TEXT: One Bling to Rule
  Them All
  Scaling Magic Items
  Interjection
  Games
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
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  One Bling to Rule Them All ‐ Scaling Magic Items
  Interjection Games
  Table of Contents
  Introduction
  1
  How the System Works
  1
  How the System Fits
  3
  Scalar Abilities
  Level 1 Abilities
  4
  Level 5 Abilities
  6
  Level 10 Abilities
  9
  Level 15 Abilities
  11
  Level 20 Abilities
  14
  i
  
  One Bling to Rule Them All ‐ Scaling Magic Items
  Interjection Games
  Introduction
  Magic items are weird. Though the simplest of magic
  weapons are priced beyond the means of most well­to­
  artisans who drive the engine of the mundane economy,
  those who can afford magic items run into what is
  effectively
  a
  disposable
  economy
  within
  the
  larger
  subsistence economy of the game world. Weapons and
  equipment are to be used until something better is found
  in a tomb somewhere, the old equipment subsequently
  dumped on some merchant in a small village whose yearly
  corn exports down the river net less gold than this single
  item is worth. Certainly, it's just a game and realism
  needs to fall by the wayside to allow systems to be fun,
  but, as with all systems that present opportunities for
  creative expression through worldbuilding, those creating
  the world should have plenty of options at their disposal.
  After all, though the seams are unavoidable, it is a gamer's
  privilege to have the ability to put those seams between
  systems exactly where he wants them.
  One Bling to Rule Them All ­ Scaling Magic Items
  introduces scalars, a new kind of magic item that levels as
  its wearer does. Though compatible with all campaigns
  with a reduction of the wealth by level curve, scalars lend
  themselves readily to high­powered games that rely on
  epic scale for their feel. Given the scaling nature of the
  abilities present on a scalar, they tend to feel less like
  magic items and more like extensions of a character's
  basic concept or class.
  How the System Works ­
  Attunement, Detection, and "Hacking"
  Throughout a campaign utilizing the content of One Bling
  to Rule Them All ­ Scaling Magic Items are a number of
  strange and unusual items known as scalars. The design
  philosophy of scalars focuses on the potential of its wearer
  rather than the potential of its creator, thus allowing the
  item to increase in power as its wearer does. As such,
  most scalars tend to feel quite unlike the magic items that
  adventurers are used to; indeed, a scalar typically ends up
  feeling more like an extension of the adventurer's own
  capabilities than just another piece of gear.
  The
  functionality
  of
  scalars
  necessitates
  a
  deep
  connection between the item and the wearer it has taken
  on as its master. This is made much easier if the scalar is
  in constant physical contact with that master. To reflect
  this, though scalars come in various shapes and sizes,
  they all take up a body slot. Scalar weapons, scalar
  shields, and slotless scalars simply cannot exist.
  Though scalars detect as magical just like any other magic
  item, their alien design philosophy results in some fairly
  interesting behavior when put under the scrutiny of detect
  magic, analyze dweomer, and similar spells. First and
  foremost, since scalars are designed to adapt to whoever
  they take on as a master, they detect as being of all
  schools of magic at once. Further, due to their design
  being focused on the wearer's potential rather than the
  creator's power, the caster level of a scalar is equal to the
  hit dice of its master, max CL 20. This, in turn, influences
  the strength of its magical aura. A scalar without a master
  has a caster level of 1st and detects as a faint aura.
  Analyze dweomer and identify can properly determine
  whether or not a magic item is a scalar, reporting back
  whether or not it has a master. If the scalar does have a
  master, it also reports all of the scalar's abilities and how
  many ranks, ranks being what the master invests in his
  scalar to customize it, are invested in each of those
  abilities.
  Scalars take on a single master in a process known as
  attunement, and stubbornly maintain this allegiance even
  when separated from that master for a fairly extended
  period of time. An attuned scalar will refuse to take on a
  new master until a period of one month has passed since
  its master touched it last. Note this simply has to be a
  touch. The merest brush of the master's fingers is enough
  to sustain its loyalty. While separated from the master, an
  attuned
  scalar
  retains
  all
  of
  its
  abilities
  and
  rank
  investment, as well as its caster level based on the
  master's hit dice.
  A DC 20 + the scalar's caster level Use Magic Device check
  can fool the scalar into believing that somebody who isn't
  the master is, in fact, the master, granting that individual
  access to all of the scalar's abilities. Scalars tend to be very
  familiar with their masters. To reflect this, an individual
  who is using a scalar to which he is not attuned must
  continue to make Use Magic Device checks every hour to
  continue tricking the scalar. The DC of this Use Magic
  Device check increases by a cumulative +1 every hour and
  only resets back to its base value after not being used for
  24 hours. This cumulative increase to the Use Magic
  Device DC applies to all individuals who try to trick the
  scalar and is not specific to each user. For example, a
  scalar with a caster level of 10th has a Use Magic Device
  DC of 30. If somebody tricks the scalar for 3 hours, then
  passes it to one of his allies, the ally must make a DC 33
  Use Magic Device check to continue tricking the scalar.
  On a failed Use Magic Device check, the scalar realizes its
  current user is not the master, panics, and shuts down for
  24 hours, refusing to respond to anyone, even the
  legitimate master, who it currently views with suspicion
  and more than a little anger.
  Attuning a scalar to a new master is a fairly simple
  enterprise once that scalar has given up on its previous
  master. To qualify, an individual must be sentient,
  meaning he must possess an Intelligence score of 3 or
  higher, and he must not already be attuned to another
  scalar. Scalars are built with rudimentary sentience of
  their own, jealousy being one of their most developed
  emotions. If a scalar senses that the individual is linked to
  another scalar, it refuses to attune because it doesn't want
  to share. Amusingly, scalars are totally incapable of
  detecting their own attunement link. This is a feature; the
  link is so powerful that it would effectively "blind" the
  scalar to its master's presence even if the master were
  wearing it, leading to a sad and lonely magic item that
  eventually gives up and breaks attunement. It is this
  workaround in the scalar's design that individuals exploit
  when masquerading as the master using Use Magic
  Device checks.
  1
  
  One Bling to Rule Them All ‐ Scaling Magic Items
  Interjection Games
  To claim an unattuned scalar, all an individual need do is
  put the scalar on and keep it on nonstop for a period of
  one week. Taking the scalar off or taking Intelligence
  damage until the prospective master no longer counts as
  sentient interrupts the process, forcing it to start all over.
  During this time, the scalar, a clingy little creeper like the
  whole lot of them, gets to know the individual that put it
  on. Scalars do not have any senses in the classical sense;
  when a scalar gets to know somebody, it looks straight to
  the soul, learning that individual's hopes and dreams,
  how that individual acts in various situations, and how
  that individual goes about resolving those situations. At
  the end of this introductory week, the scalar reconfigures
  itself to a state that is most useful to its new master, sets
  its caster level equal to the hit dice of the master, and is
  considered attuned.
  How the System Works ­ Ability Generation
  When a scalar attunes itself to a new master, it selects a
  number of abilities that it believes its master will find
  useful. As this process is performed independently of the
  master, and is finished before the scalar even thinks of
  that individual as its master, the selection of abilities
  should be performed by the Game Master rather than by
  the player of the character that will be using the item.
  When selecting abilities for a new scalar, use the following
  guidelines unless you have guidelines of your own ready
  to go. You are Rule 0, after all!
  A scalar should include the following abilities.
  •
  2 abilities from Section: Level 1 Abilities
  •
  2 abilities from Section: Level 5 Abilities
  •
  2 abilities from Section: Level 10 Abilities
  •
  1 ability from Section: Level 15 Abilities
  •
  1 ability from Section: Level 20 Abilities
  Each ability has a listed "type". Two abilities from the
  same level bracket should have different types, with the
  possible exception of two utility abilities for pure support
  characters.
  All of these abilities should not be chosen at once.
  Instead, all abilities for which the master qualifies, as well
  as the abilities in the next tier toward which he is
  progressing, should be selected. The rest should be left
  undefined to allow that character to develop without
  worrying about whether or not his scalar capstone will be
  useful or not. For example, a 7th level character who is
  just now attuning to his scalar should have his level 1,
  level 5, and level 10 abilities assigned to him. Once he
  reaches 10th level, his level 15 ability should be assigned,
  and once he reaches 15th level, his level 20 ability should
  be assigned.
  How the System Works ­ Ranks
  Once
  a
  newly­attuned
  scalar
  has
  had
  its
  abilities
  generated, it is ready for use by the new master. Scalars
  offer another axis of freedom in the form of ranks, or
  points that the master can assign to the scalar's various
  abilities to customize it to his exacting specifications.
  When newly­attuned to a scalar, the master is granted
  ranks equal to his hit dice, maximum 20, all of which he
  must immediately invest in abilities. This makes a scalar
  part of the level­up process, as when the master gains a
  hit die, he also gains a rank to immediately invest. Once a
  rank is invested in an ability, it cannot be reassigned.
  Abilities grant no benefit whatsoever until a rank is
  invested in it. As such, items that grant a flat bonus, plus a
  bonus per rank, do not grant that flat bonus at all until the
  first rank is invested in that ability.
  The listings for the various scalar abilities contain a line
  item labeled "Ranks to Unlock", followed by a number.
  The master must invest at least that many ranks in other
  abilities in order to invest ranks in an ability that has a
  non­zero ranks to unlock. For example, suppose there is
  an ability that requires 4 ranks to unlock. In order to put
  ranks into this ability, the master must have at least four
  ranks invested in all of the other abilities present on the
  scalar. This forces investment in lower­level abilities by
  approximating the leveling process even if the scalar is
  acquired late in the master's career.
  How the System Works ­
  Ability Use and Recharge
  Once a scalar has been attuned, its abilities selected, and
  ranks invested in these abilities, it can finally be used by
  its
  master.
  Scalar
  abilities
  cover
  a
  wide
  range
  of
  mechanics and are, therefore, quite freeform. Abilities
  that do not refer to a limited number of uses per day or an
  activation time are considered to be constant effects.
  Unlike typical magic items, activating a scalar only
  provokes attacks of opportunity if that specific ability says
  it does. Further, rather than the hard­coded activation
  time of typical magic items, each activated ability states
  its own activation time. In this way, the most complex
  rules of scalars are locked away in the abilities, allowing
  for unhindered modular growth by enterprising Game
  Masters who want to took up their own new abilities.
  Abilities with a limited number of uses per day replenish
  themselves
  once
  per
  day.
  For
  ease
  of
  use,
  it's
  recommended to make this coincide with waking up or
  the party preparing spells for the day. No rest of any sort
  is necessary for a scalar to replenish its daily uses; the
  scalar is the thing doing the recharging, not the master.
  2
  
  One Bling to Rule Them All ‐ Scaling Magic Items
  Interjection Games
  How the System Works ­
  Wealth by Level Adjustment
  The content of One Bling to Rule Them All ­ Scaling
  Magic Items is best used in high­powered games that can
  afford to make the player characters even more powerful
  by adding new and interesting features to them at no cost
  to their wealth by level. This is because players tend to
  glare at anything, no matter how awesome, if it gets in the
  way of other goals that they have, particularly equipment.
  For those who wish to balance their scalars in a standard
  campaign, a reduction in treasure acquisition of about
  25% is recommended. See Table: Scalar Wealth by
  Level Adjustment for a level­by­level summary.
  How the System Fits
  The inclusion of scalars in a campaign opens a door to
  many questions.
  1: What is the origin of scalars?
  As scalars are a fairly alien type of magic item whose
  mathematics have the capacity to break a campaign if
  allowed to run rampant, their construction should also be
  alien to lend an air of mystique to them, as well as to
  make it impossible for the party crafter to produce them.
  Origin ­ Self­replicating masterworks
  All scalars can trace themselves back to a single item
  created by one of the greatest archmages of all time. Much
  like the scalars of today, the original was made to grow in
  power along with its wearer, a feature that required all of
  the considerable knowledge and power of its builder to
  make a reality. When nearing completion, the archmage
  realized that he had spent years of his life building this
  single item. Building another, then another, would simply
  be too inefficient. Instead, he imbued the first scalar with
  the ability to slowly pull energy from its host, resulting in
  the spontaneous generation of a copy once enough had
  been collected. Today, several hundred scalars exist
  throughout the world, with another being generated every
  year or so.
  Origin ­ Ritual magic
  Scalars' ability to conform to the master and express its
  power as a function of the master's mind hints at a wealth
  of experiences that have been recorded into the scalar
  itself. These experiences have to come from somewhere,
  and the easiest way to gather these experiences is to bring
  together a diverse range of individuals and create the item
  through the use of ritual magic. The logistics of bringing
  together such a crew is daunting, and the material foci
  necessary to do ritual magic of this sort is prohibitively
  expensive, making the creation of scalars a domain of
  those
  institutions
  with
  both
  money
  and
  a
  diverse
  population, namely arcane universities and other like
  institutions.
  Origin ­ Immortal Manufacturers
  If ritual magic is not possible, then the next best way to
  produce scalars is to be a being who has seen too much.
  With the knowledge of many lifetimes under his belt, an
  immortal of sufficient age does not need ritual magic to
  produce a scalar, as he has everything needed by the
  scalar inside his own skull.
  Origin ­ Otherworldly
  Who says a scalar has to be an earthly construct at all?
  Perhaps beings from other worlds have different ways of
  doing magic, and it just so happens that a few rings,
  necklaces, and so on have found their way to this small
  corner of the universe whenever they come to pay a visit,
  whether for business, pleasure, or attempted conquest.
  3
  Table: Scalar Wealth by Level
  Adjustment
  
  One Bling to Rule Them All ‐ Scaling Magic Items
  Interjection Games
  2: What is the availability of scalars?
  The availability of scalars is directly related to how they
  enter the game world. If they are of finite, or incredibly
  slowly growing, supply, then they can be expected to be in
  the hands of wealthy individuals who know they are
  special, namely turf­chewing villains,
  archmagi, high
  priests, guildmasters with high UMD or genre­savviness,
  as well as still locked away in particularly nasty adventure
  locations. If scalars are being regularly produced and are
  seen as an intellectual curiosity more than anything, such
  as the aforementioned production via ritual magic, then
  the possibility of finding one on the open market very
  rarely becomes a real possibility. This is particularly true
  if a newly­minted wizard wants to kickstart his career
  with some capital.
  3: What is the legality of scalars?
  As scalars are fairly different magic items, those who
  know how magic works can be have fairly violent kneejerk
  reactions regarding their use. Their capabilities are, by
  definition, limitless, and that is very unsettling indeed.
  Settlements wherein spellcasters are in charge, whether
  they be magocratic or theocratic, may very well have laws
  against the use of scalars. Alternatively, a settlement
  whose leader has an advisor of the magic­using type may
  also feature this sort of edict.
  Scalar Abilities
  Level 1 Abilities
  Arcane Bulwark
  Type: Defensive
  Ranks to Unlock: 0
  The scalar rapidly spews magical energy of each of the
  schools, which helps to nullify and confound magic
  thrown
  in
  your
  general
  direction.
  You
  have
  spell
  resistance equal to 5 + the number of ranks invested in
  this ability.
  Corpsewaker
  Type: Utility
  Ranks to Unlock: 0
  The scalar acts as an extension of your own mind,
  allowing you to assert your will in a more efficient
  manner. The number of HD of undead that you can
  command at once is increased by +1 HD per ranks
  invested in this ability.
  Dampening Wards
  Type: Defensive
  Ranks to Unlock: 0
  No scalar wishes harm to come to its master. Choose acid,
  cold, electric, fire, or sonic when you invest your first rank
  into this ability. You have resistance to the chosen energy
  type equal to the number of ranks invested in this ability.
  Further, you have resistance to all of the energy types you
  did not choose equal to 1/2 the number of ranks invested
  in this ability, rounded down.
  Dilettante's Embrace
  Type: Utility
  Ranks to Unlock: 0
  Jealousy. The scalar felt it. Whenever you invest a rank
  into this ability, choose a 0th­level spell. You may cast
  each spell chosen in this fashion once per day. At every
  5th rank, you may choose a 1st­level spell instead of a 0th­
  level spell. You may select a spell multiple times; if you
  do, the number of times you can cast the spell increases
  by +1. The caster level of spells cast using this ability is
  equal to the number of ranks invested in the ability.
  Dragon's Breath
  Type: Offensive
  Ranks to Unlock: 0
  Awe, and perhaps a bit of fear, these are the emotions you
  feel when you think of dragons. Your scalar felt it, and
  found that these feelings had merit. Choose acid, cold,
  electric, or fire when you invest your first rank in this
  ability. You gain the supernatural ability to use a breath
  weapon as a standard action, dealing 1d4 points of
  damage of the chosen energy type per rank invested in
  this ability in a 15­foot cone with a DC 10 + the number of
  ranks invested in this ability Reflex save for half damage.
  This breath weapon can be used once every 1d4 hours.
  Once 10 ranks have been invested in this ability, the size
  of the cone increases to 30 feet. Once 15 ranks have been
  invested in this ability, the damage per rank invested in
  this ability increases to 1d6. Once 20 ranks have been
  invested in this ability, the damage per rank invested in
  this ability increases to 1d8.
  Dragon's Maw
  Type: Offensive
  Ranks to Unlock: 0
  Awe, and perhaps a bit of fear, these are the emotions you
  feel when you think of dragons. Your scalar felt it, and
  found that these feelings had merit. Choose acid, cold,
  electric, or fire when you invest your first rank in this
  ability. You gain the supernatural ability to use a breath
  weapon as a standard action, dealing 1d6 points of
  damage of the chosen energy type per rank invested in
  this ability in a 20­foot line with a DC 10 + the number of
  ranks invested in this ability Reflex save for half damage.
  This breath weapon can be used once every 1d4 hours.
  Once 10 ranks have been invested in this ability, the size
  of the line increases to 40 feet. Once 15 ranks have been
  invested in this ability, the damage per rank invested in
  this ability increases to 1d8. Once 20 ranks have been
  invested in this ability, the size of the line increases to 60
  feet.
  4
  
  One Bling to Rule Them All ‐ Scaling Magic Items
  Interjection Games
  Elemental Leavings
  Type: Offensive
  Ranks to Unlock: 0
  Your scalar caught you thinking about your weapons quite
  often. Choose corrosive, flaming, frost, or shock when
  you invest your first rank in this ability. As a swift action,
  you grant a single weapon you are wielding the chosen
  weapon special ability for 1 round. This ability may be
  used once per day per rank invested in it.
  Energetic Touch
  Type: Offensive
  Ranks to Unlock: 0
  Your scalar understands your anger and wishes to give
  you closure. Choose cold, electric, or fire when you invest
  your first rank into this ability. The scalar has a pool of
  charge points equal to the number of ranks invested in
  this ability. As a standard action, you may expend one or
  more charge points to make a melee touch attack, blasting
  the touched creature for 1d6 points of energy damage of
  the chosen type + an additional 1d6 points of energy
  damage per charge point expended. The charge point pool
  replenishes itself daily.
  Exemplar's Touch
  Type: Utility
  Ranks to Unlock: 0
  Whether you sneak, build, break, or speak, your scalar
  wants to help you be the best you can be. Choose a class
  skill when you invest your first rank into this ability. You
  have a competence bonus to the chosen skill equal to the
  number of ranks invested in this ability.
  Greased Lightning
  Type: Utility
  Ranks to Unlock: 0
  Speed is a virtue all its own. Once per day when rolling for
  initiative, you may grant yourself an insight bonus to that
  initiative roll equal to the number of ranks invested in this
  ability. In addition, your base land speed is increased by
  +5 feet for every five ranks in this ability.
  The Indigestible
  Type: Defensive
  Ranks to Unlock: 0
  The scalar depicts a number of farmers harvesting corn.
  You have resistance to digestive acid equal to half the
  number of ranks invested in this ability, as well as damage
  reduction against the grinding effects of a creature's
  stomach or gizzard equal to 1 + 1 for every two ranks
  invested in this ability beyond the first. These bonuses
  stack with other sources of resistance and damage
  reduction.
  Metalline Coating
  Type: Offensive
  Ranks to Unlock: 0
  While attuning to you, your scalar caught you worrying
  about cold iron, silver, and adamantine a great deal. As a
  swift action, name a metal. Ammunition you throw or fire
  ignores 1 point of damage reduction per rank invested in
  this ability if that damage reduction can be bypassed by
  physical attacks made with a weapon made of the named
  metal.
  Momentary Clarity
  Type: Offensive
  Ranks to Unlock: 0
  Your scalar sees much potential, if only you would focus!
  As a swift action, you grant your next single attack roll (if
  it is made before the end of the next round) an insight
  bonus equal to the number of ranks invested in this
  ability. This ability may be used three times per day.
  Pack Mule
  Type: Utility
  Ranks to Unlock: 0
  Some individuals simply end up being the pack mule of an
  adventuring party. Your light load is increased by 15
  pounds, your medium load by 30 pounds, and your heavy
  load by 45 pounds for each rank invested in this ability.
  Personal Magnitude Manipulator
  Type: Offensive
  Ranks to Unlock: 0
  Size matters, but which end of the spectrum is better
  depends on the situation at hand. You gain the ability to
  grow one size category, as the enlarge person spell, or
  shrink one size category, as the reduce person spell, for 1
  round as a swift action. This can be done a number of
  times per day equal to the number of ranks invested in
  this ability.
  5
  
  One Bling to Rule Them All ‐ Scaling Magic Items
  Interjection Games
  Potential Reservoir
  Type: Utility
  Ranks to Unlock: 0
  Complicated arcane geometry grants the scalar a pool of
  potential points equal to the number of ranks invested in
  this ability. You may expend a potential point to use a
  class feature with a daily limit measured in rounds of use,
  such as a barbarian's rage or a bard's bardic performance,
  for 1 round without using duration from its pool.
  Similarly, you may expend 2 potential points to use a class
  feature with a point pool or number of daily uses equal to
  1/2 class level + a certain ability modifier or class level + a
  certain ability score modifier, such as a monk's ki pool, a
  paladin's lay on hands, an edgewalker's radiance and
  shadow pools, or an herbalist's green thumb pool, without
  expending a daily use of the ability.
  Finally, you may
  expend 3 potential points to use a class feature with a
  number of daily uses equal to 3 + a certain ability
  modifier, such as a cleric's channel energy or various
  domain
  and
  sorcerer
  bloodline
  abilities,
  without
  expending a daily use of the ability. The potential pool
  replenishes itself each morning.
  If using potential points to pay for an ability that uses
  multiple
  class
  feature
  points
  or
  uses,
  multiply
  the
  potential point cost by how many uses of the class feature
  the ability costs. For example, a paladin can channel
  energy for 4 potential points, or twice the amount it costs
  to power a lay on hands, while an edgewalker can use an
  ability that requires 3 shadow points requires 6 potential
  points.
  Targeted Shielding
  Type: Defensive
  Ranks to Unlock: 0
  Your scalar is possessed of an overwhelming desire to
  keep you safe. Plates of force energy cover vulnerable
  portions of your body, granting you an armor bonus to AC
  equal to one half the number of ranks invested in this
  ability. Further, when you are critically hit by a physical
  attack, you have a 5% chance per rank invested in this
  ability to reduce the critical multiplier of that attack by ­1.
  When you are dealt precision damage, you have a 5%
  chance per rank invested in this ability to reduce that
  damage by half.
  Transmutative Inlay
  Type: Offensive
  Ranks to Unlock: 0
  A series of decorations focuses transmutative power on
  your person. As a move action, a weapon you are wielding
  transforms into a weapon of the same general heft for 1
  round. That is to say, a light weapon transforms into
  another light weapon, a one­handed weapon transforms
  into another one­handed weapon, and a two­handed
  weapon transforms into another two­handed weapon.
  You are proficient with the weapon as though it had never
  transformed in the first place, though feats and abilities
  that modify specific weapon types treat the weapon as
  what it has become. You can use this ability a number of
  times per day equal to the number of ranks invested in
  this ability.
  Vital Surge
  Type: Defensive
  Ranks to Unlock: 0
  A live master is a master that can share its experiences
  with the scalar. Your maximum hit points is increased by
  an amount equal to the number of ranks invested in this
  ability. Once you have invested five ranks, you can grant
  yourself temporary hit points equal to 5 + the number of
  ranks invested in this ability as a swift action once per
  day. This ability may be used an additional time per day at
  nine ranks and every four ranks beyond nine. These
  temporary hit points last for 1 minute.
  Whistling Winds
  Type: Defensive
  Ranks to Unlock: 0
  A whistling wind surrounds your body. Mundane ranged
  attacks made against you have a miss chance equal to 5%
  times the number of ranks invested in this ability, max
  50%, as periodic gusts wrapped tightly around you push
  them out of alignment. Exceptional ranged attacks, such
  as a thrown boulder, are unaffected.
  Level 5 Abilities
  Alchemical Ammunition
  Type: Offensive
  Ranks to Unlock: 4
  Hollow arrowheads, shuriken, and waxy globules filled
  with strange substances dangle from the scalar like
  oversized charms on a bracelet. They pull away with a
  pop, only to be slowly replaced over the course of a day or
  so. The scalar has a number of alchemical points equal to
  the number of ranks invested in this ability. Each
  morning, you can spend an hour producing special
  alchemical
  arrows,
  bolts,
  shuriken,
  and
  other
  ammunition. Ammunition produced with this ability is
  considered masterwork and can be affected by spells that
  add temporary bonuses to ammunition; however, given a
  unit of alchemical ammunition detonates on hit, it cannot
  be given the returning weapon special ability. At three
  ranks invested, ammunition made with this ability gains a
  +1 enhancement bonus. At six ranks invested and every
  three ranks invested thereafter, this enhancement bonus
  increases by +1, to a maximum of a +5 enhancement
  bonus at 15 ranks invested. You can spend 1 alchemical
  point to produce a unit of ammunition filled with acid,
  alchemist's fire, or any similar "thrown splash weapon"
  alchemical good that is available in your campaign setting.
  You can also spend 2 alchemical points to produce a unit
  of
  ammunition
  that
  is
  filled
  with
  smokestick
  or
  thunderstone, or 3 alchemical points to produce a unit of
  ammunition that is filled with tanglefoot bag.
  When a unit of alchemical ammunition strikes a target, it
  shatters, affecting the target with the compound with
  which it is filled as though it were a direct hit. Acid,
  alchemist's fire, and other similar flask alchemical goods
  deal
  splash
  damage
  despite
  the
  small
  size
  of
  the
  ammunition thrown or fired. Whenever you produce a
  new batch of alchemical ammunition, any remainder of
  the
  old
  batch
  becomes
  inert
  and
  useless,
  including
  the
  loss
  of
  its
  enhancement
  bonus.
  6
  
  One Bling to Rule Them All ‐ Scaling Magic Items
  Interjection Games
  Aquatic Etchings
  Type: Utility
  Ranks to Unlock: 4
  The scalar is decorated with images of fish, mermaids,
  waves, a desert island, and other aquatic scenery. You
  gain a competence bonus to Swim checks equal to the
  number of ranks invested in this ability. Once you have
  invested five ranks, you gain a swim speed equal to your
  base land speed. Once you have invested 10 ranks, you
  gain the ability to breathe underwater as the water
  breathing spell. Once you have invested 15 ranks, you gain
  a +3 dodge bonus to AC whenever you are swimming.
  Boomeranger
  Type: Offensive
  Ranks to Unlock: 4
  As it was attuning to you, the scalar found you thinking of
  fancy units of ammunition and how horrible it is to lose
  them after a single shot. As a swift action, you grant the
  next unit of ammunition you throw or fire this round the
  returning weapon special ability. This ability can be used
  a number of times per day equal to the number of ranks
  invested in it.
  Dimension Hop
  Type: Utility
  Ranks to Unlock: 4
  Escape keeps the master alive. As a move action, you slip
  sideways between worlds for a distance of 10 feet, as the
  dimension door spell. This ability may be used once per
  day per rank invested in it.
  Dwarven Engraving
  Type: Utility
  Ranks to Unlock: 4
  This scalar is of the finest craftsdwarfship and depicts the
  total annihilation of a dwarven holding by a sudden
  explosion of the cat population, totally random edicts by
  the local lord, and a failed civic works project that
  involved building the holding around a giant cannon. You
  gain a competence bonus to Profession (miner) checks
  and Appraise checks made to value gems equal to the
  number of ranks invested in this ability. Once you have
  invested three ranks, you gain a burrow speed of 5 feet
  per round. Every three ranks invested beyond the third,
  your burrow speed increases by +5 feet, to a maximum of
  25 feet per round at fifteen ranks invested.
  Expert Repairman
  Type: Utility
  Ranks to Unlock: 4
  While some engineers pore over blueprints for hours to
  make repairs, a few swift smacks with a wrench or
  hammer does the trick with you. As a standard action, you
  can whack a construct in a square you threaten with a
  bludgeoning weapon, repairing it for 1d8 + the number of
  ranks invested in this ability points of damage. Once
  affected by this ability, a construct cannot be affected by it
  again for 24 hours.
  Grease Slick
  Type: Offensive
  Ranks to Unlock: 4
  As a move action, the scalar oozes a slippery grease down
  your body and onto the ground. Until the beginning of
  your next turn, you leave a slippery film in all squares you
  move through, as the grease spell. This grease lasts for 1
  minute before vanishing as suddenly as it appeared. This
  ability can be used once per day per rank invested in it.
  Hextouched
  Type: Offensive
  Ranks to Unlock: 4
  Anyone can curse another with the right help. When you
  invest your first rank in this ability, choose a hex for
  which a 1st­level witch qualifies. You gain the ability to
  use this hex as a witch whose class level is equal to the
  number of ranks invested in this ability.
  Hunter's Feast
  Type: Utility
  Ranks to Unlock: 4
  The scalar speaks to your love of good food, granting you
  the ability to make beasts you kill extra delicious once
  cooked. If an animal, dragon, magical beast, or vermin
  that has been damaged by you in the last minute dies, you
  can cook it to feed the masses, granting the effects of the
  heroism spell, plus a +2 morale bonus to damage rolls, for
  10 minutes per rank invested in this ability. Once ten
  ranks have been invested, those fed are instead granted
  the effects of the greater heroism spell, plus a +4 morale
  bonus to damage rolls. The size of the beast determines
  how long it takes to cook, as well as how many people it
  can feed. The cooking process must begin within 8 hours
  of the kill to gain the benefits of this ability and all
  cooking must be done by you personally. Similarly, the
  meat must be consumed within 1 hour of cooking to gain
  the benefits of this ability.
  7
  Table: Hunter's Feast Cooking
  Time and Number Fed by Size
  
  One Bling to Rule Them All ‐ Scaling Magic Items
  Interjection Games
  Lightened Load
  Type: Utility
  Ranks to Unlock: 4
  Your
  scalar
  has
  caught
  you
  looking
  at
  birds
  with
  something like jealousy in your mind. You gain the ability
  to fly, as the spell, for 1 minute per rank invested in this
  ability per day. This time need not be spent in consecutive
  minutes, but must be spent in 1­minute increments.
  Like a Whisper
  Type: Utility
  Ranks to Unlock: 4
  Sometimes, you wish you could just disappear. The scalar
  provides. You gain the ability to turn invisible, as the
  invisibility spell, for 2 rounds per rank invested in this
  ability per day. This time need not be spent all at once,
  but must be spent in 2­round increments.
  Passive Preparations
  Type: Utility
  Ranks to Unlock: 4
  The creator of this scalar must have been a packrat. As a
  standard action, you can grab hold of the item and pull
  out a mundane item worth 2 gp or less. This item lasts for
  10 minutes before vanishing and cannot be sold. This
  ability may be used a number of times per day equal to
  the number of ranks invested in it.
  Precognizant Precision
  Type: Offensive
  Ranks to Unlock: 4
  Just as scalars manipulate fate to keep their masters alive,
  they manipulate fate to crush the master's enemies. You
  gain a very vague impression of the immediate future,
  giving you the ability to reroll your weapon damage rolls a
  number of times per day equal to the number of ranks
  invested in this ability. A reroll cannot itself be rerolled.
  Rapid Enhancement
  Type: Utility
  Ranks to Unlock: 4
  You like to make things. Your magic item crafting rate
  increases by 50 gp per eight hours' work, the same as a
  standard full day's work, for each rank invested in this
  ability. For example, investing one rank into this ability
  increases your magic item crafting rate to 1,050 gp per
  eight hours' work, five ranks to 1,250 gp, and ten ranks to
  1,500 gp.
  Revelationary
  Type: Offensive
  Ranks to Unlock: 4
  Scalars contain answers to many mysteries. When you
  invest your first rank in this ability, choose a revelation
  for which a 1st­level oracle qualifies. You gain the ability
  to use this revelation as an oracle whose class level is
  equal to the number of ranks invested in this ability. This
  ability cannot be used to select revelations that are only
  available to oracle archetypes.
  Screaming Arc
  Type: Offensive
  Ranks to Unlock: 4
  When you invest your first rank in this ability, you gain
  the ability to swing a melee weapon in a wide arc as a
  standard action, creating a 15­foot cone of raw physical
  energy. Roll to hit all creatures in this cone as if attacking
  the enemy with your weapon. This ability deals damage of
  the appropriate physical damage type equal to the base
  damage of the weapon + 1/2 your Strength modifier + the
  weapon's enhancement modifier + the number of ranks
  invested in the ability. This ability can be used once per
  day, plus an additional time per day for every three ranks
  invested in the ability.
  Snakes on a Plane
  Type: Utility
  Ranks to Unlock: 4
  Though unhappy about the idea that it doesn't count, the
  scalar recognizes the fact that you just want a friend.
  When you invest your first rank in this ability, you gain a
  small viper as an animal companion as if you were a druid
  whose class level is equal to the number of ranks invested
  in this ability. If the viper dies, you may replace it in the
  same manner as does a druid, but you cannot dismiss
  your companions at will as does a druid. If you have the
  Leadership feat, the viper becomes your cohort and you
  treat your effective druid level as though it were +5
  higher.
  Spider Whisperer
  Type: Utility
  Ranks to Unlock: 4
  You learn the language of the vermin of the world and
  gain the ability to train vermin using the Handle Animal
  skill as though they had an Intelligence of 1. By extension,
  vermin you train can learn tricks as though they had an
  Intelligence of 1. Once you have invested three ranks, all
  animals you train know one additional trick beyond the
  number their Intelligence would otherwise dictate. Every
  three ranks invested beyond the third, all animals you
  train know another additional trick, to a maximum of five
  additional tricks at fifteen ranks invested. When training
  an animal, you may choose to forego teaching the animal
  these additional tricks in order to increase the animal's
  maximum hit points by an amount equal to twice the
  number of tricks additional tricks you are foregoing.
  Superior Summons
  Type: Offensive
  Ranks to Unlock: 4
  A scalar cannot plan for every contingency, but helping a
  summoner help himself is the next best thing. Creatures
  you summon have +1 maximum hit point per rank
  invested in this ability. For every five ranks invested in
  this ability, creatures you summon have a +1 luck bonus
  to AC and saves.
  8
  
  One Bling to Rule Them All ‐ Scaling Magic Items
  Interjection Games
  Team Builder
  Type: Utility
  Ranks to Unlock: 4
  Team building is a specialty of an individual wearing this
  scalar. As a swift action, you treat an ally in a square you
  threaten as though he has a single teamwork feat you
  have for 1 round. This ability can be used a number of
  times per day equal to the number of ranks invested in
  this ability.
  Toxic Love
  Type: Offensive
  Ranks to Unlock: 4
  A hollowed­out gem adorns the scalar. When you invest
  your first rank in this ability, this gem slowly fills with a
  toxic substance. Once per day as a standard action that
  provokes attacks of opportunity, you can apply a dose of
  this poison to a weapon. Given the nature of the gem's
  construction, there is no risk of accidental poisoning.
  Once removed from the hollow gem, the poison denatures
  and becomes useless in 10 minutes. Each round, the
  poison deals 1d6 points of damage, as well as 1 point of
  Constitution damage, with a DC 10 + your ranks in this
  ability Fortitude save to negate the Constitution damage.
  The poison lasts for rounds equal to the number of ranks
  in this ability or until the victim makes two consecutive
  Fortitude saves, whichever comes first.
  Level 10 Abilities
  Author of Moments
  Type: Utility
  Ranks to Unlock: 9
  Whenever you fail an attack roll or skill check, you may
  use this scalar as an immediate action, granting you a
  +1d4 competence bonus to that roll retroactively. If the
  bonus is enough to turn the failure into a success, the roll
  succeeds. This ability may be used once per day per rank
  invested in it.
  Barbarian Trapfinding
  Type: Defensive
  Ranks to Unlock: 9
  Some find traps with skill and disable them with cunning.
  Others use their faces. Whenever you trigger a trap, you
  gain DR X/­ against physical damage dealt by traps for 1
  round, where X is the number of ranks invested in this
  ability. This bonus stacks with other forms of damage
  reduction.
  Curiosity (Arcane, Divine)
  Type: Utility
  Ranks to Unlock: 9
  Though it may kill felines, curiosity tends to save the lives
  of wizards. Some say the profession itself selects for
  insufferability.
  The
  cost
  to
  research
  new
  spells
  is
  decreased by 5% for each rank invested in this ability.
  Daredevil's Helper
  Type: Defensive
  Ranks to Unlock: 9
  When you invest your first rank in this ability, choose
  acid, cold, electric, fire, or sonic. You gain a +1 luck bonus
  to saves against spells of that type and abilities that deal
  damage of that energy type. Each time you invest a rank
  in this ability, choose an unselected energy type.
  Upon investing your sixth rank, at which point this ability
  already grants you a +1 luck bonus to saves against all of
  the aforementioned energy types, you may select an
  energy type against which this ability grants you a +1 luck
  bonus to saves. It now grants you a +2 luck bonus instead.
  Destiny
  Type: Defensive
  Ranks to Unlock: 9
  There is no escaping your destiny! Once per day as an
  immediate action, you gain a luck bonus equal to the
  number of ranks invested in this ability to your next d20
  roll.
  Dramatic Comeback
  Type: Defensive
  Ranks to Unlock: 9
  Every now and then, a scalar comes across a master who
  wants to be surprised, wants to be against the odds for the
  drama of it all, then wants to triumph against the odds.
  Made in a fairly utilitarian fashion, the scalar doesn't
  quite get the allure of it all, but is happy to accommodate.
  Whenever you roll for initiative in a surprise round or
  immediately following a surprise round, you add the
  number of ranks invested in this ability to your initiative
  roll.
  Friend of Oozes
  Type: Utility
  Ranks to Unlock: 9
  Your scalar would rather not ask. You may use the Bluff,
  Diplomacy, and Intimidate skills on oozes as though they
  were not mindless and you shared a language with them.
  You also receive a competence bonus to Bluff, Diplomacy,
  and Intimidate checks equal to your ranks invested in this
  ability when using them to interact with an ooze.
  Harmony of Shifting Flesh
  Type: Defensive
  Ranks to Unlock: 9
  Scalars understand the desire to change forms. Whenever
  you use the wild shape class feature, you are healed for 2
  points of damage per rank invested in this ability.
  9
  
  One Bling to Rule Them All ‐ Scaling Magic Items
  Interjection Games
  Magical Conduit
  Type: Utility
  Ranks to Unlock: 9
  You can apply any one metamagic feat that you know to a
  spell you are about to cast. This does not alter the level of
  the spell or the casting time. You can use this ability once
  per day per rank invested in this ability. Any time you use
  this ability to apply a metamagic feat that increases the
  spell level by more than 1, you must use an additional
  daily usage for each level above 1 that the feat adds to the
  spell. Even though this ability does not modify the spell's
  actual level, you cannot use this ability to cast a spell
  whose modified spell level would be above the level of the
  highest­level spell that you are capable of casting.
  Malleable Expertise
  Type: Offensive
  Ranks to Unlock: 9
  As a swift action, you gain the use of one combat feat for
  rounds per day equal to the number of ranks invested in
  this ability. These rounds do not need to be consecutive
  and you can change the feat chosen each time you use this
  ability. You must meet the prerequisites to use this feat.
  Mending Weave
  Type: Defensive
  Ranks to Unlock: 9
  When you have a scalar, it tends to find a number of
  creative ways to keep you alive. Whenever you receive
  magical healing, you are healed for an additional point of
  damage for each rank invested in this ability, to a
  maximum of the spell level of the spell or half the hit dice
  of the caster in the case of healing effects without a spell
  level, such as a paladin's lay on hands.
  Oaf's Salvation
  Type: Defensive
  Ranks to Unlock: 9
  It is well documented that scalars absolutely hate it when
  they become attuned to a klutz. Whenever you would take
  damage from an environmental hazard, such as lava or a
  vat of acid, halve that damage. This ability can trigger
  once per day per rank invested in this ability.
  Reactive Vitalizer
  Type: Defensive
  Ranks to Unlock: 9
  Scalars are (usually) not psychic, so being reactive is
  (usually) the best they can do.
  Whenever you are
  critically hit by an enemy, you gain temporary hit points
  equal to the number of ranks invested in this ability for
  1d4 rounds.
  Somnambulist
  Type: Utility
  Ranks to Unlock: 9
  Scalars recognize a crafter when they see one and come up
  with awkward ways to enhance their productivity. When
  you invest your first rank in this ability, you begin to
  suffer from chronic somnambulism, or sleepwalking.
  Each night, you complete hours of mundane crafting
  equal to the number of ranks invested in this ability, to a
  maximum of the number of hours you actually slept or
  tranced, and modified as normal by the quality of tools
  and whether or not you happen to be adventuring while
  crafting. You cannot exceed 8 hours of total crafting for
  the day with this ability. Oddly, though you are obviously
  active when resting, you awake refreshed as if you had
  slept like a log.
  Sympathetic Enhancement (Arcane, Divine)
  Type: Offensive
  Ranks to Unlock: 9
  When you invest your first rank in this ability, select acid,
  cold, electric, fire, or sonic. Whenever a spell you cast
  deals damage of the chosen type, it deals an additional
  point of damage of that energy type for each rank invested
  in this ability.
  Take the Burden
  Type: Utility
  Ranks to Unlock: 9
  As a standard action, your melee touch removes your
  choice of one of the following conditions from the target:
  fatigued,
  exhausted,
  dazzled,
  blinded,
  deafened,
  staggered, entangled, demoralized, shaken, frightened,
  panicked, or confused. The chosen condition must not be
  permanent and you must not be immune to it. The target
  loses that condition, while you gain the effects of that
  condition for a period of time equal to its remaining
  duration just before you removed it from your target.
  While affected by a condition you took up in this manner,
  you cannot be made immune to it. This ability can be used
  once per day per rank invested in it.
  Tyrant
  Type: Offensive
  Ranks to Unlock: 9
  Fear is an excellent deterrent. Whenever you kill a
  creature, all other creatures that share a race with it
  within 15 feet of you must make a DC 15 + the number of
  ranks invested in this ability Will save or be shaken for
  1d4 rounds. This is a mind­affecting ability.
  10
  
  One Bling to Rule Them All ‐ Scaling Magic Items
  Interjection Games
  Unsettling Magic (Arcane, Divine)
  Type: Offensive
  Ranks to Unlock: 9
  Sharp edges and a precisely­chosen color scheme grant
  this item a pool of terror points equal to the number of
  ranks invested in this ability. When casting a spell that
  calls for a saving throw, you may expend a terror point as
  a free action. Those affected who fail their saving throw
  are demoralized for 1d4 rounds in addition to the effects
  of the spell. When casting a spell that does not call for a
  saving throw, you may expend two terror points as a free
  action. Those affected are demoralized for 1d4 rounds in
  addition to the effects of the spell. Demoralization is a
  fear effect.
  Urge to Survive
  Type: Defensive
  Ranks to Unlock: 9
  A small voice in your head assures you that it is the better
  part of valor. Whenever you run, your base land speed is
  increased by +5 feet per rank in this ability for 1 round.
  This is an enhancement bonus.
  Vessel of Power (Arcane, Divine)
  Type: Utility
  Ranks to Unlock: 9
  Mother of pearl adorns the item, granting it a pool of
  pearl points equal to three times the number of ranks
  invested in it. On command, you can recall any one spell
  that you had prepared and then cast that day. The spell is
  then prepared again, just as if it had not been cast.
  Alternatively, if you are a spontaneous spellcaster rather
  than a preparatory spellcaster, you simply regain a casting
  at the chosen spell level. Doing so expends pearl points
  equal to the square of the spell level of the spell or spell
  slot replenished (1 pearl point for a 1st­level spell, 4 pearl
  points for a 2nd­level spell, 9 pearl points for a 3rd­level
  spell, and so on). This ability cannot be used if insufficient
  pearl points are present. Pearl points are replenished
  whenever you prepare spells for the day.
  Wrecker Core
  Type: Offensive
  Ranks to Unlock: 9
  You are a living wrecking ball! Your physical attacks and
  damaging spells ignore points of hardness equal to the
  number of ranks invested in this ability.
  Level 15 Abilities
  Alchemical Agility
  Type: Defensive
  Ranks to Unlock: 14
  The scalar produces a small amount of an incredibly
  potent,
  yet
  short­lived,
  synthetic
  adrenaline.
  As
  an
  immediate action, you gain a +4 alchemical bonus to
  Dexterity for 1 round. This ability may be used a number
  of times per day equal to the number of ranks invested in
  it.
  Alchemical Might
  Type: Offensive
  Ranks to Unlock: 14
  The scalar produces a small amount of an incredibly
  potent, yet short­lived, synthetic steroid. As an immediate
  action, you gain a +4 alchemical bonus to Strength for 1
  round. This ability may be used a number of times per day
  equal to the number of ranks invested in it.
  Armored Alacrity
  Type: Defensive
  Ranks to Unlock: 14
  As the scalar grows in power, it imparts various lessons on
  the use and maintenance of shields. For each rank
  invested in this ability, you add a +1 shield bonus to your
  touch AC, to a maximum of your shield bonus to AC.
  Shield bonus to AC that is granted by spells or items that
  are not shields does not grant a shield bonus to touch AC.
  You lose this shield bonus to touch AC if you are denied
  your Dexterity bonus to AC.
  Better Living through Alchemy
  Type: Defensive
  Ranks to Unlock: 14
  This scalar reeks of acrid acids and pungent aromatic
  rings. Whenever you take physical damage, your pores fill
  with acid and squirt it out in a 5­foot radius around you,
  dealing 1 point of acid damage per rank invested in this
  ability.
  Divine Opposition (Divine)
  Type: Offensive
  Ranks to Unlock: 14
  Your scalar supports your religious beliefs. Single­target
  spells you cast upon divine spellcasters whose deity's
  alignment opposes your deity's alignment have a caster
  level bonus equal to the number of ranks invested in this
  ability.
  11
  
  One Bling to Rule Them All ‐ Scaling Magic Items
  Interjection Games
  Double Dip
  Type: Utility
  Ranks to Unlock: 14
  Sometimes, the classics are just better. For each rank
  invested in this ability, both of the abilities on this item
  that require 0 ranks to unlock gain a rank. If using an
  item with more than two qualifying abilities, choose two
  when you invest the first rank into this ability. The chosen
  abilities are those that gain benefit when ranks are
  invested in this ability. Once two qualifying abilities are
  chosen, this decision cannot be changed.
  Faceted Obsidian Decoration
  Type: Defensive
  Ranks to Unlock: 14
  Obsidian is like lead: magic hates the stuff. If you make a
  saving throw against a spell or spell­like ability, counter
  that spell entirely. This ability can counter two spell levels
  worth of spells per rank invested in it per day. If sufficient
  capacity is not available, the spell cannot be countered.
  Gatewarden
  Type: Offensive
  Ranks to Unlock: 14
  Depictions of censured outsiders adorn the item. You get
  a bonus to caster level checks made to overcome the spell
  resistance of outsiders equal to the number of ranks
  invested in this ability.
  Improbable Bleeding
  Type: Offensive
  Ranks to Unlock: 14
  When you invest the first rank into this ability, select an
  ability score. Each time you add an additional rank to this
  ability, select an ability score you have not yet chosen.
  Whenever you critically hit, the victim takes 1 point of
  ability bleed, where the ability scores bled are the ability
  scores chosen.
  Inertia Swing
  Type: Offensive
  Ranks to Unlock: 14
  Little fins jut from the scalar, making you significantly
  more aerodynamic. As a swift action, you can tap into
  these superior aerodynamics, adding an amount of base
  damage to your melee weapons equal to the base damage
  of a medium weapon of that type. For example, a medium
  greataxe doubles from 1d12 to 2d12, while a large greataxe
  goes from 3d6 to 3d6+1d12. As this is base damage, it is
  multiplied on a critical hit. This ability can be used once
  per day per rank invested in this ability.
  Mechanical Network
  Type: Defensive
  Ranks to Unlock: 14
  When you invest the first rank in this ability, select a
  construct you own or have built. So long as that construct
  is within 30 feet of you, neither you nor the construct may
  be flanked unless both of you are flanked. For each
  additional rank you invest in this ability, select another
  construct. In order for you or any of the selected
  constructs within 30 feet of you to be flanked, all of you
  must be.
  Oozing Sensuality
  Type: Offensive
  Ranks to Unlock: 14
  The opposite gender finds you oh so attractive. You have a
  competence bonus to Bluff, Diplomacy, and Intimidate
  equal to the number of ranks invested in this ability when
  used on the opposite gender. In addition, you have a
  circumstance bonus to damage rolls equal to the number
  of ranks invested in this ability, both physical and
  magical, against the opposite gender.
  Palpable Imagination
  Type: Utility
  Ranks to Unlock: 14
  What you believe strongly enough has a propensity to
  become real. As a swift action, you treat all allied
  constructs and undead as though they had all teamwork
  feats you have. This ability lasts for 1 round and can be
  used a number of times per day equal to the number of
  ranks you have invested in this ability.
  Penetrating Shots
  Type: Offensive
  Ranks to Unlock: 14
  Your ranged attacks treat the target's AC as 1 lower per
  rank invested in this ability, to a maximum of the
  combined armor bonus and natural armor bonus of the
  target. This does not apply to ranged touch attacks.
  12
  
  One Bling to Rule Them All ‐ Scaling Magic Items
  Interjection Games
  Record Fate
  Type: Utility
  Ranks to Unlock: 14
  Fate is merely a quantity to be fixed. Each morning,
  consult Table: Record Fate Dice, roll the dice listed
  based on the number of ranks you have invested in this
  ability, and record both the result of each roll and the type
  of die rolled. At any point over the course of the day, you
  may use a recorded roll for any roll that calls for the same
  size die, using the recorded result in place of a roll. For
  example, the number recorded from
  rolled on a d12
  cannot be used in place of a d6, d8, or d20 and can only
  be used in place of a d12 roll. This ability cannot be used
  to replace a roll that has already been made; the recorded
  result must be used instead of a roll. Whenever new rolls
  are recorded, the old rolls are overwritten. Whenever a
  recorded roll is used, it is consumed and cannot be used
  again.
  Starting at four ranks invested in this ability, you may
  combine multiple recorded dice to replace a roll whose die
  size is the sum of the combined recordings' die sizes. For
  example, you may add your recorded d4 and d6 values in
  place of a d10 roll or your d8 and d12 values in place of a
  d20 roll. Doing so consumes all recorded values that were
  added together.
  Second Guess
  Type: Utility
  Ranks to Unlock: 14
  You have a propensity to be internally smacked when you
  say something that is incorrect. As an immediate action,
  when making a Knowledge check, you may instead roll
  two dice and take the highest. This ability can be used
  once per day per rank invested in it.
  Shalehide
  Type: Defensive
  Ranks to Unlock: 14
  The best way to protect the master is not to avoid attacks,
  but to laugh in their face. You have DR X/adamantine,
  where X is the number of ranks invested in this ability.
  This stacks with other forms of damage reduction.
  Share the Burden
  Type: Offensive
  Ranks to Unlock: 14
  As
  a
  standard
  action,
  you
  spread
  various
  negative
  conditions to a creature within 30 feet. If you are fatigued,
  exhausted,
  dazzled,
  blinded,
  deafened,
  staggered,
  entangled, demoralized, shaken, and/or confused, then
  the target is also affected by all of the aforementioned
  conditions from which you are suffering for 1d4 rounds
  with a DC 20 + the number of ranks invested in this
  ability Will save to negate. If the target gave you any of the
  conditions being spread, it gets a ­4 penalty to its saving
  throw. This ability can be used once per day per rank
  invested in it. This is a mind­affecting ability if the
  demoralized, shaken, or confused conditions are being
  spread.
  Strike Compounder
  Type: Offensive
  Ranks to Unlock: 14
  You are able to hack and slice at the same spot with
  excellent accuracy. Whenever you deal physical damage
  with a weapon, you get a stacking +1 bonus to damage
  rolls until the beginning of your next turn, to a maximum
  of the number of ranks invested in this ability.
  Unfavored Magic
  Type: Defensive
  Ranks to Unlock: 14
  Enchantments, illusions... everyone dislikes one school
  more than others. When you invest your first rank in this
  ability, select a school of magic. You have a resistance
  bonus to saving throws made against spells of the selected
  school of magic equal to the number of ranks invested in
  this ability.
  13
  Table: Record Fate Dice
  
  One Bling to Rule Them All ‐ Scaling Magic Items
  Interjection Games
  Level 20 Abilities
  Abnormal Paranoia (Arcane, Divine)
  Type: Utility
  Ranks to Unlock: 19
  All scrolls you produce also contain an explosive runes
  effect with a caster level equal to the caster level of the
  scroll. This effect cannot be dispelled on its own; instead,
  an individual attempting to remove the explosive runes
  effect must dispel the entire scroll to be rid of it. You
  cannot instruct other creatures on how to read your
  scrolls without them exploding.
  Aligned Strikes
  Type: Offensive
  Ranks to Unlock: 19
  Weapons you wield are good if you are good, evil if you
  are evil, lawful if you are lawful, and chaotic if you are
  chaotic.
  Cantrip Mastery (Arcane, Divine)
  Type: Utility
  Ranks to Unlock: 19
  0th­level spells you cast are extended and quickened
  without increasing their casting time or their spell level.
  Darkness' Bane (Arcane)
  Type: Offensive
  Ranks to Unlock: 19
  Class Restriction: Magus, Witch, Wizard
  You gain the ability to cast magic missile spontaneously.
  You may apply metamagic feats to the spell. Unlike most
  spontaneous casting, the casting time is not increased by
  the addition of metamagic feats.
  Disarming Personality
  Type: Offensive
  Ranks to Unlock: 19
  With you, the sudden change from smiles to stabbing
  catches anyone, even seasoned ninjas, off guard. When
  you invest a rank in this ability, your first attack in each
  combat treats its target as flat­footed. Once affected by
  this ability, a creature is immune to it for 24 hours.
  Extremely Surefooted
  Type: Utility
  Ranks to Unlock: 19
  You permanently gain the benefit of the spider climb and
  freedom of movement spells.
  Living Flame
  Type: Defensive
  Ranks to Unlock: 19
  You gain immunity to fire, but also gain vulnerability to
  cold. This ability cannot be taken if you are naturally
  resistant to cold.
  Living Rime
  Type: Defensive
  Ranks to Unlock: 19
  You gain immunity to cold, but also gain vulnerability to
  fire. This ability cannot be taken if you are naturally
  resistant to fire.
  Master Improviser
  Type: Offensive
  Ranks to Unlock: 19
  Non­magical improvised weapons you wield gain a +5
  enhancement bonus.
  Momentary Nullmagic (Arcane, Divine)
  Type: Defensive
  Ranks to Unlock: 19
  You become immune to any spell you cast for 1 round.
  This immunity is conferred after your spell resolves,
  allowing you to heal yourself, or scorch yourself with a
  fireball, as it were.
  Monomania
  Type: Offensive
  Ranks to Unlock: 19
  There can only be one magic item. You gain the ability to
  create an antimagic field centered on you as a standard
  action
  that
  provokes
  attacks
  of
  opportunity.
  The
  antimagic field is centered on and moves with your scalar
  item, not you, thus allowing you to leave your scalar
  behind to use this ability as a remote antimagic field.
  Though your scalar is a magic item, it is not deactivated in
  this antimagic field and its various abilities can be used
  within it. The antimagic field lasts for 1 hour or until
  dismissed as a standard action that provokes attacks of
  opportunity. This ability can be used once per day.
  Overtime (Arcane, Divine)
  Type: Utility
  Ranks to Unlock: 19
  Summoning
  spells
  you
  cast
  are
  extended
  without
  increasing their casting time or their spell level.
  Rebirth
  Type: Utility
  Ranks to Unlock: 19
  Adventurers die. It's part of the job. Still, it doesn't have to
  be permanent. Your scalar can cast the raise dead spell
  once per month without the need to provide material
  components. Since your scalar is doing the casting, it can
  target your corpse if it is still touching your body.
  14
  
  One Bling to Rule Them All ‐ Scaling Magic Items
  Interjection Games
  Ricochet
  Type: Offensive
  Ranks to Unlock: 19
  As a standard action that provokes attacks of opportunity,
  you fire or throw a unit of ammunition at a target within
  two range increments. If it hits, it ricochets to a creature
  that is within 10 feet of the initial target. Roll to hit at a
  cumulative ­2 penalty. If it hits, it ricochets again, striking
  yet another creature within 10 feet of that target, but also
  within 30 feet of the initial target, at a ­2 penalty. A
  creature cannot be struck twice by a ricochet. Repeat until
  an attack misses or until there is no legal target in range.
  You do not apply an ability score to damage after the first
  hit.
  Shuffle
  Type: Utility
  Ranks to Unlock: 19
  When you invest a rank in this ability, you may reassign
  all other ranks already assigned to this item.
  Summoned Service
  Type: Defensive
  Ranks to Unlock: 19
  When you invest a rank in this ability, your cohort, if any,
  and all creatures you summon gain the Bodyguard feat as
  a bonus feat.
  Undeclared
  Type: Utility
  Ranks to Unlock: 19
  Even those reaching the very pinnacle of their power can
  be uncertain as to how they wish to live their future.
  Select an ability on this item that requires 0 ranks to
  unlock, an ability that requires 4 ranks to unlock, an
  ability that requires 9 ranks to unlock, and an ability that
  requires 14 ranks to unlock. All of the selected abilities
  gain a rank.
  Vampiric Strikes
  Type: Offensive
  Ranks to Unlock: 19
  Your physical attacks deal an additional 1d4 points of
  damage. This damage is returned to you as healing.
  Wand Whippery (Arcane, Divine)
  Type: Utility
  Ranks to Unlock: 19
  When you invest a rank in this ability, choose one of your
  spellcasting classes. All wands whose spell is on that class'
  spell list get a +3 bonus to caster level when you use them.
  World Champion Arm Wrestler
  Type: Offensive
  Ranks to Unlock: 19
  When you invest a rank in this ability, select three combat
  feats for which you meet the prerequisites. You gain the
  benefits of those feats.
  Instant bodyguards! Just add scalar!
  15
  
  One Bling to Rule Them All ‐ Scaling Magic Items
  Interjection Games
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
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  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material
  by E. Gary Gygax and Dave Arneson.
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  One Bling to Rule Them All ­ Scaling Magic Items, Copyright 2014
  Interjection Games, LLC.
  [End of License]
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  16
  
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