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
Type
Shop, Generic

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