A Collection of New Weapon/Armour Materials(Critique and Evaluation Requested) [Archive] - Wizards Community

Post/Author/DateTimePost
RavenDrake

01-06-06, 03:45 PM
New materials.

Vermillion
Vermillion was first forged by Juruwin in the waters of the Bloody Cauldron in the northern seas. It's made from Sanguine Coral(a distinctive and phenomenally strong brilliant red coral) basalt sea-sand and copper composited into a sort of alloy/ceramic hybrid. Vermillion, so named because of it's distinctive shining red colour, is harder than steel, though a bit brittle, and makes amazingly sharp bladed weapons.

Game Information

When used to make Slashing or Piercing weapons, Vermillion can be sheared to an amazingly fine edge which, unlike most metals, does not dull or blunt easily with use. Any piercing or Slashing weapon made of vermillion gains a +2 bonus on the roll to confirm a critical hit.

Armour made of Vermillion, though quite stylish, gains no special bonuses, though they do benefit from the materials hardness and suffer from it's reduced hitpoints(see below). Armour spikes, spiked guantlets, and shield spikes made of vermillion, however, do benefit from the material's weapon benefits.

A weapon must be made at least partiall of metal to benefit from being made of Vermillion. An Arrow could be made of Vermillion, but a Quarterstaff could not.

Vermillion has a Hardness of 16 but only 15 HP per inch of thickness. While incrediblly hard, it is brittle and prone to snapping if enough force is applied. Any primarily metalic item made of vermillion gains hardness 16, but has its Hitpoints reduced by half. Wooden hafted items, such as axes and spears, do not change hardness or hitpoints. Vermillion weighs the same as steel.

Weapons and armour made of Vermillion are always considered Masterwork items(and gain all normal Masterwork benefits), and the masterwork cost is subsumed in the price of the material.


Weapon +1500gp
Ammunition +30gp
Any other item +400gp per lbs

Titanscloth
Titanscloth is a deep royal purple coloured cloth that is made from alchemically treated hairs taken from a certain powerful creature. This "cloth", while as supple as tanned leather, is stronger than steel and resists cutting, burning, liquids, and dirt. Though the material itself is immune to the ravages of things like Fire and Acid, it profers no protection to it's wearer, though it's incredablly tough nature does offer some protection from potentially dangerous attacks.

Game Information
Any normally cloth or leather armour, or primarily cloth or leather armour, that is made of Titanscloth grants it's wearer a 25% chance to turn any critical hit or sneak attack made agaisnt them by a slashing or piercing weapon into a regular hit. However, the materia'ls Armour check penalty increases by 1 and it's arcane spell failure penalty increases by 10%.

Titanslcoth armours are effectively masterwork, allowing them to always be enchanted, but they gain none of the benefits of being masterwork.

Titanslcoth
Armour +4000gp(up from+2,500gp)

*Changed the price to reflect a +2 bonus, which is fairly accurate for it's power level, in my opinion.

Ebony
Ebony is a lusterous purple/black material with a pearlessant sheen. It is actually the dense bone and horn material of a certain rare and dangerous beast(the same creature which provides Titanscloth), harvested at great risk. As such, the material is hard to come by, but sought after because of it's unique properties.

Game Information
Ebony is a dense material, and heavy, and when properly alchemically harvested retains some of the unique properties of the animal it once belonged to. Ebony weapons can overcome damage reduction as though they were magic weapons, regardless of any actual enchantment. Additionally, Ebony weapons reduce any Damage Reduction they encounter by 2 points, excpet for typeless damage reductions. (Thus DR 15/Silver, DR 10/Magic and Bludgeoning, and DR 3/- would become, in order, DR 13/Silver, DR 8/Magic and Bludgeoning, while the last would remain DR 3/-). Armours made of Ebony provide two benefist: First, they prevent an Ebony weapon's damage reduction negation effect. And second, they are almost universally lined with a Titanscloth inner layer, and the combination of the materials grants these armours a 25% chance to turn any sneak attack or critical hit into a normal hit. Shields made of Ebony gain no special advantages.

Ebony has Hardness 18 and 30 hitpoint per inch of thickness. Primarily metal objects made of Ebony gain the benefit of the enhanced hardness, but gain no additional hitpoints. Ebony weighs slightly less than steel, but not noticiablly.

Only items made at least partially of metal can benefit from Ebony's properties. An Axe could be made of Ebony, but a Quarterstaff could not.

Weapons and armours made of Ebony are always considered Masterwork items (and gain all normal masterwork benefits), and the masterwork cost is subsumed in the price of the material.


Weapon +3,000gp
Ammunition +60gp
Light Armour +4,000gp(was +2,500gp)
Medium Armour +6,000gp(was +5,000gp)
Heavy Armour +8,000gp(was 7,500gp)
Shield +1,000gp


*Modified to take into account the new price for Titanscloth, since it duplicates that ability.

Quinine Wood
Quinine wood is a unique material harvested from the distant forrests of Alacia. The wood, which is blue-white in hue, actually absorbs and negates arcane and divine energies, disrupting spells.

Game Information
Any shield made of Quinine Wood grants a resitance bonus to saving throws against Spells, Spell-like and supernatural abilities equal to its base Shield Bonus. Weapons made completely of Wood(such as Quarterstaffs), or whose striking portion is completely wood(such as Nunchaku) ignore all Deflection Bonuses applied from Spells, Spell-like, and supernatural effects.

Quinine Wood has the same hardness, hitpoints, and weight as normal wood(oak).

Because the material actively disrupts magic, enchanted Quinine Wood items cost three times as much as normal. This does not change the time necessary to produce the item, merely the initial outlaying of expenses. Quinine wood effectively has a SR of 25 against spells which specifically target it. It does not confide any such resistance to it's weilder, but it actively resists all spells cast on it, both harmful(such as Warp Wood) and beneficial (like Magic Weapon). Additionally, all durations for spells that affect it are reduced by one half. If this would reduce a duration to less than one round, the spells effect fails. This does not apply to spells with an Instantaneous duration.


Light Shield +2,500gp (Up from 1,000gp)
Heavy Shield +4,500gp (Up from 3,000gp)
Tower Shield +9,000gp
Weapon +1,500gp


Quinic Iron
Appearing as a deep midnight blue metal, Quinic Iron is a form of Cold Iron that is tempered in Quininewood coals, gaining some of the unique properties of both materials.

Game Information
Weapons made of Quinic Iron can overcome damage reduction as if they were both Cold Iron and Magic, regardless of any actual enhancement bonus they may have. Shields and armours made of Quinic Iron grant a +1 resistance bonus to saving throws against Spells, spell-like and supernatural abilities. For Armours, this Resistance bonus increases to +2 against mind affecting effecting spells, spell-like and supernatural abilities.

Because of the unusual properties of the material, any magical enhancements placed on a Quinic Iron item cost twice as much. Quinic Iron can be used to make any item that could be made of Cold Iron.


Shield +3,000gp
Armour +6,000gp
Weapons +2,000gp
Ammunition +40gp


Briarwood and Bloodwood

Briarwood and Bloodwood are both harvested from the same deadly plant, the carnivorous Bloodbriar Tree. Briarwood simply the wood of that tree, dead and treated, and is a dull, ruddy brown with traces of black shot throughout. Bloodwood, on the other hand, is harvested live and is a brick red with a tracery of burgandy veining. Both materials are unusually hard and tough for wood, and the Bloodwood has several more unique properties than it's more mundane brother.

Briarwood Game Information
Briarwood can be used to make any wooden or metal item. These items function exactly as thier normal counterparts except for the following: Briarwood has hardness 8 and 20hp per inch of thickness, and weighs approximately 75% of what iron and steel weigh. Normally wooden items(and wooden portions of partially metal items, such as axe and spear hafts) made of Briarwood increase thier hardness to 8 and double thier normal hitpoints. Items normally made of steel reduce thier hardness to 8 and lose 1/3rd thier hitpoints. The change in weight offers no signifigant difference to how weapons and items are weilded. Because Briarwood is a normal wood, albeit a unique one, it is subject too the effects that would normally affect wood including spells like Wood Warp. Additionally, Druids can use items made of Briarwood without violating thier Oaths.

Items made of Briarwood cost three times what they normally would.

Bloodwood Game Information
Bloodwood is harvested live from the Bloodbriar tree, and alchemically treated to maintain the bloodthirsty nature of this deadly plant. Items made of Bloodwood have the same game stastics as items made of briarwood, plus the following benefits.

Any slashing or piercing weapon made of Bloodwood deals 1 additional points of non-lethal damage due to blood drain as it absorbs blood from it's target. This damage can't affect elementals, undead, constructs, oozes, plants, or any creature with no constitution score or circulatory system.

Armours and shields made of bloodwood protect thier wearer from certain things at a cost. When a bloodwood armour or shield is donned the first time each day(or 24 hours after it was donned, if you're still wearing it) it deals it's wearer 1d10 points of non-lethal damage due to blood drain. Additionally, each time the wearer is struck for melee damage they will take one additional point of non-lethal damage as the armour absorbs some blood to keep itself alive. If it cannot drain blood in this way, the armour remains dormant and has no effect. Otherwise, the armour/sheild will profer a bonus to fortitude saving throws(by sharing the blood of it's wearer) and prevent damage and ability score damage and drain due to blood loss. Light armour, bucklers and small sheilds provide a +1 resistance bonus. Medium armours and large shields offer a +2 resistance bonus, and tower shields and heavy armours proffer a +3 resistance bonus.

Bloodwood is still a living creature, though alchemically altered, and as such it reacts strangely to certain spells. Treat any bloodwood item as a livling plant OR as a wooden item for the purposes of the following spells: Antiplant shell, Detect Animals or Plants, Ironwood, Repel Wood, and Speak with Plants, Wood Warp, Wood Shape. A Plant Growth spell functions as Greater Magic Weapon for weapons, or Magic Vestment for armours and shields, when cast on a Bloodwood item. However this effect can be dispelled instantly by casting Diminish Plants. Any bloodwood item subject to a Spike Growth spell gains dangerous clusters of spikes growing at all angles. There is a 50% chance that such a spell effect will render the object unable to be used(spikes growing into the armour, or along the whole of a weapon). The wearer of an armour that has spikes that grow inward suffers 1d6 points of piercing damage, plus an additional 1d6 points of lethal damage due to blood drain(as above) until they can remove the armour. Otherwise weapons so imbued are treated as piercing weapons in addition to any other damage type and deal an additional 1d6 points of lethal damage due to blood drain when they strike(following the above rules for blood drain). Armours will deal this damage automatically to any creature that strikes them with an unarmed attack or natural weapon. Additionally, armours and shields so affected are treated as being the spiked versions of thier normal selves. A successful Wood Shape cast after this alteration, however, can either negate the effect alltogether or retain the usefulness of the spikes by restoring useability to the item.

Weapons +1,000gp
Ammunition +20gp
Buckler, Small Shield
or Light Armour +2,500gp
Large Shield or
Medium Armour +5,500gp
Tower Shield or
Heavy Armour +15,000gp
was_fired

01-06-06, 11:37 PM
They seem fairly balanced, but I would make bloodwood weapons cost at least 2,000 gp.
RavenDrake

01-09-06, 03:39 PM
Anyone else have anything else to add..

Anyone...
Pz.Az.04Maus

01-09-06, 08:58 PM
Can you make more, please??? I like new materials for to make weapons out of...
RavenDrake

01-12-06, 10:28 PM
Enthusiastic as it was, that wasn't much in the way of a Critique, but I appreciate the endorsement none-the-less.

Anyone else with comments?
The_Owl

01-13-06, 03:43 AM
For the most part, they are all great.

I have a problem with Titanscloth, as it replicates a +1 magical enhancement in a nonmagical way, making it not subject to Antimagic Field, Dispel Magic, et cetera. Because of it's nonmagical replication of a magical ability, I would say to increase the cost of the armor by twice that of what it costs to enhance an armor to +1.

My only other qualm is Qunine Wood's ability to ignore all sorts of deflection bonuses for a mere 1.5k gold. Why not change it "reduces an existing deflection bonus applied from spells, spell-like, and supernatural effects by 2"? I would also raise the cost of each shield type by 1k gold.
RavenDrake

01-13-06, 04:24 PM
True, it does ignore deflection bonuses(from magical sources)... but then, how many magical deflection bonues are there? Ring of Protection... maybe a few spells? The deflection bonus that incorporeal creatures get... but that's offset by the costs necessary to make it a +1 weapon and/or give it Ghost Touch so it can even effect them.

Plus, the item has to be wooden for this to work. That limits it to: Club, Quarterstaff, Nunchaku.... maybe Greatclub, depending on whom you talk to... technically, a Quinine Wood shield could be used to bash to that effect(which is one reason I'll probalby up thier price... just to be certain). One thing I know I forgot to mention was that Quinine Wood has a Spell Resistance against any spells which specifically target it(that includes negative spells like Shatter or Warp Wood, as well as benficial spells like Magic Weapon or Ironwood) and that durations for any spells that affect it are halved. I'll be adding that to the item's description shortly...

As for Titanslcoth/Ebony... You're probably right... I'll have to see about adjusting it's price. Though remember, Titansloth only effects Slashing and Piercing attacks so bludgeoning attacks(slams and trample, as well as clubs and maces) and any attack that's even partially bludgeoning(like Morningstars and bites) ignore the ability.
The_Owl

01-13-06, 09:49 PM
how many magical deflection bonues are there? Ring of Protection... maybe a few spells?

All of the Mage Armor spells, Bracers of Armor (which get up to as much as +8), some racial abilities ...

Plus, the item has to be wooden for this to work.

Every warrior would want a shield made of it in order to bash casters with it.

As for Titanslcoth/Ebony... You're probably right... I'll have to see about adjusting it's price. Though remember, Titansloth only effects Slashing and Piercing attacks so bludgeoning attacks(slams and trample, as well as clubs and maces) and any attack that's even partially bludgeoning(like Morningstars and bites) ignore the ability.

Most weapons with good criticals are slashing, while almost all Sneak Attacks are from piercing sources. Thus, I would still raise the price.
RavenDrake

01-14-06, 04:42 PM
Actually, Both the Mage Armour spell and Bracers of Armour provide an armour bonus to AC. It's a tangible force armour, so it's effective against incorporeal creatures, but the bonus is armour, not deflection, which why neither stack with existing magic or mundane armours.

The only Racial ability I'm aware of that provides a magical defelction bonus to AC is that of Incorporeal creatures to have a Deflection bonus equal to thier Charisma bonus... but to strike an incorporeal creature it would have to have a +1 enhancement bonus from some source.

As for bashing casters.. well, sure, I guess. Plus it's bonus... so I'll proably add the weapon cost to the sheild cost... but I'm still not convinced I need to increase the base weapon cost... it just dosen't seem that important.

And as for Titanscloth... well, Ok, technically the price for it should be calculated by how much it takes to increase a +1 armour with a +1 Market price bonus... not just the cost for a +1 market price bonus... I'll adjust the values.

Look for edits and additions to the first post in Green.
The_Owl

01-14-06, 06:53 PM
It seems you are correct about Mage Armor and Bracers of Armor. My main issue is that it's a nonmagical way to bypass magic.

I wouldn't make Titanscloth cost as much as +2 armor, I would just make it cost double the cost of a +1 enhancement. Again, because it's a nonmagical way to replicate a magical effect.
RavenDrake

01-14-06, 10:41 PM
There are lots of non-magical ways to bypass magic. If the Cleric casts Spell Immunity on himself, the best non-magical way to bypass that magic is to stab him with a pointy stick till he stops moving.

As for the pricing... well, at 2500gp it WAS already more than double the price of a +1 armour effect(at 1000gp). The change in price reflects that, to HAVE a suit of armour with fortification, you would have to have a +1 suit to begin with, thus making the effective costs of adding a fortitication effect to anything else roughly equivilent to a +2 armour. Roughly.

I'm letting it stand as is for now, if anyone has any additional comments or criticisms, Id appreciate hearing them.