Does the kineticist Telekinetic Weapon work with bonuses and enhancement from any weapon?
The ability mentions…
When using a telekinetic blast with a magic weapon, apply any enhancement bonuses and weapon qualities of the weapon to your blast as if you had made a melee attack with that weapon.
So does this mean the kinetic blast dealt via kinetic blade or fist or as the ranged attack?
Example: I have a +1 Repeating Cross of Undead Bane Which method of Kinetic Blast attack do I use the weapons bonus with? Kinetic Blade, Blast, Fist or Whip
In the SRD it states:
Protection This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC. Faint abjuration; CL 5th; Forge Ring, shield of faith, caster must be of a level at least three times greater than the bonus of the ring; Price 2,000 gp (ring +1); 8,000 gp (ring +2); 18,000 gp (ring +3); 32,000 gp (ring +4); 50,000 gp (ring +5).
Compare that to:
Caster Level for Weapons The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met. http://www.d20srd.org/srd/magicItems/magicWeapons.htm
So according to a strict reading when detect magic is cast a ring of protection always radiates faint abjuration (CL 5th) and the creator as a perquisite for the crafting simply needs to be of a caster level at least three times greater than the bonus of the ring created. Regardless of the actual deflection bonus of the ring, a detect magic will always radiate faint abjuration.
Whereas conversely a weapon with a magical enhancement bonus to hit and damage always has a caster level (and perquisite) three times the enhancement bonus and will ‘register’ as such when a detect magic determines the strength of the aura.
This would seem to be a slight but significant difference in the way these magical items are handled in respect to detect magic. Is that anybody else’s understanding of this nuanced point or does anybody have a different interpretation?
I want to make a character that specializes in throwing cards. I took 2 levels in Brawler, which gives me proficiency in Improvised Weapons. It also lets me choose Improvised Weapons as my weapon focus and weapon specialization. Can Improvised Weapons count as both melee and ranged weapons for Ranged Weapon Mastery and Melee Weapon Mastery? Is there a way to make Ranged weapons count as melee for Melee Weapon Mastery?
What kind of craft should I take in order to craft cards?
Is there any way you can add an enhancement to an improvised weapon? Let’s say my character makes his own masterwork cards, and he treats them as weapons, he has weapon focus and specialization in Improvised Weapons, wouldn’t they be treated as weapons with that already?
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My fighter has a sword that gives him +2 to dexterity as long as it is wielded or sheathed. What would an appropriate amount be to value that bonus at?
The magic items creation rules say an ability bonus of +2 should cost 4000, and that the cost should be doubled for an item that doesn’t use a slot.
A sword doesn’t seem to fall neatly into either of those categories. It’s not using a standard magic item slot, but it’s also not completely slotless (or weightless) like an ioun stone.
What would be an appropriate value for this enchantment, and what formula are you using in the calculation?