New Special Materials

Adamantine Group
Adamantine
The utility and functionality of adamantine equipment need not be retread here. Adamantine weapons possess their standard qualities, except that they do not grant an innate enhancement bonus to-hit. Instead, adamantine weapons are always considered magical for the purposes of bypassing damage reduction. Adamantine armor retains its standard qualities, except that light armor and shields grant DR 3/adamantine; medium armor DR 6/adamantine; and heavy armor DR9/adamantine. The damage reduction from adamantine armor and adamantine shields stack.
Cost: As SRD.

Ebonsteel
The Last War saw unprecedented demand for adamantine, straining tight supplies and leading to an upsurge in prices. To combat this scarcity, House Cannith and smithies in each of the Five Nations began experimenting with low adamantine content adamantine-steel alloys in the hope of producing a material with adamantine’s durability but markedly lower costs. The class of alloys produced by these experiments was dubbed “ebonsteel”, a nod to the dark hue owed to its adamantine content.

Ebonsteel objects gain an additional two points of Hardness and additional five Hit Points. Additionally, weapons forged from ebonsteel bypass the first five points of an object’s Hardness and are treated as adamantine for the purposes of bypassing the damage reduction of creatures with a Challenge Rating equal to or less than one-half the wielder’s Hit Dice, rounded down. If armor is forged of ebonsteel, it grants DR 1/adamantine.
Cost: Triple the base item’s market value.

Elemental Group
Elemental Water
At the bottom of the great seas of Lammania, the Twilight Forest, the great marid sultanates have mastered the art of forging arms and armor from magically bound water that shares a strong connection with the raw elements of their home plane. These elemental water weapons are commonly used by the armies of the various seaborne powers of Lamannia and occasionally turn up in the hands of extraplanar mercenaries.

Weapons made from elemental water are always masterwork, naturally buoyant, and naturally waterproof. Weapons made of elemental water are considered magical for the purposes of bypassing damage reduction. Further, weapons made from elemental water are immensely effective against creatures with the [Fire] subtype or who are natives of Fernia: Against such enemies, an elemental water weapon has the bane weapon property, automatically bypasses damage reduction, and automatically confirms any critical threats.

Armor made from elemental water are always masterwork, naturally buoyant, and naturally waterproof. While wearing armor made from elemental water, you gain a swim speed equal to your base land speed. Additionally, while wearing armor made of elemental water, you take half-damage from either all effects with the [Fire] descriptor or the [Cold] descriptor. You may only choose one, and this must be chosen when the armor is created.
Cost: +3,000gp(weapon); as SRD for mithril(armor)

Valorium
In the eternal wars that rage across Shavarath, the Battlefield, the forces of Good are continually outnumbered by the baatezu and tanar’ri with whom they’re locked in perpetual conflict with. The quality of their arms is one of their best force multipliers, and it reflects in the valorium weapons they construct. Often dubbed “molten justice” in refence to valorium’s resemblance to shining molten steel, valorium weapons are routinely found in the hands of agents of the Silver Flame who must deal with extraplanar threats.

Weapons made from valorium are always of masterwork quality and naturally rustproof. Weapons made of valorium are considered magical for the purposes of bypassing damage reduction. Further, weapons made from valorium automatically bypass the damage reduction of any creature with the [Evil] subtype. Additionally, all critical hits against creatures with the [Evil] subtype are automatically confirmed.
Cost: +4,000gp

Leather & Hide Group
Bulettehide
Bulettehide boots and gloves are coveted by miners, spelunkers, and others who have to work underground. Due to its originating from a creature called a “landshark”, it’s not hard to understand why supply remains a major constraint.

Objects made from bulettehide grant the wearer tremorsense 5’. Additionally, the wearer may move at his normal speed through rough terrain while underground. Armor made from bulettehide additionally grants the wearer a dig speed equal to one-quarter his base land speed.
Cost: 500% of item’s base market value or +1,000gp, which is greater.

True Dragonhide
True dragonhide goods are almost exclusively the dominion of adventurers: Only adventurers have needs rigorous enough to warrant such extraordinary material and only adventurers are suicidal enough to brave the hazards required to obtain it. As all true dragons are sapient, there are few avenues to obtain this wondrous material. And as all true dragons are D-R-A-G-O-N-S, those few tend to involve risking life and limb to commit a morally dubious act.

Armor and shields made from true dragonhide is always of masterwork quality and immune to the energy type with which it shares an affinity. (See Energy Affinity List below.) Armor made from true dragonhide grants the wearer 5 points of energy resistance for each point of Armor bonus it provides to Armor Class. The type of energy resisted is the type which the armor shares an affinity. (E.g. a silver true dragonhide breastplate would provide cold resistance 25.) Shields made from true dragonhide function in the same manner: They provide 2 points of energy resistance for each point of Shield bonus to Armor Class.

Element Affinity List
Black: Acid
Blue: Electricity
Green: Acid
Red: Fire
White: Cold

Brass: Fire
Bronze: Electricity
Copper: Acid
Gold: Fire
Silver: Cold

While wearing armor made from true dragonhide, an individual suffers a -4 penalty on all attribute and skill checks relating to social interactions with true dragons. This penalty increases to -8 when interacting with dragons of the same type as the armor.
Cost: Unique; due to the scarcity of draconic corpses, there is effectively no market for true dragonhide.

Wyvernhide
To the hardscrabble folk of the Blackcaps, Starpeaks, and Ashen Spires, the wyvern represents both danger and opportunity: While lesser dragons are usually given wide berth for a reason, the hide of the wyvern is also one of the fabrics of choice by outdoorsmen and industrialists alike desiring leather that is both supple and resilient. For generations, fortune seekers have poured into the mountains of Breland, Aundair, and Karrnath to partake in the wyvern trade: This has had the salutary effect of keeping wyvern populations in the heart of the Five Nations in check, as wyverns are not known to engage in selective breeding as more intelligent varieties of dragonkind do.

Objects made from wyvernhide grant the wearer a +1 bonus on all saves against poison. Armor made of wyvernhide increases this bonus to +5 and renders the wearer immune to wyvern poison.
Cost: 125% of item’s base market value or +25gp, which is greater.

Mithril Group
Mithril
The utility and functionality of mithril equipment need not be retread here. In addition to their standard qualities, armor made of mithril grants its wearer a circumstance bonus on all Charisma and Charisma-based skill checks. This bonus is +2 for light armor, +4 for medium armor, and +6 for heavy armor. (For determining whether and armor is light, medium, or heavy, use its base type before modification by mithril’s weight reducing properties.) Because of its lightness and ease of use, a weapon made of mithril grants a +2 bonus to each iterative attack. Its effects stack. (I.E. it provides a +2 bonus to the first iterative attack, a +4 bonus to the second iterative attack, and a +6 bonus to the third iterative attack.)

In addition, mithril weapons are treated as being alchemical silver for the purposes of bypassing damage reduction.
Cost: As SRD; for determining mithril weapon costs, use the weight resulting from mithril’s halving of the base object’s weight

Shimmersteel
Much like adamantine, mithril stockpiles during the Last War were stretched to the limit and stimulated research into replacements and alternatives. The shimmersteels were a class of alloys produced by alloying steel with small amounts of mithril. The result was a substantively lighter material renowned for its glistening sheen and ability to resist tarnishing.

Shimmersteel objects gain an additional five Hit Points and weigh 25% less than a similar object made of conventional materials. Because of their natural beauty, weapons and armor made out of shimmersteel grant a +2 circumstance bonus on all Charisma and Charisma-based skill checks. Weapons forged of shimmersteel are treated as alchemical silver for the purposes of bypassing the damage reduction of creatures with a Challenge Rating equal to or less than one-half the wielder’s Hit Dice, rounded down.
Cost: Triple the item’s base market value

Steel Group
Aerosteel
The oldest of the elemental steels, aerosteel’s pedigree dates back at least six centuries, when it was invented by House Cannith smiths who inadvertently allowed imported elemental air from Syrania enter the forging process. Since then, the alloy’s formula has been refined continuously, as it is a favorite for architectural projects involving large buildings due to its relative lightness and self-lifting properties. The radical improvements in the quality and quantity of elemental distillates achieved during the second-half of the Last War have lead, with the return of peace, to an explosion in the usage of aerosteel in a diverse range of fields beyond construction.

Aerosteel objects weigh 25% less than similar objects made of conventional materials. In addition, due to its infusion with elemental air, an object made of aerosteel falls slower. If dropped, an aerosteel object will fall as if featherfall were cast upon it for one round: A suit of aerosteel armor grants this ability to its wearer. A weapon made of aerosteel automatically bypasses the damage reduction of creatures with the [Earth] subtype. Additionally, it is treated as a cold iron weapon for the purposes of bypassing damage reduction.
Cost: 150% the item’s base market value.

Aquasteel
Aquasteel dates back to the early-500s A.K., when it was birthed out of a series of experiments with different materials to provide improved protection to ship keels against the vagaries of sailing Eberron’s seas. The elementally infused steel-cladding produced by House Cannith was one which was waterproof and strong enough to weather blows from everything from errant whales to sahuagan without compromising itself structurally, making a rather large improvement over the copper sheathing which have been the norm prior to its adaptation. With the Last War and the militarization of elemental distillation, aquasteel has stretched beyond its uses in naval architecture to more mundane tools and equipment for use while operating in aquatic environments.

Items made of aquasteel are rustproof and are naturally buoyant, regardless of their weight. (A wearer of armor made of aquasteel does not sink when thrown into the water.) Armor made of aquasteel has no Armor Check Penalty for Swim checks. A wielder of a melee weapon made of aquasteel underwater functions as if affected by freedom of movement. Thrown weapons and arrowheads made of aquasteel travel through water as if it were air and take no penalties for being used underwater. Additionally, a weapon forged from aquasteel is treated as a cold iron weapon for the purposes of bypassing damage reduction.
Cost: 150% the item’s base market value.

Cold-Forged Steel
The story of the advance of cold-forged steel is that of the advancement of Galifarian civilization. While it has had many names and a variety of proprietary forgings continue to exist, cold-forged steel is a tempered and face-hardened alloy which has been used in arms and armor since the days of Galifar I. The method of its creation has changed much in the intervening thousand years, having gone from being hand-smelted by skilled swordsmiths to a product produced on a staggering scale in the great forgeworks of the Dagger, Cyre, and Aundair River Basins for a thousand different industrial uses. But despite the vast differences in how it is made, it remains the most often used “special” material in Khorvaire due to its relative economy and universal functionality.

A cold-forged steel weapon grants a +1 quality bonus to-hit and damage. This bonus stacks with the bonus granted by masterwork weapons. A cold-forged steel weapon is considered cold iron for the purposes of bypassing damage reduction. Armor made from cold-forged steel grants an additional +1 armor or shield bonus, as is appropriate, to Armor Class. A too made of cold-forged steel provides a +1 circumstance bonus to all checks made while using the tool. This bonus stacks with the circumstance bonus granted by a masterwork tool.
Cost: 200% of the item’s base market value.

Cryosteel
The birth of cryosteel dates back to the mid-700s A.K., when King Galifar IV was mounting a series of expeditions to the Frostfell. House Cannith was commissioned by the Galifarian crown to develop a new variety of armor for operating in the frigid northlands, one which was both functional and comfortable. After importing a good deal of material from Risia and conducting thorough experimentation with different elemental cold-infused alloys, House Cannith succeeded in producing a new breed of steel which was both protective from the cold of the Frostwell and unaffected by the vagaries of the frozen north. Cryosteel, as it was dubbed, remained confined predominantly the Frostwell until the Last War, when it became the armor material of choice for alpine troops in the Mror Holds, Eldeen Reaches, and the Endworld Mountains. The material also developed important commercial applications during the Last War, as an insulator in metallurgical and agricultural operations.

Cryosteel objects are immune to cold damage. Armor forged of cryosteel grants its wearer cold resistance 5 and is immune to nonlethal damage inflicted as a result of operating in cold weather. Weapons made of cryosteel deal 1 point of Dexterity damage upon a critical hit. In addition, a weapon made of cryosteel automatically bypasses the damage reduction of creatures with the [Fire] subtype. Additionally, it is treated as a cold iron weapon for the purposes of bypassing damage reduction.
Cost: 150% of item’s market value for non-weapons; 200% of item’s market value for weapons

Geosteel
The most important and prominent of the elemental steels, geosteel’s creation dates back to the early-420s A.K., when House Orien approached both the Kingdom of Galifar and House Cannith about an ambitious plan to bridge the Scion’s Sound and connect Rekkenmark to Thaliost. The sheer scale of the project was daunting: At the proposed point of construction, in a manifest zone of Daavni, the Perfect Order, Scion’s Sound was some seventeen miles across. Such a monumental undertaking would require a breakthrough in materials science to undertake and House Cannith was commissioned to develop one. A decade of research and development would be dedicated to developing a steel that was both strong and durable enough for such a mammoth project. The result would be geosteel: Imbued with elemental earth from Lamannia, the Twilight Forest, it was both exceptionally strong and exceptionally steady, making it ideal for reinforcing rebar in what would become the White Arch Bridge. Much like aerosteel, much of geosteel’s usage was confined to architecture prior to the Last War, but with the Last War’s advent, its useful properties proliferated to a wide range of applications, especially during the past half-century.

Geosteel objects gain an additional five Hit Points and gain a +4 save bonus against rust effects. Armor made of geosteel provides a +4 bonus to checks to resist being bull rushed, grappled, overrun, or tripped. Weapons made of geosteel gain a +4 bonus to resist being disarmed and take one-half damage from sundering attempts. Furthermore, weapons made of geosteel automatically bypass the damage reduction of creatures with the [Air] subtype. Additionally, they are treated as a cold iron weapon for the purposes of bypassing damage reduction.
Cost: 200% of item’s market value

Pyrosteel
The newest of the elemental steels, pyrosteel’s origins trace back to the waning days of the Kingdom of Galifar, dating to the first attempts to exploit the rich mineral and dragonshard veins in vicinity of Onatar’s Fist in the Ironroot Mountains in the 870s. Pyrosteel took to weaponization during the Last War better than the other elemental steels, whose properties were ideal for both weapons and armor. As the Last War progressed, pyrosteel also became an important industrial metal for creation forge components and in construction of permanent distilling facilities on Fernia.

Pyrosteel objects are immune to fire damage. Armor forged of pyrosteel grants its wearer fire resistance 5 and is immune to nonlethal damage inflicted as a result of operating in hot weather. Weapons forged of pyrosteel deal an additional 1 point of fire damage upon a successful strike. In addition, whenever a pyrosteel weapon is dealt fire damage, it becomes a flaming weapon for one round, plus one round for each point of damage inflicted. (I.E. if a pyrosteel weapon is hit with 4 points of fire damage, it becomes a flaming weapon for 5 rounds.) A weapon made of pyrosteel automatically bypasses the damage reduction of creatures with the [Cold] subtype. Additionally, it is treated as a cold iron weapon for the purposes of bypassing damage reduction.
Cost: 150% of item’s market value for non-weapons; 300% of item’s market value for weapons

Wood Group
Lammanian Mangalwood
In the silty estuaries where the great rivers of Lammania, the Twilight Forest collide with its even greater seas arise expansive mangrove swamps which have no rival anywhere in the Great Orrery. The trees that grow in these briny marshes hold a special connection with the aquatic world, and bows made from Lammanian mangalwood are treasured by those who must face the dangers that lurk beneath the waves

Bows made of Lammanian mangalwood are always of masterwork quality and waterproof. They also do not require ammunition to be operated: Instead, Lamannian mangalwood bows are strung with a bowstring of elemental water, which when drawn will conjure an arrow made of elemental water. Further, projectiles fired by a Lammannian mangalwood are considered magical for the purpose of bypassing damage reduction and automatically bypass the damage reduction of any creature with the [Aquatic] or [Water] subtypes.
Cost: +500gp(bow)

Wilting Ash
Despite its name, Mabar, the Endless Night possesses a great diversity of “plant” life, which uses negative energy instead of sunlight to fuel its biological processes. This includes “tree” analogues, of which the wilting ash is one, growing in vast forests filled with shadow monsters whose horror defies expression in Common. While of no special significance on its native plane, bows made from wilting ash are a major Mabran export to locales where immunity to negative energy is not required for survival, as well as being a favorite tool of Mabran-native extraplanar mercenaries.

Wilting ash items are always of masterwork quality and are immune to rot and other natural decay processes. Shields made of wilting ash grant the wielder negative energy resistance 5 and a +4 bonus on all saves against spells of the Necromancy spell school. Projectiles launched from a bow made from wilting ash deal negative energy damage rather than their damage type. (Individual projectiles may also be crafted with a wilting ash shaft gain this benefit.) Additionally, once per day as a swift action, a wilting ash bow may be activated to allow all attacks made with it for one round to be made as ranged touch attacks.
Cost: +4,000gp(bow); +2,000gp(shield); +120gp(20 arrows/bolts)

New Special Materials

Eberron: Soaring Skies of Khorvaire Juumanistra