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General Tabletop Discussion
*Pathfinder & Starfinder
"Mageslaying" weapon ability - this looks freaky..
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<blockquote data-quote="Henry" data-source="post: 1881889" data-attributes="member: 158"><p>This weapon to me would be worth a +2 Enhancement - it seems too overpowered to a +1. Compare this to a Burst Weapon, for example - I'd take this over the burst weapon EVERY freaking time, because fully 45% of the opponents faced in the lifetime of a typical D&D game use arcane magic in some form. Now, if I had to pay 18,000 gp to have this enhancement, It's still worthy, but by no means a must-have. </p><p></p><p>Keep in mind that in Eberron, such an enhancement would be not only a "must-have", but every artificer would have several of his 1st and 2nd level infusions earmarked for this purpose! I already have an artificer who makes liberal use of the "Bane" enhancement on the party - the second they face ONE of a certain creature, they have the toughest fighter as well as the missile-using rogue kitted out with an appropriate Bane for the situation. With this enhancement, the player of the artificer in the party would take time out before even THINKING of entering a dangerous situation, to kit out at least two party members. As they get higher in level, it gets more and more likely that they face arcane-using opponents, and hence this becomes a given enhancement. Heck, it's even more useful than, say, a "LIFEBANE" enhancement - at least there's no guarantee that all the opponents you face are alive! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin    :D"  data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Henry, post: 1881889, member: 158"] This weapon to me would be worth a +2 Enhancement - it seems too overpowered to a +1. Compare this to a Burst Weapon, for example - I'd take this over the burst weapon EVERY freaking time, because fully 45% of the opponents faced in the lifetime of a typical D&D game use arcane magic in some form. Now, if I had to pay 18,000 gp to have this enhancement, It's still worthy, but by no means a must-have. Keep in mind that in Eberron, such an enhancement would be not only a "must-have", but every artificer would have several of his 1st and 2nd level infusions earmarked for this purpose! I already have an artificer who makes liberal use of the "Bane" enhancement on the party - the second they face ONE of a certain creature, they have the toughest fighter as well as the missile-using rogue kitted out with an appropriate Bane for the situation. With this enhancement, the player of the artificer in the party would take time out before even THINKING of entering a dangerous situation, to kit out at least two party members. As they get higher in level, it gets more and more likely that they face arcane-using opponents, and hence this becomes a given enhancement. Heck, it's even more useful than, say, a "LIFEBANE" enhancement - at least there's no guarantee that all the opponents you face are alive! :D [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
"Mageslaying" weapon ability - this looks freaky..
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