| Bob Bob Bob |
A single +10 (equivalent) shuriken would be 4,000. It would also break after hitting, with a 50% chance to break on a miss. The price of a +10 (equivalent) weapon is 200,000 gp, for that same price you could get 50 +10 (equivalent) ammunition (which is what shuriken is).
Returning does not stop it from breaking. That's a property of ammunition itself, which is what shuriken are. In addition, the one way around this (durable arrows) specifies that magic properties are still lost, even if the arrow doesn't break. Ammunition is cheaper but breaks, that's why it's cheaper.
| RaizielDragon |
Unfortunately, this is the current inherent weakness of any thrown ammunition build (which is pretty much just shurikens); you lack a reliable way to always have an enchanted weapon. In other versions, I believe there existed a bag or pair of gloves that produced magical versions of certain small, light weapons and ammunition; typically throwing knives. The item would be set to a certain value, so a lesser bag might be +2, a minor bag a +4, and a greater bag a +6, or something like that.
You could try and work out something with your GM to houserule such an item. It should probably be priced similarly to an amulet of mighty fists, because it's a bit more flexible than a normal magic weapon, can be essentially dual-wielded by a two weapon thrower, and, in the case of shurikens, can potentially get even more attacks, thanks to the Ninja support for extra shuriken attacks.