Tag: Item

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  • Materials, Items and Commodities

    Below are many of the materials, items and commodities that you can find in [[Creed]]. Note that materials can have varying [[Material Quality|quality]] and magical items come in many different [[Magical Item Descriptors|varieties]], all of which affects …

  • Gemstones

    Beneath the surface of Creed is a wealth of riches ripe for the plucking. The following are a few of those treasures. This page includes minerals, unique stones, gemstones, precious stones, and precious gemstones for the sake of simplicity. If you're just …

  • Food and Drink

    Food is an essential part of life and is required for every living creature. It can take a variety of forms, primarily fruits, vegetables, grains, and the meat and milk of animals. A significant fraction of the population of any land is usually dedicated …

  • Metals

    Beneath the surface of Creed is a wealth of riches ripe for the plucking. The following are a few of those treasures. *Common Metals:* * [[Steel]] * [[Copper]] * [[Silver]] * [[Gold]] * [[Platinum]] * [[Iron]] * [[Lead]] * [[Tin]] * [[Zinc]] …

  • Woods and Plants

    All over [[Creed]] one can find plants. For the most part they require soil, water, and light to grow and thrive. Most known species can derive at least some nutritional value from them and consider some of them food sources. Most plants are green but a …

  • Textiles

    A textile is a flexible material comprised of a network of natural or artificial fibers often referred to as thread or yarn. Yarn is produced by spinning raw wool fibers, linen, cotton, coir, or other material on a spinning wheel to produce long strands …

  • Steelclaws

    Steelclaws are gauntlet-like weapons with 'claw caps' designed to meld seamlessly over a [[Catfolk]] or [[Leonin]]'s natural claws. The gauntlets are difficult to make and few outside the catfolk and leonin know how to make them. *Steelclaws* * Base …

  • Magna-Sword

    A magna-sword, also known as a magna-blade, is a two-handed sword with a wide hilt and an obscenely wide and unbalanced blade, capped with a blunt tip. Unlike many weapons, however, magna-swords are inherently magical. Because of this, [[Angels|lesser …

  • Shifter's Will

    Shifter's Will is a unique construct, a inherently-magical semi-sentient extension of their wielder that acts as both a weapon and ward for shapeshifters. Forged of metal, mercury, and a shapeshifter's blood, Shifter's Will (often referred to as "my Will" …

  • Spell Component Pouch

    Sold in [[Magic-Shop|Magic-Shops]] and [[Botanicas]], a spellcaster with a spell component pouch is assumed to have most of the material components and focuses needed for spellcasting. These pouches don’t contain components that have a specific cost, …

  • Preserving Jar

    This is a screw-topped large glass jar with a layer of crystals in the bottom, separated from the jar’s contents by metal gauze. Its function is to keep perishable organic matter properly preserved until it is time to use it. A dead creature, or part of …

  • Lens Grinder

    A lens grinder is a complicated and expensive piece of equipment. Pedal-powered, can be used to turn small pieces of glass or crystal into just about any desired shape. This is extremely useful for a magician who needs to produce a hemisphere of crystal …

  • Metal File

    Metal files form part of the tools of other professions, such as armorer, but are exceptionally useful to the magician. A metal file is necessary to produce ‘powder’ or ‘dust’ from any given metal. For example, if you have fifty silver pieces, they are …

  • Censer

    Censers are used for burning incense. They resemble bowls with conical lids and short stubby feet, sometimes suspended from chains. Censers are supposed to be filled with charcoal, which is then lit to provide a glowing bed on which the incense is …

  • Charcoal

    Charcoal is usually sold in chunks or small discs, impregnated with nitre to make it easier to light. It is consumed in vast quantities by temples and monasteries, where it is used as a source of heat and as the best way to burn incense. * *Cost:* 1 sp …

  • Mortar and Pestle

    These useful items are typically made from stone or metal. They consist of a blunt rod, the mortar, and a small bowl, the pestle. They are used for grinding. In mundane use they are employed to grind up peppercorns, salt crystals and such like, but in …

  • Alestone

    Brown to yellowish brown, the hues of old ales, alestone is named for its color. More properly called _clinozoisite_, this semiprecious stone is found in crystals and cut into faceted gemstones of handsome appearance. Alestones are well attuned with the …

  • Alexandrite

    A greenish form of _chrysoberyl_. This gemstone changes colors in different light, usually from green by daylight to red by candle light. Other varieties of alexandrite may be yellowish or pink in daylight and a columbine or raspberry red by candle light. …

  • Amaratha

    Also known as shieldstone, amaratha is a soft, greenish-white or very pale green sparkling jewel. It is found in the form of small lumps or nodules in deep rock strata. It is most often found in exposed canyon walls or deep underground. When cut and …

  • Amber

    A golden or orange-hued fossilized resin, this fancy stone is soft and brittle and is usually tumbled smooth and cut cabochon. Some amber contains other preserved fossils, such as primitive plants and insects. These variants with identifiable inclusions …

  • Amethyst

    Amethysts are the most valuable of the quartz gemstones and are normally facet cut into brilliant shape. Related to agates and other less valuable quartzes, amethysts vary in purple hue from a lilac color to a royal purple, but the rich deep purple stones …

  • Anglers Skin

    Angler's Skin, also known as Merfolk Scale, is a fine pink coral suitable for use in jewelry. This fancy 'stone' is usually found in shallow tropical seas upon isolated reefs or atolls. It is delicate and easily shattered unless properly treated and …

  • Anthracite

    Anthracite is one of the types of coal — the property of which ranges from those of bituminous coal to those of graphite. Often, anthracite is obtained through hard rock mining, found mixed with graphite in subterranean coal seams. Anthracite is difficult …

  • Aquamarine

    Aquamarine, which means 'water of the sea,' is a type of precious stone. This transparent blue-green variety of beryl is often used by merfolk for adornment because of its durability. Most of the stones have a delicate blue or turquoise color that …

  • Aventurine

    Sometimes called lovestone, this semi-precious quartz gemstone contains many mica crystals that give a spangled appearance to the stone when it is viewed from the proper angle. Aventurine can be golden, medium to light green, or dark to pale blue in color …

  • Azurite

    Azurite is a form of malachite slightly rarer than that mineral’'s banded, green variety. This ornamental stone is a deep blue with opaque mottling in darker shades of blue. It is often smoothed from its irregular natural condition and used to ornament …

  • Beljuril

    Beljurils, also known as fireflashils, are found as smooth-surfaced, asymmetrical (but roughly spherical), fist-sized stones. They are extremely durable — cutting one can often wear out a set of metal tools. Because of this, beljurils are usually worn …

  • Bituminous Coal

    Bituminous is one of the types of coal — the properties of which range from those of sub-bituminous coal to those of anthracite. Like most types of coal, bituminous coal is usually obtained through strip mining since it is often found near the surface in …

  • Black Opal

    Black opals are a greenish type of opal which often show black mottling and golden flecks throughout. Usually found in or around ancient hot springs or their dry remnants, this gem is most often tumbled smooth and cabochon cut. The common phrase "Black as …

  • Black Sapphire

    Black sapphires are a rare variety of sapphire that is a deep, rich black with yellow or white highlights. These jewels come mostly from a rich and well-guarded vein in the Ashridge Mines near a large sulfrous aquifer. Dwarves prize them highly, as do a …

  • Black Star Sapphire

    A black star sapphire is a very rare and expensive variety of sapphire. Black sapphires with these rare inclusions, known as asteriated, seem to have a magical association with the night sky. Used as a augmenting spell component, black star sapphires have …

  • Bloodstone

    Bloodstone is a dark greenish gray variety of semiprecious quartz flecked with red crystal jasper impurities that resemble drops of blood. When worn as gemstones, typically by farmers and foresters who have little wealth to spare on such things, these …

  • Diamond

    The prime of the [[Moxen Gems|moxen]] gems, pure diamonds are rare translucent jewels that catch fire when properly faceted. While diamonds can come in a variety of hues, such as yellow, blue, and red, only the the pure, clear diamonds have the incredibly …

  • Blue Diamond

    Blue diamonds are rare semi-translucent jewels that catch a blue fire when properly faceted. The hardest of gemstones, save for a few very rare types unique to Creed, diamonds can be used to cut or etch glass, ivory, bone or leather and so serves as a …

  • Red Diamond

    Red diamonds are rare, semi-translucent jewels that catch a deep crimson fire when properly faceted. The hardest of gemstones, save for a few very rare types unique to Creed, diamonds can be used to cut or etch glass, ivory, bone or leather and so serve …

  • Emerald

    One of the moxen gems, emeralds are a brilliant green beryl that cleaves along straight, boxlike lines. This jewel is so often displayed with a particular rectangular faceted cut that the cut's name has become an "emerald cut," and it is known more …

  • Ruby

    One of the [[Moxen Gems | Moxen gems]], this clear to deep crimson red corundum stone is highly valued because of its sparkling shine, vivid hues, and great magical power. From least value to greatest, it can be found as a clear stone, crimson, or deep …

  • Sapphire

    One of the [[Moxen Gems | Moxen gems]], sapphires are a brilliant blue, translucent corundum mineral. Sapphires vary from a clear, pale blue to a radiant azure. Sapphires are strongly attuned to knowledge, reason and trickery and function as a strong …

  • Black Onyx

    Black onyx are a flat black variety of onyx that has very special magical properties. Spells that create undead benefit very strongly from the addition of significant amounts of black onyx, allowing for the creation of undead far beyond what would …

  • Pearl

    One of the [[Moxen Gems | Moxen gems]], peals are a hard object produced within the soft tissue (specifically the mantle) of a living shelled mollusk. Just like the shell of a clam, a pearl is made up of calcium carbonate in minute crystalline form, which …

  • Bluestone

    Bluestone is a colloquial name for the ornamental stone sodalite (sometimes called ditroite). This soft, brittle gemstone is rich blue and sometimes veined with pink, cream, white, and yellow. It can be found in old and weathered rocky environments. It is …

  • Blue Quartz

    This ornamental stone is a transparent, pale blue crystal most often employed only for adornment. In rare cases, blue quartz crystals can be fist-sized or larger, and these large and rare samples of the stone may be used to augment a divination spell to …

  • Carbon

    Carbon is a black, powdery substance and makes up one of the mineral riches that can be found throughout the Ashridge Mountains. It can be obtained from a variety of sources. These include soot from a fire, charcoal, and the various varieties of coal. It …

  • Carnelian

    This is the clear reddish or reddish-brown form of chalcedony. Tumbled smooth or cut cabochon and polished to a high gloss, this semiprecious stone is used as an adornment. Seers consider that dream visions of carnelians mean misfortune will come, and …

  • Chalcedony

    Chalcedony stones when dug up are often very large; most commonly they are used in the carving of statuettes or coffers. Chalcedony is usually cabochon cut and polished and looks like ivory when finished. Varieties of this semiprecious translucent stone …

  • Chrysoprase

    This semiprecious stone is a translucent chalcedony with an apple-green color. Chrysoprases are favored — for focal use in any items or as an augmenting component — for spells concerned with both invisibility and seeing invisible beings and objects.

  • Chert

    Chert is a fine-grained silica-rich sedimentary rock that may contain small fossils. This mineral varies greatly in color from white to black, but most often manifests as gray, brown, grayish brown and light green to rusty red; its color is an expression …

  • Citrine

    Citrine, a semiprecious stone also called false topaz, is a transparent yellowish quartz. It is also called citrine quartz and citrine topaz. It cleaves evenly and is usually cut in brilliant or marquise styles. Citrine makes a fairly strong augmentation …

  • Coal

    Coal is a readily combustible black or brownish-black rock sought by many a miner. It is a fossil fuel extracted from the ground by coal mining, either underground mining or open-pit mining (surface mining). It is composed primarily of carbon along with …

  • Corundum

    Corundum is a crystalline form of aluminium oxide and one of the rock-forming minerals. It is naturally clear, but can have different colors when impurities are present. Due to corundum's hardness, it can scratch almost every other mineral, leaving behind …

  • Dioptase

    A soft, brittle semiprecious stone of vivid emerald-green hue, dioptase (also known as _diopside_) is found in tiny, flawed crystals and yields only the smallest of faceted gemstones that are used in figurine adornment or to decorate lace. Larger …

  • Disthene

    Also known as _kyanite_, disthene is an abundant ornamental stone that is easily cleaved, but difficult to cut in facets without unintended splitting occurring. It usually has many inclusions. Disthene is found in crystals ranging in color from dark blue …

  • Flint

    Flint, or flintstone, is a hard, sedimentary form of the mineral quartz, often categorized as a variety of chalcedony or chert. Flint is usually dark-gray, black, or deep brown in color, and often has a waxy appearance. It occurs chiefly as nodules and …

  • Fire Agate

    Fire agate is the name given to [[Chalcedony | chalcedony]] that contains thin lines of iridescent _goethite_ (a rustlike impurity). When properly cut, this ornamental stone's iridescence displays red, brown, gold, and green hues. The finest specimens of …

  • Frost Agate

    Also known as "frost stone," this rare, beautiful ornamental gemstone has frost-like white markings. It is usually tumbled and polished glassy smooth. A gemcutter of unusual skill can cut the fragile stone into facets without splitting it, so at each …

  • Moss Agate

    This pink to yellow-white agate quartz has fern-like, gray-green manganese inclusions that make it look like a white stone covered with moss. It polishes well, and is sometimes used in coffer inlays or even — when the growths form eyes, circles, or other …

  • Sky Agate

    This light to dark blue quartz has cloud-like, white bands that make it look like a cloudy sky. Small samples with particularly striking striations are often polished and used in pendants or rings. Unusually large and high-quality samples are often kept …

  • Fire Opal

    A brilliant orange-red type of gem, fire opals are usually uniform in hue or contain golden or greenish flecks. They are most often found near active hot springs and geyser activity. Fire opals are incredibly popular among fire angels and most of the high …

  • Flamedance

    This precious stone is an extremely rare translucent gemstone found in small crystals or fragments. A very pale yellow or green in hue, it is hard and resists cleaving when worked, making it ideal for use in carving. It is usually used in lapidary work …

  • Garnet

    Garnets are a general class of crystals ranging from deep red to violet in color. These precious stones are normally isometric in shape, with 12 or 24 faces to a typical crystal, though 36- or 48-faced crystals have been found. Garnets are usually found …

  • Golden Yellow Topaz

    A fiery yellow corundum mineral, golden yellow topaz or "Kha's Topaz" is only found in deposits along the northern coast of the Twin Kingdoms in [[Coricona]]. Its color is very reminiscent of the deep yellow of some cats' eyes and the gem makes a decent …

  • Graphite

    Graphite is the hardest and therefore highest grade of coal. It is not often used for fuel since it is so difficult to ignite. Often, graphite is obtained through hard rock mining mixed in in the with anthracite in subterranean coal seams. Graphite has …

  • Greenstone

    Greenstone is the common name of _chlorastrolite_, a gray-green variety of _pumpellyite_ found in nodules as large as 3/4-inch diameter in solidified lava flows. It is a soft ornamental stone and is usually cabochon cut. The finest quality greenstone can …

  • Hematite

    Hematite is a shiny, gray-black gemstone with crimson veins, often cut in a baguette fashion (rectangular with beveled sides). Because hematite has a magical affinity with blood and muscles, it is the most basic material component for spells that animate …

  • Hornbill Ivory

    Hornbill ivory is not ivory at all, but rather material from the beak of the hornbill bird, native to dense forests. This hardstone is carved into items such as combs and beads or used for inlay work in stone or wood items of furniture. The substance is …

  • Horn Coral

    This precious stone is a pale white coral similar to Angler'’s Skin, save for its solid color. Horn coral is used in jewelry as a polished twig or branch of material, or is cabochon cut. Horn coral alchemically combined with a creature's tears and a few …

  • Hyaline

    A type milky or white quartz, hyaline is often set or inlaid in silver and is either cabochon cut or sliced into plates. The milkiness of this ornamental stone is caused by tiny droplets of water which are trapped in the crystals. Grains of gold often …

  • Hydrophane

    Hydrophane is a gemstone much favored by sailors and aquatic races. This semiprecious stone is a variety of opal that is opaque and of a frosty-white or ivory color when dry. In this state, it appears rather unattractive. When soaked in water, it becomes …

  • Hypersthene

    Also known as _bronzite_, hypersthene is normally an opaque brown color containing silvery spangles, but it is sometimes reddish or greenish in hue. This semiprecious stone is rarely found in untracked pieces larger than one half-inch across, and as a …

  • Iol

    Also known as _iolite_, _cordierite_, or _violet stone_ (despite its usual overall hue of blue), this semiprecious stone is usually cut into faceted gemstones to best display its color change when viewed from different directions. Iols so viewed appear …

  • Ivory

    The substance that provides the teeth of all mammals is referred to as ivory or _dentine_ when used for decorative purposes. Whenever teeth or tusks are large enough, they can be used for carving—. Ivory comes from elephant tusks, hippopotamus teeth, …

  • Jacinth

    Also called _hyacinth_ or _flamegem_, this fiery orange jewel is a relative of the sapphire and other corundum gemstones. Jacinth has a unique crystalline matrix and just a small amount of light striking the gem will make it look like a tiny flame …

  • Jade

    Jade is a class of fancy stone including both _jadeite_ and _nephrite_. It is often found in a massive, carvable form of a lesser grade and is then classified as a hardstone. It appears as an opaque, waxy mineral of light to dark green or white. As jade …

  • Jargoon

    Jargoon is a rare, red variety of zircon much prized for its deep crimson luster. The name “jargoon” is often carelessly applied to any large group of mixed gemstones, as in the favorite pirate catch phase: “"a duster of jargoons, matey, with garnets as …

  • Jasper

    Jasper is an opaque, semiprecious quartz found in red, brown, and black varieties. Very rare specimens are blue or have bands of blue through other colors. Crushed jasper is a stabilizing material, often included in experimental potions or alchemical …

  • Jet

    One of the [[Moxen Gems]], jet is a deep black, fancy stone that is a tough variant of bituminous coal. Jet can be facet cut and displayed either as a pendant or inset into a larger setting. It is mineralized wood that has decayed under extreme pressure. …

  • Lapis Lazuli

    Lapis lazuli is an opaque, dark- to sky-blue ornamental stone with gold flecks. The deeper blue the stone, the more highly it is prized. Lapis lazuli is usually cabochon cut and polished to show off its golden inclusions. Often the cabochons are carved …

  • Laerals Tears

    Named for the famous sorceress Laeral, these soft, brittle, colorless fancy stone crystals tend to be large and to keep a glossy, magnificent finish. Folklore holds that the first of these stones was created from Lareal's tears as she wept for her …

  • Lignite

    Lignite is one of the types of coal. Often referred to as brown coal, lignite is the lowest rank of coal. It is brownish-black and has a high moisture content, sometimes as high as 66%, and very high ash content compared to Bituminous coal. Lignite coal …

  • Limestone

    Limestone is a sedimentary rock composed largely of _calcite_. It often contains various amounts of silica in the form of chert and flint as well as clay, silt, and sand. Pure limestone is almost white. Limestone has several uses in modern day [[Creed]]. …

  • Malachite

    Malachite is a green ornamental stone with striations of darker green. It is related to [[Azurite | azurite]], which is bluer in hue, and is usually cabochon cut to provide poorer folk with jewelry. It is (falsely) rumored to prevent falls, and to help …

  • Marble

    Marble is a colorful stone that is often used in construction. Unlike most other building materials, marble often is used for the external facade of a building and especially in columns and statuary. Colors of marble range from browns to gray to white, …

  • Mellochrysos

    Mellochrysos is a vivid yellow variety of [[Zircon | zircon]] found in large crystals. These are seldom cut, but are rather polished as-is and mounted in metal claw settings for rings, brooches, and knife hilts. This semiprecious stone is hard, and when …

  • Magical Uses of Gemstones

    Gemstones can be amazingly useful for mages, especially if they're looking to develop new spells or push spells beyond their normal limits. While uses as a required material component aren't noted below, generalized uses as an augmenting material …

  • Microcline

    This feldspar ornamental stone is deep green to blue-green in hue and is usually tumbled or cabochon cut. Tiny cleavage cracks within the gemstones reflect light so that a polished microcline stone visibly shimmers. Microcline crystals cleave easily, and …

  • Moonbar

    Moonbar crystals are pearly white, opaque gems found in desert and tropical areas of [[Creed]]. Moonbars are naturally large and rectangular with curved corners. They naturally have a smooth, shiny surface, and so when found and washed clean, specimens …

  • Moonstone

    Moonstone, also known as _orthoclase_, is an opaque, white, semiprecious feldspar gemstone usually polished to a bluish sheen. Moonstone can be used in spells that draw inspiration from the moons or that cure or cause _confusion_ effects. Moonstones …

  • Nelvine

    Nelvine is the common name of albite, a variety of white feldspar. It tends to be soft and fragile, yet easily cut with crude tools. It is found in large amounts in older rocks. Nelvine is occasionally called pigeon stone due to its white, cream, fawn, or …

  • Obsidian

    Also called natural glass or volcanic glass, obsidian is a hard, glossy, and black ornamental stone that is volcanic in origin. It is often chipped into arrowheads or, in larger chunks, used to make bladed weapons. The ornamental grade of stone is usually …

  • Octel

    Also known as _scheelite_, this fancy stone occurs in soft crystals that yield sparkling, faceted gemstones of pale orange hue. Larger, irregular octel crystals are sometimes mounted on silver for wear as pendants (some jewelers call them “fox fire”), …

  • Onyx

    Onyx is an opaque agate of tan or white hue or with bands of both colors in straight lines. This semiprecious stone carves and wears well. In addition to being finished into gemstones, it is often used for figurines, statuettes, and game pieces, including …

  • Opal

    Opaque, smooth gems, opals are pale blue with green and gold mottling. They are related in type to fire and black opals, but are only slightly more common. Opals can be used as an augmenting material for spells that create illusions that affect the mind.

  • Orl

    Orls occur in the softest rock as sharp-edged, spindle-shaped, symmetrical crystals. These crystals are of red, tawny, or orange hue, but rusty-brown-hued orls are the rarest and fetch the highest price (and are the only innately magical version or orl). …

  • Peat

    Peat is an accumulation of partially decayed vegetation matter. Peat forms in wetlands or peatlands, variously called bogs, moors, and mires. Peat forms when plant material, usually in marshy areas, is stopped from decaying fully by acidic conditions. …

  • Peridot

    This translucent version of _olivine_ is usually olive green in appearance. It is one of the few gemstones that come in only one color, in various shades of green. The precious stone is normally found in basalts and with other quartz deposits. Peridot is …

  • Phenalope

    Also known as _rhodonite_, this rose-red or pink semiprecious gemstone related to _rhodochrosite_ is occasionally found in deposits large enough to yield cut slabs the size of books, which are shattered, tumbled, and then cut into attractive faceted …

  • Psaedro

    Psaedro is the more common name for _lepidolite_, a soft lilac to mauve to pink mica used in carving. With time, this hardstone'’s colors fade, especially in strong sunlight. Psaedros is used in the carving of cheap coffers, statuettes, bowls, and the …

  • Purple Agate

    Purple agate is a beautiful ornamental gemstone that is often a light or dark violet hue, or has concentric bands of both colors. It is usually cross cut or tumbled and polished glassy smooth. Incredibly rare versions of the stone with white bands in …

  • Pyrite

    The mineral pyrite, or iron pyrite, is an iron sulfide with a metallic luster and pale brass-yellow hue. This mineral's coloration have earned it the nickname fool's gold because of its superficial resemblance to gold. Pyrite will occasionally form into …

  • Ravenar

    Ravenar, a glossy, black variety of tourmaline, is also called _schorl_. Ravenar is commonly used for inlay work on daggers, buckles, and the like. Ravenar can be used as an augmenting material in items and spells that create shadows or darkness.

  • Red Tear

    Red tears are teardrop shaped, glossy crystals of vivid cherry-red, blood-crimson, or fiery orange hue. They are found in deep mines or gorge walls where old rock has been exposed. Legends say they are the tears of lovers shed for their beloveds who were …

  • Rock Crystal

    Rock crystals are clear, transparent stones that are generally softer and less wear-resistant than higher-priced gemstones; it sees more use as adornment on furniture and crowns than as everyday jewelry. Rock crystals of particularly fine grade —— that is …

  • Rogue Stone

    Rogue stones are small jewels of a shifting, rainbow-colored, iridescent hue. Their fluid shades of color appear almost liquid under normal sunlight. Rogue stones are extremely rare and always found as singleton gemstones among others in gemstone cashes …

  • Sand

    Sand is a granular material made up of finely divided rock and mineral particles. Smaller particles are known as silt while larger particles are known as gravel. There are two basic varieties of sand. The first and most common occurs due to the passage of …

  • Sardonyx

    Sardonyx is a form of onyx with alternating bands of carnelian in a red and white pattern. It has the same magical uses and properties as the jewels known as king's’ tears. Sardonyx gemstones can be used as an augmenting component in spells that ward …

  • Scapra

    This name is given to the finest scapolite stones: pale to medium yellow fancy stones that are soft and easy to cut into facets, but also too soft for use in rings or on clothing. Powdered scapra can be used to augment spells that cure or ward against …

  • Shandon

    Also known as _natrolite_, this fancy stone occurs in slender, colorless crystals that yield tiny faceted gemstones used by skilled clothiers to adorn veils and robes with ornamentations to impart the effect of beads of water glistening on the material. …

  • Smokey Quartz

    Also called _cairngorm_ or _moorland topaz_, smoky quartz ranges from a gritty yellow to brown or black in color. As a black gemstone, it is called _morion_ and often mistaken for black onyx. This semiprecious stone is usually brilliant cut into faceted …

  • Sparkling Night

    A sparkling night is an extremely rare and valuable gem that is rather difficult to find. A sparkling night is described by the few who have enough money to have owned one as a partially transparent deep purple gem that seems to sparkle from within when …

  • Sphene

    Sphene is a soft, brittle precious stone easily worked by unskilled cutters (like scapra). It comes in various yellow to green shades, but a fine emerald green is the most prized hue. Sphene crystals can be cut into beautiful, sparkling, faceted gemstones …

  • Spinel

    Spinel is a translucent, durable precious stone found primarily in three colors: red, blue, and green. Green spinels are the rarest of the three. Spinels have unique dimensional properties and can be used to augment teleportation spells. Spinels are …

  • Star Diopside

    Star diopside is the most prized form of a hard, durable mineral that is rarely found in attractive colors. This mineral is usually too dark green in color for great beauty, but mountain and streambed pebble crystals of pale to medium green hue produce …

  • Star Rose Quartz

    This smoky, rose quartz is asteriated. Most of the stars seen have six arms, but a rarer twelve-arm variety is rumored to exist. Aside from its jewelry uses as a centerpiece in pectorals and earrings worn by mature matrons and courtiers of “old family” …

  • Star Ruby

    A variation of the ruby, red corundum, this jewel is less translucent than a normal ruby and has a white star highlighted at its center (known by gemsmiths as being asteriated). Such stars are caused by the optical properties of the mineral crystal. They …

  • Star Sapphire

    An exceedingly valuable variation of the sapphire, this jewel is less translucent than a normal sapphire and has a white star of four or more points highlighted at its center. Such stars, caused by the optical properties of the mineral, always have an …

  • Sub-Bituminous Coal

    Sub-bituminous is one of the types of coal whose properties range from those of lignite to those of bituminous coal. It may be dull, dark brown to black, soft and crumbly at the lower end of the range, to bright, jet-black, hard, and relatively strong at …

  • Sulfur

    Sulfur or _sulphur_ is one of the more common substances sought out by alchemists. It is an abundant non-metal. Sulfur, in its native form, is a yellow crystalline solid. In nature, it can be found as the pure element and as sulfide and sulfate minerals. …

  • Sunstone

    Sunstone is a feldspar ornamental stone closely related to moonstone. It is more properly known as _oligoclase_. Sunstone can be colorless or faintly greenish and of facet grade, but most common by far is its softer variety suitable only for being cut …

  • Topaz

    Topaz is a very hard, durable, golden, translucent precious stone found in large crystals in granite. While this form of corundum is usually yellow or brown, it can be made pink, red, or a bright light blue if exposed to great temperatures, such as by …

  • Tourmaline

    Long-crystal tourmaline in its multicolored varieties is considered a fancy stone. The black variations are called [[Ravenar | ravenar]]; they are valued more highly and considered gems. Tourmaline hues vary from green to blue, brown, or red, all in pale …

  • Turquoise

    This opaque, aqua-blue ornamental stone most often has darker blue mottlings. It is also said to bring good luck, especially to animals, children, and (strangely) fools. Horsemen often place a sliver of this stone in a horse's harness to bring good luck …

  • Water Opal

    Water opal is a clear, translucent variety of opal with only a play of color to it, like oil on a clear puddle. Transparent opals without a play of color are known as _hyalite_. They are considered inferior and are nigh worthless. Water opals are rare and …

  • Waterstar

    Also known as _achroite_ or colorless tourmaline, waterstar is a rare, colorless, sparkling stone. Only stones of this material that are entirely free of flaws and inclusions are valued for gemstone use (as a fancy stone). Crystals of this flawless type …

  • Violet Garnet

    Violet garnets are the rarest and most valuable variation of garnets. These precious stones are normally isometric in shape, with 12 or 24 faces to a typical crystal, though 36- or 48-faced crystals have been found. Garnets are usually found in granites. …

  • Zarbrina

    Also known as _cerussite_, this very soft, lead-like, colorless mineral is easily cut into brilliant faceted gemstones. This ornamental stone is usually mounted in ceremonial, little-used jewelry or set in small metal claw mounts into the sleeves or …

  • Ziose

    Ziose is the name given by geologists to a particular facet-grade variety of _ziosite_. This rare mineral yields cut stones that flash three vivid hues depending on how the light catches them or in what direction they are viewed: purple, blue, and red; or …

  • Zircon

    A brownish crystal found in igneous (volcanic) rocks, zircon attains a variety of pale colors valued in the gemstone trade through skilled heating and cutting. It is usually cut into facets. These semiprecious stones are occasionally passed off as more …

  • Mookaite

    Mookaite, a silicified siltstone often found on high cliffs, is widely known for its spectacular contrasting color patterns of yellows, creams, reds and maroons. Many specimens of mookaite can accept a very high polish. Mookaite is very reminiscent of the …

  • Saprazzan Steel

    Saprazzan Steel is a metal mined from the bottom of the ocean floor by the merfolk, though no one's exactly sure where the name comes from. A red metal with what appears to be veins of mother of pearl running through it, Saprazzan Steel is highly valued …

  • Rustmetal

    Rustmetal is a highly magical metal that appears to be a red-gray iron on the verge of rusting away completely. Veins of this metal are on rare occasion found in iron mines, most often down in the Ashridge Mountains. Despite it’s appearance, Rustmetal is …

  • Spirit Silver

    Spirit Silver is a very soft, silver metal that constantly weeps a faint amount of pale mist. The metal comes from Ikari most commonly and is formed from kami passing through a normal vein of silver over the course of many, many years, making it …

  • Loxodon Warhammer

    The loxodon warhammer is a long handled mace with a large head, a sturdy steel haft, and a heavy counterbalance, usable only by [[Loxodon]]. Many loxodons will practice with these warhammers in their youth but only a handful ever pick up how to use one …

  • Clawed Scythe

    The clawed scythe resembles a large raptor claw on the end of a pole usable only by [[Avens|aven]] and [[Avens|elen]]. The clawed scythe is particularly favored by the aven and elen that follow a more lawful bent and prefer taking their enemies in for …

  • Shielded Staff

    The shielded staff is a longer version of the quarterstaff with large shield plating along one side of it usable only by [[Avens|raypen]] and [[Avens|owl avens]]. The weapon acts as weapon and shield both, giving considerable defense to the often frail …

  • Morphic

    *Morphic:* A weapon with the morphic enchantment can alter between two different forms. A morphic weapon may shift at will between its original form and one other form, chosen upon enchanting. Shifting a morphic weapon is a swift action. Cost: 5000 gp.

  • Powerstones

    Powerstones are mysterious gemstones that contain incredible amounts of power. While it's clear the gemstones are of artificial creation, there are no records of their origin on Creed and so far all attempts to create a powerstone have failed. …

  • Gold

    Gold in its pure form is a dense, soft, yellow metal that is highly malleable and ductile. Gold is the second most valuable non magic metal on Creed. Due to its rarity and durability, it is a popular material for metalworking into jewelry and other art. …

  • Copper

    Copper is a reddish brown metal. It is very ductile and malleable. It is commonly used as trade bars, weapons, crude jewelry, and in the brewing of alcohol. Copper is used for coinage and is also one of the main components in the alloy bronze. …

  • Electrum

    Electrum is a naturally occurring alloy. It is primarily made up of gold, followed by silver, and some trace amounts of copper and other metals. The proportions vary, but around 75% gold, 20% silver, 4% copper, and the remainder in trace metals is …

  • Platinum

    When pure, platinum looks grayish-white and firm. This metal is very corrosion resistant, never forming a patina unless scarred with highly caustic substances. More valuable than gold, this metal is the most valuable non-magic metal commonly available in …

  • Silver

    Silver is a soft, white, lustrous metal. It is commonly used as trade bars, jewelry, ornamentation, utensils, and occasionally mirrors, though alchemists have found many uses for the metal as well. It is also occasionally used in to create weapons to hunt …

  • Adamantine

    Adamantine is an incredibly hard, black metal occasionally found running in veins deep underground. Highly magically absorptive and incredibly difficult to break, adamantine is valued by Crafters, mages, and warriors alike. Adamantine has 40 hit points …

  • Arandur

    Arandur is a rare natural metal found in igneous rock, usually as streaks of blue-green ore amid vitreous glass. So that it does not become as brittle as the glass it is found in, it must be tempered with a specific alchemical bath (see below) in its …

  • Bog Iron

    Bog iron is a type of iron ore. It is commonly found in marshes or bogs. These are impure deposits of iron that are usually found mixed with goethite, magnetite, and quartz. These deposits are near or on the surface so do not require mining to reach - at …

  • Cold Iron

    Cold iron is a pale blue metal brought up from deep iron mines, particularly those near outcroppings of the faewoods. Cold iron takes it name from the fact that it has to be regularly exposed to near-freezing temperatures during its forging process, …

  • Ferroplasm

    A strange substance gathered from the elemental mines of Limbo, this malleable metal holds its shape only in the hands of an elemental being. When an item forged with ferroplasm is unattended or held by a non-elemental creature, it melts into an ooze-like …

  • Iron

    Iron has a dull black color normally, but quickly streaks with flaking red when it rusts. When combined with carbon, iron can form the alloy steel. Iron is primarily found in the minerals hematite, magnetite, and taconite.

  • Lead

    Lead is a soft, heavy, ductile, and very malleable metal. It is bluish white when freshly cut but quickly tarnishes to dull gray in air. Lead has many uses throughout Creed. It is used as an ingredient in many glazes used on pottery. It is also a …

  • Mithral

    Mithral is a very rare, silvery, glistening metal that is lighter than iron but just as hard, mined most primarily from rich deposits surrounding Celanthiral. When worked like steel, it becomes a wonderful material from which to create armor and is …

  • Tin

    Tin looks silvery-white and is very malleable - that is, easily worked with. It is also very ductile and crystalline. It resists corrosion and it is often used to coat other metals or is combined with them to form rust-resistant alloys. Tin is a …

  • Bronze

    Bronze is a sentient-made alloy that is extremely rare in nature. Typically, bronze is 60% copper and 40% tin, but different proportions and copper alloys with other metals are known. With the exception of steel, bronze is superior to iron in almost …

  • Brass

    Brass is a sentient-made alloy that is extremely rare in nature. The proportions vary widely, but its two primary materials are copper and zinc. Brass is used in decorative ways as it cannot hold up to a lot of friction and is prized for its gold-like …

  • Steel

    Steel is an alloy of the metal iron and carbon. The most common source of the carbon is charcoal. While steel holds an edge better that iron, and is harder and stronger, it also tends to be more brittle. Its ability to take and keep a sharp edge makes it …

  • Zinc

    Zinc looks like a bluish-white metal. It tarnishes very easily in moist air. It can be set on fire and burns with a bluish-green flame. Found in its natural ore state, a rock called calamine, it is sometimes used for medicinal purposes. Zinc is …

  • Telstang

    Telstang is an unusual alloy of copper, mithral, platinum, and silver that most often sees use by mages in wartime due to its unique protective properties. Telstang is a dull silver in hue, rather like pewter, and is known as the singing metal because it …

  • Blue Ice

    Found only in the depths of the most ancient glaciers in northern Alabastra and the Diamond Steppe Isle, veins of blue ice are often sought out by the hearty [[Catfolk|nishoba]]. Also known as coldsteel, blue ice appears as dark blue, opaque ice that …

  • Rimefire Ice

    This form of ice is found only in the northernmost icebergs inhabited on the Diamond Steppe Isles. These icebergs are approximately 95% normal ice, but the remaining 5% consists of veins of pale blue ice that glows softly, providing illumination equal to …

  • Stygian Ice

    This extraplanar ice comes from the river Styx, the strange river that passes from The Lands of Light, through Creed, and into The Dark Lands. Forming in long veins along the bottom of the river before breaking off and floating to the surface, this ice is …

  • Magna-Flail

    A magna-flail, also known as a doom flail, is a two-handed flail with a long chain and an obscenely large and unwieldy head. Unlike many weapons, however, magna-flails are inherently magical. Because of this, [[Demons|lesser demons]] and [[True Demons| …

  • Magna-Halberd

    A magna-halberd, also known as a flame spike, is a two-handed weapon with a flame-shaped form and unbalanced blade. Unlike many weapons, however, magna-halberds are inherently magical. Because of this, [[Angels|fire angels]] that train extensively with …

  • Magna-Trident

    A magna-trident, also known as an ice spike, is a two-handed weapon with a wave-shaped form and unbalanced head. Unlike many weapons, however, magna-tridents are inherently magical. Because of this, [[Angels|ocean angels]] that train extensively with the …

  • Masterwork

    A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls. The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding …

  • Dwarvencraft

    While masterwork weapons are available from any skilled craftsman, the dwarves have perfected their skills to an almost magical degree. They possess secrets of smithing and weapon engineering that outstrip many cultures around the world - perhaps save the …

  • Ceremonial

    Crafted out of only the finest materials, always displaying the crest of the wearer, and decorated with gemstones and silks, ceremonial armor is an absolute beauty to behold. While not strictly designed for combat, ceremonial armor is the knight's choice …

  • Castle-Forged

    Castle-forging a metal while it is being forged is a costly refinement process usually only undertaken for nobles or the members of a ruler's guard. By refining the base material with metals suffused with specific mystical unguents more commonly used for …

  • Material Quality

    Materials can have one of four different qualities. Materials found in the wild can be discovered in these various qualities, and material workers (metallurgists, tanners, cloth spinners, and woodworkers, mostly) can [[Refined|Refine]] lesser quality …

  • Refined

    Refining a material is a costly process used to improve that [[Material Quality|material's quality]] by a material worker (metallurgists, tanners, cloth spinners, and woodworkers, mostly). A material can be refined while it is first being processed, or an …

  • Tabards

    A tabard is a short coat, open at the sides and so usually belted, worn either as clothing, over armor, or underneath an open-fronted mage's robe, and is emblazoned with the bearer's arms or the mark of an organization they belong to (such as a church, …

  • Thran Steel

    Thran Steel is a bronze colored steel that sheens white in the light. This incredibly magical metal is arguably one of the most rare substances on Creed and is found almost exclusively as small shards in the wastelands of Dentyr. While the few alchemists …

  • Glass

    Glass is a clear solid that is made by combining sand, _soda ash_ from certain plants, and _lime_ from limestone. In Creed it is used for everything from lanterns to windows to vials. The addition of other trace minerals can change to color of glass, …

  • Rubber

    Rubber is an elastic, water proof material made from the sap of the _Latog_ tree. The sap itself is a defensive mechanism of the tree to protect it from damage. While any metal works, the most popular type of spigot is made from bronze as it seems to take …

  • Silk

    Silk is a type of cloth. It is made by spinning the fibers from the silk worm's cocoon. The caterpillars are killed before they emerge and the entire cocoon is unraveled as one continuous thread. The material is strong, soft, and shimmers, refracting …

  • Chiffon

    Chiffon is a lightweight, balanced plain woven sheer fabric which is woven with alternate S- and Z-twist crepe (high-twist) yarns. The twist in the crepe yarns puckers the fabric slightly in both directions after weaving, giving it some stretch and a …

  • Damask

    Damask is a figured fabric of silk, wool, linen or cotton, with a pattern formed by weaving. Made with one warp and one weft in which, generally, warp-satin and weft sateen weaves interchange. Twill or other binding weaves may sometimes be introduced. The …

  • Drill

    Drill is a strong, durable cotton fabric with a strong bias (diagonal) in the weave. It can be used unbleached, although it is more often bleached, or dyed. The lighter weights are used in such clothing items as shirts, blouses, and martial arts wear. …

  • Felt

    Felt is a non-woven cloth that is produced by matting, condensing and pressing fibers. While some types of felt are very soft, some are tough enough to form construction materials. Felt can be of any color, and made into any shape or size. Felt is the …

  • Gabardine

    Gabardine is a tough, tightly woven fabric used to make overcoats, trousers and other garments. The fiber used to make the fabric is traditionally wool, spun into a worsted yarn, but it may also be made from cotton. The fabric is smooth on one side and …

  • Houndstooth

    Houndstooth or _houndstooth check_ is a duotone textile pattern, characterized by broken checks or abstract four-pointed shapes. The traditional houndstooth check is made with alternating bands of four dark and four light threads in both warp and weft …

  • Lace

    Lace is an openwork fabric, patterned with open holes in the work, created through lacemaking. Originally linen, silk, gold, or silver threads are often used. More common lace is often made with cotton thread. A few modern artists in Celanthiral make …

  • Linen

    The term linen refers to yarn and fabric made from flax fibers. The word also refers to lightweight undergarments such as shirts, chemises, waistshirts, lingerie, and detachable shirt collars and cuffs. Linens are manufactured almost exclusively of fibers …

  • Organza

    Organza is a thin, plain weave, sheer fabric traditionally made from silk, the continuous filament of silk worms. Silk organza is used for bridal wear and evening wear. In the interiors market it is used for effects in bedrooms and between rooms as …

  • Sateen

    Sateen is a cotton fabric with a satin-like finish. Sateen may be bleached, dyed, or printed. Sateen produces the sheen and softer feel through the use of a different structure in the weaving process. The sateen structure is four over, one under, …

  • Satin

    Satin is a cloth that typically has a glossy surface and a dull back. It is a warp-dominated weaving technique that forms a minimum number of interlacings in a fabric. If a fabric is formed with a satin weave using filament fibers such as silk the …

  • Serge

    Serge is a type of twill fabric that has diagonal lines or ridges on both sides, made with a two-up, two-down weave. The worsted variety is used in making military uniforms, great coats, and trench coats. Its counterpart, silk serge, is used for linings.

  • Stuff

    Stuff is a type of coarse thickly woven cloth. Originally it was entirely of wool, but later a woolsey-linsey cloth, made with a warp of linen yarn and a worsted weft.

  • Taffeta

    Taffeta, or taffety, is a crisp, smooth plain woven fabric made from silk. It is considered to be a "high end" fabric, suitable for use in ball gowns, wedding dresses, and in interiors for curtains or wall coverings. There are two distinct types of silk …

  • Tweed

    Tweed is a rough, unfinished woolen fabric, of a soft, open, flexible texture. It is made in either plain or twill weave and may have a check or herringbone pattern. Subdued, interesting color effects (heather mixtures) are obtained by twisting together …

  • Burlap

    Burlap or hessian cloth, is a coarse woven fabric usually made from jute or hemp and allied vegetable fibers. It is created with a plain weave. Burlap is often used to make sacks and bags to ship goods like coffee beans. It is breathable and thus …

  • Cotton

    This fiber is most often spun into yarn or thread and used to make a soft, breathable textile, which is the most widely used cloth in clothing. Cotton fiber, once it has been processed to remove seeds (ginning) and traces of honeydew (a secretion from …

  • Wool

    Wool is the fiber derived from the fur of animals, principally sheep, but the hair of certain species of other mammals such as goats, llamas and rabbits may also be called wool. Wool has two qualities that distinguish it from hair or fur: it has scales …

  • Leather

    Leather is a processed form of animal hide. It must first be cleaned - both of the detritus of its previous owner and whatever hair it might have growing from the other side. It also has to be softened a bit in order to make it into useful things such as …

  • Hide

    Hide has at least two different, important meanings. The most basic and obvious one is when it is still the skin of an animal. The animal is taken from nature via a skilled hunter or a wily trapper. It may also be raised from birth for the slaughter by a …

  • Tanning

    A tanner is the person to which animal hides are taken to be cured and turned into useful leather and sometimes parchment. While potentially profitable, the facility in which this process occurs, known as a tannery, are not welcome within a town. The …

  • Frystalline

    This magical crystalline growth appears in veins of metal near holy, or unholy, sites. The crystalline growth is said to contain divine energies and any weapon made of frystalline is treated as either a good-aligned or evil-aligned weapon for the purpose …

  • Skillful Crystal

    A skillful crystal is often used by mages who wish to expand their martial repertoire without resorting to all the unpleasant physical effort that would normally entail. So long as the skillful crystal is embedded in a masterwork simple or martial …

  • Oakstone

    Despite their gemstone appearance, oakstones are not a product of the earth, but of a tree. With sizes ranging from an acorn to a pinecone, oakstones are translucent, reddish-brown in color, and contain branch-like inclusions. As hard as a ruby, an …

  • Truesteel

    Truesteel is a fine iron that needs no alloy and shines with a silvery gleam, found occasionally in iron mines. Truesteel holds a slightly sharper edge than steel but is otherwise nearly identical. Truesteel is somewhat easier to work with compared to …

  • Celestial Heartwire

    An incredibly fine, flexible metal found only in mines and outcroppings of ore in The Lands of Light. It is not suitable for making an entire suit of armor, but small sections of heartwire can be incorporated into armor to reinforce vital areas. This …

  • Flametouched Iron

    Mined only in the southern Ashridge Mountains, often near subterranean rivers, flametouched iron is rare and considered sacred by followers of Fiers. When mined, this iron variety has a speckled pale red color, resembling rusting iron. When flametouched …

  • Absinthe

    * Type: Liquor * Quality: Excellent _Description:_ An alcoholic liqueur flavored with wormwood, an aromatic plant which provides nice flavor and color to absinthe. “Madness and death are not things to which I aspire.” is a common saying to those that …

  • Aliant

    * Type: Wine * Quality: Excellent _Description:_ A brilliant blue dry wine made by catfolk. This wine is produced from berries of the alia plant, a plant exclusive to the dark valleys of Ikari's jungle. Each Alia plant will produce at most a fourth of …

  • Blink Dog 20-20

    * Type: Wine * Quality: Normal _Description:_ Nicknamed "Blink Dog 20/20" by locals, this wine is touted by its ’connoisseurs’ as “grape squeezins with a kick." This less-than-remarkable wine is the poor man’s drink in many port dives and small towns. …

  • Bloody Mary

    * Type: Liquor * Quality: Excellent _Description:_ A very exotic and questionably evil drink, a Bloody Mary contains strange, rare, and usually illegal ingredients: pure tomato juice, rare Tabasco sauce (a spicy additive with the main ingredient being …

  • Brindleberry Wine

    * Type: Wine * Quality: Normal _Description:_ This unusually alcoholic wine made from the brindleberry is a favorite across Creed, though is the center of much debate. It is a powerful aphrodisiac, and can cause a significant decrease in inhibitions …

  • Brown Mold Beer

    * Type: Beer * Quality: Normal _Description:_ A beer with a strong malted taste made from brown mold. In an unusual reaction to fermenting, the brown mold keeps the beer chill for long periods of time, even in hot climates. For this reason some tavern …

  • Cragg's Flaming Twister

    * Type: Liquor * Quality: Excellent _Description:_ A strange brew created by Cragg, a crazy half-ogre bartender. For as famously ugly as Cragg was, he managed to make one hell of a drink that's stayed famous around the world even decades after his …

  • Dimech Beer

    * Type: Beer * Quality: Poor Description: This potent beer was created by the dwarven artificer Dimech who was quite fond of being drunk but hated wasting his time getting there. Game Effects: This beer gets the drinker drunk fast. The save made …

  • Dornakh

    * Type: Liquor * Quality: Poor _Description:_ This liquor is a favorite of goblinkind, who distill this most strange and potent liquor. Civilized races view this drink as a distorted form of whiskey. It is dull red in color with a harsh metallic …

  • Dragon's Blood

    * Type: Liquor * Quality: Normal _Description:_ This bright red drink is said to have an interesting taste, similar to liquid fire, with a surprisingly rich and tingly aftertaste. Ale quenches the burning sensation somewhat, water makes it worse. …

  • Dwarven Jalapeno Wine

    * Type: Wine * Quality: Very Poor _Description:_ For a wine, the alcohol content is fairly high, similar to Port, though it has a taste and consistency similar to drinking Tabasco sauce. While not necessarily the most unpleasant drink, many drinkers …

  • Dwarven Thrower

    * Type: Liquor (Mixture) * Quality: Excellent _Description:_ The Dwarven Thrower is a mixture of several types of dwarven liquors. It is so popular that it is sold premixed in all establishments of those run by dwarves. Some clans even have a rite of …

  • Ashridge Brandy

    * Type: Liquor * Quality: Excellent _Description:_ A superior brandy made with a variety of ingredients gathered from across all of the Ashridge. While all ingredients are fairly well known, the process for making this brandy is long, complicated, …

  • Fire Beer

    * Type: Beer * Quality: Normal _Description:_ While some unscrupulous tavern owners would have people think that this drink is made on/from the Elemental Plane of Fire, it is actually nothing more than obscure ale that started life as a practical joke …

  • The Flaming Amigo

    * Type: Liquor (Mixed) * Quality: Very Poor (an acquired taste) _Description:_ A dangerous drink indeed. The ingredients tell it all: * 2 oz. dark rum * 2 oz. light rum * 2 oz. 150 proof rum * 2 oz. vodka * 2 oz. whiskey * 2 oz. tequila * 2 …

  • Gammonberry Wine

    * Type: Wine * Quality: Excellent _Description:_ A highly intoxicating but delicious drink. This wine is very expensive as it uses a number of rare fruits to produce (with gammonberry being the main ingredient). A famous story says that when offered …

  • Glempe

    * Type: Wine * Quality: Good (Acquired Taste) _Description:_ Glempé is created by the Ashridge barbarians. Originally made as a drink for long travels, the violent nature of the drink found it a special place as a test of strength during coming of age …

  • Green Slime Wine

    * Type: Wine * Quality: Excellent _Description:_ This very rare wine is made by using the remains of a small Green Slime. This can be either a white or a red wine, though it will always have a green tinge. If correctly brewed, the wine will have a …

  • Jagerbeir

    * Type: Beer * Quality: Normal _Description:_ Jagerbeir is a dark, bitter dwarven brew. This black beer is made of fermented fungus and cabbage. Over ten varieties of each make up the ingredients, which helps keep it a closely guarded secret (although …

  • Jolly Dwarf

    * Type: Liquor * Quality: Excellent _Description:_ The most popular and best straight whiskey in Coricona and, many would argue, the best on Creed. Jolly Dwarf has unfortunately become incredibly rare, as the distillery which made it was swept up in …

  • Klatchlan Coffee

    * Type: Liquor * Quality: Excellent _Description:_ A strong coffee liquor favored by the fire angels of Dentyr. Highly caffeinated, this drink is loved for its ability to keep a reveler going through even the most lengthy of festivals. _Game …

  • Lycanthrope Moonshine

    * Type: Liquor * Quality: Good _Description:_ This distilled whiskey has a unique cream flavor that's very popular amongst lycanthropes, although each type of lycanthrope (i.e. werewolf, werebear, etc.) has its own particular brand. Interestingly, …

  • Mages' Brew

    * Type: Liquor * Quality: Very Good to Excellent _Description:_ Mages’ Brew is a potent and smooth drink, one of the few alchemical drink creations to gain significant popularity. Spellcasters have a great deal of immunity to the effects of this drink …

  • Minotaur Malt Liquor

    * Type: Beer * Quality: Good _Description:_ This malt liquor beer is very popular amongst rough-and-tumble adventurers, largely due to its high alcohol content. The name symbolizes the hardiness of the brew. One popular advertisement is “Get Minotaur …

  • Obliviax Wine

    * Type: Wine * Quality: Normal _Description:_ Made with Memory Moss as an ingredient, this wine is very special and prized not for its taste but for its side effects. If the wine was properly fermented, the drinker will acquire the memories of …

  • Old Dragon's Breath

    * Type: Liquor * Quality: Excellent _Description:_ O.D.B. come in two varieties — Old Dragon’s Breath and Old Demon's Blood — which are very similar. Old Dragon's Breath is a coppery red liquor, made with a smooth vodka base mixed with sweet and hot …

  • Old Demon's Blood

    * Type: Liquor * Quality: Excellent _Description:_ O.D.B. come in two varieties — Old Dragon’s Breath and Old Demon's Blood — which are very similar. Old Demon's Blood, a smooth black liquor, is a Tabasco-infused tequila mixed to form a searingly …

  • Old One-Eye

    * Type: Beer * Quality: Poor _Description:_ Old One-Eye is a special brew almost all taverns are familiar with. The ingredients are one cask of a good beer, several casks of water (depending on the cheapness of the maker), and a bottle or two of poor …

  • Dwarven Pride

    * Type: Beer (sort of) * Quality: Normal _Description:_ Dwarven Pride is the result of one too many dwarves trying to perfect the Dwarven Thrower. While this alchemical drink is considered to be far inferior to the Thrower, many enjoy downing a …

  • Pulgue

    * Type: Liquor * Quality: Poor _Description:_ Pulgue is a fermented drink made in the the deserts of northern Dentyr. Made by the goblins of the region, it is made from the juice of a cactus plant called agave. It isn’t the best drink in the world, …

  • Red Righettini Fungus Beer

    * Type: Beer * Quality: Average _Description:_ Developed out of the Righettini fungus that grow in the deep caves of Dentyr, this beer is a favorite of many orcs and fire angels. Red Righettini Fungus Beer tastes like an odd beer, but has a fair …

  • Rocgut

    * Type: Liquor * Quality: Very Poor _Description:_ Created in a tarvern named the Red Roc, the main drink of the dive is suitably named Rocgut. Rocgut is a potent and disgusting brew, made from the bodily fluids of a slain roc, including the blood, …

  • Sake

    * Type: Beer * Quality: Normal to Excellent _Description:_ Sake is an odd beer brewed from rice and served hot. Originally made by the avens of Dentyr, kitsune have long had a particular love for the drink and have turned its production into something …

  • The Silver Wolf

    * Type: Liquor * Quality: Fantastic _Description:_ This exotic vodka-like liquor is made from the blood of dire wolf alphas, unholy water, potatoes grown on hallowed ground, and a variety of secret additional ingredients. It is usually served in a …

  • Shocking Wine

    * Type: Wine * Quality: Very Good _Description:_ This excellent sparkling white wine is made of grapes from the Elemental Plane of Air and contains a small electric charge. Drinking this wine sends a pleasant shocking sensation through the imbiber. …

  • Tiefling Iced Tea

    * Type: Liquor * Quality: Very Good _Description:_ Tiefling Iced Tea is currently only made and served in the Black Sails Tavern in Klurikon. It is always served in a Blueshined steel mug as that is the only thing that can hold this brew without …

  • The Utter Moron

    * Type: Liquor * Quality: Excellent _Description:_ An incredibly rare drink made by dragons. Crafted from their elemental bile, bottled, and stored for five years, then combined with a mixture of whiskey and beer (few people know how much of each) …

  • Whimsey Wine

    * Type: Wine * Quality: Excellent _Description:_ Whimsy Wine is a rare concoction created by wild mages or in areas of wild magic. A fruity, fizzy drink, the effects of this alcohol can be most amusing. _Game Effects:_ Unless the drinker is a wild …

  • Yellow Mold Beer

    * Type: Beer (Malt) * Quality: Good _Description:_ A light-tasting and pale beer made from fermented yellow mold. While there is a slight chance that if some spores survive the fermentation process that the drinker will suffer from hallucinations, …

  • Zombie Killer

    * Type: Liquor * Quality: Good _Description:_ Zombie Killer is a black liquor made by fermenting a rare fungus that only grows on the bodies of zombies. While many rumors of some rather bizarre enchantments and rituals being required to make this …

  • Rainbow Dust

    * Type: Liquor * Quality: Good _Description:_ An unusual liquor that sparkles and glows various colors, radiating reds, blues, violets, oranges, yellows, greens, and various other spectacular colors. Occasionally a person might distinguish some sort …

  • Something to Remember

    * Type: Liquor * Quality: Good _Description:_ A pale blue drink with a sweet and subtle flavor. Made from a particular plant native to the [[The Faewoods | faewoods]], this drink is extremely expensive but holds the unusual ability to lock memories …

  • Amareth Wine

    * Type: Wine * Quality: Fantastic _Description:_ A very rare elven wine, this golden wine must be aged for over one hundred years. Rarely found outside private collections, the highly coveted Amareth is said to be the finest thing a person could ever …

  • Calavaasel

    * Type: Wine * Quality: Good _Description:_ Calavaasel is a light red wine with a wonderful, sweet taste. It acts as a mild stimulant and is quite popular during long feasts. _Game Effects:_ Normal.

  • Nine Days Dead Ale

    * Type: Beer * Quality: Normal (acquired taste) _Description:_ "Nine Days Dead" is the name of a particular brand of dark ale brewed by the Brimstone Brewery near the southern edge of the twin kingdoms. It is certainly an acquired taste, as it leaves …

  • Nythiral Wine

    * Type: Wine * Quality: Good _Description:_ This light, white wine is an unusual ocean angel creation. Created from a particular kelp native to Aasrugel, it was originally intended to be a dessert wine though it was quickly discovered to be quite …

  • Skahzim

    * Type: Beer * Quality: Very Poor _Description:_ Skahzim is also known as “Gladiator’s Grog." It is a thick, heavy drink with a nutty smell and a most repugnant taste. Skahzim temporarily boosts its drinker's combat prowess, but is exhausting and very …

  • Sylvanblood Wine

    * Type: Wine * Quality: Good _Description:_ This loathsome beverage appears to be a quality red wine and is one of few fae drinks known. Sylvanblood Wine, as the name implies, is the mingling of an average red wine with the blood of elves and the …

  • Tahku

    * Type: Beer * Quality: Very Poor _Description:_ Ogres periodically brew this vile ale. Tahku is a yellowish-green in color, has a thick and chunky consistency, and a nauseating smell which resembles the odor of stale sweat, rotten eggs, and drake …

  • Thorgar Ale

    * Type: Beer * Quality: Good (acquired taste) _Description:_ Thorgar ale is a heavy, rich drink, sometimes called “Delver’s Brew” by its original dwarven makers. Thorgar has a hearty taste, thick and full-bodied, though it seems rather harsh until one …

  • Val'Suul

    * Type: Wine * Quality: Normal _Description:_ Val’Suul is a particularly refreshing viashino brew, crafted from the desert vegetation of Rhyza Varus. Typically used while traveling the wastes today, it holds a particularly special place in viashino …

  • White Lotus Mead

    * Type: Beer * Quality: Good _Description:_ A light drink with a milky consistency and a sharp taste. A glass of White Lotus mead puts the drinker in a relaxed and euphoric state for about an hour, very similar to cannabis. Some people claim that they …

  • Moxen Gems

    The Moxen Gems or Moxes are a set of gemstones that occasionally infuse themselves with one or more of the colors of mana as they form. * [[Ruby]] drawing [[Red]] [[Mana]] * [[Emerald]] drawing [[Green]] mana * [[Pearl]] drawing [[White]] mana * [[ …

  • Elemental Gems

    The four Elemental Gems, the [[Moss Agate]], [[Fire Agate]], [[Frost Agate]], and [[Sky Agate]], are a collection of gems that naturally resonate with the four elements. Unlike the [[Moxen Gems]], the Elemental Gems are usually denoted as such simply for …

  • Lance

    The lance is a common weapon for knights, paladins, and other warriors who favor fighting from horseback. Lances have had a substantial mechanical change from Pathfinder core Lance * Base Cost: 10g * Two-Handed Melee Weapon * Damage S: 1d6 * …

  • Serran Scabbard

    _A finely crafted bleached leather scabbard with a silver reinforcements. The symbol of serra graces the front of the scabbard._ While not necessarily tied to the Serran religion, it's believed the original creator of the scabbard was a member and the …

  • Item Modifications

    _This page is In the Works_ *Temporary Pricing* * Simple: 100 gp weapons/50 gp armor * Moderate: 200 gp weapons/100 gp armor * Complex: 400 gp weapon/200 gp armor All modifications are subject to GM/group approval and basic logic. Modifications …

  • Greatcleaver

    The greatcleaver resembles a large greatsword that tapers out to a large axe-head usable only by [[Barbarians|barbarians]]. The weapon's awkward design makes it difficult to use but provides a crushing offensive for any barbarian skilled enough to master …

  • Keldon Waraxe

    The keldon waraxe resembles a single-bladed greataxe with a deeply extended blade usable only by [[Keldons|keldons]]. A difficult weapon for even the most adept of keldons, the weapon maims most who try master it's deadly form. *Keldon Waraxe* * Base …

  • Outrider's Greatspear

    An ancient and incredibly awkward weapon, the outrider's greatspear is a testament to both orcish innovation and their ceremonial culture. Usable only by [[Orcs]], this weapon is a hybridization of their traditional totem spears and the lances favored by …

  • Striva

    Supposedly gifted to the talruum by their god of destruction, Torahn, the striva is a weapon of war usable only by [[Minotaurs]]. While it's rare to see any but a talruum using this weapon, hurloon warriors have occasionally taken the years necessary to …

  • Black Lotus

    _This page is in the works_ *Lotus Petal:* A shed petal from a lotus. A lotus petal used during spellcasting provides the user six mana of any color to power the spell, replaces up to 1,000 gp worth of material components and/or foci required by the …

  • Planar Forks

    Unique magical items, planar forks facilitate for planar travel that transports a caster to a plane other than a Creed, Limbo, or the Shadow Lands. Planar forks rely on materials particularly resonate with desired destination plane, rare and often guarded …

  • Chasuble of Power

    A short robe that confers greater offensive mystical might upon the wearer. Chasubles of power are always attuned to a single element or alignment and add 1d6 points of damage (lesser) or 2d6 points of damage (greater) to any spell the wearer casts that …

  • Master's Mark

    A ring that grants specialized casting proficiency to the wearer. A master's mark is always attuned to an school or [[Descriptor]], such as alignments or elements, and grants a +1 or +2 Insight bonus to the wearer's caster level for that attuned school or …

  • Amulet of Focused Survival

    The wearer of this amulet gains a resistance bonus on all saving throws, as with a cloak of resistance, but the resistance bonus on one chosen save is one greater. In addition, once per day as an immediate action, the character may choose to reroll a …

  • Casting

    *Casting:* The Casting enchantment may only be placed on a one-handed or larger weapon or a heavy or larger shield that possesses the [[Item Modifications|Storing Item Modification]]. Once per round while wielding a casting item, you can activate a magic …

  • Leathers

    While technically an extensive subject, nearly every creature can have their [[Hide|hide]] [[Tanning|turned]] into some sort of [[Leather|leather]] or harvested for scale. Some examples are below. * [[Dire Animal Pelt]] * [[Drakescale]] * [[ …

  • Pack-Treated

    Pack-treating a hide while it is being worked is a costly refinement process usually only undertaken for high ranking members of a ranger's pack or warden's grove. By refining the base material with additional hide suffused with specific mystical unguents …

  • King's-Weave

    King's-weaving a textile while it is being worked is a costly refinement process usually only done for high ranking members of the nobility or a mage's council. By refining the base material with additional thread suffused with specific mystical unguents …

  • Grove-Worked

    Grove-working wood or a plant while it is being worked is a costly refinement process usually only done for ranking members of a druid's grove. By refining the base material with additional layers of wood or plant material suffused with specific mystical …

  • Boots of Striding

    An item that provide an enhancement bonus to a single type of movement speed. While commonly called the Boots of Striding, the item must actually be in an appropriate slot depending on the type of movement speed to be enhanced - such as boots or legs for …

  • Wings of Flying

    *Wings of Flying:* A cloak that grants its wearer a magical fly speed of 60 ft (average), whipping about them as if in a heavy breeze as they fly. Magical fly speeds allow a creature to move straight up from the ground if prone and can function in airless …

  • Traveler's Trousers

    A pair of pants enhances a creature's racial land speed. The pants can increase a wearer's racial base land speed to up to a maximum of 60 feet. Creatures with a racial land speed of 0 ft cannot benefit from this item. The effects of this item apply …

  • Bronzewood

    This exceptionally hard bronze-colored wood is useful in the manufacture of armor and weapons. Bronzewood is incredibly rare, the trees themselves are short and thin and are usually found as single trees or growing in very small groups - so far, all …

  • Serranwood

    Serranwood is a rare tree that resembles a whitewashed willow tree and possesses a magical buoyancy, named after the goddess Serra. Found only on high cliffs and mountainous plateaus, the wood seems to thrive only in thin air nearest the sun and has never …

  • Leafweave

    An ancient elvish artform, supposedly brought to Creed by the [[The Old Lords|Old Lords]] and mastered in the generations since. As the name suggests, leafweave is made from the plant leaves that have been treated with mystical and alchemical ointments. …

  • Arrowgrass

    Arrowgrass is a plentiful, sturdy wild grass found in Celanthiral that is mildly narcotic when chewed. Woodworkers will occasionally use the strong grass to make arrow shafts, finding that the unique material allows the arrow to fly further and with …

  • Mirith

    Mirith is a chalky white ore that is most often found in mithral mines, often quarried near Celanthiral. Raw mirith ore is distinctive in its whiteness and that a _Detect Magic_ spell can faintly detect the metal as if it possessed the lingering aura of …

  • Century Plant

    The century plant is an incredibly rare, strongly magical desert agave-like plant with leaves that sheen somewhat metallic gold. This plant gathers what little green mana exists in deserts and stores this energy for one hundred years before creating a …

  • Darkwood

    This rare black wood appears similar to ebony and is as hard as normal wood but very light. Darkwood has hardness 5 and 10 hit points per inch. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a …

  • Blanchwood

    Blanchwood is pale green in color and is a strong, hard, heavy wood that is occasionally called stonewood. It has hardness 7 and 13 hit points per inch of thickness. The DC for breaking a blanchwood item with a Strength check increases by 5 compared to a …

  • Wirewood

    Wirewood trees look much like a paper birch and is a very bendable material - often found in inner areas of the [[The Great Forest|Great Forest]] where baloths and wurms like to travel. Woodworkers work and twist this extremely flexible material in a time …

  • Rushwood

    Rushwood is a pale brown cypress-like waterwood tree that grows in small groves in forest ponds or occasionally near slow-moving rivers. Although no stronger than normal wood, the wood possesses a natural resiliency that allows it to remain alive even …

  • Magnigoth

    Magnigoth trees are a species of long-lived and fairly rare trees that can grow thousands of feet tall. Unfortunately, almost no magnigoths ever reach their true potential. Without near perfect weather and soil conditions, many magnigoths will die far …

  • Barkcloth

    Barkcloth or bark cloth is a versatile material that is commonly made and used by catfolk. Barkcloth comes primarily from trees of the Moraceae family, most famously including the mulberry trees. Sodden strips of the fibrous inner bark of these trees into …

  • Barkwrap

    Barkwrap is a special form of flexible material made by weaving together sodden strips of the fibrous of inner treebark (much like making [[Barkcloth|barkcloth]]), then treating the resulting material with special alchemical processes. The resulting …

  • Wildwood

    Wildwood is an exotic type of tree, named for it's connection to the elemental wilds. Normally found only on the four elemental planes, wildwood possesses an inherent mystical connection to their native elemental plane. Wildwood's resonates aggressively …

  • Dark Iron

    Typically found only in the deepest cores of the greatest volcanoes, dark iron is incredibly heavy and inherently volcanic in origin. Dark iron is actually an adamantine derivative and is only found in or near veins of adamantine that are subject to …

  • Hizagkuur

    Hizagkuur, or "Blood Steel", is a glossy nearly-black red iron that constantly weeps small amounts of bloody mist. The metal naturally hardens with odd facets, and looks similar to obsidian when properly forged. The metal historically only came from the …

  • Truesilver

    Found anywhere both silver and mercury can be mined, truesilver is also called “perfect silver” or “puresilver.” Veins of this rare material are almost unknown. When found, truesilver deposits are usually found deep underground where silver and mercury …

  • Master-Cut

    Master-Cutting a gemstone while it is being worked is a costly refinement process usually only done for master mages or by any minotaur fortunate enough to have a [[Kristorahn]] [[Striva]]. By refining the base material with a crystal lacquer suffused …

  • Crafting with Monster Materials

    Many craftsmen find that working with monstrous materials - that is, working with the body parts of slain monsters - can provide many unique advantages, creating a superior enchanting medium or providing unique benefits otherwise unobtainable. Some of …

  • Axiomatic Surge

    *Axiomatic Surge:* This elegant weapon appears smooth and golden. Characters who serve gods of doctrine, order, and other lawful principles craft these weapons of pure law for themselves and others who share their values. An _axiomatic surge_ weapon …

  • Berserker (Weapon Enchantment)

    *Berserker:* Though tarnished and battered, this simple weapon is incredibly durable, the scars of a hundred battles marring its surface. In your hands, a berserker weapon deals an extra 1d6 points of damage if it is wielded as a 1-handed weapon, or 1d8 …

  • Bewildering (Weapon Enchantment)

    *Bewildering:* A weapon with bewildering allows the wielder to confuse a target on hit. Three times per day, when the wielder of a bewildering weapon makes a successful attack with this weapon, in addition to dealing the weapon’s normal damage, the …

  • Binding (Weapon Enchantment)

    *Binding:* A weapon with binding has a length of chain looped decoratively around its grip or head. When you activate a binding weapon, the next successful attack you make with it before the end of your turn prevents the target from using any form of …

  • Blindsighted (Weapon Enchantment)

    *Blindsighted:* The form of a screeching bat’s head adorns the end of this weapon, and images of wings and fluttering nocturnal forms run along its length. When activated, a blindsighted weapon emits a series of whispered notes (Listen DC 10). While …

  • Bloodfeeding (Weapon Enchantment)

    *Bloodfeeding:* This weapon has a blood-red tint. Every time a bloodfeeding weapon deals damage to a living creature, it gains 1 “blood point,” which it can store for up to 1 hour. The weapon can store a maximum of 10 blood points. This effect is …

  • Bonebreaker (Weapon Enchantment)

    *Bonebreaker:* A bonebreaker weapon reduces all speeds of a struck creature by 10 feet for 1d4 rounds. Multiple hits from a bonebreaker weapon do not reduce a creature’s speeds further, but they do extend the duration of the penalty. This speed penalty …

  • Breaking (Weapon Enchantment)

    *Breaking:* Upon command, a breaking weapon deals an extra 2d6 points of damage against inanimate objects and crystalline creatures on a successful hit and ignores the hardness of objects with a hardness of 5 or lower. When used against a crystalline …

  • Brutal Surge (Weapon Enchantment)

    *Brutal Surge:* This weapon is broader, thicker, and darker in color than a normal weapon of its type. After a successful melee attack with a brutal surge weapon, you can command the weapon to initiate a bull rush attempt against the target of the attack …

  • Called (Weapon Enchantment)

    *Called:* A called weapon can be teleported to the wielder’s hand as a swift action that does not provoke attacks of opportunity, even if the weapon is in the possession of another creature. This ability has a maximum range of 100 feet, and effects that …

  • Chargebreaker (Weapon Enchantment)

    *Chargebreaker:* This weapon’s tip is rounded slightly, like that of a jousting lance. Anytime the wielder damages a charging creature with a chargebreaker weapon, the wielder can make a trip attempt that does not provoke an attack of opportunity. * …

  • Charging (Weapon Enchantment)

    *Charging:* The image of a heavily armored, mounted knight, leveling a ribbon-covered lance for a charge, adorns this weapon. When you are mounted and wielding a weapon that has this property, you deal an extra 2d6 points of damage on a successful charge …

  • Conductive (Weapon Enchantment)

    *Conductive:* A weapon with conductive is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric’s domain granted power, sorcerer’s bloodline power, oracle’ …

  • Corrosive (Weapon Enchantment)

    *Corrosive:* Upon command, a corrosive weapon becomes slick with acid that deals an extra 1d6 points of acid damage on a successful hit. The acid does not harm the wielder. The effect remains until another command is given. * _Activation_: None * …

  • Corrosive Burst (Weapon Enchantment)

    *Corrosive Burst:* A corrosive burst weapon functions as a [[Corrosive (Weapon Enchantment) | corrosive]] weapon that explodes with searing acid upon striking a successful critical hit. The acid does not harm the wielder. In addition to the extra acid …

  • Countering (Weapon Enchantment)

    *Countering:* A countering weapon gives its wielder a +2 bonus to his combat maneuver defense against combat maneuvers made to disarm or sunder this weapon. If the attempt fails, the wielder can immediately attempt the same maneuver against the opponent …

  • Cruel (Weapon Enchantment)

    *Cruel:* When the wielder strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened for 1 round. When the wielder uses the weapon to knock unconscious or kill a creature, he gains 5 morbid temporary hit …

  • Cunning (Weapon Enchantment)

    *Cunning:* This special ability allows a weapon to find chinks in a foe’s defenses using the wielder’s knowledge of the target. Whenever the weapon’s attack is a critical threat, the wielder gains a +2 bonus on the confirmation roll if she has 1 or …

  • Dazzling Radiance (Weapon Enchantment)

    *Dazzling Radiance:* This special weapon ability can be placed on only melee weapons. When a character wielding a dazzling radiance weapon uses the Dazzling Display feat, the weapon flashes in a burst of bright color. All creatures within 15 feet of the …

  • Deadly Precision (Weapon Enchantment)

    *Deadly Precision:* This weapon looks more slender and elegant than others of its type. Its blade, point, or head glitters as though a thousand tiny facets were reflecting the ambient light. A deadly precision weapon deals an extra 1d6 points of damage …

  • Deceptive (Weapon Enchantment)

    *Deceptive:* A deceptive weapon’s shape blurs and appears to bend unpredictably. When the weapon is in hand, the wielder gains a bonus on Bluff checks to feint equal to the enhancement bonus of the weapon. In addition, when the wielder successfully …

  • Defensive Surge (Weapon Enchantment)

    *Defensive Surge:* This weapon is thicker and heavier than a normal weapon of its type, but it feels well balanced. Its hilt or grip is set with a smoothly rounded topaz. After a successful melee attack with a defensive surge weapon in any round in which …

  • Dislocator (Weapon Enchantment)

    *Dislocator:* Discolorations in the surface of this weapon appear, then fade in a random pattern. An elaborate handle contains a thumb-sized indent. When you activate a dislocator weapon, the next successful attack you make before the end of your turn …

  • Dislocator, Greater (Weapon Enchantment)

    *Dislocator, Greater:* Brilliant discolorations in the surface of this weapon appear, then fade in a random pattern. An elaborate handle contains a thumb-sized indent coated in gold filigree. This property functions as a [[Dislocator (Weapon Enchantment) …

  • Desiccating (Weapon Enchantment)

    *Desiccating:* This weapon looks cracked and parched, as if it has spent decades baking in the desert sun. A desiccating weapon destroys the water in a living creature that it strikes, dealing an extra 1d4 points of desiccation damage (or an extra 1d8 …

  • Desiccating Burst (Weapon Enchantment)

    *Desiccating Burst:* All the moisture seems to have been sapped from this brittle, gray weapon, as if it’s been buried below shifting sands for centuries. A desiccating burst weapon functions as a [[Desiccating (Weapon Enchantment) | desiccating]] weapon. …

  • Distracting (Weapon Enchantment)

    *Distracting:* Weapons with this special ability cause foes struck by them to have difficulty controlling their magic. Any time a creature that has been struck by a distracting weapon would have to succeed at a concentration check to complete a spell or …

  • Eager (Weapon Enchantment)

    *Eager:* This weapon, which is decorated with a wing motif, vibrates slightly, as though with excitement. An eager weapon can be drawn as a free action. While on your person, you gain a +2 bonus on initiative checks and a +2 bonus on damage rolls made …

  • Energy Surge (Enchantment) (Weapon Enchantment)

    *Energy Surge:* The pommel of this weapon bears a single diamond that flashes with an inner radiance. An energy surge weapon functions as a weapon of the prerequisite type ([[Corrosive (Weapon Enchantment) |corrosive]], [[Flaming (Weapon Enchantment) | …

  • Ethereal Reaver (Weapon Enchantment)

    *Ethereal Reaver:* This weapon appears ghostly, but it is as solid and unforgiving as any other of its type. An ethereal reaver weapon functions as a [[Ghost Touch (Weapon Enchantment) | ghost touch]] weapon. In addition, such a weapon allows you to see …

  • Ghost Touch (Weapon Enchantment)

    *Ghost Touch:* A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature’s 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons. …

  • Bane (Weapon Enchantment)

    *Bane:* A weapon with bane excels against certain foes. Against a designated foe, the weapon’s enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6 points of damage against such foes. This increase in enhancement bonus applies …

  • Fiercebane (Weapon Enchantment)

    *Fiercebane:* Carved into the handle of this weapon is a single word representing the foe the weapon is dedicated to slaying. A fiercebane weapon excels at attacking one type or subtype of creature. It acts as a bane weapon against the creature type (and …

  • Flaming (Weapon Enchantment)

    *Flaming:* Upon command, a flaming weapon is sheathed in fire that deals an extra 1d6 points of fire damage on a successful hit. The fire does not harm the wielder. The effect remains until another command is given. * _Activation_: Standard * _Cost_: …

  • Flaming Burst (Weapon Enchantment)

    *Flaming Burst:* A flaming burst weapon functions as a [[Flaming (Weapon Enchantment) | flaming]] weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from …

  • Frost (Weapon Enchantment)

    *Frost:* Upon command, a frost weapon is sheathed in a terrible, icy cold that deals an extra 1d6 points of cold damage on a successful hit. The cold does not harm the wielder. The effect remains until another command is given. * _Activation_: Standard …

  • Furious (Weapon Enchantment)

    *Furious:* A furious weapon serves as a focus for its wielder’s anger. When the wielder is raging or under the effect of a rage spell, the weapon’s enhancement bonus is +2 better than normal. If the wielder has a rage power that gives a skill bonus while …

  • Glaciating (Weapon Enchantment)

    *Glaciating:* This weapon looks cracked and frosted, as if it has spent decades freezing within a glacier. A glaciating weapon rapidly freezes the water in a living creature that it strikes, dealing an extra 1d4 points of frostburn damage (or an extra 1d8 …

  • Glaciating Burst (Weapon Enchantment)

    *Glaciating Burst:* All the moisture seems to have been frozen in this brittle, blue weapon, as if it’s been buried below shifting glaciers for centuries. A glaciating burst weapon functions as a [[Glaciating (Weapon Enchantment) | glaciating]] weapon. In …

  • Greater Distracting (Weapon Enchantment)

    *Greater Distracting:* Weapons with this special ability cause foes struck by them to have exceptional difficulty controlling their magic. Any time a creature that has been struck by a greater distracting weapon would have to succeed at a concentration …

  • Greyflame (Weapon Enchantment)

    *Greyflame:* This weapon responds to channeled positive and negative energy. When the wielder spends a swift action to channel energy through the weapon, it ignites with a strange gray flame that sheds light as a torch, increases the weapon’s enhancement …

  • Heartseeker (Weapon Enchantment)

    *Heartseeker:* A weapon with heartseeker is drawn unerringly toward beating hearts. A heartseeker weapon ignores the miss chance for concealment against most living targets, though the attack must still target the proper square. This special ability does …

  • Heavenly Burst (Weapon Enchantment)

    *Heavenly Burst:* This weapon emits a low hum that sounds distinctly like a chorus chanting slowly. On a critical hit against an evil creature, a heavenly burst weapon discharges a shower of radiance that deals an extra 2d6 points of holy damage on a …

  • Heiromancer's Burst (Weapon Enchantment)

    *Heiromancer's Burst:* This weapon emits a low hum that sounds distinctly like a group of advokists arguing. On a critical hit against a chaotic creature, a heiromancer's burst weapon discharges a shower of radiance that deals an extra 2d6 points of …

  • Hellish Burst (Weapon Enchantment)

    *Hellish Burst:* This weapon emits a low hum that sounds distinctly like a dark cult chanting slowly. On a critical hit against a good creature, a hellish burst weapon discharges a shower of radiance that deals an extra 2d6 points of unholy damage on a …

  • Wild Burst (Weapon Enchantment)

    *Wild Burst:* This weapon emits a low hum that sounds distinctly like the muttering of the insane. On a critical hit against a lawful creature, a wild burst weapon discharges a shower of radiance that deals an extra 2d6 points of anarchic damage on a …

  • Holy (Weapon Enchantment)

    *Holy:* A weapon with holy is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. It bestows one permanent …

  • Holy Surge (Weapon Enchantment)

    *Holy Surge:* This elegant weapon appears smooth and pristine. Characters who serve gods of valor, honor, and other lofty principles craft these weapons of pure goodness for themselves and others who share their values. A holy surge weapon functions as a …

  • Hunting (Weapon Enchantment)

    *Hunting:* This weapon bears toothlike inscriptions across its surface. A hunting weapon increases your bonus on weapon damage rolls by 4 against your favored enemies. * _Activation_: None * _Cost_: +1 * _Creation Requirements_: Craft Magic Arms and …

  • Huntsman (Weapon Enchantment)

    *Huntsman:* A huntsman weapon helps its wielder locate and capture quarry. When the weapon is held in hand, the wielder gains the weapon’s enhancement bonus on Survival checks made to track any creature the weapon has damaged in the past day. It also …

  • Icy Burst (Weapon Enchantment)

    *Icy Burst:* An icy burst weapon functions as a [[Frost (Weapon Enchantment) | frost]] weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost …

  • Illusion Bane (Weapon Enchantment)

    *Illusion Bane:* Worked into the grip of this weapon is an iron cross set in the center of two concentric circles. Any attack with an illusion bane weapon ignores any miss chance created by an illusion effect (including effects that mimic illusions, such …

  • Injecting (Weapon Enchantment)

    *Injecting:* Injecting weapons feature bulbous pommels and small grooves along their blades, allowing them to store and deliver poison. An injecting weapon can hold up to 3 doses of poison. As a swift action, the wielder of an injecting weapon can coat …

  • Impaling (Weapon Enchantment)

    *Impaling:* This weapon has a particularly sharp and slim point. Three times per day, you can activate this weapon to treat its next attack (if made before the end of your turn) as a touch attack. You must declare that you are using this property before …

  • Impervious (Weapon Enchantment)

    *Impervious:* A weapon with impervious is warded from damage and decay. The weapon gains a bonus on all saving throws that would result in the destruction of the weapon (such as a metal weapon targeted by [[Rusting Grasp]]). An impervious weapon gains …

  • Keen (Weapon Enchantment)

    *Keen:* This ability doubles the threat range of a weapon. Only piercing or slashing melee weapons can be keen. If you roll this special ability randomly for an inappropriate weapon, reroll. This benefit doesn’t stack with any other effects that expand …

  • Ki Focus (Weapon Enchantment)

    *Ki Focus:* The magic weapon serves as a channel for the wielder’s ki, allowing her to use her special ki attacks through the weapon as if they were unarmed attacks. These attacks include the Stunning Fist feat (including any condition that the wielder …

  • Ki Intensifying (Weapon Enchantment)

    *Ki Intensifying:* A weapon with Ki Intensifying functions as a [[Ki Focus (Weapon Enchantment)]]. In addition, the save DC for ki abilities used through the weapon increases by half the enhancement bonus of the weapon (minimum 1). After a successful …

  • Lifesurge (Weapon Enchantment)

    *Lifesurge:* A lifesurge weapon boosts and sustains the wielder’s life energy while he is in the throes of combat. The wielder gains a bonus on saving throws against necromantic effects—including the ability damage, ability drain, and energy drain powers …

  • Merciful (Weapon Enchantment)

    *Merciful:* A merciful weapon deals an extra 1d6 points of damage, but all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from …

  • Maiming (Weapon Enchantment)

    *Maiming:* This weapon has a twisted haft or grip and spikes along its blade, head, or point. A maiming weapon twists and digs into the flesh of its target, rending, tearing, smashing, and bruising it. Whenever you score a critical hit with this weapon, …

  • Menacing (Weapon Enchantment)

    *Menacing:* A weapon with menacing helps deal with flanked foes. When the wielder is flanking a creature, the flanking bonus on attack and damage rolls for the wielder increases by 2. * _Activation:_ None * _Cost:_ +1 * _Creation Requirements:_ Craft …

  • Mighty Cleaving (Weapon Enchantment)

    *Mighty Cleaving:* A mighty cleaving weapon allows a wielder using the Cleave feat to make one additional attack if the first attack hits, as long as the next foe is adjacent to the first and also within reach. This additional attack cannot be against the …

  • Naturalizing (Weapon Enchantment)

    *Naturalizing:* Arcane symbols cover this weapon, but many are scratched out and defaced, obscuring any meaning. Once per round, when you strike a creature or object with a naturalizing weapon, you can activate it to target that creature or object with a …

  • Planar (Weapon Enchantment)

    *Planar:* A weapon with planar is effective against all types of extradimensional beings. Against a creature with the extraplanar subtype (that is, any creature not on their home plane), the weapon deals an extra 1d6 points of damage. * _Activation:_ …

  • Profane (Weapon Enchantment)

    *Profane:* This black iron weapon is decorated with a single silver skull. A runic phrase describing a vile act runs along its blade or haft By speaking the appropriate command word, you can sheathe a profane weapon in crackling unholy energy. This effect …

  • Profane Burst (Weapon Enchantment)

    *Profane:* This black iron weapon is decorated with dozens of silver skulls. Runic phrases describing vile acts run along its blade or haft and glow when it is wielded. A profane burst weapon functions as a [[Profane (Weapon Enchantment) | profane]] …

  • Purifying (Weapon Enchantment)

    *Purifying:* A single, incredibly complex arcane formula covers every inch of this weapon, but deep gashes and complex scratches cover it, as if purposefully destroying its meaning. This weapon functions as a [[Naturalizing (Weapon Enchantment) | …

  • Resonating (Weapon Enchantment)

    *Resonating:* This weapon bears a small engraving of a bell. A resounding weapon emits a deep, ringing chime each time it successfully hits a target. The sound carries over the din of battle, encouraging your allies. When you strike a foe with a …

  • Revealing (Weapon Enchantment)

    *Revealing:* A sea of flames flickers upon this weapon, though it is perfectly cool to the touch. Any opponent struck by a weapon that has this property is outlined in magical flames, as the faerie fire spell, for 1 round. * _Activation:_ None * _Cost …

  • Sacred (Weapon Enchantment)

    *Sacred:* This silver-white weapon is decorated with a single golden sun. A runic phrase describing a heroic deed runs along its blade or haft. By speaking the appropriate command word, you can sheathe a sacred weapon in luminous holy energy. While …

  • Sacred Burst (Weapon Enchantment)

    *Sacred Burst:* This silver-white weapon is decorated with a single golden sun. A runic phrase describing a heroic deed runs along its blade or haft. A weapon with sacred burst functions as a [[Sacred (Weapon Enchantment) | sacred]] weapon. In addition, …

  • Sapping (Weapon Enchantment)

    *Sapping:* This special ability can be placed on only weapons that deal nonlethal damage. A sapping weapon deals an additional 2d6 points of nonlethal damage. When the wielder confirms a critical hit with the weapon, the target becomes fatigued for 5 …

  • Screaming (Weapon Enchantment)

    *Screaming:* This weapon is pierced with numerous tiny holes in a decorative pattern. These holes produce a whistling sound when air moves through them. Upon command, this weapon begins to vibrate gently, though it emits no actual sound in this mode. …

  • Screaming Burst (Weapon Enchantment)

    *Screaming Burst:* A screaming burst weapon functions as a [[Screaming (Weapon Enchantment) | screaming]] weapon that explodes with an explosive sound upon striking a successful critical hit. The sound does not harm the wielder. In addition to the extra …

  • Shattering (Weapon Enchantment)

    *Shattering:* A shattering weapon functions as a [[Breaking (Weapon Enchantment) | breaking]] weapon that explodes with a resounding crash upon striking a successful critical hit. In addition to the extra damage from the breaking special ability, a …

  • Shocking (Weapon Enchantment)

    *Shocking:* Upon command, a shock weapon is sheathed in crackling electricity that deals an extra 1d6 points of electricity damage on a successful hit. The electricity does not harm the wielder. The effect remains until another command is given. * …

  • Shocking Burst (Weapon Enchantment)

    *Shocking Burst:* A shocking burst weapon functions as a shock weapon that explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability, a …

  • Slithering (Weapon Enchantment)

    *Slithering:* A weapon with slithering can bend and flex when swung at a target, allowing it to fit through narrow gaps and around difficult angles with greater ease and making the weapon difficult to strike. When a slithering weapon is used to attack a …

  • Spellbreaking (Weapon Enchantment)

    *Spellbreaking:* A spellbreaking weapon functions like a [[Spell Storing (Weapon Enchantment) | spell storing]] weapon, but it may only store [[Dispelling Touch]], [[Dispel Magic]] or [[Demystify]]; however, the caster level check to dispel gains an …

  • Spell Storing (Weapon Enchantment)

    *Spell Storing:* A spell storing weapon allows a spellcaster to transfer the energies of a single targeted spell of up to 3rd level in the weapon (the spell must have a casting time of 1 standard action). Anytime the weapon strikes a creature and the …

  • Stygian (Weapon Enchantment)

    *Stygian:* This weapon is composed of a black crystal that seems to absorb the light around it. When you activate a stygian weapon, the next successful attack you make before the end of your turn bestows one negative level on the target in addition to …

  • Summon Bane (Weapon Enchantment)

    *Summon Bane:* A summon bane weapon excels against summoned creatures, including those summoned by conjuration (summoning) spells (such as summon monster and summon nature’s ally spells), and those summoned by conjuration (calling) spells (such as planar …

  • Sweeping (Weapon Enchantment)

    *Sweeping:* Images of clouds and gusting wind cover this strangely flexible weapon. This property grants you a +2 competence bonus on any combat maneuver check made to trip an opponent with the weapon. In addition, you count as being 1 size category …

  • Throwing (Weapon Enchantment)

    *Throwing:* This special ability can only be placed on melee weapons. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use. * _Activation:_ None * _Cost:_ +1 * …

  • Unholy Surge (Weapon Enchantment)

    *Unholy Surge:* This vile weapon is decorated with jagged spikes, skulls, and other macabre designs. Characters who serve gods of murder, strife, and other base deeds craft these weapons of pure evil for themselves and for others who share their foul …

  • Unholy (Weapon Enchantment)

    *Unholy:* An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of good alignment. It bestows one permanent …

  • Valiant (Weapon Enchantment)

    *Valiant:* When wielding a valiant weapon and targeting a foe with a single-target challenge, such as a marshal's directed assault or a smite, the valiant weapon deals an additional 1d6 points of damage against that foe. The wielder receives a +2 bonus on …

  • Vicious (Weapon Enchantment)

    *Vicious:* When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. …

  • Warning (Weapon Enchantment)

    *Warning:* Four glass eyes circle this weapon, each watching a different direction. A warning weapon grants you a +5 insight bonus on initiative checks as long as it is held. * _Activation_: Full-Round * _Cost_: +1 * _Creation Requirements_: Craft …

  • Whirling (Weapon Enchantment)

    *Whirling:* The hilt of this weapon is twisted into a corkscrew design, and its blade is dramatically curved. Three times per day, you can use this weapon to make a whirling attack that has a chance of striking all nearby opponents. Instead of making your …

  • Thundering (Weapon Enchantment)

    *Thundering:* A thundering weapon creates a cacophonous roar like thunder whenever it strikes a target with a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a …

  • Agile (Weapon Enchantment)

    *Requirement:* This special ability may only be used on melee weapons usable with Weapon Finesse. *Agile:* A weapon with agile are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier …

  • Anarchic Surge (Weapon Enchantment)

    *Anarchic Surge:* This elegant weapon appears smooth and multihued. Characters who serve gods of strife, freedom, and other chaotic principles craft these weapons of pure chaos for themselves and others who share their values. An _anarchic surge_ weapon …

  • Anarchic (Weapon Enchantment)

    *Anarchic:* A weapon with anarchic is infused with the power of chaos. It makes the weapon chaotically aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of lawful alignment. It …

  • Axiomatic Surge (Weapon Enchantment)

    *Axiomatic Surge:* This elegant weapon appears smooth and golden. Characters who serve gods of doctrine, order, and other lawful principles craft these weapons of pure law for themselves and others who share their values. An _axiomatic surge_ weapon …

  • Axiomatic (Weapon Enchantment)

    *Axiomatic:* A weapon with axiomatic is infused with lawful power. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against chaotic creatures. It bestows one permanent negative …

  • Advancing (Weapon Enchantment)

    *Advancing:* This ability can only be placed on melee weapons. Once per round, when the wielder damages a creature in melee with an advancing weapon, she can take a 10-foot step as a free action after the attack but before the end of her turn. This …

  • Anchoring (Weapon Enchantment)

    *Anchoring:* This special ability can only be added to a melee weapon or a thrown weapon. An anchoring weapon pins a target in place and prevents it from moving. As a free action, only during the character's turn and only once per turn, the weapon can be …

  • Banishing (Weapon Enchantment)

    *Banishing:* When you strike an extraplanar creature of 26 Hit Dice or fewer while wielding a weapon that has this property, you can activate the weapon to banish that creature back to its home plane (Will DC 20 negates). A creature so banished cannot …

  • Bodyfeeding (Weapon Enchantment)

    *Bodyfeeding:* Composed of a dark, dull metal, this weapon is cold to the touch. Indeed, it seems to absorb your body heat. Whenever a bodyfeeder weapon you wield scores a successful critical hit against a living creature, you gain temporary vampiric hit …

  • Blurstrike (Weapon Enchantment)

    *Blurstrike:* This weapon is semitransparent, almost as though it were glass, but it is obviously of sturdier make. When activated, a blurstrike weapon partially fades from view for 1 round, appearing only as a faint outline (though you, as the wielder, …

  • Collision (Weapon Enchantment)

    *Collision:* This delicately balanced weapon settles into your grip as if you had wielded it for years. Its blue-gray hue shimmers as you heft the weapon. A collision weapon temporarily increases its own mass at the end point of each swing or shot. When …

  • Culling (Weapon Enchantment)

    *Culling:* When a culling weapon is used to make an attack using the Cleave or Great Cleave feat, it deals an additional 2d6 points of damage on both the initial attack and any additional attacks granted by Cleave or Great Cleave. The weapon also applies …

  • Disruption (Weapon Enchantment)

    *Disruption:* A disruption weapon is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. * _Activation_: None * _Cost_: +2 * _Creation Requirements_: Craft Magic Arms and Armor, [[Disrupting …

  • Doom Burst (Weapon Enchantment)

    *Doom Burst:* This weapon is enveloped in a shroud of darkness. Whenever you score a critical hit with this weapon, a wave of blackness washes over the target, causing it to become shaken (no saving throw) for a number of rounds depending on the critical …

  • Energy Aura (Weapon Enchantment)

    *Energy Aura:* The surface of this weapon seems to gleam with ever-shifting colors. From time to time, it glows with heat, crackles with electricity, emits acrid-smelling fumes, or develops a rime of frost. Once activated, each hit by this weapon deals an …

  • Enervating (Weapon Enchantment)

    *Enervating:* This weapon looks worn and its blade has ruddy tinge, as though it has been stained with blood. Four blood-red rubies surround the weapon’s bronze pommel. When you score a critical hit against a living creature with an enervating weapon, the …

  • Furyborn (Weapon Enchantment)

    *Furyborn:* This special ability can only be placed on melee weapons. A furyborn weapon draws power from the anger and frustration the wielder feels when battling foes that refuse to die. Each time the wielder damages an opponent with the weapon, its …

  • Glorious (Weapon Enchantment)

    *Glorious:* A glorious weapon glows with a dazzling light equal to a daylight spell when drawn. The wielder cannot suppress this light, though it can be temporarily suppressed by any effect that can suppress daylight. A glorious weapon flashes with light, …

  • Invigorating (Weapon Enchantment)

    *Invigorating:* This weapon looks worn and its blade has blackish tinge, as though it has been stained with necrogin. Four golden pearls surround the weapon’s bronze pommel. When you score a critical hit against an undead creature with an invigorating …

  • Impact (Weapon Enchantment)

    *Impact:* An impact weapon delivers a potent kinetic jolt when it strikes, dealing an extra 1d8 points of damage (not multiplying on a critical hit). In addition, any bull rush combat maneuver the wielder attempts while wielding the weapon gains a bonus …

  • Parrying (Weapon Enchantment)

    *Parrying:* The detailed engravings on this shiny weapon appear to spin and jump about. Even when grasped, it twitches and bucks. A parrying weapon allows you to discern events an instant into the future, granting you a +1 insight bonus to AC, and a +2 …

  • Phase Locking (Weapon Enchantment)

    *Phase Locking:* A phase locking weapon interferes with dimensional travel. A creature damaged by a phase locking weapon is affected as though by the [[Dimensional Anchor]] spell for 1 round. * _Activation_: None * _Cost_: +2 * _Creation …

  • Quaking (Weapon Enchantment)

    *Restriction:* This ability can be placed only on melee bludgeoning weapons. *Quaking:* The wielder of a quaking weapon can strike the ground as a standard action to perform a trip combat maneuver that applies to all foes within a 5-foot-radius spread, …

  • Silencing (Weapon Enchantment)

    *Silencing:* A silencing weapon makes no noise when drawn or when used to attack. In addition, after hitting a creature, the wielder can surround that creature with an aura that muffles all sounds coming from it until the beginning of the wielder’s next …

  • Speed (Weapon Enchantment)

    *Speed:* When making a full-attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation (this benefit is not cumulative with similar …

  • Toxic (Weapon Enchantment)

    *Toxic:* Weapons with the toxic special ability reinforce the effects of applied poisons. The save DC of a poison applied to the weapon and delivered via an attack increases by 2. In addition, an applied poison applies to the next two attacks made with …

  • Umbral (Weapon Enchantment)

    *Umbral:* An umbral weapon does not reflect any sources of ambient light and is perpetually cloaked in shadow. It is considered to have concealment for the purposes of attacks or effects directed at the weapon, such as combat maneuver checks made to …

  • Unseen (Weapon Enchantment)

    *Unseen:* Upon command, an unseen weapon can be made invisible (as per the [[Invisibility]] spell, with a caster level of 7), including any scabbard, sheath, or similar accessory used to hold the weapon. A careful search will still reveal its presence, …

  • Cursespewing (Weapon Enchantment)

    *Cursespewing:* Whenever this weapon scores a critical hit against a target, it bestows a curse that imposes a penalty on attack rolls, saving throws, skill checks, and ability checks for 1 minute. The penalty is dependent on the critical multiplier of …

  • Necrotic Focus (Weapon Enchantment)

    *Necrotic Focus:* This weapon has a golden sheen and a series of black runes inlaid in jet along its length. Its pommel or grip is set with a black star sapphire. A necrotic focus weapon serves as a channel for your ability drain or energy drain …

  • Brilliant Energy (Weapon Enchantment)

    *Brilliant Energy:* A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. …

  • Vorpal (Weapon Enchantment)

    *Restriction:* This enchantment may be applied to slashing weapons only. *Vorpal:* This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical …

  • Conserving (Weapon Enchantment)

    *Conserving:* Only projectile weapons can be made conserving. When the wielder misses with a ranged attack, the fired ammunition teleports unharmed to its quiver, case, or pouch. If the ammunition in question would be destroyed for other reasons than …

  • Distance (Weapon Enchantment)

    *Distance:* This special ability can only be placed on a ranged weapon. A distance weapon has double the range increment of other weapons of its kind. * _Activation_: None * _Cost_: +1 * _Creation Requirements_: Craft Magic Arms and Armor, [[Longshot …

  • Driving (Weapon Enchantment)

    *Restriction:* This ability can be placed only on ranged weapons. *Driving:* A driving weapon can be used to perform bull rush and trip combat maneuvers in its first range increment. A successful ranged bull rush does not require the wielder to move to …

  • Endless Ammunition (Weapon Enchantment)

    *Restriction:* Bows and crossbows only. *Endless Ammunition:* Each time an endless ammunition weapon is nocked, a single non-magical arrow or bolt is spontaneously created by the magic, so the weapon’s wielder never needs to load the weapon with …

  • Energy Surge (Weapon Enchantment)

    *Energy Surge:* The pommel of this weapon bears a single diamond that flashes with an inner radiance. An energy surge weapon functions as a weapon of the prerequisite type (corrosive, flaming, frost, or shock). In addition, on a successful melee attack …

  • Nimble Shot (Weapon Enchantment)

    *Nimble Shot:* This special ability can only be placed on ranged weapons. A nimble shot weapon doesn’t provoke attacks of opportunity when fired. * _Activation_: None * _Cost_: +1 * _Creation Requirements_: Craft Magic Arms and Armor, Creator must …

  • Precise (Weapon Enchantment)

    *Precise:* This weapon has a carved peephole or sighting tube worked into its design, and its hilt is set with a faceted diamond. You can shoot or throw a precise weapon at an opponent engaged in melee without incurring the standard –4 penalty. This …

  • Returning (Weapon Enchantment)

    *Restriction:* Only available for thrown weapons. *Returning:* A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn …

  • Seeking (Weapon Enchantment)

    *Seeking:* This special ability can only be placed on ranged weapons. A seeking weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. The wielder still has to aim the weapon at the right square. …

  • Spell Hurling (Weapon Enchantment)

    *Spell Hurling:* This special ability can be placed only on melee weapons that are designed to be thrown. If the wielder has the arcane channeling class feature (such as from levels in the battlecaster class), he can throw a spell hurling weapon to …

  • Cyclonic (Weapon Enchantment)

    *Cyclonic:* This special ability can be placed only on ranged weapons or ammunition. A cyclonic weapon or piece of ammunition feels as though it were surrounded by gentle winds pulling it in all directions. When the wielder makes a ranged attack with a …

  • Designating, Lesser (Weapon Enchantment)

    *Designating, Lesser:* This special ability can only be placed on ranged weapons or ammunition. Each time a ranged weapon or ammunition with this ability hits a creature, its magic designates the target. Allies gain a +2 morale bonus on melee attack and …

  • Designating, Greater (Weapon Enchantment)

    *Designating, Greater:* Weapons with this special ability cause foes struck by them to have exceptional difficulty controlling their magic. Any time a creature that has been struck by a greater distracting weapon would have to succeed at a concentration …

  • Second Chance (Weapon Enchantment)

    *Second Chance:* This special ability can only be placed on bows. Once per round, when a shot made with this weapon misses its target, as a free action the weapon’s wielder can cause that shot to swerve and try to hit the target again. The arrow fired …

  • Heart-Piercing (Weapon Enchantment)

    *Restriction:* This ability can be placed only on piercing ranged weapons. *Heart-Piercing:* It functions as [[Vorpal (Weapon Enchantment) | vorpal]] except that a heart-piercing weapon can pierce the target’s heart (or similar vital organ, if it has …

  • Aquatic (Weapon Enchantment)

    *Aquatic:* An aquatic weapon functions easily in watery environments. With the weapon in hand, the wielder gains a bonus on Swim checks equal to twice the weapon’s enhancement bonus. In addition, the wielder does not take the normal penalties to attack …

  • Energizing (Weapon Enchantment)

    *Energizing:* After an attack with this weapon drops a living foe (kills it or drops it to negative hit points), the weapon infuses its wielder with vigor. If its wielder is fatigued, the weapon removes the fatigue. If exhausted, the wielder becomes …

  • Dragon's Breath (Food and Drink)

    * Type: Liquor (Mixed) * Quality: Very Good _Description:_ A popular mixed drink at Red Dragon’s Tavern was originally created by the tavern’s owner Beoli. Beoli was well known in his region as a rum distiller, but it was his mixed drinks that really …

  • Brawling (Weapon Enchantment)

    *Brawling:* A weapon with brawling aids with combat maneuvers. The enhancement bonus of the weapon applies to all combat maneuver checks, not just ones that use a weapon. This includes combat maneuver checks you make for spells, spell-like, and …

  • Courageous (Weapon Enchantment)

    *Courageous:* A courageous weapon fortifies the wielder’s courage and morale in battle. The wielder gains a morale bonus on saving throws against fear equal to the weapon’s enhancement bonus. In addition, once per day, after failing a saving throw against …

  • Focusing (Weapon Enchantment)

    *Focusing:* When you pick up a weapon with Focusing, you hear soft chanting that helps you focus on your work. While wielding a focusing weapon, you gain a bonus on all concentration checks equal to the weapon's enhancement bonus. * _Activation:_ None …

  • Grasping (Weapon Enchantment)

    *Grasping:* A grasping weapon is more effective when attempting to trip or disarm an opponent. It grants its wielder a +2 circumstance bonus on trip and disarm attempts. * _Activation:_ None * _Cost:_ +1 * _Creation Requirements:_ Craft Magic Arms …

  • Mystic Bane (Weapon Enchantment)

    *Mystic Bane:* A weapon with mystic bane causes spells to excel against certain foes. Against a designated foe, the any spell has a +1 bonus to overcome SR and the designated foe takes a -1 penalty on saving throws against your spells. * _Activation:_ …

  • Spell Penetration (Weapon Enchantment)

    *Spell Penetration:* A weapon with spell penetration is sleek and seems pointed in some way. A caster using a spell penetration weapon gains a +2 bonus to overcome spell resistance. * _Activation:_ None * _Cost:_ +1 * _Creation Requirements:_ Craft …

  • Spell Shattering (Weapon Enchantment)

    *Spell Shattering:* A weapon with spell shattering feels exceptionally fragile. A spellcaster wielding a spell shattering weapon gains a +1 bonus on dispel attempts. When they dispel a spell with a spell they cast (such as using [[Demystify]] to remove a …

  • Stonecutting (Weapon Enchantment)

    *Stonecutting:* A stonecutting weapon ignores 5 points of hardness when dealing damage to creatures or objects made of earth, metal, or stone. * _Activation:_ None * _Cost:_ +1 * _Creation Requirements:_ Craft Magic Arms and Armor, [[Hairline …

  • Duststorm (Weapon Enchantment)

    *Duststorm:* This special ability can be placed only on a melee weapon. Three times per day, the wielder of a duststorm weapon can use it to activate [[Haboob]], as the spell. The wielder has immunity to the effect, and the effect is centered on him. To …

  • Empowered (Weapon Enchantment)

    *Empowered:* A weapon with empowered allows the wielder to strengthen his spells, as if using a rod of empower spell. The weapon gains a number of charges equal to 1 plus the enhancement bonus of the weapon. Spending 1 charge allows the wielder to empower …

  • Mystic Alignment (Weapon Enchantment)

    *Mystic Alignment:* A weapon with mystic alignment is attuned to a specific alignment. This weapon functions as a [[Chasuble of Power]], providing 1d6 points of damage to any spell that matches the alignment descriptor specified at the enchantment's …

  • Mystic Element (Weapon Enchantment)

    *Mystic Element:* A weapon with mystic element is attuned to a specific element. This weapon functions as a [[Chasuble of Power]], providing 1d6 points of damage to any spell that matches the elemental descriptor specified at the enchantment's creation …

  • Maximized (Weapon Enchantment)

    *Maximized:* A weapon with maximized allows the wielder to strengthen his spells, as if using a rod of maximize spell. The weapon gains a number of charges equal to 1 plus the enhancement bonus of the weapon. Spending 1 charge allows the wielder to …

  • Maximum Effort (Weapon Enchantment)

    *Maximum Effort:* A weapon with maximum effort supplies a small amount of temporary mana to the caster for casting a spell at his highest tier of power using metamagics. Whenever you cast a spell that has been metamagicked up to at least a 9th level spell …

  • Quickened (Weapon Enchantment)

    *Quickened:* A weapon with quickened allows the wielder to strengthen his spells, as if using a rod of quicken spell. The weapon gains a number of charges equal to 1 plus the enhancement bonus of the weapon. Spending 1 charge allows the wielder to quicken …

  • Sending (Weapon Enchantment)

    *Sending:* A weapon with this ability transports any creature it strikes to a place of the wielder’s choosing on a roll of natural 20, followed by a successful roll to confirm the critical hit. This ability functions as per [[Baleful Teleport]]. * …

  • Force (Weapon Enchantment)

    *Force:* On a successful hit, a force weapon emits a powerful jolt of magical force. The magical force does not harm the weapon’s wielder. Force weapons deal 1d6 points of force damage on a successful hit. If the weapon successfully hits a target …

  • Channeling (Weapon Enchantment)

    *Channeling:* A channeling weapon allows the wielder to transfer some or all of the weapon’s enhancement bonus to her attack rolls and touch attacks made for spells as an enhancement bonus. As a free action, the wielder chooses how to allocate the weapon’ …

  • Flanking (Weapon Enchantment)

    *Flanking:* A flanking weapon allows it wielder to take full advantage of a distracted foe. A flanking weapon deals an additional 1d8 points of precision damage against flanked targets. If the wielder deals precision damage from other sources, such as …

  • Lifelink, Lesser (Weapon Enchantment)

    *Lifelink, Lesser:* A weapon with lifelink infuses its wielder with vitality every time it strikes a foe. Every time a weapon with lifelink deals damage to an opponent the wielder heals. If the wielder is already at full hit points, this healing is …

  • Twinned (Weapon Enchantment)

    *Twinned:* A twinned weapon allows the wielder to apply their enchantments to two separate weapons. The enchantments must be applied to the weapons as normal, but the character may advance the enchantments of the different weapons during the same round. …

  • Channeling, Greater (Weapon Enchantment)

    *Channeling, Greater:* A greater channeling weapon can be used to trace the somatic component of a spell, rather than using your fingers. This allows the bearer cast spells with somatic components even while both of their hands are occupied. This doesn’t …

  • First Strike (Weapon Enchantment)

    *First Strike:* When used in a charge, a first strike weapon deals double damage, as if the wielder had cast [[Rhino's Rush | Rhino's Rush]] (benefiting only the first successful attack with the weapon on a charge). A first strike weapon is always …

  • Splitting (Weapon Enchantment)

    *Splitting:* A splitting weapon functions as a twinned weapon but also allows the wielder to apply their enchantments to an additional weapon (for a net of three weapons after including twinned) plus one additional weapon per weapon enhancement bonus they …

  • Vampiric (Weapon Enchantment)

    *Vampiric:* Vampiric weapons have the ability to drain the life force of others and convert it into extra vigor for the wielder. Every time a weapon with vampiric deals damage to an opponent the weapon deals additional Arcane damage to the opponent and …

  • Lifelink (Weapon Enchantment)

    *Lifelink:* A lifelink weapon functions as a [[Lifelink, Lesser (Weapon Enchantment) | lesser lifelink]] weapon, except a lifelink weapon heals for 10 hit points per attack. * _Activation:_ None * _Cost:_ +2, requires [[Lifelink, Lesser (Weapon …

  • Double Strike (Weapon Enchantment)

    *Double Strike:* A double strike weapon functions as a weapon with [[First Strike (Weapon Enchantment) | First Strike]]. In addition, as a standard action, you may make two attacks with the weapon, the second attack being made at a -5 penalty. …

  • Spell Stealing (Weapon Enchantment)

    *Spell Stealing:* A Spell Stealing weapon allows its wielder to siphon active magisc from a target and transfer it to herself. When the wielder rolls a critical threat against a target, she can forgo confirming the critical hit and instead automatically …

  • Vampiric, Greater (Weapon Enchantment)

    *Vampiric, Greater:* This weapon functions as per a [[Vampiric (Weapon Enchantment) | vampiric]] weapon, except it deals an additional 2d6 points of damage per attack. * _Activation:_ None * _Cost:_ +1 * _Creation Requirements:_ Craft Magic Arms and …

  • Lifelink, Greater (Weapon Enchantment)

    *Lifelink, Greater:* A weapon with greater lifelink functions as a [[Lifelink, Lesser (Weapon Enchantment) | lesser lifelink]] weapon, except that it heals 18 hit points per attack. * _Activation:_ None * _Cost:_ +2, requires [[Lifelink (Weapon …

  • Deathtouch (Weapon Enchantment)

    *Deathtouch:* This weapon functions as a [[Vorpal (Weapon Enchantment) | vorpal]] weapon, except that it kills creatures with a death effect. As such, any creature immune to death effects is immune to this effect.

  • Acidic (Armor Enchantment)

    *Acidic:* _This item has a slick-looking, greenish sheen, and a light, acrid-smelling mist constantly rises from its surface._ A thin film of acid continuously covers the surface of this armor or shield, which is not damaged by this effect. An acidic …

  • Adamant (Armor Enchantment)

    *Restriction:* This special ability may only be used with Heavy Armor. *Adamant:* Once per day as a swift action, the wearer can harden armor possessing this special ability to the strength of adamantine, giving it DR 3/— for 9 rounds. The adamant …

  • Advancing (Armor Enchantment)

    *Restriction:* This special ability may only be used with Heavy Armor. *Advancing:* A suit of armor with the advancing special ability allows its wearer to move through fallen enemies to the forefront of any conflict. Once per round when the wearer of …

  • Benevolent (Armor Enchantment)

    *Benevolent:* This suit of armor best serves a wearer who focuses on assisting and protecting his allies. Benevolent armor is usually decorated with motifs of prosperity, plenty, and generosity, such as helping hands, cornucopias, and flourishing …

  • Bitter (Armor Enchantment)

    *Bitter:* This armor exudes an exceptionally vile and bitter taste whenever something bites or swallows a creature that is wearing it. Any creature that grapples the wearer with a bite attack (or any other attack using the mouth) must succeed at a …

  • Blurring (Armor Enchantment)

    *Blurring:* _This armor appears indistinct, as though its edges were smeared._ When you activate this armor, your appearance becomes distorted and hazy, as if you were affected by a blur spell. The blurring property functions three times per day, and …

  • Calming (Armor Enchantment)

    *Calming:* Calming armor is dyed or stained a soothing color, usually blue. As a swift action, the wearer can create a 5-foot aura around her that quiets the emotions of any agitated opponent threatening her. A creature that is raging or under an emotion …

  • Champion (Armor Enchantment)

    *Champion:* This armor special ability works only for good-aligned creatures with the challenge ability (such as samurai) or the smite evil ability. A wearer with one of these abilities gains a +2 sacred bonus to AC against attacks from the chosen …

  • Dastard (Armor Enchantment)

    *Dastard:* This armor special ability works only for evil creatures with the challenge ability (such as samurai) or the smite good ability. A wearer with one of these abilities gains a +2 profane bonus to AC against attacks from the chosen opponent. * …

  • Defiant (Armor Enchantment)

    *Defiant:* Armor and shields with this special ability excel at blocking the attacks of certain types of creatures, similar to a bane weapon’s excelling against certain foes. Against the designated foe, the item’s enhancement bonus to AC is +2 better than …

  • Displacement (Armor Enchantment)

    *Displacement:* _The shoulder pieces of this armor are embossed with tiny arrows pointing outward in opposite directions._ When you activate displacement armor, you appear to be standing right next to your actual location, as if affected by a …

  • Ease (Armor Enchantment)

    *Ease:* A suit of armor with this enchantment allows its wearer to rest comfortably overnight without removing it, regardless of how heavy it is . The wearer can don armor with the ease quality by themselves in only 5 rounds, or remove it by themselves in …

  • Ectoplasmic Feedback (Armor Enchantment)

    *Ectoplasmic Feedback:* _This armor appears translucent. Holy symbols of a good-aligned deity decorate the armor, and they glow with a soft white light when it is donned._ A suit of armor that has this property creates a backlash of energy against …

  • Evolving (Armor Enchantment)

    *Evolving:* Armor with this special ability often has revolting fleshy protrusions that periodically quiver and twitch. Once per day on command, the armor fuses with the flesh of the wearer for 30 minutes or until dismissed. The armor doesn’t grant any …

  • Fortification, Light (Armor Enchantment)

    *Fortification, Light:* This suit of armor or shield produces a magical force that lightly protects vital areas of the wearer. The additional damage dealt to the wearer due to a critical hit or precision-based effect on an attack is reduced by 25% ( …

  • Frosted (Armor Enchantment)

    *Frosted:* Armor and shields with the frosted ability are coated in a thin layer of frost, making the armor or shield shimmer faintly and take on a bluish-white hue. The wearer gains a +4 bonus to CMD against grapple combat maneuvers. Additionally, the …

  • Ghost Spike (Armor Enchantment)

    *Restriction:* This can not be applied to armor with the armor spikes modification. *Ghost Spike:* Once per day as a standard action, the wearer of ghost spike armor can command armor spikes made of shimmering force to erupt from the armor for up to 10 …

  • Impervious (Armor Enchantment)

    *Impervious:* Armor or shields with impervious are warded from damage and decay. The armor or shield gains a bonus on all saving throws that would result in the destruction of the armor or shield (such as metal armor targeted by [[Rusting Grasp]]). …

  • Mobility (Armor Enchantment)

    *Mobility:* _This suit of light armor seems exceptionally slick and supple. An abstract tracery in a silvery metal decorates the limbs and torso._ While wearing a suit of light armor that has this property, you gain the benefit of the Mobility feat, …

  • Poisoning (Armor Enchantment)

    *Poisoning:* A suit of armor with this ability becomes poisonous to the touch. The user must slip a vial of 1 dose of the injury or ingested poison to be used into a hidden slot along the armor’s inner thigh. Three rounds afterward, the entire suit of …

  • Spell Storing (Armor Enchantment)

    *Spell Storing:* This armor allows a spellcaster to store a single touch spell of up to 3rd level in it. Anytime a creature hits the wearer with a melee attack or melee touch attack, the armor can cast the spell on that creature as an immediate action if …

  • Staunching (Armor Enchantment)

    *Stanching:* A stanching suit of armor helps stop the flow of blood from the wearer’s wounds, automatically tightening like a tourniquet in the appropriate places while also magically reducing the severity of the wound. Stanching armor reduces hit point …

  • Terrain-Striding (Armor Enchantment)

    *Restriction:* This ability can only be applied to medium armor. *Terrain-Striding:* Armor with the terrain-striding special ability is attuned to a specific terrain when the armor is created, selected from rangers’ favored terrains. The wearer of …

  • Vouchsafing (Armor Enchantment)

    *Vouchsafing:* Vouchsafing armor grants its wearer DR 5/— while she is unconscious, nauseated, stunned, or pinned. This DR stacks with any other DR the wearer already has. If the wearer is somehow able to take standard actions while unconscious, nauseated …

  • Warding (Armor Enchantment)

    *Warding:* Once per day as an immediate action, the wearer of warding armor can activate it to end all active challenge, judgment, and smite abilities affecting her. This does not prevent opponents from selecting her as a target for these abilities in the …

  • Angelmight Ward (Armor Enchantment)

    *Angelmight Ward:* This armor increases the wearer’s enhancement bonus to Armor Class by +1 against attacks from creatures of evil alignment, or by +2 against attacks from evil outsiders. Furthermore, it provides a +1 bonus on all saving throws against …

  • Arrow Collecting (Armor Enchantment)

    *Restriction:* This ability may only be applied to metallic armors. *Arrow Collecting:* Armor with the arrow-collecting special ability grants the wearer a 20% miss chance against ranged projectile attacks (but not thrown weapon attacks, ranged spell …

  • Axeblock (Armor Enchantment)

    *Axeblock:* _The surface of this item appears serrated, sporting hundreds of tiny, knifelike edges._ An axeblock shield or suit of armor magically turns away slashing weapons, such as axes and most swords. While wearing armor or carrying a shield that …

  • Bloodthirsty (Armor Enchantment)

    *Restriction:* This enchantment may only be applied to light or medium armor. *Bloodthirsty:* Jagged designs of lightning, fangs, or weaponry adorn any bloodthirsty armor, which bolsters its wearer’s confidence and presence with each wound the wearer …

  • Buffering (Armor Enchantment)

    *Buffering:* Buffering armor and buffering shields are always dull black, and they appear to possess depths that couldn’t exist. A suit of armor or a shield with this quality absorbs ability-draining and level-draining attacks. It can absorb as many …

  • Demonmight Ward (Armor Enchantment)

    *Demonmight Ward:* This armor increases the wearer’s enhancement bonus to Armor Class by +1 against attacks from creatures of good alignment, or by +2 against attacks from good outsiders. Furthermore, it provides a +1 bonus on all saving throws against …

  • Dreadful (Armor Enchantment)

    *Dreadful:* The surface of the armor is matte black. If anyone studies it, the surface seems to shift; it's as if the armor is formed from shadow, and something terrible is hidden just beneath, preparing to pull the observer into the depths. The powers of …

  • Embalming (Armor Enchantment)

    *Embalming:* *Buffering:* Embalming armor and embalming shields are always a dull white, and they appear to possess depths that couldn’t exist. A suit of armor or a shield with this quality absorbs ability-draining and level-infusing attacks. It can …

  • Ghost Ward (Armor Enchantment)

    *Ghost Ward:* _This item appears normal at first glance, but closer examination reveals the image of a ghostly face on its surface._ A suit of armor or shield that has this property allows you to add its enhancement bonus (but not its armor or shield …

  • Greater Blurring (Armor Enchantment)

    *Greater Blurring:* _A light mist surrounds this armor, obscuring its exact details._ As blurring armor, except that the effect’s duration is 10 minutes, and you can activate the blurring property any number of times per day. * _Activation:_ Swift …

  • Hammerblock (Armor Enchantment)

    *Hammerblock:* _The surface of this item is covered with a pattern of tiny indentations._ A hammerblock shield or suit of armor magically turns away bludgeoning weapons, such as maces and clubs. While wearing armor or carrying a shield that has this …

  • Ocular (Armor Enchantment)

    *Ocular:* A suit of armor with this property grants all-around vision (The wearer cannot be flanked). The wearer is not able to avert or close their eyes, such as when confronted by a creature with a gaze attack. * _Activation:_ None * _Cost:_ +2 * …

  • Phantasmal (Armor Enchantment)

    *Restriction:* This ability may only be applied to light armor. *Phantasmal:* Three times per day, the wearer of a suit of phantasmal armor can leave an illusory afterimage of herself in a square she occupied as part of a move action. This double is …

  • Retaliation (Armor Enchantment)

    *Retaliation:* _The surface of this armor roils with pent-up energy._ A suit of armor that has this property strikes back at foes who hit hard in melee. While wearing retaliation armor, each time you take 10 or more points of damage from a single melee …

  • Slaadimight Ward (Armor Enchantment)

    *Slaadimight Ward:* This armor increases the wearer’s enhancement bonus to Armor Class by +1 against attacks from creatures of lawful alignment, or by +2 against attacks from lawful outsiders. Furthermore, it provides a +1 bonus on all saving throws …

  • Spearblock (Armor Enchantment)

    *Spearblock:* _The surface of this item appears rough, being covered with hundreds of tiny points reminiscent of spearheads._ A spearblock shield or suit of armor magically turns away piercing weapons, such as spears and arrows. While wearing armor or …

  • Kamimight Ward (Armor Enchantment)

    *Kamimight Ward:* This armor increases the wearer’s enhancement bonus to Armor Class by +1 against attacks from creatures of chaotic alignment, or by +2 against attacks from chaotic outsiders. Furthermore, it provides a +1 bonus on all saving throws …

  • Fortification, Moderate (Armor Enchantment)

    *Fortification, Moderate:* This suit of armor or shield produces a magical force that moderately protects vital areas of the wearer. This enchantment works as-per [[Fortification, Light (Armor Enchantment) | Light Fortification]] except it reduces the …

  • Ghost Touch (Armor Enchantment)

    *Ghost Touch:* This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of corporeal and incorporeal creatures. It can be picked up, moved, and worn by corporeal and incorporeal creatures …

  • Rampaging (Armor Enchantment)

    *Restriction:* This ability can be applied only to heavy armor. *Rampaging:* When the wearer of a suit of rampaging armor charges or attempts a bull rush combat maneuver check, he can ignore difficult terrain. Once per day as a swift action, when the …

  • Roaring (Armor Enchantment)

    *Roaring:* _The sculpted visage of a dragon adorns the chestpiece of this gleaming armor. Embellishments in the shapes of claws and draconic wings accent the rest of its intimidating appearance._ While you are wearing armor that has this property, you …

  • Sensing (Armor Enchantment)

    *Sensing:* A set of sensing armor compensates when its wearer has been blinded, is in total darkness (as long as the wearer doesn’t have darkvision or the see in darkness ability), or is in magical darkness (as long as the wearer doesn’t have the see in …

  • Spell Dodging (Armor Enchantment)

    *Spell Dodging:* A suit of spell dodging armor makes it more difficult for attacks from spells and spell-like abilities to hit its wearer, often physically pulling and pushing its wearer out of the way of incoming magical attacks. The wearer gains a +4 …

  • Titanic (Armor Enchantment)

    *Titanic:* A suit of armor with the titanic ability is almost comically oversized, though the effect is superficial and the interior fits a creature normally, with no adjustments necessary. A creature wearing titanic armor is considered one size category …

  • Wild (Armor Enchantment)

    *Wild:* Armor with this special ability usually appears to be made from magically hardened animal pelt. The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and …

  • Dread Wing (Armor Enchantment)

    *Restriction:* This ability can be applied only to full-plate armor. *Dread Wing:* As an immediate action, the wearer of a suit of dread wing armor can order it to disassemble and reconfigure itself as a pair of immense dragon’s wings. These wings …

  • Fortification, Heavy (Armor Enchantment)

    *Fortification, Heavy:* This suit of armor or shield produces a magical force that heavily protects vital areas of the wearer. This enchantment works as-per [[Fortification, Moderate (Armor Enchantment) | Moderate Fortification]] except it reduces the …

  • Arrow Catching (Armor Enchantment)

    *Arrow Catching:* A shield with this ability attracts ranged weapon attacks to it. It has a deflection bonus of +1 against ranged weapons because projectiles and thrown weapons veer toward it. Additionally, any projectile or thrown weapon aimed at a …

  • Bashing (Armor Enchantment)

    *Restriction:* This enchantment may only be applied to a held shield capable of making a shield bash. *Bashing:* A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a bashing weapon of …

  • Blinding (Armor Enchantment)

    *Blinding:* A shield with this ability flashes with a brilliant light up to twice per day upon command of the wielder. Except for the wielder, anyone within 20 feet must make a successful Reflex save or be blinded for 1d4 rounds. The DC of this Reflex …

  • Clangorous (Armor Enchantment)

    *Clangorous:* A shield with this ability rings loudly when struck in combat. As an immediate action when the wearer is hit by an attack, the wearer can activate the shield to create a deafening bang equivalent to a thunderstone. If the attack is a …

  • Focused (Armor Enchantment)

    *Focused:* A focused shield helps you anticipate your enemy’s moves in battle, helps you see through feints and similar moves, and provides enhanced benefits when you are facing only one creature. A focused shield grants a circumstance bonus on your …

  • Heraldic (Armor Enchantment)

    *Restriction:* This ability may only be applied to heavy or tower shields. *Heraldic:* A shield with the heraldic special ability counts as a banner for the purposes of a [[Marshal]]’s banner class feature, and as a holy symbol for any creature that …

  • Mirrored (Armor Enchantment)

    *Restriction:* This ability can only be applied to metallic, held shields. *Mirrored:* The polished surface of a mirrored shield or armor gleams and shines, and can be used as an ordinary mirror. Furthermore, it aids in battling creatures with gaze …

  • Ramming (Armor Enchantment)

    *Restriction:* This enchantment can only be applied to shields capable of a shield bash attack. *Ramming:* These shields are sturdily built and often bear the device of a ram or bull. When the wielder of a ramming shield makes a shield bash attack as …

  • Ranged (Armor Enchantment)

    *Restriction:* Any shield not a tower shield. *Ranged:* _This streamlined, gray metallic shield is keenly balanced and features a razor-sharp edge._ While using a ranged shield, you can throw it in combat. The thrown shield has a range increment of …

  • Rebounding (Armor Enchantment)

    *Rebounding:* A rebounding shield provides an additional +2 enhancement bonus to AC against ranged weapons, and it adds its total enhancement bonus to the wielder’s touch AC against splash weapons. If an opponent targets the wielder of a rebounding shield …

  • Singing (Armor Enchantment)

    *Singing:* Once per day, a singing shield’s bearer can command the shield to sing for 10 rounds to counter magical effects that depend on sound (as the bard’s countersong ability). Once per round during this time, the shield’s bearer can roll 1d20+10, …

  • Spell Rending (Armor Enchantment)

    *Restriction:* Only a shield that possesses the [[Hexproof (Armor Enchantment) | Hexproof]] may have this ability. *Spell Rending:* If a spellrending shield successfully protects its wearer from a spell effect, the shield stores the spell’s energy and …

  • Arrow Deflection (Armor Enchantment)

    *Arrow Deflection:* This shield protects the wielder as if he had the Deflect Arrows feat. Once per round when he would normally be struck by a ranged weapon, he can make a DC 20 Reflex save. If the ranged weapon (or piece of ammunition) has an …

  • Steadfast (Armor Enchantment)

    *Steadfast:* A steadfast shield helps its wielder stay alive in desperate conditions. It stays in its wielder’s hand even if she is panicked, stunned, or unconscious. She adds the weapon’s enhancement bonus as a bonus on checks to stabilize when dying and …

  • Weeping (Armor Enchantment)

    *Weeping:* As a move action, a wielder can cause a weeping shield to emit continual sobbing and wailing. While this effect is active, each good-aligned creature within 10 feet of the wielder takes a –1 penalty on attack rolls, saving throws, ability …

  • Bastion (Armor Enchantment)

    *Restriction:* This enchantment may only be applied to heavy and tower shields. *Bastion:* A bastion shield grants its wielder the ability to shrug off mind-affecting effects for a limited time. Whenever the wielder of a bastion shield fails a Will …

  • Reflecting (Armor Enchantment)

    *Reflecting:* This shield is as highly polished as a mirror, and its surface is completely reflective. Once per day, it can be called on to reflect a spell back at its caster exactly like the [[Spell Turning | spell turning]] spell. * _Activation:_ …

  • Time Buttress (Armor Enchantment)

    *Time Buttress:* _This magnificent platinum shield seems to pulse with an air of invincibility._ When you activate a shield that has this property, you can avoid injury by manipulating time. You are invulnerable to all attacks, spells, and powers ( …

  • Dextrous (Armor Enchantment)

    *Dextrous:* A suit of armor enchanted with dexterous is more easy to move about in. Dextrous armor has a maximum Dexterity bonus 1 higher and its armor check penalty is reduced by 2. * _Activation:_ None * _Cost:_ +1 * _Creation Requirements:_ Craft …

  • Dextrous, Greater (Armor Enchantment)

    *Dextrous, Greater:* A suit of armor enchanted with dexterous is more easy to move about in. Dextrous armor has a maximum Dexterity bonus 3 higher and its armor check penalty is reduced by 4. In addition, any speed penalty caused by the armor is reduced …

  • Dextrous, Superior (Armor Enchantment)

    *Dextrous, Superior:* A suit of armor enchanted with dexterous is more easy to move about in. Superior Dextrous armor has a maximum Dexterity bonus 6 higher, its armor check penalty reduced by 6. In addition, it removes the speed penalty of the armor ( …

  • Hexproof, Least (Armor Enchantment)

    *Hexproof, Least:* Hexproof armor or shields grant their bearers a significant protection against magic, providing or improving spell resistance while worn. Unlike normal spell resistance, the spell resistance granted by hexproof armor may be lowered as a …

  • Hexproof, Lesser (Armor Enchantment)

    *Hexproof, Lesser:* This enchantment functions like [[Hexproof, Least (Armor Enchantment) | Least Hexproof]], except it provides spell resistance 16 or improves a creature’s natural spell resistance by +3. * _Activation:_ None and Free * _Cost:_ +1, …

  • Hexproof, Greater (Armor Enchantment)

    *Hexproof, Greater:* This enchantment functions like [[Hexproof, Least (Armor Enchantment) | Least Hexproof]], except it provides spell resistance 19 or improves a creature’s natural spell resistance by +4. * _Activation:_ None and Free * _Cost:_ +1, …

  • Hexproof, Superior (Armor Enchantment)

    *Hexproof, Lesser:* This enchantment functions like [[Hexproof, Least (Armor Enchantment) | Least Hexproof]], except it provides spell resistance 22 or improves a creature’s natural spell resistance by +5. * _Activation:_ None and Free * _Cost:_ +1, …

  • Gauntlet (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Gauntlet* * Base Cost: 2 gp * Unarmed Weapon * Damage S: 1d3 * Damage M: 1d4 * Damage L: 1d6 * Critical: ×2 * Weight: 1 lb * Type: B * Hardness: 5 * HP: 5 *Benefit:* This …

  • Dagger (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Dagger* * Base Cost: 2 gp * Simple, Light Melee Weapon * Damage S: 1d3 * Damage M: 1d4 * Damage L: 1d6 * Critical: 19-20/×2 * Range: 10 ft. * Weight: 1 lb * Type: P or S * …

  • Dagger, punching (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Punching Dagger* * Base Cost: 2 gp * Simple, Light Melee Weapon * Damage S: 1d3 * Damage M: 1d4 * Damage L: 1d6 * Critical: ×3 * Weight: 1 lb * Type: P * Hardness: 10 * HP: 2 …

  • Gauntlet, spiked (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Spiked Gauntlet* * Base Cost: 5 gp * Simple, Light Melee Weapon * Damage S: 1d3 * Damage M: 1d4 * Damage L: 1d6 * Critical: ×2 * Weight: 1 lb * Type: P * Hardness: 5 * HP: 5 …

  • Mace, light (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Mace, Light* * Base Cost: 5 gp * Simple, Light Melee Weapon * Damage S: 1d3 * Damage M: 1d6 * Damage L: 1d8 * Critical: ×2 * Weight: 4 lb * Type: B * Hardness: 10 (See note) …

  • Sickle (Weapon)

    _This item is in progess_ _Sickles are better known as kama to the kitsune. While kama employ a slightly different design, they are functionally identical. Put additional flavor text here, BronzeGriffon_ *Sickle* * Base Cost: 6 gp * Simple, Light …

  • Club (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Club* * Base Cost: -- * Simple, One-Handed Melee Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: ×2 * Range: 10 ft. * Weight: 3 lbs. * Type: B * Hardness: …

  • Mace, heavy (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Heavy Mace* * Base Cost: 12 gp * Simple, One-Handed Melee Weapon * Damage S: 1d6 * Damage M: 1d8 * Damage L: 2d6 * Critical: ×2 * Weight: 8 lbs * Type: B * Hardness: 10 (See …

  • Morningstar (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Morningstar* * Base Cost: 8 gp * Simple, One-Handed Melee Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: ×2 * Weight: 6 lbs * Type: B and P * Hardness: 10 …

  • Shortspear (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Shortspear* * Base Cost: 1 gp * Simple, One-Handed Melee Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: ×2 * Range: 20 ft. * Weight: 3 lbs. * Type: P * …

  • Longspear (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Longspear* * Base Cost: 5 gp * Simple, Two-Handed Melee Weapon * Damage S: 1d6 * Damage M: 1d8 * Damage L: 2d6 * Critical: ×3 * Weight: 9 lbs. * Type: P * Hardness: 5 * HP: …

  • Quarterstaff (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Quarterstaff* * Base Cost: -- * Simple, Two-Handed Melee Weapon * Damage S: 1d4/1d4 * Damage M: 1d6/1d6 * Damage L: 1d8/1d8 * Critical: ×2 * Weight: 4 lbs. * Type: B * …

  • Spear (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Spear* * Base Cost: 2 gp * Simple, Two-Handed Weapon * Damage S: 1d6 * Damage M: 1d8 * Damage L: 2d6 * Critical: ×3 * Range: 20 ft. * Weight: 6 lbs. * Type: P * Hardness: 5 …

  • Blowgun (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Blowgun* * Base Cost: 2 gp * Simple, Ranged Weapon * Damage S: 1 * Damage M: 1d2 * Damage L: 1d3 * Critical: ×2 * Range: 10 ft. * Weight: 1 lb * Type: P * Hardness: 5 * HP: …

  • Crossbow, heavy (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Heavy Crossbow* * Base Cost: 50 gp * Simple, Ranged Weapon * Damage S: 1d8 * Damage M: 1d10 * Damage L: 2d8 * Critical: 19-20/×2 * Range: 120 ft. * Weight: 8 lbs. * Type: P * …

  • Crossbow, light (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Light Crossbow* * Base Cost: 35 gp * Simple, Ranged Weapon * Damage S: 1d6 * Damage M: 1d8 * Damage L: 2d6 * Critical: 19-20/×2 * Range: 80 ft. * Weight: 4 lbs. * Type: P * …

  • Dart (Weapon)

    _Put flavor text here, BronzeGriffon_ *Dart* * Base Cost: 5 sp for 5 darts * Simple, Ranged Weapon * Damage S: 1 * Damage M: 1d2 * Damage L: 1d3 * Critical: ×2 * Range: 10 ft. * Weight: 1/2 lb. * Type: P * Hardness: 5 * HP: 2 *Benefit:* …

  • Javelin (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Javelin* * Base Cost: 1 gp * Simple, Ranged Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: ×2 * Range: 30 ft. * Weight: 2 lbs. * Type: P * Hardness: 5 * …

  • Sling (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Blowgun* * Base Cost: -- * Simple, Ranged Weapon * Damage S: 1d3 * Damage M: 1d4 * Damage L: 1d6 * Critical: ×2 * Range: 50 ft. * Weight: 1 lb * Type: B * Hardness: 2 * HP: …

  • Axe, throwing (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Throwing Axe* * Base Cost: 8 gp * Martial, Light Melee Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: ×2 * Range: 20 ft. * Weight: 2 lbs. * Type: S * …

  • Hammer, light (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Light Hammer* * Base Cost: 1 gp * Martial, Light Melee Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: ×2 * Range: 20 ft. * Weight: 2 lbs. * Type: B * …

  • Handaxe (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Handaxe* * Base Cost: 6 gp * Martial, Light Melee Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: ×3 * Weight: 3 lbs. * Type: S * Hardness: 5 * HP: 2 * …

  • Kukri (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Kukri* * Base Cost: 8 gp * Martial, Light Melee Weapon * Damage S: 1d3 * Damage M: 1d4 * Damage L: 1d6 * Critical: 18-20×2 * Weight: 2 lbs. * Type: S * Hardness: 10 * HP: 2 …

  • Pick, light (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Light Pick* * Base Cost: 4 gp * Martial, Light Melee Weapon * Damage S: 1d3 * Damage M: 1d4 * Damage L: 1d6 * Critical: ×4 * Weight: 3 lbs. * Type: P * Hardness: 5 * HP: 2 …

  • Sap (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Sap* * Base Cost: 1 gp * Martial, Light Melee Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: ×2 * Weight: 2 lbs. * Type: S * Hardness: 2 * HP: 5 * …

  • Shield, light (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Light Shield* * Base Cost: See text * Martial, Light Melee Weapon * Damage S: 1d2 * Damage M: 1d3 * Damage L: 1d4 * Critical: ×2 * Weight: Special * Type: B * Hardness: See …

  • Spiked armor (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Spiked Armor* * Base Cost: 50 GP, see text * Martial, Light Melee Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: ×2 * Weight: 10 lbs., see text * Type: P * …

  • Spiked shield, light (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Light Spiked Shield* * Base Cost: 10 gp, see text * Martial, Light Melee Weapon * Damage S: 1d3 * Damage M: 1d4 * Damage L: 1d6 * Critical: ×2 * Weight: 5 lbs., see text * Type …

  • Starknife (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Starknife* * Base Cost: 24 gp * Martial, Light Melee Weapon * Damage S: 1d3 * Damage M: 1d4 * Damage L: 1d6 * Critical: ×3 * Range: 20 ft. * Weight: 3 lbs. * Type: P * …

  • Shortsword (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Shortsword* * Base Cost: 10 gp * Martial, Light Melee Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: 19-20×2 * Weight: 2 lbs. * Type: P * Hardness: 10 * …

  • Battleaxe (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Battleaxe* * Base Cost: 10 GP * Martial, One-Handed Melee Weapon * Damage S: 1d6 * Damage M: 1d8 * Damage L: 2d6 * Critical: ×3 * Weight: 6 lbs. * Type: S * Hardness: 5 * HP: …

  • Flail (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Flail* * Base Cost: 8 GP * Martial, One-Handed Melee Weapon * Damage S: 1d6 * Damage M: 1d8 * Damage L: 2d6 * Critical: ×2 * Weight: 5 lbs. * Type: B * Hardness: 5 * HP: 5 …

  • Longsword (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Longsword* * Base Cost: 15 GP * Martial, One-Handed Melee Weapon * Damage S: 1d6 * Damage M: 1d8 * Damage L: 2d6 * Critical: 19-20×2 * Weight: 4 lbs. * Type: S * Hardness: 10 …

  • Pick, heavy (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Heavy Pick* * Base Cost: 8 GP * Martial, One-Handed Melee Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: ×4 * Weight: 6 lbs. * Type: P * Hardness: 5 * HP: …

  • Rapier (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Rapier* * Base Cost: 20 GP * Martial, One-Handed Melee Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: 18-20/x2 * Weight: 2 lbs. * Type: P * Hardness: 10 * …

  • Scimitar (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Scimitar* * Base Cost: 15 GP * Martial, One-Handed Melee Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: 18-20/x2 * Weight: 4 lbs. * Type: S * Hardness: 10 …

  • Shield, heavy (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Heavy Shield* * Base Cost: See text * Martial, One-Handed Melee Weapon * Damage S: 1d3 * Damage M: 1d4 * Damage L: 1d6 * Critical: ×2 * Weight: Special * Type: B * Hardness: …

  • Spiked shield, heavy (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Heavy Spiked Shield* * Base Cost: 10 gp, see text * Martial, One-Handed Melee Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: ×2 * Weight: 5 lbs., see text * …

  • Trident (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Trident* * Base Cost: 15 GP * Martial, One-Handed Melee Weapon * Damage S: 1d6 * Damage M: 1d8 * Damage L: 2d6 * Critical: ×2 * Range: 10 ft. * Weight: 4 lbs. * Type: P * …

  • Warhammer (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Warhammer* * Base Cost: 12 GP * Martial, One-Handed Melee Weapon * Damage S: 1d6 * Damage M: 1d8 * Damage L: 2d6 * Critical: ×3 * Weight: 5 lbs. * Type: B * Hardness: 5 * HP: …

  • Falchion (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Falchion* * Base Cost: 75 gp * Martial, Two-Handed Melee Weapon * Damage S: 1d6 * Damage M: 2d4 * Damage L: 2d6 * Critical: 18-20/x2 * Weight: 8 lbs. * Type: S * Hardness: 10 …

  • Flail, heavy (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Heavy Flail* * Base Cost: 15 gp * Martial, Two-Handed Melee Weapon * Damage S: 1d8 * Damage M: 1d10 * Damage L: 2d8 * Critical: 19-20/x2 * Weight: 10 lbs. * Type: B * Hardness …

  • Glaive (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Glaive* * Base Cost: 8 gp * Martial, Two-Handed Melee Weapon * Damage S: 1d8 * Damage M: 1d10 * Damage L: 2d8 * Critical: x3 * Weight: 8 lbs. * Type: S * Hardness: 5 * HP: 10 …

  • Greataxe (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Greataxe* * Base Cost: 20 gp * Martial, Two-Handed Melee Weapon * Damage S: 1d10 * Damage M: 1d12 * Damage L: 3d6 * Critical: x3 * Weight: 12 lbs. * Type: S * Hardness: 5 * …

  • Greatclub (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Greatclub* * Base Cost: 5 gp * Martial, Two-Handed Melee Weapon * Damage S: 1d8 * Damage M: 1d10 * Damage L: 2d8 * Critical: x3 * Weight: 8 lbs. * Type: B * Hardness: 5 * HP: …

  • Greatsword (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Greatsword* * Base Cost: 50 gp * Martial, Two-Handed Melee Weapon * Damage S: 1d10 * Damage M: 2d6 * Damage L: 3d6 * Critical: 19-20/x2 * Weight: 8 lbs. * Type: S * Hardness: …

  • Guisarme (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Guisarme* * Base Cost: 9 gp * Martial, Two-Handed Melee Weapon * Damage S: 1d8 * Damage M: 1d10 * Damage L: 2d8 * Critical: x3 * Weight: 12 lbs. * Type: S * Hardness: 5 * HP: …

  • Halberd (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Halberd* * Base Cost: 10 gp * Martial, Two-Handed Melee Weapon * Damage S: 1d8 * Damage M: 1d10 * Damage L: 2d8 * Critical: x3 * Weight: 12 lbs. * Type: P or S * Hardness: 5 …

  • Lance (Weapon)

    The lance is a common weapon for knights, paladins, and other warriors who favor fighting from horseback. Lances have had a substantial mechanical change from Pathfinder core Lance * Base Cost: 10g * Two-Handed Melee Weapon * Damage S: 1d6 * …

  • Ranseur (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Ranseur* * Base Cost: 10 gp * Martial, Two-Handed Melee Weapon * Damage S: 1d8 * Damage M: 1d10 * Damage L: 2d8 * Critical: x3 * Weight: 12 lbs. * Type: P * Hardness: 5 * HP: …

  • Scythe (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Scythe* * Base Cost: 18 gp * Martial, Two-Handed Melee Weapon * Damage S: 1d6 * Damage M: 2d4 * Damage L: 2d6 * Critical: x4 * Weight: 10 lbs. * Type: S * Hardness: 5 * HP: …

  • Longbow (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Longbow* * Base Cost: 100 gp * Martial, Ranged Weapon * Damage S: 1d6 * Damage M: 1d8 * Damage L: 2d6 * Critical: x3 * Range: 100 ft. * Weight: 3 lbs. * Type: P * Hardness: 5 …

  • Longbow, composite (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Longbow, composite* * Base Cost: See text * Simple, Ranged Weapon * Damage S: 1d6 * Damage M: 1d8 * Damage L: 2d6 * Critical: x3 * Range: 110 ft. * Weight: 3 lbs. * Type: P * …

  • Shortbow (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Shortbow* * Base Cost: 30 gp * Martial, Ranged Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: x3 * Range: 60 ft. * Weight: 2 lbs. * Type: P * Hardness: 5 …

  • Shortbow, composite (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Shortbow* * Base Cost: See text * Martial, Ranged Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: x3 * Range: 70 ft. * Weight: 2 lbs. * Type: P * Hardness: …

  • Felsteel

    Mined only in Mount Ered and the surrounding hills in Aphetto, often near subterranean rivers, felsteel is rare and considered sacred by followers of The Dark Lord. When mined, this iron variety has a speckled dark green color, resembling a darker bog …

  • Page of Spell Knowledge

    This page is covered in densely-worded arcane script. It contains the knowledge of a single spell. When held, this page allows a character to cast the spell contained on the page as if they knew it, though they must meet all prerequisites for casting the …

  • Ornamental

    Ornament is always important in high courts or those in the public eye. For heroes this can be a particular problem, as their image is so centered around their arms and armaments, but many cities do not allow even well-known individuals to freely carry …

  • Siangham (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Siangham* * Base Cost: 3 gp * Exotic, Light Melee Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: ×2 * Range: - * Weight: 1 lb. * Type: P * Hardness: 5 * …

  • Sai (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Sai* * Base Cost: 1 gp * Exotic, Light Melee Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: ×2 * Range: 10 ft. * Weight: 1 lb. * Type: B or P * Hardness: …

  • Nunchaku (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Nunchaku* * Base Cost: 2 gp * Martial, Light Melee Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: ×2 * Range: - * Weight: 2 lbs. * Type: B * Hardness: 5 …

  • Waraxe, dwarven (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Dwarven Waraxe* * Base Cost: 30 GP * Martial, One-Handed Melee Weapon * Damage S: 1d8 * Damage M: 1d10 * Damage L: 2d8 * Critical: ×3 * Weight: 12 lbs. * Type: S * Hardness: 5 …

  • Whip (Weapon)

    _This weapon is under ongoing review and needs playtesting, considering its unique nature. The weapon is available for use, but note that any and all aspects of it may be changed in the future._ _Put flavor text here, BronzeGriffon_ *Whip* * Base …

  • Axe, orc double (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Orc Double Axe* * Base Cost: 60 gp * Exotic, Two-Handed Melee Weapon * Damage S: 1d6/1d6 * Damage M: 1d8/1d8 * Damage L: 2d6/2d6 * Critical: x3 * Weight: 15 lbs. * Type: S * …

  • Curve blade, elven (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Elven Curve Blade* * Base Cost: 80 gp * Exotic, Two-Handed Melee Weapon * Damage S: 1d8 * Damage M: 1d10 * Damage L: 2d8 * Critical: 18-20/x2 * Weight: 7 lbs. * Type: S * …

  • Chain, spiked (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Spiked Chain* * Base Cost: 25 gp * Martial, Two-Handed Melee Weapon * Damage S: 1d6 * Damage M: 2d4 * Damage L: 2d6 * Critical: x2 * Weight: 10 lbs. * Type: P * Hardness: 10 …

  • Flail, dire (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Dire Flail* * Base Cost: 90 gp * Exotic, Two-Handed Melee Weapon * Damage S: 1d6/1d6 * Damage M: 1d8/1d8 * Damage L: 2d6/2d6 * Critical: x2 * Weight: 10 lbs. * Type: B * …

  • Hammer, hooked (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Hooked Hammer* * Base Cost: 20 gp * Exotic, Two-Handed Melee Weapon * Damage S: 1d6/1d4 * Damage M: 1d8/1d6 * Damage L: 2d6/1d8 * Critical: x3/x4 * Weight: 6 lbs. * Type: B or …

  • Sword, two-bladed (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Two-Bladed Sword* * Base Cost: 100 gp * Exotic, Two-Handed Melee Weapon * Damage S: 1d6/1d6 * Damage M: 1d8/1d8 * Damage L: 2d6/2d6 * Critical: 19-20/x2 * Weight: 10 lbs. * …

  • Urgrosh, dwarven (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Dwarven Urgrosh* * Base Cost: 50 gp * Exotic, Two-Handed Melee Weapon * Damage S: 1d6/1d4 * Damage M: 1d8/1d6 * Damage L: 2d6/1d8 * Critical: x3 * Weight: 12 lbs. * Type: P or …

  • Courtblade, elven (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Elven Courtblade* * Base Cost: 80 gp * Exotic, Two-Handed Melee Weapon * Damage S: 1d8 * Damage M: 1d10 * Damage L: 2d8 * Critical: 18-20/x2 * Weight: 7 lbs. * Type: S * …

  • Crossbow, hand (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Hand Crossbow* * Base Cost: 100 gp * Martial, Ranged Weapon * Damage S: 1d4 * Damage M: 1d6 * Damage L: 1d8 * Critical: 19-20/×2 * Range: 30 ft. * Weight: 2 lbs. * Type: P * …

  • Crossbow, repeating light (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Light Repeating Crossbow* * Base Cost: 250 gp * Simple, Ranged Weapon * Damage S: 1d6 * Damage M: 1d8 * Damage L: 2d6 * Critical: 19-20/×2 * Range: 80 ft. * Weight: 6 lbs. * …

  • Crossbow, repeating heavy (Weapon)

    _This item is in progess_ _Put flavor text here, BronzeGriffon_ *Heavy Repeating Crossbow* * Base Cost: 400 gp * Martial, Ranged Weapon * Damage S: 1d8 * Damage M: 1d10 * Damage L: 2d8 * Critical: 19-20/×2 * Range: 120 ft. * Weight: 12 lbs. …

  • Padded (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Padded Armor* * Base Cost: 5 gp * Light Armor * Armor Bonus: +1 * Maximum Dex Bonus: +8 * Armor Check Penalty: 0 * Spell Failure Chance: 5% * Speed Reduction: No * Weight: 10 …

  • Leather (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Leather Armor* * Base Cost: 10 gp * Light Armor * Armor Bonus: +2 * Maximum Dex Bonus: +6 * Armor Check Penalty: 0 * Spell Failure Chance: 10% * Speed Reduction: No * Weight: 15 …

  • Studded leather (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Studded Leather* * Base Cost: 25 gp * Light Armor * Armor Bonus: +3 * Maximum Dex Bonus: +5 * Armor Check Penalty: -1 * Spell Failure Chance: 15% * Speed Reduction: No * Weight: …

  • Studded leather (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Studded Leather* * Base Cost: 25 gp * Light Armor * Armor Bonus: +3 * Maximum Dex Bonus: +5 * Armor Check Penalty: -1 * Spell Failure Chance: 15% * Speed Reduction: No * Weight: …

  • Chain shirt (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Chain Shirt* * Base Cost: 100 gp * Light Armor * Armor Bonus: +4 * Maximum Dex Bonus: +4 * Armor Check Penalty: -2 * Spell Failure Chance: 20% * Speed Reduction: No * Weight: 25 …

  • Hide (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Hide Armor* * Base Cost: 50 gp * Medium Armor * Armor Bonus: +3 * Maximum Dex Bonus: +6 * Armor Check Penalty: -1 * Spell Failure Chance: 15% * Speed Reduction: Yes * Weight: 25 …

  • Scale mail (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Scale Mail* * Base Cost: 100 gp * Medium Armor * Armor Bonus: +4 * Maximum Dex Bonus: +5 * Armor Check Penalty: -2 * Spell Failure Chance: 20% * Speed Reduction: Yes * Weight: …

  • Chainmail (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Chainmail* * Base Cost: 175 gp * Medium Armor * Armor Bonus: +5 * Maximum Dex Bonus: +4 * Armor Check Penalty: -3 * Spell Failure Chance: 25% * Speed Reduction: Yes * Weight: …

  • Chainmail (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Chainmail* * Base Cost: 175 gp * Medium Armor * Armor Bonus: +5 * Maximum Dex Bonus: +4 * Armor Check Penalty: -3 * Spell Failure Chance: 25% * Speed Reduction: Yes * Weight: …

  • Breastplate (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Breastplate* * Base Cost: 300 gp * Medium Armor * Armor Bonus: +6 * Maximum Dex Bonus: +3 * Armor Check Penalty: -4 * Spell Failure Chance: 30% * Speed Reduction: Yes * Weight: …

  • Splint mail (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Splint Mail* * Base Cost: 250 gp * Heavy Armor * Armor Bonus: +5 * Maximum Dex Bonus: +5 * Armor Check Penalty: -3 * Spell Failure Chance: 35% * Speed Reduction: Yes * Weight: …

  • Banded mail (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Banded Mail* * Base Cost: 500 gp * Heavy Armor * Armor Bonus: +6 * Maximum Dex Bonus: +4 * Armor Check Penalty: -4 * Spell Failure Chance: 40% * Speed Reduction: Yes * Weight: …

  • Banded mail (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Banded Mail* * Base Cost: 500 gp * Heavy Armor * Armor Bonus: +6 * Maximum Dex Bonus: +4 * Armor Check Penalty: -4 * Spell Failure Chance: 40% * Speed Reduction: Yes * Weight: …

  • Half-plate (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Half-Plate* * Base Cost: 800 gp * Heavy Armor * Armor Bonus: +7 * Maximum Dex Bonus: +3 * Armor Check Penalty: -5 * Spell Failure Chance: 45% * Speed Reduction: Yes * Weight: 40 …

  • O-Yoroi (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *O-Yoroi* * Base Cost: 1100 gp * Heavy Armor * Armor Bonus: +8 * Maximum Dex Bonus: +2 * Armor Check Penalty: -6 * Spell Failure Chance: 50% * Speed Reduction: Yes * Weight: 70 …

  • Full plate (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Full Plate* * Base Cost: 1500 gp * Heavy Armor * Armor Bonus: +9 * Maximum Dex Bonus: +1 * Armor Check Penalty: -7 * Spell Failure Chance: 55% * Speed Reduction: Yes * Weight: …

  • Buckler, wooden (Shield)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Wooden Buckler* * Base Cost: 3 gp * Light Shield * Armor Bonus: +1 * Maximum Dex Bonus: -- * Armor Check Penalty: -1 * Spell Failure Chance: 5% * Speed Reduction: No * Weight: 5 …

  • Buckler, steel (Shield)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Steel Buckler* * Base Cost: 15 gp * Light Shield * Armor Bonus: +1 * Maximum Dex Bonus: -- * Armor Check Penalty: -1 * Spell Failure Chance: 5% * Speed Reduction: No * Weight: 6 …

  • Shield, light wooden (Shield)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Light Wooden Shield* * Base Cost: 3 gp * Light Shield * Armor Bonus: +2 * Maximum Dex Bonus: -- * Armor Check Penalty: -1 * Spell Failure Chance: 5% * Speed Reduction: No * …

  • Shield, light steel (Shield)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Light Steel Shield* * Base Cost: 9 gp * Light Shield * Armor Bonus: +2 * Maximum Dex Bonus: -- * Armor Check Penalty: -1 * Spell Failure Chance: 5% * Speed Reduction: No * …

  • Shield, heavy wooden (Shield)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Heavy Wooden Shield* * Base Cost: 7 gp * Heavy Shield * Armor Bonus: +3 * Maximum Dex Bonus: -- * Armor Check Penalty: -2 * Spell Failure Chance: 15% * Speed Reduction: No * …

  • Shield, heavy steel (Shield)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Heavy Steel Shield* * Base Cost: 20 gp * Heavy Shield * Armor Bonus: +3 * Maximum Dex Bonus: -- * Armor Check Penalty: -2 * Spell Failure Chance: 15% * Speed Reduction: No * …

  • Shield, tower wooden (Shield)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Wooden Tower Shield* * Base Cost: 30 gp * Tower Shield * Armor Bonus: +5 * Maximum Dex Bonus: +2 * Armor Check Penalty: -10 * Spell Failure Chance: 50% * Speed Reduction: No * …

  • Shield, tower steel (Shield)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Steel Tower Shield* * Base Cost: 75 gp * Tower Shield * Armor Bonus: +5 * Maximum Dex Bonus: +2 * Armor Check Penalty: -10 * Spell Failure Chance: 50% * Speed Reduction: No * …

  • Ancient Hide (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Ancient Hide Armor* * Base Cost: 12 gp * Medium Armor * Armor Bonus: +3 * Maximum Dex Bonus: +4 * Armor Check Penalty: -3 * Spell Failure Chance: 20% * Speed Reduction: Yes * …

  • Historical Hide (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Historical Hide Armor* * Base Cost: 15 gp * Medium Armor * Armor Bonus: +4 * Maximum Dex Bonus: +4 * Armor Check Penalty: -3 * Spell Failure Chance: 20% * Speed Reduction: Yes * …

  • Historical Hide (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Historical Hide Armor* * Base Cost: 15 gp * Medium Armor * Armor Bonus: +4 * Maximum Dex Bonus: +4 * Armor Check Penalty: -3 * Spell Failure Chance: 20% * Speed Reduction: Yes * …

  • Ancient Scale mail (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Ancient Scale Mail* * Base Cost: 40 gp * Medium Armor * Armor Bonus: +4 * Maximum Dex Bonus: +3 * Armor Check Penalty: -4 * Spell Failure Chance: 20% * Speed Reduction: Yes * …

  • Historical Scale mail (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Historical Scale Mail* * Base Cost: 50 gp * Medium Armor * Armor Bonus: +5 * Maximum Dex Bonus: +3 * Armor Check Penalty: -4 * Spell Failure Chance: 25% * Speed Reduction: Yes * …

  • Historical Scale mail (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Historical Scale Mail* * Base Cost: 50 gp * Medium Armor * Armor Bonus: +5 * Maximum Dex Bonus: +3 * Armor Check Penalty: -4 * Spell Failure Chance: 25% * Speed Reduction: Yes * …

  • Ancient Chainmail (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Ancient Chainmail* * Base Cost: 125 gp * Medium Armor * Armor Bonus: +5 * Maximum Dex Bonus: +2 * Armor Check Penalty: -5 * Spell Failure Chance: 30% * Speed Reduction: Yes * …

  • Historical Chainmail (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Historical Chainmail* * Base Cost: 150 gp * Medium Armor * Armor Bonus: +6 * Maximum Dex Bonus: +2 * Armor Check Penalty: -5 * Spell Failure Chance: 30% * Speed Reduction: Yes * …

  • Historical Breastplate (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Historical Breastplate* * Base Cost: 200 gp * Medium Armor * Armor Bonus: +5 * Maximum Dex Bonus: +3 * Armor Check Penalty: -4 * Spell Failure Chance: 25% * Speed Reduction: Yes …

  • Ancient Splint mail (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Ancient Splint Mail* * Base Cost: 180 gp * Heavy Armor * Armor Bonus: +6 * Maximum Dex Bonus: +0 * Armor Check Penalty: -7 * Spell Failure Chance: 40% * Speed Reduction: Yes * …

  • Historical Splint mail (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Historical Splint Mail* * Base Cost: 200 gp * Heavy Armor * Armor Bonus: +7 * Maximum Dex Bonus: +0 * Armor Check Penalty: -7 * Spell Failure Chance: 40% * Speed Reduction: Yes …

  • Ancient Banded mail (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Ancient Banded Mail* * Base Cost: 225 gp * Heavy Armor * Armor Bonus: +6 * Maximum Dex Bonus: +1 * Armor Check Penalty: -6 * Spell Failure Chance: 35% * Speed Reduction: Yes * …

  • Historical Banded mail (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Historical Banded Mail* * Base Cost: 250 gp * Heavy Armor * Armor Bonus: +7 * Maximum Dex Bonus: +1 * Armor Check Penalty: -6 * Spell Failure Chance: 35% * Speed Reduction: Yes …

  • Ancient Half-plate (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Ancient Half-plate* * Base Cost: 500 gp * Heavy Armor * Armor Bonus: +7 * Maximum Dex Bonus: +0 * Armor Check Penalty: -7 * Spell Failure Chance: 40% * Speed Reduction: Yes * …

  • Historical Half-plate (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Historical Half-plate* * Base Cost: 600 gp * Heavy Armor * Armor Bonus: +8 * Maximum Dex Bonus: +0 * Armor Check Penalty: -7 * Spell Failure Chance: 40% * Speed Reduction: Yes * …

  • Historical Full plate (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Historical Full Plate* * Base Cost: 1300 gp * Heavy Armor * Armor Bonus: +8 * Maximum Dex Bonus: +1 * Armor Check Penalty: -7 * Spell Failure Chance: 30% * Speed Reduction: Yes …

  • Historical Shield, light wooden (Shield)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Historical Light Wooden Shield* * Base Cost: 2 gp * Light Shield * Armor Bonus: +1 * Maximum Dex Bonus: -- * Armor Check Penalty: -1 * Spell Failure Chance: 5% * Speed Reduction: …

  • Historical Shield, heavy wooden (Shield)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Historical Heavy Wooden Shield* * Base Cost: 5 gp * Heavy Shield * Armor Bonus: +2 * Maximum Dex Bonus: -- * Armor Check Penalty: -2 * Spell Failure Chance: 15% * Speed Reduction …

  • Historical Shield, heavy steel (Shield)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Historical Heavy Steel Shield* * Base Cost: 15 gp * Heavy Shield * Armor Bonus: +2 * Maximum Dex Bonus: -- * Armor Check Penalty: -2 * Spell Failure Chance: 15% * Speed Reduction …

  • Armored Kilt (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Armored Kilt* * Base Cost: 20 gp * Light Armor * Armor Bonus: +1 * Maximum Dex Bonus: +6 * Armor Check Penalty: -1 * Spell Failure Chance: 5% * Speed Reduction: No * Weight: 10 …

  • Wooden Armor (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Wooden Armor* * Base Cost: 30 gp * Light Armor * Armor Bonus: +3 * Maximum Dex Bonus: +4 * Armor Check Penalty: -2 * Spell Failure Chance: 15% * Speed Reduction: No * Weight: 25 …

  • Chitin Armor (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Chitin Armor* * Base Cost: 400 gp * Medium Armor * Armor Bonus: +5 * Maximum Dex Bonus: +3 * Armor Check Penalty: -2 * Spell Failure Chance: 25% * Speed Reduction: Yes * Weight …

  • Stone Plate (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Stone Plate* * Base Cost: 1800 gp * Heavy Armor * Armor Bonus: +9 * Maximum Dex Bonus: +0 * Armor Check Penalty: -9 * Spell Failure Chance: 60% * Speed Reduction: Yes * Weight: …

  • Armored Coat (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Armored Coat* * Base Cost: 50 gp * Medium Armor * Armor Bonus: +3 * Maximum Dex Bonus: +5 * Armor Check Penalty: -2 * Spell Failure Chance: 20% * Speed Reduction: Yes * Weight: …

  • Heatsuit (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Heatsuit* * Base Cost: 50 gp * Light Armor * Armor Bonus: +1 * Maximum Dex Bonus: +5 * Armor Check Penalty: -1 * Spell Failure Chance: 15% * Speed Reduction: No * Weight: 20 lbs …

  • Sectioned Armor (Armor)

    _This item is in progess_ _Put flavor text here, Planeswalker_ *Sectioned Armor* * Base Cost: 3000 gp * See Table * Armor Bonus: See Table * Maximum Dex Bonus: See Table * Armor Check Penalty: See Table * Spell Failure Chance: See Table * …

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