Ultimate Equipment | Rules | Wondrous Items | Neck | Neck Slot Wondrous Items

Neck Slot Wondrous Items

The neck slot consists of amulets, brooches, medallions, necklaces, periapts, scarabs, and other items that can be worn around the neck or fastened to a cloak.

Anyone can use a neck slot wondrous item unless specified otherwise by its description. These wondrous items are usually use-activated or triggered by a command word, but details vary from item to item.

Neck Slot Wondrous Items

Neck Slot Wondrous Items
d%Lesser Minor Neck ItemPrice
01–10Hand of the mage900 gp
11–18Aegis of recovery1,500 gp
19–25Amulet of bullet protection +11,500 gp
26–37Brooch of shielding1,500 gp
38–49Necklace of fireballs (type I)1,650 gp
50–63Amulet of natural armor +12,000 gp
64–72Golembane scarab2,500 gp
73–82Necklace of fireballs (type II)2,700 gp
83–89Swarmbane clasp3,000 gp
90–95Mind sentinel medallion3,500 gp
96–100Mummer's ruff3,500 gp
d%Greater Minor Neck ItemPrice
01–08Amulet of elemental strife4,000 gp
09–15Righteous fist amulet4,000 gp
16–26Necklace of fireballs (type III)4,350 gp
27–36Amulet of mighty fists +15,000 gp
37–47Necklace of fireballs (type IV)5,400 gp
48–55Stormlure5,400 gp
56–66Necklace of fireballs (type V)5,850 gp
67–73Amulet of bullet protection +26,000 gp
74–81Feychild necklace6,000 gp
82–89Carcanet of detention7,200 gp
90–100Periapt of health7,500 gp
d%Lesser Medium Neck ItemPrice
01–08Amulet of natural armor +28,000 gp
09–12Amulet of proof against petrification8,000 gp
13–15Everwake amulet8,000 gp
16–18Gravewatch pendant8,000 gp
19–23Hand of glory8,000 gp
24–26Torc of lionheart fury8,000 gp
27–33Necklace of fireballs (type VI)8,100 gp
34–40Necklace of fireballs (type VII)8,700 gp
41–43Amulet of hidden strength9,000 gp
44–47Necklace of adaptation9,000 gp
48–51Amulet of spell cunning10,000 gp
52–54Collar of the true companion10,000 gp
55–58Frost fist amulet10,000 gp
59–63Crystal of healing hands12,000 gp
64–66Guardian gorget12,000 gp
67–73Medallion of thoughts12,000 gp
74–77Periapt of protection from curses12,000 gp
78–81Forge fist amulet13,000 gp
82–85Amulet of bullet protection +313,500 gp
86–92Periapt of wound closure15,000 gp
93–95Necklace of ki serenity16,000 gp
96–98Brooch of amber sparks16,800 gp
99–100Symbol of sanguine protection17,500 gp
d%Greater Medium Neck ItemPrice
01–15Amulet of natural armor +318,000 gp
16–24Ampoule of false blood20,000 gp
25–35Amulet of magecraft20,000 gp
36–50Amulet of mighty fists +220,000 gp
51–62Dragonfoe amulet20,000 gp
63–67Amulet of spell mastery22,000 gp
68–72Amulet of bullet protection +424,000 gp
73–85Hand of stone27,000 gp
86–100Periapt of proof against poison27,000 gp
d%Lesser Major Neck ItemPrice
01–18Amulet of natural armor +432,000 gp
19–35Amulet of proof against detection and location35,000 gp
36–49Amulet of bullet protection +537,500 gp
50–67Scarab of protection38,000 gp
68–82Necklace of netted stars42,000 gp
83–100Amulet of mighty fists +345,000 gp
d%Greater Major Neck ItemPrice
01–35Amulet of natural armor +550,000 gp
36–60Amulet of mighty fists +480,000 gp
61–85Amulet of the planes120,000 gp
86–100Amulet of mighty fists +5125,000 gp

Aegis of Recovery

Aura: faint abjuration and conjuration
CLl: 3rd
Price: 1,500 gp
Weight: &mdash

An aegis of recovery grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against a disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.

Ampoule of False Blood

Aura: strong transmutation
CLl: 15th
Price: 20,000 gp
Weight: &mdash

This necklace consists of a fine gold chain from which hangs a small sealed crystal vial containing preserved liquid blood. Each ampoule is attuned to a specific sorcerer bloodline. If a sorcerer (or other creature with sorcerer bloodline powers, such as from the Eldritch Heritage feat) wears the ampoule for at least one day, she loses her existing bloodline powers and gains the bloodline powers of the ampoule's bloodline, using her sorcerer level to determine the powers gained. The ampoule has no effect on the sorcerer's bonus spells, bloodline arcana, or bonus feats from her original bloodline (which remain unchanged).

The sorcerer can only use these bloodline powers as long as she wears the necklace. Removing the necklace leaves the sorcerer unable to access any bloodline power, either her own or those of the ampoule, until one hour has passed.

As a full round action that provokes an attack of opportunity, the wearer can break open the ampoule and drink the blood within. This destroys the item, and gives her the sickened condition for 1d4 hours. If the drinker is a sorcerer, her bloodline permanently changes to match that of the ampoule. In this case, the sorcerer's bonus spells, bloodline arcana, and bloodline powers all permanently change to match those of the ampoule's bloodline. Bonus feats previously selected due to the sorcerer's bloodline are unaffected, but new feats must be selected from the new bloodline's bonus feat list.

Amulet of Bullet Protection

Aura: faint abjuration
CLl: 5th
Price: Varies
Weight: &mdash

This amulet, usually crafted from the splintered remains of spent firearm bullets shaped into a rough holy symbol or clover, grants the wearer a luck bonus to AC against firearm attacks that target touch AC.

Amulet of Elemental Strife

Aura: moderate abjuration
CLl: 8th
Price: 4,000 gp
Weight: 1 lb.

This amulet shines brightly when brought within 60 feet of an outsider with the elemental subtype, shedding light as a torch. The amulet glows a different color depending on the subtype of the elemental or elementals present (white for air, yellow for earth, red for fire, and blue for water). If more than one subtype is present, the gem flickers back and forth between the appropriate colors.

The wearer gains resistance 5 against a single energy type determined by the subtype of the closest elemental present (air grants electricity resistance, earth grants acid resistance, fire grants fire resistance, and water grants cold resistance). If the closest elemental possesses multiple subtypes, the wearer may choose which type of resistance she gains. This energy resistance only applies against attacks from elementals. The amulet also allows any attacks made by the wearer to bypass the damage reduction of such creatures.

Amulet of Hidden Strength

Aura: faint transmutation
CLl: 5th
Price: 9,000 gp
Weight: &mdash

This glass teardrop hangs on a platinum chain and can be used once per day to grant a surge of power. This surge can be used in one of two ways. As a swift action, the wearer of the amulet can make one melee or ranged attack at his highest attack bonus. Alternatively, if the wearer of the amulet has a ki pool, he can instead focus on the power of the amulet as a full-round action and regain two ki points.

Amulet of Magecraft

Aura: moderate universal
CLl: 9th
Price: 20,000 gp
Weight: 2 lbs.

A universalist wizard who selects the amulet as his bonded object may choose one school of spells each day when he prepares spells. He then can use the necklace to spontaneously convert any prepared wizard spell of that school into any other wizard spell of that school he knows—though the desired spell must be of the same level or lower than the prepared spell. For example, if the wizard chooses evocation when he prepares his spells that morning, until the next time he prepares spells, he can spontaneously convert a prepared fireball into any other evocation wizard spell of 3rd level or lower that he knows.

Amulet of Mighty Fists

Aura: faint evocation
CLl: 5th
Price: Varies
Weight: &mdash

This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.

Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.

Amulet of Natural Armor

Aura: faint transmutation
CLl: 5th
Price: Varies
Weight: &mdash

This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.

Amulet of Proof against Detection and Location

Aura: moderate abjuration
CLl: 8th
Price: 35,000 gp
Weight: &mdash

This silver amulet protects the wearer from scrying and magical location just as a nondetection spell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 (as if the wearer had cast nondetection on herself).

Amulet of Proof Against Petrification

Aura: moderate abjuration
CLl: 8th
Price: 8,000 gp
Weight: &mdash

This finely polished wooden amulet has the image of a blindfolded medusa carved upon its surface. Whenever the wearer fails a saving throw that would result in him being turned to stone, he is instead staggered for 1d6 rounds. If a spell or effect turns him to stone without allowing a saving throw, he is instead staggered for 1 minute. These abilities do not function while the wearer is staggered.

Amulet of Spell Cunning

Aura: moderate transmutation
CLl: 7th
Price: 10,000 gp
Weight: 1 lb.

This silver locket only has power when used as a wizard's bonded object. It allows a wizard to prepare an additional 3 levels of spells per day.

Amulet of Spell Mastery

Aura: strong transmutation
CLl: 11th
Price: 22,000 gp
Weight: 1 lb.

This platinum locket only has power when used as a wizard's bonded object. It allows the wizard to prepare an additional 6 levels of spells per day.

Amulet of the Planes

Aura: strong conjuration
CLl: 15th
Price: 120,000 gp
Weight: &mdash

This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize the spell plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she desires. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01–60 on d%) or to a random plane (61–100).

Brooch of Amber Sparks

Aura: faint abjuration and evocation
CLl: 5th
Price: 16,800 gp
Weight: 1 lb.

This copper clasp adorned with a piece of amber is used to fasten a cloak or cape. When its wearer takes electricity damage, this brooch absorbs up to 20 points of electrical damage and holds that electrical charged until it is released by its wielder or harmlessly at the end of 10 minutes, whichever occurs first. The brooch can absorb up to 50 points of electricity damage per day. The wielder can release the charge on command, unleashing any electricity in the brooch as if casting a shocking grasp spell (dealing 1d6 points of electricity damage per 5 points of damage held).

Brooch of Shielding

Aura: faint abjuration
CLl: 1st
Price: 1,500 gp
Weight: &mdash

This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb magic missiles of the sort generated by the spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.

Carcanet of Detention

Aura: faint conjuration
CLl: 4th
Price: 7,200 gp
Weight: &mdash

Comprised of thick iron links, the carcanet of detention is commonly worn by prison guards and elite members of the city watch. Once per day, the wearer of the carcanet may command it to animate and attempt to wrap around one Medium or smaller creature within 15 feet. The target receives a DC 15 Reflex saving throw to avoid the chain. If the saving throw fails, the target is entangled and cannot move from its current location. As a full-round action, the target can attempt a new saving throw to end the effect; otherwise it persists for 10 minutes or until ended by the wearer as a swift action, at which point it returns to its carcanet form. The chain has a hardness of 10 and 15 hit points.

Collar of the True Companion

Aura: moderate transmutation
CLl: 9th
Price: 10,000 gp
Weight: 1 lb.

Although it appears to be a simple thong of leather, this collar was initially conceived by druids who believed that there were animals who possessed spirits worthy of elevation to true sentience. If worn by a creature of the animal type with an Intelligence less than 3, a collar of the true companion grants a +2 enhancement bonus to Intelligence. This does not give the animal the ability to speak, but it does allow it to understand one spoken language (chosen by the item's creator).

If the collar is worn for at least 1 week by a creature of the animal type, the creature is raised to humanlike sentience, as though by the awaken spell. Once this occurs, the collar loses its magical properties.

If a collar of the true companion is worn for more than 1 week by a creature not of the animal type, the wearer is feebleminded until the collar is removed.

Crystal of Healing Hands

Aura: moderate conjuration
CLl: 10th
Price: 12,000 gp
Weight: 1 lb.

A cloth cord marked with esoteric religious symbols typically holds this roughly cut, glittering prism in place. A person with the lay on hands class feature can direct one use of this energy into the crystal, which stores it until the wearer speaks a command word to release it. Releasing the energy targets the wearer with the stored lay on hands effect, as if touched by the person who infused the crystal with its power. The crystal can contain a single use of the lay on hands class feature. When filled with this magic, it begins to glow with a pearly white light. The wearer of the crystal can order it to release its energy as a standard action. This acts identically to receiving the effect of lay on hands directly from the person who channeled it into the crystal, including any mercies they had at the time.

Dragonfoe Amulet

Aura: moderate transmutation
CLl: 9th
Price: 20,000 gp
Weight: 1 lb.

This amulet consists of a cracked dragon scale set in a disk of gold. Most are slightly damaged, bearing the scars of draconic breath weapons. The dragonfoe amulet is a powerful, specialized tool for those who oppose dragons, improving the protection and attacks of the wearer in a number of ways.

The wearer of a dragonfoe amulet ignores the damage reduction of dragons. This only affects actual dragons, not all creatures of the dragon type. In addition, if the wearer casts a spell against a dragon, she can roll twice to overcome any spell resistance the dragon might possess, taking the higher result. Lastly, the wearer takes no damage instead of half damage on a successful Reflex save against a dragon's breath weapon (as the evasion ability).

Everwake Amulet

Aura: faint conjuration
CLl: 2nd
Price: 8,000 gp
Weight: 1 lb.

Cast in the image of the sun and often ornamented with an open eye, this amulet defends the wearer against the need for sleep. The wearer of this amulet does not need to sleep, but must remain at ease for the normal amount of time to regain spells and other abilities that require rest (although the wearer could perform light activity, such as reading or keeping watch). Once the wearer has used the power of this amulet for a total of seven nights, the amulet loses its power for one day and the wearer is exhausted for this duration. If the wearer removes the amulet for any reason after having used its ability, she becomes exhausted for four hours for every night of sleep skipped.

Feychild Necklace

Aura: moderate divination
CLl: 8th
Price: 6,000 gp
Weight: 1/2 lb.

This necklace is set with a bloodstone sculpted to look like a scintillating green eye. It gives the wearer a +4 competence bonus on Charisma checks and Charisma-based checks made to interact with gnomes, a +2 competence bonus on similar checks when dealing with beings of the fey creature type, and a –2 penalty on similar checks when interacting with anyone else. The wearer can read, speak, and understand the Gnome language. If the wearer is not a gnome, she gains low-light vision, and may cast dancing lights, ghost sound, prestidigitation, and speak with animals each once per day as a spell-like ability.

Forge Fist Amulet

Aura: faint evocation
CLl: 6th
Price: 13,000 gp
Weight: 1 lb.

This fist-shaped stone amulet glows with a fiery light. On command, this amulet causes the wearer's fists to transform into red-hot flaming adamantine. The wearer is protected from the searing heat and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer make with his hands gain the flaming weapon special ability and are treated as adamantine for the purpose of bypassing damage reduction (but not hardness). The wearer's hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by fire). The transformation can be ended as a swift action.

Frost Fist Amulet

Aura: faint evocation
CLl: 5th
Price: 10,000 gp
Weight: 1 lb.

Shaped like a fist, this iron amulet is surrounded by a frigid fog. On command, this amulet causes the wearer's hands to become encased in a layer of freezing iron. The wearer is protected from the frigid cold and can make savage blows with his hands. Unarmed strikes and natural attacks the wearer makes with hands gain the frost weapon special ability and are treated as cold iron for the purpose of bypassing damage reduction. The wearer's hands become rigid while using this amulet and cannot be use to hold or manipulate objects (unless that manipulation could be accomplished with a club and is not damaged by cold). The transformation can be ended as a swift action.

Golembane Scarab

Aura: moderate divination
CLl: 8th
Price: 2,500 gp
Weight: &mdash

This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its bearer to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.

Gravewatch Pendant

Aura: faint abjuration
CLl: 3rd
Price: 8,000 gp
Weight: 1 lb.

Favored by the grave-wardens of sites known to be infested with the spirits of the dead, this pendant is an iron ring strung on a necklace made from polished and discolored bones, nails, and teeth. A faint blue light limns the wearer, protecting him from attack. Undead creatures are repulsed by this light and take a –2 penalty on all attack rolls against the wearer of a gravewatch pendant. Incorporeal undead creatures are further repulsed and instead take a –4 penalty on all attack rolls against the wearer. Undead creatures can sense this light easily, however, and receive a +4 circumstance bonus on Perception checks to detect a creature wearing this pendant.

Guardian Gorget

Aura: strong abjuration and conjuration
CLl: 13th
Price: 12,000 gp
Weight: 1 lb.

This flanged collar of mithral and steel protects the wearer's neck and shoulders. It provides a +2 armor bonus to AC (this does not stack with other armor bonuses) and grants the light fortification property to the wearer. In addition, the wearer may engrave a glyph of warding directly onto the guardian gorget. When the wearer is struck in melee, she can trigger the glyph as an immediate action, causing the glyph to discharge against the creature making the attack (and other creatures within 5 feet, if a blast glyph was placed, though the wearer is not harmed by the glyph‘s effects). The glyph can be triggered even if the attack would normally leave the wearer incapable of taking actions (such as killed, stunned, dazed, or knocked unconscious).

Hand of Glory

Aura: faint varied
CLl: 5th
Price: 8,000 gp
Weight: 2 lbs.

This mummified human hand hangs around a character's neck by a leather cord (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.

Hand of Stone

Aura: moderate divination
CLl: 7th
Price: 27,000 gp
Weight: 2 lbs.

This mummified dwarf hand hangs on a steel chain around a character's neck, bringing the wearer more in tune with the earth beneath her feet. If the wearer spends a standard action concentrating on the hand, she gains tremorsense out to a range of 30 feet until the start of her next turn. This ability only allows her to sense creatures and objects that are in contact with earth or stone.

Hand of the Mage

Aura: faint transmutation
CLl: 2nd
Price: 900 gp
Weight: 2 lbs.

This mummified elf hand hangs by a golden chain around a character's neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand at will.

Medallion of Thoughts

Aura: faint divination
CLl: 5th
Price: 12,000 gp
Weight: &mdash

This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or silver, the medallion allows the wearer to read the thoughts of others, as with the spell detect thoughts.

Mind Sentinel Medallion

Aura: faint abjuration
CLl: 1st
Price: 3,500 gp
Weight: &mdash

The surface of this silver medallion is covered in angular geometric shapes that refract light randomly. The medallion grants a continuous +2 resistance bonus on saves versus mind-affecting spells, spell-like abilities, and supernatural abilities. If the wearer fails a save to avoid becoming dominated or confused, the amulet immediately grants the wearer a second saving throw to resist the effect. If this second save is successful, the medallion's power fades away entirely and it becomes a simple piece of silver jewelry.

Mummer's Ruff

Aura: faint illusion
CLl: 5th
Price: 3,500 gp
Weight: &mdash

Usually fashioned from brightly colored silk, a mummer's ruff is a favored accoutrement of performers and con artists alike. The wearer of a mummer's ruff gains a +10 bonus on Bluff skill checks when attempting to imitate another's voice. In addition, once per day, the wearer of the mummer's ruff can throw his voice as if using ventriloquism for up to 5 minutes.

Necklace of Adaptation

Aura: moderate transmutation
CLl: 7th
Price: 9,000 gp
Weight: 1 lb.

This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.

Necklace of Fireballs

Aura: moderate evocation
CLl: 10th
Price: See Table
Weight: 1 lb.

This item appears to be a string or cluster of spherical beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half).

Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The price of a sphere is 150 gp for each die of damage it deals.

Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above.

If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.

Necklace

Necklace10d69d68d67d66d65d64d63d62d6Price
Type I121,650 gp
Type II1222,700 gp
Type III1244,350 gp
Type IV12245,400 gp
Type V12225,850 gp
Type VI12248,100 gp
Type VII122228,700 gp

Necklace of Ki Serenity

Aura: moderate enchantment
CLl: 9th
Price: 16,000 gp
Weight: &mdash

This simple leather cord is tightly knotted at even intervals and gives its wearer a sense of inner calmness and connection with the larger world. The wearer gains a +4 bonus to his effective level when determining the size of his ki pool and the level-based effects of his ki pool ability (such as bypassing damage reduction).

Necklace of Netted Stars

Aura: strong illusion and transmutation
CLl: 12th
Price: 42,000 gp
Weight: 1 lb.

This marvelous mithral necklace forms a broad, draping lacework of threadlike chains set with a multitude of tiny jewels. Seven of these jewels are larger than the rest. While wearing a necklace of netted stars, the wearer can create dancing lights at will and wandering star motes once per day. In addition, each of the seven jewels of the necklace can recall a previously cast 1st-level or 0-level spell, as a pearl of power.

Once per day, the wearer may use the necklace to catch a spell targeted at him, as if readying an action to counterspell using dispel magic, with a bonus on the check equal to 12 + the number of jewels not yet used to recall spells that day. If all jewels have been used, this ability cannot be used that day. The level of the spell to be countered must be less than or equal to the number of unused jewels. If the counterspell succeeds, the spell is negated and the wearer can use its magical energy to recall a previously cast spell of the same level or lower as an immediate action. Whether or not the attempt succeeds, this action exhausts the power of all of the necklace's jewels for that day.

Periapt of Health

Aura: faint conjuration
CLl: 5th
Price: 7,500 gp
Weight: &mdash

This simple periapt usually appears as a blue gemstone fastened to a silver chain designed to be worn about the neck. The wearer is immune to all disease, including supernatural diseases.

Periapt of Proof against Poison

Aura: faint conjuration
CLl: 5th
Price: 27,000 gp
Weight: &mdash

This item is a brilliant-cut black gem on a delicate silver chain meant to be worn about the neck. The wearer is immune to poison, although poisons active when the periapt is first donned still run their course.

Periapt of Protection from Curses

Aura: faint abjuration
CLl: 5th
Price: 12,000 gp
Weight: &mdash

This amethyst stone strung on a coarse iron chain protects the wearer from curses. Three times per day, whenever the wearer rolls a saving throw against a curse (such as a witch's hex, or a bestow curse spell), he may reroll the saving throw as an immediate action. The wearer must decide to use this ability before the results of the saving throw are revealed. He must take the second roll, even if it is worse.

Periapt of Wound Closure

Aura: moderate conjuration
CLl: 10th
Price: 15,000 gp
Weight: &mdash

This stone is bright blue and dangles on a silver chain meant to be worn on the neck. The wearer of this periapt automatically becomes stable if his hit points drop below 0 (but not if the damage is enough to kill the wearer). The periapt doubles the wearer's normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage caused by bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes ability damage or drain.

Righteous Fist Amulet

Aura: faint transmutation
CLl: 4th
Price: 4,000 gp
Weight: 1/2 lb.

This golden amulet is used by religious sects as a way to help the faithful capture fugitives or defend themselves without doing undue harm to potential converts. While the wearer is using her divine powers of retribution (such as a cleric's smite, an inquisitor's smiting judgment, or a paladin's smite), the amulet grants her the ability to make unarmed strikes in melee combat as if she had the Improved Unarmed Strike feat.

Scarab of Protection

Aura: strong abjuration and necromancy
CLl: 18th
Price: 38,000 gp
Weight: &mdash

This device appears to be a jade medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device.

The scarab's possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing 12 such attacks, the scarab turns to powder and is destroyed.

Stormlure

Aura: faint evocation
CLl: 5th
Price: 5,400 gp
Weight: &mdash

A stormlure is usually fashioned from pieces of creatures known for their affinity to air—the feathers of birds, the shells of flying insects, and the scales of a dragon. When activated, stormlures call to the wind, causing a tempestuous gale. Once per day on command, the wearer of a stormlure is surrounding by swirling winds for 1 minute, granting a 50% miss chance against all ranged attacks, including rays and other ranged spells that require a roll to hit. This wind does not hinder the wearer of the stormlure in any way. At any one time during this duration, as a swift action, the wearer can cause the air around her to fill with crackling lightning, dealing 4d6 points of electricity damage to all creatures adjacent to her. A DC 14 Reflex save halves this damage.

Swarmbane Clasp

Aura: moderate abjuration
CLl: 8th
Price: 3,000 gp
Weight: 1/2 lb.

An ancient fossilized insect lies trapped within this ornate amber clasp, impaled by the long golden pin that fastens the wearer's cloak. The wearer's weapons, unarmed attacks, and natural attacks deal full damage to swarms, regardless of the swarm's immunity to weapon damage (if any, although damage reduction applies as normal). If the wearer is damaged by a swarm, she automatically succeeds on her saving throw against the swarm's distraction ability.

Symbol of Sanguine Protection

Aura: faint transmutation
CLl: 6th
Price: 17,500 gp
Weight: 1 lb.

This silver holy symbol rests just over the wearer's heart, imbuing his blood with divine power. After wearing the amulet for 24 hours, the wearer can shed his own blood as a standard action, dealing 1d6 points of damage to himself, to collect an amount of divinely empowered blood that functions as a flask of holy water. The wearer can collect his blood this way once per day, but the individual vials lose their potency after just 1 week.

Undead creatures and evil outsiders that successfully use a blood drain attack on the wearer take 4d6 points of positive energy damage and are sickened for 1d4 rounds unless they make a DC 16 Will save. Any benefit the creature might gain from drinking the wearer's blood is negated due to the power of this symbol.

Torc of Lionheart Fury

Aura: faint abjuration
CLl: 3rd
Price: 8,000 gp
Weight: 1 lb.

Each end of this heavy copper neckwear bears the image of a snarling lion. The wearer gains a +2 morale bonus on saving throws against fear. If the wearer is a barbarian of at least 12th level, she gains fearless rage as a bonus rage power. If she already has this power, she also becomes immune to the panicked condition while raging, and any panic-causing attack against her while she rages instead causes her to regain 1 round of rage.