Maxximilius
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This kind of weapon seems the only one to not have an entry in the "Table: Common Armor, Weapon, and Shield Hardness and Hit Points".
My pal will enter play with a scary two-handed fighter, and his weapon of predilection is basically a wickedly barbed +3 adamantium shatterspike Maul, since it works as a Shatterspike when using Improved Sunder.
I know adamantium gives the weapon 1/3 more hp, but I don't know how much base HP the weapon has. If I follow the "2 -> 5 -> 10" HP rule for other weapons, then it should basically become "10 -> 20 -> 40"... which seems a bit much when you consider that right now, the weapon would have 16 Hardness and 83 HP.
But well, it's a g$!%$*n +3 adamantium maul after all.
A more sensible answer would be "10 -> 20 -> 30", for 16 Hardness and 70 HP on a +3 adamantium weapon.
Any idea or official answer about this ?
| Sniggevert |
For a +3 two handed hafted weapon, I'd say hardness 26 and 43 HP.
Adamantine items have a hardness of 20, so the base would start there for the weapon. Then, the +3 of the weapon would add 6 (+2 HP per +1 of enhancement).
The HP of a two handed hafted weapon start at 10. Adamantine adds 1/3 to the normal HP, or an additional 3. Then, the +3 of the weapon adds another 30 (+10 HP per +1 of enhancement). You could swap those two steps and it would change to 53 HP, but I personally would figure the base item first and then add any magic to it.
Not official by any means, but that's how I read it.
Maxximilius
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For a +3 two handed hafted weapon, I'd say hardness 26 and 43 HP.
Adamantine items have a hardness of 20, so the base would start there for the weapon. Then, the +3 of the weapon would add 6 (+2 HP per +1 of enhancement).
Alas, there isn't written anywhere that a weapon of a specific material has a different hardness, with the exception of armors who are treated as having at least 1 inch of material in them.
If it was the case, then the weapon would also have 40 base HP from being adamantium. So a special material on a weapon only increases base HPs = here, a masterwork adamantium one-handed metal-hafted weapon would have 10 Hardness and 26 HP.I'm going to give 10 hardness and 30 HP to a two-handed metal-hafted weapon. 10 - 20 - 30 HP, 10 hardness is easier to track and more logical.
| Sniggevert |
The hardness is set by the material type alone. The HP is gauged off its thickness.
Stone is hard as a rock whether it's paper thin or two feet. It just takes a lot more damage to break through.
PRD[/url]]
Hardness: Each object has hardness—a number that represents how well it resists damage. When an object is damaged, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object's hit points (see Table: Common Armor, Weapon, and Shield Hardness and Hit Points, Table: Substance Hardness and Hit Points, and Table: Object Hardness and Hit Points).Hit Points: An object's hit point total depends on what it is made of and how big it is (see Table: Common Armor, Weapon, and Shield Hardness and Hit Points, Table: Substance Hardness and Hit Points, and Table: Object Hardness and Hit Points). Objects that take damage equal to or greater than half their total hit points gain the broken condition (see Conditions). When an object's hit points reach 0, it's ruined.
EDIT:The PRD even has some examples of various thickness general items (ex. rocks, walls) to illustrate this.