An Accounte of Metalls Base and Pure

A guide to metal

Category:
book/scroll
Description:

Aerium
Aerium armors are treated as one size category lighter for purposes of movement and other limitations (for example, whether or not a barbarian can use her fast movement ability while wearing the armor). Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Aerium is an extremely difficult ore to work, as even the slightest error during the forging process can result in air pockets that compromise the integrity of the item. Therefore, the DC of all Craft checks made to work with this special material is increased by 5.
Armor and shields made of aerium provide the wearer with sonic resistance 2. Furthermore, the arcane spell failure chance is reduced by 10%, the maximum Dexterity bonus is increased by 2, and the armor check penalty is decreased by 3 (to a minimum of 0). The benefits of being masterwork are included in these adjustments; greater masterwork armors made of aerium receive an additional one-point reduction in armor check penalty.
Thrown weapons (but not projectiles for missile weapons) made from aerium catch the wind easily, increasing their range increment by 10 feet. An item made from aerium weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change the weapon’s size category or the ease with which it can be wielded. Items not primarily made of metal are not meaningfully affected by being partially made of aerium.
Aerium has 30 hit points per inch of thickness and hardness 15.
Market Price per Unit: 600 gp.

Adamantine
Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects. An adamantine weapon can ignore any hardness less than 20. Armor made from adamantine grants its wearer damage reduction 1/— if it’s light armor, 2/— if it’s medium armor, and 3/— if it’s heavy armor. Only weapons, armor, and shields normally made of metal can be fashioned from adamantine. Items without metal parts cannot be made from adamantine. Adamantine items have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20.
Market Price per Unit: 800 gp.

Aperiite (Netherite)
Dwarves hold this metal in taboo and most refuse to work with it. It is commonly alloyed with steel to compensate for its own intrinsic properties.
Weapons made from netherite are considered one degree harder to wield than normal. Netherite weapons deal +1 point of negative energy damage to living creatures on a successful attack. Against positive-energy undead and other creatures strongly tied to or hailing from the Positive Energy Plane, netherite weapons gain a +1 increase to their existing enhancement bonus and inflict an additional +1d6 points of negative energy damage. This damage bypasses any form of regeneration.
Netherite armor is treated as one category heavier 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. Netherite imparts fire and cold resistance 2 to its wearer, but the arcane spell failure chance is increased by 5%, the maximum Dexterity bonus is decreased by 1, and the armor check penalty is increased by 2. The benefits of being masterwork are included in these adjustments; greater masterwork armors made of netherite receive an additional one-point reduction in armor check penalty.
Undead creatures wearing netherite armor or carrying netherite shields gain +2 turn resistance (or a +2 bonus to their existing turn resistance, if any). If used in a divine focus (requiring 1 unit of metal), netherite adds +2 to a cleric’s effective level and DC for purposes of channeling negative energy. Enhancements that draw upon positive energy, such as the disruption special ability, cannot be incorporated into items made of this material.
An item made from netherite weighs 150% as much as the same item made from other metals. Items not primarily made of metal are not meaningfully affected by being partially made of netherite. Netherite has the same physical properties as iron (30 hit points per inch of thickness and hardness 10).
Market Price per Unit: 500 gp.

Aurichalcum
Weapons fashioned from aurichalcum have a natural ability to bypass hardness when sundering weapons or attacking objects. An aurichalcum weapon can ignore any hardness less than 20. Armor made from aurichalcum grants its wearer damage reduction 1/— if it’s light armor, 2/— if it’s medium armor, and 3/— if it’s heavy armor. Aurichalcum armors are treated as one size category lighter for purposes of movement and other limitations (for example, whether or not a barbarian can use her fast movement ability while wearing the armor). Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Spell failure chances for armor and shields made of aurichalcum are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0). The benefits of being masterwork are included in these adjustments; greater masterwork armors made of aurichalcum receive an additional one-point reduction in armor check penalty.

An item made from aurichalcum weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change the weapon’s size category or the ease with which it can be wielded. Items not primarily made of metal are not meaningfully affected by being partially made of aurichalcum. Aurichalcum items have one-half more hit points than normal. Aurichalcum has 50 hit points per inch of thickness and hardness 20.

Market Price per Unit: 2400 gp. (Unavailable in modern times.)

Darksteel (Durite)
Weapons fashioned from darksteel have a natural non-magical attack and damage bonus of +1 due to their incredible sharpness. This bonus is unnamed, so it stacks with all other bonuses, including masterwork bonuses and magical enhancement bonuses. Darksteel weapons are also particularly effective against armor and shields made of wolf iron.
Darksteel resists all elements with equal capacity, so armor and shields made with this special material grant their wearer energy resistance 2 against acid, cold, electricity, and fire. Enchanting a darksteel item with any of these energy resistances costs 25% less than normal.
An item made from darksteel weighs the same as the same item would if made from other metals. Only weapons, armor, and shields normally made of metal can be fashioned from darksteel. Items without metal parts cannot be made from darksteel. Darksteel items have one-third more hit points than normal. Darksteel has 35 hit points per inch of thickness and hardness 17.
Market Price per Unit: 750 gp.

Fluvium
Creatures with the Fire subtype find this material to be particularly abhorrent. Items made of fluvium gain a +4 bonus on saving throws against fire-based attacks. (This bonus is not transferred to the wearer’s own saving throws; it applies only to saves that the object itself is specifically required to make.)
Armor and shields made of fluvium grant their wearer fire resistance 2. Weapons made from fluvium deal +1 point of cold damage on any successful attack. (This stacks with other forms of cold damage that the weapon may deal.) Against creatures with the Fire subtype, weapons made of fluvium gain a +1 increase to their enhancement bonus and deal an additional +1d6 points of cold damage. This cold damage bypasses any form of regeneration.
If used in a divine focus (requiring 1 unit of metal), fluvium adds +2 to a cleric’s effective level and DC for purposes of attempts to turn or rebuke fire-based creatures.
Fire-based enhancements, such as the flaming or flaming burst special weapon properties, cannot be added to items made of this special material. Cold based enhancements, such as the frost or freezing burst special weapon properties, treat a weapon made of this material as though it had +1 less enhancement for determining total cost. Appropriate flat cost enhancements, such as fire resistance, cost 10% less when adding them to an armor of this type.
An item made from fluvium weighs the same as the same item would if made from other metals. Items not primarily made of metal are not meaningfully affected by being partially made of fluvium. However, this material compromises the tensile strength of other metals, so items made of fluvium have 1 less hp than normal iron items. Fluvium has 25 hit points per inch of thickness and hardness 9.
Market Price per Unit: 500 gp.

Ignium
Creatures with the Cold subtype find this material to be particularly abhorrent. Items made of ignium gain a +4 bonus on saving throws against cold-based attacks. (This bonus is not transferred to the wearer’s own saving throws; it applies only to saves that the object itself is specifically required to make.)
Armor and shields made of ignium grant their wearer cold resistance 2. Weapons made from ignium deal +1 point of fire damage on any successful attack. (This stacks with other forms of fire damage that the weapon may deal.) Against creatures with the Cold subtype, weapons made of ignium gain a +1 increase to their enhancement bonus and deal an additional +1d6 points of fire damage. This fire damage bypasses any form of regeneration.
If used in a divine focus (requiring 1 unit of metal), ignium adds +2 to a cleric’s effective level and DC for purposes of attempts to turn or rebuke cold-based creatures.
Cold-based enhancements, such as the frost or icy burst special weapon properties, cannot be added to items made of this special material. Fire based enhancements, such as the flaming or flaming burst burst special weapon properties, treat a weapon made of this material as though it had +1 less enhancement for determining total cost. Appropriate flat cost enhancements, such as cold resistance, cost 10% less when adding them to an armor of this type.
An item made from ignium weighs the same as the same item would if made from other metals. Items not primarily made of metal are not meaningfully affected by being partially made of ignium. However, this material compromises the tensile strength of other metals, so items made of ignium have 1 less hp than normal iron items. Ignium has 25 hit points per inch of thickness and hardness 9.
Market Price per Unit: 500 gp.

Iron, Black (Titanium)
Items made of black iron are naturally resistant to corrosion and gain a +4 bonus on saving throws against corrosive, rusting, or acid-based attacks. (This bonus is not transferred to the wearer’s own saving throws; it applies only to saves that the object itself is specifically required to make.)
Armor and shields made from black iron grant their wearer +1 AC against critical hits. Weapons made from black iron grant a +1 bonus on critical hit confirmation rolls.
An item made from black iron weighs the same as the same item would if made from other metals. Items not primarily made of metal are not meaningfully affected by being partially made of black iron. Black iron has 30 hit points per inch of thickness and hardness 12.
Market Price per Unit: 375 gp.

Iron, Cold
Weapons made of cold iron cost twice as much to make as their normal counterparts. Because of this, a cold iron weapon is NOT automatically treated as masterwork, although the masterwork cost may be paid for separately. Cold iron is inherently resistant to magic. Any time a cold iron weapon is magically enhanced, an additional cost of 2,000 gp must be paid on top of the cost of any enhancements being added to the weapon. This cost must be paid the first time the weapon is enhanced.
Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not. Note that each end of a double weapon is treated as a separate weapon for purposes of item creation, so a two-bladed sword with one end of cold iron and the other end of steel would cost 150 gp rather than 200 gp. Cold iron has 30 hit points per inch of thickness and hardness 10.
Market Price per Unit: N/A (see above).

Iron, Green (Beryllium)
This material is often alloyed with copper and bronze in addition to iron. Green iron has exactly the same characteristics as mithral (see below). Green iron has 30 hit points per inch of thickness and hardness 15.
Market Price per Unit: 500 gp.

Mithral
Mithral armors are treated as one size category lighter for purposes of movement and other limitations (for example, whether or not a barbarian can use her fast movement ability while wearing the armor). Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Spell failure chances for armor and shields made of mithral are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0). The benefits of being masterwork are included in these adjustments; greater masterwork armors made of mithral receive an additional one-point reduction in armor check penalty.
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 the weapon’s size category or the ease with which it can be wielded. Items not primarily made of metal are not meaningfully affected by being partially made of mithral. Mithral has 30 hit points per inch of thickness and hardness 15.
Market Price per Unit: 500 gp.

Orikalka
This metal is typically alloyed with bronze, and is prized for its magic-negating qualities. Weapons made of orikalka deal +1d6 points of damage against creatures of the construct, fey, and magical beast subtypes, as these creatures’ own intrinsically magical nature makes them particularly vulnerable to its disruption of the flows of magic. This damage bypasses any form of regeneration (it is treated as if it were a type of damage that the creature cannot regenerate).
A spellcaster that is struck for damage by an orikalka weapon and forced to make a Concentration check due to damage dealt while in the act of casting suffers a -4 penalty on the skill check.
Armor and shields that incorporate orikalka into their design grant their wearer a limited form of spell resistance, equal to 5 + the armor bonus of the item. For example, a suit of orikalka splint mail would grant its wearer SR 11. Orikalka armor that is subsequently enhanced with any form of the spell resistance ability adds its armor bonus to the level of SR granted by the ability. However, this comes at a price: all magic used by the wearer of such armor runs the risk of being negated. Both arcane and divine spells cast by a character wearing orikalka armor or using an orikalka shield suffer a spell failure chance of 15%. This stacks with any arcane spell failure chance that the item already possesses, and it cannot be reduced or lowered in any way (so if the character has an ability that lowers spell failure chances by 10%, that ability cannot lower the total spell failure chance of this armor below 15%).
An item made from orikalka weighs the same as the same item would if made from other metals. Items not primarily made of metal are not meaningfully affected by being partially made of this substance. Orikalka has 30 hit points per inch of thickness and hardness 10.
Market Price per Unit: 1,000 gp.

Silver, Alchemical
Alchemical silver weapons deal -1 point of damage on a successful attack (with the usual minimum of 1 point of damage). The alchemical silvering process can’t be applied to non-metal items, and it does not work on items made of other special materials (such as adamantine, cold iron, and mithral). Alchemical silver has 10 hit points per inch of thickness and hardness 8.

Tellium (Lode iron)
This material is often confused with lodestone, and indeed it has certain magnetic properties of its own. It is generally alloyed with iron. Weapons made of tellium gain a +1 bonus on attack rolls against opponents wearing metal armor and creatures whose natural armor primarily derives from metallic materials (such as iron golems). This bonus stacks with all other magical and non-magical bonuses.
Armor and shields made of tellium draw metal weapons to their most heavily reinforced areas, increasing the wearer’s Armor Class by +1 against attacks from weapons whose striking surface is primarily metal and the natural attacks of creatures whose substance is primarily composed of metallic materials. This bonus stacks with all other magical and non-magical bonuses. (Note that this exactly counters the +1 bonus on attack rolls granted by tellium weapons; a tellium weapon strikes tellium armor normally.)
An item made from tellium weighs the same as the same item would if made from other metals. Items not primarily made of metal are not meaningfully affected by being partially made of this substance. Tellium has 30 hit points per inch of thickness and hardness 10.
Market Price per Unit: 250 gp.

Steel, Altherian
Altherian steel is exceptionally light. Items made of Altherian steel cost four times as much to make as their normal counterparts. Because of this, an Altherian steel item is NOT automatically treated as masterwork, although the masterwork cost may be paid for separately. An item made from Altherian steel weighs 75% as much as the same item made from other metals. In the case of armor, this does not change the armor’s weight category. In the case of weapons, this lighter weight does not change the weapon’s size category or the ease with which it can be wielded. Items not primarily made of metal are not meaningfully affected by being partially made of Altherian steel.

Steel, Muirian
Some say that the techniques used to create this alloy were first taught to humans by a Justicar of Muir during the Age of Darkness. Others point to the incredible advances in weaponsmithing and metallurgy that occurred during the glorious Age of Legend. Though its origins may be clouded in mystery, the simple truth is that the gift of Muirian steel is one of the most potent secrets that has ever been revealed to the children of the gods.
Regardless of how they are created, Muirian steel items have particularly efficacious properties against extraplanar fiendish creatures. Weapons forged of Muirian steel bypass all forms of innate non-epic damage reduction of fiendish creatures with the extraplanar subtype. Furthermore, if the fiend has the regeneration special quality, then the Muirian steel weapon overcomes that regeneration.
Armor forged from Muirian steel assists its wearer in resisting the influence of fiends, granting a +2 sacred bonus on all Will saves made against spells, spell-like abilities, and supernatural abilities employed by extraplanar fiendish creatures.
An item made from Muirian steel weighs the same as the same item would if made from other metals. Items not primarily made of metal are not meaningfully affected by being partially made of this substance. Muirian steel has 30 hit points per inch of thickness and hardness 10.
Market Price per Unit: 400 gp.

Steel, Muirian, Tempered
Weapons forged from Tempered Muirian Steel work on non-extraplanar fiends as well as extraplanar ones. Furthermore, such weapons inflict an additional +1d6 damage to all fiends.
Armor and shields forged from Tempered Muirian Steel provide a +2 bonus to Will saves made to save against any effect generated by a fiend. They also provide +2 to Armor Class against such creatures.
Finally, the unique forging methods, and properties of this material allow it to be alloyed with other special materials. Doing so requires double the normal material of each type for the item to be made, since half of the materials are lost during the forging process. All the properties of both materials, which cannot be the same material, are retained.
Creating Tempered Muirian Steel requires, in addition to the requirements for Muirian Steel, the ability to cast summon monster V. The ritual also requires the Craft Magic Arms and Armor feat, and costs 1000 gp per unit of Tempered Muirian Steel to be fashioned. The crafting the base material to be tempered requires a DC 30 Craft (Blacksmithing) check. Muirian steel has 40 hit points per inch of thickness and hardness 12.
Market Price per Unit: 1,000 gp.

Viridiite (Aetherite)
This very rare form of meteoric ore is charged with positive energy. Against negative-energy undead and other creatures strongly tied to or hailing from the Negative Energy Plane, viridiite weapons gain a +1 increase to their existing enhancement bonus and inflict an additional +1d6 points of positive energy damage. This damage bypasses any form of regeneration.
Living creatures wearing viridiite armor or carrying viridiite shields gain negative energy resistance 2, and receive a +1 holy bonus on all saving throws against spells or effects that deal negative energy damage or that have the Death descriptor.
If used in a divine focus (requiring 1 unit of metal), viridiite adds +2 to a cleric’s effective level and DC for purposes of channeling positive energy.
Enhancements that draw upon negative energy, such as the undead controlling special ability, cannot be incorporated into items made of this material.
Viridiite has the same physical properties as iron (30 hit points per inch of thickness and hardness 10).
Market Price per Unit: 500 gp.

Wolf Iron (Tungsten)
This metal is hard and very dense, and is a favorite of the dwarves of Solanos Mor, as well as the smiths of Sweet Savona. Weapons fashioned from wolf iron have a natural ability to bypass hardness when sundering weapons or attacking objects, though not to the same extent as adamantine. A wolf iron weapon can ignore any hardness less than 15.
Armor made from wolf iron is particularly prized for its ability to absorb blows. Armor, heavy shields, and tower shields made from wolf iron gain an intrinsic non-magical +1 increase to the AC bonus they provide. This bonus stacks with all other magical and non-magical bonuses. Light shields and bucklers made of wolf iron do not gain this benefit.
However, wolf iron does have one particular weakness: it is vulnerable to weapons made of darksteel. Darksteel weapons ignore the entire AC bonus provided by armor and shields made of wolf iron.
Only weapons, armor, and shields normally made of metal can be fashioned from wolf iron. Items without metal parts cannot be made from wolf iron. Wolf iron items have one-third more hit points than normal. Wolf iron has 35 hit points per inch of thickness and hardness 15.
Market Price per Unit: 600 gp.

Bio:

Aerium
Ore formed of elemental air. Extremely light.

Adamantine
Star metal or meteor iron. Extremely hard.

Aperiite (Netherite)
Negatively charged ore from the quasielemental planes.

Aurichalcum
Also known as ancient gold, this mithril/gold alloy has the strength and durability of adamantine.

Darksteel (Durite)
Deep mined ore. Extremely hard and resistant to energy.

Fluvium
Ore formed of elemental water. Extremely flexible.

Ignium
Ore formed of elemental fire. Extremely warm.

Iron, Black (Titanium)
Deep mined ore. Hard and resistant to corrosion.

Iron, Cold
Magically resistant iron, forged cold. Bane to fey and demon kind.

Iron, Green (Beryllium)
Deep mined bronze ore. Hard and light.

Mithral
Deep mined silver ore. Hard and light.

Orikalka
Magic bane ore. Star metal.

Silver, Alchemical
Arcane treated silver.

Tellium (Lode iron)
Magnetic metal.

Steel, Altherian
Light forged steel.

Steel, Muirian
Blessed metal. Fiendish bane.

Viridiite (Aetherite)
Positively charged ore from the quasielemental planes.

Wolf Iron (Tungsten)
Extremely hard deep mined ore.

An Accounte of Metalls Base and Pure

Kain Darkwind's Savage Tide Kain_Darkwind