Kargin Notes - Metals and Special Materials
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DWARVEN BLACKROCK (Godsteel)
Another planar alloy, this rarest of all metals is considered – rightly so – the ultimate metal, surpassing even
adamantine for strength and power. Dwarven blackrock is found only within the mountains of the dwarven gods
(yet another reason for its alternate name of godsteel). This masterwork material is a mixture of metal and stone,
allowing it to retain the best properties of both materials, with few of their associated penalties. Weapons gain large
bonuses to hit, to damage, as well as increased threat ranges, critical multipliers, and a bonus to critical confirmation
rolls. Like adamantine, dwarven blackrock easily penetrates the hardness of any other material. Additionally,
weapons forged of godsteel are considered to be adamantine, magic, and blunt, regardless of their actual shape or
level of enchantment. Although dwarven blackrock armors are bulkier than their steel counterparts – suffering a
lower maximum dexterity bonus and an increased skill check penalty – most adventurers would gladly put up with
these minor inconveniences for the benefits gained. Armors and shields forged of godsteel have much greater
protection value and hit points, as well offering suburb resistance to critical hits. Finally, all dwarven blackrock
armors and shields impart damage reduction to their wearers.
Due to its unusual nature as an alloy of metal and stone, godsteel items tend to be more sculpted and carved rather
than hammered and forged. As a result, when purchasing an item made of dwarven blackrock, the customer must
pay for at least three pounds of the material in order ensure enough working stock to make the desired object
properly. (Skilled smiths don’t mind this process as the “waste” can be saved for use in making ammunition or
studded leather armor.) -
Mithral: (DMG pg 182): The base armor no longer imposes a STR requirement or disadvantage on Stealth checks.
CELESTIAL MITHRIL (Glowsteel)
This very rare metal is similar to shadow adamantine in that is actually an alloy – in this case being mithril that has
been infused with energy from the Upper Planes. Celestial mithril appears very similar to its mundane counterpart,
but it glows with a faint light, about equal to that of a candle. Although it is not quite as physically lightweight as
standard mithril, it outperforms its mortal counterpart in every way. It provides an improved masterwork bonus to
hit, increased damage, increased range increment, a keener striking surface, and a better chance of confirming a
critical hit. Celestial mithril armor has masterwork properties identical to that of mithril armor, with an even lower
arcane spell failure chance, an improved protection bonus, and the ability to resist the critical hits of enemies.
Finally, in addition to being the same as alchemical silver for purposes of damage reduction, glowsteel items are
also considered to have a good alignment, allowing them to harm the forces of evil more easily. -
Wicker Armor: Wicker and hemp woven into simple armor when no other material is available. Disadvantage on Stealth, costs only 1 gp. Base armor 11+DEX, weighs 6 pounds.
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Abyssal Bloodiron: Very Rare. Made of blood-soaked iron from the depths of the Abyss. A weapon of Abyssal Bloodiron counts a roll of a 19 or 20 as a critical hit.
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Astral Driftmetal: Rare. Metal mined from floating matter in the Astral Plane. Weapons made of this material count as magical weapons for the purposes of overcoming the damage resistances of incorporeal creatures.
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Aurorum: Rare. This material is luminous and gleams with pink and indigo. Weapons or armor made of Aurorum fully heal themselves within 1 minute after taking damage or being destroyed. Taking Lightning damage disables this property for 5 minutes. If destroyed while its properties are disabled, the object will not reform.
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Blue Ice: Uncommon. Slashing weapons made with eternally-cold Blue Ice deal 1 bonus cold damage on-hit. Blue Ice can be forged and shaped like iron and has the property of being eternally just below freezing temperatures, even in warmer climates. It will never melt.
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Bluewood: Magically treated wood that is as hard as steel. It doesn’t change the properties of a steel weapon or armor, but it can be used by a druid without penalty. Bluewood items cost 600 gp more than a regular steel counterpart.
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Dragonhide: Same as Dragon Scale Mail (DMG pg 165) but druids can wear Dragonhide as it’s a Hide armor rather than Scale Mail armor base. It has the same benefits of Dragon Scale Mail but uses Hide armor as the base AC.
DRAGONHIDE ARMOR
This masterwork material is another nonmetallic solution for druids seeking increased armor. As the name implies,
this material is made from the carefully prepared skin and scales of slain dragons. In addition to all shields, only the
following armors can be made of dragonhide: hide, breastplate, banded mail, half-plate, and full plate. Besides
allowing for more freedom of movement than metal armors (increased dexterity bonus, reduced armor check penalty
and arcane spell failure), dragonhide armors also provide a small amount of energy resistance. The type of energy
resisted depends on the breath weapon of the dragon from which the hide was taken: red dragonhide resists fire;
blue dragonhide resists electricity; etc. Additionally, dragonhide armor provides a benefit to the crafters of magical
armors. If a spellcaster seeks to enchant dragonhide armor with an energy resistance effect that matches the armor’s
energy resistance, the price of the magical enchantment is 25% less than normal. -
Gehennan Morghuth Iron: Rare. Gehennan Morghuth Iron is terrible to craft with (often appearing pocked and pitted) but weakens those whose wounds are exposed to it. Weapons made from this iron have -1 on attack and damage rolls, but those hit by it must make a DC 11 CON save or gain 1 level of exhaustion. A creature cannot have more than 5 levels of exhaustion from this supernatural poison.
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Entropium: Rare. A flexible metal forged by the Gith. Armor made from Entropium increases the maximum DEX modifier of the armor by 1.
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Minor Resonance: Uncommon. Several materials exist that resonate elementally with certain energy types, dealing 1 extra damage of one energy type on-hit if it’s a weapon or resisting the first 2 damage taken from another energy type if it’s a set of armor. See below:
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Arandur: Silver-blue armor with a green shine. Resists Thunder damage and deals Acid damage.
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Hizagkuur: Pale, silvery-gray metal. Resists Cold damage and deals bonus fire damage.
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Dlarun: Bone-white metal with green sheen. Resists fire damage and deals bonus Cold damage.
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Darksteel: Polished silver metal with a deep purple luster. Resists Acid damage and deals bonus Lightning damage.
Get creative and make other kinds of arms and armor like these! -
Pandemonic Silver: Rare. This material is mined from the plane of Pandemonium and resonates with even the slightest breeze when unsheathed. Creatures within 30 ft. of the weapon other than the wielder when it is unsheathed must make a WIS save or become deafened for 1d4 rounds and frightened for 1 round. In a light breeze, the save DC is 10. In a moderate wind, the save DC is 13. In strong wind, the save DC is 16. In a windstorm, the save DC is 19. Creatures already affected by the weapon or that made their save against the weapon cannot be affected by it again for 24 hours or until the severity of the wind increases. Otherwise it acts as an Alchemical Silver weapon.
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Rimefire Ice: Uncommon. Can be shaped just like wood and can catch fire when exposed to fire just like wood, but burns for Cold damage instead of Fire damage. It emits light in a 20-ft. radius. Armor cannot be effectively made with Rimefire Ice, but weapons made of wood can be made of Rimefire Ice and deal 1 bonus cold damage on-hit. Rimefire Ice will melt rapidly into vapor at temperatures above freezing if exposed for over 1 minute.
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Serren: Rare. Wood from Arborean trees. Weapons made of this material count as magical weapons for the purposes of overcoming the damage resistances of incorporeal creatures.