Magic Items

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Wondrous Magic Items

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.

It should be noted that the descriptions on this page do not provide all the details of the items described -- they are just summaries. Click on the item's link for complete details.


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

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Headband Slot Items

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Neck Slot Items

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Rings Slot Items

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Shoulders Slot Items

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Wrists Slot Items

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Slotless Items

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