Special Materials

One of the strangest of the seven known types of skymetal, rust-red djezet is liquid at all temperatures. This makes the metal relatively useless for crafting metal objects (although many gifted metallurgists, such as Xin himself, have had some success creating djezet alloys), but most who seek out this metal intend to use it instead as an additional material component for spellcasting, since it possesses an ability to enhance magic.
Used as an additional material component, a dose of djezet increases the effective level of a spell by +1, as if it were being modified by the Heighten Spell feat. In order to function as an additional material component, the spellcaster must use a number of doses of djezet equal to the spell’s level—additional djezet used beyond this amount does nothing. Djezet costs 200 gp per dose.

The rarest of the known skymetals, this dull, coppery substance warps time around it, making things seem to speed up or slow down.
Almost never found in amounts greater than a pound, horacalcum is the same weight and density as steel, but is much more durable. A weapon made of horacalcum gains a +1 circumstance bonus on attack rolls (ammunition can be made of horacalcum, but does not grant any bonus on attack rolls). An entire suit of armor made from this rare metal is fantastically expensive, but since a suit of horacalcum armor simultaneously allows its wearer to react more quickly while perceiving time more slowly, some consider the cost justifiable. A suit of light horacalcum armor grants a +1 bonus on Initiative checks, medium horacalcum armor grants a +2 bonus on Initiative checks, and heavy horacalcum armor grants a +3 bonus on Initiative checks. Weapons and armor made of horacalcum are always of masterwork quality—the masterwork cost is included in the prices given below.
Weapons and armor made of horacalcum have one-fourth more hit points than normal. Horacalcum has 30 hit points per inch of thickness and hardness 15. A weapon made of horacalcum costs +6,000 gp. Light armor costs +10,000 gp, medium armor +30,000 gp, and heavy armor +60,000 gp.

This metal’s structure allows it to pass through iron and steel without touching them, seemingly shifting in and out of phase with reality. This quality earned the pale metal the nickname “ghost iron.”
Inubrix is the softest of the solid skymetals, being only slightly less malleable than lead. It doesn’t function well for crafting armor as a result, and though inubrix weapons can penetrate most metal armors with relative ease, the weapons tend to break easily. Inubrix has 10 hit points per inch of thickness and hardness 5.
An inubrix weapon deals damage as if it were one size category smaller than its actual size, and is always treated as if it had the broken condition. It ignores all armor or shield bonuses granted by iron or steel armor or shields. Inubrix weapons cannot damage these materials at all (and, by extension, cannot harm iron golems or similar creatures). An inubrix weapon costs +5,000 gp.

Noqual looks almost like a pale green crystal to the untrained eye, but can be worked as iron despite its appearance.
Noqual is light—half as heavy as iron, yet just as strong. More importantly, noqual is strangely resistant to magic. An object made of noqual gains a +4 bonus on any saving throw made against a magical source. Creating a magic item that incorporates any amount of noqual into it increases the price of creation by 5,000 gp, as costly reagents and alchemical supplies must be used to treat the metal during the process.
Weapons made of noqual weigh half as much as normal, and gain a +1 enhancement bonus on damage rolls against constructs and undead created by feats or spells. Noqual armor weighs half as much as other armors of its type, and is treated as one category lighter than normal for the purposes of movement and other limitations (light armor is still treated as light armor, though). The armor’s maximum Dexterity bonus increases by 2, and armor check penalties are reduced by 3. The armor’s spell failure chance increases by 20% and applies to all magic cast while wearing the armor, regardless of the magic’s source or class abilities possessed by the wearer. The wearer of a suit of noqual armor gains a +2 resistance bonus on all saving throws against spells and spell-like abilities.
Noqual has 30 hit points per inch of thickness and hardness 10. Noqual ore is worth 50 gp per pound. A suit of noqual light armor costs +4,000 gp, medium armor +8,000 gp, and heavy armor +12,000 gp. A shield costs +2,000 gp, and a weapon or other item +500 gp.

This shining silver metal is either incredibly hot or freezing cold when found.
As of yet, scholars have not determined whether siccatite is actually two similarly hued metals or a single type that determines its own temperature via some unknown process. When raw siccatite is found, it has a 50% chance of being hot siccatite; otherwise, it’s cold siccatite. Physical contact with siccatite deals 1 point of energy damage each round (either fire or cold, as appropriate). Hot siccatite can eventually ignite objects, and cold siccatite in water quickly surrounds itself with a 1-foot-thick shell of ice. A weapon made of siccatite deals +1 point of damage of the appropriate energy type each time it strikes a foe, but also deals 1 point of the same energy damage to the wielder each round it is used in combat. Likewise, siccatite armor deals 1 point of energy damage per round to a creature wearing it, and deals 1 point of energy damage each full round a creature is grappled by someone wearing siccatite armor. Cold siccatite armor grants fire resistance 5, while hot siccatite armor grants cold resistance 5. (The type of armor does not alter the amount of resistance granted.) Weapons made of siccatite cost +1,000 gp. Armor made of siccatite costs +6,000 gp.

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Special Materials

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