| Blakmane |
There is no cap other than +10 total.
The relevant rules:
"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."
and
"A weapon can't have an enhancement bonus higher than +5."
No mention of special ability cap other than the +10.
| Qaianna |
So now I'm wondering. What kind of weapons would make it worth going down from a +5 enhancement bonus?
Greatly depends on what you're getting in exchange. Clearing a +2 bonus to get 'Impact' is something to laugh at when you stick it on a scimitar (yay, d6 goes up to d8, netting +1 damage!). And with so many things that could come up ... well, what do you really really want?
I've thought of my 'ideal' weapon as being a Vicious (+1) Furious (+1) Impact (+2) Keen (+1) Greataxe. And right there some folks here would suggest dumping Keen for Ghost Touch, especially once incorporeals start showing up.
Other folks might want other properties. I don't think there's really a universal set of 'good' enchantments. (Well, 'holy' is a Good enchantment, but ... )
| Scythia |
So now I'm wondering. What kind of weapons would make it worth going down from a +5 enhancement bonus?
Bane and Holy both come to mind. If you knew the main enemies were going to be Demons for example, an (evil outsider) Bane, Holy, Axiomatic, Impact, +3 weapon might be a good deal, since the Bane will bump up the + against demons, and you'll do significant damage.
| Dragonchess Player |
Clearing a +2 bonus to get 'Impact' is something to laugh at when you stick it on a scimitar (yay, d6 goes up to d8, netting +1 damage!).
Impact is pretty useful on a scimitar for a weapon/shield bash TWF character with Shield Slam and Bashing Finish (since it grants a bonus to all bull rush maneuvers). Especially with a way to increase size, as well.