Masterwork Key

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Flocka Bilodeau

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Aug 3, 2024, 5:17:48 PM8/3/24
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So, I'm thinking of buying some masterwork ammunition for my level 1 character. When it says that I need to add 6 gp to the cost of a single unit of ammunition, does this mean add 6 gp to the cost of a single arrow, thus making it 6 gp, 5 sp (20 arrows = 1 gp, 1/20=0.05), or do I add 6 gp to the cost of the quiver of ammunition? I'm pretty sure my first guess is correct, but it never hurts to check.

Buy a whetstone. In the Adventurer's Armory, whetstone-sharpening will add +1 damage to an edged (slashing or piercing) weapon for the first attack you make with it. Ammunition that hits is not recoverable, and you only have a 50% chance to recover your misses intact, so most of the time, an arrow is only used for one attack anyway. The misses you do recover will give you something to do while on watch and in the morning while the casters are preparing spells. It takes 15 minutes to whetstone one weapon, so you should prepare quivers in longer stretches of downtime.

It's still more economical to just masterwork (or enchant) the bow. If you're in a PF Society game, The Guide for Organized Play says ammunition has to be purchased in complete lots, so you can't get any masterwork weapon or ammunition for less than 300g, and masterworking both the bow and ammo won't stack.

Maybe the durable ones are worthwhile if you're playing in a campaign where it's rare that you come to a town capable of supplying common arrows, or you're likely to be using them up to the highest levels, but in most cases the basic ones will suffice. If you need special metals like silver or adamantine, those will of course require special ammo. Check with your GM if it's possible to salvage the arrowheads for rare metals by building up some skill in Craft: Bowyer/Fletcher (can't in PF Society, but the gold from 'Day Job' craft rolls will more than suffice for buying ammo).

Agh, I can't even remember if he is necessary to get masterwork items forged. I just know that a short time after entering Skyhold I think I did a war room mission that ended with a "master enchanter" awaiting me in the smithy. It was her that allowed me to actually make masterwork stuff.

You will just need to have the schematic and go to the craft mill. (In game it appear we go to the mill & craft the weapon & armor,but it actually is we supply the material & schematic to Harrit to craft the item we wanted.)

You can't enchant it if it isn't masterwork; buying such an item is the most common way of acquiring one. I suppose you could also steal or plunder one. AUC.register('auc_MessageboardPostRowDisplay'); AjaxBusy.register('masked', 'busy', 'auc_MessageboardPostRowDisplay', null, null) igotsmeakabob11 Nov 26, 2012, 12:41 pm Fellow players in my group are saying that that's only for when you're creating magic items, citing that the rule is only in the magic item creation and not the equipment/buying section.

Anything else? Get a new group? The rule is as plain as day.Tell them to go buy an Assassin's Dagger. Why does it cost 10,302 gp? 2 GP for the dagger, 300 GP for the masterwork, and 10,000 for the enchantments on it.

Market Price is the value you pay to buy an item. It clearly says that the masterwork cost needs to be added in. It doesn't matter where it is stated. You must pay the masterwork cost when buying a magic weapon or suit of armor.

Uhh, yeah. Reading comprehension isn't this group's specialty, is it?If they continue to argue with you, just point them to this thread, so they can see that we're all mocking them. That ought to shut them up.

It doesn't help that Paizo removed some of the tables from the Magic Item chapter when creating Pathfinder. Specifically, the ones to randomly generate the base armor/weapon type, and that specifically said to add the cost (which included the masterwork cost) to the market price. As can be seen here.

Oh gosh, I am glad I found this thread. I JUST upgraded my The Grandfather 2-h sword on my Barbarian to rank 12/12 masterworking, literally like 5 minutes ago. And the 250 Neathiron I spent gave me no upgrade. I did the 12/12th upgrade, but it did not boost a stat by 25% for the final time on the rank 12 upgrade. This seems broken. Can devs please look into this?

This just happened to me this evening. I upgraded my GF to 12 and unfortunately like others in this thread, I did not receive the 25% boost towards the last affix 25% bonus. Hopefully, this will be corrected soon in a patch. Can any devs verify this? Much appreciated!

Same here. I recently crafted a Grandfather and upgraded it to masterworking level 9/12. According to the process, there should have been two significant buffs to the stats. After each major upgrade, I expected to see the new stat values displayed on the screen. However, the area where the stats should appear was blank, and my item did not receive any upgrades.

just had the same issue at master working 8. GF didnt give anything, blank were it normally shows what is upgraded. i had something similiar like this on a different unique, i think its the stat al the way down that is locked to 100% crit, that doesnt change, so it rolls on 100% crit and the result is nothing.

Same here i masterworked Grandfather to level 8 twice and it said increased one affix by 25% on level 8 both times but did not show me any affix. The only possible reason is that it is a bug because if ignore durability loss was still an affix on GF it wouldnt make you repair your armor and weapons. So it is not a hidden affix rather just the weapon itself bugged

As others state, reset and try again, but I then screen recorded further upgrade attempts, and certain levels did not even get the normal % Stats/Affix upgrades, let alone any Bonus Crits, e.g levels 5 to 6 EXACT same, so not 1 increase.

Both are free actions. For example, a wizard wielding a quarterstaff can let go of the weapon with one hand as a free action, cast a spell as a standard action, and grasp the weapon again with that hand as a free action; this means the wizard is still able to make attacks of opportunity with the weapon (which requires using two hands).

Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), darts (for blowguns), or sling bullets (for slings and halfling sling staves). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.

Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.

Type: Weapons are classified according to the type of damage they deal: B for bludgeoning, P for piercing, or S for slashing. Some monsters may be resistant or immune to attacks from certain types of weapons. Some weapons deal damage of multiple types. If a weapon causes two types of damage, the type it deals is not half one type and half another; all damage caused is of both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage caused by such a weapon. In other cases, a weapon can deal either of two types of damage. In a situation where the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.

Deadly: When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace attack. Source: PRG:UC.

Fragile: Weapons and armor with the fragile quality cannot take the beating that sturdier weapons can. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, the roll of a natural 1 destroys it instead. Masterwork and magical fragile weapons and armor lack these flaws unless otherwise noted in the item description or the special material description. If a weapon gains the broken condition in this way, that weapon is considered to have taken damage equal to half its hit points +1. This damage is repaired either by something that addresses the effect that granted the weapon the broken condition (like quick clear in the case of firearm misfires or the Field Repair feat) or by the repair methods described in the broken condition. When an effect that grants the broken condition is removed, the weapon regains the hit points it lost when the broken condition was applied. Damage done by an attack against a weapon (such as from a sunder combat maneuver) cannot be repaired by an effect that removes the broken condition. Source: PRG:UC.

No. It means that they can use this weapon while using flurry of blows. It does not mean that it is added to the list of weapons that a monk is proficient with, unless the weapon description says otherwise.

Performance: When wielding this weapon, if an attack or combat maneuver made with this weapon prompts a combat performance check, you gain a +2 bonus on that check. See Gladiator Weapons below for more information.

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