View Full Version : Filling That Face Slot [3.5 Items][PEACH]

2013-08-08, 07:23 PM


Clarity lenses
30 gp

Engineering goggles
15 gp

Gentleman monocle
5 gp

Nose plugs
25 gp

Shaded lenses
75 gp

Swimming goggles
15 gp

Unremovable goggles
1 gp

Clarity Lenses

Clarity lenses look like plain goggles, except that they are extraordinarily dirty on the sides of the lenses, but spotless right in the center. This provides focus on a subject of scrutiny and filters out unwanted stimulus, but hinders the wearer's peripheral vision.

Clarity lenses provide a +1 circumstance bonus on Concentration and Search checks, but also a -1 penalty on Spot checks.

Engineering Goggles

Engineering goggles have extremely thick, dark lenses that protect the wearer's eyes from the various dangers of engineering.

Engineering goggles provide a +1 circumstance bonus on Craft checks that involve working metal in a manner that produces sparks.

Gentleman Monocle

Gentleman monocles are very fancy little trinkets more often worn on an outfit for decoration than over an eye for use. Their design varies incredibly, usually reflecting the wearer's tastes. Occasionally, a gentleman monocle will be a symbol of one's family in place of a signet ring.

Nose Plugs

Nose plugs are simple corks that fit nicely into a creature's nose, blocking its ability to breathe through its nostrils.

Nose plugs provide a +1 circumstance bonus on saving throws against harmful gases. A creature wearing nose plugs cannot smell.

Shaded Lenses

Shaded lenses are glasses, but with darkened lenses.

Shaded lenses grant the wearer a +1 circumstance bonus on saving throws against spells and effects that dazzle or cause blindness.

Swimming Goggles

Swimming goggles appear to be dark-tinted goggles with tight-fitting lenses to prevent water from going between the lenses and the wearer's eyes.

Swimming goggles provide a +1 circumstance bonus on Search and Spot checks while underwater, but impart a -1 penalty on these checks while above water.

Unremovable Goggles

These goggles have very apparent suction cups surrounding the lenses, which attach to the wearer's face, making it somewhat difficult to remove them.

Unremovable goggles require a DC 10 Strength check to remove upon being worn over the wearer's eyes.


Market Price

Tinker's spectacles
1,080 gp

Forger's friend
1,100 gp

Deconstruction goggles
1,550 gp

Farmer's filters
1,750 gp

Performing goggles
1,960 gp

Navigator's goggles
2,400 gp

Beater's monocle
4,900 gp

Arcanist's goggles
6,300 gp

Chromatic lenses, blue
6,500 gp

Chromatic lenses, green
6,500 gp

Chromatic lenses, indigo
6,500 gp

Chromatic lenses, violet
6,500 gp

Deep diver's goggles
7,500 gp

Chromatic lenses, yellow
8,000 gp

Chromatic lenses, orange
9,000 gp

Chromatic lenses, red
10,000 gp

Shield mask
19,000 gp

Aeronaut's goggles
50,000 gp

Aeronaut's Goggles

The aeronaut's goggles have metallic rims around slightly darkened lenses and are otherwise made of leather.

The wearer of the aeronaut's goggles can activate a control weather effect, as the spell. The wearer can also activate an air walk effect, as the spell, except that a number of creatures up to half the wearer's level can be affected. Both effects require a standard action and can be activated once per day.

Moderate transmutation; CL 12th; Craft Wondrous Item, air walk, control weather; price 50,000 gp; 25,000 gp + 2,000 XP.

Arcanist's Goggles

The arcanist's goggles are blue and adorned with many intricate designs of fluorescent hues. Each design seems inert, as if some sleeping power is within. Upon activation, the corresponding design glows brightly.

The arcanist's goggles allow the wearer to activate various magical effects once per day each as a standard action. The goggles can activate the following effects: arcane mark, arcane sight, identify, magic aura, and read magic.

Faint divination and illusion; CL 6th; Craft Wondrous Item, arcane mark, arcane sight, identify, magic aura, read magic; price 6,300 gp; 3,150 gp + 252 XP.

Beater's Monocle

The beater's monocle is an extraordinarily thick lens with a long golden chain attached. The monocle looks as if it were made for a creature with a head as big as an average human's torso.

The beater's monocle functions as a +1 flail, except it can be worn until put into use (at which point it takes up a hand, as usual). The wearer is automatically proficient with the beater's monocle. In addition, once per day upon hitting a target, the monocle can activate a battering ram2 effect, as the spell.

Faint divination and evocation; CL 5th; Craft Wondrous Item, battering ram, master's touch2; price 4,900 gp; 2,450 gp + 196 XP.

Chromatic Lenses

The chromatic lenses are a set of glasses that come in various colors. Each pair corresponds to a color in a rainbow.

Wearing chromatic lenses changes every color the wearer can see to the corresponding color of the lenses. In addition, prismatic spells interact differently with a wearer of these lenses. Any effect not matching the color of the lenses is changed to match it. For example, if the wearer of a pair of red chromatic lenses was hit by a prismatic spray spell, no matter what the caster rolled for the effects of the spell, the wearer of the lenses would take 20 points of fire damage with a Reflex save for half damage (twice if the caster rolls an 8 for two effects). The lenses only change effects on the wearer to match their color. If a prismatic wall was in the wearer's way, for example, the wearer of a pair of red chromatic lenses wouldn't be able to bypass all of the wall's effects as if it were made of seven red layers. Instead, the wall must still be bypassed in the same manner, but if the wearer were to set off the wall's effects, the wearer would only take the red layer's effects multiple times rather than the normal effects of each layer.

Moderate abjuration; CL 12th; Craft Wondrous Item, greater spell immunity; Price 10,000 gp (red), 9,000 gp (orange), 8,000 gp (yellow), 6,500 gp (green, blue, indigo, violet); 5,000 gp + 400 XP (red), 4,500 gp + 360 XP (orange), 4,000 gp + 320 XP (yellow), 3,250 gp + 260 XP (green, blue, indigo, violet).

Deconstruction Goggles

The deconstruction goggles are heavy and all but the lenses are made of various types of metal melded together. Off the edges of the lenses themselves are tiny hammers, which detach with a light pull.

The wearer of these goggles can pull off one or both of the tiny hammers attached to the lenses as a free action. As a standard action, a hammer can be used to deconstruct an item that could have been created with a minor creation effect (or was), as the spell. Deconstructing an item separates all of its parts, allowing for reconstruction into a different item or use separately. All of the parts are separated from each other to allow ease of use, but they are all in the same space as the deconstructed item.

Faint conjuration and evocation; CL 3rd; Craft Wondrous Item, minor creation, shatter; price 1,550 gp; 775 gp + 62 XP.

Deep Diver's Goggles

The deep diver's goggles are made of thick turquoise. Though the lens are opaque, the wearer can see through them easily.

The deep diver's goggles grant low-light vision and darkvision out to 120 feet while the wearer is underwater.

Faint transmutation; CL 3rd; Craft Wondrous Item, darkvision, low-light vision1; price 7,500 gp; 3,750 gp + 300 XP.

Farmer's Filters

The farmer's filters appear like bifocals with various crops etched into the lenses. Whereas normal glasses would be made useless with this modification, the farmer's filters are perfect for a retired adventurer or otherwise rich agriculture enthusiast.

The farmer's filters highlight land in the wearer's vision in various degrees based on its fertility. As well, any object that would hinder a land's capability to produce crops, such as weeds, rocks, or garbage, is shown as red and highlighted, meant to catch the wearer's attention, again in various degrees. The brighter the highlighted land or object, the more fertile or dangerous (respectively) it is. Non-arable land will not be highlighted, nor will objects that do not hinder a land's capability of producing crops. Creatures are never highlighted (though a dead creature will be, as it is considered an object).

Faint divination; CL 6th; Craft Wondrous Item, locate object; price 1,750 gp; 875 gp + 70 XP.

Forger's Friend

The forger's friend is a gold-rimmed monocle with a lens that seems to incessantly rotate to a discerning observer (Spot DC 20), though it is entirely stationary.

The forger's friend can copy a sample of nonmagical text of up to the equivalent of 25 pages long with a mental command as a standard action into the lens. The lens can store more, but for each 25 pages stored, the wearer must spend another standard action. This sample is stored until released or another sample is taken. Copying a sample of text in this manner does not trigger writing-based magic traps. While a sample is stored, the wearer of the forger's friend gains a +5 competence bonus on Forgery checks made to copy the sample's handwriting and tone style, among the other benefits of having a readily available sample of text.

Faint transmutation; CL 3rd; Craft Wondrous Item, amanuensis; price 1,100 gp; 550 gp + 44 XP.

Navigator's Goggles

The navigator's goggles are leather with thick rims around the lenses. On each of the lenses themselves are tiny needles that point north.

The wearer of the navigator's goggles always knows the direction of north. In addition, once per day, the wearer can activate a locate object effect, as the spell, except that a location is specified rather than an object.

Faint divination; CL 4th; Craft Wondrous Item, know direction, locate object; price 2,400 gp; 1,200 gp + 96 XP.

Performing Goggles

The performing goggles, at first glance, are just a pair of thin lenses. Upon activation, however, they come to life. Fire spews upward, the lenses leap out and spin around before returning, all while the frame of the goggles spins itself, catching attention and keeping it.

Once per day, the wearer of the performing goggles can make a DC 15 Perform check. If successful, the goggles activate an enthrall effect, as the spell.

Faint enchantment; CL 4th; Craft Wondrous Item, enthrall; price 1,960 gp; 980 gp + 78 XP.

Shield Mask

The shield mask is a rather heavy-looking mask of shining metal. In reality, it weighs little, as the metal is mithral and supernaturally light. A long slit allows for sight while a tiny hole is cut out for each nostril and a slightly larger one for a mouth.

The wearer of the shield mask is constantly under the effects of the shield spell. In addition, once per day as a standard action, the wearer can activate a sanctuary effect, as the spell, except it affects all creatures within 20 feet.

Moderate abjuration; CL 8th; Craft Wondrous Item, sanctuary, shield; price 19,000 gp; 9,500 gp + 760 XP.

Tinker's Spectacles

The tinker's spectacles are a pair of thick-rimmed bifocals with a thumb-like protrusion making up one earpiece and an index finger-like protrusion making up the other. They face each other, as if in a desire to touch.

Once per day, the wearer of the tinker's spectacles can press the thumb and index finger together, activating a minor creation effect, as the spell.

Faint conjuration; CL 3rd; Craft Wondrous Item, minor creation; price 1,080 gp; 540 gp + 43 XP.

1. Complete Arcane.
2. Spell Compendium.

2013-08-08, 09:51 PM
Really, really cool.

Many useful things here. And the gentleman's monocle just inspired a new beguiler.


2013-08-09, 05:11 PM
Thanks. Glad you like it. :smallsmile: