There are four types of proficiencies. These are; General, Craft, Artistic Ability and Knowledge. All classes may access all proficiencies that the DM feels appropriate for their character to know. For instance, it is not unthinkable that a fighter might know Alchemy, but the DM might not let the fighter take it at first level. More realistically, the DM would be encouraged to have the player create a back-story explanation for such things rather than outright forbid them.
Players receive non-weapon proficiency slots according to their class, or the most favorable class for multi-class characters. They may take one proficiency for every nwp slot they possess. In further gaming, the DM is encouraged to require characters to seek out teachers to advance proficiency skill levels and learn new proficiencies. Some can be self-taught, but there are more than a few that can’t be.
Characters must first determine how many nwp slots they have at their disposal. Referencing their class description, which should explain itself in practice, accomplishes this. Furthermore, a character then gets a number of bonus nwp slots equal to his or her Number of Languages Knowable sub-stat under Intelligence. Once the number of nwp slots has been determined, the player may pick and choose the proficiencies they wish to take and consider themselves one nwp slot less for every proficiency they take. Nwp slots can be saved from level to level, being spent whenever the character has opportunity and time to do so.
Once the player has determined what their proficiencies are to be, they then must apply Proficiency Points to their skills, measured in the form of Ranks.
No proficiency may have more Ranks in it than the character has in levels+3. A 1st level character, thereby, can have up to 4 ranks in any given proficiency. Multi-class characters add all of their class levels together to determine the number of effective levels they possess. Thus, a level 1/1 fighter/mage would be considered a 2nd level character for this purpose, and could have up to 5 ranks in any given proficiency.
Proficiency Points are gained in lump sum at 1st level, and are accrued at every level gain.
All characters must select a Primary Stat from the stat(s) required for their class or classes. Those classes requiring only one stat, per say the fighter class, which requires only a 9 str, have only that one stat to choose. Holy Warriors, on the other hand, requiring minimums in every stat except Comeliness, may pick whatever stat they wish, excepting, of course, Comeliness.
Comeliness CANNOT be used as a Primary Stat in any event.
1-2: -5
3-4: -4
5-6: -2
7-8: -1
9-11: 0
12-13: +1
14-15: +2
16-17: +3
18: +4
19: +5
20: +6
21: +7
22: +8
23: +9
24: +10
25: +11
Single Class characters receive 10 proficiency points in addition to a modifier based on their Primary Stat score.
Double-classed characters receive 15 points and modifiers, but must choose a class that they will gain proficiency points at the leveling of. A fighter/mage, for instance, will have to determine whether he would gain his level-accrued points when he gains a fighter level or a mage level. Once determined, this is not subject to change.
Triple-classed characters receive 20 points and modifiers, but must select a single class that they will gain points at the leveling of, just as double-classed characters must.
All characters receive 1 plus their primary stat modifier in points at level gain.
To use proficiency, the character rolls a 1d20 and adds all applicable modifiers and getting a +1 for every rank possessed in proficiency to the roll. The DM determines the Difficulty Check based on how easy or hard s/he feels the attempt should be and, if the modified roll is equal to or higher than the DC set by the DM, the result is successful. Failure results when the modified roll is less than the DC.
Note: a lot of proficiencies can be taken in more than one category. Artistic Ability and Craft proficiencies most abundantly. For example, let us say that we have three Armorers. One has the craft skill Armorsmithing, the third has the Artistic Ability Armorsmithing and the third has both. The first smith could make effective, useful armor that, while not being particularly artsy, would serve just fine. The second smith wouldn’t be able to make much except prop or stage armor; essentially worthless stuff, but it would be very aesthetically designed and appealing to look upon. The third smith could make armor be both functional and artistic; i.e: the most valued armors of all.
Note that having artistic ability in a craft skill that you don’t have the craft proficiency in will usually not do much good for anyone, as the above example made apparent. Having Artistic Ability in a possessed Craft skill, however, should grant a +2 synergy bonus to the Craft checks, as well as open up new possibilities for intricate and functional crafted items.
Be very wary of the consummate Weaponsmith that has Engineering, Weaponsmithing (craft) and Weaponsmithing (artistic), as the likes of Engineering can also play into the workings. A sword designed by such a smith as described might well come out to be the most beautiful, effective, well crafted sword a person could concoct if the smith’s ranks were high enough and s/he rolled well on their checks. BE CREATIVE, and watch for how proficiencies can work together in interesting ways!
General:
Animal Empathy: cha
Appraise: int
Balance: dex
Bluff: cha
Climb: str
Decipher Script: int
Diplomacy: cha
Disable Device: int
Disguise: cha
Escape Artist: dex
Forgery: Int
Gather Information: Int or Cha (two different types of this prof.)
Handle Animal: cha
Healing: Wis
Hide: Wis
Body Language: wis
Intimidate: Str or Cha (two different types of this prof)
Direction Sense: wis
Jump: str
Listen: int
Move Quietly: dex
Open Locks: dex
Pick Pockets: dex
Profession: variable
Read Lips: wis
Ride: dex
Search: int
Spot: wis
Swim: str
Tumble: dex
Use Rope: dex
Blind Fighting: N/A
Endurance: con
Tracking: wis
Hunting: wis
Meditation: wis
Emblazoning: dex -etching, engraving, plating, burnishing of metals, etc
Shipwright: int -the making of ships
Cartography: wis -the making of reliable maps
Armorsmith: int
Weaponsmith: int
Carpentry: int -the making of wooden constructions/structures
Woodworking: wis -lumbering, sawing, cutting and forming wood for carpenter use
Clayworking: wis -the making of clay/pottery/plaster objects
Stoneworking: wis -the hewing/forming/laying of stonework
Metalworking: wis -the smelting of metal and making of general metal items
Leatherworking: wis –the tanning/curing/making of leather items
Cobbling: int -the making of footwear of any sort except metal
Bowyer/Fletcher: dex -the making of bows/arrows/crossbows/bolts
Tailoring: dex –the making of clothing
Brewing: int – the making of ales/lagers/beers/whiskeys; malt based beverages
Vintnering: int –the making of wines/cordials; fruit based beverages
Cartwright: int –the making of carts/wagons/coaches and such
Dye making: int –the making of any sort of dye
Papermaking: int –the making of any sort of paper
Gem cutting: wis –the cutting/shaping of any sort of crystal or gem
Glassworking: wis –the making/coloring/forming of any glass object
Instrument Crafting: wis –one instrument per proficiency taken in this
Candy Making: int –the making/coloring/shaping of candies/chocolates/ice creams, etc..
Cheese making: int –the making of cheeses (DM encouraged to define by region)
Wax working: int –the making of wax and forming/coloring of wax items
Dancing: dex –one regional style per proficiency taken
Singing: cha –one regional style per proficiency taken
Painting: wis or dex, style dependant – style based on region
Drawing: dex –the ability to illustrate/draw well
Literary Ability: int –the ability to use writing skills effectively to write books well
Play Instrument: dex –one instrument per proficiency taken
Perform: cha –one regional/locational style per proficiency taken
Voice mimicry: cha
Acting: cha
Storytelling: cha, int or wis; style dependant –ability to tell stories well
Hypnosis: cha
Almost any form of Craft proficiency can also be taken as an Artistic Ability
Agriculture: int –one regional style of farming/ranching
City Lore: int -intimate knowledge of one city’s history/current state
Cryptography: int –able to make/break codes and cryptic riddles
Local Lore: int –intimate knowledge of one regions history/current state
Fashion: int – one region or social caste per proficiency taken
Etiquette: cha –one region per proficiency taken
Law: int –one region per proficiency taken
Herbalism: int, but see description
Engineering: int
Trailing: wis –ability to follow someone closely without being detected
Veterinary: int –as healing, but for animal/monstrous subjects
Alchemy: int
Geography: int –knowledge of one region’s terrain/knowledge of terrain effects
Geology: int -knowledge of stones in any form
Astronomy: int –knowledge of planetary/celestial movements
Navigation: int –able to use the stars/celestial bodies to determine location/plot courses
Ancient History: int –intimate knowledge of one period of history
Racial lore: int –intimate knowledge of one race
Monster lore: int –general knowledge of one region’s “monstrous” information
Wilderness lore: int –intimate knowledge of one terrain’s features and info
Cooking: int –skill in one regional/cultural type of cooking
Religion: int –intimate knowledge of one religion’s worship and rituals
Spellcraft: int or wis depending on wizardly or divine.
Magical Engineering: int
Arcane Lore: int –knowledge of how/why arcane magic works; general history of magic
Psychic Lore: int –knowledge of how/why psionics works; general history of psi-craft
Survival: wis
Psioncraft: int; functions just like Spellcraft does for spellcasters.
The DM is encouraged to set difficulty checks for proficiency checks based on how difficult they want something to be!
The DM should determine the base DC in addition to any situational and/or circumstantial modifiers. As a general rule, something that is “average” in difficulty should have a DC of about 13-17. Below 13 tends to be fairly easy, and above 17 is getting into the difficult range. Anything above 25 should be considered extremely difficult, and anything below 10 should be considered easy. I would list standard DC’s for every proficiency and what could be done with them, but there are simply too many circumstances to take into account. I will make suggestions where I feel applicable and leave the rest to the DM’s judgement.
Animal Empathy: rangers and druids have this in effect against any natural animal. All other classes must take this proficiency for each animal they wish to affect. This proficiency allows the user to affect an animal’s mood, attempting to calm them or enrage them, or something in between.
Appraise: allows for an idea of the monetary worth of an item. This knowledge is only useful in the terms of wealth the checking character understands. For example, a savage barbarian with this proficiency might be able to tell exactly how many slaves and concubines he could trade a large golden suit of armor for, but probably not be able to determine how many minted coins of this kingdom or that something was worth. It’s a society-based matter, and the DM should take this into account.
Balance: is checked when a character attempt to maintain balance above and beyond any necessary Dex checks. When a dex check is required, characters with this proficiency may make a Balance check instead of a Dex check. This is in effect at all times save those circumstances the DM says otherwise. A character that makes a Balance check instead of Dex check may still allowed the standard Dex check if their Balance check fails, subject to the DM’s judgment.
Bluff: is checked when a character wants to beg, lie, convince or otherwise mislead an NPC through any means. It is not a replacement for role-play, however, and shall not be treated as such.
Climb: is checked by characters trying to climb things, as should be obvious. Modifiers for what is being climbed and the state of what is being climbed should be in effect. See the Climb Walls thief skill for what such things might include.
Decipher Script: a successful check will give the char in question a good idea of what a single page of script means. It is useless against magical writings.
Diplomacy: is checked by those trying to negotiate, deal, barter or in some way reach mutual agreement with an npc’s in large numbers or small. It is highly useful for entertainers and merchants, as well as proselytizing priests and political personalities. Like the Bluff proficiency, it is not a replacement for roleplay and should not be abused as such.
Disable Device: is checked by those who want to remove a trap or ruin a device. it cannot find traps or make traps, only possibly disable those that are located. It is useful for sabotaging or rendering useless in concealed ways such things as boats, wagons and so forth. Only traps utilizing a device that can be disabled can be dealt with by this proficiency. Magical traps cannot be disabled. Disable Device has DC’s against various traps as follows, based on the trap difficulty. Disable Device CANNOT be used against traps of greater than “Good” quality. A thief or adequate magicks are needed for traps of that sort.
Very Poor trap: 15
Poor trap: 18
Average trap: 21
Good trap: 25
Disguise: allows the char to assume the appearance of another race, gender, etc… or possibly even a specific person. Very useful for actors and thieves alike.
Escape Artist: is checked by those who wish to try and manipulate themselves out of a “binding” situation, such as being bound with chains and tossed over the side of a ship. It cannot be used against magical bindings or shaking loose of bear hug, grapple or pin attempts.
Forgery: one page of script may be forged per successful check.
Gather Information: the Charisma version is useful for characters who go hob-nobbing around the tavern, so to say, and are looking to gather a bit of info on their new location. A successful check might get a few useful answers after a few hours of strolling around.
The Intelligence version is useful for those who have to pour over a lot of information, such as a sage in a library looking for a specific answer. A successful check can reduce research times by an amount that varies on the DM’s whim based on the situation.
Handle Animal: can be used to train or use a trained animal effectively. Rangers and Druids may select two animals every time they take this proficiency. All other classes must select only one.
Healing: A character can be healed of 1d4 dmg, have severe bleeding stopped and be brought back to 1 HP from negative HP’s by use of this proficiency. Non-proficiency characters cannot help characters that are bleeding to death or unconscious and dying.
The 1d4 HP’s can be restored 1 time per day on any one character, or 1 time for every wound they receive. Any amount of magical healing gained before use of this proficiency on a character is ruled as if the character had already been treated by this proficiency for the day. The base DC for a healing check should be 10 plus however many points of damage the subject took on the last attack/effect that wounded them. This is only a suggestion.
Hide: allows a character to hide in various settings. Hiding characters cannot move and remain hidden.
Body Language: can be used to discern if a creature of the same race as the proficiency user is in a particular mood, state of emotional or mental distress or not, etcetera. Against other races, the DM should apply increasingly stiffer DC’s, as per say an elf would have it easier reading another elf than they would an orc, and no one would have a good go of trying to read the body language of a willow-wisp. In any case, the characters can’t know for certain if what they believe they are seeing is wholly true by use of this proficiency alone.
Intimidate: the strength version allows a char to physically scare others. The intelligence version allows one to insinuate very threatening suppositions into what one is doing or saying. Obviously, this proficiency is useless against beings that are obviously much stronger or smarter than the user, or are of much higher level. For instance, it is silly to think that a 10th level Halfling fighter could intimidate an ogre through use of the strength version, or that a vicious but dull higher-level mage could intimidate a terribly intelligent apprentice using this proficiency. Judgment calls and modifiers based on circumstances are a must.
Direction Sense: a character, on a successful check, can intuit north. Subterranean use of this proficiency is not possible unless specifically taken as a Subterranean Direction Sense, which would be a wholly different proficiency that would be useless above ground.
Jump: chars with this proficiency can make standing leaps of 1d3 plus ¼ their str score in feet straight up or 1d6 plus ¼ their str score forward, or 1d2 plus ¼ their str score backwards. If a running start is had, use the above rolls, but add ¾ of their rank in the proficiency as well.
All values are measured in feet.
Move Quietly: allows a character to move very quietly at half their movement rate or less.
Open Locks: the DC’s for opening locks are as follows. Note that these are base values, and are subject to DM approval. Lock picking times should be double those listed under the Thief Skill Open Locks. Open Locks cannot be used against locks that are rated higher than “Good”. A thief or adequate magicks are required for such locks.
Very Poor Lock: 15
Poor Lock: 18
Average lock: 21
Good Lock: 25
Perform: a character must pick a type of performance, usually involving actually detailing one out, that they are skilled at taking part in and coordinating. Bards may select two types of performances each time they take this proficiency. Everyone else only gets one. An example might be “Stage Performance” or “Opera”, or anything that can be put together into some kind of performance that might involve anywhere from one to a thousand people.
Pick Pocket: make the check, pick the pocket. Pretty simple, right? Not really. Anyone whose pocket is being picked by this proficiency gets an opposed Spot check to notice.
Profession: Almost any type of proficiency, skill or even class function can be made into a profession. This proficiency reflects that the user has figured out how to do this and, during down-times (such as time skips over a few months), the character would/should be able to make a few checks to determine how well they can support themselves. Obviously, they’d need the proficiencies to do the job, and while it’s possible that a person could have Profession: bum as a proficiency, the DM has to determine what the demand is for their skills when deciding how well the char does.
Now, Profession: beggar could actually have it’s merits…
Read Lips: check each round, modified DC’s based on circumstances. For every round the check succeeds, the character can read a single persons lips. Snazzy and simple, I think.
Ride: without this proficiency, characters attempting to fight or cast spells while mounted on a moving animal suffer penalties, must make dex checks to stay mounted if struck and are generally in a bad way if their mount goes wild. With this proficiency, which must be taken for each type of animal the char knows how to ride proficiently, the person can fight and cast spells just fine while mounted, gets to make Ride checks to stay mounted if clobbered or their mount goes wild and is generally much better off in the saddle.
Spellcraft: depending upon which sort a character has, a person must have the Spellcraft proficiency to research spells. Further, a person with this proficiency can watch others who are casting spells of the sort they are educated in and make a check to determine if they can tell what kind of spell is being cast or, if they actually possess the spell, what spell exactly is being cast. There are two types of Spellcraft; Wizardly and Divine. It isn’t a trick to figure out who needs what.
Swim: characters without this proficiency can swim for 1 round per point of Con at a movement rate of 1, and not at all if they are at all encumbered or if the water is not calm. With this proficiency, they can swim for varying amounts of time, depending mostly upon the state of what they’re swimming in and how encumbered they are, and generally don’t have to make checks to get across even a moderately rough river. Checks should be called for every hour in calm water, every turn in rough water and every round in stormy water, modified with a +1 to the DC for every 5 pounds the swimmer is burdened with. Swimmers can swim at a movement rate of 4 for small characters, 6 for medium, 9 for large, 14 for huge, and so forth unless otherwise listed in the creature descriptions.
Tumble: characters with tumbling can, as a free action the beginning of any combat round, use this skill to gain a +3 bonus to AC against one stated opponent. It is also possible that a character could use this skill to gain a +2 to their first attack roll against a stated opponent instead of the AC bonus. This proficiency is useless for characters wearing armor heavier than leather, and even leather should carry a small penalty to the attempt.
Use Rope: denotes a character to be skilled at tying knots, using a lasso, tying ship riggings and any other conceivable use for a rope. Someone with the Use Rope proficiency can do rope tricks as a Perform skill as well.
Survival: Rangers and druids may pick two terrains each time they take this proficiency. Anyone taking it must specify a terrain type they are able to survive in and, in that terrain type, the character can, on a successful check, provide food and water enough for themselves and one other creature for every point they make the check by. They can also find shelter from hostile terrain adversities on a successful check, if such can be found at all.
Blind Fighting: normally, a blinded person receives a –4 penalty to AC, a –4 penalty to all melee attack rolls and a base 50% chance to outright miss whomever they’re attacking in melee combat, regardless of the attack roll. With blind fighting, there is no AC penalty in melee combat, only a –2 attack roll penalty and no outright chance of missing. Missile weapons cannot be used, in any case, and even those with blind fighting receive the –4 AC penalty against missile fire, in addition to losing their dex AC bonus against missile fire, whether they have blind fighting or not.
Endurance: on a successful check, the person can push themselves to 150% the normal duration of physical strain, such as swimming, holding one’s breath or running.
Alchemy: this skill allows one to make basic chemical compounds, acids, solvents, paints, paint thinners, chemical toxins and antidotes, non-magical oils, flammable liquids in addition to a basic knowledge of chemicals, compounds and lab procedures. Wizards must use this in order to craft magical potions, and for any use of this proficiency, lab equipment is generally a must, at least in some small capacity. Rudimentary identification of alchemical substances and knowledge of them, however, usually doesn’t require a lab.
Engineering: it takes a Woodworker to mill the lumber that a Carpenter needs to build a house. But who designs the house and makes sure that it won’t collapse in a stiff breeze? It takes a Stonemason to cut and shape the stone used to build a castle, but who designs the castle? Engineers. With this proficiency, a character can design things that can be expected to function. Structures, tools, wagons, anything that is not magical or designed to incorporate magic, right down to such things as secret doors, elevator apparatus using pulleys or even siege engines. Engineers often require a lot of time and materials to properly design something, but if they get a good look at something’s design, they can possibly figure out how it works, what it does, etcetera.
Magical Engineering: It takes an engineer to design a castle, a house or a catapult. It takes someone skilled in magical engineering to design a flying castle, a house with magical legs that runs around or a catapult that levitates around and flings fireballs.
Anything from teleportation networks to a magical flying ship would fall into the realm of magical engineering. Spellcasters need this proficiency for making magical items of complexity in the mechanics department, or need to have access to someone who does have this proficiency to design their levitating, fireball-flinging catapult.
Tracking: Rangers, as listed in their class description, both get this for free and get extremely good at it. Anyone, however, can take it. This skill allows a person to follow and intuit some measure of information from tracks, prints or odd markings, depending upon the circumstances and success or failure of the required check.
Hunting: denotes that a person knows how to hunt in a type of terrain that must be chosen when this proficiency is taken. Success on the check means that the character can provide hunted game enough for two people per point the check is made by. This can and should be modified according to how plentiful game is in the hunted region.
Meditation: while many wizards, sorcerers, priests and monks have this proficiency, it does them no good where game mechanics are concerned. For psions and psychic warriors, however, a successful check will allow them to regain power points as if they were sleeping, hour-by-hour. They are, however, awake and alert instead of sleeping, which has many potential benefits.
Herbalism: the priest’s Alchemy, but more so than even that, this proficiency allows it’s user to identify herbs, mosses, lichens and plants of various sorts, what their medicinal or poisonous uses might be, etcetera. An herbalist can make tinctures, salves, plant-based toxins and antidotes, poultices, and so forth. DM’s are encouraged to find and provide detailed information on various flora and how an herbalist might, per say, use a tincture of Belladonna to poison, a poultice of arrowroot and aloe-vera to soothe burns, etc and so forth. May as well get an education in herbs while you’re here, eh?
Hypnosis: on willing beings, a character can take half an hour to attempt to hypnotize them. This can grant a person another saving throw against a charm spell, perform as a limited “suggestion” spell or possibly even break someone of a habit. The uses are varied, but one thing is solidly true; only the willing can be hypnotized. This is not to say that a person can’t be tricked or duped. Psychic creatures in particular find this proficiency quite useful. If they have it and use it on themselves, they can give themselves a bonus to their saving throws in psionic combat. They would need a half hour to do so in, and, thus, would have to know about the contestation beforehand, but it is a special perk that psionic entities can get by virtue of this proficiency.
Armorsmithing and Weaponsmithing:
These craft skills tend to have the most game-mechanic affect out of all of them in an indirect means. As such, they get special notation and detail.
The crafting of weapons and armor requires workable, smelted metal or prepared materials. If the smith has the proficiencies to prepare the materials, I.E: leatherworking for leather armor and dragon hide item materials, metalsmithing for smelting and forging metals, etcetera, they can obviously prepare their own materials. Making armor and weapons can be costly and time consuming, especially when a smith is making things for spellcasters to enchant. Time and costs for making armor should be 3 days per point of AC protection for non-metal armors, and 7 days per point of AC protection for metal armors. For weapons, the crafting time should be 1 day per maximum point of damage the weapon can inflict. Thus, a longsword for example, being able to deal 1d8 dmg to medium or smaller creatures and 1d12 to large or bigger creatures would require 12 days to craft. In all cases, the DM is free to adjudicate that more time is needed if the character is doing anything special to the item, such as crafting it specifically for enchantment or using their artistic smithing abilities as well. Costs for standard crafting should be determined by what materials are being used. Obviously, tools and forges are needed for almost all crafting of any kind of weapon or armor. Material costs can and do vary greatly from region to region in a campaign world as well, so, DM's make note of this. To simply make a standard weapon with no frills and nothing "special", the cost should generally be right around 1/10th the listed value in the Armaments section.
Weapon/Armor quality:
There are four different qualities of weapons and armor that a smith can make. The level of quality is determined randomly by the proficiency check. The DM determines the DC of making the item at the STANDARD level of quality and then, the player rolls the check. The DM then follows the chart provided hereafter to determine what the level of quality is for the crafted item.
Players check results in 1 to 4 less than the DC: Inferior
Players check results in DC or up to DC +4: Standard
Players check results in DC +5 up to DC +9: Fine
Players check results in DC +10 or better: Masterwork
Armor:
Inferior: 80% standard HP's and -1 to base AC
Standard: standard HP's and standard AC
Fine: 120% standard HP's and +1 base AC; may be up to 10% lighter than standard
Masterwork: 150% standard HP's and +2 base AC; may be up to 30% lighter than standard
Weapons:
Inferior: -1 to attack or damage rolls, -4 to saves versus crushing blow
Standard: as listed
Fine: +1 to hit or damage rolls, may be up to 10% lighter than standard if applicable
Masterwork: +1 to hit and damage rolls, may be up to 30% lighter than standard if applicable, +1 to saves v-crushing blow
As a general rule, the DC for making armor should be 10 plus 2 for ever AC point of protection. Thus, a suit of leather armor would have a suggested DC of 14 to craft. Full plate armor, on the other hand, would have a DC of 26.
For weapons, the DC required should be 10 plus the maximum damage they can deal on their die against medium or smaller creatures. A dagger, for instance, does 1d4/1d3 damage. The 1d4 is against medium or smaller creatures and the 1d3 is against large or bigger creatures. For weapon crafting checks, we only reference the damage die against medium or smaller creatures. Thereby, a dagger would have a DC of 14, a longsword a DC of 18 and a two handed sword would have a DC of 20.
Materials and their affects on crafting checks:
As can be expected, different materials modify the crafting check DC differently. Some materials also affect the quality of armor or weaponry. I will only lay out metals here, as other materials can be entirely too varied and many.
Copper/bronze: -2 from standard DC
Iron/Brass/Ironwood: -1 from standard DC
Steel: standard
Mythril: +4 to standard DC
Adamantite: +5 to standard DC
Dragonscale: + dragon's age category to DC
Armors-
Copper/Bronze: AC: -2 from standard
Iron/Brass/Ironwood: AC: -1 from standard
Steel: AC: standard
Mythril: AC: +1 above standard, 40% lighter than standard
Adamantite: AC: +2 above standard, 20% heavier than standard
Dragonscale: AC: -2 from dragon's base, 70% lighter than standard
Weapons-
Copper/Bronze: -3 saves v-crushing blow, must save v-crushing blow when scoring critical hits against metal or equivalent armors
Iron/Brass/Ironwood: -1 saves v-crushing blow; 20% heavier than standard
Steel: standard
Mythril: +4 saves v-crushing blow, 40% lighter than standard
Adamantite: + 5 saves v-crushing blow, 20% heavier than standard
Dragonscale: + dragon's age category on saves v-crushing blow, 70% lighter than standard