HOLY weapons ?


Magic Items


Command Activation; Trigger Your attack roll with this weapon is a success or a critical success against an evil creature.
A weapon with this rune deals 1d6 additional good damage against evil targets. If you are evil, you become enfeebled 2 while wielding or carrying this weapon.
When you activate the weapon, you regain Hit Points equal to twice the level of the evil creature.
Craft Requirements You must be good-aligned.

OK. These seem pretty awesome.

So, from what I gather you can use 1 Resonance Point via the command activation to heal hit points equal to double the evil creatures level ?

Is command activation a reaction or a free action ?


That is correct on how it works, and the activation is a Reaction. It should show the Reaction symbol on the page in the statblock. Kind of a thick-lined <> deal while free action is more of a thin diamond outline (Basically the action icon hollowed out).


Holy seems awesome, unholy looks nasty, but anarchic and axiomatic seem flavourful but garbage. "Awesome I have the average damage"

I guess the fact they don't require activation is balances the issue, but an increase of the damage die might be warranted.

I mean, (except for taking up rune slots) you might as well just get a frost rune and a flaming rune for the same price and get more damage.


Parduss wrote:

Holy seems awesome, unholy looks nasty, but anarchic and axiomatic seem flavourful but garbage. "Awesome I have the average damage"

I guess the fact they don't require activation is balances the issue, but an increase of the damage die might be warranted.

I mean, (except for taking up rune slots) you might as well just get a frost rune and a flaming rune for the same price and get more damage.

Well to be fair, Axiomatic actually does average damage ROUNDED UP, which is an extra 0.5 damage per die (And since dice are doubled on a crit you will have 2-12 dice depending on potency, so it's an extra 1-6 damage on a crit depending on level), and Anarchic adds an extra die of damage on a crit in addition to its min/max effect.

So definitely not garbage if you have reason to expect to run into a lot of foes of the alignment they deal in.

Not to mention law and chaos damage will be resisted by a lot less things than energy damage will.

So I think it's fair to call them better than element runes assuming you are on the right side of the campaign-dependency that is anything law or chaos based (As good and evil are encountered on a much more reliable basis IME). And while 2 element runes may be a similar price, the fact that weapons have a cap on # of runes is important. You'll likely want a stronger rune over multiple weaker runes so you have space for other runes.

Of course element runes have nice effects on a crit too, but the above all still applies pretty well. They may not be optimal but I couldn't call them garbage by a longshot.

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