Wonderous Items

Note: The items on this list were developed for a homebrew Pathfinder game. They have not yet been updated to 5th edition.

There are many amazing items found in Falleron, from steampunk marvels of technology to items with potent magics and everything in between:

Name

Cost

Slot

Effect

Jewel Eyed Sight 10,000gp Attaches to Weapon Allows player to expand critical threat range of a ranged weapon by 1 (For example 19-20 becomes 18-20). Only works on projectile weapons (not thrown).
Carrot on a Stick 500gp Back This simple looking item dangles a carrot before the player. Player using this item gains +5 movement. Each time they use this item to move, they must roll a 1d3 to determine if they catch the carrot (a roll of 1 consumes the carrot, disabling the item). Upon finding another carrot the player may, upon resting for at least 8 hours, reset the item with a new carrot.
Grandmill Industries Personal Aerostat Device 10,000gp Back & Chest This personal aerostatic balloon ties to the player’s torso and allows the player to Fly vertically for up to 40ft in the air, though only allowing horizontal movement of up to 10ft while airborne. Each charge lasts 6 rounds. Can support the weight of multiple targets, but each round this is done decreases the amount of rounds each charge provides accordingly (so two people lifted burns 2 rounds). Comes with 10 charges of steam per day.
Belt of Potential +X 1,500 gp (multiply by X). Belt This belt is clearly magical, though precisely how is unclear. User, upon wearing it, rolls 1d6. 1=str, 6=cha, and rest as expected by usual distribution. User gains +X to that ability while wearing them. This roll only happens upon the first equipping and, once done, cannot be rerolled.
Boulder’s Championship Belt 9,000gp Belt This is a mighty fine belt! Very fancy and has a lovely circle and square motif. It grants the wearer +1 to STR, CON, and DEX.
Roan School: Three Dimensional Maneuver Gear 35,000gp Belt & Back & Chest This belt and back device appears like two very large metal canisters attached to each side of the wearer’s body. Inside are a set of metal cables, harpoons, and steam-powered launchers that allow the wearer to fire a series of hookshots to maneuver effectively throughout an environment in all directions. As a move action, the wearer may fire any number of hookshots available from the Three Dimensional Maneuver Gear to move around an environment.  These hookshots must be able to attach to a target (such as a wall, tree or enemy one size or more larger) in order to move and the target must be within 20ft. A player may move up to the height of the tallest fired cable, and then on the XY plane directly in the path of each cable fired. (so a player may fire one north to move 5 feet in that direction, then east to move 10 feet in that direction). Each firing of a cable provokes an attack of opportunity. The Three Dimensional Maneuver Gear requires a considerable amount of steam power and may only use a total of 20 shots a day before needing to be recharged. This item takes up the Belt, Body, and Chest slots
Rappelling Harness 500gp Body This set of belts allows a player to use a rope to quickly and safely descend down a steep incline, or even a straight down fall, with absolute safety. While wearing a rappelling harness and using a rope of sufficient length, a player may be considered as passing any required climb checks automatically, up or down.
Packs of the Pitiful Porter 10,000 gp Body The body-slot set of bags, pouches, and backpacks is truly terrifying to behold for anyone dreading effort. Taking about 20 minutes to actually equip, this insane harness of bags grants the wearer +20 bagslots at the cost of a hefty -2 DEX penalty and -5 movement speed. The bags, being as they cover nearly every portion of your body, grant a misc +1 AC bonus as it would be tricky to actually find a part of your body not covered by storage.
Personal Frame 20,000gp Body This item appears to be a fist sized box of heartwood lined with brass tubes, small blinking lights that vary in color, with a small brass grate with thousands of tiny holes on the front. When worn by the leather straps tied to it, the lights and brass mesh face forward from the player’s chest, sitting just over the wearer’s heart. Once equipped, the Personal Frame activates, with a sentient AI awakening to speak with the player. The AI will have it’s own name and designation number, and will attempt to guide the player to safety and security wherever possible, offering potentially helpful advice and offering routes and opportunities not otherwise available. The Personal Frame is powered directly by the player’s life force, and for each answer or solution it draws 10hp from the player to calculate its solution. In addition to this capability, the Personal Frame may be called upon to protect the player by creating a holy (positive energy) barrier around the target. Creating this barrier requires 25% of the player’s total health to create, and may be maintained for a number of rounds equal to the player’s level. The HP lost from activating this ability cannot be restored without resting for 8 or more hours. As a final benefit, the Personal Frame may translate B.A.S.I.C. as a free action. Truly the pinnacle of divine magic and technology.
Boarhardt Guild Tabard 100gp Body This loose-fitting cloth tabard has the emblem of a flying pig upon it with the caption “The Time Is Now!” Representing the noble mercenaries of the Boarhardt Guild, this tabard openly shows your affiliation with all the good and bad that it entails.
Soubreveste of the Ovid Rooster 500gp Body Worn by the ceremonial guard of Worlen the Accidental, 8th king of Ovid and (by all accounts including his own) a con-man who somehow stumbled his way into nobility. Worlen, having wanted nothing more than to pillage the royal treasury and escape the prison of rulership he landed in, was often beset by his own guard preventing him from running away. To get revenge, he redesigned the royal guard’s tabard into this Soubreveste, depicting a large rooster in red and gold upon a white sunburst, surrounded in black. Upon the trim numerous brass bells are sewn into the fabric, making moving stealthily impossible. However, the royal guard who wore this were so revered in their ability to not only keep King Worlen safe, but to also keep him on the throne and actively working, that they became heroes to the nation. The wearer of this Soubrevetse gains +1 to Scholarship, +1 to Charm, and +1 to AC.
Santa Robes 6,000 gp Body or Shoulder These robes keep the wearer warm and, once per day, can provide a gift to the wearer. This gift can be given to anyone but the wearer and, upon opening, will either grant the person an item worth 100gp or a fruitcake item which instantly heals them to full via a 1d2 (1 = gold, 2 = fruitcake).
“The Travels of George Clonter” 4,000gp Book This thick tome is the epic story of the fabled Clontish war hero and adventurer George Clonter. This tome may be read once for a permanent +2 increase to Strength, but once read will not grant this benefit again to any target.
“Preacher’s Peril” 4,000gp Book This thick tome is the epic story of the fabled Carillon rifleman Preacher. This tome may be read once for a permanent +2 increase to Dexterity, but once read will not grant this benefit again to any target.
“If Looks Could Kill” 4,000gp Book This thick tome is the epic story of the fabled fae slayer Morana. This tome may be read once for a permanent +2 increase to Constitution, but once read will not grant this benefit again to any target.
“Fire and Ash: A How To Guide.” 4,000gp Book This thick tome is the epic story of the fabled fire mage Ol’ Soot Raysalian. This tome may be read once for a permanent +2 increase to Intellect, but once read will not grant this benefit again to any target.
“Bun Bun goes to market, a Children’s Book” 4,000gp Book This slim tome is the epic story of the fabled Lapine Hero Susebunn. This tome may be read once for a permanent +2 increase to Wisdom, but once read will not grant this benefit again to any target.
“Hatman Beyond” 4,000gp Book This thick tome is the epic story of the fabled insurance salesman turned superhero Bruce Richards: AKA Hatman. This tome may be read once for a permanent +2 increase to Charisma, but once read will not grant this benefit again to any target.
Boots of Earthquaking Casting 7,000gp Boots These boots are made of sturdy leather and metal, and have thick spikes tied to inlaid magic circles within them. The wearer, upon casting at a target may choose to pass the energy of a ranged burst spell through the ground, sending it to the target position connected to the surface the subject strikes with his boot. Upon arriving at location, the spell activates as usual but also has a 50% chance to knock all targets that are hit in this fashion prone. Acid or Earth descriptor spells cast in this fashion have a 100% chance to knock the targets prone. This ability may be used once per boot (twice total) and after use the boots lose this power until the wearer sleeps for 24 hours.
Temple Warden’s Burning Boots 4,000 gp Boots The boots of a Chemi Temple Warden, a evil being that lives in a temple of fire and shadow. These boots grant the wearer a 50% chance when evading fire damage via reflex checks to automatically pass.
Corset of the Hourglass 10,000gp Chest This corset fits snugly around the midriff, lifting and supporting the bust while accentuating the figure. The corset is rather stiff and unpleasant to wear, causing -2 to reflex attempts, but boosts the wearer’s visual appeal granting +2 to Charm. It has three buttons that fit snugly across the center holding it tight, each is shaped like an hourglass. While worn, the Corset of the Hourglass has another power: three times per day the wearer may “pop” a button to rewind time and replay the events of a round they have just ended, undoing all movement, damage dealt, items used, and actions and instead choosing new options. This may only be used at the end of the wearer’s turn. Each use causes one of the three buttons to deactivate and upon all three the corset becomes useless and falls off, restoring both the reflex checks and removing the charm bonuses until it can be repaired (while resting for 24 hours).
Mr. McBrides Special McPipe 7,000gp Eyes/Face This pipe is chipped and bloodsplatered, but can be cleaned with time and care. Smoking this pipe gives you +3 to all melee fist attacks, increases you chances of getting lung cancer.
Gloves of Maximum Punishment 7,000gp Hands These gloves are made of thick tooled leather and are inlaid with silver-thread embroidery in an extensive set of magic circles. Each glove may, upon activation, grant the ability to cast a single spell with the maximum capability (one for each glove). After this has been used the glove loses this ability until the wearer has slept for 24 hours.
Gronk Power Gauntlets 6,000gp Hands These gauntlets are fashioned from Gronk Skin and grant the wearer the strength, and smell, of a gronk. The wearer gains +2 STR and a powerful stench which they never quite get used to.
Patched Cloth Cap 100gp Head This flat cap is made of a dozen different forms of wool cloth, each with their own patterns and colors. It looks like it will fit whoever is holding it perfectly. Upon wearing the hat, the hat will automatically adjust it’s size to fit comfortably upon the wearer’s head. The hat seems to have a minor enchantment that prevents the wearer from getting wet, blocking out rain and redirecting it around the player. Jumping into water will overload the spell, causing it to be rendered useless until the hat is fully dried.
Old Revalian Horned Helm 10,000gp Head This steel helm is worked to have a pair of ram’s horns upon the side and fits snugly over the head, blocking even the forehead and bridge of the nose with a worked mask of woven metal. It appears of Revalian craftsmanship, and is sized for a Clont. When worn by a Clont, they gain the ability to shout with great force. This shout creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures must make a Reflex DC10+your level or fall to the ground. Creatures smaller than you are hit by a Bull Rush CMB roll 1D20+twice your level. Creatures your size or taller are effected the same but only CMB 1d20+yourlevel. You may shout in this manner a number of times equal to your level each day before your voice becomes raw and you must rest.
Lesser Elemental Diadem 5,000 gp Head This metal headband holds a glistening, diamond-shaped slot for a gem of power. When worn with such a gem, an elemental diadem grants the wearer greater control over its associated element. While worn by a kineticist, this item increases the damage dealt by the kineticist’s simple and composite blasts that match the element of the inlaid gem by 1d6 points. If the blast is a physical blast, the extra damage dice from the elemental diadem increase to d8s instead of d6s. These extra damage dice do not multiply on a critical hit, and the extra damage dice do not apply to blasts with form infusions that do not apply the extra damage from elemental overflow, like kinetic blade and kinetic whip.
Elemental Diadem 15,000 gp Head This metal headband holds a glistening, diamond-shaped slot for a gem of power. When worn with such a gem, an elemental diadem grants the wearer greater control over its associated element. While worn by a kineticist, this item increases the damage dealt by the kineticist’s simple and composite blasts that match the element of the inlaid gem by 2d6 points. If the blast is a physical blast, the extra damage dice from the elemental diadem increase to d8s instead of d6s. These extra damage dice do not multiply on a critical hit, and the extra damage dice do not apply to blasts with form infusions that do not apply the extra damage from elemental overflow, like kinetic blade and kinetic whip.
Greater Elemental Diadem 30,000 gp Head This metal headband holds a glistening, diamond-shaped slot for a gem of power. When worn with such a gem, an elemental diadem grants the wearer greater control over its associated element. While worn by a kineticist, this item increases the damage dealt by the kineticist’s simple and composite blasts that match the element of the inlaid gem by 3d6 points. If the blast is a physical blast, the extra damage dice from the elemental diadem increase to d8s instead of d6s. These extra damage dice do not multiply on a critical hit, and the extra damage dice do not apply to blasts with form infusions that do not apply the extra damage from elemental overflow, like kinetic blade and kinetic whip.
Juggernaut’s Helm of Smartguy Stopping 2,000gp Head This heavy plate helm grants +2 to will saves by totally covering the ears of the wearer, blocking out all those complicated sounding words.
Tricorn Hat 25gp Head This stylish hat grants the wearer +1 to charm and reason.
Headband of Potential +X 1,500 gp (multiply by X). Headband This Headband is clearly magical, though precisely how is unclear. User, upon wearing it, rolls 1d6. 1=str, 6=cha, and rest as expected by usual distribution. User gains +X to that ability while wearing them. This roll only happens upon the first equipping and, once done, cannot be rerolled.
Dryad’s Sickle +3 22,000gp Main Hand This wooden sickle is made from especially solid Arborkin Heartwood, grown from the body of the Dryad herself. It is especially strong and sharp, counting as having a +3 enchantment bonus. In addition, one combat per day it can transform into a Dryad’s Scythe +3. It still counts as a Sickle for purposes of proficiency and is considered a light/one handed weapon for feats, but becomes a 2 handed scythe with the appropriate damage roll that goes along with such.
Variable Gun Arm: Rocket Fist 500gp (doubles per enhancement bonus) Main Hand Weapon 2d6 Bashing, 20×3 critical, Miss-fire 1, 30ft range. This weapon fires a massive, rocket-powered fist at the target to punch them right in the kisser. Damages against normal AC rather than touch.
Variable Gun Arm:Flame Thrower 700gp (doubles per enhancement bonus) Main Hand Weapon 3d6 fire, 20×2 critical, Miss-fire 1-4, 15ft range (scatter). This weapon fires a 15 ft cone (15ft long, 15ft wide at farthest) of fire damage to all within. Considered fire damage. Each +1 modifier this weapon gets increases the total damage by 1d6.
Variable Gun Arm:Gatling Gun 500gp (doubles per enhancement bonus) Main Hand Weapon 10d2, Piercing, 20×2 critical, Miss-fire 1-2, 80ft range, This weapon fires a rapid fire volley of shots. Damages against touch within range increment.
Variable Gun Arm:Can Opener 500gp (doubles per enhancement bonus) Main Hand Weapon 1d8 slashing, 19-20×2 critical. No missfire. This weapon is a large hooked blade that attacks at melee range. Considered a light or one handed slashing weapon for feats and abilities.
Variable Gun Arm:Pulse Cannon 1500gp (doubles per enhancement bonus) Main Hand Weapon 3d6 electrical, 20×2 critical. Missfire 1-4. Range 100ft beam(all within path). This weapon charges a single, long distance beam of electrical energy damaging all within it’s path. Each +1 modifier this weapon gets increases the total damage by 1d6.
Variable Gun Arm:Fire Extinguisher 700gp (doubles per enhancement bonus) Main Hand Weapon 1d6 cold, 20×2 critical, Miss-fire 1-4, 15ft range (scatter). This weapon fires a 15 ft cone (15ft long, 15ft wide at farthest) of coolant which snuffs out all active fires and has a [1d6] on 6 chance to entangle targets within due to freezing ice on their feet. Each +1 modifier this weapon gets increases the success range to freeze targets by 1 (so 1d6 on 5 or 6, etc) and increases the damage dealt by another 1d6.
Rose Crystal Pendant / Pendant of the Mystic Moon 7,000gp Neck This simple pendant has a piece of rose-colored crystal wrapped in a simple brass frame and threaded through a thin leather band. This simple pendant has a piece of rose-colored crystal wrapped in a simple brass frame and threaded through a thin leather band. The wearer of this pendant suddenly has their inner psychic powers awaken and gains a small range of powers. Using this pendant the wearer can douse over maps to find specific objects they have touched at least once or persons they have met and spoken with. It may also be used to identify the current location of any stealthed or invisible creatures within 60ft as a swift action. Finally, the wearer may manipulate causality itself and will a single roll action to be a critical. Each of these actions depletes their psychic powers for the day by a charge, with a total of 5 charges per day.
Silver Fox-Head Medallion 250gp Neck This simple chain of links holds a silver medallion that appears as a fox head. It feels warm to the touch. Upon wearing it, the wearer of this medallion can make a check to see if a non-human creature is within 30ft. If so, the medallion will begin to shake and tremble, alerting the wearer that such a creature is near, but not where exactly it is.
Fae Whistle 300gp Neck This whistle is carved of some kind of heartwood and is silent to all but Werefolk and animals. Upon using this as a standard action, it will immediately teleport an existing companion animal or mount to your location. Upon use the player may, as a swift action, mount a mount creature. May be used three times per day. This item does not summon animals or mounts, but only collects previously summoned or acquired mounts and animals to your location. Using this ability provokes an attack of opportunity.
Fox-fang Pendant 2,000 gp Neck This pendant contains a small piece of a fox’s spiritual power. Allows the target to transform into another living creature for one hour or until they are physically touched by another being. May only be used once a day.
Pendant of Persuasion 32,000gp Neck This necklace grants a +5 bonus to all inspire, stare, conversational checks, and bardic perform abilities. It has a strange set of runes inscribed upon it that make your eyes slide off of the lettering.
Steam Canister 500gp None Restores 5 uses of a steam powered item. Takes a full round action action to remove from pack and recharge unless the player has the Quick Draw feat, in which case a Steam Canister can be used as a Swift Action (pull) action and a Standard Action (recharge). Due to the size of the canister, it cannot be put in a belt pouch.
Lucky Penny: 1gp None This coin is especially lucky and seems to be blessed by Indurian, god of trade! When used, the coin allows the rerolling of any single d20 roll of any kind (including those rolled by others). The second roll must be used, regardless of the result. After used once, the penny becomes a normal GP and loses this property.
Versity College of Theoretics Blinker Stones 2,000gp (as a set) else 300gp individually. None This pair of blinker stones has a special property. When each are held by sentient creatures, it allows a variety of actions each day. As a full round action a player with a blinker stone may teleport to an adjacent tile of the holder of the second blinker stone. A player may also use the powers of this stone to hear and communicate across distances with the holder of the opposite pair. Each stone generates its own power, but may only allow one teleport per day and up to five minutes of communication.
Crest Bomb 50gp (plus an additional 50gp per enhancement) None A Crest bomb is the fusion of holy magics with the explosive power of alchemical bombs and appear as fist-sized glass orbs filled with a brighly burning flame. Usable by anyone, these thrown splash damage weapons deal 1d8 fire damage (plus an additional 1d8 damage for each +1 the bomb has) and double damage against undead and creatures of the abyssal plane. It does no damage to fire based creatures. Crest Bombs have a 20 yard range increment and are considered an alchemical weapon.
Pebble’s Pebble 1,000gp None This smooth river-rock is perfect for throwing. Counts as a thrown weapon and deals 1d6 damage before other buffs and benefits. Has a x3 critical on 20. This pebble has the Returning quality and will reappear in the thrower’s hand. 30ft range increment.
Glowing Chalk 1gp None Maybe used to create a summoning circle to summon a visitor from the lower planes to do your bidding. Such summoning comes at a cost, and the player must sacrifice either an ability point or more, HP, or some combination of the two upon making a bargain with the visitor. If a player summons a visitor and cannot reach an agreement the visitor takes 5hp and leaves. Visitors are very tricky creatures, and should only be summoned by the careful or truly desperate.
Fishing Kit 50gp None This kit includes a simple fishing pole and a small box that contains fishing tackle (hooks, lines, sinkers, floats, and lures). Player can make a 1d20+Survivalist to attempt to catch a fish.
Batwing 10gp None Can be thrown at a target within 100ft for [[1d6]] damage. Always hits! Unfortunately doesn’t return and is lost in the throw.
Five Colored Feather 10gp None This feather holds pure mana within it. Using it allows the used to restore a single spell they have previously cast that day. After using it it collapses into dust.
Wolpertinger Feather 10gp None A feather of the rare and mysterious Wolpertinger. Can be used to accelerate the growth of a non-sentient plant, to create a stationary illusion of the user, or to gain +30 run speed for duration of a single combat. After use it collapses into dust.
Vial of Dissent 200gp None May be thrown as a ranged splash weapon. All targets within the area of effect must make a Will DC 18 else fight each other to the death.
Insatiable Hunger 1gp none This amber colored gemstone leaves the taste of blood in your mouth just by holding it. Consuming this item causes the target to become ravenously hungry with no food capable of sating their appetite. Target will attempt to eat all consumable items within 30ft, from traditional food to attacking anything edible. When no alternative food sources are available the target will attempt to eat itself.
Chain of Atonement 1gp none This single link of leaden chain causes your heart to feel heavy with the guild of a hundred sins. May be given to a target that has been made hostile by the player to return their opinion to neutral.
Vial of Dread 1gp none This viscous grey liquid sends chills down your spine. Consuming the liquid causes a target to take 2 points of ability damage to each ability and halves their HP.
Jaded Jealousy 1gp none The greenish stone makes you realize just how little you have compared to everyone else, and how undeserved everyone else’s possessions are. Jaded Jealousy may be used to triple the income taken in a NPC gold drop, make a Pickpocket or Steal action a critical success, or on a +10 to stealth checks for 10 minutes.
Bead of Hope 1gp none This small crystalline bead is difficult to hold on to, it seems to try to slip out of your hand, but you know it to be precious and dear to you. A Bead of Hope may be used to resurrect a dead character or to restore a character rendered inanimate, disintegrated, or otherwise KO’d to life at full life with no penalties.
Treasured Memory 1gp none This precious memory you savor more than all others. Using this item allows a player to recall their past, allowing them to reallocate their skill points, ability scores, and feats as if they just rolled their character. Any negative effects, such as ability drain, remain in effect.
Ember of Hate 1gp none Upon touching it you feel a seething anger burn within you. Crushing this ember in your fist grants you +2 STR and +2 CON for one combat, or 10 minutes.
Soul of Regret 1gp none A small, pearl-like gemstone that is cold to the touch. Holding it feels uncomfortable. A soul of regret can be used to “take back” a single roll or action at the cost of a permanent -3 HP.
Elemental Desire 1gp none This ruby-like crystal causes those who stare into it to become hesitant, if not quarrelsome, about letting it go. Elemental desire can be used upon a single unopened chest to cause the object of one’s desires to potentially be inside. Player chooses a specific type of weapon, armor, or a classification of wondrous item and rolls a 1d2. This die roll determines if the item appears or not (though which die determines this is unknowable to the player).
Scorched Earth 1gp none A handful of sand from where the Spirit of Vengance passed over, with nothing of value remaining. This can be sprinkled on a non-sentient object of 200 pounds or smaller to reduce it to ashes instantly.
Heart of Commitment 1gp none As you hold this pure white stone you feel more resolute than ever. A Heart of Commitment may be used to gain a permanent +10 HP.
Drop of Void 1gp none This pure black substance can be ingested to “erase” any curse, negative level, ability drain, disease, or enchantment impacting the player. The cost of doing so is steep, and the player looses a small part of their soul (permanent -10HP).
Yentz Doorknocker 5,000gp Off Hand This marvel of engineering has a rockets built into a pre-fabricated platform. This rocket, when activated, will fly in a straight line for up to 100ft before exploding for 3d6 fire damage at the impact location and 6 fire splash damage to all targets within 10 ft. If a target is hit before 100ft, the rocket explodes and the target must make a Reflex DC25 roll or be thrown backwards via a Bull Rush CMB equal to the remaining distance of the 100ft. The rocket will open most any bashable object instantly, though will destroy more delicate items such as chests along with all items inside it. This item gets it’s name from the soldiers of Sadine Yentz during the Succession Crisis in the 1530s. Soldiers of Grandmill would often simply use these to enter locations rather than request access.
Roan School: Hookshot 10,000 gp Offhand Weapon A hookshot is a remarkable steam powered device that allows a user to point a small hand cannon in a specific direction, aim, and fire a high-speed harpoon into an object, then attempts to pull the target towards that target. When used upon an object, wall or enemy one size or more larger than the user it will pull the target towards the object shot until the player is at the point targeted. This may be used a total of 60ft in any direction and required a move action. If used on a creature or object one size category or smaller, it will pull the target to the user instead unless the target makes a DC17 reflex save (or is willingly pulled). A successful hit of this deals [1d6+Player level] damage and using a hookshot on a sentient target requires both a move and standard action. Movement with the hookshot provokes an AOO as does moving to an enemy or pulling an enemy to you (from the shot enemy). Requires a considerable amount of steam power for use and after 20 uses a day must be recharged. This takes both a hand slot and counts as an offhand weapon for purposes of equipment. A hookshot cannot be used as part of a full round action unless the player has the “Signature Move” trait, in which case it can be used as part of a signature move.
Lucky Potion: 1gp Potion This potion is filled with decanted luck! When consumed as a free action allows the rerolling of any single d20 roll of any kind the player originated. The second roll must be used, regardless of the result. After one use the decanted luck becomes toxic to the body and causes -3 to your next d20 after the reroll.
Flask of Healing 400gp Potion This healing potion will restore the drinker for 1d8+First Aid skill per sip. Contains 30 sips.
Flask Drowner Oil 200gp Potion This viscous, disgusting, oily liquid allows the imbiber to gain DR | 75% to fire damage for duration of combat at the cost of -4 con for the next 24 hours.
Philter of Youth 45,000gp Potion A strange bottle of slightly glowing liquid. One dose.
Elixir of Love 1gp Potion This sweet-tasting liquid causes the character drinking it to become enraptured with the first creature she sees after consuming the draft (as charm person—the drinker must be a humanoid of Medium or smaller size, Will DC 14 negates). The charm effect wears off in 1d3 hours.
Emerald Ouroboros Ring 1,000 gp Ring These rings serve as elemental inverters, causing all magical damage dealt to realign to this element, while keeping the original spells otherwise the same in damage. An emerald ring causes spells to align to the Wood Element.
Pyrite Ouroboros Ring 1,000 gp Ring These rings serve as elemental inverters, causing all magical damage dealt to realign to this element, while keeping the original spells otherwise the same in damage. An pyrite ring causes spells to align to the Metal Element.
Ruby Ouroboros Ring 1,000 gp Ring These rings serve as elemental inverters, causing all magical damage dealt to realign to this element, while keeping the original spells otherwise the same in damage. An emerald ring causes spells to align to the Fire Element.
Sapphire Ouroboros Ring 1,000 gp Ring These rings serve as elemental inverters, causing all magical damage dealt to realign to this element, while keeping the original spells otherwise the same in damage. An emerald ring causes spells to align to the Cold/Water Element.
Agate Ouroboros Ring 1,000 gp Ring These rings serve as elemental inverters, causing all magical damage dealt to realign to this element, while keeping the original spells otherwise the same in damage. An emerald ring causes spells to align to the Acid/Earth Element.
Lapis Ouroboros Ring 1,000 gp Ring These rings serve as elemental inverters, causing all magical damage dealt to realign to this element, while keeping the original spells otherwise the same in damage. An emerald ring causes spells to align to the Air Element.
Sable Ouroboros Ring 1,000 gp Ring These rings serve as elemental inverters, causing all magical damage dealt to realign to this element, while keeping the original spells otherwise the same in damage. An emerald ring causes spells to align to the Void Element.
Antimony Ouroboros Ring 1,000 gp Ring These rings serve as elemental inverters, causing all magical damage dealt to realign to this element, while keeping the original spells otherwise the same in damage. An emerald ring causes spells to align to the Aether Element.
Blackstick’s Ring 15,000 gp Ring This rose-engraved wooden ring is smooth and cool to the touch. Blackstick’s Ring makes whoever wears it beautiful to all that look upon them. This grants a +4 CHA bonus and as a thematic increase in the chance of charm and bluff working at the GM’s discretion due to the attractiveness of the wearer.
Ring of Ricochet 7,000gp Ring This ring of white gold appears to have a series of red and green lights ricocheting across the surface, providing at will a dim red or green light of 30ft. In addition to the light, the ring allows the wearer to make to spells or spell like ranged abilities gain the bouncing effect for one round per light. Once both the red and green lights have been used for the day, the ability fades until the wearer has slept for 24 hours.
Ring of the Wood 1000 gp Ring This smooth wooden ring causes the target’s skin to become as hard as bard upon direct impact and grants the wearer +1 AC.
Fetch’s Ring 1,000gp Ring Allows player to transform once per day into another target that is visible to them at time of activation. Player becomes a perfect copy of this person, but retains their own mind. Effect lasts for 1 hour, or duration of shapeshifting powers if previously available. If player has wild-shape grants another use of wildshape per day as an alternative use of this ability.
Favor of the Torch Spirit 1,000gp Ring This bronze ring appears to have runes made of fire and grants 60ft of candlelight. It does not burn the wearer. Once per day the player wearing this ring may add 1d8 fire damage to a round of melee attacks made with the hand the ring is equipped upon.
Dragonscale Heater Shield +2 15,000gp Shield This Heater Shield +2 is covered in obsidian scales of an Abyssal Dragon. This shield grants the wielder DR5 against sources of fire damage.
Pauldrons of the Wrecking Ball 5,000gp Shoulder These heavy armor pauldrons require the ability to wear Chain or Plate armor to wear. Upon equipping, the player wearing these pauldrons is uncommonly good at making bull rush charges, and gains +2 to such actions. In addition, upon successful initial bullrush the player may use (EX) Pinball Wizard which allows them to roll 1d3 and, on a roll of 3, may continue rushing in a direction of their choice up to half their speed.
Bracers of Potential +X 1,500 gp (multiply by X). Wrist These Bracers are clearly magical, though precisely how is unclear. User, upon wearing them, rolls 1d6. 1=str, 6=cha, and rest as expected by usual distribution. User gains +X to that ability while wearing them. This roll only happens upon the first equipping and, once done, cannot be rerolled.
Bangles of Quick Casting 7,000gp Wrist These bangles seems to float equa-distant from your wrist, never touching your skin, always floating at exactly the same 3 inches from your flesh on all directions. When wearing these spells and casting a spell or spell like ability, the bangles may be activated to start spinning with extreme speed, granting up to two spells per day the Quicken ability (one for each bangle). Once a charge has been used each bangle loses this power until the wearer sleeps for 24 hours.
Roan School: Variable Dragon Slaying Shield 15,000 gp Wrist & Shield This forearm device has been modified with a series of rotating metal plates that, once activated, rotate and expand from the size of a bracer to the size of a round shield through a steam powered engine device. While in bracer form the shield provides the usual benefits of a bracer while also allowing a player to expend an AOO for a 20% to attempt to swat away an incoming melee attack. While in shield form the shield provides the usual benefits of a round shield (though it cannot be thrown) and also DR|5 against sources of fire damage. This shield takes up both the Shield and Wrist slots of a player’s inventory. Switching between shield forms costs a steam charge and is a standard action or, if a player expels an AOO from their next round, a swift action. While the steam power required is fairly small, so too is the shield’s canister and this item only has 5 charges of use per day before it must be recharged.
Wallace Co. Variable Gun Arm Base 700gp Wrist and Hands This wrist & hand assembly allows for the attachment of Variable Gun Arms to the wearer’s dominant hand. As with all gun arms, the opposing hand is required for stabilization. If a Variable Gun Arm is Equipped the base item must be in the wrist and hand slot in addition to the main weapon slot. This item allows the switching between Variable Gun Arm tools as a standard action or a move action. All gun arms require proficiency in firearms and modular. On missfire, gun arm weapons become disabled for duration of that combat unless a player takes a full round action to repair the weapon. No feat or ability may alter this requirement.