Extra Anchovies
2014-08-18, 05:30 PM
Preface: for the entirety of this post, I'm ignoring weapons with total enhancement bonuses (including special qualities) greater than +10, as well as those with enhancement bonuses (ignoring special qualities) greater than +5.
1. With magical armor, is it best to have the full +5 enhancement bonus to AC and be limited to 5 points' worth of special qualities, or is it sometimes worth sacrificing a point or two of AC in favor of adding on another potentially useful quality? A lot of mileage can be gotten out of the qualities that only add to the gp cost (energy resistance, easy landing, that sort of thing), but some of the really, really useful qualities cost a +5 bonus. Are there abilities that take up a +1 bonus that are worth tossing on next to one of the big protectors like Proof Against Transmutation or Freedom? Ghost Ward springs to mind, but I don't know of any others.
2. Same question with weapons. Is it worth giving up +1 attack/damage to add, say, Ghost Touch to a weapon that's already decked out with 5 points of special qualities?
3. Do any of you have suggestions for pairs or groups of special abilities that function well together? One such pairing that I recently came across is Seeking and Blood Seeking on a ranged weapon; between the two of them, you can fire at opponents with total cover and/or concealment (e.g. around corners, invisible, etc) and they get neither a miss chance nor a bonus to AC.
1. With magical armor, is it best to have the full +5 enhancement bonus to AC and be limited to 5 points' worth of special qualities, or is it sometimes worth sacrificing a point or two of AC in favor of adding on another potentially useful quality? A lot of mileage can be gotten out of the qualities that only add to the gp cost (energy resistance, easy landing, that sort of thing), but some of the really, really useful qualities cost a +5 bonus. Are there abilities that take up a +1 bonus that are worth tossing on next to one of the big protectors like Proof Against Transmutation or Freedom? Ghost Ward springs to mind, but I don't know of any others.
2. Same question with weapons. Is it worth giving up +1 attack/damage to add, say, Ghost Touch to a weapon that's already decked out with 5 points of special qualities?
3. Do any of you have suggestions for pairs or groups of special abilities that function well together? One such pairing that I recently came across is Seeking and Blood Seeking on a ranged weapon; between the two of them, you can fire at opponents with total cover and/or concealment (e.g. around corners, invisible, etc) and they get neither a miss chance nor a bonus to AC.