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bwtalis
Black Wolf Talisman
This crude talisman appears to be nothing more that a flat piece of stone 
 with a wolf's paw painted on it. Despite its simple appearance, the Black 
 Wolf Talisman contains powerful beneficial magic.

 STATISTICS:

 Armor Class Bonus: 1
 Special: +10 to Max Hit Points
 Resistance Bonuses
   +10% Cold Resistance
   +1 Save vs. Breath
 Weight: 1
This crude talisman appears to be nothing more that a flat piece of stone 
 with a wolf's paw painted on it. Despite its simple appearance, the Black 
 Wolf Talisman contains powerful beneficial magic.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- Jets de sauvegarde : +1 contre les souffles
- Points de vie maximum : +10
- Résistance au froid : +10 %

Poids : 1
mantlecs
Mantle of the Coming Storm
This seemingly threadbare robe had become "dormant" upon Lysan's command, so
  as not to expose herself as a priestess of Auril. When as much as a single 
  snowflake falls upon the robe, it transforms into a scintillating cloak of 
  white that allows the wielder to float above snow drifts and walk through 
  even raging rivers with ease. Most merchants will not wish to purchase this 
  item, or will do so at a very low price, as they see it as a sacred item of 
  Auril the Frost-Maiden and likely to attract her followers... and her 
  displeasure.

  Created during the ceremonies of the Coming Storm (the onset of winter) to 
  Auril, these robes are specially created to resist flames and allow the 
  wearer to resist any attempt to stop or hold them. Although the priestesses 
  of Auril are naturally resistant to cold and can move through snow and icy 
  rivers with ease, these cloaks amplify the protection of the goddess, 
  allowing the wearer additional cold resistance (which allows a wearer already 
  immune to cold to absorb its power) and even goes so far as to leach the heat 
  from fire attacks directed at the wearer. In addition, the robe may be 
  invoked to allow the wearer to pass over or through any obstacle designed to 
  hold them, whether Web spells, ghoul paralyzation, Hold Person spells and the 
  like.

  STATISTICS:

  Special: Casts 'Free Action' (3 Charges)
  Armor Class Bonus: 1
  Resistance Bonuses:
    +1 Save vs. Paralyzation
    +30% Cold Resistance
    +30% Fire Resistance
  Weight:  1
This seemingly threadbare robe had become "dormant" upon Lysan's command, so
  as not to expose herself as a priestess of Auril. When as much as a single 
  snowflake falls upon the robe, it transforms into a scintillating cloak of 
  white that allows the wielder to float above snow drifts and walk through 
  even raging rivers with ease. Most merchants will not wish to purchase this 
  item, or will do so at a very low price, as they see it as a sacred item of 
  Auril the Frost-Maiden and likely to attract her followers... and her 
  displeasure.

  Created during the ceremonies of the Coming Storm (the onset of winter) to 
  Auril, these robes are specially created to resist flames and allow the 
  wearer to resist any attempt to stop or hold them. Although the priestesses 
  of Auril are naturally resistant to cold and can move through snow and icy 
  rivers with ease, these cloaks amplify the protection of the goddess, 
  allowing the wearer additional cold resistance (which allows a wearer already 
  immune to cold to absorb its power) and even goes so far as to leach the heat 
  from fire attacks directed at the wearer. In addition, the robe may be 
  invoked to allow the wearer to pass over or through any obstacle designed to 
  hold them, whether Web spells, ghoul paralyzation, Hold Person spells and the 
  like.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure : +1
- Jets de sauvegarde : +1 contre la paralysie, la mort et les poisons
- Résistance au feu : +30 %
- Résistance au froid : +30 %

Capacités de charge : 
- Free Action (3 fois par jour)

Poids : 0
platblk
Kresselack's Full Plate Mail
This black plate armor once belonged to the barbarian king,
Kresselack the Black Wolf. After Kresselack's death, it was lain
into his tomb along with his body. However, the Black Wolf's
spirit was punished for his deeds in life and would not find
peace in death. It was only some years after the Time of
Troubles that a traveling priest of Kelemvor freed him from his
torment. Some fragments of Kresselack's soul remained in the
world, however, and bonded with his armor, bestowing new
abilities on it.

Of course, the armor itself was promptly looted by grave
robbers once the news of the ghost's banishment from the
tomb spread around the nearby towns.

  Armor Class: -1
  Special:
	20% resistance to cold
	Immunity to Level Drain
  Weight: 70
  Requires: 15 Strength
This black plate armor once belonged to the barbarian king,
Kresselack the Black Wolf. After Kresselack's death, it was lain
into his tomb along with his body. However, the Black Wolf's
spirit was punished for his deeds in life and would not find
peace in death. It was only some years after the Time of
Troubles that a traveling priest of Kelemvor freed him from his
torment. Some fragments of Kresselack's soul remained in the
world, however, and bonded with his armor, bestowing new
abilities on it.

Of course, the armor itself was promptly looted by grave
robbers once the news of the ghost's banishment from the
tomb spread around the nearby towns.

  Armor Class: -1
  Special:
	20% resistance to cold
	Immunity to Level Drain
  Weight: 70
  Requires: 15 Strength

Capacités d'équipement : 
- Classe d'armure : +3 contre les projectiles
- Classe d'armure : +3 contre les armes perforantes
- Classe d'armure : +4 contre les armes tranchantes
- Classe d'armure de base : -1
- Provoque l'échec systématique des sorts profanes
- Résistance au froid : +20 %
- Immunité au drain de niveaux
- Empêche l'utilisation des compétences de voleur
- Empêche l'utilisation du camouflage dans l'ombre

Poids : 70

Nécessite : 
- Force : 15
whtash
Spear of White Ash
Consecrated by Malarite priests hundreds of years ago, this spear was used on 
  High Hunts in preparation for their bloody feasts.  It was last in the hands 
  of Old Hunter Wellin, who is believed to have died when he foolishly hunted 
  dryads near the Cloakwood.  The weapon is made from a single piece of ash 
  wood topped with a cruel spearhead.

  STATISTICS:

  Damage:  1D6 + 3
  THAC0:  +3
  Damage type:  Piercing
  Special:  5% of all hits cause an additional 1d6 points of damage from the 
            barbs on the spearhead
  Weight:  2
  Speed Factor:  3
  Proficiency Type: Spear
  Type:  2-handed
Consecrated by Malarite priests hundreds of years ago, this spear was used on 
  High Hunts in preparation for their bloody feasts.  It was last in the hands 
  of Old Hunter Wellin, who is believed to have died when he foolishly hunted 
  dryads near the Cloakwood.  The weapon is made from a single piece of ash 
  wood topped with a cruel spearhead.

PARAMÈTRES : 

Capacités de combat : 
- 6 % de chance d'infliger 1d6 points de dégâts perforants supplémentaires

Enchantement : +3
TAC0 : +3
Dégâts : 1d6 +3
Type de dégâts : Perforant
Facteur de vitesse : 3
Type de compétence : Lance
Type : Arme à 2 mains

Poids : 2

Nécessite : 
- Force : 5
xoamulhd
House of Despana Insignia
This small obsidian and adamantite amulet has a metal hoop near the top through
which a purple and pink ribbon passes.  The raised surface of the amulet
features the arrow and hexagon glyph of House Despana.  Malavon Despana crafted
the amulet for his brother, Ilmryn.  Legends state that when Malavon and his
allies in the church of Vhaeraun attacked the Lolth matriarchy, he had to face
his brother, then the Weapons Master of House Despana, in a pitched battle.
Just as Ilmryn gained the upper hand, Malavon uttered a secret word that
invoked an unknown power within the amulet.  Ilmryn was surrounded by a magical 
barrier that protected him from harm.  Since it was ostensibly a beneficial 
magical effect, Ilmryn's natural magic resistance did not help him resist the 
amulet's power.  When the Weapons Master emerged from the protective sphere, he 
found himself face to face with over a dozen of the most powerful tanar'ri he 
had ever seen.  He died screaming, cursing his brother's name.

STATISTICS:

Spell Power: Can cast Blur 1/Day
Spell Power: Can cast Melf's Acid Arrow 1/Day
Spell Power: Can cast Otiluke's Resilient Sphere 1/Day
Weight: 1 lb.
This small obsidian and adamantite amulet has a metal hoop near the top through
which a purple and pink ribbon passes.  The raised surface of the amulet
features the arrow and hexagon glyph of House Despana.  Malavon Despana crafted
the amulet for his brother, Ilmryn.  Legends state that when Malavon and his
allies in the church of Vhaeraun attacked the Lolth matriarchy, he had to face
his brother, then the Weapons Master of House Despana, in a pitched battle.
Just as Ilmryn gained the upper hand, Malavon uttered a secret word that
invoked an unknown power within the amulet.  Ilmryn was surrounded by a magical 
barrier that protected him from harm.  Since it was ostensibly a beneficial 
magical effect, Ilmryn's natural magic resistance did not help him resist the 
amulet's power.  When the Weapons Master emerged from the protective sphere, he 
found himself face to face with over a dozen of the most powerful tanar'ri he 
had ever seen.  He died screaming, cursing his brother's name.

PARAMÈTRES : 

Capacités de charge : 
- Blur (1 fois par jour)
- Melf's Acid Arrow (1 fois par jour)
- Otiluke's Resilient Sphere (1 fois par jour)

Poids : 1
xochancd
Chain of Drakkas' Fury
Drakkas Ranul was an outcast Moon Elf with a huge chip on his shoulder.  At a
very young age, Drakkas was kidnapped by a Drow raiding party and brought up by
the Drow to be a pit fighter.  At first he fought his fellow kidnap victims in
the pits.  However, over time, his fellow abductees died from their wounds and
poor treatment, thus leaving Drakkas alone to eventually fight monsters of the
Drow's choosing.  Drakkas persevered, fueled by his ever-growing hatred for his
captors, the hopes of one day escaping and then taking revenge on his
kidnappers.

One day Drakkas got his wish - he was able to escape by stealing his jail cell
keys from his lazy night guard, and then stealthfully slipping out into the
unforgiving Underdark.  He managed to steal a couple of scimitars on his way
out, which he put to good use while circumventing the twisted corridors of the
Underdark.  When he emerged on the surface, he immediately sought out his Moon
Elf kin.

Unfortunately, when he found his kin, they ostracized him due to his horrendous
battle scars.  Embittered and outcast, he made it his mission in life to exact
the most painful revenge possible on his kidnappers.  Drakkas diligently 
trained in the dark magics, and continued his formidable weapons training as 
well.  When he got to the point where he felt he was ready, he began to sell 
his services as a mercenary to earn coin and buy better equipment.  One thing 
in particular he eventually wanted was lightweight chain mail that would not 
interfere with his spell casting.  Luck was with him the day he found a Dwarven 
armorsmith who could accommodate Drakkas' needs.  It was not long after until 
the armor was finished and Drakkas was ready for his mission of revenge.

Drakkas disappeared from the people who knew him and utilized his mercenary
services, and ventured into the depths of the Underdark, where he was never
heard from again.  However, his special armor did somehow make it out of the
Underdark.  No one knows how, but speculation has it that the return of 
Drakkas' chain mail to the surface world was a subtle message from the Drow.  
The message, of course, was left to the imagination of the interpreter.


  STATISTICS:

  Armor Class: 2
  Weight: 30
  Requires: 8 Strength
  Special:
  	Spellcasting and Thieving abilities can be performed without penalties from
	wearing armor.
  	Attack Bonus: +3 bonus
  	Speed: 1 additional attack per combat round
Drakkas Ranul was an outcast Moon Elf with a huge chip on his shoulder.  At a
very young age, Drakkas was kidnapped by a Drow raiding party and brought up by
the Drow to be a pit fighter.  At first he fought his fellow kidnap victims in
the pits.  However, over time, his fellow abductees died from their wounds and
poor treatment, thus leaving Drakkas alone to eventually fight monsters of the
Drow's choosing.  Drakkas persevered, fueled by his ever-growing hatred for his
captors, the hopes of one day escaping and then taking revenge on his
kidnappers.

One day Drakkas got his wish - he was able to escape by stealing his jail cell
keys from his lazy night guard, and then stealthfully slipping out into the
unforgiving Underdark.  He managed to steal a couple of scimitars on his way
out, which he put to good use while circumventing the twisted corridors of the
Underdark.  When he emerged on the surface, he immediately sought out his Moon
Elf kin.

Unfortunately, when he found his kin, they ostracized him due to his horrendous
battle scars.  Embittered and outcast, he made it his mission in life to exact
the most painful revenge possible on his kidnappers.  Drakkas diligently 
trained in the dark magics, and continued his formidable weapons training as 
well.  When he got to the point where he felt he was ready, he began to sell 
his services as a mercenary to earn coin and buy better equipment.  One thing 
in particular he eventually wanted was lightweight chain mail that would not 
interfere with his spell casting.  Luck was with him the day he found a Dwarven 
armorsmith who could accommodate Drakkas' needs.  It was not long after until 
the armor was finished and Drakkas was ready for his mission of revenge.

Drakkas disappeared from the people who knew him and utilized his mercenary
services, and ventured into the depths of the Underdark, where he was never
heard from again.  However, his special armor did somehow make it out of the
Underdark.  No one knows how, but speculation has it that the return of 
Drakkas' chain mail to the surface world was a subtle message from the Drow.  
The message, of course, was left to the imagination of the interpreter.

PARAMÈTRES : 

Capacités d'équipement : 
- Classe d'armure de base : 2
- TAC0 : +3
- Attaque par round : +1

Poids : 30

Nécessite : 
- Force : 8
xoclubbt
Belib's Everlasting Torch
Belib the Wary was arguably the best-equipped adventurer the realms had ever
known - or would have been, had he ever actually left his home on one.  Just 
one item from his astounding list of enchanted dungeoneering equipment is his
Everlasting Torch.  A magical lantern fashioned in the shape of an elaborate
wooden torch, the item burns with a bright orange flame that cannot be
extinguished - whether dunked in water, buried under several feet of rock, or
smashed over the head of a soggy marsh-troll, Belib's Everlasting Torch simply
will not be put out.

When Belib finally finished the last of his items, he crammed them all into a
giant pack - enchanted to hold far more than Belib could normally carry 
himself, of course - and heaved it onto his shoulders, prepared for the 
adventure of a lifetime.  As Belib crossed the threshold of his dwelling he 
tripped... and the tiny gnome was instantly crushed beneath his enormous 
backpack.  The bag burst open, its contents scattering across the Waterdeep 
street where Belib had lived and rapidly vanishing into the hands of various 
good-for-nothing passersby.

Belib's corpse was eventually taken to a temple and raised by a kind-hearted
priestess, but by then the last of Belib's enchanted items... and most of the
contents of his home... were long gone.  Grateful but understandably upset,
Belib fashioned a number of unique magical items for the priestess before
returning to his family and homeland, forever vanishing from the surface world.


STATISTICS:

  Damage:  1D6
  Damage type:  Bludgeoning
  Special:
    Flaming Burst:  +2d6 fire damage and 10% chance of +1d10 extra fire damage
  Weight: 5
  Speed Factor: 4
  Proficiency Type: Club
  Type:  1-handed
  Requires: 5 Strength
Belib the Wary was arguably the best-equipped adventurer the realms had ever
known - or would have been, had he ever actually left his home on one.  Just 
one item from his astounding list of enchanted dungeoneering equipment is his
Everlasting Torch.  A magical lantern fashioned in the shape of an elaborate
wooden torch, the item burns with a bright orange flame that cannot be
extinguished - whether dunked in water, buried under several feet of rock, or
smashed over the head of a soggy marsh-troll, Belib's Everlasting Torch simply
will not be put out.

When Belib finally finished the last of his items, he crammed them all into a
giant pack - enchanted to hold far more than Belib could normally carry 
himself, of course - and heaved it onto his shoulders, prepared for the 
adventure of a lifetime.  As Belib crossed the threshold of his dwelling he 
tripped... and the tiny gnome was instantly crushed beneath his enormous 
backpack.  The bag burst open, its contents scattering across the Waterdeep 
street where Belib had lived and rapidly vanishing into the hands of various 
good-for-nothing passersby.

Belib's corpse was eventually taken to a temple and raised by a kind-hearted
priestess, but by then the last of Belib's enchanted items... and most of the
contents of his home... were long gone.  Grateful but understandably upset,
Belib fashioned a number of unique magical items for the priestess before
returning to his family and homeland, forever vanishing from the surface world.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 2d6 points de dégâts de feu supplémentaires
- 11 % de chance d'infliger 1d10 points de dégâts de feu supplémentaires

Dégâts : 1d6 
Type de dégâts : Contondant
Facteur de vitesse : 5
Type de compétence : Gourdin
Type : Arme à 1 main

Poids : 5

Nécessite : 
- Force : 5
xoflal03
SkullFlail
Skullflail, or "The Flail of Teeth" as it is more commonly known, was
constructed in 1035 DR for the barbarian warlord Wychgar. During a battle in 
the northern wastes which became known as Hallowed Pass, Wychgar lost his three
brothers to the orc army led by Kraag the Mighty. Wychgar was distraught and
during the night he wandered the battlefield looking for their bodies to take
away for proper burial. He stumbled across them and was visited by the 
brothers' spirits who were trapped between the land of the living and the land 
of the dead. Unable to help them leave he had their souls stored in the flail 
with the help of a shaman.

The three heads of the flail are his brother's skulls, which are attached to 
the shaft by silver chains. The three skull-heads grin maniacally at their new 
life. When the flail is used in combat the three heads bite the target, tearing 
and rendering flesh.

  STATISTICS:

  Damage:  1D6 +5, and +1d4 piercing from the biting skulls
  THAC0:  +4
  Damage type:  crushing
  Weight: 4
  Speed Factor: 5
  Special: 10% chance of an additional 1d6 piercing damage
  Proficiency Type: Flail/Morningstar
  Type:  1-handed
  Requires: 13 Strength
Skullflail, or "The Flail of Teeth" as it is more commonly known, was
constructed in 1035 DR for the barbarian warlord Wychgar. During a battle in 
the northern wastes which became known as Hallowed Pass, Wychgar lost his three
brothers to the orc army led by Kraag the Mighty. Wychgar was distraught and
during the night he wandered the battlefield looking for their bodies to take
away for proper burial. He stumbled across them and was visited by the 
brothers' spirits who were trapped between the land of the living and the land 
of the dead. Unable to help them leave he had their souls stored in the flail 
with the help of a shaman.

The three heads of the flail are his brother's skulls, which are attached to 
the shaft by silver chains. The three skull-heads grin maniacally at their new 
life. When the flail is used in combat the three heads bite the target, tearing 
and rendering flesh.

PARAMÈTRES : 

Capacités de combat : 
- Inflige 1d4 points de dégâts perforants supplémentaires
- 11 % de chance d'infliger 1d6 points de dégâts perforants supplémentaires

Enchantement : +4
TAC0 : +4
Dégâts : 1d6 +5
Type de dégâts : Contondant
Facteur de vitesse : 5
Type de compétence : Fléau d'armes/morgenstern
Type : Arme à 1 main

Poids : 4

Nécessite : 
- Force : 13
xohfamlk
Young Ned's Knucky
This barely recognizable lump of fish bone has been carried as good luck charm
in Targos for almost twenty years.  The item's history started with the sailor
Young Ned of Lonelywood.  On one of his fishing trips near Targos, his small
boat capsized near the Maer Dualdon shore.  He held onto his prize catch, an
"unbelievably massive" knucklehead trout, despite being charged by a hungry 
bear when he reached shore.  The bear snatched the majority of the trout away 
from Ned, leaving him holding the poor fish's tooth-severed head.  Ned walked 
the rest of the way to Targos and kept the head as evidence of his encounter.  
Over time, Ned started to attribute his good fortune as a sailor to his "lucky
knucky".  The brigand Marg the Trembler "won" Ned's lucky knucky away from him
in a rigged card game.  Ned was bitter over being cheated, but he wasn't 
willing to stand up to Marg to get it back.  Marg later used the fish head as 
currency to buy supplies as he hastily fled from Targos.  The man who received 
the piece of bone held on to it for a few months before handing it off to a 
friend at the docks.  In the years that followed up to the current date, Ned's 
"lucky knucky" has been traded, won, or sold to over a dozen people in Targos 
and, once, in Bremen.

STATISTICS:

Luck: +2
Saving Throw Bonus: +2 to all saving throws
Weight: 0 lb.
This barely recognizable lump of fish bone has been carried as good luck charm
in Targos for almost twenty years.  The item's history started with the sailor
Young Ned of Lonelywood.  On one of his fishing trips near Targos, his small
boat capsized near the Maer Dualdon shore.  He held onto his prize catch, an
"unbelievably massive" knucklehead trout, despite being charged by a hungry 
bear when he reached shore.  The bear snatched the majority of the trout away 
from Ned, leaving him holding the poor fish's tooth-severed head.  Ned walked 
the rest of the way to Targos and kept the head as evidence of his encounter.  
Over time, Ned started to attribute his good fortune as a sailor to his "lucky
knucky".  The brigand Marg the Trembler "won" Ned's lucky knucky away from him
in a rigged card game.  Ned was bitter over being cheated, but he wasn't 
willing to stand up to Marg to get it back.  Marg later used the fish head as 
currency to buy supplies as he hastily fled from Targos.  The man who received 
the piece of bone held on to it for a few months before handing it off to a 
friend at the docks.  In the years that followed up to the current date, Ned's 
"lucky knucky" has been traded, won, or sold to over a dozen people in Targos 
and, once, in Bremen.

PARAMÈTRES : 

Capacités d'équipement : 
- Jets de sauvegarde : +2
- Chance : +2

Poids : 0
xohfaxks
Kegsplitter of Shaengarne Ford
This worn-looking axe heralds from Shaengarne Ford, a small logging village to
the southwest of Targos that borders the Shaengarne River.  Although a 
fearsome-looking weapon, the axe looks like it was intended more for splitting 
kegs and chopping wood than for use in actual combat, and it looks like it has 
seen a healthy amount of use felling trees.

Kegsplitter was most likely sold to the Gallaway Trade Depot in exchange for
foodstuffs and supplies to last Shaengarne Ford through the season.  While the
axe's great size and weight make it slower than a conventional hand-axe, minor
wounding and ever-sharp enchantments have been carved into the haft of the axe,
allowing it to split kegs and goblins with ease.

STATISTICS:

  Damage:  1D8 + 3
  THAC0:  +3
  Damage type:  Slashing
  Special:  Strength: +1
  	    Slays Constructs
  Weight:  9
  Speed Factor:  8
  Proficiency Type: Axe
  Type:  1-handed
This worn-looking axe heralds from Shaengarne Ford, a small logging village to
the southwest of Targos that borders the Shaengarne River.  Although a 
fearsome-looking weapon, the axe looks like it was intended more for splitting 
kegs and chopping wood than for use in actual combat, and it looks like it has 
seen a healthy amount of use felling trees.

Kegsplitter was most likely sold to the Gallaway Trade Depot in exchange for
foodstuffs and supplies to last Shaengarne Ford through the season.  While the
axe's great size and weight make it slower than a conventional hand-axe, minor
wounding and ever-sharp enchantments have been carved into the haft of the axe,
allowing it to split kegs and goblins with ease.

PARAMÈTRES : 

Capacités d'équipement : 
- Force : +1

Capacités de combat : 
- Tue instantanément les golems

Enchantement : +3
TAC0 : +3
Dégâts : 1d8 +3
Type de dégâts : Tranchant
Facteur de vitesse : 8
Type de compétence : Hache
Type : Arme à 1 main

Poids : 9

Nécessite : 
- Force : 10
xohfbtsb
Binding Sash of the Black Raven
The Sash of the Black Raven is rumored to be a symbol of one of the disciples 
of the Black Raven monastery, a sanctuary located deep within the heart of the
Spine of the World Mountains.  According to legend, the Black Raven is a near
mythical figure in Uthgardt legends, a punishing spirit from the underworld who
emerged on the surface world many years ago to teach the barbarians humility 
and break their arrogance.  Described as a dark-skinned man with burning eyes 
and bloodied chains hanging from his wrists, the stories that circle the Black 
Raven frequently tell of his epic struggles against slavers and injustice 
throughout the North and the southern kingdoms.  Some historians speculate that 
the Black Raven may have been a drow or half-drow, but others claim that he was 
a minor or quasi-deity dedicated to ending slavery and oppression.

This black sash is made of fine silk, perhaps spider silk, and it is worn 
looped around the waist.  While worn, it helps the wearer focus in combat, 
freeing his mind of all distractions and channeling his inner energies to 
defeat his foes. When worn by any class other than a monk, it immediately 
unknots itself and falls to the ground.


STATISTICS:

Special:
  +2 Attack Bonus to all attacks
  Spellward:  Immunity to the spells Confusion, Feeblemind, Sleep, 
   Charm Person, and Cloak of Fear
Weight: 0
The Sash of the Black Raven is rumored to be a symbol of one of the disciples 
of the Black Raven monastery, a sanctuary located deep within the heart of the
Spine of the World Mountains.  According to legend, the Black Raven is a near
mythical figure in Uthgardt legends, a punishing spirit from the underworld who
emerged on the surface world many years ago to teach the barbarians humility 
and break their arrogance.  Described as a dark-skinned man with burning eyes 
and bloodied chains hanging from his wrists, the stories that circle the Black 
Raven frequently tell of his epic struggles against slavers and injustice 
throughout the North and the southern kingdoms.  Some historians speculate that 
the Black Raven may have been a drow or half-drow, but others claim that he was 
a minor or quasi-deity dedicated to ending slavery and oppression.

This black sash is made of fine silk, perhaps spider silk, and it is worn 
looped around the waist.  While worn, it helps the wearer focus in combat, 
freeing his mind of all distractions and channeling his inner energies to 
defeat his foes. When worn by any class other than a monk, it immediately 
unknots itself and falls to the ground.

PARAMÈTRES : 

Capacités d'équipement : 
- Chances de toucher : +2
- Immunité au sort Charmer une personne
- Immunité au sort Charmer une personne ou un mammifère
- Immunité au sort Manteau de terreur
- Immunité au sort Sommeil
- Immunité au sort Débilité mentale
- Immunité au sort Confusion

Poids : 0
xohrsrnp
Twelve Paces
This long spear is made of a thick shaft of oak, and it looks like it has been
  used extensively in hunting arctic boars.  It bears numerous sigils and runes
  along its haft to help it strike straight and true, and when held in a life or
  death situation, the spear can lash out at an opponent up to five lengths from
  the wielder, taking the victim down before they can even enter close combat. 

  STATISTICS:

  Damage:  1D6 + 4
  THAC0:  +4
  Damage type:  Piercing
  Special:  
	Reach of 5 lengths, rather than 2
	Spell Power: Can cast Lower Resistance 3/day
  Weight:  7
  Speed Factor:  5
  Proficiency Type: Spear
  Type:  2-handed
This long spear is made of a thick shaft of oak, and it looks like it has been
  used extensively in hunting arctic boars.  It bears numerous sigils and runes
  along its haft to help it strike straight and true, and when held in a life or
  death situation, the spear can lash out at an opponent up to five lengths from
  the wielder, taking the victim down before they can even enter close combat. 

PARAMÈTRES : 

Capacités de charge : 
- Lower Resistance (3 fois par jour)

Enchantement : +4
TAC0 : +4
Dégâts : 1d6 +4
Type de dégâts : Perforant
Facteur de vitesse : 5
Type de compétence : Lance
Type : Arme à 2 mains

Poids : 7

Nécessite : 
- Force : 5