Ela’s Extraordinary Walking Stick (destroyed but totally cool)
A serpent’s head and partial body carved from ivory top this hickory cane with a silver ferrule.
Strikes as a +2 heavy mace
+4 Enhancement bonus to Charisma
+5 foot enhancement bonus to speed
+2 Enhancement bonus to CMD against trip attempts and saving throws to avoid being tripped
Three times per day on command, when the wielder touches the walking stick to a non-magical, inanimate object, that object decays, cracks, and withers.
Once per day, upon the wielder’s command, the head of the walking stick becomes that of an actual serpent for 10 minutes.
Hat of Effortless Style
+3 competence bonus on Charisma-based checks
+4 competence bonus on Acrobatics checks made to move through a threatened square or through an enemy’s space
Ela’s Dazzling Garment
Woven of the finest silks and accented with precious stones, the garment is impossibly light and easy to move in.
The garment fit perfectly and is always clean and undamaged (unless completely destroyed).
At will, as a standard action, the wearer can change the appearance of the garment into any other kind of clothing. The actual clothing retains all its properties (including weight) when glamered. Only true seeing or similar magic reveals the true nature of the adornments.
The garment grants a +3 deflection bonus to AC, a +3 resistance bonus on all saving throws, and protects the wearer with a constant endure elements effect.
Four of the garment’s pockets function as handy haversacks.
Ela’s Elegant Boots
Function as slippers of spider climbing, except the Boots can be used for 10 rounds per day, split up as the wearer chooses (minimum 1 round per use).
Three times per day activate to gain a +30-foot enhancement bonus to land speed (to a maximum of twice your normal speed) until the start of your next turn.
Ela’s Enchanting Necklace
A brilliant cut black gem on a delicate silver chain.
The wearer is immune to poison, although poisons active when the necklace is first donned still run their course.
Any creature that sleeps wearing this item gains a +4 bonus on all saving throws made against dream- or nightmare-related effects, such as the nightmare spell. A night hag cannot use her dream haunting ability against the wearer and at the GM’s discretion, the effect can block other strange effects that target sleeping or dreaming minds.
Once per day when targeted by a witch’s hex or an effect with the curse descriptor, the wearer can activate as an immediate action to gain a +3 resistance bonus on the saving throw to resist the effect. If the wearer is affected, they gain a +2 bonus on any subsequent saving throws to resist the effect for up to 1 week, and he gains a +3 bonus on any caster level checks he attempts to remove the effect (such as with remove curse) during this time.
Ela’s Stately Greatcoat
Slim-fit trench coat with narrow shoulders and a nipped-in waist made of gabardine with a cashmere lining and undercollar. Buffalo horn buttons and calf leather buckle.
The wearer of this +3 armored coat continually benefits from the spell undetectable alignment.
Once per day, the wearer can speak a command word to gain spell resistance 20. This spell resistance ends if the wearer successfully resists a spell as a result of it failing to penetrate their spell resistance.
The lining of the coat has dozens of pockets. Two of the pockets function as handy haversacks. Reaching into other pockets allows the wearer to pull out an actual item, as indicated below. Each pocket can be used once and one randomly used pocket regenerates each day.
- 10 days of trail rations and five full waterskins
- A case containing five adamantine bolts, five cold iron bolts, and two silver bolts
- A large scroll case containing a 2-foot-by-10-foot roll of paper and two sticks of charcoal
- A 10-square-yard roll of canvas containing 10 pitons and a small hammer
- Bullseye lanterns (2; full and lit)
- Daggers (2)
- Disguise kit
- Healer’s kit
- Silk ropes (2; 50-foot coil)
- Noble’s outfit with jewelry worth 200 gold pieces
- Oil of bless weapon
- Oil of daylight
- Poles (2; 10-foot length)
- Potion of cure moderate wounds
- Universal solvent
This black and gold silk stole is narrower than is typical for a shawl and of simpler construction than a cape. It is lightly finished.
While worn it accompanies the singer with the sounds of appropriate musical instruments, granting a +2 competence bonus on Perform (singing) checks.
With a DC 16 Perform (singing) check the wearer can turn the power of their voice into a 15 foot cone of crystalline shards. The shards deal 2d8 points of piercing damage (half damage with a Reflex save DC equal to the perform check) and 1D8 points of sonic damage (negate with a Fortitude save DC equal to the perform check ) to all creatures caught in the area of effect. And creature that takes sonic damage from this effect must succeed at a DC 15 Fortitude save or be stunned for one round.
After each successful use in a 24 hour period the DC to activate this effect increases by 4.
Ela’s Fashionable Belt (lost in the Compass River)
This belt’s wearer gains a +4 bonus on saves against poisons and a +2 bonus on Escape Artist checks. As well as granting the wearer a +2 enhancement bonus to Strength and Dexterity.
On command, the belt’s wearer can transform the belt into +1 Holy Undead Bane Rapier. As long as she is holding the weapon, she can also revert it back to belt form with a command.
Ela’s Wonderful Flask
This sterling silver hallmarked rectangular hipflask is made out of heavy gauge silver sheet and is durable enough to be wielded as a gauntlet in a pinch.
The bearer gains a +1 luck bonus on Fortitude and Will saves. On command the bearer can command the tankard to fill with wine, ale, or other alcohol. Drinking from the flask can create each of the following effects once per day:
- Remove fear
- Cure Moderate Wounds
- Lesser Restoration
Ela’s Understated But Still Delightful Bracelet
Platinum diamond line bracelet made with freshwater cultured pearls.
This bracelet ring grants its wearer a +4 competence bonus on Sense Motive and Knowledge (local) checks as well as enhancement bonus to natural armor of +4. On command and at will, the wearer can instantly know the direction from herself to the nearest tavern, pub, or similar establishment serving alcohol as long it is in a settlement whose population is equivalent to that of a village or greater and is within 20 miles of the wearer.