| SorrySleeping |
So, I'm a level 5 Magus with a +1 Keen weapon. I use my Arcane Pool to Enchantment my weapon for a few rounds, becoming a +3 Keen Weapon (+2 from Arcane pool). Next round while I still have my Arcane Pool enchantment, I use Arcane Strike, for another +2 that round, making my weapon a +5 Keen for that round.
What happens if I get enough gold to make my weapon a +2 Keen? Can I make it a +6 with Arcane Pool and Arcane Strike, or does it stop at +5?
| Saethori |
Arcane Strike doesn't do what you think it does, but let's pretend you were using a different but similar ability from Arcane Pool, such as the Warpriest's Sacred Weapon.
Both Arcane Pool and Sacred Weapon will stack, but each of them (as well as every other) limits the raw enhancement bonus to +5; after that, you must start spending it on weapon abilities or else the bonus is wasted.
| Saethori |
Yes, you may.
While the rules do not support permanently enchanting weapons over a +10 total bonus, you may continue to add more and more weapon special abilities, up to the logical limit of being unable to add any that aren't duplicates.
EDIT: other than the exceptions Ozy listed, of course. But you can add other, non duplicate effects.
| Gisher |
Yes, you may.
While the rules do not support permanently enchanting weapons over a +10 total bonus, you may continue to add more and more weapon special abilities, up to the logical limit of being unable to add any that aren't duplicates.
EDIT: other than the exceptions Ozy listed, of course. But you can add other, non duplicate effects.
That is not correct. No weapon can have a bonus-equivalence greater than +10 regardless of the whether those bonuses are permanent, come from class abilities, or come from any other unusual abilities.
For the enhancement bonus limitation, it depends on the specific effect or ability that's altering the weapon.
Bane: This allows the weapon to exceed the +5 limit, but only against the designated creature type. For example, a +5 dragon-bane longsword is normally a +5 weapon, but has a +7 enhancement bonus against dragons and deals +2d6 points of damage against dragons.
Paladin: The divine bond ability says "These [enhancement] bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5." That means if a paladin has a +5 longsword, she can't use her divine bond to increate the enhancement bonus to +6 or higher (but she could use her bonuses to add abilities such as flaming to the weapon).
The +10 bonus-equivalent limitation is a hard cap for all weapons; you can't exceed that even with class abilities or other unusual abilities.
A +5 Flaming, Keen, Speed weapon has a +10 bonus-equivalence, so no more abilities can be added.
| bitter lily |
Plausible Pseudonym wrote:Is there any interaction with the +10 limit and flat +gp modifications? Once you've hit +10 can you still add the +gp abilities, or is it really a +10 gp equivalent cap?A +gp ability does not have a bonus-equivalent value so you can add as many of those as you want.
Not that there are very many...
| Drahliana Moonrunner |
Is there any interaction with the +10 limit and flat +gp modifications? Once you've hit +10 can you still add the +gp abilities, or is it really a +10 gp equivalent cap?
It's a +10 cap,whetherr from being +5/+5 or the equivalent price of a +10 weapon. In other words, the weapon can't be worth more than a +10 equivalent, however you add value to it.
| Fuzzy-Wuzzy |
Plausible Pseudonym wrote:Is there any interaction with the +10 limit and flat +gp modifications? Once you've hit +10 can you still add the +gp abilities, or is it really a +10 gp equivalent cap?It's a +10 cap,whetherr from being +5/+5 or the equivalent price of a +10 weapon. In other words, the weapon can't be worth more than a +10 equivalent, however you add value to it.
I hadn't heard that. Do you have a citation?
| Snowlilly |
Plausible Pseudonym wrote:Is there any interaction with the +10 limit and flat +gp modifications? Once you've hit +10 can you still add the +gp abilities, or is it really a +10 gp equivalent cap?It's a +10 cap,whetherr from being +5/+5 or the equivalent price of a +10 weapon. In other words, the weapon can't be worth more than a +10 equivalent, however you add value to it.
This is incorrect.
Flat +gp properties may be added to a +10 equivalent item.
| Jeraa |
Drahliana Moonrunner wrote:I hadn't heard that. Do you have a citation?Plausible Pseudonym wrote:Is there any interaction with the +10 limit and flat +gp modifications? Once you've hit +10 can you still add the +gp abilities, or is it really a +10 gp equivalent cap?It's a +10 cap,whetherr from being +5/+5 or the equivalent price of a +10 weapon. In other words, the weapon can't be worth more than a +10 equivalent, however you add value to it.
He doesn't, because he is wrong.
In addition to an enhancement bonus, armor may have special abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A suit of armor with a special ability must also have at least a +1 enhancement bonus.
Not a cost equal to an effective bonus of +10, but an actual effective bonus of +10. The various +gp enchantments aren't an effective bonus, so do not count toward that maximum.