Neck
AMULET OF MIGHTY FISTS
Aura faint evocation; CL 5th
Slot neck; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 64,000 (+4), 100,000 gp (+5); Weight —
DESCRIPTION
This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.
Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks. See Table: Melee Weapon Special Abilities for a list of abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. An amulet of mighty fists cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +5. An amulet of mighty fists does not need to have a +1 enhancement bonus to grant a melee weapon special ability.
CONSTRUCTION
Requirements Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the amulet's bonus, plus any requirements of the melee weapon special abilities; Cost 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 (+4), 50,000 (+5)
AMULET OF NATURAL ARMOR
Aura faint transmutation; CL 5th
Slot neck; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), or 50,000 gp (+5); Weight —
DESCRIPTION
This amulet, usually crafted from bone or beast scales, toughens the wearer's body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.
CONSTRUCTION
Requirements Craft Wondrous Item, barkskin, creator's caster level must be at least three times the amulet's bonus; Cost 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5)
AMULET OF THE PLANES
Aura strong conjuration; CL 15th
Slot neck; Price 120,000 gp; Weight —
DESCRIPTION
This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she wants. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01–60 on d%) or to a random plane (61–100).
CONSTRUCTION
Requirements Craft Wondrous Item, plane shift; Cost 60,000 gp
AMULET OF PROOF AGAINST DETECTION AND LOCATION
Aura moderate abjuration; CL 8th
Slot neck; Price 35,000 gp; Weight —
DESCRIPTION
This silver amulet protects the wearer from scrying and magical location just as a nondetection spell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 (as if the wearer had cast nondetection on herself ).
CONSTRUCTION
Requirements Craft Wondrous Item, nondetection; Cost 17,500 gp
BROOCH OF SHIELDING
Aura faint abjuration; CL 1st
Slot neck; Price 1,500 gp; Weight —
DESCRIPTION
This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb magic missiles of the sort generated by the spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.
CONSTRUCTION
Requirements Craft Wondrous Item, shield; Cost 750 gp
HAND OF GLORY
Aura faint varied; CL 5th
Slot neck; Price 8,000 gp; Weight 2 lbs.
DESCRIPTION
This mummified human hand hangs by a leather cord around a character's neck (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use daylight and see invisibility each once per day.
CONSTRUCTION
Requirements Craft Wondrous Item, animate dead, daylight, see invisibility; Cost 4,000 gp
HAND OF THE MAGE
Aura faint transmutation; CL 2nd
Slot neck; Price 900 gp; Weight 2 lbs.
DESCRIPTION
This mummified elf hand hangs by a golden chain around a character's neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand at will.
CONSTRUCTION
Requirements Craft Wondrous Item, mage hand; Cost 450 gp
MEDALLION OF THOUGHTS
Aura faint divination; CL 5th
Slot neck; Price 12,000 gp; Weight —
DESCRIPTION
This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or silver, the medallion allows the wearer to read the thoughts of others, as with the spell detect thoughts.
CONSTRUCTION
Requirements Craft Wondrous Item, detect thoughts; Cost 6,000 gp
NECKLACE OF ADAPTATION
Aura moderate transmutation; CL 7th
Slot neck; Price 9,000 gp; Weight 1 lb.
DESCRIPTION
This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
CONSTRUCTION
Requirements Craft Wondrous Item, alter self; Cost 4,500 gp
NECKLACE OF FIREBALLS
Aura moderate evocation; CL 10th
Slot neck (does not take up slot); Price 1,650 gp (type I), 2,700 gp (type II), 4,350 gp (type III), 5,400 gp (type IV), 5,850 gp (type V), 8,100 gp (type VI), 8,700 gp (type VII); Weight 1 lb.
DESCRIPTION
This item appears to be a string of beads, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character's worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half).
Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals.
Necklace of Fireballs | ||||||||||
Necklace | 10d6 | 9d6 | 8d6 | 7d6 | 6d6 | 5d6 | 4d6 | 3d6 | 2d6 | Market Price |
Type I | — | — | — | — | — | 1 | — | 2 | — | 1,650 gp |
Type II | — | — | — | — | 1 | — | 2 | — | 2 | 2,700 gp |
Type III | — | — | — | 1 | — | 2 | — | 4 | — | 4,350 gp |
Type IV | — | — | 1 | — | 2 | — | 2 | — | 4 | 5,400 gp |
Type V | — | 1 | — | 2 | — | 2 | — | 2 | — | 5,850 gp |
Type VI | 1 | — | 2 | — | 2 | — | 4 | — | — | 8,100 gp |
Type VII | 1 | 2 | — | 2 | — | 2 | — | 2 | — | 8,700 gp |
Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed above.
If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.
CONSTRUCTION
Requirements Craft Wondrous Item, fireball; Cost 825 gp (type I), 1,350 gp (type II), 2,175 gp (type III), 2,700 gp (type IV), 2,925 gp (type V), 4,050 gp (type VI), 4,350 gp (type VII)
PERIAPT OF HEALTH
Aura faint conjuration; CL 5th
Slot neck; Price 7,500 gp; Weight —
DESCRIPTION
The wearer of this blue gem on a silver chain (worn on the neck) is immune to disease, including supernatural diseases.
CONSTRUCTION
Requirements Craft Wondrous Item, remove disease; Cost 3,750 gp
PERIAPT OF PROOF AGAINST POISON
Aura faint conjuration; CL 5th
Slot neck; Price 27,000 gp; Weight —
DESCRIPTION
This item is a brilliant-cut black gem on a delicate silver chain meant to be worn about the neck. The wearer is immune to poison, although poisons active when the periapt is first donned still run their course.
CONSTRUCTION
Requirements Craft Wondrous Item, neutralize poison; Cost 13,500 gp
PERIAPT OF WOUND CLOSURE
Aura moderate conjuration; CL 10th
Slot neck; Price 15,000 gp; Weight —
DESCRIPTION
This stone is bright red and dangles on a gold chain meant to be worn on the neck. The wearer of this periapt automatically becomes stable if his hit points drop below 0 (but not if the damage is enough to kill the wearer). The periapt doubles the wearer's normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage caused by bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes ability damage or drain.
CONSTRUCTION
Requirements Craft Wondrous Item, heal; Cost 7,500 gp
SCARAB OF PROTECTION
Aura strong abjuration and necromancy; CL 18th
Slot neck; Price 38,000 gp; Weight —
DESCRIPTION
This device appears to be a silver medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device.
The scarab's possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing 12 such attacks, the scarab turns to powder and is destroyed.
CONSTRUCTION
Requirements Craft Wondrous Item, death ward, spell resistance; Cost 19,000 gp
SCARAB, GOLEMBANE
Aura moderate divination; CL 8th
Slot neck; Price 2,500 gp; Weight —
DESCRIPTION
This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
CONSTRUCTION
Requirements Craft Wondrous Item, detect magic, creator must be at least 10th level; Cost 1,250 gp