The material below is Open Game Content
Aura faint illusion and transmutation; CL 5th
Slot —; Price 1,200 gp; Weight 1 lb.
This soft, billowy hammock weighs next to nothing and folds up small enough to fit into a pocket. Its magic renders the hammock both lightweight and incredibly strong, able to support up to 500 pounds. With a command word, the hammock affixes to any relatively flat, overhead surface or any two sturdy surfaces up to 10 feet apart. The hammock refuses to adhere to surfaces not strong enough to support the hammock at full capacity.
Once affixed, a caver’s hammock takes on a dark gray, pebbly appearance like that of a typical cavern wall. Anyone attempting to spot the hammock in an underground or naturally rocky setting must make a DC 30 Spot check. Creatures with darkvision gain no special bonus to notice a caver’s hammock, but creatures with blindsense or scent have no additional difficulty in noticing an occupant of a caver’s hammock.
Requirements Craft Wondrous Item, silent image, spider climb; Cost 600 gp, 48 XP
Aura faint enchantment; CL 5th
Slot none; Price 1,400 gp; Weight —
This strong beverage often comes in iridescent blue-green wine bottles, sometimes held in elegant slings made of gold or silver chains.
A dose of hero’s brew mimics the effect of a potion of heroism, granting you a +2 morale bonus on attack rolls, saves, and skill checks for 1 hour. Additionally, the potent brew renders you moderately tipsy and impairs your judgment somewhat, imposing a –2 Wisdom penalty for its duration—a religious state for many of the god’s worshipers.
A cleric who has Charm or Strength as a chosen domain may use the domain power of either domain one additional time per day while under the effects of hero’s brew. This does not count against your domain power’s uses per day limit, and it immediately ends the effects of the hero’s brew. You can only use hero’s brew to gain one additional use of a domain power per day.
Requirements Brew Potion, heroism, must have access to the Charm or Strength domain; Cost 750 gp, 56 XP
The Good Knight’s Rapier
Aura strong transmutation; CL 11th
Slot none; Price 5,020 gp; Weight 2 lb.
Rose-hued steel forms the length of the blade, and gold flowers seem to blossom in the filigreed basket-hilt. A large ruby glimmers at the hilt’s center. The Good Knight’s rapier is a +1 holy rapier. Once per day, you can activate the power of the ruby embedded in the rapier’s hilt to gain a +4 sacred bonus to Charisma and a +4 morale bonus on saving throws against fear effects. These bonuses last for 10 minutes.
Also, once, you can command the gem to shatter in an explosion of red light. Every creature except you within 30 feet must make a DC 20 Will save or be dazed for 3 rounds. Once you shatter the gem in this fashion, the rapier becomes just a normal +1 rapier.
Requirements Craft Magic Arms & Armor, bless weapon, eagle’s splendor, creator must be chaotic good; Cost 2,510 gp, 200 XP
Aura faint abjuration; CL 5th
Slot chest; Price 500 gp; Weight 3 lb.
This spongy, mottled brown vest is several inches thick and composed of woven strips of preserved fungus. The vest feels soft to the touch and springs back into shape no matter how badly compressed. Its magic keeps the vest fresh and whole despite constant wear and abuse.
A mushroom vest protects you from impact trauma. When wearing the vest, you treat any fall as if it were 20 feet less when calculating damage.
Requirements Craft Wondrous Item, feather fall; Cost 250 gp, 20 XP
Aura faint transmutation; CL 3rd
Slot —; Price 800 gp; Weight 1 lb.
This miniature stone stalactite measures 4 to 5 inches long. As a standard action, you can toss a portable stalactite up to any solid surface no more than 20 feet above, whereupon the portable stalactite automatically affixes to the ceiling. If no suitable ceiling exists, the portable stalactite falls at your feet.
Once affixed, the portable stalactite remains in place until you call it back to your hand (a standard action) or until a living creature (except you) walks under it, at which point it
drops from the ceiling and makes a +10 attack roll against the target. If it hits, it deals 1d6+1 points of damage.
You can affix as many portable stalactites as you like to an area’s ceiling, but you must leave at least 5 feet of space between each. A portable stalactite can be detected and disarmed as if it were a trap—it’s a DC 20 Search check to discover, and a DC 15 Disarm Device check to safely detach one.
Requirements Craft Wondrous Item, magic stone; Cost 400 gp, 32 XP
Ring of Emancipation
Aura faint transmutation and moderate evocation; CL 7th
Slot ring; Price 2,100 gp; Weight —
This single thick iron band makes for a rather ugly ring. Rust pits the surface of the ring in places and the item seems on the brink of falling apart. Occasionally, these rings bear a tiny chain link or dented tankard symbol.
While wearing a ring of emancipation, you gain a +2 competence bonus on all Open Lock and Escape Artist checks, in addition to all attack rolls made to sunder. Also, the ring has three charges, which can be expended at any time to cast shatter as a spell-like ability with a caster level equal to your character level. Each time a charge is expended, the ring becomes more rusted and marred. Upon the third charge being expended, the ring is destroyed.
Requirements Forge Ring, cat’s grace, shatter; Cost 1,050 gp, 84 XP
Ring of the Stone Sibling
Aura moderate conjuration; CL 9th
Slot ring; Price 7,400 gp; Weight —
This gray ring looks like stone, but the material is soft and flexible. Once per day, as a standard action, you can touch a stone wall with your hand to create a stone duplicate of yourself.
Immediately upon activating the ring of the stone sibling, your double steps out of the wall. It appears to be a stone statue carved in an exact likeness of you. The stone double stands 10 feet away from you and mimics your movements, as if reflected in a mirror. As a move-equivalent action, you can mentally command the stone sibling to move to a new location, but it must remain within 30 feet of you at all times. The stone sibling has hardness 8 and 50 hit points. It can take no actions other than to aid you, which it does every round on your turn. The stone sibling makes a +5 aid another check each round, either to aid your attack rolls or your Armor Class, as you command. It continues to render the same aid indefinitely until you command it otherwise (which requires a move action).
The stone sibling lasts for 10 minutes, until it is destroyed, or until you dismiss it (a standard action), whichever comes first.
Requirements Forge Ring, mirror image, stone shape; Cost 3,700 gp, 296 XP
Aura faint conjuration; CL 5th
Slot —; Price 350 gp; Weight 2 lb.
A salt lamp appears as nothing more than a fist-sized chunk of pink, white, or green quartz-like rock. In reality, the “rock” is compressed salt mined from areas infused with strange magical radiations. When you speak the command word, the salt lamp lights up with a glow equivalent to a torch. The salt lamp becomes warm, though never uncomfortably hot, to the touch. The salt lamp glows for 1d4+1 hours before its light fades out and it becomes ordinary salt.
At any time while the salt lamp glows, you can hurl it at the floor, causing it to explode into a cloud of glimmering salt crystals that form a 10-foot radius cloud. The cloud continues to shed light as a torch, as well as visibly outlining invisible objects within the cloud. Shining salt particles cover anyone within the area and adhere and glow for the remainder of the lamp’s duration. The salt particles cannot be removed by normal means, but they can be dispelled. Any creature within the cloud, or covered with the salt particles, takes a –40 penalty on Hide checks.
Requirements Craft Wondrous Item, glitterdust, light; Cost 175 gp, 14 XP
Aura moderate necromancy; CL 13th
Slot weapon; Price 27,815 gp; Weight 1 lb.
Bulbous fungal growths sprout from this short sword’s blade, particularly around the hilt. The fungal growths constantly swell, wither, and sprout again in a continuous cycle. The growths appear bright blue, green, yellow, and purple. The weapon’s blade is a dull gray that does not reflect light. The sporeblade is a +2 keen short sword. On a successful critical hit, the sporeblade deals its normal critical damage and also creates a puff of mottled spores. The victim of the critical hit must make a DC 20 Fortitude save. On a failed save, the victim takes 1d4 points of Constitution damage and becomes fatigued for 1 hour as the spores take root in his flesh and grow with unsettling speed into thick, fibrous tendrils. The special critical hit ability of the sporeblade functions no more than once per round.
Requirements Craft Magic Arms and Armor, contagion; Cost 14,065 gp, 1,100 XP
Aura faint conjuration and moderate transmutation; CL 10th
Slot armor; Price 10,000 gp; Weight 10 lb.
Spelunker’s mail allows a creature to more easily navigate narrow underground tunnels by granting the wearer the option of reducing his size when a passageway grows too narrow. Spelunker’s mail is a +1 slick chain shirt and has a dark, lustrous sheen to its blue-black links. Ten times per day, by speaking a command word, you can activate the armor’s power to reduce your size. Your size category decreases by one step and you gain the relevant bonuses and penalties of your new size. Your abilities and speed remain unchanged, and all equipment you wear or carry reduces appropriately in size. This transformation lasts for up to a minute, and you can dismiss its effects as a free action.
Requirements Craft Magic Arms & Armor, grease, reduce person; Cost 4,875 gp, 390 XP
Aura faint transmutation; CL 9th
Slot feet; Price 3,500 gp; Weight 2 lb.
Leaving marks of your passage can alert predators that a newcomer has entered their territory. Trackless boots help prevent you from making too much noise as you creep along, and they also mask traces of your passage through underground caverns to prevent your enemies from finding you. These boots are particularly valued by smugglers who work in patrolled areas. Trackless boots are soft, well-worn leather boots with thin soles. The softness of the boots’ soles add a +4 competence bonus on Move Silently checks. In addition, the boots conceal your passage much like the pass without trace spell—you leave no trail underground and cannot be tracked.
Requirements Craft Wondrous Item, pass without trace; Cost 1,750 gp, 140 XP