Paladin's Divine Bond


Rules Questions


Can a weapon go higher than +10 when a Paladin uses their divine bond ability?
The ability itself says that it stacks with any bonuses the weapon has (but doesn't double the effect, so no Holy/Holy doing 4d6 to evil) and it doesn't say there's an enhancement limit.
I'd assume since it's a temporary buff that it would stack, but I'd like to know the RAW just to be safe (I don't want to find/buy a +10 weapon in my career just to find out that I can't use my ability anymore!)

Cheers!

Grand Lodge

No... has been discussed numerous times.

The +5/+5 limit on non-epic weapons applies no matter what means are used to add the magic to the weapon, whether permanent or temporary.

There's nothing in the text of these abilities that state they overwrite the general rule, so the general rule applies.

This applies to all other similar abilities, including the magus arcane bond and the Mage Bullets by the Spellslinger.


Neo2151 wrote:
Can a weapon go higher than +10 when a Paladin uses their divine bond ability?

LazarX is correct, here's the citation:

Magic Weapons: "A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10."


Neo2151 wrote:

Can a weapon go higher than +10 when a Paladin uses their divine bond ability?

The ability itself says that it stacks with any bonuses the weapon has (but doesn't double the effect, so no Holy/Holy doing 4d6 to evil) and it doesn't say there's an enhancement limit.
I'd assume since it's a temporary buff that it would stack, but I'd like to know the RAW just to be safe (I don't want to find/buy a +10 weapon in my career just to find out that I can't use my ability anymore!)

Cheers!

It is clearly stated that the enhancement of the weapon cannot go beyond +5.

So it is not able to be an EPIC or DIVINE weapon (or however it is called now) and thus also subject to the maximum of +10.


As a DM, I'd probably allow a paladin with a maxed-out weapon to temporarily "swap out" abilities on his weapon with his use of Divine Bond for the duration of the ability. (Replace Holy with Flaming Burst, for example).


Kalshane wrote:
As a DM, I'd probably allow a paladin with a maxed-out weapon to temporarily "swap out" abilities on his weapon with his use of Divine Bond for the duration of the ability. (Replace Holy with Flaming Burst, for example).

The flaw in the current wording of the rules (and one of the reasons I really didn't like that errata) is that it's entirely unspecified what happens. Does the paladin get less benefit as his level and the base enchant on the weapon both go up? Or do some overwrite others, and how is that determined?

Grand Lodge

It depends on the expectations of the campaign.

Do +10 equivalent weapons and armor rain from the skies? If not there's clearly benefit. The weapon is adaptable to the situation.


A Paladin can pick up ANY weapon and turn it into a threat. Late game, sounds great for your secondary weapon.


It may also be a nice option for a sword and board paladin with TWF and shield-bashing feats, since most of the time the weapon enhancements on a shield are going to fall behind the primary weapon. Power up the shield and go to town.


In my book it says it gains an enhancment to a max of +6 at level 20, but then turns to say it stacks with existing bonuses to a max of +5. whats wrong with this? plus this whole sections isnt clearified very well, could someone please explain this to me. just the weapon bond.


It can confer certain qualities that otherwise have an enhancement bonus cost. So, the only option you really have on a weapon that normally has a +5 bonus is to put qualities on it. You can't further enhance its to-hit and damage with divine bond.

It would be awesome to wield a holy avenger and give it vorpal (unsure if it's legit, just saying).

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