SangoProduction
2023-01-03, 12:38 AM
I found this while looking around. It's pretty interesting.
Because the fencer values successful hits over actual damage dealt, she can subtract damage from her weapon’s potential damage and add the same amount to her attack bonus. However, the weapon must do a minimum 1 point of damage. For example, the fencer who wields a rapier can subtract up to 5 points from the damage, since the rapier has a damage potential of 6 points, and add that to her attack bonus (making it become 1d6-5). If she were wielding a +3 rapier, she could subtract up to 8 points from damage, since the weapon has a damage potential of 9 points, and add that to her attack bonus. The fencer declares this power before rolling her attack, and the amount subtracted cannot exceed her base attack bonus.
So, you can power attack, and net positive on the attack bonus, and unlike with Weapon Focus, it scales (and stacks with WF) at a one-to-one ratio to BAB.
But... so what? 95% of the time you hit for 1 damage. Big whoop. (Let's just take it to the extreme with the assumption here to get the purest essence of the ability.)
Well, there's an interesting thing about Combat Maneuvers: They inherit bonuses to attack... the problem here being that the CM tends to not inherently do damage. BUT, and thus is a big but. It says potential damage *of the weapon*. Which means... there is an angle to convince the GM here, if you're using the weapon to initiate the maneuver. Of course...the potential damage of most CMs is... 0. So... yeah. I would not try and actually *push* if there's at all any resistance to the idea.
So then what you've got left are rider effects. Any effect that activates on hitting with your weapon. Most uniquely to weapons being poisons. Poisons by default kinda suck, let's be honest. Unless you're using some degenerate poison like Drow's sleeping poison.
Spheres of Might has so many rider effects that I made an entire list (https://forums.giantitp.com/showthread.php?646139-A-list-of-SoM-attack-rider-effects) of them.
Then there might be spells an ally cast on you. Or perhaps you cast on yourself. The variety is too great to even attempt to describe, even though I can't think of a single one, save for some Magus gish stuff.
Because the fencer values successful hits over actual damage dealt, she can subtract damage from her weapon’s potential damage and add the same amount to her attack bonus. However, the weapon must do a minimum 1 point of damage. For example, the fencer who wields a rapier can subtract up to 5 points from the damage, since the rapier has a damage potential of 6 points, and add that to her attack bonus (making it become 1d6-5). If she were wielding a +3 rapier, she could subtract up to 8 points from damage, since the weapon has a damage potential of 9 points, and add that to her attack bonus. The fencer declares this power before rolling her attack, and the amount subtracted cannot exceed her base attack bonus.
So, you can power attack, and net positive on the attack bonus, and unlike with Weapon Focus, it scales (and stacks with WF) at a one-to-one ratio to BAB.
But... so what? 95% of the time you hit for 1 damage. Big whoop. (Let's just take it to the extreme with the assumption here to get the purest essence of the ability.)
Well, there's an interesting thing about Combat Maneuvers: They inherit bonuses to attack... the problem here being that the CM tends to not inherently do damage. BUT, and thus is a big but. It says potential damage *of the weapon*. Which means... there is an angle to convince the GM here, if you're using the weapon to initiate the maneuver. Of course...the potential damage of most CMs is... 0. So... yeah. I would not try and actually *push* if there's at all any resistance to the idea.
So then what you've got left are rider effects. Any effect that activates on hitting with your weapon. Most uniquely to weapons being poisons. Poisons by default kinda suck, let's be honest. Unless you're using some degenerate poison like Drow's sleeping poison.
Spheres of Might has so many rider effects that I made an entire list (https://forums.giantitp.com/showthread.php?646139-A-list-of-SoM-attack-rider-effects) of them.
Then there might be spells an ally cast on you. Or perhaps you cast on yourself. The variety is too great to even attempt to describe, even though I can't think of a single one, save for some Magus gish stuff.