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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. All magic weapons are also masterwork weapons, but their masterwork bonuses on attack rolls do not stack with their enhancement bonuses on attack rolls.

Weapons come in three basic categories: melee, ranged, and power. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonuses apply to both melee and ranged attacks.

Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have an enchantment value (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.

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.

Additional Damage Dice: Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.

Ranged Weapons and Ammunition: The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies. Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon.

Magic Ammunition and Breakage: When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or is otherwise rendered useless. 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 torchlight spell. These glowing weapons are quite obviously magical. Such a weapon can’t be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.

Hardness and Hit Points: Each +1 of a magic weapon’s enhancement bonus adds +2 to its hardness and +10 to its hit points. See also Table: Common Armor, Weapon, and Shield Hardness and Hit Points.

Activation: Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by wielding (attacking with) it. If a weapon has a special ability that the user needs to activate, then the user usually needs to utter a command word (a standard action). A character can activate the special abilities of 50 pieces of ammunition at the same time, assuming each piece has identical abilities.

Magic Weapons and Critical Hits: Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect also functions against creatures not normally subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage.

Weapons for Unusually Sized Creatures: The cost of weapons for creatures who are neither Small nor Medium varies (see Equipment). The cost of the masterwork quality and any magical enhancement remains the same.

Table: Weapon Pricing by Enchantment Value

Enchantment ValueBase Price (gil)¹
+12,000
+28,000
+318,000
+432,000
+550,000
+6²72,000
+7²98,000
+8²128,000
+9²162,000
+10²200,000

Table: Overcoming DR

DR TypeWeapon Enhancement
Bonus Equivalent
Cold iron / silver+3
Adamantine*+4
Alignment-based+5

 

1 For ammunition, this price is for 50 arrows, bolts, bullets, or firearm ammunition.
2 A weapon can’t have an enhancement bonus higher than +5. Use these lines to determine the price when special abilities are added in.

Melee Weapon Special Abilities

+1 Melee Weapon Special Abilities

Special AbilityBase Price Modifier¹CLSpecial
Allying+15Transfer some or all of the wielder's weapon’s enhancement bonus to one weapon being used by an ally of the wielder.
Abyssal+18+1d6 shadow damage.
Agile+17Allows the user to use their Dexterity modifier instead of their Strength modifier for damage rolls. Does not grant 1.5x DEX for 2-handing.
Answering+17Counts enhancement bonus as 4 higher (max +5) for the opportune parry and riposte deed.
Bane+18Treat weapon’s enhancement bonus as +2 higher and deal an extra 2d6 versus designated creature type.
Benevolent+15Add enhancement bonus of weapon to aid another action to grant a bonus on attack rolls.
Bewildering+173/day can inflict the Confused status effect on hit (DC 17 Will).
Bloodsong³+16Gains Keen when under a Raging Song. Crits grant 1d10 temp HP, 2d10 for x3 etc.
Brawling+17Grants an enhancement bonus on combat maneuver checks equal to the enhancement bonus of the brass knuckles, cestus, sap, or light bludgeoning weapon.
Called+19Teleports weapon within 100 feet to the hand of its wielder as a swift action.
Compassionate+17When a creature is brought to -1 or lower HP they are automatically stabilized if they are not dead.
Conductive+18Allows the user to channel their SP or SU ability through the weapon once per round by spending 2 uses of their ability.
Confounding+15Confirmed crits allow user to spend 1 panache point to attempt a disarm, reposition, sunder, or trip as an immediate action. Gains a bonus equal to enhancement bonus.
Countering+15+2 to CMD versus disarm and sunder. Failure against this weapon allows the wielder to attempt the same combat maneuvers.
Courageous+13Grants enhancement bonus as a morale bonus versus fear. Adds 1/2 if user already has a morale versus fear.
Cruel+15Causes creatures under a fear effect to become sickened for 1 round. Wielder gains 5 temp hp when defeating a foe.
Cunning+16Gain +4 bonus on crit confirms when you have 5 ranks in associated knowledge skill. +6 at 15 ranks.
Dazzling Radiance+17When using the Dazzling Display feat the weapon emites a 15ft display (DC 17 Fort) or be Blinded for 2 rounds and Dazzled for 1d4 rounds. Saves are just Dazzled for 1d4 rounds.
Deadly+15Makes a nonlethal weapon deal lethal damage and allows whips and the like to damage creatures with armor or natural armor.
Debilitating+17Attacks against enemies who are denied DEX to ac take a -1 to Attack or AC. Sneak attacks increase debilitating injury bewildered or disoriented effects by 1.
Deceptive+19Adds enhancement bonus to Feint checks. Critical hits grant a feint attempt as an immediate action.
Defending+18Transfer weapon’s enhancement bonus to AC as a free action, until the wielder's next turn.
Dispelling+110Store dispel within your weapon to activate on hit, or give a bonus to dispelling maneuvers.
Earthen+18+1d6 earth damage.
Flaming+110+1d6 fire damage.
Frost+18+1d6 ice damage.
Furious+18While raging count your weapon's enhancement bonus as +2 higher. Grants a bonus to rage powers that improve certain skills.
Fate-Stealing+15Can steal 1 grit or panache point as a swift action on hit, recovers user's.
Flamboyant+18Grants 1 panache point each day. May reroll attacks with 1 panache point when rolling natural 1.
Fortuitous+18When this weapon strikes a foe as an attack of opportunity, the user can make a 2nd AoO at a -5.
Ghost Touch+19Count weapon as both corporeal or incorporeal.
Grounding+15Extra 1d6 damager versus wind subtype. +2 competence bonus on saves versus wind/lightning-based effects. Weapon is immune to lightning damage.
Growing+16Weapon grows 1 size category for 1 minute, once per day.
Guardian+18Transfer weapon’s enhancement bonus to saves as a free action, until the wielder's next turn.
Heartseeker+17Ignore the miss chance for concealment against most living targets, as long as they have a heart.
Huntsman+17Add enhancement bonus on Survival checks to track any creature the weapon has damaged in the past day. Deals +1d6 damage to creatures the wielder has tracked with Survival in the past day.
Injecting+15Stores 3 doses of injury poison, can apply 1 dose as a swift action.
Jetstream+18+1d6 water damage.
Jurist+14Add enhancement bonus on Perception checks and to CMD for Judge Magister's using judgment.
Keen³+110Doubles the crit range of piercing or slashing melee weapons.
Ki Focus+18Lets a monk use their ki strike or the stunning fist feat with this weapon as if it were an unarmed attack.
Kinslayer+18Treat weapon’s enhancement bonus as +2 higher and deal an extra 2d6 versus targets related to the wielder.
Leveraging+16Adds enhancement bonus to CMD versus bull rush, drag, reposition, and trip. 2x enhancement to CMB to bull rush, drag, reposition, and trip.
Limning+15On strike inflicts the faerie fire effect for 1 round.
Menacing+110Grants allies flanking a creature you're adjacent to a +2 flanking bonus.
Merciful+15+1d6 damage, but all damage is nonlethal damage.
Mighty Cleaving+18Grants user using Cleave 1 extra Cleave.
Mimetic+15Each strike grants 10 resistance to one energy type the target is resistant/immune to for 1 round, to a max of 30.
Miserable+18Halves the energy resistances of foes hit, affects creature types like the Bane special ability.
Neutralizing+15Purifies water. Deals +1d6 damage to earth subtype. +2 competence bonus on saves versus earth-based effects. Weapon is immune to earth damage.
Ominous+15Adds enhancement bonus on Intimidate checks. Critical hits inflict shaken for 1 minute (DC 13 Will negates) +1 min per multiplier over x2.
Patriotic+110+4 insight bonus on Bluff, Disguise, and Sleight of Hand checks to conceal the weapon from members of other nationalities. Against flat-footed enemies of different nationalities, DC 13 will or shaken for 1 minute. +2 confirm critical against other nationalities.
Planar+19Ignore 5 points of DR of outsiders.
Quenching+15Quenches non-magical fire. Deals +1d6 damage to fire subtype. +2 competence bonus on saves versus fire-based effects. Weapon is immune to fire damage.
Roaring+18+1d6 wind damage.
Sapping+15Nonlethal weapons deal 2d6 extra damage. Critical hits Fatigue the target for 5 rounds.
Seaborne+17Bonus to swim equal to 2x enhancement bonus. No penalties to attack/damage underwater with weapon.
Shining+18+1d6 holy damage.
Shock+18+1d6 lightning damage.
Skewering+15When threatening a critical hit, can spend 1 panache point as an immediate action to confirm the crit. Does not give a point for the crit, but does if it kills.
Slithering+111Lower enemy's cover bonus by 1/2. Add enhancemnet bonus to CMD versus disarm or sunder. Take 1/2 penalty for squeezing on attack rolls.
Smashing+110Weapon deals an extra 2d6 damage to inanimate objects, including when it is used to sunder armor and weapons.
Spell Storing+112Store one spell of 3rd or lower SL. On a successful hit, you may cast said spell on the target.
Sticky+18Critical hits allow user to forgo rolling confirmation and instead make a steal CMB.
Summon Bane+18Treat weapon’s enhancement bonus as +2 higher and deal an extra 2d6 versus any summoned creatures from summon spells, avatars and eidolons.
Thawing+15Melts non-magical ice. Deals +1d6 damage to ice subtype. +2 competence bonus on saves versus ice-based effects. Weapon is immune to ice damage.
Thundering+151d8 non-elemental damage on crits, 2d8 with 3x, 3d8 if 4x. Fort 14 or deafened permanently.
Training+13Stores 1 combat feat that the user may utilize if they meet the prerequisites.
Throwing+15Grants melee weapon a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.
Underwater+15Weapon does not take the -2 penalty for attacking underwater, and they deal full damage.
Valiant+15Grants a chocobo knight +1d6 damage versus foes under their challenge ability. +2 CMB to disarm or sunder challenge foe, +4 CMD versus disarm and sunder from foe.
Vampiric+15Heals 1/2 damage dealt to a max of 2x user's HD per day.
Vicious+19+2d6 damage but take 1d6 damage per hit.

+2 Melee Weapon Special Abilities
Special AbilityBase Price Modifier¹CLSpecial
Abyssal Burst+212+1d6 shadow damage, +1d10 shadow on a successful critical hit.
Advancing+251/round, when you damage a creature you may 5-foot step as a swift action but take -2 to attack rolls until next turn.
Anarchic+27Counts as chaotic-aligned. +2d6 damage versus lawful creatures.
Anchoring+210Pin a target in place to stop it from moving.
Axiomatic+27Counts as lawful-aligned. +2d6 damage versus chaotic creatures.
Culling²+28Deals 2d6 additional damage when used with Cleave feat tree.
Dispelling Burst+212Works as if Dispelling. When discharged with a critical hit the dispel check increases by the enhancement bonus or critical multiplier. If the weapon lacks a dispel or greater dispel, the user may cast it as a swift action on a critical hit.
Disruption²+214Any hit undead must make a DC 14 will save or be destroyed.
Earthen Burst+212+1d6 earth damage, +1d10 earth on a successful critical hit.
Flaming Burst+212+1d6 fire damage, +1d10 fire on a successful critical hit.
Furyborn+27Each time you damage an opponent, increase the enhancement bonus by +1 to a max of +5 against that foe.
Holy+27Counts as good-aligned. +2d6 damage versus evil creatures.
Impact+29The weapon is treated as if it were 1 size category larger, and gains its enhancement bonus to bull rush CMBs.
Icy Burst+210+1d6 ice damage, +1d10 ice on a successful critical hit.
Jetstream Burst+212+1d6 water damage, +1d10 water on a successful critical hit.
Igniting+212Acts as flaming. +1d6 fire damage and causes the target to gain the burning status effect.
Ki Intensifying+212Lets a monk use their ki strike or the stunning fist feat with this weapon as if it were an unarmed attack. DC for ki abilities increases by 1/2 enhancement bonus. Can spen 1 ki point as a swift to perform a combat maneuver.
Lifesurge+28Enhancment bonus to saves versus necromantic effects and powers of undead. Add enhancement bonus to temp hp gained. Double crit range versus undead. Crits against undead deal +1d8 per crit multiplier over x1, or heal self for half.
Negating+25Reduces alignment DR by 5 for 1 round on successful hit.
Peaceful+28A creature hit with nonlethal becomes shaken for 1 round every time it deals lethal damage to another living creature.
Phase Locking+27Creature hit cannot use teleportation for 1 round.
Roaring Burst+212+1d6 wind damage, +1d10 wind on a successful critical hit.
Sharding+210Can throw a duplicate of the weapon, 10ft range increments.
Shining Burst+212+1d6 holy damage, +1d10 holy on a successful critical hit.
Shocking Burst+210+1d6 lightning damage, +1d10 lightning on a successful critical hit.
Silencing+28Weapon is silent, causes the target to be muffled, and inflicts silence on a target (Will 13 negates). Higher critical multipliers increase duration and DC.
Toxic+27Increases DC of poisons by 2. Has a 25% to not use a dose of poison (1/poison).
Truthful+210Ignore concealment due to illusions, as well as mirror image. May dispel figments with a stored dispel.
Treasonous+212As a Patriotic weapon but when wielded against a member of the attuned nationality its enhancement bonus is +2 higher and deals 2d6 damage.
Unholy+27Counts as evil-aligned. +2d6 damage versus good creatures.
Unseen+211Turn weapon invisible, first attack in combat denies dex. Easy to conceal via sight. Weapon has total concealment against disarm, steal, and sunder.
Vampiric, Greater+28Heals 1/2 damage dealt to a max of 5x user's HD per day.
Wounding+210Inflict 1 bleed on hit, stacking with itself.

+3 Melee Weapon Special Abilities
Special AbilityBase Price Modifier¹CLSpecial
Exhausting+312On critical hit can forgot extra damage to exhaust target.
Flamboyant, Greater+35As Flamboyant weapon but grants 3 panache points.
Gory+315As Wounding weapon but deals 1d2 bleed, and on crit can intimidate to demoralise as a immediate action with a circumstance bonus equal to level.
Nullifying+312Each successful strike that deals damage also reduces the target's SR by 1 for 1 minute, this stacks with itself.
Repositioning+310Grants a +2 enhancement bonus to reposition a foe. Critical hits allow repositioning as a free action.
Redeemed+312As Holy weapon, deals 2d6 damage versus evil. Sacred bonus to saves equal to enhancement against evil effects. +5 component to knowledge planes against evil outsiders.
Speed+37Gain 1 extra attack at highest BAB, as the haste spell. This is not cumulative with similar effects, such as a haste spell
Umbral+39Grant weapon concealment. Create 20ft radius darkness to drop light by 1 level.

+4 Melee Weapon Special Abilities
Special AbilityBase Price
Modifier¹
CLSpecial
Brilliant Energy+416Weapon ignores armor and shield bonuses to enemy's AC. Cannot harm undead, constructs, or objects.
Dancing+415Weapon can float around the user for 4 rounds and make attacks.

+5 Melee Weapon Special Abilities
Special AbilityBase Price
Modifier¹
CLSpecial
Flying+516As Dancing weapon but can move 30 feet away from user.
Vorpal³+518On a natural 20, and confirmed critical, you sever the target's head, killing them instantly.

+gil Melee Weapon Special Abilities
Special AbilityBase Price Modifier¹CLSpecial
Concealed, Lesser+3,0005Can transform into a mundane object of the same size and shape.
Concealed+7,50010Can transform the weapon into a non-weapon object of same size or smaller.
Dueling+14,0005When drawn, gives the wielder a +4 enhancement bonus on initiative checks. +2 bonus on disarm and feints, +2 to CMD versus disarm and feints.
Exclusionary+3,7501Targets that are hit can be ignored when using channel energy for 1 minute.
Glamered+4,00010Can be commanded to change its shape and appearance to assume the form of another object of similar size.
Liberating+7,00010As a standard action, attempt a CMB to remove an effect that inhibits movement such as slow or web.
Sneaky+5,0007Once/day use your sneak attack without meeting requirements.
Transformative+10,00010Can transform the weapon into any other melee weapon of the same general shape and handedness.

1 Add to enhancement value on Table: Weapon Pricing by Bonus to determine total price. Special abilities that add a flat gil cost, like Glamered, do not count against the weapon’s maximum enhancement value.
2 Bludgeoning weapons only.
3 Piercing or slashing weapons only (slashing only for culling, vorpal).
4 This special ability cannot be applied to light melee weapons.

Ranged Weapon Special Abilities

+1 Ranged Weapon Special Abilities

Special AbilityBase Price Modifier¹CLSpecial
Allying+15Transfer some or all of the wielder's weapon’s enhancement bonus to one weapon being used by an ally of the wielder.
Abyssal³+18+1d6 shadow damage.
Ambushing+17After 1 minute of hiding adds enhancement bonus as a competence bonus on Stealth checks. +1d6 damage in surprise round.
Bane³+18Treat weapon’s enhancement bonus as +2 higher and deal an extra 2d6 versus designated creature type.
Beaming+1101/day can create glowing orbs equal to enhancement bonus that can be used within an attack or full-attack action to act like the Searing Light spell.
Bewildering³+173/day can inflict the Confused status effect on hit (DC 17 Will).
Called+19Teleports weapon within 100 feet to the hand of its wielder as a swift action.
Compassionate³+17When a creature is brought to -1 or lower HP they are automatically stabilized if they are not dead.
Conductive+18Allows the user to channel their SP or SU ability through the weapon once per round by spending 2 uses of their ability.
Conserving+17Teleports fired projectiles back to its container.
Cruel+15Causes creatures under a fear effect to become sickened for 1 round. Wielder gains 5 temp hp when defeating a foe.
Cunning+16Gain +4 bonus on crit confirms when you have 5 ranks in associated knowledge skill. +6 at 15 ranks.
Deceptive³+19Adds enhancement bonus to Feint checks. Critical hits grant a feint attempt as an immediate action.
Distance+16Doubles range increment.
Earthen³+18+1d6 earth damage.
Flaming³+110+1d6 fire damage.
Frost³+18+1d6 ice damage.
Huntsman+17Add enhancement bonus on Survival checks to track any creature the weapon has damaged in the past day. Deals +1d6 damage to creatures the wielder has tracked with Survival in the past day.
Jetstream³+18+1d6 water damage.
Jurist+14Add enhancement bonus on Perception checks and to CMD for Judge Magister's using judgment.
Kinslayer³+18Treat weapon’s enhancement bonus as +2 higher and deal an extra 2d6 versus targets related to the wielder.
Limning+15On strike inflicts the faerie fire effect for 1 round.
Lucky+18Weapon has 1 grit point. Can be used for the user's deeds, or to reroll an attack on a misfire.
Merciful³+15+1d6 damage, but all damage is nonlethal damage.
Miserable³+18Halves the energy resistances of foes hit, affects creature types like the Bane special ability.
Patriotic³+110+4 insight bonus on Bluff, Disguise, and Sleight of Hand checks to conceal the weapon from members of other nationalities. Against flat-footed enemies of different nationalities, DC 13 will or shaken for 1 minute. +2 confirm critical against other nationalities.
Planar+19Ignore 5 points of DR of outsiders.
Plummeting³+17Struck creatures must make a fly check (DC 20+2*Enhancement bonus) or fall 10 feet. Failing the fly check causes the target to fall 1d4*10 feet.
Reliable+18Reduce misfire chance by 1 (minimum 0).
Returning+17Thrown weapon returns just before the next turn.
Seeking+112Ranged weapon ignores concealment.
Roaring³+18+1d6 wind damage.
Sapping³+15Nonlethal weapons deal 2d6 extra damage. Critical hits Fatigue the target for 5 rounds.
Shining³+18+1d6 holy damage.
Shock³+18+1d6 lightning damage.
Spell Hurling+18Allows the user to spellstrike through a thrown weapon.
Summon Bane³+18Treat weapon’s enhancement bonus as +2 higher and deal an extra 2d6 versus any summoned creatures from summon spells, avatars and eidolons.
Thundering³+151d8 non-elemental damage on crits, 2d8 with 3x, 3d8 if 4x. Fort 14 or deafened permanently.
Training+13Stores 1 combat feat that the user may utilize if they meet the prerequisites.
Vampiric³+15Heals 1/2 damage dealt to a max of 2x user's HD per day.
Veering³+15Ignore target's bonus to AC from partial cover and reduce the target’s bonus to AC from cover and soft cover by 2.

+2 Ranged Weapon Special Abilities
Special AbilityBase Price
Modifier¹
CLSpecial
Abyssal Burst³+212+1d6 shadow damage, +1d10 shadow on a successful critical hit.
Anarchic³+27Counts as chaotic-aligned. +2d6 damage versus lawful creatures.
Anchoring³+210Pin a target in place to stop it from moving.
Axiomatic³+27Counts as lawful-aligned. +2d6 damage versus chaotic creatures.
Cyclonic³+212Prevents the ranged attack from being impaired by wind, water, and other liquid or gaseous environmental factors.
Dazzling+28Dazzles all foes adjacent to the bullet’s path or within or adjacent to the cone of a scattershot
Designating, Lesser³+27Creatures hit with this weapon/ammunition are targeted, giving allies a +2 morale bonus on melee attack and melee damage rolls against the designated target for 1 round.
Earthen Burst³+212+1d6 earth damage, +1d10 earth on a successful critical hit.
Endless Ammunition+29Weapon produces ammunition when nocking.
Flaming Burst³+212+1d6 fire damage, +1d10 fire on a successful critical hit.
Holy³+27Counts as good-aligned. +2d6 damage versus evil creatures.
Icy Burst³+210+1d6 ice damage, +1d10 ice on a successful critical hit.
Jetstream Burst³+212+1d6 water damage, +1d10 water on a successful critical hit.
Igniting³+212Acts as flaming. +1d6 fire damage and causes the target to gain the burning status effect.
Peaceful+28A creature hit with nonlethal becomes shaken for 1 round every time it deals lethal damage to another living creature.
Phase Locking³+27Creature hit cannot use teleportation for 1 round.
Roaring Burst³+212+1d6 wind damage, +1d10 wind on a successful critical hit.
Sharding+210Can throw a duplicate of the weapon, 10ft range increments.
Shining Burst³+212+1d6 holy damage, +1d10 holy on a successful critical hit.
Shocking Burst³+210+1d6 lightning damage, +1d10 lightning on a successful critical hit.
Silencing³+28Weapon is silent, causes the target to be muffled, and inflicts silence on a target (Will 13 negates). Higher critical multipliers increase duration and DC.
Sniping Afar+27Sneak attack at 45 feet.
Stalking+210Study a target with a standard action. Each round adds 1d6 damage to the first attack against the target, to a max number of dice equal to the weapon's enhancement bonus.
Toxic+27Increases DC of poisons by 2. Has a 25% to not use a dose of poison (1/poison).
Treasonous³+212As a Patriotic weapon but when wielded against a member of the attuned nationality its enhancement bonus is +2 higher and deals 2d6 damage.
Unholy³+27Counts as evil-aligned. +2d6 damage versus good creatures.
Vampiric, Greater³+28Heals 1/2 damage dealt to a max of 5x user's HD per day.

+3 Ranged Weapon Special Abilities
Special AbilityBase Price Modifier¹CLSpecial
Lucky, Greater+312Weapon has 3 grit points. Can be used for the user's deeds, or to reroll an attack on a misfire.
Redeemed³+312As Holy weapon, deals 2d6 damage versus evil. Sacred bonus to saves equal to enhancement against evil effects. +5 component to knowledge planes against evil outsiders.
Reliable, Greater+312Reduce misfire chance by 4 (minimum 0).
Speed+37Gain 1 extra attack at highest BAB, as the haste spell. This is not cumulative with similar effects, such as a haste spell
Tailwind³+312Acts similarly to the Gust of Wind spell. Negates range penalties up to 60ft.

+4 Ranged Weapon Special Abilities
Special AbilityBase Price
Modifier¹
CLSpecial
Brilliant Energy³+416Weapon ignores armor and shield bonuses to enemy's AC. Cannot harm undead, constructs, or objects.
Designating, Greater³+412Creatures hit with this weapon/ammunition are targeted, giving allies a +4 morale bonus on melee attack and a +6 morale bonus on melee damage rolls against the designated target for 1 round.
Second Chance² ³+4111/round as a free action, if you miss an attack, you can roll the attack again.

+5 Ranged Weapon Special Abilities
Special AbilityBase Price
Modifier¹
CLSpecial
Heart-Piercing³+510As Vorpal weapon but targets hearts. Natural 20s, followed by successful critical confirmation, instantly kills target.

+gil Ranged Weapon Special Abilities
Special AbilityBase Price
Modifier¹
CLSpecial
Adaptive²+1,0001Composite bow adjusts to user's STR bonus.
Exclusionary+3,7501Targets that are hit can be ignored when using channel energy for 1 minute.
Glamered+4,00010Can be commanded to change its shape and appearance to assume the form of another object of similar size.
Liberating+7,00010As a standard action, attempt a CMB to remove an effect that inhibits movement such as slow or web.
Phantom Ammunition+2,0005Fired ammunition dissolves after 1 round of firing.
Sniping Stealth+1,8755Weapon gains +5 competence bonus on Stealth checks to remain hidden after sniping with it.
Sniping Stealth, Improved+7,50010Weapon gains +10 competence bonus on Stealth checks to remain hidden after sniping with it.
Sniping Stealth, Greater+16,87515Weapon gains +15 competence bonus on Stealth checks to remain hidden after sniping with it.

1 Add to enhancement value on Table: Weapon Pricing by Bonus to determine total price. Special abilities that add a flat gil cost, like Glamered, do not count against the weapon’s maximum enhancement value.
2 Only bows can have this ability (composite only for adaptive).
3 Projectile weapons with this ability bestow this power upon their ammunition.
4 Firearms cannot have this special ability.
5 Only firearms can have this special ability.
6 Only thrown ranged weapons can have this special ability.
7 Only bows and crossbows can have this special ability.
8 Only ammunition can have this special ability.

Power Weapon Special Abilities

Power Weapon Special Abilities

Special AbilityBase Price
Modifier¹
CLSpecial
Glamered+4,00010Can be commanded to change its shape and appearance to assume the form of another object of similar size.
Double Charged+110Increase damage by 1 die
Called+19Teleports weapon within 100 feet to the hand of its wielder as a swift action.
Cunning+16Gain +4 bonus on crit confirms when you have 5 ranks in associated knowledge skill. +6 at 15 ranks.
Distance²+16Doubles range increment.
Limning+15On strike inflicts the faerie fire effect for 1 round.
Seeking²+112Ranged weapon ignores concealment.
Triple Charged+212Increase damage by 2 dice
Gaia Powered+212Element shifting
Quad Charged+314Increase damage by 3 dice
Overcharged+416Increase damage by 4 dice
Max Charged+518Increase damage by 5 dice

1 Add to enhancement value on Table: Weapon Pricing by Bonus to determine total price. Special abilities that add a flat gil cost, like Glamered, do not count against the weapon’s maximum enhancement value.
2 Ranged Power weapons only.

Charged: Any Power Weapon may be enhanced with further magic, amplifying their elemental damage. When this is applied to a Power Weapon, increase the amount of dice where noted (1d6 becomes 2d6). In the case of multi-rod and multi-staff, both elements are increased where noted (1d3/1d3 becomes 2d3/2d3). These extra dice are not multiplied on a critical hit. These special qualities function as a magic weapon bonus, and so count against the maximum allowance, however, they do not require a +1 enhancement to be applied. An enchanter may upgrade previous versions to the higher tier versions (Double to Triple) though they must still affect the same element.

Gaia Powered: A Power Weapon with this special quality may have any of its current elements shift into any other element (Earth, Fire, Holy, Ice, Lightning, Shadow, Water, or Wind) as a swift action. This shift cannot occur more than once every 2 rounds. This special quality functions as a magic weapon bonus, and so counts against the maximum allowance, however, they do not require a +1 enhancement to be applied.

Greater Major Specific Magic Weapons

Excalibur
Old, but not worn; large, but not heavy; artfully made, but not gaudy or ostentatious – This knight sword is a marvel of construction and always seems to shine with a pure light, even in the darkest night. Possibly the greatest example of a knightsword the world has known, the Excalibur is a legendary weapon that few have had the privilege to bear. True, some other swords might be more powerful, but the Excalibur stands as a testament to the principles of knighthood – honor, faith and charity to those in need. Excalibur is a +4 holy shining knight sword that sheds light as a torchlight spell. The light cannot be suppressed except by covering the weapon.
Strong Enhancing/Light; CL 18th; Craft Magic Arms and Armor; holy aura, creator must be good; Cost 98,353 gil

Excalipoor
The knight sword in your hands fits the description of the legendary blade Excalibur perfectly – right down to the intricate carvings and the heft of the blade. Sure, it’s a different color to what the legend described, but it’s definitely the coveted blade… right? Excalipoor, the blade few men know and even fewer will admit to the fact. Whether it was made as a replica of the Excalibur and went horribly wrong or was intended as a practical joke that went horribly right is unknown. What is known is that this weapon has spelt the doom of many an unsuspecting adventurer throughout the years. Excalipoor appears to be functionally identical to the Excalibur, even acting as a +4 holy shining knight sword in training. When used in combat, however, the holy and shining abilities do not function to cause extra damage and the weapon causes only 1 damage on a successful hit. This ability only affects the current holder of Excalipoor at the time of impact.
Strong Enhancing/Light; CL 18th; Craft Magic Arms and Armor; holy aura, creator must be good; Cost 65,569 gil

Excalibur II
A blade so fine as to almost vanish when looked at the wrong way, a light that seems to not only radiate light, but actively vanquish shadow and a feeling of pure, uplifting assurance in what is truly right… this sword does not live up to the legends, it surpasses them in every way. If legend speaks of the Excalibur in hushed tones, then history itself dares not speak of the successor, the perfected blade known as Excalibur II for fear of besmirching the name of the blade. The pinnacle of what can be achieved with mortal craftsmanship, the Excalibur II is one of the strongest weapons and symbols of virtue known to man. Excalibur II is a +5 holy shining burst keen knight sword that sheds light as the torchlight spell. Additionally, once per day the user may make use of the Limit Break Honor Bound. The user must fulfill all requirements for performing a Limit Break before using Honor Bound.

Honor Bound (Su): By calling upon your desire to protect and bring just punishment to the wicked, the Excalibur II can make your desire happen. Entire swathes of enemies come under assault from what could only be described as a wave of belief made manifest, some falling while others stand in awe of the power. Any evil foe within 60 feet suffers 10d6 points of holy damage and suffers a status effect, depending on a Will save (DC 20, + the wielder’s Charisma modifier). A successful Will save decreases the damage by half and negates the status effect. If the target failed the save, the target is dazzled by the bright display of light burning his evil eyes. If the target failed the save by 3 or more, the target is also fascinated by the display. If the target failed the save by 5 or more, the target is considered stunned, suddenly realizing the ramifications of his evil ways. If the target fails the save by 7 or more, his HP is reduced to 0 and he is knocked unconscious. Each status effect lasts for 2d4 rounds or until dispelled except for the unconsciousness. A character rendered unconscious by this ability must be healed to HP greater than 0 to recover.

Strong Enhancing/Light; CL 20th; Craft Magic Arms and Armor; holy aura, creator must be good; Cost 216,353 gil