A weapon can't have a +11 or higher enhancement bonus total (between the +x, and any other enhancement bonuses), unless in an epic campaign.
Correct; except under the rules provided in the Epic Level Handbook, magic weapons are limited to a maximum of +10-equivalent-enhancement-bonus (and +5 actual Enhancement bonus).
Standard wealth guidelines would make it exceedingly difficult for a non-epic character to afford such a weapon, and the opportunity cost (other items you could not afford) would generally make it undesirable anyway. That said, note that it is possible to afford and obtain epic equipment, including epic weaponry, prior to actually becoming an epic character, if your campaign/setting/ruleset includes the epic rules (this is especially true in high-wealth campaigns, or in high-power campaigns that allow characters to abuse loopholes that generate money in excess of guidelines). So it doesn’t necessarily have to be an epic campaign per se, it just needs to use the rules from Epic Level Handbook.
A weapon can have a Prefix and a Suffix enhancement on it (As long as it still follows the first notion I posted.)
There is absolutely no notion of prefixes or suffixes in 3.5; that notion was popularized primarily (as far as I know) by the computer game Diablo.1 Any number of special weapon properties may be applied to any given weapon and in any given combination (so long as they respect the +10 limit in non-epic games and any particular rules given in the special ability’s description).
For actually naming a weapon, the standard in 3.5 statblocks seems to be to use all special properties as prefixes, but with more powerful weapons it’s more of just a list than an actual attempt to give the weapon a name. For example, I doubt any of the characters would talk about a +1 flaming-burst collision eager vorpal long sword because that “name” is absurd. They probably call it the “Flaming Sword of the Wrath of God” or something. Many of Wizards’ own “Specific Weapons” work this way, particularly when supplements provided modular effects that replicated previously-unique features.
An item can have the Masterwork, Enhancement bonus, Special Enhancement, AND Special material (Adamantine or similar), just merely has to be created with the additional costs.
Yes, but I want to comment on a few things. First, to have any magical properties (enhancement or special abilities), it must first be masterwork, and to have any special abilities, it must first have a +1 Enhancement bonus. Many special materials (adamantine and darkwood for weapons, adamantine, darkwood, dragonhide, and mithral for armors) also require masterwork status. So while yes, you can have all of these, there are relations between them such that they actually require each other in certain cases. You are not free to take exactly which you want all the time.
Also note that a weapon can only be (meaningfully) made of one material.
Specific Magical Items can be enhanced as well, as long as it is created within all legal formations as shown above.
Any existing weapon can have additional magical properties added to it. The cost to do so is the new value of the weapon, less the previous value of the item. For specific weapons, a bit of arithmetic is required to determine the new value; this is not actually detailed in the rules, but you can determine the value of any unique properties by subtracting the value of the item’s normal properties, and then add that value on to the value of the new base weapon.
This does not apply to masterwork status or special materials; items have to be crafted from scratch with those properties.
Assuming all of this is correct, I would like to request anyone whom can help me figure out a way to find enhancements
This is a bit unclear; if you mean finding them within the game, that depends heavily on your DM and the setting he is running. It could be anything from “buy it at this conveniently-located store” to “you will never find that item,” though I’d argue the game does not work particularly well at either extreme.
If you mean finding the rules for new special abilities, the Magic Item Compendium is the best single location, though almost every book included at least a few.
I was hoping for an SRD document with them all listed between the acceptable books, or if anyone has any methods easy for new players to find enhancement properties.
Outside of the SRD, which lists the properties from the Dungeon Master’s Guide, Epic Level Handbook, and Expanded Psionics Handbook, it is not legal to put the full stats online. That said, there are numerous community “handbooks” that list, rate, and recommend items, pointing you to the book where each may be found. I recommend Bungo's Bargain Basement, Ernir's list of necessary items, Shax’s Indispensible Haversack, and the Utility Belt, as well as any handbooks for the class you’re playing.
1 Wizards of the Coast did print a few licensed Diablo books around the time of Diablo II’s release, which coincidentally was right around the time of D&D 3rd edition’s release. I have seen commentaries that 3rd edition was (or felt like it was) influenced heavily by Diablo, but I have no evidence that these were accurate (they sound similar to the accusations that 4e is too much like an MMORPG). At any rate, these books did include a prefix and suffix system for 3rd edition (as well as for AD&D, in the first licensed book), which I’ve heard good things about, but it is not a part of the usual 3.x rules.
It does not auto-adjust.
I agree with John Campbell of the giantitp boards on this one. When the Bone Bow says that it
functions as a composite longbow with regard to applying the user’s Strength bonus to damage done with arrows shot from it. (75)
I see no reason to assume that it only applies to parts of the rules text concerning composite (long)bows and their interactions with the wielders Str bonus.
All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost.
The only clarity issue here is the pricing of the modifier, which differs between the Longbow and the Shortbow
Each point of Strength bonus granted by the bow adds 75 gp to its cost.
Considering that 100 and 75 gp are the base costs for the composite long- and shortbow respectively, it can be assumed that every point of Str modifier costs the full base price for the bone bow as well, which makes the bone bow quite expensive, especially considering the feat requirement.
On the one hand, I'd say it shouldn't, because I can't really justify it in character/in world, and my gut says no.
On the other hand, both (most) archers and exotic weapons are well known to be rather weak in D&D 3.5, even compared to other
mortals martials. Giving them a boost (which mileage varies widely depending on how often you Str rating changes) is certainly not game-breaking, especially if they need to burn a feat to use it, on top of those other restrictions.
For the purposes of attack and damage rolls, yes. For most other purposes, no.
The issue is that while attack rolls with the weapon have a +1 enhancement bonus, and damage rolls with the weapon have a +1 enhancement bonus, this is not the same as the weapon itself having a +1 enhancement bonus. Enhancement bonuses to weapons add enhancement bonuses of the same value to attack and damage rolls, but they do more than that. They increase the weapon’s hardness, they allow the use of weapon augment crystals, and so on.
The weapon is also not magical. It’s not subject to dispel magic, but it doesn’t overcome DR as a magic weapon would, either. It has no chance to glow (as 30% of magic weapons do). Anything that talks about magic weapons isn’t talking about a masterwork blue ice weapon.
No. Both the enhancement bonus to a magic weapon and the blue ice apply an enhancement bonus to damage rolls; enhancement bonuses never stack.
(emphasis mine; the bonus is not just the number, but the type too.)