Dweomermetals: Difference between revisions

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


== 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.


==Sunder==
===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 CMB for [[Combat_Maneuvers#Sunder|Sunder maneuver]] checks.  The bonuses listed in the Sunder column ONLY pertain to the wielder's CMB or CMD (as indicated) with regards to the [[Combat_Maneuvers#Sunder|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 (CMB or CMD).  Instead, only the largest available bonus is used.
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 CMB for [[Combat_Maneuvers#Sunder|Sunder maneuver]] checks.  The bonuses listed in the Sunder column ONLY pertain to the wielder's CMB or CMD (as indicated) with regards to the [[Combat_Maneuvers#Sunder|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 (CMB or CMD).  Instead, only the largest available bonus is used.


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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 ==
: '''Beauty:''' High (8 out of 10)
: '''Beauty:''' High (8 out of 10)
: '''Composition:''' 10% argent, 50% iron, 20% copper, 20% nickel
: '''Composition:''' 10% argent, 50% iron, 20% copper, 20% nickel
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: '''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 Weapons ====
=== 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 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"
{| class="ep-default" style="text-align:center" width="95%"
! width="100" | Item || Sunder || Innate Features || Cost
|- style="Background:#DEB887; Color:#000;"
! Item || Sunder || Innate Features || Cost
|-
|-
! align="left" | Ammunition
! align="left" | Ammunition
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|}
|}


====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"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
|-
|-
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|}
|}


=== Ambergold ===
== Ambergold ==
: '''Beauty:''' Exquisite (10 out of 10)
: '''Beauty:''' Exquisite (10 out of 10)
: '''Composition:''' 16% argent, 17% gold, 67% copper
: '''Composition:''' 16% argent, 17% gold, 67% copper
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: '''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"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! width="100" | Item || Sunder || Innate Features || Cost
! width="100" | Item || Sunder || Innate Features || Cost
|-
|-
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|}
|}


====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"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
|-
|-
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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 ==
: '''Beauty:''' Exquisite (9 out of 10)
: '''Beauty:''' Exquisite (9 out of 10)
: '''Composition:''' 10% aurium, 40% gold, 40% copper, 10% silver
: '''Composition:''' 10% aurium, 40% gold, 40% copper, 10% silver
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: '''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"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! width="100" | Item || Sunder || Innate Features || Cost
! width="100" | Item || Sunder || Innate Features || Cost
|-
|-
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|}
|}


====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"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
|-
|-
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|}
|}


=== Bloodsilver ===
== Bloodsilver ==
: '''Beauty:''' High (7 out of 10)
: '''Beauty:''' High (7 out of 10)
: '''Composition:''' 8% aurium, 92% silver
: '''Composition:''' 8% aurium, 92% silver
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: '''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 ===
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 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.
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"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! width="100" | Item || Sunder || Innate Features || Cost
! width="100" | Item || Sunder || Innate Features || Cost
|-
|-
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|}
|}


==== 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"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
|-
|-
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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 ==
: '''Beauty:''' Low (3 out of 10)
: '''Beauty:''' Low (3 out of 10)
: '''Composition:''' 100%, powdered and infused
: '''Composition:''' 100%, powdered and infused
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: '''Weight:''' No change
: '''Weight:''' No change


==== Cuprium-Infused Weapons ====
=== Cuprium-Infused Weapons ===
{| border="1" cellpadding="5" style="text-align:center"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! width="100" | Item || Sunder || Innate Features || Cost
! width="100" | Item || Sunder || Innate Features || Cost
|-
|-
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|}
|}


==== Cuprium-Infused Armors ====
=== Cuprium-Infused Armors ===
{| border="1" cellpadding="5" style="text-align:center"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
|-
|-
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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 ==
: '''Beauty:''' Moderate (5 out of 10)
: '''Beauty:''' Moderate (5 out of 10)
: '''Composition:''' 10% mithril, 90% iron
: '''Composition:''' 10% mithril, 90% iron
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: '''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 Weapons ====
=== 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.  
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.  


{| border="1" cellpadding="5" style="text-align:center"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! width="100" | Item || Sunder || Innate Features || Cost
! width="100" | Item || Sunder || Innate Features || Cost
|-
|-
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|}
|}


==== Mithril Alloy Armors ====
=== Mithril Alloy Armors ===
{| border="1" cellpadding="5" style="text-align:center"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
|-
|-
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|}
|}


=== Puremetal ===
== Puremetal ==
: '''Beauty:''' Moderate (5 out of 10)
: '''Beauty:''' Moderate (5 out of 10)
: '''Composition:''' 10% mithril, 10% argent, 10% copper, 10% nickel, 10% silver, 50% iron
: '''Composition:''' 10% mithril, 10% argent, 10% copper, 10% nickel, 10% silver, 50% iron
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: '''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"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! width="100" | Item || Sunder || Innate Features || Cost
! width="100" | Item || Sunder || Innate Features || Cost
|-
|-
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|}
|}


==== Puremetal Armors ====
=== Puremetal Armors ===
{| border="1" cellpadding="5" style="text-align:center"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
|-
|-
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|}
|}


=== Peacemetal ===
== Peacemetal ==
: '''Beauty:''' Moderate (6 out of 10)
: '''Beauty:''' Moderate (6 out of 10)
: '''Composition:''' 30% mithril, 30% argent, 40% aurium
: '''Composition:''' 30% mithril, 30% argent, 40% aurium
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: '''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"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! width="100" | Item || Sunder || Innate Features || Cost
! width="100" | Item || Sunder || Innate Features || Cost
|-
|-
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|}
|}


==== Peacemetal Armors ====
=== Peacemetal Armors ===
{| border="1" cellpadding="5" style="text-align:center"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
|-
|-
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|}
|}


=== Bladesilver ===
== Bladesilver ==
: '''Beauty:''' High (8 out of 10)
: '''Beauty:''' High (8 out of 10)
: '''Composition:''' 50% mithril, 50% argent
: '''Composition:''' 50% mithril, 50% argent
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: '''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"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! width="100" | Item || Sunder || Innate Features || Cost
! width="100" | Item || Sunder || Innate Features || Cost
|-
|-
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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 ==
: '''Beauty:''' Ugly (2 out of 10)
: '''Beauty:''' Ugly (2 out of 10)
: '''Composition:''' 34% adamantium, 66% iron
: '''Composition:''' 34% adamantium, 66% iron
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: '''Weight:''' Object's base weight × 2
: '''Weight:''' Object's base weight × 2


==== Adamantine Weapons ====
=== 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.
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.


{| border="1" cellpadding="5" style="text-align:center"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! width="100" | Item || Sunder || Innate Features || Cost
! width="100" | Item || Sunder || Innate Features || Cost
|-
|-
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|}
|}


==== 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"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
|-
|-
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|}
|}


=== Dolemetal ===
== Dolemetal ==
: '''Beauty:''' From the Elemental Plane of Ugly (1 out of 10)
: '''Beauty:''' From the Elemental Plane of Ugly (1 out of 10)
: '''Composition:''' 34% adamantium, 33% iron, 33% copper
: '''Composition:''' 34% adamantium, 33% iron, 33% copper
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: '''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 ===
The bonus to forced movement is considered a material bonus.  Thus, wielding multiple dolemetal weapons does not stack this bonus.  Additionally, the maneuver or ability you use to inflict forced movement must be made with the dolemetal weapon to take effect.  Holding a dolemetal dagger will not allow a spellcaster to increase the forced movement of their spells, for example.
The bonus to forced movement is considered a material bonus.  Thus, wielding multiple dolemetal weapons does not stack this bonus.  Additionally, the maneuver or ability you use to inflict forced movement must be made with the dolemetal weapon to take effect.  Holding a dolemetal dagger will not allow a spellcaster to increase the forced movement of their spells, for example.


Dolemetal 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"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! width="100" | Item || Sunder || Innate Features || Cost
! width="100" | Item || Sunder || Innate Features || Cost
|-
|-
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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"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
|-
|-
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|}
|}


=== Truemetal ===
== Truemetal ==
: '''Beauty:''' Ugly (2 out of 10)
: '''Beauty:''' Ugly (2 out of 10)
: '''Composition:''' 34% adamantium, 33% iron, 33% aurium
: '''Composition:''' 34% adamantium, 33% iron, 33% aurium
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: '''Weight:''' Object's base weight × 3
: '''Weight:''' Object's base weight × 3


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


Truemetal 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.
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.


{| border="1" cellpadding="5" style="text-align:center"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! width="100" | Item || Sunder || Innate Features || Cost
! width="100" | Item || Sunder || Innate Features || Cost
|-
|-
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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"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
|-
|-
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|}
|}


=== Paramount Alloy ===
== Paramount Alloy ==
: '''Beauty:''' Ugly (2 out of 10)
: '''Beauty:''' Ugly (2 out of 10)
: '''Composition:''' 34% adamantium, 33% mithril, 33% aurium
: '''Composition:''' 34% adamantium, 33% mithril, 33% aurium
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: '''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 ===
Paramount Alloy 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.
Paramount Alloy 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"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! width="100" | Item || Sunder || Innate Features || Cost
! width="100" | Item || Sunder || Innate Features || Cost
|-
|-
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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"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
|-
|-
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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 ===


==== Silver Weapons ====
== 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.
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.


{| border="1" cellpadding="5" style="text-align:center"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! width="100" | Item || Sunder || Innate Features || Cost
! width="100" | Item || Sunder || Innate Features || Cost
|-
|-
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|}
|}


==== Cold Iron Weapons ====
== 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.
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.


{| border="1" cellpadding="5" style="text-align:center"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! width="100" | Item || Sunder || Innate Features || Cost
! width="100" | Item || Sunder || Innate Features || Cost
|-
|-
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|}
|}


=== 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.  


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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 ==
{| border="1" cellpadding="5" style="text-align:center"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! rowspan="4" width="200" height="200" | [[Image:Magic_Dural_shotput1.jpg|200x200px|center|+5 Dural Shotput of Greater Designation and Improved Returning]] || width="150" | Metal || width="75" | Cost || width="75" | Sm Dmg || width="75" | Med Dmg || width="75" | Crit || width="75" | Range || width="75" | Wt || width="200" | Type
! rowspan="4" width="200" height="200" | [[Image:Magic_Dural_shotput1.jpg|200x200px|center|+5 Dural Shotput of Greater Designation and Improved Returning]] || width="150" | Metal || width="75" | Cost || width="75" | Sm Dmg || width="75" | Med Dmg || width="75" | Crit || width="75" | Range || width="75" | Wt || width="200" | Type
|-
|-
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|}
|}


=== Magically-Created Materials ===
== Magically-Created Materials ==




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 ==
: '''Beauty:''' Moderate (6 out of 10)
: '''Beauty:''' Moderate (6 out of 10)
: '''Composition:''' Magically altered glass
: '''Composition:''' Magically altered glass
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: '''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 ===
{| border="1" cellpadding="5" style="text-align:center"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! width="100" | Item || Sunder || Innate Features || Cost
! width="100" | Item || Sunder || Innate Features || Cost
|-
|-
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|}
|}


==== Glassteel Armors ====
=== Glassteel Armors ===
{| border="1" cellpadding="5" style="text-align:center"
{| class="ep-default" style="text-align:center" width="95%"
|- style="Background:#DEB887; Color:#000;"
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
! Item || Sunder || width="50" | Max Dex || width="50" | Armor Check Penalty || width="50" | Spell Failure || Innate Features || Cost
|-
|-

Revision as of 21:27, 3 December 2016