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2020-05-27, 08:29 PM (ISO 8601)
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What are the ways for a magic weapon to function against ALL ENEMIES?
Metalline? Sure-Striking? Morphing? Ghost Touch? Swarmfighting? How many methods of solving this problem are there and how do these enhancements and similar ones (I'm sure I'm missing several!) stack up?
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2020-05-27, 08:37 PM (ISO 8601)
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- Jan 2014
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
Metalline. Hands down. The only one I can think is truly better is that hell razor thing from bovd that just auto ignores all DR.
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2020-05-27, 08:39 PM (ISO 8601)
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- Jul 2007
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- Central Kentucky
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
Isn't there a super-metalline somewhere? Also, my question is what do you have to combine to get 100% coverage, no exceptions?
Last edited by Gavinfoxx; 2020-05-27 at 08:40 PM.
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2020-05-27, 08:46 PM (ISO 8601)
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- Jan 2014
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
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2020-05-27, 08:48 PM (ISO 8601)
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- Jul 2007
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- Central Kentucky
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
Found it!
Shadow Striking, Tome of Magic. Seems better than Metalline and Sure-Striking, perhaps?Last edited by Gavinfoxx; 2020-05-27 at 08:51 PM.
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2020-05-27, 08:50 PM (ISO 8601)
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- Dec 2012
Re: What are the ways for a magic weapon to function against ALL ENEMIES?
Transmuting costs +2, and you have to hit the target and accept the reduced damage in the first round. The next round it has all properties you'd need to overcome DR of the target for 10 rounds. It's a bit annoying to activate, but if you're looking to pierce all DR but /- no matter what, this'll do it.
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2020-05-27, 08:52 PM (ISO 8601)
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- Jul 2007
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- Central Kentucky
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
What about against Regeneration and Fast Healing? There's a Trollbane or something, right? That wasn't a weapon oil I mean.
Also, any way to interact to/from/with the Ethereal plane and Ethereal creatures? Any anti Blink options? Anti cloud-form options? Also, how good is Psychokinetic for the Force damage? A&EG's Force option?
Also, is there any weapon property in 3.5 or PF1 that interferes with fast healing or regeneration?Last edited by Gavinfoxx; 2020-05-27 at 09:22 PM.
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2020-05-27, 09:31 PM (ISO 8601)
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- Feb 2020
Re: What are the ways for a magic weapon to function against ALL ENEMIES?
Novice Stone Dragon Belt lets you ignore all DR, including DR/-, on 1 attack per combat.
You need a weapon that isn't slashing or bludgeoning for underwater, and a weapon that isn't piercing or slashing for Swarms. That means either a Gnome Hooked Hammer or a Morphing weapon, since methods of overcoming DR don't help with that. You CAN use Aquan(MIC, 2,000 GP) and Swarmstrike(Dungeonscape, +1), which work if you're attacked by a swarm while underwater, but Morphing has enough other advantages that I'd recommend it instead.
Ghost Touch isn't the only way to hit incorporeal creatures, making yourself incorporeal works too. There's also a salve of the effect(Ghostwall Shellac, Dungeonscape, 150 GP), which even used repeatedly is cheaper than adding another +1 to an already-overburdened weapon.
Illusion Bane lets you ignore illusion-based miss chance and dispel Illusions, which is huge for actually hitting spellcasters.
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2020-05-27, 09:35 PM (ISO 8601)
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- Dec 2015
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
The soulbound weapon psychic warrior ACF allows you to custom-build your weapon's magical/psionic loadout each time you summon it. Note that you can mix and match things like metalline and morphing whenever you do so to fit the situation at hand.
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2020-05-27, 09:43 PM (ISO 8601)
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- Jul 2007
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
Would Dispelling or similar be needed for actually hitting caster monsters that self buff and low-op self-buffing casters?
Notaspiderswarm, is pearlsteel good enough for underwater fighting?Last edited by Gavinfoxx; 2020-05-27 at 09:45 PM.
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2020-05-27, 09:57 PM (ISO 8601)
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- Jun 2018
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- Nottingham, England
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
Angelwing Razor, BoVD p.120. It's a major artifact though.
Edit:
Nearest thing I can think of is Energy Aura (MIC p.32) which does 1d6 of either acid, cold, fire or electric damage. It's a standard action to change the energy type though.
Edit2:
For projectile weapons, there's Force (MIC p.35) which overcomes ALL damage reduction.Last edited by Biggus; 2020-05-27 at 10:13 PM.
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2020-05-27, 10:16 PM (ISO 8601)
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- Feb 2020
Re: What are the ways for a magic weapon to function against ALL ENEMIES?
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2020-05-27, 10:27 PM (ISO 8601)
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- Jul 2007
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- Central Kentucky
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
Anything useful to mitigate hardness other than adamantine or starmetal?
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2020-05-27, 10:34 PM (ISO 8601)
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- Dec 2015
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
⚣ Tanuki in the Playground. ⚣
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2020-05-27, 10:40 PM (ISO 8601)
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- Jul 2007
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- Terra Australis
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
You could put a bunch of enchantments on a Dragonshard Pommel Stone, then switch it around on different weapons of different materials/damage types.
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2020-05-27, 10:58 PM (ISO 8601)
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- Mar 2005
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
How many different ways are there of being immune to (magic) weapon damage? That’s the real problem — even something like DR 15/— can be defeated with MOAR POWER ATTACK, and regeneration can be smacked with enough nonlethal damage with standard Weapon of Choice to achieve unconsciousness while someone grabs an appropriate attack form to coup-de-grace with (though the latter still requires a golf bag of backups, it’s not “have a single weapon of Hit Everything”).
Sure, being able to break all DR is nice, but just doing more damage is probably generally easier. Breaking regeneration is probably nicer but still workarounds exist. You really want to avoid pure “nope” situations most presumably
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2020-05-27, 11:08 PM (ISO 8601)
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- Jul 2007
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- Central Kentucky
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
Where do I find Pommel Stones?
Last edited by Gavinfoxx; 2020-05-27 at 11:34 PM.
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2020-05-27, 11:19 PM (ISO 8601)
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- Dec 2015
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
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2020-05-27, 11:24 PM (ISO 8601)
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- Jul 2007
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- Terra Australis
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
My winning competition entries: Kinvig Arrumskor | The Great Pumpkinhead | Wynfrith d'Acker
Torn-City - Massively multiplayer online browser based crime RPG
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2020-05-27, 11:44 PM (ISO 8601)
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- Feb 2020
Re: What are the ways for a magic weapon to function against ALL ENEMIES?
Repel Metal, Repel Wood, and Ironguard(SPC) are pretty scary options. There's special materials that would be unaffected(Riverine from Stormwrack, and I'm pretty sure the DMG and/or Frostburn have stats on Stone weapons), but Metalline won't give you that, so it would have to be the base weapon.
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2020-05-27, 11:57 PM (ISO 8601)
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- Mar 2005
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2020-05-28, 12:06 AM (ISO 8601)
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- May 2018
Re: What are the ways for a magic weapon to function against ALL ENEMIES?
Rapier of Unerring Direction is nice for its ability to ignore miss chances.
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2020-05-28, 12:49 AM (ISO 8601)
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- Jul 2007
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- Central Kentucky
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
So, removing the Eberron flavor... if I managed to make a Ferroplasm (3.0 PH, unupdated) Pommel Stone (let's call the price of a small object like that 500 gp worth of Ferroplasm and the work to etch it at such a small scale or whatever), and gave it some +1 ability... that means I could make any Masterwork melee weapon any +1 Whatever weapon for 3000 gp? For all those niche +1's? Provided the character is psionic or has Hidden Talent or whatever?
Last edited by Gavinfoxx; 2020-05-28 at 12:49 AM.
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2020-05-28, 01:00 AM (ISO 8601)
- Join Date
- Mar 2016
Re: What are the ways for a magic weapon to function against ALL ENEMIES?
imho none of them are worth to be on your main weapon. Unless your campaign has to deal with a certain type of enemies. And even than, it is hardly questionable to put any of them on your (main) weapon. Only Ghost Touch and Swarmstrike are ok if you really fight them constantly.
For every other regular campaign (imho more than 95% of the tables I've played) these things are totally worthless.
If you really build for high dmg, your dmg boosting stats/abilities on your weapon are more important (and effective) than some ability to overcome DR.
Only Ghost Thouch and Swarmstrike are different here since one forces your to deal with misschances, the other even with immunities. But unless you campaign resolves around these creature types your party caster should be dealing with these few encounters.
For anything else just raw dmg is king. Take a high dmg build, laugh at your enemies DR and just kill em in a single stirke. I would rather take +1 Collision which gives you straight +5 dmg on your attacks. Since for the most part of your carries most enemies have barely more DR it's not worth to go for specific weapons.
Imho just ignore all the regular DRs. For Immunities and misschances I would rather take a backup weapon or just rely on other team members for those few encounters. High dmg beats almost everything.Extended Signature with Links to all my build showcases in the forum
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2020-05-28, 01:08 AM (ISO 8601)
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- Jul 2007
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- Terra Australis
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
My winning competition entries: Kinvig Arrumskor | The Great Pumpkinhead | Wynfrith d'Acker
Torn-City - Massively multiplayer online browser based crime RPG
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2020-05-28, 09:51 AM (ISO 8601)
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- Sep 2006
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- Michigan
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
for melee weapons transmuting. it's a +2 property from the MIC, it requires one round after a hit to adjust but after that it bypasses any DR. For ranged weapon force, it's a +2 property from the MIC that turns projectiles into force damage, which bypasses so many things (not everything but a whole heck of a lot) There are also gauntlets of ghost fighting from the MIC that bypass incorporeal miss chance and even add d6 damage
Last edited by the_tick_rules; 2020-05-28 at 09:57 AM.
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2020-06-01, 12:20 AM (ISO 8601)
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- Jul 2007
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- Central Kentucky
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
So if you wanted to combine (say), the various benefits of things like sure-striking, metalline, transmuting, and shadowstriking into a 'least adaptation, adaptation, and greater adaptation', what would be a reasonable way to do it and have the actual enhancements (say, make it a clean +1, +2, +3, with the higher ones being strictly superior) make sense? Possibly even including something like ghost touch or swarmfighting in the +3 variant?
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2020-06-01, 06:01 AM (ISO 8601)
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- Feb 2016
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
least: your weapon counts as magic and after the first strike changes to bypass DR/blunt, DR/piercing and DR/slashing
lesser: as least, except your weapon also magically transform into other materials to bypass material specific DR like silver, cold iron, adamantine, etc. it also deals its normal damage even to swarms.
Greater: as lesser, also overcomes aligment based DR. your weapon always count as ghost touch.
Maybe put "ignore 20% miss chance if your opponent has more substract that many from it" on the greater one?
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2020-06-01, 10:49 AM (ISO 8601)
- Join Date
- Nov 2008
Re: What are the ways for a magic weapon to function against ALL ENEMIES?
If you're only worried about coverage from a single weapon, it's probably better to have a ranged weapon and use specialty ammunition to cover the more esoteric vulnerabilities, than to try to have one melee weapon cover everything.
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2020-06-01, 04:10 PM (ISO 8601)
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- Jul 2007
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Re: What are the ways for a magic weapon to function against ALL ENEMIES?
How about, for the first, "reduces effective object hardness by 5 ", then for the second enchantment, 10, then on the third enchantment, 20 on the second attack? And also, the first two last 1 minute (10 rounds), and the last stays changed for 1d4 minutes? And you still have the benefits of the base substance while transformed?