# Materials

Adventure Gear | Magic Items |

Unusual Materials | Weapons |

Armor | Special Arrows |

Trade Goods | Alchemical Items |

Bard Equipment | Cleric Equipment |

Mage Equipment | Rogue Equipment |

Horse Anatomy | Services |

Foodstuff | Tavern Visit |

Hirelings | Furnishings |

#### Adamantine

**Cost**: Special

**Weight**: Normal

**Hardness**: 20

**HP Per inch**: 40

**Craft Adjustment**: +4

**Notes**: Enhancement bonuses do not stack with magical enhancement.

#### Bone

**Cost**: 15%

**Weight**: 40%

**AC Mod**: -2

**Attack Mod**: -2

**Damage Mod**: -2

**Hardness**: 2

**HP Per Inch**: 2

**Craft DC**: +5

**Notes**: Breaks on a 1 in 6

#### Brass

**Cost**: 70%

**Weight**: 90%

**AC Mod**: -1

**Attack Mod**: -1

**Damage Mod**: 0

**Hardness**: 4

**HP Per Inch**: 10

**Craft DC**: 0

#### Bronze

**Cost**: Normal

**Weight**: 120%

**AC Mod**: -1

**Attack Mod**: 0

**Damage Mod**: 0

**Hardness**: 4

**HP Per Inch**: 10

**Craft DC**: 0

#### Chitine

**Cost**: 300%

**Weight**: 70%

**AC Mod**: 0

**Attack Mod**: -1

**Damage Mod**: -1

**Hardness**: 4

**HP Per Inch**: 4

**Craft DC**: +4

**Notes**: Breaks on a 1 in 8

#### Copper

**Cost**: 50%

**Weight**: 125%

**AC Mod**: -2

**Attack Mod**: -1

**Damage Mod**: -1

**Hardness**: 3

**HP Per Inch**: 10

**Craft DC**: -2

**Notes**: Must be repaired once per year for normal use, and once monthly for hard use.

#### Crystal

**Cost**: +3,000gp per pound

**Weight**: 125%

**AC Mod**: -2*

**Attack Mod**: -1

**Damage Mod**: +3

**Hardness**: 12

**HP Per Inch**: 20

**Craft DC**: 0*

**Notes**: Critical increases one step (20 to 19-20). Breaks on 1 in 8.

- * Armor made of this material must be crafted via magic.; Normal craft methods will only allow for the creation of studded leather which gains no special benefits other than looks and cost.

#### Darkwood

**Cost**: +10gp per pound

**Weight**: 50%

**AC Mod**: -2

**Attack Mod**: -2

**Damage Mod**: -4

**Hardness**: 5

**HP Per Inch**: 10

**Craft DC**: 0

**Notes**: Wooden modifications to attack adjustment and damage adjustment are for bladed weapons created that substitute wood for metals. Entirely wooden items like staves and clubs do not have any modifications. Blunt weapons like maces and hammers made of these materials are considered clubs. When metal is substituted by wood, the weight is only 50% of normal for the item.

#### Diamond Edge

**Cost**: +10,000 gp per pound

**Weight**: Normal

**AC Mod**: +2

**Attack Mod**: 0

**Damage Mod**: +4

**Hardness**: 19

**HP Per Inch**: 15

**Craft DC**: +2

**Notes**: Crit increases two steps (19-20 to 17-20). Breaks on 1 in 10.

- * Armor made of this material must be crafted via magic.; Normal craft methods will only allow for the creation of studded leather which gains no special benefits other than looks and cost.

#### Dragonhide

**Cost**: x2 masterwork

**Weight**: Normal

**AC Mod**: 0

**Attack Mod**: 0

**Damage Mod**: 0

**Hardness**: 10

**HP Per Inch**: 10

**Craft DC**: +5

**Notes**: Nonmetallic armor so it can be worn by Druids

#### Elven Steel

**Cost**: 1,000gp per pound

**Weight**: 50%

**AC Mod**: +1

**Attack Mod**: +1

**Damage Mod**: +1

**Hardness**: 12

**HP Per Inch**: 25

**Craft DC**: +3

#### Glass

**Cost**: +500gp per pound

**Weight**: 110%

**AC Mod**: -1

**Attack Mod**: -1

**Damage Mod**: +3

**Hardness**: 1

**HP Per Inch**: 1

**Craft DC**: +2

**Notes**: Crit increases two steps (19-20 to 17-20). Breaks on 1 in 4.

#### Gold

**Cost**: +1,000gp per pound

**Weight**: +200%

**AC Mod**: -3

**Attack Mod**: -2

**Damage Mod**: -1

**Hardness**: 3

**HP Per Inch**: 8

**Craft DC**: -4

**Notes**: Must be repaired once per year of normal use and one per month of heavy use.

#### Iron

**Cost**: 85%

**Weight**: Normal

**AC Mod**: -1

**Attack Mod**: 0

**Damage Mod**: 0

**Hardness**: 10

**HP Per Inch**: 30

**Craft DC**: -1

**Notes**: This is the pure ore unmixed for smithing.

#### Iron, Cold

**Cost**: x2 base cost

**Weight**: Normal

**AC Mod**: -1

**Attack Mod**: 0

**Damage Mod**: 0

**Hardness**: 10

**HP Per Inch**: 30

**Craft DC**: -3

**Notes**: This is regular iron forged with low heat. This material bypasses fey creature Damage Reduction. Also, any magical enhancements cost an additional 2,000 gp.

#### Lead

**Cost**: Normal

**Weight**: 200%

**AC Mod**: -4

**Attack Mod**: -4

**Damage Mod**: -4

**Hardness**: 3

**HP Per Inch**: 5

**Craft DC**: -5

**Notes**: This material disrupts psionic attacks. Also has a SR of 15.

#### Lenaer Wood

**Cost**: +10gp per pound

**Weight**: 75%

**AC Mod**: 0

**Attack Mod**: 0

**Damage Mod**: 0

**Hardness**: 8

**HP Per Inch**: 10

**Craft DC**: +2

**Notes**: Wooden modifications to attack adjustment and damage adjustment is for bladed weapons created that substitute wood for metals. Entirely wooden items like staves and clubs do not have any modifications. Blunt weapons like maces and hammers made of these materials are considered clubs. When metal is substituted by wood, the weight is only 50% of normal for the item.

#### Meteoric Metal

**Cost**: +10,000gp per pound

**Weight**: Normal

**AC Mod**: +3

**Attack Mod**: +3

**Damage Mod**: +3

**Hardness**: 25

**HP Per Inch**: 100

**Craft DC**: +8

**Notes**: This metal is difficult to find in quantities enough to forge anything other than small items.

#### Mithral

**Cost**: *See Text*

**Weight**: 50%

**AC Mod**: *See Text*

**Attack Mod**: *See Text*

**Damage Mod**: *See Text*

**Hardness**: 15

**HP Per Inch**: 30

**Craft DC**: +2

**Notes**: *See Text*

#### Obsidian

**Cost**: 200%

**Weight**: 90%

**AC Mod**: 0

**Attack Mod**: 0

**Damage Mod**: +1

**Hardness**: 9

**HP Per Inch**: 7

**Craft DC**: -1

**Notes**: Crit increases two steps (19-20 to 17-20). Breaks on 1 in 10.

- * Armor made of this material must be crafted via magic.; Normal craft methods will only allow for the creation of studded leather which gains no special benefits other than looks and cost.

#### Onyx

**Cost**: 90%

**Weight**: 120%

**AC Mod**: **

**Attack Mod**: 0

**Damage Mod**: 0

**Hardness**: 8

**HP Per Inch**: 6

**Craft DC**: -2

- ** No armor may be made of this material.

#### Orichalcum

**Cost**: *See Text*

**Weight**: Normal

**AC Mod**: *See Text*

**Attack Mod**: *See Text*

**Damage Mod**: *See Text*

**Hardness**: 15

**HP Per Inch**: 25

**Craft DC**: +5

**Notes**: This metal absorbs magical attacks strengthening the material and providing adjustments to attacks or defense.

#### Pewter

**Cost**: 75%

**Weight**: 120%

**AC Mod**: -1

**Attack Mod**: 0

**Damage Mod**: -1

**Hardness**: 6

**HP Per Inch**: 10

**Craft DC**: -1

#### Platinum

**Cost**: +1,500gp per pound

**Weight**: Normal

**AC Mod**: -1

**Attack Mod**: 0

**Damage Mod**: 0

**Hardness**: 7

**HP Per Inch**: 10

**Craft DC**: +1

**Notes**: Must be repaired once per year of normal use and one per month of heavy use.

#### Silver

**Cost**: +50gp per pound

**Weight**: Normal

**AC Mod**: -1

**Attack Mod**: 0

**Damage Mod**: -1

**Hardness**: 8

**HP Per Inch**: 10

**Craft DC**: 0

**Notes**: This material bypasses some Damage Reduction such as lycanthropes.

#### Steel

**Cost**: Normal

**Weight**: Normal

**AC Mod**: 0

**Attack Mod**: 0

**Damage Mod**: 0

**Hardness**: 10

**HP Per Inch**: 20

**Craft DC**: 0

#### Steel, Watered

**Cost**: +25gp per pound

**Weight**: Normal

**AC Mod**: 0

**Attack Mod**: 0

**Damage Mod**: 0

**Hardness**: 11

**HP Per Inch**: 22

**Craft DC**: +1

#### Steel, Volcanic

**Cost**: +50gp per pound

**Weight**: 120%

**AC Mod**: +1

**Attack Mod**: 0

**Damage Mod**: +1

**Hardness**: 12

**HP Per Inch**: 25

**Craft DC**: +2

**Notes**: Forged by smelting the ore in lava smelters. All Items made of the material have a yellowish-red color.

#### Stone

**Cost**: 35%

**Weight**: 90%

**AC Mod**: **

**Attack Mod**: 0

**Damage Mod**: 0

**Hardness**: 8

**HP Per Inch**: 15

**Craft DC**: +3

**Notes**: Crit 20 x2 for all weapons.

- ** No armor may be made of this material.

#### Witchwood

**Cost**: +100gp per pound

**Weight**: Normal

**AC Mod**: **

**Attack Mod**: 0

**Damage Mod**: -1

**Hardness**: 10

**HP Per Inch**: 10

**Craft DC**: +3

**Notes**: All weapons made of this material are Ghost Touch weapons. Wooden modifications to attack adjustment and damage adjustment is for bladed weapons created that substitute wood for metals. Entirely wooden items like staves and clubs do not have any modifications. Blunt weapons like maces and hammers made of these materials are considered clubs. When metal is substituted by wood, the wieght is only 50% of normal for the item.

- ** No armor may be made of this material.

#### Wood

**Cost**: 15%

**Weight**: Normal

**AC Mod**: -2

**Attack Mod**: -2

**Damage Mod**: -4

**Hardness**: 5

**HP Per Inch**: 10

**Craft DC**: -2

**Notes**: Wooden modifications to attack adjustment and damage adjustment are for bladed weapons created that substitute wood for metals. Entirely wooden items like staves and clubs do not have any modifications. Blunt weapons like maces and hammers made of these materials are considered clubs. When metal is substituted by wood, the weight is only 50% of normal for the item.