View Full Version : Weapon Enhancements[Ideas thrown on a wall]

2007-11-07, 06:56 PM
just some stuff i thought id share. some is play tested, some is not.

so if you want to use these, you may consider price adjustments

Rune Enchantments

A weapon that is at least master worked may be temporally enhanced with damage runes. A master worked weapon may have only one rune stamp on it.
a magical may have up to its magical allowance. IE: a stamps' bonus level counts toward its magic enhacement maximum.
The runes are a simple magic effect implanted into the weapon by way of a stamp of alchemical silver. The stamp is a cylinder about five inches long; when you depress the plunger a core of magnesium heats against the sides and heats the raised rune on the other end, so it melts into the weapon, leaving only a small silver mark.
The runes are temporary, lasting anywhere from a month to a year.

{table=head] Rune Damage| Cost Multiplier | Minium Time Length| Minium Spell Level|Bonus Level

+1 Month|

+2 Month|

+2 Month|

+3 Month|

+3 Month|

To determine the cost of a rune stamp multiply the number of months it will last by the cost multiplier of the damage die. The result is hundreds of gold pieces. This is the cost to implant the spell. Add 50 to the cost for materials. If the damage type is force, add 150.
So using these, a 1D10 damage rune that does force damage lasting 1 year (4x12=480 +150=630gp)

Constructing one

In order to make a rune stamp one must cast a damage dealing spell with an energy descriptor in the into the rune and be able to cast permanency .
The energy type of the spell also determines the damage type of the stamp. So if a wizard uses burning hands to make a rune, the extra damage done by the rune is fire. If he uses, say, magic missile, the damage type is force.
To construct the stamp plunger itself follows the standard item creation rules and requires artisans tools, and a suitable environment. It is a DC 20 craft(alchemy) check to make a plunger.
After the plunger is made a mage must then cast the spell he will imbue into the item followed by a permanency spell.
The total cost of the stamp in XP and gold is: 2 x the cost multiplier + 2 per month of the duration = Experience cost. For the materials its fifty Gp, plus another hundred if its to be force damage.

Gnomeworked weapons are always masterworked. This has not been included in the stats given below.

Gnomeworked is the term commonly used to describe a ‘tricked out’ yet still mundane (IE non-magical)weapon. Most of these weapons are made by Gnomes, but not all.
A single weapon can never have more than two of these enhancements.

Hidden Compartment
this is a compartment inside the weapon somewhere. It take off 42hit points from the weapon
This compartment is big enough for one potion. This potion may be drunk or used as a swift action. And no, poison may not be used in this compartment.
+50 gold pieces
Spring Loaded
This is more of a sheath modification than a weapon one. Only swords may have this one. This is a spring mounted in the sheath that makes the sword pop up when a catch is released.
The wielder of this may draw his weapon as a free action.
+75 GP
Yes, there is already a version of this. Mine’s different.
Only hafted weapons may be made like this. It confers the effect of the cleave feat. If you have cleave, you get great cleave.
+130 GP
This is a series of weights and springs that cause the weapon to vibrate viciously when it strikes something.
The weapon does three extra points of damage.
+80 GP
This weapon is precisely barbed in such a way that it leaves large bleeding wounds. This causes the target to bleed for two hit points on the next round after struck.
This weapon is specially weighted to allow for more powerful strikes.
The wielder must have a at least a 15 strength. 13 if it is a light weapon.
This weapon does an extra 2 points of bludgeoning damage.
+70 GP
It also multiplies the weight of the weapon by 1.5.

Worked Weapons

All worked weapons must be masterworked. All stats given assume that the item is masterworked.,
All worked weapons must be made as such at item creation and can not be added afterwards.

Dark Steel
Technicly, only one of the weapons called 'darksteel' is actualy Dark Steel, a fuision of adamantine, steel and obsidian. The others are made from a varying slew of materials, but all include Steel and Adamantine.
Due to their unique nature, these metals rare and hard to construct. The effect of each type of blade is associated with its construction, and can vary.
Only weapons may be made with these materials.
Each one must be masterworked with materials not valueing less than 3,000 Gp.(add 3000 to the bace price of the weapon)
Any of these weapons may hold up to a +4 enhacement in addation to their abilitys they each have and have a +2 to attack and damage.
Dark Steel: the dark energy infuising this blade causes creatures extra pain when struck. Add 5 to the weapon damage and the target becomes wracked with pain, taking -1 to all skill rolls, saves, and attacks. this negitave stacks with itself, but can not exced 5. It can be negated with a remove curse, or restoration spell.
Armor can be made with this material. Any time the one wearing Darksteel armor is struck in melee, the one who struck him is hit (no save) for 3 points of damage and must make a DC 17 FRT save or be sickened for one round.(starting after damage is delt) Armor like this costs 8000 gold pieces and must be Elven worked, True steel, or Dwarven worked.(Adding more tol the price)
Blood Steel: this weapon thirsts for blood. It removes a small part of the tagets blood throught their skin. Every time a living creature with BLOOD is stuck with this weapon, ignore all damage reduction and/or natural armor and armor. However, once the blade tastes a creature's blood twice, it will not drink from that same creature again untill 24 hours have passed.
Shard Steel: This blade constantly grows, leaving small bits itself in whomever it attacks. These bits are drawn to the orriganal blade, which points to the bits, unerringly. The the holder of the main blade can track any of the ones stabbed, even without the track feet. The bits worm themselves out after five days, doing 10 points of leathal damage and 1D4 of CON damage.
Ion Steel: the charge in this weapon discharges when the weilder strikes true.
The critacal multiplyer of the weapon is made one higher.(so a long sword, crits on a 19-20x3)
Grey Steel: made from the same stone as the wall of Tanton, it is now illegal to make this blade, making the remainder quite valuble.
When a caster is struck with this weapon he must make a DC 21 Fort save or looses half his remaining spell slots. (round up)
This ability can be used once per day, if it it used again the same day, it explodes with magical energy, doing 1D6 per spell level absorbed in dmage to svery thing in a thrity food burst raidus. A failed attemt does not count toward the one a day use.

True Steel
100 GP per ten pounds of the weapon/armor, minimum of 100 GP
Unlike the above, True steel is realy a prosess of heavily working, lightening, and folding steel. This working gives it a light bluish hue, although dyes are often added to chage it to other light hues.
True Steel can hold up to a +5 enhancement
A true steel weapon is lightened by 1 pound and recives a +2 on attack rolls.(this bonus does not stack with the bonus from masterworking)
Armor is reenforced by 2 Hardness and +5 hit point per ten pounds, max Dex increased by 1 and is 10% lighter. Armor check penaltys are reduced by 2.

Elven Worked
150 Per Ten pounds of the weapon/armor, minimum of 150
Taking steel elvish smiths alloy it with mithrill, making it lighter and stronger.
The masters among them will take adamantine and work it into the edge of the weapon, giveing it a keener blade. Large or bludgioning weapons are never elven worked.
An elven worked weapon can hold a +8 enhacement
An elvish worked weapon recives +1 to attack and damage rolls, (this takes the place of the masterworking) is 1 pound lighter (after cost) and incresess its hardness by 2.
Armor is hardened by 2 and is 20% lighter, (which allows the wearer at move his total movement rate) and reduces the armor check penaltys by 3. Max DEX is increased by 2. Hit points are reduced by 5 per ten pounds though.
Shields are the same as armor.

Dwarven Worked
150 Per 5 pounds of the weapon/armor, minium of 150
Master dwarven smiths never use anything less than the best steel, mithrill, adamantine, and dark steel. their weapons are stronger and more resiliant to damage than most others. They shoold be, teams of master smiths take years to forge just one weapon or suit of armor. Items must be metal to dwarven worked
A dwarven worked weapon can take a +6 total of enhancements.
A dwarven worked weapon recives a +2 to damage rolls.(this takes the place of the masterworking)
However, the weapon does not need to be magicly enchanted already to recive a damage enhacement or special ability.( example, a dwarven worked, shocking, flaming, war ax is only a +2 enhacement total)
Dwarven worked weapons are useuly large bashing and/or slaching weapons. They are rarely, almost never, piercing or light.
The get +10 hit points per ten pounds and their hardness incresses by 3.
Armor is +5 hardness, and +10 hit points per ten pounds. Also the wearer gets DR 2/bludgoning.zONLY ARMOR MADE TOTALY OUT OF METAL MAY MADE THIS WAY.
Shields are the same as armor except they do not get the DR 2/Bludg.

2007-11-09, 10:14 AM
Gnome Worked should probably have failure chances in most game worlds (at least for the vibrating and springloaded and other stuff with moving parts). I like this stuff I think.