Twisted Metal (Pending)
A rather new concept in the world, the mixing of two metals after the metals are cast to shape. The methods by which the ingots are forged are usually kept secret as the metal itself is prized.
Twisted metal is actually a combination of two different metals. The process is complicated, expensive, and time-consuming. Mastercrafted Twisted Metal works are extremely rare costing around 10,000 GP 25,000 if it has Adamantium.
The Twisted metal weapons take on half of their properties of each metal bonuses and drawbacks alike.
Quick run down of properties of each metal and how each would apply to twisted metal
===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.(1000gp with twisted metal, 500gp if its paired with silver steel)
One of the toughest to work with as its structure makes it hard to forge
weapon-(+350 gp common, +3500gp Masterwork)
Armour-(+500 gp common, +5000gp Masterwork)
===Mundane crystal can be used in place of metal in weapons or armor, using a special forging process. The fortified crystal possesses the properties of a similar masterwork steel weapon or armor, except for visual appearance.
It is the hardest to work with along with deep crystal, delicate processes to mix the metal with a crushed version of this crystal. It confers the bonuses of not rusting and takes half of the negatives of metal from spells and the like. Still considered metal
weapon-(+350 gp common, +5000gp Masterwork)
Armour-(+550 gp common, +7000gp Masterwork)
===Deep crystal is crystal of above-average quality found at the hearts of large veins or deposits of mundane crystal. Deep crystal is renowned for its strength and its psionically resonant nature. Mundane crystal is used for many items of psionic manufacture, such as dorjes, power stones, and psicrystals. Deep crystal is a better grade.
It is the hardest to work with along with mudane crystal, delicate processes to mix the metal with a crushed version of this crystal. It confers the bonuses of not rusting and takes half of the negatives of metal from spells and the like. Still considered metal. Also gains the bonus of reducing costs of enchanting 1/2, if combined with silver the reduced cost is 1/4 in total.
weapon-(+1200 gp common, +10,000gp Masterwork)
Armour-(+1500 gp common, +14,000gp Masterwork)
===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.
The process for twised metal is the usage of silvered steel mixed with another. The process is rather easy with this metal as it is already enchanted.
weapon-(+300 gp common, +3,000gp Masterwork)
Armour-(+400 gp common, +4,000gp Masterwork)
===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).
Mithral is rather easy to use in this process and is said to take very well to it. Grants half of its weight reduction properites, making lighter meduim wear light and lighter heavy wear medium.
weapon-(+3000 gp common, +15,000gp Masterwork)
Armour-(+4000 gp common, +20,000gp Masterwork)
===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.
One of the hardest metals to work with and one known not to mix very well in this process. Gains half of the metals properties such as cutting through steel.
weapon-(+6000 gp common, +60,000gp Masterwork)
Armour-(+20000 gp common, +200,000gp Masterwork)