Amulet of the Blooded

Aura: varies


CL: varies


Slot: neck


Price: 15,000 gp


Weight: 1 lb.


Construction Requirements: Aberrant 7,500 GP Abyssal 6,000 GP Accursed 6,000 GP Celestial 6,000 GP Destined 5,000 GP Draconic 6,000 GP Elemental 6,000 GP Fey 5,000 GP Infernal 6,000 GP Undead 6,000 GP Craft Wondrous Item, additional spells (see text), creator must be a sorcerer of the appropriate bloodline; Cost varies


Source: Advanced Class Guide

Description

Each different type of amulet of the blooded grants its wearer powers from one sorcerer bloodline, but makes him vulnerable to attacks and effects that target creatures with the appropriate bloodline (such as from a blood-hunting weapon). If a creature that already has the associated bloodline wears the amulet, the wearer does not gain any of the abilities described below; instead, the effective level of his bloodline powers increases by 2. This effect does not stack with other abilities that increase the effective level of bloodline powers. Aberrant: This chunk of pitch-black onyx is suspended on a chain of silver. Strange whorls and tentacle-like shapes are etched upon its surface. The wearer gains a 25% chance to negate any critical hit or sneak attack (as the light fortification armor special ability). The wearer’s reach on melee touch attacks increases by 5 feet. Moderate illusion; CL 9th; Craft Wondrous Item, blur, enlarge person. Abyssal: This amulet is a bright red garnet in which fire dances when light plays across its surface. It hangs from a chain of brass. The wearer gains electricity resistance 5 and a +2 bonus on saving throws against poison. In addition, the wearer can grow claws as a free action. The claws are treated as natural weapons, and enable the wearer to make two claw attacks as a full attack action using his full base attack bonus. The claws each deal an amount of damage equal to 1d4 (1d3 if the wearer is Small) + the wearer’s Strength modifier. Moderate abjuration; CL  9th; Craft Wondrous Item, delay poison, magic fang, resist energy. Accursed: This swirling green malachite hangs from a chain of oxidized copper. Sinister, unblinking eyes are etched upon its surface. The wearer gains a +2 bonus on saving throws against charm, cold, fear, fire, and sleep effects. Three times 250 gp Toothpick of pyrotechnics 400 gp Storyteller’s dust 600 gp Assassin’s dust 750 gp Bottled scream 900 gp 1,000 gp Dire collar 1,000 gp Plume of panache 1,000 gp Spell lattice (1st) 1,000 gp False face 1,600 gp Boots of gusto 2,000 gp Incense of eidos 2,000 gp Lantern of auras 2,000 gp Lute of the battle ready 2,000 gp Restoration dust 2,000 gp Runestone of power (1st) 2,000 gp Elixir of sex shift 2,250 gp Trollbone 2,400 gp Brass spider 2,500 gp Swordmaster’s flair 2,500 gp Bell of returning spirits 3,000 gp Wand key ring 3,000 gp Boots of vaulting 3,500 gp 4,000 gp Glowing gourd 4,250 gp Physician’s spectacles 4,900 gp Amulet of uncanny defense 5,000 gp Headband of the wolf 5,000 gp Scabbard of many blades 5,000 gp Vanishing sheath 5,000 gp Banner of restful nights 5,040 gp Torc of the primal song 6,000 gp Whistle of calling 6,300 gp Cloak of the sneaky scoundrel 6,400 gp Aspect mask 6,500 gp Howling bracers 7,000 gp Gloves of marking 7,200 gp Boots of swift fury 7,500 gp One-way window 7,500 gp Lesser Medium Wondrous Items Price Amulet of the spirits (heavens) 8,000 gp Amulet of the spirits (wind) 8,000 gp Belt of superior maneuvers +2 8,000 gp Bloodstained gloves 8,000 gp Blouse of the boastful bastard 8,000 gp Cups of rapport 8,000 gp Lenses of the predator’s gaze 8,000 gp Runestone of power (2nd) 8,000 gp Torc of bloody rage 8,000 gp per day as a standard action, the wearer can fix his gaze on any one creature within 60 feet. The target becomes staggered for 4 rounds unless it succeeds at a Will saving throw (DC 18). Only one target can be affected by the wearer’s gaze at a time; if the wearer attempts to stagger a new opponent, the previous target immediately recovers whether the new attempt is successful or not. Moderate necromancy; CL 9th; Craft Wondrous Item, bestow curse, resist energy, resistance. Celestial: This large, polished opal hangs from a chain of smoky gray steel. The wearer gains acid resistance 5 and cold resistance 5. Three times per day as a standard action, the wearer can unleash a ray of heavenly fire as a ranged touch attack, targeting any foe within 30 feet. Against evil creatures, the ray deals 1d4+4 points of damage. The damage is divine and not subject to energy resistance or immunity. The ray heals good creatures of 1d4+4 points of damage, but a good creature cannot benefit from the heavenly fire more than once per day. Neutral creatures are unaffected by the ray. Moderate abjuration and evocation; CL 9th; Craft Wondrous Item, resist energy, scorching ray. Destined: This chunk of uncut quartz hangs on a platinum chain. The wearer gains a +2 luck bonus on all saving throws and a +2 luck bonus to AC during surprise rounds or any time he is otherwise unaware of an attack. Once per day, the wearer can reroll one attack roll, critical hit confirmation roll, or caster level check to overcome spell resistance. He must decide to use this ability after the first roll is made but before the result is revealed. He must take the second result, even if it’s lower. Moderate enchantment; CL 7th; Craft Wondrous Item, aid. Draconic: This amulet comes in a variety of minerals depending on its powers, as shown in the table below, and is formed into the shape of a dragon’s scale. The wearer gains resistance 5 against the energy type indicated in the table, as well as a +1 natural armor bonus to AC. Once per day as a standard action, the wearer can produce a breath weapon. This breath weapon deals 4d6 points of damage of the energy type and shape indicated (Reflex DC 13 half). Moderate abjuration and evocation; CL 9th; Craft Wondrous Item, fire breath, resist energy. d% 01–25 Malachite Acid 60-foot line 26–50 Azurite Electricity 60-foot line 51–75 Red Agate Fire 30-foot cone 76–100 Calcite Cold 30-foot cone Cape of daring deeds 9,000 gp Investigator’s pipe 9,000 gp Spell lattice (3rd) 9,000 gp Poet’s cloak 9,750 gp Amulet of the blooded (destined) 10,000 gp Amulet of the blooded (fey) 10,000 gp Amulet of the spirits (flame) 10,000 gp Amulet of the spirits (stone) 10,000 gp Amulet of the spirits (waves) 10,000 gp Hunter’s tree fort 10,000 gp Amulet of the blooded (abyssal) 12,000 gp Amulet of the blooded (accursed) 12,000 gp Amulet of the blooded (celestial) 12,000 gp Amulet of the blooded (draconic) 12,000 gp Amulet of the blooded (elemental) 12,000 gp Amulet of the blooded (infernal) 12,000 gp Amulet of the blooded (undead) 12,000 gp Amulet of the spirits (battle) 12,000 gp Amulet of the spirits (bones) 12,000 gp Amulet of the spirits (life) 12,000 gp Drinking horn of the panacea 12,000 gp Tin imp (figurine of wondrous power) 13,000 gp Cape of feinting 14,000 gp Greater dire collar 14,000 gp Amulet of the blooded (aberrant) 15,000 gp Handkerchief of finding 15,000 gp Slayer’s robe 15,000 gp Skullcrusher gauntlets 15,302 gp Helm of the valkyrie 16,000 gp Runes of the crone’s coven 16,000 gp Runes of the old faith 16,000 gp Saboteur’s goggles 16,000 gp Spell lattice (4th) 16,000 gp 18,000 gp Runestone of power (3rd) 18,000 gp Spell lattice (5th) 25,000 gp Lesser Major Wondrous Items Price Boots of the battle herald 30,000 gp Belt of superior maneuvers +4 32,000 gp Runestone of power (4th) 32,000 gp Cloak of disarming 35,000 gp Spell lattice (6th) 36,000 gp Iron collar of the unbound coven 46,000 gp Spell lattice (7th) 49,000 gp 50,000 gp Runestone of power (5th) 50,000 gp Spell lattice (8th) 64,000 gp Runestone of power (6th) 72,000 gp Spell lattice (9th) 81,000 gp Preyfinder 85,000 gp Runestone of power (7th) 98,000 gp Runestone of power (8th) 128,000 gp Runestone of power (9th) 162,000 gp Elemental: This amulet’s powers depend on the mineral of which it’s made, as shown in the table below. The wearer gains resistance 5 against the energy type indicated. Once per day as a standard action, the wearer can unleash a 20-foot-radius burst of elemental power that deals 4d6 points of damage (Reflex DC 14 half) of the energy type indicated. Creatures that fail their saves gain vulnerability to that energy type until the end of the wearer’s next turn. Moderate evocation; CL 9th; Craft Wondrous Item, elemental aura, resist energy. d% Mineral Energy Type 01–25 Anhydrite Electricity 26–50 Hematite Acid 51–75 Beryl Fire 76–100 Forsterite Cold Fey: This drop of amber hangs on a silk cord. The wearer can turn invisible for 9 rounds per day, as greater invisibility. The duration doesn’t need to be consecutive. Three times per day, the wearer can make a melee touch attack to cause a creature to laugh uncontrollably. For 1 round, that creature can take only move actions, but can defend itself normally. Once a creature has been affected, it’s immune for 24 hours. This is a mind-affecting effect. Moderate illusion; CL 9th; Craft Wondrous Item, greater invisibility, hideous laughter. Infernal: This chunk of black marble hangs from a chain of brass. The wearer gains fire resistance 5 and a +2 bonus on saving throws against poison. Three times per day the wearer can make a melee touch attack to cause a creature to become shaken for 4 rounds. Multiple touches do not stack, but do add to the duration. Moderate abjuration; CL  9th; Craft Wondrous Item, chill touch, resist energy. Undead: This chunk of petrified bone dangles from a silver chain. The wearer gains cold resistance 5 and DR 5/— against nonlethal damage. Three times per day the wearer can make a melee touch attack to cause a creature to become shaken for 4 rounds. Touching a creature that is already shaken causes it to become frightened for 1 round if it has fewer than 8 Hit Dice. Moderate abjuration; CL 9th; Craft Wondrous Item, chill touch, resist energy.