Author Topic: New Special Material Rules  (Read 9112 times)

Offline RobbyPants

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New Special Material Rules
« on: December 04, 2012, 08:48:45 AM »
Note: These rules are meant to be used in combination with my other house rules.



New special material rules

These rules are meant to be used in replacement of the special material rules found in the DMG.


Adamantine

This ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.

Armor made from adamantine grants its wearer damage reduction (overcome by adamantine weapons) and energy resistance to acid, cold, fire, and sonic damage (but not electricity). The damage reduction and energy resistance are based on the Base Attack Bonus of the person wearing it: light armor grants a bonus equal to a quarter of the character's Base Attack Bonus (to a minimum of 1), medium armor grants a bonus equal to half the character's Base Attack Bonus (to a minimum of 1), and heavy armor grants a bonus equal to the character's Base Attack Bonus. For example: a suit of adamantine breast plate would give a character with a  Base Attack Bonus of 10 damage reduction 5/adamantine and acid, cold, fire, and sonic resistance 5. An adamantine shield adds a +2 equipment bonus to the wearer's Reflex saves against spells and effects that deal half damage on a successful save.

Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.

Only weapons, armor, and shields normally made of metal can be fashioned from adamantine. Weapons, armor and shields normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20.

Type of Adamantine Item   Item Cost Modifier
Ammunition                +40 gp
Light armor               +2,000 gp
Medium armor              +4,000 gp
Heavy armor               +8,000 gp
Weapon                    +2,000 gp
Shield                    +2,000 gp



Cold Iron

This iron, mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. In addition, any creature with Spell Resistance struck by a cold iron weapon has its Spell Resistance lowered by five points (to a minimum of 0) for one round. Multiple attacks in the same round overlap and do not stack for this effect.

Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not.

A double weapon that has only half of it made of cold iron increases its cost by 50%.

Cold iron has 30 hit points per inch of thickness and hardness 10.



Darkwood

This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. A weapon made from darkwood is treated as being light for purposes of using Weapon Finesse. In every other way, the weapon behaves as a weapon of its normal size. Thus, a character could use their Dexterity modifier to hit with a darkwood quarterstaff.

To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.

Darkwood has 10 hit points per inch of thickness and hardness 5.



Dragonhide

Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a small or large masterwork shield in addition to the armor, provided that the dragon is Large or larger.

Dragonhide has a natural resistance to the type of energy associated with the dragon's breath weapon (fire for red dragons, electricity for blue dragons, cold for silver dragons, etc). A suit of dragonhide armor bestows energy resistance of that type of energy based on the type of armor and Base Attack Bonus of the wearer: light armor grants resistance equal to half the character's Base Attack Bonus (to a minimum of 1), medium armor grants a bonus equal to the character's Base Attack Bonus, and heavy armor grants a bonus equal to double the character's Base Attack Bonus. A dragonhide shield adds a +4 equipment bonus to the wearer's Reflex saves against spells and effects that deal half damage on a successful save if it deals the type of energy damage associated with the dragon.

Because dragonhide armor isn’t made of metal, druids can wear it without penalty.

The cost of dragonhide armor is shown in the table below, but it takes no longer to make than ordinary armor of that type.

Dragonhide has 10 hit points per inch of thickness and hardness 10.

Type of Dragonhide Armor   Armor Cost Modifier
Light armor                +1,000 gp
Medium armor               +2,000 gp
Heavy armor                +4,000 gp
Shield                     +1,000 gp



Mercurial

A mercurial weapon is a normal weapon created with a hollow channel partially filled with mercury. This allows the weight of the weapon to shift, allowing the wielder to deliver powerful blows, often at the sake of accuracy.

When using a mercurial weapon and using Power Attack, the user may take an additional penalty to hit of up to two points, gaining the extra damage as normal. This means that the wielder could effectively take a penalty of up to two points more than their Base Attack Bonus. Even if the wielder has a way to shift the penalty to something other than their attack roll (such as taking the penalty to Armor Class with the Shock Trooper feat), this additional penalty is always taken to the attack roll.

Only slashing or bludgeoning melee weapons primarily made of metal can be made mercurial. Thus, a greatsword or morningstar would be suitable, but a spear or arrow would not be.

The cost for making a mercurial weapon is triple the cost of the normal weapon. Mercurial are always considered masterwork quality. Add the +300gp cost modifier after tripling the base cost of the weapon. Thus, a mercurial greatsword would cost 450 gp.



Mithril

Mithril is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. Most mithril armors are one category lighter than normal for purposes of movement and other limitations. 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 armors and shields made from mithril are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).

An item made from mithril weighs half as much as the same item made from other metals. A weapon made from mithril is treated as being light for purposes of using Weapon Finesse. In every other way, the weapon behaves as a weapon of its normal size. Thus, a character could use their Dexterity modifier to hit with a mithril greatsword. Items not primarily of metal are not meaningfully affected by being partially made of mithril. (A longsword can be a mithril weapon, while a scythe cannot be.)

Weapons or armors fashioned from mithril are always masterwork items as well; the masterwork cost is included in the prices given below.

Mithril has 30 hit points per inch of thickness and hardness 15.

Type of Mithril Item     Item Cost Modifier
Light armor              +1,000 gp
Medium armor             +4,000 gp
Heavy armor              +9,000 gp
Shield                   +1,000 gp
Other items              +50 gp/lb.



Silver

Weapons can be made from mundane silver, which has the ability to harm creatures like lycantrhopes and certain outsiders. Silver is much softer than steel, and is ill-suited for making weapons. Adventurers often have weapons made of alchemical silver (see below), as it retains the strength of steel.

Weapons made of silver deal damage as though they were one size category smaller. Thus, a medium silver longsword would deal 1d6 damage instead of 1d8, and a medium silver greatsword would only deal 1d8 instead of 2d6. Only weapons normally made of metal can be made of silver. Thus, a dagger, longsword, or arrow would be suitable, but a club would not be.

A silver weapon costs twice as much to create as a normal version would. If the weapon is masterwork, apply the +300 cost after doubling the base price.

Silver has 10 hit points per inch of thickness and hardness 6.



Silver, Alchemical

A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes. This process results in an alloy that is as strong as steel but with the properties of silver.

The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithril.

Alchemical silver has 30 hit points per inch of thickness and hardness 10.

Alchemical Silver Weapon     Cost Modifier
Ammunition                   +2 gp
Light weapon                 +20 gp
One-handed weapon, or one    +90 gp
  head of a double weapon
Two-handed weapon, or both   +180 gp
   heads of a double weapon



Trollhide

Trollhide is a type of leather armor specially hardened in rare alchemical oils. It can be formed from any type of leather, and is, in fact, seldom prepared from troll hide, but it is a popular name for the material. Trollhide offers much greater protection than normal leather armor with very little extra impediment on movement. Only leather armor and hide armor can be made of trollhide. The leather used in studded leather armor is too flexible to be made of this stiff material.

The armor bonus of leather armor made of trollhide increases by two points (to a total bonus of +4). The armor bonus of hide armor made of trollhide increases by three points (to a total bonus of +6). In either case, reduce the maximum Dexterity bonus of the armor by one point and increase the armor check penalty by one point and the arcane spell failure by 5%.

Leather trollhide armor costs 200gp more than normal to create, and hide trollhide costs 400gp more to create. Trollhide armor is always considered masterwork quality. Thus, the total cost of leather trollhide is 360gp and the total cost of hide trollhide is 565gp.
« Last Edit: September 06, 2017, 08:14:57 AM by RobbyPants »
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Offline RobbyPants

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Re: New Special Material Rules
« Reply #1 on: December 04, 2012, 08:49:06 AM »
Additions and changes, in case you don't want to read the whole thing :p

Adamantine:
Cheaper. Grants greater DR than before, but DR is overcome by adamantine weapons. Grants energy resistance to acid, cold, fire, and sonic damage. All of this is based on armor type and the wearer's BAB.

Cold Iron:
Doesn't cost more to make a magical cold iron weapon. Temporarily lowers opponent's SR by five points.

Darkwood:
Darkwood weapons can be finnesed regardless of size.

Dragonhide:
Grants energy resistance based on the dragon's breath weapon. The ER is based on the armor type and the wearer's BAB.

Mercurial:
Lets you Power Attack with the weapon for up to two points more than your BAB.

Mithril:
Mithril weapons can be finnessed regardless of size. Also, I changed the spelling :p

Silver:
Actual silver. Deals damage as if one size category smaller. Weak material.

Silver, Alchemical:
Special silver as hard as steel. No stupid damage penalty.

Trollhide:
Leather or hide armor only. Increased protection.
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Offline RobbyPants

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Re: New Special Material Rules
« Reply #2 on: December 06, 2012, 02:40:14 PM »
Nothin, huh? The second post has an abridged version, if you don't want to slog through the entire OP. :smirk
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Offline Amechra

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Re: New Special Material Rules
« Reply #3 on: December 06, 2012, 04:57:06 PM »
Alright, so I didn't, you know, hallucinate this thing. Damn Tuesday.

Anyway, I'm rather liking them, though I'm kind of sad that there's no "generic alloy system", which you can use to figure out what happens if you mix in some mithril with your adamantine.

Because that would be rad; I'd write one, but I'm a bit swamped at the moment...
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Offline oslecamo

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Re: New Special Material Rules
« Reply #4 on: December 06, 2012, 06:48:50 PM »
Anyway, I'm rather liking them, though I'm kind of sad that there's no "generic alloy system", which you can use to figure out what happens if you mix in some mithril with your adamantine.

Because that would be rad;

Cough Pure Crafting Pure Alloy feat cough.

Offline Amechra

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Re: New Special Material Rules
« Reply #5 on: December 06, 2012, 07:50:07 PM »
Well, I've never really liked your Pure Alloy system, so I'm not counting it.
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Offline oslecamo

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Re: New Special Material Rules
« Reply #6 on: December 06, 2012, 08:09:41 PM »
Care to share why you don't like it? :p

Offline Amechra

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Re: New Special Material Rules
« Reply #7 on: December 06, 2012, 08:38:09 PM »
I've always personally felt that getting potent magical effects due to the purity of your materials is kinda off thematically; it should be from your MIGHTY THEWS! Or your guile, or something. Alternatively, if the sword is awesome, it should be because the smith who crafted it loved it and named it Betsy and tucked it in every night, pouring their mighty skill into making sure the blade cuts just so.

I just feel like their effects don't feel too rooted in the fact that these things are made of nifty metals; while the effects are nifty, they also kinda feel disconnected from the fluff (and plus, one of the metals, I can't remember which, has a logical loop in the definition of it's capabilities; the relicwork entry says to see the artifactwork entry, and vice versa).

Plus, there is the fact that it takes 8 hours to craft anything out of the materials (what, no smiths that have made this sword their life's work?), which kinda wrecks it thematically.

I mean, don't get me wrong, it's a nice system. It just isn't what I'm looking for. Something like this, where the properties of the metal synergize more with what you've got (you got Weapon Finesse? Sure, grab some of those Mithril Greatswords!)

'Cause I'm not against warriors getting nice stuff (I recently 'brewed a few feats that, among them, include such goodies as doubling the number of projectiles you fire, wielding 5 swords at once, ignoring cover while simultaneously damaging that cover, making anyone who you confirm a critical hit against helpless for a round, making any attack you make as a standard action (not counting maneuvers) automatically threaten a critical, inflict negative levels by chopping up your soul, pinning down ghosts so your allies can get at them...), but I want them to get awesome stuff because they are awesome, not because they happen to be good at purifying ores.

So... yeah. A link to those feats here. I'll be brewing some more at some point (Fighter feats are surprisingly fun to brew up.)
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Offline RobbyPants

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Re: New Special Material Rules
« Reply #8 on: December 07, 2012, 11:16:46 AM »
Anyway, I'm rather liking them, though I'm kind of sad that there's no "generic alloy system", which you can use to figure out what happens if you mix in some mithril with your adamantine.

Because that would be rad; I'd write one, but I'm a bit swamped at the moment...
What are you thinking? Combining two 50-50 would be pretty hard to give 50% of the benefits of a lot of these materials. Combing them in a way that offers the benefits of both at an increased cost could maybe work, but I'm not sure how much you'd have to increase the cost (+50% of the cost of the cheaper item, on top of the cost of both?).

I suppose every fighter would have a magic cold iron/adamantine/alchemical silver sword that would bypass anything but alignment-based or epic DR. Not that I think it's break the game, but it would be really boring.
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Offline RobbyPants

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Re: New Special Material Rules
« Reply #9 on: December 07, 2012, 11:18:58 AM »
Anyway, I'm rather liking them, though I'm kind of sad that there's no "generic alloy system", which you can use to figure out what happens if you mix in some mithril with your adamantine.

Because that would be rad;

Cough Pure Crafting Pure Alloy feat cough.
I already allow fighters to craft their own weapons and armor, so a lot of that system would be redundant (I know you were replying to Amechra and not me).
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Offline oslecamo

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Re: New Special Material Rules
« Reply #10 on: December 07, 2012, 11:46:01 AM »
On the other hand, pure crafting is nonmagical, meaning it works inside AMFs, can't be dispelled, etc. :P

Plus I did include severalunique effects here and there (in particular immunity-piercing for several kinds of beings), and pure crafting also gives you actual reasons for wanting to use any armor heavier than light.
« Last Edit: December 07, 2012, 12:01:35 PM by oslecamo »

Offline Amechra

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Re: New Special Material Rules
« Reply #11 on: December 07, 2012, 12:41:34 PM »
So would having a feat that gives you extra benefits for taking heavy armor (an aside; I'm making a jRPG, and one of the things I'm emphasizing is minimalism in battle commands; Heavy armor improves the "Guard" command, blocks physical damage, let's you "tap" it to get bonus HP and a boost to your defense score, and a couple of other benefits. Feats that gave you similar benefits would be rad.)

As an idea for boosting heavy armor, I'm going to be working on armor/shield equivalents to those feats I linked in my last post. One of my ideas for an armor feat is essentially skill focus, armor style; you get your ACP as a bonus to your skills, as your armor actually bolsters your movement, as you achieve communion with it, or something like that.

Anyway, back on topic: I think alloying could work by giving each metal an Alloy cost, and have them work as if they were a weapon/armor template.

So Adamantine would give you some DR/Adamantine, Mithril could decrease ACP and weight, that kinda thing.

Then have them add the ability to pierce DR as if they were that metal (for weapons at least) and offer some other small benefit for armor/shields, if the weapon/armor/shield is Masterwork.
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