Rules Index | GM Screen


Pathfinder Unchained

Scaling Items

Source Pathfinder Unchained pg. 160
Typically, player characters find themselves buying and selling magic items as they gain levels to keep up with the increasing threats they face. Items come and go from each character’s inventory with such frequency that they hardly have the chance to impact the game’s story. Scaling items, however, increase in power along with the characters who carry them, allowing an old and cherished item to develop and retain its utility rather than being sold and forgotten.

Scaling items work like normal magic items, but they gain new powers as their wielders gain levels, and their existing powers sometimes also improve. Additional item powers appear in a scaling magic item’s entry with a header indicating the character level at which they unlock.

The caster level of the item scales up as well. A scaling item’s effective caster level is its listed caster level or the character level of its wielder, whichever is higher, to a maximum of the item’s highest-level ability. For instance, if an item has a base caster level of 5th and additional abilities at 7th and 9th levels, it’s treated as caster level 8th in the hands of an 8th-level character, but is treated as only caster level 9th in the hands of a 10th-level character.

Each scaling item has a base price that represents its value to a character whose level is equal to or less than the item’s caster level. As the item’s caster level increases in the hands of a more powerful character, the item’s value increases as well. The values of such items fall into three categories (baubles, prizes, and wonders), which indicate the rough percentage of the character’s wealth a scaling item represents.

The weakest items, baubles, represent 5% of a PC’s character wealth at her level and can be compared to consumable magic items (even though baubles aren’t destroyed by use). Items in the middle category, prizes, represent 15% of a PC’s suggested wealth and correspond to magic items of moderate power. An item of the most valuable category, wonders, represents 30% of a PC’s suggested wealth and corresponds to a major magic item, such as a fighter’s most beloved and powerful sword. Wonders exceed the normal cost assumptions of the game at their highest level. Such items approach the power of minor artifacts, though they’re not indestructible and can still be created normally.

Adjusting Treasure

Source Pathfinder Unchained pg. 160
Since scaling items improve as characters level up, they effectively add wealth to their owners over time. To balance this out, the Game Master should reduce treasure awards in proportion to how many scaling items the party has. This can be done per character or for the whole group, as described below. Note that the original level and price of a scaling item don’t matter once the character’s level exceeds the minimum caster level of the item, since the item accrues value based on its category (bauble, prize, or wonder), not on its original price. The adjustments to treasure awards are the same for all items in a category.

Table 4-13: Value of Scaling Items

LevelBauble (5%)Prize (15%)Wonder (30%)
1st15 gp45 gp90 gp
2nd50 gp150 gp300 gp
3rd150 gp450 gp900 gp
4th300 gp900 gp1,800 gp
5th525 gp1,575 gp3,150 gp
6th80 gp2,400 gp4,800 gp
7th1,750 gp3,525 gp7,050 gp
8th1,650 gp4,950 gp9,900 gp
9th2,300 gp6,900 gp13,800 gp
10th3,100 gp9,300 gp18,600 gp
11th4,100 gp12,300 gp24,600 gp
12th5,400 gp16,200 gp32,400 gp
13th7,000 gp21,000 gp42,000 gp
14th9,250 gp27,750 gp55,500 gp
15th12,000 gp36,000 gp72,000 gp
16th15,750 gp47,250 gp94,500 gp
17th20,500 gp61,500 gp129,000 gp
18th26,500 gp79,500 gp159,000 gp
19th34,250 gp102,750 gp205,500 gp
20th44,000 gp132,000 gp264,000 gp


Per Character: If you apply the scaling item treasure reduction for each character, do so after dividing up shares of treasure for the characters. Reduce the treasure received by a character with a scaling item by the percentage listed for the item’s category (5% for baubles, 15% for prizes, and 30% for wonders). If the character has multiple scaling items, combine the percentages before adjusting the amount of treasure.

For example, a PC with a wonder and a prize would receive 45% less treasure, because the PC has effectively already received that amount of treasure in the form of the items’ increased values. Since the value of a scaling item is based on wealth for an entire level, apply this adjustment to every treasure allotment the character receives. If you’d prefer to keep the adjustments more tied to the game world, you can instead replace the character’s lost treasure share with a magical substance that must be used to increase the power of scaling items. This might be magical residue, vibrant crystals, or spellbook-style pages of magical phrases that increase the item’s power. In any case, this substance should be treated as almost worthless to sell, and therefore useful only for upgrading scaling items.

Group Basis: You can use the scaling items of the whole party to adjust treasure. This implementation works best if all or most of the characters possess scaling items, and no character possesses a far higher number than the others. This method has the advantage of hiding behind the scenes, requiring no in-game justification. Add up the percentages of all scaling items owned by all PCs. Divide this percentage by the number of PCs, and reduce the total value of treasure the party finds by that percentage before dividing it among the characters. For example, if a group of four PCs have between them one bauble, three prizes, and a wonder, their treasure is reduced by 20% (80% divided by 4).

Maximum Level

Source Pathfinder Unchained pg. 161
Many scaling items unlock new powers all the way up to 20th level. Others reach the caps on their abilities at lower levels. Once an item reaches the level of its most powerful ability, stop adjusting treasure for that item. At that point, the scaling item is considered fully “paid for.”

Mismatched evels

Source Pathfinder Unchained pg. 161
If a PC receives a scaling item of a caster level lower than her character level, she effectively receives an item that’s worth more than the price listed in the stat block. Reference Table 4–13: Value of Scaling Items and use the PC’s level to estimate how much the item is really worth to that PC, and use that purchase price as its treasure value. Giving an item with a caster level higher than the character’s level doesn’t present the same problems; it just means the PC won’t be unlocking the item’s higher-level powers for some time. Don’t reduce treasure for such an item until the PC’s level exceeds the item’s caster level.

Buying and Selling Scaling Items

Source Pathfinder Unchained pg. 161
Selling a scaling item presents a tricky balance proposition. Such an item is worth more to a higher-level buyer, and a high-level seller has spent more effective wealth acquiring and keeping the item. The maximum amount a PC can get for a scaling item is half the value (as normal for selling magic items) listed on Table 4–13 for the item’s category and the PC’s current level. To get this amount, the PC must find a motivated buyer of her level or higher, which may involve considerable time and effort. If the PC must sell in a hurry, she might get 25% of the listed value, or even less. A PC can’t sell a scaling item for more than 50% of the item’s value for her current level, even if she sells it to a higher-level NPC.

Crafting Scaling Items

Source Pathfinder Unchained pg. 161
Scaling items must be crafted at their highest level of power, with a cost determined by referencing Table 4–13. Start with the value listed on the table for the item’s category and its highest-level ability. Divide this by 2 to get the crafting cost, and add the value of any nonmagical armor or weapon component. The crafting cost is always much higher than the market price of a scaling item, since the crafting cost is based on the full set of abilities but the market price is based on the minimum caster level. When a PC crafts a scaling item, he doesn’t need to pay any further cost in reduced treasure for keeping the item, because the full value of the item has already been accounted for. When setting the DC for crafting a scaling item, use the item’s highest-level ability instead of its base caster level.

Pricing New Scaling Items

Source Pathfinder Unchained pg. 161
To determine the price when creating a new scaling item, determine the cost of the base item without any of the level-based upgrades, and increase that price based on each additional ability as described below.

Pricing the Base Item: First, decide whether the new item is a wonder (best for major items), a prize (best for utility items), or a bauble (suitable for items that are interesting but not significant). Price the base item according to the normal rules for creating magic items. Then, using the column on Table 4–13 that corresponds to the item’s category, find the lowest gp value that includes that initial price. Use that value to determine the item’s starting caster level.

Adding Scaling Abilities: Use the following steps to assign additional abilities and spells, and the levels at which those abilities unlock.

Adding Unlockable Abilities: Determine the first unlockable ability or increase in power. Price the item again, using the new ability plus all the abilities of the base item; you will use this price to determine the level at which the ability unlocks (see below). However, because many scaling items have a large range of limited-use abilities, following the standard rules can result in items that are too expensive for their actual utility. Therefore, on worn items, you should typically waive the 50% increase in price for an additional power unless it’s a particularly useful ability or has a strong synergy with the item’s other abilities. For instance, if you create a set of gloves with a burning hands effect, you wouldn’t need to pay the extra cost for a higher-level ability that grants you fire resistance, but you would for an ability that grants fire resistance to all allies within 10 feet of you since that ability complements burning hands so well.

Adding Spells: Assign a price for any spells the item allows its owner to use. Table 4–14: Spell Prices includes the typical prices of one daily use of spells at different caster levels. Because the price of spells varies based on the item’s caster level, it’s usually best to price other abilities first, then estimate the finished caster level, then price the spell at that caster level. If a spell doesn’t improve significantly at higher caster levels, price it using the item’s minimum caster level. If the spell becomes more powerful with level increases (as does fireball), use the caster level of the level at which it’s unlocked to determine its price. Cap a spell’s caster level at the highest level that makes a significant difference, such as 10th level for fireball. Generally, if only the spell’s duration changes with caster level, spells with a duration of 1 minute per level or 1 round per level should use the full caster level, but those with longer durations (10 minutes per level or more) should use the minimum caster level.

Remember to readjust the price at each further power unlock level, since the caster level of the item will match the owner’s level. On a worn item, waive the standard 50% price increase on the additional spells.

Assigning an Unlock Level: Now that you have a cost for the next scaling ability, assign a level at which that ability unlocks. This follows the same process as the Pricing the Base Item step, but using the new cost. You should usually round down, but if you’re almost at the higher-level price, bump up the level. For example, a prize that priced out at 8,000 gp at a given set of powers would unlock those powers at 9th level (6,900 gp), but if the price hits 9,000 gp, the abilities should instead unlock at 10th level (9,300 gp).

Completing the Item: Repeat this process for each set of new powers. Try to add a new unlockable ability every 2 to 4 levels. It’s not necessary to scale every item all the way to 20th level, however—stop when the set of abilities feels complete.

Table :

Spell Level
CL0123456789
1st180 gp360 gp--------
2nd360 gp720 gp--------
3rd540 gp1,080 gp2,160 gp-------
4th720 gp1,440 gp2,880 gp-------
5th900 gp1,800 gp3,600 gp5,400 gp------
6th1,080 gp2,160 gp4,320 gp6,480 gp------
7th1,260 gp2,520 gp5,040 gp7,560 gp10,080 gp-----
8th1,440 gp2,800 gp5,760 gp8,640 gp11,520 gp-----
9th1,620 gp3,240 gp6,480 gp9,720 gp12,960 gp16,200 gp----
10th1,800 gp3,600 gp7,200 gp10,800 gp14,400 gp18,000 gp----
11th1,980 gp3,960 gp7,920 gp11,880 gp15,840 gp19,800 gp23,760 gp---
12th2,160 gp4,320 gp8,640 gp12,960 gp17,280 gp21,600 gp25,920 gp---
13th2,340 gp4,680 gp9,360 gp14,040 gp18,720 gp23,400 gp28,080 gp32,760 gp--
14th2,520 gp5,040 gp10,080 gp15,120 gp20,160 gp25,200 gp30,240 gp35,280 gp--
15th2,700 gp5,400 gp10,800 gp16,200 gp21,600 gp27,000 gp32,400 gp37,800 gp43,200 gp-
16th2,880 gp5,760 gp11,520 gp17,280 gp23,040 gp28,800 gp34,560 gp40,320 gp46,080 gp-
17th3,060 gp6,120 gp12,240 gp18,360 gp24,480 gp30,600 gp36,720 gp42,840 gp48,960 gp55,080 gp
18th3,240 gp6,480 gp12,960 gp19,440 gp25,920 gp32,400 gp38,880 gp45,360 gp51,840 gp58,320 gp
19th3,420 gp6,840 gp13,680 gp20,520 gp27,360 gp34,200 gp41,040 gp47,880 gp54,720 gp61,560 gp
20th3,600 gp7,200 gp14,400 gp21,600 gp28,800 gp36,000 gp43,200 gp50,400 gp57,600 gp64,800 gp



Standalone New Scaling Items

Source Pathfinder Unchained pg. 163
A GM can include specific scaling items as individual pieces of treasure even if she isn’t using the scaling items system in her game. The base item can be used without any of the higher-level upgrades, or the GM can pick a higher level and create an individual item that has the base abilities plus one or more unlocked levels. She should use the standard price for that level of scaling item, as described on Table 4–13

For example, a GM could give out a spear of the huntmaster as a CL 6th item worth 3,202 gp with just the base abilities, a CL 8th item worth 4,950 gp with the base abilities plus the 8th-level unlockable ability, a CL 10th item worth 9,300 gp with the base abilities plus the 8th- and 10th-level unlockable abilities, and so on.

Scaling Item Examples

Source Pathfinder Unchained pg. 162
The following scaling items include several examples of wonders, prizes, and baubles.

Scaling Magic Armor and Shields

Source Pathfinder Unchained pg. 162
The following section includes armor and shields with unusual powers and magical abilities. Magic armor can have abilities that need to be activated to function or powers that work passively and constantly.

Armageddon Plate

Slot armor; CL 5th; Weight 50 lbs.
Aura faint transmutation; Price 2,650 gp; Scaling wonder

Description

A suit of armageddon plate acts as +1 full plate for nearly any wearer—it automatically resizes when donned to fit wearers of size Small to Large. The armor is blackened, with joints and helm in a style reminiscent of the legendary tarrasque.
6th Level: Armageddon plate is +1 light fortification full plate.
8th Level: Armageddon plate retaliates against melee attackers when its fortification ability triggers. When an attacker strikes the wearer with a melee weapon and the armor negates a critical hit or sneak attack, the power of the armor leaves the attacker shaken for 1d4 rounds (Will DC 16 negates). This is a mind-affecting fear effect, and can stack with itself to make an attacker frightened or panicked.
11th Level: Armageddon plate is +1 moderate fortification full plate.
13th Level: Armageddon plate is +2 moderate fortification full plate. The save DC of its fear effect increases to 20, and it affects attackers who use both ranged and melee weapons.
16th Level: Armageddon plate is +2 moderate fortification full plate of invulnerability. Armageddon plate grants DR 5/— instead of DR 5/magic.
18th Level: Armageddon plate is +2 moderate fortification adamantine full plate of determination and invulnerability. The damage reduction from adamantine stacks with the modified invulnerability effect for a total of DR 8/—.
20th Level: Armageddon plate is +2 heavy fortification adamantine full plate of determination and invulnerability. Once per day, the wearer can lengthen the spines of the armor and release a volley of six spines as a full-attack action, all at the wearer’s highest base attack bonus with a range increment of 120 feet. Each spine that hits deals 2d10 damage + the wearer’s Strength bonus. If the spines attack multiple targets, all targets must be within 30 feet of each other. Once per day, the wearer can change her base land speed to 150 feet for 1 round as a free action. If she chooses to do so, she does not apply any other modifications that increase her movement speed for that round.

Construction Requirements

Craft Magic Arms and Armor, breath of life, fear, either limited wish or miracle; Cost 133,650 gp

Armor of the Celestial Host

Slot armor; CL 9th; Weight 20 lbs.
Aura moderate transmutation; Price 6,900 gp; Scaling prize

Description

This bright, silver-and-gold +1 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +5, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor.
11th Level: The wearer can use fly on command once per day.
13th Level: The armor is +3 chainmail, and the maximum Dexterity bonus increases to +7.
15th Level: The armor is +4 chainmail, the maximum Dexterity bonus increases to +8, and the armor check penalty decreases to –1.
17th Level: The armor is +5 chainmail, and the wearer can activate the fly ability on command as a swift action.
19th Level: The armor causes the wearer to grow feathery white wings, granting her a constant fly speed of 60 feet with good maneuverability.

Construction Requirements

Craft Magic Arms and Armor, fly, creator must be good; Cost 51,375 gp

Dragonshield

Slot shield; CL 14th; Weight 10 lbs.
Aura strong abjuration; Price 28,557 gp; Scaling prize

Description

This +1 heavy wooden shield is covered in stretched dragonhide and reinforced with petrified plates carved from a dragon’s thickest scales. A dragonshield’s enhancement bonus to AC increases by 1 against any creature with the dragon type, or by 2 against a dragon of the specific type used in the creation of the dragonshield. The enhancement bonus also applies on saving throws against dragons’ breath weapons. If the wielder succeeds at a saving throw against a dragon’s breath weapon, she takes no damage.
12th Level: The shield gains the bolstering shield special ability. The saving throw bonus granted by this ability is increased by 1 against creatures of the dragon type and by 2 against dragons of the same type as the shield’s dragonhide.
14th Level: The shield gains the energy resistance special ability. The type of resistance matches the breath weapon energy type of the dragon whose dragonhide was used in the shield’s construction.
16th Level: The shield’s enhancement bonus increases to +2, and the wearer gains a +6 morale bonus on saving throws against a dragon’s frightful presence.

Construction Requirements

Craft Magic Arms and Armor, heroism, remove fear, resist energy; Cost 47,557 gp

Scaling Magic Weapons

Source Pathfinder Unchained pg. 163
The following section includes weapons with unusual powers and magical abilities. Magic weapons can have abilities that need to be activated to function or powers that work passively and constantly.

Legacy Arrow

Slot none; CL 4th; Weight 1/10 lb.
Aura faint transmutation; Price 305 gp; Scaling bauble

Description

This ornately carved arrow always survives being fired. By concentrating as a standard action, the last person to shoot the arrow can sense the direction in which it lies, up to a distance of 1 mile. This effect fades 24 hours after firing. Initially, a legacy arrow acts merely as a masterwork arrow, but it always retains its ability to survive and be recovered after use. Legacy arrows can be found as other sorts of ammunition, including bolts, shuriken, sling bullets, and even firearm bullets.
6th Level: The arrow has the distance special ability, normally not available to ammunition. When fired, it loses this weapon special ability and any gained at higher levels for 1 day.
9th Level: The arrow has the distance and seeking special abilities.
11th Level: When fired, the arrow regains its special abilities after 10 minutes instead of 1 day.
14th Level: Once per day as a standard action, the arrow’s wielder can designate it as a bane arrow for a category of her choice. It retains its current bane properties until they are changed. The arrow still takes 10 minutes to regain the use of bane, as usual.
16th Level: The arrow retains its bane, distance, and seeking special abilities after being fired.
18th Level: Once per week, the wielder can take a standard action to fire the arrow, giving it the properties of a greater slaying arrow (keyed to the same category as its bane ability) in addition to its other special abilities. After being fired, the arrow loses all special abilities for 1 week.
20th Level: The greater slaying ability can be used once per day (after which the arrow loses all special abilities for 1 day) rather than once per week. The arrow overcomes damage reduction as though adamantine.

Construction Requirements

Craft Magic Arms and Armor, Heighten Spell, clairaudience/clairvoyance, finger of death, summon monster I, true seeing; Cost 22,000 gp

Multimetal Mace

Slot none; CL 6th; Weight 4 lbs.
Aura moderate transmutation; Price 2,650 gp; Scaling prize

Description

This +1 light mace has bands of several different metals around its hilt, each band one inch thick. Once per day, the mace’s owner can transform the mace into a different metal as a standard action. The multimetal mace remains that type of metal until transformed again. To begin with, it can transform to silver or back to steel. It retains all magical abilities when it transforms, along with any ongoing spells and effects currently affecting it.
8th Level: The multimetal mace can be transformed into cold iron.
10th Level: The multimetal mace can be transformed into adamantine.
12th Level: The multimetal mace is a +2 light mace.

Construction Requirements

Craft Magic Arms and Armor, heart of the metal; Cost 11,405 gp

Sacred Avenger

Slot none; CL 6th; Weight 4 lbs.
Aura moderate abjuration [good]; Price 4,800 gp; Scaling wonder

Description

This masterwork cold iron longsword becomes a +1 cold iron longsword in the hands of a paladin.
8th Level: The sacred avenger is a +1 cold iron longsword that becomes a +2 cold iron longsword in the hands of a paladin.
10th Level: The sacred avenger becomes a +3 cold iron longsword in the hands of a paladin.
12th Level: The sacred avenger is a +2 cold iron longsword that becomes a +4 cold iron longsword in the hands of a paladin.
14th Level: The sacred avenger becomes a +5 cold iron longsword in the hands of a paladin.
17th Level: The sacred avenger allows a paladin to use the area dispel version of greater dispel magic at will as a standard action and grants the paladin and adjacent allies spell resistance equal to 5 + her paladin level.

Construction Requirements

Craft Magic Arms and Armor, holy aura, creator must be good; Cost 64,500 gp

Spear of the Huntmaster

Slot none; CL 6th; Weight 6 lbs.
Aura moderate divination; Price 2,650 gp; Scaling prize

Description

This +1 spear of jet-black wood has a head of polished amber. The spear’s wielder can use know direction at will.
8th Level: With the spear in hand, the wielder gains a +5 competence bonus on Survival checks.
10th Level: A wielder with the quarry class feature can use the spear to use locate creature once per day to find his quarry. If his quarry is within range, the amber spearhead glows brightly when pointed in the proper direction.
12th Level: The spear gains the returning weapon special ability.

Construction Requirements

Craft Magic Arms and Armor, detect animals or plants, know direction, locate creature, telekinesis; Cost 10,380 gp

Thirsting Blade

Slot none; CL 6th; Weight 2 lbs.
Aura moderate necromancy; Price 4,800 gp; Scaling wonder

Description

This long, curved +1 dagger gives off a contented hum when soaked with blood. It can be thrown normally despite its length and has a critical threat range of 18–20.
8th Level: The thirsting blade is a +1 keen dagger.
10th Level: The thirsting blade deals 1 point of bleed damage on a successful critical hit.
14th Level: The thirsting blade is a +1 keen wounding dagger. On a successful critical hit, the dagger deals 2 points of bleed damage instead of 1.
15th Level: The thirsting blade is a +2 keen wounding dagger.
16th Level: The thirsting blade is a +3 keen wounding dagger.
17th Level: The thirsting blade is a +4 keen wounding dagger.
19th Level: On a successful critical hit against an opponent with blood, the thirsting blade’s wielder recovers 2 hit points. This ability functions only for the first wielder each day to score a critical hit with the thirsting blade. The wielder can recover a number of hit points in this way each day up to that wielder’s normal maximum hit points. On a successful critical hit against an opponent with blood, that opponent is flat-footed against the wielder’s attacks with the thirsting blade as long as it continues to take the bleed damage from the critical hit.
20th Level: The thirsting blade is a +5 keen vicious wounding dagger.

Construction Requirements

Craft Magic Arms and Armor, bleed, enervation, keen edge, vampiric touch; Cost 132,000 gp

Scaling Rings

Source Pathfinder Unchained pg. 165
Rings bestow magical powers upon their wearers. Anyone can use a ring, but a character can gain the benefits of only two magic rings at a time.

Fivefold Rings of Fire

Slot ring; CL 10th; Weight
Aura moderate evocation; Price 10,800 gp; Scaling prize

Description

These five golden rings are each set with a fire opal and are linked together by thin golden chains (making them take up only a single ring item slot). The wearer can release up to five scorching rays each day, one from each of the five rings. She can release one ray as a standard action or two rays (from two different rings) as a full-round action.
12th Level: Each day, the wearer can ignore up to 40 points of fire damage as if using protection from energy. This fire damage is absorbed into the fivefold rings of fire; when this happens, if the wearer has already expended one or more of her scorching rays for the day, she can recharge one of the rings for every 20 points of fire damage she absorbs.
14th Level: In place of a scorching ray, the wearer can choose to create a flaming sphere. The effect takes the form of hollow rings of flame instead of a sphere, but otherwise functions as the spell.
16th Level: The amount of fire damage the wearer can absorb each day increases to 100 points.

Construction Requirements

Craft Wondrous Item, flaming sphere, protection from energy, scorching ray; Cost 23,625 gp

Ring of the Dragon (Flame)

Slot ring; CL 9th; Weight
Aura moderate abjuration; Price 6,000 gp; Scaling prize

Description

Carved from a red stone in the shape of a dragon with glowing wings, this ring grants its wearer fire resistance 5. The ring has a sulfuric smell that lingers when it protects its wearer.
11th Level: The ring grants fire resistance 10.
14th Level: The ring grants fire resistance 20.
17th Level: The ring grants fire resistance 30. The wearer increases her land speed by 5 feet. Once per day, the ring’s wearer can make a primary bite attack as a swift action. If she does not already possess a bite attack, her teeth elongate into draconic fangs as part of the swift action, granting a bite attack that deals 1d6 points of damage for a Medium wearer (1d4 for a Small wearer).
20th Level: The ring’s wearer can transform into a flame drake once per day. This functions as transforming into a red dragon via form of the dragon II, except that the wearer’s fire breath weapon damages a 20-foot-radius spread within 180 feet of her.

Construction Requirements

Forge Ring, form of the dragon II, haste, resist energy; Cost 66,000 gp

Ring of the Drake (Forest)

Slot ring; CL 9th; Weight
Aura moderate abjuration; Price 6,000 gp; Scaling prize

Description

Carved from a gray-green stone in the shape of a drake’s head, this rings grants its wearer acid resistance 5. The stone ring has an acidic smell that lingers when it protects its wearer.
11th Level: The ring grants acid resistance 10.
14th Level: The ring grants acid resistance 20.
17th Level: The ring grants acid resistance 30. The wearer gains the ability to breathe underwater. Once per day, the ring’s wearer can make a primary bite attack as a swift action. If she does not possess a bite attack, her teeth elongate into draconic fangs as part of the swift action, granting a bite attack that deals 1d6 damage for a Medium wearer (1d4 for a Small wearer).
20th Level: The ring’s wearer can transform into a forest drake once per day. This functions as transforming into a green dragon via form of the dragon II, except that the wearer’s acid breath weapon damages a 10-foot-radius spread within 60 feet of her and remains in place as an obscuring mist for 1d4 rounds.

Construction Requirements

Forge Ring, form of the dragon II, haste, resist energy; Cost 66,000 gp

Ring of the Drake (Frost)

Slot ring; CL 9th; Weight
Aura moderate abjuration; Price 6,000 gp; Scaling prize

Description

Carved from a white stone in the shape of a coiled dragon, this ring grants its wearer cold resistance 5. The ring has a crisp smell that lingers when it protects its wearer.
11th Level: The ring grants cold resistance 10.
14th Level: The ring grants cold resistance 20.
17th Level: The ring grants cold resistance 30. The wearer can see perfectly in snowy conditions, and does not take any penalties on Perception checks while in snow. Once per day, the ring’s wearer can make a primary bite attack as a swift action. If she does not possess a bite attack, her teeth elongate into draconic fangs as part of the swift action, granting a bite attack that deals 1d6 points of damage for a Medium wearer (1d4 for a Small wearer).
20th Level: The ring’s wearer can transform into a frost drake once per day. This functions as transforming into a white dragon via form of the dragon II, except that the wearer’s cold breath weapon affects a 10-foot-radius spread within 60 feet of her. All surfaces within the spread are coated with slippery ice that turns the area into difficult terrain for 2d4 rounds.

Construction Requirements

Forge Ring, form of the dragon II, haste, resist energy; Cost 66,000 gp

Ring of the Drake (Sea)

Slot ring; CL 9th; Weight
Aura moderate abjuration; Price 6,000 gp; Scaling prize

Description

Carved from a blue-green stone in the shape of a swimming dragon, this ring grants its wearer electricity resistance 5. The ring exudes a smell of the sea that lingers when it protects its wearer.
11th Level: The ring grants electricity resistance 10.
14th Level: The ring grants electricity resistance 20.
17th Level: The ring grants electricity resistance 30. The wearer gains the ability to breathe underwater. Once per day, the ring’s wearer can make a primary bite attack as a swift action. If she does not already possess a bite attack, her teeth elongate into draconic fangs as part of the swift action, granting a bite attack that deals 1d6 points of damage for a Medium wearer (1d4 for a Small wearer).
20th Level: The ring’s wearer can transform into a sea drake once per day. This functions as transforming into a blue dragon via form of the dragon II, except that the wearer’s electricity breath weapon targets one creature within 100 feet of her, then arcs to up to seven secondary targets within 20 feet of the primary target. The secondary bolts each strike one target and deal as much damage as the primary bolt.

Construction Requirements

Forge Ring, form of the dragon II, haste, resist energy; Cost 66,000 gp

Ring of the Earthlord

Slot ring; CL 6th; Weight
Aura moderate conjuration; Price 4,800 gp; Scaling wonder

Description

This stone ring is constantly covered in a thin layer of dirt. It grants its wearer the ability to meld into stone once per day.
8th Level: The wearer can also use soften earth and stone once per day. She can speak Terran, and she gains a +2 resistance bonus on saving throws against attacks by creatures from the Plane of Earth and a +4 morale bonus on attack rolls against such creatures. Additionally, these creatures take a –1 penalty on attack rolls against her. The wearer takes a –2 penalty on all saving throws against air or electricity effects.
11th Level: Earth elementals can’t attack the wearer or even approach within 5 feet of her. If she wishes, the wearer can attempt to use charm monster on an earth elemental (DC 17 Will save negates). If she fails the attempt, she loses the protection against that elemental and can’t attempt to charm that elemental again.
14th Level: The wearer can use stone shape twice per day and use stoneskin on herself once per week.
16th Level: The wearer can use wall of stone once per day and can now use meld into stone three times per day.
17th Level: The wearer can use passwall once per week and can now use meld into stone at will.
18th Level: The wearer can now use passwall twice per week and soften earth and stone at will.

Construction Requirements

Forge Ring, meld into stone, passwall, soften earth and stone, stone shape, stoneskin, summon monster VI, wall of stone; Cost 79,500 gp

Ring of the Trickster

Slot ring; CL 4th; Weight
Aura faint illusion; Price 1,080 gp; Scaling prize

Description

This five-piece puzzle ring must be properly assembled before it can be placed on a finger. Once per day as a move action, the wearer can create a single mirror image as if using the Trickery domain’s copycat power. If the wearer is a cleric with the Trickery domain and the copycat power, she instead gains two additional uses of that ability.
6th Level: The wearer can use prestidigitation at will.
8th Level: By spending 1 full round reconfiguring the ring’s puzzle, the wearer can find a way to solve the puzzle with four of the pieces while twisting the final piece into a tiny shape that grows into another simple object. Treat the result as if the wearer had reconfigured a traveler’s any-tool, except that the resulting object additionally grants a +2 competence bonus on a skill check of the wearer’s choice that could conceivably involve the object. As long as she does not lose the object, the wearer can return the fifth piece to the ring by spending another full round. The wearer cannot use any of the ring’s creation powers without all five pieces.
10th Level: By spending 1 minute reconfiguring the ring’s puzzle, the wearer can find a way to solve the puzzle with four of the pieces while twisting the final piece into a tiny shape that grows into a new object as minor creation, except that the wearer uses Disable Device rather than Craft to create a complex object. The fifth piece of the ring mysteriously reappears 24 hours after the new object vanishes. The wearer cannot use any of the ring’s creation powers without all five pieces.
12th Level: By spending 10 minutes reconfiguring the ring’s puzzle, the wearer can find a way to solve the puzzle with four of the pieces while twisting the final piece into a tiny shape that grows into a new object as major creation, except that the wearer uses Disable Device rather than Craft to create a complex object. The fifth piece mysteriously reappears 24 hours after the new object vanishes. The wearer cannot use any of the ring’s creation powers without all five pieces.
15th Level: Once per day as a standard action, the wearer can create a duplicate while becoming invisible, as mislead.

Construction Requirements

; Cost 18,000 gp Forge Ring, major creation, mirror image, prestidigitation

Scaling Rods

Source Pathfinder Unchained pg. 167
Rods are scepterlike devices that have unique magical powers and usually do not have any charges. Anyone can use a rod.

Mimetic Rod

Slot none; CL 7th; Weight 2 lbs.
Aura moderate divination; Price 1,350 gp; Scaling bauble

Description

The smooth surface of this rod is polished to a mirror sheen. Two cabochons—one amber and one viridian—set into the ends of the rod control its functions. A creature can press the viridian stone and roll the rod across a piece of writing on a flat surface to copy that writing into the rod, leaving the original text intact. By pressing the amber cabochon and rolling the rod across a different flat surface, a creature can replicate the original text. The text remains stored in the rod until the viridian stone is pressed again. The rod can copy a text the size of its surface area: 10 inches by 12 inches. Spellbook pages can be copied into a mimetic rod, but this is only useful for saving the text to transcribe later; the caster must still pay the full price for copying the spell into a spellbook. The rod can’t copy traps that use magical writing, such as explosive runes, but attempting to do so doesn’t trigger the trap unless the movement of the magic item over the text would normally trigger it.
9th Level: The rod can be used to copy faces. It must first be waved in front of either a person’s actual face or a high-quality reproduction while the wielder presses the viridian cabochon. The stored face can then be replicated over someone else’s face as though they’d been affected by disguise self (though this can change only the face—not height, weight, or other features). This effect lasts for 10 minutes per character level possessed by the person activating the rod (to a maximum of 140 minutes). The rod can store only one face at a time, and can’t store a face while it’s storing text.
11th Level: If the rod’s user speaks the name of a language, the rod automatically translates any text stored in it to that language. When that text is reproduced, it comes out in the language it has been translated to. A piece of text can be translated any number of times while stored in the rod.
14th Level: The rod can copy and reproduce magical traps that rely on text, including symbols. The rod’s user must succeed at a caster level check (caster level 14th) with a DC equal to 11 + the targeted spell’s caster level to do so. If she succeeds, the trap is stored harmlessly in the rod and can be replicated just as text would. Unlike with normal text, the spell is erased from inside the rod when it’s replicated. The size of the rod’s surface area doesn’t limit the size of magical trap text it can copy. When the rod reproduces the magical writing, any decisions made by the original caster are unchanged. The rod’s wielder can also press the viridian cabochon to harmlessly extinguish the spell instead of reproducing it.

Construction Requirements

Craft Rod, disguise self, memorize page, tongues; Cost 4,625 gp

Rod of the Deadlord

Slot none; CL 9th; Weight 4 lbs.
Aura moderate necromancy; Price 16,005 gp; Scaling wonder

Description

This baton and the small skull that tops it are both made of blackened adamantine. The rod can be wielded as a +1 conductive light mace. At the wielder’s command, it transforms into a morningstar, heavy mace, flail, or heavy flail. It returns to its normal shape if left unattended for 1 round. Commanders of undead legions often wield such rods as symbols of authority. Changing the weapon’s type can be used to signal a change in strategy for the undead horde, with the mace indicating a steady march, the morningstar calling for an aggressive assault, a flail indicating a retreat, and so on.
11th Level: The rod’s enhancement bonus increases to +2.
13th Level: Any creature hit by the rod of the deadlord gains a temporary negative level. The target avoids this negative level if it succeeds at a Fortitude save with a DC equal to 6 + the wielder’s Hit Dice (maximum 21). This negative level lasts for 12 hours, and can’t become a permanent negative level.
15th Level: If the wielder confirms a critical hit, instead of gaining a temporary negative level the target gains a permanent negative level with no saving throw. Each day thereafter, the target must succeed at a Fortitude save (using the same DC as the 13th-level unlockable ability) or acquire another negative level. This is a curse effect that continues until removed (DC 23) or until the target dies. A target slain by this curse cannot be revived from death until the curse is removed.
17th Level: The rod’s enhancement bonus increases to +3. Once per day, the rod’s owner can tap the rod on the ground as a standard action to duplicate the effects of animate dead. The total HD of undead the owner can control in this way is equal to her level. If she controls other undead from castings of animate dead, she uses only the highest maximum she can control—the values do not stack. She ceases to control undead created by the rod if the rod leaves her possession.

Construction Requirements

Craft Rod, bestow curse, enervation, major creation, spectral hand; Cost 67,505 gp

Scaling Staves

Source Pathfinder Unchained pg. 168
A staff is a long shaft that stores several spells. Staves usually hold spells grouped by a theme and sometimes possess other abilities that they grant to the wielder. A staff has 10 charges when created but can be recharged by a spellcaster with the appropriate spells.

Staff of the Pyre Lord

Slot none; CL 8th; Weight 1 lb.
Aura moderate evocation; Price 8,800 gp; Scaling wonder

Description

This staff is carved entirely of polished obsidian inset with rubies. Flickering flames seem to dance across its surface. As the wielder goes up in level, the illusory flames grow larger and change in color, starting out a faint yellow and eventually becoming a deep blue. This staff allows the use of the following spells. 10th Level: Scorching ray now costs only 1 charge, and the staff allows the use of fireball for 2 charges.
12th Level: The staff’s fireball spells become empowered fireball. The staff counts as a +1 flaming quarterstaff when used as a weapon.
14th Level: The staff allows the use of summon monster VI for 2 charges to summon fire elementals only.
16th Level: The staff replaces summon monster VI with summon monster VIII for 3 charges to summon fire elementals only. It also allows the use of fire storm for 2 charges.
18th Level: The staff allows the use of meteor swarm for 3 charges. The cost for summon monster VIII decreases to 2 charges, and empowered fireball now costs 1 charge.
20th Level: The cost of meteor swarm and fire storm each decrease to 1 charge.

Construction Requirements

Craft Staff, Empower Spell, fire storm, fireball, meteor swarm, scorching ray, spark, summon monster VI, summon monster VIII; Cost 132,000 gp

Staff of Ways

Slot none; CL 10th; Weight 1 lb.
Aura moderate transmutation; Price 8,000 gp; Scaling prize

Description

This wooden staff is carved with intricate patterns of waves, wind, trails, and vines. As the wielder goes up in level, the patterns begin to move, slowly at first, but gradually increasing in speed and magnitude. At the highest levels, the staff appears to be filled with a twisting and complex nature scene, with forking paths and raging tsunamis. This staff allows the use of the following spells. 12th Level: The staff allows the use of spider climb for 2 charges. The cost of expeditious retreat and monkey fish each reduce to 1 charge.
14th Level: The staff allows the use of fly for 2 charges. The cost of spider climb decreases to 1 charge.
16th Level: The staff grants its owner a permanent +10-foot enhancement bonus to her base movement speed, a swim speed of 10 feet, and a climb speed of 10 feet. The staff can no longer be used to cast longstrider or monkey fish. The staff allows the use of freedom of movement for 2 charges and water breathing for 3 charges. The cost of fly decreases to 1 charge.
18th Level: The staff allows the use of find the path for 3 charges. The cost for water breathing decreases to 1 charge.
20th Level: The staff grants its owner a fly speed of 30 feet (poor maneuverability). Find the path now costs 2 charges, and freedom of movement costs only 1 charge. If the staff’s wielder breaks the staff in two as a full-round action, she can transport herself and up to 19 allies to a safe location she knows extremely well. This ability ignores local conditions as if it were the transport travelers effect of a wish.

Construction Requirements

Craft Staff, expeditious retreat, find the path, fly, freedom of movement, longstrider, monkey fish, spider climb, water breathing; Cost 66,500 gp

Scaling Wondrous Items

Source Pathfinder Unchained pg. 168
Wondrous items are diverse. Some must be worn in a specific magic item slot in order to work, while others must merely be possessed and used. “Wondrous item” is a catchall category for anything that doesn't fall into other groups, such as weapons, staves, and so on. Anyone can use a wondrous item, unless the item specifies otherwise. There are two main categories of wondrous items: slotted and slotless. Slotted items take up a magic item slot, and must be worn by those who want to benefit from them.

Arachnid Cloak

Slot shoulders; CL 4th; Weight 1 lb.
Aura faint transmutation; Price 900 gp; Scaling prize

Description

This red-and-violet silk garment, delicately embroidered with a barely perceptible weblike pattern, grants its wearer a +2 luck bonus on saving throws against spider poison.
7th Level: The cloak allows its wearer to move at half speed among spider webs without any chance of being trapped by them.
10th Level: The wearer is treated as if constantly under the effects of a spider climb spell.
12th Level: The wearer cannot be entrapped by web spells or webs of any sort, and can climb along webs like a spider, moving at her full climb speed.
14th Level: Normal spiders, including spider swarms and unusually large spiders, will not attack the cloak's wearer unless she attacks them first or they are instructed to do so by some other creature, such as through a use of vermin empathy or a spell. The cloak's wearer can summon forth a swarm of spiders once per day as the spell summon swarm.
16th Level: The cloak's wearer can attempt to influence spiders, as the mite's vermin empathy ability. The wearer does not gain a racial bonus to vermin empathy. She can change into the form of a Small or Medium spider and back at will as a standard action, as vermin shape I.
17th Level: The cloak's wearer can summon a swarm of spiders at will, instead of once per day. When she changes into the form of a spider, she can change into the form of a Tiny, Small, Medium, or Large spider as vermin shape II.

Construction Requirements

Craft Wondrous Item, spider climb, summon swarm, vermin shape II, web; Cost 30,750 gp

Bag of Endless Holding

Slot none; CL 10th; Weight 15 lbs.
Aura moderate transmutation; Price 3,100 gp; Scaling bauble

Description

This appears to be a common cloth sack about 2 feet by 4 feet in size. However, it opens into a nondimensional space far larger than its outside dimensions. It acts as a bag of holding (type I), but retrieving an item from the bag does not provoke an attack of opportunity.
12th Level: The bag's capacity and weight increase as a bag of holding (type II).
14th Level: The bag's capacity and weight increase as a bag of holding (type III).
15th Level: The bag's capacity and weight increase as a bag of holding (type IV).

Construction Requirements

Craft Wondrous Item, secret chest; Cost 6,000 gp

Bat Cloak

Slot shoulders; CL 4th; Weight 1 lb.
Aura faint transmutation; Price 900 gp; Scaling prize

Description

Fashioned of dark brown or black cloth, this cloak resembles gigantic bat wings. It allows its wearer to hang upside down from the ceiling like a bat.
7th Level: The cloak grants its wearer a +5 competence bonus on Stealth checks.
10th Level: The wearer can grasp the edges of the cloak to fly (as the fly spell) for up to 7 minutes three times per day, but only in dim light or lower. After each use of this ability, the wearer must wait for at least as long as the fly effect lasted until using this ability again.
12th Level: For each daily use of fly, the wearer can instead choose to transform into an ordinary bat as beast shape III for the same duration.
14th Level: The wearer can use fly or beast shape III any number of times per day, but is still subject to the dim light restriction and the limit on using the ability again after a previous use.
16th Level: The wearer can also transform into a dire bat with beast shape III, and he can summon a swarm of bats at will as summon swarm.
18th Level: The wearer constantly gains the echolocation of a bat. He can hear high-pitched sounds such as bat echolocation, and he gains blindsense 20 feet. This blindsense is sound-based, and is blocked by spells such as silence.
20th Level: The wearer's blindsense increases to blindsense 60 feet, like that of a dire bat. Instead of using beast shape or fly, he can transform himself into a bat swarm, gaining the abilities of a bat as beast shape III plus the bat swarm's distraction, immunity to weapon damage, swarm traits, and wounding abilities.

Construction Requirements

Craft Wondrous Item, beast shape III, echolocation, fly, summon swarm; Cost 66,000 gp

Beaker of Plentiful Poisons

Slot none; CL 7th; Weight 1 lb.
Aura moderate conjuration; Price 3,600 gp; Scaling prize

Description

This flared and stoppered flask of tempered glass can store up to 5 doses of poison, all of which can be different types. The owner can craft up to 5 doses of poison simultaneously using the beaker. She must still attempt separate Craft (alchemy) checks for each dose of poison to ensure successful crafting, but she can make progress on all five poisons simultaneously (making checks for the week's or day's progress at the same time).

The user can also add already-completed doses of poison to the beaker. All poisons remain separate and unmixed as long as they remain within the beaker, and the user can decant any of the poisons (including incomplete poisons) by naming the poison she wishes to pour forth.
9th Level: When crafting a poison within the beaker, the crafter uses the poison's gp value instead of its sp value when determining her progress.
11th Level: Once per day, the owner of a beaker of plentiful poisons can produce 1 additional dose of any completed poison stored in the flask. The additional dose loses its efficacy 1 minute after being decanted. The market price of the duplicated poison can't exceed an amount equal to 20 gp × the beaker's caster level; any unused value is lost. A creature must have had the beaker of plentiful poisons in its possession for at least 24 hours to create poisons in this way.
13th Level: The beaker can create 2 doses of poison per day, with a total market price up to 40 gp × the beaker's caster level.
15th Level: The beaker can create 3 doses of poison per day, with a total market price of up to 60 gp × the beaker's caster level.

Construction Requirements

Craft Wondrous Item, minor creation, poison; Cost 18,000 gp

Boots of Readiness

Slot feet; CL 9th; Weight 1 lb.
Aura moderate divination; Price 2,650 gp; Scaling bauble

Description

These tight-fitting, black leather boots make their wearer more prepared before she acts in battle. When the wearer has not yet acted at the beginning of a fight, the boots provide a +2 luck bonus on saving throws and 12 temporary hit points. Both effects fade when the wearer's first turn arrives, even if she delays.
11th Level: The wearer of these boots can't be caught flat-footed.
13th Level: Before the wearer has taken her first turn in combat, she can move up to her speed as an immediate action without provoking attacks of opportunity. She can no longer use this ability once her first turn arrives, even if she delays.

Construction Requirements

Craft Wondrous Item, haste, moment of prescience; Cost 3,500 gp

Boots of the Elven Spirit

Slot feet; CL 10th; Weight 1 lb.
Aura moderate transmutation; Price 3,100 gp; Scaling bauble

Description

These elegant, lightweight boots are durable yet soft in texture, being partially made of living leaves and other natural materials. They grant the wearer a +5 competence bonus on Acrobatics checks and allow her to treat the first square of difficult terrain she enters each round as if it weren't difficult terrain.
12th Level: The boots allow the wearer to ignore the adverse movement effects of difficult terrain entirely.
14th Level: The boots grant the wearer a +10-foot enhancement bonus to her base movement speed, and she leaves no tracks.
17th Level: The boots allow the wearer to walk so lightly that she doesn't trigger pressure plate traps and can walk across any surface—including water, but not air—as long as she ends her movement each round on a surface that can support her weight.
20th Level: The boots allow the wearer to gain the effects of haste for 10 rounds per day, as boots of speed. If the wearer also wears the cloak of the elven spirit (see below), the boots grant her the ability to use tree stride as the spell, entering up to 20 trees each day.

Construction Requirements

Craft Wondrous Item, expeditious retreat, feather step, haste, tree stride, creator must be an elf; Cost 22,000 gp

Bracelets of the Fey Touch

Slot wrists; CL 4th; Weight
Aura faint enchantment; Price 480 gp; Scaling bauble

Description

These bracelets are crafted from thin yet surprisingly durable silver, and they glitter and sparkle faintly in moonlight or shadow. The wearer can activate the bracelets once per day as a free action to gain a +4 competence bonus on a Bluff or Stealth check.
6th Level: The wearer can activate the bracelets to increase the DC of the next enchantment spell she casts by 1 instead of gaining a bonus on a skill check.
8th Level: The bracelets can be used twice per day, but no more than once per hour.

Construction Requirements

Craft Wondrous Item, charm person, invisibility, creator must be fey; Cost 825 gp

Brutish Boots

Slot feet; CL 8th; Weight 6 lbs.
Aura moderate transmutation; Price 5,814 gp; Scaling wonder

Description

These coarse, heavy boots are fitted with numerous iron plates and rusted spikes that give them an intimidating appearance. The wearer can use brutish boots to attack as if using a masterwork cold iron gauntlet or masterwork cold iron spiked gauntlet, depending on which portion of the boot he uses.

These boots also protect the wearer's feet as if they had hardness 8. This hardness applies only against effects that directly affect the target's feet, such as caltrops, spike growth, spike stones, or stepping into a puddle of acid. It also applies against effects that deal damage to an attacker, such as fire shield, thorn body, or the barbed defense of a barbed devil, but only if the wearer is using the brutish boots to make the attack.
10th Level: If the wearer confirms a critical hit on an attack using the boots, he can attempt a combat maneuver check to trip the target. This maneuver doesn't provoke an attack of opportunity.
12th Level: Attack and damage rolls made with the boots gain a +1 enhancement bonus.
14th Level: If a creature within the wearer's reach is knocked prone, that creature provokes an attack of opportunity from the wearer. This attack of opportunity must be made with the brutish boots.

Construction Requirements

Craft Wondrous Item, telekinesis; Cost 13,200 gp

Cloak of the Elven Spirit

Slot shoulders; CL 12th; Weight 1 lb.
Aura strong transmutation; Price 5,400 gp; Scaling bauble

Description

When this plain gray cloak is worn with the hood drawn up around the head, the wearer gains a +5 competence bonus on Stealth checks. If the wearer spends at least 1 minute concentrating on blending the cloak's colors to match her surroundings, she can attempt Stealth checks without cover or concealment until she makes an attack or moves more than half her base speed on her turn. Once she breaks this effect, she must spend another minute to reactivate it.
14th Level: The cloak grants its wearer the camouflage ranger ability in forested areas.
18th Level: At will, when the wearer envelops herself in the cloak as a standard action, she can become invisible as invisibility.
20th Level: If the wearer also wears the boots of the elven spirit (see above), she can focus the cloak's invisibility effect. As a free action, she can choose to make it so her attacks do not end the invisibility effect for 1 round. She can use this ability for 10 rounds per day, but the rounds need not be consecutive.

Construction Requirements

Craft Wondrous Item, blend, greater invisibility, invisibility, creator must be an elf; Cost 22,000 gp

Cord of Unearthly Grace

Slot belt; CL 8th; Weight 1 lb.
Aura moderate transmutation; Price 5,000 gp; Scaling prize

Description

When tied around the waist, this humble, coarse rope grants its wearer a +10 competence bonus on Acrobatics checks relating to balance.
9th Level: Once per day as a swift action, the wearer can gain a +30-foot enhancement bonus to his base speed for 1 round. During this round, he ignores the adverse movement effects of terrain and his movement doesn't provoke attacks of opportunity.
11th Level: The wearer can stand from prone as an immediate action that does not provoke attacks of opportunity.
12th Level: The wearer can use the belt's ability to increase his speed and ignore difficult terrain three times per day.

Construction Requirements

Craft Wondrous Item, cat's grace, grace, creator must have 10 ranks in the Acrobatics skill; Cost 8,100 gp

Crystal Tiara

Slot head; CL 3rd; Weight
Aura faint conjuration; Price 1,000 gp; Scaling wonder

Description

This elaborate tiara looks as though it's made of intricately carved ice adorned with small, crystalline gemstones. Despite the item's fragile appearance, it has hardness 12 and 10 hit points. Its wearer gains the constant effects of endure elements against cold conditions only.
5th Level: Once per day, the wearer can summon a Small ice elemental as summon monster II.
7th Level: As a standard action, the wearer can launch an icicle at a foe within 30 feet as a ranged attack. On a hit, the icicle deals 1d6 points of piercing damage and 1d6 points of cold damage. In addition, the wearer can walk across icy ground without slipping.
10th Level: As part of her move action, the wearer can step into the air, creating crystalline stairs beneath her feat, adding new steps in whichever direction she travels. These steps melt away behind her. If others try to climb the steps, they crumble away, leaving only the portions beneath the wearer's feet intact. This otherwise acts as the air walk spell. She can use this ability each day for 10 minutes per level, divided any way she chooses in 10-minute intervals.
12th Level: Once per day, the wearer can call forth an ice storm. When she uses the tiara to summon ice elementals, she can summon either 1d4 Small ice elementals or one Medium ice elemental as summon monster IV.
14th Level: Once per day, the wearer can travel to a safe, very familiar location, as if she had cast ice crystal teleport on herself. When she uses the tiara to summon ice elementals, she can choose to summon 1d3 Medium ice elementals or one Large ice elemental as summon monster V.
16th Level: The wearer can use the tiara to call up a tower of ice, as an instant fortress (except that the tiara does not transform into the tower, the tower takes 1 minute to rise instead of 1 round, the walls of the tower have only hardness 12, and damage to the tower does not carry over between multiple uses of this ability).
18th Level: When the wearer calls forth a tower of ice, if there is enough open space, she can choose to call forth a small palace instead, 100 feet square at the base with 20-foot-high rooms, with a central tower 20 feet square and 100 feet high. At will, she can spend 5 rounds to transform into a flurry of snowflakes that can move at incredible speed. Treat this as wind walk except she gains vulnerability to fire. It normally takes 5 rounds to transform back into her normal shape. However, she can revert to her original form early as a standard action. If she does so, she cannot transform into snowflakes again for 24 hours. When she uses the tiara to summon ice elementals, she can choose to summon 1d4+1 Medium ice elementals, 1d3 Large ice elementals, or one Huge ice elemental as summon monster VI.
20th Level: The wearer gains cold resistance 30. When she uses the tiara to summon ice elementals, she can also choose to summon 1d4+1 Huge ice elementals, 1d3 greater ice elementals, or one elder ice elemental as summon monster VIII. She can create ice stairs without a daily limit, and if she wishes, they last for 1 minute before melting, even if another creature tries to climb them. If she chooses to make them last longer, she can dismiss the stairs behind her as a swift action, potentially causing creatures climbing the stairs to fall.

Construction Requirements

Craft Wondrous Item, air walk, ice crystal teleport, ice storm, summon monster VIII, wind walk; Cost 132,000 gp

Dragon Robe

Slot body; CL 12th; Weight 1 lb.
Aura strong transmutation; Price 38,000 gp; Scaling wonder

Description

Embroidered dragons of gold thread adorn this red silk robe. The wearer gains a +3 enhancement bonus to natural armor and fire resistance 10. Once per day, the wearer can gain the benefit of darkvision, as the spell. A typical dragon robe is attuned to red dragons, though variants attuned to other types of dragons exist.
14th Level: The wearer can use dragon's breath (red dragon) once per day. The save DC is equal to 13 + the wearer's Constitution modifier, and spell resistance does not apply.
16th Level: The wearer's enhancement bonus to natural armor increases to +4, and his fire resistance increases to 20.
18th Level: The wearer can use dragon's breath three times per day. The wearer can also use form of the dragon III once per day, with a save DC equal to 22 + the wearer's Constitution modifier.
20th Level: The wearer's enhancement bonus to natural armor increases to +5 and his fire resistance to 30. In addition, any dragon's breath effect created by this item is maximized.

Construction Requirements

Craft Wondrous Item, Maximize Spell, darkvision, dragon's breath, form of the dragon III, resist energy; Cost 132,000 gp

Eternal Feather Token

Slot none; CL 4th; Weight
Aura faint conjuration; Price 2,650 gp; Scaling bauble

Description

This small, colorful feather waves gently as if blown by a constant breeze. As a standard action, the feather's owner can change its form into another variety of feather token. Any owner can use an eternal feather token to duplicate the effects of an anchor feather token. Higher-level owners have additional options. The token remains transformed until its owner commands it to change again, or until it is activated in that form like a normal feather token. Once activated, the token reverts to the appearance of a normal feather of a dingy gray color. Over the next week, it slowly regains its color. A week after its last activation, it can be used again.
7th Level: The feather can become a fan feather token.
9th Level: The feather can become a bird feather token.
11th Level: The feather can become a tree feather token.
13th Level: The feather can become a swan boat feather token or whip feather token.
15th Level: The feather recharges its color and is usable after 1 day instead of 1 week.

Construction Requirements

Craft Wondrous Item, major creation, make whole; Cost 6,000 gp

Filthy Rags

Slot body; CL 8th; Weight 6 lbs.
Aura moderate necromancy; Price 5,000 gp; Scaling prize

Description

These ragged robes are threadbare and frayed, caked with dirt and grime. Through constant exposure to innocuous forms of disease, the wearer becomes inured to sickness and filth, gaining a +4 alchemical bonus on saving throws versus disease and effects that cause the nauseated or sickened condition. Filthy rags can be worn in conjunction with armor.
10th Level: The rags begin to crawl with insects and spiders, granting the wearer familiarity with the feeling of tiny creatures crawling over her body. After wearing the rags for 24 consecutive hours, the wearer gains a +2 circumstance bonus on saving throws against the distraction ability of swarms. Once per day, she can make the spiders in her rags swarm out and attack her foes, causing the rags to expel spiders as the spell vomit swarm.
11th Level: Wasps build a small hive somewhere in the rags' interior. When the wearer uses vomit swarm, she can choose between spiders and wasps.
13th Level: The rags' diseases become more communicable. Any living creature striking the wearer with a bite attack contracts filth fever. A successful DC 14 Fortitude negates the disease. Oozes and vermin are immune to this effect, as are creatures such as otyughs and rats that are at home in exceptional filth.
16th Level: Army ants build a colony within the rags, and the rags' filth becomes utterly vile. The wearer can also choose army ants when using vomit swarm. Any biting creature that fails its saving throw against the rags' filth fever becomes nauseated for 1d4 rounds, and even on a successful save, the creature is still sickened for 1 round.

Construction Requirements

Craft Wondrous Item, contagion, remove sickness, stinking cloud, vomit swarm; Cost 23,625 gp

Flask of Reconcoction

Slot none; CL 4th; Weight
Aura faint conjuration and divination; Price 2,650 gp; Scaling bauble

Description

This thin silver flask can hold a single ounce of liquid. If a potion of a 1st-level spell is poured into the flask, the flask's interior analyzes and bonds to that potion. Once the potion is drunk, the flask begins to hiss and bubble, as strange liquids and reagents slowly mix within it. After 1 full week, the flask has produced a new potion of the same 1st-level spell at minimum caster level. If anyone drinks or empties the flask before the week is over, they gain no benefit, the nascent potion is lost, and the flask ceases concocting until it is filled with a new 1st-level potion. If a potion in the flask is poured out of the flask, rather than drunk directly from it, the flask does not reconcoct that potion.
6th Level: The flask takes only 1 day to reconcoct a 1st-level potion, rather than 1 week.
8th Level: The flask can reconcoct a potion of a 2nd-level spell, but it takes 1 week.
10th Level: The flask takes only 1 day to reconcoct a 2ndlevel potion, rather than 1 week.
12th Level: The flask can reconcoct a potion of a 3rd-level spell, but it takes 1 week.
14th Level: The flask takes only 1 day to reconcoct a 3rd-level potion, rather than 1 week.

Construction Requirements

Craft Wondrous Item, alchemical allocation; Cost 6,000 gp

Force Bracers

Slot wrists; CL 8th; Weight 2 lbs.
Aura moderate evocation; Price 5,950 gp; Scaling prize

Description

These crystal-accented bracers are bound with metallic straps and a fine lacework of embedded wire. The wearer can cause the bracers to create a shield of force to protect him. Each bracer can create a shield for up to 10 total minutes per day. This duration must be used in 1-minute increments. If only one force bracer is used, it creates a buckler, light shield, or heavy shield of force. If the wearer activates both force bracers, the shield of force is the equivalent of a tower shield.

Regardless of which type of force shield is created, the shield is weightless and has only half the normal armor check penalty, but otherwise follows all of the normal rules for shield use and proficiency. The shield grants the corresponding shield bonus to AC. Because the shield is made of force, its bonus applies against incorporeal touch attacks.
10th Level: If the wearer has created a heavy shield of force, the wearer can expend 1 minute of the shield's duration to make a single shield bash attack as if the shield had the forceful hand with hit points equal to 1/2 the wearer's hit points. The wearer gains none of the benefits of using a tower shield while the forceful hand exists. Each round of using the forceful hand consumes 1 minute of duration from each bracer.

Construction Requirements

Craft Wondrous Item, forceful hand, shield; Cost 8,100 gp

Forgemaster's Gauntlets

Slot hands; CL 7th; Weight 4 lbs.
Aura moderate abjuration; Price 3,750 gp; Scaling prize

Description

These scorched gauntlets of heavy padded leather are reinforced with metallic mesh and ceramic pads to diffuse heat. The wearer gains a +5 competence bonus on Craft (armor) and Craft (weapons) checks.
8th Level: The wearer can use spark at will.
10th Level: The wearer gains fire resistance 5, and her hands are immune to fire damage, so she can pick up hot objects or touch flames without being harmed. Weapons affected by heat metal or similar effects deal no damage to the wearer, and the wearer likewise ignores damage from effects like fire shield (hot flames version) that deal fire damage to a creature attacking in melee.
11th Level: The forgemaster's gauntlets are +1 gauntlets.
12th Level: The wearer of the forgemaster's gauntlets can heat objects she touches. She can use heat metal (DC 13) at will. If she's targeting a metal object worn by a foe, she must succeed at a melee touch attack. If the targeted item is being held or wielded, the wearer of the forgemaster's gauntlets must attempt a combat maneuver check as if she were attempting to sunder the item. This maneuver does not provoke attacks of opportunity, even if the wearer does not have the Improved Sunder feat.
13th Level: The wearer's fire resistance increases to 10.
14th Level: The forgemaster's gauntlets are +1 flaming gauntlets.
15th Level: The forgemaster's gauntlets are +1 flaming burst gauntlets.

Construction Requirements

Craft Wondrous Item; flame blade, flame strike, or fireball; heat metal; resist energy; spark; creator must have 5 ranks in Craft (armor) and Craft (weapons); Cost 18,000 gp

Fruitful Sash

Slot belt; CL 5th; Weight 1 lb.
Aura faint conjuration; Price 710 gp; Scaling bauble

Description

This colorful sash seems to be the sort normally worn by any common sailor or traveler, yet within its folds is a bountiful pocket. The wearer can reach into this hidden pocket and remove a piece of fruit a number of times per day equal to his character level. The type of fruit varies. One piece of fruit has enough nourishment and water to sustain one humanoid for 24 hours.

After 24 hours, the fruit rots and cannot nourish anyone. Once removed from its wearer, the sash doesn't produce fruit for anyone else for 24 hours. If redonned by its most recent wearer during that time, the sash resumes function normally (and the amount of fruit remaining within it isn't reset).
6th Level: Consuming a fruit produced from the sash cures a creature of 1 point of damage as if it were a goodberry. A given creature can recover a maximum of 8 hit points in this way in a 24-hour period.
8th Level: Three times per day, the wearer can draw forth a large, ripe piece of healing fruit that explodes when thrown. This functions as a splash weapon, but cures a target it hits of 1d6 points of damage and cures each creature it splashes on of 1 point of damage. This counts against the total number of pieces of fruit the sash can produce per day.
10th Level: Once per day, the wearer can draw forth one piece of fruit that acts as a potion of cure moderate wounds, delay poison, lesser restoration, or remove paralysis. This counts against the total number of pieces of fruit the sash can produce per day.
13th Level: The fruits produced by the sash cure 1d4 points of damage each instead of 1 point. An exploding fruit's healing power is unchanged.
15th Level: Once per week, the sash can produce the effects of heroes' feast.

Construction Requirements

Craft Wondrous Item, create food and water, cure moderate wounds, delay poison, goodberry, heroes' feast, lesser restoration, remove paralysis; Cost 6,000 gp

Galvanic Gauntlets

Slot hands; CL 5th; Weight 2 lbs.
Aura faint evocation; Price 1,882 gp; Scaling prize

Description

These gloves are woven of a fine copper mesh and wire, and infuse the wearer's hands with an electric charge. The wearer can use the galvanic gauntlets to make a melee touch attack dealing 1d6 points of electricity damage. She gains a +3 bonus on the attack if the target is wearing metal armor or is composed of metal.
7th Level: The touch attack's damage increases to 2d6 points of electricity damage.
9th Level: If the wearer uses her hands to make unarmed strikes (including when making a combat maneuver check to damage an opponent in a grapple), those attacks deal an additional 1d6 points of electricity damage on each hit, as if she were using a weapon with the shock weapon special ability.
11th Level: Any item held in the wearer's hands gains a powerful static charge, and any creature attempting to disarm the wearer of an object she is holding (or to make a steal combat maneuver against the gloves themselves) takes 1d6 points of electrical damage and must succeed at a DC 19 Fortitude save or be staggered for 1 round by the shock. This static charge does not harm items the wearer is holding.
13th Level: The shock ability of the gauntlets improves to the shocking burst weapon special ability.
15th Level: Once per day when the wearer hits a creature with the gauntlets' touch attack, she can create electric arcs that strike nearby creatures. This functions as though the target of the attack had been the primary target of a chain lightning spell (Reflex DC 19 half), though the hit creature doesn't take any additional damage.

Construction Requirements

Craft Wondrous Item, chain lightning, shocking grasp; Cost 18,302 gp

Glorious Gorget

Slot neck; CL 8th; Weight 2 lbs.
Aura moderate enchantment; Price 5,000 gp; Scaling prize

Description

This gilded neckpiece is inlaid with sunstone and diamond and engraved with wreaths of laurel. The wearer possesses great eloquence and gravitas, gaining a +5 competence bonus on Diplomacy, Intimidate, and Perform (oratory) checks.
10th Level: The wearer's speeches can fill her allies with purpose. As a full-round action, she can attempt a DC 20 Perform (oratory) check to affect all allies who can hear her with good hope for 1 round. If she fails the check, all allies who heard her ineloquent speech cannot benefit from this ability for 24 hours.
12th Level: The wearer can improve someone's attitude up to three steps when using Diplomacy. When she uses Intimidate to influence someone, she can present herself as glorious and powerful without threatening them, causing the attempt to operate like a Diplomacy check to influence instead.
14th Level: When the wearer uses the gorget's good hope ability, it lasts 1 additional round for every 10 by which her result exceeds the Perform (oratory) check DC. Once per day, she can extend the duration to the full duration of good hope.

Construction Requirements

Craft Wondrous Item, good hope; Cost 13,875 gp

Gloves of Cloud Shaping

Slot hands; CL 8th; Weight 1 lb.
Aura moderate transmutation; Price 5,400 gp; Scaling prize

Description

The wearer of these cloud-blue, cool-to-the-touch gloves can sculpt and shape creations of cloud and mist— both her own and those of others. The wearer can call upon the power of the gloves up to three times per day when creating a cloud of gas or mist with a spell, spell-like ability, supernatural ability, or magical item in order to make the area of effect dispel magic. If the effect is nonmagical, it is automatically dispersed in a 20-foot-radius spread centered on the wearer.
10th Level: The wearer can use fog cloud twice per day.
12th Level: The wearer can disrupt a creature under the effects of gaseous form. To do so, she must succeed at a melee touch attack against the gaseous target. If the attack hits, the wearer can choose to either lock the gaseous creature in place as if using hold monster or disperse the target, dealing 5d6 points of damage and nauseating the target for 5 rounds. In either case, the target is also locked into its gaseous form and can't resume solid form until the effect expires. A successful DC 17 Will saving throw negates this effect.
14th Level: The wearer can use cloudkill once per day.

Construction Requirements

Craft Wondrous Item, cloudkill, control weather, fog cloud; Cost 13,875 gp

Heart of the Elder Tree

Slot neck; CL 9th; Weight
Aura moderate transmutation; Price 14,000 gp; Scaling wonder

Description

This carved darkwood amulet resembles a human heart. As a move action while standing on earth, stone, or wood, its wearer can sprout woody, rootlike tendrils from his legs that anchor his feet to the ground. While so anchored, he gains a +4 bonus to his CMD against bull rush, drag, grapple, overrun, reposition, trip, and other combat maneuvers that would force him from his space, as well as on saving throws against effects that would force him from his space on a failed save. The roots fall away if the wearer moves from his space, even involuntarily.
11th Level: When anchored to the ground, the wearer's roots interfere with adjacent foes. Foes adjacent to the wearer must succeed at a DC 13 Reflex save each round or be entangled by the roots as if by the spell entangle. If the wearer's roots fall away due to movement, all entangled enemies are immediately released.
13th Level: When struck by a nonliving wooden or woodenhafted weapon of Huge size or smaller, the wearer can lash back and affect that weapon with warp wood as an immediate action (Will DC 20 negates). This ability is usable three times per day.
15th Level: The wearer can make a secondary natural attack with his roots, dealing an amount of damage equal to 1d4 + 1/2 the user's Strength bonus. At the beginning of the wearer's turn, if he still possesses roots from a previous round, the secondary root attack gains 5 feet of reach. This increase stacks with itself to a maximum of triple the wearer's natural reach, but it doesn't stack with any other increases. The reach resets whenever the roots fall away.
17th Level: The wearer gains the pull (root, 10 feet) universal monster ability.
20th Level: As long as the wearer's roots are planted in the ground, he gains the effect of a ring of regeneration. When the roots fall away, it counts as removing the ring, so he only regenerates damage taken after planting the roots and before moving. As long as the wearer activates his roots for at least 8 hours each day, he does not need to sleep. The wearer's +4 bonus on saving throws for planting his roots now also applies to paralysis, poison, polymorph effects, sleep effects, and stun.

Construction Requirements

Craft Wondrous Item, entangle, plant shape III, warp wood; Cost 132,000 gp

Heroic Saddle

Slot none; CL 8th; Weight 40 lbs.
Aura moderate abjuration; Price 6,000 gp; Scaling prize

Description

This elaborate military saddle is embellished with intricate tooling and a panoply of tassels, ribbons, and bells fit to announce a mighty hero's marvelous return. A new tassel, ribbon, or bell appears on the saddle after each victory. Whenever the rider of a mount wearing a heroic saddle is targeted with a conjuration (healing) effect, that effect also affects the mount. Use the rider's level to determine the scaling abilities of this item.
10th Level: The mount gains a +1 resistance bonus on saving throws and a +1 deflection bonus to Armor Class.
11th Level: Once per day as a full-round action, the rider of a mount wearing a heroic saddle can command the heroic saddle to grant the mount 1d8 + 10 temporary hit points. These temporary hit points last for 24 hours or until expended, and they do not stack with themselves but do stack with temporary hit points from other sources.
13th Level: The saddle's bonuses on saving throws and to AC increase to +2.
15th Level: The saddle's bonuses on saving throws and to AC increase to +3. When the rider commands the saddle to grant his mount temporary hit points, the rider also gains a number of temporary hit points equal to half the amount his mount gains.

Construction Requirements

Craft Wondrous Item, aid, resistance, shield other; Cost 18,000 gp

Lantern Pendant

Slot neck; CL 4th; Weight
Aura faint evocation; Price 1,000 gp; Scaling prize

Description

This small pendant of brass and glass is crafted in the shape of a lantern and continuously sheds light as a light spell. As a move action, the wearer can open the miniature lantern pendant and direct the tiny phantasmal fire within to float to any point within 110 feet. This functions as dancing lights, but the wearer can create a number of lights equal to 1/2 his character level, up to a maximum of four, and can create only torchlike lights, not glowing spheres or humanoid shapes. While the dancing lights are active, the light of the lantern pendant itself is extinguished.
6th Level: Once per day, the wearer can command the phantasmal fire to fly forth and limn all creatures in an area as faerie fire. Just as when using dancing lights, the pendant's light is extinguished throughout the duration.
8th Level: The wearer can choose between faerie fire and glitterdust (Will DC 13) when he uses the 6th-level ability.
10th Level: Once per day, the wearer can focus the lantern's power, causing its light to increase from the light spell to the daylight spell, with a duration as daylight. The daylight is suppressed whenever he activates any other ability that extinguishes the pendant's light, but such time still counts against its duration.
13th Level: Once per day, the wearer can release the lantern's lights in the form of wandering star motes (Will DC 16). During the duration, the pendant's light is extinguished.

Construction Requirements

Craft Wondrous Item, dancing lights, daylight, faerie fire, light, wandering star motes; Cost 10,500 gp

Mark of the Grinning Skull

Slot headband; CL 8th; Weight 1 lb.
Aura moderate necromancy; Price 2,000 gp; Scaling bauble

Description

An ebony skull adorns this tarnished silver band. When the wearer successfully demoralizes a creature with an Intimidate check, the penalties for being shaken increase by 2 on checks and rolls involving the wearer. For example, attacks made against the wearer and saves against her spells would take a –4 penalty rather than a –2 penalty.
11th Level: Once per day, the wearer can attempt to frighten a creature with an Intimidate check instead of demoralizing it. She must declare she is doing so before attempting the Intimidate check. The penalty increase for checks and rolls involving the wearer also applies if the creature is frightened in this way.
14th Level: The wearer can attempt to demoralize opponents as a move action instead of as a standard action. If the wearer can already do so because of the intimidating glare barbarian power or a similar ability, she can instead demoralize opponents as a swift action.

Construction Requirements

Craft Wondrous Item, cause fear, doom; Cost 4,625 gp

Mask of Mad Memories

Slot head; CL 6th; Weight 1 lb.
Aura moderate divination; Price 2,500 gp; Scaling prize

Description

This mask of malleable mithral can be attached to any helmet and worn in conjunction with it. The mask can be placed over the face of a helpless humanoid or monstrous humanoid creature, living or dead, and activated with a command word. The mask absorbs the creature's thoughts and memories and reshapes itself into the creature's likeness—a process that takes 10 minutes. Anyone wearing the mask after it has been activated gains a +5 competence bonus on Knowledge checks, Charisma checks, and Charisma-based skill checks relating to the creature whose memories were absorbed, including checks made to impersonate that creature.
8th Level: The wearer can transform into the target creature's shape, as disguise self. Additionally, 10 minutes after the command word is spoken, the mask can alter the target's memories as well as absorb them, as modify memory (Will DC 17 negates).
10th Level: The creature speaking the command can substitute nightmare for modify memory, with the same DC. Additionally, the mask's wearer can understand and read (but not speak) all languages the target creature knows.
12th Level: The mask's wearer can also speak the languages the target creature knows. Additionally, she can attempt to pry the answers to specific questions from the absorbed memories once per day. Treat this as speak with dead if the target creature was dead, and otherwise as contact other plane to contact a creature from the Astral Plane with no chance of ability score decrease.
14th Level: If the target creature is a humanoid, the wearer can take its form as alter self instead of disguise self.
17th Level: If the target creature is a Small or Medium monstrous humanoid, the wearer can take its form as monstrous physique I instead of disguise self.

Construction Requirements

Craft Wondrous Item, alter self, contact other plane, detect thoughts, disguise self, modify memory, monstrous physique, nightmare, speak with dead, tongues; Cost 30,750 gp

Necklace of Infernos

Slot neck; CL 10th; Weight
Aura moderate evocation; Price 9,300 gp; Scaling prize

Description

This golden chain is strung with glowing red-golden spheres of various sizes. It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective. It acts as a necklace of fireballs (type I) with a 6d6 sphere instead of the 5d6 sphere. After a bead explodes, a tiny new sphere of the same type that exploded begins to bloom along the chain, growing in size and intensity over the course of 1 week, after which it is ready to detonate again.
12th Level: The necklace acts as a necklace of fireballs (type II) with an additional 4d6 sphere.
14th Level: The necklace acts as a necklace of fireballs (type IV) with a 9d6 sphere instead of the 8d6 sphere.
16th Level: The necklace acts as a necklace of fireballs (type VII) with an additional 5d6 sphere.
18th Level: The spheres grow back in 1 day instead of 1 week.

Construction Requirements

Craft Wondrous Item, fireball; Cost 39,750 gp

Pearl of Puissance

Slot none; CL 5th; Weight
Aura faint transmutation; Price 1,575 gp; Scaling prize

Description

This seemingly normal pearl of average size and luster holds the secret to endless magical power. It acts as a pearl of power (1st level), and the user gains a +1 bonus to her caster level when she casts the spell from the slot she recalled with the pearl.
9th Level: The pearl acts as a pearl of power (2nd level).
11th Level: The pearl acts as a pearl of power (3rd level).
14th Level: The pearl acts as a pearl of power (5th level), but it grants the +1 caster level bonus only if used to recall a spell of 4th level or lower.
15th Level: The pearl acts as a pearl of power (6th level), but it grants the +1 caster level bonus only if used to recall a spell of 5th level or lower.
16th Level: The pearl acts as a pearl of power (7th level), but it grants the +1 caster level bonus only if used to recall a spell of 6th level or lower.
17th Level: The pearl acts as a pearl of power (8th level), but it grants the +1 caster level bonus only if used to recall a spell of 7th level or lower.
19th Level: The pearl acts as a pearl of power (9th level), but it grants the +1 caster level bonus only if used to recall a spell of 8th level or lower. Alternatively, the pearl can act as a pearl of power (two spells), but when used in this way, it doesn't provide a caster level boost.

Construction Requirements

Craft Wondrous Item, creator must be able to cast 9th-level spells; Cost 51,375 gp

Pouch of Pixie Dust

Slot none; CL 1st; Weight 1 lb.
Aura faint transmutation; Price 15 gp; Scaling bauble

Description

This delicate pouch contains sparkling dust of various iridescent colors. The owner can withdraw the dust and use it as an unlimited supply of normal colorful powder. She always withdraws powder of the color she desires.
4th Level: Once per day, the owner can imbue the pixie dust she draws from the pouch with fey power to reveal the unseen. This functions as faerie fire with a 1-minute duration, but she must throw the powder as a thrown weapon with a range increment of 10 feet against an AC of 5 to hit the correct grid intersection. On a miss, treat the dust as a splash weapon to determine the center of the effect.
6th Level: The owner can use the faerie fire ability three times per day.
8th Level: The owner can use the faerie fire ability at will.
10th Level: The owner can increase the power of the pixie dust once per day, producing a glitterdust effect (Will DC 13 negates the blindness) for 3 rounds. She must throw the powder as a thrown weapon with a range increment of 10 feet against an AC of 5 to hit the correct grid intersection. On a miss, treat the dust as a splash weapon to determine the center of the effect.
13th Level: The owner can use the glitterdust ability three times per day.
15th Level: The owner can sprinkle the pixie dust on herself or an adjacent willing target once per day, granting the target the ability to fly (as the fly spell) for 5 minutes.
18th Level: The owner can use the fly ability three times per day, and she can also throw the pixie dust to grant fly to a non-adjacent target. To hit a willing non-adjacent target with the pixie dust, she must throw the dust as a thrown weapon with a range increment of 10 feet and hit an AC of 5 + any modifiers that add to both the target's flat-footed and touch AC, such as deflection bonuses and cover bonuses. On a miss, treat the dust as a splash weapon; if there are creatures in the resulting square, randomly determine which creature in that square is targeted by the fly effect.

Construction Requirements

Craft Wondrous Item, faerie fire, fly, glitterdust; Cost 13,250 gp

Robe of the Faerie Queen

Slot body; CL 6th; Weight 1 lb.
Aura moderate transmutation; Price 4,800 gp; Scaling wonder

Description

When donned, this sheer, sleeved robe fades to near invisibility. It grants the wearer a +4 competence bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks against fey. On command, the mantle glows in delicate faerie fire of any color of the wearer's choice, and a second command word ends the glow.
8th Level: The mantle magnifies and sharpens the wearer's beauty such that her +4 competence bonus now applies on all Charisma checks, Charisma-based skill checks, and Sense Motive checks against any creature. Against fey, the bonus increases to +6.
10th Level: The mantle's wearer becomes manipulative and eloquent in social situations. Whenever she converses with creatures, she can insert a suggestion (Will DC 14 negates) for every 10 minutes of conversation by succeeding at a DC 14 Perform (oratory) check. If she ever fails the Perform (oratory) check to use this ability, all creatures who witnessed her misstep are immune to this ability for 24 hours.
12th Level: Once per day, the wearer can release the glow within the mantle in a single coruscating burst of color. This blinds creatures in a 10-foot radius (Reflex DC 19 negates) for 1d4 rounds and completely dispels any darkness spells of 6th level or lower whose source is within its area.
14th Level: The wearer grows a pair of gossamer wings. The wings are delicate and weak, carrying the wearer only with difficulty. She gains a fly speed of 30 feet (poor maneuverability).
16th Level: The wearer's wings grow stronger, more agile, and more beautiful, and iridescent patterns trace along them. Her fly speed increases to 60 feet (good maneuverability), and she gains a +5 competence bonus on Fly checks.
18th Level: The wearer gains a small domain in the fey realm. She can access her domain from any location, creating a silvery gateway. Treat her domain as a mage's magnificent mansion except that its size equals 20 10-foot cubes/level, the domain appears as wilderness instead of a mansion, and the servants are tiny fey instead of nearly transparent liveried servants.
20th Level: The wearer's type changes to fey, and she gains DR 10/cold iron. If the wearer's type was already fey and she already possessed DR/cold iron, her DR increases by 10 and magic weapons with enhancement bonuses of +3 or greater do not count as cold iron for the purpose of bypassing her DR.

Construction Requirements

Craft Wondrous Item, eagle's splendor, faerie fire, fly, mage's magnificent mansion, sunburst, suggestion, creator must be fey; Cost 132,000 gp

Spectacles of Thought-Seeing

Slot eyes; CL 7th; Weight
Aura moderate divination; Price 3,600 gp; Scaling prize

Description

The wearer of these ornate crystal lenses gains a +6 competence bonus on Sense Motive checks. When she uses Sense Motive to determine whether someone is lying to her, she gets a brief flash of the liar's thoughts at that instant.
9th Level: When the wearer concentrates, she can perceive the thoughts of a single creature as writing in the air, rendered in the subject's native language. This functions as though the wearer had concentrated on the creature for 3 rounds using detect thoughts, and can be blocked with a successful Will save with a DC equal to the wearer's character level + 6 (to a maximum DC of 20). A creature that succeeds at its save can't be affected again for 24 hours. Maintaining concentration requires a standard action each round (as for a spell), and once the wearer ceases concentrating on a creature, she cannot observe thoughts again for 1 minute. This ability can be used for a total of 5 minutes per day. These minutes do not need to be consecutive, but must be used in 1-minute increments. The glasses fail to function against creatures with an Intelligence score of 2 or lower or without a written language.
11th Level: The competence bonus on Sense Motive checks increases to +8. The detect thoughts effect can be used for 10 minutes per day. In addition to seeing the creature's thoughts in its native language, the wearer gets visual impressions of the creature's thoughts. She might see the face of someone the creature is thinking about, for instance, or see an image of that creature stabbing someone if it's planning an attack.
13th Level: The competence bonus on Sense Motive checks increases to +10. The detect thoughts effect is constant—