Talk:Special materials

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  • Look up Glassteel (Champions of Valor)
  • Darkwood/darkleaf armor enchanted with ironwood should have the same stats as mithral.

Special Materials (3.5)

Special Materials at Faerun 66

In addition to magic items enchanted with spells, some substances have innate special properties bestowed on the items forged from them, with the particular benefit that these properties are not magical in nature (and thus do not go away in an antimagic field, for example). The various planes of existence are exotic, otherworldly landscapes where even the fundamental elements of the universe may be drastically different than on the Material Plane. Extraplaner weaponsmiths use certain materials from these planes, particularly the Outer Planes, to make weapons with special qualities, and these weapons sometimes find their way to the Material Plane. While only a few such materials are presented here, other special materials may exist. These materials have various hardness and durability as well.

Armor fashioned from these materials are treated as masterwork items (except for bronze) with regard to creation times, but the masterwork quality does not affect the armor check penalty of armor.

Light armor Cost Armor Bonus Max Dex Check Penalty Arcane Failure 30′/20′ Weight
Adamantine +2,000 gp +1
Blended Quartz +2,000 gp −20% ×2
Bronzewood +1,000 gp −10%
Darkleaf +750 gp +1 +2 −5%
Darkwood +150 +10 gp/lb. +2 ×½
Elukian clay +1,000 gp −1
Entropium +750 gp +2 +2/−2 −10% 20′/15′ +2 lb.
Leafweave +750 gp +1 +2 −5%
Mithral +1,000 gp +2 +3 −10% ×½
Urdrukar +500 gp/lb. −1 −2 ×2
Ysgardian heartwire +1,500 gp
Medium armor Cost Armor Bonus Max Dex Check Penalty Arcane Failure 30′/20′ Weight
Adamantine +5,000 gp +2
Astral driftmetal +1,000 gp +5 lb.
Blended Quartz +5,000 gp −20% ×2
Bronze −1 +1
Bronzewood +4,000 gp −10%
Darkleaf +2,250 gp +1 +2 −5% 30′/20′
Darkwood +150 +10 gp/lb. +2 ×½
Elukian clay +2,000 gp −1
Entropium +2,000 gp +2 +2/−2 −10% Heavy +5 lb.
Mithral +4,000 gp +2 +3 −10% 30′/20′ ×½
Urdrukar +500 gp/lb. ×2 +10%
Ysgardian heartwire +1,500 gp
Heavy armor Cost Armor Bonus Max Dex Check Penalty Arcane Failure 30′/20′ Weight
Adamantine +10,000 gp +3
Astral driftmetal +1,000 gp +5 lb.
Blended Quartz +10,000 gp −20% ×2
Bronzewood +9,000 gp −10%
Chitin +10,000 gp ×½
Darkleaf +3,000 gp +1 +2 −5% 20′/15′
Darkwood +150 +10 gp/lb. +2 ×½
Elukian clay +4,000 gp −1
Entropium +8,000 gp +2 +2/−2 −10% +10 lb.
Mithral +9,000 gp +2 +3 −10% 20′/15′ ×½
Urdrukar +500 gp/lb. ×2
Ysgardian heartwire +1,500 gp
Shields Cost Armor Bonus Max Dex Check Penalty Arcane Failure 30′/20′ Weight
Adamantine +2,000 gp +1
Astral driftmetal +1,000 gp +5 lb.
Blended Quartz +2,000 gp/lb. −20% ×2
Bronze
Bronzewood +250 gp/lb. −10%
Chitin +2,000 gp ×½
Darkwood +150 +10 gp/lb. +2 ×½
Elukian clay +200 gp/lb. −1
Entropium +750 gp +2/−2 −10% +2 lb.
Mithral +1,000 gp +3 −10% ×½
Urdrukar +250 gp/lb. ×2
    Wood shield hp Metal shield hp
Material Hardness
(hp/inch)
Small
(1″)
Large
(1½″)
Tower
(2″)
Buckler
(¹⁄₆″)
Small
(¹⁄₃″)
Large
(²⁄₃″)
Chitin 5 (10) 10 15 20 - - -
Darkwood 5 (10) 10 15 20 - - -
Blended quartz 8 (15) - - - - 5 10
Bronze 9 (20) - - - - 7 14
Bronzewood 10 (20) - - - - 7 14
Elukian clay 10 (30) - - - 5 10 20
Steel 10 (30) - - - 5 10 20
Astral driftmetal 12 (30) - - - 5 10 20
Mithral 15 (30) - - - 5 10 20
Urdrukar 15 (30) - - - 5 10 20
Entropium 15 (40) - - - 6 13 27
Adamantine 20 (40) - - - 6 13 27

Adamantine

A well guarded secret of dwarven craftsmanship, items made out of adamantine are almost exclusively made by dwarven smiths. Found only in meteorites and the rarest of veins in magical areas, this ultra-hard metal adds to the quality of a weapon or suit of armor based on how much of the material is used.

Possible Armor Types: Note that items not primarily of metal are not meaningfully affected.

Statistics: Armor fashioned from adamantine has a natural enhancement bonus to AC. These bonuses do not stack with any other enhancement bonuses.

Hardness: Adamantine has a hardness of 20 and 40 hit points per inch of thickness.

Enhancement Item Bonus Market Price
Light armor +1 +2,000 gp
Medium armor +2 +5,000 gp
Heavy armor +3 +10,000 gp
Shield +1 +2,000 gp

Astral Driftmetal

This extraordinarily rare mineral is mined only on islands of matter floating on the Astral Plane. It is very similar to iron but has a single extraordinary feature: It is resistant to incorporeal attack.

Possible Armor Types: It is not malleable enough to be worked into chainmail or scale mail; only a breastplate, shield, or any form of heavy armor can be made from Astral driftmetal. Note that items not primarily of metal are not meaningfully affected.

Statistics: A suit of driftmetal armor weighs 5 pounds more than the same armor made of steel, but the other statistics of the armor are unchanged. It has a 25% chance of being effective against an incorporeal attack, as if it were made of force.

Hardness: Astral driftmetal has a hardness of 12 and 30 hit points per inch of thickness.

Enhancement Item Market Price
Armor or shield +1,000 gp

Blended Quartz

This rare, naturally occurring blend of iron and quartz is cumbersome and difficult to work. Blended quartz is, however, a surprisingly good conduit of magical energy.

Possible Armor Types: Note that items not primarily of metal are not meaningfully affected.

Statistics: Armor and shields made from blended quartz weigh twice as much as normal and incur the normal armor check penalty. The DC of relevant Craft checks involving blended quartz increases by 5. Spell failure chances for blended quartz armor and shields are reduced by 20%. Weapons made from blended quartz weigh twice as much as normal, but gain no additional benefits.

Hardness: Blended quartz has a hardness of 8 and 15 hit points per inch of thickness.

Enhancement Item Market Price
Light armor +2,000 gp
Medium armor +5,000 gp
Heavy armor +10,000 gp
Shield +2,000 gp

Bronze

Found most often in the Bronze Age, armor of bronze is softer than steel armor. While the relative softness of bronze diminishes its usefulness in weapons, it allows elaborate sculpting of bronze breastplates, which makes the armor a favorite of some military commanders. It is also popular parade dress.

Possible Armor Types: Breastplate and shields. Note that items not primarily of metal are not meaningfully affected.

Statistics: Bronze shields have the same protective value as steel shields, and their cost and weight are the same. A bronze breastplate’s armor bonus is one worse than a steel breastplate, but its maximum Dexterity bonus is 1 better.

Hardness: Bronze has a hardness of 9 and 20 hit points per inch of thickness.

Bronzewood

This exceptionally hard wood is useful for making both armor and weapons. Unlike most woods, bronzewood can be used instead of metal to fashion heavy armor and weapons. Although dense and weighty compared to other woods, it is still lighter than most metal. Armor made of bronzewood is also less obtrusive than similar armor made of metal.

Possible Armor Types: The following armors can be made from bronzewood: breastplate, banded mail, splint mail, half-plate, and full-plate. Although bronzewood can replace metal in most weapons, chain weapons such as the spiked chain cannot be made from it.

Statistics: Items weigh 10% less when made from bronzewood rather than metal. The armor check penalty for bronzewood armor and shieldsdoes not affect Hide checks made in woodland environments.

Hardness: Bronzewood has a hardness of 10 and 20 hit points per inch of thickness.

Enhancement Item Market Price
Light armor +1,000 gp
Medium armor +4,000 gp
Heavy armor +9,000 gp
Other items +500 gp/lb.

Chitin

Difficult to work and dangerous to obtain, the exoskeletons of massive insects are still used to construct weapons and armor, especially in areas where metal is scarce. Giant insects and similar creatures are the only source of chitin plates big enough for crafting armor. To provide workable chitin, the creature must have a +5 natural armor bonus or better. Much as they can work choice bits of dragonhide into armor, armorsmiths can make one suit of banded mail for a creature up to two sizes smaller than the source creature, one suit of half-plate for a creature three sizes smaller, or one breastplate or suit of full-plate for a creature four sizes smaller. In each case there is enough material left over to create a large or small shield, one Large or Medium weapon, two Small weapons, or 50 arrows or bolt heads, provided that the source creature is Large or bigger.

Possible Armor Types: The following armors can be made from chitin: breastplate, banded mail, half-plate, full-plate, and large or small shield. Although chitin can replace metal in most weapons, chain weapons such as the spiked chain cannot be made from it.

Statistics: Weapons and armor made of chitin weigh half as much as similar metal items.

Hardness: Chitin has a hardness of 5 and 10 hit points per inch of thickness.

Enhancement Item Market Price
Armor +10,000 gp
Shield +2,000 gp

Darkleaf

Similiar to leafweave armor, darkleaf armor is made of carefully cured and beautifully carved pieces of darkwood, supplemented by alchemically treated leaves. Creating darkleaf armor requires a successful Alchemy check (DC 25) in addition to the normal Craft (armorsmithing) checks required to make armor.

Possible Armor Types: Only armors generally made of metal can be constructed from darkleaf.

Statistics: Making armor out of darkleaf reduces its spell failure chance by 5% because the armor is so flexible. The maximum Dexterity bonus of darkleaf armor is increased by +1, and armor check penalties are reduced by 2. Most darkleaf armors are one category lighter than normal for purposes of movement and other limitations (for example, whether a barbarian can use his fast movement ability). If made of darkleaf, heavy armor is treated as medium, medium armor is treated as light, but light armor is still treated as light.

Hardness: Darkleaf has a hardness of 5 and 8 hit points per inch of thickness.

Enhancement Item Market Price
Light armor +750 gp
Medium armor +2,250 gp
Heavy armor +3,000 gp

Darkwood

A well guarded secret of druidish craftsmanship, items made out of darkwood are almost exclusively made by druid shapers. This rare magic wood is as hard as normal wood but very light.

Possible Armor Types: Items not normally made of wood or only partially of wood either cannot be made from darkwood or do not gain any special benefit from being made of darkwood.

Statistics: Any wooden or mostly wooden item made from darkwood weighs only half as much as a normal wooden item of that type. Armor check penalties for darkwood shields are reduced by 2.

Hardness: Darkwood has a hardness of 5 and 10 hit points per inch of thickness.

To determine the price of darkwood items, use the original weight but add +10 gp per pound to the price of a masterwork version of that item.

Enhancement Item Market Price
Armor or shield +150 gp +10 gp/ lb. of original object

Elukian Clay

Although barely malleable in its natural state, this rough, gray stone can be shaped into weapons and armor in a process similar to sculpting. Also known as sea-stone, elukian clay is formed in part by seepage from the Elemental Plane of Water. It has a strong affinity to water, so those traveling in or over large bodies of water value it greatly. Shaping elukian clay into armor requires the Craft (sculpture) skill.

Possible Armor Types: Although it can be shaped into a point, elukian clay does not hold an edge very well. Only piercing and bludgeoning weapons can be made from elukian clay.

Statistics: Armor and shields made from elukian clay have their armor check penalty increased by 1. Items made from from elukian clay do not count against the wearer’s total when calculating armor check penalties on Swim checks.

Hardness: Once formed, an item made from elukian clay takes three days to harden. Items used before the hardening is complete are easily ruined; such items have 0 hardness and pnly one-tenth their normal hit points. Once dried, elukian clay items have a hardness of 10 and 30 hit points per inch of thickness.

Enhancement Item Market Price
Light armor +1,000 gp
Medium armor +2,000 gp
Heavy armor +4,000 gp
Other items +200 gp/lb.

Entropium

Githzerai armorsmiths in the ever-changing Chaos of Limbo have found a way to alloy ordinary iron with some of the shifting chaos-stuff of their native plane. The resulting metal, called entropium, is heavier than iron but can be used to make effective armor. A suit of entropium armor actually shifts as its wearer moves, allowing incredible flexibility at the cost of increased weight.

Possible Armor Types: Naturally, entropium improves only armors made primarily of metal, including chain shirts, all medium armor except hide, all heavy armors, and steel shields.

Statistics: Light entropium is considered medium and weighs 2 pounds more than normal, medium armor is heavy and weighs 5 pounds more than normal, and heavy armor is simply more so, weighing 10 pounds more than normal. Shields also weigh 2 pounds more than their steel counterparts. The armor check penalty of the armor increases by 2 for Strength-related skills (Climb and Jump) and decreases by 2 for Dexterity-related skills (Balance, Escape Artist, Hide, Move Silently, Pick Pockets, and Tumble). The arcane spell failure chance decreases by 10% (to a minimum of 5%), and the maximum Dexterity bonus inceases by +2.

Hardness: Entropium has a hardness of 15 and 40 hit points per inch of thickness.

Enhancement Item Market Price
Light armor +750 gp
Medium armor +2,000 gp
Heavy armor +8,000 gp
Shield +750 gp

Leafweave

Elven artisans weave suits of armor from forest leaves, which are then treated by a special alchemical process that makes them as tough and flexible as leather, with considerably less weight and encumbrance. Such suits are made in both "springtime" and "autumn" styles: Springtime leafweave armor is vivid green, while the autumn style is made up of red, orange, and yellow leaves. Creating leafweave armor requires a successful Alchemy check (DC 25) in addition to the normal Craft (armorsmithing) checks required to make armor.

Possible Armor Types: Only light armor that is not generally constructed of metal can be duplicated with leafweave.

Statistics: The spell failure chance for leafweave armor is reduced by 5% due to its increased flexibility, the maximum Dexterity bonus is increased by +1, and armor check penalties are reduced by 2.

Hardness: Leafweave has a hardness of 0 and 5 hit points per inch of thickness.

Enhancement Item Market Price
Light armor +750 gp

Mithral

A well guarded secret of elven craftsmanship, items made out of mithral are almost exclusively made by elven artisans. 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.

Possible Armor Types: Note that items not primarily of metal are not meaningfully affected.

Statistics: 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 decreased by 3.

Hardness: Mithral has a hardness of 15 and 30 hit points per inch of thickness.

Enhancement Item Market Price
Light armor +1,000 gp
Medium armor +4,000 gp
Heavy armor +9,000 gp
Shield +1,000 gp

Urdrukar

Urdrukar, often referred to as "mind steel" is a dark metal found only in the deepest recesses of the Underdark. Naturally resistant to divination magic, items made from urdrukar are greatly prized by those who do not wish to be found. Urdrukar conducts magic poorly.

Possible Armor Types: Urdrukar improves only armors made primarily of metal.

Statistics: Light armor made from urdrukar have their maximum Dexterity bonus decreased by one and armor check penalty increased by two. Armor and shields made from urdrukar have double the normal arcane spell failure chance. Each pound of urdrukar that a character wears or carries increases the DC for all attempts to to scry on that character by +2.

Hardness: Urdrukar has a hardness of 15 and 30 hit points per inch of thickness.

Enhancement Item Market Price
All items +500 gp/lb.

Ysgardian Heartwire

This incredibly fine, flexible metal is found only in the deep mines of Nidavellir in the Heroic Domains of Ysgard.

Possible Armor Types: It is not suitable for making an entire suit of armor, but small sections of heartwire mail can be incorporated into chain shirts, chainmail, or heavy armor to reinforce vital areas.

Statistics: The reinforcement has the effect of increasing the wearer’s AC by +2 solely for purposes of the roll to confirm a critical hit. The heartwire is so fine and light that it does not increase the armor’s weight.

Enhancement Item Market Price
Armor +1,500 gp

Other notes

	Hᴅ	ʜᴘ/in	Bᴅᴄ	Cᴅᴄ	gp/sp.		
Material	!! {{abbr|Hᴅ|Hardness (d20) ∼ ½ Mohs}}	!! {{abbr|ʜᴘ/in|Hit Points per inch}}	!! {{abbr|Bᴅᴄ|Break DC}}	!! {{abbr|Cᴅᴄ|Climb DC}}	!! {{abbr|gp/sp.|Stronghold cost (gp per space)}}	Source	
Adamantine	20	40	{{abbr|50+4/in.|Was “34+2/in.” in 𝘚𝘉𝘎}}	25	30,000	SBG|35}}	
Bone	3	5	11+1/in.	10	6,000	SBG|35}}	
Deep coral	8	15	20+2/in.	15	2,000	SBG|35}}	
Earth, packed	2	{{frac|5|6}}	10+¼/in.	15	250	SBG|35}}	
Glass	10	1	15+1/in.	25	3,000	SBG|35}}	
Ice	0	3	15+1/in.	30	10,000	SBG|35}}	
Iron (steel)	10	30	25+2/in.	25	6,000	SBG|35}}	
Living wood	5	10	14+1/in.	21	2,000	SBG|35}}	
Masonry	8	{{frac|7|1|2}}	{{abbr|10+2/in.|Was “23+1/in.” in 𝘚𝘉𝘎}}	15	2,500	SBG|35}}	
Masonry, superior	8	{{frac|7|1|2}}	{{abbr|10+2/in.|Was “23+1/in.” in 𝘚𝘉𝘎}}	20	3,000	SBG|35}}	
Masonry, reinforced	8	15	{{abbr|15+2/in.|Was “33+1/in.” in 𝘚𝘉𝘎}}	15	4,500	SBG|35}}	
Masonry, masterwork	8	15	{{abbr|15+2/in.|Was “33+1/in.” in 𝘚𝘉𝘎}}	20	5,000	SBG|35}}	
Mithral	15	30	{{abbr|30+3/in.|Was “29+2/in.” in 𝘚𝘉𝘎}}	25	20,000	SBG|35}}	
{{abbr|Obdurium|Stronghold Builder's Guide & Expedition to the Ruins of Castle Greyhawk}}	30	60	{{abbr|75+6/in.|Was “48+4/in.” in 𝘚𝘉𝘎}}	25	60,000	SBG|35}}	
Stone, hewn	8	15	20+2/in.	22	6,000	SBG|35}}	
Stone, unworked	8	15	20+2/in.	20	1,000	SBG|35}}	
Wood	5	10	{{abbr|3+10/in.|“14+1/in.” from 𝘚𝘉𝘎 doesn’t match 13/18/23 for 1″/1½″/2″ doors}}	21	1,000	SBG|35}}	
Ectoplasm	5	10	15+2/in.			SRD	
Force (''wall of'' spell)	—	—	—	—	40,000	SBG|35}}	
Darkwood	5	10			+20 gp/lb. (new)		weight = ½ normal wood
Dragonhide	10	10			Mwork ×2		isn’t made of metal
Iron, cold	10	30			Mwork ×2		overcomes DR/cold iron
Silver, alchemical	8	10					overcomes DR/silver
Mithral					+1000 gp/lb. (new)		


Bone	 – 2 atk/dmg	6	10	1			A&EG|12}}
Stone	 – 2 atk/dmg	8	15	1			A&EG|12}}
Bronze	 –1 atk/dmg	9	20	1			A&EG|12}}
Baatorian Green Steel	+1 dmg	12	30	1			A&EG|14}}
Gehennan Morghuth-Iron	 –1 atk/dmg	9	20	1			A&EG|14}}
Solanian Truesteel	+1 crit.	11	25	1			A&EG|14}}
Astral Driftmetal		12	30	1			A&EG|18}}
Blended Quartz	weight = 2× steel	8	15	1			A&EG|18}}
Bronzewood	weight = 90% steel	10	20	1			A&EG|19}}
Chitin	weight = ½ steel	5	10	1			A&EG|19}}
Darkleaf, Elven	weight = ½ steel (darkwood)	–	–	1			A&EG|20}}
Elukian Clay	does not impead swimming	10	30	1			A&EG|20}}
Entropium	ACP: +2 str,  – 2 Dex	15	40	1			A&EG|20}}
Leafweave, Elven	weight = ½ leather	–	–	1			A&EG|20}}
Urdrukar	resist scrying	15	30	1			A&EG|20}}
Ysgardian Heartwire	resist crits	–	–	1			A&EG|20}}
							
Ectoplasm	Wall (ᴅᴄ19)	5	20	2			MIC|11}}
crystal	cognizance (ᴀᴄ7, ᴅᴄ16)	8	10	?			MIC|154}}
earthen	arm (ᴀᴄ15)	4	3	?			SC|76}}
Darkwood	 —	5	10	1			DMG|283}}
Dragonhide	 —	10	10	1			DMG|284}}
Cold iron	weight = steel	10	30	1			DMG|284}}
Silver, alchemical	weight = steel ( –1 dmg.) 	8	10	1			DMG|285}}
Ironwood	weight = steel	10	30	1			PHB|}}
gemstone	glowstone	60	60	?			MoF|169}}
Leather	(e.g.)	2	0	?			MoF|172}}
Wood, thin	(e.g.)	3	1	?			MoF|172}}
Metal, soft	(e.g. gold & silver)	5	4	?			MoF|172}}
Metal, hard	(e.g. bronze)	7	5	?			MoF|172}}
Dragonhide	(e.g.)	4	2	?			MoF|172}}
Slipcase	(e.g.)	1	1	?			MoF|172}}
Parchment	(e.g.)	0	1	?			MoF|172}}
Paper, linen	(e.g.)	0	2	?			MoF|172}}
Vellum	(e.g.)	0	3	?			MoF|172}}
Bone/ivory	(e.g.)	0	4	?			MoF|172}}
Metal foil	(e.g.)	1	8	?			MoF|172}}
Arandur	weight = steel	12	30	1			MoF|178}}
Copper, alchemical	weight = steel	10	30	1			MoF|178}}
Darksteel	weight = steel	10	30	1			MoF|178}}
Dlarun	weight = steel	10	30	1			MoF|178}}
Duskwood	weight = ½ steel	10	30	1			MoF|178}}
Fever iron	weight = steel	12	30	1			MoF|179}}
Gold, alchemical	weight = 2× steel	10	30	1			MoF|179}}
Hizagkuur	weight = steel	10	30	1			MoF|179}}
Living metal	weight = steel	12	30	1			MoF|180}}
Mithral	weight = ½ steel, counts as silver	15	30	1			MoF|180}}
Platinum, alchemical	weight = 2× steel	10	30	1			MoF|180}}
Silver, alchemical	weight = steel	10	30	1			MoF|180}}
Zalantar (darkwood)	weight = darkwood	5	10	1			MoF|180}}
Shadowtop	weight = wood	5	10	1			MoF|181}}
Weirwood	weight = wood	5	10	1			MoF|181}}
Gemstone	mantle stone	5	10	1			PGF|123}}
							
 https://www.d20pfsrd.com/equipment/special-materials/