Ultimate Weapon? *spoilers*


Savage Tide Adventure Path


So having read Into The Maw, it would seem that the majority of enemies left in the AP are outsiders (chaotic, evil)... so here's what i'm wondering, would an axiomatic holy evil outsider bane weapon do an extra 6d6 damage against them?

axiomatic (+2d6 against chaotic creatures)
holy (+2d6 against evil creatures)
evil outsider bane (+2d6 vs well you get the idea)

would all 3 of these stack against each outsider (chaotic, evil) bad guy?


I would think that they would stack, but this ends up being a pretty pricey piece of gear. I'm not sure I'd want to be the guy carrying it around though. I think that the demons would be real nasty about trying to take out anyone using such a weapon as fast as they could.

Milton wrote:

So having read Into The Maw, it would seem that the majority of enemies left in the AP are outsiders (chaotic, evil)... so here's what i'm wondering, would an axiomatic holy evil outsider bane weapon do an extra 6d6 damage against them?

axiomatic (+2d6 against chaotic creatures)
holy (+2d6 against evil creatures)
evil outsider bane (+2d6 vs well you get the idea)

would all 3 of these stack against each outsider (chaotic, evil) bad guy?


I see no reason why they could not stack. However, as P.H. stated, the demons would realize that the fool wielding that weapon is VERY dangerous and they would make sure that he is taken out and that weapon destroyed. Sometimes too much is way too dangerous.


Sharoth wrote:
I see no reason why they could not stack. However, as P.H. stated, the demons would realize that the fool wielding that weapon is VERY dangerous and they would make sure that he is taken out and that weapon destroyed. Sometimes too much is way too dangerous.

They absolutely stack, and they would absolutely scream, "I hate demons, and I have something to kill them!" practically in Abyssal. It's a neat, and useful, munchkin-ey trick (not that that's a bad thing), but it does cry out for a sunderin'!


About the time a weapon that empowered becomes likely, the group's cleric should have access to 6th-level spells, which means you'll have to watch out for bolt of glory from the Spell Compendium. This nasty piece of work is a one-target ray that does 1d12 per caster level (max 15d12) against undead and evil outsiders, with significantly worse damage on other targets. No saving throw, close-range touch attack, SR applies. The cleric in my AoW game has used this spell to devastating effect.

Against specific targets, it's better than the wizard's disintegrate spell.


Yeah, we house-errata'd Bolt of Glory down to d10s instead of d12s. Makes it feel a little less ridiculous.

Get this, the ranger/deepwood sniper/foehunter in my STAP has favored enemy (evil outsiders), rancor (evil outsiders), and this nasty peice of work.

+1 Evil Outsider Bane, Sacred, Fiercebane Doublebow. She's heading towards getting Sacred Burst in there if she can. (Magic Item Compendium stuff, but she quested for the bow, made from the freely given backbones of two Couatls, and has since been scary determined to get any other "special materials" I've had the local enchanter demand.) Between that and her class abilities, she does an average of 70 damage on a full attack, and thats without crits, assuming 3 of 5 attacks hit. As I recal, her current minimum crit damage is 76. Freaking sweet, I say, especially since she got a headshot off against one of Taboo Temple's hezrou. Crit, confirm, 116 damage, not quite enough to kill, but I use death from massive, and he fails his save.

As far as overwhelming goes, I don't mind, because against anything else, she's almost useless (1d8+4). She crafts poisons just so she can contribute in non-demon fights. And that bow does cry out for a sundering, but she's good about keeping it safe. Anything gets in melee, its into the glove of storing, and tumble away.

I can't remember the final "build" of her bow, but I beleive its minimum damage in her hands was over 30 on a normal hit, and over 90 on a crit. I may be misremembering though, because I distinctly remember laughing at the ludicrousness of a max damage crit clearing 300.


Yes, they stack. And remember to make it a cold iron weapon, too.
You could also make sure someone in the group buys or makes a staff of greater magic weapon (45,000 gp market value), so that the party wizard or cleric can boost your (and others') weapons each day.

And they stack with the extra damage provided by, say, a ranger/Knight of the Chalice (Complete Warrior), ranger/rogue/KotC, or barbarian/Totemic Demonslayer. (Don't forget the Improved Favored Enemy and Favored Power Attack feats, too, both also in Complete Warrior.)


Are outsiders still considered outsiders on their home plane?


sure. Its not like their outsiderness dissapears. They are however native, which means they cannot be banished...

Im sure somone with a monk will discover the downsides of becoming a outsider while scourging the abyss :D
-banish!, and dropping on top the roof of the vanderboren manor in sasserine..

Guess they will have to run real fast to the closest temple and get planeshifted back again.. lol


Crowdosi wrote:
Are outsiders still considered outsiders on their home plane?

I believe they gain the "native" subtype when on their home plane.


Milton wrote:

So having read Into The Maw, it would seem that the majority of enemies left in the AP are outsiders (chaotic, evil)... so here's what i'm wondering, would an axiomatic holy evil outsider bane weapon do an extra 6d6 damage against them?

axiomatic (+2d6 against chaotic creatures)
holy (+2d6 against evil creatures)
evil outsider bane (+2d6 vs well you get the idea)

would all 3 of these stack against each outsider (chaotic, evil) bad guy?

some reason why you couldn't stack them all over again.. double axiomatic, triple holy and quintuple evil outsider bane, for a whacking +10d6 vs ce fiends?

Like a monk picking up vop.. what to do with all those exalted feats? A few are useful, but aside from throwing them on stuff you dont want, there is that holy ki strike, +2d6
And then picking up maybe 6 or 7 of those..

obah-blessed vop Jotunbrud monk, turning saint.. and getting aspect of deity made permanent, for 1/2 celestialness.. and all 6 arms dealing out +10d6 & sanctified poison :D


Outsiders are considered (native) on their own plane, versus any creature gaining the "extraplanar" subtype when on any plane *except* their home plane. And it's the extraplanar subtype that Dismissal and Banishment work on:

SRD:
This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell’s save DC - creature’s HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

So even humanoids can be dismissed if they're on another plane. Which, if I was a creature facing an extra 6d6 points of damage from a single weapon, I'd be sure to use.


ikki wrote:


Like a monk picking up vop.. what to do with all those exalted feats? A few are useful, but aside from throwing them on stuff you dont want, there is that holy ki strike, +2d6
And then picking up maybe 6 or 7 of those..

Feats don't normally stack. From the SRD

"Benefit

What the feat enables the character ("you" in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.

In general, having a feat twice is the same as having it once."

Since Holy Ki Strike says nothing about taking the feat more then once there is no benefit for doing so. You will never get more then the basic +2d6 damage from the feat no matter how many times you take it.


Native and Extraplanar are not mutually exclusive. A native outsider is part mortal (aiisamar, tiefling, Khala the Two Headed because he was once a kopru).

Extraplanar is what ANY creature gets, not just outsiders, when it isn't on it's home plane. Khala would have extraplanar if he went to the astral plane.

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