Wondrous Items

Belt Slot

Constellation Belt

Aura Faint transmutation; CL 5th
Slot Belt; Price 2,000 gp; Weight 1 lb
When you wear this belt, you store inanimate objects in the air, where they slowly orbit around you until you pick them up again. When you drop an item you are holding you may choose to store it in orbit around you. You may retrieve an object in orbit as a free action. You may only store one object of Small size or smaller in orbit, or a number of smaller objects whose total size category is Small or less. If you possess the Orbit talent the capacity of your Orbit increases by one small sized object.
Construction Requirements
Craft Ring, Telekinesis Sphere, Orbit


Body Slot

Vest of Shape Stabilization

Aura moderate alteration; CL 6th
Slot body; Price 8,000 gp Weight 1 lb.
Description
Each vest is attuned to one form talent when created. Any shapeshift effect applying that form talent to the wearer lasts an additional two rounds without concentration and gains a +2 bonus to MSD versus dispelling effects.
Construction Requirements
Craft Ring, Alteration Sphere, Lingering Transformation, creator must possess the form talent to be attuned; Cost 4,000 gp


Eyes Slot

Contrast Spectacles

Aura faint Divination; CL 3
Slot eyes; Price 2,000 gp
The light pair of wire-rimmed lenses reveal natural levels of illumination from unnatural, even in conditions where the wearer can not otherwise see. Contrast spectacles instantly reveal the location and boundaries of all areas of darkness, blot, and glow, even if they don’t change the ambient lighting conditions. As a swift action the wearer may attempt a Spellcraft check to identify any active (darkness), (blot), (glow), and (nimbus) talents. This does not grant low-light vision or darkvision, nor does it allow the wearer to notice magical lighting conditions through physical barrier to vision. The Obfuscation talent thwarts the effects of contrast spectacles.
Construction Requirements
Craft Wondrous Item, Divination sphere; Cost 1,000 gp

Targeting Monocle

Aura faint Destruction; CL 5th;
Slot eyes; Price 8,000 gp (lesser) Weight
Description
This monocle is worn over one eye, magically analyzing and highlighting the weaknesses of the wearer’s enemies. The wearer’s destructive blasts gain the benefit of the keen weapon property.
Construction Requirements
Craft Ring, Destruction sphere, deadly targeting or improved critical feat; Cost 4,000 gp


Hands Slot

Forger’s Gloves

Aura moderate Creation; CL 10th
Slot hands; Price 75,000 gp; Weight -
Description
These leather workman gloves perpetually look dirty, no matter how well they’re cleaned. While worn, these gloves provide the wearer with the ability to forge metal with a touch, as the Forge creation talent. The target also gains a +10 competence bonus to all Craft checks made involving metal objects.
Construction Requirements
Forge Ring, Craft Rod, Creation Sphere; Cost 37,500 gp

Gloves of Air Mastery

Aura faint Destruction; CL 5th;
Slot hands; Price 4,000 gp (lesser), 16,000 (greater); Weight
Description
The wearer is treated as having the Improved Bullrush (lesser) or the Improved Bull Rush and Greater Bull Rush (greater) feats for the purposes of using the air blast talent. Both gloves must be worn for the magic to be effective. The feat’s bonus to CMD applies continuously while the gloves are worn.
Construction Requirements
Craft Ring, Destruction sphere, Air Blast talent; Cost 2,000 gp (lesser), 8,000 gp (greater)

Gloves of Unseen Grip

Aura Moderate transmutation; CL 8th
Slot Hands; Price 8,000 gp; Weight 1 lb
The wearer of these gloves improves the strength and grip of their telekinesis. Add a +2 bonus on their CMB and CMD checks when they use the Telekinetic Maneuver or Steal talents.
Construction Requirements
Craft Ring, Telekinesis Sphere, Forceful Telekinesis, Telekinetic Maneuver

Intensifying Gloves

Aura faint Destruction; CL 5th;
Slot hands; Price 4,000 gp (lesser), 16,000 (greater); Weight
Description
Each pair of intensifying gloves are attuned to a single energy type, either acid, cold, fire, electric, negative energy, or sonic damage. The wearer’s destructive blasts ignore either 5 points (lesser) or 10 points (greater) of energy resistance to that type. Both gloves must be worn for the magic to be effective.
Construction Requirements
Craft Ring, Destruction sphere, blast type talent matching the chosen energy type; Cost 2,000 gp (lesser), 8,000 gp (greater)

Shadow-Dipping Gloves

Aura weak Dark; CL 5
Slot Hands; Price 5,000 gp
These skin-tight kid gloves look more like a coating of liquid pitch than a typical article of clothing. Donning a pair of shadow-dipping gloves allows to wearer to make pickpocket checks and Steal combat maneuvers in order to take items stored in another person’s Shadow Stash or to surreptitiously deposit items into it. The gloves grant the wearer the ability to use her own shadow as a Shadow Stash with a caster level of 5th, even if she does not have access to the Dark sphere and Shadow Stash talent. If she has the Shadow Stash talent, she is treated as if she has taken it a second time. If she has taken the Shadow Stash talent twice, shadow-dipping gloves provide no benefit.
Construction Requirements
Craft Wondrous Item, Dark sphere, Shadow Stash; Cost 2,500 gp


Head Slot

Dimlight Veil

Aura faint evocation; CL 5th
Slot head; Price 1,500; Weight -
Description
A dimlight veil cuts the glare of light and the sun, shielding the eyes. The wearer is immune the dazzled condition, and suffer no ill-effects from light sensitivity. In addition, the wearer gains a +2 bonus on saving throws against light effects.
Construction Requirements
Craft Ring, Light Sphere; Cost 750 gp


Headband Slot

Headband of Ill Fortune

Aura faint Fate; CL 5th
Slot headband; Price 10,000; Weight -
Description
When a creature wears this headband, once per day they may look at a creature within Close range and curse them as an immediate action, forcing them to roll an attack roll, skill check, ability check, or saving throw twice and take the lower result.
Construction Requirements
Craft Wondrous Item, Fate Sphere; Cost 5,000 gp

Taskmind

Aura Moderate transmutation; CL 11th
Slot Headband; Price 16,000 gp; Weight -
A taskmind can take many different forms, but generally provides a structure seated around the head that amplifies mental powers and allows the wearer to multitask more effectively. A wearer with the Divided Mind talent gains a +4 bonus to caster level when determining the number of items she can lift at once and the combined size she can simultaneously lift (though this does not increase the maximum sized object you can lift: a taskmind might allow you to lift two medium objects, but not one Large object).
Construction Requirements
Craft Ring, Telekinesis Sphere, Divided Mind


Neck Slot

Obsidian Key

Aura weak Dark; CL 5
Slot Neck; Price 3,000 gp
This faceted key is carved from volcanic glass and hangs around the wearer’s neck on thread of spider silk. Each obsidian key is must be attuned to a particular Dark sphere user in a ritual using a small sample of the caster’s blood, hair, or similar token piece of her body. Once attuned, a creature donning the obsidian key is treated as having the Clearsight and Darkvision melds with respect to the attuned Dark sphere user’s areas of darkness or blot. As a swift action, the wearer may immediately dispel all ongoing darkness, blot, or shadow effects within medium range that were created by the attuned caster, at which time the obsidian key becomes non-magical.
Construction Requirements
Craft Wondrous Item, Dark sphere; Cost 1,500 gp

Token of Fey Affection

Aura moderate Warp; CL 10th
Slot neck; Price 20,000 gp; Weight -
Description
This small necklace contains a single, small gemstone, and is often given by Fey creatures to their mortal lovers or champions. Once per day, when the wearer of the token is reduced to 0 hp or fewer (or, when the wearer simply desires it), they are instantly teleported to the creature who gave them the token, provided they are on the same plane of existence.

Only the creature to whom this token is given may use the token, and only to teleport to the creature who presented it to them. While it is possible to find or steal a token, the token will not work properly until it has been presented to a creature, and then may only be used to teleport to the side of the one who presented it to them.
Construction Requirements
Craft Wondrous Item, Warp Sphere; Cost 10,000 gp


Shoulders Slot

Warg Pelt

Aura moderate alteration; CL 6th
Slot shoulders; Price 8,000 gp Weight 1 lb.
Description
This cloak, made from the hide of a slain warg, grants the wearer the ability to assume its likeness. This item functions as a rod of Alteration with the Animalistic Transformation talent (limited to the shape of a warg) and grants darkvision 60 ft. as an additional trait.
Construction Requirements
Craft Rod, Alteration Sphere, Animalistic Transformation; Cost 4,000 gp

Windwalker Cape

Aura faint Warp; CL 5th
Slot shoulders; Price 30,000; Weight 1 lb.
Description
The windwalker cape flows gently in the breeze, even when no breeze is present. The bearer of the windwalker cape may easily slip between spaces, teleporting anywhere within 150 ft that he can see as a move action. The windwalker cape is usable 3 times per day.
Construction Requirements
Craft Wondrous Item, Warp Sphere; Cost 15,000 gp


Wrist Slot

Blaster’s Bracers

Aura moderate Destruction; CL 6th;
Slot wrists; Price 8,000 gp Weight 1 lb.
Description
Each pair of blaster’s bracers are imbued with one blast shape talent when created. The wearer may treat this talent as a talent known while wearing the bracers. Both bracers must be worn to have any effect and they require a 24 hour attunement period before use.
Construction Requirements
Craft Staff, Destruction sphere, creator must possess the talent to be granted; Cost 4,000 gp

Energy Grapple

Aura moderate Destruction; CL 9th;
Slot wrists; Price 16,000 gp Weight 1 lb.
Description
These bracers have a projection point just under the wearer’s palms, allowing them to grab strands of coherent energy. While wearing the energy grapple, the wearer gains access to the Energy Tether blast shape talent and the Tether Adept feat. If the Energy Tether talent is already possessed, the wearer instead gains the Bounding Tether mystic combat ability, even if possessing no kinetic scourge levels. If both the Energy Grapple talent and the Tether Adept feat are possessed, the wearer gains the Bounding Tether and Dual Tether mystic combat abilities.
Construction Requirements
Craft Staff, Destruction sphere, Energy Tether, Tether Adept feat, mystic combat class feature; Cost 8,000 gp


Radiant Tattoos

These tattoos are created from a magical, shining ink that radiates light even from under the skin. No matter the pattern or type of tattoo, radiant tattoos shed normal light in a radius of up to 20 ft. (called the primary radius for the purpose of tattoo effects), and increase the light level by one step to a maximum of normal at an equal range. The bearer of a radiant tattoo can choose the radius at which they shed light within the maximum length freely as a free action, even turning it off entirely (or turning it back on). The shape of a tattoo and the color of its light (or multiple colors) are chosen when it is made, but these details may vary even between tattoos of the same effect.

A tattoo is a slotless, weightless item, but a single creature can possess no more than three radiant tattoos.

Dancing Tattoo

Aura moderate Evocation; CL 6th;
Slot none; Price 7,000 gp; Weight -
Description
Often worn by performers, a dancing tattoo normally takes some sinuous shape like a snake or ribbon, and is often multicolored. As part of making a Perform (act) or Perform (dance) check, you may hypnotise anyone in the primary radius of your light who can also see your performance, causing them to gain the fascinated condition for the duration of the performance. Performing this way takes a full-round action each round it lasts. Affected creatures do nothing but sit quietly and watch your performance, and take a -4 penalty to Perception checks. Each creature affected by this may make a Will save (DC 10 + 1/2 your ranks in perform + Cha modifier) on each of their turns to throw off this effect. Obvious threats and hostile actions automatically breaks the effect. A successful save provides immunity to your dancing tattoo for 24 hours.
Construction Requirements
Forge Ring, Light sphere, Hypnotic Pattern; Cost 3,500 gp

Icon Tattoo

Aura moderate Evocation; CL 10th;
Slot none; Price 10,000 gp; Weight -
Description
An icon tattoo often takes the form of a holy symbol or religious imagery, with coloration appropriate to the image or deity. This tattoo can be designed to count as a holy symbol and divine focus for characters that require one (such as characters with the Focus Casting drawback). In addition, all allies within the primary radius of your light gain a +1 morale bonus on all saving throws.
Construction Requirements
Forge Ring, Light sphere, Beacon of Hope; Cost 5,000 gp

Inquiry Tattoo

Aura faint Evocation; CL 5th;
Slot none; Price 3,000 gp; Weight -
Description
Inquiry tattoos are most commonly eyes, and stark shades of white and black are frequently used for the light they cast. The light of an inquiry tattoo casts unusual shadows whose movements give clues as to how a creature is feeling and what it is thinking. You gain +4 circumstance bonus on Sense Motive checks against any creature in the primary radius of your light.
Construction Requirements
Forge Ring, Divination sphere, Light sphere; Cost 1,500 gp

Lantern Tattoo

Aura faint Evocation; CL 1st;
Slot none; Price 1,500 gp; Weight -
Description
A lantern tattoo is frequently of celestial objects such as the sun, moon or stars, or sometimes of torches or lighthouses. All shades of yellow and white are normally selected for its coloration and glow. A lantern tattoo grants you greater control over the light it sheds, allowing you to focus it into a cone of up to 40 ft., or a line of up to 80 ft. as a free action instead of shedding light in all directions.
Construction Requirements
Forge Ring, Light sphere, Beam, Illuminate; Cost 750 gp

Sanguine Tattoo

Aura moderate Evocation; CL 8th;
Slot none; Price 9,000 gp; Weight -
Description
A sanguine tattoo generally depicts scenes of battle and conquest, or of blood and bones; often its light is a shade of red, or sometimes ivory or gray. It grants you a +4 competence bonus to Intimidate checks so long as the tattoo is shedding any amount of light. In addition, you may attempt to demoralize an enemy within the primary radius of your light as a move action.
Construction Requirements
Forge Ring, Light sphere; Cost 4,500 gp

Serene Tattoo

Aura moderate Evocation; CL 10th;
Slot none; Price 24,000 gp; Weight -
Description
A serene tattoo typically uses imagery of water or nature, favoring soft blues and greens in its coloring. So long as your serene tattoo sheds any amount of light, it grants you a +4 competence bonus to Diplomacy checks. In addition, allies in the primary radius of your light have any fear, confusion, or rage conditions suppressed so long as they remain in the primary radius of your light.
Construction Requirements
Forge Ring, Light sphere, Beacon of Hope; Cost 12,000 gp


Slotless

Banner of the Warlord

Aura moderate War; CL 10;
Slot slotless; Price 30,000 gp; Weight .1 pounds
Description
This ornate strip of cloth is small enough to tie around a weapon but colorful enough to be seen easily from a distance. Although worn and frayed around the edges, the cloth is magically clean and its colors never run. It has 10 hit points per inch of thickness, and, impossibly, has a hardness of 30.

Each banner of the warlord is imbued with a totem, chosen when it is made. Its totem does not change. It can be activated by tying it to a pole (or polearm) and openly displayed. It continues to be effective, whether carried, wielded as part of a weapon, or planted on the battlefield. Whether the banner can be actually seen is not important, only that it is not being hidden.

Before being used, it must be attuned to a creature who will determine who its allies and enemies are. It takes a standard action to attune the banner, and all it requires is for the holder to hold it aloft and make a brief (but stirring) speech, or just screaming really loud.

If it is lost, either by having its owner die or having a non-ally take away the banner physically, another creature can attune it as a standard action. The banner remains attuned to the original owner as long as no one else attunes to it.
Construction Requirements
Craft Wondrous Item, War sphere; Cost 15,000 gp

Banner of the Warlord, Major

Aura strong War; CL 20;
Slot slotless; Price 60,000 gp; Weight .1 pounds
Description
This is a the same as a banner of the warlord, but its effective caster level is 20.
Construction Requirements
Craft Wondrous Item, War sphere; Cost 30,000 gp

Banner of the Warlord, Minor

Aura moderate War; CL 5;
Slot slotless; Price 15,000 gp; Weight .1 pounds
Description
This is a the same as a banner of the warlord, but its effective caster level is 5.
Construction Requirements
Craft Wondrous Item, War sphere; Cost 7,500 gp

Doom Cannon

Aura moderate Destruction; CL 10th;
Slot none; Price 50,000 gp; Weight 4,500 lbs
Description
A huge cylinder, protecting an array of magically treated focusing crystals, mounted on a wheeled carriage. The doom cannon may be moved, aimed, and fired as a mundane fiendsmouth cannon*, but requires no ammunition or loading. The cannon deals 10d6 untyped damage as per the Disintegration talent with a range of 200 ft with a x2 critical multiplier, or automatically destroys a 10 ft cube of nonliving matter. If a doom cannon with the broken condition experiences a misfire, the blast damage is dealt in a 20ft radius of the cannon and the weapon is destroyed.
Construction Requirements
Craft Rod, Destruction sphere, Disintegration advanced talent; Cost 25,000 gp
* Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC

Dowsing Rods

Aura moderate Divination; CL 11th

This pair of rods is used in divining the location of various objects, such as gems, metals or even water. Dowsing rods are made with a specific purpose upon its creation - see the table below for examples of available dowsing rods.

As a full-round action, you may attempt to cross the rods, which depending upon the results determine the direction or location of the nearest target. If the ends of the rods cross, you are either directly above or below a location where the target is within close range. If the rods remain parallel, you are facing the general direction where the nearest target may be found. If the rods repel each other, the nearest source of the target is not in that general direction. The larger the target, the stronger the pull of the rods. The rods will only become parallel if the target is within 1 mile of the rods.

Most dowsing rods, once they cross, lose the ability to find new targets, but may be used like a compass to find the old target. However, Dowsing rods which divine for life necessities such as food, water, or habitable shelter may be used multiple times to find new targets (even after their rods have crossed if so desired). PCs seeking treasure in the form of precious metal ore or gem deposits to find such worth totaling roughly 500 gp (not including any wealth of any denizens who may be guarding it). Dowsing rods are thus not so much a means for PCs to get rich quick, but rather a tool that can be utilized to help move the story along.

Construction Requirements
Craft Wondrous Item, Dowsing; Price: 1,000 gp

Roll Dowsing Rod Example Table
1 Dowsing Rod of Beasts (Divines the location of the nearest animal, usually with a minimum HD or specific type)
2 Dowsing Rod of Breathable Air
3 Dowsing Rod of Copper Deposit
4 Dowsing Rod of Diamonds
5 Dowsing Rod of Dragons (Divines the location of the nearest dragon)
6 Dowsing Rod of Gold Deposit
7 Dowsing Rod of Goblinoids (Divines for the location of the nearest goblinoid)
8 Dowsing Rod of Iron Deposit
9 Dowsing Rod of Leylines (Divines the location of the nearest leyline)
10 Dowsing Rod of Lead Deposit
11 Dowsing Rod of Nutrition (Divines for Edible Plants)
12 Dowsing Rod of Outsiders (Divines the location of the nearest outsider of a specific subtype)
13 Dowsing Rod of Platinum Deposit
14 Dowsing Rod of Poison Detection (Divines the presence of Poison)
15 Dowsing Rod of Saturation (Divines the presence of Drinkable Water)
16 Dowsing Rod of Shelter (Divines the presence of Habitable Shelter)
17 Dowsing Rod of Silver Deposit
18 Dowsing Rod of Undeath (Divines the location of the nearest undead)
19 Dowsing Rod of Vermin (Divines the location of the nearest vermin)
20 Dowsing Rod of the Woodlands (Divines the location of the nearest grove of trees)

Foci of the Diviner

Aura faint divination; CL 2nd;
Slot none; Price 150 gp; Weight 1 lb.; Scaling prize1
This particular focus is made and sold in various different shapes, the most common of which is a wooden box containing either a complete deck of harrow cards or set of runes. If any of the harrow cards or runes move more than 400 ft from the box or becomes damaged those cards or runes rematerialize inside the box undamaged.

  • 4th Level – 900 gp: While the owner is touching a harrow card or rune, she gains a +1 enhancement bonus to her caster level with Divination sphere talents and abilities.
  • 6th Level – 2,400 gp: While the owner is in possession of the Foci of the Diviner, she gains the benefits of the Deadly Dealer feat, even if she does not meet the feat’s prerequisites. Thrown cards and runes are treated as darts, but cannot be imbued with additional power except as listed below unless the owner also has the Arcane Strike feat. This otherwise functions as the Deadly Dealer feat.
  • 8th Level – 4,950 gp: The enhancement bonus increases to +2.
  • 10th Level – 9,300 gp: The owner, if she throws harrow cards or runes may add the enhancement bonus with the Divination sphere to her attack and damage rolls with the harrow cards or runes.
  • 12th Level – 16,200 gp: The enhancement bonus increases to +3.
  • 14th Level – 27,750 gp: The cards and runes gain a +1 ranged weapon special ability of your choice, such as distance, flaming, or ghost touch.
  • 16th Level – 47,250 gp: The enhancement bonus increases to +4.
  • 18th Level – 79,500 gp: The cards and runes gain your choice of an additional +2 ranged weapon special ability or two +1 ranged weapon Special Abilities of your choice.
  • 20th Level – 132,000 gp: The enhancement bonus increases to +5.

Construction Requirements
Craft Wondrous Item, Divination Sphere, Enhancement Sphere, Cost 66,000 GP

1 This is a Scaling Item (see Pathfinder Unchained).

Force Hook

Aura Faint transmutation; CL 4th
Slot -; Price 1,000 gp; Weight 1 lb
This short metal rod fits well into the hand and is small enough that it is barely longer than a clenched fist. You may activate it as a move action and cause it to telekinetically hook on to a solid, inanimate surface within 200 feet, allowing it to act as if you had a rope securely linked between the rod and that surface. A second move action causes the hook to retract, drawing the rod and its wielder towards the surface at a rate of 50 feet per round. You may also use a free action to disconnect the hook from any surface it is attached to. The hook can support a load of up to Huge size.
Construction Requirements
Craft Rod, Telekinesis Sphere, Tether, Cost 500 GP

Gleam Brush

Aura Faint evocation; CL 3rd
Slot -; Price 200 gp; Weight -
A gleam brush takes the form of a handheld brush with a wooden handle decorated with colored whorls and spirals. This magic brush is considered a masterwork tool for appropriate Craft skills (such as calligraphy or painting) and creates ink of any color, changing to any color the user imagines as a free action; the ink glows, increasing the light level by one step 5 ft. around it. The ink created by a gleam brush is nonmagical and permanent, and may cleaned up or removed from surfaces as normal ink can. A gleam brush never runs out of ink. Different styles of brush can be found and produced, ranging from fine tipped ink brushes to wide, thick paintbrushes, but they are always small enough to be held in one hand.
Construction Requirements
Craft Rod, Light Sphere, Tether, Cost 100 GP

Horn of the Fallen Bastion

Aura moderate Destruction; CL 8th;
Slot none; Price 16,000 gp Weight 5 lb.
Description
A curled ram’s horn fitted with a mouthpiece, inlaid in silver with a scene of a crumbling castle as it is overrun. Sounding the horn creates a wave of destruction, pulverizing anything in its way. The horn functions as a caster level 6th wand of destruction with the Shattering Blast and Sculpt Blast talents as well as the Energy Focus (shattering blast) drawback and a spell point capacity of 2.
Construction Requirements
Craft Wand, Destruction sphere, Shattering Blast, Sculpt Blast; Cost 8,000 gp

Last Musicbox

Aura moderate Fate; CL 1oth
Slot none; Price 20,000; Weight 2 lbs.
Description
This small mechanical box plays a haunting melody when opened, and is decorated with images of angels and demons locked in combat. Whenever a creature within 50 ft of the music box hears the melody for at least one uninterrupted minute, one of the following happens:

  • If the creature is good, they gain a +2 sacred bonus to attack rolls, saving throws, and skill checks for 10 minutes.
  • If the creature is evil, they gain a +2 profane bonus to attack rolls, saving throws, and skill checks for 10 minutes.
  • If the creature is neither good nor evil, they suffer a -2 penalty to all attack rolls, saving throws, and skill checks for 10 minutes.

The music box can only be played once per day. If a creature opens the box a second time in a day, no music plays, and instead every creature within 50 ft becomes sickened for 1 hour.
Construction Requirements
Craft Wondrous Item, Fate sphere, Cost 10,000 gp

Living Crystal Bullet

Aura moderate Destruction; CL 9th
Slot none; Price 160 gp; Weight
Description
This +1 firearm bullet deals normal damage, but when it hits a creature or object, it spreads quickly, covering the target in crystal. The target must make a DC 14 Reflex save or be entangled and immobilized as by a caster level 9th crystal blast.
Construction Requirements
Craft Magic Arms and Armor, Destruction sphere, Crystal Blast; Cost 80 gp

Menhir

These large-gargantuan sized, upright standing stones mark areas of great importance and are commonly enchanted by members of the nature community such as druids, nymphs, shamans and treants. Like magic staffs, every standing stone is associated with a base sphere, which the crafter must possess in order to create the standing stone, either on their own or through another caster. The standing stone usually has an enhancement bonus ranging from +1 to +5.

When standing adjacent to the standing stone and using a sphere ability from the stone’s base sphere, the caster adds the standing stone’s enhancement bonus as a temporary increase to their caster level for that ability. You may only benefit from one menhir at a time (see trilithon below). Unlike staffs, this applies not only to magic used by the caster herself, but also to wands or other magic items the caster is wielding. Menhir normally do not function unless the standing stone is in contact with the earth.

A menhir’s base price is equal to its bonus squared x 5,000 gp. To create a menhir, a caster must spend materials with a cost equal to its bonus squared x 2,500 gp. A menhir’s caster level is equal to 2x its total bonus. Weight: 5,000lbs (large), 10 tons (huge), 50 tons (gargantuan).

Miniature Orrery

Aura faint divination; CL 4th;
Slot -; Price 1,000 gp Weight 1 lb
Description
This small brass sphere fits easily into the hand, and with a command becomes transparent, revealing the motes of light moving within it. Each mote represents a celestial body, and put together the lights of a miniature orrery accurately depict their current positions in the sky. Using a miniature orrery you can always determine the precise time and which direction true north lies in relation to yourself. In addition, it grants a +4 circumstance bonus on Survival checks made to avoid getting lost, and with a DC 20 Knowledge (geography) check you can determine your approximate location in the world and the current date.
Construction Requirements
Craft Rod, Divination sphere, Light sphere; Cost 500 gp

Obdurate Douter

Aura moderate Dark; CL 7
Slot None; Price 5,000 gp
The soot-stained bell of this ornate silver candle snuffer seems immune to cleaning, but closer examination reveals that the metal has somehow been contaminated with darkness. As a standard action, an obdurate douter can be used to snuff out any source of non-magical light or fire within 40 ft. as per the Extinguish feat. For diffuse light sources and conflagrations, it can extinguish up to one 5 ft. square per turn. Magical fires with a duration longer than instantaneous can be extinguished with a successful MSB check with a +7 modifier. If the obdurate douter is plunged directly into the magical flame the MSB check is made with a +10 modifier, but the wielder takes damage from the magical fire should the attempt fail.
Construction Requirements
Craft Wondrous Item, Dark sphere, Extinguish; Cost 2,500 gp

Power Charm of the Elementalist

Aura faint Destruction; CL 5th;
Slot -; Price 2,000 gp Weight
Description
The wearer treats his elementalist level as 4 higher for the purposes of determining the bonus damage from the favored element class feature. This bonus does not grant early access to increased multipliers.
Construction Requirements
Craft Wondrous Item, favored element class feature; Cost 1,000 gp
*For information on power charms, see Steelforge by Dreamscarred Press.

Remnant of Courage

Aura faint War; CL 10;
Slot slotless; Price 2,250 gp; Weight .1 pounds
Description
Each remnant is small piece of metal or fabric fastened to the neck, shirt or wrist. Each has its own history, and many pieces are debris from the armor and uniforms of fallen heroes. Each remnant has an associated rally, which the wearer can use on an ally within 30 ft., but not on their self. A single user can not activate more than one remnant in a single 24 hour period, and each remnant can only be used once per 24 hour period.
Construction Requirements
Forge Ring, War sphere; Cost 1,175 gp

Skimmer

Aura Moderate transmutation; CL 11th
Slot -; Price 8,000 gp; Weight 5 lbs
This oval disc is just large enough for a Medium size creature to stand on comfortably, and hovers above the ground when its command word is spoken. While standing on a skimmer you can move at your normal land speed, but may hover up to 5 ft above the ground. You ignore difficult terrain and can also move over liquid surfaces as if they were solid while hovering. In addition, you may make a DC 20 Acrobatics check when you move with a skimmer to improve your move speed by 10 ft. Failure by five or more means you fall off the skimmer and are prone. A skimmer can only support a Medium sized load or smaller - it will not hover when loaded heavier.
Construction Requirements
Craft Ring, Telekinesis Sphere

Spike of Affixion (Minor Artifact)

Aura strong Dark
CL 15; Slot None
When a creature’s shadow passes over it, this rusty, gnarled iron nail sinks into the earth and spikes the shadow in place, anchoring the creature that cast the shadow to the spot. The victim is powerless to remove the nail, but anyone else can pluck it from the earth with a DC 20 Strength check. A spiked creature can not move more than 5 ft. away from its location while the nail is affixed. A creature can not be spiked if it is not in contact with its own shadow, such as when flying. A spiked creature can not fly, jump, or otherwise lose contact with its shadow.

Applying a spike of affixion directly to a target requires a melee or ranged touch attack. A spike of affixion has a range increment of 10 ft. when thrown. Any creature attacked with a spike of affixion, moving through the same square the spike occupies, or attempting to pick it up off the ground must make a DC 20 Reflex save in order to avoiding being spiked. A spike of affixion can spike as many creatures as fit within 5 ft. of it, though an attack using the spike of affixion can only target one creature at a time.

A spike of affixion loses its hold on its target if they cease to cast a shadow, such as in areas of darkness or utterly diffuse light. A target pinned by a spike of affixion can not use spells or abilities that directly target, manipulate, or remove its own shadow, nor can its shadow be consumed or stolen.

Destruction
To destroy a spike of affixion, it must be hammered into a beam of light from the noon sun on the day of the equinox at the equator.

Stone Hemispheres

Aura strong War; CL 15;
Slot none; Price 27,500 gp (per pair); Weight .5 pounds each
Description
Each of these stones starts out as a smooth sphere engraved with geometric patterns that has been splintered into two pieces. When the stones are carried by two separate individuals, they benefit from a specific mandates, determined when the stone was created. There is no range limit on how far apart the stones can be and still function, provided both stones are still on the same plane of existence.
Construction Requirements
Craft Wondrous Item; War sphere; Cost 13,750 gp (per pair).

Thunder Culverin

Aura faint Destruction; CL 5th;
Slot none; Price 24,000 gp; Weight 4,500 lbs
Description
A large cylinder, one end flared into a dish shape, mounted on a wheeled carriage. The thunder culverin may be moved, aimed, and fired as a mundane large cannon, but requires no ammunition or loading. The culverin deals 6d4 sonic damage as the shattering blast talent with a range of 160 ft at a x2 critical multiplier. If a thunder culverin with the broken condition experiences a misfire, the blast damage is dealt in a 20 ft radius of the thunder culverin and the weapon is destroyed.
Construction Requirements
Craft Rod, Destruction sphere, Shattering Blast talent; Cost 12,000 gp

Trilithon

A trilithon (or trilith), is a magical structure consisting of two vertical menhir of the same size (posts) supporting a third menhir set horizontally across the top (lintel). The three menhir that make up the trilithon must all share an association with the same base sphere. When standing adjacent to a trilithon and using a sphere ability from the shared stone’s base sphere, the caster adds the enhancement bonus of the menhir making up the lintel of the trilithon as a temporary increase to their caster level for that ability.

In addition, the caster gains two temporary talents from the stone’s base sphere (chosen at the beginning of any turn the caster begins adjacent to the trilithon). A caster may only benefit from one trilithon at a time. Unlike staffs, this applies not only to magic used by the caster herself, but also to wands or other magic items the caster is wielding. Trilithon, like menhir, normally do not function unless the two posts are in contact with the earth.

A trilithon’s base price is equal to the total cost of the three menhir that make it up. To create a trilithon, one must simply place two menhir standing adjacent to each other, placing a third horizontally across the top.

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