Does anyone use the "Cunning" weapon special ability?


Advice


Does anyone actually use the Cunning weapon special ability? If so why?

To me it doesn't seem like it's worth the cost for a mere +2 bonus on critical confirmation rolls. Am I missing something?

Cunning:

Description: The cunning special ability allows a weapon to find chinks in a foe’s defenses using the wielder’s knowledge of the target. Whenever the weapon’s attack is a critical threat, the wielder gains a +2 bonus on the confirmation roll if she has 5 or more ranks in the Knowledge skill related to the target’s creature type (such as Knowledge [planes] for an outsider opponent).

Aura Moderate divination; CL 6th; Craft Magic Arms and Armor, true strike; Price +1 bonus. Source: Advanced Player's Guide


I've never used it but I see the benefits to it in a crit build for characters that have access to several knowledge skills like a bard with a rapier or other high crit range weapon you could get your hands on. Any bit helps really to confirm a crit. It would have to be a high skill class to get the most benefit from it. Maybe even the scimitar magus could see a use for this.


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No, it looks like crap. I would never trade a +1 to hit, damage, and confirming criticals just to get an extra point to confirm crits. What a waste. I wouldn't even take this if it gave a +4 or +6 to confirm. In my opinion and experience, confirming a Crit is practically never an issue. I have literally never seen a PC fail to confirm a critical hit except by rolling a natural 1, which this would not help.


Yeah, in order for you to have this on a weapon, it needs to be a +2 item. By time you are getting those, you are about level 6-8 where you are already hitting very reliably. I'd consider it The bonus were a +4 and I were munching my attack bonus for something.


Yeah, that's an absolutely terrible enchantment. I guess it's one of those "trap" choices they're always talking about.


erik542 wrote:
Yeah, in order for you to have this on a weapon, it needs to be a +2 item. By time you are getting those, you are about level 6-8 where you are already hitting very reliably. I'd consider it The bonus were a +4 and I were munching my attack bonus for something.

This is why I mentioned the magus. I've played a magus where full attacking with spell combat gives a -2 on all attacks for the round. It's pretty much the bread and butter of the class and you always want to be doing this. I've also failed to confirm several crits due to this negative. -10% to hit sucks for 3/4 BAB classes. Yes you can self buff but that isn't always your best option and when there's someone who does more damage in a party, like a fighter, targetted buffs don't tend to come your way from anyone else.

But no this isn't really an optimal selection for an enchantment.


you can CERTAINLY fail to confirm crits.
ESPECIALLY lower iterative attacks, so if you full attack alot, this concept should work.
still, trading +1 att/dmg for ALL attacks to get +2 to att for CONFIRMS only definitely is weak.
+2 should be the minimum here, and more like +3 or +4 is where it is worthwhile.
eventually, some huge bonus would just be AUTO CONFIRM on 99% of all crits, which I think is too strong for a +1 effect.
you can get +4 to confirm for a feat, so +3 or +4 seems about right...
i don't see many effects that give +3 to something, so let's say +4...???


Quandary wrote:

you can CERTAINLY fail to confirm crits.

ESPECIALLY lower iterative attacks, so if you full attack alot, this concept should work.
still, trading +1 att/dmg for ALL attacks to get +2 to att for CONFIRMS only definitely is weak.
+2 should be the minimum here, and more like +3 or +4 is where it is worthwhile.
eventually, some huge bonus would just be AUTO CONFIRM on 99% of all crits, which I think is too strong for a +1 effect.
you can get +4 to confirm for a feat, so +3 or +4 seems about right...
i don't see many effects that give +3 to something, so let's say +4...???

Considering keen is a +1 enhancement and since this requires the knowledge skill the bonus should be +4, I can see it worthwhile for some crit heavy builds, a +2 to confirm crits doesnt shape up against a +1 enhancement to hit, damage and penetrate DR without requiring knowledge ranks.

Confirm rolls are just as hard as to hit rolls really, and when taking penalties to hit to fight defensively or very hard to hit opponents it can definately be worthwhile since many of your hits will be a potential crit.


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"I have literally never seen a PC fail to confirm a critical hit except by rolling a natural 1." - mplindustries

Really? Then you haven't been playing enough Pathfinder. (Or you have some peculiar houserules.)


That's a stupidly lame enchantment.


Axl wrote:

"I have literally never seen a PC fail to confirm a critical hit except by rolling a natural 1." - mplindustries

Really? Then you haven't been playing enough Pathfinder. (Or you have some peculiar houserules.)

This is partly true. I've not yet actually played Pathfinder. But I've played plenty of 3rd edition, which also had confirmation rolls. Unless there's something I'm not seeing in Pathfinder that makes confirmation rolls harder than they used to be, I still feel confident in the relevance of my statement.

Sovereign Court

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Actually what might fit with the flavor better is you can use a knowledge skill INSTEAD of the normal attack role to confirm the critical (maybe with a -5 or so for iterative attacks). That could actually be cool, and useful as a backup to spells for wizards who are unlikely to hit with melee weapons without rolling very high anyways.


If it would just replace BAB with your knowledge ranks on confirmations would be applicable to anyone with a knowledge skill that isn't above 3/4 BAB.


The only time I would take it is when the weapon is already sitting at +5 and you are looking at adding something else. In a crit based fighter with the crit feats this could be worth wile. Especially in an off hand weapon that does not have haste or other more powerful effects due to cost.

But overall this is not a top choice for most builds and is more of an option for the player trying to squeak a little bit more off the crit feat effects out of his build.


mplindustries wrote:
Axl wrote:

"I have literally never seen a PC fail to confirm a critical hit except by rolling a natural 1." - mplindustries

Really? Then you haven't been playing enough Pathfinder. (Or you have some peculiar houserules.)

This is partly true. I've not yet actually played Pathfinder. But I've played plenty of 3rd edition, which also had confirmation rolls. Unless there's something I'm not seeing in Pathfinder that makes confirmation rolls harder than they used to be, I still feel confident in the relevance of my statement.

This is simply silly, you have as much chance to miss your confirmation roll as your attack roll, since you need to roll a 15+ on a threat there is a very significant chance you need to roll pretty decent to confirm.


Thazar wrote:

The only time I would take it is when the weapon is already sitting at +5 and you are looking at adding something else. In a crit based fighter with the crit feats this could be worth wile. Especially in an off hand weapon that does not have haste or other more powerful effects due to cost.

But overall this is not a top choice for most builds and is more of an option for the player trying to squeak a little bit more off the crit feat effects out of his build.

Even then, it's crap. Just how many different knowledge skills, and how many ranks in them, do your fighters have? Mine have none.

Also, when critical focus gives an across-the-board +4 to crit confirmation, this only giving a +2, and then only if you have 5 knowledge ranks vs. that type of critter, is complete garbage, and a waste of an enchantment. I agree with getting a weapon up to +5, keen, for a crit-based fighter, before looking at other enchantments, but after +5 and keen, I'd probably look at energy burst.

Sczarni

This feels like it was designed for inquisitors, what with their Monster Lore abilities and their casting Wrath and all that. Even then I'm not sure I'd use it, unless my DM had us roll randomly for found loot and I ended up with a decent Cunning weapon.


Your odds of confirming a crit are exactly the same as your odds of hitting in the first place. (Barring special bonuses) Unless you've never seen a PC miss with an attack, then you can imagine a situation where improving your chance to crit would be useful.

That said, cunning is just an awful trade, and it would be an awful trade even if it worked on every monster regardless of whether you had dumped a pile of points into knowledge skills. Even if you threaten on a 15, have a bevy of benefits for critting, and have a bunch of knowledge skills anyway, it's probably not worth giving up the +1 for, and what kind of character looks like that? I guess once you have the +5 in place it might be worth adding to a weapon for a crit-and-knowledge-focused character, but it's basically just a weak enchantment.

While it's hard to compare directly, and there's a huge gap in how good feats are, generally a +1 bonus is substantially better than a feat. (The +1 bonus itself is better than Weapon Focus for most characters, and that's a good feat.) Cunning is like half of a feat that doesn't work against many things for most characters.

As a DM, it's the kind of thing I might throw on a weapon treasure for someone who did sort of qualify as a potential good user of it, but I don't think I'd charge full value for it from the treasure portion. I can't imagine anyone really picking it.


I think that it's a very very bad enchantment.


Remco Sommeling wrote:


This is simply silly, you have as much chance to miss your confirmation roll as your attack roll, since you need to roll a 15+ on a threat there is a very significant chance you need to roll pretty decent to confirm.

This doesn't make sense. Threatening a critical has to do with the number on the die, not the actual AC hit.

A fighter who is marginally optimized for a crit build (falchion let's say) will have enough +hit that he only misses attack rolls on a 1-3 against an even CR opponent.

Quick example: TH Falchion Fighter level 8. Target AC=21. Attack bonus=8 (BAB)+7 (Str) +2 (Weapon) +3 (WFocus, GWFocus, Weapon Training)=21. Conditional modifiers may include Haste (+1), Inspire Courage (+2), Heroism (+2), flanking, etc. If you threaten a critical with the basic necessities of your build, you ought not to miss anyway.

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