| Post/Author/DateTime | Post |
|---|---|
| CaviosDaryll05-07-06, 03:47 PM | I've heard that the maximum enchantment you can have on a weapon/item is +5. But isn't there some way you can get it higher? Like an epic enchantment or something? |
| TheChilliGod05-07-06, 03:59 PM | Without special abilities, the max bonus on weapons and armor is indeed +5. And, indeed, if you use Epic weapons, there is no limit to enhancement bonus at all. But using epic weapons tends to put, like, a million dollar hole in your pockets. Two or three million if you really push it. |
| CaviosDaryll05-07-06, 05:45 PM | What do you mean Epic Weapon? Aren't weapons just weapons? |
| strumbleduck05-07-06, 06:16 PM | Certain very powerful magic items are classified as "epic", and are intended for use only by epic characters (i.e. characters above 20th level). See the Epic Level Handbook or the epic level section of the SRD (http://www.d20srd.org/indexes/epicMagicItems.htm) for details. |
| MerlintheTuna05-08-06, 12:17 AM | I've heard that the maximum enchantment you can have on a weapon/item is +5. But isn't there some way you can get it higher? Like an epic enchantment or something? Well, yes and no. You can't have a +6 weapon, but you can have a weapon with +6 worth of enchantments on it. It's like this -- in a normal, D&D game, you have up to +10 worth of enchantment you can put in a single weapon. However, only 5 of those 10 points can be put towards the attack/damage roll bonus of the weapon. So you can have a +5 Greatsword, but not a +6 Greatsword. How do you use the second +5? That's in the form of extra bonuses listed in the DMG. For examble, a +5 Flaming Greatsword is effectively a +6 weapon (+5 from the attack/damage bonus, and the Flaming modifier costs +1). You can use any combination of "word" bonuses and "number" bonuses to reach +10, but you cannot exceed +5 for your "number" bonus. You also can't put a "word" bonus on unless you have a "number" bonus of at least 1. Examples of legit weapons: +5 Vorpal Longsword +3 Keen Holy Axiomatic Shocking Burst Rapier +1 Flaming Dancing Brilliant Energy Dagger Examples of non-legit weapons: +10 Greataxe +6 Frost Glaive of Speed Shocking Burst Morningstar |
| Tempest Stormwind05-08-06, 12:47 AM | What do you mean Epic Weapon? Aren't weapons just weapons? 'Epic' is the designation for things that go beyond the normal limits in D&D. The classic example is a 21st level character, though a +6 (or higher) weapon is also epic (this is NOT a +6 total enhancement -- just the enhancement bonus. A +5 flaming sword has +6 worth of enhancements on it, but isn't epic. A +6 sword, on the other hand, is. This is what bypasses DR/Epic, like that the tarrasque has). Here's the basics (http://www.d20srd.org/indexes/epicBasicsAndClasses.htm). (note that Epic play requires a LOT more DM creativity and intervention for balance, and there's no semblance of it whatsoever if you allow the Epic Spellcasting feat (which is pretty much required in epic play). |
| CaviosDaryll05-08-06, 05:16 PM | *Snaps his fingers* Ah, I get what I was missing now! I asked some of the other members in my group about this, and I couldn't quite understand what they meant. But, it kinda all fits into place now... So, I could have as many enchantments I want on a weapon (so long as the enchantments aren't worth more than +10). Okay, so how would it work if you had +8 enchantments on a weapon, would the modifier only count five of it to make it a +5 Weapon of... Weaponyness? |
| Throg05-09-06, 12:03 PM | Ok, I'll try to break it down for you a little more. Any magical weapon or armor starts out with a +1 Enhancement on it. That's what gives you a +1 to hit/damage or +1 AC. Those Enhancement bonus' can only go up to a total of +5 which gives you a +5 to hit/damage or +5 AC (At least, 1-20 level, it can't) There are also different properties for a weapon or armor that you can add on. Each of these are worth different amounts of 'Enhancement bonus' though don't add to it. A +1 Keen Vorpral Longsword has a total enhancement bonus of +7 (+5 Vorpral, +1 Keen, +1 Bonus). A +5 Vorpral Longsword has a total enhancement bonus of +10 (+5 Vorpral, +5 Bonus) The total bonus can never go past +10 for a regular magical weapon. If you're new, don't listen to this next part, else you'll be confused I'm sure. When you're sundering a magical weapon, your weapon has to have a total enhancement bonus HIGHER then the one you're trying to sunder. Well, hope that helps.. |
| Shaggy_Shaggs05-09-06, 12:08 PM | When you're sundering a magical weapon, your weapon has to have a total enhancement bonus HIGHER then the one you're trying to sunder. Is this a 3.0 relic? It doesn't work that way in 3.5... |
| Throg05-09-06, 12:39 PM | Arg, why do my friends curse me so with misinformation.. *tears out hair* |
| CaviosDaryll05-09-06, 05:10 PM | Oh, okay. So there are enhancement bonuses and just plain properties... I always regarded the two as one and the same. |
| CaviosDaryll05-15-06, 05:16 PM | Er, sorry, just a couple more things before I let this plunge into the abyss. Would a Masterwork Halfspear with Flaming Burst be a +2 weapon? And if so, then what would it be if I added the ability Speed to it? I'm just asking this to make sure I'm getting this right. |
| Wolf7205-15-06, 05:55 PM | MW half-spear: +1 (all weapons/armor require at least a +1) +2 flaming burst +3 speed _____ +6 enchantments for 72,000 gp + MW half-spear cost |
| CaviosDaryll05-15-06, 06:03 PM | Yes, I realize how to figure out the market price, but how do you figure out the enhancement bonus (to attack and damage)? Do you just take the number of enchantments on the weapon and that's what it is? |
| Xaval05-15-06, 07:56 PM | Yes, I realize how to figure out the market price, but how do you figure out the enhancement bonus (to attack and damage)? Do you just take the number of enchantments on the weapon and that's what it is? Unfortunately, no. The to hit/damage would be at +1. The Flaming Burst and Speed enhancements are seperate, and not counted for hit/damage rolls, simply for the pricing lines. But if you were to make it a +2 Halfspear with Flaming Burst and Speed, then to hit/damage would be +2,though the overall weapon would count as +7. Hope that helps a bit. |
| CaviosDaryll05-15-06, 08:50 PM | Unfortunately, no. The to hit/damage would be at +1. The Flaming Burst and Speed enhancements are seperate, and not counted for hit/damage rolls, simply for the pricing lines. But if you were to make it a +2 Halfspear with Flaming Burst and Speed, then to hit/damage would be +2,though the overall weapon would count as +7. Hope that helps a bit. Actually, yes. Now there are no unclear points. I get everything (f'real this time). |
| chinchy_mcchilla05-15-06, 11:43 PM | I am actually wondering something: what makes something qualified for enchantment? Is there anything that says I can't enchant masterwork robes with an armor bonus? Or gloves with a +1 enhancement, for that matter? |
| WarColonel05-16-06, 02:27 PM | I am actually wondering something: what makes something qualified for enchantment? Is there anything that says I can't enchant masterwork robes with an armor bonus? Or gloves with a +1 enhancement, for that matter? No. Only actual armors listed in whichever books you are using are allowed to be enhanced. Robes, gloves, and the like (meaning specific clothing parts) are not allowed to be created as masterwork items. Of course, there are items that allow some form of AC increase, such as rings and wonderous items like the Bracers of Armor and Amulet of Natural Armor. These items are slotted items, meaning while you wear your full-plate, you also can wear specific magic boots, gloves, headbands, cloaks, etc., though there is even a limit to that. Each one has a specific slot: top of head, face, neck, shirt, armor/robe (over shirt), belt, cloak/cap (over armor), wrist, hands, feet, and two rings. Certain things overlap, and what goes where is detailed in the DMG 3.5, page 214. In fact, borrow the copy from the DM of your party and see what you can actually do along the lines of magical items. |
| chinchy_mcchilla05-16-06, 10:55 PM | I own the DM guide, and as I said, I see nothing that says these things cannot be enchanted, though I suppose just because it doesn't say you can't do something doesn't mean you can. |
| Grey_Mage05-16-06, 11:23 PM | The thing is there is NO plus 1 enchantment for gloves... it doesnt work that way. +X is only viable with weapons, armor, and shields. You can indeed enchant gloves... and theres really nothing stopping you from making gloves that will give you damage enhancements... theres just nothing in the books for it. Id also have to say that if you had a +1 glove... it would only work with your unarmed strikes. Stacking with a weapon you were weilding for instance= broken as all hell. |
| chinchy_mcchilla05-17-06, 04:19 AM | Well, named (enhancement, in this case) bonuses don't stack anyway so I wouldn't see that as being a problem, but yes use with unarmed strikes was the intention. I'm glad somone sort of sees what I'm saying, but I wonder if, to do this, it would be necessary to change prices or something of that nature. |
| CaviosDaryll05-17-06, 06:58 PM | Nah, I'd just assume that +5 gloves would cost an additional 50,000 like any other item with a +5 to the Market Price. |
| chinchy_mcchilla05-17-06, 09:27 PM | Hmm... see, my thoughts on this is that this would not terribly unbalance the game. However, what is everyones thoughts on suddenly a monk being able to enchant his clothes to get armor in addition to his wisdom and dex bonuses? |
| ff6shadow05-17-06, 10:14 PM | That monk could also just by Bracers of armor instead, getting the same armr bonus, so it doesn't really matter |