Neck

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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