
Zaetar |
Hello! Wanted to ask suggestions on special abilities... there are way too many but most people just grab Bane and put it on everything, virtually and quite literally.
So as a small list for future reference, what would be the best for:
Polearms (polearm master, phalanx soldier).
2-Handed Axe (jotunkin barbarian),
2-Handed Sword (empyreal knight paladin).
1-Handed Sword, Mace (divine defender paladin, armor master fighter).
Tower Shield (phalanx soldier)
Heavy Shield (armor master, divine defender)
Longbow (woodland skirmisher ranger)
Crossbow (crossbowman fighter)
Well.. basically most common weapons...
I think it should be obvious if you know the archetypes but I'm gonna specify for a quick reminder: Phalanx Soldier, Divine Defender and Armor Master are tanking oriented, just in case you know of an ability that may be better than Bane for them, all the others are of course for DPR.
Thanks in advance!

lemeres |
1 person marked this as a favorite. |

For the first one: Fortuitous. Or "get 2 AoOs for the price of one". It is a mini full attack (full BAB attack + BAB-5 attack) when something draws an AoO. So pretty much the prime weapon property for a reach build.
So that you are truly a 25' wide circle of pure pain that enemies have to tip toe around. Not that it will work (particularly if you grab lunge, which is fantastic for reach builds), but they don't live long enough to learn that.

Guru-Meditation |

... particularly if you grab lunge, which is fantastic for reach builds...
It is bad for reach builds. You already have reach. Another 5ft WHEN ATTACKING isnt adding much.
Lunge only lasts until the end of your turn. It does not last until the beginning of your next turn. So it is inactive when your opponents provoke AoOs in their turn. Then you are back to your native reach.

Josh-o-Lantern |

lemeres wrote:... particularly if you grab lunge, which is fantastic for reach builds...It is bad for reach builds. You already have reach. Another 5ft WHEN ATTACKING isnt adding much.
Lunge only lasts until the end of your turn. It does not last until the beginning of your next turn. So it is inactive when your opponents provoke AoOs in their turn. Then you are back to your native reach.
Which is EXACTLY why lunge is good for reach builds. Attack at 15ft out and now they can't 5ft-step inside your threat. Yeah, it has it's own short comings but it's not bad by any means.

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lemeres wrote:... particularly if you grab lunge, which is fantastic for reach builds...It is bad for reach builds. You already have reach. Another 5ft WHEN ATTACKING isnt adding much.
Lunge only lasts until the end of your turn. It does not last until the beginning of your next turn. So it is inactive when your opponents provoke AoOs in their turn. Then you are back to your native reach.
It's not so much about widening your threatened space for AoOs, as it is about attacking from 15' out so your foe can't 5 foot step up to you and must provoke to get to you.

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Guru-Meditation wrote:It's not so much about widening your threatened space for AoOs, as it is about attacking from 15' out so your foe can't 5 foot step up to you and must provoke to get to you.lemeres wrote:... particularly if you grab lunge, which is fantastic for reach builds...It is bad for reach builds. You already have reach. Another 5ft WHEN ATTACKING isnt adding much.
Lunge only lasts until the end of your turn. It does not last until the beginning of your next turn. So it is inactive when your opponents provoke AoOs in their turn. Then you are back to your native reach.
It only works if you don't have any lemmings in your party who mindlessly close to 5ft to attack the enemy. But if your group respects the tactical movement of the game it really works well.

Zaetar |
Alright... lets update the list a little then:
Polearms : Fortuitous, for both tank and dpr?
2-Handed Axe : -
2-Handed Sword : -
1-Handed Sword, Mace : -
Tower Shield : -
Heavy Shield : -
Longbow : Seeking, knew this one, any other that could go well with it?
Crossbow : -
As for Lounge, I agree its useful but if you have a lemming of any kind (barbarian, summon, companion, friend prone to stupidity) then it will be more useful to get something else.
I dont really use disarm or finesse so dueling is out.
Vicious' damage is just 2d6... i never really liked taking damage from anything else than the enemy, sounds berserker-ish.

Quentin Coldwater |

Dueling isn't just for the disarms or feints, but also the initiative bonus. I've never really invested in initiative, but if you put some effort in it, it really pays off. You don't have to be on the defensive if you win initiative, you control what happens. Also great for sneak attack users.
As for Vicious, it's a double-edged sword. It can really turn against you, but it really speeds up combat. At high level, most of your damage comes through static bonuses or piling up damage dice. Granted, it's only 2d6, but it adds up if you count iterative attacks. Same principle as extra initiative, really: the faster the enemy's dead, the less you have to worry about him endangering you. Say, with Haste available to you and BAB 6+, if every attack hits, that's 6d6 points of damage you otherwise wouldn't do. Sure, you take some yourself, but that's negligible against what a full attack from the opponent would do.

lemeres |

ryric wrote:It only works if you don't have any lemmings in your party who mindlessly close to 5ft to attack the enemy. But if your group respects the tactical movement of the game it really works well.Guru-Meditation wrote:It's not so much about widening your threatened space for AoOs, as it is about attacking from 15' out so your foe can't 5 foot step up to you and must provoke to get to you.lemeres wrote:... particularly if you grab lunge, which is fantastic for reach builds...It is bad for reach builds. You already have reach. Another 5ft WHEN ATTACKING isnt adding much.
Lunge only lasts until the end of your turn. It does not last until the beginning of your next turn. So it is inactive when your opponents provoke AoOs in their turn. Then you are back to your native reach.
First- Ryric- thank you for ninja-ing me. I love when others help to preach for the church of the longspear. Yes, it is a tactical feat used to preserve your right to get AoOs. Because otherwise, you can't attack firt without losing your AoOs (which is particularly troubling when you get 2 attacks with fortuitous)
Second- Imbicatus- The thing with reach is that you are no turtled up monk. You are a 2 hander, most likely with some nice damage boosting class features. You can also full attack everything in a circle 45' wide with lunge. Basically- you are a major melee threat, even with just your normal attacks. In some practical terms, you are are just few steps behind a pouncing barbarian.
And that doesn't even get me started on the whole 25' wide circle of pain. In that case, your GM might totally throw enemies at you. Why? Because, with fortuitous, each of those attacks eats up an AoO. That means you use up 2 on a single enemy. So your GM might throw a mook at you hoping you eat up your double attack so that he can send an actual threat past you with minimal damage.
That works in game setting logic too- the enemy sends a servant to tie up your movements so they can slip past you.
Polearms : Fortuitous, for both tank and dpr?
You are a reach build- your DPR is part of your tank's defense. Because making the GM consider 'what monsters am I willing to sacrifice?' is a defense in its own right.
In more realistic terms- more attacks you can commonly grab for a relatively small price? Why not get it? Being a tank doesn't mean you shouldn't be happy with getting more damage in. Heck, I think it should be a goal for a tank- I think of 'tank' as more of a secondary role, meant to supplement a primary role (DPS, debuff, maneuvers, blasting, etc.).
Also, interesting thought on phalanx soldier- could they use lunge and a light shield in order to TWF with shield and polearm? As in- using lunge to get the shield's reach out long enough to meet the polearm's reach? I usually think of that archetype as one that sacrifices DPS for shields (since they are using polearms 1 handed), but getting TWF in there can keep them in the DPS game. Admittedly, such a build would eat up a lot of feats, and not really turn on until level 6 at the very least.

Matthew Downie |

ryric wrote:It's not so much about widening your threatened space for AoOs, as it is about attacking from 15' out so your foe can't 5 foot step up to you and must provoke to get to you.It only works if you don't have any lemmings in your party who mindlessly close to 5ft to attack the enemy.
That presumes I care if my allies gets attacked.
For example, my ally might have a high AC defensive build, in which case the enemy has to choose between full-attacking the wrong PC, or provoking to get to me.
Or maybe I just don't like my ally very much.

Calth |
Menacing if you have a reliable flank buddy.
Cruel for intimidate builds
Keen is always solid
Furious for rage builds
Leveraging for trip builds (2x enhancement to trip checks amongst other bonuses, from Weapon Master Player Companion)
Liberating for full BAB classes(standard action w/DC 15+HD or CL vs your CMB to remove movement impeding effect(as in freedom of movement), 7000gp, same book)

Zaetar |
Then...
Polearms : Fortuitous *done*
2-Handed Axe : Cruel? It's a barbarian after all. Or Culling?, I like cleaving finish.
2-Handed Sword : Keen, can't be wrong on this one i believe.
1-Handed Sword: Keen again?
1-Handed Axe (pardon me, it wasnt mace) : -
Tower Shield : Arrow Catching? it's like taunt for projectiles.
Heavy Shield : Same as above? both of them are tanky tanks.
Longbow : Adaptive *done*
Crossbow : Is there anything like Quick Loading for xbows?
What about all the others? :c
Btw, my phalanx soldier uses tower shield.

lemeres |

Merciful is usually good for anything. Most things aren't immune to nonlethal, and it helps to take prisoners.
Yeah, but would it be a main weapon?
...now there is good for thought- what about back up weapons? You know- that ghost touch weapon you keep in your pocket on the off chance your GM throws ghosts at you. Not something you would ever put on your main weapon (since it is too specialized to justify the bump in price), but something you want on hand nonetheless.
I would imagine things like this would often be +1 ghoust touch silver heavy maces- that list of things you need on hand for various problems.

Guru-Meditation |

Guru-Meditation wrote:Which is EXACTLY why lunge is good for reach builds. Attack at 15ft out and now they can't 5ft-step inside your threat. Yeah, it has it's own short comings but it's not bad by any means.lemeres wrote:... particularly if you grab lunge, which is fantastic for reach builds...It is bad for reach builds. You already have reach. Another 5ft WHEN ATTACKING isnt adding much.
Lunge only lasts until the end of your turn. It does not last until the beginning of your next turn. So it is inactive when your opponents provoke AoOs in their turn. Then you are back to your native reach.
Ahh. Okay. Didnt see this aspect.

C4M3R0N |

Spell storing! Adding 5d6 for a simple shocking grasp is no joke when you need it.
Also, if you throw the weapon ever then I say Anchoring. It locks a target down pretty well. You could also use it to hold someone at melee. The downside is you're basically disarmed. You could pair it with called though to get it back a as swift action. Or maybe even returning to get it free at the start of your turn.
The question here though is does the enemy come with the weapon that they technically anchored to...

Chess Pwn |

I feel most special abilities aren't worth the loss of increasing the to hit and damage. A +2 equivalent has to be better than a +2 to hit and a +2 damage. using the conversion that a +1 to hit ~ +2 damage and you're having to get at least 6 damage worth out of your special ability. But also I feel for a lot of classes that the to hit is more DPR than just a +2.
So lets look at holy. It's a +2 equivalent to add 2d6 (7 average) damage against evil. So this beats the +6 damage, but it's also conditional. Fortunately evil is pretty common for "heroes" to fight against so it'll be on most of the time. So holy is maybe worth it.

C4M3R0N |

I feel most special abilities aren't worth the loss of increasing the to hit and damage. A +2 equivalent has to be better than a +2 to hit and a +2 damage. using the conversion that a +1 to hit ~ +2 damage and you're having to get at least 6 damage worth out of your special ability. But also I feel for a lot of classes that the to hit is more DPR than just a +2.
So lets look at holy. It's a +2 equivalent to add 2d6 (7 average) damage against evil. So this beats the +6 damage, but it's also conditional. Fortunately evil is pretty common for "heroes" to fight against so it'll be on most of the time. So holy is maybe worth it.
Not that I disagree here at all. But it's often a flavor thing really. I feel like weapon enchantments can be worth it. I do think that a lot of armor enchantments are too situational though and would almost always prefer the straight enchantment bonus to +5 before adding special effects.
But based on your logic, a spell storing enchantment could be worth it if the combats are short or if someone else is willing to keep the spells up in the weapon for you.

Zaetar |
Imbicatus wrote:Merciful is usually good for anything. Most things aren't immune to nonlethal, and it helps to take prisoners.Yeah, but would it be a main weapon?
...now there is good for thought- what about back up weapons? You know- that ghost touch weapon you keep in your pocket on the off chance your GM throws ghosts at you. Not something you would ever put on your main weapon (since it is too specialized to justify the bump in price), but something you want on hand nonetheless.
I would imagine things like this would often be +1 ghoust touch silver heavy maces- that list of things you need on hand for various problems.
I'll 2nd Spell-storing. If you have any sort of Spellcaster in your party, you can make great use of this type of weapon. If nothing else you end up saving your Spellcaster party member the action it would have taken to use the spell, and dish out some damage as well.
Completly forgot about the backup weapon! And all this sounds amazing :o
Merciful in case we need people alive. Ghost touch in case of ethereal stuff and spell-storing to feel as if u were a wizard for 1 turn.
I'll take Holy on the paladins, will work marvels. I think Merciful is waaaay to situational for the cost... but if im supposed to be in a campaign where i kidnap/retrieve people then sure thing its going to be the second best thing after a whips build.
Taking notes on backup weapons, Ghost-touch to deal with ethereal and spell-storing for the non-expected magic attack, or to not depend only on the wizard/sorcerer for the magic.
Updating it then:
Polearms : Fortuitous
2-Handed Axe : Cruel (intimidate build), Culling (cleave build)
2-Handed Sword : Holy
1-Handed Sword: Holy
1-Handed Axe : -
Shields : Arrow Catching
Longbow : Adaptive.
Crossbow : This is for a ranged fighter... should i still go for xbow or get a longbow?

Chess Pwn |

Chess Pwn wrote:I feel most special abilities aren't worth the loss of increasing the to hit and damage. A +2 equivalent has to be better than a +2 to hit and a +2 damage. using the conversion that a +1 to hit ~ +2 damage and you're having to get at least 6 damage worth out of your special ability. But also I feel for a lot of classes that the to hit is more DPR than just a +2.
So lets look at holy. It's a +2 equivalent to add 2d6 (7 average) damage against evil. So this beats the +6 damage, but it's also conditional. Fortunately evil is pretty common for "heroes" to fight against so it'll be on most of the time. So holy is maybe worth it.
Not that I disagree here at all. But it's often a flavor thing really. I feel like weapon enchantments can be worth it. I do think that a lot of armor enchantments are too situational though and would almost always prefer the straight enchantment bonus to +5 before adding special effects.
But based on your logic, a spell storing enchantment could be worth it if the combats are short or if someone else is willing to keep the spells up in the weapon for you.
Yes. A shocking grasp is 5d6 average 17.5 damage. But it's only once. So it's value needs to be greater than about 3 damage per attack you make. If you're likely to make 6 attacks in a combat then it's potentially about equal. If you'd make more than that many then it's worse. Then you need to check how common any resistance to the spell is and that lowers spell storing. Also, unless you're sure to have the caster fill it up for every fight, it's value is lowered.
I feel that there's maybe 20% of abilities that could potentially be better than increasing your +. But you need to be focused in that to be so. Like fortuitous is good if you're not normally using all your AoO and if you have bonuses to AoO. It's also dependent on how likely your second attack is to hit. a secondary attack is at least a -5 if not more worse than your first attack. Also it doesn't do anything for any attacks made on your turn. Thus I feel it's not like, "if reach weapon always have fortuitous" but more like, "if reach weapon then maybe consider fortuitous"

Zenogu |

Yes. A shocking grasp is 5d6 average 17.5 damage. But it's only once. So it's value needs to be greater than about 3 damage per attack you make. If you're likely to make 6 attacks in a combat then it's potentially about equal. If you'd make more than that many then it's worse. Then you need to check how common any resistance to the spell is and that lowers spell storing. Also, unless you're sure to have the caster fill it up for every fight, it's value is lowered.
And that's just one damage aspect of it. It can offer more than just that, such as Vampiric Touch ("healing" the wielder), Hold Person (practically an instant-kill), or some fun things like Force Punch and "Litany" spells.

GM 7thGate |
2 people marked this as a favorite. |

This is kind of making me want to make a character that crafts piles of +1 spell storing daggers in place of a higher bonus weapon. Spell storing casts as a free action rather than a swift action on hit, so a dual wielding character with quickdraw could possibly dump a huge number of casts rapidly in a fight. There is probably something fun that can be done by hitting someone with 5 touch of idiocy spells in a round...

Zenogu |

This is kind of making me want to make a character that crafts piles of +1 spell storing daggers in place of a higher bonus weapon. Spell storing casts as a free action rather than a swift action on hit, so a dual wielding character with quickdraw could possibly dump a huge number of casts rapidly in a fight. There is probably something fun that can be done by hitting someone with 5 touch of idiocy spells in a round...
You could! It'll cost a small fortune, but it's entirely doable. And hilarious to think about.

GM 7thGate |

Only a small fortune though. It wouldn't get really crazy until the mid teens, but it should be entirely feasible to have a character have that be his "thing" he invests in ending up with 40+ spell storing daggers by the end of a typical campaign. With leadership to have underlings fill up the daggers, you would pretty much just get to cast a 3rd level or lower targeted spell on every attack in most situations...

DoubleBubble |
For crossbow, I always go for Phase Lock, Anchoring with either Distance or seeking. Very helpful when you have to fight something massive but have no way to do range attack to you. Distance works well with crossbow because the range doubled means it's harder for your opponent to hit you with range attacks. They likely have to take range penalties once or twice and can't do anything about it because of Phase Lock and Anchoring.

Zaetar |
For crossbow, I always go for Phase Lock, Anchoring with either Distance or seeking. Very helpful when you have to fight something massive but have no way to do range attack to you. Distance works well with crossbow because the range doubled means it's harder for your opponent to hit you with range attacks. They likely have to take range penalties once or twice and can't do anything about it because of Phase Lock and Anchoring.
That would be nice... but phase locking only disables magical movement and anchoring cant be added to a ranged weapon. I could go for distance though...
And for some reason, every time i try to make a ranged PC with either bow or xbow I end up going for some sort of hiding/sniping build.
Is this normal?

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Leveraging for trip builds (2x enhancement to trip checks amongst other bonuses, from Weapon Master Player Companion)
Alternatively (or additionally), you could use the dueling enchant from the Pathfinder Society Field Guide to grant 2 x enhancement luck bonus to CMB that uses the weapon i.e trip, disarm, sunder. As a luck bonus it can also be affected by the fate's favored trait.

Fourshadow |

Holy and bane are always nice, situational abilities. I have yet to see my favorite mentioned:Impact
Price +2 bonus
Aura moderate transmutation; CL 9th; Weight —
DESCRIPTION
This special ability can only be placed on melee weapons that are not light weapons. An impact weapon delivers a potent kinetic jolt when it strikes, dealing damage as if the weapon were one size category larger. In addition, any bull rush combat maneuver the wielder attempts while wielding the weapon gains a bonus equal to the weapon's enhancement bonus; this includes all bull rush attempts, not only those in which a weapon is used, such as Bull Rush Strike, Shield Slam, or Unseat.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, bull's strength, lead blades, righteous might or giant form I; Cost +2 bonus
It is not particularly useful for all weapons, more for those that are "on the cusp". For instance, the longsword does 1d8. With this, it now does 2d6 to EVERY TARGET. Not situational at all.

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It is not particularly useful for all weapons, more for those that are "on the cusp". For instance, the longsword does 1d8. With this, it now does 2d6 to EVERY TARGET. Not situational at all.
It's only useful if you stack with actual size increases. In your example, a longsword average damage normally is 4.5. With Impact it is 7. You are spending a +2 weapon enhancement for 2.5 damage. For that same +2 you could have gotten Holy, which adds an extra 2d6 on top of your d8, and overcomes alignment DR. Granted it's only against evil opponents, but for most games, that is going to be most of the things you fight.

Rogar Valertis |

Holy and bane are always nice, situational abilities. I have yet to see my favorite mentioned:Impact
Price +2 bonus
Aura moderate transmutation; CL 9th; Weight —DESCRIPTION
This special ability can only be placed on melee weapons that are not light weapons. An impact weapon delivers a potent kinetic jolt when it strikes, dealing damage as if the weapon were one size category larger. In addition, any bull rush combat maneuver the wielder attempts while wielding the weapon gains a bonus equal to the weapon's enhancement bonus; this includes all bull rush attempts, not only those in which a weapon is used, such as Bull Rush Strike, Shield Slam, or Unseat.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, bull's strength, lead blades, righteous might or giant form I; Cost +2 bonus
It is not particularly useful for all weapons, more for those that are "on the cusp". For instance, the longsword does 1d8. With this, it now does 2d6 to EVERY TARGET. Not situational at all.
Impact is a favorite of mine as well. As a matter of fact I'm building a fighter who will make use of impact, vital strike, power attack and potions of enlarge person in order to cause huge amounts of damage with max accuracy...
To answer the OT: good weapon magical abilities are
-Keen (unless you want the feat for it)
-Bane (situational, choose it if the campaign is heavily oriented against a specific type of opponent, for ecample bane evil ousiders in Wrath of the Righteous)
-Vicious (if you have reliable ways of healing yourself)
-Impact (great boost to damage, period)
-Holy (most opponents in most campaigns are some variation of EVIL, a very safe bet)
-Speed (well it's costy but it's one more attack per round...)
-Brilliant energy (unless your campaign is based against constructs and or undeads)
-Vorpal (because beheading stuff is just rad)
-Heart-Piercing (Vorpal but you can use it with that bow... yes the one you are using to shoot 7 arrows per round I wonder how long it will take for you to roll a nat 20...)
-Quaking (a bit too costy but "trip anything no matter the size" is just what all those trip experts were waiting for)
-Vampiric (wound enemies and heal back... I think it could work very well along with vicious even if the healing is moderate)
Edit: I was almost forgetting what's probably the best new ability for a weapon
-Liberating (for 7k gp and no weapon bonus increase you get an easy way to save yourself from those pesky paralysis effects that have been the bane of melee types forever!).

Fourshadow |

Fourshadow wrote:For instance, the longsword does 1d8. With this, it now does 2d6 to EVERY TARGET.That's +2.5 damage on average - if that's all I'm using it for I'd rather have +2 to hit and +2 to damage from a regular enhancement bonus.
Eh, I'm not an optimizer. I'm a role-player so pardon me if math doesn't enter into every decision I make for my character.
However, it does get more significant with higher cusp weapons: The Totem Spear does 1d10 but 2d8 when given Impact.
Zaetar |
Alright, last update. Optimizing without losing flavour.
Polearms : Fortuitous
2-Handed Axe : Cruel
2-Handed Sword : Holy
1-Handed Sword: Holy
1-Handed Axe : Impact
Shields : Arrow Catching
Longbow : Adaptive
Backup: Ghost-touch, Spell Storing.
Thank you people! Feel free to keep discussing about the abilities!