| Post/Author/DateTime | Post |
|---|---|
| dirty-davinci02-10-08, 01:36 PM | I will assume this question will have a simple yes or no answer. I was looking through the DMG and I noticed that the bonus limit that a magical melee weapon with special abilities may have is +10. I also noticed that at that level, the price increases by an extra 4,000 gp per jump. So is it valid to make a weapon with a +12 bonus or higher, or is the limit +10? And yes, I do know that the limit for 'to hit' is +5 for any given weapon. I'm trying to create a particular weapon, but it's bonuses will take it to +13, for a high level campaign. I wanted to know if it's a valid move or not. Thank you. |
| Rebel728402-10-08, 01:46 PM | You can, but it becomes an epic item with an epic price multiplier. |
| dirty-davinci02-10-08, 01:49 PM | Gotcha. Thanks! |
| VulcanStormwrath02-10-08, 02:46 PM | Make it a Legacy Weapon and you can probably pull it off. |
| Crimson_Concerto02-10-08, 02:50 PM | Oh, and I think the the much simpler formula you're looking for on how magic weapons are priced: (Weapon's Bonus)^2 x 2,000 gp However, realize that the formula for epic weapons is: (Weapon's Bonus)^2 x 20,000 gp In other words, buying a +6 ("to-hit" only, as you called it) weapon would cost you 360,000 gp, which is a lot, and getting a +11 total weapon is 2,420,000 gp. |
| dirty-davinci02-10-08, 04:21 PM | Ouch, that's alot. Makes a good point for sticking to the guides provided in the DMG for regular magical melee weapons. Thanks everyone, I appreciate it. |