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Pathfinder Unchained / Scaling Items / Scaling Item Examples

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—