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<blockquote data-quote="Staffan" data-source="post: 2768082" data-attributes="member: 907"><p>Note that on average, 19-20/x2 is as good as 20/x3. One gives you twice as many crits, the other gives you twice the benefit of them (+100% damage vs +200%)</p><p></p><p>They need a feat unless they have the War domain (which grants proficiency and weapon focus in the weapon). Other than that, the only game effect is that if they cast Spiritual Weapon, the weapon takes on the threat range/crit multiplier of their favored weapon.</p><p></p><p>No, the enhancement bonus <strong>is</strong> the plus. A suit of +2 full plate (which normally gives a +8 armor bonus) gives a total armor bonus of +10 (+8 armor + 2 enhancement to that armor bonus).</p><p></p><p>Not quite (unless you're using epic-level rules... which, given your predeliction for 160th-level characters could happen). You can't have an enhancement bonus of more than +5 on a weapon, shield or armor. However, you can add additional abilities to your item, and in most cases these bump up the cost of the item as if it had had a higher bonus - a +1 flaming sword costs as much as a +2 sword. This way, you can have an item that's effectively +10, but the actual bonus is "only" +5.</p><p></p><p>It would work against anything that requires an attack roll, including things that use touch attacks (it's one of the few "common" bonuses that work both when flatfooted and against touch attacks - armor/natural armor/shield doesn't work against touch attacks and Dex doesn't work when flatfooted). Area attacks (like the smokepowder), not so much.</p><p></p><p>No, it means they use 28 instead of their saves (or they could roll and take the better one). Ditto for abilities that use the Perform skill check as a save DC.</p><p></p><p>Not that many, really. Two feats in 3.0 (Two-weapon fighting and Ambidexterity), one in 3.5 (Ambidex was folded into TWF). IIRC, he probably has Improved and Greater TWF as well, but those don't change bonuses, they "just" give you more attacks (a second and third off-hand attack, at -5 and -10).</p><p></p><p>There is a sourcebook (Complete Adventurer) that has rules for having different instruments give different modifiers to various bardic music abilities.</p><p></p><p>No. Note that those penalties are the same as you get for second and third attacks with your main weapon as well - if you look at the base attack bonuses for the various classes, you'll see that you get a second attack at +1 when you hit BAB +6, and a third at +1 when you hit +11. The -5 and -10 penalties are there to mimic that. However, the Improved and Greater TWF feats require progressively higher Dex (17 and 19), though the ranger doesn't have to worry about those prereqs when he gets them as bonus feats.</p><p></p><p>I said it was <em>sort of</em> like two levels of fighter. If you look at the fighter class and see what they get for two levels, it is: +2d10 (+2*Con) hp, +2 to hit, +1 to Fort saves, sometimes +1 to Ref and Will saves, +1 feat, +4 (+2*Int) skill points. Inspire Greatness gives you the first three of those.</p></blockquote><p></p>
[QUOTE="Staffan, post: 2768082, member: 907"] Note that on average, 19-20/x2 is as good as 20/x3. One gives you twice as many crits, the other gives you twice the benefit of them (+100% damage vs +200%) They need a feat unless they have the War domain (which grants proficiency and weapon focus in the weapon). Other than that, the only game effect is that if they cast Spiritual Weapon, the weapon takes on the threat range/crit multiplier of their favored weapon. No, the enhancement bonus [b]is[/b] the plus. A suit of +2 full plate (which normally gives a +8 armor bonus) gives a total armor bonus of +10 (+8 armor + 2 enhancement to that armor bonus). Not quite (unless you're using epic-level rules... which, given your predeliction for 160th-level characters could happen). You can't have an enhancement bonus of more than +5 on a weapon, shield or armor. However, you can add additional abilities to your item, and in most cases these bump up the cost of the item as if it had had a higher bonus - a +1 flaming sword costs as much as a +2 sword. This way, you can have an item that's effectively +10, but the actual bonus is "only" +5. It would work against anything that requires an attack roll, including things that use touch attacks (it's one of the few "common" bonuses that work both when flatfooted and against touch attacks - armor/natural armor/shield doesn't work against touch attacks and Dex doesn't work when flatfooted). Area attacks (like the smokepowder), not so much. No, it means they use 28 instead of their saves (or they could roll and take the better one). Ditto for abilities that use the Perform skill check as a save DC. Not that many, really. Two feats in 3.0 (Two-weapon fighting and Ambidexterity), one in 3.5 (Ambidex was folded into TWF). IIRC, he probably has Improved and Greater TWF as well, but those don't change bonuses, they "just" give you more attacks (a second and third off-hand attack, at -5 and -10). There is a sourcebook (Complete Adventurer) that has rules for having different instruments give different modifiers to various bardic music abilities. No. Note that those penalties are the same as you get for second and third attacks with your main weapon as well - if you look at the base attack bonuses for the various classes, you'll see that you get a second attack at +1 when you hit BAB +6, and a third at +1 when you hit +11. The -5 and -10 penalties are there to mimic that. However, the Improved and Greater TWF feats require progressively higher Dex (17 and 19), though the ranger doesn't have to worry about those prereqs when he gets them as bonus feats. I said it was [i]sort of[/i] like two levels of fighter. If you look at the fighter class and see what they get for two levels, it is: +2d10 (+2*Con) hp, +2 to hit, +1 to Fort saves, sometimes +1 to Ref and Will saves, +1 feat, +4 (+2*Int) skill points. Inspire Greatness gives you the first three of those. [/QUOTE]
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