1. - Top - End - #13
    Troll in the Playground
    Join Date
    May 2009
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    Male

    Default Clothes (part 2)

    EYES OF CHARMING
    Price (Item Level): 33,820 gp (pair; 16th)
    Body Slot: Face
    Caster Level: 7th
    Aura: Moderate (DC 18); enchantment
    Activation: standard (command)
    Weight: --

    These concave crystal lenses are tinted rose. When placed over the eyes, they make the wearer’s gaze look incredibly charming; males get a penetrating primal gaze, while females gain long eyelashes and the ability to flutter them incredibly fast.

    Eyes of charming are worn over the wearer’s eyes, remaining fixed until they are removed. If the wearer wears only one of the lenses, it may use charm person, as the spell cast by a 3rd level spellcaster, three times per day (Will save DC 13 to resist), except the effect is treated as a gaze attack. If the wearer uses both lenses, it gains a +5 competence bonus on Bluff checks and may use charm person at-will as if cast by a 7th level spellcaster (Will save DC 16 to resist).

    If the wearer of eyes of charming has the Persuasive feat and at least 10 ranks in Bluff and Diplomacy, it adds its Charisma modifier to the save DC, plus 1 for every 5 ranks in Bluff and Diplomacy over 9.

    Prerequisites:
    Cost to Create:


    EYES OF DOOM
    Price (Item Level): 46,000 gp (pair; 17th)
    Body Slot: Face
    Caster Level: 7th
    Aura: Moderate (DC 18); necromancy
    Activation: standard (command)
    Weight: --

    These concave crystal lenses are dark-tinted, but allow normal vision even in dark areas (to the extent that the person can see). Once the lenses are worn, the gaze of their wearer becomes fiendish.

    Eyes of doom are worn over the wearer’s eyes, remaining fixed until they’re removed. If the wearer wears only one of the lenses, it gains a +5 competence bonus to Intimidate checks and may use the doom spell (Will save DC 11), three times per day, except as a gaze attack affecting only one person as a standard action. If the wearer equips both lenses, the doom effect becomes an actual gaze attack, affecting all creatures within range (enemy or ally); three times per day as an attack action, the wearer may focus its power and duplicate the effect of a fear spell (Will save DC 16).

    If the wearer of eyes of doom has levels in the fighter class (or effective fighter levels), the save DC for the gaze attacks is equal to 10 + half the wearer’s effective fighter levels + the wearer’s Strength, Constitution or Charisma modifier (whichever is higher). Alternatively, if the wearer has the Persuasive or Skill Focus (Intimidate) feat and at least 10 ranks in Intimidate, it adds its Charisma modifier to the save DC for all effects, plus 1 for every 5 ranks in Intimidate over 9. If a character has both effective fighter levels and the Persuasive or Skill Focus (Intimidate) feat, calculate the two results and choose whichever is higher.

    Prerequisites:
    Cost to Create:


    EYES OF THE EAGLE
    Price (Item Level): 3,500 gp (8th)
    Body Slot: Face
    Caster Level: 5th
    Aura: Faint (DC 17); divination
    Activation: --
    Weight: --

    These concave crystal lenses are amber-tinted, and have a simulated iris. When worn, the wearer’s eyes take an avian form.

    Eyes of the eagle are worn over the wearer’s eyes, remaining fixed until they’re removed. The wearer gains a +10 competence bonus on Spot checks and low-light vision if it already does not have it. The wearer also reduces the penalties for ranged attacks exceeding their range intervals by half.

    Prerequisites: Cost to Create:

    EYES OF PETRIFACTION
    Price (Item Level): 72,000 gp (19th)
    Body Slot: Face
    Caster Level: 11th
    Aura: Moderate (DC 20); transmutation
    Activation: standard (command)
    Weight: --

    These concave crystal lenses are semi-opaque and very dark, with slitted irises, but still allow proper sight. When worn upon the eyes, they seem to resemble those of a snake.

    Eyes of petrifaction are worn over the wearer’s eyes, remaining fixed until they’re removed. The wearer gains a petrifying gaze that acts exactly like the flesh to stone spell (DC 19), except it only works by focusing on a single target as a standard action and only three times per day. This effect is considered a supernatural ability. Both lenses must be worn in order to use this ability.

    If a character has levels in the fighter class (or effective fighter levels), the petrifying gaze’s save DC is instead equal to 10 + half the wearer’s effective fighter levels + the wearer’s Constitution modifier (or 19, whichever number is higher).

    If the wearer is a yuan-ti pureblood, half-blood or abomination, the power of the eyes of petrifaction increase. The gaze lasts for up to 3 rounds (1 round for purebloods, 2 rounds for half-bloods, and 4 rounds for abominations) each time the ability is activated, and the wearer gains the full gaze effect of a medusa, including its save DC.

    Lore: It is said that, to craft eyes of petrifaction, the creator needs the molten eye scales of a medusa, which is claimed to retain its petrifying abilities. (Knowledge [arcana] or bardic knowledge check DC 10).

    It is said that the first eyes of petrifaction were crafted by yuan-ti in order to mimic the powers of a medusa. Because of this, or because of the shared ties between both (monsters related to snakes), eyes of petrifaction are more potent with them.

    Prerequisites:
    Cost to Create:


    GAUNTLETS OF OGRE POWER
    Price (Item Level): 5,702 gp (10th)
    Body Slot: Hands
    Caster Level: 5th
    Aura: Faint (DC 17); transmutation
    Activation: -- and swift (command)
    Weight: 4 lbs.

    These gauntlets are made of tough leather with iron studs running across the back of the hands and fingers. Wearing them makes you feel impulsive.

    A favorite item for warriors anywhere, gauntlets of ogre power grant both a sustained and a temporary boost to physical strength, at the expense of mental strength. Gauntlets of ogre power are considered +1 gauntlets (and can be improved as actual gauntlets) and grant a +2 enhancement bonus to Strength. Once per day, the wearer of gauntlets of ogre power can use the rage spell once per day as a 5th level spellcaster. In exchange for this power, the wearer is considered to have a -2 penalty to the wearer’s mental ability scores for purposes of casting spells; thus, a cleric with 16 Wisdom wearing gauntlets of ogre power is considered to have a Wisdom of 14 for casting spells (thus, being unable to cast spells of 5th level or higher), the save DC for spells decreases by 1, and bonus spells are calculated based on their new score. This also affects users of psionic powers. The penalty increases if the wearer improves the gauntlets’ enhancement bonus to Strength.

    A character with levels in the fighter class (or effective fighter levels) gains further benefits when using gauntlets of ogre power. The duration of the rage effect is equal to 1 round per effective fighter level or 5 rounds, whichever is higher. Furthermore, at effective fighter level 6th, the wearer takes no penalty to their mental ability scores; this only works for characters that cast spells, such as paladins, rangers and multiclass characters.

    If the character is an orc (or from a race with the orc subtype), or is a barbarian, it is treated as a barbarian of three levels higher (if having no barbarian levels, thus, the character is treated as a 3rd level barbarian) for purposes of rage. Thus, a 5th level barbarian wearing gauntlets of ogre power gains an extra daily use of rage, and an 8th level barbarian is treated as if having the greater rage class feature. Wearing the gauntlets does not allow a character to be considered as having the rage ability. This effect replaces the wearer’s ability to use the rage spell effect, however.

    Lore: The first gauntlets of ogre power were supposedly made by Gruumsh, the god of orcs, in order to “equal the orc’s strength with that of ogres”, thus giving the gauntlets their name. Because of this, orc master smiths can craft gauntlets of ogre power with little effort. (Knowledge [history], Knowledge [religion] or bardic knowledge check DC 20).

    Prerequisites:
    Cost to Create:


    GAUNTLETS OF RUST
    Price (Item Level): 54,702 gp (18th)
    Body Slot: Hands
    Caster Level: 7th
    Aura: Moderate (DC 18); transmutation
    Activation: -- and standard (command)
    Weight: 2 lbs.

    These metal gauntlets look heavily rusted and pitted; attempts to reduce or remove the rust simply do not work. On the other hand, the gauntlets remain fully functional, despite the rust patina.

    These gauntlets are prized for their rust-related abilities. Gauntlets of rust are treated as +1 gauntlets (and can be improved as magical gauntlets), ignoring damage reduction and hardness of constructs made mostly out of metal. As a standard action, the wearer can touch a metallic object or creature, causing 3d6+7 points of damage against it. If the wearer attempts to sunder an object made out of metal, the wearer deals this extra damage to the object and all damage ignores the object’s hardness. Attempting to destroy a metallic object by means of a Strength check reduces the check DC by 5. Finally, the gauntlets make the wearer’s equipment immune to the effects of other rusting abilities, such as the rust touch effect of a rust monster.

    Prerequisites:
    Cost to Create:


    GLOVES OF SNATCHING
    Price (Item Level): 7,500 gp (11th)
    Body Slot: Hands
    Caster Level: 5th
    Aura: Faint (DC 17); conjuration
    Activation: -- and free (mental)
    Weight: --

    These gloves seem somewhat sticky, and are unusually light. When worn, they feel like if they weren’t there, the sticky feeling gone, but things seem to remain stuck to your hands.

    A pair of gloves fit for thieves, gloves of snatching provide a +5 competence bonus to Sleight of Hand checks and a +2 bonus on all disarm attempts. If the wearer has at least one hand free, it is treated as if having the Snatch Arrows feat even if it does not meet the prerequisites, though it is still limited to the number of attacks of opportunity it may make per round.

    A character with levels in the fighter class (or effective fighter levels) may, once per encounter at effective fighter level 6th and every five effective fighter levels thereafter, attempt to snatch an arrow or thrown object as a free action without spending an attack of opportunity. At effective fighter level 11th, the wearer may make a ranged attack of opportunity with the thrown weapon (even if it is an arrow) against any target within the first range increment of the weapon (arrows and bolts are limited to 30 ft.) at a -5 penalty; if the object was caught by consuming an attack of opportunity, this special attack is done freely.

    A character with at least 9 ranks in Sleight of Hand and the Deft Hands feat increases the bonus on disarm checks by 1, plus 1 for every five ranks over 9; at 14 ranks, the wearer can make a disarm attempt as a free action once per round so as long as it has one hand free.

    Prerequisites: Craft Wondrous Item; creator must have 10 ranks in Sleight of Hand and the Deft Hands feat.
    Cost to Create:

    GOLEMBANE SCARAB
    Price (Item Level): 27,500 gp (16th)
    Body Slot: Throat
    Caster Level: 5th
    Aura: Faint (DC 17); divination and transmutation
    Activation: --
    Weight: --

    This beetle-shaped pin, upon close examination, has a very complex mechanism. It starts to resonate when close to complex machinery.

    An item suitable against constructs, the golembane scarab has two main functions. First, the wearer automatically detects any construct within 120 ft. of it; the scarab begins to beat its “wings” swiftly once this happens. Whenever the wearer is fighting a construct, any attacks it makes ignore its damage reduction and hardness. Constructs with the living subtype may wear this item without penalty, but any construct that wears it takes a negative level and 2d6 points of damage while worn. Inevitables, despite their construct appearance, are immune to this effect.

    Prerequisites:
    Cost to Create:


    GOGGLES OF MINUTE SEEING
    Price (Item Level): 5,000 gp (9th)
    Body Slot: Face
    Caster Level: 5th
    Aura: Faint (DC 17); divination
    Activation: -- and swift (mental)
    Weight: --

    The lenses of these goggles are made as if magnifying glasses, but only on the lower part of the visual range so that the person can see normally. Seeing through them allows incredible breadth of visual acuity, allowing the wearer to distinguish things clearly.

    The wearer of goggles of minute seeing gains a +5 competence bonus on all Appraise and Search checks. Once per hour, by adjusting the goggles around the lens’ area, the wearer may choose to reroll a single Appraise or Search check. The wearer of these goggles must accept the result of the second roll, even if it’s lower than that of the first.

    Prerequisites:
    Cost to Create:


    GOGGLES OF NIGHT
    Price (Item Level): 6,000 gp (10th)
    Body Slot: Face
    Caster Level: 3rd
    Aura: Faint (DC 16); transmutation
    Activation: --
    Weight: 1 lb.

    These goggles are made of a dark crystalline lens outfit upon a tube placed on each eye socket. When looking through the goggles at dark, everything is seen in differing shades of green.

    Designed for those beings without the ability to see in the dark, goggles of night grant the wearer darkvision up to 60 ft., but obscure normal vision when worn. Shifting through normal vision and darkvision requires a swift action (to raise or lower the goggles). If worn by a creature that already has darkvision, the goggles of night extends the range of this sense by 30 ft. and allows the viewer to see in magical darkness (if it doesn’t do so already), but negates normal vision as usual.

    The loss of normal vision by means of the goggles grants the wearer immunity to blindness effects caused by light sources and gaze attacks for as long as it wears them.

    Lore: The first goggles of night were designed by human warriors in order to face enemies clearly at night. While not every soldier can have one, elite soldiers of various armies are often granted a pair of goggles of night for their activities. Currently, the design is rumored to be at its fifth generation.

    Prerequisites:
    Cost to Create:


    HEADBAND OF LANGUAGES
    Price (Item Level): 37,500 gp (17th)
    Body Slot: Head
    Caster Level: 5th
    Aura: Faint; (DC 17) divination
    Activation: --
    Weight: --

    This silver headband is wrapped in parchment, with the word “comprehension” written in all languages. Runes of speech, hearing and magic surround empty spaces in the parchment.

    Designed to comprehend any language, the headband of languages grants the wearer the ability to read, write, speak and understand any language, as if having the tongues ability. Furthermore, the wearer automatically understands magical writing, as if under the effect of read magic. The headband of languages also grants a +5 competence bonus on Decipher Script checks, and allows using Decipher Script checks untrained.

    Special: If the wearer is also a truenamer (see Tome of Magic for more details), it gains a +1 insight bonus on Truespeak checks, plus 1 for every five truenamer levels or levels in a prestige class that requires the Truespeak skill.

    Prerequisites: Craft Wondrous Item; creator must have 10 ranks in Decipher Script.
    Cost to Create:

    HEADBAND OF TELEPATHY
    Price (Item Level): 43,200 gp (17th)
    Body Slot: Head
    Caster Level: 9th
    Aura: Moderate (DC 19); divination
    Activation: -- and standard (mental)
    Weight: --

    This copper headband has a quartz gem incrusted within the brow, cut to resemble an eye.

    This headband grants a mental connection with other creatures, but with the risk of mental assault. The wearer of this headband can use detect thoughts at-will. While using this ability, the wearer can communicate with all creatures it has access to, establishing a two-way communication link so as long as the individuals are within 60 ft. (even if the wearer is not directly looking at them). The wearer chooses the individuals to communicate with.

    So as long as the wearer is establishing telepathic contact, all creatures within the link have a -2 penalty to their Will saves against mind-affecting effects, but at a cost; the wearer also takes a -2 penalty against the same effects so as long as the link remains. A successful Will save cuts the link with the specific individual that made the attack. Because the individuals are establishing a telepathic link, this enables the wearer to ignore language-based restrictions (the telepathic communication relays the information), but this also applies to everybody.

    If the character can manifest powers, it gains greater benefits. The wearer gains a +1 bonus to the manifester level of all telepathy powers, and the penalty on Will saves also applies to all powers from the telepathy discipline, even if they don’t have the mind-affecting descriptor (almost all do). If the character is a telepath (a specialist in the telepathy discipline), it can ignore the penalty to Will saves.

    Prerequisites: Craft Wondrous Item; creator must be a diviner, telepath or have telepathic ability.
    Cost to Create:

    HELM OF BRILLIANCE
    Price (Item Level): 180,000 gp (25th)
    Body Slot: Head
    Caster Level: 15th
    Aura: Strong (DC 22); conjuration, evocation and transmutation
    Activation: -- and standard (command)
    Weight: 3 lbs.

    This finely designed sliver barbute is adorned with a single flawless diamond in its forehead, with ten rubies orbiting the diamond as if forming a crown. The nose guard is decorated with fine fire opals, and the cheekguards are decorated with beautiful quartzes. Inlaid jade covers the borders of the headpiece.

    The finest helmet made by any craftsman, the helmet of brilliance is incomparable; a treasure like no other. The helmet offers a +5 resistance bonus to Will saves against mind-affecting abilities, a +2 enhancement bonus to Charisma, fire resistance 30 and a +4 competence bonus to all Diplomacy and Intimidate checks. The diamond crowning the forehead emits a bright white light, as per a widened light spell; if undead are within the range of the light, the shine turns bluish-white.

    The helm of brilliance has 50 charges when formed. Using one of the following abilities expends a charge from the helm:
    1 charge: the wearer of a helm of brilliance emits a more potent light, as if using a widened daylight spell cast by an 15th level sorcerer. The light is normally a bright white, but when undead enter the range of the area, it turns an intense bluish-white that deals 1d6 points of damage every turn it stays on the area.
    1 charge: the wearer of a helm of brilliance temporarily grants any weapon it wields the flaming property for 15 rounds. Undead creatures take twice the amount of damage from the flaming effect, and the target must succeed on a Fortitude saving throw (DC 13) or become blinded for 1 round.
    2 charges: the wearer of a helm of brilliance emits a ray of light from the diamond, duplicating the effect of a searing light (DC 14) spell cast by a 15th level cleric.
    3 charges: the wearer of a helm of brilliance emits a wall of intense light that works effectively as a wall of fire spell cast by a 15th level sorcerer. Every time a creature is dealt damage by this special wall of flame, all creatures within area must succeed on a Reflex saving throw (DC 16) or become blinded for 1 round.
    4 charges: the wearer of a helm of brilliance emits an intense, explosive burst of light duplicating a sunburst spell (Reflex save DC 22) cast by a 15th level cleric.
    5 charges: the wearer of a helm of brilliance emits a ray of multicolored light, duplicating the effect of a heightened prismatic ray spell (save DC 23)

    Once the wearer expends all charges of the helm of brilliance, it loses all properties except for the enhancement bonus to Charisma and the resistance bonus to saving throws. The helmet may not be recharged, but it may be used as a component if crafting another helm of brilliance, reducing the total cost by 25%.

    If the wearer of a helm of brilliance has levels in the fighter class (or effective fighter levels), the powers of this item improve. The caster level for all abilities is equal to the wearer’s effective fighter level or 15th, whichever is higher. Furthermore, the save DC for all effects is equal to 10 + half the wearer’s effective fighter levels + the wearer’s Charisma modifier. Paladins are treated as fighters of their level for purposes of determining their effective fighter level for purposes of the helm of brilliance only (instead of their class level -4, as usual).

    The helm of brilliance has a flaw that causes its power to explode if struck carefully. If the wearer of the helm takes more than 15 points of magical fire damage (after the fire resistance has been accounted for), it must succeed on a Will save against a DC of 15 + 1 for every five charges remaining. If the wearer fails the Will save, the helm’s power explodes on the next round, causing damage as if a widened sunburst dealing 2d6 points of damage per remaining charge. The wearer, all of its contents, and any victim taken down to 0 hp or lower are immediately destroyed in the process (as if a destruction spell had been cast), no saving throw allowed. This Will save is not considered a mind-affecting ability, and thus gains no benefit from the resistance bonus provided by the helm.

    Lore: It is said that the helm of brilliance is merely a weak replica of a majestic helm once worn by a legendary king, which granted its wearer air of royalty. The legend speaks that the helm of brilliance was designed for the successors of this quasi-divine king, when the original was lost many eons ago. (Knowledge [history], Knowledge [religion] or bardic knowledge check DC 15)

    It is said that only those born into the bloodline of this king can contain the mighty power of the helm, and some say even restore its powers when expended. The legend speaks that the descendants of this celestial king are recognized once they don the helm, as the light becomes a golden hue. (Knowledge [arcana], Knowledge [history], Knowledge [religion] or bardic knowledge check DC 20).

    The “unstable power” of the helm of brilliance is said to be a curse laid upon by the last descendant of the original crafters of the replica-helmet when the dynasty ended in terrible war. Because of this, all helms of brilliance forged afterwards have this effect, which is bound so tightly to the creation of the item that it is impossible to remove, not even by powerful abjurations. (Knowledge [arcana], Knowledge [history] or bardic knowledge check DC 25)

    Prerequisites:
    Cost to Create:


    HORSESHOES OF A ZEPHYR
    Price (Item Level): 19,080 gp (set; 15th)
    Body Slot: Feet (mount only)
    Caster Level: 7th
    Aura: Moderate (DC 18); transmutation
    Activation: -- and swift (command)
    Weight: 3 lbs.

    This set of four horseshoes are etched with wind motifs. Despite being made of iron, they feel unusually light, and float when in close proximity to the ground.

    Designed primarily for mounts, the horseshoes of a zephyr cause the mount to float above the ground while riding. The horse must still run above a roughly horizontal surface (always above 4 inches). The mount can ride over nonsolid or unstable surfaces without leaving tracks.

    As a swift action, the wearer may speak the command word (“zephyr” in Auran) and make a Ride check against DC 25 in order to make the mount travel through the air, as if using the air walk spell. This effect lasts for up to 7 hours, which need not be continuous. The Ride check allows the mount to travel as if it knew the trick to travel through air (see the spell for descriptions on how to use with mounts); if the mount already knows how to travel through air, the rider needs only make a DC 10 Ride check.

    Prerequisites: Craft Wondrous Item
    Cost to Create:

    MANTLE OF FAITH
    Price (Item Level): 84,600 gp (20th)
    Body Slot: Shoulders
    Caster Level: 15th
    Aura: Strong (DC 22); abjuration
    Activation: --
    Weight: 1 lb.

    This mantle is bound by a thin chain, which extends to a side of the garment with a hook to allow a holy symbol to hang from. The mantle is gray-colored, but changes color each time it is worn.

    A mantle worn over armor or normal clothing, the mantle of faith provides protection against attacks based on the faith of the wearer. If the wearer is chaotic neutral, neutral evil, neutral good or lawful neutral, it gains damage reduction 5 against all attacks except those from the opposite alignment (thus, a neutral good wearer gains damage reduction 5/evil). If the wearer is lawful good, lawful evil, chaotic evil or chaotic good, it gains damage reduction 10 against all attacks except from those of alignments one step away (thus, a lawful good wearer gains DR 10/chaotic or evil). Purely neutral wearers gain damage reduction 5 against all attacks.

    If the wearer follows a deity and places its holy symbol on the garment, the garment provides damage reduction based on the alignment of the deity and a further +2 bonus on saving throws against spells of alignments opposed to those of the deity.

    If the wearer has an alignment-based aura, the wearer gains spell resistance equal to 5+the level of the aura against any spell with an alignment opposed to that of the wearer (thus, a 10th level paladin gains SR 15 against spells with the [evil] descriptor).

    The mantle of faith assumes a different color based on the alignment of the wearer:
    Lawful good: teal
    Neutral good: blue-green
    Chaotic good: forest green
    Lawful neutral: purple
    Neutral: gray
    Chaotic neutral: yellow-green
    Lawful evil: red
    Neutral evil: orange
    Chaotic evil: pale yellow

    Special: A meldshaper (see Magic of Incarnum for more details) can develop further benefit from the mantle of faith. For every point of essentia spent on the mantle of faith, the spell resistance gained by means of the meldshaper’s aura increases by 3. If the meldshaper binds the mantle of faith to the shoulder’s chakra, it gains a +1 bonus on saving throws against spells opposing its alignment, plus 1 for every point of essentia (this stacks with the bonus provided by the holy symbol, if they apply to the same effect). If the meldshaper binds the mantle of faith to the heart chakra, the damage reduction gained from the garment increases by 2, plus 1 for every point of essentia. If the meldshaper binds the mantle of faith to the soul chakra, the garment duplicates the effect of a cloak of chaos, holy aura, shield of law or unholy aura spell cast by a character of its meldshaper level.

    Prerequisites: Craft Wondrous Item, character must have an alignment-based aura of a 15th level or higher character.
    Cost to Create:

    MANTLE OF SPELL RESISTANCE
    Price (Item Level): 90,000 gp (20th)
    Body Slot: Shoulders
    Caster Level: 9th
    Aura: Moderate (DC 19); abjuration
    Activation: --
    Weight: --

    This mantle is made out of silk interwoven with silver and etched with protective runes.

    The wearer of a mantle of spell resistance gains spell resistance equal to 5 plus their character level. If they already have higher spell resistance, they gain a +5 bonus to it. This benefit does not stack with another item-based form of spell resistance (such as an armor of spell resistance or a mantle of faith).

    A character with levels in the fighter class (or effective fighter levels) gains further benefit from this item. A character with 1 effective fighter level ignores spells with the (harmless) descriptor for purposes of spell resistance (in other words, spells with said descriptor affect the wearer as if it had no spell resistance). With six effective fighter levels, the wearer gains an increase of 5 to its spell resistance and a +2 bonus against all spells and spell-like abilities, which increases by the same amount for every 10 effective fighter levels after the 6th.

    Prerequisites:
    Cost to Create:


    MASK OF THE SKULL
    Price (Item Level): 12,580 gp (13th)
    Body Slot: Face
    Caster Level: 7th
    Aura: Moderate (DC 18); necromancy
    Activation: standard (command)
    Weight: 3 lbs.

    This mask, crafted from flawless ivory, is etched in the image of a skull. The mask does not seem to resemble a particular skull, but when worn, it shifts to resemble the skull of a member of the wearer’s race.

    A favorite item mostly for its grim image, the mask of the skull grants powers related to fear and death. The wearer of the mask of the skull gains a +5 competence bonus on all Intimidate checks, and the save DC of any fear spells it casts (or any extraordinary or supernatural ability that grants a saving throw, such as frightful presence) increases by 1.

    Once per day, the wearer of a mask of the skull can deliver a potent gaze to its wearer, causing it to face its worst fears. As a standard action, a single creature within 60 ft. that the wearer can see must make a Will saving throw against a DC of 17 or confront its worst fears, as per a phantasmal killer spell, except the target needs not make a subsequent Fortitude saving throw and the effect is partially real, dealing 3d6 points of damage on a successful save. This effect is considered a death, fear, mind-affecting ability.

    If the wearer has levels in the fighter class (or effective fighter levels), it gains extra benefits. The wearer may make an Intimidate check, with a penalty of -10 when activating the mask’s effect, and the damage dealt by the mask increases by 1 for every effective fighter level if the target’s Will save exceeds the wearer’s Intimidate check.

    The wearer of a mask of the skull is treated as if it were an undead for purposes of spells and effects that detect undead, but unless the wearer is an undead itself, it doesn’t get affected by abilities that affect undead.

    Prerequisites:
    Cost to Create:


    MEDALLION OF FIREBALLS
    Price (Item Level): 9,300 gp
    Body Slot: Throat
    Caster Level: 10th
    Aura: Moderate (DC 20); evocation
    Activation: standard (command)
    Weight: --

    This garment looks as a few beads tied on a string, ending in a red crystal disc with the etching of a flame. When held and observed carefully, the string is revealed to be a thin golden chain, and both the beads and the medallion made out of fire ruby.

    The wearer of a medallion of fireballs gains the ability to deploy fireballs, and empower fire-based magic. The wearer of the medallion gains a +1 competence bonus to the caster level of all spells with the [fire] descriptor. This ability is always active.

    A medallion of fireballs has three charges, which are renewed each day at dawn. Spending 1 or more charges allows the wearer to manifest a fireball, as the spell (except the range is always up to 600 ft.), with increasing power.

    1 charge: Fireball, as per a 5th level sorcerer (DC 14).
    2 charges: Empowered fireball, as per a 7th level sorcerer (DC 16).
    3 charges: Maximized empowered fireball, as per a 10th level sorcerer (DC 18). The damage is first maximized, then empowered (thus, the fireball always deals 135 points of damage).

    If a character has levels in the fighter class (or effective fighter levels), the fireballs from the medallion become more powerful. Regardless of the amount of charges chosen, the fireball counts as if cast by a character of half the wearer’s effective fighter levels (up to a maximum of 10th level at effective fighter level 20).

    Special: Other medallions exist, which cast use different spells and empower different kinds of magic. A medallion of cone of cold affects [cold]-based magic and allows the wearer to cast cone of cold; a medallion of lightning bolt affects [electricity]-based magic and allows the wearer to cast lightning bolt; a medallion of acid arrow affects [acid]-based magic and allows the wearer to cast Melf’s acid arrow (at caster levels 6th, 12th and 18th; treat effective fighter level as caster level for this medallion); and a medallion of greater shout affects [sonic]-based magic and allows the wearer to cast greater shout (at caster levels 10th, 15th and 20th; treat effective fighter level as caster level for this medallion).

    Prerequisites: Craft Wondrous Item; creator must have the Empower Spell and Maximize Spell feats.
    Cost to Create:

    MEDALLION OF THOUGHTS
    Price (Item Level): 23,400 gp (18th)
    Body Slot: Throat
    Caster Level: 5th
    Aura: Faint (DC 17); divination and enchantment
    Activation: standard (command)
    Weight: --

    This medallion seems to be a normal pendant disk made of copper, hung from a neck chain. The disk has the etching of an eye on one side, and an ear on the other.

    A dangerous medallion in the hands of powerful enchanters, the medallion of thoughts allows the wearer to listen to the thoughts of others, as per a detect thoughts spell. The wearer may concentrate on the target (or targets) for as much as it desires, unlike the spell.

    Once per day, the wearer of a medallion of thoughts may attempt to, if listening the thoughts of a wearer, attempt to drop a message as if the target had thought of it. Treat it as the effect of a suggestion spell, with a save DC of 14.

    If the wearer is an enchanter, or has the Spell Focus (enchantment) feat, it gains further benefits. The suggestion effect save DC is equal to 10 + half the wearer’s caster level + the wearer’s main ability score for spellcasting. Furthermore, by making a DC 25 Concentration check, the wearer may sacrifice a 3rd level or higher spell to cast suggestion, even if the wearer has not prepared it for the day or does not know it, but only as long as the wearer is listening to the target’s surface thoughts. The Concentration check allows it to expend the spell slot as if it had cast a quickened suggestion spell. If the wearer has the Greater Spell Focus (enchantment) feat as well, it may expend a 7th level spell slot to instead cast modify memory, as a bard of its caster level.

    A bard gains a different set of benefits, though it may take advantage of the former if it also has the Spell Focus (enchantment) feat. When using the medallion of thoughts, the bard can expend one daily use of its bardic music ability to use its suggestion effect, even if the wearer has not been previously fascinated. This also works with the bard’s mass suggestion ability, but only affecting those which are on the area of effect of the medallion of thoughts. The bard may use this item when using the fascinate bardic music ability; if attempting to do a suggestion while the target is fascinated and the listener is hearing its surface thoughts, it may expend three daily uses of its bardic music to duplicate the effect of a modify memory spell. The save DC for the suggestion effects is based on its Perform check, as usual, but the modify memory effect DC is equal to 8 + half the wearer’s ranks in Perform + the wearer’s Charisma modifier.

    Prerequisites:
    Cost to Create:


    MONK’S BELT
    Price (Item Level): 40,000 gp (17th)
    Body Slot: Waist
    Caster Level: 11th
    Aura: Moderate (DC 20); transmutation
    Activation: --
    Weight: 1 lb.

    This belt is comprised of simple, yet sturdy, silk rope. Wearing it enlightens the user into the secrets of martial artists.

    The wearer of a monk’s belt gains the ability to strengthen its fists, and gain a modicum of defense against attacks even if unarmed. The wearer gains the benefit of the Improved Unarmed Strike feat, and the damage dealt by the fists increases to 1d6 (for Medium creatures only; see the monk’s unarmed strike damage table for Small or Large creatures). Furthermore, the wearer gains a +4 armor bonus to AC, and a +2 resistance bonus to all saving throws. If the wearer has the Stunning Fist feat, it gains an extra daily attempt when wearing the belt.

    Monks and classes with similar traits (such as ninjas and swordsages; see Complete Adventurer for details on the ninja and Tome of Battle: the Book of Nine Swords for details on the swordsage) gain improved benefits. All classes, regardless of type, are treated as if they were a 5th level monk (or a monk of 5 levels higher) for purposes of determining unarmed strike damage and Armor Class bonus, and their unarmed strikes gain a +1 enhancement bonus to attack and damage rolls.

    Special: Two variants of the monk’s belt exist, which provide the wearer with the abilities of either a ninja or a swordsage instead of a monk. The ninja obi treats a character with at least 1 level of monk, ninja or swordsage as a ninja of 5 levels higher for purposes of determining daily uses of ki; a monk or a swordsage may expend a daily use of ki to restore an amount of hit points equal to their character level, to activate a daily use of the Stunning Fist feat, or to become invisible (as per the invisibility spell) for 1 round (a monk may also expend one daily use of ki to activate its abundant step ability one more time per day, or three daily uses to activate its quivering palm ability). The red sash of a swordsage grants monks and ninjas (and only monks and ninjas) the ability to wear light armor without losing their AC bonus, the quick to act ability of a 5th level swordsage, and the ability to ready up to 3 maneuvers from any of the disciplines allowed to the swordsage with an initiator level equal to 5 + half the character level of the wearer (up to a maximum of its character level; this initiator level cannot be applied when learning maneuvers by means of the Martial Study feat, but the wearer can use maneuvers learned from this feat to qualify for other maneuvers, and may apply this temporary initiator level for purposes of using martial scrolls and maneuvers from any of the items on page 149 of the Tome of Battle: Book of Nine Swords sourcebook).

    Prerequisites: Craft Wondrous Item; creator must be a 10th level monk, ninja (CAdv) or swordsage (ToB 16)
    Cost to Create:

    Spoiler
    Show
    Part 2 of the retooled clothing, and here you can notice the depth of the changes. Some of these items passed from boring to fun, some from merely fun to wonderful, and some got their just and deserved nerf. Let's go in order, shall we?

    The Eyes items, for example, are now more useful than before. The original had a pretty high price, and a poor effect if you used only one of the lenses instead of both; now, the effect is somewhat more reasonable than before (a +3 to its save DC). The Eyes of Doom lose their Deathwatch ability and are a bit more expensive, but you can use Fear daily instead of weekly, and the Doom effect becomes a bona-fide gaze attack, which makes it pretty cool. The Eyes of the Eagle are just a tad more expensive, but they grant free low-light vision and a respite for those who want to play as snipers. Finally, the Eyes of Petrifaction lose their continuous effect (unless you're a yuan-ti), but can be used a few more times per day. All eyes except the Eyes of the Eagle have their save DCs boosted quite fairly if you're a fighter or if you're skilled with Diplomacy or Intimidation.

    Afterwards come a well-known item, one that with the slight change to items would have been otherwise forgotten: Gauntlets of Ogre Power. The original merely grants a +2 enhancement bonus to Strength and nothing else. Now? Now it's a +1 weapon, grants the same bonus to Strength, and the ability to use Rage. That alone makes it pretty useful (compared to a Belt of Giant Strength +2, that is), but I felt it wasn't enough. Barbarians will definitely ask for this item to whomever gives up gifts in your campaign (Santa Claus, the Magi, Father Christmas, baby Jesus, the Jester of Festivult, etc.) because of its Monk's Belt-esque ability to boost rage. I always felt the Gauntlets of Ogre Power had to deal for some reason with orcs, so they get that benefit for free, and the Lore supports that. The Gauntlets of Rust are now far more expensive but usable at-will, and they count as a magic weapon with a free Blueshine/Everbright effect on top. The Gloves of Snaring take the old Gloves of Arrow Snatching and make them a thief's best friend, what with the boost to Sleight of Hand and disarm checks (and if you're playing PF, that means a +2 to CMB when making Steal checks, so more power to them...wait, why I'm talking about PF!?)

    Again with face items, the Goggles of Minute Seeing gain a nifty reroll effect and are now great for Appraise checks (minute seeing involves having a keen, clinical eye, and you really can't expect that to apply to valuing an object? For shame!). The Goggles of Night have a pretty obvious inspiration; they're glorified night-vision goggles, and I just ran with it. On top of those two, and going straight into the shoulders, the Golembane Scarab retains most of its old properties but detects constructs (not just golems) at twice the range and constantly, rather than having to focus on it; shame about the price, though, whose multiplying factor rose up to eleven...

    Proceeding with the H, the old Helms of Comprehend Languages and Read Magic/Telepathy were turned into Headbands, and now they're pretty cool. The former had its comprehension ability upgraded to bonafide Tongues, and its Decipher Script ability can now be used at will, but for those few Truenamers that lost their ability to taste ice cream, the Headband is now a must-have item for its rising insight bonus. The Headband of Telepathy is now a boon for those who love mind-affecting abilities, but most importantly to Telepaths, so even manifesters get some love.

    Then, we get into the Helm of Brilliance, an item that's incredibly cool but impractical as heck. Now, it's one of the few items that hold 50 charges, but the rearrangement allows it to hold a nice permanent boost to Charisma and Diplomacy/Intimidate checks, so it's not like it went from cool to useless when uncharged. The Will save is a bit more difficult to succeed at, but the effect isn't a mini-Fourth of July anymore. The Lore bit is important, because I'd like to see it made into a bonafide Major Artifact, much like the Sunsword (the precursor of the Sun Blade); I really got inspired in that one. To finish the H, the Horseshoes of a Zephyr now grant a temporary Air Walk effect, alongside its elocation effect (think the ability of the Elocater, which is exactly the same as this item).

    Passing to M, the two Mantles also got a fair boost. The Mantle of Faith no longer offers a fixed damage reduction, but instead grants a variable boost. However, that's not just the only thing it gained; the bonus to saving throws is a nice bit, but you also gain spell resistance on top of it if you have an aura (which means Clerics, Paladins, Blackguards, Incarnates and Soulborn will definitely want this). Incarnum users will seek this the most, because of their special chakra binds which boost each of the properties independently; I figured that Incarnum-specific items were sorta boring, so I made this into an impromptu soulmeld for them. The Mantle of Spell Resistance now grants actually useful SR, and if you have a higher amount (unless gained from an item), you just make it more powerful. Considering just how trigger-happy my retools are with spell resistance, the item just became even MORE useful; shame about the Drazzix's Vest, which got its benefit somewhat offsided. Then again, I got to check if they can stack...

    Getting short on space...let's see...Mask of the Skull's instant death effect got nerfed into Phantasmal Killer but provides a boon to Intimidate checks and fear effects. That's simple. The Medallion of Fireballs is now more reliable, and there's now one for every energy type but Force (using some of the better-known mid-level blasting evocation spells, with the exception of Acid Arrow [conjuration] and Greater Shout [somewhat higher level than the rest]. The Medallion of Thoughts overlaps with the Headband of Telepathy, but works best for Bards, Beguilers and Enchanters instead; all of them get access to Modify Memory in one way or another, which makes it a pretty nasty item.

    ...Ah, YES! I was speaking quite a bit about the Monk's Belt, you thought I wouldn't dabble on it? To make the long story short, the Monk's Belt got nerfed...for everyone but Monks (of course), Ninjas and Swordsages (what!?). Ninjas and Swordsages now have their own items, and Monks benefit from those just as the latter two benefit from the Monk's Belt, so all martial artists (save for the Sohei) are accounted for.
    Last edited by T.G. Oskar; 2014-02-04 at 03:06 PM. Reason: Moving Necklace of Adaptation to part 3