Magic Items: Difference between revisions

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! width="200" | Magic Item Name || width="100" | Cost || width="100" | Slot || Description
! width="200" | Magic Item Name || width="100" | Cost || width="100" | Slot || Description
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| [[Necklace of Fireballs (Magic Item)|Necklace of Fireballs]] || varies || Neck || Wearer can detach orbs from the necklace to launch fireballs of varying strengths.
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| [[Amulet of Natural Armor (Magic Item)|Amulet of Natural Armor]] || varies || Neck || Grants the wearer a natural armor bonus to AC
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| [[Amulet of Mighty Fists (Magic Item)|Amulet of Mighty Fists]] || varies || Neck || The wearer may add an enhancement bonus and/or apply the effect of a magic weapon property to his unarmed or natural strikes
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| [[Hand of the Mage (Magic Item)|Hand of the Mage]] || 900 gp || Neck || Grants wearer the ability to cast Mage Hand cantrip at will
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| [[Aegis of Recovery (Magic Item)|Aegis of Recovery]] || 1,500 gp || Neck || Grants wearer a +2 bonus to saves against ongoing effects or damage, but not against the initial save
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| [[Brooch of Shielding (Magic Item)|Brooch of Shielding]] || 1,500 gp || Neck || Can absorb up to 101 points of damage from magic missiles before melting and becoming useless
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| [[Golembane Scarab (Magic Item)|Golembane Scarab]] || 2,500 gp || Neck || Wearer can detect golems within 60 feet on command, and wearer's attacks against golems bypass their DR
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| [[Swarmbane Clasp (Magic Item)|Swarmbane Clasp]] || 3,000 gp || Neck || Wearer's attacks deal full damage to swarms, and wearer automatically succeeds on saves against a swarm's Distraction ability
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| [[Mind Sentinel Medallion (Magic Item)|Mind Sentinel Medallion]] || 3,500 gp || Neck || Grants wearer a +2 resistance bonus to mind-affecting effects
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| [[Mummer's Ruff (Magic Item)|Mummer's Ruff]] || 3,500 gp || Neck || Grants wearer a +10 competence bonus to Bluff to imitate someone's voice, and once per day, wearer can cast Ventriloquism
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| [[Amulet of Elemental Strife (Magic Item)|Amulet of Elemental Strife]] || 4,000 gp || Neck || Glows in the presence of elementals, and grants wearer Energy Resistance 5 versus element type appropriate to nearest elemental
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| [[Righteous Fist Amulet (Magic Item)|Righteous Fist Amulet]] || 4,000 gp || Neck || A paladin wearing this amulet, when using Smite Enemy, can make unarmed attacks against that enemy as though he had the Improved Unarmed Strike feat
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| [[Stormlure (Magic Item)|Stormlure]] || 5,400 gp || Neck || Once per day, wearer gains concealment (50% miss chance) against ranged attacks with to-hit rolls, and can make a lightning attack against adjacent foes
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| [[Feychild Necklace (Magic Item)|Feychild Necklace]] || 6,000 gp || Neck || Grants wearer low-light vision and some spell-like abilities if she is not a gnome.
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| [[Carcanet of Detention (Magic Item)|Carcanet of Detention]] || 7,200 gp || Neck || Wearer can entangle and immobilize a nearby target once per day
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| [[Periapt of Health (Magic Item)|Periapt of Health]] || 7,500 gp || Neck || Wearer is immune to diseases including supernatural diseases
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| [[Amulet of Proof Against Petrification (Magic Item)|Amulet of Proof Against Petrification]] || 8,000 gp || Neck || Any time wearer fails a save that would result in being turned to stone, he is instead Rattled for 1d6 rounds
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| [[Everwake Amulet (Magic Item)|Everwake Amulet]] || 8,000 gp || Neck || Wearer can go without sleep for up to a week at a time
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| [[Gravewatch Pendant (Magic Item)|Gravewatch Pendant]] || 8,000 gp || Neck || Undead suffer a -2 penalty to hit the wearer, and incorporeal creatures suffer a -4 penalty to hit the wearer.
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| [[Hand of Glory (Magic Item)|Hand of Glory]] || 8,000 gp || Neck || Wearer can cast Daylight and See Invisibility once per day and can wear a third magic ring
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| [[Torc of Lionheart Fury (Magic Item)|Torc of Lionheart Fury]] || 8,000 gp || Neck || Wearer gains a +2 morale bonus to saves against fear. If wearer is a barbarian, she gains the Fearless Rage rage power
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| [[Amulet of Hidden Strength (Magic Item)|Amulet of Hidden Strength]] || 9,000 gp || Neck || Once per day, wearer can make an attack at highest BAB as a swift action, or recover 2 points of Ki (if wearer has a Ki pool)
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| [[Necklace of Adaptation (Magic Item)|Necklace of Adaptation]] || 9,000 gp || Neck || Wearer can breathe underwater or in vacuum, and becomes immune to harmful vapors, gases and inhaled poisons
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| [[Amulet of Spell Cunning (Magic Item)|Amulet of Spell Cunning]] || 10,000 gp || Neck || When worn by a wizard, he can prepare 3 extra spell levels per day
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| [[Collar of the True Companion (Magic Item)|Collar of the True Companion]] || 10,000 gp || Neck || When worn by a creature of animal intelligence for 1 week, raises them to human intelligence as the Awaken spell
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| [[Frost Fist Amulet (Magic Item)|Frost Fist Amulet]] || 10,000 gp || Neck || Wearer's unarmed and natural attacks are treated as cold iron and gain the Frost magic weapon property, but wearer cannot grab or manipulate things with hands
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| [[Crystal of Healing Hands (Magic Item)|Crystal of Healing Hands]] || 12,000 gp || Neck || Can store a single use of a Paladin's Lay on Hands ability, usable on command by the wearer
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| [[Guardian Gorget (Magic Item)|Guardian Gorget]] || 12,000 gp || Neck || Grants the wearer +2 armor bonus to AC and the Light Fortification magic armor property
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| [[Medallion of Thoughts (Magic Item)|Medallion of Thoughts]] || 12,000 gp || Neck || Wearer can cast the Detect Thoughts spell
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| [[Periapt of Protection from Curses (Magic Item)|Periapt of Protection from Curses]] || 12,000 gp || Neck || Three times per day, the wearer can reroll a save against a curse
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| [[Forge Fist Amulet (Magic Item)|Forge Fist Amulet]] || 13,000 gp || Neck || Wearer's unarmed and natural attacks are treated as adamantine and gain the Flaming magic weapon property, but wearer cannot grab or manipulate things with hands
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| [[Periapt of Wound Closure (Magic Item)|Periapt of Wound Closure]] || 15,000 gp || Neck || Wearer automatically stabilizes from dying, and is immune to bleeds which cause hit point damage
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| [[Necklace of Ki Serenity (Magic Item)|Necklace of Ki Serenity]] || 16,000 gp || Neck || When worn by a monk, wearer is treated as 4 levels higher for determining size of her Ki pool and level-based effects of her Ki pool
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| [[Brooch of Amber Sparks (Magic Item)|Brooch of Amber Sparks]] || 16,800 gp || Neck || Brooch absorbs up to 20 points of electricity damage, which wearer can later discharge as Shocking Grasp spell, or dissipate harmlessly
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| [[Symbol of Sanguine Protection (Magic Item)|Symbol of Sanguine Protection]] || 17,500 gp || Neck || When undead or outsiders attempt to blood drain the wearer, they take positive energy damage and become sickened for 1d4 rounds
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| [[Ampoule of False Blood (Magic Item)|Ampoule of False Blood]] || 20,000 gp || Neck || When worn by a sorcerer, changes her bloodline to that of the ampoule's. Can also be consumed to permanently change the sorcerer's bloodline
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| [[Amulet of Magecraft (Magic Item)|Amulet of Magecraft]] || 20,000 gp || Neck || When worn by a wizard, he can choose a school of spells and spontaneously convert like-leveled spells of that school to another spell of that school
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| [[Dragonfoe Amulet (Magic Item)|Dragonfoe Amulet]] || 20,000 gp || Neck || Wearer ignores dragon DR, can roll twice to overcome a dragon's SR, and is treated as having Evasion against a dragon's breath weapon
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| [[Amulet of Spell Mastery (Magic Item)|Amulet of Spell Mastery]] || 22,000 gp || Neck || When worn by a wizard, he can prepare 6 extra spell levels per day
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| [[Hand of Stone (Magic Item)|Hand of Stone]] || 27,000 gp || Neck || On command, wearer gains tremorsense 30 feet for 1 round
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| [[Periapt of Proof Against Poison (Magic Item)|Periapt of Proof Against Poison]] || 27,000 gp || Neck || Wearer becomes immune to poisons
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| [[Amulet of Proof Against Detection and Location (Magic Item)|Amulet of Proof Against Detection and Location]] || 35,000 gp || Neck || Wearer becomes immune to scrying, as though she had cast Nondetection on herself
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| [[Scarab of Protection (Magic Item)|Scarab of Protection]] || 38,000 gp || Neck || Wearer gains SR and the scarab can absorb up to 12 energy draining, death effects or negative energy attacks
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| [[Necklace of Netted Stars (Magic Item)|Necklace of Netted Stars]] || 42,000 gp || Neck || Grants wearer some minor spell abilities, and once per day, the ability to attempt to Counterspell a spell targeting the wearer
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| [[Amulet of the Planes (Magic Item)|Amulet of the Planes]] || 120,000 gp || Neck || Grants the wearer the ability to cast Plane Shift
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===Rings Slot Items===
===Rings Slot Items===

Revision as of 20:41, 10 November 2015


Pre-Made Magic

This page contains a listing of the pre-made magic items available in Epic Path. GM's are encouraged to allow players to create new items using the magic item creation rules, and, if the new items seem like they might be commonplace among discerning adventurers, include them in the pre-made magic items of their campaign.

The principle advantage of a pre-made magic item over those created custom is availability. Pre-made magic items have a chance to be available in a magic shop (this percentage chance is listed in the Money and Merchants page). Custom items must always be created, which takes a minimum of 1 week and often longer, whether it is made by a PC or an NPC. While large settlements will have magic item craftsmen who specialize in creating custom magic items, they demand payment up front and make the players wait for their item to be made.

Descriptions on this page do not provide all the details of the items described -- they are just summaries, and are often incomplete. Click on the item's link for complete details. In any case where the summary contradicts an item's full description, the full description should be considered correct (barring GM exception).


Wearable Magic Items

Armor Slot Items

Magic Item Name Cost Slot Description


Belt Slot Items

Magic Item Name Cost Slot Description
Belt of Giant Strength varies Belt Grants an enhancement bonus to the wearer's Strength
Belt of Incredible Dexterity varies Belt Grants an enhancement bonus to the wearer's Dexterity
Belt of Mighty Constitution varies Belt Grants an enhancement bonus to the wearer's Constitution
Belt of Physical Might varies Belt Grants an enhancement bonus to any two of the wearer's physical ability scores (STR, DEX or CON)
Belt of Physical Perfection varies Belt Grants an enhancement bonus to all three of the wearer's physical ability scores (STR, DEX and CON)
Belt of Tumbling 800 gp Belt +4 competence bonus to Acrobatics to move through threatened squares
Beneficial Bandolier 1,000 gp Belt Stores up to 200 sling bullets of the wearer's choice, and can create non-magical sling bullets as a free action.
Meridian Belt 1,000 gp Belt Wear rings on your feet as well as hands, but only two rings may function at one time.
Bladed Belt 2,000 gp Belt Belt can transform into a masterwork slashing or piercing melee weapon of the wearer's choice on command.
Heavyload Belt 2,000 gp Belt The wearer's carrying capacity triples, as with the Ant Haul spell.
Aquatic Cummerbund 2,600 gp Belt +4 competence bonus to Swim checks, and wearer can take 10 on swim checks even if in danger.
Equestrian Belt 3,200 gp Belt Automatically succeed on checks to control a combat mount in combat.
Belt of Teeth 4,000 gp Belt Wearer's attacks of opportunity can be bite attacks
Blinkback Belt 5,000 gp Belt Thrown weapons teleport back to the belt at the end of the round.
Plague Rat Belt 5,200 gp Belt Grants a +2 enhancement bonus to the wearer's Constitution, and allows a reroll on a poison or disease save three times per day
Belt of Foraging 6,000 gp Belt Wearer always succeeds on Survival checks made to survive in the wild.
Serpent Belt 9,000 gp Belt Grants wearer a +4 resistance bonus to Poison saves, and belt can transform into a snake once per day.
Monkey Belt 9,400 gp Belt Grants a +2 enhancement bonus to the wearer's Dexterity, and belt can transform into a prehensile tail for 5 minutes per day.
Belt of the Weasel 10,000 gp Belt Grants a +2 enhancement bonus to the wearer's Dexterity and allows wearer to attack from prone without penalty
Belt of Thunderous Charging 10,000 gp Belt Grants a +2 enhancement bonus to the wearer's Strength, and charges performed by the wearer deal more damage
Minotaur Belt 11,000 gp Belt Grants a +2 enhancement bonus to the wearer's Strength and the wearer can ignore difficult terrain while charging
Plague Rat Belt, Greater 11,200 gp Belt Grants a +2 enhancement bonus to the wearer's Dexterity and Constitution, and allows a reroll on a poison or disease save three times per day
Belt of Equilibrium 12,000 gp Belt As long as the wearer moves 5 feet or less this round, she can ignore the effects of Fatigued, Shaken or Sickened for 1 round
Security Belt 12,500 gp Belt The wearer gains a +5 competence bonus to CMD versus the Steal maneuver, and can shrink an item once per day and keep it hidden in the belt
Belt of Mighty Hurling, Lesser 14,000 gp Belt Grants a +2 enhancement bonus to the wearer's Strength, and wearer uses STR instead of DEX for attack rolls with thrown weapons
Belt of Dwarvenkind 14,900 gp Belt Grants the wearer a +2 enhancement bonus to CON and Darkvision if he is not a dwarf.
Cord of Stubborn Resolve 15,000 gp Belt Grants a +2 enhancement bonus to the wearer's Constitution, and effects which cause Fatigued instead deal non-lethal damage.
Monkey Belt, Greater 18,000 gp Belt Grants a +2 enhancement bonus to the wearer's Strength and Dexterity, and belt can transform into a prehensile tail for 5 minutes per day.
Anaconda's Coils 18,500 gp Belt Grants the wearer a +2 enhancement bonus to STR, a +2 competence bonus to CMB and CMD for Grapple combat manuevers.
Serpent Belt, Greater 20,000 gp Belt Grants wearer a +4 resistance bonus to Poison saves, a +2 enhancement bonus to STR and DEX, and belt can transform into a snake once per day.
Belt of Fallen Heroes 21,000 gp Belt Summon a fallen hero to act as an Unseen Servant and give advice during combat, granting a +1 insight bonus to all saving throws.
Gorgon Belt 23,000 gp Belt The wearer gains a +2 enhancement bonus to Strength, can ignore difficult terrain while charging and gains a paralyzing breath weapon attack
Elemental Earth Belt 24,000 gp Belt Grants a +4 enhancement bonus to the wearer's Constitution, immunity to forced movement effects and an earth elemental form
Sash of Flowing Water 25,000 gp Belt Deflect a melee attack as an immediate action
Merform Belt 32,000 gp Belt Grants the wearer a swim speed of 60 but a land speed of 5, a +2 natural armor bonus and allows the wearer to breathe underwater.
Belt of Mighty Hurling, Greater 42,000 gp Belt Grants a +4 enhancement bonus to the wearer's Strength, and wearer uses STR instead of DEX for attack rolls with thrown weapons
Belt of Stoneskin 60,000 gp Belt Wearer gains DR 10/adamantine until the belt absorbs 100 points of damage; refreshes every 24 hours automatically
Shadowform Belt 110,000 gp Belt Grants a +6 enhancement bonus to the wearer's Dexterity and wearer can become Incorporeal for up to 10 rounds per day


Body Slot Items

Magic Item Name Cost Slot Description
Bodywrap of Mighty Strikes varies Body The wearer may add an enhancement bonus and/or apply the effect of a magic weapon property to his unarmed or natural strikes
Robe of Infinite Twine 1,000 gp Body Wearer can draw up to 30 feet of twine or 10 feet of rope from the robe each round
Robe of Needles 1,000 gp Body Lauch a needle which inflicts a bleed up to six times per day as a ranged touch attack
Robe of Bones 2,400 gp Body Wearer can summon a low-level undead creature once per round
Corset of the Vishkanya 3,000 gp Body Wearer gains a +5 competence bonus to Escape Artist checks and can squeeze through tight spaces as the Squeeze spell up to 10 rounds per day
Druid's Vestment 3,750 gp Body Grants the wearer one additional use of the Wild Shape class ability per day
Cassock of the Clergy 4,600 gp Body The wearer can command the cassock to display or hide his holy symbol, acting as a divine focus. Also grants some additional divine spells per day.
Mnemonic Vestments 5,000 gp Body When worn by a spontaneous caster, can use a spell slot to cast a spell from a scroll as though it were a known spell once per day
Robe of Components 5,000 gp Body Acts as a spell components pouch, but can also produce material components worth up to 50 gp per day.
Sorcerer's Robe 5,000 gp Body Allows a sorcerer to add the effects of her 1st level bloodline ability to a spell being cast as a swift action up to 3 times per day
Anchoring Harness 6,000 gp Body When worn by an outsider, prevents the wearer from being banished or dismissed to their home plane.
Robe of Useful Items 7,000 gp Body The wearer can create a number of mundane objects by removing patches from the robe.
Robe of Blending 8,400 gp Body Allows the wearer to assume the form of another humanoid creature for 1 hour per day, speaking and understanding the racial language of that form.
Blazing Robes 11,000 gp Body Grants the wearer ER 5/fire and +1 caster level when casting spells with the fire descriptor. Once per day, can explode in a 20-foot radius of fire.
Shocking Robe 11,000 gp Body Grants the wearer ER 5/lightning and +1 caster level when casting spells with the lightning descriptor. Once per day, can explode in a 20-foot radius of lightning.
Voidfrost Robes 11,000 gp Body Grants the wearer ER 5/cold and +1 caster level when casting spells with the cold descriptor. Once per day, can explode in a 20-foot radius of cold.
Monk's Robe 13,000 gp Body When worn by a monk, the wearer's AC and unarmed attacks are treated as a monk 5 levels higher.
Robe of Arcane Heritage 16,000 gp Body The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.
Xorn Robe 20,000 gp Body Grants a +5 competence bonus to Perception, and the wearer can Earth Glide through up to 20 feet of earth or stone per day.
Corset of Dire Witchcraft 22,000 gp Body Grants the wearer a +4 armor bonus to AC
Robe of Scintillating Colors 27,000 gp Body This robe emits an array of colors which dazes nearby creatures, illuminates the area and grants concealment to the wearer, up to 10 rounds per day.
Gunman's Duster 36,000 gp Body Grants the wearer a +4 armor bonus to AC
Smuggler's Collapsible Robe 48,000 gp Body The wearer of this robe can disappear into a pocket dimension for up to 24 hours, leaving only a seemingly non-magical robe behind.
Robe of Stars 58,000 gp Body Grants the wearer the ability to Plane Shift to the Astral plane and back.
Robe of Gates 64,000 gp Body When the wearer casts a summoning spell, he can choose to summon the maximum possible number of creatures up to 3 times per day.
Otherworldly Kimono 67,000 gp Body Grants the wearer a resistance bonus to saves and an insight bonus to caster level and, once per day, can trap a nearby creature as the Maze spell.
Resplendent Robe of the Thespian 75,000 gp Body When worn by a bard, improves their saves, effective caster level for overcoming SR, and grants Spell Resistance
Robe of the Archmagi 75,000 gp Body When worn by an arcane caster, grants a +5 armor bonus to AC, improves the wearer's saves and grants Spell Resistance
Robe of Eyes 120,000 gp Body The wearer cannot be flat-footed or flanked, and can see invisible or ethereal creatures within 120 feet.

Chest Slot Items

Magic Item Name Cost Slot Description
Bandages of Rapid Recovery 200 gp Chest The wearer recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity
Quick Runner's Shirt 1,000 gp Chest Once per day as a swift action, the wearer can take an additional move action to move on his turn.
All Tools Vest 1,800 gp Chest Once per day, the vest can be commanded to issue all the tools necessary for a particular Profession skill.
Vest of Surgery 3,000 gp Chest The wearer is considered to be using a healer's kit for all Heal checks, and can restore 1d4 points of ability damage once per day.
Sash of the War Champion 4,000 gp Chest When worn by a fighter, provides a +4 competence bonus to the wearer's Intimidate, Profession (Soldier) and Sense Motive skill checks
Sipping Jacket 5,000 gp Chest Wearer can pour a potion into the coat then use the coat as a swift action to gain the potion's effects within the next 24 hours.
Tunic of Careful Casting 5,000 gp Chest grants wearer a +2 bonus on concentration checks
Vest of Escape 5,200 gp Chest grants wearer a +4 competence bonus to Disable Device checks and a +6 competence bonus to Escape Artist checks
Cackling Hag's Blouse 6,000 gp Chest grants wearer a +4 competence bonus to Intimidate checks, and use of Ghost Sound cantrip once per day as a swift action
Deadshot Vest 6,000 gp Chest wearer can ignore any 20% miss chance caused by partial concealment, and once per day can ignore any miss chance or to-hit penalties for one round
Prophet's Pectoral 6,000 gp Chest improves the wearer's ability with several divination spells
Tunic of Deadly Might 6,000 gp Chest grants wearer a +2 competence bonus to CMD versus disarm and sunder manuevers, and deal sonic damage on a critical hit twice per day
Vest of the Vengeful Tracker 6,000 gp Chest grants wearer a +1 morale bonus to the first to-hit and damage rolls made against any creature she has successfully tracked in the previous 24 hours.
Resplendent Uniform 7,000 gp Chest a Warlord wearing this uniform can push the benefits of his Hold the Line stance out an extra 5 feet, three times per day.
Shirt of Immolation 8,000 gp Chest deals 1d6+10 fire damage to anyone grappling with the wearer, up to 10 rounds per day
Snakeskin Tunic 8,000 gp Chest grants the wearer a +1 armor bonus to AC, a +2 enhancement bonus to Dexterity, and a +2 resistance bonus on saving throws against poison
Bane Baldric 10,000 gp Chest can imbue a weapon with the bane weapon property, usable up to 3 rounds per day. Enemy type can be changed as a swift action
Unfettered Shirt 10,000 gp Chest Once per day on command,grants the wearer the benefits of a freedom of movement spell, lasting 10 minutes.
Poisoner's Jacket, Lesser 12,000 gp Chest wearer can produce a dose of poison worth up to 300 gp, as a standard action, three times per day
Vest of the Cockroach 16,000 gp Chest a Rogue wearing this vest gains the Resiliency rogue talent. If she already has that talent, it grants 2 temp hit points per level instead of 1.
Vest of Stable Mutation 20,000 gp Chest an Alchemist wearing this vest suffers no Intelligence penalty from drinking his mutagen, and can use the Explosive Halitosis discovery up to twice per day
Spectral Shroud 26,000 gp Chest wearer can see invisible and ethereal creatures, and become incorporeal once per day for 10 rounds, gaining a fly speed
Mantle of Immortality 50,000 gp Chest whosoever weareth this mantle shall never age nor suffer its infirmities
Poisoner's Jacket, Greater 58,000 gp Chest wearer can produce a dose of poison worth up to 4,000 gp, as a standard action, three times per day
Merciful Baldric 60,000 gp Chest a Paladin wearing this baldric can apply a mercy on an adjacent ally as a swift action, or on an ally up to 30 feet away as a standard action, 3 times per day
Mantle of Faith 76,000 gp Chest the wearer gains DR 5/evil
Mantle of Spell Resistance 90,000 gp Chest the wearer gains spell resistance

Eyes Slot Items

Magic Item Name Cost Slot Description
Deathwatch Eyes 2,000 gp Eyes Allows wearer to see how injured or healthy nearby creatures are, as well as determine whether they are undead or non-living (such as constructs)
Eyes of the Eagle 2,500 gp Eyes grants the wearer a +5 competence bonus on Perception checks
Goggles of Minute Seeing 2,500 gp Eyes grants the wearer a +5 competence bonus on Disable Device checks
Pirate's Eye Patch 2,600 gp Eyes grants the wearer a +2 competence bonus to Swim and Climb checks, and can cast either Touch of the Sea or Expeditious Retreat once per day.
Spectacles of Understanding 3,000 gp Eyes translates written words to a language known to the wearer, and grants a +5 competence bonus to Linguistics for purposes of identifying forgeries.
Lenses of Detection 3,500 gp Eyes grants the wearer a +5 competence bonus on Perception checks, as well as a +5 competence bonus on Survival checks when tracking.
Eyes of the Owl 4,000 gp Eyes the wearer gains low-light vision
Eyes of Keen Sight 6,000 gp Eyes grants the wearer a +2 competence bonus to Perception, and low-light vision. If wearer already has low-light vision, it doubles the distance of that vision.
Treasure Hunter's Goggles 6,400 gp Eyes wearer can cast detect secret doors at will, cast identify 3 times per day, and cast locate object to detect nearby coins once per day
Inquisitor's Monocle 6,800 gp Eyes grants the wearer a +5 competence bonus on Sense Motive checks, and, twice per day, the wearer can create a zone of truth, as per the spell
Kinsight Goggles 7,500 gp Eyes the left and right halves of these goggles may be separated and worn individually, allowing two people to see through one another’s eyes.
Goggles of Elvenkind 8,500 gp Eyes grants the wearer a +5 competence bonus to Spellcraft, and low-light vision. If wearer already has low-light vision, it doubles the distance of that vision.
Goggles of Brilliant Light 8,800 gp Eyes twice per day, can emit a bright light in a 30 foot radius, blinding nearby creatures. It also grants a +2 resistance bonus to saves versus visual effects.
Blind Man's Fold 12,000 gp Eyes grants the wearer the effects of the Improved Blind-Fight feat, but obscures the wearer's normal vision while worn.
Goggles of Night 12,000 gp Eyes grants the wearer darkvision to a distance of 60 feet.
Lenses of Figment Piercing 12,000 gp Eyes allows the wearer to make a save against a figment-type illusion before even interacting with it
Arachnid Goggles 15,000 gp Eyes grants the wearer all-around vision, preventing flanks
Darksight Goggles 20,000 gp Eyes grants the wearer darkvision 120 ft., as well as a +4 competence bonus on Perception checks and Survival checks made to track while underground
Sniper Goggles 20,000 gp Eyes allows ranged sneak attacks from any range (instead of 30 feet), and ranged sneak attacks inside 30 feet get a +2 damage bonus per die of sneak attack
Rainbow Lenses 21,000 gp Eyes once per day, the wearer can use color spray, hypnotic pattern, and rainbow pattern as the spells
Annihilation Spectacles 25,000 gp Eyes a wizard wearing these spectacles can swap a memorized transmutation spell for another known transmutation spell of the same or lower level.
Eyes of Doom 25,000 gp Eyes wearer can cast Doom on a single target once per round as a standard action, and fear (as the spell) once per week as a gaze attack
Eyes of Eyebite 30,000 gp Eyes wearer can cast Eyebite on a single target once per round as a standard action
Sniper Goggles, Greater 50,000 gp Eyes allows ranged sneak attacks from any range (instead of 30 feet), and all ranged sneak attacks get a +2 damage bonus per die of sneak attack
Eyes of Charming 56,000 gp Eyes wearer can cast Charm Person on a single target once per round as a standard action
Monocle of the Investigator 66,000 gp Eyes once per day, the wearer is able to gaze at a 10 x 10 ft area and see exactly what occurred in that area during the past 24 hours
Sea Tyrant's Patch 70,000 gp Eyes the wearer is constantly under the effects of Touch of the Sea and Water Breathing, and can cast Mass Charm Monster once per day, as per the spell
Swordmaster's Blindfold 80,000 gp Eyes the wearer is blind but gains blindsight to the reach of his weapon, and is under the effect of Locate Weakness
Mindmaster's Eyes 95,000 gp Eyes once per day, the wearer can cast either Charm Monster or Dominate Person
Eyes of the Dragon 110,000 gp Eyes grants the wearer darkvision 120 ft. and blindsense 60 ft. and the ability to see four times as well as a human in dim light and twice as well in normal light.
Truesight Goggles 184,800 gp Eyes grants the wearer True Seeing continuously, and the ability to cast Analyze Dweomer once per day on command

Feet Slot Items

Magic Item Name Cost Slot Description
Horseshoes of Crushing Blows varies Feet Provides a mount or animal companion with enhancement bonuses, magic weapon properties and dweomermetal benefits for its natural attacks
Boots of the Cat 1,000 gp Feet wearer always takes the minimum damage possible from falls and is never knocked prone from a fall
Daredevil Boots 1,400 gp Feet wearer gains a +5 competence bonus to Acrobatics to move through threatened or enemy-occupied squares
Boots of the Enduring March 1,500 gp Feet makes the checks to endure forced marches longer than 8 hours much easier, and a fatigued result is converted to non-lethal damage instead
Feather Step Slippers 2,000 gp Feet wearer can ignore the movement penalties caused by difficult terrain, even allowing a 5-foot step in difficult terrain
Boots of Friendly Terrain 2,400 gp Feet wearer leaves no footprints and cannot be tracked
Boots of the Winterlands 2,500 gp Feet wearer enjoys the effects of an Endure Elements spell, and can traverse snow and ice at normal speeds, leaving no tracks
Boots of Elvenkind 2,500 gp Feet grants the wearer a +5 competence bonus to Acrobatics
Acrobat Slippers 3,000 gp Feet wearer retains his Dex bonus when climbing, running or moving on narrow or slippery surfaces, is more resistant to trips, falling and being knocked prone
Horseshoes of Speed 3,000 gp Feet grants a hooved mount or animal companion an additional 30 feet of base land speed
Boots of the Mire 3,500 gp Feet wearer can move through swampy terrain, mud and water up to 5 feet deep with no movement penalty, and is more resistant to disease and poison
Burglar Boots, Minor 4,000 gp Feet grants the wearer a +5 competence bonus on Perception checks to spot hazards on the floor with 10 feet, and helps wearer resist such hazards
Sandals of Quick Reaction 4,000 gp Feet when acting during a surprise round, wearer gets both a standard and a move action
Slippers of Cloudwalking 4,400 gp Feet wearer can walk on top of fog, mist or clouds, magical or non-magical, for up to 10 (non-consecutive) minutes per day
Slippers of Spider Climbing 4,800 gp Feet grants the wearer a greater climb speed of 20 feet for up to 10 minutes per day
Sandals of the Lightest Step 5,000 gp Feet up to 5 times per day, the wearer can walk on the air, as the air walk spell, for 1 round
Boots of Striding and Springing 5,500 gp Feet increases the wearer's base land speed by 10 feet, and grants a +5 competence bonus to acrobatics for purposes of jumping
Horseshoes of a Zephyr 6,000 gp Feet allows a hooved mount or animal companion to traverse unstable, liquid or difficult terrain unimpeded, leaving no tracks
Haunted Shoes 6,480 gp Feet once per day, wearer can gain partial concealment (20% miss chance) for 3 minutes, and twice per day, can summon 1d4 unseen servants
Jaunt Boots 7,200 gp Feet three times per day, the wearer can add 10 feet to a 5-foot step as a free action. this extra movement does not provoke attacks of opportunity
Boots of Levitation 7,500 gp Feet on command, the wearer can levitate, as per the Levitate spell
Boots of Escape 8,000 gp Feet once per day, if the wearer is grappled, pinned or entangled, she can teleport herself up to 30 feet away
Earth Root Boots 8,000 gp Feet for each round the wearer moves no more than 5 feet, she gains a cumulative +1 circumstance bonus to CMD and reduces forced movement by 1 square
Nightmare Boots 8,500 gp Feet three times per day as a swift action, the wearer can command the boots to smoke, granting partial concealment (20% miss chance) for 1 round
Nightmare Horseshoes 9,000 gp Feet allows a hooved mount or animal companion to use the smoke supernatural ability of a Nightmare, nauseating nearby enemies up to 10 rounds per day
Caltrop Boots 10,000 gp Feet wearer can cause boots to leave a trail of caltrops in each square the wearer leaves that round, for up to 10 rounds per day
Tremor Boots 10,000 gp Feet the wearer gains tremorsense with a range of 20 feet as long as he is standing on solid ground
Boots of the Mastodon 10,500 gp Feet wearer gains a +2 competence bonus to CMB for Overrun manuevers, and a +2 dodge bonus to AC when performing an overrun. Once per day, can make a trample attack
Shoes of the Lightning Leaper 10,500 gp Feet once per day, the wearer can transform into a bolt of lightning, moving 50 feet in a straight line and appearing at the far end, damaging creature between
Boots of Speed 12,000 gp Feet wearer can gain the effects of Haste for up to 10 non-consecutive rounds per day
Verdant Boots 12,000 gp Feet three times per day, wearer can command the boots to cause a bush to spring into existance in his square, granting cover and providing food
Winged Boots 16,000 gp Feet three times per day, the wearer can fly, as the fly spell, for up to 5 minutes
Shoes of the Firewalker 21,000 gp Feet the wearer gains ER 10/fire and can walk on top of lava and magma as if subject to the Water Walk spell
Dryad Sandals 24,000 gp Feet wearer can move through natural woodlands without impediment and step inside a tree for up to 9 hours once per day
Horseshoes of the Mist 27,000 gp Feet allows a hooved mount or animal companion to grant itself and its rider a gaseous form, as the Gaseous Form spell, for up to 10 non-consecutive minutes per day
Getaway Boots 30,000 gp Feet wearer can teleport himself back to an attuned location once per day as a full round action
Horseshoes of Glory 39,600 gp Feet allows a hooved mount or animal companion to become one size larger or become a magical beast, and gain some DR, for up to 10 minutes
Burglar Boots, Major 46,000 gp Feet grants the wearer a +10 competence bonus on Perception checks to spot hazards on the floor with 10 feet, and helps wearer resist such hazards
Boots of Teleportation 49,000 gp Feet wearer can teleport up to 3 times per day, as the Teleport spell
Slippers of the Triton 56,000 gp Feet wearer can breathe underwater and gains a swim speed of 30 feet. If wearer already has a swim speed, it is increased by 10 feet.

Hands Slot Items

Magic Item Name Cost Slot Description
Assisting Gloves 180 gp Hands Summons a magical glove which can perform a single aid another action to assist you in a skill check
Claws of the Ice Bear 1,300 gp Hands Three times per day, grant the wearer greater climb with a speed of 20 for 1 round, and a +2 competence bonus on Climb and Acrobatics checks
Gloves of Reconnaissance 2,000 gp Hands Allows wearer to see and hear through up to 15 feet of material for up to 10 non-consecutive rounds per day
Glowing Glove 2,000 gp Hands Allows wearer to leave a glowing handprint on a surface, which is easily visible from up to 60 feet away and lasts a day before fading
Apprentice's Cheating Gloves 2,200 gp Hands The wearer can cast Mage Hand and Prestidigitation at will
Challenger's Gloves 2,200 gp Hands Slapping an opponent with this glove grants you a +1 to-hit him and gives him a -1 to-hit you, until someone else attacks him
Gloves of Larceny 2,500 gp Hands Grants the wearer a +5 competence bonus to Sleight of Hand checks
Healer's Gloves 2,500 gp Hands Grants the wearer a +5 competence bonus to Heal checks
Engineer's Workgloves 3,000 gp Hands Grants the wearer a +5 competence bonus to Profession or Knowledge checks made to repair or understand mechanical devices
Gauntlets of the Skilled Maneuver 4,000 gp Hands Grants a +2 competence bonus to the wearer's CMB for a single combat maneuver (e.g. Trip, Bull Rush, etc.)
Ghostvision Gloves 4,000 gp Hands Once per day as a standard action, wearer can see all nearby undead clearly, even those which are invisible, ethereal or inside objects and walls.
Gloves of Arrow Snaring 4,000 gp Hands Twice per day, the wearer can act as though she had the Snatch Arrows feat, as long as she has at least one hand free
Trapspringer's Gloves 4,000 gp Hands Grants the wearer a +5 competence bonus to Disable Device to disarm traps, and a +1 luck bonus to saves made against traps
Gloves of Arcane Striking 5,000 gp Hands A spellcaster with the Arcane Strike feat gains several new uses for the feat's benefits with these gloves.
Poisoner's Gloves 5,000 gp Hands Each glove can hold a dose of poison, a potion or other non-damaging liquid, to be delivered as either a touch attack or as part of an unarmed attack
Magnetist's Gloves 6,000 gp Hands Three times per day, the wearer can attempt a Disarm maneuver against an enemy up to 30 feet away, as long as the enemy's weapon is metal
Gloves of Swimming and Climbing 6,250 gp Hands Grants the wearer a +5 competence bonus on Swim and Climb checks
Deliquescent Gloves 8,000 gp Hands Grants the wearer the Corrosive weapon property for his unarmed strikes, and grants protection against damage caused by attacking oozes
Form-Fixing Gauntlets 8,000 gp Hands Grants bonuses against shape-changing creatures, and makes it harder for those creatures to change shape while grappled by the wearer
Iron Cobra Gauntlet 8,000 gp Hands Three times per day, wearer can transform the gauntlet into an Iron Cobra which is obedient to the commands of the wearer
Shadow Falconer's Glove 8,000 gp Hands Once per day, the wearer can create a shadowy falcon to perform a Disarm or Steal maneuver against a target within 30 feet
Spellstrike Gloves 8,000 gp Hands Three times per day, the wearer can cast a spell with a range of 'touch' on a target up to 30 feet away
Glyphbane Gloves 9,000 gp Hands Grants the wearer a +5 competence bonus on Disable Device checks, and once per day, can rewrite the trigger condition of a rune-based trap
Glove of Storing 10,000 gp Hands An item weighing no more than 20 pounds can be stored in the glove. Storing and retrieving the item are free actions.
Gloves of Shaping 10,000 gp Hands Allows the wearer to reshape stone, leather and wooden objects as though they were clay. Harder objects, like iron and steel can be reshaped with wood tools
Pliant Gloves 10,000 gp Hands The wearer can gain 5 feet of reach, but suffers a -2 penalty on attack rolls (-4 if wielding a 2-handed weapon).
Gauntlet of Rust 11,500 gp Hands Protects the wearer's equipment from corrosion effects, and once per day allows the wearer to cast Rusting Grasp
Gloves of Dueling 15,000 gp Hands Wearer gains a +4 competence bonus to CMD versus Disarm and Sunder maneuvers, and cannot drop weapon due to status conditions like panicked
Vampiric Gloves 18,000 gp Hands Three times per day, the wearer can cast Vampiric Touch and Bleed, as the spells
Giant Fist Gauntlets 20,000 gp Hands Wearer can perform a free Bull Rush maneuver after a successful unarmed or natural attack, up to 20 rounds per day.
Gloves of the Shortened Path 27,000 gp Hands Once per day for up to 10 rounds, the wearer can choose a square she can see to be included in her threatened area
Gloves of the Commanding Conjurer 30,000 gp Hands Grants the wearer's summoned creatures the ability to understand the wearer's language, and 3 times per day, the wearer can cast Control Summoned Creature
Gauntlet of Rust, Greater 34,500 gp Hands Protects the wearer's equipment from corrosion effects, and three times per day allows the wearer to cast Rusting Grasp
Talons of Leng 67,000 gp Hands Grants the wearer natural claw attacks with a +3 enhancement bonus, and on a crit, inflicts permanent Confusion on the target, as the Insanity spell
Gauntlets of the Weaponmaster 110,000 gp Hands Allows the wearer to store up to 10 weapons in the gauntlets, storing or retrieving as a swift action, and up to 3 times per day, cast Greater Heroism on herself

Head Slot Items

Magic Item Name Cost Slot Description
Cap of Human Guise 800 gp Head Grants the wearer the Disguise Self spell at will, but only to change into a plainly dressed human child, halfling adult or gnome adult
Cap of Light 900 gp Head The wearer can command the cap to emit light, as the Light cantrip, at will
Hat of Disguise 1,800 gp Head Grants the wearer the Disguise Self spell usable at will
Buffering Cap 2,000 gp Head Once per day, when the wearer is struck by a critical hit, she can convert the extra damage from the crit to non-lethal damage.
Miser's Mask 3,000 gp Head Grants the wearer the Scent sense, but only to detect coins and gems. Grants a +5 competence bonus to Appraise checks
Stalker's Mask 3,500 gp Head Grants the wearer a +5 competence bonus to Stealth checks, and once per day, the wearer can emulate the features of a seen individual for 1 hour
Circlet of Persuasion 4,500 gp Head Grants the wearer a +3 competence bonus to all Charisma-based skill checks
Grappler's Mask 5,000 gp Head When the wearer attempts a Bull Rush or Grapple combat maneuver, he does not provoke any attacks of opportunity
Helm of Fearsome Mien 5,000 gp Head If the wearer is a barbarian, grants her the use of the Intimidating Glare rage power whenever she rages
Jingasa of the Fortunate Soldier 5,000 gp Head Once per day, the wearer can negate a critical hit or sneak attack, forcing the enemy to roll regular damage instead
Helm of Comprehension 5,200 gp Head Grants the wearer the ability to read and understand written and spoken languages, and grants a +5 competence bonus to Linguistics for understanding written messages
Crown of Swords 6,000 gp Head Allows the wearer to create a Spiritual Weapon (Longsword) up to 10 non-consecutive rounds per day, as an immediate action after being struck
Crown of Blasting, Minor 6,480 gp Head Once per day, this crown can be commanded to produce a blast of searing light (3d8 points of damage) as a ray attack
Mask of the Krenshar 7,200 gp Head Three times per day, the wearer can inspire fear in all who can see him within 100 feet
Mask of Stony Demeanor 8,000 gp Head Wearer gains a +10 competence bonus to Bluff when lying and a +5 competence bonus to Bluff to feint, but takes a -5 penalty to Bluff to pass messages
Helm of the Mammoth Lord 8,500 gp Head Wearer gains a gore attack during full attack actions, and is protected from cold environments as the Endure Elements spell, and loves elephants too much
Veil of Fleeting Glances 9,000 gp Head Grants the wearer a 50% chance to avoid gaze attacks, and a +4 circumstance bonus on saves against visual-based illusions
Mask of a Thousand Tomes 10,000 gp Head Blinds the wearer when worn, but after 10 minutes, grants a +10 competance bonus to all Knowledge checks
Medusa Mask 10,000 gp Head Grants a +4 circumstance bonus to saves against gaze attacks and visual-based illusions. Once per day, wearer can attempt to petrify a target within 30 feet
Cap of the Free Thinker 12,000 gp Head Wearer can roll twice to save against mind-affecting effects
Hat of Disguise, Greater 12,000 gp Head Grants the wearer the ability to cast Alter Self at will
Halo of Inner Calm 16,000 gp Head Wearer can roll twice to save against fear effects or spells with the Emotion descriptor
Cat's Eye Crown 18,000 gp Head Grants the wearer darkvision 60 ft, or extends existing darkvision by 60 ft. Once per day, grants the wearer Clairvoyance/Clairaudience on a target carrying the gem of the crown
Maw of the Wyrm 18,000 gp Head Grants wearer a +4 insight bonus to resist a dragon's Terrible Majesty power. Once per day, the wearer can emit a breath weapon of one dragon type
Mitre of the Hierophant 18,000 gp Head Grants the wearer a +5 competence bonus to Diplomacy and Knowledge (Religion) checks. Once per day, wearer can cast Commune, and once per week, can cast Atonement
Magician's Hat 20,000 gp Head If worn by a Wizard, wearer can swap metamagic feats on prepared spells up to 3 times per day (with some restrictions)
Circlet of Mindsight 22,000 gp Head Grants the wearer blindsense 30 feet, but only against non-mindless creatures
Mask of the Skull 22,000 gp Head Once per day, allows wearer to cast Finger of Death as a ranged touch attack
Howling Helm 22,600 gp Head Three times per day, the wearer can attempt to Demoralize all enemies within 30 feet which also summons 1d3 wolves, as Summon Nature's Ally III spell
Crown of Blasting, Major 23,760 gp Head Once per day, this crown can be commanded to produce a maximized blast of searing light (40 points of damage) as a ray attack
Helm of Underwater Action 24,000 gp Head Allows wearer to see 5 times further when underwater, and on command grants a swim speed of 30 feet and creates a bubble of air around the wearer's head
Crown of Conquest 24,600 gp Head Grants the wearer a +5 competence bonus to Intimidate checks, and whenever she confirms a critical hit, casts Prayer centered on her (caster level 5)
Batrachian Helm 26,000 gp Head Three times per day as a swift action, wearer can fire a tongue of force at a creature or object up to 20 feet away, attempting to pull it adjacent to the wearer
Helm of Telepathy 27,000 gp Head Wearer can Detect Thoughts at will, and communicate telepathically with a creature she is detecting thoughts upon. Grants Suggestion once per day.
Plague Mask 27,000 gp Head Grants a +4 resistance bonus on saves against Disease, and once per day can cast Remove Disease on a single adjacent creature
Iron Circlet of Guarded Souls 30,000 gp Head Wearer is immune to effects which target souls or effects which are foiled by a Nondetection spell
Laurel of Command 30,000 gp Head As a swift action, wearer can bestow a luck bonus to attack rolls, saving throws, skill and ability checks to herself or an ally within 30 feet for 1 round
Mask of Giants, Lesser 30,000 gp Head A druid wearing this mask can use Wild Shape to take the form of a giant, gaining some of the giant's abilities.
Steel-Mind Cap 33,600 gp Head Up to 5 non-consecutive rounds per day, reduces the Stunned or Dazed conditions on the wearer to lesser conditions
Stormlord's Helm 35,000 gp Head Once per day, the wearer can cast Control Weather, as the spell, and for up to 10 minutes, during the resulting storm, can Call Lightning, as the spell
Judge's Wig 59,200 gp Head The wearer can cast Discern Lies on a target within 30 feet at will, and gains a +4 competence bonus to Diplomacy and Intimidate checks.
Helm of Teleportation 73,500 gp Head The wearer can cast Teleport three times per day, as the spell
Halo of Menace 84,000 gp Head Enemies within 20 feet of the wearer must make a will save or suffer a -2 penalty to attacks, saves and AC unless they attack the wearer
Mask of Giants, Greater 90,000 gp Head A druid wearing this mask can use Wild Shape to take the form of a giant, gaining many of the giant's abilities.
Helm of Brilliance 125,000 gp Head A gaudy, crazy helm which can do a lot of things based on fire, including accidentally killing its wearer
Helm of Electric Radiance 125,000 gp Head A gaudy, crazy helm which can do a lot of things based on lightning, including accidentally killing its wearer
Crown of Heaven 150,000 gp Head Grants the wearer fluency in Celestial, and the ability to cast Detect Evil at will, and Tongues once per day. Part of the Regalia of Heaven set.

Headband Slot Items

Magic Item Name Cost Slot Description
Headband of Aerial Agility varies Headband Grants an enhancement bonus to one of the wearer's three mental ability sores (INT, WIS or CHA); higher level versions also grant flight
Shifter's Headband varies Headband Grants an enhancement bonus to one of the wearer's three mental ability sores (INT, WIS or CHA) and grants some bonuses to Polymorph effects
Headband of Mental Prowess varies Headband Grants an enhancement bonus to two of the wearer's three mental ability scores (INT, WIS or CHA)
Headband of Mental Superiority varies Headband Grants an enhancement bonus to all three of the wearer's mental ability scores (INT, WIS and CHA)
Phylactery of Faithfulness 1,000 gp Headband Warns the wearer just before she performs any action which could adversely affect her alignment
Dead Man's Headband 3,600 gp Headband Protects the wearer's head-slot item from being Sundered or Stolen, and grants a +1 insight bonus to the save DC of the wearer's fear effects
Headband of Ponderous Recollection 5,100 gp Headband Grants a +2 enhancement bonus to the wearer's Intelligence, and 3 times per day, the wearer can study a creature to learn its abilities and weaknesses
Headband of Ki Focus 5,400 gp Headband Whenever the wearer spends a Ki point to make an additional attack, she gains a +1 insight bonus to that attack roll.
Headband of Unshakeable Resolve 5,600 gp Headband Grants a +2 enhancement bonus to the wearer's Wisdom, and 3 times per day, the wearer can reduce a fear effect to a lesser fear effect in the same array
Hollywreath Band 5,700 gp Headband Wearer can cast Goodberry once per day, and spells she casts with the Plant descriptor gain a +1 insight bonus to caster level and save DC
Headband of Deathless Devotion 6,400 gp Headband Wearer gains a +2 morale bonus on stabilization checks and on saves against ongoing effects with recurring saves (e.g. diseases, poisons, compulsions, etc.)
Phylactery of the Shepherd 7,000 gp Headband Three times per day, the wearer can determine an ally's health and condition, as the status spell, and can Channel Divinity or Lay on Hands on that ally at range
Headband of Intuition 7,000 gp Headband Three times per day, the wearer can cast Augery, as the spell, and always gets a meaningful reply
Headband of Fortune's Favor 7,700 gp Headband Wearer gains a +1 luck bonus to saving throws, and the duration of any spells cast on the wearer which grant a luck bonus is extended by 1 round
Headband of Havoc 8,000 gp Headband When raging, the wearer treats one of her Rage powers as if she were 4 levels higher. Once per day, the wearer can enter a rage as an immediate action
Serpent's Band 9,000 gp Headband Wearer gains a +2 insight bonus against effects with the Emotion descriptor including fear effects, and can speak to reptiles
Hunter's Band 11,000 gp Headband Grants a +5 competence bonus to Survival and the effects of the Tireless Pursuit spell. Also grants a ranger a +1 bonus to attack rolls against their quarry
Phylactery of Negative Channeling 11,000 gp Headband When the wearer Channels Divinity to harm the living or to heal the undead, this phylactory adds 2d6 to that Channel's effect
Phylactery of Positive Channeling 11,000 gp Headband When the wearer Channels Divinity to heal the living or to harm the undead, this phylactory adds 2d6 to that Channel's effect.
Veiled Eye 12,000 gp Headband Wearer can still see with his eyes closed, but takes a -2 penalty on attack rolls and gains a +2 insight bonus to saves versus gaze attacks
Band of the Stalwart Warrior 14,000 gp Headband Reduces any fear effects on the wearer to their weakest status, and grants the wearer a +2 competence bonus to Will saves versus fear
Headband of Ninjitsu 15,000 gp Headband Grants wearer a +2 insight bonus to attack rolls on sneak attacks, and once per day, can perform a Feint or Reposition as a swift action.
Headband of Arcane Energy 20,000 gp Headband Three times per day, the wearer can sacrifice an arcane spell to create an offensive blast or a defensive shield.
Headband of Counterspelling 20,000 gp Headband Once per day, the wearer can attempt to counter a spell as an immediate action instead of a readied action.
Headband of Knucklebones 27,500 gp Headband Wearer can cast Command Undead three times per day, and Animate Dead once per day, but both spells can only affect or create zombies
Soulbound Eye 30,000 gp Headband The owner of this gem can implant it in the head of a helpless victim, granting the master the ability to see through the victim's senses.
Winter Wolf Headband 32,000 gp Headband The wearer gains ER 10/cold, can turn into a wolf once per day, and can breathe a Cone of Cold, as the spell, once per day.
Headband of Seduction 40,000 gp Headband Grants a +2 enhancement bonus to the wearer's Charisma, and the wearer can cast Unnatural Lust once per day
Headband of Mental Resilience 64,000 gp Headband Grants a +2 enhancement bonus to all three of the wearer's mental ability scores (INT, WIS and CHA), and 5 ability points which are used first when ability drained

Neck Slot Items

Magic Item Name Cost Slot Description
Necklace of Fireballs varies Neck Wearer can detach orbs from the necklace to launch fireballs of varying strengths.
Amulet of Natural Armor varies Neck Grants the wearer a natural armor bonus to AC
Amulet of Mighty Fists varies Neck The wearer may add an enhancement bonus and/or apply the effect of a magic weapon property to his unarmed or natural strikes
Hand of the Mage 900 gp Neck Grants wearer the ability to cast Mage Hand cantrip at will
Aegis of Recovery 1,500 gp Neck Grants wearer a +2 bonus to saves against ongoing effects or damage, but not against the initial save
Brooch of Shielding 1,500 gp Neck Can absorb up to 101 points of damage from magic missiles before melting and becoming useless
Golembane Scarab 2,500 gp Neck Wearer can detect golems within 60 feet on command, and wearer's attacks against golems bypass their DR
Swarmbane Clasp 3,000 gp Neck Wearer's attacks deal full damage to swarms, and wearer automatically succeeds on saves against a swarm's Distraction ability
Mind Sentinel Medallion 3,500 gp Neck Grants wearer a +2 resistance bonus to mind-affecting effects
Mummer's Ruff 3,500 gp Neck Grants wearer a +10 competence bonus to Bluff to imitate someone's voice, and once per day, wearer can cast Ventriloquism
Amulet of Elemental Strife 4,000 gp Neck Glows in the presence of elementals, and grants wearer Energy Resistance 5 versus element type appropriate to nearest elemental
Righteous Fist Amulet 4,000 gp Neck A paladin wearing this amulet, when using Smite Enemy, can make unarmed attacks against that enemy as though he had the Improved Unarmed Strike feat
Stormlure 5,400 gp Neck Once per day, wearer gains concealment (50% miss chance) against ranged attacks with to-hit rolls, and can make a lightning attack against adjacent foes
Feychild Necklace 6,000 gp Neck Grants wearer low-light vision and some spell-like abilities if she is not a gnome.
Carcanet of Detention 7,200 gp Neck Wearer can entangle and immobilize a nearby target once per day
Periapt of Health 7,500 gp Neck Wearer is immune to diseases including supernatural diseases
Amulet of Proof Against Petrification 8,000 gp Neck Any time wearer fails a save that would result in being turned to stone, he is instead Rattled for 1d6 rounds
Everwake Amulet 8,000 gp Neck Wearer can go without sleep for up to a week at a time
Gravewatch Pendant 8,000 gp Neck Undead suffer a -2 penalty to hit the wearer, and incorporeal creatures suffer a -4 penalty to hit the wearer.
Hand of Glory 8,000 gp Neck Wearer can cast Daylight and See Invisibility once per day and can wear a third magic ring
Torc of Lionheart Fury 8,000 gp Neck Wearer gains a +2 morale bonus to saves against fear. If wearer is a barbarian, she gains the Fearless Rage rage power
Amulet of Hidden Strength 9,000 gp Neck Once per day, wearer can make an attack at highest BAB as a swift action, or recover 2 points of Ki (if wearer has a Ki pool)
Necklace of Adaptation 9,000 gp Neck Wearer can breathe underwater or in vacuum, and becomes immune to harmful vapors, gases and inhaled poisons
Amulet of Spell Cunning 10,000 gp Neck When worn by a wizard, he can prepare 3 extra spell levels per day
Collar of the True Companion 10,000 gp Neck When worn by a creature of animal intelligence for 1 week, raises them to human intelligence as the Awaken spell
Frost Fist Amulet 10,000 gp Neck Wearer's unarmed and natural attacks are treated as cold iron and gain the Frost magic weapon property, but wearer cannot grab or manipulate things with hands
Crystal of Healing Hands 12,000 gp Neck Can store a single use of a Paladin's Lay on Hands ability, usable on command by the wearer
Guardian Gorget 12,000 gp Neck Grants the wearer +2 armor bonus to AC and the Light Fortification magic armor property
Medallion of Thoughts 12,000 gp Neck Wearer can cast the Detect Thoughts spell
Periapt of Protection from Curses 12,000 gp Neck Three times per day, the wearer can reroll a save against a curse
Forge Fist Amulet 13,000 gp Neck Wearer's unarmed and natural attacks are treated as adamantine and gain the Flaming magic weapon property, but wearer cannot grab or manipulate things with hands
Periapt of Wound Closure 15,000 gp Neck Wearer automatically stabilizes from dying, and is immune to bleeds which cause hit point damage
Necklace of Ki Serenity 16,000 gp Neck When worn by a monk, wearer is treated as 4 levels higher for determining size of her Ki pool and level-based effects of her Ki pool
Brooch of Amber Sparks 16,800 gp Neck Brooch absorbs up to 20 points of electricity damage, which wearer can later discharge as Shocking Grasp spell, or dissipate harmlessly
Symbol of Sanguine Protection 17,500 gp Neck When undead or outsiders attempt to blood drain the wearer, they take positive energy damage and become sickened for 1d4 rounds
Ampoule of False Blood 20,000 gp Neck When worn by a sorcerer, changes her bloodline to that of the ampoule's. Can also be consumed to permanently change the sorcerer's bloodline
Amulet of Magecraft 20,000 gp Neck When worn by a wizard, he can choose a school of spells and spontaneously convert like-leveled spells of that school to another spell of that school
Dragonfoe Amulet 20,000 gp Neck Wearer ignores dragon DR, can roll twice to overcome a dragon's SR, and is treated as having Evasion against a dragon's breath weapon
Amulet of Spell Mastery 22,000 gp Neck When worn by a wizard, he can prepare 6 extra spell levels per day
Hand of Stone 27,000 gp Neck On command, wearer gains tremorsense 30 feet for 1 round
Periapt of Proof Against Poison 27,000 gp Neck Wearer becomes immune to poisons
Amulet of Proof Against Detection and Location 35,000 gp Neck Wearer becomes immune to scrying, as though she had cast Nondetection on herself
Scarab of Protection 38,000 gp Neck Wearer gains SR and the scarab can absorb up to 12 energy draining, death effects or negative energy attacks
Necklace of Netted Stars 42,000 gp Neck Grants wearer some minor spell abilities, and once per day, the ability to attempt to Counterspell a spell targeting the wearer
Amulet of the Planes 120,000 gp Neck Grants the wearer the ability to cast Plane Shift

Rings Slot Items

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Shoulders Slot Items

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Wrists Slot Items

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Wielded Magic Items

Magic Weapons

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Rods

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Staves

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Wands

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Magic Shields

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Slotless Items

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Consumable/Expendable Items

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