
Warriorking9001 |

Recently s campaign recruitment based on Skyrim got my mind turning, so... How would you price out this new stuff? (and I also statted out Dawnbreaker a bit, but not all of its enhancements)
Elven/Moonstone: Acts similarly to Mithril, reducing the weight of armor by one category, and gives weapons you wield the Finesse property. If the weapon you create already has the finesse property, it now takes only half the normal price to get the Agile enhancement.
Glass/Corrundrum: Reflective: Applies 1/2 of the Armor AC and the full enhancement bonus against Touch Attacks, or All of your Shield bonus
Orichalcum: ??? No real idea what the Orcish material could give.. maybe something like Orc Ferocity? With Orcs and Half Orcs gaining an extra bonus beyond that? (Orichalcum makes the 'orcish' items)
Dweomer Alloyl: Hyperdense: Armor you wear made out of this material has you treat yourself as One size category larger for combat maneuver bonuses and defenses, and weapons made from this material deal damage as though one size larger. Generally this is not used to create light, Finesse based weapons. Though I will not try to put an actual bar on this because of the fact that I think it's a case by case basis.
Ebony: Acts as Adamantine.
Daedric: Acts as Adamantine, except the damage resistance is DR/Good. and weapons made of Daedric metal gain the Unholy Enhancement.
Aedric: IF we can go off the script a little bit to make it "Not literally Tamriel but very similar" Aedric would basically be the same as Daedric but for Good creatures, getting DR/Evil and the Holy enhancement.
Dawnbreaker: Minor/major (not sure which) Artifact Flaming Ebony Undead Bane Longsword with a unique ability. x number per day when reducing an undead creature to 0 hit points you can activate dawn breaker to unleash a powerful wave of positive energy. this deals (Dawnbreaker CL) D6 damage to Undead creatures, and any undead creature reduced to 0 hp or less by this ability (and the first one as well) is instantaneously Disintegrated as the spell. It can only be destroyed if used by an elder undead creature (like a vampire or a lich) to kill a priest or champion of the god that created the blade.
I don't know if I'd use ALL of these (mostly because Daedra and stuff is too Specifically skyrim for my tastes) but I think it's interesting to build just what these materials might be and what uses they might have

Warriorking9001 |

Of course now I get some more info... though it's under KF rules
Dweomer:
Lead Blades constant effect
1000*4*1*2 (1000 times minimum caster level (ranger means 4) times spell level times duration multiplier)
I'll multiply it by 1.5 to consider the fact that it is mundane
Dweomer metal is 12,000 GP more than normal.
Moonstone would be the same thing as Mithril.. again using KF we get..
Armor and shields: +5 alchemical bonus to hardness (1,250 gp), armor check penalties reduced by 3 (900 gp), +2 to maximum Dex bonus (300 gp), -10% spell failure (6,000 gp), -50% weight (5,000 gp) = 13,450 numen.
Weapons: +5 alchemical bonus to hardness (1,250 gp), penetrate DR/silver (3,000 gp), gain Finesse property (2,000 gp; Special Weapon Finesse feat) = 6,250 numen.

Azothath |
I'm going to assume you don't know much about physics or material science. Glass and Corundum are very different materials. Ebony is a very dark hardwood or collectable stone (onyx a chalcedony quartz) and not a gem per se.
Orichalcum is an old mythic metal that was also produced as a leaded brass.
Obsidian is a type of crude glass and weapons in the game are like Terbutje/Macuahuitl rather than a sword of solid obsidian. How you use the material is important.
How you make the material and then shape it (forge it) should impact the base price (kiln temperature/melting point, special atmosphere, interactions with common materials when in a softened or molten state). All prices should be in pounds, then the weapon or armor types for simplicity and balance. Hardness is a tough call as it is more equivalent to durability than actual hardness. Sure, some existing published materials are just silly, but it's a game.
You are modelling something for a game so there are two parts to it; 1) correct pricing for functionality within the game model, 2) addressing believability by getting the science in the ballpark or at least seemingly so.
Equating a spell to mundane(non-magical material) with an innate effect is not a good idea. Spells, even permanent ones, can be dispelled or disjoined. A material can not be dispelled and will retain some properties even in an anti-magic field. I'd agree that it'll put you in the ballpark for game effect/impact.
I'm not familiar with Skyrim so I can't address that thematic content.