Dweomermetals

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The acrid blast of the fire, the steady pulse of the bellows, the sonorous ring of the hammer.

What Are Dweomermetals?

While iron, steel, copper, tin and lead are the building blocks of any fantasy setting, here find presented 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. 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.

Sunder

Some dweomermetals offer greater defense against the Sunder combat maneuver, while others, in the form of a weapon, grant a bonus to the wielder's Maneuver Offense for Sunder maneuver checks. The bonuses listed in the Sunder column ONLY pertain to the wielder's Maneuver Offense or Maneuver Defense (as indicated) with regards to the Sunder maneuver. This bonus does NOT confer to other combat maneuvers such as trips, disarms, etc. The bonus type granted, if any, is a material bonus, which will not stack with any other material bonus to the same attribute (Maneuver Offense or Maneuver Defense). Instead, only the largest available bonus is used.

Similarly, some dweomermetals, notably the Mithril alloys, suffer a Maneuver Defense penalty versus sunder attempts. As with the bonuses, these are a 'material' type penalty which doesn't stack with other 'material' penalties, so only the largest penalty is used. If a character is wearing/wielding multiple items, some inflicting a Maneuver Defense material penalty to Sunder and some granting a Maneuver Offense material bonus to Sunder, the largest penalty and the largest bonus available are both applied to the character's Maneuver Defense to determine its value versus Sunder attempts.

Note that a Sunder Maneuver Defense bonus granted by a dweomermetal applies to the wearer or wielder's Maneuver Defense score versus any sunder attempt, not just sunder attempts against the object crafted of the dweomermetal. Dweomermetals which grant a bonus to Maneuver Offense for Sunder attempts only grant that bonus if the item in question is wielded or worn at the time the sunder attempt is made. The wielder or wearer must be proficient with the weapon, armor or shield in question to enjoy the benefits to their Maneuver Offense or Maneuver Defense for Sunders, as with any other bonus granted by dweomermetal-crafted items. Non-proficient use of an item crafted from a material which inflicts a penalty to Maneuver Defense versus Sunder attempts still inflict this penalty.

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, similar to 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 subtle pattern of glorious 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. When it is alloyed with precious metals argent's rich luster is amplified. When it is alloyed with ferrous metals argent lends its 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 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: 10% argent, 50% iron, 20% copper, 20% nickel
Material Restrictions: None, can be applied to any material
Weight: Object's base weight × 0.8 (round up to the nearest pound)

Argent Weapons

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 Maneuver Offense is considered a material bonus, and thus will not stack if you have multiple weapons.

Item Sunder Innate Features Cost
Ammunition - no effect -
Light Weapons - +1 material bonus to Maneuver Offense. +7,500 gp
One-Handed Weapons - +1 material bonus to Maneuver Offense. +9,100 gp
Two-Handed Weapons - +2 material bonus to Maneuver Offense. +11,200 gp
Magic Implements - +1 material bonus to Caster Checks. +48,000 gp

Argent Armor

Armors and shields crafted using Argent Alloy make the wearer more difficult to damage with damage which does not specifically make a to-hit roll against them, such as splash damage (e.g. an alchemist's bombs) or area of effect attacks (e.g. a dragon's breath weapon) centered on a nearby square. This reduction occurs before 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. If a character also has DR or ER appropriate to the attack they are resisting, they choose the best of the resistances available to them, but only one such resistance can be applied to any one attack.

Item Sunder Max Dex Armor Check Penalty Spell Failure Innate Features Cost
Light Armor - worsens by 1 worsens by 1 - Reduce indirect damage by 1 point per two points of BAB (round down, min 1) of wearer. +1,100 gp
Medium Armor - worsens by 1 worsens by 1 - Reduce indirect damage by 1 point per 3/4 points of BAB (i.e. 1 per BAB except those divisible by 4) of wearer. +2,500 gp
Heavy Armor - worsens by 1 worsens by 2 - Reduce indirect damage by 1 point per one point of BAB of wearer. +5,000 gp
Shield - worsens by 1 worsens by 1 - Reduce indirect damage by 1 point per two points of BAB (round down, min 1) of wearer. +1,500 gp

Ambergold

Beauty: Exquisite (10 out of 10)
Composition: 16% argent, 17% gold, 67% copper
Material Restrictions: None, can be applied to any material
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 Sunder Innate Features Cost
Ammunition - +1 base weapon energy damage of the same energy type granted by a magic weapon property. +5,000 gp per 50 missiles
Light Weapons - +1 base weapon energy damage of the same energy type granted by a magic weapon property. +6,200 gp
One-Handed Weapons - +1 base weapon energy damage of the same energy type granted by a magic weapon property. +7,500 gp
Two-Handed Weapons - +1 base weapon energy damage of the same energy type granted by a magic weapon property. +9,100 gp
Magic Implements - +1 additional damage die (same die as magical effect's damage) of elemental damage (fire, cold, acid, sonic, or lightning; must match spell's damage type). Can exceed maximum damage of spell or effect due to this additional die of bonus damage. +14,200 gp

Ambergold Armor

The innate feature of Ambergold in armor is to increase positive energy healing applied to the wearer. This effect improves the efficacy of small heals, such as potions or wands of cure light wounds, but does not help with effects granting temporary hit points. Note that if you have both armor and a shield made of Ambergold, only one of those effects may trigger with each application of healing.

Item Sunder Max Dex Armor Check Penalty Spell Failure Innate Features Cost
Light Armor - - - - Increase any instant healing received by 1 point per two points of BAB (round down, min 1) of wearer +14,200 gp
Medium Armor - worsens by 1 worsens by 1 worsens by 5% Increase any instant healing received by 1 point per 3/4 points of BAB (i.e. 1 per BAB except those divisible by 4) of wearer +19,300 gp
Heavy Armor - worsens by 2 worsens by 2 worsens by 10% Increase any instant healing received by 1 point per one point of BAB of wearer +26,000 gp
Shield - - - worsens by 5% Increase any instant healing received by 1 point per two points of BAB (round down, min 1) of wearer +14,200 gp

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. These alloys are harder and more durable than either pure aurium or pure gold, and are commonly called bloodgold.

Lesser grades of aurium alloy are called bloodsilver, and are also desired for their appearance since the aurium admixture remains the dominant effect. Bloodsilver may also be enchanted, and there is little technical difference between it and bloodgold, except esthetically. Bloodsilver 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: 10% aurium, 40% gold, 40% copper, 10% silver
Material Restrictions: None, can be applied to any material
Weight: Object's base weight × 1.25 (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 Sunder Innate Features Cost
Ammunition - Immediately grants 1 point of fast healing, if you deal damage to a target. This healing only "ticks' once per successful attack. +7,500 gp per 50 missiles
Light Weapons - After damaging an enemy, grants fast healing 1 until the end of the encounter. This does not stack. +7,500 gp
One-Handed Weapons - After damaging an enemy, grants fast healing 1 until the end of the encounter. This does not stack. +9,100 gp
Two-Handed Weapons - After damaging an enemy, grants fast healing 1 until the end of the encounter. This does not stack. +11,200 gp
Magic Implements - +1 point of hit point or temporary hit point effect (healing or damage) added to each magical effect you create. This does not stack. +7,500 gp

Bloodgold Armors

Just as with weapons, 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 normal benefits the action point grants. If both a Bloodgold shield and Bloodgold armor is worn, both effects trigger when the action point is spent, but like always, temp hit points do not stack.

Item Sunder Max Dex Armor Check Penalty Spell Failure Innate Features Cost
Light Armor - - - - When action point is spent, gain temp hit points equal 1 point per two points of BAB (round down, min 1) of wearer +14,200 gp
Medium Armor - worsens by 1 worsens by 1 worsens by 5% When action point is spent, gain temp hit points equal 1 point per 3/4 points of BAB (i.e. 1 per level except those divisible by 4) of wearer +19,300 gp
Heavy Armor - worsens by 2 worsens by 2 worsens by 10% When action point is spent, gain temp hit points equal to 1 point per one point of BAB of wearer +26,000 gp
Shield - - - worsens by 5% When action point is spent, gain temp hit points equal to 1 point per two points of BAB (round down, min 1) of wearer +14,200 gp

Bloodsilver

Beauty: High (7 out of 10)
Composition: 8% aurium, 92% silver
Material Restrictions: None, can be applied to any material
Weight: Object's base weight × 1.1 (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.

Bloodsilver weapons count as Silver for purposes of overcoming DR x/silver or exploiting a vulnerability to Silver. Lycanthropes often have this type of DR or vulnerability.

Note: Bleed effects do not stack, ever. That's Rupture, and no, Bloodsilver doesn't do that.

Item Sunder Innate Features Cost
Ammunition - Inflict bleed 1; overcomes DR x/silver, and exploits any vulnerabilities to silver of target. +5,000 gp per 50 missiles
Light Weapons - Inflict bleed 2; overcomes DR x/silver, and exploits any vulnerabilities to silver of target. +5,000 gp
One-Handed Weapons - Inflict bleed 2; overcomes DR x/silver, and exploits any vulnerabilities to silver of target. +6,200 gp
Two-Handed Weapons - Inflict bleed 3; overcomes DR x/silver, and exploits any vulnerabilities to silver of target. +7,500 gp
Magic Implements - Inflict bleed 1 on damaging magical effects that require a to-hit roll; overcomes DR x/silver, and exploits any vulnerabilities to silver of target. +5,000 gp

Bloodsilver Armors

When the wearer spends an action point, the armor immediately ends one status condition she is suffering from, in addition to the normal benefits the action point grants. If both a Bloodsilver shield and Bloodsilver armor are worn, both effects trigger when the action point is spent, allowing up to two conditions to be cleared. Note that the following status conditions cannot be cured with Bloodsilver's features: bloodied, staggered and unconscious. It will, however, end a prone, grappled or pinned condition, cure all energy drain or ability damage currently afflicting the wearer, or any other single status condition they are suffering from.

Item Sunder Max Dex Armor Check Penalty Spell Failure Innate Features Cost
Light Armor - improves by 1 worsens by 1 - When action point is spent, end one weak or moderate status condition on you. +9,100 gp
Medium Armor - improves by 1 worsens by 1 worsens by 5% When action point is spent, end any one status condition on you. +14,200 gp
Heavy Armor - improves by 2 worsens by 2 worsens by 10% When action point is spent, end any one status condition on you. +19,300 gp
Shield - improves by 1 worsens by 1 worsens by 5% When action point is spent, end one weak or moderate status condition on you. +9,100 gp

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.

Weapons and armor which are primarily metal (such as longswords or chainmail) cannot be cuprium-infused.

Cuprium-Infused Materials

Beauty: Low (3 out of 10)
Composition: 100%, powdered and infused
Material Restrictions: Non-metal objects only
Weight: No change

Cuprium-Infused Weapons

Item Sunder Innate Features Cost
Ammunition - no effect -
Light Weapons - +1 durability +200 gp
One-Handed Weapons - +1 durability +500 gp
Two-Handed Weapons - +1 durability +800 gp
Magic Implements - +1 durability +500 gp

Cuprium-Infused Armors

Item Sunder Max Dex Armor Check Penalty Spell Failure Innate Features Cost
Light Armor - improves by 1 improves by 1 (max 0) improves by 10% (max 0) +1 material bonus to Will saves. +2,000 gp
Medium Armor - improves by 1 improves by 2 (max 0) improves by 10% (max 0) +1 material bonus to Will saves. +2,500 gp
Heavy Armor - improves by 1 improves by 3 (max 0) improves by 5% (max 0) +1 material bonus to Will saves; +1 material bonus to Durability. +3,200 gp
Shield - improves by 1 improves by 1 (max 0) improves by 10% (max 0) +1 material bonus to Will saves. +2,000 gp

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: Object's base weight × 0.5 (round up to the nearest pound)

Mithril Alloy Weapons

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

Item Sunder Innate Features Cost
Ammunition - +5 feet to base range increment of the projectile. +2,500 gp per 50 missiles
Light Weapons -2 Maneuver Defense +2 to initiative when used in combat; +5 feet to base range increment of thrown weapon. +2,000 gp
One-Handed Weapons -2 Maneuver Defense +2 to initiative when used in combat; +5 feet to base range increment of thrown weapon. +3,200 gp
Two-Handed Weapons -2 Maneuver Defense +2 to initiative when used in combat; +5 feet to base range increment of thrown weapon. +4,000 gp
Magic Implements -1 Maneuver Defense +1 to initiative when used in combat. +3,200 gp

Mithril Alloy Armors

Item Sunder Max Dex Armor Check Penalty Spell Failure Innate Features Cost
Light Armor -2 Maneuver Defense improves by 2 improves by 1 (max 0) improves by 10% (max 0) - +3,200 gp
Medium Armor -2 Maneuver Defense improves by 2 improves by 1 (max 0) improves by 10% (max 0) Considered light armor; Speed penalty from armor reduced by 5. +6,200 gp
Heavy Armor -2 Maneuver Defense improves by 2 improves by 2 (max 0) improves by 5% (max 0) Considered medium armor; Speed penalty from armor reduced by 5. +9,100 gp
Shield -2 Maneuver Defense improves by 2 improves by 1 (max 0) improves by 10% (max 0) +1 material bonus to-hit with shield bash attacks. +3,200 gp

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 × 0.4 (round up to the nearest pound)

Puremetal Weapons

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 also increases the range increment of weapons and ammunition, but only if the weapon already has a range increment.

Item Sunder Innate Features Cost
Ammunition - +10 feet to base range increment of the projectile. +7,500 gp per 50 missiles
Light Weapons -1 Maneuver Defense +2 to initiative when used in combat; +10 feet to base range increment of thrown weapon. +7,500 gp
One-Handed Weapons -1 Maneuver Defense +2 to initiative when used in combat; +10 feet to base range increment of thrown weapon. +9,100 gp
Two-Handed Weapons -1 Maneuver Defense +2 to initiative when used in combat; +10 feet to base range increment of thrown weapon. +11,200 gp
Magic Implements - +2 to initiative when used in combat. +9,100 gp

Puremetal Armors

Item Sunder Max Dex Armor Check Penalty Spell Failure Innate Features Cost
Light Armor -2 Maneuver Defense improves by 3 improves by 2 (max 0) improves by 10% (max 0) - +14,200 gp
Medium Armor -2 Maneuver Defense improves by 3 improves by 2 (max 0) improves by 10% (max 0) Considered light armor; Speed penalty from armor reduced by 5. +26,000 gp
Heavy Armor -2 Maneuver Defense improves by 3 improves by 3 (max 0) improves by 5% (max 0) Considered medium armor; Speed penalty from armor reduced by 5. +48,000 gp
Shield -2 Maneuver Defense improves by 3 improves by 2 (max 0) improves by 10% (max 0) +2 material bonus to-hit with shield bash attacks. +26,000 gp

Peacemetal

Beauty: Moderate (6 out of 10)
Composition: 30% mithril, 30% argent, 40% aurium
Material Restrictions: Metal objects only
Weight: Object's base weight x 0.3 (round up to the nearest pound)

Peacemetal Weapons

Wielders of peacemetal weapons that spend an action point gain a +2 bonus to all attack rolls for the remainder of the encounter. Note that is in addition to the normal benefits of the action point.

Item Sunder Innate Features Cost
Ammunition - +15 feet to base range increment of projectile. +36,000 gp per 50 missiles
Light Weapons -1 Maneuver Defense When an action point is spent, +2 to all attacks for the rest of the encounter; +15 feet to base range increment of thrown weapon. +36,000 gp
One-Handed Weapons -1 Maneuver Defense When an action point is spent, +2 to all attacks for the rest of the encounter; +15 feet to base range increment of thrown weapon. +48,000 gp
Two-Handed Weapons -1 Maneuver Defense When an action point is spent, +2 to all attacks for the rest of the encounter; +15 feet to base range increment of thrown weapon. +64,000 gp
Magic Implements - When an action point is spent, +1 to all magical effect saving throw DC's until the end of the encounter. +48,000 gp

Peacemetal Armors

Item Sunder Max Dex Armor Check Penalty Spell Failure Innate Features Cost
Light Armor -1 Maneuver Defense improves by 4 improves by 3 (max 0) improves by 10% (max 0) - +1,090,000 gp
Medium Armor -1 Maneuver Defense improves by 4 improves by 4 (max 0) improves by 10% (max 0) Considered light armor; Speed penalty from armor reduced by 5. +1,890,000 gp
Heavy Armor -1 Maneuver Defense improves by 4 improves by 5 (max 0) improves by 5% (max 0) Considered medium armor; Speed penalty from armor reduced by 10. +2,500,000 gp
Shield -1 Maneuver Defense improves by 4 improves by 3 (max 0) improves by 10% (max 0) +3 material bonus to-hit with shield bash attacks. +1,090,000 gp

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)

Bladesilver Weapons

The material bonus to-hit and damage from bladesilver only applies to the weapon being wielded in combat. Bladesilver weapons count as Silver for purposes of overcoming DR x/silver or exploiting a vulnerability to Silver.

Item Sunder Innate Features Cost
Ammunition - +1 material bonus to-hit and damage. +4,000 gp per 50 missiles
Light Weapons -1 Maneuver Defense +1 bonus to-hit and +1 point of bonus damage (as material bonuses); overcomes DR x/silver, and exploits any vulnerabilities to silver of target. +5,000 gp
One-Handed Weapons -1 Maneuver Defense +1 bonus to-hit and +2 points of bonus damage (as material bonuses); overcomes DR x/silver, and exploits any vulnerabilities to silver of target. +7,500 gp
Two-Handed Weapons -1 Maneuver Defense +1 bonus to-hit and +4 points of bonus damage (as material bonuses); overcomes DR x/silver, and exploits any vulnerabilities to silver of target. +11,200 gp
Magic Implements - +1 bonus to-hit with all magical to-hit rolls (as a material bonus); overcomes DR x/silver, and exploits any vulnerabilities to silver of target. +14,200 gp

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

Adamantine weapons are adept at sundering objects due to their extremely high hardness and ability to hold a strong edge. Furthermore weapons made of adamantine can penetrate DR x/adamantine, which is a defense common among constructs.

Item Sunder Innate Features Cost
Ammunition +1 Maneuver Offense
  • Overcomes DR x/Adamantine, and exploits any vulnerabilities to Adamantine of target.
+13,700 gp per 50 missiles
Light Weapons +1 Maneuver Offense
  • +1 to hit and +1 bonus damage (as material bonuses).
  • Overcomes DR x/Adamantine, and exploits any vulnerabilities to Adamantine of target.
+13,700 gp
One-Handed Weapons +1 Maneuver Offense
  • +1 to hit and +2 bonus damage (as material bonuses).
  • Overcomes DR x/Adamantine, and exploits any vulnerabilities to Adamantine of target.
+16,800 gp
Two-Handed Weapons +2 Maneuver Offense
  • +1 to hit and +4 bonus damage (as material bonuses).
  • Overcomes DR x/Adamantine, and exploits any vulnerabilities to Adamantine of target.
+21,300 gp
Magic Implements +1 Caster Checks (sunders only) Overcomes DR x/Adamantine, and exploits any vulnerabilities to Adamantine of target. +11,200 gp

Adamantine Armors

The DR provided by this armor is an item bonus that stacks with other permanent sources of identical DR (DR x/-). Permanent sources can be class abilities (e.g. the Brawler's "stick and move" stance), racial abilities and feats. DR from other magic items also provide an item bonus, so they cannot be stacked.

Item Sunder Max Dex Armor Check Penalty Spell Failure Innate Features Cost
Light Armor +1 Maneuver Defense - worsens by 1 worsens by 10% DR 1/- +6,200 gp
Medium Armor +1 Maneuver Defense - worsens by 1 worsens by 15% DR 2/- +9,100 gp
Heavy Armor +2 Maneuver Defense - worsens by 1 worsens by 20% DR 3/- +11,200 gp
Shield +1 Maneuver Defense - worsens by 1 worsens by 10% DR 1/- +7,500 gp

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 × 2.5 (round up to the nearest pound)

Dolemetal Weapons

The forced movement bonus provided by dolemetal only triggers when used in conjunction with an ability which already inflicts forced movement. That is, it is adding forced movement to any existing forced movement. The bonus to forced movement is considered a material bonus, so wielding multiple dolemetal weapons does not stack this bonus.

Dolemetal counts as Adamantine for purposes of overcoming DR x/adamantine or exploiting a vulnerability to Adamantine, as well as any feats, abilities or tactics which require Adamantine to be present.

Item Sunder Innate Features Cost
Ammunition +2 Maneuver Offense
  • Gains ponderous weapon quality; base range increment reduced by 20 ft.
  • Overcomes DR x/Adamantine, and exploits any vulnerabilities to Adamantine of target.
  • +1 base weapon damage (as material bonus)
+72,000 gp per 50 missiles
Light Weapons +2 Maneuver Offense
  • +1 base weapon damage (as material bonus)
  • Overcomes DR x/Adamantine, and exploits any vulnerabilities to Adamantine of target.
  • If thrown, gains ponderous weapon quality, but base range increment reduced by 20 ft.
+72,000 gp
One-Handed Weapons +2 Maneuver Offense
  • +2 base weapon damage (as material bonus)
  • Overcomes DR x/Adamantine, and exploits any vulnerabilities to Adamantine of target.
  • If thrown, gains ponderous weapon quality, but base range increment reduced by 20 ft.
+96,000 gp
Two-Handed Weapons +3 Maneuver Offense
  • +3 base weapon damage (as material bonus)
  • Overcomes DR x/Adamantine, and exploits any vulnerabilities to Adamantine of target.
  • If thrown, gains ponderous weapon quality, but base range increment reduced by 20 ft.
+127,500 gp
Magic Implements +1 Caster Checks (sunders only) Adds +1 squares of distance to a forced movement magical attack, magical ability, or magical effect. +19,300 gp

Dolemetal Armors

The DR provided by this armor is an item bonus that stacks with other permanent sources of identical DR (DR x/-). Permanent sources can be class abilities (e.g. the Brawler's "stick and move" stance), racial abilities and feats. DR from other magic items also provide an item bonus, so they cannot be stacked.

Item Sunder Max Dex Armor Check Penalty Spell Failure Innate Features Cost
Light Armor +1 Maneuver Defense - worsens by 1 worsens by 10% DR 2/- +19,300 gp
Medium Armor +1 Maneuver Defense - worsens by 1 worsens by 15% DR 3/- +36,000 gp
Heavy Armor +2 Maneuver Defense - worsens by 1 worsens by 20% DR 4/- +48,000 gp
Shield +1 Maneuver Defense - worsens by 1 worsens by 10% DR 2/- +36,000 gp

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

Truemetal Weapons

The forced movement bonus provided by truemetal only triggers when used in conjunction with an ability which already inflicts forced movement. That is, it is adding forced movement to any existing forced movement. The bonus to forced movement is considered a material bonus, so wielding multiple truemetal weapons does not stack this bonus.

Truemetal counts as Adamantine for purposes of overcoming DR x/adamantine or exploiting a vulnerability to Adamantine, as well as any feats, abilities or tactics which require Adamantine to be present.

Item Sunder Innate Features Cost
Ammunition +2 Maneuver Offense
  • Gains ponderous weapon quality; base range increment reduced by 10 ft.
  • Overcomes DR x/Adamantine, and exploits any vulnerabilities to Adamantine of target.
  • +1 to-hit and +1 base weapon damage (as material bonuses).
+390,000 gp per 50 missiles
Light Weapons +2 Maneuver Offense
  • +1 to-hit and +1 base weapon damage (as material bonuses).
  • Overcomes DR x/Adamantine, and exploits any vulnerabilities to Adamantine of target.
  • If thrown, gains ponderous weapon quality, but base range increment reduced by 20 ft.
+525,000 gp
One-Handed Weapons +3 Maneuver Offense
  • +1 to-hit and +2 base weapon damage (as material bonuses).
  • Overcomes DR x/Adamantine, and exploits any vulnerabilities to Adamantine of target.
  • If thrown, gains ponderous weapon quality, but base range increment reduced by 20 ft.
+690,000 gp
Two-Handed Weapons +4 Maneuver Offense
  • +1 to-hit and +3 base weapon damage (as material bonuses).
  • Overcomes DR x/Adamantine, and exploits any vulnerabilities to Adamantine of target.
  • If thrown, gains ponderous weapon quality, but base range increment reduced by 20 ft.
+930,000 gp
Magic Implements +2 Caster Checks (sunders only) Adds +1 squares of distance to a forced movement magical attack, magical ability, or magical effect. +64,000 gp

Truemetal Armors

The DR provided by this armor is an item bonus that stacks with other permanent sources of identical DR (DR x/-). Permanent sources can be class abilities (e.g. the Brawler's "stick and move" stance), racial abilities and feats. DR from other magic items also provide an item bonus, so they cannot be stacked.

Item Sunder Max Dex Armor Check Penalty Spell Failure Innate Features Cost
Light Armor +1 Maneuver Defense - worsens by 2 worsens by 20% DR 3/-; Durability +1; Forced movement reduced by 1 square. +200,000 gp
Medium Armor +1 Maneuver Defense - worsens by 2 worsens by 25% DR 4/-; Durability +1; Forced movement reduced by 1 square. +350,000 gp
Heavy Armor +2 Maneuver Defense - worsens by 2 worsens by 30% DR 5/-; Durability +2; Forced movement reduced by 2 squares. +460,000 gp
Shield +1 Maneuver Defense - worsens by 2 worsens by 20% DR 3/-; Durability +1; Forced movement reduced by 1 square. +260,000 gp

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 × 2.5 (round up to the nearest pound)

Paramount Alloy Weapons

Paramount Alloy counts as Adamantine for purposes of overcoming DR x/adamantine, DR x/-, or exploiting a vulnerability to Adamantine, as well as any feats, abilities or tactics which require Adamantine to be present.

Item Sunder Innate Features Cost
Ammunition +3 Maneuver Offense
  • Gains ponderous weapon quality; base range increment reduced by 5 ft.
  • Overcomes DR x/Adamantine, and exploits any vulnerabilities to Adamantine of target.
  • +2 to-hit and +1 base weapon damage (as material bonuses).
+1,440,000 gp per 50 missiles
Light Weapons +3 Maneuver Offense
  • Adds +1 dodge bonus to AC.
  • +2 to-hit and +1 base weapon damage (as material bonuses).
  • Creatures with DR x/Adamantine or DR x/- are treated as having Vulnerability: Adamantine.
  • If thrown, gains ponderous weapon quality, but base range increment reduced by 20 ft.
+3,750,000 gp
One-Handed Weapons +4 Maneuver Offense
  • Adds +1 dodge bonus to AC.
  • +2 to-hit and +2 base weapon damage (as material bonuses).
  • Creatures with DR x/Adamantine or DR x/- are treated as having Vulnerability: Adamantine.
  • If thrown, gains ponderous weapon quality, but base range increment reduced by 20 ft.
+4,965,000 gp
Two-Handed Weapons +5 Maneuver Offense
  • Adds +1 dodge bonus to AC.
  • +2 to-hit and +4 base weapon damage (as material bonuses).
  • Creatures with DR x/Adamantine or DR x/- are treated as having Vulnerability: Adamantine.
  • If thrown, gains ponderous weapon quality, but base range increment reduced by 20 ft.
+6,615,000 gp
Magic Implements +2 Caster Checks (sunders only)
  • Adds +2 squares of distance to a forced movement magical attack, magical ability, or magical effect.
  • +2 to-hit with all magical effects (as material bonus).
+820,000 gp

Paramount Alloy Armors

The DR provided by this armor is an item bonus that stacks with other permanent sources of identical DR (DR x/-). Permanent sources can be class abilities (e.g. the Brawler's "stick and move" stance), racial abilities and feats. DR from other magic items also provide an item bonus, so they cannot be stacked.

Item Sunder Max Dex Armor Check Penalty Spell Failure Innate Features Cost
Light Armor +2 Maneuver Defense worsens by 1 worsens by 2 worsens by 25% DR 4/-; Durability +2; Forced movement reduced by 1 square. +1,440,000 gp
Medium Armor +2 Maneuver Defense - worsens by 2 worsens by 30% DR 5/-; Durability +2; Forced movement reduced by 1 square. +2,500,000 gp
Heavy Armor +3 Maneuver Defense - worsens by 2 worsens by 40% DR 6/-; Durability +3; Forced movement reduced by 2 squares. +3,310,000 gp
Shield +2 Maneuver Defense worsens by 1 worsens by 2 worsens by 25% DR 4/-; Durability +2; Forced movement reduced by 1 square. +1,890,000 gp

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.


Silver Weapons

Silver weapons allow wielders to overcome Damage Resistance x/Silver, and exploit any vulnerabilities to Silver that a creature may have. Lycanthropes often have this type of DR or vulnerability.

Item Sunder Innate Features Cost
Ammunition - Overcome DR x/Silver, and exploit any vulnerabilities to Silver that the target may have. +100 gp per 50 missiles
Light Weapons - Overcome DR x/Silver, and exploit any vulnerabilities to Silver that the target may have. +500 gp
One-Handed Weapons - Overcome DR x/Silver, and exploit any vulnerabilities to Silver that the target may have. +400 gp
Two-Handed Weapons - Overcome DR x/Silver, and exploit any vulnerabilities to Silver that the target may have. +800 gp
Magic Implements - Overcome DR x/Silver, and exploit any vulnerabilities to Silver that the target may have. +500 gp

Cold Iron Weapons

Cold Iron weapons allow wielders to overcome Damage Resistance x/Cold Iron, and exploit any vulnerabilities to Silver that a creature may have. Fey creatures often have this type of DR or vulnerability.

Item Sunder Innate Features Cost
Ammunition - Overcome DR x/Cold Iron, and exploit any vulnerabilities to Cold Iron that the target may have. +100 gp per 50 missiles
Light Weapons - Overcome DR x/Cold Iron, and exploit any vulnerabilities to Cold Iron that the target may have. +200 gp
One-Handed Weapons - Overcome DR x/Cold Iron, and exploit any vulnerabilities to Cold Iron that the target may have. +400 gp
Two-Handed Weapons - Overcome DR x/Cold Iron, and exploit any vulnerabilities to Cold Iron that the target may have. +500 gp
Magic Implements - Overcome DR x/Cold Iron, and exploit any vulnerabilities to Cold Iron that the target may have. +500 gp

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. Thrown weapons made from Dural gain the Massive weapon quality.

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.

Glassteel

Beauty: Moderate (6 out of 10)
Composition: Magically altered glass
Material Restrictions: Any
Weight: Object's base weight × 0.7 (round up to the nearest pound)

Glassteel Weapons

Item Sunder Innate Features Cost
Ammunition - On a confirmed crit, deals 1d6 bonus damage +400 gp per 50 missiles
Light Weapons - Break weapon to deal bonus damage equal to wielder's BAB. +600 gp
One-Handed Weapons - Break weapon to deal bonus damage equal to wielder's level. +800 gp
Two-Handed Weapons - Break weapon to deal bonus damage equal to wielder's level + BAB. +1,100 gp
Magic Implements - Break implement to deal bonus damage equal to wielder's BAB. +600 gp

Glassteel Armors

Item Sunder Max Dex Armor Check Penalty Spell Failure Innate Features Cost
Light Armor - - improves by 1 (max 0) worsens by 10% Break armor to negate one hit +1,100 gp
Medium Armor - improves by 1 improves by 2 (max 0) worsens by 15% Break armor to negate one hit; +1 material bonus to initiative. +1,500 gp
Heavy Armor - improves by 1 improves by 2 (max 0) worsens by 20% Break armor to negate one hit; +2 material bonus to initiative. +2,000 gp
Shield - - improves by 1 (max 0) worsens by 10% Break shield to negate one hit. +1,100 gp