Low-Magic Campaign: Mundane Enhancements?


Homebrew and House Rules


Now, a couple of days ago, I did a big thread on 'How to Tame your Dragon' and blah blah blah basically I did an Igor and had a Geek Meltdown over that movie.

Cutting through my usual few paragraphs of palaver, how would a Campaign go in which Casters are rare (PC casters are very rare and have a much-reduced choice of Caster-Classes, and hybrid classes such as the Ranger, Bard and Paladin change over their magic spells for supernatural abilities and/or greater skills longer uses of extraordinary abilities.) and casting spells deals either non-lethal damage based upon the caster level x spell level to the Caster or their number of high-level spells-per-day is dramatically reduced fare against beasties with their normal alotment of spells, say the PC party against a Dragon or other Monster with decent spellcasting?

What about Weapons and Armor? Suddenly a suit of Dragon Hide is worth a bundle as it's naturally granting the player a set amount of elemental damage reduction, a Longbow made from a Treant's heartwood allows the player to imbue the arrows with the bane ability against Abberations and Undead, the Spear tipped with a Unicorn's Horn deals Holy Damage against Evil Outsiders etc etc. I am quite keen to add the abilities from Dragon #358 to the mix in lieu of the more traditional Magical Enchantments, while putting various magical abilities in at three times their normal cost (but the same actual enhancement bonus) to reflect how hard it is for the PC races to actually perform magic.

Dwarf-Crafted items would grant an additional 10 hitpoints and 2 additional points of hardness than a standard item of the same type, but could only be applied to Medium and Heavy Armors, Metal Shields and mostly-metal Weapons.

Elven-Crafted items would grant an additional +1 to AC while fighting defensively and +2 when taking the Full Defence action or using the Combat Expertise feat, but can only be applies to light weapons and bows and light armor.

Orc-Crafted items would grant a weapon the ability to increase the rate of critial hits. A Orc-Crafted Greatsword would a critical rating of 18-20/x2, rather than 19-20/x2. Would not stack with Keen enchantment, however. Can only be applied to Piercing or Slashing Weapons.

Human-Crafted items would grant .... something. I'm thinking of something but I just can't come up with an idea for the 'everybody's second-best friend' race off the top of my head.

Furthermore, how would healing go in such a 'low magic' campaign? I could imagine Craft (alchemy) would become much more in demand, with players able to craft poultices to help speed up natural healing and a homebrew variant of the Alchemist, effectively a Non-Schooled Wizard in terms of stats with access to Healing Spells who uses alchemical catalysts to create 'magical' effects. and probably uses 1/2 character level as a bonus to attack-rolls while flinging his 'Catalysts' about like grenades. Rather than Spellcraft or the old Concentration Skill, each 'Catalyst' uses a Craft (Alchemy) check where a spell would normally use Concentration or Spellcraft, ie Alchemist takes damage while grabbing for the right vials to throw, has to try and figure out which combination of potions will negate the Dragon's Wall of Fire etc etc.

BAB: Poor HD: D6 Good Saves: Fort Reflex Poor Saves: Will.

Proficient with all Simple Weapons and Light Armor, but not shields.

Spell-List :

0-level Catalysts: Light, Purify Food and Drink, Stabilize, Bleed, Virtue, Resistance, Acid Splash*^, Flare*.

1-Level Catalysts: Endure Elements, Grease, Mage Armor, Obscuring Mist, True Strike, Charm Person*, Sleep*, Shocking Grasp*^, Color Spray*, Cause Fear*, Jump, Cure Light Wounds*, Inflict Light Wounds*, Remove Fear.

2-Level Catalysts: Aid, Bear's Endurance, Calm Emotions, Delay Poison, Eagle's Splendor, Gentle Repose, Owl's Wisdom, Remove Paralysis, Resist Energy, Glitterdust, Web*, Daze Monster*, Touch of Idiocy*, Continual Flame, False Life, Scare*, Bull's Strength, Fox's Cunning, Pryotechnics.

3-Level Catalysts: Bestow Curse*, Blindness/Deafness*, Contagion*, Cure Moderate Wounds*, Inflict Moderate Wounds*, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Water Breathing, Stinking Cloud*, Heroism, Rage, Suggestion*, Flame Arrow^, Haste*, Slow*, Shout*, Command Undead*.

4-Level Catalysts: Charm Monster*, Cure Serious Wounds*, Inflict Serious Wounds*, Discern Lies, Neutralise Poison, Poison, Repel Vermin, Confusion*, Rainbow Pattern*, Fear*, Enlarge Person*, Reduce Person*, Fireball*^.

etc etc so on and so forth. Spells that can be extremely potent when used by a class that can both heal and harm come 1 'spell level' later than a Wizard or Cleric could use them, such as Fireball, the more potent healing conjurations, so on and so forth.

To cast a 'spell', the Alchemist must either ingest the Catalyst himself and gain the effects, or throw the Catalyst with the same range increments as a thrown-weapon, but adding 1/2 his character level to the Attack Roll. We're talking about a scholar here, and while trained to get maximum distance on his throws, we're not talking a secondary combatant here like the Pathfinder version.

Also, spells marked with * can be poured over/drunk by the target (if there are multiple targets in the spell's description, unless the Catalyst is applied as an Oil, the affect is only applied to the drinker) or be thrown at the target to take effect, meaning spells like Shocking Grasp are treated as Ranged Attacks, rather than touch-attacks, and depending upon their description, will only affect a single target if they require a touch attack to normally take effect. For Example, a Catalyst of Haste, the Alchemist can apply it as a touch-attack to his allies, smearing a finger's worth of oily, viscous material across their exposed skin to imbue them with the effect, allow the party to pass around the vial and take a sip each or in the event of an emergency, fling the vial at a companion as a Ranged Attack and pray the vial breaks on them, not the ground. For a Single-Target spell or Touch spell like Cure Light Wounds, the Alchemist can either hand the Catalyst to his companion to drink, splash it on the companion's wound with a touch attack or fling it at an Undead as a grenade-like weapon with a Ranged Attack. By contrast Slow can be throw as a ranged attack with a 30 foot radius, affecting 1 creature per level within a 15 foot radius of the square it lands in.

Furthermore, spells marked with a ^ can have their damage type changed to another elemental type by increasing the Craft (Alchemist) DC required to assemble the right components (A free action for the Alchemist) by 10. An Alchemist can't take meta-magic feats to increase the potency of his Catalysts, but can instead increase the effects by increasing the DC of the Craft (alchemy) check by 10 to to mimic the effects of a Metamagic feat that would use up a spell-slot one level higher, by 15 to mimic the effects of a Metamagic feat that would use up a spell-slot two levels higher, or 25 to mimic a Metamagic feat that would use up a spell-slot three levels higher, or any combination of metamagic feats by using the same formulae. Thus a Extended Empowered Catalyst of Wall of Fire, which is normally a 5th level Catalyst and requiers a DC 15 Craft (Alchemist) check to 'cast', would instead be a DC 40 Craft (Alchemist) check.

To me, this is very, very high, but it also stops the Alchemist from becoming just another Caster and really hammers home how rare and powerful the real magic-users are, who can with a twist of the hand and a whisper of power, can do what would take an Alchemist years to perfect.


HalfOrcHeavyMetal wrote:

Now, a couple of days ago, I did a big thread on 'How to Tame your Dragon' and blah blah blah basically I did an Igor and had a Geek Meltdown over that movie.

Cutting through my usual few paragraphs of palaver, how would a Campaign go in which Casters are rare (PC casters are very rare and have a much-reduced choice of Caster-Classes, and hybrid classes such as the Ranger, Bard and Paladin change over their magic spells for supernatural abilities and/or greater skills longer uses of extraordinary abilities.) and casting spells deals either non-lethal damage based upon the caster level x spell level to the Caster or their number of high-level spells-per-day is dramatically reduced fare against beasties with their normal alotment of spells, say the PC party against a Dragon or other Monster with decent spellcasting?

What about Weapons and Armor? Suddenly a suit of Dragon Hide is worth a bundle as it's naturally granting the player a set amount of elemental damage reduction, a Longbow made from a Treant's heartwood allows the player to imbue the arrows with the bane ability against Abberations and Undead, the Spear tipped with a Unicorn's Horn deals Holy Damage against Evil Outsiders etc etc. I am quite keen to add the abilities from Dragon #358 to the mix in lieu of the more traditional Magical Enchantments, while putting various magical abilities in at three times their normal cost (but the same actual enhancement bonus) to reflect how hard it is for the PC races to actually perform magic.

Dwarf-Crafted items would grant an additional 10 hitpoints and 2 additional points of hardness than a standard item of the same type, but could only be applied to Medium and Heavy Armors, Metal Shields and mostly-metal Weapons.

Elven-Crafted items would grant an additional +1 to AC while fighting defensively and +2 when taking the Full Defence action or using the Combat Expertise feat, but can only be applies to light weapons and bows and light armor.

Orc-Crafted items would grant a weapon the ability to increase...

I wont have much information for you, as I am newer, and getting ready for my first Pathfinder campaign. (Used to run old DnD campaigns in 1/2 E)

However, low magic settings have always been my style, with wizards being rare, and magic itself being something most folk have not seen, having only heard the stories and rumors. Something I much prefer over the common folk (And hero's) being unimpressed with seeing magic. Reminds me of a LoTR feel, where you know magic exists, yet not readily available and creates a unique atmosphere.

Personally, I like your idea. Lower magic then I used to do, But something, once Im used to running the game, Ill take to heart.

Ill be watching this thread to see where it goes 8)

Sorry I lack decent imput, Im just now getting familiar with Pathfinder mechanics :P


I think you'll find that your players will treasure their magical items if your run a low magic campaign as well.

I've been in campaigns where players would find a new +2 bastard sword or a ring of protection +1 and just throw it into the cart with the rest of the junk because the party already has more of them than they can use.

Low magic settings makes every magical item found a real treasure. Either to sell and capitalize on if the party can't really use it, or for personal use by a player who'll be boggle-eyed at their shiny new cloak of shadows.

Don't keep the magic out of the game, or what's the point but certainly make it great fun to find/steal/kill for.

Grand Lodge

For a low magic campaign, the Master Class in the Dragonlance (3.5) Heroes of the Lance Campaign Setting book allowed masterwork up to +5 bonus. I personally like masterwork that does like what you are suggesting... allowing more effective use of feats or maneuvers. Just a thought.

Like a masterwork parrying dagger that allows an additional +1 to Two Weapon Defense.

or

A heavy mace with a heavier head so that it increases the crit multiplier by one.

Just my thoughts on the matter...

Liberty's Edge

I'm very fond of this alternate masterwork system, originally designed for the low-magic Iron Heroes system:

Chris Upchurch's Alternate Masterwork System

It gives you ten different levels of masterwork upgrades, and lets you add special qualities other than just +1 to hit. It also has options for MW shields and armor.

The prices increase by multiplying the base cost of the weapon as opposed to adding a flat fee, and there are guidelines for crafting MW items under the new system.


Ah, got punted over here.... I should have posted it on this side in the first place, but then again I shouldn't have been online at 2 in the morning (>_<).

I fully intend for the PCs to come across or be able to craft their own magical items, but it will be a quest in and of itself to create a +1 Flaming Longsword in the traditional way. An easier way would be to find a Dragon (doing away with the variety of elemental damage and Dragons become just ye old pile of High AC, multiple attacks and Cone/Line of Fire Breath [or possibly steam, for aquatic versions] to get back into the 'old-fashioned' feel of a high-fantasy-low-magic campaign), kill it and turn the Dragon's bones into a weapon via soaking a bone of the appropriate size into a barrel of the preserved Dragon's blood (and possibly it's heart as well if I think they might abuse the situation and turn every Dragon's bone or piece of hide into a magical item to sell, ensuring that it's One Dragon, One Flame-based Item.) after carving it into a suitable shape, either via the Craft (Sculpture) or the relevant weapon/armor crafting skills to turn it from a simple bone weapon (-2 to damage, low stats) to a weapon harder than steel and inherently magical and permanently surrounded by a flickering nimbus of heat. The downside to being able to forge a 'cheap' magical items from dead enemies is A) their families want to have a word with you about the murder and desecration of their kin, B) the Sword in question is on fire all the time, ensuring the PC must either have Dragonhide gauntlets to prevent his hands being burned and/or a sheath that can resist the damage of the flames and C)Every man and his dog will want it, and the PCs might have had to have spent several weeks researching exactly how to perform the ritual to call the dead Dragon's latent magical powers into being to create the weapon, allowing aforementioned Dragon to wreak havoc while they stayed in the library boning up on how to get loot off it, something the people it has ravaged will be none-to-happy about.

Obviously Magic will be common enough that every village will have a low-level Cleric or a mid-level Druid, and perhaps a Wizard if they're lucky, but overall actual Magic is something witnessed rarely if at all, and always held in awe, fear and envy.


I built a campaign somewhat like this years ago, however, I was nicer to divine casters than arcane ones (basically, I had the whole world shredded by magic to the point that the gods had to step in -- and then once they fixed things, back away themselves).

Using the old rules from 2e about how divine spells are granted (and thus penalized for planar travel) - it meant that clerical spells of up to level 2 were possible without needing anything special (beyond that, people had to start seeking out *real* divine focusses that would let them handle the power without disrupting the world).

Druids were closer to full-power, but, everyone was basically superstitious and you'd have villagers lining up to burn you at the stake if they saw any obvious magic, because they feared what it could do.

Loremaster bards were the only "allowed" source of arcane magics - and even then, most of them were smart enough to never do anything other than divinations, etc.

It worked out pretty well - all "secondary" caster classes could still gain (most) of their spells, there was access to at least rudimentary healing (I allowed breaking up higher slots at -1 per division, so a level 5 slot could become 2 level 2 slots [2+2+1], or 3 level 1 slots [1+1+1+2]). Pretty much any wizard-wannabe was immediately suspect and to be hunted, and, of course, as you'd expect, most magic items were leftovers from the high-magic time that came before....

Anyhow, fluff notwithstanding, there's a few things that you could do for humans:

1. If you're going with the "versatile" bit, then argue that human steel is a mishmosh of all kinds of things, such that the weapons are better at bypassing DR. (Say, for instance, light weapons gain a +1 damage bonus, one-handers a +2, two-handed a +4, for example, only when fighting something with damage resistance - not enough to get over the limit on its own, but a bonus...)

2. If you're going for the humans as an "average" race, just make their goods cheaper than everyone else's and let normal stats hold.

3. Another variant on that, you can make it so that human weapons are "easier" to use (without the fancy things), such that a number of human-designed martial weapons are simple, and exotic are martial.

3. If you're going for humans as having a flavour, you could have them be inherently non-magical, so that the armour grants saving throw bonuses against all supernatural, spell-like, etc., attacks.

It's really a matter of picking out the niche for humans, and then running with it.


Damn Windows had another brainfart and ate my post. Argh.

In regards to the weapon Special Abilities, I might make the Elven-Craft bonuses instead apply to hit bonuses when wielded with dexterity, meaning +1 to hit when using your dexterity instead of your strength to make attack rolls and granting a +1 to AC when fighting defensively or using the Combat Expertise feat, but could only be applied to light weapons or weapons designed by Elves.

In regards to the Casters, I tried lowering the number of spells-per-day, using the Sorcerer as an example, Sorcerer starts off with 3 spells per day and then rapidly ramps up the number per day to 6, not including the bonus spell-slots from high ability scores. By making it so the Sorcerer only gets additional spell-slots at a rate of 1 additional spell slot every 4 levels, it slows down the Sorcerer's number of spells-per-day significantly but not so much the Sorcerer becomes gimped.

IE a 10th level Sorcerer has a Spells-per-Day of 5 level 1 spells, 4 level 2 spells, 4 level 3 spells. 3 level 4 spells and 3 level 5 spells. A bit of a crimp in the Sorcerer's style but again, not so much that the Sorcerer is in trouble.

Applying this to a Cleric or Wizard, we have a problem in the Wizard's case, so we'll leave the Wizard's spells-per-day alone, and the Cleric works out alright under this situation, especially if we leave the Channel Energy mechanic alone in terms of healing, but otherwise might have a few problems in regards to offensive spells, meaning that again, the Players MUST keep their heads and not rely upon an endless stream of Healing.

In regards to the Wizard, I would perhaps insist upon the Wizard being unable to take a Familiar and MUST use a Bonded Item as a focus for their spellcasting, but does not gain the bonus spell-per-day. Effectively the Wizard gains their normal spells-per-day at the cost of being rendered almost impotent if their 'fetish' is taken away or damaged.

The other matter I brought up was that Casting should be a draining process. If anyone remembers the Record of Lodoss Wars animation series, Casters of both Divine and Arcane persuasions seemed to take a beating when they cast their more powerful spells. Taking inspiration from that, the three most powerful levels of spells a Caster can use cause an amount of Non-lethal damage equal to the Spell-Levelx2. This means a Sorcerer could effectively cast herself into unconsciousness by firing off three 1st level spells one after the other. That same Sorcerer at level 10 could fire off all her 1st and 2nd level spells without a hitch, but if she casts her 3rd, 4th or 5th spells, it will cause her to fall unconscious.

And this mechanic means that a Sorcerer or Wizard cannot cast all their spells-per-day without some healing or at least an hour's rest between casting! Perhaps a mid-level spell that wiped out a 3 points of Non-Lethal Damage per Caster Level would be neccessary, but inflicts a penalty on the recipient, possibly a hefty penalty to their Fortitude save or maybe just a -1 to all saving throws until they can rest for 8 hours.

Again, I am leaning towards the Homebrew Alchemists as the Healers of Choice, simply because they don't 'use' magic but rather scientific principles to create alchemical reactions that mimic Magic on a lesser scale. I am also fond of the Alchemist being completely dependant upon their Alchemical Component Pouches for ammunition. Each spell costs 1 gold per level of spell, meaning an Alchemist without a fully 'recharged' Alchemic Component Pouch cannot cast. I see the Item as costing 50 gold (Alchemists recieve their first Pouch for free, fully stocked and ready to go) and being able to 'recharge' the Pouch at no charge if the Alchemist can perform a Knowledge (Nature) or Knowledge (Dungeoneering) and find suitable resources to replenish his stores with.

Witches would also take the same penalites as a Wizard if without their Familiar (I would argue that a Witch would only need to make a DC 10+spell level check to cast a spell if her Familiar is not within reach, rather than the 20 as they are calling upon natural forces within the world, rather than forcibly shaping the threads of magic to their will) and would be a more familiar healer to a group that's used to a more magic-heavy group.


A low magic setting however can be fairly challenging to DM. Its not just healing you have to worry about either. Without the support of both casters and level appropriate (by the wealth by level chart) magic items, your party as a whole will be considerably weaker then a 'standard' party. You either need to find a way to replace the 'big six' magic items with mundane bonuses (there was a large thread about this called removing magic items for a more heroic feel), or you need to tone down encounters considerably (not use the standard CR chart as your guide). If you dont do one of these you will end up with alot of dead PCs.


Ah, in regards to that, I'm also removing Outsiders as a whole from the game-scenario except for a few very specific encounters, so that's some of the biggest nightmares out of the way, and also DR/etc is encountered only on the tougher, ie upper-reaches of mid-level and high-level, enemies/monsters. Alchemical and Masterwork-esque abilities come into play to help compensate, but at the same point I want the players to sweat when they come across an opponent such as a Bulette or horde of tough Zombies that they would normally dispatch with a spell or two, and now have to fight smart, and not just over-whelm the enemy with their "Over 9000!" spellcasting twinks.


Haven't forgotten this thread but still ironing out the Homebrew Alchemist and some tricks for the Characters and NPCs now that they have lesser magical options.

Current batch of standard PC Races: Orcs (Using Beta Half-Orc stats except the Class-twiddle-twaddle, the Darkvision swapped out for Low-Light Vision).

Humans as per normal.

Goblins (Using Halfling stats but replacing Slow Speed with Normal Speed, Fearless, Sure-Footed and Weapon Familiarity with Cunning (+2 bonus to Toughened (+1 to Fortitude saves) Agile (+2 racial bonus to Acrobatics and Stealth) and Weapon Familiarity (Short Sword and Short Bow).

Dwarves (as written in Pathfinder sans the Darkvision for Low-Light Vision) and another race I'm still trying to balance. All PC races gain an additional 2 skill points per level, regardless of Class.

Additional features: Reserve Health: Characters have a number of bonus hit-points equal to 2 for each HD or Class Level, plus an additional 3 points for full-bab classes, 2 additional hitpoints for 3/4 BAB classes and 1 additional hitpoint for 1/2 BAB classes. Toughness increases this by 2 Hit-Points for every level after 3rd level.

Any additional help would be great guys. I've got 2 days off due to being clipped by a car and coming down with a fever, so I might as well put this bedamned virus to some use.


HalfOrcHeavyMetal wrote:

Now, a couple of days ago, I did a big thread on 'How to Tame your Dragon' and blah blah blah basically I did an Igor and had a Geek Meltdown over that movie.

Cutting through my usual few paragraphs of palaver, how would a Campaign go in which Casters are rare (PC casters are very rare and have a much-reduced choice of Caster-Classes, and hybrid classes such as the Ranger, Bard and Paladin change over their magic spells for supernatural abilities and/or greater skills longer uses of extraordinary abilities.) and casting spells deals either non-lethal damage based upon the caster level x spell level to the Caster or their number of high-level spells-per-day is dramatically reduced fare against beasties with their normal alotment of spells, say the PC party against a Dragon or other Monster with decent spellcasting?

What about Weapons and Armor? Suddenly a suit of Dragon Hide is worth a bundle as it's naturally granting the player a set amount of elemental damage reduction, a Longbow made from a Treant's heartwood allows the player to imbue the arrows with the bane ability against Abberations and Undead, the Spear tipped with a Unicorn's Horn deals Holy Damage against Evil Outsiders etc etc. I am quite keen to add the abilities from Dragon #358 to the mix in lieu of the more traditional Magical Enchantments, while putting various magical abilities in at three times their normal cost (but the same actual enhancement bonus) to reflect how hard it is for the PC races to actually perform magic.

Dwarf-Crafted items would grant an additional 10 hitpoints and 2 additional points of hardness than a standard item of the same type, but could only be applied to Medium and Heavy Armors, Metal Shields and mostly-metal Weapons.

Elven-Crafted items would grant an additional +1 to AC while fighting defensively and +2 when taking the Full Defence action or using the Combat Expertise feat, but can only be applies to light weapons and bows and light armor.

Orc-Crafted items would grant a weapon the ability to increase...

I really like your ideas and where you are going with them. I have the dragon magazine and will read the article you are referencing. Do you have any other suggestion other than the one you listed. I like running low magic campaigns but always get stuck when dealing with thing in this manner. I came up with a few ideas like a war hammer with a alchemist fire chamber in the head that when strike a target you can chose to shatter the flask and cause the target to be doused in fire. If you have any suggestions or would like to collaborate on some ideas please let me know.

RPG Superstar 2009 Top 16

I just began working out a low-magic game and I feel the Advanced Guide's classes help a lot get the low-magic dark gritty feeling I'm going for. Right now the basic changes were on what classes players could choose. It was amazingling simple.
Remove: Cleric, Sorcerer and Wizard (also removed Barbarian, Paladin, Monk, Druid and Ranger, but that was due to the gritty and urban side of the thing)
Add: Alchemist, Inquisitor, Oracle and Cavalier
Change: Bard to Archivist variant, Rogue and Fighters to any of its variants.

"On my god, that guy is insane!" Well, maybe. But in that way the feeling of the game changes as there are no dedicated casters (the Oracle has it's weaknesses) and these classes got a lot of the dark gritty feeling to then (Inquisitor and Oracle especially)

Also, not having the other classes available for the players does not mean they do not exist. For instance, it made it clear for that that there ARE wizards and witches, but they are powerful and the players probably don't want to mess with then unless they really need it.

There is also a lot of thinking involved on dealing with enemies, since some creatures are (near)immune to non-magical attacks. Thats where some house rules on researching help. Fantasy Flight's Dread and Darkness sourcebook has some interesting ideas on that.

I'm also limiting leveling to level 6 as per the idea on a pdf called E6 I found a while back on the internet.

(for now I'm also enforcing human race for everyone, but I'm still considering if there will be other races, which MAY add to the low-magic feeling)

Also, on masterwork, Green Ronin's Black Company RPG has a great rule set for a low-magic game, where different levels of masterwork would allow power-like abilities (+1 on hit, +1 on damage, +1 critical chance, +2 diplomacy check if worn, +1 skill bonus, etc)


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)

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Low-Magic Campaign: Mundane Enhancements? All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules