| DrowVampyre |
Only if the cleric has double the item's caster level. Doesn't work very well really, because of that. Well, for nonmagical it works fine, but don't expect to be sundering magical stuff and getting it back with a quick spell like that.
Otherwise, yes it can be fixed (enchantments have to be reapplied, non-enchant stuff has to be crafted, I think it costs 1/2 the original cost for that), and yes, magic weapons are harder to sunder - you have to have a +whatever weapon equal to or higher than the +whatever of the weapon you're trying to sunder.
Carbon D. Metric
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Sundering magic is a waste
Always sunder with a non-magic weapon so you don't break the goodies
This isn't exactly right... When you sunder if you bring it down to the point where it would destroy the item you can choose instead to leave it at 1 point so it will simply apply the "broken" condition, which can be fixed with a cantrip (As long as your CL is at equal to the CL of the magic item). So feel free to sunder your heart out without fear of destroying your loot.
It is one of the lesser known changes they made in the change-over.
If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.
thrikreed
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If you use sunder and "destroy" a weapon...is the weapon "destroyed" permanently? Can it be fixed? If so, what are the mechanics?
No. Yes. Here they are:
Per PRGCR page 459, under Repairing Magic Items "Repairing a magic item requires material components equal to half the cost to create the item, and requires half the time. The make whole spell can also repair a damaged (or even destroyed) magic items – if the caster is high enough level."
Per PRGCR page 311, under Make Whole - "Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way."
Note: Javelin of Lightning, Screaming Bolt, Slaying Arrows, and Sleep Arrows all fall within the single-use items.
And finally, are magical weapons harder to sunder and/or destroy?
Per PRGCR page 459, under Damaging Magic Items – “Magic Items, unless otherwise noted, take damage as nonmagical items of the same sort.”
Per PRGCR page 468, under Damaging Magic Weapons – “An attacker cannot damage a magic weapon that has an enhancement bonus unless his weapon has at least as high an enhancement bonus as the weapon struck.”
Note: This section is unique to weapons. The Armor (and Shields), Potions, Rings, Rods, Scrolls, Staves, Wands, and Wondrous Items sections lack such an entry. Specific items will have entries (or interesting effects to being damaged), most notably Mirror of Life Trapping, Necklace of Fireballs, flask of Sovereign Glue, and Staff of Power.
Per PRGCR page 174, under Magic Armor, Shields, and Weapons: ”Each +1 enhancement bonus adds 2 to the hardness of armor, a weapon, or a shield, and +10 to the item’s hit points.”
Thanks
Oooh… don’t thank me yet.
Per PRGCR page 154, under Adamantine – “Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20 (see Chapter 7).” This is also supported per PRGCR page 175, under Table 7-12: Common Armor, Weapon, and Shield Hardness and Hit Points.
And the counter…
Per PRGCR page 154, under Adamantine – “Weapons and armor normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20.”
Per PRGCR page 175, under Table 7-12: Common Armor, Weapon, and Shield Hardness and Hit Points – blades, metal hafted weapons, and metal armor (including metal bucklers and shields) all have a hardness of 10.
Per PRGCR page 175, under Table 7-13: Substance Hardness and Hit Points – “Iron or Steel – 10”, “Mithral – 15”, and “Adamantine – 20”
Per PRGCR page 174, under Magic Armor, Shields, and Weapons: ”Each +1 enhancement bonus adds 2 to the hardness of armor, a weapon, or a shield, and +10 to the item’s hit points.”
Note: This means +5 adamantine weapons cannot be used to bypass the hardness of blades, metal hafted weapons, and metal armor (including bucklers and metal shields) made of non-magical adamantine, (or greater) mithral with a +3 enhancement bonus, or iron/steel with a +5 enhancement bonus.
Of course, now that the PRGAPG is out… A half-orc barbarian breaker looks pretty awesome for the sundering build with the smasher rage power and smash feat looks… Nom, nom, nom.