Item: a green robe with vine patterns Location: armory Foster: "This enhances shapeshifting abilities granted by the gods of nature. Doesn't seem particularly useful to any of us." OOC: Druid's Vestments * This light garment is worn over normal clothing or armor. When this item is worn by a character with the wild shape ability, the character can use that ability one additional time each day. Item: an off-white robe with lighting motif Location: armory Foster: "This robe hardens the air around it into an armorlike shell. The other 3 on the rack seem about the same in strength." OOC: Robe of Armor +3 * Provides a +3 armor bonus. Remember that armor and robes occupy the same body slot. Item: a purple tower shield Location: armory Foster: "This shield defends against the attacks of incorporeal creatures, and can float in front of the wielder upon command, leaving your hands free for other things." OOC: +1 Animated Ghost Touch tower shield * +5 ac, +2 max dex bonus, -9 armor check penalty, 50% arcane spell failure, and weighs 45 lbs. * Ghost Touch armor's enhancement bonus and its armor bonus count against the attacks of incorporeal creatures. It can be picked up, moved, and worn by incorporeal creatures at any time. Incorporeal creatures gain the armor or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects. * Upon command, an animated shield floats within 2 feet of the wielder, protecting her as if she were using it herself but freeing up both her hands. Only one shield can protect a character at a time. A character with an animated shield still takes any penalties associated with shield use, such as armor check penalty, arcane spell failure chance, and nonproficiency. Item: a simple steel light mace Location: armory Foster: "This mace has several enchantments focused on damaging undead. The Pelorites should love it. Well, probably not Yawin." OOC: +1 Sacred light mace of Disruption * Upon command, a sacred weapon is sheathed in luminous positive energy. This energy does not harm the wielder unless it is undead, in which case it takes 1 point of Charisma damage per round it holds the weapon when it is so energized. The effect remains until another command is given. A sacred weapon deals an extra 1d6 points of damage to undead (or 2d6 against evil outsiders) on a successful hit. The weapon is also treated as being good-aligned for purposes of overcoming damage reduction while sheathed in positive energy. * A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. Item: a silver tiara Location: human statue / Apol's possession Foster: "This tiara fortifies one's awareness, both of one's self and one's surroundings." OOC: Headband of Charisma and Wisdom +2 * Provides a +2 enhancement bonus to Charisma and Wisdom. Item: a cerulean chain shirt Location: armory Foster: "Made of mithral, and designed to allow mental communication with wearers of similarly enchanted armor. Not very useful on its own." OOC: +1 Linked mithral chain shirt * Light armor, +5 ac, +6 max dex bonus, no armor check penalty, 10% arcane spell failure, speed 30 ft./20 ft., and weighs 13 lbs. * Linked armor allows the wearer to form a telepathic bond with other wearers of linked armor or shields within 10 miles. Item: a jeweled morning star Location: armory Foster: "This item is fairly strange. When thrown, it flies a fair distance, passing through anything between it and its endpoint." OOC: +1 Throwing morningstar of Distance and Exit Wound * A melee weapon crafted with Throwing gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use. * A weapon of Distance has double the range increment of other weapons of its kind. * Weapons with the Exit Wound property propel themselves through living targets they hit, dealing an extra 1d6 points of damage, and continuing beyond the original target in a straight line. Targets in that path are attacked using the same attack roll as the original target; these additional targets gain a +4 bonus to AC for each previous target in the path. When an exit wound weapon or projectile hits an object, it stops. Item: a black composite longbow Location: armory Foster: "This bow has a fairly strong pull, and significant magical enhancement, as well." OOC: +3 mighty (+4) composite longbow Item: a studded heavy leather belt Location: armory Foster: "This belt causes the wielder to take on the basic characteristics of dwarves, including hardiness, the ability to see in the dark, and general unsociability where non-dwarves are concerned." OOC: Belt of Dwarvenkind. * This belt gives the wearer a +4 competence bonus on Charisma checks and Charisma-based skill checks as they relate to dealing with dwarves, a +2 competence bonus on similar checks when dealing with gnomes and halflings, and a -2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven. If the wearer is not a dwarf, he gains 60-foot darkvision, dwarven stonecunning, a +2 enhancement bonus to Constitution, and a +2 resistance bonus on saves against poison, spells, or spell-like effects.