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    Kargin Notes - Metals and Special Materials

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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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