- Crafting Materials
- Reading the material statistics block.
- Materials List
- Adamantine
- Alabaster, Imbued
- Amber, Imbued
- Ankheg Mandible
- Arcaenum
- Astralite
- Bloodstone
- Bloodstone, Imbued
- Bulette Scale
- Cloud Silver
- Darkstone
- Darkstone, Imbued
- Desecrated Bone
- Diamond, Imbued
- Emerald, Imbued
- Flint (and Obsidian)
- Flint, Enchanted
- Grol'Arok Iron
- Infernal Iron
- Infernal Iron, Flarecore
- Infernal Iron, Sarkhand
- Infernal Iron, Zarool
- Jade, Imbued
- Jasper, Imbued
- Moonsilver
- Onyx, Imbued
- Orichalcum
- Quartz, Imbued
- Ruby, Imbued
- Rust Monster Scale
- Shadow
- Sharkskin
- Steel
- Steel, Azer
- Steel, Crude
- Steel, Diamond Doped
- Steel, Dwarf
- Tarrasque Horn
- Tarrasque Scale
- Turquoise, Imbued
- Underdark Silk
- Zircon, Imbued
- Xaroth
- Notes
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Crafting Materials
Reading the material statistics block.
Name: This is the name of the material. It is also mentioned which alternative names the material might have in some cultures.
Type: This is the type of the material. Some materials can only be used for producing certain weapons or armors. Metal, for example, can only be used to manufacture heavy armors and metal weapons. Remember that the type of the material isn’t an actual descriptor of the material; it denotes which type of products the material can be used for. For example, dragon scale is typed as a metal. This is because it is used to manufacture armor that is normally crafted out of metal. Materials listed as Gemstone is used solely for decoration (see the description of gem sockets for weapons and armor under the weapon modifications list). Some Gemstones can be imbued to enhance their natural power.
Price: This is the price for 1 lb. of the material. Most metals are usually sold in ingots of 10 lb., while leather is commonly sold in skins which contain 3-5 lb. of leather. Wood is sold in blocks which contain from 10 to 50 lb. More valuable materials are commonly sold in smaller amounts. When a price is listed for Gemstone, it is the price of one gem of large enough size to have an effect on a weapon or armor.
Hardness Modifier: This is the modifier to an object’s Hardness when it is produced out of the material.
Hit Points Modifier: This is the modifier to an object’s Hit Points when it is produced out of the material.
Crafting DC: This is the modifier to the Crafting DC of any object manufactured from this material. Some materials are harder to work with than others and this can affect the difficulty of the task of crafting a weapon or armor.
Crafting Time Modifier: This is the modifier to the Crafting Time of any object manufactured from the material. As with the Crafting DC, some materials require greater time and effort to be made into a weapon or armor.
History: Every material has some history behind it, ever material has come from somewhere. Many materials have some special place in the culture of many races.
Effect (Weapon): This is the actual effect in game of producing a weapon of the material. If no Effect (Weapon) description is to be found, it is because that the given material can not be used for manufacturing weapons. In case of Gemstone, the effect mentioned here is not from manufacturing an item consisting of the material, but the effect from having one such Gemstone placed as decoration in the weapon.
Effect (Armor): This is the effect in game of producing an armor of the material. If no Effect (Armor) description is listed, it is because the material can not be used for manufacturing armor. In case of Gemstone, the effect mentioned here is not from manufacturing an item consisting of the material, but the effect from having one such Gemstone placed as decoration in the armor.
Materials List
Adamantine
(Dwarf: Truesteel, Elf: Earthsteel)
Type: Metal
Price: 200 gp.
Hardness Modifier: +4
Hit Points Modifier: +100%
Crafting DC: +6
Crafting Time Modifier: +100%
History: Adamantine is one of the hardest materials known. It is commonly used by more advanced cultures to produce weapon and armor of great quality. Some cultures even consider Adamantine to be a holy metal, a gift from gods devoted to either earth or mining.
Effect (Weapon): Weapons produced from Adamantine are far harder than regular weapons. Adamantine has a natural property of being able to break down most other materials. When a weapon made from adamantine is used to attack an object, it ignores 15 points of Hardness from the attacked object. An adamantine weapon also has a +1 Equipment bonus to damage.
Effect (Armor): Armor produced from adamantine offers far greater protection than normal steel armor. The armor bonus from an adamantine armor is increased by +1, and the armor grants its wielder damage reduction 1/- if it is a light armor, 2/- if it a medium armor and 3/- if it is a heavy armor.
Alabaster, Imbued
Type: Gemstone
Price: 36.000 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: None
Crafting Time Modifier: None
History: Alabaster is a soft type of stone which comes in a small variety of colours ranging from a cloudy white to deep brown. Alabaster is called "Cloud Stone" by some races because of the speckled hue of the white variant of the stone.
Effect (Weapon): Imbued alabaster endows a weapon with great speed and agility. A weapon with an imbued alabasted affixed to it grants its wielder a +4 Equipment bonus to his Initiative. The wielder also gains a +2 Equipment bonus to his Dexterity while wielding the weapon.
Effect (Armor): An armor with a gemstone of imbued alabaster affixed to it is slightly lighter and more easy to wear. The armor also grants the wielder increased speed and agility. The armor has its Maximum Dex Bonus increased by 2 points, and the wearer gains a +2 Equipment bonus to his Dexterity while wearing the armor.
Amber, Imbued
Type: Gemstone
Price: 14.000 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: None
Crafting Time Modifier: None
History: Amber is a fossil resin that can sometimes be found with insects and other small insects still imbedded in it. The brown, transparent amber is very commonly used in a similar manner as gemstones in jewelry.
Effect (Weapon): Amber has a natural connection with the element of electricity. Any weapon that deals extra damage of the Electricity type will deal an additional 2 points of damage per die if it has an imbued amber affixed to it. For example, a weapon that has the Shocking Burst Special Quality will deal 1d6+2 points of Electricity damage on a normal hit. If the weapon normally deals 2d10 Electricity damage on a critical hit, the damage will be increased to 2d10+4 if it has an imbued amber affixed to it.
Effect (Armor): If an armor with an imbued amber affixed to it offers it's wearer any form of Electricity resistance, the amount of resistance offered by the armor will be increased by 50%. For example, an armor of cloud silver offers it's wearer Electricity Resistance 40. If the armor has an imbued amber affixed to it, the resistance increases to 60. If the armor has no Electricity Resistance, having an Amber affixed to it gives it Electricity Resistance 5.
Ankheg Mandible
Type: Metal
Price: 100 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: +2
Crafting Time Modifier: +100%
History: Ankheg mandibles are symbols of power amongst some cultures that dwell in areas commonly occupied by ankhegs. The mandibles from these large insects are used to manufacture weapons which are commonly given to chieftains and other tribal people that have a position of power.
Effect (Weapon): The Ankheg mandible is slightly acidic, even when removed from the creature. Any weapon crafted from an Ankheg mandible will cause an additional 1d4 points of Acid damage when it strikes an enemy. It is not possible to craft a weapon of a size larger than medium-sized from an Ankheg mandible.
Arcaenum
Type: Metal
Price: 2.000 gp.
Hardness Modifier: -1
Hit Points Modifier: None
Crafting DC: +4
Crafting Time Modifier: +100%
History: Arcaenum is a metal which is commonly found in the top layer in old forests and jungles. For some reason, the metal seems to evolve through long exposure to living entities. Some sages have even speculated that the metal isn't actually a metal, but a byproduct created by some plants. The metal is dark green in colour and just a slight tad softer than steel.
Effect (Weapon): A weapon made by arcaenum is more capable of holding magic energies than normal steel. The XP cost to craft a magic weapon from a weapon made of Arcaenum is reduced by 25%.
Effect (Armor): An armor made of arcaenum has the same advantage as a weapon made of arcaenum, as it reduced the XP cost of enchanting it by 25%.
Astralite
Type: Metal
Price: 150.000 gp.
Hardness Modifier: +2
Hit Points Modifier: +5
Crafting DC: +6
Crafting Time Modifier: +200%
History: Astralite is a high-density mineral only found in remote areas of the Astral plane. The material is currently being mined by a secretive society of angels and archons, and even the location of the mine is a secret. There are many rumours about the mineral and the guards of the mine. More depenedable sources tell of an elite brigade of storm giants guarding the mine, led by a small group of solars and planetar war-wizards. The biggest problem facing someone looking for astralite isn't the protection around the mine, it is uncovering the location of the mine itself. Protected from all forms of divination magic by some of the most powerful planetar enchanters, the mine is virtually impossible to locate. The material itself has an appearance that is almost dissappointing to those who are able to get their hands on some. It has a dark-grey tint similar to that of dull steel. Astralite can never be purchased, the price mentioned above the is price that one can expect to get for astralite if someone is able to get his hands on some.
Effect (Weapon): Astralite is a mineral which is the bane of all outsiders, both good and evil. A weapon made of astralite completely ignores Damage Reduction when it is used to attack an outsider. The weapon also inflicts double damage to outsiders. A weapon made of astralite absorbs the life-energy of any outsider it slays. As long as the weapon remains intact, any outsider slain by it can not be brought back to life by any means, including divine intervention. Only by destroying the weapon to free the life essence can any outsiders slain by it be brought back to life.
Effect (Armor): Anyone wearing an armor made of astralite has a +10 Equipment bonus to Saving Throws made to resist any spells and effects used on them by outsiders. The wearer also gains a +10 Luck bonus to his Armor Class when attacked by outsiders. If an outsider touches someone wearing an armor made of astralite, they suffer 5d6 points of damage. This includes attacking the wearer with any form of natural attack. The wearer of the armor can automatically pinpoint the location of any outsider within 300 ft. of him, even if the outsider uses any kind of magic to mask its presence. This enables the wearer to see through illusions, invisibility and any other effects which try to disguise or blur the outsider.
Bloodstone
Type: Gemstone
Price: 25.000 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: None
Crafting Time Modifier: None
History: Bloodstone has existed for as long as vampires have existed. The extremely rare stone has a very small chance of being created when an old vampire is slain. When any vampire that is 100 or more years old is slain, there is a 1 in 20 chance that its heart will survive as a black, atrophied lump of hard stone.
Effect (Weapon): A bloodstone grants the weapon it is affixed to some of the supernatural powers of a vampire. When the wielder deals damage to a living opponent, he will be healed of 2 point of damage. The amount of damage healed can never exceed the damage caused.
Effect (Armor): Any armor with a bloodstone affixed to it will grant its wearer Fast Healing 1. This ability stacks with other abilities which grant Fast Healing.
Bloodstone, Imbued
Type: Gemstone
Price: 200.000 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: None
Crafting Time Modifier: None
History: Same as bloodstone
Effect (Weapon): A weapon with an imbued bloodstone affixed to it will heal the wielder when he damages a living opponent. The wielder will be healed of an amount equal to the damage he caused.
Effect (Armor): Any armor with an imbued bloodstone affixed to it will grant its wearer Fast Healing 8. This ability stacks with other abilities which grant Fast Healing.
Bulette Scale
Type: Metal
Price: 50 gp.
Hardness Modifier: +1
Hit Points Modifier: +2
Crafting DC: +2
Crafting Time Modifier: +50%
History: Bulette scale originates from the dreaded land sharks. This valuable material can be procured by skinning a slain bulette. One bulette will usually yield 2d4+4 lb. of scale when skinned. Some races, such as orcs and gnolls, consider it an offense to wear armor crafted from bulette scale if you didn’t kill the creature yourself.
Effect (Armor): Armor crafted from bulette scale will grant its wearer a greater level of protection than normal armor. The Armor Bonus of an armor made from bulette scale is increased by +1. If an armor made from bulette scale is enchanted with any type of magic, the supernatural senses of the bulette will be awakened. Any armor made of bulette scale can be enchanted to provide its wearer Tremorsense. The cost to enchant an armor with Tremorsense is 10.000 gp.
Cloud Silver
Type: Metal
Price: 10.000 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: +4
Crafting Time Modifier: +100%
History: Cloud silver is an extraordinary mineral, as it only appears naturally in the air instead of in the ground. Rare clouds with a silver lining can be mined by airborne races to produce a small quantity of the special material. Even though it is called silver, it is not related to silver at all. Some have speculated that Cloud Silver appears where there is a rift that opens into both the Elemental Plane of Air and the Elemental Plane of Earth.
Effect (Weapon): A weapon made of cloud silver is extremely light, and it will weigh half of what a normal weapon of the same type weighs. This doesn't affect the amount of lb. of cloud silver required to manufacture the weapon. A weapon of cloud silver uses the wielders Dexterity bonus to affect its attack bonus, instead of the wielders Strength bonus, even if the wielder doesn't have the Weapon Finesse feat. The weapon also causes an additional 1d6 points of Electricity damage on any foe that it strikes.
Effect (Armor): An armor made of cloud silver weighs half as much as an armor of the same type would weigh if it was made of steel. This doesn't affect the amount of lb. of cloud silver required to manufacture the armor. An armor of cloud silver is considered to be one armor category lower than a normal armor of the same type. For example, a cloud silver chainmail is considered a Light armor instead of a Medium armor. The armor also gains a +4 bonus to its Maximum Dex Bonus and the Armor Check Penalty is reduced by 4 points, to a minimum of 0. The wearer of the armor gains Electricity Resistance 40.
Darkstone
Type: Gemstone
Price: 5.000 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: None
Crafting Time Modifier: None
History: Darkstone is a relatively new discovery, found in the deepest recesses of the underdark. Darkstone is usually located at the sites of great subterranean battles where Necromancy or other forms of dark magic were used. The Darkstone is said to be a naturally occouring type of stone that has the supernatural ability to absorb magic used around it. Darkstone can usually be purchased from subterranean races such as the Drow. It is rarely found amongst surface-dwelling races.
Effect (Weapon): A weapon with a darkstone affixed to it deals 1 additional point of Negative Energy damage when it strikes an opponent.
Effect (Armor): An armor with a darkstone affixed to it offers its wearer greater protection against spells from the school of Necromancy. The wearer gains a +1 Equipment bonus to his Saving Throw against any spell from the school of Necromancy.
Darkstone, Imbued
Type: Gemstone
Price: 20.000 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: None
Crafting Time Modifier: None
History: Same as darkstone.
Effect (Weapon): A weapon with an affixed imbued darkstone counts as an Unholy weapon for the purpose of bypassing damage reduction. It also deals an additional 1d4 points of Negative Energy damage when it strikes an opponent.
Effect (Armor): Armor with an imbued darkstone affixed to it offers the wearer protection against dark spells. The wearer gains a +2 Equipment bonus to his Saving Throw against any spell from the school of Necromancy, as well as any spell with the Evil descriptor.
Desecrated Bone
Type: Metal
Price: 25.000 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: +3
Crafting Time Modifier: +100%
History: Desecrated Bone is a magically created material, made from bones taken from humanoid corpses. The unholy energies held inside the material makes it excellent for producing armor worn by necromancers, as it bolsters their power. Desecrated Bone has an appearance and colour similar to old, black, withered bones.
Effect (Armor): Armor made of desecrated bone has no Arcane Spell Failure Chance when the wearer is casting a spell from the school of necromancy. The armor has normal Arcane Spell Failure Chance for all other spells. The armor grants a +2 Equipment Bonus to the DC and Caster Level of all spells cast by the wearer from the school of necromancy.
Diamond, Imbued
Type: Gemstone
Price: 3.000 gp.
Hardness Modifier: +2
Hit Points Modifier: None
Crafting DC: None
Crafting Time Modifier: None
History: Diamonds are amongst the oldest known gemstones. Many cultures consider the diamond to be the king of gemstones, the most valuable and attractive form of ornamentation one can find. Some cultures have even been known to have special laws concerning the use of diamonds, to prevent regular people from wearing them, so that their use is reserved for high nobility and royalty.
Effect (Weapon): When an imbued diamond is affixed to a weapon, some of the toughness and resilience of the diamond is transferred into the weapon. The weapon will count as being made of Adamantine for the purpose of bypassing damage reduction, and the weapon will ignore 5 points of Hardness when it is used to strike an object.
Effect (Armor): An imbued diamond grants armor a greater level of protection from physical attacks. Any armor with an imbued armor affixed will grant its wearer damage reduction 1/-. This damage reduction will stack with any other damage reduction granted from an armor made of special materials, such as adamantine armor. It is possible to affix more than one imbued diamond to an armor. Each diamond increases the damage reduction by one point.
Emerald, Imbued
Type: Gemstone
Price: 20.000 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: None
Crafting Time Modifier: None
History: The beautiful emerald is a form of beryl which has been coloured green by a presence of chromium and iron. The stone is often called "Mindflay" or "Mindtap" by some cultures, since the stone seems to be imbued with a natural aversion to all forms of magic that influence the mind.
Effect (Weapon): If someone wielding a weapon with an imbued emerald affixed to it is standing adjacent to a creature casting a spell or using a spell-like ability with the Mind-Affecting descriptor, the wielder is automatically entitled to make an attack of opportunity, even if the caster is casting his spell defensively. The wielder is even entitled to an attack of opportunity against a caster who is casting a Quickened Mind-Affecting spell. The wielder also receives a +3 Equipment bonus to both Attack and Damage against someone casting a spell or using a spell-like ability with the Mind-Affecting descriptor.
Effect (Armor): The wearer of an armor with an imbued emerald affixed to it gains a +4 Equipment bonus to all Saving Throws against spells, spell-like and supernatural effects with the Mind-Affecting descriptor.
Flint (and Obsidian)
Type: Metal
Price: 30 sp.
Hardness Modifier: +1
Hit Points Modifier: -50%
Crafting DC: +2
Crafting Time Modifier: None
History: Flint is one the very earliest materials used in the production of tools and weapons. Flint has the property that it splits into sharp flakes when struck with a harder object. Splinters of flint are extremely sharp and hard, but also very vulnerable to shattering. Flint is usually dark grey or black. The qualities listed for flint here also apply to any weapons or armor manufactured of obsidian. Obsidian has a texture that is very similar to that of flint. Obsidian is always jet black.
Effect (Weapon): A weapon made of flint can not be made of a quality higher than common, nor can a weapon made of flint be given any Weapon Modifications. A flint weapon will cause one less point of damage.
Effect (Armor): An armor made of flint is often made of a combination of flint and some softer fabric like cloth or leather. Flint armor is rarely used, as the stone has a bad habit of shattering when struck be a weapon. An armor made of flint can not be made of a quality higher than common, and it can not be modified with any Armor Modifications. A flint armor has its Armor Bonus reduced by -2.
Flint, Enchanted
Type: Metal
Price: 1250 gp.
Hardness Modifier: +2
Hit Points Modifier: -50%
Crafting DC: +2
Crafting Time Modifier: None
History: Enchanted flint and obsidian are both examples of some of the earliest magical modifications made to weapons and armors. The material is rarely seen in civilised lands, but it is favoured amongst tribal leaders and shamans in some primitive cultures.
Effect (Weapon): A weapon made of flint can not be made of a quality higher than common, nor can a weapon made of flint be given any Weapon Modifications. A flint weapon will cause one less point of damage.
However, all damage dealt by an imbued flint weapon is considered cruel damage, because the small bits of flint that break of on impact and enter the wound. The magic of the imbued flint prevents the weapon itself from degrading from this.
Effect (Armor): An armor made of flint is often made of a combination of flint and some softer fabric like cloth or leather. Flint armor is rarely used, as the stone has a bad habit of shattering when struck be a weapon. An armor made of flint can not be made of a quality higher than common, and it can not be modified with any Armor Modifications. A flint armor has its Armor Bonus reduced by -2. Anyone striking a wearer of an imbued flint weapon in close combat, must make a reflex save vs DC 15 or suffer 1d4 points of damage as splinters of flint fly from the armour. The wearer is immune to this effect, nor does this degrade the armour.
Grol'Arok Iron
Type: Metal
Price: 75 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: +2
Crafting Time Modifier: +25%
History: Grol'Arok iron is named after the mine from which it is mined, the Grol'Arok mine. The mine is under orc control, and it has been so for countless years. The secret mine yields a very special mineral highly prized by the orcs, as it is excellent for crafting especially brutal weapons from. Grol'Arok iron is unsuitable for crafting armor, as it becomes frail when layered too thinly. Grol'Arok iron has a red, dusty appearance in its natural form. After forging, the material gains an appearance similar to that of bronze.
Effect (Weapon): Grol'Arok iron seems to have a natural bloodthirst and appetite for destruction. These properties will imbue any weapon crafted from the metal. Whenever someone wielding a weapon made of Grol'Arok receives an extra attack because of Cleave, he will gain a +2 Equipment bonus to both the Attack Roll and Damage Roll of his extra attack. This bonus is added to all extra attacks granted from both Cleave and Greater Cleave.
Infernal Iron
All of the below mentioned types of metal originate from the infernal planes. Infernal iron has very different properties depending on where it is mined though. Below are some of the most known types of infernal iron. Infernal iron can never be purchased normally, as most infernals consider most types of infernal iron to be sacred. The prices below are the prices that a character can sell infernal iron for if he is able to get his hands on some.
Infernal Iron, Flarecore
Type: Metal
Price: 6.000 gp.
Hardness Modifier: +2
Hit Points Modifier: None
Crafting DC: +3
Crafting Time Modifier: +50%
History: Flarecore iron is a bit different from the other types of infernal iron because it can actually be found at several locations in the infernal planes. Usually, the iron can be found at extremely warm locations, and the metal itself contains supernatural powers connected with fire, even when it is mined and cooled down. The metal is bright red when mined. When it cools down, it gains a dark red tint with spots of pure black. Flarecore iron permanently burns, covering itself in black flames when it is exposed to air. Anyone touching Flarecore iron will suffer 1d6 points of Fire damage. It can therefore only be worked by someone who has some level of protection against the flames that surround it.
Effect (Weapon): When a weapon made of Flarecore iron is unsheathed and exposed to fresh air, it will burst into black flames. The weapon will cause an additional 1d6 points of Fire damage to any enemy it strikes. The extra Fire damage is increased to 2d6 if the weapon strikes an opponent of Good alignment. A weapon made of Flarecore is considered evil for the purpose of bypassing damage reduction.
Effect (Armor): A Flarecore armor will permanently be sheathed in black flames as long as it is exposed to oxygen. Anyone within 5 ft. of someone wearing a Flarecore armor will suffer 1d6 points of Fire damage. This even includes the wearer unless he has some form of protection against the fire of his own armor. The damage is increased to 2d6 points of Fire damage against creatures of Good alignment.
Infernal Iron, Sarkhand
Type: Metal
Price: 18.000 gp.
Hardness Modifier: +5
Hit Points Modifier: +5
Crafting DC: +4
Crafting Time Modifier: +50%
History: Sarkhand iron is mined from secret mines located in the infernal planes. The Sarkhand iron has a natural ability to disrupt the flow of magic around it which is highly priced by the infernals that commonly combat spellcasters. The metal has a dark green colour slightly similar to the colour of jade. The metal has been used for more than nine thousand years since it was first discovered and it is one of the most mentioned metals in infernal history.
Effect (Weapon): A weapon made from Sarkhand iron has a terrifying ability to disrupt magic. Anyone who is wounded by a weapon of Sarkhand iron must succeed at a Fortitude Saving Throw (DC is equal to the damage caused). If they fail the Saving Throw, they loose a random spell of the highest spell level they can cast. If they have no spells left of their highest spell level, remove a spell of one or more levels lower. This ability always removes a spell of the highest possible level. Any creature slain by a Sarkhand weapon is extremely hard to ressurect. After death, the creature gains Spell Resistance 40 against any spells that cause the creature to come back to life, even against spells such as Animate Dead. This affects any spell that brings a creature back to life, even spells that normally do not allow for a Spell Resistance check.
Effect (Armor): An armor made of Sarkhand iron exudes a powerful aura which suppresses magic around it. Anyone within 15 ft. of someone wearing a Sarkhand armor suffers a -10 penalty to the DC and effective caster level of any spells they cast. The wearer of the Sarkhand armor has a 50% chance to completely ignore any spell cast at him. This ability even affects spells beneficial to the wearer.
Infernal Iron, Zarool
Type: Metal
Price: 20.000 gp.
Hardness Modifier: +5
Hit Points Modifier: +10
Crafting DC: +5
Crafting Time Modifier: +50%
History: The Zarool mine yields some of the rarest and most potent of all the types of infernal iron one can find. The metal itself is dusk-black in colour and significantly harder and more durable than normal steel. It is commonly used to manufacture weapons used by the most powerful lords of the infernal planes.
Effect (Weapon): Any weapon made from infernal iron from the Zarool mine is naturally magical in nature. The XP cost to make a magic weapon out of any weapon of infernal Zarool iron is reduced by 50%. A weapon of Zarool iron is also considered to be evil for the purpose of bypassing damage reduction. Any creature of good alignment who is struck by a weapon made of infernal Zarool iron must succeed at a Fortitude Saving Throw (DC is equal to the damage caused) or be stunned for 1 round.
Effect (Armor): An armor made of Zarool iron is easier to make magical than a normal armor. The XP cost to make a magic armor made of Zarool iron magical is reduced by 50%. Anyone wearing an armor made of Zarool iron has a +5 Equipment bonus to any Saving Throws made to resist spells or effects used on them by creatures of Good alignment. The wearer also has damage reduction 5/Good while wearing the armor.
Jade, Imbued
Type: Gemstone
Price: 6.000 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: None
Crafting Time Modifier: None
History: Jade is another ancient gemstone often used for ornamentation. The mineral has a beautiful green colour, which is one of the reasons it is used for decorative purposes. Jade is also extremely hard and it was used in some cultures to manufacture weapons of, untill better materials became available.
Effect (Weapon): Jade is occasionally called the "Executioners Stone" for its ability to bolster the power of weapons made specifically to counter one type of foes. If a weapon with the Bane special quality has an imbued jade affixed to it, the bonus enchantment bonus granted from the Bane quality is increased from +2 to +3 and the bonus damage is increased from 2d6 to 3d6.
Effect (Armor): If jade is affixed to an armor worn by someone that has the Favoured Enemy class ability, the wearer gains a 50% increase in all bonuses granted by the Favoured Enemy ability. For example, a ranger who normally has a +2 bonus to Bluff, Listen, Sense Motive, Spot and Survival and a +2 bonus to damage rolls against Dragons will have his bonus increased to +3 if he is wearing an armor with an imbued jade affixed to it.
Jasper, Imbued
Type: Gemstone
Price: 1.000 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: None
Crafting Time Modifier: None
History: Jasper is an impure variety of quartz that is often brown or deep red. Only the red variant of jasper is known to have magical properties that can be used in the manufacture of weapons and armor, so all imbued jasper stones are of the red variant. They are called "Bloodstones" by some cultures.
Effect (Weapon): A weapon with an imbued jasper affixed to it deals an additional point of Weakening damage (See Weapon Modifications for a description of Weakening damage) whenever it deals damage to an opponent.
Effect (Armor): An armor with an imbued jasper affixed to it has a very faint healing effect on its wearer. When the wearer reaches -1 or less Hit Points, he will automatically stabilize without requiring any checks to do so.
Moonsilver
Type: Metal
Price: 4.000 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: +6
Crafting Time Modifier: +100%
History: Moonsilver is an ancient metal utilised by the elves. The material is a magical alloy created when moonlight and silver are combined. The alloy has a natural sheen that is unlike anything else. In its natural form, Moonsilver is a light, pale liquid. Only through arcane processes can it be crafted into a solid form.
Effect (Weapon): A weapon made of moonsilver is naturally good-aligned and therefore it bypasses corresponding damage reduction. The weapon will also inflict an additional 1d6 points of damage to any undead opponent it strikes. The Price modifier of adding the Holy Special Quality to a weapon made of moonsilver is reduced from +2 to +1.
Effect (Armor): An armor made of moonsilver offers great protection against the undead and other evil opponents. First of all, an armor of moonsilver grants its wearer Unholy and Negative Energy Resistance 5. Secondly, an armor of moonsilver grants its wearer a +2 Equipment bonus to any spells or special abilities used on them by creatures of evil alignment.
Onyx, Imbued
Type: Gemstone
Price: 4.000 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: None
Crafting Time Modifier: None
History: Onyx is a variant of quartz. The banded stone has distinct layers of white and black, which has given it the nickname "truthstone" because it is rumoured that onyx contains both good and evil aspects. Imbued onyx is a gemstone especially favoured by monks for its special properties that seem to favour those of neutral alignment.
Effect (Weapon): A weapon with an imbued onyx affixed to it causes an additional 1d6 points of damage whenever it strikes an Evil or Good opponent.
Effect (Armor): An armor with an imbueed onyx affixed to it has a +1 Equipment bonus to its Armor Class against opponents of Evil or Good alignment, and the wearer gains a +2 Equipment bonus against any Saving Throws made to resist spells with the Good or Evil descriptor.
Orichalcum
Type: Metal
Price: 250.000 gp.
Hardness Modifier: +5
Hit Points Modifier: +100%
Crafting DC: +12
Crafting Time Modifier: +600%
History: Orichalcum is a fantastic material, an alloy created from a combination of many components. The creation of orichalcum is a process which takes more than two years of constant work. Creating orichalcum requires not only extremely skilled metallurgists, it also requires the assistance of spellcasters of epic power. The material itself consists of many different materials which are forged together, both simple materials such as copper, brass, gold, mercury and zinc, but also extraordinary materials such as a red dragons egg, the heart of a fire elemental and blood from two outsiders, one evil and one good. Finished orichalcum is a beautiful metal that changes colour slightly depending on the ambient lighting. In utter darkness, the metal has a very faint, red glow. In sunlight, the material changes colour to become golden and transparent.
Effect (Weapon): A weapon made from orichalcum is imbued with inherent magic, and the metal is easy to further enhance with magic. The gold and XP cost to make a magic weapon out of an orichalcum weapon is reduced by 75%. Furthermore, an orichalcum weapon has a natural ability to absorb magic. Whenever an orichulum weapon deals damage to an opponent, the opponent has to succeed at a Will Saving Throw (DC is equal to the damage caused). If the opponent fails his Will Saving Throw, the beneficial spell of the highest possible spell level affecting him is "stolen". The spell will be transferred from the opponent to the wielder of the weapon. This ability can even affect spells with a range of Personal. This ability will transfer spells with high spell level first. Some of the spells that can be stolen are: Blur, Haste, Invisibility, Mage Armor, Nondetection, Resist Energy and Righteous Might. The ability can not transfer spells which affect the equipment of the opponent, such as Magic Vestment.
Effect (Armor): An armor made from orichalcum is imbued with inherent magic, and the metal is easy to further enhance with magic. The gold and XP cost to make a magic armor out of an orichalcum armor is reduced by 75%. Furthermore, the wearer of the orichalcum armor gains a +4 Equipment bonus to all Saving Throws against spells and spell-like effect. If the wearer succeeds his Saving Throw against any spell or spell-like effect which causes damage, the wearer will suffer no damage from the spell and he will be healed for an amount of damage equal to the damage he would have taken if the spell had been able to affect him.
Quartz, Imbued
Type: Gemstone
Price: 14.000 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: None
Crafting Time Modifier: None
History: Quartz is another ancient gemstone that has been used for milennia in one form or another. Quartz is a very common mineral that can be found in the continental crust. The white crystal is often called "Ice diamonds" by some cultures, as a reference to the mineral's colour and shape.
Effect (Weapon): A weapon with an imbued quartz crystal affixed to it gains the Frost Special Ability.
Effect (Armor): An armor with an imbued quartz crystal affixed to it gains an increased benefit from any Special Ability which grants Cold Resistance. The Cold Resistance gained from magic will be increased by 50%. For example, if an armor with an imbued quartz crystal is enchanted with Improved Cold Resistance which grants 20 Cold Resistance normally, the resistance will be increased to 30. If an armor with a imbued quartz affixed to it offers the wearer no Cold Resistance, the armor instead gains Cold Resistance 5.
Ruby, Imbued
Type: Gemstone
Price: 14.000 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: None
Crafting Time Modifier: None
History: The red ruby is another favoured gemstone amongst those who manufacture jewelry and ornamented items. Rubies are sometimes called "Firestones" for their close link to the element of fire.
Effect (Weapon): A weapon with an imbued ruby affixed to it gains the Flaming Special Ability.
Effect (Armor): An armor with an imbued ruby affixed to it gains an increased benefit from any Special Ability which grants Fire Resistance. The Fire Resistance gained from magic will be increased by 50%. For example, if an armor with an imbued ruby is enchanted with Improved Fire Resistance which grants 20 Fire Resistance normally, the resistance will be increased to 30. If an armor with a imbued ruby affixed to it offers the wearer no Fire Resistance, the armor gains Fire Resistance 5.
Rust Monster Scale
Type: Metal
Price: 200 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: +8
Crafting Time Modifier: +50%
History: Rust monster scale originates from the much-feared rust monster. The scale is extremely hard to work with compared to most other materials, because it is impossible to use any tools of metal to craft an armor of rust monster scale. A rust monster corpse will usually yield 3d6+6 lb. of usable scale.
Effect (Armor): An armor made from rust monster scale will instantly cause any metal weapon that strikes the wearer to rust. This will completely destroy the weapon. If the weapon used to strike the wearer is magical, the wielder is allowed a Reflex Saving Throw (DC 17) to prevent his weapon from being dissolved. If the wearer is wielding a weapon made of metal, and he fumbles on his attack roll, his weapon will accidently have touched his own armor, causing it to dissolve. If the wearer is wielding a magical weapon, he is allowed to make a Reflex Saving Throw to prevent it from dissolving. Anyone wearing an armor of rust monster scale and wielding a weapon made of metal suffers a -2 penalty to his attack roll all the time, since he must focus on not accidently touching his own armor with his weapon.
Shadow
Type: Leather/Metal
Price: 3.000 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: +4
Crafting Time Modifier: +50%
History: Shadow is a dark, swirling matter that can be used to manufacture both weapons and armor. The material originates from the Plane of Shadows where it is found as dense lumps of shadow matter. The material has a dusky-grey colour and a cool feel when it is manipulated. The density and texture of shadow depends on how it is mined. If the material is simply mined from the surrounded matter, then shadow will have a very flexible texture that is suitable for manufacturing items normally made of leather. If the material is removed through the use of arcane spells, it will harden and gain a texture far more like that of steel.
Effect (Weapon): A weapon made of shadow has a natural ability to pass through physical objects. The weapon will ignore 5 points of Armor Bonus to the targets Armor Class. The ability of a shadow weapon to pass through physical barriers makes it especially excellent for striking the vitals of an opponent. If a shadow weapon is used to make a Sneak Attack, the extra damage caused will be rolled with d8 instead of d6.
Effect (Armor): Shadow has an ability to naturally blend in with its surroundings. Anyone wearing an armor made of shadow has a +6 Equipment bonus to their Hide checks. Shadow is almost intangible, the only type of energy that it seems to react to is force. The ability of shadow to stop force effects grants its wearer Force resistance 10.
Special: Shadow reacts negatively to sunlight. Each hour an item made of shadow is worn underneath the sun, it suffers 1d4 points of damage that bypasses Hardness. If anyone wielding a weapon made of shadow or wearing an armor made of shadow is hit by a spell that duplicates the effect of sunlight, such as Sunbeam or Sunburst, the item will suffer the same damage as if though it had been exposed to sunlight for an hour.
Sharkskin
Type: Leather
Price: 5 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: +1
Crafting Time Modifier: +25%
History: Sharkskin is only used to manufactuer armor by a very few races. The sahuagin consider the shark a holy animal, and to them any armor crafted from the skin of a shark is considered holy. Sharkskin has many properties that makes it an excellent material for crafting armor, but the material has a bad habit of growing very stiff when not engulfed in salt water.
Effect (Armor): Armor made of sharkskin has no armor check penalty to any Swim checks of the wearer, as the skin is very flexible and light. The armor bonus granted from an armor made of sharkskin is one point higher than armor made of regular leather. If an armor of sharkskin is not in saltwater, it will quickly grow stiff. Each hour that an armor of sharkskin is not in saltwater, its Maximum Dex Bonus will decrease by one point and its Armor Check Penalty will increase by one point. These changes are permanent, even if the armor is returned to saltwater.
Steel
Type: Metal
Price: 50 sp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: None
Crafting Time Modifier: None
History: Steel is the standard material used in the production of virtually all types of weapon and armor. In most fantasy worlds, steel has been used for countless millennia. Steel is an alloy produced when raw iron is combined with carbon. The carbon used in steel originates either from plant material or coal which is used in the melting process. The earliest method for producing steel was through ground kilns, large clay ovens which were dug into the ground. Raw iron was placed in layers inside the melting oven, with layers of leaves and plant material in between. The carbon from the plant material would pass into the iron during the melting process to produce steel. The most common method used in more modern cultures is a large melting furnace where steel is produced by adding purified coal to iron, and then using air blasting to clean the impurities from the molten steel.
Effect (Weapon): None
Effect (Armor): None
Steel, Azer
Type: Metal
Price: 30 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: +6
Crafting Time Modifier: +50%
History: The azer are a race of natural smiths that dwell on the Elemental Plane of Fire. Being natural smiths, they have developed a type of steel that requires extremely high temperatures to be properly forged. Most non-azer smiths consider the steel to be too difficult to work with, due to the temperatures involved. The azer themselves treasure any weapons made from azer steel more than anything else. Azer steel has a tint more like that of bronze than steel.
Effect (Weapon): A weapon made from azer steel will cause 1 additional point of Fire damage whenever it strikes a foe. If a weapon made from azer steel is enchanted with the Flaming property, the extra fire damage caused by the enchantment will be 1d8 instead of 1d6, and the weapon will still cause 1 additional point of Fire damage, making the total amount of extra Fire damage 1d8+1. If a Flaming Burst weapon is crafted from azer steel, the damage die used to determine the extra damage on a critical hit will be d12 instead of d10. For example, a Flaming Burst weapon with a x3 critical modifier made of azer steel will cause an additional 2d12 points of damage on a critical hit, instead of 2d10.
Effect (Armor): Armor made from azer steel is very warm to the touch. The armor will cause 1 point of Fire damage every round to anyone touching it, including the wearer. This is why azer steel armor is never worn by anyone that doesn’t have some form of protection from the extreme heat. If an armor made from azer steel is imbued with some form of fire resistance, the resistance granted will be increased by 25%. For example, an armor enchanted with Improved Fire Resistance will grant its wearer Fire Resistance 25, instead of 20.
Steel, Crude
Type: Metal
Price: 20 sp.
Hardness Modifier: -1
Hit Points Modifier: -1
Crafting DC: +1
Crafting Time Modifier: None
History: Crude steel is commonly found in more primitive cultures that lack the sophisticated equipment to produce normal, pure steel. In campaigns taking place in a primitive world, crude steel might be the only type of steel available.
Effect (Weapon): Any weapon manufactured from crude steel causes on less point of damage.
Effect (Armor): An armor produced from crude steel has one less point of Armor.
Steel, Diamond Doped
Type: Metal
Price: 2.000 gp.
Hardness Modifier: +2
Hit Points Modifier: None
Crafting DC: +2
Crafting Time Modifier: +50%
History: Diamond doped steel is originally an elf invention that has since been adopted by many races. High quality steel is treated with diamond dust to increase its hardness and sharpness. This produces an edge which is sharper than that achievable by any other mundane material.
Effect (Weapon) A weapon made from diamond doped steel has its critical hit multiplier increased by one point. For example, a weapon which normally causes double damage on a critical hit will instead cause tripple damage on a critical hit.
Steel, Dwarf
Type: Metal
Price: 2 gp.
Hardness Modifier: +1
Hit Points Modifier: +2
Crafting DC: +1
Crafting Time Modifier: +25%
History: Dwarf steel is a type of steel only produced in dwarf furnaces. The dwarves have found a method to introduce a small amount of molybdenum into steel, which causes it to become harder and more durable. Dwarf steel has been used for millennia, after molybdenum was discovered in some dwarf mines.
Effect (Weapon): None
Effect (Armor): None
Tarrasque Horn
Type: Metal
Price: 10.000 gp.
Hardness Modifier: +2
Hit Points Modifier: +4
Crafting DC: +4
Crafting Time Modifier: +100%
History: Tarrasque horn is the horn of the colossal tarrasque beast. Each tarrasque will only yield two horns, each of which weighs 20 lb. A tarrasque horn can only be used to produce on weapon no matter what, it is not possible to "split up" a horn to produce several weapons from one. Usually, a weapon made from tarrasque horn is made by simply filing down the horn untill a desirable weapon shaped object remains. When a tarrasque horn is filed down, it is often impossible to tell the difference between it and any other type of horn.
Effect (Weapon): Any weapon made of tarrasque horn gains some of the tarrasque's power to inflict gruesome wounds. The critical hit modifier and the critical hit chance of a weapon made of tarrasque horn are both increased by +1. For example, a longsword crafted of steel normally causes a critical hit on a roll of 19 or 20, dealing double damage. If a longsword is made of tarrasque horn, it will cause a critical hit on a roll of 18, 19 or 20 and it will cause triple damage.
Tarrasque Scale
Type: Metal
Price: 12.000 gp.
Hardness Modifier: +3
Hit Points Modifier: +6
Crafting DC: +4
Crafting Time Modifier: +100%
History: Tarrasque scale is the hide taken from the great beast after it has been slain. The scale is extremely strong and resilient, making it great for armor. The amount of usable scale which can be retrived from a single tarrasque is quite limited though, usually a single tarrasque will yield 5d6+30 lb. of usable scale. The price for tarrasque scale mentioned above doesn't mean it can be purchased like most other materials listed here, it is the price you can usually sell Tarrasque scale for if you are able to get some.
Effect (Armor): Armor made from tarrasque scale grants far greater protection than any armor made of steel. The Armor Bonus for a tarrasque scale armor is increased by +2. The armor also has the ability to reflect any ray, line, cone or Magic Missile spell back at its caster. When the wearer is subject to any of the above mentioned types of spells, there is a 30% chance that the spell will be reflected back at the caster.
Turquoise, Imbued
Type: Gemstone
Price: 1.000 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: None
Crafting Time Modifier: None
History: For most cultures, turquoise is the first mineral that was ever mined. The mineral has a beautiful, natural blue colour that ranges from a dark blue to an almost transparent blue. The mineral is a highly appreciated stone in ornamentation and turquoise will often be found in the ruins of older civilisations.
Effect (Weapon): When imbued, turquoise gains power related to the element of water which it is connected with. Any weapon with an imbued turquoise imbedded in it will deal an additional 3 points of damage against any creatures with the Water subtype.
Effect (Armor): Any armor with an imbued turquoise attached to it will grant its wearer a +4 Equipment bonus to his Armor Class against attacks from any creature with the Water subtype. The wearer also gains a +2 Equipment bonus to his Saving Throw against any spell or effect used on him by creatures with the Water subtype.
Underdark Silk
Type: Leather
Price: 150 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: +2
Crafting Time Modifier: +25%
History: Underdark Silk originates from special species of spiders bred by the Drow. The silk is especially thick and flexible, making it excellent for crafting armor. It is commonly used by Drow scouts and spellcasters that value its special properties. The silk is not commonly sold amongst surface dwelling races, but the Drow are not against selling it to allies.
Effect (Armor): Underdark silk is extremely flexible and light compared to its toughness. Any armor made of underdark silk has its Arcane Spell Failure Chance reduced by 10% (to a maximum of 0%) and the Maximum Dexterity Bonus is increased by 2 points.
Zircon, Imbued
Type: Gemstone
Price: 48.000 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: None
Crafting Time Modifier: None
History: Zircon is another natural gemstone that can be found in a myriad of colours ranging from simple colourless to red, brown, green and golden. Zircons are occasionally used as decorative stones in jewelry, but their popularity is significantly lower than that of other stones. Zircon is very resistant to erosion and other effects which usually wear down minerals in the ground, making them the oldest existing minerals one can find.
Effect (Weapon): Any weapon with a zircon affixed to it is immune to rust, including attacks which simulate the effect of rust such as a rust monsters attack. Anyone wielding a weapon with a zircon affixed has a +4 Equipment bonus to any opposed attack roll made as a part of a sunder attack. A weapon with a zircon affixed also has its critical hit modifier increased by 1 point. For example, a longsword with a Zircon affixed to it will deal tripple damage on a critical hit instead of double damage.
Effect (Armor): Any armor with a zircon affixed to it is immune to rust, including attacks which simulate the effect of rust such as a rust monsters attack. An armor with a zircon affixed offers better protection than a regular armor, having its Armor Bonus increased by 2 points.
Xaroth
Type: Metal
Price: 8.000 gp.
Hardness Modifier: None
Hit Points Modifier: None
Crafting DC: +8
Crafting Time Modifier: +200%
History: The history of xaroth is not known to any of the races of the world. The metal is rumored to be a product of a race which no longer exists, a race of craftsmen which enhanced their metals with arcane magic. Whatever the reason, Xaroth is never found in the ground as most metals. Xaroth is sometimes found in 10 lb. bars in very remote subterranean ruins. The metal itself has a very dull, grey tint. Xaroth is not the original name of the metal; it is the name of the first person who is known to have wielded a weapon made of it, Xaroth the Assassin.
Effect (Weapon): Xaroth has the special property that it cuts easily through magic. A weapon made of xaroth will completely ignore any spells or effect which magically increase the Armor Class of its target. Even Enhancement bonuses to the targets AC will be ignored. The weapon will not ignore the effects of such spells as Blur, Darkness or Displacement.
Effect (Armor): An armor made of xaroth renders its wearer far more resistant to spells. The energy of the metal actually merges itself with the life force of the wearer, causing the power of the armor to increase as the power of the wearer increases. A xaroth armor grants its wielder Spell Resistance 12 + the HD of the wearer. For example, a wearer with 14 HD gets Spell Resistance 26 from wearing an armor made of xaroth.
Notes
The following materials are inspired by materials originally made by Warlord Ralts: Astralite, Infernal Iron, Moonsilver, Orichulum, Shadow, Steel (Diamond Doped)
The following materials are inspired by input from Dungeon Fodder: Cloud Silver, Desecrated Bone, Sharkskin, Underdark Silk
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