This one seems to have been missed by the SRDs because it's not in a magic item block but an addendum to the treasure text.
[...] a sustaining spoon. The spoon’s enchantments are unique, producing not flavorless mush but a rotating assortment of rich soups; this unique adaptation increases its value by 1,000 gp.
Same cost as item of prestidigitation, but does it better (actual texture) though without the billion other uses for prestidigitation.
Edit: It's well documented elsewhere, but seems nobody has mentioned the combo of Temporary Resurrection
and Breath of Life
You restore temporary life to a body that has been dead for less than 48 hours. The spell lasts for 24 hours, after which the target dies again. The target gains 1 permanent negative level while under the effect of this spell; this negative level goes away when the target dies or is permanently raised from the dead (such as with raise dead). The target still counts as a dead corpse (but not undead) for the purpose of spells that revive dead creatures, so a cleric can cast raise dead or a similar spell on the target even while this spell is active. Once a creature has been revived with temporary resurrection, this spell cannot be used on it again until it is permanently raised from the dead.
Unlike other spells that heal damage, breath of life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through breath of life gain a temporary negative level that lasts for 1 day.
Cheap resurrections! We can go cheaper though it requires more investment than a pair of spell.Ultimate Mercy
You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster level equal to your paladin level. You must provide the material component for raise dead or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.
Minimum level is only 5, though you'll more likely want to wait till level 10 due to how many LoH uses you have. You can get around that with items or (from level 7+) with Extra LoH if you want to really specialize in bringing people back.
Negative level is a pain though. Still can be beaten
Jealous/Trusting (opposes necromancy): A union of abjuration and enchantment magic, a jealous weapon functions as a bane weapon against necromancers and against undead created by necromancy spells (not against self-manifested undead or undead created by the create spawn special ability). As long as the weapon is carried, it can absorb up to 3 negative levels inflicted on the wielder per day.
It can't be overcome, but it can be redirected.
edit: Found this gem: Fortifying Stone from Pathfinder Society Field Guide
On command, this semiprecious stone adheres to an object weighing not more than 100 pounds. As long as it is attached, the stone increases the object’s hardness by 5, its break DC by 5, and its hit points by 20. Like temporary hit points, these additional hit points are lost first when the object the stone is protecting is damaged, and once they are exhausted, the fortifying stone is destroyed. However, unlike temporary hit points, they can be completely restored by repairing the fortifying stone via a single casting of a make whole spell. Any effect that breaks or destroys the protected object also destroys any attached fortifying stones.
While sundering is generally avoided by GM and player (except possible cheap, replaceable things like spell component pouches and holy symbols) this has plenty of uses as it's a mere 1000 GP
1: Ships are objects and likely to be attacked. Extra hardness is good (you've doubled your hardness), and the HP helps however little of an increase it is.
2: You know how blades need to be sheathed/padded to go in a bag of holding (though I'd argue the weight of weapons includes sheathes, as D&D weapons are all overweight)? Not anymore!
3: The bit at the end is interesting as it implies stacking. The sane view is they don't stack but kick in when the first stone is destroyed.
4: Cheap enough putting it on your spellbook is worth it even if the GM won't touch it.
5: Since it never says it can be removed, and isn't worth much even if it can be, as a GM you can make good use of it to increase hardness without avoid GM fiat. This pairs nicely with the Hardening spell (Pathfinder Campaign setting, +5 minimum) which allows doors to hit the 20 hardness threshold for adamantine.