Fortunestone<br/>The possessor of this stone gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made. She must take the result of the reroll, even if it’s worse than the original roll.<br/><br/>Sun Blade<br/>This sword is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with respect to weight and ease of use. (In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword.) Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack.<br/><br/>In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and ×3 on a critical hit instead of the usual ×2).<br/><br/>The blade also has a special sunlight power. Once per day, the wielder can swing the blade vigorously above her head while speaking a command word. The sunblade then sheds a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius. When the wielder stops swinging, the radiance fades to a dim glow that persists for another minute before disappearing entirely. All sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the sword is wielded.<br/><br/>Solarharp<br/>This masterwork instrument provides a +2 circumstance bonus on Perform (string instruments) checks made with it. A performer with available daily uses of the bardic music ability may by playing the harp use spell-like abilities which duplicate the effects of certain spells. The performer uses an action of the same type as the casting time of the associated spell to make a successful Perform (string instruments) check with a DC equal to 10 + the spell level. With a successful check, the performer may then duplicate the spell by expending a number of daily uses of bardic music equal to 1 + the spell's level. The caster level of the spell is the performer's total level in classes which grant or progress the bardic music class feature (in addition to any innate bardic music level, such as a Lillend's). This must be at least the minimum requires to cast the spell normally (generally once less than twice the spell level) to cast the spell at all. The spell effect has saving throw DCs (if any) are 10 + the spell level + the performer's Charisma modifier. This harp can be used to duplicate the following spell effects: Daylight (3rd level), Searing Light (3rd level), Sunbeam (7th level), Sunburst (8th level).<br/><br/>Lunarhilt<br/>This +1 alchemical silver dagger can be cast the following spells on command. 5/day - Faerie Fire, Light of Lunia, Moon Lust (CL 1st), 3/day - Moonblade (CL 5th); 2/day - Orb of Force (CL 7th); 1/day - Moonbow (CL 9th). When the Moonblade spell is used, the evocated moonblade extends from the dagger's hilt and subsumes the physical blade.<br/><br/>Robe of Scintillating Colors<br/>The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the robe. The colors create the equivalent of a gaze attack with a 30-foot range. Those who look at the wearer are dazed for 1d4+1 rounds (Will DC 16 negates). This is a mind-affecting pattern effect.<br/><br/>Every round of continuous scintillation of the robe gives the wearer better concealment. The miss chance on attacks against the wearer starts at 10% and increases by 10% each round until it reaches 50% (total concealment).<br/><br/>The robe illuminates a 30-foot radius continuously.<br/><br/>The effect can be used no more than a total of 10 rounds per day.<br/><br/><br/><br/><br/><br/><br/><br/>enemy<br/>item / sell price / quantity<br/><br/>sirines<br/>ring of disguise 900 4<br/>ring of feather falling 1100 4<br/>blindfold of true darkness 4500 4<br/><br/>impresario<br/>glamered +4 mithral chain shirt 9850 1<br/>cloak of resistance +3 4500 1<br/>ring of feather falling 1100 1<br/>ring of telekinesis 37500 1<br/>skull: +5 competence obnus on Perform (oratory) 1250 1<br/>wand of no light, 6c (6 charges) 45 1<br/>wand of grease, 2c 1080 1<br/>wand of knock, 26c 1170 1<br/>wand of black tentacles, 6c 1260 1<br/><br/>doormen and sparring man<br/>monk's belt 6500 3<br/>bracers of armor +3 4500 3<br/>amulet of natural armor +2 and constitution +2 6000 3<br/>blindfold of true darkness 4500 3<br/><br/>mastiffs<br/>chain shirt barding +2 2350 2<br/><br/>sparring satyrs<br/>composite shortbow (str rating +3) +1 1300 2<br/>chain shirt +2 2200 2<br/>stone of good fortunre 7000 2<br/><br/>wizards/esses (1 in sparring room, 2 in sanctuary)<br/>headband of intellect +4 8000 3<br/>ring of deflection +2 4000 3<br/>amulet of natural armor +2 4000 3<br/>wand of lesser vigor 50c 375 3<br/><br/>acolytes<br/>periapt of wisdom +2 2000 8<br/><br/>archpriestesses<br/>amulet of natural armor +2 and constitution +2 6000 3<br/>circlet of wisdom +4 8000 3<br/>wand of lesser vigor 50c 375 3<br/>monk's belt 6500 3<br/>wand of remove fear, 7c 52.5 1<br/>wand of remove paralysis, 13c 585 1<br/>wand remove blindness/deafness, 20c 2250 1<br/>wand of remove curse, 42c 4725 1<br/>wand of remove disease, 8c 900 1<br/>wand of neutralize poison, 2c 225 1<br/>whip +1 spell storing, w/ Bestow Curse (CL 13th, DC 19) 4155 1<br/>strand of prayer beads with healing, karma, and wind walk 37900 1<br/><br/>mimic<br/>ring of freedom of movement 20000<br/>necklace of adaptation 4500<br/><br/>prismatic sphere<br/>bag of holding type IV 5000 1<br/>gems in coffer 120000 1<br/>robe of scintillating colors 13500 1<br/>sunblade 25167.5 1<br/>moonhilt 30157.5 1<br/>solar harp 19525 1<br/><br/>satyrs<br/>composite shortbow (str rating +3) +1 1300 2<br/>chain shirt +2 2200 2<br/>pipes of sounding 900 1<br/>pipes of haunting 3000 1<br/>pipes of pain 6000 1<br/><br/>drowesses<br/>headband of intellect +4 8000 2<br/>ring of deflection +2 4000 2<br/>amulet of natural armor +2 4000 2<br/>wand of lesser vigor 50c 375 2<br/>wand of water breathing, 2c 225 1<br/>wand of restoration, 28c 3380 1<br/><br/>temple art objects 5000 1<br/><br/><br/><br/><br/><br/>total sell value:   621602.5 gp<br/>each share:   310801.25 gp