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    Firbolg in the Playground
    Join Date
    Apr 2005
    Gender
    Male

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

    This has been an ongoing project that has gone through several itterations. It started out as a way to upgrade weapons via masterwork, rather than just getting a boring +1 to hit bonus. The goal was to allow players more customization in their weapons. Since then, that central goal has remained, but it has grown to also rebalancing the various Weapons and Armor out there in D&D. The thread has grown from there, so this post is being divided up into sections:

    [Section I] Revised Weapons
    [Section II] Revised Armor
    [Section III] Weapon and Armor Property Descriptions
    [Section IV] Upgrading Your Gear (It's a Masterwork!)
    [Section V] Creating New Gear
    [Section VI] The Economics of Gear
    Section VII]Gear Related Feats

    [Section I]Revised Weapons

    Base Weapon Types:
    Melee Weapons
    Light Weapons-A light weapon is easier to use in one’s off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or one-half the wielder’s Strength bonus if it’s used in the off hand.

    One-Handed- A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or ½ his or her Strength bonus if it’s used in the off hand. A One-Handed weapon may be used in two hands and gain 1½ times the character’s Strength bonus to damage.

    Two-Handed-Two hands are required to use a two-handed melee weapon effectively. Apply 1½ times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.

    Ranged Weapons
    Slings and Thrown Weapons-Slings and Thrown Weapons are treated similarly except Slings use stones as projectiles rather than throwing the sling itself. Slings and thrown weapons require only one hand to use. A character may apply their Strength bonus to damage while attacking with a sling or thrown weapon. Both may be used out to 5 range increments, and reloaded/drawn with a free action.

    It is worth noting a thrown weapon is different from a melee weapon with the throwing property, the throwing property grants only 10ft base range, and a weapon with this property is listed as a melee weapon. A weapon designed as a thrown weapon is listed under ranged weapon, and has a 50ft base range. Thrown weapons and slings are usable in melee with a -2 penalty to attack and damage rolls.

    Bows-Bows are projectile weapons which require two hands to use. A character gets no strength bonus to damage rolls unless the bow has the Mighty Property. Bows may be fired out to 10 range increments, and may be reloaded with a free action.

    Crossbows-Crossbows are projectile weapons. Most crossbows require two hands to use (exception: Crossbows with the Light property may be used with one hand). A character gets no Strength bonus on damage rolls with a Crossbow. Crossbows may be fired out to 10 range increments, and may be reloaded with a move action.

    Core Weapons

    {table="head;width=700"]Simple Weapon | Dmg | Critical | Range | Type | Special
    {colsp=6}Light Melee Weapons
    Dagger | 1d4 | x2 | 10ft | Piercing or Slashing|S1
    Light Mace | 1d6 | x3 | - | Bludgeoning |-
    Punching Dagger | 1d6 | x3 | - | Piercing|-
    Sickle | 1d6 | 19-20x2 | - | Slashing |-
    Spiked Gauntlet | 1d6 | x2 | - | Piercing or Bludgeoning |E1
    {colsp=6}One-Handed Melee Weapons
    Club | 1d8 | x2 | - | Bludgeoning | E1*
    Heavy Mace | 1d8 | x3 | - | Bludgeoning |-
    Javelin | 1d6 | x2 | 10ft | Piercing | T2
    Morningstar | 1d8 | x2 | - | Bludgeoning and Piercing |-
    Shortspear | 1d6 | x2 | 10ft | Piercing |E2, G3
    {colsp=6}Two-Handed Melee Weapons
    Longspear | 1d6 | x3 | - | Piercing | E2, G3, R1,
    Quarterstaff | 1d6/1d6 | x2 | - | Bludgeoning | E5, G1
    Spear | 1d8 | x3 | - | Piercing | G3, E2
    {colsp=6}Ranged Weapons
    Light Crossbow | 1d8 | 19-20x2 | 70ft | Piercing | C, P2
    Heavy Crossbow | 1d10 | 19-20x2 | 80ft | Piercing | C
    Sling | 1d6 | x3 | 50ft | Bludgeoning | T
    [/table]

    {table="head;width=700"]Martial Weapon | Dmg | Critical | Range | Type | Special
    {colsp=6}Light Melee Weapons
    Handaxe | 1d8 | x3 | - | Slashing | -
    Kukri | 1d6 | 18-20x2 | - | Slashing | -
    Light Hammer | 1d6 | x2 | 30ft | Bludgeoning | T1
    Light Pick | 1d6 | x4 | - | Piercing | -
    Light Shield Spike | 1d6 | 19-20x2 | - | Piercing | E1, M2
    Sap | 1d8 | x3 | - | Bludgeoning | E2
    Short Sword | 1d8 | 19-20x2 | - |Piercing | -
    Throwing Axe | 1d6 | x3 | 10ft | Slashing | T1
    {colsp=6}One-Handed Melee Weapons
    Battleaxe | 1d10 | x3 | - | Slashing | -
    Flail | 1d8 | 19-20x2 | - | Bludgeoning | M1, M6
    Heavy Pick | 1d8 | x4 | - | Piercing | -
    Heavy Shield /Armor Spike | 1d8 | 19-20x2 | - | Piercing | E1, M2
    Longsword | 1d10 | 19-20x2 | - | Slashing | -
    Trident | 1d8 | x2 | 10ft | Piercing | E2, G3, T1
    Warhammer | 1d10 | x3 | - | Bludgeoning | -
    {colsp=6}Two-Handed Melee Weapons
    Falchion | 2d4 | 18-20x2 | - | Slashing | E2
    Glaive | 1d10 | x3 | - | Slashing | R1
    Greataxe | 1d12 | x3 | - | Slashing | -
    Greatclub | 2d6 | x2 | - | Bludgeoning | M2
    Greatsword | 1d12 | 19-20x2 | - | Slashing | -
    Guisarme | 2d4 | x3 | - | Slashing | M6, R1
    Halberd | 1d10 | x3 | - | Slashing or Piercing | G3
    Heavy Flail | 1d10 | 19-20x2 | - | Bludgeoning | M1, M6
    Lance | 1d8 | x3 | - | Piercing | R1, R2
    Ranseur | 2d4 | x3 | - | Piercing | M1, R1
    Scythe | 2d4 | x4 | - | Piercing or Slashing | -
    Tower Shield Spike | 2d6 | x2 | - | Piercing | G5
    {colsp=6}Ranged Weapons
    Great Crossbow | 1d12 | 19-20x2 | 90ft | Piercing | C
    Longbow | 1d10 |x3 | 80ft | Piercing | B
    Repeating Crossbow | 1d10 | 19-20x2 | 80ft | Piercing | C, P3
    Shortbow | 1d8 | x3 | 70ft | Piercing | B, P1*
    [/table]

    {table="head;width=700"]Exotic Weapon | Dmg | Critical | Range | Type | Special
    {colsp=6}Light Melee Weapons
    Kama | 1d8 | x4 | - | Slashing | E5, M4, M6
    Nunchaku | 1d12 | 19-20x2 | - | Bludgeoning | E5
    Sai | 1d6 | 19-20x3 | - | Bludgeoning | E5, M3*
    Siangham | 2d4 | x3 | 20ft | Piercing | T1, E5
    {colsp=6}One-Handed Melee Weapons
    Bastard Sword | 2d6 | 19-20x2 | - | Slashing | E2
    Dwarven Waraxe | 1d10 | 19-20x4 | - | Slashing | -
    Rapier | 1d10 | 18-20x2 | - | Piercing | M1*, G4
    Scimitar | 1d10 | 18-20x2 | - | Slashing | E2*, G4
    Whip | 1d6 | x2 | - | Slashing | G2, M1, M6, R1*
    {colsp=6}Two-Handed Melee Weapons
    Dire Flail | 1d12/1d12 | 19-20x2 | - | Bludgeoning | G1, M1, M6
    Dwarven Ugrosh | 1d8/1d8 | 19-20x3 | - | Slashing or Piercing | G1, G3
    Gnome Hooked Hammer | 1d6/1d6 | 19-20x4 | - | Bludgeoning/Piercing | G1, M6
    Orc Double Axe | 1d10/1d10 | 19-20x3 | - | Slashing | G1
    Spiked Chain | 2d4 | 19-20x2 | - | Piercing | G4, M1, M4, M6, R1*
    Two-Bladed Sword | 1d10/1d10 | 19-20x3 | - | Slashing |G1
    {colsp=6}Ranged Weapons
    Bolas | 2d4 | 18-20x2 | 50ft | Bludgeoning | T, G2, M4*, M6
    Shuriken | 1d4 | 19-20x4 | 50ft | Piercing | T, E5 [/table]


    New Weapons

    {table="head;width=700"]New Weapons |Dmg | Critical | Range | Type | Special
    {colsp=6}Simple Light Weapons
    Musperule | 1d6 | 19-20x2 | - | Bludgeoning | -
    Steel Flute | 1d4 | 20x2 | 10ft | Bludgeoning | S2, S3, T1
    {colsp=6}Simple One-Handed Weapons
    Heavy Sickle | 1d8 | 19-20x2 | - | Slashing | -
    {colsp=6}Martial Light Weapons
    Gehennan Lancet | 1d6 | 18-20x2 | - | Piercing | -
    Parrying Dagger | 1d6 | 19-20x2 | Piercing | E3
    Stabaxe | 1d8 | 20x3 | - | Piercing | -
    Straightblade | 1d8 | 19-20x2 | - | Slashing | -
    {colsp=6}Martial Two-Handed Weapons
    Ripper | 1d10 | 19-20x2 | - | Piercing | E2, G3
    {colsp=6}Martial Ranged Weapons
    Light Repeating Crossbow | 1d8 | 19-20x2 | 80ft | Piercing | C, P2, P3
    Throwing Hammer | 1d8 | 20x3 | 50ft | Bludgeoning | T
    {colsp=6}Exotic Light Weapons
    Cutting Wheel | 1d8 | 19-20x2 | - | Piercing and Slashing | E5, M3*
    Elven Lightblade | 1d10 | 18-20x2 | - | Piercing | E2, M1
    Dwarven Buckler-Axe| 1d8 | 19-20x3 | - | Slashing | E3
    Gnomish Quickrazor | 1d6 | 18-20x2 | - | Slashing | E2, S1, M5*, G6
    Gnomish Tortoise Blade | 1d8 | 18-20x2 | - | Piercing | E3, E4*
    Monk's Cane | 1d8 | 20x3 | 10ft | Bludgeoning | E5, M1, S2, T1
    {colsp=6}Exotic One-Handed Weapons
    Elven Thinblade | 1d12 | 18-20x2 | - | Piercing | G4
    Gnomish Swordcatcher | 1d8 | 19-20x3 | - | Slashing | G4, M1*
    Hook Sword | 1d10 | 19-20x2 | - | Piercing or Slashing | E5, M1, M4, M6
    Spinning Sword | 1d6 | 19-20x2 | - | Slashing | S1, R1*, G5
    {colsp=6}Exotic Two-Handed Weapons
    Dwarven Double Spear | 1d10/1d10 | x4 | - | Piercing or Slashing | G1, G3
    Dwarven Greataxe | 2d6 | x4 | - | Slashing | E1, E2
    Dwarven Warpike | 2d6 | 20x3 | - | Piercing |G3, R1, M4, M6
    Elven Courtblade | 2d6 | 18-20x2 | - | Piercing or Slashing | G4
    Fullblade | 4d4 | 19-20x2 | - | Slashing | -
    Jovar | 2d6 | 18-20x2 | - | Slashing | E1, E2
    Minotaur Greathammer | 2d8 | x3 | - | Bludgeoning | M2
    Monk's Spade | 1d8/1d8 | 20x4 | - | Bludgeoning or Slashing | E5, G1, M6
    Ramhammer | 2d6 | x4 | - | Bludgeoning | G5, M2, R1
    Talenta Tangat | 1d10 | 18-20x3 | - | Slashing | E2*
    Valenar Double Scimitar | 1d10/1d10 | 18-20x2 | - | Slashing | G1, E2*
    Zulaat (Double Glaive) | 1d8/1d8 | 19-20x4 | - | Slashing | G1, R1
    {colsp=6}Ranged Weapons
    Annulat | 1d10 | 18-20x2 | 50ft | Slashing | T, T4
    Arbalest | 1d12 | 18-20x3 | 90ft | Piercing | C
    Easy Crossbow | 2d4 | 19-20x3 | 80ft | Piercing | C, P5
    Easy Light Crossbow | 2d4 | 19-20x2 | 80ft | Piercing | C, P2, P5
    Footbow | 1d12 | 20x3 | 90ft | Piercing | B, P4
    Greatbow | 2d6 | x3 | 110ft | Piercing | B
    Skiprock | 1d8 | 20x4 | 50ft | Bludgeoning | T, T4
    Talenta Boomerang | 1d8 | 20x4 | 70ft | Bludgeoning | T, T2
    War Sling | 1d12 | x4 | 50ft | Bludgeoning | T
    Xendrik Boomerang | 1d10 | 18-20x2 | 50ft | Bludgeoning | T, T2
    [/table]


    Weapon Property listing (if a weapon has a number listed under special, check this list to see what property that is):
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    {table=head]Abbrev|Group|Name
    E1|enhanced|Brutal
    E2|enhanced|Deadly
    E3|enhanced|Defensive
    E4|enhanced|Opportunist
    E5|enhanced|Monk Weapon
    G1|general|Double Weapon
    G2|general|Non-Lethal
    G3|general|Chargebreaker
    G4|general|Finessible
    G5|general|Knockback
    G6|general|Sudden Draw
    M1|maneuver|+2 Disarm
    M2|maneuver|+2 Bull Rush
    M3|maneuver|+2 Disarm
    M4|maneuver|+2 Trip
    M5|maneuver|+2 Feint
    M6|maneuver|Tripping
    P1|projectile|Riding
    P2|projectile|One-handed
    P3|projectile|Repeating
    P4|projectile|Mighty
    P5|projectile|Quick-Loading
    R1|reach|Reach
    R2|reach|Charger
    S1|stealth|Concealable
    S2|stealth|Non-Threatening
    S3|stealth|Battle Instrument
    T1 |thrown|Throwing
    T2|thrown|Return
    T3|thrown|Heavy Thrown
    T4|thrown|Ricochet
    T4|thrown|Arc
    B | projectile|Bow
    C | projectile|Crossbow
    T | thrown|Thrown[/table]
    *=taken twice for x2 bonus


    [Section II] Revised Armor

    Core Armors
    {table="head;width=700"]Armor Type | Armor Bonus | Max Dex | ACP | ASF | Weight | Special
    {colsp=7}Light Armor
    Padded | 1 | 7 | 0 | 5% | 15lb | Fire Vulnerability 4
    Leather | 2 | 6 | -1 | 10% | 16lb | Fire Vulnerability 2
    Studded Leather | 3 | 4 | -2 | 10% | 18lb | -
    Chain Shirt | 4 | 2 | -1 | 15% | 20lb | -
    {colsp=7}Medium Armor
    Hide | 4 | 5 | -3 | 15% | 30lb | Fire Vulnerability 2
    Breastplate | 5 | 3 | -3 | 25% | 36lb | Fortification 1
    Half Plate | 5 | 4 | -4 | 20% | 34lb | -
    Chainmail | 6 | 2 | -2 | 25% | 50lb | -
    {colsp=7}Heavy Armor
    Scale Mail | 6 | 6 | -4 | 40% | 42lb | -
    Banded Mail | 7 | 4 | -5 | 35% | 48lb | -
    Splint Mail | 8 | 2 | -6 | 30% | 54lb | -
    Full Plate | 9 | 0 | -5 | 30% | 80lb | -
    {colsp=7}Shields
    Buckler | 1 | - | 0 | 5% | 5 lbs | -
    Light Shield | 2 | - | -1 | 5% | 10 lb. | Fortification 1
    Heavy Shield | 3 | - | -3 | 5% | 15 lb. | Fortification 2
    Tower Shield | 3 | - | -6 | 15% | 45 lb. | Cover[/table]


    Sidebar: Rules Update for ACP and Movement Penalties from Armor
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    Armor by default incurs no penalties for being worn, except ASF. ASF is baseline 10% per armor category (so 10% for light, 20% for medium, 30% for heavy). Penalties to movement speed and armor check penalties are determined based on encumbrance. Max dex remains a property of armor, but if the max dex of your encumbrance level is more restrictive than that of your armor, use that instead.

    Armor weight may be increased or decreased with the appropriate properties. Armor also has its weight reduced with increased max dexterity. An armor's weight is effectively considered double for purposes of encumbrance if the character is trying to swim.

    Armor Check Penalties listed on armor are added to the the ACP incurred from encumbrance, but only penalties from encumbrance apply to strength based skills (ie Climb, Jump, and Swim). ACP incurred from the armor itself applies to the skills Balance, Escape Artist, Hide, Move Silently, Sleight of Hand, and Tumble.

    Dwarves, and any other races/class features that grant the ability to move at normal speed while wearing heavy armor now gain the ability to move at normal speed when encumbered, regardless of whether this is a result of armor or not.


    Sidebar: Rules Update for Donning Armor
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    Donning Armor takes 1 minute per armor category. So it takes 1 minute to don light armor, 2 minutes for medium, or 3 minutes for heavy. Donning the Armor hastily can reduce that time to being measured in rounds instead, so 1 round for light armor, 2 rounds for medium, and 3 rounds for heavy. Doing so reduces the armor's AC bonus by 1 and increases the Armor Check Penalty by 2.


    Armor Property descriptions may be found in the next section, under upgrading armor.


    [Section III]Weapon and Armor Property Descriptions


    Weapon Property Descriptions:
    Enhanced
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    Accurate-A weapon with this property gains a +1 bonus to attack rolls. This benefit may not be taken more than once.

    Brutal-A weapon with this property rerolls 1s when rolling damage. This property may be taken a second time to allow for rerolling 2s.

    Deadly-A weapon with this property gains a +2 bonus to critical confirmation rolls. This property may be stacked twice, up to a +4 total bonus.

    Defensive-While wielding a defensive weapon, your weapon gains a +2 shield bonus to AC. If a weapon with this property gains an enhancement bonus to attack and damage, that enhancement bonus also increases the shield bonus from this property.

    Opportunist-A weapon with this property gains a +2 bonus to attacks of opportunity. This property may be stacked twice, up to a +4 total bonus.

    Monk Weapon-A weapon with this property may be used with a Monk's flurry of blows.


    General
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    Chargebreaker-Once per round, if this weapon is used to attack an opponent who used the Charge action on their turn, the weapon’s base damage is doubled. You must declare this ability before rolling damage, but you may wait to see if your attack hit or not before declaring it

    Double-A weapon with this property has a handle with a weapon on each end of the handle, and is treated as a one handed weapon and a light weapon when both sides are used in the same round. Each end of the weapon may deal a different damage type without costing any extra slots.

    Finessible-A weapon with this property may use dexterity for attack rolls even if it is not a light weapon.

    Increase Critical Multiplier-This property increases the critical multiplier of the weapon by 1 for 1 slot. So from x2, to x3, to x4. This property may not bring a weapon's multiplier above x4.

    Increase Threat Range-This property increases the threat range of the weapon by 1 for 1 slot. So from 20 to 19-20 to 18-20. This property may not bring a weapon's threat range below 18-20.

    Knockback-A weapon with this property allows the user to not provoke attacks of opportunity when making a Bull Rush.

    Nonlethal-A weapon with this property deals only nonlethal damage, ever.

    Semi-Lethal-A weapon with this property may be used to deal either lethal or non-lethal damage without penalty, as chosen by the user at the time he attacks.

    Split Damage Dice-This is a property that may be added to a weapon that is either at xd8 damage or xd12 damage. This property costs 1 slot, and splits the dice, into twice as many dice of half the size. So if you have a weapon with a 1d8, you can spend .5 slots to make it 2d4. If you have a weapon with 1d12, you can spend .5 slots to make it 2d6.

    For a comprehensive list of weapon damage dice, slot costs (both per level and total), and how they scale up and down with size, check in this spoiler box:
    Spoiler
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    {table="head;width=700"]Base Damage Die | Slot Cost | Total Cost | Fine | Diminutive | Tiny | Small | Medium | Large | Huge | Gargantuan | Colossal
    1d4 | 0 | 0 | - | 1 | 1d2 | 1d3 | 1d4 |1d6 | 2d4 | 3d4 | 4d4
    1d6 | 1 | 1 | 1 | 1d2 | 1d3 | 1d4 | 1d6 |1d8 | 2d6 | 3d6 | 4d6
    1d8 | 1 | 2 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 3d4 | 2d8 | 3d8 | 4d8
    2d4 | .5 | 2.5 | 1d2 | 1d3 | 1d4 | 1d6 | 2d4 | 3d4 | 4d4 | 6d4 | 8d4
    d10 | 1 | 3 | 1d3 | 1d4 | 1d6 | 1d8 | 1d10 |2d8 | 3d8 | 4d8 | 6d8
    d12 | 1 | 4 | 1d3 | 1d6 | 1d8 | 1d10 | 1d12 | 3d6 | 4d6 | 6d6 | 8d6
    2d6 |.5 | 4.5 | 1d4 | 1d6 | 1d8 | 1d10 | 2d6 | 3d6 |4d6 | 6d6 | 8d6
    2d8 | 2 | 6.5 | 1d4 | 1d6 | 1d8 | 1d10 | 2d8 | 3d8 | 4d8 | 6d8 | 8d8
    4d4 | .5 | 7 | 1d4 | 1d6 |2d4 | 3d4 | 4d4 |6d4 | 8d4 | 12d4 | 16d4
    2d10 | 2 | 8.5 | 1d6 | 1d8 | 1d10 | 2d6 | 2d10 | 3d10 | 4d10 | 6d10 | 8d10
    2d12 | 2 | 10.5 | 1d8 | 1d10 | 2d6 | 3d6 | 2d12 | 3d12 | 4d12 | 6d12 |8d12
    4d6 | .5 | 11 | 1d8 | 1d10 | 2d6 | 3d6 | 4d6 | 6d6 | 8d6 | 12d6 | 16d6
    4d8 | 4 | 15 | 1d10 | 2d6 | 2d8 | 3d8 | 4d8 |6d8 | 8d8 | 12d8 | 16d8
    8d4 | .5 | 15.5 | 1d10 | 2d6 |4d4 | 6d4 | 8d4 | 12d4 | 16d4 | 24d4 | 32d4
    4d10 | 4 | 19 | 1d10 | 2d6 | 2d10 | 3d10 | 4d10 | 6d10 | 8d10 | 12d10 | 16d10
    4d12 | 4 | 23 | 1d12 | 2d8 | 2d12 | 3d12 | 4d12 | 6d12 | 8d12 | 12d12 | 16d12[/table]


    Sudden Draw-A weapon with this property may be drawn and sheathed as a free action.


    Maneuver
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    +2 to Combat Maneuver-A weapon with this property gains a +2 bonus to Disarm, Trip, Bull Rush, Feint, or Sunder checks. This property may be stacked up to twice, allowing for a total +4 to any given combat maneuver. This property may be gained multiple times for different maneuvers. So a given weapon could for example have +4 to trip attempts and +2 to sunder attempts.

    Staggering-If you score a critical hit with this weapon, you may take an immediate action to make a Bull Rush or Overrun attempt. The opponent struck by the critical hit is your target, and cannot take an attack of opportunity nor can he choose to avoid the overrun attempt. If you successfully push them back you may also move into any spaces they vacate, provided you end this movement adjacent to that enemy. You are limited to your base land speed with either action, but otherwise resolve the Bull Rush or Overrun attempt normally.

    Tripping-A weapon with this property may be used to make a trip attempt.


    Projectile
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    +1 to Damage-Masterwork Ammunition with this property gains a +1 bonus to damage rolls. This property may be taken multiple times, with its effects stacking.

    Bow-A Bow is a projectile weapon that may be reloaded as a free action. Bows gain +10ft to their range increment any time their damage die is increased or split.

    Crossbow-A crossbow is a type of ranged weapon that is typically harder to reload. A crossbow requires a move action to reload before it may be fired again. Crossbows gain +10ft to their range increment any time their damage die is increased or split.

    Repeating-A crossbow with this property stores 5 rounds, that may be used without needing to reload. Loading a new case of 5 bolts is a move action that provokes attacks of opportunity.

    Riding-A weapon with this property reduces the penalties for shooting while mounted by 2. This property may be stacked twice, up to a total penalty reduction of 4.

    Mighty-A ranged weapon with this property allows the user to add their strength to damage.

    One-Handed-A crossbow with this property may be used one handed

    Quick-Loading-A crossbow with this property may reload as a free action.


    Reach
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    Charger-A weapon with this property deals double damage when used with a mounted charge.

    Reach-A weapon with this property may strike an area 5ft further than normal, but cannot strike the area adjacent. This property may be taken a second time to allow for striking adjacent.


    Stealth
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    Battle Instrument-A weapon with this property may function as both a musical instrument and a weapon, but it may only be used as one or the other in a given round. Both the instrument functionality and the weapon functionality may be masterworked, but both must be paid for separately.

    Concealable-A weapon with this property grants a +4 bonus to sleight of hand checks to be hidden.

    Nonthreatening- A weapon with this property appears to be a normal non-threatening object without careful observation. It takes a DC20 sense motive check to identify the weapon for what it is. If it is being wielded by a person proficient with the weapon, they may add their ranks in bluff to the DC to identify the weapon.


    Thrown
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    Arc-A weapon with this property allows the user to make attacks bypass up to 2 points of cover bonus to AC. This property may be stacked twice, allowing a total of up to 4 points of cover bonus to be ignored.

    Heavy Thrown-A thrown weapon with this property allows the wielder to use his strength modifier for attack rolls, rather than dexterity.

    Melee Adaption-This property may be applied to a sling or thrown weapon, allowing it to be used in melee without the normal penalty to hit.

    Returning- A weapon with this property flies back to a proficient user on a miss. To catch a returning weapon, the user must make an attack roll against AC 10, as if he were throwing the weapon. Failure indicates the weapon scatters 10' in a random direction (refer to splash weapon rules for details on scattering in a random direction).

    Ricochet- If a proficient user manages to hit their target, the weapon ricochets to an adjacent target. The user immediately makes a second attack roll at the same bonus-2 for this attack. An attack may ricochet only once.

    Throwing-A melee weapon with this property may be thrown at a 10ft range increment.

    Thrown-A thrown weapon is a weapon specifically designed to be thrown, and has a 50ft range increment. A thrown weapon may be used in melee as a light weapon, but incurs a -2 penalty to attack rolls when used in this way.




    Armor Property Descriptions
    +2 to resist maneuver- An armor with this property bestows a +2 bonus to the wearer to resisting the specified type of combat maneuver. This property may be stacked up to 4 times, for a total of +4 bonus to any given maneuver. The property may also be taken multiple times with different maneuvers.

    Acid Resist-An armor with this property has Acid Resistance equivalent to its rating. A character may stack this property multiple times, with no limit.

    Armor/Shield Spike-This property adds spikes to the armor/shield, allowing it to be used as a weapon. The properties of the spike are listed on the Martial Weapons table. The spike may not be enchanted or upgraded separately from the shield, however any enhancement bonus increase to Armor Class also applies as a bonus to attack and damage rolls with the spikes.

    Camouflaged-Camouflaged armor has coloring patterns that are duller than normal armor, and made in such a way that it can blend in easier with surroundings. This property eliminates up to 3 points of ACP from hide checks (ACP still applies to other skills normally).

    Cold Resist-An armor with this property has Cold Resistance equivalent to its rating. A character may stack this property multiple times, with no limit.

    Cover-This property may be applied only to a shield. The cover property allows a shield to provide soft cover at all times when other cover is not available. It may also be used to supply Cover to the wielder when fighting defensively or using combat expertise. When taking a full defense action, the tower shield provides Total Cover.

    Damage Resistance-An armor with this property grants DR/- equivalent to its rating. A character may stack this property multiple times, with no limit. However, it does cost more for the first point of damage resistance to be added to the armor.

    Dextrous-Dextrous armor has very flexible gloves/gauntlets and joints to allow for slick tricks.This property eliminates up to 3 points of ACP from Slight of Hand checks (ACP still applies to other skills normally).

    Electricity Resist-An armor with this property has Electricity Resistance equivalent to its rating. A character may stack this property multiple times, with no limit.

    Fire Resist-An armor with this property has Fire Resistance equivalent to its rating. A character may stack this property multiple times, with no limit.

    Fortification-An armor with this property grants the wearer an additional +1 AC against critical confirmation rolls. This property may be stacked up to 4 times, for a total of a +4 bonus to AC vs crits.

    Sidebar: Fortification
    Spoiler
    Show
    Here I've changed how fortification works. Rather than a miss chance against crits, Fortification provides extra AC against critical hits. This bonus AC counts against sneak attacks and other precision effects. If an attack with precision damage hits, it deals damage as normal, but to deal any extra precision damage the attack must beat the enhanced AC from fortification. So if a Rogue attacks a Fighter he is flanking with 24 AC and Fortification 4, on a 25 he will hit and deal normal damage. On a 28 he will hit and also get to add his sneak attack damage.

    The easy conversion here is: Light Fortification is +4. Medium Fortification is +8. Heavy Fortification and Immunity from other sources remains as normal. (Alternatively you can make this a +12, which makes the attack unlikely to crit, but it is doable by an attacker with sufficient skill)


    If you don't wish to use these fortification rules, you can easily make the bonus only apply against crit threats, and use the old armor properties as normal. It is recommended if you do to make this property provide twice its usual bonus however.


    Increase Max Dex-An armor that has been improved may have its max dex increased. Increasing the maximum dexterity of the armor usually involves removing or rearranging some of the armor for a better fit. Even if the armor itself isn't lighter, it may be treated as such for purposes of encumbrance, resulting in the armor's weight being reduced by 1lb per armor category for every point the maximum dexterity is raised.

    Keeled-Keeled armor is specifically designed for swimming, and does not have its weight doubled for encumbrance when swimming.

    Muffled-Muffled Armor has padding muffling joints and interlocking pieces of armor so they create less noise. This property eliminates up to 3 points of ACP from move silently checks (ACP still applies to other skills normally).

    Quick Don-An armor with this property has been constructed especially to be able to use the don hastily option without taking the normal penalty.

    Reduced ACP-An armor that has been improved may have its ACP reduced.

    Reduced ASF-An armor may have its ASF reduced in intervals of 5%.

    Reduced Weight-An armor with this property has its weight reduced by 25%. This weight reduction on base armors usually comes from using a non-metal material such as leather or hide, but improved armors may also make use of this property by reducing the amount of material used. This modification may be taken multiple times, each time you take 33% off of the current weight, not the base weight. (For example a heavy armor that weighs 60lbs could be reduced to 45 lbs, and then if taken again would be reduced to 34lbs, rather than 30lbs)

    Rolling-Rolling Armor is balanced weight-wise and rounded on the outside for smooth rolling. This property eliminates up to 3 points of ACP from tumble checks (ACP still applies to other skills normally).

    Slick-Slick armor has a slightly oiled feel about it. This property eliminates up to 3 points of ACP from escape artist checks (ACP still applies to other skills normally).

    Upright-Upright armor is designed with an internal support system, to make balancing in it easier. This property eliminates up to 3 points of ACP from balance checks (ACP still applies to other skills normally).

    [Section IV]Upgrading Your Gear (It's a Masterwork!)


    Weapons and Armor come in several different qualities. In the standard D&D rules, you have only common, and masterwork. There are now four qualities of gear: Common, Exceptional, Superior, Masterwork. Instead of a +1 enhancement bonus to hit, every quality increase gives a +1 bonus slot that may be used to enhance the gear as the crafter desires.

    Arrows, Bolts, and other Ammunition may also be upgraded to Masterwork as normal, the benefits of a masterworked arrow do stack with those of a masterworked weapon, though normal caps still apply (for example a weapon with +4 bullrush using arrows with +4 bullrush still only has a +4, due to being capped at +4 total)

    It is important to note if a property added overlaps with an already existing property, that you only charge for the difference. For example, if you take a Glaive with Reach, and want to upgrade it to inclusive reach, then you take the cost of reach (1 slot) and subtract that from the cost of inclusive reach (2 slots), and only charge the difference (1 slot). So your masterwork Glaive with inclusive reach would spend only 1 slot on that, and would still have two more slots worth of upgrades available.



    Weapon Properties
    {table="head;width=700"]Upgrade | Slot Cost | Melee Weapon | Ranged Weapon | Ammunition
    +1 to Damage | 1 | No | No | Yes
    +2 to a combat maneuver | .5 | Yes | Yes | Yes
    Accurate | 1 | Yes | Yes | Yes
    Arc | 1 | No | Yes | Yes
    Battle Instrument | .5 | Yes | Yes | No
    Brutal1| .5 | Yes | Yes | Yes
    Chargebreaker | .5 | Yes | No | No
    Charger | 1 |Yes | No | No
    Concealable| .5 | Yes | Yes | Yes
    Deadly | .5 | Yes | Yes | Yes
    Deal an extra damage type | .5 | Yes | Yes | Yes
    Defensive | 2 | Yes | No | No
    Double Weapon3 | 2 |Yes | No | No
    Easy loading| 1.5 | No | Yes | No
    Finessible | 1 |Yes | No | No
    Hand Crossbow | 1 | No | Yes | No
    Heavy Thrown | 1 | No | Yes | No
    Increase Crit Threat Range2 |1 | Yes | Yes | No
    Increase Crit Multiplier2 | 1 |Yes | Yes | No
    Increase Damage Dice1 | 1 | Yes | Yes | No
    Knockback | .5 | Yes | No | No
    Light Finessible | .5 | Yes | No | No
    Melee Adaption | 1 | No | Yes | No
    Mighty | 1 | No | Yes | No
    Monk Weapon | 1 | Yes | Yes | No
    Non-lethal| 0 | Yes | Yes | Yes
    Non-Threatening | .5 | Yes | Yes | No
    Opportunist | .5 | Yes | No | No
    Range increment +10ft | .5 | No | Yes | Yes
    Reach4 | 1 | Yes | No | No
    Repeating Crossbow | 1 |No | Yes | No
    Return | 1 | No | Yes | No
    Ricochet | 2 | No | Yes | Yes
    Riding Bow | .5 | No | Yes | No
    Semi-Lethal| 1 | Yes | No | No
    Split Damage Dice | .5 | Yes | Yes | No
    Sudden Draw | 1 | Yes | No | No
    Throwing | 1 | Yes | No | No
    Tripping | .5 | Yes | Yes | Yes
    [/table]


    1-The slot cost of this property is multiplied by the number of dice rolled. For example, increasing from 1d6 to 1d8 is 1 slot, but upgrading from 2d6 to 2d8 is 2 slots. Similarly, increasing from 4d4 to 4d6 would cost 4 slots.
    2-Double the lower cost property when combining two crit modifiers. For example 19-20x4 uses 1 slot for x19-20, 2 slots for x4. The 19-20 cost gets doubled to 2, making the combined cost 4 slots rather than the normal 3. If the slot costs are equal, then double the cost of one of the properties (so a 19-20x3 would cost 3 slots).
    3-Two Handed Weapons only
    4-This Property costs double on a one handed weapon



    Below are some sample masterwork weapons, designed at the Superior Quality level (2 bonus slots).

    {table="head;width=700"]Masterwork Only Weapons | Base Weapon |Dmg | Critical | Range | Type | Special
    {colsp=7}One Handed Melee Weapons
    Whip-Dagger | Whip | 1d8 | 19-20x2 | - | Slashing | R1*, M1, M6
    {colsp=7}Two Handed Melee Weapons
    Swordchucks | Two-Bladed Sword| 1d10/1d10 | 19-20x2 | - | Slashing | R1*, G1, E2*, 9, 13
    Talenta Sharrash | - (Exotic) | 1d10 | 19-20x4 | - | Slashing | E2*, M4, M6, R1
    {colsp=7}Ranged Weapons
    Composite Greatbow | Greatbow | 2d8 | x3 | 120ft | Piercing | B, P4
    Composite Longbow | Longbow | 1d12 |x3 | 90ft | Piercing | B, P4
    Composite Shortbow | Shortbow | 1d10 | x3 | 80ft | Piercing | B, P1*, P4
    [/table]





    Armor Properties
    {table=head]Upgrade | Slot Cost
    +1 to resist bull rush (max +4) | .25 slot
    +1 to resist trip (max +4) | .25 slot
    +1 to resist grapple (max+4) | .25 slot
    +1 to resist disarm (max+4) | .25 slot
    Acid Resist +1 | .25 slots
    Camouflaged* | .25 slots
    Cold Resist +1 | .25 slots
    Dextrous* | .25 slots
    Electricity Resist +1 | .25 slots
    Fire Resist +1 | .25 slots
    Muffled* | .25 slots
    Rolling* | .25 slots
    Slick* | .25 slots
    Upright* | .25 slots
    Decrease Armor Check Penalty by 1 | .5 slots
    Fortification +1 (max +4)| .5 slots
    Increase max dex +1** | .5 slots
    Increase existing DR by +1 | .5 slots
    Keeled | .5 slots
    Reduce ASF 5% | .5 slots
    Reduced Weight | .5 slots
    Quick Don Armor | 1 slots
    Increase Armor Bonus +1** | 1 slot
    Armor/Shield Spike | 2 slot
    Add DR 1/- to an armor | 2 slots
    Cover | 3 Slots[/table]
    * Can be taken twice, with the effects stacking
    ** Upgrades of this type may use up to 6 total slots on armor, or up to 3 total slots on Shields. Any upgrades of this type beyond the 6 slot limit costs 3 times as much as normal.





    [Section V]Optional Rule: Creating New Gear
    Now that we have all of this material, there is another thing to consider. With all of the slot costs laid out, it is exceedingly easy to make new gear and it being balanced against the already existing gear. All of the Weapons and Armor in this topic have been balanced according to this system, so following it should get equipment roughly in line with the rest.

    It is however, up to the DM to choose to allow the creation of a new weapon, and he should consider it carefully before allowing it. The DM should encourage any new weapons to be varied in use, rather than just having all slots going into straight damage for example.

    Creating Weapons
    All weapons have 8 slots. Making a Weapon a simple weapon takes up 4 slots. Making it a martial weapon takes up 3 slots. Making it an exotic doesn't take any. Similarly, a light or throwing weapon takes up 2 slots, a one-handed weapons and bows take up 1 slot, and crossbows and two-handed weapon takes up none.

    The number of slots each weapon type has left over for upgrades can be found on the chart below:

    The number of slots each weapon type has left over for upgrades can be found on the chart below:
    {table="head;width=700"]Proficiency Type | Light | One-Handed | Two-Handed | Throwing/Slings |Bows | Crossbows
    Simple | 2 | 3 | 4 | 2 | 3 | 4
    Martial | 3 | 4 | 5 | 3 | 4 | 5
    Exotic | 6 | 7 | 8 | 6 | 7 | 8[/table]

    So an exotic two handed weapon has all 8 slots available. But a Simple Light weapon has only 2 slots available. A Martial One-Handed Weapon has 4 slots available. Pretty simple.

    All Weapons - start with a d4 damage die, and a 20x2 crit, which may be bought up normally.
    All Ranged Weapons - Start with a 50ft range.
    Bows and Crossbows - Gain +10ft range for every time their damage die is increased or split. (So a bow with a d10 damage has a 80ft range, a bow with 2d6 has 100ft, 2d8 has 110ft, etc)

    Creating Armor
    All Armor has 4 slots, and a base armor value of 2. Making Armor Light takes up 2 Slots, making it Medium takes up 1 slot, and Heavy Armor takes no additional slots. So Light Armor has 2 Slots, Medium has 3, and Heavy has 4. Armor however can come with extra penalties, such as an Armor Check Penalty which give extra slots to be used to upgrade other areas. For example, ACP grants .5 slots, so if you have a Light armor with 2 points of ACP, that Armor may have 3 slots worth of upgrades.

    The table below indicates each type of armor, its base stats, how many slots are available to modify it, and how many penalty slots the armor may have.

    {table=head]Armor Type | Base Slots | Base Armor | Base Max Dex | Base ACP | Base ASF | Max Penalty Slots | Max Total Slots | Base Weight
    Light Armor | 2 | 1 | 2 | 0 | 10% | 1 | 3 | 10 lbs
    Medium Armor | 3 | 2 | 1 | -1 | 20% | 1.5 | 4.5 | 30 lbs
    Heavy Armor | 4 | 3 | 0 | -2 | 30% | 2 | 6 | 60 lbs
    Buckler | 0 | 1 | - | - | 5% | 0 | 0 | 5 lbs
    Light Shield | 1 | 1 | - | - | 5% | .5 | 1.5 | 10 lbs
    Heavy Shield | 2 | 1 | - | -1 | 5% | 1 | 3 | 15lbs
    Tower Shield | 3 | 1 | - | -2 | 15% | 2 | 5 | 45lbs[/table]

    For example, the player Joe wants to design a new set of heavy armor for his Fighter/Wizard. When designing a Heavy Armor, you have 4 slots you may use to customize it, and can take up to 2 points in penalties. You take 4 points of ACP, giving you a total of 6 ACP, and giving you 6 slots to customize the armor with. You then decide you want this armor for a caster, so you spend 3 slots reducing the ASF from 30% to 0%. The character making the armor has an 18 in dexterity so he wants a max dex of 4, letting the armor accommodate this costs another 2 slots. He then uses his last slot on +1 to armor. So the end result is a heavy armor with 4 AC, 4 max dex, no ASF, and 6 ACP. The armor would have a weight of 48 lbs.

    There is one other restriction on custom armor: While some armor upgrades (such as elemental resistances and damage resistance) have no cap in how high they may be pushed overall, no armor may have a higher base value than 4 with these properties. So while you can have a Masterwork armor and armor specializabtion and push your fire resistance up to 20, you cannot have a heavy armor with 28 points of fire resist as its default value.

    Penalties
    As mentioned above, when creating armor, you can apply penalties to the armor to give it extra slots to work with. The penalties you can apply are as follows:

    Armor Class Penalty-Your armor is built in a way that restricts your movement to provide better protection elsewhere. For every point of ACP added to your armor, you gain .5 slots to modify the armor.
    Bulky-Your armor is designed in a way that makes it particularly bulky, reducing movement speed by 5 even if the armor does not encumber you. This flaw gives you 1 slot to modify your armor.
    Crit Vulnerability-Your armor leaves some vital areas vulnerable to provide better protection elsewhere, reducing your armor class against crit confirmations. For every point of Crit Vulnerability applied, you gain .5 slots to modify your armor.
    Elemental Vulnerability-Your armor is crafted in such a way that it is more vulnerable to a specific element, to provide better protection elsewhere. For every point of vulnerability applied, you gain .25 slots to modify your armor.
    Increased Weight-Your armor is designed to be heavier than normal, to provide more protection. This increases the weight of your armor by 33%. This penalty provides .5 slots to modify your armor.
    Noisy-Your armor is built clumsily and generates much more noise when you move than one would expect. You incur a -3 penalty to your move silently checks. This penalty provides .25 slots to modify your armor.
    Gaudy-Your armor might be exceptionally shiny, it might be made out of a material that is a strange color, or your armor might just be too bulky to slip into shadows. For whatever reason, an armor with this property incurs a -3 penalty to hide checks. This penalty provides .25 slots to modify your armor.
    Last edited by Seerow; 2012-02-09 at 04:10 PM.
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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.
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    Default Re: [D&D3.5] Weapons, Upgrades, and More

    This is pretty cool.
    Here's a little bit of a non sequitur, but have you given any thought to making your setting one with more magic, but fewer magicians?
    By that I mean, superstitions are simply real. Magic is so ubiquitous that they don't have a name for it.
    I bring it up because it might be interesting to be able to (for example) add the damage type "Burning" to a weapon simply through 'mundane' exquisite craftsmanship. You could feed into Japanese legends about cursed swords with supernatural properties and possess those properties for down to earth reasons like, "They say the craftsman used to much fire and to dark a silk in its making"
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    Default Re: [D&D3.5] Weapons, Upgrades, and More

    Quote Originally Posted by DoomHat View Post
    This is pretty cool.
    Here's a little bit of a non sequitur, but have you given any thought to making your setting one with more magic, but fewer magicians?
    By that I mean, superstitions are simply real. Magic is so ubiquitous that they don't have a name for it.
    I bring it up because it might be interesting to be able to (for example) add the damage type "Burning" to a weapon simply through 'mundane' exquisite craftsmanship. You could feed into Japanese legends about cursed swords with supernatural properties and possess those properties for down to earth reasons like, "They say the craftsman used to much fire and to dark a silk in its making"
    I was actually thinking about stuff like that coming from the special materials, so they still exist, but you only have one at a time. The rest of the stuff comes from within, some mix of ability and spirit.

    The main end intent is to reduce the christmas tree effect and have a system where you can effectively eschew wealth by level, and use magic items for what I've always felt they should be: Really special objects that make an impact on how your character works.

    Making it so mundane people could enchant weapons with multiple effects like the current magic item system works, just without magic, it doesn't really solve the issue that everyone needs really expensive and rare weapons... just changes the flavor slightly.
    Last edited by Seerow; 2011-06-11 at 12:16 PM.
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    Default Re: [D&D3.5] Weapons, Upgrades, and More

    Saingham and Sai should be Finessable, Sai really don't fly all that well compared to daggers and Saingham DO actually fly pretty well, at least over short distances being basically oversized spike shuriken.

    Come to that, most Monk weapons should be finessable by D&D's logic [or is that a quality of the Monk weapons type?]

    Most of the rest are almost identical to the stats I assigned weapons in my home system [where they had to cope with armour as DR so the damage went up a bit] and conincides with the crafting mechanic I already have in place. Spooky
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    Default Re: [D&D3.5] Weapons, Upgrades, and More

    This is really cool, although the 'creating a new weapon' thing is fairly abusable; I could make a MW 2-handed weapon that has reach, threaten adjacent, trip, and a +30 to Tripping checks.

    That said, you do have the DM- adjucation line there, so it's fine. Just something to note.

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

    Quote Originally Posted by Mulletmanalive View Post
    Saingham and Sai should be Finessable
    Both are finessible by virtue of being light weapons. Weapon finesse applies to all light weapons, and then specific other weapons that have the property specifically, per the feat.

    Sai really don't fly all that well compared to daggers and Saingham DO actually fly pretty well, at least over short distances being basically oversized spike shuriken.
    I was going by the default stats that had the Sai as a throwing weapon (though with 10ft range). Are you saying the stats on the two should be basically reversed?

    Come to that, most Monk weapons should be finessable by D&D's logic [or is that a quality of the Monk weapons type?]
    I think the only one that's not finessible is the quarterstaff.

    Most of the rest are almost identical to the stats I assigned weapons in my home system [where they had to cope with armour as DR so the damage went up a bit] and conincides with the crafting mechanic I already have in place. Spooky
    Spooky indeed.

    This is really cool, although the 'creating a new weapon' thing is fairly abusable; I could make a MW 2-handed weapon that has reach, threaten adjacent, trip, and a +30 to Tripping checks.
    Should only be able to increase a given maneuver twice (for a +4 for 1 point). I'll make that clear in the text. So at that point you have your +4 to trip, and have another 6.5 points to spend elsewhere (for higher crit, damage, bonuses to other maneuvers, extra damage types, etc). And you'd still have to pay the feat for the exotic weapon proficiency. And of course as you note, new weapons are something the DM should adjucate carefully, to prevent any serious abuses I haven't foreseen.
    Last edited by Seerow; 2011-06-12 at 04:54 PM.
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    Default Re: [D&D3.5] Weapons, Upgrades, and More

    Looking at it, i'd probably have the Saigham be a 1d8, x3, Range 30ft weapon, or a 1d8, 19/x3, range 10ft weapon.

    The sai, heck, why not keep it as it is and just go with the Elektra-ness of it all.

    I only really know about saigham because they're about the only martial arts weapons [aside from dark judge brushes, which are basically the same thing] that i can wield in pairs without hurting myself... Thinking about it, I kinda suck at martial arts
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    Default Re: [D&D3.5] Weapons, Upgrades, and More

    Quote Originally Posted by Mulletmanalive View Post
    Looking at it, i'd probably have the Saigham be a 1d8, x3, Range 30ft weapon, or a 1d8, 19/x3, range 10ft weapon.

    The sai, heck, why not keep it as it is and just go with the Elektra-ness of it all.
    How's how I made it now?

    Saigham went to 2d4x 3 with 30ft (19-20x3 would have gone over cost, since a 19-20x3 costs 3 slots). Sai dropped down to 10ft throwing range, and got kicked up to a d6.

    The nunchaku seem really close to the sai now, with their only difference being crit. Is that enough to differentiate them? I was considering switching nunchaku's bonus to disarm to bonus to trip, but I'm not sure how well that fits with the weapon.
    Last edited by Seerow; 2011-06-12 at 06:08 PM.
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    Default Re: [D&D3.5] Weapons, Upgrades, and More

    Their use is mostly pain; i've never actually seen anyone use them for anything other than consussing people in real martial arts. [Ok, you can, disarm stuff but it's not great to pit chain against a blade and it requires two hands]

    I know they were given the disarm bonus in core but i'd either up their damage or give them a bonus on attacks of opportunity [if you can price that at a 1 slot, +2 to hit maybe?] because they're fast and really difficult to block.

    If you go with the attacks of opportunity thing, another really fast weapon is the hanbo, which is basically a club wielded in a different way. Monk weapon, pretty solid defensively and fast.
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    Default Re: [D&D3.5] Weapons, Upgrades, and More

    Quote Originally Posted by Seerow View Post
    Should only be able to increase a given maneuver twice (for a +4 for 1 point). I'll make that clear in the text. So at that point you have your +4 to trip, and have another 6.5 points to spend elsewhere (for higher crit, damage, bonuses to other maneuvers, extra damage types, etc). And you'd still have to pay the feat for the exotic weapon proficiency. And of course as you note, new weapons are something the DM should adjucate carefully, to prevent any serious abuses I haven't foreseen.
    Ah. That makes far more sense, and there aren't really any other easily-observed abuses. Only other thing is that I don't really think 'able to do nonlethal damage' warrants a full +1- maybe a +.5; it's not exactly as strong as a Reach weapon, after all.

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

    So maybe drop nunchaku back to what I had for the saingham originally (2d6 damage light weapon with a decent crit), making it the go-to weapon for pain? Makes as much sense to me as anything else.


    Being able to apply a bonus to AoOs seems like a cool effect that would be nice to add, and I think I will add it to the options, but like bonuses to bull rush, grapple, and sunder, I don't want to add it to any of the core weapons. I think I will add that to the list of potential abilities that you can add in for .5, like bonus to combat maneuvers, as a masterwork weapon, and now that I think about it, a bonus on crit confirmation rolls also seems like a good option to add to that list.

    Ah. That makes far more sense, and there aren't really any other easily-observed abuses. Only other thing is that I don't really think 'able to do nonlethal damage' warrants a full +1- maybe a +.5; it's not exactly as strong as a Reach weapon, after all.
    Well nonlethal damage normally imposes a -4 penalty, and there's only one core weapon that ignores it. I guess I could make it .5, but then what would the sap gain for that extra .5 points leftover?



    edit: Random thought-what if nonlethal damage were free, but the ability to switch between lethal and nonlethal at will costs 1? That way the sap doesn't have to deal with half slots, as it's nonlethal only, but someone who wants a masterwork greatsword that is forged in such a way to make hitting someone with the flat of the blade not totally unwieldy, they have to pay for it.
    Last edited by Seerow; 2011-06-12 at 06:42 PM.
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    Default Re: [D&D3.5] Weapons, Upgrades, and More

    Ease of concealment or +2 disarm, probably.

    Edit: Actually, what you said works even better.
    Last edited by Lateral; 2011-06-12 at 06:43 PM.

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

    I like this a lot. It's a really nice, elegant idea, and I'm generally in favor of any efforts to make less christmas tree-ing.

    A couple things. It would be helpful to point out which properties apply to range weapons, which apply only to range weapons, and so on. Some are obvious, but some (for example, "Can be used to trip") aren't. There's also an issue of choosing damage type or the, "Additional damage type," property; this seems to be a property of ammunition, not of a bow/crossbow.


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

    Quote Originally Posted by averagejoe View Post
    I like this a lot. It's a really nice, elegant idea, and I'm generally in favor of any efforts to make less christmas tree-ing.
    I think you'll like the latter half of it when I get around to finishing/posting it then. (I'm working on a half dozen things at once which leads me to be pretty slow at all of them... alas). This portion alone is basically just rebalancing weapons, reducing the christmas tree effect comes next, then the third step (the hardest part) is making the remaining magic items useful without needing a full WBL worth of them.

    A couple things. It would be helpful to point out which properties apply to range weapons, which apply only to range weapons, and so on. Some are obvious, but some (for example, "Can be used to trip") aren't. There's also an issue of choosing damage type or the, "Additional damage type," property; this seems to be a property of ammunition, not of a bow/crossbow.
    Good point. I think I can add two new columns to the table to indicate what can be used by what. That said I'm not sure that "can be used to trip" shouldn't be available to ranged. Isn't that basically what a bola is after all? If someone wants to invent a bow that shoots bola rounds or something, go nuts. Hell in my weapon styles feats I already have a feat that lets ranged weapons use any combat maneuver they like.

    As for the additional damage type however, ironically enough in the core rules damage type is determined by the weapon, not the ammunition. Check the SRD, the bow is listed as piercing damage, while the arrow has - in that spot. Seriously. It might be something worth changing, but seems like a needless complication when the same thing could be gotten across either way. (though some customization options exclusive to masterwork ammunition may be in order, I'd have to be careful to avoid stepping on the toes of what the weapon itself can do)


    edit: Updated the table. Only one I wasn't sure about was disallowing a double ranged weapon. I mean I could easily see a two handed crossbow firing two things at once being treated as a double weapon... but then again that's just asking for abuse, so probably better to just say no, and let the person pick up two hand crossbows.
    Last edited by Seerow; 2011-06-12 at 08:37 PM.
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    Default Re: [D&D3.5] Weapons, Upgrades, and More

    Quote Originally Posted by Seerow View Post
    As for the additional damage type however, ironically enough in the core rules damage type is determined by the weapon, not the ammunition. Check the SRD, the bow is listed as piercing damage, while the arrow has - in that spot. Seriously. It might be something worth changing, but seems like a needless complication when the same thing could be gotten across either way. (though some customization options exclusive to masterwork ammunition may be in order, I'd have to be careful to avoid stepping on the toes of what the weapon itself can do)
    >.> I never noticed that. The SRD strikes again. But, yeah, if that's how it already is, no need to create more rules. I like how usable out-of-the box this is. I see a lot of homebrew projects that I like in theory, but are so complex/personalized that it seems like a lot of work to make them usable.


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

    What? You mean I can't have a crossbow with reach? How lame.

    But, on a serious note, I came across a confusing conundrum. When creating a new custom weapon, you gain additional slots for a weapon being one-handed or two-handed. Normally this isn't a problem, but you can get an upgrade for a crossbow to make it one-handed. Does this affect slots? I imagine it wouldn't, but maybe this should be specified.

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

    Quote Originally Posted by bryn0528 View Post
    What? You mean I can't have a crossbow with reach? How lame.

    But, on a serious note, I came across a confusing conundrum. When creating a new custom weapon, you gain additional slots for a weapon being one-handed or two-handed. Normally this isn't a problem, but you can get an upgrade for a crossbow to make it one-handed. Does this affect slots? I imagine it wouldn't, but maybe this should be specified.
    The idea is that One Handed and Two Handed are melee only specifications. Crossbow and Bow are separate classifications. You don't select "Two Handed Crossbow" for +4 slots, you select "Crossbow" for 2 slots. You can then opt to spend 2 slots to make it a 1-hand crossbow.

    I'll see if I can edit the OP to make that clearer.
    Last edited by Seerow; 2011-06-12 at 09:27 PM.
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    Default Re: [D&D3.5] Weapons, Upgrades, and More

    Sword-Chucks yo


    Swordchucks are a masterwork exotic two handed weapon:

    1d8/1d8 19-20x2 . Double Weapon, inclusive reach, finessible can trip, +2 to trip attempts, +4 to crit confirmation rolls.


    Just decided this needed to be added for posterity.
    Last edited by Seerow; 2011-06-13 at 05:23 PM.
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    Default Re: [D&D3.5] Weapons, Upgrades, and More

    Niiice.

    They're swords, though, so I'd take out Finessible and replace with a +2 to Disarm and a +2 to opportunity attacks.

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

    Yeah, sword-chucks don't exactly scream, "Finesse," to me, chain weapon or not. Though it probably helps.

    What about pricing on these weapons? Is that just up to the GM?


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

    Really, no finesse? I figured as a chain weapon it really would fit, and also lends to the absurdity that is swordchucks. I could see exchanging the finesse for other benefits.

    As for pricing, yeah I'd say GM discretion, simply because the core costs don't seem to have any balance ramifications, and are there just to have something there.

    If I were going to assign costs, I'd personally be inclined to standardize weapon prices. If I was going to go into pricing I'd make it something like:

    Simple-1 gold
    Martial-5 gold
    Exotic-20 gold

    With a x1.5 multiplier for a one handed or ranged weapon, or a x2 multiplier for a two handed weapon.


    But I also figured such standardized pricing would be too far from the norm, relative to the rest of it and didn't have any real meaningful impact, so didn't bother.
    Last edited by Seerow; 2011-06-13 at 07:57 PM.
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    Default Re: [D&D3.5] Weapons, Upgrades, and More

    I really like this system. A few things:

    The main point of standardized prices is for the craft skill.
    Also, is there anything beyond masterwork for additional points?

    And the whip would probably be:
    exotic 1-handed 9 points
    reach+adjacent for a one handed -6 points
    can be used to trip -1 point
    +4 trip and disarm -2 points
    non-leathal -0 points

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

    Quote Originally Posted by jvluso View Post
    The main point of standardized prices is for the craft skill.
    I suppose that makes sense, I admit to usually handwaiving the crafting rules, so don't have a lot of experience with that. So if you, or anyone else, wants to give input on what would be appropriate, I'll listen and may stick it in the first post.

    Also, is there anything beyond masterwork for additional points?
    I noted in the first post that I intend to go through the list of special materials and make special properties for them, and give a couple extra slots. A material with a good property might only gain 1 bonus slot, a meh property or situational property may get 2 slots. There may be a single one with no property that gets 3 slots.

    And the whip would probably be:
    exotic 1-handed 9 points
    reach+adjacent for a one handed -6 points
    can be used to trip -1 point
    +4 trip and disarm -2 points
    non-leathal -0 points
    To be clear an exotic one handed weapon has 7 points, unless masterwork, then it has 9. Also can be used to trip is only .5 points, so a masterwork whip would have an extra .5 points to spend.


    But the reason I didn't stat the whip was because some people may for some reason enjoy the current incarnation (where it acts as some weird ranged melee weapon with 15ft reach that only damaged unarmored targets), and I didn't want to try to quantify such a strange and unique quality, so I figured it would be best to leave it alone. You can of course create an alternate version of the whip as you did if you do not like the normal version.



    Edit: Working on the Special Materials and Armor Upgrade rules now. Those should be up within a couple hours. Also, should I add the ability to add +1 to hit with a weapon for 2 upgrade slots? It would be useless once magic weapons/inherent enhancement bonuses come online, but for people who want that +1 to hit at low level, may as well leave the option there for them.
    Last edited by Seerow; 2011-06-14 at 10:09 AM.
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    Default Re: [D&D3.5] Weapons, Upgrades, and More

    Armor mods are up now, as are the Adamantine style metals. Still working on Cold Iron/Silver
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    Default Re: [D&D3.5] Weapons, Upgrades, and More

    Seerow: *curtsies* That's all. ^_^

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

    Quote Originally Posted by Dryad View Post
    Seerow: *curtsies* That's all. ^_^
    I take that as a good sign




    Anyway updated again, about half the Silver/Cold Iron stuff is up, but I'm drawing blanks on what sorts of properties to add that don't seem out of place, especially for armor. I think I need to go splat diving for some other properties.

    edit: Okay, finished updating the properties in. I'm still not certain on all of them, so if anything looks out of place or wrong, point it out, and I am more than open to suggestions for alternate properties that you feel would make more sense.
    Last edited by Seerow; 2011-06-14 at 12:57 PM.
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    Default Re: [D&D3.5] Weapons, Upgrades, and More

    So much awesomeness...

    Just to make sure, when it says mithral weapons gain the speed property, does that mean the +3 bonus equivalent ability to gain an extra attack on any full attack?

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

    Quote Originally Posted by Gideon Falcon View Post
    So much awesomeness...

    Just to make sure, when it says mithral weapons gain the speed property, does that mean the +3 bonus equivalent ability to gain an extra attack on any full attack?
    Yes that was the intent, though looking at it compared to the others that does seem to be a fair bit better than the other weapon properties, given most of the others are +1-2 enhancements.
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    Default Re: [D&D3.5] Weapons, Upgrades, and More (Updated 6/14)

    Well, at least it isn't splitting, which has the same cost as speed but gives you an extra attack for every successful attack you make! In other words, you can up to double your attacks. I don't have the supplement it's from, though, so I don't know exactly how it works.

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