Fourthcore Armory: A Compendium of Treasures Mythic & Deadly
The time has come! Fourthcore Armory: A Compendium of Treasures Mythic & Deadly is now available!
Fourthcore Armory is a supplement designed to offer Dungeon Masters and players new options and rewards suitable for their fourthcore adventures.
First, I want to extend a heartfelt thanks to Mario Podeschi, Daniel Roanoke, and C. Steven Ross for their tireless efforts on this project, enduring my repeated demands and short deadlines to make it better and more polished than I ever could have alone.
Second, I want to thank Brian Patterson, whose incredible artwork brought this book to life and gave it a unique character worthy of the fourthcore aesthetic.
Finally, I want to give a shout out to all the guest contributors who submitted items for the Armory, as well as all the fourthcore fanatics who buzzed about this book for weeks. Without all of you, fourthcore would be nothing.
So, without further delay, I give you Fourthcore Armory!
Download the PDF! (2.7mb)
Last update 5.25.11
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A silence spell has been cast here.






OMFG I need pants of self-cleaning
Just want to say, while Fourthcore isn’t my usual style, I have a lot of respect for what you guys are doing here.
Definitely going to check this out.
\m/
I love this stuff! My party’s coming up on the end of paragon tier, so sprinkling a few of these into our upcoming treasure parcels should feel particularly appropriate.
Rules snags and nitpicks I detect:
Khopesh of Extinction: The daily and annual powers are unusable on most attacks, since you can’t take immediate actions during your own turn. Should be free actions instead.
Gallery Armor: You already get resist 20 all while petrified according to the condition itself, so those bits are redundant–unless you meant to actually reduce the resistance normally granted.
Robe of the Winter Witch Has no armor type specified. I’m guessing Cloth was intended? Also, the official rules term for the movement mode granted is “ice walk”.
Bouldergrip Gauntlets: Earth is a keyword, not a type. (Types are Animate, Beast, Humanoid, and Magical Beast.)
Mask of the Medusa: A shame this doesn’t have higher-level versions. Only the properties will remain relevant after a few levels.
Ring of Divine Favor: I’m guessing that being “smitten” is supposed to kill you, but it kinda sounds like you fall in love with the deity…
Ring of the Iron Golem: “Per item tier” is confusing, and takes up more space than just stating the resist outright would. Is it 20 at 19th, 60 at 29th, or 40 at 19th, 90 at 29th? 20/30 is quite enough anyway
Shield Sigil (both): “After you use total defense” is slippery wording. Should be a triggered free action when you use total defense, or have a time limit on when you can use it after the condition.
Whistle and Tokens of Charon: 1 in 6 chance per adventurer who doesn’t pay–meaning 4 in 6 chance if four refuse, or 4 separate 1 in 6 chances?
Friends in High Places: Undead is a keyword, not a type.
Overall, fantastic work here, from all contributors! I was especially surprised and delighted to find the sections with new core item-building mechanics at the end.
Impostor’s Talon has the same issue as the Khopesh of Extinction.
You are correct. Sorry it got missed, embarrassing.
Gonna make a few fixes later, should have it up tonight.
Made some fixes and clarifying edits. It’ll be the last ones for a while, hope it helps.
Fantastic! If and when you do run another update, here are a few more things I’ve noticed:
Mask of the Balor: Doesn’t need a Miss line, since it deals its damage as an Effect.
Bookmark of Second Glances: Suffers from the “immediate reaction on your own turn” problem. Also, is it intended to be abusable with multiattacks/AoEs? If not, we want “miss every target”.
Rod of Wonder: Effect #15 attacks with a “close burst” centered on the target. This sounds like it doesn’t affect the target at all–intended? If not, it should be “area burst”. Similar question on 7: is it supposed to affect you as well?
Just want to say that these are by far the most interesting magical items I’ve seen in 4e. I love 4e, but magic items didn’t really feel all that magical for some reason. You’ve got some great ones in here for both propelling the plot.
Also that last chapter on Gambits is a really interesting operationalization of those sorts of actions.
To reiterate, well done.
Thanks, I’m very happy to hear that.
I had a lot of fun working on the Fourthcore Armory and eagerly anticipate the next supplement!
Thanks for participating!
This is one of those things you find while getting ready for a new game that changes the way you see the game played. I was just a couple minutes into this pdf when I had to run to get my notebook and start writing down adventure ideas. This is going to help shape my game from start to finish.
It really makes me happy to hear that! I hope you’ll share your experiences with us.
Update today. Some typos/formatting noise, tweaked charged items a little to maybe make them a little more friendly/appealing. I know, we’re as bad as Wizards, should have gotten it right the first time, etc. We know. Life is hard, you live and learn…
look at how butt hurt this dude gets over 4thcore
http://community.wizards.com/go/thread/view/75882/27674517/DD_in_the_News_-_Fourthcore_Armory,_Mythic__Deadly_for_DD_4e
ps next supplement im hoping for is a beastiary….*hopes*
Man, how bad it must feel to be dazed while holding Redeemer when the world gets destroyed
More to the point: when something [i]really[/i] needs to happen (like the world not getting destroyed), it’s a good idea to make it a free action or no action instead of an immediate action. This way, dazing and other comparable conditions don’t prevent it from happening.
I like the restriction. After all, saving or preserving the world isn’t meant to be an easy job.
You need to stay focused on your job and not let little things like stuns or daze keep you from saving it.
That being said, you can activate it at any point in the day and the world is safe for 24 hours. Best not save it for combat.
(Although it would be a great hook to try to get back the Redeemer or rescue the wielder before the 24 hour limit expired.)