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  1. - Top - End - #31
    Barbarian in the Playground
     
    Jane_Smith's Avatar

    Join Date
    Apr 2009
    Location
    Texas, America
    Gender
    Female

    Default Re: 'Twinned' Weapon Quality: Making TWF Not Make the Treasury Cry [3.5 Item]

    Something I worked on last year. Might help you guys out - use it as you please/if at all.



    ~~~Masterwork Equipment

    Masterwork gives a +1 'masterwork bonus' to weapon attack and damage rolls. This bonus stacks with enchantment bonuses to attack and damage from enchantment values. The physical quality and magical quality of weapons are quite distinct, and both impact its abilities differently, their should be no reason why these effects cannot stack.

    Masterwork armor and shields gives a +1 masterwork bonus to armor class, and reduces the armor check penalty by one.

    When crafting a masterwork object, the crafter need only to spend resources and progress in crafting based on the objects base market value. Upon completion, the objects value is increased as shown below.

    Masterwork Costs;
    Two-Sided Weapons - +300 gp*
    Two-Handed Weapons - +300 gp
    One-Handed Weapons - +200 gp
    Light Weapons - +100 gp
    Ammunition (x20) - +40 gp
    Ranged Weapons - +200 gp
    Heavy Armor - +150 gp
    Medium Armor - +100 gp
    Light Armor - +50 gp
    Buckler - +50 gp
    Light Shields - +50 gp
    Heavy Shields - +100 gp
    Tower Shields - +150 gp
    Other Items - Base market value x crafter's Int modifier (Max Value)






    ~~~Non-Magical Weapon Enhancements

    A set of armor, a weapon or a shield may only have a single enhancement at a time. Enhancements can be modified with a craft check related to weapons or armor as if the craftsmen was making a repair.

    Armor Piercing
    Applying this to a peircing weapon or ammunition allows it to strike more deeply into enemys with thicker skin. Against an enemy that possesses a combination of +4 or higher armor bonus and/or natural armor bonus to his armor class, the attack made with a armor piercing weapon is done at a +2 attack bonus. In addition, the weapons critical multiplyer is increased by 1.
    Item Value: +100 gp
    Requirement: Piercing weapons or ammunition only.

    Mercurial
    Applying this to a blunt or slashing weapon allows it to strike with much greater force, as the inside weapon head is made hollowed and filled with liquid mercury. As the weapon is swung, it carrys more momentum as the liquid pushs to the end. All base damage of mercurial weapons is improved by one size catagory, and the critical multiplyer is increased by 1.
    Item Value: +125 gp.
    Requirement: Blunt or slashing melee weapons only.

    Weighted
    Applying this to a blunt or piercing weapon allows it to strike much harder and deeper, but at the cost of excess weight. Likely given a iron core or studs for the added weight, these massive weapons inflict tremendous blows each strike. All base damage of weighted weapons is improve by one size catagory, and the critical multiplyer is increased by 1. These weapons also weigh twice as much as their normal counterparts.
    Item Value: +100 gp, x2 weight.
    Requirement: Blunt or piercing melee weapons only.

    Perfect Fit
    Having a suit of armor made perfectly fitted increases its maximum dexiterty bonus by 1 and reduces armor check penalties by 1, but only for the wearer it was specifically designed for. In addition, the armor is considered to weigh 50% less to determine swim check penalties.
    Item Value: +150 gp.
    Requirement: Armor only.

    Flute Ribs
    Having a breastplate, a suit of half-plate or fullplate installed with ring-like rib linings inside the plates increase its overall durability and protection from blunt and slashing attacks. Fluted armor in this fashion gives the wearer Damage Reduction 3/Piercing.
    Item Value: +150 gp.
    Requirement: Breastplates, Half-Plates, Full-Plates only.

    Serrated
    Applying this to a slashing or piercing weapon allows it to rend into flesh more savagely, increasing its critical multiplyer by 1. In addition, on a confirmed critical, the subject takes 1 point of constitution damage. If the target is immune to ability damage, sneak attacks or precision based damage, they are also immune to this effect.
    Item Value: 100 gp.
    Requirement: Piercing or slashing weapons only.

    Spiked
    Applying this to a blunt weapon allows it to strike as both a piercing and a blunted weapon.
    Item Value: +20 gp.
    Requirement: Blunted melee weapons only.

    Reinforced
    The object is heavily reinforced and made denser and more resistant to breaking, rot, rust, or even shattering. The object gains 5 additional hardness and 10 additional hit points.
    Item Value: +50 gp.
    Requirement: Armor, Weapon, or Shield.




    The way this works is, basically, lighter weapons are slightly easier to make masterwork, therefore, cost less to be madeso. You could easily have two masterwork daggers for only 204 gold. so dual-weapon weilders end up saving some moola, especially early game, when they have such massive twf penalties (such as dex-twfing-rogues having to wait to 3 for weapon finesse...).

    (Also - this system allows enchantment and masterwork bonuses to stack. And, the way I had it, you didnt need a masterwork weapon to enchant it.)
    Last edited by Jane_Smith; 2010-08-29 at 12:19 AM.

  2. - Top - End - #32
    Troll in the Playground
     
    NecromancerGirl

    Join Date
    Nov 2008
    Location
    Bristol, UK

    Default Re: 'Twinned' Weapon Quality: Making TWF Not Make the Treasury Cry [3.5 Item]

    I believe when I did this, I pegged it as 2,000 gp to bond two weapons and make the bond itself able to be enchanted (where whatever magic item qualities you add apply to both weapons).

    I also added a "counts as light or one-handed, whichever is more beneficial for any given interaction", so you can use power attack with both weapons.

    However, I actually quite like the "half price to enchant a light or one-handed weapon".

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