BELT Slot- Wondrous Items- Descriptions in Aertrea | World Anvil
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BELT Slot- Wondrous Items- Descriptions


Belt Slot Items

ANACONDA’S COILS

18,500 GP AURA moderate transmutation CL 8th WEIGHT 1 lb.
This snakeskin belt’s buckle is shaped like a serpent’s head. The wearer gains a +2 enhancement bonus to Strength and a +2 competence bonus on grapple combat maneuver checks. Treat the enhancement bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn. In addition, the belt grants the wearer the constrict ability (Bestiary 298) for 1d6 points of damage plus the wearer’s Strength modifier.
CONSTRUCTION REQUIREMENTS COST 9,250 GP Craft Wondrous Item, beast shape I, bull’s strength


AQUATIC CUMMERBUND

2,600 GP AURA faint transmutation CL 5th WEIGHT —
Long believed to have been halfling in origin, this stately cummerbund features a number of dancing dolphins embroidered on its deep blue material. The cummerbund grants its wearer a +4 competence bonus on Swim checks, and allows her to take 10 on such checks even if distracted or endangered.
CONSTRUCTION REQUIREMENTS COST 1,300 GP Craft Wondrous Item, touch of the sea (Advanced Player’s Guide)


BELT OF BATTLE

Price (Item Level): 12,000 gp (13th) Body Slot: Waist Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: — and swift (mental) Weight: —
This leather belt bears a platinum buckle set with three small black pearls. 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 ini- tiative 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.

Prerequisites: Craft Wondrous Item, haste.    


Belt of the Champion (Relic of Thyrm)

Price (Item Level): 4,500 gp (9th) Body Slot: Waist Caster Level: 20th Aura: Strong; (DC 25) transmutation Activation: — Weight: 1 lb.
This belt is forged of thick golden links, each set with a cabochon-cut semiprecious stone. Its large, oval buckle is embossed with the closed fist of Kord. These gem-studded belts are sacred to fol- lowers of Thyrm, the god of strength. When you wear one of these items, it functions as a belt of giant strength +2 if you are chaotic good, neutral good, or chaotic neutral. All of Thyrms-'s followers vie for the honor of win- ning one of these items, and each belt is passed down through generations of his faithful.
Relic Power: If you have established the proper divine connection, you gain a +5 competence bonus on Strength checks and a +4 morale bonus on saves against fear effects while wearing a belt of the champion. If you ever fail a save against a fear effect while wearing this belt, its relic power is negated for 1 hour. To use the relic power, you must wor- ship Thyrm.
Prerequisites: Craft Wondrous Item, Sanctify Relic, bull’s strength. Cost to Create: 2,250 gp, 180 XP, 5 days.    


BELT OF DWARVENKIND

14,900 GP AURA strong divination CL 12th WEIGHT 1 lb.
This belt gives the wearer a +4 competence bonus on Charisma checks and Charisma-based skill checks as they relate to dealing with dwarves, a +2 competence bonus on similar checks when dealing with gnomes and halflings, and a –2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven. If the wearer is not a dwarf, he gains 60-foot darkvision, dwarven stonecunning, a +2 enhancement bonus to Constitution, and a +2 resistance bonus on saves against poison, spells, and spell-like effects.
Craft Wondrous Item, tongues; Special creator must be a dwarf; Cost 7,450 gp    


BELT OF FORAGING

6,000 GP AURA faint divination CL 3rd WEIGHT 1 lb.
This belt allows its wearer to easily forage while in the wilderness. As long as the wearer of this belt has at least 1 rank in Survival, she need not make a check to get along in the wild; she always succeeds at that Survival check as long as she moves at half her overland speed. She can still choose to make that check to provide food and water for one other creature for every 2 points by which her result exceeds DC 10. Furthermore, she can instead make a DC 20 Survival check to get along in the wild while moving at full speed instead of half speed. While doing so, she can provide food and water for one other creature for every 2 points by which her check result exceeds 20.
CONSTRUCTION REQUIREMENTS COST 3,000 GP Craft Wondrous Item, detect animals and plants, creator must have 1 rank in Survival  


BELT OF GIANT STRENGTH

VARIES +2 Strength 4,000 GP +4 Strength 16,000 GP +6 Strength 36,000 GP AURA moderate transmutation CL 8th WEIGHT 1 lb.
This belt is a thick leather affair, often decorated with huge metal buckles. The belt grants the wearer an enhancement bonus to Strength of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
CONSTRUCTION REQUIREMENTS COST varies +2 Strength 2,000 GP +4 Strength 8,000 GP +6 Strength 18,000 GP Craft Wondrous Item, bull’s strength  


BELT OF GROWTH

Price (Item Level): 3,000 gp (7th) Body Slot: Waist Caster Level: 10th Aura: Moderate; (DC 20) transmutation Activation: Standard (command) Weight: —
This thick brass belt looks like it is riddled with cracks. It bends as though it has been stretched out of shape. When you activate a belt of growth, you instantly increase in size (as if affected by enlarge person). This effect lasts for 10 minutes or until you command it to end. This ability doesn’t stack with any other effect that increases your size. A belt of growth functions once per day.
Prerequisites: Craft Wondrous Item, enlarge person. Cost to Create: 1,500 gp, 120 XP, 3 days.  


BELT OF HIDDEN POUCHES

Price (Item Level): 5,000 gp (9th) Body Slot: Waist Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Move (command see text Weight: 1 lb. Belt of growth
Ten tiny pockets run along the inside of this otherwise unremarkable leather belt. Hidden inside this belt are ten small pockets, each of which seems big enough to hold only a few coins. Each pocket actually functions as a small bag of hold- ing and can hold up to 1/2 cubic foot or 5 pounds of nonliving matter. No object with any dimension exceeding 6 inches can be placed in a pocket. Anything placed inside a pocket effectively has one-tenth its normal weight, so a full pocket weighs only 1/2 pound at most.
In addition, two secret pockets lie behind each visible one, for a total of thirty pockets in all. The hidden pockets can be accessed only through a command word. A true seeing spell reveals the presence of the hidden pockets but not the command word needed to open them. Even when a pocket is full, it never bulges, so a belt of hidden pouches stuffed with 150 pounds of items still looks like an ordinary belt. To place any object in the belt, you merely press the object into the belt. Doing so while speaking the command word places the object in one of the hidden pockets (if one of them is empty). Placing an item in a pocket (hidden or visible) is a move action that does not provoke attacks of opportunity.
Naming a stored object and speaking a second command word draws the named object out of the belt and places it in your hand. Doing this is a move action that does not provoke attacks of opportunity. You can also reach into one of the ten regular hidden pockets and draw out an item, just as if retrieving a stored object (a move action that provokes attacks of opportunity).
A casual search won’t reveal any objects placed in the belt, and searching the visible pockets cannot reveal anything stored in the hidden pockets. It is possible to use a Sleight of Hand check to pluck something out of one of the ten visible pockets, but only someone wearing or holding a belt can access the hidden pockets, and then only with the correct command word.
Prerequisites: Craft Wondrous Item, Leomund’s secret chest. Cost to Create: 2,500 gp, 200 XP, 5 days.    


BELT OF INCREDIBLE DEXTERITY

VARIES +2 Dexterity 4,000 GP +4 Dexterity 16,000 GP +6 Dexterity 36,000 GP AURA moderate transmutation CL 8th WEIGHT 1 lb.
This belt has a large silver buckle, usually depicting the image of a tiger. The belt grants the wearer an enhancement bonus to Dexterity of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
CONSTRUCTION REQUIREMENTS COST varies +2 Dexterity 2,000 GP +4 Dexterity 8,000 GP +6 Dexterity 18,000 GP  


BELT OF ONE MIGHTY BLOW

Price (Item Level): 1,500 gp (5th) Body Slot: Waist Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: Swift (command) Weight: 1 lb.
The buckle of this wide leather belt is set with a single blood-red carbuncle. Activating a belt of one mighty blow grants extra damage on your next melee attack made before the end of your turn. A light weapon deals an extra 1d8 points of damage, a one-handed weapon deals an extra 2d6 points of damage, and a two- handed weapon deals an extra 3d6 points of damage. A belt of one mighty blow functions once per day.
Prerequisites: Craft Wondrous Item, bull’s strength. Cost to Create: 750 gp, 60 XP, 2 days.    


BELT OF MIGHTY CONSTITUTION

+2 Constitution 4,000 GP +4 Constitution 16,000 GP +6 Constitution 36,000 GP AURA moderate transmutation CL 8th WEIGHT 1 lb.
This belt’s golden buckle depicts a bear’s head. The belt grants the wearer an enhancement bonus to Constitution of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
CONSTRUCTION REQUIREMENTS COST varies +2 Constitution 2,000 GP +4 Constitution 8,000 GP +6 Constitution 18,000 GP Craft Wondrous Item, bear’s endurance  


BELT OF MIGHTY HURLING, GREATER

42,000 GP AURA moderate transmutation CL 12th WEIGHT 1 lb.
This item functions as the lesser belt of mighty hurling, except it grants a +4 enhancement bonus to Strength and any thrown weapons its wearer hurls are treated as though they had the returning quality. This does not apply to improvised ranged weapons, splash weapons, or weapons the wearer lacks proficiency with. Treat the bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn.
CONSTRUCTION REQUIREMENTS COST 21,000 GP Craft Wondrous Item, bull’s strength, longshot(Ultimate Combat), returning weapon (Ultimate Combat)


BELT OF MIGHTY HURLING, LESSER

14,000 GP AURA moderate transmutation CL 8th WEIGHT 1 lb.
This thick leather belt is buckled with a bright bronze clasp in the shape of a fist. When worn, it grants its wearer a +2 enhancement bonus to Strength and allows him to apply his Strength modifier as a bonus on attack rolls instead of his Dexterity modifier when making ranged attacks with thrown weapons. Also, the range increment of any weapon thrown by the wearer gains a +10-foot bonus. Treat this Strength bonus as a temporary ability bonus for the first 24 hours the belt is worn.
CONSTRUCTION REQUIREMENTS COST 7,000 GP Craft Wondrous Item, bull’s strength, longshot (Ultimate Combat)  


BELT OF PHYSICAL MIGHT

VARIES +2 to two physical ability scores 10,000 GP +4 to two physical ability scores 40,000 GP +6 to two physical ability scores 90,000 GP AURA strong transmutation CL 12th WEIGHT 1 lb.
This belt grants the wearer an enhancement bonus to two physical ability scores (Strength, Dexterity, or Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. These bonuses are chosen when the belt is created and cannot be changed.
CONSTRUCTION REQUIREMENTS COST varies +2 to two physical ability scores 5,000 GP +4 to two physical ability scores 20,000 GP +6 to two physical ability scores 45,000 GP Craft Wondrous Item, bear’s endurance, bull’s strength, and/ or cat’s grace  


BELT OF PHYSICAL PERFECTION

VARIES +2 Strength, Dexterity, and Constitution 16,000 GP +4 Strength, Dexterity, and Constitution 64,000 GP +6 Strength, Dexterity, and Constitution 144,000 GP AURA strong transmutation CL 16th WEIGHT 1 lb.
This belt has a large platinum buckle and grants the wearer an enhancement bonus to all physical ability scores (Strength, Dexterity, and Constitution) of +2, +4, or +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
CONSTRUCTION REQUIREMENTS COST varies +2 Strength, Dexterity, and Constitution 8,000 GP +4 Strength, Dexterity, and Constitution 32,000 GP +6 Strength, Dexterity, and Constitution 72,000 GP Craft Wondrous Item, bear’s endurance, bull’s strength, cat’s grace  


BELT OF PRIESTLY MIGHT

Price (Item Level): 6,000 gp (10th) Body Slot: Waist Caster Level: 8th Aura: Moderate; (DC 19) transmutation Activation: — Weight: 1 lb.
A prominent, yet worn, holy symbol adorns this threadbare cloth sash. This belt features a deity’s holy symbol. Followers of that deity or anyone of that deity’s alignment can wear the belt safely. Any other creature gains one negative level when wearing the belt. The nega- tive level remains for as long as the belt is worn. This negative level never results in actual level loss, but it cannot be overcome in any way (including resto- ration spells) while the belt is worn. While wearing the belt, you gain a +1 enhancement bonus to your exist- ing natural armor bonus. (A creature without natural armor has an effective natural armor bonus of +0.) The belt also grants you a +2 enhancement bonus to Strength.
Prerequisites: Craft Wondrous Item, barkskin, bull’s strength. Cost to Create: 3,000 gp 240 XP, 6 days.  


BELT OF STONESKIN

60,000 GP AURA moderate abjuration CL 10th WEIGHT 10 lbs.
Every 24 hours, this belt’s wearer gains DR 10/adamantine until the belt absorbs 100 points of damage, at which point the belt becomes useless for the remainder of the 24-hour period. When first worn, or after each time this belt is taken off, it must worn for 24 consecutive hours in order for its magic to take effect again.
CONSTRUCTION REQUIREMENTS COST 30,000 GP Craft Wondrous Item, stoneskin, creator must be an oread or a creature with the earth subtype    


BELT OF TEETH

4,000 GP AURA faint transmutation CL 1st WEIGHT 3 lbs.
The brass buckle on this stout leather belt is fashioned to resemble three demonic faces. Once each round, this belt’s buckle can animate, lashing out at a creature that provokes an attack of opportunity within 5 feet. This attack uses its wearer’s base attack bonus and Strength modifier, with a +4 competence bonus. It deals damage as a bite attack made by a creature of its wearer’s size (1d6 for a Medium wearer; see Table 3—1: Natural Attacks by Size, Bestiary 302) plus the wearer’s Strength modifier. This belt does not add to the normal number of attacks the wearer can make in a round; it offers another way in which to make attacks of opportunity.
CONSTRUCTION REQUIREMENTS COST 2,000 GP Craft Wondrous Item, magic fang  


BELT OF ULTIMATE ATHLETICISM

Price (Item Level): 3,600 gp (8th) Body Slot: Waist Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Swift (command) Weight: —
This simple cloth belt is a braid of black, green, and gold threads. Bolt shirt A belt of ultimate athleticism allows you to reliably perform normal athletic feats, or occasionally pull off a truly amazing stunt. When you activate the belt, you can take 10 on all Balance, Climb, Jump, Swim, and Tumble checks made in that round, even if you are in a stressful situation. In addition, once per day, you can acti-vate the belt to treat the next Balance, Climb, Jump, Swim, or Tumble check you attempt as if you had rolled a 20.
Prerequisites: Craft Wondrous Item, bull’s strength, cat’s grace. Cost to Create: 1,800 gp, 144 XP, 4 days.    


BELT OF THE WEASEL

10,000 GP AURA moderate transmutation CL 4th WEIGHT 1 lb.
This surprisingly soft belt has an absurdly large buckle, made even more absurd by the fact that it’s crafted in the shape of a smiling weasel’s face. It grants its wearer a +2 enhancement bonus to Dexterity, and the ability to move at half normal speed while prone. Treat the enhancement bonus to Dexterity as a temporary ability bonus for the first 24 hours the belt is worn. The wearer does not take a penalty on melee attack rolls or to AC against melee attacks while prone. Additionally, the wearer gains the compression ability (Bestiary 2 295).
CONSTRUCTION REQUIREMENTS COST 5,000 GP


BELT OF THUNDEROUS CHARGING

10,000 GP AURA moderate transmutation CL 8th WEIGHT 1 lb.
An engraving of a charging rhinoceros decorates this thick leather belt. The belt grants its wearer a +2 enhancement bonus to Strength. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. The belt magnifies the wearer’s momentum whenever she charges, granting her a +2 bonus on bull rush and overrun maneuvers. Furthermore, when the wearer makes a charge attack, her melee weapons and natural weapons deal damage as if they were one size category larger than they actually are.
CONSTRUCTION REQUIREMENTS COST 5,000 GP Craft Wondrous Item, bull’s strength,


BELT OF TUMBLING

800 GP AURA faint transmutation CL 1st WEIGHT 1 lb.
This thin and flexible cotton cord is meant to be wrapped several times around wearer’s waist. The belt’s wearer gains a +4 competence bonus on tumble checks made to move through a threatened square or through an enemy’s space.
CONSTRUCTION REQUIREMENTS COST 400 GP Craft Wondrous Item, cat’s grace
   


BLADED BELT

2,000 GP AURA faint transmutation CL 1st WEIGHT 3 lbs.
Rather than being made of one continuous line of material, this belt consists of many bits of tanned leather joined together by thick metal studs. On command, the belt’s wearer can transform the belt into a single masterwork slashing and/or piercing melee weapon of her choice. As long as she is holding the weapon, she can also revert it back to belt form with a command. Furthermore, the belt can be enchanted like a piercing and slashing melee weapon, using the cost of the belt as the cost of the masterwork item.
CONSTRUCTION REQUIREMENTS COST 1,000 GP Craft Wondrous Item, magic weapon


BLINKBACK BELT

5,000 GP AURA moderate conjuration CL 7th WEIGHT 2 lbs.
A set of clips is attached to this segmented belt constructed of metallic links. Up to two one-handed melee weapons or up to four light melee weapons can be hung from the belt in straps or sheaths. When the wearer draws a weapon attached to this belt and throws it before the end of her next turn, the weapon teleports back to its strap or sheath immediately after the attack is resolved.
CONSTRUCTION REQUIREMENTS COST 2,500 GP Craft Wondrous Item, teleport object


CORD OF STUBBORN RESOLVE

15,000 GP AURA moderate transmutation CL 8th WEIGHT 1 lb.
When fastened about the waist, this stout length of rope grants a +2 enhancement bonus to Constitution along with prodigious stamina. Treat the enhancement bonus to Constitution as a temporary ability bonus for the first 24 hours the belt is worn. Any effect which would cause the wearer to become fatigued deals an additional 1d6 points of nonlethal damage instead. Any effect that would cause exhaustion likewise causes 1d6 points of nonlethal damage, and leaves the wearer fatigued instead of exhausted.
CONSTRUCTION REQUIREMENTS COST 7,500 GP Craft Wondrous Item, bear’s endurance, lesser restoration    


DESPERATION CHAIN

Price (Item Level): 15,000 gp (14th) Body Slot: Waist Caster Level: 13th Aura: Strong; (DC 21) no school Activation: Immediate (command) Weight: 5 lb.
Alternating links of a strange green metal and ivory make up this chainlike belt. A desperation chain gives an arcane spell- caster the opportunity to either avoid capture or strike back against an enemy. You can activate a desperation chain when you are being rendered helpless by an enemy (such as being pinned, paralyzed, or dropped to –1 or fewer hit points). When you activate the chain, you can cast a single arcane spell of 3rd level or lower without spending an additional action to do so. Doing this expends the prepared spell or spell slot as if you had cast the spell. The chosen spell must have a casting time no longer than 1 full round. Casting a spell in this way requires no verbal or somatic components and does not provoke attacks of opportunity. You must still provide any material components or focus required, as well as pay any XP or other costs of the spell.
The spell you cast takes effect after the effect that rendered you helpless (so it can’t prevent that effect), though it could theoretically neutralize or reverse it. For example, a bard wearing the chain could cast cure light wounds in response to being reduced to –3 hit points.
This ability functions once per day. You must wear a desperation chain for 24 hours before you can access its abilities. If it is taken off, it becomes inactive until worn for an additional 24 hours.
Prerequisites: Craft Wondrous Item, limited wish. Cost to Create: 7,500 gp, 600 XP, 15 days.  


DRAGON SPIRIT CINCTURE

Price (Item Level): 2,000 gp (6th) Body Slot: Waist Caster Level: 6th Aura: Moderate; (DC 18) evocation Activation: — Weight: —
This wide, embroidered belt sash is emblazoned with images of fire-breathing dragons. While you wear a dragon spirit cincture, your breath weapon damage is increased by one die (or by 1 point if your breath weapon doesn’t deal damage expressed in dice). If you are also holding a magic weapon that deals the same type of damage as your breath weapon, your breath weapon save DC increases by 1.
Prerequisites: Craft Wondrous Item, breath weapon. Cost to Create: 1,000 gp, 80 XP, 2 days.    


ELEMENTAL EARTH BELT

24,000 GP AURA moderate transmutation CL 11th WEIGHT 3 lbs.
This belt is constructed of flat pieces of slate connected with strong leather straps. This belt grants its wearer a +4 enhancement bonus to Constitution, and the wearer is immune to effects that would push, pull, or forcefully move the wearer. This offers no protection from teleportation effects. Furthermore, once per day on command, the wearer can take the form of a Large earth elemental, as though subject to the elemental body III spell. Treat the enhancement bonus to Constitution as a temporary ability bonus for the first 24 hours the belt is worn.
CONSTRUCTION REQUIREMENTS COST 12,000 GP Craft Wondrous Item, bear’s endurance, elemental body III


EQUESTRIAN BELT

3,200 GP AURA faint transmutation CL 3rd WEIGHT 1 lb.
This belt is worked with images of horses stampeding across a barren, windswept plain. The belt’s wearer automatically succeeds at any check to guide with the knees, stay in the saddle, fight with a combat-trained mount, control a mount in battle, or make a fast mount or dismount, as long as the belt’s wearer is wearing medium, light, or no armor. Furthermore, the belt grants a +4 competence bonus on all other Ride checks, including ones made while the wearer is in heavy armor.
CONSTRUCTION REQUIREMENTS COST 1,600 GP Craft Wondrous Item, cat’s grace


GORGON BELT

23,000 GP AURA moderate transmutation CL 9th WEIGHT 1 lb.
This belt grants its wearer a +4 enhancement bonus to Strength, and the ability to ignore difficult terrain while charging or making an overrun, bull rush, or trample attempt. Furthermore, once per day on command, its wearer can spew a 60-foot cone of poisonous green gas as a breath weapon. Any creature caught in the area of the gas can attempt a DC 18 Fortitude saving throw to resist its effect, but if the creature fails the saving throw, it is paralyzed for 1d4 rounds. At the end of its turn, a creature petrified by this breath weapon can attempt a new save to end the paralysis effect. Treat the enhancement bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn.
CONSTRUCTION REQUIREMENTS COST 11,500 GP Craft Wondrous Items, bull’s strength, feather step (Advanced Player’s Guide), poison


GWAERON’S BELT

Price (Item Level): 21,000 gp (15th) Body Slot: Waist Caster Level: 13th Aura: Strong; (DC 21) transmutation Activation: Standard (command) Weight: 1 lb.
This belt of tightly woven, white human hair has several blue and orange crystals braided evenly through it. A Gwaeron’s belt has two abilities, each of which functions once per day. The first command causes your weapon to burst into flames (as the flaming weapon property; DMG 224) for 12 rounds. The second command produces a wind walk effect, as the spell, but affecting only you.
Prerequisites: Craft Wondrous Item, flame blade, wind walk. Cost to Create: 10,500 gp, 840 XP, 21 days.  


HEALING BELT

Price (Item Level): 750 gp (3rd) Body Slot: Waist Caster Level: 3rd Aura: Faint; (DC 16) conjuration Activation: — and standard (command) Weight: 1 lb.
This broad leather belt is studded with three moonstones. 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 equiva- lent 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.
Prerequisites: Craft Wondrous Item, cure moderate wounds. Cost to Create: 500 gp, 40 XP, 1 day.  


MERIDIAN BELT

1,000 GP AURA moderate transmutation CL 9th WEIGHT 1 lb.
This narrow cloth belt has a silver buckle in the shape of four rings. The belt allows a creature to wear a magic ring on each foot in addition to the ring on each hand, though only two rings function at any given time. As a swift action, the wearer can change which of his rings are active (both hands, both feet, left hand and right foot, and so on). For example, a creature could wear a ring of protection, ring of energy resistance, ring of swimming, and ring of counterspells, switching between any two of them as a swift action each round as it desires. The belt does not change the type of action required to activate a ring (for example, activating a ring of invisibility is still a standard action), but allows the wearer to easily switch between the constant powers of several worn rings. While the belt is worn, wearing a ring on a foot counts toward the attunement process of certain rings (such as a ring of sustenance) even if the belt isn’t used to make that ring active during that attunement period.
CONSTRUCTION REQUIREMENTS COST 500 GP Craft Wondrous Item, polymorph


MINOTAUR BELT

11,000 GP AURA faint transmutation CL 4th WEIGHT 1 lb.
This belt grants its wearer a +2 enhancement bonus to Strength, and the ability to ignore difficult terrain while charging or making an overrun, bull rush, or trample attempt. Treat the enhancement bonus to Strength as a temporary ability bonus for the first 24 hours the belt is worn.
CONSTRUCTION REQUIREMENTS COST 5,500 GP Craft Wondrous Items, bull’s strength, feather step (Advanced Player’s Guide)


MONKEY BELT

9,400 GP AURA moderate transmutation CL 8th WEIGHT 1 lb.
This furry brown belt resembles the tail of a monkey. The belt grants the wearer a +2 enhancement bonus to Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. The wearer does not lose his Dexterity bonus to AC while climbing, and does not take a –5 penalty on Climb checks when climbing at half his speed. As a swift action the wearer can command the belt to animate, transforming it into a prehensile tail under the wearer’s control. The tail does not grant the wearer any additional attacks or actions per round, nor can it wield weapons, but it can make unarmed attacks and hold or manipulate objects about as well as the wearer’s normal limbs (though any activity requiring fingers is beyond the tail’s capabilities). The belt can function as a tail for 5 minutes per day. These minutes do not need to be consecutive.
CONSTRUCTION REQUIREMENTS COST 4,700 GP Craft Wondrous Item, beast shape I, cat’s grace


MONKEY BELT, GREATER

18,000 GP AURA moderate transmutation CL 8th WEIGHT 1 lb. This belt functions as a monkey belt, except it grants the wearer a +2 enhancement bonus to Strength and Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
When the wearer speaks the command word to transform the belt into a prehensile tail, a greater monkey belt also gives the wearer a +5 circumstance bonus on Climb checks.
CONSTRUCTION REQUIREMENTS COST 9,000 GP Craft Wondrous Item, beast shape I, bull’s strength, cat’s grace


PLAGUE RAT BELT

5,200 GP AURA moderate transmutation CL 8th WEIGHT 1 lb.
This belt grants its wearer a +2 enhancement bonus to Constitution. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. Also, as an immediate action three times per day, the wearer can call upon the belt to reroll a saving throw made to resist a disease or poison. The wearer must use the second roll, even if it is worse.
CONSTRUCTION REQUIREMENTS COST 2,600 GP Craft Wondrous Item, bear’s endurance, neutralize poison, remove disease


PLAGUE RAT BELT, GREATER

11,200 GP AURA moderate transmutation CL 8th WEIGHT 1 lb.
This belt functions as a plague rat belt, except it grants the wearer a +2 enhancement bonus to Dexterity and Constitution. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.
CONSTRUCTION REQUIREMENTS COST 5,600 GP Craft Wondrous Item, bear’s endurance, cat’s grace, neutralize poison, remove disease  


SASH OF FLOWING WATER

25,000 GP AURA moderate abjuration CL 10th WEIGHT 1 lb.
If this belt’s wearer has at least one hand free (holding nothing), he can attempt to deflect a successful melee attack with an immediate action. To do so, he rolls an unarmed strike against the opponent, including any applicable modifiers such as a favored enemy bonus or the penalty for Power Attack. If his attack roll is greater than the opponent’s attack roll, the attack is negated without effect. The unarmed strike itself causes no damage and does not count as a successful attack against the opponent. The opponent does not need to be within the wearer’s reach to use this ability. Whether the attack succeeds or not, the wearer takes a –4 penalty on attack rolls until the end of his next turn.
CONSTRUCTION REQUIREMENTS COST 12,500 GP Craft Wondrous Item, Combat Expertise, Improved Unarmed Strike


SECURITY BELT

12,500 GP AURA faint transmutation CL 5th WEIGHT 1 lb.
A security belt increases the DC of Sleight of Hand checks made against the wearer and checks to locate items or weapons hidden on the wearer’s person by 5. The wearer also gets a +5 bonus to CMD against the steal maneuver. Once per day on command, the wearer can touch a single item of up to 10 cubic feet and shrink it into a tiny cloth duplicate as the shrink item spell. With a move action, the wearer can draw one of these items from one of the belt’s pockets and return it to normal size. It is difficult to detect a security belt and any items in the pockets as magic. They are affected as though a constant magic aura spell were making them appear nonmagical.
CONSTRUCTION REQUIREMENTS COST 6,250 GP Craft Wondrous Item, magic aura, shrink item


SERPENT BELT

9,000 GP AURA faint transmutation CL 5th WEIGHT 1 lb.
This belt’s wearer gains a +4 bonus on saves against poisons and a +2 bonus on Escape Artist checks. In addition, once per day on command, the belt can be animated as a venomous snake or constrictor snake (Bestiary 255) that obeys the animator’s spoken commands for up to an hour. If the animated snake is slain or moves 100 feet away from the animator, the snake reverts into belt form.
CONSTRUCTION REQUIREMENTS COST 4,500 GP Craft Wondrous Item, beast form I, neutralize poison, summon nature’s ally II


SERPENT BELT, GREATER

  20,000 GP AURA faint transmutation CL 5th WEIGHT 1 lb.
This belt functions as a serpent belt, except it grants the wearer a +2 enhancement bonus to Strength and Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. When the wearer animates the belt as a venomous or constrictor snake, she may speak a second command word to give the snake the advanced, celestial, entropic (Bestiary 2), fiendish, or resolute (Bestiary 2) simple template. Adding a planar template changes the snake’s alignment to that of the corresponding planes.
CONSTRUCTION REQUIREMENTS COST 10,000 GP Craft Wondrous Item, beast form I, bull’s strength, cat’s grace, neutralize poison, summon monster II or summon nature’s ally II


SHADOWFORM BELT

110,000 GP AURA strong transmutation CL 17th WEIGHT —
When wrapped around a wearer’s waist, this belt grants a +6 enhancement bonus to Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. Furthermore, as a swift action, its wearer can become incorporeal. While incorporeal, he does not gain a deflection bonus to AC based on his Charisma, but his natural armor bonus is converted to a deflection bonus. The wearer can remain incorporeal for up to 10 rounds per day. The rounds need not be consecutive.
CONSTRUCTION REQUIREMENTS COST 55,000 GP Craft Wondrous Item, cats grace, etherealness  


SILKSLICK BELT

Price (Item Level): 2,000 gp (6th) Body Slot: Waist Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: — and swift (mental) Weight: —
This belt is crafted from a thousand strands of silk, which are dyed the color of midnight. A silkslick belt is a boon to burglars and contortionists, but also to anyone who wants to avoid being caught in a tight spot. You can attempt an Escape Artist check to escape from a grapple or pin as a move action (rather than as a standard action). This is a continuous effect and requires no activation. In addition, once per day, you can acti-vate a silkslick belt to gain a +10 competence bonus on the next Escape Artist check you begin before the end of your next turn.
Prerequisites: Craft Wondrous Item, grease. Cost to Create: 1,000 gp, 80 XP, 2 days.

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