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Gwyllgi
2019-01-28, 06:19 AM
I want to know what you think the top 10 best weapon and or armor special abilities are, specific magic items are valid.

noce
2019-01-28, 07:01 AM
Earthbound on a two handed weapon is very nice.
It's +2 to hit and damage for a +1 price, at low levels it's always active and cheap.
With power attack, it is equivalent to +6 damage, similar to disciplines weapons from ToB, without requiring you to know any stance.

jdizzlean
2019-01-28, 07:06 AM
there is no such thing as the best. it's all situational.

for example, brilliant energy weapon sounds great until you're in an undead campaign where it can't hurt anything.

vorpal is ok, but by the time you can afford it, it's largely irrelevant

artifacts are cool, but not if you don't worship specific deities in most cases

and so on and so on

in a low magic campaign, a simple +1 could be the greatest thing ever.

don't concern yourself w/ the best, that's a bad rabbit hole to trip your way down

Mordaedil
2019-01-28, 07:09 AM
Weapons:


Warning: +5 to initiative.
Transmuting: Ignore any damage reduction.
Holy surge: Holy and 3d6 extra damage Cha+1/day.
Blurstrike: Treat target as flat-footed for sneak attack.
Brilliant Energy: Ignore armor and miss every undead. Yeah, don't use this against undead.


Armor:


Twilight: 10% spell failure reduction.
Heavy fortification: Ignore critical hits and sneak attack.
Nothing else is really worth it.

Kurald Galain
2019-01-28, 07:21 AM
Weapons,
Bane
Keen
Sapping
Spell Storing
Training


Armor,
Celestial
Fortification
Nimble
Slick
Spell Storing

schreier
2019-01-28, 10:02 AM
http://www.giantitp.com/forums/showthread.php?445736-Saving-from-WOTC-Forum-The-3-5-Weapon-Special-Abilities-thread

http://www.giantitp.com/forums/showthread.php?445923-Saving-from-WOTC-Forum-The-3-5-Armor-and-Shield-thread

Red Fel
2019-01-28, 10:53 AM
http://www.giantitp.com/forums/showthread.php?445736-Saving-from-WOTC-Forum-The-3-5-Weapon-Special-Abilities-thread

http://www.giantitp.com/forums/showthread.php?445923-Saving-from-WOTC-Forum-The-3-5-Armor-and-Shield-thread

And while we're on the subject, the Lists of Necessary Magic Items (http://www.giantitp.com/forums/showthread.php?187851-3-5-Lists-of-Necessary-Magic-Items) present a list, by type, of the properties and enhancements you basically need to be able to function in a given situation. Many of them are specific enhancements for weapons or armor (see e.g. the Smoking weapon enhancement for 10% miss chance, the Death Ward and Soulfire armor enhancements for death effect resistance).

But yes, as others have posted, everything is situational.

Ashiel
2019-01-28, 01:39 PM
I want to know what you think the top 10 best weapon and or armor special abilities are, specific magic items are valid.
Weapons
Bane
Life-drinking
Ghost touch
Courageous
Collision
Vicious
Vampiric
Conductive
Countering
Beaming

Armor
Celestial Plate
Celestial Armor
Bashing
Deathless (provides resistance vs negative energy which is pretty unusual)
Fortification
Restful
Impervious
Creeping
Balanced (saving throw version)
Arrow Deflection

Malphegor
2019-01-28, 03:50 PM
Shout out to Called, an enhancement so good that Tony Stark had to rip it off.

You hold your hand to the air. Armour flies as if out of nowhere and attaches onto you as if you were wearing it the whole time. You are now clad in armour.

MaxiDuRaritry
2019-01-28, 04:25 PM
Just hope you never drop your brilliant energy sword on anything but grass or moss, because that +5 (or better) sucker is heading straight down.

A +1 morphing/sizing manyfang dagger multiplies your melee damage by ×4 no matter what weapon you specialize in.

Aptitude is INCREDIBLY cheap at +1, given how many weapon feats' balance points are predicated on only affecting a crap weapon.

Max Caysey
2019-01-28, 06:29 PM
I want to know what you think the top 10 best weapon and or armor special abilities are, specific magic items are valid.

Go to realmshelp and check out all the different options under magic, armor special abilities.

Things like enhanced, lightweight, segmented are some of the best... because they are not magic but done during forging...

MaxiDuRaritry
2019-01-28, 06:42 PM
The kakita katana (nonmagical enhancement bonus of +2, 8,000 gp) from Legend of the Five Rings is especially nice, since it's nonmagical, so it doesn't affect magical +X bonus pricing, but you must have an enhancement bonus (not a magical enhancement bonus) to add other bonuses to a weapon. Nor does the nonmagical +2 count against your maximum possible weapon enhancement.

So at higher levels, having a (nonmagical) +2 / +10 weapon ability weapon is entirely possible, and it costs the same as a +10 weapon + 8,000 gp.

Bronk
2019-01-29, 07:43 AM
Abilities I think are neat are:

Warning (+1), Eager (+1), and Initiative (+20000 gold): Warning offers a +5 insight bonus to initiative. Eager offers a +2 untyped bonus to initiative as well as allowing the weapon to be drawn as a free action. Initiative grants a +2 luck bonus to initiative.

Sudden Stunning: For a flat 2000 gold, get a stunning ability that scales with level.

Collision (+1) grants a flat +5 damage to the weapon.

Magebane (+1) grants the bane ability vs any arcane caster, which includes a number of monsters.

Skillful (+1) gain proficiency with the weapon, and are ensured to have an effective BAB of 3/4HD while wielding it.

Obedient (+5) is basically dancing, but it can fly around to attack your enemies up to 120 feet away (with a speed of 90 feet) while still counting as being attended by you.

Razor sharp (+1000 gold)Serrated (+600 gold) are non-magical enhancements that each add +1 damage to slashing weapons.

Quicksilver/iron filled (+5000 gold) is a non-magical enhancement that adds +2 damage to weapons.

Item of Legend (5X the cost of a masterwork weapon): An item of legend is like a masterwork item, but five times better while still being non-magical. A weapon gains +5 to attack.

Oerthblood (+6000 gold) is a weapon material that alloys with another weapon material, granting the benefits of adamantine + all the benefits of the alloyed material, as well as a +1 luck bonus to attack and a -1 to saves against magical effects.

Thinaun (+10000/+15000/+20000 gold by weapon size) is a weapon material that, having dealt the killing blow to a creature with a soul, traps the soul within the weapon.

Ringsword (extrapolated +4000 gold) gives you the benefit of having another magic ring slot.

For armor:

Segmented (+300 gold) is a non-magical property that allows the armor to grant an additional +1 dex bonus to AC.

Ghost Ward (+1) applies your armor's enhancement bonus to touch attacks, even from an incorporeal source.

Stoic
2019-01-29, 07:59 AM
Wrathful Healing, +3 weapon enhancement, 50% lifesteal.

The wielder heals a number of hit points equal to half the damage dealt.

MaxiDuRaritry
2019-01-29, 10:19 AM
Since ghost touch acts as both corporeal and incorporeal at the same time, depending on whichever is more advantageous, it has brilliant energy beat all to heck. Incorporeal to pass through armor, but corporeal when hitting flesh. It works on both the living and non-living, it affects incorporeal things, it's a +1 instead of a +4, and it doesn't fall through the ground if you drop it. Neither works against natural armor for living things, but meh.

I'm sure the writers didn't consider this when they wrote it, but it works.

And you don't even need it on the weapon itself, since ghost touch weapon crystals are a thing.

PrismCat21
2019-01-29, 10:48 AM
Why has no one yet mentioned Splitting?!?! The 'BEST' Ranged Weapon enchantment there is.
+3 enchantment that splits each arrow fired into two. Doubling your attacks. (Ranged Weapon only)

Gwyllgi
2019-01-30, 04:23 AM
Segmented (+300 gold) is a non-magical property that allows the armor to grant an additional +1 dex bonus to AC.

Ghost Ward (+1) applies your armor's enhancement bonus to touch attacks, even from an incorporeal source.

I need more like this.

Crake
2019-01-30, 04:37 AM
Just hope you never drop your brilliant energy sword on anything but grass or moss, because that +5 (or better) sucker is heading straight down.


Brilliant Energy: A brilliant energy weapon has its significant portion transformed into light [...]

Only the significant part of the weapon is transformed, so the blade of a sword, the head of an axe etc. Otherwise how would you ever put the weapon away, how would constructs or undead wield it? Worst case, you'd drop it, and the blade would fall through the earth, but the hilt would stop the whole thing from falling through. There are a few weapons that would pose an interesting question though, such as a quarterstaff, though I imagine you'd get a double ended lightstaff, kinda like darth maul's lightsabre.

Gwyllgi
2019-01-30, 06:18 AM
Only the significant part of the weapon is transformed, so the blade of a sword, the head of an axe etc. Otherwise how would you ever put the weapon away, how would constructs or undead wield it? Worst case, you'd drop it, and the blade would fall through the earth, but the hilt would stop the whole thing from falling through. There are a few weapons that would pose an interesting question though, such as a quarterstaff, though I imagine you'd get a double ended lightstaff, kinda like darth maul's lightsabre.

That is a good question actually. The entirety of the staff is striking surface and thus a weapon. Does that mean using it harms you or are certain parts presenting the energy state?

Bronk
2019-01-30, 08:35 AM
That is a good question actually. The entirety of the staff is striking surface and thus a weapon. Does that mean using it harms you or are certain parts presenting the energy state?

A staff is a double weapon, so only one end might be brilliant energy.

Also, the middle part of the quarter staff might be considered equivalent to a handle or hilt. I'd imagine that's how other double weapons work, like two-bladed swords, that are drawn with their hilts attached. (Edit: I had an example here, but it turned out to be from a third party book.)

Another edit: It would also be stopped by living plants on the ground, like grass or tree roots, since brilliant energy weapons ignore nonliving matter, and doesn't do damage to objects. The plant type entry indicates that regular plants are living objects, so the weapon would be stopped by plants without harming them. I bet that would help out with harvesting wish ferns too!

Gwyllgi
2019-01-31, 04:48 AM
Does anyone else know of any non + armor and weapon modifications?

Mordaedil
2019-01-31, 05:37 AM
Yes, but the best armor enhancements are better to put on a ring and stack the ring with them.

MaxiDuRaritry
2019-01-31, 09:17 AM
Dragon Compendium has the poison ring, a regular finger-ring with a hidden needle in it for delivering sneak attacks and poison. Since it's a ring, it can be imbued with ring properties, such as protection, sustenance, and spell storing. Since it's a weapon, it can be imbued with weapon properties, notably the ring sword property, from the A&EG. (And if your DM has issues with that, just make it a morphing ring sword that you then turn into a poison ring that automatically resizes, since rings do that.) You can use this to stack a ton of both rings and weapons on your person (spell storing effects, warning, eager, etc) for relatively cheap.

Khedrac
2019-01-31, 10:14 AM
Does anyone else know of any non + armor and weapon modifications?

Start with Durable (armor) and Blueshine (weapons) - that makes them immune to corrosion and rust.
There are quite a lot of others (e.g. glamered for armor) and they are usually quite inexpensive

MaxiDuRaritry
2019-01-31, 10:16 AM
Start with Durable (armor) and Blueshine (weapons) - that makes them immune to corrosion and rust.Be a warforged, enhance your body with blueshine. Now you're immune to both rust and acid.

Bronk
2019-01-31, 01:28 PM
I need more like this.

Items of Legend are from War of the Lance. Other qualities built into the base weapon like Segmented, Razor Sharp, and a bunch of others are all from Dragon 358.

Wand Chambers can be added to the base weapon for +100 gold as well (Dungeonscape). Some weapons can even have more than one at a time...


Does anyone else know of any non + armor and weapon modifications?

Here's my list of favorites:

agility: adds reflex bonus: +2 for 2000g, +4 for 8000g, +6 for 18000g

balance: +8 competence bonus to balance checks, 1280g

blindsighted: susurrus of whispered notes (listen DC 10) gives wielder blindsight to 30’ for 30000g

blood groove: reduces weight of weapon, increase hardness by 2, 100g (nonmagical, at creation)

blurring: makes weilder fuzzy as blur spell for 50000g

dispelling: 1/day, dispel magic creature hit, CL5th, for 6000g

dispelling, greater: 3/day, creature hit effected by a greater dispel magic, CL11th, for 79200g

displacement: as displacement spell, always on when held, for 100000g

doomwarding: 7 charges, each charge can, w/ free action, make an extra attack, or reroll any die, but only once per round, for 38500g

finder: via silent warnings and hunches, grants wielder +4 insight bonus to search, spot and survival checks made underground for 4800g

Flying: fly as fly spell for 50 minutes for 16200g

folded metal: +4 to hardness for 200g (nonmagical, at creation)

hideaway: weapon folds up and is +2 easier to hide with slight of hand for 7500g

initiative: +2 luck bonus to initiative, for 20000g

jumping: acts as ring of feather falling, plus, every other round, get +30 to jump, not limited to characters height, for 13710g

long range: range increment increased by +20’, 100g (nonmagical, at creation)

ornate: +2 circumstance bonus to diplomacy or intimidate checks (400-600g) (nonmagical, at creation)

passage: slice open portal to spirit world, like plane shift, but portal only open for 1d4 minutes for 32400g

power leech: psionic characters steal one power point from target when hit, add to their total, for 8000g

razor sharp: deals +1 damage, only for slashing weapons, for 1000g (nonmagical, at creation)

resilient: weapon has 5 extra hp for 200g (nonmagical, at creation)

serrated: weapon deals 1 extra point of damage each round for 1d4 rounds following hit, for piercing and slashing weapons only, for 600g (nonmagical, at creation)

shiftsilver: silvered weapon, plus does +2 damage to creatures with DR/silver, those who make their own (only if they are lycanthropes) gain a permanent +1 to attack with it. 1500g (nonmagical, at creation)

silent moves: +10 circumstance bonus to Move Silently for 4000g

spellblade: immune to single spell chosen at time of weapon creation (or when turned into spellblade?), must be a targeted spell, when hit, can dissipate it harmlessly or direct it at a new target as a free action, 6000g

taint resistant: doesn’t disintegrate in taint, gives user +4 fort bonus to resist taint for 8000g

sizing: resizes to whichever size category is needed for 5000g

sudden stunning: swift scales with level? DMGII p261 Swift Action to force them to make a Will DC 10 + 1/2 Character level + Charisma modifier or be stunned for 1d4+1 rounds - works cha mod per day times (ref save?) for 20000g

everbright (2000gp) weapon immune to rust and acid, 2/day blind all in 20ft radius (DC14)

Illuminating (+500gp) glows like a torch 20ft

prismatic burst (+30000gp) on crit, prismatic spray effect DC20)

stinging (1000gp) weapon normally blocked by armor (like a whip) has thorns/spines and deals normal damage

vanishing (8000gp) after successful melee hit, dissappear and reappear 60ft away

self loading (reloading for crossbows): 10000gp (extrapolated from +2 self loading crossbow from A&EG)


Interesting properties/materials that can be built into the base weapon
http://www.giantitp.com/forums/showthread.php?t=337913
A bunch of stuff in ECS p126 on.
ringsword: holds extra ring on hilt: 4000gp AEG p115
Items from Dragon 358
Wand Chambers: +100 gold (Dungeonscape)

As for Livewood, per the Eberron sourcebook: "Another of the unusual woods of Aerenal, livewood is a green-colored hardwood with a highly magical nature. When livewood trees are felled, they do not die, though they stop all growth. Livewood can be worked like normal hardwood, while it remains alive...Dryads occasionally make their homes in livewood trees...the felling of her livewood tree does not kill her - nor does it end her dependence on the tree. As a result, dryads can be found within livewood objects, including buildings, furniture and ships."

serrated: +1pt of bleeding damage per round for 1d4rds, +600gp Dragon # 358 on page 43
razor sharp: +1 damage +1000gp
deceptive: +800gp, designed to to be easier to disguise as a weapon, +4 to slight of hand
oerthblood: +6000gp, Dragon 351 p 45. When alloyed with another metal, the weapon or armor retains that metal’s properties while gaining the beneficial properties of adamantine, plus you get a +1 luck bonus to attack and damage, and whoever you just hit gets an untyped -1 to saves against magical effects for the round. The weapon itself gets hardness twice that of the base metal and 1.5 times the hitpoints of the base metal (dragon annual 5 p28)
Vakar: weapon material: bluish black metal: +2d6 nonmagical allergy damage to pure elves, also counts as silver +8000gp (dragon annual 5 p28)
Quicksilver/iron filled: putting quicksliver and iron filings inside a weapon haft gives +2 damage, as it goes to the end when you swing it, giving it more mass +5000gp (dragon annual 5, p28)
copper/adamite alloy: weapon damage goes up a step, +1 damage as well +4500gp (dragon annual 5 p28)
folded metal: +200gp, +4 hardness to weapon
resilient: +5hp to armor or weapon, +200gp
Magic of Faerun has some more special materials, starting on page 177. Rules on heavy weapons (platinum, gold, etc.) as well Faerun metals like Arandur (sonic resistance) and Dlarun (frost resistance/frosty weapons), etc., each with a different resistance to a damage type. Some materials, like Fever Iron, add an additional +1 fire damage to a weapon just for being inherently strange. I like Living Metal too (it repairs itself).
Sentira functions like mithril, can get a +5 Competence bonus to Concentration for only 4000 GP.
Riverrine from Stormwrack. Its effectively a wall of force, so indestructible by anything but very specific effects.2 of them, disjunction and desintegration, can be avoided by using the "spellblade" enhancement for 6000 GP each, which leaves only a rod of cancellation or a sphere of annihilation that can do ANYTHING against that material.
Mercurial weapons: have a reservoir of mercury inside, sloshes around and provides +1 damage (I think it really gives extra crit range, but wtf?) +400gp to original weapon. (AEG)
Abyssal Bloodiron: replicates cold iron, bonus to confirm crits. PH
Adamantine: bypasses /adamantine damage reduction, ignores hardness 20 and below when used to sunder items. DMG
Aurorum: restores itself if sundered. BoED
Baatorian Green Steel: enhancement bonus to damage. A&EG
Blueice: Slashing weapons deal bonus damage. FB
Bronzewood: reduces weight. A&EG
Byeshk: deals bonus damage with bludgeoning weapons, bypasses the damage reduction of daelkyr. ECS
Calomal: overcomes the damage reduction of creatures with the fire subtype. MoE
Crystal, Deep: deals bonus damage by channeling power points. EXH
Cyrite (Arcane Steel): bypasses /magic damage reduction PGtE
Darksteel: deals bonus electricity damage. MoF
Dlarun: deals bonus frost damage. MoF
Dragonbone Bow: increases the range by 20' and makes the bow composite. Draco
Dragonfang: grants an enhancement bonus to attacks and energy damage of the respective dragon as an extraordinary ability. Draco
Duskwood: steel weapons weigh half as much. MoF
Fever Iron: deals bonus fire damage. MoF
Flametouched Iron: weapon is considered good-aligned. ECS
Frystalline: weapon is considered good-aligned. BoED
Gehennan Moghuth-Iron: penalty to attack and damage, but naturally poisonous. A&EG
Glassteel: used to be a mix of adamantine and mithril while making weapons harder to spot from a distance (RoF p158), now like a harder feycraft mithril (CoV p65).
Gold, Alchemical: increases the damage dice of a weapon.* MoF
Hizagkuur: deals bonus electricity damage. MoF
Iron, Cold: bypasses /cold iron damage reduction. DMG
Kheferu: bypasses the damage reduction of creatures with the earth subtype. SS
Mournlode, Purple: overcomes undead damage reduction as silver or cold iron. MoE
Pandemonic Silver:replicates silver, creates a 30 ft. aura of fear when unsheathed in windy conditions. CW
Pearlsteel: reduces the penalties of using a weapon underwater. SW
Platinum, Alchemical: increases the damage dice of a weapon.* MoF
Riedran Crysteel: deals bonus damage to psionic creatures. ECS
Rimefire Ice: deals bonus cold damage. FB
Silver, Alchemical: bypasses /silver damage reduction, reduces weapon damage. DMG
Serren Wood: adds the ghost touched property to melee and ranged weapons, +4000g. +BoED
Solarian Truesteel: bonus to confirm crits. BoED
Starmetal: replicates adamantine, but deals extra damage to extraplanar creatures. CAr
Stygian Ice: chance to break when dealing damage, deals bonus cold damage and chance to deal WIS damage on hit. FB

Targath: overcomes the damage reduction of Aerenal deathless, reduces attack and damage. ECS

Thinaun: absorbs the souls of those who die while touching the weapon, and prevents their resurrection unless the caster has the weapon at hand. However, if you do have the weapon, rezzing costs are halved because the sould is right thereCW

Feycraft:
Armor: reduces weight and ASF, grants a bonus to bluff checks.
Weapon: reduces weight and size category.

Fireshaped:
Armor: bonus to saves vs. fire and heat effects.
Weapon: deals bonus damage to creatures with the cold subtype.

Githcraft:
Armor: reduces ASF, grants a bonus to concentration checks.
Weapon: deals bonus damage to psionic creatures.

Gloryborn:
Armor: bonus to AC when charging.
Weapon: bonus to damage when charging.

Hellforged:
Armor: increases ACP and ASF, reduces MDB, grants bonus AC while adjacent to an ally.
Weapon: deals bonus damage to targets that are flanked.

Pitspawned:
Armor: deals damage to melee attackers.
Weapon: bonus to confirm crits.

Soulforged:
Armor: bonus to resist bullrushes or trip attempts.
Weapon: bonus damage against a charging foe.
http://www.giantitp.com/forums/showthread.php?t=106024
All templates are published in Dungeon Master's Guide II (DMG II), except:

Dwarvencraft: increases an items hp, hardness, and break DC (this modifies a material, similar to a template).RoS

Maat Mons
2019-02-01, 04:51 PM
Before peaking at what everyone else says, here's my list for armor:

Fortification
Soulfire
Blueshine
Prof Against Transmutation


Now, let's see what I forgot:

Restful

Oh yeah, that's good.


I need more like this.

Let me dig out my old list:

Armor Modifications

Masterwork

Masterwork: 1 better ACP, +150 gp, Player's Handbook p126
Item of Renown: 2 better ACP, +300 gp, War of the Lance p23
Item of Fame: 3 better ACP, +450 gp, War of the Lance p23
Item of Glory: 4 better ACP, +600 gp, War of the Lance p23
Item of Legend: 5 better ACP, +750 gp, War of the Lance p23


Alloy Components

Oerthblood: +1 (light), +2 (medium), or +3 (heavy) luck bonus saves vs. magic, DR 1/- (light), 2/- (medium), or 3/- (heavy), *2 hardness, *1.5 HP, +10,000 gp (light), +20,000 gp (medium), +30,000 gp (heavy), Dragon 351 p45
Pure Ore: masterwork, *2 hardness, *2 HP, +800 gp (light), +3,000 gp (medium), +7,000 gp (heavy), Dragon 347 p47


Artisan Craftsman Qualities

Acid Washed: +4 saves vs. acid, rust, & disintegration, +100 gp (light) or +200 gp (medium or heavy), metal only, Dragon 358 p39
Caster Armor: -5% ASF, +400 gp (light), +800 gp (medium), or +1,000 gp (heavy), Dragon 358 p39
Environmentally Designed: +2 saves vs. heat or cold, +100 gp, Dragon 358 p40
Lightweight: -20% weight, +200 gp (light or medium) or +500 gp (heavy), Dragon 358 p42
Ornate: +2 diplomacy or intimidate, +400 gp, Dragon 358 p42
Reinforced: +1 AC, +10% weight, +800 gp (light), +1,000 gp (medium), or +1,200 gp (heavy), Dragon 358 p42
Resilient: +5 HP, +200 gp, Dragon 358 p42
Segmented: +1 max. dex bonus, +200 gp (light or medium) or +300 gp (heavy), Dragon 358 p42
Vital Coverage: +2 AC vs. critical confirmation, +200 gp (light), +400 gp (medium), or +1,000 gp (heavy), Dragon 358 p43


Templates

Feycraft: -5% ASF, -10% weight, +1 bluff to deceive, -1 hardness, -5 HP, +500 gp, light or medium only, Dungeon Master's Guide II p274
Fireshaped: +2 saves vs. fire & heat, +300 gp, metal only, Dungeon Master's Guide II p275
Githcraft: -5% ASF, +1 concentration, +600 gp, Dungeon Master's Guide II p276
Gloryborn: +1 AC when charging, +150 gp, Dungeon Master's Guide II p277
Hellforged: +1 AC when adjacent to ally, +1 hardness, +5 HP, 1 better ACP, -1 max. dex bonus, +5% ASF, +1,000 gp, Dungeon Master's Guide II p277
Pitspawn: 1 damage to attacker, +600 gp, Dungeon Master's Guide II p278
Soulforged: +2 to resist bull rush & trip, +1 hardness, +5 HP, +400 gp, Dungeon Master's Guide II p279


Weapons

Armor Razors: Slashing armor spikes, +10 lb., +50 gp, Underdark p65
Armor Spikes: Weapon, +10 lb., +50 gp, Player's Handbook p124
Elbow Blade: Punching dagger, +1 lb., +4 gp, Complete Scoundrel p110
Knee Blade: Short sword, +2 lb., +20 gp, Complete Scoundrel p110
Netcutter Spikes: Armor spikes, +4 escape net & web, +10 lb., +200 gp, Races of the Wild p167


Other Modifications

Buoyancy: Don't double ACP for swim, 1 worse ACP, +50 gp, Underdark p65
Camouflage: +2 hide in specific terrain, +2 lb., +300 gp, Underdark p66
Camouflage Dye: +4 hide in specific forest, +300 gp, padded, leather, hide, or studded leather only, Races of Faerun p158
Ceremonial: +1 max. dex, 2 better ACP, no speed reduction, half ASF, half weight, half AC bonus, twice normal cost of masterwork armor, Dungeon 105 p71
Dwarvencraft: +2 hardness, +10 HP, +2 saves, +300 gp, metal or stone only, Races of Stone p159
Fast-Donning Straps: No increase in ACP for donning hastily, +150 gp, Races of Stone p155
Forestwarden Shroud: Tumble & move silently through undergrowth, +2 pounds, +100 gp, Races of the Wild p167
Keel: +2 swim, +2 lb., +50 gp, Stormwrack p106
Muffling: +2 move silently, +2 lb., +300 gp, Underdark p66
Oil Chamber: Store & release oil, +1,000 gp, Dungeonscape p33
Quick-Escape: Remove as standard action, double time to put on, +2 lb., +300 gp, masterwork only, Arms and Equipment Guide p16
Riding Straps: +1 ride, +200 gp, Races of Stone p157
Sanctified: Divine focus, +50 gp, Dungeonscape p34
Signature Crest: Decoration, +50 gp, Races of Stone p158
Stability Weights: +2 balance & to resist bull rush & trip, -1 max. dex bonus, +10% ASF, +1 armor category, +30 lb., +160 gp, Underdark p66
Stinging Polyps: Paralyze grappled opponent for 1d4 rounds 1/day (fort DC 14 negates), +500 gp, living coral only, Stormwrack p106
Susalian Chainweave: DR 3/piercing, +28,000 gp (light), +35,000 gp (medium), or +42,000 gp (heavy), Complete Warrior p136
Ysgardian Heartwire: +2 AC vs. critical confirmation, +1,500 gp, Book of Exalted Deeds p38


Accessories

Chahar-Aina: +1 AC, -1 ACP, 5% ASF, 10 lb., 75 gp, Oriental Adventures p75
Dastana: +1 AC, -1 ACP, 5% ASF, 5 lb., 25 gp, Arms and Equipment Guide p15, Oriental Adventures p75
Earthsilk Jersey: DR 1/shashing or bludgeoning, torn on critical hit dealing piercing damage, 2 lb., 150 gp, Races of Stone p160
Gauntlet, Locked: +10 vs. disarm, +5lb. (breastplate, light armor, or no armor), 8 gp, Player's Handbook p124
Gorget: +10 AC vs. garrote, -4 extended physical actions, 5 lb., 10 gp, Song and Silence p54
Leather Collar: +4 AC vs. garrote, -2 extended physical actions, 2 lb., 2 gp, Song and Silence p54
Thistledown Suit: -5% ASF, 1 worse ACP, 250 gp, Races of the Wild p168



Shield Modifications

Masterwork

Masterwork: 1 better ACP, +150 gp, Player's Handbook p126
Item of Renown: 2 better ACP, +300 gp, War of the Lance p23
Item of Fame: 3 better ACP, +450 gp, War of the Lance p23
Item of Glory: 4 better ACP, +600 gp, War of the Lance p23
Item of Legend: 5 better ACP, +750 gp, War of the Lance p23


Alloy Components

Oerthblood: *2 hardness, *1.5 HP, +10,000 gp, Dragon 351 p45
Pure Ore: masterwork, *2 hardness, *2 HP, +400 gp/lb., Dragon 347 p47


Templates

Feycraft: -5% ASF, -10% weight, +1 bluff to deceive, -1 hardness, -5 HP, +500 gp, wooden only, Dungeon Master's Guide II p274
Fireshaped: +300 gp, metal only, Dungeon Master's Guide II p275
Githcraft: -5% ASF, +1 concentration, +600 gp, Dungeon Master's Guide II p276
Gloryborn: +150 gp, Dungeon Master's Guide II p277
Hellforged: +1 hardness, +5 HP, 1 better armor check penalty, -1 max. dex bonus, +5% ASF, +1,000 gp, Dungeon Master's Guide II p277
Pitspawn: 1 damage to attacker, +600 gp, Dungeon Master's Guide II p278
Soulforged: +2 to resist bull rush & trip, +1 hardness, +5 HP, +400 gp, Dungeon Master's Guide II p279


Weapons

Shield Sheathe: Store light weapon, draw as free action, +25 gp, not buckler, Races of Stone p158
Shield Spikes: Weapon, +5 lb., +10 gp, not buckler, Player's Handbook p125


Other Modifications

Dwarvencraft: +2 hardness, +10 HP, +2 saves, +300 gp, metal or stone only, Races of Stone p159
Oil Chamber: Store & release oil, +1,000 gp, Dungeonscape p33
Sanctified: Divine focus, +50 gp, Dungeonscape p34
Wand Chamber: Store & use wand, +100 gp, Dungeonscape p34



Weapon Modifications

Masterwork

Masterwork: +1 enhancement bonus attack rolls, +300 gp, Player's Handbook p122
Item of Renown: +2 enhancement bonus attack rolls, +600 gp, War of the Lance p23
Item of Fame: +3 enhancement bonus attack rolls, +900 gp, War of the Lance p23
Item of Glory: +4 enhancement bonus attack rolls, +1,200 gp, War of the Lance p23
Item of Legend: +5 enhancement bonus attack rolls, +1,500 gp, War of the Lance p23


Alloy Components

Oerthblood: +1 luck bonus attack & damage, target takes -1 saves vs. magic for 1 round (stacks with self), *2 hardness, *1.5 HP, +6,000 gp, Dragon 351 p45
Pure Ore: masterwork, *2 hardness, *2 HP, +400 gp/lb., Dragon 347 p47


Artisan Craftsman Qualities

Acid Washed: +4 saves vs. acid, rust, & disintegration, +100 gp, metal only, Dragon 358 p39
Basket Hilt: +4 to resist disarm, +50 gp, sword only, Dragon 358 p39
Blood Groove: -20% weight, +2 hardness, +100 gp, sword only, Dragon 358 p39
Deceptive: +4 sleight of hand to disguise weapon, +800 gp, Dragon 358 p40
Enhanced Bracing: +2 damage when set against charge, +100 gp, spear or polearm only, Dragon 358 p40
Folded Metal: +4 hardness, +200 gp, metal only, Dragon 358 p40
Long Range: +20 feet range increment, +100 gp, bow or crossbow only, Dragon 358 p42
Ornate: +2 diplomacy or intimidate, +400 gp, Dragon 358 p42
Perfect Balance: +1 AC with total defense, +100 gp, melee only, Dragon 358 p42
Razor Sharp: +1 damage, +1,000 gp, slashing only, Dragon 358 p42
Resilient: +5 HP, +200 gp, Dragon 358 p42
Serrated: 1 bleed damage for 1d4 rounds on critical, +600 gp, piercing or slashing only, Dragon 358 p43


Templates

Feycraft: Weapon finesse, -10% weight, -1 hardness, reduced damage, +1,500 gp, light or 1-handed melee only, Dungeon Master's Guide II p274
Fireshaped: +1 damage vs. cold creature, +800 gp, metal edge only, Dungeon Master's Guide II p275
Githcraft: +1 damage vs. psionic creature, +900 gp, bladed only, Dungeon Master's Guide II p276
Gloryborn: +1 damage when charging, +600 gp, Dungeon Master's Guide II p277
Hellforged: +1 damage vs. flanked creature, +1 hardness, +5 HP, +1,500 gp, Dungeon Master's Guide II p277
Pitspawn: +2 to confirm critical, +1,000 gp, Dungeon Master's Guide II p278
Soulforged: +2 damage vs. charging creature, +1 hardness, +5 hp, +800 gp, Dungeon Master's Guide II p279


Weapons

Blade, Close Fighting: Retractable dagger, +100 gp, 1-handed or 2-handed melee only, Races of the Wild p166
Bow Blade: Punching dagger, 0.5 lb., 4 gp, Complete Scoundrel p109
Crossbow Bayonet, Knife: Shortspear, 1 lb., 2 gp, Complete Scoundrel p109
Crossbow Bayonet, Sword: Spear, 2 lb., 4 gp, Complete Scoundrel p109
Hand Crossbow Blade: Dagger, 0.5 lb., 4 gp, Complete Scoundrel p109


Other Modifications

Breakaway: Divide & reassemble weapon, threat range reduced to 20, +1,000 gp, Dragon Annual 5 p28
Disguised: +5 sleight of hand to conceal (in addition to normal +2), +50 gp, dagger only, Dragon 316 p40
Dwarvencraft: +2 hardness, +10 HP, +2 saves, +600 gp, metal or stone only, Races of Stone p159
Elvencraft: Usable as club or quarterstaff, +300 gp, bow only, Races of the Wild p166
Folding: Concealable, +75 gp, non-composite bow only, Dragon 316 p40
Hilt Hollow: Store small item, +200 gp, Dungeonscape p33
Modular: Divide & reassemble weapon, breaks on a natural 1, +150 gp, simple or martial melee weapon up to 5 lb., hand crossbow, dart, or sling only, Dragon 316 p40
Oil Chamber: Store & release oil, +1,000 gp, Dungeonscape p33
Quicksilver/Iron-Filled: +2 damage (large striking area), +1 damage (other), +5,000 gp, not “small,” Dragon Annual 5 p28
Wand Chamber: Store & use wand, +100 gp, Dungeonscape p34


Accessories

Crossbow Sight, Gnome: Treat targets as 2 range increments closer, 150 gp, crossbow only, Arms and Equipment Guide p36
Drop Sheathe: Store light weapon, +5 sleight of hand to conceal, draw as free action, 600 gp, Dragon 316 p41
False Scabbard: Store small item, 1 lb., 15 gp, Dragon 316 p41
False Scabbard Tip: Store small item, +10 gp or +110 gp (quick-release mechanism), Complete Scoundrel p108
Reinforced Sheathe: Used over weapon, convert to bludgeoning, -2 attack, overwrite magic properties, bladed slashing or piercing only, Dragon 324 p57
Weapon Capsule Retainer: Holds 1 alchemical weapon capsule, 100 gp, Complete Adventurer p121
Weapon Capsule Retainer, Triple: Holds 3 alchemical weapon capsules, 450 gp, 100 gp, Complete Adventurer p121

darkdragoon
2019-02-04, 01:26 PM
Offense:
Sudden stunning
Brutal Surge
Aptitude- either really nice or mad stupid powerful

Defense:
Empyreal (BOED) -expensive but turning some of your AC into saves is usually a much better tradeoff

Deophaun
2019-02-04, 01:44 PM
Let's go with my favs that are likely to be overlooked...

Binding: Because the BBEG cannot be allowed to just vanish after parading around in front of the party and monologuing his evil plan like that.
Dislocator: Put it on an arrow and jam it into whatever inanimate object you need moved 10ft: door, statue, support pillar...
Fierce: PA for Dex!
Illusion bane: Because mirror image is annoying. Also, screw aboleths.


Collision (+1) grants a flat +5 damage to the weapon.
Actually, it provides +5 damage to each hit, with the weapon or not. (Whether your DM will let it run that way is another question)


blindsighted: susurrus of whispered notes (listen DC 10) gives wielder blindsight to 30’ for 30000g
Nope. Was updated in the MIC. It sucks now (unless you can convince your DM to let you put it on an arrow, then it's a very nice utility item for one-handed wielders)


Illuminating (+500gp) glows like a torch 20ft
Overpriced as, what, 10% of magic items glow like a torch already. Just buy one of the already glowing ones.

Bronk
2019-02-05, 09:59 AM
Actually, it provides +5 damage to each hit, with the weapon or not. (Whether your DM will let it run that way is another question)


A collision weapon 'temporarily increases it's own mass', so it does only work on the one weapon. That would be cool though!



Nope. Was updated in the MIC. It sucks now (unless you can convince your DM to let you put it on an arrow, then it's a very nice utility item for one-handed wielders)

Dang... well, it works the same, but now it's a +2. Bummer! Not sure why you'd need it on an arrow though, or is that just for the 1/50th price dodge?



Overpriced as, what, 10% of magic items glow like a torch already. Just buy one of the already glowing ones.

30%, but that's for random treasure. When making an item, the creator can choose to make it glow for free. If you have a weapon, and it doesn't already glow, and for some reason you want an aftermarket modification, this is the way to go. Continual light could do it too, and for less gold, but if it's dispelled you'd need another casting to replace it.

Personally, I don't like my magic items to glow. It seems like that would be super annoying.

Deophaun
2019-02-05, 10:12 AM
A collision weapon 'temporarily increases it's own mass', so it does only work on the one weapon. That would be cool though!
It works by increasing its own mass, but the effect of it increasing its own mass is that all your hits deal more damage. Because magic.

Dang... well, it works the same, but now it's a +2. Bummer! Not sure why you'd need it on an arrow though, or is that just for the 1/50th price dodge?
It is the price dodge. Also, I don't think it does work the same. I seem to remember the original not having a daily limit.

Personally, I don't like my magic items to glow. It seems like that would be super annoying.
Indeed. This is why I buy a piece of glowing ammunition instead of an everburning torch. It's cheaper and it's core.