Are magic item special abilities capped at +5?


Rules Questions


Like you can have a maximum of +5 enhancement bonus.

For example, if special abilities were not capped at 5, could you make a magic weapon that was +1 and 9 points worth of special abilities?


There is no cap other than +10 total.

The relevant rules:

"A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10."

and

"A weapon can't have an enhancement bonus higher than +5."

No mention of special ability cap other than the +10.


They aren't capped at +5, only the enhancement bonus is capped at +5.


The real question is whether or not Greater Magic Weapon can apply to a +10 weapon, effectively turning it into a +14 weapon.


master_marshmallow, that question has been answered. (Answer is no.)


So now I'm wondering. What kind of weapons would make it worth going down from a +5 enhancement bonus?


Johnny_Devo wrote:
So now I'm wondering. What kind of weapons would make it worth going down from a +5 enhancement bonus?

Greatly depends on what you're getting in exchange. Clearing a +2 bonus to get 'Impact' is something to laugh at when you stick it on a scimitar (yay, d6 goes up to d8, netting +1 damage!). And with so many things that could come up ... well, what do you really really want?

I've thought of my 'ideal' weapon as being a Vicious (+1) Furious (+1) Impact (+2) Keen (+1) Greataxe. And right there some folks here would suggest dumping Keen for Ghost Touch, especially once incorporeals start showing up.

Other folks might want other properties. I don't think there's really a universal set of 'good' enchantments. (Well, 'holy' is a Good enchantment, but ... )


Johnny_Devo wrote:
So now I'm wondering. What kind of weapons would make it worth going down from a +5 enhancement bonus?

Bane and Holy both come to mind. If you knew the main enemies were going to be Demons for example, an (evil outsider) Bane, Holy, Axiomatic, Impact, +3 weapon might be a good deal, since the Bane will bump up the + against demons, and you'll do significant damage.


It would technically be +9, since the weapon has to have a +1 to receive the other enhancements. Like Scythia said, and even different Bane properties for different situations, they don't stack in use but they do give you versatility in a single weapon.


While weapons have the +5/+10 limit, headbands do not have a limit (other than gp), and I don't think skill items have a limit either.

/cevah


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Qaianna wrote:
Clearing a +2 bonus to get 'Impact' is something to laugh at when you stick it on a scimitar (yay, d6 goes up to d8, netting +1 damage!).

Impact is pretty useful on a scimitar for a weapon/shield bash TWF character with Shield Slam and Bashing Finish (since it grants a bonus to all bull rush maneuvers). Especially with a way to increase size, as well.

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