TEXT: 1
  W
  elcome to the tenth book in the Loot 4 Less 
  line, in which we deal exclusively with items 
  that have a cost to consumer of 2,500 gp or 
  less. And to increase the level of difficulty in terms of 
  providing you with low-cost items, we also don’t deal 
  in one-shot (or even two- or three-shot) magic items.
  Here in Volume X: Fezzes Are Cool, we’re looking at 
  a narrow range of wondrous items that you wear on 
  your head, including crowns, hats, helmets, masks, 
  caps, and turbans. 
  Many of these items are useful for spellcasters (in 
  keeping with the origin of such items in myth and 
  legend), but at least a few in each group can be useful 
  to any character. Everything in these pages has no 
  charges and can be used in adventure after adventure. 
  Additionally, these items are all of real use. No spot-
  on-the-wall spells stored in a wand with a switch. We 
  deal only in things that are of at least some practical 
  use. No one is going to kill a teammate to make sure 
  they get the fez of escape from the loot pile, but is 
  that such a bad thing? These items can flesh out the 
  equipment lists of low-level characters, can be found 
  in treasure troves of mid-range monsters, or can be 
  passed out as party favors at the celebrations of 20th-
  level wizards.
  Investment Items
  If you’ve read this section in another Loot 4 Less 
  volume, you can skip this. It’s all the same arguments, 
  repeated just in case this is the first Loot 4 Less book 
  you’ve picked up. Feel free to go on and look at the 
  magic knick-knacks listed further on in the book, and 
  don’t worry about missing anything important here. If 
  this is your first Loot 4 Less book, and you’re wondering 
  why the whole book is filled with only the most 
  inexpensive of magic items, read on. 
  
  2
  Finally, having more low-cost items 
  allows both players and GMs to customize 
  characters more. With only a few items in 
  their price range, the treasures of low CR 
  NPCs often look very similar. By the same 
  token, when all anyone can afford is a +1 
  weapon and +1 armor, characters don’t seem 
  that different. Compare that to a rogue with 
  a domino mask. He might not have as high an 
  AC or hit as often, but since he’ll work with 
  what he has, he’s more likely to look for 
  situations where the items he does have can 
  distract foes, or convince them that actions 
  he takes are actually those of some other 
  shadowy foe. That leads to more interesting 
  games, and more memorable moments for 
  everyone.
  Crowns, Hats, Helms, 
  and masks
  All the magic items in this book are 
  designed to be worn on or around the head 
  (such as crowns, hats, and helms), or on 
  the face (in the case of masks). All these 
  are wondrous items, although the helms 
  take the appearance of a piece of armor (in 
  keeping with the head-slot items available 
  in the Pathfinder Roleplaying game Core 
  Rulebook). Head slot items tend to focus 
  on mental abilities, thought, and divination 
  (such as the helm of comprehend languages and 
  read magic or helm of telepathy), or militant 
  capabilities (such as the helm of blasting). 
  Of course there are many iconic oddities 
  (such as the hat of disguise), and entire sub-
  categories of head items that seem to have 
  few unifying themes (such as crowns and 
  masks). With so many existing items that 
  fall outside of a tight categorization of what 
  head slot items should do, we tried to draw 
  inspiration on magic hats of myth and 
  legend, and obvious links between form 
  and function.
  One of the advantages of this approach 
  is that many head slot items are useful 
  to a broad range of characters. While the 
  emphasis on mental abilities places some 
  firmly in the realm of spellcaster items, 
  many have functions that could augment the 
  abilities of any character. In many cases the 
  head slot items have themes that may seem 
  to lend themselves to one class (the domino 
  mask would obviously appeal to a rogue who 
  wished to commit crimes without revealing 
  his identity), but could prove useful to 
  anyone (a paladin dealing justice in an evil 
  city might find the domino mask a useful was 
  to create a recurring, recognizable vigilante 
  identity with which to fight the corruption 
  of the city guard). This makes such items a 
  good choice to round out loot when a GM 
  isn’t sure who is going to want what items.
  The fact that both obviously armor-
  related helms and many of the traditionally 
  shamanistic masks can only be created by 
  characters with the Craft Wondrous Item 
  feat (and once characters take that feat they 
  can create a much broader range of items) 
  can create odd results for some character 
  concepts. If a player wishes to play a master 
  armorer with Craft Magic Arms and Armor, 
  she may be disappointed to discover she 
  can’t make a helm of brilliance even though 
  she can make armor of etherealness. For GMs 
  So, do campaigns really need a few dozen 
  more magic item options? Why would anyone 
  care about more cheap magic items that aren’t 
  one-shots? Aren’t there enough options such as 
  masterwork and mithral that provide enough 
  items of use at lower costs to take care of 
  inexpensive treasure needs? Aren’t potions and 
  scrolls magic enough for low-level characters? 
  Not really, no.
  The problem with using one-shot items 
  to flesh out the treasure piles of lower‑level 
  characters is that once used, they’re gone. 
  This makes it difficult for low‑level characters 
  to accumulate wealth. Since the Pathfinder 
  Roleplaying 
  Game 
  Core 
  Rulebook 
  assumes 
  characters build to specific amounts of wealth 
  as they gain class levels, a GM is forced to either 
  boost treasure given at lower levels, or have a 
  group of PCs who are slightly underpowered.
  By giving PCs minor but permanent magic 
  items, a GM gives them the ability to save some 
  wealth value. Since these items can be resold for 
  half their full value, a low-level character can 
  take a few minor items early on in his career 
  and sell them to pay for (or at least offset the full 
  cost of) a more major item at higher levels.
  Another benefit of cheap, re‑useable magic 
  items is that they tempt low-level spellcasters 
  to craft items. The investment in gp and time 
  to make even a +2 sword is more than most 
  6th‑level casters want to attempt, and a party 
  needs only so many +1 weapons. By expanding 
  the number of cheap options lower-level casters 
  have, a GM gives them more opportunities to 
  be useful to their party and explore the rules 
  regarding item creation.
  
  3
  who wish to allow item creation feats to be 
  a bit more flexible, we present two optional 
  item creation rules, to tie helms and masks 
  to characters more thematically attuned to 
  them.
  Optional Item Creation Rule: Characters 
  with ranks in Craft (armorer) can create 
  wondrous items that are helms or helmets if 
  they have the Craft Magic Arms and Armor 
  feat, without having the Craft Wondrous 
  Item feat. In this case, the Craft Magic Arms 
  and Armor feat counts as Craft Wondrous 
  Item for purposes of meeting an item’s 
  prerequisites. Additionally, such characters 
  can use their Craft (armorer) bonus rather 
  than their Spellcraft bonus to make any skill 
  check required to successfully craft such 
  items.
  Optional Item Creation Rule: Characters 
  that have levels in a spellcasting class 
  that grants both Knowledge (nature) and 
  Survival as class skills can create wondrous 
  items that are masks if they have any magic 
  item crafting feat, even if they lack the Craft 
  Wondrous Item feat. The DC for characters 
  to create a wondrous item mask increases 
  by 5 when the characters do not have the 
  Craft Wondrous Item feat (using the normal 
  rules for increasing the DC by 5 for every 
  prerequisite the creator does not have).
  Bascinet of Turned Blows
  Aura: faint abjuration; CL: 5th
  Slot: head; Price: 2,500 gp; Weight: 3 lbs.
  Description
  This steel, pointed‑top helm fits closely 
  to the head, and offers good protection for 
  the crown and sides of the head. It may be 
  open-faced, have a great visor, or be laced 
  to a chain hauberk. The wearer of the helm 
  gains a +4 bonus to AC against attacks of 
  opportunity provoked as a result of making 
  a combat maneuver. If an attack misses the 
  wearer by this margin, the wearer suffers 
  a ‑4 penalty to all sound‑based Perception 
  checks for 1 round, as the attack rings off his 
  helm.
  Construction
  Requirements: Craft Wondrous Items, 
  shield; Cost: 1,250 gp.
  Buccal of Ferocity
  Aura: faint necromancy; CL: 5th
  Slot: head; Price: 2,250 gp; Weight: —
  Description
  This carved ivory mask covers the nose, 
  lower cheeks, mouth and chin of the wearer. It is 
  carved to represent a jawed mouth, open as if in 
  a bestial yell. The buccal of ferocity contorts into 
  a snarling grimace and growls when its wearer 
  makes an Intimidate check to demoralize a 
  foe, granting a +3 enhancement bonus to such 
  checks. The buccal also occasionally growls 
  when the wearer is focused or under stress, 
  causing a ‑1 penalty to Stealth checks.
  The mask also fills the wearer with a special 
  fury when attacking a foe he has successfully 
  demoralized with the Intimidate skill, granting 
  +1d6 damage to the first successful melee attack 
  the wearer makes against such foes each round.
  Construction
  Requirements: Craft Wondrous Items, cause 
  fear; Cost: 1,125 gp.
  Bullhorn Helm
  Aura: faint evocation; CL: 1st
  Slot: head; Price: 1,000 gp; Weight: 3 lbs.
  Description
  This iron, open-faced helmet has two 
  impressive bull horns rising up from either 
  side of it. Once per day when the wearer makes 
  a Bull Rush, as a swift action he may also 
  make an unarmed melee attack roll. (This is 
  considered a charge, and does not provoke an 
  attack of opportunity, though the wearer still 
  provokes attacks of opportunity normally for 
  
  4
  the bull rush unless he has Improved Bull Rush 
  or a similar ability.) If the wearer’s attack roll 
  succeeds, he deals melee damage as if he had 
  struck the target of the bull rush with a one-
  handed piercing melee weapon (1d4 Small/1d6 
  Medium).
  Construction
  Requirements: 
  Craft 
  Wondrous 
  Items, 
  Improved Bull Rush; Cost: 500 gp.
  Capuchon of Astrology
  Aura: faint divination; CL: 3rd
  Slot: head; Price: 2,700 gp; Weight: —
  Description
  This stereotypical pointed wizard’s cap 
  is made of stiff felt, with a silk or linen lining 
  along the bottom. It is generally a dark color, 
  often deep blue or black, and decorated with 
  depictions of stars, comets, and constellations. 
  The wearer of the capuchon can easily visualize 
  these symbols and their current positions, and 
  at will can cause them to form any constellations 
  and stellar conjunctions he wishes.
  Additionally, when the wearer casts a 
  divination spell, these symbols form astrological 
  conjunctions of particular importance to the 
  wearer’s current situation, and his visualization 
  of those conjunctions grants him additional 
  bonuses above the spell’s normal effects. When 
  the wearer casts a divination spell, he gains a 
  temporary defensive insight bonus equal to 
  the level of the spell cast (maximum +3). The 
  bonus applies to the wearer’s AC against the 
  next attack made against him, or to his next 
  saving throw made (whichever comes first). If 
  the bonus is not used with 1 minute per level 
  of spell cast, it fades. The wearer can only have 
  a single insight bonus active at a time – if a 
  second bonus is earned, any earlier unused 
  bonuses are immediately lost.
  Construction
  Requirements: Craft Wondrous Items, 
  augury; Cost: 1,350 gp.
  Crown of Forceful Strikes
  Aura: faint evocation; CL: 5th
  Slot: head; Price: 2,400 gp; Weight: —
  Description
  This sturdy iron crown is decorated with 
  small points that take the form of miniature 
  swords, pointing up. Three times per day 
  as a swift action, the wearer can cause 
  one weapon attack he makes to count as a 
  force effect (like magic missile or spiritual 
  weapon), except the damage done still 
  counts as weapon damage (rather than spell 
  damage). The crown’s power may be used 
  three times per day.
  Construction
  Requirements: Craft Wondrous Items, 
  spiritual weapon; Cost: 1,200 gp.
  Domino Mask
  Aura: faint illusion; CL: 1st
  Slot: head; Price: 900 gp; Weight: —
  Description
  This small, black mask covers the 
  wearer’s nose, cheeks, and the area around 
  his eyes, though it is invisible when worn 
  but not in use. It allows its wearer to 
  alter his appearance as with a disguise self 
  spell, but only to take a single disguise 
  (selected when the mask is first used), 
  which must incorporate the appearance of 
  a mysterious masked adventurer, vigilante, 
  or highwayman. The mask is always visible 
  when its power of disguise is in use.
  Construction
  Requirements: Craft Wondrous Items, 
  disguise self; Cost: 450 gp.
  
  5
  Ethereal Gauze
  Aura: faint divination; CL: 3rd
  Slot: head; Price: 2,000 gp; Weight: —
  Description
  This strip of gauzy material is woven 
  from the silk of phase spiders, and sheer 
  enough that when wrapped around the 
  wearer’s eyes it does not impede vision. It 
  does, however, allow you to see into the 
  ethereal plane, as the see invisibility spell, but 
  applies only to creatures that are invisible as 
  a result of being on the ethereal plane. The 
  appearance of ethereal creatures and objects 
  is hazy, and such targets are considered to 
  have concealment from the wearer of the 
  gauze. Perception rolls to pick out details 
  of ethereal objects suffer a ‑4 penalty. Note 
  that this item does not give the wearer any 
  special ability to affect ethereal creatures, 
  only to perceive them.
  Construction
  Requirements: Craft Wondrous Items, see 
  invisibility; Cost: 1,000 gp.
  Fez of Escape
  Aura: faint illusion; CL: 3rd
  Slot: head; Price: 1,500 gp; Weight: 0.5 lbs.
  Description
  This bright red felt hat is a flat‑topped, 
  slightly conical cap with a golden tassel 
  attached to the center of its round top. 
  Around the brim of the fez the item’s 
  name, “fez of escape,” is written in a dozen 
  common 
  languages 
  (always 
  including 
  common, draconic, giant, goblin, gnoll, 
  and orcish, with other languages selected 
  based on common regional threats). The 
  name is, in fact, a misnomer as the fez has 
  very little power to help its wearer escape. 
  Once per day, when the wearer is knocked 
  unconscious, paralyzed, or helpless, he 
  immediately becomes invisible (as the 
  invisibility spell) for 3 rounds. The hat’s 
  original designer hoped that by calling this 
  emergency camouflage item an item “of 
  escape,” his foes would be less likely to look 
  around for his unconscious, invisible body.
  Construction
  Requirements: Craft Wondrous Items, 
  vanish*; Cost: 750 gp. *Indicates a spell 
  found in the Advanced Player’s Guide.
  Fez of Storing
  Aura: faint conjuration; CL: 5th
  Slot: head; Price: 750 gp; Weight: —
  Description
  This brimless, truncated-cone-shaped cap is 
  made of kilim cloth (a woven tapestry material 
  also used to make ornate carpets and rugs), and 
  has a thin black tassel knotted to the center of the 
  round top. The wearer of a fez of storing can use it 
  to store up to 1 cubic foot of material with a total 
  weight of no more than 50 lbs. This material may 
  be stored in the fez without affecting its weight 
  or making it in any way difficult to wear. Items 
  stored within the fez suffer the passage of time 
  normally, but are not affected by the movement of 
  the wearer or the fez of storing. A mug of ale filled 
  to the brim could be placed within the magic hat, 
  and when removed not a single drop would have 
  spilled regardless of what acrobatics the wearer 
  performed.
  Items to be placed in or removed from the fez 
  of storing can actually be placed in or taken out of 
  any pocket, bag, or pouch on the wearer’s body 
  (allowing the wearer to appear to keep items in an 
  obvious bag, when in fact they are stored within 
  the fez). A DC 15 Sleight of Hand check also 
  allows the wearer to appear to move things into or 
  take them out of “thin air” when they are actually 
  stored within the fez (a fact which often leads to 
  wearers doing simple tricks such as pulling coins 
  from children’s ears or dramatically making cups 
  of wine disappear between their hands). The 
  wearer must have the fez of storing on his head to 
  add or remove items to it.
  Construction
  Requirements: Craft Wondrous Items, create pit*; 
  Cost: 375 gp. *Indicates a spell found in the 
  Advanced Player’s Guide.
  
  6
  Funerary Mask
  Aura: faint abjuration; CL: 3rd
  Slot: head; Price: 1,800 gp; Weight: 1 lb.
  Description
  This ornate wooden mask is beautifully 
  painted to show a peaceful humanoid face as 
  rest. If placed on a corpse, its features change 
  to be those of the corpse (if they are still 
  recognizable) or a skull (if no features remain 
  on the body). A corpse wearing the funerary 
  mask at sundown is under the effects of a gentle 
  repose for the next 24 hours, as long as the 
  mask continues to be worn. Only bodies intact 
  enough to have a recognizable head can benefit 
  from this item.
  Construction
  Requirements: Craft Wondrous Items, gentle 
  repose; Cost: 900 gp.
  Greenleaf Cap
  Aura: faint divination; CL: 3rd
  Slot: head; Price: 1,000 gp; Weight: —
  Description
  This simple pointed archer’s cap is 
  made of bright green leaves, neatly folded 
  to fit together as a cap without need of any 
  sewing or buttons. The wearer of the cap 
  finds his vision slides easily around and 
  through thin or leafy vegetation such as tall 
  grass, thick leaves, or bushes. The wearer 
  does not suffer any penalties to Perception 
  checks or ranged attacks as a result of a 
  target having concealment from natural 
  vegetation. The cap does not allow the 
  wearer to ignore cover, as the ability to see 
  through and around plants does not allow 
  arrows to shoot through the trunk of a tree.
  Construction
  Requirements: Craft Wondrous Items, see 
  invisibility; Cost: 500 gp.
  Grotesque
  Aura: faint transmutation; CL: 1st
  Slot: head; Price: 400 gp; Weight: 2 lbs.
  Description
  This large, shaggy mask fully covers 
  the entire head of the wearer. It usually 
  takes the form of a buffalo, stag, bear, or 
  ram head, with the horns, teeth and facial 
  features exaggerated to an ugly extreme, 
  and a mane of thick hair covering the top, 
  sides, and back. Less often a grotesque may 
  take the shape of a monster’s head, such as a 
  demon, dragon, ogre, or troll. The jaw of the 
  grotesque is hinged with a counterweight, 
  so that as the wearer moves, the jaw opens 
  and shut of its own accord.
  Once per day, the wearer of the grotesque 
  may, as a standard action, do a short dance 
  to activate its power. This causes him to no 
  longer be treated as being of his normal type 
  for purposes of spells, spell-like abilities and 
  supernatural abilities (but not extraordinary 
  abilities). Instead, the wearer may choose to 
  be treated as being of the magical beast or 
  monstrous humanoid type, for purposes of 
  how (and if) magic abilities affect him. This 
  effect lasts for 1 minute.
  Construction
  Requirements: Craft Wondrous Items, 
  magic fang; Cost: 200 gp.
  Behind the Counter: 
  Funerary Mask
  The funerary mask appears to be a 
  permanent gentle repose. As that’s a 2nd level 
  spell, the expected  cost would be 12,000 gp 
  (2nd level spell x caster level 3 x 2,000 gp). 
  However since the mask only works on a 
  corpse if it is worn at sundown, that cost 
  is actually divided by 5 for 1 use/day. The 
  additional limitation that the mask only works 
  for mostly intact bodies (as opposed to gentle 
  repose, which can be cast on a severed hand, 
  for example) further reduces the cost to 1800 
  gp.
  
  7
  Construction
  Requirements: Craft Wondrous Items, guidance; 
  Cost: 750 gp.
  Hat of Many Uses
  Aura: faint transmutation; CL: 1st
  Slot: head; Price: 2,000 gp; Weight: 1 lb.
  Description
  This wide‑brimmed floppy hat has a tall 
  peak on its crown (which is normally fallen to 
  one side), and numerous small straps which 
  can be used to strap it to the wearer’s head 
  or be stuffed inside the hat for extra padding. 
  Although the hat appears extremely battered 
  and worn, it is actually quite sturdy. If the 
  wearer has had the hat on his head for 8 out 
  of the past 24 hours, he can change its shape, 
  size, and stiffness simply by pulling at it, even 
  punching holes in the felt with his fingers to 
  form holes or net patterns. This process takes 
  1 full round, and through a combination of 
  stretching, stiffening, and altering the hat it is 
  possible to use it as a basket, bedroll, blanket*, 
  brass 
  knuckles*, 
  bucket, 
  buckler, 
  buoy*, 
  butterfly net*, case (map or scroll), chakram*, 
  fishing net, jug, net, pitcher, pot, pouch, sack, 
  sap, spade, tent, or winter blanket. The hat 
  returns to its normal shape if given a firm shake 
  as a swift action.
  *Rules for this equipment found in the 
  Advanced Player’s Guide.
  Construction
  Requirements: 
  Craft 
  Wondrous 
  Items, 
  prestidigitation; Cost: 1,000 gp.
  Hannya of Hard Won Wisdom
  Aura: moderate divination; CL: 9th
  Slot: head; Price: 1,500 gp; Weight: 1 lb.
  Description
  This mask depicts a demon face, or 
  sometimes a horned serpent, and covers 
  the wearer from chin to crown. When the 
  wearer of the hannya fails a saving throw 
  against a spell or effect, he may choose 
  to attune the hannya to that effect as an 
  immediate action. The wearer then gains a 
  +1 competence bonus to future saves made 
  against that specific effect. If the wearer fails 
  a second save against an effect the hannya 
  is attuned to, his bonus to future saves 
  increases to +2, and if he fails a third time it 
  increases to +3. A hannya of hard won wisdom 
  may be attuned to only one specific spell or 
  effect at a time, and if it is attuned to a new 
  effect, all its benefit against older effects is 
  lost.
  Behind the Counter: 
  PriCing the grotesque
  There’s an odd dichotomy in magic 
  item design vs. magic item pricing. Most 
  professional game designers agree that an 
  interesting item is most often one that stays 
  away from flat numeric bonuses or duplication 
  of spell effects, but the pricing guidelines for 
  magic items are based on exactly those kinds 
  of effects. So when you do manage to create an 
  item that does something nothing else in the 
  game does, how do you price it?
  In the case of the grotesque, the item changes 
  the wearer’s type (something that can’t be 
  expressed as a flat numeric bonus), which 
  nothing else in the game can do under a strict 
  interpretation of the rules‑as‑written (though 
  certainly some groups may decide polymorph 
  spells do actually change a creatures type as 
  a houserule). However, the actual benefits of 
  having your type change (when divorced from 
  other effects such as immunities or special 
  senses, which the grotesque does not provide) 
  are fairly mild -- while a warrior could use 
  this to be immune to a charm person spell, he’d 
  also no longer be eligible for an enlarge person 
  to aid him. In this case we priced the item as 
  a 1st level spell effect at caster level 1st, with 
  1 use/day. Since some common 1st level spells 
  (such as the aforementioned enlarge person) 
  have durations of 1 minute/level, we gave the 
  grotesque a 1 minute duration.
  
  8
  Helm of the Iron Boar
  Aura: faint transmutation; CL: 4th
  Slot: head; Price: 2,500 gp; Weight: 4 lbs.
  Description
  This steel great helm fully encloses the 
  wearer’s head, fitting tightly to the skull and 
  neck. The faceplate of the helm is hammered 
  into the likeness of a boar, complete with tusks. 
  Whenever the wearer takes a charge action, the 
  helm lets out a clearly audible snarl similar to 
  that made by an angry boar. 
  Despite being made of metal, wearing 
  this piece of armor does not interfere with a 
  druid’s ability to cast spells or use any of her 
  supernatural or spell-like class abilities. Indeed, 
  while wearing a helm of the iron boar, a druid 
  can safely wear metal armor and use a metal 
  shield without losing her magical powers for 
  24 hours (as normally occurs when a druid 
  wear prohibited armor). This does not grant the 
  druid any additional proficiency, just suspends 
  the class’s normal prohibition against metal 
  armor and shields.
  Any character wearing a helm of the iron 
  boar can take the option to make a charge as 
  a standard action, even when not restricted to 
  taking only a single action on his turn, once per 
  day (allowing characters to take a move action, 
  even if it involves turns or moving through 
  difficult terrain, and then take a charge once 
  they have lined up a target).
  Construction
  Requirements: Craft Wondrous Items, stone 
  fist; Cost: 1,250 gp.
  Helmet of Shadowed Gaze
  Aura: faint evocation; CL: 5th
  Slot: head; Price: 2,500 gp; Weight: 3 lbs.
  Description
  This great helm fits tightly to the wearer’s 
  head, and matches the style of armor typical 
  to banded mail or full plate. However, 
  rather than a metal visor that can be lowered 
  to completely cover the wearer’s face, the 
  helm has a visor made of dense shadow. As 
  a standard action, the wearer of the helm 
  can flip down its shadowy visor which 
  then blocks its view of the head (and only 
  the head) of a single creature. This prevents 
  the wearer from having to make a saving 
  throw on the beginning of the wearer’s turn 
  against any gaze attack that creature has, 
  and gives him a 50% chance to not need to 
  make a saving throw against the gaze attack 
  if the creature targets the wearer with a gaze 
  on the creature’s turn. The visor can block 
  the view of only a single creature’s head at 
  a time, and it is a standard action to change 
  which creature’s head is blocked.
  Construction
  Requirements: Craft Wondrous Items, 
  protective penumbra*; Cost: 1,250 gp.
  *Indicates a spell found in Ultimate 
  Magic.
  Behind the Counter: 
  PriCing the helM oF the iron Boar
  Oddly, the easy part of pricing the Helm 
  of the Iron Boar is the ability to charge as a 
  standard action. That’s clearly about as useful 
  as an Improved feat, which we always price at 
  5,000 gp. Since it only works once per day, it’s a 
  1,000 gp cost. The tricky part is how to price the 
  ability to allow a druid to wear metal armor.
  It would be possible to claim it’s also about 
  as powerful as a feat, but that doesn’t really hold 
  up to a closer examination. Feats don’t normally 
  remove class restrictions (there are no feats to 
  allow barbarians to be lawful or paladins be 
  chaotic, for example), so there’s nothing to use 
  as a basis of comparison. Furthermore, by itself 
  the helm only lets druids wear metal medium 
  armor without penalty (as they don’t gain 
  heavy armor proficiency automatically). If we 
  look at the best medium armor a druid can wear 
  without this item (hide) and compare it to the 
  best armor they can wear with it (breastplate), 
  we see the main differences are +2 AC, ‑1 max 
  Dex, ‑1 armor check penalty. Of course a druid 
  could get magic or mithral metal armor, but so 
  could any character and there’s an additional 
  cost for that.
  While it’s not a perfect solution, we decided 
  +2 AC with 1 worse max Dex and armor check 
  was about as good as +1 AC without those 
  penalties, and +1 AC normally runs about 
  2,000 gp as a magic item. Since only druids get 
  that bonus (and only if they buy heavier, more 
  expensive armor), we discounted that back 
  down to +1,500gp. While the helm is clearly 
  crucial to a character wishing to create a druid 
  in metal armor, that’s an unusual character 
  build that’s going to have to spend more money 
  and resources to be effective, so the price seems 
  reasonable. GMs who don’t like the idea can 
  just remove that function of the item, and price 
  it at a straight 1,000 gp.
  
  9
  Seer’s Diadem
  Aura: faint divination; CL: 3rd
  Slot: head; Price: 2,500 gp; Weight: 1 lb.
  Description
  This simple silver crown has a series 
  of smooth gems set around its outer 
  circumference. Any creature that makes an 
  effort to look at the diadem sees its own eyes 
  reflected back in each of these jewels, giving 
  the appearance of the wearer’s head being 
  encircled with a ring of eyes. The wearer can 
  perceive things through the diadem’s gems 
  as through seeing them out of the corner of 
  his eyes, giving some sense of movement or 
  color, but no details. The wearer gains a +5 
  bonus to Perception checks made to act in 
  the surprise round of a combat. This also 
  increases the effective level of a wearer who 
  has uncanny dodge by +4 for purposes of 
  how high level a creature with sneak attack 
  must be in order to flank and sneak attack 
  the wearer.
  Construction
  Requirements: Craft Wondrous Items, 
  anticipate peril*; Cost: 1,250 gp.
  *Indicates a spell found in Ultimate 
  Magic.
  Snood of Obfuscation
  Aura: faint enchantment; CL: 5th
  Slot: head; Price: 2,400 gp; Weight: —
  Description
  This tightly‑fitting hood is a knit 
  headpiece designed to hold the wearer’s 
  hair in a bun close to the head. It has several 
  sections of net, a few straps, and a small 
  pouch that wrap, tie, overlap, and tuck into 
  one another to hold the hair (usually in a 
  bun). The exact way the snood manages to 
  contain the wearer’s hair and stay snugly fit 
  is impossible for an observer to determine. 
  Despite this appearance, the snood is easily 
  put in place by any wearer, and can be 
  adjusted to meet a variety of hairstyles.
  Twice a day, the wearer of the snood 
  of obfuscation can use his Bluff check to so 
  baffle and fluster a creature so as to cause 
  it to become confused. The target must 
  be within 90 feet, able to see and hear the 
  wearer, and capable of paying attention to 
  him. The wearer must also be able to see the 
  creature affected. The distraction of a nearby 
  combat or other dangers prevents the ability 
  from working.
  After conversing with a creature for 
  at least one minute, the wearer makes a 
  Bluff check, opposed by either the target’s 
  Sense Motive or its Will save (whichever 
  is higher). If a creature’s check succeeds, 
  the wearer cannot attempt to confuse that 
  creature again for 24 hours. If its check fails, 
  the creature is confused (as the condition) 
  for as long as the wearer continues to talk to 
  it. Any potential new threat to the target that 
  arises allows the target to make a new saving 
  throw against the effect, although it receives 
  only one saving throw each round no matter 
  how often it perceives a new threat.
  This ability is a language-dependent, 
  enchantment 
  (compulsion), 
  mind‑affecting 
  ability and relies on audible and visual 
  components in order to function.
  Construction
  Requirements: Craft Wondrous Items, lesser 
  confusion*; Cost: 1,200 gp.
  
  10
  Summoner’s Hat
  Aura: faint conjuration; CL: 5th
  Slot: head; Price: 2,000 gp; Weight: —
  Description
  These finely made cloth hats are normally 
  crafted from the finest linen or silk, and are 
  cunningly embroidered with delicate patterns 
  of thread and glass beads. They are of a quality 
  and style consistent with a courtier’s or noble’s 
  outfit, colorful enough to match an entertainer’s 
  outfit, but practical and sturdy enough to not 
  look out of place with an explorer’s outfit.
  Twice a day a character able to summon 
  creatures (with the use of spells, class abilities, 
  or innate abilities, but not using other magic 
  items) can summon the creature in such a way 
  that it appears by bursting out of the hat. While 
  many wearers opt to hold the hat when using 
  this ability, the summoned creatures can burst 
  from the hat while it is on the wearer’s head, 
  with the hat leaping up to allow creatures to 
  rush forth from its brim, then settling back 
  down firmly on the wearer’s head.
  Creatures summoned from the hat have a +1 
  enhancement bonus to AC and saving throws 
  for 5 rounds after they are summoned.
  Construction
  Requirements: Craft Wondrous Items, cat’s 
  grace; Cost: 1,000 gp.
  bonus to Wisdom checks made to set a new 
  direction of gravity as a free action in areas 
  of subjective directional gravity.
  Construction
  Requirements: Craft Wondrous Items, 
  feather fall; Cost: 500 gp.
  Tarboosh of Subjective Gravity
  Aura: faint transmutation; CL: 1st
  Slot: head; Price: 1,000 gp; Weight: —
  Description
  This short, bright red felt cap has a 
  silken tassel that always points towards the 
  wearer’s feet. In a plane with no gravity 
  or normal gravity, the only function of the 
  tarboosh of subjective gravity is that it always 
  sits firmly on the wearer’s head as if held 
  there by the force of normal gravity – even if 
  the wearer hangs upside-down, the tarboosh 
  is held “down” onto his head.
  However, in a realm with subjective 
  directional gravity (such as the astral plane, 
  negative and positive energy planes, the 
  elemental plans of air and water, and much 
  of Limbo) the hat is significantly more 
  useful. First, it allows the wearer to decide 
  at what speed to fall, up to 150 feet/round on 
  the first round of falling, and up to 300 feet/
  round on the second and subsequent rounds. 
  Second, the wear gains a +4 circumstance 
  Behind the Counter: 
  PriCing Feats
  Many of the items in this book (such as 
  the summoner’s hat) are priced based on being 
  as effective as a feat, and thus priced as a 
  fraction of what the feat itself would cost. The 
  assumption made is that a magic item that 
  grants a feat costs 5,000 gp. This supposition 
  can be supported with the price of the gloves 
  of arrow snatching. These gloves, which cost 
  4,000 gp, allow the wearer to act as if he had 
  the Snatch Arrows feat twice per day. Since the 
  Snatch Arrows feat is only useful in conjunction 
  with Deflect Arrows, the gloves really grant 
  two feats twice a day. Since 2 charges per day 
  means dividing the base cost by 2.5 (5 divided 
  by charges per day) the base cost of 2 feats is 
  determined to be (2.5 x 4,000 gp) 10,000 gp, 
  which means one feat is worth 5,000 gp. Of 
  course items that just duplicate feats are often 
  fairly boring, but the price can still be useful 
  when looking at items that are about as useful 
  as a feat. The summoner’s hat gives summoned 
  creatures a modest but noteworthy bonus, and 
  in that regard is very similar to the Augment 
  Summoning feat, and is thus priced as if it was 
  based directly on a feat.
  
  11
  Totem Masks
  Aura: faint abjuration (lion) conjuration 
  (ancestors), necromancy (dread); CL: 5th
  Slot: head; Price: 2,500 (dread, lion), 2,000 
  (ancestors) gp; Weight: 3 lbs.
  Description
  Totem 
  masks 
  are 
  common 
  among 
  shamanistic and barbaric people, and 
  are thus often looked down upon by 
  more civilized cultures. Such disdain is 
  unwarranted, however, as totem masks are 
  powerful tools that grant additional power 
  and flexibility to spellcasters who learn to 
  utilize them. Empowering a totem mask 
  takes a full-round action, during which time 
  the wearer must loudly chant and make 
  ritualistic gestures. At the end of this time 
  the wearer must sacrifice a prepared spell or 
  spell slot of 1st level or higher to empower 
  the mask. Deciphering the extact ritual 
  needed to empower a specific totem mask 
  requires a Knowledge (nature), Knowledge 
  (religion), or UMD skill check with a DC 
  equal to 15 + the item’s caster level. The 
  creator of a totem mask always knows how 
  to empower it.
  There are dozens of different kinds of 
  totem masks. A few of the most common are 
  presented below.
  Ancestors: This mask takes the form of 
  a stylized humanoid face, and no two have 
  exactly the same appearance. Most are quite 
  large, often covering the wearer from mid-
  chest to well above his head, and are made 
  from bone, leather, wood, or wicker. The 
  mask’s face may be shown in a grimace, 
  laughing, crying, shouting, or it may be 
  completely expressionless.
  Once empowered, a totem mask of the 
  ancestors allows an oracle (or other character 
  with access to revelations) to temporarily 
  change one revelation he has access to 
  through his mystery. The wearer loses 
  access to one revelation of his choice, and 
  replaces it with another revelation from the 
  same mystery he meets the prerequisites 
  for. The revelation lost cannot be one that 
  itself is used as a prerequisite for any feat 
  or ability the bearer has. The new revelation 
  cannot be one that grants the wearer access 
  to spells known, skill points, or feats. The 
  wearer retains the new revelation for 10 
  minutes per level of spell sacrificed to 
  empower the mask.
  Dread: This totem mask combines many 
  elements of animals believed to be fearful by 
  the shamans that craft them, resulting in a 
  fearful appearance with antelope horns jutting 
  upwards, a warthog face and tusks, and a 
  ring of crocodile teeth ringing the edge of the 
  mask. Once empowered, the totem mask of dread 
  augments the sounds and visual display made 
  by any illusion (figment) spell the wearer casts. 
  As a standard action, the wearer may cause one 
  active illusion (figment) spell to make a Bluff 
  or Intimidate check, using the wearer’s skill 
  bonus. Being the target of such a skill check 
  automatically gives a creature an opportunity to 
  save to disbelieve the illusion. This also counts 
  as concentrating on the spell for illusions with 
  a duration of concentration. The mask retains 
  this power for one minute per level of spell that 
  empowers it.
  Lion: This mask is most often of leather or 
  wood, and has a stylized feline face with a thick 
  mane of straw or fur ringing the outside. When 
  the mask is empowered, whenever allies gain 
  bonuses to attack rolls, armor class, or saving 
  throws from a spell the wearer casts, they also 
  gain a morale bonus to saves against fear, 
  curses, disease, and poison for 1 round/caster 
  level. The bonuses are equal to half the level of 
  the spell used to empower the mask (minimum 
  +1), and the mask retains this power for one 
  minute per level of spell that empowers it.
  Construction
  Requirements: Craft Wondrous Items, cause 
  fear (dread), guidance (ancestors), resistance 
  (lion); Cost: 1,250 gp (dread, lion), 1,000 gp 
  (ancestors).
  
  12
  Turban Spike of Jade
  Aura: faint transmutation; CL: 5th
  Slot: head; Price: 2,500 gp; Weight: 3 lbs.
  Description
  This simple iron cap has a central spike of 
  green jade, and metal clips built into the cap to 
  allow a cloth to be wrapped around it to form 
  a turban. If a magic cloak is wrapped around 
  the cap, the wearer gains the magic function of 
  the cloak, even though it’s located in the head 
  magic item slot, rather than the cloak’s normal 
  shoulders magic item slot. Up to three cloaks 
  may be wrapped around a single turban spike 
  of jade, but the wearer gains the benefit of only 
  one at a time. To change which cloak the wearer 
  gains magic benefits from takes a standard 
  action, during which time the wearer must lick 
  1 thumb and drag it past part of the cloak to be 
  activated.
  Construction
  Requirements: Craft Wondrous Items, animate 
  rope; Cost: 1,250 gp.
  Special Thanks: to my primary playtest 
  groups; The Heroes of Two Destinies: Ian 
  Allen, Marc Curlee, Lj Stephens; The Cult 
  Breakers: Carl Gilchrist, John Menzie, Lj 
  Stephens. Also, thanks to Jacob Blacmon, 
  for inspiring the Tarboosh of Personal Gravity! 
  They’ve all put up with a lot of funny hats 
  over the years.
  
  13
  we err on tHe sIde of awesome!
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  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND OR the names of abilities presented within this book are Open Game Content as described in Section 1(d) 
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney‑MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney‑MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  The Genius Guide To: Loot 4 Less vol. 10: Fezzes Are Cool!. Copyright 2012, Super Genius Games. Author: Owen K.C. Stephens
  Designer:
  Owen K.C. Stephens
  Proofreader:
  Jeremy Miller
  Art:
  Jacob Blackmon, Larry Elmore, 
  Tamás Baranya and Jeff Preston
  Production Assistant:
  Andy Belmore
  Graphic Design and Typesetting:
  R. Hyrum Savage and Lj Stephens 
  Creative Director:
  Stan!
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2012 Owen K.C. Stephens
  Used with permission.
  
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