+1 Axiomatic Anarchic Holy Unholy Falchion


Advice


I'm going to be starting off with a +1 Falchion in a homebrew game and wanted to build an "equalizer" sword. Would it more beneficial to make this weapon, or go straight +5 for the DR bypass? And if I was to build it out, which order would be best for putting the enchants on?

I'll be playing an Oracle of Battle and will start picking up some of the critical focus feats at level 13.

RPG Superstar 2012 Top 16

It would be easier to make a +3 enhancement that did +1d6 to creatures who have only one Neutral component, and +2d6 to extreme alignments, and bypasses all alignment DR. But really, a +5 Sword will do more and more consistent dmg over time.

Another option is to treat it like the Sun Sword, which gets +2 Enhancement against Evil creatures, which is a +1 Effect. Give the same effect against extreme alignments, and make it a +3 sword...it'll auto-bypass alignment DR then. Give a negative level to any non-TN who wields it, and you're good.

==Aelryinth


I would simply aim for +5 (it multiplies on critical) Holy (double) bane

How often are you really going to going to fight good-aligned people?


Thanks for the replies! It looks like a straight +5 will be better than going for the different alignment types.

Next question: I get Improved Critical for free at 8th level. Would there be any enhancements that would work better for a high crit weapon or is it still recommended to go straight +1 bonuses? (It's been a long time since I've played a mid level melee character and have yet to actually play one above level 4 in Pathfinder so far.. damn casters!)


Mid-level with a +5 weapon? You're sure about that?

As for me, I've always been a fan of the straight enhancement bonus as a player because it's never situational (I can use that bonus against everything all the time and it helps me hit as well as damage), but I've always enjoyed giving out (usually but not always) weapons with interesting secondary enchantments to the players when I'm DMing, partly to encourage them to experiment and/or to have several weapons to cover a broad range of situations, and ultimately so they appreciate when they get a better enhancement bonus.


DM_Blake wrote:

Mid-level with a +5 weapon? You're sure about that?

Well, not +5 at mid-levels, but working towards it :)

RPG Superstar 2012 Top 16

Well, the Burst stuff works good with crits, but you have to get the base enhancement of flaming, icy, etc for it to function, so each is effectively +2 and a waste.

Straight enhancement is usually the best way to go. As for optionals...you can't go wrong with Ghost Touch.

==Aelryinth


How's about let your DM decide when they award treasure? The buying of bespoke magic is too... easy.


That's a terrible weapon to build. You could make all those bonus dice into one, combined +4 quality (and I still wouldn't take it).


wouldn't you have to be (and remain) true neutral to wield that without taking horrible terrible penalties from the weapon's enchantments?

RPG Superstar 2012 Top 16

I believe that was the idea.


Correct. True Neutral isn't too hard to play.


strayshift wrote:
How's about let your DM decide when they award treasure? The buying of bespoke magic is too... easy.

Maybe so, but it's an assumption of the rules system.


@roanark and aelryinth: just making sure, since if you were planning on playing, say, a paladin and using it, it'd be a bit unfeasible to use.


Aelryinth wrote:
Straight enhancement is usually the best way to go. As for optionals...you can't go wrong with Ghost Touch.

I'd also recommend a straight enhancement for the last +1. +2 can over come the cold iron/silver DR, and the sword isn't much good if you can't hit anything, so the bonus to hit is important. Ghost touch can easily go on a backup weapon. And don't forget to do all this with an adamantine sword.


Let me re-state my position: 162,000 gp is not a reasonable price for this weapon. At 50,000 it makes me go "meh, what else you got?", which is a good rule of thumb for reasonably balanced. My personal buying price is more like 32,000. Maybe.

At 162,000, you're paying steep vertical growth prices for horizontal growth.


AndIMustMask wrote:
@roanark and aelryinth: just making sure, since if you were planning on playing, say, a paladin and using it, it'd be a bit unfeasible to use.

This would be for a True Neutral Oracle of Battle.

It's looking like I'll be going with straight +1 bonuses until at least +4. Even then, it'll be a pricey weapon.

pocsaclypse wrote:

Aelryinth wrote:

Straight enhancement is usually the best way to go. As for optionals...you can't go wrong with Ghost Touch.

I'd also recommend a straight enhancement for the last +1. +2 can over come the cold iron/silver DR, and the sword isn't much good if you can't hit anything, so the bonus to hit is important. Ghost touch can easily go on a backup weapon. And don't forget to do all this with an adamantine sword.

I'll be starting off with just a regular +1 Falchion. I guess I could always sell it later or a +1 Adamantine and then start adding +1's.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Personally, I'd probably go with a double weapon for an "equalizer."

A +3 anarchic dispelling burst grayflame keen adamantine/+3 axiomatic ghost touch grayflame phase locking adamantine two-bladed sword (end-state) would make a pretty good "equalizer" for a N cleric with Versatile Channeler! Pricy at 336,100gp, though.

A +3 anarchic grayflame adamantine/+3 axiomatic grayflame adamantine two-bladed sword would still let the N cleric with Versatile Channeler get through any DR except -, bludgeoning, piercing, holy/unholy, or epic. A bit more reasonable at 156,100 gp.

A +3 anarchic axiomatic grayflame adamantine falchion, by comparison, has a market price of 131,075 gp. This is probably the most cost-effective way to get a weapon vs. chaos, evil, good, and law (as well as penetrating DR for adamantine, cold iron, and silver); it requires Versatile Channeler to make full use of it, however.

RPG Superstar 2012 Top 16

IT would be easier to simply make a TN weapon property that did +2d6 against extreme alignments, and gave you negative levels if you aren't TN. That would be balanced.

Note that this sword does +2d6 against non-TN neutrals and +4d6 against extreme non-neutrals. I don't believe that's worth a +8 cost, but it IS pretty decent damage.

The problem with putting Ghost Touch on a backup weapon is that your backup weapon is usually an inferior weapon...often some kind you don't have weapon focus in, lower bonus, etc. This is especially true for fighters, not so much for barbs, rangers and paladins.

When you fight incorps, you generally want to kill them NOW. Although I admit I'm a fan of the +1 Ghost Touch net of MWAHAHAHAHgotyounow incorporeal capture.

==Aelryinth


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Ghostbane dirge and mass ghostbane dirge > ghost touch weapon...

Especially when discussing an oracle or a N cleric.


ZanThrax wrote:
strayshift wrote:
How's about let your DM decide when they award treasure? The buying of bespoke magic is too... easy.
Maybe so, but it's an assumption of the rules system.

I disagree. A good DM knows how to power down the game into a 'lower fantasy' type of play. Just make sure your players know beforehand so they don't set up ridiculous builds that rely on getting an obscure item to cover a critical weakness.

Sczarni

Roanark wrote:

Thanks for the replies! It looks like a straight +5 will be better than going for the different alignment types.

Next question: I get Improved Critical for free at 8th level. Would there be any enhancements that would work better for a high crit weapon or is it still recommended to go straight +1 bonuses? (It's been a long time since I've played a mid level melee character and have yet to actually play one above level 4 in Pathfinder so far.. damn casters!)

For a high-crit weapon, the Impact property can be very impressive, provided that it increases the weapon's NUMBER of base damage dice. Increasing 1d10 to 2d8, for example, or 1d12 to 3d6, but not 1d6 to 1d8 or 2d4 to 2d6.

Obviously this is better if you plan to do some bull-rushing in your career. You are an Oracle of Battle, so you could get Improved and Greater Bull Rush for free if you wanted them...


I too have been struggling to create a TN weapon for a character of mine. TN Dhampir Cleric of life and death, Versatile Channeler. Favored weapon- Scythe

Lifesurge was one I liked to represent Life but Death/Unlife has been tricky... especially for one weapon. I like the double weapon idea a lot, I might have to reconsider the scythe. I LOVE the concept of the Grayflame property on a scythe but is it worth it?

Ive come down to a couple options for consideration that you could use, any better ideas certainly welcome but here's what I got for my scythes

One TN scythe;
+5 Holy, Unholy, Grayflame

Two scythes to wield when appropriate;
Life- +5 Lifesurge, Undead Bane, Holy
Death- +5 Keen, Brilliant Energy(as Voidscythe)

EDIT: I just realized how old this thread was :P

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