Most Powerful / Useful +10 Weapon Suggestions


Advice


I'm looking for some advice, what do people think would be the best combination of enchantments for a +10 equivalent weapon for a mythic vital strike build at 20th level? (lots o' gold)

So far i'm thinking making it +5, and Greater Vampiric would be nice to have, or impact for the increased damage dice... I'm thinking of steering clear of things that don't get modified by criticals or mythic VS, but i'm not too familiar with weapon special abilities, got any suggestions?


impact, furious, vicious and holy. higher weapon damage, bonus accuracy and damage accuracy is important unless you're already hitting on a 2, and then adding 4d6 to most attacks and at least 2d6 to all.


Class would help a lot.

Also knowing your group and how much they are willing to help.


Go for impact only if you plan wielding a large weapon (say a large bastard sword or a large dwarven waraxe).
Holy is usually a safe bet (the bad guys are usually evil, after all...), then a lot depends on what you are planning to build. For example I have an unchained rogue who wields 2 kukris: I'm going for keen asap and possibly thundering after that. If I were building a fighter focusing on criticals I would probably go for the improved critical feat and scrap keen wile getting thundering and possibly a burst effect (I find frost to be one of the best).
Bane is the best of enchantments as long as you know you are going to face a lot of the same opponents (i.e. undead bane in an undead heavy campaign...), Ghost touch can give you an edge against those pesky incorporeals if you have no other way to get the job done (but there's a lot of them nowadays).


Louise Bishop wrote:

Class would help a lot.

Also knowing your group and how much they are willing to help.

I'm a NE Dwarf Two-Handed Fighter.

At the moment (unless they've changed their minds) the group is a (unsure of alignment or race) barbarian a CN gnome sorcerer and a LE elf wizard. As far as willingness to help: given the neutral/evil leanings, and the players behind the characters, i am expecting more backstabbery than aid. (lets not debate that neutral/evil doesnt have to mean backstabbing, i know, i'm just saying the characters are more likely to be looking out for number 1 than engaging in much good-spirited teamplay.)

Oh, and i'll likely be picking up a scythe, it doesnt have the best damage dice, but (if i understand it right) mythic GVS + divine fighting technique: way of hunger means i'll get some hefty temp hp, which should help with not having much healing. (same reason I was considering greater vampiric)

Other than that, ive been told its an "everyone is against us" kind of game, so we'll be fighting off good npcs aswell as conspiring evil npcs. As far as I know we wont be fighting any one particular type of enemy; the GM is keeping the details close to his chest.

Hope that helps. So what weapon enchantments would you recommend to help me out in terms of damage, survivability or utility?


+6 Impact (+2), Ghost Touch (+1), Mythic Bane (+1)

Since you are mythic and using Mythic Vital Strike, there are sure to be mythic enemies somewhere along the road.

Ghost touch is there just incase.

+6 will by pass Epic DR.


Louise Bishop wrote:
+6 Impact (+2), Ghost Touch (+1), Mythic Bane (+1)

That seems like a great standard to work with. Are there any other niche abilities anyone would consider? and do you think vampiric, greater transformative and other lesser used bonuses are particularly worth it?


SillyString wrote:
Louise Bishop wrote:
+6 Impact (+2), Ghost Touch (+1), Mythic Bane (+1)

That seems like a great standard to work with. Are there any other niche abilities anyone would consider? and do you think vampiric, greater transformative and other lesser used bonuses are particularly worth it?

Really it depends on the build.

Like an Intimidation build will want Cruel

If you have DR 6/- you may want Vicious

If you Do not have Blind Fight and/or other modes of magically seeing through Concelment then you may want Heartseeker

If your Casters are super friendly or your a class that can cast then Spell Storing

Its not a great feat but if you Use cleave Mighty CLeaving

If you have a typical flank partner Menacing. A Hunter can really put this to good work.


DR does nothing to stop vicious from damaging yourself.

Dark Archive

Chess Pwn wrote:
DR does nothing to stop vicious from damaging yourself.

Why not?


Chess Pwn wrote:
DR does nothing to stop vicious from damaging yourself.

Oh I thought it was considered "Weapon" damage. Then Disregard that suggestion then.

I just remember in one PFS scenario it specifically called out the Vicious User did not take damage from his Weapon. Dunno specifically why It called that out. Skelg The Ripper was the enemies name...I forget the Scenario name.

I will also Check RotRL cause there is one in there I think he does not take damage from his Vicious Property. But I will double check when I get home.

Silver Crusade

+4 Holy Demon Bane Mythic Bane for a certain AP :P those extra 6d6 on so many enemies are nice.


"This energy deals ..."
It's untyped energy damage. Nothing can reduce this.
Now that doesn't mean that there can't be special enemies that ignore the damage or mistakes made for enemies.


Skyler Malik wrote:
+4 Holy Demon Bane Mythic Bane for a certain AP :P those extra 6d6 on so many enemies are nice.

Seems like a bad idea given the info i've provided! ^^

@Louise
Cruel is a fair idea, intimidation is always good. I'd overlooked that one actually, will probably include it if its going to make a significant difference.

(I brought up greater vampiric or greater transformative, is there a reason nobody is giving their opinion on them or mentioning more unusual properties?) Anyone have any suggestions for other properties they've tried out or were thinking would be cool to try out?

Silver Crusade

SillyString wrote:
Skyler Malik wrote:
+4 Holy Demon Bane Mythic Bane for a certain AP :P those extra 6d6 on so many enemies are nice.

Seems like a bad idea given the info i've provided! ^^

@Louise
Cruel is a fair idea, intimidation is always good. I'd overlooked that one actually, will probably include it if its going to make a significant difference.

(I brought up greater vampiric or greater transformative, is there a reason nobody is giving their opinion on them or mentioning more unusual properties?) Anyone have any suggestions for other properties they've tried out or were thinking would be cool to try out?

Why is it a bad idea, should work for a mythic vital strike build. Also, a +1 with 4 burst properties could be fun a crit fishing mythic vital strike build :P.


Skyler Malik wrote:
Why is it a bad idea, should work for a mythic vital strike build. Also, a +1 with 4 burst properties could be fun a crit fishing mythic vital strike build :P.

holy:
"It bestows one permanent negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the weapon is wielded."
and I could go unholy, but I wouldn't gain any benefit against half the things we'll be fighting, plus, in regard to demon bane - I dont even know if there will be a single demon in the sessions :)

Greater vampiric lets you heal a max of 20HP per hit for a total of 100HP a day for a +2 weapon. It can only trigger once per round, and it always triggers. So it'll like be used up on your first fight or two of the day and then be useless the 3rd and 4th fights.

a paladin's lay on hands is doing 10d6 ~ 35 healing per round for some comparison.

So sure it's okay, but it doesn't seem like it's something to spend your money on, especially since it's like a comparison either this or something else. But if you're doing only 1 attack in a round and only have like 3 fights a day then maybe greater vampiric can work out.

Greater transformative, sure add it if you have spare gold, but it's not that great. At most it's probably letting you bypass DR/S,P,D if you think that those types of DR will be common in your really epic high level game then go for it. The bonus is being a flat enhancement I'm pretty sure you can still add it to your +10 weapon.


Yeah that's a fair assessment of G vampiric.

Chess Pwn wrote:
The bonus is being a flat enhancement I'm pretty sure you can still add it to your +10 weapon.

I can? I thought it still had an equivalent enhancement bonus that would count toward the +10 and only its pricing was different. Is this the case or can I add glammered, greater transformative etc without it counting toward the +10 cap? (Sorry, i might just be misunderstanding what you mean?)


The flats just have which rarity it's in for rolling random treasure, I don't think they count as anything for the limit.

So yes, I believe you can add glammered, greater transformative etc without it counting toward the +10 cap

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