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Mysterious Stranger |
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At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
The only alteration the bladebound archetype makes to the magus arcane pool is the amount of points in it. The archetype does not change what the arcane pool can or cannot do. The blackblade does have its own pool that can be used to power specific powers of the blade. So, the magus can use its arcane pool to boost the enchantment bonus of the blackblade to a maximum of +5.
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MrCharisma |
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Yes the bonuses stack.
However there are some restrictions.
The Black Blade itself only ever gets +x bonuses. The bonuses that the blade automatically gets can't be replaced with Keen/Flaming/etc, they're all just +x. So a level 3 Black Blade has a +1 Enhancement bonus, a level 5 BB has a +2 enhancement bonus, etc, etc.
The Black Blade also cannot be used to craft any other properties onto it (as far as I know).
However you can use your Magus Arcane Pool (Or other class abilities, such as an Occultist's Legacy Weapon ability) to add enhancement bonuses or other enchantments to the weapon.
Remember that the usual restrictions still apply. So you cannot have a +x enhancement higher than +5. So a 17th level Magus with a +5 Black Blade and another +5 enhancement bonus from their Arcane Pool can't give their weapon a +10 bonus, or even a +6 bonus, they'd have to use their Arcane Pool ability to add other enchantments to the weapon. The 2 exceptions to this are the BANE property and the FURIOUS property (and I guess the RUNEFORGED property, but that's basically an extention of Bane), so if you were a Barbarian-1/Magus-15 fighting some Orcs, and you were raging and had the Bane Blade Acrana it would be possible to get your weapon to a +9 enhancement bonus ... but that's not a usual state of affairs. The Bane Blade arcana is something a Magus can use though, so it's worth remembering.
The other restriction to note is that a weapon can never have a higher total equivalent bonus than +10. There is no specific restriction on the number of enchantments you can have besides going over the +10 and needing at least a +1 Enhancement bonus (which technically means you can't have more than +9 in special abilities), but that +10 limit applies. So you can have a +4 Flaming, Frost, Shock, Keen weapon (total +8 equivalent), or you can have a +1 Flaming-Burst, Icy-Burst, Shocking-Burst, Keen weapon (total +8 equivalent), and either of those would be fine. For the Bladebound this is unlikely to matter as you have a guaranteed +5 from the Black Blade itself, but remembering that you can't go over the +5 Enhancement bonus (until you get Bane Blade) is important.
(Also note that the Bane and Furious abilities only count as +1 as far as their cost toward the total +10 limit is concerned. So You CAN have a +5 Keen, Flaming, Frost, Shock, Orc-Bane weapon.)
So with that in mind:
At level 1 you can enhance your +0 weapon to a +1 weapon with your Arcane Pool (AP).
At level 3 your weapon becomes +1 and you can enhance it with another +1 to +2 with your AP.
At level 5 your weapon becomes +2, and you can enhance it with another +2 to +4 with your AP. At level 5 you also gain the ability to add special abilities to your weapon in place of straight +x enhancements when using your AP, at equivalent cost to your AP. The abilities you can use are outlined in the Magus class entry.
At level 9 your weapon becomes +3, and you can enhance it with another +3 to +6 with your AP. As I said above a weapon can't have a +6 Enhancement bonus so at least 1 point of the bonus from your AP has to be used on a special ability or abilities.
At level 13 your weapon becomes +4, and you can enhance it with another +4 to +8 with your AP. At least 3 points of the bonus from your AP has to be used on special abilities.
At level 17 your weapon becomes +5, and you can enhance it with another +5 to +10 with your AP. At this point your weapon has maxed out it's enhancement bonus so the entire bonus from your AP has to be used on special abilities.
One note on this that new players often misunderstand, a level 5 Magus can enhance their +2 weapon to +4 by expending ONE AP point. You don't have to spend 1 AP point per bonus, it's just 1 point per use. At level 17 you spend 1 AP point and you get a +5 bonus equivalent to add to your weapon.
Finally, the Black Blade itself has an Arcane Pool, and has abilities it can add to the weapon. As far as I can tell none of these abilities are counted as equivalent to +x abilities, so they are irrelevant to the limitations listed above. If your blade has the points to spend it can add them.
EDIT: Oh one thing I forgot to mention: The AP bonus doesn't stack with itself. You can't use 2 AP points to give yourself +2 twice for a total of +4, for example. It doesn't work. That's explained in the Magus class. I just figured I'd covered everything else so I might as well add this as well.
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Melkiador |
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It makes sense if you compare it to just the regular magus with a regular magic sword. And in a lot of campaigns the regular magus will have those enhancement bonuses from a regular magic weapon earlier than the blade bound.
The black blade is mostly a fun vanity item, though it can be handy in campaigns that are low on magic items. And it’s nice for knowing you’ll have a good option for any weapon specific feats at every character level. Still, don’t be shocked if you end up with a main weapon that outclasses your black blade at certain levels.
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TxSam88 |
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Still, don’t be shocked if you end up with a main weapon that outclasses your black blade at certain levels.
Since the Black blade is intelligent, a magus would typically not want to upset it by doing that, and unless the other weapon is of the same type, the feats used to get better with the Black Blade will still allow it to outclass the "other blade"
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Melkiador |
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Melkiador wrote:Still, don’t be shocked if you end up with a main weapon that outclasses your black blade at certain levels.Since the Black blade is intelligent, a magus would typically not want to upset it by doing that, and unless the other weapon is of the same type, the feats used to get better with the Black Blade will still allow it to outclass the "other blade"
The personality of the Black Blade is up to the player and GM. While it could be jealous, it may just be happy that its guiding purpose is being accomplished at all. I could even imagine one who gets upset at being used for day to day activities, considering it's purpose to be the only completely correct time to use it, and begrudingly letting you use its power more regularly just to keep you alive.
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Mysterious Stranger |
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I would not call a black blade a vanity item. While it’s enchantment bonus or properties may be exceeded by a normal magic item it has several properties that can make it more powerful than a normal magic weapon.
Unbreakable means that while the black blade has at least 1 point in its arcane pool it is immune to be sundered.
Black Blade strike is an untipped bonus so stacks with the enchantment bonus to damage. This allows the damage bonus to exceed the +5 limitation. At 17th level the magus can be getting a +7 bonus to damage.
Energy attunement allows all the damage the magus deals to be converted to the chosen energy type. This can allow the magus to bypass DR of creatures and even target vulnerabilities. For example, a magus fighting a pit fiend could convert the damage to electricity bypassing the need for a silver and good weapon. If the magus is fighting something with the fire or cold subtype, they could convert the damage to the opposite and deal an extra 50% damage. Converting the damage to force allows you to do full damage vs an incorporeal creature. How many available at low to mid-level can match this?
At 9th level the magus can teleport the blade to him from up to a mile away. This makes it very difficult for the black blade to be lost or stolen.
How many 9th level characters have a +3 unbreakable weapon that is nearly impossible to lose that can deal full damage to almost any creature.
The black blade is also fully aware of its surrounding so can give the magus an extra perception roll to notice things he might miss.
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Melkiador |
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The damage bonus of the strike is negligible compared to all of the other sources of damage the magus brings. I can't think of a situation where it would knowingly be worth the pool cost.
Unbreakable just prevents the "broken" condition. The blade can still be destroyed by taking enough damage.
Energy attunement is actually pretty strong, letting you ignore DR in a novel way. But you are very limited in how often you can use it.
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TxSam88 |
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TxSam88 wrote:The personality of the Black Blade is up to the player and GM. While it could be jealous, it may just be happy that its guiding purpose is being accomplished at all. I could even imagine one who gets upset at being used for day to day activities, considering it's purpose to be the only completely correct time to use it, and begrudingly letting you use its power more regularly just to keep you alive.Melkiador wrote:Still, don’t be shocked if you end up with a main weapon that outclasses your black blade at certain levels.Since the Black blade is intelligent, a magus would typically not want to upset it by doing that, and unless the other weapon is of the same type, the feats used to get better with the Black Blade will still allow it to outclass the "other blade"
Sure, that was a side point, the main point being that since you probably have Feats like Weapon focus etc with your black blade, unless the other weapon is of the same type, losing the bonus from those feats is usually not worth whatever cool thing the alternate weapon has.
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Dragonchess Player |
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The black blade is mostly a side-grade (or a slight downgrade) to a normal magic weapon. It has some nice abilities, but is much less customizable and there are limitations as to what you can add using the magus arcane pool.
The biggest benefit (IMO) is being able to invest more into other magic items (not necessarily other weapons) because of the auto-scaling of the black blade.
One possible workaround is to dip one or two levels in occultist and make the black blade your Transmutation implement ("belt, boots, sandals, vest, weapon"). The legacy weapon base focus power for Transmutation allows the magus/occultist to add any "+1 equivalent" ability to a magic weapon by spending 1 focus point.
A spell warrior skald (or someone with a dip in it) is also useful to have in a combat-focused party to add abilities to multiple PCs via the enhance weapons weapon song. Skald is a Cha-caster, not an Int-caster like magus or occultist, so it might be more appropriate for a different character than the magus.
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Melkiador |
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I find the archetype to be a fine set of trades. It's better than a single arcana, and so it has the reduction of your pool too. It's not a bad archetype. It's more that it doesn't give you a big combat advantage over not using the archetype, and it is behind the curve if magic item crafting is available to you. That's why I call it a vanity item. It's often not a bad weapon, but it's also not often much better than the weapon you could have had anyway.
I've actually played a bladebound twice now. It's fun. I'm not trying to talk people out of playing it. But I also don't want people to come out disappointed about using it.
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I It's more that it doesn't give you a big combat advantage over not using the archetype, and it is behind the curve if magic item crafting is available to you.
Not being able to add some ability to the weapon by crafting is a limit, but a magus has a large pool of variable abilities if he is willing to spend a few arcana. What he lacks most are the fixed price abilities (several of them are nice for the cost).
What really makes a difference is how easy it is to have the time to craft or how easily is to buy a weapon in the specific campaign.
A +3 weapon requires 9 or 18 days (depending on the crafter's Spellcraft skill), a +4 16 or 32, and so on. If the one crafting the weapon is a party there will be competition for that time (especially if he crafts other items too).
If the weapon is brought from a merchant there is no guarantee it will have exactly the abilities a player wants. RAW, in a metropolis, a buyer has a 75% chance of finding an item he wants if it is worth up to 16.000 gp or is a minor item (i.e. a +2 equivalent weapon). Beyond that, he would find 4d4 random medium items (at most +4 equivalent weapons) and 2d4 random major items (at most +5 equivalent weapons).
Considering that weapons are only 10% of the medium and major items and that there are several kinds of items, the chance of finding the +2 holy scimitar that the magus wants is pretty low.
Most GMs would allow PCs to order specific weapons, but those will require time to be crafted. Some will handwave it and allow the character to buy whatever they want as soon as they set foot in a major marketplace.
It is extremely campaign-dependent.
In the right campaign, the Blackblade can be a nice timesaver. In a different one, it can be a vanity item.
Personally I don't think that the cost of the archetype is negligible. Being unable to take an arcana before level 6 (as you trade away your level 3 arcana you lack the feature and can't take Extra Arcana) isn't that small a hindrance. On the other hand, you get all the other features of the class, and those are very nice.
To sum it up YMMV
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TxSam88 |
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Not being able to add some ability to the weapon by crafting is a limit, but a magus has a large pool of variable abilities if he is willing to spend a few arcana. What he lacks most are the fixed price abilities (several of them are nice for the cost).
this is where I think the Blackblade is superior to a regular magic weapon, it's literally a swiss army knife.
Need flaming, making it flaming, need ghost touch, make it ghost touch, need shock, make it shocking, etc.
the fact that once you have a few arcana chosen, you can build almost anything you need on the fly is extremely powerful.
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Melkiador |
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Versatility is a power of the base magus though. Spells can replicate most of the abilities of the black blade. And spell recall allows you to spam those diverse spells.
Energy attunement is pretty nice but you can only do it a few rounds of combat per day. And almost any magus can add flaming or frost to their weapon.