Paladin-Divine Bond Weapon Questions


Combat & Magic


Do these bonuses stack upon themselves even if they do not stack with a weapons?

Could a 20th level Paladin facing a chaotic evil Ice-demon turn his +5 sword into a +5 holy-axiomatic-flaming burst sword? (basically doing 1d8+str+5+4d6+1d6x2 damage)

As far as I can tell, this is the Paladins best ability now. I'm not sure given this option why I would choose to take the mount unless I REALLY cared for the flavor or was specifically building a character around mounted combat alone.

Are there any plans to make this more than a 1-time per day ability?

OH and why no Ghost touch? :P


David Jackson 60 wrote:

Do these bonuses stack upon themselves even if they do not stack with a weapons?

Could a 20th level Paladin facing a chaotic evil Ice-demon turn his +5 sword into a +5 holy-axiomatic-flaming burst sword? (basically doing 1d8+str+5+4d6+1d6x2 damage)

As far as I can tell, this is the Paladins best ability now. I'm not sure given this option why I would choose to take the mount unless I REALLY cared for the flavor or was specifically building a character around mounted combat alone.

Are there any plans to make this more than a 1-time per day ability?

OH and why no Ghost touch? :P

It is a 1-time per day ability, but it lasts the whole day. Sure, you can't adapt the sword to every encounter, but you can change it each day to fit what you think you'll fight. e.g., on Limbo, Axiomatic would be advantageous, but against a necromantic cult, try to stay away from brilliant energy.

However, I have one suggestion: add shock, shocking burst, frost, and icy burst to the list. Why must a Paladin only use fire? I mean (taking the setting out of Golarion), a Paladin of Heironeous would probably use a shock weapon.


Also in "stack" does that mean they replace the other weapons abilities or simply that if you can only add a +2 then you could not make a +1 sword a +3, but a +2.

I'm assuming they don't stack with prior abilities, but I figured as long as I'm bothering people I might as well go for broke.


David Jackson 60 wrote:

Also in "stack" does that mean they replace the other weapons abilities or simply that if you can only add a +2 then you could not make a +1 sword a +3, but a +2.

I'm assuming they don't stack with prior abilities, but I figured as long as I'm bothering people I might as well go for broke.

We let them stack in our campaign. The Dwarf Paladin's +1 Icy Warhammer becomes a +2 Icy Warhammer, for example.


No, I mean more on the lines of does the icy war hammer become an Icy warhammer of disruption or become a warhammer of disruption. I know the numerical bonuses don't currently stack according to the Alpha...I'm assuming the abilities don't either, but I figured I'd ask for clarification.


David Jackson 60 wrote:
No, I mean more on the lines of does the icy war hammer become an Icy warhammer of disruption or become a warhammer of disruption. I know the numerical bonuses don't currently stack according to the Alpha...I'm assuming the abilities don't either, but I figured I'd ask for clarification.

I'd just as well say "let them stack." Other than what the Pathfinder Alpha 2 Rules say, it doesn't unbalance things to add stuff like that. And where does it say in the rules this can't happen (or at least raises doubt)?


Well some then would become nonsensical like flaming icy burst weapons.

the idea of a flaming speed axiomatic holy avenger is somewhat of a mouthful as well.


Gnome Ninja wrote:
It is a 1-time per day ability, but it lasts the whole day. Sure, you can't adapt the sword to every encounter, but you can change it each day to fit what you think you'll fight. e.g., on Limbo, Axiomatic would be advantageous, but against a necromantic cult, try to stay away from brilliant energy.

Actually, as it stands right now it's a 1/day ability, that only lasts 10 minutes. This duration is even less if the paladin is disarmed or otherwise forced to lose possession of the weapon.


Heaven's Agent wrote:
Actually, as it stands right now it's a 1/day ability, that only lasts 10 minutes. This duration is even less if the paladin is disarmed or otherwise forced to lose possession of the weapon.

Wow, that's...unfortunate. We've not been playing like that. But especially if it only lasts 10 minutes, I say let it stack.


Heaven's Agent wrote:
Gnome Ninja wrote:
It is a 1-time per day ability, but it lasts the whole day. Sure, you can't adapt the sword to every encounter, but you can change it each day to fit what you think you'll fight. e.g., on Limbo, Axiomatic would be advantageous, but against a necromantic cult, try to stay away from brilliant energy.
Actually, as it stands right now it's a 1/day ability, that only lasts 10 minutes. This duration is even less if the paladin is disarmed or otherwise forced to lose possession of the weapon.

Well, it lasts 1 minute per Pal level, so that's 5 mins when you first get it.

I definitely think it stacks; it never says it doesn't. In fact, illogical as a flaming icy burst weapon is, it's completely legal. If it didn't stack, it would be a horribly crappy ability, especially compared to the mount.


Remmington Steele wrote:

Well, it lasts 1 minute per Pal level, so that's 5 mins when you first get it.

I definitely think it stacks; it never says it doesn't. In fact, illogical as a flaming icy burst weapon is, it's completely legal. If it didn't stack, it would be a horribly crappy ability, especially compared to the mount.

Bah, you're right; I don't know what I was thinking of with 10 minutes.

Regardless, it averages out to one, maybe two encounters a day. Even if weapon abilities do stack, overall it becomes a rather weak ability for something so iconic of the class. This is an acknowledged weakness, and is being discussed elsewhere on the boards. The most notable conversations on the ability can be found in the Paladin (pg 19-23) and Thoughts on Paladins threads.


Well, I don't think it's underpowered in function even if it doesn't stack with prior abilities. I would like to see it stack with it's own abilities and also wonder if a few more options can be added...

Specifically Ghost touch for those pesky ghosts and whatnot (the ability to add this when most don't have it is huge in a specific encounter). Also, bane-chaotic or evil outsiders would be nice as well.

That along with holy would make a +2 sword a +4 sword that does an extra 4d6 per hit. Even once a day use in conjunction with the smite ability makes that not bad. Take an 11th pally with 16 str, and weapon focus in a longsword and carrying a +3 longsword(a fairly non-killer weapon given the level but not unexpected)...not really optimal but under his own power he can boost his str with bulls strength and with those abilities would be: 23/18/13 with damage at 16-42 (ave.27/blow)...27-53(ave.38/blow) with smite. That's not too bad with a seriously mundane build if those options were availible is it?

For an encounter with something like a Hezrou or Ice devil the paladin would be a massive pain in the ass for them.

Obviously it would be better if this is a per-day use and had some other abilities. I think ghost touch would be good, given the nature of the power and ghost touch having such a specific use...I think the bane-outsider ability also fits really well with the class flavor.

I hope we can get some more clarification on this ability.

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