Aicirim Ancestral Sword: This +1 Mithril Scimitar has a green basket hilt shaped like clinging ivy. The blade is etched with leaves and vines. Besides being a +1 sword with a critical range of 17-20x2, if its wielder is an elf the blade can be used to fire a beam of energy with a range of 30’ that deals 1d4+1 damage. Any other race wielding the blade can only fire this blade if they have 90% or greater of their MAX HP. The user attacks with the beam with their ranged attack roll.

Pearl Sword of the High Waterfall:
This +3 Mithril Longsword has a hilt and handle the color of a forest waterfall with a blade as white as pure snow. If its wielder is an elf the blade can be used to fire a beam of energy with a range of 30’+5’ per 2 levels of the wielder to a limit of 60’ that deals damage as though the sword actually struck the target but only does the straight die damage (1d8 only). Any other race wielding the blade can only fire this blade if they have 90% or greater of their MAX HP. The wielder uses their ranged attack roll for the sword beam.

Sword of the Fae'ri Firstborn: This +5 Mithril Keen Bastard Sword has a ruby-encrusted handle and the blade reflects red. This blade’s threat range is 16-20x3. If its wielder is an elf the blade can be used to fire a beam of energy with a range of 60’ that deals damage as though the sword actually struck the target. Ranged or Melee can be used for this attack. Any other race wielding the blade can only fire this blade if they have 90% or greater of their MAX HP.

Fae’ri Bow: This Longbow is etched with ancient Fae’ri script that reads “Bow of Piercing Arrows of the Mind.” The bow needs no arrows as long as its wielder has a 12 or higher Wisdom score. It allows the user to add their Wisdom modifier to their ranged attack roll for this item. It deals 1d8+Wisdom mod of its wielder. It can also be noched and held for rounds less than or equal to its wielder’s Wisdom mod to add bonus points to hit and damage equal to amount of rounds noched.

Fleetfoot Boots: These boots allow the wearer to charge forth at incredible speed and force. This burst of speed can be done 2 times per day. This ability allows the user to charge at three times their normal speed with no need for the 10 foot start and other enemies to not pose a hindrance. Any enemies in the path of this charge are attacked with a +4 bonus and an automatic critical threat. During this charge, the wielder is at a -4 to AC and receives triple damage from spears set against the charge. Any enemies in the path of this charge successfully damaged must make Reflex saves DC= 1/2 damage or be knocked prone. The charge speed/distance should be announced before the attack. It must be measured in increments of ten and must move at least their normal speed +10 in total distance. Should the wearer miscalculate and run into a solid object they take 1d6 damage for each five feet traveled.
In addition to this, the wearer gets to move 10’ more than their speed would normally allow.