Advice sought: you have two +'s to spend on a rapier. What do you choose?

Oh, I'm sold on the Wounding ability. It perfectly fits my character.

Mark, my character's race and levels are Wood Elf Ranger 1 Rogue 2. Future plans include a couple levels of Fighter, what for to get the feats and BAB to qualify for Outlaw of the Crimson Road.

Ciaran, I haven't encountered any incorporeal undead, and I'm confident that our cleric and Paladin will be able to repel or destroy them. It's strange that there's no spell that embues a weapon with the Ghost Touch ability. Seems like such a spell should exist on the cleric spell list.

-z
 

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Re: +2 Rapier

Sanackranib said:
dollar for dollar wounding is the best weither its a +1 mod OR +2
I'm glad others seem to see the "value" of automatic damage for 10 rounds that stacks both with successive hits and the base damage that the weapon does.

Where is the 10-round limitation? Is it in the FAQ and I have just missed it? It is not in the weapon ability description...

-Fletch!
 

Zaruthustran said:
It's strange that there's no spell that embues a weapon with the Ghost Touch ability. Seems like such a spell should exist on the cleric spell list.

I completely agree. Really, any weapon or armor mod for which there is no corresponding spell should have a spell. I plan on a camapaign with few permanent magic items, and some abilities will be 'lost forever' unless I whip up some custom spells.

-Fletch!
 

So, if I go with a +1-equivalent energy effect, which is best?

Frost and perhaps Shock have the advantage of being able to be left "on" all the time (in a common wood sheath). Fire could be left "on" in a simple metal sheath, I suppose, but the sheath would get hot fast.

(wood hardness = 5, metal hardness = 10, max elemental damage = 1/2*6 or 1/4*6 for cold, all < hardness)

Fire has the advantage of shedding light and is handy for burning webs, torching bodies, lighting enemies covered with mundane oil, etc. But I think a flaming weapon (or a light-emitting magic weapon) would tend to draw fire/attacks.

Last, does anyone know what elemental effects is most effective agasint the greatest number of monsters?

-z
 

Re: +2 Rapier

Sanackranib said:
dollar for dollar wounding is the best weither its a +1 mod OR +2
I'm glad others seem to see the "value" of automatic damage for 10 rounds that stacks both with successive hits and the base damage that the weapon does.

Problem is wounding loses value if you do enough damage to drop you enemies in a few hits. Plus its +2 and he's only got a +1 ability to play with.

Elemental damage gets round DR, and works without needing a critical.
 


Well...it depends a lot on what you mostly fight. If you mostly fight creatures that can be critically hit..go with +1 keen. If you fight a lot of undead or a lot of things with damage reduction...go with +2 rapier.

Cedric
 

Wounding on a bow would be nasty. My Ranger / Deepwood Sniper could get quite nasty with wounding. Fire off a couple shots at the enemy and then retreat.

Is it one heal check per point of wounding damage to stop it, or one for everything?
 
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DarkJester said:
Wounding on a bow would be nasty. My Ranger / Deepwood Sniper could get quite nasty with wounding. Fire off a couple shots at the enemy and then retreat.

Is it one heal check per point of wounding damage to stop it, or one for everything?
One check, and wounding is melee-only.
 

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