Indigenous Material; Non-conventional materials; Recyclable Material & other alternative building materials
ABYSSAL BLOODIRON - PLANAR HANDBOOK (3.5) Weapon: 10,000 gp (Masterwork) In the Abyss, cataclysmic battles have raged for eons, laying down a sediment of iron, blood, and spent magic. Abyssal bloodiron is mined from thin deposits of mixed blood and ferrous mineral, compacted over the years, then forged at a low temperature to preserve its innate powers. Weapons forged of the metal usually appear dark except for their cutting edges, which are as red as freshly spilled blood. A weapon forged of Abyssal bloodiron is treated as a cold iron weapon, except that its wielder gains a +4 bonus when rolling to confirm a critical hit. Abyssal bloodiron has the same weight as iron or steel. A weapon made of Abyssal bloodiron costs an additional 10,000 gp, and any magical enhancements cost an additional 2,000 gp, just as with cold iron. (The price includes 300 gp for the masterwork component). Abyssal bloodiron has hardness 10 and 30 hit points per inch of thickness. Editor: Well, if you play around with criticals and your DM has confirming criticals, this is a very useful material. It won’t get you the critical in the first place, but it’ll make sure the critical goes through. That said, it’s expensive. Enchanting stuff costs another 2,000 gp. In short, only for specific builds is this useful. Otherwise, let the demons mess with it.
ADAMANTINE - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) - MAGIC OF FAERÛN (3.0) Ammunition: +60 gp Light Armor: +5,000 gp Medium Armor: +10,000 gp Heavy Armor: +15,000 gp Weapon: +3,000 gp 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. 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; for instance, an adamantine greatsword has 13 hit points instead of the normal 10 for steel. Adamantine has 40 hit points per inch of thickness and hardness 20. Editor: What’s not to love about adamantine? It over comes hardness letting you saw your way through anything. As armor it gives you universal damage reduction. True, 1-3 HPs off every blow isn’t much, but over time it adds up. 5,000 gp a 1/- is a great deal. Alas, it has to be metal weapons and armor, but still it is so worth it for anyone who uses armor or weapons.
ALCHEMICAL SILVER - DUNGEON MASTER’S GUIDE (3.5) - MAGIC OF FAERÛN (3.0) Ammunition: 2 gp Light Weapon: 20 gp One Handed or one head of a double weapon: 90 Two Handed or two heads of a double weapon: 180 gp Armor: +1,000 gp 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 non-metal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral. Alchemical silver has 10 hit points per inch of thickness and hardness 8. Editor: A cheap way to overcome some damage reduction. The question is how much damage reduction do you have to deal with? There are other sources that allow you to over come DR/silver. Alchemy capsules for instance. You can have your Adamantine and over come silver as well. Depending on your DM, availability might suck, so you might be stuck with this. Editor (Armor): Long valued for its purity and beauty, silver is also used to make armor. It is commonly used in items involving light and moon magic, 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. 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). Editor: Between 3.0 and 3.5, silver changed. While the weapon properties of silver were redefined, the armor properties were not. So I have included the armor properties of treated silver. Frankly, there are better choices anyways.
ARANDUR - MAGIC OF FAERÛN (3.0) Armor: +2,000 gp Arandur is a rare natural metal found in igneous rock, usually as streaks of blue-green ore amid vitreous glass. When refined and forged, the metal is silver-blue with a green reflective shine. It is famous for holding a sharp edge even when abused and is the favored material for making keen weapons. Armor made from arandur grants sonic resistance 2. Items not primarily of metal are not meaningfully affected. (A suit of chainmail is affected, while a suit of studded leather is not). Arandur weighs the same as steel, has hardness 12, and has 30 hit points per inch of thickness. Editor: How much to get sonic resistance 2? Okay, it works in an antimagic field, but how often will you be damaged by sonic in an antimagic field? Seriously, this sucks. Great concept, lousy execution.
ASTRAL DRIFTMETAL - ARMS AND EQUIPMENT GUIDE (3.0) - PLANAR HANDBOOK (3.5) Breastplate, Metal Shield, Heavy Metal Armor: +12,000 gp This extraordinarily rare mineral is mined only on Tu’narath and other islands of matter floating in the Astral Plane. It is very similar to iron but has a single remarkable feature. Armor crafted from astral drift metal is fully effective against incorporeal attacks, as if it were made of force. The armor’s full armor bonus to Armor Class (including any enhancement bonus) applies to the wearer’s touch Armor Class against incorporeal attacks. Astral driftmetal 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 it. A suit of driftmetal armor weighs the same as a suit of armor made of steel. Other statistics of the armor (maximum Dexterity bonus, armor check penalty, and arcane spell failure chance) are unchanged. Astral driftmetal has hardness 12 and 30 hit points per inch of thickness. Editor: Wait a sec, 12,000 gp for a flat cost that is basically ghost touch? Seriously? I could get damage reduction 3/- for 3,000 gp more. And it isn’t masterwork? Seriously, this sucks. Editor (Alternate rules): I have a question, why can’t it be other forms of metal? Why not astral drift silver? Why not astral drift adamantine? This could be worth it, if it came in other forms of metal besides iron.
AURORUM - BOOK OF EXALTED DEEDS (3.5) Weapon, Shield, Armor: +4000 gp This luminous steel gleams with varying hues of pink and indigo. An aurorum weapon, shield, or suit of armor that has been sundered can be reformed by bringing together its fragments (a full-round action). The broken pieces bond quickly and seamlessly, restoring the item to its previous state. Aurorum has the same hit points per inch of thickness and hardness as regular steel.
Editor: Immunity to sunder. Kinda cool. Do you worry about your equipment being sundered? If so, this will put your mind at ease. But here’s a sick idea. Take something you need to sneak into a place. Smash it. Break it up into parts. Put those parts on other things. You and five other guys smuggle the things in. Take the aurorum parts off the smuggled items and BAM, it reassembles in seconds, ready from the git-go. I can think of all sorts of things to do this to. And in it’s fractured state, it shouldn’t detect as magic, since all magic would be dormant. This is something more for the DM to do then a PC, but when the PCs figure it out, they’ll be like, “Damn that’s cool.” Editor (Alternate rules): Aurorum is an excellent metal to alloy metals together with. In the process, the Aurorum loses its ability to reform after being sundered, but, you can combine the properties of two other magical metals together. That isn’t official, but it’s how I play it. You have to pay for both metals and the Aurorum.
BAATORIAN GREEN STEEL - ARMS AND EQUIPMENT GUIDE (3.0) - FIENDISH CODEX 2 (3.5) Weapon, Slashing/Piercing: +1,000 gp Mined in deep shafts on Avernus, Baatorian green steel is light and harder than normal metal. The nearcontinuous fighting or Hell’s first layer makes large-scale mining operations difficult, but because this metal is well-suited for use in weapon crafting, the effort is often worth the price. Any slashing or piercing weapon created with Baatorian green steel deals an extra 1 point of damage. This bonus stacks with enhancement bonuses provided by magic. A weapon crafted from Baatorian green steel costs an additional 1,000 gp. Baatorian green steel has hardness 12 and 30 hit points per inch of thickness. Editor: First, it’s not masterwork, so you have to pay for that as well. Second, a +1 damage that stacks with everything is well worth 1,000 gp. This is up there on my list of best materials to make something out of.
BLENDED QUARTZ - ARMS AND EQUIPMENT GUIDE (3.0) Light Armor: +2,000 gp Medium Armor: +5,000 gp Heavy Armor: +10,000 Shield: +2,000/lb This rare, naturally occurring blend of iron and quartz is cumbersome and difficult to work. 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. But blended quartz is a surprisingly good conduit of magical energy. 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. Blended quartz has a hardness of 8 and 15 hit points per inch of thickness. Editor: First of all, why is the shield by weight but the armor not? A heavy steel shield is 15 lbs and a light wooden is 5 lbs. Do I use wooden or steel values? Why is a heavy shield +30,000 gp and a suit of Mechanus Gear Plate +10,000 gp. Second, it doesn’t cover masterwork, a huge oversight considering the cost to make. Okay, complaints aside, this is what Wizards Want. Add fae crafted and thistledown and your Spell arcane failure becomes -35%. That’s enough to let a wizard wear full plate. And who needs it in a shield anyways? A mithral buckler should be good enough.
BLOOD GLASS -SECRETS OF XEN’DRIK (3.5) Weapon: +500 gp Ammunition: +10 gp Blood glass is a dark volcanic glass, similar in appearance to obsidian but with a hint of crimson. It is formed when magma mixes with deposits of Khyber dragonshards. The Khyber resonance in the resulting fusion is strong enough that minor elementals can be bound into blood glass without the need for an actual dragonshard. Blood glass can be used to create exceptionally sharp blades. Piercing or slashing weapons crafted from blood glass grant the wielder a +1 bonus on damage rolls. However, blood glass only has hardness 5 and 10 hp per inch of thickness, so that weapons made of it are easily broken. Blood glass items
are vulnerable to shatter spells and similar effects, but always receive a saving throw. A group of small items (a quiver of bolts tipped with blood glass, for example) saves as a single item. A blood glass item weighs 10% less than the same item made of metal. Editor (Special Material Special Ability): Blood glass is unique in that it has a weapon special ability that only works with this material. Furthermore, it isn’t even a craft arms and armor WSA, it’s a bind elemental WSA. So, for that reason, we instead have included it with the special material that you have to have to use it. In effect, it’s a special material special ability, not a weapon special ability. Editor (Shifting): This special quality allows the wielder to change the form of his weapon. The shifting ability is the product of a weak fire elemental bound into a blood glass weapon. When activated, the blood glass flows into a new form. The shifting ability can only be applied to weapons made out of blood glass. Commanding the weapon to shift form is a standard action that does not provoke attacks of opportunity. Some shifting weapons require the user to command the elemental in either Drow of ignan, saying the type of new weapon out loud. The wielder can alter the shape of the weapon into any other melee weapon of the same type and size category. (a medium scimitar could be reshaped into any other medium one-handed weapon, for example.) All other magical properties remain the same. Though a quality that is limited to a particular type of weapon or damage might be temporarily lost. For example, if a shifting keen scimitar is changed into a flail, the benefit of the keep special ability is temporarily negated, since only piercing and slashing weapons can be keen weapons. Aura/caster level: It is a moderate conjuration. The caster level is 9th. To construct you must have the following (Bind elemental, lesser planar binding, caster must be sulatar). The price for this WSA is 3,000 gp. Editor: Yes, it is cheaper then morphing WSA, but you have to make the weapon out of Blood Glass, which is not that expensive, but not really that interesting. The +1 to damage does appear to stack with EBs, so that has some redeeming value. In comparison to the other have dozen ways of adding one point of damage, this is untyped, so it is subject to critical multipliers. For the price of 500 gp, it’s a good deal. There are better choices over all.
BLUE ICE - FROSTBURN (3.5) Light Armor: +750 gp Medium Armor: +3,000 gp Heavy Armor: +7,000 gp Shield: +750 gp Slashing Weapon: +500 gp Other: +400/lb Found only in the depths of the most ancient glaciers, veins of blue ice are often sought out by glacier dwarves. It appears as dark blue, opaque ice that sparkles in light as if it were coated with a tiny film of gemstones; this is merely a thin layer of frost that forms over its surface when exposed to air. The material is cold and feels identical to regular ice upon casual observation, but blue ice only melts under intense and direct application of heat, similar to iron. Those who mine this material from the ancient glaciers often do so simply by melting away the surrounding ice; this is a dangerous procedure, though, since it can rapidly destabilize the surrounding ice. As a result, only the most gifted miners attempt to mine blue ice. Blue ice can be forged, shaped, and utilized as if it were iron. Blue ice is much lighter than iron, and when forged into a slashing weapon it keeps its edge much longer and is much sharper than an equally forged iron weapon. Slashing weapons made of blue ice have a +1 enhancement bonus on damage. Bludgeoning or piercing weapons can be made of blue ice, but they gain no bonuses to damage. All weapons made of blue ice weigh half as much as normal. Blue ice isn’t just useful to make slashing weapons, though; it can be used to build anything that is normally built of iron. Many dwarven fortresses in the frostfell make heavy use of blue ice for metal components such as nails, tools, door hinges, utensils, and pretty much anything else they can think of; blue ice goblets and mugs are especially popular for export to warmer climates since they keep their contents chilled. A room lined with sheets of blue ice remains at a constant temperature of about freezing, making for an effective way to create refrigerated chambers for food storage. Items made out of blue ice weigh half as much as normal. Blue ice armor is much lighter than normal armor, although it can be uncomfortable to wear for creatures not immune or resistant to cold. Only armor normally fashioned of metal can be made from blue ice. Most blue ice armors are one category lighter than normal for purposes of movement and other limitations, so that medium armor counts as light armor, and heavy armor counts as
medium armor. Light armor remains light armor. Spell failure chances for arcane spells remains unchanged, with the exception of spells with the cold descriptor, which can be cast while wearing blue ice armor with no chance of spell failure. Maximum Dexterity bonus is increased by 1, and armor check penalties are lessened by 2. If the creature wearing the armor is not resistant or immune to cold, he takes a – 1 penalty on Reflex saving throws and initiative checks from the general numbness caused by the armor. The Cold Endurance feat is enough to prevent this effect. Blue ice has 20 hit points per inch of thickness and hardness 10. Editor: Ironically Blue Ice is almost useless in combat, but ever so useful as a material to keep things cold. It’s a cooler to keep your beer. I’m sure if I was crossing a desert a, Blue Ice helmet would do wonders. So it’s useful, just not in equipment. Oh, it doesn’t say that the material comes with masterwork, so you would have to pay for that separately. Editor (Sprayer): Now, a sprayer sprays what’s in the sprayer in a 5’ x 10’ line. Personally, if I had a blue ice sprayer and filled it with alchemical frost, I’d say that it caused my target to suffer a -1 to reflex and initiative checks for a round, but that’s just me. Run that by your DM. Frankly, it should do something… cool.
BLUEWOOD - UNAPPROACHABLE EAST (3.5) Light Armor: +300 gp (Masterwork) Medium Armor: +600 gp (Masterwork) Heavy Armor: +1,200 gp (Masterwork) Shield: +300 gp (Masterwork) Weapon (1d4 or 1d6): +400 gp (Masterwork) Weapon (Any Other): +800 gp (Masterwork) Volodni crafts folk often fashion armor and weapons from the wood of blueleaf trees grown with care, sculpted with wood shape, and then magically treated to be as hard as steel. A bluewood weapon has the same hardness and characteristics as a normal metal armor or weapon of that sort but weighs half as much. Bluewood armor and weapons created in this fashion are considered masterwork items and gain the appropriate bonuses. Bluewood items have the following additional costs: The process of treating bluewood to harden it requires ten days of work by someone knowledgeable in the process. This is either a volodni with 10 ranks in Craft (alchemy or woodworking), or a non-volodni with the same skills and 2 ranks in Knowledge (local—volodni). Editor: Okay, being that it includes the cost of masterwork, it’s not that bad. In fact, there is a sweet spot. You see, a shield has to be masterwork weapon and masterwork shield. That’s 450 gp total. If you make it out of bluewood, it becomes a masterwork shield that can be enchanted for shield bashing for 150 gp less then the full price. Otherwise, it’s how you get a druid into armor and or get your weight down, should your DM care about encumbrance.
BONE/STONE - ARMS AND EQUIPMENT GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Weapons made of bone or stone have a –2 attack and damage penalty (with a minimum damage of 1). Bone has a hardness of 6 and 10 hit points per inch of thickness. Stone has a hardness of 8 and 15 hit points per inch of thickness. Editor: There is no reason to ever make a weapon out of bone or stone. It costs just as much as a normal weapon, yet is inferior in every way. That said, maybe all you got to work with is rocks and a dead woolly mammoth. Well then, a PC has got to do what a PC has got to do. Note that some weapons are already made out of bone and/or stone. Such weapons do not suffer any penalties. Editor (Alternate Rules): It is possible under OA to create Double Masterwork weapons for 1,000 gp. As a suggestion, if you are willing to spend 1,000 gp on a bone/stone weapon it becomes a “normal” weapon with no bonuses and is considered masterwork, thus eligible for enchantments. There would be no point to this, other then the visual of making a greatsword out of someone’s spine. However, for some people, it’s all about style.
- ARMS AND EQUIPMENT GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) Weapons of bronze, while clearly inferior to steel items, are not nearly as bad as stone or bone weapons. Their attack and damage penalty is only –1 rather than –2. Bronze has a hardness of 9 and 20 hit points per inch of thickness. Hafted weapons (that is, weapons with wooden shafts, such as axes and spears) use normal values. Editor: Again, there is no reason to ever use bronze, unless you are trapped in the bronze age, or some out of the way empire is still using bones and rocks and as it turns out, bronze is cutting edge stuff. Cost is the same, the material is just inferior. Just to point it out, basically what they are saying is that any weapon that is 95% wood and 5% metal can be made with bronze without any penalty. Editor (Alternate Rules): I would suggest that if someone wishes, they can spend 300 gp to make the weapon masterwork, thus canceling out the -1 penalty. Then it would be a weapon with no penalties or bonuses, but still be masterwork, thus eligible for enchantments. Other then pure style, there is no reason to do this. Or maybe you are dealing with a demon with 50/Bronze damage reduction. Who knows?
BRONZEWOOD - ARMS AND EQUIPMENT GUIDE (3.0) - EBERRON CAMPAIGN SETTING (3.5) Light Armor: +1,000 gp Medium Armor: +4,000 gp Heavy Armor: +9,000 gp Other: +500 gp/lb This exceptionally hard wood, native to Aerenal, is useful in the manufacture of armor and weapons. Unlike most woods, bronzewood can be used instead of metal to fashion heavy armor and weapons—it is somewhat shapeable during manufacturing, and it keeps a sharp edge. Although dense and weighty compared to other woods, it is still lighter than steel: Items weigh 10% less when made from bronzewood rather than metal. Breastplate, banded mail, splint mail, half plate, and full plate can be made from bronzewood. Armor made of bronzewood is somewhat less obtrusive than similar armor made of metal. The armor check penalty from bronzewood armor and shields does not affect Hide checks made in woodland environments. Although bronzewood can replace metal in most weapons, chain weapons such as the spiked chain cannot be made from it. Weapons made from bronzewood have no special characteristics apart from their lighter weight. Bronzewood has hardness 10 and 20 hit points per inch of thickness. Editor: I must point out, that making it out of bronzewood does not automatically add masterwork to the armor. The reason for using this is because you can’t find any bluewood. The only advantage this has is for hiding in the woods. If I was an NPC elf hiding in the woods, I’d like this. As a PC, it sucks.
BYESHK - EBERRON CAMPAIGN SETTING (3.5) Bludgeoning Weapon: +1,500 gp Mined in the Byeshk and Graywall Mountains bordering Droaam, this rare metal is prized by smiths for use in jewelry and weapons. It has a lustrous purple sheen and is hard and dense. A bludgeoning weapon whose head is made of Byeshk has a +1 enhancement bonus on damage rolls. In addition, Byeshk weapons of any type are able to bypass the damage reduction of daelkyr, which are resistant to all other weapons. It is very difficult to work into armor, and offers no significant advantage over iron armor. Byeshk has a hardness of 17 and 35 hit points per inch of thickness. An item made of Byeshk weighs 50% more than the same item made of iron. Editor: So it gives you a +1 to damage that won’t stack with the +1 EB that all magic items have to have, and it doesn’t even make the weapon masterwork. In any other campaign setting it’s worthless. In Eberron, it’s average.
CALOMEL - MAGIC OF EBERRON (3.5) Weapon: Double Base Cost Calomel is a hard white ore that is most often found and quarried in Argonnessen, at great expense and
danger. Calomel was famously utilized by the famous adventurer Arthul Vernuthan prior to his single combat against the power-mad red dragon Xarkapastarthan. Secretly mined, refined, and forged into a blade of slender gray death, the ore’s special attributes carried Arthul to victory, but his defeat of Xarkapastarthan embittered other dragons of the region, who decried Arthul as an opponent of the draconic Prophecy itself. Presumably Arthul was slain, and his blade lost. However, knowledge of calomel, where to mine it, and how to refine it still persists. Raw calomel ore is distinctive in its whiteness. It can be almost translucent, and is lustrous in bright light. It is always found adjacent to subterranean springs. When forged in the appropriate secret fashion, the resultant metal cools to a consistency and ductility like that of a standard steel alloy. Though any item can be crafted from it, calomel’s particular qualities make it most suitable for weapons. A weapon forged from calomel is pale gray, almost translucent, and water droplets constantly condense on the naked item. A calomel weapon overcomes damage reduction of creatures with the fire subtype as if it were a magic weapon, even if it does not have an enhancement bonus. For example, a mundane calomel blade wielded against a mature adult red dragon (fire subtype) would overcome that creature’s damage reduction 10/magic as if it were a magic weapon. Weapons made of calomel cost twice as much as their normal counterparts. For example, a longsword made of calomel would cost 30 gp. Items without metal parts cannot be made from calomel (so that an arrow could be made of calomel, but a quarterstaff could not). A double weapon with only one half made of calomel increases its cost by 50%. For example, a two-bladed sword with one blade of calomel and the other of steel would cost 150 gp. Calomel has hardness 10 and 30 hit points per inch of thickness. Editor: Do you know what else over comes DR 10/magic? MAGIC. If you are in a campaign where you cannot afford a +1 weapon, what the hell are they doing sending you against dragons for, anyways?
CAMOUFLAGE DYE - RACES OF FAERÛN (3.0) Padded, Leather, Hide, or Studded Leather: +300 gp Wood elves use natural compounds derived from the plants of their forest home to make dyes that perfectly match the surrounding foliage. Camouflage dye can be applied to padded, leather, hide, or studded leather armor, granting the wearer a +4 circumstance bonus on Hide checks in that specific forest. Applying camouflage dye takes three days. Editor: Great for an NPC, lousy for a PC. Editor (Alternate Rules): It’s from 3.0, so it didn’t get updated. I think it should be allowed on anything that is made from natural materials. So anything made from bone, or wood should also be able to take the dye. That’s not RAW, but I’d allow it. You want to make an entire suite of full plate out of bluewood, you can use camouflage dye on it, IMHO.
CHAMELEOWEAVE - MAGIC OF EBERRON (3.5) Cloak, Padded, Leather, Hide, or Studded Leather: +100 gp Chameleoweave fabric is woven from strands of the famed mimetic plants found growing along the margins of the Mournland. It is difficult to pin down the exact color and texture of the cloth, since it tends to take on the characteristics of other fabric with which it is worn. A character wearing Chameleoweave clothing gains a +1 circumstance bonus on Disguise checks. Chameleoweave clothing costs 100 gp more than a normal outfit of the same sort, and weighs 1 pound less (or 1/4 pound less for Small characters). Editor: While it doesn’t come right out and say it, any armor that resembles cloth should be able to have this added to it. That would include making a cloak out of it and just wearing that. It doesn’t say it has to be all your clothing, so a cloak would be good enough. If you are trying to infiltrate some lair that has guards, this should make it easier to pretend to be one of the home crew.
CHITIN - ARMS AND EQUIPMENT GUIDE (3.0) - RACES OF THE DRAGON (3.5) Armor and Shield: x2 Masterwork Cost. Kobold armor smiths have recently begun mass-producing suits of armor made from the organic hides of giant beetles. The smiths claim that this advance results from their own hard work and study, though it is widely believed that they were taught the basic secrets of chitin armor working by the troglodytes. Though
less durable than dragon hide, chitin armor (also known as beetle-back armor) has other advantages. Chitin is less restricting than metal, even though it weighs the same amount. The maximum Dexterity bonus of an armor or shield made of chitin is 1 greater than that of the same type of armor made from metal. Breastplates, half-plate armor, full plate armor, and shields can be made from chitin. (Typically, the only kind of shield crafted from chitin is a tower shield, since most shields don’t have a maximum Dexterity bonus). A single giant beetle provides enough material to create a single breastplate or tower shield sized for a character of the same size category as the beetle (or two such items for a character two or more sizes smaller than the beetle). For example, a Large giant stag beetle has enough chitin to make either a breastplate or a tower shield sized for a Large character, or two such items for Medium or smaller characters. A suit of half-plate or full plate armor takes twice as much chitin, while a light shield or heavy shield takes half as much. (A chitin buckler can be made from the cast-off bits of any giant beetle). The chitin from multiple giant beetles can be combined; a Small beetle counts as half of a Medium beetle, a Medium beetle as half of a Large beetle, and so forth. Because chitin armor isn’t made from metal, druids can wear it without penalty. Armor and shields fashioned from chitin are always masterwork items; the masterwork cost is included in the prices given below. Chitin armor or shields cost double what masterwork armor of that type ordinarily costs, but take no longer to make than ordinary armor of that type. Chitin armor has 10 hit points per inch of thickness and hardness 5. Editor: Well, and extra 150 gp in masterwork costs. However, if you make it into a normal shield, remember that a shield is masterwork shield and masterwork weapon (it can be bashed) so you need to pay a total of 900 gp to make a chitin light or heavy shield. If some cases, the Dex bonus is worth it, so keep it in mind at low levels.
COLD IRON - DUNGEON MASTER’S GUIDE (3.5) Weapon: x2 cost This iron mined deep underground, 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 gp. For example, a +2 longsword made of cold iron would cost 10,330 gp, because the price doubles for the longsword itself (15 gp to 30 gp), the +2 enhancement bonus costs 8,000 gp, and enhancing cold iron costs an additional 2,000 gp. (The price includes 300 gp for the masterwork component). 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%. A two-bladed sword with one end of cold iron and the other end steel would cost 150 gp. Cold iron has 30 hit points per inch of thickness and hardness 10. Editor: Yes, it’s expensive and makes it harder to enchant with WSAs, but frankly, when it comes to damage reduction, this, silver, and adamantine are the three best special materials.
COLORED METAL - RACES OF THE DRAGON (3.5) Cost, Basic: +10% base cost. Cost, Custom: +25% base cost Kobolds and spellscales working together have perfected the process of smelting certain minerals into metal ore to create colored or tinted ingots. Any shade of red, orange, yellow, green, blue, indigo, violet, black, or white can be created to suit any preference with marginal effort. Though the effect is only superficial, colored metal items still typically cost 10% to 25% more due to the extra care required in creating the items. Spellscales are the primary purchasers of armor and weapons made from colored metal. Colored metal has no effect on a weapon or armor’s game statistics. Editor: The Black Knight! So they aren’t that clear on how much this costs, I’m assuming it’s supposed to be the DM’s call. To give more definitive rules on it, I divided it up into basic and custom. Basic package is just one color over all the metal. Nothing special. If you want to be the black knight, there you go. Now custom means just that. Swirls, shimmering, and more importantly, a custom fit to the customer. Otherwise, think of it as Pimp My Armor. Maybe you can get something on your mount’s armor that keeps spinning after you come to a stop.
Editor (Evil Overlord): So you want your minions to have a special look to them, well pay for the custom fit and you won’t have to worry about heroes knocking out your minions and putting on the armor. It’ll be so obvious from how ill fitting the armor is that the infiltrator will stand out like a sore thumb.
COPPER, ALCHEMICAL - MAGIC OF FAERÛN (3.0) Armor: +2,000 gp Weapon: +2,000 gp Quite familiar to poor folk across the world, copper is known by spellcasters to be a magical purifier, aiding in magic that negates sickness and poison. While its brilliant color makes it popular for ornamental items, its relative softness makes it unsuitable for armor or weapons unless magically treated (which also activates its resistance). However, it is often used in items that provide protection from cold. Armor made from magically treated copper grants cold resistance 2. Items not primarily of metal are not meaningfully affected. (A suit of chainmail is affected, while a suit of studded leather is not). Magically treated copper weighs the same as steel, has hardness 10, and has 30 hit points per inch of thickness. Editor: Cold resistance 2? Pity I can’t make a suit of this and blue ice, the two would cancel each other out and I could wear it safely. There is no point to making a copper weapon, but you might want to do it just for show. A pity it doesn’t count as masterwork in and of itself.
CRYSTAL, DEEP - EXPANDED PSIONICS HANDBOOK (3.5) - SECRETS OF SARLONA (3.5) Weapon: +1,000 gp Deep crystal is crystal of above-average quality found at the hearts of large veins or deposits of mundane crystal (see below). Deep crystal is renowned for its strength and its psionically resonant nature. Mundane crystal is used for many items of psionic manufacture, such as dorjes, power stones, and psicrystals. Deep crystal is a better grade. While a weapon made of deep crystal is no different from a mundane crystal weapon for a non-psionic character, a psionic wielder of a deep crystal weapon can focus psionic power through it, increasing the damage that weapon deals. As a free action that does not provoke attacks of opportunity, the wielder can channel psionic power into a melee weapon or ranged weapon made of deep crystal. For 2 power points, the deep crystal weapon deals an extra 2d6 points of damage. The weapon will stay charged for 1 minute or until it scores its next hit. Bows, crossbows, and slings bestow this power on their ammunition. All missile weapons lose this effect if they miss. However, they may be recovered and charged again. Any weapon made of deep crystal costs 1,000 gp more than its non-crystal counterpart. Any item could potentially be made out of deep crystal. Because deep crystal armor is considered to be made out of metal, druids cannot wear it. Deep crystal has 30 hit points per inch of thickness and a hardness of 10. Editor: If you are a psionic, it might be worth it, otherwise, it’s a waste of money.
CRYSTAL, MUNDANE - EXPANDED PSIONICS HANDBOOK (3.5) Mundane crystal can be used in place of metal in weapons or armor, using a special forging process. The fortified crystal possesses the properties of a similar masterwork steel weapon or armor, except for visual appearance. Weapons and armor made of mundane crystal cost the same amount to make as their masterwork counterparts. Any item could potentially be made with mundane crystal. Because mundane crystal armor is considered to be made out of metal, druids cannot wear it. Mundane crystal properly forged has 25 hit points per inch of thickness and a hardness of 8. Editor: It costs the exact same amount of money, except it looks different. If you wanted to look like you rolled out of a geode, this is the material for you.
CYRITE - PLAYER’S GUIDE TO EBERRON (3.5) Ammunition: +5 gp Armor: +500 gp
Weapon: +250 gp Cyre was home to House Cannith, the humans who possess the Mark of Making. The warforged are their most famous creation, but these living constructs are not Cannith's only accomplishment. Cannith mines and forges dotted Cyre, and workers constantly unearthed ore, refined it, and shaped it into the latest Cannith masterpieces. When the Day of Mourning came, the metals that were in the process of being refined absorbed the catastrophe's arcane power. Now, ingots and chunks of this magically imbued substance lie scattered throughout the Mournland. Scholars have termed this material cyrite. Cyrite resembles steel but is slightly darker. Multicolored lines run over its surface and pulse with strange light. It is as heavy as steel, holds an edge just as well, and retains some magic essence from its odd genesis. Smiths and adventurers value cyrite for its use in weapons and armor. Weapons fashioned from cyrite count as magic weapons for the purpose of overcoming damage reduction. Armor made from cyrite absorbs magical energy and grants its wearer a +1 resistance bonus on saving throws against spells and spell-like abilities. Cyrite shields provide no special benefit, Items without metal parts, such as clubs, cannot be made from cyrite. Cyrite loses all its special properties in an antimagic field or similar area. Weapons, armor and shields that are made of cyrite have the same hit points and hardness as they do when made from metal of a normal sort (typically steel). The above features apply to most examples of cyrite that explorers have discovered. Rumors speak of other forms of cyrite with different properties. Editor: Next to worthless. Although not working in an AMF is sort of pointless, because the +1 to saving throws only works against spells that would fail in an AMF. Poorly thought out and poorly executed.
DARKLEAF, ELVEN - ARMS AND EQUIPMENT GUIDE (3.0) Light Armor: +750 gp Medium Armor: +2,250 gp Heavy Armor: +3,000 gp Similar to elven leafweave armor, elven darkleaf armor is made of carefully cured and beautifully carved pieces of darkwood, supplemented by alchemically treated leaves. 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 elven darkleaf, heavy armor is treated as medium, medium armor is treated as light, but light armor is still treated as light. Only armors generally made of metal can be constructed from elven darkleaf. Creating elven darkleaf armor requires a successful Alchemy check (DC 25) in addition to the normal Craft (armorsmithing) checks required to make armor. Editor: The problem is, if you need to drop your ASF, you need more then 5%, although the lighter by a category will help you with movement speed. Not a bad choice, over all.
DARKSTEEL - MAGIC OF FAERÛN (3.0) Armor: +2,000 gp Weapon: +1,500 gp 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 has been recently rediscovered thanks to some ancient dwarven texts. The alloy is made from meteoric iron tempered with a variety of special oils. Armor made from darksteel grants acid resistance 2. Weapons forged of darksteel inflict +1 point of electricity damage each time they hit (this is cumulative with other abilities, such as shock or shocking burst). Items not primarily of metal are not meaningfully affected. (A longsword or a suit of chainmail is affected, while a spear or a suit of studded leather is not). Darksteel weighs the same as steel, has hardness 10, and has 30 hit points per inch of thickness. Editor: Not good in armor, but kinda awesome in a weapon. Any extra damage, no matter how minor, could tip the scales. An extra +1 electrical is like a dragon tooth weapon, except dragons won’t kill you on sight. This one is a keeper.
- DUNGEON MASTER’S GUIDE (3.5) Shield or Weapon: +10 gp/lb 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. Editor (Zalantar): This wood from the zalantar subtropical tree is black, hence its Northern name: “blackwood”. Zalantar has all the properties of darkwood and any darkwood item manufactured on Faerûn is actually made of zalantar. Zalantar has a hardness of 5 and 10 hit points per inch of thickness. Editor: Zalantar and darkwood are the same thing so the entries were combined. Other then making it lighter, there isn’t much point.
DENSEWOOD - EBERRON CAMPAIGN SETTING (3.5) Wooden Objects: x2 cost One of the most important products of the forests of Aerenal, densewood is a strong, hard, heavy wood similar to iron in its properties. It has hardness 8 (comparable to stone) and 20 hit points per inch of thickness. The DC for breaking a densewood item with a Strength check increases by 5 compared to a normal wooden item. A densewood item weighs twice as much as the same item made from normal wood, and costs twice as much (before adding any cost for a masterwork component or an enhancement bonus). Items without wooden parts, including armor and bladed weapons, cannot be made from densewood. Editor: While technically you can make weapons out of this material, it doesn’t do anything for the material except make the hardness slightly higher. From a combat point of view, it’s worthless.
DLARUN - MAGIC OF FAERÛN (3.0) Armor: +2,000 gp Weapon: +1,500 gp 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. Dlarun ore is found in the clay dug from riverbanks, and when first 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 dlarun grants fire resistance 2. Weapons forged of dlarun 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 of metal are not meaningfully affected. (A longsword or a suit of chainmail is affected, while a spear or a suit of studded leather is not). Dlarun can never be used in a magic item that uses fire effects, such as a flaming or flaming burst weapon. Dlarun weighs the same as steel, has hardness 10, and has 30 hit points per inch of thickness. Editor: Extra damage rocks. Fire resistance 2 might not be bad either, since fire is the most common attack.
DOLWEAVE - MAGIC OF EBERRON (3.5) Cloak, Padded, Leather, Hide, or Studded Leather: +150 gp Dolweave is a coarse, sickly fabric that is rumored to be woven with occasional hairs collected from dolgrims, dolgaunts, and other corruptions. The color and texture of dolweave seems to darken and pulse threateningly in time to its wearer’s most violent emotions. A character wearing dolweave gains a +1 circumstance bonus on Intimidate checks. Dolweave clothing weighs 1 pound more (or 1/4 pound more for Small characters).
Editor: Again, any armor that is primarily made up of that which has cloth built into it could have dolweave added to it. Much more useful to have intimidating armor then not. Of course if you never roll to intimidate, it’s a waste of money.
DRAGONBONE BOW - DRACONOMICON (3.5) Composite Bow: +100 gp Weight: 3 lb A bow carved from a single bone of a dragon (a thigh bone or similarly large bone) displays superior tensile strength and power. Such a bow is considered a composite bow (short or long) with a strength rating set by the crafter. In addition, the bow’s range increment is 20 feet longer than normal for the bow’s type (90 feet for a composite shortbow or 130 feet for a composite longbow). Editor: An extra 100 gp for +20 ft to your range. Sounds like a good deal to me.
DRAGONFANG WEAPON - DRACONOMICON (3.5) Piercing and/or Slashing Melee Weapon: +300 gp Weight: 2 lb Dragonfang weapons are masterwork weapons crafted from the claws and teeth of a dragon. In addition to the +1 non-magical enhancement bonus on attack rolls granted by its masterwork quality, a dragonfang weapon deals 1 point of energy damage on each successful hit. The type of energy is the same as that of the dragon’s breath weapon. If a dragon doesn’t have a breath weapon that deals acid, cold, electricity, fire, or sonic damage, dragonfang weapons made from its remains do not deal any extra damage. This damage is treated as an extraordinary (and thus non-magical) feature of the weapon. It doesn’t stack with any other energy damage (of the same type) dealt by the weapon. A single tooth or claw from a dragon can be crafted into a light weapon of the same size category as the dragon, a one-handed weapon of one size category smaller, or a two-handed weapon of two size categories smaller. A single dragon’s body can provide enough material for up to twelve weapons. Only piercing and slashing weapons may be created as dragonfang weapons. Editor: An extra 300 gp for an extra point of energy damage. Sounds like a good deal to me.
DRAGONHIDE - DUNGEON MASTER’S GUIDE (3.5) - DRACONOMICON (3.5) Armor or Shield: x2 cost (Including masterwork) Armor smiths 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 armor smith 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. Editor: If you are a druid, this could be a good choice. Otherwise, it’ll just piss of dragons when they see you.
DUSKWOOD - MAGIC OF FAERÛN (3.0) Weapon: +1,500 gp Breastplate: +3,000 gp. This species of tree grows widely all over Faerûn, and is named for the eerie appearance of its tightly growing groves. Smooth, with small branches at the top of 60-foot trunks, duskwood trees have black bark
and smoky gray wood that is as tough as iron. Any steel or mostly steel weapon (such as a sword or a mace) made from duskwood 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 a battleaxe) either cannot be made from duskwood or do not gain any special benefit or penalty from being made of duskwood. Duskwood doesn’t work well as armor; it can’t be shaped into rings like steel, and overlapping plates don’t flex well. (Even the wood shape spell can’t create the level of detail needed). However, duskwood breastplates are possible, with the following statistics: armor bonus +5, maximum Dex bonus +4, armor check penalty –2, arcane spell failure 20%. A duskwood breastplate is treated as light armor for the purposes of movement and other limitations. Duskwood weighs half as much as steel, has hardness 10, and has 30 hit points per inch of thickness. Editor: Bluewood would be a better choice in almost every fashion.
ELUKIAN CLAY - ARMS AND EQUIPMENT GUIDE (3.0) Light Armor: +1,000 gp Medium Armor: +2,000 gp Heavy Armor: +4,000 gp Shield or Other: +200 gp/lb 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. Items made from elukian clay do not count against the wearer’s weight total when calculating armor check penalties on Swim checks. 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. Armor and shields made from elukian clay have their armor check penalty increased by 1. 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 only one-tenth their normal hit points. Once dried, elukian clay items have a hardness of 10 and 30 hit points per inch of thickness. Shaping elukian clay into armor requires the Craft (sculpture) skill. Editor: If you are planning an underwater adventure, this might help. Otherwise, there is no benefit or point.
ENTROPIUM - ARMS AND EQUIPMENT GUIDE (3.0) Light Armor: +750 gp Medium Armor: +2,000 gp Heavy Armor: +8,000 gp Shield: +750 gp Githzerai armor smiths 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. Light entropium armor 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 increases by +2. Naturally, entropium improves only armors made primarily of metal, including chain shirts, all medium armors except hide, all heavy armors, and steel shields. Entropium has a hardness of 15 and 40 hit points per inch of thickness. Editor: Now, my question is, can I make entropium mithral? I can alloy chaos into my iron, why not my mithral? I know you can’t, but it would be cool. Otherwise, it’s okay, but if you are going to make armor out of this, add thistledown to take care of that last 5% ASF.
- PSIONICS HANDBOOK (3.0) Light Armor (EB +1): +1,500 gp Medium Armor (EB +2): +4,000 gp Heavy Armor (EB +3): +8,000 gp Shield (EB +1): +1,500 gp Weapon Damage [1d4 or 1d6] (EB +1): +2,500 gp Weapon Damage [More than 1d6] (EB +2): +7,500 gp Mined from secret locations in the Astral Plane, this malleable metal holds its shape only in the hands of a psionic being. When an item forged with ferroplasm is unattended or held by a non-psionic creature, it melts and temporarily loses all special powers. But when wielded by, psionic creature, such an item immediately springs back into its true shape and regains all abilities. In its proper form, a ferroplasm item glows with a violet light (illuminating a 10-foot-radius), unless the item’s owner mentally quenches it. In an area where psionic powers do not function, it collapses as if in the hands of a non-psionic creature. Ferroplasm adds to the quality of a weapon or suit of armor based on how much of the material is used. Thus, ferroplasm full plate offers greater protection (as well as a greater cost) than ferroplasm chainmail, and a ferroplasm greatsword offers greater offensive capability than a ferroplasm quarterstaff. Weapons fashioned from ferroplasm have a natural enhancement bonus to attack and damage. Armor fashioned from ferroplasm bas a natural enhancement bonus to AC. These bonuses do not stack with other enhancement bonuses. Weapons or armor fashioned from ferroplasm are treated as masterwork items with regard to creation times, but the masterwork quality does not affect the enhancement bonus of weapons or the armor check penalty of armor. Ferroplasm has hardness 20 and 40 hit points per inch of thickness when in its true form, and a hardness of 5 and 10 hit points per inch of thickness when soft. Editor: Now, this actually is useful. A way to add EB to armor or weapons without having it affect the number of WSAs you can stack on it. Now, ever weapon, suit of armor and shield is required to have that initial +1 EB. However, the armor comes with it as part of the armor, so it doesn’t count against the WSAs you can put in the weapon, nor does it apply against the 200,000 gp limit you can put in a weapon. In fact, you can skip buying a +1 EB for a weapon or suit of armor all together, since it comes with it. That means you can stick one more WSA into your weapon or armor. The only thing that stops it from being perfect is that you have to be psionic to use it. But for psionic characters, it’s so awesome that you must buy it.
FEVER IRON - MAGIC OF FAERÛN (3.0) Armor: +2,000 gp Weapon: +1,500 gp In some volcanic craters, pools of molten metal collect and are never allowed to fully cool. Sometimes these pools of semi-solid metal attract the raw energy of the Weave and are transformed into what the dwarves call fever iron. 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 of metal are not meaningfully affected. (A longsword or a suit of chainmail is affected, while a spear or a 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 has 30 hit points per inch of thickness. Editor: Extra damage is always good.
FLAMETOUCHED IRON - EBERRON CAMPAIGN SETTING (3.5) Armor or Weapon: +1,000 gp Holy Symbol: 750 gp Mined only in Thrane, flametouched iron is rare and considered sacred by the Church of the Silver Flame. When mined, this iron variety has a speckled dark red color, resembling rust, but when it is refined, it takes on a shimmering, silvery hue. Adherents of the Church of the Silver Flame believe that flametouched iron carries the particular blessing of their deity, and they use it to make holy symbols, weapons, and armor.
Flametouched iron has the same weight and other physical characteristics as iron (hardness 10, 30 hit points per inch of thickness). It possesses magical qualities, however, that manifest in different ways depending on the item it is crafted into. A flametouched iron weapon is treated as a good-aligned weapon for the purpose of overcoming damage reduction. Flametouched iron armor grants the wearer a +1 resistance bonus on saving throws against the spells, spell-like abilities, and supernatural abilities of evil outsiders. A flametouched iron holy symbol allows a character who can turn undead or censure fiends to do so as if his class level were one higher than it actually is. A flametouched iron weapon or suit of armor has a market price modifier of +1,000 gp. A flametouched iron holy symbol costs 750 gp. Items without metal parts cannot be made from flametouched iron. Editor: Okay, maybe good-aligned for 1,000 gp is a good deal, but over all this element sucks. I’d totally get me a Flametouched Iron Holy Symbol, however.
FRYSTALLINE - BOOK OF EXALTED DEEDS (3.5) Weapon: +2000 gp This mineral grows in the icy mountain caves of Eronia, the second layer of the Blessed Fields of Elysium. Its resilient, pale-gold crystals contain divine energy that emanates from a god that sleeps beneath the mountains. Any weapon made of frystalline is treated as good-aligned for the purpose of overcoming damage reduction. Frystalline has 15 hp per inch of thickness and hardness 10. Editor: Well, flametouched iron does the same thing for a 1,000 gp less.
GEHENNAN MORGHUTH-IRON - ARMS AND EQUIPMENT GUIDE (3.0) Weapon: +4,000 gp This volcanic mineral is unique to the steep mountains of the Bleak Eternity of Gehenna, where it is occasionally mined by neutral evil fiends called yugoloths and other creatures on that forbidding plane. It forges poorly, making weapons that appear pocked and pitted and have a –1 attack and damage penalty. However, morghuth-iron is extremely toxic, rapidly poisoning the blood. A slashing or piercing weapon made of Gehenna morghuth-iron is naturally poisonous. The weapon delivers its poison (Fortitude save DC 12) with each successful attack. The initial damage is 1 point of temporary Dexterity; the secondary damage is 1d4 points of temporary Dexterity. Editor: Eternal poison is good, but unless you buy assassination or have poison use, you’ll accidentally poison yourself on a 1. That said, it’s poison of the metal so you can put poison on top of the poison.
GLASSTEEL - CHAMPIONS OF VALOR (3.5) - RACES OF FAERÛN (3.0) Light armor: +2,000 gp Medium armor: +6,000 gp Heavy armor: +12,000 gp Shield: +2,000 gp Weapon: +500 gp Other: +100 gp/lb. Made by the avariels and sun elves in an alchemical process requiring extensive knowledge of both metallurgy and glassblowing, glassteel combines strength beyond iron with the transparency of glass. It mostly finds use as a building material in fantastic castles, but it can also be fashioned into weapons and armor (although glassteel armor is much more costly to craft than even the most ornate blade). Glassteel is stronger and lighter than iron and completely transparent, lacking the greenish tint of common glass. Items made of glassteel weigh only half what they otherwise would. Items not primarily made of metal are not meaningfully affected by being partially made of glassteel. (A breastplate can be made of glassteel, but hide armor cannot). Glassteel armor counts as one armor 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. Arcane spell failure chances for armors and shields made of glassteel are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0). Glassteel has hardness 20 and 40 hit points per inch of thickness.
Weapons and armor fashioned from glassteel are treated as masterwork items with regard to creation times, but the masterwork quality does not affect the enhancement bonus of weapons nor the armor check penalty of armor. Editor: So it’s like mithral, but it makes your equipment lighter. There really is no reason to make a weapon out of it, unless you are trying to keep the weight down. Still, I just like the image of wearing see through armor. Of course, charisma is usually my dump stat.
GOLD, ALCHEMICAL - MAGIC OF FAERÛN (3.0) Armor: +5,000 gp Weapon (Up to 1d3): 1,500 gp Weapon (1d4 to 1d6): 2,500 gp Weapon (1d8 or higher): 7,000 gp While most use gold as a currency, spellcasters know of gold’s magical properties. When magically refined and treated, gold can be made as 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 his fast movement ability while wearing the armor or not). Light armors are treated as medium, and medium and heavy armors are treated as heavy. Spell failure chances for armor and shields made from 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 sidebar on Heavy Weapons). Magically treated gold weighs twice as much as steel, has hardness 10, and has 30 hit points per inch of thickness. Editor (Heavy Weapons): Heavy weapons, such as those made from gold or platinum, or unwieldy, but inflict additional damage. Without the property exotic weapon proficiency feat, you suffer a -4 penalty on attack rolls with the weapon. Only weapons made largely of metal can become heavy weapons. You can wield a heavy weapon with one more hand than is needed to avoid the penalty. Basically a light weapon becomes a one-handed weapon. A one-handed becomes two-handed. You can never use the weapon finesse feat with a weapon made of heavy metal. Heavy metal weapons inflict increased damage. Increase the damage by one step as if the weapon were one size class bigger. Editor: Why is it alchemical Gold? Because it has to be “treated” before it can be used as armor or a weapon. Note about the weapons. Let’s say you take an exotic weapon and make it into gold. Do you need to take two exotic weapon feats? No. Take the orc double axe, for instance. If you make it out of gold, then you have to take Exotic Weapon (Heavy Orc Double Axe) feat. However, you cannot wield an orc double axe that is not made of gold. So for the cost of a feat (that you may have had to buy anyways) you can increase the dice of damage for your weapon by one size class. Nice.
HIZAGKUUR - MAGIC OF FAERÛN (3.0) Armor: +2,000 gp Weapon: +1,500 gp This rare pale silvery gray metal is named for its discoverer, a dwarf from long ago. It is found only in scattered, but very rich, deposits deep in the Underdark as a soft, greenish-gray clay-like ore or a flaky mud. One misstep in its refining, and it remains useless mud. Armor made from hizagkuur grants cold resistance 2. Weapons forged of hizagkuur 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 of metal are not meaningfully affected. (A longsword or a suit of chainmail is affected, while a spear or a suit of studded leather is not). Hizagkuur can never be used in a magic item that uses cold effects, such as a frost or icy burst weapon. Hizagkuur weighs the same as steel, has hardness 10, and has 30 hit points per inch of thickness. Editor: You ever think the author just smashed his head against the keyboard? Any rate, extra damage is good. +1 and +1 damage is even better. I wouldn’t bother with the armor, but the weapon is definitely a step up over these only +1 damage materials.
- ORIENTAL ADVENTURES (3.0) Weapon (1d6 or lower): +6,500 gp Weapon (1d8 or higher): +7,000 gp Oni cannot regenerate damage dealt by a jade weapon, and their damage reduction does not apply to even non-magical jade weapons. Jade is also effective at staving off the effects of the Shadowlands Taint, at harming ghosts, and at binding other spirits. Jade weapons have the properties of a ghost touch weapon, except that incorporeal creatures cannot use jade weapons themselves. A character who possesses a jade weapon receives a +4 sacred bonus on Fortitude saving throws made to resist the Shadowlands Taint. (Even unworked jade is effective in staving off the Taint; see Chapter 12: The Shadowlands for details). Editor: Free ghost touch is good, but the cost is fairly high. Still, if you plan on adding any other WSAs on top of ghost touch, the cost swings back in your favor.
KHEFERU - SANDSTORM (3.5) Weapon: x2 cost Quarried from rare meteorite craters, kheferu ore is an extremely hard, red substance. When forged as an alloy with iron, carbon, and other trace metals, the resultant material has a consistency and ductility like that of a standard steel alloy. This final product, simply called kheferu, is distinctive in its glossy sheen and crimson hue. Many kinds of items can be crafted from kheferu, but weapons are the best choice because of the alloy’s particular qualities. A weapon forged from kheferu is bright red. Salt crystals grow on the sides of the weapon if it is left untended for more than a few months, but these are easily wiped away. A kheferu weapon bypasses the damage reduction of any creature of the earth subtype, regardless of the type of damage reduction the creature possesses. Weapons made of kheferu cost twice as much to make as their normal counterparts. Also, any magical enhancements placed on the weapon cost an additional 2,000 gp. Items without metal parts cannot be made from kheferu. An arrow could be made of kheferu, but a quarterstaff could not. A double weapon that is only half made of kheferu increases its cost by 50%. Kheferu has hardness 10 and 30 hit points per inch of thickness. Editor: Unless you hate earth subtypes and they happen to have damage reduction, this is mostly useless in combat. However, in some parts of the campaign setting, salt is worth more then gold. (salt is necessary to live as well as an excellent preservative.) This weapon grows salt, so you could slowly grow salt. It’d be like a gold mine.
CYRITE LEAFWEAVE - ARMS AND EQUIPMENT GUIDE (3.0) - RACES OF THE WILD (3.5) Padded, Leather, Studded Leather, Hide: +740 gp 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. The spell failure chance for elven 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. Armors that are generally constructed of metal cannot be duplicated with elven leafweave. Creating elven leafweave armor requires a successful Alchemy check (DC 25) in addition to the normal Craft (armorsmithing) checks. Leafweave versions of padded, leather, studded leather, and hide armor exist; leafweave studded leather typically incorporates darkwood studs to make it druid-friendly. It has hardness 2 and 5 hit points per inch of thickness. Editor: It reduces spell failure, so combining it with other modifiers and you might get a suit of armor wizards can wear. For a high Dex fellow or a sneaky thief, this is also useful because of how flexible the material is.
LIVEWOOD - EBERRON CAMPAIGN SETTING (3.5) Any Wooden Object: +50% base cost
Another of the unusual woods of Aerenal, livewood is a green-colored hardwood with a highly magical nature. When livewood trees are felled, they do not die, though they stop all growth. Livewood can be worked like normal hardwood, while it remains completely alive. In most respects, livewood is just like normal wood. A few spells affect livewood in different ways from normal wood, however. Plant growth causes worked livewood to sprout small branches and leaves, though diminish plants has no effect. Speak with plants allows a character to communicate with a livewood object, though such an object has no more awareness of its surroundings than most normal plants. Blight deals damage to a livewood object as if the object were a plant creature (1d6 points of damage per level; the wood's hardness does not apply). A character can use tree stride to move from one livewood object to another, or from a livewood tree to a livewood object (and vice versa), as long as the livewood object is large enough. Animate plants can animate a livewood object. Dryads occasionally make their homes in livewood trees instead of oak trees. Such a dryad looks no more kindly upon the felling of her tree than other dryads do, but the felling of her livewood tree does not kill her—nor does it end her dependence on the tree. As a result, dryads can be found within livewood objects, including buildings, furniture, and ships. Livewood has hardness 6 and 10 hit points per inch of thickness. The cost of a livewood item is half again as much (+50%) as a normal wooden item. Items without wooden parts, including armor and bladed weapons, cannot be made from livewood. Editor: Unless you got sort of plan to animate your weapons to attack for you, or want a ticked off dryad living in your quarterstaff, there isn’t much point to this. This is a little too specific to be of use to most people, but of killer use to a druid.
LIVING METAL - MAGIC OF FAERÛN (3.0) Light Armor: +700 gp Medium Armor: +2,000 gp Heavy Armor: +4,500 gp Other Item: +100 gp/lb Powerful sources of life energy, such as druid circles or sites holy to Chauntea, sometimes leach energy into the soil, which changes the properties of the 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 one tenday 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 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 has 30 hit points per inch of thickness. Editor: A good deal for what it does. What I want to know is, why does it have to be living iron? Why can’t I make living mithral? By RAW you can’t, but boy would that be fun.
MITHRAL - DUNGEON MASTER’S GUIDE (3.0) - DUNGEON MASTER’S GUIDE (3.5) - MAGIC OF FAERÛN (3.0) Light Armor: +1000 gp Medium Armor: +4000 gp Heavy Armor: +9000 gp Shield: +1000 gp Other Items: 500 gp/lb 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 (for example, whether a barbarian can use her fast movement ability while wearing the armor or not). 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 has 30 hit points per inch of thickness and hardness 15. Editor: Do I even need to point out that this is a godsend for arcane spellcasters? Mithral bucker allows you to put all sorts of armor special abilities on it and it doesn’t interfere with your spellcasting, or even using your spell components. There is no point into making weapons out of it, but armor can get rather usable when you stack this with anything else that decreases arcane spell failure.
OBDURIUM - STRONGHOLD BUILDERS GUIDE (3.0) Ammunition: +120 gp Light Armor: +10,000 gp Medium Armor: +20,000 gp Heavy Armor: +30,000 gp Weapon: +6,000 gp This incredibly rare and hard metal represents the pinnacle of non-magical strength. Treat weapons and armor crafted from obdurium as adamantine, except for hardness (30), hit points (60 per inch of thickness, or twice as many hit points as a typical item), and price (twice the listed price for adamantine). Editor: Actually, there is no reason to buy this over adamantine, unless for some reason the hit points of your equipment is a big issue for you. Note, adamantine will over come the hardness of obdurium and vice versa
OBSIDIAN - ORIENTAL ADVENTURES (3.0) Weapon (1d6 or lower): +1,000 gp Weapon (1d8 or higher): +2,000 gp Obsidian is almost as effective as jade in certain circumstances: Oni cannot regenerate damage dealt by an obsidian weapon, and their damage reduction does not apply to even non-magical obsidian weapons. It is not an effective substitute for jade’s other uses, however, and it carries the danger of a deadly curse. A randomly generated obsidian weapon has a 30% chance of carrying the curse of the now-dead moon deity, Onnotangu. The first time a cursed obsidian weapon deals damage to a creature with the Shadowlands Taint, the weapon’s wielder must make a Will save (DC 10). This saving throw must be repeated once every full moon, and the DC of each successive saving throw increases by 5. When the character fails the save, he falls into a blind fury, seeking to commit barbaric atrocities against his closest friends and kin. Believing that he has been betrayed, the character attacks the nearest ally and continues to fight until unconscious or dead or until no allies remain in his sight. If the character fails five saving throws in a row, the madness becomes permanent. Discarding the obsidian weapon reverses the curse. Each full moon thereafter, the Will save’s DC decreases by 5 until the character is free of the weapon’s ill effects. Editor: Uhhhh… why would anyone ever make this weapon?
PANDEMONIC SILVER - COMPLETE WARRIOR (3.5) Light Slashing or Piercing Weapon: +9,000 gp One-Handed Slashing or Piercing Weapon: +11,000 gp One Head of a Slashing or Piercing Double Weapon: +11,000 gp Two-Handed Slashing or Piercing Weapon: +13,000 gp Both Heads of a Slashing or Piercing Double Weapon: +13,000 gp Mined from thin veins of ore on the plane of Pandemonium, pandemonic silver has all the properties of alchemical silver. In addition, a thin, unearthly scream issues forth from a bladed weapon made of pandemonic silver whenever it’s unsheathed in at least a light breeze. This scream is a sonic, mind-
affecting compulsion that is a fear effect. Other than the wielder, those within 30 feet who hear the scream must succeed on a Will save or cower for 1d4 rounds. The DC of the Will save depends on the strength of the wind, as indicated on the table below. Pandemonic silver can be used to coat the striking surface of any slashing or piercing weapon made of steel. The cost of the weapon increases as shown below. Wind Force [Speed] (Save DC) Light [0-10 mph] (10) Moderate [11-20 mph] (13) Strong [21-30 mph] (16) Severe [31-50 mph] (19) Windstorm [51-74 mph] (22) Hurricane [75-174 mph] (25) Tornado [175+ mph] (28) Editor (Cower): The victim is frozen in fear and can take no actions. A cowering character takes a -2 penalty to Armor Class and loses her Dexterity bonus (if any). Editor: Expensive and difficult to use, but cower is such an amazing condition to inflict on your enemies it isn’t funny. Combine this with haboob and you got yourself a scary combination. Remember, haboob requires you to swing it around over your head, it doesn’t mean it has to be out of it’s sheath at the time. And this material is begging for eager WSA. Then you can draw the weapon as a free action. Sweet. The problem is if you are using this inside. As it’s written, there has to be a breeze. By the chart, it works even at 0 mph. Unfortunately, WotC states that text trumps charts. So by RAW, it won’t work indoors, unless there is some sort of air flow. Check with your DM for clarification. Editor (Combining Materials): The description of this material is that it is a coating on steel. So by RAI, I see no reason you cannot coat it on any other material. Technically by RAW, you can only put it on steel, but there are a number of steel alloys out there, so you should consider those.
PEARLSTEEL - STORMWRACK (3.5) Light Armor: +500 gp Medium Armor: +1,000 gp Heavy Armor: +1,500 gp Shield: +500 gp Weapon: +1,500 gp A strange metal crafted by secretive aventi metallurgists working near volcanic vents in the ocean floor, pearlsteel is gleaming, shining steel covered with a blue-white sheen like mother of pearl. Created from fine steel and rare silvery pearls found only in the ocean depths where the pressures alone would kill a land walker, pearlsteel is highly prized by all undersea races and constitutes a major trade item for the aventi. Pearlsteel is very light, especially in water. Pearlsteel items weigh 25% less than their normal equivalents. Pearlsteel also slices more smoothly through the resistance that water presents. When a slashing weapon made of pearlsteel is used in the water, its damage is reduced by –1 rather than the normal – 2 for fighting in the water with a slashing weapon, and its damage is reduced by –2 instead of half. Likewise, damage dealt underwater by a bludgeoning weapon made of pearlsteel is reduced by –2 rather than reduced by half. Editor: If for some reason you feel the need to adventure underwater and not use piercing weapons, then you might wish to use this. Frankly, I’m disappointed that didn’t consider it’s use in ranged weapons. I’d simply buy aquatic WSA and be done with it. Editor (Combining Materials): I want to know if I can use the technique to combine pearls with other materials. If I could have adamantine that weighed 25% less, that would be worth 1,500 gp. Talk to your DM about allowing it. Frankly, I think there need to be more alloys.
PLATINUM, ALCHEMICAL - MAGIC OF FAERÛN (3.0) Armor: +5,000 gp Weapon (Up to 1d3): 1,500 gp Weapon (1d4 to 1d6): 2,500 gp Weapon (1d8 or higher): 7,000 gp
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 his fast movement ability while wearing the armor or not). Light armors are treated as medium, and medium and heavy armors are treated as heavy. Spell failure chances for armor and shields made from platinum are increased by 10%, the maximum Dexterity bonus is decreased by 2 (which may bring it below 0), and armor check penalties are increased by 3. Armor not primarily of metal is not meaningfully affected. (A suit of chainmail is affected, while a suit of studded leather is not). Platinum weapons are considered heavy weapons. Magically treated platinum weighs twice as much as steel, has hardness 10, and has 30 hit points per inch of thickness. Editor (Heavy Weapons): Heavy weapons, such as those made from gold or platinum, or unwieldy, but inflict additional damage. Without the property exotic weapon proficiency feat, you suffer a -4 penalty on attack rolls with the weapon. Only weapons made largely of metal can become heavy weapons. You can wield a heavy weapon with one more hand than is needed to avoid the penalty. Basically a light weapon becomes a one-handed weapon. A one-handed becomes two-handed. You can never use the weapon finesse feat with a weapon made of heavy metal. Heavy metal weapons inflict increased damage. Increase the damage by one step as if the weapon were one size class bigger. Editor: See Gold.
PURPLE MOURNLODE - MAGIC OF EBERRON (3.5) Armor or Weapon: +700 gp Holy Symbol: 400 gp Mined only in the Mournland in and under the Field of Ruins, mournlode is something of a rarity, and considered by many churches to be an ideal tool for combating undead manifestations. When mined, this iron ore has a mottled purple color, resembling some awful blight. When it is refined, it takes on a more vibrant silvery hue, streaked with veins of purple. In fact, various grades of mournlode exist, each with a slightly different appearance. To date, purple mournlode is by far the most well known (to the point where it is often referred to simply as “mournlode”). Many people (including members of a number of goodaligned organizations) are confident that mournlode is touched with a protective presence, and they use it to make armor, holy symbols, weapons, and other implements. Mournlode has the same weight and other physical characteristics as iron (hardness 10, 30 hit points per inch of thickness), but displays special qualities depending on the type of item it is forged into. A mournlode weapon overcomes the damage reduction of undead creatures as if it were crafted of either cold iron or alchemical silver, whichever is more appropriate. Mournlode armor grants the wearer a +1 resistance bonus on saving throws against any spells, spell-like abilities, and supernatural abilities used by undead. A character who uses a mournlode holy symbol to turn undead deals damage equal to her turning level to undead affected by the turning attempt. For example, a 9th-level paladin (effective turning level 6th) using a mournlode holy symbol would deal 6 points of damage to any undead creature she successfully turns. A mournlode weapon or suit of armor costs an extra 700 gp. A mournlode holy symbol costs 400 gp. Items without metal parts cannot be made from mournlode. Editor: Actually, as an anti-undead material goes, it’s not bad. If damage reduction is a problem for you, then you could do worse then drop 700 gp and use this material in your weapon.
RAZORFEATHER AMMUNITION - MONSTER MANUAL 5 (3.5) Cost: +156 gp (Masterwork) Razorfeathers can be used to make masterwork arrows or bolts, with each group of fifty requiring a DC 30 Craft (weaponsmithing) check to construct. Such ammunition is considered to be masterwork and adamantine, and to have the keen weapon property. Editor: These aren't actually listed being sold anywhere, but by the Craft-rules in PHB, raw materials cost a third of the final result, and Razorfeathers cost 50 gp a piece. The ammunition is considered to be Masterwork, but the book isn't clear as to whether you have to build the Masterwork component
separately or if you just work the Feathers and they're automatically considered Masterwork. May be that the actual cost is 156 gp a piece; that's counting the Masterwork cost for each. Anyways, these arrows are awesome. Just completely incredible. First of all, they're mundane weapons that are considered Keen. That's a +1 property almost for free. Second, they're considered Masterwork and Adamantine. That means they're just about the best mundane arrows you can have. It takes a DC 30 Craft (weaponsmithing)-check to make 50 of them. You should ask your DM if these are sold in your campaign, and if they aren't, it may be an interesting prospect to go on a Steelwing hunt on Acheron or the Material Plane, and train a bit in the arts of Weaponsmithing (or get help from your friendly neighborhood Wizard with his immense Int-mod). Editor (Bolts/Spikes): Since you can make bolts out of them, and you can make spikes out of bolts, you can make tumbling razorfeather ammunition for crossbows or spike throwers. It will cost an additional 5 gp, halve the range, but increase the damage by +2. Boom goes the dynamite.
RIEDRAN CRYSTEEL - EBERRON CAMPAIGN SETTING (3.5) Weapon: +1,500 gp The Inspired lords of Riedra supervise the mining of a crystalline substance that can be alloyed with iron to form Riedran crysteel. Crysteel makes excellent weapons, and the crystalline component makes them resonate with psionic power. When wielded by a character who has at least 1 power point, a crysteel weapon gains a +1 enhancement bonus on damage rolls. Riedran crysteel has hardness 10 and 20 hit points per inch of thickness. Items made of crysteel are susceptible to the shatter spell, but gain a + 4 bonus on their saving throws to resist it because the crystal is alloyed with iron. Items without metal parts cannot be made from Riedran crysteel. Editor: If you never plan on enhancing the weapon, maybe. As it stands, it sucks.
RIMEFIRE ICE - FROSTBURN (3.5) Weapon: +750 gp Other Wood Objects: +500/lb This form of ice is found only in icebergs inhabited by rimefire eidolons. These icebergs are approximately 95% normal ice, but the remaining 5% consists of veins of pale blue ice that glows softly, providing illumination equal to that of a torch. Rimefire ice is especially cold to the touch, and any creature that comes in contact with it takes 1 point of cold damage per round of contact. Any amount of resistance or immunity to cold or the Mark of Hleid feat provides complete protection from this cold damage. The most unusual aspect of rimefire ice is that it is approximately as flammable as wood; it does not melt when heat is applied to it. Burning rimefire ice does not deal fire damage, though, even if it is ignited by an open flame. Rather, burning rimefire ice deals cold damage on anything unfortunate enough to get too close. Rimefire ice could make an interesting material to forge weapons out of; rimefire ice has about the same amount of resilience and strength as wood. It cannot be used to make any appreciable armor, but it can be used to create any weapon that is normally made out of wood (or nearly completely of wood, as in the case of a spear or javelin). Rimefire ice weapons glow with blue light, providing illumination to a 20-foot radius. They also deal +1 point of cold damage on each successful hit. Since rimefire is workable as wood, it can be used to build any object that can normally be made of wood. Rimefire ice objects glow blue, provide illumination as a torch, and retain their ability to cause 1 point of cold damage per round of contact to anything touching it. Rimefire ice brought into warmer climates does not melt into water; it melts into thick white clouds of water vapor with great rapidity. Each minute a piece of rimefire ice is exposed to temperatures above 40° F, it takes 1d6 points of damage (this damage overcomes the ice’s hardness and is not halved, as is most energy damage applied to objects). For each additional 10 degrees hotter than this, the ice takes an additional 1d6 points of damage per round. Rimefire ice has 5 hit points per inch of thickness and hardness 3. Editor: Difficult to work with, unless you can afford a blue ice container, you should stay away from this material. That said, it would lend itself well to any sort of fire attack. Take an alchemist’s arrow and make it out of rimefire ice. Now it does cold damage +1. That’s not quite RAW, but it’s close enough for government work.
RIVERINE - STORMWRACK (3.5) Light Armor: +9,000 gp Medium Armor: +16,000 gp Heavy Armor: +25,000 gp Shield: +4,000 gp Other: +2,000 gp/lb This unusual material is made from water under extremely high pressure, usually obtained from the Elemental Plane of Water but sometimes from the blackwater trenches far below the ocean’s surface. The water swirls and flows continuously, sandwiched between fields of magical force. Half of the Armor Class bonus from armor and shields made from riverine is a deflection bonus (round down). For example, a suit of riverine chainmail would provide a +2 armor bonus and a +3 deflection bonus to AC. This substance is considered masterwork and can be enhanced magically as any other armor. Riverine is sometimes also used to create walls and even containers. Being enclosed in magical force, it is immune to all damage and is unaffected by most spells. However, disintegrate immediately destroys an item made of riverine, as does a rod of cancellation, a sphere of annihilation, or a Mordenkainen’s disjunction spell, causing the water to spill out in a sudden rush. Armor and shields made of riverine do not form a complete enclosure, so breath weapons and spells do still affect the wearer. However, walls of riverine block ethereal travel, breath weapons, and spell effects, just as a wall of force does. Editor: It’s hard to tell, but by the description, I believe that riverine armor comes with ghost touch. It doesn’t come right out and say it, but because it clocks ethereal travel, that would be ghost touch. Now, why would anyone buy this when ghost touch is so much cheaper? Not sure. Remember deflection bonuses do not stack with deflection bonuses. Editor (Shields): There is one weird way you can use this to your advantage. If you have a shield of Riverine, you can then wear a second shield and while the shield bonuses won’t stack, the deflection bonus on one shield will apply. That is a lot of effort, but maybe you have some weird build that needs two shields so you can double shield bash or something. If so, remember that only the shield needs to be riverine. You can make the shield spikes out of adamantine or something.
SENTIRA - SECRETS OF SARLONA (3.5) This bizarre material is wrought by Chosen, Inspired, and (rarely) kalashtar who use powdered crystal and the power of their thoughts and emotions, also drawing on the essence of Dal Quor. Sentira items are literally grown into their final form. They have an organic, whorled appearance, much like horn or shell, with a shimmering, opalescent surface. Color varies based on the emotion used to create the particular batch. Sentira is lightweight and almost unbreakable. Because of its resonant properties, it is an ideal material for emotional armor. For purposes other than those described in this chapter, sentira is treated as mithral. Sentira can be formed, sculpted, and repaired only by psionic creatures that have the Craft (sentira) skill. Such crafts persons, known in Riedra as thought-weavers, must expend 1 power point for each day of work on a sentira object, whether building or repairing it. Editor (Emotional Armor): Sentira doesn’t actually cost anything more then the base armor. Ironically, even though it is listed as “lightweight and almost unbreakable” it isn’t actually listed as any lighter or harder then any other material. The reason for buying sentira armor is so you can put emotions into the armor. All of the following are Armor special abilities that only are usable on sentira. So you must at least buy the armor as masterwork and have a base +1 EB before you can put any of the following into the armor. Editor (Calming): The emotional resonance of calming armor helps its wearer to clear his mind and focus his thoughts. The sentira shell of the armor is deep blue in color. It has a strange sense of depth; an observer can stare into the shell, as if looking into the shifting depths of an ocean. The calming property can be applied only to armor made from sentira. The powers of calming armor are automatically activated when it is worn. Calming armor grants its wearer a +5 competence bonus on Concentration checks. It has an aura of Minor telepathy and manifester level of 5th. To construct you need Craft Psionic Arms and Armor, empty mind, caster must be Inspired, Chosen, or kalashtar. It costs an additional +4,000 gp.
Editor (Dreadful): This special quality allows the wielder to change the form of his weapon. The sentira shell of the armor is matte black. If anyone studies it, the surface seems to shift; it's as if the armor is formed from shadow, and something terrible is hidden just beneath, preparing to pull the observer into the depths. The dreadful property can be applied only to armor made from sentira. The powers of dreadful armor come into effect any time the wearer is attacked. Anyone making a melee attack against the wearer of dreadful armor takes a —1 morale penalty on attack rolls and damage rolls. This is a mind-affecting fear effect. This penalty stacks with the penalty imposed by the Quori Dread feat, though not with any other morale penalties. It has an aura of Minor telepathy and manifester level of 5th. To construct you must have Craft Psionic Arms and Armor, aversion, and caster must be Chosen, Inspired, or kalashtar. This is an additional +1 bonus to any armor it is put into. Editor (Vengeful): Vengeful armor harnesses and amplifies the wearer's desire for revenge on those who wrong him. The armor shell is the color of fresh blood, and it appears wet to the touch (although it is not). Anyone who strikes the wearer of the armor in melee combat feels an immediate telepathic surge of anger. The vengeful property can be applied only to armor made from sentira. The power of vengeful armor is activated whenever the wearer takes damage or is targeted by a hostile spell, psionic power, or other aggressive effect. The wearer of vengeful armor receives a +2 morale bonus on attack rolls and damage rolls made against anyone who damaged her or targeted her with a hostile effect since her last turn. She also receives a +1 morale bonus on saving throws against effects generated by these enemies. It has an aura of Minor telepathy and manifester level of 5th. Craft Psionic Arms and Armor, prowess, caster must be Chosen, Inspired, or kalashtar. This is an additional +1 bonus to any armor it is put into. Editor: The dreadful armor actually might not be that bad, if it was a flat cost. As it stands, there are much better things to spend a +1 bonus on. Over all, it sucks.
SERREN - BOOK OF EXALTED DEEDS (3.5) Bow, Arrow, Bolt, Spike: +4,000 gp Serren trees grow on Arvandor, the uppermost of Arborea’s three layers. The trees serve as vessels for nature spirits, and any branch that falls from a serren tree can be fashioned into a bow, arrow, or crossbow bolt imbued with a portion of the tree’s spirit. Serren bows, arrows, and bolts have the ghost touch special quality, although this property is not magical. Serren has the same hit points per inch of thickness and hardness as regular wood. Editor: Okay, it gets ghost touch for 4,000 gp, and that’s good. I don’t understand why it works in bows, but not in crossbows, or quarterstaffs, or everything made of wood. Poorly designed and doesn’t make sense.
SOLANIAN TRUE STEEL - BOOK OF EXALTED DEEDS (3.5) - ARMS AND EQUIPMENT GUIDE (3.0) Weapon: +1,000 gp Mined on the fourth layer of the Seven Mounting Heavens of Celestia, this fine iron needs no alloy and shines with a silvery gleam. When forged into a weapon, it gives the wielder a +1 bonus on the confirmation roll for a critical hit. True steel has a hardness of 11 and 25 hit points per inch of thickness. Editor: Wow. How… pointless. Next.
SOARWOOD - EBERRON CAMPAIGN SETTING (3.5) Any Wooden Object: x4 cost Rare even in the abundant forests of Aerenal, soarwood possesses a magical buoyancy. Ships made from soarwood skim effortlessly over the surface of the water. Soarwood is a necessary component of the airships and elemental galleons manufactured by House Orien and House Cannith. The speed of a boat or ship made from soarwood is double that of an equivalent boat made from ordinary wood, and the cost is four times normal. Soarwood has the same physical characteristics as normal wood (hardness 5,10 hit points per inch of thickness), but weighs only 75% as much.
Editor: Not much use from a combat perspective, but if you happen to find yourself with high encumbrance values, this might help you cut that down a bit.
STARMETAL - COMPLETE ARCANE (3.5) Ammunition: +60 gp Light Armor: +5,000 gp Medium Armor: +10,000 gp Heavy Armor: +15,000 gp Weapon: +5,000 gp This superior alloy is made from meteoric iron— specifically, ore refined from meteors that fall during the rare appearances of the comet Alhazarde. Starmetal is extraordinarily hard, and is equal to adamantine for all purposes, including overcoming damage reduction or granting damage reduction when used in armor construction. Starmetal also possesses an inherent magical connection to the Material Plane, meaning that weapons made of the alloy are especially effective against creatures from other planes. Weapons made of Starmetal deal an extra 1d6 points of damage to any extra-planar creatures while they are on the Material Plane. Editor: An extra 2,000 gp for an extra 1d6 against extra-planar critters. You know, that could be useful to some people, but for the most part you need to tie it to your campaign setting. Depending on how much WBL you have to spare, you might be better of with adamantine.
STYGIAN ICE - FROSTBURN (3.5) Weapon: +6,000 gp Other Objects: +2,000/lb This extra-planar ice comes from Stygia, the fifth layer of Hell. Infused with the soulless evil of that realm, along with the magical waters of the river Styx, stygian ice is black and constantly crawls with a thin layer of pale blue mist. Stygian ice is much colder than normal ice, and it melts slowly in non-freezing environs. The coldness that this ice exudes is magical in nature, and freezes the mind much more rapidly than flesh. Stygian ice deals 1d6 points of cold damage per round of contact. Worse, if a creature takes damage from this supernatural cold, it must make a DC 12 Will saving throw or take 2 points of Wisdom damage as its memories are slowly frozen. If a creature’s Wisdom is reduced to 0, further contact causes Constitution damage. A creature whose Constitution is reduced to 0 by Stygian ice rises as a wraith in 2d4 rounds. Stygian ice is not much harder than normal ice, so it doesn’t make effective armor. Weapons made of Stygian ice are somewhat fragile, and each time they deal damage the wielder must make a DC 15 Reflex save to avoid dealing the same amount of damage on the weapon itself. Stygian ice weapons deal 1d6 points of additional cold damage on a hit; if the creature hit takes cold damage, it must make a DC 12 Will saving throw or take 2 points of Wisdom damage (or Constitution damage, if Wisdom is at 0). This damage applies to the wielder of the weapon as well; a character who wishes to wield a weapon made of Stygian ice is advised to seek out protection from cold damage. Stygian ice has 5 hit points per inch of thickness and hardness 3. Magical fire damage is not halved when applied to stygian ice. An object made of Stygian ice takes 1 point of damage per hour it exists in an environment above 40° F; this damage overcomes the ice’s hardness. As it melts, the ice gives off foul vapors that nauseate anyone within 5 feet who fails a DC 12 Fortitude saving throw. Editor: Oh so much promise, but it breaks too easily. Keep it in a box made of blue ice and make ammunition out of this. If you could figure out a way to convince your DM, make a Ocanthus knife out of this. By RAW, I don’t think you can, but BOY would that be a scary dagger. Oh, and don’t forget the foul vapors as it melts, since it takes hours to melt, you could create a fog bank of evil by dropping stygian ice shuriken every 10 feet.
SUSALIAN CHAIRWEAVE - COMPLETE WARRIOR (3.5) Light Armor: +28,000 gp Medium Armor: +35,000 gp Heavy Armor: +42,000 gp
Made by a technique known only to the greatest elven armor smiths, susalian chainweave is an elaborate system of chainmail links knitted together to provide additional protection against some blows. When an attack with a slashing or bludgeoning weapon hits a character wearing susalian chainweave, the armor stiffens at the point of contact and disperses the force of the attack. This quality gives the wearer damage reduction 3/piercing as long as the susalian chainweave armor is worn. Editor: That is a lot of money for 3/piercing, except that it works on light armor, which usually is only 1/something at best. I don’t know about the medium or heavy armor, although combining it with Heavy impact armor would result in DR 3 against everything. It would be more expensive that anything else I could possibly think of, but it is what it is.
TARGATH - EBERRON CAMPAIGN SETTING (3.5) Ammunition: +3 gp Light Weapon: +30 gp One Handed Weapon, or One Head of a Double Weapon: +100 gp Two Handed Weapon, or Both Heads of a Double Weapon: +200 gp Targath is a soft metal mined on the northern coast of Argonnessen. Often fashioned into periapts of health, targath naturally possesses some of the qualities of those magic items: Even a small amount of targath worn or carried on the body grants a character a +2 resistance bonus on Fortitude saves against disease. Targath is, for reasons that are not clear, anathema to the deathless of Aerenal: They shrink from its touch, and a weapon fashioned from targath can overcome their damage reduction. Perhaps fortunately for the Undying Court, weapons made of targath are inferior to steel weapons, imposing a -1 penalty on attack rolls and damage rolls. Targath has hardness 9 and 20 hit points per inch of thickness. Editor: Can you use it against all undead or just those undead? Useless.
THINAUN - COMPLETE WARRIOR (3.5) Light Weapon: +10,000 gp One-Handed Weapon or One Head of a Double Weapon: +15,000 gp Two-Handed Weapon or Both Heads of a Double Weapon: +20,000 gp This dark, glittering steel alloy holds an attraction to souls recently released from their bodies. Obviously, this has application for melee weapons. If a thinaun melee weapon is touching a creature when it dies, that creature’s soul is sucked into the weapon rather than passing on to its final reward. The soul remains in the thinaun weapon until the weapon is destroyed or another creature dies while touching the thinaun weapon (the new soul displaces the old one). Raise dead, resurrection, and similar spells won’t bring back a creature whose soul is trapped by a thinaun weapon unless the caster has the weapon in his possession. Because the soul is nearby, fewer material components are required for such spells: Reincarnation, raise dead, resurrection, and true resurrection require half as much of the relevant material component (unguents or diamonds) to cast if the soul is within a thinaun weapon. A thinaun weapon captures a soul from anyone killed while touching the weapon. This means that if the thinaun weapon’s wielder dies, her weapon captures her soul. Only melee weapons made primarily of metal can be crafted as thinaun weapons. Editor: Despite the belief that you can make ammunition out of this, you cannot. The RAW of it is that you have to make a weapon out of them. Still, the ability to capture a soul is a rare one and hard to duplicate by any other means.. What better way to keep a recurring enemy from recurring by sticking him in a dagger then leaving it in a box.
THISTLEDOWN SUIT - RACES OF THE WILD (3.5) Thistledown Suit: 250 gp Long used in the creation of lightweight padded armor by elven crafters, the silken fabric known as thistledown has recently been used in other armors as well by inventive halfling armor smiths. Any armor that normally incorporates an underlying layer of quilted fabric (including chain shirts, as well as any medium or heavy armor normally made of metal) can substitute a thistledown suit for the normal layer of fabric. This alteration increases the armor’s armor check penalty by 1 (because of the added bulk) but reduces its arcane spell failure chance by 5% (because the quilted thistledown makes the armor less
restrictive for somatic gestures). A thistledown suit requires a DC 15 Craft (tailoring) check to create. It adds no weight to a suit of armor. Editor:
TOUCHSTONE BLADE - PLANAR HANDBOOK (3.5) Accessory Cost: +200 gp A touchstone blade is a non-magical masterwork sword or other weapon forged from metal found at the site of a planar touchstone—thus qualifying it as the portable object required by the Planar Touchstone feat. The cost of a touchstone blade is equal to the cost of the weapon plus 500 gp (300 gp for the masterwork weapon, plus another 200 gp for the connection to the planar touchstone). Such items are understandably rare and sold even more rarely, given the magical benefit they can provide. Editor: Campaign specific and in most cases not very useful. Technically speaking, any type of metal can be touchstone.
URDRUKAR - ARMS AND EQUIPMENT GUIDE (3.0) Armor and Shield: +500 gp/lb 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. Every 5 pounds of urdrukar that a character wears or carries increases the DC for all attempts to scry on that character by +2. Armor and shields made from urdrukar have double the normal arcane spell failure chance. Urdrukar is heavier and harder to work with than most other metals: Armor made from it tends to be somewhat clumsier, making gestures more difficult. Urdrukar has a hardness of 15 and 30 hit points per inch of thickness. Metal items made from urdrukar cost an additional 500 gp per pound. Editor: Get a Nondetection spell cast on you.
WILDWOOD - RACES OF THE WILD (3.5) Armor: x2 cost of base weapon, Double masterwork The rare saelas tree (saelas is an Elven word that translates as “wildwood” in Common) produces wood with a peculiar set of qualities. Not only is it extraordinarily flexible for days after harvesting, but items crafted of wildwood regrow after being damaged. At the hands of an armor smith also skilled in woodworking, wildwood can be crafted into lightweight armor nearly as strong as steel. It is prized by druids, who can wear it without sacrificing their class abilities. Wildwood armor provides 1 less point of armor bonus than ordinary armor of the same sort. However, the armor’s maximum Dex bonus increases by 1, its armor check penalty is reduced by 1 (minimum 0), and its arcane spell failure chance is reduced by 5%. In addition, the wearer of a suit of wildwood armor can ignore its armor check penalty on Hide checks made in areas of undergrowth or heavy undergrowth. Armor made from wildwood weighs three-quarters as much as the same item made from metal. Armor not primarily made of metal is not meaningfully affected by being partially made from wildwood. As long as it is exposed to sunlight for at least 1 hour per day, a suit of wildwood armor naturally “heals” 1 point of damage every 24 hours. If it is left to soak in at least one gallon of water while exposed to sunlight for 8 hours, it heals 5 points of damage. Armor made from wildwood is always of masterwork quality (the masterwork cost is included in the armor’s given cost). Wildwood armor costs double what ordinary masterwork armor of the same sort costs, but it takes no longer to make than masterwork armor of that sort. For each Craft (armorsmithing) check required to create a suit of wildwood armor, a Craft (woodworking) check against the same DC is also required (though the same character need not make both checks). Wildwood has 10 hit points per inch of thickness and hardness 6. Editor: I like how it heals, but otherwise is not remarkable. It does reduce arcane spell failure, so it’s got that going for it.
YSGARDIAN HEARTWIRE - ARMS AND EQUIPMENT GUIDE (3.0) - BOOK OF EXALTED DEEDS (3.5) Chain shirt, chain mail, heavy armor: +1,500 gp This incredibly fine, flexible metal is found only in the deep mines of Nidavellir in the Heroic Domains of Ysgard. 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. This 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. Editor: If you use confirm criticals, this might be of use, but you have to keep track of it. This is one of those perks that you won’t use much, so I can see forgetting to tell the DM when it comes up.