HP/inch 10; Hardness 20; Cost See Table;
DESCRIPTION
Ceramic is an inorganic, nonmetallic solid comprising metal, nonmetal or metalloid atoms primarily held in ionic and covalent bonds. Varying crystallinity and electron consumption in the ionic and covalent bonds cause most ceramic materials to be good thermal and electrical insulators. The Blade of a ceramic knife will stay sharp for much longer than that of a steel knife, although it is more brittle and can snap if used improperly. Ceramic armors provide some protection to the wearer from Electrical and Fire Damage.
Spell failure chances for armors and shields made from Ceramic are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 2 (to a minimum of 0).
An item made from Ceramic weighs half as much as the same item made from steel. Items not primarily made of metal are not meaningfully affected by being partially made of Ceramic. (A Longsword can be a Ceramic weapon, while a quarterstaff cannot.)
Bladed weapons made of Ceramic bypass 2 AC on targets wearing armor with a hardness less then 15.
Weapons and armors fashioned from Ceramic are always masterwork; the masterwork cost is not included in the prices given.
Ceramic has 10 hit points per inch of thickness and a hardness of 20.
During a critical fail on a melee attack with a light weapon made of Ceramic there is a 20% chance the weapon will gain the broken condition.
When a Ceramic item gains the broken condition (1/2 HP), there is a 50% chance it is destroyed.
Armor crafted out of Ceramic grants the wearer resistance to Electric and Fire Damage. (See table) The resistance granted by Ceramic shields and Armor stack.
All items made of Ceramic have a weakness to bludgeoning and take twice the damage when sundered by a blunt weapon.
HP/inch 35; Hardness 12; Cost See Table;
DESCRIPTION
Crucible Steel is steel that contains significantly lower levels of slag then regular steel. It is created by smelting iron ore to temperatures in excess of 3000 degrees and mixing a carefully calculated amount of carbon into the liquid metal. This procedure reduces the impurities in the resulting steel, and creates a stronger and more flexible material. The technique is known only by Master Smiths, and is a closely guarded secret.
Spell failure chances for armors and shields made from Crucible Steel are decreased by 5%, maximum Dexterity bonuses are increased by 1, and armor check penalties are decreased by 1 (to a minimum of 0).
An item made from Crucible Steel weighs the same as items made from steel. Items not primarily made of metal are not meaningfully affected by being partially made of Crucible Steel. (A Longsword can be a Crucible Steel weapon, while a quarterstaff cannot.)
Bladed weapons made of Crucible Steel gain a +1 bonus to Attack Rolls (Stacks with Masterwork and Magical Enchantments).
Weapons and armors fashioned from Crucible Steel are always masterwork items as well; the masterwork cost is not included in the prices given.
Crucible Steel has 35 hit points per inch of thickness and a hardness of 12.
HP/inch +5; Hardness +5; Cost Varies;
DESCRIPTION
Weapons and armor enchanted using Dragon Teeth and Scales altar the enchantment bonuses. Below are just some examples, many combinations of Dragon Teeth, and Scales with enchantments can be used, consult your GM.
HP/inch 30; Hardness 10; Cost See Table;
DESCRIPTION
Meteoric Steel is steel that has fallen from the heavens. It can be identified by the black color it takes on when forged. Many believe Meteoric Steel to be a gift from the gods themselves, and that every weapon and armor forged from it carries the blessings of the Deity who sent it.
HP/inch 45; Hardness 25; Cost See Table;
DESCRIPTION
In its raw form, Tungsten is a hard steel-grey metal that is often brittle and hard to work. If made very pure, Tungsten retains its hardness which exceeds that of all known metals, and becomes malleable enough that it can be worked easily. Due to its lack of flexibility and its extreme weight Tungsten is not ideal for bladed weapons or armor but makes excellent halfed and blunt weapons.
Most Tungsten armors are one category heavier than normal for purposes of movement and other limitations. Light armors are treated as medium, and medium armors are treated as heavy, but heavy armors are still treated as heavy. This increase does not apply to proficiency in wearing the armor. A character wearing a Tungsten chain shirt does not need to be proficient in wearing medium armor. Spell failure chances for armors and shields made from Tungsten are increased by 10%, maximum Dexterity bonuses are decreased by 2, and armor check penalties are increased by 3.
An item made from Tungsten weighs twice as much as the same item made from other metals. In the case of weapons, this heavier weight does not change a weapon’s size category or the difficulty with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily made of metal are not meaningfully affected by being partially made of Tungsten. (A mace can be a Tungsten weapon, while a quarterstaff cannot.)
Blunt melee weapons (Maces, Hammers, etc…) gain a +1d4 bonus to damage and blunt ranged weapons (Blunted Arrows etc...) gain a +1d2 bonus to damage.
Tungsten weapons count as Adamantine for the purpose of overcoming damage reduction.
Weapons and armors fashioned from Tungsten are always masterwork items as well; the masterwork cost is not included in the prices given.
Tungsten has 45 hit points per inch of thickness and a hardness of 25.