Choosing the Right Magic Weapon for Your Pathfinder 2E Character

By admin

Magic weapons in Pathfinder 2e are essential tools for adventurers seeking to overcome formidable foes. These weapons possess supernatural abilities that grant them additional powers beyond their mundane counterparts. **Magic weapons can be found, created, or bestowed upon a character as they progress through the game.** In Pathfinder 2e, magic weapons are categorized into different potency levels: **potent, striking, and greater striking**. Each potency level increases the damage dealt by the weapon, making it more formidable in combat. **Potent magic weapons** are the most basic form of magical enhancement.



+1 weapon => +1 striking weapon

A 4th Level PC wants to upgrade their +1 weapon to a +1 striking weapon. They are Untrained in Crafting.

A +1 weapon is 35gp.
A striking rune is 65gp.
A +1 striking weapon is 100gp.

Is upgrading as simple as paying the difference (65gp, in this case), or are there other hidden costs to upgrading?

Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I currently think its a bit ambiguous.

The strictest reading for when you already have a weapon and want to add a rune to it.
a) Buy a runestone with the desired rune (3gp + cost of the rune), so 68gp in your case.
b) Have a crafter transfer the rune from the runestone to the weapon. It takes 1 day, and costs no extra resources. So if no one in the party can do it, you're looking at paying a hireling a days wage. (5sp/day for a +8 on a craft check)

At higher levels, the DCs to transfer get high enough that the hireling in the CRB can't do it, at which point you need the party to have a crafter, or have a friendly npc master crafter around, etc.

The most permissive ruling is simply pay the difference.

Related question. Is there any way to craft a tune and if so does it require a feat. One of my players wants to do it, he's a ranger who has specled heavily into crafting, he does have the feats. or will when he levels up. But I can't find rules for crafting a rune, though the flavor text makes it sound like they are specially crafted stones intended to take runes.

NielsenE wrote:
you need the party to have a crafter

This is for Society.

Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Here's the thread I started on this a few days ago over in the PFS forum area:

I read that. That's why I created this thread, in the Rules Forum.

I didn't see that the question of upgrading weapons had been asked before.

Page 582 of the CRB has tables for the costs of upgrading.

Smugmug wrote:
Page 582 of the CRB has tables for the costs of upgrading.

That table lists the "Price and Process" as being "65 gp to etch striking (4th level)".

The conflict I've read elsewhere is that some people believe the "Process" part costs an additional amount, and/or requires Crafting of some degree.

I'm looking to see if there is any support for that idea in the Book.

1 person marked this as a favorite.
Thorax Toothlicker wrote:

A 4th Level PC wants to upgrade their +1 weapon to a +1 striking weapon. They are Untrained in Crafting.

A +1 weapon is 35gp.
A striking rune is 65gp.
A +1 striking weapon is 100gp.

Is upgrading as simple as paying the difference (65gp, in this case), or are there other hidden costs to upgrading?

Based on Table 11-6 Weapon upgrade prices on page 582. The cost to upgrade a +1 Weapon to +1 Striking is 65gp. That's all.

Thank you. That is what I believe as well.

Regarding your question, crafting a rune doesn't seem like it requires any additional measure beyond any other magical item. You need a formula, a feat, the requisite amount of gold and you roll against the DC all the same.

Just my two cents.

To upgrade a +1 weapon to a striking weapon, you need 65 gp for the rune, and someone has to make a craft check to successfully apply the rune to the weapon.

Assuming no one in the party can do it (or wants to spend the time), then the party needs someone else to do it.

If the seller of the rune also has the necessary magical crafting skill, the GM could assume the seller applies it for free as part of the sale.

This does not have to be the case, though.

The seller could be just a merchant without any crafting skills. In which case, you have to find and pay someone to apply it.

The seller could be also have the magical crafting skills, but feel their time to apply the rune is not included in the cost of the rune itself. (Especially if the GM decides to allow a chance of failure on the craft check that the NPC would be responsible for making good at their cost.)

In either of these last two cases, there could be additional time to apply the rune if the magical crafter is busy, and they might charge extra to do it, etc.

Similarly, whether a particular seller has a desired rune already prepared or won't start it until it is ordered can be handled simply -- always available, or more complicated -- usually make on order because of the cost of making them and the risk of them being stolen if you keep a large amount on hand.

Both the simple and complicated ways are within the rules of the game, and really depend on the type of game the group is playing. Want to gloss over the details of getting armor and weapon improvements, keep it simple. Want to have more engagement with the crafter and crafting process, make it more complicated.

What does a +1 weapon do Pathfinder?

A +1 weapon overcomes Resistance which requires a magic weapon which is rare in PF2 even though common in DnD/PF1. It's still doing physical damage and gets resisted by Resistance Physical unless it says "Except magical" or something similar.

**Potent magic weapons** are the most basic form of magical enhancement. They grant a +1 bonus to attack and damage rolls, providing a slight boost in combat effectiveness. **Striking magic weapons** not only provide an attack and damage bonus, but they also grant the weapon the ability to strike with additional force.

What does a +1 weapon do?

+1 weapons are magical weapons which are generic. They offer no additional benefits except the ability to add an ADDITIONAL 1 to both the attack and damage of the weapon. An example is a shortsword.

Magic weapons pathfinder 2e

This means that the weapon's attacks bypass resistances and deal more damage to enemies. **Greater striking magic weapons** take the concept of striking weapons to the next level. Not only do they provide even higher attack and damage bonuses, but they also have an even greater ability to bypass resistances and deal significant damage. In addition to these potency levels, magic weapons can also possess **special abilities or properties** that further enhance their effectiveness. These abilities can include elemental damage, extra damage to certain types of creatures, increased critical hit chance, or even the ability to cast spells. It is important to note that in Pathfinder 2e, magic weapons can be upgraded **through the process of item crafting**. This allows characters to improve the potency of their weapons, granting them even more power and versatility in combat. Overall, magic weapons in Pathfinder 2e play a significant role in the game, providing characters with the means to overcome formidable challenges. Whether found, created, or bestowed upon a character, these weapons offer a range of enhancements that can greatly improve their combat effectiveness..

Reviews for "Forging a Path to Success: Enhancing Magic Weapons in Pathfinder 2E"

1. Sarah - 1 star - I was really disappointed with the magic weapons in Pathfinder 2e. They felt so generic and lacked any sort of uniqueness that I was expecting from a fantasy RPG. The options were limited and it felt like there was no real incentive to seek out and find new and exciting weapons. Overall, I found the magic weapon system to be lacking in creativity and it really took away from my enjoyment of the game.
2. John - 2 stars - The magic weapons in Pathfinder 2e were a letdown for me. I was expecting a wide variety of interesting and powerful weapons, but instead, it felt like the options were limited and there wasn't much diversity. The bonuses granted by the magic weapons also seemed underwhelming and didn't provide the excitement and satisfaction I was hoping for. It definitely dampened my overall experience with the game and left me wanting more in terms of magical weapon options.
3. Emily - 2 stars - I have to say I was quite disappointed with the magic weapons in Pathfinder 2e. They felt bland and uninspired, lacking the creativity and uniqueness that I associate with fantasy RPGs. The bonuses provided by the magic weapons felt lackluster and didn't significantly impact gameplay. Additionally, the lack of variety in options made it feel like there was little incentive to actively seek out and acquire new weapons. Overall, the magic weapon system in Pathfinder 2e left a lot to be desired and didn't enhance my gaming experience as much as I had hoped.
4. Michael - 1 star - The magic weapons in Pathfinder 2e were a major letdown for me. They felt like a mere afterthought and didn't add anything substantial to the gameplay. The bonuses provided by the magic weapons were underwhelming, and there was a lack of interesting and unique options. It felt like the developers put minimal effort into creating a compelling magic weapon system, which greatly impacted my overall enjoyment of the game. I was hoping for a more immersive and rewarding experience with the magic weapons, but unfortunately, I was left disappointed.

Unearthing Ancient Artifacts: Magic Weapons in Pathfinder 2E

Unleashing Devastation: the Impact of Magic Weapons in Pathfinder Second Edition