Silk's Purchases

Items Current as of January 28th, 2012

Weapon:
+1 Deep Crystal Nunchuku:

  • Deals 1d6+1 damage (1d6+6 In Silk's hands.)
  • Bludgeoning Type
  • Monk Weapon
  • +2 to Disarm attempts and Disarm Resists.
  • Flurry Weapon
  • Hardness: 22
  • HP: 48

Available Options:
Lesser Demolition Crystal -Attached
Weapon deals +1d6 more damage to constructs, and weapon counts as adamantine for the purpose of breaking through Damage Reduction.

Deep crystal is crystal of above-average quality found at the hearts of large veins or deposits of mundane crystal (see below). Deep crystal is renowned for its strength and its psionically resonant nature. Mundane crystal is used for many items of psionic manufacture, such as dorjes, power stones, and psicrystals. Deep crystal is a better grade.

While a weapon made of deep crystal is no different from a mundane crystal weapon for a nonpsionic character, a psionic wielder of a deep crystal weapon can focus psionic power through it, increasing the damage that weapon deals. As a free action that does not provoke attacks of opportunity, the wielder can channel psionic power into a melee weapon or ranged weapon made of deep crystal. For 2 power points, the deep crystal weapon deals an extra 2d6 points of damage. The weapon will stay charged for 1 minute or until it scores its next hit. Bows, crossbows, and slings bestow this power on their ammunition. All missile weapons lose this effect if they miss. However, they may be recovered and charged again.

Any weapon made of deep crystal costs 1,000 gp more than its noncrystal counterpart. Any item could potentially be made out of deep crystal. Because deep crystal armor is considered to be made out of metal, druids cannot wear it.
Deep crystal has 30 hit points per inch of thickness and a hardness of 10.

Head:
Headband of Conscious Effort:

  • Price (Item Level): 2,000 gp (6th)
  • Body Slot: Head
  • Caster Level: 6th
  • Aura: Moderate; (DC 18) transmutation
  • Activation: Immediate (mental)
  • Weight: —

While wearing a headband of conscious effort, you can attempt a Concentration check instead of a required Fortitude saving throw once per day.

Face:
Blindfold of True Darkness: (On person, not always worn)

  • Price (Item Level): 9,000 gp (12th)
  • Body Slot: Face
  • Caster Level: 3rd
  • Aura: Faint; (DC 16) divination
  • Activation: —
  • Weight: —

When you wear this blindfold, you gain the blindsight ability out to 30 feet (MM 306). Because your eyes are protected, you are also immune to gaze attacks and spells or effects that rely on sight. You cannot use vision in any way while wearing the blindfold.

Shoulders:
Cloak of Resistance (+1)
These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).

Neck
Periapt of Wisdom (+4)
Worn around the neck, this item grants an enhancement bonus to a creature's wisdom score. +2, +4 and +6 Varieties are available.

Torso:
Tunic of Steady Spellcasting

  • Price (Item Level): 2,500 gp (7th)
  • Body Slot: Torso
  • Caster Level: 3rd
  • Aura: Faint; (DC 16) transmutation
  • Activation: —
  • Weight: 1 lb.

This earth-colored tunic is sturdy, though the material is as soft as silk. Around the neck, wrists, and hem are runes of stability stitched in gold thread. You gain a +5 competence bonus on concentration checks. Despite the name, the tunic’s bonus applies on all Concentration Checks.

Wrists
Bracers of Armor (+1)
These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.

Hands
Gloves of Angry Ogre Power
These gloves are made of tough leather with iron studs running across the back of the hands and fingers. They grant the wearer great strength, adding a +2 enhancement bonus to his Strength score. Both gauntlets must be worn for the magic to be effective. Added to this: +2 Dex

Right Ring
Ring of Protection (+1)
This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.

Left Ring
Ring of Evasion
This ring continually grants the wearer the ability to avoid damage as if she had the evasion feat. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.

Waist

Belt of Enduring Battle (Worn)

  • Price (Item Level): 12,000 gp (13th)
  • Body Slot: Waist
  • Caster Level: 9th
  • Aura: Moderate; (DC 19) transmutation
  • Activation: — and swift (mental)
  • Weight: —

A belt of battle helps you avoid being caught off guard in combat and allows occasional bursts of extra activity. While worn, it grants you a +2 competence bonus on initiative checks. This is a continuous effect and requires no activation. In addition, a belt of battle has 3 charges, which are renewed each day at dawn. Each time you activate the belt, one of the black pearls set into its buckle turns white. The pearls return to normal when the ring’s charges renew. Spending 1 or more charges grants you an extra action, which must be taken immediately (before you take any other action).

  • 1 charge: 1 move action.
  • 2 charges: 1 standard action.
  • 3 charges: 1 full-round action.

Added to: +2 con

Healer's Belt (in backpack)

  • Price (Item Level): 750 gp (3rd)
  • Body Slot: Waist
  • Caster Level: 3rd
  • Aura: Faint; (DC 16) conjuration
  • Activation: — and standard (command)
  • Weight: 1 lb.

While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation.

In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)

  • 1 charge: Heals 2d8 points of damage.
  • 2 charges: Heals 3d8 points of damage.
  • 3 charges: Heals 4d8 points of damage.

Feet
Boots of Agile Leaping

  • Price (Item Level): 600 gp (3rd)
  • Body Slot: Feet
  • Caster Level: 3rd
  • Aura: Faint; (DC 16) transmutation
  • Activation: —
  • Weight: 2 lb

While wearing boots of agile leaping, you can add your Dexterity modifier (instead
of your Strength modifier) on Jump checks.

If you have at least 5 ranks in Balance, you can stand from prone as a swift action.
When standing from prone, you do not provoke attacks of opportunity.