Magic Items

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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 Magic Items

Magic Item Name Cost Slot Description


Belt Slot Magic 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 Magic 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 Magic 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 Magic 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 Magic 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 Magic 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 Magic 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 Magic 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 Magic 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 Magic Items

Magic Item Name Cost Slot Description
Ring of Spell Knowledge varies Ring When worn by a sorcerer or other spontaneous caster, allows wearer to "know" an additional spell
Ring of Protection varies Ring Grants wearer a deflection bonus to AC
Ring of Wizardry varies Ring The wearer's arcane spells per day are doubled for one specific spell level.
Dungeon Ring, Prisoner's 250 Ring When put on someone's finger by someone wearing a Jailor's ring, this cursed ring allows the Jailor to know the wearer's whereabouts at all times
Ring of Arcane Signets 1,000 Ring Becomes a signet appropriate to the wearer, and wearer can cast Arcane Mark at will
Ring of the Grasping Grave 2,000 Ring Wearer can make a melee touch attack against an undead, preventing it from being healed by negative energy for 1d4 rounds
Ring of Feather Falling 2,200 Ring Activates Feather Fall spell automatically after the wearer falls 5 or more feet
Ring of Climbing 2,500 Ring Grants wearer a +5 competence bonus to Climb checks
Ring of Jumping 2,500 Ring Grants wearer a +5 competence bonus to Acrobatics checks made to perform long or high jumps
Ring of Sustenance 2,500 Ring Wearer needs only 2 hours of sleep per night and is kept fed and nourished by the magic of the ring.
Ring of Swimming 2,500 Ring Grants wearer a +5 competence bonus to Swim checks
Ring of Ferocious Action 3,000 Ring Wearer may ignore the Rattled condition up to 5 times per day as a free action
Ring of Counterspells 4,000 Ring Allows wearer to store 1 spell up to 6th level in ring, and if that spell is cast upon the wearer, automatically counterspells that spell
Ring of Maniacal Devices 5,000 Ring Grants wearer a +5 competence bonus to Disable Device and Profession (Trapsmith) checks
Ring of Rat Fangs 5,000 Ring Grants wearer a bite attack as a primary attack
Ring of Sacred Mistletoe 6,000 Ring Wearer can cast Shillelegh once per day, and if wearer has Woodland Stride class ability, can move through magically created or manipulated plants
Ring of Swarming Stabs 6,000 Ring Twice per day, when wearer is flanking an enemy, can deal 1d6 sneak attack damage as a swift action
Ring of Forcefangs 8,000 Ring Negates any force spell or spell-like effect targeting the wearer, who can release the absorbed force effects as magic missiles
Ring of Mind Shielding 8,000 Ring wearer becomes immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.
Ring of Strength Sapping 8,000 Ring Once per day as a swift action, wearer can inflict strength damage with an unarmed strike, and gain some strength for 1 minute
Ring of Force Shield 8,500 Ring Wearer can create a shield of force (+2 shield bonus to AC), or dismiss it as free actions
Ring of the Ram 8,600 Ring Wearer can deal damage and perform a bull rush on an enemy up to 30 feet away (using the ring's CMB)
Scholar's Ring 8,700 Ring Wearer understands any written or spoken language, and gains a +5 competence bonus on Knowledge (History) checks.
Ring of Climbing, Improved 10,000 Ring Grants wearer a +10 competence bonus to Climb checks
Ring of Curing 10,000 Ring When casting healing spells, all level dependent maximums of the healing granted increase by +2. Does not increase wearer's effective caster level
Ring of Foe Focus 10,000 Ring Wearer can gain a +2 bonus to AC and saving throws against attacks made by a single enemy she can see, on command
Ring of Jumping, Improved 10,000 Ring Grants wearer a +10 competence bonus to Acrobatics checks made to perform long or high jumps
Ring of Ki Mastery 10,000 Ring Wearer can store up to 2 ki points in the ring, and while ki is stored, grants bonuses to the wearer
Ring of Revelation, Lesser 10,000 Ring Wearer can cast Glitterdust five times per day
Ring of Swimming, Improved 10,000 Ring Grants wearer a +10 competence bonus to Swim checks
Ring of Animal Friendship 10,800 Ring Wearer can cast Charm Animal at will
Ring of Transposition 10,800 Ring Once per day, the wearer can swap places with the wearer of the bonded ring, as the Dimension Door spell, on command
Ring of Tactical Precision 11,000 Ring Grants wearer a +5 competence bonus to Profession (Soldier), and can be imbued with a teamwork feat for 24 hours, granting the wearer use of that feat
Ring of the Sophisticate 11,000 Ring Once per day, wearer can cast Locate Creature or Locate object, and at will, wearer can locate nearest pub, bar or watering hole
Decoy Ring 12,000 Ring Makes wearer invisible automatically when wearer withdraws or becomes helpless, and sends illusory copies of the wearer running off in different directions
Ring of Craft Magic 12,000 Ring Wearer can use Spellcraft in place of a Profession skill to identify an item, and may expend a spell to gain a bonus to a single Profession check
Ring of Ectoplasmic Invigoration 12,000 Ring Wearer gains ability to cast Restoration and False Life spells, once each per day
Ring of Energy Resistance, Minor 12,000 Ring Grants 10 points of ER to one basic energy type (fire, cold, acid, electricity or sonic) chosen at creation
Ring of the Troglodyte 12,000 Ring Twice per day, the wearer can emit a stench in a 10 foot area, sickening creatures in its radius
Steelhand Circle 12,000 Ring Grants unarmed strikes the Sunder weapon property for up to 5 non-consecutive minutes per day. Once per day, has a 50% chance ot negate a crit
Ring of Chameleon Power 12,700 Ring Grants wearer a +10 competence bonus to Stealth checks, and the ability to cast Disguise Self at will on command
Ring of the Sea Strider 14,000 Ring Wearer gains a Swim speed of 30, and once per day, can cast Dimension Door, but the start and end points must be in water
Ring of Retribution 15,000 Ring Once per day, wearer can cause ring to explode, dealing 10d6 fire damage to all creatures (including wearer) in a 30 foot radius
Ring of Water Walking 15,000 Ring Wearer is continually under the effect of a Water Walk spell
Dungeon Ring, Jailer's 16,000 Ring Grants the wearer constant awareness of the distance and location of anyone wearing a bonded Prisoner's Ring
Ring of Revelation, Greater 16,000 Ring Wearer can see invisibility, as the spell, and can cast Glitterdust three times per day
Ring of Inner Fortitude, Minor 18,000 Ring Allows wearer to ignore ability damage, or penalties based on ability scores up to -2, and ability drain up to -1
Ring of Spell Storing, Minor 18,000 Ring Wearer can store and cast up to 3 levels of spells from the ring
Ring of Energy Shroud 19,500 Ring Once per day, wearer can negate one attack which deals a common energy type (fire, cold, acid, sonic or electricity) and turn it into an Elemental Aura of that type
Ring of Arcane Mastery 20,000 Ring Grants wearer a number of benefits to improve Arcane spells and spellcasting
Ring of Invisibility 20,000 Ring Grants the wearer the ability to cast Invisibility as the spell
Ring of Revelation, Superior 24,000 Ring Wearer can see invisibility, cast Glitterdust three times per day, and cast Arcane Sight once per day.
Ring of Evasion 25,000 Ring Grants the wearer the Evasion ability
Ring of X-Ray Vision 25,000 Ring Grants the wearer the ability to see through solid matter on command
Ring of Blinking 27,000 Ring Grants the wearer the ability to cast the Blink spell at will
Ring of Energy Resistance, Major 28,000 Ring Grants 20 points of ER to one basic energy type (fire, cold, acid, electricity or sonic) chosen at creation
Ring of the Ecclesiarch 28,500 Ring Grants a +5 competence bonus to Diplomacy and Knowledge (Religion) checks, the ability to cast Prayer and Enter Image once per day, and other stuff
Ring of Return 33,600 Ring Wearer can link ring to a space as a move action up to 3 times per day, and teleport to a linked space within 100 feet as a swift action
Ring of Freedom of Movement 40,000 Ring Wearer is continually under the effect of a Freedom of Movement spell
Ring of Inner Fortitude, Major 42,000 Ring Allows wearer to ignore ability damage, or penalties based on ability scores up to -4, and ability drain up to -2
Ring of Energy Resistance, Greater 44,000 Ring Grants 30 points of ER to one basic energy type (fire, cold, acid, electricity or sonic) chosen at creation
Ring of Delayed Doom 45,000 Ring Wearer can delay onset of any effect which has a saving throw for 1 minute per gem used. Ring has 9 gems, and is expended when the last gem is used.
Ring of Friend Shield 50,000 Ring Mated to a similar ring, this ring allows the wearer to cast Shield Other on the wearer of its mated pair, with no range limitation
Ring of Shooting Stars 50,000 Ring Grants the wearer a number of light and electricity spells usable depending on whether the wearer is standing in light or darkness
Ring of Spell Storing 50,000 Ring Wearer can store and cast up to 5 levels of spells from the ring
Ring of Continuation 56,000 Ring Extends the duration of a 'range: personal' spell to 24 hours, assuming its original duration was at least 10 minutes/level to begin with
Ring of Inner Fortitude, Greater 66,000 Ring Allows wearer to ignore ability damage, or penalties based on ability scores up to -6, and ability drain up to -3
Spiritualist Rings 70,000 Ring Wearer can cast Speak with Dead and Spectral Hand three times per day, gains Ghost Touch on weapons wielded, and a bonus to saves against positive or negative energy damage
Ring of Telekinesis 75,000 Ring Grants the wearer the ability to cast Telekenesis at will on command
Ring of Regeneration 90,000 Ring The wearer regenerates 1 point of damage per round, is immune to Bleed and Bruised conditions, and can regrow lost limbs
Ring of Spell Turning 100,000 Ring Grants the wearer the ability to cast Spell Turning three times per day on command, reflecting 9 spell levels' worth of spells that target the wearer
Ring of Three Wishes 120,000 Ring Grants the wearer the ability to cast Wish three times, after which the ring is expended
Ring of Djinni Calling 125,000 Ring Allows the wearer to summon a Djinn for up to 1 hour per day
Ring of Elemental Command 200,000 Ring Grants a number of abilities depending on which element the ring is attuned to, and makes it easier for the wearer to fight creatures from the plane of that element
Ring of Spell Storing, Major 200,000 Ring Wearer can store and cast up to 10 levels of spells from the ring

Shoulders Slot Magic Items

Magic Item Name Cost Slot Description
Cloak of Resistance varies Shoulders Grants a resistance bonus to all of the wearer's saving throws
Catching Cape 200 gp Shoulders Grants wearer concealment (20% miss chance) against ranged attacks for 1 minute or until missed, after which the cloak is expended
Cloak of Human Guise 900 gp Shoulders When worn by a half-human race, such as a half-elf or half-orc, it makes the wearer appear entirely human
Muleback Cords 1,000 gp Shoulders Wearer's strength is treated as being 8 higher for purposes of determining carrying capacity
Shawl of Life-Keeping 1,000 gp Shoulders Each day, the wearer can transfer up to 10 hit points of health to the shawl, which are automatically applied to the wearer if they drop below 0 hit points that day
Shield Cloak 1,000 gp Shoulders As a move action, cloak can be wielded like a light wooden shield, and dropped as a free action to become a cloak again. Can be enchanted as a shield
Quickchange Cloak 1,500 gp Shoulders Cloak can store a disguise on the wearer applied through the Disguise skill, and restore it at any time, on command, retaining the original Disguise check
Cowardly Crouching Cloak 1,800 gp Shoulders As a move action, wearer can drop into a crouch, becoming blind, but requiring a will save from enemies to attack them while crouched (as Sanctuary spell)
Cloak of Elvenkind 2,500 gp Shoulders Grants wearer a +5 competence bonus on Stealth checks
Cloak of the Hedge Wizard 2,500 gp Shoulders Grants wearer a cantrip usable at will, and two first level spells usable once per day, based on the school of magic the cloak is attuned to
Cloak of Fiery Vanishing 2,600 gp Shoulders As an immediate action, when the wearer is engulfed in fire by any effect, he can become invisible, leaving behind illusory ashen remains
Cloak of Fangs 2,800 gp Shoulders Grants wearer a +1 resistance bonus to saving throws, and 5 times per day, as a swift action, can grow teeth to gain a bite attack
Pauldrons of the Serpent 3,000 gp Shoulders Grants wearer a +2 dodge bonus to AC versus attacks of opportunity, and +2 to CMD versus Bull Rush, Grapple, Reposition and Trip maneuvers
Stonemist Cloak 3,500 gp Shoulders Grants wearer a +5 competence bonus on Stealth checks, and once per day can cast the Obscuring Mist spell
Cloak of the Scuttling Rat 6,000 gp Shoulders Wearer can transform into a Dire Rat, as Beast Shape I, for up to 5 non-consecutive minutes per day
Seafoam Shawl 6,000 gp Shoulders Grants wearer the ability to cast the Fins to Feet spell once per day, with a duration of 5 hours
Treeform Cloak 6,000 gp Shoulders Wearer can transform into a living tree, as Tree Shape I, and while in direct sunlight, heals 1d6 points of damage per hour
Eagle Cape 7,000 gp Shoulders Wearer is continually affected by Feather Fall, and once per day can transform into an Eagle, as Beast Shape I, for up to 10 minutes
Cloak of the Manta Ray 7,200 gp Shoulders Wearer can take the form of a manta ray, as Beast Shape II, any time he is immersed in salt water
Hunter's Cloak 7,500 gp Shoulders While in unsettled terrain, the wearer can transform into any animal native to the terrain, as Beast Shape I, for up to 10 non-consecutive minutes per day
Cloak of the Duskwalker 10,000 gp Shoulders Wearer gains Low-Light vision, and once per day, can cast Darkness, gaining Darkvision (60 ft) while inside its effects
Cocoon Cloak 10,000 gp Shoulders While wearer sleeps, he gains +4 natural armor to AC, and light fortification (25% chance a crit or sneak attack becomes a normal attack instead)
Pauldrons of the Bull 10,000 gp Shoulders Wearer gains a +2 competence bonus to CMB for Bull Rush maneuvers, and may roll twice when making a Bull Rush, taking the best result
Stone Cloak, Minor 10,000 gp Shoulders Wearer can turn into a stone statue, taking only free actions, but gaining DR 5/adamantine and a +5 circumstance bonus to Stealth checks
Cape of the Mountebank 10,800 gp Shoulders Grants the wearer the ability to cast Dimension Door once per day
Pauldrons of the Watchful Lion 10,800 gp Shoulders When an enemy uses acrobatics to pass through a square threatened by the wearer, the wearer can make an immediate touch attack twice per day
Lion Cloak 12,000 gp Shoulders Wearer gains a +2 resistance bonus to saves against fear and mind-affecting effects, and can transform into a lion (as Beast Shape II) once per day
Mantle of Spores 13,400 gp Shoulders Wearer gains a +4 resistance bonus to saves against disease, and once per day, can inflict spores on all adjacent creatures, dealing ongoing damage
Cape of Effulgent Escape 14,000 gp Shoulders Cape constantly radiates light, and twice per day, can emit a burst of light, possibly blinding nearby creatures, and turning the wearer invisible for 1 minute
Cloak of Arachnida 14,000 gp Shoulders Wearer is continually affected by Spider Climb, and once per day, can cast Web. Wearer can move through webs at half speed.
Tentacle Cloak 14,000 gp Shoulders Once per day, wearer can grow two tentacles from his shoulders, granting 2 natural attacks and a +4 competence bonus to Grapple maneuvers
Demonspike Pauldrons 14,350 gp Shoulders Act as +2 armor spikes, and deal 1d2 bleed on a successful Grapple or attack with the armor spikes.
Comfort's Cloak 15,600 gp Shoulders Wearer is continually affected by Endure Elements, and gains a +4 resistance bonus to saves against disease, poison, energy drain and effects which fatigue
Shawl of the Crone 16,000 gp Shoulders Wearer immediately transforms into an elderly female of its race, and gains a +4 circumstance bonus on Charisma checks to appear friendly, harmless or helpless
Prestidigitator's Cloak 17,200 gp Shoulders Wearer gains a +8 competence bonus to Sleight of Hand, and can use the cloak to make a nearby object disappear. Magic!
Stole of Justice 18,000 gp Shoulders Wearer gains a +5 competence bonus to Sense Movtive, and can cast Zone of Truth for up to 5 non-consecutive minutes per day
Jellyfish Cape 19,200 gp Shoulders When submerged in water, wearer gains a swim speed of 20, can breathe underwater, and gains 20% concealment, and can sting adjacent foes
Cloak of the Diplomat 20,000 gp Shoulders Wearer gains a +5 competence bonus to Diplomacy and Sense Motive checks, and can adjust a creature's attitude by 3 steps instead of 2 with Diplomacy
Slashing Cloak 20,000 gp Shoulders As a full round action, the wearer can spin in place to attack all adjacent creatures, and the cape can be enchanted as a weapon.
Stone Cloak, Major 20,000 gp Shoulders Wearer can turn into a stone statue, taking only free actions, but gaining DR 10/adamantine and a +5 circumstance bonus to Stealth checks
Cloak of Displacement, Minor 24,000 gp Shoulders The wearer gains a 20% miss chance against attacks, as the Blur spell
Cloak of the Bat 26,000 gp Shoulders The wearer gains a +5 competence bonus to Stealth, and while in darkness, can gain the ability to fly for up to 7 minutes at a time
Highwayman's Cape 32,500 gp Shoulders The wearer gains a +5 competence bonus to Bluff or Stealth, and can try to escape grapples as an immediate action
Juggernaut's Pauldrons 40,000 gp Shoulders Wearer gains a +4 competence bonus to CMD, can fight below 0 hit points, and can enlarge himself, as Enlarge Person, on command
Charlatan's Cape 45,000 gp Shoulders Grants the wearer the ability to cast Dimension Door three times per day, and once per day the wearer can cast Ethereal Jaunt
Cloak of Displacement, Major 50,000 gp Shoulders The wearer gains a 50% miss chance against attacks, as the Displacement spell
Wings of Flying 54,000 gp Shoulders On command, the wearer gains a fly speed of 60 ft, with average maneuverability
Cloak of Etherealness 55,000 gp Shoulders On command, the wearer can become ethereal, as the Ethereal Jaunt spell, for up to 10 non-continuous minutes per day
Wings of the Gargoyle 72,000 gp Shoulders For up to 5 non-continuous minutes per day, the wearer gains a fly speed of 60 ft (average maneuverability) and DR 10/adamantine
Wyvern Cloak 78,600 gp Shoulders Grants wearer a +4 resistance bonus to Will saves, the effects of Feather Fall, Fly (as the spell) once per day, and a Stinger natural attack

Wrists Slot Magic Items

Magic Item Name Cost Slot Description
Bracers of Armor varies Wrist Grants the wearer an armor bonus to AC
Sleeves of Many Garments 200 gp Wrist Wearer can change the appearance of her clothing each time these sleeves are pulled on
Armbands of the Brawler 500 gp Wrist Grants the wearer a +1 competence bonus to CMB and CMD for grapple maneuvers
Burglar's Bracers 1,000 gp Wrist Bracers can transform into a set of masterwork thieves' tools and back, and once per day, wearer can take 10 on a Disable Device check
Bracers of Steadiness 2,000 gp Wrist Whenever the wearer takes 20 on a check requiring the use of her arms and/or hands, she gains a +5 competence bonus to the check
Manacles of Cooperation 2,000 gp Wrist When placed on a helpless creature, that creature will comply with any reasonable request and never try to escape, unless it makes a will save
Shackles of Compliance 3,280 gp Wrist The wearer of these cursed shackles is more easily intimidated (+4 on roll) and three times per day, the key-holder can cast Command on the wearer
Bracers of Falcon's Aim 4,000 gp Wrist Wearer is continually under the effects of the Aspect of the Falcon spell
Bracers of Archery, Lesser 5,000 gp Wrist Grants wearer a +1 competence bonus to attack rolls with a bow, if proficient, or proficiency with any bow (except crossbows) if not
Inquisitor's Vambraces 5,000 gp Wrist Grants the wearer a +5 competence bonus to Sense Motive and Intimidate checks
Spellguard Bracers 5,000 gp Wrist Grants wearer a +2 bonus to concentration checks to cast defensively, and three times per day, wearer can roll twice, taking better result
Bonebreaker Gauntlets 6,000 gp Wrist Once per day, wearer can inflict a -6 drain to a target's Strength, Dexterity or Constitution score as part of a melee attack
Vambraces of Defense 6,000 gp Wrist Grants the wearer a +1 deflection bonus to AC, and once per day, if the wearer has at least one hand free, he can deflect a ranged weapon attack
Verdant Vine 6,000 gp Wrist Once per day, the wearer can throw a berry from the vine to create a 20-ft patch of thorny vines, entangling creatures in the area
Longarm Bracers 7,200 gp Wrist Three times per day, wearer can increase her reach by 5 feet. Weapons using this reach take a -4 to-hit penalty, but unarmed and natural attacks do not
Bracers of the Glib Entertainer 7,900 gp Wrist Wearer gains a +5 competence bonus to Perform checks, and once per day can cast the Glibness spell
Charm Bracelet 8,000 gp Wrist A bracelet with several lucky charms, each of which can be expended for a useful effect
Duelist's Vambraces 8,000 gp Wrist When wielding two weapons or a double weapon, the wearer gains a +1 deflection bonus to AC, and once per round can reduce off-hand penalty by 2
Merciful Vambraces 8,000 gp Wrist Once per day, a paladin wearing these vambraces may apply one or more Mercies to any allies inside the range of her Aura of Resolve as a swift action
Vambraces of the Tactician 8,000 gp Wrist Once per day, a warlord wearing these vambraces can expand the effect of her Hold the Line stance by 10 feet for one round
Seducer's Bane 9,900 gp Wrist Grants a +5 resistance bonus to saves against enchantments, and makes it appear that failed enchantments have succeeded on the wearer
Bracers of the Avenging Knight 11,500 gp Wrist If the wearer can Smite Enemy, he is treated as being 4 levels higher for calculating the smite's effects; if wearer cannot smite, grants 1 smite per day
Arrowmaster's Bracers 13,900 gp Wrist Grants wearer DR 5/magic against ranged attacks, and a +1 deflection bonus to AC against ranged attacks, and once per day, can cast True Strike
Vambraces of the Genie (Efreeti) 14,400 gp Wrist Grants wearer Endure Elements continually, and the ability to cast Invisibility (self only), Produce Flame, and Pyrotechnics each once per day.
Bracelet of Bargaining 14,500 gp Wrist Grants a +5 competence bonus to Sense Motive, Bluff and Diplomacy checks, and when shaking hands, wearer can tell if deceit is involved
Bracelet of Mercy 15,000 gp Wrist If wearer is a Paladin, grants 1 additional use of Lay on Hands per day, and her effective caster level for removing diseases is increased by 4
Bracers of the Merciful Knight 15,600 gp Wrist If wearer is a Paladin, she is treated as 4 levels higher for determining effects of Lay on Hands, and once per day can imbue a Lay on Hands with a Lesser Restoration spell
Bracelet of Second Chances 15,750 gp Wrist Wearer can convert a critical hit or sneak attack into a normal hit up to seven times, after which the bracelet is expended
Shackles of Durance Vile 16,200 gp Wrist When attached to a helpless creature, that wearer is continually under the effects of a Dominate Person spell
Vambraces of the Genie (Djinni) 18,900 gp Wrist Grants wearer Endure Elements continually, and the ability to cast Gaseous Form, Invisibility, and Wind Wall each once per day.
Vambraces of the Genie (Marid) 18,900 gp Wrist Grants wearer Endure Elements continually, and the ability to cast Hydraulic Torrent, Invisibility, and Water Breathing each once per day.
Vambraces of the Genie (Shaitan) 18,900 gp Wrist Grants wearer Endure Elements continually, and the ability to cast Glitterdust, Meld Into Stone, and Stone Shape each once per day.
Bracelet of Friends 19,000 gp Wrist Each charm on the bracelet can be attuned to an ally, and can be expended to call that ally to your side as long as he is willing and on the same plane
Bracers of Archery, Greater 25,000 gp Wrist Grants wearer a +2 competence bonus to attacks and +1 to damage with a bow, if proficient, or proficiency with any bow (except crossbows) if not
Bracers of Sworn Vengeance 25,000 gp Wrist Once per day, wearer can swear vengeance on a target, gaining a +1 Competence bonus to hit, and +2d6 damage against that target
Dimensional Shackles 28,000 gp Wrist When attached to a helpless creature, that wearer is continually under the effects of a Dimensional Anchor spell
Gauntlets of Skill at Arms 30,000 gp Wrist Grants wearer proficiency in a number of weapons, or if already proficient, a +1 competence bonus to hit and damage with one of those weapons

Wielded Magic Items

Magic Weapons

Magic Item Name Cost Slot Description


Magic Rods

Magic Item Name Cost Slot Description


Magic Staves

Magic Wands

Magic Shields

Slotless Magic Items

Consumable/Expendable Magic Items