Treasure: Special Materials VII
Four more materials from Pathfinder RPG. Living steel is a regenerating metal. Silversheen is rust-immune silver. Singing steel is resistant to sonic attacks. Sunsilver items can blind enemies.
Living Steel
Some
trees suck up potent minerals through their roots the same way others draw
water from the ground. Though these trees blunt saws and axes used to hew them
and shrug off fire, they eventually succumb to time or the elements. When
properly harvested, these fallen trees produce nuggets of a metal called living
steel. This glossy green metal slowly repairs itself, regenerating 1 HP per
hour. +19 CF.
Silversheen
Metal
melee weapons, thrown weapons, and projectiles can be made of this special
metal to exploit supernatural monster Vulnerability to silver, but have +2 to
odds of breakage. Any silversheen item is immune to rust. +19 CF for weapons,
+9 CF for armor.
Singing Steel
This
lustrous golden metal emits beautiful bell-like tones when struck. An alloy of
gold and mithral, singing steel was originally created by the elves, although
the secrets of working singing steel have spread to other parts of the world. Metal
melee weapons, thrown weapons, and projectiles can be made of singing steel,
but have +2 to odds of breakage. Singing steel armor can be 25% lighter for the
same protection or equally heavy for protection 25% better. Items made of
singing steel have DR 3 against sonic attacks. Any singing steel item weighing
5 lbs. or more emits a sharp loud sound when struck. This sound lingers for 5
seconds and gives a -4 penalty to Hearing rolls made within 5 yards of the
item. +19 CF.
Sunsilver
An
advanced form of alchemical silver, sunsilver is the pride of the war smiths. Metal
melee weapons, thrown weapons, and projectiles can be made of sunsilver to
exploit supernatural monster Vulnerability to silver, but have +2 to odds of
breakage.
In
addition, items made of sunsilver are immune to rust effects. While in an area of bright light, a sunsilver shield
or piece of armor that has at body coverage of at least 100% shines brightly,
allowing the wearer to reflect light at nearby foes as an Attack action. This
requires a Shield or Innate Attack (Beam) roll with a -2 penalty plus the
penalty to target face. If this attack succeeds, the victim gains a -2 penalty
to DX rolls for 3 seconds, unless he makes a successful HT roll. +19 CF for
weapons.
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