Chevalier's Divine Censer [O!BOM061]

This flail was the property of the Paladin chevalier, a Knight of the Everfull Chalice from the East. He sought to spread righteousness wherever he went, even in the unlikeliest of places. To this end, he was gifted this flail, which is imbued with divine magic and emits a constant stream of incense. This incense is beneficial to the wielder, but has a particularly devastating effect versus Undead and other evil creatures.

STATISTICS:

Equipped Abilities:
+1 to saving throws while equipped

Special Abilities:
Cast Chant 3/day
Divine Smite 1/day

Enchantment: +3
THAC0: +3
Damage: 1d6+1 Blunt, + 1d6 damage vs. Undead and Demons (+ 1d3 damage versus Evil opponents)
Damage Type: Crushing
Speed Factor: 6
Type: 1-handed
Proficiency: Flail
Not Usable By:
Chaotic
Evil
Druid
Mage
Thief
Monk


Jaheira’s Club of Good +3 [O!BOM062]

Jaheira, warrior druid and protector of the wood, was often seen carrying this mighty club. After a while the club grew in power from the magical energies she cast to protect her friends and defeat their enemies in battle. As Jaheira travelled with her companions she slowly started to see why fighting for the cause of good would benefit nature and her once strictly neutral perceptive slowly softened. When her travelling party was attacked whilst resting one night she misplaced her club. It soon became apparent that a hobgoblin was running around wielding her favourite weapon, evidently experiencing the strange effect of feeling bad about killing things. In the confusion, the beast ran away with the club. Despite her best efforts to catch the lowly creature that evening, she soon lost his trail in the night mist. Chances are he got killed trying to make up for his wrong doing, or maybe he is still out there, pining for the 'club of good'. Since that night, Jaheira prefers to wield a scimitar or a quarterstaff due to the fact that she will never be able to hold a club like the old one that was forged with nature's magic by her own hand.

STATISTICS:

Equipped Abilities:
Changes Alignment to Good

Special Abilities:
Cure Light Wounds 3/Day
Call Super Lighting 1/Day

Enchantment: +3
Thac0: +2
Damage: 1D6+2
Damage type: crushing
Weight: 3
Speed Factor: 2
Proficiency Type: Club
Type: 1-handed
Requires: 5 Strength
Not Usable By:
Mage