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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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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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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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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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Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, and special abilities. Creating some weapons may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details. Crafting a magic weapon requires 1 day for each 1,000 gp value of the base price.


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DESCRIPTION This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5). This bonus does not allow a weapon to bypass damage reduction aside from magic. Alternatively, you can affect as many as 50 arrows, bolts, or bullets.


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Description. Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. An enhancement bonus does not stack with a masterwork weapon's +1 bonus on attack rolls. You can't cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk's unarmed strike is considered a weapon, and thus it can.


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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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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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Toggle Theme. Archives of Nethys Armor | Artifacts | Cursed Items | Intelligent Items | Potions/Oils | Rings | Rods | Staves | Weapons | Wondrous Items | Other


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Archives of Nethys Armor | Artifacts | Cursed Items | Intelligent Items | Potions/Oils | Rings | Rods | Staves | Weapons | Wondrous Items | Other


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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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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