Wednesday, November 30, 2016

House Rules - Special Materials

Special Materials
In addition to magic items created with spells, some substances have innate special properties. The special powers of these materials are nonmagical, and thus continue to function even in an area where magic does not. Any resistance effects granted by these materials does not stack with similar effects. Any item fashioned from one of the materials listed here is treated as a masterwork item, except the extra cost is as listed for the material. The masterwork quality does not affect the enhancement bonus of weapons or the armor check penalty of armor. The market price modifier always refers to the weight of the normal (steel) object, not the object's weight in the unusual metal. If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.

Each of the special materials described below has a definite game effect. Some creatures have damage reduction based on their creature type or core concept. Some are resistant to all but a special type of damage, such as that dealt by evil-aligned weapons or bludgeoning weapons. Others are vulnerable to weapons of a particular material. Characters may choose to carry several different types of weapons, depending upon the campaign and types of creatures they most commonly encounter.

Type of ItemEnhancement BonusMarket Price Modifier
Light armor
DR 1/-
+5,000 shillings
Medium armor
DR 2/-
+10,000 shillings
Heavy armor
DR 3/-
+15,000 shillings
Shield
+1
+2,000 shillings
Ammunition
+1
+60 shillings
Weapon, damage up to 1d6
+1
+3,000 shillings
Weapon, damage 1d8 or higher
+2
+9,000 shillings
Adamantine: This ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural enhancement bonus on attacks and damage, as listed below, and the ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. These bonuses do not stack with any other enhancement bonuses. 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. Armor made from adamantine grants its wearer damage reduction, 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 weighs the same as steel, has hardness 20, and 40 hit points per inch of thickness.

Type of Alchemical Silver ItemMarket Price Modifier
Ammunition
+2 shillings
Small weapon
+20 shillings
Medium weapon, or one head of a double weapon
+90 shillings
Large weapon or both heads of a double weapon
+180 shillings
Alchemical Silver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes. On a successful attack with a silvered weapon, the wielder takes a -1 penalty on the damage roll (with the usual minimum of 1 point of damage). The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral. Alchemical silver weighs the same as steel, has 10 hit points per inch of thickness and hardness 8.

Cold Iron: This iron, mined deep underground and known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, any magical enhancements cost an additional 2,000 shillings.

Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not. A double weapon that has only half of it made of cold iron increases its cost by 50%. Cold iron has 30 hit points per inch of thickness and hardness 10.

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 shillings per pound to the price of a masterwork version of that item. Darkwood has 10 hit points per inch of thickness and hardness 5.

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 hardness 10 and 10 hit points per inch of thickness.

Düsterstählern: An alloy made using rare iron deposits found mostly in the deep mines of Steinigreich, düsterstählern, also known as darksteel, is silvery in hue when polished or cut, but its exposed surfaces have a deep, gleaming purple luster. The process for making this type of steel was once lost, but was recently rediscovered thanks to some ancient dwarven texts. The alloy is made from a specific type of iron tempered with a variety of special oils.

Armor made from düsterstählern grants acid resistance 2. Weapons forged from düsterstählern inflict +1 point of acid damage each time they hit (this is cumulative with other abilities, such as corrosive or corrosive burst). Items not primarily made of metal are not meaningfully affected. (A suit of chainmail or a longsword is affected, while a club or suit of studded leather is not). Düsterstählern weighs the same as steel, has hardness 10, and had 30 hit points per inch of thickness.

Market Price Modifier: Armor +2,000 shillings; weapon +1,500 shillings.

Fever Iron: In some volcanic craters, pools of molten metal collect and are never allowed to fully cool. Sometimes these pools of semisolid metal attract raw magical energy and are transformed into what the dwarves call fever iron. Perhaps because of its proximity to Menaevia and Yle, such deposit seem to be most often found in Aidaföd. Fever iron can be made fully solid through a magical process that includes application of intense cold, after which it can be worked like normal iron.

Armor made from fever iron grants fire resistance 2. Weapons forged of fever iron inflict +1 point of fire damage each time they hit (this is cumulative with other abilities, such as flaming or flaming burst). Items not primarily made of metal are not meaningfully affected. (A suit of chainmail or a longsword is affected, while a club or suit of studded leather is not). Fever iron can never be used in a magic item that uses cold effects, such as a frost or icy burst weapon. Fever iron weighs the same as steel, has hardness 12, and 30 hit points per inch of thickness.

Market Price Modifier: Armor +2,000 shillings; weapon +1,500 shillings.

Fíocopar: Copper is known to spellcasters as a magical purifier, aiding in magic that negates sickness and poison, as well as being an excellent conductor for electrical effects. While its brilliant color makes it popular for ornamental items, its relative softness makes it unsuitable for armor or weapons unless magic is used to extract the metaphysically pure form of copper, the true essence of copper in material form also known as fíocopar or truecopper.

Armor made from fíocopar grants electricity resistance 2. Weapons forged from fíocopar inflict +1 point of electricity damage each time they hit (this is cumulative with other abilities, such as shocking or shocking burst). Items not primarily made from metal are not meaningfully affected. (A suit of chainmail is affected, while a suit of studded leather is not). Fíocopar is favored by alvari for making weapons with the shocking or shocking burst properties.

Market Price Modifier: Armor +2,000 shillings; weapons +1,500 shillings.

Géaradh: Géaradh is a rare natural metal usually found as streaks of blue-green ore amid vitreous glass. When refined and forged, the metal is silver-blue with a green reflective shine. The metal is famous for holding a sharp edge even when abused, and is the favored material for making keen weapons.

Armor made from géaradh grants sonic resistance 2. Items not primarily made of metal are not meaningfully affected. (A suit of chainmail is affected, while a suit of studded leather is not). Géaradh weighs the same as steel, has hardness 12, and 30 hit points per inch of thickness.

Market Price Modifier: Armor +2,000 shillings.

Type of Gold ItemMarket Price Modifier
Armor
+5,000 shillings
Weapon, damage up to 1d3
+1,500 shillings
Weapon, damage 1d4 or 1d6
+2,500 shillings
Weapon, damage 1d8 or higher
+7,000 shillings
Gold: While most use gold as currency, spellcasters know of gold's magical properties. When magically refined and treated, gold can be made hard as steel. The following information refers to magically treated gold.

Armor made from treated gold grants acid and fire resistance 2. Gold armors are one category heavier than normal for purposes of movement and other limitations (for example, whether a barbarian can use her fast movement ability while wearing the armor). Light armors are treated as medium, and medium and heavy armors are treated as heavy. Spell failure chances for armor and shields made of gold are increased by 10%, Maximum Dexterity bonus is decreased by 2 (which may bring it below 0), and armor check penalties are increased by 3.

Gold weapons are considered heavy weapons (see the post on Heavy Weapons). Items not primarily made from metal are not meaningfully affected. (A suit of chainmail or a longsword is affected, while a club or suit of studded leather is not). Magically treated gold weighs twice as much as steel, has hardness 10, and 30 hit points per inch of thickness.

Gyad'r hywr Wood: Found deep in the great Llwyd Uchel Forest, the Gyad'r hywr trees are named for the eerie appearance of their tightly growing groves. Smooth, with small branches at the top of their up to 60-foot trunks, Gyad'r hywr trees have black bark and smoky gray wood that is as touch as iron.

Any steel or mostly steel weapon (such as a sword or a mace) made from gyad'r hywr wood is considered a masterwork item and weighs only half as much as a normal steel item of that type. Weapons not normally made of steel or only partially of steel (such as a club or battleaxe) either cannot be made from gyad'r hwyr wood or do not gain any special benefit or penalty from being made of gyad'r hwyr wood. If a weapon made from gyad'r hywr wood weighs less than a short sword (for a Medium creature) or a dagger (for a Small creature), that weapon can be treated as a light weapon.

Gyad'r hywr wood doesn't work well as armor; it cannot be shaped into rings like steel, and overlapping plates to not flex well. (Even the wood shape spell cannot create the level of detail needed). However, gyad'r hwyr wood breastplates are possible with the following statistics: Armor bonus +5, maximum Dexterity bonus +4, armor check penalty -2, and arcane spell failure 20%. A gyad'r hwr breastplate is considered light armor for the purposes of movement and other limitations. Gyad'r hwyr wood weighs half as much as steel, has hardness 10, and 30 hit points per inch of thickness.

Market Price Modifier: Weapon +1,500 shillings; breastplate +3,000 shillings.

Istål: This bone-white metal, sometimes known as icesteel, can take a high polish and is often mistaken for ivory when seen in finished items, but has a distinctive greenish sheen in candlelight. Istål ore is found in the clay dug from riverbanks in the Dekkulde Islands, and when refined it is soft and easily carved. A second heating makes it hard and durable. This property makes the metal ideal for decorative work and figurines.

Armor made from istål grants fire resistance 2. Weapons forged from the metal inflict +1 point of frost damage each time they hit (this is cumulative with other abilities, such as frost or icy burst). Items not primarily made from metal are not meaningfully affected. (A suit of chainmail or a longsword is affected, while a club or suit of studded leather is not). Istål can never be used in a magic item that uses fire effects, such as a flaming or flaming burst weapon. Istål weighs the same as steel, has hardness 10, and 30 hit points per inch of thickness.

Market Price Modifier: Armor +2,000 shillings; weapon +1,500 shillings.

Liekkiteräs: This rare pale silvery gray metal is found only in scattered, but very rich deposits under mountains deep within the Kansattu Empire as a softy, greenish-gray claylike ore or a flaky mud. One misstep in its refining and it remains useless mud.

Armor made from liekkiteräs grants cold resistance 2. Weapons forged of leikkiteräs inflict +1 point of electricity damage and +1 point of fire damage each time they hit (this is cumulative with other abilities). Items not primarily made of metal are not meaningfully affected. (A suit of chainmail or a longsword is affected, while a club or suit of studded leather is not). Leikkiteräs can never be used in a magic item that uses cold effects, such as frost or icy burst weapons. Leikkiteräs weighs the same as steel, has hardness 10, and 30 hit points per inch of thickness.

Market Price Modifier: Armor +2,000 shillings; weapon +1,500 shillings.

Type of Living Metal ItemMarket Price Modifier
Light armor
+700 shillings
Medium armor
+2,000 shillings
Heavy armor
+4,500 shillings
Other items
+100 shillings per pound
Living Metal: Powerful sources of life energy, such as druid circles or sites holy to Eiur, sometimes leach energy into the soil, which changes the properties of any natural deposits of iron buried nearby. This living metal usually has a light gray-green color and has properties of natural repair and reshaping. It is favored in the construction of rings of regeneration.

Over time, armor made of living metal naturally shapes itself to fit its wearer. After ten days of regular wearing, increase the maximum Dexterity bonus by 1,reduce the armor check penalty by 1, and reduce the arcane spell failure chance by 5% for living metal armor. Armor not primarily made of metal is not meaningfully affected. (A suit of chainmail is affected, while a suit of studded leather is not).

In addition, an item made of living metal naturally repairs damage to itself, healing 1 hit point per minute. It cannot repair itself if brought to 0 hit points or destroyed (such as through disintegration). Living metal weighs the same as steel, has hardness 12, and 30 hit points per inch of thickness.

Type of Mithral ItemMarket Price Modifier
Light armor
+1,000 shillings
Medium armor
+4,000 shillings
Heavy armor
+9,000 shillings
Shield
+1,000 shillings
Other items
+500 shillings per pound
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. If a weapon made from mithril weighs less than a short sword (for a Medium creature) or a dagger (for a Small creature), that weapon can be treated as a light weapon. 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). Any damage resistance that can be overcome by a silver weapon can also be overcome by a mithral weapon.

Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below. Mithral weighs half as much as steel, has hardness 15, and 30 hit points per inch of thickness.

Type of Platinum ItemMarket Price Modifier
Armor
+5,000 shillings
Weapon, damage up to 1d3
+1,500 shillings
Weapon, damage 1d4 or 1d6
+2,500 shillings
Weapon, damage 1d8 or higher
+7,000 shillings
Platinum: This silvery-white metal superficially resembles aluminum but is extremely heavy. Because it is so malleable, it must be magically altered to the rigidity of steel so it can maintain its shape even when used in combat. This process also catalyzes its magical properties. The following information refers to magically treated platinum.

Armor made from treated platinum grants cold and sonic resistance 2. Platinum armors are one category heavier than normal for purposes of movement and other limitations (for example, whether a barbarian can use her fast movement ability while wearing the armor). Light armors are treated as medium, and medium and heavy armors are treated as heavy. Spell failure chances for armor and shields made of platinum are increased by 10%, Maximum Dexterity bonus is decreased by 2 (which may bring it below 0), and armor check penalties are increased by 3.

Platinum weapons are considered heavy weapons (see the post on Heavy Weapons). Items not primarily made from metal are not meaningfully affected. (A suit of chainmail or a longsword is affected, while a club or suit of studded leather is not). Magically treated platinum weighs twice as much as steel, has hardness 10, and 30 hit points per inch of thickness.

Silver: Long valued for its purity and beauty, silver is also used to make weapons and armor. Irt is commonly used to in items involving magic dedicated to Vali or Füllar, as well as bane weapons dedicated to battling shapechangers. With the proper magical treatments, silver gains the rigidity of steel. The following information refers to magically treated silver.

Armor made from silver grants electricity resistance 2. Weapons forged of treated silver can damage creatures whose damage reduction type is silver, and they deal +1 damage to such creatures. Items whose striking point or surface is not primarily metal are not meaningfully affected. (A longsword or a spear is affected, while a club is not). Magically treated silver weights as much as steel, has hardness 10, and 30 hit points per inch of thickness.

Market Price Modifier: Armor +2,000 shillings; weapon +1,000 shillings.

Wyrm Leather: The powerful mire wyrms bred by many swamp dwelling races produce an incredibly fine and supple greenish leather, which they fashion into clothing, armor, and other items. leather-based armor crafted from wyrm leather is identical to normal leather versions of that armor save that its Maximum Dexterity Bonus is 1 point better than normal. The cost of a mire wyrm leather item is triple that of an item made with normal leather.

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