Magical Alloys


Homebrew and House Rules

RPG Superstar Season 9 Top 16

I'm rather surprised that we have normal metals and fantasy super-metals, but no magical metals. It seems a good space for low magical effects, low tier special abilities that otherwise don't see play, or are picked up very conditionally. Bypassing conditional damage resistance seems to be the major role of metals anyhow..

How about something like these, at +2k/weapon.

Scorchsteel: This glowing metal is always forge-hot. Damage dealt by weapons made of this count as dealing fire damage when beneficial (vulnerabilities, canceling certain regenerations). Creatures that resist fire damage still take full damage as they are bludgeoned/slashed/pierced as normal, but wounds are instantly cauterized, and this weapon cannot be used to cause bleeding.

Soulsteel: This otherwise plain metal sometimes reflects images of tortured spirits. Functions as Ghost Touch.

Hallowsteel: A weapon of this metal was doused in holy water to finalize its creation, and droplets continue to bead on it. Functions as Disruption.


That's a pretty huge discount for the Disruption property. Granted the DC is low, it's still a +2 enchantment.

RPG Superstar Season 9 Top 16

True, this is roughly done. I'm just getting the idea out there.

Personally though, I've never considered Disruption properly balanced, and never been excited/happy to see it rather than another plain +2 or other special abilities. You have to be lvl9 before such a weapon isn't over half your WBL (18k/46k).

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