Random low-level magic items;
Sojourner's Soles - these boots allow the user to Hustle for four hours per day before taking nonlethal damage (normally one suffers damage after one hour of Hustle). As a free action, the user can invoke the power of the boots to move at double speed for a single round, but the wearer becomes fatigued at the end of that round, and cannot invoke the power again while fatigued (or at all, if he is already fatigued by some other effect). Unlike normal sources of fatigue, this condition ends after 10 minutes of rest. [Expeditious Retreat]
Amulet of Oak, Ash and Thorn - As a standard action, this wooden bauble can be opened to reveal a single goodberry, up to eight times per day, but no more than once per hour. [Goodberry]
Emmorath's Handy Brand - this club has a head that resembles a torch, and the bearer can cause it to light upon command as a standard action, shedding torch intensity light for the duration. If it strikes a target while lit, it inflicts normal club damage, +1d3 fire damage (although it extinguishes on a roll of 1, and must be re-activated). [Produce Flame]
Brazen Shield - this large shield is made of gleaming brass that never tarnishes, and depicts a wild-tressed maiden with coppery hair dancing provocatively on it's surface. When worn in a brightly lit area (daylight equivalent), anyone in melee combat with the user, or targetting him with a ranged attack at any range, suffers a -1 to attack rolls to strike him. This is a light-based effect, and creatures who are blind or otherwise unaffected by bright lights are immune. Creatures with daylight sensitivity instead have a -2 to to their attack rolls to strike the bearer. [Flare]
Wee One's Fighting Stick - this fey-crafted club or quarterstaff is sized for either a Small or Tiny user (50% of either, if found randomly), but functions as if it were one size category larger, for damage purposes. [Shillelagh]
Everfull Waterskin - this 1/2 gallon capacity waterskin is made of the leather of some freshwater creature, such as a fish or eel, and is always full of fresh water. Water poured from the skin evaporates within a minute if not consumed or expended in some way, and the waterskin can produce up to 2 gallons of water per day before it runs dry. More potent versions that can produce 4 or even 8 gallons of water per day exist. [Create Water]
Apothecary's Bandage - this re-usable silken bandage allows any wounded wearer to recover one extra hit point per night, although the bandage must be worn for eight full hours to take effect, and the bandage cannot be used more than once per 24 hours. If the wearer is undergoing complete bedrest, and wears the bandage for a full 24 hours, he recovers three times his character level in hit points, instead of twice his level. No matter what wound it covers, the bandage is always clean and fresh-smelling when removed. [Cure Minor Wounds]
Guided Weapon - this weapon is usually the favored weapon of a specific local diety, and is engraved with holy symbols and sacred imagery and text of that faith. As a standard action, the user can call upon the blessings within the weapon, granting him a +1 bonus to his next attack roll with that weapon, so long as it occurs within 1 minute. A more potent version of this effect can be invoked as a move-equivalent action, allowing the blessed guidance to be used on a single attack per round. [Guidance]
Bloodthirsty Weapon - this weapon is often a favored weapon of a specific neutral or evil diety, and is engraved with sacred imagery and symbols of that faith. Bloodthirsty weapons are traditionally made of alchemically-strengthened bone, black iron, obsidian or similar materials of sinister reputation. As a standard action, the user can call up negative energy within the weapon so that it inflicts one extra point of negative energy damage upon it's next hit. A more potent version can charge the weapon as a move-equivalent action, allowing a single charged attack per round. A more specialized version inflicts negative energy damage to the user as well, when it strikes, which heals an undead user. [Inflict Minor Wounds]
Soft Bone Mask - the wearer of this mask, made from the facial bones of a humanoid, gains a +2 bonus to intimidate checks, and upon a successful Intimidate check, those affected are shaken for 1d4 rounds, instead of a single round. [Cause Fear]
Monocle of Mastery - this glass monocle is set within a golden ring, inscribed with many characters in a specific tongue. While it is worn over one eye, or held over text, the user can read the specific language to which the monocle is keyed at half his normal speed, even if he cannot otherwise read the language in question. Even an illiterate user can read the language that the monocle is keyed to translate. [Comprehend Languages]
Clasp of the Advisor - this silver earcuff secures to the edge of a humanoid ear and is marked with characters in a specific language. While it is worn, the user can understand words spoken in that specific language as if he wear a native spealer. He does not gain the ability to speak (or read) that language, however.
Caduceus - this wooden wand is carved to resemble two intertwining serpents, one of ebony, the other of white ash. The wielder can make a Heal check (DC 15) as a standard action to determine the health status of people within 30 ft. The status levels identified are;
Dead, Dying (but stabilized), Dying (not stabilized), Grievously wounded (zero hit points), Critically Wounded (25% or less hp), Seriously Wounded (50% or less hp), Moderately Wounded (75% or less hp), Lightly Wounded (99% or less hp) or Unharmed (full hp). A failed check will usually produce a result within one place, while a roll of 1 has less predictable results. [Deathwatch]
Aba of the Dune-Walker - these desert travel clothes gives a +4 bonus to Fortitude checks to avoid the effects of high temperatures, and the user does not suffer the traditional -4 penalty for heavy clothing or armor worn. [Endure Elements]
Parka of the Tundra Lords - these cold-weather survival clothes give a +4 bonus to Fortitude checks to avoid the effects of cold temperatures (over and above any mundane bonus that cold weather survival clothing provides!) and the wearer does not suffer any additional penalty for wearing metal armor (although the parka provides no bonus against magically-potent effects, such as Chill Metal). [Endure Elements]
Shielding Bracer - found in pairs, these steel bracers are dusted with powerded diamond in ornate protective sigils and glyphs, giving them a shimmering appearanc. Each provides a +1 AC bonus vs. Ranged attacks, and a DR: 1 vs. magic missile effects. They can be worn singly, or as a pair, and the bonuses stack. [Shield]
Raven's Feather Cloak - this cloak of black raven's feathers flares out whenever the wearer falls more than 10 ft., automatically subtracting 10 ft. from the total distance before calculating any falling damage, and giving a +10 bonus to Acrobatics checks to prevent a further 10 ft. of falling damage. [Feather Fall]
Mountain Giant's Mantle - this burly set of bear-furs and oxen-hide shoulderpads allow the wearer to be treated as if one size class larger for the purposes of resisting or instigating Bull Rush, Trip or Overrun attacks. [Enlarge]
Eel-skin Vest - this slick leathery jerkin allows the wearer to 'squeeze' as if he was one size class smaller, and confers a +4 bonus to Escape Artist checks. [Reduce]
Sojourner's Soles - these boots allow the user to Hustle for four hours per day before taking nonlethal damage (normally one suffers damage after one hour of Hustle). As a free action, the user can invoke the power of the boots to move at double speed for a single round, but the wearer becomes fatigued at the end of that round, and cannot invoke the power again while fatigued (or at all, if he is already fatigued by some other effect). Unlike normal sources of fatigue, this condition ends after 10 minutes of rest. [Expeditious Retreat]
Amulet of Oak, Ash and Thorn - As a standard action, this wooden bauble can be opened to reveal a single goodberry, up to eight times per day, but no more than once per hour. [Goodberry]
Emmorath's Handy Brand - this club has a head that resembles a torch, and the bearer can cause it to light upon command as a standard action, shedding torch intensity light for the duration. If it strikes a target while lit, it inflicts normal club damage, +1d3 fire damage (although it extinguishes on a roll of 1, and must be re-activated). [Produce Flame]
Brazen Shield - this large shield is made of gleaming brass that never tarnishes, and depicts a wild-tressed maiden with coppery hair dancing provocatively on it's surface. When worn in a brightly lit area (daylight equivalent), anyone in melee combat with the user, or targetting him with a ranged attack at any range, suffers a -1 to attack rolls to strike him. This is a light-based effect, and creatures who are blind or otherwise unaffected by bright lights are immune. Creatures with daylight sensitivity instead have a -2 to to their attack rolls to strike the bearer. [Flare]
Wee One's Fighting Stick - this fey-crafted club or quarterstaff is sized for either a Small or Tiny user (50% of either, if found randomly), but functions as if it were one size category larger, for damage purposes. [Shillelagh]
Everfull Waterskin - this 1/2 gallon capacity waterskin is made of the leather of some freshwater creature, such as a fish or eel, and is always full of fresh water. Water poured from the skin evaporates within a minute if not consumed or expended in some way, and the waterskin can produce up to 2 gallons of water per day before it runs dry. More potent versions that can produce 4 or even 8 gallons of water per day exist. [Create Water]
Apothecary's Bandage - this re-usable silken bandage allows any wounded wearer to recover one extra hit point per night, although the bandage must be worn for eight full hours to take effect, and the bandage cannot be used more than once per 24 hours. If the wearer is undergoing complete bedrest, and wears the bandage for a full 24 hours, he recovers three times his character level in hit points, instead of twice his level. No matter what wound it covers, the bandage is always clean and fresh-smelling when removed. [Cure Minor Wounds]
Guided Weapon - this weapon is usually the favored weapon of a specific local diety, and is engraved with holy symbols and sacred imagery and text of that faith. As a standard action, the user can call upon the blessings within the weapon, granting him a +1 bonus to his next attack roll with that weapon, so long as it occurs within 1 minute. A more potent version of this effect can be invoked as a move-equivalent action, allowing the blessed guidance to be used on a single attack per round. [Guidance]
Bloodthirsty Weapon - this weapon is often a favored weapon of a specific neutral or evil diety, and is engraved with sacred imagery and symbols of that faith. Bloodthirsty weapons are traditionally made of alchemically-strengthened bone, black iron, obsidian or similar materials of sinister reputation. As a standard action, the user can call up negative energy within the weapon so that it inflicts one extra point of negative energy damage upon it's next hit. A more potent version can charge the weapon as a move-equivalent action, allowing a single charged attack per round. A more specialized version inflicts negative energy damage to the user as well, when it strikes, which heals an undead user. [Inflict Minor Wounds]
Soft Bone Mask - the wearer of this mask, made from the facial bones of a humanoid, gains a +2 bonus to intimidate checks, and upon a successful Intimidate check, those affected are shaken for 1d4 rounds, instead of a single round. [Cause Fear]
Monocle of Mastery - this glass monocle is set within a golden ring, inscribed with many characters in a specific tongue. While it is worn over one eye, or held over text, the user can read the specific language to which the monocle is keyed at half his normal speed, even if he cannot otherwise read the language in question. Even an illiterate user can read the language that the monocle is keyed to translate. [Comprehend Languages]
Clasp of the Advisor - this silver earcuff secures to the edge of a humanoid ear and is marked with characters in a specific language. While it is worn, the user can understand words spoken in that specific language as if he wear a native spealer. He does not gain the ability to speak (or read) that language, however.
Caduceus - this wooden wand is carved to resemble two intertwining serpents, one of ebony, the other of white ash. The wielder can make a Heal check (DC 15) as a standard action to determine the health status of people within 30 ft. The status levels identified are;
Dead, Dying (but stabilized), Dying (not stabilized), Grievously wounded (zero hit points), Critically Wounded (25% or less hp), Seriously Wounded (50% or less hp), Moderately Wounded (75% or less hp), Lightly Wounded (99% or less hp) or Unharmed (full hp). A failed check will usually produce a result within one place, while a roll of 1 has less predictable results. [Deathwatch]
Aba of the Dune-Walker - these desert travel clothes gives a +4 bonus to Fortitude checks to avoid the effects of high temperatures, and the user does not suffer the traditional -4 penalty for heavy clothing or armor worn. [Endure Elements]
Parka of the Tundra Lords - these cold-weather survival clothes give a +4 bonus to Fortitude checks to avoid the effects of cold temperatures (over and above any mundane bonus that cold weather survival clothing provides!) and the wearer does not suffer any additional penalty for wearing metal armor (although the parka provides no bonus against magically-potent effects, such as Chill Metal). [Endure Elements]
Shielding Bracer - found in pairs, these steel bracers are dusted with powerded diamond in ornate protective sigils and glyphs, giving them a shimmering appearanc. Each provides a +1 AC bonus vs. Ranged attacks, and a DR: 1 vs. magic missile effects. They can be worn singly, or as a pair, and the bonuses stack. [Shield]
Raven's Feather Cloak - this cloak of black raven's feathers flares out whenever the wearer falls more than 10 ft., automatically subtracting 10 ft. from the total distance before calculating any falling damage, and giving a +10 bonus to Acrobatics checks to prevent a further 10 ft. of falling damage. [Feather Fall]
Mountain Giant's Mantle - this burly set of bear-furs and oxen-hide shoulderpads allow the wearer to be treated as if one size class larger for the purposes of resisting or instigating Bull Rush, Trip or Overrun attacks. [Enlarge]
Eel-skin Vest - this slick leathery jerkin allows the wearer to 'squeeze' as if he was one size class smaller, and confers a +4 bonus to Escape Artist checks. [Reduce]