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I've a question. I've a regular wooden bow composite longbow of strength +1, it has adaptive on it also and it also has holy also. What is the hardness and hp of this weapon because I've a gm who says he did 22 damage to it, he applied 4 hardness of the weapon and 18 goes thru to destroy it. I've another gm saying it should have a 13 hardness, and 45 hp so it wouldn't have been destroyed but instead should have taken only 9 damage after you apply the 13 hardness. Anyone know the rules for this? The gm saying its destroyed says only the +1 applies to the hardness and hp of the weapon and not the adapative or the holy that is on it.

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Well, to start it is a wood projectile weapon, so
DR 5, HP 5
Under RAW, you can read it as +2 hardness per +1 of to hit / damage, or you can rule it as +2 per +1 of magic applied, or you could read it as the larger of weapon properties and weapon enhancements. But I think it should be:
DR 7, HP 15, yup, broken bow.
Find someone who can make whole?

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It's in the Pathfinder Society Field Guide. Fortifying Stone.
Sorry to the OP. Not sure why your GM decided to do 19k+ in punishment to you.

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It's in the Pathfinder Society Field Guide. Fortifying Stone.
Sorry to the OP. Not sure why your GM decided to do 19k+ in punishment to you.
Make it 280 gp and waiting until he each a decent sized town (I assume that the characters are 7-10 level on the basis of the abilities of the bow).
Read Make whole. He only need a 14th level caster with that spell to repair the bow, and only because the bow is holy (7th level caster to enchant it with that ability). +1 require a CL of 3 and Adaptive a CL of 1, so it the bow had only those abilities it could have been repaired by a 6th level caster.
@ poundpuppy30
In one of the posts by a developer (SKR, I think) it is specified that temporary effects like greater magic weapon add to a item hardness and hit points.
So if you have a friend casting that spell on your bow it will eb more resistant the next time.

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Well, Make whole followed by several sessions of mending. But mending is even cheaper, and I don't think it has the level requirement.
Both true.
Usually you have someone with mending in your party, so I wasn't considering the price of that.
Add 5 gp for each casting of mending.
Edit:
Make whole at CL 14 will repair 14d6 of damage. You need to be really unlucky with the dices to fail to completely repair a bow with 15 hp.
Even I, with my long story of low d6 throws, haven't ever managed to do that.