
Mokshai |

As a Cavalier for a home game, I am looking at getting the horseshoes of crushing blows made out of mithril.
According to the rules for those horseshoes, I can have a max enchantment of +5 (Enhancement and weapon enchants).
I intend over time to put sacred steel (+2 bonus) from animal archive, along with zephyr, onto those shoes of crushing blows.
My question, is what would the weapon enhancement bonus be for zephyr ?

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Elaborating on the above two posts:
There are two kinds of magic weapon special abilities: ones that have an enhancement equivalent of a +1 to +5 bonus (such as flaming), and those that have a flat gp cost (such as glamered). Note that the price for glamered is listed as +4000gp instead of +X bonus. Enhancement-bonus-equivalent abilities count against your effective enhancement bonus and contribute to the exponential increase in item cost. Flat cost abilities don't count against the limit and don't increase in price as the overall item gets more expensive. IIRC flat cost abilities are mostly "non-offensive" powers added to a weapon.
Both kinds of abilities are listed as Weapon Special Abilities.
"Zephyr," however, is not a weapon special ability. Horseshoes of the Zephyr are an entirely different magic item. Your GM may allow you to combine the item Horseshoes of the Zephyr with the item Horseshoes of Crushing Blows, but doing so would follow the guidelines Gauss mentioned above for adding new abilities (also found here), meaning you pay 150% of the cost of the Horseshoes of the Zephyr to add their power.
You will note that some weapon/armour special abilities with flat costs are essentially equivalent to separate items with this +50% surcharge: for example, the shadow armour property is just adding the power of a Cloak of Elvenkind to your armour at 150% of the cost of the cloak.

Gauss |

Nope, horseshoes are not listed anywhere as a weapon. Hooves on the other hand are natural weapons which Amulet of Mighty Fists applies to.
As soon as you hit +3 enhancement the natural weapons of the creature count as Cold Iron and Silver. At +4 they count as Adamantine and at +5 they count as Aligned. So you (almost) never need special materials if the enchantment is high enough.
So, get your Sacred Silver Horseshoes of the Zephyr (29,000gp) and your Amulet of Mighty Fists (up to 50,000gp) and you can ignore just about any DR out there while having a +5 bonus to attack/damage, 2d6 vs evil, and run across water. :)
The only drawback of course is that you will miss out on your steed's enhancement to natural armor from Amulet of Natural Armor. However, you can combine that with AoMF also for an extra 50% cost (25k at +5).
- Gauss