Aura faint transmutation and enchantment; CL 1st
When alcohol, regardless of quality, is poured into and consumed from one of these tankards the draught is fresh and ideally served: crisp and cold or warm and hearty, even a wine that has soured to vinegar becomes drinkable with a Cayden’s cup. Sometimes a beverage even tastes as though spiced such as with a mulled wine or a hard cider. The cup has no effect on food or non alcoholic beverages.
The tankards are resistant to spillage. The lid creates a tight seal and unless a tankard is deliberately opened the lid will remain closed no matter how forcibly jostled. Because of this feature and their sturdy construction Cayden’s cups have on occasion been employed as impromptu bludgeons in barroom brawls. If employed as an improvised weapon a Cayden’s cup has the same statistics as a light mace.
Finally, three times a day as a standard action the bearer of a Cayden’s cup may take a deep draught emptying the tankard to fortify his courage and gain a +1 morale bonus on attack rolls, skill checks and saves vs. fear effects for the next 5 rounds.
Octavo of Perseverance
Aura faint abjuration and divination; CL 3rd
A divine spellcaster who worships Desna may read from the book while preparing her daily spells. This ritual reading grants her a +1 competence bonus on concentration checks until she next prepares spells. She may choose to dismiss this effect early as a free action to gain a moment of providence which allows her to cast divine spells without provoking attacks of opportunity until the end of her turn. Only one spellcaster can benefit from the ritual reading per day. Also, 3 times per day, any follower of Desna may read an inspirational passage aloud as a full round action to grant herself or an ally a +2 luck bonus to a single skill check made to retry a roll that had previously failed. This power does not allow a character to retry an action that cannot normally be tried again.
Aura faint transmutation; CL 5th
When the vial is thrown with a successful ranged touch attack, the skull torments a single target of Large size or smaller. The skull moves with the target, its chaotic orbit distracting in combat. Any combatant in melee with the target is considered to be flanking with the skull.
The skull’s trailing smoke and embers limit vision. The target (and any creature occupying the same space as the target) is effectively dazzled. Furthermore, each round the target must make a Fortitude save (DC 14) or become sickened by the smoke. Creatures with the scent ability suffer a -4 penalty to this save, while creatures with the fire subtype are immune to the sickening effect. The skull and smoke dissipate in 5 rounds.
If the initial attack roll fails, treat the vial as a splash weapon to determine where it shatters instead. If there is no valid target in that square the skull shrieks before dissipating harmlessly.