Best Weapon Enhancements [Archive] - Wizards Community

Post/Author/DateTimePost
deviknyte

10-18-07, 09:51 AM
I've got a +1 Dragonbone Elvencraft Greatbow with +9 worth of random crap. What should that be? I've got force +2. Splitting is banned. Likewise for my arrows. +1 Ironwood Arrows with +9 worth of random crap. What should that crap be? I don't need keen or the piercing version of it. What's the best combonation of +18 worth of enchantments I can get?
RavenDrake

10-18-07, 12:24 PM
Recomendations for the bow: Seeking +1, Blood Seeking +1(ignore cover bonus against living creatures with blood[not oozed, plants, constructs, undead, etc], CWar), Spellblade(Player's Guide to Faerun, flat GP cost of +6000 gp, makes you immune to any one targeted spell, I'd recomend Disintegration, Implosion... the heavy hitters you're likely to be up against), Sure Striking +1 (overcome alignment based DR, also Players Guide to Faerun), Exit Wound +2(arrows continue on a strightline path and can strike foes beyond the first, CWar), Collision +2(you deal +5 extra damage on each successful hit)... Those are the some of the more useful ones I can think of for the bow.

The ammunition I would recomend taking a variety of including banes for common foes(dragons, Outsider(Evil), etc), also Holy(or unholy, depending on the thrust of your campaign). And something that improves damage. I'd recoment Screaming/Screaming Burst from Magic Item Compendium(only 1d4 per hit and xd8 on a crit, compared to the other energy effects, but it's sonic damage which is the least resisted energy type).
aikimiller

10-18-07, 12:30 PM
I'm a big fan of the exploding weapon enhancement from CWar. everything in a 5ft radius makes a reflex save. Maybe not the strongest, but certainly fun.