How does weapon enhancement and the Magus function?


Rules Questions


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?


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.


Wow, I really skimmed over Arcane Strike.

Follow up question, if I already have a maxed out weapon that is +5 and has Keen, Speed, and Flaming. Can I add onto that? Can I add Shock, Flaming Burst, and Shocking Burst onto that?


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.


Flaming burst adds the flaming property, plus extra damage when you crit. So flaming wouldn't stack with flaming burst for 2d6 extra damage. Same with shock and shocking burst.


I didn't realize the Elemental Burst added the regular. Thanks for the help.


Saethori wrote:

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.

FAQ wrote:

Weapon Bonuses: Can weapon special abilities (such as bane) or class abilities (such as a paladin's divine bond) allow you to exceed the +5 enhancement bonus limit and the +10 bonus-equivalent limitation?

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.


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I stand corrected, then. I did not know of that FAQ.

Thank you for the information!


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Saethori wrote:

I stand corrected, then. I did not know of that FAQ.

Thank you for the information!

You are welcome. With so many FAQs, organized in such an awkward way, it is virtually impossible to keep track of all of them. :)


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?


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.


Gisher wrote:
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...


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.


Phone posting, but I think there are a lot of armor ones, and recent splat additions might be missing from the pfsrd chart.


Drahliana Moonrunner wrote:
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?


Drahliana Moonrunner wrote:
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.


Fuzzy-Wuzzy wrote:
Drahliana Moonrunner wrote:
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?

He doesn't, because he is wrong.

Quote:
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.


Yeah, I struggled with the whole "+10 equivalent price" thing because it was a 3.5 rule. Anything over a certain price was considered Epic.

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