Peregrine
2006-09-04, 10:59 AM
This house rule introduces several grades of masterwork weapons. The first grade, 'Well-balanced', is identical to the normal masterwork weapons, and is still the minimum standard for magic weapons. Masterwork weapons may give enhancement bonuses to attack and damage, as well as other improvements. (These masterwork properties do not stack with those granted by magical enhancements, except for improved hardness and hit points.)
Each grade of masterwork weapon has a cost listed for the labour in masterworking, and may also have a percentage increase over the base price of a weapon. Add the percentage to the cost of the normal weapon when crafting that, and use the labour cost of masterworking, and the listed Craft DC, to determine the crafting time and expenses of the masterwork component.
I: Well-balanced
This weapon has been crafted with an eye for detail. As such, the balance is good, making it easier to swing accurately. The materials are much the same as those used in an ordinary weapon of its type, although the smith may have chosen them with a little care.
+1 attack, Cost +300gp. Craft DC 20
II: Excellent materials
The smith who crafted this weapon chose his materials very selectively and did not hesitate to discard anything that was subpar.
+1 attack, +2 hardness, +10 hit points. Cost +100% +450gp, Craft DC 20
III: Superbly weighted
Through excellent selection and use of raw materials, this weapon has been crafted to an outstanding quality. Its weight profile gives it great accuracy and an edge on damage over that of lesser weapons.
+2 attack, +1 damage, +2 hardness, +10 hit points. Cost +100% +4,200gp, Craft DC 25
IV: Expert metallurgy
This degree of masterworking requires the use of special metals. Not only are the materials chosen with utmost care, they are then further worked to improve their qualities. Like masterworking, this metalworking is made as if it were a separate component with its own Craft checks. As well as the costs and benefits of a superbly weighted item, such a weapon has the following properties:
Adamantine
Expertly worked adamantine is even harder than normal, and can be made to hold a finer edge, or strike harder if used in a blunt weapon.
+2/3 hit points compared to steel (50 hit points/inch), keen (if piercing or slashing) or crushing* (if bludgeoning) property. Cost +7,800gp, Craft DC 25
Cold iron
Expertly worked cold iron is actually forged below room temperature. The chill seeps into the metal permanently, causing it to do cold damage when striking targets. The grip of the weapon must be specially bound to protect the wielder from this cold.
+1d6 cold damage on successful hit. Cost +7,200gp, Craft DC 25
Mithral
Expertly worked mithral feels extremely light to the hand. It is superb for thrown weapons. Its untarnishing, mirrorlike shine also makes it a popular metal for looks alone.
Range increment +10ft, uses normal threat range and multiplier for critical hits. Cost +6,900gp, Craft DC 25
* Extra weapon property: Crushing
This property increases the critical multiplier of a weapon. Only slashing and bludgeoning weapons can be crushing (and of slashing weapons, only axes and the like are normally given this property). The critical multiplier improves from x2 to x3, from x3 to x5, or from x4 to x7. (For balance reasons, this property should not be allowed to stack with any other effect that improves the critical hit properties of a weapon, unless you let those other properties stack with each other.)
Moderate transmutation; CL 10th; Craft Magic Arms and Armor, greater magic weapon; Price +1 bonus.
Additional rule: Crafting with special materials
The rules do not, as far as I can see, say how to craft an item out of, say, adamantine, instead of buying it. (Most special materials must be masterwork, but it doesn't specify how to divide the crafting cost between the item and the masterwork component.) So here are some rules I came up with.
To craft an adamantine or mithral item, subtract the cost of a normal masterwork item from the listed cost modifier, and add the difference to the cost of the item to determine crafting time and expenses. Craft the masterwork component normally.
To craft a darkwood item, add 10gp/lb to the cost of the item to determine crafting time and expenses. Craft the masterwork component normally.
To craft a dragonhide item, determine all crafting times as normal, but then double the expenses. (I know it's strange. But the rules say it costs twice as much to make but takes no extra time.)
Cold iron items do not need to be masterwork. Double the cost of the item to determine crafting time and expenses. If making it masterwork, craft the masterwork component normally.
Silver weapons do not need to be masterwork, and items are silvered after being crafted normally. To alchemically bond silver to a steel item, use the Craft (alchemy) skill with the listed cost modifier and a Craft DC 20.
Each grade of masterwork weapon has a cost listed for the labour in masterworking, and may also have a percentage increase over the base price of a weapon. Add the percentage to the cost of the normal weapon when crafting that, and use the labour cost of masterworking, and the listed Craft DC, to determine the crafting time and expenses of the masterwork component.
I: Well-balanced
This weapon has been crafted with an eye for detail. As such, the balance is good, making it easier to swing accurately. The materials are much the same as those used in an ordinary weapon of its type, although the smith may have chosen them with a little care.
+1 attack, Cost +300gp. Craft DC 20
II: Excellent materials
The smith who crafted this weapon chose his materials very selectively and did not hesitate to discard anything that was subpar.
+1 attack, +2 hardness, +10 hit points. Cost +100% +450gp, Craft DC 20
III: Superbly weighted
Through excellent selection and use of raw materials, this weapon has been crafted to an outstanding quality. Its weight profile gives it great accuracy and an edge on damage over that of lesser weapons.
+2 attack, +1 damage, +2 hardness, +10 hit points. Cost +100% +4,200gp, Craft DC 25
IV: Expert metallurgy
This degree of masterworking requires the use of special metals. Not only are the materials chosen with utmost care, they are then further worked to improve their qualities. Like masterworking, this metalworking is made as if it were a separate component with its own Craft checks. As well as the costs and benefits of a superbly weighted item, such a weapon has the following properties:
Adamantine
Expertly worked adamantine is even harder than normal, and can be made to hold a finer edge, or strike harder if used in a blunt weapon.
+2/3 hit points compared to steel (50 hit points/inch), keen (if piercing or slashing) or crushing* (if bludgeoning) property. Cost +7,800gp, Craft DC 25
Cold iron
Expertly worked cold iron is actually forged below room temperature. The chill seeps into the metal permanently, causing it to do cold damage when striking targets. The grip of the weapon must be specially bound to protect the wielder from this cold.
+1d6 cold damage on successful hit. Cost +7,200gp, Craft DC 25
Mithral
Expertly worked mithral feels extremely light to the hand. It is superb for thrown weapons. Its untarnishing, mirrorlike shine also makes it a popular metal for looks alone.
Range increment +10ft, uses normal threat range and multiplier for critical hits. Cost +6,900gp, Craft DC 25
* Extra weapon property: Crushing
This property increases the critical multiplier of a weapon. Only slashing and bludgeoning weapons can be crushing (and of slashing weapons, only axes and the like are normally given this property). The critical multiplier improves from x2 to x3, from x3 to x5, or from x4 to x7. (For balance reasons, this property should not be allowed to stack with any other effect that improves the critical hit properties of a weapon, unless you let those other properties stack with each other.)
Moderate transmutation; CL 10th; Craft Magic Arms and Armor, greater magic weapon; Price +1 bonus.
Additional rule: Crafting with special materials
The rules do not, as far as I can see, say how to craft an item out of, say, adamantine, instead of buying it. (Most special materials must be masterwork, but it doesn't specify how to divide the crafting cost between the item and the masterwork component.) So here are some rules I came up with.
To craft an adamantine or mithral item, subtract the cost of a normal masterwork item from the listed cost modifier, and add the difference to the cost of the item to determine crafting time and expenses. Craft the masterwork component normally.
To craft a darkwood item, add 10gp/lb to the cost of the item to determine crafting time and expenses. Craft the masterwork component normally.
To craft a dragonhide item, determine all crafting times as normal, but then double the expenses. (I know it's strange. But the rules say it costs twice as much to make but takes no extra time.)
Cold iron items do not need to be masterwork. Double the cost of the item to determine crafting time and expenses. If making it masterwork, craft the masterwork component normally.
Silver weapons do not need to be masterwork, and items are silvered after being crafted normally. To alchemically bond silver to a steel item, use the Craft (alchemy) skill with the listed cost modifier and a Craft DC 20.