Do Gloves of Improvised Might overcome DR?


Rules Questions

Grand Lodge

Here is a link to them.

Gloves of Improvised Might allow Improvised Weapons to receive an enhancement bonus of +1 to +5. Do these count as magic weapons for the sake of overcoming DR?

Quote:


+1 and greater weapons overcome DR that is vulnerable to magic
+3 and greater weapons overcome DR as if made from cold iron and/or silver
+4 and greater weapons overcome DR as if made from adamantine
+5 weapons overcome DR as if aligned

In short, do these apply to Gloves of Improvised Might?

CRB reads: "Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment."

Which would imply yes.


yes


No

FAQ wrote wrote:

Magic Ranged Weapons and Ammunition: When a ranged weapon shares its enhancement bonus with its ammunition, does this count as “true” enhancement bonus or more like a temporary bonus like greater magic weapon? In other words, does the shared enhancement bonus allow the arrow to bypass damage reduction as if it was cold iron, silver, adamantine, and aligned?

No, other than the ways indicated in the Core Rulebook (if the ranged weapon is at least +1, they count as magic, and if the ranged weapon is aligned they count as that alignment as well) the enhancement bonus granted to ammunition from the ranged weapon doesn’t help them overcome the other types of damage reduction. Archers and other such characters can buy various sorts of ammunition or ammunition with a high enhancement bonus to overcome the various types of damage reduction.

I think it would fall under the same rules as above, not transferring.


Dr Styx wrote:

No

FAQ wrote wrote:

Magic Ranged Weapons and Ammunition: When a ranged weapon shares its enhancement bonus with its ammunition, does this count as “true” enhancement bonus or more like a temporary bonus like greater magic weapon? In other words, does the shared enhancement bonus allow the arrow to bypass damage reduction as if it was cold iron, silver, adamantine, and aligned?

No, other than the ways indicated in the Core Rulebook (if the ranged weapon is at least +1, they count as magic, and if the ranged weapon is aligned they count as that alignment as well) the enhancement bonus granted to ammunition from the ranged weapon doesn’t help them overcome the other types of damage reduction. Archers and other such characters can buy various sorts of ammunition or ammunition with a high enhancement bonus to overcome the various types of damage reduction.

I think it would fall under the same rules as above, not transferring.

That doesn't apply, as it is explicitly for ammunition. Ammunition has had the rule that only allows you to consider the ammunition enhancement bonus when determining if you bypass material DR since the CRB, but only recently has it been clarified.

Magic Weapons wrote:
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon.

This magic item has nothing to do with ammunition. You are merely imparting to a melee improvised weapon an enhancement bonus as though it was a magic weapon. If it applied to Gloves of Improvised Might, they would have made note of this with Amulets of Mighty Fists, which work the same way, to the point of even being compared in the item itself.


That seems directed fairly exclusively at Ranged Weapons and Ammunition though. Specifically, the CRB reads:

Core Rule Book wrote:


"Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment."

An Improvised Weapon wielded with Gloves of Improvised Might +3 is a weapon with a +3 Enhancement Bonus, and that fits the CRB requirement for overcoming DR.

EDIT: Ninja'd


Overcoming DR wrote:
Damage reduction may be overcome by special materials, magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment.
Gloves of Improviesd Might wrote:
These rough leather gloves grant an enhancement bonus of +1 to +5 on attack and damage rolls with improvised weapons.
Magic Weapons wrote:
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon.

The gloves don't make the weapon a + weapon, they grant a + to the weapon, just like a missile weapon grants it to ammunition.


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I think your argument is entirely baseless.

Arcane Pool wrote:
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.

Are you telling me that the magus's arcane pool is also not granting an enhancement bonus to bypass material DR?

Magic Weapon, the Spell wrote:
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.

What about the spell that explicitly makes your weapon magical?

Make a separate FAQ thread if you wish, but as it stands there is literally no difference between a melee weapon having a enhancement bonus and being granted one by an effect for the purpose of bypassing DR. It has an enhancement bonus, and is not ammunition, so it bypasses DR. The ammunition rule has no basis for any other way to determine enhancement bonuses, and is an exception to the rule.

Silver Crusade

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The gloves literally "grant an enhancement bonus of +1 to +5 on attack and damage rolls with improvised weapons". So yes, if the enhancement bonus is high enough, it will overcome the associated DR.


I can see the nitpick logic. The text says that the gloves impart an enhancement bonus with improvised weapons and that contrasts with arcane pools which allow the character to grant the bonus to the weapon.

That said, the game's a lot simpler to run and play if we assume somewhat broader intent and that the enhancement bonus imparted by gloves can penetrate advanced forms of DR. Of course, the game's simpler to run and play if we assumed that about ammunition too and that didn't win the argument over the magic ranged weapon and ammo question.


Bill Dunn wrote:
I can see the nitpick logic. The text says that the gloves impart an enhancement bonus with improvised weapons and that contrasts with arcane pools which allow the character to grant the bonus to the weapon.
Sean K. Reynolds wrote:

English is a very fluid language.

In some ways that is helpful because it allows us to express a rule in a natural way in one sentence and in another natural way in another sentence. For example, we can say "if the creature fails its save, it gains the blinded condition," or "this spell blinds the target if it fails its save." Even though "blinds" isn't a condition, you know what that second statement means because you understand that "blindness" and "blind" mean the same thing in the real world and you know that "blindness" and "blind" aren't two different game terms.

Sean K. Reynolds wrote:
First, let me give a bit of background. Back when I was at Wizards, at the start of 3E I worked with Jonathan Tweet on a bunch of advice columns, including an article called "How to Design a Feat." One of the concepts we established was "things should be the same, or they should be different." (And by "different" I mean "very different" so you don't mix up the two.) That concept helps players remember different rules--if rule X is already in the game, and you're creating new rule Y that works a lot like X, you should either (1) make Y work EXACTLY like X, or make Y work differently than X. That way, players can remember that Y works like X, or not accidentally confuse how Y and X work. And if Y feels a lot like X, it's almost certainly supposed to work like X, and things that attach to X should be able to attach to Y.


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The Gloves have nearly identical wording as an Amulet of Mighty Fist, except they also have an extra paragraph stating they do not work for non-improvised weapons.

Since the Amulet has an FAQ stating it can bypass DR, the Gloves should probably do so as well.


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i think we can all agree that the faq on the ranged weapon enchantment is dumb and should be ignored in anything other than pfs


Lady-J wrote:
i think we can all agree that the faq on the ranged weapon enchantment is dumb and should be ignored in anything other than pfs

You win 1 sextillion internets for that comment. ;)

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