Dweomermetals: Difference between revisions

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Special material costs are not factored into a magic armor or weapon's Absolute Bonus. Instead, these costs are simply 'tacked on' to the magical enhancement and magical properties costs of the item in question.
Special material costs are not factored into a magic armor or weapon's Absolute Bonus. Instead, these costs are simply 'tacked on' to the magical enhancement and magical properties costs of the item in question.
== Enhancing Innate Features ==
Some special materials have innate features, such as DR or ER, which can be enhanced by dedicating some or all of a magical enhancement bonus towards improving that feature. If the item has some or all of its enhancement bonuses spent in this fashion, all enhancement bonuses are added together to calculate the total enhancement bonus (and the cost of this and any future enhancement bonuses) of the item.
For example, a +2 adamantine full plate which has had its DR increased by +2 (to a total of DR 5/-) has an adjusted enhancement bonus of +4. To calculate the cost of such a thing, refer to the [[Magic_Item_Enchant_-_Armor_Enhancement_Bonus|Armor Enhancement Bonus]] page. In this case, a +4 enhancement bonus would cost 16,000 gp, the adamantine special material cost for full plate would add another 15,000 gp. Adamantine includes the cost of masterwork, but then the armor itself costs a further 1,500 gp. Assuming the full plate has no magic properties, it has an enhancement bonus of +4, an absolute bonus of +4, and a total cost of 32,500 gp.
The special materials listings describe which innate features can and cannot be boosted by applying some or all of the item's magical enhancement bonus to it.




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=== Argent Alloy ===
=== Argent Alloy ===
; Beauty: High (8 out of 10)
; '''Beauty:''' High (8 out of 10)
; Composition: 50% argent, 20% iron, 20% copper, 10% nickel
; '''Composition:''' 50% argent, 20% iron, 20% copper, 10% nickel
; Material Restrictions: Metal objects only
; '''Material Restrictions:''' Any armor
; Weight: Object's base weight × 0.8 (round up to the nearest pound)
; '''Weight:''' Object's base weight × 0.8 (round up to the nearest pound)




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{| border="1" cellpadding="5" style="text-align:left"
{| border="1" cellpadding="5" style="text-align:center"
! width="150" | Item || width="50" | Hardness || width="50" | Hit Points || width="500" | Innate Features || width="500" | Enhanceable Features || width="100" | Cost
! Item || Hardness || Hit Points || Armor Check Penalty || Max Dex || Spell Failure || Innate Features || Cost
|-
|-
! Shields
! align="left" | Shields
| align="center" | 18 || align="center" | 20 || Reduce indirect damage by 2  || +1 enhancement for +1 AC -or- reduce indirect damage by +3 || align="right" | +1,000gp
| add +5 to base || add +10 to base || -1 || +1 || - || reduce indirect damage by 1 point per two levels (round down, min 1) || align="right" | +1,000gp
|-
|-
! Light Armor
! align="left" | Light Armor
| align="center" | 18 || align="center" | 20 || Reduce indirect damage by 2  || +1 enhancement for +1 AC -or- reduce indirect damage by +3 || align="right" | +1,000gp
| add +5 to base || add +10 to base || -1 || +1 || - || reduce indirect damage by 1 point per 3/4 levels (i.e. 1 per level except those divisible by 4) || align="right" | +1,000gp
|-
|-
! Medium Armor
! align="left" | Medium Armor
| align="center" | 18 || align="center" | 30 || Reduce indirect damage by 3  || +1 enhancement for +1 AC -or- reduce indirect damage by +3 || align="right" | +3,000gp
| add +5 to base || add +10 to base || -2 || +1 || - || reduce indirect damage by 1 point per level || align="right" | +3,000gp
|-
|-
! Heavy Armor
! align="left" | Heavy Armor
| align="center" | 18 || align="center" | 40 || Reduce indirect damage by 4  || +1 enhancement for +1 AC -or- reduce indirect damage by +3 || align="right" | +4,000gp
| add +5 to base || add +10 to base || -1 || +1 || - || reduce indirect damage by 1 point per two levels (round down, min 1) || align="right" | +4,000gp
|}
|}



Revision as of 01:18, 1 May 2015


What Are Dweomermetals?

While iron, steel, copper, tin and lead are the building blocks of any empire, centuries of mining and exploring have revealed numerous special materials which exhibit extremely useful properties. Often, such materials are rare or difficult to acquire, such as mithril. Others are not rare, but are exceedingly difficult to work with, such as siegestone or adamantium. Others are well-adapted to accepting magical enhancements and are thus prized and highly sought after.

Below is a list of Dweomermetals and other special materials, which may be used as the raw materials for making armor, shields or weapons. Each listing provides details as to the material's features, and a listing of its effects when shaped into each implement. Costs are provided as well.

Special material costs are not factored into a magic armor or weapon's Absolute Bonus. Instead, these costs are simply 'tacked on' to the magical enhancement and magical properties costs of the item in question.


A Note On Armor Weight and Non-proficiency

Some Dweomermetals, such as Mithril Alloy, Peacemetal, and Puremetal in the Mithril family of alloys, change an armor to a different armor category. In the case of Mithril alloy, armor is changed to a lighter armor type for proficient use, but doe NOT gain the movement penalties of the lighter armor type. In the case of Puremetal and Peacemetal, medium armor is treated as light armor, and heavy armor is treated as medium armor in all ways, including the movement penalties.

In all such cases, in order to wear the armor proficiently, the wearer needs to have proficiency in the base armor type, not the modified armor type.

For example, in order to wear a Mithril Alloy, Puremetal, or Peacemetal breastplate, the wearer must have proficiency with medium armor, despite the fact that such a breastplate is considered light armor due to the lightweight alloy used.

Failing to have the appropriate proficiency causes the wearer to take the non-proficient penalty (a penalty to attack rolls equal to the armor's armor check penalty or -4, whichever is larger). Proficient wearers then treat the armor as the modified armor type for purposes of using class abilities, spells and feats.


A Note On Weapon Effects

Some Dweomermetals add combat effects, such as bleeds or bonuses to forced movement. In all cases, to gain such effects the weapon must be wielded in combat by a proficient user to gain these bonuses. Simply holding a weapon grants no bonuses: that weapon must be actively used, with skill, to inflict the effect. In most cases these bonuses will not stack with multiple weapons, either.


Argent and Its Alloys

Argent is a very attractive metal, so much so that it is widely recognized as the most beautiful of the dweomermetals. Argent is hard and shiny while being fairly malleable and can be polished to an extremely fine polish. The color of argent is a rich, mellow, buttery glow, darker than gold but having a richer luster than that lesser metal. The real beauty of argent comes from the way it seems to spread light falling upon it into a rainbow of metallic colors that play and dance over its surface. This effect is independent of the surface polish, and even a roughly finished ingot will show this effect.

Most argent is used in an alloy with steel, copper, or nickel, usually at least one third to one half argent, and the remainder being alloy metal. When it is alloyed with precious metals argent's rich luster is amplified into a blinding rainbow of glory. When it is alloyed with ferrous metals argent lends it's golden color to the piece, but the surface lustre is somewhat muted.

One especially notable alloy of argent deserves mention, and that is ambergold. Ambergold is one third argent, one third silver, and one third copper, and is phenomenally useful for jewelry, weapons, and the like. When ambergold is created, it is a pleasure to look at indeed, as well as being phenomenally capable of fixing dweomers. Argent is unique in that it is used both as jewelry and as a structural metal. Argent is a versatile dweomermetal, and is used in many items and also in some magic weapons.

Argent is widely used where the appearance of an item is of importance, and is a primary ingredient in magical mirrors. Nearly every item can be made with argent, and if it were a little more effective at retaining enchantments it would be even in higher demand than it is, but it is only a little better at holding dweomer than is cuprium.


Argent Alloy

Beauty: High (8 out of 10)
Composition: 50% argent, 20% iron, 20% copper, 10% nickel
Material Restrictions: Any armor
Weight: Object's base weight × 0.8 (round up to the nearest pound)


Argent Alloy Weapons

Note: Weapons made with Argent alloy provide the wielder with greater finesse when using special combat maneuvers, such as trip, disarm and bull rush. This bonus to CMB is considered a material bonus, and thus will not stack if you have multiple weapons.


Item Hardness Hit Points Innate Features Enhanceable Features Cost
Ammunition 15 3 - +1 enhancement for +1 to-hit and damage +80gp/shot
Light Weapons 15 3 +1 CMB +1 enhancement for +1 to-hit and damage -or- +1 for +2 CMB +4,000gp
One-Handed Weapons 15 7 +1 CMB +1 enhancement for +1 to-hit and damage -or- +1 for +2 CMB +5,000gp
Two-Handed Weapons 15 14 +1 CMB +1 enhancement for +1 to-hit and damage -or- +1 for +2 CMB +6,000gp


Argent Alloy Armors

Armors and shields crafted using Argent Alloy make the wearer more difficult to damage with damage which does not specifically target them, such as splash damage or area of effect attacks centered on a nearby square. This reduction occurs after any saving throws are resolved, and this reduction applies to any damage type except Primal. It is neither ER nor DR, though it shares the properties of both.


Item Hardness Hit Points Armor Check Penalty Max Dex Spell Failure Innate Features Cost
Shields add +5 to base add +10 to base -1 +1 - reduce indirect damage by 1 point per two levels (round down, min 1) +1,000gp
Light Armor add +5 to base add +10 to base -1 +1 - reduce indirect damage by 1 point per 3/4 levels (i.e. 1 per level except those divisible by 4) +1,000gp
Medium Armor add +5 to base add +10 to base -2 +1 - reduce indirect damage by 1 point per level +3,000gp
Heavy Armor add +5 to base add +10 to base -1 +1 - reduce indirect damage by 1 point per two levels (round down, min 1) +4,000gp


Argent Alloy In Other Objects

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Other 15 40/inch 2,500gp/pound


Ambergold

Beauty
Exquisite (10 out of 10)
Composition
34% argent, 33% gold, 33% copper
Material Restrictions
Metal objects only
Weight
No change


Ambergold Weapons

Weapons crafted using Ambergold are especially attuned to dealing elemental damage. When enchanted with a magic weapon property that deals some form of energy damage (such as the +1 property, Flaming), the Ambergold weapon adds +1 additional point of base weapon damage of that energy type to the weapon's overall damage. Since this is base weapon damage, it increases at level 8, 15, 22 and 29 along with the physical damage of the weapon. This damage is also multiplied on a critical hit. Furthermore, the wielder may trade away enhancement bonuses for +1 additional point of base weapon energy damage of the same type as the magic weapon property provides (i.e. fire for Flaming, etc.), instead of gaining the standard +1 to attack and damage. Note that Ambergold does not provide any benefit to weapon damage unless it is also enchanted with an energy-damage weapon property.


Item Hardness Hit Points Innate Features Enhanceable Features Cost
Ammunition 18 2 +1 base weapon energy damage of the same energy type granted by a magic weapon property +1 enhancement for +1 to-hit and damage -or- +1 base weapon energy damage of the same energy type granted by a magic weapon property +200gp/shot
Light Weapons 18 2 +1 base weapon energy damage of the same energy type granted by a magic weapon property +1 enhancement for +1 to-hit and damage -or- +1 base weapon energy damage of the same energy type granted by a magic weapon property +4,500gp
One-Handed Weapons 18 5 +1 base weapon energy damage of the same energy type granted by a magic weapon property +1 enhancement for +1 to-hit and damage -or- +1 base weapon energy damage of the same energy type granted by a magic weapon property +5,500gp
Two-Handed Weapons 18 10 +1 base weapon energy damage of the same energy type granted by a magic weapon property +1 enhancement for +1 to-hit and damage -or- +1 base weapon energy damage of the same energy type granted by a magic weapon property +7,000gp


Ambergold Alloy Armors

Armor and shields crafted with Ambergold alloy are specially attuned to reducing elemental damage types. Ambergold armors allow magic armor properties which provide ER to cost less than those same enchantments placed in other armors. For those magic armor properties which allow the wearer to add additional ER types (such as the +2 property, Energy Resistance), the armor reduces those costs as well.

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Shields 15 27 Magic armor properties providing ER cost 20% less +1 enhancement for +1 AC +2,500gp
Light Armor 15 27 Magic armor properties providing ER cost 20% less +1 enhancement for +1 AC +2,000gp
Medium Armor 15 40 Magic armor properties providing ER cost 20% less +1 enhancement for +1 AC +4,000gp
Heavy Armor 15 53 Magic armor properties providing ER cost 20% less +1 enhancement for +1 AC +5,000gp


Ambergold In Other Objects

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Other 18 30/inch 2,750gp/pound


Aurium and Its Alloys

Aurium is very soft, even softer than cuprium, but it is also very malleable. It has the second highest affinity for dweomer of any of the dweomermetals. It is a brilliant red and ruddy metal that can be polished easily to an extremely bright finish. It is a very pretty and attractive metal that is often used in jewelry, even mundane jewelry, simply for the very attractive appearance it presents. Since it is far more valuable than gold, this jewelry is almost always enchanted in one way or another.

Because it is not a very sturdy metal, aurium is often mixed with another metal to strengthen it, usually gold or silver. Most alloys of aurium are of silver and/or gold, two parts silver or gold to three parts aurium. This alloy is harder and more durable than either pure aurium or pure gold, and is commonly called bloodgold.

Lesser grades of aurium alloy are also called bloodgold, and are also desired for their appearance since the aurium admixture remains the dominant effect. Lesser grades of bloodgold may also be enchanted, and there is little technical difference between them and higher grades, except esthetically. Bloodgold has a very attractive color and luster, predominantly aurium's ruddiness with a golden or silvery sheen to the highlights. This alloy is the one most commonly used for magic jewelry.

Brooches, phylacteries, necklaces, bracelets, etc, are often made of aurium. But aurium is most commonly used in applications where it may be inlaid into a larger surface of a more robust non-magical material. The bright and strong color of aurium suit it well to such applications, and in such uses it is often found inlaid into wands, staves, rods, censors, bowls, doors, walls, etc. Nearly any surface can accept an aurium inlay, and as long as there is not an excessive amount of wear, it is quite durable when used this way.

A less common but even more decorative use of aurium is when it is drawn extremely fine and used as thread in clothing and tapestries. The beautiful color of aurium is especially well suited for these applications, and as long as there is a sturdy backing these sort of garments are usually very durable.


Bloodgold

Beauty
Exquisite (9 out of 10)
Composition
60% aurium, 40% gold
Material Restrictions
Metal objects only
Weight
Object's base weight × 1.5 (round up to the nearest pound)


Bloodgold Weapons

Because of the metal's softness, weapons are never made out of bloodgold. Instead, they have bloodgold inlays of intricate design and complex symbologies. Weapons that have a bloodgold inlay draw some of the life force of the foes they damage into the wielder. After damaging a foe, the wielder of a bloodgold weapon gains fast healing until the combat ends, they are disarmed, or they cease wielding the weapon for any reason. Ammunition traced in bloodgold does not provide any benefit, although they're the prettiest damned rocks you'll ever have smash you in the face.


Item Hardness Hit Points Innate Features Enhanceable Features Cost
Ammunition 5 2 - - +80gp/shot
Light Weapons 5 2 grants fast healing 1 until the end of the encounter +1 enhancement for +1 to-hit and damage -or- +1 enhancement for +1 fast heal +4,000gp
One-Handed Weapons 5 4 grants fast healing 1 until the end of the encounter +1 enhancement for +1 to-hit and damage -or- +1 enhancement for +1 fast heal +5,000gp
Two-Handed Weapons 5 8 grants fast healing 1 until the end of the encounter +1 enhancement for +1 to-hit and damage -or- +1 enhancement for +1 fast heal +6,000gp


Bloodgold Armors

Just as with weapon, armors are never fashioned from the soft bloodgold, but are instead inlaid with fine traceries and designs. When the wearer spends an action point, the armor provides her with a pool of temporary hit points in addition to the standard action the action point grants. This amount can be boosted by trading magical enhancement bonuses for additional temp hit points when triggered, in exchange for not increasing the armor's AC bonus. If both a Bloodgold shield and Bloodgold armor is worn, both effects trigger when the action point is spent, but alas, like always, temp hitpoints do not stack.


Item Hardness Hit Points Innate Features Enhanceable Features Cost
Shields 5 17 When action point is spent, gain temp hit points equal to your level +1 enhancement for +1 AC -or- increase temp hit points granted by 10 +8,000gp
Light Armor 5 17 When action point is spent, gain temp hit points equal to your level +1 enhancement for +1 AC -or- increase temp hit points granted by 10 +8,000gp
Medium Armor 5 25 When action point is spent, gain temp hit points equal to your level +1 enhancement for +1 AC -or- increase temp hit points granted by 10 +10,000gp
Heavy Armor 5 33 When action point is spent, gain temp hit points equal to twice your level +1 enhancement for +1 AC -or- increase temp hit points granted by 10 +13,000gp


Bloodgold In Other Objects

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Other 5 25/inch 25,000gp/pound


Bloodsilver

Beauty
High (7 out of 10)
Composition
60% aurium, 40% silver
Material Restrictions
Metal objects only
Weight
Object's base weight × 1.25 (round up to the nearest pound)


Bloodsilver Weapons

Bloodsilver is also a soft metal, and bloodsilver weapons, like bloodgold, are generally either coated or inlaid with the metal to gain its magical affinities. Weapons crafted from bloodsilver create ragged wounds, inflicting bleed effects on their targets. Indeed, ancient lore suggests that bloodsilver itself has an insatiable thirst for blood.


Item Hardness Hit Points Innate Features Enhanceable Features Cost
Ammunition 20 3 inflict bleed 1 1/encounter +1 enhancement for +1 to-hit and damage -or- +3 bleed +500gp/shot
Light Weapons 20 3 inflict bleed 2 1/encounter +1 enhancement for +1 to-hit and damage -or- +3 bleed +10,000gp
One-Handed Weapons 20 7 inflict bleed 2 1/round +1 enhancement for +1 to-hit and damage -or- +3 bleed +12,500gp
Two-Handed Weapons 20 14 inflict bleed 3 1/round +1 enhancement for +1 to-hit and damage -or- +3 bleed +17,000gp


Bloodsilver Armors

Bloodsilver armor uses intricate inlays to bestow the armor with the ability to cauterize bleed effects. As bleed conditions are inflicted, the armor immediately reduces the severity of the bleed by the listed amount. Furthermore, this reduction can be increased by trading magical enhancement bonus, instead of increasing the armor's AC.


Item Hardness Hit Points Innate Features Enhanceable Features Cost
Shields 20 27 reduce bleeds by 2 +1 enhancement for +1 AC -or- reduce bleeds by 3 more +7,500gp
Light Armor 20 27 reduce bleeds by 2 +1 enhancement for +1 AC -or- reduce bleeds by 3 more +6,000gp
Medium Armor 20 40 reduce bleeds by 3 +1 enhancement for +1 AC -or- reduce bleeds by 3 more +10,000gp
Heavy Armor 20 53 reduce bleeds by 4 +1 enhancement for +1 AC -or- reduce bleeds by 3 more +14,000gp


Bloodsilver In Other Objects

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Other 20 40/inch 20,000gp/pound


Cuprium and Its Alloys

Cuprium has only a modest capacity for dweomer and is soft and brittle. Further, it is an unimpressive lackluster gray, and will not take a shine under even the best of conditions. However, it is readily dissolved in various acids, and can then be rendered into a powder and added to various paints, dyes, and coatings. It can also be soaked into cloth, wood, and leather, or added to various other ingredients to make powders, philters, potions, ointments, unguents,..well, you get the idea.

Cuprium is actually the most widely used dweomermetal, but most people have never seen the actual metal itself, even experienced mages who have been actively making items for years. Nearly every piece of enchanted clothing, most potions, many magic staves and rods and wands, all have cuprium helping to bind the enchantment. Cuprium is almost never alloyed with anything, but occasionally it is used with a small amount of silver added to improve its physical properties or to improve its performance when it is to be used as a pigment. The color cuprium adds on its own, with no further pigments, is a very subtle iridescence, that when used on spidersilk or linen gives a very nice effect.

As with all of the dweomermetals and special materials, cuprium-infused weapons and armors are masterwork. Cuprium is unique in the fact that it may be applied to an already-crafted cloth, leather, bone or wood weapon or armor to make it masterwork, even if it is mundane (non-masterwork) to begin with. This is useful if a weapon or armor has sentimental value, as with a family heirloom, allowing for a humble beginning that grows in power as the character grows in power (for the cost of actually enchanting it, of course). Weapons and armor which are primarily metal (such as longswords or chainmail) cannot be cuprium-infused, and thus cannot be upgraded from mundane to masterwork.


Cuprium-Infused Materials

Beauty
Low (3 out of 10)
Composition
100%, powdered and infused
Material Restrictions
Paper, cloth, bone, wood or leather only (e.g. leather or hide armors, clothing, whips or bucklers)
Weight
No change


Cuprium-Infused Weapons

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Light Weapons - - Adds +3 hardness and +9 hit points to base object +1 enhancement for +1 to-hit and damage -or- +3 enhancement for +1 to spell save DC's +350gp
One-Handed Weapons - - Adds +3 hardness and +9 hit points to base object +1 enhancement for +1 to-hit and damage -or- +3 enhancement for +1 to spell save DC's +450gp
Two-Handed Weapons - - Adds +3 hardness and +9 hit points to base object +1 enhancement for +1 to-hit and damage -or- +3 enhancement for +1 to spell save DC's +600gp


Cuprium-Infused Armors

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Shields - - Adds +3 hardness and +9 hit points to base object, +1 to one save +1 enhancement for +1 AC -or- +1 to one save +1,000gp
Light Armor - - Adds +3 hardness and +9 hit points to base object, +1 to one save +1 enhancement for +1 AC -or- +1 to one save +1,000gp
Medium Armor - - Adds +3 hardness and +9 hit points to base object, +1 to one save +1 enhancement for +1 AC -or- +1 to one save +2,500gp


Infusing Cuprium In Other Objects

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Other - - Adds +3 hardness and +9 hit points to base object - 10,000gp/lb


Mithril and Its Alloys

Mithril is one of the oldest and best known of the dweomermetals, and for good reason. Mithril is hard, durable, resists shock well, has a high melting point, polishes to a nice sheen, and is a quite attractive metal. Mithril is often called true silver, due to its similarity to that metal, but to the trained eye it is immediately recognizable. The color of mithril is exactly like silver, a rich silvery luster, but the metal is actually shinier than silver and gives a sharper sheen.

When well polished, mithril begins to look almost transparent, as if you were looking down into the surface of the metal. It is a most unsettling effect and instantly recognizable once you have seen it. Mithril is only barely less strong than aurium at holding an enchantment, and is hugely more sturdy. Mithril is much stronger than steel and is the most common dweomermetal used in magical armors and weapons. Add in the fact that mithril is a lovely metal and it is easy to see why it is the most widely used in weapons, especially those used to impress as well as defeat a foe.

Unfortunately, demand for mithril is much too high to allow it to be used pure, for the cost would be prohibitive, not to mention that pure mithril is very difficult to keep from tarnishing. Basic mithril alloy is one tenth part mithril and nine tenths good quality steel. Better magic armors are made of an alloy called puremetal, which is one tenth part mithril, one tenth part argent, one tenth part copper, one tenth part nickel, one tenth part silver,and one half iron. This alloy is tough, very hard, easy to forge, can be heat treated to make it even harder while keeping its flexibility, and best of all, won't rust or tarnish even before it is enchanted.

Other common alloys of mithril use three parts mithril, three parts argent and four parts aurium to make peacemetal, and half mithril and half argent to make bladesilver. ( Most smiths feel bladesilver to produce the finest weapons of all, when the aesthetics of the weapon have any say in the matter.)


Mithril Alloy

Beauty
Moderate (5 out of 10)
Composition
10% mithril, 90% iron
Material Restrictions
Metal objects only
Weight
One half of object's base weight (round up to the nearest pound)


Mithril Alloy Armors

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Shields 15 20 Armor Check Penalty -3, Max Dex +2, Spell Failure -10% +1 enhancement for +1 AC +1,000gp
Light Armor 15 20 Considered Light Armor, Armor Check Penalty -3, Max Dex +2, Spell Failure -10% +1 enhancement for +1 AC +1,000gp
Medium Armor 15 30 Considered Light Armor, Armor Check Penalty -3, Max Dex +2, Spell Failure -10% +1 enhancement for +1 AC +4,000gp
Heavy Armor 15 40 Considered Medium Armor, Armor Check Penalty -3, Max Dex +2, Spell Failure -10% +1 enhancement for +1 AC +9,000gp


Mithril In Other Objects

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Other 15 30/inch 500gp/lb


Puremetal

Beauty
Moderate (5 out of 10)
Composition
10% mithril, 10% argent, 10% copper, 10% nickel, 10% silver, 50% iron
Material Restrictions
Metal objects only
Weight
Object's base weight × 0.75 (round up to the nearest pound)

Note: The bonus to initiative from puremetal weapons is considered a material bonus and only applies while the puremetal weapon is being wielded in combat. As a result, using multiple puremetal weapons does not stack this bonus, since multiple like bonuses do not stack.


Puremetal Weapons

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Ammunition 12 2 +2 to initiative when used in combat +1 enhancement for +1 to-hit and damage -or- +3 initiative +150gp
Light Weapons 12 2 +2 to initiative when used in combat +1 enhancement for +1 to-hit and damage -or- +3 initiative +12,500gp
One-Handed Weapons 12 5 +2 to initiative when used in combat +1 enhancement for +1 to-hit and damage -or- +3 initiative +15,000gp
Two-Handed Weapons 12 10 +2 to initiative when used in combat +1 enhancement for +1 to-hit and damage -or- +3 initiative +20,000gp


Puremetal Armors

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Shields 12 20 Armor Check Penalty -3, Max Dex +2, Spell Failure -10% +1 enhancement for +1 AC -or- +3 ER/- +25,000gp
Light Armor 12 20 Considered Light Armor, ER 5/-, Armor Check Penalty -3, Max Dex +2, Spell Failure -10% +1 enhancement for +1 AC -or- +3 ER/- +20,000gp
Medium Armor 12 30 Considered Light Armor, ER 5/-, Armor Check Penalty -3, Max Dex +2, Spell Failure -10% +1 enhancement for +1 AC -or- +3 ER/- +35,000gp
Heavy Armor 12 40 Considered Medium Armor, ER 5/-, Armor Check Penalty -3, Max Dex +2, Spell Failure -10% +1 enhancement for +1 AC -or- +3 ER/- +45,000gp


Puremetal In Other Objects

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Other 12 30/inch 10,000gp/pound


Peacemetal

Beauty
Moderate (6 out of 10)
Composition
30% mithril, 30% argent, 40% aurium
Material Restrictions
Metal objects only
Weight
One third of object's base weight (round up to the nearest pound)


Peacemetal Weapons

Wielders of peacemetal weapons that spend an action point to make an attack gain a +2 bonus to their to-hit roll. If the attack action taken via the action point requires multiple to-hit rolls (such as with the Monk's Echoing Strike attack), all to-hit rolls made get this bonus.


Item Hardness Hit Points Innate Features Enhanceable Features Cost
Ammunition 15 2 +2 to initiative. When action point is spent, add +2 to attack roll. +1 enhancement for +1 to-hit and damage -or- +3 to initiative +800gp/missile
Light Weapons 15 2 +2 to initiative. When action point is spent, add +2 to attack roll. +1 enhancement for +1 to-hit and damage -or- +3 to initiative +40,000gp
One-Handed Weapons 15 6 +2 to initiative. When action point is spent, add +2 to attack roll. +1 enhancement for +1 to-hit and damage -or- +3 to initiative +50,000gp
Two-Handed Weapons 15 12 +2 to initiative. When action point is spent, add +2 to attack roll. +1 enhancement for +1 to-hit and damage -or- +3 to initiative +70,000gp


Peacemetal Armors

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Shields 15 23 Armor Check Penalty -4, No Max Dex, Spell Failure -10% +1 enhancement for +1 AC -or- +3 ER/- +100,000gp
Light Armor 15 23 Considered Light Armor, +5 ER/-, Armor Check Penalty -4, No Max Dex, Spell Failure -10% +1 enhancement for +1 AC -or- +3 ER/- +100,000gp
Medium Armor 15 35 Considered Light Armor, +5 ER/-, Armor Check Penalty -4, No Max Dex, Spell Failure -10% +1 enhancement for +1 AC -or- +3 ER/- +300,000gp
Heavy Armor 15 47 Considered Light Armor, +5 ER/-, Armor Check Penalty -4, No Max Dex, Spell Failure -10% +1 enhancement for +1 AC -or- +3 ER/- +600,000gp


Peacemetal In Other Objects

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Other 15 35/inch 50,000gp/pound


Bladesilver

Beauty
High (8 out of 10)
Composition
50% mithril, 50% argent
Material Restrictions
Slashing and piercing weapons only
Weight
One half the object's base weight (round up to the nearest pound)

Note: The material bonus to-hit and damage from bladesilver only applies to the weapon being wielded in combat. If you wield multiple weapons, they all must be bladesilver if you want this bonus on all of them.


Bladesilver Weapons

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Ammunition 20 3 +1 material bonus to-hit and damage +1 enhancement for +1 to-hit and damage +300gp
Light Weapons 20 3 +1 material bonus to-hit and damage +1 enhancement for +1 to-hit and damage +5,000gp
One-Handed Weapons 20 7 +1 material bonus to-hit and damage +1 enhancement for +1 to-hit and damage +7,500gp
Two-Handed Weapons 20 14 +1 material bonus to-hit and damage +1 enhancement for +1 to-hit and damage +10,000gp


Bladesilver In Other Objects

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Other 20 40/inch +1 enhancement for +1 to-hit and damage +4,000gp/pound


Adamantium and Its Alloys

Adamantium is often called the king of metals, and with good reason. It is extremely tough, extremely hard, and is quite malleable, although the force required to forge it is excessive. It should be emphasized that adamantium is not rare. It can be found in small amounts in almost any stream or river as a heavy, black, sandy material. What makes adamantium so valuable is the ability to work it at all. It is so refractory that magic must be used to generate enough heat to melt it. A bowl of adamantium can be used to heat iron until it boils into a vapor, and the adamantium will still be unwarmed. Indeed, one of the biggest drawbacks of using adamantium to make anything is the difficulty in doing anything to it.

Adamantium is always used as an alloy, because the pure stuff is nigh impossible to work with. Creating an adamantium alloy requires magical heat and crucibles, so that the sandy adamantium may be hammered while metal vapor is blown through it. Adamantium is most often alloyed with steel and aurium.

Another problem with adamantium is that it is, to be frank, not a pretty metal at all. It is a dull dark gray, which sullenly refuses to accept any kind of high polish at all. It reflects light poorly, but it does betray its extraordinary nature by the electric blue highlights it displays under strong light, as well as having a sort of moire pattern to its surface which (if examined closely) seems to extend both above and below its surface. Adamantium is also brutally heavy, and has the charming property of granting its unlovely appearance to any alloy made of it, completely overwhelming the other metal's properties.

So why does anyone bother using the stuff at all? Because it can hold over triple the magic of aurium, its closest rival. It is almost perfect for armor and weapons, since an adamantium blade can be used to whittle a horseshoe even before it is enchanted.

The simplest and by far most common alloy of Adamantium is one third adamantium and two-thirds iron, and is called adamantine, a confusing situation to be sure. The alloy second most commonly used is the remarkably ugly Dolemetal, so called for the dolerous effect it has on appearance. Dolemetal consists of one third adamantium, one third copper, and one third iron. For really powerful devices, aurium is substituted for the copper, creating Truemetal. Very rarely, the greatest wizardsmiths have a technique for smithing an alloy which is one third each of adamantium, aurium, and mithril, referred to as paramount alloy. Given the difficulty of working paramount alloy, this explains the legendary reputations of those smiths quite handily!

Note: Any metal containing adamantium, including adamantine, dolemetal, truemetal, and paramount alloy is counted as 'adamantine' for the purpose of any feats, tactics, or abilities which count on adamantium as a material.


Adamantine

Beauty
Ugly (2 out of 10)
Composition
34% adamantium, 66% iron
Material Restrictions
Metal objects only
Weight
Object's base weight × 2


Adamantine Weapons

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Ammunition 20 3 ignore hardness up to 20 +1 enhancement for +1 to-hit and damage +60gp/missile
Light Weapons 20 3 ignore hardness up to 20 +1 enhancement for +1 to-hit and damage +2,000gp
One-Handed Weapons 20 7 ignore hardness up to 20 +1 enhancement for +1 to-hit and damage +3,000gp
Two-Handed Weapons 20 14 ignore hardness up to 20 +1 enhancement for +1 to-hit and damage +5,000gp


Adamantine Armors

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Shields 20 27 DR 1/-, Armor Check Penalty +1 +1 enhancement for +1 AC -or- +1 DR +5,000gp
Light Armor 20 27 DR 1/-, Armor Check Penalty +1 +1 enhancement for +1 AC -or- +1 DR +5,000gp
Medium Armor 20 40 DR 2/-, Armor Check Penalty +1 +1 enhancement for +1 AC -or- +1 DR +10,000gp
Heavy Armor 20 53 DR 3/-, Armor Check Penalty +1 +1 enhancement for +1 AC -or- +1 DR +15,000gp


Adamantine In Other Objects

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Other 20 40/inch 1,500gp/lb


Dolemetal

Beauty
From the Elemental Plane of Ugly (1 out of 10)
Composition
34% adamantium, 33% iron, 33% copper
Material Restrictions
Metal objects only
Weight
Object's base weight × 3

Note: The bonus to forced movement is considered a material bonus. Thus, wielding multiple dolemetal weapons does not stack this bonus. Additionally, the maneuver or ability you use to inflict forced movement must be made with the dolemetal weapon to take effect. Holding a dolemetal dagger will not allow a spellcaster to increase the forced movement of their spells, for example.


Dolemetal Weapons

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Ammunition 25 3 ignore hardness up to 25 +1 enhancement for +1 to-hit and damage +125gp/missile
Light Weapons 25 3 ignore hardness up to 25, adds +1 to forced movement +1 enhancement for +1 to-hit and damage -or- +1 shield AC +10,000gp
One-Handed Weapons 25 8 ignore hardness up to 25, adds +1 to forced movement +1 enhancement for +1 to-hit and damage -or- +1 shield AC +12,500gp
Two-Handed Weapons 25 17 ignore hardness up to 25, adds +1 to forced movement +1 enhancement for +1 to-hit and damage -or- +1 shield AC +15,000gp


Dolemetal Armors

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Shields 25 33 DR 2/-, Armor Check Penalty +2, Max Dex -1, Spell Failure +10% +1 enhancement for +1 AC -or- +1 DR +25,000gp
Light Armor 25 33 DR 2/-, Armor Check Penalty +2, Spell Failure +10%, increase CMD by 2 +1 enhancement for +1 AC -or- +1 DR -or- +2 CMD +20,000gp
Medium Armor 25 50 DR 3/-, Armor Check Penalty +2, Spell Failure +15%, increase CMD by 2 +1 enhancement for +1 AC -or- +1 DR -or- +2 CMD +30,000gp
Heavy Armor 25 67 DR 4/-, Armor Check Penalty +2, Max Dex -1, Spell Failure +20%, increase CMD by 2 +1 enhancement for +1 AC -or- +1 DR -or- +2 CMD +40,000gp


Dolemetal In Other Objects

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Other 25 50/inch 8,000gp/lb


Truemetal

Beauty
Ugly (2 out of 10)
Composition
34% adamantium, 33% iron, 33% aurium
Material Restrictions
Metal objects only
Weight
Object's base weight × 3

Note: The bonus to forced movement is considered a material bonus. Thus, wielding multiple truemetal weapons does not stack this bonus. Additionally, the maneuver or ability you use to inflict forced movement must be made with the truemetal weapon to take effect. Holding a truemetal dagger will not allow a spellcaster to increase the forced movement of their spells, for example.


Truemetal Weapons

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Ammunition 30 3 ignore hardness up to 30, adds +1 to forced movement +1 enhancement for +1 to-hit and damage +180gp/missile
Light Weapons 30 3 ignore hardness up to 30, adds +1 to forced movement +1 enhancement for +1 to-hit and damage -or- +1 shield AC +15,000gp
One-Handed Weapons 30 8 ignore hardness up to 30, adds +1 to forced movement +1 enhancement for +1 to-hit and damage -or- +1 shield AC +17,000gp
Two-Handed Weapons 30 17 ignore hardness up to 30, adds +1 to forced movement +1 enhancement for +1 to-hit and damage -or- +1 shield AC +20,000gp


Truemetal Armors

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Shields 30 33 DR 3/-, Armor Check Penalty +3, Max Dex -1, Spell Failure +20% +1 enhancement for +1 AC -or- +1 DR +75,000gp
Light Armor 30 33 DR 3/-, Armor Check Penalty +3, Max Dex -1, Spell Failure +20%, +2 CMD +1 enhancement for +1 AC -or- +1 DR -or- +2 CMD +65,000gp
Medium Armor 30 50 DR 4/-, Armor Check Penalty +3, Max Dex -1, Spell Failure +25%, +2 CMD +1 enhancement for +1 AC -or- +1 DR -or- +2 CMD +80,000gp
Heavy Armor 30 67 DR 5/-, Armor Check Penalty +3, Max Dex -2, Spell Failure +30%, +2 CMD +1 enhancement for +1 AC -or- +1 DR -or- +2 CMD +100,000gp


Truemetal In Other Objects

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Other 30 50/inch 20,000gp/lb


Paramount Alloy

Beauty
Ugly (2 out of 10)
Composition
34% adamantium, 33% mithril, 33% aurium
Material Restrictions
Metal objects only
Weight
Object's base weight × 2


Paramount Alloy Weapons

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Ammunition 40 4 Ignore hardness up to 40 +1 enhancement for +1 to-hit and damage +250gp/missile
Light Weapons 40 4 Ignore hardness up to 40, +1 deflection AC bonus +1 enhancement for +1 to-hit and damage -or- +1 deflection AC bonus +80,000gp
One-Handed Weapons 40 10 Ignore hardness up to 40, +1 deflection AC bonus +1 enhancement for +1 to-hit and damage -or- +1 deflection AC bonus +130,000gp
Two-Handed Weapons 40 20 Ignore hardness up to 40, +2 deflection AC bonus +1 enhancement for +1 to-hit and damage -or- +1 deflection AC bonus +200,000gp


Paramount Alloy Armors

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Shields 40 40 DR 4/-, ER 5/-, Armor Check Penalty +3, Max Dex -1, Spell Failure +25% +1 enhancement for +1 AC -or- +1 DR -or- +3 ER +350,000gp
Light Armor 40 40 DR 4/-, ER 5/-, +1 CMD, Armor Check Penalty +3, Max Dex -1, Spell Failure +25% +1 enhancement for +1 AC -or- +1 DR -or- +3 ER -or- +2CMD +300,000gp
Medium Armor 40 60 DR 5/-, ER 5/-, +1 CMD, Armor Check Penalty +3, Max Dex -1, Spell Failure +30% +1 enhancement for +1 AC -or- +1 DR -or- +3 ER -or- +2CMD +500,000gp
Heavy Armor 40 80 DR 6/-, ER 5/-, +1 CMD, Armor Check Penalty +3, Max Dex -2, Spell Failure +40% +1 enhancement for +1 AC -or- +1 DR -or- +3 ER -or- +2CMD +700,000gp


Paramount Alloy In Other Objects

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Other 40 60/inch 100,000gp/lb


Other Special Materials

There are many other special materials than those listed here, but most of them fall into one of three categories: they are so rare that it's difficult to amass enough to create a useful weapon or suit of armor from it, it's so difficult to work with that no one will craft with it, or it isn't a true 'material' per se, but instead a magical creation.


Common Materials

Silver Weapons

Silver weapons provide no benefit for a weapon other than overcoming Damage Resistance x/Silver.


Cold Iron Weapons

Cold Iron weapons provide no benefit for a weapon other than overcoming Damage Resistance x/Cold Iron.


Ultra-Rare Materials

There are a huge number of unique magic-affixing materials that have been found in extremely limited quantities. The most common of these are fallen stars, starmetal, pure fundaments, skyshards, void cysts, and mountainheart crystals. The utter lack of any kind of ore and the limited availability of samples of these materials has precluded the chance of searching out commercially useful amounts.


Unworkable Materials

Siegestone has the rather unique property of destroying or absorbing magic. As a result, this heavy stone must be quarried and cut by the use of hand tools and costly manual labor. Siegestone is twice as dense as normal stone, weighing roughly 800 lbs per cubic foot. Siegestone cleaves on 90-degree planes, and treated shapes are brittle and flake away easily, so crafting things other than walls or veneers is generally fruitless. However, its warding properties are highly prized as a means of protecting fortifications and other stoneworks from magical sieges and attacks. Despite its unattractive apppearance, veneers of siegestone are frequently found in aristocratic parlors whose curators value their privacy more highly than their treasury.

Another less widely used material is Dural. Dural is a type of stone found in the deepest mines which contains a very high proportion of fundamental Stone. Dural is not an especially good stone to work with in construction, (it fractures easily, has a difficult-to-find cleavage plane structure, and is friable) but its extreme heaviness (it is five times denser than lead) gives it a niche market in exotic Sling Bullets and Seige ammunition, as well as a few occasional uses in shipbuilding for keel weights.


Dural Stone

+5 Dural Shotput of Greater Designation and Improved Returning
Metal Cost Sm Dmg Med Dmg Crit Range Wt Type
Dural Ammo x5 +1 step +1 step +1 range Halved, minimum 10 x3 Bludgeoning
Dural is a special stone mined from deep underground which is incredibly dense and heavy, five times as dense as lead. Dural is not a very useful building stone due to its poor physical properties, but can be formed into bullets or huckin'-rocks. Its extreme weight triples the weight per shot of bullets made from it, halves the range increment, but increases the damage die by one step. Due to the mass of Dural the smallest range penalty it inflicts is ten feet. If applied to a weapon with a range increment of ten or less, it removes the range completely as it becomes essentially unthrowable at that point. Even with the added weight, Dural bullets are smaller in diameter than lead Sling bullets, increasing the chance for critical damage. Note that dural ammunition is able to defeat a wind wall spell's deflection and miss chance effects due to its extreme density.


Magically-Created Materials

The most prevalent of the artificial dweomermetals is glassteel. Glassteel is glass which has been ensorceled to retain the lightness and energy-absorbing properties of glass, but also have the durability of steel. Needless to say, this makes a pretty decent suit of armor, but can also make for interesting weapons and particularly ammunition, such as arrows. A very famous fairy-tale about Ascallarre Rift-Sealer tells of his shattering glassteel arrows, inflicting ten-thousand wounds with every shot. Surprisingly, glassteel can be used with fabric, hide, padded, and similar “soft” armors, as glass-smiths can magically spin glass so thin that it is flexible, and then the entire spool can be converted to glassteel.

Ancient lore also tells of magically altered wood, such as Stonewood, Ironwood and Steelwood, which altered natural wood to take on greater durability and magical affinity, but these methods have been lost to time. The near-total absence of natural wood also makes them largely impractical.


Glassteel

Beauty
Moderate (6 out of 10)
Composition
magically altered glass
Material Restrictions
None
Weight
One third of the object's base weight (round up to the nearest pound)


Glassteel Weapons

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Ammunition 10 2 On a confirmed crit, deals 1d6 bonus damage +1 enhancement for +1 to-hit and damage +120gp/missile
Light Weapons 10 2 On a confirmed crit, break weapon to deal 1d8 bonus damage +1 enhancement for +1 to-hit and damage +4,500gp
One-Handed Weapons 10 5 On a confirmed crit, break weapon to deal 1d8 bonus damage +1 enhancement for +1 to-hit and damage +5,500gp
Two-Handed Weapons 10 10 On a confirmed crit, break weapon to deal 1d8 bonus damage +1 enhancement for +1 to-hit and damage +7,000gp


Glassteel Armors

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Shields 10 20 If you are critted, break armor to take normal hit instead. While broken, AC is reduced by up to 4. +1 enhancement for +1 AC +8,000gp
Light Armor 10 20 If you are critted, break armor to take normal hit instead. While broken, AC is reduced by up to 3. +1 enhancement for +1 AC +6,000gp
Medium Armor 10 30 If you are critted, break armor to take normal hit instead. While broken, AC is reduced by up to 4. +1 enhancement for +1 AC +8,000gp
Heavy Armor 10 40 If you are critted, break armor to take normal hit instead. While broken, AC is reduced by up to 5. +1 enhancement for +1 AC +10,000gp


Glassteel In Other Objects

Item Hardness Hit Points Innate Features Enhanceable Features Cost
Other 10 30/inch 2,500gp/lb