Weapons, armor, and clothing can be crafted from special materials to gain unique bonuses. These materials don’t change a weapon’s normal damage unless noted, and their extra damage only works once per round. Ranged weapons can only fire one special material shot each round. Special material gear can still be enchanted, but it can’t be turned into named magic items, and you can only wear or benefit from one piece of special material clothing or armor at a time.
Unit Costs
Weapons (no nets or ammunition weapons)
Type
Units
Light
1
Standard
2
Heavy
3
Armor
Type
Units
Light
3
Medium (not half plate)
4
Heavy (not plate) & Half Plate
5
Plate
6
Clothing
Type
Units
Cloth/Leather clothing
2
Special Materials
Material
Price/Unit
Type(s)
Effect (per turn where dmg applies)
Aetherglass
450 gp
Weapons, Armor
Weapons: +1d6 psychic. Armor: psychic resistance
Bloodforged Iron
450 gp
Weapons, Armor
Armor: fire resistance. Weapons: +1d6+2 fire damage
Emberforged Steel
350 gp
Weapons, Holy Symbols
Ignores non-magical resistance of evil/undead; not usable by evil; Holy Symbol: Destroy Undead CR +1
Frostheart Shard
200 gp
Weapons
+1d6 cold damage
Gravestone Iron
200 gp
Weapons, Armor
Weapons: +1d6 necrotic vs undead. Armor: adv. on death saves
Hellhide
450 gp
Leather Armor, Clothing
Leather: fire resistance. Clothing: fire resistance & +1 AC