Dweomermetals: Difference between revisions

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m (Text replacement - "Resilience" to "Maneuver Defense")
m (Text replacement - "Maneuver Check" to "Maneuver Offense")
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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 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 Maneuver Defense (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 Maneuver Defense).  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 Offense for [[Combat_Maneuvers#Sunder|Sunder maneuver]] checks.  The bonuses listed in the Sunder column ONLY pertain to the wielder's Maneuver Offense or Maneuver Defense (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 Offense or Maneuver Defense).  Instead, only the largest available bonus is used.


Similarly, some dweomermetals, notably the Mithril alloys, suffer a Maneuver Defense 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 Maneuver Defense 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 Maneuver Defense to determine its value versus Sunder attempts.
Similarly, some dweomermetals, notably the Mithril alloys, suffer a Maneuver Defense 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 Maneuver Defense material penalty to Sunder and some granting a Maneuver Offense material bonus to Sunder, the largest penalty and the largest bonus available are both applied to the character's Maneuver Defense to determine its value versus Sunder attempts.


Note that a Sunder Maneuver Defense bonus granted by a dweomermetal applies to the wearer or wielder's Maneuver Defense 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 Maneuver Defense 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 Maneuver Defense versus Sunder attempts still inflict this penalty.
Note that a Sunder Maneuver Defense bonus granted by a dweomermetal applies to the wearer or wielder's Maneuver Defense score versus any sunder attempt, not just sunder attempts against the object crafted of the dweomermetal.  Dweomermetals which grant a bonus to Maneuver Offense 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 Offense or Maneuver Defense 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 Maneuver Defense 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 Maneuver Check 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 Offense 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 Maneuver Check || align="right" | +4,000 gp
| - || align="left" | +1 Maneuver Offense || align="right" | +4,000 gp
|-
|-
! align="left" | One-Handed Weapons
! align="left" | One-Handed Weapons
| - || align="left" | +1 Maneuver Check || align="right" | +5,000 gp
| - || align="left" | +1 Maneuver Offense || align="right" | +5,000 gp
|-
|-
! align="left" | Two-Handed Weapons
! align="left" | Two-Handed Weapons
| - || align="left" | +1 Maneuver Check || align="right" | +6,000 gp
| - || align="left" | +1 Maneuver Offense || align="right" | +6,000 gp
|}
|}


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


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


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


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|-
|-
! align="left" | Ammunition
! align="left" | Ammunition
| +5 Maneuver Check || align="left" | - || align="right" | +2,500 gp/missile
| +5 Maneuver Offense || align="left" | - || align="right" | +2,500 gp/missile
|-
|-
! align="left" | Light Weapons
! align="left" | Light Weapons
| +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
| +5 Maneuver Offense || 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 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
| +5 Maneuver Offense || 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 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
| +5 Maneuver Offense || 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 02:35, 15 March 2017