New+Magic+Items


 * //Exceptional Ration Pouch//** -- An improved version of //Everlasting Rations//, this small leather satchel fits on a belt and is emblazoned with the House Ghallanda seal on the flap. Like its lesser cousin, the //Exceptional Ration Pouch// produces a nutritious, filling meal for one medium-sized creature three times per day. The Exceptional part is in the quality; the food pulled from the pouch is equivalent to a Fine meal served in a Ghallanda-approved inn.


 * //Exceptional Tankard//** -- This drinking vessel is made from a single piece of bronzewood, shaped through druidic magic. There are two emblems on the Tankard; the symbol of the Wardens of the Wood and the House Ghallanda seal. Like the lesser //Everfull Mug//, three times per day, on command, the //Exceptional Tankard// fills with 12 ounces of beverage for the user's consumption. The difference is that the beverages provide the same benefit as //goodberry wine//, while taking the form and taste of good wine, good ale or flavored water. If the liquid is poured out of the Tankard it immediately loses all special properties and becomes plain water.


 * //Haverpouch//** - This item includes simple clips so it can be securely attached to a belt, strap or bandolier, and appears large enough to hold about a quart of material. In fact, it is a small //bag of holding// and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The //haverpouch// always weighs one pound regardless of contents. Like the bigger //handy haversack//, retrieving any specific item from a //haverpouch// is a move action that does not provoke an attack of opportunity.


 * //Clubwand//** -- A unique weapon developed by the Gatekeepers of the Shadow Marches for their members. Taking a Masterwork version of the //hunda// stick popular among the Orc tribes of the Marches, the Gatekeepers fuse an Eberron Dragonshard at one end and enchant the stick as if it were an Eternal Wand of //improved shillelagh//. The //clubwand// also retains the exotic qualities of the //hunda// stick, in that it can be wielded two-handed for a 1.5*STR bonus, and has the Disarm and Trip special weapon features. A Druid attuned to a //clubwand// gains proficiency in its use, as if she had taken the Exotic Weapon Proficiency (//hunda// stick) feat.

//RELIC: **Shield of the Sovereigns**// -- This //+3 Large Steel Shield// is made entirely of hundreds of colored glass panes that form an image of the Sovereign Host Octogram surrounded by swirling translucent colors. Once crafted, the //shield// was enchanted with an obscure spell, //glassteel//, granting Hardness 13, 36 HP/inch, and immunity to magnetism and rust. It was then further enchanted to benefit warriors of the faith who follow the Sovereign Host or one of the Nine. Once attuned, the //Shield of the Sovereigns// conveys a +2 level bonus to Channel Energy (Cleric), Smite Evil (Paladin), Judgment (Inquisitor) or Challenge (Cavalier), and adds +2 to the DC of any saving throws required by use of an affected class ability. A character who has more than one of these abilities must choose which ability the //shield// will benefit at the beginning of each day. Further, once per encounter, if the owner brandishes the //shield// in bright sunlight or in the radius of a //daylight// spell so that light passes through the colored glass, all allies within 30' gain a +2 sacred bonus to saving throws and morale checks until the //shield// bearer's next turn. Finally, the //shield// bearer gains a +2 sacred bonus to Knowledge (religion) checks; Diplomacy and Sense Motive checks with followers or allies of the Sovereign Host; and Intimidate and Bluff checks against anyone considered an enemy of the Host.

Spells
//Shillelagh, Improved// School transmutation; Level druid 3

CASTING Casting Time 1 standard action Components V, S, DF

EFFECT Range touch Target one touched non-magical wooden bludgeoning weapon Duration 1 min./level Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION Your own non-magical wooden bludgeoning weapon (club, quarterstaff, greatclub, etc.) becomes a weapon with a +1 enhancement bonus on attack and damage rolls per four caster levels (maximum +5). This bonus must be split between the two ends of a quarterstaff as evenly as possible. The resulting weapon deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6; a Medium greatclub would deal 3d8), plus its enhancement bonus. After the initial +1 enhancement bonus, you may choose to add one "+1 bonus" magic weapon special ability that can be applied to a melee bludgeoning weapon (bane, flaming, ghost touch, etc.). These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.