| Azaelas Fayth |
Ok this thread got me to thinking:
If people already have the full +5 static enhancement, what are their favorite Properties they enjoy adding?
Mine are Impact, Shocking/Shocking Burst, & Thundering.
Now these aren't all on the same weapon. Well at least unless I can fit them all onto a nice weapon for them. Such as a Maul(Earth Breaker).
| mplindustries |
Keen, if I'm using an 18-20 crit weapon--in other words, unless I'm an archer--and if I am an archer, then Seeking.
Holy has served me quite well in the past--some campaigns may not face a lot of evil, but by the base assumptions, you're fighting evil nearly 24/7.
Most high level enemies have at least 5 points of resistance, so the flaming/frosting/shocking/corrsive enchants are pretty worthless.
Impact is extremely weak unless you've already jumped through a lot of size optimization hoops, in which case it's ok.
I don't play barbarians, but if I did, I'd get Furious and Courageous...
| Azaelas Fayth |
+5 Impact Maul(Earth Breaker). 3d6+(1.5 STR) it is pretty nice.
Also this topic is more for what people prefer. NOT whether the ability is strong or weak.
E.G.: My upcoming campaign I will be playing in is a High Tech Fantasy World. I am basing my 2-Handed Fighter is based on Ajax The Great, Myrmidon Officer from Infinity: The Game. Impact fits his weapon well. Especially given the fact that he is being made with a Homebrewed Race using a Variant of the Powerful Build Racial Trait...
| Rynjin |
Run, Just Run wrote:speed/keen 5 attacks with a 16-20/X2 whats not to like, at least 1 crit each round statistically dual wield for 8 attacks 16-20/X2AFAIK there's absolutely no way to get a 16-20 crit range. You either get 17-20 from a 19-20 keen weapon, or 15-20 from a 18-20 keen weapon.
I still don't understand this.
How is a doubled threat range 18-20 not a 16-20?
Does the 20 actually factor in?
How I always figured it was a 19-20 threats on 1 extra, so Keen would double it to two extra (18-20) while and 18-20 weapon threats on 2 extra (18 and 19) so doubling that puts it at 16-20 (16, 17, 18, 19)
| Azaelas Fayth |
Speed only effects a single weapon. If both of the weapons have Speed then you can make a single extra attack with each weapon.
It has to do with the wording. Just like I can have a +5 Speed Longsword and a +5 Longsword and use Haste to gain an extra attack with the +5 Longsword but NOT the +5 Speed Longsword.
Unless there has been an FAQ on it saying otherwise. And then that means Pathfinder is going against the FAQ from 3.x where it was possible.
Malachi Silverclaw
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Weapons don't attack! Creatures attack using weapons!
Speed: When making a full-attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)
Of you wield two speed weapons, the wielder may make one extra attack with one of them, but the wielder cannot benefit from cumulative haste/speed effects!
For those that don't realise, Improved Critical or keen doubles the threat range of weapons in the following manner:-
• 20 becomes 19-20 (1 chance to threaten becomes 2)
• 19-20 becomes 17-20 (2 becomes 4)
• 18-20 becomes 15-20 (3 becomes 6)
| Dragonchess Player |
Distance on pretty much any ranged weapon.
Ghost touch is not that expensive and extremely useful against incorporeal foes. In some campaigns, incorporeal foes are hardly ever seen, though.
Holy is one of the most useful weapon abilities for a typical campaign. Because BBEGs and their minions are, you know, evil and all that.
Impact can be very good on certain weapons, depending on the base damage: 1d8, 1d10, 1d12, 2d6, or 2d8 are great immediately (going to 2d6, 2d8, 3d6, 3d6, and 3d8); 1d6 or 2d4 are so-so (going to 1d8 and 2d6) when not combined with enlarge person/righteous might/giant form I (at which point they go up to 2d6 and 3d6).
Speed, while expensive, can be useful for combats where the character/party can't get a haste/divine power spell/effect off. It may or may not be worthwhile, depending on the party resources/tactics.
Spell storing can be very useful in any party, even if the wielder can't cast spells. Vampiric touch is a main staple in spell storing weapons to help shorten a difficult fight while simultaneously reducing the need for in-combat healing; win-win.
Wounding can help whittle down opponents, which is never a bad thing.
Cold Napalm
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Dude, bro, Napalm, bro, dude
Edit button saves a lot of space.
But yeah Spell Storing is pretty darn nice.
Sorry, was on a system that barely loads even the basic forum page and no ability to really cut and paste when I did those. So had to do it the old fashion machinegun post method.