In addition
to magic items created with spells, some substances have innate special
properties.
If you make
a suit of armor or weapon out of more than one special material, you get the
benefit of only the most prevalent material. However, you can build a double
weapon with each head made of a different special material.
SPECIAL WEAPONS / ARMOR MATERIALS
Each of the
special materials described below has a definite game effect. Some creatures
have damage reduction based on their creature type or core concept. Some are
resistant to all but a special type of damage, such as that dealt by
evil-aligned weapons or bludgeoning weapons. Others are vulnerable to weapons
of a particular material. Characters may choose to carry several different types
of weapons, depending upon the campaign and types of creatures they most
commonly encounter.
Adamantine: This ultrahard metal adds to the
quality of a weapon or suit of armor. Weapons fashioned from adamantine have a
natural ability to bypass hardness when sundering weapons or attacking objects,
ignoring hardness less than 20. Armor made from adamantine grants its wearer
damage reduction of 1/– if it’s light armor, 2/– if it’s medium armor, and 3/–
if it’s heavy armor. Adamantine is so costly that weapons and armor made from
it are always of masterwork quality; the masterwork cost is included in the
prices given below. Thus, adamantine weapons and ammunition have a +1
enhancement bonus on attack rolls, and the armor check penalty of adamantine
armor is lessened by 1 compared to ordinary armor of its type. Items without
metal parts cannot be made from adamantine. An arrow could be made of
adamantine, but a quarterstaff could not.
Only
weapons, armor, and shields normally made of metal can be fashioned from
adamantine. Weapons, armor and shields normally made of steel that are made of
adamantine have one-third more hit points than normal. Adamantine has 40 hit
points per inch of thickness and hardness 20.
|
Type
of Adamantine Item |
Item Cost Modifier
|
|
Ammunition |
+60 gp |
|
Light
armor |
+5,000 gp |
|
Medium
armor |
+10,000 gp |
|
Heavy
armor |
+15,000 gp |
|
Weapon |
+3,000 gp |
Arcane
Steel: This
slightly darker than normal steel has multicolored lines that run through it at
odd intervals. It is only found within the borders of the Mournland and is
sometimes called Cyrite. Weapons fashioned from this material are considered
magic for the purposes of overcoming damage reduction. Armor made from Cyrite
grants the wearer a +1 bonus on saves against spells and spell like abilities.
|
Type
of Arcane Steel Item |
Item Cost Modifier
|
|
Ammunition |
+5 gp |
|
Armor |
+500 gp |
|
Weapon |
+250 gp |
|
Raw
Cyrite |
10 gp/lb |
Bronzewood:
This exceptionally
hard wood, native to Aerenal, is useful in the manufacture of armor and
weapons. Unlike most woods, bronzewood can be used in place of metal to fashion
heavy arms and armor – it is somewhat shapeable during manurfacturing and it
keeps a sharp edge. Although dense and weighty compared to other woods, it is
still lighter than steel: Items weigh 10% less when made from bronzewood than
from steel. It is somewhat less obtrusive than steel and does not cause a
penalty to the hide skill when in the woods. Only armor made from metal strips
or plates can be mimicked by bronzewood.
Bronzewood
has hardness 10 and 20 hps per inch thickness.
Bronzewood
Medium
Armor +4000gp
Heavy Armor +9000gp
Other Items +500/lb
Byeshk: Mined in the Byeshk and graywall
mountains, this rare metal is prized by smiths for use in jewelry and weapons.
It has a lustrous purple sheen and is hard and dense. A bludgeoning weapon with
a Byeshk head gain a +1 bonus to damage. In addition, Byeshk can overcome the
damge resistance of the Daelkyr, which are resistant to all other weapons.
Byeshk is difficult to work into armor and offers no protection above that of
steel armor. An item made of Byeshk weighs 50% more than one made of steel.
Byeshk has hardness 17 and 35 hps per inch thickness. +1500gp
for weapons made of Byeshk.
Calomel: This white ore is mined in northern
Argonnessen at great expense and danger. Weapons crafted from this ore bypass
the DR of creatures with the Fire subtype as if it were a magic weapon.Weapons
made of Calomel cost 2X the normal cost. Calomel has a hardness of 10 and 30hps
per inch of thickness.
Darkwood: This rare magic wood is as hard as
normal wood but very light. Any wooden or mostly wooden item (such as a bow, an
arrow, or a spear) made from darkwood is considered a masterwork item and
weighs only half as much as a normal wooden item of that type. Items not normally
made of wood or only partially of wood (such as a battleaxe or a mace) either
cannot be made from darkwood or do not gain any special benefit from being made
of darkwood. The armor check penalty of a darkwood shield is lessened by 2
compared to an ordinary shield of its type. To determine the price of a
darkwood item, use the original weight but add 10 gp per pound to the price of
a masterwork version of that item.
Darkwood
has 10 hit points per inch of thickness and hardness 5.
Densewood:
One of the most
important products of the forests of Aerendal, densewood is a strong, hard,
heavy wood similar to steel. It cannot be fashioned into armor or weapons.
Dense items are twice as heavy as similar items made of normal wood and twice
as expensive. It has hardness 8 and 20 hps per inch of thickness.
Dragonhide: Armorsmiths can work with the hides
of dragons to produce armor or shields of masterwork quality. One dragon
produces enough hide for a single suit of masterwork hide armor for a creature
one size category smaller than the dragon. By selecting only choice scales and
bits of hide, an armorsmith can produce one suit of masterwork banded mail for
a creature two sizes smaller, one suit of masterwork half-plate for a creature
three sizes smaller, or one masterwork breastplate or suit of full plate for a
creature four sizes smaller. In each case, enough hide is available to produce
a small or large masterwork shield in addition to the armor, provided that the
dragon is Large or larger.
Because
dragonhide armor isn’t made of metal, druids can wear it without penalty.
Dragonhide
armor costs double what masterwork armor of that type ordinarily costs, but it
takes no longer to make than ordinary armor of that type.
Dragonhide
has 10 hit points per inch of thickness and hardness 10.
Dragonshard: Dragonshards are hard, translucent
stones, similar to precious gemstones, appearing in three varieties: Gold
veined Siberys shards, Khyber shards filled with veins of midnight blue to oily
black and crimson swirled Eberron shards. Dragonshards are rarely found large
enough to be crafted into items of any significant size. Most often, a small
dragonshard is crafted into a piece of jewelry to serve as a personal focus to
enhance the power of a dragonmarked character. A larger dragonshard, up to the
size of a fist can be crafted into a larger focus item. Unattuned dragonshards
have a hardness of 10, the process of attunment soften the stone slightly,
reducing its hardness to 8. A dragonshard has 20 hps per inch thickness.
Eldritch
Whorlwood: The
ancient Giants often fashioned wands, staffs and other charged items from this
material. The wood grain, when charged, is a complex pattern of whorls and
shapes. As charges are used, the grain patterns straighten out, when the item
is empty of charges, the grain is perfectly straight. Creatures that find such
items can make a DC15 Knowledge (Arcana) check to determine how many chrges are
left in it. The Eldritch Whorlwood tree thrives only when under magical care,
but samples have been found in the wilds of Xen’drick. Many wizards colleges
and universities would pay much to obtain a handful of seeds or a graftable
branch. Eldritch Whorlwood has a hardness of 6 and 10 hps per inch of
thickness. Wands and staffs made of whorlwood cost 5% more than normal.
Flametouched
Iron: Mined only in
Thrane, flametouched iron is rare and considered sacred by the church of the
silver flame. When mined, this iron variety has a speckled, dark red color,
resembling rust, but when it is refined, it takes on a shimmering silvery hue.
Adherents of the church of the silver flame believe this metal carries the
particular blessing of their deity and they use it to fashion holy symbols arms
and armor. A flametouch iron weapon gains the good template, armor adds a +1 to
resistance against spells and holy symbols allow the owner to turn undead at
one level higher (it does not imbue the owner with turning ability
though).Items without metal parts cannot be made from flametouched iron. It has
hardness 10 and 30 hps per inch thickness.
Weapon/Armor +1000gp
Holy Symbol 750gp
Iron,
Cold: This iron,
mined deep underground, known for its effectiveness against fey creatures, is
forged at a lower temperature to preserve its delicate properties. Weapons made
of cold iron cost twice as much to make as their normal counterparts. Also, any
magical enhancements cost an additional 2,000 gp.
Items
without metal parts cannot be made from cold iron. An arrow could be made of
cold iron, but a quarterstaff could not.
A double
weapon that has only half of it made of cold iron increases its cost by 50%.
Cold iron
has 30 hit points per inch of thickness and hardness 10.
Kheferu:
Quarried from rare
meteorite craters, it is an extremely hard, red substance. When forged as an
alloy with iron, carbon and other materials, it has the same strength and
ductility of alloy steel, but with a distinctive sheen and crimson hue. A
Kheferu weapon bypasses all damage reduction possesses by creatures with the
Earth subtype. Items made with kheferu cost 2x normal, in addition, any
magicial enhancements cost an additional 2000gps. It has a hardness of 10 and
30hps per inch of thickness.
Livewood: Another special wood from the
forests of Aerenal, this is a green colored hardwood with a strong magical
nature. When livewood trees are felled, they do not die, but they stop all
growth. In most respects, livewood is the same as normal wood, however a few
spells react differently: Plant Growth causes it to sprout small branches and
leaves. Diminish Plants has no effect. Speak with plants allows the caster to
speak to a livewood object but it would have no greater awareness of the area
than the caster. Blight deals 1d6 damage per lvl caster. A character can use
treestride to move from one livewood item to another as long as the items are
large enough. Animate plant will animate a livewood item. Dryads are fond of
forming relationships with livewood trees due to the fact that even if the tree
is felled it does not die. The price of a livewood item is 1.5 times normal.
Mithral: Mithral is a very rare silvery,
glistening metal that is lighter than iron but just as hard. When worked like
steel, it becomes a wonderful material from which to create armor and is
occasionally used for other items as well. Most mithral armors are one category
lighter than normal for purposes of movement and other limitations. Heavy
armors are treated as medium, and medium armors are treated as light, but light
armors are still treated as light. Spell failure chances for armors and shields
made from mithral are decreased by 10%, maximum Dexterity bonus is increased by
2, and armor check penalties are lessened by 3 (to a minimum of 0).
An item
made from mithral weighs half as much as the same item made from other metals.
In the case of weapons, this lighter weight does not change a weapon’s size
category or the ease with which it can be wielded (whether it is light,
one-handed, or two-handed). Items not primarily of metal are not meaningfully
affected by being partially made of mithral. (A longsword can be a mithral
weapon, while a scythe cannot be.)
Weapons or
armors fashioned from mithral are always masterwork items as well; the
masterwork cost is included in the prices given below.
Mithral has
30 hit points per inch of thickness and hardness 15.
Type of Mithral Item
|
Item Cost Modifier
|
|
Light
armor |
+1,000 gp |
|
Medium
armor |
+4,000 gp |
|
Heavy
armor |
+9,000 gp |
|
Shield |
+1,000 gp |
|
Other
items |
+500 gp/lb. |
Mournlode,
Purple: This metal
is only found under the Field of Ruins in the Mournland. It possesses special
abilities depending on what it is used for. Items made of Mournlode have the
same statistics as iron but for the following:
Weapons:
Weapons made of Mournlode will bypass the DR of undead creatures as if it were
cold iron or alchemical silver (whichever is more effective).
Armor:
Armor made of Mournlode grants a +1 resistance to saves against any spell,
spell-like ability and supernatural abilities used by undead.
Holy
Symbol: A holy symbol created with Mournlode deals an additional Class level
worth of hps on a successful turn attempt.
Weapons or
armor made of Mournlode cost an additional 700gps. A holy symbol made of this
material costs 400gps. Items without metal parts cannot be made from Mournlode.
Riedran
Crysteel: The
Inspired Lords of Riedran supervise the mining of a crystaline substance that
can be alloyed with iron to form riedran crysteel. Crysteel makes excellent
weapons and its crystaline structure make ir resonate with psionic energy. When
wielded by a character with at least 1 power point, it gains a +1 to damage.
Crysteel can be affected by a shatter spell but gains a +4 bonus due to the
steel. Crysteel has hardness 10 and 20 hps per inch thickness. A weapon make of
this material costs an additional 1500gps.
Silver,
Alchemical: A complex
process involving metallurgy and alchemy can bond silver to a weapon made of
steel so that it bypasses the damage reduction of creatures such as
lycanthropes.
On a
successful attack with a silvered weapon, the wielder takes a –1 penalty on the
damage roll (with the usual minimum of 1 point of damage). The alchemical
silvering process can’t be applied to nonmetal items, and it doesn’t work on
rare metals such as adamantine, cold iron, and mithral.
Alchemical
silver has 10 hit points per inch of thickness and hardness 8.
|
Type
of Alchemical Silver Item |
Item Cost Modifier
|
|
Ammunition |
+2 gp |
|
Light
weapon |
+20 gp |
|
One-handed
weapon, or one head of a double weapon |
+90 gp |
|
Two-handed
weapon, or both heads of a double weapon |
+180 gp |
Soarwood: Rare, even in the abundant
forests of Aerenal, soarwood possesses a magical bouyancy. Ships made from
soarwood skim effortlessly over the surface of the water. Soarwood is a
necessary component in airships and elemental galleons. The speed of a boat
made from soarwood is twice that of a normal one. Soarwood has hardness 5 and
10 hps per inch thickness. Boats made from this cost 4x normal.
Starmetal: Starmetal is an alloy made from
meteoric iron, it is equal to adamantine for all purposes, and has a connection
to the material plane that does an extra 1d6 damage to extraplanar creatures
while they are on the material plane. Creating a weapon from starmetal adds an
additional 5000gp to the cost, armor made of starmetal costs the same as
adamantine armor or the same type.
Susalian Chainweave: Made by a techique known only to
the greatest elven armorsmiths, this material is an elaborate weave of chain
links knitted together to provide additional protection against some blows.
When attacked by a slashing or bludgeoning weapon the armor stiffens at the
point of impact and diffused the force of the blow, effectively giving the
wearer DR3/piercing.
|
Type
of Chainweave Item |
Item Cost Modifier
|
|
Susalian
Chainweave Heavy armor |
+42000gp |
|
Susalian
Chainweave Light armor |
+28000gp |
|
Susalian Chainweave
Medium armor |
+35000gp |
Targath: This is a soft metal, mined in the northern coast of
Argonnessen, often fashioned into periapts of health. Even a small amount of
targath worn on the body gives a +2 bonus to fortitude saves vs disease. It
also is an anathema to the deathless of Aerenal, they shrink from it’s touch
andit can overcome their damage reduction. Luckily for the undying court,
weapons made of targath are inferior to steel weapon and take a –1 penalty on
attack and damage rolls. Targath has hardness 9 and 20 hps per inch thickness.
Ammunition +3gp
Light
Weapon +30gp
One handed
Weapon +100gp
2 handed
weapon or both
heads of a
double weapon +200gp
Thinaun: This dark steel alloy has an
attraction to recently departed souls, if a creature dies while in contact with
a weapon made from thinaun, its soul is drawn into the sword. It remains there
until the weapon is broken or it is replaced by a new soul. Attempting to raise
or resurrect a creature whose soul is held in a thinuan weapon will fail unless
the caster is in possession of the weapon.
|
Type
of Thinaun Item |
Item Cost Modifier
|
|
Thinaun 2
handed or both heads of 2 headed |
+10000gp |
|
Thinaun
Light Weapon |
+15000gp |
|
Thinaun
One handed or One end of 2 headed |
+20000gp |
Special Psionic Materials:
Crystal,
Deep: Deep crystal is crystal of above-average quality found at
the hearts of large veins or deposits of mundane crystal (see below). Deep
crystal is renowned for its strength and its psionically resonant nature.
Mundane crystal is used for many items of psionic manufacture, such as dorjes,
power stones, and psicrystals. Deep crystal is a better grade.
While a
weapon made of deep crystal is no different from a mundane crystal weapon for a
nonpsionic character, a psionic wielder of a deep crystal weapon can focus
psionic power through it, increasing the damage that weapon deals. As a free
action that does not provoke attacks of opportunity, the wielder can channel
psionic power into a melee weapon or ranged weapon made of deep crystal. For 2
power points, the deep crystal weapon deals an extra 2d6 points of damage. The
weapon will stay charged for 1 minute or until it scores its next hit. Bows,
crossbows, and slings bestow this power on their ammunition. All missile
weapons lose this effect if they miss. However, they may be recovered and
charged again.
Any weapon
made of deep crystal costs 1,000 gp more than its noncrystal counterpart. Any
item could potentially be made out of deep crystal. Because deep crystal armor
is considered to be made out of metal, druids cannot wear it.
Deep
crystal has 30 hit points per inch of thickness and a hardness of 10.
Crystal,
Mundane: Mundane crystal can be used in place of metal in weapons or
armor, using a special forging process. The fortified crystal possesses the
properties of a similar masterwork steel weapon or armor, except for visual
appearance.
Weapons
and armor made of mundane crystal cost the same amount to make as their
masterwork counterparts. Any item could potentially be made with mundane crystal.
Because mundane crystal armor is considered to be made out of metal, druids
cannot wear it.
Mundane
crystal properly forged has 25 hit points per inch of thickness and a hardness
of 8.