Crit increases two steps (19-20 to 17-20). Breaks on 1 in 4.
Gold
+ 1,000 gp per pound.
200% of normal
- 3
- 2
- 1
3
8
- 4
Must be repaired once per year of normal use and one per month of heavy use.
Iron
85% of Base
Normal
- 1
0
0
10
30
- 1
This is the pure ore unmixed for smithing.
Iron, Cold
x2 base cost
Normal
- 1
0
0
10
30
- 3
This is regular iron forged
with low heat. This material bypasses fey creature Damage Reduction. Also, any magical enhancements cost an additional
2,000 gp.
Lead
Normal
200 % of normal
- 4
- 4
- 4
3
5
- 5
This material disrupts psionic attacks. Also has a SR of 15.
* Armor made of this material must be crafted via magic. Normal craft methods will only allow for the creation of studded leather which gains no special benefits other than looks and cost.
** No armor may be made of this material.
This ultrahard metal adds to the quality of a weapon or
suit of armor. Weapons fashioned from adamantine have a natural ability to
bypass hardness when sundering weapons or attacking objects, ignoring
hardness less than 20. Armor made from adamantine grants its wearer damage
reduction of 1/– if it’s light armor, 2/– if it’s medium armor,
and 3/– if it’s heavy armor. Adamantine is so costly that weapons and
armor made from it are always of masterwork quality; the masterwork cost
is included in the prices given below. Thus, adamantine weapons and
ammunition have a +1 enhancement bonus on attack rolls, and the armor
check penalty of adamantine armor is lessened by 1 compared to ordinary
armor of its type. Items without metal parts cannot be made from
adamantine. An arrow could be made of adamantine, but a quarterstaff could
not.
Only weapons, armor, and shields normally made of metal
can be fashioned from adamantine. Weapons, armor and shields normally made
of steel that are made of adamantine have one-third more hit points than
normal. Adamantine has 40 hit points per inch of thickness and hardness
20.
Adamantine Item
Enhancement Bonus
Market Price Modifier
Light armor
Damage Reduction 1/-
+ 5,000 gp
Medium armor
Damage Reduction 2/-
+ 10,000 gp
Heavy armor
Damage Reduction 3/-
+ 15,000 gp
Shield
+ 2,000 gp
Weapon damage 1d4 or 1d6
+ 1
+ 3,000 gp
Weapon damage 1d8, 1d10, or 1d12
+ 2
+ 9,000 gp
Ammunition
+1
+60 gp
Darkwood: This rare magic wood is as hard as normal wood but very light. Any
wooden or mostly wooden item (such as a bow, an arrow, or a spear) made
from darkwood is considered a masterwork item and weighs only half as
much as a normal wooden item of that type. Items not normally made of
wood or only partially of wood (such as a battleaxe or a mace) either
cannot be made from darkwood or do not gain any special benefit from
being made of darkwood. The armor check penalty of a darkwood shield is
lessened by 2 compared to an ordinary shield of its type. To determine
the price of a darkwood item, use the original weight but add 10 gp per
pound to the price of a masterwork version of that item.
Darkwood has 10 hit points per inch of thickness and
hardness 5.
Also Called Elven Steel. The Ore must be smelted by Elves and only Elves can forge this steel properly. When Fine Steel is used for armor, the Arcane Spell failure is decreased by 10%, the movement is increased to the next lighter armor, the armor check pentalty is reduced by 3, and the Maximum Dex Bonus is increased by +2.
Dragonhide: Armorsmiths can work with the hides of dragons to produce armor or
shields of masterwork quality. One dragon produces enough hide for a
single suit of masterwork hide armor for a creature one size category
smaller than the dragon. By selecting only choice scales and bits of
hide, an armorsmith can produce one suit of masterwork banded mail for a
creature two sizes smaller, one suit of masterwork half-plate for a
creature three sizes smaller, or one masterwork breastplate or suit of
full plate for a creature four sizes smaller. In each case, enough hide
is available to produce a small or large masterwork shield in addition
to the armor, provided that the dragon is Large or larger.
Because dragonhide armor isn’t made of metal, druids
can wear it without penalty.
Dragonhide armor costs double what masterwork armor of
that type ordinarily costs, but it takes no longer to make than ordinary
armor of that type.
Dragonhide has 10 hit points per inch of thickness and
hardness 10.
Wooden modifications to attack adjustment and damage adjustment is for bladed weapons created that substitute wood for metals. Entirely wooden items like staves and clubs do not have any modifications. Blunt weapons like maces and hammers made of these materials are considered clubs. When metal is substituted by wood, the wieght is only 50% of normal for the item.
Mithral: Mithral is a very rare silvery, glistening metal that is lighter than iron
but just as hard. When worked like steel, it becomes a wonderful material
from which to create armor and is occasionally used for other items as
well. Most mithral armors are one category lighter than normal for
purposes of movement and other limitations. Heavy armors are treated as
medium, and medium armors are treated as light, but light armors are still
treated as light. Spell failure chances for armors and shields made from
mithral are decreased by 10%, maximum Dexterity bonus is increased by 2,
and armor check penalties are lessened by 3 (to a minimum of 0).
An item made from mithral weighs half as much as the
same item made from other metals. In the case of weapons, this lighter
weight does not change a weapon’s size category or the ease with which
it can be wielded (whether it is light, one-handed, or two-handed). Items
not primarily of metal are not meaningfully affected by being partially
made of mithral. (A longsword can be a mithral weapon, while a scythe
cannot be.)
Weapons or armors fashioned from mithral are always
masterwork items as well; the masterwork cost is included in the prices
given below.
Mithral Items
Market Price Modifier
Light Armor
+ 1,000 gp
Medium Armor
+ 4,000 gp
Heavy Armor
+ 9,000 gp
Shield
+ 1,000 gp
Other items
+500 gp per pound.
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