Frost or Flaming or shocking


Rules Questions

Liberty's Edge

Hello all,

I am going to get my first magic weapon. If i understand this correctly I can get either 1D6 frost, flame, shocking, or corrisive damage as a +1 weapon. I have 2 questions. Will this weapon have a +1 to hit as it would have to be a master work weapon? What is the most useful, flaming, ice, shock, or acid?

Thanks,
Balsa


A magic weapon must be

a) masterwork
b) +1 enhancement bonus

before other magic abilities must be added. For instance if you wanted a shocking weapon, you would need it to be a +1 shocking weapon, which costs the same as a +2 weapon

the bonus to hit from masterwork is an enhancement bonus so would not stack

order of usefulness

acid
shocking
ice
flaming

fire and cold are the highest chance to be resisted


I agree with Glutton entirely. I'd rank Sonic attacks as even more rare than acid, but that could just be coincidence in the game's I've run/played. Also because Thundering weapons are just cool when you deafen your enemy AND deal extra damage :)

Don't forget, a magic weapon adds it's bonus to both attack and damage (ie: a +1 weapon get's +1 to attack and damage) the masterwork quality doesn't stack on this.

Liberty's Edge

I assume this is for all enhancements. For example I can not just have a Keen weapon, but it has to be a +1 keen weapon?

Thanks


Balsa wrote:

I assume this is for all enhancements. For example I can not just have a Keen weapon, but it has to be a +1 keen weapon?

Thanks

That is correct. Any of the special weapon enchantments require the weapon be at least a +1 weapon, so any of them (like a distance dagger) are at least the same cost as a +2 weapon.

One comment on sonic vs acid. Acid is great because very few monsters have acid resistance PLUS acid will kill trolls. While there may be fewer monsters with sonic resistance (debatable because there are a lot of monsters with no hearing) sonic will not kill a troll.


It also depends on the campaign you're in.

Undead heavy makes cold virtually useless, but some are specifically vulnerable to fire.

Planar baddies generally resist everything but electricity to a degree

I'd probably go with shock as one of the most consistent damage dealers, though fire offers a lot of utility out of combat in that it can illuminate/set things on fire/etc.

Liberty's Edge

Thanks for all the info...One last question. If I am reading the Pathfinder Society correctly, I can not get a shcoking weapon until I have 27 TPA? Wow thats a long way to go, I am at 7.

Thanks,
Balsa


Phneri wrote:

It also depends on the campaign you're in.

Undead heavy makes cold virtually useless, but some are specifically vulnerable to fire.

Planar baddies generally resist everything but electricity to a degree

I'd probably go with shock as one of the most consistent damage dealers, though fire offers a lot of utility out of combat in that it can illuminate/set things on fire/etc.

Emphasis mine. This is mostly true, but demons are IMMUNE to electricity. And most GM's will focus on either demons OR devils late in the game- meaning you either aren't going to fight many demons or you'll be fighting a lot of them. Keep that in mind.


MinstrelintheGallery wrote:
Emphasis mine. This is mostly true, but demons are IMMUNE to electricity. And most GM's will focus on either demons OR devils late in the game- meaning you either aren't going to fight many demons or you'll be fighting a lot of them. Keep that in mind.

True, but demons also resist 10 for every elemental at minimum, which would make any elemental damage boost irrelevant.

Devils, other planar things, etc. are often vulnerable to electricity.


If your campaign is heavy on one type of monster, your best bet is to get a Bane weapon anyway. If you are constantly fighting demons....get a Holy, Bane (demons) weapon instead of a Acidic, Shocking, Frost weapon.

If your campaign is tightly defined enough, where you only really fight evil things, the Holy weapon is worth it. And if you really do constantly fight one specific kind of enemy, like Undead, demons, or devils....then Bane is a fantastic enchantment.

Dark Archive

brassbaboon wrote:


One comment on sonic vs acid. Acid is great because very few monsters have acid resistance PLUS acid will kill trolls. While there may be fewer monsters with sonic resistance (debatable because there are a lot of monsters with no hearing) sonic will not kill a troll.

Lack of hearing does not stop the damage from sonic, only the possibility of being deafened (since that creature already is).


Happler wrote:
brassbaboon wrote:


One comment on sonic vs acid. Acid is great because very few monsters have acid resistance PLUS acid will kill trolls. While there may be fewer monsters with sonic resistance (debatable because there are a lot of monsters with no hearing) sonic will not kill a troll.

Lack of hearing does not stop the damage from sonic, only the possibility of being deafened (since that creature already is).

Some deaf monsters are specifically listed as being immune to sonic damage.

Dark Archive

brassbaboon wrote:
Happler wrote:
brassbaboon wrote:


One comment on sonic vs acid. Acid is great because very few monsters have acid resistance PLUS acid will kill trolls. While there may be fewer monsters with sonic resistance (debatable because there are a lot of monsters with no hearing) sonic will not kill a troll.

Lack of hearing does not stop the damage from sonic, only the possibility of being deafened (since that creature already is).
Some deaf monsters are specifically listed as being immune to sonic damage.

I was not aware of that, odd. Can you please point me to one? (Just curious).


Happler wrote:


I was not aware of that, odd. Can you please point me to one? (Just curious).

Hmm... the only one I found in the bestiary is the "Shoggoth." There are a couple others (like mind devourers) who have sonic resistance but it isn't clear if they are deaf or not.

I may have a faulty memory here... I thought I remembered seeing that, but perhaps not.


brassbaboon wrote:
Balsa wrote:

I assume this is for all enhancements. For example I can not just have a Keen weapon, but it has to be a +1 keen weapon?

Thanks

That is correct. Any of the special weapon enchantments require the weapon be at least a +1 weapon, so any of them (like a distance dagger) are at least the same cost as a +2 weapon.

One comment on sonic vs acid. Acid is great because very few monsters have acid resistance PLUS acid will kill trolls. While there may be fewer monsters with sonic resistance (debatable because there are a lot of monsters with no hearing) sonic will not kill a troll.

Except for a stone troll xD


Where is Sonic enhancement located in?

Liberty's Edge

It's 3.5 only; sonic energy was significantly easier to get in the old edition - things are better now.

There is "thundering", though.

Grand Lodge

Balsa wrote:

Hello all,

I am going to get my first magic weapon. If i understand this correctly I can get either 1D6 frost, flame, shocking, or corrisive damage as a +1 weapon. I have 2 questions. Will this weapon have a +1 to hit as it would have to be a master work weapon? What is the most useful, flaming, ice, shock, or acid?

Thanks,
Balsa

Your first magic weapon may have nothing more than that +1 to hit and damage. That's what a FIRST weapon should be.

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