Dancing Robes of Sharatwan

Sharatwan, known as the Peace Bringer, was respected not for her exceptional ability on the battlefield, but for her preference to try to reach peaceful solutions instead of resorting to conflict and bloodshed. Yet despite her predeliction for non-violent solutions, Sharatwan believed in ferociously defending her people from aggressors if the peace was breached and set about enforcing peace through force as a last resort. The Peace Bringer was said to always be the first to approach under the flag of a truce, yet the last person a commander wanted to face in battle.

The stories tell that Sharatwan the Peace Bringer was a whirling dervish in combat, her unusual dancing gown cutting the air in a blur of faintly-glowing cloth as she moved about the field faster than the eye could follow. Legends claim her hands became lances of light that struck down all the enemies around her and even devastated leaders from afar. When she raised her hands, aglow with her inner power, high into the air, it was her sign to all enemies to negotiate a peace or face the deadly consequences of battle against her and her allies.

For years, Sharatwan’s diplomatic nature combined with the warning light of her hands were able to avoid countless conflicts, while her deadly skills on the battlefield helped to end those few that did occur.

Eventually, Sharatwan was betrayed and killed by those she thought of as allies, but who viewed her as a threat to their power. Yet even in her death, it is said that her hands shone in a light that infused her robes and enveloped anyone who donned the garment and understood that the time for combat was only after the time for negotiations.

**Requirements**

To successfully wield the *Dancing Robes of Sharatwan* to its fullest potential, a character must fulfill the following requirements.

* **Mind Blade:** Ability to form two mind blades

* **Feats:** Two-Weapon Fighting, Weapon Finesse

* **Skills:** Diplomacy 4 ranks, Intimidate 4 ranks

**Dancing Robes:** The *Dancing Robes of Sharatwan* may look like a gown for a party, but are specially toughened fabric and are treated as masterwork padded armor to determine the armor bonus to AC, maximum dexterity bonus, and arcane spell failure chance.

**Speed of Thought:** Once the *Dancing Robes of Sharatwan* has had the 2nd armor level reached, the wearer gains Speed of Thought as a bonus feat.

**Hands Alight (Su):** Starting at the 3rd item level, the wearer of the *Dancing Robes of Sharatwan* can wreath her hands in light as a free action, which grants a +2 circumstance bonus on Intimidate checks, but the wearer fails any Stealth check against a creature with vision. This light does not otherwise alter her attacks or any other abilities, but does give off light as a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this has no effect. The color of the light is chosen by the wearer. The effect lasts until it is dismissed; dismissing the effect is a free action.

**Twin Strike:** Upon reaching the 5th item level, the wearer of the *Dancing Robes of Sharatwan* gains the Twin Strike blade skill as a bonus blade skill. This blade skill is only available while wearing the *Dancing Robes of Sharatwan*.

***Physical Acceleration (Ps):*** At the 6th item level, the wearer of the *Dancing Robes of Sharatwan* gains the ability to use *physical acceleration* as a psi-like ability three times per day.

**The Price of Peace (Su):** If the wearer of the *Dancing Robes of Sharatwan* attempts to use Diplomacy on a creature that then attacks her, that creature must make a Will save (DC 10 + 1/2 character level + Charisma modifier) or be shaken for a number of rounds equal to the wearer’s Charisma modifier.

**Energized Blades (Su):** Upon achieving armor level 9, the wearer of the *Dancing Robes of Sharatwan* can can charge her mind blades with electricity. Activating or deactivating this ability is a free action. While this ability is active, the wearer’s mind blades deal electricity damage instead of physical damage and as such are not subject to damage reduction, but are subject to electricity resistance, immunity, or vulnerability.