Robert Hawkshaw
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While this is as intended, I would like a rules reference.
Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.
source: http://www.d20pfsrd.com/equipment---final/magic-items/magic-weapons---final
Themetricsystem
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Endarire wrote:While this is as intended, I would like a rules reference.Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.
source: http://www.d20pfsrd.com/equipment---final/magic-items/magic-weapons---final
Thank you Rob, I was just about to link that very thing- You saved me the trouble of being ninja'd.
:D
Cold Napalm
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Awwww come on a +1 great sword with flaming 9 2d6+1 +9d6 fire
thats not too cheezy.
Actually, thats kinda weak for a +10 weapon. And I never saw an issue with stacking the elemental damages since you can make a +1 frost, shock, corrosive, sonic, flaming, force, vampiric weapon that basically did the weapon +1 + 7d6...course 1d6 of that heals you too so thats kinda nice. However, it wasn't all that hot.