Netherack (3.5e Equipment)

= Netherack =

Summary::In the depths of certain underworlds, netherack burns brightly illuminating the lightless caves of the dead. Netherack is a blocky rust red stone litered with pale yellow crystals which shine with a sickly hue. The surface is rough like sandpaper, and always dry to the touch even when submerged in water. The stone smells faintly of sulfer. Netherack is flammable, but it is never consumed by its flames and will continue to burn forever until something snuffs out the fire. Netherack by its own is unsuitable for most weapons and armor, with the consistancy of glass and plaster. However it can be magically hardened and shaped, turning into weapons capable of its eternal burning.

Any weapon primarily composed of metal can be made as a netherack weapon. Netherack weapons are red and speckled with yellow crystals. Igniting a netherack 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 a netherack 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 netherack gain a 10% discount on any enhancements which deal with fire, such as Flaming and Flaming Burst. Weapons and armor-grade netherack has 15 hit points per inch of thickness and hardness 8. Raw netherack has 5 hit points per inch of thickness and hardness 1.

Armor can also be made with netherack, but it 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 netherack gain a 10% discount on any enhancements which deal with cold resistance.

Netherrack weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, netherack weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of netherack armor is lessened by 1 compared to ordinary armor of its type.