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Wondrous Items

Helmet of Luminescence:
This Skyrim looking Iron Helmet can be activated by wiggling your ears as a swift action to make
the horns of the helmet illuminate as if it were a magical torch.

Crossbow Augment Glove:


This green chainmail/velvet glove enhances any wielded crossbow with 2d4 acid damage.

Ring of Torag:
Grants the wearer +10 fire resistance on the first fire attack that hits them each day. Also, a +1
bonus to saves made against fire spells and effects. It must be worn for 24 hours before it
functions.

Boots of Fleeting:
When an enemy scores a natural 1 against your ac, you may shift up to half of your movement
speed as an immediate reaction.

Boots of Blinding Speed:


These white incredibly light shoes have tiny undersized wings growing out of each foot.
You move at x4 speed, but gain the blinded condition until your next turn when you move more
than 5 feet.

Tower Shield of Absorption:


This wall of a shield has a solid brass dragon head roaring mounted on the face. This can
absorb an arcane level one spell, then reverts back to a non-magical masterwork tower shield
for 1 hour then reactivates.

Iron Bands of Bolero:


This is a baseball sized orb of iron that can be thrown at a target, it explodes 5 ft from its target
and becomes an iron chain with two heavy orb halves. [+10 CMB to grapple and trip]

Quicksand Cloak:
This ever-flowing sandy cloak trails sand behind you, as a swift action you can turn yourself and
all of your equipment into sand of the same weight and is magical. As 3 consecutive full-round
actions cause the sand to pile up, swirl around and finally form the user.

Ring of Sudden Maximization:


Once per day as a swift action, you can maximize all possible damage dice of a single spell.
[6k gp]
Peacekeeper:
Fires a clip of magic missile wand charges at a +4 level (1st level to 3 shots). Uses crystals to
split and duplicate lesser shots. 1d4+1 per shot, auto-hit unless the target is in total cover or
concealment, in which it hits the wall. It must be taken apart and cleaned every 500 shots
expended. UMD:12 to fire, unless magic missile is a known spell.
[16k gp]

Belt of Galvanism:
Once per day, you are healed by the electric energy type instead of harmed. Being healed this
way staggers the wearer for 1 round. It also grants 5 dr to electricity passively, healing is not
reduced by dr.

Helm of Belushi:
The wearer can place two flasks of liquid for easy consumption, it only requires a swift action to
drink a dose instead of a move and a standard action. The wearer cannot be upside down or
else the liquid spills out.

Legendary Broken 2h:


1 handed weapon with a thick blade lets you cast True Strike as a move action.

Helm of the Sentinel:


If the wearer pulls the facemask down, they fall asleep instantly once per day. Ees softly glow
as the power activates, you can continue to stay awake, alert and do simple non-combat
activities and still sleep as regular.
[Keep watch spell, 360gp]

Eternal Shield:
This is a steel shield that is virtually indestructible. It cannot be bent or take item damage of any
form and is immune to being sundered.

Quiver of Plenty:
Can duplicate most ammunitions up to the bonus of the quiver, the copy disappears after 1
round. Can only be active for 2 minutes per day, must be used in 1 minutes increments. The
quiver can hold up to 10 different arrows.
Artifacts

Deck of Many Things:


Be careful should you ever find this set of plaques made of ivory; this unusual deck rests in a
leather pouch. Each card is engraved with sigils and glyphs, and only one card can be drawn
from the deck at a time. When drawn, the magic of the card is bestowed upon the user- for
better or for worse. Upon finding one of these decks, a user can decide to draw a small number
of cards. These cards must be drawn and revealed within one hour, or the cards flip out of the
deck on their own.
Cards within a Deck of Many Things include the fates, a limitless key, and even utter ruin.

Staff of the Magi:


Sigils and runes cover this long, wooden staff, imbuing it with arcane power. A wizard that
wields the staff receives resistance against spells cast against him, as well as gaining access to
a variety of arcane spells. Spells that can be cast from the staff include Detect Magic, Mage
Armor, Fireball, Lightning Bolt, Web, and Planeshift.
The staff can also be used to deliver a retributive strike. The wielder can purposely break the
staff, unleashing its immense stored power in a 30-foot burst that damages everything in range.
The wielder either gets blasted to another plane of existence or is utterly destroyed in the
process.

Orbs of Dragonkind:
The fables orbs of dragonkind were created in an ancient age, during the time of the terrible
Dragon Crusades. Each orb is magically linked to a specific dragon type, an orb allows the
bearer to control a type of dragon and provides protection from that Dragon’s breath attack.
Those who possess the orbs can communicate with one another, and they always know the
location of dragons tied to their orbs, and gain an individual power invoked from an orb. They
also forever earn the enmity of all dragonkind, for dragons hate the orbs and the potential for
enslavement that they represent.

Sphere of Annihilation:
A two-foot diameter ball of absolute blackness, a sphere of annihilation is a terrible artifact of
destructive power. It appears as a black hole, any matter that comes in contact with the event
horizon is spaghettified into the nothingness and utterly destroyed.

Tome of Sinister Sentience:


This monstrous intelligent spell book was created by the Rod of Perfection and is sentient with
dozens of souls. This spellbook can eat scrolls placed its mouth, turning them into pages.
Likewise, pages can be ripped out and used as scrolls. After realizing the nature of its creation,
it wishes to remove all evil spells from its binding.
Rod of Perfection:
This is a golden inlaid purple scepter, topped with a beautiful symmetrical glass butterfly. As a
coup de grace you can extract the soul of a target, the rod scraps the soul for parts to create a
powerful frankenstein abberation soul to be put inside a flesh golem, indicated by a lit slider
along the shaft. You can load a Thunderstone in a chamber inside the staff, when stomped on
the ground, it blinds all surrounding creatures.
It must consume 20 hd worth of evil souls to make a sufficient abberation. Accounting for their
alignment at death, evil counting all hd, neutral counting half, and good none.

Maxwells Silver Hammer:


A silver warhammer that functions as a throwing weapon that returns when thrown 15 feet. It is
more accurate and higher damaging than a normal warhammer. It kills creatures vulnerable to
silver with a single hit, and unleashes a stunning clap of sonic energy when hurled.

Bane of Swarms:
This small ornamental box has holes littering the surfaces depicts carvings of beetles scorpions
and arachnids swirling around the box. When shaken, it produces a screeching sound that
forces all insectoids smaller than the box to be feared and dissipate.

Gorum’s Stompers:
These metal soled thick leather boots can withstand immense amounts of force and redirect
force damage once per day while falling. As a swift action, you click your heels together to
convert up to 10 falling damage dice into xd10 force damage out in all adjacent squares.

Infernal Halberd:
This large sized red-hot swirling metal halberd radiates unholy energy, it deals double damage
to good aligned targets, but deals no damage to evil aligned targets.

Blade of Cerulean Flames:


This +1 Wagizashi produces a magical blue flames that engulfs abberation flesh, dealing
continuous damage every round until extinguished or vanquished. The runes along the hilt glow
when pointed in the direction of an abberation. [Functions as the detect abberation spell]

GE-7 Xerath Armor:


+2 Ancient Ytaran Full plate armor with +5 electric and negative energy resist. As a move
action, you can activate stability mode which doubles the energy resistances and gives +4
against any attempt to move the wearer. Both fists are +1 locked gauntlets. Can be packed up
or out as a move action, and equipped as a full-round action as the armors metal folds around
your body.

Astral Javelin Sheath:


When you throw a javelin held in the 6-spear sheath, it becomes a lightning bolt that explodes
on impact for 1d8 sonic damage. If the damage dice rolls max, the target rolls fort against being
deafened. [Fort save DC:14; +10 damage, save for half]

Shield of Spirits:
This cerulean ghost-touch flickering ball of flame shaped shield on a successful shield bash
causes the target to make a fort save or become incorporeal for 1d4 rounds. This shield has
ghost touch.

Firedrake Bandle Repeater:


+2 flaming rifle, can split into 2 separate +1 flaming pistols, this action is a move that can be
done during other moves. While in rifle mode, you can expel a torrent of flames as a standard
action 15 ft. cone of flames, dealing 3d6+3 fire damage. You can decide for any shot to deal all
fire damage instead.

Chalice of Life/Death:
A human-sized skull-goblet on a flashy candlestick with a jeweled golden crown sitting atop its
head is the rim.
If filled with any liquid, it magically transmutes it into a cure serious wounds potion. If the
consumer is above half-health, the potions effect turns into a poison called “​ Tears of Death”
[Contact, Fort: 22, Onset: 1min, Freq: 1/min for 6 minutes, Effect 1d6 con damage & paralyzed]

Talisman of Shadows:
Aura faint evocation and transmutation
CL 5th; Slot neck; Price 42,000 gp; Weight: 1/2 lbs.
Attached by a thin chain of black star metal, this solid ebony medallion bears no markings or
insignia of any kind.
Prized by rogues and assassins, these talismans are considered holy relics by the
ultra-fanatical worshippers of the Lord of Murder, and are coveted by members of the
Assassins Guild of Reinwits.
Anyone wearing the talisman gains darkvision out to a distance of 90 feet and a +2
profane bonus to initiative, AC, and saving throws when in dim light or darkness. Additionally
as a standard action, the wearer can cast darkness (3/day) and twilight knife (1/day). An
assassin wearing the talisman receives a +2 to the DC of their death attack ability.
Construction Requirements, Craft Wondrous Item, darkness, twilight knife; Cost 21,000 gp
The 8 Archmage’s Staves.
http://www.d20pfsrd.com/magic-items/staves/staff-of-necromancy
http://www.d20pfsrd.com/magic-items/staves/staff-of-abjuration
http://www.d20pfsrd.com/magic-items/staves/staff-of-conjuration
http://www.d20pfsrd.com/magic-items/staves/staff-of-divination
http://www.d20pfsrd.com/magic-items/staves/staff-of-enchantment
http://www.d20pfsrd.com/magic-items/staves/staff-of-evocation
http://www.d20pfsrd.com/magic-items/staves/staff-of-illusion
http://www.d20pfsrd.com/magic-items/staves/staff-of-transmutation

New Artifact: The Coat of Eyes


The Coat of Eyes is appropriate for heroic tier characters. The Coat is a symbiont item that
bonds to the wearer’s flesh when it is donned. The Coat of Eyes can be removed against the
item’s will only with the aid of a Remove Affliction ritual, with a –15 penalty to the Heal check.
The Coat of Eyes, Heroic Level, Crafted by the daelkyr Belashyrra, this leather jerkin is formed
from chitin and raw muscle. Dozens of eyes are set across it, taking in everything that happens
around the wearer. The Coat of Eyes is a suit of +1 leather armor. Enhancement: AC
Property: You gain resist 5 negative energy and resist 5 poison.
Property: You gain a +1 item bonus to Perception checks but take a –1 penalty to knowledge
checks.
Property: You gain the ability to speak, read, and write undercommon fluently.
Power (At-Will): Minor Action. Change the Coat of Eyes into hide armor (it retains its
enhancement and properties).
Power (At-Will): Immediate Interrupt, when you are struck by an effect that would blind you.
Negate the blinded condition.

​Goals of the Coat of Eyes


✦ Attach itself to a character touched by the Prophecy, who will see the events that shape the
future.
✦ Evaluate the bearer and his allies, to assess their usefulness or threat to the daelkyr.
✦ Observe events that enlighten and amuse the daelkyr Belashyrra.

Roleplaying
The Coat of Eyes communicates its desires through strange whispers and bursts of alien
emotion that surge in the wearer’s mind. The wearer feels the Coat’s pleasure when it observes
something interesting through him or her, but feels its fury if the wearer intentionally avoids
sights or experiences that the Coat deems worthy. Occasionally, the wearer feels the presence
of another mind, seemingly held within his own: perhaps Belashyrra, gazing out through his
creation.

​Concordance
Starting Score 5
Owner gains a level +1d8
Owner observes an event of +1
interest to Belashyrra (maximum 1/day)
Owner discovers a Prophecy Mark +1
Owner kills a Gatekeeper druid +1 (maximum 1/encounter)
Owner covers the Coat of Eyes –1 (initial action, and every hour it remains covered)

Pleased (16–20)
“Soon I will know all that I need.”
The Coat of Eyes knows that its wearer is touched by destiny, and Belashyrra has learned much
through the wearer’s eyes.
Property: The artifact’s item bonus to Perception checks increases to +3, but the penalty to
knowledge checks increases to –3.
Property: You gain resist 10 negative energy, resist 10 poison, and resist 10 necrotic. This
supersedes the normal resistances granted by the artifact.
Power (Daily): Standard Action. You gain blindsight 5 until the end of the encounter.

Satisfied (12–15)
“I hunger for more knowledge.”
The Coat of Eyes is eager to see what its wearer can accomplish.
The Coat’s enhancement bonus to AC increases to +2.
Property: You gain low-light vision.
Property: The artifact’s item bonus to Perception checks increases to +2, while the penalty to
knowledge checks increases to –2.

Normal (5–11)
“Show me what this world has to offer.”
The Coat of Eyes is hungry to see new and important things, and its wearer can feel the
artifact’s desire.

​Unsatisfied (1–4)
“Do not hide your secrets from me.”
The Coat of Eyes urges its wearer to seek worthy sights, even as its alien emotions become
distracting and hostile.
Property: You take a –3 penalty to Perception checks and knowledge checks. This supersedes
the bonuses and penalties normally granted by the artifact.
Property: You lose the resist 5 negative energy normally granted by the artifact.

Angered (0 or Lower)
“You take my sight? I will take your life!”
The Coat of Eyes seeks to punish its wearer, urging him or her to abandon the artifact so that it
can be found by someone else.
Property: You take a –3 penalty to Perception checks and knowledge checks. This supersedes
the bonuses and penalties normally granted by the artifact.
Property: You lose the resist 5 negative energy normally granted by the artifact and gain
vulnerable 5 negative energy.

Moving On
“Together, we have seen all that can be seen.”
Belashyrra has seen enough of the world through the wearer’s eyes, and he wishes to sever the
connection before the character grows too powerful.
When the wearer next gains a level, the eyes that stud the Coat wither, leaving a suit of +2
deathcut leather or +2 deathcut hide. In addition, the wearer gains a permanent +1 bonus to
Perception checks but takes a permanent –1 penalty to knowledge checks, along with the eerie
sensation that Belashyrra is still using his or her eyes to see the world. If the Coat of Eyes
moved on because it was unsatisfied with the user, the armor crumbles into worthless dust.
Unrefined
Vambraces of the Dragon:
These bracers are in the shape of two dragon heads that cover most of the forearm. When the
user speaks a command word, the eye's of the bracers begin to glow and spread up the forearm
of the user. They give the user a cowl that resembles a dragon's head, a tail draws down their
back and out behind them and claw like gauntlets. The head of this entire ensemble can
perform a breath weapon of the respective dragon they represent and can deal damage with the
claws of dragon's respective element type. The damage of the claws equal (Not sure) and are
slashing weapons. The tail can be used to perform a trip maneuver. If the user of these
weapons happens to have a natural attack of some kind, these will enhance their natural attack
to deal the damage of someone of three levels higher. These vambraces give of a strong aura
of transmutation.

Shuffle Sabre:
This weapon, meant to resemble that of a Flamberge in design but with cards as opposed to
more flames licking at the air, is one of true magical power. Normally, this weapon is simply a
+X weapon but when spoken with a command word, it causes the bottom part of the weapon to
disappear and reappear as the new tip of the sword. This has the effect of imbuing the sword
with an element that is respective card that is at the tip. This element adds a 3d6 bonus of
damage dependent on what element it really is. This weapon gives off a strong aura of
transmutation and evocation.

SwordBirth:
This weapon seems like a fairly normal sword with all that is on it being a lovely chain that is in
the shape of several different blades linked together. Normally this is a +X weapon but when a
specific command word is spoken, the user can cause a plethora of sword to either erupt from
the ground or rain from the sky within X Feet to erupt with several blades that will deal damage
to anyone in the area like a fireball, scaling up to a max of 10d6. This weapon gives off a strong
aura of conjuration.

Firefly Bracers:
These seemingly innocuous bracers that upon closer inspection show the design of what seems
to be a cannon coated in what could be said to be arcane energies are quite the interesting
accessory. These bracers are normally inert but when the user focuses on them, they begin to
absorb energy from around them. This energy closely resembles fireflies being absorbed into
the user's wrist. With enough time, the user can charge energy and bring up one hand to
perform a single blasting attack of pure arcane energy. This attack scales like a fireball and
does force damage. The user may also spread their hands apart and fire off several small
missiles that act like magic missiles with their level being equal to the player's level for
determining how many missiles are fired. These missiles do 1d6 and can't miss. These bracers
give off a strong aura evocation.

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