Magic Items/Gear/Belt

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Main > Magic Items > Belt
Item Price Weight
Coin Belt, Inferior 20 gp 1 lb.
Coin Belt 200 gp 1 lb.
Screaming Purseholder 1,000 gp 1 lb.
Fighter’s Gird 1,700 gp 1 lb.
Rope of Fangs 1,700 gp 1 lb.
Item Price Weight
Belt of Many Uses 2,000 gp 1 lb.
Coin Belt, Superior 2,000 gp 1 lb.
Comfort Sash 2,000 gp 1 lb.
Crawling Cummerbund 2,000 gp 1 lb.
Girdle of Mule Strength 2,000 gp 1 lb.
Ribbon of Lies 2,000 gp 1 lb.
Thieves’ Strap 2,000 gp 1 lb.
Swim Belt 2,400 gp 1 lb.
Wolf’s Head Belt 2,400 gp 1 lb.
Force Cinch 2,500 gp 1 lb.
Girdle of Greenland Whispers 2,500 gp 1 lb.
Heraldic Overbuckle 2,500 gp 1 lb.
Reversible Holy Buckle 2,500 gp 1 lb.
Silver Lyre 2,500 gp 1 lb.
Belt of Avian Speed 4,000 gp 2 lb.
Belt of Mountains 4,000 gp 2 lb.
Belt of Wild Might 4,000 gp 2 lb.
Belt of Regeneration 4,800 gp 2 lb.
Item Price Weight
Belt of Avian Speed, Mythic 16,000 gp 2 lb.

Belt of Avian Speed

This belt is decorated with symbols of swift birds.

While worn, it grants a +2 enhancement bonus to Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Belt of Avian Speed, Mythic

This belt is decorated with symbols of swift birds.

While worn, it grants a +4 enhancement bonus to Dexterity. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Belt of Many Uses

This leather belt is decorated with thick, colored beads forming numerous simple pictograms of stick-figure laborers using dozens of different tools.

By an act of will, the belt can be made longer or shorter, round and blunt or edged, and remain flexible or become hard as iron. The combination of these changes allows the belt to function as any of a number of tools or weapons. Changing the belt from one item to another takes a move action, as it may include wrapping the belt around a hand, or folding or stretching it into a specific shape.

A belt of many uses can change length, rigidity and sharpness to act as a basket, chain (10 ft.), crowbar, grappling hook (and up to 30 ft. or rope), manacles (masterwork), piton (just one), pole (10 ft.), portable ram, rope (50 ft., silk), blowgun, bolas, club, dagger, gauntlet, spiked chain, punching dagger, spiked gauntlet, javelin, light hammer, light flail, light mace, light pick, nunchaku, spear, short sword, whip, or buckler.

Belt of Mountains

This leather belt is decorated with symbols of mountains.

While worn, it grants a +2 enhancement bonus to Constitution. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Belt of Regeneration

When the wearer of this belt is injured, it grants Fast Healing 3 for 6 rounds. This effect does not trigger if the Fast Healing is already triggered, and would heal the user to full life with its remaining duration.

The belt can trigger 3 times per day.

Belt of Wild Might

This leather belt is decorated with symbols of powerful beasts.

While worn, it grants a +2 enhancement bonus to Strength. Treat this as a temporary ability bonus for the first 24 hours the belt is worn.

Coin Belt

A silver buckle in the shape of a coin holds this simple leather belt firmly fastened.

Once per day, you can pry a single silver piece from the buckle of this belt. You must wear the belt for 8 hours before you can get a silver piece from it, and you can never remove more than one silver piece in a single 24 hour period.

Only living, thinking creatures under their own will can use this item. It does not function for constructs, undead, spell effects, summoned creatures, creatures with an Intelligence of less than 8, or those under enchantment spells.

Coin Belt, Inferior

A copper buckle in the shape of a coin holds this simple leather belt firmly fastened.

Once per day, you can pry a single copper piece from the buckle of this belt. You must wear the belt for 8 hours before you can get a copper piece from it, and you can never remove more than one copper piece in a single 24 hour period.

Only living, thinking creatures under their own will can use this item. It does not function for constructs, undead, spell effects, summoned creatures, creatures with an Intelligence of less than 8, or those under enchantment spells.

Coin Belt, Superior

A gold buckle in the shape of a coin holds this simple leather belt firmly fastened.

Once per day, you can pry a single gold piece from the buckle of this belt. You must wear the belt for 8 hours before you can get a gold piece from it, and you can never remove more than one gold piece in a single 24 hour period.

Only living, thinking creatures under their own will can use this item. It does not function for constructs, undead, spell effects, summoned creatures, creatures with an Intelligence of less than 8, or those under enchantment spells.

Comfort Sash

This silk sash is reversible, with one side bright red and the other deep blue. Gold trim runs along the edges, and four gold coins are sewn to each end, causing them to hang well even when the sash’s wearer moves vigorously.

When you wear the comfort sash, you suffer no harm from being in a hot or cold environment. You can exist comfortably in conditions between -50 and 140 degrees Fahrenheit (-45 and 60 degrees Celsius) without having to make Fortitude saves. Your equipment is likewise protected.

Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Crawling Cummerbund

This belt is a finely crafted piece of cloth that would not be out of place in a noble’s outfit. Made of linen, its color scheme matches whatever other clothes you wear. Its ornamentation remains unchanged, however—snakeskin patterns running along its length, and hundreds of tiny tassels.

Once per day, as a standard action, you can whip off the cummerbund and have it turn into a viper or a giant centipede. The creature obeys your commands to the best of its ability, and remains in its animate form for ten rounds or until killed. If slain, it returns to its cloth state and can be used again the next day.

Fighter’s Gird

This is a thick, studded belt of boiled leather and steel rivets. A steel plate is mounted to the front, depicting a lion’s head roaring. Three buckles are found on each side of the belt.

While wearing this armored belt, you can ignore the first 4 points of Strength drain or damage you suffer each day. After you have ignored a total of 4 points of combined Strength drain or damage in a given day, you suffer all further Strength drains and damage normally.

This item is stiff and thick enough to cause you to take a –1 armor check penalty when unarmored (though it does not count as armor for purposes of abilities that can only be used when unarmored, nor does it have any arcane spell failure). However, if you are wearing any other armor with at least a –1 armor check penalty, the penalty from the fighter’s gird does not stack (it covers many of the same areas, thus creating no further hindrance when combined with other armor).

Force Cinch

This armored belt is made of fine silver chain links that glitter in the light. Numerous small hooks and loops allow for the easy and convenient placement of weapons and small bags. A large silver buckle in the shape of a shield closes the belt. When worn by someone with personal heraldry, that image is displayed on the shield.

The magic of this belt is obvious only when it is strapped on over a suit of armor. It augments up to 8 points of armor bonus so they act as a force effect, similar to the mage armor spell. As a force effect, the armor works against incorporeal attacks.

Girdle of Greenland Whispers

This belt is constructed from two broad, curved pieces of treebark, hinged with a vine cord. The two sections fold around the waist of a wearer, and are then bound shut with another length of vine.

While wearing the girdle of greenland whispers, you can hear soft voices coming from plantlife around you. The voices do not respond to questions you may ask, but do endlessly murmur about what can be seen and heard near them. Only you can hear these whispers, and they do not distract you from hearing other noises.

If there is enough plantlife in the area, these whispers can aid you in concealing yourself, and finding other things nearby. This grants you a +5 bonus to Perception and Stealth checks in forest, jungle, and swamp terrains.

Girdle of Mule Strength

This is a thick, grey leather belt covered in fine grey hair. It is tapered—broader at the sides and rear—giving your back firm support and increased comfort. It has a thick buckle with an iron horseshoe worked into it.

When wearing this item you ignore the first 100 lbs. of weight you are carrying when calculating your encumbrance. Thus, a character wearing this belt and carrying 200 lbs. of gear and weapons calculates encumbrance as if carrying only 100 lbs. of weight.

Heraldic Overbuckle

This metal decoration is shaped as a small shield and is designed to be clipped on over the buckle of a thick belt (such as those used to carry sword scabbards). When so worn on a nonmagic belt, the front of the overbuckle displays your heraldry. (If you have no heraldry, it displays a white sword on a gold background).

The overbuckle has one charge, which is renewed every dawn.

If you have the lay on hands ability, while wearing the overbuckle you may spend a charge to use the ability one additional time per day.

Reversible Holy Buckle

At first appearing to be a simple buckle in the shape of a small, round, silver shield, closer inspection reveals that is reversible. One side is plain and unadorned. The other is emblazoned with a glowing holy symbol of the patron deity of whoever wears it.

This buckle must be attached to a mundane belt and worn to be effective. The buckle has one charge which is refreshed every dawn.

If you have the channel energy class feature, you can spend one charge to regain one use the channel energy feature. The face with holy-symbol-side must be showing in order for the belt’s power to be used, though the belt can reverse itself once per round as a free action at your mental command (allowing you to conceal the holy symbol in areas where your god is not welcome).

Ribbon of Lies

When observed casually, this seems to be a fine wool belt with pewter medallions placed evenly along its length and a black iron buckle. Close examination, or seeing the inside of the belt, shows it is actually a thick black ribbon of silk, with all the medallions actually being nothing more than cunningly applied dye and embroidery. The buckle is real, but the edges are surprisingly sharp and uncomfortable to handle.

While wearing this belt, no divination reveals any aspect of your alignment.

Rope of Fangs

This crude belt is made of many passes of thick rope, from which hang the canine teeth and tusks of numerous animals.

The belt must be wrapped around the wearer several times, so it takes a full-round action to put it on or remove it.

The belt must be worn for 24 hours before being of use to you, and then stops being of use to you if it is worn by someone else for 24 hours.

If you have the rage ability, while wearing the belt you may rage an additional 2 rounds per day.

Screaming Purseholder

This typical-looking brown leather belt contains many brass rings and hooks, making it ideal for attaching small sacks, bags, and scabbards or other weapon holders. Its buckle is a brass head with the head’s teeth gripping the leather of the buckle.

The magic of this belt functions only when you are wearing it and a purse, sheath, bag, or sack is attached to it. Whenever any such container attached to the belt closure is opened or an item is removed by anyone other than you, the belt produces the sound of a person yelling “thief, thief!” and anyone within 60 feet of the belt can hear it clearly. The yelling lasts for 1 round.

The belt is not set off by creatures touching containers on the belt, or opening containers elsewhere on your body (such as a haversack).

Silver Lyre

This fine silk and leather belt is decorated with embroidery of musical instruments, and has a delicately wrought silver buckle shaped like a lyre.

When you sing or perform music, the lyre softly picks out a harmony to complement you. The belt has 1 charge which recharges each day at dawn.

You gain a +1 bonus to any Perform check you make while wearing the belt.

Additionally, if you have the bardic performance ability then you may, you may spend the charge to gain 2 additional rounds per day.

Swim Belt

This wide belt is made of a smooth, bluishsilver material that seems covered in tiny scales. Its surface catches light in a rainbow of colors, much as a pearl does. The belt lays skintight over any clothing worn under it. It has a pearlescent clamshell buckle.

Once per day you may activate this belt as a standard action. For thirty minutes, you gain the ability to breath water and air interchangeably, a base 30-foot swim movement rate, and the +8 bonus to Swim checks that comes from having a base swim movement rate.

Thieves’ Strap

This worn-looking leather belt has no buckle or ornamentation. Though it seems ready to fall apart, in truth it is sturdy and strong. Lacking any fastener, it must be tied around your waist, but the knot automatically tightens for a snug fit.

Any one item attached to or tucked into the thieves’ strap while you wear it is invisible to divination spells, as if an obscure object spell had been cast on it. While an item is under this effect, the belt itself is similarly invisible to divination spells. The effect remains in place only as long at the item is firmly attached to or tucked into the strap, and only one item at a time can be affected.

Wolf’s Head Belt

This wide belt is made of a broad strap of cured gray fur and has an iron wolf’s head buckle.

Once per day you may activate this belt as a standard action. For thirty minutes, you gain the scent ability.