Using special materials to create a weapon


Rules Questions


Can you create a weapon out of more than one special material? I.e: Mithril & Adamantine?

The site says you can only use the benefits of the most PREVALENT material, but I can't figure out if they only mean HP, Hardness, and DR, of the created weapon, or the outward Overcoming DR qualities of the weapon as well.

So; Would an Adamantine/Mithril Sword count as Adamantine and Silver for overcoming DR, and keep the Adamantine HP/Hardness/DR? Or just count as Adamantine altogether, with the expense of the Mithril being a waste?

Could I instead put a Silversheen on my Adamantine Weapon to get the same effects of the Mithril's silver quality if the Mithril doesn't work?

Also, should I put a magical quality on my Weapon, such as Holy, being a +2, does creating the weapon from Adamantine, add a +1 to the weapon, only leaving 7 more enhancement bonuses, since it would be +1 Adamantine +2 Holy? Or would forging a Holy Adamantine weapon simply become +2 if forged all at once, leaving me 8 more enhancement points?

(Rules state a weapon can only have a maximum of +10)

Liberty's Edge

You can't have both base types. Pick your favorite and run with it. You can always apply a weapon blanch on it if needed that's temporary though.

The stats are derived from it's base materials so you would use the values for whatever material it is made from.

You can apply temporary weapon blanches to a weapon sure. That would count as both for as long as the sheen lasts. And by count as both I only mean it'll be as hard as adamantine but count as 'silver' for attacks for 1 hour. Good vrs. Werecreatures, bad all of a sudden vrs. constructs.

Silversheen applies 'silver' to the weapon type, which is fundamentally the same as mithral in terms of overcoming DR. (It doesn't get lighter though)

Adding Holy is a +3 market price, leaving 7, when enchanting a weapon you first need to add a base of +1 enchantment bonus to it, then add holy.

yes, but not for the reasons you stated. When you enchant a weapon you throw away the +1 to hit from being masterwork, and use the new +1 to hit and damage gained from being enchanted.

It would be an holy admantine sword +1 (leaving 7 more points for further enchanting later.) You can have a maximum of +5 enchantment (hit/dam) and +5 worth of abilities total.

Holy doesn't add +2 to the swords enchantment bonus, it's worth +2 market price in determining it's cost to build it.

Grand Lodge

No.

Double weapons can have a different material on each end though.


Alexander Rosenberg wrote:

Can you create a weapon out of more than one special material? I.e: Mithril & Adamantine?

The site says you can only use the benefits of the most PREVALENT material, but I can't figure out if they only mean HP, Hardness, and DR, of the created weapon, or the outward Overcoming DR qualities of the weapon as well.

It means any benefit.

If you make a weapon out of adamantine and mithril, it's basically either adamantine or mithral, whichever one you used more of. This is also fully custom crafting and subject to GM review. (It's also pointless unless someone is trying to cheese out a 51% admaantine object in order to pay less)

Alexander Rosenberg wrote:
Could I instead put a Silversheen on my Adamantine Weapon to get the same effects of the Mithril's silver quality if the Mithril doesn't work?

Silversheen: "It gives the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have."

Alexander Rosenberg wrote:
Also, should I put a magical quality on my Weapon, such as Holy, being a +2, does creating the weapon from Adamantine, add a +1 to the weapon, only leaving 7 more enhancement bonuses, since it would be +1 Adamantine +2 Holy? Or would forging a Holy Adamantine weapon simply become +2 if forged all at once, leaving me 8 more enhancement points?

Adamantine weapons and armor are always of masterwork quality.

Wielding a Masterwork Weapon provides a +1 enhancement bonus on attack rolls. This does not stack with the enhancement bonus of a magic weapon. In order to make a Holy sword, it must first have a magical enhancement bonus of at least +1.

An adamantine +1 Holy Longsword has a modified bonus of +3. It costs 21,015 gold. (3,000 gp for an adamantine weapon, which includes masterwork costs, 15 gp for a longsword, and 18,000 gp for +3 worth of enhancement)

Liberty's Edge

There was an enchantment called Metaline I think in 3.5 that allowed you to change the composition of your weapon to any other like minded material. So your weapon could be adamantine, mithril, gold, silver, steel etc. It was a +1 enchantment and it was I think a free or a move action to change it. Don't recall the source though.

Liberty's Edge

Sic_Pixie wrote:
There was an enchantment called Metaline I think in 3.5 that allowed you to change the composition of your weapon to any other like minded material. So your weapon could be adamantine, mithril, gold, silver, steel etc. It was a +1 enchantment and it was I think a free or a move action to change it. Don't recall the source though.

Interesting, but moot. This is Pathfinder! Kicks a kitten into a deep, dark, well.


So basically, No matter what, there's still that +1 that is a base enhancement, leaving only 9 more enhancement counts?

Grand Lodge

You can just cast Versatile Weapon on whatever weapon you are using to allow it to count as the material you want.

Sovereign Court

To the OP,

No matter what material your weapon/armor is made of, you have a limit of a +10 magical enhancement bonus to that item. This includes the requirement that the item must be of at least +1 magical enhancement before adding special magic properties (like flaming, holy, etc.). So a [Bane Keen Holy Vorpal +1 sword] works, but you can't make a [Frost sword].


Alexander Rosenberg wrote:
So basically, No matter what, there's still that +1 that is a base enhancement, leaving only 9 more enhancement counts?

Yes.

Keep in mind, using the wealth by level table and keeping no item above half WBL, you would be level 17 before you could afford a +10 equivalent weapon (which costs 200,000 gold).


Well, my next DM says she wants to get the group to level 20, and we play the game rather lightly, so if she maintains consistent Gold, so we get the proper difference per level, maybe with a few story twists and good diplomacy checks, I can get some weapon free-bees =D

Thanks for all the help though. Sometimes I have difficulty deciphering exact Paizo wording.


Also, I'm assuming, if you make a Weapon a Guarding weapon, it only allocates the Enhancement Bonus, meaning every number on the bonus that isn't a magical addition... so a +9 Guarding Sword is technically +10, but the +1 from Guarding doesn't count when activating the Guarding ability.


Grick wrote:
Alexander Rosenberg wrote:
So basically, No matter what, there's still that +1 that is a base enhancement, leaving only 9 more enhancement counts?

Yes.

Keep in mind, using the wealth by level table and keeping no item above half WBL, you would be level 17 before you could afford a +10 equivalent weapon (which costs 200,000 gold).

Wait, why can't I have an item over half my WBL? I've never heard of that rule.

Grand Lodge

Well, WBL is a guideline.


Alexander Rosenberg wrote:
Also, I'm assuming, if you make a Weapon a Guarding weapon, it only allocates the Enhancement Bonus, meaning every number on the bonus that isn't a magical addition... so a +9 Guarding Sword is technically +10, but the +1 from Guarding doesn't count when activating the Guarding ability.

You can't have a +9 Guarding weapon. Assuming you mean Defending, Magic weapons have enhancement bonuses ranging from +1 to +5.

You can have a +5 Brilliant Energy Defending weapon (modified bonus of +10).

Alexander Rosenberg wrote:
Wait, why can't I have an item over half my WBL? I've never heard of that rule.

Placing Treasure: "Table: Character Wealth by Level lists the amount of treasure each PC is expected to have at a specific level.... It is assumed that some of this treasure is consumed in the course of an adventure (such as potions and scrolls), and that some of the less useful items are sold for half value so more useful gear can be purchased."

"Table: Character Wealth by Level can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items."

Liberty's Edge

Grick wrote:
Alexander Rosenberg wrote:
Also, I'm assuming, if you make a Weapon a Guarding weapon, it only allocates the Enhancement Bonus, meaning every number on the bonus that isn't a magical addition... so a +9 Guarding Sword is technically +10, but the +1 from Guarding doesn't count when activating the Guarding ability.

You can't have a +9 Guarding weapon. Assuming you mean Defending, Magic weapons have enhancement bonuses ranging from +1 to +5.

You can have a +5 Brilliant Energy Defending weapon (modified bonus of +10).

Alexander Rosenberg wrote:
Wait, why can't I have an item over half my WBL? I've never heard of that rule.

Placing Treasure: "Table: Character Wealth by Level lists the amount of treasure each PC is expected to have at a specific level.... It is assumed that some of this treasure is consumed in the course of an adventure (such as potions and scrolls), and that some of the less useful items are sold for half value so more useful gear can be purchased."

"Table: Character Wealth by Level can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items."

Those are just 'guidelines' not 'rules.' A DM can put in game anything he wants to. :)


Thank you to everyone who helped me clarify these rules. Thank goodness for these messageboards.

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