Dweomermetals: Difference between revisions

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m (Text replacement - "CMD" to "Resilience")
m (Text replacement - "CMB" to "Maneuver Check")
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===Sunder===
===Sunder===
Some dweomermetals offer greater defense against the Sunder combat maneuver, while others, in the form of a weapon, grant a bonus to the wielder's CMB for [[Combat_Maneuvers#Sunder|Sunder maneuver]] checks.  The bonuses listed in the Sunder column ONLY pertain to the wielder's CMB or Resilience (as indicated) with regards to the [[Combat_Maneuvers#Sunder|Sunder maneuver]].  This bonus does NOT confer to other combat maneuvers such as trips, disarms, etc.  The bonus type granted, if any, is a material bonus, which will not stack with any other material bonus to the same attribute (CMB or Resilience).  Instead, only the largest available bonus is used.
Some dweomermetals offer greater defense against the Sunder combat maneuver, while others, in the form of a weapon, grant a bonus to the wielder's Maneuver Check for [[Combat_Maneuvers#Sunder|Sunder maneuver]] checks.  The bonuses listed in the Sunder column ONLY pertain to the wielder's Maneuver Check or Resilience (as indicated) with regards to the [[Combat_Maneuvers#Sunder|Sunder maneuver]].  This bonus does NOT confer to other combat maneuvers such as trips, disarms, etc.  The bonus type granted, if any, is a material bonus, which will not stack with any other material bonus to the same attribute (Maneuver Check or Resilience).  Instead, only the largest available bonus is used.


Similarly, some dweomermetals, notably the Mithril alloys, suffer a Resilience penalty versus sunder attempts.  As with the bonuses, these are a 'material' type penalty which doesn't stack with other 'material' penalties, so only the largest penalty is used.  If a character is wearing/wielding multiple items, some inflicting a Resilience material penalty to Sunder and some granting a CMB material bonus to Sunder, the largest penalty and the largest bonus available are both applied to the character's Resilience to determine its value versus Sunder attempts.
Similarly, some dweomermetals, notably the Mithril alloys, suffer a Resilience penalty versus sunder attempts.  As with the bonuses, these are a 'material' type penalty which doesn't stack with other 'material' penalties, so only the largest penalty is used.  If a character is wearing/wielding multiple items, some inflicting a Resilience material penalty to Sunder and some granting a Maneuver Check material bonus to Sunder, the largest penalty and the largest bonus available are both applied to the character's Resilience to determine its value versus Sunder attempts.


Note that a Sunder Resilience bonus granted by a dweomermetal applies to the wearer or wielder's Resilience score versus any sunder attempt, not just sunder attempts against the object crafted of the dweomermetal.  Dweomermetals which grant a bonus to CMB for Sunder attempts only grant that bonus if the item in question is wielded or worn at the time the sunder attempt is made.  The wielder or wearer must be proficient with the weapon, armor or shield in question to enjoy the benefits to their CMB or Resilience for Sunders, as with any other bonus granted by dweomermetal-crafted items.  Non-proficient use of an item crafted from a material which inflicts a penalty to Resilience versus Sunder attempts still inflict this penalty.
Note that a Sunder Resilience bonus granted by a dweomermetal applies to the wearer or wielder's Resilience score versus any sunder attempt, not just sunder attempts against the object crafted of the dweomermetal.  Dweomermetals which grant a bonus to Maneuver Check for Sunder attempts only grant that bonus if the item in question is wielded or worn at the time the sunder attempt is made.  The wielder or wearer must be proficient with the weapon, armor or shield in question to enjoy the benefits to their Maneuver Check or Resilience for Sunders, as with any other bonus granted by dweomermetal-crafted items.  Non-proficient use of an item crafted from a material which inflicts a penalty to Resilience versus Sunder attempts still inflict this penalty.


== Argent and Its Alloys ==
== Argent and Its Alloys ==
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=== Argent Weapons ===
=== Argent Weapons ===
Weapons made with Argent alloy provide the wielder with greater finesse when using special combat maneuvers, such as trip, disarm and bull rush.  This bonus to CMB is considered a material bonus, and thus will not stack if you have multiple weapons.
Weapons made with Argent alloy provide the wielder with greater finesse when using special combat maneuvers, such as trip, disarm and bull rush.  This bonus to Maneuver Check is considered a material bonus, and thus will not stack if you have multiple weapons.


{| class="ep-default" style="text-align:center" width="95%"
{| class="ep-default" style="text-align:center" width="95%"
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|-
|-
! align="left" | Light Weapons
! align="left" | Light Weapons
| - || align="left" | +1 CMB || align="right" | +4,000 gp
| - || align="left" | +1 Maneuver Check || align="right" | +4,000 gp
|-
|-
! align="left" | One-Handed Weapons
! align="left" | One-Handed Weapons
| - || align="left" | +1 CMB || align="right" | +5,000 gp
| - || align="left" | +1 Maneuver Check || align="right" | +5,000 gp
|-
|-
! align="left" | Two-Handed Weapons
! align="left" | Two-Handed Weapons
| - || align="left" | +1 CMB || align="right" | +6,000 gp
| - || align="left" | +1 Maneuver Check || align="right" | +6,000 gp
|}
|}


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|-
|-
! align="left" | Ammunition
! align="left" | Ammunition
| +2 CMB || align="left" | - || align="right" | +60 gp/missile
| +2 Maneuver Check || align="left" | - || align="right" | +60 gp/missile
|-
|-
! align="left" | Light Weapons
! align="left" | Light Weapons
| +2 CMB || align="left" | - || align="right" | +2,000 gp
| +2 Maneuver Check || align="left" | - || align="right" | +2,000 gp
|-
|-
! align="left" | One-Handed Weapons
! align="left" | One-Handed Weapons
| +2 CMB || align="left" | - || align="right" | +3,000 gp
| +2 Maneuver Check || align="left" | - || align="right" | +3,000 gp
|-
|-
! align="left" | Two-Handed Weapons
! align="left" | Two-Handed Weapons
| +2 CMB || align="left" | - || align="right" | +5,000 gp
| +2 Maneuver Check || align="left" | - || align="right" | +5,000 gp
|}
|}


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|-
|-
! align="left" | Ammunition
! align="left" | Ammunition
| +3 CMB || align="left" | - || align="right" | +250 gp/missile
| +3 Maneuver Check || align="left" | - || align="right" | +250 gp/missile
|-
|-
! align="left" | Light Weapons
! align="left" | Light Weapons
| +3 CMB || align="left" | - || align="right" | +20,000 gp
| +3 Maneuver Check || align="left" | - || align="right" | +20,000 gp
|-
|-
! align="left" | One-Handed Weapons
! align="left" | One-Handed Weapons
| +3 CMB || align="left" | adds +1 to forced movement || align="right" | +25,000 gp
| +3 Maneuver Check || align="left" | adds +1 to forced movement || align="right" | +25,000 gp
|-
|-
! align="left" | Two-Handed Weapons
! align="left" | Two-Handed Weapons
| +3 CMB || align="left" | adds +1 to forced movement || align="right" | +30,000 gp
| +3 Maneuver Check || align="left" | adds +1 to forced movement || align="right" | +30,000 gp
|}
|}


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|-
|-
! align="left" | Ammunition
! align="left" | Ammunition
| +4 CMB || align="left" | - || align="right" | +800 gp/missile
| +4 Maneuver Check || align="left" | - || align="right" | +800 gp/missile
|-
|-
! align="left" | Light Weapons
! align="left" | Light Weapons
| +4 CMB || align="left" | adds +1 to forced movement || align="right" | +80,000 gp
| +4 Maneuver Check || align="left" | adds +1 to forced movement || align="right" | +80,000 gp
|-
|-
! align="left" | One-Handed Weapons
! align="left" | One-Handed Weapons
| +4 CMB || align="left" | adds +2 to forced movement || align="right" | +100,000 gp
| +4 Maneuver Check || align="left" | adds +2 to forced movement || align="right" | +100,000 gp
|-
|-
! align="left" | Two-Handed Weapons
! align="left" | Two-Handed Weapons
| +4 CMB || align="left" | adds +3 to forced movement || align="right" | +150,000 gp
| +4 Maneuver Check || align="left" | adds +3 to forced movement || align="right" | +150,000 gp
|}
|}


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|-
|-
! align="left" | Ammunition
! align="left" | Ammunition
| +5 CMB || align="left" | - || align="right" | +2,500 gp/missile
| +5 Maneuver Check || align="left" | - || align="right" | +2,500 gp/missile
|-
|-
! align="left" | Light Weapons
! align="left" | Light Weapons
| +5 CMB || align="left" | +1 material bonus to AC; Creatures with DR x/Adamantine or DR x/- are treated as having Vulnerability: Adamantine || align="right" | +300,000 gp
| +5 Maneuver Check || align="left" | +1 material bonus to AC; Creatures with DR x/Adamantine or DR x/- are treated as having Vulnerability: Adamantine || align="right" | +300,000 gp
|-
|-
! align="left" | One-Handed Weapons
! align="left" | One-Handed Weapons
| +5 CMB || align="left" | +1 material bonus to AC; Creatures with DR x/Adamantine or DR x/- are treated as having Vulnerability: Adamantine || align="right" | +500,000 gp
| +5 Maneuver Check || align="left" | +1 material bonus to AC; Creatures with DR x/Adamantine or DR x/- are treated as having Vulnerability: Adamantine || align="right" | +500,000 gp
|-
|-
! align="left" | Two-Handed Weapons
! align="left" | Two-Handed Weapons
| +5 CMB || align="left" | +2 material bonus to AC; Creatures with DR x/Adamantine or DR x/- are treated as having Vulnerability: Adamantine || align="right" | +700,000 gp
| +5 Maneuver Check || align="left" | +2 material bonus to AC; Creatures with DR x/Adamantine or DR x/- are treated as having Vulnerability: Adamantine || align="right" | +700,000 gp
|}
|}



Revision as of 04:37, 13 March 2017