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
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