- Oak, Ash, Pine, Elm, etc.: Standard woods from across the realms. There is little difference between the types, typically.
- Yew: A rare, natural wood that is stronger than most, and ideal for crafting tools and weaponry.
- Stoutwood: Special trees, tended by Elven forest-keepers, produce Stoutwood. It is stronger than even Yew, and sought after for bows and crossbows.
- Grovewood: The wood of trees found in a Dryad's grove is naturally imbued with their subtle magics.
- Heartwood: The wood from the heart of a treant has many properties useful in crafting.
- Ironwood: This Fey wood is as hard and strong as iron, hence its name. Some cultures have even used it in crafting armor.
- Deeproot: Found in deep pockets of the elemental plane of Earth, this pliable, ropy wood is naturally impervious to acid.
- Iceshard Stalks: Iceshard Kelp grows in great stands on the elemental plane of Water. The stalks from the kelp can be used to craft an assortment of tools, weapons, and shields.
- Corpruswood: Favored by necromancers and the undead, Corpruswood comes from the few dried out, lifeless husks that dot the Negative material plane. It is infused with the life-draining energy of that plane.
- Shadowwood: From the echoes of normal trees on the plane of Shadow comes shadowwood, a light, strong material with numerous special properties.
- Lifewood: In the outer planes grow the eternal Life Trees. Undying, their wood continues to live on, and through magical means can be fashioned into self-sustaining tools and goods.
Wood | General Effect | Weapon Effect | Armor Effect | Craft DC Mod | Hardness | Hit Points |
Oak, Ash, Elm, Pine, etc. | None | None | None | 0 | 5 | 10 |
Yew | None | +25% Range Bows/Crossbows | None | +2 | 6 | 12 |
Stoutwood | 10% Lighter | +50% Range Bows, +1 Dam Crossbows | None | +4 | 8 | 15 |
Grovewood | None | None | +2 Saves (Resistance) | +6 | 8 | 15 |
Heartwood | None | Bows/Crossbows: +1 Att (Inherent) Ammunition: +1 Dam | +4 Saves (Resistance) vs. Death effects | +8 | 8 | 15 |
Ironwood | None | Counts as Cold Iron for DR | Can be used in place of any type of metallic armor; 50% lighter than equivalent metal armor | +10 | 10 | 30 |
Deeproot | Impervious to Acid | None | Can make Leather/Hide/Banded; Resist Acid 5 | +12 | 8 | 40 |
Iceshard Stalks | Impervious to Cold | +1 Cold dam; x2 vs. Fire (and bypass DR) | Shields: Resist Cold 10 | +12 | 5 | 12 |
Corpruswood | None | +1 Negative energy damage | Shields: Positive Energy Resist 10; Attackers in melee take 1 point of negative energy damage each round | +15 | 5 | 15 |
Shadowwood | 50% Lighter | +50% Range, +1 Dam | Shields: -2 Armor Check Penalty, Darkness 3/day CL 5; Armor: 1 category lighter, -4 Armor Check penalty, +2 Max Dex, -10% ASF (plate/banded/lamellar armors only) | +20 | 5 | 10 |
Lifewood | Heals 1 point/round | Bows/Crossbows: +1 Att/Dam (Inherent) Ammunition: Entangle on the target (Reflex DC 20 to avoid, CL 10) | Shields: bearer gets 1 free bash attack per round at highest BAB Armor (Leather/Hide/Banded/Plate/Lamellar): Wearer immune to Death effects | +25 | 8 | 50 |