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Special Materials

This article provides guidelines for armour and weapons of alternative materials sometimes used in place of steel.

Weaker Materials

In some campaign settings, steel is precious and rarely used, either due to scarcity of iron ore or due to a culture’s lack of metalworking knowledge.

Unaffected items: The following items do not have significant steel components or can be constructed of weaker materials without penalty: leather armour, shields, bows and arrows, clubs, crossbows and bolts, slings and stones, staves.

Bone (or Horn, Ivory, Chitin, Wood)

Armour: –1 AC penalty.

Weapons: –1 penalty to damage rolls (minimum 1 damage on a successful attack). On a natural 1 attack roll, the weapon breaks. See Broken Weapons.

Bronze

Armour: –1 AC penalty.

Weapons: On a natural 1 attack roll, the weapon bends. See Bent Weapons.

Stone (or Obsidian)

Armour: Stone is not suitable for constructing armour.

Weapons: On a natural 1 attack roll, the weapon breaks. See Broken Weapons.

Cost

The cost of weapons and armour made of different materials depends on the most common or dominant material in the setting. For example, in a Bronze Age setting, bronze weapons have the standard cost, steel weapons are more expensive (likely imported from another culture), and bone or stone weapons are cheaper.

Bent Weapons

Penalties: –1 penalty to attack and damage rolls (minimum 1 damage on a successful attack).

Repairs: The weapon can be repaired by a specialist at one-third its original cost.

Breakage: On a natural 1 attack roll, the weapon breaks. See Broken Weapons.

Broken Weapons

Penalties: –1 penalty to attack rolls, inflicts half damage (rounded up).

Repairs: The weapon can be repaired by a specialist at half its original cost.

Destruction: On a natural 1 attack roll, the weapon is destroyed (unrepairable).

Cost of Weapons and Armour by Material
Dominant MaterialCost Multiplier
BoneStoneBronzeSteel
Bone-x2x10x20
Stone1/2-x5x10
Bronze1/21/2-x5
Steel1/21/23/4-

Enhanced Materials

Items of these special metals are rare, expensive, and usually made to order (this takes time). Allowing the purchase of such items in a campaign can be a good money sink to relieve PCs of excess cash.

Unaffected items: The following items do not have significant steel components and cannot be constructed of enhanced

materials: leather armour, bows, clubs, crossbows, slings and stones, staves.

Adamantine

Adamantine is a rare and incredibly hard metal of jet black hue that is mined deep underground. Underworld cultures such as duergars and svirfneblins trade adamantine with surface-dwellers.

Cost: 100 times the item’s normal price.

Armour: +1 AC bonus.

Weapons: +1 bonus to attack rolls (not magical and cannot harm monsters that are immune to mundane damage).

Mithral

Mined by dwarves in the deeps of their mountain fortresses, mithral is a silvery metal of great beauty, beloved by elves. Its strength is similar to that of steel, but it is much lighter.

Cost: 50 times the item’s normal price.

Armour: Half normal weight and treated as light armour for encumbrance.

Weapons: Half normal weight.

Silver

Cost: 10 times the item’s normal price.

Armour: Silver is not suitable for constructing armour.

Weapons: Silver weapons harm certain monsters that are immune to mundane damage (e.g. lycanthropes, wights).

Weapons Cost (gp) by Material
WeaponAd.Mith.Silver
Arrow50255
Battleaxe 70035070
Crossbow bolt66336 6/10
Dagger30015030
Hand axe40020040
Javelin1005010
Lance50025050
Mace50025050
Pole arm70035070
Short sword70035070
Spear30015030
Sword1,000500100
Two-handed sword1,500750150
War hammer50025050
Armour Cost (gp) by Material
ArmourAdamMithral
Chain mail4,0002,000
Plate mail6,0003,000
Shield1,000500