Equipment

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Gear

In addition to the Core Equipment section of the PRD, Tenebrae offers the following. Note when perusing the Core Equipment list that items such as candles, 50' ropes, rations, basic clothing, basic and unenchanted ammunition, and bedrolls everyone is assumed to have. Your PCs are assumed to spend their "everyday funds" on these sorts of items.

General Gear
Item Price Weight
Clockwork Chess Set See desc ??
Firearms Repair Kit 55 2 lbs.
Khazad Pulleygun 225g 8 lbs.
Gnomish Gyroparasol 150g 2 lbs.
Goblin Army Knife 50g 4 lbs.
Spider Silk Rope 25 per 50' 3 lbs.
Thanatopticon 300 g 2 lbs.
General Gear from the APG
Type Item
General Earplugs, Iron Spike, Smoked Goggles
Alchemical Antiplague, Alchemical Grease, Alchemical Solvent, Alchemist's Kindness, Bladeguard, Bloodblock, Casting Plaster, Flash Powder, Light Detector, Smoke Pellet, Sneezing Powder, Soothe Syrup
Toolkits Portable Artificer's Lab (works as Alchemist's Lab), Compass

Gear Descriptions

Beard Baubles

Beard baubles are worn by wizards as a sign of prestige (also as a vaguely subtle stand against the sildanyari domination of wizardry for so long). These are ioun stones that are re-threaded/designed to be worn in the beard or along a hat.


Clockwork Chess Set

Combining the intricate mechanisms of calculating engines and the torso and arms of a clockwork soldier, this device entertains kings and sharpens the wits of scholars. It is a mechanism capable of playing a single game – most commonly chess. However, any game which can be played from a seated position without a need for physical speed can be programmed into one of these devices. The device can see the board (or cards or whatever) with crystalline eyes, and can manipulate the pieces with delicate metallic hands. It can synthesize a small number of important words such as ‘Check’ or ‘Call’. It runs for one hour on a pound of coal. The mechanism is extremely delicate; while it has a hardness of 7 and 10 hit points, a single point of damage that penetrates the hardness reduces the skill of the machine by 5 and a second point renders it incapable of playing until it is repaired. The cost of the device is 1000 gp plus 150 gp per skill rank. Thus a device that plays chess at skill of 15 costs 2,250 gold.


Firearms Repair Kit

A crafting, repair kit for firearms. Otherwise similar to other craft skill kits.


Khazad Pullygun

From the halls of Ironhold in Khazad Duin comes the Dwarven Pulleygun. This pulley gun makes scaling walls or moving heavy loads across chasms a breeze. A blast of steam propels a thick metal spike up to 50 feet through the air and deep into any surface up to hardness of 8. The force of impact compresses the spike causes it to dig into the surface and secure itself. An instant after the spike, a second blast of steam shoots a pulley and rope attachment from a second barrel, which locks onto the spike. Once secure, one hundred feet of spidersilk rope can be used to move up to 800 lbs of weight. Resetting the gun after it's fired takes four minutes. Using the pulley gun requires a DC 20 C/Artifice skill. If fired at someone as a weapon, it is considered an exotic weapon with a range of fifty feet for 3d6 piercing damage.


Gnomish Gyroparasol

The gnomish entry into the Steamtech race comes straight from Clockwork Point. This umbrella can protect up to 3 medium sized characters from rain and harsh sunlight. Its cunningly shaped panels also spin when a strong wind rushes through them while a gyroscopic stabilizer keeps the umbrella steady in its users hand. This improvement keeps the parasol from being blown away but also can slow the fall of 600 lbs of weight, preventing the first 3d6 points of damage suffered from falling.


Goblin Army Knife

It's not stylish but it gets the job done. The Goblin Army Knife is a tool of all trades. I saws, digs trenches, lights fires, hammers nails, polishes and oils armor, makes duck calls, sews clothing and even has twenty five feet of spidersilk rope in it with a test weight of 100 lbs. It's a fishing rod, a 1 person canvas tent and it only weighs four pounds. Operating each function due to the system of levers, takes three rounds but no skill check is required.


Spider Silk Rope

This rope is even sturdier and more lightweight then silk rope. It has 5 hit points and can be burst with a DC 25 strength check. Its tacky but supple texture adds a +4 circumstance bonus to Use Rope checks.


Thanatopticon

A product of artifice, the Thanatopticon is a hand-held device which is a sort of portable 'autopsy engine'. Used properly, the rays produced by the Thanatopticon can determine the state of a person (live, dead, or cataleptic) and their state of health as if using the Deathwatch spell. The Thanatopticon can assist in determining the appropriate course of treating an injury, giving the user a +3 bonus to Heal checks--this bonus also applies to Heal checks geared toward determining cause of death in a subject as well.

Armor

We allow everything under the Core Equipment section of the PRD, in addition to the items below.

Armor
Cost (g)
Armor/Shield Bonus
Max Dex
ACP
ASF
Speed 30/20
Weight


Stone Plate 1,800 9 1 -6 35% 15/10 75 lbs.
Khazad Armored Kilt 20 1 6 0 10% 30/20 15 lbs.
Spirit-Bond Armor By Type By Type By Type By Type By Type By Type By Type

Armor Descriptions

Khazad Armored Kilt

The armored kilt is made of a thick cloth skirt with bars of steel hanging down from the waist and a ring of horizontal steel plates just above the hem. An armored kilt may be crafted for use on its own as light armor. Alternately, "armored kilt" versions of light and medium armor exist. Adding a kilt to a set of armor creates a new type of armor, so the pieces are not separately enchantable. An armored kilt increases a suit of armor’s armor bonus by +1, but it adds 15 pounds to the armor, lowers the maximum Dex bonus by 1, and increases the armor’s weight category (from light to medium and from medium to heavy). Heavy armor may not be crafted with an armored kilt: the kilt does not provide an armor bonus increase. On its own, it provides an AC bonus of 1, a max Dex of 6, ACP of 0, and is considered light armor. Its base ASF is 10%. Its basic price is 20 gold.


Spirit-Bonded Armor

See Special Materials, below.

Weapons

We allow everything under the Core Equipment section of the PRD, except the Elven Curveblade, in addition to items below. Note that for items such as normal arrows, bolts, or sling bullets, PCs are considered to have spent their "everyday funds" on them.


Equipment01.jpg
Simple Weapons Cost (g) Dmg (S) Dmg (M) Critical Range Increment Weight Type Special
Unarmed
Brass Knuckles 1 1d2 1d3 x3 1 lb. B monk, see APG Text, House Rules
Light
Wooden Stake 1d3 1d4 x2 10 ft. 1 lb. P


One-handed
Defensable Parasol 150 1d4 1d6 x2 - 3 lb. P See Desc
Two-Handed
Ranged
Martial Weapons Cost (g) Dmg (S) Dmg (M) Critical Range Increment Weight Type Special
Unarmed
Light
Main Gauche 10 1d3 1d4 19-20 x2 - 1 lb. P or S See Desc
One-handed
Two-Handed
Dran Flail 20 1d8 1d10 19-20 x2 - 50 lbs B
Earthbreaker 35 1d8 2d6 20 x3 - 50 lbs B
Bardiche 13 1d8 1d10 19-20/x2 14 lbs. S Brace, Reach, See APG
Bec de corbin 15 1d8 1d10 ×3 12 lbs. B or P brace, reach, See APG
Bill 11 1d6 1d8 ×3 11 lbs. S brace, disarm, reach, See APG
Glaive-guisarme 12 gp 1d8 1d10 ×3 10 lbs. S brace, reach, See APG
Lucerne hammer 15 gp 1d10 1d12 ×2 12 lbs. B or P brace, reach, See APG
Ranged
Atlatl (primitive) 2 1d4 1d6 x2 50 2 lbs P
War Sling 1 1d3 1d4 x2 50 - P
Exotic Weapons Cost (g) Dmg (S) Dmg (M) Critical Range Increment Weight Type Special
Unarmed
Light
Lucht Traveler's Knife 4 1d3 1d4 x2 10 1 lb P Disarm, Special (see text)


Claws of Attack, Orcish 25 1d4 1d6 18-20 x2 - 2 lbs S
Circleknife 40 1d4 1d6 20 x3 - 3 lbs S Disarm, See Desc
One-handed
Taiaha (primitive) 10 1d8/1d4 1d10/1d6 x2 x3 - 8 lbs B or P Double


Two-Handed
Lucht Walking Stick 1d4/1d4 1d6/1d6 x2 4 B Double, Special (see text)
Gnomish Transmogristaff 1d4/1d4 1d6/1d6 x2 4 B Double, Special (see text)
Ranged
Hunting Bolas, Egalrin 15 1d3 1d4 20 x2 20 ft. 2 lb. B&P Trip, See Desc
Siege Engines Cost (g) Dmg (S) Dmg (M) Critical Range Increment Weight Type Special
Goblin Catapult 200 d6 or as per missile d8 or as per missile 20 x2 125 ft. 30 lbs. B -
Khazad Breaching Engine 400 2d8 3d8 20 x3 - 40 lbs. B -


Weapon Descriptions

Equipment02.jpg

Circleknife

Circleknives are actually a broad category of weapons that are all handled in the same manner. A circleknife is characterized by a grip that is similar to a Punch Dagger, but uses one or more circular blades that come out perpendicular to the direction of the fist. All variations feature hooked edges or trapping areas to help with disarming foes, granting a +2 bonus to Disarm attempts. Additionally their broad surfaces help with parrying attacks, granting a +1 Shield bonus to AC if wielded in pairs by a proficient user. Common variations include the Hornknife, which looks like two crescent-shaped blades merged together in opposing directions, with a leather grip at the center of one or the other. Wind and Fire Wheels are a variation from Tsang Lun, they are a full circular blade, sometimes with sharp serration, that features the grip on a crosspiece in the center of the wheel. This is an exotic weapon.


Claws of Attack, Orcish

This traditional orcish weapon consists of blades that emulate the 12 inch claws of a dire wolf. Sometimes they are designed literally as finger-blades and other times they are strapped to a large gauntlet. Either way, they require the user to get up close and personal with an opponent. The orcs treat orcish claws of attacks as martial weapons, otherwise they are exotic.


Defensible Parasol

Created originally as a security measure for Myrrish nobility, the Defensible Parasol is an uncommon but useful device mostly seen among ladies (or sometimes gentlemen) of refinement or technological leanings. The parasol is made of handsome hardwood with reinforced iron ribs, and its canopy is constructed of dyed, weatherproofed canvas; not only can it keep up to three people from the rain and sunlight, its reinforced construction allows it to also serve as a buckler for purposes of defense when unfurled. The parasol also has a retractable spike in its shaft that projects out of the end of the shaft--it can serve as a shortspear in this case. It cannot protect and be used as a spear at the same time, however; the parasol must be furled for the spear to function, and vice versa.


Earthbreaker

This enormous weapon is a favorite of the Dranei Warriors of the north and their brutish and physically powerful allies among the northern jotun-kund (The Beastmen) and Orcs. Variations on this theme can be found as well among the dwarves. A martial weapon, it does incredible damage but also grants an additional +4 bonus when used on sunder attempts against shields. Various ornate versions of it exist ranging from enormous hammers to vast decorated clubs.


Flail, Dran

An evolution of the normal heavy flail, the Dran flail is one weapon that helps embody the Dran ideal; bred them big and bred them strong. A large heavy chain attached to a sphere or some other object larger then the head of an ox, the Dran flail is a reach weapon that cannot be used against adjacent opponents due to the space required to swing the head effectively. The Dran flail is a martial weapon.


Gnomish Transmogristaff

This walking stick appears at first to be a normal quarterstaff, just well-crafted with a hint of style. However, at the press of a button it extends, losing its double-weapon property and becoming a two-handed reach weapon instead. The user decides which end of the staff is in use when the weapon is transformed in this way. When in its longer form, it may not be used to attack adjacent, nor does it threaten adjacent (just as with most reach weapons). Switching between these two modes is a free action decided at the start of your turn.

Such a transformation is often accompanied by a whirring or buzzing noise, or other effects.


Goblin Catapult

Developed originally for specific elements of the Grimdiddle goblin clan by the Kurba brothers of Arngrun, this catapult is a weird, effective, but sometimes very dangerous foray into the realm of portable bombardment. The catapult is a device that is worn on the back, with a powerful spring-loaded arm that is drawn back by a crank on its side (making reloading a move action). To use, one simply need load a or small-sized grenade weapon (nothing larger than a flask of acid, alchemist's fire, holy water, or the like) into the arm's basket, range to target, and release! Accuracy is somewhat spotty, however--a user takes an automatic -1 penalty to hit when using the device, but the ability to strike at long range generally offsets this. On a natural 1, however, the DM must roll 1d8 to determine if a serious malfunction has occured; a roll of 1 or 2 indicates the launched missile is woefully short and hits the catapult's wearer, instead!


Hunting Bolas, Egalrin

The egalrin hunting bolas is a lethal form of the normal bolas. It does lethal damage instead of nonlethal, and has the trip property. Egalrin treat this is a martial weapon.


Khazad Breaching Engine

A common tool in Khazad Duin, the Breaching Engine from Ironhold's foundries is a masterful means of clearing rock and - in some cases - laying siege. Heavy steam pressure propels this device's heavy hammer foreword with frightening strength, dealing damage to obstructions and ignoring hardness up to 8. Stone is the most commonly affected material, as the Breaching Engine was designed to batter through rock walls to get to veins of precious metals and trapped miners on occasion. It can be employed as a weapon, but requires a full round to charge and the feat Weapon Proficiency: Exotic (Breaching Engine).


Lucht Walking Stick

Developed by someone's famous great-great-grand-uncle-cousin-four times removed, its making fondly remembered at fireside tales and the subject of many a Tarien-inspired prank, the lucht walking stick is a master of utility. To most, it appears to be a normal quarterstaff. However, it contains a number of craftily hidden (and reinforced) compartments and levers which allow it to function as either a hammer and shovel in addition to a normal quarterstaff. Transforming it between functions requires 3 rounds. In addition, its hilt contains a small (noncombat) utility knife, and the other, a signal whistle and a tightly packed case containing flint and steel. A successful DC 20 perception check uncovers these functions.

A lucht may hide another item inside the walking staff by removing the flint and steel, though this item may be no larger or weighter than a ring. It is not infrequent for lucht use their staff to hide a small jewel for safekeeping while on the road.

Aside from proficiency, the walking stick may benefit from feats which also benefit quarterstaves.


Lucht Traveler's Knife

A heftier dagger with broader blade for parrying attacks, this blade serves a number of purposes for the traveler, as well as basic defense. Just as a normal dagger, it may be thrown to a distance of up to 10 feet, and may be used as both a piercing and slashing weapon. However, its unique shape grants a +2 bonus to disarm checks, and when wielded defensively or as part of a full defense action, grants its wielder an additional +1 shield bonus to AC.


Main Gauche

The Main Gauche is a fencing variation of the dagger for use as an off-hand weapon. Main Gauche's feature a very broad hilt guard, which is as long, or longer, than the blade length itself. When fighting defensively or with full defense, a Main Gauche wielded in the off-hand grants a +1 shield bonus to AC.


War Sling

A war sling is artifice's answer to the common sling and even employs the same sling bullets. It resembles its common cousin, though possesses a unique elasticity and weight, with possible artifi-technical devices. Rapid Reload/War Sling may be taken with this, allowing the user to reload it as a free action, so long as one hand is kept free. The war sling is a martial throwing weapon and very likely designed by gobbers.

Firearms

The History of Firearms in Ea

Firearms are a somewhat recent, if dangerous, invention upon these lands. According to what records may be found, a gobber by the name of Fizzlebog developed them just decades past. He was a slender if quirky fellow known as a true gobber's gobber, though he was known as dangerous even among his kind. His kin soon exiled him and his inventions to the furthest reaches of their land. And, as he had been exiled, his discoveries were not uncovered for some time. They may not have been if not for an accident.

Once in the Desolation, he invented with abandon. By accounts on his inventions were dangerous accidents, though there is no telling with his maddened mind. However, he at one point outfitted a band of roving gnolls with them. This pack stormed the self-made bandit kings of the Desolation, who fled as much from the noise as anything else.

Fizzlebog constructed two devices, that have since, if cautiously and with enthusiasm by some, made their way over the world. The first he named the Dragonspitter, a single-held device crafted of artifice. He named it for at the time he was hallucinating the neighbor's windmill into the form of a dragon--and with two shots, removed its eye. Others name it the dragonspitter for the fire-red that erupts around the barrel as it fires, and its deadly bite.

The second was the Thunderbelcher, a two-handed device named by his neighbors. It sounded like thunder coming down, or even, one gobber claimed, as though Fizzlebog were taking aim and had destroyed the mountains themselves.

It was the Thunderbelcher's invention that finally drew worldwide notice, and more permanently exiled him to the Desolation with his inventions.

- Sage Orum


Firearm Rules

In game terms, firearms are a form of artifice--that is, a construction of mechanical parts and sometimes black powder mixed with bizarre alchemy and bound together by magic. Neither one works without the other, and such devices as the firearms will cease to function within an antimagic field.

The heavy magical element to firearms within Tenebrae's fantasy setting also means that real-world firearm terminology, expectations, and builds should not apply. Instead, treat them as a new sort of invention, unpredictable and fantastic that developed in a world unlike our own. "Barrels" may take on fantastic and fantasy-based looks, and their triggers (whatever form they take) often spark and sizzle with mana-energy.

Tenebrae uses Paizo's rules for firearms, found in the Innersea World Guide, with some modifications available to the Craft/Gunsmithing skill to allow for in-combat repairs, and additional feats for greater mastery. The applicable rules are repeated below, with thematic modifications.

At present, the basic pistol (dragonspitter) and basic musket (thunderbelcher) are available. As firearms in Tenebrae are primitive and composed of artifice, only the basic rules and options are used. Their artifice composition also means that the PC need not worry for the cost of 'basic' bullets.


Firearm Proficiency: The Exotic Weapon Proficiency (firearms) feat allows you to use all firearms without penalty. A nonproficient character takes the standard –4 penalty on attack rolls with firearms, and a nonproficient character who loads a firearm increases all misfire values by 4 for the shots he loads.

Even though the Exotic Weapon Proficiency (firearms) feat grants you proficiency with all firearms, anytime you take a feat that modifies a single type of weapon (such as Weapon Focus or Rapid Reload), you must still pick one specific type of firearm (such as musket, axe musket, blunderbuss, pistol, or double pistol) for that feat to affect.

All firearms are part of the same weapon group for the purposes of the fighter's weapon training class feature.

Gobbers are the only race which begin with firearm proficency. Artificers are the only class which begins with firearm proficiency.

Capacity: A firearm's capacity is the number of shots it can hold at one time. When making a full-attack action, you may fire a firearm as many times in a round as you have attacks, up to this limit, unless you can reload the weapon as a swift or free action while making a full-attack action. In the case of early firearms, capacity often indicates the number of barrels a firearm has.

Range and Penetration: When firing an early firearm, the attack resolves against the target's touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.

Loading a Firearm: You need at least one hand free to load one-handed and two-handed firearms. In the case of two-handed firearms, you hold the weapon in one hand and load it with the other. You only need to hold it in two hands to aim and shoot the firearm. Loading siege firearms requires both hands, and one hand usually manipulates a large ramrod (which can be wielded as a club in combat).

The Rapid Reload and Firearm Mastery feats reduce the time required to load one-handed and two-handed firearms, but this feat does not reduce the time it takes to load siege firearms. See our Feats page for Additional Firearm Feats to increase your firearms mastery.

Loading any firearm provokes attacks of opportunity.

One-handed Firearm: It is a standard action to load each barrel of a one-handed early firearm
Two-handed Firearm: It is a full-round action to load each barrel of a two-handed early firearm

Misfires: If the natural result of your attack roll falls within a firearm's misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm. In that case, the misfire value increases by 2 instead of 4.

If an early firearm with the broken condition misfires again, it explodes. When a nonmagical firearm explodes, the weapon is destroyed. Magical firearms are wrecked, which means they can't fire until they are fully restored (which requires either the make whole spell or the Gunsmithing skill). When a gun explodes, pick one corner of your square—the explosion creates a burst from that point of origin. Each firearm has a burst size noted in parentheses after its misfire value. Any creature within this burst (including the firearm's wielder) takes damage as if it had been hit by the weapon—a DC 12 Reflex save halves this damage.

See our Skills page for Additional Firearm Skills that may assist with handling misfires.

Bucklers: You can use a one-handed or two-handed firearm without penalty while carrying a buckler. However, a buckler must be actively wielded to receive the AC bonus. This means you can fire and reload a one-handed firearm while wielding a buckler, but may only carry a buckler while wielding a two-handed firearm.

Fire while Prone: Firearms, like crossbows, can be fired while their wielders are prone.

Firearms and Water: Being composed of artifice, firearms may be modified on the fly (given that the wielder has a few minutes to do so) to function underwater. Once done, the firearm suffers the same penalties when used in that environment. It also takes a few minutes to reverse this modification so it may function out of water.

Deflecting and Snatching Bullets: The Deflect Arrows feat and the Snatch Arrows feat can be used to deflect bullets. Neither of these feats can be used to deflect siege firearm attacks.

Firearms and Antimagic Fields: The heady artifice nature of firearms means that they will cease to function in antimagic field, though will resume function as normal once outside of it.

Firearms Table

Firearms
Cost (g)
Dmg (S)
Dmg (M)
Critical
Range Increment
Misfire
Capacity
Weight
Type
Special
One-handed
Dragonspitter
1,000 gp*
1d6
1d8
20x4
20 ft.
1 (5 ft.)
1
4 lb.
B & P
-
Two-Handed
Thunderbelcher
1,500 gp*
1d10
1d12
20x4
40 ft.
1-2 (5 ft.)
1
9 lb.
B & P
-
* During chargen, Firearms are available at half price. After chargen, they are full price.


Firearm Descriptions

Dragonspitter: The single-shot dragonspitter is one of the most common firearms, although it is still rare enough to be an object of envy or curiosity to most. It is a standard action to load each barrel of a one-handed early firearm

Thunderbelcher: This long-barreled firearm has a much greater range than its cousin, the dragonspitter. It is a full-round action to load each barrel of a two-handed early firearm.

Special Materials

We allow everything under the Core Equipment section of the PRD, except Dragonhide. For a replacement, see Spirit-Bonded.


Finding Special Materials

Special materials are found in other areas aside from the ones listed below. The local area is listed for convenience, for purposes of plots and roleplay. Tenebrae has an open policy towards these materials: players may purchase them any time they have funds with no scene required. Discounts on their purchases can be earned through roleplay and RPPs.


Material Type Where It's Found (Locally)
Adamantine Found as scrap within the ruined outskirts of Merkabah, ancient mines within the Red Ridge Mountains, and old Genrivian battle sites. While entering Merkabah itself is dangerous, it's assumed most PC adamantine comes from these outskirt areas, or even old khazad mines.
Alchemical Silver Happy Valley
Cold Iron A unique method of forging iron, this may be negotiated with khazad smiths and patrons of Reos.
Darkwood Deep Woods, and trade with Am'sheri or members of the Ygdrassil Union.
Mithral Within ancient mines within the Red Ride Mountains, and found among sildanyari and khazad smiths. Other deposits may be found within ancient Sildanyari and Khazad ruins around Alexandros (see Alexandrian history)
Spirit-Bonded Armor only, does not violate a druid's code. Part of a ritual involving calling an elemental and negotiating with it. Available to active members of the Ygdrassil Union, or others, via RPP spend. See description.
Essence Bonding Not a special material on its own, but allows certain materials to be "bonded" with the weapons of natural creatures. See description. Available to active members of the Ygdrassil Union, or others, via RPP spend.

Spirit-Bonded Armor

Armor of the Spirits, Elemental Blessed, Spirit Bonded, or Ygdrassil's Strength, this type of armor material is well-known among the folk of the forest, though its craft is personal and unique to each owner as well as the spirit they bonded with to craft it.

The Ygdrassil Union is rumored to have created the original ritual, and formed the first bonds. Spirit-bonded armor is made by a ritual that binds portions of spirits and elementals with more mundane equipment. The result is a type of armor that does not violate a druid's code, and blends easily with the surroundings of the wild.

For a crafter to make spirit-bond armor, he or she must convince an elemental to cooperate and donate some of its living energies as part of the crafting ritual. This latter circumstance is often part of a storyline or quest. Characters active within the Union will have the easiest time obtaining the armor.

Spirit-bond armor, when crafted, adopts a similar look to the element it was crafted from, though it is never translucent or otherwise invisible. Armor crafted from an air elemental may be a whirling constrict of wind and storm, or appear to made of hardened rock and soil (earth). Such armor may be bonded with other, natural materials that otherwise align with a druid's code (such as the hide of a beast), though the spirit armor otherwise overwrites any properties or enhancements the material might have had previously. The Union does not employ hides from intelligent creatures for this purpose.

The SFX of spirit armor may be carried into wildshape, though none of the properties (unless the druid has the appropriate enchantments). This means you can do a flaming bear, yes, but for effects only. Please don't abuse this--we think it's badass, fun, and would hate to have to take it away.

Mechanics

  • Cost: The cost of spirit-bond armor is two times the masterwork armor of that type. Armor must be crafted from a single type of elemental, as the ritual does not allow for mixing--only "pure" forms may bind strongly enough to form armor. Armor crafted is assumed to be masterwork in quality.
  • Properties: Spirit-bond armor is immune to damage caused by its type of element, though it does not grant this bonus to its wearer. However, it may be enchanted to adapt the wearer to survive on a specific plane (of the type kin to the armor) at a 25% reduced cost. Representative of the bond required to produce such a piece of armor, the wearer of this sort of armor receives a +2 towards social rolls for interacting with the armor's element. In addition, as a reflection of its natural sources, the armor provides a +2 bonus to hide checks within a natural environment. It otherwise retains the same AC, ACP, and Max Dex of the original armor.
  • Durability: SPirit-bond has 10 hit points per inch of thickness and hardness 8. Its width and appearance varies based on the type of elemental used. Spirit armor is always considered to be of masterwork quality.
  • Elements Available: Elementals that may contribute to armor are currently: Air, Earth, Fire, and Water.

Special

This item is specific to an organization. To obtain it, PCs should be an active member of the Ygdrassil Union (See RPPs), or obtain it via roleplay. As this is org-specific knowledge, it costs a small amount of RPP to purchase otherwise. The RPP spend reflects a PC's roleplayed investment of finding and contacting a druid or other related persona (How you do this is up to you and is part of your story. It does not require a DM scene.).

Essence Bonding

During the ancient days of war, when the gods fought and the sildanyari clashed with the ancient oruch, warriors fought then as they do today--on the backs of great beasts. Many of these warriors, the wilder ones, were the precursors of the guardians within the Union today. Today, the guardians of Ea's wild spaces have retained in certain wisdom they learned from this ancient hardship.

Aside from the make of spirit armor, the Union possesses the ability to bind materials to the claws and fangs of their animal guardians. Conducted through the use of mystical rites, the Union literally binds the material to a creature's (or a druid's, or anyone who possesses them) natural weapons. Note, this only works on natural weapons such as bites or claws--it will not work on IUS.

This secret is closely guarded, and the Union will not perform it for just anyone. A kinship must exist--that is, the character must have some ties or contact with them (this would be roleplayed out).

Mechanics

This ritual allows a certain special material to be bonded to a natural weapon capable of accepting such a bond--that is, claws or fangs, though not rend. Once chosen/bonded, this may not be altered or changed.

Each natural weapon must be bonded separately. That is, of a creature has two claws, they are handled individually. The cost for such a weapon is based on a weapon of similar size and damage type (such as a dagger for a 1d4 bite attack, or a longsword for a larger one).

Despite the type of material, the bond does not render the attack masterwork, nor may it be enchanted (though effects such as AoMF would overlap, as per normal PF rules). The only 'effect' or benefit thereof is the bypassing of DR.

A druid (or even barbarian) who receives this bond only exhibits (or may use) the alteration when in an applicable form--such is the nature of the Union's work. The bond also does not typically alter the look overmuch--though a close examination will reveal a unique 'tint' or 'shade' that shows its difference. The natural weapon, such as claws and so forth, will continue to grow or break as normal for a creature of that type.

Special

This item is specific to an organization. To obtain it, PCs should be an active member of the Ygdrassil Union (See RPPs), or obtain it via roleplay. As this is org-specific knowledge, it costs a small amount of RPP to purchase otherwise. The RPP spend reflects a PC's roleplayed investment of finding and contacting a druid or other related persona (How you do this is up to you and is part of your story. It does not require a DM scene.).