Maid Apron-This refined apron is handmade from the finest silks in order to protect the wearer from any dirty stuff, whetever cleaning house, performing mad experiments or fighting sticky mosters.
Takes belt slot, and makes half your armor bonus apply to touch AC. You can also attempt to re-roll a Reflex save once per round, but there's a 50% chance the Maid Apron gets torn to shreds whetever you suceed or rail. 1000 GP, plus 100 GP worth of materials to repair with 1 hour of work.
Shrine Robes-Light armor, +5 max Dex, -2 ACP, 30% ASF, grants an Armor bonus equal to 1/2 the ranks in your highest Wis-based skill. Already counts as masterwork, cannot be fashioned of special material. 500 GP, weight 6 lb.
Battle Dress-Light armor, +5 max Dex, -2 ACP, 30% ASF, grants an Armor bonus equal to 1/2 the ranks in your highest Int-based skill. Already counts as masterwork, cannot be fashioned of special material. 500 GP, weight 6 lb.
Kimono-Light armor, +5 max Dex, -2 ACP, 30% ASF, grants an Armor bonus equal to 1/2 the ranks in your highest Cha-based skill. Already counts as masterwork, cannot be fashioned of special material. 500 GP, weight 6 lb.
Magic Mushrooms-Consumed as a swift or move action, they increase the DC of your next spell/supernatural maneuver/SLA by 2 whitin 1 round, but you must save as well. If you fail, you become confused for 1 round. Every extra time you consume a magic mushroom in a 24 hour period, the DC increases by an extra 1 and confusion on a failed save lasts 1 extra round. If you're immune to confusion, then you cannot benefit from a Magic Mushroom. 50 GP.
Alcoholic Beverage-Beer, sake, wine, vodka, booze comes in a variety of diferent ways, each with its own particular effects.
Consuming an alchoholic beverage is a standard action that provokes attacks of opportunity and demands a Fort save.
Regardless of failing or suceeding, you gain a bonus on skill checks with a single skill (depending on the exact beverage) for 1 minute.
However if you fail on the Fort save, you take an equal penalty on all all other skill checks for 8 hours.
Suceeding on the save delays the penalty for a number of rounds equal to the amount you suceeded on the save by (if the DC is 15 and you roll a 20, then it would be 5 rounds until the penalties apply).
If you drink again while still under the effect of alchohol, the bonus don't stack, but the penalties do, however the penalties don't apply while any of the bonus last (so you can continue drinking and making fort saves to continuously delay the penalties). If this makes one of your skills gain a -10 modifier you become fatigued and sickened. If this makes one of your skills gain a -15 modifier you become exhausted. If this makes one of your skills gain a -20 modifier you become uncoscious and unable to act until the penalty duration ends. This ignores any immunity you may have had to those effects, and any effect to remove those conditions takes 1d4 rounds to take effect.
The affected skill and bonus/DC depends on the exact drink, chosen when it is crafted/bought.
+2 bonus/15 DC-1 GP (example: beer)
+3 bonus/17 DC-10 GP (example: liquor)
+5 bonus/19 DC-100 GP (example: vodka)
+8 bonus/21 DC-1000 GP (example: scarlet mansion wine)
+12 bonus/23 DC-10 000 GP (example: demon ale)
+17 bonus/25 DC-100 000 GP (example: netherworld spirit)
+23 bonus/27 DC-1 000 000 GP (example:Moon Capital's thousand year old super sake)
Alcoholic Beverages cannot be replicated by magic creation effects. Alcoholic beverages worth 1000 GP or more can affect even undead, they gain a +5 bonus on their fort saves for this, but the bonus is also reduced by 5.
There's many kinds of alcoholic drinks out there, so the player/DM is allowed to name any specific drink whatever they want. But if you're feeling low in inspiration, here's a random name generator. Roll a 1d20 three times. For each roll apply one the respective options of the spoiler below in order. For example if you rolled 4, 9, 2, you would get Palace of the Earth Spirits Vintage Ale.
1- Nuclear Furnace / Blonde / Beer
2-Bamboo Labyrinth / Golden / Ale
3-Bhava-agra / Pale / Wine
4-Palace of the Earth Spirits / Black / Liquor
5- Dream World / Red /Vodka
6- Shining Needle Castle / Green/ Mead
7- Fantasy World / Pink / Shōchū
8-Forest of Magic / Blue / Rum
9-Twilight Bar / Vintage / Aguardiente
10- Garden of the Sun / Fairy / Tequilla
11- Waterfall of Nine Heavens / Tengu / Gin
12- Giant Toad Pond / Human / Brandy
13-Hall of Dream's Great Mausoleum / hermit / Cider
14-Youkai Mountain / Holy / Whiskey
15-Styx Port / Sacred / Moonshine
16—Underworld Geyser Center / Sweet / Eau-de-vie
17-Scarlet Mansion / Bitter / Mezcal
18-Demon /Pure / Baijiu
19-Netherworld / Sparrow / Spirit
20-Moon Capital /Thousand Year Old Super / Sake
New weapons:-
Fans-
Mallets-
Throwing Knives-
Yumi-
Weighted ChainThese items work like the Crown of White Ravens (Tome of Battle pg 149).
Ancient Temple: Head. A seemingly simple black ribbon fitting for an apprentice of the youkai-forged blades.
Border of Life: Head. A blue mob cap on the front of which is a hitaikakushi with a red ghost insignia, along a veil, showing one’s acceptance of death.
Chinese Star: Head. A green beret with a red star, proof of an hard working veteran.
Crystalized Silver: Head. A blue ribbon as cold as ice.
Doll Judgement: Head. A headband that changes between any combination of 7 colors every day.
Dream Battle: Head. A red ribbon, proof of a professional monster exterminator.
Drunken Demon: Head. Matching azure and scarlet ribbons, red oni, blue oni.
Love-Coloured Magic: Head. A pointy black hat, proof of a wicked witch.
Lunar Dial: Head. A white maid headband, proof of a timeless servant.
Lunatic Princess: Head. A ribbon that cannot be seen, just like most true treasures.
Plain History: Head. A miniature building filled with runes only a true scholar can understand and a ribbon on top.
Riverside View: Head. A pair of pink hair beads, proof of a relaxed worker.
Septette for the Dead: Head. A light-pink mob cap with a red ribbon decorated with white stripes, sign of status for a young vampire.
Venerable Battlefield: Head. A large twisting rope circle shimenawa with shide that floats just behind one’s head, helping gather faith.
Septette Hoodie: This hoodie takes both the head and body slots and allows a
vampire to not be harmed nor hindered by natural sunçight and if worn for 24 hours halves the number of blood charges automatically lost each day, stacking with resting in their coffin for only 1/4 normal charges lost. However they count as having half HD for blood charge capacity and how many Blood Charges they can spend for Blood powers. A
Jiang Shi wearing a Septette Hoodie can fully supress all of its Jiang Shi weaknesses except one of its specific objects (chosen when the Septette Hoodie is created) but Hop bonus is halved and counts as having half HD for all Jiang Shi abilities that care about HD. Cost 1000 GP.
Lunar Daggers: Although crafted by mundane means, by leaving them still in exposition for 1 hour to a full moon then 8 hours for personal attunement, those paired masterwork daggers acquire mystic properties. While wielded together by those they attuned with they'll count as magic if they weren't already and as an attack action can be swung to release a magic shot with range increment 30 feet against normal AC that deals damage as the dagger and counts as a thrown dagger attack if beneficial. Cost 2000 GP for the pair, and need to be exposed another hour to full moonlight every week, with missed weeks must be made up for with extra hours of exposition to a full moon. They can receive other magic enhancements as a normal pair of masterwork weapons. They both may enhanced for the cost of a single weapon assuming they receive the same enhancements, in which case the enhancements only work while they're wielded simultaneously.