9.9 Magic Apparel

PIC Magic apparel items must be worn to gain their effects.

9.9.1 Body Slots

The main limiting factor on how many items you can have equipped is your attunement points, not the physical location of your items on your body. However, there are limits to how many items you can wear of the same type, as described below. For item types not listed here, use reasonable judgment about what would be plausible.

Property Limits: An apparel item can only have one magic item property.

Table 9.16: Magic Apparel

Name

Type

Description

Attune

Rank (Cost)

Page

Cleansing Amulet

Amulet

Can exert to remove a condition

Yes

1 (4 gp)

here

Lastbreath Amulet

Amulet

Survive a potentially lethal vital wound

Yes

1 (4 gp)

here

Healing Belt

Belt

Exert to heal 2d10 hit points

Yes

1 (4 gp)

here

Lifekeeping Belt

Belt

Grants +1 to vital rolls

Yes

1 (4 gp)

here

Boots of Desperate Retreat

Boots

Can move when you recover

Yes

1 (4 gp)

here

Bracers of Armor

Bracers

Surrounds you in armor

Yes

1 (4 gp)

here

Bracers of Blessed Protection

Bracers

Can protect against one critical hit

Deep

1 (4 gp)

here

Bracers of Repulsion

Bracers

Can push nearby creatures back

Yes

1 (4 gp)

here

Shieldburst Bracers

Bracers

Can exert to gain instant +2 Armor defense

Yes

1 (4 gp)

here

Cloak of the Noble Rider

Cloak

Can exert to save your mount from death

Yes

1 (4 gp)

here

Phoenixflame Cloak

Cloak

Deals 2d10 damage when you recover

Yes

1 (4 gp)

here

Radiant Crown

Crown

Emits light

Yes

1 (4 gp)

here

Ambidextrous Gloves

Gloves

Make dual strikes without Dexterity

Yes

1 (4 gp)

here

Bladespawn Gloves

Gloves

Can create daggers

Yes

1 (4 gp)

here

Gloves of Improvisation

Gloves

Grants proficiency with improvised weapons

Yes

1 (4 gp)

here

Tattoo of Imbuement (1)

Tattoo

Grants a rank 1 weapon property to a natural weapon

Yes

1 (4 gp)

here

Baneswallow Amulet

Amulet

Can exert and remove a condition to gain power

Yes

2 (20 gp)

here

Utility Belt

Belt

Contains five large pockets

Yes

2 (20 gp)

here

Levitating Boots

Boots

Can exert to levitate after jumping

Yes

2 (20 gp)

here

Phasestep Boots

Boots

Can move through creatures

Yes

2 (20 gp)

here

Blind Seer’s Circlet

Circlet

Increases range of blindsense and blindsight

Yes

2 (20 gp)

here

Cloak of Elemental Endurance

Cloak

Grants tolerance of temperature extremes

Yes

2 (20 gp)

here

Ghost Shroud

Cloak

Grants limited ability to hit incorporeal creatures

Yes

2 (20 gp)

here

Quilled Cloak

Cloak

Deals 3d10 damage when grappled

Yes

2 (20 gp)

here

Gauntlets of Telekinetic Propulsion

Gauntlets

Reduces thrown longshot penalty by 1

Yes

2 (20 gp)

here

Slinging Gauntlets

Gauntlets

Can throw a rock to deal Strength-based damage

Yes

2 (20 gp)

here

Bonded Ring

Ring

Can teleport next to nearby bonded ally

Yes

2 (20 gp)

here

Ring of Nourishment

Ring

Provides food and water

Yes

2 (20 gp)

here

Tattoo of Imbuement (2)

Tattoo

Grants a rank 2 weapon property to a natural weapon

Yes

2 (20 gp)

here

Anchoring Amulet

Amulet

Immune to most forced movement attacks

Yes

3 (100 gp)

here

Cleansing Amulet+

Amulet

Can remove a condition

Yes

3 (100 gp)

here

Poisonbane Amulet

Amulet

Resistant to poisons

Yes

3 (100 gp)

here

Belt of Constitution

Belt

Grants +1 constitution

Deep

3 (100 gp)

here

Belt of Regeneration

Belt

Regain 1d6 hit points each turn

Deep

3 (100 gp)

here

Healing Belt+

Belt

Exert to heal 5d8 hit points

Yes

3 (100 gp)

here

Lifekeeping Belt+

Belt

Grants +2 to vital rolls

Yes

3 (100 gp)

here

Shrinking Belt

Belt

Reduces your size

Yes

3 (100 gp)

here

Blindfold of the Third Eye

Blindfold

Grants blindsight, blindsense, and blindness

Yes

3 (100 gp)

here

Boots of Gravitation

Boots

Redirects personal gravity to adjacent objects

Yes

3 (100 gp)

here

Skydancing Boots

Boots

Can very briefly walk on air

Yes

3 (100 gp)

here

Bracers of Repulsion+

Bracers

Can push nearby creatures back

Yes

3 (100 gp)

here

Circlet of Perception

Circlet

Grants +1 perception

Deep

3 (100 gp)

here

Circlet of Willpower

Circlet

Grants +1 willpower

Deep

3 (100 gp)

here

Avian Cloak

Cloak

Grants a glide speed

Yes

3 (100 gp)

here

Cloak of Nondetection

Cloak

Resistant to magical detection

Yes

3 (100 gp)

here

Cloak of the Unseen Hunter

Cloak

Grants +1 accuracy while concealed

Yes

3 (100 gp)

here

Crown of Flame

Crown

Can deal 3d10 damage around you

Yes

3 (100 gp)

here

Radiant Crown+

Crown

Emits great light

Yes

3 (100 gp)

here

Gauntlets of Strength

Gauntlets

Grants +1 strength

Deep

3 (100 gp)

here

Throwing Gauntlets

Gauntlets

Allows throwing objects up to 60 feet

Yes

3 (100 gp)

here

Gloves of Dexterity

Gloves

Grants +1 dexterity

Deep

3 (100 gp)

here

Ring of Spell Investment

Ring

Can invest a spell to gain its effect later

Yes

3 (100 gp)

here

Tattoo of Imbuement (3)

Tattoo

Grants a rank 3 weapon property to a natural weapon

Yes

3 (100 gp)

here

Baneswallow Amulet+

Amulet

Can remove a condition to gain power

Yes

4 (500 gp)

here

Lastbreath Amulet+

Amulet

Ignore a potentially lethal vital wound

Yes

4 (500 gp)

here

Enlarging Belt

Belt

Increases your size

Yes

4 (500 gp)

here

Boots of Desperate Retreat+

Boots

Can sprint when you recover

Yes

4 (500 gp)

here

Sprinting Boots

Boots

Can sprint without exertion

Yes

4 (500 gp)

here

Bracers of Armor+

Bracers

Surrounds you in armor

Yes

4 (500 gp)

here

Bracers of Blessed Protection+

Bracers

Can protect against two critical hits

Deep

4 (500 gp)

here

Greatreach Bracers

Bracers

Allows striking non-adjacent foes

Yes

4 (500 gp)

here

Shieldburst Bracers+

Bracers

Can exert to gain instant +4 Armor defense

Yes

4 (500 gp)

here

Blind Seer’s Circlet+

Circlet

Increases range of blindsense and blindsight

Yes

4 (500 gp)

here

Cloak of the Noble Rider+

Cloak

Can save your mount from death

Yes

4 (500 gp)

here

Phoenixflame Cloak+

Cloak

Deals 7d8 damage when you recover

Yes

4 (500 gp)

here

Vanishing Cloak

Cloak

Can teleport silently

Yes

4 (500 gp)

here

Solar Crown

Crown

Sheds brilliant light

Yes

4 (500 gp)

here

Gauntlets of Telekinetic Propulsion+

Gauntlets

Reduces thrown longshot penalty by 2

Yes

4 (500 gp)

here

Slinging Gauntlets+

Gauntlets

Can throw a rock to deal Strength-based damage

Yes

4 (500 gp)

here

Bladespawn Gloves+

Gloves

Can create daggers with special materials

Yes

4 (500 gp)

here

Bonded Ring+

Ring

Can teleport next to distant bonded ally

Yes

4 (500 gp)

here

Ring of Nourishment+

Ring

Provides food, water, and sleep

Yes

4 (500 gp)

here

Tattoo of Imbuement (4)

Tattoo

Grants a rank 4 weapon property to a natural weapon

Yes

4 (500 gp)

here

Hexward Amulet

Amulet

Grants +1 defenses against targeted magic

Yes

5 (2,500 gp)

here

Quickcleanse Amulet

Amulet

Can exert to quickly remove a condition

Yes

5 (2,500 gp)

here

Belt of Regeneration+

Belt

Regain 3d6 hit points each turn

Deep

5 (2,500 gp)

here

Healing Belt++

Belt

Exert to heal 8d10 hit points

Yes

5 (2,500 gp)

here

Lifekeeping Belt++

Belt

Grants +3 to vital rolls

Yes

5 (2,500 gp)

here

Utility Belt+

Belt

Contains ten large pockets

Yes

5 (2,500 gp)

here

Blindfold of the Third Eye+

Blindfold

Grants blindsight, blindsense, and blindness

Yes

5 (2,500 gp)

here

Boots of Gravitation+

Boots

Redirects personal gravity to nearby objects

Yes

5 (2,500 gp)

here

Boots of Speed

Boots

Increases speed by 10 feet

Yes

5 (2,500 gp)

here

Levitating Boots+

Boots

Can levitate after jumping

Yes

5 (2,500 gp)

here

Phasestep Boots+

Boots

Can move through creatures and objects

Yes

5 (2,500 gp)

here

Assassin’s Cloak

Cloak

Grants brief invisibility

Yes

5 (2,500 gp)

here

Avian Cloak+

Cloak

Grants a stable glide speed

Yes

5 (2,500 gp)

here

Cloak of Wings

Cloak

Grants flight up to 15 feet high

Yes

5 (2,500 gp)

here

Ghost Shroud+

Cloak

Grants ability to hit incorporeal creatures

Yes

5 (2,500 gp)

here

Quilled Cloak+

Cloak

Deals 8d10 damage when grappled

Yes

5 (2,500 gp)

here

Crown of Flame+

Crown

Can deal 7d8 damage around you

Yes

5 (2,500 gp)

here

Radiant Crown++

Crown

Emits vast light

Yes

5 (2,500 gp)

here

Tattoo of Imbuement (5)

Tattoo

Grants a rank 5 weapon property to a natural weapon

Yes

5 (2,500 gp)

here

Anchoring Amulet+

Amulet

Immune to most forced relocation attacks

Yes

6 (12,500 gp)

here

Poisonbane Amulet+

Amulet

Immune to poisons

Yes

6 (12,500 gp)

here

Belt of Vital Regeneration

Belt

Automatically exert to remove vital wounds

Yes

6 (12,500 gp)

here

Astral Boots

Boots

Allows teleporting instead of moving

Yes

6 (12,500 gp)

here

Skydancing Boots+

Boots

Can briefly walk on air

Yes

6 (12,500 gp)

here

Bracers of Repulsion++

Bracers

Can push nearby creatures back

Yes

6 (12,500 gp)

here

Blind Seer’s Circlet++

Circlet

Increases range of blindsense and blindsight

Yes

6 (12,500 gp)

here

Cloak of Nondetection+

Cloak

Immune to magical detection

Yes

6 (12,500 gp)

here

Vanishing Cloak+

Cloak

Can teleport a great distance silently

Yes

6 (12,500 gp)

here

Solar Crown+

Crown

Sheds brilliant light

Yes

6 (12,500 gp)

here

Gauntlets of Telekinetic Propulsion++

Gauntlets

Reduces thrown longshot penalty by 3

Yes

6 (12,500 gp)

here

Slinging Gauntlets++

Gauntlets

Can throw a rock to deal Strength-based damage

Yes

6 (12,500 gp)

here

Throwing Gauntlets+

Gauntlets

Allows throwing objects up to 120 feet

Yes

6 (12,500 gp)

here

Bonded Ring++

Ring

Can teleport next to distant bonded ally

Yes

6 (12,500 gp)

here

Ring of Spell Investment+

Ring

Can invest spells to gain their effects later

Yes

6 (12,500 gp)

here

Tattoo of Imbuement (6)

Tattoo

Grants a rank 6 weapon property to a natural weapon

Yes

6 (12,500 gp)

here

Belt of Constitution+

Belt

Grants +2 constitution

Deep

7 (62,500 gp)

here

Belt of Regeneration++

Belt

Regain 5d10 hit points each turn

Deep

7 (62,500 gp)

here

Blindfold of the Third Eye++

Blindfold

Grants blindsight, blindsense, and blindness

Yes

7 (62,500 gp)

here

Boots of Freedom

Boots

Grants immunity to almost all mobility restrictions

Yes

7 (62,500 gp)

here

Bracers of Armor++

Bracers

Surrounds you in armor

Yes

7 (62,500 gp)

here

Bracers of Blessed Protection++

Bracers

Can protect against three critical hits

Deep

7 (62,500 gp)

here

Shieldburst Bracers++

Bracers

Can exert to gain instant +6 Armor defense

Yes

7 (62,500 gp)

here

Circlet of Perception+

Circlet

Grants +2 perception

Deep

7 (62,500 gp)

here

Circlet of Willpower+

Circlet

Grants +2 willpower

Deep

7 (62,500 gp)

here

Avian Cloak++

Cloak

Grants a very stable glide speed

Yes

7 (62,500 gp)

here

Cloak of Wings+

Cloak

Grants flight up to 30 feet high

Yes

7 (62,500 gp)

here

Crown of Flame++

Crown

Can deal 12d10 damage around you

Yes

7 (62,500 gp)

here

Gauntlets of Strength+

Gauntlets

Grants +2 strength

Deep

7 (62,500 gp)

here

Bladespawn Gloves++

Gloves

Can create daggers with special materials

Yes

7 (62,500 gp)

here

Gloves of Dexterity+

Gloves

Grants +2 dexterity

Deep

7 (62,500 gp)

here

Tattoo of Imbuement (7)

Tattoo

Grants a rank 7 weapon property to a natural weapon

Yes

7 (62,500 gp)

here

Ambidextrous Gloves

Rank 1 (4 gp)

Gloves – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You can make dual strikes even if your Dexterity is less than 2 (see Dual Strikes).

Anchoring Amulet

Rank 3 (100 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ You are immune to teleport, push, and fling effects from attacks, unless the effects come from an attack that scores a critical hit. This does not affect movement effects used by your allies. ______________________________________________________________________ Rank 6 (12,500 gp): You are also immune to push, fling, and teleportation effects from attacks that are critical hits.

Assassin’s Cloak

Rank 5 (2,500 gp)

Cloak – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You can activate this cloak as a standard action. When you do, you briefly become invisible (see Invisible). After you activate this cloak, you briefly cannot do so again.

Astral Boots

Rank 6 (12,500 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ When you move using one of your movement speeds, you can teleport the same distance instead. This does not change the total distance you can move, but you can teleport in any direction, even vertically.

Avian Cloak

Rank 3 (100 gp)

Cloak – Craft (leather or textiles)

Air, Attune
_______________________________________________________________________________________________________ You gain an average glide speed (see Aerial Movement). ____________________________________________________________ Rank 5 (2,500 gp): When you start gliding, it briefly does not make you unsteady (-2 accuracy, Armor, Brawn, Ref) (see Aerial Movement). After that time, you can become unsteady as normal. Rank 7 (62,500 gp): Gliding does not make you unsteady.

Baneswallow Amulet

Rank 2 (20 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ You can activate this ring as a standard action. When you do, you may remove a condition affecting you. If you remove a condition in this way, you are briefly empowered (add rank to damage). After you activate this item, you reduce your stamina by one. ________________________________________________________ Rank 4 (500 gp): Activating this ring does not reduce your stamina.

Belt of Constitution

Rank 3 (100 gp)

Belt – Craft (leather or textiles)

Attune (deep)
_______________________________________________________________________________________________________ You gain a +1 enhancement bonus to your Constitution ____________________________________________________________ Rank 7 (62,500 gp): The bonus increases to +2.

Belt of Regeneration

Rank 3 (100 gp)

Belt – Craft (leather or textiles)

Attune (deep)
_______________________________________________________________________________________________________ At the end of your turn, you regain 1d6 hit points. _________________________________________________________________ Rank 5 (2,500 gp): The healing increases to 3d6. Rank 7 (62,500 gp): The healing increases to 5d10.

Belt of Vital Regeneration

Rank 6 (12,500 gp)

Belt – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ At the end of your turn, if you do not have a stamina penalty, you automatically remove one of your vital wounds. You can choose to stop this regeneration if you are conscious, but it happens automatically if you are unconscious due to vital wounds. When you remove a vital wound in this way, you reduce your stamina by three.

Bladespawn Gloves

Rank 1 (4 gp)

Gloves – Craft (leather or textiles)

Attune, Manifestation
_______________________________________________________________________________________________________ Once per turn, you can activate these gloves as a free action. When you do, a dagger briefly appears in each of your free hands. The daggers disappear when this effect ends. _______________________________________________________________________________ Rank 4 (500 gp): The daggers be made from a special material of your choice. You can create an adamantine, pure diamondsteel, mithral, or silver dagger (see Weapon Special Materials). Rank 7 (62,500 gp): The daggers can also be made of pure adamantine, pure mithral, or sanctified silver.

Blind Seer’s Circlet

Rank 2 (20 gp)

Circlet – Craft (bone or metal)

Attune
_______________________________________________________________________________________________________ If you have blindsense, you increase its range by 30 feet. If you have blindsight, you increase its range by 15 feet. ________________ Rank 4 (500 gp): Your blindsense increases by 60 feet, and your blindsight increases by 30 feet. Rank 6 (12,500 gp): Your blindsense increases by 120 feet, and your blindsight increases by 60 feet.

Blindfold of the Third Eye

Rank 3 (100 gp)

Blindfold – Craft (textiles)

Attune
_______________________________________________________________________________________________________ While you wear this blindfold covering your eyes, you gain blindsight with a 15 foot range and blindsense with a 60 foot range. You are also blind, as normal for wearing a blindfold. Shifting this blindfold to cover or stop covering your eyes requires a free hand (see Manipulating Objects). ________________________________________________________________________________________________ Rank 5 (2,500 gp): The blindsense increases to 120 feet, and the blindsight increases to 30 feet. Rank 7 (62,500 gp): The blindsense increases to 240 feet, and the blindsight increases to 60 feet.

Bonded Ring

Rank 2 (20 gp)

Ring – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ You can bond this ring to an ally you touch as a standard action. While the bond lasts, you can activate the ring as a standard action. When you do, you teleport into the closest unoccupied square adjacent to that ally, if such a space exists within Medium (60 ft.) range. All bonds are removed if you remove or deattune from the ring and when you bond the ring to a new ally. _______________________ Rank 4 (500 gp): The teleportation range increases to Long (90 ft.) range. Rank 6 (12,500 gp): The teleportation does not require line of sight or line of effect.

Boots of Desperate Retreat

Rank 1 (4 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ When you use the recover ability, you can also use a move action immediately afterward. ___________________________________ Rank 4 (500 gp): When you use the recover ability, you can also use the sprint ability immediately afterward.

Boots of Freedom

Rank 7 (62,500 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ You are immune to being slowed (-10 speed, -2 Armor and Ref) and knocked prone (half speed, -2 Armor and Ref), and you are unaffected by difficult terrain. Enemy attacks cannot cause you to be grappled, but you can still be grappled if you initiate the grapple.

Boots of Gravitation

Rank 3 (100 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ Once per turn, while you are within 5 feet of an unattended object at least one size category larger than you, you can activate these boots as a free action. When you do, gravity pulls you towards that surface instead of in the normal direction. This allows you to walk normally on walls or even ceilings. Whenever you change the direction that gravity pulls you, you must make a difficulty value 10 Poise check to keep your feet. Failure means you fall prone (half speed, -2 Armor and Ref) and your movement ends. ___________________________________________________ Rank 5 (2,500 gp): The maximum distance increases to 15 feet. This can allow you to pull yourself towards distant objects, though you may take falling damage if you fall too far.

Boots of Speed

Rank 5 (2,500 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ You gain a +10 foot enhancement bonus to your speed.

Bracers of Armor

Rank 1 (4 gp)

Bracers – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ You have a translucent suit of magical armor on your body and over your hands. This functions like medium body armor that provides a +2 bonus to Armor defense, a +3 bonus to your durability, and a +1 bonus to your vital rolls. Unlike normal medium body armor, it does not reduce your Armor defense bonus from Dexterity. The armor provided by this effect is dismissed if you have other body armor of any kind. ____________________________________ Rank 4 (500 gp): The durability bonus increases to +5. Rank 7 (62,500 gp): The Armor defense bonus increases to +3.

Bracers of Blessed Protection

Rank 1 (4 gp)

Bracers – Craft (bone, metal, or wood)

Attune (deep)
_______________________________________________________________________________________________________ Whenever you are hit by a critical hit, this item automatically activates. When it does, the attacker rerolls the attack against you, which may prevent the attack from getting a critical hit against you. This does not protect any other targets of the attack. You stop being attuned to this item when it activates in this way, and you must attune to it again to gain its effects. ___________________________________________ Rank 4 (500 gp): This item can activate twice before you stop being attuned to it. It can only reroll any individual attack once. Rank 7 (62,500 gp): This item can activate three times before you stop being attuned to it.

Bracers of Repulsion

Rank 1 (4 gp)

Bracers – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ You can activate these bracers as a standard action. When you do, they emit a telekinetic burst of force, and you briefly cannot activate them again. Make an attack vs. Brawn against all enemies within a Small (15 ft.) radius from you. Your minimum accuracy is +1. Hit: You push the target 30 feet in a straight line directly away from you. If the target is injured, you fling it instead of pushing it. ______________________________________________________________________________________________________ Rank 3 (100 gp): The minimum accuracy increases to +5 and the area increases to a Large (60 ft.) radius from you. Rank 6 (12,500 gp): The minimum accuracy increases to +11 and the push or fling distance increases to 60 feet.

Circlet of Perception

Rank 3 (100 gp)

Circlet – Craft (bone or metal)

Attune (deep)
_______________________________________________________________________________________________________ You gain a +1 enhancement bonus to your Perception ______________________________________________________________ Rank 7 (62,500 gp): The bonus increases to +2.

Circlet of Willpower

Rank 3 (100 gp)

Circlet – Craft (bone or metal)

Attune (deep)
_______________________________________________________________________________________________________ You gain a +1 enhancement bonus to your Willpower ______________________________________________________________ Rank 7 (62,500 gp): The bonus increases to +2.

Cleansing Amulet

Rank 1 (4 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ You can activate this amulet as a standard action. When you do, you remove one condition affecting you. After you activate this item, you reduce your stamina by one. ________________________________________________________ Rank 3 (100 gp): Activating this item does not reduce your stamina.

Cloak of Elemental Endurance

Rank 2 (20 gp)

Cloak – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without any ill effects. You suffer the normal penalties in temperatures outside of that range.

Cloak of Nondetection

Rank 3 (100 gp)

Cloak – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You are resistant (+4 defenses) to attacks with the Detection or Scrying tags. ____________________________________________ Rank 6 (12,500 gp): You are immune instead of resistant. This does not help against abilities that do not make attacks, so you can still be seen in scrying sensors that are not targeted on you personally.

Cloak of Wings

Rank 5 (2,500 gp)

Cloak – Craft (leather or textiles)

Air, Attune
_______________________________________________________________________________________________________ You gain a slow fly speed with a maximum height of 15 feet (see Flight). _______________________________________________ Rank 7 (62,500 gp): The height limit increases to 30 feet.

Cloak of the Noble Rider

Rank 1 (4 gp)

Cloak – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ Whenever a non-humanoid mount that you are riding would gain one or more vital wounds, this cloak automatically activates. When it does, you reduce your stamina by one, and the mount does not make a vital roll for the vital wounds. Instead, each vital wound is treated as having a vital roll of 1, which prevents the mount from dying from its wounds. ______________________________________________________ Rank 4 (500 gp): This cloak does not reduce your stamina when it activates.

Cloak of the Unseen Hunter

Rank 3 (100 gp)

Cloak – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You gain a +1 enhancement bonus to accuracy against creatures and objects that you have concealment from.

Crown of Flame

Rank 3 (100 gp)

Crown – Craft (bone or metal)

Attune, Fire
_______________________________________________________________________________________________________ This crown constantly burns harmlessly, emitting bright illumination in a Small (15 ft.) radius. You can touch the crown as a standard action to activate it. When you do, a burst of flame erupts around you, and you briefly can’t use this ability again. Make an attack vs. Reflex against everything in a Small (15 ft.) radius from you. Your minimum accuracy is +5. Hit: 3d10 damage. Miss: Half damage. ________________________________________________________________________________________ Rank 5 (2,500 gp): The minimum accuracy increases to +9, and the damage increases to 7d8. Rank 7 (62,500 gp): The minimum accuracy increases to +13, and the damage increases to 12d10.

Enlarging Belt

Rank 4 (500 gp)

Belt – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You can activate this belt as a standard action. When you do, your size increases by one size category, to a maximum of Huge. This effect lasts until you dismiss it. Increasing your size gives you a +1 bonus to Strength for the purpose of determining your weight limits, a -1 penalty to your Reflex defense, and a -4 penalty to your Stealth skill. It also increases your base speed (see Size Categories). This item makes you slightly clumsy in your new size. You take a -10 foot penalty to your speed with all of your movement modes.

Gauntlets of Strength

Rank 3 (100 gp)

Gauntlets – Craft (bone, metal, or wood)

Attune (deep)
_______________________________________________________________________________________________________ You gain a +1 enhancement bonus to your Strength _______________________________________________________________ Rank 7 (62,500 gp): The bonus increases to +2.

Gauntlets of Telekinetic Propulsion

Rank 2 (20 gp)

Gauntlets – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ When you make a thrown strike, you reduce your longshot penalty by 1 (see Weapon Range Limits). _________________________ Rank 4 (500 gp): The penalty reduction increases to 2. Rank 6 (12,500 gp): The penalty reduction increases to 3.

Ghost Shroud

Rank 2 (20 gp)

Cloak – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ Creatures that are incorporeal are only resistant (+4 defenses) to your mundane abilities rather than immune to them. _____________ Rank 5 (2,500 gp): Incorporeal creatures are not resistant to your mundane abilities.

Gloves of Dexterity

Rank 3 (100 gp)

Gloves – Craft (leather or textiles)

Attune (deep)
_______________________________________________________________________________________________________ You gain a +1 enhancement bonus to your Dexterity ______________________________________________________________ Rank 7 (62,500 gp): The bonus increases to +2.

Gloves of Improvisation

Rank 1 (4 gp)

Gloves – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You are proficient with improvised weapons (see Weapon Proficiency).

Greatreach Bracers

Rank 4 (500 gp)

Bracers – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ Your melee strikes gain the Long weapon tag, allowing you to attack targets up to 10 feet away from you (see Weapon Tags).

Healing Belt

Rank 1 (4 gp)

Belt – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You can activate this belt as a standard action. When you do, you regain 2d10 hit points and reduce your stamina by one. ___________ Rank 3 (100 gp): The healing increases to 5d8. Rank 5 (2,500 gp): The healing increases to 8d10.

Hexward Amulet

Rank 5 (2,500 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ You gain a +1 bonus to your defenses against targeted magical ✨ abilities. This does not protect you from abilities that affect an area.

Lastbreath Amulet

Rank 1 (4 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ When you would gain a vital wound while you already have a vital wound, this amulet activates. You gain a +10 bonus to the vital roll for the new vital wound, but this amulet is permanently destroyed. ______________________________________________________________ Rank 4 (500 gp): You completely negate the new vital wound instead of gaining a vital roll bonus.

Levitating Boots

Rank 2 (20 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ Whenever you jump, you can activate these boots (see Jumping). When you do, you reduce your stamina by one. In exchange, your maximum jump height is equal to your maximum horizontal jump distance, and you can land in midair at any point during your jump this turn. You can briefly levitate in that location as if you were standing on solid ground. These boots cannot be activated again until you spend your full turn on a solid surface capable of supporting your weight. ___________ Rank 5 (2,500 gp): Activating these boots does not reduce your stamina.

Lifekeeping Belt

Rank 1 (4 gp)

Belt – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You gain a +1 enhancement bonus to your vital rolls. ______________________________________________________________ Rank 3 (100 gp): The bonus increases to +2. Rank 5 (2,500 gp): The bonus increases to +3.

Phasestep Boots

Rank 2 (20 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ When you move using one of your movement speeds, you can move through creatures freely. This does not allow you to move through inanimate objects. You must still end your movement in an unoccupied space. If you are not able to move normally, such as if you are grappled, these boots do not help you. ___________________________________________________________________________________________ Rank 5 (2,500 gp): You can also move through mundane, inanimate objects that are no more than six inches thick.

Phoenixflame Cloak

Rank 1 (4 gp)

Cloak – Craft (leather or textiles)

Attune, Fire
_______________________________________________________________________________________________________ Whenever you use the recover ability, make an attack vs. Armor and Reflex against all enemies within a Medium (30 ft.) radius from you. Then, this cloak is permanently destroyed. Hit: 2d10 damage. Miss: Half damage. ________________________________________________________________________________________ Rank 4 (500 gp): The damage increases to 7d8, and the area increases to a Large (60 ft.) radius.

Poisonbane Amulet

Rank 3 (100 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ You are resistant (+4 defenses) to poisons and poison damage. _______________________________________________________ Rank 6 (12,500 gp): You become immune instead of resistant.

Quickcleanse Amulet

Rank 5 (2,500 gp)

Amulet – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ You can activate this amulet as a minor action. When you do, you remove one condition affecting you. After you activate this item, you reduce your stamina by one.

Quilled Cloak

Rank 2 (20 gp)

Cloak – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ Whenever a creature grapples you, you immediately deal it 3d10 piercing damage. This does not affect creatures that you initiate a grapple with. ___________________________________________________________________________________________________ Rank 5 (2,500 gp): The damage increases to 8d10.

Radiant Crown

Rank 1 (4 gp)

Crown – Craft (bone or metal)

Attune, Visual
_______________________________________________________________________________________________________ This crown sheds bright illumination in a Medium (30 ft.) radius. You can touch the crown as a minor action to suppress or resume the light. ___________________________________________________________________________________________________ Rank 3 (100 gp): The area increases to a Large (60 ft.) radius. Rank 5 (2,500 gp): The area increases to a Gargantuan (120 ft.) radius.

Ring of Nourishment

Rank 2 (20 gp)

Ring – Craft (bone, metal, or wood)

Attune, Creation
_______________________________________________________________________________________________________ You continuously gain nourishment, and no longer need to eat or drink. This ring must be worn for 24 hours before it begins to work. ___________________________________________________________________________________________________ Rank 4 (500 gp): You also need only a quarter of your normal amount of sleep (or similar activity, such as elven trance) each day.

Ring of Spell Investment

Rank 3 (100 gp)

Ring – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ When you or an adjacent ally casts a spell that does not have the Attune or Sustain tags, you can invest the magic of the spell in the ring. If you do, the spell does not have its normal effect. All decisions about the spell’s effect, except for targeting, must be made at the time that the spell is invested in this way. The desperate exertion ability cannot be used to affect the spell, either at the time it is invested or when it is activated. Only one spell can be stored this way. You can activate this ring as a standard action. When you do, you cause the effect of the last spell invested in the ring. You choose the area and targets affected by the spell at this time. This does not require verbal components or somatic components, even if they would normally be required to cast the spell. The spell’s effect is determined based on the power and other abilities of the original caster who invested the spell into the ring, not yours. You do not have to have the ability to cast the spell to activate a spell in this way. After you use a spell in this way, the energy in the ring is spent, and you must invest a new spell to activate the ring again. Any lingering effects of spells activated through this ring automatically end after ten minutes, and whenever you invest a new spell into the ring. ____________________________________________________________________________________________________ Rank 6 (12,500 gp): You can invest up to two spells in the ring. When you activate the ring, you choose which spell to use.

Shieldburst Bracers

Rank 1 (4 gp)

Bracers – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ You can activate these bracers as a free action. When you do, you reduce your stamina by one and briefly gain a +2 bonus to your Armor defense. After you activate this item, you briefly cannot do so again. __________________________________________________________ Rank 4 (500 gp): The defense bonus increases to +4. Rank 7 (62,500 gp): The defense bonus increases to +6.

Shrinking Belt

Rank 3 (100 gp)

Belt – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You can activate this belt as a standard action. When you do, your size decreases by one size category, to a minimum of Small. This effect lasts until you dismiss it. Reducing your size gives you a -1 penalty to Strength for the purpose of determining your weight limits, a +1 bonus to your Reflex defense, and a +4 bonus to your Stealth skill. It also reduces your base speed (see Size Categories).

Skydancing Boots

Rank 3 (100 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ You can activate these boots as a free action. When you do, you may treat air as if it were solid ground to your feet during this turn. You may selectively choose when to treat the air as solid ground, allowing you to walk or jump on air freely. These boots cannot be activated again until you land on a solid surface capable of supporting your weight. ___________________________________________________________ Rank 6 (12,500 gp): The effect lasts briefly instead of only during the current turn.

Slinging Gauntlets

Rank 2 (20 gp)

Gauntlets – Craft (bone, metal, or wood)

Attune, Manifestation, Physical
_______________________________________________________________________________________________________ You can activate these gauntlets as a standard action. When you do, a rock appears in one free hand, and you can immediately throw it at anything within Short (30 ft.) range. Make an attack against the target’s Armor defense. After you activate this item, you briefly cannot do so again. Hit: 2d10 damage plus your Strength. __________________________________________________________________________ Rank 4 (500 gp): The damage increases to 5d8 plus twice Strength. Rank 6 (12,500 gp): The damage increases to 8d10 plus four times Strength.

Solar Crown

Rank 4 (500 gp)

Crown – Craft (bone or metal)

Attune, Visual
_______________________________________________________________________________________________________ This crown sheds brilliant illumination in a Medium (30 ft.) radius. You can touch the crown as a minor action to suppress or resume the light. ___________________________________________________________________________________________________ Rank 6 (12,500 gp): The area increases to a Huge (90 ft.) radius.

Sprinting Boots

Rank 4 (500 gp)

Boots – Craft (bone, leather, or metal)

Attune
_______________________________________________________________________________________________________ Whenever you use the sprint ability, you can activate these boots. When you do, that ability does not reduce your stamina. After you activate these boots, you cannot do so again until you spend your full turn without making a movement.

Tattoo of Imbuement (1)

Rank 1 (4 gp)

Tattoo – Craft (manuscripts or textiles)

Attune
_______________________________________________________________________________________________________ This tattoo must be applied to one of your natural weapons that do not require a free hand to use, such as a bite. It provides that natural weapon with a specific rank 1 magic weapon property which is not a deep attunement. If that natural weapon would already be affected by a magic weapon property, this tattoo has no effect on it. Different versions of this item exist for each rank 1 magic weapon property.

Tattoo of Imbuement (2)

Rank 2 (20 gp)

Tattoo – Craft (manuscripts or textiles)

Attune
_______________________________________________________________________________________________________ This item functions like a tattoo of imbuement, except that the magic weapon property is rank 2.

Tattoo of Imbuement (3)

Rank 3 (100 gp)

Tattoo – Craft (manuscripts or textiles)

Attune
_______________________________________________________________________________________________________ This item functions like a tattoo of imbuement, except that the magic weapon property is rank 3.

Tattoo of Imbuement (4)

Rank 4 (500 gp)

Tattoo – Craft (manuscripts or textiles)

Attune
_______________________________________________________________________________________________________ This item functions like a tattoo of imbuement, except that the magic weapon property is rank 4.

Tattoo of Imbuement (5)

Rank 5 (2,500 gp)

Tattoo – Craft (manuscripts or textiles)

Attune
_______________________________________________________________________________________________________ This item functions like a tattoo of imbuement, except that the magic weapon property is rank 5.

Tattoo of Imbuement (6)

Rank 6 (12,500 gp)

Tattoo – Craft (manuscripts or textiles)

Attune
_______________________________________________________________________________________________________ This item functions like a tattoo of imbuement, except that the magic weapon property is rank 6.

Tattoo of Imbuement (7)

Rank 7 (62,500 gp)

Tattoo – Craft (manuscripts or textiles)

Attune
_______________________________________________________________________________________________________ This item functions like a tattoo of imbuement, except that the magic weapon property is rank 7.

Throwing Gauntlets

Rank 3 (100 gp)

Gauntlets – Craft (bone, metal, or wood)

Attune
_______________________________________________________________________________________________________ You can throw creatures and objects as they had the Thrown (30/60) weapon tag (see Weapon Tags). They must be at least one size category smaller than you, and you must be able to pick them up within your weight limits. ________________________________________ Rank 6 (12,500 gp): The tag improves to Thrown (60/120).

Utility Belt

Rank 2 (20 gp)

Belt – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ This belt contains five pockets, each of which is larger on the inside than the outside. The inside of each pocket is a six inch cube. You can put anything you want in each pocket, but you still carry the weight of anything in the pockets. If you put reactive objects in a pocket, such as acid or burning alchemist’s fire, it may destroy the pocket until the belt is repaired. As long as each pocket is no more than half full, or is full of completely interchangeable items, you can reach into any pocket just as easily as you can reach into a nonmagical pocket. Overstuffed pockets may take more time to sift through to find the specific item you want, just like rummaging through a backpack. If you take off this belt or stop attuning to it, the items in the belt become inaccessible. If this belt is destroyed, the items within it become lost in the Astral Expanse. ________________________________________________________________________________________ Rank 5 (2,500 gp): The belt has ten pockets instead of five, and each pocket is a one foot cube instead of a six inch cube.

Vanishing Cloak

Rank 4 (500 gp)

Cloak – Craft (leather or textiles)

Attune
_______________________________________________________________________________________________________ You can activate this cloak as a standard action. When you do, you teleport to an unoccupied location within Medium (60 ft.) range of your original location, and you briefly cannot activate this cloak again. As normal for teleportation, you can immediately hide when you reach your destination (see Stealth). Unlike most teleportation, this teleportation does not make any noise. _______________________________ Rank 6 (12,500 gp): The range of the teleportation increases to Distant (120 ft.) range.