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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 items 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 items 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 52: Random
Town Generation, page 137 of the Dungeon Masters 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
- DUNGEON MASTERS 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 creatures magical
influence. A creature merely infatuated with a fey (such as a human enthralled with a nymphs beauty)
does not qualify as magically influencedthe 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 wearers body. Some feycraft items also include elements of the creators
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 smiths favorite natural setting in some way. Curved elementsoften a blade or haft, or
part of the hilt or handleare quite popular. Fey smiths frequently construct scimitars and rapiers with
this template, but it is rarely applied to axeseven 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
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 MASTERS 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: Youd think this would be awesome with flaming swords and burning armor, but no, actually the
perks really suck. Next.

GITHCRAFT
- DUNGEON MASTERS 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
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 races 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 MASTERS 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,
gloryborn armor and shields frequently seem to lack some vital defensive piece. The overall look
might awe viewers or even strike terror into the wearers 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 wearers 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 couldnt 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 wearers 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 items 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 MASTERS 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 wearers AC whenever she is adjacent to
an ally. This benefit does not apply to hellforged shields.
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 its better then not having it.

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