Treasury of The Kingdom

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Credits����������������������������������������������������������������������������������������������������������������������������
Author: Linda Zayas-Palmer
Artist: Dio Mahesa
Editing and Development: Jason Nelson
Design and Layout: Rick Hershey
Legendary Games Team Members: Clinton J. Boomer, Robert Brookes, Benjamin Bruck, Pedro Coelho, Matthew Goodall,
Jim Groves, Tim Hitchcock, Jonathan H. Keith, Jeff Lee, Nicolas Logue, Jason Nelson, Richard Pett, Tom Phillips, Alistair Rigg,
Tork Shaw, Mark Seifter, Mike Shel, Mike Welham, Neil Spicer, Todd Stewart, Russ Taylor, Greg A. Vaughan, Linda Zayas-Palmer,
and Clark Peterson
Publisher: Jason Nelson
Executive Partner: Neil Spicer
Business Director: Rachel Ventura
Special Thanks: Erik Mona, Lisa Stevens, James Jacobs, Jason Bulmahn, and the Paizo staff for their excellent Kingmaker
Adventure Path.

Special Thanks������������������������������������������������������������������������������������������������������������
Erik Mona, Lisa Stevens, James Jacobs and the Paizo staff for their excellent Kingmaker and Reign of Winter Adventure Path.
We also would like to thank the fans and supporters of Legendary Games that have made our company a success. We also thank
our families and the spouses and children that are so patient and supportive to each of us in the time we take to create the very
best for all of you.

Treasury of the Kingdom © 2015, Legendary Games; Legendary Games


Author Linda Zayas-Palmer. 3734 SW 99th St.
Seattle, WA 98126-4026
makeyourgamelegendary.com

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Legal
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other terms or conditions may be applied to any Open Game Content Treasury of the Kingdom © 2015, Legendary Games; Author Stephen Townshend.
distributed using this License. Linda Zayas-Palmer.
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Contents
Treasury of the Kingdom 7
Armor And Shields 7
Weapons 8
Rings 9
Rods 9
Staves 10
Wondrous Items 10
Artifacts 17

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Welcome to
Adventure Path Plug-Ins!
T his product is a part of our line of support materials for extended Adventure
Path-style campaign play for use with Paizo’s Pathfinder Roleplaying Game. When you see the “Adven-
ture Path Plug-In” logo at the top of a Legendary Games product, you can expect it is designed to fit directly
with the themes of a particular Adventure Path campaign. The all-star team of designers here at Legendary
Games is committed to bringing you—the busy GM or player—the absolute best third party support for your
Pathfinder campaign. To deliver on that commitment, we’ve assembled the best of the best of current gaming
authors, designers and layout experts so that you can feel comfortable that Legendary Games products will
be the most creative, rules-legal and well-designed content you can find. Though Adventure Path Plug-Ins all
share a theme with a specific Adventure Path campaign, they are designed to be easily incorporated into your
home game regardless of what campaign you may be running.

Hey, What’s With the Names?


You will see us use phrases such as “Kingdom-Building Adventure Path” instead of the title of a very popular sandbox-style
kingdom-building Adventure Path. Or, you may see us use names such as the “Lost Lands,” the “Faerie Queen,” the “Horned God
of Hunters,” the rival “Baron and Baroness of Hookmarsh” to the west, or the “Broken Kingdom” to the north that grants PCs their
charter to explore and rule instead of the proper names of specific characters or places from those adventures or gods from the
world setting. While we can create compatible products under the Open Game License, we still have to be respectful of certain con-
tent Paizo owns. Because we want to be very respectful of their content and work in partnership with them, we use these “replace-
ment phrases.” Plus, this helps the product have a more general appeal to those who may be running a home campaign that fits
the same themes. In any event, we are 100% confident you know what we are talking about and will have no problem making the
required connection.

Special Electronic Features


We’ve hyperlinked this product internally from the Table of Contents and externally with links to the Pathfinder Reference Docu-
ment, the official online compendium of game rules, as well as the d20pfsrd.com. If it is in the core rulebook, we generally didn’t
link to it unless the rule is an obscure one. The point is not to supersede the game books, but rather to help support you, the player,
in accessing the rules, especially those from newer books or that you may not have memorized.

About Legendary Games


Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer Games, Inc. Legendary
Games uses a cooperative, team-based approach to bring you, the Paizo fan, the best expansion material for your game. We are
gamers and storytellers first, and we believe that passion shows in our products. So check us out, and Make Your Game Legendary!

Visit us on Facebook and follow us on Twitter @LegendaryGamesJ.


What You Will Find Inside
Treasury of the Kingdom

T his supplement brings you a bevy of magical items perfect for the freeholder
lords of a newborn kingdom hacked out of the wilderness. Here can be found tools of war like the shield
of the encroaching forest and battle standard of the fallen, but also implements of exploration to blaze trails
through forest and field, hill and vale like the survivalist’s arrow and scout’s spyglass. As befits the Kingdom-
Building Adventure Path for which it is designed, you will also find items that interact with the kingdom-
building rules described in Pathfinder Roleplaying Game Ultimate Campaign and expanded in Ultimate Rul-
ership from Legendary Games, like instant signal towers, crown of affirmation, and the plow of the abundant
harvest. Finally, since explorers in the deep wild are not moving into lands uninhabited, but rather places
that are haunted by the magical and mysterious fey and monstrous tribes alike, from the burning skull mace
and hag’s eye to the staff of the fey queen! In all, you’ll find over 40 magic items, from single-use ephemera
to a pair of mighty artifacts; everything you’ll need to stock your wilderness kingdom campaign with an ar-
ray of awesome items to intrigue your players and enrich their enemies. If it’s fantastical items that delight
and excite, your PCs will love what they find in the Treasury of the Kingdom.

T he Legendary Games tradition is to combine rich story and background, innova-


tive layout, beautiful aesthetics, and excellence in design that is second to none. This product is the latest
in that tradition, and we hope you enjoy using it as much as we enjoyed making it. Game on!

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quickstep boots 6,000 gp

TREASURY OF cyclops monocle 7,500 gp

THE KINGDOM dryad’s wreath


stickytongue mask
8,000 gp
9,000 gp
The Treasury of the Kingdom is full of items designed rod of feytouched summoning 11,000 gp
to fit right into a campaign where exploration, kingdom beast talisman 17,000 gp
building, and contact with fey are strong themes. You'll war trident of the lizard king 23,320 gp
find items that will suit everyone from adventurers delving
into the wild unknown to established rulers commanding burning skull mace 24,312 gp
armies in a cutthroat war. Whether you need clever items rod of feytouched summoning (greater) 24,500 gp
for lowly bandits to use in their unsuccessful quest to de- battle standard of the fallen 25,000 gp
feat the PCs, a battle standard to summon an army of fallen
shield of the encroaching forest 28,430 gp
warriors, the personal treasury of an insane fey queen, or
even a way to make a city fly, this book contains the items plow of abundant harvest 36,000 gp
you need to make your campaign memorable. Some items war god’s greatsword 34,050 gp
may be in the hands of the PC's foes, such as crafty ko- falling star 42,324 gp
bolds, scheming hags, or even an ancient lich. Others may
have been left behind by individuals who fell victim long frumious frock 50,000 gp
ago to unknown dangers. crown of affirmation 51,270 gp
scepter of forgotten time 96,240 gp
The items are listed by price in the table below, and their staff of the fey queen 132,900 gp
descriptions are broken up by item time thereafter. aeromancer’s heart —(artifact)
fractured phylactery —(artifact)

Item Name Price


bottled wisp
hag’s eye (green)
200 gp
200 gp
ARMOR AND SHIELDS
survivalist’s arrow 400 gp
Shield of the Encroaching Forest price 28,430 gp
hag’s eye (hazel) 500 gp
hag’s eye (brown) 600 gp Slot none CL 11th Weight 45 lbs.
black dragon’s spit 900 gp Aura moderate illusion and transmutation
hag’s eye (red) 1,000 gp This +1 greenwoodUE tower shield is covered in vines and
wolfsbane tonic 1,000 gp looks more like a thriving plant than a tool for battle . The
shield quietly creeps along the ground, and its armor check
hag’s eye (blue) 1,200 gp
penalty does not apply on Stealth checks. Once per day as a
dragon statuette 1,500 gp standard action, the shield’s wearer can command these vines
owlbear dander 1,500 gp to provide additional protection for 1 minute, during which
gloves of the deft pickpocket 2,400 gp time the vines automatically deflect the first ranged weapon
attack each round that targets the wielder or any adjacent
fairy ring mushroom 3,000 gp
creature. The wielder cannot suppress this deflection to save
rod of feytouched summoning (lesser) 3,000 gp the effect for a possible later ranged attack; however, ineffec-
skittering centipede scout 3,500 gp tual ranged attacks, such as throwing non-damaging objects,
drowning rat charm 3,750 gp do not trigger this deflection. The vines cannot deflect spells
or attacks from unusually large ranged weapons, such as siege
faerie flute 4,000 gp weapons.
map of the trailblazer 4,200 gp
In addition, the shield also allows the wielder to appear as
feareating ring 5,000 gp assume tree shape once per day, and once per day the wielder
instant signal towers 5,000 gp also can disguise himself and his allies as trees as if using veil
scout’s spyglass 5,000 gp (DC 19).

boots of the false trail 6,000 gp


Survivalist’s Arrow price 400 gp
CONSTRUcTION REQUIREMENTS COST 14,430 gp Slot none CL 3rd Weight —
Craft Magic Arms and Armor, cat’s grace, invisibility, pro- Aura faint divination and evocation
tection from arrows, tree shape, veil
This modest but precisely crafted arrow is a boon to
those stuck in unfamiliar wilderness. When shot up
into the air, it lands unharmed on the ground, its
WEAPONS tip pointing in the direction of the nearest
source of fresh water within 10 miles. If
there is no water within 10 miles, it instead
Burning Skull Mace price 24,312 gp lands point upward. If the arrow hits a creature, it deals
1d6 extra damage, and then becomes nonmagical.
Slot none CL 10th Weight 16 lbs.
CONSTRUcTION REQUIREMENTS COST 200 gp
Aura moderate evocation
Craft Magic Arms and Armor, create water
This +1 flaming heavy mace is made from a troll’s skull
and it flames automatically when grasped and wielded; it
need not be activated. Once per day, the wielder can com- War God’s Greatsword price 34,050 gp
mand the skull to float off the mace’s haft and attack on its
own as a spiritual allyAPG for 1 minute, with an attack bonus Slot none CL 9th Weight 8 lbs.
equal to the wielder’s base attack bonus +3. The skull is Aura moderate necromancy
made of bone and is not considered a force effect; however,
A war god’s greatsword is a +3 adamantine great-
it has the same immunity to physical attack as a normal
sword that gains additional power as its wielder defeats
spiritual ally. Each successful hit by the skull deals 1d8+5
worthy foes. Whenever its wielder kills a foe with
points of damage plus 1d6 points of fire damage. While the
at least as many HD as she has, the sword gains one
skull is detached, the haft can be wielded as a +1 light mace.
charge. The sword can hold up to 5 charges. The wielder
If the wielder has regeneration, and uses this mace to kill a
can unleash any number of charges as a standard action
creature with regeneration, the wielder’s own regeneration
to terrify all enemies within a 30-foot radius. Those that
cannot be bypassed for one minute.
fail a DC 21 Will save are frightened for 1 round; those
CONSTRUcTION REQUIREMENTS COST 12,312 gp that succeed are shaken for 1 round instead. For each ad-
Craft Magic Arms and Armor, flame blade, flame strike, or ditional charge the wielder expends, the save DC is increased
fireball, spiritual ally by 1 and the duration of the frightened effect on a failed save
is increased by 1 round.
The sword gains power from its connection to the prow-
Falling Star price 42,324 gp ess of its current wielder. Whenever a new creature wields
the sword, it loses all of its charges. A creature must truly die
Slot none CL 7th Weight 3 lbs.
for the sword to gain power—as such, it does not gain power
Aura moderate evocation and transmutation from slaying summoned creatures. Except in extraordinary
Falling Star is a +1 holy returning starknife that is sacred circumstances decided by the GM, the sword cannot gain
to the Goddess of Luck. Three times per day, the wielder power from a particular creature more than once.
can throw Falling Star as a full-round action, causing the CONSTRUcTION REQUIREMENTS COST 18,550 gp
starknife to split into a number of identical +1 holy returning
starknives equal to the number of attacks she could make as Craft Magic Arms and Armor, cause fear
part of a full-attack action with this weapon. After all attacks
are resolved, the duplicate knives disappear and Falling
War Trident of the Lizard King price 23,320 gp
Star returns to the wielder’s hand as normal for a returning
weapon. Slot none CL 7th Weight 12 lbs.
CONSTRUcTION REQUIREMENTS COST 21,324 gp Aura moderate enchantment
Craft Magic Arms and Armor, holy smite, telekinesis, cre- This +2 war trident is a symbol of rulership over a lizard-
ator must be good, creator must worship the Goddess of Luck folk tribe. A war trident is a two-handed martial weapon, deal-
ing 1d10 points of piercing damage with a critical multiplier
of x3. It is too heavy to be effectively thrown. Three times per
day, when the wielder is damaged by an attack he can channel
the spirits of his lizardfolk ancestors as an immediate action,

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entering a blood rage lasting 1 minute or until the battle ends, speak and understand Sylvan. It gains a +4 racial bonus to
whichever comes first. While enraged, he gains a +2 morale Dexterity and a –2 racial penalty to Strength, as well as a +4
bonus to Constitution and a +2 morale bonus to Strength but bonus on saving throws vs. mind-affecting effects. In addi-
takes a -2 penalty to AC. When wielded, clawed coils snake tion, it gains 10 points of resistance to both cold and electric-
out from a war trident of the lizard king along the wielder’s ity, and DR 5/cold iron. It also gains a fly speed equal to its
arms, making the weapon exceedingly difficult to disarm (+10 base land speed, with good maneuverability. Finally, it gain a
bonus to CMD against combat maneuvers to disarm). The cumulative number of spell-like abilities based on its HD. It
wielder can dismiss this effect as a free action, allowing him can use each of these spell-like abilities once per day, unless
to put away or drop the trident as normal. otherwise noted. The caster level for these spell-like abilities is
equal to its HD.
CONSTRUcTION REQUIREMENTS COST 11,820 gp
Craft Magic Arms and Armor, rage, creator must be a HD Spell-like Ability
lizardfolk 1-2 dancing lights 3/day, faerie fire
3-4 entangle (DC 11), glitterdust (DC 12)
5-6 deep slumber (DC 13)
RINGS 7-8 major image (DC 13)
9-10 confusion (DC 14)
Feareating Ring price 5,000 gp

Slot ring CL 7th Weight — The lesser rod can be used with spells of 3rd level or lower.
The standard rod can be used with spells of 6th level or lower,
Aura moderate necromancy and the greater rod can be used with spells of 9th level or
This ring lets its wearer feed upon the fear of enemies. lower.
Once per day, when the wearer damages a creature that is CONSTRUcTION REQUIREMENTS
shaken, frightened, or panicked, as a free action he can gain
a number of temporary hit points equal to the target’s HD. In Cost 1,500gp (lesser), 6,500gp (standard), 12,250gp
addition, whenever the wearer is shaken by a fear effect dur- (greater)
ing combat, he gains fast healing 1 as long as the fear effect Craft Rod, Augment Summoning, summon nature’s ally V
lasts or until the end of the combat, whichever occurs first. or summon monster V
This fast healing is increased to 2 if the wearer is frightened
and 3 if the wearer is panicked or cowering.
Scepter of Forgotten Time price 96,240 gp
CONSTRUcTION REQUIREMENTS COST 2,500 gp
Craft Ring, cause fear, false life Slot none CL 13th Weight 5 lbs.
Aura strong transmutation
The head of this jeweled silver scepter contains a floating
RODS hourglass. The wielder of a scepter of forgotten time gains a
+4 insight bonus on initiative checks. Five times per day as
a standard action, the wielder can distort time in a 30-foot
Rod of Feytouched Summoning price varies radius centered on the scepter. This distortion functions as a
Lesser Rod of Feytouched Summoning 3,000gp combined haste and slow spell; she can select up to 13 targets,
affecting each creature as either haste or slow for 13 rounds
Rod of Feytouched Summoning 11,000gp (DC 19 Will negates).
Greater Rod of Feytouched Summoning 24,500gp
Once per day, the wielder can attempt to send a creature
Slot none CL 17th Weight 5 lbs. into the future with a successful melee touch attack. A target
failing a DC 20 Will save is simultaneously frozen in time and
Aura strong conjuration disappears from the time stream occupied by other creatures.
This rod modifies summon nature’s ally and summon The creature and all of its equipment cannot be the target of
monster spells the wielder casts. Up to 3 times per day, when any spells or effects, and the durations of all effects affecting
a caster summons a creature of the animal type, the animal is the creature are suspended and do not elapse or resume until
pulled from the realm of the fey. the creature rejoins the time stream. The time-shunted crea-
ture can take no actions, other than attempting a new Will
A fey animal has the following characteristics, which
save each round to return to the normal time stream. When
modify or replace characteristics of the base animal. Its type
it successfully saves, or after 13 rounds, the target automati-
changes to fey. It has 10 Charisma and 4 Intelligence, and can
cally returns to the normal flow of time in the same location bearer calls this army to battle. After the battle has finished,
as when it left the time stream. If that space is occupied, the the spirits dissipate, and the banner becomes nonmagical.
creature is shunted to the nearest open space. The army of the fallen contains 100 semi-corporeal mani-
CONSTRUcTION REQUIREMENTS COST 48,120 gp festations of warrior’s spirits, which flock to their summoner’s
aid in mass combat. The army’s OM is +7, and its DV is 17, or
Craft Rod, haste, slow, time stop
19 against armies that use nonmagical weapons. In addition,
the army gains a +4 bonus on initiative rolls in the tactics
phase. It is immune to critical hits, and takes no penalties
STAVES from difficult terrain. When an effect would cause the army
to take a morale penalty, the penalty is lessened by one (mini-
mum 0).
Staff of the Fey Queen price 132,900 gp The army’s abilities are described in Ultimate Battle from
Legendary Games, though their effects are included in the
Slot none CL 17th Weight 5 lbs.
description above. The army has the command boons death
Aura strong enchantment and illusion before dishonor and ready for battle, and the special abilities
This elegant staff of living wood is constantly changing its amorphous, damage reduction (magic), and woodland stride.
own form. Its branches clutch a flawless spherical emerald CONSTRUcTION REQUIREMENTS COST 12,500 gp
that crackles with dark energy. Shadows dance across its
branches, giving form to masterful drawings and poetry for Craft Wondrous Item, spiritual ally APG

brief instants before vanishing. The wielder of this staff gains


a +5 insight bonus on Diplomacy, Intimidate, and Bluff checks
Beast Talisman price 17,000 gp
made when interacting with fey, and a successful Diplomacy
check can increase a fey creature’s attitude by three steps Slot neck CL 7th Weight 1 lb.
rather than two. This staff reduces the light level in a 60 foot
Aura moderate transmutation
radius by two steps, to a minimum of dim light. In addition,
the staff of the fey queen allows the use of the following Beast talismans are tools that druids can use to form a
spells: greater connection with animals of a certain kind, such as
shadow stepUM (1 charge) bird, canine, feline, fish, or reptile. Each beast
talisman is made from an iconic body part
crushing despair (1 charge) of its associated type of animal, such a bird’s
shadow conjuration (1 charges) feather or a feline’s claw, hung from a leather
shadow evocation (2 charges) cord. The wearer of a beast talisman may use
beast shape II once per day to transform into
vengeful outrageUM (2 charges)
an animal of the appropriate type. The wearer
overwhelming presenceUM (4 charges) also gains a +4 competence bonus on wild empa-
CONSTRUcTION REQUIREMENTS COST 66,450 gp thy checks to influence animals of that type. When
the wearer uses a beast shape spell or wild shape
Craft Staff, crushing despair, deeper darkness, to transform into an animal of that type, she gains
overwhelming presence, shadow conjuration, shadow its racial bonuses on skill checks, up to a maximum
evocation, shadow step, vengeful outrage, creator must combined bonus of +12 on all skill checks (maxi-
be fey mum of +8 on any one skill).
CONSTRUcTION REQUIREMENTS COST 8,500 gp

WONDROUS ITEMS Craft Wondrous Item, beast shape II or wild shape


class feature

Battle Standard of the Fallen price 25,000 gp Black Dragon’s Spit price 900 gp
Slot none CL 13th Weight 10 lbs. Slot none CL 9th Weight 1 lb.
Aura strong necromancy Aura moderate evocation
The battle standard of the fallen warrior calls the spirits of Kobolds invented black dragon’s spit to protect their lairs
the those fallen in battle to rally for one last fight. By planting from intruders, and they often use it in combination with
the standard firmly into the ground as a standard action, the traps like pits and snares. Black dragon’s spit appears to be
a nondescript piece of black fabric, 10 feet square. When

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11

placed on the ground, a DC 25 Perception check is required trol it as a move action, as per the dancing lights spell. The
to notice it. Whenever a creature of size Small or larger steps wisp has a 10 foot aura of fear around it, which imposes a –2
on the fabric, it explodes into a 20-foot-radius burst of acid morale penalty on saving throws against fear effects to all
dealing 4d6 points of damage (DC 13 Reflex half) to all crea- creatures who fail a DC 11 Will save. A creature that succeeds
tures in the area, and leaves 20 foot radius pool of acid on the on this saving throw is immune to the saving throw penalty
ground that persists for 1 minute. Creatures in or entering the from the wisp. After one minute, the wisp disappears, and the
pool take 1 point of acid damage per 5-foot square they oc- saving throw penalty ends. The ingredients required to craft a
cupy at any point during their turn (this damage is doubled if bottled wisp can be harvested from the remains of a dead will
the creature is prone), and creatures ending their turn in the o’wisp with a successful DC 16 Heal check and DC 16 Knowl-
area of the pool take an additional 1d6 points of acid damage. edge (dungeoneering) check.
CONSTRUcTION REQUIREMENTS COST 450 gp CONSTRUcTION REQUIREMENTS COST 100 gp
Craft Wondrous Item, acid arrow Craft Wondrous Item, bane, dancing lights

Boots of the False Trail price 6,000 gp Crown of Affirmation price 51,270 gp

Slot feet CL 9th Weight 2 lbs. Slot head CL 11th Weight 2 lbs.
Aura moderate transmutation Aura moderate enchantment
Boots of the false trail allow their wearer to disguise her The crown of affirmation makes those around its wearer
footprints as those of a different creature. The wearer can more pliable when the wearer speaks, and less able to com-
choose any kind of creature that has the same number of legs municate when they do not agree. The wearer gains a +5
as she does and is within two size categories, as long as she is competence bonus on Diplomacy checks to gain assistance
familiar with the appearance of its footprints. Her footprints from others. When the wearer uses a Bluff check to make an
appear to be prints typical of an average creature of that unreasonable, far-fetched, or impossible lie, the crown reduces
race, and appear to be wearing shoes only if shoe-wearing is the penalty on that Bluff check by 5. When ordinary persua-
typical behavior for that race. If she chooses to disguise her sion does not suffiice, the wearer can use mass suggestion (DC
footprints as those of a creature of a different size category, 19) and modify memory (DC 17) once per day each.
the ungainly shape of the boots makes it impossible for her When the wearer cannot convince others, by skill with
to run or charge, but she can otherwise move normally. She words or magic, to agree, the crown instead encourages them
can change the footprints that she leaves as a standard action. to remain silent. Any creature within a 50-foot radius around
Unlike most boots, the boots of the false trail can change the wearer and within the crown’s line of effect must succeed
their form to fit any creature with feet. For example, they will at a DC 18 Will save to knowingly express disagreement with
turn into horseshoes to fit on a horse. A creature need wear the wearer. Creatures who fail the Will save cannot communi-
only one pair of boots to use them; they need not wear boots cate disagreement with the wearer while they remain within
on every foot, as the magic of the boots affects all tracks the the radius, or for one minute thereafter. Creatures who suc-
creature leaves. Spells like residual trackingAPG provide an ceed at the Will save are immune to this ability for 24 hours.
image of the kind of creature the tracks reveal rather than the This ability is a mind-affecting compulsion effect.
wearer’s actual appearance. Bonuses on Survival checks based
on creature type apply based on the apparent creature tracks If a creature in a kingdom leadership role wears a crown of
left by the wearer, rather than her actual type. affirmation, the kingdom’s Loyalty score is increased by 1, or
by 2 if worn by the ruler or co-ruler. In addition, a ruler wear-
CONSTRUcTION REQUIREMENTS COST 3,000 gp ing a crown of affirmation can reduce a kingdom’s Unrest by
Craft Wondrous Item, polymorph 1 by spending 1d3 weeks touring the kingdom. This reduction
in Unrest cannot be used in consecutive months.
CONSTRUcTION REQUIREMENTS COST 25,635 gp
Bottled Wisp price 200 gp
Craft Wondrous item, eagle’s splendor, mass suggestion,
Slot none CL 3rd Weight 1 lb. modify memory
Aura faint evocation and necromancy
The eerie light inside this vial appears to be a glowing po- Cyclops Monocle price 7,500 gp
tion at first, but it regularly shifts and coalesces into a leering
skull. A bottled wisp is the distilled essence of a will o’ wisp. Slot eyes CL 7th Weight 1 lb.
When the bottled wisp’s holder uncorks the vial, he releases Aura moderate divination
the skull, which shines light as dancing lights. He may con-
This monocle lets the wearer see an instant into the future,
helping to avert disaster. The wearer gains a +4 insight bonus
on Perception checks to avoid being surprised. In addition,
Dryad’s Wreath price 8,000 gp
once per day, when the wearer rolls a natural 1 on any check,
she can reroll the check as an immediate action. Slot neck CL 7th Weight 1 lb.
CONSTRUcTION REQUIREMENTS COST 3,750 gp Aura moderate transmutation
Craft Wondrous Item, borrow fortune APG
The dryad’s wreath allows its wearer to attune to a tree, and
draw upon its power to influence plants in the area around it.
The attunement ritual takes 10 minutes. Once the wearer has
Dragon Statuette price 1,500 gp attuned to a tree, as long as she is within 900 feet of it, she
Slot none CL 5th Weight 3 lbs. gains the following abilities. She can use speak with plants
at will, and thorny entanglementACG (DC 15, +8 to hit) once
Aura faint enchantment per day. Once per day as a standard action, she can teleport
The curious activation condition of this small depiction of a herself to the side of her bonded tree. She can also meld into
dragon sometimes leads superstitious folk to make sacrifices her bonded tree, as if using a dryad’s tree meld ability. In
to it, believing it to be mystical, intelligent, or even divine in addition, she knows how many unnatural creatures, such as
nature. If a creature spends one minute covering the dragon undead or aberrations, are within the 900-foot radius around
statuette in the fresh blood of a sentient creature, each crea- the tree, though she does not know their locations. If she
ture within 20 feet of the statue may apply a +2 morale bonus ever travels more than 900 feet from the tree, she becomes
on one attack roll, saving throw, skill check, or ability check in sickened. She may choose to sever her connection with a tree
the next 24 hours. This bonus can be applied after the die is at any time as a standard action. After severing a connection,
rolled, but before the results of the check are revealed. she can attune to a tree of her choice after 24 hours.
CONSTRUcTION REQUIREMENTS COST 750 gp CONSTRUcTION REQUIREMENTS COST 4,000 gp
Craft Wondrous Item, heroism Craft Wondrous Item, dimension door, speak with plants,
thorny entanglement, wood shape

Drowning Rat Charm price 3,750 gp


Faerie Flute price 4,000 gp
Slot neck CL 7th Weight 2 lbs.
Slot none CL 5th Weight 1 lb.
Aura moderate necromancy and transmutation
Aura faint conjuration
This drowning rat charm is a choker made from a mum-
mified rat biting its own tail. Its wearer can steal the ability A faerie flute can summon a swarm of diminutive faeries
to breathe underwater from another creature by hitting that to the flautist’s aid. To summon the faeries, the flautist must
creature with a melee touch attack. If the targeted creature’s succeed at a DC 15 Perform (wind) check as a standard action.
ability to breathe underwater comes from a spell, the wearer The flautist can direct the faeries in future rounds by speak-
may roll a caster level check against a DC of 11 + the spell’s ing to them in Sylvan, or by succeeding on a DC 15 Perform
caster level to end that effect for the target and transfer the (wind) check as a standard action.
remaining duration to the wearer. If the targeted creature can The faerie swarm can work together to lift and carry an
naturally breathe underwater, the wearer can suppress that object or a willing creature weighing 50 pounds or less. When
ability for 3 minutes (DC 17 Fortitude negates), gaining the carrying a creature or object, the swarm has a 15 foot move-
same ability for itself for the same duration if the target fails ment speed. A carried creature cannot move on its own, but is
its save. A target that loses its ability to breathe water gains otherwise unhindered in its actions. When the swarm is not
the ability to breathe air and can immediately begin holding carrying anything, it has a 40 foot speed.
its breath, even if no air is present.
Against the flautist’s foes, the swarm is less benevolent. The
If the target drowns while its ability to breathe water is swarm can chose to deal 1d4 points of damage per round to
suppressed or lost, the wearer gains the ability to breathe un- creatures of its choice within its area, distracting those who
derwater for 24 hours. If the drowning rat charm is removed fail a DC 11 Fortitude save. The swarm can instead surround
from the wearer while it is granting the ability to breathe a single creature and pull a prank on it, using a dirty trick
underwater, she loses that ability and any stolen water breath- combat maneuver. The swarm’s CMB for the dirty trick is
ing ability immediately returns to the creature from whom it +4, and it does not provoke an attack of opportunity. The
was stolen. faerie swarm has AC 16, touch AC 16, flat-footed AC 14, and
CONSTRUcTION REQUIREMENTS COST 1,875 gp 6 hit points. Its Fortitude save modifier is +1, its Reflex save
modifier is +4, and its Will save modifier is +4. Its bonus on
Craft Wondrous Item, suffocation , water breathing
UM
Fly checks is +10. If any other statistics are necessary, use the

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13

statistics for a bat swarm. The swarm remains for 5 rounds,


or until it is dispersed. The faeries can be summoned once per
day.
CONSTRUcTION REQUIREMENTS COST 2,000 gp
Craft Wondrous Item, summon monster II

Fairy Ring Mushroom price 3,000 gp

Slot none CL 9th Weight —


Aura moderate enchantment
This mushroom from the realm of the fey can quickly
sprout a fairy ring. When the bearer plants it in fertile ground
as a standard action, a fairy ring pops up in a 20-foot-radius
around her. Anyone other than the bearer within this ring
must succeed at a DC 17 Will save or begin dancing. Dancing
creatures are flat-footed, and they must spend a move action
every round moving counter-clockwise around the circle. They
cannot willingly drop prone, and if they are knocked prone,
they must attempt to stand up. They cannot roll Acrobatics
checks to avoid attacks of opportunity. In addition, dancing
creatures cannot cross the boundary of the ring willingly, and
the ring makes it more difficult for others to remove them as
well. They must attempt a saving throw against effects that
would remove them from the ring, and they gain a +5 bonus
to CMD against any combat maneuver that would remove
them from the ring. The fairy ring persists for 9 rounds, after
which time the fairy ring mushroom vanishes in a puff of
spores that grow into rings of ordinary edible mushrooms an additional 1d6 points of fire damage. Creatures striking the
within one week. wearer with a natural weapon, unarmed strike, or touch attack
CONSTRUcTION REQUIREMENTS COST 1,500 gp while she is in a fury take 1d6 points of fire damage (2d6 if
the attack is a critical hit), creatures failing a DC 25 Reflex
Craft Wondrous Item, irresistible dance save are pierced by a quill, taking 1d10 points of piercing
damage and becoming sickened with pain for 1 round. After
the fury induced by the frumious frock ends, the wearer is fa-
Frumious Frock price 50,000 gp
tigued for 5 rounds. Unlike a creature using rage, the wearer
Slot body CL 15th Weight 10 lbs. can cast spells or perform other actions requiring concentra-
tion while in a fury.
Aura strong evocation and transmutation
CONSTRUcTION REQUIREMENTS COST 25,000 gp
The frumious frock is made of sleek tawny fur that radi-
ates heat. Once per day, when the wearer is reduced below Craft Wondrous Item, bloodhound , fire shield, haste,
APG

one-half her maximum hit points, she is overcome by a wild rage


fury for 5 rounds unknown to all but the most powerful of
fey beasts. During this fury, the frumious frock bursts into
Gloves of the Deft Pickpocket price 2,400 gp
flames and hundreds of barbed quills emerge, with dozens of
these quills twisting together into a viciously barbed tail. The Slot hands CL 7th Weight 2 lbs.
wearer gains the benefits of haste and the scent special qual-
ity during this fury and also gains a tail attack as a secondary Aura moderate conjuration
natural attack dealing 1d10 points of piercing damage and The gloves of the deft pickpocket allow items to disappear
2d6 points of fire damage. Creatures struck by the tail are from one glove, only to appear in the other. Both gloves must
sickened with pain for 1 round (DC 25 Reflex negates). The be worn to have any effect; however, either one creature can
wearer gains fire resistance 10 at all times, but while in fury wear both gloves, or two different creatures can each wear
this increases to fire resistance 30 and the all of the wearer’s one glove. Anyone wearing a glove of the deft pickpocket
natural weapons or unarmed strikes other than the tail deal gains a +2 competence bonus on Sleight of Hand checks.
In addition, the wearer(s) can pass items from one glove to if the creature who dissolved the hag’s eye in the potion had
another as a move action, as long as the gloves are within 30 cast scrying, using the highest of her Intelligence, Wisdom,
feet of each other, and have line of effect to each other. Only and Charisma to determine the DC. She counts as having a
items small enough to fit in the palm of a glove can be passed. body part of the drinker. Price 1,200gp; Aura moderate divi-
In addition, the hand wearing the receiving glove must be nation; CL 7th; Requirements Brew Potion, Craft Wondrous
free. Item, scrying.
CONSTRUcTION REQUIREMENTS COST 1,200 gp Green: The potion becomes especially appetizing. Anyone
offered the potion must succeed at a DC 13 Will save or drink
Craft Wondrous Item, dimension door, mage hand
it immediately. Price 200gp; Aura faint enchantment; CL 5th;
Requirements Brew Potion, Craft Wondrous Item, beguiling
Hag’s Eye price varies (see text) gift APG.
Red: A red hag’s eye reverses the effect of a potion. It
Slot none CL varies Weight — replaces any numerical bonus that the spell would normally
Aura varies grant with an equivalent penalty, and any healing that the
A hag’s eye looks like a perfectly preserved human eyeball, potion would normally do with an equivalent amount of dam-
watery and slightly yellow with an enlarged iris. Hag’s eyes age. The drinker may attempt a DC 17 Will save to cause the
have different effects depending on their color. When added potion to have no effect. Red hag’s eyes only have an effect
to a potion, a hag’s eye dissolves completely, leaving no trace. on potions of harmless spells. Price 1,000gp; Aura moderate
The DC to identify that a hag’s eye has tampered with a po- necromancy; CL 9th; Requirements Brew Potion, Craft Won-
tion is 5 higher than the DC to identify the potion. drous Item, bestow curse.

Brown: The drinker becomes extremely thirsty, and must CONSTRUcTION REQUIREMENTS
succeed at a DC 14 Fortitude save or become fatigued. If he Cost brown eye: 300gp, blue eye: 600gp, hazel eye:
fails the saving throw, the fatigue persists until he drinks 10 250gp, green eye: 100gp, red eye: 500gp
gallons of water. Price 600gp; Aura faint transmutation; CL
Brew Potion, Craft Wondrous Item, additional spells (see
5th; Requirements Brew Potion, Craft Wondrous Item, cup of
text)
dust APG.
Hazel: The drinker must succeed at a DC 14 Will save or
fall asleep for one hour. Price 500gp; Aura faint enchant- Instant Signal Towers price 5,000 gp
ment; CL 5th; Requirements Brew Potion, Craft Wondrous
Item, deep slumber. Slot none CL 9th Weight 5 lbs.

Blue: The drinker must roll a Will save or be scried upon as Aura moderate evocation
This pair of miniature signal towers allow the sending of
simple messages over great distances. The flame on each sig-
nal tower can be lit with a red or blue flame by speaking the
appropriate command word as a standard action. When one
tower is lit, it remains lit for an hour. While it is lit, the other
tower glows the same color as the flame. The towers’ range is
unlimited, though they cannot receive messages when they
are on different planes.
For every two pairs of instant signal towers used by the rul-
ers of a kingdom, the kingdom gains a +1 bonus on Stability
checks made in response to harmful kingdom-wide monthly
events, as described in Pathfinder Roleplaying Game Ulti-
mate Campaign and Ultimate Rulership from Legendary
Games. This bonus does not apply to ongoing events or to
events that happen within one city or settlement.
CONSTRUcTION REQUIREMENTS COST 2,500 gp
Craft Wondrous Item, light, sending

14
15

Map of the Trailblazer price 4,200 gp Owlbear Dander price 1,500 gp

Slot none CL 9th Weight 5 lbs. Slot none CL 7th Weight —


Aura moderate divination Aura moderate enchantment
The map of the trailblazer is ideal for individuals map- Owlbear dander is a fine powder. Rumors tell that the same
ping out uncharted territory. It grants its holder a +2 insight deranged arcanist who created the first owlbear was also
bonus on Knowledge (geography) checks, as well as a +2 the first to manufacture this substance. A pouch of owlbear
insight bonus on any skill check used to draw map. The map dander can have a potent effect on the body and mind of any-
of the trailblazer folds up into a standard sized map case, one who inhales it. The powder comes in one-dose pouches,
but it can expand to an enormous size. If the holder would which can be thrown as a ranged touch attack with a range
draw a line off the edge of the map, the paper extends itself increment of 10 feet. A creature who inhales the dander must
to create more room to draw. The map divides the landscape succeed at a DC 17 Fortitude save or be overcome by the same
into hexes, which are each 6 inches across. By speaking the bestial rage that fuels an owlbear’s violent nature. A creature
appropriate command word and touching one of these hexes, who fails this save grows a beak and two claws, which are all
the cartographer can cause the map to enlarge that hex to be primary natural attacks. The creature also falls under the ef-
5 feet across. Speaking the command word again causes the fects of the rage spell, and is compelled to attack the creature
map to revert to its normal state, and shrinks any details on nearest to it with its beak and claws to the exclusion of all
that hex proportionally. other actions. At the end of each round, the creature can roll
Once per week, the holder can ask the map a single ques- another DC 17 Fortitude save to end the effects of the owl-
tion about the hex that she is in. This question must be one of bear dander. The effects of owlbear dander end on their own
the questions listed in the spell description of commune with after 10 rounds if the affected creature has not yet made the
nature. In addition, the holder gains benefits from knowledge Fortitude save.
of her surroundings. If she has marked a location on her CONSTRUcTION REQUIREMENTS COST 750 gp
map, she gains a benefit while in that hex based on the type
Craft Wondrous Item, moonstruck APG
of location. The location types are landmark, plant, resource,
ruin, and settlement. The location must exist for her to gain
the benefit—she cannot simply mark false locations to gain Plow of Abundant Harvest price 36,000 gp
benefits.
Landmark: She gains a +1 insight bonus on Will saves Slot none CL 10th Weight 5 lbs.
and a +2 insight bonus on Constitution checks to avoid Aura moderate transmutation
fatigue. The plow of abundant harvest causes crops to grow par-
Plant: She gains a +2 insight bonus on Knowledge (na- ticularly well, either producing more food, or concentrating
ture) checks and a +2 insight bonus on Heal checks. its power into creating food with magical effects. The plow
has 4 charges, which replenish each month. With a 10 minute
Resource: She gains a +2 insight bonus on Appraise
ritual, the plow of abundant harvest can boost the yield of
checks and a +2 insight bonus on the Profession check
a kingdom hex for a month. Each time the plow is used in a
most closely associated with the relevant resource. different hex, it decreases the kingdom’s Consumption cost
Ruin: She gains trap sense +1, as the rogue class feature. by 1 for that month, and the plow expends one charge. Each
If she already has trap sense from another source, her month, there is a 5% chance that a leaf leshy or gourd leshy
trap sense increases by 1. In addition, she gains a +2 spontaneously arises.
insight bonus on Perception checks. The plow’s bearer can create magically enhanced crops.
Settlement: She gains a +2 insight bonus on Knowledge These crops stay magical for one month, or until they are
(local) checks about the settlement and on Diplomacy consumed. One charge from the plow produces enough food
checks to gather information. for one meal for one creature. A creature who consumes the
meal gains a +2 bonus on saving throws against diseases and
CONSTRUcTION REQUIREMENTS COST 2,100 gp poisons, which lasts for 24 hours. In addition, if a disease or
Craft Wondrous Item, borrow skill , commune with
APG poison causes the creature to take ability damage during this
nature 24 hour period, he heals 1d4 points of damage to the relevant
ability score. This ability score healing happens after the abil-
ity damage is rolled, but before the creature could suffer any
effects of having an ability score reduced to 0.
CONSTRUcTION REQUIREMENTS COST 18,000 gp
Craft Wondrous Item, neutralize poison, plant growth,
remove disease, restoration

Quickstep boots price 6,000 gp

Slot feet CL 3rd Weight 1 lb.


Aura faint illusion and transmutation
These shimmering gray boots channel the nature of quick-
lings to grant their wearer additional speed. The wearer gains
a +10 foot enhancement bonus to base land speed, and once
per day when using the run action the wearer can double her
normal speed (not including enhancement bonuses), apply-
ing this doubling before applying the multiplier for using the
run action. Once per day, the wearer may move 5 feet as an
immediate action, gaining the effects of blur until the end of
her next turn.
CONSTRUcTION REQUIREMENTS COST 3,000 gp
Skittering Centipede Scout price 3,500 gp
Craft Wondrous Item, blur, expeditious retreat
Slot none CL 5th Weight 1 lb.
Scout’s Spyglass price 5,000 gp Aura faint divination
This realistic painted bronze figurine of a centipede coils
Slot none CL 7th Weight 1 lb.
into an oval that could easily fit around a Medium human-
Aura moderate divination oid’s wrist. Once per week, as a standard action, the wearer
The scout’s spyglass extends the range of all forms of sight can uncoil the centipede and establish a bond with it. For five
far beyond the abilities of a standard spyglass. This spyglass minutes, whenever she is within 500 feet of the centipede,
allows its bearer to magnify objects up to 10 times their size, she can chose to use its senses (including low-light vision and
reducing the penalty for Perception checks at a distance to –1 tremorsense 30 feet) instead of her own. If she does so, she
for every 100 feet. While the bearer is using the spyglass, all can hear and see as she were at the centipede’s location, and
visual senses, whether natural or magical, such as low-light vi- telepathically direct its movements, though she loses aware-
sion, darkvision, and true seeing, double in range. In addition, ness of your own surroundings. If she takes any damage or
the spyglass assists the bearer in seeing the truth of what is has to roll a saving throw, her senses automatically snap back
before her. The bearer gains a +2 insight bonus on Will saving to her own body on the following round.
throws vs. illusion spells and effects while using the spyglass. CONSTRUcTION REQUIREMENTS COST 1,750 gp
If you issue an exploration edict (as described in Optional Craft Wondrous Item, clairaudience/clairvoyance
Kingdom Rules in Pathfinder Roleplaying Game Ultimate
Campaign) and equip your explorer’s with a scout’s spyglass,
they gain a +2 circumstance bonus on Knowledge (geography) Stickytongue Mask price 9,000 gp
and Survival checks made to discover hidden landmarks, lairs,
or resources, and if the scouts have an encounter you gain a Slot head CL 9th Weight 1 lb.
+1 bonus on Stability checks made to escape. Aura moderate transmutation
CONSTRUcTION REQUIREMENTS COST 2,500 gp A stickytongue mask looks like a boggard’s face. The mask
Craft Wondrous Item, acute senses , darkvision, see invis-
UM extends its wearer’s tongue by 10 feet, and makes the end of
ibility the tongue particularly sticky. As a swift action, the wearer
can extend her tongue toward a target. If she succeeds at a
melee touch attack, her tongue acts as a tether. Her target
takes a –2 penalty to AC and cannot move farther away from
her than the length of the tongue. A tethered creature can
escape as a standard action by succeeding at a DC 14 Strength

16
17

check, or by dealing 5 points of slashing damage to The bearer of the aeromancer’s heart can cast control
the tongue (AC 13), which severs the tongue. A weather and control winds once per day. She can
severed tongue regrows after one minute. If she also cast air walk, call lighting, and lightning bolt
succeeds to tether a creature, she may attempt 3 times per day, and cast air bubbleUC and gentle
to pull the creature closer as a standard action breezeACG at will.
with a reposition combat maneuver that does As it stands, some of the magical energy
not provoke an attack of opportunity. She can of the aeromancer’s heart has dissipated
detach the tongue as a free action. over time. If that energy were to be re-
Alternatively, whenever the wearer is stored, perhaps by journeying to meet with
not tethered to a creature with her tongue, the most accomplished mages in the Plane of Air
she may use her tongue to attempt to and bargaining for their assistance, or by perform-
trip, disarm, or perform a dirty trick. Any ing some other fantastical quest, the aeromancer’s
of these combat maneuvers provokes attacks of heart would reveal its true power.
opportunity unless the wearer would normally not provoke A restored aeromancer’s heart can make a city fly. Activat-
an attack of opportunity when using that maneuver. Attacks ing this power of the aeromancer’s heart requires a DC 30
of opportunity can only target the tongue itself, not the one Knowledge (Arcana) or Use Magic Device check. Once acti-
wearing the mask. An attack of opportunity that does 5 points vated, the aeromancer’s heart sends tendrils into the ground
of slashing damage to the tongue (AC 13) severs it. that pick up all buildings within one city district block and
CONSTRUcTION REQUIREMENTS COST 4,500 gp lift them and 100 feet of ground underneath them into the air
(see the kingdom-building rules in Pathfinder Roleplaying
Craft Wondrous Item, alter self, polymorph
Game Ultimate Campaign and Ultimate Rulership from Leg-
endary Games). A flying city has a 30 foot movement speed
Wolfsbane Tonic price 1,000 gp horizontally, and a 10 foot movement speed vertically. It will
hover in place unless directed by a pilot who succeeds at a DC
Slot none CL 5th Weight 1 lb. 25 Knowledge (Arcana) or Use Magic Device check to steer it.
Aura faint conjuration Failing this check by 5 or more causes the city to move in a
random direction.
Lycanthropy is a notoriously difficult condition to cure.
Wolfsbane tonic is a refined form of the toxic wolfsbane, A flying city gains a +10 bonus on its Defense modifier, and
which can cure the condition, but can just as easily prove many armies cannot target it. A flying city can target flying
fatal. A creature who consumes one dose of wolfsbane tonic creatures with ranged attacks, including from siege weapons.
gains a +5 alchemical bonus on Fortitude saves against the Because it sits atop a thick and solid slab of ground, creatures
curse of lycanthropy for one hour. Alternatively, afflicted aboard the flying city cannot target creatures directly below
lycanthropes can consume three doses at once to gain another the flying city unless they are clinging to its underside.
Fortitude save against the curse of lycanthropy. On a success- The original creators of the aeromancer’s heart were aware
ful save, the curse of lycanthropy ends. On a failed save, they of the devastation a city could cause by landing on top of
take 1d2 Constitution damage. Wolfsbane tonic can only be buildings and creatures on the ground below, so the artifact
administered to a willing or helpless creature. A newly crafted will only allow a pilot to land the city on flat and empty
bottle of wolfsbane tonic contains five doses. ground. An aeromancer’s heart that is currently causing a
city to fly cannot be moved from its position.
CONSTRUcTION REQUIREMENTS COST 500 gp
Craft Wondrous Item, remove curse DESTRUcTION
The flying city is destroyed if it is devoured by one of the
lords of the elemental plane of Earth.

ARTIFACTS
Fractured Phylactery (Minor artifact)

Aeromancer’s Heart (Major Artifact) Slot none CL 20th Weight 5 lbs.


Aura strong necromancy (evil)
Slot none CL 20th Weight —
Aura strong evocation and transmutation When a lich descents into torpor, progressing from a full
lich to an atrophied lich to a demilich, its phylactery slowly
The aeromancer’s heart is a weightless, flawless diamond falls apart over time. Occasionally, the phylactery of an
that imprisons a miniature tornado. It represents the crown- atrophied lich remains even after its master is destroyed.
ing magical achievement of a lost race. Such phylacteries become artifacts, powered by the renewed
tenacity of their masters to cling to existence, and grant some
aspects of a lich’s power to a new master.
The bearer of the phylactery reacts to positive and negative
energy as if it were undead, healing from negative energy
and taking damage from positive energy. If the bearer is an
undead, he gains channel resistance +4. The bearer also gains
resistance 10 to both cold and electricity. Additionally, he
casts all of his necromancy spells at +1 caster level.
The bearer can slow his opponent’s movements with a
touch. If he succeeds at a melee touch attack with a free hand,
he can affect his target as per the slow spell (DC 14). He can
use this ability at will. The bearer can also cast enervation 3/
day.
Legends tell that repeated use of a fractured phylactery can
cause it to repair over time, granting even further powers
to its bearer, and eventually causing the lich itself to return.
More than one foolish adventurer has been slain by a fully re-
stored lich who will stop at nothing to reclaim its most prized
possession.
DESTRUcTION
A fractured phylactery is destroyed if it is cast into the Posi-
tive Energy Plane.

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