Heirloom Weapon and Masterwork Transmution (Curse you UM!)


Rules Questions


I am not sure if there was a change in how the Heirloom Trait operated, as I am reading conflicting discussions on the message boards with what the PFSRD clearly shows as;

Heirloom Weapon

You carry a non-masterwork simple or martial weapon that has been passed down from generation to generation in your family.

Benefit: When you select this trait, choose one of the following benefits:

proficiency with that specific weapon
a +1 trait bonus on attacks of opportunity with that specific weapon
a +2 trait bonus on one kind of combat maneuver when using that specific weapon.

Note: You pay the standard gp cost for the weapon.

What interested me the most was the bonus to a single Combat Maneuver.

Now since standard equipment cannot be reforged into masterwork pieces (and therefore magical ones) by contemporary crafting techniques (aka Craft skill), I thought of this as a nice little boost to something like Trip at the lower levels (1-2, maybe 3) that would quickly get phased out as the character was forced to upgrade their equipment (Heirloom Weapon included). It would have been nice to carry the item around regardless for sentimental purposes.

But then I found this...

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Masterwork Transformation

School transmutation; Level bard 2, cleric/oracle 2, druid 2, sorcerer/wizard 2, witch 2

Casting Time 1 hour
Components V, S, M (see below)

Range touch
Target one weapon, suit of armor, shield, tool, or skill kit touched
Duration instantaneous
Saving Throw none; Spell Resistance no

You convert a non-masterwork item into its masterwork equivalent. A normal sword becomes a masterwork sword, a suit of leather armor becomes a masterwork suit of leather armor, a set of thieves’ tools becomes masterwork thieves’ tools, and so on. If the target object has no masterwork equivalent, the spell has no effect. You can affect 50 pieces of ammunition as if they were one weapon. You decide if the object’s appearance changes to reflect this improved quality.

The material component for the spell is magical reagents worth the cost difference between a normal item and the equivalent masterwork item (typically 300 gp for a weapon, 150 gp for armor, or 50 gp for a tool). If an object has multiple masterwork options (such as a double weapon, or a spiked shield that could be made masterwork as a weapon or armor), you choose one option of the object to affect (though you can cast the spell again to affect another option).

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I suppose with Ultimate Magic, anything is possible. Unfortunately, from a optimization viewpoint, it would be hard to deny that any class that relies on a single weapon based Combat Maneuver should always get this no matter what (+2 is really nice). Such would include my Tripping-Halberd loving Phalanx Soldier, but I am sure others would as well. You would keep the same weapon your entire play through and keep upgrading it at regular intervals, and for doing so you will still retain that +2 bonus it had all along.

Is this an RP goldmine, or a breakaway from the original intention of the Trait?

Liberty's Edge

The trait has been toned back significantly from its original version, though the +2 to combat maneuvers is still strong. That said, I see nothing wrong with this, a trait should be about half a feat, +2 to a combat maneuver is about half a feat (noting that each of the +2's come with something else).


I am not sure what you are asking here. The spell simply changes a normal weapon to master work, but it is the very same weapon.

The taint used to give a free master work weapon of any type, including exotic and got free use of that weapon. It was found to be to much and became a must have so it was changed.


What I am trying to say is that, though the trait has been toned down, the use of the Masterwork Transformation still makes it a must have for many builds. Heck, now that I think about it, my ranged Bard no longer has to use a Shortbow. Heirloom Weapon Trait with a Longbow, and as long as he holds onto the Longbow, he does not have to worry about getting the proficiency feat or dabbling in a martial class all the way up to level 20. He will just have to upgrade it along the way. The risk is obviously that losing the weapon will screw you over, but even a sundered or broken weapon can be repaired by a Lv-0 Cantrip (Mending).

Silver Crusade

Venatio wrote:
What I am trying to say is that, though the trait has been toned down, the use of the Masterwork Transformation still makes it a must have for many builds. Heck, now that I think about it, my ranged Bard no longer has to use a Shortbow. Heirloom Weapon Trait with a Longbow, and as long as he holds onto the Longbow, he does not have to worry about getting the proficiency feat or dabbling in a martial class all the way up to level 20. He will just have to upgrade it along the way. The risk is obviously that losing the weapon will screw you over, but even a sundered or broken weapon can be repaired by a Lv-0 Cantrip (Mending).

... and you just got a weapon with +1 average damage that you will not be able to enhance later damage-wise since the bow isn't even (and can't be made) composite without the Rich Parents trait.

A trait for +1 damage on just one weapon you would lose isn't overpowered.


Okay, maybe the bow was a bad example. All I am saying is that there is a lot of potential to get a heck of a lot of mileage from this one trait. What about making a Rogue with a Heirloom Scimitar so that he could become a Dervish Dancer without expending a feat for scimitar proficiency or dipping into fighter or ranger?

Edit: Nevermind, bad example. You have to be proficent with a scimitar regardless for Dervish Dancer.

I guess I cant really point out anything particularly game breaking about this trait, but I will be personally looking into using it in my own characters.

Silver Crusade

Venatio wrote:

Okay, maybe the bow was a bad example. All I am saying is that there is a lot of potential to get a heck of a lot of mileage from this one trait. What about making a Rogue with a Heirloom Scimitar so that he could become a Dervish Dancer without expending a feat for scimitar proficiency or dipping into fighter or ranger?

Edit: Nevermind, bad example. You have to be proficent with a scimitar regardless for Dervish Dancer.

I guess I cant really point out anything particularly game breaking about this trait, but I will be personally looking into using it in my own characters.

Dervish Dancer needs you to be proficient with scimitars, the trait allows you to be proficient with YOUR specific scimitar.

But let's say you allow it = you're one sundering/disarming/bad roll away from destroying your character build because you relied too much on your heirloom scimitar. It's like building and strenghtening your own weakness for the DM to use some day or later.

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