| GreatEscapist |
So I've made the Dwarf Cleric archetype, http://www.d20pfsrd.com/races/core-races/dwarf/forgemaster-cleric-dwarf
And he's coming in at level 5 wearing all stuff he has crafted before his introduction. But I've never looked at weapon enhancements before, and I'm looking for some good suggestions.
(I swear I searched the forums and google before coming here! Sorry I'm asking for so much help on here lately)
Basically with his Artifice domain's level 1 ability he's already kind of a sunderer, otherwise obviously he's a crafter. Thematically he's based around creation and materials etc.
Mostly, I'm actually looking for a guide to weapon enhancements that's a little more clear than just guessing what the words all mean, is there a guide that categorizes them? Even as basic as the ones that deal extra damage (like elemental damage), vs the ones that give the weapon a special ability (dancing)
Otherwise just suggestions for Dwarfy McCraftsalot's Dwarven Longhammer (maybe Undead Bane if I don't find anything else) would be much appreciated in the short term!
Ascalaphus
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In the long run you may want to consider making a Ghost Touch backup weapon. It's not something you need every day, and adding it to your main weapon will hike the costs. But when you do need one, you really need it, and even a secondary ghost touch weapon with no other enhancements will be better than your main weapon.
| HaraldKlak |
Thanks for the input! Going with an Adamantine Dwarven Longhammer with Undead's Bane on it after all (Impact looks wonderful but I don't have enough gold on him yet for a +2 enhancement, even considering he's getting a crafter's discount)
Remember that you need a +1 on the weapon before adding special abilities.
So you need to make it a +1 Adamatine Dwarven Longhammer before you can add Undead Bane to it (priced as a +2 weapon).
| GreatEscapist |
In the long run you may want to consider making a Ghost Touch backup weapon. It's not something you need every day, and adding it to your main weapon will hike the costs. But when you do need one, you really need it, and even a secondary ghost touch weapon with no other enhancements will be better than your main weapon.
Actually that archetype inscribes runes on weapons and armor. One of them is ghost touch and he can put it on up to three weapons a day for 10 minutes ish.
HaraldKlak - THANKYOU I was trying to figure that out for certain all day without wanting to ask anyone lol. It's the other reason I held back from Impact before. With that knowledge I can say that he only just barely affords the weapon :P But meh, might as well spend all his cash.
Imbicatus
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HaraldKlak - THANKYOU I was trying to figure that out for certain all day without wanting to ask anyone lol. It's the other reason I held back from Impact before. With that knowledge I can say that he only just barely affords the weapon :P But meh, might as well spend all his cash.
If your DM is using wealth by level rules, you can't put more than half of your WBL into any one item. And unless you are going to be fighting a LOT of undead, a simple +2 is going to be better than a +1 undead bane.
Ascalaphus
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Ascalaphus wrote:In the long run you may want to consider making a Ghost Touch backup weapon. It's not something you need every day, and adding it to your main weapon will hike the costs. But when you do need one, you really need it, and even a secondary ghost touch weapon with no other enhancements will be better than your main weapon.Actually that archetype inscribes runes on weapons and armor. One of them is ghost touch and he can put it on up to three weapons a day for 10 minutes ish.
HaraldKlak - THANKYOU I was trying to figure that out for certain all day without wanting to ask anyone lol. It's the other reason I held back from Impact before. With that knowledge I can say that he only just barely affords the weapon :P But meh, might as well spend all his cash.
Oh, that's nice.
| Mogloth |
I've never been in a campaign where magical weapons and whatnot really came into use. I have a few questions. And this seemed like a good thread to ask them in.
I understand that a weapon can have no more than +10 in enhancements. And nothing higher than +5.
Does this mean that I can create a weapon that says +1, but have 9 abilities added to it? And other such combinations provided the weapon does not exceed +5? And that you cannot add any abilities whatsoever unless the weapon is already a +1?
| Anzyr |
Yes, you can make a weapon that is +1 with +9 worth of enhancements on it. And yes, the weapon must be +1 (a very painful purchase as all you get its +1 damage more then masterwork for a massive upcharge) to add enhancements (not this does not apply to Amulet of Mighty Fists). Note that +1 weapon with 9 enhancements on it can be raised to +5 with Greater Magic Weapon, though you won't get the DR piercing effect.
Also, Courageous needs mentioned here. Its just fantastic.
| GreatEscapist |
If your DM is using wealth by level rules, you can't put more than half of your WBL into any one item. And unless you are going to be fighting a LOT of undead, a simple +2 is going to be better than a +1 undead bane.
Blast it all, I forgot that haha.
Yeah, I just thought the bane would be fun to build up a little story as to why he'd have it. Incidentally, he was planned long ago as a possible cohort and put on the back burner, but he's getting called up to the majors and I'm throwing him into the world. The main group is off on a time consuming adventure and a few of us are using alts to deal with a persisting Necromancer storyline around our homebase. So the bane would not go astray.
But you're right, I can barely afford it, but with those rules I'm not allowed to spend that much on it anyway. So it's moot.
Also Anzyr, what's so fantasic about Courageous weapons? Bonus to saves against fear are part of so many classes and such and it just seems so expensive in light of the other things you could pursue for an enhancement..am I missing something? Forgive me, I'm mostly still a newb.
| Grishnackh |
courageous weapons add half the weapons enhancement bonus to moral bonuses and it is a +1 enchant. Lets say you have a bard thats constantly spamming good hope on the party. now with a +2 courageous weapon you get +1 Hit, Damage, Saves, Skill and Ability checks. making the weapon +3 just nets you +1 hit and damage. If the weapon is +4 curageous or you are a barbarian with +2 furious courageous, the effect gets doubled.
Only works if you constantly get moral bonuses (heroism, good hope, barbarian Rage)
It gets really disgusting when a barbarian gets his hands on one of those AND has a bard for good hope ;)