
Frenchfrie |

i am making a weapon for a magus and was woundering if the community had any advice to add to it or take away and replace. since you cant have a bonus over 10 unless you give it an ego.
have at the momment a
Rapier / 20 gp / 1d6 / (18–20/×2) / 2 lbs. / P
Dueling +14,000 gp [+4 init(drawn)+2 disarm/fient]
Thundering +1 bonus (+1d8 on crit)
Corrosive +1 bonus (+1d6 acid)
and
Enchantment +4 w/ keen +1 bonus
OR
Enchantment +5 w/ character having imporved crit
what does everyone think?

mplindustries |

So, uh, isn't Thundering kind of a terrible and weak weapon quality? I get it that nothing resists Sonic, but surely the overall damage output of your weapon would be improved more by other means (and it's not like the Deaf save scales or matters in the long run).
Dealing +1d8 one fourth of the time is nowhere near as good as dealing 1d6 all of the time (even if it's a type of damage many are resistant to). Hell, even +1 to hit and damage might be better.
Actually, no, if you want the on a crit damage buff thing, why not just take Corrosive Burst?
Or take Spell Storing and set up a first round nova attack. Spell Store an Intensified Shocking Grasp or a Frigid Touch or something and then cast another damaging touch spell in the same round. Two spells on one hit is pretty nasty.
As for the issue of Keen or Improved Crit, well, if you can afford the feat, that's better. Do you have a spare feat? I couldn't really answer that without seeing your build.

Frenchfrie |

My thoughts on making this weapon was that i would use the magus ability to give my weapon flaming, frost and shock abilitys at levels 9+.
I wanted to max out damage die for just the weapon not counting spells.
So i looked at what weapon echantment bonuses the magus could not give to a carried weapon. (knowing character ablilities and spells can't increase the weapons bonus past 10 without some properties going inert)
I notice acid and sonic damage where not on the magus list or added weapons abilities. thats why its a thundering corrosive weapon, the dueling is becouse I hate getting disarmed and it doesnt apply to the +10 max thing.
the thought was d6 weapon damage, d6 fire, d6 ice, d6 electric. d6 acid, and a possible d8 sonic since there is not a non-crit sonic weapon ability.
So my question is all that possible or do i just need a +5 weapon and add what i can via Arcane Pool.

mplindustries |

Well, I just figured you could do either Thundering/Corrosive for +2 equivalent and deal 1d6 all the time and an extra 1d8 on a crit (plus a meaningless save against a meaningless condition), or take Corrosive Burst for +2 equivalent and deal 1d6 all the time and an extra 1d10 on a crit.
As for the stacking on Flaming, Frosting, Shocking, etc., I don't know, I generally think your Arcana Pool is best spent on Spell Recall.

Frenchfrie |

i took enduring blade so its nice to do both and i dont seem to run out of spells very often but when i do i kinda use a trike.
spell combate and spell strike (arcane mark) and with enduring blade up that not bad.. so i think
melee 9(-2) / melee 1 (-2) / (check) melee 9(-2) delivery of (arcane mark) with a +3 from my dex(finesse) and the 4 from them blade.
11/3/11
min 5d6 if no crit no energy resist two problable hits one not so probable thats 10 to 15 d6 damage at an average of 3 per die thats 30 to 45 damage plus my str +2 per hit on average round 36ish points damage without spell effects
thats way after running out of vamp touchs and shocking grasps
it just sounds cool lol