Purge of the Paragons
Bone- Bone weapons are often employed by primitive cultures that are still restricted to Stone Age technologies. Bone becomes brittle over time and makes a poor slashing weapon, but its vertical strength is greater than its lateral, thus it retains its piercing qualities for much longer. Bone armor, fashioned from a hodge-podge collection of rib bones, a skull for a helmet, and other bones, fastened together or sewn into a leather coat and pants, can make for crude, though effective, armor. Weapons made of bone have a -2 attack and damage penalty (with a minimum damage of 1).
Bronze- Weapons of bronze are inferior to steel items. They are commonly crafted by creating an alloy of copper, zinc and tin. The addition of arsenic makes the bronze even harder and more durable. Bronze resists corrosion and metal fatigue better than steel, but because it is softer than steel it requires more frequent repairs when employed as a weapon or in armor. Bronze weapons have an attack and damage penalty of -1.
Crystal- Mundane crystal can be used in place of metal in weapons or armor, using a special carving process. The fortified crystal (Usually quartz) possesses the properties of a similar masterwork steel weapon or armor, except for visual appearance. Weapons and armor made of mundane crystal cost the same amount to make as their masterwork counterparts. Any item could potentially be made with mundane crystal. Crystal is susceptible to damage by sonic attacks. Crystal takes double damage from sonic sources. Any time a crystal item’s owner takes sonic damage, so does the item.
Dragon Hide- Recovered from the corpses of slain dragons, dragon scales can be fashioned into armor and shields of masterwork quality. Because Dragon hide is not made of metal, druids can wear it. Dragon hide armor costs double what masterwork armor of that type ordinarily costs, but it takes no longer to make than ordinary armor of that type.
Earthsilk- Made from the rare fibers found in the Descora plant, earthsilk is light, strong, and beautiful. Cloths and armor made from earthsilk grant the wearer +1 on all charisma based checks, as well as -1/bludgeoning damage reduction.
Gehennan Iron- A volcanic mineral unique to the mountains of the Bleak Eternity of Gehenna (infernal realms). It forges poorly, making items that appear pocked and pitted. Weapons crafted from it have a -1 attack and damage penalty, but they are extremely toxic. Slashing and piercing weapons made from Gehennan iron are naturally poisonous. The weapon delivers its poison (Fort DC 12) with each successful attack. Initial damage is 1 point of temporary Dexterity; the secondary damage is 1d4 points of temporary Dexterity damage.
Obsidian- A type of naturally occurring glass formed as an extrusive igneous rock. Obsidian is commonly found within the margins of lava flows known as obsidian flows, where cooling of the lava is rapid. Because of the lack of crystal structure, obsidian blade edges can reach almost molecular thinness, leading to its ancient use as projectile points. Obsidian is extraordinarily sharp, and can do grievous damage. Against creatures vulnerable to sneak attacks and critical hits, a masterwork obsidian weapon in the hands of a proficient wielder does additional lethal damage equal to the wielder’s strength bonus (Double your strength bonus when applying damage).
Orihalcon- Orihalcon is a bronze based, gold colored alloy that is as hard as masterwork steel. Ancient civilizations used this metal as many modern ones use more advanced materials such as Mithral, Adamantine, or Damascus steel. In more modern times, Orihalcon is used primarily as a decorative foundation metal rather than the basis for important items.
Red Wood- This (as it’s name implies) rust colored wood is as hard as steel, with the weight of ordinary wood.
Stone- Used primarily as a building material, yet also manufactured into weapons by primitive cultures or even into unwieldy, armoring slabs that can be secured by rope. Stone weapons have a -2 attack and damage penalty (with a minimum damage of 1), a hardness of 8, and 15 hit points per inch of thickness.