![]() +5 weapon with one +4 special ability and one +1 special ability 1 +1 weapon with two +1 special abilities 1 Magic Weapons Lesser Minor Magic Weapons d% Use these lines to determine price when special ability are added in. Table: Weapon Pricing by Bonus Weapon Bonusġ For ammunition, this price is for 50 arrows, bolts, bullets, or firearm ammunition.Ģ A weapon can’t have an enhancement bonus higher than +5. Something (a design, inscription, or the like) provides a clue to the weapon’s function The item sheds light (equivalent to a light spell.) The cost of the masterwork quality and any magical enhancement remains the same. Weapons for Unusually Sized Creatures: The cost of weapons for creatures who are neither Small nor Medium varies (see Equipment). On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage. This special effect also functions against creatures not normally subject to critical hits. Magic Weapons and Critical Hits: Some weapon qualities and some specific weapons have an extra effect on a critical hit. A character can activate the special abilities of 50 pieces of ammunition at the same time, assuming each piece has identical abilities. If a weapon has a special ability that the user needs to activate, then the user usually needs to utter a command word (a standard action). See also Table: Common Armor, Weapon, and Shield Hardness and Hit Points.Īctivation: Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon-by wielding (attacking with) it. Hardness and Hit Points: Each +1 of a magic weapon’s enhancement bonus adds +2 to its hardness and +10 to its hit points. Some of the specific weapons detailed below always or never glow, as defined in their descriptions. Such a weapon can’t be concealed when drawn, nor can its light be shut off. These glowing weapons are quite obviously magical. Light Generation: Fully 30% of magic weapons shed light equivalent to a light spell. ![]() A magic arrow, bolt, or bullet that successfully hits a target is automatically destroyed after it delivers its damage. Magic Ammunition and Breakage: When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or is otherwise rendered useless. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon. 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. Only the higher of the two enhancement bonuses applies. Ranged Weapons and Ammunition: The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.Īdditional Damage Dice: Some magic weapons deal additional dice of damage. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. d%Ĭaster Level for Weapons: The caster level of a weapon with a special ability is given in the item description. Special Materials: Weapons or ammunition can be made of an unusual material. Weapons cannot possess the same special ability more than once. A weapon with a special ability must also have at least a +1 enhancement bonus. 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. 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). Some magic weapons have special abilities. In this case, their enhancement bonuses apply to both melee and ranged attacks. Some of the weapons listed as melee weapons can also be used as ranged weapons. ![]() Weapons come in two basic categories: melee and ranged. All magic weapons are also masterwork weapons, but their masterwork bonuses on attack rolls do not stack with their enhancement bonuses on attack rolls. They apply these bonuses to both attack and damage rolls when used in combat. Magic weapons have enhancement bonuses ranging from +1 to +5. A magic weapon is enhanced to strike more truly and deliver more damage. ![]()
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