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considered a single whole, and thus cannot surpass a<br />
maximum bonus of +10.<br />
Listed below are some of the armour abilities that<br />
can be created from the bones of the undead through<br />
boneforging.<br />
Stench<br />
Forged of the bones of a ghast, this armour gives off<br />
a powerful stench of death and corruption. All living<br />
creatures within 10 feet of the armour (except the wearer,<br />
who is immune), must succeed on a DC 15 Fortitude<br />
save or be sickened for 1d6+4 minutes. Any creature that<br />
successfully saves will not be affected by this ability again<br />
for 24 hours.<br />
Faint Necromancy; CL 5 th ; Craft Magic Arms and Armour,<br />
Boneforging; animate dead; Price +1 bonus<br />
Despair<br />
Crafted from the bones of a mummy, this armour gives<br />
off an aura of despair. Any living creature who sets eyes<br />
upon on the armour must succeed at a DC 16 Will save or<br />
be paralysed with fear for 1d4 rounds. Any creature that<br />
successfully saves will not be affected by this ability again<br />
for 24 hours.<br />
Faint Necromancy; CL 6 th ; Craft Magic Arms and Armour,<br />
Boneforging; animate dead; Price +2 bonus<br />
Damage Reduction<br />
Forged from the bones of a vampire, this armour retains<br />
the creature’s damage reduction abilities, passing them on<br />
to the wearer of the armour. <strong>The</strong> creature that wears this<br />
armour gains damage reduction 10/silver and magic as a<br />
constant effect so long as the armour is worn.<br />
Moderate Necromancy; CL 9 th ; Craft Magic Arms and<br />
Armour, Boneforging; animate dead; Price +3 bonus<br />
Resistance<br />
Forged from the bones of a vampire, this armour retains the<br />
creature’s elemental resistance abilities, passing them on<br />
to the wearer of the armour. <strong>The</strong> creature that wears this<br />
armour gains cold resistance 10 and electrical resistance 10<br />
as a constant effect so long as the armour is worn.<br />
Faint Necromancy; CL 5 th ; Craft Magic Arms and Armour,<br />
Boneforging; animate dead; Price +2 bonus<br />
Weapons<br />
Boneforged Weapons<br />
Boneforged weapons derive their primary magical abilities<br />
from the undead creature whose bones were used to create<br />
the weapon. Any powers of the weapon which depend<br />
upon the abilities of the undead are set at the time of the<br />
weapon’s creation, and may never be modified or added<br />
to in any way. However, it is still possible to add other<br />
weapon enhancements (such as anarchic) to the boneforged<br />
weapon after the time of its creation. Magical boneforged<br />
weapons must be enchanted to at least a +1 as part of the<br />
creation process; otherwise the bones will not retain any of<br />
the undead abilities.<br />
Listed below are some of the weapon abilities that<br />
can be created from the bones of the undead through<br />
boneforging.<br />
Paralysis, Lesser<br />
Forged of the bones of a ghoul, anyone hit by this weapon<br />
must succeed on a DC 12 Fortitude save or be paralysed for<br />
1d4+1 rounds.<br />
Faint Necromancy; CL 5 th ; Craft Magic Arms and Armour,<br />
Boneforging; animate dead; Price +1 bonus<br />
Paralysis, Greater<br />
Forged of the bones of a ghast, anyone hit by this weapon<br />
must succeed on a DC 15 Fortitude save or be paralysed for<br />
1d4+1 rounds.<br />
Faint Necromancy; CL 6 th ; Craft Magic Arms and Armour,<br />
Boneforging; animate dead; Price +2 bonus<br />
Rotting<br />
Crafted of the desiccated bones of a mummy, the weapon<br />
is able to inflict the magical disease mummy rot upon any<br />
creature struck by it. <strong>The</strong> victim must succeed in a DC<br />
16 Fortitude save or be infected. <strong>The</strong> disease progresses<br />
exactly like mummy rot (see MM) and may be cured in the<br />
same way.<br />
Moderate Necromancy; CL 9 th ; Craft Magic Arms and<br />
Armour, Boneforging; animate dead; Price +3 bonus<br />
Energy Drain, Lesser<br />
Moulded from the bones of a wight, this item drips with<br />
unlife. On a critical hit with this weapon, the target of<br />
the blow gains one negative level. <strong>The</strong> DC is 14 for the<br />
Fortitude save to remove this negative level. A creature<br />
slain with this weapon will rise as a wight in 1d4 days.<br />
Strong Necromancy; CL 12 th ; Craft Magic Arms and<br />
Armour, Boneforging; animate dead; Price +4 bonus<br />
Energy Drain, Greater<br />
Moulded from the bones of a vampire, this item all but<br />
shimmers with undeath. On a critical hit with this weapon,<br />
the target of the blow gains two negative levels. <strong>The</strong> DC<br />
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