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View Full Version : good weapon enchantments and their costs



BOC2
2007-11-04, 09:26 PM
I don't own the DMG, so I have no idea whatsoever the prices for the more common enchantments... Or what those common enchantements are. A little help, please? Also, so this thread isn't boring, what is the best weapon enchantment in your opinion?

Crow
2007-11-04, 09:28 PM
Ceck out the SRD. You can google it or find it on the wizards site.

brian c
2007-11-04, 09:36 PM
Ceck out the SRD. You can google it or find it on the wizards site.

Specifically, here (http://www.d20srd.org/indexes/magicItems.htm).

For weapons, my favorites are Bane and Holy/Unholy. Much bigger benefits than just a +1, though you only get it against certain enemies.

Mad Wizard
2007-11-04, 11:36 PM
I've always been a fan of the Speed enchant: Another attack at full attack bonus? Yes please. Costs +3 IIRC.

skywalker
2007-11-05, 12:26 AM
I like Spell-Storing(and Bloodstone, which is spell storing, but only for Vampiric Touch).

Bane is also fun.

leperkhaun
2007-11-05, 01:20 AM
Metalline from Magic Item Compendium. +2 bonus and it can change from steel, adamantine, cold iron, and Mithril(i think).

After that align weapon for all your DR needs.

Wounding is also a good one as is bane if you know what you are going to be fighting.

Stam
2007-11-05, 01:41 AM
Splitting (+3) for pretty much any dedicated ranged-weapon specialist.

Holy (+2) is surprisingly general-effective for most d20 PCs.

Force (+1) for something that no-one is going to get out of eating.

Jack Mann
2007-11-05, 02:11 AM
Metalline from Magic Item Compendium. +2 bonus and it can change from steel, adamantine, cold iron, and Mithril(i think).

Transmuting (also from the MIC) is frankly better. It can get through all types of damage reduction, not just the metallic types. Granted, it means you can't use it for sundering so easily, but who wants to sunder?

Kantolin
2007-11-05, 02:16 AM
Splitting (+3) for pretty much any dedicated ranged-weapon specialist.


Say, where is Splitting from?

Swooper
2007-11-05, 07:00 AM
Valorous (from MIC) for all your supercharging builds. Nothing else I can think of that hasn't been mentioned.

Keld Denar
2007-11-05, 07:34 AM
Second for Holy, the best allpurpose damage enchantment for 95% of good adventurers.

Second for Wounding. The weapon enhancement that scales best with leveling. 2 con drain = 1hp/hd lost. The bigger they are, the harder it hurts them.

Second for Transmuting. You can put it on an Adamantine or Star Metal weapon to keep you safe from Sundering, and be able to crack all DRs, even the most unusual ones (like Rakashasa or Mariliths).

Sacred (+1 LM) is also a great enhancement. It aligns a weapon to good, and gives you +2d6 vs evil outsiders, and +1d6 vs undead. This damage stacks with Bane:Evil Outsiders and Holy, for +6d6 damage vs Evil Outsiders.

Collision (+2 MIC) is great. +5 flat increase to damage. Arguably, you can get similar damage from a straight +2 and then PA for 2 (net gain +0 hit/+6 damage) unless you are frequently Power Attacking for full, then its +5 damage over the top of what you are PAing.

Vicious (+1) is pretty good. Especially if you have fast healing. The feat Minor Shapeshift is great for a Gish type with a Visious weapon, because you can refresh a pool of 15 temp hp every round, and then attack them away with a Vicious weapon.

I'd say against Speed. Haste is easy enough to come across. Speed doesn't stack with Haste, Speed doesn't stack with itself (no duel wielding +Speed weapons), and its not worth the +3 enhancement bonus, (minimum of 32k gold, more if you want something else stacked on). You are better off stacking other enhancements and getting Boots of Speed or relying on your party wizard, bard, or cleric with Clerity domain to haste you.

Mage Bane (CAr) is pretty good, the best of all the banes. Its damage applies to everything with spell or spell-like abilities. That includes most outsiders, many undead, most PC classes, all gnomes, all drow, and even some constructs. Pretty good for only a +1.

JellyPooga
2007-11-05, 08:34 AM
Mage Bane (CAr) is pretty good, the best of all the banes. Its damage applies to everything with spell or spell-like abilities. That includes most outsiders, many undead, most PC classes, all gnomes, all drow, and even some constructs. Pretty good for only a +1.

I always thought Mage Bane was a little too good...it makes all other 'banes' obsolete (more or less) because practically everything you'll ever encounter after 4-5th level has an SLA or can cast.

If it was an augmentation of a standard Bane on the other hand, that would be quite good....for example you could have a +1 Dragon Bane Sword as normal and upgrade it to a +1 DragonMage Bane Sword, which would be more effective against Dragons that can cast/have SLAs than against those that don't (and yes I know that's a bad example 'cos all dragons can cast/have SLAs), but still gets no additional bonus vs. non-dragons.

Azerian Kelimon
2007-11-05, 08:42 AM
Hmm. I'd say Holy, Magebane, and Transmuting are useful for nearly everyone, and then it branches out. For example, brilliant can be, ironically, brilliant, and dancing is amazing if you have the money for TWO fully upgraded weps. Another one to consider is merciful, since it's an extra source of d6's, and you can always coup de grace people later, so it's nice. Vorpal can also help, but it's pretty situational.


And, if you are undead or construct, a lifedrinker greataxe is almost a must.

Fawsto
2007-11-05, 09:50 AM
I like the energy explosion ones. They are quite nice when you activate a critical with a Lance in a mounted charge (cheeeeeeeeeeeeeeseeeeeeeeee!)

Vorpal weapons are just bad... Insta kill if you roll a 20 and confirm?! Ok... It is good... But a Sabre with 18-20 crit dealing 2d6 + 2 + strgx2 + 1d10 every crit, is much more reliable.

Neftren
2007-11-05, 09:53 AM
I dunno... Blurstrike is really good.

The first attack you make each round, your opponent is considered Flat Footed? So basically, destroy everything with Sneak Attack... :D The easy part is that it's rolled against FF AC, so you have an easier time of hitting.

Power Attack + Sneak Attack vs. Flat Footed AC
-20 BAB, +20+Xd6 Damage = Easy Kill.

Keld Denar
2007-11-05, 10:01 AM
Whats funny, is I play a level 14 spiked chain fighter type with all 5 levels of occult slayer. OS gives you a built in 1/2 damage magebane effect. I'm suprised every time I play when something I'm fighting has all SU and EX abilities, and no SP or casting abilities. I only pick up the extra dice on about 1 in 4 enemies. That's still pretty often, more often than most banes, but still not absolutely staggering.

PS, wounding is really really good on a spiked chain fighter with the Exotic Weapon Master trick Flurry of Strikes and the feat Karmic Strike. My level 14 char can drain up to 8 CON in a round if he hits and gets full attacked back. (3 iteratives, 1 haste, 1 flurry, 3 AoOs from KS), all but 2 of those attacks are at full BAB-2.