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.
Amulet: Up to 2
Belt: Up to 2
Boots: Up to 1
Circlet: Up to 2
Cloak: Up to 2
Gauntlets: Up to 1 (separate from gloves)
Gloves: Up to 1 (separate from gauntlets)
Rings: Up to 5 per hand
Tattoo: Any number, but only 1 per specific tattoo location
Property Limits: An apparel item can only have one magic item property.
_______________________________________________________________________________________________________
You can make dual strikes even if your Dexterity is less than 2 (see Dual Strikes).
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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 magical ✨ power.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
When you use the revivify cleric ability, you only increase your fatigue level by three instead of by four.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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 brieflyempowered(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.
_______________________________________________________________________________________________________
You gain a +1 enhancement bonus to your Constitution
____________________________________________________________
Rank 7 (62,500 gp): The bonus increases to +2.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
You gain a +3 enhancement bonus to the Stealth skill (see Stealth).
___________________________________________________
Rank 6 (12,500 gp): The bonus increases to +5.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
You gain a +10 foot enhancement bonus to your speed.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
Whenever you use the desperate exertion ability, you become brieflyfocused(roll attacks twice). This does not affect the initial ability that you
used desperate exertion to change.
_____________________________________________________________________________
Rank 4 (500 gp): You are also brieflyhoned(+4 accuracy with crits).
Rank 7 (62,500 gp): You are also brieflyempowered(add rank to damage).
_______________________________________________________________________________________________________
You gain a +1 enhancement bonus to your Perception
______________________________________________________________
Rank 7 (62,500 gp): The bonus increases to +2.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
You gain a +1 enhancement bonus to your Willpower
______________________________________________________________
Rank 7 (62,500 gp): The bonus increases to +2.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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).
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
You gain a +1 enhancement bonus to accuracy against creatures and objects that you have concealment from.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
You gain a +1 enhancement bonus to your Strength
_______________________________________________________________
Rank 7 (62,500 gp): The bonus increases to +2.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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 brieflyslowed(-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.
_______________________________________________________________________________________________________
You gain a +1 enhancement bonus to your Dexterity
______________________________________________________________
Rank 7 (62,500 gp): The bonus increases to +2.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
Your melee strikes gain the Long weapon tag, allowing you to attack targets up to 10 feet away from you (see Weapon Tags).
_______________________________________________________________________________________________________
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(-2accuracy vs. non-goading creatures) by you instead of stunned.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
You gain a +3 enhancement bonus to the Intimidate skill (see Intimidate).
______________________________________________
Rank 6 (12,500 gp): The bonus increases to +5.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
You gain a +3 enhancement bonus to the Deception skill (see Deception).
______________________________________________
Rank 6 (12,500 gp): The bonus increases to +5.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
You gain a +3 enhancement bonus to the Devices skill (see Devices).
__________________________________________________
Rank 6 (12,500 gp): The bonus increases to +5.
_______________________________________________________________________________________________________
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, -2defenses).
________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
You are impervious(+4 defenses) to poisons and poison damage.
_____________________________________________________
Rank 5 (2,500 gp): You become immune instead of impervious.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
You can breathe water as easily as a human breathes air. This does not grant you the ability to breathe other liquids.
_______________________________________________________________________________________________________
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.
_______________________________________________________________________________________________________
You gain a +3 enhancement bonus to the Persuasion skill (see Persuasion).
_____________________________________________
Rank 6 (12,500 gp): The bonus increases to +5.
_______________________________________________________________________________________________________
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.
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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 (500 gp): The defense bonus increases to +4.
Rank 7 (62,500 gp): The defense bonus increases to +6.
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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 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).
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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 (12,500 gp): The effect lasts briefly instead of only during the current phase.
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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: 2d10 bludgeoning damage.
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Rank 4 (500 gp): The damage increases to 5d8.
Rank 6 (12,500 gp): The damage increases to 8d10.
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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 (12,500 gp): The area increases to a Huge (90 ft.) radius.
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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 fatiguelevel 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 (62,500 gp): You can activate the boots again after you spend a movement phase without making a movement, rather than a full
round.
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When you use the quarry ranger ability, you may target any number of creatures.
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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.
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This item functions like a tattoo of imbuement, except that the magic weapon property is rank 2.
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This item functions like a tattoo of imbuement, except that the magic weapon property is rank 3.
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This item functions like a tattoo of imbuement, except that the magic weapon property is rank 4.
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This item functions like a tattoo of imbuement, except that the magic weapon property is rank 5.
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This item functions like a tattoo of imbuement, except that the magic weapon property is rank 6.
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This item functions like a tattoo of imbuement, except that the magic weapon property is rank 7.
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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 (500 gp): The maximum size category increases to Medium.
Rank 6 (12,500 gp): The maximum size category increases to Large.
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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 (12,500 gp): The tag improves to Thrown (60/120).
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When you use the quarry ranger ability, you may target an additional creature.
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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 (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.
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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 (62,500 gp): The range of the teleportation increases to Distant (120 ft.) range.
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When you use the smite paladin ability using a Heavy weapon, you deal extra damage equal to half your power.
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Rank 7 (62,500 gp): The extra damage increases to be equal to your power.