FORWARD: This all started when I put together a few things: 1. A vast majority of weapons are over or underpowered, the statistics match the weapon, or my players want something that doesn't exist. 2. The weapon crafting system, even with Unchained, is still lackluster for min/max types. So I talked with my players and we came up with this:
GOAL: Create a system that allows thematic flavor low to high tier weapon crafting without breaking the game, allows diverse combinations, that rewards all handedness of weapons, strength and dexterity, and allows for oversize weapons and greatbows.
First, weapons need a template based on size that determines base damage and stat bonuses to damage (bonus to hit determined normally, greatbows use strength)
Stat bonuses to damage:
Lite: +1 dex, +1/2 str
Medium: +1\2 dex, +1 str
Heavy: +2.0 str (max 2.5)
Bow: +.5 dex, +1 str augment (you must make a compound bow as normal to receive strength bonuses)
Heavy bow: +1.5 str, +.5 dex (you do not need to have a compound bow)
Thrown weapons same, range 10 (weapons that are not designed for throwing)
Base lite: 1d4
Base medium: 1d6
Base heavy: 1d8
Base bow: 1d4
Base heavy bow: 1d6
Required strength scores:
Lite: 8
medium: 10
Heavy: 12
Bow: 10 (unless -str modifier)
Heavy bow: 12
You cannot use a weapon you do not meet the strength prerequisite for. (-2 strength requirement when wielding a one or lite handed weapon in two hands)
Next, we need a way to classify increasingly complex weapons, starting with 0 additional abilities, and the dc for crafting them:
Name Tier/ability count craft DC
Simplistic 0 5
Trained 1 10
Martial 2 15
Specialized 3 20
Exotic 1 4 25
Exotic 2 5 30
Exotic X 3+X 15+5x
Now that that's done, we need a list of all the actual abilities that can be added to a weapon:
Amalgam - weapon is combined with another different type, subject to gm approval, i.e. potion container in hollowed hilt, gun-blade
Blocking - gain the 'blocking' weapon quality
Bracing - gain the 'brace' weapon quality
Breaking - +2 to sunder against weapons (multi)
Brittle - if the weapon would critical threaten, the weapon automatically crit confirms, but is destroyed. Deals additional bleed damage
Brutish - weapon deals -.5 dex, +.5 str, +2 required strength (multi)
Corded - weapons thrown this way have a maximum range of 30, but may be retrieved as a move action. Cord has hardness 5 and 5 hp
Deadly - gain the 'deadly' weapon quality
Disarming - +2 to disarm attempts (multi)
Distracting - gain the 'distracting' weapon quality
Double - gain the 'double' weapon feature, +.75*weight
Extra damage type - gain another damage type, b/s/p (multi 2)
Fragile - gain the 'fragile' weapon quality (-1 tier)
Grappling - gain the 'grapple' weapon quality
Improved critical - increase the critical range of the weapon by one. (Multi, shares slot with Powerful Critical)
Improved damage - increase the damage die one step (Multi)
Matched - matched weapons treat the size one step lower when dual-wielding
Nimble - weapon deals +.5dex, -.5 str, -2 required strength(multi)
Nonlethal - gain the 'nonlethal' weapon quality
Oversized - weapon behaves as one size category larger (reach+5, damage dice+1 level, ect), but keeps handedness, and increases required strength by 6 (multi)
Powerful critical - increase critical damage multiplier by 1 (Multi, shares slot with Improved Critical)
Reach - gain the 'reach' weapon quality
Sheathing - weapon acts as though the wielder possessed the quickdraw feat; if the owner already has the quickdraw feat, weapon may be drawn and sheathed as a free action
Showman - gain the 'performance' weapon quality
Sundering - +2 to non-weapon sundering attempts (multi)
Transforming - weapon may transform as a quick action into a weapon of simular weight and damage type, i.e. gladius to elven curve blade, flail to morning star. Transformed weapon may have different abilities
Tripping - gain the 'trip' weapon quality
Multi - may be taken multiple times, once per two grades (grade 1, 3, 5, ect): the effects stack
Now that we have the list, let's show some examples of how usual weapons break down in this system:
Longsword: +1 damage, +1critical range: tier 2, Martial
Katana: +1damage, +2critical range, +1deadly: exotic
There are also some bad examples:
Scythe: +3critical power, +2(required because the 3rd crit power must be tier 5) Exotic 2
On the other hand, let's say that your barbarian with a 22 enraged strength score wants a set of matching double oversized hammers on chains to flail around.
+2oversized, +1brutish, +1cordd, +1critical power, +1matched
So, while your barbarian can have hammers that do 2d6(+1.5str) x3crit on chains that hit anything in 45 feet that act as lite weapons for dual wielding, the wizzard is going to need to succeed multiple dc 35 craft checks to make them, and they're going to be expensive. On that subject:
The odd part is, the vast majority of these additions do not need additional material in the final product, or as a reagent for crafting. It's not ideal however to let a low-leveled wizard or the like continually attempt crafting; I honestly have no idea how to price these things.
Additional information:
Any exotic material used in crafting increases the DC to craft by 5
The weapon design may not be changed once crafting is begun
In case it wasn't clear, two-handed weapons may start with +2*str mod damage, but can be upgraded with brutish to 2.5*str.
Amalgam weapon and trick weapon components must be crafted separately
The maximum craft you should be able to get in a standard game of play is: 20(skill)+3(trained)+7(base 25int at level 20)+3(using 5 wishes to bring int score to 30 permanently)+2(fox's cunning permanency)+3(headband of int)+6(skill focus craft)+2(mwk tools)+2(racial focus)+2(traits) is a 50, which means the highest possible craft would be a 70, rank 13, exotic rank 10. Considering Pathfinder unchained says that rank 30 and up craft checks might attract extra planar admirers, there are certainly implications if such a weapon should come to exist. EDIT: you can get higher, of course, but eh. example server a purpose.
Please let me know what you think, or how this could be improved. Yes, I realize overall damage is slightly higher.