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Need some advice...Wpn Enchantments....Adventure Path
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<blockquote data-quote="Orichin" data-source="post: 1842999" data-attributes="member: 25226"><p>Evil Outsider bane will activate when you declare an attack targetting any being that is considered an outsider (either by being native to one of the outer planes or by being native to a plane it is not currently on), and either a) has the evil descriptor (as per demons, devils, yugloths, nightshades, night hags, and a few other choice nasties) or b) has an evil alignment (which is the case 99.26734% of the time if the creature fits description a). Outsiders that do not meet criteria a or b will not activate the bane bonuses, nor will non-outsiders that are evil or have the evil descriptor.</p><p></p><p>As for weapon abilities, anything like flaming/icy/shock (or their burst equivalent) are a safe bet if you're looking to pack more of a punch (the cliche 'flame of righteousness' comes to mind as an obvious choice for paladins, perhaps leading to a custom-designed ability that does holy and fire damage). Vicious is a great ability, the damage adds up, but as levels progress it only becomes less and less of a burden, especially as a paladin when you have the option of healing spells and lay hands at your fingertips, and a significant mass of starting HP. Also, a lot of people underestimate the simple but efficient benefit of more +1 bonuses, they not only add damage but increase your hit rate by 5%. Spellstoring can be used to great effect too, a spellstoring sword with a ray of enfeeblement, 3d8+15 inflict, or a hold person can be a nasty suprise.</p><p></p><p>Also if you want a more satisfying crunch when you hit your opponent, a bastard sword may be the way to go (I don't know how many feats you've devoted to the longsword, but the d10 weapon damage die is worth the exotic weapon proficiency in my opinion, especially if you're giving up the heavy hitting 2handers or extra attacks of dual wielding by opting for the AC of the shield)</p></blockquote><p></p>
[QUOTE="Orichin, post: 1842999, member: 25226"] Evil Outsider bane will activate when you declare an attack targetting any being that is considered an outsider (either by being native to one of the outer planes or by being native to a plane it is not currently on), and either a) has the evil descriptor (as per demons, devils, yugloths, nightshades, night hags, and a few other choice nasties) or b) has an evil alignment (which is the case 99.26734% of the time if the creature fits description a). Outsiders that do not meet criteria a or b will not activate the bane bonuses, nor will non-outsiders that are evil or have the evil descriptor. As for weapon abilities, anything like flaming/icy/shock (or their burst equivalent) are a safe bet if you're looking to pack more of a punch (the cliche 'flame of righteousness' comes to mind as an obvious choice for paladins, perhaps leading to a custom-designed ability that does holy and fire damage). Vicious is a great ability, the damage adds up, but as levels progress it only becomes less and less of a burden, especially as a paladin when you have the option of healing spells and lay hands at your fingertips, and a significant mass of starting HP. Also, a lot of people underestimate the simple but efficient benefit of more +1 bonuses, they not only add damage but increase your hit rate by 5%. Spellstoring can be used to great effect too, a spellstoring sword with a ray of enfeeblement, 3d8+15 inflict, or a hold person can be a nasty suprise. Also if you want a more satisfying crunch when you hit your opponent, a bastard sword may be the way to go (I don't know how many feats you've devoted to the longsword, but the d10 weapon damage die is worth the exotic weapon proficiency in my opinion, especially if you're giving up the heavy hitting 2handers or extra attacks of dual wielding by opting for the AC of the shield) [/QUOTE]
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