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Elemental Materials (rework)
#1
First and foremost, here are the materials themselves.

Darksteel

For some, weapons and armor made of iron, mythril, or adamant are simply not enough to encompass their desires, and they seek something more suited to their talents. Darksteel is one such material, and is well-suited to dark knights and other warriors who wish to harness such umbral power. Made through a painstaking process that involves alchemical infusions and exposure to powerful shadow magic, this metal is a boon to warriors that want to get an edge over those who use more traditional materials.

Weapons made of darksteel inflict damage that counts as shadow damage in many ways. While the damage dealt is still physical in nature, creatures who are vulnerable to shadow damage take 50% more damage from attacks made by a darksteel weapon. Upon a critical hit, this extra damage is determined after the total damage dealt by the critical hit has been calculated. When attacking creatures with resistance to shadow, the resistance applies to the damage dealt, stacking with any damage reduction that the creature has for determining the total damage, e.g. a creature with DR 5/adamantine and resist shadow 5 would take 10 less points of damage from a darksteel weapon. Creatures who are immune to shadow damage only take 1 point of damage per hit, and creatures who absorb shadow damage take no damage at all, rather than absorbing it. Other sources of damage dice, such as precision damage or enchantments, or any other source of damage not multiplied upon a critical hit, are not affected by this ability.

Armor made of darksteel has the curious habit of attaching itself to its wearer. For some, this is far less of a problem than one would think. Dark knights wearing armor made of darksteel reduce their armor check penalty by 2 instead of 1, increase the maximum Dexterity bonus by 1, and suffer no penalties to movement speed from wearing it, regardless of whether the armor is light, medium, or heavy. Any others who wear darksteel armor instead find the material to make them rigid and clumsy, increasing their armor check penalty by 1, reducing their maximum Dexterity bonus by 1, and reducing their movement speed by an additional 5 feet. Shields made of darksteel provide no armor check penalty for dark knights, but increase their armor check penalty for all other creatures by 1. On top of all this, darksteel armor and shields bestow some amount of protection against the light; light armor provides holy resistance 5, medium armor provides holy resistance 10,  and heavy armor provides holy resistance 15. Darksteel shields provide holy resistance 5 and grant a +2 bonus on Reflex saves against effects that deal holy damage. These bonuses do not stack with any other form of holy resistance.

Darksteel has a hardness of 15, and has 30 hit points per inch of thickness. All items made of darksteel are considered to be of masterwork quality; this is included as part of the prices below.

Item cost modifier:

Weapons: +5,000 gil
Light armor: +5,000 gil
Medium armor: +10,000 gil
Heavy armor: +16,000 gil
Shields: +5,000 gil

Mystletainn

Though good steel will usually suffice in most cases, there are times in which weapons and armor forged from other materials must come into play. When fiends emerge from one of the many hells below ground or the undead burst forth from cracked earth, no metal is better for combating these monsters than mystletainn. A white metal with a slightly bluish tinge, mystletainn in its raw form is virtually unworkable due to the sheer amount of energy it has, making it move and grow all on its own as though alive. Only after baptizing the ore in holy water once smelted does the material become compliant. Its innate energy resonates with the holy water far better than anything else, and in so doing becomes a blessed metal well-suited to holy knights and others who wield sacred powers.

Weapons made of mystletainn inflict damage that counts as holy damage in many ways. While the damage dealt is still physical in nature, creatures who are vulnerable to holy damage take 50% more damage from attacks made by a mystletainn weapon. Upon a critical hit, this extra damage is determined after the total damage dealt by the critical hit has been calculated. When attacking creatures with resistance to holy, the resistance applies to the damage dealt, stacking with any damage reduction that the creature has for determining the total damage, e.g. a creature with DR 5/adamantine and resist holy 5 would take 10 less points of damage from a mystletainn weapon. Creatures who are immune to holy damage only take 1 point of damage per hit, and creatures who absorb holy damage take no damage at all, rather than absorbing it. Other sources of damage dice, such as precision damage or enchantments, or any other source of damage not multiplied upon a critical hit, are not affected by this ability.

Mystletainn's semblance of life is not hammered out when forged, merely kept still, and when being worn as armor, tends to cling to its wearers, but has preferences that stem from its refinement process. Its holy nature makes it symbiotize and synergize with those who control like powers; as such, holy knights wearing armor made of mystletainn reduce the armor check penalty by 2 rather than 1, increase the maximum Dexterity bonus by 1, and incur no penalties to movement from the armor, regardless of whether it is light, medium, or heavy. Others who wear mystletainn armor find that it subtly fights back as one tries to move, increasing the armor check penalty by 1, reducing the maximum Dexterity bonus by 1, and reducing their movement speed by an additional 5 feet. Shields made of mystletainn provide no armor check penalty for holy knights, but increase their armor check penalty for all other creatures by 1. On top of all this, mystletainn armor and shields bestow some amount of protection against darkness; light armor provides shadow resistance 5, medium armor provides shadow resistance 10,  and heavy armor provides shadow resistance 15. Mystletainn shields provide shadow resistance 5 and grant a +2 bonus on Reflex saves against effects that deal shadow damage. These bonuses do not stack with any other form of shadow resistance.

Mystletainn has a hardness of 15, and has 30 hit points per inch of thickness. All items made of mystletainn are considered to be of masterwork quality; this is included as part of the prices below.

Item cost modifier:

Weapons: +5,000 gil
Light armor: +5,000 gil
Medium armor: +10,000 gil
Heavy armor: +16,000 gil
Shields: +5,000 gil

Ifrite

Elemental energy perfuses the land in many forms, with different areas holding varying levels of elements. Found only in places such as volcanoes, desert mines, and other places filled with fire-elemental energy, ifrite is a vaguely crystalline ore that is said to have been blessed by the passing by of Eidolons of fire. Uncomfortably hot to the touch, its elemental affinity makes it very difficult to forge, but it can be used to fashion highly effective weapons and armor.

Weapons made of ifrite inflict damage that counts as fire in many ways. While the damage dealt is still physical in nature, creatures with vulnerability to fire damage take 50% more damage from attacks made by an ifrite weapon. Upon a critical hit, this extra damage is determined after the total damage dealt by the critical hit has been calculated. When attacking creatures resistant to fire, the resistance applies to the damage dealt, stacking with any damage reduction that the creature has for determining the total damage, e.g. a creature with DR 5/adamantine and resist fire 5 would take 10 less points of damage from an ifrite weapon. Creatures who are immune to fire damage only take 1 point of damage per hit, and creatures who absorb fire damage take no damage at all, rather than absorbing it. Other sources of damage dice, such as precision damage and enchantments, or any other source of damage not multiplied on a critical hit, are not affected by this ability.

Armor made of ifrite confers some protection against ice damage. Light armor gives ice resistance 5, medium armor gives ice resistance 10, and heavy armor gives ice resistance 15. Ifrite shields grant ice resistance 5 and a +2 bonus on Reflex saves against effects that deal ice damage; these bonuses do not stack with any other forms of ice resistance.

Ifrite has a hardness of 10, and 30 hit points per inch of thickness. All items made of ifrite are considered to be of masterwork quality; this is included in the prices below.

Item cost modifier:
Weapons: +5,000 gil
Light armor: +4,000 gil
Medium armor: +9,000 gil
Heavy armor: +14,000 gil
Shield: +5,000 gil

Ifrite has many other equivalent "sister" materials, all of them functioning with different elements.

Shivite: Ice, armor offers wind resistance
Garudium: Wind, armor offers earth resistance
Titanite: Earth, armor offers lightning resistance
Ramium: Lightning, armor offers water resistance
Levium: Water, armor offers fire resistance
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Messages In This Thread
Elemental Materials (rework) - by Manly Man - 12-10-2019, 01:34 PM
RE: Elemental Materials (rework) - by Manly Man - 12-10-2019, 04:50 PM
RE: Elemental Materials (rework) - by Manly Man - 12-10-2019, 05:37 PM

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