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Weapon Special Abilities 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.

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You can create magic armor, shields, and weapons. Prerequisite: Caster level 5th. Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features.

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Uncommon but Aeon Stones - the Pearly White Spindle is the best one for a lowish level PC, and might as well give the PC's a Wayfinder to put it in. On Scrolls, Staves, and Wands - utility spells that aren't sexy is nice - Fairie Fire, Long Strider, Mage Armor, Comprehend Lanugages.

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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.

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Specific Magic Weapons Subpages Arachnid's Fang Arrow of Charming Arrow Slicer Arrow Splitter Assassin's Blade Assassin's Dagger Avalanche Sling Staff Axe of Felling Axe of Forced Life Banshee's Howl Bastard's Sting Battleaxe, Adamantine Beast Wrestler's Gauntlets Beaststrike Club Biting Bracelet Blade of Binding Blade of the Rising Sun

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DESCRIPTION These supple gloves grant the wearer a +4 bonus to her CMD against disarm attacks, attempts to sunder her wielded weapons, and effects that cause her to lose her grip on her weapons (such as grease ). The wearer doesn't drop held weapons when panicked or stunned.

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1 Answer Sorted by: 19 Correct on both counts. See the PFSRD. +1 and greater weapons overcome DR that is vulnerable to magic +3 and greater weapons overcome DR as if made from cold iron and/or silver

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A magic arrow, bolt, or bullet that successfully hits a target is automatically destroyed after it delivers its damage. Light Generation: Fully 30% of magic weapons shed light equivalent to a light spell. These glowing weapons are quite obviously magical. Such a weapon can't be concealed when drawn, nor can its light be shut off.

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The idea likely originates from D&D 3.0 rules. In 3.0 magic weapons overcame damage reduction. That's right : in 3.0, damage reductions was not cancelled by weapon types, but by enhancement bonuses on your weapon. For example, there was a 30/+3. If you got a +3 weapon or better, you ignored it.

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Scaling Magic Weapons Source Pathfinder Unchained pg. 163 The following section includes weapons with unusual powers and magical abilities. Magic weapons can have abilities that need to be activated to function or powers that work passively and constantly. Legacy Arrow Slot none; CL 4th; Weight 1/10 lb. Aura faint transmutation; Price 305 gp.

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