This section contains descriptions, prices, and abilities for magic items found on Golarion. Some are rare, possibly one-of-a-kind relics sought after by great heroes and nefarious evils. Others are relatively common items sold in city markets, found in monster lairs, or wielded by enemies. Such magical treasures are a boon to all Pathfinders as they quest across the wild lands of Golarion.
Each magic item lists its name and effects and the following additional entries.
Price is how much artificers or merchants charge for the item, if they have them or are willing to sell them at all. Heroes without storefronts, contacts, and previous customers can usually sell items for half this value.
Weight is how much the item weighs.
Craft lists the requirements an individual with the Artificer Edge needs to make the item, along with any additional costs in gold or other resources. The cost of the enhancement determines the amount of Downtime required to create (see Crafting Magic Items).Â
Each type of item on the following pages tells you how it’s used, but there are a few common rules between them:
Active Powers Are Actions: It is an action to activate an item that requires a Trait roll unless otherwise stated. Critical Failure means the user takes Fatigue (and loses a charge if the item has them).
Edges and Abilities: If an item grants an Edge or Special Ability and the wielder already has that Edge, it grants the improved version (if there is one).
Minor & Major Powers: Some items grant minor or major powers using the powers listed in Chapter Five. A minor power automatically activates with the effect of a standard success, and a major power activates with the effect of a raise (no Trait roll is made). Unless the item says otherwise, this is an action and the effect lasts for the power’s full Duration and cannot be maintained.
Stacking: If two sources would increase a Trait, use only the highest modifier (effects don’t stack). Increases to a Trait from a magic item’s effects don’t count for determining Trait Advancements. They do affect secondary statistics like Parry or Toughness, however.
Multiple Items: A character can only wear one magic item in each location (head, eyes, shoulders, neck, chest, belt, wrists, hands, feet). Putting on a second necklace or a second belt, for example, has no effect. The exception to this rule is rings. A character can wear two rings and benefit from both magical effects.
Enemy characters and monsters equipped with enchanted and magical items have the bonuses conferred by those items built into their profiles.
An evil knight wearing plate armor enchanted with the Aegis enchantment, for example, might have a Toughness of 12 (5), where the plate armor's bonus of +4 has already been increased by the Aegis enchantment's +1.
Most towns have an apothecary shop with a few potions for sale, a few local merchants reselling magical items, or even individuals looking to sell off devices they no longer need.
When the adventurers want to buy magic items, roll on the table below to see what's available that week (or month if it's a particularly isolated or low-magic area).
The table has three entries:
Potions & Scrolls: Half the items are potions and half are scrolls, rounding in favor of potions. Roll from the tables on the following pages.
Healing: This tells you how many potions of minor healing, ubiquitous across Golarion, are available from various vendors for 150 gp each. This is in addition to any healing offered by local clerics or healers (prices for a cleric's services are equivalent to potions of healing).
Other Items: This tells you how many other magical treasures may be found or purchased in the settlement. If the result is positive, roll on the Other Item Categories table to determine the category, then roll on the appropriate subtable. If the category is a Wondrous Item, the GM chooses which item is available.
Type Potions & Scrolls* Healing Potions Other Items*
Village d6-2 1d4 d4-2
Town d6-1 1d4+1 d6-2
City d6 1d6 d6-1
Large City d6+1 1d6+1 d6
D20 Type
1-11 Armor & Weapons
12-13 Rings
14-16 Rods & Staves
17-18 Wands
19-20 Wondrous Items
Exactly where the items are available is up to the Game Master. Common or relatively inexpensive items might be for sale at a shop or merchant's stall. Rare or expensive items might require finding an elusive seller or completing some task in addition to the cost in gold.
A hero might seek out a specific magic item rather than waiting for it to appear at random In that case, the character can either commission the item with a down payment (usually half its total cost in gold pieces), or perform a task or quest of some sort.
At the Game Master's discretion, finding someone to make or sell such items might be an adventure on its own, or a Networking roll with a penalty determined by the item and the size of the settlement.
D12 Item
1 Weapon with a (1) enchantment
2 Armor with a (1) enchantment
3 Shield with a (1) enchantment
4 Weapon with a (2) enchantment
5 Armor with a (2) enchantment
6 Shield with a (2) enchantment
7 Weapon with a total of (3) enchantments
8 Armor with a total of (3) enchantments
9 Shield with a total of (3) enchantments
10 Unique armor or shield
11 Unique weapon
12 Roll again, the item is made of a special material
D20 Price Power
1 300 gp Major healing
2 150 gp Minor boost Trait (specify Trait)
3 50 gp Minor protection
4 200 gp Minor speed
5 400 gp Major relief with Restoration
6 50 gp Minor arcane protection
7 50 gp Minor empathy
8 400 gp Minor growth (Size +2 steps)
9 200 gp Minor relief with Restoration
10 750 gp Minor intangibility
11 400 gp Minor speed with Quickness
12 600 gp Minor damage field with Damage
13 200 gp Major wall walker
14 100 gp Major protection
15 450 gp Minor fly
16 50 gp Minor darksight
17 650 gp Minor healing with Greater Healing
18 100 gp Minor environmental protection
19 200 gp Minor healing with Neutralize Poison or Disease
20 300 gp Major healing or GM's choice
D20 Price Power
1 50 gp Bolt
2 150 gp Lower Trait (specify Trait)
3 300 gp Blast
4 100 gp Smite
5 200 gp Sloth
6 100 gp Deflection
7 500 gp Invisibility
8 250 gp Fear (Large Burst Template)
9 400 gp Growth (Size +2 steps)
10 200 gp Illusion with Sound
11 50 gp Dispel
12 200 gp Teleport
13 100 gp Bolt with AP 2
14 100 gp Detect arcana
15 150 gp Healing
16 100 gp Blind
17 200 gp Stun (Medium Blast Template)
18 450 gp Zombie
19 300 gp Sloth with Strong
20 200 gp Slumber
D10 Price Item
1 4,000 gp Ring of minor protection
2 2,500 gp Ring of sustenance
3 2,200 gp Ring of feather falling
4 8,600 gp Ring of the ram
5 15,000 gp Ring of water walking
6 10,000 gp Ring of the skillful
7 10,000 gp Ring of major protection
8 18,000 gp Ring of spell storing
9 6,000 gp Ring of energy resistance
10 20,000 gp Ring of invisibility
D8 Price Item
1 5,000 gp Immovable rod
2 13,000 gp Rod of the python
3 12,000 gp Rod of wonder
4 17,600 gp Staff of charming
5 29,600 gp Staff of healing
6 9,000 gp Rod of minor metamagic
7 37,000 gp Rod of negation
8 82,000 gp Staff of abjuration, evocation, or necromancy
D20 Price per Charge Power
1 150 gp Healing
2 150 gp Boost Trait (specify Trait)
3 200 gp Disguise
4 200 gp Slumber
5 50 gp Speak language
6 100 gp Detect arcana
7 200 gp Entangle (MBT)
8 200 gp Shrink (Size –1 step)
9 500 gp Invisibility
10 100 gp Bolt with AP 2
11 400 gp Speed with Quickness
12 100 gp Deflection
13 100 gp Wall walker
14 50 gp Protection
15 450 gp Fly
16 450 gp Banish
17 50 gp Dispel
18 200 gp Lower Trait (specify Trait) with Strong
19 500 gp Blast with Damage
20 100 gp Havoc