Yet Another Paladin Question


Rules Questions


I know it's probably already been answered but I did a search and couldn't find the answer I was looking for. My question is if you already have a +10 weapon (bought and paid for), is there any point to having the Divine Weapon class feature aspect on a Paladin? I take it that the effects won't stack at that point, so really if that's the case, aside from saving you money on your weapon, is it really worth giving up your special mount for?

Scarab Sages

By +10, I assume you mean a +5 weapon with 5 "levels" of special abilities?


Yes.


I thought the abilities stacked as long as they were different. ex) flaming on the weapon and shock from the ability.

Scarab Sages

As long as you add abilities to the weapon that it does not already possess, I would imagine you could use the divine bond successfully for that. For example, if you had a +5 Dancing(+4 bonus equivalent) Defending (+1 bonus equivalent) longsword, you should be able to use divine bond to make it Flaming and Holy also for example. Although I don't know the canon on this ability for sure (I am at work atm), I don't think the standard +10 limit for magic weapons counts for adding divine bond to a magic weapon.


Dork Lord wrote:
I know it's probably already been answered but I did a search and couldn't find the answer I was looking for. My question is if you already have a +10 weapon (bought and paid for), is there any point to having the Divine Weapon class feature aspect on a Paladin? I take it that the effects won't stack at that point, so really if that's the case, aside from saving you money on your weapon, is it really worth giving up your special mount for?

"The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack."

This says to me that if you indeed have a +5 weapon with +5 worth of abilities, then you cannot add any additional straight +x but that you can add any of the special properties up to your limit. Not sure if there is and official ruling on this anywhere. But I certainly hope that it isnt capped at +10.


Hmmm, so the consensus seems to be people suspect the bonuses would stack as long as it was extra abilities and not extra to hit and damage bonuses... does anyone know what the official ruling of Paizo is on the feature?

Scarab Sages

The only fixed rule is you cannot exceed +5 enchantment bonus on the attack rolls/damage part, so if you have a +2 sword that does all sorts of special powers, you could use 3 "pluses" of divine bond to make it +5 then the rest for special abilities.

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