Special Materials

Special Materials, in rank that they overcome each other. The cost listed is for weapons and medium armor. Halve this for light armor and shields, add half again for heavy armor. Any effect that applies to light armor also applies to shields.

**Silver:** +500 gold

Silver weapons overcome the DR of some creatures. Nothing else can overcome the DR of creatures that specifically calls out silver. A creature whose DR is overcome by silver that strikes someone in silver armor in melee combat takes 1d4 damage if light armor, 2d4 if medium, and 3d4 if heavy that bypasses their DR.

**Cold Iron:** +1,000 gold

HP: 10 Hardness: 10

Overcomes the DR of some fey and demons. Any cold iron armor decreases the armor check penalty by 2 (minimum zero). Cold iron weapons are very precise, and thus add an additional 1d6 of precision damage to all attacks.

**Mithral:** +2,000 gold

HP: 15 Hardness: 20

Half weight. Count as a weight lighter for armor. If weapon is made of mithral, it then qualifies for weapon finesse.

**Adamantine:** +3,000 gold

HP: 20 Hardness: 30

Incredibly hard. Overcomes most DR. Armor gives DR 5 overcome by adamantine if light, 10 if medium, 15 if heavy. Adamantine weapons grant a plus five bonus to attack and damage rolls, on top of any enhancement bonuses to the weapon. Adamantine is also immune to sundering and ignores the hardness of any object that has less hardness than it.

**Vibranium:** +6,000 gold

HP: 25 Hardness: 40

Light armor gives 25% fortification, medium 50%, heavy 75%. Vibranium weapons increase their damage die by one step.

**Awesomemantium:** +12,000 gold

HP: 30 Hardness: 50

Counts as mithral, cold iron, and Adamantine

**Neobium:** +24,000 gold

HP: 35 Hardness: 60

A very new metal that was recently discovered that conducts energy incredibly well. Choose one energy type when making armor or a weapon. Light armor gives you 20 points of resistance to that energy type. Medium confers 50 points of resistance. Heavy gives immunity to the energy type. A Neobium weapon deals an additional 3d6 of the chosen energy type. This is not multiplied on a crit.

**Carbonium:** +48,000 gold

HP: 40 Hardness: 70

An anti-metal with strange properties. It vibrates lightly, disrupting the molecules of most materials so that it passes through them. Treat all attacks with a Carbonium weapon as touch attacks. Carbonium armor or shields still add their bonus to AC against touch attacks.

**Unobtanium:** +96,000 gold (must be crafted by a Beyond)

HP 100 Hardness 80

A gift from the beyond, strange and mysterious. Unobtanium is pitch black and pulses colours faintly. You can will the pulsing colours to change as you wish, and can function as if effected by the light spell. Unobtanium weapons ignore all hardness, overcome all DR (even/-, not silver or mythic), and nullifies all regeneration for one round. Unobtanium armor effects its wearer with a maximized breath of life spell when they hit zero hit points once per day. Unobtanium is also treated as Awesomemantium, Vibranium, and Carbonium, and gives those benefits.

**Quantonium:** +192,000 gold (must be crafted by a Beyond)

HP: 50 Hardness: 90

Quantonium is packed with the energy of a condensed star. Quantonium armor allows you to survive comfortably in all conditions indefinitely. You may also survive in the vacuum of space; light 1 minute, medium 1 hour, heavy 1 day. Quantonium weapons explode with radiation, and the first strike each round deals 1d3 con damage.

**Eternium:** +384,000 gold (must be crafted by Beyond Elders)

HP: 60 Hardness: 100

Eternium, or evermetal, is said to exist simultaneously at all points in time. It cannot be destroyed by anything short of divine intervention. Armor protects from the effects of negative levels, 2 for light, 4 for medium, 6 for heavy. Weapons deliver 1d3+1 negative levels on the first strike in a round.

**Arcanium:** +768,000 gold (CL 15)

HP: 70 Hardness: 110

Arcanium is a conduit for Arcane magic. Armor never incurs a spell failure chance. Weapons are treated as having the spell storing ability, but does not count toward the +10 max bonus to a weapon.

**Divinium:** +768,000 gold (CL 15)

HP: 70 Hardness: 110

Divinium is a conduit for Divine magic. Armor gives a bonus to save DCs for divine spells you cast, +1 for light, +2 medium, +3 heavy. Weapons are treated as having the bane effect, but does not count towards the max +10 bonus. The bane effect must be chosen upon creation.

**Psychonium:** +768,000 gold (CL 15)

HP: 70 Hardness: 110

Psychonium is a conduit for Psychic magic. Armor allows you to apply Metamagic feats to a psychic spell you cast without increasing the level. The maximum bonus of these can be no higher than +1 for light, +2 medium, +3 heavy. Weapons grant you a single ability while wielded from the following list- arcane sight, tongues, spiderclimb, true seeing, life sense. This ability must be determined upon creation.

**Magitine:** +1,000,000 gold (CL 20)

HP: 70 Hardness: 115

Magitine counts as Arcanium, Divinium, and Psychonium, but abilities that call out a kind of spell work for any magic.

**Elitium:** +1,536,000 gold (must be crafted by Beyond Elders)

HP: 100 Hardness: 150

Elitium counts as Unobtanium, Neobium, and Quantonium, and gives those effects.

**Perfectium:** +3,500,000 gold (must be crafted by a God)

HP: 200 Hardness: 200

The perfect material. Perfectium is treated as Elitium, Magitine, Eternium, and silver. Light armor grants immunity to four of the energy types below, medium eight, heavy twelve. Perfectium weapons can, once per day, destroy an opponent. On top of normal damage, they deal 20 damage per HD to the creature. This is not multiplied on a crit. If this slays the creature, it is given a fortitude save DC 40. Failure means it is utterly erased from reality and nothing can bring it back. Sucess means it can be revived via wish, miracle, or divine intervention.

Sonic, acid, fire, electric, cold, Force, Disintegration, negative energy, positive energy, divine, profane, radiation. You can ignore this immunity if it would be beneficial.

**Uru**

HP: 500 Hardness: 500

Uru only occurs naturally in a strange, far-off plane of existence tucked away from most all creatures, even deities. Uru can be artificially created by creating a new universe, as these energies allow it to form under the right circumstances. Only those who train with the mysterious creatures that forge it in their home universe or Gods of smithing may forge Uru, and doing so requires unearthly heat and pressure in a forge (the most common method of forging Uru is harnessing the energy of a star.)

Uru is a sponge for both magical and Mythic power. Any item forged from Uru is capable of being a Legendary item, and has two additional points of legendary power. The maximum enhancement bonus of Uru weapons, shields, and armor is increased by 1 per mythic ranks the wielder has, and the price for enchanting Uru is cut in half. This means that an Uru item may have a total bonus of +20 before needing to be enchanted as an epic item (for pricing before this point, divide the listed epic price by 10).

Uru also functions as Magitine.