Dweomermetals: Difference between revisions

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* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Epic Path]] page.''
* ''Go back to the [[Magic Item Crafting Rules]] page.''
* ''Go back to the [[Magic Item Crafting Rules]] page.''


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


== A Note On Armor Weight and Non-proficiency ==
== A Note On Armor Weight and Non-proficiency ==
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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.


==Sunder==
==Sunder==
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Note that a Sunder CMD bonus granted by a dweomermetal applies to the wearer or wielder's CMD score versus any sunder attempt, not just sunder attempts against the object crafted of the dweomermetal.  Dweomermetals which grant a bonus to CMB 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 CMB or CMD 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 CMD versus Sunder attempts still inflict this penalty.
Note that a Sunder CMD bonus granted by a dweomermetal applies to the wearer or wielder's CMD score versus any sunder attempt, not just sunder attempts against the object crafted of the dweomermetal.  Dweomermetals which grant a bonus to CMB 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 CMB or CMD 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 CMD versus Sunder attempts still inflict this penalty.




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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 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 ===
=== Argent Alloy ===
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: '''Material Restrictions:''' None, can be applied to any material
: '''Material Restrictions:''' None, can be applied to any material
: '''Weight:''' Object's base weight × 0.8 (round up to the nearest pound)
: '''Weight:''' Object's base weight × 0.8 (round up to the nearest pound)


==== Argent Alloy Weapons ====
==== Argent Alloy 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 CMB is considered a material bonus, and thus will not stack if you have multiple 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 CMB is considered a material bonus, and thus will not stack if you have multiple weapons.


{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
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| - || align="left" | +1 CMB || align="right" | +6,000 gp
| - || align="left" | +1 CMB || align="right" | +6,000 gp
|}
|}


====Argent Armor====
====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.
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.


{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
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| - || +1 || -1 || - || align="left" | reduce indirect damage by 1 point per two levels (round down, min 1) || align="right" | +2,000 gp
| - || +1 || -1 || - || align="left" | reduce indirect damage by 1 point per two levels (round down, min 1) || align="right" | +2,000 gp
|}
|}


=== Ambergold ===
=== Ambergold ===
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: '''Material Restrictions:''' None, can be applied to any material
: '''Material Restrictions:''' None, can be applied to any material
: '''Weight:''' No change
: '''Weight:''' No change


==== Ambergold Weapons ====
==== 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.
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.


{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
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| - || align="left" | +1 base weapon energy damage of the same energy type granted by a magic weapon property || align="right" |  +7,000 gp
| - || align="left" | +1 base weapon energy damage of the same energy type granted by a magic weapon property || align="right" |  +7,000 gp
|}
|}


====Ambergold Armor====
====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.
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.


{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
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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.
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 ===
=== Bloodgold ===
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: '''Material Restrictions:''' None, can be applied to any material
: '''Material Restrictions:''' None, can be applied to any material
: '''Weight:''' Object's base weight × 1.25 (round up to the nearest pound)
: '''Weight:''' Object's base weight × 1.25 (round up to the nearest pound)


==== Bloodgold Weapons ====
==== 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.
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.


{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
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| - || align="left" | grants fast healing 1 until the end of the encounter || align="right" | +6,000 gp
| - || align="left" | grants fast healing 1 until the end of the encounter || align="right" | +6,000 gp
|}
|}


====Bloodgold Armors====
====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.
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.


{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
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| - || - || - || +5% || align="left" | When action point is spent, gain temp hit points equal to your level || align="right" | +7,000 gp
| - || - || - || +5% || align="left" | When action point is spent, gain temp hit points equal to your level || align="right" | +7,000 gp
|}
|}


=== Bloodsilver ===
=== Bloodsilver ===
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: '''Material Restrictions:''' None, can be applied to any material
: '''Material Restrictions:''' None, can be applied to any material
: '''Weight:''' Object's base weight × 1.1 (round up to the nearest pound)
: '''Weight:''' Object's base weight × 1.1 (round up to the nearest pound)


==== Bloodsilver Weapons ====
==== Bloodsilver Weapons ====
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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.
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.


{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
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| - || align="left" | inflict bleed 3 || align="right" | +17,000 gp
| - || align="left" | inflict bleed 3 || align="right" | +17,000 gp
|}
|}


==== Bloodsilver Armors ====
==== 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.
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.


{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
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| - || +1 || -1 || +5% || align="left" | When action point is spent, end one condition on you || align="right" | +6,500 gp
| - || +1 || -1 || +5% || align="left" | When action point is spent, end one condition on you || align="right" | +6,500 gp
|}
|}


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


=== Cuprium-Infused Materials ===
=== Cuprium-Infused Materials ===
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: '''Material Restrictions:''' Non-metal objects only
: '''Material Restrictions:''' Non-metal objects only
: '''Weight:''' No change
: '''Weight:''' No change


==== Cuprium-Infused Weapons ====
==== Cuprium-Infused Weapons ====
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| +2 CMD || align="left" | - || align="right" | +600 gp
| +2 CMD || align="left" | - || align="right" | +600 gp
|}
|}


==== Cuprium-Infused Armors ====
==== Cuprium-Infused Armors ====
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| - || +1 || -3 || -10% || align="left" | +1 material bonus to Reflex saves || align="right" | +2,500 gp
| - || +1 || -3 || -10% || align="left" | +1 material bonus to Reflex saves || align="right" | +2,500 gp
|}
|}


== Mithril and Its Alloys ==
== Mithril and Its Alloys ==
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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.)
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 ===
=== Mithril Alloy ===
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: '''Material Restrictions:''' Metal objects only
: '''Material Restrictions:''' Metal objects only
: '''Weight:''' Object's base weight × 0.5 (round up to the nearest pound)
: '''Weight:''' Object's base weight × 0.5 (round up to the nearest pound)


==== Mithril Alloy Armors ====
==== Mithril Alloy Armors ====
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| -2 CMD || +2 || -1 || -10% || align="left" | - || align="right" | +1,000 gp
| -2 CMD || +2 || -1 || -10% || align="left" | - || align="right" | +1,000 gp
|}
|}


=== Puremetal ===
=== Puremetal ===
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: '''Material Restrictions:''' Metal objects only
: '''Material Restrictions:''' Metal objects only
: '''Weight:''' Object's base weight × 0.33 (round up to the nearest pound)
: '''Weight:''' Object's base weight × 0.33 (round up to the nearest pound)


==== Puremetal Weapons ====
==== 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.
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.


{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
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| -2 CMD || +3 || -2 || -10% || align="left" | - || align="right" | +25,000 gp
| -2 CMD || +3 || -2 || -10% || align="left" | - || align="right" | +25,000 gp
|}
|}


=== Peacemetal ===
=== Peacemetal ===
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: '''Material Restrictions:''' Metal objects only
: '''Material Restrictions:''' Metal objects only
: '''Weight:''' One third of object's base weight (round up to the nearest pound)
: '''Weight:''' One third of object's base weight (round up to the nearest pound)


==== Peacemetal Weapons ====
==== 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.
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.


{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
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| -1 CMD || +4 || -3 || -10% || align="left" | - || align="right" | +300,000 gp
| -1 CMD || +4 || -3 || -10% || align="left" | - || align="right" | +300,000 gp
|}
|}


=== Bladesilver ===
=== Bladesilver ===
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: '''Material Restrictions:''' Slashing and piercing weapons only
: '''Material Restrictions:''' Slashing and piercing weapons only
: '''Weight:''' One half the object's base weight (round up to the nearest pound)
: '''Weight:''' One half the object's base weight (round up to the nearest pound)


==== Bladesilver Weapons ====
==== 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.
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.


{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
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| -1 CMD || align="left" | +1 material bonus to-hit and damage || align="right" | +10,000 gp
| -1 CMD || align="left" | +1 material bonus to-hit and damage || align="right" | +10,000 gp
|}
|}


== Adamantium and Its Alloys ==
== Adamantium and Its Alloys ==
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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.
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 ===
=== Adamantine ===
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: '''Material Restrictions:''' Metal objects only
: '''Material Restrictions:''' Metal objects only
: '''Weight:''' Object's base weight × 2
: '''Weight:''' Object's base weight × 2


==== Adamantine Weapons ====
==== Adamantine Weapons ====
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| +2 CMB || align="left" | - || align="right" | +5,000 gp
| +2 CMB || align="left" | - || align="right" | +5,000 gp
|}
|}


==== Adamantine Armors ====
==== 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.
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.


{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
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| +3 CMD || - || +1 || +10% || align="left" | DR 1/- || align="right" | +5,000 gp
| +3 CMD || - || +1 || +10% || align="left" | DR 1/- || align="right" | +5,000 gp
|}
|}


=== Dolemetal ===
=== Dolemetal ===
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: '''Material Restrictions:''' Metal objects only
: '''Material Restrictions:''' Metal objects only
: '''Weight:''' Object's base weight × 2.5 (round up to the nearest pound)
: '''Weight:''' Object's base weight × 2.5 (round up to the nearest pound)


==== Dolemetal Weapons ====
==== Dolemetal Weapons ====
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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.
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.


{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
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==== Dolemetal Armors ====
==== 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.
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.


{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
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| - || - || +1 || +10% || align="left" | DR 2/-; CMD +1 || align="right" | +25,000 gp
| - || - || +1 || +10% || align="left" | DR 2/-; CMD +1 || align="right" | +25,000 gp
|}
|}


=== Truemetal ===
=== Truemetal ===
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: '''Material Restrictions:''' Metal objects only
: '''Material Restrictions:''' Metal objects only
: '''Weight:''' Object's base weight × 3
: '''Weight:''' Object's base weight × 3


==== Truemetal Weapons ====
==== Truemetal Weapons ====
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==== Truemetal Armors ====
==== 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.
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.


{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
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| - || - || +2 || +20% || align="left" | DR 3/-; CMD +1; Forced movement reduced by 1 square || align="right" | +150,000 gp
| - || - || +2 || +20% || align="left" | DR 3/-; CMD +1; Forced movement reduced by 1 square || align="right" | +150,000 gp
|}
|}


=== Paramount Alloy ===
=== Paramount Alloy ===
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: '''Material Restrictions:''' Metal objects only
: '''Material Restrictions:''' Metal objects only
: '''Weight:''' Object's base weight × 2.5 (round up to the nearest pound)
: '''Weight:''' Object's base weight × 2.5 (round up to the nearest pound)


==== Paramount Alloy Weapons ====
==== Paramount Alloy Weapons ====
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==== Paramount Alloy Armors ====
==== 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.
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.


{| border="1" cellpadding="5" style="text-align:center"
{| border="1" cellpadding="5" style="text-align:center"
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| - || +1 || +2 || +25% || align="left" | DR 4/-; CMD +2; Forced movement reduced by 1 square || align="right" | +350,000 gp
| - || +1 || +2 || +25% || align="left" | DR 4/-; CMD +2; Forced movement reduced by 1 square || align="right" | +350,000 gp
|}
|}


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


=== Common Materials ===
=== Common Materials ===
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| - || align="left" | - || align="right" | +800 gp
| - || align="left" | - || align="right" | +800 gp
|}
|}


==== Cold Iron Weapons ====
==== Cold Iron Weapons ====
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| - || align="left" | - || align="right" | +4,000 gp
| - || align="left" | - || align="right" | +4,000 gp
|}
|}


=== Ultra-Rare Materials ===
=== 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.  
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 ===
=== Unworkable Materials ===
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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.
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 ====
==== Dural Stone ====
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| colspan="8" align="left" | 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 [[Weapon Properties#Massive|Massive]] weapon property.
| colspan="8" align="left" | 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 [[Weapon Properties#Massive|Massive]] weapon property.
|}
|}


=== Magically-Created Materials ===
=== Magically-Created Materials ===
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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.
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 ====
==== Glassteel ====
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: '''Material Restrictions:''' Any
: '''Material Restrictions:''' Any
: '''Weight:''' Object's base weight × 2.5 (round up to the nearest pound)
: '''Weight:''' Object's base weight × 2.5 (round up to the nearest pound)


==== Glassteel Weapons ====
==== Glassteel Weapons ====

Revision as of 12:07, 11 March 2016