[index]

Special Materials

Abysium
Adamantine
Alchemical Silver
Angelskin
Blood Crystal
Bone
Bronze
Bulette Armor
Cold Iron
Darkleaf Cloth
Darkwood
Djezet
Dragonhide
Eel Hide
Elysian Bronze
Fire-Forged Steel
Frost-Forged Steel
Glass
Glaucite

Gold
Greenwood
Griffon Mane
Horacalcum
Inubrix
Living Steel
Mithral
Nexavaran Steel
Noqual
Obsidian
Siccatite
Silversheen
Stone
Sunsilk
Viridium
Voidglass
Whipwood
Wyroot

Weapons and armor can be crafted using materials that possess innate special properties. If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.

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

ABYSIUM

Known also as feverstone (a somewhat misleading name, as abysium is a metal like all the others), this glowing, blue-green substance can be a source of great energy. However, it also causes those who spend extended amounts of time near it to grow ill and die unless proper precautions are taken. Abysium is associated with conjuration magic, zeal, and sloth.

Abysium functions as steel when used to craft weapons and armor, but anyone who carries or wears abysium arms or armor becomes sickened for as long as the gear is carried or worn, plus an additional 1d4 hours after it is removed. Likewise, a character in an area with heavy concentrations of abysium becomes sickened as long as he remains in the area. This is a poison effect. In Thassilon, wealthy lords often built manacles or prison bars out of Abysium in order to keep their prisoners debilitated.

Weapons and armor made from abysium glow with an intensity equal to that of a candle. Scholars have long debated where the glow and associated sickening effect come from, but most agree that the source of the power comes from the Abyss itself, due to the nature of the energy contained in abysium. Pure or properly refined abysium produces this energy in a way that can be harnessed by arcane engines and technologies to generate energy sources strong enough to power extensive magical creations like golems, traps, or magical items the size of buildings. Most secrets of harnessing this power have long been lost.

Abysium can also be powdered and alchemically distilled with other rare catalysts and chemicals to form a much more potent toxin. It was in this form that the metal was most traditionally used in ancient Thassilon. A pound of Abysium is enough to make 1 dose of abysium powder.

Abysium Powder

Poison—ingested; save Fortitude DC 18; onset 10 minutes; frequency 1/minute for 6 minutes; effect 1d4 Con plus nausea; cure 2 saves; cost 900 gp.

ADAMANTINE

Type of
Adamantine
Item
Item
Cost
Modifier
Ammunition +60 gp per missile
Light armor +5,000 gp
Medium armor +10,000 gp
Heavy armor +15,000 gp
Weapon +3,000 gp

Mined from rocks that fell from the heavens, this ultrahard metal adds to the quality of a weapon or suit of armor. The most commonly known starmetal, adamantine is extremely strong and favored by weapon and armor smiths alike for its ability to cut through solid barriers with ease and endure heavy blows. In ancient Thassilon, adamantine was most often associated with transmutation magic, generosity, and greed, for it was the most valuable of the skymetals (although not the rarest). 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. 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.

Weapons and armor normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20.

ALCHEMICAL SILVER

Type of
Alchemical Silver Item
Cost
Modifier
Ammunition +2 gp
Light weapon +20 gp
One-handed weapon, or
one head of a double weapon
+90 gp
Two-handed weapon, or
both heads of a double weapon
+180 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 slashing or piercing weapon, the wielder takes a –1 penalty on the damage roll (with a minimum of 1 point of damage). The alchemical silvering process can't be applied to nonmetal items, and it doesn't work on rare metals such as adamantine, cold iron, and mithral.

Alchemical silver has 10 hit points per inch of thickness and hardness 8.

ANGELSKIN

Type of
Angelskin Item
Cost
Modifier
Light armor +1,000 gp
Medium armor +2,000 gp

The preserved skin of an angel retains a portion of celestial grace and can be crafted into leather, hide, or studded leather armor. Angelskin radiates a moderate good aura that masks malign auras. Any evil aura radiated by the wearer is reduced in strength by 10 Hit Dice. Auras reduced below 1 Hit Die can't be detected by means such as detect evil; the creature doesn't detect as evil, though this has no effect on other aspects of the creature's alignment. For example, a weak chaotic creature wearing angelskin armor detects as chaotic, but not evil.

Spells and supernatural abilities that have special effects when cast on or used against creatures with evil alignments (even beneficial effects) have a 20% chance of treating an evil wearer as neutral instead. Ongoing effects such as smite evil make this roll the first time they are used against the creature; if the effect treats the target as neutral, it does so for the remainder of the effect's duration. If the ongoing effect applies to an area and the wearer leaves that area, the percentage chance should be rolled again. Permanent magic items such as holy weapons always treat the wearer as evil. Armor constructed from angelskin is always of masterwork quality; the masterwork cost is included in the prices given below.

Angelskin has 5 hit points per inch of thickness and hardness 5.

BLOOD CRYSTAL

Type of
Blood Crystal Item
Cost
Modifier
Ammunition +20 gp/item
Weapon +1,500 gp

Mysterious radiation deep below the surface of the earth warps once-ordinary quartz into bloodcraving stone. If an attack with a piercing or slashing blood crystal weapon hits a target suffering from a bleed effect, the creature takes 1 additional point of damage from the attack as the blood crystal drains blood from the wound.

This applies even if the creature was taking bleed damage before the attack with the blood crystal weapon. This does not increase the amount of the bleed effect.

Unfed blood crystal has a pale pink hue, darkening toward deep crimson as it becomes saturated with blood. Piercing or slashing weapons composed entirely or partially of metal can be made from blood crystal. Unworked blood crystal has a value of 500 gp per pound. Weapons made with blood crystal have one-half the normal hit points. Armor and shields cannot be made of blood crystal, as they would feed on the wearer's own wounds.

Blood crystal has 10 hit points per inch of thickness and hardness 10.

BONE

Bone can be used in place of wood and steel in weapons and armor. Other animal-based materials like horn, shell, and ivory also use the rules for bone weapon and armor. The cost of a bone weapon or bone armor is half the price of a normal weapon or armor of its type.

Weapons
Light and one-handed melee weapons, as well as two-handed weapons that deal bludgeoning damage only, can be crafted from bone. Hafted two-handed weapons such as spears can be crafted with bone tips, as can arrowheads. Other two-handed weapons cannot be constructed of bone. Bone weapons have half the hardness of their base weapons and have the fragile weapon quality. Masterwork bone weapons also have the fragile quality, but magic bone weapons do not. Bone weapons take a -2 penalty on damage rolls (minimum 1 damage).
Armor
Studded leather, scale mail, breastplates, and wooden shields can all be constructed using bone. Bone either replaces the metal components of the armor, or in the case of wooden shields, large pieces of bone or shell replace the wood.

Bone armor has a hardness of 5 and has the fragile armor quality. Masterwork bone armor also has the fragile quality, but magic bone armor does not. The armor/shield bonus of bone armor is reduced by 1, but in the case of studded leather, the armor check penalty is also reduced by 1 (to 0).

BRONZE

Before the advent of iron and steel, bronze ruled the world. This easily worked metal can be used in place of steel for both weapons and armor. For simplicity's sake, similar or component metals such as brass, copper, or even tin can use the following rules, even though in reality bronze is both harder and more reliable than those metals.

Weapons

Light and one-handed weapons can be crafted from bronze. Likewise, spear points, arrowheads, and axe heads can be crafted from bronze, even those that are parts of two-handed weapons. Bronze is too weak to be used for two-handed weapons made entirely out of metal, and cannot typically be used to craft polearms, with the exception of the rhomphaia. Bronze weapons have the hardness of their base weapons but also have the fragile quality. Bronze weapons do the same damage as steel weapons of the same type, and have the same cost and weight.

Armor
Bronze can be used to create any medium or light armor made entirely of metal or that has metal components. It protects a creature as well as steel armor does, but it has the fragile quality. Bronze armor has the same cost and weight as normal steel armor of its type. Bronze armor has a hardness of 9.

BULETTE ARMOR

Dungeon Denizens Revisited
Dwarves have long treasured bulettes for their thick hides and armor plating. In fact, some dwarf clans require their young to travel on long pilgrimages to areas thick with land sharks to hunt the reclusive and vicious beasts, intent on harvesting their plates for armor. A single adult male bulette has enough armor plating and hide to produce two sets of Medium bulette plate mail and four sets of Medium leather or studded leather armor. These armor sets are more often than not imbued with the delving armor quality, and veteran dwarf bulette hunters are rarely seen without their +1 delving bulette full plate while on the hunt. Creating bulette armor from the creature's hide requires a skilled armorer; crafted bulette armor may be normal or masterwork quality.

A set of bulette plate is functionally similar to metal full plate, but is prized by wealthy collectors and military commanders the world over, and tends to sell for up to 10 times more than a normal set. Bulette full plate is slightly heavier (65 pounds) than regular steel plate, but is more flexible and durable (max Dex bonus +2, hardness 12).

A suit of bulette leather armor weighs 20 pounds, and its appearance matches the coloration of the landshark from which it was made. It sells for 50 gp, but has the same statistics as studded leather.

COLD IRON

This iron, mined deep underground and known for its effectiveness against demons and 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, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added.

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 with one cold iron half costs 50% more than normal.

Cold iron has 30 hit points per inch of thickness and hardness 10.

DARKLEAF CLOTH

Type of Darkleaf
Cloth Item
Cost
Modifier
Clothing +500 gp
Light armor +750 gp
Medium armor +1,500 gp
Other items +375 gp/lb.

Darkleaf cloth is a special form of flexible material made by weaving together leaves and thin strips of bark from darkwood trees, then treating the resulting fabric with special alchemical processes. The resulting material is tough as cured hide but much lighter, making it an excellent material from which to create armor. Spell failure chances for armors made from darkleaf cloth decrease by 10% (to a minimum of 5%), maximum Dexterity bonuses increase by 2, and armor check penalties decrease by 3 (to a minimum of 0).

An item made from darkleaf cloth weighs half as much as the same item made from normal cured leather, furs, or hides. Items not primarily constructed of leather, fur, or hide are not meaningfully affected by being partially made of darkleaf cloth. As such padded, leather, studded leather, and hide armor can be made out of darkleaf cloth (although other types of armor made of leather or hide might be possible). Because darkleaf cloth remains flexible, it cannot be used to construct rigid items such as shields or metal armors. Armors fashioned from darkleaf cloth are always masterwork items as well; the masterwork cost is included in the prices given below.

Darkleaf cloth has 20 hit points per inch of thickness and hardness 10.

DARKWOOD

This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow or 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.

DJEZET

One of the strangest of the seven known types of skymetal, rust-red djezet is liquid at all temperatures. This makes the metal relatively useless for crafting metal objects (although many gifted metallurgists, such as Xin himself, have had some success creating djezet alloys), but most who seek out this metal intend to use it instead as an additional material component for spellcasting, since it possesses an ability to enhance magic. Djezet is associated with enchantment magic, love, and lust.

Used as an additional material component, a dose of djezet increases the effective level of a spell by +1, as if it were being modified by the Heighten Spell feat. In order to function as an additional material component, the spellcaster must use a number of doses of djezet equal to the spell's level—additional djezet used beyond this amount does nothing. Djezet costs 200 gp per dose.

DRAGONHIDE

Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a light or heavy masterwork shield in addition to the armor, provided that the dragon is Large or larger. If the dragonhide comes from a dragon that had immunity to an energy type, the armor is also immune to that energy type, although this does not confer any protection to the wearer. If the armor or shield is later given the ability to protect the wearer against that energy type, the cost to add such protection is reduced by 25%.

Because dragonhide armor isn't made of metal, druids can wear it without penalty.

Dragonhide armor costs twice as much as masterwork armor of that type, but it takes no longer to make than ordinary armor of that type (double all Craft results).

Dragonhide has 10 hit points per inch of thickness and hardness 10. The hide of a dragon is typically between 1/2 inch and 1 inch thick.

EEL HIDE

Type of
Eel Hide Item
Cost
Modifier
Light armor +1,200 gp
Medium armor +1,800 gp

This supple material offers as much protection as leather, but is more flexible and resistant to electricity. Leather, hide, or studded leather armor can be produced with eel hide.

The armor check penalty of such armor is reduced by 1 (to a minimum of 0) and the maximum Dexterity bonus of the armor is increased by 1. Additionally, wearing eel hide grants the wearer electricity resistance 2. Armor crafted from eel hide is always considered masterwork, and the masterwork costs are included in the listed prices.

Eel hide has the same hit points and hardness as leather.

ELYSIAN BRONZE

Type of
Elysian Bronze
Item
Item
Cost
Modifier
Ammunition +20 gp per missile
Light armor +1,000 gp
Medium armor +2,000 gp
Heavy armor +3,000 gp
Weapon +1,000 gp

First crafted in the deeps of time by the titans and bestowed as gifts to monster-slaying heroes among the lesser races, Elysian bronze retains the brazen coloration of its namesake but is as hard as steel. A weapon made of Elysian bronze adds a +1 bonus on weapon damage rolls against magical beasts and monstrous humanoids; this damage is multiplied on a critical hit. After a creature uses an Elysian bronze weapon to deal damage to a magical beast or monstrous humanoid, the wielder gains a +1 bonus on attack rolls against that specific creature type (for example, against chimeras, not all magical beasts) for the next 24 hours, or until the weapon deals damage to a different kind of magical beast or monstrous humanoid.

Armor made of Elysian bronze also protects its wearer against the natural weapons or unarmed strikes of magical beasts and monstrous humanoids, providing damage reduction as if it were adamantine (1/— for light armor, 2/— for medium armor, or 3/— for heavy armor). It does not provide this protection against creatures of other types.

Elysian bronze has the same hit points and hardness as steel.

FIRE-FORGED STEEL

Type of
Fire-Forged
Steel Item
Item
Cost
Modifier
Ammunition +15 gp per missile
Light armor +1,000 gp
Medium armor +2,500 gp
Heavy armor +3,000 gp
Weapon +600 gp

Dwarves stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It didn't take them long to adapt its unique properties to arms and armor. Fire-forged steel channels heat in one direction to protect its wearer or wielder. When it is crafted into armor, heat is channeled away from the wearer, offering some limited protection. Armor crafted from fire-forged steel grants the wearer fire resistance 2.

Weapons crafted from fire-forged steel similarly channel heat away from the wearer; this does not grant the wielder energy resistance. Instead, the blade absorbs and channels heat to the parts of the weapon that contact enemies. If the weapon is exposed to 10 points or more of fire damage (such as from an opponent's fireball or by holding it in a campfire for 1 full round), the weapon adds +1d4 points of fire damage to its attacks for the next 2 rounds. If the wielder is wearing fire-forged armor and using a fire-forged weapon, this bonus damage increases to 1d6 points of fire damage and lasts for 4 rounds. This bonus damage does not stack with fire damage from weapon enhancements such as flaming.

Armor or weapons made from fire-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices.

Fire-forged steel has the same hit points and hardness as steel.

FROST-FORGED STEEL

Type of
Frost-Forged
Steel Item
Item
Cost
Modifier
Ammunition +15 gp per missile
Light armor +1,000 gp
Medium armor +2,500 gp
Heavy armor +3,000 gp
Weapon +600 gp
This material is the same substance as fire-forged steel with a subtle difference in the alignment of the metal during crafting.

Instead of channeling heat away from the wearer, it channels heat toward the wearer. Frost-forged steel works similarly to fire-forged steel, except its effects apply to cold damage rather than fire damage. This means frost-forged steel weapons are less useful than their fire-forged counterparts, as there are few nonmagical sources of cold that can quickly imbue it with enough cold energy to deal bonus damage.

Armor and weapons made from frost-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices.

Frost-forged steel has the same hit points and hardness as steel. Frost-forged steel costs the same as fire-forged steel.

GLASS

Reign of Winter #5—Rasputin Must Die!
Brittle and often strange in appearance, glass weapons mostly serve as ceremonial instruments, but are also the best way of permanently slaying fexts. The glass parts of these weapons replace what is typically a metal or stone component, such as an arrowhead or a dagger's blade. The remainder of the weapon is created normally, though the fittings require some specialization.

Glass weapons cost half of what base items of their type do, and have 75% the weight of base items of their type. Glass can be used to craft light and one-handed weapons that deal piercing or slashing damage, as well as bullets, spear tips, and arrowheads. Glass weapons have half the hardness of their base weapon and have the fragile quality.

GLAUCITE

When the phrase ďNumerian SteelĒ is used, the speaker is usually, knowingly or not, referring to an iron/adamantine alloy called glaucite. This dark gray metal is the material of choice for hulls and starship superstructures, and is what constitutes the walls, floors, and ceilings of the strange ruins found throughout Numeria. Without more advanced technology, glaucite is extremely difficult to work with. Because the metal isnít much better than steel for forging weapons or armor, and the process of extracting the adamantine from it is so expensive and time consuming that the resulting adamantine isnít worth the effort, Numerian scavengers have, by and large, left the walls and floors of the structures buried in the region untouched. Itís simply easier to scavenge smaller objects or work with normal iron or steel in the long run.

Glaucite has 30 hit points per inch of thickness (the same as steel) and hardness 15. It is half again as heavy as steel, and the difficulty of working with the material triples the objectís total cost to create. As a result, glaucite armor and weapons are generally commissioned only by eccentrics and collectors and rarely see use in the field, given that steel weapons and armor work just as well and are less encumbering.

GOLD

Typically only used for ceremonial weapons and armor, metal equipment made from gold is fragile, heavy, and expensive. Often golden armor is gold-plated rather than constructed entirely from gold. The rules below are for the rare item constructed entirely of gold rather than being gold-plated.

Gold-plated items triple the base cost of weapons and armor and have the same properties as the item the gold is plating. Items constructed purely of gold cost 10 times the normal cost for items of their type. Gold items weigh 50% more than typical weapons or armor of their type.

Weapons
Gold is often too soft to hold a decent edge, but light weapons that do piercing or slashing damage can be constructed of gold or some nearly gold alloy. They take a -2 penalty on damage rolls (minimum 1 damage). Gold weapons have a hardness of half their base weapons' and also have the fragile quality.
Armor
Gold can be fashioned into light or medium metal armor. The softness and the weight of the metal decrease the armor/shield bonus by 2, and increase the armor check penalty by 2. Gold armor has a hardness of 5.

GREENWOOD

The secret of greenwood lies in its harvesting. Each length is taken, with leaves still attached, from a tree animated by a treant and cut with care to avoid the death of the tree. A dryad then speaks to and shapes the wood, coaxing the living green of the leaves into the grain of the wood itself. The resulting wood remains alive as long as it is doused with at least one gallon of water (plus 1 gallon for every 10 pounds of the item's weight) once per week and allowed to rest for an hour in contact with fertile soil. Any wooden or mostly wooden item (such as a bow or spear) made from greenwood is considered a masterwork item. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from greenwood or do not gain any special benefit from being made of greenwood. When damp and in contact with fertile soil, living greenwood heals damage to itself at a rate of 1 hit point per hour, even repairing breaks and regrowing missing pieces. If the weapon has the broken condition, it is repaired during the first hour of contact with fertile soil. Greenwood items take only one-quarter damage from fire.

Greenwood can be altered or enhanced with wood-shaping magic such as ironwood, shape wood, and warp wood. The duration of any such effect on a greenwood item is doubled.

To determine the price of a greenwood item, use the original weight but add 50 gp per pound to the price of a masterwork version of that item. Items made from darkwood cannot be made into greenwood.

Greenwood has the same hit points and hardness as wood.

GRIFFON MANE

Type of
Griffon Mane Item
Cost
Modifier
Light armor +200 gp
Other items +50 gp/lb.

This rough-spun cloth, ranging in color from golden-brown to brown-black, is woven from the mane of leonine magical beasts, primarily griffons but also chimeras and manticores, and is exceptionally strong and light. Wearing a cloak, robe, clothing outfit, or padded or quilted armor made from griffon mane grants a +2 competence bonus on Fly checks. If an item made of griffon mane is magically given the ability to fly, the cost to add that specific magical property is reduced by 10%, though this does not reduce the cost of any other abilities the item has.

Griffon mane has twice the number of hit points of normal cloth and hardness 1.

HORACALCUM

Type of
Horacalcum Item
Cost
Modifier
Weapon +6,000 gp
Light armor +10,000 gp
Medium armor +30,000 gp
Heavy armor +60,000 gp

The rarest of the known skymetals, this dull, coppery substance warps time around it, making things seem to speed up or slow down. Horacalcum is associated with illusion magic, humility, and pride. Almost never found in amounts greater than a pound, horacalcum is the same weight and density as steel, but is much more durable.

A weapon made of horacalcum gains a +1 circumstance bonus on attack rolls (ammunition can be made of horacalcum, but does not grant any bonus on attack rolls). An entire suit of armor made from this rare metal is fantastically expensive, but since a suit of horacalcum armor simultaneously allows its wearer to react more quickly while perceiving time more slowly, some consider the cost justifiable. A suit of light horacalcum armor grants a +1 bonus on Initiative checks, medium horacalcum armor grants a +2 bonus on Initiative checks, and heavy horacalcum armor grants a +3 bonus on Initiative checks. Weapons and armor made of horacalcum are always of masterwork quality—the masterwork cost is included in the prices given below.

Weapons and armor made of horacalcum have one-fourth more hit points than normal. Horacalcum has 30 hit points per inch of thickness and hardness 15.

INUBRIX

Type of
Inubrix Item
Cost
Modifier
Weapon +5,000 gp

This metal's structure allows it to pass through iron and steel without touching them, seemingly shifting in and out of phase with reality. This quality earned the pale metal the nickname "ghost iron." Inubrix is associated with necromancy magic, temperance, and gluttony. Inubrix is the softest of the solid skymetals, being only slightly less malleable than lead. It doesn't function well for crafting armor as a result, and though inubrix weapons can penetrate most metal armors with relative ease, the weapons tend to break easily.

An inubrix weapon deals damage as if it were one size category smaller than its actual size, and is always treated as if it had the broken condition. It ignores all armor or shield bonuses granted by iron or steel armor or shields. Inubrix weapons cannot damage these materials at all (and, by extension, cannot harm iron golems or similar creatures).

Inubrix has 10 hit points per inch of thickness and hardness 5.

LIVING STEEL

Type of
Frost-Forged
Steel Item
Item
Cost
Modifier
Ammunition +10 gp per missile
Light armor +500 gp
Medium armor +1,000 gp
Heavy armor +1,500 gp
Weapon +500 gp
Shield +100 gp
Other items +250 gp/lb.
Some trees suck up potent minerals through their roots the same way others draw water from the ground. Though these trees blunt saws and axes used to hew them and shrug off fire, they eventually succumb to time or the elements. When properly harvested, these fallen trees produce nuggets of a metal called living steel. This glossy green metal slowly repairs itself. An item made from living steel repairs damage to itself at a rate of 2 hit points per day, or 1 hit point per day if it has the broken condition. Items not primarily of metal are not meaningfully affected by being partially made of living steel.

Armor and shields made from living steel can damage metal weapons that strike them. Whenever the wielder of a metal weapon rolls a natural 1 on an attack roll against a creature wearing living steel armor or wielding a living steel shield, the item must make a DC 20 Fortitude save or gain the broken condition. If the weapon already has the broken condition, it is instead destroyed. Living steel cannot damage adamantine weapons in this way.

Living steel has 35 hit points per inch of thickness and hardness 15.

MITHRAL

Type of
Mithral Item
Cost
Modifier
Light armor +1,000 gp
Medium armor +4,000 gp
Heavy armor +9,000 gp
Shield +1,000 gp
Other items +500 gp/lb.

Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard. When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor's check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased 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 quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.

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.

NEXAVARAN STEEL

Forged by the Mendevian smiths of Nerosyan out of iron and the unique mineral nexavar, this bluish steel strikes true against monsters vulnerable to cold iron (such as demons). Weapons made of nexavaran steel cost 1-1/2 times as much to make as their normal counterparts. This steel is even more delicate than cold iron regarding magical enhancements; adding enhancements to the steel increases its price by 3,000 gp. This increase is applied the first time the item is enhanced, not once per ability added. Nexavaran steel is otherwise identical to cold iron.

NOQUAL

Type of
Noqual Item
Item
Cost
Modifier
Magic item +5,000 gp
Light armor +4,000 gp
Medium armor +8,000 gp
Heavy armor +12,000 gp
Shield +2,000 gp
Weapon or item +500 gp

Noqual looks almost like a pale green crystal to the untrained eye, but can be worked as iron despite its appearance. It is associated with abjuration magic, charity, and envy. Noqual is light—half as heavy as iron, yet just as strong. More importantly, noqual is strangely resistant to magic.

An object made of noqual gains a +4 bonus on any saving throw made against a magical source. Creating a magic item that incorporates any amount of noqual into it increases the price of creation by 5,000 gp, as costly reagents and alchemical supplies must be used to treat the metal during the process. Weapons made of noqual weigh half as much as normal, and gain a +1 enhancement bonus on damage rolls against constructs and undead created by feats or spells.

Noqual armor weighs half as much as other armors of its type, and is treated as one category lighter than normal for the purposes of movement and other limitations (light armor is still treated as light armor, though). The armor's maximum Dexterity bonus increases by 2, and armor check penalties are reduced by 3. The armor's spell failure chance increases by 20% and applies to all magic cast while wearing the armor, regardless of the magic's source or class abilities possessed by the wearer. The wearer of a suit of noqual armor gains a +2 resistance bonus on all saving throws against spells and spell-like abilities.

Noqual has 30 hit points per inch of thickness and hardness 10. Noqual ore is worth 50 gp per pound.

OBSIDIAN

This black volcanic glass is extremely sharp, and can be shaped into a variety of weapons that do piercing and slashing damage. Bits of obsidian inserted into a length of tempered wood create effective swords called terbutjes. Obsidian weapons cost half of what base items of their type do, and weigh 75% of what base items of their type do.

Weapons
Obsidian can be used to craft light and one-handed weapons that do piercing or slashing damage, as well as spear tips and arrowheads. Obsidian weapons have half the hardness of their base weapon and have the fragile quality.
Armor
The fragile glass nature of obsidian is perfect for creating sharp points and blades, but those same qualities make it unsuitable for creating armor. Armor cannot be constructed from obsidian.

SICCATITE

Type of
Siccatite Item
Item
Cost
Modifier
Weapon +1,000 gp
Armor +6,000 gp

This shining silver metal is either incredibly hot or freezing cold when found. Siccatite is associated with evocation magic, wrath, and kindness. As of yet, scholars have not determined whether siccatite is actually two similarly hued metals or a single type that determines its own temperature via some unknown process. When raw siccatite is found, it has a 50% chance of being hot siccatite; otherwise, it's cold siccatite. Physical contact with siccatite deals 1 point of energy damage each round (either fire or cold, as appropriate). Hot siccatite can eventually ignite objects, and cold siccatite in water quickly surrounds itself with a 1-foot-thick shell of ice.

A weapon made of siccatite deals +1 point of damage of the appropriate energy type each time it strikes a foe, but also deals 1 point of the same energy damage to the wielder each round it is used in combat. Likewise, siccatite armor deals 1 point of energy damage per round to a creature wearing it, and deals 1 point of energy damage each full round a creature is grappled by someone wearing siccatite armor. Cold siccatite armor grants fire resistance 5, while hot siccatite armor grants cold resistance 5. (The type of armor does not alter the amount of resistance granted.)

SILVERSHEEN

Qadira, Gateway to the East
Blades made of this special metal count as alchemical silver weapons and are immune to rust, including that of rust monsters, the rusting grasp spell, and so on. They are always masterwork weapons—most often scimitars or longswords; the listed price includes the cost of the masterwork bonus.

No aura (nonmagical property); CL —; Craft (alchemy) 5 ranks, Craft (weaponsmithing) 5 ranks; Price +750 gp.

STONE

Stone Age weapons almost always utilize stone in some way. From rocks lashed to wooden hafts to create early maces and axes, to flint knives and stone arrowheads, these primitive weapons are still deadly. Stone weapons cost a quarter of what base items of their type do, and weigh 75% of what base items of their type do.

Weapons
Light and one-handed bludgeoning weapons, spears, and arrowheads can all be made of stone. Weapons made of stone have half the hardness of their base weapons, and have the fragile condition.
Armor

Armor cannot usually be constructed from stone, but advanced, often alchemically enhanced stone armor made by dwarves or other stone-working cultures does exist.

SUNSILK

Sunsilk, produced by a silkworm species native to central Kelesh and closely guarded by the Sarenite church, takes on a golden glitter after it has been left to cure in the sun. Though it is light and flexible, when multiple layers are pressed together, its myriad thin fibers inhibit weapons and can slightly help prevent slashing or piercing weapons from causing harm. Clothing made from sunsilk grants its wearer DR 2/bludgeoning. Sunsilk can be incorporated into any suit of armor without hampering the armor's other qualities, typically as an inner layer of soft lining. Sunsilk adds 6,000 gp to the cost of the garment or armor.

 

VIRIDIUM

Type of
Viridium Item
Item
Cost
Modifier
Ammunition +20 gp per missile
Weapon +200 gp

This deep green volcanic glass is similar to obsidian but is formed when molten rock is tainted with anomalous trace minerals from deep beneath the earth whose emanations are toxic to living things. It can be fragmented to razor sharpness, but even a tiny amount of viridium contacting the bloodstream can pass on a wasting sickness.

Any successful hit with a viridium weapon causes the target to contract leprosy (Fortitude DC 12 negates). On a successful critical hit, a tiny fragment of viridium breaks off within the target, affecting it as though with greenblood oil (Fortitude DC 13 negates).

A creature carrying a viridium weapon must save every 24 hours or contract leprosy unless the weapon is kept inside an extradimensional space (such as an efficient quiver) or a scabbard lined with lead.

Oozes, plants, and outsiders are immune to the deadly emanations of viridium.

Viridium weapons have half the hardness of their base weapon and have the fragile quality. Viridium can be magically strengthened at an additional cost of +1,000 gp for a weapon or +20 gp for ammunition. This removes the fragile quality from the item but does not otherwise affect its abilities.

VOIDGLASS

Type of
Voidglass Item
Item
Cost
Modifier
Light armor +1,000 gp
Medium armor +2,000 gp
Heavy armor +4,500 gp
Slashing/piercing weapon +1,000 gp
Armor Master's Handbook
Voidglass originates on an unknown world beyond Golarion. It is brought to Golarion in small quantities by grioths, a race of psychic extraterrestrials. Voidglass resonates with a creature's mind, bolstering thought and mental defenses. Any suit of armor normally made from metal can be made of voidglass. A suit of light voidglass armor or a voidglass shield grants a +1 resistance bonus on all saving throws against mind-affecting magic. This bonus increases to +2 for medium voidglass armor, and to +3 for heavy voidglass armor. A voidglass piercing or slashing weapon deals 1 additional point of damage on a hit; bludgeoning weapons gain no benefit.

Voidglass has 30 hit points per inch of thickness and hardness 10. A pound of raw, unworked voidglass is worth 100 gp. Light armor made from voidglass costs an additional 1,000 gp, medium armor costs an additional 2,000 gp, heavy armor costs an additional 4,500 gp, and shields cost an additional 3,000 gp. Weapons made from voidglass cost an additional 1,000 gp.

WHIPWOOD

Vanara woodworkers craft this extremely flexible material in a time-consuming process. Whipwood is actually a composite of several bendable wooden fibers woven and fused together to form a flexible but sturdy unit. Only wooden weapons or weapons with wooden hafts (such as axes and spears) can be made out of whipwood. A creature wielding a whipwood weapon gains a +2 bonus to its CMD when defending against sunder attempts against the weapon. A whipwood weapon's hit points increase by +5.

Whipwood loses its special qualities if under the effect of an ironwood spell. Whipwood weapons cost 500 gp more than normal weapons of their type.

WYROOT

The root of the wyrwood tree has a peculiar quality. When a weapon constructed of wyroot confirms a critical hit, it absorbs some of the life force of the creature hit. The creature hit is unharmed and the wyroot weapon gains 1 life point. As a swift action, a wielder with a ki pool or an arcane pool can absorb 1 life point from the wyrwood weapon and convert it into either 1 ki point or 1 arcane pool point. Most wyroot weapons can only hold 1 life point at a time, but higher-quality wyroot does exist. The most powerful wyroot weapons can hold up to 3 life points at a time. Any unspent life points dissipate at dusk.

Wyroot can be used to construct any melee weapon made entirely of wood or a melee weapon with a wooden haft. Constructing a wyroot weapon that can hold 1 life point increases the weapon's cost by 1,000 gp, constructing one that can hold up to 2 life points increases the weapon's cost by 2,000 gp, and constructing one that can hold up to 3 life points increases the weapon's cost by 4,000 gp.