
Eyolf The Wild Commoner |

So I went and started thinking about a customizable Masterwork system, here are my results. Does it seem balanced, would you use it?
Mundane Masterwork Enhancements.
In order to enhance an item with these mundane properties it must be created as such. This means that an item with a +1 Confirm Critical, the item and creation process must go as follows.
The item must be of masterwork quality, it must be created with the masterwork portion of the item.
Thus the DC, and cost of creating the enhanced masterwork item increase as listed.
Exponential Costs
All costs are exponential except for Disarm, Trip, Sunder, Feint, Intimidate, and Diplomacy. Example of the +1 Hardness, and 5 hp costs would be; 100 Gold, 200 gold, 400 gold, 800 gold, 1600 gold.
Example
A Masterwork, Reduced Weight, +2 Confirm Critical, +5 Hardness, 25 HP
Would have a total creation cost of +4100 Gold plus the cost of the weapon itself, and a DC of 38. The masterwork price is included in this example.
?? Gold = Price of Weapon.
300 Gold = Masterwork Version.
2000 Gold = +2 Confirm Critical Threat.
1600 Gold = +5 Hardness, and 25 HP.
200 Gold = 4 lb Weapon.
This would come out to a total cost of 4100 Gold plus the cost of the item itself. With a total craft DC of 38
Weapons
Enhancement ---------------| Cost ---------| DC Increase | Limit
Reduce weight by 1/3 (33%) ----| +50/lb Gold --| 4 ---------------| Max 1
+1 Confirm Critical Threat ------| +1000 Gold ---| 2 --------------| Max 4
+1 Hardness and 5 HP ----------| +100 Gold ----| 2 ---------------| Max 5
+1 Damage -----------------------| +500 Gold ---| 3 ---------------| Max 5
+1 To Hit Bonus ------------------| +500 Gold ----| 3 --------------| Max 5
+1 Critical Threat Range --------| +1000 Gold ---| 6 --------------| Max 1
+1 Disarm ------------------------| +200 Gold ----| 2 --------------| Max 4
+1 Trip ----------------------------| +200 Gold ----| 2 -------------| Max 4
+1 Sunder ------------------------| +200 Gold ----| 2 --------------| Max 4
+1 Feint ---------------------------| +200 Gold ----| 2 --------------| Max 4
+1 Intimidate --------------------| +100 Gold ----| 2 --------------| Max 5
+1 Diplomacy --------------------| +100 Gold -----| 2 -------------| Max 5
Damage, and To Hit bonuses stack with magical enhancements.
The Critical Threat Range Does NOT stack with Keen, or Improved Critical.
Intimidating or Diplomatic Weapons
In order to gain the benefits from an intimidating, or diplomatic weapon. The weapon must be carried/wielding on your person, and the target must be capable of clearly seeing the weapon and the symbols or carvings on it. These bonuses are circumstantial and may not work on every one (DM Rule)
Armors
Enhancement ---------------| Cost ---------| DC Increase | Limit
Reduce Weight by 1/3 (33%) --| +75/lb Gold ---| 6 ---------------| Max 1
+2 Hardness and 10 HP ---------| +200 Gold ----| 4 ---------------| Max 5
+1 Max Dex ----------------------| +500 Gold ----| 4 ---------------| Max 5
Reduce ACP by 1 ----------------| +500 Gold ----| 4 ---------------| Max 5
+1 AC vs Confirm Critical Threat | +750 Gold --| 4 ---------------| Max 4
-5% Spell Failure -----------------| +500 Gold ---| 4 ---------------| Max 1
Tools and Instruments
Grade Degree ---| Cost ---| DC ---| Bonus
Masterwork --------| +50gp ---|20 -----| +2
Second -------------| +100gp -| 30 -----| +4
Third ---------------| +150gp --| 40 ----| +6

Shifty |

No posts, looks like no negative critiques then. So woot, lol.
Am thinking about allowing it to stack with improved critical, but not keen. ><
Personally they look a little too good in the sense that why would you then bother making magic items, or one of these in place of a legit MI?
Also the tools are too good for the cost - who WOULDN'T buy a +6, its a the bargain of the century. Those prices would need to be waaaaaay upped.

Eyolf The Wild Commoner |

No one EVER bothered to go comment on the tools, hence why they are still as is.
Aside from that..
Because the magical enchantments granted give damned good benefits, ones that are needed at times, and are significantly better than these even.
At least they can be, aside from that, you are aware the costs are exponential?
And the DC increases.
These items are NOT COMMON PLACE. They must be specifically constructed by master craftsmen, and as such their creation time is increased significantly.
Why not get both These and magical enhancements?
Aside from my b+!&~*$@ rant, I do sort of see your point. Let me run some math.

Eyolf The Wild Commoner |

WOAH, I keep f+!+tarding things. Fixed cost due to DC coming up. Comparisons. I think magic still better, but lets hold off.
New Comparison.
Final Results
Item - MW Longsword. (Mundane Enhanced)
Cost - 1915 Gold.
Time - 154 Days.
Benefits - +5 Hardness, +25 HP.Item - +3 Magic Longsword
Cost 18,000 Gold
Time 36 Hours
Benefits - +6 Hardness, +30 HP, +3 To Hit Enhancement.
Mundane Masterwork Enhanced +5 Hardness, +25 HP Longsword.
Total Cost equals 19150 Silver Pieces, or 1915 Gold Pieces
19150 SP
DC 15 for Longsword, DC 30 for Mundane Masterwork Enhanced Component.
Level 10 Craftsman.
10 Ranks Craft Arms
+6 Skill Focus
+2 Intelligence
+2 MW Tools
= +20 Modifier, taking 10 = DC 30.
Result Multiplied by DC = 900 SP work
19150 Divided By 900 = 21.2777(Repeating)8 = Weeks. Round up to 22 weeks.
22 Weeks (7 Days a week) equals 154 Days.
Final Calculations
+5 Hardness, +25 HP Mundane MW Enhanced Longsword.
DC 15 Longsword, DC 30 MW Component.
Total Item Cost = 1915 Gold.
Requires 10th level Blacksmith with 10 Ranks in Craft arms, minimum 14 intelligence, MW Tools, Skill Focus (Weaponsmithing) feat. Taking 10 as a result.
22 weeks = 154 Days to create weapon.
Once again
This is working 8 Hours a day, for both the Blacksmith and the Mage.
The mage only needs to have a Caster Level of 9 as his creation prerequisites.
Does your adventurer have 154 Days to sit around??? As I said, these items ARE NOT commonplace.

Eyolf The Wild Commoner |

Would be nice if someone checked my math for the comparison above.
ANYWAY, I did check it and such, and used the PF rules.
ONTO THE TOOLS.
Tools and Instruments
Grade Degree ---| Cost ---| DC ---| Bonus
Masterwork --------| +50gp ---|20 -----| +2
Second -------------| +250gp -| 30 -----| +4
Third ---------------| +1250gp --| 40 ----| +6
I altered the costs to increase exponentially by 5.
50 x 5 = 250 x 5 = 1250.
Wonder if tis fair now?

Turin the Mad |

Turin the Mad wrote:Please Examine And Critique Honestly, PEACH.P.E.A.C.H. means what ? I've seen it crop up a bit.
The increased masterworking - mundane bonuses for extra gp - rawk.
The smart crafting-based character acquires fabricate and (with sufficient raw materials) *poufs* out the item.
Awesome Fakey, thank you for the explanation!

Eyolf The Wild Commoner |

Yeah, but then the guys gotta be a mage of sufficient level to cast fabricate, or use the assistance of one.
And if you're going to pull cheap rules like that, and the DM allows it. Well then not much ya can do.
Anyway, I'm not looking for things like that.
What I'm looking for is ways to make these more balanced and viable.
The likelihood that a blacksmith is going to also be a magician is up to the DM purely.
And if a character is purposely making his character to be able to craft these weapons in the fastest way. Alrighty, good for him. DM = Secret Knowledge.
Meaning that the recipes and methods for creating these items can be rare.

Micco |

I really like this framework! I'd change a few things to be specific to my campaign world (in which magic items are rare since they require perfect ioun stones to empower.) But I really like the approach and plan to steal it with impunity ;)
I'm thinking of limiting the +Dam, +Hit and +AC bonuses to +3, as I think that bonuses of +4 and above are the realm of legendary magic items.
How would you plan on implementing stacking of mundane and magical enhancements? Wouldn't most magical enchanters try to start with a highly-enhanced mundane item to get the most bang for their buck? Perhaps the easy way to manage this is to say the caster must be involved in the fabrication process each day. There's no way a caster wants to spend that much of his valuable time watching some guy pound steel!
Anyway, much thanks for this framework.

Eyolf The Wild Commoner |

Uhm.... I'm sensing that you think magic takes place with these items?
There is no magic what so ever at all present in any of these items.
They are created SOLELY by excellent craftsmanship.
Also, it's an Armor bonus that counts ONLY AGAINST Critical Confirms.
Meaning that if the ogre gets a critical, he has to roll to confirm it.
Meaning I add my Confirm Critical AC to my total AC for him to confirm. If he doesn't confirm, it's a normal hit.
The AC bonus doesn't apply to anything else, so yeah. Not sure if you know that.
All effects stack normally.
There a Masterlongsword with a +5 To Hit, = +6 to hit, 1 from MW, 5 from the enhancements (Uber Blacksmithing)
Meaning that a +1 Magical Sword, grants +1 to hit, and then has the additional +5 Bonus to hit. = +6.
This means that a +5 Magical Longsword with both a +5 to hit, and damage enhancements gets a total of.
+10 to Damage, and +10 to Hit.
[Edit] ===============================
If you're doing a low magic campaign setting, and I'll take E6 for an example.
Then any magical enhancement ABOVE +3 is Mythical. +2 Is amazing. +3 is Legendary type stuff. Mythical is just unheard of or only in dreams type stuff.
There however, are NOT magical enchantments, and are the result of MANY A day, perhaps even YEARS of hardwork. Prized, Legendary Swords or other items, crafted by masters in the arts of blacksmithing and such.
So I wouldn't say it's farfetched at all to believe that a naturally forged bonus that takes YEARS to create would be all that mythical.
IT WOULD BE HOWEVER, Legendary, and Rare. As I said, it would just a lot, or it would take a LONG time to acquire one. And EVERYONE would want one.
Hence my belief that there is no need to lower them for a low magic campaign, and if there is any REASON to lower the limits. It should be for balance in general. That's my opinion.
I think that if you want to limit anything, it should be a limit as to HOW MANY Enhancements you can put onto a weapon or armor. Meaning in General.
5-10 Enhancements Total. Something like that, but that's just a rough idea.
Though I don't believe it's needed, as when you add something to it, the DC increases, and the item takes longer to make, and is.. not to mention, more difficult to even attempt to create without failing.

Eyolf The Wild Commoner |

Reduced both Max Dex, and Reduced Armor Class Penalty Limits to 3 max.
Am unsure if this solves several problems with alternate materials, and armor types but we'll find out.
Enhancement ---------------| Cost ---------| DC Increase | Limit
+1 Max Dex ----------------------| +500 Gold ----| 4 ---------------| Max 3
Reduce ACP by 1 ----------------| +500 Gold ----| 4 ---------------| Max 3
All effects and bonuses currently stack with magical enchantments, except for the following.
Critical Range Increase does not stack with keen, or improved.

Eyolf The Wild Commoner |

Ysgardian Heartwire
I am currently reworking the costs for +1 AC vs Critical Confirms to coincide with the Ysgardian Heartwire Option.
Exponential Costs
I am currently possibly reworkng costs to make the items possible more expensive.
What I mean is that as of current.
When calculating the cost for a +5 to Hardness, and 25 hp.
It comes to a total of 1600 Gold.
100 = 200 = 400 = 800 = 1600.
I may be altering this so that it comes to a total of addition meaning.
100 + 200 + 400 + 800 + 1600 = 3100 Gold.

Eyolf The Wild Commoner |

Alright, I'm going to be altering the cost system to be that the Exponential Costs are in addition to.
Meaning that the final results for my comparison come out as is.
I'll update the info, and post an upgraded Mechanic and tables shortly.
NEW
Final Results
Item - MW Longsword. (Mundane Enhanced)
Cost - 3415 Gold.
Time - 266 Days or 38 Weeks.
Benefits - +5 Hardness, +25 HP.Item - +3 Magic Longsword
Cost 18,000 Gold
Time 36 Hours
Benefits - +6 Hardness, +30 HP, +3 To Hit Enhancement.
OLD
Item - MW Longsword. (Mundane Enhanced)
Cost - 1915 Gold.
Time - 154 Days.
Benefits - +5 Hardness, +25 HP.

Eyolf The Wild Commoner |

Oh, wanted to go over this system for Low Magic real quick.
If you're playing a low magic campaign, then I'm going to be assuming you're playing a game that is more realistic. So I'll assume you'll be playing around the E6 rules, and even if not, we'll just assume realism.
In which case, no NPC commoner, blacksmith, crafter or what not should be above 5th level.
So lets take this into account.
5th Level NPC Blacksmith.
+5 = Ranks in Weapon or Armor Smithing.
+3 = Skill Focus (Weapon/or/ArmorSmithing)
+2 = Masterwork Tools
+1/or/+2 = Intelligence Bonus
+2 Aid Another/Circumstance for having Apprentices.
And for the hell of it.
+2 Circumstance Bonus for having a how to guide on building the exact item.
Lets add these shall we.
Well, saying we give him each any every bonus at its highest.
+16
This means that by taking 10. This blacksmith can create any Masterwork Enhanced Item up to DC 26.
Now... That limits them to a SINGLE armor enhancement, OR TWO TO THREE Weapon Enhancements.
That's not much, so there is REALLY no sense in putting limits on the work. Now remove some of those circumstance bonuses and our blacksmith is suddenly less capable.
Now then, lets assume take 20. That's a DC of up to 36. Yes, but he's going to take at LEAST TWICE AS LONG to craft the item, and he's going to SCREW UP a lot along the way, WASTING THOUSANDS AND THOUSANDS OF GOLD UPON MATERIALS. or at least Hundreds.

Eyolf The Wild Commoner |

Masterwork Enhancements.
In order to enhance an item with these masterwork properties it must be created as such. This means that an item with a +1 Confirm Critical, the item and creation process must go as follows.
The item must be of masterwork quality, it must be created with the masterwork portion of the item.
Thus the DC, and cost of creating the enhanced masterwork item increase as listed.
Exponential Costs
All costs are exponential except for Disarm, Trip, Sunder, Feint, Intimidate, and Diplomacy. An example of the +1 Hardness, and 5 hp costs would be; 100 Gold for the first point, 200 gold in addition to for the second point, and then 400, 800, 1600 gold in addition each point.
Stacking
All Mundane Masterwork Enhancements stack with Magical Enchantment bonuses except as listed specifically.
Example
A Masterwork Longsword, Enhanced +5 Hardness, 25 HP.
Would have a total creation cost of +4100 Gold plus the cost of the weapon itself, and a DC of 38. The masterwork price is included in this example.
15 Gold = Price of Weapon.
300 Gold = Masterwork Version.
3100 Gold = +5 Hardness, and 25 HP.
This would come out to a total cost of 3415 Gold, with a Craft DC of 30.
WEAPONS
Enhancement --------------| Cost ---------| DC Increase -| Limit
Reduce weight by 1/3 (33%) --| +50 / lb Gold -| 4 ----------------| 1
+1 Intimidate --------------------| +100 Gold ----| 1 ----------------| 4
+1 Diplomacy -------------------| +100 Gold ----| 1 ----------------| 4
+1 Hardness and 5 HP ---------| +100 Gold ----| 2 ----------------| 5
+1 Disarm -----------------------| +200 Gold ----| 2 ----------------| 4
+1 Trip ---------------------------| +200 Gold ----| 2 ----------------| 4
+1 Sunder -----------------------| +200 Gold ----| 2 ----------------| 4
+1 Feint --------------------------| +200 Gold ----| 2 ----------------| 4
+1 Damage ----------------------| +500 Gold ----| 3 ----------------| 5
+1 To Hit Bonus -----------------| +500 Gold ----| 3 ----------------| 5
+1 Confirm Critical Threat -----| +1000 Gold ---| 2 ----------------| 4
+1 Critical Threat Range -------| +1000 Gold ---| 6 ----------------| 1
The Critical Threat Range Does NOT stack with Keen, or Improved Critical.
Intimidating or Diplomatic Weapons
In order to gain the benefits from an intimidating, or diplomatic weapon. The weapon must be carried/wielding on your person, and the target must be capable of clearly seeing the weapon and the symbols or carvings on it. These bonuses are circumstantial and may not work on every one (DM Rule)
ARMORS
Enhancement ---------------| Cost ---------| DC Increase -| Limit
Reduce Weight by 1/3 (33%) --| +75 / lb Gold --| 6 ---------------| 1
+2 Hardness and 10 HP ---------| +200 Gold ----| 4 ---------------| 5
+1 Max Dex ----------------------| +500 Gold ----| 4 ---------------| 3
Reduce ACP by 1 ----------------| +500 Gold ----| 4 ---------------| 3
-5% Spell Failure -----------------| +500 Gold ---| 4 ---------------| 1
+1 AC vs Confirm Critical Threat -| +500 Gold -| 4 ---------------| 4
Tools and Instruments
Grade Degree --| Cost ------| DC ---| Bonus
Masterwork --------| +50gp -----| 20 ----| +2
Second -------------| +250gp ---| 30 -----| +4
Third ----------------| +1250gp -| 40 -----| +6
FOR COMPARISON AND INFORMATION
Masterwork Enhanced +5 Hardness, +25 HP Longsword.
DC 15 for Longsword, DC 30 for Masterwork Enhanced Component.
======================================
Level 10 Blacksmith.
10 Ranks Craft (Weapons)
+6 Skill Focus (Weapons) for having 10 ranks in Craft (Weapons)
+2 Intelligence
+2 MW Tools
= +20 Total
While taking 10 = Result 30.
How To Craft
Result Multiplied by DC equals 900 SP work
34150 Divided By 900 equals 37.9(Repeating) Weeks.
Round up to 38 weeks.
38 Weeks (7 Days / Week) equals 266 Days.
Final Results
Item - MW Longsword, Enhanced +5 Hardness, 25 HP.
Cost - 3415 Gold.
Time - 266 Days or 38 Weeks.
Item - +3 Magic Longsword
Cost 18,000 Gold
Time 36 Hours
Benefits - +6 Hardness, +30 HP, +3 To Hit Enhancement.
------------------------------------------------------
I think that I'm going to be removing the Mundane from everything to do with this. As what it basically means apparently is commonplace, and these items are not necessarily common place. Which may lead to confusion among people.

Dreaming Warforged |

I like the options you're providing. It fits nicely with what I'm exploring for a low magic setting. There is a lot of nice ideas and discussions going on supporting the partial or complete removal of magic items.
The only thing I would really change is the max for certain properties, but this can be easily adjusted according to one's wishes.
Great work!
DW

Eyolf The Wild Commoner |

Longsword.
DC 45
+3 To Hit.
+3 To Damage.
+5 Hardness, +25 HP.
7915 Gold
= 79150 Silver
17th Level NPC Blacksmith.
+17 = Ranks in Weapon or Armor Smithing.
+3 = Trained Class Skill Bonus
+6 = Skill Focus (Weapon/or/ArmorSmithing)
+1 = Intelligence Bonus
+2 = Masterwork Tools
+2 Aid Another From Apprentice
+2 Circumstance Bonus for How To Guide
+2 Master Craftsman
Taking 10 = +35; Result 45
This means that in a campaign it would take a level 17 Blacksmith in order to create a weapon that is even remotely comparable to a +3 Magic Enhanced Weapon.
And it would take 39-40 Weeks of work.
Item - +3 Magic Longsword
Cost 18,000 Gold
Time 36 Hours
Benefits - +6 Hardness, +30 HP, +3 To Hit & Damage Enhancement.

Eyolf The Wild Commoner |

NEW UPDATE, FEBRUARY 28TH
So yeah, I've gone and made some upgrades to my system, hopefully it looks better, and explains better now.
Lets get some rates from 1-10 please?
Masterwork Enhancements.
Exponential Costs
All costs are exponential except for Disarm, Trip, Sunder, and Feint.
An example of the +1 Hardness and 5 hp Enhancement costs would be; +100 Gold for the first time, +200 gold IN ADDITION to for the second time, and then +400, +800, +1600 gold in addition each time.
--- Example ---
The requirements to give a Longsword the Enhanced Masterwork Quality of say
A Masterwork Reduced Weight Longsword, Enhanced +5 Hardness, 25 HP.
Would require that the Masterwork Component of the item have a DC total of 34.
This means that in order to create an Enhanced Masterwork item such as a longsword. You would be required to craft the item as normal, except the DC of the item's Masterwork Component would be increased, as well as the Masterwork cost of the item.
Meaning the Masterwork Component DC of the example longsword would be DC 34, and the Masterwork Component Cost would be 3600 Gold.
The Blue-Print
Price of Weapon = 15 Gold.
Masterwork Component = Separate MW DC of 20, +300 Gold MW Cost.
+5 Hardness, and 25 HP x5 = +10 to MW DC, +3100 Gold to MW Cost.
Reduced Weight (4 lb weapon) = +4 to MW DC, +200 Gold to MW Cost.
Total Cost = Cost of Weapon Materials + New Masterwork Component Cost.
Enhancement --------------| Cost Increase | DC Increase -| Maximum
Reduce weight by 1/3 (33%) --| +50 / lb Gold -| 4 ----------------| 1
+1 Intimidate --------------------| +100 Gold ----| 1 ----------------| 4
+1 Diplomacy -------------------| +100 Gold ----| 1 ----------------| 4
+1 Hardness and 5 HP ---------| +100 Gold ----| 2 ----------------| 5
+1 Disarm -----------------------| +200 Gold ----| 2 ----------------| 4
+1 Trip ---------------------------| +200 Gold ----| 2 ----------------| 4
+1 Sunder -----------------------| +200 Gold ----| 2 ----------------| 4
+1 Feint --------------------------| +200 Gold ----| 2 ----------------| 4
+1 Damage ----------------------| +500 Gold ----| 3 ----------------| 5
+1 To Hit Bonus -----------------| +500 Gold ----| 3 ----------------| 5
+1 Confirm Critical Threat -----| +1000 Gold ---| 2 ----------------| 4
+1 Critical Threat Range -------| +1000 Gold ---| 6 ----------------| 1
Stacking
All Masterwork Enhancements stack with Magical Enchantment bonuses except as listed below.
When applying the Masterwork bonus from the Critical Threat Range Enhancement with Keen, or Improved Critical. You apply the benefits AFTER applying Keen, or Improved Critical, NOT before.
--- Example ---
Enhanced Critical Threat Range essential increases your Crit chance by 5%. Meaning that a weapon with 5% chance to Crit, with the Critical Threat Range Enhancement has a 10% chance to Crit.
A 5% Weapon with Keen has a 10% chance to Crit, a Keen Weapon with a Crit Threat Range Enhancement would therefore have a 15% chance to hit, NOT a 20% as the additional +5% is added AFTER the Keen, or Improved Critical is taken into account.
Enhancement ---------------| Cost Increase | DC Increase -| Maximum
Reduce Weight by 1/3 (33%) --| +75 / lb Gold --| 6 ---------------| 1
+2 Hardness and 10 HP ---------| +200 Gold ----| 4 ---------------| 5
+1 Max Dex ----------------------| +500 Gold ----| 4 ---------------| 3
Reduce ACP by 1 ----------------| +500 Gold ----| 4 ---------------| 3
-5% Spell Failure -----------------| +500 Gold ---| 4 ---------------| 1
+1 AC vs Confirm Critical Threat -| +500 Gold -| 4 ---------------| 4
Grade Degree --| Cost ------| DC ---| Bonus
Masterwork --------| +50gp -----| 20 ----| +2
Second -------------| +250gp ---| 30 -----| +4
Third ----------------| +1250gp -| 40 -----| +6

Cerealkiller |

Here I a suggestion to non-magic enhancements
Acid wash (+4 save vs acid, rust, disintegration)
Alchemical chamber (Add Alchemical flask to dam)
Armor razors (Deals 1d6 Slashing)
Armor spikes (Deals 1d6 Piercing)
Barbed (2 pts Dam 1d4 rnds addition hit extend duration)
Bashing (Bash deal dam as if two sizes larger (1d3=1d6 and 1d4=1d8)
Basket hilt (+4 vs Disarm, +1 AC with Combat Expertise)
Bayonet (Deals 1d6 x2 Ranged -8 to hit and 1/2 incerment)
Bladeshatter (When any non axe, hammer or mace fails a attack roll by 10 or more the weapon tke 1d8 dam by passes hardness)
Blood groove (Casues 1 bleed dam every round)
Bow stablizers (+1 To hit)
Bowstring silencer (Make bow totally silent but reducing its range increment by 10ft/2in)
Buoyancy (-1 Check pen when swimming)
Camouflage (+4 to Stealth)
Caster armor (-5% Spell fail)
Crossbow shield (A small shield is attached to the crossbow +1 AC)
Crossbow/Musket scope (Reduce range penality by 1)
Deceptive (+4 Sleight of hand)
Dwarven forged armor (+2 AC -1 Check pen +10% spell fail)
Dwarvencraft weapon (Increase dam by 1 level +2 Hardness, saves, +10 HP )
Elven craft bow (Functions like a club when use as a melee weapon)
Elven forged armor (+1 Max dex -1 Check pen -10% spell fail)
Embossed (+2 to Gather info if stolen)
Enhanced bracing (+2 Dam set againt a charge)
Extended chain (+4 to Trip flails,chain, and whips and +5ft/1in to spiked chain and whips)
Extended Haft (+5ft/1in Reach)
Fast-Donning/Quick release Straps (No increased check penalty, -1 AC, Standard action to remove armor)
Fire retardant I (Fire resistance 5)
Fire retardant II (Fire resistance 10)
Folded weapon (+4 to Hardness)
Forestwarden Shroud (Negating the effect that undergrowth has on the wearer's Acrobatics and Stealth)
Grounded (Electical restance 5)
Heavy (+2 HP +1 Dam -2 to hit)
Heavy pommel (+2 to Parry)
Interlocking Plate (+2 to AC when moving no more the 5ft/1in)
Iron Sight crossbow/musket (+1 To hit)
Light (+2 To hit -1 Dam -1 HP/Hardness)
Lightweight (Lower category of armor type by 1, +5ft/1in movement, and reduce AC, check pen by 1)
Lined (Cold resistance 5)
Mercurial (+1 Dam)
Muffling (+4 to Stealth -2 to other dex skills)
Ornate/Savage (+1 to +5 either /or Diplomacy, Intimidate)
Penetrating (+4 to Sunder)
Percise fitting (-1 to check pen +1 max dex +1 Bluff and Diplomacy)
Perfect balance (+1 AC when taking total defence)
Perfect weighted (+5ft/1in thrown range incerment)
Pistol (Add a pistol to the weapon 2d4 x3 Range 5ft/1in)
Quick quiver (+1 to Initive when using a bow)
Razor sharp/Honed (+1 to critacal threat range)
Reinforced (25% chance of negating any precision damage)
Resilient (+5 HP)
Riding Straps (+1 to Ride)
Rifiled Barrel (+1 To hit +10ft/2in range incerment)
Rusted (-1 Dam, -1 HP, -2 Hardness, -2 save vs rust plus rust disease)
Segmented (+1 Max dex)
Serrated (2 pts Dam 1d4 rnds addition hit extend duration)
Shield blade/axe (Deals +1d4 slashing dam )
Shield sheath (Holds one light weapon drawing the weapon in the shield sheath is a free action and Free feint attempt)
Shield spikes (Deals +1d4 piercing dam)
Spidersilk (Make armor usable by monks, rouge, and ninjas)
Spring-loaded dagger (1d4/19-20x2 can launch Range 5ft/1in +5 to Sleight of hand)
Stability (+4 vs Bull rush +10% spell fail -1 max dex)
Teather (+4 vs disarm and if disarmed you do not drop weapon)
Tempered armor I (DR 1/-)
Tempered armor II (DR 2/-)
Tempered armor III (DR 3/-)
Tempered armor IV (DR 4/-)
Tempered armor V (DR 5/-)
Thin blade (+2 to diarm and bluff -2 dam)
Thunderhead (Add a blackpower charge to weapon +2d4 Dam)
Weapon pair (Reduce two weapon penality by 1 a matched pair of a normal and light weapon)
Vital coverage I (+2 AC vs crit effects)
Vital coverage II (+4 AC vs crit effects)

Ma Gi |

Although the costs for gold may work right now, having an easier way to calculate the cost would be nice.
For example magic modifiers for weapons are bonus^2*2000. Simple and easy to calculate total price.
Yours is something like, Cost*[(2^Bonus)-1]? While it is not a complicated formula, its not as easy to remember and not easy to calculate in your head with large bonuses.
Realistically I can't see a weapon taking 50+ days to make working 8 hours or so a day no matter how finely crafted you can make it. I can see the crafter you pay ramping up the prices for the fine piece but for when you make it I don't see it costing more than a couple hundred gold max for buying the finest steel and finest equipment using the best forge and anvil and the most accurate measuring tools etc. So it is still 1/3 cost correct?
Along with not adding the +3 class bonus, the race should give +2 int like human or elf, or a gnome with +2 craft. Also the higher leveled NPCs should have mw tools more appropriate to their level since they could probably craft the tools themselves or buy them from a better crafter to make their crafting faster there by earning them more money, more quickly. Also if the world has any magic the crafter may invest in an apprentice, if they can't themselves, to cast a spell to give a bonus to craft/int.
Otherwise I like the idea and intent, you get something cheaper but takes much much longer and requires a lot more skill. It gives more purpose to the craft skill if you've got spare time. Also it makes it so there isn't just the boring old mw sword that doesn't stack with any of the enhancement bonuses.

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Intimidating or Diplomatic Weapons
In order to gain the benefits from an intimidating, or diplomatic weapon. The weapon must be carried/wielding on your person, and the target must be capable of clearly seeing the weapon and the symbols or carvings on it. These bonuses are circumstantial and may not work on every one (DM Rule)
I like the idea that these benefits could be added to an item. But why just weapons? I think they would be better suited for armor and shields. Weapons are intimidating to begin with and the 'being able to see' mechanic isn't well defined. 10ft and line of sight would be better due to the detailing needing to be seen up close. For armor or shields the distance could be 30ft and would be a better medium for the intimidating design. And type the bonus to avoid stacking.
For the diplomacy bonus, I would make it racial/type (racial bonus?) dependent. Dragon (chromatic) marked sword would give the bonus for chromatic dragons and dragon blooded creatures. And elven styled (royal, warden of the forest, etc) armor would work for elves and half-elves. And the racial enemy or others that fear that racial/type would be intimidated.