Is this weapon legit?


Rules Questions


a player wants to make a weapon enchanted with (keen, speed, ice burst, flame burst, shocking burst) is this possible and would the bursts stack??


Nope, not a possible weapon. Weapons must have at least a +1 Enhancement Bonus before being enhanced with special properties. So he would have to drop a property to make room for at least a +1 while still staying within the +10 total limit. +1 Speed/Icy Burst/Flaming Burst/Shocking Burst would be acceptable (though a pretty weak weapon for the price).


vortex3633 wrote:
a player wants to make a weapon enchanted with (keen, speed, ice burst, flame burst, shocking burst) is this possible and would the bursts stack??

keen +1

speed +3
bursts +2 each = 6
+10, but you need a +1 enhancement bonus to put the further enchantments on, so it would be a +11 weapon, and impossible to put all five of those on.

If you took off speed and put on corrosive burst instead, you could have the +1 keen scimitar of elemental doom blossom.

The bursts would stack, but each ability would need activated separately. most of the time it would just be +1 keen, with each elemental effect being command word activated.

Though, reading up on it, the activation for the burst ability is confirming a crit, so just the base +1d6 elementals would need activated manually.

Grand Lodge

vortex3633 wrote:
a player wants to make a weapon enchanted with (keen, speed, ice burst, flame burst, shocking burst) is this possible and would the bursts stack??

+1 enhancement (required)

+1 Keen
+3 Speed
+2 Icy Burst
+2 Flaming Burst
+2 Shocking Burst

Nope, it requires too many enhancement bonuses, weapons are locked at a maximum of +10.

Now, he could drop Keen for the feat improved Critical, or Speed for Boots of Speed, and be fine.

I would assume he is looking at a scimitar or fauchard or other 18-20 crit range weapon to make this work.

And he would probably be better off with Corrosive Burst instead of Flaming or Icy, a lot more things are immune to cold or fire damage than acid...

And it would still cost somewhere around 200,315 gp to buy, 100,315 gp to enchant himself, and a lot of time...

Grand Lodge

Mort the Cleverly Named wrote:
Nope, not a possible weapon. Weapons must have at least a +1 Enhancement Bonus before being enhanced with special properties. So he would have to drop a property to make room for at least a +1 while still staying within the +10 total limit. +1 Speed/Icy Burst/Flaming Burst/Shocking Burst would be acceptable (though a pretty weak weapon for the price).

No it would not...it would break the +5/+5 limit on enchantments, +5 for enhancments/and +5 for special qualities.

Vortex has some strange standards for what constitutes a "weak" weapon.


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LazarX wrote:
No it would not...it would break the +5/+5 limit on enchantments, +5 for enhancments/and +5 for special qualities.

Source? I can't find anything except the +5 limit on Enhancement. There doesn't appear to be anything in the magic item section saying you are limited to +5 in special abilities too.


k so besides the +10 limit would the icy burst flame burst shock burst stack to 3d10 or is it only one active at a time assuming they activate on critical


If he wants a weapon that does the most energy damage he can come up with a +1 enchantment, thundering (+1), corrosive (+1), flaming (+1), frost (+1), shock (+1), keen (+1), Speed (+3).... i would sub out the speed for Bane on three different types and cast haste another way.


Yes, you would deal 3d10. Well, 1d10 Fire + 1d10 Cold + 1d10 Electricity, but same idea. Assuming a x2 weapon, obviously.


link limit bottom of chart.
number 4.


secound chart.


Mort the Cleverly Named wrote:
LazarX wrote:
No it would not...it would break the +5/+5 limit on enchantments, +5 for enhancments/and +5 for special qualities.
Source? I can't find anything except the +5 limit on Enhancement. There doesn't appear to be anything in the magic item section saying you are limited to +5 in special abilities too.

CRB Page 468, first three lines under the notes for table 15-8:

Quote:
A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10.

That said, your player is missing out on a lot of points. The +3d10 energy damage on a crit may look cool, but actually it's not going to boost his DPR by as much as having +5 to hit and damage. But rule of thumb, +1 to hit is worth +2 to damage, and that means +5 => +15 static bonus. That bonus multiplies on a critical hit and energy resistance doesn't stop it dead (and most high-level creatures have some), so in DPR terms you are losing out on +24 damage on a critical hit for +3d10.

Basically, a bonus to hit is always preferable to a bonus to damage. A +5 speed keen flaming weapon will turn out a higher DPR average in the same hands.


Dabbler wrote:
Mort the Cleverly Named wrote:
LazarX wrote:
No it would not...it would break the +5/+5 limit on enchantments, +5 for enhancments/and +5 for special qualities.
Source? I can't find anything except the +5 limit on Enhancement. There doesn't appear to be anything in the magic item section saying you are limited to +5 in special abilities too.

CRB Page 468, first three lines under the notes for table 15-8:

Quote:
A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10.

All that is saying is that you can't have a total bonus over +10. I'm aware of that, and already mentioned it in this thread. What I needed a source for is LazarX's claim that there is a separate limit of +5 on special qualities (meaning that a +1 Speed Keen Flaming weapon could only be improved by increasing the enhancement bonus). Neither source provided says this, they only say that the maximum Enhancement bonus is +5 and the maximum total bonus is +10.

Grand Lodge

Established RAW text.

Maximum bonus on a non epic weapon +10
Maximum enhancment bonus on same +5.

It seems that it would make sense as a corollary that subtracting the second number from the first would leave +5 as the remaining limit for qualities. It also makes no sense to limit one half of the weapon power factor and not put the same limit on the other half, especially given that the other half is far more damaging.


LazarX wrote:


No it would not...it would break the +5/+5 limit on enchantments, +5 for enhancments/and +5 for special qualities.

Vortex has some strange standards for what constitutes a "weak" weapon.

Nah, Elemental Burst is a weaksauce weapon quality. If I were spending 200K on a magical weapon, it would be a whole lot better.


LazarX wrote:
It seems that it would make sense as a corollary that subtracting the second number from the first would leave +5 as the remaining limit for qualities.

Why? As you said, the enhancement bonus is a maximum, not a requirement. If there are 10 pies, and I am allowed to take up to 5, it does not follow that there must only be only 5 pies left. There might be, but there is no reason to assume that this is always the case. And when the rules are being explicitly stated, there is no reason to infer a requirement that is never mentioned.

LazarX wrote:
It also makes no sense to limit one half of the weapon power factor and not put the same limit on the other half, especially given that the other half is far more damaging.

While some special qualities can be, in a theoretical sense, the "most damaging," they are certainly not the best. Straight enhancement bonus is generally the most powerful weapon, increasing attack bonus and damage while allowing one to pierce various types of Damage Reduction, all in one little +1. Most of the special qualities are quite overpriced, and I'd be hard pressed to find a situation where I'd prefer a +1 weapon with +9 in qualities over a +5 weapon with +5.


there is no +5 cap on abilities on the to hit and damage bonus.
so you can have a +1/+9 if you want. Look into special materials if you do tho, as to bypass some damage reductions.


LazarX wrote:

Established RAW text.

Maximum bonus on a non epic weapon +10
Maximum enhancment bonus on same +5.

It seems that it would make sense as a corollary that subtracting the second number from the first would leave +5 as the remaining limit for qualities. It also makes no sense to limit one half of the weapon power factor and not put the same limit on the other half, especially given that the other half is far more damaging.

Nope, that is not true. It only calls out the actual enhancement, not special abilities. Even in the epic handbook for 3.5 the weapon was not epic until either the +6 barrier was reached or the +11 barrier(total) was reached. There is nothing RAW or RAI that applies to the special abilities. If so then paladins could not stack special abilities on their weapons however they wished, and they do not get any rules exceptions. This was pointed out when a dev said paladin weapons can not go above +10 by using his class ability that makes the weapon better.


Mort the Cleverly Named wrote:
While some special qualities can be, in a theoretical sense, the "most damaging," they are certainly not the best. Straight enhancement bonus is generally the most powerful weapon, increasing attack bonus and damage while allowing one to pierce various types of Damage Reduction, all in one little +1. Most of the special qualities are quite overpriced, and I'd be hard pressed to find a situation where I'd prefer a +1 weapon with +9 in qualities over a +5 weapon with +5.

I agree with you here. The advantages of the +5 in enhancement:

You hit more often. This means whatever else the weapon does, it does it more often.
You can get to bypass DR.
Your bonuses multiply on a critical hit.

Of the non-enhancement bonuses, the ones that are really worth it are:

bane on ammunition (if your DM lets you buy in batches of less than 50, it's a must to carry a few for anything you might encounter)
keen on any edged weapon. Unless you go for Improved Critical, this cannot be overstated.
defending is good for some fighters, but is only really good for special builds.
ghost touch is rarely needed but when you need it, you REALLY need it.
spell storing is wonderful for gish builds.
anarchic/axiomatic/holy/unholy are all worth it for their broad spectrum of things they hurt.
speed more attacks = good.

Of all of these, the only one I would take over enhancements is keen.

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