magical ammunition, magical bows and special abilities


Rules Questions


hi all,

what magical effects Count in the following Szenario:

weapon: longbow +5, Speed(+3), holy (+2)
=> enhancementbonus = +5, Special ability Bonus = +5, Overall modified Bonus: +10

arrow: +2, flaming(+1), distance (+1), frost (+1)
=> enhancementbonus = +2, Special ability Bonus = +3, Overall modified Bonus = +5

so the rules say:

CRB wrote:
Ranged Weapons and Ammunition: The enhancement Bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.

so: the enhancement Bonus does no stack.

so obviously i have a +5 enhancement Bonus on attack and damage from the bow, and the +2 enhancement Bonus of the arrows is ignored.

but what about the Special abilities.
my first thought was, only Speed and holy from the bow Count, because they are the highest.

actually there is no rule that says, that the different abilities wouldnt apply all. both ammunition and bow dont have a modified Bonus above 10, and by raw only the enhancement Bonus of the two magic items doesnt stack.

so i attack with:
+5, Speed, holy, flaming, distance and frost?


That is correct to my knowledge


In my knowledge, you attack with a +5 Holy Flaming Frost Distance arrow, and you have an extra attack from Speed since it is an effect on the weapon and is not carried over to the ammo (witch would be quite usless since you can't attack more than once with said ammo anyway).

This is an important distinction since ammo are still bound by the rule of maximum +10 total equivalent bonus enchants including the ones eredited from the weapon.


Dekalinder wrote:

(stuff)...

This is an important distinction since ammo are still bound by the rule of maximum +10 total equivalent bonus enchants including the ones eredited from the weapon.

where do you get this from?


Here More specifically

FAQ wrote:
The +10 bonus-equivalent limitation is a hard cap for all weapons; you can't exceed that even with class abilities or other unusual abilities.

Ammunition are counted as weapons for enchantments so they follow all the rules for weapons enchants.

Do note that even if the FAQ only talks about weapons, it has been implied elsewhere that it also applies to armors (for things like warpriest sacred armor).


so you would argue the bow in combination with the arrow behaves like 1 magical weapon? and in combination may not exceed +10.

seems legit, but for that Argumentation this
"In my knowledge, you attack with a +5 Holy Flaming Frost Distance arrow, and you have an extra attack from Speed since it is an effect on the weapon and is not carried over to the ammo (witch would be quite usless since you can't attack more than once with said ammo anyway)."

should not work.
either you treat it 1 item, and you cant benifit from more effects then a total +10,
or you treat it as 2 items(bow and ammo, since ammo coutns as weapon) then you should benifit from ALL Special abilities as Long as the single weapon (bow or ammo) is not above +10.


You treat them as two items. The Bow and the Arrow. The bow is a weapon. The arrow is an ammo. The ammo inherit some of the propriety of the weapon (the bow), namely the enchantment bonus and all those that specify so (like Flaming and Frost, but not Speed). The bow has a +10 cap on his enchantments. The arrow has his own +10 caps on enchantments, witch includes his own and those he inherited.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / magical ammunition, magical bows and special abilities All Messageboards

Want to post a reply? Sign in.
Recent threads in Rules Questions