Friday, 6 November 2020

Treasure: Special Materials IX

Treasure: Special Materials IX 

A long time ago, I converted all the special materials from Pathfinder. Let's convert some special materials from D&D 3.5 too.

    Astral Driftmetal
    This rare mineral is mined on islands of matter that float on the Astral Plane. It has the properties of iron, but also can interact with insubstantial beings. Weapons made from astral driftmetal can harm insubstantial beings as if they had the Affects Insubstantial modifier. +19 CF.

    Aurorum
    This luminous steel gleams with varying hues of pink and indigo. An aurorum weapon, shield, or suit of armor that is above -10 x HP regenerated lost HP at a rate of 1 HP per minute. +14 CF.

    Baatorian Green Steel
    This alloy is made with a rare metal that can only be found in deep Baatorian mines. Cutting or impaling weapons made of Baatorian green steel gets +1 to damage. This bonus stacks with bonuses from Fine and Very Fine. +4 CF.

    Blended Quartz
    This rare, natural blending of iron and quartz is very difficult to work. Any metal item made of blended quartz weighs twice as much. Thus, armor and shields provide only a half of their normal DR for their normal weight, or their normal DR for their doubled weight. Weapons weigh twice as much, multiply the ST requirement by 1.4. Blended quartz resonates with magic. Any enchanter gains a +1 to IQ rolls when enchanting a blended quartz item. +3 CF.

    Bondleaf
    Bondleaf armor is crafted from a single enormous leaf of a magical tree. If held against the skin for 10 seconds, it attaches to the wearer’s skin and begins siphoning nutrients from their body. The bondleaf does not provide any protection for 24 hours, and the wearer has Increased Consumption 1 for the duration. When the bondleaf becomes satiated, the wearer may take a Concentrate maneuver to mentally command the bondleaf to wrap itself around their body and harden. In this state, the bondleaf provides DR 2* (-1 against impaling). To remove the bondleaf completely, the wearer must concentrate for 10 seconds. Upon being removed, the bondleaf returns to its non-satiated state. A bondleaf that is large enough to cover torso weighs 2 pounds and costs $1,000.

    Bronzewood
    This exceptionally hard wood can be used to manufacture weapons and armor that usually are made of metal. Its properties are identical to steel. This material is useful in situations when wearing metal items is disadvantageous. +1 CF.

    Dendritic Crystal
    Dwarven armorere grow dendritic armor suits deep underground from seed crystals; dendritic armor never reaches the forge. Every suit of dendritic armor is made for a specific wearer, a different wearer takes a -1 DX penalty when wearing it. Dendritic armor always covers the entire body below the neck. This armor grows together, leaving almost no chinks (successful chink attacks ignore not 50% of DR, but 25%). Dendritic crystal armor provides DR 10, but is heavier than heavy plate (an entire suit weighs 92 pounds). Dendritic armor constantly grinds crystal flecks off, and regrows itself to its original shape. Tracking attempts made against a wearer of dendritic armor are at +2, if the trail of crystal dust is not removed. To remove dendritic armor, the wearer must break out of it by winning in a Quick Contest of ST against ST 15. If damaged, dendritic armor regains lost HP at a rate of 1 HP per 15 minutes. Thus, after removal it completely regrows back in 9 hours. A dendritic armor suit (all hit locations except for neck and head) costs $16,500.

    Elukian Clay
    Although barely malleable in its natural state, this rough, gray stone can be shaped into weapons and armor in a process similar to sculpting. Also known as sea-stone, elukian clay is formed in part by seepage from the Elemental Plane of Water. It has a strong affinity to water, so those traveling in or over large bodies of water value it greatly. Items made of elukian clay are considered weightless in water. This material has properties of steel, but it does not hold the edge well. Cutting weapons made of elukian clay have deal -1 damage per die. Once formed, an item made from elukian clay takes three days to harden. During the hardening, the item has DR 0. +4 CF.

    Entropium
    Githzerai armorsmiths in the Ever-Changing Chaos of Limbo have found a way to alloy ordinary iron with some of the shifting chaos-stuff of their native plane. Entropium, the resulting metal, is heavier than steel, but provides some extra benefits. Entropium armor constantly shifts on the wearer’s body, making targeting the chinks impossible. Entropium has the density of steel, but its DR, HP, and structural strength are 25% lower. Entropium armor can be 25% heavier and provide normal DR, or have normal weight and provide 25% less DR. +9 CF.

    Frystalline
    This mineral grows in the icy mountain caves of Eronia, the second layer of the Blessed Fields of Elysium. Its resilient, pale-gold crystals contain divine energy that emanates from a god that sleeps beneath the mountains. Any weapon made of frystalline is treated as holy for the purpose of overcoming DR with an appropriate Bane limitation and dealing extra damage to creatures with Vulnerability to holy weapons. +19 CF.

    Gehennan Morghuth-Iron
    This volcanic mineral is unique to the steep mountains of the Bleak Eternity of Gehenna. This metal forges poorly. Weapons made of Gehennan morghuth-iron do not get a damage bonus from being Fine or Very Fine, and get a +2 to the chance of breakage. However, Gehennan morghuth-iron is very toxic. Weapons made of this metal deal at additional follow-up damage (1 toxic and 1 fatigue; one minute onset; eight 1-hour cycles; each instance can be negated by an HT-1 roll). +39 CF.

    Moon-Ivy
    Moon-ivy armor is a close-fitting bodysuit that grows every night and dies at the end of every day. You put on a wreathlike choker before going to sleep. Overnight, a tight but flexible bodysuit of ivy grows over your body. When you awaken, you are wearing a tough, fibrous light armor. Removing the choker causes the moon-ivy armor to wither in 30 seconds. In a grown state, the moon-ivy armor provides DR 2* (-1 against impaling), weighs 4 pounds, and protects all hit locations, except neck and head. A moon-ivy choker costs $3,000.

    Pandemonic Silver
    Mined from thin veins of ore on the plane of Pandemonium, pandemonic silver has all the properties of silver (p. B275). In addition, a thin, unearthly scream issues forth from a bladed weapon made of pandemonic silver whenever it’s unsheathed in at least a light breeze. Creatures who hear this scream must make a Fright Check. A successful resistance grants immunity to this ability for one hour. The wielder is immune to these Fright Checks. +49 CF.

    Serren
    Serren trees grow on Arvandor, the uppermost of Arborea’s three layers. The trees serve as vessels for nature spirits, and any branch that falls from a serren tree can be fashioned into a bow, arrow, or crossbow bolt imbued with a portion of the tree’s spirit. Serren bows, arrows, and bolts have the can harm insubstantial beings as if they had the Affects Insubstantial modifier. Bows imbue their projectiles with this property. +19 CF.

    Solanian Truesteel
    Mined on the fourth layer of the Seven Mounting Heavens of Celestia, this fine iron gleams, emitting light equivalent to a torch at all times. Weapons made from this metal have a (2) armor divisor, but only against innate DR of evil outsiders. +14 CF.

    Starmetal
    This superior alloy is made from meteoric iron - specifically, ore refined from meteors that fall during the rare appearances of the comet Alhazarde. Starmetal has nearly the same density as steel, but its DR, hit points, and structural strength are 1/3 higher than those of steel. Starmetal armor can be one-third lighter for the same protection or equally heavy for protection 1/3 better. A steel weapon has cheap quality when hit by a starmetal weapon (see p. B274). Cutting and impaling damage dealt by a starmetal weapon has a (2) armor divisor. Starmetal also possesses an inherent magical connection to the Material Plane, meaning that weapons made of the alloy are especially effective against creatures from other planes. Weapons made of starmetal deal an extra 1 point of damage to any extraplanar creatures while they are on the Material Plane. Starmetal weapons have +52 CF, other items have +19 CF.

    Thinaun
    This dark, glittering steel alloy holds an attraction to souls recently released from their bodies. Obviously, this has application for melee weapons. If a thinaun melee weapon is touching a creature when it dies, that creature’s soul is sucked into the weapon rather than passing on to its final reward. The soul remains in the thinaun weapon until the weapon is destroyed or another creature dies while touching the thinaun weapon (the new soul displaces the old one). Raise dead, resurrection, and similar spells won’t bring back a creature whose soul is trapped by a thinaun weapon unless the caster has the weapon in his possession. A thinaun weapon captures a soul from anyone killed while touching the weapon. This means that if the thinaun weapon’s wielder dies, her weapon captures her soul. Only melee weapons made primarily of metal can be crafted as thinaun weapons. +29 CF.

    Urdurkar
    Urdrukar, often referred to as “mind steel,” is a dark metal found only in the deepest recesses of the Underdark. Every 5 pounds of urdurkar carried by the character grant a -1 penalty to all attempts to divine his location (Information spells, psionic divination, etc.) +19 CF.

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