Non-magical Weapon Qualities


Homebrew and House Rules


I'm wondering if anyone has made any rules involving non-magical weapon qualities. Any links, suggestions, experiences with doing such. I was thinking about qualities ranging from a bonus to hit to extra damage and keen weapons that can be applied to master crafted weapons.


No hard and fast rules, but I allow for exceptional craftsmanship of non-magical weapons to grant bonuses on to hit, damage, initiative, critical threat range, and whatever else I think makes sense. Also, I allow non-magical adamantine weapons to have a non-magical +4 bonus and non-magical mithril weapons to have a +3 bonus (logic being that you need a +4 weapon to bypass DR/adamantine and +3 weapon to bypass DR/silver, which mithril bypasses).

Grand Lodge

Same here, I leave it up to GM's call, but I try to keep them something that would be explainable as legendary crafstmanship. I have allowed the Dueling property from the APG, but I think that was the only one outside of the ones that D'arandriel mentioned.

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