This small, white pill has the consistency of a toughened almond. When consumed on its own, an accent pillhas no effect on the creature ingesting it. To function, the pill must first be coated with the blood or saliva of a living creature. Once coated, the pill turns from white to a dull brown. Consuming a coated pill grants the consuming creature the exact tone and speech mannerisms of the creature whose blood or saliva was used to coat the pill. When used as part of a disguise, it grants the consumer a ＋15 bonus on Disguise checks to fool a listener into thinking the speaker is the creature whose blood or saliva coated the pill； as with vocal alterationUM, this bonus applies only to someone hearing the voice without seeing the speaker. This effect lasts for 24 hours.
必要条件 《その他の魔法のアイテム作成》、ヴォーカル・オルタレーションUM、creator must possess 5 ranks in Craft （alchemy）； コスト 150gp
This vial contains what appears to be ordinary ink. However, when a command word is uttered and then an individual uses the ink to write something, the ink “stores” that person's handwriting style, and can then be used to duplicate it, allowing the creation of a nearly perfect forgery. For example, if a noble was provided the ink for the purpose of signing a writ of arrest, the next person to use the ink could activate its power and scribe a pardon in the exact handwriting of the noble. Such a falsified document perfectly matches the stored handwriting, thus granting a ＋20 bonus on Linguistics checks to create a forgery （which doesn't stack with any bonus from possessing an original copy of the handwriting in question）. At the GM's discretion, if the person attempting to detect the forgery doesn't have the appropriate knowledge to look for other clues, such as the type of paper used, the seal, the method of delivery, or the phrasing, the check to detect the forgery automatically fails. The individual being mimicked must inscribe something legible. Doodling, drawing, or random scratching doesn't convey the handwriting style, though simple lists, signatures, or mathematical computations do. The ink can't produce magical writing （spellbook pages or scrolls） unless the forger has the ability to create such writing and is attempting to do so, in which case the magical inscription appears in the mimicked person's handwriting and must be deciphered by read magicas normal. The vial contains enough ink of mimicryto create 10 pages of forged text. Text written using the ink in the process of storing the writer's handwriting style doesn't count toward the limit.
This priestly garment can be commanded to alter its appearance as a standard action, able to reshape itself into ceremonial garb or the everyday habit of a religious functionary of any faith. Vestments of false faithare always emblazoned with the holy symbol and colors of the faith chosen by the wearer, and she can disguise an object held in a hand as a holy symbol, censer, candle, or similar item of religious paraphernalia. This change is a visual illusion （glamer） effect akin to disguise self.
The wearer of vestments of false faithgains a ＋10 bonus on Disguise checks to impersonate a member of the faith she has chosen （this doesn't stack with disguise selfand similar effects）. She also gains a ＋5 competence bonus on Use Magic Device checks to activate items that duplicate divine spells or emulate a specific religion or alignment, provided they fit the religion she's imitating. If she uses a magic item to produce the effect of a divine spell, she can make it appear to observers as though she were casting the spell, though a Spellcraft check to identify the spell being cast can identify it as coming from a magic item if the result exceeds the DC by 5 or more.
The wearer's alignment is disguised while wearing vestments of false faith, so that it appears identical to that of the deity whose holy symbol she bears, and her aura is as strong as if she had a number of cleric levels equal to her Hit Dice. This primarily affects alignment detection； however, once per day as an immediate action, she can function as if she actually had that alignment when she would normally be affected by an alignment-based effect, such as blasphemy, chaos hammer, forbiddance, or an unholymagic weapon. This effect persists until the end of the wearer's next turn, after which any non-instantaneous effects （such as smite evil） suddenly revert to having the effects they would normally have on a creature of her true alignment.
This tall, blue candle is shot through with swirls of an amber color and puts off a pleasant fragrance similar to honeysuckle when lit. Any creature within 10 feet of the candle gains a ＋5 bonus on Diplomacy and Sense Motive checks, while at the same time taking a －5 penalty on Bluff and Intimidate checks. These bonuses and penalties apply only on checks against other creatures within the candle's influence. It is a favorite for use during negotiations and parleys. The candle can burn for a total of 8 hours. These hours don't need to be used consecutively, but must be used in 1-hour increments. Once all 8 hours are used, the candle is destroyed.
This simple white candle gives off a pleasing aroma of moonflowers. Any creature within 10 feet of the candle's flame begins to feel drowsy, gradually growing sleepier. Every 10 minutes, each such creature must succeed at a DC 14 Will save or fall into a normal sleep. On each check after the first, a creature takes a cumulative －2 penalty. Even with a successful saving throw, a creature is not aware that it succeeded at its saving throw, though it can potentially deduce the presence of a soporific effect―for instance, if its allies start falling asleep.
Extinguishing the flame ends the magical effect but does not wake sleeping creatures. The candle can burn for a total of 3 hours； this duration doesn't need to be consecutive, but must be used in 1-hour increments. Once all 3 hours are used, the candle is destroyed.
A wearer can remove this mask as a move action to change his appearance as if using disguise self. The effect persists for 10 minutes. A vigilante can instead remove a quick-change maskto switch his identity as a move action. If the mask is used in this way, the effect functions just like changing identities normally （except faster）, and doesn't have a limited duration. Regardless of which way he is using a quick-change mask, the user can attempt a Bluff check to create a diversion so he can use Stealth as part of the same move action he uses to activate the mask. The mask dissolves when used.
A courier's secure pouchappears as a typical soft-sided leather satchel with a shoulder strap and a fold-over flap with a buckle that can be fastened to seal documents inside. The pouch allows for the safe transport of important, sensitive, or secret documents from one place to another with minimal risk of them falling into the wrong hands. When any type of letters, writs, contracts, or even scrolls are placed inside the pouch, the buckle is fastened, and the command word is uttered, the pouch seals the documents safely inside, magically protecting them from being removed again. Unless the answering command word is uttered before unbuckling the flap, the magic of the pouch instantly and completely erases all the text, leaving behind only blank pages, as per the erasespell. Attempting to cut or otherwise damage the pouch in order to bypass the buckle results in the magical protection taking effect, but the pouch itself withstands damage as normal for a magic item. Attempting to deactivate the pouch's magic without attempting to open it doesn't trigger the erasure. The courier's secure pouchcan protect five pages of writing. If more pages （or an entire book） are placed inside, only the first five pages are affected. Only paper, parchment, vellum, and similar materials are affected； writing inscribed on wood, stone, or wax are not subject to the pouch's magic.
This pair of nondescript gloves comes in a great variety of styles. Some are elegant, suitable for pairing with a tuxedo or evening gown. Others are rugged and fingerless, or appear medical in nature. The gloves, when worn, grant the wearer the Catch Off－ Guard feat, even if the wearer doesn't qualify for it.
Expert gloves of unexpected violencealso grant the Improvised Weapon Mastery feat.
This looking glass resembles a framed full-length mirror, 5 feet tall and 2 feet wide. A creature that knows the proper commands can operate the mirror in one of two modes.
In its first mode, the mirror stores the reflection of any creature other than the user that comes within 20 feet of the device and sees its own image. A creature not aware of the nature of the device always sees its own reflection. If the creature seeks to avert its gaze in order to avoid looking at the mirror, the probability of a creature seeing its reflection drops to 50％. This mode functions continually until another command word is spoken or until 24 hours pass, whichever comes first.
In its second mode, the mirror can call to its surface any reflection stored via the first mode of operation and bestow that appearance on the activator, as per the veilspell, for 24 hours. The stored reflection increases the bonus that its veilgrants on Disguise checks from ＋10 to ＋20. The disguise is always the mirror image of the creature, however, which might reveal to astute observers familiar with the creature that something is wrong （for instance, a mole on the wrong side of the face）； this increases the bonus on Perception checks to see through the disguise for creatures intimately familiar with the creature in question from ＋10 to ＋25. This mode can be activated up to three times per day, though it can provide only one veileffect at a time, so if anyone activates it again before the previous veil expires, the first effect ends.
A glass of veilscan store up to 12 different reflections. If its capacity is exceeded, the reflection that has been stored the longest is erased to accommodate the latest one. With a separate command word, the user can protect an image from being erased, or remove that protection. A glass of veilswith all 12 reflections protected from erasure can't store new images until he removes the protection from at least one stored image.
Though actually made of cheap tin and colored glass, this adornment appears to be a beautiful and expensive piece of jewelry worth 1,000 gp. A glittering trinket can come in the form of a necklace （using the neck item slot）, a bracelet （taking up the wrists slot）, a belt buckle （taking the waist slot）, or a ring （taking up one ring slot）. The trinket's inflated price affects only people's opinion of the wearer. It uses its actual price and cost for any abilities or effects that depend on the item having a certain value. Anyone who physically interacts with a glittering trinketcan attempt a DC 11 Will save to disbelieve the illusion, and a successful DC 20 Appraise check identifies it as false. Because of these factors, selling the trinket―especially to a merchant―rarely fetches the inflated price.
At first glance, this book appears to be a nondescript volume filled with blank pages of ordinary paper （though it might instead contain recorded conversations； see below）. By speaking the proper command word, the owner can cause the exterior of the tome to appear exactly like another book, changing its size, shape, and color so as to be an exact duplicate of the specified title. Once activated in this manner, the codex of conversationsbegins recording any verbal communication that occurs within 20 feet of it, inscribing the words upon its pages in whatever language they are uttered. If the language being spoken has no written form, the inscription occurs phonetically in whichever language the book's activator specifies. Additionally, the activator can utter an additional command word to cause the text to be recorded in an encoded form that she specifies. Repeating this second command word decodes the script.
The codex can detect and differentiate voices, inscribing each conversationalist's words in a different color of ink, up to a total of eight colors. The book doesn't attribute names to these voices, though the reader might be able to determine who they are through context. If the book hears more than eight different voices, it reuses the eight colors as evenly as possible； two inscriptions with the same color ink could thus be the words of different people. The book continues to record conversations until another command word is spoken or until all 200 pages are full （each page holds about 300 words, or about 2 minutes of conversation）. A user might bring the book openly to a meeting in order to accurately record all that is said, or attempt to surreptitiously slip a codex of conversations into a target's library, replacing a seldom-used volume with the magical one in the hope of gathering vital information unnoticed.
When a codex of conversationsis deactivated, it returns to its true nondescript form, but the words it has inscribed remain intact for as long as the user wishes to keep them. Another command word causes the recorded conversations to disappear from the pages of the book, resetting it to be used again. The codex can't record anything other than the spoken word, so it can't inscribe musical notes if a song is sung. It can record verbal components to spells, but the resultant verbiage is not magical and can't be used to cast the spell or be read as a scroll. It can inscribe command words to other magical items when the words are uttered aloud.
This bone needle must be inserted into living flesh （a standard action） to function, dealing the creature 1d4 points of damage and causing it to appear ghostly and translucent for up to 30 minutes, as if using ghostly disguiseUM. If the creature negates all the damage （such as with damage reduction）, this also negates the ghostly disguiseeffect, as the needle fails to penetrate his flesh.
In addition, as a swift action, a creature with an embedded ghost needle can choose to become partially incorporeal until the beginning of its next turn. During this time, the creature can enter or pass through solid objects as though it had the incorporeal special ability, natural weapons or unarmed strikes it uses are treated as if they had the ghost touchweapon special ability, and any spell the creature casts is treated as if it had applied the Ectoplasmic SpellAPG metamagic feat to it. The creature takes 1d4 points of damage each round it spends in this quasi-incorporeal state, and each round spent in this state expends 10 minutes of the ghost needle's duration. If there are fewer than 10 minutes of duration remaining, it can't choose to remain incorporeal. A ghost needlecrumbles to dust after use.
This coat functions much like the coat of the undercity, except the wearer can transform into a venomroach （Bestiary 2 58） as if using vermin shape II.
Alternatively, the wearer can take the form of a giant cockroach swarm. This swarm of Tiny vermin has a number of hit points equal to the wearer, uses the wearer's mental ability scores, skills, and saving throws, and gains a ＋2 resistance bonus on saving throws against mind-affecting effects instead of being immune to them. The swarm otherwise has the same movement, Armor Class, swarm traits, swarm damage, distraction and disease abilities as a typical rat swarm （including the abilities having a DC of 12）. While in swarm form, the wearer can't use any of her activated abilities （extraordinary, supernatural, spell-like, or otherwise）, cast spells, or use items, although she can end the effect as a standard action.
Either of these transformations can occur only in an urban environment. The wearer can remain transformed for up to 9 minutes per day. This duration doesn't need to be consecutive, but must be used in 1-minute increments.
This dirty, tattered-looking gray coat would not look out of place wrapped around a drifter or vagrant. When the wearer speaks the command word, the coat of the undercityshifts into a wave of clacking chitin, transforming the wearer into a giant cockroach （Pathfinder RPG Bestiary 2 58） as vermin shape I. This transformation can occur only in an urban environment. The wearer can remain transformed for up to 5 minutes per day. This duration doesn't need to be consecutive, but must be used in 1-minute increments.
This black-and-gray wool coat sports over a dozen pockets on its front alone and even more line the insides. Interdimensional magic causes anything placed in one pocket to immediately appear in another randomly determined pocket. A character wearing this coat gains a ＋5 circumstance bonus on Sleight of Hand checks to hide a small object on her body. However, if a character wearing a coat of pocketsplaces anything in one of the coat's pockets, she must spend a standard action to retrieve it （rather than a move action）.
This large, oaken bureau has a double-door cabinet that sits atop three horizontal drawers. A user can concentrate on a set of clothing he would like to wear, then open the cabinet or one of the drawers to retrieve a set of magically fabricated clothing matching what he imagined. Clothing created in this way can't have any magical properties other than those listed here, but does provide all benefits based on the type of clothing it is （a cold-weather outfit would grant a ＋2 bonus on Fortitude saves against exposure to cold weather, for instance）. The bureau can't create armor.
The clothes fade to worthless scraps after 24 hours, as do any pieces separated from the whole （such as buttons, buckles, gem adornments, or strips torn off as bandages）. The costume bureaucan generate a total of four sets of clothing per day―one from the wardrobe and one from each of the three drawers.
必要条件 《その他の魔法のアイテム作成》、ファブリケイト、マイナー・クリエイション、creator must have at least 5 ranks in Craft （clothing） or Profession （tailor）； コスト 3,500gp
This delicate metallic shell contains two sets of volatile alchemical substances, similar to those used in smoke pelletsUE. When the sphere is broken, the substances mingle and fill a 10-foot cube with a cloud of dark gray smoke that lasts for 1 minute. The user can throw the pellet as a ranged touch attack with an increment of 10 feet. Partially tangible hands of smoke accost creatures in the cloud. These hands attempt to grapple anyone moving through the smoke （CMB ＋7）. Upon successfully grappling an opponent, the hands attempt to maintain the grapple every round until the smoke dissipates.
A time bombconsists of an 6-inch-tall hourglass in an obsidian frame etched with tiny runes. To activate it, the user must uncap one end and place an amount of ground sulfur sand inside. The hourglass can hold as little as 1 minute's worth of sand to as much as 1 hour's worth. Once the sand is inside and the time bombis recapped, the magic is activated. If left undisturbed, after the sand has run down, the time bombexplodes as a fireball spell dealing 5d6 points of fire damage （Reflex DC 14 half）.
If an activated time bombis broken, tipped over, or otherwise disturbed before its sand drains completely and it detonates, the magic is ruined. If it is disarmed in this manner without being damaged, the item can thereafter function as a normal hourglass.
This set of 54 cards is adorned with designs reminiscent of doors and gates. As a standard action, the user can press a card from the deck against a 5-foot section of a wall. The wall must be nonmagical, can be up to 2 feet thick, and must have hardness 8 or lower. In a flash of silvery light, the card grows into a good wooden door （hardness 5, 15 hp） and embeds itself in the wall for 5 rounds, its appearance matching the style of the surrounding architecture. If the user presses two cards against a wall at the same time, the cards instead turn into a double door for 10 rounds. The door can be opened from either side, allowing passage through the affected section of the wall. When the duration ends, the door peels off the wall and withers into a blank, nonmagical card, leaving the wall intact. When used in an urban chase encounter （Pathfinder RPG GameMastery Guide 232）, a card from the deck lowers the DC of any one Strength－ or Dexterity-based obstacle by 5 for 5 rounds （or 10 rounds if two cards are used）.
Colored a muted gray, this cloak would be nondescript were it not for a single clasp of silver, stylized as a trio of skulls and inlaid with three large blue pearls. By pressing the first pearl as a move action, the wearer causes the illumination level in a 30-foot radius to decrease by one step toward dim light, from bright light to normal light or from normal light to dim light. While active, the cloak also deadens the sounds the wearer makes （as sculpt sound）. This prevents the wearer from communicating verbally, casting spells with verbal components, speaking command words, and so on. Pressing this pearl again suppresses this effect. This effect lasts for 15 minutes and can be used at will.
The second pearl also requires a move action to activate, and can be activated only while the first pearl is active. Activating the second pearl transports the wearer to the edge of the Material Plane where it borders the Shadow Plane. This functions as shadow walk, but only the wearer of the cloak is affected. This ability can be used once per week. While recharging, the second pearl changes color to a gleaming white. Once recharged, it returns to its former dark blue coloration.
The final pearl must be removed from the clasp and dropped as a move action. This breaks the jewel, causing wisps of shadowy vapor to engulf the wearer, granting him the benefits of shadow bodyOA for the following 15 minutes. Once destroyed, the third pearl can't be used again.
This hemispherical dome of jet-black crystal has no discernible markings on its curved surface, but faint runes （including the command word） are visible on the flat side. Three times per week, whenever it is placed flat side down and the command word is spoken, the parley wardhums and projects a black dome-shaped field that slowly expands for 1 minute and then finally snaps into place, covering up to a 30-foot-radius area, though the area can be reduced and shaped to encompass the interior of a room or structure （such as a meeting hall or pavilion） in order to make it less obvious to those on the outside. The affected area becomes a protected zone that provides complete privacy, preventing sound, light, and divination and scrying spells from penetrating, as per the mage's private sanctumspell. Additionally, the protected zone discourages any creatures within from committing deliberate hostile acts, as though they were affected by the serenityUM spell （with no save allowed）. Each use of the magic of the parley wardcan function for up to 24 hours, or until the user deactivates it. Once the parley wardis activated, neither the item nor its zone can be moved； attempting to do so deactivates it, consuming one of its 3 weekly charges.
A pair of angry, squinting eyes is carved into the bowl of this wooden smoking pipe. The pipe defies any attempts to light it； even when it's unlit, pale wafts of smoke constantly crawl out from the pipe's bowl, despite being unlit. Three times per day as a standard action, the user can inhale the smoke and blow it out in a 30-foot cone. While most of the smoke quickly dissipates, a thin layer of it clings to any corporeal invisible creatures caught in the cone. The creatures are revealed as blurred shapes, rather than being invisible, but attacks against them still suffer a 20％ miss chance. This effect lasts for 6 rounds.
This fan, a favorite tool of courtiers and courtesans, is usually decorated with a delicate design of flowers or geometric patterns. Once per day, the wielder can use the fan to attempt to completely infatuate a humanoid target, causing it to stare deeply into the wielder's eyes and ignore everything else around it. The wielder utters a command word and holds the fan in front of his face, flourishing it and peering over its top to make eye contact with the target. The target must succeed at a DC 11 Will save or fall under the combined effects of the hypnotism and lock gazeUC spells. The effects last for 5 rounds or until the wielder dismisses it by closing the fan. Afterward, the target is charmed by the fan's user for 1 hour （as charm person）.
This versatile wooden conveyance provides a safe refuge for its passengers, free from the prying eyes of others. A private palanquin can be commanded to change its appearance, including not only its decorations and appointments but also its physical form, taking the shape of an enclosed litter, two-wheeled cart, fourwheeled light or heavy wagon, carriage, or even a small cabin, though in all shapes it retains the dimensions of a Large object occupying a 10-foot cube. When activated, a private palanquin moves on its own, following its passengers' directions, and has the following statistics： hp 150； hardness 8； Speed40 ft.； AC18 （－1 size, ＋9 natural）； Attacknone； CMD24； Fort＋2, Ref＋2, Will＋2.
Once per day, a private palanquincan be commanded to create a set of illusory draft animals or litter bearers that last for 12 hours or until dismissed. These creatures look, sound, feel, and smell just like real creatures of their type, and they appear to move the private palanquin. Up to four Medium creatures （or a single Large creature） can fit inside a private palanquin, and creatures inside it are protected from observation, both mundane and magical, as if in a mage's private sanctum. The door to a private palanquinis locked, as per arcane lock, but opens with a command word. If the door is opened without speaking the command word, it triggers an audible alarm.
This simple leather belt pouch can carry a small amount of ordinary gear and objects, as a normal container of its kind. In addition to this ordinary pouch, a black marketeer's bag contains three separate extradimensional spaces, identical in size and function to the smaller side pouches in a handy haversack. Each compartment requires a separate command word to access. A creature that knows the command words can access each hidden compartment without disturbing the contents of the bag itself. A creature opening the black marketeer's bagwithout first speaking one of the command words sees only the ordinary contents. A black marketeer's bagdoes not radiate magic （as per magic aura）.
When a creature attempts to remove a black marketeer's bagfrom its bearer without permission, such as with a stealAPG combat maneuver or Sleight of Hand check, the would-be thief must succeed at a DC 13 Will save or be compelled to instead place a random item it is holding in its hand （if any） into the bag and then immediately forget the previous round, as per memory lapseAPG.
Resembling ordinary paper, planar parchmentis used when negotiating with outsiders via spells like planar allyor planar binding. Using the parchment as part of negotiations grants the user a ＋2 bonus on her Charisma check to coerce the called outsider if such a check is required.
Planar parchmentoffers some autonomy to outsiders called for longer missions via planar ally. The use of planar parchment increases the time for a planar allyfrom 1 day per caster level to 1 week per caster level for long-term tasks （without increasing the cost of the payment the outsider requires）. An outsider that has its term of service increased in this way isn't bound to the plane to which it was called. After negotiations are complete, it can return to its home plane, but is still required to perform the services it agreed to complete.
Regardless of whether the outsider was called via planar ally or planar bindingmagic, the outsider maintains a connection with the planar parchmentfor the duration of its service. Any writings added to the parchment are instantly transmitted to the bound outsider, as a sendingspell （with no chance of failure if the outsider is on another plane）. These words disappear from the parchment 1 hour after being inscribed.
Finally, once an outsider is bound to service with a planar parchment, the parchment is inscribed with script visible only to the creature completing the negotiation, or via true seeing. Reading this script is a full-round action, akin to reading a scroll. Reading this aloud immediately summons the bound outsider to the location of the scroll.
A planar parchmentcan be used for only one negotiation, and then turns into a nonmagical piece of parchment.
Made of finely wrought platinum, this neckpiece is an improved version of a best friend pendant. In addition to the regular abilities of a best friend pendant, this version can absorb Medium and Large animals as well as Tiny or Small elementals, magical beasts, and outsiders. Elementals, magical beasts, and outsiders don't require Handle Animal checks to be made willing to enter the necklace, but might require other forms of coercion at the GM's discretion.
This silver necklace holds a miniature gilded cage, meant to rest against the wearer's chest. Once per day as a full-round action, the wearer can absorb a single willing Tiny or Small animal into the necklace. Absorbed creatures appear within the cage as miniature versions of themselves rendered in silver. The animal is effectively in stasis and can't communicate, perceive the world around it, or grant any abilities or bonuses （such as a familiar's skill bonus） while absorbed. Animal companions, familiars, or mounts can enter the cage without problem, but coercing other animals into the cage requires a successful DC 20 Handle Animal check. Only one animal can inhabit the pendant at a time.
The wearer can causes the animal to reappear within 10 feet by speaking a command word and opening the door of the cage as a standard action. A creature can remain within the cage for 48 hours, after which it is forcibly ejected and must wait 24 hours before reentering the cage. If a best friend pendantis destroyed, any held animal is immediately ejected and is stunned for 1d4＋1 rounds. A creature must be wearing the best friend pendantin order to activate the item （for either of its uses）, but can freely remove or don the item while an animal is stored within.
This pungent, tar-black armor polish comes in a small, circular tin. The 1 dose contained in the tin is enough to apply to a single Medium suit of armor or two Small suits of armor. Applying the polish takes 10 minutes, during which time the user must visualize an alternative appearance for the armor to take on, such as a normal set of clothes or another set of armor. After the polish is applied, its noxious scent dissipates and the armor appears the way the user visualized, as the glameredmagic armor special ability. The armor maintains all properties other than its physical appearance, including weight, armor check penalty, and maximum Dexterity bonus. This effect remains for 24 hours before wearing off.
In areas where divine magic is readily available, speak with deadhas captured many a murderer； this serum was invented by assassins to silence their victims. Murderer's silence prevents a corpse from communicating via speak with dead by dissolving the victim's vocal organs. To use this item, the thick black liquid must be slowly poured down the throat of the corpse （a full-round action that provokes attacks of opportunity）. The following round, the corpse's tongue, vocal cords, and lips deteriorate and the corpse becomes incapable of responding to speak with dead. Other means of interrogating the spirit of the departed still function normally. Magic that restores the flesh to a corpse doesn't restore any parts rotted away by murderer's silence. This item has no effect on parts of the body other than those listed. The listed is for a single dose.
When inactive, this item looks like a simple roll of tanned leather sized to fit in a map case. A close inspection reveals six faint runes in one corner, and anyone who knows the correct sequence can tap the runes in order to activate the item's magic. Doing so causes a three-dimensional, monochromatic, translucent illusion to spring up―a map in exacting detail of a particular location. If the magnificent mapis within the area of the map and active, its location appears on the map as a faintly pulsing green light. The map grants a ＋2 circumstance bonus on Survival checks to navigate the area represented.
An owner who wants to map a new area can activate the magnificent mapwith a different sequence of rune taps to erase any maps stored within and begin automatically mapping the area around it. The map records rooms, corridors, natural features, and large furnishings, but not living creatures or small details such as a bas-relief mural on a wall or the type of lock on a door. This mapping function operates continually, even when the map is rolled up, recording in a 30-foot radius around itself. This lasts until the map is deactivated or moves more than 500 feet from where it was first activated. Consequently, the largest area a magnificent map can portray is a sphere with a 1,000-foot diameter. Activating the magnificent mapagain for the purpose of mapping erases the previous map entirely, but the map automatically updates if a feature it has already mapped changes. For instance, if a door is knocked down while the magnificent mapis present, the magnificent mapupdates its records to show what's in the room beyond. The map must be present （and within 30 feet） to update in this way.
While mapping, the map can penetrate through creatures and thin barriers, but is blocked by 1 inch of stone, a thin sheet of any metal, or 3 inches of dirt or wood. It is not precise enough to show secret doors, hidden traps, or other concealed features. The map ignores temporary magical effects, but records permanent ones, including illusory obstacles. It can't differentiate between illusions and real objects.
A found magnificent mapusually includes a map of a region left by its previous owner.
This grotesque leather mask is sewn together from pieces of faces taken from many humanoids. When the user places the mask against the face of a willing, pinned, or helpless humanoid as a full-round action, the mask's appearance changes to match the face of that creature. This effect functions even if the creature is dead, provided that the creature has been dead for less than 24 hours or has been treated with gentle repose. Thereafter, for 24 hours, the mask grants the following abilities to any humanoid creature wearing it.
First, the mask changes the wearer's shape to match that of the creature whose face is stored in the mask, as per alter self except she is able to transform into a specific creature and does not gain the listed size bonus to an ability score or the other racial abilities （such as darkvision and scent）. The mask duplicates the imitated creature's appearance so accurately that the wearer takes no penalties on Disguise checks for being disguised as different gender, race, age category, or size category, and she gains the usual ＋10 bonus on Disguise checks from using alter self. Second, the wearer can speak any languages the imitated creature knows. Lastly, the wearer's alignment and other auras match the imitated creature, as per misdirection, but with no save. When the duration ends, the mask reverts to its ugly, leathery form and can be used again to steal a creature's face. The duration can't be ended early, nor can the mask be used to imitate a new creature while it's still holding a character's visage； however, the wearer can still remove and replace the mask during that time.
This 3-inch cubic puzzle box is coated in dark lacquer and elegantly decorated with gold leaf, mother-of-pearl, and precious stones. Opening the box requires 1 minute and a successful DC 22 Intelligence check, which can be attempted only once per day. The box opens into a nondimensional space, like a bag of holding, that can contain up to 2 cubic feet or 20 pounds of material. Even when the box is filled, its weight remains negligible.
A memory boxcan store more than just material. Once per day, if the user speaks a command word when the box is open, she can recount one piece of knowledge she possesses to remove that knowledge from her mind, as repress memoryOA, and store it in the box. If the user speaks a command word when the box is closed and then opens it within 1 minute, she can mentally review any of her memories that are stored in the box and permanently erase or instantly restore any she wishes. Memories stored in the box can't be restored by other means. Once she closes the box, the user retains the knowledge that the box contains stored memories, but no details regarding which. A creature that has one or more memories stored in the box gains a ＋12 circumstance bonus on the Intelligence check required to reopen it.
The user can't review stored memories that belong to someone else. Memories that are erased from the box can be restored to their owner only by break enchantment, psychic surgeryOA, limited wish, miracle, or wish. A memory boxcan contain up to 12 memories at a time. Storing a new memory when the box is already at its full capacity causes the oldest memory to be erased, regardless of whose memory it is.
With a monocle of flawlessnessplaced over her eye, an artist or artisan is able to achieve consistent excellence, as its faceted lenses magnify and reveal imperfections that she can correct. The wearer of a monocle of flawlessness gains a ＋5 competence bonus on checks with any Craft skill in which she is trained. The wearer can also create masterwork components in half the normal amount of time （when crafting an item, only the time to craft the masterwork component of the item is halved）. The monocle's wearer also gains a ＋5 competence bonus on Linguistics checks to spot forgeries and Perception checks to see through disguises. The monocle further grants its wearer a ＋2 competence bonus on saving throws to disbelieve illusions, due to her sublime attention to detail.
Scheming nobles like to use raucous canardsto spread gossip about their enemies. An inactive raucous canardappears to be a small, nondescript piece of rolled-up parchment. Unrolling the parchment allows you to record a messages up to 25 words long. Once you record a message, you can throw the parchment into the air, causing it to animate, sprout small feathery wings, and circle overhead for 10 minutes while loudly repeating the message over and over in a booming voice. Alternatively, you can close the scroll, causing the animation to be triggered the next time someone opens the scroll. After 10 minutes, the raucous canarddisappears in a small shower of sparks and is destroyed.