Treasury of The Kingdom
Treasury of The Kingdom
Treasury of The Kingdom
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.
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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.
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.
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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
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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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
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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
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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)
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