Materials

From Traykon Campaign Setting
Adventure Gear Magic Items
Unusual Materials Weapons
Armor Special Arrows
Trade Goods Alchemical Items
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Mage Equipment Rogue Equipment
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Foodstuff Tavern Visit
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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.