Items
Collar of Enslavement: Worn about the neck, this collar ensures the placid behaviour of all those within. The wearer takes a -4 penalty to all saves against powers from the charm or compulsion subschools.
Moderate telepathy; CL 8th; Craft Universal Item, dominate, psionic; 7,000 gp; Weight 1 lb.
Bullhorn of Thrown Voice: This conical device is studded in strange designs, and must be held to the mouth to use. The bullhorn empowers any sonic attack made through it, increasing the damage and range by 50%.
Moderate psychokinesis; CL 10th; Craft Universal Item, control sound; 36,000 gp;Weight 1 lb.
Mask of Voice Misheard: A mask that fits over the wearer's face, it has the cherubic, but slightly frightening appearance of a children's doll. You may start any sonic effect that has a range greater than touch or personal at any location within 50', including choosing the direction of the effect.
Moderate metacreativity; CL 7th; Craft Universal Item, create sound; 18,000 gp;Weight 1 lb.
Slime Armour: This dull grey +2 hide armour has been created by a vile aberration known as an aboleth for one of its servants. The armour reeks of the smell of the creature, and a close inspection reveals a thin layer of aboleth slime coating the armour, making it slick and granting a +10 bonus to escape artist checks. A creature who grapples the wearer, or is grappled by the wearer, must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterwards, however, only a heal or mass heal spell can reverse the affliction.
Faint psychometabolism; CL 8th; Craft Psionic Arms and Armour, truevenom or truevenom weapon; Price 44,000 gp; Cost 22,000 gp + 2,008 XP.
Cloaker Hide: This black +1 hide armour is made from the hide a slain cloaker, and has been treated to retain some of the magic that is inherent in that beast. Whenever the wearer is within shadows, magical or otherwise, he gains partial concealment, and three times per day, the wearer may create a silent image spell at caster level 6.
Moderate metacreativity; CL 6th; Craft Psionic Arms and Armour, concealing amorpha; Price 5,165 gp; Cost 2,665 gp + 200 XP.
Amulet of Anomaly: This amulet, crafted from the bones of an aberration, has been imbued with psychic energy, allowing it to send out a beacon to all aberrations within one mile. They instinctively know the location at which the amulet has been used, and may begin moving in that direction if they choose. The signal that is sent out is appealing, and so any aberration not actively engaged in another task is likely to arrive. The aberrations's initial reaction improves to unfriendly, unless it is already better than that state. Activating this item takes one full minute.
Moderate telepathy; CL 9th; Craft Universal Item, correspond; Price 18,000 gp.
Putrefaction Blade: This +1 bastard sword has been created using one of the most vile poisons the wizard responsible could find: aboleth slime. Any who are struck by the sword must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterwards, however, only a heal or mass heal spell can reverse the affliction.
Strong psychometabolism; CL 15th; Craft Psionic Arms and Armour, truevenom or truevenom weapon; Price 22,315 gp; Cost 11,157 gp and 5 sp + 893 XP.
Cloak of Insanity: A cloak of many swirling and twisting patterns, it draws in the eye of all who see it. It has no effect until it is throw over a person's head, however, usually in a grapple or a surprise attack. Every round that a target is held under the cloak, they must succeed on a DC 17 Will save or take 1 point of wisdom damage. If they fail their save for three consecutive rounds, the affected creature becomes helpless and is afflicted by the nightmare spell.
Moderate telepathy; CL 9th; Craft Universal Item, insanity; Price 14,000 gp;Weight 1 lb.
Nightmind Swatch: A small piece of cloth often sewn onto another, larger item like a cloak, it grants the wearer a +5 competence bonus to hide when in shadows. Once per day as a 7th level manifester, the wearer may manifest the shadows of the mind power.
Moderate metacreativity; CL 7th; Craft Universal Item, cloud mind, shadows of the mind; Price 16,800 gp;Weight 1 lb.
Soul Warping: A weapon designed for those who despise their foes, a soul warping weapon will transform your enemy. When the weapon is activated by expending your psionic focus, any foe struck by the wielder's next melee attack, and who fails a DC 18 Fortitude save, has his type change to aberration for the next ten rounds. No other facet of the creature struck changes.
Faint psychometabolism; CL 5th; Craft Psionic Arms and Armour, metamorphosis; Price +1 bonus.
Mindsoul: This armour has been specifically crafted to work only against aberrations, granting the wearer a power resistance of 15, and a +1 luck bonus on all saves.
Faint clairsentience; CL 9th; Craft Psionic Arms and Armour, power resistance; Price +3,750 gp.
Mindsoul, Improved: As mindsoul, except it grants a power resistance of 21 and a +2 save bonus.
Moderate clairsentience; CL 12th; Craft Psionic Arms and Armour, power resistance; Price +15,000 gp.
Mindsoul, Greater: As mindsoul, except it grants a power resistance of 25 and a +3 save bonus.
Moderate clairsentience; CL 15th; Craft Psionic Arms and Armour, power resistance; Price +33,750 gp.
Belt of Mind Theft: Braided from the skin of slain aberrations, this belt is dull grey, and held by a clasp of bone. When activated by expending your psionic focus, you may make a touch attack against a single aberration. If it fails a DC 16 Fortitude save, the wielder deals the aberration 3d6 damage, and gains as many temporary power points as damage dealt. These power points disappear within one minute, and the belt can be used three times per day.
Moderate psychometabolism; CL 10th; Craft Universal Item, psychic vampire; Price 13,000 gp; Weight 1 lb.
Clock of Mental Time: This looks like a large grandfather clock, but there are three hands, and it doesn't tell anything resembling real time. What the hands actually symbolize is the plane the clock is currently residing upon. The clock is large enough that two medium creatures or one large creature can fit inside. Once inside, if they know the proper sequence, they can set and activate the clock to take them to any plane, as per plane shift. Otherwise, it activates randomly and takes them to any possible plane. Discovering the proper combination takes a Knowledge (the planes) check with a DC of 35. The clock arrives at the chosen location if activated properly, otherwise chosen a random location within the destination plane. The clock can be activated once per week.
Strong psychoportation; CL 19th; Craft Universal Item, plane shift; Price 90,000 gp; Weight 500 lb.
Silver Key of Dreams: A strange and oddly shaped key that seems to change its appearance whenever a new person looks at it, it must be held and focused upon for an hour to activate the item. Once activated, the wielder slips into a dream quest, as per the power. The key remains on the body of the manifester, and cannot be removed until the dream quest has ended.
Strong telepathy; CL 17th; Craft Universal Item, dream quest; Price 38,400 gp; Weight 1/2 lb.
Belt of Forgotten Self: While wearing the belt, the wielder gains the ability to change into a single aberration, chosen at the creation of the belt. The wearer may become the aberration as presented in the creature's entry as a standard action, losing all feats, skills, manifesting or spellcasting abilities, mental and physical scores, or special qualities that the wearer may possess, with the sole exception that it is advanced so that its hit dice equals its level. Items are subsumed into the body of the creature and cease to function. For every day that the wearer is in the form, he has a 1% cumulative chance of forgetting himself entirely and becoming the aberration. Each week without activating the belt reduces the chance by 1%.
Moderate psychometabolism; CL 10th; Craft Psionic Arms and Armour, metamorphosis; Price 26,700 gp; Weight 1 lb.