Equipment and Tattoos in Home

The people of Home are expert craftsmen who take a lot of pride in every item the make. Every item is created especially for the person who is to own it. Anything less than masterwork quality is not considered suitable for use. I.e. Everything is masterwork here.
The people of Home keep few stockpiles of extra equipment around. Everything must be specially made and will take time.

Mundane Equipment:
Mundane Equipment takes 1 week/50gp of the item. Add a week for Darkleaf Cloth and Living Steel items. There is no metal in Home so the selection of equipment is fairly limited.
Weapons: Dagger (Obsidian), Club, Spears (Short, Long, and Normal), Quarterstaff, Dart, Javelin, Sling, Longsword* (Living Steel), Shortsword* (Living Steel), Greatsword* (Living Steel), Light Hammer, Warhammer, Battle Axe* (Living Steel), Greatclub, Shortbow, Longbow, Arrows (Obsidian tipped)
Armor: Padded, Leather, or Hide; Chain Shirt*, Chainmail*, Half Plate* (Living Steel)
Shields: Light or Heavy Wooden
Equipment: Most of the stuff on page 158. Exceptions: Special Substances & Items, Alchemical equipment, anything made of metal, locks, spy glass, water clock, magnifying glass.

Special Materials:
Bone: One handed & shafted weapons only, 1/2 hardness, fragile, -2 damage
Darkleaf Cloth: Armor only, -10% spell failure, max Dex +2, armor check -3
Darkwood: Wood weapons & shields only, 1/2 weight, armor check for shield – 2
Living Steel*: Any metal item, repairs itself at 2hp/day (or 1/day if broken), armor and shields have a special quality that potentially breaks weapons used against them (if opponent rolls a natural 1, they must roll a Fort DC 20 or their weapon is broken). Living Steel is actually an exotic type of wood.
Obsidian/Stone: One handed & shafted weapons only, 1/2 hardness, fragile, 3/4 weight
Whipwood: Wooden weapons or weapons with wooden hafts, +2 CMD vs Sunder, +5 hp

  • Home only has 10 ingots of Living Steel and currently has no way of getting any more:
    Small Weapon: 1 ingot
    Medium Weapon: 2 ingots
    Large Weapon: 3 ingots
    Small Shield: 2 ingots
    Large Shield: 3 ingots
    Chain Shirt: 3 ingots
    Chainmail: 4 ingots
    Half-plate: 8 ingots

Magic Stuff:
All enchantments are arcane in nature (no divine enchantments) and require 1 day/1,000gp to make.
Armor & Weapons: Up to +2 in enchantments
Potions, Rings, Rods, Staves, Wondrous Items: None, see Tattoo Magic below
Scrolls, Wands: Any arcane spell from the CRB up to 3rd Level, all at CL 6
(Group may have one 1st, 2nd, and 3rd Level Wand; and any 5 Scrolls)

Tattoo Magic:
The Painter of Home has access to a unique form of tattoo magic. Only the Painter of Home has the knowledge of how to apply and remove such tattoos (removal is very difficult, be sure you want one!)
The process involves a lengthy ritual in which the Painter and her apprentice take the person to be tattooed into a private chamber. The person is then put into a magically induced coma (they do not need to eat, etc) while the Painter does her work. The process takes 1 day/1,000 gp value of the base item. The Painter requires 5 days rest between each tattoo.
The Painter has many hundreds of generations worth of knowledge to draw upon. Pretty much anything in the CRB (of the appropriate item/slot type) can be done.
The tattoos themselves are very large, colorful, and intricate. The Painter can create whatever design the bearer wishes, from abstract patterns to symbols to animal and plant motifs.
Each character can get up to 16,000gp worth of tattoos. The tattoos work just like the item they are based on and take up the same body slot. Tattoos can only be placed on certain body slots (listed below).

Applicable Body Slots (location) and Item Types for Tattoos:

  • Belt (Stomach): Belts
  • Chest (Front Upper Torso): Jackets, mantels, shirts, vests
  • Feet (Both Lower Legs and Feet): Boots, sandals, shoes, slippers
  • Hands (Both Lower Arms and Hands): Gauntlets, gloves
  • Head (Face): Circlets, crowns, hats, helms, hoods, masks
  • Neck (Wraps all the way around): Amulets, brooches, medallions, necklaces, periapts, scarabs
  • Shoulders (Entire Back Torso): Capes, cloaks, cords, mantels, pauldrons, shawls, stoles, wings
  • Special: Rings can be placed on any one of the above slots but their base cost is increased by 50%

Equipment and Tattoos in Home

Kingmaker Tom_Servo