Splendor |
Is there a way to stop an adamantine weapon from damaging your stuff?
Maybe some kind of enchantment that makes your item a force effect? (Thus it can't be damaged)
A lower level repel metal spell?
If your item is adamantine you could cast hardening to protect it a little.
Magically treated wall (core pg 411) double hardness (10' cube) for 1500gp.
Maybe magically treat a very small adamantine wall and then make a weapon or armor out of it? (hardness 40?)
I'm not limiting this to items you can carry either. An adamantine pick would ruin a cities sewers/docks/etc if it got into the hands of a terrorist.
There should be some way to protect against adamantine.
Hendelbolaf |
Just make it out of Adamatine also.
Adamantine weapons ignore hardness less than 20 (not less than or equal to 20)and Adamantine items have a hardness of 20. So weapons made of Adamantine will NOT ignore hardness of items made out of Adamantine. Problem solved!
Edit: Also, if you are worried about somebody tearing through castle walls and sewers and such, just remember how many hit points the item will have. I mean three feet of hewn stone has 540 hit points and that is sure to take a while even ignoring hardness. I would think that all types of guards and alarms would hear that noise.
In the sewers I am sure that would bring hordes of rats and maybe an Otyugh or maybe a swarm of Otyughs (depending on how maen the DM is :) ).
Splendor |
But that doesn't protect items that can't be made out of metal.
Are there any other ways to do it?
Does a sheet of adamantine 1/12" thick lining give an item a hardness of 20?
Can I make really think adamantine wire, like thread, to make a cloak out of? or just reinforce a cloak? or a bag? or a door?
Hendelbolaf |
Doors made of Adamantine are not a good idea. ;)
Yep, the first time I did something like this in 1st edition, the players spent the whole time deciding how to get the doors off the hinges and carted them out of the dungeon. That was enough of a haul to make the rest a little anticlimatic. So no more Adamantine doors unless they are protected by high level magic that makes them unable to be removed, etc.
Hendelbolaf |
Well if it was only 1/12" thick then it would have 20 hardness but only 3 hit points to get through the Adamantine. Then it would be back to business as usual. So not very effective unless the culprit cannot do more than 20 hit points of damage, then it is unsurmountable.
Splendor |
I am not talking about a door so hard you can beat. I am talking about protecting various things from adamantine, and how you do it.
A door is one example.
How would Rome protect the base of its vast aqueduct system from adamantine?
How do you stop someone from sundering your bag of holdings or staff of power?
Imbicatus |
I am not talking about a door so hard you can beat. I am talking about protecting various things from adamantine, and how you do it.
A door is one example.
How would Rome protect the base of its vast aqueduct system from adamantine?
How do you stop someone from sundering your bag of holdings or staff of power?
1) A government would likely have key infrastructure under guard and or restrict access to the material.
2) If you see a big guy with an adamantine weapon coming at you, you either Disarm him, SoS him, Dominate him, Destroy the weapon, or stay the hell out of melee. You do everything in your power to keep the guy with the sunder tool from being able to use the sundering tool on you.
LazarX |
But that doesn't protect items that can't be made out of metal.
Are there any other ways to do it?
Yes.... put the weapon wielder out of commission. Adamantine's purpose, it's reason for being is to bypass hardness.
LazarX |
I'm not limiting this to items you can carry either. An adamantine pick would ruin a cities sewers/docks/etc if it got into the hands of a terrorist.
There should be some way to protect against adamantine.
You're kind of both exaggerating the threat and projecting modern tactics into a different milieu.
1. sewers/docks/ and aqueducts DO break. That's why you have engineers and artisans on staff.... to fix them when it happens. 2. the damage an adamantine wielder can do unlike that of a wizard, druid, or any other caster hell bent on a rampage is limited to the reach of his hand.
And 3. again thinking more appropriate school, if I want to wreak havoc on a city's water supply, I don't bother damaging the aqueduct.... I dump corpses into the reservoir.
Lincoln Hills |
Kemedo wrote:Doors made of Adamantine are not a good idea. ;)...the first time I did something like this in 1st edition, the players spent the whole time deciding how to get the doors off the hinges and carted them out of the dungeon...
For anybody else eager to use adamantine portals without consequence - here's a solution that owes a little to "The Portrait of Dorian Grey" and a little to Hollywood voodoo: an adamantine object (thematically I think a simple plate in the shape of a door works best) enchanted so that you can share its hardness with any door that you touch it to for as long as that door's in range of the plate's mojo.
The cost of creating such an item would probably be steep - permanent, numerous magical reinforcements shouldn't come cheap - but the beauty of the item is that after it's been applied to every door in your multi-level dungeon, it can be walled up in a disused wellshaft or allowed to sink to the bottom of the Chamber of Scalding Muck, well out of harm's way. The PCs might find it but it'd take an unusually determined search and/or knowing just what they're looking for. The "adamantine quality" the doors would get this way could be dispelled, of course, but I have no objection to the players wasting valuable 3rd-level spell slots like that. ;)
Captain Zoom |
Here's what I hope is a unique thought!
Everyone assumes that Adamantine can be recycled like modern steel. But reading the various descriptions of Adamantine, it doesn't really say how adamantine is worked or if it can in fact be recycled (absent magical means). What if a GM simply decides that in his world (or to the extent that its undefined in whatever world he's running in) Adamantine ORE can be worked so as to create armor, weapons, etc., but once forged, cannot be recycled (i.e. melted down and re-used), or more likely, that the effort/cost of recycling is so high that you can't make alot of money recycling it. This can partially explain the high cost of adamantine items.
So, high quality Adamantine ore or unforged (not worked into final form) metal trade bars might be 300 gp per pound, but that 1000 lb Adamantine door might only sell for a pittance (1 gp per pound?) because (1) while very few people can work with Adamantine, even fewer can recycle it, and so you have a very small market, (2) the effort/cost of recycling that already worked adamantine is such that even those who can recycle it prefer to buy raw adamantine at 300 gp per pound.
Lincoln Hills |
I used a similar concept for orichalcum in a home-brewed world - stated that it was the highly prized result of a forgotten alchemical procedure. No such thing as naturally occurring ore, and attempts to melt it down just resulted in copper with a few streaks of contaminants in it. Since this rule made orichalcum objects immutable and irreplaceable, they were understandably even more expensive than the mechanical benefits of the metal would suggest. ;)
The fluff for Golarion specifies adamantite is extracted from a special ore, but nothing's stopping GMs from ruling otherwise for their own worlds.
Tilnar |
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Well, first of all, bypassing hardness doesn't kill something. It just means that the damage you inflict isn't reduced.
Stone, for example, has 15hp per inch of thickness. As such, a 1'-thick stone wall, literally, takes 180 points of damage to become ruined (destroyed).
So the guy with the pick will be working at it for a while -- which makes sense -- heck, (historically) miners have been doing the exact same thing for a long time and without the benefit of a tool that bypasses hardness.
Add to that the fact that stone (and hence, aqueducts) only has a hardness of 8 in the first place -- especially in the context of Golarion -- a world populated by a fair number of Giants and monstrous humanoids that are strong enough to reliably do enough damage to overcome that when wielding their greatclubs.
Realistically, adamantine doesn't look like a weapon of mass destruction, it's just something that speeds the process somewhat.
And, then, all of this is also in a world where a number of people that really, really, like trees and animals can just mutter a few words, put a hand on it and have the acqueduct twist itself into a pretzel. (Or those bookish folk that can point a finger and fire a green beam that turns a huge section of it to ash, for that matter..)
Ascalaphus |
Here's what I hope is a unique thought!
Everyone assumes that Adamantine can be recycled like modern steel. But reading the various descriptions of Adamantine, it doesn't really say how adamantine is worked or if it can in fact be recycled (absent magical means). What if a GM simply decides that in his world (or to the extent that its undefined in whatever world he's running in) Adamantine ORE can be worked so as to create armor, weapons, etc., but once forged, cannot be recycled (i.e. melted down and re-used), or more likely, that the effort/cost of recycling is so high that you can't make alot of money recycling it. This can partially explain the high cost of adamantine items.
So, high quality Adamantine ore or unforged (not worked into final form) metal trade bars might be 300 gp per pound, but that 1000 lb Adamantine door might only sell for a pittance (1 gp per pound?) because (1) while very few people can work with Adamantine, even fewer can recycle it, and so you have a very small market, (2) the effort/cost of recycling that already worked adamantine is such that even those who can recycle it prefer to buy raw adamantine at 300 gp per pound.
You're right that nothing is said about the possibility of recycling adamantine. But even if we assume that it can't be recycled, that won't necessarily translate to a very low sell value. (Maybe not the full 50%, but certainly not the pitiful fragment you propose.)
See, you still have an adamantine door. Instead of melting it down, recycle it as a whole. Use the door in a new dungeon.
---
If the GM uses an adamantine door because he doesn't want the players to go into room X before they do Y, and the players respond by making it a priority to loot the door (rather than focus on the adventure), as a GM you really gotta ask yourself what you're doing.
Likewise, if you rely on adamantine doors to block the players, that will only work for a few levels, until the players start bringing Stone Shape. Then you resort to adamatine walls. They come with Knock. You add Knock-proof locks. They use Gaseous Form. You plug all the holes. They use Dimension Door. You lock that down. They send in the shadowdancer's Shadow Companion...
This arms race can only end in silliness.
In my personal experience, some GMs just go overboard with adamantine. We never ran into a solid steel door; adamantine or nothing.
Kemedo |
If you want to avoid someone with a adamantine picaxe to do a tunnel. Patroll the walls.
If you want to avoid someone to sunder your staff, use invisibility.
Not only adamantine can sunder your staff, a well skilled warrior with a enchanted steel sword can do that. Even a strong minner with a regular picaxe can dig a tunnel in your city walls. That's why cities have guards, and casters invest in defense magic.
Splendor |
an adamantine object (thematically I think a simple plate in the shape of a door works best) enchanted so that you can share its hardness with any door that you touch it to for as long as that door's in range of the plate's mojo.
I like the idea of a shared hardness. I could buy a piece of adamantine in the of a bag, book or staff and then have a spell that ties the two piece hardness together.
Captain Zoom |
You're right that nothing is said about the possibility of recycling adamantine. But even if we assume that it can't be recycled, that won't necessarily translate to a very low sell value. (Maybe not the full 50%, but certainly not the pitiful fragment you propose.)
See, you still have an adamantine door. Instead of melting it down, recycle it as a whole. Use the door in a new dungeon.
Well, you actually have a broken adamantine door (or at least one with a hole in it) if the PCs hacked their way through it. :>
Even if the door isn't damaged/broken or you fix it (Make Whole?), your market may still be rather small or non-existent even for intact adamantine doors, particularly large ones. I could see people buying a regular size door, but how many people need some huge door for their business or home? And how many people are buying doors for dungeons? The real point is that they PCs may not get anywhere near what they might think of as "full value"... i.e. 150 gp/pound (300 gp halved).
Captain Zoom |
The fluff for Golarion specifies adamantite is extracted from a special ore, but nothing's stopping GMs from ruling otherwise for their own worlds.
The point is that (to my knowledge) the fluff for Golarion does NOT specify how admantine items are made from the ore or whether such items can be re-made or recycled, so a GM running in Golarion can restrict the re-use value of Adamantine. Even if the fluff exists, unless you're playing PFS, the GM can still tweak Golarion.
Melchior |
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A lot of suggestions of "drop it" or "make it bigger", a couple of "more patrols". What about regeneration? There are some fairly heavy fixer spells, and even if the wall only has one spell contingency on it, seeing their work undone once might convince the players to move on, which I gather is the intended effect. The Graven Guardian has an ability like this (for the right gods), certainly you could make a wall with a few shots of mending magics.
Another solution is to make that one chamber (that absolutely must be entered through the main door for the encounter to work) extradimensional. Why should the villain live in a dank dungeon just because that's his address? A permanent Magnificent Mansion linked to a dungeon doorway is a very classy villains lair (hell, a Tiny Hut beats most cellar barracks), and it cannot be dug into from the side. If the only way to enter for anyone but the master is the key his lieutenant holds, you get the added bonus of your players not getting to bypass No.2. Of course, the spell collapses with the death of the villain (or it is not permanent and must be recast frequently), so selling off the doorframe is not going to earn new armors for anyone.