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  1. - Top - End - #1
    Dwarf in the Playground
     
    MonkGuy

    Join Date
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    Post Saving from WOTC Forum: The 3.5 Weapon Special Abilities thread

    So as many of us know, the WOTC forums will be shutting down on the 29th October. I decided to do my part and try and save one of my most viewed threads there. All credit to jwt and those who helped make the original thread.
    If this has already been done, then I apologise for my lack of forum trawling skills .

    From here onwards, everything is jwt's work. Enjoy.

    Spoiler: Edits
    Show
    Edit1(27/09/15): I Noticed while reformatting that Tome of Battle was missing from the books used, while some of its properties (most notably Aptitude weapon) was in use. Added these details while trying my best to remain consistent in style.

    Edit2(28/09/15): Made the table's easier to read. Started with capitalisation then decided just adding spaces was easier and equally easy on the eye.



    Spoiler: Book Abbreviations used
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    Dungeon Master's Guide: DMG
    Complete Warrior: CW
    Complete Arcane: CA
    Complete Divine: CD
    Complete Adventurer: CA
    Complete Psionicist: CP
    Book of Exaulted Deeds: BoED
    Lords of Madness: LoM
    Heroes of Battle: HoB
    Heroes of Horror: HoH
    Frostburn: Fb
    Sandstorm: Sst
    Stormwrack: Sw
    Races of Destiny: RoD
    Races of Stone: RoS
    Races of the Wild: RoW
    Races of Eberron: RoE
    Tome of Battle: ToB
    Tome of Magic: ToM
    Miniature's Handbook: MH
    Underdark: Ud
    Dungeon Master's Guide II: DMGII
    Shining South: SS
    Unapproachable East: UE


    General Strategies: The key optimization strategy is to take as many special abilities as you can afford. All the way up to +9. You can make up for the lack of weapon pluses with Greater Magic Weapon. Consider putting it on a wand or a staff so you don't drive your cleric crazy. A few levels in UMD and you can buff up in the AM, and let your cleric memorize those other cool spells on his list. Also consider using a spell that mimicks a special ability to temporarily buff your weapon. If it's not a buff you will need often then put the buff in a scroll. If it is a buff you will use all the time, then try placing the buff in a staff or a wand. It is likely to be cheaper than putting it on your weapon directly, and it frees up your weapon for other cooler special abilities.
    Last edited by Seruvius; 2015-09-28 at 07:59 AM.
    GENERATION 17: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.


    Shadows over Thornfall. A 5e Campaign Journal (sadly never completed) http://www.giantitp.com/forums/showt...over-Thornfall

  2. - Top - End - #2
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: Saving from WOTC Forum: The 3.5 Weapon Special Abilities thread

    +1 Special Abilities

    Spoiler: Listed Alphabetically
    Show

    Acidic Burst (MIC, p28) :- *** (Synergy) Acid is good, but it ain't no sonic.

    Air Elemental Power (Large) (DMGII, p254) :- ***** Top notch. I especially like these as they give the fighter some flexibility beyond 5ft step, kill, kill, CLEAVE, repeat. This ability will scale through all levels - just not necessarily in combat.

    Aptitude weapon (ToB, p128) :- ***** Flexibility for such a cheap cost makes this a great special ability.

    Arcane Might (MIC, p28) :- ** Really only good for gishes and the bonus to damage is not worth loosing a spell.

    Bane (SRD) :- **** One of the best out there, and if you are in a certain campaign or adventure, this one would rate *****, easily. And its so cheap.

    Berserker (MIC, p29) :- *** Nice for Barbarians. Useless otherwise.

    Binding (MIC, p29) :- *** Again - cool power, but so situational. This is offset by the low cost. This can be renamed the comic-book villain killer.

    Blessed (MIC, p29) :- *** A nice all round power that will come into play through most of your levels.

    Blood Seeking (CW, p134) :- *** (Ranged Only) Ignores cover, which can be invaluable to your second line snipers, and tapped out spellcasters. But it only works on certain monster types.

    Bloodfeeding (was Bloodthirsty) (MIC, p29) :- ** Not too impressive. The requirement to get the +2 damage bonus is pretty onerous. Great ability for DMs though.

    Brash (MIC, p30) :- ** The fear immunity removes a good vulnerability of the Barbarian, but who needs extra rounds of rage anyway?

    Brutal surge (MIC, p30) :- **** (Slashing and Bludgeoning Only) How good is this. A free feat for 2k! Doesn't mean as much to fighters, but give this to your Ranger, or Cleric or Paladin.

    Chargebreaker (MIC, p31) :- ** (Melee Only) If you are more tactical, this can be used to get you a good advantage. Only thing is that the DC is way too low to last for an entire career.

    Charging (MIC, p31) :- *** (Melee Only) If you do mounted combat, this is a great one to consider. The extra damage is quite sweet, for a +1 bonus

    Corrosive (MIC, p31) :- *** Other than sonic, this is probably the best choice for an energy dealing weapon. Unlike sonic, the damage isn't nerfed.

    Deadly Precision (MIC, p32) :- *** Great for rogues. Not so good in certain campaigns.

    Defending (SRD) :- **** (Note: Your DM may say no to this combo). It does not say that you have to attack or even be proficient with this weapon to get the AC bonus. So you might consider getting one of these to hold just to up your AC. As suggested below, weapons like a spiked gauntlet work well with this ability. Also, It does not state that the enhancement bonus has to be inherent to the sword, thus potentially allowing the use of Greater Magic Weapon. Check with your DM before trying this.

    Defensive Surge (MIC, p32) :- *** (Melee Only) Another cool ability, designed for your skill monkeys or a paladin.

    Desiccating (MIC, p32) :- *** (Melee Only) Deals a special energy type damage that is harder than sonic to resist, but it only does 1d4 now. Still a pretty good power.

    Desiccating Burst (MIC, p32) :- **** (Synergy) Like other burst weapons, it really shines on a critical. Deals a special energy type damage that is harder than sonic to resist, but it also fatigues the recipient, making this a four star ability.

    Diseased (UE, p54) :- **** For a +1 ability this is fairly nasty. It doesn't require a crit (good), the fort save is low (bad), it does ability damage (good) to 2 scores (good), that doesn't stack (bad). This is worse in the hands of a BBEG, 'cause a disease is the gift that keeps on giving

    Dissipater (SRD) :- * - Way too specific to really be of any benefit. Even in a psonics heavy campaign this might get a ***

    Dislocator (MIC, p32) :- *** The change in MIC makes this much more reasonable. Put this ability on your missile weapons!

    Dislocator, Great (MIC, p33) :- ** (Synergy) The DC may increase, but not enough, and the extra 30 ft is nice. I can see this being used well on a set vs. charges weapon.

    Dispelling (MIC, p33) :- **** Nice, and cheap, but consider that this ability will be less and less useful after 10th level.

    Dispelling, Greater (MIC, p33) :- **** The MIC comes through again. This makes Dispelling better, and extends its usefulness for a reasonable price.

    Divine Wrath (MIC, p33) :- **** Yowza. If you are a paladin in an undead heavy game, please go get now.

    Dissipater (SRD) :- * Way too specific to really be of any benefit. Even in a psonics heavy campaign this might get a ***

    Distance (SRD) :- *** (Ranged Only) Nice ability to keep your spell casters WAY out of combat.

    Dragondoom (MIC, p33) :- ** (Melee Only) Rent this weapon when you go dragon slaying (large dragons only), otherwise don't bother.

    Dragonhunter (MIC, p33) :- * (Ranged Only) Yeah - For dragons only, and even then its iffy. Now if it did Dex damage that'd be something that would be useful for dragon hunting.

    Doomstrike (CoR, p42) :- * For DMs. Mainly because sundering your opponent's weapons is the last thing your average dungeon delver wants to do, especially if you are using the magic item reform rules from BoED. But the DM can have a field day.

    Drowcraft (Ud, p68) :- * Back to the old dissolving weapons from 2nd Ed. Bad for players, very good for DMs.

    Eager (MIC, p34) :- ***** (Melee Only) - A must have for rogues, and pretty good for anyone else. Initiative bonuses are always welcome, esp. when they come so cheap.

    Earth Elemental Power (Large) (DMGII, p256) :- ***** See Air Elemental Power.

    Earthbound (ECS, p266) :- ***** If you aren't planning on flying this grants a nice UNNAMED bonus to attack and damage.

    Energy Surge (MIC, p34) :- **** (Synergy) - Very good power, especially if you have high con. In all likelihood it will come into play more often than the burst powers, and it does WAY more damage. As always with energy damage, pick your energy type wisely. Note this replaces all the surge abilities from the DMGII.

    Enfeebling (BoED, p113) :- **** Only damages on a crit, but the damage stacks (see ability damage in the DMG). Give it to your sneak attackers.

    Exhausting (SS, p54) :- ** A low DC (14 fort) to get an OK status nerf (fatigued - not exhausted as the name implies) that only works on certain creatures makes for a weak ability that will not scale well.

    Fear Burst (MH, p40) :- * Requires a crit and a will save (DC 11 ?!?), and if you get through all of that the victim is merely frightened. Like turning, fear effects just mean you gotta deal with them later; you know; after they regroup, heal, and get reinforcements.

    Fiercebane (MIC, p35) :- *** (Synergy) Solid, especially if you know what critters you will be facing regularly.

    Fire Elemental Power (Large) (DMGII, p257) :- ***** See Air Elemental Power.

    Flaming (SRD) :- * Ahh yes, that old fantasy standby; Flaming. The energy type that everyone and their mother has some type of resistance to. You will start out liking this one, but you will probably regret the choice by level 8 or so. Skip this one.

    Frost (SRD) :- ** Not as many folks have resistance to this energy type.

    Fury (HoB, p130) :-

    Ghost Strike (MIC, p35) :- ** (Synergy) So very cool to have when you need, but like Ghost Touch, you so seldom need it.

    Ghost touch (SRD) :- * So nice when you need it, but useless for most of your career (unless you are playing a Scooby Doo campaign.) Cast Ghost Touch Weapon (from SC) spell on a couple of scrolls, and save the cash.

    Harmonizing (MIC, p35) :- ** OK for a bard, but most of the time combat doesn't last that long for this to be of any great benefit.

    Heavenly Burst (MIC, p36) :- ***** Wow, MIC really fixed this power from * to *****. This is now a must have for good parties!

    Holy surge (MIC, p36) :- ***** (Melee Only) An extra 3d6 against evil creatures. Yes, please! This is another awesome one for paladins.

    Hunting (MIC, p36) :- *** For rangers only, but if you picked your favored enemy well then this is not a bad way to go.

    Homeland Champion (CoV, p60) :- ** Like many other +1 Special Abilities this one is very campaign specific. The right campaign and this one would rate ***** easy. And the DM should look at this one as well.

    Illusion Bane (MIC, p36) :- **** Thank you MIC! You fixed this ability but good. Now it is certainly worth considering, especially with the ignore miss chance power!

    Incorporeal Binding (MIC, p38) :- ** (Synergy) MIC nerfed this one, making it just not worth the cost.

    Impact (MIC, p37) :- ** See Keen.

    Impaling (MIC, p37) :- *** (Piercing Melee Only) - Makes a good holdout weapon for low BAB classes. Mix in other things like knockback to keep the burly fighter types away.

    Keen (SRD) :- ** - Poor ability that doesn't hold a candle to any energy buff. Still, you can't beat rolling a critical for that in game rush! See Sean K. Reynold's analysis of Keen on his web site.

    Ki Focus (SRD) :- **** (Melee Only) - YEAH! If you are a monk, then you need a weapon like this. Get one that can bypass each of the DR that your fists can not. Then layeth downeth the smack.

    Knockback (MIC, p38) :- *** Nerfed slightly in the MIC, but the cost was lowered as well. Still fun for missile users of for folks with reach.

    Last Resort (CW, p135) :- ** Fun, especially if you are tired of getting grappled, but it doesn't come into play that often.

    Lucky (MIC, p38) :- **** A nice ability. Probably only worth *** but I bumped it 'cause I'm a sucker for the do over aspect.

    Magebane (MIC, p38) :- ** Well they nerfed this one in MIC as well. I think someone has been reading this thread. Anyway, now it is VERY specific (arcane casters only) and not worth the cost.

    Maiming (MH, p40) :- *** I like it, but I am a gambler. Look at it this way, 50% of the time your crits are better vs. 25 - 37.5% of the time they are worse. In the long run you are better off.

    Martial discipline weapon (ToB, p148) :- **** For a plus one bonus and the cost of one pretty good feat (assuming you don't get stances from your class) you get a plus 3 to hit. Not too shabby.

    Merciful (SRD) :- *** It's a free +1d6 that bypasses all energy resistances. This is good. So what if it's non-lethal; Unconscious + 1 round == Dead in D&D.

    Mighty Cleaving (SRD) :- ** This is much better at lower levels. Once you get up against the big HP baddies, you will seldom need a second cleave in a round. Still, its always fun when your fighter gets to go to Cleveland

    Mighty Smiting (MIC, p39) :- *** - Extra smites are good. Shame it couldn't be more….

    Mindfeeder (MIC, p39) :- ** Another thematically cool ability, but really only useful if you can use psionics AND be pretty good at swinging a sword (and I think we all know who that might be!). If so then make this one a ***

    Morphing (MIC, p39) :- *** Another ability to allow a fighter to get through a type of DR. Use with other DR nerfing abilities.

    Power Storing (MIC, p40) :- **** This is spell storing for psionics, with the added bonus of manifesting as a swift action. Good stuff.

    Precise (MIC, p40) :- **** Free feat for a +1 bonus. Always a good tradeoff.

    Profane (MIC, p40) :- * This one isn't for you, 'cause your all living and stuff. DMs get this, or skip right to Profane Burst!

    Profane Burst (MIC, p40) :- * (Synergy) Icky. Unless you are dead, don't spend money on this one. DMs, however, ****.

    Psychokinetic (MIC, p41) :- *** Like sonic, this enhancement does unresistable damage, but also like sonic it only does an extra d4.

    Psychokinetic Burst (MIC, p41) :- *** (Synergy) Same as Sonic burst 'cept for the flavoring.

    Quick Loading (MIC, p41) :- **** (Crossbow Only) Anything that keeps a player in the game for longer is AOK by me.

    Resounding (MIC, p42) :- * Yuck, casts bless for 1 round only? It is really only good for 3 levels max.

    Returning (SRD) :- ** Good in certain circumstances. A must have for certain prestige classes (Master Thrower, anyone?)

    Revealing (MIC, p42) :- *** Pretty good, as it nerfs invisibility, and gives extra attacks. Scales pretty well too.

    Rusting (SS, p54) :- *** Another fun one. DMs will especially like this one. Very good in martial campaigns, and OK to poor otherwise, it still is a doozie for the DM to use. Just don't do this sort of thing too often.

    Sacred (MIC, p42) :- *** Another sweet bonus if you are fighting undead regularly. Ignore this one otherwise.

    Sacred Burst (MIC, p42) :- *** (Synergy) Only good for undead campaigns. Otherwise skip it.

    Sacrificial Smiting (CoV, p60) :- * Bleeech. Get a negative level for one extra smite. Spend your money on a cloak of Charisma.

    Screaming (MIC, p42) :- *** Sonic is the best damage, but you only get 1d4 from it.

    Screaming Burst (MIC, p42) :- *** (Synergy) Standard sonic power - less damage, but more chances of it going through.

    Seeking (SRD) :- *** (Ranged Only) Not bad to ignore all miss chances for a +1 bonus. Helps when firing into melee. I think this beats ghost touch too. It doesn't totally eliminate the incorporeal miss chance, but it can be beneficial in many more situations.

    Shattermantle (MIC, p43) :- ***** Great synergy between fighters and spellcasters here. I like team helping items.

    Shielding (MIC, p43) :- ** (Light Melee only) Cool, but ultimately not too good power. Just use a buckler!

    Shock (SRD) :- ** Marginally better than flaming.

    Smoking (LoD, p180) :- **** For all intents this is a nerf for improved grapple. Give this ability to your spellcaster's primary weapon.

    Sonic (MH, p41) :- *** Sonic damage is always good, shame this only does d4, but you will use this one long after you ditch your flaming sword

    Soulbound (MIC, p43) :- *** If you use Incarnum, pick this one up - It gives you extra bonuses to hit and you can add certain special effect, making it flexible and powerful, albeit campaign specific.

    Soulbreaker (MIC, p44) :- **** (Synergy) Now that's what I'm talking 'bout. Negative level goodness at a pretty cheap price.

    Souldrinking (MIC, p44) :- *** (Synergy) Temp hit points are nice. I can see the Death Knight using this to good effect.

    Spell storing (SRD) :- **** A personal fave of mine. Put it on a front line fighter's weapons, and fill it with all kinds of nasty touch spells. It's like your mage being there without all the hitting and pain and the like.

    Spellstrike (MIC, p44) :- **** Another winner. Better still, it does not state this has to be wielded to be used. (See your DM before spending your cash!)

    Stunning (MIC, p44) :- ** (Synergy) Middle to low DC and a critical is bleh. On the other hand, stunned is a nice condition. It leaves 'em open to the rogues.

    Stunning Surge (MIC, p44) :- **** Oh look a DC that scales. This should be on all these abilities. Extra stars just for that!

    Stygian (MIC, p44) :- *** Negative levels are nice, but it limits the number of uses per day. So average ability.

    Subjugating (HoB, p130) :-

    Sundering (MIC, p44) :- * Thou shalt not destroy the enemy's weapons, for they can be sold for gold! (DM - consider using this with Doomstrike above. This will terrify your Fighters more than a bucket of Rust Monsters. For DMs this is a ***)

    Sure Striking (PGtF, p120) :- **** A weapon that auto aligns depending on who you are fighting. For a +1 ability, this is pretty sweet.

    Sweeping (MIC, p44) :- ** (Melee Only) - Good for certain builds, otherwise pass it over.

    Teleporting (SRD) :- *** Slightly better than returning, as it doesn't need a line of sight to get back to the wielder.

    Throwing (SRD) :- * Why? Any Fighter worth his salt has quick draw. Heck if you have a +1 BAB, you can draw a new weapon with a move. So just draw the weapon you need. Forget about this one.

    Thundering (SRD) :- *** A very nice ability. Combine it with blessed for auto confirmed crits on evil critters. On a crit 1d8 (or more!) of an energy type that few can resist, plus potential deafening.

    Unholy surge (MIC, p45) :- **** (Melee Only, Synergy) See Holy, if you are the DM.

    Valorous (UE, p54) :- *** Another fun one. It is useful for specific characters, but it is VERY useful for them. Stacks with other charging feats and weapons.

    Vicious (SRD) :- * No thank you. Don't like weapons that hurt me. Go for Holy.

    Venomous (MIC, p45) :- ** Only 3 times per day with an absurdly low DC. Not too good.

    Viper (SK, p152) :- **** (Blades or Whips only) Viper poison is nasty. This ability on a scourge gets outrageous pretty fast.

    Warning (MIC, p46) :- ***** Yikes, +5 insight bonus to initiative? Awesome. It must be held tho….

    Whirling (MIC, p46) :- **** (Slashing Melee Only) Free feat for +1 - and it is the feat at the top of a long chain. Very nice!

    Water Elemental Power (Large) (DMGII, p261) :- ***** See Air Elemental Power.

    Waterborn (ECS, p266) :- ** Similar to aquatic, but there is some overlap, and it is not quite as powerful.

    Weakening (MIC, p46) :- **** This one is great for a front line fighter. No crit, no save and it does ability damage. Yeah, this is a keeper!


    Spoiler: Listed by Usefulness
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    Spoiler: 5 Star Special Abilities
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    5 Star Special Abilities
    Air Elemental Power (Large) (DMGII, p254):- ***** Top notch. I especially like these as they give the fighter some flexability beyong 5ft step, kill, kill, CLEAVE, repeat. This ability will scale through all levels - just not neccessarily in combat.

    Aptitude weapon: (ToB, p148):- ***** Flexibility for such a cheap cost makes this a great special ability.

    Earth Elemental Power (Large) (DMGII, p256):- ***** See Air Elemental Power.

    Earthbound (ECS, p266):- ***** If you arn't planning on flying this grants a nice UNNAMED bonus to attack and damage.

    Fire Elemental Power (Large) (DMGII, p257):- ***** See Air Elemental Power.

    Magebane (CA, p143):- ***** Nice, and effective against a whole range of creatures. Great if you can combine it with bane.

    Water Elemental Power (Large) (DMGII, p261):- ***** See Air Elemental Power.


    Spoiler: 4 Star Special Abilities
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    4 Star Special Abilities
    Bane (DMG, srd):- **** One of the best out there, and if you are in a certain campaign or adventure, this one would rate 5 *, easily. And its so cheap.

    Defending (DMG, srd):- **** (Note: Your DM may say no to this combo). It does not say that you have to attack or even be profficient with this weapon to get the AC bonus. So you might consider getting one of these to hold just to up your AC. As suggested below weapons like a spiked gauntlet work well with this ability. Also, It does not state that the enhancement bonus has to be inherent to the sword, thus potentially allowing the use of Greater Magic Weapon. Check with your DM before trying this though.

    Enfeebling (BoED , p113):- **** Only damages on a crit, but the damage stacks (see ability damage in the DMG). Give it to your sneak attackers.

    Ki Focus (DMG, srd):- **** (Note: melee only) Umm, YEAH! If you are a monk, then you need a weapon like this. Get one that can bypass each of the DR that your fists can not. Then layeth downeth the smack.

    Lucky (SRD):- **** A nice ability. Probably only worth *** but I bumped it 'cause I'm a sucker for the do-over aspect.

    Martial discipline weapon. (ToB, p148):- **** For a plus one bonus and the cost of one pretty good feat (assuming you don't get stances from your class) you get a plus 3 to hit. Not too shabby.

    Power Storing (SRD):- **** This is spell storing for psionics, with the added bonus of manefesting as a swift action. Good stuff.

    Sacred (LMo, p77):- **** Another sweet bonus if you are fighting undead regularly. Ignore this one otherwise.

    Shattermantle (CoS, 146):- **** Great synergy between fighters and spellcasters here.

    Smoking (LoD, p180):- **** For all intents this is a nerf for improved grapple. Give this ability to your spellcaster's primary weapon.

    Spell storing (DMG, srd):- **** A personal fave of mine. Put it on a front line fighter's weapons, and fill it with all kinds of nasty touch spells. It's like your mage being there without all the hitting and pain and the like.

    Spellstrike (CoS, p146):- **** Another winner. Better still, it does not state this has to be wielded to be used. (See your DM before spending your cash!)

    Sure Striking (PGtF, p120):- **** A weapon that autoaligns depending on who you are fighting. For a +1 ability, this is pretty sweet.

    Viper (SK, p152):- **** (Note: Blades or whips only) Viper poison is nasty. This ability on a scourge gets outrageous pretty fast.




    Spoiler: 3 Star Special Abilities
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    3 Star Special Abilities

    Aquatic (SS, p54):- *** Very campaign specific, but if you are gonna be in the ocean, you must consider this one. (See also Waterborn)

    Berserker (UE, p54):- *** Nice for Barbarians. Useless otherwise.

    Blessed (BoED , p113):- *** Another solid +1 ability. Bypass DR and auto confirm crits. Good times.

    Blood Seeking (CW, 134):- *** (Note: Ranged only) Ignores cover, which can be invaluable to your second line snipers, and tapped out spellcasters. But it only works on certain monster types.

    Corrosive (CoS, p146; DMGII, p256; Sw p129):- *** Other than sonic, this is probably the best choice for an energy dealing weapon. Nlike sonic, the damage isn't nerfed.

    Diseased (UE, p54):- *** For a +1 ability this is fairly nasty. It doesn't require a crit (good), the fort save is low (bad), it does ability damage (good) to 2 scores (good), that doesn't stack (bad). This is worse in the hands of a BBEG, 'cause a disease is the gift that keeps on giving to PCs. Most NPCs facing adventures are SO not worried about getting a disease.

    Distance (DMG, srd):- *** (Note: Ranged only) Nice ability to keep your spell casters WAY out of combat.

    Doom Burst (MH, p40):- *** Requires a critical, but no additional saving throw. It can affect the uncritable critters, but shaken is an OK condition.

    Maiming (MH, p40):- *** like it, but I am a gambler. Look at it this way, 50% of the time your crits are better vs. 25-37.5% of the time they are worse. In the long run you are better off.

    Merciful (DMG, srd):- *** It's a free +1d6 that bypasses all energy resistances. This is good. So what if it's non-leathal; Unconcious + 1 round == Dead in D&D.

    Morphing (Ud, p69):- *** Another ability to allow a fighter to get through a type of DR. Use with other DR nerfing abilities.

    Psychokinetic (Srd):- *** Like sonic, this enhancement does unresistable damage, but also like sonic it only does an extra d4.

    Rusting (SS, p54):- *** Another fun one. DMs will especially like this one. Very good in martial campaigns, and OK to poor otherwise, it still is a doozie for the DM to use. Just don't do this sort of thing too often.

    Seeking (DMG, srd):- *** (Note: Ranged only) Not bad to ignore all miss chances for a +1 bonus. Helps when firing into melee. I think this beats ghost touch too. It doesn't totally eliminate the incorporeal miss chance, but it can be beneficial in many more situations.

    Sizing (Ud, p69; CV p127):- *** This is pretty much for a polymorphing spellcaster, and it is nice for them.

    Slow Burst (MH, p41):- *** A nice effect, but we still have the Crit + Save problem. It does affect the uncritables though.

    Sonic (MH, p41):- *** Sonic damage is always good, shame this only does d4, but you will use this one long after you ditch your flaming sword.

    Soulbound Weapon, Lesser (MoI):- *** If you use Incarnum, pick this one up - It gives you extra bonuses to hit and you can add certain special effect, making it flexable and powerful, albiet campaign specific.

    Teleporting (DMG, srd):- *** Slightly better than returning, as it doesn't need a line of sight to get back to the wielder.

    Thundering (DMG, srd):- *** A very nice ability. Combine it with blessed for auto confirmed crits on evil critters. On a crit 1d8 (or more!) of an energy type that few can resist, plus potential deafening.

    Valorous (UE, p54):- *** Another fun one. It is useful for specific characters, but it is VERY useful for them. Stacks with other charging feats and weapons.




    Spoiler: 2 Star Special Abilities
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    2 Star Special Abilities

    Bloodthirsty (Ud, p68):- ** Not too impressive. The requirement to get the +2 to hit and damage bonus is pretty onerous. Great ability for DM's though.

    Exhausting (SS, p54):- ** A low DC (14 fort) to get an OK status nerf (fatigued - not exhausted as the name implys) that only works on certain creatures makes for a weak ability that will not scale well.

    Fear Burst (MH, p40):- ** Requires a crit and a will save (DC 11 ?!?), and if you get through all of that the victim is merely freightened. Like turning, fear effects just mean you gotta deal with them later; you know; after they regroup, heal, and get reinforcements.

    Frost (DMG, srd):- ** Not as many folks have resistance to this energy type.

    Harmonizing (CoS, 146):- ** OK for a bard, but most of the time combat doesn't last that long for this to be of any great benefit.

    Homeland Champion (CoV, 60):- ** Like many other +1 Special Abilities this one is very campaign specific - the right campaign and this one would rate ***** easy. And the DM should look at this one as well.

    Keen (DMG, srd):- ** Poor ability that doesn't hold a candle to any energy buff. Still, you can't beat rolling a critical for that in game rush! See Sean K. Reynold's analysis of Keen on his web site.

    Last Resort (CW, 135):- ** Fun, especially if you are tired of getting grappelled, but it doesn't come into play that often. Mighty cleaving (DMG, srd):- ** This is much better at lower levels. Once you get up against the big HP baddies, you will seldom need a second cleave in a round.

    Returning (DMG, srd):- ** Good in certain circumstances. A must have for certain presteige classes (Master Thrower, anyone?)

    Shock (DMG, srd):- ** Marginally better than flaming.

    Waterborn (ECS, p266):- ** Similar to aquatic, but there is some overlap, and it is not quite as powerful.




    Spoiler: 1 Star Special Abilities
    Show

    1 Star Special Abilities

    Dissipater (SRD) :- * Way too specific to really be of any benefit. Even in a psonics heavy campaign this might get a ***

    Dragonhunter (MIC, p33) :- * (Ranged Only) Yeah - For dragons only, and even then its iffy. Now if it did Dex damage that'd be something that would be useful for dragon hunting.

    Doomstrike (CoR, p42) :- * For DMs. Mainly because sundering your opponent's weapons is the last thing your average dungeon delver wants to do, especially if you are using the magic item reform rules from BoED. But the DM can have a field day.

    Drowcraft (Ud, p68) :- * Back to the old dissolving weapons from 2nd Ed. Bad for players, very good for DMs.

    Fear Burst (MH, p40) :- * Requires a crit and a will save (DC 11 ?!?), and if you get through all of that the victim is merely frightened. Like turning, fear effects just mean you gotta deal with them later; you know; after they regroup, heal, and get reinforcements.

    Flaming (SRD) :- * Ahh yes, that old fantasy standby; Flaming. The energy type that everyone and their mother has some type of resistance to. You will start out liking this one, but you will probably regret the choice by level 8 or so. Skip this one.

    Ghost touch (SRD) :- * So nice when you need it, but useless for most of your career (unless you are playing a Scooby Doo campaign.) Cast Ghost Touch Weapon (from SC) spell on a couple of scrolls, and save the cash. Or use an augment crystal!

    Profane (MIC, p40) :- * This one isn't for you, 'cause your all living and stuff. DMs get this, or skip right to Profane Burst!

    Profane Burst (MIC, p40) :- * (Synergy) Icky. Unless you are dead, don't spend money on this one. DMs, however, ****.

    Resounding (MIC, p42) :- * Yuck, casts bless for 1 round only? It is really only good for 3 levels max. Sacrificial Smiting (CoV, p60) :- * Bleeech. Get a negative level for one extra smite. Spend your money on a cloak of Charisma.

    Sundering (MIC, p44) :- * Thou shalt not destroy the enemy's weapons, for they can be sold for gold! (DM - consider using this with Doomstrike above. This will terrify your Fighters more than a bucket of Rust Monsters. For DMs this is a ***)

    Throwing (SRD) :- * Why? Any Fighter worth his salt has quick draw. Heck if you have a +1 BAB, you can draw a new weapon with a move. So just draw the weapon you need. Forget about this one.

    Vicious (SRD) :- * No thank you. Don't like weapons that hurt me. Go for Holy.


    Last edited by Seruvius; 2015-09-28 at 04:54 AM.
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  3. - Top - End - #3
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: Saving from WOTC Forum: The 3.5 Weapon Special Abilities thread

    +2 Special Abilities

    Spoiler: Listed Alphabetically
    Show

    Air Elemental Power (Huge) (DMGII, p254) :- ***** - Top notch. I especially like these as they give the fighter some flexibility beyond 5ft step, kill, kill, CLEAVE, repeat. This ability will scale through all levels just not necessarily in combat.

    Anarchic (SRD) :- *** - All the Law/Chaos special abilities are a little more campaign specific, making this slightly less valuable. But still pretty nice for the cost.

    Axiomatic (SRD) :- *** - See Anarchic

    Aquan (MIC, p28) :- ** - Neat, but at +2 it is a little too specific for what you get.

    Auran (MIC, p28) :- ** - Very limited in scope. Extra damage to earth subtypes? Wha?

    Banishing (MIC, p28) :- **** - So much better in the MIC. It is now useful to the epic levels, and almost EVERY campaign ends up fighting hordes of extra-planars.

    Blindsighted (MIC, p29) :- **** - Hello free feat. Which is great if you are a warrior who isn't a fighter.

    Blurstrike (MIC, p29) :- **** - Man. If you have any sneak attack abilities, this one is a no brainer.

    Burning (ECS, p266) :- ** - Meh - fire damage. But you can set them on fire! (With a DC of 11 - oh well)

    Collision (MIC, p31) :- *** - An extra 5 pts of damage is always nice, but means less as you level up.

    Consumptive (MIC, p31) :- *** - Fun power, and cool thematically, plus it does extra damage to the living. Great for DMs as well.

    Deflecting (CW, p134) :- ** - OK, but only pick it up if you have a decent reflex save.

    Disarming (MIC, p32) :- ** (Melee Only) - Eliminates penalties that don't come into play as often as the +2 bonus warrants.

    Disrupting (HoB, p134) :- *** (Siege Engines Only)

    Disruption (SRD) :- *** (Bludgeoning Only) - A must have for undead campaigns. If the DC seems low, remember that that is a save for each successful hit. And a fighter eventually is hitting on almost every full attack bonus swing. Even on a roll of 1 failing the save that may be only 4 rounds before the undead thingie goes pop.

    Domineering (MIC, p33) :- *** - Medium DC and its will, so its good against most of the heavy hitters. Shaken however is merely an OK condition.

    Doom Burst (MIC, p33) :- *** - Requires a critical, but no additional saving throw. It can affect the uncritable critters, but shaken is an OK condition.

    Earth Elemental Power (Huge) (DMGII, p256) :- ***** - See Air Elemental Power.

    Energy Aura (MIC, p34) :- **** - The flexibility costs you, but not much. I like this one, mainly because you are not stuck if you run into a creature that is immune to your energy type.

    Enervating (MIC, p34) :- **** - Enervation is a great way to take down some big nasties, but it buffs undead, and it requires a crit to work (no save, thank goodness.) DMs consider giving your Necromancer an merciful enervating weapon. Blows from that weapon will heal his undead minions. (MIC made it better by lowering the cost.)

    Exit Wound (CW, p134) :- ** (Ranged Only) - Honestly, how often are all your foes lined up in a straight line for you. And then you'd have to be very lucky if it damaged the third rank. Give it props for looking cool though.

    Explosive (CW, p134) :- ** (Melee Only) - I don't like weapons that hurt me. Pass on this one unless you have a way to resist the hurty explosion.

    Fire Elemental Power (Huge) (DMGII, p257) :- ***** - See Air Elemental Power.

    Flaming burst (SRD) :- ** - Try not to pick this energy type. But if you do, put it on a weapon that has a high critical multiplier. That way at least some fire damage may get through.

    Fleshgrinding (MIC, p35) :- **** - Solid ability, and it gets an extra star for coolness. (Note this ability does not make your sword dance like Brittany)

    Force (MIC, p35) :- **** (Ranged Only) - This is a great power, since DR makes many ranged weapons useless at higher levels.

    Holy (SRD) :- ***** - One of my faves in the +2 category. Yes it doesn't affect neutral or good characters, but think about how many times you actually fight those folks in a typical campaign. Plus, it bypasses DR, and does a flat out +2d6 damage. Nice! (If you are in an evil campaign, or are a DM see Unholy.)

    Icy burst (SRD) :- ** - Better than Flaming, but only slightly so.

    Ignan (MIC, p36) :- ** - Way, way, way too specific for the cost.

    Illithidwrought (Ud, p69) :- *** - Gives an small insight bonus to attacks and damage, which is hard to find.

    Illusion Theft (MIC, p37) :- ** (Synergy) - In specific campaigns this may be worth the extra +2 bonus, but there are better ways to spend your gold.

    Impedance (MIC, p37) :- *** - Umm… Could have been really good, but then they get to make a spellcraft check to avoid the impedance. So basically this is for nerfing spell-like abilities. Which is, in the end, not too shabby after all.

    Metalline (MIC, p38) :- **** - Many have claimed this is the best Special Ability in the game. You can follow the debate here . Still a very good one no matter how you slice it. This makes weapon specialization a viable option for a fighter.

    Mindcrusher (MIC, p39) :- ** - Even in a psionics heavy campaign this is too specialized for a +2 ability. (If it was all psionics all the time this might rate ***) The changes in MIC allow non-psionics to be affected, so this is better, but still it only does 1 pt Wis damage.

    Paralytic Burst (MIC, p39) :- * - Crit + save (medium Will) + 1 round of effect.

    Bleeech Paralyzing (MIC, p39) :- *** - Much better than Paralytic Burst. Not sure what they were thinking here…. Still a low DC + saving throws every round makes for an average ability.

    Parrying (MIC, p40) :- **** - Very nice. Insight bonuses are hard to come by.

    Psibane (MIC, p41) :- ** - Very nice, but again, it suffers from being too campaign specific. If you are gonna be facing lots of 'mind stabby' critters you gotta have this one, else it just isn't worth it.

    Psychic (MIC, p41) :- *** - Expensive, but it can be worth it. Ya gotta be psionic, but it will scale with you in levels, and I like that.

    Ravenous (CoR, p42) :- ** (Evil Characters Only) - Not nearly as good as Unholy, but it costs the same. Ravenous has the same restrictions, plus it only works for people with iterative attacks. Still pretty nice, but unless you want a flashy effect, stick Unholy on your weapon and be done with it.

    Self-Loading (HoB, p134) :- (Siege Engines Only)

    Shocking burst (SRD) :- *** - Better than flaming or Icy. Still not that great.

    Skillful (CA, p144) :- **** - You can't beat this if you are a slow progression BAB class. Use it on a ranged weapon, please!

    Sonic Burst (MH, p41) :- *** - After further review we have decided to reverse our earlier call. 1st down sonic burst. (for those of you who aren't from the US; this means that sonic burst is better than I initially thought, but still only average.)

    Soulbound, Greater (MIC, p43) :- *** (Synergy) - See soulbound Starburst (HoB, p134) :-

    Suppression (SRD) :- *** - If you are psionic grab this one. It is a free dispel magic / psionics with each hit. It would rate better if it weren't campaign specific.

    Terran (MIC, p45) :- ** - See Ignan, et al.

    Transmuting (MIC, p45) :- ***** - Very cool power. I love the flexibility it gives you.

    Unholy (SRD) :- ***** - See holy for details.

    Vampiric (MIC, p45) :- **** - This one is a doozie. In the hands of a fighter, you can really rack up the extra HP, that's means you will need less healing, and can last longer in a fight.

    Water Elemental Power (Huge) (DMGII, p261) :- ***** - See Air Elemental Power. Wounding (SRD) :- *** - I am of two minds on this one. In some cases it is awesome, but in others it is worse than useless. Think of the campaign you are in, and pick this accordingly.


    Spoiler: Listed by Usefulness
    Show

    Spoiler: 5 Star Special Abilities
    Show

    5 Star Special Abilities

    Air Elemental Power (Huge) (DMGII, p254):- ***** Top notch. I especially like these as they give the fighter some flexability beyong 5ft step, kill, kill, CLEAVE, repeat. This ability will scale through all levels just not neccessarily in combat.

    Earth Elemental Power (Huge) (DMGII, p256):- ***** See Air Elemental Power. Fire Elemental Power (Huge) (DMGII, p257):- ***** See Air Elemental Power.

    Holy (DMG, srd):- ***** One of my faves in the +2 category. Yes it doesn't affect neutral or good characters, but think about how many times you actually fight those folks in a typical campaign. Plus, it bypasses DR, and does a flat out +2d6 damage. Nice! (If you are in an evil campaign, or are a DM see Unholy.)

    Unholy (DMG, srd):- ***** See holy for details.

    Transmuting (MIC, p45) :- ***** - Very cool power. I love the flexibility it gives you.

    Water Elemental Power (Huge) (DMGII, p261):- ***** See Air Elemental Power.


    Spoiler: 4 Star Special Abilities
    Show

    4 Star Special Abilities

    Banishing (MIC, p28) :- **** - So much better in the MIC. It is now useful to the epic levels, and almost EVERY campaign ends up fighting hordes of extra-planars.

    Blindsighted (MIC, p29) :- **** - Hello free feat. Which is great if you are a warrior who isn't a fighter.

    Blurstrike (MIC, p29) :- **** - Man. If you have any sneak attack abilities, this one is a no brainer.

    Energy Aura (MIC, p34) :- **** - The flexibility costs you, but not much. I like this one, mainly because you are not stuck if you run into a creature that is immune to your energy type.

    Enervating (MIC, p34) :- **** - Enervation is a great way to take down some big nasties, but it buffs undead, and it requires a crit to work (no save, thank goodness.) DMs consider giving your Necromancer an merciful enervating weapon. Blows from that weapon will heal his undead minions. (MIC made it better by lowering the cost.)

    Fleshgrinding (MIC, p35) :- **** - Solid ability, and it gets an extra star for coolness. (Note this ability does not make your sword dance like Brittany)

    Force (MIC, p35) :- **** (Ranged Only) - This is a great power, since DR makes many ranged weapons useless at higher levels.

    Metalline (Ud, p69):- **** Many have claimed this is the best Special Ability in the game. You can follow the debate here . Still a very good one no matter how you slice it. This makes weapon specialization a viable option for a fighter.

    Parrying (MIC, p40) :- **** - Very nice. Insight bonuses are hard to come by.

    Skillfull (CA, p144):- **** You can't beat this if you are a slow progression BAB class. Use it on a ranged weapon, please!

    Vampiric (UE, p55):- **** This one is a doozie. In the hands of a fighter, you can really rack up the extra HP - thats means you will need less healing, and can last longer in a fight.


    Spoiler: 3 Star Special Abilities
    Show

    3 Star Special Abilities

    Anarchic (SRD) :- *** - All the Law/Chaos special abilities are a little more campaign specific, making this slightly less valuable. But still pretty nice for the cost.

    Axiomatic (SRD) :- *** - See Anarchic Collision (MIC, p31) :- *** - An extra 5 pts of damage is always nice, but means less as you level up.

    Consumptive (MIC, p31) :- *** - Fun power, and cool thematically, plus it does extra damage to the living. Great for DMs as well.

    Disruption (SRD) :- *** (Bludgeoning Only) - A must have for undead campaigns. If the DC seems low, remember that that is a save for each successful hit. And a fighter eventually is hitting on almost every full attack bonus swing. Even on a roll of 1 failing the save that may be only 4 rounds before the undead thingie goes pop.

    Domineering (MIC, p33) :- *** - Medium DC and its will, so its good against most of the heavy hitters. Shaken however is merely an OK condition.

    Doom Burst (MIC, p33) :- *** - Requires a critical, but no additional saving throw. It can affect the uncritable critters, but shaken is an OK condition.

    Illithidwrought (Ud, p69) :- *** - Gives an small insight bonus to attacks and damage, which is hard to find.

    Impedance (MIC, p37) :- *** - Umm… Could have been really good, but then they get to make a spellcraft check to avoid the impedance. So basically this is for nerfing spell-like abilities. Which is, in the end, not too shabby after all.

    Paralyzing (MIC, p39) :- *** - Much better than Paralytic Burst. Not sure what they were thinking here…. Still a low DC + saving throws every round makes for an average ability.

    Psychic (MIC, p41) :- *** - Expensive, but it can be worth it. Ya gotta be psionic, but it will scale with you in levels, and I like that.

    Shocking burst (SRD) :- *** - Better than flaming or Icy. Still not that great.

    Sonic Burst (MH, p41) :- *** - After further review we have decided to reverse our earlier call. 1st down sonic burst. (for those of you who aren't from the US; this means that sonic burst is better than I initially thought, but still only average.)

    Soulbound, Greater (MIC, p43) :- *** (Synergy) - See soulbound

    Suppression (SRD) :- *** - If you are psionic grab this one. It is a free dispel magic / psionics with each hit. It would rate better if it weren't campaign specific.

    Wounding (SRD) :- *** - I am of two minds on this one. In some cases it is awesome, but in others it is worse than useless. Think of the campaign you are in, and pick this accordingly


    Spoiler: 2 Star Special Abilities
    Show

    2 Star Special Abilities

    Aquan (MIC, p28) :- ** - Neat, but at +2 it is a little too specific for what you get.

    Auran (MIC, p28) :- ** - Very limited in scope. Extra damage to earth subtypes? Wha?

    Burning (ECS, p266) :- ** - Meh - fire damage. But you can set them on fire! (With a DC of 11 - oh well)

    Deflecting (CW, p134) :- ** - OK, but only pick it up if you have a decent reflex save.

    Disarming (MIC, p32) :- ** (Melee Only) - Eliminates penalties that don't come into play as often as the +2 bonus warrants.

    Exit Wound (CW, p134) :- ** (Ranged Only) - Honestly, how often are all your foes lined up in a straight line for you. And then you'd have to be very lucky if it damaged the third rank. Give it props for looking cool though.

    Explosive (CW, p134) :- ** (Melee Only) - I don't like weapons that hurt me. Pass on this one unless you have a way to resist the hurty explosion.

    Flaming burst (SRD) :- ** - Try not to pick this energy type. But if you do, put it on a weapon that has a high critical multiplier. That way at least some fire damage may get through.

    Icy burst (SRD) :- ** - Better than Flaming, but only slightly so. Ignan (MIC, p36) :- ** - Way, way, way too specific for the cost.

    Illusion Theft (MIC, p37) :- ** (Synergy) - In specific campaigns this may be worth the extra +2 bonus, but there are better ways to spend your gold.

    Mindcrusher (MIC, p39) :- ** - Even in a psionics heavy campaign this is too specialized for a +2 ability. (If it was all psionics all the time this might rate ***) The changes in MIC allow non-psionics to be affected, so this is better, but still it only does 1 pt Wis damage.

    Psibane (MIC, p41) :- ** - Very nice, but again, it suffers from being too campaign specific. If you are gonna be facing lots of 'mind stabby' critters you gotta have this one, else it just isn't worth it.

    Ravenous (CoR, p42) :- ** (Evil Characters Only) - Not nearly as good as Unholy, but it costs the same. Ravenous has the same restrictions, plus it only works for people with iterative attacks. Still pretty nice, but unless you want a flashy effect, stick Unholy on your weapon and be done with it.

    Terran (MIC, p45) :- ** - See Ignan, et al.


    Spoiler: 1 Star Special Abilities
    Show

    1 Star Special Abilities
    Paralytic Burst (MH, p40):- * - Crit + save (medium Will) + 1 round of effect. Bleeech



    As Yet Unrated Special Abilities

    Disrupting (HoB, p134):- (Note: Siege Engine only)

    Self-Loading (HoB, p134):- (Note: Siege Engine only)

    Starburst (HoB, p134):- (Note: Siege Engine only)

    Stunning (HoB, p131):- (Note: Siege Engine only)

    Last edited by Seruvius; 2015-09-28 at 07:12 AM.
    GENERATION 17: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.


    Shadows over Thornfall. A 5e Campaign Journal (sadly never completed) http://www.giantitp.com/forums/showt...over-Thornfall

  4. - Top - End - #4
    Dwarf in the Playground
     
    MonkGuy

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    Default Re: Saving from WOTC Forum: The 3.5 Weapon Special Abilities thread

    +3 Special Abilities

    Spoiler: Listed Alphabetically
    Show


    Air Elemental Power (Greater) (DMGII, p254) :- **** - Top notch. See other entries in the +1 and +2 categories, but note that this losses some attractiveness at the higher end.

    Bodyfeeder (MIC, p30) :- ** - Thematically Cool, but the extra HP don't stack with anything. Still it may save your butt!

    Clouting (CA, p143) :- *** - No crit needed here, and while the DC for the save is low, you can use it to get that rogue out of your face.

    Cursespewing (MIC, p31) :- **** - Oooof. Expensive, but NASTY. Couple this with keen, and when you crit it is like an instant 4 negative levels.

    Dissmisser (UE, p54) :- *** - While this ability does not affect all creatures, the list is pretty broad. It requires only a Will save, but the DC drops the larger the HD of the victim.

    Duststorm (Sst, p131) :- ** (Melee Only) - The spell is nice, but with a fixed caster level and low damage, it is basically a battlefield control spell. Which is not so great for a +3 ability that takes a full round action to summon.

    Earth Elemental Power (Greater) (DMGII, p256) :- **** - See Air Elemental Power.

    Ethereal Reaver (MIC, p34) :- ** - Not worth the high cost, even if you are a ghost hunter. Certainly not worth it if you are not!

    Explosive (CW, p134) :- **** (Ranged Only) - Unlike the melee version this one is much more fun. Shoot it into crowds for added excitement.

    Finesse (ECS, p266) :- **** - Expensive, but you are getting a free feat here. Feats are HARD to come by, so if you are in the market this is a great ability.

    Fire Elemental Power (Greater) (DMGII, p257) :- **** - See Air Elemental Power.

    Implacable (MIC, p37) :- **** - Ouch. Very sweet power, and worth the cost. The cumulative effect is uber-nasty. Only, what a pain to keep up with all that extra bleeding damage.

    Necrotic Focus (MIC, p39) :- *** (Melee Only) - This one is for the DM to play with. DMs give it to your undead vampire with energy drain, and watch the fur fly.

    Roaring (BoED, p114) :- **** - High DC on the will save and no crit needed coupled with extra (sonic!) damage on a crit makes this a sweet special ability.

    Speed (SRD) :- **** - An extra attack at your full bonus is always nice.

    Splitting (CoR, p42) :- **** (Ranged Only) - I really like this enchantment, but there are some restrictions like you have to have precise shot. Still two arrows for the price of one? Sign me up.

    Stalactite (Ud, p69) :- ** - Meh. Turning your opponent to stone is fun and all, but it requires a crit AND a fort save.

    Water Elemental Power (Greater) (DMGII, p261) :- **** - See Air Elemental Power.


    Spoiler: Listed by Usefulness
    Show


    Spoiler: 5 Star Abilities
    Show

    5 Star Special Abilities

    Cursespewing (MIC, p31) :- ***** - Oooof. Expensive, but NASTY. Couple this with keen, and when you crit it is like an instant 4 negative levels.


    Spoiler: 4 Star Special Abilities
    Show

    4 Star Special Abilities

    Air Elemental Power (Greater) (DMGII, p254) :- **** - Top notch. See other entries in the +1 and +2 categories, but note that this losses some attractiveness at the higher end.

    Earth Elemental Power (Greater) (DMGII, p256) :- **** - See Air Elemental Power. Explosive (CW, p134) :- **** (Ranged Only) - Unlike the melee version this one is much more fun. Shoot it into crowds for added excitement.

    Finesse (ECS, p266) :- **** - Expensive, but you are getting a free feat here. Feats are HARD to come by, so if you are in the market this is a great ability.

    Fire Elemental Power (Greater) (DMGII, p257) :- **** - See Air Elemental Power. Implacable (MIC, p37) :- **** - Ouch. Very sweet power, and worth the cost. The cumulative effect is uber-nasty. Only, what a pain to keep up with all that extra bleeding damage.

    Roaring (BoED, p114) :- **** - High DC on the will save and no crit needed coupled with extra (sonic!) damage on a crit makes this a sweet special ability.

    Speed (SRD) :- **** - An extra attack at your full bonus is always nice. Splitting (CoR, p42) :- **** (Ranged Only) - I really like this enchantment, but there are some restrictions like you have to have precise shot. Still two arrows for the price of one? Sign me up.

    Water Elemental Power (Greater) (DMGII, p261) :- **** - See Air Elemental Power.


    Spoiler: 3 Star Special Abilities
    Show

    3 Star Special Abilities

    Clouting (CA, p143) :- *** - No crit needed here, and while the DC for the save is low, you can use it to get that rogue out of your face.

    Dissmisser (UE, p54) :- *** - While this ability does not affect all creatures, the list is pretty broad. It requires only a Will save, but the DC drops the larger the HD of the victim.

    Necrotic Focus (MIC, p39) :- *** (Melee Only) - This one is for the DM to play with. DMs give it to your undead vampire with energy drain, and watch the fur fly.


    Spoiler: 2 Star Special Abilities
    Show

    2 Star Special Abilities

    Bodyfeeder (MIC, p30) :- ** - Thematically Cool, but the extra HP don't stack with anything. Still it may save your butt!

    Duststorm (Sst, p131) :- ** (Melee Only) - The spell is nice, but with a fixed caster level and low damage, it is basically a battlefield control spell. Which is not so great for a +3 ability that takes a full round action to summon.

    Ethereal Reaver (MIC, p34) :- ** - Not worth the high cost, even if you are a ghost hunter. Certainly not worth it if you are not!

    Stalactite (Ud, p69) :- ** - Meh. Turning your opponent to stone is fun and all, but it requires a crit AND a fort save.


    1 Star Special Abilities
    Empty
    Last edited by Seruvius; 2015-09-28 at 07:21 AM.
    GENERATION 17: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.


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  5. - Top - End - #5
    Dwarf in the Playground
     
    MonkGuy

    Join Date
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    Default Re: Saving from WOTC Forum: The 3.5 Weapon Special Abilities thread

    +4 Special Abilities

    Spoiler: Listed Alphabetically
    Show



    Air Elemental Power (Elder) (DMGII) :- **** - See other entries in the +1 and +2 categories, but note that this losses some attractiveness at the higher end.

    Brilliant Energy (SRD) :- *** - This one varies wildly based on the campaign; in a martial / wartime themed campaign ***** ( If you got guys walking around in full plate then this is a must have - thanks ThePo); in an undead or construct campaign *.

    Dancing (SRD) :- *** - Very nice - equivalent to a haste spell, plus you can add +5 more specially abilities to your arsenal.

    Earth Elemental Power (Elder) (DMGII, p256) :- **** - See Air Elemental Power.

    Fire Elemental Power (Elder) (DMGII, p257) :- **** - See Air Elemental Power.

    Keeper's Fang (ECS, p266) :- * (Melee Only) - Practically useless to PCs. Not much better for DM, unless he really wants to ruin a player's day. Not fun and very costly.

    Righteous (BoED, p114) :- ** - Stinky - just +2 to attack and damage (and detect evil - Wheeee) for a +4 special ability. Mitigated somewhat by the bonus type (unnamed), but it only affects very naughty creatures.

    Tentacle (Ud, p69) :- ** - Like Vorpal swords, by the time you can afford this weapon, it is not very likely to come into play that often (The DC is ridiculously low). Plus, ewwwww.

    Water Elemental Power (Elder) (DMGII, p261) :- **** - See Air Elemental Power.


    Spoiler: Listed by Usefulness
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    5 Star Special Abilities
    Empty


    4 Star Special Abilities
    Air Elemental Power (Elder) (DMGII, p254):- **** See other entries in the +1 and +2 categories, but note that this losses some attractiveness at the higher end.

    Earth Elemental Power (Elder) (DMGII, p256):- **** See Air Elemental Power.

    Fire Elemental Power (Elder) (DMGII, p257):- **** See Air Elemental Power.

    Water Elemental Power (Elder) (DMGII, p261):- **** See Air Elemental Power.


    3 Star Special Abilities
    Brilliant Energy (SRD) :- *** - This one varies wildly based on the campaign; in a martial / wartime themed campaign ***** ( If you got guys walking around in full plate then this is a must have - thanks ThePo); in an undead or construct campaign *.

    Dancing (SRD) :- *** - Very nice - equivalent to a haste spell, plus you can add +5 more specially abilities to your arsenal.


    2 Star Special Abilities
    Righteous (BoED, p114) :- ** - Stinky - just +2 to attack and damage (and detect evil - Wheeee) for a +4 special ability. Mitigated somewhat by the bonus type (unnamed), but it only affect very naughty creatures.

    Tentacle (Ud, p69) :- ** - Like Vorpal swords, by the time you can afford this weapon, it is not very likely to come into play that often (The DC is ridiculously low). Plus, ewwwww.


    1 Star Special Abilities

    Keeper's Fang (ECS, p266) :- * (Melee Only) - Practically useless to PCs. Not much better for DM, unless he really wants to ruin a player's day. Not fun and very costly.
    Last edited by Seruvius; 2015-09-28 at 07:23 AM.
    GENERATION 17: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.


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    Default Re: Saving from WOTC Forum: The 3.5 Weapon Special Abilities thread

    +5 Special Abilities

    With only two entries, no sorting is needed here:

    Coup de Grace (SRD) *** If it wern't so costly, this would be a must have. As it is, it affect most creatures, is not limited per day, and has a high DC on its ability. Worth considering.

    Vorpal (DMG: srd) * Meh - A cool effect, but it will only come into play about once every 30 hits or so. In effect this insta-kill works out to roughly 1 or 2 hit points per attack (at CR of 16 assuming the beastie is at 1/2 hp already). And it doesn't work on about 1/3 of all the creatures. (Well technically, it still beheads the lich, but its only an inconvienience to it.) This makes it WAY too expensive for what you get.
    GENERATION 17: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.


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    Default Re: Saving from WOTC Forum: The 3.5 Weapon Special Abilities thread

    Special abilities with flat costs

    Note: These special abilities are worth more than the one's listed above. Why? Well think of them as slotless items. Unless you go epic, you get a maximum of 9 slots on a weapon. The following abilities allow you to imporve your weapon without limit. Except for the gold in your pocket that is.

    Spoiler: Listed Alphabetically
    Show

    Aquatic (MIC, p28) :- *** +2,000 - Very campaign specific, but if you are gonna be in the ocean, you must consider this one. (See also Waterborn - Note: the MIC made this better by giving it a fixed gp price)

    Changeling (MIC, p31) :- ***** (Spear Only) +2000 - If you use a spear, then you must have this awesome enchantment.

    Doomwarding (PGtF, p120) :- ***** +38,500 - Worth every penny, as the chance to reroll saving throws, statistically speaking, is often better than a +5 item.

    Everbright (MIC, p34) :- * +2000 - Wanna blind your teammates? Grab this one. I suppose if you are a rogue who constantly sneaks away from the party it might be OK, until you get to say 8th level, and everyone always beats the DC.

    Finder (Ud, p69) :- *** +4,800 - If you are in an underground campaign, this one is a nice ability.

    Hideaway (MIC, p36) :- **** +2000 - Changed significantly in the MIC, this is still cool, but more limited in usefulness to sneaky types now.

    Illuminating (MIC, p36) :- ** +500 - Oh look, it glows! Pretty. On a completely unrelated note, how do all those monsters keep finding us?

    Manifester (SRD) :- ** +12,000 - A few extra power points do not warrant this cost. Plus you have to use them on the same power. It can help in going nova, but after that its done for the day.

    Necromantic (HoB, p134) :- (Siege Engine) +3,000

    Powerleech (LEoF) :- +8,000

    Prismatic Burst (MH, p41) :- *** +30,000 - Despite the standard Crit and save combo, this enhancement gets props for being fun. Plus even a failed save still can hurt with this one.

    Shadowstrike (MIC, p43) :- *** +5,000 - Nerfed by the MIC, this is now more of a rogue only item, but its not too costly.

    Sizing (MIC, p43) :- *** +5,000 - This is pretty much for a polymorphing spellcaster, and it is nice for them.

    Slow Burst (MIC, p43) :- ** +5,000 - A nice effect, but we still have the Crit + low DC Save problem.

    Spellblade (PGtF, p120) :- ***** +6,000 - Are you kidding me. Best ability evah. How much is a ring of counterspells?

    Sudden Stunning (DMGII, p261) :- **** (Melee Only) +2,000 - Another solid ability, that is VERY cheap, and handy in a pinch, with a DC that scales.

    Vanishing (MIC, p45) :- *** +8,000 - Hey, its cleave with a 60ft step. What fun! Shame its only once per day.


    Spoiler: Listed by Usefulness
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    Spoiler: 5 star special abilities
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    5 star special abilities

    Changeling (MIC, p31) :- ***** (Spear Only) +2000 - If you use a spear, then you must have this awesome enchantment.

    Doomwarding (PGtF, p120) :- ***** +38,500 - Worth every penny, as the chance to reroll saving throws, statistically speaking, is often better than a +5 item.

    Spellblade (PGtF, p120) :- ***** +6,000 - Are you kidding me. Best ability evah. How much is a ring of counterspells?


    Spoiler: 4 Star Special Abilities
    Show

    4 Star Special Abilities

    Hideaway (MIC, p36) :- **** +2000 - Changed significantly in the MIC, this is still cool, but more limited in usefulness to sneaky types now.

    Sudden Stunning (DMGII, p261) :- **** (Melee Only) +2,000 - Another solid ability, that is VERY cheap, and handy in a pinch, with a DC that scales.


    Spoiler: 3 Star Special Abilities
    Show

    3 Star Special Abilities

    Aquatic (MIC, p28) :- *** +2,000 Very campaign specific, but if you are gonna be in the ocean, you must consider this one. (See also Waterborn - Note: the MIC made this better by giving it a fixed gp price)

    Finder (Ud, p69) :- *** +4,800 - If you are in an underground campaign, this one is a nice ability.

    Prismatic Burst (MH, p41) :- *** +30,000 - Despite the standard Crit and save combo, this enhancement gets props for being fun. Plus even a failed save still can hurt with this one.

    Shadowstrike (MIC, p43) :- *** +5,000 - Nerfed by the MIC, this is now more of a rogue only item, but its not too costly.

    Sizing (MIC, p43) :- *** +5,000 - This is pretty much for a polymorphing spellcaster, and it is nice for them.

    Vanishing (MIC, p45) :- *** +8,000 - Hey, its cleave with a 60ft step. What fun! Shame its only once per day.


    Spoiler: 2 Star Special Abilities
    Show

    2 Star Special Abilities

    Illuminating (MIC, p36) :- ** +500 - Oh look, it glows! Pretty. On a completely unrelated note, how do all those monsters keep finding us?

    Manifester (SRD) :- ** +12,000 - A few extra power points do not warrant this cost. Plus you have to use them on the same power. It can help in going nova, but after that its done for the day.

    Slow Burst (MIC, p43) :- ** +5,000 - A nice effect, but we still have the Crit + low DC Save problem.


    Spoiler: 1 Star Special Abilities
    Show

    1 Star Special Abilities

    Everbright (MIC, p34) :- * +2000 - Wanna blind your teammates? Grab this one. I suppose if you are a rogue who constantly sneaks away from the party it might be OK, until you get to say 8th level, and everyone always beats the DC.


    As of yet Unrated

    Necromantic (Siege Engine) (HoB, p134):- +3,000 Powerleech (LEoF, ):- +8000 gp
    Last edited by Seruvius; 2015-09-28 at 07:34 AM.
    GENERATION 17: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.


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    Default Re: Saving from WOTC Forum: The 3.5 Weapon Special Abilities thread

    Augment Crystals

    Augment crystals turn a great deal of the special abilities usefulness on their heads. Once an ability that was VERY useful but only in a few situations meant that you never pick it. You would instead just suck it up that one time out of 50 that you could use it. Now with Augment Crystals it is perfectly viable, even desirable, to get that ghosttouch ability, since it will not be using up precious space on your main weapon. Note too, that augment crystals do not add to the gp value of the weapon or armor. They are separate entities. So augment crystals also allow you to break that epic level cap on total gp value of an item; albeit through a back door, but still. So without further ado:

    Spoiler: Listed Alphabetically
    Show

    Crystal of Adamant Weaponry, Least (MIC, p64) :- * 300gp - Sunder. I hateses sunder. If you are the PC you shouldn't sunder stuff! If you are the DM you are gonna tick people off if you sunder all their stuff. So why drop a load of cash on something that you may use once, and can be fixed cheaper with a spell.

    Crystal of Adamant Weaponry, Lesser (MIC, p64) :- * 1,400gp - See Least version

    Crystal of Adamant Weaponry, Greater (MIC, p64) :- * 3,400gp - See Least version

    Crystal of Arcane Steel, Least (MIC, p64) :- ** 500gp - Clearly these crystals are for gishes, and not of much use to anyone else. The fact that it gives insight bonuses is a major point in its favor, but I am not so sure it is worth the price.

    Crystal of Arcane Steel, Lesser (MIC, p64) :- *** 2,000gp - See Least version

    Crystal of Arcane Steel, Greater (MIC, p64) :- *** 6,000gp - See Least version

    Crystal of Energy Assault, Least (MIC, p64) :- *** 600gp - Why would these rate better than the weapon special abilities? Mainly because of the flexibility. You can afford to keep two in your pocket, and attach them as needed. Now something that was once an inherent part of your weapon is much more flexible.

    Crystal of Energy Assault, Lesser (MIC, p64) :- **** 3,000gp - See Least version, my recommendation is to get one or two of these, and then one of the greater versions based off the extra effect you like.

    Crystal of Energy Assault, Greater (MIC, p64) :- **** 6,000gp - See Least version, but also the greater versions have cool extra effects.

    Crystal of Illumination, Least (MIC, p64) :- ** 100gp - The issue I have here is, what happens when you are using this in otherwise pitch blackness, and you need to use another crystal. You are hosed. So this crystal kinda flies in the face of the flexibility that these items are supposed to provide.

    Crystal of Illumination, Lesser (MIC, p64) :- ** 400gp - See Least version

    Crystal of Illumination, Greater (MIC, p64) :- ** 1,000gp - See Least version

    Crystal of Lifedrinking, Least (MIC, p64) :- ** 400gp - Good, but kinda on the low side of the healing available vs. cost given character wealth. That is to say, each version is really only useful for a few levels.

    Crystal of Lifedrinking, Lesser (MIC, p64) :- ** 1,500gp - See Least version

    Crystal of Lifedrinking, Greater (MIC, p64) :- ** 6,000gp - See Least version


    Crystal of Return, Least (MIC, p65) :- ***** 300gp - Free feat for 300gp!

    Crystal of Return, Lesser (MIC, p65) :- ***** 1,000gp - I really like this ability. Rogues might consider it just to get the drop on someone.

    Crystal of Return, Greater (MIC, p65) :- ***** 4,000gp - The lesser ability turns the return power into something really nice!

    Crystal of Security, Least (MIC, p65) :- ** 300gp - This is one of those things where if you run a regular risk of being disarmed, then by all means. But how many times have you been disarmed. And its not like you can look at a person and say, "Oh man he looks like he has improved disarm. Better get my crystal out!"

    Crystal of Security, Lesser (MIC, p65) :- ** 1,000gp - See Least version

    Crystal of Security, Greater (MIC, p65) :- ** 3,000gp - See Least version

    Demolition Crystal, Least (MIC, p65) :- ** 1,000gp - Pretty good, and built for the crystals flexibility.

    Demolition Crystal, Lesser (MIC, p65) :- **** 3,000gp - Yes! This is what the crystals were made for. Something that makes little sense as a permanent ability to a weapon, (like ghost touch) is wonderful as a crystal. You can use it when you need it badly and put it away when you are done.

    Demolition Crystal, Greater (MIC, p65) :- ***** 6,000gp - Perfect for Rogues. Nothing is more boring for a player than to have to sit on the sidelines every time they fight a particular type of monster.

    Fiendslayer Crystal, Least (MIC, p65) :- **** 1,000gp - Extra untyped damage against a very broad (and almost always fought) type. I'll take one for me, and one for every member of my party please.

    Fiendslayer Crystal, Lesser (MIC, p65) :- *** 3,000gp - See least, but the extra ability added here is no so grand. Get a Least or a Greater - don't stop here.

    Fiendslayer Crystal, Greater (MIC, p65) :- ***** 5,000gp - Pretty cheap for a dimensional anchor spell. That gets no save.

    Phoenix Ash Threat, Least (MIC, p65) :- * 500gp - Cool theme, but waa, waa, waaaaaa. Its fire damage. And at a fixed point(s) extra damage per hit you can forget it. By the time you can afford it you betcha that 3/4 + of the monsters you face are gonna ignore all of the extra damage.

    Phoenix Ash Threat, Lesser (MIC, p65) :- * 2,000gp - See Least version

    Phoenix Ash Threat, Greater (MIC, p65) :- * 6,000gp - See Least version

    Revelation Crystal, Least (MIC, p66) :- * 400gp - A wonderful example of what these crystals should be used for. Not ever creature you fight will be invisible, so why add a permanent ability to your weapon. On the other hand, when you do fight invisible baddies wouldn't it be grand to have that ability for a short while. Thanks to crystals now you can. I like it!

    Revelation Crystal, Lesser (MIC, p66) :- * 1,000gp - See Least version

    Revelation Crystal, Greater (MIC, p66) :- * 5,000gp - See Least version

    Truedeath Crystal, Least (MIC, p66) :- *** 1,000gp - Pretty good, especially if you fight undead

    Truedeath Crystal, Lesser (MIC, p66) :- ***** 5,000gp - Yes! This is what the crystals were made for. Something that makes little sense as a permanent ability to a weapon, (like ghost touch) is wonderful as a crystal. You can use it when you need it badly and put it away when you are done.

    Truedeath Crystal, Greater (MIC, p66) :- **** 10,000gp - Perfect for Rogues. Nothing is more boring for a player than to have to sit on the sidelines every time they fight a particular type of monster. Unfortunately it is a leeetle pricey.

    Witchlight Reservoir (MIC, p66) :- *** 5,000gp - Flexibility, and such a cool theme. I like it, but it will cost you a bit, and it doesn't scale too well (except maybe the wine effect.)


    Spoiler: Listed by Usefulness
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    5 Star Augment Crystals


    Crystal of Return, Least (MIC, p65) :- ***** 300gp Free feat for 300gp!

    Crystal of Return, Lesser (MIC, p65) :- ***** 1,000gp I really like this ability. Rogues might consider it just to get the drop on someone.

    Crystal of Return, Greater (MIC, p65) :- ***** 4,000gp The lesser ability turns the return power into something really nice!

    Demolition Crystal, Greater (MIC, p65) :- ***** 6,000gp Perfect for Rogues. Nothing is more boring for a player than to have to sit on the sidelines every time they fight a particular type of monster.

    Fiendslayer Crystal, Greater (MIC, p65) :- ***** 5,000gp Pretty cheap for a dimensional anchor spell. That gets no save.

    Revelation Crystal, Lesser (MIC, p66) :- ***** 1,000gp See Least version

    Truedeath Crystal, Lesser (MIC, p66) :- ***** 5,000gp Yes! This is what the crystals were made for. Something that makes little sense as a permanent ability to a weapon, (like ghost touch) is wonderful as a crystal. You can use it when you need it badly and put it away when you are done.

    4 Star Augment Crystals

    Crystal of Energy Assault, Lesser (MIC, p64) :- **** 3,000gp See Least version, my recommendation is to get one or two of these, and then one of the greater versions based off the extra effect you like.

    Crystal of Energy Assault, Greater (MIC, p64) :- **** 6,000gp See Least version, but also the greater versions have cool extra effects.

    Demolition Crystal, Lesser (MIC, p65) :- **** 3,000gp Yes! This is what the crystals were made for. Something that makes little sense as a permanent ability to a weapon, (like ghost touch) is wonderful as a crystal. You can use it when you need it badly and put it away when you are done.

    Fiendslayer Crystal, Least (MIC, p65) :- **** 1,000gp Extra untyped damage against a very broad (and almost always fought) type. I'll take one for me, and one for every member of my party please.


    Revelation Crystal, Greater (MIC, p66) :- **** 5,000gp See Least version

    Truedeath Crystal, Greater (MIC, p66) :- **** 10,000gp Perfect for Rogues. Nothing is more boring for a player than to have to sit on the sidelines every time they fight a particular type of monster. Unfortunately it is a leeetle pricey.

    3 Star Augment Crystals


    Crystal of Arcane Steel, Lesser (MIC, p64) :- *** 2,000gp See Least version

    Crystal of Arcane Steel, Greater (MIC, p64) :- *** 6,000gp See Least version

    Crystal of Energy Assault, Least (MIC, p64) :- *** 600gp Why would these rate better than the weapon special abilities? Mainly because of the flexibility. You can afford to keep two in your pocket, and attach them as needed. Now something that was once an inherent part of your weapon is much more flexible.

    Fiendslayer Crystal, Lesser (MIC, p65) :- *** 3,000gp See least, but the extra ability added here is no so grand. Get a Least or a Greater - don't stop here.

    Revelation Crystal, Least (MIC, p66) :- *** 400gp A wonderful example of what these crystals should be used for. Not ever creature you fight will be invisible, so why add a permanent ability to your weapon. On the other hand, when you do fight invisible baddies wouldn't it be grand to have that ability for a short while. Thanks to crystals now you can. I like it!

    Truedeath Crystal, Least (MIC, p66) :- *** 1,000gp Pretty good, especially if you fight undead

    Witchlight Reservoir (MIC, p66) :- *** 5,000gp Flexibility, and such a cool theme. I like it, but it will cost you a bit, and it doesn't scale too well (except maybe the wine effect.)


    2 Star Augment Crystals

    Crystal of Arcane Steel, Least (MIC, p64) :- ** 500gp Clearly these crystals are for gishes, and not of much use to anyone else. The fact that it gives insight bonuses is a major point in its favor, but I am not so sure it is worth the price.

    Crystal of Illumination, Least (MIC, p64) :- ** 100gp The issue I have here is, what happens when you are using this in otherwise pitch blackness, and you need to use another crystal. You are hosed. So this crystal kinda flies in the face of the flexibility that these items are supposed to provide.

    Crystal of Illumination, Lesser (MIC, p64) :- ** 400gp See Least version

    Crystal of Illumination, Greater (MIC, p64) :- ** 1,000gp See Least version

    Crystal of Lifedrinking, Least (MIC, p64) :- ** 400gp Good, but kinda on the low side of the healing available vs. cost given character wealth. That is to say, each version is really only useful for a few levels.

    Crystal of Lifedrinking, Lesser (MIC, p64) :- ** 1,500gp See Least version Crystal of Lifedrinking, Greater (MIC, p64) :- ** 6,000gp See Least version

    Crystal of Security, Least (MIC, p65) :- ** 300gp This is one of those things where if you run a regular risk of being disarmed, then by all means. But how many times have you been disarmed. And its not like you can look at a person and say, "Oh man he looks like he has improved disarm. Better get my crystal out!"

    Crystal of Security, Lesser (MIC, p65) :- ** 1,000gp See Least version

    Crystal of Security, Greater (MIC, p65) :- ** 3,000gp See Least version

    Demolition Crystal, Least (MIC, p65) :- ** 1,000gp Pretty good, and built for the crystals flexibility.


    1 Star Augment Crystals

    Crystal of Adamant Weaponry, Least (MIC, p64) :- * 300gp Sunder. I hateses sunder. If you are the PC you shouldn't sunder stuff! If you are the DM you are gonna tick people off if you sunder all their stuff. So why drop a load of cash on something that you may use once, and can be fixed cheaper with a spell.

    Crystal of Adamant Weaponry, Lesser (MIC, p64) :- * 1,400gp See Least version

    Crystal of Adamant Weaponry, Greater (MIC, p64) :- * 3,400gp See Least version

    Phoenix Ash Threat, Least (MIC, p65) :- * 500gp Cool theme, but waa, waa, waaaaaa. Its fire damage. And at a fixed point(s) extra damage per hit you can forget it. By the time you can afford it you betcha that 3/4 + of the monsters you face are gonna ignore all of the extra damage.

    Phoenix Ash Threat, Lesser (MIC, p65) :- * 2,000gp See Least version

    Phoenix Ash Threat, Greater (MIC, p65) :- * 6,000gp See Least version
    GENERATION 17: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.


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    Default Re: Saving from WOTC Forum: The 3.5 Weapon Special Abilities thread

    Nice work! I was just going to copy this one over myself--is it too much to hope that my previous efforts inspired yours?

    Oh, and one thing--the lists of abilities are pretty hard to read, since you didn't carry over the bold-text on the ability names. Could you possibly re-bold the ability names and maybe even put each ability on its own line? I'd be happy to do it myself, but it's your thread so I can't .
    Quote Originally Posted by Honest Tiefling View Post
    Attempting to use Iron Heart Surge can often lead to the player removing the 'not being beaten upside the head' condition.
    avatar by me. Extended sig here.

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    Default Re: Saving from WOTC Forum: The 3.5 Weapon Special Abilities thread

    Quote Originally Posted by Flame of Anor View Post
    Nice work! I was just going to copy this one over myself--is it too much to hope that my previous efforts inspired yours?

    Oh, and one thing--the lists of abilities are pretty hard to read, since you didn't carry over the bold-text on the ability names. Could you possibly re-bold the ability names and maybe even put each ability on its own line? I'd be happy to do it myself, but it's your thread so I can't .
    Yours was indeed one of the threads I noticed popping up around the sad issue of the shutdown of the wotc forums lately. So at least in part, yes you did .

    Aye, I only just found GilesTheCleric's big compendium of saved and to be saved threads and the guide on how to easily copy the contents. I'll take some time today to go over the 2 threads I saved so far (this one and the equivalent armor/shield thread) and make it less of a mess.
    GENERATION 17: The first time you see this, copy it into your sig and add 1 to the generation. social experiment.


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    Default Re: Saving from WOTC Forum: The 3.5 Weapon Special Abilities thread

    Thank you for saving this guide!

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    Pixie in the Playground
     
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    Default Re: Saving from WOTC Forum: The 3.5 Weapon Special Abilities thread

    Quote Originally Posted by Seruvius View Post

    Everbright (MIC, p34) :- * +2000 - Wanna blind your teammates? Grab this one. I suppose if you are a rogue who constantly sneaks away from the party it might be OK, until you get to say 8th level, and everyone always beats the DC.
    Actually, an everbright weapon is also immune to acid damage and rusting effects. Which makes this an excellent choice at high levels where 2000 gp is a cheap price to pay for not having your 100.000+ gp weapon destroyed by a rust monster.
    I think people overlook this part because the description of everbright in MIC starts on page 34, but continues on page 35.

    Otherwise very good and helpful guide.

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