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    Kargin Notes - Metals and Special Materials

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    • halfgiantH
      halfgiant PC
      last edited by

      BAATORIAN GREEN STEEL (Banesteel)
      This sickly green metal is very rarely found outside of the Outer Planes. This is because the ore needed to make the
      metal is only found on the Lower Planes, specifically the Nine Hells of Baator. The most common users of
      baatorian green steel are the baatezu themselves, who use weapons and armors made of this metal in the Blood War
      (their eternal fight against the tanar’ri). This metal is also known as banesteel because the material tends to mirror
      the baatezu’s fondness for surgical strikes – weapons made of baatorian green steel inflict far more critical hits than
      their mundane counterparts. Baatorian green steel weapons gain a masterwork bonus to hit and damage, as well as
      bonuses to their threat range and critical confirmation rolls. In a similar manner, banesteel armors have a
      masterwork bonus to resist critical blows, increased protection values, and small bonuses to maximum dexterity,
      armor check penalty, and arcane spell failure. Finally, much like celestial mithril, the metal of baatorian green steel
      is infused with the essence of the plane of its origin. As such, all items forged of this metal are considered to be
      both lawful and evil for purposes of damage reduction.

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      • halfgiantH
        halfgiant PC
        last edited by

        TANAR’RI RED STEEL (Bloodsteel)
        This rare metal is another product of the Blood War and the Lower Planes. In this case, the metal is crafted in the
        infinite layers of the Abyss and is used primarily by the tanar’ri. Tanar’ri red steel is also known as bloodsteel - both
        for being the color of fresh blood as well as the tendency for weapons forged of this metal to cause horrific wounds,
        especially during critical strikes. Bloodsteel functions best when made into weapons of war. It grants a masterwork
        bonus to hit, increased damage, and a higher critical multiplier. For armors and shields, it provides very limited
        benefit. Its lighter weight provides for a slightly reduced arcane spell failure chance, as well as a masterwork bonus
        to resist critical hits. The primary reason to find bloodsteel armor is that the metal is tougher than mundane steel,
        allowing it to stand up to repeated beatings in combat. Like its infernal counterpart of baatorian green steel, tanar’ri
        red steel is infused with the essence of its plane of origin. For this metal, however, all items forged from it are
        considered to be both chaotic and evil with regard to damage reduction.

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        • halfgiantH
          halfgiant PC
          last edited by

          GITHYANKI MITHRIL (Mindsilver)
          This very rare, highly prized, metal is mined and forged on the Astral Plane by the githyanki. Items made of this
          metal have a dull silver appearance, with faint highlights that resemble distant clouds. (Over a long period of time,
          the patterns of these highlights will drift and change shape.) Githyanki mithril performs nearly identically to
          celestial mithril, save that its masterwork properties are its to hit, critical check, AND critical damage bonuses. It
          also provides a bonus to base damage and range increment. And much like glowsteel, it is considered to be silver
          with regards to damage reduction. Likewise, armors of githyanki mithril are nearly identical to celestial mithril,
          although the chance of arcane spell failure is not as low and it does not resist critical strikes any better than normal
          steel. However, the reason why it is called mindsilver is the reason why the githyanki use it to forge their dreaded
          silver swords and try to keep them out of non-gith hands. The metal is inherently psionic, and weapons made from
          this metal more easily disrupt the spells or psionic powers of a struck foe. Additionally, armors forged of mindsilver
          grant the wearer a small bonus vs. mind-affecting abilities as well as a small increase in mental hardness, allowing
          the wearer an increased defense against mental attacks. Due to its inherent psionic nature, items of githyanki mithril
          do not require any crystalline components to be psionically empowered.

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          • halfgiantH
            halfgiant PC
            last edited by

            CRANOR (Tree-gold)
            This metal isn’t metal at all. Instead, it is specially treated and hardened tree sap. It is most commonly found among
            elves or forest-based metal-poor cultures. Weapons made of tree-gold tend to be sharper than metal, gaining a
            masterwork bonus to hit, a small increase in range increment, an increased threat range, and an improved chance to
            cause a critical hit. As cranor is not a metal, it is immune to rust and electricity. This nonconductive property
            extends itself to those who wear tree-gold armor. Also, as the material isn’t metal, druids may wear any type of
            armor when it is made from tree-gold. However, cranor also has its drawbacks. As it is merely tree sap, items made
            from this material tend to be brittle and are more easily broken. Additionally, cranor is vulnerable to sonic attacks.

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            • halfgiantH
              halfgiant PC
              last edited by

              LAEN (Smokesteel)
              Laen is a cloudy gray crystal that, from a distance, resembles solidified smoke. (Hence, the alternate name of
              smokesteel.) Much like cranor, this very rare material is n’t truly a metal. It is actually a dense crystal found on the
              Elemental Plane of Earth. This density is what provides the benefits associated with it. Weapons receive a
              masterwork bonus to hit, increased damage, increased critical multiplier, as well as improved hardness and hit
              points. Additionally, any weapon formed of laen is considered to be blunt, regardless of its actual shape. Armo r
              gains increased protective value, a resistance to critical hits, along with better hardness and hit point values. As
              smokesteel is not a metal, it is immune to rust and fire, and druids may wear any armor formed from this material.
              Armors made of laen impart the fire resistance to their wearers. However, as a crystal, smokesteel is vulnerable to
              cold, which makes it brittle and prone to shattering.

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              • halfgiantH
                halfgiant PC
                last edited by

                STORMWOOD
                This material is used primarily to improve the performance of ranged weapons. Stormwood is the name given to
                lumber harvested from trees that grow on either on the highest mountain peaks of Arborea or the windswept tunnels
                of Pandemonium. Having grown in the punishing winds, items made of stormwood have an affinity for the air. As
                a result, weapons made of stormwood are very lightweight, and are able to thrown (or fired) much further than their
                mundane counterparts. (Pandemonium stormwood differs from its Arborean cousin in that missiles made from it
                give a distinctive whistle when fired or thrown.) Although intended primarily for ammunition such as arrows or
                bolts, some bounty hunters find cause to make melee weapons out of stormwood. This is because these weapons
                become capable of inflicting only nonlethal damage, but at no penalty to hit (although there is a small decrease to
                the weapon’s threat range).

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                • halfgiantH
                  halfgiant PC
                  last edited by

                  LEAF ARMOR
                  This material can only be used to modify nonmetallic armors – padded, leather, studded leather, and hide.
                  Originally developed by elves, leaf armor can found in any race or culture that lives primarily in a forested and
                  metal-poor environment. Artisans make leaf armor by weaving forest leaves together and then treating them with a
                  special alchemical process. This results in a suit of armor that is as tough and flexible as leather, with considerably
                  less encumbrance. This results in a bonus to the armor’s maximum dexterity bonus and a reduction in both armor
                  check penalty and arcane spell failure. Leaf armor is available in both “springtime” (vivid green) and “autumn”
                  (red, orange, and yellow) styles. This camouflage pattern grants a wearer of leaf armor a +2 bonus to hide checks in
                  natural surroundings.

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                  • halfgiantH
                    halfgiant PC
                    last edited by

                    IRONBARK ARMOR
                    What leaf armor is to nonmetallic armors, ironbark armor is to the metallic ones. Where normal armor uses metal
                    and leather, ironbark uses wood and leaf. The wood comes from the ironwood tree, and is then subjected to an
                    alchemical process similar to that used in leaf armor. The results are similar; a lighter weight and less restrictive suit
                    of armor. Ironbark armors gain the same bonus as leaf armors. The appearance of ironbark armor can vary, as the
                    wood can be treated to have any color or finish, but is quite often done in natural colors to provide a +2 bonus to
                    hide checks in natural surroundings. One a

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                    • halfgiantH
                      halfgiant PC
                      last edited by halfgiant

                      MANARIUM

                      [TBD]

                      [Origin: Dwarfverse]

                      dwarfD 1 Reply Last reply Reply Quote 0
                      • halfgiantH
                        halfgiant PC
                        last edited by halfgiant

                        ULTRANIUM

                        [TBD]

                        [Origin: Dwarfverse]

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                        • halfgiantH
                          halfgiant PC
                          last edited by halfgiant

                          BLACK ADAMANTIUM

                          [TBD]

                          [Origin: Dwarfverse]

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                          • dwarfD
                            dwarf PC @halfgiant
                            last edited by

                            @halfgiant said in Kargin Notes - Metals and Special Materials:

                            MANARIUM

                            [TBD]

                            [Origin: CloudVerse]

                            thats dwarfverse too - cloudverse is Manacite 😉

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                            • halfgiantH
                              halfgiant PC
                              last edited by

                              MANACITE

                              [TBD]

                              [Origin: CloudVerse]

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                              • halfgiantH
                                halfgiant PC
                                last edited by halfgiant

                                Armor

                                Adamantine: grants damage reduction based on armor category. DMG
                                Arandur: grants sonic resistance. MoF
                                Astral Driftmetal: effective against incorporeal attacks as if made of force, only a breastplate, shield, or heavy armor can be made from this material. PH
                                Aurorum: restores itself if sundered. BoED
                                Blended Quartz: reduces ASF. A&EG
                                Blueice: reduces armor category, ACP, and ASF (for cold spells) and increases MDB. FB
                                Bronze: 1 less AC bonus compared to normal steel armors. Dragon Magazine 319 p 40
                                Bronzewood reduces weight, doesn’t affect hide in woodlands. A&EG
                                Camoflauge Dye: grants a hide bonus (only with specific light armors). RoF
                                Chitin: replaces metal, increases MDB. RotD
                                Copper, Alchemical: grants cold resistance. MoF
                                Cyrite (Arcane Steel): grants a +1 resistance bonus to saves. PGtE
                                Darkleaf, Elven: reduces ASF, ACP, armor category and increases MDB. A&EG
                                Darksteel: grants acid resistance. MoF
                                Darkwood (Zalantar): reduces weight and ACP (shields only). DMG
                                Dlarun: grants fire resistance. MoF
                                Dragoncraft Armor/Shield: grants energy resistance 5 against the respective dragon as an extraordinary ability. Reduces armor category and ACP, only available for certain armor types. Draco
                                Dragonhide: replaces metal to craft most armors. Immune to the breath weapon of the respective dragon species (armor only). DMG/Draco
                                Dragonhide Mantle: grants energy resistance as dragoncraft armor, but uses the shoulder body slot. Draco
                                Duskwood: breastplate only; reduces armor category, ASF and ACP, increases MDB. MoF
                                Elukian Clay: increases ACP, does not apply ACP to swim. A&EG
                                Entropium: increases armor category and Str ACP, reduces Dex ACP, ASF and increase MDB. A&EG
                                Fever Iron: grants fire resistance. MoF
                                Flametouched Iron: grants a saving throw bonus vs. evil outsider spells, SL and supernatural abilities. ECS
                                Fluid Stone - Dragon Magazine 347 pg 51 - Armor grants a +2 on swim checks(other wise treated as steel), looks like glass but hardness of 10 and 5 hps per inch, evaporates immediatly if taken from the water
                                Glassteel: reduces armor category, ACP and ASF, increases MDB, stronger and lighter than iron. RoF pg 158, updated (nerfed) in Champions of Valor on pg 65
                                Gold, Alchemical: grants fire and acid resistance, increases armor category, ACP and ASF, decreases MDB. MoF
                                Hizagkuur: deals bonus electricity damage. MoF updated on page 157 of Underdark adds bonus fire and electricity damage, considered silver and cold resistance for armors
                                Kaorti: protects the wearer from the effects of the Material Plane The Kaorti Ubercyst see also FF Pg 110
                                Leafweave, Elven: reduces ASF and ACP, increases MDB, cannot replace metal armors. A&EG
                                Living Metal: reduces ACP and ASF, increases MDB. MoF
                                Mindsteel: +4 vs mind influencing effects. +25% weight -2 ac, +1 armor check penalty. Dragon Magazine Annual 5
                                Mithral: reduces armor category, ACP and ASF, raises MDB. DMG
                                Mournlode, Purple: resistance bonus vs. the spells, SL and supernatural abilities of undead. MoE
                                Platinum, Alchemical: grants cold and sonic resistance, increases armor category, ACP and ASF, decreases MDB. MoF
                                Oerthblood: must be primarily metallic, grants DR and a luck bonus to saves vs magic, Dragon Magazine 351 pg 45
                                Riverine: half the armor bonus becomes deflection (see misc. for more properties). SW
                                Sentira: replicates mithral, required to craft emotional armor (emotional armor has some pretty decent bonuses. All three are published in the same book: Calming, Dreadful, and Vengeful). SoS
                                Shadowsilk: can only be used to make certain light armors, grants a bonus to hide/move silently, increases MDB, reduces ACP and ASF (in shadows/darkness). ToM
                                Starmetal: replicates adamantine. CAr
                                Susalian Chainweave: grants damage reduction /piercing. CM
                                Thistledown: used for padded armor, provides a bonus to hide checks in shadowy/dark areas. RotW
                                Urdrukar(mindsteel): increases the DC vs. scrying on the wearer, doubles ASF. A&EG
                                Wildwood: reduces the AC bonus, ACP and ASF, increases MDB and has no ACP when used to hide in undergrowth. Wildwood heals itself if soaked in water or while in sunlight. RotW
                                Ysgardian Heartwire: increases AC vs. crit comfirms. A&EG

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                                • halfgiantH
                                  halfgiant PC
                                  last edited by halfgiant

                                  Misc

                                  Blueice: weighs half as much as metal, maintains a freezing temperature. FB
                                  Bluewood: items weigh half, not effective for weapons. UE
                                  Cinnabryl: 20 hps per inch, hardness of 8, used to make special talismans. Dragon 315
                                  Colored Metal: makes anything your favorite color. RotD
                                  Crystal: replaces metal. EXH
                                  Darkwood (Zalantar): reduces the weight of wooden items by half. DMG
                                  Densewood: increases weight and the break DC of the item. ECS
                                  Dragonshard: grants special abilities, usually crafted to make wondrous items. ECS
                                  Dwarvencraft: increases an items hp, hardness, and break DC (this modifies a material, similar to a template). RoS
                                  Flametouched Iron: increases your effective level for turning. ECS
                                  Fyrite - Dragon Magazine 347 pg 48-9 - metal objects (including armor and weapons) are immune to all fire and heat, but take double damage from cold sources.
                                  Livewood: allows the item to be affected by most spells that affect living plants. ECS
                                  Mithral: reduces the weight of an item by half. DMG
                                  Moonblood: sacred bonus to AC. BoED
                                  Mournlode, Purple: damages undead when used as a holy symbol for turning. MoE
                                  Obdurium: Hardness 30, HP 60 per inch. SBG
                                  Pure Ore - Dragon Magazine 347 pg 47 - adds masterwork quality , double the hit points and double the hardness to metal objects
                                  Red Steel: costs less to enchant items 30 hps per inch, hardness of 15. Dragon 315
                                  Riverine: invulnerable to physical damage, susceptible to certain dispelling effects. SW
                                  Soarwood: increases the speed of a boat or ship. ECS
                                  Storm Tears: replicates the spell heart’s ease. BoED
                                  Targath: saving throw bonus vs. disease. ECS
                                  Vermeil: a red powder that causes The Red Curse and obscures magical auras. Dragon 315


                                  Blood Glass (Secrets of Xen’drik p. 147). Weapons deal +1 damage and are -10% weight, but are much more fragile: lower hardness and vulnerable to shatter.

                                  Chameleon Leather (Serpent Kingdoms p. 148). Similar to leather, but grants a +2 circumstance bonus to Hide checks.

                                  Chitine Web (FR Underdark p. 66). Similar to leather scale, but made out of spider-slobber. Decays unless you periodically add more spider-slobber.

                                  Coral (A&EG p. 15). Roughly equivalent to splint or banded mail, but cheaper than stone plate.

                                  Dendritic Crystal (A&EG p. 15/Races of Faerun p. 157). Crystal armor that grows on you… literally. In fact, the only way to take it off is to break out of it. Keep at least 5 pounds of it on you, and it grows back in 8 hours.

                                  Dhenuka Hide (Oriental Adventures p. 75). Made out of rhino skin. Better AC than hide armor (comparable to scale mail), but MaxDex and ACP are worse.

                                  Dreamhide (Secrets of Xen’drik p. 136). Made from the skin of dream serpents. Comparable to a chain shirt but has better MaxDex.

                                  Dwarven Stone (A&EG p. 17). Similar to heavy plate, but better ACP.

                                  Feather Cloak (Sandstorm p. 99). Similar to leather, but better in a hot environment.

                                  Firebrass (Secrets of Xen’drik p. 147). Same properties as mithral but looks way more badass.

                                  Mammoth Leather (Races of Stone p. 157). This would be much more badass than a chain shirt if it wasn’t Exotic.

                                  Mud (Races of Faerun p. 158). Its… uh… really cheap? We tried to optimize it in this thread.

                                  Nightscale (FR Underdark p. 66). Same armor bonus as leather but with a MaxDex bonus on steroids.

                                  Scorpion Breastplate (Races of Eberron p. 171/Secrets of Xen’drik p. 136). Another member of the “chitin” family, this one comparable to scale mail.

                                  Siege Beetle Chitin (MMV p. 153). Most obscure member of the “chitin” family, similar to scale mail but has better MaxDex, ACP, and weight. Even better, non-magical resistance to electricity/sonic 5.

                                  Serpentscale Mail (Serpent Kingdoms p. 148). Slightly better (higher MaxDex) than typical scale mail.

                                  Shapesand (Sandstorm p. 102). You can use several jugs of this to shape heavy plate or mechanus gear.

                                  Sharkskin (Races of Faerun p. 158/Stormwrack p. 106). More badass version of studded leather.

                                  Spidersilk (FR Underdark p. 66). One of the best replacements for studded leather. It’s exotic, but if you make it masterwork, the ACP is 0, and thus no penalty for non-proficiency.

                                  Stonemail (FR Underdark p. 66). Similar to chainmail but requires Heavy Armor Proficiency, even though it weighs less than chainmail.

                                  Stone Plate (Races of Stone p. 158). Roughly equivalent to banded mail… but still weighs less than chainmail. WTF?

                                  Tentacled Hide (FR Underdark p. 67). What… I don’t even… how would you not trip over… uh… skip this one.

                                  Thaalud Stone Armor (Anauroch: The Empire of Shade p. 108). Highest armor bonus in print (+12). Made out of a rare stone that is resistant to chips/fractures, and held together with metal rivets, although the description doesn’t say what kind of metal.

                                  Thunderhide (Serpent Kingdoms p. 148). If only this armor was as good as its name… but not as good as leather scale or sharkskin.

                                  Vine (Secrets of Xen’drik p. 136). Similar to chameleon leather, grants a +2 circumstance bonus to hide, but only in a jungle environment, and you need to water it or it withers away.

                                  War Chitin (Secrets of Xen’drik p. 136). Heavier upgrade to the scorpion breastplate, same armor bonus as dragonhide/chitin half-plate but better MaxDex and ACP.

                                  Wicker (A&EG p. 17). A more expensive version of mud, but gives you a +5 circumstance bonus on Hide checks while inside a Pier One Imports store.

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                                  • halfgiantH
                                    halfgiant PC
                                    last edited by

                                    Weapons

                                    Abyssal Bloodiron: replicates cold iron, bonus to confirm crits. PH
                                    Adamantine: bypasses /adamantine damage reduction, ignores hardness 20 and below when used to sunder items. DMG
                                    Aurorum: restores itself if sundered. BoED
                                    Baatorian Green Steel: enhancement bonus to damage. A&EG
                                    Blueice: Slashing weapons deal bonus damage. FB
                                    Blood Obsidian: +1 natural enhancement bonus on damage, hardness 12 and 30 hp per inch of thickness. Dragon Magazine 319 p 39
                                    Bone: -2 attack and damage (minimum damage 1) hardness of 6 10 hps per inch, and weighs half as much Dragon Magazine 319 p 39
                                    Bronze: -1 attack and damage, hardness of 9 and 20 hp per inch. Dragon Magazine 319 p 40
                                    Bronzewood: reduces weight. A&EG
                                    Byeshk: deals bonus damage with bludgeoning weapons, bypasses the damage reduction of daelkyr. ECS
                                    Calomal: overcomes the damage reduction of creatures with the fire subtype. MoE
                                    Copper-Adamantite alloy: d8 d10 d12 damage +1 damage Dragon Magazine Annual 5
                                    Crystal, Deep: deals bonus damage by channeling power points. EXH
                                    Cyrite (Arcane Steel): bypasses /magic damage reduction PGtE
                                    Darksteel: deals bonus electricity damage. MoF
                                    Dlarun: deals bonus frost damage. MoF
                                    Dragonbone Bow: increases the range by 20’ and makes the bow composite. Draco
                                    Dragonfang: grants an enhancement bonus to attacks and energy damage of the respective dragon as an extraordinary ability. Draco
                                    Duskwood: steel weapons weigh half as much. MoF
                                    Fever Iron: deals bonus fire damage. MoF
                                    Flametouched Iron: weapon is considered good-aligned. ECS
                                    Frystalline: weapon is considered good-aligned. BoED
                                    Gehennan Moghuth-Iron: penalty to attack and damage, but naturally poisonous. A&EG
                                    Glassteel: makes hidden weapons harder to spot. Stronger and lighter than iron. RoF pg 158, updated (nerfed) in Champions of Valor on pg 65
                                    Gold, Alchemical: increases the damage dice of a weapon.* MoF
                                    Hizagkuur: deals bonus electricity damage. MoF updated on page 157 of Underdark adds bonus fire and electricity damage, considered silver and adds cold resistance for armor
                                    Iron, Cold: bypasses /cold iron damage reduction. DMG
                                    Kaorti: critical becomes X4 when used for slashing or piercing weapons and makes it an Exotic Weapon. It has no effect when used for other items. The Kaorti Ubercyst see also FF Pg 110
                                    Kheferu: bypasses the damage reduction of creatures with the earth subtype. SS
                                    Lenaer wood: -25% weight, +10’ range increment. Dragon Magazine Annual 5
                                    Mournlode, Purple: overcomes undead damage reduction as silver or cold iron. MoE
                                    Nephelium: a ferrous metal identical to iron(same stats) except its transparent. Purposely adding mineral impurities to can produce shades of sapphire, emerald, ruby. Sunless Citadel p.32.
                                    Oerthblood: must be primarily metallic, +1 luck bonus on att and dmg, and applies a penalty if hit, Dragon Magazine 351 pg 45
                                    Pandemonic Silver:replicates silver, creates a 30 ft. aura of fear when unsheathed in windy conditions. CW
                                    Pearlsteel: reduces the penalties of using a weapon underwater. SW
                                    Platinum, Alchemical: increases the damage dice of a weapon.* MoF
                                    Riedran Crysteel: deals bonus damage to psionic creatures. ECS
                                    Rimefire Ice: deals bonus cold damage. FB
                                    Silver, Alchemical: bypasses /silver damage reduction, reduces weapon damage. DMG
                                    Serren: adds the ghost touched property. BoED
                                    Slug crystal: -25% weight, but very brittle. Dragon Magazine Annual 5
                                    Solarian Truesteel: bonus to confirm crits. BoED
                                    Starmetal: replicates adamantine, but deals extra damage to extraplanar creatures. CAr
                                    Stone: -2 attack and damage, hardness of 8 and 15 hos per inch. Dragon Magazine 319 p 40
                                    Stygian Ice: chance to break when dealing damage, deals bonus cold damage and chance to deal WIS damage on hit. FB
                                    Targath: overcomes the damage reduction of Aerenal deathless, reduces attack and damage. ECS
                                    Thinaun: absorbs the souls of those who die while touching the weapon, and prevents their resurrection unless the caster has the weapon at hand. CW
                                    Vakar metal: +2d6 damage vs. elves. Dragon Magazine Annual 5
                                    Wood: club, quarterstaff, sap, great club and all bows and crossbows suffer no penalty, other bludgeoning weapons suffer -3 attack and damage (minimum 1 damage) 5 hardness and 10 hps per inch. Dragon Magazine 319 p 40

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                                    • halfgiantH
                                      halfgiant PC
                                      last edited by

                                      Gems

                                      Amaratha: increases CL for energy resist spells
                                      Beljuril: electricity descriptors
                                      Black Opal: force descriptors
                                      Black Sapphire: darkness descriptors
                                      Diamond: increases CL for healing spells
                                      Emerald: enchantments
                                      Fire Opal: fire descriptors
                                      Jacinth: fire descriptors
                                      Jasmal: increases CL for spells that provide enhancements to armaments
                                      King’s Tear: divinations
                                      Moonbar: conjuration (calling) spells
                                      Opal: enchantment (charm) spells
                                      Orblen: conjuration (creation) spells
                                      Orl: chaotic descriptors and spells that provide luck bonuses
                                      Ravenar: sonic descriptor
                                      Red Tear: transmutation
                                      Rogue Stone: teleportation and chaotic
                                      Ruby: evocation
                                      Sapphire: conjuraton (summoning)
                                      Star Ruby: illusion
                                      Star Sapphire: abjuration
                                      Tomb Jade: enchantment (compulsion)
                                      Water Opal: divination
                                      Zendalure: necromancy

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                                      • halfgiantH
                                        halfgiant PC
                                        last edited by

                                        Templates

                                        Feycraft:
                                        Armor: reduces weight and ASF, grants a bonus to bluff checks.
                                        Weapon: reduces weight and size category.

                                        Fireshaped:
                                        Armor: bonus to saves vs. fire and heat effects.
                                        Weapon: deals bonus damage to creatures with the cold subtype.

                                        Githcraft:
                                        Armor: reduces ASF, grants a bonus to concentration checks.
                                        Weapon: deals bonus damage to psionic creatures.

                                        Gloryborn:
                                        Armor: bonus to AC when charging.
                                        Weapon: bonus to damage when charging.

                                        Hellforged:
                                        Armor: increases ACP and ASF, reduces MDB, grants bonus AC while adjacent to an ally.
                                        Weapon: deals bonus damage to targets that are flanked.

                                        Pitspawned:
                                        Armor: deals damage to melee attackers.
                                        Weapon: bonus to confirm crits.

                                        Soulforged:
                                        Armor: bonus to resist bullrushes or trip attempts.
                                        Weapon: bonus damage against a charging foe.

                                        All templates are published in Dungeon Master’s Guide II (DMG II), except:

                                        Dwarvencraft: increases an items hp, hardness, and break DC (this modifies a material, similar to a template). RoS

                                        Templates from Dragon Magazine #358

                                        Acid Washed: bonus against acid, rust or distintegration
                                        Basket Hilt: bonus against disarm attempts
                                        Caster Armor: reduces ASF
                                        Enhanced Bracing: Bonus to damage when set against a charge
                                        Enviromentally Designed: Bonus to saving throws against harsh enviromental conditions(hot or cold)
                                        Folded Metal: Bonus to hardness
                                        Lightweight: makes armor lighter
                                        Long-Range: increases range increment of bows and crossbows
                                        Ornate: bonus to diplomancy or intimidate
                                        Perfect Balance: bonus to AC when taking the total defense action, melee weapon only
                                        Razor Sharp: extra damage on a bladed slashing weapon
                                        Reinforced: increased armor bonus and weight
                                        Resilient: extra hit points to the item
                                        Segmented: increases MDB
                                        Serrated: extra damage on a successful critical hit
                                        Vital Coverage: bonus to AC when opponent is confirming a critical

                                        Dragon Magazine Annual 5
                                        “Breakaway” weapons: reduces carrying size; threat on natural 20 only
                                        Quicksilver/iron-filled: +2 damage maces, morningstars, hammers +2 damage, +1 damage for most other types

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                                        • halfgiantH
                                          halfgiant PC
                                          last edited by halfgiant

                                          Reference Material Attributes or Properties
                                          Planar Handbook Abyssal Bloodiron Cold Iron, +4 Critical Confirm
                                          Dungeon Master’s Guide Adamantine DR, improved sundering
                                          10E Mess Game Adamantine, Black ???
                                          Dungeon Master’s Guide Alchemical Silver maintains weapon, and bane to lycanthropes
                                          Magic of Faerun Alchemical Gold grants fire and acid resistance, increases armor category
                                          Magic of Faerun Alchemical Platinum grants cold and sonic resistance, increases armor category
                                          Forgotten Realms setting Arandur silver-blue with green shine; gnome material; mixed with blood of red or blue dragon
                                          Planar Handbook Astral Driftmetal 25% chance of working against incorporeal creatures
                                          Book of Exalted Deeds Aururum Pieces meld back together and repair themselves, if broken.
                                          Fiendish Codex II Baatorian Steel +1 to damage on slashing and piercing
                                          Arms & Equipment Guide Baatorian Green Steel Green; Counts as Wounding if magically enchanted; Mined in the Nine Hells
                                          Dragon Magazine #324 (?) Black Ice Radiates Cold
                                          Arms & Equipment Guide Blended Quartz -20% arcane failure rate
                                          Secrets of Xen’drik Blood glass volcanic crimson-hinted obsidian
                                          Frostburn Blue Ice +1 damage slashing weapons, Mythrial type armor but cold as ice
                                          Eberron Campaign Setting Bronzewood wood that can be made into plate armor and weighs 10% less
                                          Eberron Campaign Setting Byeshk purple sheen; overcomes DR of daelkyr
                                          Magic of Eberron Calomel pale gray condensating metal, hard white ore; overcomes DR of fire subtypes
                                          Races of the Dragon Chitin plate armor made from insect exoskeletons
                                          Dungeon Master’s Guide Cold Iron 2x heavy has bane to magical creatures; deep-forged iron that harms chaotic creatures
                                          Eberron Campaign Setting Crysteel psionic superhard crystal-steel blend, surprise
                                          Dungeon Master’s Guide Darkleaf special worked Darkwood made into light plate armor
                                          Magic of Faerun Darksteel grants acid resistance
                                          Dungeon Master’s Guide Darkwood ½ normal weight of wood
                                          Stormwrack Deep Coral
                                          Expanded Psionics Handbook Deep Crystal
                                          Arms and Equipment Guide Dendritic armor made of growing crystal
                                          Eberron Campaign Setting Densewood
                                          Magic of Faerun Dlarun bone-white ivory with green sheen; halfling material
                                          Draconomicon Dragonfang grants an enhancement bonus to attacks and energy damage of the respective dragon as an extraordinary ability
                                          Dungeon Master’s Guide Dragonhide can make metal armors that count as hide
                                          Forgotten Realms setting Duskwood
                                          Arms & Equipment Elukian Clay type of clay associated with the Elemental Plane of Water; removes weight penalty for swim checks
                                          Arms & Equipment Guide Entropium +2 max dex -10% arcane failure, +2 AC penalty and added weight.
                                          Forgotten Realms setting Fever Iron reddish, deals fire damage
                                          Secrets of Xen’drik Firebrass gold-bronze metal with mithral stats
                                          Eberron Campaign Setting Flametouched Iron speckled rusty dark red ore, refined to shimmering silver
                                          Dragon Magazine #347 Fyrite (Dragon 347) metallic substance immune to heat, but takes double damage from cold
                                          Book of Exalted Deeds Frystalline Good aligned
                                          Arms & Equipment Guide Gehennan Morghuth Iron -1 attack, but poisons opponent
                                          Githsilver what Githyanki swords are made of. AKA ferroplasm
                                          Complete Arcane Green Starmetal Mined from meteorites; Adamantine that deals 1d6 extra damage to outsiders.
                                          Forgotten Realms setting Hizagkuur white magic reflecting metal
                                          Ironbark
                                          Sandstorm Kheferu Bright red metal that bypasses DR of Earth elementals
                                          Eberron Campaign Setting Livewood magical green hardwood that does not die when cut down, may contain dryads
                                          Dungeon Master’s Guide Mithral Makes armors that weigh ½ as much, and count as a lighter type; silver-white; traditional elf material
                                          Expanded Psionics Handbook Mudane Crystal
                                          Orichalcum red copper-gold
                                          Greyhawk Oerthblood Weapons gain a +1 luck bonus to attack and damage
                                          Complete Warrior Pandemonic Silver causes scream that makes others cower in strong winds
                                          Stormwrack Pearl Steel functions better underwater than normal weapons
                                          Magic of Eberron Purple Mournlode blighted purply ore, silver metal with purple streaks; overcomes DR of undead
                                          Dragon Magazine #315 Red Steel costs less to enchant items
                                          Frostburn Rimfire Ice Glows like torch, +1 cold damage, explodes 1d6 cold damage
                                          Stormwrack Riverine ½ AC becomes deflection bonus; water enclosed inside a thin force wall; provides force affect
                                          Book of Exalted Deeds Serren Branch wood that has ghost touch
                                          Eberron Campaign Setting Soarwood lightweight wood used for building airships
                                          Arms & Equipment Guide Solarian Truesteel silvery iron; mined on Mt. Celestia
                                          Magic of Faerun Starmetal Metoric Admantium, Steel, Gold, Platinum - Alloys made from starmetal
                                          Frostburn Stygian ice Deals wisdom rather than consitution damage
                                          Eberron Campaign Setting Targath Soft metal that when carried helps the bearer resist disease
                                          Complete Warrior Thinaun traps soul of those slain by it
                                          Forgotten Realms - Nether Trilogy Book One Truesteel +1 on roll to confirm critical hits
                                          Arms and Equipment Guide - Reference Needed Urdukar +2 DC on scry attempts per 5 lbs carried
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