| Eyolf The Wild Commoner |
So I went and found this and decided that maybe we should look them over and pathfinderize them, along with making any needed modifications for balance and desire.
Savage Weapons
Savage weapons are covered with spikes and/or serrations, and have a very menacing appearance. Because they are unwieldy, a user of a savage weapon suffers a -2 penalty to attack rolls. However, savage weapons inflict an additional 2 points of damage. The cost of the weapon is increased by 100 gp.
Refined Weapons
Refined weapons are the exact opposite of savage weapons. Weapons of this type are light, flexible, and well balanced. Popular among women and aristocrats, but used by many, refined weapons weigh only half as much of a normal weapon. Wielders of refined weapons gain a +2 bonus to attack rolls. However, refined weapons are not as damaging as their normal counterparts. A refined weapon's damage dice is one step worse than normal (see the chart below). The cost of the weapon is increased by 500 gp.
To create a refined weapon, you create a refined component as if it were a separate item in addition to the standard item. The refined component has its own price (500 gp) and a Craft DC of 20. Once both the standard component and the refined component are completed, the refined weapon is finished. Note: The cost you pay for the refined component is one-third of the given amount, just as it is for the cost in raw materials.
Normal Refined
2d8 2d6
1d12 or 2d6 1d10
1d10 1d8
1d8 or 2d4 1d6
1d6 1d4
1d4 1d3
1d3 1d2
1d2 1
| Eyolf The Wild Commoner |
I had a comment on refined, he said it was interesting but that no one would take it when they could just get a regular masterwork item.
I asked him for his opinion on how to fix that.
He suggested that perhaps removing the damage die penalty and replacing it with a reduction to hardness and hitpoints.
I think that I like his idea.
Krome
|
I had a comment given to me on Savage, he said that it didn't seem balanced. I had someone else suggest a -2 for +1 for 100 gold.
Would that fix it?
Power Attack uses -1 attack for +2 damage. This seems like a good, balanced approach. The only disadvantage is unlike the feat it applies at all times.
If these are non magical enhancements, I would suggest that Masterwork be required and the 100gp is in addition.
Krome
|
I was thinking a 50% reduction in both hardness and hitpoints.
Thus a Refined Weapon grants the following +2 to Attack Rolls for a penalty of 50% less Hardness and Hitpoints on the weapon. And it would weigh 50% less, all for the cost of 500 Gold
Only usable on metal weapons.
Again I am thinking of these in terms of non-magical enhancements.
I would require Masterwork, stack an extra +1 to attack (essentially a +2 now), and reduce the Hardness and HP as described. Cost wise I would add only 100 gp to the Masterwork cost. I would also probably restrict it to piercing and slashing weapons. Doesn't seem to work conceptually with bludgeoning items like a hammer, mace or maul.
Krome
|
The only reason I suggest using Masterwork as a sort of prerequisite is the tooling, the craftsmanship necessary to make such items, and make them effective implies (and I emphasize implies) superior craftsmanship. By no means does anything suggest that it MUST be masterwork, just implies.
That and it adds some balance AND makes the item inherently suitable to be enchanted.
And was I correct in assuming you were looking for non magical means?
| SmiloDan RPG Superstar 2012 Top 32 |
Rogues would totally use the refined weapons! Their base damage is a pittance compared to their sneak attack damage....and their lower BAB would really benefit from the +2 to hit.
It's basically pretending to be a smaller, masterwork weapon. +1 size bonus to hit, +1 masterwork bonus, reduction in damage die.
Krome
|
Eyolf The Wild Commoner wrote:I had a comment given to me on Savage, he said that it didn't seem balanced. I had someone else suggest a -2 for +1 for 100 gold.
Would that fix it?
Power Attack uses -1 attack for +2 damage. This seems like a good, balanced approach. The only disadvantage is unlike the feat it applies at all times.
If these are non magical enhancements, I would suggest that Masterwork be required and the 100gp is in addition.
had a thunk...
instead of making Masterwork a prerequisite these can be sort of a variation on Masterwork.
I thought that because it occurred to me, that in this case, the Savage weapon, the effect is pay some gold and you get a +2 damage weapon, because the -1 attack is offset by the Masterwork +1.
So either make the Savage -2 to hit, modified by masterwork +1 or just make them all without masterwork but a similar price.
anyway, not really sure I like having the added complexity of applying Masterwork to the stats of these types of enhancements. Seems unnecessary. I can see why you were reluctant to include Masterwork.
I guess I am officially retracting my suggestion of Masterwork be a prereq.