Wildbone (3.5e Equipment)
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Wildbone[edit]
There are many legends which tell tales of heroes besting a fell beast, a powerful dragon, a horrifying demon, or other such creature and then crafting the body parts of said creature into a weapon or armor of great renown. Though much of it is myth there is some truth to it. Creatures of unusual prowess leave a mark on their now dead bodies, and by transforming the bones of the creature into items one can coax out some of the once great power they once had. Thus, wildbone is not actually a single substance but rather any bone or bone-like substance that was once part of a great monster. Traditionally they come from powerful magical beasts, but can be from any source, even the bones of humanoid saints and other heroes.
Any weapon primarily composed of metal or wood can be made of wildbone. Wildbone is considered stone, and is unaffected by rust. Wildbone grants one or more properties of the table below. These properties generally are related to the powers the donor creature had in life. Likewise, armor and shields can also be made into wildbone using the chart below. Wildbone with no powers awakened from it is merely just durable bone, and costs the same as a normal iron item. Properties overlap, they do not stack, even from separate wildbone items.
Wildbone needs special preparation, so all weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, wildbone weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of wildbone armor is lessened by 1 compared to ordinary armor of its type.
Name | Effect | Armor, Shield, or Weapon | Extra Cost |
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Aligned | Weapon counts as chaotic/evil/good/lawful aligned (choose one) | Weapon | +2000 gp |
Catalyst | Can be used as focus/divine focus for spells up to items value | Armor, Shield, Weapon | +500 gp |
Durable | +1 to any pre-existing DR (does not grant DR) | Armor, Shield | +2000 gp |
Energized | Resist 5 one energy type (acid, cold, electricity, fire, sonic, or force) | Armor, Shield | +3000 gp |
Hardened | +1 natural armor | Armor, Shield | +2000 gp |
Hearty | Constant endure elements and DR 1 against environmental damage | Armor, Shield | +1500 gp |
Healthy | +5 maximum hp when worn | Armor | +500 gp |
Hunter | +1 attack and damage against one creature Type of choice | Weapon | +1000 gp |
Lucky | 1/day gain +2 luck on any one attack roll (weapon) or AC or saving throw (shield and armor) as a non-action | Armor, Shield, Weapon | +3000 gp |
Magic Resistant | +1 bonus on saves vs spells and spell-like effects | Armor, Shield | +2000 gp |
Possessed | Take 1 damage each attack but +2 weapon damage | Weapon | +2000 gp |
Purified | +3 bonus on saves vs disease, poison, and curses | Armor, Shield | +2000 gp |
Quick | +10 ft land speed | Armor | +3000 gp |
Regenerative | +1 additional hp healed whenever hp is recovered | Armor | +750 gp |
Ripping | +1 bleedout damage | Weapon | +2500 gp |
Skillful | +5 competence bonus on one Skill | Armor, Shield, Weapon | +2500 gp |
Spellcaster | Gain at will 0th level spell (except cure minor wounds or inflict minor wounds) | Armor, Shield, Weapon | +1000 gp |
Vampiric | Heal 1 hp for every successful attack | Weapon | +3000 gp |
Wildbone has 10 hit points per inch of thickness and hardness 8.
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