Best weapon enhancements? [Archive] - Wizards Community

Post/Author/DateTimePost
Jay_Ibero_911

12-07-06, 09:42 PM
I've currently got a TWF using a warhammer and handaxe for the Anvil of Thunder weapon style, and he's currently 9th level and still only has +1 versions of each...I've got favors in excess for a variety of different upgrades, but I'm hessitant to commit to any yet...especially given my tight budget...among what I have access too, I think it'd be fun to add the Disrupting ability to my warhammer to up my threat level to undead...always fun to have a chance at auto kill...I also have access to holy, which I know is almost always useful, and frost but I'm not sure which element is the most useful...For flavor I'd love the Thundering enhancement on my hammer, even if it's sub-optimal for a +1 cost...
Japangirl

12-07-06, 09:52 PM
Well, this is mostly a flavor thing for my rogue, but I am going for +1 wounding [something useful] and +1 wounding sacred daggers for my TWF rogue/fighter. Wounding is a +2 and kinda hard to get access to though.

I'm not sure I'd get disrupting, undead have good fort saves. Most of the time, you need them to roll a 1 to fail, which is only a 5% chance. To make yourself scary to undead, get Holy or Sacred (LM, +1 bonus, good aligned weapon, +2d6 v. evil outsiders, +1d6 v. undead). Straight pluses for power attacking or just doing more damage are always good. Frost is actually a really good element as well, very few things won't take the frost damage.

My two cents, anyways.
Jay_Ibero_911

12-07-06, 09:56 PM
Just FYI, the disrupting ability requires a DC 14 WILL save...not fort...
Japangirl

12-07-06, 10:05 PM
Oh. Well they have good will saves too, overall :).
_m_

12-07-06, 11:27 PM
yeah, its often dex they suck at.

actually by and large, save-or-x-effect spells / abilities are better used on the living.
kenobi65

12-07-06, 11:38 PM
Holy. Definitely.
_m_

12-07-06, 11:47 PM
well id be inclined to say something like vorpal, or intelligent weapons / possesed weapons, that sort of thing,

but i assume you jsut want lgh ones people actually have access too.
Haro

12-08-06, 12:57 AM
Vicious. No doubt the best +1 enhancement going around.

Joe
Reylance

12-08-06, 09:28 AM
I think the best weapon enhancement is Holy. You'll get +2d6 damage against almost everything you fight. Elementals, plants, and dire animals are the main exceptions, but you benefit if the author is cute and adds a Fiendish template.

For a two-weapon fighter, who typically focuses on multiple hits rather than one big Power Attack-aided hit, Wounding is excellent. There's nothing like doing 1d6+2 damage, and then 36 more as the 36 HD creature loses a point of Con bonus.
jstorrie

12-08-06, 10:48 AM
Yes to Holy and Sacred. Wounding and Disrupting are situational, though, and maybe not worth the extra cash. Straight plusses are theoretically nice, but easily duplicated with GMW.
Iswald

12-08-06, 10:48 AM
Holy, spell storing and magebane.
Japangirl

12-08-06, 01:12 PM
Speaking of magebane, has anyone seen access? I'm not asking where or anything illegal like that, I just want to know if it has made it into the campaign at all yet.
Genghis Cohen

12-08-06, 08:00 PM
Speaking of magebane, has anyone seen access? I'm not asking where or anything illegal like that, I just want to know if it has made it into the campaign at all yet.I saw magebane access on another player's AR from an interactive. I was very, very jealous.
Mommy was an Orc

12-08-06, 08:27 PM
Speaking of magebane, has anyone seen access? I'm not asking where or anything illegal like that, I just want to know if it has made it into the campaign at all yet.

One of my characters could logically have gotten it, but it would have involved lots of penalties in my home region...