Equipment/Materials
From Titan's Teeth
< EquipmentMain > > Equipment > Materials |
Adamantine
HP/inch 40 (weapons and armor normally made of steel that are made of adamantine have one-third more hit points than normal.
Hardness 20
Cost Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given.
Type | Cost | Type | Cost |
---|---|---|---|
Ammunition | +60 gp per missile | Shield | - |
Light armor | +5,000 gp | Weapon | +3,000 gp |
Medium armor | +10,000 gp | Other Items | - |
Heavy armor | +15,000 gp |
Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.
Armor made from adamantine grants its wearer damage reduction of 1/— if it’s light armor, 2/— if it’s medium armor, and 3/— if it’s heavy armor. Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.
Blood Crystal
HP/inch 10
Hardness 10
Cost Unworked blood crystal has a value of 500 gp per pound. Weapons made with blood crystal have one-half the normal hit points.
Type | Cost | |
---|---|---|
Ammunition | +30 gp per item | |
Weapon | +1,500 gp |
If an attack with a piercing or slashing blood crystal weapon hits a target suffering from a bleed effect, the creature takes 1 additional point of damage from the attack as the blood crystal drains blood from the wound. This applies even if the creature was taking bleed damage before the attack with the blood crystal weapon. This does not increase the amount of the bleed effect.
Unfed blood crystal has a pale pink hue, darkening toward deep crimson as it becomes saturated with blood.
Cold Iron
HP/inch 30
Hardness 10
Cost Weapons x2 normal. Add magic enhancement +2,000 gp.
This iron, mined deep underground and known for its effectiveness against demons and fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added.
Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not.
A double weapon with one cold iron half costs 50% more than normal.
Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added. A double weapon with one cold iron half costs 50% more than normal.
Coldwood
Items created from coldwood has the same hardness, strength, weight, and edge-holding properties of good-quality steel. The DC of any item crafted of coldwood is always 8 higher than the same item made from steel. Weapons or armors fashioned from coldwood are always masterwork items (the masterwork cost is included in the prices given below).
Type | Cost | Type | Cost |
---|---|---|---|
Ammunition | +150 gp per missile | Shield | +1,500 gp |
Light armor | +500 gp | Weapon | +2,000 gp |
Medium armor | +2,000 gp | Other Items | +250 gp/lb. |
Heavy armor | +4,500 gp |
Coldwood grows very much like hickory, only slightly slower, reaching its mature size in roughly two decades.
For a coldwood tree to thrive it requires regular attention. Transplanting a coldwood tree or taking a viable cutting from one requires a DC 20 Knowledge (nature) or Profession (gardener) check.
A single healthy coldwood sapling sells for 500 gp. Properly tended, a coldwood tree can live for thousands of years.
Harvesting viable coldwood from a coldwood tree requires a DC 20 Knowledge (nature) or DC 15 Profession (logger) check. A successful check provides 5 pound of material per five years of growth (to a maximum of 100 pounds of coldwood).
Darkleaf Cloth
HP/inch 20
Hardness 10
Armor Modifiers Spell failure chances for armors made from darkleaf cloth decrease by 10% (to a minimum of 5%), maximum Dexterity bonuses increase by 2, and armor check penalties decrease by 3 (to a minimum of 0).
Weight An item made from darkleaf cloth weighs half as much as the same item made from leather, furs, or hides.
Cost Armors fashioned from darkleaf cloth are always masterwork items; the masterwork cost is included in the listed prices.
Type | Cost | Type | Cost |
---|---|---|---|
Light armor | +750 gp | Clothing | +500 gp |
Medium armor | +1,500 gp | Other items | +375 gp/lb. |
Padded armor, leather armor, studded leather armor, and hide armor can be made out of darkleaf cloth (although other types of armor made of leather or hide might be possible). Items not primarily constructed of leather, fur, or hide are not meaningfully affected by being partially made of darkleaf cloth.
Darkleaf cloth is a special form of flexible material made by weaving together leaves and thin strips of bark from darkwood trees, then treating the resulting fabric with special alchemical processes. The resulting material is tough as cured hide but much lighter, making it an excellent material from which to create armor.
Fire-Forged Steel
Hp and Hardness Fire-forged steel has the same hit points and hardness as steel.
Cost Armor or weapons made from fire-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices.
Type | Cost | Type | Cost |
---|---|---|---|
Light armor | +1,000 gp | Ammunition | +15 per item |
Medium armor | +2,500 gp | Weapon | +600 gp |
Heavy armor | +3,000 gp |
Dwarves stumbled across the secret of crafting fire-forged steel in an effort to make forge-friendly tools. It didn’t take them long to adapt its unique properties to arms and armor. Fire-forged steel channels heat in one direction to protect its wearer or wielder.
Armor crafted from fire-forged steel grants the wearer fire resistance 2.
Weapons crafted from fire-forged steel absorbs and channels heat to the parts of the weapon that contact enemies. If the weapon is exposed to 10 points or more of fire damage (such as from an opponent’s fireball or by holding it in a campfire for 1 full round), the weapon adds +1d4 points of fire damage to its attacks for the next 2 rounds.
If the wielder is wearing fire-forged armor and using a fire-forged weapon, this bonus damage increases to 1d6 points of fire damage and lasts for 4 rounds. This bonus damage does not stack with fire damage from weapon enhancements such as flaming.
Frost-Forged Steel
Hp and Hardness Frost-forged steel has the same hit points and hardness as steel.
Cost Armor or weapons made from frost-forged steel are always considered masterwork, and the masterwork costs are included in the listed prices.
Type | Cost | Type | Cost |
---|---|---|---|
Light armor | +1,000 gp | Ammunition | +15 per item |
Medium armor | +2,500 gp | Weapon | +600 gp |
Heavy armor | +3,000 gp |
Armor crafted from frost-forged steel grants the wearer cold resistance 2.
Weapons crafted from frost-forged steel absorbs and channels cold to the parts of the weapon that contact enemies. If the weapon is exposed to 10 points or more of cold damage, the weapon adds +1d4 points of cold damage to its attacks for the next 2 rounds.
If the wielder is wearing frost-forged armor and using a frost-forged weapon, this bonus damage increases to 1d6 points of cold damage and lasts for 4 rounds. This bonus damage does not stack with cold damage from weapon enhancements.
Limstone
A white rock that will maintain magics of illusion and light indefinitely.
A chunk of limstone able to contain a spell worth 1 spell point (or less) costs 100 gp and weighs 1 lb. Once a spell has been cast on the chunk, it can only be removed by dispelling the magic.
Mithral
HP/inch 30
Hardness 15
Weight 1/2 normal; Weight (Longer Wording) An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon’s size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed).
Cost Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.
Type | Cost | Type | Cost |
---|---|---|---|
Ammunition | - | Shield | +1,000 gp |
Light armor | +1,000 gp | Weapon | - |
Medium armor | +4,000 gp | Other Items | +500 gp/lb. |
Heavy armor | +9,000 gp |
Mithral is a very rare silvery, glistening metal that is lighter than steel but just as hard.
When worked like steel, it becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Most mithral armors 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. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor’s check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).
Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a quarterstaff cannot.) Mithral weapons count as silver for the purpose of overcoming damage reduction.
COPYRIGHT NOTICE
Open Gaming License Version 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Axe Beak from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
Iron Cobra from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Philip Masters.
Yeti from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.