D&D Planar Metals Guide
D&D Planar Metals Guide
5E
By Ken Lipka
Based on 3E system by Ken Lipka, Rick Coen, Josh Rintamaki
In the core D&D rules, the metal used to craft armor and weapons is assumed to be steel. It is also assumed that the
only way to get better performance out of one's equipment is through either superior craftsmanship (Masterwork
items) or magic (enchanted items). Unfortunately, this tends to limit a campaign and lend a certain vanilla
blandness to treasure. Every long sword is exactly the same as every other long sword, regardless of whether it was
sculpted by lithe elves or forged by burly dwarves. Every suit of Full Plate is assumed to function like every other
suit in existence, despite the fact that one comes from an European-like culture and another from a Japanese-like
culture.
Rather, it is much more interesting to have equipment that reflects the culture and world of its origin. This is
especially important in a setting like Planescape. The game mechanics should reflect the differences one would
expect to find between a great axe forged in the Seven Heavens of Mount Celestia and one made in the Nine Hells
of Baator. Different races will use different materials for their weapons, depending on what's available and what
their most common enemy is. So, in the interest of a rich tapestry of diversity, these rules for armor and weapons
made of materials other than steel have been created.
The metals listed here can be applied to any type of armor or weapon, in the same manner as a template is applied to
a creature. Some materials only benefit one category of equipment, however, and these exceptions will be noted. In
general, it is assumed that a weapon made with a metal other than steel is a single piece of that metal. Thus, a
weapon that normally has no metal in it all such as the quarterstaff becomes solid metal. All modifiers listed for a
metal are applied to the base stats for the item in question. Additionally, each metal template can only be applied
once. That is, you can’t have a Mithril Bronze shield in an attempt to reduce the cost.
While all metals are priced within reason to make them a viable option for arrows, bolts, and the like, it must be
remembered that ammo is intended to be disposable. Every missile that misses its target has a 50% of being lost or
destroyed, and thus no longer available to the character. On the other hand, every missile that hits its target is
considered destroyed. (Yes, realistically you know exactly where the missiles that hit are and you could recover the
head of the weapon and make a new one later. But this rule is here to keep balance with the core rules, and a
character’s time is better spent being a hero rather than a scavenger.) As a result, archers will always have to
balance the benefits of using more powerful ammunition against the cost of replacing it.
However, there is another option for characters that insist on using planar metal ammunition. For increased relative
cost a character can purchase missiles crafted from a single piece of metal in order to have the 50% lost/destroyed
chance is applied to all shots fired, regardless of hit or miss. In this case, use the listed cost as being per individual
missile rather than per stack. Example: A stack of 20 mithril longbow arrows costs 11gp. (1gp base + 10gp per
stack) If the arrows were to be solid mithril, rather than merely having mithril heads, the stack of 20 arrows would
cost 201gp. (1gp base + 20*10gp per arrow) If the DM allows this option, sling bullets, which are by default
considered to be solid pieces of metal, should gain this benefit without an increase in cost.
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enhancement bonuses. As such, they do not stack with magical enhancement bonuses. For example, baatorian
green steel has a +2 enhancement bonus to hit. If a +1 longsword were to be made from baatorian green steel, it
would still only be a +2 weapon rather than +3 (but the weapon would be considered a magic weapon as well as a
lawful and evil one).
This odd fact about the nature of the planar metals results in a hidden benefit when creating magical arms and armor
from these stronger metals. Essentially, a spellcaster can create more powerful magical items for much less money
than he would otherwise spend. Normally, an artisan would have to spend 8000gp to make a +2 longsword (bonus
squared * 2000gp). However, since a baatorian green steel longsword is already +2, it only needs to be made
magical, which would cost a mere 2000gp (the cost of a +1 enhancement). The 6000gp saved more than covers the
1600gp needed to purchase a baatorian green steel longsword in the first place. However, as enhancement bonuses
do not stack, a +3 baatorian green steel longsword will still cost 18,000gp to enchant (3 squared * 2000gp), since
the +3 would override the metal's inherent +2.
Nets are usually made from leather or rope, and are designed to entangle an opponent at relatively close range (up to
10' away). A net made from metal gains only two minor benefits – an increase in the weapon's hardness and hit
points, and an increase in the DC of the strength check required to break free. The base DC of 25 is increased by an
amount equal to the hit point increase granted by the metal template. (Example: A net made of adamantine chains
gains 5 hit points, so the DC to break free of this net is 30.)
Saps are traditionally leather bags filled with sand, or perhaps gravel, used to inflict nonlethal damage and knock a
target unconscious. As such, filling a sap with small pieces of metal will negate this purpose, causing the weapon to
inflict lethal damage. In effect, the weapon is now identical to a club. The only real benefit to applying a metal
template to a sap is the fact that it is smaller in size than a club, and thus could be more easily concealed by a
devious character.
Whips are long pieces of woven leather cord. If a metal template is applied to this weapon, it essentially becomes a
weaker version of the spiked chain. Thus, it is now capable of inflicting lethal damage to any opponent, regardless
of their level of armor or natural armor. Like the spiked chain, the metal whip can also be used to attack adjacent
opponents (although the maximum 15' reach is unaffected by the chosen metal template). Additionally, the damage
type of the weapon changes to bludgeoning and the damage increases to 1d6 for Medium and 1d4 for Small, which
the metal template chosen will further modify. The whip is also the one weapon for which steel can be considered a
viable template. If made from steel, the damage of the weapon becomes the previously stated 1d6/1d4 and the cost
for the steel whip is 15gp.
Metal Descriptions
Listed below are general descriptions of each metal’s appearance, origins, and benefits (or penalties). Following the
descriptions are the tables that summarize the game mechanics associated with each metal.
STEEL
This is the standard by which all other metals are measured. If the material for a weapon or armor in the PHB isn't
specified (or obvious), it is assumed to be made of steel (or, as is the case with some weapons, a steel head on a
wooden handle). The properties listed in the PHB are for steel items and are the base to which the modifiers of the
other metals are applied. Although steel is durable, it can still rust and be destroyed through repeated use if left
untouched. It is assumed that all characters spend a little time each day caring for their weapons and armor so that
these problems don't become an issue.
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A masterwork item can actually be at one of three sequential levels. The most basic version of masterwork allows
for an enhancement bonus to hit for weapons, or a reduction in the armor check penalty of an armor or shield. This
first level also reduces the weight of the base item. A second level of masterwork may be applied, at additional cost.
The second level grants an enhancement bonus to damage for weapons or an improvement to the maximum
dexterity bonus AND a reduction in arcane spell failure for a suit of armor or a shield. The third level, again for
additional cost, grants an enhancement bonus to critical confirmation rolls and critical damage for weapons or a
penalty to an opponent's critical confirmation roll for armor and shields. As these levels are sequential, the higher
levels of masterwork quality can only be obtained after first purchasing the previous levels .
Finally, certain metals due to their very natures are considered to be of masterwork quality. One, this means that
magical items made from these metals do not need to have funds spent on making them masterwork. Second, it
means that certain aspects of these metals cannot be improved through the use of the masterwork process. As a
benefit, this means that the higher levels of masterwork are available for less expense. (Example #1: Adamantine's
+1 bonus to hit is considered to be masterwork. Thus, the +1 to damage masterwork level can be applied to an
adamantine weapon for 300gp rather than 600gp.) (Example #2: Mithril's +3 bonus/improvement to armor check
penalty and +2 bonus to maximum dexterity bonus are both considered masterwork. In order to gain a –1 to the
enemy's critical confirmation roll, 300gp must be spent – 150gp for the reduction in arcane spell failure [the
remaining part of the second level of masterwork and 150gp for the critical check property.)
BRONZE
Considered by many to be a primitive and archaic material, bronze was the standard of war for centuries before
smiths discovered the secrets to forging steel. Despite general opinion, items made from this reddish-gold metal
perform only slightly worse than their steel cousins. As a slightly softer metal, bronze weapons do not penetrate
armor as easily resulting in slightly fewer critical hits and less damage on those strikes as the metal deforms slightly
from the powerful blow. Likewise, bronze armors aren't as resistant to powerful attacks, and thus allow enemies a
slightly better chance of scoring a critical hit. As a minor counter to these penalties, bronze items are one-third less
expensive than their steel counterparts and are much more resistant to rust and corrosion. This last benefit makes
bronze a favored metal among sea-faring cultures (or adventurers who spend a lot of time near large quantities of
water).
As a result, alchemists have come up with a process for bonding these precious metals to an ordinary weapon in
order to gain the benefits of penetrating damage reduction with very few of the penalties associated with the pure
metals. In order to create a weapon or armor of alchemical silver or gold, the base item is dipped into a vat
containing a mixture of liquid precious metal and a number of other special chemicals. In a fairly short time, the
silver or gold has bonded with the base metal, creating a new alloy. The new metal is slightly softer than the base
metal, resulting in a reduced hardness and a slight reduction in damage potential of treated weapons.
As this metal is the result of a process, the cost is fixed, based on the size of the item to be made, rather than the
weight. Additionally, mortal alchemists have only figured out how to bond silver or gold with ordinary metals such
as steel or bronze. (However, rumors speak of alchemists on the outer planes that know the secret of bonding silver
or gold with more exotic metals.)
COLD IRON
Iron is the primary component of the steel alloy commonly found in weapons and armor. Cold Iron is the name used
to refer to ore that has been mined deep underground, where it has been exposed to the mysterious radiations of the
Underdark. The ore is then refined and forged at a much lower temperature than normal, in order to preserve the
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delicate properties that make this metal so effective against fey (and other supernatural creatures). These properties
also make the metal slightly resistant to magic, causing any enchantment process to need additional exotic materials
in order for the magic to properly take hold. (This results in the additional 2000gp cost associated with enchanting
cold iron.) Cold iron items are slightly heavier than their steel cousins, resulting in small penalties to hit and range
for weapons and slightly increased skill check penalties and arcane spell failure percentages for armor and shields.
However, this added weight does cause cold iron to inflict a bit more damage on a critical hit, as well allowing cold
iron armors a slightly better chance at resisting a critical blow. Additionally, cold iron armors allow their wearers to
benefit from the metal's slight resistance to magic in the form of a small bonus to all saving throws vs. magical
effects.
ADAMANTINE (Darksteel)
This metal is a deep, glossy black in color, resembling polished obsidian. Weapons forged of darksteel gain a
masterwork bonus to hit, increased damage, and an increased chance to score a critical hit. Armors and shields only
gain a masterwork bonus to their armor check penalties. Although these benefits only offer seemingly slim
improvement in performance over steel, adventurers tend to prize this metal above nearly all others. This is because
adamantine is an ultra-hard metal that is nearly impossible to damage. As such, it can be used to quickly sunder
objects and destroy constructs, as it easily penetrates material hardness. To further reflect its diamond-like nature,
darksteel armors and shields gain damage reduction that cannot be bypassed by any means (even by adamantine
weapons, oddly enough).
MITHRIL
Mithril is a lightweight metal that resembles highly polished silver. While mithril items can be found anywhere its
rare ore can be mined, it is most commonly thought of as an elven metal. Although incredibly light when compared
to other metals, it is just as strong as steel. Mithril weapons gain a masterwork bonus to hit and an increased threat
range, as well as being easier to wield, due to the metal's ability to be forged into much slimmer shapes than
ordinary steel. Given its near featherweight, ranged weapons gain a noticeable bonus to their range increment. Also,
mithril is just as effective against fey and the supernatural as alchemical silver. However, mithril armors tend to be
more highly prized than weapons. Its extreme lightweight causes even bulkier armors to restrict movement much
less than their steel versions. The bonus to maximum dexterity bonus and the armor check penalty reduction are of
masterwork quality, and there is also a reduced chance of arcane spell failure. These properties are what make elven
chainmail highly prized by rogues, bards, and multiclassed arcane spellcasters.
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CELESTIAL MITHRIL (Glowsteel)
This very rare metal is similar to shadow adamantine in that is actually an alloy – in this case being mithril that has
been infused with energy from the Upper Planes. Celestial mithril appears very similar to its mundane counterpart,
but it glows with a faint light, about equal to that of a candle. Although it is not quite as physically lightweight as
standard mithril, it outperforms its mortal counterpart in every way. It provides an improved masterwork bonus to
hit, increased damage, increased range increment, a keener striking surface, and a better chance of confirming a
critical hit. Celestial mithril armor has masterwork properties identical to that of mithril armor, with an even lower
arcane spell failure chance, an improved protection bonus, and the ability to resist the critical hits of enemies.
Finally, in addition to being the same as alchemical silver for purposes of damage reduction, glowsteel items are
also considered to have a good alignment, allowing them to harm the forces of evil more easily.
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bonuses to hit, to damage, as well as increased threat ranges, critical multipliers, and a bonus to critical confirmation
rolls. Like adamantine, dwarven blackrock easily penetrates the hardness of any other material. Additionally,
weapons forged of godsteel are considered to be adamantine, magic, and blunt, regardless of their actual shape or
level of enchantment. Although dwarven blackrock armors are bulkier than their steel counterparts – suffering a
lower maximum dexterity bonus and an increased skill check penalty – most adventurers would gladly put up with
these minor inconveniences for the benefits gained. Armors and shields forged of godsteel have much greater
protection value and hit points, as well offering suburb resistance to critical hits. Finally, all dwarven blackrock
armors and shields impart damage reduction to their wearers.
Due to its unusual nature as an alloy of metal and stone, godsteel items tend to be more sculpted and carved rather
than hammered and forged. As a result, when purchasing an item made of dwarven blackrock, the customer must
pay for at least three pounds of the material in order ensure enough working stock to make the desired object
properly. (Skilled smiths don't mind this process as the "waste" can be saved for use in making ammunition or
studded leather armor.)
CRANOR (Tree-gold)
This metal isn't metal at all. Instead, it is specially treated and hardened tree sap. It is most commonly found among
elves or forest-based metal-poor cultures. Weapons made of tree-gold tend to be sharper than metal, gaining a
masterwork bonus to hit, a small increase in range increment, an increased threat range, and an improved chance to
cause a critical hit. As cranor is not a metal, it is immune to rust and electricity. This nonconductive property
extends itself to those who wear tree-gold armor. Also, as the material isn't metal, druids may wear any type of
armor when it is made from tree-gold. However, cranor also has its drawbacks. As it is merely tree sap, items made
from this material tend to be brittle and are more easily broken. Additionally, cranor is vulnerable to sonic attacks.
LAEN (Smokesteel)
Laen is a cloudy gray crystal that, from a distance, resembles solidified smoke. (Hence, the alternate name of
smokesteel.) Much like cranor, this very rare material is n't truly a metal. It is actually a dense crystal found on the
Elemental Plane of Earth. This density is what provides the benefits associated with it. Weapons receive a
masterwork bonus to hit, increased damage, increased critical multiplier, as well as improved hardness and hit
points. Additionally, any weapon formed of laen is considered to be blunt, regardless of its actual shape. Armo r
gains increased protective value, a resistance to critical hits, along with better hardness and hit point values. As
smokesteel is not a metal, it is immune to rust and fire, and druids may wear any armor formed from this material.
Armors made of laen impart the fire resistance to their wearers. However, as a crystal, smokesteel is vulnerable to
cold, which makes it brittle and prone to shattering.
STORMWOOD
This material is used primarily to improve the performance of ranged weapons. Stormwood is the name given to
lumber harvested from trees that grow on either on the highest mountain peaks of Arborea or the windswept tunnels
of Pandemonium. Having grown in the punishing winds, items made of stormwood have an affinity for the air. As
a result, weapons made of stormwood are very lightweight, and are able to thrown (or fired) much further than their
mundane counterparts. (Pandemonium stormwood differs from its Arborean cousin in that missiles made from it
give a distinctive whistle when fired or thrown.) Although intended primarily for ammunition such as arrows or
bolts, some bounty hunters find cause to make melee weapons out of stormwood. This is because these weapons
become capable of inflicting only nonlethal damage, but at no penalty to hit (although there is a small decrease to
the weapon's threat range).
LEAF ARMOR
This material can only be used to modify nonmetallic armors – padded, leather, studded leather, and hide.
Originally developed by elves, leaf armor can found in any race or culture that lives primarily in a forested and
metal-poor environment. Artisans make leaf armor by weaving forest leaves together and then treating them with a
special alchemical process. This results in a suit of armor that is as tough and flexible as leather, with considerably
less encumbrance. This results in a bonus to the armor's maximum dexterity bonus and a reduction in both armor
check penalty and arcane spell failure. Leaf armor is available in both “springtime” (vivid green) and “autumn”
(red, orange, and yellow) styles. This camouflage pattern grants a wearer of leaf armor a +2 bonus to hide checks in
natural surroundings.
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IRONBARK ARMOR
What leaf armor is to nonmetallic armors, ironbark armor is to the metallic ones. Where normal armor uses metal
and leather, ironbark uses wood and leaf. The wood comes from the ironwood tree, and is then subjected to an
alchemical process similar to that used in leaf armor. The results are similar; a lighter weight and less restrictive suit
of armor. Ironbark armors gain the same bonus as leaf armors. The appearance of ironbark armor can vary, as the
wood can be treated to have any color or finish, but is quite often done in natural colors to provide a +2 bonus to
hide checks in natural surroundings. One additional benefit of ironbark is that the armor is no longer metal, and as
such, a druid can wear it with no penalty.
DRAGONHIDE ARMOR
This masterwork material is another nonmetallic solution for druids seeking increased armor. As the name implies,
this material is made from the carefully prepared skin and scales of slain dragons. In addition to all shields, only the
following armors can be made of dragonhide: hide, breastplate, banded mail, half-plate, and full plate. Besides
allowing for more freedom of movement than metal armors (increased dexterity bonus, reduced armor check penalty
and arcane spell failure), dragonhide armors also provide a small amount of energy resistance. The type of energy
resisted depends on the breath weapon of the dragon from which the hide was taken: red dragonhide resists fire;
blue dragonhide resists electricity; etc. Additionally, dragonhide armor provides a benefit to the crafters of magical
armors. If a spellcaster seeks to enchant dragonhide armor with an energy resis tance effect that matches the armor's
energy resistance, the price of the magical enchantment is 25% less than normal.
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Weapons 3.5E
Metal Type TH Dmg Threat Crit Crit Mult CrtDmg DR Category Range Hardness Hit Points Weight Cost Value Special Rarity
Steel Ammo +0 +0 +0 +0 +0 +0 none +0 per PHB per PHB per PHB per PHB per PHB
None Common
Melee +0 +0 +0 +0 +0 +0 none per PHB per PHB per PHB per PHB per PHB
Masterwork Ammo +1* +1** +0 +1*** +0 +1*** none +0 +0 +0 -10%* +6gp per stack +6gp per stack Three levels - 1st adds *, 2nd adds ** ,
3rd adds ***. Does not stack with Common
Melee +1* +1** +0 +1*** +0 +1*** none +0 +0 -10%* +300gp +300gp other masterwork materials.
Bronze Ammo +0 +0 +0 -1 +0 -1 none +0 -1 per PHB per PHB 66% per PHB per PHB Item has +4 bonus to resist rust-based
Uncommon
Melee +0 +0 +0 -1 +0 -1 none -1 per PHB per PHB 66% per PHB per PHB attacks
Alchemical Silver Ammo +0 -1 +0 +0 +0 +0 Silver +0 -1 per PHB per PHB +2gp per stack +2gp per stack Only for Steel or Bronze; Melee Costs:
+20gp for Light, +90gp for 1H, +180gp Common
Melee +0 -1 +0 +0 +0 +0 Silver -1 per PHB per PHB special special for 2H
Alchemical Gold Ammo +0 -1 +0 +0 +0 +0 Gold +0 -1 per PHB per PHB +4gp per stack +4gp per stack Only for Steel or Bronze; Melee Costs:
+40gp for Light, +180gp for 1H, Uncommon
Melee +0 -1 +0 +0 +0 +0 Gold -1 per PHB per PHB special special +360gp for 2H
Cold Iron Ammo -1 +0 +0 +0 +0 +1 Cold Iron -5 per PHB per PHB +10% +2gp per stack x2 per PHB Magical enhancements cost +2000gp
Uncommon
Melee -1 +0 +0 +0 +0 +1 Cold Iron per PHB per PHB +10% x2 per PHB x2 per PHB extra
Meteoric Iron Ammo -1 +1 +0 +1 +0 +1 Cold Iron -5 +2 +1 +25% +10gp per stack +10gp per stack -2 penalty to Initiative; item has +4
Rare
(Starmetal) Melee -1 1 size larger +0 +1 +0 +1 Cold Iron +2 +1 +25% +180gp/lb +2500gp bonus to resist rust-based attacks
Adamantine Ammo +1 +1 +0 +1 +0 +0 Adamantine +0 20 +5 per PHB +60gp per stack +60gp per stack TH bonus is MW; ignores up to 20
Rare
(Darksteel) Melee +1 1 size larger +0 +1 +0 +0 Adamantine 20 +5 per PHB +250gp/lb +3000gp hardness vs. objects
Shadow Adamantine Ammo +2 +0 +1 +0 +0 +1 Adamantine +5 15 +3 -25% +80gp per stack +80gp per stack TH bonus is MW; ignores up to 15
hardness vs. objects; gains ghost Very Rare
(Fadesteel) Melee +2 +0 +1 +0 +0 +1 Adamantine 15 +3 -25% +325gp/lb +4500gp touch in shadowy/dark conditions
Mithril Ammo +1 +0 +1 +0 +0 +0 Silver +10 15 +2 -50% +10gp per stack +10gp per stack TH bonus is MW; Reduces penalty to -
Rare
Melee +1 +0 +1 +0 +0 +0 Silver 15 +2 -50% +100gp/lb +500gp/lb 1 per size category difference
Celestial Mithril Ammo +2 +1 +1 +1 +0 +0 Silver, Good +5 15 +2 -30% +80gp per stack +80gp per stack Sheds light as candle; TH bonus is
MW; Reduces penalty to -1 per size Very Rare
(Glowsteel) Melee +2 1 size larger +1 +1 +0 +0 Silver, Good 15 +2 -30% +350gp/lb +5000gp category difference
Baatorian Green Steel Ammo +2 +1 +1 +1 +0 +0 Lawful, Evil +0 +2 +2 -25% +80gp per stack +80gp per stack
TH/Dmg bonus is MW Rare
(Banesteel) Melee +2 1 size larger +1 +1 +0 +0 Lawful, Evil +2 +2 -25% +400gp/lb +5000gp
Tanar'ri Red Steel Ammo +1 +2 +0 +0 +1 +1 Chaotic, Evil +0 +1 +1 -25% +80gp per stack +80gp per stack
TH bonus is MW Rare
(Bloodsteel) Melee +1 1 size larger +0 +0 +1 +1 Chaotic, Evil +1 +1 -25% +400gp/lb +5000gp
Githyanki Mithril Ammo +2 +1 +1 +1 +0 +1 Silver, Psionic +5 15 +2 -30% +90gp per stack +90gp per stack TH/Crit/CrtDmg bonus are MW; Inflicts
-2 penalty to struck foe's Very Rare
(Mindsilver) Melee +2 1 size larger +1 +1 +0 +1 Silver, Psionic 15 +2 -30% +700gp/lb +10000gp Concentration checks for 1 round
Adamantine, All bonuses are MW; ignores up to 30
Dwarven Blackrock Ammo +3 +4 +1 +1 +1 +2 +0 30 +10 +10% +150gp per stack +150gp per stack
Magic, Blunt hardness vs. objects; immune to rust; Extremely
Adamantine, +1600gp/lb item has best properties of steel or Rare
(Godsteel) Melee +3 2 sizes larger +1 +1 +1 +2 30 +10 +10% +22500gp stone (situational)
Magic, Blunt (3 lb. Minimum)
Cranor Ammo +1 +0 +1 +1 0 -1 none +5 -2 -1 -25% +10gp per stack +10gp per stack Immune to rust; item immune to
electricity; item has -2 penalty to saves Rare
(Tree-Gold) Melee +1 +0 +1 +1 0 -1 none -2 -1 -25% +100gp/lb +2500gp vs. sonic
Laen Ammo +1 +1 +0 +0 +1 +1 Blunt +0 +5 +1 per PHB +40gp per stack +40gp per stack TH bonus is MW; immune to rust; item
immune to fire; item has -2 penalty to Very Rare
(Smokesteel) Melee +1 1 size larger +0 +0 +1 +1 Blunt +5 +1 per PHB +350gp/lb +4500gp saves vs. cold
Stormwood Ammo +0 +0 +0 +0 +0 +0 none +20 per PHB per PHB -50% +10gp per stack +10gp per stack Melee weapons inflict subdual
damage with no penalty but have -4 Rare
Melee +0 +0 -1 +0 +0 +0 none 5 per PHB -50% +100gp/lb +100gp/lb penalty to inflict lethal damage
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Weapons 3.5E
Metal Type TH Dmg Threat Crit Crit Mult CrtDmg DR Category Range Hardness Hit Points Weight Cost Value Special Rarity
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Armors 3.5E
Max Skill Spell Damage Critical
Metal Type AC Dex Penalty Failure Reduction Check Hardness Hit Points Weight Cost Value Special Rarity
Steel Shield +0 +0 +0 +0 none +0 per PHB per PHB per PHB per PHB per PHB
None Common
Armor +0 +0 +0 +0 none +0 per PHB per PHB per PHB per PHB per PHB
Masterwork Shield +0 +1** +1* -5%** none -1*** per PHB per PHB -10%* +150gp +150gp Three levels - 1st adds *, 2nd adds **, 3rd
adds ***. Does not stack with other Common
Armor +0 +1** +1* -5%** none -1*** per PHB per PHB -10%* +150gp +150gp masterwork materials.
Bronze Shield +0 +0 +0 +0 none +1 -1 per PHB per PHB 66% per PHB per PHB
+4 bonus to resist rust-based attacks Uncommon
Armor +0 +0 +0 +0 none +1 -1 per PHB per PHB 66% per PHB per PHB
Alchemical Silver Shield +0 +0 +0 +0 none +0 8 per PHB per PHB +100gp +100gp Only for Steel or Bronze; +100gp for Light,
Common
+200gp for Medium, +400gp for Heavy
Armor +0 +0 +0 +0 none +0 8 per PHB per PHB special special
Alchemical Gold Shield +0 +0 +0 +0 none +0 8 per PHB per PHB +200gp +200gp Only for Steel or Bronze; +200gp for Light,
Uncommon
+400gp for Medium, +800gp for Heavy
Armor +0 +0 +0 +0 none +0 8 per PHB per PHB special special
Cold Iron Shield +0 +0 -1 +5% none +0 10 per PHB +10% x2 per PHB x2 per PHB Grants +1 bonus to saves vs. spells/spell-like
abilities; magical enhancements cost Uncommon
Armor +0 +0 -1 +5% none +0 10 per PHB +10% x2 per PHB x2 per PHB +2000gp extra
Meteoric Iron Shield +1 -1 -1 +5% none -1 +2 per PHB +25% +110gp/lb +3000gp +4 bonus to resist rust-based attacks; light
armor is medium armor, medium armor is Rare
(Starmetal) Armor +1 -1 -1 +5% none -1 +2 per PHB +25% +110gp/lb +3000gp heavy armor
Mithril Shield +0 +2 +3 -10% none +0 15 per PHB -50% +100gp/lb +1000gp Max Dex/Skill Penalty bonus is MW; Heavy
armor is medium armor, medium armor is Rare
Armor +0 +2 +3 -10% none +0 15 per PHB -50% +100gp/lb +4000gp light armor
Celestial Mithril Shield +1 +2 +3 -15% none -1 15 per PHB -30% +250gp/lb +4000gp Sheds light as candle; Max Dex/Skill Penalty
bonus is MW; Heavy armor is medium armor, Very Rare
(Glowsteel) Armor +1 +2 +3 -15% none -1 15 per PHB -30% +250gp/lb +10000gp medium armor is light armor
Baatorian Green Steel Shield +2 +1 +1 -5% none -2 per PHB per PHB -25% +250gp/lb +4000gp
Critical Check is MW Rare
(Banesteel) Armor +2 +1 +1 -5% none -2 per PHB per PHB -25% +250gp/lb +10000gp
Tanar'ri Red Steel Shield +0 +0 +0 -5% none -1 per PHB +5 -25% +100gp/lb +1000gp
Critical Check is MW Rare
(Bloodsteel) Armor +0 +0 +0 -5% none -1 per PHB +5 -25% +100gp/lb +3000gp
Githyanki Mithril Shield +1 +2 +2 -10% none +0 15 per PHB -30% +300gp/lb +5500gp Max Dex/Skill Penalty bonus is MW; grants +1
bonus to saves vs. mind-affecting; grants +1 Very Rare
(Mindsilver) Armor +1 +2 +2 -10% none +0 15 per PHB -30% +300gp/lb +12000gp mental hardness
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Armors 3.5E
Max Skill Spell Damage Critical
Metal Type AC Dex Penalty Failure Reduction Check Hardness Hit Points Weight Cost Value Special Rarity
Laen Shield +1 +0 +0 +0 Fire 5 -1 +2 +5 per PHB +125gp/lb +1500gp Non-metallic; immune to rust; -2 penalty to
Very Rare
saves vs. cold
(Smokesteel) Armor +1 +0 +0 +0 Fire 5 -1 +2 +5 per PHB +125gp/lb +4000gp
Leaf Shield (not available for shields) Only for non-metal armors; non-metallic;
immune to rust; medium is light; +2 to Hide Rare
Armor +0 +1 +2 -5% none +0 per PHB per PHB per PHB +20gp/lb +750gp checks in natural surroundings
Ironbark Shield (not available for shields) Only for metal armors; Non-metallic; immune
to rust; medium is light, heavy is medium; +2 Rare
Armor +0 +1 +2 -5% none +0 per PHB per PHB -25% +30gp/lb +2250gp to Hide checks in natural surroundings
Only for Hide, Breastplate, Banded, Half-plate,
Dragonhide Shield +0 +2 +1 -10% Energy 2* +0 10 per PHB per PHB +100% + 300gp +100% + 300gp
Full Plate; all properties are MW; Non-
Rare
metallic; immune to rust; *DR based on donor
Armor +0 +2 +1 -10% Energy 2* +0 10 per PHB per PHB +100% + 300gp +100% + 300gp dragon; magic affinity (see text)
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