Cataloged Epic Weapon Enchantments

A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonuses on attack rolls do not stack with their enhancement bonuses on attack rolls.

Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonuses apply to both melee and ranged attacks.

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

how are the weapon special abilities categorized?.

1. A type of bane
2. A type of energy attack
3. Alignment based attack
4. Misc bonuses that do the same thing but in different wording (such as heartseeker and Limning)

you can only have 1 of each

Enchantments

Activating a enchantment is a standard action, you can have as many energy attacks on a weapon as you want but you may only have 1 active (Energy enchantments being fire electricity cold ect) if you activate a secondary one the old one is replaced.

Homebrew rule:

on this game the enchantment value of a weapon does not grant it the ability to bypass damage reductions asides from /magic and you may only enchant a item up to +2 in special ability value and +2 enchantment value

Weapon Enhancements Market Value

Bonus Value Additional Cost Hardness Increase Additional HP
+1 +2,000 gp +2 +10
+2 +8,000 gp +4 +20
+3 +18,000 gp +6 +30
+4 +32,000 gp +8 +40
+5 +50,000 gp +10 +50
+6* +72,000 gp +12 +60
+7* +98,000 gp +14 +70
+8* +128,000 gp +16 +80
+9* +162,000 gp +18 +90
+10* +200,000 gp +20 +100
+11 (+6) 400,000 gp +22 +110
+12 (+7) 800,000 gp +24 +120
+13 (+8) 1,600,000 gp +26 +130
+14 (+9) 3,000,000 gp +28 +140
+15 (+10) 5,000,000 gp +30 +150
+16 9,000,000 gp +32 +160
+17 15,000,000 gp +34 +170
+18 23,000,000 gp +36 +180
+19 33,000,000 gp +38 +190
+20 50,000,000 gp +40 +200

1 For ammunition, this price is for 50 arrows, bolts, bullets, or firearm ammunition.

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

Unlike the additional cost, the increase the weapon's hardness and hit points are only gained from its enhancement bonus, not its special abilities.

Melee weapon special ability

Special Ability Enchantment bonus
Lighting Blast +6 bonus

2 Piercing or slashing weapons only (slashing only for vorpal). Reroll if randomly generated for a bludgeoning weapon.
3 Bludgeoning weapons only. Reroll if randomly generated for a piercing or slashing weapon.

Ranged Weapon Special Ability

Special Ability Enchantment bonus

2 Bows, crossbows, and slings crafted with this ability bestow this power upon their ammunition.

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