Special Materials

Weapons, armor and some other items can sometimes be crafted using materials that possess innate special properties. If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.

Each of the special materials described below has a definite game effect. Some creatures have damage reduction making them resistant to all but a special type of damage, such as that dealt by evil-aligned weapons or bludgeoning weapons. Others are vulnerable to weapons of a particular material. Characters may choose to carry several different types of weapons, depending upon the types of creatures they most commonly encounter.

Accelemantine

Accelemantine functions as mithral when made into armor, with the exception that proficiency is not required for an armor of a higher encumbrance if its armor category is reduced. In addition it increases the base move speed of the creature wearing it by 50% and allows the wearer to charge up to four times their base move speed, in addition to allowing them to run at eight times their base speed.

If the wearer chooses, they may run a second round past the first at 16 times their base move speed. At this point, the wearer must make a strength check (DC equal to half speed multiplier) or be forced to continue running at a continually doubling base speed until they can make the save to reduce their speed or hit an object (1d6 bludgeoning damage for every 10 ft traveled. before hitting the object that round and the object takes the same damage). If they fail to make the save after the third round, they must make a fortitude save (DC equal to half speed multiplier) vs dying when hitting an object. If they would hit an object or creature equal or smaller in size to them, they may may a reflex save (DC equal to half speed multiplier) to avoid hitting them.

When made into a weapon and the wielder attacks an enemy, the target must make a reflex save (DC Attack Roll) or be considered flat-footed and denied their dexterity bonus to AC for the purposes of each attack made with that weapon. It counts as silver for the purposes of bypassing DR.

Item Type Unit Cost
Weapon 1
Light Armor/Shield 2
Medium Armor 4
Heavy 9

Neutronium

Items made out of neutronium are virtually indestructible, though its full capabilities can only be unlocked by individuals with the knowledge to manipulate its properties. An item made of neutronium cannot be sundered, and any creature attempting to lift an item made of neutronium that has not been attuned to it automatically fails.

Neutronium functions as mithral when made into armor. In addition, the wearer can set it to one of two modes as a swift action. In Rarefied mode, it grants a +10 bonus to acrobatics checks to jump when worn. In Densified mode, the wearer gains a +10 bonus to CMD.

A weapon made out of neutronium ignores hardness and DR. In addition, the wielder can set it to one of two modes as a swift action. In Rarefied mode, the wielder gains a +5 bonus to trip and disarm attempts them make. In Densified mode, the wielder gains a +5 bonus to bull rush and sunder attempts they make.

Item Type Unit Cost
Weapon 1
Light Armor/Shield 2
Medium Armor 3
Heavy 5

Sacred Living Steel

Items made of this count as Living Steel and are always considered masterwork items. A weapon made of Sacred Living Steel grants an additional +2 sacred bonus to attack and damage rolls made with the weapon. A set of armor or shield made out of living metal grants a +2 sacred bonus to fortitude and will saves. A creature that wields or wears an item made out of sacred living steel and is either evil or chaotic gains a negative level until they cease wield or wear the item in question.

Item Type Unit Cost
Weapon 1
Light Armor/Shield 2
Medium Armor 3
Heavy 4

Special Materials

Ringworlds Lt_Gravemind Lt_Gravemind