Calculate market price, creation cost & equivalent bonus for weapons, armor, and ammunition (Pathfinder 1e)
| Bonus | Weapon Price | Formula |
|---|---|---|
| +1 | 2,000 gp | 1² x 2,000 |
| +2 | 8,000 gp | 2² x 2,000 |
| +3 | 18,000 gp | 3² x 2,000 |
| +4 | 32,000 gp | 4² x 2,000 |
| +5 | 50,000 gp | 5² x 2,000 |
| +6* | 72,000 gp | 6² x 2,000 |
| +8* | 128,000 gp | 8² x 2,000 |
| +10* | 200,000 gp | 10² x 2,000 |
| Bonus | Armor Price | Formula |
|---|---|---|
| +1 | 1,000 gp | 1² x 1,000 |
| +2 | 4,000 gp | 2² x 1,000 |
| +3 | 9,000 gp | 3² x 1,000 |
| +4 | 16,000 gp | 4² x 1,000 |
| +5 | 25,000 gp | 5² x 1,000 |
| +6* | 36,000 gp | 6² x 1,000 |
| +8* | 64,000 gp | 8² x 1,000 |
| +10* | 100,000 gp | 10² x 1,000 |
| Special Ability | Equiv. Bonus | Applies To | Notes |
|---|---|---|---|
| Defending | +1 | Weapon | Transfer bonus to AC as free action |
| Flaming | +1 | Weapon | +1d6 fire damage on hit |
| Frost | +1 | Weapon | +1d6 cold damage on hit |
| Keen | +1 | Piercing/Slashing | Doubles critical threat range |
| Shock | +1 | Weapon | +1d6 electricity damage on hit |
| Ghost Touch | +1 | Weapon/Armor | Affects incorporeal creatures |
| Arrow Deflection | +2 | Shield | Deflect one ranged attack per round |
| Holy | +2 | Weapon | +2d6 vs. evil; evil-aligned |
| Unholy | +2 | Weapon | +2d6 vs. good; good-aligned |
| Flaming Burst | +2 | Weapon | +1d10 fire on critical hits |
| Seeking | +1 | Ranged | Negates miss chance from concealment |
| Speed | +3 | Weapon | Extra attack at highest BAB per round |
| Brilliant Energy | +4 | Weapon | Ignores armor/natural armor bonus |
| Vorpal | +5 | Slashing | Severs head on natural 20; instant kill |
| Invulnerability | +3 | Armor | DR 5/magic while worn |
| Fortification (Light) | +1 | Armor/Shield | 25% chance to negate critical hits |
| Fortification (Moderate) | +3 | Armor/Shield | 75% chance to negate critical hits |
| Fortification (Heavy) | +5 | Armor/Shield | 100% chance to negate critical hits |
Magic weapon enchantments in Pathfinder work to boost the impact of your gear during fight. You can give weapons magic power that ranges from +1 to +5. These bonuses directly help your attack rolls and the damage you do.
Even so, do you know that all magic weapons are also masterwork weapons? But mind: the masterwork bonus does not stack with the enhancement bonus so you do not receive both.
Whether you want a special skill for your weapon? It must have at least +1 enhancement first. For instance, if you search for a flaming longsword, you indeed search for a +1 flaming longsword.
Now this gets interesting; getting a masterwork longsword with flaming costs 8,000 gp because the game treats it as an efficient +2 weapon. But here you save money: if your longsword already has the +1 bonus and you only want to add flamig, you pay only 6,000 gp because you only cover the difference between what it is and what you want.
The maximum for total weapon bonuses is +10. That means that +10 weapon together with speed (that counts as +3) will not work, you would have +13, which breaks the rules. Even so, stacking several enhancements on one weapon is a good idea as long as you do not pass that limit.
+4 speed holy flaming weapon? That works because you stay inside the limits. The formula for the cost is simple: take the bonus, square it, and then multiply by 2,000 gp.
So, +1 weapon costs 2,000 gp total (1 squared times 2,000).
Enhancement bonuses not only increase your chances to hit. They indeed strengthen the hardness and the hit points of the weapon, which makes it more resist to break in fight. Moreover, they allow the weapon to beat different kinds of damage reduction, something that you otherwise could not dew.
When dealing with ranged weapons, things get strange: the enhancement of bow or gun does not stack with the bonus of your arrows or bullets. Use only the highest from them. Even so, ammo shot from a weapon with +1 or higher enhancement counts as magic to beat the damage reduction of targets.
Some enhancements deserve special mention because they are very useful. Training is a +1 enhancement that gives you a combat feat you qualify for while you keep the weapon. Stacking Rapid Reload on a gun?
That is a clever move. Elven Curve Blade with training can give you proficiency with exotic weapons just by wielding. Furious is wonderful for barbarians and bloodragers because it works as a +3 weapon but costs only as +1.
Holy helps with alignment damage. Keen helps weapons that crit on 18, 20. Quenching gives a +2 competence bonus against fire saves and makes the weapon immune to fire.
Reliable keeps a gun from jamming so often.
The time to do a weapon depends on the cost: one day for every 1,000 gp of magic enhancements. Raw materials cost half of the total price. Making a longsword masterwork costs 315 gp, and changing it to +1 brings the final price to around 2,315 gp.