Gloves of Improvised might


Rules Questions


I'm surprised no ones asked this before.
there's probably something obvious that I am missing.

Can gloves of improvised might make weapons enhanced to level 14?

a weapon normally can be made to up to 10 (+5 and +5 enhancement worth abilities). you can normally enhance the + number part using things like magus arcane pool and such. I'm not sure if you can stack magus arcane pool enhancement abilities on a + 5 and +5 abilities weapon though.

Or if you can use Gloves of improvised might to get a magic weapon to +5 and +9 abilities (it requires a +1, would that +1 add to the +5?)


1 person marked this as a favorite.

There is a faq to the CRB that I believe addresses all of your uncertainty.

"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.

posted March 2013"


Java Man wrote:


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.

posted March 2013"

thank you.

I've probably seen cases were it's been exceeded but those were probably cases that slipped through the cracks and shouldnt have been a thing.


These cases you remember are probably instances of different sources stacking. The +10 hard cap is for an individual weapon, but it's somethimes possible to get enchantments from two sources on the same attack. Projectile weapons (max +10) stack with ammunition enchantment (max +5), for a net total of +14 (due to overlap). Ascetic Style affected weapon (+10) + AoMF (+5) can stack up to net +15. Not sure if there are any other.


XD

see, thats what I was asking about in the beginning, darklord.

So then yes, I was right in my original interpretation?


Shinoskay wrote:


a weapon normally can be made to up to 10 (+5 and +5 enhancement worth abilities). you can normally enhance the + number part using things like magus arcane pool and such. I'm not sure if you can stack magus arcane pool enhancement abilities on a + 5 and +5 abilities weapon though.

Or if you can use Gloves of improvised might to get a magic weapon to +5 and +9 abilities (it requires a +1, would that +1 add to the +5?)

Going to be a little nit picky here. A weapon can only be made up to a +10 equivalent, with up to +5 in enhancement bonuses. A +10 equivalent weapon could be a +1 enhancement with +9 in Special Abilities.

Also, the Gloves of Improvised Might don't apply to a weapon unless you are using it as an Improvised Weapon. So that means you have to be using the weapon in a way that is either explicitly treated as Improvised (like Arrows and Bolts being used for melee weapons), or in a way that isn't listed (like throwing a melee weapon that doesn't list a range increment).

So as an example you could have an executioner's axe enchanted to be a +5 Vorpal weapon, and your gloves of improvised might be a +1 returning, distance, seeking and flaming. The axe is always +5 and Vorpal, and gains the gloves special abilities when thrown or otherwise used as an improvised weapon.


Meirril wrote:
The axe is always +5 and Vorpal, and gains the gloves special abilities when thrown or otherwise used as an improvised weapon.

I think it's generally accepted that a manufactured weapon's enchantments only work when attacking with the weapon in an intended way. In any case, Gloves of Improvised Might only work with manufactured weapons when the improvised use is explicitly described.

Also, throwing a weapon not intended as such does not use the improvised weapon rules, even though it behaves very similar - the respective rules are seperate, and the throwing rules don't reference improvised weapons at all.

Shinoskay wrote:
see, thats what I was asking about in the beginning

Kinda missed that, as I didn't re-read the first post before replying. If you somehow manage to get an improvised weapon enchanted high enough, you could get up to +14 total, yes. It's not an easy thign to archieve, though. Extemporaneous Channeler with Shikigami Manipulation with a CL20 item and GoIM could get a total of +14.

Shinoskay wrote:
darklord

Derklord, with an "e". I'm not dark! Well, my shirts usually are, but that's another story...

On a side note, I don't think abilities like Arcane Pool can be used with improvised weapons, as those aren't really count as the item type weapon.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Gloves of Improvised might All Messageboards

Want to post a reply? Sign in.