best enchantments on a +10 weapon? [Archive] - Wizards Community

Post/Author/DateTimePost
phoenixnemo

05-17-04, 01:09 PM
I need some help on how to enchant my two weapons.

I'm a TWF and I am using two katanas

we house ruled that the balanced enchantement is worth a +1 (so they are both light)

now lets say I can have both enchanted to +10

what would you do?
remember you must consider the +1 of balanced on both the weapons.

I was thinking of
+5/balanced(+1)/wrathfull healing(+3)/vicious(+1)
for both

or maibe
+5/balanced(+1)/flaming(+1)/frost(+1)/shocking(+1)/defending(+1)
for both

the only problem with the second is that I need SIX rounds to turn the two weapons "on"

any suggestion is appreciated
Funny Slaughter

05-17-04, 01:39 PM
keen/prismatic burst

gs
Funny
phoenixnemo

05-17-04, 01:42 PM
I don't get keen since i already have the improved crit feat and they don't stack.

what does prismatic burst do?
where from?
Funny Slaughter

05-17-04, 02:06 PM
prismatic burst is a +3 enhancement from miniHB
on a successful critical hit a prismatic spray effect (DC20) occurs (no SR as usual)
also works against creatures otherwise immune against criticals

gs
Funny
Khazra

05-17-04, 02:08 PM
What are you fighting? If most of what you are fighting has nice shiny platemail & the like you can't go wrong with a brilliant energy weapon! +5 balanced, brilliant energy. Now you can afford to power attack for large numbers aswell. Unless you have a spellcaster who willing to reguarly cast it on you or boots of speed your not hasted so speed is quite a good enhancement. So i say, have 1 katana as a +5, balanced, brilliant energy katana and the other as a +1 ,balanced, brilliant energy, speeded (you can only the get the extra attack once).
With full BaB you will be making 8 attacks a round, in some cases hitting on anything better then a natural 1 (cos lets face it, anything but a buffed mage or a monk isnt going to have higher then about 18 AC without the Ac & AC enhancement bonus).
phoenixnemo

05-17-04, 02:34 PM
the most time I'm fighting monsters so I think that the brilliant energy weapon could not be a good idea.
but I'm going to carry a spare brilliant weapon for every evenience:D
iN.fuSioN

05-17-04, 03:44 PM
niiiiice... infinite money ;D
saethar

05-17-04, 10:42 PM
Originally posted by Khazra
Unless you have a spellcaster who willing to reguarly cast it on you or boots of speed your not hasted so speed is quite a good enhancement. So i say, have 1 katana as a +5, balanced, brilliant energy katana and the other as a +1 ,balanced, brilliant energy, speeded (you can only the get the extra attack once).

On the speed to single/multiple issue - the PGtF has a set of named swords, Shattering Swords of Coronal Ynloeth, both of which are speed weapons. In fact the speed ability only works if you wield both swords.

To the main question - if you're good then get Holy. Metalline from Underdark is also good (+2, weapon can be any type of metal for DR purposes, change type as std. action).

Saethar
:b:
Ryunnosuke

05-18-04, 12:09 AM
Ghost touch is nice to have sometimes, incase you meet ghosts and such. Sundering is nice for Sunderers (deals double damage to objects). And if you do decide on brillant energy, you might like Sure Striking so you can still hit high DR creatures.
pokemaniacbill

05-18-04, 12:57 AM
+5 Holy, Sundering, (This is a +1 Enchantment, right? Limited application, since weapons are some of the coolest things to get after a fight), Wrathful Healing weapon. Strong, heals you, all sortsa good stuff...

On a sidenote, where are the Sundering and Wrathful healing enhancements?
Himosan

05-18-04, 03:44 AM
You've got +8 to work with, here's +5 of it:

Wounding (DMG +2) + Marrowcrushing (BoVD +3)

With every hit with either weapon you deal 2 Con damage which in addition to lowering HPs and Fort saves quickly will allow you to kill most things in a handful of rounds. This also means you can usually get away without aligning your weapon vs alignment based DR.

The other +3 is up to you, enhancement will help you get hits but is usually available thru GMW. Spell Storing is pretty good and flexible (Poison, Miasma :rolleyes:, undead hosers, etc.); likewise the mini handbook bursts, particularly the Fort based ones.
Six of Clubs

05-18-04, 06:41 AM
I'd lean towards two +1 balanced [+1], greater wounding [+4], speed [+4] weapons.

2 con damage per hit, lots of attacks.

Alternativly, +3 balanced [+1], greater wounding [+4], Holy [+2].

Also useful against undead and other uncritable critters.
phoenixnemo

05-18-04, 08:05 AM
greater wounding [+4]

where is it from?
2 points of con dmg right?

thanks to everybody for all your suggestions!
please continue to post ideas.
Bopple

05-18-04, 08:35 AM
Monster Manual 2.
Lord Arkhaven

05-18-04, 09:28 AM
If you are of good alignment and the campaign tends to pit you against evil monsters then the bargain that is Holy cannot be stated enough. Holy is essentially a Bane weapon versus almost all one's enemies in a heroic campaign, as well as it bypassing a great deal of damage reduction.
snb1131

05-18-04, 09:49 AM
I'd lean towards two +1 balanced [+1], greater wounding [+4], speed [+4] weapons.

I thought Speed was a +3 enchantment in 3.5.
wrax

05-18-04, 01:11 PM
In our planes games I've found that +1, Bane (Chaotic, Evil Outsiders), Holy, Speed, Frost, balanced is very nice to have.

My cleric had a +1, Holy, Frost, Bane (undead) bastard sword for a while, he loved it.
Grim Sage

05-18-04, 03:10 PM
I have to agree with Funny on the Prismatic Burst for most weapons, if you're dealing massive damage with each hit Wrathful Healing is great aswell.
Also, on a weapon with a high crit range (rapier, scimitar), use Blessed (BoED), since you already have the Improved Crit feat you'll be critting a /lot/.
Note that Blessed doesn't work with other weapon effects related to critical hits (keen and vorpal are mentioned specifically), so it won't work with Prismatic Burst, sadly. It does, however, work with Improved Crit, should you be wondering.
SmiloDan

05-18-04, 06:15 PM
The Brilliant Energy works against natural armor too, so you might find it useful against lots of monsters. Just not constructs and undead, right?
phoenixnemo

05-18-04, 06:55 PM
: A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects. This property can only be applied to melee weapons, thrown weapons, and ammunition.

no, natural armor applies
so it's quite useless against monsters
phoenixnemo

05-19-04, 04:39 AM
quote:
---------------------------------------------------------------
greater wounding [+4]
---------------------------------------------------------------
where is it from?
2 points of con dmg right?


Monster Manual 2.

can't find it!!
i've got monster manual 2 (3.0)
sure it's there?
where precisely?

thanks
Bopple

05-19-04, 04:46 AM
Check out 3.5 update booklet, p30.
phoenixnemo

05-19-04, 04:55 AM
where do I find it?
is it downloadable update?

thanks for your patience:D
Bopple

05-19-04, 05:18 AM
Aye, you can find it on the lower right corner of the WoTC D&D main page.
phoenixnemo

05-19-04, 05:24 AM
found it!

thanks a lot Bopple!:bow:
Bopple

05-19-04, 05:26 AM
No problem. :D