9.8 Magic Apparel Descriptions

Ambidextrous Gloves

Rank 2 (200 gp)

Gloves – Craft (leather or textiles)

Attune

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You can make dual strikes even if your Dexterity is less than 1 (see Dual Strikes).

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Rank 5 (25,000 gp): You also reduce your accuracy penalty while making dual strikes from -2 to -1, as if you had 4 Dexterity. This does not reduce the penaty to 0 if you do have 4 Dexterity.

Amulet of Abyssal Reach

Rank 3 (1,000 gp)

Amulet – Craft (bone, metal, or wood)

Attune

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Your range with the abyssal rebuke warlock ability is increased to Long (90 ft.) range.

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Rank 6 (125,000 gp): The range increases to Distant (120 ft.) range.

Amulet of Controlled Possession

Rank 3 (1,000 gp)

Amulet – Craft (bone, metal, or wood)

Attune

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If you have at least 3 Willpower, your penalties to Fortititude and Mental defense from using the possession warlock ability are reduced by 1.

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Rank 6 (125,000 gp): The penalty reduction increases to 2 if your Willpower is at least 5.

Amulet of Controlled Rage

Rank 3 (1,000 gp)

Amulet – Craft (bone, metal, or wood)

Attune

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If you have at least 2 Willpower, your penalties to Armor and Reflex defense from using the rage barbarian ability are reduced by 1.

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Rank 6 (125,000 gp): The penalty reduction increases to 2 if your Willpower is at least 4.

Amulet of Distant Stealth

Rank 2 (200 gp)

Amulet – Craft (bone, metal, or wood)

Attune

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When you use the sneak attack rogue ability, you may target a creature within Medium (60 ft.) range instead of Short (30 ft.) range.

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Rank 5 (25,000 gp): The range increases to Distant (120 ft.) range.

Amulet of Divine Healing

Rank 2 (200 gp)

Amulet – Craft (bone, metal, or wood)

Attune

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When you use the divine aid cleric ability or the lay on hands paladin ability, you gain a +2 enhancement bonus to your power.

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Rank 6 (125,000 gp): The power bonus increases to +4.

Amulet of Mighty Stealth

Rank 3 (1,000 gp)

Amulet – Craft (bone, metal, or wood)

Attune

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You can use the sneak attack rogue ability with any weapon that you use in one hand.

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Rank 6 (125,000 gp): You can sneak attack with any weapon, including Heavy weapons held in two hands.

Amulet of Mundane Rage

Rank 1 (40 gp)

Amulet – Craft (bone, metal, or wood)

Attune

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Your accuracy bonus from the rage barbarian ability applies to all mundane abilities, rather to melee and thrown strikes.

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Rank 5 (25,000 gp): The accuracy bonus also increases to +3.

Amulet of Perfect Equality

Rank 4 (5,000 gp)

Amulet – Craft (bone, metal, or wood)

Attune (deep)

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If you have the perfect body monk ability, you gain a +1 bonus to your lowest physical attribute. If your two lowest physical attributes are equal, this amulet has no effect.

Amulet of Revivification

Rank 7 (625,000 gp)

Amulet – Craft (bone, metal, or wood)

Attune

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When you use the revivify cleric ability, you only increase your fatigue level by three instead of by four.

Amulet of Shared Discipline

Rank 4 (5,000 gp)

Amulet – Craft (bone, metal, or wood)

Attune

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Whenever you use the cleansing discipline fighter ability, one ally adjacent to you can also remove a condition.

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Rank 7 (625,000 gp): The ally can be within Medium (60 ft.) range instead of adjacent.

Amulet of Sturdy Companionship

Rank 2 (200 gp)

Amulet – Craft (bone, metal, or wood)

Attune

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Each creature you command with the natural servant druid ability or the animal companion ranger ability gains a +8 enhancement bonus to its damage resistance.

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Rank 4 (5,000 gp): The bonus increases to +16.

Rank 6 (125,000 gp): The bonus increases to +32.

Amulet of Undead Control

Rank 3 (1,000 gp)

Amulet – Craft (bone, metal, or wood)

Attune

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Whenever you would instantly kill a non-elite undead creature with the turn undead cleric ability, you may activate this amulet. When you do, that creature becomes dominated (must obey commands) by you instead of dying.

This effect lasts for one hour. You can only control one undead at a time in this way. If you activate this amulet again, the effect ends on any previously dominated undead. Whenever this effect ends for any reason, the previously dominated creature immediately dies.

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Rank 6 (125,000 gp): The effect is permanent. It is still removed if you dominate a different undead.

Amulet of Wild Control

Rank 3 (1,000 gp)

Amulet – Craft (bone, metal, or wood)

Attune

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You take a -1 penalty to power with spells you cast using the wildspell sorcerer ability. However, you gain a +1 bonus to your wild magic rolls. A result of 11 or more is treated as a 10.

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Rank 6 (125,000 gp): The power penalty increases to -3, but the wild magic roll bonus increases to +2.

Amulet of the Frozen Abyss

Rank 3 (1,000 gp)

Amulet – Craft (bone, metal, or wood)

Cold

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When you use your abyssal rebuke warlock ability, you can choose to draw on the icy depths of the Abyss. If you do, it loses the loses the Fire tag and gains the Cold tag. In addition, you attack the target’s Fortitude defense instead of its Armor defense.

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Rank 6 (125,000 gp): When you make a creature lose hit points from a abyssal rebuke converted to cold in this way, it becomes slowed (half speed, -2 Armor and Ref) as a condition.

Amulet of the Undead Horde

Rank 5 (25,000 gp)

Amulet – Craft (bone, metal, or wood)

Attune

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This item functions like a amulet of undead control, except that there is no limit to the number of undead you can control simultaneously.

Anchoring Boots

Rank 2 (200 gp)

Boots – Craft (bone, leather, or metal)

Attune

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You are immune to teleport, knockback, and push effects from attacks, unless the effects come from an attack that scores a critical hit. This does not affect movement effects used by your allies.

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Rank 5 (25,000 gp): You are also immune to knockback, push, and teleportation effects from attacks that are critical hits.

Assassin’s Cloak

Rank 5 (25,000 gp)

Cloak – Craft (leather or textiles)

Attune

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You can activate this cloak as a standard action. When you do, you briefly become invisible (see Invisible). After you activate this cloak, you briefly cannot do so again.

Astral Boots

Rank 6 (125,000 gp)

Boots – Craft (bone, leather, or metal)

Attune

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When you move using one of your movement speeds, you can teleport the same distance instead. This does not change the total distance you can move, but you can teleport in any direction, even vertically.

Avian Cloak

Rank 3 (1,000 gp)

Cloak – Craft (leather or textiles)

Attune

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You gain a glide speed equal to the base speed for your size (see Aerial Movement).

Belt of Constitution

Rank 3 (1,000 gp)

Belt – Craft (leather or textiles)

Attune (deep)

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You gain a +1 enhancement bonus to your constitution

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Rank 7 (625,000 gp): The bonus increases to +2.

Belt of Health

Rank 2 (200 gp)

Belt – Craft (leather or textiles)

Attune

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You gain a +4 enhancement bonus to your hit points.

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Rank 5 (25,000 gp): The bonus increases to +8.

Rank 7 (625,000 gp): The bonus increases to +16.

Belt of Regeneration

Rank 3 (1,000 gp)

Belt – Craft (leather or textiles)

Attune

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At the end of each round, you regain 1d8 hit points. This healing cannot increase your hit points above half your maximum hit points.

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Rank 5 (25,000 gp): The healing increases to 2d8.

Rank 7 (625,000 gp): The healing increases to 4d8.

Belt of Vital Regeneration

Rank 5 (25,000 gp)

Belt – Craft (leather or textiles)

Attune

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At the end of each round, if your fatigue level does not exceed your fatigue tolerance, you automatically remove one of your vital wounds. You can choose to stop this regeneration if you are conscious, but it happens automatically if you are unconscious due to vital wounds. When you remove a vital wound in this way, you increase your fatigue level by three.

Bladespawn Gloves

Rank 1 (40 gp)

Gloves – Craft (leather or textiles)

Manifestation

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Once per round, you can activate these gloves as a free action. When you do, a dagger briefly appears in each of your free hands. The daggers disappear when this effect ends.

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Rank 4 (5,000 gp): The daggers be made from a special material of your choice. You can create an adamantine, pure diamondsteel, mithral, or silvered dagger (see Weapon Special Materials).

Blind Seer’s Circlet

Rank 2 (200 gp)

Circlet – Craft (bone or metal)

Attune

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If you have blindsense, you increase its range by 30 feet. If you have blindsight, you increase its range by 15 feet.

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Rank 4 (5,000 gp): Your blindsense increases by 60 feet, and your blindsight increases by 30 feet.

Rank 6 (125,000 gp): Your blindsense increases by 120 feet, and your blindsight increases by 60 feet.

Blindfold of the Third Eye

Rank 3 (1,000 gp)

Blindfold – Craft (textiles)

Attune

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While you wear this blindfold covering your eyes, you gain blindsight with a 15 foot range and blindsense with a 60 foot range. You are also blind, as normal for wearing a blindfold. Shifting this blindfold to cover or stop covering your eyes requires a free hand (see Manipulating Objects).

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Rank 5 (25,000 gp): The blindsense increases to 120 feet, and the blindsight increases to 30 feet.

Rank 7 (625,000 gp): The blindsense increases to 240 feet, and the blindsight increases to 60 feet.

Boots of Desperate Retreat

Rank 1 (40 gp)

Boots – Craft (bone, leather, or metal)

Attune

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When you use the recover ability, you can also make a movement immediately afterward.

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Rank 4 (5,000 gp): When you use the recover ability, you can also use the sprint ability immediately afterward.

Boots of Elvenkind

Rank 3 (1,000 gp)

Boots – Craft (bone, leather, or metal)

Attune

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You gain a +3 enhancement bonus to the Stealth skill (see Stealth).

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Rank 6 (125,000 gp): The bonus increases to +5.

Boots of Freedom

Rank 4 (5,000 gp)

Boots – Craft (bone, leather, or metal)

Attune

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You are immune to being slowed (half speed, -2 Armor and Ref), immobilized (-4 Armor and Ref, cannot use movement speeds), and paralyzed (cannot move).

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Rank 7 (625,000 gp): You are also unaffected by difficult terrain and immune to being grappled or knocked prone (half speed, -2 Armor and Ref).

Boots of Gravitation

Rank 3 (1,000 gp)

Boots – Craft (bone, leather, or metal)

Attune

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Once per round, while you are within 5 feet of an unattended object at least one size category larger than you, you can activate these boots as a free action. When you do, gravity pulls you towards that surface instead of in the normal direction. This allows you to walk normally on walls or even ceilings.

Whenever you change the direction that gravity pulls you, you must make a difficulty value 10 Balance check to keep your feet. Failure means you fall prone (half speed, -2 Armor and Ref) and your movement for that phase ends.

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Rank 5 (25,000 gp): The maximum distance increases to 15 feet. This can allow you to pull yourself towards distant objects, though you may take falling damage if you fall too far.

Boots of Reliable Motion

Rank 1 (40 gp)

Boots – Craft (bone, leather, or metal)

Attune

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Whenever you roll a 1 on an attack or check using the Balance, Climb, Jump, or Swim skills, you may reroll and take the higher result. You can only reroll any individual roll once in this way. This does not affect bonus dice rolled for exploding attacks.

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Rank 4 (5,000 gp): You can also reroll when you roll a 2 or 3.

Boots of Speed

Rank 5 (25,000 gp)

Boots – Craft (bone, leather, or metal)

Attune

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You gain a +10 foot enhancement bonus to your land speed.

Boots of Water Walking

Rank 3 (1,000 gp)

Boots – Craft (bone, leather, or metal)

Water

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You treat the surface of all liquids as if they were firm ground. Your feet hover about an inch above the liquid’s surface, allowing you to traverse dangerous liquids without harm as long as the surface is calm.

If you are below the surface of the liquid, you rise towards the surface at a rate of 60 feet per round. Thick liquids, such as mud and lava, may cause you to rise more slowly.

Boots of the Desertlands

Rank 1 (40 gp)

Boots – Craft (bone, leather, or metal)

Attune

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You can travel across sand, including quicksand, without slipping or suffering movement penalties for the terrain.

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Rank 3 (1,000 gp): The boots also keep you cool, protecting you in environments as warm as 140 degrees Fahrenheit.

Boots of the Winterlands

Rank 1 (40 gp)

Boots – Craft (bone, leather, or metal)

Cold

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You can travel across snow and ice without slipping or suffering movement penalties for the terrain.

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Rank 3 (1,000 gp): The boots also keep you warm, protecting you in environments as cold as -50 degrees Fahrenheit.

Bracers of Armor

Rank 1 (40 gp)

Bracers – Craft (bone, metal, or wood)

Attune

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You have a translucent suit of magical armor on your body and over your hands. This functions like body armor that provides a +3 bonus to Armor defense and has no encumbrance. It also provides a +6 bonus to your damage resistance and a +1 bonus to vital rolls.

The armor provided by this ability is dismissed if you have other body armor of any kind.

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Rank 3 (1,000 gp): The damage resistance bonus increases to +12.

Rank 5 (25,000 gp): The damage resistance bonus increases to +24.

Rank 7 (625,000 gp): The damage resistance bonus increases to +48.

Bracers of Blessed Protection

Rank 1 (40 gp)

Bracers – Craft (bone, metal, or wood)

Attune (deep)

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Whenever you are hit by a critical hit, this item automatically activates. When it does, the attacker rerolls the attack against you, which may prevent the attack from getting a critical hit against you. This does not protect any other targets of the attack. You stop being attuned to this item when it activates in this way, and you must attune to it again to gain its effects.

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Rank 4 (5,000 gp): This item can activate twice before you stop being attuned to it.

Bracers of Repulsion

Rank 1 (40 gp)

Bracers – Craft (bone, metal, or wood)

Attune

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You can activate these bracers as a standard action. When you do, they emit a telekinetic burst of force. Make an attack vs. Fortitude against everything within a Small (15 ft.) radius burst from you. Your minimum accuracy is +1.

Hit: You knockback each target up to 15 feet in a straight line directly away from you.

Critical hit: The knockback distance is doubled.

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Rank 5 (25,000 gp): The minimum accuracy increases to +8 and the knockback distance increases to 30 feet.

Bracers of Resistance

Rank 2 (200 gp)

Bracers – Craft (bone, metal, or wood)

Attune

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You gain a +4 enhancement bonus to your damage resistance.

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Rank 4 (5,000 gp): The damage resistance bonus increases to +8.

Rank 6 (125,000 gp): The damage resistance bonus increases to +16.

Challenger’s Crown

Rank 3 (1,000 gp)

Crown – Craft (bone or metal)

Compulsion

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Each creature suffering penalties for being goaded (-2 accuracy vs. non-goading creatures) by you takes an additional -1 accuracy penalty against creatures other than you.

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Rank 6 (125,000 gp): The penalty increases to -2.

Charging Boots

Rank 1 (40 gp)

Boots – Craft (bone, leather, or metal)

Attune

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You reduce your defense penalties from using the charge ability by 1.

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Rank 3 (1,000 gp): You do not take defense penalties from using the charge ability.

Circlet of Desperate Visions

Rank 2 (200 gp)

Circlet – Craft (bone or metal)

Attune

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Whenever you use the desperate exertion ability, you can briefly roll all attacks and checks twice and keep the higher result. This does not affect the initial roll that you used desperate exertion to change.

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Rank 4 (5,000 gp): You also briefly gain a +2 bonus to accuracy and checks.

Circlet of Perception

Rank 3 (1,000 gp)

Circlet – Craft (bone or metal)

Attune (deep)

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You gain a +1 enhancement bonus to your perception

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Rank 7 (625,000 gp): The bonus increases to +2.

Circlet of Reliable Intuition

Rank 1 (40 gp)

Circlet – Craft (bone or metal)

Attune

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Whenever you roll a 1 on an attack or check using the Deduction, Knowledge, or Medicine skills, you may reroll and take the higher result. You can only reroll any individual roll once in this way. This does not affect bonus dice rolled for exploding attacks.

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Rank 4 (5,000 gp): You can also reroll when you roll a 2 or 3.

Circlet of Reliable Observation

Rank 1 (40 gp)

Circlet – Craft (bone or metal)

Attune

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Whenever you roll a 1 on an attack or check using the Awareness, Social Insight, or Survival skills, you may reroll and take the higher result. You can only reroll any individual roll once in this way. This does not affect bonus dice rolled for exploding attacks.

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Rank 4 (5,000 gp): You can also reroll when you roll a 2 or 3.

Circlet of Willpower

Rank 3 (1,000 gp)

Circlet – Craft (bone or metal)

Attune (deep)

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You gain a +1 enhancement bonus to your willpower

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Rank 7 (625,000 gp): The bonus increases to +2.

Cleansing Ring

Rank 2 (200 gp)

Ring – Craft (bone, metal, or wood)

Attune

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You can activate this ring as a standard action. When you do, you remove one condition affecting you.

After you activate this item, you increase your fatigue level by one.

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Rank 5 (25,000 gp): Activating this item does not increase your fatigue level.

Cloak of Death’s Door

Rank 1 (40 gp)

Cloak – Craft (leather or textiles)

Attune

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While you are at or below half your maximum hit points, you gain a +1 bonus to your Armor defense.

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Rank 3 (1,000 gp): The bonus applies to all defenses.

Rank 6 (125,000 gp): The bonus increases to +2.

Cloak of Elemental Endurance

Rank 2 (200 gp)

Cloak – Craft (leather or textiles)

Attune

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You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without any ill effects. You suffer the normal penalties in temperatures outside of that range.

Cloak of Mist

Rank 4 (5,000 gp)

Cloak – Craft (leather or textiles)

Attune

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At the end of each round, fog briefly fills a Small (15 ft.) radius zone from you. This fog does not fully block sight, but it provides concealment. There is no time gap between the disappearance of the old fog and the appearance of the new fog, so you can keep continuous fog cover by staying in the same place or moving slowly.

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Rank 6 (125,000 gp): The fog’s area increases to a Large (60 ft.) radius.

Cloak of Nondetection

Rank 2 (200 gp)

Cloak – Craft (leather or textiles)

Attune

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You are impervious (+4 defenses) to attacks with the Detection or Scrying tags.

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Rank 5 (25,000 gp): You are immune instead of impervious. This does not help against abilities that do not make attacks, so you can still be seen in scrying sensors that are not targeted on you personally.

Cloak of Wings

Rank 5 (25,000 gp)

Cloak – Craft (leather or textiles)

Attune

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You gain a fly speed equal to the base speed for your size with a maximum height of 15 feet (see Flight).

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Rank 7 (625,000 gp): The height limit increases to 30 feet.

Cloak of the Noble Rider

Rank 2 (200 gp)

Cloak – Craft (leather or textiles)

Attune

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Whenever a non-humanoid mount that you are riding would gain one or more vital wounds, this cloak automatically activates. When it does, you increase your fatigue level by one, and the mount does not make a vital roll for the vital wounds. Instead, each vital wound is treated as having a vital roll of 1, which prevents the mount from dying from its wounds.

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Rank 4 (5,000 gp): This cloak does not increase your fatigue level when it activates.

Cloak of the Unseen Hunter

Rank 5 (25,000 gp)

Cloak – Craft (leather or textiles)

Attune

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You gain a +1 accuracy bonus against creatures and objects that you have concealment from.

Crater Boots

Rank 4 (5,000 gp)

Boots – Craft (bone, leather, or metal)

Attune

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Whenever you take falling damage, make an attack vs. Reflex against everything within a Small (15 ft.) radius from you.

Hit: You deal each target bludgeoning damage equal to half the damage you took from falling. If you reduce or avoid the falling damage, that also affects you damage you deal with these boots.

Critical hit: Each target is also knocked prone (half speed, -2 Armor and Ref). This attack does not deal extra damage on a critical hit.

Crown of Flame

Rank 3 (1,000 gp)

Crown – Craft (bone or metal)

Fire

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This crown constantly burns harmlessly, emitting bright illumination in a Small (15 ft.) radius. You can touch the crown as a standard action to activate it. When you do, a burst of flame erupts around you. Make an attack vs. Reflex against everything in a Small (15 ft.) radius from you. Your minimum accuracy is +5.

Hit: 3d6 fire damage.

Miss: Half damage.

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Rank 5 (25,000 gp): The minimum accuracy increases to +8, and the damage increases to 5d8.

Rank 7 (625,000 gp): The minimum accuracy increases to +12, and the damage increases to 8d10.

Crown of Thunder

Rank 5 (25,000 gp)

Crown – Craft (bone or metal)

Visual

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The crown constantly emits a low-pitched rumbling. To you and your allies, the sound is barely perceptible. However, all other creatures within a Medium (30 ft.) radius emanation from you hear the sound as a deafening, continuous roll of thunder. The noise blocks out all other sounds quieter than thunder, causing them to be deafened (20% verbal spell failure) while they remain in the area.

Distant Protector’s Amulet

Rank 3 (1,000 gp)

Amulet – Craft (bone, metal, or wood)

Attune

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When you use the protect fighter ability or the divine protection cleric ability, the ally can be within Short (30 ft.) range instead of adjacent.

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Rank 6 (125,000 gp): The range increases to Long (90 ft.) range.

Enlarging Belt

Rank 4 (5,000 gp)

Belt – Craft (leather or textiles)

Attune

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You can activate this belt as a standard action. When you do, your size increases by one size category, to a maximum of Huge. This effect lasts until you dismiss it.

Increasing your size gives you a +1 bonus to Strength for the purpose of determining your weight limits, a -1 penalty to your Reflex defense, and a -5 penalty to Stealth. It also increases your base speed (see Size Categories). This item makes you slightly clumsy in your new size. You take a -10 foot penalty to your speed with all of your movement modes.

Exemplar’s Amulet

Rank 2 (200 gp)

Amulet – Craft (bone, metal, or wood)

Attune

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If you have the skill exemplar rogue ability, you gain a +1 enhancement bonus to all untrained skills.

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Rank 5 (25,000 gp): The bonus increases to +3.

Gauntlets of Brutal Fists

Rank 2 (200 gp)

Gauntlets – Craft (bone, metal, or wood)

Attune

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If your Strength is at least 3, your natural weapons deal +1d6 damage, but their damage is also reduced by 2. This changes your weapon damage, and is not considered extra damage. This effect does not stack with the Brutal magic weapon effect.

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Rank 5 (25,000 gp): The damage die increases to 1d8 if your Strength is at least 4.

Gauntlets of Might

Rank 2 (200 gp)

Gauntlets – Craft (bone, metal, or wood)

Attune

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You gain a +1 enhancement bonus to Strength-based checks, and you gain a +1 enhancement bonus to Strength for the purpose of determining your weight limits (see Weight Limits). In addition, you reduce your encumbrance by 1.

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Rank 5 (25,000 gp): The bonuses increase to +2, and the encumbrance reduction increases to 2.

Gauntlets of Mighty Fists

Rank 4 (5,000 gp)

Gauntlets – Craft (bone, metal, or wood)

Attune

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Your natural weapons gain the Impact weapon tag. This reduces your explosion target with strikes using that weapon by 2 (see Exploding Attacks). If the natural weapon already has the Impact weapon tag, this has no effect.

Gauntlets of Strength

Rank 3 (1,000 gp)

Gauntlets – Craft (bone, metal, or wood)

Attune (deep)

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You gain a +1 enhancement bonus to your strength

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Rank 7 (625,000 gp): The bonus increases to +2.

Gauntlets of Telekinetic Propulsion

Rank 2 (200 gp)

Gauntlets – Craft (bone, metal, or wood)

Attune

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When you make a thrown strike, you reduce your longshot penalty by 1 (see ??).

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Rank 5 (25,000 gp): The penalty reduction increases to 2.

Ghost Shroud

Rank 2 (200 gp)

Cloak – Craft (leather or textiles)

Attune

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Creatures that are intangible or incorporeal are only impervious (+4 defenses) to physical damage you inflict instead of being immune to it. In addition, you can touch those creatures, though they are impervious to any attacks you make to touch them.

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Rank 4 (5,000 gp): Intangible and incorporeal creatures are not impervious to your physical damage and touch attacks.

Rank 7 (625,000 gp): Intangible and incorporeal creatures are vulnerable (-4 defenses) to your physical damage and touch attacks.

Ghoultouch Gloves

Rank 7 (625,000 gp)

Gloves – Craft (leather or textiles)

Attune

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You can activate these gloves as a standard action using a free hand. When you do, make an attack vs. Reflex and Fortitude against a creature you touch with either glove. Whether the attack hits or misses, the target is immune to this ability until it finishes a short rest.

Hit: If the target has no remaining damage resistance, it becomes paralyzed (cannot move) as a condition.

Gloves of Dexterity

Rank 3 (1,000 gp)

Gloves – Craft (leather or textiles)

Attune (deep)

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You gain a +1 enhancement bonus to your dexterity

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Rank 7 (625,000 gp): The bonus increases to +2.

Gloves of Improvisation

Rank 2 (200 gp)

Gloves – Craft (leather or textiles)

Attune

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You are proficient with improvised weapons (see Weapon Proficiency).

Gloves of Reliable Finesse

Rank 1 (40 gp)

Gloves – Craft (leather or textiles)

Attune

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Whenever you roll a 1 on an attack or check using the Craft, Devices, or Sleight of Hand skills, you may reroll and take the higher result. You can only reroll any individual roll once in this way. This does not affect bonus dice rolled for exploding attacks.

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Rank 4 (5,000 gp): You can also reroll when you roll a 2 or 3.

Greatreach Bracers

Rank 4 (5,000 gp)

Bracers – Craft (bone, metal, or wood)

Attune

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Your melee strikes gain the Long weapon tag, allowing you to attack targets up to 10 feet away from you (see Weapon Tags).

Haranguing Amulet

Rank 3 (1,000 gp)

Amulet – Craft (bone, metal, or wood)

Emotion

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You can use the Intimidate skill in place of the Persuasion skill for the denounce the heathens cleric ability. When you do, each target is goaded (-2 accuracy vs. non-goading creatures) by you instead of stunned.

Healing Belt

Rank 1 (40 gp)

Belt – Craft (leather or textiles)

Swift

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You can activate this belt as a standard action. When you do, you regain 3d6 hit points and increase your fatigue level by one.

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Rank 3 (1,000 gp): The healing increases to 5d8.

Rank 5 (25,000 gp): The healing increases to 8d10.

Hexward Ring

Rank 4 (5,000 gp)

Ring – Craft (bone, metal, or wood)

Attune

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You gain a +1 bonus to your defenses against targeted spells. This does not protect you from abilities that affect an area, or from magical abilities that are not spells.

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Rank 7 (625,000 gp): The bonus increases to +2.

Holy Avenger’s Amulet

Rank 3 (1,000 gp)

Amulet – Craft (bone, metal, or wood)

Attune

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When you use the smite paladin ability, you gain a +1 accuracy bonus against creatures that dealt damage to one of your allies during the previous round. This accuracy bonus is doubled if the target caused one of your allies to gain a vital wound during the previous round.

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Rank 6 (125,000 gp): The accuracy bonus increases to +2.

Imperious Circlet

Rank 3 (1,000 gp)

Circlet – Craft (bone or metal)

Attune

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You gain a +3 enhancement bonus to the Intimidate skill (see Intimidate).

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Rank 6 (125,000 gp): The bonus increases to +5.

Levitating Boots

Rank 2 (200 gp)

Boots – Craft (bone, leather, or metal)

Attune

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Whenever you jump, you can activate these boots (see Jumping). When you do, you increase your fatigue level by one. In exchange, your maximum jump height is equal to your maximum horizontal jump distance, and you can land in midair at any point during your jump this round. You can briefly levitate in that location as if you were standing on solid ground.

These boots cannot be activated again until you spend a full round on a solid surface capable of supporting your weight.

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Rank 5 (25,000 gp): Activating these boots does not increase your fatigue level.

Liar’s Ring

Rank 3 (1,000 gp)

Ring – Craft (bone, metal, or wood)

Attune

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You gain a +3 enhancement bonus to the Deception skill (see Deception).

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Rank 6 (125,000 gp): The bonus increases to +5.

Lifekeeping Belt

Rank 1 (40 gp)

Belt – Craft (leather or textiles)

Attune

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You gain a +1 enhancement bonus to your vital rolls.

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Rank 3 (1,000 gp): The bonus increases to +2.

Rank 5 (25,000 gp): The bonus increases to +3.

Locksmith Gloves

Rank 3 (1,000 gp)

Gloves – Craft (leather or textiles)

Attune

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You gain a +3 enhancement bonus to the Devices skill (see Devices).

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Rank 6 (125,000 gp): The bonus increases to +5.

Ocular Circlet

Rank 2 (200 gp)

Circlet – Craft (bone or metal)

Scrying

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You can activate this item as a standard action. When you do, a scrying sensor appears floating in the air in an unoccupied square within Medium (60 ft.) range. As long as you sustain the effect as a standard action, you see through the sensor instead of from your body.

While viewing through the sensor, your visual acuity is the same as your normal body, except that it does not share the benefits of any magical ✨ effects that improve your vision. You otherwise act normally, though you may have difficulty moving or taking actions if the sensor cannot see your body or your intended targets, effectively making you blinded (50% miss chance, -2 Armor and Ref).

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Rank 4 (5,000 gp): You can activate the item and sustain its effect as a minor action.

Phasestep Boots

Rank 2 (200 gp)

Boots – Craft (bone, leather, or metal)

Attune

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You can activate these boots as a free action. When you do, you increase your fatigue level by one, and you may move through creatures freely when you move using one of your movement speeds this round. This does not allow you to move through inanimate objects. If you end your movement in spaces occupied by other creatures, both of you are still squeezing (-2 Armor and Ref). If you are not able to move normally, such as if you are grappled, these boots do not help you.

After you activate these boots, you briefly cannot do so again.

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Rank 4 (5,000 gp): Activating the effect does not increase your fatigue level.

Rank 6 (125,000 gp): The boots do not require activation. Instead, the effect is constantly active.

Pickpocket Gloves

Rank 3 (1,000 gp)

Gloves – Craft (leather or textiles)

Attune

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You gain a +3 enhancement bonus to the Sleight of Hand skill (see Sleight of Hand).

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Rank 6 (125,000 gp): The bonus increases to +5.

Poisonbane Belt

Rank 2 (200 gp)

Belt – Craft (leather or textiles)

Attune

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You are impervious (+4 defenses) to poisons and poison damage.

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Rank 5 (25,000 gp): You become immune instead of impervious.

Quickcleanse Ring

Rank 5 (25,000 gp)

Ring – Craft (bone, metal, or wood)

Attune

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You can activate this ring as a minor action. When you do, you remove one condition affecting you.

After you activate this item, you increase your fatigue level by two.

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Rank 7 (625,000 gp): Activating this item only increases your fatigue level by one.

Quilled Cloak

Rank 2 (200 gp)

Cloak – Craft (leather or textiles)

Attune

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Whenever a creature grapples you, you immediately deal it 3d10 piercing damage. This does not affect creatures that you initiate a grapple with.

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Rank 5 (25,000 gp): The damage increases to 8d10.

Radiant Crown

Rank 1 (40 gp)

Crown – Craft (bone or metal)

Visual

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This crown sheds bright illumination in a Small (15 ft.) radius. You can touch the crown as a minor action to suppress or resume the light.

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Rank 3 (1,000 gp): The area increases to a Large (60 ft.) radius.

Ring of Desperate Breath

Rank 1 (40 gp)

Ring – Craft (bone, metal, or wood)

Air

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You can activate this item as a minor action. When you do, you increase your fatigue level by one, and you can breathe in clean, fresh air regardless of your environment for one minute. This can be used in emergencies to save yourself from drowning or other perils.

Ring of Nourishment

Rank 2 (200 gp)

Ring – Craft (bone, metal, or wood)

Creation

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You continuously gain nourishment, and no longer need to eat or drink. This ring must be worn for 24 hours before it begins to work.

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Rank 4 (5,000 gp): You also need only a quarter of your normal amount of sleep (or similar activity, such as elven trance) each day.

Ring of Protection

Rank 3 (1,000 gp)

Ring – Craft (bone, metal, or wood)

Attune (deep)

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You gain a +4 enhancement bonus to your hit points and damage resistance. In addition, you gain a +1 enhancement bonus to vital rolls.

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Rank 5 (25,000 gp): The bonuses to hit points and damage resistance increase to +8.

Rank 7 (625,000 gp): The bonuses to hit points and damage resistance increase to +16.

Ring of Spell Investment

Rank 3 (1,000 gp)

Ring – Craft (bone, metal, or wood)

Attune

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When you or an adjacent ally casts a spell that does not have the Attune or Sustain tags, you can invest the magic of the spell in the ring. If you do, the spell does not have its normal effect. All decisions about the spell’s effect, except for targeting, must be made at the time that the spell is invested in this way. The desperate exertion ability cannot be used to affect the spell, either at the time it is invested or when it is activated. Only one spell can be stored this way.

You can activate this ring as a standard action. When you do, you cause the effect of the last spell invested in the ring. You choose the area and targets affected by the spell at this time. This does not require verbal components or somatic components, even if they would normally be required to cast the spell. The spell’s effect is determined based on the power and other abilities of the original caster who invested the spell into the ring, not yours. You do not have to have the ability to cast the spell to activate a spell in this way.

After you use a spell in this way, the energy in the ring is spent, and you must invest a new spell to activate the ring again. Any lingering effects of spells activated through this ring automatically end after ten minutes, and whenever you invest a new spell into the ring.

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Rank 6 (125,000 gp): You can invest up to two spells in the ring. When you activate the ring, you choose which spell to use.

Ring of Water Breathing

Rank 3 (1,000 gp)

Ring – Craft (bone, metal, or wood)

Water

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You can breathe water as easily as a human breathes air. This does not grant you the ability to breathe other liquids.

Ring of the True Form

Rank 2 (200 gp)

Ring – Craft (bone, metal, or wood)

Attune

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You are impervious (+4 defenses) to attacks from the polymorph sphere. This bonus also applies against other attacks that significantly alter your physical form, such as an aboleth’s slime.

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Rank 5 (25,000 gp): You become immune instead of impervious.

Ruler’s Circlet

Rank 3 (1,000 gp)

Circlet – Craft (bone or metal)

Attune

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You gain a +3 enhancement bonus to the Persuasion skill (see Persuasion).

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Rank 6 (125,000 gp): The bonus increases to +5.

Seven League Boots

Rank 4 (5,000 gp)

Boots – Craft (bone, leather, or metal)

Attune

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You can activate these boots as a standard action. When you do, you increase your fatigue level by one and teleport horizontally exactly 25 miles in a direction you specify. If this would place you within a solid object or otherwise impossible space, the boots will shunt you up to 1,000 feet in any direction to the closest available space. If there is no available space within 1,000 feet of your intended destination, the effect fails and you take 4d6 energy damage.

Shieldburst Bracers

Rank 1 (40 gp)

Bracers – Craft (bone, metal, or wood)

Swift

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You can activate these bracers as a free action. When you do, you increase your fatigue level by one and gain a +2 bonus to your Armor defense this round. After you activate this item, you briefly cannot do so again.

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Rank 4 (5,000 gp): The defense bonus increases to +4.

Shrinking Belt

Rank 3 (1,000 gp)

Belt – Craft (leather or textiles)

Attune

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You can activate this belt as a standard action. When you do, your size decreases by one size category, to a minimum of Tiny. This effect lasts until you dismiss it.

Reducing your size gives you a -1 penalty to Strength for the purpose of determining your weight limits, a +1 bonus to your Reflex defense, and a +5 bonus to Stealth. It also reduces your base speed (see Size Categories).

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Rank 7 (625,000 gp): You can choose to decrease your size by two size categories instead of one.

Skydancing Boots

Rank 3 (1,000 gp)

Boots – Craft (bone, leather, or metal)

Attune

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You can activate these boots as a free action. When you do, you may treat air as if it were solid ground to your feet for the rest of the current phase. You may selectively choose when to treat the air as solid ground, allowing you to walk or jump on air freely. These boots cannot be activated again until you land on a solid surface capable of supporting your weight.

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Rank 6 (125,000 gp): The effect lasts briefly instead of only during the current phase.

Slinging Gauntlets

Rank 2 (200 gp)

Gauntlets – Craft (bone, metal, or wood)

Attune

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You can activate these gauntlets as a standard action. When you do, a rock appears in one free hand, and you can immediately throw it at anything within Short (30 ft.) range. Make an attack against the target’s Armor defense.

Hit: 3d6 bludgeoning damage.

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Rank 4 (5,000 gp): The damage increases to 5d8.

Rank 6 (125,000 gp): The damage increases to 8d10.

Solar Crown

Rank 4 (5,000 gp)

Crown – Craft (bone or metal)

Visual

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This crown sheds brilliant illumination in a Medium (30 ft.) radius. You can touch the crown as a minor action to suppress or resume the light.

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Rank 6 (125,000 gp): The area increases to a Huge (90 ft.) radius.

Sprinting Boots

Rank 4 (5,000 gp)

Boots – Craft (bone, leather, or metal)

Attune

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Whenever you use the sprint ability during the movement phase, you can activate these boots. When you do, you do not increase your fatigue level from using that sprint ability.

After you activate these boots, you cannot do so again until you spend a full round without making a movement.

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Rank 7 (625,000 gp): You can activate the boots again after you spend a movement phase without making a movement, rather than a full round.

Swarmhunter Amulet

Rank 7 (625,000 gp)

Amulet – Craft (bone, metal, or wood)

Attune

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When you use the quarry ranger ability, you may target any number of creatures.

Thieving Gloves

Rank 2 (200 gp)

Gloves – Craft (leather or textiles)

Attune

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You can activate these gloves as a standard action. When you do, they absorbs one Small or smaller object you are touching with either glove.

An absorbed object leaves no trace that it ever existed. This weapon can hold no more than three objects at once. If you attempt to absorb an object while gloves are full, the attempt fails.

As a free action, you can retrieve the last item absorbed by the gloves. The item appears in your hand, or falls to the ground if your hand is occupied. The item similarly reappears if you stop attuning to this gloves or take them off.

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Rank 4 (5,000 gp): The maximum size category increases to Medium.

Rank 6 (125,000 gp): The maximum size category increases to Large.

Throwing Gauntlets

Rank 3 (1,000 gp)

Gauntlets – Craft (bone, metal, or wood)

Attune

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You can throw creatures and objects as they had the Thrown (30/60) weapon tag (see Weapon Tags). They must be at least one size category smaller than you, and you must be able to pick them up within your weight limits.

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Rank 6 (125,000 gp): The tag improves to Thrown (60/120).

Twinhunter Amulet

Rank 3 (1,000 gp)

Amulet – Craft (bone, metal, or wood)

Attune

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When you use the quarry ranger ability, you may target an additional creature.

Utility Belt

Rank 2 (200 gp)

Belt – Craft (leather or textiles)

Attune

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This belt contains five pockets, each of which is larger on the inside than the outside. The inside of each pocket is a six inch cube. You can put anything you want in each pocket, but you still carry the weight of anything in the pockets. If you put reactive objects in a pocket, such as acid or burning alchemist’s fire, it may destroy the pocket until the belt is repaired.

As long as each pocket is no more than half full, or is full of completely interchangeable items, you can reach into any pocket just as easily as you can reach into a nonmagical pocket. Overstuffed pockets may take more time to sift through to find the specific item you want, just like rummaging through a backpack.

If you take off this belt or stop attuning to it, the items in the belt become inaccessible. If this belt is destroyed, the items within it become lost in the Astral Plane.

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Rank 5 (25,000 gp): The belt has ten pockets instead of five, and each pocket is a one foot cube instead of a six inch cube.

Vanishing Cloak

Rank 5 (25,000 gp)

Cloak – Craft (leather or textiles)

Attune

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You can activate this cloak as a standard action. When you do, you teleport to an unoccupied location within Medium (60 ft.) range of your original location. As normal for teleportation, you can immediately hide when you reach your destination (see Stealth). Unlike most teleportation, this teleportation does not make any noise.

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Rank 7 (625,000 gp): The range of the teleportation increases to Distant (120 ft.) range.

Wild Magic Amulet

Rank 3 (1,000 gp)

Amulet – Craft (bone, metal, or wood)

Attune

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You gain a +2 power bonus with spells you cast using the wildspell sorcerer ability. However, you take a -2 penalty to your wild magic rolls. If your result is 0 or less, you are the only target of the spell.

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Rank 6 (125,000 gp): The power bonus increases to +3.