Friday, December 9, 2016

House Rules - Magic Poisons

Magic Poisons (from The Book of Eldritch Might)

Assassins are a deviously creative lot. In a world where their victim can come back from the dead even faster than it took to put them there in the first place, a few magical tricks can help a non-spellcaster (or a minor spellcaster) use spell-like attacks - in this case, through the edge of a blade or laced into a glass of wine.

Every magical poison described here carries two effects: Its normal, non magical poisoning effect, and an accompanying magical effect. The magical effects are instantaneous, thus not subject to dispelling. Victims with Spell resistance may use their resistance to avoid the magical effect (though not the non-magical one).

Creatures immune to poisons are immune to the spell-like effects of magic poisons as well. Neutralize poison can render both aspects of a magic poison harmless; treat as though dispel magic were cast against the caster level of the magic poison's creator. Thus, to cancel out effects, a caster of neutralize poison makes a level check with a DC of 11 + the caster level listed with the poison.

Creating Magic Poisons

Magic poisons may be made by those with the feat Manufacture Magic Poison. Magic poisons are brewed and simmered for a long time, or produced by feeding special ingredients to plants that in turn produce the required effect. Thus, it often takes weeks to produce a magic poison. Unlike most magic item creation processes, during the process you only need to spend one hour per day working on the poison.

To figure the market price for a magic poison, determine the approximate level of the poison's effect and multiply 60 shillings times the spell level times the caster level. The prices pertaining to spells that often affect a number of targets should be adjusted downward when placed into a poison (which only affects one creature); reduce these prices by up to 20%. Otherwise, manufacturing magic poisons is much like creating a potion, as described in the Dungeon Master's Guide.

Magic Poison Powers

Using Magic Poisons
Each of the magic poisons listed in this section is meant to be added to a mundane poison, like those found in the Dungeon Master's Guide. They do not have to be. If you desire only the magical effect, add the magical powers to an inert paste instead of to a poison. Characters can coat a blade with this substance or ally it directly to food or drink to be ingested

Note that some magic poisons, such as coldheart, take effect only when the save against the actual poison fails. These would have no effect if added to an innocuous substance.
Coldheart: The victim suffers 3d6 points of cold damage upon the failure of each save against the poison. There is no additional save for the cold damage.
  Caster Level: 5th; Prerequisites: Manufacture Magic Poison, mark of frost; Market Price: 900 shillings.

Crippling Doom: Victims who fail a Will save (DC 11) are filled with dread and pain, suffering a -2 morale penalty to attack rolls, checks, and saving throws for two minutes.
  Caster Level: 2nd; Prerequisites: Manufacture Magic Poison, doom; Market Price: 120 shillings.

Darkmind: Victims who fail a Fortitude save (DC 19) fall into a coma, alive but unable to take actions of any kind, physical or mental. The coma lasts 1d10 days.
  Caster Level: 7th; Prerequisites: Manufacture Magic Poison, coma; Market Price: 4,700 shillings.

Delusion: The victim of this poison is deluded into ignoring the damage it inflicts. The character simply does not recognize that the poison has had an effect. No save.
  Caster Level: 7th; Prerequisites: Manufacture Magic Poison, confusion; Market Price: 1,500 shillings.

Demonseed: Anyone slain by this poison and then raised becomes possessed by a fiend (a dæmon, demon, or devil). Until the fiend is dispelled (via dispel evil or similar spell), treat the character as evil with an agenda of destruction (often achieved through guile - the fiend won't necessarily make its presence known immediately). Use all the character's normal abilities and skills. No save.
  Caster Level: 9th; Prerequisites: Manufacture Magic Poison, lesser planar binding; Market Price: 3,000 shillings.

Denial: The victim of this poison must make a Will save (DC 19) or thereafter become unable to enter a 100-foot-square area designated by the creator.
  Caster Level: 13th; Prerequisites: Manufacture Magic Poison, forbiddance; Market Price: 4,500 shillings.

Fear: The victim of this poison must make a Will save (DC 16) or be gripped with great fear. Treat the character as panicked for 8 rounds.
  Caster Level: 8th; Prerequisites: Manufacture Magic Poison, fear; Market Price: 1,600 shillings.

Fireheart: The victim suffers 3d6 points of fire damage upon the failure of each save versus the poison. There is no additional save for the fire damage.
  Caster Level: 5th; Prerequisites: Manufacture Magic Poison, mark of fire; Market Price: 900 shillings.

Heartthief: The victim of this poison must make a Will save (DC 16) or lose all memory of the person closest to him.
  Caster Level: 11th; Prerequisites: Manufacture Magic Poison, feeblemind; Market Price: 4,000 shillings.

Longnight: Those slain by this poison or the attack which delivered it (if any) gain a special 30 Spell Resistance against any attempt to raise, resurrect (including true resurrection) or reincarnate them. No save.
  Caster Level: 17th; Prerequisites: Manufacture Magic Poison, soul bind; Market Price: 9,000 shillings.

Madness: The victim of this poison must make a Will save (DC 20) or go insane as described in the spell insanity.
  Caster Level: 13th; Prerequisites: Manufacture Magic Poison, insanity; Market Price: 5,400 shillings.

Memory Key: This poison is always made with a specific target in mind. The creator specifies a single memory of a subject - such as meeting a certain individual, the events of a single evening, or an important password - to be destroyed forever in the victim's mind. spells, skills, feats, and other character abilities cannot be forgotten. Major memories, such as the existence of a character's husband or where she comes from, are beyond the scope of this poison. The victim gets a Fortitude save (DC 16) to resist this effect.
  Caster Level: 7th; Prerequisites: Manufacture Magic Poison, feeblemind; Market Price: 1,500 shillings.

Shrivelsoul: If the victim of this poison dies (either through the poison's damage or the attack which delivered it, if any), the corpse immediately shrivels and effectively ages a year, so that raise dead will not work. A resurrection is needed to bring the character back to life. No save.
  Caster Level: 11th; Prerequisites: Manufacture Magic Poison, slay living; Market Price: 3,500 shillings.

Sleep: A victim of 6 Hit Dice or lower must make a Fortitude save (DC 11) or fall asleep for three minutes or until awakened.
  Caster Level: 3rd; Prerequisites: Manufacture Magic Poison, sleep; Market Price: 180 shillings.

Slow: The victim of this poison must make a Will save (DC 14) or be slowed (as the spell) for 7 rounds.
  Caster Level: 7th; Prerequisites: Manufacture Magic Poison, slow; Market Price: 1,100 shillings.

Swarmdeath: The victim of this poison must make a Fortitude save (DC 17) or be killed instantly by the swarm of crawling and flying insects that appears in his stomach and bursts out.
  Caster Level: 9th; Prerequisites: Manufacture Magic Poison, insect plague, slay living; Market Price: 2,700 shillings.

Truesleep: A victim of 10 Hit Dice or lower falls asleep for one hour. There is no saving throw (although immunity to sleep effects and normal spell resistance still apply).
  Caster Level: 9th; Prerequisites: Manufacture Magic Poison, greater sleep; Market Price: 2,700 shillings.

Weakening: This poison magically saps 1d4 points of Strength from the victim upon the failure of each save.
  Caster Level: 5th; Prerequisites: Manufacture Magic Poison, ray of enfeeblement; Market Price: 1,200 shillings.

Wraithsong: The victim of this poison has one negative level, as if touched by a wraith. No save.
  Caster Level: 7th; Prerequisites: Manufacture Magic Poison, enervation; Market Price: 1,600 shillings.

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Tuesday, December 6, 2016

General Rules - Rage Feats

Rage Feats

This is a list of rage feats that do not appear in the Player's Handbook, but that I use in my campaigns. All of these feats require that the character have the ability to rage, as a barbarian. As feats get added to my ongoing campaigns, I will add more to this listing.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Feat Name
Source
PrerequisitesBenefit
Blood of Þunor
-
Human or Khülen, ability to rageWhen you rage, you gain bonus damage points that may be applied to your attacks
Collective Fury
-
Ability to rage, WarcryYour rage gives nearby raging allies the ability to make a Warcry
Defensive Rage
W&R
Ability to rageYou can "spend" a rage to gain a bonus to your Armor Class
Focused Rage
W&R
Ability to rageYou can "spend" a rage to gain a bonus to skill checks
Furious Strength
-
Ability to rageYou can forego normal rage bonuses for one round of tremendous strength
Fury’s Focus
-
Ability to rageYour move increases by +10 feet while you rage
Ghost Rage
W&R
Ability to rageYou can "spend" a rage to gain the ghost touch special ability for all of your attacks
Holy Fury
-
Ability to channel positive energy, ability to rageYou can channel holy energy to be able to inflict critical hits on undead while raging
Punishing Rage
W&R
Ability to rageYou can "spend" a rage to gain the Great Cleave ability for one round
Raging Jump
-
Ability to rage, Jump 3+ ranksYou can shorten your rage to enhance your ability to jump
Savage Health
-
Constitution 15+, ability to rageYou can gain temporary hit points when you rage
Unholy Rage
W&R
Ability to rage, evil alignmentYou can "spend" a rage to smite good
Unstoppable Rage
W&R
Ability to rageYou can "spend" a rage to gain a morale bonus to saving throws
Warcry
-
Charisma 13+, ability to rageYou can terrify opponents when you rage with a mighty shout
Whirlwind Rage
W&R
Ability to rage, Punishing RageYou can "spend" a rage to temporarily gain the Whirlwind Attack feat

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Sunday, December 4, 2016

House Rules - New Armor

New Armor

This is a list of armors that do not appear in the Player's Handbook, but that I use in my campaigns. As armors get added to my ongoing campaigns, I will add more to this listing. These armors have been adapted from Bow & Blade: A Guidebook to Wood Elves, Nyambe, Path of the Sword, and The Quintessential Fighter.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Armor
Light Armor
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight 1
Armor Tunic 2
5 shillings
+1
+8
0
0%
5 lbs.
Beaded Armor 2
25 shillings
+2
+6
-1
15%
15 lbs.
Bone Armor 2
300 shillings
+3
+6
-2
15%
15 lbs.
Chitin Armor 2
45 shillings
+4
+3
-3
20%
25 lbs.
Gyad'hywr Breastplate 2
3,000 shillings
+5
+4
-2
20%
15 lbs.
Heartwood Shirt 2
1,500 shillings
+5
+4
-3
25%
25 lbs.
Heavy Cloth 2
50 shillings
+2
+6
-
10%
15 lbs.
Leafweave Armor 2
350 shillings
+2
+6
-2
10%
10 lbs.
Leather Cloak 2
10 shillings
+1
+9
-2
0%
5 lbs.
Menaevian War Paint 2
15 shillings
+1
-
-
0%
1 lb.
Moltleather Armor 2
100 shillings
+3
+6
-
5%
15 lbs.
Serpent Mail 2
1,500 shillings
+5
+5
-
10%
25 lbs.
Silk Shirt 2
25 shillings
-
-
-
-
- lbs.
Spidersilk Vest 2
500 shillings
+3
+7
-1
5%
5 lbs.
Studded Leather Cloak
75 shillings
+2
+7
-
0%
10 lbs.
Woven Cord Armor 2
10 shillings
+1
+7
-1
5%
10 lbs.
Medium Armor
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight 1
Back and Breast
50 shillings
+2
+2
-5
20%
15 lbs.
Bugbear Hide
475 shillings
+4
+4
-3
20%
25 lbs.
Dragonscale
4,500 shillings
+10
+3
-4
30%
30 lbs.
Hydra Hide
1,500 shillings
+6
+4
-3
20%
25 lbs.
Iron Mantle Armor
150 shillings
+5
+2
-5
30%
30 lbs.
Lamellar
150 shillings
+5
+3
-4
30%
35 lbs.
Woodweave Coat 2
1,500 shillings
+4
+3
-3
25%
15 lbs.
Heavy Armor
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight 1
Bronze Plate
900 shillings
+6
+2
-5
30%
40 lbs.
Shields
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight
Buzzshield
50 shillings
+1
-
-1
10%
10 lbs.
Dragon Shield
3,000 shillings
+3
-
-
-
10 lbs.
Large chitin shield 2
10 shillings
+2
-
-2
15%
8 lbs.
Large leather shield 2
5 shillings
+2
-
-2
15%
7 lbs.
Leather body shield 2
15 shillings
+3
-
-5
25%
15 lbs.
Orc battle shield
8 shillings
+2
-
-3
25%
12 lbs.
Orc runt shield
4 shillings
+1
-
-2
15%
6 lbs.
Parrying shield 2
20 shillings
+1
-
-1
10%
6 lbs.
Sleeve shield
300 shillings
+3
+3
-5
50%
8 lbs.
Small chitin shield 2
2 shillings
+1
-
-1
5%
4 lbs.
Small leather shield 2
4 shillings
+1
-
-1
5%
3 lbs.
Extras
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor Check
Penalty
Arcane Spell
Failure
Weight
Roundels
50 shillings
+1
-1
-1
5%
10 lbs.
1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much.
2 Can be worn or used by druids without penalty.

Armor Descriptions

Armor Tunic: Nobles, knights, and soldiers often wear armor tunics when not in combat. It is a standard cloth tunic with leather patches at the shoulders and elbows and leather covering both the front and back. The front is usually stamped with the knight or noble's coat of arms, or with the soldier's employer. An armor tunic provides some protection while still being light and flexible.

Back and Breast: This armor consists of a breast and back plate, usually worn in addition to lighter armor, thus providing an extra degree of protection at the expense of increased weight and less freedom of movement. The armor Bonus may be added to that of any light armor already being worn, transforming it to medium armor. The back and breast may be removed in 5 rounds and donned without aid in 1 minute, allowing a warrior to quickly switch between heavy protection for combat and light armor for agility, as the situation demands. Although the armor bonus from a back and breast set will stack with the armor bonus from a suit of light armor, any magical enhancement will not.

Beaded Armor: This armor is made from beads and woven leather cord. This makes the armor highly decorative, yet still provides some degree of protection to the wearer. It is most commonly used by the tribesmen of the At'viras Steppes and the Tozlu Desert. Beaded armor can be donned in 1 minute, donned hastily in 5 rounds, and removed in 1 minute.

Bone Armor: Thin strips of bone line the outside of a hide shirt, making this armor both light and durable. Although it offers excellent protection compared to most light armor, it does not have the durability of comparable metal armor.

Bronze Plate: Bronze plate is half-plate made with lighter construction, allowing greater mobility at the expense of heavy protection.

Bugbear Hide: The shell of a bugbear is renowned among armorsmiths for being unusually resilient to blows when cured and waxed in a certain fashion. Anyone wearing bugbear hide will be viewed extremely negatively by goblinoids.

Buzzshield: The buzzshield is an example of what happens when the ingenuity of the Hartzstadt dwarves is applied to war. The buzzshield is the size of a small steel shield, and anyone with the Shield proficiency can used it as one without penalty. If the wielder also has Exotic Weapon Proficiency (Buzzshield), it is something more.

The buzzshield contains a powerful spring, a complex gearing mechanism, and a number of retractable metal teeth. When wound up (a full round action that provokes and attack of opportunity), it becomes a lethal weapon, all the while still functioning as a shield. The buzzshield can be used as an off-hand weapon, and is considered to be a light weapon for this purpose. The buzzshield remains wound for 1d4+4 rounds, and deals 1d6 points of slashing damage on a successful hit. It has a threat range of 20 x3.

The mechanism is robust, as it is designed for war, but it is not indestructible. After 25 rounds of use, the mechanism will need maintenance. Maintaining a buzzshield requires a DC 20 Craft: Weaponsmithing check and 10 minutes of work. Dwarves from Harzstadt gain a +4 bonus to this check, and can perform the work in half the time. if the shield is used without maintenance, it ceases to function as anything but a small shield until repaired.

Chitin Armor: Goblinoids and others who live near insect-infested areas have learned to take advantage of the abundance of giant arthropods, forming useful armor from their discarded husks. While some feel that only shells stripped from living beasts have the flexibility to make decent armor, most husk-hunters find a freshly shed exoskeleton to be just as good and far easier to obtain.

Chitin armor offers decent protection, and is often used by goblinoids. It has one major drawback - it is incredibly brittle. Any attack that deals more than 20 points of damage in a single blow shatters the armor. In addition, if the wearer of the armor takes more than 50 points of damage before he can repair the armor, the husk is destroyed. Repairing the armor requires a DC 20 Craft: Armorsmithing check and takes an hour.

Dragon Shield: Rarer than full dragonscale, a dragon shield is made from a single huge scale, only found upon the death of large wyrms. Providing excellent protection, the dragon shield is light and easy to use despite being the size of any other large shield. In addition to the armor Bonus, the dragon shield will also bestow its wielder with energy resistance 5 against the energy type of the breath weapon the dragon scale was gleaned from.

Dragonscale: Similar to scale mail, dragonscale is made using the smaller scales of a great dragon. This armor guarantees a warrior excellent protection and yet limits little of his speed and mobility due to its great flexibility. In addition, the wearer gains energy resistance 10 against all attack of the same energy type as the breath weapon of the dragon from which the suit was made. Dragomnscale is extremely rare, and many adventurers are willing to risk the dangers of actually seeking a dragon out in order to gain such armor. Many dragons will react negatively to individuals clad in dragonscale armor.

Gyad'hywr Breastplate: This is a breastplate made from gyad'hwyr wood.

Heartwood Shirt: Made of specially treated wood grown in secret groves by khülen druids and spirit shamen, this is one of the finest and most expensive forms of armor available. Although made of wood, it has the hardness and hit points of normal steel.

Heavy Cloth: This armor consists of either thin cloth such as linen that is boiled in oil or wax to stiffen it, or thick cloth such as felt that can turn away some blows or missiles. it is hot, scratchy, and uncomfortable,

Hydra Hide: Often regarded as a poor man's dragonscale, hydra hide is nevertheless extremely tough and yet remains flexible enough to permit most movement.

Iron Mantle Armor: Iron mantle armor is made from a number of iron plates held together with leather straps, and covers the wearer's shoulders and chest. Iron mantle armor can be donned in 4 minutes, donned hastily in 1 minute, and removed in 1 minute.

Lamellar: Similar to splint and brigandine armor, lamellar has between the two in protection value, I consists of small, overlapping plates of metal sewn together or stitched to a backing of leather or cloth.

Large Chitin Shield: Commonly used by goblinoid warriors, a chitin shield is lighter than a metal or wooden shield, but easier to damage. Made from the exoskeleton on a monstrous insect, it is lightweight, but incredibly brittle. A large chitin shield has hardness 5 and 5 hit points.

Large Leather Shield: A leather shield is lighter than a metal or wooden shield, but easier to damage. The leather is cured until it is hard enough to deflect attacks. A large leather shield has hardness 3 and 12 hit points.

Leafweave Armor: Made from lacquered leaves by woodland crafters, leafweave armor is light, durable, and extremely flexible. Its only disadvantage compared to other light armor is its high price, due mainly to the intricate craftsmanship and rare materials used in its creation.

Leather Body Shield: A body shield is only slightly smaller than a tower shield. Such a shield would be unwieldy if made from any material other than leather. The leather is cured until it is hard enough to deflect attacks. A large leather shield has hardness 3 and 15 hit points.

Leather Cloak: This full-length thick leather cape trades off a minimal protective value with the benefit of minimal encumbrance of the wearer.

Menævian War Paint: The warriors of Menævia have been often observed patrolling their wild nation covered in swirls and whorls of color. Those who know the secret of Menævian war paint know why they wear this gaudy spectacle, except for the fact that they are most likely dead.

When applied, Menævian war paint is a riot of clashing colors, usually greens, reds, and tans. It remains thus until the wearer remains still for 1d4 rounds. At the end of this time, the brightly colored paint slowly changes to match the surrounding foliage - not a perfect match, but close enough to add considerably to Hide checks, giving a +6 circumstance bonus. If the wearer moves suddenly - more than half speed - the paint reverts to its bright color scheme. The effect is that brightly painted, garish warriors seem to materialize out of nowhere.

Menævian war paint also serves to protect the skin slightly. Once dry, it is surprisingly tough, acting as skin-tight armor that provides a +1 armor bonus to its wearer. Applying Menævian war paint takes 15 minutes; removing it takes about 1 minute. No other armor can be worn while using the paint. It is extremely rare for Menævians to sell this paint to non-Menævians. An alchemist who has a sample to work with might be able to figure out the recipe with a DC 35 Craft: Alchemy check. Once the formula is known, manufacturing more requires a DC 25 Craft: Alchemy check.

Menævian war paint assists in Hide checks only when in wilderness locales. It is worse than useless in cities or inside structures, conferring a -2 circumstance penalty to Hide checks.

Moltleather Armor: This material for this armor is made from molted lizardfolk skin using shaping (alchemy) and treating it with special substances. It is then treated a second time using shaping (leatherworking) to layer and thicken the material into superior leather. Moltleather armor is usually given to lizardfolk warriors as a special gift and it is difficult to find commercially as the lizardfolk do not sell it.

Most suits of moltleather are fitted to lizardfolk specifications and require substantial alteration before they can be worn by creatures of a different race, even if they are the same size. These modifications will cost 25 shillings and require a DC 20 Craft: Armorsmithing check by an artisan who has at least 4 ranks in both Craft: Armorsmithing and Craft: Leatherworking.

Orc Battle Shield: The orcish battle shield is a heavy wooden shield, usually reinforced with bronze or iron. Cruder and heavier than shields made by other races, it is an effective but cumbersome means of protection. orc battle shields are often adorned with shield spikes, orc shield blades, or both.

Orc Runt Shield: The orc runt shield is a smaller wooden shield that may or may not be reinforced with stripes of metal. These are often wielded by the lower status orcs or even slaves driven into battle by their orcish masters.

Parrying Shield: A parrying shield is a special shield often used by the inhabitants of the Tozlu Desert. It is a small leather shield with special projections used for deflecting arrows. A wielder must have the Parrying Shield feat to make full use of a parrying shield. A parrying shield has hardness 3 and 9 hit points.

Roundels: Consisting of a series of discs attached to the vulnerable joints of metal armor, roundels provide a greater level of protection at the expense of extra weight. Roundels may be combined with any medium or heavy armor with the exception of full plate.

Serpent Mail: This masterwork armor is made from the skins of great serpents bred specially for this purpose. Like moltleather, serpent mail is nonmagical but is treated with magical processes during its making. Serpent mail is given as a gift to particularly notable lizardfolk warriors, and is difficult to find commercially as the lizardfolk do not sell it.

Most suits of serpent mail are fitted to lizardfolk specifications and require substantial alteration before they can be worn by creatures of a different race, even if they are the same size. These modifications will cost 100 shillings and require a DC 25 Craft: Armorsmithing check by an artisan who has at least 8 ranks in both Craft: Armorsmithing and Craft: Leatherworking.

Silk Shirt: Often sported by fashion-conscious fops and nobles, silk armor has a very real purpose in combat. Though it does not bestow any Armor Bonus, it may be combined with any other type of armor with no penalty. When the wearer is struck with any piercing ranged weapon, the silk naturally wraps itself around the head of the weapon, making removal far easier. Any Heal check applied to the effects of damage dealt by ranged piercing weapons will gain a +2 circumstance bonus.

Sleeve Shield: These shields are crafted of steel and somewhat resemble vambraces from a suit of plate armor. The front plates, both on the forearm and the upper arm, are exceptionally wide - somewhere in size between a buckler and a small shield - and can deflect enemy blows. A blade very much like a short sword extends from the gauntlet. Intricate linkages and hinging allows the arm to bend, but sleeve shields do still hamper the wearer. in addition, the built-in blades preclude the use of any other weapons or shields - including bucklers - in the hand.

Sleeve shields are used both for defense - adding +3 to the wearer's Armor Class - and for attacks, in which capacity they are identical to a short sword. As beneficial as this seems, the main benefit of sleeve shields is that any melee attack that fails to hit the wearer by 3 points or less is assumed to have been deflected by the sleeves. This allows the wearer to make an immediate attack of opportunity against the attacker.

The listed abilities are for a matched pair of sleeves. If a character wears only one sleeve, the Armor Class bonus falls to +1 and the wearer gets an attack of opportunity only if the attacker misses by 1 point. Wearing only one sleeve allows the character to wield a two-handed weapon or shield in the other hand. Maximum Dexterity Bonus, Armor Check, and Spell Failure modifiers remain unchanged. The use of sleeve shields is popular among dwarves from Hartzstadt, which is where these weapons were first developed.

Small Chitin Shield: Commonly used by goblinoid warriors, a chitin shield is lighter than a metal or wooden shield, but easier to damage. Made from the exoskeleton on a monstrous insect, it is lightweight, but incredibly brittle.A small chitin shield has hardness 5 and 3 hit points.

Small Leather Shield: A leather shield is lighter than a metal or wooden shield, but easier to damage. The leather is cured until it is hard enough to deflect attacks. A small leather shield has hardness 3 and 7 hit points.

Spidersilk Vest: It is well known that spider's silk is many times stronger than steel. While the chitine have been known to farm spiders for their silk, others must resort to hunting monstrous spiders in wild for their supply. Any monstrous spider of at least Large size can provide enough silk for a single spidersilk vest for a Medium-size creature. A DC 30 Craft: Weaving check is required to convert the spider threads into silk cloth, and a DC 27 Craft: Tailor check is needed to successfully craft the silk into the vest.

Studded Leather Cloak: This leather cape includes large metal rivets to help turn the blows of weapons.

Woodweave Coat: Made from wooden strips of specially treated wood, this armor is favored by many khülen woodsmen and warriors. Although made of wood, it has the hardness and hit points of normal steel.

Woven Cord Armor: This armor is made from woven fibers. Though not as flexible as leather armor, woven cord armor offers superior ventilation. As a result, woven cord armor is commonly used by the denizens of the At'viras Steppes, and sometimes by the inhabitants of the Tozlu Desert. Woven cord armor can be donned in 1 minute, donned hastily in 5 rounds, and removed in 1 minute.

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House Rules - Adventuring Equipment

Adventuring Equipment

Item
Cost
Weight
Aspergillum
5 shillings
3 lbs.
Aspergillum, Silver
50 shillings
3 lbs.
Bandoleer
5 pennies
½ lbs.
Bandoleer, Masterwork
50 shillings
½ lbs.
Firesand Lamp
25 shillings
6 lbs.
Horserat Bridle
4 shillings
2 lbs.
Horserat Saddle
60 shillings
40 lbs.
Javelin Thrower
2 shillings
2 lbs.
Potion Belt
1 shilling
1 lb.
Potion Belt, Masterwork
60 shillings
1 lb.
Raskit
100 shillings
3 lb.
Scroll Organizer
5 shillings
½ lb.
Shell Pouch
Variable
1 lb. to 4 lbs.
Slytheen Bog Wine, Clay Urn
60 shillings
15 lb.
Slytheen Bog Wine, Cup
1 shilling
¼ lb.
Tar Pot
200 shillings
20 lbs.
Weapon Harness
5 shillings
5 lbs.
This is a collection of equipment that is generally of interest to adventurers. There are no weapons or armor listed here, nor are there items that are specific to either arcane or divine spellcasters. Rather, these items are general-purpose gear that many characters will find useful to carry. This list does not include many items of interest to rogues, as those are found on the Black Market Items and Poisons page.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Item Descriptions

Aspergillum: (Forgotten Realms Campaign Setting) This lightweight device looks like a small club or a light mace. Each contains a reservoir that can hold up to 3 pints (three flasks) of holy water. By shaking the aspergillum as a standard action, you can sprinkle one flask of holy water on a target within melee reach. This action is a ranged touch attack which does not provoke an attack of opportunity. An aspergillum does not require any proficiency to use.

Aspergillum, Silver: (Forgotten Realms Campaign Setting) This is an aspergillum that is made from silver. It provides no mechanical benefit, but many priests prefer having one of silver just as they prefer holy symbols made from silver.

Bandoleer: (Forgotten Realms Campaign Setting) This leather belt has loops or pouches for carrying small items of up to dagger size. It is usually worn across the chest. It holds eight items.

Bandoleer, Masterwork: (Forgotten Realms Campaign Setting) This well-crafted bandoleer holds twelve items.

Firesand Lamp: (Vigil Watch: Warrens of the Ratmen) These lamps burn firesand to create light. The intricately designed lamps carefully regulate the amount of air feeding the sand to control the rate of burn. A pint of firesand fuels one of these lamps for an hour.

Horserat Bridle: (Vigil Watch: Warrens of the Ratmen) One of the horserat's primary means of attack is biting, so a horselike bridle - with a bit that fits inside the mouth - is out of the question. Instead, a horserat is fitted with a metal or leather plate that comes over the top of its head, very much like a helmet. carefully fitted straps hold it in place, and the reins are affixed to rings set on either side of the plate. While this arrangement does not give a rider quite as much control as an ordinary bit and bridle, it does preserve the animal's ability to fight effectively.

Horserat Saddle: (Vigil Watch: Warrens of the Ratmen) Horserat saddles are broad and soft, lacking both pommel and stirrups common to horse saddles. Instead, two sets of wooden pegs extend from the sides. Riders do not sit astride these animal with their legs dangling as they might on a horse. Instead, a horserat rider hooks his knees over the first set of pegs - those near the front of the saddle - and bends his legs backward to hook his ankles over the second set of pegs, set high and far back, close to the rider's bottom. The practical result is that it takes a full-round action to mount or dismount the beast, but it proves virtually impossible to unseat the rider, requiring a DC 27 check to do so. This position allows the rider to remain mounted even when the animal is climbing vertically up or down or making its astonishing leaps and pin attacks.

Javelin Thrower: (Nyambe) This ancient weapon provides greater leverage to thrown javelins, increasing their range and power. The javelin thrower is a grooved stick with a notch at one end used for propelling javelins, throwing spears, or barbed spears. To use the thrower, a javelin is loaded into the groove, and the user swings the stick with an overhand throwing motion, flinging the weapon forward with much more force than is possible with an unassisted throw.

Using a javelin thrower doubles the range increment of the javelin or spear used, increases its threat range to 19-20, and increases its critical multiplier by one step. Loading a javelin thrower is a move-equivalent action, and using one to throw a javelin is a standard action, which prevents skilled throwers from making multiple attacks.

Potion Belt: (Forgotten Realms Campaign Setting) This sturdy leather belt similar to a bandoleer has pockets shaped to hold potion vials and is fitted with ties or flaps to keep the potions from falling out. The belt holds six potions. Retrieving a potion from a potion belt is a free action once per round. Craft: Leatherworking DC: 15.

Potion Belt, Masterwork: (Forgotten Realms Campaign Setting) This extremely well-made potion belt holds ten potions. Retrieving a potion from a potion belt is a free action once per round. Craft: Leatherworking DC: 20.

Raskit: (Vigil Watch: Warrens of the Ratmen) The raskit is a long-necked, nine-stringed musical instrument with a number of varying-sized bells set into its face. it is not played by plucking the strings, but instead by stroking them vertically. This sets up sympathetic reverberations, which cause a harmonic vibration in the tiny bells set in the face of the instrument. All but the most dexterous musicians find this surprisingly subtle and beautiful instrument difficult to play properly, and it imposes a -4 penalty to all Perform checks made to play it.

Scroll Organizer: (Forgotten Realms Campaign Setting) This long strip of leather has an overlapping series of fifteen pockets sewn along one side, each large enough to hold a scroll of a single spell. When slipped into a pocket, only the top of the scroll shows, allowing you to scan the scroll's titles. Craft: Leatherworking DC: 15.

Shell Pouch: (Vigil Watch: Warrens of the Ratmen) Most races wear leather or cloth purses and pouches to carry their wealth and small items of value, but marsh-dwelling races find that these materials deteriorate too quickly in the swampy environment. Instead, they fashion secured receptacles from the shells of turtles. They line the shells with metal - copper being the most common choice - and close one end. The other end they cap with a hinged metal lid. The more ornate and expensive shell pouches are lined with silver or gold, secured with a complex lock set in the lid, and exquisitely carved and engraved. Marshlanders hang smaller shell pouches from the belt, while larger ones are slung over the shoulders on straps or fine chains. These items vary wildly in cost, but the most common ones are generally worth between 1 and 5 shillings. More ornate and decorated shell pouches can be worth hundreds or even thousands of shillings.

Slytheen Bog Wine: (Vigil Watch: Warrens of the Ratmen) The slytheen distill their powerful alcohol from the same black bracket fungus as the blackwind poison. They pulp the fungus and mix it with a number of other ingredients - some say horserat urine among them - and place it in large clay urns, which they bury in peat bogs. A year or more later they unearth the jars and enjoy the potent, black liquor. Each nest has its own recipes and wage fierce rivalries with one another over whose wine is best. For each glass imbibed the drinker must make a Fortitude save with a DC of 4 per cup consumed, cumulative. A failure indicates the drinker suffers a 1d2 point reduction to each ability score as she becomes increasingly inebriated. A drinker who rolls a natural 1 on a save passes out.

Tar Pot: This is often used by orcs and other creatures sensitive to daylight to put a pall of smoke between themselves and the sun's disorienting rays when fighting in the open. Tar pots are simple, successful solutions to the problem, and it is not uncommon for a surface force to carry scores of them.

A tar pot is a heavy iron device resembling a crude furnace. In battle, the pot is filled with tar and sawdust and lit. The thick iron shell lets in just enough air to keep the mixture smoldering and belching black smoke, shrouding the battlefield in a toxic, artificial dusk after only a few minutes.

One tar pot creatures an area of smoke identical to the cloud of an obscuring mist spell and also blocks the effects of sunlight on creatures with light sensitivity, including the effects of a daylight spell. Unless the fire is extinguished, a tar pot produces smoke for 10 rounds before it needs more fuel. The radius of the smoke cloud expands at a rate of 10 feet per round, to a maximum of 100 feet. The smoke then dissipates normally. Craft: Blacksmithing DC: 20. Weight: 20 lbs.

Weapon Harness: (Path of the Sword) This lightweight harness slips over the user's backpack and over the arms. It has two chest belts (one directly below the chest, the other across the chest) that must be secured lest the harness fall off. The harness has sheathes for two swords on the back, as well as two hooks that snap together and hold two Medium-size weapons on the waist. There is also a sheath on the front of the weapon harness, and six sheathes along the front straps hold daggers. Craft: Leatherworking DC: 15.

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Wednesday, November 30, 2016

House Rules - Heavy Weapons

Heavy Weapons

Old Damage (Each Die)New Damage
1
1d2
1d2
1d3
1d3
1d4
1d4
1d6
1d6
1d8
1d8 or 1d10
2d6
1d12
2d8
Heavy weapons, such as those made from gold or platinum, are unwieldy, but inflict additional damage. Without the proper Exotic Weapon Proficiency feat (for example, heavy longsword), you suffer a -4 penalty on attack rolls with a heavy weapon. Only weapons made entirely or largely of metal (such as swords or axes) are affected. Other weapons (such as spears) are not.

Weapons made of a heavy metal inflict increased damage as shown on the table to the right.

A character can wield a heavy weapon one size category smaller than his own in two hands to avoid the attack penalty. For instance, a human wielding a light mace made of gold with both hands, or an ogre wielding a platinum longsword with two hands, does not suffer the attack penalty.

You can never use the Weapon Finesse feat with a weapon made of a heavy metal.

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House Rules - Special Materials

Special Materials
In addition to magic items created with spells, some substances have innate special properties. The special powers of these materials are nonmagical, and thus continue to function even in an area where magic does not. Any resistance effects granted by these materials does not stack with similar effects. Any item fashioned from one of the materials listed here is treated as a masterwork item, except the extra cost is as listed for the material. The masterwork quality does not affect the enhancement bonus of weapons or the armor check penalty of armor. The market price modifier always refers to the weight of the normal (steel) object, not the object's weight in the unusual metal. If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.

Each of the special materials described below has a definite game effect. Some creatures have damage reduction based on their creature type or core concept. Some are resistant to all but a special type of damage, such as that dealt by evil-aligned weapons or bludgeoning weapons. Others are vulnerable to weapons of a particular material. Characters may choose to carry several different types of weapons, depending upon the campaign and types of creatures they most commonly encounter.

Type of ItemEnhancement BonusMarket Price Modifier
Light armor
DR 1/-
+5,000 shillings
Medium armor
DR 2/-
+10,000 shillings
Heavy armor
DR 3/-
+15,000 shillings
Shield
+1
+2,000 shillings
Ammunition
+1
+60 shillings
Weapon, damage up to 1d6
+1
+3,000 shillings
Weapon, damage 1d8 or higher
+2
+9,000 shillings
Adamantine: This ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural enhancement bonus on attacks and damage, as listed below, and the ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. These bonuses do not stack with any other enhancement bonuses. Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Armor made from adamantine grants its wearer damage reduction, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.

Only weapons, armor, and shields normally made of metal can be fashioned from adamantine. Weapons, armor and shields normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine weighs the same as steel, has hardness 20, and 40 hit points per inch of thickness.

Type of Alchemical Silver ItemMarket Price Modifier
Ammunition
+2 shillings
Small weapon
+20 shillings
Medium weapon, or one head of a double weapon
+90 shillings
Large weapon or both heads of a double weapon
+180 shillings
Alchemical Silver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes. On a successful attack with a silvered weapon, the wielder takes a -1 penalty on the damage roll (with the usual minimum of 1 point of damage). The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral. Alchemical silver weighs the same as steel, has 10 hit points per inch of thickness and hardness 8.

Cold Iron: This iron, mined deep underground and known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, any magical enhancements cost an additional 2,000 shillings.

Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not. A double weapon that has only half of it made of cold iron increases its cost by 50%. Cold iron has 30 hit points per inch of thickness and hardness 10.

Darkwood: This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 shillings per pound to the price of a masterwork version of that item. Darkwood has 10 hit points per inch of thickness and hardness 5.

Dragonhide: Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a small or large masterwork shield in addition to the armor, provided that the dragon is Large or larger.

Because dragonhide armor isn’t made of metal, druids can wear it without penalty. Dragonhide armor costs double what masterwork armor of that type ordinarily costs, but it takes no longer to make than ordinary armor of that type. Dragonhide has hardness 10 and 10 hit points per inch of thickness.

Düsterstählern: An alloy made using rare iron deposits found mostly in the deep mines of Steinigreich, düsterstählern, also known as darksteel, is silvery in hue when polished or cut, but its exposed surfaces have a deep, gleaming purple luster. The process for making this type of steel was once lost, but was recently rediscovered thanks to some ancient dwarven texts. The alloy is made from a specific type of iron tempered with a variety of special oils.

Armor made from düsterstählern grants acid resistance 2. Weapons forged from düsterstählern inflict +1 point of acid damage each time they hit (this is cumulative with other abilities, such as corrosive or corrosive burst). Items not primarily made of metal are not meaningfully affected. (A suit of chainmail or a longsword is affected, while a club or suit of studded leather is not). Düsterstählern weighs the same as steel, has hardness 10, and had 30 hit points per inch of thickness.

Market Price Modifier: Armor +2,000 shillings; weapon +1,500 shillings.

Fever Iron: In some volcanic craters, pools of molten metal collect and are never allowed to fully cool. Sometimes these pools of semisolid metal attract raw magical energy and are transformed into what the dwarves call fever iron. Perhaps because of its proximity to Menaevia and Yle, such deposit seem to be most often found in Aidaföd. Fever iron can be made fully solid through a magical process that includes application of intense cold, after which it can be worked like normal iron.

Armor made from fever iron grants fire resistance 2. Weapons forged of fever iron inflict +1 point of fire damage each time they hit (this is cumulative with other abilities, such as flaming or flaming burst). Items not primarily made of metal are not meaningfully affected. (A suit of chainmail or a longsword is affected, while a club or suit of studded leather is not). Fever iron can never be used in a magic item that uses cold effects, such as a frost or icy burst weapon. Fever iron weighs the same as steel, has hardness 12, and 30 hit points per inch of thickness.

Market Price Modifier: Armor +2,000 shillings; weapon +1,500 shillings.

Fíocopar: Copper is known to spellcasters as a magical purifier, aiding in magic that negates sickness and poison, as well as being an excellent conductor for electrical effects. While its brilliant color makes it popular for ornamental items, its relative softness makes it unsuitable for armor or weapons unless magic is used to extract the metaphysically pure form of copper, the true essence of copper in material form also known as fíocopar or truecopper.

Armor made from fíocopar grants electricity resistance 2. Weapons forged from fíocopar inflict +1 point of electricity damage each time they hit (this is cumulative with other abilities, such as shocking or shocking burst). Items not primarily made from metal are not meaningfully affected. (A suit of chainmail is affected, while a suit of studded leather is not). Fíocopar is favored by alvari for making weapons with the shocking or shocking burst properties.

Market Price Modifier: Armor +2,000 shillings; weapons +1,500 shillings.

Géaradh: Géaradh is a rare natural metal usually found as streaks of blue-green ore amid vitreous glass. When refined and forged, the metal is silver-blue with a green reflective shine. The metal is famous for holding a sharp edge even when abused, and is the favored material for making keen weapons.

Armor made from géaradh grants sonic resistance 2. Items not primarily made of metal are not meaningfully affected. (A suit of chainmail is affected, while a suit of studded leather is not). Géaradh weighs the same as steel, has hardness 12, and 30 hit points per inch of thickness.

Market Price Modifier: Armor +2,000 shillings.

Type of Gold ItemMarket Price Modifier
Armor
+5,000 shillings
Weapon, damage up to 1d3
+1,500 shillings
Weapon, damage 1d4 or 1d6
+2,500 shillings
Weapon, damage 1d8 or higher
+7,000 shillings
Gold: While most use gold as currency, spellcasters know of gold's magical properties. When magically refined and treated, gold can be made hard as steel. The following information refers to magically treated gold.

Armor made from treated gold grants acid and fire resistance 2. Gold armors are one category heavier than normal for purposes of movement and other limitations (for example, whether a barbarian can use her fast movement ability while wearing the armor). Light armors are treated as medium, and medium and heavy armors are treated as heavy. Spell failure chances for armor and shields made of gold are increased by 10%, Maximum Dexterity bonus is decreased by 2 (which may bring it below 0), and armor check penalties are increased by 3.

Gold weapons are considered heavy weapons (see the post on Heavy Weapons). Items not primarily made from metal are not meaningfully affected. (A suit of chainmail or a longsword is affected, while a club or suit of studded leather is not). Magically treated gold weighs twice as much as steel, has hardness 10, and 30 hit points per inch of thickness.

Gyad'r hywr Wood: Found deep in the great Llwyd Uchel Forest, the Gyad'r hywr trees are named for the eerie appearance of their tightly growing groves. Smooth, with small branches at the top of their up to 60-foot trunks, Gyad'r hywr trees have black bark and smoky gray wood that is as touch as iron.

Any steel or mostly steel weapon (such as a sword or a mace) made from gyad'r hywr wood is considered a masterwork item and weighs only half as much as a normal steel item of that type. Weapons not normally made of steel or only partially of steel (such as a club or battleaxe) either cannot be made from gyad'r hwyr wood or do not gain any special benefit or penalty from being made of gyad'r hwyr wood. If a weapon made from gyad'r hywr wood weighs less than a short sword (for a Medium creature) or a dagger (for a Small creature), that weapon can be treated as a light weapon.

Gyad'r hywr wood doesn't work well as armor; it cannot be shaped into rings like steel, and overlapping plates to not flex well. (Even the wood shape spell cannot create the level of detail needed). However, gyad'r hwyr wood breastplates are possible with the following statistics: Armor bonus +5, maximum Dexterity bonus +4, armor check penalty -2, and arcane spell failure 20%. A gyad'r hwr breastplate is considered light armor for the purposes of movement and other limitations. Gyad'r hwyr wood weighs half as much as steel, has hardness 10, and 30 hit points per inch of thickness.

Market Price Modifier: Weapon +1,500 shillings; breastplate +3,000 shillings.

Istål: This bone-white metal, sometimes known as icesteel, can take a high polish and is often mistaken for ivory when seen in finished items, but has a distinctive greenish sheen in candlelight. Istål ore is found in the clay dug from riverbanks in the Dekkulde Islands, and when refined it is soft and easily carved. A second heating makes it hard and durable. This property makes the metal ideal for decorative work and figurines.

Armor made from istål grants fire resistance 2. Weapons forged from the metal inflict +1 point of frost damage each time they hit (this is cumulative with other abilities, such as frost or icy burst). Items not primarily made from metal are not meaningfully affected. (A suit of chainmail or a longsword is affected, while a club or suit of studded leather is not). Istål can never be used in a magic item that uses fire effects, such as a flaming or flaming burst weapon. Istål weighs the same as steel, has hardness 10, and 30 hit points per inch of thickness.

Market Price Modifier: Armor +2,000 shillings; weapon +1,500 shillings.

Liekkiteräs: This rare pale silvery gray metal is found only in scattered, but very rich deposits under mountains deep within the Kansattu Empire as a softy, greenish-gray claylike ore or a flaky mud. One misstep in its refining and it remains useless mud.

Armor made from liekkiteräs grants cold resistance 2. Weapons forged of leikkiteräs inflict +1 point of electricity damage and +1 point of fire damage each time they hit (this is cumulative with other abilities). Items not primarily made of metal are not meaningfully affected. (A suit of chainmail or a longsword is affected, while a club or suit of studded leather is not). Leikkiteräs can never be used in a magic item that uses cold effects, such as frost or icy burst weapons. Leikkiteräs weighs the same as steel, has hardness 10, and 30 hit points per inch of thickness.

Market Price Modifier: Armor +2,000 shillings; weapon +1,500 shillings.

Type of Living Metal ItemMarket Price Modifier
Light armor
+700 shillings
Medium armor
+2,000 shillings
Heavy armor
+4,500 shillings
Other items
+100 shillings per pound
Living Metal: Powerful sources of life energy, such as druid circles or sites holy to Eiur, sometimes leach energy into the soil, which changes the properties of any natural deposits of iron buried nearby. This living metal usually has a light gray-green color and has properties of natural repair and reshaping. It is favored in the construction of rings of regeneration.

Over time, armor made of living metal naturally shapes itself to fit its wearer. After ten days of regular wearing, increase the maximum Dexterity bonus by 1,reduce the armor check penalty by 1, and reduce the arcane spell failure chance by 5% for living metal armor. Armor not primarily made of metal is not meaningfully affected. (A suit of chainmail is affected, while a suit of studded leather is not).

In addition, an item made of living metal naturally repairs damage to itself, healing 1 hit point per minute. It cannot repair itself if brought to 0 hit points or destroyed (such as through disintegration). Living metal weighs the same as steel, has hardness 12, and 30 hit points per inch of thickness.

Type of Mithral ItemMarket Price Modifier
Light armor
+1,000 shillings
Medium armor
+4,000 shillings
Heavy armor
+9,000 shillings
Shield
+1,000 shillings
Other items
+500 shillings per pound
Mithral: Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).

An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon’s size category. If a weapon made from mithril weighs less than a short sword (for a Medium creature) or a dagger (for a Small creature), that weapon can be treated as a light weapon. Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a scythe cannot be). Any damage resistance that can be overcome by a silver weapon can also be overcome by a mithral weapon.

Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below. Mithral weighs half as much as steel, has hardness 15, and 30 hit points per inch of thickness.

Type of Platinum ItemMarket Price Modifier
Armor
+5,000 shillings
Weapon, damage up to 1d3
+1,500 shillings
Weapon, damage 1d4 or 1d6
+2,500 shillings
Weapon, damage 1d8 or higher
+7,000 shillings
Platinum: This silvery-white metal superficially resembles aluminum but is extremely heavy. Because it is so malleable, it must be magically altered to the rigidity of steel so it can maintain its shape even when used in combat. This process also catalyzes its magical properties. The following information refers to magically treated platinum.

Armor made from treated platinum grants cold and sonic resistance 2. Platinum armors are one category heavier than normal for purposes of movement and other limitations (for example, whether a barbarian can use her fast movement ability while wearing the armor). Light armors are treated as medium, and medium and heavy armors are treated as heavy. Spell failure chances for armor and shields made of platinum are increased by 10%, Maximum Dexterity bonus is decreased by 2 (which may bring it below 0), and armor check penalties are increased by 3.

Platinum weapons are considered heavy weapons (see the post on Heavy Weapons). Items not primarily made from metal are not meaningfully affected. (A suit of chainmail or a longsword is affected, while a club or suit of studded leather is not). Magically treated platinum weighs twice as much as steel, has hardness 10, and 30 hit points per inch of thickness.

Silver: Long valued for its purity and beauty, silver is also used to make weapons and armor. Irt is commonly used to in items involving magic dedicated to Vali or Füllar, as well as bane weapons dedicated to battling shapechangers. With the proper magical treatments, silver gains the rigidity of steel. The following information refers to magically treated silver.

Armor made from silver grants electricity resistance 2. Weapons forged of treated silver can damage creatures whose damage reduction type is silver, and they deal +1 damage to such creatures. Items whose striking point or surface is not primarily metal are not meaningfully affected. (A longsword or a spear is affected, while a club is not). Magically treated silver weights as much as steel, has hardness 10, and 30 hit points per inch of thickness.

Market Price Modifier: Armor +2,000 shillings; weapon +1,000 shillings.

Wyrm Leather: The powerful mire wyrms bred by many swamp dwelling races produce an incredibly fine and supple greenish leather, which they fashion into clothing, armor, and other items. leather-based armor crafted from wyrm leather is identical to normal leather versions of that armor save that its Maximum Dexterity Bonus is 1 point better than normal. The cost of a mire wyrm leather item is triple that of an item made with normal leather.

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