Heritage Items

Heritage Items
Establishing Heritage
If a Player picks up a Heritage item, that does not belong to them, the weapon, armor, or Slotted Item is not attuned to the, Therefore it keeps the characteristics it had previously. After using the item for an entire level, the item becomes attuned, or Establishes Heritage. If a Heritage item has not been in the inventory of a user for two weeks, then it unatunes. A person picking it up could use it, but it would only count as a +1 weapon until such time as the weapon becomes attuned.
Weapon and Armor Chart
Heritage armor and weapons gain an addition ability (Rolled at random) every four levels upto level 20, and can roll on the chart whenever a white (Random) gem is used on them. When a player acquires a Heritage item and ownership is established (See Establishing Heritage) then the weapon, provided it is in the same class of weapon the PC uses (IE a Sword will not become a Crossbow etc), will become a weapon of the PC’s choice. Armor can only be what it is. So a Heritage suit of Chainmail, will always just be that.
Here is the chart for rolling on Heritage Weapons (Except for the +1, reroll abilities that would duplicate)
1 – +1 (Up to +5)
2 – Defending
3 – Flaming (Or Spell Storing if a Caster)
4 – Frost (Or Spell Storing if a Caster)
5 – Shock (Or Spell Storing if a Caster)
6 – Corrosive (Or Spell Storing if a Caster)
7 – Holy/Unholy
8 – Speed (Will allow Caster to Cast two Spells as a full action)
9 – Wounding
10 – Bane (Wielder’s Choice)
11 – Keen
12 – Summoning (You can summon and banish your banish your weapon at will)

Here is the chart for rolling on Heritage Armor (Except for the +1 or Damage Reduction (DR), reroll abilities that would duplicate)
1 – +1 (up to +5)
2 – Fortification (Light/Moderate/Heavy)
3 – Damage Reduction (Up to +5)
4 – Spell Resistance (15/17/19)
5 – Glamered
6 – Summoning (You can summon and banish your armor at will)
7 – Ghost Touch
8 – Death Save (You can roll three times when rolling to stabilize)
9 – Energy Resistance Flaming
10 – Energy Resistance Frost
11 – Energy Resistance Shock
12 – Etherealness

Slotted Items
A player can only have ONE slotted Item be a Heritage item. That being said they follow all the same rules as other Heritage items. Slotted items are Back, Neck, Rings, Bracer/Bracelet, and Boots. Slotted items roll once every Three Levels.

Here is the Chart for Heritage Slotted Items
1 – Protection (1-5)
2 – Climbing
3 – Swimming
4 – Spell Storing/(If not a Caster reroll)
5 – Invisibility
6 – Freedom of Movement
7 – Speed
8 – Absorption (Absorbs 25 Magic Missiles, takes one weeks to fully recharge, cannot recharge until empty)
9 – Energy Resistance Flaming
10 – Energy Resistance Frost
11 – Energy Resistance Shock
12 – Health (Add an extra Hit Die of Hit points. On the house)

Heritage Items

Tiralth, Quest for Freedom MycolReamer