Defective Weapon Enhancements (Still Beneficial)


Homebrew and House Rules


These are just a few enhancement ideas for characters on a budget. Many of these "enhancements" are +0 and simply offer extra damage of some sort and nothing else. A non-masterwork weapon can have a +0 enhancement but no more.

Applying a +1 1d6 energy enhancement to a weapon is typically 2,000 gp. These of course are flaming, frost, shock, and corrosive.
So, applying a +0 1d3 (or 1d4?) energy enhancement should cost 1,000 gp.
These would be could minor flaming, minor frost, minor shock, and minor corrosive.

A +0 weapon of minor returning would still have the returning quality. But it only returns when it misses. 1,000 gp.

A weapon of minor disruption would have a lower save DC than a weapon of disruption. DC 12. 1,000 gp.

Minor Distance weapons only have half-again the range increment. 1,000 gp.

A weapon of minor spell storing can only store spells that are 4th level or below.

I think you get the idea. Halve the benefits. Halve the price :)

Happy Gaming!


You should check this out! It's the realization of the kernel of your idea. It introduces a set of half-bonuses for weapons and armor, and it was the first thing I thought of when I thought of your idea.


Cheapy wrote:

You should check this out! It's the realization of the kernel of your idea. It introduces a set of half-bonuses for weapons and armor, and it was the first thing I thought of when I thought of your idea.

Cool! Thank you,Cheapy!

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