There is an enchantment that often falls through the cracks, though, and it's easy to overlook it if you aren't the sort of player who goes through rulebooks from cover to cover. And if you didn't dig into Ultimate Equipment (which I would recommend getting a copy of if you haven't), you may have missed the Furyborn enchantment.
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Do not test me, for my fury has no limits. |
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A Deadly Enchantment For All Occasions
The Furyborn enchantment is born of the frustration from a warrior whose enemy refuses to lay down and die. It is a +2 enchantment that can be placed on any melee weapon, and every time the weapon hits a single target, the enhancement bonus increases by +1 to a total of +5. So even if you have your weapon as a +1 furyborn weapon, a single hit raises it to +2, a second raises it to +3, and so on, and so forth, until you have a +5 furyborn weapon.
The bonus resets if you attack a different target than the original, the original target dies, or 1 hour passes.
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Just die... it's the only way to end this! |
Now, on the one hand, that likely sounds pretty good. After all, if you have a character with a full base attack bonus who can take iterative attacks, every hit you land makes you more likely to hit again, and adds a little bit of bonus damage. Because a +5 enhacement to hit (and the +5 enhancement to damage that comes with it), ain't nothing to sneeze at.
But there's another benefit that comes with a weapon's enhancement bonus that a lot of us simply don't think about. If you look in the back of the Pathfinder Core Rulebook on page 562, it lists the kinds of damage reduction that's overcome when a weapon has a high enough enhancement bonus. If a creature has DR that's overcome by silver or cold iron, then a weapon with an enhancement bonus of +3 ignores that ability. DR that normally requires an adamantine weapon to bypass can be ignored by a weapon that has an enhancement bonus of +4. And if a creature has alignment-based DR, that can be overcome by a weapon with an enhancement bonus of +5.
So if you're fighting a werewolf with your furyborn weapon, the first two hits will apply its DR, but after that your furry friend will take the full brunt of your blows. If it's later in the game and you're opposing devils, demons, or even angels (it's hard to say where your campaign will go), connecting with 4 hits means that your weapon is now going to pierce their protections and cut into them... and if you're a full-BAB martial character, that can mean you're only sacrificing a round or two to overcome your enemy's biggest defense.
And, of course, an extra handful of damage can really make a difference in conjunction with your general combat strategy... especially if you're confirming critical hits and multiplying that damage by 2, 3, or more!
So, if you're not sure what kind of weapon enchantment will work for your next game, consider grabbing this one for your melee weapon. Especially if you are the sort of player who likes to focus on a single enemy until they are down for the count, and out of the fight.
Further Reading Recommendations
If you enjoyed this week's advice, consider checking out the following Pathfinder RPG supplements as well!
- Sellswords of Sundara: A collection of 10 mercenary companies, each one comes with its own, unique class archetype!
- Feats of Legend: 20 Story Feats: One of the capstone pieces from the Feats of Legend series, this one covers one of the most under-utilized feat choices that can be extremely rewarding in a Pathfinder campaign.
- Pathfinder Player Companion: Bastards of Golarion: My first official contribution to the Golarion setting, this one covers a variety of tricks that can be a serious boon to adventurers who want to come out ahead.
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