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Head Slot (Chapter 12.7 - Wondrous Items, Equip Slot: Head)

Bandit’s Bandana (1725gp): (Passive) A modified version of the Haste spell grants you +1 Reaction per pound and a +2 Haste Bonus to Initiative. This black bandana may be worn either in the Head Slot or Face Slot. (Spell-Haste)

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Captain’s Tricorn Hat (1600gp): You gain a +3 Power Bonus to Tactics and Seafaring.

      (Cast): 1/day – You can cast Tailwind. (Druid SL2)

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Circlet of INT +2 (1500gp) or +4 (5000gp): (Passive) Grants a +2 or +4 Power Bonus to INT Score.

Circlet of WIS +2 (1500gp) or +4 (5000gp): (Passive) Grants a +2 or +4 Power Bonus to WIS Score.

Circlet of CHA +2 (1500gp) or +4 (5000gp): (Passive) Grants a +2 or +4 Power Bonus to CHA Score.

-These circlets, crowns, headbands, or tiaras are pieces of jewelry decorated with one or more small gems. Regardless of specifics, the base item is always made using the Craft[Jewelry] Skill. (Spell – Prowess[Mental])

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Circlet of Thoughts (3600gp): (Passive) You gain a +4 Power Bonus to Sense Motive.

(Thought) 3/day – You may cast Detect Thoughts on a single target creature. (WILL Save DC15)

  -This elegant silver circlet holds a single, large, green gem which rests upon the forehead of the wearer.

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Hat of Disguise (2230gp): (Passive) You gain a +2 Power Bonus to Under Cover.

(Touch) 3/day - You may cast the Disguise Appearance spell on yourself with a 4-Hour duration. It may be deactivated if desired using a touch action as well.            (Spell-Disguise Appearance, SL2, WILL DC14 on interact)

-This hat appears as a MW decorative hat of any style, though it most commonly appears as a flat “floppy hat.”

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Headband of Intuition (950gp): (Passive) Grants a +2 Power Bonus to Initiative, Sense Motive, & Diplomacy.

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Headband of Language 1,2,3 - 1 Language (450gp), 2 Languages (850gp), 3 Languages (1250gp): (Passive) You gain a +4 Power Bonus to Linguistics, and anyone wearing the headband can speak and understand the indicated language(s). If literate, you can also read & write these languages. (Spell – Tongues)

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Headband of Will +2 (825gp): (Passive) +2 Power Bonus to WILL Saves. (Spell – Saving Grace)

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Jester’s Cap (2400gp): (Passive) This bright two-tone cap with two to three silly extensions grants a +2 Power Bonus to Acrobatics, Diplomacy, Perform(Dance&Motion) and Perform(Comedy&Stories).

-1/day: You may cast Hideous Laughter by saying a simple joke (WILL DC14, Big Action, No AOO).

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Lightcap (250gp): (Touch) This simple leather or cloth cap can be activated or deactivated with a touch to glow as per the Light spell (SL0) for up to 4 hours per day while worn. The hat deactivates if taken off.

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Nemes of the Pharaoh (3500gp): (Passive) This decorative gold & blue headdress grants a +2 Power Bonus to Perseverance, Diplomacy, and Knowledge(Religion).        

      (Touch) 1/day - You may activate a special version of the Augury spell. This allows you to ask a single question to your GM following the rules of this spell (See Augury, Ch11.4). You receive your answer immediately.

(Command) 2/day - You shout a single command word as a Swift Action that functions as an SL2 version of the Command Spell – WILL Save DC14 to resist. (2 target creatures, 50’ Range)  (Spells – Augury, Command)

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Ogreskin Cap (1000gp): (Passive) You gain a +2 Power Bonus to STR, but you are Unfortunate on all INT-based Skill Checks except Craft(Woodwork). You may understand the spoken Jotun language, but do not gain the ability to speak it. -This appears as a shoddy cap stitched together from mismatched scrap leather. (Spell – Alter Body)

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Shemagh of the Shemal (or Headwrap of the Haboob) (1900gp): (Passive) You gain the benefits of Endure Elements (Heat) and you always know the direction of north (or a prime direction in your world).

      -The extra cloth of this headpiece may be wrapped around your face as a Little Action (AOO). If you do so, it also occupies the Face Equip Slot, but provides the following extra protection:

      -(Passive): You can see and breathe normally through a haboob, sandstorm, dust storm, or smoke from a fire. You suffer no penalties from inhaled poisons, noxious gases, or smoke. The Scent ability does not work while protected by this face-covering material. (Snow, Rain, and Fog still obscure your sight normally.)

-This tan & green patterned headcloth protects you from common desert hazards. (Spell – Air Bubble)

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Wizard’s Hat (15250gp): (Passive-Attuned) Grants a +2 Power Bonus to Knowledge(Arcana) & Perseverance. An arcane spellcaster gains +1 additional Daily Spell Slot for every SL to which you have access, up to SL6 maximum.

-This dark, pointed, cloth hat with a wide brim is adorned with stars and comets.

-This is considered a Power Bonus to number of Daily Spell Slots. (Spell – Analyze Magic)

Magic Items - by Equip Slot

Magic Items - Part 3

-Magic hats, shirts, gloves, rings, necklaces, and more!

Wondrous Items - by Equip Slot

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      -You may wear 1 magic item in each Equip Slot. There are 14 Equip Slots in total:

  Head, Face, Neck, Shoulders, Torso-Over, Torso-Under, Waist, Legs, Arms, Hands, Feet, Ring 1, Ring 2, Accessory

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      -Although you can physically place multiple items in a single Equip Slot, only the most powerful magic item equipped in an Equip Slot will function. Magic Power is determined by the GP value of the magic item.

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The following magic items are organized by which Equip Slot they occupy, then by alphabetical order.

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Head Slot
Magic Item Intro
Weapon Enchantment Details
Neck Slot
Torso Slot
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Face/Eyes Slot (Chapter 12.8 - Wondrous Items, Equip Slot: Face/Eyes)

Magic Masks, Goggles, and other Face Slot Items

      -Facemasks are made with the Craft(Fine Arts) Skill. Goggles & Glasses are made using Craft(Jeweler)

      -For details on non-magical Goggles & Glasses, see the Adventuring Gear section (Ch 6.3d)​

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Blindfold of Primordial Senses (2750gp): This black band of cloth completely covers your eyes. You must wear the blindfold for 1 full round for it to take effect. You are blinded for 1 round after removing the blindfold.

      -This item may also be called the Cave Dweller’s Mask. It is a solid white masquerade mask without eye holes.

-(Passive) You are constantly affected by the Primordial Senses spell (Druid SL2).

      (Reminder: Primordial Senses provides Tremorsense 30’, Scent, Thermal Vision 10’, +4 Innate Bonus to Listen)

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Librarian’s Spectacles (3800gp): (Passive - Attuned) You gain a +2 Power Bonus to INT and a +4 Power Bonus to Craft(Academia). You can read & write any language you know, & may do so at double the standard rate.

      (Cast) 1/day – You can cast Locate Object (Arcane SL2) or Identify (Arcane SL1).       

-These round, gold-trimmed spectacles have clear lenses. (Spells – Analyze Magic, Prowess[Mental])

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Luchador’s Mask (830gp): (Passive) You gain a +2 Power Bonus to Intimidate & Wrestling. (Spell – Confidence)

                -Once per day after being worn for 1 hour, the mask grants you +1 Confidence Token.

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Magic Detecting Goggles (675gp): (Touch) 2/day – You can activate the goggles to see as if using the Detect Magic spell through the lenses of the goggles. These normally have green lenses. (Arcane SL1, 10-minute duration).

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Oakleaf Shades (2550gp): These enchanted goggles have a darkwood frame that wraps around the wearer’s face and completely covers the eyes with dark blue lenses. Crafting the base lenses is a DC25 Craft(Jeweler) check.

These goggles grant a non-magical +2 Gear Bonus on Spot Checks and Saves made against Light effects. Magical Benefits: (Passive) If beneficial to the wearer, the goggles reduce the effective Light Level by 1. If reducing light levels would cause the wearer any penalties, the goggles become perfectly clear & do not impact the Light Level in any way. You are Fortunate on Saves made against spells & effects that rely on bright lights, such as a flash bomb, Daylight spell, Color Spray, Prismatic Spray, Searing Light, etc. (Spells – Visual Adaptation)

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Skull Mask (5275gp): (Passive-Attuned) You are immune to Fear. You gain Negative Energy Resist 5 and may see and strike incorporeal or invisible undead as if they were opaque, solid creatures.

      (Cast) 1/day – You may cast either Speak With Dead or Remove Curse(SL3). -This allows you to cast Remove Curse without Unique Components. (Spell – Break Enchantment)

-This mask appears as a stylized white human-like skull with black accents around the eyes & other openings.

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Spectacles of Unseen Sight (4100gp): (Passive) These mithryl-framed spectacles with yellow lenses grant a +2 Power Bonus to Spot checks and allow you to see as if constantly affected by the See Invisibility spell.

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Spectacles of Foresight (2250gp): These spectacles have specially formed clear lenses that grant a non-magical +2 Gear Bonus on Spot checks over 20 feet away. You may add +10’ to the distance to which you may apply Precision Damage (if any) on ranged attacks.           (Passive): You gain a +2 Power Bonus to Initiative.

      -(Thought) 2/day – You may use Detect Thoughts (Single Target Only, WILL Save DC14)

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The Masquerade (2900gp): (Passive) This mask grants a +4 Power Bonus to Under Cover & Bluff. You cannot be affected by the Zone of Truth spell and your thoughts cannot be read by the Detect Thoughts spell. 

-This elegant black party mask melds into the wearer & disappears when equipped, although you may choose to have it become visible with a Touch Action (Swift). While unconscious, asleep, or dead, or removed, the mask reverts to its normal form. (Spells – Skilled, Deceptive Faith OR Obfuscate)

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The Thespian (3800gp): (Passive) You gain a +2 Power Bonus to CHA and +2 Power Bonus to all Perform Skills.

      (Touch) 1/day – You may cast the Disguise Appearance spell (WILL DC13 on Interact, SL1).

      (Touch) 1/day – You may cast the Alter Body spell.  (Spells – Skilled, Disguise Appearance, Alter Body)

-This mask appears as a split half comedy and half tragedy mask. A Touch Action (Swift) can transform the mask to appear as any other Face Slot item, such as a pair of goggles, a bandana, nose-ring, or a simple mask (these items provide no extra functionality). While unconscious, asleep, dead, or removed, the mask reverts to its normal form.

Neck Slot (Chapter 12.9 - Wondrous Items, Equip Slot: Neck)

Magic Amulets, Necklaces, and other Neck Slot Items

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Amulet of Arcana (2200gp): (Passive) This item may serve as a Wizard’s Arcane Focus.

-You gain a +4 Power Bonus to Knowledge(Arcana).                                        

-You gain a +1 Power Bonus to AC (& TouchAC, ACvsCrit, FFAC)

-You must grasp the amulet with a free hand for it to serve as your Arcane Focus. This elegant amulet contains 7 elaborately detailed silver bangles engraved with symbols for the 7 schools of magic.  Each bangle contains a different gemstone set within silver symbol of each of the 7 schools of magic. (Spell – Analyze Magic)

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Amulet of Natural Armor +1 (800gp) or +2 (2300gp): (Passive) Grants a +1 (or +2) Enhance Bonus to Natural Armor Rating. (Spell – Barkskin)

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Amulet of Ability Score +2 (1500gp) or +4 (5100gp): (Passive) Grants a +2 (or +4) Power Bonus to the single indicated Ability Score. Ex: Amulet of CON+2, Amulet of CHA+4, Amulet of DEX+2  (Spell – Prowess)

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Amulet of Natural Combat +1 (800gp) or +2 (3800gp): All your natural attacks and unarmed strikes gain a +1 (or +2) Enhance Bonus on Attack Rolls and physical damage dealt. (Spell – Magic Fang)

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Amulet of Obfuscation (2000gp): (Passive) You gain a +2 Power Bonus to the Hide Skill. Spells that gather information about you almost always fail. You are constantly protected by the Obfuscate spell (Arcane SL2).

      -The effects of the Obfuscate spell are summarized here:

            -Any divination SL2 or lower automatically fails if used directly against the ward. Any divination spell of SL3+ has only a 20% chance of success per SL above 2. Ex: Level 4 divination has a 40% chance of success, etc.

      -You cannot be seen when viewed through any type of magical sensor generated by SL6 or lower.

            Ex: The sensors created by the “Prying Eyes” or “Arcane Eye” spells cannot see you.

      -If you step into the warded area of an Alarm spell or a Magic Trap spell of SL2 or lower, there is a 50% chance that the Alarm/Magic Trap spell will not activate.

      -If this amulet prevents a Divination spell from working, the caster assumes the spell has failed.

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Ascot of Elegance (2200gp): (Passive) Grants a +2 Power Bonus to CHA. You can read & write any language you know. You may “Take 10” on any Knowledge(Civilization) or Under Cover check made to understand or enact any social customs, norms, or traditions of any society. (Spell – Prowess[Mental])

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Choker of Gills (3500gp): This tight-fitting, blue-green banded necklace only activates when worn and submerged in water; (Passive) the necklace melds with your body and forms into a set of gills, allowing you to breathe normally underwater. When you leave the water, it again appears as a decorative piece of jewelry. The choker also allows you to “Take 10” on Swim checks, even if under duress. (Spell – Water Breathing)

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Eye of Ra (5275gp): (Passive) Provides a +1 Power Bonus to AC (& TouchAC, ACvsCrit, FFAC)

-(Cast) 1/day - Searing Light      -(Cast) 1/day – Daylight

-(Passive) You are immune to damage from these spells: Searing Light, Daylight

                -This gold amulet displays a stylized falcon’s eye with a shimmering yellow-orange gem as the eye itself.

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Eye of Ra, Greater (21000gp): (Passive-Attuned) Provides a +2 Power Bonus to AC (& TouchAC, ACvsCrit, FFAC)

-(Cast) 1/day - Searing Light      -(Cast) 1/day – Daylight (SL4)      -(Cast) 1/day – Sunbeam

-(Passive) You are immune to damage from these spells: Searing Light, Daylight, Sunbeam

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Necklace of Fireballs (800gp): A string of small, metallic beads, each full or swirling yellow to red colors. As part of a Big Action (No AOO), the wearer may grab and throw one or more beads up to 70 feet into a single target hex. The bead explodes on impact as a Fireball spell, although with different REF Save DC and Fire Damage amounts depending on bead size. The necklace comes with 7 beads: 4 small beads, 2 medium beads, 1 large bead.

                Small Bead: Fireball deals 3d6 Fire Damage, REF Save DC13 for ½ damage.

                Medium Bead: Fireball deals 5d6 Fire Damage, REF Save DC14 for ½ damage.

                Large Bead: Fireball deals 7d6 Fire Damage, REF Save DC15 for ½ damage.

-Beads are consumed on use. Once all beads are used, the necklace deteriorates into nothing.

-Necklaces may be found with less beads remaining.

-All other effects of the necklace are exactly as described in the Fireball spell (Ch11.4).

-Option: The wearer may choose to grab and throw multiple beads at the same time, dealing cumulative damage. Each additional bead tossed increases the REF Save DC by +1 over the most powerful bead used.

      -The maximum damage this can deal is 13d6, regardless of number of beads used. Damage of beads used at the same time counts as a single elemental strike. (Ex: 2 small beads+1 medium bead deal 11d6, REF Save DC16)

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Necklace of Teleportation (6500gp): (Cast) 1/day – You can cast the Teleport spell.

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Necklace of Prayer Beads (2500gp): (Cast) 1/day – You can cast the Prayer of Good Fortune spell. These beads may also function as a Divine Focus if made to match a specific deity or faith.

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Necklace of Voices (1300gp): (Passive) Allows you to perfectly mimic any voice you have heard before. It also grants a +5 Power Bonus to Linguistics checks. You can speak & understand the Infernal language. (Spell – Tongues)

      -This necklace does not function on creatures with no spoken language, such as animals.

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Periapt of Poison Immunity (5400gp): (Passive – Attuned) You are immune to all poisons with a FORT Save DC of 20 or lower. You gain a +5 Power Bonus on FORT Saves against poisons with FORT Save DC21+. Any damage, condition, or duration of a poison that affects you is reduced by half. (Note: Alcohol is considered a poison)

-This elegant amulet is made of a single black sapphire suspended from a mithryl chain. (Spell – Poison Immunity)

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Periapt of Primal Magic (990gp): (Passive) Any Primal Spell you cast while wearing this Amulet gains a +1 Power Bonus to its Attack Roll and Saving Throw DC (if any). Wearing this necklace counts as wielding an Arcane Focus for Primal spells only, but you do not need to grasp it in hand. (Spells – Elemental Resistance, Magic Missile)

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Torc of Communication (1 pair = 4000 gp): This pair of decorative, twisted bronze metal neckbands allows communication at any distance between the two creatures wearing the matching torcs.

      (Passive) Anytime someone wearing the torc speaks, the other person wearing the paired torc hears them as if standing directly next to them. You may choose to disable or enable the Torc’s magic using a Touch Activation. The voice is transmitted mentally to the other wearer.

      -Each torc also grants the following: (Cast) 1/day – You may cast the Message spell (Arcane SL0)

      -These may also be created as a Triple [6500gp] or Quadruple [9000gp] set. You may select to transmit to one or all other torc wearers at any moment when you speak using these versions.

      -These do not function across different planes of existence.       (Spell – Sending)

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Tree in a Bottle (8000gp): (Passive - Attuned) This special tree serves as a Druid’s Natural Conduit. In addition, you are permitted to “Commune with Nature” in the morning to refresh your daily spells & abilities in any location.

      -You gain a +3 Power Bonus to Knowledge(Nature) & Perseverance.

      -You recover an additional +1 Weakened Stage +1HP after a Short Rest. This increases to +1HP per Level after a Long Rest. You also require only half as much food as normal (1 ration of food per 2 days).

      -A Druid wearing this item may recover +1 used Daily Spell Slot of SL3 or lower after a Short Rest.

      -This enchanted glass bottle contains a tree with the appearance of an incredibly healthy and massive oak, willow, or other large tree, but is only 4” tall. Its roots coil up around in the bottle. A single root extends out of and around the bottle, forming the actual necklace. A slight glow radiates from the tree’s leaves and the air around it in the bottle. The bottle is made of enchanted clear glass that is not fragile. This enchanted tree must still get sunlight and water in order to survive. It requires just 8 hours of sunlight and 1 ration of water per week. (Spells - Peaceful Oasis, Shrink Creature)

Shoulders Slot (Chapter 12.10 - Wondrous Items, Equip Slot: Shoulders)

Magic Cloaks, Scarfs, Tabards, and other Shoulder Slot Items

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Arctic Scarf (1450gp): (Passive) You gain Cold Resist 5 and Endure Elements (Cold). (Spell – Elemental Resistance)

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Berserker Cloak (3000gp): (Passive) This bear-skin cloak grants a +2 Innate Bonus to Intimidate. You ignore all penalties of the Injured status. While Injured, you gain a +2 Innate Bonus to STR.

-(Instant) Once per hour, if you are struck for damage that would reduce you to 0 HP or less, you may make a DC15 FORT Save to instead remain at 1 HP.

-A Barbarian who wears this cloak gains +1 Rage Activation per day.

-Weight: 2 pounds, 4 Storage Slots when carried. (Spell – Prowess[Physical], Death Ward)

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Blurry Cape (1550gp): (Thought) 2/day – You may be affected by the Blur spell.

-Weight: 2 pounds, 4 Storage Slots when carried. (Spell – Blur)

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Boa of Seduction (3245gp): (Passive) You gain a +3 Power Bonus on Perform(Dance&Motion) and Bluff.

(Cast) 1/day – You can cast the SL3 version of the Charm Person spell (WILL DC15). (Spell – Charm Person)

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Cloak of Arachnida (6400gp): This silk cloak is stitched with a shimmering black-on-black pattern of spiderwebs. (Passive) You are constantly affected as per the Spiderclimb spell. You are immune to any negative effects of a Web spell. (Cast) 1/day: You may cast the Web Spell (REF Save DC14).

-Weight: 2 pounds, 4 Storage Slots when carried. (Spells – Web, Spiderclimb)

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Cloak of Archer’s Bane (3650gp): (Passive) You gain DR5/AAA against all physical ranged attacks and any physical projectiles that strike you. Available in various styles & colors.

-Weight: 2 pounds, 4 Storage Slots when carried. (Spell – Protection Against Projectiles)

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Cloak of Elvenkind (1125gp): (Passive) Grants a +2 Power Bonus to Hide & Move Silently Checks. This cloak automatically changes color to properly match your environment, providing an additional +2 Gear Bonus to Hide Checks. (Thought) 1/day – You can cast Vanish. -Weight: 2 lbs, 4 Storage Slots when carried. (Spell – Invisibility)

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Cloak of Invisibility (4600gp): (Touch) 1/day - You and all your possessions become invisible as per the Invisibility, Greater spell (Arcane SL4). (Thought) 2/day – You may be affected by the Vanish spell.

      -Weight: 2 pounds, 4 Storage Slots when carried. (Spell – Invisibility[Greater])

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Cloak of the Manta (6000gp): (Passive) When worn while submerged in water, the cloak wraps around and adheres to the wearer, forming a wing-like structure between the hands & feet. This grants you a Swim Speed of 50, the ability to breathe underwater, and a +5 Power Bonus to the Swim Skill. You also gain a +2 Enhance Bonus to Natural Armor and can function normally at depth of up to 300 meters underwater. This dark blue, leathery cape smells of the sea, but is surprisingly comfortable. The cloak has no special effects out of the water. (Spell – Polymorph)

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Cloak of Saving +1 (450gp): (Passive) +1 Power Bonus on all Saves. (Spell – Resistance, Lesser)

      Cloak of Saving +2 (1650gp): (Passive) +2 Power Bonus on all Saves. (Spell – Saving Grace)

      Cloak of Saving +3 (3650gp): (Passive) +3 Power Bonus on all Saves. (Spell – Saving Grace)

-These may also be made as a “Tabard of Saving” or a “Scarf of Saving.”   -Weight: 2 lbs, 4 Storage Slots when carried.

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Cloak of Shadows (8100gp): (Passive) You are Fortunate on Hide checks made in areas of Low Light, Dim Light, or Darkness. In areas of Total Darkness, you gain a +5’ Innate Bonus to Move Speed and a +1 Innate Bonus to AC.

-Special (Passive): If wearing the Cloak with the hood up, you gain Noctural Vision & Deepsight, but this also uses the Head Equip Slot. You may put on/take off the hood as a Swift Action.

 (Touch) 2/day: You may cast the Darkness spell, with the effect centered upon the robe. This spell effect ends if the cloak is removed. You may also choose to end this spell effect as a Free Action.

(Thought) 1/day - You may use the Dimensional Shift spell, but both your starting and ending location must be connected by areas of Low Light, Dim Light, or Darkness.  This is a pitch black, hooded cloak made of crushed velvet.

-Weight: 2 lbs, 4 Storage Slots when carried. (Spells – Polymorph, Darkness, Dimensional Shift)

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Crowd-Pleaser’s Cape (1000gp): You gain a +2 Power Bonus on all Perform Checks. If you are a Bard, you gain +2 additional use of your Bardic Performance ability per day.

-Weight: 2 lbs, 4 Storage Slots when carried. (Spell – Prowess[Mental], Skilled)

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General’s Epaulettes (1000gp): (Passive) You gain a +4 Power Bonus on Tactics. If you successfully use the Tactics Skill for Battlefield Leadership, you may grant 2 allies a Confidence Token for this battle (instead of only 1 ally).

-These epaulettes cover each shoulder with a large golden star, blue cloth, and golden frills. (Spell – Confidence)

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Holy Tabard (1450gp): This tabard is emblazoned with the symbols of a specific deity. It’s abilities only function if worn by a faithful follower of this deity. (Passive) You gain a +4 Power Bonus to Knowledge(Religion).

-A Priest or Paladin wearing this gains +1 daily use of their Channel Energy ability. Any Priest Domain Spells you cast while wearing this tabard gain +1 Save DC (Power Bonus to Saving Throw DC). (Spell – Consecrate)

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Mantle of Flames (3800gp): (Passive) You gain Fire Resist 5.

(Cast) 1/day, Self-Only: You may cast Gift of the Elements[fire]

-This vivid cape has a black base with intricately stitched flames of red, orange, and yellow billowing from the bottom all the way up to the chest of the wearer. -Weight: 2 lbs, 4 Storage Slots when carried.   (Spell – Gift of the Elements)

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Verdant Cape (2800gp): The cape provides a non-magical +4 Gear Bonus to Hide checks made in forests, jungles, and swamplands due to the exquisitely realistic coloration and texture.

(Passive) If you spend at least 4 hrs/day in Bright Light, you gain the nourishment of 1 daily ration of food.

-You heal +1HP for every hour full hour you spend in Bright Light.

-You are Fortunate on all Saving Throws against poison.          -Weight: 2 lbs, 4 Storage Slots when carried.  

-A Druid wearing this cape can cast SL1 Druid spells without requiring a Natural Conduit.

-This vivid green cape bears an uncanny resemblance to a real, giant leaf. (Spell – Verdant Body)

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Winged Cape (3500gp): (Passive) While wearing the cape, you gain a +4 Power Bonus to Jump&Sprint checks and you reduce the effective distance of any fall by half.

(Touch) 1/day: The cape transforms into a pair of feathered wings that grant you a Fly Speed of 60’ [Average]. This functions exactly as the Wings spell. (Spells – Wings, Featherfall)

This cape is made of thousands of white feathers.       -Weight: 2 pounds, 4 Storage Slots when carried.  

Torso-Over & Torso-Under Slot (Chapter 12.11 - Wondrous Items)

Magic Robes, Jackets, and other Torso Slot Items​

      -Unless otherwise indicated, a Torso item may be equipped in either the Torso-Over or Torso-Under slot.

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Buffalo Bone Beaded Breastplate (4800gp): This item may only be worn in the Torso-Over Equip Slot.

-This intricate piece of jewelry is secured around the neck and covers the chest with thousands of colored beads made from the bones of buffalo arranged in decorative patterns. It also wraps around the waist to secure it in place.

 (Passive – Attuned) You gain a +2 Power Bonus to STR & CON. In cultures where nature and/or strength are prized or revered, these beads grant a +1 Social Bonus on all Social Skill Checks.

 (Cast) 1/day – You may cast Calm Animals (SL2 Version, WILL Save DC13).

Special Attunement: You must have at least 2 Ranks in Handle Animal, Knowledge(Nature) and Survival to attune to this item. If you kill an animal for sport or entertainment, the item immediately becomes unattuned to you. You cannot reattune to the item until you atone for the death of the animal (GM Discretion).

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Burglar’s Vest (870gp): (Passive) This black leather vest grants the wearer a +2 Power Bonus to Climb and Acrobatics checks. It has a secret pocket the size of a belt pouch (4 Storage Slots) inside the vest whose opening can be revealed or hidden with a purposeful Touch Action from the wearer. This pocket can hold 5 pounds of gear. Regardless of what it holds, the entire vest always weighs only 1 pound. (Spells – Skilled, Invisibility)

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Everchanging Robe (970gp): This iridescent silk robe can change form into any other type of garment worn in this Equip Slot. It looks and feels exactly as the desired item. (This is a magical Transmutation effect)

(Touch) Changing the robe’s form uses a Swift Action. It retains the selected form indefinitely, but reverts to its standard form when removed. The robe may take on any desired color.

-Intricate patterns cannot be created, but basic color schemes with simple shapes such as a star, shield, cross, or crescent moon may be added. The garment can also seem ragged and old or clean and new as desired.

-If changed into a form such as Thick Wool, it can function properly as a Cold Weather robe. If transformed to look and feel like Armor, this robe provides Armor Rating 1 (and 1 ARvC).

-Weight: 3 pounds, 5 Storage Slots when carried. Must be worn in Torso-Over.    

-The robe does not gain any special properties from materials such as adamantine or mithryl when made to appear as such. If the robe is tattered, it can only appear as a tattered version of any desired garment. (Spell - Mimicry or Polymorph)

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Great Kilt of the Highlands (3275gp): (Passive) The kilt provides Armor Rating 1 (1 ARvC) and a +2 Power Bonus to CON. You gain a +2 Power Bonus to Survival, Tactics, and Perform(Music-Aerobic). You are protected by a constant Endure Elements spell. You may act & breathe normally at altitudes twice that of a normal member of your race.

      -The Great Kilt may also be used as a bedroll that provides the Endure Elements effect.

      -The unique design of the Great Kilt (or “Belted Plaid”) allows it to be equipped in any one of the following Equip Slots: Torso-Over, Shoulder, Waist, Legs.   -Putting the kilt on properly takes 2 minutes.

-When worn traditionally, this extensive wool kilt (8-9 yards of cloth) wraps around the shoulder, torso, and waist. Its thick wool has colorful plaid patterns. The kilt may be worn in various ways, functioning as a cloak, hood, waist-cover, or a full-body garment.                Weight: 6 pounds. 6 Storage Slots when stowed. (Spells – Magic Arms & Armor, Endure Elements)

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Highwayman’s Coat (3100gp): This long, black leather coat has a large collar that can cover the wearer’s face. It is waterproof and grants a +1 Gear Bonus to Perseverance checks to resist penalties caused by foul weather.

       -(Passive) Grants Armor Rating 2 (2 ARvC) and a +2 Power Bonus to Hide, Intimidate, and Initiative

       -Weight: 3 lbs, 5 Storage Slots when carried, Must be worn in Torso-Over. (Spells – Magic Arms & Armor, Skilled)

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Necromancer’s Robe (8750gp): (Passive - Attuned) You gain DR2/AA and Negative Energy Resist 10.

-You are Fortunate on all Saves made against Necromancy spells. You gain a +5 Power Bonus on any Knowledge check relating to Undead or Necromancy spells. 

-You gain a +1 Power Bonus to the Save DC and any Attack Rolls made with Necromancy spells.

(Cast) 1/day – You may cast Control Undead (SL3 version, WILL Save DC15, Maximum Undead Level 7)

-A spellcaster with access to SL2 spells may add Control Undead to your Spell’s Known list while wearing this robe. You may memorize Control Undead without it in your spellbook. This rugged black robe is adorned with bones of all different types, held together in the center by bone clasps. Wearing this robe counts as wielding an Arcane Focus for the Necromancy school.  Must be worn in Torso-Over. -Weight: 3 lbs, 5 Storage Slots when carried    (Spells – Desecrate, Control Undead)

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Quilled War Shirt (2175gp): (Passive – Attuned) You gain a +1 Power Bonus to Initiative, Survival, Hide, and Move Silently. You also gain a +1 Power Bonus to AC (& ACvsCrit, TouchAC, FFAC)

(Thought) 1/day – You may cast Divine Favor (Self-only)

-This leather shirt is adorned with intricate porcupine quill art forming bands of color and divine symbols. It may not be worn under a suit of armor. (Spells – Divine Favor, Shield of Faith)

Special Attunement: You must have at least 2 Ranks in Knowledge(Nature) & Tactics to attune to this item.

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Rainbow Robe (300gp): (Touch) When activated, this hooded cloth robe can change its full color to any one solid color as its wearer desires. It remains this color indefinitely until changed by the wearer. It cannot make metallic or shiny colors. Weight: 3 lbs, 5 Storage Slots when Carried, Must be worn in Torso-Over. (Spell - Color Spray or Disguise Self)

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Robe of the Archmagi (16000gp): (Passive) This incredibly powerful and elegantly simple robe comes in one of three solid colors; White, Gray, or Black. Any arcane spellcaster who wears the robe gains the following benefits:

-You gain Armor Rating 4 (and 4 ARvC). You cannot be harmed by the Magic Missile spell.

-You gain a +3 Power Bonus on all Saves and a +3 Power Bonus to Perseverance and Knowledge(Arcana).

-You gain a +1 Power Bonus to the Save DC & Attack Rolls on any Arcane Spell you cast.

-Each color for the Robe matches a Morality: White for Justice, Black for Glory, or Gray for Balance.

-If you wear a robe that does not match your morality OR you are not an Arcane Spellcaster (Sorcerer, Wizard, Bard), the robe only provides the 4 Armor Rating and immunity to Magic Missile spells.

-Weight: 3 lbs, 5 Storage Slots when carried. Must be worn in Torso-Over.   (Spells-Force Barrier, Absorb Magic)

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Robe of Faith (2775gp): (Passive) This decorative robe is designed it a bright and obvious pattern matching a specific deity or religion. While wearing this robe, it counts as a “wielded Divine Focus.”

-You gain Negative Energy Resist 5 and a +1 Dodge Bonus to AC. Must be worn in Torso-Over.   

-This robe only functions if worn by a faithful believer of the selected deity or religion, and may only be created for deities with Morals of Justice.  Ex: Robe of Faith[Horus] – Weight: 3 lbs, 5 Storage Slots when carried  (Spell – Consecrate)

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Robe of Iron (5600gp): (Passive) This full-body robe is soft and supple, with a dark gray sheen akin to that of iron. The robe provides Armor Rating 3 (& 3ARvC) and DR2/AA. The hood of the robe may be worn up or down (switching the hood on or off is a Swift Action). When the hood is worn it also takes up the Head Equip Slot and grants an additional +2 Helm Bonus to ARvC (Armor Rating vs Critical). Must be worn in Torso-Over.

Weight: 5 lbs, 6 Storage Slots carried. No Mobility Penalty. (Spells – Mage Armor & Polymorph OR Iron Body)

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Tunic of Trees (1800gp): (Passive) You gain a +1 Enhance Bonus to Natural Armor Rating.

(Cast) 1/day - You may cast the Tree Shape spell. This mottled brown and green tunic has a rough exterior, but is comfortable when worn. Weight: 2 pounds, 3 Storage Slots when carried.  (Spells – Barkskin, Tree Shape)

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Vest of Life (2500gp): (Passive) You gain Negative Energy Resist 5. If struck in melee by an Undead creature, that creature takes 1d4 points of Positive Energy Damage.  If grappled, this occurs once automatically on your turn.

      -This shimmering, silver-colored, sleeveless vest is adorned with symbols of life appropriate for your campaign world and is imbued with positive energy. No effective weight. (Spell – Consecrate)

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Warrior’s Tunic (1925gp): (Passive) You gain a +2 Power Bonus to STR and Armor Rating 1 (and 1 ARvC).

-This simple wool tunic is useful for warriors who want some degree of combat enhancement & protection if caught out of their normal armor. (Spells – Prowess[Physical], Mage Armor)

Arm/Wrist Slot (Chapter 12.12 - Wondrous Items, Equip Slot: Arm/Wrist)

Magic Bracelets, Arm Bands, Bracers, and other Wrist Slot Items

-Note: All magic armbands, bracelets, and arm/wrist slot items resize to properly fit their wearer.

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Armbands of Hardy Bones (1000gp): (Passive) You cannot be affected by the Break Bones spell. You cannot gain a Broken or Severed Arm through physical combat or fall damage. Worn above the biceps of both arms, these bands are decorative jewelry made from a collection of many small bones of humans or other hominids. (Spell – Mend Bones)

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Armband of Wealth [Draupnir] (9750gp): (Passive) Grants a +4 Power Bonus to Diplomacy and Craft(Alchemy). You are Fortunate on any roll you (or your GM) make to generate the value or amount of random treasure.

(Special) 1/day - You may convert any inanimate item held in your hand into an amount of gold coins equal to half the Merchant Price of the item. The gold coins are unmarked, but they are real and may be weighed or balanced to prove their value. The gold coins form in your hand, spilling out if the value is high enough. Doing so takes 1 minute of concentration. Items containing over 1000gp of magic power cannot be affected.

-You must be able to lift and hold the item in 1 hand. (Spells – Creation, Dispel Magic)

-This solid gold armband is shaped into dwarven patterns and engraved with runes. It is worn around the upper arm.

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Bangle of Life (3000gp): (Passive) You gain a +2 Power Bonus to the Heal Skill and you regain +1 HP per Level whenever you complete a Long Rest. In addition, this bracelet holds 5 decorative charms infused with potent healing magic. You may remove a charm as a Little Action (AOO). Once removed, the charm automatically activates at the beginning of the next round upon whichever creature holds the charm (or upon whom the charm is placed). These charms dissipate once activated and may never be replaced.

      -2 small charms: Heals 2d8+2 Hit Points and +1 Weakened Stage.

      -2 medium charms: Heals 4d8+4 HP, +1 Weakened Stage, and mends 1 Broken Bone. Any poison active upon the creature is neutralized. This also stops any active pain effects.

      -1 larger charm: If placed upon a living creature, it activates the Heal spell (Priest SL6). If placed upon a corpse, the charm instead activates a Raise Dead spell (Pst SL5).

-If nobody is touching the removed charm, it will not activate until touched by a creature it can affect. Charms will not activate upon Undead Creatures. All these magical effects use Positive Energy. (Spells – Cure Wounds, Resurrection)

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Bracers of Armor 1 (450gp): (Passive) Provides Armor Rating 1. (Also provides 1 ARvsCrit) (Spell – Magic Arms & Armor)

Bracers of Armor 2 (1800gp): (Passive) Provides Armor Rating 2. (Also provides 2 ARvsCrit)

Bracers of Armor 3 (4050gp): (Passive) Provides Armor Rating 3. (Also provides 3 ARvsCrit)

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Bracers of Archery (750gp): (Passive) You are proficient with all Bows and Crossbows. Wearing these leather bracers allows you to treat your STRMod as 1 point higher for purposes of being able to use a bow. If already proficient with the bow, you gain a +1 Focus Bonus on its Attack Rolls. (Spell – Prowess[Physical] or Divine Power)

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Bracelet of Confidence (500gp): (Passive - Attuned) You gain +1 Confidence Token each day when you awaken from a Long Rest. (Spell – Confidence)

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Bracers of Shifting (6200gp): (Thought) 3/day – You can cast the Dimensional Shift spell (Self-Only). You cannot bring other creatures with you as you teleport using this version of the spell (Arcane SL4).

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Briarband (1575gp): (Passive) You gain a +1 Enhance Bonus to Natural Armor Rating. Your skin gains a green & brown tint and is rough to the touch. Your arm is covered in a spiraling band of briars.

-The HP Cost for casting Druid spells without a Natural Conduit is reduced by 2.

-(Touch) 1/day: You may cast the Thorn Spear Spell (FORT DC13 for poison).

This appears as a ring of sturdy wood the size of an armband with carved thorns. When worn, the briarband comes to life. It grows and spirals down your entire arm, from your shoulder down to your wrist. If you make a punch or grapple attack with this arm, you deal an additional +1 [p] damage. (Spell – Thornskin)

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Djinn’s Bracers (14700gp): (Passive - Attuned) These bronze bracers are infused with powerful air magic of the djinn. You gain Electricity Resist 5 and a +2 Power Bonus to DEX. Any successful melee attack you make deals +1d4 Electricity Damage. Blue-white streaks of electricity crackle and spark around these bracers when worn. They illuminate the surroundings as bright as a candle. The bracers make no sound and are safe to touch.

      (Touch) 1/day: You may cast the SL4 version of the Shrink Item/Enlarge Item Spell.

      (Cast) 1/day: You may conjure a single Level 4 Air Elemental that will serve you for up to 1 hour or until destroyed. The elemental appears in any target space within 30 feet. It must remain within 100 feet of you. The elemental can follow basic verbal commands from the caster, but understanding is limited by its intelligence.

(Spells – Elemental Avatar, Shrink Item/Enlarge Item)

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Force Shield Bracers (800gp): (Touch) 2/day – You may generate a translucent, circular plane of force from either one of the bracers the size of a light shield that grants you Shield Rating 2. This shield also negates up to 10 Points of Force Damage from Magic Missile or Murderous Missile spells while active. This shield lasts for 5 minutes or until it blocks 10 Force Damage from those spells. If you have Feats or special abilities that increase your Shield Rating, they may be applied when this shield is active. (Spell – Force Shield) This counts as a SL1 Ward spell.

      -This special shield does not interfere with weapons wielded in your hands, nor with your mobility.

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Gambler’s Band (900gp): (Passive) This single leather bracer can manifest short-lived dice or playing cards to give you the needed “edge” in a game of chance. It grants a +2 Power Bonus to Sleight of Hand. (Special) It can create any 1 desired card or generate 1 or 2 dice that will show any desired roll. It may be activated once per minute. Generated cards or dice dissipate after 10 minutes, or after a simple snap of your fingers.

      -The wearer of the band may attempt a DC15 Sleight of Hand check to draw a card or roll a dice from the band instead of using the normal cards/dice of the game you are currently playing. If you fail the check, nothing comes out of the band. Your opponents may still make Spot Checks opposed by your total Sleight of Hand check to notice you doing so. The band seems like nothing but a thick leather band with straps when examined. It cannot function at all if not worn. This item is not normally available is well-respected shops in most cultures. The card/dice created mimics any similar item you have seen recently or are currently playing with. (Spells – Creation, Obfuscate)

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Longarm Band (1200gp): (Command) 2/day – Your natural & melee reach is increased by +5 feet. This lasts for 1 minute. (Power Bonus to Reach) -You still threaten within your normal reach as normal (Spell – Divine Reach)

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Luck Bracelet (2250gp): (Passive - Attuned) You gain 1 Luck Reroll per day. (Spell – Prayer of Shifting Fortunes) -You may reroll a single d20 roll after the success of the original result is announced by the GM (such as “hit/miss” or “pass/fail”) OR you may cause an enemy to reroll a single d20 roll after the result has been announced, so long as you are the target or cause of the roll. You must choose to reroll before total damage or other specific effects are known.

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Hung Gar Iron Rings (4800gp): (Passive) These 12 iron rings are worn 6 per arm along the forearm. While worn, you gain a +2 Power Bonus to STR and you may fight as though you have the Unarmed Combat Feat.

-If you already have the Unarmed Combat Feat, you gain Shield Rating 1 and your unarmed strikes gain the Anti-Armor Property. (Spell – Divine Power)

Hands Slot (Chapter 12.13 - Wondrous Items, Equip Slot: Hands)

Magic Gloves and other Hand Slot Items

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Brawler’s Handwraps (1500gp): (Passive) You gain a +1 Enhance Bonus to Wrestling. While wearing these handwraps, you are treated as having the Unarmed Combat Feat. You cannot use this Feat as a prerequisite.

-If you already have the Unarmed Combat Feat, your unarmed strikes gain a +1 Enhance Bonus on Attack Rolls and physical damage dealt. (Spell-Prowess[Physical])

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Burglar’s Gloves (1650gp): (Passive) You gain a +2 Power Bonus to Craft(Mechanisms) and Craft(Magic Items).

(Touch) 1/day – You may cast the Knock spell. (Spells-Skilled, Knock)

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Climber’s Gloves (950gp): Wearing these gloves grants you a +4 Power Bonus on Climb checks. You are not Flat-Footed while climbing. You reduce the effective distance of any fall by 20 feet. (Spell-Defy Gravity)

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Frostbite Mittens (1900gp): (Passive) These thick, white mittens are made of the fur of arctic beasts. You gain Endure Elements(Cold) and Cold Resist 5.      -(Cast) 2/day – You can cast the Snowball spell (SL1, FORT DC12)

-While wearing these mittens, you are Unfortunate on all Craft Skills & Sleight of Hand, as well as any other checks requiring manual dexterity. You cannot load a crossbow, use a bow, or get objects out of belt pouches while wearing these mittens. (Spells – Elemental Resistance, Snowball)

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Gloves of Absorption (9000gp): These gloves have 1 Charge per Day. The charge may be used in one of two ways

      1. (Reaction) If struck by any spell or magic effect of SL6 or lower, you may spend a Reaction to activate the daily charge and nullify the entire spell (even AoE spells). You must choose to use this ability before any damage is rolled and before any other specific effects are made known (such as negative conditions, fallen allies, failed Saves, etc).

      2. (Touch Attack) Make a Melee Touch Attack against a target (Big Action, No AOO) to release the daily charge and automatically dispel the highest SL spell effect (up to SL6) currently active on this target. (No effect on Curses)

      -If you successfully dispel or nullify a spell, you are healed an amount of HP equal to (2xSL) of the spell effect you dispelled. -These elegant gloves are shimmering silver with a small blue gem adorning the back of each hand.

-You need not know which spells (if any) are active to use these gloves. If you fail the Touch Attack Roll, the daily charge is not consumed. If you strike but no spells are present, the charge is wasted. (Spell – Absorb Magic)

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Gloves of Returning (1200gp): (Passive) Any purposefully thrown weapon functions as if enchanted with the Returning property. (The weapon returns to your hand at the end of your turn.)  (Spell – Dimensional Shift)

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Gauntlet of Rust (4300gp): (Passive) You & your equipment cannot be affected by the Corrosive Touch spell.

(Special) 2/day - You may use the gauntlet to make a Melee Touch Attack (Big Action, No AOO) to strike a target and release a charge of the Corrosive Touch spell. If you miss the Attack Roll, the daily use is not expended.

-This single, elaborate metal gauntlet appears old and rusted, but it is actually quite solid, sturdy, and comfortable to wear. Although only 1 gauntlet, this item takes up the full “Hands” Equip Slot. (Spell – Corrosive Touch)

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Gloves of Dexterity (1250gp): (Passive) You gain a +2 Power Bonus to DEX.

Gloves of Strength (1250gp): (Passive) You gain a +2 Power Bonus to STR.

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Glove of Storing (2000gp): (Command) Upon command, this single leather glove allows any one item being held in your hand to instantly disappear within the glove. While the item is contained, it has no effective weight. With only a snap of your fingers (Free Action), the item reappears in your hand.

      -The stored item must weigh less than 20 pounds and must be capable of being held in one hand.

      -The glove may store only 1 item at any time. (Yes, it can store a two-handed weapon like a greatsword!)

-Although only 1 glove, this item takes up the full “Hands” Equip Slot. (Spell – Quantum Closet)

-A stored item is held within an extradimensional space. Any spell durations upon the item proceed as normal. If the glove’s magic is dispelled, deactivated, or destroyed, the stored item immediately “falls out” of the glove.

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Juggler’s Gloves (1800gp): (Passive) You gain a +2 Power Bonus to DEX and a +2 Power Bonus on Perform (Dance&Motion). You are Fortunate on checks made to deflect or catch physical projectiles. (Spell - Haste)

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Mage Mitts (250gp): (Thought) At-Will - You may cast the Mage Hand spell.

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Spellstrike Gloves (1100gp): (Passive) You gain a +2 Power Bonus on Attack Rolls for Touch Attack Spells & Ranged Touch Spells, like magical Rays. (Spell – True Strike)

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Tigerclaw Gloves (2200gp): (Passive) You gain a +2 Power Bonus to Wrestling and gain a Strong Claws Heavy Natural Attack, which functions as follows:   1d6+(1.5xSTRMod) [s+p] / 20 / x2  (Medium Size)

-If you can already make Unarmed Natural Attacks with your hands, you may add +1d4 [s+p] damage to any successful strike made with your hands.

-The Heavy Attack requires use of both hands. These claws are treated as a magical natural weapon. These supple suede gloves create powerful retractable claws when worn, just as if you had the claws of a tiger. (Spell – Polymorph)

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Shoulders Slot
Face/Eyes Slot
Arm/Wrist Slot
Hands Slot
Legs Slot
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Waist Slot (Chapter 12.14 - Wondrous Items, Equip Slot: Waist)

Magic Belts and other Waist Slot Items

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Belt of Fortitude +2 (825gp): (Passive) +2 Power Bonus to FORT Saves.    (Spell – Saving Grace)

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Belt of CON +2 (1300gp) or +4 (4900gp): (Passive) Grants a +2 or +4 Power Bonus to CON Score.

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Belt of STR +2 (1300gp) or +4 (4900gp):  (Passive) Grants a +2 or +4 Power Bonus to STR Score.

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Belt of DEX +2 (1300gp) or +4 (4900gp):  (Passive) Grants a +2 or +4 Power Bonus to DEX Score.

-These belts come in a wide variety of forms, but they always contain at least 1 gem and portray some sort of imagery of animals or magical beasts associated with the belt’s specific Ability Score. (Spell – Prowess[Physical])

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Charlatan’s Belt (1600gp): (Passive) You gain a +2 Power Bonus to Bluff.

(Cast) At-Will: You can cast either the Levitate (Self-Only) or Prestidigitation spell. Casting these spells with the belt only requires Somatic (S) components. (Spells – Levitate, Prestidigitation)

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Corset of Desire (4050gp): (Passive) You gain a +2 Power Bonus to CHA.

(Thought) 1/day – You can cast Detect Desires (WILL Save DC15). (Priest SL3)  (Spell – Detect Desires)

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Friendly Friar’s Belt (3800gp): (Passive) This simple rope belt is a favorite among certain traveling priests and bards. You gain a +2 Power Bonus to CHA and CON.

Special - The belt ceases all magic functions for 24 hours if you kill a hominid or similarly sentient living creature while wearing the belt. (“Kill” assumes knocking a creature below 0HP with any sort of lethal damage.)

-(Cast) 3/day - You may pour a single mug’s worth of ale from the loose end of the belt. Any creature who drinks this ale heals +1d4 HP. The ale is quite potent, requiring a DC14 FORT Save to avoid inebriation.

(Drunk/Inebriation functions as the Distressed condition, caused by poison instead of pain. 2-hour poison duration)

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Gnomecraft Belt (2475gp): (Passive) You gain a +2 Power Bonus to all Craft Skills. This leather belt has gears all around it, as well as a ludicrously elaborate buckling mechanism. This belt weighs 1 pound.

      -You can speak, read, and understand Dwarven and the Gnomish Dialect. You gain a +2 Gear Bonus on any Social Checks when interacting with gnomes. (Spells - Arcane Sight, Make Whole)

      -If a gnome wears this belt, they also gain both Nocturnal Vision & Diurnal Vision.

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Hauling Belt (700gp): (Passive) Your carrying capacity is doubled. (Spell – Defy Gravity)

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Hawk Spirit Bustle (3200gp): (Passive – Attuned) You gain a +10’ Power Bonus to Move Speed and a +2 Power Bonus to all Saves. In cultures where nature is revered, it grants a +1 Social Bonus on all Social Skill Checks.

-This decorative plume of hawk feathers is displayed upon the back of its wearer at hip-level. It attaches around the waist with the feathers arranged in a “u-shape” extending out away from the body.

Special Attunement: You must have at least 2 Ranks in Knowledge(Nature) and Survival to attune to this item. If you kill an animal for sport or entertainment, the item immediately becomes unattuned to you. You cannot reattune to the item until you atone for the death of the animal (GM Discretion). (Spells – Tailwind, Protect the Faithful)

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Infinite Toolbelt (900gp): This leather belt has many pockets of various sizes, but they all seem empty when inspected if the belt isn’t being worn. The belt has no effective weight.  (Spells – Creation, Shrink Item)

      -Special: 1/Day: Select a specific Craft Skill. For the remainder of the day, you may pull any MW tools for this Craft Skill from the belt as a Big Action(AOO) as many times as needed. The tools allow you to work as if you have a full set of MW Crafting Tools (+2 Gear Bonus) for that Skill. They only function for the wearer and dissipate if put down for more than 30 seconds. -This belt does not contain CraComs, which must be acquired & stored separately.

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Sash of the Golden Bell (3000gp): (Passive-Attuned) This sash grants you DR2/AAA and a +2 Power Bonus to CON. (Spell-Stoneskin) (This bright orange, silk sash is about 6” thick worn wrapped & tied around the waist)

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Sea Dog’s Sash (3400gp): (Passive) This decorative red sash is tied around the waist. It grants a +2 Power Bonus on FORT Saves and a +3 Power Bonus to Acrobatics, Climb, Seafaring, and Swim.  (Spells – Eye in the Sky, Skilled)

(Cast) 1/day – You can cast Eye in the Sky (Druid SL2).

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Triage Belt (1670gp): (Passive) You are constantly affected by the Deathwatch spell. You gain a +2 Power Bonus to the Heal Skill. The belt has three very small pouches stitched to it.

      (Touch) 1/day – You may draw out a single Potion of Cure Wounds (SL1) from one of the small pouches.

      (Touch) 2/day – You may draw out a Healing Salve, Bandage, Antitoxin, Stitching Tools, or a Splint from either of the other small pouches. (Spells – Deathwatch, Creation)

      -Any item removed from the pouch will dissolve and disappear if not used within 10 minutes after being drawn from the belt. Potion vials dissolve after being used, while other medical supplies will last until the wound is healed. If anything else is placed within the small pouches, they cannot produce any magical effects. The belt has no effective weight.

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Wizard’s Belt of Focus (1750gp): (Passive) You gain a +4 Focus Bonus to Perseverance. You also gain a +1 Focus Bonus to any of your Spell Attack Rolls, such as for Rays or Melee Touch Attack spells.

-This ornate rope belt appears to be made of golden thread with 7 large knots tied into it. A caster may place their hand upon the belt while casting and the belt counts as an Arcane Focus for all spell schools. (Spell – True Strike)

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Legs Slot (Chapter 12.15 - Wondrous Items, Equip Slot: Legs)

Magic Pants, Skirts, and other Leg Slot Items

      -Most magic pants mat be crafted as skirts or hosiery as well, and vice versa.

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Comfy Pants (1000gp): (Passive) These extremely comfortable silk pants allow the wearer to sleep soundly in nearly any circumstances. While sleeping, you heal an additional +2HP per hour. You recover +1 additional Weakened Stage when you complete a Long Rest.

      -You are Fortunate on checks made to remain sleeping or to avoid penalties due to lack of sleep. A check made to awaken due a disruption is Unfortunate. (This is good for getting sleep, but bad for detecting an assassin!) You reduce the chances of having nightmares or any similar sleeping problem by 50%. (Spell-Restful Healing)

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Crikey Khakis (2075gp): (Passive) These khaki colored short pants provide a +2 Power Bonus to Handle Animal, Survival, and Knowledge(Nature). You gain +2 Dodge Bonus to AC against all creatures of the Animal type.

(Thought) 1/day: You may be affected by the Speak with Animals spell for 1 hour.

(Spells – Speak With Animals, Charm Animal)

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Kilt of the Highlands (1150gp): (Passive) You gain a +2 Power Bonus to Perform(Music-Aerobic), Survival, & Tactics. You are protected by Endure Elements(Cold) & may function normally at altitudes twice as high as normal.

  -This simple wool kilt wraps around the waist and covers from the thighs to the knees. (Spells – Endure Elements, Skilled)

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Leaping Leggings (900gp): (Passive) These green leggings grant you Leaper 20 move type. (Spell - Leaping Strides)

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Loincloth of Ferocity (2600gp): (Passive) This enchanted loincloth provides Armor Rating 2 (and 2 ARvC).

-You gain a +2 Power Bonus to Intimidate, but you also take a -2 Penalty to Diplomacy.

-You gain a Confidence Token any time you fell an opponent in melee (Unconscious or Killed). Confidence tokens gained in this manner disappear at the end of combat.

-A Barbarian wearing this loincloth gains +1 Daily Activation of their Rage ability.

-This cloth is made of the hide of a tiger, lion, or other powerful predator. It is fastened and secured around the waist and covers the groin, buttocks, and a portion of the upper legs. (Spells – Domination)

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Pants of the Bull (1800gp): (Passive) These sturdy leather pants grant a +2 Power Bonus to STR. You are Fortunate on any d20 roll made to knock an opponent over or to resist being knocked over (prone). (Spell-Prowess[Physical])

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Pants of Plentiful Pockets (800gp): A gnomish invention, these utilitarian pants have 2 normal pockets with 2 Storage Slots per pocket. These are visible from the outside and function like smaller belt pouches.

      -The pants also contain 2 additional pockets on each leg, cleverly disguised within the stitching of the fabric and masked with a bit of magic. For an observer, a DC25 Spot check is required to notice the opening of each pocket. In addition, any sort of “pat-down” or visual inspection of your legs will look (and feel) as though there are no items held within these magic pockets. (Spells – Disguise Appearance, Quantum Closet)

      -Each of these two magic pockets functions as a small “Bag of Holding,” and can hold up to 10 pounds of gear with 8 Storage Slots. Retrieving any item from a magic pocket is a Little Action (Provokes AOO).

      -Each magic pocket is 6-inches (10cm) wide, and the longest item that can be held within is 24” (60cm).

-The pants have no effective weight, regardless of what is contained within.

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Parachute Pants (1800gp): (Passive) These loose-fitting pants made of golden silk grant a +1 Power Bonus to AC (ACvC, TouchAC, FFAC). They grant a +2 Power Bonus to Perform(Dance&Motion) & Perform(Song&Poetry). In addition, if you fall 10+ feet, you are automatically affected as per a Featherfall spell. (Spells – Skilled, Fly)

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Riding Chaps (800gp): These leather leggings grant a +2 Power Bonus to Ride. You gain a +1 Power Bonus to Attack Rolls and melee Damage Rolls while mounted. (Spell – Charm Animal)

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Skirt of Deftness (2250gp): (Passive) You gain a +2 Power Bonus to DEX. Any AOO made against you for moving into or through threatened spaces is Unfortunate. (Spell – Haste)

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Swim Trunks (1000gp): (Passive) These short pants are white with a blue floral pattern. They grant the wearer a Swim Speed of 20’ and a +4 Power Bonus to Swim checks. You also gain the ability to hold your breath for twice the normal time. (If you already possess a Swim Speed, you gain a +10’ Power Bonus to Swim Speed).  (Spell – Alter Body)

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Wrestling Tights (900gp): (Passive) You gain a +2 Power Bonus to Wrestling and Perseverance. You are also Fortunate on any Damage Rolls using natural or unarmed attacks while Wrestling.

-These short, bright yellow or red tights go down to the mid-thigh. (Spell - Prowess [Physical])

​

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Feet Slot (Chapter 12.16 - Wondrous Items, Equip Slot: Feet)

Magic Boots, Shoes, and other Feet Items

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​Boots of Speed (2580gp): (Thought) 2/day – You may be affected by the Haste spell. This special version of the Haste spell only affects you. (1-minute duration, SL3)

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Boots of the Mountaineer (1150gp): (Passive) You gain a +2 Power Bonus to Climb & Perseverance. These hardy leather boots allow you to treat difficult terrain in mountainous areas, rubble, rocks, & construction debris as normal terrain. You may move normally on terrain with an incline angle of up to 60 degrees. (Spell – Free to Roam)

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Boots of the Winterlands (670gp): (Passive) These white leather boots trimmed with white fur grant you Endure Elements(Cold). They also allow you to treat ice and snow up to 12” deep as regular terrain. (Spell - Endure Elements)

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Longstrider Boots (850gp): (Passive) You gain a +10’ Power Bonus to Land Move Speed. (Spell - Leaping Strides)

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Marshrunner Boots (670gp): (Passive) These seemingly average, brown leather boots allow you to treat muddy, marshy terrain, low foliage, and shallow water (up to 12” deep) as regular terrain.

-These boots do not aid movement through hedgerows or the dense foliage of forests and jungles. (Spell - Pass Without Trace)

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Moccasins of the Hunter (3000gp): You gain a +5’ Enhance Bonus to Move Speed and a +2 Enhance Bonus to Initiative, Hide, & Move Silently.

-These soft leather moccasins are decorated with thousands of beads of turquoise & other colors. (Spell – Lone Wolf)

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Shoes of Reflexes +2 (825gp): (Passive) +2 Power Bonus to REF Saves. (Spell – Saving Grace)

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Sneakers (850gp): (Passive) This pair of soft, lightweight footwear grants a +2 Power Bonus to Hide and Move Silently. You may move up to your normal Move Speed without taking a penalty on Hide & Move Silently checks. (Spells – Silence, Disguise Appearance)

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Spider Slippers (1550gp): (Thought) 2/day - You may be affected by the Spiderclimb spell. You may freely use an item in 1 of your hands without penalty while using spiderclimb with these slippers. (1-hour duration, SL2)

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Running Shoes (850gp): (Passive) You gain a +2 Power Bonus to Acrobatics and Jump&Sprint. You may make 2 direction changes of up to 90 degrees (or leap over 2 hurdles) when using the Run action. (Spells – Prowess[Physical])

-These black leather shoes have comfortable soles & are held together with three thick bands of vertical white stitching.

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Victory Air Shoes (1200gp): (Passive) You gain the Movement type Leaper 15. (See Types of Movement, Ch9.6c)

-If you fall 10 feet or more, the shoes automatically activate the Featherfall spell.

-These white leather shoes extend above the ankles & are held together with red stitching that forms the symbol of victory.

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Winged Sandals (6100gp): (Thought) 2/day – You may be affected by the Fly spell. (10-minute duration, SL4)

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Talaria (26000gp): (Passive) These golden sandals wrap tightly around the feet, with a small pair of wings upon the ankles. You gain the movement type of Fly 80 [Good]. This is reduced to Fly 60 [Average] if under medium encumbrance or wearing Heavy Armor. You cannot fly while heavily encumbered. (Spells – Fly, Haste)

Ring Slot (Chapter 12.17 - Wondrous Items, Equip Slot: Ring 1 or Ring 2)

Magic Rings

      -Special: Magic rings automatically re-size to properly fit anyone of any size category.

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Athletic Ring (1200gp): (Passive) Grants a +2 Power Bonus to Acrobatics, Climb, Perseverance, Jump&Sprint, and Swim. This gold ring has a large, flat face with a single gem in the center, engraved with runes stating the year it was made. (Spell – Prowess[Physical])

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Ring of Counterspells (2500gp): (Passive) Grants a +2 Power Bonus to Knowledge(Arcana) and Perseverance.

      (Reaction): 1/day: If you notice someone casting a spell within 100 feet, you may spend a Reaction to activate the ring. It automatically counters any spell of SL0-SL2 without requiring a check. Against more powerful magic, roll an Opposed Perseverance Check (The ring serves as a SL5 Counterspell. This grants an extra +10 bonus on this check. Enemy caster gets +2 bonus per SL of their spell) If your check wins, the ring counters the enemy spell. If the enemy wins the check, their spell activates as normal and the ring’s charge is expended. A Nat20 on your Opposed Perseverance Check does not expend the counterspell charge for the day.             (Spells – Dispel Magic, Identify)

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Ring of Efficiency (1000gp): (Passive – Attuned) You complete a Long Rest in ¾ the normal time and require only ¾ as much sleep as an average member of your race. You require half as much food as a normal member of your race. Ex: For humans, Long Rest is reduced to only 6 hours, requiring only 4.5 hours of sleep.            (Spell – Restful Healing)

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Ring of Elemental Resistance (4000gp): (Passive) The ring comes in 4 varieties:

Fire: Obsidian Ring, Red Gem – Grants Fire Resist 10

Cold: Silver Ring, White Gem – Grants Cold Resist 10

Electric: Glass Ring, Blue Gem – Grants Electric Resist 10

Acid: Gold Ring, Green Gem – Grants Acid Resist 10

-The ring has the same cost and value regardless of the elemental type. (Spell – Elemental Resistance)

      -Lesser Ring of Elemental Resistance (1000gp): (Passive) Grants Elemental Resist 5 to the indicated element.

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Ring of Extra Spells 1 (450gp): (Passive) This ring allows the wearer +1 additional SL0 & SL1 Spell Slot Per Day.

-Ring of Extra Spells 2 (2000gp): Allows the wearer +1 additional SL0, SL1, & SL2 Spell Slot Per Day.

-Ring of Extra Spells 3 (5000gp): Allows the wearer +1 additional SL0, SL1, SL2, & SL3 Spell Slot Per Day.

-These do not grant extra slots if the wearer cannot normally cast spells of the indicated SL. This is considered a Power Bonus to number of Daily Spell Slots. (Spell – Prowess[Mental])

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Ring of Featherfall (800gp): (Passive) If you fall 5 feet or more, this ring automatically activates a featherfall spell.

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Ring of Fire (2900gp): (Passive) You gain Fire Resist 5.      -This bronze ring is adorned with a pair of red gems.

  (Touch): 2/day – You may cast Flame Blade, generating a Blade of Pure Flame from the ring.   (Spell – Flame Blade)

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Ring of Friendship (16000gp per pair): (Attuned) These specially paired rings only function when each friend wears the attuned ring at the same time.

      -(Passive): You and your friend gain a +1 Morale Bonus on all d20 rolls if standing within 30 feet of one another. At any distance, both friends are always aware of the general well-being of the other; you can tell if your friend is Healthy, Hurt, Injured, Dying, or Dead.

      -(Command) 1/day per pair: You may immediately teleport you to your friend’s side OR you may request to teleport your friend to your side. Your friend gets a quick mental note and they may choose to accept or deny this request. Teleportation functions regardless of distance. (It cannot function if your friend is in another dimension.)

-These rings are always sold in pairs. If purchased new, the rings generally have an inscription of the names of the friends or some special phrase important to both friends. (Spells – Teleport, Status, Life Shield)

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Ring of Invisibility (8300gp): (Touch) When activated, the ring makes you and all your possessions invisible as per the Invisibility spell (Arcane SL2) with an unlimited spell duration. This may be activated or deactivated with a touch, but Invisibility is automatically ended if you do an aggressive action (as per the Invisibility spell, see Ch11.4).

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Ring of Protective Power +1 (800gp) or +2 (2600gp): (Passive) Grants a +1 (or +2) Power Bonus to AC.

Reminder: Power Bonus to AC also applies to Touch AC, FFAC, & ACvsCrit. (Spell – Shield of Faith)

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Ring of Regeneration (16000gp): (Passive - Attuned) This gold ring is adorned with a single large emerald.

You gain Regeneration-1, which functions as follows:

      -You heal +1 HP per round. You gain a +1 Innate Bonus on FORT Saves.

      -Broken bones heal after only 1 minute. You can regrow 1 missing body part or severed limb in 6 hours.

      -This can only replace body parts lost while attuned to the ring.

      -You die only upon reaching negative (2x CON Score) HP, or by having your head severed.

      -Diseases or poisons that deal Biological Damage cannot reduce your HP to less than 1.

      -You recover an additional +1 Weakened Stage after a Long Rest.

      -This ring has no effect on Undead creatures or Constructs. (Spell – Regeneration)

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Ring of Second Chances (3800gp): (Passive – Attuned) This simple gold ring automatically resurrects the wearer 1d12 hours after their death. Once the resurrection is complete, the magic power is lost.

-An inscription on the interior of the band reads “Better Luck Next Time.” (Spells – Resurrection, Contingency)

-When activated, the ring generates a successful casting of the Resurrection spell, Priest SL7.

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Ring of Shifting (8200gp): (Thought) 3/day – You may cast the Dimensional Shift spell (SL4, self only).

Accessory Slot (Chapter 12.18 - Wondrous Items, Equip Slot: Accessory)

Magic Pins, Brooches, and other Accessory Slot Items

      -Special: Magic accessories automatically re-size to properly fit anyone of any size category.

      -These small items have no effective weight and take up only 1 Storage Slot when carried.

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Accessory of Skill +2 (300gp) or +4 (1000gp):       Ex: Brooch of Bluff +2, Earring of Acrobatics +4

      (Passive) This item grants a +2 or +4 Power Bonus to the indicated Skill. (Spell – Skilled)

      -This item may be any sort of small jewelry accessory, such as a brooch, hairpin, clasp, earring, nosering, etc.

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Badge of Authority (3125gp): (Passive) You gain a +2 Morale Bonus to Diplomacy and Intimidate.

      (Command) 1/day - You may shout a single command word as a Swift Action that functions as the Hold Spell. (SL3, WILL Save DC15 to resist). (Spells – Guidance, Command)

-This golden pin is about 3” across and the shape of a heater shield or a 6-pointed star.​​

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Brooch of Shielding (250gp): This pewter brooch is shaped as a small kite shield and may be pinned to any piece of clothing you wear. This brooch has unique magic that protects the wearer from Force Damage. A new Brooch of Shielding has 20 Hit Points. Any attack or spell that would deal Force Damage to you instead deals its damage to the Brooch of Shielding. The brooch never regains HP and cannot be mended or repaired in any way. Once the brooch is reduced to 0HP, a small burst of light and sound is emitted as the brooch disintegrates. Any excess damage from the strike that destroyed the brooch is negated by this harmless burst. (Spell – Force Shield)

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Clasp of Survival (3075gp): (Passive) You gain a +2 Power Bonus on FORT Saves, Perseverance, and Survival.

(Thought) 1/day: You may cast any 1 of the following spells: Air Bubble (SL1), Endure Elements (SL1), Cure Wounds (1d8+1 [PE], SL1), Antivenom (SL2)  (Spells – Contingency, Life Bubble)

      -If the clasp has not been used during the day, it will instantly and automatically activate any 1 of these spells if doing so could save the user’s life. This decorative clasp depicts a snake-like creature eating its own tail.

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Eagle Spirit Feather (2400gp): (Passive – Attuned) You gain a +2 Power Bonus to STR.

-(Passive) You are affected by a constant version of Speak With Animals that works only with birds of prey.

-(Cast) 1/day – You may cast a special version of the Animal Messenger spell that works only on a Bird of Prey. This functions as the Animal Scout Alternate Casting Option.

Special Attunement: You must have at least 2 Ranks in Knowledge(Nature) & Handle Animal to attune to this item.

-This single pristine eagle feather is often tied into the hair.      (Spell – Prowess[Physical], Gaea’s Guidance)

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Earring of Whispers (800gp, set of 4): (Passive) Each earring is connected by a constant version of the Message spell. You may communicate to all other creatures within 600 feet who are wearing another earring from the matched set as per the Message spell. (Spell – Message)

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Flair of the Goblin King (2750gp): (Passive) You gain a +2 Power Bonus to CHA and a +2 Power Bonus to Initiative.

-You may speak & understand the Goblin language. You are Fortunate on Social Skill checks made with Goblins. A Goblin wearing this item is also Fortunate on WILL Saves.         (Spells – Comprehend Languages, Confidence)

  -This ridiculously large set of pins is aggressively gaudy, shiny, and mismatched; everything a true goblin king could desire!

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Nosering of Scent (700gp): (Passive) You gain the Scent ability. (Spell – Primordial Senses)

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Pearl of Power (SL1 = 250gp): (Touch) 1/day – A spellcaster wearing the Pearl of Power may restore any 1 used daily spell of the indicated Spell Level or Lower. A prepared spell-caster immediately “re-memorizes” one used spell that had been previously memorized that day, while a spontaneous caster simply regains 1 daily spell slot. (Max SL6)

                SL2 = 850gp, SL3 = 1850gp, SL4 = 3700gp, SL5 = 5500gp, SL6 = 7700gp

                -The Pearl of Power is available as a brooch, hairpin, or earring. It is made of a silver setting with a single medium or high-quality white pearl held in the center. (Spell – Dispel Magic, plus Contingency for SL4-SL6)

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Pin of Protection +1 or +2 (1400gp) or +2 (5000gp): (Passive) Grants a +1 (or +2) Power Bonus to AC and all Saving Throws. (Power Bonus also affects TouchAC, FFAC, ACvsCrit) (Spell – Shield of Faith, Saving Grace)

-This pin comes in many different forms depending on the creator. It could be a blessed chicken foot or a jade dragon brooch; anything seen as a symbol of protection in your game world!

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Scarab of Life (4000gp): (Passive) You gain Negative Energy Resist 5. You deal +1d4 Positive Energy Damage on all melee attacks against Undead creatures.

(Instant) 1/day: If struck with a damaging attack that would drop you to 0HP or less, you are instead reduced to 1 HP. The scarab activates automatically. (Spells – Disrupting Weapon, Death Ward)

-This brooch is a golden beetle with ruby wings & an ankh inscribed on the underside.      

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Wild Wrappings (1300gp): (Passive) You gain a +2 Power Bonus to Survival & Handle Animal. These decorative magical bands of colored cloth are wrapped around some portion of your body or they may be tied into your hair.

-If a Druid, these wrappings grant you +1 additional use of your daily Wild Shape ability.

-While in Wild Shape, you gain a +1 Enhance Bonus to your Natural Armor Rating.

-These wrappings remain visible upon you while in your Wild Shape Form.

-The Wild Wrappings may be worn in any one of the following Equip Slots: Head, Arm, Leg, Torso, Accessory

-The bonus to Natural Armor also applies to creatures that can shape change or polymorph. 

​

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Magic Items for Animals & Beasts:
      -Equip Slot: Neck or Accessory (Chapter 12.19)

-Animals and other beastly creatures only have 2 Equip Slots – Neck & Accessory.

      -Some animals may also wear a Saddle or some sort of carrying pack, while others may wear armor called Barding.​

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Animal Neck Slot Items: Animals may be given any Neck Equip Slot item that a PC could wear, but they cannot activate any special abilities that require activation actions (Command, Cast, Thought, etc).

      These other items are also available:

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Collar of Fangs +1 (750gp) or +2 (3800gp): (Passive) This animal collar grants a +1 (or +2) Enhance Bonus to all Natural Attacks and their Physical damage. If beneficial, these natural attacks are treated as magic weapons.

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Collar of Saving +1 (450gp) or +2 (1650gp) or +3 (3650gp): (Passive) +1, +2, or +3 Power Bonus on all Saves.

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Collar of Protection +1 (900gp) or +2 (3000gp): (Passive) Grants a +1 (or +2) Power Bonus to AC.

(Reminder: Power Bonus to AC also affects Touch AC, FFAC, & ACvsCrit)                (Spell – Shield of Faith)

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Collar of Elemental Resist 5 (1100gp): (Passive) Grants Elemental Resist 5 to a single chosen Element.

Collar of Elemental Resist 10 (4200gp): (Passive) Grants Elemental Resist 10 to a single chosen Element.

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Collar of Elemental Resistance (6600gp): Grants Elemental Resist 5 to all Elements.   (Spell – Elemental Resistance)

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Collar of Regeneration (17000gp): Functions exactly as “Ring of Regeneration.”

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Collar of Featherfall (900gp): (Passive) Whenever you fall a distance of 5 feet or more, this automatically activates a featherfall spell.

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Collar of Speech (3800gp): (Passive-Requires Attunement) The creature wearing this collar may speak and understand 1 single language of the creator (generally Common). Reminder: This does not increase or alter the creature’s INT in any way, so speech may be simplistic or hard to understand. (Spell – Speak With Animals, Magic Mouth)

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Collar of the Friendly Bear (6000gp): (Passive) You gain a +4 Power Bonus to CHA and a +2 Power Bonus to INT. You can understand the Common & Sylvan languages, but do not gain the ability to speak them. The animal may gain and use Confidence Tokens as a normal Player Character and it cannot suffer Confidence Failures.

-(Spells - Comprehend Languages, Charm Monster)

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Animal Accessory Slot Items: Animals may be given any Accessory Equip Slot item that a PC could wear, but they cannot activate any special abilities that require activation actions (Cast, Touch, Thought, etc).

      These other items are also available:

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Battle Harness of Fenrir (9000gp): (Passive) You gain a +2 Enhance Bonus to STR and CON and a +1 Enhance Bonus to Natural Armor Rating. You ignore all penalties of the Injured Status. If Injured, the Enhance Bonus to STR increases to +4. You are Fortunate on any check made to escape a grapple or bindings. (Spell – Divine Champion)

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Hauling Harness (900gp): (Passive) Your carrying capacity is doubled. (Spell – Prowess[Physical])

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Harness of Armor 1 (450gp): (Passive) Provides Armor Rating 1. (Also provides 1 ARvsCrit) (Spell – Mage Armor)

Harness of Armor 2 (1800gp): (Passive) Provides Armor Rating 2. (Also provides 2 ARvsCrit)

Harness of Armor 3 (4050gp): (Passive) Provides Armor Rating 3. (Also provides 3 ARvsCrit)

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Horseshoes of the Zephyr (or Leg-Wraps) (1600gp): (Passive) You gain a +10’ Power Bonus to all Move Speeds. You may walk atop water as if normal terrain. You treat thick mud, sand, or snow as normal terrain. (Spell – Fly)

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Enchanted Barding (Prices Vary): Animal Barding, which is special armor made for animals, may be granted any Armor Enchantments available for a Player Character that do not require special activations.

      -Use the same price listed for PC armor enchantments. See full details on Barding in the Armor section.

Waist Slot
Feet Slot
Ring Slots
Accessory Slot
Items for Animals

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