Aside from its superb craftsmanship, this ＋4 leather armor has little to distinguish it from any other armor. Once per week, while a living creature wears a suit of diviner's blight armor, the wearer can recite a command word and spend 1 minute in concentration to have the armor imitate a creature with which the wearer is familiar. The imitated creature must be within one size category of the wearer. Imitating a creature has no visible effect on the armor or the wearer, but instead confounds magical divinations.
Spells such as scrying meant to observe the imitated creature instead observe the wearer, who appears to the scryer as the imitated creature； the imitated creature still attempts any necessary saving throw or applies its spell resistance, but if the spell succeeds, diviner's blight redirects any scrying sensor to its wearer. Magical means of detecting a creature's location always consider the location of the wearer as the actual location of the imitated creature, and only 8th-level or higher spells like discern locationor greater prying eyescan overcome this effect. Spells such as detect liesor zone of truthreact as though the wearer were the imitated target and not himself, but only for the purpose of stating his identity. Diviner's blightwould not, for instance, affect a question about the wearer's mother's name.
The imitation remains in place until the wearer chooses a different creature to imitate or spends 1 minute in concentration to end it. The armor resumes its normal form when removed, but the target of its imitative effect remains set―when a character dons the armor （whether the character who dons the armor is the last wearer or a different person）, the armor immediately begins imitating the creature it's set to imitate again.
With a command word, the bearer of this ＋2 light steel shield can cause a series of lockpicks and tiny tools to extend from the front of the shield and begin picking a lock or disabling a detected trap. The shield attempts a Disable Device check with a ＋10 total skill bonus. The shield is treated as using thieves' tools, and can't gain any additional bonuses on the check from spells, the aid another action, or other abilities. The shield performs the work on the wearer's behalf, freeing her to take other actions. She must still remain in contact with the target of the Disable Device attempt for the normal number of rounds, but can move around the target, as long as she never breaks contact. The wearer is still the subject of any effects that result from the success or failure of the Disable Device check.
While picking a lock or disabling a device with the shield, the wearer loses her shield bonus to Armor Class, though the bonus does apply against any result of the Disable Device check that targets Armor Class （such as an attack from a trap triggered by the shield failing its check by 5 or more）.