Adamantine:
price: Ammunition = +60 gp per missile Light armor = +5,000 gp Medium armor = +10,000 gp Heavy armor = +15,000 gp Weapon = +3,000 gp
- Ignores hardness less than 20
- Armor made from adamantine grants its wearer damage reduction of 1/— if it's light armor, 2/— if it's medium armor, and 3/— if it's heavy armor.
- Adamantine has 40 hit points per inch of thickness and hardness 20.
- Weapons or armors fashioned from adamantine are always masterwork items(already factored into the cost)
Cinnabryl:
price:The cost of cinnabryl fluctuates wildly based upon availability, but when it is in reasonable supply, it averages 25 gp per ounce.
- Cinnabryl has 20 hit points per inch of thickness and hardness 8.
- Completely depleted cinnabryl is known as red steel.
- protect against the full effects of the Red Curse. When used in this manner, cinnabryl depletes at the rate of 1 ounce per week.
Darkwood:
price: use the original weight but add 10 gp per pound to the price of a masterwork version of that item.
- Any wooden or mostly wooden item (such as a bow or spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type.
- The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type.
- Darkwood has 10 hit points per inch of thickness and hardness 5.
Dragonhide:
price: Dragonhide armor costs twice as much as masterwork armor of that type, but it takes no longer to make than ordinary armor of that type
- If the dragonhide comes from a dragon that had immunity to an energy type, the armor is also immune to that energy type, although this does not confer any PROTECTION to the wearer.
- If the armor or shield is later given the ability to protect the wearer against that energy type, the cost to add such protection is reduced by 25%.
- Because dragonhide armor isn't made of metal, druids can wear it without penalty.
- Dragonhide has 10 hit points per inch of thickness and hardness 10. The hide of a dragon is typically between 1/2 inch and 1 inch thick.
Iron, cold:
price: Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, adding any magical enhancements to a cold iron weapon increases its price by 2,000 gp. This increase is applied the first time the item is enhanced, not once per ability added.
- Cold iron has 30 hit points per inch of thickness and hardness 10.
Kheferu:
price: Weapons made of kheferu cost twice as much to make as their normal counterparts. Also, any magical enhancements placed on the weapon cost an additional 2,000 gp.
- A kheferu weapon bypasses the damage reduction of any creature of the earth subtype, regardless of the type of damage reduction the creature possesses.
Mithral:
price: Light armor = +1,000 gp Medium armor = +4,000 gp Heavy armor = +9,000 gp Shield = +1,000 gp Other items = +500 gp/lb.
- Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity BONUSES are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).
- 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 a weapon's size category or the ease with which it can be wielded
- Weapons or armors fashioned from mithral are always masterwork items as well(already factored into cost)
- Mithral has 30 hit points per inch of thickness and hardness 15.
pearlsteel:
price:Light armor = +500 gp Medium armor = +1000 gp Heavy armor = +1,500 gp Shield = +500 gp Weapon = +1,500 gp
- Pearlsteel items weigh 25% less than their normal equivalents.
- damage is reduced by -1 rather than the normal -2 for fighting in the water with a slashing weapon, and its damage is reduced by -2 instead of half. likewise, damage dealt underwater by a bludgeoning weapon made of pearlsteel is reduced by -2 rather than reduced by half.
Red Steel:
price:Light armor = +2,000 gp Medium armor = +4,000 gp Heavy armor = +10,000 gp Shield = +1,500 gp Weapon = +3,000 gp Other items = +600 gp/lb.
- An artificer who crafts a magic weapon or armor from red steel pays only 75% of the normal XP cost. This benefit does not stack with other effects, such as the Magical Artisan feat.
- Red Steel has 30 hit points per inch of thickness and hardness 15.
Riverine:
price:Light armor = +9,000 gp Medium armor = +16,000 gp Heavy armor = +25,000 gp Shield = +4,000 gp Other items = +2,000 gp/lb.
- Half of the Armor Class BONUS from armor and shields made from riverine is a deflection bonus (round down).
- Riverine is sometimes also used to create walls and even containers. Being enclosed in magical force, it is immune to all damage and is unaffected by most spells. However, disintegrate immediately destroys an item made of riverine, as does a rod of cancellation, a sphere of annihilation, or a Mordenkainen's disjunction spell, causing the water to spill out in a sudden rush.
Silver, Alchemical:
price:Ammunition = +2 gp Light weapon = +20 gp One-handed weapon, or one head of a double weapon = +90 gp Two-handed weapon, or both heads of a double weapon = +180 gp
- bypasses the damage reduction of creatures such as lycanthropes.
- silvered slashing or piercing weapon, the wielder takes a –1 penalty on the damage roll (with a minimum of 1 point of damage)
- The alchemical silvering process can't be applied to nonmetal items
- doesn't work on rare metals such as adamantine, cold iron, and mithral.
- Alchemical silver has 10 hit points per inch of thickness and hardness 8.
Deep Crystalprice: Any weapon made of deep crystal costs 1,000 gp more than its noncrystal counterpart.
- As a free action that does not provoke attacks of opportunity, the wielder can channel psionic power into a melee weapon or ranged weapon made of deep crystal. For 2 power points, the deep crystal weapon deals an extra 2d6 points of damage. The weapon will stay charged for 1 minute or until it scores its next hit. Bows, crossbows, and slings bestow this power on their ammunition. All missile weapons lose this effect if they miss. However, they may be recovered and charged again.
- Deep crystal has 30 hit points per inch of thickness and a hardness of 10.
Dwarvencraft:
A dwarvencraft item's hardness increases by 2, and it gains an additional 10 hit points. In addition, it gains a +2 BONUS on all saving throws. All of these effects stack with the similar bonuses for magic items if the dwarvencraft item is made magical.
price:A dwarvencraft weapon costs 600 gp more than a standard weapon of its type. Dwarvencraft armor and shields cost 300 gp more than standard armor and shields.
dragoncraft gets it's own spoiler (I don't wanna sort through it all QQ)
Dragoncraft Items
Dragoncraft items are nonmagical objects made from specific parts of a true dragon's body. Only a character with the Dragoncrafter feat can create dragoncraft items. They derive special powers from their origin, as well as from the skill of the person crafting them.
Creating a dragoncraft item is much like creating a masterwork weapon or similar item. In addition to the item itself (which may also include a masterwork component, if it is a weapon, shield, or suit of armor), the character must "create" the dragoncraft component.
A dragoncraft component has a price that varies based on the specific item (see item descriptions below). The Craft DC for creating a dragoncraft component is 25. Only after all components of a dragoncraft item are completed is the item considered finished.
Since dragoncraft items aren't magical, they don't lose their powers in an antimagic field or similar area. For those effects that require a caster level, treat the caster level as 3rd or the lowest level possible to cast the spell in question, whichever is higher. The powers of dragoncraft items don't stack with similar or identical effects, as noted in the specific item descriptions below. You can add magical qualities to a dragoncraft item (including enhancement BONUSES for items such as weapons and armor) at the normal price but only if you possess the Dragoncrafter feat (in addition to any other prerequisites).
Several dragoncraft items are described below. The description of each item gives a dragoncraft price, dragon part, skill, as defined here.
Dragoncraft Price: This is the price of the dragoncraft component. Add the price of the item itself, as well as the price for masterwork quality (for armor, shields, and weapons), to find the item's full price.
Dragon Part: The portion of a dragon's body required to create the dragoncraft item. The cost of this part is included in the dragoncraft price. On average, the part has a value approximately one-third of the dragoncraft price, since it represents the raw materials needed for the item. If the character crafting the item supplies the part himself (perhaps from a dragon he has slain), reduce the dragoncraft price for this item by one-third.
Skill: The Craft skill needed to create the dragoncraft component.
Dragoncraft Item Descriptions
Blood Elixir: A blood elixir is a concoction brewed from the concentrated blood of a true dragon. A blood elixir grants the drinker a +2 enhancement BONUS to Strength (if brewed from a chromatic dragon) or Charisma (if brewed from a metallic dragon), as well as an additional effect as noted on the table below, based on the dragon's variety. You can consume a blood elixir as a full-round action (which provokes attacks of opportunity), and its effects last for 10 minutes.
These effects are extraordinary not magical.
Dragon Variety Effect Price
Black darkvision 120 ft. 700 gp
Blue sound imitation¹ 900 gp
Brass speak with animals 400 gp
Bronze water breathing 1,000 gp
Copper spider climb 700 gp
Gold polymorph² 1,700 gp
Green suggestion² 1,200 gp
Red dragon breath (fire) 1,400 gp
Silver cloudwalking¹ 1,400 gp
White icewalking¹ 600 gp
¹Functions as the dragon ability of the same name.
²This ability is usable only once during the elixir's duration. Its effect lasts until the end of the elixir's duration.
Dragoncraft Price: see above; Dragon Part: dragon blood (1 gallon); Skill: Craft (alchemy); Weight: 1/2 lb.
Dragonbone Bow: A bow carved from a single bone of a dragon (a thigh bone or similarly large bone) displays superior tensile strength and power. Such a bow is considered a composite bow (short or long) with a strength rating set by the crafter. In addition, the bow's range increment is 20 feet longer than normal for the bow's type (90 feet for a composite shortbow or 130 feet for a composite longbow).
Dragoncraft Price: as composite bow +100 gp; Dragon Part: dragon bone; Skill: Craft (bowyer); Weight: 3 lb.
Dragoncraft Armor or Shield: Dragoncraft armor and shields are masterwork versions of armor and shields crafted from a dragon's hide that also grant energy resistance. A suit of dragoncraft armor or a dragoncraft shield grants the wearer resistance 5 against a specific type of energy, as appropriate to the dragon (acid for black, copper, or green; cold for silver or white; electricity for blue or bronze; fire for brass, gold, or red). This resistance is treated as an extraordinary (and thus nonmagical) feature of the armor. It doesn't stack with any other energy resistance (of the same type) possessed by the character. In addition, dragoncraft armor is treated as one category lighter for purposes of movement and other determinations. Heavy dragoncraft armors are treated as medium, and medium and light armors are treated as light. Armor check penalties are reduced by 2 (including the 1-point reduction for masterwork armor or shield). Dragoncraft armor has the normal maximum Dexterity BONUS.
Dragoncraft armor can be hide armor, scale mail, half-plate, or full plate armor. Dragoncraft shields can be light or heavy.
Dragoncraft Price: 3,000 gp (light armor); 6,000 gp (medium armor), 11,000 gp (heavy armor); Dragon Part: dragon hide; Skill: Craft (armorsmithing); Weight: same as ordinary armor or shield.
Dragonfang Weapon: Dragonfang weapons are masterwork weapons crafted from the claws and teeth of a dragon. In addition to the +1 nonmagical enhancement BONUS on attack rolls granted by its masterwork quality, a dragonfang weapon deals 1 point of energy damage on each successful hit. The type of energy is the same as that of the dragon's breath weapon. If a dragon doesn't have a breath weapon that deals acid, cold, electricity, fire, or sonic damage, dragonfang weapons made from its remains do not deal any extra damage. This damage is treated as an extraordinary (and thus nonmagical) feature of the weapon. It doesn't stack with any other energy damage (of the same type) dealt by the weapon.
A single tooth or claw from a dragon can be crafted into a light weapon of the same size category as the dragon, a one- handed weapon of one size category smaller, or a two-handed weapon of two size categories smaller. A single dragon's body can provide enough material for up to twelve weapons.
Only piercing and slashing weapons may be created as dragonfang weapons.
Dragoncraft Price: 300 gp; Dragon Part: dragon tooth or claw; Skill: Craft (weaponsmithing); weight: 2 lb.
Dragonhide Mantle: A dragon's hide can be rendered flexible enough to wear as a cloak. Crafting a dragonhide mantle requires as much hide as a suit of hide armor, and the mantle must be created to fit the wearer's size.
A dragonhide mantle grants the wearer resistance 5 against a specific type of energy, as appropriate to the dragon (acid for black, copper, or green; cold for silver or white; electricity for blue or bronze; fire for brass, gold, or red). This resistance is treated as an extraordinary (and thus nonmagical) feature of the mantle. It doesn't stack with any other energy resistance (of the same type) possessed by the character.
In addition, the wearer of a dragonhide mantle gains a +2 circumstance bonus on Intimidate CHECKS against dragons. Dragoncraft Price: 3,800 gp; Dragon Part: dragon hide; Skill: Craft (leatherworking); Weight: same as ordinary hide armor of appropriate size.
elven craftbows: price: An elvencraft bow costs 300 gp more than a normal bow.
- An elvencraft bow is thicker and heavier than a normal bow. An elvencraft shortbow functions as a club when wielded as a melee weapon. An elvencraft longbow functions as a quarterstaff when wielded as a melee weapon. The wielder incurs no penalty on attack rolls when using an elvencraft bow as a melee weapon.
- Magical enhancements to an elvencraft bow only affect its use as a bow. Enhancements to the melee capabilities of the weapon must be added separately.
swords:A close fighting blade is simply a knifelike blade concealed within the hilt or haft of a one-handed or larger melee weapon. Pressing a catch in the hilt (a free action) releases the spring-loaded blade, which extends and locks into place protruding from the pommel or butt of the larger weapon.
price: Adding a close fighting blade to an existing weapon, or including one as part of a new weapon, costs 100 gp.
- While a close fighting blade is extended, the wielder takes a -2 penalty on attack rolls, both with the close fighting blade and with the weapon that normally conceals it
- Even with the hidden blade extended, a weapon with a close fighting blade is not a double weapon.
- A close fighting blade must be enchanted separately from the weapon in which it is housed.
Forge of the Armorsmith:
This magic forge grants a dwarf who uses it a +20 competence BONUS on Craft (armorsmithing) checks made using the forge. In conjunction with voluntarily increasing the DC by 20, a smith working at this forge can craft expensive armor in a dramatically reduced time.
Forge of Sustenance:
A dwarf using this forge for any purpose need not eat, sleep, or even breathe while he CONTINUES to work at the forge, and he can work indefinitely without tiring. When using the forge to craft an item, the user multiplies his check result by the item's DC and then by 3 to determine his progress on a weekly (in sp) or daily (in cp) basis.
Forge of Thautam:
A dwarf using this forge can create magic weapons and armor as if he had the Craft Magic Arms and Armor feat.
Forge of the Weaponsmith:
This magic forge grants a dwarf who uses it a +20 competence BONUS on Craft (weaponsmithing) checks made using the forge. In conjunction with voluntarily increasing the DC by 20, a smith working at this forge can craft expensive weapons in a dramatically reduced time.
Furnace of Flames:
This magical forge provides spell prerequisites for a dwarf who uses it to craft magic items. The forge allows its user to create magic items as if he were able to cast any spell with the fire descriptor, using his character level as the caster level. The forge does not replace any other prerequisites or costs, including item creation feats, minimum caster level, and gold and XP costs.