Materials

Avengail has the following materials in which to make things out of.

All Wood

Darkwood: This rare magic wood is as hard as normal wood
but very light. Any wooden or mostly wooden item (such as a bow,
an arrow, or a spear) made from darkwood is considered a masterwork
item and weighs only half as much as a normal wooden item
of that type. Items not normally made of wood or only partially of
wood (such as a battleaxe or a mace) either cannot be made from
darkwood or do not gain any special benefit from being made of
darkwood. The armor check penalty of a darkwood shield is lessened
by 2 compared to an ordinary shield of its type. To determine
the price of a darkwood item, use the original weight but add 10 gp
per pound to the price of a masterwork version of that item.

Darkwood has 10 hit points per inch of thickness and hardness
5.

Metal:
All Base Metals (Copper, Iron etc)

Silver, Alchemical:
A complex process involving metallurgy
and alchemy can bond silver to a weapon made of steel so that it
bypasses the damage reduction of creatures such as lycanthropes.
On a successful attack with a silvered weapon, the wielder takes
a –1 penalty on the damage roll (with the usual minimum of 1
point of damage). The alchemical silvering process can’t be applied
to nonmetal items, and it doesn’t work on rare metals such as
Paradrellium, adamantine, cold iron, and mithral.

Alchemical silver has 10 hit points per inch of thickness and
hardness 8.

Type of Alchemical Silver Item Item Cost Modifier
Ammunition +2 gp
Light weapon +20 gp
One-handed weapon, or one head of a double weapon +90 gp
Two-handed weapon, or both heads of a double weapon +180 gp

Mithral:
Mithral is a very rare silvery, glistening metal that is
lighter than iron but just as hard. When worked like steel, it becomes
a wonderful material from which to create armor and is
occasionally used for other items as well. Most mithral armors are
one category lighter than normal for purposes of movement and
other limitations (for example, whether a barbarian can use her
fast movement ability while wearing the armor or not). Heavy
armors are treated as medium, and medium armors are treated as
light, but light armors are still treated as light. Spell failure
chances for armors and shields made from mithral are decreased
by 10%, maximum Dexterity bonus is increased by 2, and armor
check penalties are lessened by 3 (to a minimum of 0).
An item made from mithral weighs half as much as the same
item made from other metals. In the case of weapons, this lighter
weight does not change a weapon’s size category or the ease with
which it can be wielded (whether it is light, one-handed, or twohanded).
Items not primarily of metal are not meaningfully affected
by being partially made of mithral. (A longsword can be a
mithral weapon, while a scythe cannot be.)
Weapons or armors fashioned from mithral are always masterwork
items as well; the masterwork cost is included in the prices
given below.

Mithral has 30 hit points per inch of thickness and hardness 15.

Type of Mithral Item Item Cost Modifier
Light armor +1,000 gp
Medium armor +4,000 gp
Heavy armor +9,000 gp
Shield +1,000 gp
Other items +500 gp/lb.

Cold Iron:
This iron mined deep underground, known for its
effectiveness against fey creatures, is forged at a lower temperature
to preserve its delicate properties. Weapons made of cold iron
cost twice as much to make as their normal counterparts. Also, any
magical enhancements cost an additional 2,000 gp. For example, a
+2 longsword made of cold iron would cost 10,330 gp, because the
price doubles for the longsword itself (15 gp to 30 gp), the +2
enhancement bonus costs 8,000 gp, and enhancing cold iron costs
an additional 2,000 gp. (The price includes 300 gp for the masterwork
component.)

Items without metal parts cannot be made from cold iron. An
arrow could be made of cold iron, but a quarterstaff could not.
A double weapon that has only half of it made of cold iron
increases its cost by 50%. A two-bladed sword with one end of cold
iron and the other end steel would cost 150 gp.

Cold iron has 30 hit points per inch of thickness and hardness 10.

Adamantine:
this ultrahard Dark Blue metal adds to the quality of a weapon or
suit of armor. Weapons fashioned from adamantine have a natural
ability to bypass hardness when sundering weapons or attacking
objects, ignoring hardness less than 20. Armor made from adamantine
grants its wearer damage reduction of 1/– if it’s light armor, 2/–
if it’s medium armor, and 3/– if it’s heavy armor. Adamantine is so
costly that weapons and armor made from it are always of masterwork
quality; the masterwork cost is included in the prices given
below. Thus, adamantine weapons and ammunition have a +1
enhancement bonus on attack rolls, and the armor check penalty of
adamantine armor is lessened by 1 compared to ordinary armor of its
type. Items without metal parts cannot be made from adamantine.
An arrow could be made of adamantine, but a quarterstaff could not.
Only weapons, armor, and shields normally made of metal can
be fashioned from adamantine. Weapons, armor and shields normally
made of steel that are made of adamantine have one-third
more hit points than normal; for instance, an adamantine greatsword
has 13 hit points instead of the normal 10 for steel.

Adamantine has 40 hit points per inch of thickness and hardness 20.

Type of Adamantine Item Item Cost Modifier
Ammunition +60 gp
Light armor +5,000 gp
Medium armor +10,000 gp
Heavy armor +15,000 gp
Weapon +3,000 gp

Paradrellium (Paradox Metal)
Paradox Metal, is the hardest and strongest of all metals, it is magical by nature and can be enhanced above +6. It also has some inherent paradoxical properties. A person wearing it, as either armor or a ring, tends to shift through the space time continuum which makes hitting them that much harder(25% miss chance on all melee, ranged and magical attacks). All objects made of Paradrellium can also give the user visions or possible future paths the larger the object the greater the accuracy. This metal is a rainbow hue depending on the angle viewed is the color it will be. Due to these properties, and its rarity all objects made from it are at 1000 times their normal cost.

Weapons fashioned from Paradrellium have a natural
ability to bypass hardness when sundering weapons or attacking
objects, ignoring hardness less than 30. Armor made from Paradrellium
grants its wearer damage reduction of 2/– if it’s light armor, 3/–
if it’s medium armor, and 4/– if it’s heavy armor. Paradrellium is so
costly that weapons and armor made from it are always of masterwork
quality; the masterwork cost is included in the prices given
below. Thus, Paradrellium weapons and ammunition have a +1
enhancement bonus on attack rolls, and the armor check penalty of
Paradrellium armor is lessened by 1 compared to ordinary armor of its
type.

Only weapons, armor, and shields normally made of metal can
be fashioned from Paradrellium. Weapons, armor and shields normally
made of steel that are made of Paradrellium have two-thirds (rounded)
more hit points than normal; for instance, an Paradrellium greatsword
has 17 hit points instead of the normal 10 for steel.

Paradrellium has 60 hit points per inch of thickness and hardness 40.

Dragon:

Dragonhide: Armorsmiths can work with the hides of dragons
to produce armor or shields of masterwork quality. One dragon
produces enough hide for a single suit of masterwork hide armor
for a creature one size category smaller than the dragon. By selecting
only choice scales and bits of hide, an armorsmith can produce
one suit of masterwork banded mail for a creature two sizes
smaller, one suit of masterwork half-plate for a creature three sizes
smaller, or one masterwork breastplate or suit of full plate for a
creature four sizes smaller. In each case, enough hide is available
to produce a small or large masterwork shield in addition to the
armor, provided that the dragon is Large or larger.
Because dragonhide armor isn’t made of metal, druids can wear
it without penalty.

Dragonhide armor costs double what masterwork armor of that
type ordinarily costs, but it takes no longer to make than ordinary
armor of that type.

Dragonhide has 10 hit points per inch of thickness and hardness
10.

Others that remain a mystery…..

Materials

Avengail C_K