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First Post
Trainz said:But Mage Bane does the exact same thing on all evil outsiders. All evil outsiders have spell-like abilities (minus one or two maybe). Plus he would be able to affect all other creatures that have spell-like abilities.
I think the original author stated in the thread that MageBane is kinda on the cheezy side of things.
It's clearly better than +1 in general; in this specific instance (lots of devils/demon fighting) it's over-the-top hands down the best choice.
Is it "embaressing" to take an overpowered but valid option? I can definately sympathize.
By the way, what happens when you have a +1 Holy MageBane Evil Ousider Bane weapon?
Is it a +3 weapon doing +6d6 each hit, or a +5 weapon doing +6d6 each hit (to Evil Outsiders)?
{In any case, such a weapon would soon or should soon be a "named" and feared enemy to demons and devils everywhere; +6d6 per hit is uuuuuuuubscene. A ho-hum level 9 archer with this setup on a bow will be hitting 4 times a round via rapid shot+boots of speed, doing 4d8 (arrows) + 24d6 (bonus damage dice) + 12 (bane enchantment at +3) + 16 (strength bow) = roughly 18 + 80 + 28 = 98 + 28 = 126 per round on average. If he misses once, it's "just" 90 or so. Let's ignore criticals, shall we?}
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