Goggles, Lenses, Masks, Etc.

Blindfold of True Darkness: This black, silky blindfold grants blindsense out to 60 feet. Because the wearer's eyes are protected, he is immune to gaze attacks, spells, or effects reliant on sight. The wearer cannot use vision in any way while wearing the blindfold.
Faint divination; CL 3rd; Craft Wondrous Item, see invisibility; 9,000 gp

Chuulface Mask:: This chitinous mask merges with its wearer's flesh when worn, but can be removed easily as a full-round action. As long as the mask is worn, the wearer's lower face becomes transformed into a mass of long red tentacles within a chitinous mandible. His upper face is a smooth shell with tiny, beady eyes. The user can still speak (albeit in a sloshing, gurgling voice), but any spell with a verbal component has a 10% spell failure chance.
As long as it's worn, the wearer can breath water and has darkvision 60'. If the user manages to establish a grapple on a creature, he can make a touch attack with the mask's tentacles once per round as a free action. A creature struck by these tentacles must make a DC 19 Fort save or be paralyzed 6 rounds.
Moderate transmutation; CL 7th; Craft Wondrous Item, darkvision, hold monster, water breathing; 65,000 gp; Wgt 1 lb.

Dragon Mask: This mask allows its wearer to see invisibility as the spell. The mask functions automatically, up to 1 hour per day. This time need not be continuous. When active, the wearer cannot be subjected to a sneak attack unless the attacker is at least 4 levels higher than caster level.
Moderate divination; CL 6th; Craft Wondrous Item, see invisibility; 44,000 gp; Wgt. 2 lbs.

Eyes of Dark Aura: When placed over the eyes, these ebony lenses allows normal vision and reveal the state of health of all creatures visible to the wearer within 25 feet. The eyes of dark aura indicate whether each is dead, fragile (3 or fewer hit points left), fighting off death (alive with 4+ hit points), undead, or neither alive nor dead (such as a construct).
Faint divination; CL 3rd; Craft Wondrous Item, deathwatch; 2,000 gp

Faceless Mask: A faceless mask looks like a shallow oval stone bowl with the inverted impression of a face on the inner surface. When held against the face of any creature, the mask adheres to the creature's face and bonds with it, erasing the creature's facial features (eyes, nose, ears, and mouth) completely. Removing a faceless mask is a full-round action that causes great pain (and 2d6 nonlethal damage).
Although the faceless mask robs the wearer of the ability to hear, see, smell, and taste, and prevents the use of any bite attacks, the benefits granted by the mask outweigh these disadvantages. The wearer is immune to all attacks that require sight, hearing, or a sense of smell (such as gaze attacks, most language-dependent spells, sonic attacks, a harpy's captivating song, darkness, and a ghast's nauseating stench). In addition, the wearer of the mask gains the blindsight ability to a range of 50 feet. Blindsight allows the target to maneuver and fight as well as a sighted creature. Invisibility and darkness are irrelevant to the creature, though blindsight does not allow the creature to notice ethereal beings. The creature does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability.
Finally, as long as the mask is worn, the wearer is sustained without food, water, and air.
Faint transmutation; CL 5th; Craft Wondrous Item, alter self, blindsight, create food and water, water breathing; 74,000 gp; Wgt. 1 lb.

Fanged Mask: This half-mask is like one worn to a masquerade party, but the bottom edge has numerous sharp-looking catlike teeth. The mask is effectively a +1 weapon that allows the wearer to make a bite attack for 1d4 damage (this damage doesn't stack with existing bite damage). A bitten creature must make a Fort save (DC 13) or be stunned 1 round.
Faint transmutation; CL 3rd; Craft Wondrous Item, magic fang or magic weapon; 8,302 gp; Wgt 1 lb.

Feather Mask: This item is a mask of raven feathers woven together. In addition to having all the properties of a ring of feather falling, the mask allows the wearer to summon a giant raven (treat as a giant eagle) once per day as if using a summon nature's ally IV spell.
Moderate conjuration; CL 7th; Craft Wondrous Item, feather fall, summon nature's ally IV, creator must not be evil or lawful; 14,500 gp

Gazebane Goggles: These goggles have dark lenses that appear opaque until worn. Leather cups house the lenses and surround the wearer's eyes. Leather straps secure the cups and lenses to the wearer's head. When worn, the lenses appear clear to the wearer and the cups don't block peripheral vision. The goggles block the wearer's gaze attacks.
Faint abjuration; CL 3rd; Craft Wondrous Item; 6,000 gp

Goggles of Day: The lenses of these goggles are made of silvered crystal. These goggles allow their wearer to function normally despite bright light such as from a flare, sunbeam, or sunburst spell. A bonus side effect allows vampires a full-round action prior to dissolution in sunlight, instead of a single action.
Faint transmutation; CL 3rd, Craft Wondrous Item, darkvision; 4,500 gp, Wgt: 1 lbs

Goggles of the Desert: The lenses of these goggles are all black, except for thin horizontal strips just over the wearer's eyes. They protect the wearer from the effects of glare and grant a +4 bonus on saves against dazzlign effects, such as flare. The goggles enable the wearer to see up to 60 feet without penalty in duststorm conditions.
Faint transmutation; CL 3rd; Craft Wondrous Item, cloak of shadow, darkvision; 8,250 gp

Goggles of Draconic Vision: The wearer of these goggles gains a +10 bonus on Spot checks, low-light vision, and darkvision out to 60 feet. Once a day the wearer can command the goggles to grant him blindsense for 1 minute.
The goggles can protect the wearer from being blinded by the cloud created by a hovering dragon (though the cloud still provides concealment to all within it).
Moderate transmutation; CL 9th; Craft Wondrous Item, dragonsight; 46,000 gp

Goggles of Following: The lenses of these goggles are tinted with shades of green and yellow. They grant the wearer a +10 competence bonus on Survival checks made to track.
Faint transmutation; CL 3rd; Craft Wondrous Item, creator must have 5 ranks in Survival; 2,000 gp

Goggles of Lifesight: The wearer gains awareness of whether a creature is dead, living, or undead, or neither alive nor dead (such as a construct). This effect is limited to visible creatures within 30 feet.
Moderate divination; CL 9th, Craft Wondrous Item, true seeing; 2,000 gp

Jaguar Mask: The extravagantly bejeweled jaguar mask fits over the upper portion of a person's face, leaving the lower jaw exposed. The mask resembles a snarling jaguar's head, but with the lower jaw missing. When worn, the mask takes up the goggle item slot. While worn, the mask grants the wearer low-light vision and a +2 enhancement bonus to Dexterity. The wearer may speak with animals (felines only) at will.
Moderate transmutation; CL 8th; Craft Wondrous Item, alter self or wildshape ability, cat's grace, speak with animals; 16,000 gp; Wgt 2 lbs.

Lenses of Clarity: The wearer of these lenses gains a +4 insight bonus on saving throws against all spells with the charm, compulsion, or glamer subschools. The lenses also reduce any miss chance the target might have when attacking an opponent with concealment from a glamer spell by 10%.
Faint abjuration; CL 3rd; Craft Wondrous Item, clarity of mind; 12,000 gp

Lenses of Darkness: These two dark glass lenses fit over the user's eyes, granting a +4 bonus on saves against illusion (pattern) spells, spells with the light descriptor and any light effects that cause blindness (such as a prismatic wall).
Faint abjuration and evocation; CL 3rd; Craft Wondrous Item, darkness, resistance; 7,700 gp

Living Mask: This one use magic item functions as soon as a wearer puts it on, and stops as soon as it is taken off, becoming powerless. It works only when worn by an undead creature. Each mask provides an illusion that the wearer is alive, albeit a living person wearing a theater mask and clad in fine clothing. The undead appear alive not only to the senses but also to detection spell. These items allow people with undead minions to walk about the city if need be.
Faint illusion; CL 3rd; Craft Wondrous Item, change self or disguise undead, misdirection; 400 gp; Wgt 1 lb.

Mask of Blood: This mask of red metal constantly weeps a bloodlike liquid when worn. Any NPC who sees a creature wearing the mask has his attitude shifted one category toward hostile. The liquid is normally harmless, but once per day the wearer can spit it forth as a ranged touch attack with a range increment of 10 feet. When used in this way, the fluid acts as a poison spell upon the creature it strikes. If a barbarian wears the mask, the character's rages last 1 round longer.
Moderate necromancy; CL 7th; Craft Wondrous Item, rage, poison; 17,000 gp; Wgt. 1 lb.

Mask of Fangs: This mask allows its wearer to dominate and command up to 12 HD worth of animals. These commands can be simple one word phrases. Commands that are self-destructive in nature are ignored. This mask establishes a mental link with the affected animals, allowing silent communication to the animals provided they remain within 150 feet of the wearer. The wearer cannot gain the senses of these animals but knows what they experience and which one experiences what. because the wearer is manipulating the creatures with his own mind, the animals can perform tasks that would normally be impossible due to a limited intellect. The wearer need not concentrate to deliver commands or maintain control.
Domination lasts 6 rounds, after which the animal(s) return to normal behavior. They have no bond with the wearer but are friendly toward him.
Faint enchantment; CL 5th; Craft Wondrous Item, dominate animal; 30,000 gp, Wgt. 2 lbs.

Mask of the Feather Queen: This vibrantly colored mask is made from the featers of a variety of rare and beautiful songbirds. The wearer can levitate and can also charm birds by uttering a command word. Once a day, the wearer can cast fly.
Moderate transmutation; CL 12th; Craft Wondrous Item, charm person or charm animal, fly, levitate; 27,120 gp

Mask of Lies: The wearer of this mask may use disguise self at will, and benefits from a constant undetectable alignment effect. The wearer also gains a +5 competence bonus to Bluff checks.
Faint abjuration and illusion; CL 5th; Craft Wondrous Item, disguise self, undetectable alignment; 17,000 gp.

Mask of Sweet Air: This clear crystal mask fits snugly over the mouth and nose. Its wearer can breath freely in air fouled by smoke, dust, and fumes without fear of suffocation. The wearer gains immunity to airborne stench attacks or poisons, such as the stench of a troglodyte or the effect of cloudkill. In addition, a mask of sweet air grants continuous water breathing.
Moderate abjuration, conjuration, and transmutation; CL 7th; Craft Wondrous Item, freedom of breath, neutralize poison, water breathing; 147,000 gp

Mask of Tears: This redeemed mask of blood is a simple white mask of wood, metal, or ceramic. It constantly weeps salty tears when worn. Any NPC who sees a creature wearing the mask must succeed on a DC 14 Will save or have his attitude shifted one category away from hostile in interactions with the wearer. The liquid that the mask exudes is normally harmless, but once per day the wearer can spit it forth as a ranged touch attack (range increment 10 feet). When used this way, the fluid acts as a cure critical wounds spell upon the creature it strikes. If a bard wears the mask, the character's spells and bardic music effects that rely on sadness or despair last one round longer than normal.
Moderate conjuration (healing); CL 7th; Craft Wondrous Item, crushing despair, cure critical wounds; 17,000 gp; Redemption 680 XP

Mirror Mask: This mask is circular, with dark lines radiating outward from the point between the eyes. The wearer gains a +5 resistance bonus on all saves against gaze attacks and spells that work through sight (such as flare, illusion (pattern) spells, a vampire's charm ability, and so on). Furthermore, any creature that views the wearer's face while the mask is worn sees its own face rather than the wearer's.
Faint illusion; CL 5th; Craft Wondrous Item, change self, resistance; 8,759 gp; Wgt. 1 lb.

Monocle of Perusal: The wearer of this monocle gains a +5 competence bonus on Appraise checks as well as being able to cast identify once a day.
Faint divination; CL 3rd; Craft Wondrous Item, identify; 6,500 gp.

Moonstone Mask: This silver mask is studded with many small moonstones. It gives the wearer darkvision and a +5 circumstance bonus on Listen and Spot checks.
Faint divination; CL 3rd; Craft Wondrous Item, clairaudience/clairvoyance, darkvision; 12,000 gp; Wgt. 1 lb.

Piranha Mask: This unnerving mask gives the wearer the visage of a slavering piranha. Once worn, the mask bonds with the wearer's face and completely hides his true features. While worn, the wearer can make one bite attack per round (1d8 damage plus any Strength modifiers). When worn underwater, the mask grants the wearer the Scent ability, as well as the ability to breathe water.
It is impossible to speak intelligibly while wearing a piranha mask; any words spoken by the wearer are garbled into a sloshing gurgle. Spells with verbal components cannot be cast at all while the mask is worn.
Faint transmutation; CL 5th; Craft Wondrous Item, water breathing, magic fang; 40,000 gp; Wgt. 2 lb.

Spellsight Spectacles: Anyone looking through these spectacles gains a +5 bonus on Spellcraft checks to decipher scrolls, as well as a +5 bonus on Use Magic Device checks to use scrolls.
Faint divination; CL 3rd; Craft Wondrous Item, read magic; 2,500 gp.

Spider Mask: Found only in the possession of high-ranking clerics of Lolth, these terrible masks grant great power, but they extract a terrible price upon the wearer. Once donned, the mask fuses itself to the wearer's face and cannot be removed short of using a limited wish, wish, or miracle. Even if the mask is removed in this way, the wearer must make a DC 25 Fort save or be instantly killed by the fury of Lolth. Seeing such a mask, most drow immediately treat the wearer with a great deal of respect. There are three known types of masks:
--Brown Recluse: This dull brown mask complete covers the wearer's head, with only eight black eyes and two huge hairy fangs breaking the surface. the wearer gains the following abilities:
* +4 profane bonus to Spot and Listen checks.
* Jump and spider climb at will.
* The wearer gains the ability to make a single bite attack each round. This bite deals 1d6 damage and injects a terrible poison that rots the victim's flesh. Fort save (DC 18); 2d6 initial/secondary Constitution damage.
--Phase Spider: This mask resembles that of a phase spider: white and blue, with eight silvery white eyes. The wearer gains the following abilities:
* +2 profane bonus to Spot, Search, and Listen checks.
* The wearer gains the ability to make a single bite attack each round. This bite deals 1d6 damage and injects poison. Fort save (DC 13); 1d6 initial/secondary Constitution damage.
* As a move-equivalent action, the wearer can jump from the Material or Ethereal Planes to the other. This abilitiy is otherwise identical to the ethereal jaunt spell cast by a 9th level cleric. The wearer can shift between the planes at will.
--Black Widow: This mask is midnight-black, with the distinctive red hourglass shape of the black widow spider located on the forehead. Unlike the other masks listed here, the wearer's mouth is visible although it looks like he possesses huge, spider-like fangs. Eight small spider eyes are scattered evenly on the mask's surface. The wearer gains the following abilities:
* +4 profane bonus to Listen, Move Silently, Search, and Spot checks.
* Cause fear at will as if cast by a 15th level sorcerer.
* The wearer gains the ability to make a single bite attack each round. This bite deals 1d8 damage and injects poison. Fort save (DC 18); 3d6 initial/secondary Con damage.
Strong necromancy (brown recluse and black widow), strong transmutation (phase spider); CL 15th; Craft Wondrous Item, poison plus jump (brown recluse), ethereal jaunt (phase spider), or cause fear (black widow); 37,840 gp (brown recluse), 115,440 gp (phase spider), 56,150 gp (black widow)

White Skull Mask: This bone-colored mask is shaped like a skull and painted black arond the eyes. When worn, it transforms that wearer's visage to look like an actual skull. The wearer gains a +4 morale bonus on saves against disease, fear, and paralysis, and is immune to energy drain attacks. The wearer immediately recognizes any creature seen as alive, dead, under, or inanimate (never alive, such as a lifelike statue).
Faint divination; CL 5th; Craft Wondrous Item, deathwatch, detect undead, negative energy protection, remove fear; 50,000 gp; Wgt. 1 lb.

Winged Mask: The edges of this full-face mask are made to resemble feathers or wings. The wearer can use fly at will, but glows with white light (as a light spell) whenever this ability is used.
Faint transmutation; CL 5th; Craft Wondrous Item, fly, light; 13,000 gp; Wgt. 1 lb.

Veil of Allure: This diaphonous veil has two effects. The DC to resist the wearer's enchantment spells increase by 2. Also, the DC to resist Charisma-based supernatural abilities used by the wearer also increases by 2.
Faint enchantent; CL 5th; Craft Wondrous Item, eagle's splendor; 14,000 gp