Adamantite Question !!


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No...

ConcreteBuddha said:
Just to steal the thread: ;)

Does adamantine ignore any damage reduction? If not, then what is the point? (Besides rare dead magic zones.)
AFAIK, the answer is "no..." no more than a masterwork weapon ignores a DR of, say, 10/+1.

What is the point? Anti-magic cones (beholders), dead magic zones (as you mention), and PRESTIGE (as well as a sink for all the gold PCs collect).

--The Sigil
 

ConcreteBuddha said:
Just to steal the thread: ;)

Does adamantine ignore any damage reduction? If not, then what is the point? (Besides rare dead magic zones.)

I'd say yes, it does. An adamantine weapon gives a +1 or +2 natural enhancement bonus to attack and damage. Since it is an enhancement bonus, and acts exactly like every other enhancement bonus, I'd say yes, it does work to bypass damage reduction.

Whether or not the bonus is "natural" or "magical" seems to have no bearing as far as the rules are concerned. I refer you to the fact that a creature with damage reduction ignores lesser or equal damage reduction with its natural weapons, which in most cases are not magically enchanted.
 

ConcreteBuddha said:
Just to steal the thread: ;)

Does adamantine ignore any damage reduction? If not, then what is the point? (Besides rare dead magic zones.)

Its cool for flavor, but not much else in most cases.
Its great in an antimagic field, or dead magic, and its immune to being supressed by a targetting dispel, its harder than steel (hardness 20 I think) and as such very hard to sunder, and its cant be disjunctioned.

Lots of advantages over steel say, but all pretty rare occurances in most cases. Its also not a magic weapon, and as such can't be detected, and can be used by people who can't use magic items (Forsakers).
 


Blackrock

I made up an adamantite substitute for my Britannia 3E setting, based on blackrock:


Blackrock and blacksteel

Blackrock is a strange ore with properties of magic resistance, found in seams deep underneath the Serpent's Spine mountain range. When refined, it yields blacksteel, a shiny, pitch-black metal that is dense, heavy and ultrahard. Blacksteel is nearly impossible to work, but the master smiths of Minoc have recently discovered the means to craft it into weapons and armour. These items benefit from blacksteel's extreme hardness, as well as its ability to disrupt magic.

Any suit of armour crafted from blacksteel has a natural enhancement bonus of +1, +2 or +3, depending on whether it is light, medium or heavy armour respectively. The armour also grants spell resistance to its wearer when worn. A suit of light armour grants SR 15, medium armour grants SR 17, and heavy armour grants SR 19. A shield crafted from blacksteel is treated as light armour for the purpose of determining its natural enhancement bonus and SR.

Any weapon forged from blacksteel has a natural enhancement bonus of +1 or +2. Weapons with a base damage of 1d4 or 1d6 gain a natural +1 enhancement bonus, while those with a base damage of 1d8, 1d10, 1d12 or more gain a natural +2 enhancement bonus. When a blacksteel weapon deals damage, the target is affected as though by a targeted dispel magic, cast at 5th caster level. This is an extraordinary ability.

Blacksteel has hardness 20 and 35 hit points per inch of thickness. Natural enhancement bonuses do not stack with any other enhancement bonuses; thus, a blacksteel (+2) longsword enchanted with a +5 enhancement bonus effectively has a +5 enhancement bonus. In an area where magic does not function, it still retains its natural +2 enhancement bonus. Blacksteel items are treated as masterwork items with regard to creation times. The masterwork quality does not affect the enchancement bonus of weapons or the armour check penalty of armour, nor does it add to the market price.

It should also be possible for other items besides weapons and armour to be fashioned that take advantage of blackrock's unique properties. If any such items have been created, their existence is not common knowledge.

Market Price: +32,000 gp (light armour or shield), +55,000 gp (medium armour), +80,000 gp (heavy armour), +33,000 gp (weapon damage 1d4 or 1d6), or +39,000 gp (weapon damage 1d8, 1d10, 1d12 or more).
 

What's the point of adamantine weapons?

Anti-magic zones and dead magic zones are the most obvious answers.

Other very good answers:
Cost saving on high end weapons and armor:
A +1 Holy Flaming Adamantine warhammer (+4 equivalent bonus for price determination) is cheaper than a +2 holy flaming warhammer (+5 equivalent bonus) but has the same bonus to hit and damage because of the natural enhancement. If you want more than a +2 (weapon) or +3 (armor) enhancement bonus though, this doesn't work anymore since the natural enhancement bonus is superceded by the magical enhancement bonus.

Sunder avoidance: Your average +2 Holy Shock longsword is vulnerable to every 3rd level orc fighter/barbarian with the improved sunder feat and a friend to cast greater magic weapon on his sword. It's only going to have a hardness of 12 and 7 hit points so it'll go away very quickly if you're fighting an opponent who's willing to sunder it. On the other hand, a +1 holy shock adamantine longsword has a hardness of 26 and 26 hit points. No attack that deals less than 27 hit points even scratches it and only a 52 hit point attack could destroy it in one blow. Any opponent who can destroy that weapon with a single attack can probably destroy its wielder with two attacks.
 

Elder-basilisk, the natural enhancement bonus from adamantine is not the same as an enhancement bonus.

Therefore, the adamantine weapon still has to be enchanted with an enhancement bonus before you can enhance it with special abilities.

Thereby voiding your point.
 

He did ... he gave the weapons a +1 magical enhancement bonus, which is superceeded by the +2 natural enhancement bonus of the magical weapon.

Like that he got a +2 Holy Flaming ( +5 eq. for 25000gp ) for only a +4 eq. ( 16000gp ) + adamantite ( 9000gp ), which in this case comes out at also 25000gp.

He should have used a +2 Holy Speed Longsword ( +8 eq, 128000gp ) as example, as he'd pay only for a +7eq ( 98000gp ) + adamantite ( 9000gp ) for a total of 107000gp, saving him 21000gp. ( +all the hardness benefits too. )

Only usefull if you never want to go above +2 enhancement of course ... so watch out for elder elementals & their likes ;-)
 

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