epic weapon

rogueone

First Post
Our party recently ran up against a Mithril Golem and we had a difficult time damaging it. Although our party (and the adventure) are high level (all 6 party members are 19th level) the golem specs, according to the DM, were that it could only be damaged by epic weapons. No one at the table could really define "epic weapon". There are crystals and scarabs that can overcome the golem's damage reduction, but what makes a weapon an "epic weapon"?
 

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If the golem has damage reduction with a bypass of epic then the wielder needs to be lvl 21+.
If the golem specifically says the weapon has to be epic then you need an epic bonus on it (like +6 or +11 equivelent). Which costs lots.
 

Although personally, I'd say a +4 (or 5) bane weapon of the appropriate type would do it, since it has an effective enhancement bonus of +6 against its target.
 

Although personally, I'd say a +4 (or 5) bane weapon of the appropriate type would do it, since it has an effective enhancement bonus of +6 against its target.

Yeah, I agree.

I've never heard of DR requiring a certain character level to overcome, got an example of that? DR/epic typically means that you need a +6 or higher enhancement bonus to overcome.

Barring that, the best solution is to power attack with a two-handed weapon, getting attack bonuses from allies aiding another and flanking, and casters buffing the fighter.
 

Oops... :blush:

You guys are right, I was confusing the prereq. for epic feats and the epic DR.

And yes I would also agree on the +4 bane weapon becoming +6 and therefore bypassing epic DR.
 

Barring that, the best solution is to power attack with a two-handed weapon, getting attack bonuses from allies aiding another and flanking, and casters buffing the fighter.
Wait... isn't it possible to take care of the golem with spells directly?
 
Last edited:

Wait... isn't it possible to take care of the golem with spells directly?
Epic golems have the full spell immunity, rather than the immune to spells that allow SR that is normal in 3.5.

Magic Immunity (Ex)
A mithral golem is immune to all magical and supernatural effects, except as follows. A slow spell negates its alacrity for 1d4 rounds, while a haste spell restores 1d6 hit points per level of the caster (maximum 10d6) or restores its alacrity, if previously negated by a slow spell. Multiple slow spells simply extend the duration of the effect.

It could be this is an oversight of the epic rules coming from 3.0 and getting injected in the SRD, but that's up to the OP's DM in this case.

Greater magic weapon on a Golembane weapon ought to work, and these are kinda cheap...

Scarab, Golembane
This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.

Moderate divination; CL 8th; Craft Wondrous Item, detect magic, creator must be at least 10th level; Price 2,500 gp.
 


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