RCE

Ancient tales tell of an immortal wizard on a mountain, with only his creations as company. The last of a once-prolific college, he has access to arcane secrets from across the multiverse. Some say the temptation of that knowledge is why he's the last, while others say he's the lone survivor of a once-mighty civilization the gods destroyed out of fear. In any case, this lonely artificer spends his days conducting experiments and creating magical items nonpareil. If one can find him, survive the encounter, and gain his favor, they might walk away with an artifact worthy of legend.

July 2021: Event! An earth-shaking thrum reverberates through the ground, vibrating stone and bone as it dissipates through the land. Underneath the deep buzz, the unnerving echo of a mad cackle permeates the flesh and lingers in the mind... Hitherto unknown secrets of the multiverse have been unlocked; the available items are now much cheaper or better than the versions currently listed.

Welcome to Ray's Crafting Emporium!
All items listed are Pathfinder-legal, however strange and exotic they might appear.

Format: Item Name [Gold Cost, Item Slot, Weight, Caster Level]. Some gold costs are measured in thousands, or "k". Items without a listed item slot do not require one. Weights are only given if created from an existing item using the same slot; if a weight isn't listed, the form the item takes is mutable and could be anything from cloth to metal.

Items
Aniketos' Mask of Mystery [5.5k, Face, 1lb, CL1] This featureless, bleach-white mask is interrupted only by two eye holes. Your alignment is hidden from all forms of divination. All magic items and spell effects on you or your items are undetected by Detect Magic, but higher-level spells allow a Will save (DC11) to penetrate this effect. Scrying attempts on your items automatically fail unless the item is unusually large (more than 100lbs), and scrying sensors cannot perceive them; this does not make them invisible, nor reveal what is behind them, it simply means the scryer fails to perceive them. Your items continue to be immune to scrying for 8 hours after contact with the mask’s wearer, and detect as nonmagical for 24 hours after contact.

Apex Archer Armaments

Artillerist's Helm [18k, Head, CL1] When you make a ranged attack, before you roll, allies in 50ft (including you) get a +2 morale bonus to ranged attack rolls for 2 minutes, and the target gets a -2 penalty to AC against ranged attacks for 2m. At the same time, the target gets a -2 penalty to AC for 6 minutes; this is a curse effect.

Gloves of Arrowswarm [40.5k, Hands, CL5] For each bow, you gain proficiency with it, or Weapon Focus if already proficient. You gain Point Blank Master and Snap Shot, except you can use any bow and threaten your normal reach. When you fire an arrow, it splits into 7 identical copies, which roll separate attacks against the target. Each copy retains all properties, such as poisons and spell effects, but is destroyed after the attack.

Gloves of the Siege-Arbalist [45,162.5g; Hands, CL10] These soft silk gloves are missing their index fingers, a choice made for maximum tactile precision when operating a crossbow. Each object the wearer carries, if no more than 80ft long in any direction, weights half as much; this reduces armor’s check penalty by 1. The wearer can wield weapons as if they were one size larger, and weapons wielded grow by 1 size category; this does not make it any more difficult to wield, but does not stack with other size increases such as Enlarge Person. With these abilities, the wearer could wield a large heavy crossbow that becomes huge as easily as they would a medium heavy crossbow.

Crossbows fired by the wearer magically reset themselves, allowing them to be loaded as a free action. Nonmagical ammunition fired by the wearer replenishes itself, reappearing in its container at the beginning of each round. Once per round, the wearer may retrieve a special nonmagical bolt as a free action. This masterwork bolt deals +2 damage, has double the critical threat range and a x4 critical multiplier, ignores hardness less than 20, and strikes incorporeal targets as if they were corporeal, but has half the normal range increment.

Once per day, when the wearer makes any attack, they may apply the effects of True Strike to that attack.

Hawk Goggles [11k, Eyes, CL1] You get a +5 competence bonus to perception and can make ranged sneak attacks at any distance. Arrows you fire get +50% range and ignore distance penalties, cover, and concealment, except total cover and concealment. When you hit with an arrow, the attack is automatically confirmed as a critical hit.

Pinnacle Bow [43,650g, 4lb] This exotic +1 Splitting composite longbow was crafted from a dragon's bone by master elven bowyers, and can accommodate any strength rating. It has a 140ft range increment, deals d10 piercing damage, and has a x3 critical multiplier. The bow counts as a quarterstaff melee weapon for all purposes, allowing you to threaten squares in reach, enchant the two melee ends separately, and benefit from feats like Weapon Focus[Quarterstaff] while making attacks with the melee ends. At the start of your turn, you may transfer some or all of your base attack bonus to the damage of your ranged attacks as a bonus, which lasts until the start of your next turn. As a swift action, you can enlarge or shrink this bow to any size.

Quiver of the Hunt [13,132g, CL4] This quiver contains an infinite supply of wooden arrows specifically designed to bypass the defenses of any creature the wearer may hunt, though the ammunition vanishes 1 round after being drawn. The arrows are nonmagical, but have all the benefits of being masterwork, adamantine, and cold iron, as well as the Ghost Touch and Keen properties. The quiver can store other ammunition as well, and nonmagical ammo gains its own infinite supply until the original is removed. When retrieving an arrow from the quiver, you may choose any number of the following effects to apply for 1 round:

- The arrow counts as silver in addition to its normal material, and casts Faerie Fire (CL4) on the target, outlining it in silver light.

- The arrow phases through any nonliving material as if it weren't there, negating its bonuses to AC and even total cover, among other things.

- The arrow phases through wood, with similar effect as above.

Arcanist's Gloves, Custom [1,250g, Hands, 0lb, CL3] Your caster level is treated as 2 higher for 1st-level spells.

Belt of Versatile Magnificence [Varies, Waist, 3lb, CL8] This belt of steel cords channels chaotic energies around and around you, separating them into the component essences of all creatures. This item's magic is as versatile as it makes the wearer, coming in many forms that feed different varieties of this energy into your body. Each version grants an enhancement bonus to at least two ability scores, chosen by the crafter.

The belt requires a physical and mental grace to function properly, the ability to adapt to the flow and rhythm of the magic suffusing you. To benefit from the enhancements bonuses, the wearer must have at least as many ranks in Perform (Dance) as three times the highest bonus minus half the other bonuses. Chaotic auras attune with this item, reducing the rank requirement by their power (1 for faint, 4 for overwhelming, to a minimum of 1). Lawful auras interfere with this item, increasing the rank requirement by their power. Only apply the strongest aura of each alignment.

In addition to the magical benefits, the belt is a masterwork weapon and can be drawn from your waist as a move action. Wielding it in your hand grants its magical effects as if it were on your waist.

A whiplike weapon with several steel cords, the chattaval can be used against adjacent targets despite having reach. It can also be wielded in two hands for the normal benefits of using a weapon two-handed. You get a +6 bonus on sleight of hand checks to "hide" a chattaval on your person as a belt.

Goggles of Depth [1,505g, Eyes, 0lb, CL12] These waterproof goggles have one lens tinted a pale red and the other a light blue; this allows two simultaneous views of the world, highlighting the differences. You get a +2 circumstance bonus on perception checks, a +1 competence bonus to sense motive and initiative, can see 60ft-480ft through water (depending on clarity), and gain Blind-Fight.

Happy Home [6,070g, 1lb, CL1] This small cylindrical device has a number of buttons and switches on it, allowing you to adjust it to your preferences.

Interpreter's Necklace [180g, Neck, 0lb, CL7] This pearl necklace allows you to use Interpreter's Pearls [120g]. Each Interpreter's Pearl, when strung on the necklace, allows you to speak and understand one language known and chosen by its creator.

Ring of Sustenance, Budget [1k, Ring, 0lb, CL1] You do not require sleep, but must avoid vigorous activity for 8 hours to rest. Sleeping for 1 hour per day grants all the nourishment you need, filling your dreams with rich feasts of your favorite foods.

Strongarm Bracers, Custom [6k, Wrist, 1lb, CL3] You can wield melee weapons of any size without penalty. When you wield a melee weapon, its size increases 1 step; when thrown, it retains its size for 1 round.

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