Sundering? Underrated?


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CatharticMoment said:
And if it's available adamantium does a pretty neat job of getting through any hardness problems, and makes sunder very tricky to defend against.

I assume you mean adamantine? ;) Adamantium would work well, too, but it's only found in secret labs in Canada...
 

An interesting rules point here: the 3.0 system of "only higher + magical items can sunder lower +'s" is no longer the case in 3.5.

Magical items get hardness and hitpoint bonuses per plus, but a non-magical weapon can sunder a +5 magical weapon perfectly easily.

The DMG still has some of the old text in it, but it's been errata'ed out.

Also, there's no reason sunder has to cost the party treasure. Just fix the items...
 


I hate sundering in general.

Its a combat manuever that noone would try without the feats. Yet with the right feats it can become extraordinarily powerful.
 


Stalker0 said:
I hate sundering in general.

Its a combat manuever that noone would try without the feats. Yet with the right feats it can become extraordinarily powerful.

It is not that powerful, just good against people with weapons useless if they don't have any though.
 


ThirdWizard said:
I'm 99% sure that a sundered +5 flaming sword of speed... is a broken masterwork sword.

Well, it's not free, but it's a good bit cheaper ...

SRD said:
CRAFT MAGIC ARMS AND ARMOR [ITEM CREATION]

Prerequisite: Caster level 5th.

Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

And ...

SRD said:
REPAIRING MAGIC ITEMS
Some magic items take damage over the course of an adventure. It costs no more to repair a magic item with the Craft skill than it does to repair its nonmagical counterpart. The make whole spell also repairs a damaged—but not completely broken—magic item.

Which leads to:

SRD said:
Repairing Items: Generally, you can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item’s price.

So, if you completely sunder it, you can remake using the item creation feat rules. If you only nick it a bit, you can repair it via crafting. :)
 

Nail said:
Well...it's exceptionally powerful against most PCs. That's a problem.

Only if the DM always does this and only if the PCs place themselves contunually in situations that this will hurt them.
 

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