging Thimble [Magic Item]
Shaped like a brass thimble that fits over the end of a finger, this ornament is unadorned except for a slight bump at the tip. Once per day the wielder can touch a target with the ornament and a magical talon will appear from the tip to sting the foe for a single hit point of damage. This talon will penetrate armor and defenses to inflict a wound that cannot be defended against.
[Worth: 2000gp]
43. Flying Lantern [Magic Item]
Red and yellow stained glass combine to create magical runes on the windows and the lantern's cap is engraved with depictions of gliding bats. Runes and other softly glowing arcane marks typically cover the long, tapered bottom. When commanded, this beautiful lantern hangs in the air at the elevation it's owner releases it and maintains a constant interval of five feet between itself and its owner. It navigates around obstacles, and has a speed of 30 feet, uses oil as a regular lantern and requires refueling in the same way.
[Worth: 1,200gp]
44. Trick Coin [Magic Item]
This normal-looking silver coin responses positively to the call of it's owner of "heads" or "tails". The coin lands to show whichever side would let the owner win the toss. A trick coin takes 24 hours to attune to a new owner.
[Worth: 500gp]
45. Ring of Assimilation [Ring]
This ring appears as a plain band of electrum with an empty setting. When another magical item small enough to fit in the setting is placed into the empty setting, it projects it's powers through the ring as if the magical device had been created as a magical ring. For instance, you could place an ioun stone into the setting and use it's magic without it orbiting your head. Typical magical items that fit into the setting include ioun stones, and other gemstone items. Any item should be approved by tesarikone, please use logic. The ring must be worn on your finger for the magic item to be assimilated. If you remove the ring, the item falls out.
[Worth: 2,000gp]
46. Ring of Cages [Ring]
When places on the finger of a living creature, this ring turns invisible and cannot be detected by any means, even true seeing. If the wearer dies, or it is removed, it becomes visible again. This ring allows the wearer to open any door, gate or entrance to a cell, cage, or similar place to hold prisoners. Restraints fall away, shackles spring open and stocks unlock. The ring wearer need only make contact with the portal or restraint. The ring cannot be used to simply open doors or untie knots - the purpose MUST be to release an imprisoned individual. For instance, the ring will open a door to the prison cell, but not to the prison building itself.
[Worth: 1,500gp]
47. Ring of Shields [Ring]
When this ring is worn and the proper command word spoken, a circular plane of force is created, which the wielder may use as a regular shield. The circle centers on the ring itself, and has a diameter appropriate to the size of the user. It remains in existence as long as desired, but you cannot use your shield-hand to perform other functions as it is necessary to "hold" the shield. This shield confers +3 DEF. It can be boosted as a normal shield.
[Worth: 2000gp]
48. Driftdisc [Magic Item]
Levitating disc lifts 300 lbs and moves at the same speed as a normal creature (30 feet).
[Worth: 1000gp]
49. Codex of the Infinite Planes [Book]
An ancient book containing forbidden lore and the secret to travel between the planes and dimensions, this gives the owner a +5 to Knowledge (Planes).
[Worth: 2000gp]
50. Hair Shirt of Defense [Torso]
Layers of coarse brown horsehair make up this stiff, crudely woven shirt. A hair shirt of suffering provides a +2 DEF bonus to your armor. This is a continuous effect and requires no activation. You may wear this shirt on your torso beneath other armor.
[Worth: 1000gp]
51. Scout's Journal [Magic Item]
This appears as a large, ornate parchment scroll brilliantly illuminated with mysterious symbols on a backing of supple, worked leather. These scrolls are opened using two rolling rods on each side. Rolled into the parchment of a new Scout's Journal is a plain silver ring, wearing this ring does not take up a ring slot but it does glow slightly with divination magic if detect magic is used on it. The journal tracks the ring wearer, creating a perfectly accurate map of where he goes and annotating in the margins with descriptions (in Common) and sketches of more interesting features the wearer sees (DM discretion). The map and notes are based only on what the ring wearer sees and does, it does not fill in unseen areas or make assumptions, nor will it record specific messages or spells. The map covers an area of 100 square miles. Once the map is filled it, the ring can be used with another journal, but can only be attuned to one parchment at a time.
Worth: 2,000gp
52. Signalling Trumpet [Magic Item]
These beautiful trumpets grant their user the ability to communicate over great distances regardless of nearby sounds (including the din of war). Any user may speak one word through the horn which is heard and understood by all creatures the user does not consider an enemy within 100 feet. Enemies simply hear a blast of the trumpet. In the hands of a Bard, the user can speak more than one word and the distance it can be heard increases to 1,320 feet (1/4 mile).
Worth: 2,000gp
53. Tome of World Memory [Book]
This small book is bound in hammered silver and engraved with the continents of the world. A tome of world memory allows you to call upon the secret memories of the world to aid you in unlocking forgotten knowledge. By studying the book for 1 minute (or one round), you gain a +5 bonus on a single Knowledge check, you must have the knowledge skill to use this.
[Worth: 2000gp]
54. Ioun Stone (black spindle) [Magic Item]
This ioun stone gives you darkvision to 60 feet. Ioun stones orbit around your head while in use.
[Worth: 2000gp]
55. Missive Brooch [Magic Item] or [Varied]
This crystal pendant allows the wielder to transmit up to 25 words as a telepathic message to all creatures within 500 feet. If there is another Missive Brooch within 500 feet of yours, this message can be relayed as long as there are worn Missive Brooches every 500 feet. Messages can be designated for certain specified groups of creatures, but it is possible to 'overhear' a message being sent along a chain of Missive Brooches by wearing one, being within range. This amulet can used any number of times per day.
[Worth: 500gp]
56. Goggles of the Desert [Eyes/Face]
These goggles protect you from the glare of the desert, and allow you to see up to 60 feet within a dust or sand storm.
[Worth: 1,500gp]
57. Projection Orb [Face]
This crystalline mask barely covers your upper face, allowing plenty of room for your eyes to see out clearly. The mask is mostly translucent, so it doesn't really do much conceal your identity. When crafted, there is a spot for a single glass sphere, the size of a grapefruit, to be set in the center of the mask. If the glass sphere is socketed into the mask when it is put on, the glass sphere comes out safely and is now linked to the wearer of the mask, allow it to receive anything the wearer sees, so long as both orb and mask are on the same plane. This ability can be turned on and off by the wearer of the mask as a free action. If the glass orb is broken or lost, a new orb can be re-attuned by removing and re-wearing it. Only one orb can be attuned to a mask at a time.
[Worth: 2000gp]
58. Nipple Clamp of Exquisite Pain [Torso]
When this clamp is worn, you become immune to pain until the clamp is removed and all the pain suffered while wearing it comes rushing onto you at once. This does nothing about damage, simply the pain of taking damage.
[Worth: 1,500gp]
59. Softhand Gloves [Hands]
These gloves are for races with supernatural beings in their ancestry like dragonborn, aasimar, feykin, fey'ri, giantkin, lumians, and lycanborn. These gloves cause you to appear as a member of your parent's race without the supernatural ancestry. For instance a dragonborn with scales would wear these gloves to appear as a normal human if his parents were human.
[Worth: 1,000gp]
60. Silvern Shifting Braid [Head]
(Shapeshifting Skill)
Shifter braids are worn braided into one's own hair, taking the head slot. Their magic does not trigger until worn by a shapeshifter who has shifted. Once triggered, the effects of the magic last until the shifter stops his shifting ability. This braid causes all attacks made by the shifter to be considered "silver".
[Worth: 2,000gp]
61. Tracking Mask [Face]
These masks were usually made from wood and bone when crafted by druids. Some exist made out of metal. While worn, it provides the wearer with the Scent skill.
[Worth: 2000gp]
62. Blinkback Belt [Waist]
A set of clips is attached to this segmented belt constructed of metallic links. Up to two one-handed melee weapons or up to four light melee weapons can be hung from the belt in straps or sheaths. When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved.
[Worth: 1,500gp]
63. Cord of Stubborn Resolve [Waist]
When fastened about the waist, this stout length of rope grants great stamina. Any effect which would cause the wearer to become fatigued instead deals 1d4 points of nonlethal damage (you cannot defend against this damage). Any effect that would cause exhaustion causes 1d4 points of nonlethal damage and leaves them fatigued instead.
[Worth: 2,000gp]
64. Ectoplasmic Ichor [Consumable]
This clear gel-like substance allows incorporeal creatures to interact with a corporeal object coated with this for 1 hour. Five Doses.
[Worth: 500gp]
65. Elixir of Blindsight [Consumable]
(Need Blindsense)
This elixir converts the use of blindsense to blindsight for one combat. Five Doses.
[Worth: 1,500gp]
66. Corset of the Vishkanya [Torso]
This black corset fits neatly beneath armor. It allows the wearer to compress herself to fit through tight spaces as needed. While using the corset's magic, she gains a +5 bonus on Escape checks. If a vishkanya is wearing the corset, once per day they can pass an Escape check without need of a roll.
[Worth: 2000gp]
67. Fairy Gold [Magic Item]
This bag, when filled with leaves, appears to hold gold coins for 8 hours.
[Worth: 500gp]
68. Fireflower Pendant [Neck]
This pendant can be used to render the wearer immune to fire for one round of combat. You must state the use of this before any fire attack, it cannot be claimed after the attack in order to attempt an evade.
[Worth: 1,500gp]
69. Frostflower Pendant [Neck]
This pendant can be used to render the wearer immune to ice for one round of combat. You must state the use of this before any ice attack, it cannot be claimed after the attack in order to attempt an evade.
[Worth: 1,500gp]
70. Kinsight Goggles [Eyes]
Kinsight goggles are in fact two separate crystal monocles, linked together with a simple silver clasp that allows them to both be worn at once like pince-nez spectacles. The left and right halves may be separated and worn individually, allowing two people to see through one another’s eyes. When separated, the wearer of either half of the goggles may speak a command word to see through the lens of the other half, so long as the halves of the goggles remain within 500 feet of one another. When the two lenses are attached and worn as one item, they offer no magical benefit—just some minor magnification.
[Worth: 1000gp]
71. Arachnid Goggles [Eyes]
This leather band is studded with dozens of faceted crystals of varying size, two of which fit over the eyes. When wearing these goggles, the wearer uses all the crystals as eyes, gaining all-around vision. This boosts Spot Checks by +5.
[Worth: 2,500gp]
72. Monocle of the Investigator [Eyes]
This crystal lens fits over a single eye but takes up the entire eyes slot. Once per day, the wearer is able to gaze at a 10-foot-by-10-foot area and see exactly what occurred in that area during the past 24 hours. The vision of what occurred in the specified area comes to the user in a single minute of observation; if that minute is interrupted, the wearer must use the monocle again to get the full observation. All the visual details of the observed events are clear and memorable to the user, no matter how obscure. The monocle does not, however, provide any insight into the observed events besides what can be visually seen. Observed conversations cannot be heard, for example.
[Worth: 1,500gp]
73. Boots of Catwalking [Feet]
These high-soled blue boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot’s wearer always takes the minimum possible damage from falls (as if the GM had rolled a 1 on each die of damage incurred by the fall) and at the end of a fall always lands on his feet.
[Worth: 2,500gp]
74. Daredevil's Boots [Feet]
This pair of magical softpaw boots allows the wearer to gain extra maneuverability while moving through hazardous areas, gaining a +2 to any checks made for movement upon treacherous surfaces. If the wearer has the skill Walk the Walls, it doubles the length you can walk up a wall without making any checks.
[Worth: 2000gp]
75. Acrobat Slippers [Feet]
These supple gray leather slippers enable the wearer to keep his balance in precarious positions. This gives a boost of +5 to Acrobatics Checks.
[Worth: 2000gp]
76. Rogue's Boots [Feet]
These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers. They grant their wearer a +5 bonus on Spot checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor.
[Worth: 2000gp]
77. Verdant Boots [Feet]
The wearer of these boots can, on command three times per day, cause an area three foot square around her feet to sprout a thick area of fruit-bearing or otherwise edible plants. These plants can grant cover to any Medium or smaller creature within the area. They also provide enough food to sustain three Medium creatures for 1 full day. While the plants can grow on surfaces that would not normally support vegetation such as a wooden floor or cave stone, they cannot sprout on surfaces explicitly hostile to vegetation. The plants are usually of a sort common to the terrain or climate of the area in which they were produced. They disappear after 24 hours or when completely harvested, whichever comes first.
[Worth: 1000gp]
78. Getaway Boots [Feet]
These rather nondescript boots can, once per day, be attuned to a location their wearer is standing upon. Once the boots are attuned to a location, once per day as a the wearer, along with anything she is wearing or carrying, teleports back to the attuned location. No allies can be teleported when the boots are activated even if they were in the area when the boots were attuned to their location. Once the boots are attuned to a location, they continue to be attuned to the same location until they are attuned to a new location.
[Worth: 1,500gp]
79. Gloves of Reconnaissance [Hands]
Each of these fingerless worked leather gloves look as though they have seen heavy use, and often bear the stains or scent of grass or wet mud. On command, the wearer can use the gloves to see and hear though solid material no more than 15 feet thick by placing both hands on that material. The gloves can be used 3 times per day.
[Worth: 1,500gp]
80. Engineer's Workgloves [Hands]
(Engineering Knack Skill)
These durable canvas and leather gloves imbue the wearer with an instinctive knowledge of mechanical devices. These gloves allow an engineer to know exactly what is wrong with a schematic they have built, enabling them to repair it once per day.
[Worth: 2,000gp]
81. Eyes of the Dragon [Eyes]
These tigereye gems fit over and then meld into the eyes, transforming the wearer’s eyes into something slitted and draconic. These eyes grant the wearer darkvision 120 ft. and blindsense 60 ft. The wearer sees four times as well as a human in dim light and twice as well in normal light.
[Worth: 2,500gp]
82. Poisoner's Gloves [Hands]
These black, rubbery gloves have sharpened digits. Fine channels lead to the tip of each finger, which are often stained with foul chemicals. The gloves are used primarily by assassins to deliver poisons while in combat. Each glove may be filled with a single dose of poison, a potion, holy water, or similar liquid as long as the liquid would not harm the gloves (for example, alchemist’s fire and acid cannot be used). The wearer can deliver the dose to a target as a melee attack or as part of an unarmed attack. The wearer can use both gloves in the same round if they have the dual wield skill. Each glove can be used once per day. Filling a glove during combat takes your full turn that round.
[Worth: 2,500gp]
83. Mummer's Ruff [Neck]
Usually fashioned from brightly colored silk, a mummer’s ruff is a favored accoutrement of performers and con artists alike. The wearer of a mummer’s ruff gains a +5 bonus on Bluff skill checks when attempting to imitate another’s voice. In addition, once per day, the wearer of the mummer’s ruff can throw his voice as if using ventriloquism for up to 5 minutes.
[Worth: 2,500gp]
84. Torc of the Lionhearted [Neck]
Each end of this heavy copper neckwear bears the image of a snarling lion. It gives the wearer a bonus of +5 against any rolls against fear effects.
[Worth: 2000gp]
85. Seafoam Shawl [Cloak]
This shawl of delicate lace can be activated once per day to either turn ones feet into fins, or fines into feet. This lasts for up to 6 hours.
[Worth: 1,500gp]
86. Shawl of the Crone [Cloak]
The yarn making up this knitted gray wrap is frayed and tattered. As soon as a creature puts on the shawl, she immediately takes the form of a venerable female of her race (regardless of the wearer’s actual gender) and remains so until the shawl is removed. Though this is an actual physical transformation, the wearer does not experience any infirmities due to advanced age. The wearer also gains a +5 bonus on any Charisma-based check intended to make her appear friendly, harmless, helpless, or otherwise in need of assistance or deserving of proper respect for someone of her apparent age. This bonus increases to +8 when directed against children.
[Worth: 2,500gp]
87. Sleeves of Many Garments [Arms]
These translucent cloth tubes easily fit over their wearer’s arms. The wearer of these sleeves can, when she slips them on, choose to transform her current garments into any other non-magical set of clothing. These new clothes fit her perfectly and are always clean and mended unless she specifically designates otherwise. When she removes the sleeves, her clothes revert to their original form.
[Worth: 1000gp]
88. Stubborn Nail [Magic Item]
This adamantine piton is 6 inches long. The bearer may push the nail by hand into any non-living material, including metal, stone, or wood. The bearer may push it through more than one item at a time, so long as the total thickness is not greater than the length of the nail. Once pushed into place, the nail is held firmly as if it had been hammered there (a DC 20 Strength check to remove it), although the creature who put it there can remove it freely and with ease. Once removed, the nail leaves no hole or other sign of its presence. The nail can support 500 pounds. If used to hold a door shut, increase the break DC of the door by +2. If pressed into a lock, the lock cannot be opened until the nail is removed.
[Worth: 1000gp]
89. Bookplate of Recall [Can be added to a Book]
This metal bookplate is inscribed with mystical words in Draconic, leaving space for a single written name. When the bookplate is glued to the inside cover of a book, the named individual may speak the title of the book to summon it as if using instant summons. This ability functions once per day.
[Worth: 500gp]
90. Shaman's Doll [Magic Item]
(Shaman with Create Doll Skill)
This malevolent-looking doll is made out of cheap rags and embroidery thread and is stuffed with straw or sawdust. A shaman can use this doll instead of creating their own through the Create Doll skill. This does not take a round of combat, since the doll is already created. This doll still only works for the chosen target. This doll can be used over and over, unless it is destroyed.
[Worth: 1,500gp]
91. Ioun Stone (dark green rhomboid) [Magic Item]
This ioun stone is forest green with flecks of yellow. At all times, it allows you to immediately notice any poison within 5 feet of you. Ioun stones orbit around the user's head.
[Worth: 2000gp]
92. Ioun Stone (eastern star) [Magic Item]
This red crystal is cut in the shape of a five-pointed star. Its user understands spoken and written languages as if under the effects of polylingual. Ioun stones orbit around the user's head.
[Worth: 2000gp]
93. Ioun Stone (iridescent spindle) [Magic Item]
This stone sustains the wearer without air. Ioun stones orbit around the user's head.
[Worth: 1,500gp]
94. Ioun Stone (pale lavender ellipsoid) [Magic Item]
This ioun stone is very special and has a rune cut lightly into it, allowing you to transfer the enchantment/s of one magic item you own into this ioun stone, which then holds that magic and is usable when it orbits around your head. You may only transfer it once, when it has been transferred it loses it's transfer ability and the rune fades.
[Worth: 2000gp]
95. Ioun Stone (pearly white spindle) [Magic Item]
This ioun stone heals you up to 10hp per combat. Ioun stones orbit around the user's head.
[Worth: 2,000gp]
96. Ioun Stone (western star) [Magic Item]
This blue crystal is cut in the shape of a five-pointed star. When the user desires, it renders the western star and all other ioun stones in his possession invisible. It still orbits around the user's head, but it is invisible.
[Worth: 1,500gp]
97. Ring of the Darkhidden [Ring]
The wearer of this ring is invisible to darksight.
[Worth: 2000gp]
98. Ring of Manifestation [Ring]
This ring causes an incorporeal creature to become corporeal. For instance, a ghost could wear this and become corporeal.
[Worth: 1,500gp]
99. Ghost Hands [Hands]
These leather gloves are enchanted to strike incorporeal or ethereal creatures while unarmed.
[Worth: 2000gp]
100. Ioun Blade [Weapon]
This dagger (1d4) can hold one ioun stone which functions for the wielder. No other enchantments can be placed on this blade, and the ioun stone's magic only works if the owner is holding the dagger in his hand, it cannot be sheathed or put away in a pack to work.
[Worth: 2,000gp]
101. Enchanted Skis [Feet] or [Magic Items]
These bone skis are carved from lindworm ribs and engraved with the runes raidho and isaz. They’re almost impossible to fall over in, granting the wearer a +5 bonus to Acrobatics checks made while skiing.
[Worth: 2000gp]
102. Sack of Air [Magic Item]
This sack contains meadow or sweet coastal air that can sustain a traveler high in the mountains. Inhaling its contents grants the user all the benefits of normal breathing despite the high altitude for 3 hours. It can be used once per day. The bag can be refilled by leaving it open to catch a lowland breeze.
[Worth: 1000gp]
103. Goggles of Clarification [Eyes]
These goggles contain a lens of slightly rippled blue glass that turn clear under water, allowing you to see without hindrance by removing normal underwater penalties to vision, and they provide a +3 bonus to Perception checks while underwater. The lens is roughly circular, 3 inches in diameter and a quarter inch thick, with a brass frame around it. The goggles impede sight above water, imposing a -3 to all Perception checks made while out of the water.
[Worth: 2000gp]
104. Collar of Healing [Companion Item]
This is a brown leather braided collar that allows you to heal your trusted companion or familiar at a moment’s notice. While that creature wears the collar, you always know its exact health (hit point total). You can, three times per adventure, heal your familiar right after they are attacked for 5p. Only one collar may be worn.
[Worth: 1,500gp]
105. Handbook of the Pools of Arrowtere [Book]
This pamphlet of vellum contains a map to the pools in Bryony and what the water from each one does, a history of the pools, and gruesome true tales of those who acted the idiot in the pools and paid with their lives.
[Worth: 500gp]
106. Van'Ike's Big Atlas [Book]
This large tome is an atlas of the known world, two pages at the back of the tome are stuck together, if they are carefully peeled apart reveal a continent no one knew existed, far east of Tenebrus. (No information has been created for this yet, but it's there!)
Worth: 500gp
107. Herbarium Medicus [Book]
Carefully avoiding any herbs that might be harmful, it is a fine resource none the less. The drawings are very precise, and herbs on most common ailments can be found here. Mind you, most potent magical herbs have also nefarious uses, thus are not displayed here. The book is worn with much use, it is both large and heavy due to its binding. The author was an apothecarian, and many simple brews are mentioned.
This grants a bonus of +5 to this specialized knowledge, Knowledge (Medicinal Herbs).
[Worth: 2000gp]
108. Cloak of the Ursa [Cloak]
This bearskin cloak has the bear's head forming the hood. It smells quite bad, giving a -2 on all Charisma based skills while wearing it, but it has the ability to allow the wearer to shapeshift into animals of small to large size. While shifted, it gives you a 1d4 Claw, Beak, or Fang attack while it is being used. Your weapons and gear meld into the shape when shifted and appear again when you shift back.
[Worth: 2000gp]
109. Bag of Fondling [Magic Item]
This item hails from the demiplane of Erotikas! This ruddy colored bag is about the size of a belt pouch, warm, slightly resilient to the touch and squishy like wet clay. The bag has three uses: firstly, it can be fondled and squeezed constantly in one’s off hand for stress relief. Secondly, the bag can be opened and any body part held within it will be gently fondled and massaged. Finally, if cuddled up to overnight the comforting warmth and massaging action of the bag allows the owner to get a restful, full night's sleep.
[Worth: 1000gp]
110. De-Squishifier Ring [Ring]
This ring aids your squishy allies by offering them a little bit of a boost of 5 hit points at the start of an adventure. They must stay within your general area to keep the buff. This buff can only be gained by squishies, i.e. those with 25 or under hit points. You may also, once per adventure, use the ring to take 1/2 the damage for an ally that would otherwise kill them. Only one de-squishifier ring can be in use for any given ally at a time.
[Worth: 1,500gp]
111. Ring of the Shepherd [Ring]
The ring of the shepherd is carved from a piece of hard wood to resemble a shepherd’s crook curved around the finger. With the action of raising the hand on which this ring is worn into the air and speaking the command word, a beam of white light shoots into the air above you. The beam will remain in place even if you lower your hand. Only creatures you consider allies will be able to see the light. You can use the effect of the ring up to three times per day.
[Worth: 1,500gp]
112. Boots of Cushioning [Feet]
These high, soft leather boots have much thicker soles than normal boots. They will absorb the impact of a fall over a short distance, and let the wearer always land on their feet. Their magic will automatically activate if the wearer falls more than five feet. For a fall over a distance of 15 feet or less, the wearer suffers no falling damage. For a fall of 16 to 50 feet, the wearer suffers only half the normal falling damage. The boots provide no benefits for falls over 50 feet.
[Worth: 2,500gp]
113. Dreamcatcher [Magic Item]
Crafted from a willow branch bent into a hoop with sinew or waxed thread woven into a web upon it, a dreamcatcher protects a sleeper from influenced dreams, whether of mundane or magic origin. It prevents the effects of magic that causes nightmares, the dream haunting of a night hag, and similar sleep disturbances. It will also prevent natural nightmares from occurring. The dreamcatcher must be hung within 3 feet of the head of the sleeper’s bed or bedroll. If there is nowhere available to hang the dreamcatcher it may be placed beneath the sleeper’s pillow.
[Worth: 1,000gp]
114. Dry Camp Netting [Magic Item]
This lightweight silk netting comes with the stakes and poles to set it up as a 15-foot radius dome. The netting allows free movement of air, but repels all rain and snow, keeping all creatures and objects in the dome dry. The door-flap in the dome must not be opened more than 5 minutes at a time, or creatures or objects near the doorway will get wet.
[Worth: 1,500gp]
115. Monocle of Revealed Curses [Face]
This circular glass lens, surrounded by a wire frame, will adjust to fit the eye of its wearer. Three times per day, the wearer can activate the monocle of revealed curses to reveal the presence and specific type of curse or curses on or within a creature or object. In addition, you learn what spells or actions are necessary to remove the curse or curses. Any spell effect or other effect caused by possessing a cursed item is also revealed to you.
[Worth: 2000gp]
116. Dust of Tracelessness [Consumable]
This pouch of dust can be used two ways. One way is to throw it up into a room no larger than 100 square feet, and instantly the room becomes dusty and full of cobwebs, seemingly unused. The second way it could be used is to pour on tracks of up to 10 people, and the tracks will be erased up to 250' back, leaving no magical aura; meaning those who can track a trackless step will not be able to do so in this occasion. One Use.
[Worth: 1,000gp]
117. Ointment of the White Ravens [Consumable]
If this ointment is applied to an effected area or swallowed, it Cures Poison. If applied to a disease, it Removes Disease. If applied to a wound, it heals 10hp. Three Uses.
[Worth: 2000gp]
118. Tanglepatch [Consumable]
Vines, creeping ivy, and gnarled roots knot together to form this dense tangle of
vegetation. To use a tanglepatch, you must throw it (it can be thrown up to 50 feet). When it lands, it creates an entangle effect (as the spell) centered on the point of impact, with a duration of 1d3 rounds. If there is a target at the point of impact, they become entangled and must roll a DC15 Escape each round to free themselves. Once activated, a tanglepatch is expended and cannot be used again. One Use.
[Worth: 600gp]
119. Cloak of Ghostly Intent [Cloak]
This cloak can be used three times per day for up to 10 minutes each time, out of combat. It turns the wearer invisible only when the hood is pulled over the head. This does not hide your scent, or your sound, it merely makes you invisible which adds a +5 to any Hide Checks you are asked to make while it is active.
[Worth: 2000gp]
120. Venom Fangs [Weapon]
As the name suggests a set of fangs (1d3) that are equipped with poison sacs that will inject whatever poison you have put into them upon a bite to the opponent. You must purchase the poison separately, a set of fangs will hold one dose of the same poison at a time. The wearer is safe from being envenomed themselves while wearing this - unless you make a critical fail, and your roll states you take damage yourself. In that case, you poison yourself and must take all penalties from that poison including damage.
[Worth: 1,500gp]
121. Cat O' Nine Lives [Weapon]
This 1d4 cat o'nine tails gives it's bearer catfall, allowing you to land on your feet no matter what distance you fall. You also take damage as if the distance was 10 feet shorter than it actually is.
[Worth: 2,000gp]
122. Pirate Patch [Head/Eyes]
This black silk eye patch is adorned by a skull and crossbones worked in silver thread. This gives a +5 to Swim and Climb Checks and makes you immune to seasickness, but has the penalty of making you talk like a pirate for 10 minutes after each use.
[Worth: 2500gp]
123. Boots of the Agile Cat [Feet]
These high-soled black boots provide a great deal of comfort and arch support while also making the wearer appear a little bit taller than normal. The boot’s wearer always takes the minimum possible damage from falls (as if the DM had rolled a 1 on each die of damage incurred by the fall, so 2d6 dmg would give 2dmg to the wearer) and at the end of a fall always lands on his feet.
[Worth: 2500gp]
124. Fleet Boots [Feet]
These stylish black leather boots are stitched with images of winding roads and trails through peaceful orchards. They can be worn up to mid-thigh, or have their cuffs turned down to make knee-high boots. Three times per day, on command for 1 round when the wearer moves, he can move up to twice as far as he normally would be able to move. Most humanoids can move between 20 to 30 feet in one round, so these would allow up to a 60 foot movement in one round.
[Worth: 1,000gp]
125. Helping Hand Gloves [Hands]
The wearer of these simple gloves can speak a command word create a glowing disembodied hand. Up to three times a day, the wearer can have the hand assist him with a task. The hand adds a +5 to any check such as a Rogue Check to assist in picking a lock, or a Use Object check. It must make sense that an extra hand would actually assist in the task (up to DM). The hand remains until it has attempted one action or until 1 minute passes, whichever comes first.
[Worth: 2,500gp]
126. Light Cap [Head]
This small cloth skullcap resembles those some priests wear, but is topped with a small silver statue in the shape of a lit candle. The wearer can command the statue to radiate light. The light can also be turned off on command.
[Worth: 500gp]
127. Plague Mask [Head]
This stylized bird mask consists of a pair of goggles attached to a ceramic beak that covers the nose and mouth. The goggles are not magic and can be replaced with other goggles or eye slot items as this only technically takes up your head slot (not face/eyes). It grants the wearer a +3 bonus on saving throws against disease. Once per day, the user can remove disease on a single creature touched or on themselves.
[Worth: 2,500gp]
128. Phylactery of the Healer [Head]
Three times per day, the phylactery’s wearer can determine the current health and overall well-being of any one ally within 30 feet. If the wearer has the ability to heal, he can choose heal the ally he is currently evaluating so long as that ally is within 30 feet of him, even if it is not his turn in combat.
[Worth: 1500gp]
129. Shield Cloak [Cloak]
The wearer of this rough, gray cloak can grasp the garment’s edge and cause it to harden. The wearer can use the hardened edge it as if it were a light wooden shield +1 DEF. The edge of the cloak can be dropped and made pliant again as a free action. Shield enchantments can be added to the cloak as if it were a light wooden shield.
[Worth: 1500gp]
130. Bargainer's Band [Arms/Wrist]
This heavy gold band can be worn openly as a display of wealth or concealed beneath a sleeve. It grants its wearer a +5 bonus on Bluff, Diplomacy, or Insight checks per day (choose which one it will boost each day. Once chosen, you cannot change). Whenever the wearer shakes hands with another creature in order to seal a deal or a promise, she can immediately sense whether deceit or cheating is involved (Willpower save DC16 negates), though the wearer cannot determine the exact nature of the deception.
[Worth: 2,500gp]
131. Key of Jammed Locks [Magic Item]
This ornate brass key automatically reshapes itself to fit any standard keyhole (generally those in doors scaled for use by Small or Medium creatures, not deliberately oversized locks like the main door to a dwarven fortress). Once placed inside a lock, the key merges with the lock and fills up all open spaces within it, creating a solid piece of metal and making it impossible to unlock it, even with magic. While securing the lock, the key strengthens its materials, adding 10 to its hit points, and +5 to its Break DC. Touching the key and speaking the command word causes the key to reshape itself into a key again, leaving the lock intact and rendering the mechanism operable again. It can be used once per day.
[Worth: 1500gp]
132. Campfire Bead [Magic Item]
This tiny glass bead transforms itself into a small (2-foot-tall) pile of burning logs whenever its command word is spoken. The fire burns for 8 hours or until extinguished, at which point it turns back into a bead.
[Worth: 500gp]
133. Box of Noises [Magic Item]
This delicate tin music box can produce a great volume of noise at a specific time determined by its owner. Four command words determine what sorts of sounds it is to play (battle, celebration, massacre, or riot), and a fifth determines the delay (anywhere from 1 round to 20 minutes) until the box begins to produce the desired sound. The noise from the box is as loud as 40 people. The sound persists for 2d6 rounds.
[Worth: 1000gp]
134. Gray Bag of Tricks [Magic Item]
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (unless slain or ordered back into the bag), at which point it disappears. It can follow any simple non-combat commands. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
Roll 1d5 to determine animal:
1 - Bat
2 - Rat
3 - Cat
4 - Weasel
5 - Dog
[Worth: 1500gp]
135. Windcaller's Compass [Magic Item]
This light gray compass made of fine metal, and is engraved with various depictions of the sun, moon, and clouds. It allows a creature to increase or decrease the intensity of the wind once per day.
[Worth: 2000gp]
136. Tree Fort [Magic Item]
This item appears to be a wooden puzzle box approximately 3 inches on a side. When the box is placed on the ground beneath the boughs of a tree with a trunk at least 2 feet in diameter and the command word is spoken, the box unfolds and rises, melding with the tree. It becomes a stable structure attached to the limbs 20 feet above ground level, with a rope ladder hanging down from a trapdoor on the underside of the platform. The outer surfaces of the tree fort take on the visual characteristics of the tree in which it is erected, and require a DC25 Spot check to notice (DC15 in a dead tree or tree that has shed its leaves). The tree fort remains open for up to 12 hours in any 24-hour period; these hours of use don't need to be consecutive. If the duration expires while the tree fort is occupied or the tree fort takes 50 points of damage, the fort descends and folds itself back up into its puzzle box form, leaving all inhabitants unharmed on the ground at the base of the tree. If the tree fort was forced to return to box form due to damage, it can't be activated again for 24 hours.
[Worth: 1,000gp]
137. Book Thief's Satchel [Magic Item]
Often used by spies and arcane scholars to steal important texts without alerting their owners, a book thief's satchel contains enough room to hold a single tome of no more than 1,000 pages and no larger than 12 by 18 inches in size. Prior to using the satchel, its bearer must place a blank book in the satchel and utter a command word. This blank book is sequestered in an extra-dimensional space accessible only upon command. Once per day, when another book, folio, scroll, or other text is placed within the satchel while a blank book is hidden within the extra-dimensional space, the pages of the newly added book are wiped blank (though the covers and bindings remain unchanged). The entire contents of this book or scroll appear on the pages of the blank book in the satchel's extra-dimensional pocket. The transfer takes 1 full round, and if the process is interrupted, such as by either book being removed or the satchel being significantly damaged, the text being copied is lost forever. A book thief's satchel can't transfer magical writing (such as the pages of a wizard's spellbook, a magical scroll, or a magical item). Attempts to do so fail immediately, neither erasing the book to be copied nor copying any of the pages to the blank book.
[Worth: 1,500gp]
138. Three-Faced Helm [Head]
Crafted of overlaid bronze, steel, and chain, each three-faced helm is a work of art. These exotic helmets possess three stylized faces, each serene visage staring in a different direction (with the wearer’s face concealed behind the central sculpted plate). The helm allows the wearer to see in every direction, granting him immunity to sneak attacks, as well as granting a +5 bonus on all vision-based Perception checks.
[Worth: 2,500gp]
139. Nose Ring of Unearthly Scent [Face or Body Mod]
This item allows its wearer to smell curses as an unearthly odor with traces of brimstone and iron. The wearer can bring its nose near an object or creature and sniff the target to glean information as if using detect magic, except this effect only detects curses and cursed items. The wearer must concentrate as normal to learn all possible information about the object or creature in question. Once per day, the wearer can sniff the air for signs of danger while considering a specific course of action. The perceived smell of a favorite food indicates good fortune for the decision and the smell of death indicates a negative fortune for the decision.
[Worth: 2,500gp]
140. Keffiyeh of Thanes [Head]
This keffiyeh remains bright white, no matter how many sandstorms it has been in. It protects you from hot environments as if you had endure elements cast upon you. It provides no magical protection against cold environments.
[Worth: 1000gp]
141. Ring of Signets [Ring]
The approximately 1-inch-diameter pentagon of emerald green crystal that dominates this otherwise plain silver ring forms itself into a specific rune, sigil, or similar identifying marker each time a person first puts it on. If the wearer expects this to occur, she can cause the crystal to adopt any shape she wishes. If the wearer does not expect this to occur, the crystal instead molds itself into an image that symbolizes the wearer or some dominant facet of her personality. Once the crystal assumes this initial form, it always takes that form whenever the same wearer puts on the ring. The wearer can embed this image on any object that belongs to her, or that she has crafted (as an arcane mark) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time she uses the ring. The brand is otherwise permanent unless removed by dispel magic, erase, or a more powerful spell.
[Worth: 1000gp]
142. Blue Book of Navahla [Book]
This book details the seedier entertainment establishments in Navahla, Sarkotos. It contains the names of brothels, burlesque houses, and gambling halls in that city. By consulting the book, you gain a +3 bonus on Knowledge (local), Bluff, and Diplomacy checks in Navahla. At the DM's discretion, you can use it in settlements near that city for a +1 bonus.
[Worth: 2000gp]
143. Collapsible Bathtub [Mundane Gear]
After 10 minutes of assembly, this collection of wooden slats provides support for a cylindrical watertight canvas cloth. It can hold enough water to allow 1 Medium creature to bathe in comfort without any of the risks that might come from entering lakes, rivers, or other bodies of water. When it is set up, it begins to fill magically with clean, hot water.
[Worth: 500gp]
144. Heritage Book [Book]
This collection of genealogical tables, descriptions of common traits found in particular noble families, heraldry, scurrilous rumors, and ancestral deeds provides readers with a great deal of insight into the aristocracy. Consulting this book grants a +5 bonus on Knowledge (nobility) checks.
[Worth: 2000gp]
145. Burglar's Buckler [Shield] ☼ ☼
This unassuming +1 DEF buckler has an array of small tools and implements embedded into the backside of its rim, able to be folded and snapped out for use at a moment's notice to attack, defend, or accomplish roguish tasks. A burglar's buckler grants the wielder a +5 bonus on Rogue Checks, such as Disable Device, or Lockpicking. Once per day, the wielder may transform a burglar's buckler into any mundane tool weighing 1 to 5 pounds, such as a crowbar, hammer, saw, small shovel, or grappling hook. The burglar's buckler can be converted back into shield form on command.
[Worth 2,500gp]
146. Winged Shield [Shield] ☼
This heavy wooden shield is +3 DEF. Arching bird wings are carved into the face of the shield. Once per day, it can be commanded to fly, carrying the wielder. The shield can carry up to 150 pounds and move at 60 feet per round, or up to 300 pounds and move at 30 feet per round.
[Worth: 2,500gp]
147. Dagger of Entry [Weapon] ☼ ☼
This dagger [1d4] can be used to find secret doors 1/day and boosts your locate traps check by +3.
[Worth: 2,500gp]
148. Explosive Sling [Weapon] ☼
The stones launched from this sling [1d3] explode into flames.
[Worth: 2,000gp]
149. Chronocharm of the Celestial Wanderer [Neck]
This charm resembles an ebony starburst. A chronocharm of the celestial wanderer slows your perception of time, allowing you a second chance to recognize potential danger. When you activate this chronocharm, you can immediately reroll a single Listen or Spot check that you just attempted. The result of the second roll replaces the first result. This ability functions once per day.
[Worth: 2,000gp]
150. Chronocharm of the Horizon Walker [Neck]
This charm shows a rising sun half-obscured by the horizon. Like other chronocharms, this item slows your perception of time for a specific, singular purpose. When you activate a chronocharm of the horizon walker, you can double your movement speed allowing you to move a distance that would normally take up a full round as a free action leaving you to make another action that round. This ability functions once per day.
[Worth: 2,500gp]
151. Chronocharm of the Fateweaver [Neck]
This tiny golden spindle dangles from a thin chain of gray steel. A chronocharm of the fateweaver slows your perception of time, letting you avoid an ill-advised step. When you activate this chronocharm, you can immediately reroll a single Acrobatics check that you just attempted. The result of the second roll replaces the first result. This ability functions once per day.
[Worth: 2,500gp]
152. Chronocharm of the Laughing Rogue [Neck]
This tiny golden arrow dangles from a thin chain of steel. A chronocharm of the laughing rogue slows down your perception of time, letting you reroll any one Rogue Check you've just attempted. The result of the second roll replaces the first result. This ability functions once per day.
[Worth: 2,500gp]
153. Albedo Potion [Consumable]
This pure white potion purifies a living target, removing all negative effects upon the target at the time the potion is taken. One dose.
[Worth: 2000gp]
154. Night Caller [Magic Item]
This whistle is transparent but weighty as if forged of iron, not glass. The whistle resembles a small dragon curled up like a snail. When blown over a grave containing a body in darkness or at night, one corpse below animates and claws its way to the surface. The zombie serves the whistler faithfully until it is destroyed. It is not a combatant, but can be used to do mundane tasks such as taking messages, gathering firewood, cooking, cleaning, etc. Only one undead can be called with this whistle at a time, and it can be used once per week.
[Worth: 2000gp]
155. Horn of Blasting [Magic Item or Weapon]
This silver horn does 1d5 sonic damage whenever it is played. It can be used as a weapon in the hands of a bard.
[Worth: 2000gp]
156. Everfull Mug [Magic Item]
This common-looking mug fills with 12 ounces of water, common ale, or common wine (user's choice). It functions three times per day.
[Worth: 500gp]
157. Horned Helm [Head]
This dark leather helm has an open face and sports a pair of impressive deer antlers that rise from the forehead. When worn, the antlers join solidly with the wearer's skull. The wearer's base speed is doubled, and the antlers can be used as your weapon in combat, dealing 1d6 points of damage.
[Worth: 2000gp]
158. Bag of Boulders [Weapon]
This nondescript bag has 3 pebbles inside of it. When thrown (range: 10ft), it grows 12 inches and does 2d4 damage. Once all three pebbles have been used, it takes 24 hours before the pebbles reappear within the bag.
[Worth: 1,500gp]
159. Beast Claws [Hands]
These spiked gauntlets fit a medium humanoid or medium sized animal companion (who has Armor command). They sport claws at the end of the gauntlets and do slashing damage of 1d4 for each hand. This cannot be stacked with any skill that gives claw damage.
[Worth: 1,500gp]
160. Ring of Wordtwisting [Ring]
This ring gives a +2 to Insight, Bluff and Diplomacy. If worn by someone with orc blood such as a half-orc, the bonus increases to +4.
[Worth: 2000gp]
161. Earth Prodd [Weapon]
The 1d3 prodd resembles a light crossbow but is designed to fire the same lead bullets used in slings. This particular prodd is marked with runin designs meaning 'earth' and magically fires small bullets made of solid rock that appear when needed. You draw a prodd back by pulling a lever.
[Worth 1,500gp]
162. Chameleon Robe [Armor] ☼
This armored robe +4 DEF is worn in the Armor Slot. It appears as muted mottled colors, that shifts to blend into the background. It grants a +3 to Stealth Checks, but if you are not wearing anything in your cloak slot the bonus goes up to +5.
[Worth: 2,500gp]
163. Broom of Flying [Magic Item]
This broom is able to fly through the air as if affected by a flight spell for up to 8 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It comes to its owner from as far away as 300 yards when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.
[Worth: 1,500gp]
164. Sun Lantern
This is in all ways comparable to a hooded lantern, except instead of oil, you may slide a sunrod into it. When twisted into place, it activates the sunrod. It provides as much light as a lantern, but with the duration of the sunrod.
[Worth: 1000gp]
165. Circlet of Rest [Head]
Three interwoven rings make up this beautiful silver headband. When worn, it makes the wearer immune to any manipulation of their dreams, whether positively or negatively with nightmares. It does not stop your own mind's ability to dream or have nightmares, but no outside force can cause any manipulation of your dreams.
[Worth: 1,500gp]
166. Shrink Collar [Animal Companion Item]
One of the big drawbacks of mounts is sometimes they just don't fit well inside a dungeon. With this collar, you can shrink your mount down at a moment's notice. And you don't have to use it on just mounts or animals, it works for humanoids too.
[Worth: 1000gp]
167. Hosteling Ring [Ring]
Sometimes you just cannot bring your animal companion, mount or familiar with you. Speaking a command word 'stores' your companion into this ring, which appears as a symbol upon the ring's surface. While stored, the animal is sleeping and can provide it's owner no benefits. A hosteling ring releases a stored animal in 24 hours if you have not released it before that. A hosteling ring can hold 4 tiny creatures, 3 small creatures, 2 medium sized creatures, or 1 large sized creature.
[Worth: 1,500gp]
168. Footfirm Boots [Animal Companion]
Laces along the top of these hardened leather pads make it easy to secure them around the paws of any medium or small animal. The soles are lined with tiny barbs, granting an animal wearing them a +3 bonus on Climb Checks, or STR checks against a bull rush.
[Worth: 1,500gp]
169. Barding Stitches [Animal Companion]
This thin, specially treated wire can be used to attach barding to creatures whose
body types cannot normally accommodate armor, such as piscine, serpentine, and verminous animals by delicately and thoroughly sewing the equipment directly to the
creature's flesh. A creature using barding stitches to use armor takes a -2 to its Quickness and Strength based skill checks (not the actual traits, only checks such as Acrobatics, etc) as well as any Endurance saves. This does not actually take up a slot, but please be sure to state with your armor slot that you are using barding stitches. There is enough barding stitches for one animal.
[Worth: 1000gp]
170. Circlet of Speaking [Animal Companion]
You must choose one language (usually common) when this circlet is gained, and that language cannot be changed once the decision is made. This thin silver circlet allowes the animal wearing it to speak whatever language is chosen for it. This does not grant any sort of intelligence, merely the ability to communicate.
[Worth: 1,000gp]
171. Ring of Scent [Animal Companion]
This dull brass ring causes the wearer (and rider if applicable) to give off no scent and cannot be tracked or located by scent. In addition, the wearer gains the scent ability within 30 feet; if the wearer already has the scent ability, then it increases the range of it's scent by 30 feet (to a maximum of 60 feet).
[Worth: 1,500gp]
172. After-Image Mirror [Magic Item]
This hand-held mirror's magic works when a candle is lit and held up to it. It shows in the mirror events that occurred in the area in the last few hours.
Worth: 1,500gp
173. Animate Staff [Magic Item]
Created from a number of iron rods, copper gears, and silver screws, this staff constantly shifts and changes. The staff gives you the ability to mend mundane items. In addition, once per day, this staff can become a clockwork creature of medium size for up to 10 minutes. This creature can do simple tasks for you, but cannot be used in combat.
[Worth: 1,500gp]
174. Staff of Chaos [Magic Item] or [Weapon]
Made up from a number of different materials, including wood, metal, and possibly pieces of flesh, this staff seems to shift in shape and form over time. This staff has 3 charges that can be used per day. It is also useful as a weapon, if desired.
1 Charge = Makes a weapon chaotic for one combat.
2 Charges = Deals 1d8 chaos damage once per combat.
3 Charges = This stuns a lawful aligned creature for one round of combat.
[Worth: 2000gp]
175. Sacred Horseshoes [Animal Companion]
These horseshoes are made of mithral and imbued with holy energy. They grant the 'holy' type to any attacks made by the horse's hooves.
[Worth: 2000gp]
176. Staff of Embers [Weapon] or [Magic Item]
The reddish brown bark of this charred branch shows only in patches. The staff is a mere 3 feet long and balanced for use as a club (1d5). When used for a torch, the end of the staff catches on fire, but does not damage the staff. If used as a club while it is on fire, then it will do fire damage as well as the damage of the club.
[Worth: 2,500gp]
177. Staff of Blessed Relief [Magic Item]
This simple wooden staff is given to young clergy when they first set out into the world to spread the charity of their faith. The staff allows use of the following spells:
Create Water = Create fresh clean water, 2 gallons per gemstone rank.
Minor Heal = Heal up to 5 points per day.
Blessing = +1 to all allies saves against fear.
[Worth: 2000gp]
178. Ring of the Blazing Sun [Ring]
This ring is made of polished fire opal and is always very warm to the touch, as though it has been lying in the sun for several hours. The wearer gains the ability to cause any weapon they wield, or their unarmed attack to catch on fire. In cases of projectile weapons, the projectile catches on fire (such as an arrow). It does no damage to the wielder as long as they are not weak to fire.
[Worth: 2000gp]
179. Staff of the Nomads [Magic Item]
A simple, wooden staff with a pronounced bend at the top, this item appears to be nothing more than a shepherd’s crook. It has three charges which can be used per day.
(1 Charge) Locates the nearest source of fresh water within 10 miles.
(2 Charges) Enables a cloak of shade to cover the owner plus 1 creature per gemstone rank, as if they are being shaded from the sun.
(3 Charges) Enables the user to find any path to any known area by slamming the end of the staff into the ground and speaking the name of the place they wish to go. A path forms for them to follow.
[Worth: 2,000gp]
180. Cape of the Wastes [Cloak]
This bizarre garment appears to be made of sand, although it is soft and light. Its wearer remains comfortably cool in hot weather up to extreme heat, needing no saves to resist natural heat effects. The cape keeps its wearer comfortably warm, as the
endure elements spell, similarly negating the need for saves or checks against natural cold effects. Finally, the wearer gains a +3 to Stealth Checks while in a sandy or wasteland environment.
[Worth: 2000gp]
181. Everfresh Bottle [Magic Item]
Any water contained in this ornate glass bottle is always pure and perfectly suitable for drinking. Even poisons and holy (or unholy) water become ordinary drinking water when placed within. Magic potions are unaffected.
[Worth: 1,500gp]
182. Lamp of Starlight [Magic Item]
This item appears to be an ordinary oil lamp, decorated with a pattern of tiny stars. Once per day, the bearer of the lamp can utter a command word, causing the flame to flicker out and be replaced by magical starlight. The lamp then sheds blue-white light in a 30-foot radius (and shadowy light for an additional 30 feet).
Creatures with low-light vision can see three times as far in this light, instead of just twice as far. The starlight lasts until the lamp runs out of oil after 6 hours, at which point both the starlight and the lamplight are extinguished. Refilling the lamp with oil allows the magic to be used once again.
[Worth: 1,500gp]
183. Personal Oasis [Magic Item]
Once per day, when this 10 -foot-by-10 -foot blanket is unrolled, and the command word spoken,a 5-foot-by-10-foot tent springs from the blanket, along with a campfire, a bowl of dates, and a gallon of cool water. The campfire burns continuously, never needing fuel, and the dates are enough to sustain one person for a day. Upon speaking the command word again, the oasis rolls back up into blanket form.
[Worth: 1,500gp]
184. Portable Fountain [Magic Item]
When it is placed on the ground and a command word spoken, this palm-sized, jade chrysanthemum expands to become a fountain, gushing fresh water from its center into a spacious basin. The fountain occupies a 5-foot area. It can be used once per day,
producing 10 gallons of water. The fountain reverts to its portable form when all the water has been removed from its basin.
[Worth: 1,500gp]
185. Portable Shade [Magic Item]
This circle of black silk is 3 feet in diameter, but it can be folded up into the size of a handkerchief. When unfolded, a portable shade floats into the air and hovers over the user’s head, moving as the user does but no more than 30 feet per round. It automatically tilts to block the sun’s rays, providing all the benefits of a parasol, but leaving the user’s hands free for combat or spellcasting. Folding up a
portable shade ends its effect.
[Worth: 1,500gp]
186. Shield of Moonsage [Shield]
This +2 Light Steel Shield glistens with a silvery sparkle. If used by someone wielding the Sword of Moonsage, she is surrounded in an aura of moonlight that grants an extra 10 feet of speed.
[Worth: 2,000gp]
187. Sword of Moonsage [Weapon]
This 1d6 Longsword's hilt is wrapped with silvery leather, and a crescent moon shape is engraved onto the silvery-white blade. If used by someone that also carries the Shield of Moonsage, she is surrounded in an aura of moonlight that grants an extra 10 feet of speed.
[Worth: 2000gp]
188. Pig of Easal [Magic Item]
This magical pig has the ability to resurrect after being consumed. After eating the
pig, you must lay the bones out to dry in the sun a day after they are eaten. At dusk of that day the pigs rise from the dead, ready to be slaughtered again. You must lay the bones in the sun the day after they are slaughtered or they never come back.
[Worth: 1,500gp]
189. Charm of Distraction [Neck or Wrist]
This pendant is in the form of a spider, and has a few benefits. First, it grants a +1 Defense. It also grants a +1 to saves against enchantment/charm effects. Finally, it gives a burst of speed of twice your normal speed when fleeing. It often buys just enough time or distraction for the wearer to escape from the clutches of an enemy.
[Worth: 2000gp]
190. Bands of the Serpent [Arms]
These metal bands are found in a pair, and are worn high on the arm. They grant a +2 to saves against poisons. It also allows the wearer to communicate telepathically with any form of reptile.
[Worth: 2000gp]
191. Bands of the Arachnid [Arms]
These metal bands are found in a pair, and are worn high on the arm. They grant a +2 to saves against poisons. It also grants the wearer the ability to move freely through any web, magical or otherwise, as if he were an actual spider.
[Worth: 2000gp]
192. Brooch of Alertness [Varied]
This simple-looking brooch is composed of a tiny ivory sculpture set within a silver fame. The sculpture depicts the face of a human-like female bearing several animal features such as tiny horns, pointed ears, and long fangs protruding from an open mouth. The figure's wide open eyes shine with a pale red light while in darkness. This strange inner light is not strong enough to illuminate an area. A brooch of alertness grants a +2 to Listen, Search, and Spot Checks. As long as the owner wears the brooch, they also gain low-light vision, and 60 foot darkvision.
[Worth: 3500gp]
193. Glove of Storing [Hand]
This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Many owners of gloves of storing find them to be useful and dramatic ways to store weapons, wands, and - because the item is stored in stasis - even lit torches. If the effect is suppressed or dispelled, the stored item appears instantly.
[Worth: 2,500gp]
194. Charm Bracelet [Arms/Wrist]
This golden chain bracelet has a number of small metal objects hanging from it like charms. A charm bracelet can store up to four small items, which appear as charms along the bracelet. You can grab one of the charms from the bracelet for use at any time without taking your round of combat, causing it to appear in your hand. If you have an item in hand, you can store the item in the bracelet the same way. Storing an item causes it to shrink down and appear as a charm hanging from the bracelet. Any item stored can weigh no more than 3 pounds and must be able to be held in one hand, such as a wand or a light weapon. Only the wearer of the bracelet is able to retrieve or store items.
These bracelets are also sometimes known as assassins’ charms, because small weapons can easily be concealed within them (Knowledge [history] DC 20).
[Worth: 3000gp]
195. Gloves of the Ice Savant [Hands]
Made from a pale blue metal and adorned with glowing, faint blue runes, these gloves are caked with layers of frost and ice. While wearing these gloves, you can imbue any melee weapon held in your hand with the frost enchantment.
[Worth: 3000gp]
196. Gloves of Lightning [Hands]
Strips of hardened blue leather run to the knuckles of this fingerless glove in a jagged lightning-bolt pattern. Three times per day, you can make a ranged attack (range 30 feet) that deals 1d6 points of electricity damage. You gain a +2 bonus to Strike if the target is wearing metal armor (or is made out of metal, is carrying a lot of metal, and so on - DM's call).
[Worth: 3000gp]
197. Headband of Lore [Head]
This green headband has a druidic rune of knowledge embroidered into it, and when worn gives a +3 to all Knowledge checks. To Druids, it gives a +5 to all Knowledge checks.
[Worth: 3000gp]
198. Claws of the Ice Bear [Hands]
Strapped to the hands, these spiked climbing claws grant a +3 bonus on Climb checks and Acrobatics checks made when using both hands to aid in movement on slippery or icy surfaces. The wearer cannot hold anything else in her hands while using claws of the ice bear. If used as a weapon, claws of the ice bear function as spiked gauntlets and you must have the dual wield skill to use them both in combat.
[Worth: 3000gp]
199. Adamantine Blood Potion [Consumable]
This heavy vial appears to be filled with solid black metal, but when up-ended, the blackness flows slowly downward. An elixir of adamantine blood causes a reaction that hardens your flesh. You gain 10 temporary hit points, which last for one full mission or quest. These temporary hit points do not stack with any other effects that grant temporary hit points. If you wear adamantine armor when you drink this elixir, you instead gain 15 temporary hit points (though if you remove the armor before the duration elapses, you lose 5 of the temporary hit points immediately). If at the end of the mission or quest you are over your hit points when the magic fades, you will instantly die and need to be rezzed. One Use.
[Worth: 2,000gp]
200. Cloak of the Bat [Cloak]
Fashioned of dark brown or black cloth, this cloak bestows a +5 bonus on Hide checks. The wearer is also able to hang upside down from the ceiling, like a bat. By holding the edges of the garment, the wearer is able to fly. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 10 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for as long as it just was used to fly.
[Worth: 3,500gp]
201. Bracelet of Mercy [Arms/Wrist]
(Must have the skill Mercy to use)
Each gem in this metal bracelet has a tiny inscription from a holy book. If the wearer has the mercy skill, she gains an extra use of any of her mercies in an adventure.
[Worth: 3000gp]
202. Love Philter [Consumable]
This potent preparation causes a creature who drinks it (or has it injected) to fall madly in love with the first creature he or she perceives after consuming it, if they fail a Willpower DC15. The drinker's attitude toward that creature becomes helpful. If a romantic attraction is possible toward the first person viewed, the drinker falls in love with that person. Otherwise, the drinker's love is a platonic adoration. The effects of the philter are permanent unless removed by a break enchantment, dispel magic, wish, miracle, or remove curse. One use.
[Worth: 2,500gp]
203. Sash of the War Champion [Torso]
This bright red strip of cloth, stitched with images of a cheering crowd throwing garlands toward a chariot, fits across the wearer's shoulders and then diagonally down his chest to reach his opposite hip. Once per day, it will remove the effects of any type of fear upon the wearer.
[Worth: 3000gp]
204. Wayfinder [Magic Item]
This small magical device is patterned off an ancient relic. Wayfinders are typically made from silver with gold accents, and function as compasses. Each bears four simple glyphs on its face, one for each of the cardinal directions, along with a spinning pointer that always points north, granting its user a +2 bonus on any checks required to avoid becoming lost in the wilderness. In addition, all wayfinders include a small indentation designed to hold an ioun stone without taking up an extra magical slot. When no stone is in place, a wayfinder can be commanded to emit light.
[Worth: 3000gp]
205. Beastfriend Collar [Magic Item] or [Neck]
(Familiar or Animal Companion Necessary)
This wide brown leather choker features crude images of an eagle, wolf, cat, and toad. Upon placing the beastfriend collar around your neck, you may communicate with your familiar or animal companion at any distance as long as you both are on the same plane. You may also exchange places three times a day with your animal companion or familiar. If used in combat, it may only be used once per combat and it will allow your familiar - no matter where they might be (on the same plane) to switch places and take the attack or detrimental effect for you.
[Worth: 3,500gp]
206. Silent Steppers [Feet]
This two seemingly plain black buttons are each worn on a boot or shoe, and creates a field of silence for one foot around them. These buttons causes a magical silence to cover the sound of walking granting a bonus of +5 to Move Silent Checks.
[Worth: 2,500gp]
207. Ring of Cold Embers [Ring]
(Female Only)
The ring can only be worn by women, it allows its wearer to become invisible to those that seek to harm her, but only if she stays silent and does not try to draw attention. If even a peep is muttered or a sound is made, the glamour will fade. Its command word is "Tenebrious Est".
[Worth: 3,000gp]
208. Ring of Gnomekind [Ring]
This ring is crudely shaped from gray stone, and looks quite worthless. The ring's smooth interior surface, however, holds myriad tiny and elaborate runes. A ring of gnomekind gives the owner a boost of +2 to Listen Checks, and instantly effects the wearer by making him look like a gnome. The spell remains in place until the ring is removed.
[Worth: 3,000gp]
209. Compass of Passage [Magic Item]
This device looks like a golden pocket watch on a steel chain. If opened, a compass is seen inside. This item has three charges which can be used each day.
(1 Charge) You are able to travel twice as far by foot or mounted without suffering the ill effects of exhaustion that would normally accompany such a march.
(2 Charge) You are able to travel twice as fast as you would normally by foot or mounted.
(3 Charges) If the terrain is unnaturally confusing or difficult to maintain a known position, such as through the swamps, or jungles, or within a sandstorm in Thanes, you may expend all three charges to obtain a specific, exact location as well as distance and direction from the last time you opened the compass.
[Worth: 3000gp]
210. Undead Servant Gemstone [Consumable]
(Black Mage with the Familiar or Combat Companion Skill)
When this enchanted piece of onyx is placed inside the mouth of an NPC's corpse, it animates the creature into either a skeleton or zombie, under the control of the one who put the piece of onyx in its mouth. This becomes a Combat Companion or Familiar for the Black Mage. When the corpse is animated, the Undead Servant Gemstone crumbles to dust in its mouth. When the servant is destroyed in combat, then they are gone and cannot be reanimated. [One Use]
[Worth: 3,000gp]
211. Spectral Shroud [Torso]
This thin, bleached cloth covers the wearer’s entire torso. Some also cover the wearer’s face, but don’t interfere with the wearer’s vision. The morbid burial shroud grants the wearer some affinity with the spectral dead. The wearer can discern invisible or ethereal creatures as though using a see invisibility spell. This also allows the wearer to damage incorporeal creatures with whatever weapon they choose to bear while wearing the shroud.
[Worth: 3000gp]
212. Ioun Stone (amethyst pyramid) [Magic Item]
This stone grants you the ability to pass undetected before undead as if under the effects of a hide from undead spell. Unintelligent undead automatically can't see you, and intelligent undead receive a single DC 12 Willpower save to notice you despite the stone's effects. Any action against the undead negates the effect of the stone for the rest of combat. Ioun stones orbit around the wearer's head.
[Worth: 3000gp]
213. Ioun Stone (crimson sphere) [Magic Item]
This stone grants you a +2 bonus to un-regged magical damage. Ioun stones orbit around the wearer's head.
[Worth: 2,500gp]
214. Loyal Khopesh [Weapon] ☼ ☼
(Shapeshifting Focus)
This khopesh sword (1d6) is most powerful when wielding by a shapeshifter. If held while the owner shifts, then the damage and enchantments of the weapon can now be used as a claw weapon with the same damage in the hand that was holding the khopesh. No other techs or skills (such as clawstrike) can be used with that hand when this is used.
[Worth: 3,500gp]
215. Adamantine Mindblade Gauntlets [Hands]
(Mindblade Skill Needed)
These gauntlets allow you to change your mindblade into adamantine to be used to bypass damage reduction.
[Worth: 3,500gp]
216. Druid's Robe [Cloak]
(Druid with Shapeshifting)
This light garment is worn over normal clothing or armor. Most robes are green or white, embroidered with plant or animal motifs. When this item is worn by a druid with shapeshifting, it allows all items worn by the druid to meld into their body when they shift, enabling them to still use the magic of the items such as armor enchantments.
[Worth: 3000gp]
217. Rock Boots [Feet]
These heavy boots are made from pieces of stone, bound by thick leather. While worn, the wearer gains a +3 bonus to the opposed Strength roll against a bull rush so long as he is standing on the ground, it increases to +5 if it is a surface made of stone. He can also cross difficult terrain caused by natural earth-based conditions (gravel, mountain slope, sand but not plants) without penalty. The boots do have one side effect. The stone soles of the boots inflict a -2 penalty to Stealth checks.
[Worth: 3,000gp]
218. Pendant of Joy [Neck]
This crystal pendant is a deep shape of blue-green and any who touch it are reminded of a deep, clear, calm sea. When worn the Pendant of Joy creates a resonating field of positive emotions within 30' of the wearer. While this field is not strong enough to influence decisions or dictate courses of action, it does cause those that are willing to talk to be more patient and understanding, providing a +5 bonus to Diplomacy checks to anyone within 30'. This can only be used on unfriendly or indifferent targets, not actively hostile (check with DM).
[Worth: 3000gp]
219. Healer's Gloves [Hands]
These pure-white leather gloves bear symbols of healing and faith on the back of the hands. When you touch a creature who is 5 points or less past their max hit points, you may restore enough healing to them to bring them to 1 point of death. So, for instance if someone has 24/20 hit points, you can touch them and they will be 19/20. This must be done within ONE ROUND, and can only be used once per combat.
[Worth: 3,000gp]
220. Minor Potion Sheath
This leather case can hold three potions, giving a slot for three additional consumables solely for potions. This can be in the form of a bracer, a sheath on the belt, a bandolier style, etc.
[Worth: 3000gp]
221. Lavalash [Weapon]
A lavalash is a 1d6 whip that seems to be made of a thin strand of molten lava. The handle of the whip is made of obsidian and remains cool to the touch. This whip inflicts lethal damage. A hit with the lavalash causes a burst of flames.
[Worth: 3000gp]
222. Rod of Bugs [Magic Item]
This rod looks to be covered with insect and bug exoskeletons and gives you three abilities: 1) Bug Messenger: You may send a bug to a recipient with a message from you. 2) Speak with Bugs: this enables you to speak to bugs, both monstrous and mundane, when needed. 3) Call Swarm: You may call a swarm of bugs of any type to assist you in battle, giving an extra 1d5 DMG once per combat.
[Worth: 3,500gp]
223. Friendship Bracelet [Wrist]
Each of these bracelets four charms can be bonded to one person (which can be changed later). The charm can be used once per day to summon the person bonded to it to where the owner of the bracelet is located. The bonded person knows they are being summoned and must be willing. It takes 24 hours to bond a charm to a person.
[Worth: 3,500gp]
224. Undead Protective Amulet [Neck]
Magical protection against undead +3 DEF (gives you +3 defense against any undead attack including corporeal and incorporeal.
[Worth: 3000gp]
225. Tabbard of Faith [Cloak]
This white tabbard imbued with holy energy and embroidered with your holy symbol gives a +3 DEF against evil creatures only.
[Worth: 3000gp]
226. Boots of the Tomb Raider [Feet]
These form-fitting, calfskin boots are dyed black and lightly decorated with raven feathers. They grant their wearer a +5 bonus on checks to spot or locate traps and devices on the floor with 10 feet. This includes pits, pressure plates, and other mechanical and magical devices located on or attached to the floor. This bonus also applies to any Acrobatics saving throws asked to be made against such traps.
[Worth: 3,000gp]
227. Sandals of Airwalking [Feet]
These soft leather sandals have soles that consist of a layer of blue velvet decorated with intricate gold stitching. When slipped onto the feet, they feel as weightless as air. When the wearer has already moved at least 10 feet along the ground or another surface (not counting travel on a mount), these boots can be activated to give the wearer the ability to walk on air until the end of the round. If the wearer hasn’t reached a solid surface by the end of the round, she immediately falls back to the ground, taking any applicable falling damage. These sandals can be used once per day per gemstone rank (so at crystal, once per day; topaz, twice a day), but no more often than once per 2 rounds.
[Worth: 3,500gp]
228. Red Bag of Tricks [Magic Item]
This small sack appears empty. Anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (unless slain or ordered back into the bag), at which point it disappears. It can follow any simple non-combat commands. Animals produced are always random, and only one may exist at a time. Up to 10 Animals can be drawn from the bag each week, but no more than two per day.
Roll 1d5 to determine animal:
1 - Wolverine
2 - Wolf
3 - Boar
4 - Leopard
5 - Monkey
[Worth: 2,500gp]
229. Doorknocker [Magic Item]
This iron gargoyle face holds an iron ring in its mouth. Once per day, when the flat back of the gargoyle face is placed against a wall, floor, or ceiling, it fuses into place, creating a usable door and penetrating the space beyond up to 1 foot. Speaking the command word again ends the effect, and returns the surface to its previous doorless shape, and releases the doorknocker from the surface.
[Worth: 2,500gp]
230. Werewhistle [Magic Item]
This whistle is shaped like a wolf's head and is crafted out of silver. Once per day the bearer may blow the whistle to cause one lycan within 30 feet to make a DC15 Willpower save or be forced back into its humanoid form for the next 24 hours.
[Worth: 3,500gp]
231. Collar of Cleverness [Animal Companion]
This collar allows your animal companion or familiar to learn 2 new essential commands. They can follow these commands as long as they are wearing this collar. If this collar is removed, the commands they were taught are lost.
[Worth: 3,000gp]
232. Collar of Healing [Animal Companion]
This collar heals your animal companion or familiar up to 20hp a day. You can use it in increments, such as only healing 5hp in one combat, and 10 in another or later on during the adventure.
[Worth: 3,500gp]
234. Dimensional Chalk Holder [Magic Item]
This small, elaborately carved silver tube is designed to hold a single piece of normal chalk. On mental command, the user can "draw" in the air, which leaves behind a vibrant blue line of crackling energy. Once a complete circle has been formed, the enclosed space suddenly disappears, creating a gate to wherever the user wishes. It only allows the planar travel aspect of a gate spell, not the ability to call forth creatures. The item allows its user to draw only a circle. The user can feel it resisting anything but a curved line. There is no size limit to the circle, but it must be completely drawn in 1 full round to create the gate. It can be used twice per day. Drawing a line counts as one use, regardless of whether a complete circle was made or not.
Worth: 2,500gp
235. Assassin Vine Whip [Weapon] ☼ ☼
This 1d3 whip appears to be a living vine of some sort, with leaves shaped like human hands and small clusters of fruit that resemble wild grapes. Gnarled and covered with brown, stringy bark, the assassin vine whip can be used as a normal whip, but once per combat the wielder can use it to make a ranged attack against a single Medium-size or smaller target, causing grasses, weeds, bushes, and even trees to wrap, twist, and entwine about her, holding her fast. If no vegetation is in the area, the assassin whip causes vines to spring up from the ground. The entangling plants constrict their target, causing them to take a -2 to all rolls for one round of combat. The entangling is separate from the whip, so the whip can be used to attack other targets after entangling someone.
[Worth: 2,500gp]
236. Beruto of the Carp Dragon [Waist]
This hemp belt is decorated with seashells and features a yu lung dragon scale fashioned into a buckle. This allows the wearer to breathe under water, salt or fresh, gives a swim speed as fast as your land speed, and a +5 to Swim Checks. It does NOT allow you to breathe air when worn, and if it is donned on land you can suffocate.
[Worth: 2000gp]
237. Badge of the Svirfneblin [Torso]
This brooch is little more than a hunk of gray rock studded with a number of colorful, uncut gems and wrapped in tarnished metal wire. While wearing this item, you gain darkvision out to 30 feet and a +5 bonus on Hide checks.
[Worth: 3,500gp]
238. Belt of Hidden Pouches [Waist]
Ten tiny pockets run along the inside of this otherwise unremarkable leather belt.
Hidden inside this belt are ten small pockets, each of which seems big enough
to hold only a few coins. Each pocket actually functions as a small bag of holding
and can hold up to 5 pounds of nonliving matter. No object with any dimension exceeding 6 inches can be placed in a pocket. True seeing reveals the presence of
the hidden pockets but not the command word needed to open them. Even when a pocket is full, it never bulges, so a belt of hidden pouches stuffed with 150 pounds of items still looks like an ordinary belt.
[Worth: 3,500gp]
239. Bracers of Dawn [Arms]
These leather bracers are set with brass studs. One of the pair also features a lens-and-dial contraption. When you turn the dial to the left, both bracers appear normal. When you turn the dial to the middle position, a beam of light emerges from the lens, illuminating your surroundings as a bullseye lantern would.
[Worth: 2,500gp]
240. Mask of Lies [Face]
This black, featureless mask has cross-shaped slits where the wearer’s eyes and mouth
should be. While wearing this mask, you gain a +5 bonus on Bluff checks and your alignment is disguised as if by an undetectable alignment spell.
[Worth: 3,000gp]
241. Blowgun of Wild Emotions
This item is a blowgun made of a light, strong, blue metal similar to mithral. At unpredictable times the metal changes color, sometimes glowing or even growing fur or scales. None of these changes affect the powers of the blowgun. Its range is 100 feet. Any dart fired from one of these blowguns is briefly enchanted to cause emotional changes in the creature struck by it. When a creature is hit by such a dart, roll on the following chart for the dart's effect:
1d100 Effect
1-10 Envy
11-20 Greed
21-30 Pride
31-40 Hatred
41-50 Paranoia
51-60 Love
61-70 Sloth
71-80 Euphoria
81-90 Sadness
91-00 Lust
This item affects any intelligent being who fails a DC15 Willpower save after being struck. Darts fired from this blowgun do no physical damage. Only one dart may be fired per round, and only one emotion can affect a being at any one time. The duration of effect of these emotions is one turn. PCs struck by these darts should be roleplayed to an extreme; while these emotional effects have no real game effect, they can create remarkable role-playing situations.
[Worth: 3000gp]
242. Helm of Air Supply [Head]
This appears as a simple metal helm, but when it is placed on the owner's head, it shifts into an appearance that matches whatever armor the owner is wearing. Someone in full plated armor would find it would be a full metal helm, someone wearing leather armor might find it become a leather cap. It provides a pure and clean breathable source of air around your head, only. This allows you to breathe underwater, or in circumstances that the air is polluted or unbreathable.
[Worth: 3000gp]