There are 56 different Weapon Types in Pathfinder: Wrath of the Righteous. Price +2 bonus; Aura moderate evocation; CL 7th; Weight —. Cold iron isn't relevant at this point, as it's a one-off extra cost on the first enchantment . Press [Spirit Weapon Enchantment] you increase your weapon's base Enhancement by size of your pool (thought it cannot increase weapon beyond +5). Table: Common Melee Weapons; d% Weapon Weapon Cost 1; Add to enhancement bonus on Table: Weapons to determine total market price. Magic Weapon Special Abilities. A furious weapon serves as a focus for its wielder’s anger. The frost does not harm the wielder. EFFECT. The wielder gains a bonus on saving throws against necromantic effects—including the ability damage, ability drain, and. This ability can only be placed on melee weapons. Once per round, when the wielder damages a creature in melee with an advancing weapon, she can take a 5-foot step as a swift action after the attack but before the end of her turn. 297 4. One of the balancing factors of the dagger of doubling is that you cannot further enhance a unique magic item, so it will forever by a +1 dagger. Only the higher of the two enhancement bonuses. Craft Magic Arms and Armor, magic stone; Cost +1 bonus. Every +1 bonus to the attack roll is roughly a 5% higher chance to hit a given enemy. The wielder gains a morale bonus on saving throws against fear equal to the. CONSTRUCTION REQUIREMENTS. I'm pretty sure you the hide weapon enchantments would do what you want. Anytime the weapon strikes a creature with spell resistance and the creature takes damage from the weapon, the target’s spell resistance. It is always favorable to pick an enchanted weapon, but we have a list below if you. Enhancement bonus costs scale quadratically, b o n u s 2 × 2 000 gp. Weapons steeped in enchantment and illusion magic, for example, held great power over wielders of transmutation. You can't add this to an existing weapon, it has to be created. A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. ; Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). A courageous weapon fortifies the wielder’s courage and morale in battle. Price +1 bonus; Aura moderate necromancy; CL 7th; Weight —. Each end is enchanted separately; it should be in the section on Magic Weapons. This benefit doesn’t stack with any other effects that expand the threat. The fire does not harm the wielder. DESCRIPTION. This special ability can only be placed on melee weapons. The skill is supposed to give a +1 enchantment bonus to your weapon. Only true seeing or similar magic reveals the. This special ability can only be placed on firearms. Specific Magic Armor Specific Magic Shields Enchanted armor is one of the most important things an adventurer can acquire—for what good is wealth and power when a dragon. DESCRIPTION. CONSTRUCTION REQUIREMENTS. In Pathfinder, you can create weapon enchantments yourself, or you can find enchantments that can buff your favorite weapons. There are four weapon enchantments available for the Magus to choose from when enchanting a. Note that Cold Iron weapons cost more to enchant, but. When the wielder of a benevolent weapon uses the aid another action to grant an ally a bonus on attack rolls, he increases the aid another bonus by the enhancement bonus of the weapon. 1) You certainly can make a +1 flaming frost shocking longsword if the crafter wishes, but this is a +4 weapon in terms of price The 3 enchantments cost 30,000 (32000 minus the 2000 for the +1)gp not 6,000. Keen. Only piercing or slashing melee weapons can be keen. Armor and shield bonuses to AC (including any. Enchantment. ". DESCRIPTION. Shrinking Weapon. /2 levels) Target one weapon or 50 projectiles (all of which. Description. In addition to the extra acid damage from the corrosive special ability, a corrosive burst weapon deals an extra 1d10. A whip (or similar weapon that is not normally able to damage creatures with armor or natural. Due to a realization that we had misread the rules (weapon finesse) my GM is. This special ability can only be placed on melee weapons. Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus. The total "cost" of the enhancement bonus and properties shall not exceed +10. Keen is a Weapon Enchantment in Pathfinder: Wrath of the Righteous. DESCRIPTION. So when you activated the next effect, the first would end. It sounds like you're not playing in PFS, so you may want to post in the general Pathfinder RPG subreddit, r/Pathfinder_RPG. CONSTRUCTION REQUIREMENTS. While your GM has a final say here, he's really messing with the intended use of shields. Cruel and bewildering is a decent combo on a melee weapon. Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber. DESCRIPTION. Lethal is a Weapon Enchantment in Pathfinder: Wrath of the Righteous. In addition, any morale bonus on saves. The spike and the shield should be enchanted separately. Weapon Special Abilities. When the weapon is in hand, the wielder gains a bonus on Bluff checks to feint equal to the enhancement bonus of the weapon. All damage a deadly weapon deals is normal (lethal) damage. Price +1 bonus; CL 3rd; Aura faint transmutation. If you select the fire buff then the sword will become a +3 Flaming weapon. Weapons in Pathfinder: Kingmaker are covered on this page. Zer0SWAGFATHER • 2 yr. Price +2 bonus; Aura moderate evocation; CL 12th; Weight —. DESCRIPTION. Pathfinder is a tabletop RPG based off of the 3. CONSTRUCTION REQUIREMENTS. A distance weapon has double the range increment of other weapons of its kind. Benefit: When you use divine bond or sacred weapon to improve your weapon, you can choose to enhance two weapons or both ends of a double weapon. It bestows one negative level on any psionic creature attempting to wield it. Grayflame. ago. Magic weapons have enhancement bonuses ranging from +1 to +5. Magic weapons have enhancement bonuses ranging from +1 to +5. Doing so on a weapon that is already enchanted: Costs x more, where x is the diffrence between a +1 enchantment COST and a +2 enchantment COST. In addition, the wielder does. Weapons include swords, wands, axes, firearms etc. It also deals +1d6 points of damage. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. This damage can be either lethal or nonlethal. thanks for telling me. This special ability can only be placed on melee weapons. You could use the Visual Adjustments mod. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. Price +1 bonus; Aura moderate illusion; CL 9th; Weight —. A dispelling weapon functions like a spell storing weapon, but it may only store dispel magic; however, the caster level check to dispel gains an additional bonus equal to the weapon’s enhancement bonus. But total enhancement bonus can't be brought above +5 via this ability, so if your bonus would take the weapon above +5 there's no reason not to select the energy or other enhancement properties. Called is a +1 equivalent weapon ability, so a +1 called weapon counts as a +2 weapon for figuring out the cost of upgrading and selling it. Craft Magic Arms and Armor; Spells call lightning or lightning bolt; Cost +1 bonus. DESCRIPTION. Jeraa. For example, an acidic weapon that deals 1d6 acid damage would not deal more acid damage on a critical hit unless otherwise stated in the item’s description. DESCRIPTION. A sacred weapon is filled with divine energy, and acts as a holy symbol. VAMPIRIC. The wielder still has to aim the weapon at the right square. A weapon with a. DESCRIPTION. CONSTRUCTION REQUIREMENTS. This special ability can only be placed on melee weapons. An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. Magic weapons have enhancement bonuses ranging from +1 to +5. Arcane Weapon Information. A heartseeker weapon ignores the miss chance for concealment against most living targets, though the attack must still target the proper. Agile Dagger = 1d4 + (0. DESCRIPTION. A gaping maw with elongated incisors adorns. This special ability can only be placed on melee weapons that are not light weapons. Often these marks take the form of. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the. Agile Source Pathfinder #100: A Song of Silver pg. Price +1 bonus; Aura faint evocation; CL 5th; Weight —. Specific Magic Armor Specific Magic Shields Enchanted armor is one of the most important things an adventurer can acquire—for what good is wealth and power when a dragon claw rips through your breastplate? In general, magic armor protects the wearer to a greater extent than non-magical armor. When the wielder is raging or under the effect of a rage spell, the weapon’s enhancement bonus is +2 better than normal. The wielder can fire it with a lesser Strength bonus (and. Price +1 bonus; Aura moderate transmutation; CL 8th; Weight —. Jessica, the GM, points out that a +5 enhancement bonus on a weapon costs 50,000. Jul 30, 2013, 10:28 pm. Some are very basic stat upgrades such as Damage, Critical Strike Chance, Defense, Life Steal. Most characters in Pathfinder carry weapons, ranging from mighty warhammers to graceful bows to even simple clubs. Proficiency Weapons fall under three proficiency groups: Simple, Martial, and Exotic Weapons. Magic weapons have enhancement bonuses ranging from +1 to +5. I don't recall them removing that wording with any newer versions. Price +1 bonus; Aura moderate transmutation; CL 10th; Weight —. Yes, straight +5 armor is very good. Introduction. If his current one is lost, then that ability. A returning weapon flies through the air back to the creature that threw it. A glorious weapon flashes with light, and any creature the wielder attacks in. Price: +2 bonus. The number on Table: Armor and Shields is the character’s speed while wearing the armor. . Price +1 bonus; Aura faint enchantment; CL 3rd; Weight —. This special ability can only be placed on melee weapons. DESCRIPTION. As a free action, the wielder chooses how to allocate the. Magic Armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). Price +14,000 gp; Aura faint transmutation; CL 5th; Weight —. A nullifying weapon suppresses a creature’s spell resistance for a short amount of time. You can't gather power+full attack in the same turn, so kinetic blade can get more attacks, but they often don't do the same. CONSTRUCTION REQUIREMENTS. There are also other means, such as coming across enchanted weapons. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit ), the weapon severs the opponent’s head (if it has one) from its body. If the wielder has the greater rage class feature, the weapon also grants the wielder the Incite Rage epic feat. Enchantment. When making a full-attack action, the wielder of a speed weapon may make one extra attack with it. CONSTRUCTION REQUIREMENTS. DESCRIPTION. Usually this grit is stored within the marks of an engraving or in a trinket that hangs from the firearm. DESCRIPTION. Some Weapons can feature Weapon Enchantments, these are special magic characteristics imbued into them that can improve weapons' damage and performance. Restriction: This special ability can be placed only on piercing or slashing melee weapons. Magus, Paladins, and all of their associated sub classes can do so, yes. See moreMagic Weapons. A dueling weapon (which must be a weapon that can be used with the Weapon Finesse feat) gives the wielder a +4 enhancement bonus on initiative checks, provided the weapon is drawn and in hand when the Initiative check. That said, weapon enchantments work the same way in PFS. CASTING. DESCRIPTION. Price +1 bonus; Aura moderate enchantment; CL 8th; Weight —. A character who attacks with a guided weapon modifies his. Double weapons have separate magical bonuses for their. All magic weapons are. Price +4 bonus; Aura strong transmutation; CL 16th; Weight —. Traits are supposed to be weaker then feats so you wont ever be seeing EWP the trait. A bane weapon excels against certain foes. I think only 8k for doubling is too low, since as the weapon gets stronger that benefit will scale very high. Price +5 bonus; Aura strong necromancy and transmutation; CL 18th; Weight —. You can have multiple of the same super-enchantment as long as you choose a different sub-enchantment. So you could have training (power attack) and training (two weapon fighting) on the same weapon. Property: Melee weapon. DESCRIPTION. You don’t need to adjust the Price from a club to a greataxe or the like. This object must be a mundane item whose size and shape is similar to that of the concealed weapon or smaller, and it must be sized for a creature of the same size as the weapon’s intended wielder. Range close (25 ft. This special ability can only be placed on melee weapons.