Magic Weapon +10 cap and Deliquescent Gloves


Rules Questions


Quick question; Are the abilities added by Deliquescent Gloves and Demonic Smith's Gloves included in the +10 magic weapon cap?


I'm not sure what you're impression is but those gloves don't interact with magic weapons.

Silver Crusade

Gallant Armor wrote:

Quick question; Are the abilities added by Deliquescent Gloves and Demonic Smith's Gloves included in the +10 magic weapon cap?

Given that "[a] single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10" (from the PRD), I'd say no. The corrosive or flaming ability is a special ability bonus equivalent.

Linkage Here


Jader7777 wrote:
I'm not sure what you're impression is but those gloves don't interact with magic weapons.

Why wouldn't they?

The same wording is used in both descriptions:
"If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the ____ weapon special ability."


Aaron Tysen wrote:
Gallant Armor wrote:

Quick question; Are the abilities added by Deliquescent Gloves and Demonic Smith's Gloves included in the +10 magic weapon cap?

Given that "[a] single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10" (from the PRD), I'd say no. The corrosive or flaming ability is a special ability bonus equivalent.

Linkage Here

That is certainly a reasonable interpretation. Another possible interpretation is that the gloves are adding the effect to the attack without actually adding it to the weapon, circumventing the +10. I think that the vast majority of GMs would rule your way however.


Gallant Armor wrote:
Jader7777 wrote:
I'm not sure what you're impression is but those gloves don't interact with magic weapons.

Why wouldn't they?

The same wording is used in both descriptions:
"If the wearer uses that hand to wield a weapon or make an attack with an unarmed strike or natural weapon, that attack gains the ____ weapon special ability."

The special weapon table says

"A weapon can't have an enhancement bonus higher than +5. Use these lines to determine price when special ability are added in."

So I'm sure that the gloves ability to apply the corrosive effect is a temporary bonus- not something related to crafting of weapons (Which I'm sure this rule was written for).

Lets say a magus is fighting a harpy and he has a +5 dagger of flaming (+1) igniting (+2) flame burst (+2) and decides he needs to make it a Returning Weapon (+1) as per the spell. He then throws the dagger on the ground and picks up a mundane spoon so he can enchant it because that sword is now immune to his 'Returning Weapon' spell.

I'm sure it could be ruled exactly the same as the weapon crafting outline, but there's things that already break most of those limits like the classic Holy Avenger which is a +7 at it's base with an at-will greater dispel magic and granting the user scaling SR and if we go by spell level according to what they use to enchant greater dispel is a +6 and SR is +5 making the weapon at least +18.


The limits are +5 in pure enhancement bonus and +10 in enhancement-equivalent bonuses. The Holy Avenger has +5 in enhancement bonuses and +7 in enhancement-equivalent bonuses (Holy is a +2), so it's within the limits. The dispel and SR are not enhancement-equivalent bonuses, so they don't come into that calculation at all (they come into the price calculation, obviously). And we're not talking about effective enhancement bonus, which can be pushed over +5 with stuff like Furious or Bane.


Gallant Armor wrote:
Quick question; Are the abilities added by Deliquescent Gloves and Demonic Smith's Gloves included in the +10 magic weapon cap?

Yes. Both specifically mention adding Weapon Special Abilities so they fall under the rules for Special Abilities. Corrosive and Flaming are both +1 Enhancement Equivalents so either would get you +1 closer to the +10 limit.

Some rules that you might find useful:

A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5.

...

Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.

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 increase 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.


Gisher wrote:
Gallant Armor wrote:
Quick question; Are the abilities added by Deliquescent Gloves and Demonic Smith's Gloves included in the +10 magic weapon cap?

Yes. Both specifically mention adding Weapon Special Abilities so they fall under the rules for Special Abilities. Corrosive and Flaming are both +1 Enhancement Equivalents so either would get you +1 closer to the +10 limit.

Some rules that you might find useful:

A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5.

...

Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted).A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.

Other magic items fall into neither category.

I would argue that the acid damage is a feature of the gloves, not the weapon, and thus not subject to the limit on magic weapon crafting.


Gallant Armor wrote:

Quick question; Are the abilities added by Deliquescent Gloves and Demonic Smith's Gloves included in the +10 magic weapon cap?

If the weapon is +10 and not epic, it can not be modified any further by any ability or magic item.


Drahliana Moonrunner wrote:
Gallant Armor wrote:

Quick question; Are the abilities added by Deliquescent Gloves and Demonic Smith's Gloves included in the +10 magic weapon cap?

If the weapon is +10 and not epic, it can not be modified any further by any ability or magic item.

False: there are magic items that can modify a +10 weapon.

For example: Fortifying Stone

In the case of the Deliquescent Gloves, it is the attack that is modified, not the weapon. The weapon used is irrelevant.


Snowlilly wrote:
Drahliana Moonrunner wrote:
Gallant Armor wrote:

Quick question; Are the abilities added by Deliquescent Gloves and Demonic Smith's Gloves included in the +10 magic weapon cap?

If the weapon is +10 and not epic, it can not be modified any further by any ability or magic item.

False: there are magic items that can modify a +10 weapon.

For example: Fortifying Stone

That's not adding to the weapon qualities itself which what the poster is asking for. For example if you have a +10 bow, you can't add adaptive to it, because it is at the ceiling.

Sovereign Court

Interesting, I don't own the book, but it looks like the Smith's gloves are probably legal for PFS according to the additional resources page.

How do you guys think the drawback of having to craft and sacrifice masterwork items works for PFS when you can't actually craft items? Roleplaying requirement, so waive it? Sacrifice a day job check? Just masterwork items in general, ie not personally crafted?

It sounds like something that may need a clarification.


Drahliana Moonrunner wrote:
That's not adding to the weapon qualities itself which what the poster is asking for. For example if you have a +10 bow, you can't add adaptive to it, because it is at the ceiling.

Except that Adaptive takes up no +'s of power. It is just a gold piece cost expenditure so it should always be addable shouldn't it? It is not exceeding the +10 limit since it does not use any of that limit.

Or is here also a gold piece cost limit listed somewhere that I have missed?


Quote:

False: there are magic items that can modify a +10 weapon.

For example: Fortifying Stone

In the case of the Deliquescent Gloves, it is the attack that is modified, not the weapon. The weapon used is irrelevant.

There are definitely items that are able to modify magic items, even magic items at the +10 cap.

And, in fact, the gloves in question do in fact work with most magic weapons, except for the +10 weapons. They do not work with the +10 weapons for this reason:

Quote:
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.

If the gloves simply said "the attack deals an additional 1d6 elemental damage", then it would be okay, but the way it's written it's trying to add a weapon property, which would make it exceed the +10 cap if it were allowed.


I agree with it not working. It's trying to give your weapon the corrosive property. Thus it can't be added onto a +10 since that would make it a temp +11.


Gilfalas wrote:
Drahliana Moonrunner wrote:
That's not adding to the weapon qualities itself which what the poster is asking for. For example if you have a +10 bow, you can't add adaptive to it, because it is at the ceiling.

Except that Adaptive takes up no +'s of power. It is just a gold piece cost expenditure so it should always be addable shouldn't it? It is not exceeding the +10 limit since it does not use any of that limit.

Or is here also a gold piece cost limit listed somewhere that I have missed?

The +10 limit also represents the maximum innate value of a non-epic weapon. (Values due to inflated price can always be greater.:)


Drahliana Moonrunner wrote:
Gilfalas wrote:
Drahliana Moonrunner wrote:
That's not adding to the weapon qualities itself which what the poster is asking for. For example if you have a +10 bow, you can't add adaptive to it, because it is at the ceiling.

Except that Adaptive takes up no +'s of power. It is just a gold piece cost expenditure so it should always be addable shouldn't it? It is not exceeding the +10 limit since it does not use any of that limit.

Or is here also a gold piece cost limit listed somewhere that I have missed?

The +10 limit also represents the maximum innate value of a non-epic weapon. (Values due to inflated price can always be greater.:)

Pathfinder has no innate cap on cost, only enhancement bonus.

Sovereign Court

Rereading it, the nonmagical drawback portion is only talking about when you roll a 1 while using the +4 bonus for crafting. Since no crafting in PFS (barring limited exceptions) it will actually never come up.

Reading comp ftw! Lol.

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