| Post/Author/DateTime | Post |
|---|---|
| Nicholas the Paladin01-11-06, 03:56 AM | Hi all, I have a chance of getting a "+3 Greatsword" for one of my characters (which is a 7th level paladin). That is; a greatsword with a "+3 equivalent" enchantment...I need some advice. I'm thinking about getting a: - regular sword with +3 enchantment (all round), or; - a sword+2 with a "+1-enchantment" (like the Bane-property) (or even a sword+1, with an '+2 enhantment') For flavour I'm considering taking a Greatsword+2, With the 'Bane-enchantment versus 'undead' or 'evil outsiders'. Since we dont run into undead all the time and even less evil outsiders, maybe a straight +3 is wiser. Do you know any +1 (or +2) enchantments (from any source), that is worth it? Thanks ! |
| Oliver D'Argent01-11-06, 06:56 AM | You could make it a +1, Holy greatsword - that would add an extra 2d6 damage against all opponents with an evil alignment. |
| CaoSlayer01-11-06, 06:59 AM | also, the keen enchantment works nicely with greatswords... umm, +1 keen merciful sword. |
| Nicholas the Paladin01-11-06, 07:25 AM | I am particularly interested in enchantments that are NOT in de DMG (if there are any). |
| Moon-Lancer01-11-06, 07:55 AM | mage bane. its a +1 and acts as bane to any creature with spell like abilites that are arcane. Also effects any creature with arcane class levels. Kicks the butt of normal bane and will probably see alot of use. Its in compleat arcane |
| Gnomes_are_Monsters01-11-06, 08:17 AM | Spellstoring is my favorite its a +1 enhancement, and with the right spell, it makes your sword into a BBEG killer first hit! *Shocking Grasp 5d6 electricity no save. *Cure spells for undead *Inflict for living *Ray of Enfeeblement to drop the strenght of the baddy. The possibilities are endless. (For a +3 I would add corrosive, DMG II +1d6 Acid) |
| tarkin01-11-06, 11:41 AM | +1 with Blood Seeking and Seeking, negates both cover and concealment. +1 wounding is also nice ability. Finally, for a paladin, I might consider +1 Paralyzing, from the Book of Exalted Deeds. Held Will negates DC 17, for upto 10 rounds. |
| Malkonnen01-11-06, 12:23 PM | Hi all, I have a chance of getting a "+3 Greatsword" for one of my characters (which is a 7th level paladin). That is; a greatsword with a "+3 equivalent" enchantment...I need some advice. I'm thinking about getting a: - regular sword with +3 enchantment (all round), or; - a sword+2 with a "+1-enchantment" (like the Bane-property) (or even a sword+1, with an '+2 enhantment') For flavour I'm considering taking a Greatsword+2, With the 'Bane-enchantment versus 'undead' or 'evil outsiders'. Since we dont run into undead all the time and even less evil outsiders, maybe a straight +3 is wiser. Do you know any +1 (or +2) enchantments (from any source), that is worth it? Thanks ! I would recommend Blessed from BoED, it basically gives you Bless Weapon (IMHO the best bang for your buck paladin spell) always on for that weapon as only a +1 enchantment. Also, if you're a typical mounted charging type of paladin, I seem to recall a special ability called valorous (though I can't remember which book has it) that gave a decent bonus to charge attacks. I know that's really vague but hopefully it will trigger someone else's memory. Otherwise I have to agree with previous posters: Spell Storing (+1) is great if you have a friendly caster who's willing to loan a spell to you, Wounding (+2) is the best longterm damage boosting option as it scales with level and has a lot of perks like lowering Fort saves, Merciful is a great RP choice for a pally plus its not subject to Elemental resistance like flaming/shocking/etc, Holy (+2) as Oliver D'Argent said is great as its practically bane vs all evil plus it makes the damage you do count as good aligned, and like CaoSlayer said Keen is always a great +1 choice. And if you're having trouble hitting consistently with most of your attacks and/or use power attack a lot, don't be afraid to stick with the regular +3. The extra +1 to hit can go a long way. Think of it this way: power attacking with a 2Her you can choose to effectively get +3 (+1 enhance +2 PA) to damage which is multiplied on a crit and not subject to elemental resistance. Hope that helps, Malk |
| Nicholas the Paladin01-11-06, 04:08 PM | +1 wounding is also nice ability.. I thought wounding was an +2 enchantment. Finally, for a paladin, I might consider +1 Paralyzing, from the Book of Exalted Deeds. Held Will negates DC 17, for upto 10 rounds. Sounds good. It almost seems to good, especially at lower levels. I think it won't be allowed, since this can take out an opponent for the whole fight...... example: my group was glad to find out that 2nd edition battle-breakers like 'Hold person' were tuned down in 3rd edition. I would recommend Blessed from BoED, it basically gives you Bless Weapon (IMHO the best bang for your buck paladin spell) always on for that weapon as only a +1 enchantment. . Doesn't 'Bless' give you a +1 to hit and damage? So what's the point in swapping a +1 bonus for another +1 bonus?....I *must* be missing something. |
| Malkonnen01-11-06, 04:22 PM | Doesn't 'Bless' give you a +1 to hit and damage? So what's the point in swapping a +1 bonus for another +1 bonus?....I *must* be missing something. The Blessed weapon enhancement gives you the benefit of the 1st level Paladin spell Bless Weapon. You seem to be thinking of the 1st level Cleric/Paladin spell Bless. For your reference: Bless Weapon Transmutation Level: Pal 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Weapon touched Duration: 1 min./level Saving Throw: None Spell Resistance: No This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot. In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword. |
| smrtgmp01-12-06, 01:34 AM | I thought wounding was an +2 enchantment.I think he meant a +1 wounding sword, which would be the equivalent of a +3 sword. as far as things outside of the DMG are concerned: I am partial to collision, which is a +2 from the XPH. Adds 5 points of damage to your attack, and since its static, it multiplies on a crit. Metalline, from the Underdark book, is another solid choice. I believe its a +2, and it lets you change the composition of your blade with a standard action, so that you can go from adimantine to cold iron to silver and back again as needed. Shaping (also underdark) is a good +1. Being able to change it into any weapon of the same size is very nice. Need a bludgeoning weapon? Make your greatsword a maul. Need a piercing weapon? Make it a dire pick. Need a ranged weapon? Make it a composite long bow with the appropriate str adjustment. I dont think mage-bane is quite as good as many believe it to be. If you read it closely, it says that it works on those with arcane spell-like abilities, not those with spell-like abilities. The only thing I have ever seen with arcane spell like abilities is the warlock, and, from a flavor standpoint, it makes sense that that was what they meant, as both mage bane and the warlock were found in CA. |