Narka's Iron
NARKA'S IRON
A industrial looking building with a fenced in section with a forge and anvil. The whole area around this building smells like metal. Above the entrance is a simple metal sign depicting an anvil and hammer.INVENTORY
SPECIALTY WEAPON | BONUS | COST |
---|---|---|
Narka's Flaming Battleaxe | +1 | 2, 310 GP |
Narka's Thundering Short Sword | +1 | 2, 310 GP |
Narka's Icy Burst Longsword | +2 | 8, 315 GP |
Narka's Speedy Scimitar | +3 | 18, 315 GP |
Narka's Brilliant Energy Greatsword | +4 | 32, 350 GP |
WEAPON | COST |
---|---|
Dagger | 50 GP |
Greataxe | 320 GP |
Greatsword | 350 GP |
Longsword | 315 GP |
Light Mace | 305 GP |
Heavy Mace | 312 GP |
Rapier | 320 GP |
Scimitar | 315 GP |
Battleaxe | 310 GP |
Spiked Gauntlet | 305 GP |
Spear | 301 GP |
Light Hammer | 301 GP |
Morningstar | 308 GP |
Heavy Pick | 310 GP |
Light Pick | 300 GP |
Scythe | 318 GP |
Sickle | 306 GP |
Warhammer | 312 GP |
Glaive | 308 GP |
Trident | 315 GP |
ARMOR TYPE | COST |
---|---|
Chain Shirt (Medium) | 100 GP |
Scale Male (Medium) | 100 GP |
Breastplate (Medium) | 700 GP |
Half Plate (Medium) | 1,125 GP |
Ring Mail (Heavy) | 100 GP |
Chain Mail (Heavy) | 213 GP |
Splint (Heavy) | 400 GP |
Plate (Heavy) | 3,000 GP |
Shield | 100 GP |
SERVICES | COST |
---|---|
Weapon/Armor Repair | 50 GP+ |
Custom Engraving | 100 GP+ |
Custom Weapon/Armor | Base weapon price + 300 GP |
Enchantment | 1,000 GP per +1 |
WEAPON EFFECTS
Flaming
Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit.Thundering
A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d8 points of sonic damage instead, and if the multiplier is ×4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.Icy Burst
An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon’s critical multiplier is ×3, add an extra 2d10 points of cold damage instead, and if the multiplier is ×4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.
Speed
When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)Brilliant Energy
A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects. This property can only be applied to melee weapons, thrown weapons, and ammunition.Half Source: Magic Weapons d20srd
Owner/Forgemaster: Narka Roughstone
Shopkeeper: Anthurium Flickerbell
Shopkeeper: Anthurium Flickerbell
Type
Shop, Generic
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