Sunday, January 23, 2011

The Salty Lightwing Haul

+2 Belt of Physical Perfection Aura strong transmutation; CL 16th Slot belt; Weight 1 lb.; Price 16,000 gp (+2), 64,000 gp (+4), 144,000 gp (+6)
This belt has a large platinum buckle, usually depicting the image of a titan. The belt grants the wearer an enhancement bonus to all physical ability scores (Strength, Dexterity, and Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
Construction Requirements Craft Wondrous Item, bear’s endurance, bull’s strength, cat’s grace; Cost 8,000 gp (+2), 32,000 gp (+4), 77,000 gp (+6)


(5) Dust of Appearance Aura faint conjuration; CL 5th Slot —; Price 1,800 gp; Weight —
This powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of blur and displacement. In this, it works just like the faerie fire spell. The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a –30 penalty on its Stealth checks. The dust’s effect lasts for 5 minutes.
Dust of appearance is typically stored in small silk packets or hollow bone tubes. (These are in bone tubes)
Construction Requirements Craft Wondrous Item, Glitterdust; Cost 900 gp


(3) Dust of Disappearance Aura moderate illusion; CL 7th Slot —; Price 3,500 gp; Weight —
This dust looks like dust of appearance and is typically stored in the same manner. A creature or object touched by it becomes invisible (as greater invisibility). Normal vision can’t see dusted creatures or objects, nor can they be detected by magical means, including see invisibility or invisibility purge. Dust of appearance, however, does reveal people and objects made invisible by dust of disappearance. Other factors, such as sound and smell, also allow possible detection. The greater invisibility bestowed by the dust lasts for 2d6 rounds. The invisible creature doesn’t know when the duration will end.  BONE TUBES BITCH
Construction Requirements Craft Wondrous Item, greater invisibility; Cost 1,750 gp


(5) Dust of Tracelessness Aura faint transmutation; CL 3rd Slot —; Price 250 gp; Weight —
This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb laden as if it had been abandoned and disused for a decade. A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for 250 feet back into the distance. The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. Survival checks made to track a quarry across an area affected by this dust have a DC 20 higher than normal. Bone Tube Packer's Suck
Construction Requirements Craft Wondrous Item, pass without trace; Cost 125 gp


Eyes of the Eagle Aura faint divination; CL 3rd Slot eyes; Price 2,500 gp; Weight —
These items are made of special crystal and fit over the eyes of the wearer. These lenses grant a +5 competence bonus on Perception checks. Wearing only one of the pair causes a character to become dizzy and stunned for 1 round. Both lenses must be worn for the magic item to take effect.
Construction Requirements Craft Wondrous Item, clairaudience/clairvoyance; Cost 1,250 gp


Hand of Glory Aura faint varied; CL 5th Slot neck; Price 8,000 gp; Weight 2 lbs.
This mummified human hand hangs by a leather cord around a character’s neck (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself and it does not count against her two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use daylight and see invisibility each once per day.
Construction Requirements Craft Wondrous Item, animate dead, daylight, see invisibility; Cost 4,000 gp




+2 Headband of Vast Intelligence Aura moderate transmutation; CL 8th Slot headband; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb.
This intricate gold headband is decorated with several small blue and deep purple gemstones. The headband grants the wearer an enhancement bonus to Intelligence of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours  The headband is worn. A headband of vast intelligence has one skill associated with it per +2 bonus it grants. After being worn for 24 hours, the headband grants a number of skill ranks in those skills equal to the wearer’s total Hit Dice. These ranks do  not stack with the ranks a creature already possesses. These skills are chosen when the headband is created. If no skill is listed, the headband is assumed to grant skill ranks in randomly determined Knowledge skills.
Construction Requirements Craft Wondrous Item, fox’s cunning; Cost 2,000 gp (+2), 8,000 gp (+4), 18,000 gp (+6)


2nd Level Pearl of Power Aura strong transmutation; CL 17th Slot —; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th), 70,000 gp (two spells); Weight —
This seemingly normal pearl of average size and luster is a potent aid to all spell-casters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).
Construction Requirements Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled; Cost 500 gp (1st), 2,000 gp (2nd), 4,500 gp (3rd), 8,000 gp (4th), 12,500 gp (5th), 18,000 gp (6th), 24,500 gp (7th), 32,000 gp (8th), 40,500 gp (9th), 35,000 gp (two spells)




(4) Silversheen Aura faint transmutation; CL 5th Slot —; Price 250 gp; Weight —
This shimmering paste-like substance can be applied to a weapon as a standard action. It gives the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial coats a single melee weapon or 20 units of ammunition.
Construction Requirements Craft Wondrous Item; Cost 125 gp


Sustaining Spoon Aura faint conjuration; CL 5th Slot —; Price 5,400 gp; Weight —
If this unremarkable appearing utensil is placed in an empty container, the vessel fills with a thick, pasty gruel. Although the gruel tastes like warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans. 
Note: This type of item isn’t uncommon on ships and you suspect you were fed while being raised an educated with similar items.
Construction Requirements Craft Wondrous Item, create food and water; Cost 2,700 gp


Pathfinder Advanced Player’s Guide Items:


Boulderhead Mace Aura moderate transmutation; CL 9th Slot none; Price 6,812 gp; Weight 8 lbs.
The head of this +1 heavy mace is made from a single piece of roughly spherical granite. Once per day the wielder can command the mace to release this head, which grows to the size of a Large boulder and rolls quickly in a direction the wielder specifies. The boulder rolls in a straight line up to 60 feet, trampling everything in its path for 3d8+5 damage (Reflex half DC 19). The boulder collapses into rubble and dust at the end of its path or if it encounters an obstacle it cannot break through or roll over, creating a 10-foot-square area of difficult terrain. A new stone mace-head grows on the weapon’s haft over the next 24 hours, and it is unusable as a weapon until the head regrows.
Construction Requirements Craft Magic Arms and Armor, wall of stone; Cost 3,652 gp




Ring of Forcefangs Aura moderate evocation; CL 9th Slot ring; Price 8,000 gp; Weight —
This band negates any force spell or spell-like ability targeted at the wearer. Doing so gives the ring a number of charges equal to the spell level of the incoming force effect. The ring can hold a maximum of nine charges. If an incoming force attack would charge the ring beyond this limit, the ring does not negate the attack or gain charges, and the attack affects the wearer normally. On command, the wearer can use the ring’s charges to cast magic missile, unleashing one missile (1d4+1 force damage) per charge but no more than five missiles per round.
Construction Requirements Forge Ring, Heighten Spell, magic missile; Cost 4,000 gp


Rod Metamagic , Reach (Lesser) Aura strong (no school); CL 17th Slot none; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater); Weight 5 lbs.
The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.
Construction Requirements Craft Rod, Reach Spell; Cost 1,500 gp (lesser), 5,500 gp (normal), 12,250 gp (greater)
Dust of Emulation Aura faint illusion; CL 1st Slot none; Price 800 gp ; Weight —
A creature coated with this glittering golden dust can interact with any one item or object as if she had successfully used the Use Magic Device skill to emulate a class feature or race (if the exact result of the check matters, treat the character’s result as a 25). If the user of the dust does not mentally select the intended item or object while coating herself with the dust, the magic of the dust applies to the first eligible object she encounters. She can apply the result of this automatic check when dealing with the item or object for 1 hour after exposure to the dust. BONE TUBE. 
Construction Requirements Craft Wondrous Item, disguise self; Cost 400 gp


Grappler’s Mask Aura faint transmutation; CL 1st Slot head; Price 5,000 gp; Weight 2 lbs.
This mask, fashioned from dark leather, also covers the back of the wearer’s head and neck and drapes over his shoulders and upper arms, leaving only his mouth, nose, and eyes uncovered. The wearer may attempt bull rushes and grapples without provoking attacks of opportunity.
Construction Requirements Craft Wondrous Item, bull’s strength, cat’s grace, expeditious retreat; Cost 2,500 gp


Helm of Fearsome Mien Aura faint necromancy; CL 1st Slot head; Price 5,000 gp; Weight 4 lbs.
This metal helm is made to look like the wearer has horns, tusks, and other features resembling a fearsome predator. If the wearer is a barbarian, she can use the intimidating glare rage power whenever she rages. The helm has no effect if the wearer is not a barbarian (or another class with the rage class feature).
Construction Requirements Craft Wondrous Item, cause fear; Cost 2,500 gp


Muleback Cords Aura faint transmutation; CL 3rd Slot shoulders; Price 1,000 gp; Weight 1/4 lb.
These thick leather cords wrap around the wearer’s biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity (see Pathfinder RPG Core Rulebook page 171). This bonus does not apply to combat, breaking items, or any other Strength related rolls except the amount of equipment or material the wearer can carry.
Construction Requirements Craft Wondrous Item, bull’s strength; Cost 500 gp
Finally there was 12,000 in assorted coins, gems, art, tradable commodities, etc. Player may choose what his portion is made up of, it can be as simple as gold.

4 comments:

Gordzilla said...

Of course you do realize these will be chosen and placed PRIOR to figuring your aging process and other magical effects. Insert evil grin.

Packers don't suck. They won fair and square..Troy Aikman is another matter

Gordzilla said...

One other note is that this level please make sure you indicate or keep good notes of where you keep everything. If you only walk around with 50gp on you and the rest of your money is in your lair then indicate that. We are getting to the point now where it will become important for you to indicate where things are and where you got them from. I have no problem if people post this information but it should also be on your magic item sheet/character sheet. If you keep things in a extra-dimensional space such as a bag of holding, in play it would be fun if you were to play up when drawing something from such an item.

James said...

The Boulderhead mace had some comic flair! :)

James said...

I printed this list out for Wednesday.