Stonedowner Dagger - ( 18 inch long grey stone blade) XP 200 This dagger is inherently razor sharp and is a receptacle for the Sharpen spell
Clingor Rope (Dark Grey line of a single strand) XP 0 This highly adhesive material has many uses. Unless a slow/light pressure at skin tempeture is applied (thereabout), it will not release its sticky grip. This rope is incredibly strong (20 strength to break) and never loses stickiness.Sticks 75%
Unique Items
Lorocus’s High Lords Staff (Thick ramwood battlestaff 6' long with iron shods) XP?
This powerful focusing device lets the Lords to use Lordsfire and the following:
· Extends the power of Wood I Stone spells as Ocrest stone · Adds +1 to level of caster spell resistance and DC –druids spell only
· Pass w/o Trace 5' radius (auto) · Barkskin when held
· Speak with Animals · Animal Friendship 7/week · +2 Battlestaff
Urn of Dameleons Life (33) - Quicksilver - Anumates if poor object - 1 app for small/2 med/4 large/6 collassas!(animate) - Greater Fantastic Machine (lasts 8hrs) and outside land gains intellogence 14 and has freewill...may speak Ignnian
Dameleon's
Broken Iron Sword +6 (Land) -
* Sword is designed to guard and protect an
area
* May add Wisdom to damage (d6+6+Str+Wis)
* Echoes
Damage
* +4 Armor Bonus
* If wielded gain 1/2 Iron Body Spell (50/50 upper of lower half)
* 15/adamantine Damage Reduction.
* Immune to blindness,critical hits, ability score damage, deafness,
disease, drowning, electricity, poison, stunning, and all spells or
attacks that affect your physiology or respiration
* Half damage from acid and fire of all
kinds.
* +6 enhancement Strength -6 penalty to Dexterity
* Speed is reduced to half
normal.
* -8 armor check penalty, just as if you were clad in full plate armor.
* You cannot drink (and thus can’t use potions if upper body)
*OUTSIDE Land - in addition to powers above, gains the following:
Can be controlled as
Golem
Sense golem control items 100ft thru walls
Detect enemies 100ft even thru
walls
Guards and Wards spell (at will?)
All Golem Immunities
Immunity to
all mind-affecting effects (charms, compulsions, phantasms, patterns,
and morale effects). Immunity to poison, sleep effects, paralysis,
stunning, disease, death effects, and necromancy effects.
Not subject to critical hits, nonlethal damage, ability damage, ability
drain, fatigue, exhaustion, or energy drain. Immunity to any effect
that requires a Fortitude save (unless the effect also works on
objects, or is harmless).
Not at risk of death
from massive damage. Constructs do not eat, sleep, or breathe. Immunity
to Magic (Ex) Golems have immunity to most magical and supernatural
effects, except when otherwise noted.