| Redneckdevil |
okay I got 2 questions.
1st one is, a magic weapon can have up to 10 enhancement bonus apply, but cannot go over +5 damage enhancement meaning u cant do a +6. I got that. What I'm wondering is, is the it split in what u can use? Like 5 points are only for damage/hit increases and the other 5 for special abilities or as long as u have +1 enhancement u can throw as many abilities as u want as long as u don't go over the limit of 10?
2nd question is about a line in the core book pg468 where it states "A single weapon cannot have a modified bonus (enhancement bonus plus special abilities bonus equivalents, including from character abilities and spells) higher than +10. what I'm wondering about is the "plus special abilities bonus equivalents, including character abilities and spells" part. like lets say a pally had a +5 vorpal blade, would their weapon be considered holy seeing how that's a +2 right there enhancement over the +10? granted that's an example, but what I'm wondering is what counts as special abilities and what kind of spells?
| MagiMaster |
It's +5 max for the enhancement bonus and +10 max for the total, so yes, you can have a +1 weapon with +9 in other abilities (though many people consider that a waste of money).
The limits only apply to the things you are actually paying for. A +5 bane weapon still gets to apply its bonus against the appropriate enemy. The only detail here is that bonuses often overlap, so applying the greater magic weapon spell to a +5 weapon will have no effect.
| Redneckdevil |
its on page 468 in the core rule book. pretty much first sentence. it sounds like and I believe I'm wrong, but a characters special abilities wont effect their weapons if it goes over the +10 enhancement bonus allowed on a weapon? Meaning that pally who's got the aura to make their weapons aligned to good, it actually wont go into effect if they have like a +5 vorpal blade, since alignment enchants are a +2 enhancement cost and that would make the weapon operating under a +12 instead of the maxxed out +10?
does that mean when I have a +5 enhancement to my weapon, that spells like bless (increase hit/dmg) don't effect me since my weapon is already at the max of +5 to hit/dmg and its from a spell and my weapon is magical?
if we are using special abilities/modifiers that state effecting weapons, does a fighters weapon training then basically stop at a +6 for his favored weapon since he's already getting a +4 to hit/damage to their weapon thru a character special ability?
a magus using spell strike, would the actual spell go thru since its being channeled thru a weapon that is at maxed containment? example, a +5 vorpal being channeled thru with an acid splash which is a +1 enhancement making it a +11?
From the wording I know that a magus when he spends arcane pool, that at lvl 5 the points he spends for temporary enchantments, the enchantment total values cannot go over the +10.
But what special abilities including character abilities and spells, that wouldn't actually work if u had a maxed out on enhancement weapon? really sorry but the wording makes it seem that a single weapon cant have more than a total of +10 enhancement from all sources (magical, character, buffs, etc) and that actual passive stuff could actually be overwritten if the passive stuff effected their weapons meaning that its having to much done with them? if that makes any sense?
| MagiMaster |
Interesting. I think I'll ignore that for my home game, but this is the rules forum, so RAW I'm not sure which work and which don't.
I'm pretty sure the fighter's weapon training is something different (it's an untyped attack and damage bonus, not an enhancement) and would stack with any enchanted weapon, but it does look like a paladin's ability is useless with a +10 weapon.
| Redneckdevil |
reason why I said a fighter was because weapon training specifically states the fighter gets a +1 to that group lf weapons when hes using them. Now I no the effects of rage, str, and things that enhances the character would stack because the dmg/modifiers are coming from something else buffed. But when it directly states it effecting the weapons, is what I am asking because it seems like a weapon is like a glass of water, it can only hold so much so u can do so many effects with it before it starts slopping over and not actually doing anything to the actual weapon.
I believe stuff like smite evil wouls stack bc its the actual charecter being effected, not the weapon (thats a different discussion) but abilities directing stating it effecting weapons seems like it would actually not work on some weapons because the qeapon is already "full" and to get the effect u would have to use a lesser weapon.
anthonydido
|
The abilities that it's talking about are things that give your weapon a +1 enhancement bonus (magus arcane pool) or certain abilities that actually give your weapon a specific magical property (arcane archer's flame/frost/shock arrows). A fighter's weapon training gives the fighter a +1 for using weapons, it doesn't give the weapon a bonus. A paladin's Aura of Faith makes the weapon good-aligned but doesn't give it the "holy" ability so it would work. The paladin's Divine Bond, however, wouldn't work on a weapon that is already maxed at +10.
| Redneckdevil |
That also makes me wonder about spell strike where u channel a spell thru ur weapon. Sinces it channeled thru, the spell going off would be like an icy enchanted sword where it goes off when it hits, but its only a one use. So since its acting and effecting the weapon like a special ability enhancement, would that even be able to be channeled thru a weapon thats at max with what it can hold with enhancements?
The aura is giving the weapon a good align though which is a +2 bonus though, which is coming from a charecters ability of arlura of good which seems like the wording would in fact not allow it if the max lf +10 has already been met.
And I agree with figher, BC rereading it states that HE, not the weapon, gains a +1 to hit and damage. The aura though does state the weapon is treated as which means it gains the good alignment to enemies within 10 ft, and the good align enhancement for a weapon is counted as a +2 enhancement. But granted it is supernatural, but does that fall under special ability bonus equivalents, character ability.
anthonydido
|
Spell strike works because you are just using the weapon to channel the spell. Spell strike doesn't give the weapon any sort of magical ability.
Are you talking about Aura of Faith or Aura of Good? Aura of Faith (level 14) makes your weapon good-aligned. Aura of Good (level 1) just gives the paladin an overall good aura for things like detect good and other abilities that mention a good aura.
Good alignment is not a +2 bonus, Holy is a +2 bonus enchantment. Good aligned means just that, it's good aligned (for the purposes of DR usually), nothing more. Holy makes the weapon good and does extra damage versus certain types of creatures.
The character ability has to specifically mention the weapon magical abilities that you can put on a weapon, as is the case for the Divine Bond feature.
| Redneckdevil |
Spell strike works because you are just using the weapon to channel the spell. Spell strike doesn't give the weapon any sort of magical ability.
Are you talking about Aura of Faith or Aura of Good? Aura of Faith (level 14) makes your weapon good-aligned. Aura of Good (level 1) just gives the paladin an overall good aura for things like detect good and other abilities that mention a good aura.
Good alignment is not a +2 bonus, Holy is a +2 bonus enchantment. Good aligned means just that, it's good aligned (for the purposes of DR usually), nothing more. Holy makes the weapon good and does extra damage versus certain types of creatures.
The character ability has to specifically mention the weapon magical abilities that you can put on a weapon, as is the case for the Divine Bond feature.
ahhh tyvm for the clarification on the pally. u are correct there. The spell strike I was confused on because it works the same way a magic weapon with ability would work, but then I realized that if a magus had a unmagical weapon and tried to spell strike a wraith, it wouldn't pull off because the magus couldn't hit it with the normal weapon for the spell to go off thru the weapon.