9.9 Magic Apparel

PIC Magic apparel items must be worn to gain their effects.

9.9.1 Body Slots

The main limiting factor on how many items you can have equipped is your attunement points, not the physical location of your items on your body. However, there are limits to how many items you can wear of the same type, as described below. For item types not listed here, use reasonable judgment about what would be plausible.

Property Limits: An apparel item can only have one magic item property.

Table 9.16: Magic Apparel

Name

Type

Description

Rank (Cost)

Page

Haranguing Amulet

Amulet

Goad with denounce the heathens

1 (4 gp)

here

Belt of Health

Belt

Grants +1 durability

1 (4 gp)

here

Healing Belt

Belt

Exert to heal 2d10 hit points

1 (4 gp)

here

Lifekeeping Belt

Belt

Grants +1 to vital rolls

1 (4 gp)

here

Boots of Desperate Retreat

Boots

Can move when you recover

1 (4 gp)

here

Boots of Reliable Motion

Boots

Can reroll 1s with movement-based skills

1 (4 gp)

here

Boots of the Desertlands

Boots

Eases travel in deserts

1 (4 gp)

here

Boots of the Winterlands

Boots

Eases travel in cold areas

1 (4 gp)

here

Charging Boots

Boots

Reduces penalties for charging by 1

1 (4 gp)

here

Bracers of Armor

Bracers

Surrounds you in armor

1 (4 gp)

here

Bracers of Blessed Protection

Bracers

Can protect against one critical hit

1 (4 gp)

here

Bracers of Repulsion

Bracers

Can push nearby creatures back

1 (4 gp)

here

Shieldburst Bracers

Bracers

Can exert to gain instant +2 Armor defense

1 (4 gp)

here

Circlet of Desperate Visions

Circlet

Grants lingering benefits from desperate exertion

1 (4 gp)

here

Circlet of Reliable Intuition

Circlet

Can reroll 1s with intuition-based skills

1 (4 gp)

here

Circlet of Reliable Observation

Circlet

Can reroll 1s with observation-based skills

1 (4 gp)

here

Cloak of Death’s Door

Cloak

Braced while at zero HP

1 (4 gp)

here

Radiant Crown

Crown

Emits light

1 (4 gp)

here

Bladespawn Gloves

Gloves

Can create daggers

1 (4 gp)

here

Ghoultouch Gloves

Gloves

Grants a slowing touch

1 (4 gp)

here

Gloves of Reliable Finesse

Gloves

Can reroll 1s with finesse-based skills

1 (4 gp)

here

Ring of Desperate Breath

Ring

Can exert to breathe briefly

1 (4 gp)

here

Tattoo of Imbuement (1)

Tattoo

Grants a rank 1 weapon property to a natural weapon

1 (4 gp)

here

Amulet of Controlled Rage

Amulet

Reduces defense penalties from rage

2 (20 gp)

here

Amulet of Distant Stealth

Amulet

Increases range with sneak attack

2 (20 gp)

here

Amulet of Divine Healing

Amulet

Grants +1d8 healing with divine aid and lay on hands

2 (20 gp)

here

Amulet of Mystic Rage

Amulet

Rage also affects magical attacks

2 (20 gp)

here

Exemplar’s Amulet

Amulet

Increase skill exemplar bonus with untrained skills by 1

2 (20 gp)

here

Poisonbane Belt

Belt

Impervious to poisons

2 (20 gp)

here

Utility Belt

Belt

Contains five large pockets

2 (20 gp)

here

Anchoring Boots

Boots

Immune to most forced movement attacks

2 (20 gp)

here

Bonded Boots

Boots

Can teleport next to nearby bonded ally

2 (20 gp)

here

Boots of Freedom

Boots

Cannot be slowed

2 (20 gp)

here

Levitating Boots

Boots

Can exert to levitate after jumping

2 (20 gp)

here

Phasestep Boots

Boots

Can move through creatures

2 (20 gp)

here

Blind Seer’s Circlet

Circlet

Increases range of blindsense and blindsight

2 (20 gp)

here

Ocular Circlet

Circlet

Can allow you to see at distance

2 (20 gp)

here

Cloak of Elemental Endurance

Cloak

Grants tolerance of temperature extremes

2 (20 gp)

here

Cloak of Nondetection

Cloak

Impervious to magical detection

2 (20 gp)

here

Cloak of the Noble Rider

Cloak

Can exert to save your mount from death

2 (20 gp)

here

Ghost Shroud

Cloak

Grants limited ability to hit ghostly creatures

2 (20 gp)

here

Quilled Cloak

Cloak

Deals 3d10 damage when grappled

2 (20 gp)

here

Gauntlets of Might

Gauntlets

Grants +1 Strength for weight limits

2 (20 gp)

here

Gauntlets of Telekinetic Propulsion

Gauntlets

Reduces thrown longshot penalty by 1

2 (20 gp)

here

Slinging Gauntlets

Gauntlets

Can deal 2d10 damage

2 (20 gp)

here

Ambidextrous Gloves

Gloves

Make dual strikes without Dexterity

2 (20 gp)

here

Gloves of Improvisation

Gloves

Grants proficiency with improvised weapons

2 (20 gp)

here

Thieving Gloves

Gloves

Can absorb a small item

2 (20 gp)

here

Cleansing Ring

Ring

Can exert to remove a condition

2 (20 gp)

here

Ring of Nourishment

Ring

Provides food and water

2 (20 gp)

here

Ring of the True Form

Ring

Impervious to form-altering attacks

2 (20 gp)

here

Tattoo of Imbuement (2)

Tattoo

Grants a rank 2 weapon property to a natural weapon

2 (20 gp)

here

Amulet of Mighty Stealth

Amulet

Can sneak attack with any weapon

3 (100 gp)

here

Amulet of Sturdy Companionship

Amulet

Grants +1 defenses to animal allies

3 (100 gp)

here

Amulet of Undead Control

Amulet

Can control undead

3 (100 gp)

here

Amulet of Wild Control

Amulet

Reduces chaos with wildspell

3 (100 gp)

here

Amulet of Wild Might

Amulet

+1d4 damage, but increased chaos with wildspell

3 (100 gp)

here

Distant Protector’s Amulet

Amulet

Increases range of protect

3 (100 gp)

here

Holy Avenger’s Amulet

Amulet

Grants +1 accuracy with smite when avenging allies

3 (100 gp)

here

Twinhunter Amulet

Amulet

Adds an additional target with quarry

3 (100 gp)

here

Belt of Constitution

Belt

Grants +1 constitution

3 (100 gp)

here

Belt of Health+

Belt

Grants +2 durability

3 (100 gp)

here

Belt of Regeneration

Belt

Regain 1d4 hit points per round

3 (100 gp)

here

Healing Belt+

Belt

Exert to heal 5d8 hit points

3 (100 gp)

here

Lifekeeping Belt+

Belt

Grants +2 to vital rolls

3 (100 gp)

here

Shrinking Belt

Belt

Reduces your size

3 (100 gp)

here

Blindfold of the Third Eye

Blindfold

Grants blindsight, blindsense, and blindness

3 (100 gp)

here

Boots of Elvenkind

Boots

Grants +3 Stealth

3 (100 gp)

here

Boots of Gravitation

Boots

Redirects personal gravity to adjacent objects

3 (100 gp)

here

Boots of Water Walking

Boots

Allows walking on liquids

3 (100 gp)

here

Boots of the Desertlands+

Boots

Eases travel in warm deserts

3 (100 gp)

here

Boots of the Winterlands+

Boots

Greatly eases travel in cold areas

3 (100 gp)

here

Charging Boots+

Boots

Removes penalties for charging

3 (100 gp)

here

Crater Boots

Boots

Deals your falling damage to enemies

3 (100 gp)

here

Skydancing Boots

Boots

Can very briefly walk on air

3 (100 gp)

here

Bracers of Repulsion+

Bracers

Can push nearby creatures back

3 (100 gp)

here

Circlet of Perception

Circlet

Grants +1 perception

3 (100 gp)

here

Circlet of Willpower

Circlet

Grants +1 willpower

3 (100 gp)

here

Imperious Circlet

Circlet

Grants +3 Intimidate

3 (100 gp)

here

Ruler’s Circlet

Circlet

Grants +3 Persuasion

3 (100 gp)

here

Avian Cloak

Cloak

Grants a glide speed

3 (100 gp)

here

Phoenixflame Cloak

Cloak

Deals 2d10 damage when you recover

3 (100 gp)

here

Challenger’s Crown

Crown

Increases accuracy penalty on goaded foes by 1

3 (100 gp)

here

Crown of Flame

Crown

Can deal 2d10 damage around you

3 (100 gp)

here

Radiant Crown+

Crown

Emits great light

3 (100 gp)

here

Gauntlets of Strength

Gauntlets

Grants +1 strength

3 (100 gp)

here

Throwing Gauntlets

Gauntlets

Allows throwing objects up to 60 feet

3 (100 gp)

here

Gloves of Dexterity

Gloves

Grants +1 dexterity

3 (100 gp)

here

Locksmith Gloves

Gloves

Grants +3 Devices

3 (100 gp)

here

Pickpocket Gloves

Gloves

Grants +3 Sleight of Hand

3 (100 gp)

here

Baneswallow Ring

Ring

Can exert and remove a condition to gain power

3 (100 gp)

here

Liar’s Ring

Ring

Grants +3 Deception

3 (100 gp)

here

Ring of Spell Investment

Ring

Can invest a spell to gain its effect later

3 (100 gp)

here

Ring of Water Breathing

Ring

Allows breathing water like air

3 (100 gp)

here

Tattoo of Imbuement (3)

Tattoo

Grants a rank 3 weapon property to a natural weapon

3 (100 gp)

here

Amulet of Divine Healing+

Amulet

Grants +2d8 healing with divine aid and lay on hands

4 (500 gp)

here

Amulet of Shared Discipline

Amulet

Using cleansing discipline also helps an adjacent ally

4 (500 gp)

here

Enlarging Belt

Belt

Increases your size

4 (500 gp)

here

Bonded Boots+

Boots

Can teleport next to distant bonded ally

4 (500 gp)

here

Boots of Desperate Retreat+

Boots

Can sprint when you recover

4 (500 gp)

here

Boots of Reliable Motion+

Boots

Can reroll 3 or less with movement-based skills

4 (500 gp)

here

Seven League Boots

Boots

Can exert to teleport seven leagues

4 (500 gp)

here

Sprinting Boots

Boots

Can sprint without exertion

4 (500 gp)

here

Bracers of Armor+

Bracers

Surrounds you in armor

4 (500 gp)

here

Bracers of Blessed Protection+

Bracers

Can protect against two critical hits

4 (500 gp)

here

Greatreach Bracers

Bracers

Allows striking non-adjacent foes

4 (500 gp)

here

Shieldburst Bracers+

Bracers

Can exert to gain instant +4 Armor defense

4 (500 gp)

here

Blind Seer’s Circlet+

Circlet

Increases range of blindsense and blindsight

4 (500 gp)

here

Circlet of Desperate Visions+

Circlet

Grants lingering benefits from desperate exertion

4 (500 gp)

here

Circlet of Reliable Intuition+

Circlet

Can reroll 3 or less with intuition-based skills

4 (500 gp)

here

Circlet of Reliable Observation+

Circlet

Can reroll 3 or less with observation-based skills

4 (500 gp)

here

Ocular Circlet+

Circlet

Can allow you to quickly see at distance

4 (500 gp)

here

Cloak of Death’s Door+

Cloak

Braced and steeled while at zero HP

4 (500 gp)

here

Cloak of Mist

Cloak

Fills nearby area with fog

4 (500 gp)

here

Cloak of the Noble Rider+

Cloak

Can save your mount from death

4 (500 gp)

here

Cloak of the Unseen Hunter

Cloak

Grants +1 accuracy while concealed

4 (500 gp)

here

Solar Crown

Crown

Sheds brilliant light

4 (500 gp)

here

Gauntlets of Telekinetic Propulsion+

Gauntlets

Reduces thrown longshot penalty by 2

4 (500 gp)

here

Slinging Gauntlets+

Gauntlets

Can deal 5d8 bludgeoning damage

4 (500 gp)

here

Bladespawn Gloves+

Gloves

Can create daggers with special materials

4 (500 gp)

here

Gloves of Reliable Finesse+

Gloves

Can reroll 3 or less with finesse-based skills

4 (500 gp)

here

Thieving Gloves+

Gloves

Can absorb an item

4 (500 gp)

here

Cleansing Ring+

Ring

Can remove a condition

4 (500 gp)

here

Hexward Ring

Ring

Grants +1 defenses against targeted spells

4 (500 gp)

here

Ring of Nourishment+

Ring

Provides food, water, and sleep

4 (500 gp)

here

Tattoo of Imbuement (4)

Tattoo

Grants a rank 4 weapon property to a natural weapon

4 (500 gp)

here

Amulet of Distant Stealth+

Amulet

Increases range with sneak attack

5 (2,500 gp)

here

Amulet of Mighty Stealth+

Amulet

Can sneak attack with any weapon for extra damage

5 (2,500 gp)

here

Amulet of Mystic Rage+

Amulet

+1 magical power, and rage also affects magical attacks

5 (2,500 gp)

here

Amulet of Perfect Equality

Amulet

Improves perfect body on your lowest attribute

5 (2,500 gp)

here

Amulet of Sturdy Companionship+

Amulet

Grants +1 defenses and injury resistance to animal allies

5 (2,500 gp)

here

Amulet of Undead Control+

Amulet

Can permanently control some undead

5 (2,500 gp)

here

Amulet of Wild Might+

Amulet

+1d8 damage, but increased chaos with wildspell

5 (2,500 gp)

here

Amulet of the Undead Horde

Amulet

Can control several undead

5 (2,500 gp)

here

Distant Protector’s Amulet+

Amulet

Greatly increases range of protect

5 (2,500 gp)

here

Exemplar’s Amulet+

Amulet

Increase skill exemplar bonus with untrained skills by 3

5 (2,500 gp)

here

Zealous Titan’s Amulet

Amulet

Deal extra damage with smite using Heavy weapons

5 (2,500 gp)

here

Belt of Health++

Belt

Grants +3 durability

5 (2,500 gp)

here

Belt of Regeneration+

Belt

Regain 3d6 hit points per round

5 (2,500 gp)

here

Healing Belt++

Belt

Exert to heal 8d10 hit points

5 (2,500 gp)

here

Lifekeeping Belt++

Belt

Grants +3 to vital rolls

5 (2,500 gp)

here

Poisonbane Belt+

Belt

Immune to poisons

5 (2,500 gp)

here

Utility Belt+

Belt

Contains ten large pockets

5 (2,500 gp)

here

Blindfold of the Third Eye+

Blindfold

Grants blindsight, blindsense, and blindness

5 (2,500 gp)

here

Anchoring Boots+

Boots

Immune to most forced relocation attacks

5 (2,500 gp)

here

Boots of Gravitation+

Boots

Redirects personal gravity to nearby objects

5 (2,500 gp)

here

Boots of Speed

Boots

Increases speed by 10 feet

5 (2,500 gp)

here

Levitating Boots+

Boots

Can levitate after jumping

5 (2,500 gp)

here

Phasestep Boots+

Boots

Can move through creatures and objects

5 (2,500 gp)

here

Assassin’s Cloak

Cloak

Grants brief invisibility

5 (2,500 gp)

here

Avian Cloak+

Cloak

Grants a stable glide speed

5 (2,500 gp)

here

Cloak of Nondetection+

Cloak

Immune to magical detection

5 (2,500 gp)

here

Cloak of Wings

Cloak

Grants flight up to 15 feet high

5 (2,500 gp)

here

Ghost Shroud+

Cloak

Grants ability to hit intangible creatures

5 (2,500 gp)

here

Quilled Cloak+

Cloak

Deals 8d10 damage when grappled

5 (2,500 gp)

here

Vanishing Cloak

Cloak

Can teleport silently

5 (2,500 gp)

here

Crown of Flame+

Crown

Can deal 5d8 damage around you

5 (2,500 gp)

here

Crown of Thunder

Crown

Continously deafens nearby enemies

5 (2,500 gp)

here

Radiant Crown++

Crown

Emits vast light

5 (2,500 gp)

here

Gauntlets of Might+

Gauntlets

Grants +2 Strength for weight limits

5 (2,500 gp)

here

Baneswallow Ring+

Ring

Can remove a condition to gain power

5 (2,500 gp)

here

Quickcleanse Ring

Ring

Can exert to quickly remove a condition

5 (2,500 gp)

here

Ring of the True Form+

Ring

Immune to form-altering attacks

5 (2,500 gp)

here

Tattoo of Imbuement (5)

Tattoo

Grants a rank 5 weapon property to a natural weapon

5 (2,500 gp)

here

Amulet of Divine Healing++

Amulet

Grants +4d8 healing with divine aid and lay on hands

6 (12,500 gp)

here

Amulet of Shared Discipline+

Amulet

Using cleansing discipline also helps a nearby ally

6 (12,500 gp)

here

Amulet of Wild Control+

Amulet

Reduces and improves chaos with wildspell

6 (12,500 gp)

here

Swarmhunter Amulet

Amulet

Allows unlimited targets with quarry

6 (12,500 gp)

here

Belt of Vital Regeneration

Belt

Automatically exert to remove vital wounds

6 (12,500 gp)

here

Astral Boots

Boots

Allows teleporting instead of moving

6 (12,500 gp)

here

Boots of Elvenkind+

Boots

Grants +5 Stealth

6 (12,500 gp)

here

Skydancing Boots+

Boots

Can briefly walk on air

6 (12,500 gp)

here

Bracers of Repulsion++

Bracers

Can push nearby creatures back

6 (12,500 gp)

here

Blind Seer’s Circlet++

Circlet

Increases range of blindsense and blindsight

6 (12,500 gp)

here

Imperious Circlet+

Circlet

Grants +5 Intimidate

6 (12,500 gp)

here

Ocular Circlet++

Circlet

Can allow you to quickly see at distance

6 (12,500 gp)

here

Ruler’s Circlet+

Circlet

Grants +5 Persuasion

6 (12,500 gp)

here

Cloak of Mist+

Cloak

Fills a large area with fog

6 (12,500 gp)

here

Phoenixflame Cloak+

Cloak

Deals 7d8 damage when you recover

6 (12,500 gp)

here

Challenger’s Crown+

Crown

Increases accuracy penalty on goaded foes by 2

6 (12,500 gp)

here

Solar Crown+

Crown

Sheds brilliant light

6 (12,500 gp)

here

Gauntlets of Telekinetic Propulsion++

Gauntlets

Reduces thrown longshot penalty by 3

6 (12,500 gp)

here

Slinging Gauntlets++

Gauntlets

Can deal 8d10 bludgeoning damage

6 (12,500 gp)

here

Throwing Gauntlets+

Gauntlets

Allows throwing objects up to 120 feet

6 (12,500 gp)

here

Ghoultouch Gloves+

Gloves

Grants a slowing touch

6 (12,500 gp)

here

Locksmith Gloves+

Gloves

Grants +5 Devices

6 (12,500 gp)

here

Pickpocket Gloves+

Gloves

Grants +5 Sleight of Hand

6 (12,500 gp)

here

Thieving Gloves++

Gloves

Can absorb a large item

6 (12,500 gp)

here

Liar’s Ring+

Ring

Grants +5 Deception

6 (12,500 gp)

here

Ring of Spell Investment+

Ring

Can invest spells to gain their effects later

6 (12,500 gp)

here

Tattoo of Imbuement (6)

Tattoo

Grants a rank 6 weapon property to a natural weapon

6 (12,500 gp)

here

Amulet of Controlled Rage+

Amulet

Removes defense penalties from rage

7 (62,500 gp)

here

Amulet of Distant Stealth++

Amulet

Increases range and distant precision with sneak attack

7 (62,500 gp)

here

Amulet of Mighty Stealth++

Amulet

Can sneak attack with any weapon for extra damage

7 (62,500 gp)

here

Amulet of Revivification

Amulet

Reduces fatigue from revivify

7 (62,500 gp)

here

Amulet of Sturdy Companionship++

Amulet

Grants +2 defenses and injury resistance to animal allies

7 (62,500 gp)

here

Amulet of Undead Control++

Amulet

Can permanently control undead

7 (62,500 gp)

here

Amulet of Wild Might++

Amulet

+2d6 damage, but increased chaos with wildspell

7 (62,500 gp)

here

Amulet of the Undead Horde+

Amulet

Can control many undead

7 (62,500 gp)

here

Distant Protector’s Amulet++

Amulet

Greatly increases range of protect

7 (62,500 gp)

here

Exemplar’s Amulet++

Amulet

Increase skill exemplar bonus with untrained skills by 5

7 (62,500 gp)

here

Holy Avenger’s Amulet+

Amulet

Grants +2 accuracy with smite when avenging allies

7 (62,500 gp)

here

Zealous Titan’s Amulet+

Amulet

Deal extra damage with smite using Heavy weapons

7 (62,500 gp)

here

Belt of Constitution+

Belt

Grants +2 constitution

7 (62,500 gp)

here

Belt of Health+++

Belt

Grants +4 durability

7 (62,500 gp)

here

Belt of Regeneration++

Belt

Regain 6d10 hit points per round

7 (62,500 gp)

here

Blindfold of the Third Eye++

Blindfold

Grants blindsight, blindsense, and blindness

7 (62,500 gp)

here

Boots of Freedom+

Boots

Grants immunity to almost all mobility restrictions

7 (62,500 gp)

here

Sprinting Boots+

Boots

Can sprint without exertion

7 (62,500 gp)

here

Bracers of Armor++

Bracers

Surrounds you in armor

7 (62,500 gp)

here

Bracers of Blessed Protection++

Bracers

Can protect against three critical hits

7 (62,500 gp)

here

Shieldburst Bracers++

Bracers

Can exert to gain instant +6 Armor defense

7 (62,500 gp)

here

Circlet of Desperate Visions++

Circlet

Grants lingering benefits from desperate exertion

7 (62,500 gp)

here

Circlet of Perception+

Circlet

Grants +2 perception

7 (62,500 gp)

here

Circlet of Willpower+

Circlet

Grants +2 willpower

7 (62,500 gp)

here

Avian Cloak++

Cloak

Grants a very stable glide speed

7 (62,500 gp)

here

Cloak of Wings+

Cloak

Grants flight up to 30 feet high

7 (62,500 gp)

here

Vanishing Cloak+

Cloak

Can teleport a great distance silently

7 (62,500 gp)

here

Crown of Flame++

Crown

Can deal 8d10 damage around you

7 (62,500 gp)

here

Radiant Crown+++

Crown

Emits massive light

7 (62,500 gp)

here

Gauntlets of Might++

Gauntlets

Grants +1 mundane power and +2 Strength for weight limits

7 (62,500 gp)

here

Gauntlets of Strength+

Gauntlets

Grants +2 strength

7 (62,500 gp)

here

Bladespawn Gloves++

Gloves

Can create daggers with special materials

7 (62,500 gp)

here

Gloves of Dexterity+

Gloves

Grants +2 dexterity

7 (62,500 gp)

here

Hexward Ring+

Ring

Grants +2 defenses against targeted spells

7 (62,500 gp)

here

Quickcleanse Ring+

Ring

Can exert to quickly remove a condition

7 (62,500 gp)

here

Tattoo of Imbuement (7)

Tattoo

Grants a rank 7 weapon property to a natural weapon

7 (62,500 gp)

here

Ambidextrous Gloves

Rank 2 (20 gp)

Gloves – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You can make dual strikes even if your Dexterity is less than 2 (see Dual Strikes).

Amulet of Controlled Rage

Rank 2 (20 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ Your penalties to Armor and Reflex defense from using the rage barbarian ability are reduced by 1. ____________________________ Rank 7 (62,500 gp): The penalty reduction increases to 2, which normally removes the defense penalty entirely.

Amulet of Distant Stealth

Rank 2 (20 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ When you use the sneak attack rogue ability, you may target a creature within Medium (60 ft.) range instead of Short (30 ft.) range. ___________________________________________________________________________________________________ Rank 5 (2,500 gp): The range increases to Distant (120 ft.) range. Rank 7 (62,500 gp): You also reduce your longshot penalty with sneak attack by 2.

Amulet of Divine Healing

Rank 2 (20 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ When you use the divine aid cleric ability or the lay on hands paladin ability, the target regains an additional 1d8 hit points. This is still limited by half the target’s maximum hit points unless you increase your fatigue, as normal. __________________________________________ Rank 4 (500 gp): The extra healing increases to 2d8. Rank 6 (12,500 gp): The extra healing increases to 4d8.

Amulet of Mighty Stealth

Rank 3 (100 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ You can use the sneak attack rogue ability with any weapon. _________________________________________________________ Rank 5 (2,500 gp): When you sneak attack with a Heavy weapon, it deals 1d6 extra damage. Rank 7 (62,500 gp): The extra damage increases to 2d10.

Amulet of Mystic Rage

Rank 2 (20 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ Your accuracy bonus from the rage barbarian ability also applies to magical ✨ abilities. ___________________ Rank 5 (2,500 gp): You also gain a +1 enhancement bonus to your magicalpower.

Amulet of Perfect Equality

Rank 5 (2,500 gp)

Amulet – Craft (bone, metal, or wood)

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

Amulet of Revivification

Rank 7 (62,500 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ 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 (500 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ Whenever you use the cleansing discipline fighter ability, one ally adjacent to you can also remove a condition. __________________ Rank 6 (12,500 gp): The ally can be within Medium (60 ft.) range.

Amulet of Sturdy Companionship

Rank 3 (100 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ Each creature you command with the natural servant druid ability or the animal companion ranger ability gains a +1 enhancement bonus to all of its defenses. ______________________________________________________________________________________________ Rank 5 (2,500 gp): Each creature’s injury point is also halved. Rank 7 (62,500 gp): The defense bonus increases to +2.

Amulet of Undead Control

Rank 3 (100 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ Whenever you would kill an undead creature with a healing ability, you may activate this amulet. If the creature’s character rank is less than or equal to your rank, and it is not elite, it becomes dominated (must obey commands) by you instead of dying. This effect lasts for 24 hours. 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. ____________________________________________________________________________________________________ Rank 5 (2,500 gp): If the creature is simple-minded, this effect is permanent. It is still removed if you dominate a different undead. Rank 7 (62,500 gp): The effect is also permanent if the creature’s character rank is less than yours, even if it is not simple-minded.

Amulet of Wild Control

Rank 3 (100 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ When you use the wildspell ability, instead of rolling 1d10 for your wild magic effect, you roll 2d6-1. _________________________ Rank 6 (12,500 gp): The wild magic roll improves to 2d6.

Amulet of Wild Might

Rank 3 (100 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ When you use your wildspell sorcerer ability, the spell deals 1d4 extra damage. However, you take a -1 penalty to your wild magic rolls. If your result is 0 or less, you are the only target of the spell. _______________________________________________________________ Rank 5 (2,500 gp): The extra damage increases to 1d8. Rank 7 (62,500 gp): The extra damage increases to 2d6.

Amulet of the Undead Horde

Rank 5 (2,500 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ This item functions like a amulet of undead control, except that you can control up to three different undead creatures. Each individual creature must be simple-minded, and its rank must be at least two lower than yours. _____________________________________________ Rank 7 (62,500 gp): You can control up to five undead rather than up to three.

Anchoring Boots

Rank 2 (20 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ You are immune to teleport, push, and fling 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. ______________________________________________________________________ Rank 5 (2,500 gp): You are also immune to push, fling, and teleportation effects from attacks that are critical hits.

Assassin’s Cloak

Rank 5 (2,500 gp)

Cloak – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ 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 (12,500 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ 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 (100 gp)

Cloak – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You gain an average glide speed (see Aerial Movement). ____________________________________________________________ Rank 5 (2,500 gp): When you start gliding, it briefly does not make you unsteady (-2 accuracy, Armor, Brawn, Ref) (see Aerial Movement). After that time, you can become unsteady as normal. Rank 7 (62,500 gp): Gliding does not make you unsteady.

Baneswallow Ring

Rank 3 (100 gp)

Ring – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ You can activate this ring as a standard action. When you do, you may remove a condition affecting you. If you remove a condition in this way, you are briefly empowered (add rank to damage). After you activate this item, you increase your fatigue level by one. ____________________________________________________ Rank 5 (2,500 gp): Activating this ring does not increase your fatigue level.

Belt of Constitution

Rank 3 (100 gp)

Belt – Craft (leather or textiles)

Attune (deep)
_______________________________________________________________________________________________________ You gain a +1 enhancement bonus to your Constitution ____________________________________________________________ Rank 7 (62,500 gp): The bonus increases to +2.

Belt of Health

Rank 1 (4 gp)

Belt – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You gain a +1 enhancement bonus to your durability. _____________________________________________________________ Rank 3 (100 gp): The bonus increases to +2. Rank 5 (2,500 gp): The bonus increases to +3. Rank 7 (62,500 gp): The bonus increases to +4.

Belt of Regeneration

Rank 3 (100 gp)

Belt – Craft (leather or textiles)

Attune (deep)
_______________________________________________________________________________________________________ At the end of each round, you regain 1d4 hit points. _______________________________________________________________ Rank 5 (2,500 gp): The healing increases to 3d6. Rank 7 (62,500 gp): The healing increases to 6d10.

Belt of Vital Regeneration

Rank 6 (12,500 gp)

Belt – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ 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 (4 gp)

Gloves – Craft (leather or textiles)

Attune, Manifestation
_______________________________________________________________________________________________________ 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. _______________________________________________________________________________ Rank 4 (500 gp): The daggers be made from a special material of your choice. You can create an adamantine, pure diamondsteel, mithral, or silver dagger (see Weapon Special Materials). Rank 7 (62,500 gp): The daggers can also be made of pure adamantine, pure mithral, or sanctified silver.

Blind Seer’s Circlet

Rank 2 (20 gp)

Circlet – Craft (bone or metal)

Attune
_______________________________________________________________________________________________________ If you have blindsense, you increase its range by 30 feet. If you have blindsight, you increase its range by 15 feet. ________________ Rank 4 (500 gp): Your blindsense increases by 60 feet, and your blindsight increases by 30 feet. Rank 6 (12,500 gp): Your blindsense increases by 120 feet, and your blindsight increases by 60 feet.

Blindfold of the Third Eye

Rank 3 (100 gp)

Blindfold – Craft (textiles)

Attune
_______________________________________________________________________________________________________ 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). ________________________________________________________________________________________________ Rank 5 (2,500 gp): The blindsense increases to 120 feet, and the blindsight increases to 30 feet. Rank 7 (62,500 gp): The blindsense increases to 240 feet, and the blindsight increases to 60 feet.

Bonded Boots

Rank 2 (20 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ You can bond these boots to an ally you touch as a standard action. While the bond lasts, you can activate the boots as a standard action. When you do, you teleport into the closest unoccupied square adjacent to that ally, if such a space exists within Medium (60 ft.) range. All bonds are removed if you remove or deattune from the boots and when you bond the boots to a new ally. _____________________ Rank 4 (500 gp): The teleportation range increases to Long (90 ft.) range.

Boots of Desperate Retreat

Rank 1 (4 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ When you use the recover ability, you can also make a movement immediately afterward. ___________________________________ Rank 4 (500 gp): When you use the recover ability, you can also use the sprint ability immediately afterward.

Boots of Elvenkind

Rank 3 (100 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ You gain a +3 enhancement bonus to the Stealth skill (see Stealth). ___________________________________________________ Rank 6 (12,500 gp): The bonus increases to +5.

Boots of Freedom

Rank 2 (20 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ You are immune to being slowed (-10 speed, -2 Armor and Ref). _____________________________________________________ Rank 7 (62,500 gp): You are also unaffected by difficult terrain and cannot be knocked prone (half speed, -2 Armor and Ref). Enemy attacks cannot cause you to be grappled, but you can still be grappled if you initiate the grapple.

Boots of Gravitation

Rank 3 (100 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ 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. ________________________________________ Rank 5 (2,500 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 (4 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ 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. _____________________ Rank 4 (500 gp): You can also reroll when you roll a 2 or 3.

Boots of Speed

Rank 5 (2,500 gp)

Boots – Craft (bone, leather, or metal)

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

Boots of Water Walking

Rank 3 (100 gp)

Boots – Craft (bone, leather, or metal)

Attune, Water
_______________________________________________________________________________________________________ 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 (4 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ You can travel across sand, including quicksand, without slipping or suffering movement penalties for the terrain. _________________ Rank 3 (100 gp): The boots also keep you cool, protecting you in environments as warm as 140 degrees Fahrenheit.

Boots of the Winterlands

Rank 1 (4 gp)

Boots – Craft (bone, leather, or metal)

Attune, Cold
_______________________________________________________________________________________________________ You can travel across snow and ice without slipping or suffering movement penalties for the terrain. ___________________________ Rank 3 (100 gp): The boots also keep you warm, protecting you in environments as cold as -50 degrees Fahrenheit.

Bracers of Armor

Rank 1 (4 gp)

Bracers – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ You have a translucent suit of magical armor on your body and over your hands. This functions like medium body armor that provides a +3 bonus to Armor defense, a +4 bonus to your durability, and a +1 bonus to your vital rolls. Unlike normal medium body armor, it does not reduce your Armor defense bonus from Dexterity. The armor provided by this effect is dismissed if you have other body armor of any kind. ____________________________________ Rank 4 (500 gp): The durability bonus increases to +5. Rank 7 (62,500 gp): The Armor defense bonus increases to +4.

Bracers of Blessed Protection

Rank 1 (4 gp)

Bracers – Craft (bone, metal, or wood)

Attune (deep)
_______________________________________________________________________________________________________ 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. ___________________________________________ Rank 4 (500 gp): This item can activate twice before you stop being attuned to it. It can only reroll any individual attack once. Rank 7 (62,500 gp): This item can activate three times before you stop being attuned to it.

Bracers of Repulsion

Rank 1 (4 gp)

Bracers – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ You can activate these bracers as a standard action. When you do, they emit a telekinetic burst of force. Make an attack vs. Brawn against all enemies within a Medium (30 ft.) radius from you. Your minimum accuracy is +1. Hit: You push the target 15 feet in a straight line directly away from you. If the target is injured, you fling it instead of pushing it. ______________________________________________________________________________________________________ Rank 3 (100 gp): The minimum accuracy increases to +5 and the push or fling distance increases to 30 feet. Rank 6 (12,500 gp): The minimum accuracy increases to +10 and the push or fling distance increases to 60 feet.

Challenger’s Crown

Rank 3 (100 gp)

Crown – Craft (bone or metal)

Attune, Compulsion
_______________________________________________________________________________________________________ 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. _______________________________________________________________________________ Rank 6 (12,500 gp): The penalty increases to -2.

Charging Boots

Rank 1 (4 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ You reduce your defense penalties from using the charge ability by 1. __________________________________________________ Rank 3 (100 gp): You do not take defense penalties from using the charge ability.

Circlet of Desperate Visions

Rank 1 (4 gp)

Circlet – Craft (bone or metal)

Attune
_______________________________________________________________________________________________________ Whenever you use the desperate exertion ability, you become briefly focused (roll attacks twice). This does not affect the initial ability that you used desperate exertion to change. _____________________________________________________________________________ Rank 4 (500 gp): You are also briefly honed (+4 accuracy with crits). Rank 7 (62,500 gp): You are also briefly empowered (add rank to damage).

Circlet of Perception

Rank 3 (100 gp)

Circlet – Craft (bone or metal)

Attune (deep)
_______________________________________________________________________________________________________ You gain a +1 enhancement bonus to your Perception ______________________________________________________________ Rank 7 (62,500 gp): The bonus increases to +2.

Circlet of Reliable Intuition

Rank 1 (4 gp)

Circlet – Craft (bone or metal)

Attune
_______________________________________________________________________________________________________ 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. __________________ Rank 4 (500 gp): You can also reroll when you roll a 2 or 3.

Circlet of Reliable Observation

Rank 1 (4 gp)

Circlet – Craft (bone or metal)

Attune
_______________________________________________________________________________________________________ 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. _________________________________________________________________________________________________ Rank 4 (500 gp): You can also reroll when you roll a 2 or 3.

Circlet of Willpower

Rank 3 (100 gp)

Circlet – Craft (bone or metal)

Attune (deep)
_______________________________________________________________________________________________________ You gain a +1 enhancement bonus to your Willpower ______________________________________________________________ Rank 7 (62,500 gp): The bonus increases to +2.

Cleansing Ring

Rank 2 (20 gp)

Ring – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ 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. ____________________________________________________ Rank 4 (500 gp): Activating this item does not increase your fatigue level.

Cloak of Death’s Door

Rank 1 (4 gp)

Cloak – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ While you have no remaining hit points, you are braced (+2 defenses). _________________________________________________ Rank 4 (500 gp): While you have no remaining hit points, you are also steeled (immune to crits).

Cloak of Elemental Endurance

Rank 2 (20 gp)

Cloak – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ 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 (500 gp)

Cloak – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ 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. ____________________________________________________________________________ Rank 6 (12,500 gp): The fog’s area increases to a Large (60 ft.) radius.

Cloak of Nondetection

Rank 2 (20 gp)

Cloak – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You are impervious (+4 defenses) to attacks with the Detection or Scrying tags. __________________________________________ Rank 5 (2,500 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 (2,500 gp)

Cloak – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You gain a slow fly speed with a maximum height of 15 feet (see Flight). _______________________________________________ Rank 7 (62,500 gp): The height limit increases to 30 feet.

Cloak of the Noble Rider

Rank 2 (20 gp)

Cloak – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ 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. __________________________________________________ Rank 4 (500 gp): This cloak does not increase your fatigue level when it activates.

Cloak of the Unseen Hunter

Rank 4 (500 gp)

Cloak – Craft (leather or textiles)

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

Crater Boots

Rank 3 (100 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ As a standard action, you can jump as normal while activating these boots (see Jumping). When you land from the jump, make an attack vs. Reflex against everything within a Small (15 ft.) radius from you. Hit: You deal the target bludgeoning damage equal to 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 also falls prone (half speed, -2 Armor and Ref). This attack does not deal increased damage on a critical hit.

Crown of Flame

Rank 3 (100 gp)

Crown – Craft (bone or metal)

Attune, Fire
_______________________________________________________________________________________________________ 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: 2d10 damage. Miss: Half damage. ________________________________________________________________________________________ Rank 5 (2,500 gp): The minimum accuracy increases to +8, and the damage increases to 5d8. Rank 7 (62,500 gp): The minimum accuracy increases to +12, and the damage increases to 8d10.

Crown of Thunder

Rank 5 (2,500 gp)

Crown – Craft (bone or metal)

Attune, Visual
_______________________________________________________________________________________________________ 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 (100 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ 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. ________________________________________________________________________________________________ Rank 5 (2,500 gp): The range increases to Medium (60 ft.) range. Rank 7 (62,500 gp): The range increases to Distant (120 ft.) range.

Enlarging Belt

Rank 4 (500 gp)

Belt – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ 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 -4 penalty to your Stealth skill. 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 (20 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ If you have the skill exemplar rogue ability, you gain a +1 enhancement bonus to all untrained skills. __________________________ Rank 5 (2,500 gp): The bonus increases to +3. Rank 7 (62,500 gp): The bonus increases to +5.

Gauntlets of Might

Rank 2 (20 gp)

Gauntlets – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ You gain a +1 enhancement bonus to Strength that only applies for the purpose of determining your weight limits (see Weight Limits). _________________________________________________________________________________________________ Rank 5 (2,500 gp): The bonus increases to +2. Rank 7 (62,500 gp): You also gain a +1 enhancement bonus to your mundane power.

Gauntlets of Strength

Rank 3 (100 gp)

Gauntlets – Craft (bone, metal, or wood)

Attune (deep)
_______________________________________________________________________________________________________ You gain a +1 enhancement bonus to your Strength _______________________________________________________________ Rank 7 (62,500 gp): The bonus increases to +2.

Gauntlets of Telekinetic Propulsion

Rank 2 (20 gp)

Gauntlets – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ When you make a thrown strike, you reduce your longshot penalty by 1 (see Weapon Range Limits). _________________________ Rank 4 (500 gp): The penalty reduction increases to 2. Rank 6 (12,500 gp): The penalty reduction increases to 3.

Ghost Shroud

Rank 2 (20 gp)

Cloak – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ Creatures that are intangible or incorporeal are only impervious (+4 defenses) to your mundane abilities rather than immune to them. ___________________________________________________________________________________________________ Rank 5 (2,500 gp): Intangible and incorporeal creatures are not impervious to your mundane abilities.

Ghoultouch Gloves

Rank 1 (4 gp)

Gloves – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You can activate these gloves as a standard action using a free hand. When you do, make an attack vs. Fortitude against a creature you touch with either glove. After activating this item, you briefly cannot activate it again. Hit: The target is briefly slowed (-10 speed, -2 Armor and Ref). If it is injured, it is also slowed as a condition. _________________ Rank 6 (12,500 gp): The target is slowed as a condition even if it is not injured.

Gloves of Dexterity

Rank 3 (100 gp)

Gloves – Craft (leather or textiles)

Attune (deep)
_______________________________________________________________________________________________________ You gain a +1 enhancement bonus to your Dexterity ______________________________________________________________ Rank 7 (62,500 gp): The bonus increases to +2.

Gloves of Improvisation

Rank 2 (20 gp)

Gloves – Craft (leather or textiles)

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

Gloves of Reliable Finesse

Rank 1 (4 gp)

Gloves – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ 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. _____________________ Rank 4 (500 gp): You can also reroll when you roll a 2 or 3.

Greatreach Bracers

Rank 4 (500 gp)

Bracers – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ 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 1 (4 gp)

Amulet – Craft (bone, metal, or wood)

Attune, Emotion
_______________________________________________________________________________________________________ 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 (4 gp)

Belt – Craft (leather or textiles)

Attune, Swift
_______________________________________________________________________________________________________ You can activate this belt as a standard action. When you do, you regain 2d10 hit points and increase your fatigue level by one. ______ Rank 3 (100 gp): The healing increases to 5d8. Rank 5 (2,500 gp): The healing increases to 8d10.

Hexward Ring

Rank 4 (500 gp)

Ring – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ 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. _________________________________________________________________________________________ Rank 7 (62,500 gp): The bonus increases to +2.

Holy Avenger’s Amulet

Rank 3 (100 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ 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. __________________________________________________________________________________________________ Rank 7 (62,500 gp): The accuracy bonus increases to +2.

Imperious Circlet

Rank 3 (100 gp)

Circlet – Craft (bone or metal)

Attune
_______________________________________________________________________________________________________ You gain a +3 enhancement bonus to the Intimidate skill (see Intimidate). ______________________________________________ Rank 6 (12,500 gp): The bonus increases to +5.

Levitating Boots

Rank 2 (20 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ 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. ____________ Rank 5 (2,500 gp): Activating these boots does not increase your fatigue level.

Liar’s Ring

Rank 3 (100 gp)

Ring – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ You gain a +3 enhancement bonus to the Deception skill (see Deception). ______________________________________________ Rank 6 (12,500 gp): The bonus increases to +5.

Lifekeeping Belt

Rank 1 (4 gp)

Belt – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You gain a +1 enhancement bonus to your vital rolls. ______________________________________________________________ Rank 3 (100 gp): The bonus increases to +2. Rank 5 (2,500 gp): The bonus increases to +3.

Locksmith Gloves

Rank 3 (100 gp)

Gloves – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You gain a +3 enhancement bonus to the Devices skill (see Devices). __________________________________________________ Rank 6 (12,500 gp): The bonus increases to +5.

Ocular Circlet

Rank 2 (20 gp)

Circlet – Craft (bone or metal)

Attune, Scrying
_______________________________________________________________________________________________________ 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 defenses). ________________________________________________________________________________________________ Rank 4 (500 gp): You can activate the item and sustain its effect as a minor action. Rank 6 (12,500 gp): You can activate the item and sustain its effect as a free action once per round.

Phasestep Boots

Rank 2 (20 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ When you move using one of your movement speeds, you can move through creatures freely. This does not allow you to move through inanimate objects. You must still end your movement in an unoccupied space. If you are not able to move normally, such as if you are grappled, these boots do not help you. ___________________________________________________________________________________________ Rank 5 (2,500 gp): You can also move through mundane, inanimate objects that are no more than six inches thick.

Phoenixflame Cloak

Rank 3 (100 gp)

Cloak – Craft (leather or textiles)

Attune, Fire
_______________________________________________________________________________________________________ Whenever you use the recover ability, make an attack vs. Reflex against all enemies within a Small (15 ft.) radius from you. This attack is not Swift, even though the recover ability is Swift. Hit: 2d10 damage. Miss: Half damage. ________________________________________________________________________________________ Rank 6 (12,500 gp): The damage increases to 7d8, and the area increases to a Medium (30 ft.) radius.

Pickpocket Gloves

Rank 3 (100 gp)

Gloves – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You gain a +3 enhancement bonus to the Sleight of Hand skill (see Sleight of Hand). ______________________________________ Rank 6 (12,500 gp): The bonus increases to +5.

Poisonbane Belt

Rank 2 (20 gp)

Belt – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You are impervious (+4 defenses) to poisons and poison damage. _____________________________________________________ Rank 5 (2,500 gp): You become immune instead of impervious.

Quickcleanse Ring

Rank 5 (2,500 gp)

Ring – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ 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. ____________________________________________________ Rank 7 (62,500 gp): Activating this item only increases your fatigue level by one.

Quilled Cloak

Rank 2 (20 gp)

Cloak – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ Whenever a creature grapples you, you immediately deal it 3d10 piercing damage. This does not affect creatures that you initiate a grapple with. ___________________________________________________________________________________________________ Rank 5 (2,500 gp): The damage increases to 8d10.

Radiant Crown

Rank 1 (4 gp)

Crown – Craft (bone or metal)

Attune, Visual
_______________________________________________________________________________________________________ This crown sheds bright illumination in a Medium (30 ft.) radius. You can touch the crown as a minor action to suppress or resume the light. ___________________________________________________________________________________________________ Rank 3 (100 gp): The area increases to a Large (60 ft.) radius. Rank 5 (2,500 gp): The area increases to a Huge (90 ft.) radius. Rank 7 (62,500 gp): The area increases to a Gargantuan (120 ft.) radius.

Ring of Desperate Breath

Rank 1 (4 gp)

Ring – Craft (bone, metal, or wood)

Air, Attune
_______________________________________________________________________________________________________ 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 (20 gp)

Ring – Craft (bone, metal, or wood)

Attune, Creation
_______________________________________________________________________________________________________ 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. ___________________________________________________________________________________________________ Rank 4 (500 gp): You also need only a quarter of your normal amount of sleep (or similar activity, such as elven trance) each day.

Ring of Spell Investment

Rank 3 (100 gp)

Ring – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ 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. ____________________________________________________________________________________________________ Rank 6 (12,500 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 (100 gp)

Ring – Craft (bone, metal, or wood)

Attune, Water
_______________________________________________________________________________________________________ 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 (20 gp)

Ring – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ 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. ________________________________________________________________________ Rank 5 (2,500 gp): You become immune instead of impervious.

Ruler’s Circlet

Rank 3 (100 gp)

Circlet – Craft (bone or metal)

Attune
_______________________________________________________________________________________________________ You gain a +3 enhancement bonus to the Persuasion skill (see Persuasion). _____________________________________________ Rank 6 (12,500 gp): The bonus increases to +5.

Seven League Boots

Rank 4 (500 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ 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 damage.

Shieldburst Bracers

Rank 1 (4 gp)

Bracers – Craft (bone, metal, or wood)

Attune, Swift
_______________________________________________________________________________________________________ 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. _________________________________________________ Rank 4 (500 gp): The defense bonus increases to +4. Rank 7 (62,500 gp): The defense bonus increases to +6.

Shrinking Belt

Rank 3 (100 gp)

Belt – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You can activate this belt as a standard action. When you do, your size decreases by one size category, to a minimum of Small. 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 +4 bonus to your Stealth skill. It also reduces your base speed (see Size Categories).

Skydancing Boots

Rank 3 (100 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ 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. ____________________________________________________ Rank 6 (12,500 gp): The effect lasts briefly instead of only during the current phase.

Slinging Gauntlets

Rank 2 (20 gp)

Gauntlets – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ 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: 2d10 bludgeoning damage. _______________________________________________________________________________ Rank 4 (500 gp): The damage increases to 5d8. Rank 6 (12,500 gp): The damage increases to 8d10.

Solar Crown

Rank 4 (500 gp)

Crown – Craft (bone or metal)

Attune, Visual
_______________________________________________________________________________________________________ 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. ___________________________________________________________________________________________________ Rank 6 (12,500 gp): The area increases to a Huge (90 ft.) radius.

Sprinting Boots

Rank 4 (500 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ 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. _________________ Rank 7 (62,500 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 6 (12,500 gp)

Amulet – Craft (bone, metal, or wood)

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

Tattoo of Imbuement (1)

Rank 1 (4 gp)

Tattoo – Craft (manuscripts or textiles)

Attune
_______________________________________________________________________________________________________ This tattoo must be applied to one of your natural weapons that do not require a free hand to use, such as a bite. It provides that natural weapon with a specific rank 1 magic weapon property which is not a deep attunement. If that natural weapon would already be affected by a magic weapon property, this tattoo has no effect on it. Different versions of this item exist for each rank 1 magic weapon property.

Tattoo of Imbuement (2)

Rank 2 (20 gp)

Tattoo – Craft (manuscripts or textiles)

Attune
_______________________________________________________________________________________________________ This item functions like a tattoo of imbuement, except that the magic weapon property is rank 2.

Tattoo of Imbuement (3)

Rank 3 (100 gp)

Tattoo – Craft (manuscripts or textiles)

Attune
_______________________________________________________________________________________________________ This item functions like a tattoo of imbuement, except that the magic weapon property is rank 3.

Tattoo of Imbuement (4)

Rank 4 (500 gp)

Tattoo – Craft (manuscripts or textiles)

Attune
_______________________________________________________________________________________________________ This item functions like a tattoo of imbuement, except that the magic weapon property is rank 4.

Tattoo of Imbuement (5)

Rank 5 (2,500 gp)

Tattoo – Craft (manuscripts or textiles)

Attune
_______________________________________________________________________________________________________ This item functions like a tattoo of imbuement, except that the magic weapon property is rank 5.

Tattoo of Imbuement (6)

Rank 6 (12,500 gp)

Tattoo – Craft (manuscripts or textiles)

Attune
_______________________________________________________________________________________________________ This item functions like a tattoo of imbuement, except that the magic weapon property is rank 6.

Tattoo of Imbuement (7)

Rank 7 (62,500 gp)

Tattoo – Craft (manuscripts or textiles)

Attune
_______________________________________________________________________________________________________ This item functions like a tattoo of imbuement, except that the magic weapon property is rank 7.

Thieving Gloves

Rank 2 (20 gp)

Gloves – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ 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. ___________________________________ Rank 4 (500 gp): The maximum size category increases to Medium. Rank 6 (12,500 gp): The maximum size category increases to Large.

Throwing Gauntlets

Rank 3 (100 gp)

Gauntlets – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ 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. ________________________________________ Rank 6 (12,500 gp): The tag improves to Thrown (60/120).

Twinhunter Amulet

Rank 3 (100 gp)

Amulet – Craft (bone, metal, or wood)

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

Utility Belt

Rank 2 (20 gp)

Belt – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ 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. ___________________________________________________________________________________________ Rank 5 (2,500 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 (2,500 gp)

Cloak – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ 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. _______________________________________________________________________ Rank 7 (62,500 gp): The range of the teleportation increases to Distant (120 ft.) range.

Zealous Titan’s Amulet

Rank 5 (2,500 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ When you use the smite paladin ability using a Heavy weapon, you deal extra damage equal to half your power. _________________ Rank 7 (62,500 gp): The extra damage increases to be equal to your power.