Items/Magic Items

Magic items are a series of tools at a player’s disposal to increase their versatility. If a magic item would call for a save attack the caster may substitute it with 1d20 + ½ his ranks in UMD + his charisma modifier, if it would be higher.

= Magic Item Slots = Magic items come in 2 forms, slotted and slotless. A slotless magic item usually requires the creature to be holding the item to activate it, similar to wielding a weapon or implement.

Slotted magic items may be activated without holding them, but occupy a specific part of a character’s body. Two magic items cannot occupy the same slot and both become inoperable until one is removed.

Slots Include the following:


 * Head
 * Neck
 * Belt
 * Hand(2)
 * Feet

If a creature would lack an appropriate appendage a reasonable substitution may be suggested, but generally that creature is disallowed from wearing that magic item. For example a creature without legs and feet would be unable to wear feet slot items; though a creature without arms, but has tentacles, may be able to wear a ring or wrist slot item on them.

A creature with a hand slot has 2 hand slots as some items may only be equipped to a single hand, though some items may come in pairs and as such occupy both hand slots. Items that do not specify that they come in pairs can be equipped to a single hand allowing a different hand slot item on each hand.

= List of Magic Items = Below is a series of magic items ordered by slot.

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Head Slot Items

 * Name
 * Ability
 * Cost
 * Weight
 * Cavedweller’s Goggles
 * The wearer of these goggles may activate them as a swift action to grant themselves darkvision with a range of 30 feet; if the wearer already possesses darkvision, this improves their existing darkvision by an additional 30 feet. This effect lasts for a number of hours per day equal to the wearer’s charisma modifier (minimum 2). The wearer may always choose to deactivate the goggles using an additional swift action, allowing the wearer to resume their function later.
 * 3,400 gp
 * 2 lb
 * Circlet of Focus
 * This circlet when worn allows a creature to spend a reaction before rolling a concentration check. When doing so the creature may roll twice and take the higher result of the two. This circlet may be used 3 times per day plus an additional number of times equal to the wearer’s charisma modifier (minimum 1).
 * 4,800 gp
 * 1 lb
 * Helm of Protection
 * Once per day when using armor sacrifice to redirect a critical hit to your armor, you may instead treat the hit, and the resulting damage, as if the critical hit did not successfully confirm. When using this ability you may reduce the damage further by an amount equal to your charisma modifier (minimum 0).
 * 6,000 gp
 * 4 lb
 * Scholar’s Monocle
 * The wearer of this monocle may spend an immediate action when they fail to identify a creature using a knowledge check. The monocle attempts to identify the creature allowing the wearer to roll again with a circumstance bonus to the check equal to the wearer’s charisma modifier; despite the previous failure. This ability may only be used once per knowledge check and cannot be used to re-attempt the same knowledge check an additional time after the first retry.
 * 5,500
 * 1 lb
 * }
 * Scholar’s Monocle
 * The wearer of this monocle may spend an immediate action when they fail to identify a creature using a knowledge check. The monocle attempts to identify the creature allowing the wearer to roll again with a circumstance bonus to the check equal to the wearer’s charisma modifier; despite the previous failure. This ability may only be used once per knowledge check and cannot be used to re-attempt the same knowledge check an additional time after the first retry.
 * 5,500
 * 1 lb
 * }
 * }

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Neck Slot Items

 * Name
 * Ability
 * Cost
 * Weight
 * Camouflage Cloak
 * This magical cloak allows the wearer to blend in with their surroundings. As a move action the wearer of this cloak can cause the cloak to take on the appearance of its surroundings granting a circumstance bonus to stealth equal to the wearer’s charisma modifier (minimum 2) while the wearer does not move any distance during their turn. This bonus is reduced by half if the wearer moves any distance during their turn.
 * Camouflage Cloak
 * This magical cloak allows the wearer to blend in with their surroundings. As a move action the wearer of this cloak can cause the cloak to take on the appearance of its surroundings granting a circumstance bonus to stealth equal to the wearer’s charisma modifier (minimum 2) while the wearer does not move any distance during their turn. This bonus is reduced by half if the wearer moves any distance during their turn.

The cloak retains this appearance until it is set to take on the appearance of new surroundings; and thus provides no benefit to stealth when within the incorrect environment.
 * 2,200
 * 4 lb
 * Shockwave Cloak
 * The wearer of this cloak may spend an immediate action when grappled to attempt a bull rush reposition maneuver against the foe using the wearer’s charisma modifier in place of their strength and their hit dice in place of their Base Attack Bonus. This maneuver does not provoke attacks of opportunity. If successful the grapple immediately ends as the foe is pushed away from the wearer from the bull rush. This may be activated a number of times per day equal to the wearer’s charisma modifier (minimum 1).
 * 4,800
 * 5 lb
 * }
 * }
 * }

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Belt Slot Items

 * Name
 * Ability
 * Cost
 * Weight
 * Guarding Buckle
 * The wearer a number of times per day equal to their charisma modifier (minimum 2), may choose to treat their armor's AC bonus as double for the purposes of how much damage may be redirected to it (this includes other effects that would boost the armor's AC value for redirection such as the double-plated armor feature).
 * 3,550 gp
 * 1 lb
 * Hauler’s Belt
 * The wearer of this belt treats their carrying capacity as 3x its normal value; as normal this value is additive with any other multipliers due to size or if the creature is a quadruped.
 * 1,000 gp
 * 8 lb
 * Shielding Belt
 * The wearer of this belt allows the wearer to use the raise shield reaction despite not carrying a shield. This is treated as an unenchanted light shield for the purposes of how much is added to the wearer’s reflex save. This item may be used 1 + the wearer’s charisma modifier times per day.
 * 8 lb
 * Shielding Belt
 * The wearer of this belt allows the wearer to use the raise shield reaction despite not carrying a shield. This is treated as an unenchanted light shield for the purposes of how much is added to the wearer’s reflex save. This item may be used 1 + the wearer’s charisma modifier times per day.
 * The wearer of this belt allows the wearer to use the raise shield reaction despite not carrying a shield. This is treated as an unenchanted light shield for the purposes of how much is added to the wearer’s reflex save. This item may be used 1 + the wearer’s charisma modifier times per day.

Enhancement gems may be applied to this belt similar to a shield to allow it to provide additional bonus to reflex saves as an enchanted shield would.
 * 2,200 gp
 * 4 lb
 * }
 * }

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Hand Slot Items

 * Name
 * Ability
 * Cost
 * Weight
 * Weaponmaster Gauntlet
 * This pair of gauntlets allow the wearer to shrink and store a wielded weapon within them as a free action. Items stored within the gauntlet have an image depicting them appear on the back of the gauntlet. The wearer can touch the desired weapon as a reaction action to call forward the desired weapon.
 * Weaponmaster Gauntlet
 * This pair of gauntlets allow the wearer to shrink and store a wielded weapon within them as a free action. Items stored within the gauntlet have an image depicting them appear on the back of the gauntlet. The wearer can touch the desired weapon as a reaction action to call forward the desired weapon.

A creature may wear a 2nd glove on the other hand to store items separately in both hands. These gauntlets can only by default store items appropriately sized for the creature though higher tier versions may allow for larger variants.

A creature can purchase a higher tier version of this item to gain additional storage capacity:
 * 4,500 each
 * 4 lbs
 * Farsight Glove
 * A wearer as a swift action can create a ring with their finger and thumb and peer through it as looking through a very powerful spyglass reducing the penalties from distance on perception checks to 1/4th their usual value.
 * A wearer as a swift action can create a ring with their finger and thumb and peer through it as looking through a very powerful spyglass reducing the penalties from distance on perception checks to 1/4th their usual value.

This glove only occupies a single hand slot. If a wearer buys a second and uses both hands they empower the magics of the glove to also grant the wearer a circumstance bonus to perception checks while using the gloves equal to the wearer’s charisma modifier (minimum 1).
 * 650 gp
 * 2 lb
 * Gloves of Elemental Attunement
 * When a wearer of this pair of gloves comes in contact with an element or an environment appropriate to that element (such as ice for cold, forest for nature, rocks for earth) they may attune the gloves to that element as a full-round action up to 1 round after this contact has been made.
 * When a wearer of this pair of gloves comes in contact with an element or an environment appropriate to that element (such as ice for cold, forest for nature, rocks for earth) they may attune the gloves to that element as a full-round action up to 1 round after this contact has been made.

Once attuned the gloves let the wearer count as possessing the associated elemental affinity talent for the purposes of preparing and casting spells. If the wearer changes the attuned element of the gloves to a different element, or removes the gloves they lose access to the associated elemental affinity talent and cannot cast spells of that element unless the regain that affinity talent; this applies to prepared spells as well, though the caster can cast the prepared spells again if they regain the affinity talent later. Gloves removed lose their attuned spell and must be attuned to an element once they are worn again.
 * 18,000 gp
 * 3 lb
 * }
 * }

{| class="wikitable mw-collapsible"
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Foot Slot Items

 * Name
 * Ability
 * Cost
 * Weight
 * Locking Boots
 * As a move action a creature wearing these boots may lock themselves in place. This allows a creature to keep their balance on a shifting surface, and not slide or fall off of others. An additional move action allows the wearer to disable these boots.
 * Locking Boots
 * As a move action a creature wearing these boots may lock themselves in place. This allows a creature to keep their balance on a shifting surface, and not slide or fall off of others. An additional move action allows the wearer to disable these boots.

This does not allow a creature to climb a vertical or horizontal surface as once the boots are enabled they are unable to move from that spot, but can allow a creature to stay in place should the entire terrain shift to a vertical or upside-down orientation.

While enabled the creature gains a 15 + the wearer’s charisma modifier (minimum 1) circumstance bonus to CMD against trip and reposition combat maneuvers; but automatically fails all reflex saving throws. Successful combat maneuvers against the wearer cause the wearer to take 1d6 points of damage from the force as they are forcibly removed from their boots. Boots with no wearer cease to function and are no longer attached to the surface they were locked to.
 * 10,250 gp
 * 4 lbs
 * Protective Treads
 * When walking through a terrain hazard mundane or magical, such as the Thorny vines talent of the grasping vines spell, you may utilize the armor redirection ability to reduce the damage of the terrain, despite it not being an effect that would target the wearer's AC. In addition as a reaction the wearer may choose to ignore any difficult terrain caused by such hazardous terrain when redirecting the damage to his armor for the remainder of his turn; this may only be used a number of times per day equal to the wearer's charisma modifier (minimum 1).
 * 5,000 gp
 * 2 lbs
 * Stancemaster Boots
 * Once per round a creature wearing these boots may spend a free action instead of a reaction to change or maintain a stance. When entering a new stance these boots provide a circumstance bonus to CMD equal to the wearer’s charisma modifier (minimum 1).
 * 2,500 gp
 * 4 lbs
 * }
 * 4 lbs
 * }
 * }

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Slotless Items

 * Name
 * Ability
 * Cost
 * Weight
 * Bag of Holding
 * A bag of holding opens into an extradimensional space, allowing it to hold more than its outside dimensions would physically allow.
 * Bag of Holding
 * A bag of holding opens into an extradimensional space, allowing it to hold more than its outside dimensions would physically allow.

A bag of holding has a fixed weight despite what is carried within it, and has a carrying capacity determined by its tier. If a bag of holding is pierced from the outside or turned inside out its contents spill out unharmed, but the bag ceases to function until put right. A bag of holding within an area of anti-magic will contain its items until opened, at which point all items within spill out; this can be avoided by leaving the area of anti-magic.

A bag of holding cannot be placed within another bag of holding as the magics prevent it from being put in.

Creatures placed within the bag have only 10 minutes of air before they must hold their breath and risk suffocation; though opening the bag can let fresh air in. Unless otherwise specified a bag of holding cannot be opened from the inside once closed, nor can it be damaged from the inside.

Due to its spacious area and difficulty to organize, retrieving an item from a bag of holding requires a full-round action; items cease to provide benefits while within the bag of holding.
 * Varies
 * Varies
 * Flying Broom
 * An item commonly associated with that of witches, a flying broom is enchanted to allow for flight. A creature riding upon a flying broom is treated as if affected by the overland flight ritual while riding upon it, requiring a full-round action to fly each round. A creature must have at least one hand gripping a flying broom, or must make a DC 15 ride check to avoid falling off. The rider may choose to add their Charisma modifier in place of their Dexterity for this ride check.
 * An item commonly associated with that of witches, a flying broom is enchanted to allow for flight. A creature riding upon a flying broom is treated as if affected by the overland flight ritual while riding upon it, requiring a full-round action to fly each round. A creature must have at least one hand gripping a flying broom, or must make a DC 15 ride check to avoid falling off. The rider may choose to add their Charisma modifier in place of their Dexterity for this ride check.

A flying broom can only support one medium sized creature, but may support a creature of one size category larger at a +50% increase to the cost per size increase.
 * 8,400 GP
 * 4 lbs
 * Magic Carpet
 * A magic carpet is an enchanted carpet that is capable of carrying creatures with flight. A magic carpet grants a creature standing or sitting upon it a 30 ft fly speed with perfect maneuverability, allowing the creature to guide and fly it using their move actions. A creature cannot 5 ft-step using a flying carpet’s fly speed, though can physically take a 5-foot step on the carpet, if it has enough space upon it to do so. For every 5 charisma modifier the controlling creature possesses, the carpet’s fly speed improves by 10 feet.
 * A magic carpet is an enchanted carpet that is capable of carrying creatures with flight. A magic carpet grants a creature standing or sitting upon it a 30 ft fly speed with perfect maneuverability, allowing the creature to guide and fly it using their move actions. A creature cannot 5 ft-step using a flying carpet’s fly speed, though can physically take a 5-foot step on the carpet, if it has enough space upon it to do so. For every 5 charisma modifier the controlling creature possesses, the carpet’s fly speed improves by 10 feet.

Should a creature be knocked off a flying carpet (such as through a reposition or other such maneuver) the carpet ceases to maintain its flight and begins to plummet after 1 round unless another creature is there to take control.

Taking control of a flying carpet is a purely mental full-round action and can only be done if the carpet is not already controlled by another creature.

A carpet by default is a 5x5 square, though for +100% cost can be made one size category larger (10x10, 15x15, and so on). If the carpet has enough space multiple creatures may ride upon it but only one creature is treated as in control. A magic carpet has 350 lbs of capacity doubling as the size of the carpet increases.

Most carpets have simple ornate designs, though a creature may craft, or request a carpet be crafted with a specific design or imagery.
 * 22,000 gp
 * 20 lbs
 * }