Are Special Materials From The Core Dmg

Cost Multipliers for Items: When an item has a cost multiplier, for instance for its size, unusual shape, or composition, does that apply before or after additional costs such as for making the item masterwork or using a special material? First add up the total cost of the base item, including any special material. DMG offers other complementary products related to temporary restorations and Luxatemp Ultra – from high-gloss varnish to cement. LuxaFlow Ultra: Esthetic add-ons and repairs. LuxaFlow is a fluid, light-curing composite specifically developed for temporary restoration add-ons and repairs. It's also well-suited for smaller fillings. A magnetic core is a piece of magnetic material with a high magnetic permeability used to confine and guide magnetic fields in electrical, electromechanical and magnetic devices such as electromagnets, transformers, electric motors, generators, inductors, magnetic recording heads, and magnetic assemblies. Weapon Rules. Without a doubt, weapons number among adventurers’ most coveted possessions. Whether weapons are used as tools to lay foul monsters low, as the medium for magical enhancements, or as outlets for a host of fundamental class abilities, few heroes head into the field without their favorite—or perhaps even a whole arsenal of their favorites. Sep 02, 2015  Unless I missed something somewhere the DMG only lists Adamantine and Mithral as options for special materials. I can imagine they'd want to keep things simple (KISS is clearly 5e's creed) but I liked having a few options for special materials. Table of Contents. This page contains rule updates and additions for special materials usable in game. Some of these materials are suitable for use in weapons or armor, and some are simply intended for crafting purposes or have a novel effect of their own.

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Download this core and use it to work from if you're wanting.

To download this package if you have not already, click the button labelled 'ZIP' on this page.

Note, for a video-format of the following instructions, probably making it easier to understand for some, go here:

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  1. Create yourself in your mind, a 4 letter word that resembles the core you want to make. Here I am using 'exam'.
  2. Go into the lua/entites folder and rename the folder inside to sent_'fourletterword' core.
  3. Open up that folder, and then open shared.lua in an editor of your choice (Notepad++ is recommended).
  4. Go through the commented file, putting in the information and your four letter word where required (basic lua knowledge may be needed). ( Core animations can be found here: http://pastebin.com/SAHyMZ3k )
  5. Goto materials/models/cores/ and again rename the folder exam to your four letter word. And then go into the folder.
  6. In this folder, you'll need to open up each of the .vmt files with a text editor and again change /exam/ to /-fourletterword-/ and save.
  7. You will then need to edit the texture of your core, by opening up the VTF files in any editor supporting them (Paint.NET with the VTF plugin is recommended).
  8. Move to the models/cores/ folder and once again rename 'exam' to your four letter word and go inside the folder.
  9. Here you'll need a HEX Editor, I recommend XVI32 for the task. Open up core.mdl with the hex editor and find the two mentionings of 'exam' near the very top and bottom of the file and replace with your four-letter-word.
  10. Move to the sound/cores/ folder, and once more change the name of the 'exam' folder to your four-letter-word and go inside. Place any mp3 or wav files inside this folder and they'll be used automatically.(Optional) 10b. Create a folder named 'special' inside sound/cores/-fourletterword-/ and place any from 'dmg', 'undo' or 'use' .wav inside to automatically apply these special effects to your core. Please note that these special sounds must be wav format.
  11. Try and spawn it in-game. If it works correctly, take it to the white room in gm_construct and take a print-screen, we'll use this in a moment. If it doesn't, email mattjeanes23@gmail.com.
  12. Goto materials/vgui/entities/ and rename the two files inside to sent_'four-letter-word'core, and edit the VMT like you did for step 6.
  13. Open up the .vtf in that folder (this is your core's spawnicon) and edit it so it is your print-screen of the core from earlier, I recommend using a type of 'magic-selection' to delete the background, matching the spawnicon style of my cores.
  14. Save the file and restart GMod, if all goes well then you'll see your spawnicon all there and looking nice. If it doesnt, email mattjeanes23@gmail.com.
  15. (Optional) If you then wish to upload it to workshop, follow the instructions on this page: http://wiki.garrysmod.com/page/Workshop/Creating_addons

The sounds used in the optional 'special' sub-folder are abbreviations of their meanings.

  1. dmg.wav is short for 'Damage' - the sound made when the core takes any damage, it is highly advised that the sound is very very short.
  2. use.wav is short for when you press the 'Use key (default E)' on the core. It could perhaps show interaction.
  3. undo.wav isn't short for anything but it's the sound the core will create upon it's removal.

The special sounds must be in wav format, because of how the base core is written. This may change some-day however.

Normal sounds can take the form of either MP3 or WAV. WAV is a loss-less high quality format but MP3 takes up less space. It is advised you use MP3's for a music core.

Every sound, both normal and special, must be at a project rate of 44100 Hz. You'll find it set to this as default in Audacity so I recommend using it to create or edit your sounds.

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Home > Equipment & Special Materials > Special Materials

In addition to magic items created with spells, some substances have innate special properties.

If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.

Special Weapons Materials

Each of the special materials described below has a definite game effect. Some creatures have damage reduction based on their creature type or core concept. Some are resistant to all but a special type of damage, such as that dealt by evil-aligned weapons or bludgeoning weapons. Others are vulnerable to weapons of a particular material. Characters may choose to carry several different types of weapons, depending upon the campaign and types of creatures they most commonly encounter.

Adamantine Cost Modifiers
Type of Adamantine ItemItem Cost Modifier
Ammunition+60 gp
Light armor+5,000 gp
Medium armor+10,000 gp
Heavy armor+15,000 gp
Weapon+3,000 gp
Shield+2,000 gp
Adamantine
Are special materials from the core dmg 1

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

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.

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

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.

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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.

Iron, Cold

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.

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%.

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

Mithral Cost Modifiers
Type of Mithral ItemItem 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.
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. 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 two-handed). 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.

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

Alchemical Silver Cost Modifiers
Type of Alchemical Silver ItemItem 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
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 adamantine, cold iron, and mithral.

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

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