Adamantium brass knuckles


Rules Questions


I'm GMing a game and one of my PCs wants to find these or have them made. Should I allow it? How rare should they be? We are Playing Crimson Throne and are in Korvosa right now. Any thoughts are appreciated.


This may get a better response in the Advice or Suggestions/House Rules/Homebrew sections.

Finding something like that is possible using completely random treasure tables. Finding them on the shelf at Magic Mart™ or Arms-R-Us would be remote. Having them crafted by an Expert Craftman should be possible though.

I recall once finding an Adamantium Glaive. Pretty useless since I was a sword+board fighter so I found a Dwarven Expert Craftman. A couple of plot hook adventures to convince the dwarf to make me a longsword from it... viola'.


I like to keep adamantine weapons pretty rare to avoid issues caused by the ability to ignore an object's hardness. Outside of gamist reasons, how many "rocks that fall from the heavens" do you tend to have? It's not like your average smith is going to have a stock of adamantine on hand.

Dark Archive

Adamantium?

lol


Wouldn't that just be 'adamantium knuckles' ?

Grand Lodge

How many melee fighters in your campaign use brass knuckles as their primary weapon or a common backup, compared to longswords or daggers? Do the local monk schools favour them? That should tell you how often NPCs commission special or magic versions of such weapons, or NPC crafters make them for sale. I think they should be a bit less common than daggers, since it's useful to have a bludgeoning weapon sometimes.

Even by the rules alone, adamantine is more expensive than a +1 enchantment and not as widely useful, so I would't expect it to be popular (or, to put it another way, the price implies that it's rarer than magic).

As mentioned, the flavour text (and Order of the Stick) would easily support you if you want to say a player can't just buy adamantine from a smith, but has to locate an adequately sized piece himself.


beej67 wrote:
Wouldn't that just be 'adamantium knuckles' ?

depends on how adamantium is used in smithing - if it is used for an alloy, it´s still a brass knuckle

Scarab Sages

Traken wrote:
I like to keep adamantine weapons pretty rare to avoid issues caused by the ability to ignore an object's hardness.

IMC it's so rare that they don't exist. ;-)

Instead, weapons can be forged with an adamantine coating (think of it like something that is chrome-plated) which can bypass a creature's DR but does not impart its hardness to the weapon. (Since this is a coating and the weapon is not manufactured out of the stuff.)

In my world, this is done primarily because of the economics -- there is very little adamantine available so it's not practical to make one weapon out of the stuff to gain its hardness, when it can be used as an alloy plating that can thus treat 50 weapons (or more, depending on the weapon).

I price this plating process the same as a weapon made out of adamantine (such weapons are still *very* rare), but there is a similar alchemical creation that mimics silversheen with a proportional price (I don't recall what that price is off-hand, though).

Grand Lodge

Sean Reynolds has posted and let us know you can do it, but then the monk locks his/her damage to that of the adamantium knuckles - the monk does not get improved unarmed damage while using +1 adamant knuckles.

As for the 'ignore hardness' factor - I can't see that being an issue with knuckles. How many adventurers do you know that like breaking their fists into meaty pulp by punching brick walls or solid iron doors? The knuckles are adamantine, their hands are not. Ouch...

As for the campaign setting, I don't have any knowledge of that setting, but I'd say you could purchase it as per the normal RAW pricing in a decently sized mining community, a Dwarven community, or a small city/metropolis.


KestlerGunner wrote:
Sean Reynolds has posted and let us know you can do it, but then the monk locks his/her damage to that of the adamantium knuckles - the monk does not get improved unarmed damage while using +1 adamant knuckles.

Really? That's not what the rules say:

Quote:
Note: Monks are proficient with brass knuckles and can use their Monk unarmed damage when fighting with them.

Why would +1 adamantium change that?


If you have adamantine weapons already available, there's no reason not to allow adamantine knuckles, especially if you're speaking of monks, who are now more combat-oriented and (slightly) less support-oriented than before.

If you're taking this from an RP point of view, there's no reason why the knuckles aren't partially adamantine, after all, the hilt of a sword need not be adamantine in order for it to still have the benefits of adamantine.

As far as economics, adamantine plating might sound great, but from a materials standpoint, it doesn't work so well. I envision trying to apply adamantine to another metal/alloy/composite something akin to giving a marshmallow armor by dipping it into molten titanium.

But don't let me stop you from believing. :)

Sovereign Court

KestlerGunner wrote:

Sean Reynolds has posted and let us know you can do it, but then the monk locks his/her damage to that of the adamantium knuckles - the monk does not get improved unarmed damage while using +1 adamant knuckles.

As for the 'ignore hardness' factor - I can't see that being an issue with knuckles. How many adventurers do you know that like breaking their fists into meaty pulp by punching brick walls or solid iron doors? The knuckles are adamantine, their hands are not. Ouch...

As for the campaign setting, I don't have any knowledge of that setting, but I'd say you could purchase it as per the normal RAW pricing in a decently sized mining community, a Dwarven community, or a small city/metropolis.

I think you're confusing this with their ruling on the cestus...

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