Magic Items
Certain monsters are known to be notoriously elusive or physically overwhelming, making their defeat seem impossible. Monster hunters seek to even the playing field by any means available, including the use of magic armor, weapons, and items. The items presented here can make the difference between a fruitful and a failed hunt.
Bone Bearer's Cutter
Source Monster Hunter's Handbook pg. 28
Aura moderate necromancy and transmutation CL 10th
Slot none; Price 21,802 gp; Weight 1 lb.
Description
The bone handle of this +1 wounding dagger is engraved with imagery of fierce beasts. Once per day as a standard action, the dagger can be driven into a target’s appendage by making a melee attack with a –5 penalty. If this attack hits, the dagger drives itself into the bone of the creature, giving the creature a –2 penalty on attacks, damage rolls, and Reflex saves for 1 minute. The dagger can be removed by the target or another adjacent creature with a successful DC 15 Strength check. The dagger also grants a +4 competence bonus on skill checks attempted in conjunction with the Harvest Parts feat.
Construction
Requirements Craft Magic Arms and Armor, bleed, crafter’s fortuneAPG, howling agonyUM; Price 11,052 gp
Detecting Dart
Source Monster Hunter's Handbook pg. 28
Aura moderate divination CL 7th
Slot none; Price 2,000 gp; Weight —
Description
This tiny dart is made of iron and engraved with runes. The back half of the dart has a colorful tuft of fletching that detaches when the dart is thrown or fired through a blowgun, fluttering to the ground in the user’s space. A successful ranged touch attack with the front half of the dart deals 1 point of damage and embeds the needle-like point into the target’s flesh. The attack causes little pain, and the target only notices the embedded dart with a successful DC 14 Perception check. Removing the dart takes a standard action and deals 1 additional point of damage.
Once separated, the back half of the dart detects where the front half is as long as both pieces are within 1 mile of each other. Every hour, the back half gives a distinct hum and its fletching flutters in the direction of the front half for 1 minute. This effect continues for up to 24 hours or until the dart is removed, at which point its magic fades forever.
Should a creature eat the flesh of a target with an embedded detecting dart, it has a 50% chance of consuming the dart. Should the dart transfer from one creature to another in this way, the dart’s back half instead tracks the new creature.
Construction
Requirements Craft Magic Arms and Armor, locate creature; Price 1,000 gp
Melding Cloak
Source Monster Hunter's Handbook pg. 28
Aura moderate illusion and transmutation; CL 10th
Slot shoulders; Price 25,000 gp; Weight 1 lb.
Description
This cloak is lined with thin strings of varying colors that shift in color to match surrounding material such as dirt, grass, or stone. This grants the wearer a +2 competence bonus on Stealth checks. As a standard action, the wearer is able to physically meld into material such as wood, plaster, or stone (but not metal or other heavily worked materials), appearing as a dim shadow on the surface. The wearer can move across any exposed portion of the material at half her normal movement speed, allowing her to travel up walls or across floors. While melded with material in this manner, the wearer gains a +10 circumstance bonus on Stealth checks. The wearer can meld with material for up to 10 minutes per day. This duration need not be consecutive, but it must be spent in 1-minute increments.
Nearby creatures can notice the melded wearer with a successful Perception check. The wearer can be targeted normally while melded with material. If the wearer takes any damage while melded, or if the surface material is manipulated with stone shape, warp wood, or similar spells, the wearer is immediately shunted out of the material into the nearest open space.
Construction
Requirements Craft Wondrous Item, invisibility, passwall; Cost 12,500 gp
Monstrous Dye
Source Monster Hunter's Handbook pg. 28
Aura moderate conjuration and necromancy; CL 10th
Slot none; Price 2,250 gp; Weight —
Description
This small bone container is filled with a thick dye. Each container holds enough dye to cover one ornament created with the Grisly Ornament feat. When applied to an ornament, it aids in the ornament’s preservation, allowing it to remain effective for an additional 24 hours. Once per day as a free action, a dyed ornament can be commanded to attack a target adjacent to the wearer. A ghostly image of the creature from which the ornament was harvested appears and makes a natural attack against the target, attacking with the wearer’s base attack bonus and dealing 2d6 points of damage. This attack can be made in addition to any actions performed by the wielder. An ornament integrated into a wondrous item with the Monstrous Crafter feat can gain this attack ability, but doing so requires two applications of monstrous dye to function properly.
Construction
Requirements Craft Wondrous Item, gentle repose, summon nature’s ally IV; Cost 1,125 gp
Necklace of Beast's Might
Source Monster Hunter's Handbook pg. 29
Aura varies; CL varies
Slot neck; Price 6,000 gp ( Eyes), 8,000 gp ( Hair), 8,000 gp ( Horn), 9,000 gp ( Claws), 9,000 gp ( Scales), 12,000 gp ( Bones), 12,000 gp ( Teeth); Weight —
Description
A necklace of beast’s might is a crude necklace made from a particular part (or close analog) of a creature of a specific type: aberrations, animals, dragons, fey, magical beasts, oozes (often made using hardened leftovers), or vermin. Regardless of the parts used to make the necklace, the necklace quietly rattles when a creature of the specific type is within 100 feet of the wearer. Each necklace also has additional abilities based on its component parts (or analogs), and each requires an additional spell in its construction.
Bones: The wearer gains DR 2/— against natural attacks from the associated creature type. Moderate transmutation; CL 7th; stoneskin.
Claws: The wearer gains a +2 morale bonus on attack rolls against the associated creature type. Moderate transmutation; CL 8th; magic weapon.
Eyes: The wearer gains a +5 insight bonus on Knowledge checks to identify creatures of the associated type and on Perception checks opposed by such creatures’ Disguise checks. Faint divination; CL 5th; know the enemyUM.
Hair: The wearer gains a +2 competence bonus on Survival checks to track the associated creature type, and the scent special ability, but only to notice odors of the associated creature type. Faint transmutation; CL 5th; beast shape I.
Horns: The wearer gains a +2 bonus on combat maneuvers and to CMD against the associated creature type. Faint transmutation; CL 5th; bull’s strength.
Scales: The wearer gains a +2 insight bonus to AC against attacks made by the associated creature type. Moderate transmutation; CL 9th; barkskin.
Teeth: The wearer gains a +2 bonus on damage rolls against creatures of that type. The wearer’s critical hits against such creatures deal 1d6 bleed damage. Moderate transmutation; CL 8th; magic weapon.
Construction
Requirements Craft Wondrous Item, locate creature, additional spells (see text); Cost 3,000 gp (Eyes), 4,000 gp (Hair), 4,000 gp (Horn), 4,500 gp (Claws), 4,500 gp (Scales), 6,000 gp (Bones), 6,000 gp (Teeth)
Nest Revealer
Source Monster Hunter's Handbook pg. 29
Aura faint divination; CL 3rd
Slot none; Price 500 gp; Weight 1 lb.
Description
This small vial is sealed with a fine metal cap engraved with the visage of a noble hound. When a few drops of a creature’s blood are placed in the vial, it begins to fill on its own, replicating the creature’s blood over the span of 1 minute. After 1 minute, the vial shatters and a small fist-sized orb of crystallized blood falls to the ground. This animate orb rolls in the direction of the last location in which the source creature slept for at least 1 hour. The blood travels at a rate of 20 feet per round and can travel up to 10 miles over the span of 5 hours. If the orb does not reach the creature’s nest within 5 hours, it collapses into a puddle containing enough blood to activate another nest revealer.
Construction
Requirements Craft Wondrous Item, locate creature; Cost 250 gp
Penetrating Whetstone
Source Monster Hunter's Handbook pg. 29
Aura moderate evocation; CL 8th
Slot none; Price 2,000 gp; Weight 1 lb.
Description
This whetstone is made from finely worked obsidian. Sharpening a blade with this whetstone requires 15 minutes of work and grants the weapon the ability to ignore up to 3 points of natural armor for its next five attacks. If the target of the weapon’s attack has a natural armor bonus of less than +3, the weapon deals 1 additional point of damage for each point of natural armor below 3 the target has. The process of honing the blade shatters a portion of the whetstone’s enchanted obsidian, dispelling its magic and turning it into a mundane whetstone afterward.
Construction
Requirements Craft Wondrous Item, keen edge; Cost 1,000 gp
Pocket Prey
Source Monster Hunter's Handbook pg. 29
Aura moderate illusion; CL 10th
Slot none; Price 6,000 gp; Weight 3 lbs.
Description
This small container features a stone base with a glass cover. The container can hold half a pound of flesh or similar organic matter, preserving it for up to 24 hours. On command, the container emanates the smell of the contained material out to a 100-foot radius. Additionally, the container lets out a cry every minute, imitating that of an injured member of the variety of the flesh within the container. This cry can be clearly heard up to 150 feet from the container.
Construction
Requirements Craft Wondrous Item, gentle repose, major image; Cost 3,000 gp