Silver or Cold Iron Weapons

Scharlata said:
... and INT 13 and BAB +1 :)

Enjoy
Which are also requirements found in the required feats, I thought. I figured listing them was redundant, but I think it's impossible to qualify for the feat and not have Int 13 and BAB +1.
 

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What about one Cold iron and one Adamantine? That way you can just buy silversheen for the times you need it and you will still have one for sundering / smashing and one for hunting Demons. I personally, would go with two Adamantine Mauls, but I just have a fear of having my main weapon sundered and ending up with a lot of useless feats.

-Tatsu
 

Tatsukun said:
What about one Cold iron and one Adamantine? That way you can just buy silversheen for the times you need it and you will still have one for sundering / smashing and one for hunting Demons. I personally, would go with two Adamantine Mauls, but I just have a fear of having my main weapon sundered and ending up with a lot of useless feats.

-Tatsu

This is how I'd do it. Cold Iron I wouldn't get enhanced to more than +1, MAYbe +3 effective, a +1/holy item. Save up for it and do it all at once, so you only have to pay the extra 2k one time.

Unless, of course, the favored enemy is a silverish one.

But even then, with the sense weakness feat meantioned above, you're already ignoring five points of DR, so silversheen needs only be broken out for those really nasssty opponents.
 

Hmmmm....soooo many options!

If I can convince the DM to give me a HHH, I'll just get 2 of each material- silver, cold iron, adamantine...and hey, while I'm at it...mithril and wood as well (the last one to fight rust monsters)! I'll call it Mad Maxwell's Maulbag!

Side issue...would a bag of mauls be dumber than a box of hammers?

Actually, I'm not planning on going the sundering route...but that's only because I hadn't considered it. I guess a maul would pretty much be ideal for sundering.
 

Dannyalcatraz said:
Side issue...would a bag of mauls be dumber than a box of hammers?

Put them all either in an efficient quivver (They're useful for storing more than bows and arrows) or a handy haversack (free action to retrieve an item, it's in the errata).
 

Dannyalcatraz said:
Are ALL evil outsiders vulnerable to cold iron?
Nope.

It's mostly an alignment issue. If the outsider is Chaotic Evil (or "fey-like"), then you'll want Cold Iron. If the outsider is Lawful Evil (or rare Undead), silver is your material of choice.

And given the number of spells and magic that can give a silver coating, compared to the complete lack of such magic for a "cold iron coating"......Cold Iron is the material of choice.
 

Alzrius said:
Which undead are you thinking of? Off-hand, I can't seem to recall any with DR/silver.
Nightshades, MM, 3.5e.

...it's 15/silver and magic, BTW, so it's a pretty hefty DR!


OTOH, Bodaks have Damage reduction 10/cold iron, so it can go both ways with UD. For them it's not related to Alignment, I guess.
 

Well there have been all kinds of good reasons given for feat selections. And Maul materials are running pretty close to even with a slight edge for Cold Iron.

While good reasons have been given for the various materials from a gaming standpoint, what about justification from a campaign standpoint?

Given that this is a pretty vanilla campaign (though quite fun), would Max's background be more likely to work with one or the other material? That is, is a frontier village/barbarian encampment more likely to be wiped out by something vulnerable to Silver or vulnerable to Cold Iron?

This is a question that has 2 important factors: 1) which vulnerability is more common among something that would/could DO that, and 2) which material would be rarer within that community (so that it couldn't be used to save the village)?

My personal feeling (at this point- feel free to convince me otherwise) is that either a Lycanthrope or a powerful Undead creature (like a vampire) would be more likely than an outsider or fey, and Silver would be relatively more rare than Cold Iron in a small frontier settlement.

(Then again, it just takes one idiot fooling around with a Necronomicon..."Klatuu! Berata! Nicrmmrmmrrrr...")
 

Hey...anyone think Monkey Grip is worth it? The thought of each of the 1d10x3 Mauls doing 2d8x3 instead is tempting me, even if it is -2 to hit...
 

5.5 average (1d10) vs. 9 average (2d8) is a 3.5 per hit damage increase. With power attack and a one-handed weapon, the best you could do is 2 damage per hit for a -2 penalty to hit.

So, yes, it will often be a good deal--very similar to two points of two handed power attack. The only question is whether the loss of flexibility--you can't ever drop the attack penalty for reduced damage--is worth it. That will depend on the typical ACs of monsters in the campaign.

Dannyalcatraz said:
Hey...anyone think Monkey Grip is worth it? The thought of each of the 1d10x3 Mauls doing 2d8x3 instead is tempting me, even if it is -2 to hit...
 

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