Native Metals
Ace:
A brilliant blue metal with a fantastic sheen, ace is a resilient yet very workable material. Seemingly an physical embodiment of skill or talent, ace is used in the crafting of many sorts of tools. From gem cutting tools to weapons and armour, ace is used to craft tools that allow their user to perform better than they could have otherwise. How far the improvement is depends on the innate insight of individual using the tool.Tools made of ace will provide a competency bonus which is dependant on he intellect of its user. For every two points of Intelligence of its user, ace grants a +1 competency bonus, to a maximum of +10. As ace does not grant any skill ranks, its user must already have ranks in a skill which require training to use (alchemy for example) if there is to be any chance of success.
The strength and durability of ace also allows it to be made into weapons or armour. Weapons of ace are highly prized for the substantial fineness they grant their wielder. For every two points of Intelligence of its wielder, ace grants a +1 bonus (max of +10 once again) to base attack bonus, potentially allowing additional attacks. If the wielder is not proficient in the use of that weapon, they are treated as if they were (they must, however, have some idea of how the weapon is employed). Armour crafted from ace grants a +1 dodge bonus (max of +10) for every two Intelligence points of the one who wears it. If used by individuals that are not proficient in the use of that type of armour, they are treated as if they were while wearing ace. Armour made of ace must cover most of the body to be of use and so typically must be heavy armour. A shield of ace provides the skill to use it, as well as the ability to use it in a shield bash and still retain its protective bonus that round.
There is an exception to the limit upon bonuses able to be granted by ace. If enchanted, the maximum bonus is extended by one point for each plus the item has. For example, a +3 set of lock picks would have a maximum bonus of +13, reached at an intelligence score of 26.
Hardness 13, 35 hit points per inch of thickness.
Acidic:
This metal can be of almost any colour, but can be identified by the constant film of corrosive fluid on its surface. Just as the colour may vary, the strength of the corrosive fluid varies as well. The nature of this metal renders it immune to the effects of other corrosive materials of lesser strength than itself.This metal is most often used in the forging of weapons and a few tools. Most tools of acidic metal will be for etching, cutting or the like, where the corrosive nature of this metal is an asset. Weapons made from acidic metal inflict additional damage due to acid, often preventing most forms of healing and regeneration. As this metal is constantly coated in acid, it makes rather hazardous armour unless one can find protection. Weapons that strike a suit of acidic armour may be forced to make saving throws against the acid.
To simulate this metal, a wizard will need a volume of silver and a vial of a highly corrosive liquid (at least 1d4 damage). The spell form metal I is needed to combine the materials. Acidic metal is as strong as steel and can be shaped by the shape metal II spell.
Hardness 10, 30 hit points per inch of thickness.
Agony:
A dull white metal much like pain, except somewhat more dull. A weapon made of this metal will do X5 damage; 4/5 of the damage is due to pain. Just as with pain metal, victims fall unconscious when they reach 0 hit points in this manner. Armour crafted from agony will return damage on an attacker much as pain does, but four times that received.Hardness 11, 30 hit points per inch of thickness.
Anger:
The power of this light purple metal is fuelled by the emotion of the user. When this psychoactive metal is exposed to hatred it generates potent energies that can be felt even on the ethereal plan. This metal seems to also set up some sort of change in those around it, making it easier to anger them. Things that would have been viewed as annoying will now provoke violence, often leading to a brutal fight. Like most psychoactive materials, anger seems to promote the emotion to which it reacts.Very few tools are made of this metal, as it is less resilient than iron and its emotional side effects can make it a hazard. It is, however, used in the crafting of armour and especially weapons. In situations where a creature near this metal is experiencing anger, the emotion causes the metal to “charge” itself. The more anger felt by such a creature, the greater the charge the metal can build. It is up to the DM with input from the player to decide how much anger a PC is feeling when using this metal. Keep in mind that the longer a character is in contact with anger, the easier it is for him to become enraged. A few examples below can act as a guide:
Each round of life-or-death combat: +1
Hate toward a racial enemy: +3
Hate toward someone who has harmed someone close to you: varies, +3-5
Major insult against you person or heritage: +1 (some social elite may take such insults much harder, perhaps granting up to +3).
Minor crime committed against you (theft, vandalism): +1
For each point generated an anger weapon gains a +1 to damage, while armour gains a +1 to its AC (only heavy armours benefit in this way). In addition, each point gives the metal an extra point of hardness. The anger generated begins to dissipate at the rate of one point per round after the incident that generated it has been resolved. Note that the effects of charging anger are felt on the ethereal plan, the bonuses not only allow the metal to hit ethereal targets but inflict the bonus damage as well. Conversely, the armour bonus also counts as a force effect, and is applied against ethereal attackers.
Hardness 8, 25 hit points per inch of thickness
Annim:
It feels like metal and it can be worked like metal, but for all that is known it could be anything. This material is so mysterious because it is invisible, this applies to all known forms of vision as well as magical detection (e.g. detect invisibility, true seeing, etc.), but its shape can be seen by its displacement of a medium such as fog or water.. This natural quality makes annim popular in many crafts.Objects such as artwork, potted plants, bridges, etc. can be supported by annim metal making them appear to float. Other, smaller objects that one wants to remain hidden can be made of this metal to keep them from being seen. In building construction, annim is often used to make durable windows and novel flooring. However, the most common use for annim is the in the crafting of weapons. Such weapons can be kept in plan sight and not be noticed, allowing one to appear unarmed. Just about anything that can be made from other metals can be made from annim. With a little imagination, this metal can be put to good use by almost anyone.
Hardness 8, 20 hit points per inch.
Blaze:
Glowing red hot from the heat it produces, blaze metal seems to be a more intense form of flame. Generating temperatures of 1,500-2,000 degrees centigrade, blaze is capable of melting iron (melting point 1,000-3,000 degrees depending on purity) and even mithral (melting point 1,800 degrees centigrade). Not common enough for everyday use, it is still found working in industrial settings in great stream engines and the like. As with its lesser cousin, blaze also made into weapons and armour when needed.As with flame, most weapons of blaze are bladed. Edged weapons deal an extra 4d6 damage from heat, while blunt deal 4d4. Armour is seldom made of this metal as such temperatures are considered magical fire. If it is possible to use such armour, it grants 135 cold damage resistance and deals 4d4 heat damage to those grappled.
Note, blaze is incapable of being melted by any amount of heat known, and so is very hard to shape. The heat generated by this metal is so intense, it causes serious burns to those who are near it. To any within one foot of it, blaze deals 4d4, two feet 3d4, three feet 2d4 and but d4 at four feet. This damage is in addition to that given for both weapons and armour. Items of other materials touching blaze may be forced to make saving throws to keep from burning or melting.
To simulate this metal, a wizard must heat a volume of iron in a forge for 24 hours, then while casting form metal II, toss an oil of fiery burning into the forge. Blaze metal is as strong as steel, and as such can be shaped through the use of the shape metal II spell.
Hardness 14, 30 hit points per inch thickness
Courage:
A rare bright purple metal, courage is used exclusively in the crafting of both weapons and armour. This metal is favoured by those who battle on a daily basis, either for sport or for survival. The effects of this psychoactive material upon those who use it makes their users very reliable in battle.Weapons made of courage may be of any sort except missiles, as it must remain in contact with its user in order to display any special effect. All weapons act as their normal counterparts except when dealing with creatures that generate fear (such as fear auras or touches). To such creatures, courage weapons deal double weapon damage and increase their critical multiplier and threat range by one. Should the target be generating a fear aura about itself, these weapons also grant a +1 bonus to base attack bonus (potentially granting more attacks) for every 2 points of wisdom the wilder has.
Armour crafted from courage must be heavy armour to grant any bonus. Those wearing such armour never feel irrational fear from any source, magical or otherwise. Should the occupant be subjected to a fear attack, he gains a +2 bonus to his AC as the metal reacts. The metal itself is quite hard, and makes good armour even without its other qualities. Any armour crafted of courage gains a +1 bonus to AC from the strength of the metal. It is known that this metal may continue to harden as its occupant faces many fearful situation and emerges victorious, gaining an additional +1 bonus every three to five levels of constant use by its owner.
Note, small amounts of this metal may be used to make trinkets and the like. Keeping such items on ones person grant a +1 bonus to save vs. fear.
Hardness 17, 40 hit points per inch thickness.
Despair- now called sorrow, see below.
Sorrow:
Grey as ash and just as cold, sorrow metal induces depression to those touch it. Such individuals lose their motivation and become lethargic, making any action they take half-hearted. Initiative, attack rolls, saving throws, skill checks and total damage rolls suffer a -1 penalty. Spells cast by those under the effect of this metal are not affected in any way save the initiative penalty. Note that this metal must actually touch the creature to cause despair. The effects of successive hits are cumulative and last for d4 hours.In order to use this metal effectively, a layer of some other material should be used to prevent contact with this metal. Almost any material can be used, such as cloth, leather or some other metal.
Hardness 12, 30 hit points per inch thickness.
Despise:
A pitch-black metal commonly used by the rakshasa, despise is well known for its unique finished surface. The surface of a despise object, once polished smooth, has a natural gloss. The finish is so smooth it feels as if a layer of oil coats the surface, making it ideal for mechanical parts that are exposed to high friction. An unknown property of this metal also renders it immune to the damaging effects of acid, cold, or rust. As it is a psychoactive metal despise tends to make those around it moody and full of spite. This side effect makes it unsuitable for use by most communal creatures (it is sometimes joked that this metal makes up for its lack of physical friction by inducing it in relationships). This has been taken so far as to be used in the creation of rings and the like. These items are then given to another as a show of ones contempt for them. This is most often done to show that a friendship is good and truly dead).Despise weapons deal quadruple weapon damage to creatures with a charisma of 13 and above and cold or acid based or using creatures. Despise armour will protect its occupant from cold and acid granting 5 points of resistance and a +5 bonus to such saves. Despise full plate also grants a +15 deflection bonus to AC vs. small missile weapons (arrows, sling bullets, darts, daggers, etc.)
Hardness 17, 35 hit points per inch thickness.
Doom:
The stuff of legends, terrifying ones, doom is capable of inflicting “unique” wounds. This metal is characterized by its dull black colour, light weight and rough texture. The roughness of doom is due to what seems to be tiny pits in its surface, resembling the quality of pumice. It is the light weight of this metal and the inclusion of pits that allow doom to float on water. Weapons made of this diabolic metal do normal amounts of damage, except that the weapon damage is permanent.If used at all this metal is made into bladed weapons. Wounds caused by this diabolic metal never heal, but remain open and continue to ooze blood for the rest of the victims life. Curative spells such as cure wounds, regenerate and restoration have no affect on these wounds, the only known magical means of healing these wounds is a wish or miracle. If made into armour, the wearer is protected from any sources of life or energy draining effects but this protection is not without cost. Immediately after this armour is donned 1 constitution point is lost temporarily. For each hour there after the armour is worn, yet another point is lost. These lost constitution points can be regained by normal means for temporary attribute damage.
Hardness 16, 40 hit points per inch thickness.
Flame:
Charcoal-black in colour, flame metal generates substantial heat. The heat produced by this metal is enough to cause it to flame slightly without being glowing-hot. If measured, the temperature of flame is about 270 degrees centigrade, enough to burn wood (wood burns at 250-300 degrees centigrade). A fairly common metal, flame is used for indoor heating, boiling water and steam engines. As with most metals, it may also be used to make weapons and armour which take advantage of its fiery nature.The majority of the weapons produced made of flame are bladed, allowing the weapon to make a deep, bloody and burnt wound. Such bladed weapons deal additional heat damage based on size: small +2, medium +4, large +6. Both medium and large blunt weapons deal +4, while small gain no bonus. If one is immune to the effects of normal fire, flame also makes fine armour. If worn, the armour grants 40 cold damage reduction and deals d4 to those who are grappled.
It should be noted that this metal is well known for its ability to start fires where it contacts flammable material, and should be used with caution. Insulated cases for storing such items is recommended. Flame metal is itself quite resistant to heat, having a melting point of 6,100 and a boiling point of 18,700 degrees centigrade. In order to get it into the shape wanted, pure brute force and a heavy hammer are needed, as heating will not likely make it malleable without becoming deadly to be near.
Flame is frequently used by the hares to generate the steam needed for their varied machinery. As the heat produced by flame is not quenched by this process, it is a source of perpetual mechanical power. Devices such as clocks, automatic doors, vehicles and industrial equipment are powered in this way. Blaze is also used in such a way, but only for the largest steam engines. Recently, innovation in the area of steam powered metal suits has produced a few limited prototypes for use by the enforcers with some success. These devices provide their user with enhanced strength and endurance, as the suit takes up the greater share of physical tasks such as running. While still in the stages of development, these suites are fully functional and reliable, if not somewhat limited in capability.
To simulate this metal, a wizard will need to place a volume of iron in a forge for 24 hours and then cast form metal II. Flame metal has the strength of steel and is shaped easily by shape metal II.
Hardness 12, 30 hit points per inch thickness.
Float:
Known for its miraculous buoyancy, this deep-blue metal is most commonly used in the creation of alloys. So buoyant is this metal that it will rise of its own accord into the sky, functionally acting as an anti-gravity material. Every cubic inch of this highly buoyant metal will counteract 5 pounds of weight either alloyed or bound to it.. This can in effect, make extremely light armor or weapons. This metal may also be sealed in a chest to make it easier to carry, the metal may be added or removed when needed in this fashion.Weapons that are dependant on their weight for much of their power will be severely hampered if alloyed with float. Weapons such as great swords lose much of their effectiveness and deal but half damage. Conversely, they do become much lighter and easy to wield. It should be noted that the weapon, while not as damaging, still retains its reach
Hardness 10, 30 hit points per inch of thickness.
Fort:
A strange material best described as “bizarre”, fort seems to be a hybrid of both stone and metal. Light-grey and marbled with dark-grey, fort has the texture of stone but is as malleable as metal. When discovered though mining, this material is always found in the center of a large deposit of lead. It was miners who first discovered that fort has the odd property of becoming selectively and instantly incorporeal to minerals. Thus once removed from its womb of lead, fort can never again touch such substances as metal, stone or crystal. This sum of properties has allowed the creation of very sophisticated machinery, where moving components made of fort pass though others made of other metals. Fort is, however, quite solid to most other materials such as wood, soil, leather and most notably, all parts of both plants and animals (including bone). It is this last observation that makes fort very popular in the crafting of weapons, as most forms of armour are ineffectual against them.Weapons made of fort are quite deadly if one is not prepared to fend against it. Passing through metallic armour without resistance, wooden, cloth and leather armours are some of the only protections available. The ability to strike an opponent with such ease is not without some cost…fort weapons are unable to block or parry blows from metallic, stone, or crystal weapons, making ones own defence somewhat more difficult. It is advisable to use a shield should one decide to use this metal as a weapon, so as to be able to block oncoming attacks. The use of a two-handed weapon may require extraordinary measures, such a feat, to be used without penalty to one’s own defence.
Armour crafted of fort are quite useful if one can get enough to make some. A lot of fort is needed for it to exhibit its best properties, thus it is only useful if made into heavy armour. Metallic, stone and crystal objects that pass though the armour likewise pass though the occupant, incurring no damage. The reason for this is not well known, but it is a fact that is exploited to render users of such armor more or less immune mineral attacks to areas covered by their armour. Against non-mineral objects, fort armour will grant an extra AC bonus of 50% to the sort of armor into which it is made . It should be noted here that fort armour does not render its user invulnerable to attack, it will, however, force opponents to become “creative” in dealing with the occupant.
The full potential of this metal in areas other than battle has not been fully realized. This is mostly in part to the difficulty in forging this material. It must be remembered that the forging process cannot be aided directly by either metallic, stone or crystal tools.
To simulate this metal, a wizard will need equal volumes of mercury, iron and clay. These three materials are then encased in at least five times their combined volume of lead. Along with this “egg” are placed a piece of granite and a bottle of dust collected from a mine shaft explosion or natural avalanche that is still airborne when collected. The materials are then fused using form metal III.
Fort metal can be shaped using shape metal III.
Hardness rating of 19, 35 hit points per inch of thickness
Frenzy:
Born of the moment a wracked mind finally shatters, unable to contain its own seething hatred. Deep purple in colour with a ting of crimson, frenzy has a rather dark and profound effect upon those that hold it near. While having a portion of this metal on there person an individual will find their temper in very short supply, reacting to such minor transgressions as insult with a brilliant flash of homicidal furry. For this reason, those who rely on the power granted by this metal live and travel alone. Many a friendship has been…”ended”…when one was provoked in some way while under the influence of this material. For all its dangers, frenzy is often the material of choice for weapons when one seeks to exact a revenge. Powered by already existing hatred, frenzy can allow single individuals to brutally slaughter those who earned his ire.Just as anger, this metal also charges itself from the hatred in its presence but to a more profound extent. All empowerment and hardening of this metal follows the lines for that of anger, but a triple the effect. The energy gathered dissipates at a rate of one point ever five minutes after the incident that enraged the user has passed. As the power of frenzy fades, so to does the inner hatred of the wielder. This cleansing of emotion is very cathartic, often causing the user to appear calm and serene when no longer enraged. It is this last property that has found it use is some rather "extreme" treatments for chronic stress and anger management by experimental psychologists and councillors.
As the induced individual suffers harm in battle they fight with an unnatural fervour, making rapid attacks and losing most control over their actions. For every 20% of their max hp they take in a battle, they gain one more attack. After the first 20% damage they take they can no longer exit a battle of their own will, and will not stop until they slay those that provoked their wrath. The removal of wounds that generate the bonus attacks will likewise nullify the bonus attacks. A Will check vs. DC 5 + bonus generated by hatred may be made to withdraw from a battle in which no headway is being made (for example, being unable to harm the opponent).
Although there have been attempts to use suites of armour crafted from frenzy, none have been recorded as successful. The mental and physical stress induced by encasing ones body in such a potent psychoactive material has proven to much for all who have tried. It is thought that one who cannot feel hatred may be able to wear such armour, however, there would be little points as no special benefit is expected from uncharged frenzy. It is fortunate that to date there have been no reported attempts at the construction of a frenzy metal golem. The idea of sealing a hostile spirit in a body meant to do harm made of such a material is madness. Even should the creator be able to control it initially, the powers generated by the trapped spirit would eventually become to much for any binding magics and it would go berserk.
The spell shape metal III will be able to shape this metal into a desired shape.
Hardness 17, 40 hit points per inch of thickness.
Justice:
The difference between justice and vengeance is slight, but is should first be known well by all who attempt to use this metal. This material is characterized by its extraordinary silver hue and mirror-like lustre. Although it would be a very suitable material in the crafting of jewellery, justice is best used in the crafting of weapons and armour because of its innate qualities.When used in the creation of weapons, justice exhibits the ability to mirror and inflict damage back upon an attacker. For example, should an individual equipped with a dagger made of the material be stabbed in the back, he may cause a wound matching his own to appear on his attackers back by slashing him with the dagger. Justice has the ability to at any time mirror wounds inflicted on its user until such time as its wielder goes to sleep. At this point, the justice “forgets” the damage, and it is lost and unable to be mirrored. The mirrored damage inflicted by justice is the exact amount and type done to its wielder, and is done in addition to the weapons normally applied damage. Only the damage dealt by the attackers last attack routine (total damage from attacks in one round, spell, etc.) is applied, resetting each round new damage is dealt. If no subsequent damage is dealt then the last set actually received is used successively in later rounds until new damage is dealt.
Armour crafted of justice is capable of making a battle a little more even. When worn, any attacks upon the user are made as if the attacker were striking their own defence. This includes damage reduction, armour used by attacker (bracers and rings of protection, etc. are included), magical protections, immunities and spell resistance but excluding dexterity bonuses. In some cases, this may worsen the users AC in comparison to what he might enjoy from mundane armour of the same sort.
It is important to note that justice only exhibits its special qualities if it is its user that comes under attack, not if he is the one to instigate it. If he instigates the fight, each blow he lands with a justice weapon will cause the wound to be mirrored upon himself. Armour on the other hand, will become worse by one point for each round the attack is continued. If such distinctions as attacker and defender are not applicable (as in the case of being hit by a dart fired by a trap), the items will act as mundane versions made of steel with a +2 bonus.
“If you came upon a place where people lived by the rule an eye for an eye, would you be surprised if everyone was blind?”
Justice metal can be shaped by shape metal II.
Hardness rating of 15, 30 hit points per inch of thickness.
Kyryn:
While not actually a naturally occurring material, it is prevalent enough to count as a native metal. Kyryn metal was developed eons ago by alchemists working with the transmutation of matter and some of the other native metals. The product of their work is a silver metal with a bluish ting with a property allowing it to change shape depending on dramatic temperature changes.Kyryn metal is “programmed” to change into one of two predetermined forms depending if it is quickly heated or cooled. The two forms need not be closely related in shape, size or weight, allowing for a great versatility. While the shapes may be any possible, the weight difference between the two cannot exceed five times. Thus a five pound metal sphere may change with heat into a one pound dagger, and back again with cooling. The temperature change must be fairly quick, as one would get from a flame or emersion in ice water. If the temperature change is gradual, the metal will retain its current shape. With this in mind it is quite possible that this metal, if inadvertently exposed to swift change in temperature, may change its form at an inopportune moment.
For reasons surrounding its ability to change and maintain its form at different temperatures, kyryn is very resistant to damage by both heat and cold. To melt kyryn, temperatures in excess of 5,000 degrees centigrade are required. Likewise, extreme cold in the range of - 250 degrees centigrade are needed to shatter this material.
To create an object of this metal, the items of the desired shapes must be crafted of silver within the stated weight limit. The shape designated for cold is polished with a compound of wax, quarts, plant oils and a bit of organic solvent. The shape designated for heat is polished with a compound of wax, fine sand, mild acid and a pinch of powdered phosphorus. These two items are the brought to the melting point of silver in the same vessel, then quickly cooled. The result is the kyryn item in the shape of its cold form. The previous details of creation are overly simplified, many alchemical treatments to the components and the compounds themselves must me made. However, this does not add to the cost of the components if one has a lab with which to work. The treatment process takes five days and requires an alchemy roll against DC 30. Failure results in the compounds being wasted. The silver objects may be reused however. The compounds themselves will cost 10gp each to manufacture if a lab is at hand, otherwise include lab rental costs.
Hardness rating of 11, 25 hit points per inch of thickness.
Mist:
Difficult to classify as any “material”, mist is described as an insubstantial fog that is not moved by wind or solid objects. It is in fact a substance with metallic physical qualities that is permanently ethereal, allowing it to be interacted with by other ethereal beings and objects.Physical beings have little use for this “stuff”, and it is primarily used as either as doors that only obscure what lies beyond or as a barrier to ethereal intruders. Ethereal beings, however, use mist to equip themselves with new objects. Most often these objects will be weapons and armour, which they can use quiet well. Armour made of mist grants an AC bonus to ethereal creatures and maintains their incorporeal nature. Weapons may be used to increase the harm they inflict to material beings, doing damage of the weapon and delivering any touch attacks they may posses. It is not unheard of for ghosts to use mist to grant themselves items they did not have in life, and making them much more difficult to deal with. Wands and magical weapons made of mist work normally for ethereal beings, dealing harm to those on the material plane as well (much like a ghost touch effect that is "one way").
It is of some consolation that mist may become somewhat distorted by use of magic altering spells, such as dispel magic. Items targeted by dispel magic save using their owners level or hit dice. If so affected, mist tools become useless for the duration of the spell (they may not be used to attack, nor do they provide any AC bonus).
This metal can be created by casting the spell create Mist on a volume of gold.
Hardness rating 9, 20 hit points per inch of thickness.
Pain:
A common dull white metal is best known for its pain amplifying properties. If used to craft a weapon, this metal will inflict double weapon damage, half of which is due to pain and is treated as subdual damage. Only beings capable of feeling pain are affected by this quality, but may still take normal weapon damage. Armour crafted from pain has the ability to deal equal damage back upon an attacker in pain. This damage is only applied if the attacker directly deals harm which is painful (poison, for example, does not fall under this criteria). The damage from pain may be recovered as normal subdual damage as found on page 134 of the Players Handbook.Hardness rating 9, 25 hit points per inch of thickness.
Rage:
Not so much a unique material as it is a more concentrated version of anger. Rage is a deep purple metal somewhat harder than its lesser counterpart. This metal is popular as it grants more power than anger while not having the potent side effects of frenzy.Just as anger, this metal will generate a dire energy from the hatred of those near it. The generation is of a greater magnitude, being double that of anger in all respects. The rules for the crafting of armour and weapons from anger apply to rage as well. Each point generated by hatred will dissipate at the rate of one point every round, just as with anger.
Hardness rating 13, 25 hit points per inch of thickness.
Royal:
This shiny violet metal can be made into several grades by refining, to a near infinite number. Each time this metal is refined, it loses half of it's mass but in turn concentrates its special properties. Royal metal in its raw form has many of the properties of +1 enchanted material, but there are a few characteristic differences. The bonus is not of a magical nature and is actually an alchemical bonus not affected by dispel or anti-magic areas or effects.As stated above, royal can be refined. Each time royal is refined and is reduced in mass by half, the resulting product gains an additional +1. For example, after four refinements royal will possess a bonus of +5 (+1 initial and +1 X 4 = +5).
Weapons crafted of raw royal act as if they had a +1 magical enhancement bonus. This allows the weapon to strike beings and objects as if it were +1.
Armour crafted of raw royal metal will grant an AC bonus equal to mundane metallic armour of the same sort with a +1 bonus. For each point of bonus AC the armour also grants a 5/+1 damage reduction.
This metal cannot be simulated by known methods.
Hardness rating 14, 25 hit points per inch thickness.
Stealth:
This charcoal black metal possesses the inability to produce sound, even if hit or struck with. This metal is a favourite of thieves, who may use it without penalties to their move silently skill. In fact, Stealth armor will add 5% to move silently and hide in shadows.This metal can be created through the use of the spell create Stealth.
Hardness rating 10, 30 hit points per inch thickness.
Triumph:
This golden metal has a love of challenge and victory. To use this metal a calculation of opposing sides must be made by the DM. Add up the Challenge Rating of each of the opposing sides of the battle. From the Challenge Rating total of the opposing side, subtract the Challenge Rating of the triumph wielder's side, the difference is the bonus to attack and damage given to the triumph weapon.Triumph only exhibits its properties if crafted into heavy armour. The armor has a base AC of its mundane counterpart crafted of steel with the difference between Challenge Ratings becoming its bonus. An example of this equation is as follows: Side of Triumph=23 CR, opposition=38. The difference is 38-23=15, which is given as a +15 bonus to the triumph weapon or armor. This equation must be recalculated with each addition or loss to a side.
Hardness rating 17, 35 hit points per inch thickness.
Venom:
More of a class of similar synthetic metals than natural material. Venom is any metal that has be so altered that it constantly secrets poison. Normally made from the mundane metals as the more exotic ones tend to corrupt or be corrupted by the creation process, venom is permanently coated with the poison used in its creation. In all other ways, such as hardness, venom is the same as its base metal.Due to its poisonous or toxic nature, venom is not only good in combat, but hazardous to use as simply touching it may harm the user. Only those experienced in the handling of poisons should use this metal frequently, as the risk of accidental contact is poisoning and often death.
The production of venom is an alchemical secret that involves the base metal, the poison desired and a handful of charcoal. These seemingly simple components must be treated and…well…whatever it is that alchemists do to them done. The process takes four days of work and 30 G for each pound to pay for expended lab materials. If a lab is not provided, that must be added to the cost as well.
Hardness rating as base metal, hit points per inch of thickness as base metal.
Xerty:
A white metal with a slight bluish tinge, xerty is a astoundingly resilient material. The discovery of this metal is often heralded by the presence of dolmauth, a crystal that encases the entire deposit to a thickness of at least three inches. The entire deposit is normally taken from the place it is found in one piece, as it is extremely hard and thus more difficult to chip than its surroundings.Xerty is both loved and hated for its physical toughness. It is excellent material for the crafting of tools, weapons, armour, walls and just about anything that would benefit from sturdy construction. It is, however, VERY difficult to work with. Its rarity and difficulty makes it very expensive to use, but sometimes worth it. Those who battle find xerty tools quite trustworthy, while researchers find its resilience helpful when dealing with both potent materials and methods.
Much harder than even adamantine, xerty also has a limited innate spell resistance of 8. The spell resistance seems to increase with the amount of xerty, gaining one more point for each tone of weight. The weight adds up fairly quickly, as xerty is three times heavier than iron. If cracked, but not broken, xerty will reseal such damage slowly over the course of several hours leaving a flawless surface (all damage repaired).
Xerty may be used to craft tools, weapons, armour, etc. which is often done if not found in amounts needed to use as building material. Xerty objects are able to take more wear and hold an edge longer than most other materials, giving such items a near indestructible quality. Bladed weapons gain a +2 bonus to damage from superior sharpness, while blunt gain +2 from weight (very large blunt weapons may gain even more). [I must wait until some information on the quality of armour made of other metals is available until I complete that portion of this description.]
Hardness 35, 60 hit points per inch of thickness.