Special Materials

Rules Index

Special materials can be used when crafting weapons, armor, and shields to grant them unusual properties — bypassing damage reduction, reducing spell failure, resisting energy, or simply weighing less. Each material has a cost premium on top of the base item price. Most items made from special materials are automatically considered masterwork.

Materials marked Weapons apply to manufactured weapons; Armor to armor and shields; Both to either; Wood to wooden items only.

Material Used For Cost Premium Key Effect
Adamantine Both Wpn +3,000 gp · Lt armor +5,000 · Med +10,000 · Hvy +15,000 Weapons bypass hardness <20; armor grants DR 1–3/—
Alchemical Silver Weapons +2,000 gp (bladed); +90 gp (other); ×2 arrows Bypass DR/silver; −1 damage on hit
Angelskin Armor +1,000 gp Masks wearer's evil aura by 10 HD; light armor only
Blood Crystal Weapons +2,000 gp +1 damage against bleeding targets; shatters on crit miss
Cold Iron Weapons ×2 base price; +2,000 gp for first magical enhancement Bypass DR/cold iron (fey, some demons)
Darkleaf Cloth Armor Lt +750 gp · Med +1,500 gp −10% ASF; +2 max DEX; −3 ACP; light/medium flexible armor only
Darkwood Wood +10 gp/lb Half weight; always masterwork; not affected by heat metal
Dragonhide Armor Masterwork armor cost ×2 No arcane spell failure chance; masterwork quality
Eel Hide Armor +1,200 gp −1 ACP; +1 max DEX; electricity resistance 2; light armor only
Elysian Bronze Both Wpn +1,000 gp · Armor varies +1 damage/AC vs magical beasts and monstrous humanoids
Fire-Forged Steel Both +600 gp Armor: fire resistance 2; weapon: gains fire damage after being hit by fire
Frost-Forged Steel Both +600 gp Armor: cold resistance 2; weapon: gains cold damage after being exposed to cold
Greenwood Wood +50/lb Living wood; immune to heat/cold warping; must be watered weekly
Griffon Mane Armor +500 gp +2 competence bonus on Fly checks; cloth and light armor only
Living Steel Both +500 gp Repairs 2 HP/day (1 HP/day if broken)
Mithral Both Lt armor +1,000 · Med +4,000 · Hvy +9,000 · Wpn +500/lb Armor one category lighter; −3 ACP; +2 max DEX; −15% ASF
Viridium Weapons +5,000 gp Hit inflicts leprosy (Fort DC 12); crit embeds fragment (Fort DC 16 or permanent)
Whipwood Wood +500 gp +2 CMD vs sunder; +5 hit points; wooden weapons only
Wyroot Wood +1,500 gp Critical hits generate life points convertible to ki or arcane pool points

Material Details

Adamantine Both

Mined from fallen meteorites, this ultrahard metal is prized for penetrating defenses. Weapons made of adamantine bypass hardness less than 20 and ignore DR/adamantine. Armor made of adamantine grants its wearer damage reduction that stacks with no other DR: 1/— (light), 2/— (medium), 3/— (heavy). All adamantine items are automatically masterwork.

Weapons: +3,000 gp
Light armor: +5,000 gp
Medium armor: +10,000 gp
Heavy armor: +15,000 gp
Hardness: 20 · HP/inch: 40
Alchemical Silver Weapons

A metallurgical process bonds silver to a steel weapon, allowing it to bypass DR/silver (common for lycanthropes, some devils, and certain undead). The weapon deals −1 damage on a successful hit (minimum 1). Cannot be applied to adamantine, cold iron, or mithral items, nor to nonmetal items. Alchemical silver has hardness 8 (vs. 10 for steel).

Slashing/piercing weapons: +2,000 gp
Other metal weapons: +90 gp
Arrows/bolts (10): +2 gp
Angelskin Armor

The preserved skin of an angel retains a fraction of celestial grace. Crafted into leather, hide, or studded leather armor. Any evil aura the wearer radiates is reduced in strength by 10 Hit Dice — auras reduced below 1 HD cannot be detected by detect evil. The armor radiates a moderate good aura. Angelskin armor is automatically masterwork.

Cost: +1,000 gp · Valid armor types: leather, hide, studded leather
Blood Crystal Weapons

Warped quartz from deep underground that craves blood. When a piercing or slashing blood crystal weapon hits a target that is already suffering from a bleed effect, the attack deals 1 additional point of damage as the crystal draws blood from the wound. On a natural 1, the weapon shatters. An unfed blood crystal weapon radiates an aura of faint necromancy.

Cost: +2,000 gp · Hardness: 8
Cold Iron Weapons

Iron mined deep underground and forged at lower temperatures, preserving its effectiveness against fey and certain demons. Bypasses DR/cold iron. Adding any magical enhancement to a cold iron weapon adds +2,000 gp to the first enhancement only. Items without metal parts cannot be made of cold iron. Arrows made from cold iron cost 4 times normal.

Weapons: ×2 base price
First magic enhancement: +2,000 gp extra
Hardness: 10 · HP/inch: 30
Darkleaf Cloth Armor

Woven from darkwood leaves and bark, then alchemically treated. The result is tough as cured hide but much lighter. Applicable to light or medium flexible armors (leather, hide, studded leather, chain shirt). Benefits: arcane spell failure −10% (minimum 5%), maximum Dexterity bonus +2, armor check penalty −3. Automatically masterwork.

Light armor: +750 gp
Medium armor: +1,500 gp
Valid types: flexible armors only (not plate/mail)
Darkwood Wood

A rare magic wood as hard as normal wood but weighing half as much. Any wooden or mostly-wooden item (bows, spears, shields, quarterstaffs) made from darkwood is automatically masterwork. Items only partially wooden (battleaxes, maces) gain no benefit. Darkwood shields have their armor check penalty reduced by 2. Darkwood items are never affected by heat metal.

Cost: +10 gp per pound
Hardness: 5 · HP/inch: 10
Dragonhide Armor

Armor crafted from dragon scales is masterwork quality and has no arcane spell failure chance — making it popular with druids and other divine casters barred from metal armor. One dragon produces enough hide for a masterwork hide armor one size smaller, or progressively smaller suits of banded/half-plate/breastplate/full plate. The color of the hide may grant energy resistance at the GM's discretion.

Cost: Masterwork armor of same type ×2
Cannot: be made into metal armors (plate, chainmail, etc.)
Eel Hide Armor

Supple and electricity-resistant leather made from eel skin. Crafted into leather, hide, or studded leather armor. Benefits: armor check penalty −1 (minimum 0), maximum Dexterity bonus +1, and electricity resistance 2. Always masterwork.

Cost: +1,200 gp · Valid types: leather, hide, studded leather
Elysian Bronze Both

First crafted by titans for monster-slaying heroes, Elysian bronze is as hard as steel but colored like polished gold. Weapons add +1 damage against magical beasts and monstrous humanoids (multiplied on a critical hit); after hitting such a creature, the wielder also gains a +1 bonus to AC against that creature until the start of their next turn. Armor made from Elysian bronze grants the same AC bonus automatically. Always masterwork.

Weapons: +1,000 gp
Armor/shields: masterwork + 1,000 gp
Fire-Forged Steel Both

Developed by dwarves, this metal channels heat in one direction. Armor made of fire-forged steel channels heat away from the wearer, granting fire resistance 2. A weapon of fire-forged steel gains the ability to deal 1 additional fire damage for 1 minute each time the wielder takes at least 5 fire damage — activating from the heat absorbed.

Cost: +600 gp
Frost-Forged Steel Both

The cold counterpart to fire-forged steel — crafted with a subtle difference in metal alignment that channels heat toward the wearer instead of away. Armor grants cold resistance 2. A weapon gains the ability to deal 1 additional cold damage for 1 minute each time the wielder takes at least 5 cold damage. Less universally useful than fire-forged steel due to fewer nonmagical cold sources.

Cost: +600 gp
Greenwood Wood

Cut from trees animated by treants and shaped by dryads, greenwood remains alive after harvesting. It does not warp, crack, or rot from heat, cold, or moisture. However, it must be doused with at least 1 gallon of water (plus 1 gal per 10 lbs of item weight) once per week and allowed to rest for an hour. Failure to water it inflicts the broken condition. Applicable to shields and wooden weapons.

Cost: +50 gp per pound · Valid types: shields, wooden weapons
Griffon Mane Armor

Strong, light cloth woven from the manes of griffons, chimeras, or manticores. Wearing a cloak, robe, clothing outfit, or padded/quilted armor made from griffon mane grants a +2 competence bonus on Fly checks. If an item of griffon mane is enchanted with a flight ability, the cost to add that specific property is reduced by 10%.

Cost: +500 gp · Valid types: cloth items and light armor
Living Steel Both

Harvested from trees that absorb potent minerals through their roots, this glossy green metal slowly repairs itself. An item made from living steel repairs damage at a rate of 2 HP per day (1 HP/day if it has the broken condition). Living steel is otherwise treated as steel for all purposes including hardness and HP.

Cost: +500 gp
Mithral Both

The most broadly useful special material — a silvery metal lighter than steel but just as hard. Armor made of mithral is treated as one category lighter for movement, sleep, and most purposes (heavy → medium, medium → light; light stays light). This does not change the armor's proficiency requirement or class restrictions. Additional benefits: ACP −3, maximum Dexterity bonus +2, arcane spell failure −15%. Mithral weapons and shields are always masterwork.

Light armor: +1,000 gp
Medium armor: +4,000 gp
Heavy armor: +9,000 gp
Weapons/shields: +500/lb
Hardness: 15 · HP/inch: 30
Viridium Weapons

Deep green volcanic glass formed from molten rock tainted by toxic trace minerals. Fragile but razor-sharp. Any successful hit with a viridium weapon forces the target to contract leprosy (Fort DC 12 negates). On a confirmed critical hit, a tiny fragment embeds itself in the wound — the target must succeed on a Fort DC 16 or the fragment becomes permanent (and continues to inflict leprosy weekly until removed surgically). Viridium has hardness 4 and shatters on a natural 1 attack roll.

Cost: +5,000 gp · Hardness: 4
Whipwood Wood

An extremely flexible composite wood crafted by vanara woodworkers by weaving and fusing thin wooden fibers. Only wooden weapons can be made of whipwood (axes and spears with wooden hafts qualify). A creature wielding a whipwood weapon gains a +2 bonus to CMD when defending against sunder attempts, and the weapon gains +5 hit points.

Cost: +500 gp · Valid types: wooden weapons and wooden-hafted weapons
Wyroot Wood

The root of the wyrwood tree harvests life force from critical hits. When a weapon made of wyroot confirms a critical hit, it absorbs life force and gains 1 life point. As a swift action, a wielder with a ki pool or arcane pool can absorb that life point, converting it to 1 ki point or 1 arcane pool point. Most wyroot weapons hold only 1 life point at a time; higher-quality versions hold more.

Cost: +1,500 gp · Valid types: wooden weapons

Primitive Materials

Some cultures lack iron or steel — whether due to geography, taboo, or a campaign set in an earlier age. These materials provide functional if inferior alternatives.

Material Era Notes
Stone Stone Age Hardness 8; −2 damage; shatters on a natural 1 attack roll; cost ×½ normal
Bone Stone Age Hardness 5; −1 damage; same fragility as stone; cost ×½ normal
Obsidian Stone Age Hardness 7; same damage as steel but shatters on natural 1; sharp enough to be used as a razor
Bronze Bronze Age Hardness 9; −1 damage; otherwise treated as steel; cost same as steel