Skymetals
Skymetals are rare alloys forged in the hearts of meteorites and recovered from ancient crash sites across Golarion. Unless otherwise noted, each skymetal has the same hardness and hit points as steel.
Skymetal Properties
| Skymetal | Color | Hardness | HP/in. | Weapon Cost + | Armor Cost + | Key Property |
|---|---|---|---|---|---|---|
| Abysium | Blue | 10 | 30 | — | — | Glows (candle); sickens wearer (poison) |
| Adamantine | Black | 20 | 40 | +3,000 gp | Light +5K / Med +10K / Heavy +15K | Bypasses hardness < 20; ignores DR |
| Djezet | Red | — | — | 200 gp/dose | Liquid; used as spell component (+1 effective spell level) | |
| Horacalcum | Orange | 15 | 30 | +6,000 gp | Light +10K / Med +30K / Heavy +60K | +1 atk (weapon); +1/2/3 Initiative (light/med/heavy armor) |
| Inubrix | Gray | 5 | 10 | +5,000 gp | — | Passes through iron/steel; always broken condition |
| Noqual | Green | 10 | 30 | +500 gp | Light +4K / Med +8K / Heavy +12K / Shield +2K | Half weight; +4 saves vs. magic; spell failure +20% |
| Siccatite | White | 10 | 30 | +1,000 gp | +6,000 gp | Hot or cold (50%); +1 energy damage on hit; damages wielder |
Abysium Blue
This glowing, blue-green substance is a powerful energy source — and a lethal hazard. Abysium functions as steel for weapons and armor, but those who carry or wear abysium arms or armor become sickened for as long as the gear is carried or worn. Likewise, those in an area with heavy concentrations of abysium become sickened for as long as they remain in the area. This is a poison effect.
Weapons and armor made from abysium glow with the intensity of a candle. Abysium can also be powdered and alchemically distilled into a potent toxin — one pound of abysium yields 1 dose of abysium powder.
Adamantine Black
The most commonly known skymetal, adamantine is extremely strong and favored by weapon and armor smiths alike for its ability to cut through solid barriers with ease and endure heavy blows. It bypasses hardness less than 20, ignores damage reduction, and is used in the construction of numerous technological devices.
Djezet Red
One of the strangest skymetals, rust-red djezet is liquid at all temperatures. This makes it nearly useless for crafting objects, but most who seek it intend to use it as an additional spellcasting component.
When used as an additional material component, a dose of djezet increases the effective spell level by 1 (stacks with a heightened spell). To function, the spellcaster must use a number of doses equal to the spell's original level — additional doses have no effect. Djezet costs 200 gp per dose.
Horacalcum Orange
The rarest of the known skymetals, this dull, coppery substance warps time around it. Almost never found in amounts greater than a pound, horacalcum has the weight and density of steel but is far more durable: hardness 15, 30 HP/inch, and one-quarter more hit points than normal for weapons and armor made from it.
A weapon made of horacalcum gains a +1 circumstance bonus on attack rolls. Horacalcum armor grants a bonus on Initiative checks: +1 (light), +2 (medium), +3 (heavy). All horacalcum weapons and armor are automatically masterwork (masterwork cost included).
| Item Type | Cost Increase |
|---|---|
| Weapon | +6,000 gp |
| Light armor | +10,000 gp |
| Medium armor | +30,000 gp |
| Heavy armor | +60,000 gp |
Inubrix Gray
Inubrix's structure allows it to pass through iron and steel without touching them, seeming to shift in and out of phase with reality. It is the softest of the solid skymetals — slightly less malleable than lead — making it unsuitable for armor. Inubrix has hardness 5 and 10 HP/inch.
An inubrix weapon deals damage as if it were one size category smaller and is always treated as if it has the broken condition. However, it ignores all armor or shield bonuses granted by iron or steel armor or shields. Inubrix weapons cannot damage iron or steel at all (and cannot harm iron golems or similar creatures). Cost increase: +5,000 gp.
Noqual Green
Noqual looks like a pale green crystal but can be worked as iron. It is half the weight of iron yet equally strong, and is strangely resistant to magic: objects made of noqual gain a +4 bonus on saving throws against magical sources. Hardness 10, 30 HP/inch.
Noqual weapons weigh half as much as normal and gain a +1 enhancement bonus on damage rolls against constructs and undead created by feats or spells. Noqual ore costs 50 gp per pound.
Noqual armor weighs half as much as normal; heavy noqual armor is treated as medium for movement, and medium as light. Max Dex bonus increases by 2; armor check penalty is reduced by 3; spell failure chance increases by 20% and applies to all magic cast while wearing it regardless of source. The wearer gains a +2 resistance bonus on all saving throws against spells and spell-like abilities.
| Item Type | Cost Increase |
|---|---|
| Weapon | +500 gp |
| Light armor | +4,000 gp |
| Medium armor | +8,000 gp |
| Heavy armor | +12,000 gp |
| Shield | +2,000 gp |
| Magic item incorporating noqual | +5,000 gp (reagents) |
Siccatite White
This shining silver metal is either incredibly hot or freezing cold. When raw siccatite is found, roll randomly: 50% chance of hot siccatite, otherwise cold. Physical contact with siccatite deals 1 point of fire (hot) or cold (cold) damage each round. Hot siccatite can eventually ignite objects; cold siccatite in water quickly forms a 1-foot-thick shell of ice.
A siccatite weapon deals +1 energy damage of the appropriate type on each hit, but also deals 1 point of the same energy damage to the wielder each round it is used in combat.
Siccatite armor deals 1 point of energy damage per round to its wearer, and 1 point per full round to any creature grappled by the wearer. Cold siccatite armor grants fire resistance 5; hot siccatite armor grants cold resistance 5. Cost increase: +1,000 gp (weapon), +6,000 gp (any armor).
Skymetal Alloys
Both ancient and modern metallurgists have devised alloys mixing skymetals with other materials. One deserves special mention: