templates v1.01

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WEAPON AND ARMOR TEMPLATES A suit of armor, a shield, or a weapon might be special because of the magic it carries, or because of the skill of the master smith who made it. Occasionally, under the right conditions, armor or a weapon can absorb an element of its surroundings, gaining properties that reflect its place of construction, or even the master crafters who made it. Such items are simply products of their environments. Though not magical, they are far more than normal weapons and armor. Only very talented smiths of specific otherworldly races can apply the templates presented in this section. The properties granted by these templates are non-magical, so their effects cannot be dispelled, nor can they be suppressed in an antimagic field. Templated items are often masterwork and might also have magical properties, but neither feature is a prerequisite. TEMPLATE FEATURES Each template applies a minor special effect to a weapon, shield, or suit of armor. Typically, these benefits take the form of bonuses granted to the wearer or wielder in certain situations. In addition to its other advantages, each template has a special affinity for one or more special abilities that can be applied to weapons or armor (such as keen or fire resistance), as well as for specific items (such as rhino hide or a holy avenger). This affinity manifests as a 10% discount on the gold piece cost of the raw materials required to add the template to the designated item, or to craft a specific magic item from the templated weapon, shield, or armor. This adjustment has no effect on the XP cost for crafting the item, nor on any extra costs that figure into the original item’s price (including any costly material components required for its construction). Furthermore, the alteration does not affect the market price of such an item. For example, fireshaped weapons have an affinity for the flaming burst special ability and the flame tongue specific weapon. Thus, a character adding the flaming burst ability to a +1 fireshaped weapon would pay only 2,700 gp for raw materials, rather than the normal 3,000 gp. Likewise, a character wishing to turn a masterwork fireshaped battle axe into a fireshaped flame tongue battleaxe would pay only 9,180 gp in material costs (not including the normal cost for a masterwork battleaxe). CRAFTING A TEMPLATED ITEM Crafting a weapon, shield, or suit of armor with one of the templates in this section is a difficult task. The template is treated as a separate component of the item (much like the masterwork component) with a Craft DC of 25. The creator must have at least 10 ranks in the necessary Craft skill (armorsmithing or weaponsmithing). In addition, a template usually requires the creator to be of a particular race or type, and it might also require that the item be crafted on a particular plane. The creator might also need to fulfill other requirements, as noted in the Requirements section of the individual template description. A templated weapon, shield, or suit of armor can usually be crafted from any available and appropriate substance, such as steel, cold iron, mithral, or adamantine. Changes to the item’s statistics resulting from the template stack with any changes stemming from the use of a special material or special ability. For example, adamantine items have greater hardness than ordinary weapons, as do hellforged items. So, to determine the hardness of a hellforged adamantine item, add the hardness modifier for the hellforged template to the hardness of the adamantine item. FINDING A TEMPLATED ITEM Templated armor, shields, and weapons are more difficult to find than other items of similar value because of the difficulties involved in their creation. To determine whether such an item is available in a typical settlement, add ten times the additional cost of the template to the price, then consult Table 5–2: Random Town Generation, page 137 of the Dungeon Master’s Guide, to determine whether an item with the new price can be purchased there. For example, a hellforged longsword would normally cost 1,515 gp (15 gp for the longsword, plus 1,500 gp for the template). An item at that price would normally be available in a typical large town or larger community. But adding ten times the template modifier would increase its effective price by 15,000 gp. An item at the new price is available only in a community with a gold piece limit of at least 16,515 (such as a large city). If the item is purchased in an area particularly suited to supply it (such as a fey community for feycraft items, or the City of Brass for fireshaped items), this modifier can be ignored. FEYCRAFT

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Item template overview for D&D/d20 3.0 and 3.5.

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Page 1: Templates v1.01

WEAPON AND ARMOR TEMPLATES A suit of armor, a shield, or a weapon might be special because of the magic it carries, or because

of the skill of the master smith who made it. Occasionally, under the right conditions, armor or a weapon can absorb an element of its surroundings, gaining properties that reflect its place of construction, or even the master crafters who made it. Such items are simply products of their environments. Though not magical, they are far more than normal weapons and armor. Only very talented smiths of specific otherworldly races can apply the templates presented in this section. The properties granted by these templates are non-magical, so their effects cannot be dispelled, nor can they be suppressed in an antimagic field. Templated items are often masterwork and might also have magical properties, but neither feature is a prerequisite. TEMPLATE FEATURES

Each template applies a minor special effect to a weapon, shield, or suit of armor. Typically, these benefits take the form of bonuses granted to the wearer or wielder in certain situations. In addition to its other advantages, each template has a special affinity for one or more special abilities that can be applied to weapons or armor (such as keen or fire resistance), as well as for specific items (such as rhino hide or a holy avenger). This affinity manifests as a 10% discount on the gold piece cost of the raw materials required to add the template to the designated item, or to craft a specific magic item from the templated weapon, shield, or armor. This adjustment has no effect on the XP cost for crafting the item, nor on any extra costs that figure into the original item’s price (including any costly material components required for its construction). Furthermore, the alteration does not affect the market price of such an item. For example, fireshaped weapons have an affinity for the flaming burst special ability and the flame tongue specific weapon. Thus, a character adding the flaming burst ability to a +1 fireshaped weapon would pay only 2,700 gp for raw materials, rather than the normal 3,000 gp. Likewise, a character wishing to turn a masterwork fireshaped battle axe into a fireshaped flame tongue battleaxe would pay only 9,180 gp in material costs (not including the normal cost for a masterwork battleaxe). CRAFTING A TEMPLATED ITEM

Crafting a weapon, shield, or suit of armor with one of the templates in this section is a difficult task. The template is treated as a separate component of the item (much like the masterwork component) with a Craft DC of 25. The creator must have at least 10 ranks in the necessary Craft skill (armorsmithing or weaponsmithing). In addition, a template usually requires the creator to be of a particular race or type, and it might also require that the item be crafted on a particular plane. The creator might also need to fulfill other requirements, as noted in the Requirements section of the individual template description. A templated weapon, shield, or suit of armor can usually be crafted from any available and appropriate substance, such as steel, cold iron, mithral, or adamantine. Changes to the item’s statistics resulting from the template stack with any changes stemming from the use of a special material or special ability. For example, adamantine items have greater hardness than ordinary weapons, as do hellforged items. So, to determine the hardness of a hellforged adamantine item, add the hardness modifier for the hellforged template to the hardness of the adamantine item. FINDING A TEMPLATED ITEM Templated armor, shields, and weapons are more difficult to find than other items of similar value because of the difficulties involved in their creation. To determine whether such an item is available in a typical settlement, add ten times the additional cost of the template to the price, then consult Table 5–2: Random Town Generation, page 137 of the Dungeon Master’s Guide, to determine whether an item with the new price can be purchased there. For example, a hellforged longsword would normally cost 1,515 gp (15 gp for the longsword, plus 1,500 gp for the template). An item at that price would normally be available in a typical large town or larger community. But adding ten times the template modifier would increase its effective price by 15,000 gp. An item at the new price is available only in a community with a gold piece limit of at least 16,515 (such as a large city). If the item is purchased in an area particularly suited to supply it (such as a fey community for feycraft items, or the City of Brass for fireshaped items), this modifier can be ignored. FEYCRAFT

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- DUNGEON MASTER’S GUIDE 2 (3.5) The feycraft template can be added to any suit of armor, shield, or weapon crafted by fey or by

creatures in the service of fey. While most fey creatures have little interest in weapons or armor, some find the martial aspects of such items quite appealing. Satyrs occasionally take ranks in the Craft skills necessary to create these items, as do evil and martial fey (such as the redcaps from Monster Manual III). However, most feycraft weapons are made by the servants of fey creatures wishing to procure armor and weapons. Such servitors can be of any race, but they must be under the direct magical influence of a fey creature to create a feycraft item. A feycraft suit of armor or weapon has all the base statistics of the normal armor or weapon except as noted here. REQUIREMENTS

The creator of a feycraft item must be of the fey type or be under such a creature’s magical influence. A creature merely infatuated with a fey (such as a human enthralled with a nymph’s beauty) does not qualify as magically influenced—the fey must actually employ a spell, supernatural ability, or spell-like ability to establish influence. A feycraft item cannot be created within the boundaries of a small town or larger settlement.

FEYCRAFT ARMOR AND SHIELDS The feycraft template can be added only to light or medium armor, or to wooden shields. Even fey

that are martially minded enough to construct objects of war favor tactics involving stealth and guerilla warfare. Heavier armor or shields only slow the wearer down in most natural settings, so the fey do not specialize in their manufacture. The only exception is the rare suit of mithral heavy armor, which actually counts as a medium armor because of its construction. Because most fey appreciate the beauty of nature, including the living body in its natural state, armor and shields with this template seem to mold themselves to the wearer’s body. Some feycraft items also include elements of the creator’s favorite natural setting. Satyr armor smiths, for example, might make armor with a surface pattern that resembles the bark of their favorite trees, or the water flowing in a nearby brook. Cost: The feycraft template adds 500 gp to the other costs associated with creating a given suit of

armor or shield. Weight: A feycraft shield or suit of armor weighs 10% less than its normal counterpart. Hardness: The hardness of a feycraft armor or shield is reduced by 1 (minimum 0). Hit Points: The hit points of a feycraft armor or shield are reduced by 5 (minimum 1). Arcane Spell Failure Chance: The arcane spell failure chance of feycraft armor and shields is

reduced by 5% (minimum of 0%). Fey cast spells, and their smiths have learned to compensate for this tendency in their armorsmithing.

Affinities: Glamered, silent moves, improved silent moves, and greater silent moves (special abilities); winged shield (specific shield).

Special: The delicate beauty of a feycraft shield or suit of armor makes the wearer feel more confident, granting her a +1 bonus on Bluff checks made to deceive another creature with words. This bonus does not apply to any other use of the Bluff skill, such as for feinting.

FEYCRAFT WEAPONS For the most part, fey construct feycraft weapons only when they must battle others of their kind.

Thus, such weapons are made from cold iron. This feature ensures that those who hunt demons and other creatures harmed by cold iron also find feycraft weapons quite desirable. The feycraft template can be added only to light or one-handed melee weapons, and to ranged weapons. It cannot be added to two-handed weapons because most fey prefer to leave an appendage free for spellcasting or the manipulation of an instrument. Like their armor counterparts, feycraft weapons are frequently made to resemble the smith’s favorite natural setting in some way. Curved elements—often a blade or haft, or part of the hilt or handle—are quite popular. Fey smiths frequently construct scimitars and rapiers with this template, but it is rarely applied to axes—even small ones. Cost: The feycraft template adds 1,500 gp to the other costs associated with creating a given weapon. Weight: A feycraft weapon weighs 10% less than its normal counterpart. Hardness: The hardness of a feycraft weapon is reduced by 1 (minimum 0). Affinities: Dancing (special ability); sylvan scimitar (specific weapon). Special: Feycraft weapons are lightweight and fragile, but extraordinarily well balanced. Thus, they

are treated as one size category smaller than normal for the purpose of dealing damage. For example, a feycraft short sword sized for a human deals 1d4 points of damage rather than 1d6. If the weapon would normally be considered one-handed, it can be treated as a light weapon for the

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purpose of the Weapon Finesse feat, but not for any other purpose. If the weapon would normally be considered light, the wielder can apply his Dexterity modifier instead of his Strength modifier to attack rolls made with it, as if he had the Weapon Finesse feat.

Editor: An excellent choice for wizards who want to wear armor. Not the best choice for weapons. I can see using it with a one-handed weapon to make it light so you can use weapon finesse with it, or using it with a light weapon to give yourself the weapon finesse feat. There would be no point to using it with a one-handed weapon that already was weapon finesse-able.

FIRESHAPED - DUNGEON MASTER’S GUIDE 2 (3.5)

The fireshaped template can be added to any suit of armor, shield, or weapon crafted by creatures with the fire subtype or by those in the service of such creatures. While most fire creatures rely more on their offensive fire-based abilities than on weapons or armor, some find the martial aspects of such accoutrements quite appealing. Salamanders and efreet are the most common creators of fireshaped armor and weapons. Azer experts with sufficient ranks in the appropriate Craft skill also frequently forge such items. A fireshaped suit of armor or weapon has all the base statistics of the normal item except as noted here. REQUIREMENTS

The creator of a fireshaped item must be a native of the Elemental Plane of Fire and must make the item on that plane.

FIRESHAPED ARMOR AND SHIELDS The fireshaped template can be added to any metallic armor or shield, but never to wooden

shields, leather armor, hide armor, or armor made of any other flammable material. Armor and shields with this template seem to gleam with a red hue in any light, and they sometimes appear to flicker as if possessed of an inner flame. Fire creatures usually craft fireshaped armor for servitors that are more susceptible to heat than they are. In addition, fireshaped armor is made to appear as if it were flaming when struck in combat. The flames produced by such armor are not real, but they supply a light equivalent to that of a torch. Salamander armor smiths might make armor that resembles the flame patterns of a raging inferno, and other fire creatures favor similar motifs. Cost: The fireshaped template adds 300 gp to the other costs associated with creating a given suit of

armor or shield. Affinities: Fire resistance, improved fire resistance, and greater fire resistance (special abilities). Special: The wearer of fireshaped armor gains a +2 bonus on saves against fire effects, and on saves

made to resist the effect of heat. FIRESHAPED WEAPONS

Fire creatures construct weapons that mimic their own fiery natures to equip either themselves or their servitors. As a result, such weapons tolerate special abilities involving flame much better than ordinary weapons do. Thus, characters who hunt creatures of cold find fireshaped weapons particularly desirable. The fireshaped template can be added to any weapon that has a metallic cutting edge. For example, a battleaxe with a wooden haft or a steel-shod staff could acquire the template, but a simple wooden club or staff could not. Like their armor counterparts, fireshaped weapons are frequently made to appear as if they were flaming when wielded. The flames produced by such weapons are not real, but they supply a light equivalent to that of a torch. Flame-shaped greatswords are especially popular examples of these weapons. Cost: The fireshaped template adds 800 gp to the other costs associated with creating a given weapon. Affinities: Flaming burst (special ability); flame tongue (specific weapon). Special: A fireshaped weapon burns with a subtle but palpable inner energy. It deals an extra 1 point of

damage to a foe with the cold subtype. Editor: You’d think this would be awesome with flaming swords and burning armor, but no, actually the

perks really suck. Next. GITHCRAFT - DUNGEON MASTER’S GUIDE 2 (3.5)

The githcraft template can be added to any suit of armor, shield, or weapon crafted on the Astral Plane by a githyanki. Known throughout the planes as battle-crazed zealots, githyanki revere weapons and

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armor more highly than almost any other possession, and their craftmasters focus exclusively on items of warfare. Githcraft items are distinctive in appearance, and non-githyanki creatures that acquire and use them are likely to face retribution when their equipment is recognized. Many creatures, however, are more than willing to risk githyanki wrath for the benefits offered by a githcraft item. A githcraft suit of armor or weapon has all the base statistics of the normal item except as noted here. Because the githyanki jealously guard the secrets of creating githcraft armor and weaponry, they remain the only creatures capable of crafting them. Some sages theorize that a githzerai with the requisite skill could also produce such items, but that claim is still unproven. REQUIREMENTS

The creator of a githcraft item must be a githyanki and must make the item on the Astral Plane. GITHCRAFT ARMOR AND SHIELDS

The githcraft template can be added to any suit of armor or any shield. It is sometimes quite difficult to determine by casual observation whether a particular set of githcraft armor is hide, leather, chain, or plate, since those who create it are not bound by design conventions. A particular suit of githcraft armor might be decorated with spikes, baroque elements, and components of other types of armor, all mixed together in a unique style of its own. Cost: The githcraft template adds 600 gp to the other costs associated with creating a given suit of

armor or shield. Arcane Spell Failure Chance: The arcane spell failure chance of githcraft armor and shields is

reduced by 5% (minimum 0%). Many githyanki are multiclass spellcasters, and their armor smiths have learned to channel the race’s natural affinity for magic into their creations.

Affinities: Mindarmor; mithral full plate of speed (specific armor). Special: The wearer of githcraft armor or the bearer of a githcraft shield gains a +1 bonus on

Concentration checks. GITHCRAFT WEAPONS

Most githcraft weapons are large and showy bladed items, such as greatswords or bastard swords. The githyanki are proud of their combat prowess and favor ostentatious weaponry. The githcraft template can be added to any bladed weapon, though most githyanki smiths prefer to create weapons with large blades. Githcraft weapons always look distinctive and more than a little menacing. A single weapon might combine decorative features, such as a serrated edge and baroque elements, in a somewhat organic style. During the forging process, every githcraft weapon is given a name of great power and promise. Cost: The githcraft template adds 900 gp to the other costs associated with creating a given weapon. Affinities: Mindcrusher; githyanki silver sword (specific weapon) Special: A githcraft weapon deals an extra 1 point of damage against psionic creatures.

Editor: A good choice for armor, a bad choice for weapons, unless you happen to fight psionic creatures on a regular basis.

GLORYBORN - DUNGEON MASTER’S GUIDE 2 (3.5)

The gloryborn template can be added to any suit of armor, shield, or weapon crafted on the Heroic Domains of Ysgard by a smith native to that plane. The mighty battlesmiths of Ysgard sing songs of glory and honor while working their forges to create weapons and armor for the countless heroes who do battle there. Many of these artisans are titans, though angels and other denizens of the plane possess the skills required to craft gloryborn items. Though gloryborn items are almost always crafted for use in the eternal battles of Ysgard, visitors to the plane can acquire weapons or armor with this template if they can locate an owner willing to part with them. A gloryborn suit of armor or weapon has all the base statistics of the normal item except as noted here. An evil creature that wears gloryborn armor or wields a gloryborn weapon takes a –1 penalty on attack rolls because it finds the innate purity of the item uncomfortable and distracting. REQUIREMENTS

The creator of a gloryborn item must be native to the Heroic Domains of Ysgard and must make the item on that plane.

GLORYBORN ARMOR AND SHIELDS Ysgardian natives emphasize heroic recklessness in battle, and armor with this template reflects

that philosophy. Though they are constructed to heroic proportions and tend to bear flashy decorations,

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gloryborn armor and shields frequently seem to lack some vital defensive piece. The overall look might awe viewers or even strike terror into the wearer’s enemies, but the items frequently look incomplete. For example, a suit of gloryborn leather armor might be little more than a set of elaborate leather straps constructed to show off the wearer’s bulging muscles by leaving portions of his torso entirely exposed. Likewise, a gloryborn shield cut to resemble a fearsome mask might be oddly shaped and appear ill-suited for protection. But such oddities of design do not limit the effectiveness of gloryborn armor or shields. Gloryborn armor might look as though it couldn’t stop a kitchen knife, let alone a greataxe, but something about its design seems to draw attacks toward protected areas, making it just as effective as armor crafted on other planes. Cost: The gloryborn template adds 150 gp to the other costs associated with creating a given suit of

armor or shield. Affinities: Bashing (shield special ability); rhino hide (specific armor). Special: A character wearing gloryborn armor gains a +1 bonus to AC when charging. (The normal

penalty to AC for charging also applies). This bonus lasts until the start of the wearer’s next turn. GLORYBORN WEAPONS

Gloryborn weapons are as flashy and seemingly ill conceived as gloryborn armor is. For example, a gloryborn longsword might have so many bizarre, intimidating spikes jutting from its pommel that it looks as though it should be unbalanced. But, as with gloryborn armor and shields, the apparent poor design does not diminish the item’s utility. Gloryborn weapons function as well as or better than standard weapons created elsewhere. In fact, wielders of gloryborn weapons report feeling unlimited confidence in battle, and they perform the sort of great deeds about which bards write their epic songs. Cost: The gloryborn template adds 600 gp to the other costs associated with creating a given weapon. Affinities: Thundering (special ability); luck blade (0 wishes) (specific weapon). Special: A gloryborn weapon deals an extra 1 point of damage on a charge attack.

Editor: For most people, this template is useless, but for any uber-charger. Both armor and weapons with the gloryborn template are good for chargers at a very low cost.

HELLFORGED - DUNGEON MASTER’S GUIDE 2 (3.5)

The hellforged template can be added to any suit of armor, shield, or weapon crafted on the Nine Hells of Baator by a smith native to that plane. Chain devils frequently make hellforged items for their masters, who outfit entire elite regiments with them. A hellforged suit of armor or weapon has all the base statistics of the normal item except as noted here. A good creature that wears hellforged armor or wields a hellforged weapon takes a –1 penalty on attack rolls because it finds the innate vileness of the item uncomfortable and distracting. REQUIREMENTS

The creator of a hellforged item must be native to the Nine Hells of Baator and must make the item on that plane.

HELLFORGED ARMOR AND SHIELDS Hellforged armor and shields have a green cast stemming from the noxious combination of

chemicals used in their creation. In addition, they generally appear heavier than their normal counterparts because a firm, solid defense is generally valued over speed in the Nine Hells. Cost: The hellforged template adds 1,000 gp to the other costs associated with creating a given suit of

armor or shield. Hardness: The hardness of a hellforged suit of armor or shield is increased by 1. Hit Points: The hit points of a hellforged suit of armor or shield are increased by 5. Maximum Dexterity Bonus: The maximum Dexterity bonus granted by hellforged armor or a

hellforged shield is reduced by 1 (minimum +0). If the item has no maximum Dexterity bonus, this adjustment does not apply.

Armor Check Penalty: The armor check penalty imposed by hellforged armor or a hellforged shield improves by 1 (minimum –1).

Arcane Spell Failure: The arcane spell failure chance imposed by hellforged armor or a hellforged shield increases by 5% (minimum 5%).

Affinities: Fortification (light, moderate, and heavy); breastplate of command (specific armor). Special: A suit of hellforged armor grants a +1 bonus to its wearer’s AC whenever she is adjacent to

an ally. This benefit does not apply to hellforged shields.

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HELLFORGED WEAPONS Like hellforged armor, weapons with this template are designed with resolute sturdiness and focus

in mind. Their construction reflects this philosophy succinctly. Crafters of hellforged weapons find that their handiwork rewards good tactics and helps their wielders focus attacks on individual foes. Cost: The hellforged template adds 1,500 gp to the other costs associated with creating a given

weapon. Hardness: The hardness of a hellforged weapon is increased by 1. Hit Points: The hit points of a hellforged weapon are increased by 5. Affinities: Speed (special ability); sword of subtlety (specific weapon). Special: A hellforged weapon deals an extra 1 point of damage to any foe that the wielder flanks.

Editor: The bonus to armor is next to useless, but for a rogue or anyone who takes advantage of sneak attacks or flanking, a hellforged weapon has a slight advantage. Nothing really to write home about, but it’s better then not having it.