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View Full Version : necklace of natural weapons and durability of equipment..



animewatcha
2012-09-01, 11:10 PM
Soon I am going to start getting into making own enchanted things like arrows and sterf.

I understand that most weapons/armor/shields generally needs to be +1 before adding anything. My question is about the adding additional properties. If I wanted to add say frost ( + 1 bonus ) to a +1 longsword. Do I add another +2000 to the price of longsword for or the different of + 6000 to go from +1 bonus total to +2 bonus total. This is not request for the 'cost to create' miscellanous stuff. Just trying to understand the chart right.

http://www.d20srd.org/srd/magicItems/magicWeapons.htm

Also, necklace of natural weapons. Does it need the plus 1 first or can I get it enchanted without it.

Sundering..

Totalling up all the books and drag mags and such. Exactly what location of items / equip can/can't be sundered. This is if I have to resort to it as last option as a meleer. How exactly do you determine hardness and hitpoints for weapons and such.

It's been some time since last played with group ( sessions that I can play are usually a few months apart ) and looking to add additional melee options to meleeing since can't do psionics, ToB or MoI.

Coidzor
2012-09-01, 11:18 PM
To go from +1 to +2 you just pay the difference between the +1 value and the +2 value.

A +1 frost and a +2 longsword have the same cost to buy or upgrade to.

I think even the Necklace of Natural attacks requires that preliminary +1, and even if it didn't, you'd want it for the weapons to count as magic for DR. It's a pretty hard and fast rule about magic weapons.

That_guy_there
2012-09-02, 12:35 PM
Soon I am going to start getting into making own enchanted things like arrows and sterf.

Sundering..

Totalling up all the books and drag mags and such. Exactly what location of items / equip can/can't be sundered. This is if I have to resort to it as last option as a meleer. How exactly do you determine hardness and hitpoints for weapons and such.

It seems that you can sunder anything except Armour. The rules differ just slightly if you're sundering weapons/ shields or carried/ worn items. See below:
http://www.d20srd.org/srd/combat/specialAttacks.htm#sunder

Also Hitpoints are based on the following two charts:
http://www.d20srd.org/srd/exploration.htm#tableCommonArmorWeaponAndShieldHar dnessAndHitPoints

And:
http://www.d20srd.org/srd/specialMaterials.htm

As well as:
http://www.d20srd.org/srd/magicItems/magicWeapons.htm

So a +1 Adamantine Greatsword has a hardness of 12 (10 for the greatsword +2 for maigcal +1) and 23 HP (10 for greatsword +3 for adamantine (1/3rd of 10) + 10 for the Magical; +1)