Quarterstaff options to bypass DR?


Pathfinder Society

1/5

I am playing a quarterstaff fighter in a core campaign. What options do I have to bypass DR? I created the character after reading the line: "However, you can build a double weapon with each head made of a different special material." thinking I could make one head of the quarterstaff mithril and the other cold iron (or adamantine). However, reading other posts here, sounds like it is not legal to make a quarterstaff out of anything but wood. Any suggestions for how I have this character damage monsters that have DR silver/cold iron/adamantine/slashing/piercing/etc (other than carry around a second weapon)?

I hate to spend all my hard-earned gp enhancing a quarterstaff that ultimately, won't hurt many monsters.

Thanks!

Grand Lodge 5/5 Regional Venture-Coordinator, Baltic

Overcoming DR in the long run

Oil of Bless Weapon is very nice. Most monsters you'll run into will have DR/Good or DR/magic, and this will take care of both of those.

You will need something to slash zombies with, and something cold iron for unseelie, so get a cold iron sickle as a backup weapon.

Silver Crusade 3/5

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Auke Teeninga wrote:
Oil of Bless Weapon is very nice. Most monsters you'll run into will have DR/Good or DR/magic, and this will take care of both of those.

...if they are evil.

Suggestions:
DR/good: oil of bless weapon as mentioned above.
DR/magic: Get a few vials of oil of magic weapon until you get around to enchanting your weapon. Consider getting a couple scrolls of it too and asking a spellcaster buddy to use them on your weapon if need be. (scrolls are cheaper than oils).
DR/silver: Silversheen works. It is 250 gp for 1 hour.
DR/cold iron: Sorry, you need a second weapon.
DR/slashing or piercing: Again, you need another weapon.
DR/— or hardness: Power Attack.


talon74 wrote:

I created the character after reading the line: "However, you can build a double weapon with each head made of a different special material." thinking I could make one head of the quarterstaff mithril and the other cold iron (or adamantine). However, reading other posts here, sounds like it is not legal to make a quarterstaff out of anything but wood.

Goodness. I've not seen those arguments, and I admit I'm at a loss as to why I couldn't bash someone's brains out with a six foot length of rebar.

It was not only acceptable, but traditional, to "shoe" quarterstaves with metal both to make them more effective in combat and more durable as walking-sticks.

The Legend of Snæbjørn wrote:


[Snæbjørn] knew that the judge felt hostile to him and expected a harsh sentence, but he came to court nonetheless. He had a good iron-shod staff with him. [...] Snæbjørn [...] swings his staff above his head, and means to strike the judge down cold, but the judge throws himself aside and down onto the bailiff's lap. The staff struck the bailiff in the head, so that he dropped down dead. Then a cry went up to grab Snæbjørn because he had killed the bailiff, but Snæbjørn took to his hells at once and fled.


Oil of versatile weapon will allow you to penetrate: DR/bludgeoning, cold iron, piercing, silver, or slashing.

Sovereign Court 5/5 *

Pathfinder Rulebook Subscriber
Orfamay Quest wrote:
Oil of versatile weapon will allow you to penetrate: DR/bludgeoning, cold iron, piercing, silver, or slashing.

This is not available in the Core campaign without appearing on a chronicle sheet.

Grand Lodge

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Might as well point out a +3 enhancement will give you the ability to overcome the 3 most common DR, magic, silver and cold Iron. For alignment, you will have to buy Holy/Unholy/etc or get the bonus to a +5 (not sure how possible that is in PFS)

Grand Lodge 4/5

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Dafydd wrote:
Might as well point out a +3 enhancement will give you the ability to overcome the 3 most common DR, magic, silver and cold Iron. For alignment, you will have to buy Holy/Unholy/etc or get the bonus to a +5 (not sure how possible that is in PFS)

+5 (or +3 Holy) just requires high enough fame and cash. It's not hard, it just won't happen until really late in your career.

Scarab Sages 5/5

Orfamay Quest wrote:


Goodness. I've not seen those arguments, and I admit I'm at a loss as to why I couldn't bash someone's brains out with a six foot length of rebar.

It was not only acceptable, but traditional, to "shoe" quarterstaves with metal both to make them more effective in combat and more durable as walking-sticks.

In the core rule book a quarterstaff is a 5 foot piece of wood. No mention is made of metal. A club on the other hand ".. a shaped piece of wood, sometimes with a few nails or studs embedded in it."

could be made cold iron, silver etc based on the studs or nails - I would think.

or perhaps you could use a spear and just call it your staff

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Neat concept! My take on this would be to use the options mentioned above if needed, but not worry about it too much.

Before level 6, if you face DR, you're typically going to encounter DR 5, and maybe, very rarely, DR 10. And given that you're a fighter, two handing your quarter staff I presume, DR 5 is a hiccup rather than a speed bump. At level 4 power attack almost negates it entirely. And in the higher levels, power attack and fighter damage bonuses (weapon training, specialization) will counteract DR when it raises it's nasty head.

So nab the various oils and backup weapons if you'd like, but don't worry too much.

Shadow Lodge 4/5

There is an adamantine quarterstaff in a chronicle sheet, but I'm not sure if that is very helpful.

Spoiler:
It's in The Ruby Phoenix module sheet and that's very late game.. Oh and the sanctioned parts of RotRL part 5: Sins of the Saviours, I think, gives you access to a mithral staff. That's even later!

Good luck out there.

4/5

Walter Sheppard wrote:

Neat concept! My take on this would be to use the options mentioned above if needed, but not worry about it too much.

Before level 6, if you face DR, you're typically going to encounter DR 5, and maybe, very rarely, DR 10. And given that you're a fighter, two handing your quarter staff I presume, DR 5 is a hiccup rather than a speed bump. At level 4 power attack almost negates it entirely. And in the higher levels, power attack and fighter damage bonuses (weapon training, specialization) will counteract DR when it raises it's nasty head.

So nab the various oils and backup weapons if you'd like, but don't worry too much.

Walter's right. Once you have weapon specialization (level 4) and weapon training (level 5), you'll actually do more damage with your specialized weapon tagainst DR 5 than you will by trading to another one you don't have the bonuses in. (I calculated this out on my two weapon fighter with a light weapon and no Power Attack. If you can two hand the weapon and have Power Attack, you'll be fine.)

But I am still a big fan of Bless Weapon, if for no other reason than the auto-confirm on critical threats.

Grand Lodge 5/5 Regional Venture-Coordinator, Baltic

Why Bless Weapon is good in Core:
Most bad guys with DR you'll meet in Core will be evil and have DR Good/Magic

Scarab Sages 5/5

I suspect that hardness and incoporeal will be the killing things more than DR at the lower levels (except gargoyles) - you rarely have more than DR 5 below 6th level, but hardness 10 is not uncommon there.

Bless Weapon helps on incorporeal cretures though -

the lack of ghost salt is going to hurt quite a lot.

the lack of adamantine durable arrows or weapon blanches is going to hurt, but a little less

And hopefully you don't meet the things that are incorporeal and DR 5/-

Shadow Lodge 4/5

I can count those incorporeal encounters where the enemy actually has enough hp for ghost salt to be needed with just by rising my fingers up. And I ain't using thumbs. Of those, 3 or 4 are actually challenging and not just endurance tests. And at least 2 of those exist only in the high 7-11 tier(greater shadows + a nighthag = disgusting, 6 animate dreams? absolutely disgusting!).

Invisible enemies, now those truly need the correct tools.

Scarab Sages 4/5

I don't know... ran into a 200+ HP incorporeal creature the other day. Without ghost salt ammunition, we'd have been in trouble. It was at 10-11, granted.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Ferious Thune wrote:
I don't know... ran into a 200+ HP incorporeal creature the other day. Without ghost salt ammunition, we'd have been in trouble. It was at 10-11, granted.

Spoiler:
Pretty sure you don't need to kill that creature in order to succeed at the scenario.

Just re-read the scenario in question. You're correct. It has 202 HP in the 10-11 subtier.

Scarab Sages 4/5

Walter Sheppard wrote:
Ferious Thune wrote:
I don't know... ran into a 200+ HP incorporeal creature the other day. Without ghost salt ammunition, we'd have been in trouble. It was at 10-11, granted.
** spoiler omitted **

Spoiler:
We actually didn't end up killing it. We did almost 200 points of damage, and then a player at the table burned a one time use boon that allowed an auto-succeed diplomacy to stop combat. But that relied on someone having played the exact right (completely unrelated) scenario to get that boon, and the GM liking the use enough to rule it worked in the middle of combat.

The creature's tactics also didn't seem to be to all out murder us, or things could have been worse much quicker. I'm likely running the scenario Friday, so I'm looking forward to reading more about how that encounter is supposed to be handled. To be honest, though, it was the encounter before that that nearly killed two of us, and it had nothing to do with incorporeal creatures.

4/5 **

Muser, it's bad form to tell people what items are on Chronicle sheets - please spoiler your posts.

Dark Archive 4/5

Shillelagh it gives bigger dice. Go forth and smash

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