Favorite Weapon Properties?


Pathfinder First Edition General Discussion


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).


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/X2


Actually, do to the wording you can get 9 attacks while dual wielding.

I have a Two-Weapon Warrior who Dual Wields Speed Scimitars with the Improved Critical Feat. Can be very deadly.


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/X2

AFAIK 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.


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...


+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...


Weables wrote:
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/X2
AFAIK 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)


It figures based on the number of results that threaten a Critical.

A 18-20 threatens a Critical on 3 results. Doubling that results in a 15-20.

In short the 20 counts.


speed does not stack.


I'm working on keen duelling stalking katana myself...

Definitely not the powerhouse that a keen speed katana could do....

Or the fear that a +4 Keen Vorpal Katana would bring...


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.


says this at the end of speed 'This benefit is not cumulative with similar effects, such as a haste spell."


For that single weapon.


sweet some one else told me it didn't stack know I want to make a fighter duelist with 2 speed keen rapiers.


It is one of those Rules most people don't look close enough to see the fact that Haste and Speed only apply to a single weapon.

Silver Crusade

Weapons don't attack! Creatures attack using weapons!

Quote:
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)

Silver Crusade

Azaelas Fayth wrote:
It is one of those Rules most people don't look close enough to see the fact that Haste and Speed only apply to a single weapon.

Both haste and speed apply to the wielder, not the weapon!


@Malachi_Silverclaw: It still only applies in relation to the individual weapons not all weapons the person wields. Until Paizo explicitly changes it that is how it is.

Especially if you look at the fact that it has been that way since the Speed Property was first created.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

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.


You know I just had a thought... What happens when you get to 4d8 and need to increase it again... Have I missed a Table somewhere?


My eidolon has a large greatsword, which is 3d6, what is the next increment? I can't find the table beyond large weapons


CWheezy wrote:
My eidolon has a large greatsword, which is 3d6, what is the next increment? I can't find the table beyond large weapons

3d8 probably


It seems it is assumed you follow a similar progression as the Improved Natural Attack Feat...

Liberty's Edge

I like Dueling (the bonus to CMB one), Agility (I just love DEX melee builds) and Corrosive (fewer Resistance to Acid than to any other element in the Bestiary) myself.

In a campaign with lot of living enemies (ie, susceptible to non-lethal), Merciful is quite nice.


For the size of weapons: Page 150 of 3.5's Rules Compendium seems to have the progression used in 3.5 and Pathfinder.

Grand Lodge

Azaelas Fayth wrote:
You know I just had a thought... What happens when you get to 4d8 and need to increase it again... Have I missed a Table somewhere?

6d8...then 8d8...then 12d8.

Grand Lodge

CWheezy wrote:
My eidolon has a large greatsword, which is 3d6, what is the next increment? I can't find the table beyond large weapons

Your case, the progression is 4d6 then 6d6 then 8d6 then 12d6.

Grand Lodge

I like spell storing myself...especially with a wand of frigid touch (4d6 cold...no save staggered).


Dude, bro, Napalm, bro, dude

Edit button saves a lot of space.

But yeah Spell Storing is pretty darn nice.


Weapon Damage Increases.


i think UE has gloves which will give your weapon the Corrosive property...

Grand Lodge

Rynjin wrote:

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.


1 person marked this as a favorite.

Gotcha.

By the by, say I got a Spell Storing AoMF and punched my buddy in the face (non-lethally) could I heal him?

I just have this great image in my head of telling another party member I wanted to see him grit his teeth and then socking him one for heals.

Grand Lodge

Actually yes you can (had a cleric with a spell storing whip once hehe). You can also channel smite and full attack to heal too...with full on TWF and haste, that can be 80d6 of healing :P .


Rynjin, Why did you have to remind me of Kamina... & to a lesser extent Simon.


Azaelas Fayth wrote:
Rynjin, Why did you have to remind me of Kamina... & to a lesser extent Simon.

Because Gurren Lagann is best pony.


Rynjin wrote:
Azaelas Fayth wrote:
Rynjin, Why did you have to remind me of Kamina... & to a lesser extent Simon.
Because Gurren Lagann is best pony.

Pony? I missed something didn't I...

FOR SPOON!!!!!!!!!!


Courageous is my personal fave. All my bonuses to saves, attack and damage rolls just got better. Adding the bonus to saves is really what takes the cake.

I would at some point like to try a conductive weapon. Perhaps with the Chaos domain.


Conductive on a Firearm, Bow, or Crossbow in the hands of an Alchemist. It costs a lot of bomb uses but your weapon can become a Grenade Launcher.

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