Twowolves
Explorer
JustKim said:There's no way to justify doubling the enhancement cost of cold iron. It costs nearly as much as adamantine already, but it's only good for bypassing some DR while adamantine is pretty darn good. I don't think I've ever actually had anyone buy a cold iron weapon, that's how little use they are. For the most part, 5th level adventurers don't go weapon shopping with a fear of pixies in their hearts.
But they might go weapon shopping with a fear of demons in their hearts....
In 3.0, you couldn't enchant cold iron at all, citing it's "anti-magical" nature. In 3.5, you could but it became more expensive.
It makes sense that they swapped the double cost and the +2000gp entries on the table in the MIC. My only follow up question would be, is the +2000gp penalty a one-time cost, or for each additional magical enhancement added? So a +1 cold iron weapon and a +1 flaming keen weapon both are just an extra 2000gp?