Thank you for taking the time to peruse the following wares. We are in the process of rebuilding a village and a home for our family, so Vanira and I have decided to sell off a few things hoarded over the years. We will entertain trades but are mostly interested in coinage.
[Weapons]
1. Crushing Blade, Epic (Greatsword) - +4 EB, silver, -1 Dodge AC, 1d6 Blunt
2. Sword of the White Wind (Bastard) - +3 EB, +4 EB vs evil (divine glow effect), silver
3. Axe of Body Spraying (Greataxe) - +4 EB, Keen
4. The Shatterer (Bastard) - +4 EB, 1d4 sonic, Pos Energy weakness 25%, -3 listen, deafness DC 20 10%/2 round, sonic 5/-, weight reduct 20%
5. Midnight's Luck (longsword) - +4 EB, Mass Crits 5, silver
6. Questionable Wisdom (heavy xbow) - +3 AB, +1 EB, +4 wisdom, Mighty +6, 60% of weight
7. The Dark Blade, Greater (longsword) - +3 EB, 2d8 mass crits, darksteel, flame weapon (3) 1x/day
8. Nature's Rot (Halberd) - +1AB, 1d4 acid, 1d4 negative energy, 1 magic dmg
9. Palace Guardian (Halberd) - +4 EB, +2 blunt dmg, +4 intimidate/parry/search
10. Melanie (longsword) - +4 EB, Level Drain DC 16, +1 vamp regen, evil only (renamed sword from epic store, vile drinker?)
[Shields]
2. Tree Bark, Epic (Tower) - +4 AC, +2 wisdom, Aid(3) 2x/day, barkskin (3) 2x/day
[Armor]
1. Caster's Leathers (leather) - +4 AC, +4 Spellcraft, -05% Arcane Spell Failure
2. Armor of Thorns, Epic (studded) - +4AC, Feat: Imp. Initiative, +3 intimidate, +1 survival, vamp touch (5) 3x/day
3. Entropium Half-plate (Half-plate - +1 AC, +2 HP, 10% Cold Immune ((Entropium, so base is 8/2)
4. Adamantine Chain Shirt (Chain shirt) = +4 AC, +10 HP, dmg reduct 1/-, Int +2, Fort +!
6. The Charismatic Splint (Splintmail) - +4 Charisma
7. Cleric's Travelling Leathers (Studded) - +4 AC, +2 Will, Cleric Slot 6
8. Magic Resistant Leathers (Studded/leafweave) - 32 Spell resistance, leafweave so its a 3/6 armor with 0 armor penalty and 10% Arcane Spell Failure
9. Shadow Legion Armor (Studded) - +4 AC, +5 Hide/MS
10. Duelists Garb, Epic (Cloth) - +4 AC, Feat: Power Attack, Haste (5) 2x/day
[Misc.]
1. Dodgy Boots - +4 AC, 10% Cold Immunity
2. Ranger Ring 4 - Ranger Spell Slot 1 and 4
3. Willful Boots - +4 AC, +1 Will save
4. Greater Bracers of Archery - Feat: Point Blank Shot, +2 Dex, +4 Spot
5. Cloak of Elvenkind - Feat: Track, Hide/listen/move silently/spot +2
6. Perform Boots - +4 AC, +1 perform
7. Amulet of Tears - +4 AC, Bluff/Lore(arcane)/perform +4, False Life (7) 3x/day
9. Jade Ring - +20 HP, +2 Deflect AC
10. Pale Green Ioun Stone (belt) - +20 HP
11. Trail Boots - +4 AC, +2 Dex, +1 reflex saves
12. Cavalier Boots, epic - +4 AC, feat: Dash, negative energy immunity 15%
13. Amulet of Boons - +3 AC, +10HP, +4 Bluff/arcane lore/perform, Aid (3) 3x/day (good/neutral only w/o UMD)
14. Assassin's Kiss of Rose Slippers, Epic - +4 AC, +2 reflex saves, +3 Hide/move silent
15. Prismastic Pleasant Cloak - +4 AC, +3 Charisma
17. Assassin's Turban (Hat) - +2 Dex, +1 Fort, +4 Craft (Engineering)/search/spot (with class reqs or UMD)
18. Noodle Boots - +4 AC, spell immunity (Evards Black Tentackles)