d% | Item | Market Price |
---|---|---|
01–05 | Ioun torch | 75 gp |
06–09 | War paint of the terrible visage | 100 gp |
10–12 | Assisting glove | 180 gp |
13–15 | Bandages of rapid recovery | 200 gp |
16–18 | Catching cape | 200 gp |
19–20 | Soul soap | 200 gp |
21–23 | Bottle of messages | 300 gp |
24–27 | Key of lock jamming | 400 gp |
28–29 | Campfire bead | 720 gp |
30–35 | Defoliant polish | 800 gp |
36–39 | Dust of emulation | 800 gp |
40–42 | Muleback cords | 1,000 gp |
43–45 | All tools vest | 1,800 gp |
46–49 | Cowardly crouching cloak | 1,800 gp |
50–56 | Scabbard of vigor | 1,800 gp |
57–58 | Clamor box | 2,000 gp |
59–61 | Glowing glove | 2,000 gp |
62–63 | Manacles of cooperation | 2,000 gp |
64–70 | Knight's pennon (honor) | 2,200 gp |
71–75 | Flying ointment | 2,250 gp |
76–78 | Boots of friendly terrain | 2,400 gp |
79–80 | Apple of eternal sleep | 2,500 gp |
81–83 | Cauldron of brewing | 3,000 gp |
84–85 | Philter of love | 3,000 gp |
86–88 | Sash of the war champion | 4,000 gp |
89–90 | Knight's pennon (battle) | 4,500 gp |
91–92 | Knight's pennon (parley) | 4,500 gp |
93–94 | Helm of fearsome mien | 5,000 gp |
95–96 | Horn of the huntmaster | 5,000 gp |
97–98 | Scabbard of staunching | 5,000 gp |
99–100 | Sheath of bladestealth | 5,000 gp |
Question about Wondrous Item Slots So in Magic Item creation it outlines how much items cost based on various criteria, however it doesn't outline what if an item is in a different slot than normal. Drawing a worn item or changing how you're carrying an item usually requires you to use an Interact action (though to drop an item, you use the Release action instead). Table 6–2: Changing Equipment on page 273 lists some ways that you might change the items you're holding or carrying, and the number of hands you need to do so.
d% | Item | Market Price |
---|---|---|
01–06 | Grappler's mask | 5,000 gp |
07–16 | Torc of lionheart fury | 8,000 gp |
17–19 | Amulet of spell cunning | 10,000 gp |
20–23 | Construct channel brick | 10,000 gp |
24–25 | Doomharp | 10,000 gp |
26–27 | Ki mat | 10,000 gp |
28–37 | Lord's banner (swiftness) | 10,000 gp |
38–40 | Crystal of healing hands | 12,000 gp |
41–44 | Book of the loremaster | 15,000 gp |
45–48 | Bracelet of mercy | 15,000 gp |
49–56 | Cauldron of plenty | 15,000 gp |
57–61 | Gloves of dueling | 15,000 gp |
62–64 | Necklace of ki serenity | 16,000 gp |
65–69 | Robes of arcane heritage | 16,000 gp |
70–74 | Silver smite bracelet | 16,000 gp |
75–82 | Vest of the cockroach | 16,000 gp |
83–86 | Amulet of magecraft | 20,000 gp |
87–90 | Horn of antagonism | 20,000 gp |
91–93 | Moon circlet | 20,000 gp |
94–96 | Necromancer's athame | 20,000 gp |
97–98 | Sniper goggles | 20,000 gp |
99–100 | Annihilation spectacles | 25,000 gp |
Body Slot Wondrous Items The body slot consists of robes, vestments, and items that can be worn on or around the body. Anyone can use a body 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. Pathfinder 2e doesn't have item slots. It's a very different game, but on some level, it shows that Paizo realized exactly what I'm saying here: it doesn't work out as a meaningful balance mechanism, and winds up being nothing more than a 'frustrating roadblock.' So they ditched them—magic items in PF2 are balanced in other ways. The prerequisites for creation of an item are given immediately following the item's caster level. A spell prerequisite may be provided by a character who has prepared the spell (or who knows the spell, in the case of a sorcerer or bard), or through the use of a spell completion or spell trigger magic item or a spell-like ability that produces.
d% | Item | Market Price |
---|---|---|
01–08 | Cauldron of the dead | 30,000 gp |
09–20 | Mask of giants (lesser) | 30,000 gp |
21–32 | Cauldron of resurrection | 33,000 gp |
33–48 | Cauldron of flying | 40,000 gp |
49–64 | Cauldron of seeing | 42,000 gp |
65–76 | Lord's banner (terror) | 56,000 gp |
77–88 | Lord's banner (victory) | 75,000 gp |
89–96 | Mask of giants (greater) | 90,000 gp |
97–100 | Lord's banner (crusades) | 100,000 gp |
Wondrous items is a catchall category for anything that doesn't fall into the other groups of magic items. Any creature can use a wondrous item (unless specified otherwise in the description, such as requiring a particular class feature).
All Tools Vest
Aura faint conjuration; CL 1st
Slot chest; Price 1,800 gp; Weight 5 lbs.
Description
The stitching along the many pockets of this light leather vest depicts cheerful laborers going about their daily work. Once per day, as a standard action, the wearer can speak its command word and order it to bring forth all the standard tools required to make checks for any one Craft skill. These tools appear in the countless pockets of the vest or, if too heavy, on the floor, on a nearby shelf, on a workbench, or in a toolbox or cupboard that appears nearby. Once summoned, they remain for 24 hours or until another creature touches them, whichever comes first.
Construction
RequirementsCraft Wondrous Item, summon instrument; Cost 900 gp
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Amulet of Magecraft
Aura moderate universal; CL 9th
Slot neck; Price 20,000 gp; Weight 2 lbs.
Description
Each silver link that makes up this heavy necklace represents a well-known concept of arcane theory. A universalist wizard who selects the necklace as his bonded object (which counts as an amulet) 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; the desired spell must be of the same level or lower than the prepared spell. For example, if the wizard chose 'evocation' when he prepared 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.
Construction
RequirementsCraft Wondrous Item, permanency, creator must be a universalist; Cost 10,000 gp
Amulet of Spell Cunning
Aura moderate transmutation; CL 7th
Slot neck; Price 10,000 gp; Weight 1 lb.
Description
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.
Construction
RequirementsCraft Wondrous Item, mnemonic enhancer; Cost 5,000 gp
Annihilation Spectacles
Aura moderate transmutation; CL 11th
Slot eyes; Price 25,000 gp; Weight 1/4 lb.
Description
Creatures viewed through these darkly tinted glasses sometimes seem, ever so briefly, to flicker in and out of existence. A transmuter can use these spectacles to spontaneously convert any prepared wizard transmutation spell into any other wizard transmutation spell he knows; the desired spell must be of the same level or lower than the prepared spell. Once per day, he may use the spectacles to spontaneously cast disintegrate in place of one of his prepared transmutation wizard spells of 6th level or higher, even if he doesn't know that spell.
Construction
RequirementsCraft Wondrous Item, disintegrate, creator must be a transmuter; Cost 12,500 gp
Apple of Eternal Sleep
Aura moderate enchantment; CL 10th
Slot none; Price 2,500 gp; Weight —
Description
This beautiful, ripe red apple appears fresh and tempting. Should anyone bite into it (even a small taste), he must make an immediate DC 19 Will saving throw or be stricken by eternal sleep, the same as the witch's hex of that name. The victim can only be awakened by a casting of break enchantment, limited wish, wish, or miracle, or by a kiss from someone of royal blood.
Construction
RequirementsBrew Potion, Craft Wondrous Item, eternal sleep hex; Cost 1,125 gp
Assisting Glove
Aura faint transmutation; CL 1st
Slot hands; Price 180 gp; Weight 1 lb.
Description
The wearer of this simple glove can speak a command word to transform it into a glowing disembodied hand. As a swift action, the wearer can have the glove assist him with a task as if using the aid another action; the glove uses the wearer's base attack bonus or skill ranks when making the check to see if aid another is successful (it does not gain the benefit of the wearer's ability scores or other bonuses). The hand remains until it has attempted one action or until 1 minute passes, whichever comes first, at which time it becomes a nonmagical lambskin glove.
Construction
RequirementsCraft Wondrous Item, mage hand, unseen servant; Cost 90 gp
Bandages of Rapid Recovery
Aura faint conjuration (healing); CL 1st
Slot chest; Price 200 gp; Weight 1 lb.
Description
These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.
Construction
RequirementsCraft Wondrous Item, cure light wounds, lesser restoration, stabilize; Cost 100 gp
Book of the Loremaster
Aura moderate divination; CL 7th
Slot none; Price 15,000 gp; Weight 2 lbs.
Description
This digest-sized book contains a seemingly random collection of words, phrases, and strange mnemonic aids. Three times each day, a bard can consult it while using the lore master class feature in order to gain a +5 competence bonus when taking 10 or taking 20 on a Knowledge check.
Construction
RequirementsCraft Wondrous Item, clairaudience/clairvoyance; Cost 7,500 gp
Boots of Friendly Terrain
Aura faint transmutation; CL 5th
Slot feet; Price 2,400 gp; Weight 1 lb.
Description
Each pair of these supple leather boots corresponds to a specific sort of environment as defined by the ranger's favored terrain class feature (jungle, plains, and so on). A ranger wearing the boots can treat the corresponding environment of the boots as one of his favored terrains, granting him a +2 bonus. If he already has that particular environment as one of his favored terrains, his bonus for that terrain increases by +2.
Construction
RequirementsCraft Wondrous Item, pass without trace, creator must be a ranger; Cost 1,200 gp
Bottle of Messages
Aura faint illusion; CL 3rd
Slot none; Price 300 gp; Weight 1 lb.
Description
This green glass bottle has a tiny winding key on its elongated stem that, if turned, causes a shadowy cork to slowly become substantial over a 1-round period. Anything the owner of the bottle speaks into the bottle during this time (up to 25 words) gets trapped inside it once the cork fully manifests. As soon as the cork is removed or the bottle is smashed, this message is released exactly as if the owner had spoken the words at that moment. Once the bottle releases its message, it shatters.
Construction
RequirementsCraft Wondrous Item, magic mouth; Cost 150 gp
Bracelet of Mercy
Aura faint conjuration (healing); CL 5th
Slot wrist; Price 15,000 gp; Weight —
Description
Each gem in this metal bracelet has a tiny inscription from a holy book. If the wearer has the mercy class feature, she gains the diseased mercy. If the wearer already has that mercy, her effective caster level for removing diseases increases by +4.
Construction
RequirementsCraft Wondrous Item, remove disease; Cost 7,500 gp
Campfire Bead
Aura faint evocation; CL 1st
Slot none; Price 720 gp; Weight —
Description
This tiny glass bead transforms itself into a small (2-foot-tall) pile of burning logs whenever its command word is spoken. The fire burns for 8 hours or until extinguished, at which point it turns back into a bead. The owner of the item must wait twice as long as the fire burned before he can order the bead to become a campfire again.
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Construction
RequirementsCraft Wondrous Item, produce flame; Cost 360 gp
Catching Cape
Aura faint abjuration; CL 1st
Slot shoulders; Price 200 gp; Weight 3 lbs.
Description
This silvery cape furls and ripples like a flag with every step its owner takes. The wearer can, as a swift action, order the cape to transform into a faint sphere of force that surrounds him on all sides. The field grants the wearer a concealment (20% miss chance) against ranged attacks and lasts for 1 minute or until the wearer is missed by a ranged attack due to the power of the cloak, whichever comes first. When the field ends, all magic is lost from the cloak, leaving only a mundane silvery garment.
Construction
RequirementsCraft Wondrous Item, shield; Cost 100 gp
Cauldron of Brewing
Aura faint transmutation; CL 5th
Slot none; Price 3,000 gp; Weight 5 lbs.
Description
A cauldron of brewing looks like a fine cooking pot with four stout legs. The cauldron is capable of heating any liquid placed in it to a precise temperature (anywhere from just above room temperature to hot enough to boil salt water) and maintaining it indefinitely while still remaining only slightly warm to the touch on the outside. A cauldron of brewing provides a +5 competence bonus on Craft (alchemy) skill checks.
Construction
RequirementsCraft Wondrous Item, trained in Craft (Alchemy); Cost 1,500 gp
Cauldron of Flying
Aura moderate transmutation; CL 10th
Slot none; Price 40,000 gp; Weight 100 lbs.
Description
This iron pot is large enough for two Medium humanoids to stand in comfortably. Upon command, the cauldron and up to 500 pounds of additional weight can fly as if using overland flight. The cauldron moves under the direction of the person who spoke the activating command word. It can carry up to double its capacity, but doing so reduces its speed to 30 feet. It can hover in place without the need for a Fly skill check. The cauldron provides partial cover for anyone standing in it. It has a hardness of 10 and 60 hit points.
Construction
RequirementsCraft Wondrous Item, overland flight; Cost 20,000 gp
Cauldron of Plenty
Aura strong conjuration; CL 12th
Slot none; Price 15,000 gp; Weight 25 lbs.
Description
This enchanted iron pot can produce nourishing, simple fare sufficient to feed up to 36 people per day upon command. Once per week it can also be commanded to create a heroes' feast for up to 12 people. The cauldron needs neither fire nor ingredients to produce food; it does so instantly upon command.
Construction
RequirementsCraft Wondrous Item, create food and water, heroes' feast; Cost 7,500 gp
Cauldron of Resurrection
Aura strong conjuration (healing); CL 13th
Slot none; Price 33,000 gp; Weight 35 lbs.
Description
The mouth of this heavy, dark iron cauldron is shaped like a monstrous maw and is large enough to accommodate a single Medium creature. When the cauldron is filled with pure water and certain rare and sacred herbs, and a deceased creature is placed inside it, the cauldron can restore the creature to life as if from a raise dead or resurrection spell. The spell effect depends on the components used: raise dead costs 5,000 gp worth of materials, while resurrection costs 10,000 gp worth of materials. The cauldron can function once per day.
Construction
RequirementsCraft Wondrous Item, resurrection; Cost 16,500 gp
Cauldron of Seeing
Aura moderate divination; CL 10th
Slot none; Price 42,000 gp; Weight 5 lbs.
Description
When filled with liquid, this small cauldron allows the user to see over virtually any distance as if using the scrying spell. It may have additional powers like those of a crystal ball for the same prices.
Construction
RequirementsCraft Wondrous Item, scrying; Cost 21,000 gp
Cauldron of the Dead
Aura moderate necromancy; CL 9th
Slot none; Price 30,000 gp; Weight 35 lbs.
Description
This cauldron of dark iron is large enough to accommodate a single Medium creature. When filled with a mixture of water and rare herbs, the cauldron transforms any dead body placed in it into a zombie as if animated by an animate dead spell. Each corpse animated uses up 25 gp in materials per Hit Die, and the cauldron can animate one corpse per round. The user of the cauldron commands the undead so created—up to 12 HD, unless the user can cast the animate dead spell, in which case that spell's limit is used; animating more beyond this limit causes earlier specimens to become uncontrolled.
Construction
RequirementsCraft Wondrous Item, animate dead; Cost 15,000 gp
Clamor Box
Aura moderate illusion; CL 10th
Slot none; Price 2,000 gp; Weight 2 lbs.
Description
This delicate tin music box can produce a great volume of noise at a specific time determined by its owner. Four command words determine what sorts of sounds it is to play (battle, fire, massacre, or riot), and a fifth determines the delay (anywhere from 1 round to 20 minutes) until the box begins to produce the desired sound. The noise from the box is as loud as 40 people. The sound persists for 2d6 rounds.
Construction
RequirementsCraft Wondrous Item, ghost sound; Cost 1,000 gp
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Construct Channel Brick
Aura moderate transmutation; CL 7th
Slot none; Price 10,000 gp; Weight 1 lb.
Description
This solid red brick changes its shape to match its bearer's holy symbol. If the bearer has the channel energy class feature, she can focus her power on the brick, allowing her to repair damaged constructs and objects as if they were living creatures. The item works whether the bearer channels positive or negative energy. If the bearer has the artifice domain, she adds +2d6 points of damage to her channel energy result when repairing constructs and objects.
Construction
RequirementsCraft Wondrous Item, make whole; Cost 5,000 gp
Cowardly Crouching Cloak
Aura faint abjuration; CL 1st
Slot shoulders; Price 1,800 gp; Weight 4 lbs.
Description
This nondescript gray cloak has a hood that can fit over the wearer's entire face. The wearer can, as a move action, cover his face and drop to a huddling crouch. Any creature seeking to directly attack him while he does this must make a DC 11 Will save to do so (as the sanctuary spell). Niagara falls casino parking free. The wearer cannot see or take any actions while crouching. This makes him effectively blind, with all the normal penalties, but not helpless. The wearer can end his crouch simply by standing up or moving.
Construction
RequirementsCraft Wondrous Item, sanctuary; Cost 900 gp
Crystal of Healing Hands
Aura moderate conjuration (healing); CL 10th
Slot neck; Price 12,000 gp; Weight 1 lb.
Description
A simple cotton cord holds this 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 lay on hands directly from the person who channeled it into the crystal, including any mercies they had at the time.
Construction Probability of winning craps on first roll.
RequirementsCraft Wondrous Item, cure light wounds, creator must be a paladin; Cost 6,000 gp
Defoliant Polish
Aura faint transmutation; CL 5th
Slot none; Price 800 gp; Weight —
Description
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This container of sickly gray paste can coat the armor of one Medium or two Small creatures. Affected objects produce dark gray fumes for the next 24 hours. These fumes cause natural plants to wilt and diminish as soon as they come into contact with the affected armor. This allows the wearer to move through terrain made difficult due to the presence of vegetation as if it were normal terrain, though the creature leaves a clear path of ruined vegetation. In addition, creatures belonging to the plant type that target someone protected by defoliant polish with a natural attack or grapple take 1 point of damage with each successful attack.
Construction
RequirementsCraft Wondrous Item, diminish plants; Cost 400 gp
Doomharp
Aura faint necromancy; CL 4th
Slot none; Price 10,000 gp; Weight 5 lbs.
Description
Made from bone and sun-dried sinew, this masterwork harp produces a vague sense of unease in anyone near it. If the owner of this item has the bardic performance class feature he can use it to perform a dirge of doom even if he is not of sufficient level to normally have access to that ability. A bard who can use dirge of doom and who plays the harp as part of his performance increases the effective radius to 60 feet.
Construction
RequirementsCraft Wondrous Item, cause fear; Cost 5,000 gp
Dust of Emulation
Aura faint illusion; CL 1st
Slot none; Price 800 gp ; Weight —
Description
A creature coated with this glittering golden dust can interact with any one item or object as if she had successfully used the Use Magic Device skill to emulate a class feature or race (if the exact result of the check matters, treat the character's result as a 25). If the user of the dust does not mentally select the intended item or object while coating herself with the dust, the magic of the dust applies to the first eligible object she encounters. She can apply the result of this automatic check when dealing with the item or object for 1 hour after exposure to the dust.
Construction
RequirementsCraft Wondrous Item, disguise self; Cost 400 gp
Flying Ointment
Aura moderate transmutation; CL 9th
Slot none; Price 2,250 gp; Weight —
Description
This preparation of herbs includes belladonna, mandrake, and foxglove (also known as 'witch's glove') in a base of rendered fats. When rubbed over the skin, the ointment grants the subject the ability to fly (as theoverland flight spell) for up to 9 hours.
Construction
Requirements Craft Wondrous Item, overland flight; Cost 1,125 gp
Gloves of Dueling
Aura faint transmutation; CL 5th
Slot hands; Price 15,000 gp; Weight —
Description
These supple leather gloves grant the wearer gains a +4 bonus to his CMD against disarm attacks, attempts to sunder his wielded weapons, and effects that cause him to lose his grip on his weapons (such as grease). The wearer doesn't drop held weapons when panicked or stunned. If the wearer has the weapon training class feature and is using an appropriate weapon, his weapon training bonus increases by +2.
Construction
RequirementsCraft Wondrous Item, greater magic weapon; Cost 7,500 gp
Glowing Glove
Aura faint universal; CL 1st
Slot hands; Price 2,000 gp; Weight —
Description
The wearer of this slender white leather glove may, as a standard action, press it against any surface or object and cause a luminous handprint to appear. This print glows with any color the wearer wishes, sheds light as a candle, and is easily visible from a distance of up to 60 feet. These handprints last for 1 day before fading away. The glowing handprint matches the wearer's hand in terms of size, position of fingers, and so on.
Construction
RequirementsCraft Wondrous Item, arcane mark; Cost 1,000 gp
Grappler's Mask
Aura faint transmutation; CL 1st
Slot head; Price 5,000 gp; Weight 2 lbs.
Description
This mask, fashioned from dark leather, also covers the back of the wearer's head and neck and drapes over his shoulders and upper arms, leaving only his mouth, nose, and eyes uncovered. The wearer may attempt bull rushes and grapples without provoking attacks of opportunity.
Construction
RequirementsCraft Wondrous Item, bull's strength, cat's grace, expeditious retreat; Cost 2,500 gp
Helm of Fearsome Mien
Aura faint necromancy; CL 1st
Slot head; Price 5,000 gp; Weight 4 lbs.
Description
This metal helm is made to look like the wearer has horns, tusks, and other features resembling a fearsome predator. If the wearer is a barbarian, she can use the intimidating glare rage power whenever she rages. The helm has no effect if the wearer is not a barbarian (or another class with the rage class feature).
Construction
RequirementsCraft Wondrous Item, cause fear; Cost 2,500 gp
Horn of Antagonism
Aura faint enchantment; CL 3rd
Slot none; Price 20,000 gp; Weight 4 lbs.
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Description
Carved from the bone of some giant beast, this large horn emits an eerie, heart-lurching moan when sounded. A person with the favored enemy class feature may blow the horn as a standard action to daze one type of favored enemy within 90 feet for 1d4 rounds (DC 13 Will save negates). Creatures suffer a penalty on this save equal to the ranger's favored enemy bonus against that type of creature. This is a sonic, mind-affecting effect; creatures that cannot hear the horn are immune to its magic. The horn's magic works once per day.
Construction
RequirementsCraft Wondrous Item, daze monster; Cost 10,000 gp
Horn of the Huntmaster
Aura moderate enchantment; CL 11th
Slot none; Price 5,000 gp; Weight 5 lbs.
Description
This elongated horn curves sharply at the end, almost making it seem more like an enormous pipe than a tool for the hunt. Once each day, a person with the hunter's bond (companions) class feature may blow the horn as a standard action; this grants his full favored enemy bonus (instead of half) against a single target to all allies within 30 feet who can see and hear him. The effect lasts for 1 minute.
Construction
RequirementsCraft Wondrous Item, greater heroism; Cost 2,500 gp
Ioun Torch
Aura strong universal; CL 12th
Slot none; Price 75 gp; Weight —
Description
This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Construction
RequirementsCraft Wondrous Item, continual flame, creator must be 12th level; Cost 62 gp, 5 sp
Key of Lock Jamming
Aura faint abjuration; CL 1st
Slot none; Price 400 gp; Weight 1/2 lb.
Description
This ornate brass key automatically reshapes itself to fit any standard keyhole (generally those in doors scaled for use by Small or Medium creatures, not deliberately oversized locks like the main door to a dwarven fortress). Once placed inside a lock, the key merges with the lock and fills up all open spaces within it, creating a solid piece of metal and making it impossible to unlock it, even with magic. While securing the lock, the key strengthens its materials, adding +2 to the lock's hardness, 8 to its hit points, and +5 to its Break DC. Touching the key and speaking the command word causes the key to disintegrate, leaving the lock intact and rendering the mechanism operable again.
Construction
RequirementsCraft Wondrous Item, hold portal; Cost 200 gp
Ki Mat
Aura moderate conjuration (healing); CL 7th
Slot none; Price 10,000 gp; Weight 3 lbs.
Description
This humble pad of woven river reeds allows its owner to recover his mental fortitude and ki pool by practicing breathing exercises and other forms of meditation. Each hour its owner spends sitting on the mat without taking any other action, he can attempt to center himself by making a Wisdom check with a DC of 10 plus the monk's current number of ki points (note that ability checks, like skill checks, do not automatically succeed on a 20). If the check is successful, the monk regains 1 ki point.
Construction
RequirementsCraft Wondrous Item, lesser restoration, creator must be a monk; Cost 5,000 gp
Knight's Pennon
Aura moderate abjuration or transmutation; CL 6th
Slot none; Price 4,500 gp (battle), 2,200 gp (honor), 4,500 (parley); Weight 1 lb.
Description
This narrow cloth flag is made to attach to the end a knight's lance, though it can be flown from a spear, polearm, or even a staff. It has no effect if not mounted appropriately. A knight's pennon grants different benefits depending on its color and design.
Battle: The red knight's pennon of battle allows its bearer to benefit from heroism once per day.
Honor: The gold knight's pennon of honor bestows protection from evil upon the bearer once per day.
Parley: The white knight's pennon of parley, when displayed approaching a negotiation, grants the bearer a +4 enhancement bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks for 1 hour, so long as the bearer does not initiate any hostile action.
Construction
RequirementsCraft Wondrous Item, heroism (battle), protection from evil(honor), eagle's splendor (parley); Cost 2,250 gp (battle), 1,100 gp (honor), 2,250 (parley)
Lord's Banner
Aura moderate (various schools); CL 10th
Slot none; Price 100,000 gp (crusades), 10,000 gp (swiftness), 56,000 gp (terror), 75,000 gp (victory); Weight 3 lbs.
Description
A lord's banner is a cloth flag or standard, typically at least 2 feet wide and 4 feet long (though some are up to twice that size), meant to be carried and displayed on a lance, polearm, frame, or staff. It has no effect when not mounted properly or when laying on the ground. It normally depicts the insignia or heraldic symbol of a particular noble.
A lord's banner may be carried (on foot or mounted) or planted. In the latter case, the banner does not need a bearer, but if it is toppled or touched by an enemy, it loses its effectiveness until reclaimed and replanted by allies of its owner.
Crusades: A noble-looking lord's banner of crusades emits a hallow effect in a 40-foot radius around it, so long as it is borne by one true to the religion of the person whose crest is on the banner (these sorts of banners usually have a holy symbol or other religious insignia worked into the design). The banner displays the faith's holy symbol along with the owner's crest.
Swiftness: A group or army that are traveling under a lord's banner of swiftness can make a forced march without needing Constitution checks or suffering any nonlethal damage from doing so, allowing them to cover great distances while still arriving ready to do battle. This ability affects all allied creatures within 1 mile as long as they are able to see the banner at least once a day.
Terror: Enemies of the bearer of a lord's banner of terror, while within 30 feet and able to see the banner, must make a Will saving throw (DC 16) or become panicked, fleeing as quickly as possible for as long as they can see the banner. Those that succeed on the save are shaken. A creature that makes its saving throw cannot be panicked by the banner for 1 day.
Victory: Allies of the owner of a lord's banner of victory gain a +2 morale bonus on attack rolls, saves, and skill checks for as long as they can see the banner.
Construction
RequirementsCraft Wondrous Item, eagle's splendor (leadership), hallow (crusades), freedom of movement (swiftness), fear (terror), heroism (victory); Cost 50,000 gp (crusades), 5,000 gp (swiftness), 28,000 gp (terror), 37,500 gp (victory)
Manacles of Cooperation
Aura faint enchantment (charm); CL 1st
Slot wrist; Price 2,000 gp; Weight 2 lbs.
Description
These tight iron cuffs can fit over the wrists of any Large or smaller humanoid. When placed on a helpless humanoid, they make the captive more docile and compliant. The prisoner never attempts to escape of its own volition and agrees to any reasonable request unless it makes a DC 11 Will saving throw.
Construction
RequirementsCraft Wondrous Item, charm person; Cost 1,000 gp
Mask of Giants
Aura moderate transmutation (lesser), strong transmutation (greater); CL 6th (lesser), 13th (greater)
Slot head; Price 30,000 gp (lesser), 90,000 gp (greater); Weight 1 lb.
Description
This wooden mask depicts a leering humanoid with an oversized nose and ears. If the wearer has the wild shape class feature, the mask allows her to use wild shape to take the form of a humanoid with the giant subtype. The forms allowed by a lesser mask of giants are ogre, troll, fire giant, frost giant, or stone giant. If the form has any of the following abilities, the wearer gains the listed ability: darkvision 60 feet, low-light vision, scent. In giant form, the wearer gains a +4 size bonus to Strength, a –2 penalty to Dexterity, and a +1 natural armor bonus.
A greater mask of giants has all the powers of a lesser mask, plus additional abilities in giant form. If the form has any of the following abilities, the wearer gains the listed ability: rend (2d6 damage), regeneration 5 (acid or fire), rock catching, rock throwing (range 60 feet, 2d6 damage). If the chosen giant form has immunity or resistance to any energy type, the wearer gains resistance 20 to that energy type when in giant form. If the giant form has vulnerability to an energy type, the wearer gains that vulnerability when in giant form. In giant form, the wearer gains a +6 size bonus to Strength, a –2 penalty to Dexterity, a +4 size bonus to Constitution, and a +4 natural armor bonus.
Construction
RequirementsCraft Wondrous Item, giant form I; Cost 15,000 gp (lesser), 45,000 gp (greater)
Moon Circlet
Aura strong evocation; CL 15th
Slot headband; Price 20,000 gp; Weight —
Description
This fine silver circlet typically has a carved moonstone inset on the front or a crescent moon design. The wearer of a moon circlet gains darkvision out to 60 feet (if she does not already possess it). Its other effects only benefit a wearer capable of casting arcane spells.
During the waxing moon, the wearer's caster level is considered one higher for purposes of caster level checks and spell effects; during the three nights of the full moon, this benefit increases to two levels higher than normal. However, this additional power comes with a price. During the waning moon, the wearer's caster level is considered one lower for purposes of caster level checks and spell effects, and during the three nights of the new moon, this penalty increases to two levels lower.
Removing a moon circlet imposes 2 negative levels on the wearer until the next full moon (or until the circlet is worn again, whichever comes first). These negative levels cannot be restored by any means short of a limited wish, wish, or miracle.
Construction
RequirementsCraft Wondrous Item, darkvision, light; Cost 10,000 gp
Muleback Cords
Aura faint transmutation; CL 3rd
Slot shoulders; Price 1,000 gp; Weight 1/4 lb.
Description
These thick leather cords wrap around the wearer's biceps and shoulders; when worn, they make the muscles appear larger than normal. The wearer treats his Strength score as 8 higher than normal when determining his carrying capacity. This bonus does not apply to combat, breaking items, or any other Strength-related rolls except the amount of equipment or material the wearer can carry.
Construction
RequirementsCraft Wondrous Item, bull's strength; Cost 500 gp
Necklace of Ki Serenity
Aura moderate enchantment; CL 9th
Slot neck; Price 16,000 gp; Weight —
Description
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).
Construction
RequirementsCraft Wondrous Item, calm emotions, owl's wisdom; Cost 8,000 gp
Necromancer's Athame
Aura strong necromancy; CL 11th
Slot none; Price 20,000 gp; Weight 2 lbs.
Description
This pallid length of sharpened thighbone is carved into the shape of a dagger, but with tiny holes bored into it at equal intervals, almost like a flute. A necromancer who selects the athame as his bonded object can use it to spontaneously convert any prepared wizard necromancy spell into any other wizard necromancy spell he knows; the desired spell must be of the same level or lower than the prepared spell.
Construction
RequirementsCraft Wondrous Item, create undead, creator must be a necromancer; Cost 10,000 gp
Philter of Love
Aura strong enchantment; CL 15th
Slot none; Price 3,000 gp; Weight —
Description
This potent preparation causes a creature who drinks it to fall madly in love with the first creature he or she perceives after consuming it. The drinker's attitude toward that creature becomes helpful. If a romantic attraction is possible toward the first person viewed, the drinker falls in love with that person. Otherwise, the drinker's love is a platonic adoration. The effects of the philter are permanent unless removed by a break enchantment, dispel magic, limited wish, miracle, remove curse, or wish.
Construction
RequirementsCraft Wondrous Item, charm monster, permanency; Cost 1,500 gp
Robes of Arcane Heritage
Aura moderate necromancy; CL 9th
Slot body; Price 16,000 gp; Weight 1 lb.
Description
These elegant, dark purple and royal blue robes are usually decorated with gold stitching depicting a sorcerer bloodline, though some indicate a family tree. The stitching changes to match the sorcerer bloodline of the wearer. The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.
Construction
RequirementsCraft Wondrous Item, speak with dead, creator must be a sorcerer; Cost 8,000 gp
Sash of the War Champion
Aura moderate abjuration; CL 9th
Slot chest; Price 4,000 gp; Weight 1 lb.
Description
This bright red strip of cloth, stitched with images of a cheering crowd throwing garlands toward a chariot, fits across the wearer's shoulders and then diagonally down his chest to reach his opposite hip. The wearer treats his fighter level as 4 higher than normal for the purpose of the armor training and bravery class features.
Construction
RequirementsCraft Wondrous Item, cat's grace, remove fear; Cost 2,000 gp
Scabbard of Stanching
Aura faint conjuration (healing); CL 5th
Slot belt; Price 5,000 gp; Weight 2 lbs.
Description
This fine, red leather sheath is decorated with gold filigree. It fits any bladed slashing weapon. While worn, a scabbard of stanching protects against bleed damage. Anytime the wearer suffers a bleed effect, the scabbard automatically stanches it. It has no effect on bleed damage from effects that require a DC 16 or higher caster level or Heal check.
Construction
RequirementsCraft Wondrous Item, cure light wounds; Cost 2,500 gp
Scabbard of Vigor
Aura faint transmutation; CL 5th
Slot belt; Price 1,800 gp; Weight 3 lbs.
Description
Once per day, as part of the action of drawing forth the weapon held by the scabbard, the wearer can order it to endow the weapon with an enhancement bonus on attack and damage rolls. The duration of the effect depends on the desired enhancement bonus for the weapon.
Bonus Duration |
---|
+4 1 round |
+3 3 rounds |
+2 5 rounds |
+1 10 rounds |
Construction
RequirementsCraft Wondrous Item, greater magic weapon; Cost 900 gp
Sheath of Bladestealth
Aura faint illusion; CL 5th
Slot belt; Price 5,000 gp; Weight 2 lbs.
Description
This mundane-looking but serviceable sheath fits any bladed slashing weapon, from a dagger to a greatsword. When a weapon is placed into the sheath of bladestealth, both it and the weapon become invisible (as the invisibility spell) until the weapon is drawn, at which point it and the sheath become visible again. The invisible sheathed weapon can still be detected by touch, but the bearer gains a +5 bonus on Sleight of Hand checks to conceal the weapon, and casual inspection does not reveal it at all. Other effects that detect or reveal invisible things work normally on the sheathed weapon.
Construction
RequirementsCraft Wondrous Item, invisibility; Cost 2,500 gp
Silver Smite Bracelet
Aura moderate transmutation; CL 9th
Slot wrist; Price 16,000 gp; Weight 1 lb.
Description
This heavy silver bracelet is etched with icons of purity, fidelity, chastity, and honor, and glows with a soft white light whenever its owner prays. The wearer of this bracelet treats her paladin level as 4 higher than normal for the purpose of her smite evil class feature.
Construction
RequirementsCraft Wondrous Item, align weapon, creator must be a paladin; Cost 8,000 gp
Sniper Goggles
Aura faint divination; CL 5th
Slot eyes; Price 20,000 gp; Weight 1 lb.
Description
The leather strap attached to these bulbous lenses allows their wearer to fit them to his head. The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet. When making ranged sneak attacks within 30 feet, the wearer gains a +2 circumstance bonus on each sneak attack damage die.
Construction
RequirementsCraft Wondrous Item, true strike; Cost 10,000 gp
Soul Soap
Aura faint abjuration; CL 1st
Slot none; Price 200 gp; Weight 2 lbs.
Description
This small bar of coarse gray soap has tiny pieces of ash, coal, or hard earth embedded in it, making the use of the soap uncomfortable and leaving anyone washed with it as dirty as before. Washing a creature with the soap requires water and takes 1 minute, after which the creature can attempt a new Will saving throw against any hostile ongoing mind-affecting effect currently affecting it. Unwilling creatures must be pinned or otherwise made helpless before they can be washed. The soap is sufficient to wash one creature.
Construction
RequirementsCraft Wondrous Item, resistance; Cost 100 gp
Torc of Lionheart Fury
Aura faint abjuration; CL 3rd
Slot neck; Price 8,000 gp; Weight 1 lb.
Description
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 the fearless rage 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.
Construction
RequirementsCraft Wondrous Item, remove fear; Cost 4,000 gp
Vest of the Cockroach
Aura faint necromancy; CL 3rd
Slot chest; Price 16,000 gp; Weight 2 lbs.
Description
This padded and slightly bulky vest, made from dyed, red-brown cloth, causes its wearer to feel vaguely uncomfortable whenever lying prone. If the wearer is a rogue, she gains the resiliency rogue talent. If she already has this talent, activating the talent grants her 2 hit points per rogue level instead of 1.
Construction
RequirementsCraft Wondrous Item, false life; Cost 8,000 gp
War Paint of the Terrible Visage
Aura faint necromancy; CL 1st
Slot none; Price 100 gp; Weight —
Description
This thimble-sized clay container of thick, moist face paint has enough material to paint streaks and whorls of any color on one creature's face. Once applied, the wearer can, as a swift action, make the paint rearrange itself into a ghastly mélange of colors, making his appearance momentarily disturbing and hideous. The wearer chooses one creature who can see his painted face within 30 feet to be affected bycause fear (DC 11). Once the paint is used in this fashion, it loses all magic and becomes normal face paint. Once applied, the wearer has 24 hours to use the paint's magic; otherwise it fades away.
Construction
RequirementsCraft Wondrous Item, cause fear; Cost 50 gp
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Home >Magic Items >Wondrous Items >R-Z >Contents
- Wayfinders and Ioun Stones
Subpages
The wayfinder is a blend of artistry, magic, and technology. Reverse-engineered from half-understood artifacts, wayfinders combine the function of a mundane compass with magical utility and—a somewhat guarded secret—the power to enhance the function of ioun stones. Within each wayfinder is a fine lattice of wire, spun of silver, gold, or even more precious metals. This lattice channels and amplifies the natural energy of the ioun stone, extending its benefits to the owner as long as the wayfinder is held or kept close to the body. Inserting or removing an ioun stone is a standard action that provokes attacks of opportunity. Some wayfinders have multiple slots for ioun stones; these usually—but not always—function independently (an enhanced power from the first slot has nothing to do with the enhanced power of the second slot, whether or not another stone is present).
Though any spellcaster with the proper ability can create a new wayfinder, most are decades or centuries old, passed down from mentor to student or through family lines.
Contrary to popular belief, the basic version most associated with the Global Explorerers is not the only type of wayfinder.
Wayfinder (Standard)
Aura faint evocation; CL 5th
Slot none; Price 500 gp; Weight 1 lb.
DESCRIPTION
A small magical device patterned off ancient relics of a long lost civilization, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself.
CONSTRUCTION REQUIREMENTS
FeatsCraft Wondrous Item, light; Cost 250 gp
Wayfinders and Ioun Stones
Within each wayfinder is a fine lattice of wires that serve to channel the power of ioun stones, allowing the owner of a wayfinder to benefit from a stone's power without the attendant risk of having a valuable item orbiting around her head. In addition, the magic worked into the wayfinder amplifies the power of the ioun stone, usually (about 75% of the time) unlocking new abilities in addition to the stone's normal power. Unfortunately, the energy required is such that the magical properties of the wayfinder itself are diverted to power the ioun stone, temporarily negating the wayfinder's normal abilities. The mechanism of using a wayfinder to boost the power of an ioun stone is usually called augmenting, channeling, enhancing, or resonating.
The resonant aura of a wayfinder interacting with an ioun stone can be detected and identified with detect magic (or similar spells) and the Spellcraft skill, just like any other magic item.
The auras of multiple augmenting wayfinders tend to interfere with each other; a person with one who tries to hold or carry a second usually finds that both sputter out in just a few seconds, but activate again once the second one is set aside. Some advanced, expensive wayfinders may hold more than one ioun stone at the same time and still function (though another wayfinder can interfere if brought too close).
To determine what effect a wayfinder has on an ioun stone, select one of the following methods.
Method 1, The Static Assignment: All ioun stones of a particular color and shape react exactly the same way to all wayfinders. This is the easiest and fastest method, but lacks variety and allows the PCs to easily predict what a new stone or device will do when combined. For a listing of these combinations, see below.
Method 2, The Random Roll: Each combination of an ioun stone and a wayfinder requires a roll on a table to see what resonant power it gains. This methods allows for a lot of variety but requires bookkeeping to track each unique stone's augmented power, and also makes it difficult for the PCs to predict what any particular combination may be. See the table on page 53.
Resonant Powers (Method 1)
The resonant powers of the most common forms of ioun stones are listed below. If the power is a feat, the bearer gains that feat as a bonus feat even if he does not meet its prerequisites.
Spell effects with uses per day are spell-like abilities.
Agate ellipsoid: Increases the caster level of divination spells by 1.
Amber spindle: 5% chance per Reflex saving throw of granting the wearer evasion against that effect; bonuses from multiple amber spindles stack.
Amethyst ellipsoid: +2 circumstance bonus on Stealth checks against undead.
Clear spindle: The wearer can cast protection from chaos/evil/good/law on himself once per day (CL 12th). He can activate this ability as an immediate action, but doing so drains the ioun stone of it's magic, turning it into a dull gray ioun stone. ( Pre-errata: Protection from possession and mental control (as protection from evil).)
Crimson sphere: +1 competence bonus on single Knowledge skill (chosen by the stone's creator).
Dark blue rhomboid: The wearer no longer suffer penalties on Perception checks for being distracted or asleep; during sleep the wearer may remain open-eyed and fully aware of his environment, though he is still helpless against undetected threats until he actually wakes up.
Deep red sphere: Improved Unarmed Strike.
Dull gray stone: Read magic 1/day day for 10 minutes.
Dusty rose prism: +1 insight bonus on combat maneuver checks. ( Pre-errata:+2 insight bonus on CMB and to CMD.)
Emerald ellipsoid: 5 additional temporary hit points.
Gamboge nodule: +2 resistance bonus on saving throws against disease.
Gold nodule: +1 bonus on saves against language-dependent effects.
Incandescent blue sphere: Blind-Fight.
Iridescent spindle: Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure.
Lavender and green ellipsoid: If the bearer is holding the wayfinder, he may use the stone's absorption ability as an immediate action instead of a readied action.
Magenta prism: +1 bonus on one saving throw not modified by the ability score the stone is currently attuned to (chosen at the same time as the ability score).
Mossy disk: +1 competence bonus on Appraise checks.
Mulberry pentacle: +2 competence bonus on Sense Motive checks.
Nacreous gray sphere: Miss chance against incorporeal creatures decreases to 25%.
Onyx rhomboid: Virtue at will (self only).
Opalescent white pyramid: Weapon Focus with the stone's keyed weapon.
Orange prism: Every time the bearer casts a spell, roll 1d4–2 and add this (and the +1 caster level granted by the normal power of the ioun stone) to his caster level. If this modified caster level is too low to cast the spell, the spell fails and is lost.
Pale blue rhomboid: +1 bonus on Fortitude saves.
Pale green prism: Twice per day as a free action the bearer may remove the fatigued condition from himself as a free action (or reduce the exhausted condition to fatigued).
Pale lavender ellipsoid: If the bearer is holding the wayfinder, he may use the stone's absorption ability as an immediate action instead of a readied action.
Pale orange rhomboid: A soul held within the stone can remain there indefinitely as long as the wayfinder remains on the soul's original body. If the wayfinder is removed from the body, the ioun stone's resonant power is suppressed until the wayfinder is replaced.
Pale ruby trillian: Increase by 10 feet the distance the bearer may fall safely (stacks with other effects that increase this distance, such as making Acrobatics checks or falling into water).
Pearly white spindle: +2 sacred bonus on saves against death effects and attacks that rely on negative energy. ( Pre-errata: +1 sacred bonus on saves against attacks that rely on negative energy.)
Pink and green sphere: +1 bonus on Will saves.
Pink rhomboid: +1 bonus on Reflex saves.
Scarlet and blue sphere: +1 bonus on Will saves.
Scarlet and green cabochon: +5 bonus on Constitution checks made to stabilize.
Silver Spindle: All spell-like abilities granted by race are treated as 1 caster level higher.
Tourmaline sphere: +1 bonus on Constitution checks to stabilize when dying.
Turquoise sphere: +2 competence bonus on Handle Animal checks.
Vermilion rhomboid: Breathe water for up to 10 minutes per day, useable in 1-minute increments.
Vibrant purple prism: As a standard action, the bearer can expend a stored spell to refresh a cast spell of the same level as if using a pearl of power. The bearer can refresh up to 3 spell levels per day using this ability. ( Pre-errata: The bearer may use a standard action to expend one stored spell level in the stone, refreshing a cast 1st-level spell as if using a pearl of power.)
Editor's Note: the pre-errata versions are still legal for non-PFS play since they were updated via 'stealth errata' (just reprinted in a newer book), consult with your DM on which version you are able to use.
Resonant Powers (Method 2)
The resonant powers of the most common forms of ioun stones are listed below. If the power is a feat, the bearer gains that feat as a bonus feat even if he does not meet its prerequisites.
d% | Resonant Power |
---|---|
1 | +2 enhancement bonus to Charisma. 1 |
2 | +2 enhancement bonus to Constitution. 1 |
3 | +2 enhancement bonus to Dexterity. 1 |
4 | +2 enhancement bonus to Intelligence. 1 |
5 | +2 enhancement bonus to Strength. 1 |
6 | +2 enhancement bonus to Wisdom. 1 |
7 | +1 natural armor bonus to Armor Class. |
8 | +2 natural armor bonus to Armor Class. |
9 | 5% chance per Reflex saving throw of granting the bearer evasion against the effect that required the save. |
10 | Favored enemy (as a 1st-level ranger). This stacks with any favored enemy bonus the bearer has. |
11 | Bearer gains orcferocity, as if he were a half-orc. If he is a half-orc, this grants him another daily use of his racial ability. |
12 | Bearer may channel energy 1 additional time per day. |
13 | Points to the nearest magic item of the ancient civilization that created wayfinders within 100 feet. 3 |
14 | Bearer may use his lay on hands ability one additional time per day. |
15 | Bearer's ki pool increases by 1. |
16 | +2 insight bonus on CMB and to CMD. |
17 | +2 bonus on saves against illusion spells and effects. |
18 | +5 bonus on Constitution checks made to stabilize. |
19 | Alertness. |
20 | Blind-Fight. |
21 | Combat Expertise. |
22 | Improved Unarmed Strike. |
23 | Miss chance against incorporeal creatures decreases to 25%. |
24 | Quicken Spell. |
25 | Run. |
26 | Stone holds the knowledge of a single rogue talent; if the bearer is a rogue, he gains the benefit of this talent as if he had selected it. |
27 | Wayfinder needle points at the nearest tiefling or other part-humanoutsider within 30 feet. 3 |
28 | +2 bonus on concentration checks for defensive casting. |
29 | +4 on saves against gaze attacks. |
30 | Absorbs 10 points of magic missile damage per day (usable in 1-minute increments). |
31 | Breathe water for up to 10 minutes per day. |
32 | Brew Potion. |
33 | Counteracts the effect of one negative level. If the stone is lost or put away, the negative level applies normally (even if the negative level was temporary). |
34 | Cure spells heal the bearer an additional 2 hit points per die. |
35 | Increase by 10 feet the distance the bearer may fall safely. |
36 | Misdirection (constant); the bearer detects as if he were the stone. 25% of these stones have an alignment aura other than neutral. |
37 | Resist energy 5 against one type of energy. |
38 | Stone acts as a 1st-level pearl of power. |
39 | Stone contains the knowledge of one language, which the bearer may read and speak fluently. |
40 | Stone is intelligent (two mental ability scores of 10, one of 14; speech; 30-ft. senses; determine alignment with Table 15–21 in the Pathfinder RPG Core Rulebook). There is a 25% chance the stone has at least one power. |
41 | Wayfinder needle points at the nearest aboleth, gillman, mimic, or skum within 100 feet. 3 |
42 | Wayfinder needle points at the strongest magic within 30 feet. 3 |
43 | Wayfinder points toward a particular secret location such as a cache of treasure, hidden city, or other place of interest. 3 |
44 | Whenever the bearer is polymorphed against his will, he may revert to his natural form as a standard action. |
45 | Darkvision 60 feet. |
46 | Immune to magic sleep effects and a +2 saving throw bonus against enchantment spells and effects. |
47 | Low-light vision. |
48 | Stonecunning, as a dwarf. |
49 | +1 resistance bonus on all saves. 1 |
50 | +1 resistance bonus on Fortitude saves. 1 |
51 | +1 resistance bonus on Reflex saves. 1 |
52 | +1 resistance bonus on Will saves. 1 |
53 | +1 sacred bonus on saves against attacks that rely on negative energy. |
54 | +2 resistance bonus on all saves. 1 |
55 | +2 resistance bonus on Fortitude saves. 1 |
56 | +2 resistance bonus on Reflex saves. 1 |
57 | +2 resistance bonus on Will saves. 1 |
58 | +2 resistance bonus on saves against disease. |
59 | +4 resistance bonus on saves against curses. |
60 | +4 resistance bonus on saves against disease. |
61 | +4 resistance bonus on saves against petrification. |
62 | +4 resistance bonus on saves against poison. |
63 | SR equal to bearer's Hit Dice –5. |
64 | +1 competence bonus on single skill (chosen by the stone's creator). 1 |
65 | +1 competence bonus on three skills (chosen by the stone's creator). 1 |
66 | +1 competence bonus on two skills (chosen by the stone's creator). 1 |
67 | +2 competence bonus on single skill (chosen by the stone's creator). 1 |
68 | +2 competence bonus on two skills (chosen by the stone's creator). 1 |
69 | Defensive Combat Training. |
70 | Mirror image (1 image) 1/day. |
71 | Dancing lights at will. |
72 | Disguise self at will to one of three disguises preset in the stone. |
73 | DR 1/magic or silver. |
74 | Endure elements (constant, self only). |
75 | Fleet. |
76 | Force dart at will; as magic missile except only 1 hit point damage per use. |
77 | Invisibility (self only) 1/day. |
78 | Mage hand at will. |
79 | Message at will, targeting a wayfinder in range. |
80 | Protection from possession and mental control (as protection from evil). |
81 | Purify food and drink 3/day. |
82 | Read magic once per day for 10 minutes. |
83 | Stone knows a 1st-level arcane spell. If the bearer is a caster who prepares arcane spells, he may prepare this spell as if it were in his spellbook. If the bearer is a caster who spontaneously casts arcane spells, he may cast this spell as if it were a spell he knew. This has no effect if the spell is not on his spell list or he cannot cast arcane spells. |
84 | Stone holds a 1st-level divine spell; otherwise as result 83. |
85 | Stone holds a 2nd-level arcane spell; otherwise as result 83. |
86 | Stone holds a 2nd-level divine spell; otherwise as result 83. |
87 | Teleport 1/week to a location designated at the time of the stone's creation. |
88 | Unseen servant 3/day. |
89 | Virtue at will (self only). |
90 | Water walk 1/day. |
91 | Roll again, doubling the strength, uses per day, or duration of the resonant power determined by the second roll. |
92 | Roll twice, ignoring results above 90. |
93 | Roll three times, ignoring results above 90. |
94 | Stone becomes cracked. Roll again to determine its resonant power, ignoring results above 90. |
95 | Stone becomes flawed. Roll again to determine its resonant power, ignoring results above 90. |
96 | Stone becomes scorched. Roll again to determine its resonant power, ignoring results above 90. |
97 | Stone burns out, becoming dull gray and powerless. |
98 | An adverse reaction fuses the ioun stone to the wayfinder; they function normally but cannot be separated without a DC 40 Disable Device check. Roll again, ignoring results above 97. |
99 | Feedback damages the wayfinder, giving it the broken condition and rendering it nonfunctional until it is repaired. The stone is unharmed. 2 |
100 | Feedback destroys the wayfinder unless it makes a DC 19 Fortitude save; success means it gains the broken condition and is nonfunctional until repaired. The ioun stone is unharmed. 2 |
1 If the stone's normal power gives the same kind of bonus, these effects stack. For example, a deep red sphere (+2 enhancement bonus to Dexterity) that has the resonant power of '+2 enhancement bonus to Dexterity' gives a +4 enhancement bonus to Dexterity.
2 Optionally, a wayfinder with multiple spaces for ioun stones may only be damaged at one of those locations, and other ioun stone slots work normally.
3 If no appropriate target is within range, the needle points north as normal.
Pathfinder Chronicles Seekers of Secrets Paizo Publishing, LLC. © 2009 Paizo Publishing. Authors: Tim Hitchcock, Erik Mona, Sean K Reynolds, James L. Sutter, and Russ Taylor