Multiple Bane Effects...


General Discussion (Prerelease)

Scarab Sages

Forgive me if this is covered in the PF book, or even the PH. I am currently on crutches, and getting to my books is a bit hard at the moment.

Example: Half-Elf counts as both Human and Elf for Blood effects (Like Bane).

An archer shoots him with a Human Bane Bow, using an Elf bane arrow. I know that the + Bonus doesn't stack, but AFAIK, Special effects do.
So, is he subject to both sets of +2 to hit (Not technically a Bonus? Or is it...and the +2D6 Damage?

Likewise, one could be Magebane, and the other Elf Bane, for example.

In lighter news, in my 3.5 campaign, the archer had a Magebane Bow (Fighting a lot of Drow, and he likes to kill Wizards). There were also a lot of Gnomes about, who didn't like him one bit for that weapon, including another party member. And yes, he did Fumble (Paizo Deck), hit his buddy, and do an extra 2D6+2 vs. him..Hehe

-Uriel


Bane weapons increase the weapon's enhancement bonus to the attack rolls and damage rolls by +2 and they add +2d6 damage.

Damage dice stack.

Bonuses of the same name do not stack.

Think of a +2 elf-bane weapon as being +4 to hit and damage against elves and dealing an extra +2d6 damage against elves.

So if you have a +2 elf-bane bow and +2 mage-bane arrows, and you shoot a drow mage, you are effectively shooting +4 arrows out of a +4 bow, for a net effect of +4 to hit and damage.

The damage dice will stack, however, doing +4d6 damage.

Scarab Sages

DM_Blake wrote:

Bane weapons increase the weapon's enhancement bonus to the attack rolls and damage rolls by +2 and they add +2d6 damage.

Damage dice stack.

Bonuses of the same name do not stack.

Think of a +2 elf-bane weapon as being +4 to hit and damage against elves and dealing an extra +2d6 damage against elves.

So if you have a +2 elf-bane bow and +2 mage-bane arrows, and you shoot a drow mage, you are effectively shooting +4 arrows out of a +4 bow, for a net effect of +4 to hit and damage.

The damage dice will stack, however, doing +4d6 damage.

That's what I figured...and that is just Mean. Hehehe...

-Uriel


Yeah just wait until the half drow half red dragon lich wizard sees my paladin's holy drow bane elf bane human bane dragon bane sword... ;D


Abraham spalding wrote:
Yeah just wait until the half drow half red dragon lich wizard sees my paladin's holy drow bane elf bane human bane dragon bane sword... ;D

Posh!

Surely drow bane and elf bane don't stack.

You need to get undead bane in there, it stacks with holy.

None of which matters because the half-drow half-dragon lich wizard will see you coming and ready an action to wish that your sword permanently gains the Brilliant Energy special ability, then he will slowly hack your helpless paladin to bits and dance on your mutilated corpse, singing "Die munchkin, die!".


Abraham spalding wrote:
Yeah just wait until the half drow half red dragon lich wizard sees my paladin's holy drow bane elf bane human bane dragon bane sword... ;D

Substitute undead bane for human bane. He's half drow, half dragon and all undead. No human. And add magebane. And Keen. And Vorpal Speed.

My Holy Undead Dragon Elf Bane Greatsword of Keen Vorpal Speed.

And I'll name it "Irving"

or "Pony."

Not sure yet which.


"My Holy Undead Dragon Elf Bane Greatsword of Keen Vorpal Speed."

almost forgot "of Fear and Flame."


How 'bout Ponerving?


Balor wrote:
Abraham spalding wrote:
Yeah just wait until the half drow half red dragon lich wizard sees my paladin's holy drow bane elf bane human bane dragon bane sword... ;D

Substitute undead bane for human bane. He's half drow, half dragon and all undead. No human. And add magebane. And Keen. And Vorpal Speed.

My Holy Undead Dragon Elf Bane Greatsword of Keen Vorpal Speed.

And I'll name it "Irving"

or "Pony."

Not sure yet which.

no no "half Drow" as in Half elf where the elf part is drow. Magebane is always a good choice though, and undead bane could help too. I'll just have room for the Keen if I drop the human bane though... Can't get vorpal and speed, too many +'s


Ran a campaign where demons and angels once waged war in the mortal realm and left a legacy of aasimars, tieflings, and other planetouched behind. A tiefling paladin, level 15, came across a +1 two-handed sword, or at least that's what the party identified it as. Once he picked it up, it revealed itself as Archangel, an intelligent LG +1 holy axiomatic evil-outsiderbane, chaotic-outsiderbane two-handed sword with the special purpose of slaying demons and the special powers of masking its own identity (unidentifiable aura), stoneskin on wielder 1/day, cure serious wounds on wielder 2/day, detect magic at will, darkvision 120', and telepathy.

The damage bonus stacked so an evil or chaotic creature took +2 to hit and +2d6+2 to damage, evil or chaotic outsider took +4 to hit and +4d6+4 to damage, a chaotic evil creature took +4 to hit and +4d6+4 to damage, and a chaotic evil outsider took +8 to hit and +8d6+8 to damage. One of my players questioned if such a weapon was possible, and the person playing the paladin happened to also be a DM, and said it was most certainly possible according to RAW, since the holy, lawful, and two bane effects, although similar in function, were still different effects. Although he also turned around and pointed out that his paladin was now screwed into fighting every demon he saw since the weapon was superior to him mentally :-)

Nice thing was Archangel was only a +1 weapon in anyone else's hands (gotta love Special Purpose). I'm looking froward to reintroducing it into my new campaign, although that's going to be quite a while.


drakkonflye wrote:

Once he picked it up, it revealed itself as Archangel, an intelligent LG +1 holy axiomatic evil-outsiderbane, chaotic-outsiderbane two-handed sword with the special purpose of slaying demons and the special powers of masking its own identity (unidentifiable aura), stoneskin on wielder 1/day, cure serious wounds on wielder 2/day, detect magic at will, darkvision 120', and telepathy.

The damage bonus stacked so an evil or chaotic creature took +2 to hit and +2d6+2 to damage, evil or chaotic outsider took +4 to hit and +4d6+4 to damage, a chaotic evil creature took +4 to hit and +4d6+4 to damage, and a chaotic evil outsider took +8 to hit and +8d6+8 to damage.

I am not sure the math here is quite correct.

Axiomatic: +2d6 vs. chaos.
Holy: +2d6 vs. evil.
Evil Outsiderbane: +2 enhancement and +2d6 vs. evil outsiders.
Chaotic Outsiderbane: +2 enhancement and +2d6 vs. chaotic outsiders.

So:
vs. an evil human rogue: +1 to hit, +2d6 damage.
vs. a chaotic human barbarian: +1 to hit, +2d6 damage.
vs. an evil outsider: +3 to hit, +4d6+2 damage.
vs. a chaotic outsider: +3 to hit, +4d6+2 damage.
vs. a chaotic evil outsider: +3 to hit (the two bane enhancements don't stack), +8d6+2 damage.

It's the equivalent of a +7 weapon, that's quite impressive, but against a rogue or barbarian, give me a +7 weapon any day (+6 more to hit and, on average, -1 on damage) - I'll take the greater frequency of my iterative attacks hitting with Power Attack to ensure I do plenty of damage and still hit much more often.

Still a ton of damage to those poor demons, though being only +3 to hit the kinds of enemies that regularly face people with +7 weapons may mean a significant increase in your frequency of misses.

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