top of page
bg-lng.jpg

-All Weapons, Shields, and Armors made using these High Quality Special Materials are considered Masterwork (MW) and may be enchanted.

-Any statistics shown in the charts below includes the benefits of Masterwork (MW) quality.

-Crafting with high quality special materials is difficult and time consuming, requiring twice the normal time. All Craft checks with these materials are made at +7DC. (This replaces the standard +5 for Masterwork)

​

Adamantine: This dark grey-black metal is the strongest metal known, having twice the hardness of steel. Adamantine weapons carve through armor & shields, while adamantine armor & shields are nearly impenetrable. Adamantine is extremely durable and can be used in place of steel for all applications. Adamantine can rust.

-Any weapon made of adamantine gains the Anti-Armor property. Weapons that already possess the Anti-Armor property are granted the AAA (Anti-Adamantine-Armor) property.

-When making armor, any DRX/AA (Damage Resist X / Anti-Armor) normally provided by the armor is improved to be DRX/AAA. This damage resistance is only bypassed by weapons with the AAA Property.

-Adamantine Armor is even more protective than steel armor (adding +1 Armor Rating)

-Adamantine weapons bypass 10 points of Hardness when striking objects.

​

Darkwood: This deep, dark brown to red or burnt umber wood is a rare material harvested from ancient trees full of mystic power. It is as hard as steel, although with the same weight as normal wood. Darkwood is not vulnerable to fire like normal wood. Darkwood cannot be honed to a sharp edge, so it cannot be used to make blades. Darkwood can be used to replace steel when making shields and armors, although making chain armor with it is impossible. Since it is wood, the Craft(Woodwork) Skill is used, and Druids do not suffer a spell failure chance when wearing armor made of darkwood.

-Darkwood can be used in place of wood for all applications.

-Darkwood weapons with metal tips are assumed to use Masterwork Steel heads, unless another unique metal is specified for the head.

-Bows & Crossbows may be made of Darkwood for an additional +50gp beyond Masterwork price.

-Darkwood Arrows do not risk breaking after a missed shot or after striking a hard surface.

​

Infernal Obsidian (Demonic Obsidian / Demon Glass): This rare, enhanced version of obsidian has all the strengths of obsidian with none of its weaknesses. Its increased durability allows it to replace steel in weapons of all sizes. Demon Glass may be used to make shields. Infernal Obsidian is used by demons in battles against angels & bypasses most Damage Resistance possessed by Angels. (Infernal Obsidian counts as Obsidian for bypassing DR)

-Infernal Obsidian can be used in place of steel for most melee weapons and shields.

-Infernal Obsidian Weapons and Shields are Immune to Acid & Rust.

-Infernal Obsidian Weapons that deal Slashing and/or Piercing Damage:

                -Reduce damage by 1 die size (Demonic Obsidian weapons do not lose the Anti-Armor property)

-Increase Critical Threat by 1 and Inflict Bleed 1 on successful Critical Hit.

                -Ex: Infernal Obsidian Dagger 1d4/19-20/x2 becomes 1d3/18-20/x2+Bleed1

-Making large weapons or Heavy Shields with Infernal Obsidian is very difficult, but possible. The Craft DC for heavy shields or blades larger than 4 feet (48”/106cm) increases by another +5, and cost increases as well.

-Infernal Obsidian Bludgeoning Weapons use the same stats as MW Steel weapons.

-Infernal Obsidian Shields use the same stats as MW Steel Shields, but at 75% Weight.

​

Mithryl (Angelsteel): (Pronounced “mee-thrill”) This bright and shiny, white-silver metal is as strong as steel, but incredibly light. Mithryl has the same properties as steel, except at only half the weight. It makes nimble and lightweight weapons, though its lower density make it less than ideal for impact-based weapons like maces and hammers. This “angelsteel” is used to bypass most Damage Resistance possessed by demons.

                -Mithryl bludgeoning weapons reduce damage die size by 1 step (2d6 - 1d10 - 1d8 - 1d6, etc)

                -Axes made of mithryl do not reduce their damage, but they lose the bludgeoning damage type.

-Mithryl can be used in place of steel for all applications. Mithryl can rust, but it does so at a much slower rate than steel. Mithryl is just as hard to work with as regular steel; crafting time is the same as normal steel.

-Armor made of mithryl is much lighter, more comfortable, and easier to move in.

-For any armors using padded arming wear, Mithryl armor reduces the weight of these kits to 65%. For metal armors without arming wear (Chain Shirt or Mail Hauberk), the weight is reduced to 50%.

​

Special Materials for Larger & Smaller Creatures:

                -Making Weapons, Armor, and Shields for Small-Sized creatures requires less material, but is more difficult. Therefore, the price for these items is the same for Small and Medium sized characters.

                -Large-sized weapons, armor, and shields are generally 2x the cost of medium-size items.

Special Materials for Weapons, Armor, & Shields:

Weapons - Special Materials

Adamantine, Full Weapon:

​

Merchant Price (GP): Light Weapon: 400gp, 1-Handed: 450gp, 2-Handed: 550gp, Cumbersome 2-Hand: 600gp

-Gains a +1 Enhance Bonus on attack rolls (MW), May be enchanted.

-Gains the Anti-Armor property.

-Bypasses 10 points of hardness of any objects (shields, doors, etc).

-Weapons that already possess the Anti-Armor property are granted the Anti-Adamantine-Armor (AAA) property.

Adamantine, Wood Hafted:

​

Merchant Price (GP): Light Weapon: 300gp, 1-Handed: 400gp, 2-Handed: 500gp

-Same functions as Full Weapon made of Adamantine

-A Darkwood Haft may be added to the weapon for +50gp

Darkwood:

​

Merchant Price (GP): Light Weapon: 300gp, 1-Handed: 400gp, 2-Handed: 500gp, Bow/Crossbow: MW+50

-Gains a +1 Enhance Bonus on attack rolls (MW), May be enchanted.

-May only be used to make Wooden or Wood-Hafted Weapons

-This is the only special material that can make bows & crossbows

Infernal Obsidian, Full Weapon [Slash/Pierce]:

​

Merchant Price (GP): Light Weapon: 400gp, 1-Handed: 450gp, 2-Handed: 600gp, Cumbersome 2-Hand: 700

-Gains a +1 Enhance Bonus on Attack Rolls, May be enchanted.

-Reduce damage by 1 die size

-Critical Threat increased by 1, Critical Hits also inflict Bleed 1.

-Immune to Rust & Acid

Infernal Obsidian, Wood Hafted [Slash/Pierce]:

​

Merchant Price (GP): Light Weapon: 300gp, 1-Handed: 350gp, 2-Handed: 450gp, Cumbersome 2-Hand: 700

-Same characteristics as Full Weapon made of Infernal Obsidian

-A Darkwood Haft may be added to the weapon for +50gp

Infernal Obsidian, Bludgeon Only:

​

Merchant Price (GP): Light Weapon: 150gp, 1-Handed: 200gp, 2-Handed: 350gp

-Gains a +1 Enhance Bonus on Attack Rolls, May be enchanted.

-Immune to Rust & Acid

Mithryl, Full Weapon:

​

Merchant Price (GP): Light Weapon: 200gp, 1-Handed: 300gp, 2-Handed: 400gp, Cumbersome 2-Hand: 450gp

-Gains a +1 Enhance Bonus on Attack Rolls, May be enchanted.

-50% weapon weight. Light & 1-handed weapons gain finesse property.

-Bludgeoning weapon damage reduced 1 die size.

Mithryl, Wood Hafted:

​

Merchant Price (GP): Light Weapon: 150gp, 1-Handed: 250gp, 2-Handed: 350gp

-Gains a +1 Enhance Bonus on attack rolls, May be enchanted.

-Weapon Weight 75% of normal.

-Bludgeoning weapon damage reduced 1 die size.

-A Darkwood Haft may be added to the weapon for +50gp

Weapon costs may vary in certain areas or societies. If metals are uncommon, wooden, stone, or obsidian may be much cheaper and much more common. (GM Discretion)

Armor - Masterwork & Special Materials

Masterwork Armor Made using Standard Materials:

​    Armor Base Merchant Price: 0-20gp, Masterwork Price: +70gp

  Armor Base Merchant Price: 21-100gp, Masterwork Price: +100gp

  Armor Base Merchant Price: 101-500gp, Masterwork Price: +300gp

  Armor Base Merchant Price: 501-1000gp, Masterwork Price: +500gp

  Armor Base Merchant Price: 1001+ gp, Masterwork Price: +800gp

-Mobility Penalty reduced by 1, May be enchanted

Adamantine - Armor

​

Merchant Price (GP): Light Armor: +700gp, Medium Armor: +1500gp, Heavy Armor: +4000gp

-Mobility Penalty reduced by 1

-Armor Rating Increases by +1 (Innate Bonus to AR & ARvC)

Any Provided DR/AA improves to DR/AAA (requires an Anti-Adamantine Armor Weapon to bypass it)

-Medium & Heavy Armor also improve DR by 1 (Ex: Chainmail Armor with DR2/AA improves to DR3/AAA)

Darkwood - Armor

​

Merchant Price (GP): Light Armor: +700gp, Medium Armor: +1500gp, Heavy Armor: +4000gp

-Mobility Penalty reduced by 1

-Armor Rating Increases by +1 (Innate Bonus to AR & ARvC)

Any Provided DR/AA improves to DR/AAA (requires an Anti-Adamantine Armor Weapon to bypass it)

-Medium & Heavy Armor also improve DR by 1 (Ex: Chainmail Armor with DR2/AA improves to DR3/AAA)

Mithryl - Armor

​​

Merchant Price (GP): Light Armor: +700gp, Medium Armor: +1500gp, Heavy Armor: +4000gp

-MAXDEX improves by +1, Mobility Penalty reduced by 2

-Weight is 65% of the normal armor’s weight.

-Mithril Chain Shirt & Chain Hauberk weight reduced to 50%.

-Attack Penalty imposed by wearing the armor is reduced by 1.

-Move Speed treated as if wearing armor 1 category lighter.

-Light Armor gains the Comfort quality.

Shields - Masterwork & Special Materials

Masterwork Shields Made using Standard Materials:

​

  Masterwork Shield Price = Base Shield Price +100gp

-Mobility Penalty reduced by 1, May be enchanted

-Shield Hardness: Leather (3), Wood (5), Steel (10)

-Base Shield HP +2

Adamantine Shield:

​

  Base Shield Price +600gp (Use steel shield as base for stats & cost)

-Mobility Penalty reduced by 1, May be enchanted, same weight as steel

-Shield Hardness: 20

-Shield HP: Steel +10

Darkwood Shield:

​

  Base Wood Shield Price +300gp

-Mobility Penalty reduced by 1, May be enchanted, same weight as Wood, Immune to Rust

-Shield Hardness: 10

-Shield HP: Same as Steel

Infernal Obsidian Shield:

​

  Base Shield Price +500gp

-Mobility Penalty reduced by 1, May be enchanted

-Weight 75% of Steel, Immune to Rust & Acid

-Shield Hardness: 10

-Shield HP: Steel +2

Mithryl Shield:

​

    Base Shield Price +600gp (Use steel shield as base for stats & cost)

-MaxDEX improves by +1, Mobility Penalty reduced by 2 (Use steel as base), May be enchanted

-Weight 50% of Steel

-Shield Hardness: 10

-Shield HP: Steel +10

Standard Materials

Standard Materials: Wood, Steel, Leather, Cloth. Unless specifically indicated, all equipment is assumed to be made using these standard materials. While there are many types of these materials in the real world, they are each treated as a single, generic type for purposes of game mechanics.

​

Other Materials:

Bronze, Stone, Pure Iron (Wrought Iron): These materials may be used to make weapons or armor as desired. They may be found in societies or cultures without access to better materials. Blades made of bronze, stone, or pure iron deal damage as if 1 size category smaller and have lower durability.

Flint / Bone: Flint is a sedimentary rock that can make arrowheads and light blades that are as effective as steel weapons. Bones can be used for blades and clubs. Like obsidian weapons, these materials may become tattered after striking hard objects or targets.

Glass: Glass is used to make small containers and decorative items. It is not very common in a medieval/fanstasy setting outside of alchemist’s shops, cathedral windows, or the homes of the wealthy.

Functionality of these “Other Materials” is left to GM discretion.

 

Other Special Materials:

Obsidian: Obsidian is a type of volcanic glass; an igneous rock that forms when lava cools quickly. Pure obsidian is pitch black, but with a gorgeous luster. The main benefit of obsidian is its ability to be honed to a terrifyingly sharp edge, increasing the Critical Threat of bladed weapons and causing bleeding wounds on critical hits. Additionally, obsidian does not rust or corrode (Immune to Acid & Rust). However, it is a glass, so weapons made of obsidian can break when striking hard surfaces.

-Obsidian can be used in place of steel to make Light bladed weapons or bladed weapon heads.

-Obsidian cannot be used to make shields, armor, or bludgeon-only weapons.

-Obsidian weapons: -Reduce damage by 1 die size (2d6 à 1d10 à 1d8 à 1d6 à 1d4 à 1d3, etc)

-Lose any Anti-Armor property. (Obsidian bypasses the DR of most Angels.)

-Increase Critical Threat by 1

-Inflict Bleed 1 on successful critical hits. (ex: 19-20 / x2 becomes 18-20/ x2+Bleed1)

                                -Can become tattered. There is a 25% chance to become tattered on any strike against a solid surface (Shield, Medium Armor, Heavy Armor, etc). A tattered obsidian weapon that gains the tattered status a second time while already tattered is destroyed. (Tattered Weapon = -2 Attack Rolls, Damage Die 1 Size smaller)

-Obsidian weapons may be made masterwork for the standard cost. Masterwork obsidian weapons can handle 1 additional tattered status before being destroyed.

-Obsidian cannot be used to make armor, shields, or the Orcish Cleaver/Mega-Cleaver.

-Working with Obsidian requires Craft(Stonework).

​

Obsidian (any weapon):

​

Merchant Price (GP): Light Weapon: 20gp, 1-Handed: 30gp, 2-Handed: 50gp

-Reduce damage 1 die size. Critical Threat increased by 1.

-Critical hits also inflict Bleed 1. Cannot grant Anti-Armor.

-Immune to Rust & Acid. Can become tattered.

​

​​​​Silver: Silver is a soft metal that is generally not good for making weapons. However, its ability to deal damage to certain supernatural creatures makes it quite useful at times. Furthermore, Silver does not rust or corrode (Immune to Acid). It is quite dense, and items made of silver weigh 25% more than those made of steel.

-Silver weapons deal damage 1 die size smaller than normal.

-Silver weapons may be made masterwork for the standard cost.

-Silver cannot be used to make shields, armor, or 2-handed full-metal weapons.

-Silver weapons must be repaired after each serious combat or they will become tattered.

Silver Coated: This coating can be added to any all-metal or metal-tipped weapon. The weapon is able to bypass DRX/Silver, and is Immune to Acid & Rust. However, it deals damage 1 die size smaller. This coating be added by a DC20 Craft(Blacksmith) check and 2 hours of work with a forge. The coating remains indefinitely, although the same check may be used to remove the coating. If removed, the silver material is lost.

-If applied to a Masterwork weapon, the weapon loses the +1 Enhance Bonus on Attack Rolls granted by MW due to the silver coating, which dulls the blade and reduces penetrating power.

Materials for Weapons & Armor

Special Materials

for Weapons & Armor

Materials for Weapons & Armor

Standard Materials: Wood, Steel, Leather, Cloth. Unless specifically indicated, all equipment is assumed to be made using these standard materials. While there are many types of these materials in the real world, they are each treated as a single, generic type for purposes of game mechanics.

Special Material Descriptions
Weapons - Special Materials

High Quality Special Materials

Shields -Special Materials
Standard Materials
Armor - Special Materials
bottom of page