Emberwood (3.5e Equipment)

= Emberwood =

One would think wood would be impossible to find on the elemental plane of fire, and for the most part you'd be right. However the human spirit is nothing if not determined, and in an effort to spread the forests to other planes so that they may experience greater biodiversity, the rumor says that a group of druids set out to breed a flora which could stand the flames of the plane of fire. After countless failures, one wood was set alight and never stopped burning. Summary::Bred to survive any heat, emberwood burns but never exhausts itself. And so, in the farthest corners of the plane, one might find a small grove of eternally burning trees held on glassy sands by a sea of lava. Unscorched, emberwood appears much like fatwood (a type of pine). When subjected to fire it quickly turns chalky white with ribbons of black and many embers glowing dull red within its grain. Emberwood is slightly tacky as if covered in a thin layer of sap, which briefly vanishes after a burning and is restored within 24 hours. It still burns just fine even if it has not restored its appearance to normal.

Any weapon primarily composed of wood can be made as a emberwood weapon. Igniting an emberwood weapon will shed light as a torch, and deal 1d6 points of fire damage to anything it strikes. On a critical hit, the opponent must make a Reflex save DC 10 + 1/2 HD + your weapons attack modifier (usually Str) or catch on fire, taking 1d6 points of fire damage each round until they douse the flames or take a full round action to snuff out the fire. Placing an emberwood weapon in its sheath or bringing it underwater will put out the flame, but it may be ignited again without it needing to dry out. Weapons made of emberwood gain a 10% discount on any enhancements which deal with fire, such as Flaming and Flaming Burst. Emberwood has 10 hit points per inch of thickness and hardness 5.

Armor can also be made with emberwood, but poses some issues. While nothing prevents the creation of the armor, the user should be able to resist fire or they will ignite themselves upon taking any fire damage. While ignited, anyone who touches the burning person with natural weapons, unarmed strikes, or melee attacks takes 1d6 points of fire damage. Each round, the user of the armor also takes 1d6 fire damage. Heavier armors have more to set fire too; medium armors deal 2d6 damage a round and heavy armor deals 3d6. Shields are treated as light armor. Armor made of emberwood gain a 10% discount on any enhancements which deal with cold resistance.

Emberwood 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, emberwood weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of emberwood armor is lessened by 1 compared to ordinary armor of its type.