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theperfect25
2017-02-26, 11:13 PM
Expanded Crafting
Expanded Crafting is an add on to the Crafting rules of Dnd. Crafting for now magical items is very limited and this gives a much broader use for creating weapons and armor. Allowing for more customization with gear. Even able to make some non-magical items compete with some of the low enchanted items. If the Crafter is skilled enough that is.

Expanded Masterwork:
When creating Weapons and armor there is usually only the ability to create a Single quality of Masterwork. There are now 5 qualities able to give to any weapons and armor, giving a variety of customization in regards to how a weapon or armor works. Giving crafters the ability to make unique items with far more variety. An enchanted weapon is a minimum of Exceptional quality.

The qualities of the items are common, exceptional, superior, expert, masterwork. Each quality giving enhancement slots used to enhance the gear instead of the usual +1 enhancement bonus to hit.With common receiving no enhancement slot and each following quality receiving an additional slot. With exceptional receiving 1, superior 2, expert 3, masterwork 4.

If a property given to a weapon or armor overlaps, such as that with a Glaive with Reach receiving the upgrade for inclusive reach. The weapon would only cost 1 enhancement slot because the weapon itself naturally has the reach ability.




Exceptional
+300 gp


Superior
+1500gp


Expert
+3375gp


Masterwork
+6000gp






Buckler
5


Light shields
10


Heavy shields
15


Tower shields
20


Simple Weapons
10


Martial weapons
15


Exotic weapons
20


Light armor
10


Medium armor
15


Heavy armor
20






Armor/shield spikes
+2


Exceptional Quality
+4


Superior Quality
+8


Expert Quality
+12


Masterwork Quality
+16


Divide time by 2*
+5


Multiply time by 2
-5


Multiply time by 4
-10


*=Can be used multiple times, without limit


Special Materials
Depending on what the material is made out of, changes the property of the gear made from it. As well as depending on the material changes how difficult the gear is to create.



Material
Dc
special


Abyssal Bloodiron
+4dc-
works like cold iron but has +4 crit confirm


Adamantine
+5dc
DR4, weapons gain Improved Sunder


Alchemical Silver
2dc
double weapon damage to lycanthropes


Astral Driftmetal
+4dc
allows for weapon to affect incorporeal beings


Blended Quartz
+4dc
-20% arcane failure, double weight


Cold Iron
+3dc
double weapon damage to magical creatures


Deep Crystal
+2dc
bonus to psionics +1/4 lvl in psionic points


Darkwood
+1dc
½ weight of normal wood, extra hardness


Dragonhide
+4dc
+1d8 elemental damage based on dragon. Armor gives elemental resist equal to 2x age catagory of dragon.


Entropium
+5dc
+2 max dex, -10% arcane failure, +2 ac


Fyrite
+4dc
Immunity to heat, takes x2 dmg from cold


Green Starmetal
+6dc
Mined from meteorites; Adamantine that deals 1d6 extra


Mithral
+3dc
forged items are ½ weight, armor considered one category lower.


Rimfire Ice
+4dc
glows like light spell, adds 1d6 cold damage


Riverine
+5dc
½ AC becomes deflection bonus, counts as force affect





Enhancement properties:
These are the properties able to be given to weapons and armor. Point cost for the enhancement are on a following list.



Name
Ability


Opportunist
A weapon with this property gains a +2 bonus to attacks of opportunity. This property may be stacked twice, up to a +4 total bonus.


Defensive
While wielding a defensive weapon, your weapon gains a +2 shield bonus to AC. If a weapon with this property gains an enhancement bonus to attack and damage, that enhancement bonus also increases the shield bonus from this property.


Monk Weapon
A weapon with this property may be used with a Monk's flurry of blows.


Charge breaker
Once per round, if this weapon is used to attack an opponent who used the Charge action on their turn, the weapon’s base damage is doubled. You must declare this ability before rolling damage, but you may wait to see if your attack hit or not before declaring it.



Double
A weapon with this property has a handle with a weapon on each end of the handle, and is treated as a one handed weapon and a light weapon when both sides are used in the same round. Each end of the weapon may deal a different damage type without costing any extra slots. (Two Handed Weapons only)


Finessible
A weapon with this property may use dexterity for attack rolls even if it is not a light weapon.


Knockback
A weapon with this property allows the user to not provoke attacks of opportunity when making a Bull Rush.


+2 to Combat Maneuver
A weapon with this property gains a +2 bonus to Disarm, Trip, Bull Rush, Feint, or Sunder checks. This property may be stacked up to twice, allowing for a total +4 to any given combat maneuver. This property may be gained multiple times for different maneuvers. So a given weapon could for example have +4 to trip attempts and +2 to sunder attempts.


Staggering
If you score a critical hit with this weapon, you may take an immediate action to make a Bull Rush or Overrun attempt. The opponent struck by the critical hit is your target, and cannot take an attack of opportunity nor can he choose to avoid the overrun attempt. If you successfully push them back you may also move into any spaces they vacate, provided you end this movement adjacent to that enemy. You are limited to your base land speed with either action, but otherwise resolve the Bull Rush or Overrun attempt normally.



Tripping
A weapon with this property may be used to make a trip attempt.


Charger
A weapon with this property deals double damage when used with a mounted charge.


Reach
A weapon with this property may strike an area 5ft further than normal, but cannot strike the area adjacent. This property may be taken a second time to allow for striking adjacent.(This Property costs double on a one handed weapon)


Throwing
A melee weapon with this property may be thrown at a 10ft range increment.






Name
Special


+1 to Damage
Masterwork Ammunition with this property gains a +1 bonus to damage rolls. This property may be taken multiple times, with its effects stacking.


Repeating
A crossbow with this property stores 5 rounds, that may be used without needing to reload. Loading a new case of 5 bolts is a move action that provokes attacks of opportunity.


Riding
A weapon with this property reduces the penalties for shooting while mounted by 2. This property may be stacked twice, up to a total penalty reduction of 4.


Mighty
A ranged weapon with this property allows the user to add their strength to damage.



One-Handed
A crossbow with this property may be used one handed.


Quick-Loading
A crossbow with this property may reload as a free action.


Arc
A weapon with this property allows the user to make attacks bypass up to 2 points of cover bonus to AC. This property may be stacked twice, allowing a total of up to 4 points of cover bonus to be ignored.


Heavy Thrown
A thrown weapon with this property allows the wielder to use his strength modifier for attack rolls, rather than dexterity.


Melee Adaption
This property may be applied to a sling or thrown weapon, allowing it to be used in melee without the normal penalty to hit.


Returning
A weapon with this property flies back to a proficient user on a miss. To catch a returning weapon, the user must make an attack roll against AC 10, as if he were throwing the weapon. Failure indicates the weapon scatters 10' in a random direction (refer to splash weapon rules for details on scattering in a random direction).


Ricochet
If a proficient user manages to hit their target, the weapon ricochets to an adjacent target. The user immediately makes a second attack roll at the same bonus-2 for this attack. An attack may ricochet only once.






name
special


Accurate
A weapon with this property gains a +1 bonus to attack rolls. This benefit may not be taken more than once.


Brutal
A weapon with this property rerolls 1s when rolling damage. This property may be taken a second time to allow for rerolling 2s. (The slot cost of this property is multiplied by the number of dice rolled. For example, increasing from 1d6 to 1d8 is 1 slot, but upgrading from 2d6 to 2d8 is 2 slots. Similarly, increasing from 4d4 to 4d6 would cost 4 slots)


Deadly
A weapon with this property gains a +2 bonus to critical confirmation rolls. This property may be stacked twice, up to a +4 total bonus.


increase Critical Multiplier
This property increases the critical multiplier of the weapon by 1 for 1 slot. So from x2, to x3, to x4. This property may not bring a weapon's multiplier above x4.(Double the lower cost property when combining two crit modifiers. For example 19-20x4 uses 1 slot for x19-20, 2 slots for x4. The 19-20 cost gets doubled to 2, making the combined cost 4 slots rather than the normal 3. If the slot costs are equal, then double the cost of one of the properties (so a 19-20x3 would cost 3 slots))


Increase Threat Range
This property increases the threat range of the weapon by 1 for 1 slot. So from 20 to 19-20 to 18-20. This property may not bring a weapon's threat range below 18-20.(Double the lower cost property when combining two crit modifiers. For example 19-20x4 uses 1 slot for x19-20, 2 slots for x4. The 19-20 cost gets doubled to 2, making the combined cost 4 slots rather than the normal 3. If the slot costs are equal, then double the cost of one of the properties (so a 19-20x3 would cost 3 slots))


Nonlethal
A weapon with this property deals only nonlethal damage, ever.


Semi-Lethal
A weapon with this property may be used to deal either lethal or non-lethal damage without penalty, as chosen by the user at the time he attacks.


Sudden Draw
A weapon with this property may be drawn and sheathed as a free action.


Battle Instrument
A weapon with this property may function as both a musical instrument and a weapon, but it may only be used as one or the other in a given round. Both the instrument functionality and the weapon functionality may be masterworked, but both must be paid for separately.


Concealable
A weapon with this property grants a +4 bonus to sleight of hand checks to be hidden.


Nonthreatening
A weapon with this property appears to be a normal non-threatening object without careful observation. It takes a DC20 sense motive check to identify the weapon for what it is. If it is being wielded by a person proficient with the weapon, they may add their ranks in bluff to the DC to identify the weapon.






name
special


+1 to resist maneuver
An armor with this property bestows a +1 bonus to the wearer to resisting the specified type of combat maneuver. This property may be stacked up to 4 times, for a total of +4 bonus to any given maneuver. The property may also be taken multiple times with different maneuvers.


Acid Resist
An armor with this property has Acid Resistance equivalent to its rating. A character may stack this property multiple times, with no limit.


Cold Resist
An armor with this property has Cold Resistance equivalent to its rating. A character may stack this property multiple times, with no limit.


Electricity Resist
An armor with this property has Electricity Resistance equivalent to its rating. A character may stack this property multiple times, with no limit.


Fire Resist
An armor with this property has Fire Resistance equivalent to its rating. A character may stack this property multiple times, with no limit.


Cover
This property may be applied only to a shield. The cover property allows a shield to provide soft cover at all times when other cover is not available. It may also be used to supply Cover to the wielder when fighting defensively or using combat expertise. When taking a full defense action, the tower shield provides Total Cover.


Damage Resistance
An armor with this property grants DR/- equivalent to its rating. A character may stack this property multiple times, with no limit. However, it does cost more for the first point of damage resistance to be added to the armor.


Quick Don
An armor with this property has been constructed especially to be able to use the don hastily option without taking the normal penalty.


Reduced ASF
An armor with this property has its ASF reduced by 10%.



Reduced Movement Penalty
A Medium or Heavy armor with this penalty does not incur the normal penalty to movement speed.


Fortification
An armor with this property grants the wearer an additional +1 AC against critical confirmation rolls. This property may be stacked up to 4 times, for a total of a +4 bonus to AC vs crits.




Cost of enhancements


Name
Point cost
Name
Point cost


+1 to Damage
1
+2 to a combat maneuver
.5


Accurate
1
Arc
1


Battle Instrument
.5
Brutal
.5


Chargebreaker
.5
Charger
1


Concealable
.5
Deadly
.5


Defensive
2
Double Weapon
2


Easy loading
1.5
Finessible
1


Hand Crossbow
1
Heavy Thrown
1


Increase Crit Threat Range
1
Increase Crit Multiplier
1


Knockback
.5
Light Finessible
.5


Melee Adaption
1
Mighty
1


Monk Weapon
1
Non-lethal
0


Non-Threatening
.5
Opportunist
.5


Range increment +10ft
.5
Reach
1


Repeating Crossbow
1
Return
1


Ricochet
2
Riding Bow
.5


Semi-Lethal
1
Sudden Draw
1


Throwing
1
Tripping
.5


+1 to resist bull rush (max +4)
.25
+1 to resist trip (max +4)
.25


+1 to resist grapple (max+4)
.25
+1 to resist disarm (max+4)
.25


Fire Resist +1
.25
Cold Resist +1
.25


Electricity Resist +1
.25
Acid Resist +1
.25


Fortification +1 (max +4)
.5
increase max dex +1
.5


Increase existing DR by +1
.5
Decrease Armor Check Penalty by 1
.5


Quick Don Armor
1
Reduce ASF 5%
1


Increase Armor Bonus +1
1
Reduced Movement Penalty
1


Add DR 1/- to an armor
2
Cover
3



Change to feats
A number of feats are changed when doing this system, it allows the customization of the weapons to be usable with some of the fighter feats, making them more relevant.

Weapon focus
Prerequisite: BAB+1
When wielding the chosen weapon you instead gain an additional enhancement slot for that weapon. This enhancement chosen may be changed at any time as a swift action

Greater weapon focus
Prerequisite: Fighter level 8, Weapon Focus.
When wielding the chosen weapon you instead gain an additional enhancement slot for the weapon. This stacking with weapon focus.In addition, the enhancements may be changed as an immediate action instead of a swift.

Armor Specialization
Choosing one type of armor you are proficient with. You may ignore one point of ACP per armor category (so ignore 1 for light, 2 for medium, 3 for heavy), and gain one bonus upgrade slot for armor worn of that type. You may shift the benefit of this upgrade slot as a swift action.

Greater Armor Specialization
Prerequisite: Armor Specialization
Your armor check penalty is reduced by an additional 1 point, and you gain an extra bonus upgrade slot when wearing armor of the appropriate type. These bonuses stack with Armor Specialization. You may now choose to switch the benefit of your Armor Specialization upgrade slots as an immediate action.

AOKost
2019-11-01, 02:12 AM
This seems rather intrituing... I'm wondering how a Chainblade, or a Bladed Gauntlet would be made with this system...

Chainblades are Exotic 1 handed reach weapons, dealing 1d8 18-20 x2 S/P damage, for example. It's one of my favorite weapons to use in most games, as are Bladed Gauntlets, Greatbows, Dragonbone Bows, Warbows, Great Crossbows, and other 'exotic' weapons...