Special Materials

Special Material Settlement Availability

The amount of special materials available for purchase in a settlement, both in its raw form and manufactured form, is limited based on the settlement's size.

Table: Special Material Settlement Availability

Special Material Thorpe Hamlet Village Small Town Large Town Small City Large City Metropolis (+1)
Alchemical Silver
Aranea Silk
Blood Crystal
Cold Iron
Chthonic Steel
Darkleaf Cloth
Eel Hide
Elysian Bronze
Fireforged Steel
Frostforged Steel
Griffon Mane
Living Steel
Primal Iron
Singing Steel



Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Adamantine weapons also ignore up to DR 20/armor.


Armor made from adamantine grants its wearer untyped damage reduction instead of DR/armor, and increases its armor bonus by +1 if it's light armor, +2 if it's medium armor, and +4 if it's heavy armor. Adamantine armor and shield bonuses can be applied against firearms.

Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.

Type of Item Item Cost Modifier
Ammunition +60 gp per missile
Light armor +5,000 gp
Medium armor +10,000 gp
Heavy armor +15,000 gp
Weapon +3,000 gp


When worked like steel, aetherium becomes a wonderful material from which to create armor, and is occasionally used for other items as well. Most aetherium armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing aetherium full plate must be proficient in wearing heavy armor to avoid adding the armor's check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from aetherium are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0). Aetherium armor and shield bonuses can be applied against firearms.

Items not primarily of metal are not meaningfully affected by being partially made of aetherium . (A longsword can be a aetherium weapon, while a quarterstaff cannot.) Aetherium weapons count as silver for the purpose of overcoming damage reduction. One-handed aetherium weapons are considered as light weapons.

Type of Item Item Cost Modifier
Light armor +1,000 gp
Medium armor +4,000 gp
Heavy armor +9,000 gp
Shield +1,000 gp
Other items +500 gp/lb.


HP/inch 10 (hide of a dragon is typically between 1/2 inch and 1 inch thick); Hardness 10; Cost Dragonhide armor costs twice as much as masterwork armor of the same type, but it takes no longer to make than ordinary armor of that type (double all Craft results). If the armor or shield is later given the ability to protect the wearer against that energy type, the cost to add such protection is reduced by 25%.

One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a light or heavy masterwork shield in addition to the armor, provided that the dragon is Large or larger. If the dragonhide comes from a dragon that had immunity to an energy type, the armor is also immune to that energy type, and confers to the wearer an energy resistance to that type equal to its armor bonus.

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