Ring of Dancing Travelers - This band of blackened mithril is set with three to five small diamonds and allows the caster to throw up to five magic missiles, either all at once (at CL 9), or in lesser increments (as low as a single missile, at CL 1). The ring recharges a single magic missile per night, up to a maximum of five. The wearer can also evoke dancing lights at CL 1 upon command, as often as desired.
Desna's Starry Bracers - These bracers are each set with a motif of
a stylized fiery suns, ringed planets, radiant moons and jagged falling stars.
The wearer can remove these decorative medallions as a free action and hurl
them as +1 fiery* shuriken (appropriately sized for the wearer, using a standard
attack action). The wearer is automatically treated as proficient with these
weapons, and a wearer who is already proficient with shuriken receives a +1
to hit and a +2 to damage with these specific shuriken attacks. Each bracer
can produce 12 shuriken per day and they come in pairs (but are usable singly,
if a set is incomplete).
*fiery property causes the weapon to inflict +1 fire damage on a hit.
Satchel of Seawalking. This leathery pouch weighs 2 lbs and is always filled with what feels like coarse salt (but tastes unspeakably foul). If a handful is tossed onto an adjacent square of water, a 5 ft. square becomes solid, like glass, for 1 minute, and can support 1000 lbs worth of weight, if someone attempts to walk over the now hardened water. The surface is one-way, and any creature can pass right through it from below, whether to attack or pass completely through (at which point it won't be able to pass back from the upper side). The user can throw two handsfull as part of a double-move action make two 5 ft. squares of 'solid water' or perform a full-round action to throw down four handsfull and make a 5 ft. by 20 ft. 'bridge.' In the final round of it's one minute time of solidity, the 'glass' appears to crack ominously, and at the end of its duration, it breaks up and returns to a liquid state.
Salt of Seawalking can also be found in non-magical pouches that contain 20 doses and weigh 5 lbs. Such pouches are always sealed in wax, and made of oiled leather, as dampness ruins the salt.
Masterwork Holy Symbol. For 100 gp, a specially consecrated holy symbol can be fashioned that grants a +2 sacred (or profane) bonus to the damage dealt (or healed) by channeling positive (or negative) energy. A masterwork holy symbol must be attuned to either positive energy or negative energy, at the time of its creation, and only functions in the hands of a Cleric who serves the god to whom it was consecrated.
Imbued Holy Symbol. For 300 gp, an even more powerfully blessed (or defiled) holy symbol can be constructed that confers either +3 extra hit points of channeled energy, or +1 hit point of healing (or harm) for every die of Channeling the weilder focuses through it, whichever is most advantageous. Like the Masterwork Holy Symbol, this symbol is only potent in the hands of a Cleric devoted to the diety it represents, and an Imbued Holy Symbol must be fashioned to either enhance the potency of positive energy channeling, or to augment the power of negative energy channeling.
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