You are on page 1of 4

Sleeves of Many Garments

Aura faint illusion; CL 1st; Slot wrists; Price 200 gp; Weight 1 lb.
DESCRIPTION
These translucent cloth tubes easily fit over their wearer’s arms.
The wearer of these sleeves can, when she slips them on, choose to transform the appearance of
her current garments into any other non-magical set of clothing. These new clothes fit her
perfectly and are always clean and mended unless she specifically designates otherwise. When
she removes the sleeves, her clothes revert to their original form.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, disguise self; Cost 100 gp.

Mask of the Skull


Aura strong necromancy and transmutation; CL 13th
Slot head; Price 22,000 gp; Weight 3 lbs.
DESCRIPTION
This fearsome-looking mask of ivory, beaten copper, or pale wood is typically fashioned into the
likeness of a human skull with a missing lower jaw, allowing the bottom half of the wearer’s
face to remain visible when the mask is worn.
Once per day, after it has been worn for at least 1 hour, the mask can be loosed to fly from the
wearer’s face. It travels up to 50 feet away from the wearer and attacks a target assigned to it.
The grinning skull mask makes a touch attack against the target based on the wearer’s base
attack bonus. If the attack succeeds, the target must make a DC 20 Fortitude save or take 130
points of damage, as if affected by a finger of death spell. If the target succeeds on his saving
throw, he nevertheless takes 3d6+13 points of damage. After attacking (whether successful or
not), the mask flies back to its user. The mask has AC 16, 10 hit points, and hardness 6.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, animate objects, finger of death, fly; Cost 11,000 gp

Bandolier, Beneficial
Aura moderate transmutation; CL 9th
Slot belt; Price 1,000 gp; Weight 2 lbs.
DESCRIPTION
This bandolier is made of finely tanned leather. It has slots for up to 200 rounds of ammunition.
Pellets and black powder are kept in tiny individual pouches, and bullets in small loops. The
bandolier alters itself as needed to accommodate both.
There are also places on the beneficial bandolier for a gunsmith’s kit and a powder horn.
Regardless of what quantities of these items are placed within the beneficial bandolier, its weight
does not change.
As a swift action, the wearer can command a single round of ammunition from the beneficial
bandolier to teleport into a firearm of the appropriate type that he is wielding.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, secret chest; Cost 500 gp.

Belt, Bladed
Aura faint transmutation; CL 1st
Slot belt; Price 2,000 gp; Weight 3 lbs.
DESCRIPTION
Rather than being made of one continuous line of material, this belt consists of many bits of
tanned leather joined together by thick metal studs.
On command, the belt’s wearer can transform the belt into a single masterwork slashing and/or
piercing melee weapon of her choice. As long as she is holding the weapon, she can also revert it
back to belt form with a command. Furthermore, the belt can be enchanted like a piercing and
slashing melee weapon, using the cost of the belt as the cost of the masterwork item.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, magic weapon; Cost 1,000 gp.

Belt, Heavyload
Aura faint transmutation; CL 1st
Slot belt; Price 2,000 gp; Weight 3 lbs.
DESCRIPTION
This wide leather is held together with two strands of oxen skin threaded through holes on each end.
The belt’s wearer is affected as though subject to a permanent ant haul spell (triples the subjects carrying capacity).
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, ant haul; Cost 1,000 gp.

Ant Haul
School transmutation; Level alchemist 1, cleric/oracle 1, druid 1, ranger 1, sorcerer/wizard 1, summoner/unchained
summoner 1
Casting Time 1 standard action
Components V, S, M/DF (a small pulley)
Range touch
Targets creature touched
Duration 2 hours/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
The target’s carrying capacity triples. This does not affect the creature’s actual Strength in any way, merely the
amount of material it can carry while benefiting from this spell. It also has no effect on encumbrance due to armor.
If the creature wears armor it still takes the normal penalties for doing so regardless of how much weight the spell
allows it to carry.
Ant Haul, Communal
School transmutation;
Level alchemist 2, cleric 2, druid 2, ranger 2, sorcerer/wizard 2, summoner/unchained summoner 2
Casting Time 1 standard action
Components V, S, M/DF (a small pulley) Range touch
Targets creatures touched
Duration 2 hours/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
This spell functions like ant haul except you may divide the duration in 2-hour intervals among the creatures
touched

Belt of Teeth
Aura faint transmutation; CL 1st
Slot belt; Price 4,000 gp; Weight 3 lbs.
DESCRIPTION
The brass buckle on this stout leather belt is fashioned to resemble three demonic faces.
Once each round, this belt’s buckle can animate, lashing out at a creature that provokes an attack
of opportunity within 5 feet. This attack uses its wearer’s base attack bonus and Strength
modifier, with a +4 competence bonus. It deals damage as a bite attack made by a creature of its
wearer’s size (1d6 for a Medium wearer; see Table: Natural Attacks by Size) plus the wearer’s
Strength modifier. This belt does not add to the normal number of attacks the wearer can make in
a round; it offers another way in which to make attacks of opportunity.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, magic fang; Cost 2,000 gp.
Belt, Blinkback
Aura moderate conjuration; CL 7th
Slot belt; Price 5,000 gp; Weight 2 lbs.
DESCRIPTION
A set of clips is attached to this segmented belt constructed of metallic links.
Up to two one-handed melee weapons or up to four light melee weapons can be hung from the
belt in straps or sheaths. When the wearer draws a weapon attached to this belt and throws it
before the end of her next turn, the weapon teleports back to its strap or sheath immediately after
the attack is resolved.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, teleport object; Cost 2,500 gp.
Plague Rat Belt
Aura moderate transmutation; CL 8th
Slot belt; Price 5,200 gp; Weight 1 lb.
DESCRIPTION
This belt grants its wearer a +2 enhancement bonus to Constitution. Treat this as a temporary
ability bonus for the first 24 hours the belt is worn. Also, as an immediate action three times per
day, the wearer can call upon the belt to reroll a saving throw made to resist a disease or poison.
The wearer must use the second roll, even if it is worse.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, bear’s endurance, neutralize poison, remove disease; Cost 2,600 gp.
Plague Rat Belt, Greater
Aura moderate transmutation; CL 8th
Slot belt; Price 11,200 gp; Weight 1 lb.
DESCRIPTION
This belt functions as a plague rat belt, except it grants the wearer a +2 enhancement bonus to
Dexterity and Constitution. Treat this as a temporary ability bonus for the first 24 hours the belt
is worn.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, bear’s endurance, cat’s grace, neutralize poison, remove disease; Cost
5,600 gp.
Belt of Foraging
Aura faint divination; CL 3rd
Slot belt; Price 6,000 gp; Weight 1 lb.
DESCRIPTION
This belt allows its wearer to easily forage while in the wilderness. As long as the wearer of this
belt has at least 1 rank in Survival, he need not make a check to get along in the wild; he always
succeeds at that Survival check as long as he moves at half his overland speed. He can still
choose to make that check to provide food and water for one other creature for every 2 points by
which his result exceeds DC 10. Furthermore, he can instead make a DC 20 Survival check to
get along in the wild while moving at full speed instead of half speed. While doing so, he can
provide food and water for one other creature for every 2 points by which his check result
exceeds 20.
CONSTRUCTION REQUIREMENTS
Craft Wondrous Item, detect animals or plants, creator must have at least 1 rank in Survival;
Cost 3,000 gp

You might also like