New Materials
Arcsilver
HP/Inch: 40; Hardness: 10; Cost: Weapons and armor fashioned from arcsilver are always masterwork; the masterwork cost is included in the prices given below
This bright white metal has strange electrical properties and crackles with electricity when charged. By strategically incorporating coils of arcsilver into a weapon, suit of armor, or shield, this electricity can be discharged into enemies. Charging an item made of arcsilver is a move action that does not provoke an attack of opportunity, performed by slowly brandishing the weapon or brushing it against a surface.
When a weapon made with arcsilver is charged it passes this charge to anything it strikes, dealing +1d6 bonus electricity damage on its next successful hit. Ammunition is generally too small to gain a substantial charge, and so does not gain this property.
When a suit of armor or a shield made with arcsilver is charged, it passes the charge to the next creature that successfully strikes the wearer with either a metal melee weapon, an unarmed strike, or a natural weapon. This deals 1d6 electricity damage to the attacker.
In addition, arcsilver’s natural electromagnetic properties allow it to be treated as a light density material for the purposes of telekinesis despite being the same weight as steel. Items without metal parts cannot be made from arcsilver.
Although, arcsilver is typically not used as the sole material of an item (in order to protect the user from its electric charge), arcsilver cannot be used in conjunction with other special materials.
Type of Item | Item Cost Modifier |
---|---|
Weapon | +2,000 gp |
Armor and Shields | +3,000 gp |
Featherglass
HP/Inch: 3; Hardness: 5; Cost: 15 gp per pound of the original item weight
Featherglass is a rare material found in the high places of the world, a translucent substance that looks like hazy skyblue ice or glass and weighs little more than air.
Featherglass can be treated in a number of ways to make it either flexible or stiff and brittle, and can be used to create almost any item, though it is too fragile to create effective weapons and armor. Any object made out of featherglass weighs one-eighth of what a normal object would weigh. Featherglass objects are considered weightless for the purposes of telekinesis.
Flowstone
HP/Inch: 10; Hardness: 8; Cost: 10 gp per pound
Other than being unusually smooth textured, flowstone appears to be normal dark gray stone, its special properties only becoming apparent when it is manipulated with telekinetic powers. While to hand and tool it is solid and rigid, it molds and shapes like clay under the direction of telekinesis.
By using telekinesis you can shape flowstone instead of lifting it, affecting an amount of it equal to your normal size limit as a full round action. Any simple shape may be imposed on the flowstone this way, such as flattening a side or shaping it into a rough ball. For something more complicated or finely detailed, more time must be taken: with each full round action you may shape 1 cubic foot per caster level of your telekinesis effect, allowing you to create specific items or precise shapes, though a Craft check may be required to create anything complex, such as artistic shapes or moving parts. Changes imposed on flowstone in this way are permanent until changed through another use of telekinesis.
Due to its moldability, under the influence of telekinesis two or more portions of flowstone may be merged into a single object, either repairing broken items or simply creating larger masses to work with. Because it normally acts as stone, flowstone is largely unsuitable for weapons and armor.
Flowstone is normally sold in at least 10 pound lots. Smaller portions are generally priced higher per pound while lots measured in hundreds or thousands of pounds may be discounted. A cubic foot of flowstone weighs 150 pounds, while a 5 ft cube of flowstone weighs nearly 20,000 pounds.
Shadow Cord
Price: +1200 gp (This includes the cost of masterwork)
Shadow cords are thin threads of stable shadowstuff woven into clothing or light armor. Shadow cord responds to glamers and improves their efficacy when placed on the wearer. Any glamer cast on the wearer is treated as if it had an additional (sensory) talent of the wearers choosing applied to it and a +1 circumstance bonus to the effective caster level of that glamer.
Stable Shadowstuff
Weapon Price: +2,000 gp (This includes the cost of masterwork)
Armor Price: +4,000 gp (This includes the cost of masterwork)
A stabilized form of shadow stuff can be created via Permanent Illusions and strange rituals. Weapons and armor made of this quasi-real material rendering them practically weightless and unbreakable by conventional means. Unfortunately this also far less effective and lethal than their completely real counterparts.
Objects made of stable shadowstuff are treated as illusions with the shadow descriptor in addition to the object and materials they are emulating. They interact with spells and sphere effects as shadow illusions would, treating their wielder as their source. They are unaffected by the destroyed condition and cannot have their native state permanently altered after their creation. If suppressed or modified by magic, shadowstuff objects return to their native state upon reaching their full hit points (instantaneous effects such as warp wood or metal reduce a stable shadowstuff object to 1 hit point in addition to its normal effects). Their nature is unaffected by disbelief and all listed and stats and abilities remain unchanged even if revealed to be a shadow illusion.
Equipment made of stable shadowstuff has 5 hit points per inch of thickness and a hardness of 0. Stable shadowstuff stubbornly retains its shape and regenerates half its hit points (rounded up) each round and can even restore itself from the destroyed condition.
Weapons and ammunition made of stable shadowstuff have their weight reduced to 1/5th their normal weight, gain the fragile quality and may be treated as up to 2 sizes smaller by their wielder if to do so would be beneficial for the purposes of attack penalties and hands required to wield the weapon.
Attacks and abilities using shadowstuff weapons or ammunition resolve as touch attacks and ignore damage reduction and energy resistance, but deal exclusively nonlethal damage, as well as have all damage they deal halved (rounded down). This limitation also applies to all additional damage added from any source.
Only leather (not studded leather) armor, padded armor, bucklers, and light shields can be made of stable shadowstuff, but that armor may appear to be, and is treated as, any armor or shield type (including unarmored) if to do so would be beneficial to the wearer. Shadowstuff armor weighs 1/5th its normal weight, has its armor check penalty reduced by 3, spell failure chance reduced by 20% and its maximum Dexterity bonus improved by 4. Donning or removing stable shadowstuff armor is always a swift action.
Unstable Shadowstuff
Price: 100 gp per part (a part is equal to one tiny sized object)
Unstable shadowstuff is an amorphous blob of no discernible color behaving like something between liquid and smoke. It falls or drips at an erratic rate as if it’s mass and density are in constant flux. Occasionally it has been seen to ignore conventional rules of gravity and matter by crawling up walls, dripping upwards or moving through solid objects unpredictably. Parts of shadowstuff kept together, no matter how many, take up no more space than a single part. Those who utilize this odd material usually keep a massive reserve in an inkwell made of stable shadowstuff to prevent the surreal properties of the material from allowing it to leak out or escape.
Characters with the Illusion sphere can quickly but temporarily shape unstable shadowstuff into semi-stable forms. By spending a spell point as a standard action, an illusionist may transform unstable shadowstuff into any mundane non-masterwork object of the same approximate mass (Tiny size).
Multiple parts of this strange stuff can be used to create a single larger object. This object retains its new form for 1 minute per illusion caster level of the shaper.
Unstable shadowstuff may be consumed like a material component as part of the action to use a sphere effect or class feature with the (shadow) descriptor. If consumed, grants a +2 circumstance bonus to caster level of the effect.
Unstable shadowstuff, when shaped, behaves in all ways as stable shadowstuff except Its native state is that of an amorphous blob. If destroyed, suppressed or altered it reverts to that state.