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| | Special Materials of the Forgotten Realms | |
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DM Kyree

Posts: 246 Join date: 2010-10-10
 | Subject: Special Materials of the Forgotten Realms Wed Nov 03, 2010 7:21 pm | |
| Gemstones
Amartha : Also known as shieldstone, amaratha is a soft, greenish white or very pale green, sparkling type of jewel. It is most often found in exposed canyon walls, or in the Underdark. An amaratha included in any wand whose effect provides resistance or immunity to acid, cold, electric, fire, or sonic energy adds +2 to the effective caster level of the effect. Material Cost : 5,000gp.
Beljuril : Beljurils, also known as fireslashes, are large gems (typically four inches in diameter). Normally a deep, pleasant, sea water green, they periodically blaze with a sparkling, winking, flashing light. This discharge is pleasantly eyecatching in a candlelit great hall or a lantern-lit dancing grove, but in a dark chamber or the murky night, it is dazzling. A beljuril included in any wand with a spell that has an electricity description increases the save DC against the wand's effect by +2. If no saving throw is applied or allowed, it instead adds +2 to the effective caster level of the effect. Material Cost : 5,000gp.
Black Opal : Black opal is a greenish type of opal with black mottling and gold flecks, usually found in ancient hot springs or their dry remnants. The Faerûn phrase "black as a black opal" means, effectively, not very black (or evil) at all. It is used tod escribe good-hearted rogues and similar individuals who would be embarrassed by praise. A black opal included in any wand with a spell that has the force descriptor increases the save DC against the wand's effect by +2. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect. Material Cost : 1,000gp.
Black Sapphire : Black sapphie is a rare variety of sapphire that is a deep, rich black with yellow or white highlights. These jewels come mostly from the South, in particular the Great Rift, since they are most plentiful in the Deep Realm of the dwarves, and are brought up through the Great Rift to the surface for trading. A black sapphire included in any wand with a spell that has the darkness descriptor increases the savs DC by +2. If no saving throw applies or is allowed, it instead adds +2 to the effective caster level of the effect. Material Cost : 5,000gp.
Diamond : Diamonds are hard, transluscent stones that can be clear (appearing blue-white), rich blue, yellow, or pink, among other hues. A diamond included in any wand with a conjuraction (healing) spell ads +2 to the effective caster level of the effect. Material Cost : 5,000gp.
Emerald : A brilliant green beryl, the emerald is usually cut square. An emerald included in an wand with a enchantment spell increases the save DC by +2. If no saving throw applies or is allowed, it instead adds +2 to the effective caster level of the effect. Material Cost : 5,000gp.
Fire Opal : Brilliant orange-red gems, fire opals are usually uniform in hue or contain golden or greenish flecks. They are most often found near active hot springs and geyser activity. Fire opals are an essential part of producing helms of brilliance. A fire opal that has a fire descriptor increases the save DC by +1. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect. Material Cost : 1,000gp.
Jacinth : Also called hyacinth or flamegem, this fiery orange stone is a relative of the sapphire and other corundum stones. At the heart of every jacinth a tiny flame flickers and dances - not enough to illuminate surroundings, but enough to be seen from afar. This property of the stone forms the basis for many splendid cloaks and gowns worn by wealthy nobles. An jacinth included in an wand with the fire descriptor increases the save DC by +2. If no saving throw applies or is allowed, it instead adds +2 to the effective caster level of the effect. Material Cost : 5,000gp.
Jasmal : Jasmal is a durable, very hard gem found in small veins, or, very rarely, larger seam deposits in the Thunder Peaks and the Spine of the World mountains. When polished, jasmals catch sunlight ot torchlight and give off haloes of amber light, although they themselves remain transparent and colorless. Hard enough to hold a cutting edge, jasmals are often worked into clasps on cloaks or tunics. A jasmal included in any wand that grants an enhancement bonus to weapons or armor adds +1 to the effective caster level of the effect. Material Cost : 1,000gp.
King's Tear : Sometimes called frozen tears or lich weepings, these very rare stones are clear, teardrop-shaped, smooth-surfaced, and awesomely hard; in fact, none have as yet been fractures, cut, or chipped, even by a hammer and forge. The origin of these stones is unknown, but folklore believes they are the crystallized tears of long dead necromancer kings and queens. An king's tear included in an wand with a divination spell increases the save DC by +2. If no saving throw applies or is allowed, it instead adds +2 to the effective caster level of the effect. Material Cost : 5,000gp.
Moonbar : Moonbar crystals are pearly white, opaque gems found in desert and tropical areas of Toril. Moonbars are naturally large and rectangular with curved corners. The largest known moonbar serves as the lid of an unknown king's casket in a barrow on the Troolmoors and is almost 7 feet long, but most of these gems are approximately 1 foot long and 4 inches wide. Any moonbar included in a wand with a conjuration (healing) spell increases the save DC by +1. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect. Material Cost : 1,000gp.
Opal : Opaque, smooth gems, opals are pale blue with green and gold mottling. They are related in type to fire and black opals, but are only slightly more common. Opals are used in a number of magic items and spells, including helms of brilliance. Any included in a wand with a coenchantment (charm) spell increases the save DC by +1. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect. Material Cost : 1,000gp.
Orblen : Orblen crystals yield deep golden gems of large size that can be faceted or cabochon cut. The hue of this gem has earned it the nickname honeystone, and it is much favored in the Sword Coast North. Though found in large masses, it is quite rare. The largest known honeystone in existance, a huge hunk of rock 6 inches in diameter, is in the possession of the royal family of Cormyr. An orblen included in a wand with a conjuration (creation) spell increases the save DC by +1. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect. Material Cost : 1,000gp.
Orl : A gem believes unique to the northern half of Faerûn, orls are found only in blue caves such as those at Wheloon. Orls occur in the softest rock as sharp-edged, spindle shaped, symmetrical crystals. These crystals are of red, tawny, or orange hue, but red-hured orls are the most valued. Some orl fanciers prefer to wear the unfacted, natural crystals rather than faceted cuttings, but most orls are finished into faceted forms. An orl included in a wand that has the chaos descriptor increases the save DC by +1. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect. Material Cost : 1,000gp.
Ravenar : Ravenar, a glossy, black variety of tourmaline that is also called schorl, is highly vallued in the northern half of Faerûn. The gem is less prized in other lands, where it carries little value. Ravenar is commonly used for inlay work on daggers, buckles, and the like. An ravenar included in a wand that has the sonic descriptor increases the save DC by +1. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect. Material Cost : 1,000gp.
Red Tear : Also called Tempus's weeping, these teardrop-shaped, glossy crystals of vivid cherry-red, blood-crimson, or fiery orange hjue are found in deep mines or gorge walls where old rock has been exposed. Legends say they are they tears of lovers shed for their beloved who were slain in battle, stained red by the spilled blood of the fallen. A red tear included in a wand with a transmutation spell increases the save DC by +1. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect. Material Cost : 1,000gp.
Rogue Stone : Rogue stones are small stones of a shifting, rainbow-colored, iridescent hue. Their fluid shades of color appear almost liquid under normal sunlight. Rogue stones are extremely rare and always found as single stones among others in stone hoards or in cold regions or underwater in swamps; no more than one is ever found in one place at any time. No one has as yet managed to determine in what sort of rock they are most likely to be found. Rogue stones cleave into natural faces, and it is these surfaces that are irridescent. Some primitive human trives believe rogue stones to be the sentient essences of dragons or mighty heroes, but sages hold this view to be folk nonsense. A rogue stone included in a wand with the coaotic or teleportation descriptor increases the save DC by +2. If no saving throw applies or is allowed, it instead adds +2 to the effective caster level of the effect. Material Cost : 5,000gp.
Ruby : This clear to deep crimson red corundum stone is highly valued because of its sparkling shine and vivid hues. Folklore generally holds rubies to be lucky objects. A ruby included in a wand with an evocation spell increases the save DC by +2. If no saving throw applies or is allowed, it instead adds +2 to the effective caster level of the effect. Material Cost : 5,000gp.
Sapphire : Sapphire is a brilliant blue, transluscent corundum mineral. Sapphires vary from a clear, pale blue to a radiant azure. A sapphire included in a wand with a conjuration (summoning) spell increases the save DC by +1. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect. Material Cost : 1,000gp.
Star Ruby : A variation of the ruby (red corundum), this stone is less transluscent than a normal ruby and has a white star highlighted at its center. Such stars are caused by the opitcal properties of the mineral crystal. They most commonly have six points, though other even-numbered combinations are possible. Of every hundred rubies, one is a star. A ruby included in a wand with an illusion spell increases the save DC by +2. If no saving throw applies or is allowed, it instead adds +2 to the effective caster level of the effect. Material Cost : 5,000gp.
Star Sapphire : An exceedingly valuable variation of the sapphire (blue or black corundrum), this stone is less transluscent than a normal sapphire and has a white star of four or more points highlighted at its center. Such stars, caused by the optical properties of the mineral, always have an even number of points - most commonly six. For every thousand sapphires found, one is a star. A star sapphire included in a wand with an abjuration spell increases the save DC by +2. If no saving throw applies or is allowed, it instead adds +2 to the effective caster level of the effect. Material Cost : 5,000gp.
Tomb Jade : This rare, highly prized gem is jade that has turned red or brown from being buried for great lengths of time. Buried jade can also be turned green if bronze objects are buried near it; jade of such hues is no more valuable than normal jade. A piece of tomb jade included in a wand with an enchantment (compulsion) spell increases the save DC by +1. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect. Material Cost : 1,000gp.
Water Opal : Water opal is a clear, transluscent variety of opal with only a play of color to it, like oil on a clear puddle. Water opals are rare and valuable gems used as ornaments around mirrors and windows, or in the crafting of magical scrying decives (such as crystal balls.) A water opal included in a wand with an divination spell increases the save DC by +1. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect. Material Cost : 1,000gp.
Zendalure : A mottled blue-white gem, zendalure is found as large, egg-shaped crystals 2 to 6 inches in diameter in solidified lava flows. Polished to a glassy finish, zendalures are used for inlay work and as tony cabochans in rings, earrings, and pendants. A zendalure included in a wand with an necromancy spell increases the save DC by +1. If no saving throw applies or is allowed, it instead adds +1 to the effective caster level of the effect. Material Cost : 1,000gp. |
|  | | DM Kyree

Posts: 246 Join date: 2010-10-10
 | Subject: Re: Special Materials of the Forgotten Realms Thu Nov 04, 2010 7:40 pm | |
| Weapons and Armor
Adamantine : Adamantine is an incredibly hard metal. Some folk in Faerûn believe that metallic adamantine is made by combining adamantine ore and the correct proportions of silver and electrum, or even by combining steel and mithral, but dwarves and others in the know scoff at such tales. Weapons fashioned from adamantine have a natural enhancement bonus on attack and damage. Adamantine weighs the same as steeel, has hardness 20, and 40 hps per inch of thickness.
Light Armor has a +1 enhancement bonus and costs +2,000gp. Medium armor has a +2 enhancement bonus and costs +5,000gp. Heavy Armor has a +3 enhancement bonus and costs +10,000gp. Weapons with base d6 damage or less have a +1 enhancement bonus and cost +3,000gp. Weapons with base d8 damage or greater have a +1 enhancement bonus and costs +9,000gp.
Arandur : Arandur is a rare metal found in igneous rock, usually as streaks of blue-green ore amid vitreous glass. When refined and forged, the metal is silver-blue with a green reflective shine. It is famous for holding a sharp edge even when abused and is the favored material for making keen weapons. Armor made from arandur grants sonic resistance 2. Items not primarily of metal are not meaningfully affected. (a suit of chainmail is affected, while a suit of studded leather is not.) Arandur weighs the same as steel, has hardness 12, and 30 hps per inch of thickness. Market Price Modifier : Armor +2,000gp.
Copper : Quite familiar to poor folk across the world, copper is known by spellcasters to be a magical purifier, aiding in magic that negates sickness and poison. While its brilliant color makes it popular for ornamental items, its relative softness makes it unsuitable for armor or weapons unless magically treated (which also activates its resistance.) However, it is often used in items that provide protection from cold. Armor made from magically treated copper grants cold resistance 2. Items not primarily of metal are not meaningfully affected. (a suit of chainmail is affected, while a suit of studded leather is not.) Copper weighs the same as steel, has hardness 10, and 30 hps per inch of thickness. Market Price Modifier : Armor +2,000gp.
Darksteel : Darksteel is silvery in hue when polished or cut, but its exposed surfaces have a deep, gleaming purple luster. The process for making this type of steel was once lost, but has been recently rediscovered thanks to some ancient dwarven texts. The alloy is made from meteoric iron tempered with a variety of special oils. Armor made from darksteel grans acid resistance 2. Weapons forged of darksteel inflict +1 point of electricity damage each time they hit (this is cumulative with other abilities, such as shock or shocking burst.) Items not primarily of metal are not meaningfully affected. (a longsword or suit of chainmail is affected, while a spear or a suit of studded leather is not.) Darksteel weighs the same as steel, has hardness 10, and 30 hps per inch of thickness. Market Price Modifier : Armor +2,000gp, Weapons +1,500gp.
Dlarun : This bone-white metal, sometimes known as icesteel, can take a high polish and is often mistaken for ivory when seen in finished items, but has a distinctive greenish sheen in candlelight. Dlarun ore is found in the clay dug from riverbanks, and when first refined it is soft and easily carved. A second heating makes it hard and durable. This property makes the metal ideal for decorative work and figurines. Armor made from dlarun grants fire resistance 2. Weapons forged of dlarun inflict +1 point of frost damage each time they hit (this is cumulative with other abilities, such as frost or icy burst.) Items not primarily of metal are not meaningfully affected. (a longsword or suit of chainmail is affected, while a spear or a suit of studded leather is not.) Dlarun weighs the same as steel, has hardness 10, and 30 hps per inch of thickness. Market Price Modifier : Armor +2,000gp, Weapons +1,500gp.
Duskwood : This species of tree grows widely all over Faerûn, and is named for the eerie appearance of its tightly growing groves. Smooth, with small branches at the top of 60-foot trunks, duskwood trees have black bark and smoky gray wood that is tough as iron. Any steel or mostly steel weapon (such as a sword or a mace) made from duskwood is considered a masterwork item and weighs only half as much as a normal steel item of that type. Weapons not normally made of steel or only partially of steel (such as a club or a battleaxe) either cannot be made from duskwood or do not gain any special benefit or penalty from being made of duskwood. Duskwood doesn't work well as armor; it can't be shaped into rings like steel, and overlapping plates don't flex well. (Even the wood shape spell can't create the level of detail needed.) However, duskwood breastplates are possible, with the following statistics : armor bonus +5, maximum Dex bonus +4, armor check penalty -2, arcane spell failure 20%. A duskwood breastplate is treated as light armor for the purposes of movement and other limitations. Duskwood weighs half as much as steel, has hardness 10, and 30 hps per inch of thickness. Market Price Modifier : Weapon +1,500gp, Armor +3,000gp.
Fever Iron : In some volcanic craters, pools of molten metal collect and are never fully allowed to cool. Sometimes these pools of semisolid metal attract the raw energy of the Weave and are transformed into what the dwarves call fever iron. Fever iron can be made fully solid through a magical process that includes application of intense cold, after which it can be worked like normal iron. Armor made from fever iron grants fire resistance 2. Weapons forged of fever iron inflict +1 point of fire damae each time they hit (this is cumulative with other abilities, such as flaming or flaming burst.) Items not primarily of metal are not meaningfully affected. (a longsword or suit of chainmail is affected, while a spear or a suit of studded leather is not.) Fever iron can never be used in a magic item that uses cold effects, such as a frost or icy burst weapon. Fever iron weighs the same as steel, has hardness 12, and 30 hps per inch of thickness. Market Price Modifier : Armor +2,000gp, Weapon +1,500gp.
Gold : While most use gold as a currency, spellcasters know of gold's magical properties. When magicall refined and treated, gold can be made as hard as steel. The following information refers to magicall treated gold. Armor made from treated gold grants acid and fire resistance 2. Gold armors are one category heavier than normal for purposes of movement and other limitations (for example, whether a barbarian can use his fast movement ability while wearing the armor or not.) Light armors are treated as medium, and medium and heavy armors are treated as heavy. Spell failure chances for armor and shields made from gold are increased 10%, macimum dexterity is decreased by 2 (which may bring it below 0), and armor check penalties are increased by 3. Gold weapons are considered heavy weapons (See note at end of this entry.) Magicall treated gold weighs twice as much as steel, has hardness 10, and has 30 hps per inch of thickness.
Armor has an increased price of +5,000gp. Weapons with damage of 1d3 or lower are +1,500gp. Weapons with damage 1d4 to 1d6 are +2,500gp. Weapons with damage 1d8 or higher are +7,000gp.
Hizagkuur : This rare pale silvery gray metal is named for its discoverer, a dwarf from long ago. It is found only in scattered, but very rich, deposits deep in the Underdark as a soft, greenish-gray claylike ore or a flaky mud. One misstep in its refining, and it remains useless mud. Armor made from hizagkuur grants cold resistance 2. Weapons forged of hizagkuur inflict +1 point of electricity damage and +1 point of fire damage each time they hit (this is cumulative with other abilities. Items not primarily of metal are not meaningfully affected. (a longsword or suit of chainmail is affected, while a spear or a suit of studded leather is not.) Fever iron can never be used in a magic item that uses cold effects, such as a frost or icy burst weapon. Hizagkuur weighs the same as steel, has hardness 10, and 30 hps per inch of thickness. Market Price Modifier : Armor +2,000gp, Weapon +1,500gp
Living Metal : Powerful sources of life energy, such as druid circles or sites holy to Chauntea, sometimes leech energy into the soil, which changes the properties of the natural desposits of iron buried nearby. This living metal usually has a light gray-green color and has properties of natural repair and reshaping. It is favored in the construction of rings of regeneration. Over time, armor made of living metal naturally shapes itself to fit its wearer. After one tenday of regular wearing, increase the maximum Dexterity bonus by 1, reduce the armor check penalty by 1, and reduce the arcane spell failure by 5% for living metal armor. Armor not primarily of metal is not meaningfully affected. (a suit of chainmail is affected while a suit of studded leather is not.) In addition, an item made of living metal naturally repairs damage to itself, healing 1 hit point per minute. It cannot repair itself if brought to 0 hps or destroyed (such as through disintegration). Living metal weighs the same as steel, has hardness 12, and 30 hps per inch of thickness.
Light armor +700gp. Medium armor +2,000gp. Heavy armor +4,500gp. Other items +100gp/lb.
Mithral : Mithral is a light and hard metal. Some foolish bards believe that mithral can be combined with steel to form adamantine, but such tales only cause uproarious laughter in dwarven communities. Mithril weighs half as much as steel, has hardness 15, and 30 hps per inch of thickness.
Light armor +1,000gp. Medium armor +4,000gp. Heavy armor +9,000gp. Shield +1,000gp. Other items +500gp.lb.
Platinum : This silvery-white metal superficially resembles aluminum but is extremely heavy. Because it is so malleable, it must be magically altered to the rigidity of steel so it can maintain its shape even when used in combat. This process also catalyzes its magical properties. The following information refers to magically treated platinum. Armor made from treated platinum grants cold and sonic resistance 2. Platinum armors are one hategory heavier than normal for purposes of movement. Spell failure chances for armor and shields made from platinum are increased by 10%, the max Dex is decreased by 2 (which may bring it below 0), and armor check penalties are increased by 3. Platinum weapons are consider heavy weapons (See note at bottom). Magicall treated platinum weighs twice as much as steel, has hardness 10, and 30 hps per inch of thickness.
All armor +5,000gp. Weapon damage up to 1d3 +1,500gp. Weapon damage 1d4 to 1d6 +2,500gp. Weapon damage 1d8 and higher +7,000gp.
Silver : Long valued for its purity and beauty, silver is also used to make weapons and armor. It is commonly used in items involving light and moon magic, as well as bane weapons dedicated to battling shapechangers. With the proper magical treatments, silver gains the rigidity of steel. The following information refers to magically treated silver. Armor made from silver grants electricity resistance 2. Weapons forged of treated silver can damage creatures whose damage reduction type is silver, and they deal +1 damage to such creatures. Items whose striking point or surface is not primarily metal are not meaningfully affected. (a longsword or spear is affected, while a club is not.) Magically treated silver weighs as much as steel, has hardness 10, and 30 hps per inch of thickness. Market Price Modifier : Armor +2,000gp, Weapon +1,000gp.
Zalantar (Darkwood) : This wood from the zalantar subtropical tree is blace, hence its Northern name 'blackwood.' Zalantar has all the properties of darkwood (see above) and any darkwood item manufactured on Faerûn is actually made of zalantar. Zalantar has a hardness of 5 and 10 hps per inch of thickness. Market Price Modifier : As masterwork +10gp/lb.
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|  | | DM Kyree

Posts: 246 Join date: 2010-10-10
 | Subject: Re: Special Materials of the Forgotten Realms Tue Nov 09, 2010 10:40 pm | |
| Special Materials from books other than Magic of Faerun.
Bluewood : Volodni craftsfolk often fashion armor and weapons from the wood of blueleaf trees grown with care, sculpted with wood shape, and then magicall treated to be as hard as steel. A bluewood item has the same hardness and characteristics as a normal metal armor or weapon, but weighs half as much. Bluewood armor and weapons created in this fashion are considered masterwork items and gain the appropriate bonuses. The process of treating bluewood to harden it requires ten days of work by someone knowledgable in the process. Thi is either a volodni with 10 ranks in Craf (alchemy or woodworking), or a nonvolodni with the same skills and 2 ranks in Knowledge (local - volodni).
Light armor +300gp. Medium armor +600gp. Heavy armor +1,200gp. Shield +300gp. Weapon d6 or below +400gp. Weapon d8 or above +800gp.
Leafweave : As the name suggests, leafweave armor is made from forest leaves, which are then treated with a special alchemical process that makes then as tough and flexible as leather, with considerably less weight and encumbrance. The arcane spell failure chance for leafweave armor is reduced by 5% compared to ordinary armor of the same sort, due to its increased flexibility. The armor's maximum Dexterity bonus is increased by +1, and its armor check penalty (if any) is lessened by 2. Leafweave versions of padded, leather, studded leather, and hide armor exist; leafweave studded leather typically incorporates darkwood studs to make it druid-friendly. Creating leafweave armor requires a single successful DC 25 Craft (Alchemy) check in addition to the normal Craft (Armorsmithing) checks. Leafweave armor costs 740gp more than ordinary armor. It has hardness 2 and 5 hps per inch of thickness.
Thistledown : This lightweight fabric gets its name from its soft feel and dove-grey color. Elves have made padded armor from this material for centuries, and it is well liked by arcane spellcasters. Thistledown padded armor weighs only half as much as normal padded armor. It grants its wearer a +2 circumstance bonus on Hide checks in areas of darkness or shadowy illumination, as it blends in with the dim background. It is treated as masterwork armor (the masterwork cost is included in the armor's given cost.) Thistledown has 2 hps per inch of thickness. Market Price : 405gp.
Wildwood : The rare saelas tree (saelas is an Elven word tha translates as 'wildwood' in Common) produces wood with a peculiar set of qualities. Not only is it extraordinarily flexible for days after harvesting, but items crafted of wildwood regrow after being damaged. At the hands of an armorsmith also skilled in woodworking, wildwood can be crafted into light-weight armor nearly as strong as steel. It is prized by druids, who can wear it without sacrificing their class abilities. Wildwood armor provides 1 less point of armor bonus than ordinary armor of the same sort. However, the armor's maximum Dexterity is increased by 1, its armor check penalty is reduced by 1 (minimum 0), and its arcahe spell failure chance is reduced by 5%. In addition, the wearer of a suit of wildwood armor can ignore its armor check penalty on Hide checks made in areas of undergrowth or heavy undergrowth. Armor made from wildwood weighs 3/4 as much as the same item made from metal. Armor not primarily made of metal is not meaningfully affected by being partially made from wildwood. As long as it is exposed to sunlight for at least 1 hour per day, a suit of wildwood armor naturall 'heals' 1 point of damage every 24 hours. If it is left to soak in at least one glalon of water while exposed to sunlight for eight hours, it heals 5 points of damage. Armor made from wildwood is always of masterwork quality (the masterwork cost is included in the armor's given cost). Wildwood armor costs double what ordinary masterwork armor of the same sort costs, but it takes no longer to make masterwork armor of that sort. For each Craft (armorsmithing) check required to create a suit of wildwood armor, a Craft (woodworking) check against the same DC is also required (though the same character need not make both checks.) Wildwood has hardness 6 and 10 hps per inch of thickness.
Wildwood chain shirt 500gp. Wildwood scale mail 400gp. Wildwood chainmail 600gp. Wildwood breastplate 700gp. Wildwood splint mail 700gp. Wildwood banded mail 800gp. Wildwood half-plate 1,500gp. Wildwood full plate 3,300gp.
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