Wood, Firebound (3.5e Equipment)

Firebound Wood
Though the techniques of shaping metal are many and well known, shaping wood has proven difficult. By its nature, it grows as it sees fit, its properties limited by species and environment. Wood cannot be reliably "alloyed", but in an attempt to keep up with their metal-using foes, a druidic sect researched a method of strengthening their ordinary wood by making contract with the prime spirits of the world. Summary::Known collectively as "Bound Wood", it is wood which has had a small elemental spirit bound into it. Firebound Wood possesses a fire elemental which keeps the wood burning like a torch and never being consumed.  Unlike the similar emberwood, it is not a wood which has merely adapted not to burn to ash but thrives on it. They are all as everburning torches, but the flame is quite real. And yet because the flame is dimly sentient, it does not burn its wielder.

Firebound wood weapons have the properties of wood except it is immune to fire and takes full damage from cold. They constantly burn, shedding light as a torch and dealing 1d6 additional fire damage to anything it strikes, besides the wielder. On a critical hit, targets catch on fire for a number of rounds equal to their critical multiplier. A club (x2) burns for 2 rounds while a weapon with a x4 critical burns for 4 rounds. They can take a full round action to put themselves out, or submerge themselves in water or another fire retardant.

The fire continues to burn underwater, but it deals additional fire damage. Instead the resulting steam causes the target to be hidden in a obscuring mist centered on the wielder to a distance out to their normal reach. If a firebound wood weapon is sundered, a medium fire elemental appears in the nearest square and attacks at your command as per summon monster spells, before vanishing after 1 minute.

Weapons made of firebound wood gain a 10% discount on any enhancements related to fire or anti-water abilities.

Firebound wood armor is useful for those who cannot use metal armor. The armor burns constantly, shedding light as a torch but not harming the user. Anyone in extended contact (such as grappling but not simple attack rolls) takes 1d6 fire damage and must make a DC 15 Reflex save or catch on fire. While worn the user cannot catch on fire themselves, and they gain resistance to fire as the armor absorbs it. Light armor and bucklers gain fire resistance 3. Medium armor and light and heavy shields gain fire resistance 6. Heavy armor and tower shields gain fire resistance 10. Armor and shields stack resistance, though they do not stack with any other source, except for armor and shield enhancements. Armor made from firebound wood gain a 10% discount on the any enhancements dealing with fire, and resistance to fire and cold.

Firebound wood 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, firebound wood weapons and ammunition have a +1 enhancement bonus on attack rolls.

Firebound wood has 10 hit points per inch of thickness and hardness 5. Firebound wood is immune to fire, takes full damage to sonic and cold and "catch on cold" as normal wood catches on fire, quarters electric damage, and halves all other damage.