|Adventure Gear||Armor||Weapons||Domestic Items||Miscellaneous|
Altar Shroud: Similar, but serving an almost opposite purpose from, to an altar cloth, an altar shroud is a large piece of linen or silk hemmed in all four corners to form a cover for any size of altar. Often inscribed with religious symbols of protection and warding, these cloth wraps keep the radiance of a consecrated altar bound, preventing it from being detected magically. Religious ceremonies require that the shroud be removed but, when not in use, a shroud can protect an altar from unwanted attention.
Banners: Seen especially among members of an order, banners are rectangular, square or triangular-shaped cloth with the symbol of the order the character belongs to, or the symbol of his god, appearing upon them. By itself, a banner has little effect but, when carried by a paladin, it can inspire others when it is seen in a large combat. A standard bearer customarily carries a banner but sometimes the paladin himself carries it. In oriental cultures, the banner is strapped to the warrior’s back to free his hands for combat. Common banners are nothing more than symbols but sacred banners have special effects for paladins. A paladin can pour positive energy into a sacred banner by spending two turn undead attempts. Doing so results in his aura of courage extending an additional 10 feet per class level for a number of rounds equal to his class level. A sacred banner must be blessed by a cleric of the paladin’s religion (or alignment) in a simple ceremony.
Blessed Food: Many rituals and ceremonies require the participants to share in a meal. Largely symbolic, these meals mark an important point in religious services, often calling down the blessings of the divine upon those who partake of this specially prepared and blessed food. The exact form of blessed food depends largely on the religion in question.
Diadem: A blessed headpiece, coronet or tiara that incorporates a holy symbol into its construction, a diadem allows a cleric to access his powers of faith without occupying his hands. A diadem is often a standard piece of clerical regalia, especially in the upper ranks.
Divine Symbol Flask: This flask acts as a holy symbol as well as a receptacle for one pint of holy water. A cap on the top can be dislodged with a flick of the thumb, allowing the cleric to scatter the contents across the area in front of him. Popping the cap from the top of the flask is a free action and does not provoke an attack of opportunity; sprinkling is a standard action and does provoke an attack of opportunity.
Estuary Case: A specially designed carrying case made of blessed woods, as little metal as possible and form-fitted to hold items of religious significance. An entire set of candlesticks, implements, statuary and other vital religious paraphernalia can be held in an estuary case safely. Reinforced and consecrated, estuary cases have a hardness of 8, 20 hit points and any inanimate item within gains a +1 sacred bonus to saving throws.
Holy Symbol: A holy symbol focuses positive energy. Clerics use them as the focuses for their spells and as tools for turning undead. Each religion has its own holy symbol and a sun symbol is the default holy symbol for clerics not associated with any particular religion. A bronze, copper, silver or gold holy symbol works no better than a wooden one, but serves as a mark of status for the wielder.
Unholy Symbols: An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or command undead). A skull is the default unholy symbol for clerics not associated with any particular religion.
Holy Texts: Most priests carry some form of their church’s teachings in book or tablet form. These writings help to confirm and bolster the clergy’s faith, especially when they must travel away from their church. A holy text cannot normally be used as a holy symbol but, in an emergency, a cleric can cast bless upon one, transforming it into a functional symbol for 24 hours.
Holy Water: Holy water damages undead and evil outsiders almost as if it were acid. Typically, a flask of holy water deals 2d4 points of damage to an undead creature or evil outsider on a direct hit or one point of damage if it splashes such a creature. Also, holy water is considered blessed, which means it has special effects on certain creatures. A flask of holy water can be thrown as a grenade-like weapon. A flask breaks if thrown against the body of a corporeal creature, but against an incorporeal creature the flask must be opened and the holy water poured out onto it. Thus, a character can only douse an incorporeal creature with holy water if he is adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity. Temples of good deities sell holy water at cost (making no profit) because they are happy to supply people with what they need to battle evil.
Icon: An icon is a form of religious imagery, usually crafted as a statue. Icons come in many different forms and sizes, from tiny statuary that can be carried in a cleric’s pocket to massive glass windows that dominate an entire cathedral. Icons can serve as holy symbols, but only within the confines of a church or holy ground dedicated to the deity the icon represents.
Kneeling Bar: These small, square bars are usually carried by priests on extended trips away from their temples. Used to connect a worshipper to the energies of his deity, prayer while on a kneeling bar is metaphysically considered the same as being in one’s homeland. For certain religions, this distinction is an extremely important one. In desperate times, a kneeling bar can be used as a club in combat but it must be blessed afterwards to serve as a prayer focus once again.
Pennants: Also called pennons, these small and commonly triangular pieces of cloth tie near the point of a lance to identify the warrior more specifically than does a banner. As with banners, a pennant lets everybody know where its owner is when it is raised high and tends to get bloodstained when the character attacks. Normal pennants give others a +2 bonus to Spot checks when trying to locate a paladin by sight in the midst of battle. Sacred pennants let paladins call upon their faith and self-confidence, allowing them to call for divine help by spending three turn undead attempts, in return they receive a +1 sacred bonus to all saving throws for one round per class level. All pennants are custom- made and will not work for another paladin, let alone a member of another class.
Prayer Book: Devout characters have little space to carry religious items or to risk them being damaged in the often dangerous situations they find themselves in. These prayer books are smaller than regular books, though far easier to reference. Frequently embossed in gold, with prayers and teachings specifically chosen to cut to the heart of a matter, they are far easier for a divine spellcaster to reference when in a hurry. Using a prayer book cuts the time a divine caster spends preparing his spells down to half-an-hour instead of one hour.
Relic Case: This heavy case is lined with numerous straps and cushions that can be used to safely transport relics from one location to another. While the case was designed specifically for relics, any other item placed within will be safe from breakage unless the case itself is destroyed. The wide variety of buckles and different cushion sizes allows any item of up to three feet in length and two feet in width to be secured within. The relic case has hardness 15 and 12 hit points
Relic, False: It is an unfortunate truth that some merchants will do anything to make a living, even selling replicas of religious relics while claiming them to be authentic. False relics are usually only seen in small, rural villages with no direct representatives of the religions involved, as a true cleric devoted to the relic in question can instantly tell its falsehood by succeeding at a Knowledge (religion) check (DC 10). Approximately half of false relics are considered masterwork, raising the DC to divine their fraudulent nature to 20.
Relic, True: True relics are extremely rare, consisting largely of the body parts and personal possessions of the long-gone saints, prophets and martyrs of a religion. These items are sometimes grisly, but body parts are usually contained in sanctified jars called reliquaries. True relics always count as holy symbols and, if used in conjunction with the other components of a hallow spell, increase the duration to permanent. However, if the relic is ever removed from the holy site, the spell ends immediately.
Relic Treatment Tools: The painstaking process of preparing a relic can be made somewhat simpler by using the proper tools. This toolkit holds numerous small pliers, files, scissors, scalpels and other items useful for both retrieving a relic from its corpse and for preparing that relic for use. A character using these tools to prepare or retrieve a relic receives a +2 circumstance bonus to all Heal checks made whilst harvesting potential relics.
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