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Replacing Cold Iron, Mithral, Adamantine, etc

Beholder Bob

First Post
I've decided to replace the core special metals and replace them with alchemical and eldritch metals. I'm doing this to create more variety, give the PCs (& NPCs) something attainable and makeable, and remove the value risk. These metals lose there properties if melted down - so unlike a adamantine door, an eldritch steel door will not destroy the local economy. Let me know what you think.

B:]B

Special Materials: Alchemical and Eldritch Metals.

Alchemical metals are costly improvements over the traditional metals, the fusion of a skilled metallurgist and alchemist. The 1st stage in crafting an alchemical item is the crafting of the metal item itself, using elements that results in an inferior product – until it undergoes the 2nd stage. It is during this time that the weapon can be crafted into a masterwork item. After the item is crafted, it is subject to the 2nd stage, a series of chemical baths, which, when done properly, result in it becoming an alchemical metal and the removal of its inferior status. A 3rd stage is possible, the addition of magical influences during the chemical baths, which, when successful, bring out the full potential of the metal, and its classification as an eldritch metal. Skill failures during these stages are costly, ranging from low quality goods to poisonings and explosions. The decision to use step 3 is decided before step 2 is begun, as step 3 occurs concurrently with step 2.

Alchemical and Eldritch metals are bound to the shape they were crafted in – they can not be melted down without ruining the properties described in the following descriptions. If melted down, it becomes a mundane metal.

Among the following metals, steel is introduced as an alternative material, with slightly higher hardness and HP in exchange for tripling the cost and increasing the crafting DC by 3.

Alchemical Metal – Stages 1 & 2

1st The person crafts the item – the appropriate craft skill check is required
** The base crafting cost is paid and results in an inferior product (the 2nd step converts an inferior metal into an alchemical one changed). Inferior items have 25% less HP, and hardness, and suffer a -1 to whatever functions it is applied to. A high enough craft roll produces a masterwork item, as per normal, though it still suffers the penalty for being an inferior metal.

Failed: may try again.

Failed by 5+: lose ½ the materials invested in the project

Natural 1: lose all materials invested in the project

2nd The item is treated with a series of chemical baths – a craft alchemy check is required
** Alchemical baths cost 10 gp/lb., except for Alchemical Mercury, which costs 50 gp/dose.

Failed: the item is a mundane item & suffers any weakness inherent to its metal type (a lead spear weighs more and has a penalty to damage with slashing/piercing attacks, but does not gain the benefits (the bonus to hit outsiders). The item loses the inferior status.

Failed by 5+: the item is destroyed by the chemical bath, all invested money is lost.

Natural 1: the item is ruined as above and a 20’ poisonous cloud is generated, poisoning the alchemist (and arcanist, if stage 3 is to be attempted), as are any apprentices. The poison is DC 20 Fortitude, 1d6 CON/1d6 CON.

Eldritch Metal – Stage 3 (optional)

3rd An arcanist aids the alchemist during the chemical bath – a spellcraft check is required.
** The cost for steps 2 & 3 increase – use the price given with the Eldritch Metal (which consists of a base price and an increase based on the items weight. Mercury is an exception, which costs 20 gp/dose.
** The arcanist expends 3 spell levels as part of the ceremony
** A natural 1 on the alchemy check during the 2nd stage inflicts 1d6 CON to the arcanist.

Failed: the item is an alchemical metal, not an Eldritch metal.

Failed by 5+: the item is ruined and the item is reduced to a useless slag

Natural 1: the item explodes, inflicting (d4+2)d6 damage to both the alchemist and arcanist involved in the crafting. The item is reduced to useless slag & shards.

Silver – mundane silver is a valuable commodity used for jewelry and decorative work, but it is softer, heavier, and more pliable then iron or steel, making it a poor metal for a weapon or armor. Alchemical Silver is much harder then mundane silver, though still softer then iron and steel. It still sees use as it is capable of piercing certain creatures DR, is more attractive, and provides a reflective quality against ray attacks and is more ‘user friendly’ when worn by an arcanist. When used as a tool, it provides insulation against magical effects, giving the user an increased save against transmitted effects (such as a thief using his tools to pick a lock). Eldritch Silver is an enhanced Alchemical Silver, providing stronger benefits and is as hard as iron. The only drawback to these improved metals is the enhanced cost and difficulty in production and an increase in the items mass.

Alchemical Silver Hardness 8 Alchemy DC 18
Armor Weight increases by +10%. Reduce the armor’s spell failure chance by 5%. Wearer gains a +1 AC bonus against ray attacks
Shield* Weight increases by +10%. Reduce the shield’s spell failure chance by 5%. Wearer gains a +1 AC bonus against ray attacks
Weapon Weight increases by +10%. A silver weapon for purpose of defeating DR. When used for a slashing &/or a piercing weapon, it inflict -1 damage (with a minimum of 1 point of damage)
Tools Provide a +1 save against effects transmitted through a tool – be it a shovel striking a glyph or thief’s tools picking a lock.

Eldritch Silver Hardness 10 Alchemy DC 18 Spellcraft DC 20 50 gp + 50 gp/lb
Armor Weight increases by +10%. Reduce the armor’s spell failure chance by 10%. Wearer gains a +2 AC bonus against ray attacks
Shield* Weight increases by +10%. Reduce the shield’s spell failure chance by 10%. Wearer gains a +2 AC bonus against ray attacks
Weapon A silver weapon for purpose of defeating DR. The weapon inflicts +2 damage against foes with DR/silver
Tools Provide a +2 save against effects transmitted through a tool – be it a shovel striking a glyph or thief’s tools picking a lock.

Iron – mundane is a common metal for tools, weapons, and armor. It is durable, tough, and strong enough to be used in multiple applications. The Alchemical Iron weapons grants the ability to pierce some creatures DR (as cold iron), and armor of the same metal grants increased defenses with such a defense. While it gains not additional toughness, its unique properties make it a viable product. When used to make well crafted tools, its superior nature shows through, increasing the effectiveness of masterwork items. Eldritch Iron is harder and more potent in all the areas Alchemical Iron shines. Tools of all sorts benefit from being crafted of Eldritch Iron.

Alchemical Iron Hardness 10 Alchemy DC 18
Armor Gain a +1 alchemy bonus to AC Vs foes with DR/Cold Iron who use their natural weapons
Shield* Gain a +1 alchemy bonus to AC Vs foes with DR/Cold Iron who use their natural weapons
Weapon A cold iron weapon for purpose of defeating DR
Tools Masterwork tools gain an additional +1 bonus

Eldritch Iron Hardness 15 Alchemy DC 18 Spellcraft DC 20 100 gp + 100 gp/lb
Armor Gain a +2 alchemy bonus to AC Vs foes with DR/Cold Iron who use their natural weapons
Shield* Gain a +2 alchemy bonus to AC Vs foes with DR/Cold Iron who use their natural weapons
Weapon A cold iron weapon for purpose of defeating DR. When wielded against foes with DR/Cold iron you gain a +2 alchemy bonus to hit
Tools Masterwork tools gain an additional +2 bonus, mundane tools a +1 bonus.
Note: * the bonus from shields may not exceed the AC bonus offered by the shield (including any magical bonuses. Bonuses from armor and shield stack.


Bronze – mundane bronze is both useful and decorative, functioning fine for use in most tools, and passably so as weapon or armor, though it is weaker then iron or steel. Societies that lack the ability to produce iron or steel typically use bronze instead. Alchemical Bronze is as tough as iron but lighter and more flexible, allowing more deft use and mobility. Additionally, it has an affinity for the aura created by deflective protections (such as rings of protection), literally being pulled into the field – making Alchemical Bronze an excellent choice for weapons. Eldritch Bronze is the natural evolution from Alchemical Bronze, providing the same or greater benefits and is as tough as steel.

Alchemical Bronze Hardness 10 Alchemy DC 18
Armor Weight is reduced by -10%. Reduce the armor penalty by 1
Shield* Weight is reduced by -10%. Reduce the shields penalty by 1
Weapon Weight is reduced by -10%. Attacks Vs foes with deflection bonus to AC gain a +1 to hit.
Tools A check failed by 1 point while using a tool made of this is allowed a single re-roll, the user taking the better of the two rolls

Eldritch Bronze Hardness 12 Alchemy DC 18 Spellcraft DC 20 100 gp + 100 gp/lb
Armor Weight is reduced by -10%. Reduce the armor penalty by 2.
Shield* Weight is reduced by -10%. Reduce the shields penalty by 2.
Weapon Weight is reduced by -10%. Attacks Vs foes with deflection bonus to AC gain a +2 to hit.
Tools A check failed by 1-2 points while using a tool made of this is allowed a single re-roll, the user taking the better of the two rolls

Lead – mundane lead is used mostly when its pliable nature, low melting point, and softness are advantages. Used for carvings, plates, cups, and to add weight to more expensive materials. Alchemical Lead provides superior protection against magical attacks (i.e. touch attacks) and is almost as hard as stone. Tools made of it provide the same protection Alchemical Silver is noted for, that is the difficulty magic has in transmitting through it. Weapons crafted from it are heavy and normally a poor choice for slashing or piercing weapons, but it has a natural affinity towards outsider foes. Eldritch Lead is as strong as iron, provides better warding against magic, and is more accurate against outsiders. It is still, unfortunalty, quite heavy.

Alchemical Lead Hardness 7 Alchemy DC 18
Armor Weight increases by +25%. 1 point of the armor’s AC applies to touch attacks.
Shield* Weight increases by +25%. 1 points of the shield’s AC applies to touch attacks.
Weapon Weight increases by +25%. The weapon gains a +1 to hit outsiders. When used for a slashing &/or a piercing weapon, it inflict -1 damage (with a minimum of 1 point of damage)
Tools Provide a +1 save against effects transmitted through a tool – be it a shovel striking a glyph or thief’s tools picking a lock.

Eldritch Lead Hardness 10 Alchemy DC Spellcraft DC 20 100 gp + 100 gp/lb
Armor Weight increases by +25%. 2 point of the armor’s AC applies to touch attacks.
Shield* Weight increases by +25%. 2 points of the shield’s AC applies to touch attacks.
Weapon Weight increases by +25%. The weapon gains a +2 to hit outsiders
Tools Provide a +2 save against effects transmitted through a tool – be it a shovel striking a glyph or thief’s tools picking a lock.
Note: * the bonus from shields may not exceed the AC bonus offered by the shield (including any magical bonuses. Bonuses from armor and shield stack.


Steel - the toughest metal available in mundane society, it is tougher then iron, but more expensive. The additional toughness is rarely required, limiting its uses to weapons, armor, and tools that benefit the most from its durability. Alchemical Steel is expensive and rare, but its greater toughness allows it an easier time of sundering (or resisting) almost all other metals, making it a premier weapon material. This metal has a strange affinity for creatures and objects resistant to magic, making it an excellent source of protection and weapon against such creatures. This same affinity to SR makes Alchemical Steel more expensive to enchant, costing an additional 750 gp at the time of enchanting. Eldritch Steel is both more potent and more difficult to enchant, costing 1500 gp before it can be enchanted.

Mundane Steel Hardness 12 Crafting DC +3 Triple price
Armor All benefits derive from its increased hardness – no other benefits received.
Shield All benefits derive from its increased hardness – no other benefits received.
Weapon All benefits derive from its increased hardness – no other benefits received.
Tools Gives a +1 craft roll, but only to qualify an item as a masterwork item.

Alchemical Steel Hardness 15 Alchemy DC 20
Armor The armor provides an additional +2 AC against foes with SR
Shield* The shield provides an additional +1 AC against foes with SR
Weapon The weapon gives the wielder a +1 to strike foes with SR
Tools Gives a +2 craft roll, but only to qualify an item as a masterwork item.
Magical items crafted from Alchemical steel cost an additional 750 gp due to its affinity to SR.

Eldritch Steel Hardness 20 Alchemy DC 20 Spellcraft DC 25 200 gp + 200 gp/lb
Armor As Alchemical Steel, but it grants DR 1/-, 2/-, or 3/- (for light, medium, and heavy armor)
Shield* The shield provides an additional +2 AC against foes with SR
Weapon The weapon gives the wielder a +2 to strike foes with SR
Tools Gives a +4 craft roll, but only to qualify an item as a masterwork item.
Magical items crafted from Eldritch steel cost an additional 1500 gp due to its affinity to SR.

Mercury – a liquid at room temperature, mercury sees use in alchemy shops, with tanners, healers, and metallurgists. Alchemical Mercury is poured onto a metal object as a full round action that provokes an attack of opportunity, and if enough mercury is used, it grants metal armor and shields the defensive attributes of Alchemical Silver for a limited time – without altering the metals hardness. When applied to a weapon, it bypasses DR as a silver weapon. Unlike mundane mercury, it does not become solid unless exposed to 10 degrees or below. While solid, it may not be applied, effectively useless until warmer environs can be found. Eldritch Mercury lasts longer then its alchemical cousin, and when used as a weapon it bypasses DR as both iron and silver. Eldritch Mercury does not freeze until -10 degrees. Both forms weigh 1 lb per dose.

Alchemical Mercury Hardness - Alchemy DC 25 50 gp/dose
Armor It takes 2 applications to apply to a medium sized creature, double/halve that for each size difference. Once applied, it grants the wearer a +1 AC bonus against Ray attacks – and this bonus stacks with all other effects (even silver armor). This protection lasts for ½ hour.
Shield* It takes ½ an application to apply to a medium sized creatures light shield, double/halve that for each size difference in creature or shield. Once applied, it grants the wielder a +1 AC bonus against Ray attacks they are not flat footed to. This protection lasts for ½ hour.
Weapon It takes ½ an application to apply to a medium sized creatures one handed weapon; double halve that for each size difference in the weapon or user’s size. When applied to a metal weapon, that weapon bypasses DR/Silver, for 10 minutes.

Eldritch Mercury Hardness - Alchemy DC 25 Spellcraft DC 28 200 gp/dose
Armor As per Alchemical Mercury but it lasts 6 times longer (for 3 hours).
Shield* As per Alchemical Mercury but it lasts 6 times longer (for 3 hours).
Weapon As per Alchemical Mercury but it bypasses both DR/Silver & DR/Cold Iron, and it lasts it lasts 6 times longer (for 1 hour).
Note: * the bonus from shields may not exceed the AC bonus offered by the shield (including any magical bonuses. Bonuses from armor and shield stack.

Hafted weapons get the shaft

Many weapons and tools have wood hafts - only a percentage of their structure is made of metal. They do not get a reduced price when they are crafted into Alchemical or Eldritch metals. It is assumed that the weapon already benefits from a reduced weight (the haft would be much heavier if made of metal), and that it weight of the wood is covered by the reinforcement of the shaft to prevent it from shearing. Such items typically should have their hardness (typically wood, so HR 5) increased by +2 to take this reinforcement into account. If a metal haft is desired, increase the base weapons cost by 25% per 5’ of reach and increase the weight by 50% per 5’ of reach (an all metal 10’ long spear is heavy!). This only applies to hafted items, such as an axe or hammer, not to all wood weapons, such as a staff or club.

Item Value Hardness HP
1,000+ gp +1 +10%
4,000+ gp +2 +20%
9,000+ gp +3 +30%
16,000+ gp +4 +40%
25,000+ gp +5 +50%
36,000+ gp +6 +60%
49,000+ gp +7 +70%
64,000+ gp +8 +80%
81,000+ gp +9 +90%
100,000+ gp +10 +100%
Magic items are tough!

Magical items should be harder proportionate to the power of the item. The adjacent table uses the purchase price for magic items to determine the appropriate increase in hardness and toughness. Magic weapons and armor are intended to be even tougher, and so gain the bonus noted in the table as well as an additional +1 hardness & 5 HP per plus of the weapon or armor. So a +2 sword (costs 8,000 gp), gains +2 hardness & +20% HP (per the adjacent table) before applying a +2 hardness and +10 HP (due to the weapons ‘+’). A +2 iron sword has 14 H and 16 HP.

When objects of differing hardness strike each other.

The difference in hardness between 2 objects comes into play when someone attempts to destroy/sunder another object. In either case, ½ the difference in hardness is the pertinent # used to determine the results.

Striking an object with something harder should be more damaging to the target. Subtract the # from the targets hardness (an iron sword [10 H] attempts to sunder a wooden staff [5 H], so 10-5 = 2.5, round down to 2. The sword ignores 2 points of the staff’s hardness).
If the striking object is softer then the object struck, then every time it is used to sunder the harder object, it takes damage. Using the staff [5] tries to sunder the sword [10] may succeed, but every strike does 2 HP damage to the staff.

Inappropriate attacks against an object suffer reduced damage and/or damage to the weapon used. A spear is a poor choice for breaking down a door, so a suggested ½ damage after piercing the HR is suggested (except in cases of the weapon having double or more hardness then the object). A better choice would be an axe or slashing sword. Trying to break down a stone wall is a terrible use of a sword or spear, rather this is the sort of use a pick was intended for. In the spear’s case, I’d ½ the damage and inflict 2 points of damage to the spear with each use. I’d suggest 1 point of damage with each use with the sword unless it had a 16 or higher hardness.
 
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Clay_More

First Post
A very interesting take on the subject of alternate materials for crafting equipment. I especially like that you introduced the possibility of crafting tools as well that provide a special bonus, not something I would have thought of myself.

I worked on a quite extensive crafting system a year or two ago, there's a link to it in my signature, you are free to take any inspiration from it you like, and I had some minor problems that I can see you ran into as well, namely the problem of hafted weapons. Since you need to measure special materials one way or another, weight is the easiest solution. Unfortunately, this also makes it a bit illogical that some weapons, like for example an axe, would require an amount of metal equal to its weight to be crafted. I solved the problem in a bit of the same way you did, by just saying that a weapon requires as much metal as its weight, no matter what. Its a hard nut to come around, unless you decide to write a table containing all weapons, where you note the exact ratio of haft vs. metal part in each weapon.
 



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