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Community
General Tabletop Discussion
*Pathfinder & Starfinder
"Mageslaying" weapon ability - this looks freaky..
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<blockquote data-quote="uzagi_akimbo" data-source="post: 1881866" data-attributes="member: 15945"><p>Knockback produces a "Bullrush" effect as a free, accompanying effect. This can be extremely dangerous due to the simple fact that a single archer can/will land a multitude of hits on a single target which can push the target through a numebr of threatened squares, producing AoOs. No disadvantage for the archer - and yes, its expensive. But in the campaign where it actually is being used atm, it proves devastating, by pushing (humanoid) opponents into dangerous areas (like overboard, off bridges, into the line of charge of other characters, herding opposition into a the AE effect of a spell - in addition to forced movements through the AoO area of the reach weapon + "Combat Reflexes" tank). Exceedingly useful, and the sole balancing factor being it is limited to a missile weapon, hence the need to shoot several times to put some unlucky git into a specific place.</p><p></p><p></p><p></p><p>Ah, so I take it, your characters are never actually facing any opposition using teleport (arcane exclusive spell ), Dimension Door (same), Invisibility (same), spider climb (same), alter self( same) disguise self (same), charm person (same) petrification (same) minor/major/silen image (same) or such as spell-like abilities. Like almost every demon, devil, demodand, intelligent elemental, planar, leonal, ghaele, guardianal, solar, slaad or inevitable does?</p><p>Just "evil" guys - never anyone of neutral disposition who happens to strongly disagree with their approach ?</p><p>A magebane weapon is basically a weapon of "slay any magic using being" - a very broad category that include some of the toughest melee monsters around. You get "bane" vs. several humanoid races (good or evil) for free on top. Bane vs. aberrations (most). Bane vs. Vampires, Liches, Ghosts etc. ... chekck, got it, too- Bane vs. many golems , too. All Dragons from juvenile age up (usually the more dangerous ones ) are eligible as targets, too, unless your GM is of the opinion that even younger dragons have innate sorcerous abilities, even if not yet developed, and are as such vulnerable from birth.</p><p>Giants - Hags, Cloud Giants, Storm Giants, the works. Most monsters having "charm person/monster" or "suggestion" in their repertoire... </p><p></p><p>That's a huge bunch of monsters you have to go up against toe-to-toe most of the time.</p><p>Don't you think a "Bane vs. devils" weapon or "bane vs. undead" is the worse deal for the same enchantment cost ?</p><p></p><p>And of course, unlike a holy/unholy/axiomatic/anarchic weapon, anyone of any alignment can use it without penalty. Such as an evil guy going for some BBEG. </p><p>And of course, it doesn't go all useless like a "holy" weapon if you face a slaad or other nastiness from Limbo. Or some fey creature who happens not to be evil... Or that summoned Djinn coming for you.</p><p></p><p></p><p>??????</p><p>Very few beings that do have spell-like abilities do not have arcane ones among them. Because according to the MM-I, page 315, <em>"a monster's spell-like abilities are assumed to be the sorcerer's/wizard's version." </em></p><p>Actually it's quite easy to find out which one's are divine, namely those exclusive to clerics and druids, and hardly any others. Therefore, a rather big bunch of monsters are viable targets for the "magebane" enhancement... I do not think your assessment of 1/2 the time/opposition is even close (but that might vary depending on your campaign ) - and I would claim far less usage for "holy" weapons, or any other specific "baneweapon" due to the fact that far too many things commonly fought are neutral or of the wrong monstrous subtype.</p><p></p><p></p><p></p><p>hmm, compared to a "flaming" weapon ? Or a "shock" weapon ? Looking at most opposition around I would certainly take "mage-bane".. twice, if that was possible....</p><p></p><p> </p><p> </p><p>Given the fact that any "bane" weapon will add +2 (enhancement increase) +2D6 points of damage to every applicable attack, in a way it cancels out app. 9 points of DR instantly on every hit - with few monsters having more than 10/xxx DR in the first place, so their power is quite ok, but that's just me. Given that you can stack "bane" abilities (if all of them would apply to the target - and you can make some clever deductions ), chuck a "Baneblade" spell (clerical 3rd level ) on your trusty slashing weapon and have at it. For like +4+ 4D6 with a "Magebane" blade with an additional "demonbane" property (and be it by a simple spell ). "Align Weapon" (2nd level clerical spell ) helps out with the Alignment-DRs...</p><p>Nopes "bane" is actually priced pretty correct</p></blockquote><p></p>
[QUOTE="uzagi_akimbo, post: 1881866, member: 15945"] Knockback produces a "Bullrush" effect as a free, accompanying effect. This can be extremely dangerous due to the simple fact that a single archer can/will land a multitude of hits on a single target which can push the target through a numebr of threatened squares, producing AoOs. No disadvantage for the archer - and yes, its expensive. But in the campaign where it actually is being used atm, it proves devastating, by pushing (humanoid) opponents into dangerous areas (like overboard, off bridges, into the line of charge of other characters, herding opposition into a the AE effect of a spell - in addition to forced movements through the AoO area of the reach weapon + "Combat Reflexes" tank). Exceedingly useful, and the sole balancing factor being it is limited to a missile weapon, hence the need to shoot several times to put some unlucky git into a specific place. Ah, so I take it, your characters are never actually facing any opposition using teleport (arcane exclusive spell ), Dimension Door (same), Invisibility (same), spider climb (same), alter self( same) disguise self (same), charm person (same) petrification (same) minor/major/silen image (same) or such as spell-like abilities. Like almost every demon, devil, demodand, intelligent elemental, planar, leonal, ghaele, guardianal, solar, slaad or inevitable does? Just "evil" guys - never anyone of neutral disposition who happens to strongly disagree with their approach ? A magebane weapon is basically a weapon of "slay any magic using being" - a very broad category that include some of the toughest melee monsters around. You get "bane" vs. several humanoid races (good or evil) for free on top. Bane vs. aberrations (most). Bane vs. Vampires, Liches, Ghosts etc. ... chekck, got it, too- Bane vs. many golems , too. All Dragons from juvenile age up (usually the more dangerous ones ) are eligible as targets, too, unless your GM is of the opinion that even younger dragons have innate sorcerous abilities, even if not yet developed, and are as such vulnerable from birth. Giants - Hags, Cloud Giants, Storm Giants, the works. Most monsters having "charm person/monster" or "suggestion" in their repertoire... That's a huge bunch of monsters you have to go up against toe-to-toe most of the time. Don't you think a "Bane vs. devils" weapon or "bane vs. undead" is the worse deal for the same enchantment cost ? And of course, unlike a holy/unholy/axiomatic/anarchic weapon, anyone of any alignment can use it without penalty. Such as an evil guy going for some BBEG. And of course, it doesn't go all useless like a "holy" weapon if you face a slaad or other nastiness from Limbo. Or some fey creature who happens not to be evil... Or that summoned Djinn coming for you. ?????? Very few beings that do have spell-like abilities do not have arcane ones among them. Because according to the MM-I, page 315, [I]"a monster's spell-like abilities are assumed to be the sorcerer's/wizard's version." [/I] Actually it's quite easy to find out which one's are divine, namely those exclusive to clerics and druids, and hardly any others. Therefore, a rather big bunch of monsters are viable targets for the "magebane" enhancement... I do not think your assessment of 1/2 the time/opposition is even close (but that might vary depending on your campaign ) - and I would claim far less usage for "holy" weapons, or any other specific "baneweapon" due to the fact that far too many things commonly fought are neutral or of the wrong monstrous subtype. hmm, compared to a "flaming" weapon ? Or a "shock" weapon ? Looking at most opposition around I would certainly take "mage-bane".. twice, if that was possible.... Given the fact that any "bane" weapon will add +2 (enhancement increase) +2D6 points of damage to every applicable attack, in a way it cancels out app. 9 points of DR instantly on every hit - with few monsters having more than 10/xxx DR in the first place, so their power is quite ok, but that's just me. Given that you can stack "bane" abilities (if all of them would apply to the target - and you can make some clever deductions ), chuck a "Baneblade" spell (clerical 3rd level ) on your trusty slashing weapon and have at it. For like +4+ 4D6 with a "Magebane" blade with an additional "demonbane" property (and be it by a simple spell ). "Align Weapon" (2nd level clerical spell ) helps out with the Alignment-DRs... Nopes "bane" is actually priced pretty correct [/QUOTE]
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"Mageslaying" weapon ability - this looks freaky..
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