New magic weapon / armor system.


Homebrew and House Rules


Mst wk weapon = 200gp/ slot (does not confer +1 bonus to hit)
Mst wk armor= 100gp/ slot (lea sense check penalty by 1, spell failure by 5%)

Rune stones: place the stone in your weapon/ armor to gain the benefit. Ex, an element rune stone in a weapon adds 1d6 of that element to dmg, while in an armor slot adds resist 5.

Replacing a rune stone is a full round action (take one out, put new one in).

Rune stones cost the same as the normal enchantment bonus + 500gp / enchantment bonus.

What I am hoping is to cut down on the need for multiple expensive weapons and finding an awesome weapon with enchantments that you aren't proficient in. Also they become useful as "hand-me-down" items for the party. May fudge with the wbl a bit as I foresee PCs collecting rather than selling them.

What do you think?


Nothing?


I don't understand it. Start with the first line and explain it. Maybe the rest of it will make some more sense.


Oh. Are you saying that the rune stones themselves have the enchantments, then you can insert them into a socketed weapon or armor?

So you'd buy a +3 rune stone and put it in a masterwork socketed sword, and you'd have a +3 sword. However, if you're not proficient in a sword but an axe, you can take the rune stone out and put it in an axe making it a +3 axe.

They had this in 3.5, actually. You could add a single socket to a weapon or armor, and actually be able to swap out the power crystals for different properties.


I think olePigeon is on to it.

What the OP seems to be saying is that when you buy a MWK weapon, it doesn't cost 300 GP and it doesn't grant you the +1 enhancement bonus to hit. Instead, a MWK weapon has a number of "slots" for these rune stones, with each slot the weapon has costing a cumulative 200 gp. I'm...not sure if this is supposed to be cumulative with the base cost of the weapon, or replacing it. I'm going to assume that it should add to the base cost, unless otherwise specified.

Similarly, MWK armor and shields have slots as well, at a cost of 100 gp per slot. Unlike MWK weapons, MWK armor and shields do get another benefit; the ACP is one point less, and the ASF is 5% less.

Whatever enchantment you put on a weapon, armor, or shield isn't actually put into the item; it's contained within a rune stone that is placed into one of the item's sockets. The cost of any given rune stone is the same as it would normally cost to put on the weapon, with an added 500 gp per point of bonus; I assume the additional bonus is to cover for the fact that these runestones are interchangeable. For example, a vorpal runestone would cost 52,500 (50,000 gp for a +5 enchantment, +2,500 for the additional cost).


Wow, I didn't realize I was being vague, I guess. But yes that is what I was thinking. I guess I missed the 3.5 sourcebook with that in it. I was thinking along the lines of materia from FFVII and some other random bits.


They're called augment crystals. I don't remember exactly when they showed up, but I know for a fact they're in the Magic Item Compendium if you ever get your hands on a copy of that or a PDF of it.


Sure is FF7 up in here...

My suggestion would be to make flat +X bonuses be part of the weapon and save the gemstones for special abilities. Also note that if they are designed to be swapped out then opponents should have a chance of knocking them free from your armor with a crit or you losing one with crit failure on an attack roll.


Will throw up some rune stone ideas tomorrow.

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