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Thread: [D&D3.5] Weapons, Upgrades, and More

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    Firbolg in the Playground
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    Default Re: [D&D3.5] Weapons, Upgrades, and More

    [Section VI] The Economics of Gear


    Buying Gear
    There are a lot of changes to weapons and armor above, but one thing is conspicuously left out: How hard is it to make or obtain the item? For the most part, you could use the default prices from the books for things from the book. But there are several new weapons, and the new masterwork rules, and all of the weapons have been codified, so you shouldn't be spending more money for a weapon that is functionally equivalent to another weapon. Given that it makes sense for a codification of costs. The costs for weapons and armor are given below:

    {table=head]Gear Type | Cost
    Simple Light Weapon | 5sp
    Simple One-Handed Weapon | 1gp
    Simple Two-Handed Weapon | 2gp
    Martial Light Weapon | 2gp
    Martial One-Handed Weapon | 4gp
    Martial Two-Handed Weapon | 8gp
    Exotic Light Weapon | 8gp
    Exotic One-Handed Weapon | 16gp
    Exotic Two-Handed Weapon | 32gp
    Light Armor | 30gp
    Medium Armor | 60gp
    Heavy Armor | 120gp
    Buckler | 5gp
    Light Shield | 10gp
    Heavy Shield | 20gp
    Tower Shield | 40gp
    Exceptional | +300 gp
    Superior | +1800gp
    Masterwork | +4300gp[/table]



    These costs of upgrading weapon quality are inclusive, so upgrading a weapon that is already Exceptional to Superior costs the difference between the two (1800-300 = 1500gp). This cost, unlike with normal 3.5, is the same for both weapons and armor.


    Crafting Gear

    Weapons and armor are made with the Weaponsmithing and Armorsmithing skills respectively. These new crafting rules replace the relevant sections of the crafting rules in the PHB.

    A simple weapon or light armor has a base DC to craft of 10. This is increased by 5 for a Martial Weapon or Medium Armor, and 5 more for an Exotic Weapon or Heavy Armor. Additionally, every increase in quality of the weapon increases the DC of the craft by 5. So for example, a common martial weapon takes a DC of 15 to craft, but a masterwork heavy armor takes a DC of 35 to craft.

    Crafting a piece of weapon or armor has a base timeframe of one week. However, a craftsman may choose to take longer, or try to speed the process up, by modifying the DC of the craft. You may double the time spent working on the item in exchange for reducing the DC by 5. You may do this up to twice, making the item take a month to craft, but reducing the DC by 10.

    Alternatively, the craftsman can add +5 to his DC, to halve the time spent crafting. He may do this as many times as he feels necessary. So a crafter could increase his DC by 20 to take the time from 1 week->3.5 days->2 days->1 day->half a day.

    Crafting a common weapon out of a special material is harder than crafting one out of common metals. The special materials are harder to work, giving a +5 DC to working with them. However, these materials can be worked into more difficult positions with a skilled touch, so the DC increase from working with a special material is reduced by 2 for every quality above common the craft is (so a exceptional weapon has only a +3 DC, Superior is +1, Masterwork actually gets a -1 to the DC for using the special materials)



    The following is a table of Craft DCs/Modifiers:

    {table=head]Item | Base DC
    Buckler | 5
    Simple Weapon | 10
    Light Armor | 10
    Light Shield | 10
    Martial Weapon | 15
    Medium Armor | 15
    Heavy Shield | 15
    Exotic Weapon | 20
    Heavy Armor | 20
    Tower Shield | 20
    Exceptional Quality | +5
    Superior Quality | +10
    Masterwork Quality | +15
    Divide time by 2* | +5
    Special Material Common | +5
    Special Material Exceptional | +3
    Special Material Superior | +1
    Special Material Masterwork | -1
    Increase time x2 | -5
    Increase time x4 | -10[/table]

    *=Can be used multiple times, without limit



    [Section VII]Gear Related Feats

    Simple Weapon Proficiency
    Special: This is not a feat. If you have proficiency with at least one simple weapon, you can have all of them. It really isn't a big deal, and I don't care if you decide you like a javelin more than the club you're supposed to start with. If you don't have at least one simple weapon proficiency... then go take a damn class level. Seriously. I mean it.

    Martial Weapon Proficiency (Light Weapons)
    Prerequisite: Proficiency with a simple light weapon
    Benefit: You gain proficiency with all martial light weapons.

    Martial Weapon Proficiency (One-Handed Weapons)
    Prerequisite: Proficiency with a simple one-handed weapon
    Benefit: You gain proficiency with all martial one-handed weapons.

    Martial Weapon Proficiency (Two-Handed Weapons)
    Prerequisite: Proficiency with a simple two-handed weapon
    Benefit: You gain proficiency with all martial two-handed weapons.

    Martial Weapon Proficiency (Ranged Weapons)
    Prerequisite: Proficiency with a simple ranged weapon
    Benefit: You gain proficiency with all martial ranged weapons.

    Exotic Weapon Proficiency (Light Weapons)
    Prerequisite: Proficiency with a martial light weapon
    Benefit: You gain proficiency with all exotic light weapons.

    Exotic Weapon Proficiency (One-Handed Weapons)
    Prerequisite: Proficiency with a martial one-handed weapon
    Benefit: You gain proficiency with all exotic one-handed weapons.

    Exotic Weapon Proficiency (Two-Handed Weapons)
    Prerequisite: Proficiency with a martial two-handed weapon
    Benefit: You gain proficiency with all exotic two-handed weapons.

    Exotic Weapon Proficiency (Ranged Weapons)
    Prerequisite: Proficiency with a martial ranged weapon
    Benefit: You gain proficiency with all exotic ranged weapons.

    Light Armor Proficiency
    Benefit: You gain proficiency with all light armors and bucklers.

    Medium Armor Proficiency
    Prerequisite: Light Armor Proficiency
    Benefit: You gain proficiency with all Medium Armors, and Light Shields

    Heavy Armor Proficiency
    Prerequisite: Medium Armor Proficiency
    Benefit: You gain proficiency with all Heavy Armors, and Heavy Shields.

    Tower Shield Proficiency
    Prerequisite: Heavy Armor Proficiecny
    Benefit: You gain proficiency with Tower Shields.


    Weapon Focus
    Prerequisite: BAB+1
    Benefit: Pick one weapon group you are proficient with (ie One-Handed Martial Weapons). When weilding a weapon of that group, you gain a bonus weapon upgrade slot. At any time you may spend a swift action to change the benefit this upgrade slot provides.

    Greater Weapon Focus
    Prerequisite: Fighter level 8, Weapon Focus.
    Benefit: You gain a second bonus weapon upgrade slot with your chosen weapon group. Additionally, you may now choose to switch your benefit as an immediate action.

    Armor Specialization
    Benefit: Choose 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
    Benefit: 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. You may now choose to switch the benefit of your Armor Specialization upgrade slots as an immediate action.
    Last edited by Seerow; 2011-12-18 at 07:58 PM.
    If my text is blue, I'm being sarcastic.But you already knew that, right?