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Paladin weapon question
Posted: Sat Nov 27, 2004 2:29 pm
by Raumoheru
for the paladin in IWD2 what weapon selection is better?
the Greatsword of Virtue
duel weild the Light of Cera Sumat and the Golden Heart of CHARNAME
duel weild the bastard sword +3, Coldfire and the Bastard Sword of Heroism
![Confused :confused:](./images/smilies/)
Posted: Sat Nov 27, 2004 3:20 pm
by Julian
What i say?
Cera sumat all the way baby, golden heart of **** is just a bonus
Cera sumat you must be a paladin, the rest of the weapons any fighter can hack away with.
Posted: Sat Nov 27, 2004 3:30 pm
by silverdragon72
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...even with all bonus / BG2 merchants, WEIDU mods and so on installed - Cera sumat is by far the best weapon in the game!
...at least from my point of view
.
Posted: Sat Nov 27, 2004 7:57 pm
by Raumoheru
ok thanks for the imput
however for the Greatsword of Virtue u do need to be a paladin and cant be a fighter...
Posted: Sun Nov 28, 2004 1:40 am
by Wrath-Of-Egg
FLAMING SWORD OF THE DEFENDER
These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the longsword has a single-edged blade. There is no single version of the longsword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all longswords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most longswords have a double-edged blade and a sharp point at the tip. Despite the tip, the longsword is designed for slashing, not thrusting.
STATISTICS:
Damage: 1d8 +5
Attack Bonus: +5
Enchantment: +5
Damage Type: Slashing
Special:
Defending: +3 Deflection Bonus
Flame: +1d6 fire damage
Weight: 4 lb.
Feat Requirement: Martial Weapon, Large Sword
Type: One-handed
LONG SWORD OF ACIDY FURY
These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the longsword has a single-edged blade. There is no single version of the longsword; the design and length vary from culture to culture, and may vary within the same culture depending on the era. Among the most common characteristics of all longswords is their length, which ranges from 35 inches to 47 inches. In the latter case, the blade is known to take up 40 inches of the total length. Most longswords have a double-edged blade and a sharp point at the tip. Despite the tip, the longsword is designed for slashing, not thrusting.
STATISTICS:
Damage: 1d8
Enchantment: +5
Damage Type: Slashing
Special:
Corrosive Burst: +2d6 acid damage and 10% chance of +2d10 extra acid damage
Venom: +2 points of poison damage every second for 6 seconds, Fortitude save for none
Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit
Weight: 4 lb.
Feat Requirement: Martial Weapon, Large Sword
Type: One-handed
SCIMITAR OF HELLS FIRE
The scimitar is closely related to the sabre, a single edged curved sword with protective hilt. The blade has a greater curve to it and is tapered to an elongated, sharp point. The origins of the scimitar are largely unknown however they have been very popular in the southern region of the Forgotten Realms.
STATISTICS:
Damage: 1d6
Enchantment: +5
Damage Type: Slashing
Special:
Flame: +3d6 fire damage
Resistance: 1/- Magic Resistance
Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit
Weight: 4 lb.
Feat Requirement: Martial Weapon, Large Sword
Type: One-handed
BASTERD SWORD +3 COLDFIRE
Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the greatsword and the longsword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches.
STATISTICS:
Damage: 1d10 + 3
Attack Bonus: +3
Enchantment: +3
Damage Type: Slashing
Special:
Frost: +1d6 Cold damage
Flame: +1d6 Fire damage
Weight: 9 lb.
Feat Requirement: Exotic Weapon, Bastard Sword
Type: One-handed
BASTARD SWORD OF HEROISM
Besides its superb craftsmanship, tiny runes of power can be seen etched all along the surface. It's obvious a lot of time and effort went into its creation and although not apparent at first, a slight blue glow can be seen emanating from the runes.
STATISTICS:
Damage: 1d10 + 3
Attack Bonus: +3
Enchantment: +5
Damage Type: Slashing
Special:
Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit
Keen: Increases chance of scoring a critical hit
Slashing: +3d6 Slashing damage
Weight: 10 lb.
Feat Requirement: Exotic Weapon, Bastard Sword
Type: One-handed
BASTARD SWORD OF WRATH
Also known as the hand-and-a-half sword, the bastard sword derives its name from the fact that it is halfway between the greatsword and the longsword. The bastard sword has a double-edged blade and a long grip, which can accommodate both hands if preferred. The overall length of the bastard sword ranges between four feet and four feet ten inches.
STATISTICS:
Damage: 1d10
Enchantment: +5
Damage Type: Slashing
Special:
Flaming Burst: +2d6 fire damage and 10% chance of +2d10 extra fire damage
Strength: +2
Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit
Weight: 9 lb.
Feat Requirement: Exotic Weapon, Bastard Sword
Type: One-handed
ORDER'S NEMESIS
This weapon is a sight to behold. The blade is crafted of red-gold with a silver edge. The guard is finely polished platinum, and the wire wound hilt is crafted of black adamantine. When drawn, the blade radiates a rainbow of colors.
This weapon has been considered both a curse and a blessing by those who wield it. Against lawful creatures it does devastating damage and attacks are made with an uncanny accuracy. Order's Nemesis has been known to turn the tide in many a battle. Unfortunately, the wielder loses control of his or her faculties and flies into a berserk rage upon drawing the weapon. The blade is also believed to be cursed. Once held, it cannot be relinquished.
The history of Order's Nemesis is unknown. The weapon has appeared throughout the realms in various battles over the centuries only to be lost once again.
STATISTICS:
Damage: 1d10 + 5
Attack Bonus: +5
Enchantment: +5
Damage Type: Slashing
Special:
Cursed: Once equipped, can only be removed by a Remove Curse spell
Berserk: During battle, user may become berserk
Chaotic: +2d6 damage to lawful creatures
Spellward: Immunity to the spells, Sleep, Power Word: Sleep, Hold Person, Cloak of Fear and Dire Charm
Weight: 8 lb.
Feat Requirement: Exotic Weapon, Bastard Sword
Type: Two-handed
DWELNAR'S FOLLY
Dwelnar's Folly is not a fancy weapon. It was crafted with a single purpose in mind: the felling of ones enemies. The four foot blade is crafted of plain steel. The hilt and guard are unadorned and purely functional. Overall, Dwelnar's Folly appears cheap and inconsequential.
The true beauty of Dwelnar's Folly is discovered in battle. Despite its large size, the weapon is surprisingly light and easy to wield. The enchanted blade bypasses all armor and strikes directly at the life force of its target. Unfortunately, it is incapable of affecting any creature without said life force. Therefore, undead and constructs are immune.
Dwelnar's Folly was originally crafted for Dwelnar the Pious, a warrior who aspired to become a paladin. He demanded that the blade be plain and unobtrusive, reflecting his own humility. Only in battle would the weapon show its worth. Unfortunately his enemies soon learned the nature of the blade and unleashed a horde of undead against him. Dwelnar quickly fell in battle and the sword was lost.
STATISTICS:
Damage: 2d6 + 5
Attack Bonus: +5
Enchantment: +5
Damage Type: slashing
Special:
Brilliant Energy: All attacks ignore targets shield and armor bonuses
Weight: 10 lb.
Feat Requirement: Martial Weapon, Great Sword
Type: Two-handed
GREAT SWORD: UNDEAD SLAYER +2
The greatsword is a derivative of the longsword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the longsword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of greatswords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties.
STATISTICS:
Damage: 2d6 + 2
Attack Bonus: +2
Enchantment: +4
Damage Type: Slashing
Special:
Bane: +2 Attack Bonus and +2d6+2 damage vs Undead
Flaming Burst: +1d6 fire damage and 10% chance of +1d10 extra fire damage
Weight: 12 lb
Feat Requirement: Martial Weapon, Great Sword
Type: Two-handed
GREATSOWD OF VIRTUE
The greatsword is a derivative of the longsword. Weaponsmiths have always looked for ways to improve existing weapons. In an effort to improve the longsword, the blade was lengthened. Eventually, the handle had to be extended and two hands became necessary to properly swing the sword. The primary function of greatswords is cleaving mounted knights and breaking up pike formations. This one is particularly good at its job as it has been enchanted with a few magical properties.
STATISTICS:
Damage: 2d6
Enchantment: +5
Damage Type: Slashing
Special:
Lawful: +2d6 damage to chaotic creatures
Holy: +2d6 damage to evil creatures
Sure Striking: Weapon is treated as having a +5 enchantment for the purpose of hitting creatures that require magical weapons to hit
Flame: +1d6 fire damage
Weight: 12 lb.
Feat Requirement: Martial Weapon, Great Sword
Type: Two-handed
Posted: Sun Nov 28, 2004 10:33 am
by Raumoheru
well i made a chaotic evil char and had my paladin attack him with the Greatsword of Virtue and i got
this damage
it is a lot better the the 20 damage the light of cera sumat gives, but it only works on chaotic evil chars, which i guess the goblins are not...
Posted: Mon Nov 29, 2004 3:50 am
by silverdragon72
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the main reason why Cera Sumat is the best weapon is the +10 AB !
...this increase the hit rate of your attacks (especially the 2nd, 3rd one) dramatically!
...so after all you deal more damage per round even if the damage per hit might be lower !
hit rate: 4 attacks with AB 30 against AC 40 with a +5 weapon against cera sumat +10
+5 weapon
1st: AB 30+5 against AC 40: you have to roll at least a 6 = 75% hit chance
2nd: 25+5 - 40: 11 = 50%
3rd: 20+5 - 40: 16 = 25%
4th: 15+5 - 40: 20 = 5%
so you will deal 1,55 hits per round with a +5 weapon
Cera sumat +10
1st: AB 30+10 against AC 40: you have to roll at least a 2 = 95% hit chance
2nd: 25+10 - 40: 6 = 75%
3rd: 20+10 - 40: 11 = 50%
4th: 15+10 - 40: 16 = 25%
...so you will deal 2,45 hits per round with Cera sumat - means you have 58% more hits per round !
GS of virtue +0
1st: AB 30+0 against AC 40: you have to roll at least a 11 = 50% hit chance
2nd: 25+0 - 40: 16 = 25%
3rd: 20+0 - 40: 20 = 5%
4th: 15+ - 40: 20 = 5%
...so you will deal 0,85 hits per round with GS of virtue - means Cera sumat has 188% more hits per round !
damage: with STR +7 - enemies: evil 80% - chaotic 60%:
Cera sumat: 1D8+10 + [7 (STR) x 1,0] + 2D6 x 0.8 = 4.5 + 10 + 7 + 5.6
total: 27,1 average damage per hit
GS of virtue: 2D6 + 7 x 1.5 + 2D6 x 0.8 + 2D6 x 0.6 + 1D6 = 7 + 10.5 + 5.6 + 4.2 +3.5
total: 30,8 average damage per hit
no effects of fire or damage resistance nor luck or power attack considered !
Cera Sumat deals 2.45 x 27.1 = 66.4 damage per round
GS of virtue deals 0.85 x 30.8 = 26.2 damage per round
a nice side effect of Cera sumat is when using holy aura the wielder has SR 55
...or if you have a level 30 drow or DG paladin you get SR 71 (with holy aura 96)
...means in all cases the wielder of cera summat is more or less (95%) completly immune to magic !
...and Cera sumat is only 1-handed so you can dual wield or use a shield !
.
Posted: Mon Nov 29, 2004 8:06 am
by Wrath-Of-Egg
Yes... you realy like math.. dont you?
But still.. Math in D&D game well.. you forget about luck.. even with 5% chance to hit player could be able to hit always.. Yes i know it sounds odd and unpossible.. but never underestimate LUCK..
Yes Light of blah blah is best weapon.. but still.. it is paladin only.. and most people dont want to have those best class combinations.. yes they will be better on level 20-30 but in mean time full class is better.. and how much it is better it realy aint that great..
And then personally.. hell with your maths.. add Luck, fire, haste and all other puff spell effects..
It did take longer than i thought.. (you to create other math post)
But still use weapons that works.. it is pointless to use cera sumat if it seams that you cant hit anything with it.. yes i did read your post..
Posted: Mon Nov 29, 2004 9:52 am
by silverdragon72
[QUOTE=Wrath-Of-Egg]Yes... you realy like math.. dont you?
But still.. Math in D&D game well.. you forget about luck.. even with 5% chance to hit player could be able to hit always.. Yes i know it sounds odd and unpossible.. but never underestimate LUCK..
It did take longer than i thought.. (you to create other math post)[/QUOTE]
...the a priori chance to hit 10 times in a row with a hit chance of 5% each is:
9,76562500000001E-14 !!!
.
Posted: Mon Nov 29, 2004 11:08 am
by Wrath-Of-Egg
yay................................