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    Kargin Notes - Metals and Special Materials

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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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