Costs of magic weapons


Rules Questions


Hello fellow Nerds.

I suppose to most of you this question will sound dumb, but in my group of pathfinder newcommers we stubled over the costs of magic weapons.

Could you explain to me what the costs for say a mighty cleaving weapon with +1 bonus are?

It would be really helpful if you could write what cost factors go into it?

Also can you have a magiv weapon with some kind of property (mightly cleaving, fire what so ever) and dont have a +1 bonus?

We really tried to understand the rules, but couldnt come to one consistent oppinion.

Greetings Hyperanthrops.


Ok, you have a couple of factors going into the price of magic weapons (armor/shield work essentially the same way too).

The first part is easy to figure out. You need the base price of the weapon plus the masterwork cost. Lets say this weapon you want is a great sword, so we can find in the CRB it's cost is 50gp. Then you have the flat 300gp for masterwork upgrade. That is the same for all weapons. So just the mundane parts of your base weapon cost 350gp. That price doesn't include any special materials like mithril or cold iron.

Now, the fun part. There are three types of bonuses for weapons:

1) Plus Bonuses (ie, +1, +2, etc)

2) Plus equivalent bonuses (mighty cleaving, flaming, etc)
These have an equivalent "+X" cost.

3) Flat cost bonuses (adaptive, transformative, etc)
These have a flat Xgp cost.

So you add the plus bonus and the plus equivalent bonuses together. In the case of the +1 Mighty Cleaving Greatsword it is a +2 bonus overall. Then you use the chart in the CRB to tell you how much a +2 weapon costs. (bonus squared x 2000). For +2 that is 8000gp.

Then you add 8000 with the cost of the base weapon of 350 for a total of 8350gp for the weapon you want.

This example didn't have a flat cost bonus in it, but all you do in that case is just add them on top of the final price.


The only part I see left out is that the game makers intended for items to be magical (+1 bonus) prior to getting any special properties (Great Cleaving).


Pathfinder Adventure Path Subscriber; Starfinder Charter Superscriber

Like Sarah said, you must enchant a weapon with at least a +1 Enhancement Bonus before you add ANY other special abilities.

So as BDTB detailed the basic costs are:

Weapon = see equipment charts
Masterwork cost = 300gp
Enhancement to +1 = 2000gp

After that add more Enhancement Bonuses to a max of +5
Or add special abilities to a max of +5

The total bonuses on a weapon can be +10 and that is the sum of Enhancement and Special Ability Bonuses. Epic rules may allow it to go higher but that is another subject all together.

The total cost for magical enchantments are usually equal to the square of the total bonus times 2000gp.

So a total of +4 in bonus (sum of enhancement and special abilities) is 32,000gp plus the price of a masterwork version of the weapon.

Hope this and the previous texts make sense. Good luck!


Thank everyone of you I understand now!

:)

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