Special abilities for magic weapons question


Rules Questions


ok, so im unsure how this works. take transformative. says you add 10,000gold.

I assumed this means if you had a +4 or +5 weapno you could add this ability for 10000g.

however my friend says you need a +4 weapon, and the effect adds +4, making it +8, and thus costing a rediculous amount of gold.

that seems very unintuitive to me.


Your friend is incorrect, and I'm not sure how he or she came to that conclusion. The effect costs 10,000 gp, simple as that.


we just came to that conclusion while talking about it, apparently something about the placement of vorpal on the chart was tripping him up.

mmmm swiss army polearm. swisspolearmy


Your friend is incorrect, as Transformative is valued as a flat number: +10 000 gp. The base weapon needs to be (at least) +1 as a general rule for weapons with special abilities, but that's all.

A property like "Dancing", which is valued as a +4 equivalent, still only requires a +1 base weapon, but would indeed add +4 for the purpose of determining the final value.


hmm thats interesting then VRMH cuz according to the special ability chart transformative is listed under the +4/+5 area...are you saying i could do this as early as a +1 weapon?


w01fe01 wrote:
according to the special ability chart transformative is listed under the +4/+5 area...are you saying i could do this as early as a +1 weapon?

I am. That chart is just for randomly generated weapons. Although it does indicate the writers had intended the property specifically for high-level magic weapons - something you may want to keep in mind.

But there's nothing in the rules that would disallow a +1 Transformative Quarterstaff, at 12 300gp.


hmm, only thing im uncertain on it is it says on command, but gives no timeframe on how long that takes...assume free action?


Activating a command word magic item is a standard action and does not provoke attacks of opportunity.


ok thanks!

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