Dual Special Materials in a Weapon


Rules Questions

Scarab Sages

I know with double weapons you can have one side say Adamantine and the other Mithral. What about items that have characteristics which could possibly support two materials say like RHOKA SWORD states "The sword is the size of a longsword but consists of two serrated blades placed side by side." could one be one metal and the other another metal? or say a KATANA states "katanas employ multiple types of steel combined in a distinctive forging process." since it would be made with Special Materials instead of steel could it be forged with two different metals like the Adamantine and Mithral mentioned earlier? These are just a couple of examples.
This would be nice having benefits of both
Mithral weapons count as silver
Adamantine weapons have a natural ability to bypass hardness.
As for cost you would still have to pay for the special materials of both making it an expensive but possibly beneficial trade off.

Sczarni

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"If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material."

Scarab Sages

Nefreet wrote:
"If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material."

ok so prevalent material would eliminate the katana but the RHOKA SWORD consists of two serrated blades placed side by side neither one stated as prevalent so would it be possible?

Sczarni

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No.

Grand Lodge

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Amusing as it might be to see the consequences of a rush of popularity of urdefhan weapons in the Society, a rhoka sword is not a double weapon.

Silver Crusade

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Nefreet is correct.


Pathfinder Lost Omens Subscriber
Starglim wrote:
Amusing as it might be to see the consequences of a rush of popularity of urdefhan weapons in the Society, a rhoka sword is not a double weapon.

One of the many concepts I have out there is a human raised by tengu who was given 'to train with until he mastered' (truth is they were throwing it out and the human child wouldn't Leave. Them. Alone.) the rhoka sword.

The Exchange Owner - D20 Hobbies

Sebastian Hirsch wrote:
Nefreet is correct.

+1


if its a home game you could house rule some new materials into existence that are just various combinations of other materials


It's an interesting idea, but it's ultimately your GM's call. I mean there is no realistic reason you couldn't have a set of nunchucks where one flail is pine and the other is oak (you'd obviously want them balanced) or where one is silver and one is mithril (and the chain is adamantine). However, the main reason it should be avoided (or at least carefully considered and scrutinized) is to avoid abuse. For instance, in your two-bladed sword example, say you decide to not only make one blade cold iron and the other mithril (to bypass multiple DRs) but you also try and make one flaming and the other thundering or somesuch and try to avoid the increased cost (based on +'s) or the additional penalty for a cold iron weapon being enchanted.


Okay, how about a Lucerne Hammer, which can do Blunt or Piercing damage, not both at once like a Morning Star. Can you have a Lucerne Hammer that has the Blunt part made of Silver and the Piercing part made of something else like Cold Iron?


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Unless the weapon is listed as being a double weapon it cannot, under the rules, enjoy the benefits of more than one material.

Sczarni

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Scott Wilhelm wrote:
Can you have a Lucerne Hammer that has the Blunt part made of Silver and the Piercing part made of something else like Cold Iron?

No.

Grand Lodge

I'd rule that you add the more expensive metal at 150% cost like you would with Magic items. However that would be pure house rules and up to the DM.

Sczarni

^ Oooo! I like that.

*adds to his giant list of adopted houserules*


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the problem with the Rhoka example is - even if you allowed it, only half of the sword's damage would be the type you need. So,, if you do 40 damage against something with hardness 13, only 20 of the damage fully bypasses the hardness, and the other 20 gets knocked down to 7.... so its like none of the weapon is made form adamantine... Same thing goes for DR 10/Cold Iron or silver, etc...

I do like the idea of lucerne hammer idea... it would be pretty niche, as only a small handfull of weapons are built likt that:

  • Boarding Axe
  • Bec de Corbin
  • Lucerne Hammer
  • Planson (though is bludgeoning is wood-based, and therefore less versatile)
  • Dwarven Maulaxe
  • Gnome Hooked Hammer
  • Kyoketsu Shoge


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Balancer wrote:
I'd rule that you add the more expensive metal at 150% cost like you would with Magic items. However that would be pure house rules and up to the DM.

You got that a little backwards. Its the cheaper cost that gets multiplied.


Oddman80 wrote:

the problem with the Rhoka example is - even if you allowed it, only half of the sword's damage would be the type you need. So,, if you do 40 damage against something with hardness 13, only 20 of the damage fully bypasses the hardness, and the other 20 gets knocked down to 7.... so its like none of the weapon is made form adamantine... Same thing goes for DR 10/Cold Iron or silver, etc...

I do like the idea of lucerne hammer idea... it would be pretty niche, as only a small handfull of weapons are built likt that:

  • Boarding Axe
  • Bec de Corbin
  • Lucerne Hammer
  • Planson (though is bludgeoning is wood-based, and therefore less versatile)
  • Dwarven Maulaxe
  • Gnome Hooked Hammer
  • Kyoketsu Shoge

The Gnome Hooked Hammer is actually a double weapon.

Scarab Sages

As an aside, having multiple materials in a double weapon really messes with the rules for sundering that weapon...


What Oddman80 said. And: galvanic corrosion. And: problems bonding the different special materials together in the first place, thereby making the weapon potentially easier to sunder and/or have the Fragile quality.

Scarab Sages

Raygar Tagton wrote:
Adamantine weapons have a natural ability to bypass hardness

This is a popular misconception. They bypass hardness 20 or less. They don't bypass any of hardness 21+.

And this can really matter, since magical enhancement bonuses add to the hardness of a weapon or armor (+2 hardness per +1 bonus in an item). So, for example, a +3 Mithril Sword will have hardness of 21 (15 base, +6 hardness for having +3 ehancement), making it immune to the adamatine hardness bypass.


Murdock Mudeater wrote:
Raygar Tagton wrote:
Adamantine weapons have a natural ability to bypass hardness

This is a popular misconception. They bypass hardness 20 or less. They don't bypass any of hardness 21+.

And this can really matter, since magical enhancement bonuses add to the hardness of a weapon or armor (+2 hardness per +1 bonus in an item). So, for example, a +3 Mithril Sword will have hardness of 21 (15 base, +6 hardness for having +3 ehancement), making it immune to the adamatine hardness bypass.

A bit incorrect. They ignore hardness less than 20. Not 20 or less. Which means even an adamantine weapon can't normally ignore the hardness of other adamantine items.

Quote:
Adamantine: Mined from rocks that fell from the heavens, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20 (see Additional Rules).

Scarab Sages

Jeraa wrote:
Quote:
Adamantine: Mined from rocks that fell from the heavens, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20 (see Additional Rules).

Thanks, keep forgetting they FAQed that one.

The Exchange Owner - D20 Hobbies

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Scott Wilhelm wrote:
Okay, how about a Lucerne Hammer, which can do Blunt or Piercing damage, not both at once like a Morning Star. Can you have a Lucerne Hammer that has the Blunt part made of Silver and the Piercing part made of something else like Cold Iron?

I don't understand why this rule isn't obvious.

The rules prohibit you from gaining more than one material advantage per weapon unless it's a double weapon with one per end.


Balancer wrote:
I'd rule that you add the more expensive metal at 150% cost like you would with Magic items. However that would be pure house rules and up to the DM.

magic items use 150% of the less expensive item when making an item from scratch....

Grand Lodge

Lady-J wrote:
magic items use 150% of the less expensive item when making an item from scratch....

Got that backwards, my bad, knew it was one or the other. Went with the higher end because in my house game I would rule it as using the more expensive item anyway since you'd be making a custom item.


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in the home game i ran i just made up a list of about 20-30 new materials that just were new or just combined what 2 or 3 already existing materials did i think i also changed how mithal worked for weapons to make it actually worth wile made it so it could be wielded at either what the weapon was marked as or one weapon category lighter wielders choice so a 2h weapon could be used as a 2h or a 1h, a 1h could be a 1h or light and but i forgot what i gave light weapons was probably just a +2 to hit or something


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Lady-J wrote:
in the home game i ran i just made up a list of about 20-30 new materials that just were new or just combined what 2 or 3 already existing materials did i think i also changed how mithal worked for weapons to make it actually worth wile made it so it could be wielded at either what the weapon was marked as or one weapon category lighter wielders choice so a 2h weapon could be used as a 2h or a 1h, a 1h could be a 1h or light and but i forgot what i gave light weapons was probably just a +2 to hit or something

++

Care to share? I have a friend that was going to start a game that was completely focused around unique material properties for weapons and armor - A sort of Monster Hunter game, where the Adventuring Party is sent after unique creatures that yield hides, etc with special properties for armor-crafting, as well as to dangerous, hard to find places for unique mineral/metal resource collection. We are funded by wealthy nobleman who wants to open franchise weapon/armor shops throughout the land.

Knowing my friends socio-political leanings... i am pretty sure our benefactor will eventually become the BBEG of the campaign... but we can just pretend we don't see it coming... :)


Oddman80 wrote:
Lady-J wrote:
in the home game i ran i just made up a list of about 20-30 new materials that just were new or just combined what 2 or 3 already existing materials did i think i also changed how mithal worked for weapons to make it actually worth wile made it so it could be wielded at either what the weapon was marked as or one weapon category lighter wielders choice so a 2h weapon could be used as a 2h or a 1h, a 1h could be a 1h or light and but i forgot what i gave light weapons was probably just a +2 to hit or something

++

Care to share? I have a friend that was going to start a game that was completely focused around unique material properties for weapons and armor - A sort of Monster Hunter game, where the Adventuring Party is sent after unique creatures that yield hides, etc with special properties for armor-crafting, as well as to dangerous, hard to find places for unique mineral/metal resource collection. We are funded by wealthy nobleman who wants to open franchise weapon/armor shops throughout the land.

Knowing my friends socio-political leanings... i am pretty sure our benefactor will eventually become the BBEG of the campaign... but we can just pretend we don't see it coming... :)

sure it will take a bit gata dredge it up on my old computer so it will take some time also changed some feats around to make them more worth while


i looked and looked but could only find some of the rules i had for my campaign but not all of them :(

but here's what i could find

some of lady-j's house rules:
Unchained monks have good will saves
Hp gained per level is maxed
All 2 skill point classes get 4 skill points instead and all classes that were previously 4 skill points now get 5 instead
Fighters get a d12 hit die and an additional +1 to hit.
Perception is a class skill for every one
All martial classes (full bab, rogue) get an additional +1 to hit while flanking and get +1 to ac while flanking and a +2 to cmd as long as their martial class level is equal to or grater than their total hit die -2
Paragon surge banned
If you roll a natural 1 on an attack roll you will reroll at a -7 penalty if you roll another natural 1 or your total result is in the negatives or 0 you will critically fail. After you reach 10 bab you will get to reroll a 2nd time at a -14 penalty and at 20 bab you may reroll a 3rd time at a – 21.
mithril in addition to mithril's normal effects a mithril 2h weapons may be used as a 1h weapon for no additional penalty, mithril 1h weapons are used as either a one handed weapon or a light weapon for effects if there is a conflict in effects use which ever is most beneficial, mithril light weapons gain an additional +2 to hit
ceramite- Weapons fashioned from ceramite have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20 and counting as adamantine and silver for overcoming dr. Ceramite 2h weapons may be used as a 1h weapon for no additional penalty, ceramite 1h weapons are used as either a one handed weapon or a light weapon for effects if there is a conflict in effects use which ever is most beneficial, ceramite light weapons gain an additional +2 to hit
Armor made from ceramite grants its wearer damage reduction of 1/— if it's light armor, 2/— if it's medium armor, and 3/— if it's heavy armor. ceramite is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given. Thus, ceramite weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of ceramite armor is lessened by 3 (minimum of 0) compared to ordinary armor of its type. Items without metal parts cannot be made from ceramite. An arrow could be made of ceramite, but a quarterstaff could not. ceramite armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing ceramite full plate must be proficient in wearing heavy armor to avoid adding the armor's check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from ceramite are decreased by 10%and maximum Dexterity bonuses are increased by 2. hp/inch 50 (weapons and armor normally made of steel that are made of ceramite have 50% more hit points than normal. Hardness 20.

Type of Item
Item Cost Modifier
shield
+4000 gp
Light armor
+6,000 gp
Medium armor
+14,000 gp
Heavy armor
+21,000 gp
Weapon
+750gp/lb based on items weight in steel
Adamantine,mithral and ceramite are not subject to rusting

colossal 1 30feet -8/+8, colossal 2 40 feet -12/+12, colossal 3 50 feet -16/+16, colossal 4 60 feet -20/+20, colossal 5 70 feet -24/+24.
Titanic 1 100feet -36/+36, titanic 2 120 feet -44/+44, titanic 3 140 feet -52/+52, titanic 4 160 feet -60/+60, titanic 5 180 feet -68/+68.
monstrous 250feet -96/+96
super massive 1000+ feet -?/+?

casting classes grant a bonus to the caster levels of other classes equal to their bab

Two weapon fighting now can use a dex or str of 15 and does its normal stuff but now adds an extra off hand attack at a -5 when you reach 6 bab, a 3rd off hand attack at a -10 when you reach 11 bab and a 4th attack at a -15 when you reach 16 bab.
Improved two weapon fighting now reduces the penalties of twf with light weapons by 1 and one handed weapons by 2 and also allows you to as a standard action make an attack with both your main hand and off hand weapon at your highest base attack bonus.
Greater two weapon fighting reduces the penalties for light weapons by an additional 1 and one handed weapons by an additional 2 thus negating all normal penalties for twf and allows the user to make an attack with their off hand weapon when using whirl wind feat or the blade storm feat.
Whirl wind feet prerequisites changed to power attack, dodge, weapon focus str or dex of 13 int of 13.
Blade storm is a feat that requires whirlwind(and all whirlwind's prerequisites) in addition to 17 str or dex and fighter level 8 fighter. When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus and one with a -5 penalty against each opponent within reach. You must make a separate attack roll against each opponent. You also take a -3 penalty to ac until the start of your next turn.

When you use the blade storm feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Feats that boost one specific weapon of your choice instead boost the weapons in the fighter weapon training table ie instead of weapon focus dagger it will be weapon focus light blades and it will be improved critical axes instead of improved critical battle axe.
When non lethal damage converts into lethal damage the when you go into the negatives you can only down to -5hp. If you remain at -5hp and get hit by another non lethal attack you may then be reduced below -5hp


i vaguely remember what some of the other materials were and what they did but i have no idea what the prices were for the ones that weren't just combo materials.

10 or so materials delt damage as x size categories larger and have the weight of the weapon it was dealing damage as but would remain the smaller size so a greatsword made out of the 1st material would do dmg as a large great sword but still be medium size, a small one would deal damage as a medium but still be small ect. the 2nd one would go 2 size categories more damage, each material getting more and more expensive to make stuff out of and only worked with weapons and was pointless for armor it also needed the character to actually be able to wield larger weapons like titan mauler barbarian/titan fighter, be a half giant or teifling with larger limbs ect.

i had a coldiron and silversheen alloy which allowed weapons made out of it to bypass cold iron and silver stuff, also had a living steel and adamantine alloy which did everything they each did individually

also made the living steel effect apply if the welder of a weapon made of this allow critted something wearing metal armor/shield(only if the armor/shield wasnt made of adamantine or an alloy that had adamantine in it) and if they were wearing armor and got crit it would make the weapon need to do the same check but at a dc15 instead of the normal dc20(again only if the weapon didn't have adamantine in it)

there was also 6 metals for each of the elements(fire,acid,cold,electricity,force,sonic) were if it were light armor you would get resistance 15 to that element, resist 30 for medium and immunity for heavy armor and weapons gave an extra 1d8 of that damage on each attack(1d6 for sonic and force) and this extra damage multiplied on a crit and stacked with other damage types such as corrosive or acid burst weapon enchantments shields gave light cover vs the effects of that element and a +4 to saves vs those elements as well i know there were others but i cant remember what they did atm

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