Badger's Ferocity vs Keen Edge for Crafting


Rules Questions


I would like to know if there is a ruling, or if not what people's opinions are of using Badger's Ferocity to replace the Keen Edge spell requirement for crafting Keen weapons.

I know I could simply take the +5 difficulty and not care about it, but that is not the point of the question.

Also, am I right in thinking that a +1 Keen weapon (Keen being a +2 equivalent enhancement) would count as an equivalent +3 weapon and therefore overcome DR for silver/cold Iron?


Forum Solipsist wrote:

I would like to know if there is a ruling, or if not what people's opinions are of using Badger's Ferocity to replace the Keen Edge spell requirement for crafting Keen weapons.

I know I could simply take the +5 difficulty and not care about it, but that is not the point of the question.

My two cents: No, Badger's Ferocity is not Keen Edge. Luckily, the +5 difficulty option exists for just this reason.

Forum Solipsist wrote:
Also, am I right in thinking that a +1 Keen weapon (Keen being a +2 equivalent enhancement) would count as an equivalent +3 weapon and therefore overcome DR for silver/cold Iron?

"Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment."

A +1 Keen weapon has a +1 enhancement bonus. So, no.

Liberty's Edge

1) Keen is a +1 bonus

2)

PRD wrote:

Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction.

DR Type Weapon Enhancement Bonus Equivalent
cold iron/silver +3
adamantine* +4
alignment-based +5

* Note that this does not give the ability to ignore hardness, like an actual adamantine weapon does

and

PRD wrote:


A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonuses on attack rolls do not stack with their enhancement bonuses on attack rolls.

Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonuses apply to both melee and ranged attacks.

Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.

Keen is a special ability, not an enhancement. It don't count when you try to bypass DR


Oops...
I've been looking at too many different enhancements and got that mixed up. Thanks for the catch.

Thanks for clearing that up. I think I was reading enhancement bonus equivalent the wrong way.

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