Enchants on weapons [Archive] - Wizards Community

Post/Author/DateTimePost
Master_of_Rouges

01-02-08, 10:56 PM
Ok i know ive been posting a lot lately but this will probably be my last for a while. Anyway i have all my equipment bought armor, weapons,etc but I was looking for a good enchant besides like fire damage to put on my wep. or armor. My weapons are Long sword and short sword my armor is a chain shirt. And my classes are Fighter-4 ROGUE-4 (there i spelled rogue right happy) so just think of a good enchant or something to have on wep. or armor

Thanks
silvergamgee

01-03-08, 12:16 AM
Keen + (elemental) Burst is always a great combo, especially if you are a rogue. Ghost Touch weapons are always nice against those nasty undead that you can't backstab. Hmmm. A wounding weapon is very cool as well.

Armor with the Shadow or Silent Moves ability could be invaluable to your character depending on the build.
instag8or19

01-03-08, 02:41 AM
aptitude for the other weapon that is not the recipient of your WF WS IMP CRIT, allows all weapon specific feats apply to the aptitude weapon as well
Kouk

01-03-08, 05:01 AM
I would go with pure enhancement bonuses at level 8. You don't do damage if you can't hit. Otherwise just a +1 flaming sword would be fine... or a +1 for both of your weapons. Probably can't afford all the fancy stuff just yet.
DrMorganes

01-03-08, 11:52 AM
I wouldn't spend the money on a Burst enhancement. Burst only goes off on a confirmed critical hit. The damage is not multiplied, and does on average a mere 2 points more than a standard elemental enhancement (1d10 on a confirmed crit vs 1d6 for each and every hit) a lot less often. In fact, elemental damage isn't really that great. It's easily resisted (especially Fire) unless you can convince your DM to allow a Sonic weapon (good luck with that) and on average adds 3 points to each hit. This damage is not multiplied on a confirmed critical hit.

You're better off dropping that coin on adding further Enhancement bonuses. These increase your attack bonus and the added damage is multiplied on a critical hit. If you like rolling lots of damage dice on a Sneak Attack, consider adding the Deadly Precision enhancement from Complete Adventurer and using augmentation crystals from Magic Item Compendium to apply your SA damage to constructs, undead, and plants.
metalmayhem80110

01-04-08, 04:57 AM
I think they're called wounding weapons. They're a +1 enchant for +2d6 sneak attack out of the complete warrior or the minis handbook. I can't remember which one it's in for sure right now though.
kelvinaw273

01-04-08, 05:53 AM
There are two ways to go here, one is to specialize in your sneak attack, try and up the damage as far as you can so that you deal really serious damage in at least one strike.

The other is to cover yourself against the foes you cannot effect, such as carrying an Undead bane weapon in one hand and a Construct Bane weapon in the other.

Which do you want to do?

Spell Storing is actually the most versatile weapon enchantment you can get, if you have a friendly caster or two in the party, because you can store a spell that dishes pain tailored to any foe - any spell up to third level with a standard action as the casting time, but you're limited to a one-shot per encounter usage, and it has to be the first shot.