Divine bond ideas?


Homebrew and House Rules


So might be a question asked before, but I see nothing as specific as an update through errata. Divine Bond has axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed as possible abilities to add to a weapon. The list is not bad, but is there anyone who has allowed other weapon abilities on this and had disaster ensue? My group is a mix of experienced and not experienced players. Some weapon abilities are great for a specific encounters like bane... if there is anything out there it was buried in all the previous posts about divine bond. Our game is running tomorrow and it and maybe a case by case would be good, but I hate handing out sometimes it will work this way and sometimes it won't answers. I hate irritating my players that way. Any thoughts?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber

Limiting divine bond options doesn't always have to be about avoiding disaster in a Chicken Little like panic.

Sometimes t's just about preserving flavor.. which is why you wouldn't put things in like life-stealing, anarchic, unholy, to name a few..

Bane is pretty much the inquisitor's thing...one should really think twice about taking over another classe's essential schtick.

The reason you see no update through errata, is that there isn't any perceived need for a change.

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