Eh, just a few ideas that jumped me for possible drops for Mabar. Will probably throw more up later.
Lesser Vigil Candle
Consumable; on use, generates a candle on the ground for 2 minutes. Any characters or undead in the radius of the candle receive "Lesser Vigil Light" effect, and it is removed upon exiting the area. Using the item puts the stack on 1 minute cool down, and other candle items on a 20 second cool down. A character may have up to 3 candles out at one time; casting another candle dispels the eldest candle they have set down.
- Lesser Vigil Light - Gain 5% Healing Amp. Subjects receive 2d3+6 Positive Energy every 6 seconds. Undead may make a Fortitude Save DC 20 for half damage.
Vigil Candle
Consumable, minimum level 9; on use, generates a candle on the ground for 2 minutes. Any characters or undead in the radius of the candle receive "Vigil Light" effect, and it is removed upon exiting the area. Using the item puts the stack on 1 minute cool down, and other candle items on a 20 second cool down. A character may have up to 3 candles out at one time; casting another candle dispels the eldest candle they have set down.
- Vigil Light - Gain 5% Healing Amp. Subjects receive 5d3+15 Positive Energy every 6 seconds. Undead may make a Fortitude Save DC 30 for half damage.
Greater Vigil Candle
Consumable, minimum level 16; on use, generates a candle on the ground for 2 minutes. Any characters or undead in the radius of the candle receive "Greater Vigil Light" effect, and it is removed upon exiting the area. Using the item puts the stack on 1 minute cool down, and other candle items on a 20 second cool down. A character may have up to 3 candles out at one time; casting another candle dispels the eldest candle they have set down.
- Greater Vigil Light - Gain 10% Healing Amp. Subjects receive 10d3+30 Positive Energy every 6 seconds. Undead may make a Fortitude Save DC 40 for half damage.
Superior Vigil Candle
Consumable, minimum level 23; on use, generates a candle on the ground for 2 minutes. Any characters or undead in the radius of the candle receive "Superior Vigil Light" effect, and it is removed upon exiting the area. Using the item puts the stack on 1 minute cool down, and other candle items on a 20 second cool down. A character may have up to 3 candles out at one time; casting another candle dispels the eldest candle they have set down.
- Superior Vigil Light - Gain 10% Healing Amp. Subjects receive 20d3+60 Positive Energy every 6 seconds. Undead may make a Fortitude Save DC 50 for half damage.
Pale Bone Cuirass (Lv 4)
Medium Armor, Bone material (does not break druidic oath)
AC: 7 (6 base)
Max Dex: 6
ACP: -2
ASF: 20%
- +1 Enchantment
- Healing Amp: 5%
- Natural Armor: +1
- Fortification: 20%
Pale Bone Cuirass (Lv 8)
Medium Armor, Bone material (does not break druidic oath)
AC: 8 (6 base)
Max Dex: 6
ACP: -2
ASF: 20%
- +2 Enchantment
- Healing Amp: 5%
- Natural Armor: +2
- Fortification: 40%
Pale Bone Cuirass (Lv 12)
Medium Armor, Bone material (does not break druidic oath)
AC: 11 (8 base)
Max Dex: 8
ACP: -2
ASF: 20%
- +3 Enchantment
- Healing Amp: 10%
- Natural Armor: +3
- Fortification: 75%
- Hallowed Bones: Receive a +2 sacred bonus to Wisdom
Pale Bone Cuirass (Lv 16)
Medium Armor, Bone material (does not break druidic oath)
AC: 15 (11 base)
Max Dex: 10
ACP: -2
ASF: 20%
- +4 Enchantment
- Healing Amp: 10%
- Natural Armor: +4
- Fortification: 100%
- Hallowed Bones: Receive a +2 sacred bonus to Wisdom
- Gravechill: Gain 20 Cold Resist, Deathblock, and 10% Negative Energy Absorption. Your melee and ranged attacks deal an additional 1d6 Cold and 1d6 Negative Energy damage; the negative energy is suppressed when striking undead.
- Colorless Augment Slot
Pale Bone Cuirass (Lv 20)
Medium Armor, Bone material (does not break druidic oath)
AC: 16 (11 base)
Max Dex: 10
ACP: -2
ASF: 20%
- +5 Enchantment
- Healing Amp: 15%
- Natural Armor: +5
- Fortification: 110%
- Blessed Bones: Receive a +2 sacred bonus to Wisdom, Charisma, and Strength
- Gravechill: Gain 20 Cold Resist, Deathblock, and 10% Negative Energy Absorption. Your melee and ranged attacks deal an additional 1d6 Cold and 1d6 Negative Energy damage; the negative energy is suppressed when striking undead.
- Blue Augment Slot
Pale Bone Cuirass (Lv 24)
Medium Armor, Bone material (does not break druidic oath)
AC: 22 (15 base)
Max Dex: 12
ACP: -2
ASF: 20%
- +7 Enchantment
- Healing Amp: 30%
- Natural Armor: +7
- Fortification: 120%
- Blessed Bones: Receive a +2 sacred bonus to Wisdom, Charisma, and Strength
- Greater Gravechill: Gain 40 Cold Resist, Deathblock, and 20% Negative Energy Absorption. Your melee and ranged attacks deal an additional 2d6 Cold and 2d6 Negative Energy damage; the negative energy is suppressed when striking undead.
- Colorless Augment Slot
- Blue Augment Slot
Pale Bone Cuirass (Lv 28)
Medium Armor, Bone material (does not break druidic oath)
AC: 25 (15 base)
Max Dex: 12
ACP: -2
ASF: 20%
- +10 Enchantment
- Healing Amp: 40%
- Natural Armor: +10
- Fortification: 130%
- Divine Bones: Receive a +4 sacred bonus to Wisdom, Charisma, and Strength
- Superior Gravechill: Gain 50 Cold Resist, 10% Cold Absorption, Deathblock, and 30% Negative Energy Absorption. Your melee and ranged attacks deal an additional 3d6 Cold and 3d6 Negative Energy damage; the negative energy is suppressed when striking undead. On a vorpal strike, deal an additional 10d3+30 Cold and 10d3+30 Negative damage, DC 60 Fortitude save for half; the negative energy is suppressed when striking undead.
- Blue Augment Slot
- Green Augment Slot
Hymn of the Graves (Lv 4)
Trinket
- Minor Hymnal Lore: +2 Sacred bonus to Heal and Perform.
- Dark Lullaby: Your Sleep and Deep Slumber spells add Dark Lullaby to affected targets. (When sleep effect ends, target receives 3d6 Negative damage)
- Deathblock
Hymn of the Graves (Lv 8)
Trinket
- Lesser Hymnal Lore: +4 Sacred bonus to Heal and Perform.
- Dark Lullaby: Your Sleep and Deep Slumber spells add Dark Lullaby to affected targets. (When sleep effect ends, target receives 3d6 Negative damage)
- Deathblock II
Hymn of the Graves (Lv 12)
Trinket
- Lesser Hymnal Lore: +6 Sacred bonus to Heal and Perform. +1% Sacred bonus to Spell Crit for Positive Energy, negative Energy, and Sonic spells.
- Dark Lullaby: Your Sleep and Deep Slumber spells add Dark Lullaby to affected targets. (When sleep effect ends, target receives 3d6 Negative damage)
- Deathblock III
- Colorless Augment Slot
Hymn of the Graves (Lv 16)
Trinket
- Greater Hymnal Lore: +8 Sacred bonus to Heal and Perform. +1% Sacred bonus to Spell Crit for Positive Energy, Negative Energy, and Sonic spells.
- Final Lullaby: Your Sleep and Deep Slumber spells add Final Lullaby to affected targets. (When sleep effect ends, target must make a Fort save at the initial casting difficulty or die. On a successful save, they still take 6d6 negative damage)
- Deathblock IV
- Colorless Augment Slot
Hymn of the Graves (Lv 20)
Trinket
- Major Hymnal Lore: +10 Sacred bonus to Heal and Perform. +2% Sacred bonus to Spell Crit for Positive Energy, Negative Energy, and Sonic spells.
- Final Lullaby: Your Sleep and Deep Slumber spells add Final Lullaby to affected targets. (When sleep effect ends, target must make a Fort save at the initial casting difficulty or die. On a successful save, they still take 6d6 negative damage)
- Deathblock V
- Blue Augment Slot
Hymn of the Graves (Lv 24)
Trinket
- Superior Hymnal Lore: +12 Sacred bonus to Heal and Perform. +2% Sacred bonus to Spell Crit for Positive Energy, Negative Energy, and Sonic spells.
- Final Lullaby: Your Sleep and Deep Slumber spells add Final Lullaby to affected targets. (When sleep effect ends, target must make a Fort save at the initial casting difficulty or die. On a successful save, they still take 6d6 negative damage)
- Deathblock VII
- Death's Duet: Your instant-kill effects require the target to make 1 additional save to prevent death.
- Green Augment Slot
Hymn of the Graves (Lv 28)
Trinket
- Supreme Hymnal Lore: +15 Sacred bonus to Heal and Perform. +5% Sacred bonus to Spell Crit for Positive Energy, Negative Energy, and Sonic spells.
- Greater Final Lullaby: Your Sleep and Deep Slumber spells add Final Lullaby to affected targets. (When sleep effect ends, target must make a Fort save at the initial casting difficulty or die. On a successful save, they still take 20d6 negative damage)
- Deathblock X
- Death's Duet: Your instant-kill effects require the target to make 1 additional save to prevent death.
- Green Augment Slot
- Colorless Augment Slot