Wondrous Items
This amulet toughens the wearer's body and flesh, giving him a +1 natural armor bonus to AC.
Transmutation (CL 5)
This amulet toughens the wearer's body and flesh, giving him a +2 natural armor bonus to AC.
Transmutation (CL 5)
This amulet toughens the wearer's body and flesh, giving him a +3 natural armor bonus to AC.
Transmutation (CL 5)
This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Transmutation (CL 8)
This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Transmutation (CL 8)
This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Transmutation (CL 8)
This belt grants the wearer a +2 enhancement bonus to Dexterity.
Transmutation (CL 8)
This belt grants the wearer a +4 enhancement bonus to Dexterity.
Transmutation (CL 8)
This belt grants the wearer a +6 enhancement bonus to Dexterity.
Transmutation (CL 8)
This belt grants the wearer a +2 enhancement bonus to Constitution.
Transmutation (CL 8)
This belt grants the wearer a +4 enhancement bonus to Constitution.
Transmutation (CL 8)
This belt grants the wearer a +6 enhancement bonus to Constitution.
Transmutation (CL 8)
This jagged bone knife seems too thin and frail for combat but easily cuts flesh. If used to perform a coup de grace on a helpless living creature and the creature dies from the attack, the creature’s flesh begins to peel off and its bones animate as a skeleton under the command of the bearer of the razor. The creature’s flesh is not destroyed, but decays at a steady rate. The bearer of the razor can spend 1 minute reattaching the flesh to the animate skeleton, which ends the necromantic magic and results in a normal corpse (though a corpse of a person killed or mutilated by knife wounds). If the bearer uses the razor to flense and animate another creature’s bones, the previous animate skeleton is immediately destroyed.
Necromancy (CL 5)
These soft boots grant a +5 competence bonus on Acrobatics checks.
Transmutation (CL 5)
These items appear to be wrist guards, but they surround the wearer with an invisible but tangible field of force, granting a +1 armor bonus to AC.
Conjuration (CL 1)
These items appear to be wrist guards, but they surround the wearer with an invisible but tangible field of force, granting a +2 armor bonus to AC.
Conjuration (CL 2)
These items appear to be wrist guards, but they surround the wearer with an invisible but tangible field of force, granting a +3 armor bonus to AC.
Conjuration (CL 3)
These items appear to be wrist guards, but they surround the wearer with an invisible but tangible field of force, granting a +4 armor bonus to AC.
Conjuration (CL 4)
This cloak grants the wearer a +1 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Abjuration (CL 5)
This cloak grants the wearer a +2 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Abjuration (CL 5)
This cloak grants the wearer a +3 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Abjuration (CL 5)
This cloak grants the wearer a +4 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Abjuration (CL 5)
This cloak grants the wearer a +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Abjuration (CL 5)
The cloak grants its wearer low-light vision.
In addition, once per day, on command, the wearer can surround herself with darkness, as the darkness spell. While this darkness is active, the cloak also grants the wearer darkvision 60 feet as well as low-light vision.
Illusion (CL 3)
These shackles have magical runes traced across their cold iron links.
Any creature bound within them is affected as if a dimensional anchor spell were cast upon it (no save). They fit any Small to Large creature. The DC to break or slip out of the shackles is 30.
Abjuration (CL 11)
These lenses are made of special crystal and fit over the eyes of the wearer.
They grant a +5 competence bonus on Perception checks. Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and stunned for 1 round.
Divination (CL 3)
This headband grants the wearer a +2 enhancement bonus to Charisma.
Transmutation (CL 8)
This headband grants the wearer a +4 enhancement bonus to Charisma.
Transmutation (CL 8)
This headband grants the wearer a +6 enhancement bonus to Charisma.
Transmutation (CL 8)
This headband grants the wearer a +2 enhancement bonus to Wisdom.
Transmutation (CL 8)
This headband grants the wearer a +4 enhancement bonus to Wisdom.
Transmutation (CL 8)
This headband grants the wearer a +6 enhancement bonus to Wisdom.
Transmutation (CL 8)
This headband grants the wearer a +2 enhancement bonus to Intelligence.
Transmutation (CL 8)
This headband grants the wearer a +4 enhancement bonus to Intelligence.
Transmutation (CL 8)
This headband grants the wearer a +6 enhancement bonus to Intelligence.
Transmutation (CL 8)
This ring offers continual magical protection in the form of a +1 deflection bonus to AC.
Abjuration (CL 5)
This ring offers continual magical protection in the form of a +2 deflection bonus to AC.
Abjuration (CL 5)
This ring offers continual magical protection in the form of a +3 deflection bonus to AC.
Abjuration (CL 5)
These pale, elegant-looking leather gloves have blood-red stitching on the fingers—which bears a startling resemblance to blood-encrusted fingernails.
Three times per day, the wearer can use vampiric touch and bleed. If the wearer uses vampiric touch and holds the charge, the charge dissipates if the gloves are removed.
Though vampiric touch is normally a touch attack, the wearer may instead use that ability as a ranged touch attack with a range of 30 feet, but only against a dying target or a target suffering from a bleed effect. When using vampiric touch in this way, the wearer may hold the charge on a missed ranged touch attack.
If the wearer is suffering from a bleed effect, he may expend one use of vampiric touch to end the bleed effect.
Necromancy (CL 5)