Qwertystop
2011-03-03, 10:22 AM
Resonant Quartzteel:
This is a special alloy made by melting quartz dust together with iron and a small amount of charcoal, using elecricity instead of fire to melt the materials together, and bathing it in a copper solution instead of water to cool it when finished. Objects made from this are a greenish-gold color with small white flecks, are slightly rough, like fine sandpaper, and seem to vibrate slightly.
Any creature attempting to hold Resonant Quartzteel without some sort of protection (which can be as simple as a leather glove) or Natural Armor of at least 1 takes 1 piercing damage every 5 rounds from the vibrations and the rough surface. Most weapons made from this have protection on their handles though, such as leather bands wrapped around it.
If a Resonant Quartzsteel object that does piercing or slashing damage is left in a target it has wounded, its vibrations will make it fall out in several rounds. If the object is ammunition or a throwing weapon, it will fall out in 3 rounds. If it is a light weapon, it will fall out in 2 rounds. If it is a one-handed weapon, it will fall out in 1 round. Two-handed weapons will not stick in the target, nor will weapons that are a equal to or larger size category as an object than their target. If 5 Resonant Quartzteel objects are stuck in the same target at a time, they resonate together and shatter, dealing 5d6 piercing and slashing damage to the target. If the target dies, any leftover damage is split evenly between all the possible targets within 5 feet of the exploded creature, as the shrapnel scatters, unless they make a Reflex save DC 12 or have sufficient DR to reduce or negate it.
If 5 solid Quartzsteel objects of at least 1 lb. each are put in direct contact with each other, they explode, dealing 5d6 piercing and slashing damage per pound detonated in a 10' radius, and 1d6 in a radius of 10' per pound detonated, to a maximum of 100 feet, to anything the point of detonation has line-of-effect to. If something that was blocking line-of-effect to another target is destroyed by the explosion, any leftover damage that would have been given to it is instead given to the thing it was blocking.
Prices by Psyborg:
100 gp/pound
15 gp/arrowhead
10 gp/ crossbow bolt
Alchemical Items by Psyborg:
Quartzchime Solution (175gp? per 1-oz vial) -- This thin, clear, nonflammable liquid was devised to enhance the sonic characteristics of resonant quartzsteel. One vial is sufficient to coat one pound of unformed quartzsteel, ten throwing weapons, or fifteen projectile tips (bolt or arrowheads) as a full-round action that provokes attacks of opportunity. When applied to a quartzsteel object, the natural vibrations are enhanced, becoming audible as a faint, clear tone that gives the character carrying them a -8 penalty to Move Silently checks. Weapons so treated do an additional 1 sonic damage per hit.
Quartzsteel treated with this solution doesn't fracture into shards as normal when it explodes. Instead, bursts into fine dust with a tremendously loud noise, dealing d4s of sonic damage instead of d6s of physical damage. All creatures within 5' of the explosion must make a DC14 Fort save or be deafened for 1 round.
The effects of quartzchime solution fade about six hours after application. It can be washed off earlier with a full-round action and a pint of water; doing so provokes an attack of opportunity.
Doomshard Paste (900gp per dose) -- Similar to quartzchime solution, this is an alchemical substance intended for application to resonant quartzsteel objects. The explosion of these objects deals force damage equal to the amount of physical damage it would normally deal. Doomshard paste is unstable; its effects only last 1 minute after application.
This is a special alloy made by melting quartz dust together with iron and a small amount of charcoal, using elecricity instead of fire to melt the materials together, and bathing it in a copper solution instead of water to cool it when finished. Objects made from this are a greenish-gold color with small white flecks, are slightly rough, like fine sandpaper, and seem to vibrate slightly.
Any creature attempting to hold Resonant Quartzteel without some sort of protection (which can be as simple as a leather glove) or Natural Armor of at least 1 takes 1 piercing damage every 5 rounds from the vibrations and the rough surface. Most weapons made from this have protection on their handles though, such as leather bands wrapped around it.
If a Resonant Quartzsteel object that does piercing or slashing damage is left in a target it has wounded, its vibrations will make it fall out in several rounds. If the object is ammunition or a throwing weapon, it will fall out in 3 rounds. If it is a light weapon, it will fall out in 2 rounds. If it is a one-handed weapon, it will fall out in 1 round. Two-handed weapons will not stick in the target, nor will weapons that are a equal to or larger size category as an object than their target. If 5 Resonant Quartzteel objects are stuck in the same target at a time, they resonate together and shatter, dealing 5d6 piercing and slashing damage to the target. If the target dies, any leftover damage is split evenly between all the possible targets within 5 feet of the exploded creature, as the shrapnel scatters, unless they make a Reflex save DC 12 or have sufficient DR to reduce or negate it.
If 5 solid Quartzsteel objects of at least 1 lb. each are put in direct contact with each other, they explode, dealing 5d6 piercing and slashing damage per pound detonated in a 10' radius, and 1d6 in a radius of 10' per pound detonated, to a maximum of 100 feet, to anything the point of detonation has line-of-effect to. If something that was blocking line-of-effect to another target is destroyed by the explosion, any leftover damage that would have been given to it is instead given to the thing it was blocking.
Prices by Psyborg:
100 gp/pound
15 gp/arrowhead
10 gp/ crossbow bolt
Alchemical Items by Psyborg:
Quartzchime Solution (175gp? per 1-oz vial) -- This thin, clear, nonflammable liquid was devised to enhance the sonic characteristics of resonant quartzsteel. One vial is sufficient to coat one pound of unformed quartzsteel, ten throwing weapons, or fifteen projectile tips (bolt or arrowheads) as a full-round action that provokes attacks of opportunity. When applied to a quartzsteel object, the natural vibrations are enhanced, becoming audible as a faint, clear tone that gives the character carrying them a -8 penalty to Move Silently checks. Weapons so treated do an additional 1 sonic damage per hit.
Quartzsteel treated with this solution doesn't fracture into shards as normal when it explodes. Instead, bursts into fine dust with a tremendously loud noise, dealing d4s of sonic damage instead of d6s of physical damage. All creatures within 5' of the explosion must make a DC14 Fort save or be deafened for 1 round.
The effects of quartzchime solution fade about six hours after application. It can be washed off earlier with a full-round action and a pint of water; doing so provokes an attack of opportunity.
Doomshard Paste (900gp per dose) -- Similar to quartzchime solution, this is an alchemical substance intended for application to resonant quartzsteel objects. The explosion of these objects deals force damage equal to the amount of physical damage it would normally deal. Doomshard paste is unstable; its effects only last 1 minute after application.