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View Full Version : [3.5]Backup Weapon Enchants



Crasical
2013-06-04, 11:08 PM
Are there any other non-offensive weapon enchants, IE Smoking, Warning, that benefit the wielder even if they aren't actively using the weapon to attack, IE, that can be placed on a shield or Gauntlet the user does not intend to attack with?

For our purposes, anything that improves the accuracy or damage of the weapon is disqualified, as is anything that only improves the durability of the item in question.

Allanimal
2013-06-04, 11:23 PM
Do defending Armor or Shield spikes fit the bill?

Crasical
2013-06-04, 11:38 PM
Sure. Doesn't really seem cost-effective though.

Fitz10019
2013-06-05, 07:11 AM
Lucky [MIC] reroll an attack roll -- the wording does not specify 'made with this weapon'

Parrying [MIC] +1 insight to AC and saves 'whenever you hold the weapon'

Class-specific:

Bard: Harmonizing [MIC] "if drawn"

Ranger: Hunting [MIC] "A hunting weapon increases your bonus on weapon damage rolls ..." only against favored enemies, but the poor wording does not limit 'your bonus' to damage from that particular weapon. It's not a separate bonus that is limited to the weapon -- it's an increase to your class feature bonus.

Fouredged Sword
2013-06-05, 08:49 AM
A +1 defending Parrying armor spikes are a nice item to have on your armor.

GMW turns it into a +5 defending parrying armor spikes for +6 to defence for the cost of a +3 weapon. It stacks with most forms of armor and makes late game AC possible to keep relevant.

18,000 gp for +6 to defense, without using a item slot, stacks with enchanted platemail.

Compare to Amulet of natural armor

50,000 gp for +5 to defense, uses the neck slot, stacks with enchanted platemail

Or bracers of armor

36,000gp for +6 to defense, uses the bracer slot, does not stack with enchanted platemail.

Really, it's one of the more cost effective defense you can buy late game, and it scales with the level of the party cleric.

Crasical
2013-06-05, 05:07 PM
Ah. Good point, Fouredged. Sorry, I'm mostly playing at the 1-10 levels where weapons cap out at +2/3, so I hadn't considered that Defending would be more cost-effective at higher levels.