Nature: Magic Item
Feat: Craft Magic Arms & Armor
A magic weapon has an enhancement bonus, which is added to both the attack and damage rolls when that item is used to attack someone with.
It is also possible to add special abilities to a magic weapon, trading in a part of the normal bonus for a different effect instead. To add such features the weapon must also have at least a +1 bonus on it, however.
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| Bonus | Price |
|---|---|
| +1 | 2'000 gp |
| +2 | 8'000 gp |
| +3 | 18'000 gp |
| +4 | 32'000 gp |
| +5 | 50'000 gp |
| Bonus | Price |
| +6 | 72'000 gp |
| +7 | 98'000 gp |
| +8 | 128'000 gp |
| +9 | 162'000 gp |
| +10 | 200'000 gp |
Weapon Enhancement
A weapon can't have a pure enhancement bonus higher than +5, without the use of Epic-level crafting. The listed costs for values of +6 and up are instead used to determine price when special abilities are added to the weapon.
A single weapon can't have a total effective bonus rating (enhancement + special abilities + equivalent effects from character abilities, spells & powers) higher than +10.
Caster Level: 3 x (Enhancement bonus), or the CL listed for its Weapon Abilities (if any), whichever is higher.
Stats: Each +1 of enhancement bonus gives the item +2 Hardness & +10 HP.
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Weapon Abilities
Some weapon qualities have an extra effect on a critical hit.
This functions even against creatures not normally subject to critical hits.
If a weapon has a special ability that user has to activate, then user usually has to utter a command word, which takes a "standard" action.
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Energy Traits
| Trait | Worth | Trait | W. | Trait | W. | ||||
|---|---|---|---|---|---|---|---|---|---|
| Acid | Corrosive | +1 bonus | Corrosive Burst | +2 | Neutralizing | +1 | Acid | ||
| Fire | Flaming | +1 bonus | Flaming Burst | +2 | Quenching | +1 | Fire | ||
| Cold | Frost | +1 bonus | Icy Burst | +2 | Thawing | +1 | Cold | ||
| Electric | Shock | +1 bonus | Shocking Burst | +2 | Grounding | +1 | Electric |
Energy qualities:
●On command, weapon is wreathed in 'aura' of the selected "energy" type
●While active, a successful hit deals +1d6 energy damage of this type
Burst qualities: As basic version, but deals additional +1d10 energy damage on a Critical Hit
(or +2d10 if weapon deals x3 on a crit, or +3d10 if it does x4 on crits), even if it hasn't been activated
''Defeating'' qualities: (limit: melee weapons only)
●A successful hit deals +1d6 damage if the target has the given subtype (earth, fire, cold, or air)
●Wielder gets +2 to saves vs that energy type
●Weapon is immune to that energy
●Can be used to 'negate' mundane manifestation (neutralize acid, thaw ice, put out fire, etc).
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Alignment Traits
| TRAIT | Value | Worth | Harms |
|---|---|---|---|
| Holy | Good | +2 bonus | Evil |
| Unholy | Evil | +2 bonus | Good |
| Anarchic | Chaotic | +2 bonus | Lawful |
| Axiomatic | Lawful | +2 bonus | Chaotic |
●Overcomes Damage Reduction that is weak against its alignment (f.ex. "Unholy" overcomes "DR 5/evil")
●A successful hit deals +2d6 damage to beings with the opposed alignment (f.ex. "Unholy" deals +2d6 dmg to "Good" targets)
●A wielder with an alignment opposed by the weapon gets 1 negative level for as long as they hold the weapon
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Melee Traits
| Melee | Worth | |
|---|---|---|
| Allying* | +1 bonus | |
| Bane | +1 bonus | |
| Benevolent* | +1 bonus | |
| Called | +1 bonus | |
| Cleaving | +1 bonus | |
| Conductive | +1 bonus | |
| Melee | Worth | |
| Countering | +1 bonus | |
| Courageous* | +1 bonus | |
| Cruel | +1 bonus | |
| Cunning | +1 bonus | |
| Deadly | +1 bonus | |
| Defending* | +1 bonus | |
| Melee | Worth | |
| Dispelling | +1 bonus | |
| Furious | +1 bonus | |
| Ghost Touch | +1 bonus | |
| Grayflame | +1 bonus | |
| Guardian* | +1 bonus |
| Melee | Worth |
|---|---|
| Heartseeker | +1 bonus |
| Huntsman | +1 bonus |
| Inspired | +1 bonus |
| Keen 1 | +1 bonus |
| Ki Focus | +1 bonus |
| Limning | +1 bonus |
| Melee | Worth |
| Menacing | +1 bonus |
| Merciful | +1 bonus |
| Mimetic | +1 bonus |
| Ominous | +1 bonus |
| Planar | +1 bonus |
| Seaborne | +1 bonus |
| Melee | Worth |
| Spell Storing | +1 bonus |
| Throwing | +1 bonus |
| Thundering | +1 bonus |
| Valiant | +1 bonus |
| Vicious | +1 bonus |
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| Melee | Worth | |
|---|---|---|
| Advancing | +2 bonus | |
| Anchoring | +2 bonus | |
| Defiant | +2 bonus | |
| Dispelling Burst | +2 bonus | |
| Disruption 2 | +2 bonus | |
| Furyborn | +2 bonus | |
| Glorious | +2 bonus | |
| Igniting | +2 bonus |
| Melee | Worth |
|---|---|
| Impact 4 | +2 bonus |
| Invigorating | +2 bonus |
| Ki Intensifying | +2 bonus |
| Lifesurge | +2 bonus |
| Negating | +2 bonus |
| Phase Locking | +2 bonus |
| Stalking | +2 bonus |
| Wounding | +2 bonus |
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| Melee | Worth | |
|---|---|---|
| Nullifying | +3 bonus | |
| Repositioning | +3 bonus | |
| Speed | +3 bonus | |
| Spellstealing | +3 bonus |
| Melee | Worth | |
|---|---|---|
| Brilliant Energy | +4 bonus | |
| Dancing | +4 bonus | |
| Melee | Worth | |
| Vorpal 3 | +5 bonus |
| Melee | Cost |
|---|---|
| Impervious | +3'000 gp |
| Glamered | +4'000 gp |
| Transformative | +10'000 gp |
| Dueling | +14'000 gp |
(1 = piercing or slashing weapons only) (2 = bludgeoning weapons only) (3 = slashing weapons only) (4 = not light weapons)
(* = the effect entirely depends on the weapon's enhancement bonus)
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Ranged Traits
| Ranged | Worth | |
|---|---|---|
| Allying | +1 bonus | |
| Bane 1 | +1 bonus | |
| Called | +1 bonus | |
| Conductive | +1 bonus | |
| Conserving | +1 bonus | |
| Cruel | +1 bonus | |
| Cunning | +1 bonus | |
| Distance | +1 bonus |
| Ranged | Worth |
|---|---|
| Huntsman | +1 bonus |
| Inspired | +1 bonus |
| Limning | +1 bonus |
| Merciful 1 | +1 bonus |
| Planar | +1 bonus |
| Returning 3 | +1 bonus |
| Seeking | +1 bonus |
| Thundering 1 | +1 bonus |
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| Ranged | Worth | |
|---|---|---|
| Anchoring 3 | +2 bonus | |
| Designating 1 | +2 bonus | |
| Endless Ammo 4 | +2 bonus | |
| Igniting 1 | +2 bonus | |
| Phase Locking 1 | +2 bonus | |
| Stalking | +2 bonus | |
| Ranged | Worth | |
| Speed | +3 bonus |
| Ranged | Worth |
|---|---|
| Brilliant energy 1 | +4 bonus |
| Greater Designating |
+4 bonus |
| Nimble shot | +4 bonus |
| Second chance 1 | +4 bonus |
| Ranged | Cost |
| Adaptive 2 | +1'000 gp |
| Impervious | +3'000 gp |
| Glamered | +4'000 gp |
(1 = If projectile weapon, it bestows the effect on its ammo) (2 = Only composite bows) (3 = Only thrown weapons) (4 = Only bows & crossbows)
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Ammunition
It's possible to enchant pieces of ammunition. For the purposes of these rules, 50 pieces of ammo are usually treated as equivalent to 1 weapon (same cost to enchant, can activate 50 ammo at once like you'd activate 1 weapon, etc).
Even non-magical ammo fired from a magical projectile weapon (one with a bonus of +1 or more) is considered a "magic" attack for the purpose of overcoming Damage Reduction (DR). In the same way, ammo fired from a weapon with an alignment effect overcomes DR accordingly (f.ex. ammo from a good crossbow overcomes DR/good).
The enhancement bonus put on ammunition doesn't stack with the bonus put on the ranged weapon it's fired from. Only the highest of the two modifiers is used.





