Name Cost Weight AC
Modification
Attack
Adjustment
Damage
Adjustment
Hardness HP per 
inch of
thickness
Craft DC
Adjustment
Notes
Adamantine Special Normal Special Special Special 20 40 + 4 Enhancement bonuses do not stack with magical enhancement.
Bone 15% of base 40% of normal - 2 - 2 - 2 2 2 + 5 Breaks on a 1 in 6
Brass 70 % of base 90% of normal - 1 - 1 0 3 10 - 1 Must be repaired once per year of normal use and one per month of heavy use.
Bronze Normal 120% of normal - 1 0 0 4 10 0  
Chitine 300% of base 70% of normal 0 - 1 - 1 4 4 + 4 Breaks on 1 in 8.
Copper 50% of base 125% of normal - 2 - 1 - 1 3 10 - 2 Must be repaired once per year of normal use and one per month of heavy use.
Crystal + 3,000 gp per pound Normal + 1* + 1 + 3 12 20 0 * Crit increases one step (20 to 19-20).  Breaks on 1 in 8.
Darkwood +10 gp per pound 50% of nomral - 2 - 2 - 4 5 10 0 Special
Diamond Edged +10,000 gp per pound Normal + 2 * 0 + 4 19 15 + 2 * Crit increases two steps (19-20 to 17-20).  Breaks on 1 in 10.
Dragonhide x2 of masterwork version cost Normal 0 0 0 10 10 +5 Nonmetallic armor so it can be worn by Druids
Fine Steel + 1,000 gp per pound 50% of normal + 1 + 1 + 1 12 25 + 3 Special
Glass + 500 gp per pound 110% of normal - 1 - 3 + 3 1 1 + 2 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.
Lenaer Wood + 10 gp per pound 75% of normal 0 0 0 8 10 + 2 Special
Meteoric Metal +10,000 gp per pound Normal + 3 + 3 + 3 25 100 + 8 This metal is difficult to find in quantities enough to forge anything other than small items.
Mithral Special 50% of nomral Special Special Special 15 30 + 2 See Text 
Obsidian 200% of nomral 90% of normal 0 * 0 + 1 9 7 - 1 Crit increases two steps (19-20 to 17-20).  Breaks on 1 in 10.
Onyx 90% of nomral 120% of normal ** 0 0 8 6 - 2  
Pewter 75% of normal 120% of normal - 1 0 - 1 6 10 - 1  
Platinum +1,500 gp per pound Normal - 1 0 0 7 10 + 1 Must be repaired once per year of normal use and one per month of heavy use.
Silver + 50 gp per pound Normal - 1 0

-1

8

10 0 This material bypasses some Damage Reduction such as lycanthropes.
Steel Normal Normal Normal Normal Normal 10 20 Normal This is the Normal material.
Steel, Watered +25 gp per pound Normal 0 0 0 11 22 + 1  
Steel, Volcanic +50 gp per pound. 110% of nomral + 1 0 + 1 12 25 + 2 Forged by smelting the ore in lava smelters.  All Items made of the material have a yellowish-red color.
Stone 35 % of base 90% of nomral ** 0 0 8 15 + 3 Crit 20 x2 for all weapons.
Witchwood + 100 gp per pound Normal ** 0 - 1 10 10 + 3 All weapons made of this material are Ghost Touch weapons. Special
Wood 15% of base Normal - 2 - 2 - 4 5 10 - 2 Special
* 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/Ė if itís light armor, 2/Ė if itís medium armor, and 3/Ė if itís 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 isnít 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 weaponís 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.