Dweomermetals: Difference between revisions

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[[Category:Magic Item Creation]]
[[Category:Magic Item Creation]]
[[Image:Smithing_1.jpg|500px|right|The acrid blast of the fire, the steady pulse of the bellows, the sonorous ring of the hammer.]]
[[Image:Smithing_1.jpg|500px|right|The acrid blast of the fire, the steady pulse of the bellows, the sonorous ring of the hammer.]]
<div style="clear:right; float:right; padding-left:0.5em; padding-top:0.5em">__TOC__</div>
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==What Are Dweomermetals?==
==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.
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.
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=== A Note On Armor Weight and Non-proficiency ===
=== 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.
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.


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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.
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 ===
=== 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.
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.



Revision as of 14:12, 8 May 2019