Has anyone ever tried the Faterender?
Its ability seems extremely powerful. The base damage is only 1d8 (however, if you fight with 2 weapons, you usually have even less than that) and I don't like the 20x3 critical. However, 1d10+Strength on each secondary attack is a big deal. Am I missing something?
Honestly I don't know, ask Hap he's the weapon expert
I made you a build based on it two weeks ago.
Half-Orc gets it with Martial. You can either go Vivi since you don't crit much (making Sneaks relatively stronger than maxxing d8s with Lead Blades for instance) or Freebooter 10 so you can get Combat Style Two Weapon, Lead Blades, and can stack max STR instead of worrying about DEX. In any case high attack builds benefit from Barb 10 and Pounce to get all those attacks in. BooterBarb is also full BAB so gets up to 18 damage on Power Attack.
Bane is Move and Pounce is Standard so go together like hand in glove.
Desiderius knows what he's talking about.
And he also already stated the opinion on Faterender and compared it with Vanquisher. I think the same: kinda cool, flavorful, but ultimately inferior to other end game weapons.
Just to understand, what's an example of an end game weapon?
For example the already mentioned Vanquisher greataxe (obtainable around level 12...or even 7 if you really cheese it).
+5, +10 slash damage PER Hit (multiplied on crits!) - essentially 11-22 base damage, extended crit range 19-20/x3 (17-20/x3 with imp. Crit).
Redeemer longsword +5 Holy, Fire, destructive increased crit multiplier 19-20/x3, casts Transformation.
Mastery fauchard: +5, +5 CMB, bonus hit on landed Combat Maneuver (no attack roll needed; note with the Bite trip cloak, you can trip several times per round in addition to normal attacks...); permanent Freedom, immune to Trips and Bullrushes (not that anyone uses them).
These are just examples.
Okay, so we are talking either about weapons with an impressive unique ability (a bonus hit on each successful combat maneuver) or with a noticeable bonus to damage (on an already "pumped" weapon thanks to the increased multiplier/extended range). Moreover, all these weapons can be two-handed, so you get everything you can out of you Strength bonus and Power Attack.
During all my other playthroughs I mostly ignored weapons and items in general, because usually it's not an aspect I care about. However, this time I tried to pay attention to them as much as I could and these are the ones that stood out to me:
- Tormentor: a +5 falchion that applies a stacking -1 penalty to saving throws on each hit;
- Obliteration: a +5 earth breaker that applies a stacking -2 penalty to AC on each hit;
- Allslayer: a +5 keen shortsword that completely ignores damage reduction;
- Edict: a +4 dagger that applies a -3 penalty to will saves;
- Thundering Claw of the Bear God: a +4 shock thundering scimitar that adds the shock and thundering properties to every natural weapon of the wielder and its animal companion and cast a single Call Lightning for 5d6 damage on a critical hit, both from the scimitar and natural weapons.
These are all very particular weapons (the last one above them all) that, even if certainly inferior on every numeric value if compared to Vanquisher/Redeemer, manage to make me want to use them.