A crowd has gathered around the wagon draped in yellow cloth. Valcav struts across a small stage extending from it while the crowd revels in his presence. “Come one! Come all! See the riches of the far-off planes of existence.” The crowd is murmuring with excitement now. “I’ve brought with me today the fabulous bounty from the positive energy plane. Many wish to see it, but few dare tread there.” The crowd presses closer to the stage as Valcav reaches into the wagon to pull out his wares”
Golden Onyx Shard
“Some would call this an abomination! Others would call it a blessing. What I hold in my hands before you is nothing less that the bridge between life and death itself!”
Aura moderate necromancy Price 2,600 gp; Slot none; CL 13th; Weight —;
This finger length shard of pale gold stone contains flecks of black that seem to change position upon subsequent viewing
A golden onyx shard can be used with any corpse capable of becoming a zombie. Placing a shard in a corpse’s mouth and speaking the command word causes it to animate as a variant zombie under your control. Positive energy permeates the zombie, causing its eyes to glow and jagged gold lines to crackle across its body. A zombie animated by a golden onyx shard is damaged rather than healed by negative energy. This near living status also grants the zombie immunity to attempts to command or turn it. The zombie’s natural attacks are infused with positive energy. Anyone struck by the zombie is healed 1d6 points of damage. A golden onyx shard can only animate a zombie for a number of rounds equal to its hit dice. Once these rounds are up the zombie explodes in a burst of positive energy healing every creature within a 30-foot radius 1d6 points of positive energy per hit dice of the zombie. This destroys the golden onyx shard and reduces the zombie’s body to a fine gold dust. Undead or other creatures weakened by positive energy instead are damaged rather than healed by the zombie’s positive energy attacks.
Legends speak of lost rituals that can use a golden onyx shard to animate a corpse as a zombie lord. This allows it to retain its abilities and grant the zombie lord greater control of the positive energy that flows through it.
Wondrous item, very rare (requires attunement)
You activate a golden onyx shard by placing it in the mouth of a mostly intact corpse and speaking the command word. This raises the corpse as a zombie as if you had cast animate dead. A zombie animated by a golden onyx shard has its undead fortitude special trait cease to function if it takes necrotic rather than radiant damage. It also deals 1d6 points of radiant damage with its slam attack. A golden onyx shard can only keep a zombie animated for a number of rounds equal to the zombie’s hit dice. Afterwards, it explodes healing all creatures within 30 feet 1d6 points of damage per hit dice of the zombie. This explosion consumes the golden onyx shard and reduces the zombie’s body to a fine gold dust.
“You too can hold the might of the sun within your grasp. Use it to banish the darkness and any foul monsters that thrive within it.”
This foot-long gold tipped iron rod is covered in celestial runes.
An enhanced sunrod functions like a normal sunrod with an unlimited duration. After its glow fades it can be struck again to produce more light. Striking the sunrod while speaking the command word causes it one end of the rod to expand and erupt in golden flames. When activated an enhanced sunrod functions as a +1 flaming disruption light mace. It also sheds bright light in a 60-foot radius rather than 30-foot. This illumination increases the light level for an additional 60 feet by one step (darkness becomes dim light, dim light becomes normal light, and normal light becomes bright light).
Rod, legendary (requires attunement)
Until an enhanced sunrod is attuned, you can strike it against a hard surface to provide light. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This light lasts for up to six hours. After it is attuned you can activate it by striking it against a hard surface while speaking the command word. One end of the rod expands into a mace head and erupts with golden flames. When activated the radius of light it provides is double. It also deals an extra 2d6 fire damage to any target it hits. If the target is an undead creature it takes 2d6 radiant damage on top of that. Additionally, an undead creature struck by an enhanced sunrod must succeed on a DC 15 Wisdom saving throw or be destroyed.
“It’s said by sages that phoenixes have an innate connection to the life-giving properties of the positive energy plane. This salve contains that same power, now filtered down for your safe consumption.
Aura moderate conjuration Price 1,100 gp; Slot none; CL 14th; Weight —;
This tightly sealed jar of yellow paste has a faint burning smell about it. The smell becomes overpowering once the jar is opened
Phoenix salve is a fragment ointment used to aid in the reattachment of severed limbs. It spoils quickly and must be used immediately after opening. Anyone within 20 feet of an open jar of phoenix salve must make a DC 14 Fortitude save or become sickened by the overwhelming smell for the next hour. There is enough salve in each jar to coat a single leg or amp stump, or up to three finger stumps. If a limb was severed within one minute it can be held in place and smeared with phoenix salve to begin the healing process. This process takes ten minutes and the target of the treatment is nauseated by the intense pain with no save for the entire time.
Wondrous item, uncommon
Once you open a jar of phoenix salve you must use it immediately or it is wasted. There is enough salve in each jar to coat a single leg or amp stump, or up to three finger stumps. Upon opening the jar you and everyone within 20 feet must succeed on a DC 14 Constitution saving throw or gain the poisoned condition for one hour. You can reattach a limb that has been severed within the last minute by holding it in place on to the stump while smearing phoenix salve on it. The healing process takes ten minutes and that target of the process gains the incapacitated condition for the entire time with no saving throw.