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Achiralium[edit]

The perfect mirror, this shiny reflective substance is not formed from traditional matter, and is
more akin to a continuous field of force, a deformation in space time that reflects energy in equal
and opposite strength. Forged through strange and alien techniques, it is an alloy whose base
components are material, but whose end result is transcendent. No known mortal forge is capable
of producing the substance, but it is known from scarce records in ancient tomes that achiralium
comes in different alloys, breeds, and purity for different tasks, typically consisting of a blend of
hardlight, vibrolithe, vitalized livemetal, and weavebone run through strange machines.
The most pure substances are artifact-tier materials which cannot be simply bought, nevermind
forged into anything but its original creation. However, "common achiralium" can sometimes be
reforged with difficulty, and is presented here. Even when of common stock, achiralium is
extremely hard to manipulate. Any attempts to force it into a new shape beyond its original
forging ends up damaging hammers and melting down forges as it reflects most of the energy
back into the environment while barely deforming at all. Nothing short of limited wish is able to
reshape it, and only up to 3 lbs of it per casting. The substance never needs polishing and always
shines as a perfect mirror, having no color of its own. If touched, it will always feel twice one's
own body temperature as energy builds up quickly.
Achiralium weapons are dangerous, as the kinetic energy which should cause a weapon to slow
down and stop instead causes it to accelerate, rapidly gaining speed until resistance ceases. The
weapon doubles its base damage (but not extra damage from strength, enhancement, or bonus
damage). If the weapon is used as part of a combat maneuver such as a bull rush or disarm, the
weapon grants a +4 bonus. On the other hand, the weapon becomes very difficult to handle. The
weapon takes a −4 penalty (in addition to any non-proficiency penalty) to attack rolls unless you
have Exotic Weapon Proficiency in achiralium weapons, or an achiralium version of the weapon
(such as gaining Exotic Weapon Proficiency - Achiralium Spiked Chain). Lastly, ammunition
and thrown weapons have their range extended twice as far. This stacks with Far Shot. Weapons
made of achiralium gain a 10% discount on the Brutal SurgeMIC, Collision, Distance, and
Throwing enchantments.
Achiralium armor is very protective, as it reflects more of the energy of an attack without
imparting it upon the armor, or its wearer. Creatures which successfully hit someone with
achiralium armor deal twice their base weapon damage to their weapon (though hardness
applies). For something like an iron dagger (2d4), hardness will always handle it, but stronger
weapons such as a greatsword (4d6) become capable of damaging themselves. For unarmed
strikes and natural weapons, the creature attacking takes the damage instead. Damage is of the
same type as the attack. They also soak a considerable amount of energy damage by reflecting it
harmlessly away. Creatures gain energy hindrance against electricity, fire, sonic, and light based
damage (50%). Armors made of achiralium gain a 10% discount on the Gleaming, Landing, and
any enchantments which grant or augment energy resistance or spell resistance.
Achiralium shields are capable of actively defending against projectiles of any sort, beams of
light, rays, and magic spells which require attack rolls. You gain the benefit of Deflect Arrows
with the shield, without the need for a hand free, and it works on beams of light, rays, and
weapon-like spells with ranged attack rolls. If you have Deflect Arrows or the Arrow Deflection
enhancement, you can deflect use these separate pool of deflection attempts with the shield
allowing you to use it without a hand free, and allowing you to deflect light, rays, and weapon-
like ranged touch attacks. Finally, your shield's AC bonus counts against ranged touch attacks as
long as you are not flatfooted. Shields made of achiralium gain a 10% discount on the Arrow
Deflection, Bashing, Blinding, and Reflecting enchantments.
Lastly, achiralium has been used to coat objects in need of unusual gloss or protection. A thin
layer of achiralium may be applied to an object, giving it the reflectiveness of a polished mirror
and the qualities of achiralium armor.
Achiralium is so costly that weapons and armor made from it are always of masterwork quality;
the masterwork cost is included in the prices given below. Thus, achiralium weapons and
ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of
achiralium armor is lessened by 1 compared to ordinary armor of its type.
Achiralium has an effective hardness of 20 due to its ability to deflect energy, but no known
actual hardness. Due to this, effects which normally bypass hardness do not bypass the pseudo-
hardness of achiralium. The material is immune to electricity, fire, sonic, and light based
damage, takes half damage from acid and force, and full damage from cold. It has 10 hit points
per inch of thickness.
As a curious side note, artifact-tier archiralium is said to be immune to all damage types but one,
which is random and changes each time it is damaged.

Type of Achiralium Ammunition Item Cost Modifier


Ammunition (1d6 base damage or lower) +240 gp
Ammunition (1d8-2d6 base damage) +360 gp
Ammunition (3d6-4d6 base damage) +560 gp
Ammunition (Every 2d6 base damage over 4d6) Price ×2

Type of Achiralium Armor, Shield, or Object Item Cost Modifier


Armor +60,000 gp
Shield +16,000 gp
Object +600 gp per lb

Type of Achiralium Weapon Item Cost Modifier


Weapons (1d6 base damage or lower) +12,000 gp
Weapons (1d8-2d6 base damage) +18,000 gp
Weapons (3d6-4d6 base damage) +28,000 gp
Weapons (Every 2d6 base damage over 4d6) Price ×2

Aemulus[edit]
This artifact-tier material is said to arrive from an alien or extradimensional source. It is a living
material which possesses the ability to manipulate space and time, and a subtle will of its own.
It's said that in its original form, whatever it was, it was a sapient being whose presence would
increase intelligence in the others. Now it is fragmented into portions, each containing a faint
spark of its former being.
The material initially appears like gold, but its surface is always covered in thin circuit-like
grooves and patterns. It cannot be shaped normally without destabilizing it, and can only be
transformed into new shapes with the use of limited wish or stronger spells. Subsequently the
substance is highly durable against damage, seemingly being unharmed by blows but building up
internal stress until it hits 0 hp, at which it shatters and evaporates into light and gravitational
waves. There is no known way of creating the material, rather it is discovered in strange and
unusual places, often found floating deep in space.
When forged into weapons aemulus counts as magic for bypassing DR/magic and is a ghost
touch weapon. It ignores deflection bonuses and passes through force effects, and in fact the user
can make a standard action to destroy any deflection granting effect or force effect as a melee
touch attack. Lastly, aemulus weapons automatically adjust in size to fit its wielder as a free
action. As a result the cost for an aemulus weapon is always as if it was for a Medium weapon.
As a move action you can lock an aemulus in space as if it were an immovable rod, or a free
action with Quick Draw.
For the purpose of shields, they are considered to be as weapons.
Aemulus armor forms a protective barrier of warped space counting its armor bonus to both
normal and touch attacks, and are automatically ghost touch. Damage is spend throughout the
body, transforming 5 points of any damage taken into nonlethal damage. Like aemulus weapons,
aemulus armor alters size and shape to fit the wielder, even altering radically to form barding.
You can also lock your armor, and thus yourself, in space as a move action. While immobile you
cannot be forcefully moved or knocked prone, and gain Universal DR 20/- which applies against
both physical and energy damage. You cannot move or act other than purely mental abilities and
unlocking the armor. You are not helpless while immobile.
Other items made of aemulus possess the similar immovable rod aspect of the weapon and
armor.
All forms of aemulus seem to possess a slight intelligence inherent to them. They all possess an
Ego Score of 20, and all possess a hidden task upon creation into an item. It may be as innocuous
as being friendly to dwarves, to something world changing as attempting to assassinating The
Lady of Pain in Sigil. Upon creation into a new item, roll randomly on the chart below to
determine its nature. Items do not speak inherently, but those dominated by the item
automatically know the purpose of the item in question.
Aemulus needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, aemulus
weapons and ammunition have a +1 enhancement bonus on attack rolls for being masterwork
(this does not stack with the rising enhancement bonus), and masterwork armor has 1 less armor
check penalty.
Aemulus has 15 hit points per inch of thickness and hardness 15. Aemulus is immune to rust,
takes full damage from electricity, takes half damage from acid, force, and sonic, and is immune
to cold and fire damage. Aemulus is slightly magnetic.

d% Purpose
1 Defeat an impossibly powerful opponent.
2-5 Complicated scheme working for a greater evil.
6-10 Increase users violent tendencies.
11-15 Increase users fearful or paranoid tendencies.
16-20 Increase users greedy or hedonistic tendencies.
21-30 Destroy a certain species.
31-40 Destroy a certain location or group.
41-60 Minor quirky behavior, such as "enjoy the presence of butterflies".
61-70 Save/protect a certain species.
76-80 Save/protect a certain location or group.
81-85 Increase users pacifistic tendencies.
86-90 Increase users trusting and honorable tendencies.
91-95 Increase users compassionate tendencies.
96-99 Complicated scheme working for a greater good.
100 No compulsion.

Type of Aemulus Item Item Cost Modifier


Ammunition +420 gp
Armor +11000 gp plus (1000 x base armor bonus squared)
Shields & Weapon +21,000 gp
Other +5000 plus 250 gp/lb
Aerosilk[edit]
Formed from "flying spiders" found on the Elemental Plane of Air, aerosilk is an impossibly
lightweight and epithermal material renown for its smoothness, shine, and uncanny ability to flap
in the air even when devoid of a breeze. Beyond looking cool, it has function (even if its only for
fabric-based armors and cloaks or other billowing objects).
Armor made from aerosilk must be fabric based and flexible. It reduces weight to a quarter of its
original weight and it is one category lighter than normal for purposes of movement and other
limitations. Heavy armors are treated as medium, and medium armors are treated as light, but
light armors are still treated as light. Spell failure chances for armors made from aerosilk are
decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are
lessened by 3 (to a minimum of 0). Lastly, you gain a +2 bonus on saving throws against [Air]
effects.
Flexible garments, typically cloaks, can also be made out of aerosilk. As a cloak, it cuts falling
damage in half for its user. As a sail or balloon it catches the wind easily, doubling the effective
speed of wind upon it and doubling the amount of weight the sail or balloon can support.
Aerosilk has 3 hit points per inch of thickness and hardness 0. Armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below.

Type of Aerosilk Item Cost Modifier


Light armor +1000 gp
Medium armor +4000 gp
Heavy armor +9000 gp
Cloaks +900 gp
Other Items +20 gp/lb.

Aligned Crystal[edit]
A type of crystal that is especially easy to move telepathically.
Aligned crystal can be any color, but is always translucent. Aligned crystal has a very reactive
internal matrix. It is the ideal material for telekinetic manipulation, mined and processed by
Rothans.
Any aligned crystal that is held telekinetically is considered half the weight, but only for
telekinetic lifting capacity. When wielded telekinetically, "disarm" checks against it suffer a
minus 30 penalty. The effective strength of any telekinetic effect (any rolls that would require a
Strength check of done mundanely) gain a plus 5 bonus as long as the object being moved is
aligned crystal. Any aligned crystal weapons wielded telekinetically gain a plus 1d6 untyped
bonus to damage.
Aligned Crystal has 40 hit points per inch of thickness and hardness 20.
Aligned Crystal Cost Modifier
Ammunition +60 gp
Light armor +1,000 gp
Medium armor +2,000 gp
Heavy armor +5,000 gp
Shield +1,000 gp
Weapon 3,000 gp
Other +158 gp per pound

Anechoic Steel[edit]
Steel which has been formed into a metal "foam", hidden between two sheets of traditional
metal. This makes the composite light weight and sound absorbing, but bulky and more brittle.
Because it is a three layer material, this substance (which is basically normal steel) appears
thicker than normal, yet is also lighter than normal.
When forged into weapons anechoic steel weighs have as much as a normal weapon.
Bludgeoning weapons suffer, dealing only non-lethal damage but dealing damage as if one size
larger. Piercing and slashing weapons remain unmodified, and both bludgeoning, piercing, and
slashing weapons may be used as a finesse weapon regardless if it is a light weapon or not.
Anechoic steel armor and shields are the primary function for this material. It weights half as
much and reduces the armor check penalty by 6, but increases the arcane spell failure by 10%. It
provides a +3 circumstance bonus against [Sonic] spells and effects. It also is thermally resistant,
benefiting the user with an extraordinary endure elements.
Anechoic steel needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, anechoic
steel weapons and ammunition have a +1 enhancement bonus on attack rolls for being
masterwork (this does not stack with the rising enhancement bonus), and masterwork armor has
an improved 6 less armor check penalty.
Anechoic steel has 7 hit points per inch of thickness and hardness 10. Anechoic steel takes
quarter damage from sonic damage, and half damage from all other sources.

Type of Anechoic Item Item Cost Modifier


Ammunition +60 gp
Armor & Shields +1500 gp
Weapon +3000 gp
Other +90 gp/lb
Aqueous Slipskin[edit]
Alchemically treated leather formed from the skin of aquatic creatures, aqueous slipskin has
water simply run off it with no friction or resistance. It's so effective at running water off one's
body, water can't even touch it at all.
Not many weapons can be made of aqueous slipskin, only fabric and flexible weapons like saps
and whips can be made this way. Such weapons take no penalties when used underwater.
Much more common is an "aqueous slipskin wrap", a sheathe which wraps around a weapon and
is bonded to the material of the weapon. It the properties of aqueous slipskin while retaining the
properties of the original material (such as adamantine). However, because the extra mass is
covering the business ends of the weapon, it lowers the effective damage of the weapon by one
size category. Shields count as weapons for the purposes of interacting with aqueous slipskin.
Meanwhile aqueous slipskin armors have a much more unusual property. You gain a +6
circumstance bonus on AC and saves against [Water] effects. Because water cannot touch you,
water cannot support you. You fall through water as if it were air (though you cap fall damage to
10d6 due to a lower terminal velocity). You can move freely underwater by walking or flying
with no penalties, but cannot make any swim checks. This does not grant you the ability to
breathe water. Aqueous slipskin can only be applied to leather or cloth armor.
However like weapons, metal armor can be given a "aqueous slipskin wrap". This has the same
benefits as normal aqueous slipskin, but increases the armor check penalty by +2 and the arcane
spell failure by 10%.
Aqueous slipskin wraps of both varieties can be removed after it is applied with the application
of universal solvent. If you keep the aqueous slipskin and apply it to a different weapon or
armor, you reduce the price by a third of normal.
Aqueous slipskin is so costly that weapons and armor made from it are always of masterwork
quality; the masterwork cost is included in the prices given below. Thus, aqueous slipskin
weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check
penalty of aqueous slipskin armor is lessened by 1 compared to ordinary armor of its type. Some
have taken to using it on projectiles to fire bolts and ballistas underwater with no resistance.
Aqueous slipskin has 5 hit points per inch of thickness and hardness 2.

Type of Aqueous Slipskin Item Item Cost Modifier


Ammunition +15 gp
Armor (normal and wrap) +1000 gp
Weapons and Shields (normal and wrap) +750 gp
Auracrystal[edit]
This special material is mainly used to make crystal magic items to protect from the plane of
positive energy. In fact, energy surges on the plane of positive energy cause the creation of these
crystals (some can also cause the creation of these crystals on their own).
In addition to that use, it can also be used in the creation of some weapons. A weapon made of
auracrystal heals those attacked with positive energy instead of damaging them. The amount of
healing provided is equal to the amount of damage that would have been dealt. Creatures that are
damaged by positive energy are damaged by this effect for double the amount that would be
healed (this damage is positive energy). However, auracrystal weapons are somewhat fragile;
performing a critical hit or rolling a natural 1 on an attack roll causes the weapon to shatter and
become powerless.
Auracrystal weapons cost more than their normal counterparts, as follows. You can buy daggers,
short swords, longswords and greatswords made of auracrystal. The cost to make it out of
auracrystal is 350 gp on top of the price of the weapon. You can also buy arrows or crossbow
bolts made of vitacrystal. The cost for this is 10 gp per arrow. Any weapon made of auracrystal
is considered a masterwork item.
Auracrystal can also be used in powder form. Half a pound of auracrystal powder, if prepared
properly and sprinkled on a dead body, reduces the amount of time that body has been dead by
10% of the time the body has been dead. This can allow effects like raise dead or resurrection to
work past when they normally would. Once used, the powder is powerless. Half a pound of
prepared auracrystal powder costs 250 gp.
1 pound of raw, unworked auracrystal costs 140 gp, and is a trade good.

Plane of Life
This piece of homebrew is part of the Plane of Life
sourcebook, a collection of content about positive
energy.

Azurite[edit]
Azurite (often mistakenly called Seastone) is a substance that has many properties akin to both
metals and minerals and was first discovered within the ancient ruins of temples dedicated to the
Sea God Azurai. While the real properties of the material have nothing to do with water or the
sea specifically, it is believed that the material itself contributed to the culture's longevity. In a
time of fervent religious crusades, wars waged between countless faiths culminated in nigh-
global destruction of all civilized culture. The Azurai followers' shrines and temples, built almost
entirely from Azurite stone endured, thanks to the material's unique ability to absorb ambient
magic. Surviving texts from the era detail the alchemical processes with which Azurite is
created. Following the rediscovering of azurite, it is often used to fashion magic proof jail cells
to restrain criminal spellcasters.
Statistics[edit]
Azurite is a faintly green-tinted cobalt-blue material. It comes in mineral form, where it is called
azurite stone. Azurite stone boasts a hardness of 16 and 32 hit points per inch of thickness. It
usually uses granite as a material basis for the alchemical process, but hematite can also be used,
in which case the resulting azurite stone is slightly purplish of hue and slightly magnetic. A
barrier of azurite stone has an effective spell dampening equal to the inches of thickness it has.
As such, a 20-inch thick azurite stone wall completely absorbs any spell cast by a non-epic
spellcaster.
Azurite in metal form is called azurite steel, using hardened steel as a basis for the alchemical
process, and possessing a hardness of 12. While azurite steel holds the same absorption quality
as azurite stone, it may still be targeted by focused magic and can carry enhancements which,
due to the material's very high magic retention, remains active for a very long time, though
enhancing an item made from azurite steel is very difficult. Most famously, magic items
fashioned from azurite steel are unaffected by dispelling magic, and their abilities are not
surpressed in an antimagic field. In an area of antimagic, a +1 azurite steel sword remains a +1
azurite steel sword, though any magical effects extending beyond the item itself are repressed.
Azurite steel magic items can still be disjoined, though doing so requires the caster to make a
successful caster level check against 11 + the item's caster level, as if using a dispelling.
Armor and Shields[edit]
Armors and shields fashioned from azurite steel diminish the power of any spell cast upon the
wearer.
A creature gains spell dampening depending on how heavy it is. Light armor has spell
dampening 1, medium armor has spell dampening 2, and heavy armor has spell dampening 3.
Similarly, an azurite heavy shield increases the wearer's spell dampening from armor by an
additional point, or 2 points in case of a tower shield. Bucklers and light shields do not increase
the spell dampening effect. Spells cast by the wearer carry the same penalty, making azurite steel
armor very impractical for spellcasters.
Azurite steel armor and shields are heavy and ungainly. They have half again the weight of a
regular steel item. The maximum Dexterity bonus to AC lowers by 2, the armor check penalty
increases by 4, and the arcane spell failure chance increases by 20%.
Weapons[edit]
Weapons fashioned from azurite steel ignore damage reduction based on magic and alignment
and penetrate magical effects. Azurite steel weapons bypass defensive magics that grant
improved Armor Class, temporary hit points or damage resistance, like shield, mage armor or
stoneskin, and disrupt barriers like magically created shields and walls of force enough to let the
item pass through.
Azurite steel weapons that have been magically enhanced also gain a special property. Once per
round, such a weapon can destroy a magical effect active on any target it hits in combat, as per a
targeted dispel magic with an effective caster level equal to twice the weapon's raw enhancement
bonus. A capable spellcaster is capable of tapping into this inherent quality by channeling their
own power into the weapon, increasing the effective caster level of the dispelling effect by half
their own caster level.
Value[edit]
Azurite steel armor and shields are always masterwork and have the cost of ten times a
masterwork armor of its kind. On top of this, light armor, bucklers and light shields have an
additional cost of +2,000 gp, medium armors and heavy shields have an additional cost of
+5,000 gp, and heavy armors and tower shields have an additional cost of 10,000 gp. Azurite
steel weapons are always masterwork and have the cost of a masterwork weapon +5,000 gp.
Magic azurite steel weapons and armor cost half again as much as regular magical weapons and
armor.

Bloodsteel[edit]
When the iron from a warrior's blood forged by blacksmiths and refined Bloodsteel is formed.
Bloodsteel is subject to effects as both a natural and manufactured. Bloodsteel is subject to
effects as an object and a creature. Bloodsteel repairs itself at a rate of 1 hp per lbs each hour.
Only items mostly made of metal may be made of Bloodsteel. Bloodsteel weapons deal extra
material damage. Bloodsteel armors offer a material armor bonus to AC. Bloodsteel shields can
cast spells.
Bloodsteel Weapons gain temporary hit points equal to the damage they deal on hit, including
extra material damage and base weapon damage but not including strength bonus or
enhancements. These temporary hit points disappear 1 hour later. Critical hits only multiply the
base weapon damage and not the extra material damage but do increase the temporary hp.
Bloodsteel weapons extra material damage biased on Total hit points (the sum of their temporary
hit points and regular hit points) relative to their handedness as per the table below.

Handedness Extra Material Damage


Light Weapon +1 Per (Base Weapon Hp x 1.5) above max hp
One-Handed Weapon +1 Per (Base Weapon Hp x 1) above max hp
Two-Handed Weapon +1 Per (Base Weapon Hp x 0.5) above max hp
Bloodsteel Armors grant a material armor AC bonus depending on how much lower their hit
points are from their max hp. Use the Table below to determine the bonus granted.

Armor Weight Class Material Armor AC Bonus


Light Armor +1 Per (User HD x Base Armor Bonus x 1.5) from max hp
Medium Armor +1 Per (User HD x Base Armor Bonus x 1) from max hp
Heavy Armor +1 Per (User HD x Base Armor Bonus x 0.5) from max hp
Bloodsteel shields have 30 charges and 1/day at cost of 1 charge may cast a spell of as
determined by the table below. User may sacrifice 1 hp per HD to recharge the shield.

Armor Weight Class Spell Caster level


Light Shield Blindness/Deafness 3
Heavy Shield Vampiric Touch 5
Tower Shield Bestow Curse 7
Bloodsteel has 30 hit points per inch of thickness and hardness 10.

Type of Bloodsteel Item Item Cost Modifier


Light Armor or Light Shield +(10 gp x Base AC Bonus x Lbs)
Medium Armor or Heavy Shield +(20 gp x Base AC Bonus x Lbs)
Heavy Armor or Tower Shield +(30 gp x Base AC Bonus x Lbs)
Light Weapon +200 gp x Lbs
One Handed Weapon +400 gp x Lbs
Two-Handed Weapon +600 gp x Lbs

Brysten Glass[edit]
Weapons are not typically made of glass due to its fragility unless somehow alchemically or
magically treated, yet brysten glass focusing on increasing its damage instead of its durability.
This results in a powerful weapon but one which is in constant danger of breaking.
Brysten glass is a semi-opaque glass which is often colored and stained for decorative purposes.
A close up look reveals a complex spiderweb of silver lines crisscrossing its interior which helps
sharpen edges and channel concussive impacts to the business edge of the weapon. However as
more and more of the weapon wears away the structural integrity fails catastrophically, releasing
all of its power all at once. This complex spiderweb is also the source of the weapon's biggest
weakness: once forged it cannot be repaired except by the most powerful of magic (either
miracle or wish). For this reason many do not enhance brysten glass items and instead choose to
employ temporary enhancements and oils.
Brysten glass weapons can be made into any weapon normally forged from steel. They deal
damage as a weapon two size categories larger than it actually is. They come with 100 "charges"
which depletes by 1 every time a successful attack is made, and when they lose all charges the
weapon breaks. If it runs out of charges during an attack, this attack is an automatic critical hit.
Breaking ammunition as a result of firing it does not result in automatic critical hits. Sunder
attempts against the weapon deal damage against its charges rather than its hit points, effectively
giving brysten glass weapons 100 hp. Augmentations (such as dwarvencraft or hardening) do not
alter this amount, though they may alter hardness. Shields are treated as weapons for the purpose
of this material.
Brysten glass armor is not often used. It is effective against energy attacks, granting 1 point of
energy resistance (acid, cold, electricity, and fire) for every 1 AC it has and has 100 charges,
losing 1 charge for every attack which deals damage regardless of the type of damage. On
running out of charges it explodes into a cloud of glass dust which negates all acid, cold, electric,
and fire damage in the creature's square for 1 round. The cloud is not dense enough to provide
any concealment. As with weapons, augmentations do not alter the amount of charges it
possesses.
Brysten glass needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, brysten
glass weapons and ammunition have a +1 enhancement bonus on attack rolls for being
masterwork (this does not stack with the rising enhancement bonus).
Brysten glass has hardness 4, and an irrelevant number of hit points as all damage is redirected
into the number of charges it possesses. Brysten glass takes quarter damage from acid, cold,
electricity, and fire, half damage from force, and full damage from sonic attacks.

Type of Brysten Glass Item Item Cost Modifier


Ammunition +30 gp
Armor +(100 x base armor bonus squared)
Weapon +1500 gp

Ceramite[edit]
A fire resistant clay ceramic which has been hardened and augmented through alchemical means,
ceramite is a potent defense against fire, and a potent destroyer of fire-based creatures. This off-
white clay based material resists heat well, and is magically hardened to its current state. It feels
cool to the touch. It is clay based and counts as stone, not metal, for the purposes of effects and
abilities which rely on metal.
Any weapon primarily composed of metal can be made as a ceramite weapon. They are
particularly effective against creatures with the fire subtype, dealing an extra 5 points of damage
to such creatures. Ceramite weapons count as cold damage for the purpose of bypassing
regeneration when beneficial. Weapons made of ceramite gain a 10% discount on the Aquan,
Frost, and Freezing Burst enchantments. Ceramite has 10 hit points per inch of thickness and
hardness 15.
Armor can also be made with ceramite. Such armor usually appears as if covered in ceramic tiles
and layered like scales. The armor grants fire resistance which has the unique property of
stacking with other forms of fire resistance. Light armor gains fire resistance 3, medium armor
gains fire resistance 6, and heavy armor gains fire resistance 10. If the fire resistance of the
creature ever exceeds 35 points, they gain fire immunity instead. Armor made of ceramite gain a
10% discount on any enhancements which grant fire resistance. Creatures wearing ceramite
armor benefit from an endure elements effect, but only against hot weather. Shields count as
light armor for the purposes of benefits.
Ceramite is so costly that weapons and armor made from it are always of masterwork quality; the
masterwork cost is included in the prices given below. Thus, ceramite weapons and ammunition
have a +1 enhancement bonus on attack rolls, and the armor check penalty of ceramite armor is
lessened by 1 compared to ordinary armor of its type.
Type of Ceramite Item Item Cost Modifier
Ammunition +48 gp
Light armor +1,200 gp
Medium armor +4,800 gp
Heavy armor +10,800 gp
Shield +1,200 gp
Weapon +2,400 gp

Cometsteel[edit]
Like meteoric iron, cometsteel is also the product of the void between worlds in the material
plane, but unlike meteoric iron which is suffused with energies drawn from the elemental plane
of fire, the dense iron ore found on comets reflects the coldness of the void, radiating energies
from the coldest parts of the elemental plane of water instead. In essence, when forged into steel,
it is the exact opposite of meteoric-forged steel.
Cometsteel is nearly completely immune to all forms of cold and frost and takes no damage from
cold effects of any kind.
Armor and/or Shields[edit]
A creature directly touching cometforged items or wearing cometsteel armor without proper
cold-resistant underpadding takes 1d4 points of damage every round, unless they have resistance
to cold of at least 5.
A creature gains resistance to fire while wearing cometsteel armor. The values can be found in
Table: Fire Resistance.
Table: Fire Resistance

Armor
Shield
None Light Medium Heavy
No — 5 10 20
Yes* 5 10 20 30
1. Bucklers do
not count as
shields for
the purpose
of this table.
Weapons[edit]
Weapons fashioned from cometsteel, often called cometforged weapons, deal cold-suffused
damage that bypasses damage reduction/cold iron. Cometsteel damage is otherworldly in nature,
and highly in tune with the forces of elemental cold. Weapons made of cometsteel automatically
bypass any damage reduction belonging to a creature with the Fire subtype.
Certain cold-based weapon enhancements become enhanced when used on cometsteel weapons.
Frost and icy burst weapons made from cometsteel deal an additional +1d6 of cold damage on a
successful attack, and an additional +1d10 on a critical hit.
Value[edit]
Cometforged armor and shields have double the base cost of a masterwork item of its kind.
Added costs are +500 gp (light or shield), +2,000 gp (medium), or +4,500 gp (heavy).
A proper underlay to wear cometforged armor without incurring damage must be made of cold-
retardant and resistant material, such as white dragonhide. The underlay is part of the armor and
increases its weight by 5 pounds, the effective armor check penalty by 1 and the arcane spell
failure chance by 5%. Such an underlay adds 1,000 gp to the cost of light armor, 2,000 gp to the
cost of medium armor, and 3,000 gp to the cost of heavy armor.
Cometforged weapons have twice the cost of a masterwork weapon +1,500 gp. This includes the
cost for cold-resistant hilt wrapping, preventing damage to the wielder's hands.

Conjetium[edit]
More commonly known as blood steel or "demon rust", Conjetium is most easily recognized for
it's signature red sheen and the odd, sharp smell that accompanies it. It is composed of the
compressed and thoroughly mixed blood of both demon and devils, gathered from the
battlegrounds of Hades yet isolated from the fantastic evil. It is instead subject to intense
pressure, along with all the magic which has been expended in the fight, to form a new
substance. Conjetium is highly regarded for its pseudo-magical properties and incredible
resiliance to adverse conditions. Conjetium is incredibly rare and only ever found in small
portions, and therefore few people have the knowledge of how to properly forge it into armor or
weaponry.
Weapons and ammunition made from conjetium count as being magic, silver, cold iron, and
adamantine for the purpose of overcoming damage reduction as a result of being the collected
mass of fiendish warriors. The weapon will also give off a faint transmutation and evil aura that
can be detected through the use of a detect magic and detect evil spell. The craft DC of any Craft
check made to make a weapon out of conjetium is increased by 5.
Armor and shields made from conjetium grant the wearer energy resistance 5 to all kind of
energy and give off a faint magical aura that can be detected through the use of a detect magic
and detect evil spell, as weapons. The craft DC of any Craft check made to make a piece of
armor out of conjetium is increased by 5.
Only items that are made out of metal can be made out of conjetium.
Conjetium has 24 hit points per inch of thickness and a hardness of 12.
Table: Conjetium Item Cost Modifiers
Type of Conjetium Item Item Cost Modifier
Ammunition +60 gp
Armor and Shields +8,000 gp
Weapon +3,000 gp

Dark Iron[edit]
Dark iron is an illustrious dark-grey metal of roughly the same weight as tempered steel. It only
exists deep underground in areas with volcanic activity, where the formation of the metal is made
possible by a combination of extreme pressure and heat. Dark iron is mined and industrialized by
the denizens of the deep. Duergar were the first to discover the method of smelting and
manipulating the metal, and guard its secrets closely. While possessing most of the properties
attributed to ordinary iron, dark iron has the added property of rebuking heat and magical
energies, preventing such effects from passing through it.
Armors and shields fashioned from dark iron can rebuke fire and heat and diffuse incoming spell
energy, granting resistance to fire as per the table below, and bestowing half their combined AC
bonus (rounded down) as a bonus to touch AC against spells and spell-like effects. These effects
do not include added bonuses to AC from magical enhancement. Only armors and shields
normally made of metal can be made from dark iron.
Table: Fire Resistance

Armor
Shield
None Light Medium Heavy
No — 5 10 20
Yes* 5 10 20 30
1. Bucklers do
not count as
shields for
the purpose
of this table.
The wearer of dark iron armor does not take extra damage from exposure to extreme heat that
wearing metal armor would normally cause, such as from natural heat hazards or heat-based
effects like the heat metal spell.
Weapons fashioned from dark iron can likewise repel and sunder magic. Attacks made with a
dark iron weapon are always considered magical, bypassing DR/magic, even if the weapon is
effectively mundane. Furthermore, if one were to make an attack as a standard action, a dark iron
forged weapon triggers a targeted dispelling upon the target, sundering a single ongoing magical
effect currently active on its being. The dispel check uses either the wearer's caster level or his
base attack bonus, whichever is higher. Only weapons made partially or completely of metal can
be made of dark iron.
Dark iron weapons are especially effective against creatures and objects made purely of magic,
such as living spells (MM3). If a living spell or another creature of pure magic is hit by a dark
iron weapon it must make a Fortitude save (DC 10 + ½ bab + enhancement bonus) or be
immediately dispersed and killed. This saving throw may only be provoked a maximum of once
per round.
Dark iron armor has double the cost of a masterwork armor of its kind, plus 1,000 gp per point of
AC bonus it has, excluding any magical enhancement bonus. Dark iron weapons have the cost of
a masterwork weapon +4,000 gp.
Dark iron has 30 hit points per inch of thickness and hardness 12.

Dark Platinum[edit]
Forged from platinum which has undergone a special refining process alloying it with
quintessence and the very fabric of space, dark platinum is nearly an artifact-level material which
is crafted only by deific hands in the toughest of circumstances. Pitch black with a smooth matte
surface, dark platinum is completely indestructible to mortal means. Crafting it is quite difficult
requiring forging it in its antithesis in places where reality breaks down. Once created, only the
gods can destroy it.
Weapons and armor made from dark platinum are completely immune to damage. It is extremely
heavy and dense, doubling the weight of the item and increasing the armor check penalty by 2,
decreasing the maximum dex by 1 (minimim 0), and increasing the arcane spell failure by 10%.
However it is automatically treated as adamantine in all respects including the damage reduction
gained from armor, and it is strongly lawful aligned. Bucklers count as light armor, light and
heavy shields as medium armor, and tower shields as heavy armor for the purpose of benefits
gained. Damage reduction from armor and shields stack with each other, and any natural (but not
magical) DR/- you obtain (such as levels in barbarian). Weapons crafted from dark platinum gain
+2 to attack and +2d6 damage against chaotic creatures, and +4 to attack and +4d6 damage
against chaotic subtyped outsiders. Chaotic creatures which pick up a dark platinum
automatically gain 2 negative levels which cannot be removes as long as the creature holds it.
Adding the Axiomatic special enhancement is only a +1 bonus, and it cannot possess the
Anarchic special enhancement. Armor made from dark platinum renders the wearer immune to
[Chaotic] spells and spells and spell-like abilities from chaotic subtyped outsiders. The armor or
shield has no arcane spell failure for spells with the [Lawful] descriptor. If a dark platinum item
is turned into an intelligent item, it cannot be chaotic aligned and is almost always lawful
aligned.
To craft dark platinum, you need to have at minimum of divine rank 0 and forge it on a strongly
chaotic plane, and requires a DC 100 Craft check. Even then, it takes a minimum of 1 week per
pound of dark platinum, or the crafting time of the item, whichever is longer. Even divine
abilities which would allow you to alter reality or increase crafting time cannot bypass this
restriction.
Dark Platinum is invincible and can only be harmed by non-mortal means. Even against deific
damage, it has 100 hit points per inch of thickness and hardness 50.
Type of Dark Platinum Item Item Cost Modifier
Ammunition +330 gp
Bucklers & Light armor +11,000 gp
Light/Heavy Shields & Medium armor +22,000 gp
Tower Shields & Heavy armor +44,000 gp
Weapon +16,500 gp

Darklight[edit]
Crafted out of the depleted remains of radioactive materials (or rarely, sometimes still
radioactive materials), darklight items are very heavy and very dense. The process of making a
darklight item is a rare one, due to the rarity of the material and the difficulty of converting it
into useable form, and the troubles of forging it period. However no one can deny its benefits; a
super hard, super dense material rivaled only by adamantium but much more robust per inch, and
able to pierce through other metals like paper when launched with force. Depleted darklight is
usually made into walls and armor for vehicles, where the weight is less of a concern.
Any weapon primarily composed of metal can be made as a darklight weapon. Depleted
darklight is a silvery gray color, and not radioactive or harmful to the touch. Darklight weapons
count as adamantine, ignoring hardness less than 20, and can ignore up to 5 points of hardness
for materials with hardness equal or greater than 20. It has hardness 25, 80 hit points per inch of
thickness, and doubles the weight of any object made of depleted darklight. The damage die of
the weapon goes up by one and the handedness of the weapon increases by one step (light to one-
handed, one-handed to two-handed, and two-handed weapons cannot be handled without taking
Exotic Weapon Proficiency in the Darklight version of your weapon). When made into ranged
projectiles, any shot which successfully slays a creature or destroys an object continues on to
attack creatures or objects behind it, with a cumilative -4 penalty on the attack roll.
Armor made of darklight has similar effects to adamantine, but the weight is doubled, the armor
check penalty is doubled, the maximum dex is reduced by 1 (minimum +0), and the arcane spell
failure increases by 10%. In return users gain the armor bonus as a bonus against being bull
rushed or tripped, and the damage reduction obtained is twice that of adamantine (DR 2/- for
light armor, DR 4/- for medium armor, and DR 6/- for heavy armor). This damage reduction
stacks with damage reduction/- granted from race or class, but not by magical enhancements.

Type of Depleted Darklight Item Item Cost Modifier


Ammunition +80 gp
Light armor +6,000 gp
Medium armor +12,000 gp
Heavy armor +18,000 gp
Weapons and Shields +4,000 gp
Other Items +700 gp /original's lb.
Recently some have attempted to convert raw darklight ore into functional weapons and armor
after the terrible radioactive disaster of attempting to turn refined darklight rods into weapons.
Only through magical means have they managed to succeed, gaining a variant of darklight
known as radioactive darklight. While similar to normal depleted darklight items, it causes
nearby objects to glow as if under a blacklight. Radioactive darklight items have the same
abilities as above, except on a critical hit they deal 1 Con damage and treat the enemy as having
failed one of the saves against radiation poisoning. It seems like a steal, except for one little fact;
the user is constantly subjected to the radiation naturally emitted by darklight ore, making it a
trick only being immune to ability damage can pull off, and a hazard for everyone nearby. Such
items cost 10% more than their normal counterparts.

Dead Iron[edit]
It is said that when Cold Iron is prepared within zones devoid of magic, such as in an antimagic
field, with proper care the cold iron's connection to the mystical realm deadens further, resulting
in a dangerous bane against all things magical. Dead Iron is a bit darker than normal iron
weapons, and seems to have a solid weight to it. It's resistance to magic makes it prized for
armors and weapons designed to fight the arcane. Any weapon or armor made of Dead Iron is
automatically considered masterwork, the masterwork cost has been assumed in the prices
below.
Regardless what it is made into, any item made from Dead Iron resists magical enhancements,
and making it a magic item cost an additional 2000g. In addition, magical effects targeting the
item, beneficial or not, have a 5% chance of simply failing to affect it.
Armor and shields made from Dead Iron has an inherent resistance to spells, granting the user
spell resistance equal to the armor or shield bonus granted. This SR stacks with the spell
resistance enhancements for armor, and you get a 1000 gp discount with these enhancements
(minimum 0 gp cost). Dead iron armor and shields do not stack. Arcane spell failure for the
armor rises by 25%. For example, a suit of dead iron full plate +1 with SR 19 enhancement is a
+6 armor which costs 68,000 gold and has a spell resistance of 28. If the suit later gains a +3
enhancement bonus, the SR rises to 30.
Weapons made of Dead Iron count as cold iron for the purpose of overcoming damage reduction.
They deal an extra +1d6 damage against arcane spellcasters or any creature with spell-like
abilities. You gain a 1000 gp discount on the weapon if made as Magebane (minimum 0 gp cost).
Because of the baneful nature of Dead Iron, characters with arcane spells or spell-like abilities
take a -1 penalty on attack and damage rolls when using the weapon.
Items without metal parts cannot be made from Dead Iron. An arrow could be made of Dead
Iron, but a quarterstaff could not. Weapons, armor and shields normally made of steel that are
made of Dead Iron have the same amount of hit points as normal and hardness.

Type of Dead Iron Item Item Cost Modifier


Ammunition +40 gp
AC Bonus Base AC bonus squared x 500 gp
Weapon +3,000 gp

Deadwood[edit]
In the doldrums of the negative energy plane, rare fragments of life (or unlife) make their home.
Even plant life attempted to place a foothold there, but its presence quickly was corrupted into
new and unwholesome form. Deadwood, as it was called, is the unliving flora which grows in
the quieter parts of the negative energy plane, drawing energy from the victims which perish
there. Appearing as gnarled long-dead wood, it is actually living, in the same sense that zombies
still "live". Deadwood lays dorment for long periods of time, growing only during the rare times
it can feast on the dying energies of other beings passing by and perishing. Deadwood forests
would grow in locations of mass slaughter and bloodshed within the negative energy plane,
clung onto the few chunks of stone and metal which drift in that endless void.
Any weapon primarily composed of wood can be made as a deadwood weapon. Creatures killed
by a deadwood weapon become corrupted, and if sufficient amounts of onyx are applied within 1
minute of their demise, they will rise as a zombie or skeleton under the wielder's control as if
animate dead had been cast, using the wielder's character level as the caster level. The amount of
onyx needed is the same as if casting animate dead. It takes on a disturbing appearance and
natural flora grays slightly in its presence. Weapons made of deadwood gain a 10% discount on
any enhancements which deal with ability damage, ability drain, energy drain, or negative
energy. Deadwood has 10 hit points per inch of thickness and hardness 6.
Armor can also be made with deadwood. Such armor has heavy scarring and rough bark. The
armor produces a constant desecrate effect. The effect is the same regardless of armor or shield
type. Armor made of deadwood gain a 10% discount on any enhancements which deal with turn
resistance, protection against positive energy, or bolstering undead.
Deadwood needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, deadwood
weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check
penalty of deadwood armor is lessened by 1 compared to ordinary armor of its type.

Type of Deadwood Item Item Cost Modifier


Ammunition +36 gp
Armors and Shields +5,000 gp
Weapon +1800 gp

Deisteel[edit]
Deisteel is an extremely rare and mighty material; it is extremely hard, light, and packs a
powerful punch. It is said that deisteel is an alloy of two now lost materials. As a material,
deisteel is not mined; rather, long-lost deisteel items are found in perfect condition, and crafting
a deisteel item requires the destruction of one of these ancient relics. Deisteel has the same
texture as regular steel, however, it is a glossy black with gold reflection and is extremely
lightweight. Finally deisteel is not instantly destroyed by disintegrate or similar effects, but it is
still damaged (hardness applies).
Alloying deisteel utterly ruins it; it cannot be combined with other materials (through the
material composite enhancement, by example). Deisteel items are very light and only weigh 25%
of an item's original weight. Items made out of deisteel count as both Adamantine and Mithral.
Finally deisteel does not rust and appear to be unaffected by age, thus it cannot be magically
rusted or it hardness decreased.
Deisteel possess properties which make it ideal for weapon making, treat it as both an
Adamantine and Mithral weapon. A deisteel weapon possess incredible force, it critical hit threat
and multiplier increase by 1 (to a maximum of x5), this effect is applied after other effect which
affect the weapon's critical hit ability (such as the Improved Critical feat). A deisteel projectile
weapon also has it range increased by 50%, which stack with any ability which also increase it
range.
When applied to the construction of armor or shield it grant great flexibility and protection. A
deisteel armor or shield count as Adamantine and Mithral. The damage reduction granted by the
armor and shield stack with each other and other permanent source of DR. Deisteel armor also
greatly lessen otherwise fatal blows, attacks with extra multiples of damage are reduced by one
multiple (such as a ×3 critical hit becoming a ×2 critical hit). Attacks that grant extra physical
damage dice reduce the extra dice by half (so a rogue with 4d6 sneak attack deals 2d6 sneak
attack instead but extra [Fire] damage dice from a flaming weapon would not).
Deisteel is ridiculously hard to work with; double the craft DC of any item made of deisteel and
increase that the craft DC further by +10. Only the most talented of craftsmen can hope to work
with the material. Deisteel is always masterwork, the masterwork cost is included in the prices
given below. Thus, deisteel weapons and ammunition have a +1 enhancement bonus on attack
rolls.
Deisteel has 60 hit points per inch of thickness and hardness 25. Deisteel quarters all electric and
cold damage, and takes half damage from acid, fire, force, and sonic.

Type of Deisteel Item Item Cost Modifier


Ammunition +360 gp
Light Armor and Shield +9,000 gp
Medium Armor and Heavy Shield +20,000 gp
Heavy Armor and Tower Shield +40,000 gp
Weapon +18,000 gp
Detonium[edit]
Rarely mined and difficult to produce artificially, detonium is very strong but terribly fragile.
When they break, they break explosively! Detonium is a glass-like substance which is molded
and put under intense pressure while still molten. When it cools it is very resistant, but prone to
explosive detonation. It comes in several colors depending on its impurities, but is almost always
smoky translucent, marked with stress lines and distortions.
Any weapon primarily composed of metal can be made as a detonium weapon. It provides very
little benefits over an iron weapon beyond the increased hardness, but it does ignore hardness
less than 10. If sundered, the attacker's weapon and the attacker (if in melee) takes twice the
damage of the sundering attack. The detonium weapon is reduced to dust from this explosion.
Because this is costly it is usually used in ammunition instead. In ammunition, the detonium
breaks on contact and deals an extra +5 points of damage. The explosion counts as an area effect
covering a 5 ft square for the purposes of hitting swarms or multiple small creatures in an area
(the same attack roll applies to all of them).
Detonium armor is risky given how... explosive it is. But some take advantage of this. Detonium
armor gives the wearer death throes. On death, the armor explodes dealing 5 damage per HD to
all creatures in a 10 ft radius, with a Reflex save for half (DC 10 + 1/2 HD + highest ability
modifier). The detonium armor is reduced to dust from this explosion.
Detonium shields have a unique property, in that they are given deliberately explosive reactive
plating made of detonium on an iron frame. It has 50 charges, and each time a creature misses
you but would hit you if you lacked your shield bonus, the creature hits the shield and is dealt 5
points of damage to themselves and their weapon, depleting 1 charge. When all charges are
depleted, the shield is reduced to a normal metal shield with a -1 AC penalty (minimum 0) but
the charges can be replaced by paying the material cost for the shield again.
Lastly, the material itself can be used as an explosive material. They come in marble-sized
spheres and are activated by kinetic trauma. One pound of material produces an explosion of 1d6
damage out to a 10 ft radius with a DC 15 Reflex save for half. The damage is very effective
against unattended objects, never reduced before hardness. For every additional pound of
material used the damage increases by +1d6 damage, and for every 3 dice of damage the radius
increases by +5 ft.
Detonium is so costly that weapons and armor made from it are always of masterwork quality;
the masterwork cost is included in the prices given below. Thus, detonium alloy weapons and
ammunition have a +1 enhancement bonus on attack rolls, and armor and shields have their
armor check penalty decreased by 1.
Detonium has 1 hit points per inch of thickness and hardness 20. It is immune to acid and
electricity, takes half damage from cold and fire, and full damage from sonic.

Type of Detonium Item Item Cost Modifier


Ammunition +160 gp
Armor +800 gp
Shields +1000 gp
Weapon +1000 gp
Explosives 80 gp x number of pounds

Dilatantoplastic[edit]
Dilatantoplastic is a synthetic plastic material created in more technologically advanced societies
capable of refining petroleum products. Plastic can take several forms, from soft and rubbery to
hard and durable. The plastic used for armor and weaponry, however, is actually a composite of
various plastic forms and largely consistent of a dilatantic Non-Newtonian fluid which hardens
on impact with physical trauma.
Dilatantoplastic is a smooth, typically white plastic with a glossy iPod sheen and unusually
smooth. It can be made into plates, into a flexible rubber-like material, or into thin silky fibers all
possessed off the same finish. It is chemically inert, immune to acid damage and quarters any
cold or electrical damage, though fire deals full damage and sufficiently high heat can melt it.
Dilatantoplastics are usually molded into shape rather than hammered into shape as they prove
too impact resistant or brittle otherwise.
Any weapon primarily composed of either wood or metal can be made as a dilatantoplastic
weapon. Dilatantoplastic weapons are immune to rust and acid damage and do not count as
metal, making them the weapon of choice to fight rust monsters and acidic-happy creatures, or to
sneak by metal detectors. Dilatantoplastic weapons are very light, and may count as one category
smaller when beneficial (two-handed becomes one-handed, one-handed becomes light). If
sundered, the materials can be remolded and repaired, and retain its magical enhancements doing
so (as long as it is molded into the same weapon, melting down an enhanced greatsword into two
shortswords does not net you two enhanced shortswords).
Armor and shields can also be made with dilatantoplastic, ranging from fibers forming fabric
armor like leather, to rubbery suits with heavy plastic body plates for heavy armor. Such armor is
also immune to rust and acid, and must be custom fit to each person, otherwise they are treated
as being non-proficient in a dilatantoplastic suit of armor or shield. Fitting a pre-existing suit of
dilatantoplastic armor or shield is a DC 20 Craft (plastics) check and takes 8 hours, but costs no
additional money. Dilatantoplastic armor and shields are so form fitting the category of the
armor drops by one (from heavy to medium to light), the Max Dex rises by 1, the armor check
penalty drops by 2, and arcane spell failure is reduced by 10%. In addition, dilatantoplastic armor
is flexible normally but becomes hard as stone when exposed to physical force, and gains
damage reduction/slashing based on the armor or shield. Based on what category it was
originally, light armor and light shields gain DR 2/slashing, medium armor and heavy shields
gain DR 4/slashing, and heavy armor and tower shields gain DR 6/slashing (bucklers gain no
benefit).
With both weapons, armor, and shields, dilatantoplastic is very light and cuts the weight of the
object in half. Druids count dilatantoplastic as metal armor and thus cannot wear it.
Dilatantoplastic needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus,
dilatantoplastic weapons and ammunition have a +1 enhancement bonus on attack rolls.
Dilatantoplastics have 8 hit points per inch of thickness and hardness 8.

Type of Dilatantoplastic Item Item Cost Modifier


Ammunition +50 gp
Light Armor & Light Shields +5,000 gp
Medium Armor & Heavy Shields +10,000 gp
Heavy Armor & Tower Shields +15,000 gp
Weapon +2,500 gp

Displacine Thread[edit]
A difficult material to produce, it is composed of the hair of shaved displacer beasts (whose hair
is normally short anyway) and weaving it into a suit of cloth able of distorting the air around it.
As a result, displacine thread is somewhat rare as it is usually more trouble than it's worth to
make the material. When made correctly, it can provide a very potent defense against attackers
by giving a miss chance.
Displacine is worthless for shields and weapons, even flexible weapons, but can be made into
fabric armor and normal clothing. Clothing is often a rich dark purple, getting more silky and
iridescent the higher the thread count one has. As thread count goes up, so does the distortion,
until one barely seems to be in their correct spot, flickering around rapidly at the slightest
adjustment in position. Armor made of displacine thread gives a miss chance between 5% to
50% depending on quality, and is defeated by true seeing and true strike. Other properties of the
material are unchanged, other than being a masterwork example of the item. Miss chances do not
stack with other miss chances, and is an extraordinary ability.

Type of Displacine Thread Item Item Cost Modifier


5% +1875 gp
10% +7500 gp
15% +16,875 gp
20% +30,000 gp
25% +46,875 gp
30% +67,500 gp
35% +91,875 gp
40% +120,000 gp
45% +151,875 gp
50% +187,500 gp
Dordweave[edit]
Dordweave is an unusually dense fabric made out of countless monolayers pressed tight together.
Its density makes it protective, while remaining flexible. This carbon-heavy fabric is heavier than
it looks, and a close eye reveals the edges to always cut with a distinct hexagonal edge. In spite
of its crystal lattice, it proves difficult to pierce.
There are few weapons which can be made of dordweave, being a fabric. Flexible weapons like
saps and whips can be dordweave, and the only benefit they gain is additional hardness and
durability. They have an effective hardness of 10, which is immune to bludgeoning damage,
quarters piercing damage, and takes half from slashing damage. They also remain clean easily as
most liquids seem to run off their non-stick surfaces. Dord weapon weights are doubled, but it
doesn't significantly change the properties of the weapons or the difficulty in wielding them.
Weapons made of dordweave gain a 10% discount on the CollisionMIC enhancement due to its
density.
Dordweave armor on the other hand is much more effective, able to be applied to any fabric or
leathery armor. Dordweave armor weights are doubled, their maximum Dexterity is decreased by
one (minimum 0), and their arcane spell failure increases by +10%. Their armor check penalty
remains the same however. Dordweave is quite protective, granting an additional +2 AC bonus
to the armor in question. In addition, it grants 25% fortification against piercing attacks (this
stacks with other forms of fortification). Lastly, mundane materials do not stick to the non-stick
surface of dordweave armor, though magical effects (such as acid arrow) remain unhindered.
Dordweave can even be applied to robes, granting the armor bonus and allowing it to be
enhanced as armor. It remains non-armor, however. Armor made of dordweave gain a 10%
discount on any form of Fortification, any enhancements to resist electric, piercing, or acid, and
the Unblemished enhancement.
Due to dordweave's thickness, it is treated as lead for the purpose of interacting with various
spells, skills, and effects, such as many divination skills. Flexible objects, such as bags, are
sometimes made of dordweave for this purpose.
Dordweave needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, dordweave
weapons and ammunition have a +1 enhancement bonus on attack rolls.
Dordweave has 8 hit points per inch of thickness and hardness 10. Dordweave is immune to
bludgeoning and sonic damage, quarters electric, piercing, and acid damage, and halves all other
damage except force damage, which deals full damage.

Type of Dordweave Item Item Cost Modifier


Robes/Armor +1300 gp
Weapons +350 gp
Other Items +20 gp/lb
Drowsilk[edit]
Originally crafted by the drow, drowsilk items are light, durable, and flexible. They do for
leather and cloth items what mithral does for metal, and a bit more. It is harvested from the
monstrous spiders of the underdark, bathed in strange radiation and alchemical reagents, and
woven into items.
Drowsilk is as smooth as any silk product, but is a menacing midnight blue to purple hue,
sometimes dyed completely black, or given a light gray finish. It is lightweight, yet amazing
strong, and comfortable to boot. As a flexible material it cannot be used on solid metal or
wooden objects but may be used for leathers, clothes, and other flexible objects.
Any weapon primarily composed of leather or cloth can be made as a drowsilk weapon.
Drowsilk weapons weigh half that of their normal counterparts, and may count as being one
category lighter for each of use when beneficial (two-handed to one-handed, one-handed to light,
light remains light). They are very resistant to physical damage, being immune to bludgeoning,
quartering piercing, and halving slashing damage. It also quarters all damage except fire (which
it takes full damage to) and is immune to acid and sonic damage. Drowsilk reacts to the radiation
of the underdark. When in the underdark (not simply underground) drowsilk weapons deal +1
additional damage.
However the true use of drowsilk comes in armor and shields. Armor and shields made of fabric
armor like leather or cloth are comparable with drowsilk. It reduces weight in half and are one
category lighter than normal for purposes of movement and other limitations. Heavy armors are
treated as medium, and medium armors are treated as light, but light armors are still treated as
light. Spell failure chances for armors and shields made from drowsilk are decreased by 10%,
maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a
minimum of 0). Drowsilk reacts to the radiation of the underdark. When in the underdark (not
simply underground) drowsilk armor and weapons have their AC bonus rise by +1.
Drowsilk needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, drowsilk
weapons and ammunition have a +1 enhancement bonus on attack rolls.
Drowsilk items have 8 hit points per inch of thickness and hardness 5.

Type of Drowsilk Item Item Cost Modifier


Ammunition +40 gp
Light Armor & Light Shields +1,000 gp
Medium Armor & Heavy Shields +4,000 gp
Heavy Armor & Tower Shields +9,000 gp
Weapon +2000 gp
Drystone[edit]
Drystone appears to be normal sandstone, if unusual dry in appearance at all times. It is actually
made from compressed dust of dryness and fused by heat. It loses its usual water-absorbing and
releasing qualities during the process, but becomes extremely waterproof and anhydrous to all
liquids. As stone, it can be shaped into armor and weapons as well.
Drystone weapons deal 1d4 points of desiccation damage. This damage is untyped, but does not
function on creatures which have little to no water in their bodies (such as many constructs and
undead). Against Water subtype creatures or unusually wet creatures such as most oozes, it deals
1d8 damage instead. On a critical hit with a drystone weapon, the creature is dehydrated. Treat
this like fatigue, but it can only be relieved with the consumption of large amounts of water.
Weapons made of drystone gain a 10% discount on the Desiccating, Desiccating Burst, and
Terran enchantments.
Drystone armor and shields keeps people dry in damp situations. While this has little mechanical
effect other than lessening the humidity and having fast drying, it does provide a +2 bonus on
saves against Water subtype spells and +2 AC against Water subtype creatures. In addition, any
very wet or Water subtyped creature which grapples you takes 1d6 points of desiccation damage
a round. Armor and shields made of drystone gain a 10% discount on the Buoyant, Deepdweller,
and Styptic enchantments.
Drystone is so costly that weapons and armor made from it are always of masterwork quality; the
masterwork cost is included in the prices given below. Thus, drystone weapons and ammunition
have a +1 enhancement bonus on attack rolls, and the armor check penalty of drystone armor is
lessened by 1 compared to ordinary armor of its type. It is often used as tiles for ships, making
them waterproofed. Water does not travel through small cracks as the stone seems to repel its
presence.
Drystone has 8 hit points per inch of thickness and hardness 8.

Type of Drystone Item Item Cost Modifier


Ammunition +40 gp
Armor and Shields +500 gp
Weapons +2,000 gp

Duraleather[edit]
Duraleather is leather which is particularly heavy or dense, either by nature of the creature it
came from or through alchemical alteration. Duraleather is very durable, but not terribly flexible.
There are few weapons which can be made of duraleather, being a fabric. Flexible weapons like
saps and whips can be made of duraleather gaining damage as a weapon one size larger and the
weight of the item doubles.
Duraleather armor on the other hand is much more effective, able to be applied to any fabric or
leathery armor. Duraleather armor weights are doubled, their maximum Dexterity is decreased
by one (minimum 0), and their arcane spell failure increases by +5%. Their armor check penalty
is reduced by 1 as normal for masterwork armor. Duraleather is quite protective, granting an
additional +1 AC bonus to the armor in question. It also reduces any bleeding damage taken by 1
as the leather weighs heavily and snugly on the body.
Duraleather needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, duraleather
weapons and ammunition have a +1 enhancement bonus on attack rolls, and duraleather armor
reduces its armor check penalty by one.
Duraleather has 10 hit points per inch of thickness and hardness 4. Duraleather is immune to
bludgeoning and sonic damage, quarters acid, cold, electric, and fire damage, and halves all other
damage except piercing damage, which deals full damage.

Type of Duraleather Item Item Cost Modifier


Robes/Armor +600 gp
Weapons +1000 gp
Other Items +10 gp/lb

Duskwood[edit]
The shadow plane is a dim mockery of the prime material. Many things can be found there, from
copies of cities, to creatures who seem to be people you know, but somehow... wrong. Forests
are duplicated by the shadow plane as well, and it is from there that duskwood is found and
harvested. As far as weight and texture goes the wood is normal, but its colors are grayscale with
the contrast turned way too high. And there is a strange sense of unreality when holding
duskwood. Something seems off, as if the thing you possess might be some elaborate illusion.
Any weapon primarily composed of wood can be made as a duskwood weapon. Its shadowy
nature means it sometimes ignores the effects of material armors in its path, phasing through
them. Attacks have a 10% "phase" chance, becoming a touch attack instead of a normal attack. It
seems to turn shadowy and incorporeal whenever this occurs. Weapons made of duskwood gain
a 10% discount on any enhancements which deal with ignoring or obtaining miss chances,
illusions, or darkness effects. Duskwood has 10 hit points per inch of thickness and hardness 5.
Armor can also be made with duskwood. Such armor always seems to be illuminated poorly, as
if in light one step darker. The shadow blending effect works well, granting total concealment in
shadowy illumination. In total darkness, the armor retains partial concealment (20% miss) even
if opponents can see through the darkness via darkvision, See in Darkness, or even blindsight.
This benefit only occurs while in complete darkness, however. The benefit is the same regardless
of the type of armor or shield it is applied to. Armor made of duskwood gain a 10% discount on
any enhancements which deal with ignoring or obtaining miss chances, illusions, or darkness
effects.
Duskwood needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, duskwood
weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check
penalty of duskwood armor is lessened by 1 compared to ordinary armor of its type.
Type of Duskwood Item Item Cost Modifier
Ammunition +40 gp
Armors and Shields +7,000 gp
Weapon +2000 gp

Dwarven Bread[edit]
Dwarven bread is baked by the finest dwarven chefs in the mountains. While a delicious snack
for dwarves, other races find it inedible. Perhaps because its so hard that they can actually bake
weapons out of the stuff. Dwarven bread resembles several forms of Germanic bread rolls, with a
hard outer shell and "soft" interior. Dwarves can eat it fine, but for everything else it is as strong
as iron. Dwarves prefer iron for their weapons since it eventually lasts longer, but dwarven bread
weapons are easy to make in a pinch and double as a ration in times of need.
Any weapon primarily composed of metal can be made as a dwarven bread weapon. They make
poor edges, with slashing and piercing weapons taking a -1 penalty on damage, but no penalty on
bludgeoning. Dwarven bread can be eaten by dwarves, feeding a single dwarf for a day per
pound of the weapon. Once half the weapon has been eaten the weapon is considered sundered.
If submerged in water for over 1 minute, dwarven bread gets soggy and is destroyed. It can
survive brief dips into liquid though just fine. Dwarven bread has 30 hit points per inch of
thickness and hardness 10. Treat shields as weapons for the purpose of how it reacts with
dwarven bread.
Armor can also be made with dwarven bread. Such armor usually appears delicious. The armor
protects you from ranged attacks, acting as if you were a fortified structure. You gain damage
reduction against ranged non-siege weapons like arrows and bolts. Light armor gains DR 2/-,
medium armor gains DR 4/-, and heavy armor gains DR 6/-.
Dwarven bread needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, dwarven
bread weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor
check penalty of dwarven bread armor is lessened by 1 compared to ordinary armor of its type.
Dwarven bread is crafted and repaired with the Craft Cooking skill.

Type of Dwarven Bread Item Item Cost Modifier


Ammunition +5 gp
Light armor +2,500 gp
Medium armor +5,000 gp
Heavy armor +7,500 gp
Weapons & Shields +250 gp
Dwarvenbeard[edit]
Dwarvenbeard is (supposedly) the woven beards of hard-working and powerful dwarves. The
thick hairs have the strength of iron, the flexibility of cloth, and the smell of beer.
Well, the beer smell is typically more due to those who wear dwarvenbeard and their habits than
the fabric itself. The material is seen as both useful and yet somewhat of a faux pas, as it brings
up the question of what a dwarf was doing shaving their beard in the first place. However in
other communities, some have taken the act of wearing armor made from there own beards. In
this way they can show off how they have excess beard, without the problems of tripping over
one's own majestic curtain of hair. Of course, non-dwarves rarely care and buy it for the
protective qualities.
Few weapons can be made of dwarvenbeard, limited to flexible fabric items like the sap or whip.
These weapons has a +50% increase in weight. The extra weight gives a +2 on sunder checks
(which stack with any bonus from the weapon). If they dealt non-lethal damage, they can now
choose to deal either lethal or non-lethal at your choice. Whips in particular gain the ability to
attack regardless of the armor of natural armor of their target.
On fabric armor and clothing dwarvenbeard finds more use. When made into such items, the AC
bonus it provides increases by +1 (robes and outfits are treated as if having AC 0), and a +2
bonus on Stability as a dwarf. This stacks with the dwarven racial feature. Curiously, the hairs
seem to absorb alcohol easily, giving a +4 bonus on Fort saves against intoxication and poison.
The weight of the armor is increased by +50%. Dwarvenbeard has no real effect on shields.
Dwarvenbeard needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus,
dwarvenbeard weapons and ammunition have a +1 enhancement bonus on attack rolls, and the
armor check penalty of dwarvenbeard armor is lessened by 1 compared to ordinary armor of its
type.
Dwarvenbeard has 8 hit points per inch of thickness and hardness 4.

Type of Dwarvenbeard Item Item Cost Modifier


Ammunition +8 gp
Armor +1200 gp
Weapon +400 gp

Elderein[edit]
A dark bronze-like material, Elderein is about on the same quality level as steel. The surface of
refined elderein is decorated with strange patterns which are said to be related to the star above.
Elderein is no different from steel statistically, unless used by a creature possessing a dark
insight score, in which case it is granted the following benefits:
A weapon made of elderein has most of the same quality as steel, it however decrease the miss
chance of striking a target in the warped plane by 20%. A critical hit with an elderein weapon
also inflict a single point of madness, as the assailant is bombarded by vision of eldritch truth.
When made into armor or shield, elderein grant a modest protection against the eldritch. The
armor bonus or shield bonus of elderein also increase by 1 against creature of the aberration type,
outsider with the augmented aberration subtype, creatures with the abomination subtype, outsider
native to the far realm, obyrith and elder evils.
Additionally headgears made of elderein increase the amount of madness require to mindbreak
and grant a bonus against getting dark insight by 4 each. Alternatively it can be 'reversed',
trapping the eldritch dream inside, increase the wearer's dark insight score temporarily by 4 as
long as it worn. This temporary dark insight cannot be used to pay insight cost.
The true power of Elderein come when the stars are right, when an elder evil sign is in display it
gain uncanny power. As the sign grow stronger so does elderein equipment, the bonus presented
on the table below stack with each other (so a elderein shield would gain a +2 increase on it
shield bonus under a moderate sign). The change also cause a change in the item's appearance,
allowing it to predict the coming of Elder Evils.
Table: Elderein Mutation

Faint Sign Effect


Appearance Elderein darken, the pattern on it become more bizarre.
Armor +1 Armor Bonus to AC.
Headgear +2 bonus on Will saving throw.
Headgear
Temporary dark insight score boost increase by 2.
(Reversed)
Shield +1 Shield Bonus to AC.
Weapon Deal damage as one size category larger.

Moderate Sign Effect


Appearance When held still for at least 10 minute, the Elderein start smoking.
Armor +1 Armor Bonus to AC.
Headgear +4 bonus on save against getting dark insight.
Headgear
+2 bonus to all mental ability score, +3 temporary dark insight score boost.
(Reversed)
Shield +1 Shield Bonus to AC.
Weapon Half of the weapon's physical damage become unholy damage.

Strong Sign Effect


Appearance Small spectral tentacles cover the surface of the elderein.
Armor +2 Armor Bonus to AC.
Headgear Increase the amount of madness require to mindbreak by 4.
Headgear
+4 bonus on all mental ability scores.
(Reversed)
Shield DR/- equal to the shield bonus.
Weapon Each successful strike with the weapon inflict one madness.

Overwhelming
Effect
Sign
Black dots start appearing in the pattern of the elderein, close inspection reveal
Appearance
these are 'eyes'.
Armor Wearer is constantly under the effect of adapt body.
Headgear Wearer is constantly under the effect of mind blank.
Headgear
+6 bonus on all mental ability scores, +15 temporary dark insight score boost.
(Reversed)
Shield +2 Shield Bonus to AC.
The weapon gain the ability to kill otherwise unkillable creatures, it bypass any
Weapon
DR and regeneration a creature may have.
Elderein has 5 hit points per inch of thickness and hardness 10.
While it is a rare and otherworldy material it has no obvious uses to those without the proper
knowledge, as such it has a somewhat low market value. Keep in mind that in some settings or
when an Elder Evil's sign begin the manifest, the value of Elderein increase dramatically. When
under a faint or moderate sign, the unique properties of elderein become obvious and thus
multiply the value of Elderein's item twofold. Increase it to fivefold under strong or moderate
sign. IN a setting where eldritch foes are common it value is doubled by default (so ourfold
under faint/moderate sign and tenfold under strong/overwhelming sign).

Type of Elderein Item Cost Modifier


Ammunition +40 gp
Light armor & Bucklers/Light Shields +1200 gp
Medium armor & Heavy Shields +3,000 gp
Heavy armor & Tower Shields +9,000 gp
Special Headgear +4000 gp
Weapon +1800 gp
Emberwood[edit]
One would think wood would be impossible to find on the elemental plane of fire, and for the
most part you'd be right. However the human spirit is nothing if not determined, and in an effort
to spread the forests to other planes so that they may experience greater biodiversity, the rumor
says that a group of druids set out to breed a flora which could stand the flames of the plane of
fire. After countless failures, one wood was set alight and never stopped burning. Bred to survive
any heat, emberwood burns but never exhausts itself. And so, in the farthest corners of the plane,
one might find a small grove of eternally burning trees held on glassy sands by a sea of lava.
Unscorched, emberwood appears much like fatwood (a type of pine). When subjected to fire it
quickly turns chalky white with ribbons of black and many embers glowing dull red within its
grain. Emberwood is slightly tacky as if covered in a thin layer of sap, which briefly vanishes
after a burning and is restored within 24 hours. It still burns just fine even if it has not restored its
appearance to normal.
Any weapon primarily composed of wood can be made as a emberwood weapon. Igniting an
emberwood weapon will shed light as a torch, and deal 1d6 points of fire damage to anything it
strikes. On a critical hit, the opponent must make a Reflex save DC 10 + 1/2 HD + your weapons
attack modifier (usually Str) or catch on fire, taking 1d6 points of fire damage each round until
they douse the flames or take a full round action to snuff out the fire. Placing an emberwood
weapon in its sheath or bringing it underwater will put out the flame, but it may be ignited again
without it needing to dry out. Weapons made of emberwood gain a 10% discount on any
enhancements which deal with fire, such as Flaming and Flaming Burst. Emberwood has 10 hit
points per inch of thickness and hardness 5.
Armor can also be made with emberwood, but poses some issues. While nothing prevents the
creation of the armor, the user should be able to resist fire or they will ignite themselves upon
taking any fire damage. While ignited, anyone who touches the burning person with natural
weapons, unarmed strikes, or melee attacks takes 1d6 points of fire damage. Each round, the user
of the armor also takes 1d6 fire damage. Heavier armors have more to set fire too; medium
armors deal 2d6 damage a round and heavy armor deals 3d6. Shields are treated as light armor.
Armor made of emberwood gain a 10% discount on any enhancements which deal with cold
resistance.
Emberwood needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, emberwood
weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check
penalty of emberwood armor is lessened by 1 compared to ordinary armor of its type.

Type of Emberwood Item Item Cost Modifier


Ammunition +40 gp
Light armor +1,000 gp
Medium armor +4,000 gp
Heavy armor +7,000 gp
Shield +1,000 gp
Weapon +2,000 gp

Empyrean Jade[edit]
Empyrean Jade is a very rare material highly resembling regular jade, it is however harder than
steel and possess powerful magic properties. The material is used by advanced magical
civilization to craft magical arms and armors as well as an assortment of wondrous items and
rings. One of the most notable property of Empyrean Jade is that it does not immediately lose it
magical properties in an antimagic field or even in dead magic zones. Empyrean jade resemble in
texture but it color shades vary from bright green to black.
Empyrean Jade jolt with unstable energy making weapons and armors made from it hard to wield
and wear. In order to be proficient with a Empyrean Jade weapon you need the exotic weapon
proficiency (empyrean jade) feat while wearing a empyrean jade armor or shield require exotic
armor profiency (empyrean jade). If a nonproficient creature attack with an empyrean jade
weapon it take an additional 20% miss chance on all his attack, if this miss chance cause it to
miss an attack it immediately drop the weapon. If nonproficient a creature wear a empyrean jade
armor or shield he can only take move actions by using a standard action and is unable to take 5
foot step, run or charge.
Weapons made from Empyrean jade resemble weapons made of regular jade but have a unique
'shine' to them. Magical weapons made of empyrean jade do not immediately lose their magical
qualities by being in a antimagic field or dead magic zone, the magical enhancements will linger
for 1 round before fading and are resistant to dispel magic and mage's disjunction gaining a +5
bonus on checks and save to resist their effect. Empyrean Jade weapons also have the rare
quality of being able to tear down force effect, as a full-round action an empyrean jade weapon
can be used to destroy a wall of force, forcecage or similar effects. Finally a magical Empyrean
Jade weapon deal two additional point of damages per 3 points of it wielder's base attack bonus
to creatures it strike, the extra points of damages are purely magical.
Armors can be made of Empyrean jade and are notably sturdy and protective for their weight.
Like it weapon counterpart do not immediately lose any of it magical qualities by being in a
antimagic field or dead magic and is resistant to dispel magic and mage's disjunction. Magical
empyrean jade armor also create a natural shield around the wearer, however the potency of the
shield depend on the weight class of the armor. A light armor's shield grant a +1 deflection bonus
to AC. A medium armor's shield grant a +2 deflection bonus to AC and parry ranged attack like a
entropic shield as long as the shield is up. Finally heavy armor's shield grant a +3 deflection
bonus to AC, parry ranged attack like a entropic shield and make it wearer unable to be flanked.
Empyrean Jade have similar properties to armor, light shield granting a shield like a light armor,
heavy shield granting a shield like if it was medium armor and tower shield granting a shield as
if it was heavy armor. However if both an empyrean jade armor and shield are worn the shield is
made even stronger, becoming a hard shield. The shield hardness is based on the weight and type
of the armor and shield, a light armor and light shield grant an hardness of 2 each, a medium
armor and heavy shield grant and hardness of 3 each while an heavy armor and tower shield
grant an hardness of 4 each.
Empyrean Jade needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, empyrean
jade weapons and ammunition have a +1 enhancement bonus on attack rolls.
Empyrean has 30 hit points per inch of thickness and hardness 15.

Type of Empyrean Jade Item Item Cost Modifier


Ammunition +300 gp
Light armor/Light Shield +10,000 gp
Medium armor/Heavy Shields +20,000 gp
Heavy armor/Tower Shields +30,000 gp
Weapon +15,000 gp

Ensorcelled Aurum[edit]
Ensorcelled Aurum is a material said to have been created to sate the desire of a greedy king who
wanted his magic armor made of pure gold and be more effective than steel. Ensorcelled Aurum
is in fact highly dense and solidified gold created through magic, it is just as hard and solid as
steel but with innate magical abilities. Armor made of the material are highly protective. Any
items made of Ensorcelled Aurum has it weight increase by 50%, although this does not affect
the mobility of armor.
Armors and shield made ensorcelled aurum grant damage reduction/magic equal to the base
attack bonus of the wearer, up the armor's armor bonus or shield's shield bonus. The damage
reduction granted by ensorcelled aurum armor and shield stack together. As an immediate action
the wearer of an ensorcelled aurum armor or shield may make the damage reduction granted by
his armor and/or shield be Damage Reduction/- instead of magic against the next attack he
receive. Finally the last major benefit of an ensorcelled aurum armor of shield is that they add
half their armor or shield bonus (whichever is appropriate) to touch AC.
Weapons made of ensorcelled aurum strike with magic powers instead of raw physical force.
The weapon base damage and enhancement bonus is dealt as magical damage, however any
bonus given by strength (or other ability score), power attacks and any other source of bonus
damage is dealt as physical damage of the appropriate type. A projectile weapon made of
ensorcelled aurum may fire magical ammunition of the appropriate size and type, the magical
projectile deal pure magical damage but any source of bonus damage is physical (whichever
damage type is appropriate for the weapon). The weapons does not need to be reloaded after
firing a magical projectile but still does if it fired a physical projectile. Any spells focused
through an ensorcelled aurum (such as an ensorcelled aurum's staff or a spell delivered through
the focus enhancement) has it caster level increase by 1.
Additionally While wielding a ensorcelled aurum weapon, the wielder may bestow upon it the
effect of an uncapped greater magic weapon as a swift action with a caster level equal to his
character level. This effect last for 5 rounds.
Type of Ensorcelled AurumItem Item Cost Modifier
Ammunition +300 gp
Light armor/Bucklers +10,000 gp
Medium armor/Light and Heavy Shields +20,000 gp
Heavy armor/Tower Shields +30,000 gp
Weapon +15,000 gp
Ensorcelled aurum has 20 hit points per inch of thickness and hardness 10.

Filthskin[edit]
Formed from the hides of otyughs, troglodyte, and other foul and unclean creatures, filthskin
carries with it dire sickness. Functionally it is merely a form of leather, but its appearance is
sickly and warm even after it has been tanned.
There are few weapons which can be made of filthskin, being a fabric. Flexible weapons like
saps and whips can be made of filthskin force a Fortitude save DC 12 against immediate onset of
filth fever. On a critical hit, the saving throw becomes DC 10 + 1/2 HD + your Constitution
modifier. Unfortunately those using filthskin weapons must take caution. Every hour you have
the weapon on your person, you must make a DC 12 Fortitude save against filth fever.
Filthskin armor on the other hand is much more effective, able to be applied to any fabric or
leathery armor. Filthskin armor provoke a DC 12 Fortitude save against immediate onset of filth
fever on contact with any non-reach melee, natural, or unarmed strikes. Each hit made in the last
minute increases the DC by +2 until the target is infected, or they have not been in contact for 1
minute, or remove disease or similar is cast. Meanwhile, you gain a +4 bonus on saves against
disease as the leather drinks it up rapidly. Every hour you wear armor, you must make a DC 12
Fortitude save against filth fever.
Animals naturally recognize you as diseased, and take a -2 morale penalty to attacks made
against you out of disgust. This applies if you are carrying a filthskin weapon or wearing
filthskin armor.
For both weapon and armor, if you are exposed to a disease other than filth fever, you can choose
to absorb some of it. For 1 hour the effects of your weapon or armor is the effects of this new
disease, including the new DC.
Filthskin needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, filthskin
weapons and ammunition have a +1 enhancement bonus on attack rolls, and filthskin armor
reduces its armor check penalty by one.
Filthskin has 5 hit points per inch of thickness and hardness 2. Filthskin is immune to
bludgeoning and sonic, takes quarter damage from cold, takes full damage from acid, and half
damage from most other damage types.

Type of Filthskin Item Item Cost Modifier


Robes/Armor +600 gp
Weapons +600 gp
Other Items +10 gp/lb

Flexsteel[edit]
A highly curious material of Idylean conception, flexsteel is extremely hard and light yet as
flexible as clothes. Flexsteel can be used for fabric, metal and wooden armors and weapons. Its
great flexibility and lightness make it perfect in the construction of various vehicles as well. The
material spread from Idylis and many smiths around the worlds know how to work this unique
material. Although the methods of making the material itself is still a mystery for most.
Armor and shields made of flexsteel weigh half as much as they normally do, unless it is used on
a fabric armor like leather armor in which case its weight is multiplied by two. Flexsteel used on
metal armor and shield lower the armor check penalty by 3 and increase the maximum dexterity
bonus by 2. The armor also counts as one weight category lighter. If used on fabric armor is
increase the armor bonus of the armor by 2 instead and it becomes one weight category heavier
(to a maximum of heavy). Due to its flexibility and design, an armor made of flexsteel counts as
clothing for the purpose of removing it or sleeping in it.
Flexsteel shields allow you to rebound incoming attacks, disarming them in the process.
Whenever a creature misses you with a natural 1 or miss your AC by 5 or more points, you may
attempt a disarm attempt that does not provoke an attack of opportunity as an immediate action.
If the disarm attempt is successful, the creature immediately makes an attack against itself at a –5
penalty with the disarmed weapon as the weapon rebounds right in its face. After the attack, the
weapon is disarmed as normal.
Weapons made of flexsteel are also usually flexible and almost appear like soft children's toy
replicas, but they are just as deadly. Flexsteel weapons and armor grant their wielder a +4 bonus
when feinting in combat and to avoid being disarmed. When used on whip or similar weapon
with the same limitation, it increases its damage as if it was one size category larger or 1d6
(whichever is higher) as well as allows the weapon to deal lethal damage and make it so that
armor and natural armor do not negate damage from your whip attacks. Weapons with reach
made of flexsteel gain an extra benefit as well. They are so flexible that they gain the ability to
strike at adjacent targets. Finally projectile weapons made of flexsteel possess a lot more force
than normal, thanks to its flexibility and strength making it far superior to most wood. A
projectile weapon made of flexsteel increase it range by 30'. It also always counts as composite
when beneficial and automatically adjusts to it user's strength score.

Type of Mercurite Alloy Item Item Cost Modifier


Ammunition +20 gp
Buckler, Light Armor, & Light Shields +1,000 gp
Medium Armor & Heavy Shields +4,000 gp
Heavy Armor & Tower Shields +9,000 gp
Weapon +2,000 gp
Flexsteel has 30 hit points per inch of thickness and hardness 15.

Flintsteel[edit]
Flint and steel are used for starting fires, but with proper treatment the stone and metal may be
alloyed into a dark gray substance known as flintsteel. At least that is the rumor, in truth it is
ferrocerium (aka "mischmetal", "hot spark", "metal match", or "fire steel") which is actually used
in "flint" kits. Flintsteel items cause sparks when they strike a surface, igniting flammable
materials and sending a distracting spray into the eyes of your opponents. It is not the most
durable of material, constantly chipping away, and so its use it limited to those with excess of
flint and scrap metal, and those who fight flammable creatures such as ents. Any item usually
made of metal can be made of flintsteel.
Flintsteel weapons deal 1 point of fire damage on hit, and cause sparks to fly rendering the struck
target dazzled for 1 round. Multiple hits do not stack. Flammable substances, and creatures
composed largely of flammable material such as oil or wood, must make a DC 15 Reflex save or
catch on fire. Normal flesh, even hairy flesh, is not typically considered flammable. Weapons
made of flintsteel gain a 10% discount on the Flaming, Flaming Burst, and Thundering
enchantments.
Flintsteel armor and shields provides a spray of sparks to distract attackers. Creatures that hit
someone in melee with a non-reach weapon using a flintsteel armor of shield take 1 point of
recoil damage and are dazzled for 1 round. If they score a critical hit, the armor sends out a
massive amount of sparks and they are instead blinded for 1 round, then dazzled for 1 round
after. The damage from using a flintsteel armor and flintsteel shield stack, but the dazzling or
blindness only applies once. Armor and shields made of flintsteel gain a 10% discount on the
AxeblockMIC, Blinding, and RetaliationMIC enchantments.
Flintsteel is so costly that weapons and armor made from it are always of masterwork quality; the
masterwork cost is included in the prices given below. Thus, flintsteel weapons and ammunition
have a +1 enhancement bonus on attack rolls, and the armor check penalty of flintsteel armor is
lessened by 1 compared to ordinary armor of its type. It is often used for arrows and other
expendable items, making them both a weapon and a ranged tindertwig and thus perfect for
burning the countryside and their thatched roof cottages.
Flintsteel has 5 hit points per inch of thickness and hardness 8.

Type of Flintsteel Item Item Cost Modifier


Ammunition +5 gp
Armor and Shields +700 gp
Weapons +500 gp

Fodinan Diamond[edit]
Fodinan Diamonds are essentially diamond that absorbed strange but powerful magic over time.
They are extremely difficult to work with, given their increased hardness and unlike most
precious stone they can be made into extremely sturdy and efficient equipment. In it processed
form , fodinan diamonds are semi transparent and clear with impurities giving them a color
ranging from clear blue to purple. Fodinan diamonds are extremely resistant to damage, and as a
stone is perfect for those who cannot normally use metal and do not rust.
Fodinan diamonds are extremely useful when made into weapons, especially slashing weapons.
A weapon made of fodinan diamonds count as if it was made from Adamantine, allowing it to
pierce DR/Adamantine and ignore Hardness of 20 or less. However it also increase the weapon's
striking power, a weapon made of fodinan diamonds deal damage as if it was one size category
larger and increase the weapon critical threat range by 1, this is added after effects such as Keen
and Improved Critical. Additionally when a weapon made of fodinan diamonds is used to deal
slashing damage it ignore the first 5 points of any DR (even DR/-).
While difficult to handle because of it form, fodinan diamonds can be made into armor and
shields. It make for an extremely protective armor, if utterly inflexible. An armor made of this
material count as being made of Adamantine, except the granted DR/- is doubled, however so is
the armor's armor check penalty and arcane spell failure. The armor bonus is also increased by 2,
but it max dexterity bonus also drop by 2. A shield made of fodinan diamonds also count as
Adamantine, DR and arcane spell failure/armor check penalty doubled as well. The shield's
shield bonus is increased by 1, but it max dexterity bonus is reduced by 1. If the shield didn't
have a max dexterity bonus before it gain of of 3.
As a last perk, items made of fodinan diamonds can be used as a focus for spells, replacing or
supplementing the usual diamond material component. The Fodinan Diamonds item replace 100
gp worth of diamonds per 1000 gp in it own value. The item is not consumed upon the use of the
spell, however it may only be used as such a focus once per year.
Fodinan diamond has 50 hit points per inch of thickness and hardness of 30. It take quarter
damage from piercing and slashing damage source as well as cold, fire and electricity and take
half damage from acid. However bludgeoning damage deal double damage to enchanted
diamond equipment.

Type of Fodinan Diamond Item Item Cost Modifier


Ammunition +300 gp
Light armor/Bucklers +10,000 gp
Medium armor/Light and Heavy Shields +20,000 gp
Heavy armor/Tower Shields +30,000 gp
Weapon +15,000 gp

Geometrium[edit]
In the vast planes of law amidst metal gears and living machines lies a strange material not quite
matter and not quite energy. Mathmatical concepts drift invisibly through the air from the
thousands of lawful minds, collecting in spaces and becoming compressed into solid forms by
the massive gears of Mechanus. When they come from the other end, they have become
crystallized geometrically perfect shapes of faintly glowing pale blue energy, solid and cool to
the touch with a slight buzz of electrical current. While they appear to be glowing objects of
smooth matter, they are not composed of atoms and are instead vector shapes carved into space
itself, the edge infinitely fine right down to the atomic level. As a quasi-energy it is difficult to
work with, only breaking into or forming into straight-edged polygons, never curved. Those who
can manipulate it however can produce potent weapons and armor to battle the forces of chaos.
Any weapon primarily composed of metal can be made as a geometrium weapon. Their shapes
always differ and are more angled, with even curved scimitars becoming sharp chevron shapes
on hilts or other designs. It has the normal mass as steel, and always glows faintly with
mathematical symbols and grids, even if not enhanced with magic. Geometrium counts as both
lawful and cold iron for the purpose of bypassing damage reduction. Chaotic creatures which
pick up a geometrium weapon automatically gain two negative levels, while non-chaotic
creatures only gain one negative level. Lawful creatures suffer no ill effect. A geometrium
weapon automatically confirms critical hits on natural 20 results (though not on any critical
threat) and weapons made of geometrium gain a 10% discount on the Axiomatic and
Keen/Impact enchantments. It radiates an aura of law equal to a 1st level cleric, or the weapon's
caster level if magical. Geometrium has 20 hit points per inch of thickness and hardness 15, but a
chaotic-aligned weapon only faces hardness 8.
Armor can also be made with geometrium. Such armor tends to have a very blocky and angular
appearance. The shape is beneficial in deflecting away ranged attacks; it gains an additional +2
AC against ranged attacks for light armor, bucklers, and light shields; +4 AC for medium armor
and heavy shields; and +6 AC for heavy armor and tower shields. Finally, you gain a +2 insight
bonus on saving throws against chaotic spells. Geometrium is so costly that weapons and armor
made from it are always of masterwork quality; the masterwork cost is included in the prices
given below. Thus, geometrium weapons and ammunition have a +1 enhancement bonus on
attack rolls, and the armor check penalty of geometrium armor is lessened by 1 compared to
ordinary armor of its type. Like weapons, armor made of geometrium deals negative levels to
non-lawful users.

Type of Geometrium Item Item Cost Modifier


Ammunition +60 gp
Light armor, Bucklers, & Light Shields +2,000 gp
Medium armor & Heavy Shields +8,000 gp
Heavy armor & Tower Shields +16,000 gp
Weapon +3,000 gp

Goldspark Alloy[edit]
An alloy of gold and iron this material, while still soft, is viable for weaponry. It is known to
easily channel electricity and has gold's shiny luster. It is also quite heavy, but this is a small
price to pay for bling. It is sometimes known as Desert Steel or Desert Gold, as the material was
traditionally forged by desert dwelling creatures.
Goldspark alloy weapons weigh twice as much as normal and deal damage as one size larger,
and can be used to channel electrical attacks. You can attack with electrical touch spells with the
weapon, or use it as a Spell Storing weapon which can store electrical spells. This stacks with the
Spell Storing enhancement. In desert terrain (or any place prone to static charge) the weapon
deals an additional +1d4 electrical damage. Weapons made of goldspark gain a 10% discount on
enhancements which deal electricity damage.
Goldspark armor and shields are somewhat hazardous and unhelpful. Like armor, the weight is
doubled. It's armor check penalty is also doubled, but it has no arcane spell failure for casting
electrical spells. It's heavier weight grants a +6 bonus to stability as a dwarf. This stacks with the
dwarf racial feature. It also conducts electricity away from the user with its protective resistant
padding underneath, granting a +2 bonus on saves against electricity. Armor and shields stack
the bonus on saves. Goldspark armor appears very fancy, and counts as a royal outfit, with any
social benefits that follow.
Goldspark alloy is so costly that weapons and armor made from it are always of masterwork
quality; the masterwork cost is included in the prices given below. Thus, goldspark weapons and
ammunition have a +1 enhancement bonus on attack rolls. It is sometimes used for lightning
rods.
Goldspark ally has 10 hit points per inch of thickness and hardness 6.

Type of Goldspark Item Item Cost Modifier


Ammunition +42 gp
Armor and Shields +1,500 gp
Weapons +2,100 gp

Gossamer[edit]
Thin and heavy gossamer can be used to make armor normally made from fabric or leather.
Simply add the cost of the gossamer suit to the armor's base cost, reduce the armor's check
penalty by 2 and can be donned in half the time of the base armor.
Suits of armor made of colluxe gossamer are treated separately.
Bolts (rolled sheets of cloth) of gossamer can be traded at value as a trade commodity.

Thin Gossamer[edit]
This soft fabric is thinner than other natural fabrics and amazingly resilient. Gossamer also
resists flames, being totally fire resistant. However, it does still get hot when burned. Gossamer
is used to replace many typical fabrics, such as silk and linen, as well as more resilient materials,
like burlap. Equipment, such as satchels and backpacks are occasionally lined with gossamer to
provide an extra layer of protection for the gear inside.
When thin gossamer is made into well-fitting clothing, it provides a +1 armor bonus as though it
were armor, but requires no proficiency, as it is merely clothing. These clothes, designed to be
form-fitting (though typically embellished by tailors, maintain comfort under harsh conditions,
never restricting movement as typical armor or hindering abilities. Gossamer often appears in
black and pastel colors. It's prohibitive cost makes it often only available in larger cities. A
gossamer suit is comfortably worn underneath other clothing or armor.
The armor bonus granted by a gossamer suit overlaps with other armor bonuses, such as when
worn in conjunction with other armors.
A gossamer suit is donned and removed in half the time of padded armor.
When available, gossamer is purchased by the square yard in bolts, or by custom order from
tailors as a finished product. A Medium creature requires 4 square yards of gossamer to make a
full suit, and weighs a single pound. That amount of cloth, as well as its weight, is doubled for
Large creatures (8 yards for a Large creature), and doubled again for every size after. Small
creatures only need half the amount of gossamer required for Medium creatures (only 2 yards)
and the number is halved again for every size smaller.
Thin Gossamer costs 100 gp per square yard.
Thin Gossamer has 5 hit points per inch of thickness and hardness 5.

Heavy Gossamer[edit]
Gossamer also comes in a heavy grade that is manufactured as a replacement for some leathers,
with a thick, layered weave that's surprisingly supple and flexible with some stretchiness.
Heavy Gossamer carries a greater cost, but is custom made for the purpose of granting a
resistance to extreme heat, wicking it away easily. When made into well-fitting clothing, it
provides a +1 armor bonus as though it were armor and grants Fire Resistance 2.
Heavy Gossamer is typically available whenever thin gossamer is available, and suits from it
require the same amount of fabric. However, these suits weigh twice as much, with a medium
suit weighing two pounds instead of only one pound.
Heavy Gossamer costs 150 gp per square yard.
Heavy Gossamer has 6 hit points per inch of thickness and hardness 6.

Colluxe Gossamer[edit]
Also known as true gossamer, colluxe gossamer is an amazing material and generally only used
to make armors (which are always masterwork, included in the prices below) that would
normally be made of fabric or leathers. It's comfortable, doesn't cause chafing and resists stains
and wrinkles.
• Colluxe gossamer armor functions as one size lighter for the purposes of movement and
limitations. Heavy armor is treated as medium and medium is treated as light. Light
armor is still treated as light.
• Reduce the armor's arcane spell failure chance by 10%.
• Increase the armor's maximum Dexterity bonus by 2.
• Reduce the armor's armor check penalty by 3 (to a minimum of 0).
• Reduce the armor's weight to a quarter of its base weight.
• The armor can be donned in half the time and never requires help.
• Gain Fire Hindrance 10%. This rises to 50% when fighting defensively or using a total
defense standard action.
• Functions as masterwork skill tools for Move Silently, Escape Artist and Tumble. The
bonus provided by the masterwork circumstance bonus is enhanced by an additional +1
for every +1 magical enhancement bonus on the armor.
• Change the amor's hardness to 10 with 10 hp per inch of thickness.
• Check the table below for the additional cost incurred for the type of armor.

Item Additional Cost


Light Armor +3,000 gp
Medium Armor +6,000 gp
Heavy Armor +11,000 gp

Gossamer Adventuring Gear[edit]


Table: Gossamer Adventuring Gear
Item Cost Weight
Backpack (empty) 200 gp 1/2 lb.1
Bedroll 100 gp 1 lb.1
Blanket, winter 240 gp 1 lb.1
Pouch, belt (empty) 20 gp 1/8 lb.1
Rope, Thin (50 ft.) 100 gp 1 lb.
Sack (empty) 15 gp 1/8 lb.1
Sheet, Thin (sq. yd.) 100 gp 1/4 lb.
Sheet, Heavy (sq. yd.) 150 gp 1/2 lb.
Tent 400 gp 5 lb.1
1. These items weigh one-
quarter this amount
when made for Small
characters.
Containers for Small
characters also carry
one-quarter the normal
amount.
These items weigh and
cost twice as much for
each size larger than
listed.

Origins of Gossamer[edit]
Gossamer is a natural material spun together and finely woven from a variety of exotic sources,
most of which are kept as a trade secret by its manufacturers. However, it is known that several
silks are used in its production, such as the silk of the firebrat. It is also believed that a fiber
obtained from a rare desert earth-elemental grass that is both delicate and strong is also used in
manufacturing gossamer. In addition to the base components, speculation abounds that these
base components undergo a drawn-out alchemical process that binds them into one and alters
their basic nature, obscuring the origins. Hats, a race of fiery earthen elemental folk are known as
one of the few who know the secrets to producing this material.

Gravsteel[edit]
In the multiverse, gravity does not always follow the laws of normal physics. Some planes have
gravity based on a single direction, curved space, or even a character's perception of down.
While these gravitational laws are consistent in their own planes, some places become warped by
magic or planar trauma. In the places where gravity goes askew, the ground is twisted and under
pressure it is transformed into a gravity-warping metal known as gravsteel. While normal
magnets use electromagnetics to push or pull materials, gravsteel uses gravitational energy to
affect other objects. Gravsteel is a dark steel gray metal with high sheen, and which seems to
slightly darken and warp the light around it. It's heavier than it appears and seems to keep an
unusual "slippery" inertia about it.
Any weapon primarily composed of metal can be made as a gravsteel weapon. Gravsteel
weapons weigh twice as much as normal and increase the damage by one size category, but
make the weapon into an exotic weapon requiring Exotic Weapon Proficiency. Its gravity-
altering effect briefly transfers to those it strikes; creatures struck by a gravsteel weapon are
weighted down by gravity for 1 round. Balance, Climb, Jump, Ride, Swim, and Tumble checks
incur a -2 circumstance penalty, as do all attack rolls. Movement speeds are cut in half. Weapon
ranges are halved. A character’s Strength and Dexterity scores are not affected. Characters who
fall in heavy gravity take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10
points of damage. If you make a confirmed critical hit against them, the gravity effect lasts for a
number of rounds equal to its critical multiplier + 1.
Armor made of gravsteel also has its weight doubled, the armor check penalty is doubled, the
maximum dex is reduced by 1 (minimum +0), and the arcane spell failure increases by 10%. In
return users gain the ability to ignore any falling damage, choosing to ignore gravity and float in
the air where they lost footing, as if levitating. They never take fall damage, and can stick to any
surface as if they were in a plane with subjective gravity. In this way, they can "fly" by falling
towards surfaces like the ceiling or the wall. Changing your direction of gravity is a move action
than can only be used once per round which projects you 150 ft in a straight line. The cost is the
same regardless of the armor or shield type. Finally, users take no penalties from gravitational
effects such as light or heavy gravity, such as the penalty to attack rolls while in heavy gravity.
Gravsteel has a particular attraction to itself. Although it is only as strong as steel (hardness 10,
10 hp per inch), it can automatically be repaired if sundered by placing the broken portions next
to each other for 1 round. Any enhancements it had previously are restored and the magic is not
lost.

Type of Gravsteel Item Item Cost Modifier


Ammunition +100 gp
Armor and Shields +12,000 gp
Weapon +5,000 gp
Other Items +750 gp /original's lb.
Certain futuristic societies use gravsteel as the floor for their star ships. By laying 1 inch of
gravsteel on the floor, it provides 1 G of artificial gravity, which is useful in deep space. When
folded into floor tiles in this way it creates a constant gravitational pull in one direction. You can
cover a 10 ft. square of floor tiles with a pound of material.

Hardlight[edit]
Found on the Quasi-Elemental Plane of Radiance, this "solid" material shines like the sun. Items
made out of hardlight can fall into a highly compressed form and unfold with a simple motion.
In that ever-shining plane, sometimes solid bits from other worlds drift through its illuminated
void. If they survive the environment and are of the right composition, these fragments become
seeds, collecting energy from the environment the same way water vapor forms into drops of
rain. Exotic extraplanar blacksmiths find these seeds and use magic to shape the energy into
pleasing forms. The result is an object made out of "solid light". By deforming the seed crystal
within the substance the object can be turned off, its energy retreating into a small space.
Reverting the crystal reforms the same object every time.
Hardlight weapons can be made into any weapon normally forged from steel. Though the
majority of the substance is made of light it still carries weight, only reducing the weight of the
weapon by half with the same difficulty in handiness as before. They can contract to a size two
sizes smaller for the purposes of holding and storing the item, through the weapon cannot be
used in this state as it is typically reduced to just the hilt of the weapon. Expanded hardlight
weapons always project light as a torch. This light burns at creatures weak to light, it deals
double damage against creatures vulnerable to light effects (such as Vampires or Wraiths). It also
count as exposure to sunlight for creature with Light Sensitivity (such as Orcs) or Light
Blindness (such as Drows). If the weapon is sundered, it can be reformed simply by expanding
the weapon again. The hilt itself can be sundered which can destroy it, but at a -8 penalty to
attack.
Shields count as weapons for the purposes of interacting with hardlight.
Hardlight armor is useful in its ability to be donned or removed as a move action, simply
expanding or contracting its light mass. Like hardlight weapons, hardlight armor is half the
weight as normal, and sheds light like a torch. Creatures in hardlight armor gain a +4 bonus on
saves against [Darkness] and [Shadow] effects.
Hardlight needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, hardlight
weapons and ammunition have a +1 enhancement bonus on attack rolls for being masterwork.
Hardlight has 10 hit points per inch of thickness and hardness 10. Hardlight takes no damage
from fire and light effects and half damage from all other sources, with one exception. Hardlight
can be affected by positive and negative energy, healing from positive energy (at half rate), and
taking full damage from negative energy before hardness.

Type of Hardlight Item Item Cost Modifier


Ammunition +60 gp
Armor +6000
Weapon +3000 gp
Certain rare events can cause hardlight to become radioactive. Radioactive hardlight typically
shines cherenkov blue and are treated as refined darklight rods, though they deal no fire damage
and have no threat of melting down. It is however difficult to look at, and any creature within 30
ft are dazzled.
Weapons made of radioactive hardlight provoke a Fortitude save against the radiation poisoning
of the refined darklight rod, scaling the DC by +2 with each consecutive hit and resetting after 1
round, or the target is afflicted. Radiation affliction overlaps, it does not stack. The user, and the
user's allies, are not immune to the normal radiation given off by the hardlight. Reverting
radioactive hardlight into crystal form ceases the radiation, though the crystal glows like a torch
and is uncomfortably warm to the touch.
Making armor out of radioactive hardlight is a bad idea.

Type of Radioactive Hardlight Item Item Cost Modifier


Ammunition +120 gp
Weapon +6000 gp

Holy Platinum[edit]
Holy Platinum is a celestial material, forged by angelic lightning it is used to great effect against
the force of evil. Unlike it mundane counterpart, Holy Platinum is a able to hold an edge and is
do not share it great ductility. It is however extremely heavy, a full suit of arms and armor made
of it is prohibitively heavy. Any items made of holy platinum are twice as heavy as a weapon
made of steel.
When made into a weapon a holy platinum's weight work to it disadvantage, when wielding a
one-handed or two-handed holy platinum weapon the user take a -4 penalty when attacking with
it unless she possess a Strength score of 17 (or 4 point higher if the weapon already possessed a
strength requirement, whichever is higher). If the wielder wield a one-handed weapon two-
handed she count her Strength as 4 point higher for the purpose of this penalty. Despite it great
weight, after being forged it become as hard as Adamantine, allowing it to ignore hardness less
than 20 and bypass DR/Adamantine. A Holy Platinum weapon also count as Silver whenever
doing so would be beneficial.
Finally a a weapon made of Holy Platinum is bestowed great divine powers, granting it the Holy
and Pure Elemental (Electricity) enhancements which both stacks with the actual enhancements
and do not count on the price of enhancing the armor. A weapon made of holy platinum gain a
10% discount on the Holy, Righteous, Sacred enhancements or any enhancement which deal
electrical damage. It radiates an aura of good equal to the weapon's caster level.
When made into Armor or Shield, Holy Platinum grant the same bonuses as Adamantine. It also
receive the Sanctified enhancement which do not count on the price of enhancing the armor. A
Holy Platinum Shield receive both benefits or armor and weapon, using the weapon benefits
when used on shield bash.

Type of Holy Platinum Item Item Cost Modifier


Ammunition +360 gp
Light Armor and Shield +9,000 gp
Medium Armor and Heavy Shield +20,000 gp
Heavy Armor and Tower Shield +40,000 gp
Weapon +18,000 gp

Ichorous Black Steel[edit]


A fantastically powerful but volatile material, named after its black color and burning core.
Ichorous Black Steel is always hot to the touch. It is extremely hard and extremely potent when
well forged. Ichorous Black Steel can only be forged into weapons because of its nature. Making
it a protective item would ultimately doom the wearer. Ichorous black steel only has a limited
lifespan,. It will appear to visibly deteriorate revealing the weapon is red hot inside the more
used it is. Finally, once its time comes, the weapon explodes violently. A broken ichorus black
steel weapon leaves only a burnt husk behind and cannot be repaired in any way save a wish or
miracle.
Ichorous black steel weapons are extremely deadly; dealing damage as if they were two size
categories larger then increasing the weapon damage die by one step. It critical threat and
modifier are increased by 1 point each. Fire damage dealt with an ichorous black steel weapon
ignore fire resistance and halves fire immunity. Ichorous steel weapons come with 100 "charges"
which depletes by 1 every time a successful attack is made, and when they lose all charges the
weapon breaks. If they break during an attack, this attack is an automatic critical hit. Sunder
attempts against the weapon deal damage against its charges rather than its hit points, effectively
giving ichorous black steel weapons 100 hp. Augmentations (such as dwarvencraft or hardening)
do not alter this amount, though they may alter hardness. Weapons made of ichorous black steel
gain a 10% discount on any enhancements which deal fire damage.
Additionally the more the weapon is damaged the more it become burning hot, dealing 1d8 point
of fire damage per 10 charge it has lost. When the weapon breaks it explode in a blazing fury,
unleashing a 120 feet cone of fire dealing 20d8 fire damages (DC 10 + wielder's base attack
bonus, Reflex for half). If the weapon breaks as it strikes a creature, the attack is a confirmed
critical hit and the struck creature receives no saving throw against the cone of fire.
Ichorous black steel needs special preparation, so all weapons made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, ichorous
black steel weapons have a +1 enhancement bonus on attack rolls for being masterwork (this
does not stack with the rising enhancement bonus). Ichorous black steel cannot be made into
ammunition.
Ichorous black steel has hardness 20, and an irrelevant number of hit points as all damage is
redirected into the number of charges it possesses. Ichorous black steel is completely unaffected
by fire, take quarter damage from acid, cold, electricity, and sonic and half damage from force
attacks.

Type of Ichorous Black Steel Item Item Cost Modifier


Weapon +30,000 gp

Idium[edit]
This curious material is found only in the astral plane and other places where the environment
changes according to the observer's will. Faintly translucent and with a texture reminiscent of
matte glass, it's sometimes hard to see the difference between an object forged from idium and a
particularly solid-looking force effect. Even stranger is the fact that the material's properties
change according to the consciousnesses nearby that act on it, becoming incredibly strong or
profoundly brittle under certain circumstances.
Idium is seen by many to be a manifestation of residual thought left behind by ancient deities
while shaping the universe, and travelers of the astral plane encountering the material will find
that it responds to their thoughts and consciousness in kind. As thoughts given form, idium itself
bears no sentience unless imbued as such by mortal hands, but it acts as a channel for the
thoughts of others, and has been used in many different fashions, from weaponry and armour to
the creation powerful psionic items.
In terms more akin to human psychology, idium harmonizes with the internal schism of a
person's id, ego, and superego and outwardly manifests them in various different ways,
becoming a mass of cathected mental energy without life or consciousness of its own. In
practice, idium manifests these mental energies into physical force, allowing the user of an idium
object to call forth power or skill he couldn't with purely mundane tools.
Where applicable, idium allows its user to treat their mental ability scores in place of their
physical ability scores, wherever they are higher, in the following conversion:
• Strength ⇔ Charisma.
• Dexterity ⇔ Intelligence.
• Constitution ⇔ Wisdom.
Weapons and Armor[edit]
Idium weapons are capable of converting Strength. Finessable weapons also allow converting
Dexterity.
Idium armor is capable of converting Dexterity for the purpose of both Armor Class and
maximum Dexterity bonus.
Skill Tools[edit]
Skill tools created partially or fully from idium are capable of converting any physical ability
score to its mental counterpart, but only for the purpose of checks that involve that specific skill.
Constructs[edit]
A construct can be outfitted with an idium core that functions like a psionic interface linking
directly with the mind of its master. This way, the master is capable of giving commands the
construct is normally programmed to understand without speaking words. Furthermore, by
actively concentrating on the golem, the master of a construct outfitted with an idium core can
make the construct move in any way he or she desires. This functions like assuming direct
control of the construct, though when doing this, the master expends the same number of actions
as his construct is made to perform.
Alchemy and Spellcraft[edit]
Idium filed down to powder form is a highly potent alchemical agent, though in doing so, one
pound of idium is distiled down to one ounce of idium powder. One ounce of idium is capable of
increasing the effects of certain potions by 50%, and double the effective caster level for the
purpose of duration. Potions that receive this effect are the following:
• Eagle's splendor.
• Fox's cunning.
• Owl's wisdom.
Likewise, a pinch (quarter-ounce) of idium powder used as a material component for spellcasting
is capable of boosting spells that improve or extend a creature's mental faculties as per Empower
Spell and Extend Spell. Including the three spells above, this can also be done on spells such as
telekinesis, tongues, mind blank, and any spell with the Mind-Affecting descriptor.
Special Concoctions[edit]
Mindtallow: A potion with an alcoholic base enhanced by bryony, licorice, veridian and one
ounce of idium powder will act for five minutes and allow a creature to convert all of his
physical ability scores as written above for all purposes. During this duration, a psionic character
automatically regains their psionic focus at the start of every turn. However, once the effects of
the potion end, the drinker becomes invariably exhausted, as well as sickened for 1 hour during
which he cannot benefit from additional usage of mindtallow and incurs a psionic power failure
chance of 30%.
Intelligent Items[edit]
An intelligent item fashioned from idium siphons sentient thought from its ambient environment,
granting it a +4 bonus to all its ability scores and reducing its ego score by 5 points.

Statistics[edit]
Idium is as heavy as steel, and items fashioned from it cost 500 gp per pound, plus double the
price of the base item.
Idium, when unattended, has 5 hit points per inch of thickness and hardness 5, but when attended
by a wielder, its hit points per inch of thickness (or hit points in general, in the case of weapons
and armor) increase by the wielder's Wisdom score, and its hardness by the wielder's Charisma
score.

Invisible Steel[edit]
Invisible Steel is an extremely useful material, although its name is misleading because it is
neither steel nor is it truly invisible. Invisible steel is an almost totally transparent metal with
qualities roughly on par with urukke steel. Invisible steel is unique among materials, it cannot be
combined with other materials (through the material composite enhancement by example)
without spoiling its transparent quality. If it is ever combined with another material it simply
counts as ordinary urukke steel.
Invisible steel weapons and armors follow the same rules as urukke steel with the added benefits
below.
Invisible steel armor is pretty hard to see as it is transparent, appearing as a blur over your body
at long distances, making it difficult for ranged attackers to make out your exact shape. You are
always under the effect of an extraordinary blur effect against attacks made at least 20 feet away
from you. This extraordinary blur effect is not defeated like ordinary blur is.
Invisible steel weapons are likewise very hard to see. Attacks made with an invisible steel
weapon are essentially invisible with the weapon itself appearing as a vague outline. Attacks
made with an invisible steel weapons are made as if the target was flat-footed (allowing easy
sneak attack among other things).
Invisible steel shields gain benefits as if it was an armor and a weapon.
Invisible steel has 20 hit points per inch of thickness and hardness 15.

Type of Urukke Steel Item Item Cost Modifier


Ammunition +2000 gp
Armor +10,000 gp
Weapon and Shield +50,000 gp

Ionite Alloy[edit]
In the layers between the Positive Energy Plane and the Elemental Plane of Air, the Quasi-
Elemental Plane of Lightning thunders with cacophonic flashes of lightning and peals of thunder.
Rarely something from another plane will drift into this energetic sky world, and pieces of metal
which end up drifting there become lightning rods that attract countless thunderbolts onto their
forms. If the metal survives the process, it is fused with elemental lightning itself until it
becomes a substance known as ionite alloy. Ionite Alloy appears like dark gray-purple steel, its
polished surface seeming to reflex rolling storm clouds, and bolts of deep violet lightning
randomly crackling off of its surface. Like scorched iron, it can store energy (in this case,
electricity) making it a potent defense against lightning and a battery for electricity at the same
time. Working with ionite alloy can be difficult as it is not uncommon for metal workshop tools
to become magnetized and stuck to the very substance they are attempting to work with,
nevermind the unfortunate discharges to blacksmiths holding metal tools.
Any weapon primarily composed of metal can be made as an ionite alloy weapon. Ionite alloy
weapons count as cold iron weapons for the purposes of bypassing damage reduction. It doubles
the weight of items, but is able to store electrical energy within it. If the weapon is exposed to
electrical damage (including if you are struck by an electrical attack) it stores the electrical
damage within it, up to 100 points of electric damage. Each hit with an ionite alloy weapon deals
up to 5 points of electric damage on each attack until its reserve of stored electricity is depleted.
Weapons made of ionite alloy gain a 10% discount on any enhancements which deal electric
damage.
Armor and shields can also be made with ionite alloy. Armor and shields have their weight
doubled, their Max Dex reduced by 1 (minimum 0), and their armor check penalty increased by
+50%. Such armor or shields provides energy hindrance electricity based on the type of armor or
shield. Bucklers, light shields, and light armor have hinder 10%. Heavy shields and medium
armor have hinder 25%. And tower shields and heavy armor have hinder 50%. Hindrance
overlaps, it does not stack. Armor and shields made of ionite alloy gain a 10% discount on any
enhancements which grant electrical resistance.
Ionite alloy is so costly that weapons and armor made from it are always of masterwork quality;
the masterwork cost is included in the prices given below. Thus, ionite alloy weapons and
ammunition have a +1 enhancement bonus on attack rolls, though the armor check penalty of
ionite alloy armor and shields actually increase.
Ionite alloy has 15 hit points per inch of thickness and hardness 10. Against electricity, its
hardness is 100, making it almost impossible to damage with electricity.

Type of Ionite Alloy Item Item Cost Modifier


Ammunition +160 gp
Light armor, bucklers, or light shields +1,000 gp
Medium armor or heavy shields +4,000 gp
Heavy armor or tower shields +9,000 gp
Weapon +8,000 gp

Iridium[edit]
Iridium is a very rare, silvery-white metal that is often mistaken at first sight for platinum,
though where platinum is soft, ductile and more suited to jewelry and coinage, iridium is
incredibly hard and brittle.
Iridium is roughly 10 times as rare as platinum, and generally used in magitechnological
applications.
Applications[edit]
Iridium is roughly 10 times as rare as platinum and therefore 10 times as valuable. Certain
advanced civilizations press talans, which are square iridium coins with a hole through the
middle that are valued at 10 platinum pieces (100 gold pieces). Wealthy merchants and
businessmen from Asarr keep their talans on a cord as a sort of safety measure against theft.
Armor and Shields[edit]
In its pure form, due to its brittleness and massive weight iridium is not useful for armor. It is
massively ungainly, reducing the wearer's Dexterity bonus to armor by 3 to a minimum of -3,
and increasing the armor check penalty by 6 points. When wearing pure iridium armor, you are
always treated as carrying a heavy load. Armor does confer high resistance to acid (10 for light,
20 for medium, and 30 for heavy) and its AC bonus increases by +3, but any successful attack
damaging enough to bypass the iridium's hardness by even 1 point permanently reduces the
armor's AC bonus by 1 point until treated by an armorsmith (DC 30).
Weapons[edit]
Like armors, pure iridium is also highly impractical for weapons, being prohibitively expensive
both in base price and maintenance. The heavy weight makes any weapon go up by one category,
from light to one-handed and one-handed to two-handed. An already two-handed weapon
becomes one effective size category larger for the purpose of wielding, requiring feats like
Strong Grip just to wield it without a -2 penalty. The damage of the weapon increases by one
size category. Unfortunately, the backlash of any successful attack dealing more damage than the
weapon has hardness will add 1 point to the strain counter to the weapon. When that strain
counter reaches the weapon's hardness, it breaks. Treatment by a weaponsmith (DC 30) resets
any strain incurred by the weapon.
Ammunition[edit]
Due to the sheer weight behind the projectile, arrow tips and bullets cast from iridium deal +2d6
points of extra damage and ignore hardness lower than that of adamantine (or damage reduction
based on that hardness). However, the range increment of any weapon is reduced by half when
employing iridium ammunition.
Properties[edit]
A DC 20 Knowledge (architecture and engineering) check allows a character to recognize
iridium and a DC 25 check reveals the following properties.
• Iridium is the most corrosion-resistant naturally occurring mundane metal known. It is
impervious to any sort of non-epic acid effect and completely ignores any effects that
corrodes ordinary metal, such as a rusting grasp spell, and its high melting points gives it
a resistance equal to its hardness against fire effects.
• Iridium has a density of roughly 22.6 metric tonnes per cubic metre, making it roughly 3
times as dense as steel. As such, an item crafted from pure iridium weighs three times as
much as the same item would when crafted from steel.
Successfully smithing pure iridium requires a DC 30 masterwork element.
Iridium has 5 hit points per inch of thickness and hardness 19.

Iridium Steel[edit]
Steel can be alloyed with iridium to create high quality iridium steel. Iridium steel maintains the
ductility of steel, and has 25 hit points per inch of thickness at 14 hardness. It functions as steel,
but is corrosion resistant and takes no acid damage like pure iridium. Iridium steel is 20%
heavier than regular steel.
Weapons[edit]
Weapons fashioned from iridium steel are powerful, rigid and impacting. When made of iridium
steel, a slashing weapon is naturally cutting, a piercing weapon is naturally stabbing, and a
bludgeoning weapon is naturally smashing. Weapons that are a combination of physical damage
types also have the corresponding qualities; a gnome hooked hammer's hammer end is naturally
smashing and its hook is naturally stabbing, while an iridium steel lucerne's beaked hammer,
which deals damage that is simultaneously bludgeoning and piercing, counts as either smashing
or stabbing depending on what is more beneficial to the wielder at the time.
Armor and Shields[edit]
The armor check penalty of armor and shields fashioned from iridium steel is increased by 2, and
the arcane spell failure chance goes up by 10%. Furthermore, armor fashioned from iridium steel
gives resistance to acid. This resistance is 3 for light armor, 6 for medium armor, and 10 for
heavy armor. Iridium steel armor grants damage reduction 1/adamantine if light, 3/adamantine if
medium, and 5/adamantine if heavy.
Shields made of iridium steel grant evasion against acid effects. Tower shields made of iridium
steel grant improved evasion against acid effects. Bucklers offer no evasion.
Value[edit]
Pure iridium costs 150 gp per projectile (arrow or bullet), and otherwise is valued at 500 gp per
pound. This also includes weapons, shields and armor.
Iridium steel armor has the cost of six times the cost of the base armor.
Iridium steel weapons have the cost of the base weapon +4,000 gp.
Iridium steel items are always masterwork.

Kelp Reed[edit]
Within the plane of water, and in the depths of some oceans, lies a particular breed of seaweed
which has traded long flowing ribbons for toughened fibers which curl around each other into
bamboo-like shapes. This "underwater bamboo", while not technically wood, is treated as such
for many an underwater civilization and has proven effective in dealing with underwater combat.
Kelp Reed is a wood-like substance that is ideal for underwater adventures. It is a dark green
"bamboo" with rough leafy exterior, much like if seaweed were compressed into planks. Strips
are carved off and curled together, weaving the desired functions out of them or edges sharpened
on particularly large cuts.
Any weapon primarily composed of wood can be made as a kelp reed weapon. Kelp reed
weapons treat the wielder as if they were under freedom of movement for the purpose of
underwater penalties to combat. Weapons made of kelp reed gain a 10% discount on any
enhancements which deal with acid, such as Corrosive and Acidic Burst. Kelp reed has 10 hit
points per inch of thickness and hardness 3. When submerged in water it regains 1 hp per minute.
Armor can also be made with kelp reed. It oxygenates the water around it, making it possible for
air breathers to breath liquid. For water breathers, it makes their normal respiration efficient,
allowing them to be immune to water-borne poisons, toxic flows, deoxygenated water, and other
"inhaled" dangers as it scrubs the water for impurities. In addition the armor check penalty for
any armor is halved (minimum 0) for the purposes of Swim checks. Armor made of kelp reed
gain a 10% discount on any enhancements which deal with acid resistance. It has no special
effect on shields, other than using shields as a weapon.
Kelp reed needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, kelp reed
weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check
penalty of kelp reed armor is lessened by 1 compared to ordinary armor of its type.

Type of Kelp Reed Item Item Cost Modifier


Ammunition +40 gp
Armor +6,000 gp
Weapon +2,000 gp

Kevlarium[edit]
In a search for a lightweight strong fiber for tires in anticipation for a shortage of petroleum,
alchemists stumbled across the synthetic alchemical material known as kevlarium. Forming into
thick pale yellow fibers, it proved to be light, strong, thermally durable, and ended up forming
excellent body armor. It is the material of choice of military forces, protecting them from
dangerous ranged combat long enough for them to get into melee, or counter with their own
ranged attacks.
Kevlarium can only be applied to armor made out of fabric or leather (such as padded, leather,
studded leather, and hide) as well as armors with multiple pieces like chain shirts, chain mail,
scale mail, and splint mail. However, the rare flexible fabric or leather weapon can also benefit
(slings, saps, whips, and scourgesCW).
Qualifying armor made out of kevlarium grant the wearer endure elements as an extraordinary
effect due to its thermally resistant properties. It resists ranged attacks, entangling the offending
projectiles in its fibers. Light armors offer DR 3/melee, medium armor offers DR 6/melee, and
heavy armor (where any might exist) offer DR 10/melee. This damage reduction is reduced to
half (minimum 1) within attacks from 30 ft or closer, and ignored within 5 ft.
Weapons made of kevlarium gain little benefit, other than being unusually resistant to cold and
fire damage (damage is quartered before applying hardness). It's resistance proves useful,
however, when combating any creature with any sort of retributive cold or fire damage such as
the heat aura of a remorhaz or someone under the effect of a fire shield spell. The weapon and
user take no damage from such effects while using a kevlarium weapon.
Kevlarium proves more useful in various tools. A cloth, fabric, or leather object can be made
from or coated in kevlarium, granting it the same resistance to cold and fire damage as weapons,
and in the case of kevlarium rope, it has 12 hit points, hardness 3, can be burst with a DC 29
Strength check. It weights 10 lbs for 50 feet of kevlarium rope. Other uses include gloves, where
they serve as potent heat padding allowing creatures to handle extremely hot objects for short
periods of time, protecting the hands until it takes enough damage to be destroyed.
Kevlarium needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, kevlarium
weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check
penalty of kevlarium armor is lessened by 1 compared to ordinary armor of its type.
Kevlarium has 20 hit points per inch of thickness and hardness 3.

Type of Kevlarium Item Item Cost Modifier


Light Armor +1,000 gp
Medium Armor +4,000 gp
Heavy Armor +9,000 gp
Weapon +500 gp
Other Items +50 gp/lb

Kinesicrystal[edit]
Kinesicrystal is a plain quartz-like crystal with a semi-transparent cloudy sheen and angular
appearance. Items are typically grown into shape, not forged, and are alchemically treated to
bend or warp in abnormal ways. It is a very smooth substance, with hard angles, and is typically
created by underground psionic races who have access to entire caves of the material. When
activated by elemental energy, its color changes to match the energy type (typically green acid,
blue cold, yellow electricity, red fire, and white sonic) and it seems to emit traces of energized
gas in its passing.
Any weapon primarily composed of metal can be made as a kinesicrystal weapon. Kinesicrystal
is considered stone, and is unaffected by rust. When the weapon is exposed to an energy type
(either acid, cold, electricity, fire, or sonic) through an attack on the weapon, or by holding it
within a damaging source (such as a fire) for 1 round, the weapon adapts to emit that energy
type. The weapon does not need to actually take damage (such as if hardness soaks it) for the
effect to occur. From that point, the weapon is immune to further damage from that energy type,
and it deals an additional +1d6 energy damage of that type (+1d4 for sonic). The effect lasts for 1
hour, or until it adapts a new energy type. This effect stacks with abilities such as a Flaming
weapon, though said Flaming weapon cannot adapt itself to its own flames.
Armor can also be made with kinesicrystal. Such armor also may be exposed to energy damage,
and attacks against the user count as exposure of the armor to energy. When the armor adapts, it
becomes immune to further damage from said energy type and the user gains Energy Resistance
based on the type of armor. Light armor and bucklers grant energy resistance 5. Medium armor
and light and heavy shields grant energy resistance 15. Heavy armor and tower shields grant
energy resistance 30. As weapons, the effect lasts for 1 hour or until exposed to a new energy
type.
Kinesicrystal needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus,
kinesicrystal weapons and ammunition have a +1 enhancement bonus on attack rolls, and the
armor check penalty of kinesicrystal armor is lessened by 1 compared to ordinary armor of its
type. .
Kinesicrystal has 10 hit points per inch of thickness and hardness 8. It always takes half damage
from energy damage, even sonic, though it is still vulnerable to spells and effects which target
crystalline objects. It takes full damage from bludgeoning, before hardness.

Type of Kinesicrystal Item Item Cost Modifier


Ammunition +40 gp
Light Armor & Bucklers +1,000 gp
Medium Armor & Shields +8,000 gp
Heavy Armor & Tower Shields +22,000 gp
Weapon +2,000 gp

Lucanite[edit]
A very strange material indeed, Lucanite is a metal of extremely dark brown or dark grey color.
It is extremely sturdy, always retain it edge and is apparently immune to age and rust. The
hardness of Lucanite cannot be lowered by any mortal means. These properties are extremely
useful, but make it extremely hard to refine. This lead to many making weapons out of the ore
rather than refined material.
Lucanite Ore can be best described as very stone-like in texture and appearance, but also possess
very reflective surface granting it a shiny but brutal look. A weapon made of Lucanite Ore has it
weight quadrupled and it handedness increase by one step. If the weapon was already a two-
handed weapon the user take a -4 penalty when attacking with it unless she possess a Strength
score of 21 (or 4 point higher if the weapon already possessed a strength requirement, whichever
is higher). A lucanite ore weapon only deal bludgeoning damage even if the weapon is was made
into normally deal piercing or slashing damage. The main advantage of Lucanite Ore weapon is
that it always deal maximum weapon damage, however it cannot score critical hit. A lucanite ore
weapon bypass all damage reduction and hardness adamantine can.
Lucanite Ore cannot be made into armor, but may be made into shield. A shield has the same
property as a weapon but also possess the ability to make free Bull Rush after a successful shield
bash, if you succeed you do not move alongside your target. A lucanite ore shield also double it
armor check penalty but increase the shield bonus it grant by 1, if it had a max dexterity bonus it
is halved.
Refine Lucanite is a very lightweight material, items made out of it only weight 25% of it initial
weight. The handedness of a weapon made of refined lucanite is lowered by one, to a minimum
of a light weapon whenever doing so would be advantageous. Because of is reduced weight a
refined lucanite weapons deal damage as if they were one size category smaller, however much
like the ore version is always deal maximum damage. Unlike the ore, a refined lucanite weapon
can score critical hit as normal. If a light or one-handed weapon is made of refined lucanite
(before the effect of lucanite lower it handedness), you may make an additional attack with it on
a full attack at a -5 penalty or no penalty if light. A refined lucanite weapon bypass all damage
reduction and hardness adamantine can.
A refined lucanite armor or shields possess the same characteristics as a Mithral armor or shield,
however the max dexterity is increase by a further 2, the armor check penalty is reduced by a
further 3 and the arcane spell failure chances are reduced by a further 15%. Additionally a
Refined Lucanite Armor extreme lightweight allow the wielder to move as if she was wearing no
armor. In fact classes which normally cannot use their class feature in armor may still use them
while wearing a refined lucanite light armor (base armor).
Lucanite Ore has 80 hit points per inch of thickness and hardness 30. It hardness cannot be
bypassed or lowered by any mortal means.

Type of Lucanite Ore Item Item Cost Modifier


Ammunition +300 gp
Bucklers +10,000 gp
Light and Heavy Shields +20,000 gp
Tower Shields +30,000 gp
Weapon +15,000 gp

Type of Refined Lucanite Item Item Cost Modifier


Ammunition +360 gp
Light Armor and Shield +9,000 gp
Medium Armor and Heavy Shield +20,000 gp
Heavy Armor and Tower Shield +40,000 gp
Weapon +18,000 gp

Magnesium Alloy[edit]
This lightweight, tough material is carefully manufactured by carefully adding carbon and
silicates to molten magnesium. It's tensile strength, durability and light weight make it ideal for a
variety of uses, though the exacting nature of it's production can make it cost ineffective when
the necessary raw materials cannot be easily obtained.
Magnesium alloy weapons can be made with any weapon that uses metal, but only weapons
primarily made of metal gain it's mechanical benefits. Thrown and ranged weapons made of
magnesium alloys can be fired farther and faster due to their light weight. Such weapons have
their range increment extended by 50%. So long as the wielder is proficient with the weapon,
two-handed melee weapons can be wielded one-handed without penalty (but receiving only 1x
their Strength modifier to damage), and one-handed weapons become finessable when made of
this material. However, weapons that deal bludgeoning damage have their damage reduced by
one effective size increment due to the light weight.
Armor made from magnesium alloys grant all the normal protection of steel, but at a fraction of
the weight, reducing the item's normal weight by ⅔rds. Heavy armors are treated as medium, and
medium armors are treated as light, but light armors are still treated as light. Spell failure chances
for armors and shields made from magnesium alloys are decreased by 10%, maximum Dexterity
bonus is increased by 1, and armor check penalties are lessened by 2 (to a minimum of 0). The
material is also extremely resistant to corrosion, giving the wearer resistance 1 to acid for shields
and light armor, resistance 2 for medium armors and resistance 5 for heavy armors. Additionally,
all items made from magnesium alloys have a +4 bonus to saves against rust effects.
Magnesium alloys have 35 hit points per inch of thickness and hardness 15. Weapons and armor
made from it are always of masterwork quality; the masterwork cost is included in the prices
given below.

Type of Magnesium alloy Item Cost Modifier


Ammunition +40 gp
Light armor +800 gp
Medium armor +2,000 gp
Heavy armor +5,000 gp
Shield +800 gp
Tower Shield +2,000 gp
Weapon +800 gp

Mercurite Alloy[edit]
Used for starship hulls, mercurite alloy is a dull gray silver metal which has the curious aspect of
retaining speed and inertia from previous motion, and redirecting it via energy currents and
magnets. They are used as "inertia batteries" whose inertia can be flipped, thus slowing down
with the same energy used to speed them up. This leads to highly efficient spacecraft, but it can
also be used for weapons and armor.
Any weapon primarily composed of metal can be made as a mercurite alloy weapon. Mercurite
alloy weapons retain some of the impact from previous swings, reducing in a decrease in any
attack penalties for attacks beyond the first attack with that weapon (such as from extra attacks
due to BAB or haste). For example a Fighter with BAB 20 would have an attack bonus of
+20/+16/+12/+8 instead of 20/15/10/5. It also counts as a silver weapon for bypassing damage
reduction. Weapons made of mercurite alloy gain a 10% discount on the CollisionMIC, Dancing,
Distance, Speed, and Throwing enchantments.
Armor and shields can also be made with mercurite alloy, wrapped with bands and veins of
brighter, almost liquid-looking quicksilver. The silvery material seems to have excess inertia that
throws people off, doubling the armor check penalty for anyone not proficient in the armor. It's
designed to absorb the kinetic energy of blows and disperse the energy in an "echo" back at the
offending weapon, as well as enhance your own constant movement. For light armor, light
shields, and bucklers, attackers striking in melee with an unarmed or natural attack rebound 1
point of damage onto its attacker of the same type as the attack. Medium armor and heavy
shields rebound up to 3 points of damage onto its attacker, or equal to the damage taken,
whichever is less. Heavy armor and tower shields rebound up to 5 points of damage, or equal to
the damage taken, whichever is less. All armor and shield types ignore the armor check penalty
when using jump checks, and on a charge attack you gain +10 speed. Benefits from multiple
mercurite alloy armors and weapons stack. Armor and shields made of mercurite alloy gain a
10% discount on the Animated, Arrow Deflection, Reflecting, MobilityMIC, NimblenessMIC, and
QuicknessMIC enchantments.
Mercurite alloy is so costly that weapons and armor made from it are always of masterwork
quality; the masterwork cost is included in the prices given below. Thus, mercurite alloy
weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check
penalty of mercurite alloy armor is lessened by 1 compared to ordinary armor of its type.
Mercurite alloy has 15 hit points per inch of thickness and hardness 10.

Type of Mercurite Alloy Item Item Cost Modifier


Ammunition +20 gp
Buckler, Light Armor, & Light Shields +1,000 gp
Medium Armor & Heavy Shields +4,000 gp
Heavy Armor & Tower Shields +9,000 gp
Weapon +2,000 gp

Meteoric Iron[edit]
Meteoric iron is presumed by some lofty-minded scholars to come from pieces of the sun, fallen
to earth. In truth, its origin is slightly more material, where ferrous rocks exposed to the magical
radiation of the void get captured into the atmosphere and fall to the ground, leaving smoldering
craters in their wake. Because of the small size of most meteors and the extreme rarity of the
event, meteoric iron is exceedingly rare.
Meteoric iron is iron infused with the element of fire. It looks like a darker iron with a dull,
reddish gleam, often emitting wisps of steam from its heat. In space, microscopic particles
bombard such meteors, leaving enclosed tiny crystalline deposits throughout the iron that draw a
constant backdrop of heat energy from the elemental plane of fire. As such, meteoric iron is hot
to the touch even in a cold environment. Objects fashioned of meteoric iron emit warmth in a
radius roughly equivalent to its size, sufficient to gird a single person or more against the cold.
Items fashioned from meteoric iron protect the wearer or user from the effects of cold weather
and climate when held, as per endure elements, conferring level 3 cold protection. Furthermore,
meteoric iron has the following properties when used to create specific items.
Meteoric iron is nearly completely immune to all forms of fire and heat and takes no damage
from fire effects of any kind. Shaping meteoric iron is done by magic, or forged under very
special conditions.
Armor and/or Shields[edit]
A creature directly touching a meteoric iron surface or wearing meteoric iron armor without
proper heat-resistant underpadding takes 1d4 points of damage every round, unless they have
resistance to fire of at least 5.
A creature gains resistance to cold while wearing meteoric armor. The values can be found in
Table: Cold Resistance.
Table: Cold Resistance

Armor
Shield
None Light Medium Heavy
No — 5 10 20
Yes 5 10 20 30
1. Bucklers do
not count as
shields for
the purpose
of this table.

Weapons[edit]
Weapons fashioned from meteoric iron, often called meteoric weapons, deal meteoric damage.
Meteoric damage is otherworldly in nature, and highly in tune with the forces of elemental fire.
Weapons made of meteoric iron automatically bypass any damage reduction belonging to a
creature with the Cold subtype.
Certain fire-based weapon enhancements become enhanced when used on meteoric weapons.
Flaming and flaming burst weapons made from meteoric iron deal an additional +1d6 of fire
damage on a successful attack, and an additional +1d10 on a critical hit.
Miscellaneous[edit]
Items that recreate spells with the Fire descriptor (such as wands) function at +4 caster level and
+2 to save DC when fashioned from meteoric iron.
Statistics[edit]
An observer can identify meteoric iron with a DC 30 Knowledge (arcana) or Knowledge
(architecture and engineering) check. Crafting them is done with a +15 to the Craft DC.
Meteoric iron has 30 hit points per inch of thickness and hardness 10.
Value[edit]
Meteoric armor and shields have double the base cost of a masterwork item of its kind. Added
costs are +500 gp (light or shield), +2,000 gp (medium), or +4,500 gp (heavy).
A proper underlay to wear meteoric iron armor without incurring damage must be made of fire-
retardant or resistant material, such as dragon- or salamander hide. The underlay is part of the
armor and increases its weight by 5 pounds, the effective armor check penalty by 2 and the
arcane spell failure chance by 5%. Such an underlay adds 1,000 gp to the cost of light armor,
2,000 gp to the cost of medium armor, and 3,000 gp to the cost of heavy armor.
Meteoric weapons have twice the cost of a masterwork weapon +1,500 gp. This includes the cost
for fire-resistant hilt wrapping, preventing damage to the wielder's hands.

Mineral Weave[edit]
Mineral weave is an alchemically realized hybrid of fine fabric and gemstones. The secrets to
fashioning mineral weave are jealously kept by a cadre of tailoring wizards, whose mastery of
gem tailoring have made them some of the richest men and women within the known world. The
resulting fabrics are incredibly fine and light yet highly tough and resilient, and possess a
brilliant sheen in the color of the gemstone used as base.
Mineral weave comes in many types and has great protective benefits. Though incredibly rare
and expensive, it is as unimpeding as the lightest of clothing and can be worn underneath armor.
Mineral weave is highly prized by knights from wealthy noble families, as well as nobles
themselves. When used to create clothing such as a tunic, vest, suit, coat or tabard, mineral
weave confers no armor check penalty, no maximum Dexterity bonus, and no arcane spell failure
chance.
Mineral weave clothing can be enhanced as magic armor, further increasing their specific
defensive capabilities. Mineral weave cannot gain special armor qualities.
Types of Mineral Weave[edit]
The following types of mineral weave are currently known to be produced.
Table: Mineral Weave1

Base Price1 Enhancement Price by Bolt


Type
(gp) Price Factor2 (20 lb.)
Alexandrite 10,000 ×2 100,000
Amethyst 10,000 ×2 100,000
Black Tourmaline 2,500 ×1 25,000
Citrine 5,000 ×2 50,000
Diamond 10,000 ×3 100,000
Emerald 2,500 ×1 25,000
Mystic Topaz 5,000 ×1 50,000
Peridot 10,000 ×2 100,000
Ruby 2,500 ×1 25,000
Sapphire 2,500 ×1 25,000
1. Base price is for
clothing for a
medium
creature,
sufficient to
generate these
effects.This is
equivalent to 2
pounds of
fabric. For
every size
category above
Medium, the
amount of fabric
needed (and
therefore the
price) is
doubled.
2. An
enhancement
price factor of
×1 is equivalent
to the bonus
squared × 1,000
gp. Multiply
this amount by
the
enhancement
price factor.

Alexandrite Weave[edit]
This strange fabric seems to change color depending on the type of light that hits it. It confers a
constant blur effect (20% concealment miss chance). When magically enhanced, every odd point
of enhancement bonus increases the concealment miss chance by 10% until it becomes effective
displacement at +5. Furthermore, the wearer gains a bonus to Will saves made to disbelieve
illusions equal to the alexandrite weave clothing's enhancement bonus.
Amethyst Weave[edit]
This deep purple fabric confers a +2 bonus to touch AC (to a maximum of the wearer's full AC)
and a +1 bonus to all saving throws versus spells. When magically enhanced, every odd point of
enhancement bonus increases the bonus to touch AC by +1, and every even point of
enhancement bonus increases the bonus to saving throws vs spells by +1.
Amethyst weave is the most resilient to any sort of magic, able to diffuse a great many spells;
especially more nonintrusive spells find it hard to penetrate the fabric. Amethyst weave clothing
or cloaks effectively confer a spell resistance of 15 + the wearer's HD against spells of the
divination school.
Black Tourmaline Weave[edit]
This gleaming black fabric confers resistance to electricity 5. When magically enhanced, every
point of magical enhancement bonus adds 5 points to this resistance.
Black tourmaline weave is impervious to electricity, and can stop the propagation of lightning
and electricity effects. Electricity effects like chain lightning or bolt of Indra will never arc
towards a wearer of black tourmaline weave clothing unless he was targeted by the initial effect.
Citrine Weave[edit]
This bright orange fabric increases the wearer's luck in myriad small but noticeable ways. As it
is, it confers a +1 luck bonus to all of the wearer's AC, saves and skill checks and once per day it
may be made to function as a luckstone. When magically enhanced, every odd point of
enhancement bonus allows the wielder to shift the result of any d% roll by up to 5% in his favour
(to a maximum of 15% at +5). He may increase or decrease the result of a d% roll by up to that
amount whenever it is favorable to do so, such as improving his odds of penetrating
concealment, overcoming arcane spell failure chance, or avoid performing a detrimental action
while being confused. This probability shift ability does not affect d% rolls to determine random
world events. Every even point of enhancement bonus allows an additional use of the luckstone
effect per day.
Citrine weave is incredibly popular with arcane spellcasters.
Diamond Weave[edit]
This shiny white fabric confers damage reduction 2/- and a +5 armor bonus to AC. When
magically enhanced, every odd point of enhancement bonus increases the damage reduction by 1
point, and every point of enhancement bonus increases the armor bonus by +1. If the diamond
weave is worn under or over armor, one third of this bonus stacks with the armor bonus of the
armor (rounded down).
Diamond weave is the most physically resilient of all mineral weave, and the beautiful white
color makes it perfect for the tabards of faithful knights and paladins.
Emerald Weave[edit]
This vibrant green fabric confers resistance to acid 5. When magically enhanced, every point of
magical enhancement bonus adds 5 points to this resistance.
Emerald weave is impervious to acid and can be used to insulate a person or object from acid. It
does not corrode from anything. An emerald weave lining inside of an alchemy vial can protect
the glass from even the most violently acidic substances.
Mystic Topaz Weave[edit]
This multicolored fabric seems to constantly changs colors in a friscellating pattern, and confers
the partial benefits of the prismatic armor spell, though you roll until you get a result of 3 or
below. When magically enhanced, every point of magical enhancement bonus adds 1 to the
maximum roll result, until the full prismatic armor spell is continuously active at +5. You also
gain a bonus to saves against light effects and effects that cause blindness equal to the mystic
topaz weave's enhancement bonus.
Peridot Weave[edit]
This light greenish fabric confers a +2 deflection bonus to AC. When magically enhanced, the
wearer gains a shield with 10 hit points per point of magical enhancement bonus that recharges at
a rate of twice the peridot weave's enhancement bonus per minute, and every even point of
magical enhancement bonus increases the deflection bonus by +1.
Ruby Weave[edit]
This smooth, bright red fabric scintillates the senses and confers resistance to fire 5. When
magically enhanced, every point of magical enhancement bonus adds 5 points to this resistance.
Ruby weave is impervious to fire and can be used to insulate fire and heat; a meteoric iron armor
can be safely worn over a ruby weave underlay without incurring damage.
Sapphire Weave[edit]
This dark blue fabric cools the mind and confers resistance to cold 5. When magically enhanced,
every point of magical enhancement bonus adds 5 points to this resistance.
Sapphire weave lets water glide off of it and will never get wet. Furthermore is it impervious to
cold and it can be used to insulate sources of intense cold; a cometsteel armor can be safely worn
over a sapphire weave underlay without incurring damage.

Moonstone[edit]
Said to actually be stone harvested from the moon, it has absorbed a particular quasi-magical
essence. Moonstone is a pale gray stone which has a soft mottled appearance, and shines like a
candle in shadowy illumination and darker. When refined, moonstone is smooth and polished.
Unrefined ore can be hazardous to one's health as moonstone dust tears up lungs.
Any weapon primarily composed of metal can be made as a moonstone weapon. It counts as
stone, not metal, and is super effective against creatures of the night (specifically lycanthropes).
It counts as silver for bypassing DR/silver, and on a natural 20 it reverts any creature
polymorphed or with the shapechanger subtype by to their original form. This can also be done
with a touch attack that deals no damage, and provokes a Fortitude save DC 10 + 1/2 BAB +
your ability modifier used for attack, save negates. For the purpose of shields, treat them as
weapons.
Sundered moonstone weapons releases a puff of dust at their attacker, forcing a DC 20 Fortitude
save against 1d6 Con damage (inhaled). The effect lasts but for a moment before it destabilizes.
Armor can also be made with moonstone. You have no penalties whenever in light or no gravity,
and can actually gain a hover speed (perfect) equal to your land speed in such conditions. You
take half damage from falling, and jump twice as far as normal while wearing this armor. You do
not count your armor's armor check penalty against jump checks.
Curiously, moonstone slabs prove to be a strange conductor for teleportation and portal magic
and technology. For any effect which transports or teleports creatures or beings which is applied
within 5 ft of it (such as gate (travel version) or casting dimension door while standing upon it),
the range you can teleport is doubled and you can roll twice and take the better result for any
mishap chance. You can also use it as a portable focus for [Teleportation] effects (usually as a
rod or orb), granting you a +1 caster level on [Teleportation] spells and effects.
Moonstone is so costly that weapons and armor made from it are always of masterwork quality;
the masterwork cost is included in the prices given below. Thus, moonstone weapons and
ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of
moonstone armor is lessened by 1 compared to ordinary armor of its type.
Moonstone has 10 hit points per inch of thickness and hardness 8.

Type of Urukke Steel Item Item Cost Modifier


Ammunition +40 gp
Armor +2,000 gp
Weapon +2,000 gp
Focus +1,000 gp
5 ft square slab +1,000 gp

Mundiron[edit]
A very dark gray or black iron, it looks heavy and dense even when forced into the finest threads.
It seems no different from iron nor any more difficult to wield in spite of apparent weight.
However it is completely and utterly impervious to magic, and cannot be enhanced like more
materials. In a world of magic, such a material is a death sentence, yet it becomes quite strong on
its own. The secret to creating mundiron is still a mystery. Elements of cold iron and dead iron
are alloyed within and an unknown substance some claim is from a legendary "transmundane
plane" where magic does not exist at all. Others suggest that mundiron is somehow more "real"
than reality, and thus explains its unusual apparent mass. In any case, it cannot be created, only
found in strange places of dead magic and reforged into new shapes. Many have claimed the
base ore resembled pre-forged shapes and ignots, suggesting that it has already been created
unnaturally and brought to our world through means unknown.
Mundiron weapons have the properties of steel and cannot be enhanced or affected by any
magical or supernatural ability. However, they gain a +1 enhancement bonus to attack and
damage for every 3 points of BAB a creature possesses as long as the creature is proficient in the
weapon, and it bypasses alignment and magic based damage reductions, and can strike at ghosts
as if they were magic weapons. This is an extraordinary effect, and does not go away in an
antimagic field. Mundiron counts as cold iron, and in fact deals double base weapon damage to
creatures vulnerable to cold iron and to spellcasters and creatures with spell-like abilities
(including the enhancement bonuses but not strength or other forms of extra damage).
Mundiron armor forms powerful antimagic armor and shields, but it cannot be enhanced or
affected by any magical or supernatural ability. It gains a +1 enhancement bonus to AC for every
3 points of BAB a creature possesses as long as the creature is proficient in the armor or shield.
This is an extraordinary effect, and does not go away in an antimagic field. The armor or shield
also gives a +1 resistance bonus on saving throws equal to the base armor or shield bonus against
spells and spell-like effects.
Mundiron needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, mundiron
weapons and ammunition have a +1 enhancement bonus on attack rolls for being masterwork
(this does not stack with the rising enhancement bonus).
Mundiron has 20 hit points per inch of thickness and hardness 10. Mundiron is immune to all
magic effects, takes half damage from acid, fire, force, and sonic, and quarters cold and
electricity damage.

Type of Mundiron Item Item Cost Modifier


Ammunition +120 gp
Armor & Shields +1500 gp plus (600 x base armor bonus squared)
Weapon +6000 gp

Muscle Mesh[edit]
Muscle mesh is a fabric material made of artificial muscles, it is highly protective and highly
adaptable for an extremely low weight. Invented by the brilliant Doctor Matherson, this material
can only be applied on an armor made of fabric, it is not suited for armor normally made of
metal. Unlike most material, muscle mesh is capable of self healing, healing a single point of
damage per hour, even if sundered and destroyed, the pieces can be pushed back together for 3d6
rounds to reform the item as well as restoring any magical properties it possessed. It is most
suited for armor, although weapon normally made of fabric can be made into muscle mesh as
well.
Firstly any items made of muscle mesh gain the orgacraft item template for free, not counting
against the limit of item template an item can have. However muscle mesh lose all it properties
when combine with another material (such as the Material Composite enhancement).
As stated above, only armor made of fabric or leather can benefit from being made of muscle
mesh, however an armor made of muscle mesh gain incredible properties. It Armor Bonus
increase by 1, as the muscle mesh provide superior protection than most fabrics being very very
dense and harden on impact. Since it is an incredible weight efficient material, it weight is
halved, it Max Dexterity by 2 (stack with orgacraft for a 3), it armor check penalty is lowered by
3 and it count as one armor category lighter (although light armor remain light armor). Finally
muscle mesh move and twitch with the wearer, reducing arcane spell failure by 15% and
granting the wearer a +2 bonus on Reflex saves.
Muscle mesh can only be made into weapons normally made of fabric (like whip). A muscle
mesh weapon deal damage as if it was one size category larger, gain a +2 bonus to attack roll on
Attacks of Opportunity. If you make a grapple or a trip attempt with a muscle mesh you receive a
+2 bonus on both the attack and the check.
Some other fabric item can be made of muscle mesh, like ropes, granting the self healing
property, greater hardness/hp and halving it weight. Muscle Mesh has 20 hit points per inch of
thickness and hardness 10.

Type of Dordweave Item Item Cost Modifier


Robes/Armor +3500 gp
Weapons +1,500 gp
Other Items +40 gp/lb

Nemean Hide[edit]
Related to the Legend of Heracles, Nemean Hide is the pelt of powerful lions which descend
from the Nemaen Lion itself. While not invincible like the pelt of it forebear, Nemean Hide
possess resistance akin to steel with a fraction of the weight. The only type of armors which can
made out of Nemean Hide are armors specifically made out of hide or pelt (such as Hide Armor)
instead of metal, fabric or leather. Nemean hide is always masterwork in nature, as such the
increase in cost is taken in account with the price listed below.
When made into armor, Nemean Hide increase the armor's armor bonus by 2 as well as grant DR
as adamantine armor of its category. This DR stack with any inherent DR you may have, but not
DR granted by temporary source such as spells or items. This come at no loss of flexibility or
mobility. An extra 20% material may be paid for Nemean Fur Pelt, which also grant a +4 bonus
on all saving throw made against extreme temperature and the effect of weather as well as
Energy Resistance to Cold and Fire 1 or light armor, 3 for medium and 9 for heavy armor.
Nemean Hide has 40 hit points per inch of thickness and hardness 20.

Type of Nemean Hide Item Item Cost Modifier


Light Armor and Shield +3,000 gp
Medium Armor and Heavy Shield +6,000 gp
Heavy Armor and Tower Shield +9,000 gp

Netherack[edit]
In the depths of certain underworlds, netherack burns brightly illuminating the lightless caves of
the dead. Netherack is a blocky rust red stone litered with pale yellow crystals which shine with a
sickly hue. The surface is rough like sandpaper, and always dry to the touch even when
submerged in water. The stone smells faintly of sulfer. Netherack is flammable, but it is never
consumed by its flames and will continue to burn forever until something snuffs out the fire.
Netherack by its own is unsuitable for most weapons and armor, with the consistancy of glass
and plaster. However it can be magically hardened and shaped, turning into weapons capable of
its eternal burning.
Any weapon primarily composed of metal can be made as a netherack weapon. Netherack
weapons are red and speckled with yellow crystals. Igniting a netherack weapon will shed light
as a torch, and deal 1d6 points of fire damage to anything it strikes. On a critical hit, the
opponent must make a Reflex save DC 10 + 1/2 HD + your weapons attack modifier (usually
Str) or catch on fire, taking 1d6 points of fire damage each round until they douse the flames or
take a full round action to snuff out the fire. Placing a netherack weapon in its sheath or bringing
it underwater will put out the flame, but it may be ignited again without it needing to dry out.
Weapons made of netherack gain a 10% discount on any enhancements which deal with fire,
such as Flaming and Flaming Burst. Weapons and armor-grade netherack has 15 hit points per
inch of thickness and hardness 8. Raw netherack has 5 hit points per inch of thickness and
hardness 1.
Armor can also be made with netherack, but it poses some issues. While nothing prevents the
creation of the armor, the user should be able to resist fire or they will ignite themselves upon
taking any fire damage. While ignited, anyone who touches the burning person with natural
weapons, unarmed strikes, or melee attacks takes 1d6 points of fire damage. Each round, the user
of the armor also takes 1d6 fire damage. Heavier armors have more to set fire too; medium
armors deal 2d6 damage a round and heavy armor deals 3d6. Shields are treated as light armor.
Armor made of netherack gain a 10% discount on any enhancements which deal with cold
resistance.
Netherrack weapons and armor made from it are always of masterwork quality; the masterwork
cost is included in the prices given below. Thus, netherack weapons and ammunition have a +1
enhancement bonus on attack rolls, and the armor check penalty of netherack armor is lessened
by 1 compared to ordinary armor of its type.

Type of Netherack Item Item Cost Modifier


Ammunition +40 gp
Light armor +1,000 gp
Medium armor +4,000 gp
Heavy armor +7,000 gp
Shield +1,000 gp
Weapon +2,000 gp

Neutralite[edit]
An acid resistant alchemical material which has been solidified into a solid whole, neutralite is a
potent defense against acidity, and a potent destroyer of earth-based creatures. This material
appears to be solidified foam, white with its surface rough and pockparked with millions of pores
like a sponge or coral. In spite of its light and airy appearance it is as heavy as steel, and
stronger. It is formed of of alchemistal materials which are solified in a foamed state. It is formed
of rocky minerals and counts as stone, not metal, for the purposes of effects and abilities which
rely on metal.
Any weapon primarily composed of metal can be made as a neutralite weapon. They are
particularly effective against creatures with the earth subtype, dealing an extra 5 points of
damage to such creatures. Neutralite weapons count as electric damage for the purpose of
bypassing regeneration when beneficial. Weapons made of neutralite gain a 10% discount on the
Auran, Shocking, and Shocking Burst enchantments. Neutralite has 10 hit points per inch of
thickness and hardness 15.
Armor can also be made with neutralite. Such armor usually light and airy, and curved as if
molded into its current shape. The armor grants acid resistance which has the unique property of
stacking with other forms of acid resistance. Light armor gains acid resistance 3, medium armor
gains acid resistance 6, and heavy armor gains acid resistance 10. If the acid resistance of the
creature ever exceeds 35 points, they gain acid immunity instead. Armor made of neutralite gain
a 10% discount on any enhancements which grant acid resistance. Creatures with evasion
wearing neutralite armor may use the evasion ability against acid damage, even in heavy armor.
Shields count as light armor for the purposes of benefits.
Neutralite is so costly that weapons and armor made from it are always of masterwork quality;
the masterwork cost is included in the prices given below. Thus, neutralite weapons and
ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of
neutralite armor is lessened by 1 compared to ordinary armor of its type.

Type of Neutralite Item Item Cost Modifier


Ammunition +48 gp
Light armor +1,200 gp
Medium armor +4,800 gp
Heavy armor +10,800 gp
Shield +1,200 gp
Weapon +2,400 gp

Neutralium[edit]
By the great spire in the outlands which robs the powers of even the gods, smaller crystaline
spires grow naturally at its base. The powers of the universe meet and cancel each other out,
leaving a crystal composed of raw neutrality. Difficult to work with and resistant to magic, those
with the skill to forge neutralium crystals into items can gain a powerful tool against other
alignments. These items are especially popular in Sigil as nearly anything you find traveling
there will be affected.
Any weapon primarily composed of metal can be made as a neutralium weapon. Neutralium is a
dull flat matte gray which has poor contrast, and weapon designs tend to be unremarkable even
when personal flairs are added. For all its lack of excitement, it reacts when in the presence of
strong alignments (such as being on an aligned plane, or striking or being struck by an aligned
outsider or cleric), becoming rapidly covered in a thin oxidized rust coat; dark red and jagged
against good aligned presences, light blue and smooth against evil aligned presences, copper
yellow and shiny against chaotic presences, and deep green and wet looking against lawful
presences. Those with multiple alignments, such as fighting a Lawful Evil devil, have a
combined mix of effects.
Neutralium weapons always bypass any aligned damage reduction. Creatures at the alignment
extremes (LG, CG, LE, and CE) which pick up a neutralium weapon automatically gain two
negative levels, while creatures with one non-neutral alignment (NG, NE, LN, and CN) only gain
one negative level. True Neutral creatures suffer no ill effect. A neutralium weapon deals +1
point of damage for each degree away the opponent is from true neutral. Creatures with
alignment subtypes take +2 points of damage for each degree away. For example a LG human
would receive 2 points extra damage, a CN slaad would receive 2 points extra damage, and a LE
devil would receive 4 points extra damage. A neutralium weapon is difficult to enhance with
magic, much like cold iron, and has a 2,000 gp surcharge for enhancing it. However, it is also
difficult to harm with magic and receives a +4 bonus on saving throws against spells and spell-
like effects made to affect your neutralium weapon. Weapons made from neutralium gain a 10%
discount on the Magebane and Shattermantle enhancements. It radiates an aura of neutrality
equal to a 1st level cleric, or the weapon's caster level if magical. Neutralium has 20 hit points
per inch of thickness and hardness 15, but an aligned weapon only faces hardness of 8.
Armor can also be made with neutralium. Such armor has the dull appearance, and the
spontaneous temporary oxidation, as weapons do. Its resistance to magic helps ward off spells
and spell-like effects. Light armor, bucklers, and light shields gain a +1 bonus on saves vs magic.
Medium armor and heavy shields gain a +2 bonus. Heavy armor and tower shields gain a +3
bonus. However there is a 1,000 gp surcharge for making neutralium armor magical, and the
armor interferes with magic, raising the arcane spell failure by +10%. Like weapons, armor made
of neutralium deals negative levels to non-true neutral users.
Neutralium is so costly that weapons and armor made from it are always of masterwork quality;
the masterwork cost is included in the prices given below. Thus, neutralium weapons and
ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of
neutralium armor is lessened by 1 compared to ordinary armor of its type.

Type of neutralium Item Item Cost Modifier


Ammunition +30 gp
Light armor, Bucklers, & Light Shields +2,000 gp
Medium armor & Heavy Shields +8,000 gp
Heavy armor & Tower Shields +18,000 gp
Weapon +1,500 gp

Nighthide[edit]
Created from the bodies of creatures of the night, it is magically processed to awaken its essence,
the ability to cloak oneself in the darkness, fear, and power of night. Typically created out of
creatures such as nightshades (specifically nightwings), dire bats, shadow dragons, or other
leathery or scaled night beasts, after processing it all takes on a similar appearance of a smooth
black matte finish somewhere between plastic and leather. For obvious reasons, nighthide can
only be applied to armor.
Nighthide can only be applied to armor made out of fabric or leather (such as padded, leather,
studded leather, and hide) as well as armors with multiple pieces like chain shirts, chain mail,
scale mail, and splint mail. Qualifying armor made out of nighthide grant the wearer a +4 bonus
on Hide checks while in shadowy illumination or darker, and a +4 on Intimidation checks made
in shadowy illumination or darker. Something about the armor simply unnerves people. Finally,
while in shadowy illumination or darker and remaining immobile and performing no actions
(except purely mental actions), you are invisible. Attacks still break invisibility as normal. This
last part is a supernatural effect.
Curiously the material has an effect when made into capes or cloaks. On such items, they reduce
falling damage by 10 ft per HD of the creature wearing it. You can also twirl said cloak as a
move action to a creature in your reach to gain 50% concealment, but only to the creature you
target. Cloaks and capes do not receive the bonuses listed for armor.
Nighthide needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, nighthide
armor has an armor check penalty that is lessened by 1 compared to ordinary armor of its type.
Nighthide has 8 hit points per inch of thickness and hardness 2.

Type of Nighthide Item Item Cost Modifier


Armor +3000 gp
Cloaks and Capes +1,000 gp

Obsidian[edit]
Obsidian is a glassy black material known for its incredible sharpness, tending itself to slashing
and piercing weapons. Because of its ease to find and shape from natural stone, raw obsidian is a
useful primative material. In more advanced societies, they have discovered magical ways to
directly shape obsidian weapons into their desired shapes and strengthen them. Thus obsidian as
a material comes in two forms, normal obsidian and rune obsidian. Only slashing and piercing
weapons are effective as obsidian weapons, for armor, shields, and bludgeoning weapons it is
about as effective as common stone.
Any piercing or slashing weapon primarily composed of metal can be made as an obsidian
weapon. Their jagged and extremely sharp edges are super effective against unprotected flesh.
Whenever an obsidian weapon strikes a creature with no damage reduction, or bypasses damage
reduction, it deals an additional +2 points of damage. Weapons made of obsidian gain a 10%
discount on the Fleshgrinding, Keen, Masterslaying, and Wounding enchantments. Obsidian has
10 hit points per inch of thickness and hardness 5.
Rune obsidian is obsidian which has been magically shaped and crafted. It has the same
properties as normal obsidian, but it increases the critical threat range by 1. Apply this after the
effects of things such as Improved Critical or Keen. For example a rune obsidian longsword
(normally 19-20/x2) now has a range of 18-20/x2. If the weapon was Keen (normally 17-20/x2)
it now has a critical range of 16-20/x2. Rune obsidian is also considerably more durable and
dense. The weight of the item doubles, and it counts as adamantine for the purposes of bypassing
damage reduction and dealing with hardness. Rune obsidian has 10 hit points per inch of
thickness and hardness 20.
Obsidian is so costly that weapons and armor made from it are always of masterwork quality; the
masterwork cost is included in the prices given below. Thus, obsidian weapons and ammunition
have a +1 enhancement bonus on attack rolls.
Type of Obsidian Item Item Cost Modifier
Ammunition +20 gp
Weapon +1,000 gp

Type of Rune Obsidian Item Item Cost Modifier


Ammunition +90 gp
Weapon +4,500 gp

Ocanthus[edit]
Named for the planar layer it hails from, ocanthus is a black shard of ice which has been
alchemically stabilized and forged into a weapon. Its nature makes it dangerously sharp, but
extremely fragile. The black shards of ice which form on the lowest layer of Acheron naturally
make up the deadly bladestorms there and this ice is harvested and cleaved into the shape of any
slashing or piercing weapon. It is no good for bludgeoning weapons, nor any sort of armor or
shield.
Weapons crafted out of ocanthus gain the damage of a weapon three times its normal size. It is
considered ammunition even as a melee weapon which means it benefits from the 1/50th cost of
enhancing ammunition. After striking a foe, the weapon loses its stability and immediately
shatters and melts, gone but for telltale oily residue. The breaking overcomes even special
material augmentations and effects which prevent breaking, and because it melts it cannot be
repaired.
Ocanthus weapons are not automatically considered masterwork. Though they are made of ice,
they are as durable and heat resistant as steel due to the alchemical alteration. Ocanthus has 5 hit
points per inch of thickness and hardness 10. Ocanthus is immune to cold damage, and takes half
damage from other sources.

Type of Ocanthus Item Item Cost Modifier


Weapon +450 gp

Onyx[edit]
This lusterous black stone seems to darken the air around it and vibrate with a terrible energy. It
is best used for weapon and armor for necromancers due to the resonance it has for necromantic
energies. It is stone, not metal, for the purposes of effects and abilities which rely on metal.
Any weapon primarily composed of metal can be made as an onyx weapon. An onyx weapon
can be used as a focus replacing the material components of the animate dead spell, which is not
consumed on casting. A onyx weapon can be used to animate up to 1 HD of undead for every
1000 gp in value it has (so for example a non-magical onyx greatsword, worth 2050 gp, can
animate 2 HD worth of undead while a +5 onyx greatsword, worth 52,000 gp, can animate 52
HD worth). Weapons made of onyx gain a 10% discount on any enchantments which use or
channel negative energy. Onyx has 10 hit points per inch of thickness and hardness 8.
Armor can also be made with onyx. Such armor is often styled in disturbing skeletal images. If a
living creature wears onyx armor they may delay the effects of gaining negative levels for 1
round (for light armor), 3 rounds (for medium armor) or 5 rounds (for heavy armor). In addition
they get a +2 bonus on saves to remove negative levels.
However if an undead creature wears onyx armor, they instead gain turn resistance +1 (for light
armor), +3 (for medium armor) or +5 (for heavy armor). This stacks with any pre-existing turn
resistance. In either case, armor made of onyx gain a 10% discount on the Death WardMIC, Ghost
Touch, and Undead Controlling enhancements. In addition Ghost Touch armor is only a +2
bonus for onyx armor. Onyx shields can also be made (as listed below) but their bonuses do not
stack with onyx armor.
Onyx is so costly that weapons and armor made from it are always of masterwork quality; the
masterwork cost is included in the prices given below. Thus, onyx weapons and ammunition
have a +1 enhancement bonus on attack rolls, and the armor check penalty of onyx armor is
lessened by 1 compared to ordinary armor of its type.

Type of Onyx Item Item Cost Modifier


Ammunition +80 gp
Light armor or light shields +2,000 gp
Medium armor or heavy shields +6,000 gp
Heavy armor or tower shields +10,000 gp
Weapon +2,000 gp

Ooze Encasement[edit]
Living Ooze which developed toward a more symbiotic relationship. Protecting the wearer in
exchange for feeding.
Ooze Encasements are produced by convincing an Ooze to limit its own feeding. This is done
with a DC 20 Craft (Alchemy) check in order to alter the alchemical processes of the Ooze.
Creating a mesh or padding shape depending on armor replicated. These Ooze feed off of the
wearer's secretions requiring the wearing to have some sort of secretions, most often being
sweat. Creatures without such secretions, such as most undead or constructs, are treated by the
Ooze as objects and are not encased protectively. The Ooze, upon coming into contact with a
food source, will creep it's way into a donned position. This allows the wearer to take actions
while the armor dons itself.
Ooze Encasement can be formed to mimic that of a type of armor. The ooze will provide the
wearer with DR/slashing or piercing dependent on the type of armor being replicated as the Ooze
softens the impact of these strikes. DR 3 for light. DR 5 for Medium. DR 10 for heavy.The Ooze
causes less resistance than normal armor and reduces the Armor Check Penalty by 2. It forms to
the wearer and does not resist movement. Magic coursing through the body worries the Ooze
into shuffling increasing Arcane Spell Failure chance by 20%. The ooze provides the armor with
a specific bonus effect based on the type of Ooze used to make the armor.
Table: Ooze Species Effects
Generic No Price Increase
No special
properties

Black
Price Increased by 4,000gp
Pudding
Adhesive +2 on grapple checks

Gelatinous
Price Increased by 15,000gp
Cube
Every round of grappling, all others in grapple need to make a DC 20 Fortitude
Paralysis
save or become paralyzed for 2d6 rounds.

Grey Ooze Price Increased by 400gp


Clear Body +4 to Sleight of Hand Checks made to hide the armor.

Ochre Jelly Price Increased by 1,600gp


Sticky +4 to climb checks while worn.
Ooze Encasement has 20 hit points per inch of thickness and hardness 0.
Ooze Encasement does increase in cost for larger creatures, but, as it forms around the wearer, it
has no increase in cost for unusually shaped creatures. Should there normally be a need, any
armor made from Ooze Encasement has no need of being shaped for a wearer.

Type of Ooze Encasement Item Cost Modifier


Light Armor +1,000gp
Medium Armor +4,000gp
Heavy Armor +9,000gp

Orichalcum[edit]
Orichalcum is the fabled metal alloy of Utopia, used by ancient civilizations to construct
immense cities and technological marvels. Extremely desired for its ability to store, deflect,
absorb and release magical power, the secret behind the creation of orichalcum is closely
guarded by the ancients, although some contemporary sages and metallurgists claim to have
discovered the method of producing it, albeit in very small amounts.
Armor and Shields[edit]
Armor and shields fashioned from orichalcum can conduct and capture magical energy without
harming the wearer.
When wearing an orichalcum armor, the wearer gains spell resistance equal its HD + the armor's
armor bonus to AC.
When wearing an orichalcum shield, the wearer gains spell dampening equal to its shield bonus
to AC. Spell dampening (and subsequently power dampening) reduces the caster level of the
incoming spell for the purposes of determining how it affects the creature with SD, reducing its
effectiveness, duration, range and other effects.
For example, a creature with spell dampening (SD) 5 which is hit with a CL 10 fireball reduces it
to a CL 5 fireball, dealing 5d6 damage. Likewise, if struck by a CL 13 fireball, it becomes CL 8,
dealing 8d6 damage. If the caster level reduction would put the creature out of range for the
spell, the spell does not have an effect on the creature, even if it is affecting other, non-protected
creatures. Spells which have been reduced to caster level 0 or less are effectively negated.
Spell dampening applies to any spells and effects spell resistance applies to. If a creature has
both spell dampening and spell resistance, spell resistance is checked first.

Orichalcum armor and shields are heavy and ungainly. The maximum Dexterity bonus to AC
lowers by 1 (to a minimum of 0), the armor check penalty increases by 3, and the arcane spell
failure chance increases by 10%. Orichalcum armors or shields cannot be combined with magical
enhancements that lighten it, such as Twilight ArmorMIC.
Any spells that enhance armor or shields, like magic vestment and ghost touch armor, gain a +4
bonus to effective caster level and last twice as long when cast on an orichalcum armor or shield.
Weapons[edit]
Weapons fashioned from orichalcum can focus the energy of their magical enhancement, and
penetrate energy fields. An orichalcum weapon gains a +2 damage bonus for every point of
magical enhancement bonus it has, instead of +1. Due to their weight and hardness, orichalcum
weapons bypass hardness or damage reduction/adamantine up to 10. Any such damage reduction
or hardness greater than 10 counts as 10 lower when struck by an orichalcum weapon.
Orichalcum weapons ignore all deflection bonuses to AC, as well as some protective spells that
grant a shield bonus, such as shield and variants. Orichalcum weapons ignore shields.
Orichalcum weapons ignore all forms of damage reduction granted by spells or magic items.
Any spells that enhance weapons, like magic weapon, align weapon and holy sword, gain a +4
bonus to effective caster level and last twice as long when cast upon an orichalcum weapon.
Spells that target weapons do not count as an infused spell.
Miscellaneous[edit]
Charge-dependent magic items made from orichalcum are more powerful. They enhance the
output of any spell cast through them, and can maximally hold up to 20% more charges than
regular magic items of that sort. Wands and staffs created from orichalcum grant a +2 bonus to
caster level and a +1 bonus to the spell DC of any spell cast through them, and can hold up to 60
charges. Furthermore, due to ambient absorption of magical power, charge-dependent magic
items made of orichalcum regain up to 10% of their maximum charge capacity per day.
Statistics[edit]
A DC 35 Knowledge (architecture and engineering) check reveals that orichalcum is a
composition of roughly 74% iron, 19% tungsten, 5% gold, 1.6% proteum and trace amounts of
chromium, iridium, carbon and adamantine. A DC 45 Knowledge (architecture and engineering)
check is necessary to learn the particulars of its creation, which is a lengthy and intricate process.
Appearance-wise, orichalcum looks like a darker, smoother brass, producing a dull shine when
light is cast upon its surface. It is solid, strong, and very hard, but also quite heavy. With a
density of 11.43 metric tonnes per cubic metre, using it for armor and weapons is possible, but
results in heavy equipment. Still, for some people the trade-offs in mobility are well worth it due
to the natural properties the alloy possesses. Metal items fashioned from orichalcum weigh 40%
more than fashioned from ordinary iron or steel.
Orichalcum does not rust or corrode, not even from a rusting grasp spell. Orichalcum is always
masterwork.
Orichalcum has 36 hit points per inch of thickness and hardness 18.

Value[edit]
Orichalcum armor has the cost of five times an armor of its kind, plus 200 gp × (AC bonus)2.
Magic orichalcum armor has an additional cost equal to its enhancement bonus ×2,000 gp.
Orichalcum shields have a cost of 4,000 gp, plus 1,000 gp × (AC bonus)2. Magic orichalcum
shields have an additional cost equal to its enhancement bonus ×5,000 gp.
Orichalcum weapons have the cost of the base weapon +15,000 gp. Magic orichalcum weapons
add an additional 25% to their combined enhancement value.
Orichalcum wands and staffs have the cost of the base item +50%.
Orichalcum items are always masterwork.
Table: Orichalcum Armor and Shield Prices

Base Price Weight Max Armor Check Arcane Spell


Item
(gp) (lb) Dex Penalty Failure
Chain shirt 3,700 35 +3 -4 30%
Scale mail 3,450 42 +2 -6 35%
Chainmail 5,750 56 +1 -7 40%
Breastplate 6,000 42 +2 -6 35%
Splint mail 8,200 63 +0 -9 50%
Banded mail 8,450 49 +0 -8 45%
Half-plate 12,800 70 +0 -9 50%
Tremure 21,800 63 +1 -7 45%
Full plate 20,300 70 +0 -8 45%
Royal plate 28,200 84 +0 -12 60%
Hydraulic plate 38,800 140 +0 -12 60%
Iron juggernaut 64,200 280 +0 -22 90%
Light shield 5,000 8 — -3 15%
Heavy shield 8,000 21 — -4 25%
Tower shield 20,000 63 +1 -12 60%

Table: Orichalcum Magic Item Prices

Base Price Increase


Item (gp)
Bonus*
Armor Shields Weapons
+1 +3,000 +6,000 +2,500
+2 +8,000 +14,000 +10,000
+3 +15,000 +24,000 +22,500
+4 +24,000 +36,000 +40,000
+5 +35,000 +50,000 +62,500
+6 +48,000 +66,000 +90,000
+7 +63,000 +84,000 +122,500
+8 +80,000 +104,000 +160,000
+9 +99,000 +126,000 +202,500
+10 +120,000 +150,000 +250,000
*: Base enhancement
bonus plus special item
abilities.
Oxidium[edit]
Rust is the worst enemy of any metal blade, and the fear of the humble rust monster shows that
even the most epic of blades can crumble to the ravages of oxidation. With that in mind, most see
weapons forged from the unusual material known as oxidium and dismiss them as already
ruined, ancient and decayed. However, in spite of its corroded appearance, oxidium proves not
only to be a potent resister of rust but capable of inflicting damage upon other metal tools as
well.
Oxidium is a rusty, rough material much resembling iron oxide which is difficult to work with as
it naturally wants to form rough sandpaper textures. The Craft DC to make any item out of
oxidium rises by +5. Its found in deep caves and the underdark in close proximity to nests of rust
monsters, leading many to believe oxidium is actually some petrified waste product of the beasts.
Any weapon primarily composed of metal can be made as a oxidium weapon. Oxidium weapons
are immune to rust and acid damage, and deal an extra +1d6 points of damage to any object or
creature made of metal, or affected by the rusting grasp spell. This extra damage ignores the
hardness of the material. Oxidium also is toxic if pieces get inside the body. On a critical hit
against a living creature minute pieces break off the weapon and they must make a Fortitude save
DC 10 + 1/2 BAB + your attack modifier, or become afflicted by rockjoint, which takes effect
immediately. Weapons with a x3 critical get a +2 to the DC, and x4 gets a +4 to the DC.
If an attacker attempts to sunder an oxidium weapon, their weapon receives damage equal to the
weapon's base damage + 1d6. If this damage is enough to destroy the attacking weapon, the
sunder attempt fails and their weapon is destroyed. Oxidium shields are treated as weapons for
the purpose of how oxidium affects them.
Armor can also be made with oxidium. Such armor is also immune to rust and acid and often
grinds its rough edges together, increasing the armor check penalty by 2 points and arcane spell
failure by 10%. In return, natural weapons and unarmed strikes risk scratching themselves on its
rough surface and take 1d6 damage whenever they hit you. If they score a critical hit against you,
they are subject to rockjoint with the same DC as if you were attacking with an oxidium weapon.
Metal melee weapons that strike oxidium armor take 1 point of damage from corrosion, which
bypasses hardness. This makes oxidium armor very dangerous.
Oxidium needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, oxidium
weapons and ammunition have a +1 enhancement bonus on attack rolls, though the armor check
penalty actually increases by 2 instead of decreasing.
Oxidium has 10 hit points per inch of thickness and hardness 8.

Type of Oxidium Item Item Cost Modifier


Ammunition +40 gp
Armor +6,000 gp
Weapon +2,000 gp
Paleaves[edit]
Paleaves are special leaves treated alchemically to become almost as hard as steel while keeping
most of it flexibility. Often favored by druid and fey, paleave is used in the construction of some
weapons and armor. Any items (including armor or weapon) made of paleaves is capable of self-
repair, under sunlight it recover 1 hp of damage each minute on its own. Even if sundered and
destroyed, the pieces can be pushed back together for 3d6 rounds to reform the weapon as well
as restoring any magical properties it possessed.
Even when hardened paleaves is hard to make into proper weapons, only one-handed and light
weapon can be can be made from paleaves. A paleaves weapon or shield always deal slashing
weapon, no matter the weapon previous damage type has it weight halved. A paleave weapon
benefit from Weapon Finesse even if it not a light weapon and any two-weapon fighting penalty
is reduced by 1. A paleave projectile weapon has it maximum range increased by 20 feet in
addition to the normal weapon benefits.
Only armor that could be made of fabric can be made from paleaves, since it extremely flexible a
paleaves armor have it weight halved, count as an armor one category lighter (to a minimum of
light), a max dex bonus increase by 2, it armor check penalty is reduced by 3 and it arcane spell
failure by 10%. A character wearing paleaves has hide in plain sight and woodland stride while
you are in natural terrain.
Paleaves has 8 hit points per inch of thickness and hardness 10. Paleaves quarters bludgeoning,
electric, sonic , piercing, and acid damage, and halves all other damage except slashing, fire and
force damage, which deals full damage.

Type of Dordweave Item Item Cost Modifier


Robes/Armor +1500 gp
Weapons/Shield +750 gp
Other Items +25 gp/lb

Pearl[edit]
The lustrous pearl is said to have a calming effect that eases tension. Pearl used for crafting is
often compared to using crystal or stone. Occasionally, it is also called nacre.
An ideal material for use in aquatic environments. Long-lasting and available, pearl does require
effort properly utilize. This material isn't just those little round gems-of-the-sea, it's the shell too,
and therein lies the biggest cache of potential. From pieces of a clam's great shell to thousands of
small shells linked together to form chain mail, pearl gear is useful underwater where it doesn't
rust or degrade under the ravages of seawater. Pearl comes in four different varieties with
different colors and functionalities.
Table: Pearl Types

Color Hardness Weight Base Market Price Hit Points


White 8 100% ×2 25/inch of thickness
Black 8 75% ×3 25/inch of thickness

Copper-Red 12 100% ×3 30/inch of thickness

Blue-Green 12 500% ×2 30/inch of thickness

White[edit]
White pearl gear costs twice as much as standard gear. It can substitute for metal, wood or other
hard and inflexible materials. Once broken, only magic can mend a break (such as mending or
make whole). White pearl weighs the same as its standardly made counterparts. White pearl is
the most common form of pearl and is produced by many clams, scallops and oysters.
Black[edit]
Black pearl is slightly more difficult to craft with, requiring extra care when working with it.
Only studied hands craft with this material. Armor Check Penalties for black pearl armor are
reduced by one as all black pearl items must be masterwork items. Arcane Spell Failure reduces
by 10%. Armor’s Maximum Dexterity Bonus is improved by 1. Black pearl gear costs three
times as much a normal gear (plus the masterwork component). Black pearl is less common than
white pearl, as it originates from only a few kinds of oysters.
Copper-Red[edit]
Copper-red pearl is a marvelous material, being beautiful, hard and resilient. It is occasionally
mistaken as aged metal, glazed ceramic or bloodstone in appearance, often surviving a long age
of use and being handed down among later generations (or ending up in private collections or
museums). This pearl is tougher than white pearl. These items are always masterwork items and
cost three times as much as normal items (plus the masterwork component). Energy damage
sources (acid, cold, electricity, fire, sonic) deal one-quarter damage to copper-red pearl; divide
the damage dealt by 4 before applying the hardness. Copper-red pearl is harvested from the
knight conch, which are slow growing as well as rare.
Blue-Green[edit]
Possessing a fanciful iridescent luster, blue-green pearl is a wonderful jewel, but unusually dense
and heavy. This pearl is primarily used in the manufacture of the great staff as it is far too
cumbersome and expensive for widespread usage. It's slick surface and density make it
particularly viable in weapon ammunition underwater. Thrown weapons and other ranged
projectiles made of blue-green pearl take only a –1 penalty on attack rolls for every 5 feet of
water they pass through (instead of –2 as per normal ranged underwater attacks).
Blue-green pearl is typically harvested from an uncommon abalone that prefers cold water sea
caves. Huck limpets also produce blue-green pearls.
Pearl Gear[edit]
It is difficult to resize a suit of armor made from pearl without using magic to alter it. Any check
made to resize a suit of pearl armor for a new wearer (without proper magical aid, such as a pearl
shape) suffers a –6 penalty.
Plaguewood[edit]
Plaguewood is a unusual material, it always look drenching wet and has a greenish hue. It smell
faintly of rot and flies seem attracted to it. Well polished plaguewood can be used as a material
to make weapons and shields, although it seem to be rotting it is in fact harder than most type of
wood. Plaguewood itself is only found on lands cursed by poison and disease and is the
equivalent of a undead plant, thus positive energy deal damage to plaguewood while negative
energy repair it, it can also be repaired as an object. If at least 10 point of negative energy is
inflicted to a broken magical plaguewood weapon or shield it will regenerate all it magical
qualities.
Plaguewood weapon deal an extra +1d6 poison damages, additionally on a critical threat it deal 2
points of strength and constitution damage. On a critical hit a plaguewood weapon deal an
additional 2 point of strength and constitution drain. A creature immune to poison and disease is
immune to the ability damage and drain.
Plaguewood shield crawl with bugs and other nasties, striking a creature with a plaguewood
shield with a melee attack deal poison damages based on the shield size. A light shield inflict 1d6
poison damages, a heavy shield inflict 2d6 poison damages and a tower shield inflict 3d6 poison
damages. Additionally if a creature struck the bearer of the shield with an unarmed attack or
natural weapon it start crawling with poisonous bug, dealing 1d4 poison damage each turn. A
creature may attempt a reflex save to end the the effect as a standard action (reflex save DC 10
+1/2 shield's user base attack bonus + shield enhancement bonus).
Wearing a plaguewood armor is a bad idea.

Type of Plaguewood Item Item Cost Modifier


Ammunition +30 gp
Light Shield +2,500 gp
Heavy Shields +4,000 gp
Tower Shields +5,500 gp
Weapon +4,000 gp

Prismlight[edit]
A light absorbing and emitting crystal, prismlight is grown on the edge of the quasi-elemental
plane of radiance and mineral. The material grows rapidly but is extremely hard to stabilize, it
shatters into bursts of radiation on a touch. Only through strange methods can one stabilize it,
and even more difficult effects to have it grow into the desired shapes you need to generate
weapons and armor. Stabilized prismlight crystals can both absorb radiation, transform it, and re-
emit it.
Any weapon primarily composed of metal can be made as a prismlight weapon. They are glassy
and transparent with sharp angular edges, and emit soft rainbow colors when exposed to ambient
light. A prismlight weapon can absorb a [Light] spell as an immediate action. The user may
make a dispel check to remove the effect, using their character level as their caster level + the
weapon's enhancement bonus. If successful the weapon becomes "charged" and begins shining
with rainbow hues. A subsequent attack with a charged prismlight weapon can discharge its
energy as a free action, dealing 2d6 points of light damage per spell level of the absorbed light
spell. They may also fire it as a ray effect out to Medium range as a standard action, dealing 2d6
of damage per spell level absorbed. It is a supernatural ability which does not provoke attacks of
opportunity. Either use causes the prismlight weapon to go transparent and glassy, ready to
absorb another light spell. A charged prismlight weapon can still absorb light spells, but the
original absorbed spell is lost and replaced by the new spell. Shields are counted as weapons for
this purpose.
If a prismlight weapon is sundered, it explodes dealing 4d6 points of slashing damage to all
creatures in 10 ft, no save.
Armor can also be made with prismlight. Such armor provides protection against radiation, and
can emit waves of microwave radiation itself. When exposed to light it generates an aura of heat
out to 10 feet. Normal sunlight deals 1 point of nonlethal fire damage a round, while light spells
deal 2d6 points of fire damage per spell level for 1 round. If in an area effect with a duration,
such as daylight it will last as long as you are in the area. Of course, the downside is that this
cannot be shut off without somehow obscuring the armor from light. In addition, you gain your
armor bonus on saves against [Light] spells. The armor takes on a heavy chunky appearance
when made of prismlight; weight is increased by 50%, Maximum Dex is reduced by 1, and
armor check penalty rises by 2.
Prismlight is so costly that weapons and armor made from it are always of masterwork quality;
the masterwork cost is included in the prices given below. Thus, prismlight weapons and
ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of urukke
steel armor is lessened by 1 compared to ordinary armor of its type.
Prismlight has 15 hit points per inch of thickness and hardness 8.

Type of Prismlight Item Item Cost Modifier


Ammunition +60 gp
Armor +12,000 gp
Shields and Weapons +3,000 gp

Proteum[edit]
This illustrious metal carries a dark sheen, seemingly absorbing most of the light that falls upon
it and reflecting but little. It carries a dark gray color, but behind its commonplace appearance
lurks an ancient, forgotten power. In its raw state, proteum has the ability to draw forth substance
from aether and protomatter, leading it to be a powerful catalyst to the natural formation of
planes. Arcane physicists even theorize that this metal played a great part in the formation of the
known cosmos itself due to its properties, and was therefore styled with the man-given name
'proteum', signaling that it may indeed have very well been the first metal, if not the first solid
that ever existed. Regardless of its allegedly enigmatic origins, proteum's reputation as a super-
rare, super-heavy and extremely potent material is well-deserved. Proteum is not very useful for
creating weapons due to its extreme weight and rarity, but the power it contains and its extreme
durability leads it to be used in the creation of certain powerful artifacts.
Properties: Proteum comes in raw form, and when molded is known to possesses two distinct
allotropes. Raw proteum, otherwise known as mineral proteum, has the ability to draw in
substance, either through a gravitational field or through the shaping of ethereal vapors and
proto-matter. Refined proteum - the metal, otherwise simply called proteum - no longer has this
ability, but is prized by all arcanists for its incredible ability to draw in raw arcane power from its
surrounding environment instead. Proteum is able to tap into the Weave directly, and can store
enormous amounts of arcane power as well as release it in desired quantities. The second known
material state of proteum is rarest, and is known as crystalline proteum or energized proteum. In
this state, the underling particles are aligned in a crystalline grid. Crystalline proteum is many
times as capable of drawing upon the Weave as its normal counterpart and is used by more
advanced arcane societies to power their cities. One pound of crystalline proteum (which about
equates to half a cubic inch) harnessed in a generator can power most domestic arcane appliances
in a small town. Larger quantities, although exceedingly rare, can even be used to keep a city-
sized skyship airborne indefinitely. Because proteum in all its forms is merely a catalyst to draw
forth arcane energy, as a power source it is theoretically indepletable.
Shaping Proteum via Wish: Manipulating proteum is beyond usual mortal capacity. Proteum
can be called into existence or shaped via the use of a wish spell cast by a character or creature
with a caster level of at least 21. If the proteum is created with the spell, a second wish is needed
to shape it. Upward to 100 pounds of proteum plus 100 additional pounds for every 5 caster
levels over 20 can be created or shaped in this way (in case of crystalline proteum, only 1 pound
plus 1 pound per 5 caster levels over 20). No lesser spell can create or manipulate proteum; not
even true creation, although epic spells might have that ability.
Shaping Proteum via epic crafting: An epic character can craft and manipulate even proteum
with a successful Craft (metalworking) check. To do so, add a base +100 to the craft check. For
every cubic foot of proteum thusly manipulated, the crafter expends 1,000 XP.
1 cubic foot of solid proteum weighs 4,000 lb (64.13 metric tonnes per cubic metre). This makes
it roughly eight times heavier than steel. When items that are usually made of steel are made of
proteum, multiply the item's weight by a factor 8. Proteum items are always masterwork. To
figure out the item's new price increment, take the usual masterwork price and add 1,000 gp for
every pound of the item's new weight. Crystalline proteum is worth 100,000 gp per pound of
weight. Proteum in any of its forms is largely unusable for the crafting of arms and armor, and
any weapon so created would be an improvised weapon.
Raw, refined and crystalline proteum has 100 hit points per inch of thickness and a hardness of
100 that cannot be bypassed by any means, including with adamantine weapons.
Crystalline Proteum and Charges: Due to its unique ability to draw in arcana and filter it into
the operation of magic items, crystalline proteum can actually help a charge-dependent item
recover charges. For every pound of crystalline proteum imbedded into a charge-dependent item,
the item recovers a number of charges equal to the charge requirement of the highest-level
imbued spell every day.
Crystalline Proteum and Anti-Magic: More than just able to channel magical power,
crystalline proteum can actually supply the basic conditions in nature required for magic to
propagate. Even in areas where those conditions are absent, such as in a dead magic zone or an
antimagic field, spells powered by or cast through a crystalline proteum focus function normally.
Crystalline Proteum and Metamagic: The crystalline allotrope of proteum can be used as a
material focus to aid in metamagic enhancement of certain magic items. One proteum crystal can
imbue one designated spell with one designated metamagic enhancement. Crystalline proteum
can emulate one effective spell level per pound of weight for the purpose of metamagic
enhancement, so one proteum crystal used in this manner has a minimum weight in pounds equal
to the increase in spell level that the metamagic normally requires. Spell levels emulated by
proteum crystals do not count towards actual spell level.
Double Metamagic: Unlike many other effects, crystalline proteum possesses enough
potency to stack a metamagic enhancement on top of a spell that is already enhanced with the
same metamagic. For instance, an already empowered spell can be empowered a second
time. A second application of the same metamagic feat increases the relevant values and
modifiers of the spell in a similar amount and fashion. Even proteum can not apply the same
metamagic feat more than twice. The table below details the difference in single application
and double application metamagic spells with relation to the original, unenhanced spell.
Table: Proteum-Enhanced Metamagic

Effects Proteum Crystal


Metamagic Feat1
Single Application2 Double Application Weight

Numeric variable spell Numeric variable spell


Empower Spell 2 lb.
effects ×1½ effects ×2
Enlarge Spell Spell range ×2 Spell range ×3 1 lb.
Extend Spell Spell duration ×2 Spell duration ×3 1 lb.
Heighten Spell HYPERLINK
"/wiki/SRD:Heighten_Spell"HYPERLINK
Increase effective Increase effective
\l " HYPERLINK 1 lb./extra spell level
spell level up to 9th spell level above 9th
"/wiki/SRD:Heighten_Spell"3

Burst, emanation, line Burst, emanation, line


Widen Spell 3 lb.
or spread ×2 or spread ×3
Enhance Spell HYPERLINK
"/wiki/SRD:Enhance_Spell"HYPERLINK
+10 (or +5) to spell +20 (or +10) to spell
\l " HYPERLINK 4 lb.
damage cap damage cap
"/wiki/SRD:Enhance_Spell"4

1. Maximize Spell,
Quicken Spell,
Silent Spell and
Still Spell do not
benefit from
double
metamagic.
2. If single
metamagic
application
boosts the
effective spell
level above 9th,
the magic item is
epic, has a caster
level of 21st for
10th level or 2
levels
over 20th for
every cumulative
spell level above
10th, and has the
Improved Spell
Capacity epic
feat added to it.
3. Double
application of
Heighten Spell is
epic. To heighten
a spell level
above 9th, the
item contains
Improved Spell
Capacity and
must have a
caster
level of at least
21st (see 1).
Furthermore,
double the
weight of the
proteum crystal
and add the
Improved
Heighten Spell
feat to the magic
item.
4. Epic metamagic
feat. Item caster
level must be at
least 21st, and
item must
contain the
prerequisite
Maximize Spell
feat.
Cost: Proteum-enhanced metamagic can only function inside magic items. In order for it to
function properly, the magic item needs to contain the spell in question as well as the
metamagic feat required for it to function, and the item's caster level must meet the caster
level prerequisite of the metamagic feat in question. If the metamagic feat in question
requires other metamagic feats as prerequisite, those must be added to the magic item as
well. Adding a metamagic feat to a magic item is an enchantment that confers a base cost
increase of +5,000 gp per additional effective metamagic spell level (for example +10,000 gp
for Empower Spell). An epic metamagic feat multiplies this cost increase by 10. The cost of
adding Heighten Spell to a proteum based magic item depends on the number of spell levels
gained. To add epic spell levels, the spell in question must be heightened to 9th level with
Heighten Spell, before adding Improved Heighten Spell at a cost of +50,000 for every spell
level above 9th. Adding Improved Spell Capacity costs an additional 200,000 gp. Halve the
costs in this paragraph if the magic item in question functions with charges.
To ascertain the cost a proteum based metamagic magic item, the costs attained from this
section are added to the cost of the crystalline proteum, using both the item's caster level and
the resulting spell level for the cost of the spell itself.
Example: Let's say epic wizard Bob is bored, and wants an epic rod that functions as a wand
that shoots fireballs, and wants them to blanket a great area so that it can sate his lust for
arson. He use double application of Widen Spell to attain a blast radius of 60 ft., as well as a
single Enhance Spell to increase the damage cap of the spell to 25d6. Add Widen Spell
(+15,000 gp), Maximize Spell (+15,000 gp) and Enhance Spell (+200,000 gp) to the item and
give it Caster Level 25th to make use of our pumped-up damage cap. The combination of
Widen Spell and Enhance Spell increases the effective level of the fireball spell to 10th,
which is proportinally epic. Add Improved Spell Capacity (+200,000 gp). Since we're dealing
with an item that works with charges, halve the costs of the interned feats. (+7,500 gp,
+7,500 gp, +100,000 gp, +100,000 gp).
For double application of Widen Spell, a proteum crystal weighing 3 lb. is required
(+300,000 gp). The crystal is attuned to the combination of the fireball spell and the Widen
Spell metamagic feat contained within the rod and can only be used in respect to that
combination. The proteum may or may not require a wish to shape.
The cost of the spell itself is the main enchantment and is dealt with as a wand. 750 × 10
(spell level) × 25 (caster level) × 10 (epic) = 187,500 gp. The cost of the proteum crystal is
fixed, and remains at 300,000 gp. The other enchantments have their costs increased by one
half (+11,250×2, +150,000×2). Bob's rod of epic blasting is ready for construction, and its
value will be 810,000 gp (405,000 gp + 32,400 XP).
Psionis Fiber[edit]
Psionis fiber is an unusual variant of dordweave. During fabrication, microscopic deep crystal
fragments are inserted between the microlayers, forming patterns of psionic leylines within the
fabric. Psionis fiber has the same the same properties as dordweave, with the following
additional benefits:
A psionically focused creature wearing psionis fiber armor has one temporary power point at the
beginning of her turn. This temporary power point vanishes and is replaced at the beginning of
your next turn if not used. This power point is suitable for use in powers, feats, and items as
normal, but not for any item or ability which stores power points in reserve for longer than 1
round (such as cognizance crystals) as the unstable energy quickly dissipates.
Weapons made of psionis fiber gain the benefit of both deep crystal and dordweave.
Additionally, psionic powers that target the weapon gain a +1 bonus to manifester level.

Type of Dordweave Item Item Cost Modifier


Robes/Armor +6,000 gp
Weapons +3,000 gp
Other Items +30 gp/lb

Redstone[edit]
On a strange stable demiplane drifting between the pull of Mechanus, Acheron, and the Outlands
is a strange cubic planet full of stranger materials. One of these materials is a bright crimson
crystal known as redstone, which reacts to kinetic force by the outpouring of light and electric
energy and whose dust and subsequent forged shapes prove useful in many magitech societies.
For redstone both carries a charge, emits energy, and yet also is its own insulator making it safe
to touch by bare hands without rubber exteriors. The initial form is that of a semi-fragile crystal
(though still of a hardness where metal tools are required). When broken it shatters into sand-like
grains known as redstone dust. These grains are often mixed with a resin to maintain shape
(though it can be applied directly) and painted onto surfaces. The material conducts electricity
and magical energies and transfers it across large distances, while emiting a safe field of energy
from it out to 5 ft. Objects which can be powered by such energy automatically turn on when
exposed to this field, allowing electronic devices to run without a battery or linked power source.
On its own, the powdered or resin versions of redstone do not generate any energy of its own and
must always be connected to some source of power.
When exposed to compressive or kinetic forces, it converts this force into electrical energy and
light which it then emits. If rapidly compressed with a great deal of energy, the energy becomes
trapped inside as it fuses into a sandstone-like substance which maintains shape and is as durable
as stone. It's this form of redstone which is shaped into weapons and armor, typically making
blocks of redstone which are then magically altered into shape with stone shape or carved. These
redstone blocks constantly emit a low but persistent charge of energy. It has the appearance of a
glossy red sandstone.
Any weapon primarily composed of metal can be made of redstone. Redstone is considered
stone, and is unaffected by rust. When the weapon strikes with any force, it glows bright red,
lighting the area as a torch for 1 round and dealing +1d6 electric damage to its target. This stacks
with other forms of electric damage. They are super effective against metal objects as well, and
enjoy a +2 bonus to attack against creatures in medium or heavy metal armor, heavy or tower
metal shields, and creatures made largely of metal.
Armor can also be made with redstone. Such armor gives resistance to electricity and untyped
magic damage (such as from an eldritch blast). Light armor and bucklers grant resistance 3,
medium armor and light and heavy shields give resistance 6, and heavy armor and tower shields
give resistance 10. The resistance from armor and shield stack, though they do not stack with any
other source except armor and shield enhancements which grant it. Whenever a creature is stuck
by a physical attack, they shed light as a torch for 1 round.
Redstone needs special preparation, so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, redstone
weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check
penalty of redstone armor is lessened by 1 compared to ordinary armor of its type.
Redstone has 10 hit points per inch of thickness and hardness 8. It is immune to electric and
untyped magic damage, takes half damage from all energy damage except cold, and full damage
from cold before hardness.

Type of Redstone Item Item Cost Modifier


Ammunition +80 gp
Light Armor & Bucklers +1,700 gp
Medium Armor & Shields +5,300 gp
Heavy Armor & Tower Shields +10,500 gp
Weapon +4,000 gp
Redstone Wiring (per 5 ft) +20 gp

Reinforced Concrete[edit]
A very versatile and useful building material, reinforced concrete is cheap and strong. It is made
from concrete usually reinforced by rebars or other material to deal with tensile issue with the
base concrete. Reinforced concrete is generally poor at making weapons and armor, although it is
possible. Such equipment is much heavier, not due to the weight of the material but to the
increase in thickness needed to make it possible.
What reinforced concrete really excel at is at being the base of building and fortification. As it is
reinforced concrete possess much higher hit point per inch of thickness compared to stone,
making it much better (although arguably worse looking) than it brick and sculpted stone
counterpart.
In general a weapon made of reinforced concrete is worse than it steel counterpart, a weapon
made of concrete only deal bludgeoning no matter what the base weapon's damage type was. The
weight of any weapon made of concrete increase by 50%.
A reinforced concrete armor is much heavier, quadruple the weight and decreasing the max
dexterity bonus by 2, increasing the armor check penalty and arcane spell failure by 5 and 25%.
While wielding a reinforced concrete shield you take a -2 penalty to attack, which stack with the
penalty for using a tower shield. In exchange the armor Bonus or shield bonus increase by 1 and
it grant DR 1/Bludgeoning for light armor or light shield, DR 2/Bludgeoning for medium armor
and heavy shield and DR 3/Bludgeoning for heavy armor and tower shield

Type of Reinforced Concrete Item Item Cost Modifier


Ammunition +5 gp
Light Armor and Light Shield +300 gp
Medium Armor and Heavy Shield +500 gp
Heavy Armor and Tower Shield +1000 gp
Weapon +200 gp
Building and Fortification x1.5 of base price
Reinforced Concrete has 30 hit points per inch of thickness and hardness 9.

Reinforced Plastic[edit]
This form of plastic, surprisingly, can be made into useful weapons and armor. Reinforced
plastic is a form of toughened plastic that is enhanced by mixing other materials into key areas.
Some types of reinforced plastic are less refined (glass, fiber and steel), these types are slightly
weaker than their metal or wooden counterparts. Druids may not use plastics due to the artificial
properties.
Reinforced plastic is immune to acid, electricity and rust (excluding the steel form). Reinforced
plastic is always considered masterwork, thus plastic weapons and ammunition have a +1
enhancement bonus on attack rolls, and plastic armor and shields have a +1 enhancement bonus
to AC; the masterwork cost is included in the prices given below. The more refined diamond and
Kevlar reinforced plastics have an added bonus to attack and AC.
Plastic equipment weighs ¼ what is normal, thus: heavy armors are treated as medium, and
medium armors are treated as light, but light armors are still treated as light. Arcane Spell Failure
for armors and shields made from plastic are decreased by 15%, maximum Dexterity bonus is
increased by 3, and armor check penalties are lessened by 3 (to a minimum of 0), yet speed
remains unchanged. Also two-handed weapons are treated as one-handed, one-handed weapons
are treated as light, but light weapons are still treated as light (not unarmed).
First choose your refinement type.
Reinforcement
Cost Hardness hp Special
Type
Glass1 +200gp 4 6 -1 to damage rolls
-1 to damage rolls (if weapon) or -1
Fiber2 +300gp 4 8
fortitude and reflex saves (if armor)
Steel3 +550gp 5 10
Diamond1 +800gp 5 18 +1 to attack rolls
+1 to attack rolls (if weapon) or +1 to
Kevlar2 +1200gp 5 24
armor class (if armor)
Weight ¾ normal, fixing: ASF
3
Concrete +2200gp 6 30 deduction to 5%, Dex ceiling increase
to 1, and ACP deduction to 1.
1. Glass (or
diamond
) shards
are
mixed
into the
cutting
portion
of the
blade;
can only
be
applied
to
slashing
and
piercing
weapons
.
2. Fiber (or
Kevlar)
is mixed
into the
joints
and
weaker
parts of
the
object;
can only
be
applied
to armor
and
bludgeon
ing
weapons
.
3. Steel (or
concrete)
is mixed
into the
cutting
portion
(if a
slashing
or
piercing
weapon),
or joints
and
weaker
parts of
the
object (if
armor or
a
bludgeon
ing
weapon).
Then add the object type that you want to form into plastic.

Object Type Cost


Ammunition +25gp
Light Armor, Light and Heavy Shields; Simple Weapons +250gp
Medium Armor and Tower Shields; Martial Weapons +500gp
Heavy Armor; Exotic and Ranged Weapons1 +1000gp
Other +50gp/lbs
1. Use the higher value (i.e. if martial ranged, treat as
ranged).
You then have the option of adding any of the following customizations:
• Bubbles: bubbles can be added to any type of plastic to allow the object to float in water.
Plastic altered in this fashion cannot buoy more than its weight, gives no bonuses to
swimming, and has its hardness decreased by one. This increases total price by 25gp.
• Window: shields may be made semi-transparent, allowing for one to see through them.
The plastic is not completely clear, with an inherent -2 penalty to spot checks; and is
slightly weaker, with its hardness decreased by one. This increases total price by 50gp.
• Handle: shield and weapon handles can be given texturing or finger grooves for stronger
grip; increasing the chance to resist being disarmed by 4, and giving a +2 bonus to
damage rolls. This increases total price by 75gp.
• Resistant: armor and shields can be made air cold and water resistant, by thickening and
adding rubber sealing. This gives one +5 resistance to all three; and also increases
hardness by 1 and HP by 10. This increases total price by 200gp. One can improve the
resistance boost to +10 (for a total of 400gp), or +15 (for a total of 800gp) (however, this
does not increase hardness or HP).

Resistite[edit]
A electric resistant composite material which has been crafted into a solid whole, resistite is a
potent defense against electricity, and a potent destroyer of air-based creatures. This material is
actually two materials, the actual resistite stone and strips of copper wiring which criss-cross its
form. It is dull gray, and when subject to electromagnetic activity its wires glow brilliant
gridmarks of light over its surface. The stone has a faint acidic oder and irritating to the skin in
long-duration contact, so the interior of armors are always padded appropriately. It is formed of
of both stone and metal, but its metal components are so minor that it does not count as metal
armor for the purposes of effects and abilities which rely on it.
Any weapon primarily composed of metal can be made as a resistite weapon. They are
particularly effective against creatures with the air subtype, dealing an extra 5 points of damage
to such creatures. Resistite weapons count as acid damage for the purpose of bypassing
regeneration when beneficial. Weapons made of resistite gain a 10% discount on the Terran,
Corrosive, and Corrosive Burst enchantments. Resistite has 10 hit points per inch of thickness
and hardness 15.
Armor can also be made with resistite. Such armor usually appears heavy and dense, with large
blocky shapes. It is however no heavier than steel. The armor grants electric resistance which has
the unique property of stacking with other forms of electric resistance. Light armor gains electric
resistance 3, medium armor gains electric resistance 6, and heavy armor gains electric resistance
10. If the electric resistance of the creature ever exceeds 35 points, they gain electric immunity
instead. Armor made of resistite gain a 10% discount on any enhancements which grant electric
resistance. Creatures with evasion wearing resistite armor may use the evasion ability against
electrical damage, even in heavy armor. Shields count as light armor for the purposes of benefits.
Resistite is so costly that weapons and armor made from it are always of masterwork quality; the
masterwork cost is included in the prices given below. Thus, resistite weapons and ammunition
have a +1 enhancement bonus on attack rolls, and the armor check penalty of resistite armor is
lessened by 1 compared to ordinary armor of its type.
Type of Resistite Item Item Cost Modifier
Ammunition +48 gp
Light armor +1,200 gp
Medium armor +4,800 gp
Heavy armor +10,800 gp
Shield +1,200 gp
Weapon +2,400 gp

Saltstone[edit]
On the quasi-elemental plane of salt, the many layers of dried sea salt are compressed in
increasingly deeper and denser depths. At the base, the sea salt fuses into something like
sandstone. Mixed with the particular properties of the plane, it can be mined and sculpted into
various forms for use in weapons and armor. Saltstone counts as stone, not metal, and is always
bone dry even when exposed to water.
Any weapon primarily composed of metal can be made as a saltstone weapon. Saltstone is
brittle, but is devastating against any form of moisture and moisture-bearing creatures. The
weapon deals an additional +2 points of desiccation damage which can only be cured through
drinking liquid. The weapon also causes extreme pain, causing creatures to suffer a -2 penalty on
attack, damage, and AC for 1 round after being struck. Creatures with the [Water] subtype or
unusually liquid-heavy creatures double the desiccation damage and the penalty. Creatures which
do not feel pain and creatures with no vital amounts of water, such as most constructs and
undead, do not take this extra damage or pain effect.
Armor and shields can also be made with saltstone if they normally would be made out of metal.
Armor and shields give a +4 bonus on saving throws against [Water] effects and spells, and
creatures of the water subtype or unusually liquid-heavy creatures which strike you with natural
weapons or unarmed strikes take 5 points of damage with every blow. However you have a -4
penalty on saves against desiccation effects such as horrid wilting. Lastly, you taste terrible to
most creatures, gaining a +4 bonus to AC against bite attacks and dealing 5 damage as if they
were a [Water] creature. Saltstone armor and shields do not have their effects stack, but the recoil
damage for certain creatures and recoil damage from biting stack.
Saltstone is so costly that weapons and armor made from it are always of masterwork quality; the
masterwork cost is included in the prices given below. Thus, saltstone weapons and ammunition
have a +1 enhancement bonus on attack rolls and 1 less armor check penalty for armor and
shields.
Saltstone is particularly brittle, with 5 hit points per inch of thickness and hardness 8. It quarters
cold and fire damage, takes half from electricity and force, is repaired from acid damage, and
takes full damage from sonic. The shatter spell treats it as crystal. It can get briefly wet, but if hit
by a constant flow of water it takes 1d6 damage a round, or 10d6 when submerged.

Type of Saltstone Item Item Cost Modifier


Ammunition +42 gp
Armor and shields +1,000 gp
Weapon +2,100 gp

Scorched Iron[edit]
Legend tells of a tale of a greedy king who coveted iron, and in the end was so burdened with his
heavy treasures that he sank into the earth and was swallowed by its infernally hot core.
Supposedly this is the origin of the material known as "scorched iron", a type of iron found deep
within molten veins of earth in a certain former dwarven territory. Scorched iron, unlike normal
iron, does not transmit heat well. Yet it has an incredible capacity to store heat and an impossibly
high melting point, making it a potent defense against heat and a battery for heat at the same
time. Many a dwarf has lost a life mining the substance, finding seemingly cool iron only to find
a thin superheated layer of iron below it holding back a lava flow. It appears as normal iron, yet
scorched dark and black, the color of soot. It seems abnormally heavy, and even when subject to
the most violent temperatures it barely rises above a dull cherry red glow. It is difficult to work
with due to its high temperature and so its often hammered vigorously, not unlike cold iron,
though the temperatures involved are anything but cold.
Any weapon primarily composed of metal can be made as scorched iron weapon. Scorched iron
weapons count as cold iron weapons for the purposes of bypassing damage reduction. It doubles
the weight of items, but is able to store heat energy within it. If the weapon is exposed to fire
damage (including if you are struck by a fire attack) it stores the fire damage within it, up to 100
points of fire damage. Each hit with an scorched iron weapon deals up to 5 points of fire damage
on each attack until its reserve of stored heat is depleted. Weapons made of scorched iron gain a
10% discount on any enhancements which deal fire damage.
Armor and shields can also be made with scorched iron. Armor and shields have their weight
doubled, their Max Dex reduced by 1 (minimum 0), and their armor check penalty increased by
+50%. Such armor or shields provides energy hindrance fire based on the type of armor or
shield. Bucklers, light shields, and light armor have hinder 10%. Heavy shields and medium
armor have hinder 25%. And tower shields and heavy armor have hinder 50%. Hindrance
overlaps, it does not stack. Armor and shields made of scorched iron gain a 10% discount on any
enhancements which grant fire resistance.
Scorched iron is so costly that weapons and armor made from it are always of masterwork
quality; the masterwork cost is included in the prices given below. Thus, scorched iron weapons
and ammunition have a +1 enhancement bonus on attack rolls, though the armor check penalty of
scorched iron armor and shields actually increase.
Scorched iron has 15 hit points per inch of thickness and hardness 10. Against fire, its hardness
is 100, making it almost impossible to damage with fire.

Type of Scorched Iron Item Item Cost Modifier


Ammunition +160 gp
Light armor, bucklers, or light shields +1,000 gp
Medium armor or heavy shields +4,000 gp
Heavy armor or tower shields +9,000 gp
Weapon +8,000 gp

Shadowskin[edit]
Woven from threads of quasireality torn from the Plane of Shadow, shadowskin is an expensive
fabric highly valued by those who stalk in the darkness. Shadowskin shimmers and seems to
flow and vibrate as if made of thousands of tiny tentacles with fuzzy edges, slightly translucent,
and always dark and non-reflective no matter the lighting conditions. Any non-metal clothing or
armor can be made of shadowskin, and those who wear it gain the ability to Hide in Plain Sight
as a Shadowdancer or Assassin. Shadowskin clothing and armor costs 9000g.
Certain cloth or leather items, such as backpacks and pouches, may also be made of shadowskin
for 500g per pound (minimum 500g). Such a item gains +4 to sleight of hand checks to conceal
it.
Shadowskin has 5 hit points per inch of thickness, hardness zero, and a 20% miss chance on any
attacks directly targeting it. This miss chance only applies to attacks on the item and not anyone
wearing the item.

Alchemically-Inverse Silver[edit]
When alchemically alloyed with mithral, its flexibility grants increased resistance to physical
damage.
This metal, too malleable to be useful on its own, is infused into mithral items to create an
alchemical alloy, often called "moon silver", "moonglow silver" or "maiden's silver". The mithral
component is enhanced by this process, remaining solid but flexible. Such items return to their
forged shapes after being bent. Physical damage against moon silver is reduced by half after
hardness.
Freshly alloyed items shimmer with a mirror-like surface. However, over time, a patina of
iridescence develops, allowing such items to be identified easier.
Ammunition made of alloyed alchemically-inverted silver is less likely to break upon use.
Ammunition has a 10% chance of being destroyed regardless of a hit or miss.
Items not primarily composed of metal are not meaningfully affected by being partially made of
moon silver. Hardness and HP are calculated by their mithral construction.
Ingots of pure alchemically-inverted silver are often available from alchemists and money-
changing guilds where it is traded as a commodity for 20 gp per pound. The alchemical process
to infuse this metal into mithral costs 20 gp per pound and is often carried out in an alchemy lab
(with equal parts mithral needed). Moon silver items cost 40 gp more per pound of metal in their
construction. The weight of such items is no different than their mithral counterparts as the
alchemical alloying process creates worthless substrate waste from the differing remaining
weights of the added inverted silver component.
Moon silver has 30 hit points per inch of thickness and hardness 15.
Alchemically-Inverse Silver Alloyed-Mithral Projectile Costs[edit]

Type of Item (Amount) Item Cost Hardness Hit Points


Arrows (20) 541 gp 5 2
Crossbow Bolts (10) 541 gp 5 2
Crossbow Bolts, Repeating (5) 541 gp 5 2
Bullets, Sling (10) 540 gp 1 sp 15 5
Shuriken (5) 291 gp 15 5

Solarite[edit]
Solarite crystals are the remnants of ancient supernovae, blasted across the galaxy by the intense
force of their creation. Solarite is a highly energetic, variably radioactive, and — when handled
correctly — easy and safe form of energy. When used as cores in radiation-shielded power cells,
solarite is a highly stable and sought after energy source within spacefaring societies. It is rare in
the outer rim of galaxies, but quite commonplace closer to the core.
Solarite is always crystalline in nature. Its lattice is octahedral. Generally, a solarite power cell
can be used to power anything that requires a fusion cell.
Types of Solarite[edit]
Since solarite is the byproduct of dead stars, it comes in many different forms and energy levels.
Table: Types of Solarite

Energy Effective
Type Radiation level Value/lb. (gp)
(Charges)1 Value/charge (gp)
Depleted — Insignificant 500 —
Red 200 Very Mild 3,500 17.50
Yellow 500 Mild 12,000 17.14
White 1,300 Average 33,000 16.50
Blue 3,200 Dangerous 82,000 15.77
Black 8,000 Extreme 198,000 15.00
1. The total
amount of
energy
contained.
20 solarite
charges are
equal to
one fusion
cell worth
of energy.
The values
in the table
are
cumulative,
as higher
tiers of
solarite
decay into
lesser ones.
These
numbers
are for 1
pound of
fully
charged
solarite.

Depleted Solarite[edit]
Solarite with no remaining charge of its own, depleted solarite is the color of burnt caramel, and
lacks the luster of regular solarite. It is still faintly radioactive, but to an as good as harmless
level. While it cannot be used as fuel, depleted solarite can be used as a fusion catalyst. A fusion
cell lined with 2 pounds of depleted solarite lasts three times as long before needing a recharge.
Red Solarite[edit]
Byproduct of dwarf novae, the weakest form of naturally occurring solarite bears a reddish hue.
It casts faint red light in a 10-foot radius of shadowy illumination.
When completely used up, it becomes depleted solarite.
Yellow Solarite[edit]
Byproduct of the death of Sol-sized stars, yellow solarite has a brilliant golden sheen and is by
far the most common. It casts mild golden light with the intensity of a torch.
Once used up, it decays into fully charged red solarite.
White Solarite[edit]
Intensely bright and potent, white solarite comes from large, high-luminosity stars. It casts white
light as a daylight spell within a 20-foot radius.
Once used up, it decays into fully charged yellow solarite.
Blue Solarite[edit]
The most energetic form of common solarite, blue solarite is the byproduct of a blue giant's
supernova. It casts scalding cyan light as a full-radius daylight spell, and, if exposed, deals 1d6
points of typeless damage to any creature within this range every round. Energy weapons
powered by blue solarite energy sources also cause instant exposure to Dangerous-level
radiation.
Once used up, it decays into fully charged white solarite.
Black Solarite[edit]
Byproduct of the death of supermassive stars that collapsed into stellar black holes, black
solarite's radiation is inimical to all life. If not harnassed properly with the help of advanced
technology, it will create strange gravity events within a radius proportional to the mass of the
crystal. When exposed to a charge, black solarite can bend the laws of mass-energy equivalence
and manipulate the relative mass of objects, making it capable of powering FTL travel, warping,
and hyperjumps. It casts darkness in a 30-foot radius, reducing the illumination by one step in
that area; full daylight-level light becomes bright illumination, bright illumination becomes
shadowy illumination and shadowy illumination becomes total darkness.
Once used up, it decays into fully charged blue solarite. Throughout all stages of its decay, one
pound of black solarite can generate 13,200 charges of energy; the same as 660 fusion cells.

Spell Amber[edit]
When a Living Spell is slain, the residue that is left behind hardens into a material called spell
amber. Spell amber looks like stained glass to those without any knowledge of it, but upon
further inspection, it is actually quite hard and lighter than glass. It retains the color that the
Living Spell had. Although it acts completely mundane most of the time, on rare occasions the
spell amber will unleash an eldritch fury.

Weapons[edit]
A spell amber weapon can be made out of any spell with an instantaneous duration. Spell amber
acts just like regular steel most of the time. The power truly appears when a critical hit is scored.
When the wielder of a spell amber weapon scores a critical hit, he deals the normal critical
damage as well as causing the spell within the spell amber to target the creature. For example, if
a foe was hit with a fireball spell amber, on a successful critical hit, he takes damage and is
subject to the fireball spell. The spell, however, only targets the creature hit by the attack, with
no area added to the spell effect.

Armor[edit]
Spell amber is not as malleable as metal, so it can't be made into any sort of intricate armor.
Thus, it can only be made into medium armor (other than hide armor), and heavy armor. Spell
amber has more unique qualities than a weapon depending on the spell manifested in the spell
amber.
If the spell in the Armor has the "Harmless" descriptor and an instantaneous duration, whenever
the wearer of the armor is target of that spell, the value's of that spell are maximized for the
wearer. For example, if the wearer of a Cure Light Wounds spell amber Breastplate is the target
of the spell, he automatically heals 8 + Caster Level in damage, instead of rolling for the healing.
If the spell in the Armor has the "Harmless" descriptor and a duration longer than instantaneous,
whenever the wearer of the armor is target of that spell, the value's of that spell are extended for
the wearer. For example, if the wearer of a Cat's Grace spell amber Breastplate is the target of
the spell, the spell's duration is doubled for the wearer.
If the spell in the Armor is a harmful spell to the wearer, The armor actually absorbs some of the
power. When the wearer of the armor is subject to the spell in the armor, It reduces the caster
level of the incoming spell by 1 plus the enhancement bonus of the armor. For example, if the
wearer of a +2 fireball spell amber Breastplate is the subject of the spell cast by a 10th level
sorcerer, the caster level is reduced by 3, which reduces the damage from 10d6 to 7d6
Spell amber has 30 hit points per inch of thickness and hardness 10.

Cost[edit]
Weapon: Spell level x Caster Level x 1000 + 1000 + weapon cost
Armor: Spell level x Spell level x 1000 + 1000 + armor cost
A medium Living Spell can make two light or one handed medium weapons, one medium two
handed weapon, or one suit of armor.

DM Note[edit]
Some spells might not apply to the rule shown above, I made this for the generalization of most
spells. Of course you can change the rules for certain spells where this doesn't apply, but that is
at your discretion.

Spellshocked Wood[edit]
Things exposed to magic have rather strange effects on people. Events like these often cause
creatures to adapt spelltouched feats, but sometimes living objects such as trees also become
altered by magic's touch. The wood from these trees are known as spellshocked wood. Unlike
creatures, spellshocked trees don't retain specific abilities from spells nor are they strong, but
they absorb new magic easier. Spellshocked wood looks like normal wood, often with thin
dimly-glowing veins in the grain of the wood, which on closer inspection take on the appearance
of actual magical runes. Spellshocked wood can be added to any weapon, armor, or shield
normally made of wood.
Spellshocked wood weapons have the properties of wood, and are very effective at channeling
supernatural abilities. Whenever spellshocked wood is used to channel a spell or whenever a
spell is applied to the weapon, the caster level is increased by +1. The weapon counts as magic,
allowing it to bypass DR/magic and interact with incorporeal creatures. The spellshocked wood
weapon always emits light when enhanced. Weapons made of spellshocked wood gain a 10%
discount on the Spell Storing enhancements (and all variants).
Spellshocked wood armor and shields are useful as well. Arcane spell failure is reduced by 5%,
and any spell applied to the armor or shield has the caster level increased by +1. If you obtain
any DR/magic, the DR is increased by +1. However, it does not grant DR/magic if you do not
have it. Armor and shields made from spellshocked wood gain a 10% discount on the any
enhancements dealing with obtaining spell resistance.
Spellshocked wood needs special preparation, so all weapons and armor made from it are always
of masterwork quality; the masterwork cost is included in the prices given below. Thus,
spellshocked wood weapons and ammunition have a +1 enhancement bonus on attack rolls.
Spellshocked wood has 10 hit points per inch of thickness and hardness 5. Spellshocked wood is
immune to raw magic damage (such as from an eldritch blast) and takes half damage from all
magic damage sources. It takes full damage from mundane acid and fire, quarters electric
damage, and halves all other damage.

Type of Spellshocked Wood Item Item Cost Modifier


Ammunition +20 gp
Armor & Shields +1000 gp
Weapon +1000 gp

Stainless Steel[edit]
A more technologically advanced form of steel, it is resistant to corrosion and more versatile
than the steel medieval blacksmith work with. In addition to the increased hardness, an item
made of stainless steel is immune to corrosion and rusting effect such as a Rust Monster's Rust
ability or a rusting grasp spell. Stainless steel is excellent for durable weapons and armor, as
well as a extremely strong, but not too expensive building material.

Type of Stainless Steel Item Item Cost Modifier


Ammunition +10 gp
Armor +350 gp
Weapon +500 gp
Other Items +30 gp/lb
Building and Fortification x3.5 of base price
Stainless Steel has 30 hit points per inch of thickness and hardness 12.

Starmetal[edit]
Starmetal is very hard and dense material baneful to outsider, it said to have originated from the
green comet Alhazarde. Starmetal is very similar to adamantine in it properties, however it glow
with a faint green hue (as the light spell) and is unnaturally warm to the touch. Outsiders with the
the extraplanar subtype take 1d6 damage per round for handling starmetal weapons or objects
and 2d6 damages per round while wearing starmetal armor, outsider without the extraplanar
subtype always take minimum damage from wielding or wearing starmetal.
Weapons made of starmetal act as adamantine weapon except with the following changes:
Starmetal weapons deal +2d6 or double weapon damage (whichever is most) against outsider
with the extraplanar subtype. On a natural 20 any outsider with the extraplanar subtype are
dismissed (as the dismissal spell) with no saves allowed, creature whose CR is at least two
higher than your character level are immune to this effect. Against outsider without the
extraplanar subtype a starmetal weapon deal an addition +2d6 or double weapon damage
(whichever is less)
Armor and shields made of starmetal act as adamantine armor and shields except with the
following changes: The DR granted by the armor or shield is doubled against attacks made by
outsider with the extraplanar subtype. Additionally whenever an outsider strike you with natural
weapons or unarmed attack it take your combined armor and shield bonus (assuming both are
made of starmetal) in damages, outsider without the extraplanar subtype only take half as much.
Starmetal has 40 hit points per inch of thickness and hardness 20.

Type of Strametal Item Item Cost Modifier


Ammunition +300 gp
Light armor/Bucklers +10,000 gp
Medium armor/Light and Heavy Shields +20,000 gp
Heavy armor/Tower Shields +30,000 gp
Weapon +15,000 gp

Stygian Ice[edit]
This extraplanar ice comes from Stygia, the fifth layer of Hell. Infused with the soulless evil of
that realm, along with the magical waters of the river Styx, stygian ice is black and constantly
crawls with a thin layer of pale blue mist. Stygian ice is much colder than normal ice and freezes
the mind much more rapidly than flesh.
Stygian ice deals 1d6 cold damage per round of contact. A creature with Endure Elements or a
similar effect against cold weather can hold an object made of stygian ice without taking
damage, but being damaged by a stygian ice weapon will still cause cold damage. A creature that
does take cold damage from this material must make a Will saving throw DC 12 or else take 2
points of Intelligence damage as its memories are slowly frozen. If a creature's Intelligence is
reduced to 0 from the ice, it dies and rises 2d4 rounds later as a Wraith that deals Intelligence
drain instead of Constitution drain. These wraiths are not under the control of the wielder of the
Stygian ice weapon and may well attack him.
When made into a weapon and wielded, stygian ice freezes a part of the wielder's spirit. The Will
saving throw DC of its Intelligence damage effect is increased to 10 + 1/2 the wielder's HD + the
weilder's choice of a modifier from one of their mental statistics (Int, Wis, or Cha). That mental
statistic is reduced by 2 as long as the weapon is wielded.
Armor can also be made with stygian ice, but it poses some issues. While nothing prevents the
creation of the armor, the user should be able to resist cold or they will freeze themselves. Even
Endure Elements is not enough. While wearing stygian ice armor, anyone who touches the
wearer with natural weapons, unarmed strikes, or melee attacks takes 1d6 points of cold damage.
Each round, the wearer also takes 1d6 cold damage. Heavier armors radiate more powerful cold
magic too; medium armors deal 2d6 damage a round and heavy armor deals 3d6. Shields are
treated as light armor. Armor created with stygian ice, like weapons, also have an increased DC
for the Intelligence damage at the cost of a reduced mental statistic (see above).
Stygian ice has 25 hit points per inch of thickness and hardness 8. Magical fire damage ignores
the hardness of this material, which is generally how it is harvested and sculpted. It is otherwise
nearly as durable as steel!

Type of Stygian Ice Item Item Cost Modifier


Ammunition +200 gp
Light armor +3,000 gp
Medium armor +6,000 gp
Heavy armor +10,000 gp
Shield +3,000 gp
Weapon +6,000 gp
Other objects +2,000 gp/lb.

Stygian Steel[edit]
When Levistus was imprisoned in his icy tomb, it was not without a fight. The planes of hells
were briefly consumed in war, and as Levistus' forces fell their bloody weapons of steel sunk to
the depths of the frozen sea. Eons passed, and glaciers slowly ground the tools into one another
forming one massive cold forged deposit, chilled in a million years of supernatural frost and
ultimately changed. So goes the supposed origin of this strange frosty metal. In spite of the
name, its origins are not always from the lower planes. It occurs when normal iron is placed in a
place of supernatural chill and slow forged, ground together atom by atom over the course of
ages. The resulting iron absorbs heat easily and locks it inside, while giving nothing away
without effort. In spite of draining heat with ease, stygian steel does not melt and must always be
cold forged. Stygian steel could be considered the opposite of scorched iron, draining away heat
and making other things colder. It appears as normal iron, yet its surface always coated in a rime
of ice from the air, easily shattered into thin whisps of mist and reformed in seconds. It it rather
dense, formed from a great deal of iron compressed in a small space and chilled.
Any weapon primarily composed of metal can be made as stygian steel weapon. Stygian steel
weapons count as cold iron weapons for the purposes of bypassing damage reduction. It doubles
the weight of items, but is able to absorb heat within it, emptying itself only in presence of cold.
If the weapon is exposed to cold damage (including if you are struck by a cold attack) it
effectively "stores" the cold damage within it by displacing its locked up heat, up to 100 points
of cold damage. Each hit with an stygian steel weapon deals up to 5 points of cold damage on
each attack until its reserve of "stored" cold is depleted. Weapons made of stygian steel gain a
10% discount on any enhancements which deal cold damage.
Armor and shields can also be made with stygian steel. Armor and shields have their weight
doubled, their Max Dex reduced by 1 (minimum 0), and their armor check penalty increased by
+50%. Such armor or shields provides energy hindrance cold based on the type of armor or
shield. Bucklers, light shields, and light armor have hinder 10%. Heavy shields and medium
armor have hinder 25%. And tower shields and heavy armor have hinder 50%. Hindrance
overlaps, it does not stack. Armor and shields made of stygian steel gain a 10% discount on any
enhancements which grant cold resistance.
Stygian steel is so costly that weapons and armor made from it are always of masterwork quality;
the masterwork cost is included in the prices given below. Thus, stygian steel weapons and
ammunition have a +1 enhancement bonus on attack rolls, though the armor check penalty of
stygian steel armor and shields actually increase.
Stygian steel has 15 hit points per inch of thickness and hardness 10. Against cold, its hardness is
100, making it almost impossible to damage with cold.

Type of Stygian Steel Item Item Cost Modifier


Ammunition +160 gp
Light armor, bucklers, or light shields +1,000 gp
Medium armor or heavy shields +4,000 gp
Heavy armor or tower shields +9,000 gp
Weapon +8,000 gp

Sulfopatinate Alloy[edit]
Deep in the Para-Elemental Plane of Ooze, the home of the deity Ghaunadaur known as the
Cauldron of Slime sits, bubbling with all sorts of oozes and dangerous primitive creatures. This
dangerous chaotic evil deity had acquired many enemies who would smite it from existence, but
it was held up protected by its corrosive kin. In response their enemies forged a material out of
strange alchemical processes, submerging base metals within a strange chemical bath for a long
time and forging it into shape within the chemical brew and devoid of oxygen. The result was a
new material born of sulfur and steel, and able to manipulate other chemical processes known as
sulfopatinate alloy. Sulfopatinate Alloy appears to be a rough pockmarked gray metal when
polished and cleaned, but it is usually coated in a dull yellow and thick patina which adds
considerable heft to the item. Its body is porous to several acids, which it converts into patina
which then returns back to dangerous acid when the patina is broken from physical impacts. Care
must to taken to keep acid away from freshly polished sulfopatinate alloy, lest a patina forms and
makes forging difficult, melting away the very tools that work upon it.
Any weapon primarily composed of metal can be made as an sulfopatinate alloy weapon.
Sulfopatinate alloy weapons count as cold iron weapons for the purposes of bypassing damage
reduction. It doubles the weight of items, but is able to store acid potential within it. If the
weapon is exposed to acid damage (including if you are struck by an acid attack) it stores the
acid damage within it, up to 100 points of acid damage. Each hit with an sulfopatinate alloy
weapon deals up to 5 points of acid damage on each attack until its reserve of stored acid is
depleted. Weapons made of sulfopatinate alloy gain a 10% discount on any enhancements which
deal acid damage.
Armor and shields can also be made with sulfopatinate alloy. Armor and shields have their
weight doubled, their Max Dex reduced by 1 (minimum 0), and their armor check penalty
increased by +50%. Such armor or shields provides energy hindrance acid based on the type of
armor or shield. Bucklers, light shields, and light armor have hinder 10%. Heavy shields and
medium armor have hinder 25%. And tower shields and heavy armor have hinder 50%.
Hindrance overlaps, it does not stack. Armor and shields made of sulfopatinate alloy gain a 10%
discount on any enhancements which grant acid resistance.
Sulfopatinate alloy is so costly that weapons and armor made from it are always of masterwork
quality; the masterwork cost is included in the prices given below. Thus, sulfopatinate alloy
weapons and ammunition have a +1 enhancement bonus on attack rolls, though the armor check
penalty of sulfopatinate alloy armor and shields actually increase.
Sulfopatinate alloy has 15 hit points per inch of thickness and hardness 10. Against acid its
hardness is 100, making it almost impossible to damage with acid.

Type of Sulfopatinate Alloy Item Item Cost Modifier


Ammunition +160 gp
Light armor, bucklers, or light shields +1,000 gp
Medium armor or heavy shields +4,000 gp
Heavy armor or tower shields +9,000 gp
Weapon +8,000 gp

Suncryst[edit]
In the highest mountains and the brightest lights of the upper planes forms suncryst, holy power
crystallized in pools of holy water. In these blessed realms the springs rivers and oceans are
formed of holy water, sparkling with silver light. As the glory of heaven shines upon it, the
atomic silver transforms into a new material at the bottom of pools of water, soft and fine golden
sand which radiate their own light and warmth. Angels collect the transmuted essence of holy
water and forge it into potent weapons against the forces of evil.
Any weapon primarily composed of metal can be made as a suncryst weapon. They appear to be
made of bright gold and glow gently with a warm light. The surfaces naturally slide into flowing
smooth shapes and curves, and are often further adorned with celestial imagery and carvings. It
is surprisingly lightweight, with properties similar to both silver and mithral. Items made of
suncryst are 50% lighter than their normal counterparts. Suncryst counts as both good and silver
for the purpose of bypassing damage reduction. Evil creatures which pick up a suncryst weapon
automatically gain two negative levels, while non-good creatures only gain one negative level.
Good creatures suffer no ill effect. A suncryst weapon grants a +1 sacred bonus to AC that stacks
with other sacred bonuses, and weapons made of suncryst gain a 10% discount on the Holy and
Sacred enhancements. It radiates an aura of good equal to a 1st level cleric, or the weapon's
caster level if magical. Suncryst has 20 hit points per inch of thickness and hardness 15, but an
evil-aligned weapon only faces hardness 8.
Armor can also be made with suncryst. Such armor tends to have a very ornate and designed
with feathers or wings. Like mithril, suncryst armor is considered one armor category lighter, the
arcane spell failure is decreased by 10%, maximum Dexterity bonus is increased by 2, and armor
check penalties are lessened by 3 (to a minimum of 0). In addition, you get a +2 sacred bonus on
saving throws against [Evil] spells or the spells and spell-like abilities of evil outsiders. Suncryst
is so costly that weapons and armor made from it are always of masterwork quality; the
masterwork cost is included in the prices given below. Thus, suncryst weapons and ammunition
have a +1 enhancement bonus on attack rolls, and the armor check penalty of suncryst armor is
lessened by 1 compared to ordinary armor of its type (already added into its stats above). Like
weapons, armor made of suncryst deals negative levels to non-good users.

Type of Suncryst Item Item Cost Modifier


Ammunition +60 gp
Light armor, Bucklers, & Light Shields +2,000 gp
Medium armor & Heavy Shields +8,000 gp
Heavy armor & Tower Shields +16,000 gp
Weapon +3,000 gp

Suspendium[edit]
This rare material is highly valued for its ability to defy the natural laws of physics. When a mass
of pure suspendium is subjected to a muonic charge, its effective mass is reduced in accordance
with the quantity of the electric charge. This quality gave the material its name suspendium, and
provides technological civilizations with a cheap and reliable method of emulating anti-gravity.
Origins and Statistics[edit]
Suspendium, when purified, is a porous, brittle metalloid and standardly has a density roughly
one-fifth that of steel. By itself, it is not suited for construction purposes. The market value of
pure suspendium is 500 gp per pound.
The precise nature of suspendium is not yet fully understood by science, as exposure to a muonic
charge results in the generation of unidentified non-Newtonian particles dubbed 'suspendions'
that seem to exhibit no inertia but possess a negative gravitational mass. With the right amount
of charge, a block of suspendium embedded within a vehicle or walkway or other object can
make it float in place or even ascend. In order to make an object float within acceptable
parameters, at least 1% of its resting mass must be comprised of suspendium, often distributed
across the object for optimum stability. For lifting items, 2% or more is advised.
Suspendium has 5 hit points per inch of thickness and hardness 8.
Uses[edit]
Suspendium is mainly used for lightening objects, reducing loads or making things float, though
doing so requires a power source capable of emitting a muonic charge, such as a specially
modified muon-catalyzed fusion cell. Because of its properties, suspendium is mainly used for
making cars and other vehicles that are capable of hovering and flight. Suspendium is also
incredibly useful for the space program of advanced civilizations, replacing expensive and
cumbersome solid-fuel drives with reusable suspendium elevators using negative mass
generation to shoot astronauts and material into space.
Nodes of suspendium embedded within powered armor can be used to allow the wearer to halve
the armor's penalty, and depending on the amount used it can even be made to float, making it
possible to create cheap flying armors and armatures by adding a propulsion system. The
combined amount of suspendium in pounds must exceed 1% of the combined weight of armor,
wearer and maximum permissible carrying load for it to be functional.
Proto-Suspendium[edit]
With the right construction lattice and the addition of a muon-catalytic unit, a mixture of proteum
and suspendium can be created called proto-suspendium which uses the proteum's ability to draw
energy from the weave to suspend an object effectively indefinitely with minimal external
energy requirement. Proto-suspendium contains 1% crystalline proteum and 99% suspendium,
and is valued at 2,500 gp per pound.

Thermatite[edit]
A cold resistant solidified alchemical substance which has been molded and stabilized into rock,
thermatite is a potent defense against cold, and a potent destroyer of water-based creatures. This
red-hued material looks like vibrant sandstone with a fine grain and a strange inner warmth that
eminates from it. It is magically hardened to its current state. It is formed of rocky minerals and
counts as stone, not metal, for the purposes of effects and abilities which rely on metal.
Any weapon primarily composed of metal can be made as a thermatite weapon. They are
particularly effective against creatures with the cold and water subtype, dealing an extra 5 points
of damage to such creatures. Thermatite weapons count as fire damage for the purpose of
bypassing regeneration when beneficial. Weapons made of thermatite gain a 10% discount on the
Ignan, Flaming, and Flaming Burst enchantments. Thermatite has 10 hit points per inch of
thickness and hardness 15.
Armor can also be made with thermatite. Such armor usually appears as if molded into its shape,
with the veins following the curvature of the armor. The armor grants cold resistance which has
the unique property of stacking with other forms of cold resistance. Light armor gains cold
resistance 3, medium armor gains cold resistance 6, and heavy armor gains cold resistance 10. If
the cold resistance of the creature ever exceeds 35 points, they gain cold immunity instead.
Armor made of thermatite gain a 10% discount on any enhancements which grant cold
resistance. Creatures wearing thermatite armor benefit from an endure elements effect, but only
against cold weather. Shields count as light armor for the purposes of benefits.
Thermatite is so costly that weapons and armor made from it are always of masterwork quality;
the masterwork cost is included in the prices given below. Thus, thermatite weapons and
ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of
thermatite armor is lessened by 1 compared to ordinary armor of its type.

Type of Thermatite Item Item Cost Modifier


Ammunition +48 gp
Light armor +1,200 gp
Medium armor +4,800 gp
Heavy armor +10,800 gp
Shield +1,200 gp
Weapon +2,400 gp

Thinaun Fabric[edit]
A form of thinaunCW processed for use in armor, it prevents creatures from having their soul
removed, but also prevents travel to the afterlife if the creature perishes. Thinaun is a glittering
dark steel, typically formed into weapons for their soul stealing properties. However as armor, its
cost has been prohibitive until someone took the shavings from the weapon forging, treating
them alchemically, and turned it into an asbestos-like fabric held within a flexible gel-like
medium. This is layered between fabric to produce thinaun fabric that can replace any cloth or
leather material in armor, or used as the underpadding for metal armor. Thinaun fabric often has
a center "knot" where the threads intertwine, and where the soul ends up if a soul has been
imbued within.
Cloth or leather armor which is made into thinaun fabric locks the soul of its wearer in place,
rendering immune to soul-transferring effects such as magic jar and trap the soul. If the wearer
dies, their soul is embedded within the knot in the armor rather than passing on to its final
reward. The soul remains in the thinaun armor until the armor is destroyed or another creature
dies while touching (or wearing) the thinaun armor (the new soul displaces the old one). Raise
dead, resurrection, and similar spells won't bring back a creature whose soul is thus trapped
unless the caster has the armor in his posession. Because the soul is nearby, reincarnate, raise
dead, resurrection, and true resurrection require half has much of the relevant material
component to cast if the soul is within a thinaun armor. Lastly, you apply your full armor bonus
against incorporeal touch attacks, as other souls are unable to invade you while you wear this.
Thinaun fabric can be placed underneath metal armor as padding, though it does not apply the
armor bonus against incorporeal touch attacks when used in this fashion.
Thinaun fabric needs special preparation so all fabric armors made from it are always of
masterwork quality and thus one less armor check penalty; the masterwork cost is included in the
prices given below. Thinaun fabric added to metal armors does not obtain this benefit.
Thinaun fabric has 10 hit points per inch of thickness and hardness 2.

Type of Thinaun Fabric Item Item Cost Modifier


Fabric Armor or Underpadding +5,000 gp

Thresh Carapace[edit]
A Thresh's dorsal plates are very suited for molding into lightweight yet strong protective armor.
The material is about as heavy as most forms of lumber, but its hardness is greater than mithral.
The carapace is a burnished dark red or orange, rife with jagged patternings. Due to its thickness,
thresh carapace is also very well suited for engraving and art. Some native tribes of cave
dwellers use thresh carapace for fashioning arrowheads and Tiki masks.
Thresh carapace is usually harvested from Thresh soldiers, as their plates are far harder, larger
and thicker than those of Thresh workers. Items fashioned from Thresh carapace are always
masterwork.
Armor and Shields[edit]
Armor based on plate constructions, as well as heavy shields and tower shields can be made of
Thresh carapace. The plates are affixed to an underlay of leather or brigandine, and molded to
the shape of the warrior.
The armor check penalty of armor and shield fashioned from Thresh carapace is decreased by 1,
and the arcane spell failure chance goes down by 5%. Certain armor types are treated as in a
lighter class, as per Table: Thresh Carapace Armor and Shields. Furthermore, armor fashioned
from Thresh carapace gives resistance to acid. This resistance is 3 for light armor, 6 for medium
armor, and 10 for heavy armor.
Shields made of Thresh carapace grant evasion against acid effects. Tower shields made of
Thresh carapace grant imroved evasion against acid effects. Bucklers offer no evasion.
Weapons[edit]
Thresh carapace is generally unsuited for making weapons due to the fact that it cannot be
mended like a steel weapon can, but since the jagged edges of the material leave ugly wounds, a
weapon fashioned from it deals 1 additional point of damage.
Arrows can be made of Thresh carapace. Arrows fashioned from Thresh carapace also confer 1
additional point of damage, and are difficult to remove once embedded in flesh. Removing a
Thresh carapace arrow from a creature without a successful DC 15 Heal check deals 1 point of
damage.
Statistics[edit]
To ornament or fashion simple items out of Thresh carapace, the crafter needs to make a DC 20
Craft check. Thresh carapace weapons, armor and shields are crafted with +10 to the Craft DC.
Items fashioned from Thresh carapace have a weight reduction of 20% as opposed to their iron
or steel counterparts.
Thresh carapace does not degrade or corrode from any kind of acid.
Thresh carapace has 20 hit points per inch of thickness and hardness 16.
Value[edit]
Thresh carapace armor costs four times what masterwork armor of that type usually costs.
Thresh carapace shields cost twice as much as regular masterwork shields, with an additional
cost of the AC bonus squared times 100 gp. The following types of armor can be made from
Thresh carapace.
Table: Thresh Carapace Armor and Shields

Base Price Weight Max Armor Check Arcane Spell


Item
(gp) (lb) Dex Penalty Failure
Scale mail1 800 24 +3 -2 20%
Breastplate1 1,400 24 +3 -2 20%
Banded mail2 1,600 28 +1 -4 30%
Half-plate 3,000 40 +0 -5 35%
Full plate 6,600 40 +1 -4 35%
Heavy shield 740 12 — 0 10%
Tower shield 1,960 36 +2 -8 45%
1. Counts as
light armor.
2. Counts as
medium
armor.
Thresh carapace ammunition costs an additional 200 gp per quiver of 50.

Thrudstone[edit]
Thrudstone is a powerful and dense rock which is highly durable and extremely heavy. It is a
potent defense against fire and lightning, as well as physical attacks. It looks fairly mundane,
appearing to be little more than a dark basalt, but its weight is intense. It is said to have been
stolen from the gods of the earth by the dwarf Alvis. Though the story ends poorly for Alvis, the
stone remained in the material world in great hidden slabs scattered around the world. Only the
strongest stonecrafters can work and use this material. Dwarves refer to the material as
Throothstone.
Thrudstone weapons have their weight doubled, and they require Exotic Weapon Proficiency to
use. The weapon gains a +2 bonus on sunder checks, and staggers creatures on a critical hit.
When making a confirmed critical hit the creature becomes staggered for 1 round if a x2 critical,
2 rounds if a x3 critical, and 3 rounds if a x4 critical. Successive critical hits have their duration
overlap, they do not stack. Weapons made of thrudstone gain a 10% discount on the Collision,
ImpactMIC, Sundering, and TerranMIC enhancements.
Thrudstone armor also has its weight doubled, as well as doubling its armor check penalty and
reducing its maximum dexterity bonus by 1 (minimum 0). The category of the armor goes up by
1 (light to medium, medium to heavy, heavy requires Exotic Armor ProficiencyRoS). Heavy
armor reduces speed by half instead of 3/4th if you do not have the Exotic Armor Proficiency
feat. In return, however, are amazing defensive benefits. Light armor and bucklers gain DR 2/-
and energy resistance to fire, lightning, and cold 5 which stacks with pre-existing DR/- and
resistances gained by class level or other permanent sources (but not magical sources). They also
gain a +2 stability bonus on ability checks made to resist being bull rushed or tripped when
standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly
on the ground). This stacks with the dwarven ability. Medium armor, and light and heavy shields
gain DR 4/- and energy resistance to fire, lightning, and cold 10, and a +4 stability bonus. Heavy
armor and tower shields gain DR 6/- and energy resistance to fire, lightning, and cold 15, and a
+6 stability bonus. Thrudstone armor and shields stack. If you have the Exotic Armor
Proficiency feat, you are immune to stunning and staggering while wearing heavy armor or using
a tower shield. Armor made from thrudstone gain a 10% discount on the Bashing, Fortification,
Reflecting, and any Spell Resistance related enhancements.
Thrudstone needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, thrudstone
weapons and ammunition have a +1 enhancement bonus on attack rolls.
Thrudstone has 50 hit points per inch of thickness and hardness 20. Thrudstone quarters all fire,
electric, and cold damage, takes half damage from acid and force, and full damage from sonic.

Type of Thrudstone Item Item Cost Modifier


Ammunition +300 gp
Light armor/Bucklers +10,000 gp
Medium armor/Light and Heavy Shields +20,000 gp
Heavy armor/Tower Shields +30,000 gp
Weapon +15,000 gp

Thunderbronze[edit]
A durable alloy of bronze, copper, iron, and the mysterious storm-ridden places in the elemental
plane of air, this material vibrates strongly on impact. Thunderbronze is a intense metallic
orange, with wavy patterns engraved along it and an oil-like sheen covering its surface as the
light hits it. On impact, the material vibrates rapidly and lets off item-specific distinctive ringing
sounds.
Any weapon primarily composed of metal can be made as a thunderbronze weapon.
Thunderbronze weapons deal an additional 1d4 points of sonic damage on hit. A critical hit deals
1d8 sonic damage for x2 weapons, 2d8 for x3 weapons, and 3d8 for x4 weapons, and the
creature is deafened for a number of rounds equal to the critical multiplier. This stacks with the
Thundering enhancement, and deafening from Thundering adds to the duration. In any round you
hit with a thunderbronze weapon, the noise gives you a -8 penalty on Move Silently.
Armor and shields can be made of thunderbronze. It vibrates on being struck, causing subsequent
attacks to be less effective as blows are deflected and distorted. Any time you are hit and dealt
damage, your effective AC rises by +1 deflection bonus with each hit to a maximum of +10. The
bonus is cut in half each round, to a minimum of 0. In any round were hit when wearing
thunderbronze armor or shields, the noise gives you a -8 penalty on Move Silently.
Thunderbronze is so costly that weapons and armor made from it are always of masterwork
quality; the masterwork cost is included in the prices given below. Thus, thunderbronze alloy
weapons and ammunition have a +1 enhancement bonus on attack rolls, and armor and shields
have their armor check penalty decreased by 1.
Thunderbronze has 8 hit points per inch of thickness and hardness 8. It is immune to sonic
damage, takes half damage from acid, fire, and electricity, and quarter damage from cold.
Type of Thunderbronze Item Item Cost Modifier
Ammunition +40 gp
Armor & Shields +1000 gp
Weapon +2000 gp

Titanite[edit]
This illustrious dark mineral is permeated with various metallic ores and is thought to form under
conditions of great pressure within ancient layers of bedrock where raw proteum is highly
prevalent. Titanite is associated with the Gods by many, and some postulate that the ancient
deities that once roamed the unformed used the substance to forge weapons of great power.
Due to the high concentration of raw proteum within the mineral, titanite is highly sensitive to
ambient essences, and will often absorb them over many years of exposure. While titanite is
normally a black, smooth, very dense mineral with a texture somewhat akin to limestone,
different forces will affect it to form in different colours. Titanite is a conduit for magical and
supernatural energies, and it is for this reason that the material is perceived by some to be the
bridge between the mortal realm and the beyond due to its ability to gain otherworldly properties
through aeons of exposure. Titanite in its base form is extremely rare, and special forms of
titanite even more so.
Author's Note: titanite is a potential alternative system for the creation of magical items in a
campaign where magic and, by extension, magical crafting are rare. Titanite is pricy as a
buyable resource largely due to its rarity and to ensure it is impossible to procure weapons of
certain levels of enhancement before a player should be able to acquire them with money, and
may be best awarded to players as loot for exploration or completing quests.
Statistics[edit]
Regardless of the origins of titanite, the substance has become diluted over the aeons, and most
of what remains are small shards that only carry a faint degree of its forgotten potency. Only in
rare old places can the material still be found in greater concentrations. Titanite is generally too
rare and precious to use as a construction material, and the brittleness of low-concentration
titanite does not possess any useful engineering properties, but the material is incredibly valuable
as a catalyst and enhancement for skilled craftsmanship that surpasses mundane limits. Upon
being used in crafting, the titanite crumbles and is subsumed within the item(s) it was used to
enhance. Titanite is completely impervious to all energy types, but can be manipulated by pure,
magical energy. A regular furnace won't melt titanite, though skilled blacksmiths in the esoteric
arts of titanite forging use special tools, such as transmuter's forges, in order to break the material
down.
Titanite Shards[edit]
Shards of titanite are brittle and small, ranging from around 2 to 5 inches and being generally
slim, like a piece of hard, splintered rock. Titanite shards are capable of increasing the raw
enhancement bonus of a weapon, armor or shield up to +2. In order to enhance a nonmagical
weapon with titanite, the weapon must be suitable for magical enhancement initially (i.e be
masterwork in quality), or else both the weapon and the titanite will be ruined in the attempt.
A titanite shard possesses only 5 hit points but has a hardness of 30. They require a DC 20 Craft
check of the appropriate type to manipulate. A titanite shard weighs 1 pound and is valued at
3,000 gp.
Large Titanite Shards[edit]
Larger shards of titanite are still dissolute and weakened from their original state, but they are
bigger and more powerful than regular shards. Its edges are still jagged, displaying signs of
having once belonged to a larger whole, though any signs of whatever shape this shard held in its
completed state have eroded from constant exposure to the elements. Large titanite shards are
capable of increasing the raw enhancement bonus of any +2 weapon, armor or shield up to +4.
A large titanite shard has 10 hit points and a hardness of 40. They require a DC 25 Craft check of
the appropriate type to manipulate. A large titanite shard weighs roughly 3 pounds and is valued
at 10,000 gp.
Titanite Chunks[edit]
Chunks of titanite are dense and largely unscathed, and some still exhibit vague hints of
markings, and a visible breakline where they have once been part of a larger whole. Finding such
a large concentration of titanite on a fairly ordinary continent may be the discovery of a lifetime.
Unlike smaller concentrations of titanite, chunks are rarely farmed, but rather found in the
remotest, most hidden places of the world. If they are excavated at all, it is likely from ruins of
truly ancient civilizations. Titanite chunks are capable of increasing the raw enhancement bonus
of any +4 weapon, armor or shield up to +5.
A titanite chunk has 25 hit points and a hardness of 50. They require a DC 35 Craft check of the
appropriate type to manipulate. A titanite chunk weighs roughly 15 pounds and is valued at
30,000 gp.
Titanite Slabs[edit]
It is believed by some that titanite has been formed by the Gods for some purpose, and that in the
distant past the substance existed only in the forms of large steles or slabs, covered in ancient
scripture that none today have the ability to interpret. Why these slabs were formed and what
knowledge they contained is unknown, though some ambitious wizards suspect they contain the
secrets behind powerful epic magics and even divinity itself. The knowledge of the slabs' origin
is lost to time, and the creation method of titanite itself is a secret known only by the gods. A
titanite slab is one of these ancient steles, containing secret writings on it whose meanings and
the language they're written in are both undecipherable by mortal means. Unlike lesser
concentrations of titanite, a titanite slab is whole and counts as a minor artifact.
A titanite slab is capable of increasing the raw enhancement bonus of any +5 weapon, armor or
shield beyond ordinary limits, to +6 or over.
A titanite slab has 200 hit points and a hardness of 70. They require a DC 50 Craft check of the
appropriate type to manipulate. A titanite slab weighs 150 pounds and its value is beyond
measure, as few of them have ever been sold.
Breaking Down Titanite[edit]
It is possible to break down titanite into smaller concentrations for the purpose of crafting. This
requires a Craft check of the same DC as a particular form of titanite requires to manipulate.
Doing so will cause some amount of loss, however.
• Breaking down a large titanite shard yields the equivalent of 2 titanite shards.
• Breaking down a titanite chunk yields the equivalent of 2 large titanite shards.
• Breaking down a titanite slab yields the equivalent of 10 titanite chunks.
Using brute force to break titanite is possible, though often difficult, and the yield is only half of
what you would get by breaking the material down properly.
Crafting with Titanite[edit]

Item Titanite Required


Enhancement Bonus Weapons Armor and Shields
+0 to +1 1 shard 1 shard
+1 to +2 2 shards 1 shard
+2 to +3 1 large shard 1 large shard
+3 to +4 2 large shards 1 large shard
+4 to +5 1 chunk 1 chunk
+5 to +6 and over 1 slab 1 slab

Transmundane Steel[edit]
Transmundane steel is a strange material made from an alloy of mundiron and an unknown
highly magical material. It is capable of retaining its magical abilities where it would otherwise
be impossible. Transmundane steel appears to be regular steel, but with a whiter hue and a highly
reflective surface no matter how polished. Transmundane steel is by itself baneful to magic;
transmundane steel behaves much like mundiron, except it can be magically enhanced. Weapons
and armor made of transmundane steel share the same traits as a mundiron weapon or armor,
with the following exceptions:
A transmundane item can still be magically enhanced, and even better, any magical trait passed
on the item is made extraordinary in nature (working even in an antimagic field, immune to
dispelling, etc). However, this ability comes at a high price; any magical enhancement added to a
transmundane item costs three times as much as it normally would. Transmundane steel cannot
be combined with another material (like through a transmuter forge or with the material
composite enhancement).

Type of Transmundane Steel Item Item Cost Modifier


Ammunition +300 gp
Armor & Shields +3750 gp plus (1500 × base armor bonus squared)
Weapon +15,000 gp
Tyrantium[edit]
This rigid material is an unusual substance, possessing properties of both metals and crystalline
minerals, though it is considered neither. Tyrantium shines with a burnished gold hue and a
pearly luster. It's easy to work with under the right conditions, cutting crafting times in half for
items made from it. It is as strong as steel, with a base hardness of 10 and 30 hit points per inch
of thickness. Though difficult to enchant, it benefits from greater strength under such conditions.
Magically crafting with tyrantium adds 10% to the cost of all magical enhancement.
Magically enhanced tyrantium armors, weapons and shields benefit from 4 additional hardness
and 20 hit points per effective +1 enhancement value. This is instead of the standard hardness
and hit points gained by enchanted gear.
Enchanted tyrantium items (such as wondrous items) instead gain the additional hardness and hit
points based on the cost as if it were a magic weapon (treated as +1 if item costs 2,000 gp, +2 if
8,000 gp, +3 if 18,000 gp and so on).
Tyrantium items do not lose their magical properties in areas of antimagic. Though, effects that
are generated and leave the items are still suppressed as normal. A tyrantium item gains a +5
bonus on saves against disjoining. Tyrantium artifacts cannot be disjoined by mortal magic.
Magic Weapons instead add +1d6 weapon damage for each +1 value (instead of the flat +1 to
damage). Weapons of hardness higher than 20 are treated as adamantine for overcoming damage
reduction. Weapons of hardness higher than 30 ignore half hardness.
Magic armors add their enhancement value to touch AC. For every 2 enhancement values, add
+1 Max Dex, reduce ACP by 1 and reduce ASF by 10% to the armor.
Magic shields add their enhancement value total as DR/— as well as stacking DR of the same
base value for any other DR granted by the item.
When composited, add both tyrantium's hardness and the compositing material together to
determine the new item's hardness.
Enchanted tyrantium can be enriched, increasing its magical density, thereby increasing its value
(and thus potential scaling features).
Only normally rigid items can be made from tyrantium.
Table: Tyrantium Costs

Item Cost
Light Weapon (2×base cost) + 2,000 gp
One-Handed Weapon (2×base cost) + 3,000 gp
Two-Handed Weapon (2×base cost) + 4,000 gp
Ammunition (2×base cost) + 1,000 gp
Reusable Thrown (2×base cost) + 2,000 gp
Armor/Shields (2×base cost) + 1,000 gp per point of AC
Objects (2×base cost) + 2,000 gp

Unstable Fabric[edit]
Despite it's daunting name, this fabric is becoming popular with many adventurers. An artificer
who was tired of ruining shirts when his experiments blew up in his face began experimenting
with mend, endure elements and other spells, and eventually designed a fabric that adapted
instantly to magic and elements around it. While it doesn't protect the wearer as armor does, the
fabric is fire-proof, acid-proof, non-conductive, stretches to fit any changing size or shape of the
wearer, is tear-resistant, and even self-repairs minor cuts and punctures (to the fabric, not the
wearer). It breathes well, can be dyed, and is stain and odor resistant. Different thicknesses of
thread can be used for anything from lightweight, almost spandex-like garments to heavier travel
cloaks which can be treated to be waterproof as well, though this stiffens the fabric considerably.
The fabric is also commonly found in places such as the City of Brass in the elemental plane of
fire.

Aside from not being easily damaged or soiled, unstable fabric provides the wearer with 1 point
of resistance to all forms of energy. Additionally, creatures wearing unstable fabric garments as
their top layer of clothing (meaning not underneath their armor) receive a +6 circumstance bonus
to saves against catching fire, as the fabric does not burn. Cuts and tears in the fabric repair
themselves at an approximate rate of six square inches per minute.

Creating 10 yards of the fabric requires a DC 15 Craft (Alchemy) check, and materials worth 200
gp. Making clothes with the fabric requires a separate craft check. Outfits made from this fabric
typically cost at least 400 gp more than their mundane counterparts.

Urukke Steel[edit]
Urukke Steel, also known as Wootz or Damascus Steel, is a unusually hard high quality steel
which keeps its edge. It is notable for its "wavy" texture and dark gray coloration. Urukke steel is
primarily forged by orqs as well as a few dwarves, giants, and kobolds who have discovered the
art. The material is forged from iron and black hematite, as well as other impurities such as
carbon. It is said the orqs use massive blast furnaces powered by the high speed winds in the
mountains and canyons, which blast the material out of soil.
Any weapon primarily composed of metal can be made as an urukke steel weapon. Urukke steel
weapons can bypass the hardness of substances up to hardness 10, and gain a +1 bonus to their
critical range. This is added after multipliers such as from Improved Critical (so a scimitar is 17-
20/x2, while an improved critical scimitar is 14-20/x2).
Armor can also be made with urukke steel. Such armor provides damage reduction, though it can
be bypassed unlike the protection granted by adamantine armor. Light armor and shields gain
DR 1/adamantine, medium armor and tower shields gains DR 2/adamantine, and heavy armor
gains DR 3/adamantine. This adamantine stacks with other forms of DR/adamantine, and an
urukke steel shield and armor stack (but not multiple shields or multiple armors). For example,
the best protection, a urukke steel tower shield and urukke steel heavy armor, grants DR
5/adamantine.
Urukke steel is so costly that weapons and armor made from it are always of masterwork quality;
the masterwork cost is included in the prices given below. Thus, urukke steel weapons and
ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of urukke
steel armor is lessened by 1 compared to ordinary armor of its type.
Urukke steel has 20 hit points per inch of thickness and hardness 15.

Type of Urukke Steel Item Item Cost Modifier


Ammunition +30 gp
Light armor or shields +2,500 gp
Medium armor or tower shields +5,000 gp
Heavy armor +7,500 gp
Weapon +1,500 gp

Varian Steel[edit]
This metal is a warm copper orange hue, with a textured surface which seems more like
sandstone. Varian steel is resistance to thermal forces both hot and cold, making it difficult to
work with, but also a potent defense against the elements. It is said to be forged by a secret
technique by certain desert dwelling blacksmiths, combining iron, copper, and the bones and
scales of fire and cold associated beasts over a heatless flame.
Varian steel weapons cannot be forged in a furnace and must be hammered into shape. Thus, it
counts as cold iron for the purpose of bypassing damage reduction. Like cold iron, there is an
additional +2000 gp cost if it is enchanted. It is capable of striking at and negating [Cold] and
[Fire] spells. As an attack action with a touch attack, the weapon duplicates the effect of greater
dispel magic (using your BAB as the caster level) against [Cold] and [Fire] spells. It also does it
automatically on a natural 20. Weapons made of varian steel gain a 10% discount on any
enchantments that deal cold or fire damage.
Varian steel armor and shields are resistant against both heat and cold. Armor grants the user the
benefit of an extraordinary endure elements. Shields grant a +2 competence bonus on Reflex
saves against [Cold] and [Fire] effects. Both of them also grant cold and fire resistance 3 (for
light armor, bucklers, and light shields), resistance 5 (for medium armor and heavy shields), or
resistance 10 (for heavy armor and tower shields), which stacks with other permanent sources of
energy resistance (but not temporary sources such as resist energy. Armor and shields made of
varian steel gain a 10% discount on enhancements which protect against cold or fire damage.
Varian steel is so costly that weapons and armor made from it are always of masterwork quality;
the masterwork cost is included in the prices given below. Thus, varian steel weapons and
ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of varian
steel armor is lessened by 1 compared to ordinary armor of its type.
Varian steel has 10 hit points per inch of thickness and hardness 10. Against cold and fire
damage, it has hardness 100.

Type of Varian Steel Item Item Cost Modifier


Ammunition +80 gp
Light Armor, Bucklers, and Light Shields +2,000 gp
Medium Armor and Heavy Shields +8,000 gp
Heavy Armor and Tower Shields +18,000 gp
Weapons +4,000 gp

Vibroglass[edit]
A special type of glass made from alchemically mixing vibrathoil into glass during the smelting,
vibroglass is extremely hard and completely immune to sonic damage and cannot be destroyed
by shatter or similar effects. It is usually crafted into decoration or medical tools however some
managed to shape it into powerful weapons and armor. Objects made of vibroglass always
vibrate softly, the larger the item the stronger the vibration. If coated in vibrathoil however it will
vibrate extremely violently, making them almost impossible to handle. However doing so make
the material merge back with previously broken pieces allowing it to be repaired even if it is
sundered and destroyed, the pieces can be pushed back together for 1d6 rounds to reform the
item as well as restoring any magical properties it possessed.
Vibroglass can be made into weapon, they are however difficult to handle, attacks made with a
vibroglass weapon are made with a -1 penalty to attack by a +2 bonus to damage (as if it was
coated with If vibrathoil). Any attacks made with a vibroglass weapon also carries the effect of
shatter with a caster level equal to the wielder's base attack bonus, making it a very effective
material for sundering or destroying crystaline creature. If vibrathoil is applied to a vibroglass
weapon the penalty to attack and the bonus to damage not only stack but also double, for a -4
penalty to attack and a +8 bonus to damage. Weapons made of vibroglass gain a 10% discount
on any enhancements which deal sonic damage and high frequency weapon.
Armor and shields can also be made with vibroglass. Such armor or shields provides energy
hindrance (sonic) and DR/Adamantine based on the type of armor or shield. Bucklers, light
shields, and light armor have hinder 10% and DR 1/Adamntine. Heavy shields and medium
armor have hinder 25% and DR 3/Admantine. And tower shields and heavy armor have hinder
50% and DR 5/Admantine. Hindrance overlaps, it does not stack but the damage reduction from
your armor and shield does stack. Armors made and shield made of vibroglass have their armor
check penalty increase by 1 because of the constant vibration. If a vibroglass armor is coated
with vibrathoil, it will start violently vibrating, sickening the wearer for 1d4+1 round and
increase the armor check penalty by 3.
Vibroglass needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, vibroglass
weapons and ammunition have a +1 enhancement bonus on attack rolls.
Vibroglass is extremely hard but can be easily broken when vulnerable much like real glass, it
has 3 hit points per inch of thickness and hardness 20. Vibroglass is immune to sonic damage,
quarters all electric and cold damage, takes half damage from acid and force, and full damage
from fire.
Type of Vibroglass Item Item Cost Modifier
Ammunition +160 gp
Light armor, bucklers, or light shields +1,000 gp
Medium armor or heavy shields +4,000 gp
Heavy armor or tower shields +9,000 gp
Weapon +8,000 gp

Vibrolithe[edit]
A highly dangerous material embraced by those who like high risk and high reward, vibrolithe is
a nearly indestructible metallic substance that always seem to be vibrating in 'tonal frequencies'.
Vibrolithe is an Idylean material, used extremely rarely for its dangerous natures and limitations.
Vibrolithe cannot be combined with another material (through a transmuter forge or with the
material composite enhancement), any attempt at alloying it result in strange new materials.
When shaped into weapons, vibrolithe's potential comes to light, firstly it gain the Absolute
enhancement for free as a nonmagical ability, but only for physical damage dealt with it. A
vibrolithe weapon can also strike ethereal and incorporeal creatures as if it was Ghost Touch.
Finally the weapon itself become much more damaging, however in exchange an excess of
kinetic energy is dealt to the wielder as well. A vibrolithe weapon deal damage as if it was a size
category larger and the damage dice of the weapon increase by one step (so a medium vibrolithe
greatsword would deal 3d8 damage). In exchange every time the wielder hit, he is dealt 2
typeless damage if his weapon is light, 4 if it one-handed or 6 if two-handed.
Due to it nigh indestructible nature, vibrolithe make incredibly protective armor. When made
into an armor or shield, vibrolithe increase the AC bonus by 2 and grant damage resistance (as
per the Invulnerabvle enhancement and stack with it) of 2 for light armor and light shield, 4 for
medium armor and heavy shield, 6 for heavy armor and tower shield. Finally vibrolithe has the
ability to vibrate magic away, granting Spell Dampening of 1 for light armor, light shield and
heavy shield, 2 for medium armor and tower shield and 3 for heavy armor. The spell dampening
granted by an armor and shield do not stack, however the damage resistance do.
Vibrolithe is invincible; it cannot be damaged or destroyed in any way unless first made
vulnerable. The only way of making vibrolithe vulnerable to damage is by exposing it to a a
powerful sonic frequency. Doing so requires dealing at least 50 point of sonic damage to the
vibrolithe item. Once done, the item will be vulnerable to harm for 1 minute. While vulnerable,
vibrolithe has 90 hit points per inch of thickness and hardness 30.
A vibrolithe item cannot easily be crafted by mortals; only creatures with 20 ranks in the
appropriate craft skill can shape molten vibrolithe.

Type of Vibrolithe Item Item Cost Modifier


Ammunition +500 gp
Light Armor and Shield +15,000 gp
Medium Armor and Heavy Shield +30,000 gp
Heavy Armor and Tower Shield +50,000 gp
Weapon +25,000 gp

Vichromium[edit]
A material invented by the Technomancer Claire Loraine Watson, vichromium (also called
clairium) is a extremely reflective material to the point of being very mirror-like, granting it an
appearance very similar to natural chromium but slightly lighter in tone. It is an extremely
difficult material to produce, formed from natural chromium, Alchemically-Inverse Silver,
Mercurite Alloy, Mithral, Vitalized Livemetal alongside a sliver of Vibrolithe. Vichromium self
repair at the rate of 1 hp of damage each minute, even if sundered and destroyed, the pieces can
be pushed back together for 3d6 rounds to reform the item as well as restoring any magical
properties it possessed. Finally vichromium is completely inert, it does not rust and is immune to
corrosion.
An armor and shields made of vichromium possess great hardness, flexibility and incredible
reflective abilities, it is capable of bending and reflecting kinetic energy with extreme efficiency,
making it a very protective material. A vichromium armor or shield has it weight halved, it
armor/shield bonus increase by 2 points, it arcane spell failure lowered by 10%, it armor check
penalty reduced by 3 and it max dexterity bonus increase 2. The reflective surface of vichromium
make it extremely efficient against [light]-effect, granting a +4 bonus against [light]-effect and
reducing any light damage taken by the wearer's armor bonus to AC squared. However half the
prevented damage is dealt to all creature within 10 ft of the wearer as the light energy is reflected
off the vichromium.
A vichromium weapon count as adamantine and silver for the purpose of bypassing damage
reduction, it weight is halved and it impacts carry a powerful force, melee weapon or
ammunition made of vichromium deal an additional 5 points of damage. On a natural 20 a
vichromium weapon unleash a shockwave of energy, forcing the struck creature to make a DC
10 + 1/2 BAB + attack ability score modifier (usually Dexterity) Reflex save or fall prone. Even
on a successful save, they take a −2 penalty to AC for 1 round from being knocked off center.
Vichromium has 60 hit points per inch of thickness and hardness 25.
Vichromium quarters all cold, fire, electric and force damage, takes half damage from any other
source. Vichromium is nigh immune to physical damage, quartering it and doubling it hardness
against it. It is completely immune to acid and light damage.

Type of Vichromium Item Item Cost Modifier


Ammunition +240 gp
Armor & Shields +3000 gp plus (300 x base armor bonus squared)
Weapon +12,000 gp
Vile Platinum[edit]
In rare cases there is an evil so great, it warps whatever it touches transforming mortals into
fiends, environments into hellscapes, and in the case of the material holy platinum, it can warp
this celestial metal into something it should not be. Like holy platinum, it is durable and holds an
edge. It also retains its extreme weight, burdened with warped spikes and glossy organic nodes
of raw evil. The platinum itself has been stained metallic black and formed into jagged violent
energies, symmetrical for more lawful evil sources and chaotic amalgamations for more chaotic
evil sources. Any items made of vile platinum are twice as heavy as a weapon made of steel.
When made into a weapon a vile platinum's weight work to it disadvantage, when wielding a
one-handed or two-handed holy platinum weapon the user take a -4 penalty when attacking with
it unless she possess a Strength score of 19 (or 4 point higher if the weapon already possessed a
strength requirement, whichever is higher). If the wielder wield a one-handed weapon two-
handed she count her Strength as 4 point higher for the purpose of this penalty. Despite it great
weight, after being forged it become as hard as Adamantine, allowing it to ignore hardness less
than 20 and bypass DR/Adamantine. A vile platinum weapon also count as Cold Iron whenever
doing so would be beneficial.
Finally a a weapon made of vile platinum is bestowed corrupt and profane powers, granting it the
Unholy and Pure Elemental (Fire) enhancements which both stacks with the actual enhancements
and do not count on the price of enhancing the weapon. A weapon made of vile platinum gain a
10% discount on the Unholy, VampiricMIC, Profane enhancements or any enhancement which
deal fire damage. It radiates an aura of evil equal to the weapon's caster level.
When made into Armor or Shield, vile platinum grant the same bonuses as Adamantine. It also
receive the Dark Sanctified enhancement which do not count on the price of enhancing the
armor. This acts identical to Sanctified, but counts as an unholy symbol, radiates unhallow, and
staggers good aligned users. A vile platinum shield receive both benefits or armor and weapon,
using the weapon benefits when used on shield bash.

Type of Vile Platinum Item Item Cost Modifier


Ammunition +360 gp
Light Armor and Shield +9,000 gp
Medium Armor and Heavy Shield +20,000 gp
Heavy Armor and Tower Shield +40,000 gp
Weapon +18,000 gp

Vilebone[edit]
In the deepest depths of Hades the weight of the entire plane and countless souls press upon each
other. The souls lost to the Gray Wasting become little more than objects, barely alive, and are
crushed into a dense material pseudomatter called Vilebone. The material gets its name from
appearance, appearing as dusky gray bone, often disturbingly arranged into organic, bone-like
shapes as well, even when shaped. It is however a metal, technically, and a durable one at that
with properties akin to adamantine.
Any weapon primarily composed of metal can be made as a vilebone weapon. It acts as
adamantine and evil aligned for the purpose of bypassing hardness and damage reduction, and its
weight increases by 50%. It is also inconceivably evil in purpose. Good creatures which pick up
a vilebone weapon automatically gain two negative levels, while non-evil creatures only gain one
negative level. Evil creatures suffer no ill effect. A vilebone weapon automatically deals its base
weapon damage (including enhancement bonuses, but not from Strength, Power Attack, or other
feats) as vile damageBoVD and weapons made of vilebone gain a 10% discount on the Unholy and
ProfaneMIC enchantments. It radiates an aura of evil equal to a 1st level evil cleric, or the
weapon's caster level if magical. Vilebone has 40 hit points per inch of thickness and hardness
20, but a good-aligned weapon only faces hardness 10.
Armor can also be made with vilebone. Such armor tends to have a very skeletal appearance. The
effects are once again similar to adamantine, providing damage reduction appropriate to the type
of armor used (1/– if it’s light armor, 2/– if it’s medium armor, and 3/– if it’s heavy armor.)
Finally, you gain resistance to vile damage 5. Vilebone is so costly that weapons and armor made
from it are always of masterwork quality; the masterwork cost is included in the prices given
below. Thus, vilebone weapons and ammunition have a +1 enhancement bonus on attack rolls,
and the armor check penalty of vilebone armor is lessened by 1 compared to ordinary armor of
its type. Like weapons, armor made of vilebone deals negative levels to non-evil users.

Type of Vilebone Item Item Cost Modifier


Ammunition +80 gp
Light armor +6,000 gp
Medium armor +11,000 gp
Heavy armor +16,000 gp
Shield +3,000 gp
Weapon +4,000 gp

Vitalized Livemetal[edit]
When living metalMoF, a steel which grows and repairs its own wounds, it taken to the positive
energy plane it sometimes soaks in the radiant life force, transforming it into a vibrant living
steel known as vitalized livemetal. The metal takes on a significently whiter shine and naturally
forms curving flowing and organic shapes when tempered. Indeed, a close up appearance reveals
the metal "breathes" and flows like water, its "skin" rippling subtly in tune with any user who
wields it. It has all the self-repairing properties of living metal, with the added benefit of storing
a huge bioenergetic charge within.
Vitalized livemetal weapons have the properties of steel, and recover 1 hp of damage each
minute on its own. Even if sundered and destroyed, the pieces can be pushed back together for
3d6 rounds to reform the weapon as well as restoring any magical properties it possessed. When
used against undead or other creatures harmed by positive energy, the weapon deals double
damage (use only weapon damage and enhancements, do not double the strength modifier to
damage) and the weapon is capable of making critical hits against undead. It strikes incorporeal
creatures without miss chance as well, though it doesn't add your strength modifier to the attack.
Lastly, a creature can draw energy from the vitalized livemetal weapon as a swift action,
regaining their HD in hp. They may do this up to 3/day, and ammunition does not receive this
benefit. Weapons made of vitalized livemetal gain a 10% discount on the Brilliant Energy,
Dancing, Disruption, Ki Focus, and any positive energy enhancements.
Vitalized livemetal armor is a potent protector against the energy forces of the universe. It has
the usual properties of living metal; after 1 day of wearing it the armor shapes to the body
granting +1 maximum Dex bonus, decreases the armor check penalty by 1, and -5% arcane spell
failure. In addition while wearing vitalized livemetal armor you are immune to the "death by
awesome" effect of the Positive Energy Plane, stopping healing when you hit your maximum hp.
You are also resistant to negative energy, gaining your armor or shield bonus (including
enhancement bonus) as energy resistance against negative energy. Your armor or shield bonus
also counts against incorporeal touch attacks, and doubles against undead incorporeal touch
attacks. Like vitalized livemetal weapons, vitalized livemetal armor can have energy drawn from
it as a swift action, regaining their HD in hp 3/day. Armor made from vitalized livemetal gain a
10% discount on the Animated, Refitting, Unblemished, Wild, and any enhancements against
negative energy or undead.
Vitalized livemetal needs special preparation so all weapons and armor made from it are always
of masterwork quality; the masterwork cost is included in the prices given below. Thus, vitalized
livemetal weapons and ammunition have a +1 enhancement bonus on attack rolls.
Vitalized livemetal has 20 hit points per inch of thickness and hardness 10. Vitalized livemetal
halves all cold, fire, electric, force, and sonic damage, takes full damage from acid. Positive
energy effects repair livemetal as if it were a living creature.

Type of Vitalized Livemetal Item Item Cost Modifier


Ammunition +120 gp
Light armor/Bucklers +2200 gp
Medium armor/Light and Heavy Shields +3500 gp
Heavy armor/Tower Shields +6000 gp
Weapon +5000 gp

Vitawood[edit]
This is special wood grown on positive-dominant planes. Not all wood grown there takes on this
special quality, as it requires special care. Any weapon, armor or tool made of wood (including
those converted to wood via the Wood special material) can be made of vitawood. Any weapon,
armor or tool made of vitawood is considered a masterwork item. If an item made of vitawood is
damaged, the item naturally regains its hitpoints at a rate of 1 per round. If the item is destroyed,
it will still regain its hitpoints if reassembled. Weapons made of vitawood deals an extra 4
positive energy damage to creatures damaged by positive energy.
Because vitawood armor isn't made of metal, druids can wear it without penalty.
Vitawood weapons and armor are more expensive than their wood counterparts, as seen on the
table.

Wood Cost Modifier


Light armor: +250 gp
Medium armor: +300 gp
Heavy armor: +400 gp
Light weapon: +350 gp
Weapon: +450 gp
Shield: +200 gp
Other +300+10 gp/pound

Weavebone[edit]
Weavebone is a rare substance and the result of magical engineering. It draws energy from the
magical weave of the universe and crystallizes it as a solid in realspace. Spellcasters are able to
influence weavebone to a certain extent. Those with magical talent which succeed on a DC 20
caster level check can alter minor properties of the item such as color, minor physical details, and
cause it to glow. Actually creating the substance requires the major creation spell and a
permanency spell while in a certain summoning sigil, creating one pound of the substance per
caster level and it remains as a instantaneous object afterwards. Even after the material is
conjured, complex alchemical and magical processes are needed to shape it and forms the true
cost of creating the material.
Weavebone takes many shapes and appearances but it is not technically a "bone". It generally
has a glossy plastic appearance, but has the texture of ivory, bone, or stone. The material
possesses several disturbingly organic traits, and slowly repairs itself over time. It also can be
made hard or partly flexible, making it suitable for bows (but not whips). It's default color is an
impossible to define hue somewhere purple and yet orange which some call "the color of magic",
and most end up seeing the color as a radiant warm brown hue. Small runic shapes naturally
seem to erode into the surface near edges and corners. When running with a magical charge,
these channels light up and the object emits various amounts of light.
Any weapon can be made of weavebone. Weavebone is considered metal and it slowly repairs
itself over time, recovering 1 hp each hour. The weapon can be used to channel touch spells
though it, and touch spells used by it benefit from the weapon's enhancement bonuses and
special abilities, when applicable. Spells which affect weapons have their caster level increased
by +1. Effects such as the Spell Storing enhancement also increase the caster level of the spells
within by +1.
Armor and shield can also be made with weavebone. Such armor and shields count their AC
bonus on the touch AC against magical and supernatural effects. Light armor and light shields
and bucklers give a +1 bonus on saves against spells and spell-like abilities, medium armor and
heavy shields gives a +2 bonus, and heavy armor and tower shields gives a +3 bonus. The bonus
is untyped but does not stack with other weavebone materials. Like weapons, the material
recovers 1 hp each hour if damaged. Curiously the armor proves baneful for those who would
cast spells in it, as the armor funnels magical energy away from the user. It increases the arcane
spell failure by 10%.
Weavebone needs special preparation, so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, weavebone
weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check
penalty of weavebone armor is lessened by 1 compared to ordinary armor of its type.
Weavebone has 10 hit points per inch of thickness and hardness 8. It quarters all damage from
spells and spell-like abilities, but takes full damage before hardness from non-magical sources.
Magic weapon damage is halved, but non-magic weapon damage isn't.

Type of Weavebone Item Item Cost Modifier


Ammunition +100 gp
Light Armor & Bucklers/Light Shields +5,000 gp
Medium Armor & Heavy Shields +11,000 gp
Heavy Armor & Tower Shields +19,000 gp
Weapon +5,000 gp

Wildbone[edit]
There are many legends which tell tales of heroes besting a fell beast, a powerful dragon, a
horrifying demon, or other such creature and then crafting the body parts of said creature into a
weapon or armor of great renown. Though much of it is myth there is some truth to it. Creatures
of unusual prowess leave a mark on their now dead bodies, and by transforming the bones of the
creature into items one can coax out some of the once great power they once had. Thus,
wildbone is not actually a single substance but rather any bone or bone-like substance that was
once part of a great monster. Traditionally they come from powerful magical beasts, but can be
from any source, even the bones of humanoid saints and other heroes.
Any weapon primarily composed of metal or wood can be made of wildbone. Wildbone is
considered stone, and is unaffected by rust. Wildbone grants one or more properties of the table
below. These properties generally are related to the powers the donor creature had in life.
Likewise, armor and shields can also be made into wildbone using the cart below. Wildbone with
no powers awakened from it is merely just durable bone, and costs the same as a normal iron
item. Properties overlap, they do not stack, even from separate wildbone items.
Wildbone needs special preparation, so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, wildbone
weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check
penalty of wildbone armor is lessened by 1 compared to ordinary armor of its type.
Table: Wildbone Effect
Armor,
Extra
Name Effect Shield, or
Cost
Weapon
Weapon counts as chaotic/evil/good/lawful aligned (choose +2000
Aligned Weapon
one) gp
Can be used as focus/divine focus for spells up to items Armor, Shield, +500
Catalyst
value Weapon gp
+2000
Durable +1 to any pre-existing DR (does not grant DR) Armor, Shield
gp
Resist 5 one energy type (acid, cold, electricity, fire, sonic, +3000
Energized Armor, Shield
or force) gp
+2000
Hardened +1 natural armor Armor, Shield
gp
Constant endure elements and DR 1 against environmental +1500
Hearty Armor, Shield
damage gp
+500
Healthy +5 maximum hp when worn Armor
gp
+1000
Hunter +1 attack and damage against one creature Type of choice Weapon
gp
1/day gain +2 luck on any one attack roll (weapon) or AC or Armor, Shield, +3000
Lucky
saving throw (shield and armor) as a non-action Weapon gp
Magic +2000
+1 bonus on saves vs spells and spell-like effects Armor, Shield
Resistant gp
+2000
Possessed Take 1 damage each attack but +2 weapon damage Weapon
gp
+2000
Purified +3 bonus on saves vs disease, poison, and curses Armor, Shield
gp
+3000
Quick +10 ft land speed Armor
gp
+750
Regenerative +1 additional hp healed whenever hp is recovered Armor
gp
+2500
Ripping +1 bleedout damage Weapon
gp
Skillful +5 competence bonus on one Skill Armor, Shield, +2500
Weapon gp
Gain at will 0th level spell (except cure minor wounds or Armor, Shield, +1000
Spellcaster
inflict minor wounds) Weapon gp
+3000
Vampiric Heal 1 hp for every successful attack Weapon
gp
Wildbone has 10 hit points per inch of thickness and hardness 8.
Winter Wolf Pelt[edit]
The fur of the winter wolf, when carefully treated and removed, keeps a small amount of its
powers. Items made of a winter wolf's pelt are furry or have patches of the soft white fur.
Winter Wolf Pelt can only be applied to non-metal armors such as leather or hide. It grants the
user Cold Resistance 5. In addition the user never is effected by extremely low temperatures as if
they had an endure elements spell placed upon them. They also get a +5 circumstance bonus to
hide in snow and other white or winter terrain, and a +2 natural armor bonus which stacks with
other sources of natural armor. However, the user also takes additional damage when struck by
fire, taking +1 extra damage per damage die. For example, taking a 5d4 fire spell would add on
an additional +5 damage.
Winter Wolf Pelt has the same hit points per inch of thickness and hardness as the original armor
it is applied to. Winter Wolf Pelt is only suitable for armor and cannot be applied to weapons.
Cost: Winter Wolf Pelt costs an additional +1,750 gp.

Witchlight Silver[edit]
Related to the same magic which powers witchlight reservoir weapon crystalsSpC, witchlight
silver is a form of silver which has been exposed to strange transmutation magical radiations
over a long period of time, then alloyed with another metal (typically steel) to produce a
somewhat soft metal which adapts different properties depending on what effects it has been
exposed to. It appears to be normal silver with a strange iridescent sheen.
Witchlight silver weapons can be made with any weapon that uses metal. It is identical to
alchemical silver (including the damage penalty). If exposed to one of the following substances
for at least 8 hours, it gains the following properties until assigned a new one:
Sunlight: Weapon emits light as a torch. On a natural 20, the target is blinded for 1 round.
Moonlight: Weapon emits light as a candle. On a natural 20, shapechanging effects are
dismissed.
Blood: You gain the effect of deathwatch for 1 round on creatures you touch with the weapon.
Wine: Creatures you strike with this weapon take a -1 penalty on Will saves for 1 round. This
stacks with the witchlight reservoir effect.
In addition, the weapon gains synergy with the witchlight reservoir weapon crystal. The crystal
may be added to a masterwork weapon as if it were a least crystal, and it has a free action
activation. If the weapon is a +1 weapon, the number of times you may use its effect rises to 10
and the duration you need to charge it for both the material itself and its crystal decreases to 4
hours. If the weapon is a +2 weapon, the number of times you may use its effect becomes
unlimited, and the duration you need to charge it decreases to 2 hours.
Armor and shields made from witchlight silver gains properties, based on what it has been
exposed to. Armor and shields must be exposed to the substance for 8 hours if masterwork, 4
hours if +1, or 2 hours if +2, and grants a benefit depending on its armor or shield type.
Sunlight: Light armor and bucklers/light shields gain a constant endure elements (cold only).
Medium armor and heavy shields gain resist fire 5. Heavy armor and tower shields gain resist
fire 10.
Moonlight: Light armor and bucklers/light shields gain a constant endure elements (hot only).
Medium armor and heavy shields gain resist electricity 5. Heavy armor and tower shields gain
resist electricity 10.
Blood: Light armor and bucklers/light shields grant an additional +3 to maximum hp. Medium
armor and heavy shields gain +9 hp. Heavy armor and tower shields gain +15 hp. This extra hp
does not stack with other witchlight silver items.
Wine: Light armor and bucklers/light shields gain a +1 morale bonus against fear and pain
effects. Medium armor and heavy shields gain a +3 bonus. Heavy armor and tower shields gain a
+5 bonus.
Witchlight silver has 10 hit points per inch of thickness and hardness 8. Weapons and armor
made from it are always of masterwork quality; the masterwork cost is included in the prices
given below.

Type of Witchlight Silver Item Cost Modifier


Ammunition +40 gp
Light armor & Bucklers/Light Shields +900 gp
Medium armor & Heavy Shields +2,700 gp
Heavy armor & Tower Shields +8,100 gp
Weapon +1800 gp

Wizardbeard[edit]
Wizardbeard is a rough and scratchy fabric nevertheless prized for its magical properties. No one
is sure if it is literally the woven beards of wizards or not.
Wizardbeard is a rough fabric which, depending on how well it is processed, ranged consistency
from cotton to burlap. It's been known to carry the faint odor of smoke, alchemical reagents, old
man, and other "wizard smells" in amounts which are barely noticeable but ever-present. It is
usually used for magical robes, but sometimes turned into fabric armors for bards and gish types.
Few weapons can be made of wizardbeard, limited to flexible fabric items like the sap or whip.
These weapons automatically come with a +1 enhancement bonus on attack and damage, and
count as magic. This bonus stacks with enhancements placed onto it, but are not added into the
cost. Since the weapon counts as magical, one can begin placing special enhancements such as
Flaming or Keen on it without a pre-existing +1.
The real purpose of wizardbeard is on fabric armor and clothing. When made into such items, the
outfit is always clean and minor details and colors can be altered as a free action, as if under a
constantly refreshing prestidigitation. Spellcasters which wear these items gain a +1 caster level
on all 0th level spells. If the wearer has a base spellcaster level of 5th, they bonus applies to 1st
level spells. At 10th it becomes 2nd level spells. At 15th it maxes out at 3rd level spells.
Wizardbeard has no real effect with shields.
Wizardbeard needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus,
wizardbeard weapons and ammunition have a +1 enhancement bonus on attack rolls (though this
is overwhelmed by its inherent +1 enhancement bonus), and the armor check penalty of
wizardbeard armor is lessened by 1 compared to ordinary armor of its type..
Wizardbeard has 5 hit points per inch of thickness and hardness 0.

Type of Wizardbeard Item Item Cost Modifier


Ammunition +50 gp
Armor +1,200 gp
Weapon +2,500 gp

Wood[edit]
This special material is not well suited to making weapons or armor, but it can do in a pinch.
More nature-focused groups tend to use this as opposed to metal due to their standards or
because they are forbidden to use metal.
Any weapon, armor or tool (things like crowbars and hammers) made of metal can be made of
wood instead. Weapons and armor so converted have half as many HP. Weapons made in this
fashion deal 1 less damage per attack, while armor made in this fashion has its armor check
penalty increased by 1 point. Tools made of wood simply have their hitpoints cut.
Because wood armor isn't made of metal, druids can wear it without penalty.
Wood weapons, armor and tools are actually cheaper than their metal counterparts, as seen on
the table.
Wood has 10 hit points per inch of thickness and hardness 5.

Wood Cost Modifier


Ammunition: -3 sp/10 units
Light armor: -10 gp
Medium armor: -15 gp
Heavy armor: -40 gp
Light weapon: -2 gp
Weapon: -7 gp
Other -2 sp/pound

Airbound Wood[edit]
Though the techniques of shaping metal are many and well known, shaping wood has proven
difficult. By its nature, it grows as it sees fit, its properties limited by species and environment.
Wood cannot be reliably "alloyed", but in an attempt to keep up with their metal-using foes, a
druidic sect researched a method of strengthening their ordinary wood by making contract with
the prime spirits of the world. Known collectively as "Bound Wood", it is wood which has had a
small elemental spirit bound into it. Airbound Wood possesses an air elemental which makes the
wood light and swift when swung through the air. The wood is pockmarked with holes and
gnarls which wind flows through, and a constant soft whistling is heard from it.
Airbound wood weapons have the properties of wood except it is immune to sonic and takes full
damage from acid. They constantly whistle, granting a -2 on checks to move silently. On the
other hand they are half the weight, and the weapon may be treated as a weapon one category
easier to wield (two-handed to one-handed, one-handed to light, light remains light) when
beneficial. The weapon is also more nimble, always qualifying for weapon finesse, and ignoring
up to 1 point of penalty on attack rolls, such as from two-weapon fighting, combat expertise, or
using a buckler or tower shield.
If used while flying and wielding an airbound wood weapon, you gain a +5 enhancement bonus
to your fly speed. If a airbound wood weapon is sundered, a medium air elemental appears in the
nearest square and attacks at your command as per summon monster spells, before vanishing
after 1 minute. Weapons made of airbound wood gain a 10% discount on any enhancements
related to air, electric, sonic, or anti-earth abilities.
Airbound wood armor is useful as well, effectively gaining the properties of mithral. Armors are
treated as one category lighter (heavy to medium, medium to light, light remains light), with a
Maximum Dex increase of +2, arcane spell failure -10%, armor check penalty -3, and half the
weight. It helps cushion heavy falls as well, ignoring the first 10 ft of a fall for light armor and
bucklers, 20 ft for medium armor and light and heavy shields, and 30 ft for heavy armor and
tower shields. Armor possesses the -2 penalty to move silently too, which stacks with weapons
and shields. Armor made from airbound wood gain a 10% discount on the any enhancements
dealing with air, electric, sonic, and resistance to electric and sonic.
Airbound wood needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, airbound
wood weapons and ammunition have a +1 enhancement bonus on attack rolls.
Airbound wood has 10 hit points per inch of thickness and hardness 5. Firebound wood is
immune to sonic, takes full damage to acid and fire, quarters electric damage, and halves all
other damage.

Type of Airbound Wood Item Item Cost Modifier


Ammunition +60 gp
Light armor/Bucklers +1700 gp
Medium armor/Light and Heavy Shields +5300 gp
Heavy armor/Tower Shields +10,500 gp
Weapon +3000 gp

Earthbound Wood[edit]
Though the techniques of shaping metal are many and well known, shaping wood has proven
difficult. By its nature, it grows as it sees fit, its properties limited by species and environment.
Wood cannot be reliably "alloyed", but in an attempt to keep up with their metal-using foes, a
druidic sect researched a method of strengthening their ordinary wood by making contract with
the prime spirits of the world. Known collectively as "Bound Wood", it is wood which has had a
small elemental spirit bound into it. Earthbound Wood possesses an earth elemental which makes
the wood extremely heavy and dense, capable of massive damage and awesome blows. The
wood is appears to be petrified wood with a gray grainy grit. Earthbound items may count as
stone when beneficial.
Earthbound wood weapons have the properties of wood except it is immune to electricity and
takes full damage from sonic, and it possesses a far greater hardness than wood should have.
They are double the weight and take a -2 penalty on attacks of opportunity due to their bulk.
However, they never catch on fire and their weapon handiness goes up by one (light to one-
handed, one-handed to two-handed, two-handed remains two-handed) when beneficial, and their
effective damage size goes up by two categories. When used for Power Attacks with at least a -2
penalty they add an additional +2 damage, in addition to the damage from Power Attack itself.
Weapons made of earthbound wood gain a +2 bonus on Sunder checks.
If used while burrowing and wielding an earthbound wood weapon, you gain a +5 enhancement
bonus to your burrow speed. Weapons made of earthbound wood gain a 10% discount on any
enhancements related to earth, acid, or charging, or anti-air abilities.
Earthbound wood armor is strong and protective. Creatures gain a +4 Stability bonus (as a dwarf
and stacking with dwarven stability). Light armor and bucklers gain DR 1/adamantine. Medium
armor and light and heavy shields gain DR 2/adamantine. Heavy armor and tower shields gain
DR 3/adamantine. Armor and shields stack DR/adamantine, though they do not stack with any
other source. Armor made from earthbound wood gain a 10% discount on the any enhancements
dealing with earth, and resistance to acid and electricity.
Earthbound wood needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, earthbound
wood weapons and ammunition have a +1 enhancement bonus on attack rolls.
Earthbound wood has 10 hit points per inch of thickness and hardness 15. Earthbound wood is
immune to electricity, takes full damage to sonic, quarters fire damage, and halves all other
damage.

Type of Earthbound Wood Item Item Cost Modifier


Ammunition +60 gp
Light armor/Bucklers +1700 gp
Medium armor/Light and Heavy Shields +5300 gp
Heavy armor/Tower Shields +10,500 gp
Weapon +3000 gp

Firebound Wood[edit]
Though the techniques of shaping metal are many and well known, shaping wood has proven
difficult. By its nature, it grows as it sees fit, its properties limited by species and environment.
Wood cannot be reliably "alloyed", but in an attempt to keep up with their metal-using foes, a
druidic sect researched a method of strengthening their ordinary wood by making contract with
the prime spirits of the world. Known collectively as "Bound Wood", it is wood which has had a
small elemental spirit bound into it. Firebound Wood possesses a fire elemental which keeps the
wood burning like a torch and never being consumed. Unlike the similar emberwood, it is not a
wood which has merely adapted not to burn to ash but thrives on it. They are all as everburning
torches, but the flame is quite real. And yet because the flame is dimly sentient, it does not burn
its wielder.
Firebound wood weapons have the properties of wood except it is immune to fire and takes full
damage from cold. They constantly burn, shedding light as a torch and dealing 1d6 additional
fire damage to anything it strikes, besides the wielder. On a critical hit, targets catch on fire for a
number of rounds equal to their critical multiplier. A club (x2) burns for 2 rounds while a
weapon with a x4 critical burns for 4 rounds. They can take a full round action to put themselves
out, or submerge themselves in water or another fire retardant.
The fire continues to burn underwater, but it deals no additional fire damage. Instead the
resulting steam causes the target to be hidden in a obscuring mist centered on the wielder to a
distance out to their normal reach. If a firebound wood weapon is sundered, a medium fire
elemental appears in the nearest square and attacks at your command as per summon monster
spells, before vanishing after 1 minute.
Weapons made of firebound wood gain a 10% discount on any enhancements related to fire or
anti-water abilities.
Firebound wood armor is useful for those who cannot use metal armor. The armor burns
constantly, shedding light as a torch but not harming the user. Anyone in extended contact (such
as grappling but not simple attack rolls) takes 1d6 fire damage and must make a DC 15 Reflex
save or catch on fire. While worn the user cannot catch on fire themselves, and they gain
resistance to fire as the armor absorbs it. Light armor and bucklers gain fire resistance 3. Medium
armor and light and heavy shields gain fire resistance 6. Heavy armor and tower shields gain fire
resistance 10. Armor and shields stack resistance, though they do not stack with any other
source, except for armor and shield enhancements. Armor made from firebound wood gain a
10% discount on the any enhancements dealing with fire, and resistance to fire and cold.
Firebound wood needs special preparation so all weapons and armor made from it are always of
masterwork quality; the masterwork cost is included in the prices given below. Thus, firebound
wood weapons and ammunition have a +1 enhancement bonus on attack rolls.
Firebound wood has 10 hit points per inch of thickness and hardness 5. Firebound wood is
immune to fire, takes full damage to sonic and cold and "catch on cold" as normal wood catches
on fire, quarters electric damage, and halves all other damage.

Type of Firebound Wood Item Item Cost Modifier


Ammunition +60 gp
Light armor/Bucklers +1700 gp
Medium armor/Light and Heavy Shields +5300 gp
Heavy armor/Tower Shields +10,500 gp
Weapon +3000 gp

Waterbound Wood[edit]
Though the techniques of shaping metal are many and well known, shaping wood has proven
difficult. By its nature, it grows as it sees fit, its properties limited by species and environment.
Wood cannot be reliably "alloyed", but in an attempt to keep up with their metal-using foes, a
druidic sect researched a method of strengthening their ordinary wood by making contract with
the prime spirits of the world. Known collectively as "Bound Wood", it is wood which has had a
small elemental spirit bound into it. Waterbound Wood possesses a water elemental which makes
the wood damp and soaked, good for resisting flames and funneling toxins mixed within. The
wood is literally drips with brackish saltwater at all times, even in the most arid conditions.
Waterbound wood weapons have the properties of wood except it is immune to cold and takes
full damage from electricity. They are constantly damp to the touch. They never catch on fire and
are super effective against creatures of the fire type, dealing an extra +1d10 damage. More
importantly they are very conductive to any poisons applied to the weapon, channeling the
poison for 2 hits instead of 1 hit. This stacks with ToxicDoTU to 3 rounds. Lastly they take no
penalty to attack when fighting underwater, as if under freedom of movement.
If used while swimming and wielding an waterbound wood weapon, you gain a +5 enhancement
bonus to your swim speed. Weapons made of waterbound wood gain a 10% discount on any
enhancements related to water, cold, poison, or anti-fire abilities.
Waterbound wood armor is good for aquatic adventures, as it grants a swim speed equal the the
user's land speed. It also makes them immune to the effects of pressure damage, and grants 60
feet of vision through the water regardless of water conditions. While worn the user cannot catch
on fire, and they gain resistance to cold as the armor absorbs it. Light armor and bucklers gain
cold resistance 3. Medium armor and light and heavy shields gain cold resistance 6. Heavy armor
and tower shields gain cold resistance 10. Armor and shields stack resistance, though they do not
stack with any other source except armor and shield enhancements. Armor made from
waterbound wood gain a 10% discount on the any enhancements dealing with water, and
resistance to fire and cold.
Waterbound wood needs special preparation so all weapons and armor made from it are always
of masterwork quality; the masterwork cost is included in the prices given below. Thus,
waterbound wood weapons and ammunition have a +1 enhancement bonus on attack rolls.
Waterbound wood has 10 hit points per inch of thickness and hardness 5. Waterbound wood is
immune to cold, takes full damage to acid and electricity, quarters fire damage, and halves all
other damage.

Type of Waterbound Wood Item Item Cost Modifier


Ammunition +60 gp
Light armor/Bucklers +1700 gp
Medium armor/Light and Heavy Shields +5300 gp
Heavy armor/Tower Shields +10,500 gp
Weapon +3000 gp

Worldwood[edit]
Worldwood is said to be the wood of a World Tree, even dead broken discarded branches can be
made into powerful weapons and shields. It is noted to be extremely hard but still somewhat
flexible and carries great mystical energy. Because of the energy still contained within the
branches, a worldwood item heal 1 hit points per hour and a broken worldwood item can be
repaired by pushing it pieces back together. A magic item repaired this way regain it magical
properties.
Only weapons normally crafted out and have their damaging bits made of wood benefits from
being made into worldwood (example include clubs and quarterstaff as well as wooden shields).
A worldwood weapon count as adamantine for the purpose of bypassing damage reduction and
hardness and deal 3 points of extra damage each attack. Additionally the critical threat range of
any worldwood weapon increase by 1, this is added after multipliers such as from Improved
Critical. This only applies to melee or thrown worldwood weapons, bows have special rules as
outlined below:
Bows greatly benefits from worldwood, however it greatly increase the draw strength necessary
to pull the bow. The bow's critical threat range increase by 1, this is added after multipliers such
as from Improved Critical. The range of the bow also increase by 50%, stacking with similar
effect such as the Far Shot feat. Finally any projectile fired from the worldwood bow deal
damage as if they were one size category larger. However the bow now requires a minimum
amount of Strength to draw, refer to the table below:

Worldwood Bow Minimum STR Requirement


Shortbow 11 Strength
Composite Shortbow 13 Strength
Longbow 15 Strength
Composite Longbow 17 Strength
Three-Stringed Bow 17 Strength
Fey Longbow 18 Strength
Composite Three-Stringed Bow 19 Strength
Hexabow 19 Strength
Composite Hexabow 21 Strength
Greatbow and Spear-Thrower Greatbow 30 Strength
If the wielder fail to meet the requirement she may still fire the bow at a -4 penalty and the range
is quartered, however if she fail to meet the Strength requirement by 4 or more she is completely
unable to fire the bow.
Worldwood Projectiles are somewhat different and exist in two variety. Simple regular
worldwood projectiles deal an additional 3 damage on impact because of their construction, they
also fly 50% farther which stack with a wordlwood bow. It is possible to make runebound
worldwood projectiles, which in addition to the bonus described above, do not break when fired,
however enhancing these projectile is done like enhancing a magical weapon, paying full cost.
When a wooden shield is made out of worldwood it confer great protection to it wielder. A
buckler made of worldwood grant DR 1/Adamantine, a light shield will grant DR 3/Adamantine,
an heavy shield will grant DR 5/Adamantine and finally a tower shield will grant DR
7/Adamantine. This damage reduction only apply when the wielder of the shield is not flat-
footed or otherwise denied it Dexterity to AC. If a worldwood shield is used as part of a shield
bash it gain all benefits of a worldwood weapon.
Worldwood has 40 hit points per inch of thickness and hardness 20.

Type of Worldwood Item Item Cost Modifier


Ammunition +100 gp
Runebound Ammunition +1,000 gp
Bucklers +5,000 gp
Light and Heavy Shields +10,000 gp
Tower Shields +15,000 gp
Weapon +5,000 gp

Wyrmbone[edit]
The bones of a wyrm or an great wyrm can be collected and made into a mighty weapon, with
the right treatment such bones can be made as hard as adamantine, but with greater inherent
power. A wyrmbone weapon look crude and archaic much like primitive weapons used by
societies of old, it very organic and bony, often has a bleached yellowish tint but is extremely
tough and harsh to the touch.
A wyrmbone weapon count as adamantine for the purpose of bypassing damage reduction. When
wielding a wyrmbone weapon, a creature gain a +8 bonus on intimidate check against dragon
and creature with the dragonblood subtype. The first attack against a particular creature each
round made with a wyrmbone weapon deal an additional 1d10 and one additional d10 for each
enhancement bonus on the weapon. The damage dealt by this ability is typeless and is not
multiplied by critical hits. A wyrmbone weapon automatically overcome damage reduction all
creature with the dragon type (or augmented dragon and dragonblood subtype). A weapons made
of wyrmbone gain a 10% discount on the flaming/frost/shock/corrosive and Keen/Impact
enchantments.
Weapons made of wyrmbone cost +13,000 gp, and are always masterwork in nature.
While an armor cannot be made of wyrmbone, it is possible to reinforce a wyrmscale,
dragonhide or metal armor with wyrmbone platings. Wyrmbone plating is rather light and
incredibly resilient, increasing the armor bonus to AC by +3 but increasing the armor weight
category by one (light to medium, medium to heavy). and doubling it weight Heavy armor can be
fitted by wyrmbone, however it decrease it max dexterity bonus by 1 (minimum of 0), increase
ACP by 2 and increase arcane spell failure by 15% as well as doubling it weight. Wyrmbone
plating make all bludgeoning the wearer suffer nonlethal and grant improved resistance to the
elements as per endure elements.
Wyrmbone plating cost 8000 gp for a light armor, 12,000 gp for a medium armor and 18,000 gp
for an heavy armor.
Wyrmbone has 60 hit points per inch of thickness and hardness 20.

Wyrmscale[edit]
Scales collected from a wyrm or great wyrm, while dragonhide is rather pathetic in ever respect,
wyrmscales is an incredibly formidable material. Wyrmscales are mostly collected from dragon
carcasses that died from age, killed in ancient conflicts. Especially in the case of primevela or
epic dragon, who can only be slain by the strongest adventurers. Still the dream of many
dragonslayer is to found and kill such ancient wyrm, then fashion an armor out of it scales. A
slain wyrm has enough scales to fashion 3 medium creatures per size category it has over
medium.
An armor made of wyrmscales grant benefits based on the dragon it belonged too (see below).
Wyrmscale is a very light material, easily as light as mithral, any armor made of wyrmscale have
the same weight reduction as if it was made of mithral. Finally a wyrmscale armor halves any
nonlethal damage you take, does not interfere with flight no matter it weight and grant immunity
to fear as long as worn.
A shield made of wyrmscale does not halve nonlethal damages like armor, however it grant you
a +4 bonus to all saves against breath weapons and the benefit of evasion and mettle against
breath weapon effects.
For the purpose of crafting wyrmscale count as magical, not mundane and thus require the Craft
Arms and Armor feat. Primeval and Epic dargon's wyrmscale require Craft Epic Arms and
Armor feat
Table: Wyrmscale Effect
Chromatic Extra
Wyrmscale Effect
Dragon Cost
Black Charm Reptile, Resistance level x3 to Acid +7500
Blue Resistance level x3 to Electricity, Sound Imitation +8750
Green Resistance level x3 to Acid, Water Breathing +8750
Red Locate Object 1/day, Resistance level x3 to Fire +10000
White Icewalking, Resistance level x3 to Cold +7500

Metallic Extra
Wyrmscale Effect
Dragon Cost
Brass Resistance level x3 to Fire, Immunity to sleep-effect +9500
Bronze Resistance level x3 to Electricity, speak with animals at will. +10000
Copper Resistance level x3 to Acid, spider climb +10000
Gold Luck Bonus (as a wyrm), Resistance level x3 to Fire +10000
Silver Cloudwalking, Resistance level x3 to Acid and Cold +15000

Primeval Extra
Wyrmscale Effect
Dragon Cost
Calecfact Immunity to acid, heat-effect and fire, DR 15/- +125,000
Cerulean Cerulean Shield (hit points as normal), Immunity to cold, electricity +195,000
Immunity to acid, cold, and compulsion effects, fast healing equal to
Gellidus +175,000
character level
Immunity to energy drain, death effects, and negative energy, gain a +2
Lethus +295,000
sacred bonus on all saves
Immunity to acid, cold and electricity, gain a +2 sacred bonus on all
Olympus +175,000
saves
Immunity to Acid, electricity, disintegration and form-altering effects,
Orichalcum +150,000
Rage

Extra
Other Wyrmscale Effect
Cost
Force Deflection Force, Immunity to force +140,000
Prismatic Deflecting Force, Immune to Light and Blindness +150,000
As soon as resistance by wyrmscale reach 36, it become immunity.

Type of Wyrmscale Item Item Cost Modifier


Light armor +5,000 gp + Extra Cost
Medium armor +9,000 gp + Extra Cost
Heavy armor +14,000 gp + Extra Cost
Shield +5,000 gp + Extra Cost
Wyrmscale has 40 hit points per inch of thickness and hardness 15.

Ylemwater[edit]
In the depths of limbo chaotic storms of proto-matter brew. Rarely the chaos of the storm works
against itself, forming a stable but eternally brewing maelstrom of matter. Not quite solid, not
quite liquid, not quite gas, ylemwater is not actually water at all but a yet undefinable material
which has stabilized itself, the chaotic forces within working against each other and forming a
mostly solid whole on a macroscopic scale. Appearing deep blue-green, the release of thin fog,
and its surface in constant motion, it looks like a stormy sea covered with clouds. They are found
in the hearts of the fiercest storms of limbo, where their stabilized forms might remain for
hundreds of years before its chaotic forces ultimately return it to the protomatter of limbo. With
proper magical augmentation, it's possible to shape these random chunks of ylemwater into
functional and mostly stable shapes. They have become the prime weapon against the mindless
forces of law.
Any weapon primarily composed of metal can be made as a ylemwater weapon. Even bound by
strongest magic, ylemwater weapons and armor always will change shape in subtle ways over
the course of minutes, somethings generating saw teeth on a sword only to flatten and curve the
blade forward, or making armor whose protection shifts around thicker or thinner in certain
spots. Regardless of the changes, the weapon or armor never alters dramatically enough to have
any effect on use, proficiency, or other properties of the item. Ylemwater weapons count as
chaotic for the purpose of bypassing damage reduction, and has a 50% chance to bypass any
weapon type or material damage reduction each round as the material shifts from steel, to silver,
to adamantine, to cold iron, and slashing, piercing, or bludgeoning and back within a heartbeat.
Lawful creatures which pick up a ylemwater weapon automatically gain two negative levels,
while non-chaotic creatures only gain one negative level. Chaotic creatures suffer no ill effect. A
ylemwater weapon automatically adds +2 points of damage from the ripping and tearing it deals
at a microscopic level, and weapons made of ylemwater gain a 10% discount on the Anarchic
and Lucky enchantments. It radiates an aura of chaos equal to a 1st level cleric, or the weapon's
caster level if magical. Ylemwater has 20 hit points per inch of thickness and hardness 15, but a
lawful-aligned weapon only faces hardness 8.
Armor and shields can also be made with ylemwater. Such armor tends to be asymmetrical and
bulbous. The armor provides 25% fortification as parts shift around and protect different areas.
This bonus stacks with magical fortification (meaning you only need Moderate Fortification to
render yourself completely immune to critical hits and sneak attacks) Finally, you gain a +2 luck
bonus on saving throws against lawful spells. Ylemwater is so costly that weapons and armor
made from it are always of masterwork quality; the masterwork cost is included in the prices
given below. Thus, ylemwater weapons and ammunition have a +1 enhancement bonus on attack
rolls, and the armor check penalty of ylemwater armor is lessened by 1 compared to ordinary
armor of its type. Like weapons, armor made of ylemwater deals negative levels to non-chaotic
users.

Type of Ylemwater Item Item Cost Modifier


Ammunition +60 gp
Armor and Shields +9,000 gp
Weapon +3,000 gp

Ysmerite[edit]
An extremely strange semi-metallic material which is much more like a resin than a solid
material. Ysmerite is describe in liquid resin form to be more akin to concrete or plastic in term
of texture. It is created by mixing water, vibrolithe dust, lucanite dust as well as multiple other
material in a Proteum mixer. The result is this dark gray liquid which harden in less than a hour.
Items made of Ysmerite are not forged, they are molded. Items made of ysmerite usually take a
very dark gray or brown color, they are extremely lightweight, weighting only 10% of an
equivalent item of steel would. However it is utterly inflexible as it is extremely hard and rigid.
When made into weapon ysmerite is relatively specialized, if not made into a slashing or piercing
weapon its extremely low weight causes it to deal damage as a weapon of one size category
smaller. However all items made of ysmerite have it critical range and threat changed to 20/x4. It
hardness also allow it to count as Adamantine for the purpose of bypassing damage reduction
and hardness.
An armor made of ysmerite will benefits from a +2 increase in it armor bonus, however it max
dexterity is decrease by 1 and it armor check penalty is increase by 2. An armor made of
Ysmerite also grant twice the amount of DR/- that a Adamantine armor of the same weight
category. It very low weight make the armor one weight category lighter, to a minimum of light
armor.
Ysmerite has 120 hit points per inch of thickness and hardness 20. It is immune to acid and
electricity damage, quarter from cold, half from physical and full from fire and sonic damage.

Type of Ysmerite Item Item Cost Modifier


Ammunition +120 gp
Light Armor and Shield +10,000 gp
Medium Armor and Heavy Shield +20,000 gp
Heavy Armor and Tower Shield +30,000 gp
Weapon +6,000 gp
Other Tool +1,000 gp
Building and Fortification x15 of base price

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