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Realms of Chaos
2014-11-07, 02:49 PM
The Ebon Market

FIFTH SHIPMENT DELAYED DUE TO GRAD SCHOOL APPLICATION DEADLINES


Fourth Shipment: Celestial Harvest
Additions this week:

Angelic Heart
Archon Lantern
Heavenly Feast
Scepter of Celestial Summons
Serpentspine Whip
Sinseeker Eye
Unicorn Powder



Welcome to the Ebon Market, a weekly homebrew project providing you with villainous (or at least morally ambiguous) magical objects to aid you in the creation of villains and encounters. While some of these objects could certainly be used by players, each and every object was designed with villains of various types in mind.

All items produced roughly follow the pricing guidelines set in the Core Rulebook, though slight deviations (especially for more cosmetic/innocuous effects) may occur for the sake of maintaining competitive pricing. Precise cost calculations for objects are available upon request for curious shoppers.

The Ebon Market aims to deliver 6-10 new objects every Friday, following a new theme each week. As we aim to please (and avoid the wrath of) our clientele, you are free to recommend themes for this object. Note that suggested themes will likely not appear in the order that they are suggested (though common consensus may get things done).

If you have a specific villain that you would like some equipment for, you may likewise request a free commission (giving whatever information on the villain or desired object you deem necessary). 2-3 commissions will be covered each week, likely outside of the big shipment each Friday, and they will be taken on a first-come, first-serve basis.

If you have villainous objects of your own to add onto the project, feel free to post them in this thread. If you include the price calculations for that object and they roughly follow the guidelines of the Core Rulebook, they will be placed into the market with a note crediting the original crafter.

If you wish to merely browse our wares, the most recent theme is listed at the top of the opening post, followed by a list of all objects added within the past week (including the big shipment, guest works, and commissions).

Realms of Chaos
2014-11-07, 02:52 PM
Armor

Shirt of the Skeletal Minion
Aura Faint Necromancy and Abjuration; CL CL 3rd
Slot Armor; Price 1,800; Weight 25 lbs
Each link of this bone white chain shirt, upon closer examination, is revealed to be shaped as a fine rib cage. This +1 chain shirt is otherwise average or shabby in appearance, frequently looking decades old after mere months of use.

When a living wearer is slain, its body immediately erodes into a skeleton as decompose corpse as the armor seems to age by centuries. If a dead wearer is reanimated as a corporeal undead creature, it gains a +2 deflection bonus to its AC for 1 minute afterwards as the armor is permanently dyed pitch black. Both of these effects only function once, even if the shirt is passed on from user to user.

Finally, the wearer of this chain shirt can utter a command word 1/day as a standard action to target themselves with inflict light wounds (Caster Level 1st, no save). This function can be used by living creatures to prevent themselves from being taken prisoner or by an undead wearer to repair its own wounds. If the wearer is an unintelligent undead creature, its controller can utter the command word from within 30 feet to activate this ability.
Requirements Craft Magic Arms and Armor, decompose corpse, inflict light wounds, shield of faith; Cost 855 gp

Vineweft Armor
Aura Faint Transmutation; CL 3rd
Slot Armor; Price 14,260 gp; Weight 15 lbs
This suit of +1 leather armor is actually formed from layers upon layers of thin vines. The wearer can cause the vines of the armor to partially unravel and actively lift the wearer up any surface with a Climb DC of 30 or less. As the wearer needs not spend any energy or limbs directing these vines, the wearer functions as though it possessed a fly speed equal to its land speed with perfect maneuverability, though it must remain within 5 feet of a scalable surface at all times. This ability can be used for a total of 30 minutes each day, divisible into uses as small at 5 minutes. Further, the user gains a limited degree of dominion over other plants and can speak a command word at will to create an Entangle effect (DC 12). The save DC increases to 14 if vines are available in the affected area.
Requirements: Craft Magic Arms and Armor, Entangle, Spider Climb; Cost: 7,083 gp


Weapons

Cannon of Breaching
Aura Moderate Conjuration and Transmutation; CL 11th
Slot None; Price 45,360 gp; Weight 500 lbs
This remarkable cannon, crafted of silver and inscribed with arcane runes, is the greatest tool in sinking enemy ships. Functioning as a +1 cannon for most purposes, the cannon gains the bane property against inanimate objects when fired by its attuned owner. Once the attuned owner of the cannon has perished, the cannon attunes itself to the next creature that touches it.

If the cannon is empty, the creature attuned to it can point it at an object and speak a special command word as a full-round action. When triggered in this way, a bolt of arcane force is launched from the cannon, making a ranged touch attack against an object within 100 feet. If successful, the object must make a Fortitude save (DC 19). If successful, the object takes only 5d6 damage. If failed, the object is destroyed if occupying less than a 10 foot cube or a 10-foot cube of it is destroyed if it is larger.

This arcane bolt can be used safely once per day. Each additional time it is used within a 24-hour period, there is a cumulative 20% chance that the cannon explodes immediately after launching the bolt, ruining it and dealing 6d6 piercing damage to all creatures within 10 feet (DC 19 Reflex save halves).
Requirements Craft Magic Arms and Armor, Disintegrate, Summon Monster I; Cost 21,630 gp


Crewkiller
Aura Strong Divination and Transmutation ; CL 16th
Slot None; Price 89,300 gp; Weight 9 lbs.
Black and engraved with ominous red runes, this +1 musket bestow the brilliant energy special ability upon all ammunition it fires. Unlike most brilliant energy weapons, the ammunition fired by crewkiller looks entirely unchanged and fails to glow with any appreciable light.

Even worse, Crewkiller allows its wielder to peer through solid objects as if they weren’t there, letting the user find and kill creatures that should be hidden. 10 times each day, the wielder can spend a swift action to peer through solid objects for one round. This sight extends for up to 100 feet and is blocked by a total of one foot of stone. For this purpose, one inch of common metal or a thin layer of lead counts as a foot of stone while each foot of dirt or wood only counts as 4 inches of stone.
Requirements Craft Magic Arms and Armor, Continual Flame, True Seeing; Cost 44,350

Murk Dredger
Aura Faint Conjuration and Divination; CL 3rd
Slot None; Price 31,520 gp; Weight 15 lbs
This surprisingly heavy net is formed from a metallic net with loadstone studs weighing it down around a target. Used in combat, the Murk Dredger functions as a +1 net. Anyone hit by the net must make a DC 12 Reflex save (DC 14 if the target stands on a slipper or infirm surface like mud or ice) or fall prone. A creature who has fallen prone cannot stand until it has escaped the net, possibly placing it in danger of drowning if forced down into shallow water.

The true use of the net, however, lies in its ability to dredge up wealth. A wielder may grab either end of the net and drag it through a body of water at half of its base speed. All unattended gems, coins, art objects, and similar items of wealth within the water are magnetically attracted to the net whenever it comes within 20 feet of that wealth. The user feels a slight tug whenever the net catches a new object and the net can hold up to 4 cubic feet or 50 pounds of wealth at a time before it has to be emptied.
Requirements: Craft Magic Arms and Armor, Create Treasure Map, Grease; Cost 15,708 gp

Serpentspine Whip
Aura Moderate Evocation; CL 9th
Slot None; Price 42,600 gp; Weight –
This whip is formed from the vertebrae not of a common serpent but of a celestial couatl, the soul of which is captured within the serpent-skull used as the handle. Upon command, the soul within the skull can be made to light up as a torch. Unlike most whips, a serpentspine whip can harm a creature with armor and/or natural armor. In most other ways, this functions much as a +1 unholy whip.

Once per day, however, as a full-round action, the wielder can release the indiscriminate wrath of the soul within. This functions much as a Fire Snake effect, except that a new snake is created each round that you continue concentrating as a standard action (maximum 10 rounds). Each round after the first that it is used, however, there is a cumulative 10% chance that couatl recognizes the true source of its misery and lashes out against the wielder, dealing 9d6 points of divine damage to the wielder as it is engulfed by unnatural black flames (no save). Damage from this source is cursed and cannot be healed outside of a desecrated or unhallowed area.
Requirements: Craft Magic Arms and Armor, Fire Snake, Unholy Blight, creator must be evil; Cost: 21,250 gp

Treachery’s Reward
Aura Moderate Enchantment and Necromancy; CL 9th
Slot None; Price 26,320 gp; Weight 2 lbs
The hilt of this +1 vicious rapier is shaped nearly like a human heart, a heart that exudes a thick black “blood” when held tightly. Unlike similar weapons, the wielder may redirect that damage that would be done to itself through the vicious weapon to the wielder’s nearest ally within 30 feet, if any (no save).

Once per day, when an ally would be reduced to 0 or fewer hit points by this weapon (whether through its vicious property or through a direct attack), the wielder may try to quash its life as an immediate action. If the target fails a Fortitude save (DC 13), it is instantly slain as the wielder benefits from a Death Knell effect and a Bless effect is created. Non-evil allies gain no benefit from this Bless effect and both effects are created with a Caster Level of 6, lasting for 5 minutes.
Requirements Craft Magic Arms and Armor, Bless, Death Knell, Enervation; Cost 13,106 gp

Vandal’s Stone
Aura faint evocation; CL 3rd
Slot None; Price 500 gp; Weight --
The surface of this rough grey stone is marred with a single scorch mark, in the center of which a single arcane rune has been inscribed. Despite its apparent appearance and composition, the stone has been magically weighted and strengthened to serve as a +1 adamantine sling bullet. Further, when used to attack an inanimate object, the stone is always unharmed in the impact.

When held in a creature’s fist, a vandal’s stone emanates warmth and power. The Vandal Stone grants the user a +1 circumstance bonus on Strength checks made to break objects and allows the user to utilize Spark once per day (Caster Level 1st).
Requirements: Craft Magic Arms and Armor; Spark; Cost 240 gp

Woundkeeper Arrow
Aura Faint Universal;CL 3rd
Slot None;Price 85 gp;Weight --
These +1 arrows are vicious in design, created to look as brutal and destructive as possible and inflict hideous-looking wounds, though these wounds deal no extra damage. Whenever a woundkeeper arrow successfully inflicts damage upon a creature, a magical image of the wound that the victim has just suffered (as arcane mark, Caster Level 1st) is superimposed over the wound. As such, healing by natural or magical means won’t remove the appearance of the wound even if the hit points are cured.
Requirements Craft Magic Arms and Armor, arcane mark; Cost 42 gp, 5 sp


Rings

Loop of the Friendly Noose
Aura Faint Transmutataion; CL 1st
Slot Ring; Price 15,500 gp; Weight --
This small loop of twine is easy to miss upon cursory inspection, requiring a DC 20 Search or Spot check to take note of. The user, however, gains a number of benefits relating to ropes and similar bindings. As a move action, the wearer may command an obstruction of rope or nonliving rope-like materials to release it, undoing any knots and freeing the wearer from any net it is entangled by. This ability fails to work if the rope is secured in place by another mechanism (such as a lock).

Further, the wearer is immune to strangulation through ropes or rope-like substances (such as garrotes or nooses) and suffers no damage or penalty for being hung. A creature being strangled in such a way may attempt a Bluff check with a +5 competence bonus to play dead, if desired.

Finally, this ring grants the wearer a +5 competence bonus on Climb checks made to scale ropes or rope-like objects and on Escape Artist checks made to escape from bindings and allows the wearer to use animate rope at will.
Requirements Forge Ring, Animate Rope; Cost 7,750 gp


Ring of Innocence
Aura Faint Enchantment and Transmutation; CL 1st
Slot Ring; Price 600 gp; Weight --

This silver ring is set with three quartz crystals, each of which is beautifully clear and white. Used as a tool of beaurocrats and criminals alike, the wearer may activate it as a swift action twice per day, gaining a +10 competence bonus on Bluff checks made to convince others of the wearer’s innocence for 1 round.
The true power of the ring, however, rests in its ability to disrupt the memories of others. As a swift action, the wearer may permanently drain all energy from one of the three crystals on the ring. If the next attack roll or bluff check it would made within the next round would fail, the attempt is instantly forgotten by all in the area as if it had never occurred (make the roll and determine success or failure before describing what is truly witnessed). After effects of the attempt can still be observed and any action spent on the attempt is still expended for that round. When all three crystals are drained of their power, a ring of innocence loses all power.
Requirements Forge Ring, innocence, memory lapse; Cost 300 gp


Rods
Rod of Bloodborne Youth
Aura Faint Transmutation; CL 1st
Slot None; Price 1,800 gp; Weight 6 lbs
This unpainted rod of redwood appears as an unnaturally deep shade of crimson and slowly seeps a reddish sap from its form. Twisting one end of the rod, a sharp metal spike can be made to emerge from one end of the rod (transforming the rod into a masterwork spear) or retreat back into the rod.

With one minute of work, the spear may be used to perform a special coup de grace as the rod absorbs all blood expended from the attempt. If this coup de grace slays a creature, the rod’s owner assumes the appearance it had in its prime. This is a transmutation effect and allows no save to disbelieve, though it fails to reverse any penalties to ability scores form age. The user is treated as an adult for the purpose of making disguise checks and gains a +2 competence bonus to diplomacy checks for the duration of their newfound youth.

This unnatural youth lasts for 1 hour, plus one hour per point of Charisma bonus (if any) the victim possessed. It ends prematurely, however, if the owner lets go of the rod for any reason. Further, the rod may only be used 50 times in this way before losing all power.
Requirements Craft Rod, youthful appearance; Cost 850 gp

Rod of Shark Mastery
Aura Faint Conjuration, Evocation, and Illusion; CL 5th
Slot None; Price 47,250 gp; Weight 10 gp
This lengthy rod of cartilage, reinforced by 50 oversized shark teeth, is created from the spine of a dire shark. With a command word, all sharks and dire sharks within a 10-mile radius are made aware of any blood within 100 feet of the rod, as if they were able to smell it. The same command word conceals the wielder from the senses of sharks, barracudas, piranhas, and other carnivorous aquatic animals for one hour, as if through Hide from Animals.

With a second command word, the wielder can force any body of water at least 5 feet deep to froth and stir with a storm of magical shark fangs, imitating a shark attack. As part of activating this ability, the wielder may select up to three creatures and/or objects within 100 feet that rest in an appropriate body of water. Each target chosen instantly suffers 1d8+4 points of force damage unless it benefits from total cover or total concealment. After these fangs have been used a total of 50 times, the rod loses this particular power (though it can still attract and hide the user from sharks).
Requirements Craft Rod, Hide from Animal, Magic Missile, Summon Monster I; Cost 23,625 gp

Rod of Solitude
Aura Faint Abjuration, Conjuration, Evocation, Transmutation, and Universal; CL 1st
Slot None; Price 16,900 gp; Weight 5 lbs
This object is an unadorned steel rod, plain in appearance and unremarkable under all tactile inspection. Any creature holding the staff feels waves of inner calm emanating from the rod when the wielder is alone, flipping towards unquenchable rage when the wielder is in the presence of others.

So long as no creatures other than the wielder are within 20 feet of the rod, the wielder gains a +5 competence bonus to all Craft and Survival checks, heals 1d8+1 hit points the first time each day that it rests for 8 hours (in addition to natural healing), and can use Polypurpose Panacea and Prestidigitation at will with the recitation of the proper command words.

Whenever another creature comes within 20 feet of the rod, the wielder is instantly made aware of this fact (as a mental alarm) if the rod is within 5 feet of the wielder. Further, the first creature that triggers this alarm each round instantly suffers 1d4+1 points of force damage (creatures that stay within this area do not trigger the alarm unless they leave and return). This function cannot be voluntarily suppressed by the user.
Requirements: Craft Rod, Alarm, Cure Light Wounds, Magic Missile, Polypurpose Panacea, Prestidigitation; Cost: 8,450 gp

Scepter of Celestial Summons
Aura Moderate Abjuration and Conjuration; CL 9th
Slot None; Price 115,020 gp; Weight 10 lbs
This sharpened white femur pierces itself through the skull of a solar as several small charms and fetishes dangle down from its empty eye sockets. Evil divine casters holding the scepter can use Planar Ally, Lesser Planar Ally, and Greater Planar Ally to call good-aligned creatures. When used in this way, however, the spell instead imitates Planar Binding, Lesser Planar Binding, or Greater Planar Binding (respectively) as the celestials are forced into unwilling service.

Once per day, the sharpened white femur can be dragged through the corpses of the innocent, painting pentagrams of blood and viscera on the floor as if of its own volition to aid with binding celestials. At least 5 HD of corpses are used in this way, this incorporates an inward Magic Circle Against Good into the binding effect. If at least 10 HD of corpses are used in this way, it further incorporates a Dimensional Anchor effect (as with planar binding).
Requirements: Craft Rod, Dimensional Anchor, Magic Circle Against Good, Lesser Planar Binding, Creator Must be Evil; Cost 57,510 gp




Wondrous Objects

Angelic Heart
Aura Faint Abjuration, Evocation, and Transmutation; CL 5th
Slot None; Price 122,000gp; Weight --

This small lump of silvery flesh is precisely what it sounds like, a preserved heart removed from the body of a slain angel. Always moist to the touch and glittering in even the dimmest of light, an angelic heart has little effect until it is consumed. Once eaten, the Angelic Heart reforms within the body of the consumer, giving them a second heart that pumps the magic this heart provides (A DC 20 heal check reveals the presence of this heartbeat). Consuming an angelic heart is an evil action.

A creature who consumes an angelic heart goes through a startling transformation as their features become more symmetricals, minor blemishes and imperfections vanish, and feathery white wings emerge from the consumer’s back. The consumer gains a +4 enhancement bonus to Charisma, gains a +10 competence bonus on Bluff checks, and benefits from a continual Undetectable Alignment effect. The consumer can voluntarily shed light as a torch or cease shedding light as a swift action. Finally, the wings can be used to fly for up to 5 minutes a day, gaining a fly speed of 60 feet with perfect maneuverability. This flight need not be used all at once, though any use counts as at least one minute towards the daily limit. A consumed angelic heart can be reused by other creatures, though it must first be forced out of the first target, a process that almost inevitably requires the death of the previous user.
Requirements: Craft Wondrous Item, Eagle’s Splendor, Fly, Innocence, Undetectable Alignment; Cost 61,000 gp

Archon Lantern
Aura Faint Evocation; CL 3rd
Slot None; Price 920 gp; Weight 2 lbs
This bullhead’s lantern of scorched metal appears to be blessed by a continual light effect, though what truly occupies it is the captured soul of a lantern archon. As a standard action the user can command the soul to release a beam of light towards a creature within 60 feet, requiring a ranged touch attack and dealing 1d6 damage with a successful hit. After this power has been used a total of 50 times, the soul within gutters out and the lantern loses all magical properties.
Requirements: Craft Wondrous Item, Burning Hands, Continual Flame; Cost 460 gp

Bog Coffin
Aura Faint Transmutation; CL 1st
Slot None; Price 11,000; Weight 40 lbs
This simple open coffin, formed of warped and waterlogged timber, is just large enough to fit a single medium-sized creature. The coffin is unnaturally buoyant and can be used to ferry objects around while keeping them dry or can even be used as a one-man boat.

Any corpse of medium or smaller size rested in the coffin for a continuous duration of at least 1 hour has its density is increased and all buoyancy is lost as its weight is multiplied by x8. Such bodies sink through most liquids at a rate of 20 feet per round. This effect ends if the corpse is reanimated or is otherwise restored to life.

If an altered corpse sinks to the bottom of a body of water within one round of being removed from the coffin, all possible traces left behind by its murderers (other than wounds) are cleared from the corpse. If the bottom is made of soft materials such as mud, clay, or sand, the corpse is further buried underneath a layer of muck or sediment (DC 35 Search check discovers).
Requirements: Craft Wondrous Item, Enlarge Person, Pass Without a Trace; Cost: 5,500 gp

Charlatan’s Frock
Aura faint evocation, transmutation, and universal; CL 1st
Slot Body; Price 950 gp; Weight 2 lbs

This clerical frock is made in a fine design and with the finest of fabric. If the wearer presents a holy symbol of a good-aligned deity, the frock acts as a masterwork tool for the Diplomacy skill against those of the same faith.

The Frock possesses a number of powers as well. First, the wearer may surround itself with a heavenly halo that sheds light as a torch for up to 10 minutes per day. This time need not be spent all at once, though it must be expended in 1-minute increments.

Secondly, the wearer may perform minor magical wonders up to 10 times per day. Each minor magic trick requires a standard action that provokes attacks of opportunities and may not exceed the limitations of the prestidigitation spell.

Finally, the wearer may touch creatures and imitate a virtue effect (Caster Level 1st) up to twice per day. Unlike normal such effects, any wounds that the target suffers when affected visibly seem to reduce in severity for as long as the temporary hit point lasts.
Requirements Craft Wondrous Item, light, prestidigitation, virtue; Cost 475 gp

Fleshbrewer Cauldron
Aura Moderate Conjuration, Divination, Illusion, and Transmutation; CL 9th
Slot None; Price 25,425 gp; Weight 10 lbs
This blackened iron cauldron always smells faintly of burnt flesh. Further, any water poured into the cauldron slowly turns to the same shade of red as blood. This cauldron possesses two different purposes, both of which allows it to conjure and shape flesh in new ways.

First, a special command word can be spoken over the cauldron once per day once it has been filled, causing its contents to writhe and bubble forth into a gibbering mouther. The conjurer, hags, and witches with the coven hex are immune to its gibbering and the creature obeys the spoken orders of the summoner (as summon monster V) for 9 rounds or until slain, at which point the creature dissolves into fleshy bubbles.

Secondly, hags and witches with the coven hex can add the corpse of a single medium humanoid to the pot and spend one hour stirring the contents to create a single homunculus. The homunculus is loyal to the creature that created it, though it can travel no further than one mile from the cauldron that spawned it. A fleshbrewer cauldron can only ever produce three homunculi in this way.
Requirements: Craft Construct, Craft Wondrous Item, Arcane Eye, Mending, Mirror Image, Summon Monster V; Cost: 12,712 gp

Glass of Willful Suicide
Aura Faint Enchantment; CL 1st
Slot None;Price 360;Weight 0.5 lb
Whenever a dose of ingested poison is added into this crystalline wineglass, the remaining space is filled with a rich red wine. Once per day, as a standard action that provokes attacks of opportunity, you may verbally offer the goblet to an adjacent creature. If the creature can see and hear the offer, it must make a DC 11 Will save or else it attempts to accept the goblet and ingest its contents (a standard action that provokes attacks of opportunity) during its next action. If unable to do so, the creature acts normally. The “wine” produced by this effect fails to slake thirst or cause intoxication, drying into dust mere moments after leaving the goblet.
Requirements Craft Wondrous Item, beguiling gift; Cost 180 gp

Hateful Beast Ingot (Created by Dragonjek)
Aura Faint Enchantment and Transmutation; CL 5th
Slot None;Price 1,875;Weight 0.5 lb
Whenever this small, crude lump of metal is dropped to the ground all locks within 50 sq. ft. with a DC of 21 or less to open become unlocked, and all doors, chains, lids, collars, manacles, ropes, or other methods of closing or containing something open or loosen, as suits the item. The animal within this range with the highest hit dice must make a Will save at DC 16 or be compelled to attack the nearest humanoid it can detect. If there are no humanoids it behaves as normal. Further, the animal inflicts a -1 penalty to attack and Will saves against fear effects to all within 50 ft. of it. The effects of this item fade after 5 rounds. The user can also be targeted by the animal; however, for 1 round after dropping the ingot he is effectively invisible to the animal.
Requirements Craft Wondrous Item, bane, dominate animal, knock; Cost 938 gp

Heartbinder Cage
Aura Faint Abjuration;CL CL 1st
Slot None;Price 720 gp;Weight --

This small iron cage is barely larger than a human’s fist and has no visible doors. A humanoid may press the Cage against the bare skin of their chest, in which case the cage painlessly sinks in to engulf the heart of the user. The cage juts slightly out of the user, discovered with a DC 20 Search check made to frisk the user (DC 30 if wearing medium or heavy armor). Once per day, upon command, the heartbinder cage can generate an undetectable alignment effect.

Once placed into a creature, the cage cannot be removed except through a lethal amount of force (ripping out the heart and typically shattering a few ribs) and a new creature can only use it once it has been forced out and the previous heart has been removed.
Requirements Craft Wondrous Item, Undetectable Alignment; Cost 360 gp

Heavenly Feast
Aura Moderate Transmutation and Illusion; CL 11th
Slot none; Price 10,575 gp; Weight 150 lbs
While the exact appearance of this meal may differ, it always takes the form of the corpse of a medium or small outsider with the good subtype, sliced vertically so that its interior can be scooped out while leaving an untouched husk of skin. Carefully spiced and flavored through necromantic processes, the flesh is delicious to most mortals and the entire corpse (bones and all) can be scooped out and consumed in the space of one hour without gaining weight or receiving true sustenance.

If a single creature eats the entire feast, they gain the benefits of a Heroes’ Feast spell. Further, the creature may choose to don the husk of skin right as they finish if within one size category of it. Doing so disguises the consumer as the indicated form of outsider much as disguise self for 1 hour. While disguised, the consumer gains a +4 bonus to natural armor and DR 5/evil. If the husk is not immediately used upon consuming what lies within, it loses all magical properties.
Requirements: Craft Wondrous Item, Barkskin, Disguise Self, Heroes’ Feast, Righteous Might; Cost 5,263 gp

Implements of the Ravaged Captain
Aura Faint Transmutation (Hook, Peg) or Divination (Patch); CL 1st
Slot See Text; Price 10,000 gp (each); Weight --
Years of piracy often take a toll upon any individual, often accruing scars and wounds that lesser curative magic won’t help. Instead of fixing these injuries, some pirate captains choose to capitalize upon them, replacing missing pieces of themselves with objects. Creatures that lack major injuries may purposefully deform themselves in order to use these items, a process that requires 1 hour and a DC 20 Heal check from another individual to avoid dying from blood loss.

All skill bonuses granted by these objects stack with themselves. If at least two implements of the ravaged captain are worn by a single creature, that creature can predict the weather for up to 24 hours in advance. If all three implements of the ravaged captain are worn by a single creature, that creature gains an additional +4 competence bonus on Intimidate and Profession (sailor) checks that stacks with those provided by the implements. All penalties listed do not stack with those already possessed by creatures missing a limb or eye.

Hook of the Ravaged Captain: Forged of cold iron, this hook replaces a creature’s hand. The user essentially gains a cold iron dagger that can only deal piercing damage. The user gains a +10 bonus to its CMD against disarm checks made against the hook. Unfortunately, the user takes a -2 penalty to all skill checks requiring fine manual dexterity (such as disable device) and can no longer use two-handed weapons and most ranged weapons. In return for these penalties, the user gains a +2 competence bonus on Intimidate and Profession (Sailor) checks and any seafaring vessel the user rides upon heals 1 hit point each round so long as it possesses at least half of its hit points. This implement occupies the hands item slot.
Peg of the Ravaged Captain: Made of fine hardwood, this hook replaces a creature’s foot and lower leg. The user takes a -2 penalty to Acrobatics, Climb, Ride, Stealth, and Swim checks and takes a -5 foot penalty to its land speed. In return for these penalties, the user gains a +2 competence bonus on Intimidate and Profession (Sailor) checks and any seafaring vessel the user rides upon moves +5 feet further each round. This implement occupies the feet item slot.
Patch of the Ravaged Captain: Made of black silk, this patch covers a missing eye. The user takes a -2 penalty to perception checks and ranged attack rolls. In return for these penalties, the user gains a +2 competence bonus on Intimidate and Profession (Sailor) checks and can always discern true north while upon a seafaring vessel. This implement occupies the face item slot.
Requirements Craft Wondrous Item, Know Direction (patch), Longstrider (peg), Mending (hook); Cost 5,000 gp (each)

Juju Salts
Aura Moderate Necromancy; CL 7th
Slot None; Price 1,750 gp; Weight --
This small satchel of jet black powder has no power on its own, though it gains horrible necromantic might when mixed with certain poisons. As a move action that provokes attacks of opportunity, a creature can inhale a small quantity of the salts to claim spiritual ownership over it and mix it into a dose of poison. If the altered poison lowers any of its target’s physical ability scores to 0, the target is slain as if its Constitution score had been reduced to 0.

If the altered poison slays a living creature with 14 or fewer HD, the spiritual owner of the salts may touch that creature within the following 24 hours as a standard action. If the creature is dead and its body is intact, its recently soul is absorbed into the own, raising the creature as a juju zombie under the control of the owner but imposing a stacking -2 penalty to the owner’s Charisma score for so long as the zombie remains.
Requirements: Craft Wondrous Item, Animate Dead; Cost: 875 gp

Loadstone Plank
Aura Faint Necromancy; CL CL 5th
Slot None; Price 56,000 ; Weight 60 lbs
This plank of Ash is 3 feet in width and 15 feet in length. The first 5 feet of length is enchanted to weigh 40 pounds all by itself, typically rested upon the deck of a ship and offsetting the weight of what hands over the deck to prevent it from tipping overboard. No amount of weight placed on the rest of the plank causes it to tip over, though the plank can be lifted up as normal for the purpose of transfer.

Any creature that steps foot upon the remaining 10 feet of the plank is instantly cursed, having its weight multiplied tenfold and suffering a -10 penalty to Swim checks. Both of these effects last until that creature is subjected to a Remove Curse spell or similar effect.
Requirements Craft Wondrous Item, Bestow Curse; Cost 28,000 gp

Pendant of Feardrinking
Aura Moderate Abjuration; CL 7th
Slot Neck; Price 125,000 gp; Weight --
This silver pendant plays host to a transparent and porous stone that nearly vanishes in any amount of light. The stone is formed from the mummified and carved remains of a will-o’-wisp, holding many of the same qualities that the creature possessed in life. The pendant grants a +10 competence bonus on all Intimidate checks. Further, while the wearer is within 20 feet of a shaken, frightened, or panicked creature, the stone glows with the brightness of a torch and the wearer gains immunity to all spells of 3rd level or less that allow for spell resistance, with the single exception of magic missile. Once the pendant has glowed in this way for a total of 50 rounds, it loses all magical properties as the stone set into it dissolves into a fine dust.
Requirements: Craft Wondrous Item, Lesser Globe of Invulnerability; Cost: 62,500 gp

Persona Helm
Aura Faint Illusion; CL 1st
Slot Head;Price 1,000 gp;Weight 1 lb
In place of a visor, each of these lead helmets includes a porcelain theatre mask displaying a single humanoid face rendered in almost disturbing detail. The mask is suspended far enough in front of the wearer’s face to allow for a pair of goggles or even another mask to be worn beneath it. The lead helm is sufficient to protect the wearer from detect thoughts spells and effects, though it protects too little of the user’s body to function against other divination effects.

Once per day, the wearer may speak a command word to activate the effects of the persona helm. Upon activation, the helm vanishes from view and the wearer takes on the appearance of a specific humanoid for 1 hour as disguise self (DC 11 disbelieve). Each helm is linked to a single specific disguise chosen when the helm is first crafted and it can’t be activated by creatures that differ from the dimensions of that disguise by over 50% in any dimension. While disguised in this way, all magical auras active on the user are disguised as magic aura (DC 11 disbeleive).
Requirements Craft Wondrous Item, disguise self, magic aura; Cost 483 gp

Pipe of Abduction
Aura Faint Enchantment;CL 1st
Slot None;Price 1,800 gp;Weight 1 lb
This wooden pipe is frequently engraved with small images of frolicking children. Using its true power requires a standard action and a DC 12 Perform (string instruments) check, creating a haunting melody that only children and the weak-willed can hear. Whenever it is played, the nearest 2d4 humanoids or monstrous humanoids within 30 feet who have no more than 1 HD must make a DC 11 Will save. Upon a failure, creatures are fascinated for 2d4 rounds. Deaf creatures are immune to this ability.

Once a creature has been affected by the pipes, the player gains a permanent +10 bonus on Diplomacy checks made to convince the creature to follow the piper. This bonus doesn’t stack with itself and ends only if the pipe is destroyed.
Requirements Craft Wondrous Item, hypnotism; Cost 900 gp

Plaguebrewer Bandolier
Aura Faint Conjuration and Necromancy; CL 5th
Slot Shoulder; Price 10,800 gp; Weight 2 lbs
This rotted loop of fabric, filled with all manner of pockets, resembles a bandolier of ammunition at a first glance. Only a creature wearing the bandolier can access the pockets, revealing it to be filled with medical supplies of apparently questionable quality and cleanliness. Despite their appearance, the bandolier acts as a healer’s kit that regains one use every night at midnight. Further, the bandolier creates a dose of sludge in a glass vial every night at midnight (up to a maximum of 5 vials) that functions as antiplague. If the contents aren’t consumed within one minute of removal, the ingester is instead exposed to filth fever.

Despite its curative properties, the Plaguebrewer’s Bandolier does have a more sinister side to it. Whenever a creature benefitting from the antiplague it produces makes a successful save against a disease, a stoppered vial of black ichor appears within the bandolier at midnight that evening (up to a maximum of 5 vials). These vials can be used as grenade-like weapons with a range increment of 20 feet, possessing no splash damage but exposing any creatures in the square where it lands to whatever disease the prior target successfully saved against (if the target made successful saves against multiple diseases, one is chosen at random). Even worse, the bandolier’s magic slowly increases the virulence of these black vials over time, increasing its save DC by +1 for each week that it remains in the bandolier (maximum +4 for 4 weeks). If not thrown within 1 minute of removal, any save DC bonus is removed and the liquid merely exposes the target to filth fever.
Requirements: Craft Wondrous Item, Contagion, Lesser Restoration; Cost: 5,400 gp

Red Rum Barrel
Aura Faint Conjuration, Necromancy, and Transmutation; CL 1st
Slot None; Price 4,500 gp; Weight 5 lbs
This wooden barrel, large enough to hold five gallons of liquid, is a boon to corsairs who fear mutiny or lack of supplies upon the high seas. Creatures can subsist indefinitely on alcohol or seawater stored within this barrel, though the former retains its debilitating effects and the latter keeps a horrid taste.

The true power of this barrel is revealed when the corpse of a small or medium humanoid is forcefully shoved within. The barrel extends slightly to accommodate the corpse and mulches the body as it enters, creating a gallon of a rich crimson rum for each HD that creature possessed in life (maximum 5).
Requirements Craft Wondrous Item, Create Water, Decompose Corpse, Purify Food and Drink; Cost 2,250 gp

Sails of the Ghost Ship
Aura Faint Transmutation; CL 3rd
Slot None; Price 42,000 gp; Weight 100 lbs.
These ancient, moth-eaten sails only function when installed upon a sailing ship, granting the ship a number of special qualities. First of all, the ship hovers a couple of feet over any body of water while the sails are unfurled (though it crashes down if it should pass over land), allowing it to ignore most water-borne threats such as coral reefs and whirlpools. This floating does not interfere with the operation of the sails, though it prevents most alternate forms of locomotion (such as oars) from properly working while the sails are unfurled.

Further, the vehicle ignores all penalties for being wrecked and is only destroyed when its negative hit points equals the number of squares it occupies x 5. This effect operates whether or not the sails are unfurled at the moment.
Requirements Craft Wondrous Item, Jury-Rig, Levitate; Cost 21,000 gp

Sinseeker Eye
Aura Faint Divination; CL 1st
Slot None; Price 31,000 gp; Weight --
What looks like a small sphere of perfect marble is in truth an eyeball harvested from a celestial. Using a sinseeker eye requires a vacant eye socket, which is filled by the eye as a full-round action. The user can see through the sinseeker as if it were one of its own eyes. More importantly, though, the user benefits from a continual Detect Evil effect. Beyond simply detecting evil creatures, however, the eye grants insights into how they work and might be manipulated. When dealing with evil creature detected by this eye, the user gains a +5 competence bonus to bluff and diplomacy checks.
Requirements: Craft Wondrous Item, Detect Evil; Cost: 15,500 gp

Smuggler’s Purse
Aura Moderate Conjuration and Illusion; CL 9th
Slot None; Price 6,000 gp; Weight 5 lbs
Tools of subterfuge and treachery, these leather or cloth containers come in all colors and styles and even individual bags may change their appearance over time. While the wearer may consciously alter the precise design and coloration of the purse as a standard action, an unattended purse gradually shifts in appearance to fit in with its surroundings.

Regardless of its appearance, the purse is about the size of a briefcase or courier bag and possesses a single sizeable section along with eight smaller pockets. The main section can fit one cubic feet of material while each of the eight smaller pockets possess the same capacity as a belt pouch. The magical aura of a Smuggler’s Purse is concealed from detect magic and more powerful effects like arcane sight only detect the enchantment if the caster succeeds on a DC 13 Will save. A caster who succeeds on this save by 2 points or fewer only detects the ability of the purse to disguise itself. A thin lining of lead incorporated into purse likewise protects most contents from any divination effect blocked by lead (such as detect magic or detect poison).

The true usefulness of a Smuggler’s Purse, however, rests in its ability to access hidden extradimensional spaces. With a whispered command word, a wielder may grant the main section or a single pocket access to an extradimensional space that functions much as a bag of holding. The extradimensional space of the main section can hold 6 cubic feet of material or up 60 pounds while each smaller pocket can hold up to one cubic feet or 10 pounds. Items placed in these extradimensional pockets don’t add to the weight of the pouch. A second command word cuts off a single pocket or section from its extradimensional space, allowing its normal contents to be accessed.
Requirements Craft Wondrous Item, Mask Dweomer, Secret Chest; Cost 3,000 gp

Spiritspeaker
Aura Faint Necromancy and Divination; CL 3rd
Slot None; Price 7,050 gp; Weight 1 lb
This object is little more than a wooden loop one foot in diameter, in which a complex lattice of ropes has been suspended. A spiritspeaker functions more as a focus than as an item of power, letting creatures attune themselves to a more spiritual realm. Too much contact with the “other side”, however, places creatures in contact with more alien and malign spirits, harming the minds of most creatures who would use it.

Any creature who peers through the loop can attune its sight to the spiritual realm as a standard action, retaining this bonus so long as it holds the loop in one hand and continues peering through it. An attuned creature can see ethereal creatures and can see the life-force of nearby creatures as if benefitting from Deathwatch. Further, the user can spend one minute discussing a matter with ambient spirits in an area to gain a +5 competence bonus on the next knowledge check it makes within the next round.

A spiritspeaker can be used safely for up to 10 minutes per day (broken down into increments no smaller than one minute in size). If used beyond this point, all animals within 30 feet of the spiritspeaker become shaken and all undead within 100 feet of the spiritspeaker can pinpoint its location (both effects last for 24 hours). Further, the user takes 1 point of Wisdom damage for every minute of use beyond the first 10.
Requirements: Craft Wondrous Item, Deathwatch, See Invisibility; Cost: 3,525 gp

Unicorn Powder
Aura Faint Conjuration and Transmutation; CL 3rd
Slot None; Price 1,500 gp; Weight --
Formed using the powdered horn of a unicorn, this alabaster mixture is meant to be diluted with water before being injected directly into a major artery and is sold with the necessary syringe. Immediately upon being injected into a creature, that creature heals 2d8+3 hp as it flushes their system with positive energy. For one hour afterwards, the user is rendered immune to nonmagical poison.

When used by evil creatures, the righteousness of the unicorn slows and weakens the biological processes of the user, preventing it from aging for 24 hours and rendering it sickened for the same duration. Unfortunately, this trade-off has been known to make unicorn powder even more attractive to certain individuals obsessed with immortality.
Requirements: Craft Wondrous Item, Cure Moderate Wounds, Delay Poison, Youthful Appearance, Creator must be evil; Cost 750 gp

Realms of Chaos
2014-11-07, 02:53 PM
Reserved Post 1

Realms of Chaos
2014-11-07, 02:54 PM
Reserved post 2.

dragonjek
2014-11-08, 04:31 AM
How does this fare?

Hateful Beast Ingot
Aura Faint Enchantment and Transmutation; CL 5th
Slot None;Price 1,875;Weight 0.5 lb
Whenever this small, crude lump of metal is dropped to the ground all locks within 50 sq. ft. with a DC of 21 or less to open become unlocked, and all doors, chains, lids, collars, manacles, ropes, or other methods of closing or containing something open or loosen, as suits the item. The animal within this range with the highest hit dice must make a Will save at DC 16 or be compelled to attack the nearest humanoid it can detect. If there are no humanoids it behaves as normal. Further, the animal inflicts a -1 penalty to attack and Will saves against fear effects to all within 50 ft. of it. The effects of this item fade after 5 rounds. The user can also be targeted by the animal; however, for 1 round after dropping the ingot he is effectively invisible to the animal.
Requirements Craft Wondrous Item, bane, dominate animal, knock; Cost 938 gp

((knock: (2 x 5 x 50) x 1.5 = 750) + (dominate animal: 5 x 3 x 50 = 750) + (Bane: (1 x 5 x 50) x 1.5 = 375) = 1,875

brian 333
2014-11-08, 07:32 AM
Astral Trap

Aura: None (permanent Nondetection, DC:35) or powerful Necromancy if Non-detection dispelled or defeated.

Slot: none Price: 350,000gp Weight: 15 lbs

This large, (10 foot square or larger,) carpet can come in any color combination, but must contain at least three colors which form what appears to be a complex abstract pattern woven into the design. This pattern actually contains the spells which are woven into the carpet, and could lead the astute observer to examine the carpet closely prior to stepping on it. (Spellcraft + Spot check required, each at DC:35) Succeeding both of these checks allows the observer to realize something is wrong, but it will not reveal exactly what it is.

To reveal the carpet's powers requires first a DC:35 Spellcraft check to overcome the carpet's permanent Nondetection spell or the use of a Dispel Magic to temporarily overcome it. Thereafter a Spellcraft Check of DC: 35 is required to identify a spell similar to Astral Projection woven into the carpet. Disjunction spells or Greater Dispell Magic may have the effect of ruining the carpet permanently. Placing this item within an extradimensional space of any kind may result in a catastrophe similar to placing a Portable Hole into a Bag of Holding.

When rolled out onto the floor this item appears to be a fine carpet of great value with an intricate abstract design woven into it. However, the first person to step on it will trigger its power. The carpet will appear to envelop its victim, the edges wrapping around into a spherical shape which encapsulates the victim. If the victim is not caught flat footed he may attempt a DC:35 reflex roll to evade capture, otherwise he is trapped within the carpet. In the following round a grey glow will surround the carpet and it will begin to roll itself up. By the third round it resumes its appearance as a rolled up carpet, rolled too tight to contain even a small creature, with its victim apparently vanished into thin air!

The victim has been transported to the Astral Plane where he is trapped. Since the Silver Cord which binds him to his home plane is wrapped up in the carpet itself, he cannot leave the Astral Plane by any means other than back through the carpet. He may do other things while on the Astral Plane, but he cannot leave it to enter any other plane. Extraplanar visitors may seek him out, but he cannot be slain there while trapped within the Carpet; the victim's body is actually polymorphed into yarn which is woven into his likeness within the carpet.

When rolled up the carpet cannot be unrolled unless its command word is spoken. If it has a trapped victim within it, unrolling will show the victim's appearance woven into the carpet, and a second use of the command word will reanimate the body and return the victim's spirit from his Astral Prison. If there is no victim within it may be laid out to await its next victim. Attempting to handle the unrolled carpet without use of the command word will result in the carpet attempting to engulf the handler, but if the handler is grabbing it by the edge while not standing on the carpet the Reflex save is only DC:20. Once triggered the carpet rolls itself up as described above even if it contains no victim. It can be manually rolled up if the command word is spoken. The carpet, once rolled up, cannot be unrolled without use of the command word, but it can thereafter be safely handled.

Requirements: Craft Wondrous Item, Nondetection, Astral Projection, Polymorph Any Object, 50,000gp carpet, 100,000gp value of jacinths, 500gp value in silver thread, 500gp Diamond Dust.

History: The arcanist/assassin Kelaakat Blackblade rose to prominence by the convenient disappearance of his rivals. Once established in his power as the leader of a major syndicate of assassins, he turned his attention to his growing wealth and political power. One method of growing both of these was his habit of inviting guests to his stronghold where he would dine with them in a room which displayed a tapestry of a missing loved one. He would make it known that this loved one could be restored, if the price was met. He was even kind enough to allow his distraught guests to speak to their loved one via his crystal ball.

Kelaakat eventually vanished himself. It was reported that his lieutenant feasted the senior members of the guild where they unraveled a carpet which was woven with his likeness in it in the days before rivalries erupted into factional wars which tore the empire Kalaakat had founded assunder.

Realms of Chaos
2014-11-14, 02:33 PM
The market has received a new shipment, this time of more nautical gear for pirates.

Dragonjek: That is precisely the sort of thing being looked for. Hateful Beast Ingot has been added to the market
brian 333: When I asked for a pricing guide, I wasn't really asking for the cost of the physical materials being used in the object. Magic items have set equations for calculating cost, depending on how spells are being used and I wanted to check that sort of math added up. Further, the astral trap is interesting in theory but has some possible mechanical bugs (having people "unable to be slain" on the astral plane doesn't really have meaning in Pathfinder terms, for example).

Allnightmask
2014-11-15, 01:02 AM
Dude, these are wonderful. The Cannon of Breaching and Crewkiller are the coolest things. I'm sorry I don't have much beyond blind praise and enthusiasm.

I am curious what you can do with a request for a swamp theme. Like you made this week's products super interesting. I will await more.

Starsign
2014-11-15, 09:02 AM
Gotta echo the praise here, this is really great to see. :smallsmile: I would've requested a pirate theme but I see it's already up. And they look great too! I might think about using those at some point. If I can think of a good theme I'll let you know, but a swamp theme one like Allnightmask suggested sounds pretty neat. :smallbiggrin:

Realms of Chaos
2014-11-21, 03:58 PM
And the market has been updated with some items for swamp-dwelling villains.

As always, feel free to make recommendations for the next update. :smallbiggrin:

Allnightmask
2014-11-21, 06:29 PM
The Plaguebrewer Bandolier and the Vineweft Armor are Really awesome, I can totally run an interesting villain I wouldn't mind with mechanics like that. I like your exucution with the Juju salts, they're cheap but with enough of trade off that they wouldn't be too crazy. The Pendant of Feardrinking is super novel and I can see my players being freaked out by the spell negation effect. The Murk Dredger's utility power is a nice touch and helps flesh out the personality of user of it really well.

Wonderful stuff again dude.

And if no one else speaks up I want to see something with a mind flayer theme. But, I'm on the fence seeing as letting you run wild lends itself to angles I wouldn't have thought on my own.

Realms of Chaos
2014-11-22, 10:06 AM
Just completed the first commission for the thread, an item for jqavins. For the record, everyone is free to make commission requests right here in the thread, though you can use PMs if you want to keep an item off of the thread (such as if your players read this forum a lot and you wish to surprise them) or at least keep it anonymous.

In other news, new items will now be listed in new posts with each update so that readers need not search through an ever-growing sea of items just to find the newest updates.

Smuggler’s Purse
Aura Moderate Conjuration and Illusion; CL 9th
Slot None; Price 6,000 gp; Weight 5 lbs
Tools of subterfuge and treachery, these leather or cloth containers come in all colors and styles and even individual bags may change their appearance over time. While the wearer may consciously alter the precise design and coloration of the purse as a standard action, an unattended purse gradually shifts in appearance to fit in with its surroundings.

Regardless of its appearance, the purse is about the size of a briefcase or courier bag and possesses a single sizeable section along with eight smaller pockets. The main section can fit one cubic feet of material while each of the eight smaller pockets possess the same capacity as a belt pouch. The magical aura of a Smuggler’s Purse is concealed from detect magic and more powerful effects like arcane sight only detect the enchantment if the caster succeeds on a DC 13 Will save. A caster who succeeds on this save by 2 points or fewer only detects the ability of the purse to disguise itself. A thin lining of lead incorporated into purse likewise protects most contents from any divination effect blocked by lead (such as detect magic or detect poison).

The true usefulness of a Smuggler’s Purse, however, rests in its ability to access hidden extradimensional spaces. With a whispered command word, a wielder may grant the main section or a single pocket access to an extradimensional space that functions much as a bag of holding. The extradimensional space of the main section can hold 6 cubic feet of material or up 60 pounds while each smaller pocket can hold up to one cubic feet or 10 pounds. Items placed in these extradimensional pockets don’t add to the weight of the pouch. A second command word cuts off a single pocket or section from its extradimensional space, allowing its normal contents to be accessed.
Requirements Craft Wondrous Item, Mask Dweomer, Secret Chest; Cost 3,000 gp

Amechra
2014-11-22, 10:12 AM
I would like to see a themed 'shipment' based around Angels.

More accurately, what you can make from Angels.

DJroboninja
2014-11-23, 02:02 AM
Bookmarked!

You should see if you can get your hands on a shipment of badass grafts...

Realms of Chaos
2014-11-28, 08:48 PM
This has been a one-week hiatus for Birthday and Turkey Day Festivities:

Next Friday, however, items harvested from angels (including a few grafts) are certainly in order.

Realms of Chaos
2014-12-06, 12:21 AM
Okay, it's time for some items taken from the fallen bodies of angels and other celestial beings, including a couple of "grafts". I'm not using graft rules from 3.5 as this is a thread for pathfinder objects (and pathfinder doesn't seem to have grafts... yet) so I'm treating them as slotless items when relevant. Also note that illithid objects are probably unlikely as they don't exist in pathfinder, either.

With that out of the way, here is the newest shipment:

Angelic Heart
Aura Faint Abjuration, Evocation, and Transmutation; CL 5th
Slot None; Price 122,000gp; Weight --

This small lump of silvery flesh is precisely what it sounds like, a preserved heart removed from the body of a slain angel. Always moist to the touch and glittering in even the dimmest of light, an angelic heart has little effect until it is consumed. Once eaten, the Angelic Heart reforms within the body of the consumer, giving them a second heart that pumps the magic this heart provides (A DC 20 heal check reveals the presence of this heartbeat). Consuming an angelic heart is an evil action.

A creature who consumes an angelic heart goes through a startling transformation as their features become more symmetricals, minor blemishes and imperfections vanish, and feathery white wings emerge from the consumer’s back. The consumer gains a +4 enhancement bonus to Charisma, gains a +10 competence bonus on Bluff checks, and benefits from a continual Undetectable Alignment effect. The consumer can voluntarily shed light as a torch or cease shedding light as a swift action. Finally, the wings can be used to fly for up to 5 minutes a day, gaining a fly speed of 60 feet with perfect maneuverability. This flight need not be used all at once, though any use counts as at least one minute towards the daily limit. A consumed angelic heart can be reused by other creatures, though it must first be forced out of the first target, a process that almost inevitably requires the death of the previous user.
Requirements: Craft Wondrous Item, Eagle’s Splendor, Fly, Innocence, Undetectable Alignment; Cost 61,000 gp

Archon Lantern
Aura Faint Evocation; CL 3rd
Slot None; Price 920 gp; Weight 2 lbs
This bullhead’s lantern of scorched metal appears to be blessed by a continual light effect, though what truly occupies it is the captured soul of a lantern archon. As a standard action the user can command the soul to release a beam of light towards a creature within 60 feet, requiring a ranged touch attack and dealing 1d6 damage with a successful hit. After this power has been used a total of 50 times, the soul within gutters out and the lantern loses all magical properties.
Requirements: Craft Wondrous Item, Burning Hands, Continual Flame; Cost 460 gp

Heavenly Feast
Aura Moderate Transmutation and Illusion; CL 11th
Slot none; Price 10,575 gp; Weight 150 lbs
While the exact appearance of this meal may differ, it always takes the form of the corpse of a medium or small outsider with the good subtype, sliced vertically so that its interior can be scooped out while leaving an untouched husk of skin. Carefully spiced and flavored through necromantic processes, the flesh is delicious to most mortals and the entire corpse (bones and all) can be scooped out and consumed in the space of one hour without gaining weight or receiving true sustenance.

If a single creature eats the entire feast, they gain the benefits of a Heroes’ Feast spell. Further, the creature may choose to don the husk of skin right as they finish if within one size category of it. Doing so disguises the consumer as the indicated form of outsider much as disguise self for 1 hour. While disguised, the consumer gains a +4 bonus to natural armor and DR 5/evil. If the husk is not immediately used upon consuming what lies within, it loses all magical properties.
Requirements: Craft Wondrous Item, Barkskin, Disguise Self, Heroes’ Feast, Righteous Might; Cost 5,263 gp

Scepter of Celestial Summons
Aura Moderate Abjuration and Conjuration; CL 9th
Slot None; Price 115,020 gp; Weight 10 lbs
This sharpened white femur pierces itself through the skull of a solar as several small charms and fetishes dangle down from its empty eye sockets. Evil divine casters holding the scepter can use Planar Ally, Lesser Planar Ally, and Greater Planar Ally to call good-aligned creatures. When used in this way, however, the spell instead imitates Planar Binding, Lesser Planar Binding, or Greater Planar Binding (respectively) as the celestials are forced into unwilling service.

Once per day, the sharpened white femur can be dragged through the corpses of the innocent, painting pentagrams of blood and viscera on the floor as if of its own volition to aid with binding celestials. At least 5 HD of corpses are used in this way, this incorporates an inward Magic Circle Against Good into the binding effect. If at least 10 HD of corpses are used in this way, it further incorporates a Dimensional Anchor effect (as with planar binding).
Requirements: Craft Rod, Dimensional Anchor, Magic Circle Against Good, Lesser Planar Binding, Creator Must be Evil; Cost 57,510 gp

Serpentspine Whip
Aura Moderate Evocation; CL 9th
Slot None; Price 42,600 gp; Weight –
This whip is formed from the vertebrae not of a common serpent but of a celestial couatl, the soul of which is captured within the serpent-skull used as the handle. Upon command, the soul within the skull can be made to light up as a torch. Unlike most whips, a serpentspine whip can harm a creature with armor and/or natural armor. In most other ways, this functions much as a +1 unholy whip.

Once per day, however, as a full-round action, the wielder can release the indiscriminate wrath of the soul within. This functions much as a Fire Snake effect, except that a new snake is created each round that you continue concentrating as a standard action (maximum 10 rounds). Each round after the first that it is used, however, there is a cumulative 10% chance that couatl recognizes the true source of its misery and lashes out against the wielder, dealing 9d6 points of divine damage to the wielder as it is engulfed by unnatural black flames (no save). Damage from this source is cursed and cannot be healed outside of a desecrated or unhallowed area.
Requirements: Craft Magic Arms and Armor, Fire Snake, Unholy Blight, creator must be evil; Cost: 21,250 gp

Sinseeker Eye
Aura Faint Divination; CL 1st
Slot None; Price 31,000 gp; Weight --
What looks like a small sphere of perfect marble is in truth an eyeball harvested from a celestial. Using a sinseeker eye requires a vacant eye socket, which is filled by the eye as a full-round action. The user can see through the sinseeker as if it were one of its own eyes. More importantly, though, the user benefits from a continual Detect Evil effect. Beyond simply detecting evil creatures, however, the eye grants insights into how they work and might be manipulated. When dealing with evil creature detected by this eye, the user gains a +5 competence bonus to bluff and diplomacy checks.
Requirements: Craft Wondrous Item, Detect Evil; Cost: 15,500 gp

Unicorn Powder
Aura Faint Conjuration and Transmutation; CL 3rd
Slot None; Price 1,500 gp; Weight --
Formed using the powdered horn of a unicorn, this alabaster mixture is meant to be diluted with water before being injected directly into a major artery and is sold with the necessary syringe. Immediately upon being injected into a creature, that creature heals 2d8+3 hp as it flushes their system with positive energy. For one hour afterwards, the user is rendered immune to nonmagical poison.

When used by evil creatures, the righteousness of the unicorn slows and weakens the biological processes of the user, preventing it from aging for 24 hours and rendering it sickened for the same duration. Unfortunately, this trade-off has been known to make unicorn powder even more attractive to certain individuals obsessed with immortality.
Requirements: Craft Wondrous Item, Cure Moderate Wounds, Delay Poison, Youthful Appearance, Creator must be evil; Cost 750 gp

Milo v3
2014-12-06, 01:47 AM
Really like these, especially the eye, simple yet flavourful.

When it comes to grafts in PF I based it on the cybernetics rules from the Technology guide, or just used the Prosthetics items as the "base item".