TEXT: 1
  Purple Duck Storeroom
  Heraldric Devices
  Sam Hing
  
  2
  “In a nondescript dwelling, down a dusty hallway, past rooms of unclear purpose, 
  there is a door... a door that looks like many others, except for the ancient maroon 
  tint of the aged wood, and, of course, the glowing runes emblazoned on the stones 
  that make up the door-frame.  Should you know its purpose, should you know 
  the correct sequence to touch those runes, you might gain entry to a Storeroom of 
  wonders, shelves and bins and racks beyond counting.  Place your torch in the rusty 
  sconce, and enter...”
  The Purple Storeroom is an ongoing series of tightly-focused supplements 
  that cover topics that do not fit into our larger offerings. They are the pieces 
  that just don’t fit anywhere else or they are the little things we work on to take 
  a break from bigger projects like Purple Mountain, Legendary Treasures, or 
  Lands of Porphyra. They have been stored here for safe keeping.
  Heraldric Devices
  Aura varies; CL varies
  Slot none; Price varies; Weight 1 lb
  Description
  A heraldric device is an image of a monster mounted onto the front of a shield, 
  generally during creation, but sometimes added to an existing shield. Each de-
  vice grants the shield wielder a special ability upon command, and may only be 
  activated when attached to a shield. A GM may, at their discretion, allow them 
  to be attached to a suit of heavy armor in place of a shield. Mounting or re-
  moving a device takes a full hours worth of work, and requires tools frequently 
  found in a blacksmith’s shop for repairing shields. Activating a heraldric device 
  is a standard action unless otherwise noted. The list of heraldric devices below 
  is far from exhaustive; a few unique versions are said to exist for monsters of 
  legend.
  Construction
  Requirements Craft Wondrous Item, see individual descriptions for spells 
  required and cost; the costs below are only for the device, and do not factor in 
  the shield they are attached to.
  Compatibility with the Pathfinder Roleplaying Game requires 
  the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, LLC does 
  not guarantee compatibility, and does not endorse this product.
  
  3
  Cursed Heraldic Devices: A cursed heraldic device (biscione, bonnacon) 
  attached to a non-magic shield can be discarded with that shield, but if the 
  attached shield is magical, the shield itself becomes cursed, and must be treated 
  as a cursed shield, until remove curse is successfully cast upon the device and it 
  is removed.  Cursed heraldic devices appear as a normal heraldic device, until 
  the wielder is engaged in combat, whereupon they change to the appearance of 
  the cursed heraldic “beast” until combat is over.
  Bat: These simple looking devices are made of blackened steel, with two small 
  rubies for eyes. The bearer of a bat device may use blindsight in a 40 foot ra-
  dius for 10 rounds, 3 times per day. 
     CL 9th; Price 48,502 gp; echolocationUM; Cost 24,251 gp
  Biscione: When a shield with this cursed heraldic device is used in serious 
  combat, it will change appearance to that of a bright blue, ferocious snake, re-
  coil back on the wielder and bite them on the arm, holding on!  This bite does 
  1 point of piercing damage per caster level of the “real” heraldic device that 
  it originally appears as, but it also adds the same amount to the CMD of the 
  wielder to resist disarm or sunder attempts on the shield.
  CL varies; Heraldic Devices dragon, greater dragon, superior dragon, hydra, 
  wyvern
  Bonnacon: When a shield with this cursed heraldic device is used in serious 
  combat, it will change appearance to that of a dull brown, curly-horned horse-
  like creature, and the shield will be the origin point of a 15 ft. cone of flaming 
  dung, doing 2d6 points of fire damage that always hits the wielder. Other be-
  ings in the cone’s path can make a Reflex save for half damage equal to 10 plus 
  the CL of the heraldic device that it originally appears as.  This happens once 
  per combat, on the wielder’s turn.
     CL varies; Heraldic Devices centaur, stag, unicorn, yale 
  Centaur: Nearly always forged from steel reclaimed from battlefield weapons, 
  and polished into a brilliant sheen, centaur devices feature the creature rear-
  ing and bringing a weapon to bear. Three times per day the shield bearer may 
  double their movement rate, allowing them to reach the front lines of battle 
  rapidly. 
     CL 1st; Price 1,077 gp; expeditious retreat; Cost 538 gp
  Cockatrice: Typically made of verdigris covered bronze, a cockatrice device 
  features the creature as if it was leaping into the air, wings spread. The shield 
  bearer may, once per day, turn the target of a successful shield bash to stone. A 
  
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  DC 21 Fortitude save negates this effect. 
     CL 11th; Price 23,760 gp; flesh to stone; Cost 11,880 gp
  Djinni: Djinni devices are made of electrum and mother of pearl, depicting 
  the genie soaring amid clouds. Three times per day the shield bearer may cre-
  ate a 10 foot by 10 foot wind wall directly in front of him, and lasting for 6 
  rounds. In addition, the wielder may use wind walk twice per day. Lastly, once 
  per day the wielder can create a whirlwind, with a DC 25 Reflex save for half 
  damage. 
     CL 15th; Price 167,302 gp; whirlwind, wind walk, wind wall; Cost 83,651 
  gp
  Dragon: These massive devices are crafted out of gem encrusted precious 
  metals, and are always intimidating. The shield bearer is under a 60 point 
  protection from energy per day, with the energy type matching the color of the 
  dragon depicted. 
     CL 5th; Price 5,400 gp; protection from energy; Cost 2,700 gp
  Dragon, Greater: In addition to granting 84 points of protection of energy 
  twice per day, the shield bearer may, once per day, create a 50 foot cone of fear 
  emanating from the device. A DC 23 Will save resists the effect. 
     CL 7th; Price 25,200 gp; fear, protection from energy; Cost 12,600 gp.
  Dragon, Superior: In addition to granting protection from energy 120 three 
  times per day, and using the fear ability twice per day, the shield bearer may use 
  the breath weapon of the depicted dragon three times per day, dealing 12d8 
  points of damage, with a DC 23 Reflex save for half damage. 
     CL 15th; Price 172,702 gp; fear, form of the dragon III, protection from 
  energy; Cost 86,351 gp
  Gelugon: Crafted from silver and magically hardened frosted glass, these 
  insect-like devices are disturbing to look upon. The shield bearer may affect any 
  metal weapon missing her by 5 or less with a chill metal effect as a swift action, 
  three times per day, with a DC 17 Will save to negate. In addition a wielder 
  that is lawful may add the axiomatic quality to any weapon wielded or to a 
  natural attack, three times per day. An evil wielder may add the unholy quality 
  to any weapon wielded or to a natural attack, three times per day. A chaotic or 
  good wielder takes a -2 penalty to their AC for each alignment step away from 
  chaotic evil while holding a shield that a gelugon device is attached to. 
     CL 7th; Price 75,447 gp; chill metal, order’s wrath, unholy blight; Cost 
  
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  37,723 gp
  Great Old One: The actual appearance of these devices varies, with the only 
  unchanging characteristics being disturbing images of unnatural curves and 
  dripping appendages, and the fact that they are forged from strange metals 
  salvaged from bleak stones that fall from the depths of space. Once per day the 
  wielder may cause all those within 20 feet to make a DC 22 Will save or be 
  affected by insanity. 
     CL 3rd; Price 32,760 gp; insanity; Cost 16,380 gp
  Harpy: A harpy device is typically made of steel, and frequently enameled to 
  look more lifelike. Once per day the device can create a haunting sound that 
  causes all listeners within 100 feet save the wielder to stop what they are doing 
  and move towards the shield via the most direct route possible, unless they 
  make a DC 23 Will save. If the route contains an obvious danger, the victim 
  gains another Will save to resist. Once within 5 feet of the shield, they sim-
  ply stop and listen. An attack by anyone other then the shield wielder breaks 
  the effect; the victim gains a new Will save each time the shield bearer attacks 
  them. The harpy will sing for as long as its bearer wills it to, although only 
  targets within its range when it first began will be affected by the song.  
     CL 15th; Price 43,200 gp; mass charm monster; Cost 21,633 gp
  Hell Hound: This device is made from blackened iron, and portrays an other-
  worldly canine charging with its mouth agape. The wielder may release a gout 
  of flame from the device three times per day, dealing 4d6 points of fire damage, 
  with a DC 17 Reflex save for half damage. 
     CL 3th; Price 6,467 gp; scorching ray; Cost 3,233 gp
  Hippocampus: These beautiful devices are made from pearl, mother-of-pearl, 
  and coral, depicting the horse-bodied, fish-tailed beast from the sea.  When 
  submerged in water, the wielder is treated as having freedom of movement, and 
  is thus unimpeded by underwater combat or movement.  Also, once per day, 
  the wielder can cast water breathing upon himself.  
     CL 7th; Price 24,000 gp; freedom of movement, water breathing; Cost 
  12,000 gp
  Hydra: These devices always show a five headed hydra, set in a menacing pose. 
  Once per day the shield bearer can create five ghostly hydra heads that strike 
  forth unerringly. Each head is a force effect that deals 1d6+1 points of damage 
  to a specific target within 30 ft. 
     CL 9th; Price 9,720 gp; magic missile; Cost 4,860 gp
  
  6
  Kraken: These orichalcum squid always take up the majority of the face of 
  whatever shield they are attached to. Once per day the wielder may create a 
  mass of fleshy tentacles that emanate from the device, and grapple all creatures 
  in a 10 foot wide cone in front of the wielder. The tentacles have a CMB of 29, 
  and deal 2d6+12 points of damage per successful grapple check. The tentacles 
  drain the will of the shield bearer, requiring a full round action, and a DC 25 
  Will save to maintain for each round after the first. If the shield bearer fails the 
  save, or takes any other action than concentrating on the tentacles, they vanish, 
  and he is fatigued for one hour. 
     CL 17th; Price 65,160 gp; black tentacles, crushing hand; Cost 32,580 gp
  Lion: These simple devices are made of highly polished gold, and typically 
  depict a lion standing on its hind legs. The wielder of a lion device may make 
  a full attack after a charge, as if they possessed the pounce ability. In addition, 
  once per day, they may be affected by greater heroism. 
     CL 11th; Price 97,920 gp; beast shape II, greater heroism; Cost 48,960 gp
  Phoenix: These magnificent devices are crafted from auricupride, feathered 
  with brass, making them blaze in golden and coppery hues in the light, look-
  ing like living fire. Once per day the shield bearer can call down a 11d6 flame 
  strike, Reflex save DC 20, centered on herself, followed instantly by a heal 
  effect. The wielder of the shield receives no save against the damage. 
     CL 11th; Price 39,960 gp; flame strike, heal; Cost 19,980 gp
  Pixie: These whimsical devices are made of silver and green-tinted gold. The 
  pixie figure shifts position randomly, when unobserved. The bearer of one of 
  these devices may utilize greater invisibility twice per day, for 4 rounds with 
  each use. The bearer also finds cold forged iron unpleasant, taking a -2 penalty 
  to all rolls if they carry the metal, and they take an additional point of damage 
  from cold iron weapons. Bearers that already have a vulnerability to cold iron 
  are immune to these penalties.  
     CL 7; Price 20,160 gp; greater invisibility; Cost 10,080 gp
  Purple Worm: Created from deep purple hepatizon and crushed amethysts, 
  these large devices loop around until the worm’s maw faces outward. Once per 
  day the shield bearer can suck a target within 20 feet into an extradimensional 
  space that acts like a hungry pit. The victim may make a DC 20 Reflex save to 
  resist the effect, and a similar save each round they are trapped for half damage. 
  The victim takes no falling damage, and the effect lasts for 10 rounds or until 
  the shield bearer dies, at which time they reappear 10 feet from the shield. 
     CL 9th; Price 48,795 gp; hungry pitAPG; Cost 24,397 gp
  
  7
  Spider: These devices vary in design, from a black spider sitting in an intricate 
  web, to a hunting spider leaping outward at the viewer. The wielder may use 
  spider climb at will, as well as cast web three times per day. 
     CL 3rd; Price 17,267 gp; spider climb, web; Cost 8,633 gp
  Stag: The horned male deer, or stag is a common symbol in the heraldry of 
  nobility, and it is often forbidden to hunt except by them.  Heraldic devices 
  of stags are carefully made of thin layers of lacquered wood, of various subtle 
  shades and colors.  The wielder of this device gains +2 to Perception checks, 
  saves vs. poison and disease, and aid another actions.  
     CL 3rd; Price 10,800 gp; bear’s endurance, owl’s wisdom; Cost 5,400 gp
  Succubus: Made of carefully crafted pink gold, and studded with pearls and 
  gems, these devices show the demonic women in seductive poses. Twice per 
  day, the shield bearer may effect all targets that can both see and hear him with 
  a suggestion, with a DC 21 Will save to resist.
     CL 11th; Price 47,520 gp; mass suggestion; Cost 23,760 gp 
  Tarrasque: This massive, possibly unique device weighs nearly 5 pounds, and 
  is made from an unknown reddish material. It depicts the legendary creature 
  in full charge, and is disturbingly detailed, with its many spines raised off the 
  metal. While the device is mounted it grants the shield bearer the effects of 
  both a ring of spell turning, and a ring of regeneration. In addition the wielder 
  may throw 6 spines from the shield, up to twice per day, as a standard action. 
  Each spine may target a different victim, requires a ranged attack roll within 
  50 ft., and deals 3d8 points of damage. It is believed by many that the device 
  is made from part of the tarrasque’s shell, and that the creature will target the 
  bearer of the device above all others if it was ever to encounter her. 
     CL 20th; Price 160,520 gp; mass cause serious wounds, regenerate, spell turn-
  ing; Cost 80,260 gp
  Treant: Made from iron etched to look like bark, and patinaed copper leaves, 
  these devices give the impression of stoic strength. Once per day the shield 
  bearer may animate a tree as a treat does, lasting for 10 rounds. The wielder 
  may also use tree shape three times per day. These devices are most seen in the 
  hands of elves, and other fey beings.  
     CL 11th; Price 40,025 gp; animate objects, tree shape; Cost 20,012 gp
  Unicorn: Crafted from pure silver and a sliver of unicorn horn, these devices 
  radiate nobility and piety. The shield bearer is constantly surrounded by a 
  
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  magic circle against evil. In addition, three times per day the wielder can make 
  their weapon and any natural attacks count as holy weapons for 10 rounds per 
  usage. Any evil being attempting to use one of these devices takes a -2 penalty 
  to their AC and saves vs good aligned creatures, and a -5 penalty to attacks 
  against good aligned creatures for 10 rounds if they attempt to activate the holy 
  ability. 
     CL 7th; Price 67,979 gp; holy smite, magic circle against evil; Cost 33,989 
  gp
  Vampire: These devices are made of steel, and depict a sinister looking human-
  oid reaching out from the shield face. The shield bearer can use vampiric touch 
  three times per day. In addition, once per day they may make a gaze attack 
  against a single target that acts as dominate person. 
     CL 9th; Price 35,234 gp; dominate person, vampiric touch; Cost 17,617 gp
  Wight: These devices are pitted and rusted, depicting a dark and menacing 
  figure with glowing eyes. A shield bearer with a wight device may use enerva-
  tion once per day on a foe successfully struck. This ability is a free action. The 
  Fortitude save DC to remove the negative levels is 19. Once a wight device is 
  mounted to the shield, it cannot be removed until a being holding the shield is 
  killed. 
     CL 7th; Price 10,080 gp; enervation; Cost 5,040 gp
  Wight, Greater: These devices are identical to a wight device, save they cause 
  energy drain once per day. The Fortitude save DC to remove the negative levels 
  is 25.   
     CL 9th; Price 55,080 gp; energy drain; Cost 27,540 gp
  Wolf: These devices are often crafted from iron or hematite, and feature a 
  snarling wolf. The shield bearer gains a +5 bonus to their Intimidate checks 
  when holding the shield, and may make a free trip attempt with any successful 
  shield bash, without provoking an attack of opportunity. 
     CL 7th; Price 52,900 gp; beast shape IV, eagle’s splendor; Cost 26,450 gp
  Wyvern: These devices show a wyvern standing proudly, and and generally 
  crafted from steel. The shield bearer can grow dragon-like wings once per day, 
  and fly for up to 7 minutes, used in one minute intervals. In addition, three 
  times per day as an immediate action, they can cause any piercing weapon to 
  cast poison on a successful attack. 
     CL 7th; Price 37,739 gp; fly, poison; Cost 18,869 gp
  
  9
  Yale: This bizarre device is crafted from ebony, ivory and gold, and depicts a 
  fantastic beast somewhat like a tusked goat, with large, swiveling horns.  It 
  is depicted as having a black hide and golden spots, but cannot be identified 
  as any existing creature.  Indeed, attempting to use a Knowledge skill check, 
  an identify or legend lore spell, or any similar magic or discovery will inflict 
  lesser confusion upon those who attempt it, no saving throw, as many times as 
  attempts are repeated. In combat, the device extends its horns to block any at-
  tempts to flank the wielder, as if the wielder had the Improved Uncanny Dodge 
  ability (at the 8th level of skill.)  
     CL 8th; Price 16,200 gp; lesser confusion, creator must have 8 ranks of 
  Knowledge (nobility); Cost 8,100 gp
  “...and so the torch is taken from the sconce, shadows swallow items on shelves not 
  yet explored, and the rune-bordered door is closed; for who knows when an item, 
  a curiosity, an unnamed oddity might be needed, for purposes wholesome or despi-
  cable- from the Storeroom...”
  
  10
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  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
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