There is a Legacy version
here.
Marvelous MiniatureItem 1+
Consumable Expandable Magical
Source GM Core pg. 268 2.0
Usage held in 1 hand; Bulk —
Activate [one-action] (manipulate)
Every marvelous miniature is an exceptionally small replica of a real creature or object. The miniature is made from wood, pewter, or other simple materials, and features a rune etched into the underside of the replica's base. Marvelous miniatures sometimes come packaged together; for example, the camping set features the boat, campfire, and horse miniatures. Activating a marvelous miniature causes it to transform into another creature or object, which then can be used as normal for that object. Each miniature can be activated only once, with most of them permanently becoming the item in their description.
Marvelous Miniature (Campfire)
Item 1Source GM Core pg. 268 2.0Price 1 gp
When activated, this miniature transforms into an active campfire. The campfire doesn't require attending and remains fully lit for 8 hours, though it can be quenched as any other campfire.
Marvelous Miniature (Ladder)Item 1
Source GM Core pg. 268 2.0Price 3 gp
When activated, this miniature transforms permanently into a 20-foot-long wooden ladder.
Feather Token (Holly Bush)Item 2
Source Core Rulebook pg. 570 4.0Price 6 gp
When this feather is activated, it immediately transforms into a living holly bush, filling a single square. This bush can provide standard cover. In addition, the bush has 2d4 bright-red berries. While holly berries are usually poisonous, these berries are infused with beneficial magic. You can pick and eat a berry as an Interact action to recover 1 Hit Point. Once plucked from the bush, a berry becomes non-magical after a few seconds, so it doesn’t heal you if you don’t eat it within the span of your Interact action.
If activated on soil, the plant continues to grow and thrive (although it doesn’t produce any more healing berries). If activated elsewhere, it withers and dies within 1d4 days.
Marvelous Miniature (Chest)Item 3
Source GM Core pg. 268 2.0Price 10 gp
When you use this miniature, a small wooden chest appears and immediately opens. This chest can hold up to 10 Bulk worth of items. Once the chest is closed, it transforms again—this time into a key—taking all of the stored items with it. You can activate this key by spending an Interact action to turn it in an imaginary lock, which causes it to transform back into a chest with all of the items still inside. Once it has turned into a chest a second time, it forever remains a wooden chest.
Feather Token (Bird)Item 3
Source Core Rulebook pg. 570 4.0Price 8 gp
When activated, this token transforms into a small sparrow that waits on your finger for you to relay a message up to 1 minute in length, along with the name and rough location of a recipient. The recipient must be someone you have met, and the location must be somewhere you have visited. After receiving the message, the bird flies off to deliver it, traveling at 30 miles per hour and then searching for the target in the location you provided. If the bird finds the target, it moves adjacent to them, your words emanate from the bird, and the bird then flies off and vanishes. The bird also vanishes if it fails to find your target after 10 hours of searching the location you specified.
Feather Token (Puddle)Item 3
Source Pathfinder Special: Fumbus pg. 0Price 8 gp
When activated, the feather transforms into two gallons of fresh, clear water. If no one drinks it, the water evaporates after 1 day.
Marvelous Miniature (Horse)Item 4
Source GM Core pg. 268 2.0Price 13 gp
When activated, this miniature transforms into a horse. The horse can't attack or use reactions, but otherwise uses all the statistics of a
riding horse and follows your basic commands. The horse doesn't need to eat or drink. After 8 hours, it reverts back to miniature form, then crumbles to dust.
Feather Token (Fan)Item 4
Source Core Rulebook pg. 570 4.0Price 15 gp
Activating this feather requires you to fan it in a given direction. If this direction is toward the sail of a vessel, the feather flutters up toward the sail and fans continuously, filling the sail with air and granting the vessel a +10-foot circumstance bonus to its Speed for 8 hours. If fanned in any other direction, it instead produces a single casting of
gust of wind (DC 20).
Feather Token (Tree)Item 6
Source Core Rulebook pg. 570 4.0Price 38 gp
This token can be activated only on an unoccupied patch of earth or soil. When activated, this token transforms into an oak tree, 60 feet tall with a 5-foot-wide trunk. The tree continues to live and grow if conditions are favorable.
Feather Token (Balloon)Item 6
Source Pathfinder Special: Fumbus pg. 0Price 50 gp
This feather can't be activated underwater. When activated, the feather transforms into a balloon of waxed cloth that is 3 feet in diameter and filled with hot air. Handles on the bottom of the balloon allow up to two creatures sized Medium or smaller to hold onto the balloon. One round after being activated, the balloon rises up into the air at a speed of 20 feet per round. After rising for 3 rounds, the balloon floats in place for two rounds as the air inside cools, then descends at a speed of 20 feet per round. When the balloon reaches its original elevation, the balloon deflates.
Feather Token (Anchor)Item 7
Source Core Rulebook pg. 570 4.0Price 55 gp
This feather can be activated only on a boat. When activated, this feather transforms into a massive anchor that causes the boat to immediately stop. After 1 day, the anchor vanishes and the boat can move as normal. The anchor is attached to the boat by a magical chain of force, but the chain can be removed by
dispel magic or destroyed (Hardness 30, HP 40).
Marvelous Miniature (Boat)Item 8
Source GM Core pg. 268 2.0Price 76 gp
This miniature can be activated only when tossed into a large body of water, such as a lake or broad river. It transforms into a
cutter. The cutter lasts 1 day.
Feather Token (Whip)Item 9
Source Core Rulebook pg. 570 4.0Price 130 gp
This feather transforms into a
+1 striking dancing whip when activated. The whip immediately jumps from your grasp and proceeds to attack your enemies until 1 minute has passed or it fails its flat check for
dancing, at which point it vanishes. If the whip’s target isn’t prone, the whip uses its actions to attempt to Trip that creature instead of making a Strike. The whip’s total attack modifier for Striking or Tripping is +18 instead of the normal bonus for a
dancing weapon.