| RiTz21 |
While adapting the Paladin in my automated Character Sheet, I noticed that the "Divine Bond (Sp)", if used with the celestial spirit, gave a +1 enhancement bonus to the weapon at 5th level (and +2 at 8th etc...)
I would like to suggest that the TYPE of this bonus be changed to Sacred instead of Enhancement. The reason is that usually (well, I would hope!) a Paladin already has at least a +1 weapon at 5th level, and the sacred type would allow both bonuses to Stack. This is not true currently.
You could argue that since the +1 enhancement would be 'lost' on a weapon which is already magical, the player should instead add one of the 'other' abilities to his weapon, but that would still reduce the 'options' the Paladin has.
My .02 cents!
RiTz21
http://TheOnlySheet.com
| hogarth |
I think you're missing that the +1 bonus from the divine bond is ADDED to the weapon. So, if you already have a +1 weapon, you can make it +2, or add defending, flaming, keen, or any other +1 equivilant bonus to the weapon.
You're missing the part where it says "These bonuses do not stack with any properties the weapon already has."
Personally, I don't have a problem with it. An 11th level paladin can make his +1 holy sword into a +3 holy sword or a +1 flaming keen merciful holy sword.
JoelF847
RPG Superstar 2008 Top 32, 2011 Top 16
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JoelF847 wrote:I think you're missing that the +1 bonus from the divine bond is ADDED to the weapon. So, if you already have a +1 weapon, you can make it +2, or add defending, flaming, keen, or any other +1 equivilant bonus to the weapon.You're missing the part where it says "These bonuses do not stack with any properties the weapon already has."
Personally, I don't have a problem with it. An 11th level paladin can make his +1 holy sword into a +3 holy sword or a +1 flaming keen merciful holy sword.
I guess I read not stack to mean that they won't duplicate an effect, that you can't make a keen weapon keen again, etc. I guess that it does mean that you can't use a +1 weapon combined with the divine bond to make it +2, but you still can make it +1 keen, flaming, etc. The text also says that "if the weapon is not magical, at least a +1 enhancement bonus must be added" which certainly implies that if it IS magical, you can add the extra abilities that you can afford.