Season 4:
4-01 has the Goblin equipment updated for 3.5. This was included in UE within a month (and later in RotRLAE) however.
4-01 has a plot device magic item with GP cost
ACRIMONY VEIL
Aura moderate evocation; Cl 9th
Slot head; Weight 1 lb.; Price 13,500 gp
DESCRIPTION
Acrimony veils are rare ancient magic devices created by Alaznist, the Runelord of Wrath. They are normally composed of several types of interconnected metal and human bones, each etched with complex designs. The device covers the wearer's entire face (forehead, cheeks, and jaw), but provides no benefit to AC. This mask functions as a lesser empower metamagic rod, but only affecting spells of the evocation school. Additionally, the wearer of an acrimony veil may cast rage on himself once per day.
CONSTRUCTION
Requirements Craft Wondrous Item, Empower Spell, rage; Cost 6,750 gp
(so a 4500 GP premium to eat up a slot and cast a spell on yourself that's actually detrimental? Only good part is it's crafted as a wondrous item instead of a rod.
4-03
"Trusty Buddy" ( adamantine crowbar; 3,002 gp, limit 1; +4 circumstance bonus on Strength checks to open doors and chests, bypasses DR when used as improvised weapon
4-04
Page new content not found.
4-06
A shambler vine is a single-use variant of the traditional rope of entanglement, and is occasionally found on the corpses of particularly magical shambling mounds.
SHAMBLER VINE
Aura strong transmutation; CL 12th
Slot-; Price 600 gp; Weight 1 lb.
DESCRIPTION
A shambler vine resembles a leafy green plant vine about 6 feet long, wrapped in a coil. If touched, it writhes as if alive. Up to three vines can be stored in a small sack, though the price is for one. When thrown at an opponent, a vine grows in midair, and acts as a rope of entanglement. It can reach 20 feet forward or 10 feet upward to entangle the target. The entangled target can break free with a DC 20 Strength check or DC 20 Escape Artist check.
A shambler vine has AC 22, 12 hit points, hardness 10, and damage reduction 10/slashing. It does not repair itself, and if it is severed (all 12 hit points lost to damage), it is destroyed. The vine lasts for a single use before withering away, and if left on a target that is unable to get free, the vine withers after 1 hour.
CONSTRUCTION
Requirements Craft Wondrous Item, entangle, plant growth, vine must be from a shambling mound; Cost 300 gp
4-08
SIHEDRON BRAND (ENDURANCE)
Aura faint abjuration and transmutation [evil]; CL 3rd
Slot none; Price 4,827 gp; Weight -
DESCRIPTION
This dark image of the Sihedron rune appears to writhe beneath the surface of the skin on which it is inscribed, as though a worm were crawling under the skin. A character marked with this arcane tattoo receives a +2 profane bonus on Fortitude saves. Once per day, the character may activate the tattoo to receive a number of temporary hit points equal to twice her character level. If the PCs displays the arcane tattoo, she gains a +4 circumstance bonus on Bluff and Diplomacy checks against worshippers of Lissala.
CONSTRUCTION
Requirements Inscribe Magic Tattoo15M, bear's endurance, resistance, creator must be a cleric of Lissala; Cost 2,414 gp
(Dev has clarified on the official forums the temporary HP lasts minutes per CL)
Unholy shit! 4827 GP for a +2 bonus of a rare type to a save? No, getting this isn't an evil act and in-fact getting it and keeping it is actually the objective for Shadow Lodge players.
4-10
Evil artifact
4-12
As mentioned in Pathfinds, a broken magic item for evil characters. Really surprised this isn't an artifact.
Ioun Stone, Ocher Rhomboid
Aura strong universal [evil]; CL 12th
Slot none; Weight-; Price 30,000 gp
This orange-colored, translucent, faceted item is an ioun stone and has the same properties. While it orbits its owner's head, that owner gains a bonus feat. This can be any feat she meets the prerequisites for. The ocher rhomboid ioun stone radiates an evil aura at all times, and anyone who wears it (that is, causes it to orbit her head) is considered to have committed an evil act. The alignment of the one wearing the stone shifts one step toward evil. Players who wear the stone should be given the opportunity to atone for this action before the scenario's conclusion if such an alignment shift would result in their removal from the Pathfinder Society Organized Play campaign.
This ioun stone is cursed, and can't be removed by its owner or anyone else except by the methods outlined on page 536 of the Core Rulebook. As with other ioun stones, the ocher rhomboid has a resonant power when placed inside a way.finder. First, it turns the way.finder into a cursed item that can only be removed in the way the stone itself can. Second, the wearer gains Knowledge (arcana) as a class skill for as long as she wears the wayfinder
Requirements Craft Wondrous Item, caster must be 12th level;[sic] Cost 15,ooo gp
4-19
GAMIN THE MISFORGED
Aura faint transmutation; CL 5th
Slot none; Price 7,015 gp; Weight 2 lbs.
Alignment neutral good; Senses 30 ft.
Intelligence 10, Wisdom 11, Charisma 10; Ego 2
Language speech ( Common )
DESCRIPTION
This glittering blade is clearly defective, and a rippling break runs from its tip to its hilt like a crack in a broken window. Gamin is a +1 allying mithral longsword with the permanent broken condition, and when held he can cast guidance on his wielder at will. Only a master swordsmith might repair Gamin's imperfections, and the Pathfinder Society does not have access to such a resource at this time.
CONSTRUCTION
Requirements Craft Magical Arms and Armor, guidance, magic weapon
(The society has no access to a master swordsmith? Really? I'm sure Craft: Weapons is a reasonably common day job pick in organized play and there's a fair chance a player character could fix it themselves if any kind of DC was given. Not to mention it's only CL5 so magic fixing is also an option.)
edit: Just realized a really fun way to use this: Attach a Scrap Collector's Strap. 2015 for the longsword, 4000 for the +2 makes the intelligence (whatever use it is) worth only 1000.
4-20
SIHEDRON BRAND (SERVICE)
Aura moderate conjuration [evil]; CL 6th
Slot none; Price 10,000 gp (+1), 17,500 gp (+2)
DESCRIPTION
This dark image of the Sihedron surrounded by arcane runes seems to move, like water trapped beneath two panes of glass. When gained, the brand melds with the largest existing tattoo on your body (or the one with the highest caster level if you have other magical tattoos), otherwise it moves every ld4 days to a randomly determined location elsewhere on your body. A character marked with the lesser version of this arcane tattoo receives a +2 profane bonus on attack and damage rolls against creatures brought to the Material Plane via a conjuration (summoning) effect, and gains a +2 profane bonus to AC against attacks from such creatures. Lesser versions of this mark exist, which grant +1 profane bonuses on attack and damage rolls and to AC against summoned creatures instead.
CONSTRUCTION
Requirements Inscribe Magic Tattoo, summon monster I; Cost 5,000 gp (+1), 8,750 gp (+2)
(Based on the award text, it's clear the +1 is the lesser version and +2 is the non. Not nearly as good as the previous item in this series. Fairly niche use for price and the moving to a random location, like your face, really hurts this.)
Season 5:
5-07:
Robes of Pure Legion show up again. Also different rules for Rahadoum, stating only Sorcerer/Wizard spells are easily obtained (I'd stick with the older one since they explicitly depend so much on bards).
5-11: Magic item that only has cost properly listed in chronicle sheet (GM's version lists requirements, but not cost). Some plot importance.
Glorymane
aura moderate conjuration; Cl 10th
Slot shield; price 12,370 gp; Weight 15 lbs.
alignment neutral; Senses 30 ft.
Intelligence 10, Wisdom 10, Charisma 13; ego 4; language empathy (Common)
Description
Glorymane is a bronze lion’s shield specially enchanted by an entity known as the Guardian. The shield has an arrogant streak, despite its inability to express itself through anything but empathic signals, and it jealously urges its wielder to cast aside any other intelligent items. Glorymane has 5 ranks in Sense Motive and signals its wielder if it detects a lie.
Construction
requirements Craft Magical Arms and Armor, summon nature’s ally IV
5-13
FAITH ORB
Aura moderate evocation; CL 9th
Slot none; Price 2,250 gp; Weight —
DESCRIPTION
This brass orb is a bit larger than a human fist. It’s covered with symbols of goodness and law and thick studs. If used as an improvised weapon, it deals 1d6 points of bludgeoning damage and serves as a good weapon for the purpose of overcoming damage reduction.
The faith orb is activated when a special stud is depressed, usually marked by a different color metal. Activating the orb is a standard action, though the orb may be thrown as a ranged touch attack (10-foot range increment) as part of the same action used to activate it. At the end of the action or when it hits its target, it triggers a flame strike centered on the orb. Creatures caught in the blast area suffer 9d6 damage as the spell (Reflex DC 17 half). The faith orb is consumed in the process.
CONSTRUCTION
Requirements Craft Wondrous Item, flame strike
5-14
EYEBALL JAR
SLOT none CL 11th
PRICE
8,000 GP
WEIGHT 4 l bs.
AURA moderate divination
When created, this clear glass jar contains four eyeballs floating in a viscous fluid. As long as the jar contai ns at least three eyeballs, the eyeball jar grants its wielder all-around vision. Additionally, the
eyeball jar grants its wielder a + 2 bonus on saving throws against gaze attacks. Any time the jar's wielder fails a save against a gaze attack, she may, as an immediate action, expend one eyeball to absorb the effects of the gaze attack. This negates the gaze attack's effects as if the wielder had made her save, but destroys th e eyeball. When the la st eyeball in the jar is destroyed, the eyeball jar shatters and becomes useless. A jar found with fewer than four eyeballs is worth 250 /o less for each missing eyeball.
CONSTRUCTION REQUIREMENTS I COST 4,000 GP
Requirements Craft Wondrous Item, blindness/deafness, true seeing
5-16
Dust of Disjunction
Aura moderate abjuration and evocation; Cl 10th
slot none; Price 2,500 gp; Weight —
Description
This fine powder looks like crushed diamonds. A single handful of this substance can be thrown in a 15-foot cone, at which point it attempts to absorb and neutralize any magic it comes in contact with. The magical properties of each unattended magic item in the area are suppressed for 1d4 rounds as if targeted by dispel magic spell (caster level 10th). Each creature in the area is affected as if by a targeted dispel magic, though the user cannot specify a spell effect to dispel; if a target has no spells affecting it, the dust instead attempts to suppress the abilities of one magic item carried by the target, selected at random following the rules for items surviving a saving throw (Pathfinder RPG Core Rulebook 217). The dust does not affect other ongoing magical effects. Dust of disjunction has a curious effect on golems, which also demonstrate anti-magical properties. A golem exposed to this dust must succeed at a DC 17 Fortitude save or be staggered for 1 minute. At the end of its turn, a staggered golem may attempt a new saving throw to end the staggered effect.
Construction
Requirements Craft Wondrous Item, dispel magic, shatter
5-17
IVORY BATON
Aura strong enchantment; CL 18th
Slot none; Price 40,000 gp; Weight 6 lbs.
DESCRIPTION
This white, slender rod is engraved with decorative emblems of elephants, jackals, alligators, and other wild beasts, and is worth 2,000 gp because of its masterful craftsmanship. The wielder can command the obedience of golems within 120 feet when she activates the device (a standard action), bypassing their immunity to magic and any other resistances to magic they may possess. Up to 300 Hit Dice worth of golems can be ruled at once with an ivory baton. Ruled golems obey the wielder as if she were their creator. Still, if the wielder attacks a ruled golem or gives it a command that is obviously harmful to it, the magic is broken. An ivory baton can be used for 500 total minutes before crumbling to dust. This duration need not be continuous. For each golem ruled beyond the first, multiply the number of minutes expended by the number of golems ruled (so, for example, a creature wielding an ivory baton to control three golems effectively expends 3 minutes of the rod’s total duration every minute). In addition, an ivory baton acts as a golembane scarab as long as its wielder holds the rod in one hand.
CONSTRUCTION
Requirements Craft Rod, geas/quest, mass charm monster; Cost 21,000 gp
TALISMAN OF TONGUES
Aura faint abjuration and divination; CL 5th
Slot neck; Price 45,000 gp; Weight 1 lb.
DESCRIPTION
This small carving of an anteater is fitted with a chain so it can be worn as a necklace. When worn, a talisman of tongues grants its wearer the ability to speak and understand anyone it interacts with as the spell tongues. Furthermore, it provides the wearer a +2 resistance bonus on saving throws against language-dependent spells and special abilities.
CONSTRUCTION
Requirements Craft Wondrous Item, resistance, tongues; Cost 22,500 gp
5-18
Death's Head talisman
Though several necromancers in Kaer Maga deal in undead servants, all use variations of the same method, instilling their innate control over the creature into a convenient magic item that can then be passed to the customer.
Death's Head Talisman PRICE Varies
CL 5th (10 HD) 1,000 GP
CL 7th (14 HD) 1,400 GP
CL 9th (18 HD) 1,800 GP
CL 12th (24 HD) 2,400 GP
SlOT neck Cl varies WEIGHT —
AURA faint or moderate necromancy
This amulet allows the wearer to command a number of undead skeletons and zombies, which are keyed to the amulet when it is created. The animation of the undead is part of the creation process—undead that have already been created cannot be bound to a death’s head talisman. The number of HD of undead tied to the amulet is equal to twice the amulet’s caster level. The amulet allows the wearer to command the undead as if she had created them with animate dead, even if she has no magical talent of her own. The undead are only under control while the amulet is worn; if the amulet is removed, the undead revert to normal behavior, standing in place but responding if attacked. Once the specific undead tied to the amulet are destroyed, the talisman loses all power.
CONSTRUCTION REQUIREMENTS COST varies
10 HD 625 GP
14 HD 875 GP
18 HD 1,125 GP
24 HD 1,500 GP
Craft Wondrous Item, animate dead
5-21
Burnt othur oil (2,100 gp, limit 1; as burnt othur fumes with the injury type)
season 6:
6-07: Not an item but linked to one above
You can cross this boon off your Chronicle sheet at the end of an adventure to repair
one item as though you had cast make whole (CL 10th). Alternatively, if you also own the sword Gamin the
Misforged, you may cross this boon off your Chronicle sheet and spend 5 Prestige Points to permanently
remove the broken condition from that weapon. If you instead spend 25 Prestige Points, you can also
increase Gamin the Misforged’s weapon enhancement bonus to +2. Neither of these improvements modify
the sword’s market price or resale value.
Note: 1 PP=375GP of value since you can spend 2 to get something worth 750GP, though this can't be converted to cash. This makes the cost 1875 and 9375 for the second version.
Also present is a mention that one can prevent a wish from being twisted with "a DC 15 Intelligence or Wisdom check" (That's near automatic for any wizard capable of casting the spell.), though these wishes are explicitly limited due to organized play being organized play.
6-08 has a lore tidbit worth mentioning
Alkenstar can make rifled firearms, albeit as a prototype. Strangely the mechanical effect of this doesn't exist on advanced firearms.
6-09
HEMATITE SPHERE IOUN STONE (FLAWED)
PRICE 500 GP
SLOT none CL 12th WEIGHT —
Aura moderate divination and evocation
While orbiting a creature’s head, this ioun stone provides its bearer a +2 enhancement bonus on Survival checks to avoid becoming lost. Once per day, its user can use it to cast know direction.
When slotted into a wayfinder, the stone causes the wayfinder’s needle to point toward the nearest hematite sphere ioun stone, no matter the distance, enabling bearers to locate one another across a city or even across a continent. When an ioun stone of this type comes in contact with another hematite sphere ioun stone, one of the two stones fades into a dull gray ioun stone, while the other stone begins to home in on the
next nearest stone.
Craft Wondrous Item, know direction, sending
Note the wayfinder ability isn't actually a resonance power and always works. At 1000 GP+500 GP this has lots of interesting uses. Note you can stick any extras into extradimensional space to stop them from being tracked.
6-11
Wow! There's a lot of stuff here! Most of it is reprinted from monster codex, but still good chunk of new stuff.
LESSER PUGWAMPI BRAID
PRICE 300 GP
SLOT none CL 3rd WEIGHT 2 lbs.
AURA faint necromancy
Bad luck lingers in this greasy braid of dried pugwampi hide. As an immediate action, the braid’s bearer can unravel the braid (which destroys it), to force a target within 5 feet to roll twice and take the lower result the next time it makes a d20 roll. This is a mind-affecting effect that does not work on humanoids with the gnoll subtype, animals, or gremlins. A creature under the effect of a luck bonus is immune to this effect.
CONSTRUCTION COST 21,000 GP, Craft Wondrous Item, ill omen APG or pugwampi’s grace
(Note: The construction cost looks to be a copy past error given its the cost of the next item)
Part of trap
MIRROR OF TREACHEROUS SIGHT PRICE
42,000 GP
SLOT none CL 10th WEIGHT 30 lbs.
AURA moderate divination
This polished obsidian oval is set in a silver standing frame that’s inlaid with lapis lazuli crescent moons and magical incantations in a delicate Kelish script.
The mirror functions as a crystal ball. In addition, a creature who looks into the mirror and sees its own reflection is targeted by a bestow curse effect (DC 16 Will negates), imposing a –4 penalty on attack rolls, saving throws, skill checks, and ability checks. Wearing a mask, veil, or exceptional disguise (Disguise DC 25) allows a creature to use the mirror without triggering this effect.
CONSTRUCTION COST 21,000 GP
Craft Wondrous Item, bestow curse, scrying
Also not given stats, but there's a cabinet enchanted with prestidigitation to make a refrigerator that's a plot point. It's able to preserve blood for a long time. Why the bad guys go to that length when just nail and hair clippings in a box would be sufficient for their scrying needs is unclear.
HUNTER’S NOSE RING
PRICE
10,000 GP
SLOT head CL 3rd WEIGHT —
AURA faint transmutation
This nose ring seems to be braided from five platinum strands. It grants its wearer the scent ability (Pathfinder RPG Bestiary 304) along with a +4 competence bonus on Perception checks involving smell and on Survival checks to track using scent.
CONSTRUCTION REQUIREMENTS COST 5,000 GP
Craft Wondrous Item, bloodhound APG , platinum ring worth 250 gp
HYENA SHAWL
PRICE
11,000 GP
SLOT head CL 8th WEIGHT —
AURA moderate abjuration and necromancy
When wrapped around the neck and jaw, this swath of black cloth lets its wearer see normally in a sandstorm (her vision isn’t reduced, nor does she take the –4 penalty on Perception checks) and avoid taking nonlethal damage from the storm.
Once per day on command, the shawl’s wearer can emit a strange cackling. Enemies within 30 feet of the shawl’s wearer who can hear the cackling must succeed at a DC 16 Will saving throw or become frightened for 1 round. Those who succeed at the saving throw are shaken for 1d4 rounds instead. Both of the cackle’s effects are sonic mind-affecting fear effects.
CONSTRUCTION REQUIREMENTS COST 5,500 GP, Craft Wondrous Item, fear
PUGWAMPI BRAID
PRICE 9,000 GP
SLOT none CL 8th WEIGHT 1 lb.
AURA moderate necromancy
This braid, crafted from strips of pugwampi pelts, is 1 inch in diameter and 12 inches long. It can be carried in the hand like a riding crop or worn as an adornment.
Once per day with a command word, the owner of the braid can create a 5-foot-radius aura around the braid for 1 minute. Creatures other than the owner within the aura must roll twice and use the lower result whenever a situation calls for a d20 roll. This is a mind-affecting effect that does not work on humanoids with the gnoll subtype, animals, or gremlins. A creature under the effect of a luck bonus is immune to the aura.
CONSTRUCTION REQUIREMENTS COST 4,500 GP, Craft Wondrous Item, bestow curse
Braids have no save. Really good if you're trying to hose an enemy's saves to disable them and have someone willing and able to get with in range of them.
6-12:
SHARROWSMITH’S HANDY HAVERSACK
PRICE 4,000 GP
SLOT none CL 9th WEIGHT 5 lbs.
AURA none
This backpack operates in all ways as a typical handy haversack, but it does not detect as magical to detect magic and similar divinations (such as magic aura). In addition, the haversack resists most wear and tear incurred by the typical adventure—it has hardness 5 and 20 hit points.
CONSTRUCTION COST 2,000 GP, Craft Wondrous Item, magic aura, secret chest
Simple, but really good and cheap for price.
hammer of lightning (1,500 gp; functions as a javelin of lightning)
Uh... Mildly better in that it's a non-improvised weapon when used in melee?
6-16
BLADE OF THE OPEN ROAD
PRICE
VARIES
Lesser blade of the open road 2,515 GP
Blade of the open road 19,715 GP
Greater blade of the open road 35,715 GP
SLOT none CL 8th WEIGHT 4 lb.
AURA moderate conjuration
Blades of the open road are longswords specifically crafted to strike against the Aspis Consortium. A lesser blade of the open road is a +1 longsword with a Glyph of the Open Road stamped into its hilt. A blade of the open road is a +1 Aspis bane longsword. Against agents of the Aspis Consortium and creatures directly employed by the Aspis Consortium, the weapon’s enhancement bonus is 2 higher than its actual bonus, and the weapon deals an extra 2d6 points of damage. A greater blade of the open road has all of the properties of a blade of the open road and gains the ominous and heartseeker weapon special abilities against Aspis Consortium agents and the Consortium’s employees. Any wayfinder the wielder carries grants a +2 circumstance bonus on all Survival checks, not just checks to avoid becoming lost. A blade of the open road and greater blade of the open road increase this bonus to +4 or +6, respectively. Between scenarios, the wielder can enhance a lesser blade of the open road to become a blade of the open road and later into a greater blade of the open road by paying the difference in price between the two items
CONSTRUCTION REQUIREMENTS COST VARIES
Craft Magic Arms and Armor, death knell, summon monster 1
Minimal extra cost (200 GP) over a +1 Longsword for a survival bonus. The better versions are overpriced though (official boards note dropping the first 1 or being +2 would make price work, but no official mention I've seen).
Edit: Looks like I was missing some of the bonus modules from season 6. Stuff from them.
6-98
Armor of luck (18,500 gp plus the price of a suit of masterwork armor of the appropriate type) You may purchase a suit of armor that has all of the properties of a banded mail of luck. This armor may be of any type (such as leather, breastplate, or full plate), but it cannot be made of a special material.
Circlet of persuasive disguise (7,200 gp): This splendid circlet functions simultaneously as a circlet of persuasion and a hat of disguise.
Elven rune-cloak (price varies): This diaphanous cloak functions simultaneously as a cloak of elvenkind and a cloak of resistance. To calculate its price, add 3,750 gp to the market price of a cloak of resistance. You may upgrade the resistance bonus to saving throws granted by the cloak following this same calculation (e.g. upgrading an elven rune-cloak’s resistance bonus from +1 to +2 costs 3,000 gp).
Lesser versatile metamagic rod (6,000 gp): This functions as a metamagic rod (Pathfinder RPG Core Rulebook 484) and has 3 charges per day; however, these charges can be used to replicate the effects of any of the following metamagic feats: Extend Spell, Merciful, or Reach Spell.
Season 7:
7-02
Says you can spend double on an alchemical item to increase "saving throw DCs to resist these alchemical
items by 2, and it increases the damage dealt by damaging alchemical items by 50%". This is presented as a property of a town, but worth a note regardless.
7-03:
None of these have stats outside of this
Amulet of armored fists (28,000 gp; neck slot) This barbed amulet allows its wearer to take advantage of his enemies’ weaknesses and protects its wearer from harm. It functions simultaneously as a cruel UE menacing UE amulet of mighty fists and an amulet of natural armor +2.
Amulet of the god caller (gills, swim; 6,000 gp; neck slot): The wearer of this amulet grows a pair of gills, and can breathe underwater indefinitely. She also gains a swim speed equal to her base land speed.
Mask of mental warding (16,000 gp; head slot): This intricate mask from the elves of the Mordant Spire helps its wearer combat mental influences. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment, as if wearing a ring of mind shielding. In addition, once per day when the wearer fails a saving throw against a mind-affecting effect, she may attempt a new saving throw on the following round as a free action to end the effect
7-06:
CANDLE OF CONVEYANCE
PRICE 27,000 GP
SLOT none CL 9th WEIGHT 1 lb.
AURA moderate divination
This bone-white candle has the power to transmit occult information across great distances. To form the necessary bond, a group of between two and four creatures must participate in a 1-hour occult ritual that culminates with lighting the candle. Once alight, the candle functions as a continual flame that can only be extinguished if one or more bound creatures dies or departs the plane, or if all the participants mentally agree to end the effect. It also acts as a status spell between bound creatures.
As long as one of the linked creatures carries the candle, others may perceive general impressions of their surroundings through the candle. Once per day, each linked creature may perform one of the following occult skill unlocks through the candle: prognostication, psychometry, or read aura. These checks can occur over any distance, and any person or object within 10 feet of the candle can be the subject of the skill. The candle’s flame glows blue when a creature is using one of these skill unlocks. The candle otherwise does not transmit detailed sensory information, nor does it provide any means of communicating with other participants over long distances.
A candle of conveyance is sensitive to the presence of ley lines and exhibits a white halo when brought within 100 feet of one. While the candle exhibits this halo, a creature performing occult skill unlocks through the candle gains information more quickly—the prognostication and read aura skill unlocks take only 1 minute, and the psychometry skill unlock takes 1 round per piece of information gained.
Construction Requirements Craft Wondrous Item, Psychic Sensitivity or ability to cast psychic spells, continual flame, status, telepathic bond; Cost 13,500 gp
7-07
SLIPPERS OF VENEMOUS WEBS
PRICE 12,000 GP
SLOT feet CL 5th WEIGHT 1/2 lbs.
AURA faint necromancy and transmutation
These delicate slippers function as slippers of spider climbing, and provide the wearer with additional spider abilities. Once per day, the wearer can fire a sheet of sticky webbing as a ranged touch attack with a range increment of 10 feet, and a maximum range of 50 feet. If the attack hits, the target is entangled until he frees himself with a DC 16 Escape Artist or Strength check as a standard action. Other creatures can burst the web as a standard action with a successful DC 12 Strength check. Once per day, as a part of an unarmed strike, the wearer can cause fangs to emerge from the boots and deliver a dose of medium spider venom. This poison cannot be extracted from the boots without destroying them.
CONSTRUCTION REQUIREMENTS COST 6,000 GP, Craft Wondrous Item, poison, spider climb, web
7-08 has a custom spellbook.
CONFLUENCE OF THE FIVE ELEMENTS (LEVEL 10 ALCHEMIST)
The leather cover of this formula book depicts a wheel with five spokes, one for each of the five elements—fire, earth, metal, water, and wood. Its four corners are trimmed with silver brackets, each containing a tiny vial of holy water.
Value 3,940 GP
FORMULA
4th—death ward, fire shield
3rd—cure serious wounds, remove curse, undead anatomy I
2nd—bear’s endurance, darkvision, false life, ghostly disguise, lesser restoration
1st—anticipate peril, comprehend languages, cure light wounds, detect secret doors, detect undead, identify, shield, true strike
PREPARATION RITUAL
Ray of Sunlight (Su) Each day you prepare extracts from this book, you can apply the blinding bomb discovery to one of your bombs. If you already have the blinding bomb discovery, you can instead apply the sunlight bomb discovery.
7-09 has a magic item only in chronicle sheet
Heartstone of the Wronged (Aura moderate evocation and transmutation; CL 8th; Slot neck; Discounted
Price 8,000 gp): One larger glassy talisman that resembles a night hag’s heartstone hangs from this amulet
of obsidian beads. Its wearer gains immunity to disease. Once per day as an immediate action when she
fails a saving throw against an effect that would cause confusion, she can activate the amulet to attempt a
second saving throw with a +2 insight bonus and use the second result. Finally, if the wearer is an oracle
with the dark tapestry mystery, she treats her effective oracle level as 2 higher when determining the effects
of the many forms revelation.
7-10 has a new drug.
WHIP
Type inhaled, ingested, or injury; Addiction major,
Fortitude DC 20
Price 50 gp
Effects 1 hour; variable effect; causes as equal chance to suffer a – 4 penalty on Bluff checks or a –4 penalty on Will saving throws; 25% chance to forget everything that takes place during the next hour
Damage 1d3 Int, Wis, or Cha damage
7-12
Adds soulbound doll as familiar
potion of desperate escape (functions as both a potion of cure light wounds and a potion of vanish; CL 2nd, 250 gp
potion of greater desperate escape (functions as both a potion of cure moderate wounds and a potion of invisibility, 750 gp)
(both potions explicitly blocked from things that let you reuse them in a footnote)
7-13
Worst boon ever that isn't intentionally negative.
Lets you pay 20 PP to transform your character into an Oread. That's over 3 levels worth of PP to become one of the worst races in the game. This does however give interesting fluff that high elemental activity can transform already born humans into planetouched.
STEEL MEDITATIONS (LEVEL 7 TRANSMUTER)
This large crystalline disk contains countless, minute inscriptions that trace their way through its interior.
Opposition School Air [sic]
Value 2,300 gp
SPELLS
4th—elemental body I, stone shape, stoneskin
3rd—gentle repose, protection from energy
2nd—bear’s endurance, glitterdust, shatter, stone call APG
1st—detect secret doors, endure elements, expeditious excavation APG , magic weapon, stone fist APG
PREPARATION RITUAL
Deep Earth Mysteries (Su) Once per day as a swift action, expend this boon’s effect when you cast one of the following spells on yourself to gain a +2 enhancement bonus to your Strength or Constitution score for the duration of the spell (maximum 20 minutes): elemental body I–IV (earth only), stone fist, or stoneskin. You must prepare at least three spells (not including cantrips) from this spellbook in order to use this boon.
7-14
DESTINED ACOLYTE’S SCROLL
PRICE 500 GP
CL 3rd WEIGHT 1 lb.
AURA faint enchantment
It is a common practice for initiates of a faith to spend significant portions of their time penning scrolls for the temple they serve. Most of these are simple prayers equivalent to a scroll of bless, offered in exchange for donations. Not all initiates are normal, however. Though Zefiro is unable to confirm the rumors surrounding this particular scroll, one of the acolytes who studied alongside Iomadae did indeed scribe it. The vellum is brittle with age, and the once dark ink is now a faded red.
This scroll is especially potent thanks to its connection to the Inheritor. When activated as a magic scroll, it replicates the effects of both bless and consecrate in a 40-foot radius. If an undead creature or evil outsider is within this area, the caster can end the consecrate effect as a free action to grant every weapon wielded by creatures affected by the bless effect the holy weapon property for 1 round. If activated by a worshiper of Iomedae, all of the scroll’s durations are doubled.
Requirements: 250 GP, Scribe Scroll, bless, consecrate
7-15
LESSER SWORD OF SUBTLETY
PRICE 9,310 GP
SLOT none CL 7th WEIGHT 2 lbs.
AURA moderate illusion
CONSTRUCTION REQUIREMENTS COST 13,500 GP
This +1 short sword with a thin, dull gray blade provides a +2 bonus on its wielder’s attack and damage rolls when he is making a sneak attack with it.
A lesser sword of subtlety can be upgraded to a sword of subtlety following the standard rules for upgrading magic items. Craft Magic Arms and Armor, blur
FLASK OF RECONCOCTION
PRICE 300 GP
SLOT none CL 4th WEIGHT —
AURA faint conjuration and divintion SCALING bauble
This flask can hold a single ounce of liquid. If a potion of a 1st-level spell is poured into the flask, the flask’s interior analyzes the potion. If the wielder drinks a potion directly from the flask, the flask bubbles, as strange reagents mix within it. After 1 week, the flask produces a new potion of the same 1st-level spell at minimum caster level. If anyone empties the flask before the week is over, they gain no benefit and the flask stops recreating the potion.The flask can reconcoct a potion of a 2nd level spell in a week if the owner is at least 8th level or in a day if the owner is at least 10th level. The flask can reconcoct a 3rd level potion in a week if its owner is at least 12th level, or in a day if its owner is at least 14th level.
CONSTRUCTION REQUIREMENTS COST 9,250 GP
Craft Wondrous Item, alchemical allocation APG
If you purchase this item, you earn less treasure to compensate for its increased abilities. So long as you own the flask, reduce all gold you earn on Chronicle sheets by 5% (rounded down) until you reach 14th level. The listed price assumes that you are 3rd or 4th level. If you purchase the item when you are higher level, pay the cost listed for your level in the bauble column on page 160 of Pathfinder RPG Pathfinder Unchained instead of 300 gp. Likewise, if you sell the item, use the corresponding value to calculate its effective market price. See page 160 of Pathfinder Unchained for information about scaling magic items
7-17
CHARWOOD STAFF
PRICE 22,000 GP
SLOT none CL 8th WEIGHT 5 lbs.
AURA strong transmutation
CONSTRUCTION REQUIREMENTS COST 13,500 GP
The staff always appears as fire-blackened wood with cracks exposing glowing embers and dripping blood red sap. If a non-evil creature carries the staff, she takes 2 permanent negative levels. These negative levels persist for as long as she holds the staff and cannot be removed by any means (including restoration spells), but they are immediately removed as soon as she sets the staff down. A charwood staff grows into a tree if its user plants it in the ground and speaking the proper command word. This process functions as permanent a tree shape spell that can only target the staff. By speaking the same command word, the tree turns back into a staff.
This staff allows use of the following spells: produce flame (1 charge), warp wood (1 charge), diminish plants (2 charges), spike growth (2 charges), and wall of thorns (5 charges).
CONSTRUCTION REQUIREMENTS COST 13,500 GP, Craft Staff, blight, diminish plants, produce flame, wall of thorns, warp wood
HEARTWOOD STAFF
PRICE 27,000 GP
SLOT none CL 9th WEIGHT 5 lbs.
AURA strong divination and transmutation
This wood of this staff quietly thrums with life energy. A heartwood staff turns into a tree if its user plants it in the ground and speaks the proper command word. This process functions as a permanent tree shape spell that can only target the staff. By speaking the same command word, the tree turns back into a staff.
This staff allows use of the following spells: entangle (1 charge), wood shape (1 charge), speak with plants (2 charges), plant growth (2 charges), and commune with nature (5 charges).
Additionally, while the staff is in tree form, it assists creatures that rest within 20 feet of it for at least 8 hours. Such creatures heal twice as many hit points from resting and gain a +2 bonus on their saving throws to end long-term effects such as diseases and negative levels.
7-19
You found a pot of nightmarish pigments, which you may purchase for 1,000 gp. Nightmarish pigments function as marvelous pigments, except the items they create subtly bend, warp, and discolor, and they occasionally show reflections of horrific vistas or screaming maws. As a result, they cannot be mistaken for objects made of standard valuable materials like gold. One pot of nightmarish pigments is sufficient to create a 125-cubic-foot object by depicting it two-dimensionally over a 25-square- foot surface. The pigments can create a collection of mundane items whose value does not exceed 500 gp
(Remember that pigments are instantaneous and can be used to make masterwork arms and armor, so this can give your sword and armor a really cool visual. Marvelous Pigment's ability to instantly created necessary mundane items is still really useful even if they won't fool anyone into thinking the result is purely mundane.)
This special feather token functions as a feather token (swan boat), except that the boat appears stocked with a wooden chest full of useful items. The chest contains a potion of cure light wounds, a set of masterwork thieves’ tools, 100 sheets of parchment, a vial of ink with an inkpen, a fishing net, 20 days worth of trail rations, and 10 gallons of cheap ale. The chest and its items persist after the boat’s duration expires. You may purchase the feather token (Old Flotsam) for 450 gp or 1 Prestige Point.
7-21
ELIXIR OF SOLAR VIGOR
PRICE 1,000
SLOT none CL 5th WEIGHT —
AURA faint abjuration and transmutations
This vial of golden liquid emits light as a candle and
feels warm to the touch. Drinking an elixir of solar vigor
grants the imbiber fire resistance 10 for 1 minute. Any
fire damage that fails to overcome the fire resistance
invigorates the drinker, granting the effect of a haste
spell for 1 round.
CONSTRUCTION REQUIREMENTS COST 500 GP, Craft Wondrous Item, haste, resist energy
7-22
Kalistocrat’s Mantle (Aura moderate abjuration and divination; CL 7th; Slot chest; Discounted Price 6,000 gp): This elaborate gold mantle helps you gain wealth and protects you from ambushing thieves. The mantle provides the benefits of a miser’s mask. Additionally, you automatically gain the benefits of a sanctuary spell (DC 16) on the first surprise round you experience each day.
7-23
a unique apparatus of the crab in the shape of a giant mantis shrimp. You can purchase this unique apparatus of the mantis for 60,000 gp rather than its normal cost. Instead of claws, it has two slam attacks that gain a +2 circumstance bonus on attack rolls underwater but otherwise behave as an apparatus of the crab’s pincer attacks. You can enchant this pair of slam attacks as it they were a single masterwork weapon, and you can enchant the apparatus’s body as though it were a suit of masterwork full plate; this does not increase the device’s hardness. For the purpose of using Fame to qualify for enhancements, treat both the slams and body as though their base cost were each 10,000 gp.
7-25
Variant of existing item.
VISAGE OF THE BROODLORD
PRICE Normal 9,600 GP, Greater 16,670 GP
SLOT head CL 6th WEIGHT 1 lbs.
AURA strong conjuration
Made of interwoven wicker strands and insect-excreted resin, these horrific masks have the appearance of mutated, spore-infested insects. The mask’s wearer is rendered immune to swarms’ distraction special attack. Additionally, once per day the wearer can transform into an insect as per the spell vermin shape I, or vermin shape II for a greater visage of the broodlord. A greater visage of the broodlord also grants its wearer DR 5/— against the melee attacks of swarms.
CONSTRUCTION REQUIREMENTS COST varies, Craft Wondrous item, vermin shape I (normal) or vermin shape II (greater)
7-27
SLITHERBANE
PRICE 94,515
SLOT none CL 8th WEIGHT 10 lbs.
AURA moderate conjuration and evocation
ALIGNMENT lawful neutral
SENSES 60 ft. darkvision
INTELLIGENCE 12 WISDOM 14
CHARISMA 12 EGO 14
LANGUAGE telepathy (Ancient Azlanti, Cyclops)
This +1 axiomatic monstrous humanoid bane heavy flail has a heavy ball etched with images of stylized eagles and sunbursts. The weapon can cast liberating command UC three times per day, but generally uses this power only on its wielder. It has the special purpose to slay serpentine creatures, and can use neutralize poison at will when its wielder is in combat with such creatures. Slitherbane communicates rarely, primarily in archaic aphorisms about fighting monsters or distrusting serpents.
CONSTRUCTION REQUIREMENTS COST 47,415 GP, Craft Magic Arms and Armor, liberating command UC, neutralize poison, order’s wrath, summon monster I, creator must be lawful
You can expend 1,150 gp and 2 Prestige Points to awaken Slitherbane’s sentience; increase the flail’s Charisma and Intelligence scores to 12, increase its Wisdom score to 14, and it can now understand Ancient Azlanti as a language.
☐ You can expend 625 gp and 1 Prestige Point to give Slitherbane telepathy. Even with telepathy, Slitherbane communicates infrequently, primarily in archaic aphorisms.
☐ You can expend 625 gp and 1 Prestige Point to increase Slitherbane’s senses to 60 feet and give Slitherbane darkvision.
☐ If your Fame score is at least 22 and you have already purchased the telepathy upgrade, you can expend 1,500 gp and 2 Prestige Points to give Slitherbane the ability to cast liberating command on its wielder once per day.
☐ If your Fame score is at least 27, you can expend 4,500 gp and 4 Prestige Points to give Slitherbane the bane (monstrous humanoids) weapon enhancement.
☐ If your Fame score is at least 45 and you have checked off the previous box to give Slitherbane the bane weapon enhancement, you can expend 21,750 gp and 6 Prestige Points to give Slitherbane the axiomatic weapon enhancement.
☐ If your Fame score is at least 58 and you have checked off all the boxes above, you can expend 20,000 gp and 20 Prestige Points to give Slitherbane the ability to cast neutralize poison at will when you are in combat with a serpentine creature. Additionally, this upgrade grants Slitherbane the ability to cast liberating command UC three times per day on any target (replacing the previous once per day casting on the wielder only)
7-28
GOGGLES OF THE CERTAIN SHOT
PRICE 30,000 GP
SLOT eyes CL 5th WEIGHT 1 lb.
AURA faint divination
These brass and leather goggles house dark ruby lenses and allow the wearer to find and dispatch targets at range. The wearer can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.
Furthermore, the goggles have 3 daily charges that the wearer can expend to enhance his visual perception. By spending a charge as a standard action, the wearer can gain the effects of darkvision or see invisibility for 30 minutes. He can spend a charge as swift action to gain a +2 circumstance bonus on each sneak attack damage die on ranged attacks at any range—not just those within 30 feet—until the end of his turn. The wearer can have multiple effects active at once, and charges replenish automatically after 24 hours.
CONSTRUCTION REQUIREMENTS COST 15,000 GP, Craft Wondrous Item, darkvision, see invisibility, true strike
7-29
Badge of the Charlatan: (Discounted price 35,000 gp; CL 5th, aura none) This gold Aspis badge simultaneously provides all benefits of a ring of invisibility and a hat of disguise. As a standard action, the wielder can transform it into any other badge of authority with which she is familiar. The badge is under a constant greater magic aura effect to appear nonmagical.
Belt of Many Forms (Discounted price 40,000 gp; CL 8th; aura moderate transmutation) This flexible belt provides a +6 enhancement bonus to your choice of Strength, Dexterity, or Constitution. You may change the bonus granted to another ability score once per day as a standard action, treating it as a temporary bonus for the first 24 hours afterword. The belt also grants additional benefits depending upon the ability score selected, granting all of the benefits of the one of the following items: belt of the weasel (Dex), elemental earth belt (Con), or minotaur belt (Str).
Headband of Mental Adaptability (Discounted price 40,000 gp; CL 8th; aura moderate transmutation) This headband functions as a the belt of many forms above, except it grants its +6 enhancement bonus to Intelligence, Wisdom, or Charisma, and it grants the benefits of one of the following items: headband of ponderous recollection (Int), headband of unshakable resolve (Wis), or rod of splendor (Cha). The skills granted by the Intelligence option are fixed at the time of creation (one of which must be a Knowledge skill)
7-98
Necklace of shattered dreams (Aura moderate necromancy; CL 10th; Slot neck; Price 3,000 gp): This delicate steel chain with five obsidian beads functions as a necklace of fireballs (type II), but it deals negative energy damage rather than fire damage (Will DC 14 for half) and is at risk of exploding when subjected to negative energy damage rather than fire.
Scabbard of bleeding edges (Aura faint evocation; CL 5th; Slot —; Price 12,000 gp): This sheathe appears to be woven from sickly green spider silk. It functions as a scabbard of keen edges (Pathfinder RPG Ultimate Equipment 318) except that it grants the affected weapon the wounding weapon enhancement for 5 minutes. When activated, sweet-swelling ichor sweats from between the threads for several seconds, and the affected blade appears noticeably serrated.
Viridium moonbeast (Aura moderate transmutation; CL 11th; Slot —; Price 10,000 gp): This statuette of a tentacle-headed, quadruped is cast in sickly green metal. It functions as a bronze griffon figurine of wondrous power but has a fly speed of only 20 feet (good). It bite attack sickens its target for 1d3 rounds (DC 15 Fortitude negates). While animate, it intermittently babbles telepathic nonsense and incensed proclamations of doom to its owner.
Wrathful Ring of Spell Storing (Aura faint evocation; CL 5th; Slot ring; Price 16,000 gp): The ring acts as
a minor ring of spell storing, but it is further enchanted to allow the wearer can apply the Empower Spell
metamagic feat to one stored spell by only increasing the effective spell level by 1, not 2. The wearer does
not need to have the Empower Spell feat to use this property.
7-99
liquid chaos (functions as a liquid blade but creates a +1 anarchic short sword with the fragile quality; 400 gp, limit 5)