A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Bugbear in the Playground
    Join Date
    May 2013

    Default Mundane crafting options (not alchemy) (PEACH)

    The most immediate thing I want to do in this thread is make better choices for hideously expensive items. Mainly by making hella expensive non-magic options, like Heavy Mithral armor, locked gauntlets that use reachless Spiked Chains, separately enhanceable Armor and Shield spikes, Sword-Chucks and also some mundane versions of +1 enhancements to make room for more magic. All with Craft DC changes, all with high prices, all with something crazy available.

    Index-ish for non-scrolling navigation of the thread (It's all of one page. But there might be a post after a page or two of comments if that ever happens, and the existing posts will bloat to massive messes eventually, so it makes sense to have an index part for the first post)

    Weapon stuff

    Armor Stuff

    Stuff for both weapons and armor

    Special Material stuff
    Last edited by Morphic tide; 2016-12-30 at 09:53 PM. Reason: Reworked OP, changed title and added index-type links.

  2. - Top - End - #2
    Bugbear in the Playground
    Join Date
    May 2013

    Default Weapon modifications. Accidentally made an overhaul of the normal weapon system.

    This post is for the weapons this crafting setup is for and the various options of those weapons.

    Spoiler: The way this variant system of sizes works
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    Instead of just size categories, this variant system will use a stages, steps and, of course, category setup for size of items.

    The steps are as follows: next stage down Light > regular > Clumsy > next stage up

    The stages are as follows: Next category down > one-handed > two-handed > next size up

    The size categories are unchanged.

    Oh, and mentions of damage steps refer to those tables of damage by size category on a bunch of things.



    Spoiler: Base Weapons for this variant system
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    Will fill in as I go
    Name Base Weight Base Weapon Type Base Damage Base Damage Type Base Crit Range Base Crit Damage Base Range Increment Base Size Range Increment Step
    Crossbow 4 lb. Simple ranged 1d8 Piercing 19-20 x2 90 ft Regular 2-handed 10 ft
    Staff 2 lb. Simple melee 1d4 Bludgeoning 20 x2 5 ft Clumsy 1-handed none
    Chain 8 lbs Martial Melee 1d4 Bludgeoning 20 x2 10t Regular Two Handed Special
    Armor Blades 1 lb. Martial Melee 1d8 Slashing 20 x2 Special Special none
    Armor Spikes 1 lb. Simple Melee 1d8 Piercing 20 x2 Special Special none

    Crossbow:
    Crossbows are often just a high draw strength bow attached to a notched piece of wood. You draw and reload a two handed crossbow of your size category or a larger size category back with a winch two handed. A crossbow of a size smaller than you or a one handed crossbow is drawn back with one hand, but must have both hands to reload. A crossbow's reload time is changed by one step for every size step away from it's base size(swift action>move action>Standard action>full round action>1 round). All size steps are available to a crossbow

    Staff:
    A wooden staff is a simple, sturdy stick, but it may be used to deal rapid strikes and becomes a more dangerous item when any basic blade is attached. Being the same item that is used to make staves of magic or psionic power, it, and all items made from it, may be used to make magic and psionic staves and rods. A staff may be any size step(changed due to the Big Stick idea. The point is to have as few base weapons as possible, then modify them to awesome)

    Chain:
    A chain is a length of metal rings attached together in some way. A chain may be used to trip and disarm at its full reach. A chain loses reach when sundered sufficient to have the cause of sundering out of reach, creating a new chain with no magic enhancements with reach equal to the lost reach minus five.
    Spoiler: Chain-specific modifiers
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    Elongated/Shortened: Increase/decrease the reach of the chain by 5 ft and increase/decrease the damage by one step. This can be gotten 3 times. (changed because
    Craft DC: No change
    Cost: 4 lbs of the chain's material

    Thickened/Thinned: Increase/decrease the HP of the chain by 2. This can be gotten twice.
    Craft DC: No change
    Cost: 1 lbs of the chain's material per 5 ft reach. (OOC: You can get the weight to be 6 lbs per 5 ft reach and have a rather hard to break chain, or you can have 2 lbs of weight per 5 ft reach and make it a lot easier to break.)

    Bladed: Add 1d4 Slashing damage to the chain. This damage is considered part of it's base damage and is changed by the size of the chain. A bladed chain is an Exotic weapon
    Craft DC: +1
    Cost: 2 lbs of the chain's material

    Spiked: Add 1d4 Piecing damage to the chain. This damage is considered part of it's base damage and is changed by the size of the chain. A spiked chain is an Exotic weapon
    Craft DC: +1
    Cost: 2 lbs of the chain's material


    Armor Blades & Spikes:
    Blades and Spikes attached to armor. Armor Blades and Spikes are Simple weapons when attached to hands, Martial weapons when attached to shields, knees, arms and feet and Exotic when attached to any other part of armor. Their reach is equivalent to the reach of unarmed attacks when attached to Hands or Arms, equal to thrown range when attached to the rim of a shield and 5 ft when attached to any other piece of armor.


    Spoiler: Modifiers that don't fit in one category
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    Empty for now.


    Spoiler: non-firearm ranged weapons
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    Upon more though and learning new things, the Str requirement for proficiency is realistic. So it's being put in. And compound bows are a massive headache to properly represent, so they have been removed...

    Recurve Arm:
    The users of a weapon with this modification may add a strength modifier up to the amount indicated by the weapon, with a maximum of 5. Crossbows are considered to have the maximum strength bonus at all times. The user must have at least half the indicated strength bonus to use the weapon proficiently.
    Craft DC: +1 per allowed point of strength modifier.
    Cost: +25 GP per
    Requirements: Must be a ranged weapon with a bow arm

    Extra Bow Limb:
    Adds 50% to damage, range and strength modifier limit and requirement from base, with a limit of 2 extra limbs. Alternatively, you may remove one limb to invert all changes this provides.(so -50% damage and strength bonus, -25% cost and materials, and, most importantly, -2 Craft DC)
    Craft DC: +2 per extra limb. A weapon with this modifier becomes an Exotic Weapon unless it is a crossbow
    Cost: +25% base material per extra limb
    Requirements: Must be a ranged weapon that has a bow arm(yes, I'm biased towards bows, because their are so many things you can do with them)



    Spoiler: Melee Weapons
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    Razor Sharp: A weapon with this enhancement increases it's crit range by one, counting as part of it's base crit range.
    Craft DC: +2
    Cost: +25 GP market price
    Requirements: Must deal piercing or slashing damage

    Notched: Get a +1 bonus to Disarm and Sunder attempts on blades.
    Craft DC: +2
    Cost: +1 GP
    Last edited by Morphic tide; 2016-12-30 at 09:30 PM. Reason: Finished up the size system, pruned more things and changed the oppening statement

  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    May 2013

    Default Armor stuff, with an alternate armor class setup.

    This is for getting stuff like Bladed Segmented Braced Personalized Superheavy Mithral Fullplate.

    Spoiler: Armor system
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    The steps of armor are as follows:

    Non-Obtrusive > Moderately Obtrusive > Largely-Obtrusive > Minimally Obtrusive Next Class Up

    The classes of armor are as follows:

    Light > Medium > Heavy > Superheavy

    The point is to have it layed out about what sort of armor is what.


    Spoiler: Stuff for both Armor and Shields
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    Step Up: Increases the item's armor step by one, increasing it's Armor Bonus by 1, decreasing it's Maximum Dex Bonus by 0.5, increasing its HP by 10% and increase Arcane Spell Failure Chance by 5%. Can also invert all changes to decrease the item's armor step by one.
    Craft DC: +0
    Cost: +10% materials
    Requirements: None

    Armor Blades: Chose a part of the item(Hands,Feet,Chest,Arms,Legs,Shoulders,Knees or head for armor, rim or front for shields). Attacks involving that part deal 1d6 Slashing damage, in addition to the normal damage. May be gotten twice per part, with the second time increasing the damage to 1d8 and making the blades count as a separate item, outlined in the Armor Blades entry(Defending on the blades of your helmet is a good choice, as there are basically no attacks that use the helmet. )
    Craft DC: +2
    Cost: 0.5 lbs of material
    Requirements: None

    Armor Spikes:
    Chose a part of the item(Hands,Feet,Chest,Arms,Legs,Shoulders,Knees or head for armor, rim or front for shields). Attacks involving that part deal 1d6 Piercing damage, in addition to the normal damage. May be gotten twice per part, with the second time increasing the damage to 1d8 and making the blades count as a separate item, outlined in the Armor Blades entry. Cannot be gotten with Armor Blades
    Craft DC: +1
    Cost: 0.5 lbs of material
    Requirements: None

    Last edited by Morphic tide; 2016-12-06 at 01:30 PM. Reason: Clarified the size step increases, removed Armor Bracing, lowered craft DC, made Armor Spikes and Blades mutually exlusive and removed mentions of 'price'

  4. - Top - End - #4
    Bugbear in the Playground
    Join Date
    May 2013

    Default Stuff for both armor and weapons.

    Placeholder for now

  5. - Top - End - #5
    Orc in the Playground
    Join Date
    Oct 2012

    Default Re: Weapon & armor varieties as non-magic modifications+more & upgraded varieties.

    You might want to browse through the Homebrew Design section, I'm sure I saw a thread based on a very similar idea (more non-magic weapons, modular design). I wish I could find it now, I have a TON of d&dish bookmarks...

  6. - Top - End - #6
    Bugbear in the Playground
    Join Date
    May 2013

    Default Special Materials, because there are more and the fixed prices are nonsense

    This is so that you can have a correct price on that Adimantite/Mithral alloy boulder you always wanted

    Spoiler: Alloyed metals
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    HP per inch of thickness: Mean of two metals
    Hardess: Mean of two metals
    Weight: Mean of two metals
    Cost: Mean of two metals +1 gp per lb of standard item
    Special: Use the alloy part of the special entry of the two metals


    Spoiler: Mundane Steel
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    Material type: Metal
    HP per inch of thickness: 15
    Hardness: 10
    Weight: standard
    Cost: 1 gp per lb of standard item
    Special: none. Alloy: Costs 50% less that normal. OOC: The result is getting the Alloy effects of a material for 1/4 the price. Diluting Adamantine this way gets you that lovely Hardess ignoring property at 251.25 gp per pound, or the weight buff of Mithral alloy at 126.5 gp per pound


    Spoiler: Mithral
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    Material type: Metal
    HP per inch of thickness: 30
    Hardness: 15
    Weight: 1/2 standard
    Cost: 500 gp per lb of standard item
    Special: A Mithral weapon counts as two size steps lower for how it can be wielded and Mithral armor counts as four size steps lower for armor check penalty, arcane spell failure and maximum Dex bonus. Alloy: A weapon made of Mithral alloy counts as one size step lower for how it is wielded and armor counts as two size steps lower for armor check penalty, arcane spell failure and maximum Dex bonus


    Spoiler: Adamantine
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    Material type: metal
    HP per inch of thickness: 40
    Hardness: 20
    Weight: standard
    Price: 1000 GP per lb of standard item
    Special: An adamantine weapon bypasses hardness lower than it's when used to attack an item, and armor made of it gives DR x/-, where x is 1 for Light armor, 2 for Medium armor and 3 for Heavy armor. Alloy: Adamantine alloy loses the DR


    Spoiler: Cold Iron
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    Material type: Metal
    HP per inch of thickness: 30
    Hardness: 10
    Weight: standard
    Price: 30 gp per pound of standard item
    Special: Is Cold Iron. Alloy: Counts as Cold Iron, but must be made with a spell, power, supernatural ability, psi-like ability or spell-like ability that can create Cold Iron


    Spoiler: Alchemical Silver
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    Material type: Metal
    HP per inch of thickness:10
    Hardness: 8
    Weight: standard
    Price:30 gp per pound
    Special: Counts as silver. Alloy: Counts as silver, but must be made with a spell, power, supernatural ability, psi-like ability or spell-like ability that can create Alchemical Silver.





    For when you want to make a tree worth millions of gp

    Spoiler: Plants
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    Due to the fact I focus on semi-logical setups, the setup for plant material is different. This is mainly to represent the fact that templates can be applied to creatures that are reasonably able to be chopped up into lumber and other plant things for items. Prices are for properties, and if you are using a magical wood or plant, there are two types of property: Inherent and Weight. Inherent properties are used for all hybrid plants including it, like Livewood's resistance to fire. Weight properties are things that define what the base plant is, the weight, HP and hardness. Only one plant's Weight properties are used


    Spoiler: How the Ironwood spell as it works with this system
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    Ironwood
    Transmutation
    Level: Druid 6
    Components: V, S, M
    Casting Time: 1 minute/lb. altered
    Range: 0 ft.
    Effect: Alters wood.
    Duration: One day/Level
    Alters wood to weigh an extra 1/2 standard weight, increases hardness by 5 and HP per inch by 5 and makes weapons count as two size steps higher for how it can be wielded and armor count as four size steps higher for all purposes.

    If you apply it to half as much wood as the spell would normally allow or less, you may have any item made from the wood have an additional +1 enhancement bonus.


    Spoiler: Mundane Wood
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    Material type: wood
    HP per inch of thickness: 10
    Hardness: 5
    Weight: 1/2 standard. OOC: This is for those things that are normally metal weighing less for being made of wood
    Price: none
    Weight Special: A wooden weapon counts as two size steps lower for how it can be wielded and wood armor counts as four size steps lower for all purposes. OOC: this includes for AC, so you have a big nerf in exchange for free material and low weight on armor
    Inherent Special: none


    Spoiler: Darkwood
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    Material type: wood
    HP per inch of thickness: 6
    Hardness: 3
    Weight: 1/4 standard
    Price: 10 gp per lb of standard item
    Weight Special: A Darkwood weapon counts as three size steps lower for how it can be wielded and Darkwood armor counts as six size steps lower for all purposes
    Inherent Special: Darkwood and hybrid plant matter made with it get 2 extra hardness and 4 extra HP per inch of thickness, while shields and armor made with it counts as two size steps higher for AC. OOC: It's magical, so it should get an inherent boost as a part of it's durability
    Last edited by Morphic tide; 2016-06-18 at 08:52 PM. Reason: Added an altered version of the Ironwood spell.

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