Heroic Equipment

“It is well known that heroes often carry items and equipment of great value and power, far beyond what any of the commonfolk and even many of the nobility could hope to purchase. These are made by legendary craftsmen, who are but few in number, from materials so rare and prized that each one is worth a chest-full of gems and with enchantments so powerful that even Outsiders tremble at them. Items made in this way are often named by the hero or their creator for their abilities and powers.”

Heroic items are a category of named, unique items that are each customized specifically for their owner. Each heroic weapon is very expensive, but has unique properties unavailable elsewhere. To forge such an item, you must find either a highly talented specialist or, for greater items, a legendary expert, who will agree to make the item for you. You must gather or otherwise obtain the ingredients used in the making of the item.

When the item is made, you can either allow the expert to name it, or give it a name yourself. This item is added permanently to the lore of the setting.

An item can have multiple enhancements, no more than three, but placing multiple enhancements is very costly and will cost additional gold. Anything not described under magical and special properties or weapon effects (Such as weapon styles or armour styles) can only be used once, but does not count when determining the maximum number of enhancements, nor does it count towards determining the cost of an item with multiple enhancements.

Items can be forged from all materials listed on the SRD, as well as any that the smith is proficient with.

Weapons can be forged in these styles:

  • Gnollish – -1 to damage, -1 to attack. -500 to cost of end item (minimum 100).
  • Tribal – -1 to attack, +1 to damage. Base weapon cost.
  • Human – Normal. Base weapon cost.
  • Minaran – +1 to damage when fighting enemies with shields. +500 weapon cost.
  • Orcish – +1 to damage. +1000 weapon cost.
  • Varian – +1 to attack when charging. +1000 weapon cost.
  • Tilmorian – +1 to attacks against armoured enemies, -1 to attacks otherwise. +2000 weapon cost.
  • Sandman – -1 to attacks against armoured enemies, +1 to attacks otherwise. +2000 weapon cost.
  • Wochsian – +1 to attack, -1 to AC. +2000 weapon cost.
  • Morrissian – -1 to attack, +1 to AC. +2000 weapon cost.
  • Dwarven – +5 to Hardness, +1 to Attack. +4000 weapon cost.
  • Elven – +1 to attack against beasts and unarmoured foes. +5 to HP. +4000 weapon cost.
  • Nordic – +1 to attack, +10 to HP. +4000 weapon cost.
  • Greatraider – +1 to attack when charging, weapon has an increased critical hit range. +6000 weapon cost.
  • Outsider – +1 to attack, weapon deals damage of a particular element. +6000 weapon cost. Requires metal from a plane associated with it.
  • Holy – +1 to attack against evil creatures, weapon always deals full damage against undead or evil creatures, except in the case of non-innate magical effects. Weapon emits a 5ft. glow that can be activated at will. +10000 weapon cost. Requires Deity permission.
  • Demonic – +1 to attack against good creatures, weapon always deals full damage against good creatures, except in the case of non-innate magical effects. Weapon emits a 5ft. glow that can be activated at will. +10000 weapon cost. Requires Demon or Devil horn.
  • Anti-Magician – +2 to attacks against spellcasters, weapon grants the ability to use dispel magic once per day per 5 levels of a divine class or prestige class. If you are able to cast 8th level divine spells, this increases to greater dispel magic. +18,000 weapon cost. Requires a hand of the mage, a blessed holy symbol of Aelfrid, a phoenix feather and a scroll of dispel magic.
  • Custom – Custom. Price varies.

Armour can be forged in the following styles:

  • Gnoll – -2 to AC, +2 to maximum Dex bonus. Base item price.
  • Light – -1 to AC, +1 to maximum Dex bonus. Base item price.
  • Regular – standard armour. Base item price.
  • Scout – -1 to AC, +2 to hide and move silently checks. +2000 armour cost.
  • Elite – +1 to AC, +1 to intimidate. +2000 armour cost.
  • Mountain – -1 to maximum Dex bonus, +2 to climb, balance and jump checks and +5 to situational survival checks. Is less affected or immune to cold temperatures. +2000 armour cost.
  • Desert – -1 to AC, +2 to climb, balance and jump checks and +5 to situational survival checks. Is less affected or immune to hot temperatures. +2000 armour cost.
  • Scoutmaster – -1 to AC, +2 to Move Silently and Hide checks, +5ft. to the distance you can move while moving silently. +4000 armour cost.
  • Magician’s – -1 to AC, -15% to Arcane Failure Chance. +6000 armour cost. _Requires
  • Elven – -1 to AC, +1 to maximum Dex bonus, +4 to move silently over loud terrain and +2 to move silently checks normally, +4 to hide in natural terrain and +2 to hide normally, +10 feet to movement speed. +8000 armour cost.
  • Dwarven – +1 to AC, +10HP, -4 to move silently and hide, but +4 to situational CON checks. +8000 armour cost.
  • Orc – +1 to AC, -1 to maximum DEX bonus. +5 to situational survival checks, +2 to CON checks and +2 to intimidate. +8000 armour cost.
  • Raider – +1 to AC, +1 to maximum Dex bonus. +5 to situational survival checks and is less affected by cold temperatures. Reduces movement speed penalty by 5. +8000 armour cost.
  • Fey – +1 to AC, +1 to maximum Dex bonus. Movement speed increased by 10. If the user can fly, he gains the ability to hover. Reduces movement speed penalty by 5. User takes 5 additional damage from cold iron weapons. +8000 armour cost.
  • Outsider – +1 to AC, +2 to move silently, hide and escape artist. armour grants it’s user resistance 5 to one or more element (maximum of three). +10,000 armour cost ( +4000 for second element, +6000 for third element). Requires metal from the plane associated, and a special item for every elemental resistance that’s associated with the element.
  • Holy – +2 to AC, armour grants it’s user damage resistance 1, 2 or 3 (based on armour type) against damage done by undead or evil creatures. Emits a 10ft. glow. +16,000 armour cost. Requires Deity permission.
  • Demonic – +2 to AC, armour grants it’s user damage resistance 1, 2 or 3 (based on armour type) against damage done by good creatures. Emits a 10ft. glow. +16,000 armour cost. Requires unholy symbol and demonic scales.
  • Anti-magician – +1 to AC, +1 to maximum DEX bonus, armour grants spell resistance 10 + enhancement bonus + 5 per 10 levels of a divine class and gives the user a +2 per 5 levels of a divine class or prestige class on their saving throws against spells or spell effects. +28,000 armour cost. Requires a hand of the mage, a blessed holy symbol or Urok, an ingot of gold and a unicorn’s horn.
  • Custom – Custom. Price varies.
Special Properties:
  • None – Base item price.
  • Greased – weapons enhanced by this cost a quick action to retrieve from their sheath. If it is already a quick action, it is a free action. Armours enhanced by this property have their armour check penalty reduced by 1. +500 and +1000 to end item cost, respectively. Requires a flask of oil.
  • Blood-forged – all equipment forged with this trait is coloured a dark red, identical to the colour of blood. Every piece of equipment with this trait provides +2 to Intimidate. +1000 to end item cost. Requires a measure of blood.
  • Stomach Rest – all light or heavy crossbows forged with this trait are fitted with a unique system that allows you to reload them with one hand. +1000 to end item cost.
  • Storing Quiver – this quiver can hold up to 60 arrows or 18 javelins. +1500 to end item cost.
  • Wrist Strap – this chain is fastened to your wrist and to the hilt of your weapon. Whenever you drop the weapon, it instead falls to your side harmlessly, becoming much quicker to retrieve. Whenever you drop a one-handed weapon, it lands in your square and moves with you. Picking up the weapon is a swift action. +1500 to end item cost.
  • Extended Loading Box – A box used to feed a repeating weapon that may hold additional arrows. +1500 per 5 additional arrows stored, to a maximum of 10 additional arrows.
  • Many other different items awaiting to be discovered!
  • Custom – Custom. Price Varies.
Magical Enhancements:
  • Lesser Glow – enhanced item emits a dim glow. +1000 per 5ft. of glow.
  • Lesser Item of Water Breathing – enhanced item allows you to breathe water for an amount of time equal one hour per half your character level. +2000 to item cost.
  • Glow – enhanced item emits a glow. +2000 to cost of end item per 5ft. of glow.
  • Extinguisher – using this item allows you to extinguish a single light source as a swift action, so long as the light source is within 60ft. of the person using the extinguisher. +2000 to end item cost or 3000 if bought alone.
  • Item of Water Breathing – this item allows you to breathe underwater for a period of time equal to your character level in hours. +4000 to cost of end item.
  • Boots of Tracelessness – boots enhanced by this ability increase the DC of tracking you by 5. +4000 to cost of end item.
  • Thief’s Eyes – enhancing a helmet with this allows you to look through a singly wall and see living enemies who are not hidden by magical means, as well as their field of view for a number of times equal to half the enhancement bonus per day. Cost varies. Requires the hand of a bandit and a set of masterwork thief’s tools.
  • Helm of Secrets – enhancing a helmet with this allows you to hear random, whispered secrets about the area you are in or the person you are looking at. +24,000 to cost of end item. Requires a scroll of detect thoughts and the skull of a crowned raven.
  • Armour of Indirect Disguise – enhancing an armour with this reduces enemy checks to hear, spot or recognise you (if you purposefully do not draw attention to yourself) by the same number as the enhancement bonus. Cost Varies. Requires a scroll of disguise self, ghost sound and dust of illusion.
  • Item of Replication – enhancing a worn item with this allows you to create 4 illusions of yourself that you place one-by-one within 20 feet of yourself in cardinal directions once per day. You are invisible for a number of rounds equal to half the enhancement bonus. Cost varies. Requires 4 scrolls of Mirror Image, dust of illusion and a drop of blood from a master of disguise.
  • Many other different items awaiting to be discovered!
  • Custom – Custom. Price Varies.
Weapon Effects:
Weapon effects may be chosen only once per weapon and may not affect certain monsters!
  • Dazing Weapon – Weapon has a 1% chance to daze the enemy for 1 round. This can be taken multiple times, up to 10%. +5000gp to end cost per 1%.
  • Deafening Weapon – Weapon has a 1% chance to deafen the enemy for 1 round. Both these can be taken multiple times, up to 10% and you may extend it’s duration for up to 2 rounds. +3000gp to end cost per 1% or per 1 turn.
  • Weapon of Confusion – Weapon has a 1% chance to confuse the enemy for 1 round. This can be taken multiple times, up to 10% and extended up to 2 rounds. +5,000gp per 1% or 1 round.
  • Draining Weapon – Weapon has a 1% chance to cause the enemy to become fatigued for 1 round. If the enemy is already fatigued, he is rendered exhausted for the same duration. This can be taken multiple times, up to 10% and extended up to 2 rounds. +7,000gp per 1% or 1 round.
  • Proning Weapon – Weapon has a 1% chance to prone the enemy on hit. This can be taken multiple times, up to 10%. +4000gp to end cost per 1%.
  • Weapon of Fear – Weapon has a 1% chance to cause or intensify a fear condition that lasts for 1 round. This can be taken multiple times, up to 10% and you may extend it’s duration for up to 3 rounds. +5000gp to end cost per 1% or per 1 round.
  • Blinding Weapon – Weapon has a 1% chance to blind the enemy for 1 round. This can be taken multiple times, up to a maximum of 10% and you may extend it’s duration for up to 2 rounds. +6000gp per 1% or 1 turn.
  • Stunning Weapon – Weapon has a 1% chance to stun the enemy for 1 round. This can be taken multiple times, up to a maximum of 10%. +7000gp to end cost per 1%.
  • Intelligent Weapon – force a presence to be inside your item and give it intelligence. Cost: 5,000 gold per hit dice of the creature you want to inhabit your item. You must have a soul or living body of the creature you want to live in the blade.
Unique Magical Equipment:
  • Sacred Raven Quill – reduces the time it takes to research spells by half and the cost of researching spells by a fourth. Cost: 50,000 gold. Requires a sacred feather from a crowned raven blessed by a God.
  • Unholy Wreath of Ermor – Unknown
  • Seal of Agartha – Unknown
  • Flask of Endless Wine – Unknown
  • Bag of Endless Bread – Unknown
  • Tent of Infinite Storage – Unknown
  • Starspawn Mind Crown – Unknown
  • Eye of the Aboleth – Unknown
  • Star of The Sands – Unknown
  • Crown of Madness – Unknown
  • Dune Prince’s Scale Breastplate – Unknown
  • Turban of the Wise Priest – Unknown
  • Helmet of the Wanderer – Unknown
  • Crown of Lonely Thoughts – Unknown
  • Standard of the Burning Raven – Unknown

…and many others, awaiting to be discovered!

Poisons:
  • Hekate’s Tears – Unknown
  • Plague Brew – Unknown
  • Gloom Solution – Unknown
  • Ol’ Stomach Slicer – Unknown
  • Deep One Blood – Unknown
  • Agarthan Paste – Unknown
  • Demon’s Blood – Unknown
  • Sylvanus Extract – Unknown
  • Pale One Slime – Unknown
  • Troglodyte Spit – Unknown
  • Weeping Templar – Unknown
  • Fireblood Vengeance – Unknown
  • Gnollgrass Extract – Unknown
  • Abysian Fire – Unknown
  • The Special – Unknown
  • The Cough – Unknown
  • Bastard Cure – Unknown

Heroic Equipment

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