Achiralium (3.5e Equipment)
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AchiraliumEdit
The perfect mirror, this shiny reflective substance is not formed from traditional matter, and is more akin to a continuous field of force, a deformation in space time that reflects energy in equal and opposite strength. Forged through strange and alien techniques, it is an alloy whose base components are material, but whose end result is transcendent. No known mortal forge is capable of producing the substance, but it is known from scarce records in ancient tomes that achiralium comes in different alloys, breeds, and purity for different tasks, typically consisting of a blend of hardlight, vibrolithe, vitalized livemetal, and weavebone run through strange machines.
The most pure substances are artifact-tier materials which cannot be simply bought, nevermind forged into anything but its original creation. However, "common achiralium" can sometimes be reforged with difficulty, and is presented here. Even when of common stock, achiralium is extremely hard to manipulate. Any attempts to force it into a new shape beyond its original forging ends up damaging hammers and melting down forges as it reflects most of the energy back into the environment while barely deforming at all. Nothing short of limited wish is able to reshape it, and only up to 3 lbs of it per casting. The substance never needs polishing and always shines as a perfect mirror, having no color of its own. If touched, it will always feel twice one's own body temperature as energy builds up quickly.
Achiralium weapons are dangerous, as the kinetic energy which should cause a weapon to slow down and stop instead causes it to accelerate, rapidly gaining speed until resistance ceases. The weapon doubles its base damage (but not extra damage from strength, enhancement, or bonus damage). If the weapon is used as part of a combat maneuver such as a bull rush or disarm, the weapon grants a +4 bonus. On the other hand, the weapon becomes very difficult to handle. The weapon takes a −4 penalty (in addition to any non-proficiency penalty) to attack rolls unless you have Exotic Weapon Proficiency in achiralium weapons, or an achiralium version of the weapon (such as gaining Exotic Weapon Proficiency - Achiralium Spiked Chain). Lastly, ammunition and thrown weapons have their range extended twice as far. This stacks with Far Shot. Weapons made of achiralium gain a 10% discount on the Brutal SurgeMIC, Collision, Distance, and Throwing enchantments.
Achiralium armor is very protective, as it reflects more of the energy of an attack without imparting it upon the armor, or its wearer. Creatures which successfully hit someone with achiralium armor deal twice their base weapon damage to their weapon (though hardness applies). For something like an iron dagger (2d4), hardness will always handle it, but stronger weapons such as a greatsword (4d6) become capable of damaging themselves. For unarmed strikes and natural weapons, the creature attacking takes the damage instead. Damage is of the same type as the attack. They also soak a considerable amount of energy damage by reflecting it harmlessly away. Creatures gain energy hindrance against electricity, fire, sonic, and light based damage (50%). Armors made of achiralium gain a 10% discount on the Gleaming, Landing, and any enchantments which grant or augment energy resistance or spell resistance.
Achiralium shields are capable of actively defending against projectiles of any sort, beams of light, rays, and magic spells which require attack rolls. You gain the benefit of Deflect Arrows with the shield, without the need for a hand free, and it works on beams of light, rays, and weapon-like spells with ranged attack rolls. If you have Deflect Arrows or the Arrow Deflection enhancement, you can deflect use these separate pool of deflection attempts with the shield allowing you to use it without a hand free, and allowing you to deflect light, rays, and weapon-like ranged touch attacks. Finally, your shield's AC bonus counts against ranged touch attacks as long as you are not flatfooted. Shields made of achiralium gain a 10% discount on the Arrow Deflection, Bashing, Blinding, and Reflecting enchantments.
Lastly, achiralium has been used to coat objects in need of unusual gloss or protection. A thin layer of achiralium may be applied to an object, giving it the reflectiveness of a polished mirror and the qualities of achiralium armor.
Achiralium 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, achiralium weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of achiralium armor is lessened by 1 compared to ordinary armor of its type.
Achiralium has an effective hardness of 20 due to its ability to deflect energy, but no known actual hardness. Due to this, effects which normally bypass hardness do not bypass the pseudo-hardness of achiralium. The material is immune to electricity, fire, sonic, and light based damage, takes half damage from acid and force, and full damage from cold. It has 10 hit points per inch of thickness.
As a curious side note, artifact-tier archiralium is said to be immune to all damage types but one, which is random and changes each time it is damaged.
Type of Achiralium Ammunition | Item Cost Modifier |
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Ammunition (1d6 base damage or lower) | +240 gp |
Ammunition (1d8-2d6 base damage) | +360 gp |
Ammunition (3d6-4d6 base damage) | +560 gp |
Ammunition (Every 2d6 base damage over 4d6) | Price ×2 |
Type of Achiralium Armor, Shield, or Object | Item Cost Modifier |
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Armor | +60,000 gp |
Shield | +16,000 gp |
Object | +600 gp per lb |
Type of Achiralium Weapon | Item Cost Modifier |
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Weapons (1d6 base damage or lower) | +12,000 gp |
Weapons (1d8-2d6 base damage) | +18,000 gp |
Weapons (3d6-4d6 base damage) | +28,000 gp |
Weapons (Every 2d6 base damage over 4d6) | Price ×2 |
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