why is the price calculation in black?
here are some items colected mostly from here anf some from various sites, sadly i cant claim any to my credit and i'm sorry i didnt keep the original makers if you recognize your own let me know and i'll add your names-
Wand of Misplaced Objects: This wand emits a multitude of golden orbs that rush toward a target creature. The orbs surround the victim and swirl around him wildly for 1 round. During this time the victim is confused and can take no action.
At the end of the round, the orbs vanish and the victim is free to act. He discovers, however, that all objects on his person have been moved. Some items are inconveniently located, while others are nowhere to be seen. A warrior might find his magical ring on one of his toes, his sword in his pants, his gold pieces in the sheath of his sword, and his breastplate on his head. The more possessions a victim owns, the more confused the situation becomes. The DM is encouraged to be devious.
Because of the chaotic placement of items, the victim suffers several penalties. Movement is reduced by half. Armor class of characters wearing armor is reduced by 2, since pieces are not worn properly. Attack rolls made by the victim are made at a -2 penalty. These penalties are eliminated if the victim devotes 2-5 rounds (1d4+1) to rearranging his gear.
A character requiring an item carried in a backpack, pouch, pocket, or other container must spend 2-12 (2d6) rounds searching for the item. This penalty is canceled if 3 turns are spent unpacking and repacking all gear.
The DM must define the locations of objects any time a character reaches for them or if they impair motion or sight. When deciding locations of objects, the DM should state the obvious effects of impaired sight and movement immediately, such as boots worn on hands or a cloak over the face.
Items held within a bag of holding, Heward's handy haversack, or other magical containers are unaffected. However, the containers themselves are subject to relocation.
The wand uses one charge per attack. It may be recharged.
Headband of the Ever Watchful Eye - This minor but useful item appears as a metallic white headband. When anyone with evil intentions towards the wearer looks at his face, the wearers' eyes will seem to be looking directly back at him. This may cause a creature hidden in ambush to break cover and attack immediately thus ruining the ambush, because they may think they have been spotted. Similarly, a thief planning to rob the wearer may think he's been seen, and may look for an easier target. The headband functions even while the wearer sleeps. The wearer doesn't actually see the threat; it just seems as if he does.
Chameleon food- food that turns subject into random object of random color, size and texture
EARPLUG OF PROJECTILE WAX-- This magical ear plug ,if commanded ,will shoot a 30' long by 10' wide cone of disgusting yellow and black wax to the user's side. All in the area of effect must save vs. breath weapon or be stuck and nauseated for 1d6+2 rounds. The earplug functions normally once per day per ear but if used more than that part of the user's inner ear comes out with it giving him permanent deafness in that ear.
Razor of ever-growing hair
A mage has taught his students many things, about the ways of a true wizard. But he often loudly admired a certain quality that few wizards have, and is rarely recognized: the art to create new original magical items that were simple in making and could be easily sold, thus promoting the usefulness of magic, and becoming rich this way.
One student had enough of his laments one day, and devised a useless prank item (knowing the mage's vanity and wont of a clean, shaved face). When the truth was discovered, the mage was quite enraged. But to his student's dismay, he saw the possibilities...
...and is selling these razors until today.
Magical Properties:
In the act of shaving, the razor stimulates the shaved area to grow more bodily hair, faster and bigger.
Uses:
- Obviously, for pranks. It takes some time to notice, but the growth accelerates, and the victim has to shave more often, likely with the same razor. May be particularly cruel if used to spoil female beauty. (Does not apply to hobbit wife though...) Some would call it cursed.
- Curing baldness. Unless the head is completely bare and devoid of any hair, shaving it may "wake up" anything that remains, and initiate the growth of new hair. This particular use can bring much gold from the vain and unlucky.
- Raising your manliness! If you desire a nice manly hairy chest, go ahead.
- A relatively slow (taking weeks) but effective disguise. Will grow a nice beard in relatively short time.
- A farmer has begun with experiments on sheep, desiring better and longer wool. This may bring the biggest economical effect over time.
Limits:
First, the effect is limited in time. Regular shaving can prolong it to weeks or even months, but certainly not longer. The bodily hair in question will grow into the new length, but the acceleration will steadily slow down (unless shaved again with this razor).
Second and more important, this is a very weak magic item. It does not create anything new, it just makes a certain natural process faster (though it may support the growth of new hair). A beard would stay even on a child, but would probably not regrow if later removed with ordinary items. The process will never speed up beyond natural limits (shaven asleep, wake up with a full dwarven beard).
RING OF DISTRACTION: This ring appears to be a normal ring of any other sort. In combat, this ring is capable of generating a sudden burst of light and sound that is perceived only by one opponent in melee with the ring-wearer (including those firing missile weapons within a 60' range). The burst of light and sound is seen/heard by no one else, and the target victim is designated by the ring-wearer's mental commands. This distraction causes the attacker to gain a -4 penalty on all attacks for the current round. If the opponent saves vs. spells, the penalties reduced to a -2 'to hit' result. This attack is made at the start of the melee round, regardless of all other circumstances, as it is a mental command. The ring may be used in this fashion up to five times per day. Once placed on a finger, the ring reveals its powers to the wearer.
One out of five (20%) of these rings do not operate on a conscious mental command, however. These rings simply generate their flash and sound burst for the first five melee rounds in which the wearer is involved in combat in a day. As a result, the wearer might not immediately be aware that the ring is having any effect at all, though the ring-wearer's opponents may appear to act strangely. Another 5% of these rings are cursed (and cannot be removed without a remove curse spell) to cause the flash and noise burst to affect the wearer himself and no one else.
XP value: 1,000; Nil for cursed gp value: 5,000; 1,000 for cursed
RING OF THE GRASSHOPPER: While wearing this ring, a character weighing up to 300 lbs can jump (as per the magic-user spell) once per turn for a number of times equal to his/her strength score. (Strength of 18, with or without an exceptional rating will allow for 18 jumps per day.) If the wearer of the ring of the grasshopper attempts to jump more often than allowed by his strength, he must roll a fortitude save each time he lands. Failure to save indicates that(s) he suffers leg injuries, causing 10-40% damage (1d4 x 10% (if 30% is rolled and character has 35 hp then 10 (10.5 rounded down) points of damage are taken)) and reducing the victim's movement rate to 3". A character injured in this manner will find running leaping, and other strenuous activity involving the legs to be impossible for 6-36 hours afterward, unless a heal spell is applied to neutralize the ill effects.
XP value: 1,000 gp value: 5,000
AMULET OF PROTECTION FROM SLEEP: [S1] When worn on a chain or cord around one's neck, this object prevents its wearer from falling into any sort of sleep, whether normal or induced magically. The wearer is always alert under its influence, and cannot be affected by a sleep spell, potions or poisons that cause sleep, the sleep gaze of a jackal-were, or any other item or procedure that causes sleep or drowsiness. The amulet of protection from sleep can be worn as long as desired. But, after three days of continuous use, the wearer will begin to have mild and infrequent hallucinations. This effect increases in intensity and frequency on each day thereafter until after seven straight days of sleeplessness, the user will contract a form of insanity, as determined by a roll of 1d6: 1 = dementia
praecox, 2 = delusional insanity, 3 = schizophrenia, 4 = paranoia, 5 or 6 = hallucinatory insanity. (DMG pp.83-84). The hallucinations will stop immediately if the amulet is taken off before seven straight days of use, but if the wearer is stricken by insanity, this condition will persist until removed by a heal, restoration, or wish spell, or similar magic. If the amulet is worn for ten consecutive days, the wearer will die as soon as the tenth day has passes. No magical cures will offset this effect, and the character can only be brought back to life by a raise dead, resurrection, or wish spell.
The amulet does not provide a substitute for sleep; it merely postpones the need for it. A character who goes without sleep by using the amulet will eventually have to make up for this deficiency. In making up lost sleep, a character need not always sleep for one hour for every hour he has missed; instead, only one half-hour of 'makeup sleep' is required for each hour missed. This advantage does not apply when the deficit is a full night's sleep (8 hours) or less; in such a case, the lost sleep must be made up on an hour-for-hour basis. If the wearer has lost 16 hours of sleep or less when the amulet is removed, he will be able to remain awake on his own for up to one hour thereafter, as long as he is engaging in daily strenuous physical activity. The amulet may be worn by a member of any class, and will function continuously and indefinitely without needing to be recharged.
XP value: 500 gp value: 2,000
ARMBAND OF MUSIC: [S3] This item appears and functions in all respects as either an armband of healing or an armband of strength. However, each time it is activated, the armband emits the sound of a brass band (with drums). The band plays a rousing march for one turn. These concerts don't overlap if the armband is used while the music is playing; if the armband is activated three times in three successive rounds, the music lasts for three turns. The armband cannot be unlocked while producing music. The noise can be heard clearly within a 60-foot range, regardless of intervening walls, doors, etc., and may attract the attention of monsters within that area. Note that silence 15' spell only dampens the effect slightly, reducing it to 30-foot range.
XP value: Nil gp value: 500
ARMBAND OF SALUTATION: [S3] This armband bears the symbol of a fleur-de-lis (a three-petaled flowering plant). When locked on the arm, it causes the wearer to salute his opponent (by bending his arm and raising his hand to the eye-brow) before engaging in hand-to-hand combat. It has no effect on missile fire combat. The victim must hold the salute for one round. The opponent may attack during that round, gaining a +2 bonus on its hit rolls. There is, however, a 50% chance that the opponent is so surprised it will fail to attack that round. The wearer is never forced to salute any one opponent more than once in any given melee. Once the first salute has been given the armband will not unlock unless a remove curse or more powerful magic is used.
XP value: Nil gp value: 500
BROTHER SAMUEL'S COOKOO FIGURINE: [S5] This object is a well-carved figurine of a cookoo on a nest and inscribed "Spell Storing". It appears to function as a normal item of spell storing with indefinite capacity. In fact it stores the spells in other people's magic items. Range is 100' and spells are stored last in first out. When asked to release the spell it will do so normally if the other item is still in range -- otherwise it will release a different spell or none (DMO). If necessary it will delete spells already in the other magic items to make room for the new ones.
XP value: 5,000 gp value: 50,000
CARPET OF CATASTROPHE: This large beautiful carpet files on command, smoothly and well, and can carry up to six passengers. However, it will always fly directly to the greatest possible danger on that level of the dungeon and then land. It will not fly again until the danger in this location is abrogated. At that time, if commanded to fly, it will again fly directly to the location of greatest possible danger. (The carpet can pass thru stone walls as if ethereal.)
XP value: Nil gp value: 9,000
CUE BALL: [S3] this ball appears identical to a crystal ball, but no images appear in it, and it may look useless. If carried, however, it can offer advice. Whenever the user is in doubt as to a decision of any kind, the cue ball speaks in a language known to the user, offering its opinion as to the best course of action. The cue ball always has an opinion if asked for advice, though its opinion is entirely random if a random choice is the only one possible (such as the direction to take at an unexplored intersection). This ball operates by using ESP on the mind of its user, brilliantly analyzing and applying all the user's knowledge to arrive at its opinion. The cue ball can offer only three opinions per day.
XP value: 500 gp value: 1,000
FAERIE LASSO: This rope is silver colored, and is actually made of hair that is 50' long. Upon command the rope can: stretch up to 4 times its length; tie or untie; move like a snake (rate 12"). Anyone bound by it must obey the rope's holder/current owner. It dislikes ordinary ropes and if tied to one will wait until no one else is looking, untie itself and slither off 25-125' to sulk--will not obey again until owner apologizes.
XP value: 3,000 gp value: 13,000
IGOR'S INNER SANCTUM: [S6] This small box (6 x 6 x 6") is sealed with blobs of wax with symbols impressed. (No magic can be detected.) If the seals are broken, the box vanishes forever and a little man appears. He is 4' tall and has thinning hair, a paunch, a round grinning face with a subservient expression, and a voice like Peter Lorre. The little man will grin at the party, then look in another direction and say, "Oh! How nice! Thank you, master!" He will follow the party around, periodically looking into space and asking plaintively, "Now master?" or "Can I, Master?" or "Please master?". On a roll of 1 on 1d6, he will kick a party member in the shins, trip someone, jog their elbow, etc. (On each attack, there is a 50% chance that he will prevent the party from being caught in a trap, attacked by a monster, etc. this will always look accidental.) If 4 turns pass without a favorable die roll, he will begin to whine "Master, you promised!" or he will do something anyway and then cringe and whine "but you didn't say not to, master".
He will dodge all attacks successfully, and is 100% magic resistant. Detect spells and true sight, etc. reveal nothing. Nor can his 'master' ever be detected. Igor will follow the party for 10+1d10 days unless he finds something or someone that he would prefer to pester. There is a 10% chance per encounter (cumulative) that he will follow the person or monster encountered. (I.e., on the first encounter he has a 10% chance to switch, on the second, a 20% chance, etc.) Adjustments for party members' charisma are left to the DMO.
XP value: Nil gp value: Nil
IRONS OF TRANSFERENCE: These irons appear and function as irons of imprisonment in all respects (IRONS OF IMPRISONMENT: Once locked, these irons do not open unless the proper command word is spoken within 30 feet. They are immune to normal force, all spells except a wish, and all weapon attacks except from a weapon of +4 or better enchantment.
XP value: Nil gp value: 4,000 ).
However, any victim held by the irons for one week or more gains a special power. If the victim concentrates on a creature seen and within 60 feet, that creature must then make a saving throw vs. spells to avoid the magic. If the throw failed, the imprisoned victim and the creature exchange places and clothes (including all equipment carried)! This effect requires no command word any may be attempted once per round until the victim is frees of the irons.
XP value: Nil gp value: 4,250
TANNING OINTMENT: This salve causes the recipient's skin to turn a bright color determined randomly (1d10) from red, yellow, orange, blue, green, brown, purple, silver, gold, or white. The effect cannot be removed but gradually wears off in 1-4 years.
XP value: Nil gp value: 500
ARROW OF BOW BREAKING: This arrow appears as a normal +3 arrow. When nocked on any bow and pulled back as if to fire, will cause the bow to break, no saving throw is allowed for normal bows. Magic bows get a saving throw of 10% per '+' of the bow, and additional 15% per major special ability of the bow, and 5% per minor special ability of the bow. If a bow has a normal '+' and also a different '+' against special creature then the highest '+' is used.
XP value: Nil gp value: 100
Every-flavor Beans, Endless bag of
this magic item is a small bag with 5d20 jellybeans inside. However, each time a jellybean is removed, the bag automatically conjures another one. Beans that are removed from the bag vanish in one hour, so the beans cannot be stored. If all jellybeans are removed (by turning the bag inside-out), the bag becomes inert until at least 50 jellybeans are placed into the bag.
Each jellybean is of a random flavor. All flavors in the multiverse, from ambrosia to cowpat, are included in the bag. There is no practical way to know what flavor a bean is without actually tasting it, although sometimes the color of the bean will give you a hint. Whatever the flavor, the jellybeans are harmless (the taste is just a figment), and even the most vicious-tasting jellybean is just a friendly joke. Every-flavored beans do not provide any nourishment, nor do they assuage hunger. You may eat thousands of jellybeans if you want, but one hour later you will be just as empty-stomached as before.
Farmer's Curse:
This small chunk of metal appears to be a seed. When it is planted in a field (or some other vegetation) the area is affected by a Diminish Plants effect. No magical spell or effect can remove the effect. Only physically digging it up and pulling it from the soil ends the effect.
The Complete Moving pack.
This functions just like a (Heward's) Handy Haversack, with some slight changes. The pack has had a shrinking enhancement added to it. Because of this, every item that is placed in the pack is shrunk, before being stored. This allows the central compartment to hold up to 32,768 cubic feet of volume, or 327,680 pounds of weight. The side compartments can each hold 8,192 cubic feet of volume or 81,920 pounds of weight.
In all other aspects, it functions like a Haversack.
Moderate varied; CL 9th; Craft Wondrous Item, secret chest, shrink item; Price 13,250 gp; Weight 5 lb.
Skull of Vindictive Augury:
Description: A very battered human skull etched with an indecipherable script, possibly not a language at all, but a decorative design resembling obscure writing.
Powers: Once per day, a yes or no question can be asked of the skull, with the results equal to a 6th level Augury spell.
There is one difference, however. The answer is ALWAYS the opposite of the true answer when the spell is successful. Furthermore, the skull channels the spirit of an evil extraplanar entity who is trapped in some forlorn prison somewhere in the multiverse. The skulls power compels this entity to answer, always in the opposite. Other than that, the entity is free to word the answer how it sees fit. Oftentimes shrieking the answer aloud and filled with profanities; "YESSSS!!! YESSS!!! Do it you you ****ing scum-eating b*st*rd!!"
The item detects as evil but has no other harmful effects.
JESTER
A JESTER weapon is blessed by the gods of humour. Any time a person makes a fumble while wielding a JESTING sword, he is healed of 1d8+5 points of damage as the gods of laughter and joy bless him for lightening up their day. This effect of a JESTING weapon only happens when the wielder is fighting opponents for real. It doesn't occur when undertaking friendly training fights with allies.
Chain of Command
"Do you know what the chain of command is? It's the chain I beat you with until you realize who's in ruttin' command!" - Jayne, brute.
This merciful spiked chain +2 is often used as a method of discipline by slave masters and military commanders of cruel disposition. In addition to the 2d4+2+1d6 points of subdual damage it inflicts on a hit (4d4+4+1d6 on a critical hit), the wielder can shout out a command simultaneously with one of his attacks in a round. If the opponent hit fails a Will saving throw (DC 11), he or she is affected as per the command spell. In addition, someone being beaten unconscious by the chain of command must roll a Will saving throw (DC 16) or be affected by an effect similar to a charm monster spell, considering the wielder of the chain of command to be entitled to boss him around (the chain instills loyalty and obedience rather than friendship, but the effect is similar - the target will do what he is told to, within reason).
The wielder can disable/enable the merciful special effect of the weapon with a command word, which makes it inflict 2d4+2 points of real damage instead of subdual damage. However, while the merciful effect is suppressed, so are the command and charm monster effects. Opponents already commanded or charmed remain so, however.
Caster Level: 7th; Prerequisites: Craft Magic Arms & Armor, 6th level, cure light wounds, command, charm monster, Quicken Spell; Market price: 52,325 gp; Cost to create: 26,325 gp
(Cost breakdown: Masterwork Spiked chain = 325 gp, +2 weapon with +1 special ability = +18,000 gp, charm monster at caster level 7 with 75% discount for only working on opponents already beaten up = 14,000, Quickened command on opponents hit with chain and x2 for second ability = 20,000 gp)
Haraka'rish'nikiljm-nargkdite Vo'iw-an-an-a-foo; cursed vorpal bowstring of wielderbane-This mighty composite longbow string hates its wielder with such blind enmity that any arrow fired from the bow that does not find itself firmly lodged in living or once-living material unerringly returns to the wielder with his/her original attack roll. Wielderbane converts penalties of any kind that were applied to the attack roll into bonuses and causes the weapon to do automatic critical damage on every attack. Wielderbane works only when the wielder of the weapon intends to maim, kill, or mutilate himself with the weapon. Being cursed and intelligent, this string is able to activate its wielderbane ability at will, and can turn wielderbane on or off in response to finding out whether the wielder hit or missed.
Kinslayer (cursed) – This can be any weapon from a greatsword to a hand crossbow. It radiates moderate enchantment, and seems to operate as a +1 weapon. However, when a critical hit is rolled (and before it is confirmed), the weapon will attack the nearest ally, using that dice roll. If no ally is within range, the weapon will strike the wielder. Once its powers are known, it will spring into the wielder’s hands whenever combat occurs. Remove Curse or better is the only way to rid oneself of it.
Cost: +1 equivalent
Seditious Dress: These semi-sentient dresses are glammered to able to change basic design at the wearer’s command. If the dress comes within 10’ of a dress that is more attractive then itself, it will cast an illusion on the “opposing” dress making it seem soiled and torn. This effect lasts for one two hours and can only be used three times in a day. If two Seditious Dresses come within 10’ of each other, both dresses will wither and rot. Minor illusion, 2 lbs, 2,000 gp.
The Loaf of Beating:
Bane of thieves everywhere, this item is often commissioned by authorities concerned to prevent thievery in their markets. Merchants like them because they prevent losses while being simultaneously an entertaining diversion. The loaf of beating is an iron bar two feet in length that looks exactly like a long, slim loaf of bread. For the most part it lies dormant, not radiating a magic aura, and looks like any other piece of bread. When placed into the company of loaves of bread, it generates two interesting effects. Firstly, it creates a subtle charm that prevents anyone from desiring to purchase it, instead selecting another loaf. Secondly, if a person has the intent to steal in mind, and views the loaf, he must make a Will save (DC 15) or be compelled to pick it up. Anyone who picks up the loaf without speaking its command word activates its major power. It animates as a small animated object that deals only nonlethal damage, and attacks the thief until it stops moving, then returns to its original position. The loaf has hardness 10 and 30 hit points.
Moderate transmutation; CL 10th; Craft Wondrous Item, suggestion, animate objects, magic aura; Price 5,200 gp.
Minor Trait (weapon enhancement)
December 17, 2005 on 3:38 pm | In Magic Items & Gear, Weapons |
As spellcasters push ever more of their own personal energy into the creation of powerful magic items, a few occasionally pick up minor traits of their creators. When in the posession of such a weapon, the owner often behaves slightly differently. This side-effect is almost unnoticeable to the weapon’s current owner, and many a dumb-witted fighter has wielded such a weapon for years before realising its effect. The following is a list of known traits for a weapon, though others undoubtably exist.
• Alignment - Owner behaves slightly more like the alignment of the weapon’s creator. This can be a boon (a character with a chaotic trait weapon finding themelf more creative) or a downside (a normally honest person with an evil trait weapon who feels an urge to cheat or steal).
• Appearance - The weapon’s owner gradually begins to look slightly like the creator. He may grow or shrink slightly, his hair colour may gradually change, and/or his facial features may alter a little. The owner gains a +1 to disguise checks, increasing to +2 after several weeks.
• Personality - The owner begins to share the creator’s outlook on life. While this isn’t powerful enough to turn a paladin into a power-hungry tyrant, he may find himself gaining a little of the creator’s bravery, curiosity, bad temper, patience, ingenuity or some similar attribute. This may bestow a circumstance bonus or penalty between -2 and +2 on certain circumstances, at the DM’s discretion.
• Race - The owner gains a minor ability of the creator’s race, and may also gain a barely noticeable physical change (but not significant enough to warrant a Disguise bonus). Examples include:
o Aasimar - +2 competence bonus to Sense Motive checks.
o Dwarf - +2 competence bonus to Craft (Weaponsmithing) checks, beard begins to grow faster (even if the character was unable to grow a beard, such as an elf or a human female).
o Elf - +2 to saves vs sleep spells, ears become slightly elongated and pointed.
o Gnome - +2 competence bonus to Craft (Alchemy) checks, nose grows slightly larger.
o Half-Elf - +2 competence bonus to Search checks, slightly pointed ears or greenish eyes.
o Half-Orc - +2 competence bonus to Intimidate checks, jaw extends slightly and becomes squarer.
o Halfling - +2 competence bonus to Jump checks, height shrinks by an inch or two.
o Lich - +2 competence bonus on Knowledge (arcana) checks, gaunt build with deep-set eyes.
o Tiefling - +2 competence bonus on Bluff checks, reddish eyes.
A weapon rarely has more than one minor trait, and it is usually the most dominant trait of the weapon’s creator. Traits are not usually included in the full name of a weapon - somehow, Kurgendar’s +5 keen chaotic dragon bane greatsword sounds less heroic with minor gnome trait added to it. The DM may also apply creator’s traits to other magic items.
Faint transmutation; CL 5th; Craft Magic/Psionic Arms and Armor; Price: +400gp.
Valhallan War Mead
This thick concoction, when drunk, requires a Fort save (DC 25).
If failed, the imbiber is severely intoxicated, having 1d6 rounds of consciousness (with -4 to all rolls) before they pass out.
If successful, the drinker immediately enters a Greater Rage, as per the barbarian ability. This lasts for 1d6 minutes, and may not be voluntarily ended. At the end of this time, the intoxication effect takes over and the drinker suffers the effects of having failed the fort save.
If the imbiber dies during the duration of the rage effect, they are automatically true resurrected at sunrise the following morning.
Requirements: Brew Potion, Craft Wondrous Item, Bulls Strength, Endurance, True Resurrection. Market Price/dose:
8500gp
Accursed Codpiece: This appears to be any sort of beneficial magical codpiece, but when the wearer suffers a critical hit it slices his manhood clean off, stunning him for 1d4 rounds and requiring a Fort save, DC18, to avoid death. A female wearing the codpiece is immune to this effect. The codpiece can only be removed by a remove curse or similar spell.
Caster Level: 10th; Prerequisites: Craft Wondrous Item, Keen Edge; Market Price: 2,000 gp
Ring of the Orc: This ring covers the wearer with an illusion that he or she is a large, burly-looking male Orc. "He" has a black Mohawk, and depending on the variety of ring discovered, his garb appears as either heavy furs, stained leathers, sailor's garb, or bare-chested with dark leggings. The ring is most useful for infiltrating orcish tribes, but all such rings make the wearer look like the same Orc (just in different clothing).
Caster Level: 4th; Prerequisites: Forge Ring, Change Self; Market Value: 6000 gp.
Facial mask of light amplification
+10 to spot, light sensitivity.
Market price: 1800 GP
A problematic rapist?
Bodice String of Shocking Grasp
casts the spell at 7th caster level on anyone who touches it
-without- saying the command word.
If that's not enough, change the spell to Ray of Enfeeblement (maximized).
-11 strength can make subduing even the smallest waif a challenge.
The Apprentice’s Destiny
This cursed (dependant) +3 giantbane greatsword only functions in the hands of an arcane spellcaster. For wielders without access to arcane spells, it is simply a masterwork greatsword.
Faint conjuration; CL 9th; Craft magic arms and armor, summon monster, Price 28,800gp
Sandman’s Dust-BagThis non-descript black velvet bag holds only sand. Five times per day, the bearer of this bag may pull out a handful of sand and cast it at her foes. This acts as sleep spell cast by a 1st level sorcerer. The bearer of this bag must sleep 16 hours per day. Attuning the bag to a new owner requires that the new owner carry the bag (and suffer the drawback) for three days before the sand is usable. The bag must be periodically refilled with non-magical sand to continue functioning.
Faint enchantment; CL 1st; Craft wondrous item, sleep, Price 360gp; Weight 1 lb.
Windrobes
These elaborate Semite robes in blue and white are resize for each wearer, but the sleeves and the skirt of these robes are always far too long, generally three times the wearer’s total height. The robes cease to function if the wearer bunches up the sleeves or gathers the skirt so much that either hands or feet are exposed. All armed melee attacks made by a wearer whose melee weapon is outside the robe with the wearer’s hands are inside the robes suffer a -4 penalty, and any attempt made by the wearer to resist being disarmed suffers an additional -4 penalty. Running, or even walking, while these robes are worn is impossible. Laying these robes out to don requires a full-round action, or, as a standard action, requires a Dex check, Use Rope check, or Profession (Taylor or Seamstress) check, DC 15. Donning the robes requires another full-round action. Donning the robes without laying them out requires three full rounds. Removing the robes requires a standard action.
Wearing these robes properly, and with the collar and belt fastened grants the wearer the ability to fly at will, speed 120’, maneuverability perfect. The wearer also hears constant birdsong, which is mood-lightening, but also quite distracting, causing him to suffer a -2 to all Concentration checks and granting immunity to all morale penalties while the robe is worn.
Faint transmutation; CL 9th; Craft Wondrous Item, overland flight, permanency, heighten spell, Price 15,000gp; weight 10 lbs.
Matriol, The Razor of Faith, Protector against the Stone Usurpers, Whelmer of the Watery Wave-riders, Flamefoe, and Ardent Auror of the Air.
This intelligent, Keen, +3 Outsider/Elemental Bane rapier is dedicated to defending the prime material plane against extraplanar creatures. On the prime material plane, the sword’s intelligence is suspended, rendering it a potent magical sword, but incapable of thought, action, or awareness. On any plane other than the prime, the sword’s intelligence awakens, but all other magical properties are suspended, leaving the weapon a knowledgeable, trustworthy, and somewhat effete advisor, but unsuitable for combat.
Matriol has Int 17, Wis 16, Cha 19, ego 20, Spot 20, Listen 14, Knowledge (The Planes) 29.
Overwhelming conjuration; CL 20; Artifact.
Marekyurie’s Boots of Magical Flight
The cursed winged boots function only once per wearing
Faint transmutation; CL 5th; Craft Wondrous Item, fly, Price 14,400gp; Weight 1 lb.
Axe of High Standards
every attack made with this +3 Shocking and Thundering Burst Dwarven War axe of Throwing and Returning deals damage. If the axe fails to hit the creature or object targeted, the damage rolled is applied to the wielder instead.
Gauntlets of Flying These finely tooled supple leather gauntlets are decorated with a feather motif on all surfaces. When worn and the command word is spoken, feathers appear to sprout from the gauntlets and continue growing over the course of a round until the wearer's arms appear to be wings*. So long as the 'wings' are flapped in a fashion similar to how an actual bird would flap them, the user is granted a flying speed and maneuverability rating proportional to their Strength and Dexterity. After flying for an extended period of time, the user may become fatigued or even exhausted and require rest. Note that the hands must be empty at the time the command word is spoken, and during flight the arms actually function as though they were wings, i.e. nothing can be grasped in the hands.
(*for additional flavor they could be bat/dragon wings, or insect wings, etc with appropriate patterns tooled into the leather)
The King's Cloak of Invisibility This is a very finely crafted cloak, suitable for a king. In fact, it was created by a royal wizard for a king who wearied of the daily grind that is Regency, and wanted an easy way to escape for a while. Unfortunately, the mage who was working on the cloak was either a charlatan or not quite the Archmage he pretended to be. For, when donned, the cloak turns the wearer and all they wear and are holding completely invisible. The cloak itself, however, remains fully visible.
The king was initially outraged, but then realized the utility of the cloak. He often went to state functions wearing the cloak, or at least someone did... A great device for allowing a stand-in to take the place of real king.
The Ennui Blade.
When drawn, this +2 Keen Frost Burst Cold Iron longsword forces everyone around it to make a DC 25 (or 30) Will save to take any actions. Should they make their save, all attack rolls, saves, and skill checks take a -5 penalty, as they must fight against the lack of motivation to do anything. This effect radiates in a 50 foot radius circle, and affects everyone who is subject to mind affecting effects. It lasts for as long as the blade is drawn, forcing a will save each round a character wishes to act. INCLUDING free actions.
The wielder of the blade is not immune to the effects of the blade. Sheathing the blade also requires a will save.
Gambler's Elemental Ring.
The ring provides immunity to any one form of energy, randomly chosen each round (or more simply, each round that the wearer is subject to an energy attack).
HOWEVER
The ring also provides a vulnerability to any one form of energy, also randomly chosen. Should the same energy be rolled for vulnerability as immunity, reroll the vulnerability.
Ring of arrow deflection. Into other people.
Basically, it adds a +2 to your AC against physical ranged attacks. However, if it misses you, it's because the attack was diverted to another nearby player. At which point, the attack gains a +2 to hit their AC, with a new attack roll (so as to prevent the lowest AC guy from wearing it, knowing that the others AC was high enough to not have to worry).
Secondary targets are chosen randomly. Should the secondary target have a ring as well, and the attack misses because of the +2 to AC granted the second target, the attack looks for someone ELSE, and this time gets another +2 to the attack roll.
Ring of the gambler
Grants wearer +10 gambling (dex/int) bonus but he may never turn down a bet or dare (will save DC 25) and cannot quit a game while winning (may quit after a lost hand).