Advanced Players Guide | Rules | Magic Items

Magic Items

Magic Items

Magic Items

Beyond well-known magic items, from ubiquitous potions of cure light wounds to prized relics like holy avengers, stretch troves of legendary treasures, rare masterworks discovered in the depths of the deadliest dungeons or groundbreaking discoveries crafted by geniuses and madmen. This chapter reaches past the familiar items of the Pathfinder RPG Core Rulebook, revealing a wealth of magical masterpieces, some long renowned, others entirely new. GMs who wish to incorporate these new magical items should feel free to make these treasures just as pervasive and fundamental elements of their campaigns as those in the Core Rulebook.

With the exception of potions, scrolls, and wands, all the various types of magic items are presented in this chapter. The new spells presented in Chapter 5 are just as likely to be found brewed into potions, written upon scrolls, or empowering wands as those in the Core Rulebook, and might be discovered as such items following the same rules detailed in Chapter 15 of that book.

Magic Item Descriptions

The following descriptions include notes on activation, random generation, and other material. The AC, hardness, hit points, and break DC are given for typical examples of some magic items. The AC assumes that the item is unattended and includes a –5 penalty for the item's effective Dexterity of 0. If a creature holds the item, use the creature's Dexterity modifier in place of the –5 penalty.

Each of the following topics is covered in notational form as part of an item's description.

Aura

Most of the time, a detect magic spell reveals the school of magic associated with the magic item and the strength of the aura that the item emits. See the detect magic spell description for details.

Caster Level

An item's caster level indicates its relative power. It also determines the item's saving throw bonus, as well as range or other level-dependent aspects of the item's powers (if variable). It also determines the level that must be contended with should the item come under the effect of a dispel magic spell or similar situation.

The creator's caster level must be as high as the item's caster level (and additional requirements may effectively put a higher minimum on the creator's level).

Slot

Most magic items can only be utilized if worn or wielded in their proper slots. If the item is stowed or placed elsewhere, it does not function. If the slot is listed as “none,” the item functions while in the character's possession.

Price

This amount is the cost, in gold pieces, to purchase the item, if it is available for sale. Generally speaking, magic items can be sold by PCs for half this value.

Weight

This figure is the weight of the item. When a weight figure is not given, the item has no weight worth noting (for purposes of determining how much of a load a character can carry).

Description

This section of a magic item describes the item's powers and abilities.

Construction

With the exception of artifacts, most magic items can be built by a spellcaster with the appropriate feats and prerequisites. This section describes the requirements for and cost of creating a magic item.

Requirements

Certain requirements must be met in order for a character to create a magic item. These include feats, spells, and miscellaneous prerequisites such as level, alignment, and race or kind.

A required spell may be provided by a character who has prepared the spell (or who knows the spell, in the case of a spontaneous caster), or through the use of a spell completion or spell trigger magic item or a spell-like ability that produces the desired spell effect. For each day that passes in the creation process, the creator must expend one spell completion item or one charge from a spell trigger item if either of those objects is used to supply a requirement.

It is possible for more than one character to cooperate in the creation of an item, with each participant providing one or more of the requirements. In some cases, cooperation may even be necessary.

If two or more characters cooperate to create an item, they must agree among themselves who will be considered the creator for the purpose of determinations where the creator's level must be known.

Cost

This figure is the cost in gold pieces to create the item. Generally this cost is equal to half the price of an item, but additional material components might increase this number. The cost to create the item includes the costs derived from the base cost plus the costs of the components.

New Magic Items in a Campaign

How pervasive a GM chooses to make the magic items in this chapter is entirely a matter of personal preference. There's no reason these new items need to be any rarer than those found in the Core Rulebook, and they can be integrated into a campaign just as easily. Alternatively, GMs interested in adding an unexpected element to their next encounter or treasure hoard might easily incorporate the properties and specific treasures presented here. As players tend to leaf through the magic item chapter of the Core Rulebook when outfitting their characters, many become quite familiar with the treasures and effects therein. Thus, incorporating any of the following items—especially those that draw upon features first presented elsewhere in this book, like new metamagic rods—allows a GM to surprise and intrigue even the most experienced players.

Armor

Armor

The following armor and shield properties add to those presented in the Pathfinder RPG Core Rulebook.

Magic Armor and Shield Ability Descriptions

Table: Armor Special Abilities

Table: Armor Special Abilities
MinorMediumMajorSpecial AbilityBase Price Modifier
01–4001–3501–19Champion +1 bonus1
41–8036–6620–37Dastard +1 bonus1
81–9967–7038–39Jousting +3,750 gp
71–8340–61Righteous +27,000 gp
84–9662–80Unrighteous +27,000 gp
97–9981–90Determination +30,000 gp
10010091–100Roll again twice2

A shield or suit of armor with a special ability must have at least a +1 enhancement bonus.

Champion

This armor property only works for good creatures with the challenge ability (such as cavaliers) or the smite evil ability (such as paladins, half-celestials, and creatures with the celestial creature template). When worn by such a creature that uses a challenge or smite ability, the wearer gains a +2 sacred bonus to AC against attacks from the chosen opponent.

Faint abjuration; CL 5th; Craft Magic Arms and Armor, protection from evil or protection from good; Price +1 bonus.

Dastard

This armor property only works for evil creatures with the challenge ability (such as cavaliers) or the smite good ability (such as antipaladins, half-fiends, and creatures with the fiendish creature template). When worn by such a creature that uses a challenge or smite ability, the wearer gains a +2 profane bonus to AC against attacks from the chosen opponent.

Faint abjuration; CL 5th; Craft Magic Arms and Armor, protection from evil or protection from good; Price +1 bonus.

Determination

A shield or armor with this property provides the ability to fight on against seemingly impossible odds. Once per day, when the owner reaches 0 or fewer hit points, the item automatically provides a breath of life spell.

Moderate conjuration; CL 10th; Craft Magic Arms and Armor, breath of life; Price +30,000 gp.

Jousting

This suit of armor helps its wearer remain mounted and in control of his mount. The wearer gains a +5 competence bonus on Ride skill checks.

Faint transmutation; CL 5th; Craft Magic Arms and Armor, creator must have 5 ranks in the Ride skill; Price +3,750 gp.

Righteous

Armor with this property is often engraved or enameled with religious symbols. On command once per day, the wearer can invoke an effect, as per the spell righteous might, lasting for 10 rounds. Righteous armor is always aligned toward good (positive energy), for the effects of righteous might. Righteous armor bestows one permanent negative level on any evil creature attempting to wear it. The negative level remains as long as the armor is worn and disappears when it is removed. This negative level cannot be overcome in any way (including by restoration spells) while the armor is worn.

Moderate transmutation; CL 10th; Craft Magic Arms and Armor, righteous might; Cost +27,000 gp.

Unrighteous

This armor is often sculpted with unholy symbols. On command once per day, the wearer can invoke an effect, as per the spell righteous might, lasting for 10 rounds. Unrighteous armor is always aligned toward evil (negative energy), for the effects of righteous might. Unrighteous armor bestows one permanent negative level on any good creature attempting to wear it. The negative level remains as long as the armor is worn and disappears when it is removed. This negative level cannot be overcome in any way (including by restoration spells) while the armor is worn.

Moderate transmutation; CL 10th; Craft Magic Arms and Armor, righteous might; Cost +27,000 gp.

Specific Armors

Table: Specific Armors

Table: Specific Armors
MediumMajorSpecific ArmorMarket Price
01–2001–02Mistmail2,250 gp
21–3503–05Soothsayer's raiment10,300 gp
36–5006Boneless leather12,160 gp
51–6507Murderer's blackcloth12,405 gp
66–9008–12Folding plate12,650 gp
91–10013–27Armor of insults16,175 gp
28–42Buccaneer's breastplate23,850 gp
43–49Forsaken banded mail25,400 gp
50–61Giant-hide armor (ogre)39,165 gp
62–71Giant-hide armor (hill giant)46,665 gp
72–81Giant-hide armor (stone giant)54,165 gp
82–86Giant-hide armor (fire giant)54,165 gp
87–91Giant-hide armor (frost giant)54,165 gp
92–96Giant-hide armor (troll)59,165 gp
97Giant-hide armor (cloud giant)69,165 gp
98Giant-hide armor (storm giant)76,665 gp
99–100Daystar half-plate81,250 gp

Armor Of Insults

Aura: moderate enchantment
CLl: 7th
Price: 16,175 gp
Weight: 20 lbs.

Description

Each metal bit of this suit of +1 studded leather looks more like a tiny sneering face than a simple stud. Once per day the wearer of the armor may command the mouths to unleash a torrent of verbal abuse directed against every hostile creature within 60 feet who can see and hear the wearer. Each such creature must make a DC 16 Will saving throw to avoid suffering an overwhelming compulsion to attack the wearer for the next 7 rounds. If the creature is unable to attack the wearer on its next turn, or attacking the wearer would put the creature at risk (moving through a threatened square, charging into a pit, and so on) it can act normally that turn. This is a mind-affecting sonic effect, and has no effect on creatures that do not use a spoken language.

Boneless Leather

Aura: faint transmutation
CLl: 3rd
Price: 12,160 gp
Weight: 15 lbs.

Description

This suit of +1 leather gives its wearer the ability to twist and contort his body in virtually any direction. He gains a +5 bonus on Escape Artist checks, a +5 bonus on Acrobatics checks to reduce damage from falls, a +5 bonus to CMD, and DR 5/piercing or slashing.

Buccaneer's Breastplate

Aura: moderate transmutation
CLl: 9th
Price: 23,850 gp
Weight: 30 lbs.

Description

This +1 breastplate is made of bluish metal and decorated with wave motifs. It allows the wearer to continually utilize the effects of the spell water walk. If a creature puts on the armor while underwater, the wearer is borne toward the surface at a rate of 60 feet per round.

Daystar Half-Plate

Aura: strong evocation
CLl: 15th
Price: 81,250 gp
Weight: 50 lbs.

Description

The silvery sheen of this +1 half-plate causes it to sparkle in even the faintest light. At will, the wearer can command it to shine with a daylight spell for 10 minutes. Once per day, the wearer can command it to shine as per the sunburst spell.

Folding Plate

Aura: moderate conjuration (summoning)
CLl: 10th
Price: 12,650 gp
Weight: - (brooch), 50 lbs. (armor)

Description

This item normally looks like a heavy steel brooch or cloak clasp, often depicting a heavy helm or sturdy shield. On command, the brooch transforms in a clatter of metallic plates and panels to instantly cover the wearer in a complete suit of +1 full plate, with the design of the brooch displayed on the armor's breastplate. The same command word causes the armor to transform into the brooch. The brooch only transforms if the wearer's armor slot is unoccupied, thus it won't work if the wearer is already armored.

Forsaken Banded Mail

Aura: moderate evocation
CLl: 11th
Price: 25,400 gp
Weight: 35 lbs.

Description

Every inch of this suit of +1 banded mail bears a defaced holy symbol or a design equally offensive to one or more gods and their servants. The wearer of the armor cannot cast divine spells or use any spell-like supernatural ability gained from a connection to a deity. The wearer gains SR 19 against any divine-origin spell, spell-like ability, or supernatural ability (such as a domain granted power or ability from an outsider serving a deity), and treats the armor's enhancement bonus as +2 higher against creatures with these abilities.

Giant-Hide Armor

Aura: strong transmutation
CLl: 15th
Price: 39,165 gp (ogre), 46,665 gp (hill giant), 59,165 gp (troll), 54,165 gp (stone, fire, or frost giant), 69,165 gp (cloud giant), 76,665 gp (storm giant)
Weight: 25 lbs.

Description

This drooping, many-folded suit of +3 hide armor is made from the tanned skin of an actual giant. Once per day on command, the wearer can grow to match the size of the appropriate giant, as if using giant form I (ogre, troll, hill giant, stone giant, fire giant, or frost giant) or giant form II (cloud giant or storm giant). This transformation lasts up to 15 minutes, and ends when the wearer commands. Most good folk consider wearing the skins of intelligent creatures to be abhorrent. Giants gain a +2 morale bonus on attack and damage rolls against the wearer, or +4 if the wearer's armor is made from the same kind of giant as the attacker.

Mistmail

Aura: faint conjuration
CLl: 3rd
Price: 2,250 gp
Weight: 25 lbs.

Description

The fine links of this +1 chain shirt form a pattern of roiling clouds. On command once per day, the wearer can transform it into thick fog that fills his space and provides concealment (20% miss chance). This mist moves with the character. Effects that disperse the mist or destroy it cause the armor to reform into its solid shape on the character's body, as does speaking the command word or entering a place where the fog-magic doesn't function (such as underwater). If the character tries to don another suit of armor while the mistmail is in fog form, it reforms at the character's feet.

Murderer's Blackcloth

Aura: moderate necromancy
CLl: 9th
Price: 12,405 gp
Weight: 10 lbs.

Description

This silk +1 shadow padded armor is as dark as night and stitched with thread the color of dried blood. When worn by a rogue with the bleed talent, it increases the bleed damage of the rogue's sneak attacks by +1.

Soothsayer's Raiment

Aura: faint divination
CLl: 5th
Price: 10,300 gp
Weight: 40 lbs.

Description

This +1 chainmail is attuned to a particular oracular mystery and contains a revelation associated with that mystery (see the oracle class description). While wearing the armor, an oracle has access to that revelation and may use it as if she had it as a normal class feature. The oracle must have the appropriate mystery to use the armor; for example, a soothsayer's raiment (battlecry) is only usable by an oracle of battle. If the wearer already has that revelation and the revelation gives an ability with a limited number of uses per day, the oracle can use that ability one additional time per day. This ability has no effect if worn by a non-oracle.

For divination spells with a percentage-based chance of success (such as augury and divination), the wearer's chance increases by +5.

Specific Shields

Table: Specific Shields

Table: Specific Shields
MajorSpecific ShieldMarket Price
01–50Battlement shield16,180 gp
51–100Fortress shield19,180 gp

Battlement Shield

Aura: moderate conjuration
CLl: 9th
Price: 16,180 gp
Weight: 45 lbs.

Description

Once per day on command, this +2 tower shield can transform into a solid, 10-foot by 10-foot by 1-foot wall of masonry with a battlement on top and an arrow slit in each 5-foot length. The wall acts as cover just like any physical wall. The wielder can touch the wall with one hand and command it to revert to a tower shield either resting on the ground and balanced against his hand or strapped to his arm in the normal fashion. The wall has all the characteristics of any other foot-thick wall of masonry (hardness 8, 90 hit points, break DC of 35). Attacks sufficient to destroy the wall cause it to immediately transform back into a shield, which loses half its hit points and gains the broken condition. The shield remains in wall form until destroyed or commanded to return to shield form. The wall cannot appear in a space too small to accommodate it.

Fortress Shield

Aura: moderate conjuration
CLl: 11th
Price: 19,180 gp
Weight: 45 lbs.

Weapons

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