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Thread: Magic Weapons (3.5)
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2009-04-26, 11:11 AM (ISO 8601)
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Magic Weapons (3.5)
So there's a load of different types of enchantments for weapons, and some are bound to be better than others.
For example, I'd rather have a Brilliant Energy weapon than a Vorpal weapon because it's benefit is used more often.
My question to you consists of 2 parts: 1) What are the best weapon enchantments in your opinion? and 2) What are your favorite enchantments?
Please provide an explanation for why you picked them, too!
EDIT: I prefer brilliant energy because I'm typically a weak wizard, so getting through armor bonus is helpful.Last edited by RavKal; 2009-04-26 at 12:48 PM. Reason: explanation
Zaphod's just this guy, you know?
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2009-04-26, 11:36 AM (ISO 8601)
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Re: Magic Weapons (3.5)
1) Awesome ones: Wounding, Seeking, Splitting, Parrying
2) Mediocre: +1d6 damage of a type.
3) Crappy: Brilliant Energy
4) If you don't use your weapon for attacking: Warning, Defending, Spellstrike, Parrying, Eager.
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2009-04-26, 11:48 AM (ISO 8601)
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Re: Magic Weapons (3.5)
Well, I'd rather have vorpal than brilliant energy, because vorpal will work on more things, and brilliant energy will have no effect whatsoever on the undead.
Generally speaking, though, speed. You can't really go wrong with an extra attack. If you don't have improved critical, keen and impact are good (or if you have house rules letting them stack, ever better). If you're a ranger, bane is also pretty good - assuming your favourite enemy is common. Things like fiery blast and icy blast are good, too. Can't have too much damage.
Still - I'd probably go with speed or vorpal, depending. Preferably both.
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2009-04-26, 12:04 PM (ISO 8601)
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Re: Magic Weapons (3.5)
Generally speaking, though, speed
In a normal campaign (ie party is good, enemies are mostly evil), Holy is just silly how good it is. 2d6 of untyped dmg and bypasses DR of most of demons is really good.
Bane is good and cheap if you know what you're up against.
Magebane also.
Collision is always good.Common sense is not so common.
Nanfoodle the Maverick, Conjurer of expensive tricks
SpoilerOriginally Posted by I'm da Rogue!
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2009-04-26, 12:23 PM (ISO 8601)
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Re: Magic Weapons (3.5)
Yeah, but if you've got plenty of gold to spare (I was assuming you did), it's easier to just have it all the time rather than rely on your mage to actually cast it on you. Ever. Much less every fight. Maybe if I'd ever actually managed to be in a party where the mage would do that, I wouldn't like it so much, but in my experience most mages just throw fireballs and buff only themselves.
I mean, the mage could cast Bull's Strength on you all the time, but most people would rather have bracers of strength, right?
Holy is quite good, too, I agree.
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2009-04-26, 12:33 PM (ISO 8601)
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Re: Magic Weapons (3.5)
Vampiric is nice. Bonus damage, plus healing. I'll take it.
Morphing+Sizing+Aptitude = Wield every weapon ever. Fun.
Prismatic Burst -perhaps not optimal, but I'll be darned if swinging two Prismatic burst kukris isn't a wonderful time.
And Changeling, of course. I love changeling from the bottom of my heart.
EDIT: I love these a lot, so more!
Spell Storing - made good use of it as a Jade Phoenix Mage - "First, I shall hit you. This will set you on fire. Then the sword will set you on fire, and finally, I shall use my quickened spell. To set you on fire. Oh, and by the way? The crystal on my sword? Next turn, it will set you on fire."
Crystal of Return - not an enhancement, per se, but quite effective and cheap. Free feat in the bargain? Sign me up!
Masterslaying + Fleshgrinding + Crystal of Return Stab them, back away, and laugh like mad.
Smoking - 3.0, and a bit obscure, but awesome both for fun and effectiveness. Concealment? Free stinking cloud on anyone who grapples me? For a +1?! I had a hellbred DFA with a smoking scythe. That was good times.Last edited by streakster; 2009-04-26 at 12:45 PM.
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2009-04-26, 12:49 PM (ISO 8601)
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Re: Magic Weapons (3.5)
Yeah, but if you've got plenty of gold to spare
but in my experience most mages just throw fireballs and buff only themselves.
I mean, the mage could cast Bull's Strength on you all the time, but most people would rather have bracers of strength, right?Common sense is not so common.
Nanfoodle the Maverick, Conjurer of expensive tricks
SpoilerOriginally Posted by I'm da Rogue!
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2009-04-26, 01:34 PM (ISO 8601)
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Re: Magic Weapons (3.5)
If you want haste (and you do) you actually want boots of speed. A Speed Weapon costs more money, and gives you an extra attack on full attacks. Speed boots give you an extra attack, extra speed (but you'll never use that) +AC +Ref Saves and +attack. And it gives it to you for more then you'll need in a day. Heck, buy a second set of boots, it's still cheaper then adding Speed to a weapon that has anything else on it.
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2009-04-26, 01:48 PM (ISO 8601)
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Re: Magic Weapons (3.5)
Brilliant Energy dosn't work on Undead or Constructs. Vorpal dosn't work on Undead, Constructs, Oozes, Plants, or anything else that isn't really bothered by beheading. Plus, Vorpal only shows up 5% of the time, Brilliant Energy is useful any time you attack somthing with an armor bonus to AC.
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2009-04-26, 02:09 PM (ISO 8601)
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Re: Magic Weapons (3.5)
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2009-04-26, 02:19 PM (ISO 8601)
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Re: Magic Weapons (3.5)
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2009-04-26, 02:19 PM (ISO 8601)
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Re: Magic Weapons (3.5)
The problem is, those items are way to expensive and way too easily sundered by ANYTHING with Improved Sunder (you just need to hit the weapon which has AC around 15 and deal ~30 dmg, not a big deal at those lvls), Rust Rays and similar stuff. One action and there goes your 72 000 (minimum) sword. And you should never put all of your eggs in one basket, as smart people say.
Again the problem is easily solvable by a friendly Wizard who'll cast Brilliant Blade/Aura.
@Starbuck
Brilliant Blade scroll costs 1650 gold. Too much to be used regularly.Last edited by Gorbash; 2009-04-26 at 02:21 PM.
Common sense is not so common.
Nanfoodle the Maverick, Conjurer of expensive tricks
SpoilerOriginally Posted by I'm da Rogue!
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2009-04-26, 02:21 PM (ISO 8601)
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Re: Magic Weapons (3.5)
If BE were able to be surpressed/resumed as a Swift(or even Standard) action, then it would be much better. At high levels it turns AC-optimized foes into easy targets, and most opponents into PA FOR FULL!!! easy meat. Until then, the 50K min is pretty expensive, especially since thet money could go towards a +1 Holy Vampiric Arcanist Bane Axe.
Also, Arcanist Bane, if your DM doesn't allow MIC, is about the best enhancement ever. About half the opponents you face will be vulnerable.
Edit:Sundering sucks. If a PC is doing it, they're wasting money they could take from the opponent's corpse. If it's an NPC, then it's the DM taking a large fraction of a player's power from the class that needs it the most. And since by this point, the Greatsword probably has Hardness 18 and 100 HP, the enemy doing so is dead anyways. Yeah, he can destroy it, but because he spent a turn focusing on the item rather than the players, he's probably just failed a Save-or-Die. And then they'll pay for a Rez, so they can kill him again, because really, what a **** move.Last edited by Sstoopidtallkid; 2009-04-26 at 02:27 PM.
[/sarcasm]
FAQ is not RAW!Avatar by the incredible CrimsonAngel.
Saph:It's surprising how many problems can be solved by one druid spell combined with enough aggression.
I play primarily 3.5 D&D. Most of my advice will be based off of this. If my advice doesn't apply, specify a version in your post.
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2009-04-26, 02:25 PM (ISO 8601)
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Re: Magic Weapons (3.5)
Also, Arcanist Bane, if your DM doesn't allow MIC, is about the best enhancement ever. About half the opponents you face will be vulnerable.Common sense is not so common.
Nanfoodle the Maverick, Conjurer of expensive tricks
SpoilerOriginally Posted by I'm da Rogue!
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2009-04-26, 02:25 PM (ISO 8601)
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Re: Magic Weapons (3.5)
This topic might be relevant. Its a list of most every weapon ability in 3.5 along with a quick rating.
Will be edited by Ryuuk : Sometime in the future.
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2009-04-26, 02:29 PM (ISO 8601)
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Re: Magic Weapons (3.5)
[/sarcasm]
FAQ is not RAW!Avatar by the incredible CrimsonAngel.
Saph:It's surprising how many problems can be solved by one druid spell combined with enough aggression.
I play primarily 3.5 D&D. Most of my advice will be based off of this. If my advice doesn't apply, specify a version in your post.
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2009-04-26, 02:36 PM (ISO 8601)
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Re: Magic Weapons (3.5)
A lot. But the current version works only against spellcasters and warlocks, making it a lot less useful, since the main problem is to get into a situation to hit them, not to actually deal damage...
Last edited by Gorbash; 2009-04-26 at 02:37 PM.
Common sense is not so common.
Nanfoodle the Maverick, Conjurer of expensive tricks
SpoilerOriginally Posted by I'm da Rogue!
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2009-04-26, 02:52 PM (ISO 8601)
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Re: Magic Weapons (3.5)
[/sarcasm]
FAQ is not RAW!Avatar by the incredible CrimsonAngel.
Saph:It's surprising how many problems can be solved by one druid spell combined with enough aggression.
I play primarily 3.5 D&D. Most of my advice will be based off of this. If my advice doesn't apply, specify a version in your post.
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2009-04-26, 03:23 PM (ISO 8601)
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Re: Magic Weapons (3.5)
Keen, for sure.
Balanced weapons rock for fighting types.
My high level characters always have a Eager weapon on them.
Mostly for the +2 initiative.
Does anyone know if Impact from Arms and Equipment guide and keen stack?
I looks like Impact would stack with improved crit, but not keen."Democracy is two wolves and a sheep voting on what to eat for dinner. Liberty is a well armed sheep." - Ben Franklen
Much praise to Ceika for the avatar!
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2009-04-26, 03:26 PM (ISO 8601)
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Re: Magic Weapons (3.5)
Does anyone know if Impact from Arms and Equipment guide and keen stack?Common sense is not so common.
Nanfoodle the Maverick, Conjurer of expensive tricks
SpoilerOriginally Posted by I'm da Rogue!
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2009-04-26, 03:26 PM (ISO 8601)
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Re: Magic Weapons (3.5)
Improved Critical: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
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2009-04-26, 03:34 PM (ISO 8601)
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Re: Magic Weapons (3.5)
A lot. But the current version works only against spellcasters and warlocks, making it a lot less useful...Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
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Current Homebrew: 5th edition psionics
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2009-04-26, 03:37 PM (ISO 8601)
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Re: Magic Weapons (3.5)
Psiconetic(SP) burst from Expanded Psionics Handbook, extra damage on normal attacks and a lot more damage on criticals.
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2009-04-26, 03:40 PM (ISO 8601)
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Re: Magic Weapons (3.5)
Is it "spellcasters and warlocks", or "spellcasters and characters with SLAs derived from class levels"? Because the latter includes, for instance, paladins and monks, in addition to warlocks.Common sense is not so common.
Nanfoodle the Maverick, Conjurer of expensive tricks
SpoilerOriginally Posted by I'm da Rogue!
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2009-04-26, 09:09 PM (ISO 8601)
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Re: Magic Weapons (3.5)
Remember that it ignores only "artificial" armor. Natural armor is still the creature's body, so it briliant doesn't ignore natural armor anymore than it would ignore the rest of the creature. Useful if you fight too many character with classes and armors, though.
I think it's not untyped damage, it's holy damage. But since there's no resistance against alignment damage, and others alignment damage enhancements for weapons already stacks to Holy (Holy Surge, Holy Burst), it's still one of the best enhancements you can get.
Impact/Keen is good if you want a better critical range, and not spend a feat on it.
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