-----Wayfinder of Rescue
As a standard wayfinder, but once per day you can activate it to cast heal on a creature other than yourself, using either the one-action or two-action version of heal as a 1st-level spell.
-----Aeon Stone (Pearly White Spindle)
When you invest this aeon stone, it slowly starts healing your wounds, restoring 1 HP every minute.
The resonant power grants you resistance 1 to negative damage.
-----Boots of Elvenkind
These tall, pointed boots are made from soft, supple black or green leather and are decorated with trim and buckles of gold. When worn, the boots allow you to move more nimbly, granting you a +1 item bonus to Acrobatics checks.
Activate Free Action envision; Frequency once per hour; Effect Until the end of your turn, you ignore difficult terrain when moving on the ground. If you’re wearing a cloak of elvenkind, you also gain a +5-foot status bonus to your land Speed until the end of your turn.
-----Cloak of Elvenkind
This cloak is deep green with a voluminous hood, embroidered with gold trim and symbols significant in elven culture. The cloak allows you to cast the ghost sound cantrip as an arcane innate spell. When you adjust the cloak’s clasp (an Interact action), the cloak transforms to match the environment around you and muffles your sounds, granting you a +1 item bonus to Stealth checks.
Activate Two Actions Interact; Frequency once per day; Effect You draw the hood up and gain the effects of invisibility, with the spell’s normal duration or until you pull the hood back down, whichever comes first. If you’re also wearing boots of elvenkind, you can activate this ability twice per day.
-----Ring of the Ram
This heavy iron ring is shaped to look like the head of a ram, with curling horns.
Activate Single Action or more (Interact); Frequency once per minute; Effect A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) determines the intensity of the force. The blow deals 2d6 force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 22 Fortitude save.
Critical Success The target is unaffected.
Success The target takes half damage and is pushed half the distance.
Failure The target takes full damage and is pushed the full distance.
Critical Failure The target takes double damage and is pushed twice the distance.