Fire Giant Magic Items
The burning weapon special ability and steaming armor special ability add the power of fire and steam to the arms and armor of fire giants.
Aura: strong evocationCLl: 12th
Price: +2 bonus
Weight: &mdash
A burning weapon causes an unattended flammable object to ignite when struck (Fortitude DC 13 negates for magic items), dealing 1d6+1 points of fire damage to the object each round after it's ignited. An item made mostly or entirely out of wood is even more susceptible to this effect, taking 2d6+2 points of fire damage. This effect lasts for 1d4 rounds. A creature that ends its turn in the same space as a burning object takes 1d6+1 points of fire damage.
Up to three times per day, the bearer of a burning weapon can, on command, cause a single object that has been ignited by the weapon to burn even brighter, increasing the duration of its burning effect by 1d4+1 rounds and causing the fire to expand in a burst that extends 5 feet from the object. This burst of fire deals 1d6+1 points of fire damage to each creature in that area, and it can ignite unattended flammable objects within that area as if they had been hit with the weapon.
Fire giants often make use of burning weapons in their fervid crusades against other races.
Aura: faint evocationCLl: 3rd
Price: +2 bonus
Weight: &mdash
A suit of steaming armor features numerous sliding plates and movable pieces to aid in ventilation. Three times per day, the wearer of steaming armor can speak a command word that causes the armor to emit a cloud of scorching steam. The steam lasts for 5 rounds or until the wearer dismisses it by speaking a second command word.
When the wearer speaks the command word and at the start of the wearer's turn during subsequent rounds, the steam deals 1d6 points of fire damage to any creature grappling the wearer or occupying the wearer's square (though not to the wearer) and 1 point of damage to any creature within a 5-foot-radius burst of the wearer (except for those that have already taken damage because they are grappling the wearer). While the steaming ability is active, a creature that is within 5 feet of the wearer that makes a melee attack or attempts a combat maneuver against the wearer must succeed at a DC 14 Reflex saving throw or take 1d6 points of fire damage.
The steaming armor special ability can be applied only to medium and heavy armors.