Expanded Masterwork Crafting Rules
Weapons and Armor now have new effects that can be added to the creation of the
item. These new components have their own cost and DC to create. The item must
be made masterwork in order to have any of these extra components added as
well.
Items can have greater degrees of masterwork, but the cost is incrementally
greater.
Upkeep
Some enhancements require an increased amount of upkeep
in order to maintain. Each effect has a listed cost and Craft DC check for
maintenance every week (if a weapon or armor is not used then no upkeep is
required).
Failure to maintain the weapon or armor effect causes some sort of penalty
(listed with each effect).
A seperate upkeep charge and check is required for each effect.
A few enhancements can reduce this upkeep cost. They list the amount they
reduce in the upkeep column.
New Feats
There are new feats for crafting skills, some are
required for the greater enhancements possible.
Crafting Adeptness
[General]
Your focus and inventiveness allows you to create exceptional items.
Prerequisite:
Wis 11+, Int 11+, 4 ranks in Craft (chosen skill)
Benefit: Choose
a subtype for the Craft skill, such as weaponsmith, bowmaking, or weaving. When
using that skill you may create Exceptional components, and gain a +2
circumstance bonus to checks.
You may also inflate the DC of the item up to 5 points higher to increase speed
at which you work.
Note: You may
select this feat multiple times. Each time you choose a new Craft subtype.
Crafting Expertise
[General]
Your training and expertise in your craft allows you to create exquisite items.
Prerequisite:
Wis 11+, Int 11+, 9 ranks in any Craft, Crafting Adeptness (any Craft)
Benefit: When
using your chosen Craft skill you may create Exceptional and Exquisite
components as well as Exquisite tools, and gain a further +2 circumstance bonus
to checks (total +4).
You may also inflate the DC of the item up to 10 points higher to increase
speed at which you work.
Note: You only
need to choose this feat once. It applies to any Craft skill that you have
chosen with Crafting Adeptness and have at least 9 ranks in.
Crafting Mastery
[General]
Your dedication and expertise has made your skills at crafting almost an instinctive
process.
Prerequisite:
Wis 11+, Int 11+, 15 ranks in any Craft, Crafting Adeptness (any Craft),
Crafting Expertise
Benefit: When
using your chosen Craft skill you may create Exceptional, Exquisite, and
Pinnacle components as well as Exquisite and Masterpiece tools, and gain a
further +2 circumstance bonus to checks (total +6).
You may also inflate the DC of the item up to 20 points higher to increase
speed at which you work.
Note: You only
need to choose this feat once. It applies to any Craft skill that you have
chosen with Crafting Adeptness and have at least 15 ranks in.
Expert Smith
[General]
Your familiarity and training with smithing can greatly increase the speed at
which you forge weapons and armor.
Prerequisite:
Str 13+, Con 13+, 9 ranks in Craft (forging related), Crafting Adeptness
(forging related), Crafting Expertise
Benefit: When
crafting the Exquisite and Pinnacle components for weapons and armor, your rate
of crafting is increased by 400gp of progress per day (for a total of 600gp
progress per day).
You must pay 2/3 of the component price in raw materials (instead of just one
half) when forging at the accelerated speed.
You cannot perform any other physically or mentally demanding tasks while
crafting at this rate, and may only work on the one item.
You may decide not to forge at the accelerated rate, and instead proceed
normally (and paying the regular amount).
Forging related Craft skills are: armorsmith, blacksmithing and weaponsmith.
Note: You only
need to choose this feat once. It applies to any Craft skill that you have
chosen with Crafting Adeptness and have at least 9 ranks in.
Master Smith
[General]
Your experience and refined technique with smithing have greatly increased the
speed at which you forge weapons and armor.
Prerequisite:
Str 13+, Con 13+, 15 ranks in Craft (forging related), Crafting Adeptness
(forging related), Crafting Expertise, Crafting Mastery
Benefit: When
crafting the Exquisite and Pinnacle components for weapons and armor, your rate
of crafting is increased by an additional 400gp of progress per day (for a
total of 1000gp progress per day).
You must still pay 2/3 of the component price in raw materials (instead of just
one half) when forging at the accelerated speed.
You cannot perform any other physically or mentally demanding tasks while
crafting at this rate, and may only work on the one item.
You may decide not to forge at the accelerated rate, and instead proceed
normally (and paying the regular amount).
Forging related Craft skills are: armorsmith, blacksmithing and weaponsmith.
Note: You only
need to choose this feat once. It applies to any Craft skill that you have
chosen with Crafting Adeptness and have at least 15 ranks in.
Weapons
Consult the following table for new components and their
values.
Weapon Additions List
Component DC Cost Upkeep Effect
Masterwork 20 300gp None +1 Attack Exceptional Components Enhanced Balance 20 600gp None +1 AttackEnhanced Damage 20 600gp 25gp(DC 14) +1 DamageEnhanced Hardness 20 500gp 25gp(DC 14) Increased HardnessEnhanced Resilience 20 500gp -25gp Increased hit points Exquisite ComponentsDesigned for Distance 25 +1 bonus None Ranged weapon has increased distanceDesigned for Throwing 25 +1 bonus None Melee weapon can be thrownGreater Hardness 25 +1 bonus 50gp(DC 18) Increased HardnessGreater Masterwork 25 +1 bonus 50gp(DC 18) +1 Attack and DamageGreater Resilience 25 +1 bonus -50gp Increased hit pointsSupreme Hardness 30 +1 bonus 100gp(DC 22) Increased HardnessSupreme Masterwork 30 +1 bonus 100gp(DC 22) +1 Attack and DamageSupreme Resilience 30 +1 bonus -100gp Increased hit points Pinnacle ComponentsDeadly Critical 35 +2 bonus 200gp(DC 26) Crit multiplier increasedExtreme Critical 35 +1 bonus 200gp(DC 26) Crit range increasedExtreme Wounding 35 +1 bonus None Chance for bleeding damageMasterpiece 40 +2 bonus None +1 Attack and +2 damage
Descriptions
Here are the descriptions for the above listed
components. All bonuses are considered enhancement bonuses, and do not stack
with magical versions of the same effect (+'s to hit and damage, or crit range
increase).
Bonuses to attack and damage from adamantine do not stack with crafted bonuses,
although all other aspects of a material used stack fine (hardness, hit points,
etc).
Masterwork -
Masterwork weapons are exceptionally well made. All weapons with other
enhancements must be made masterwork.
Masterwork grants a +1 bonus to attack.
Requirements: None
Exceptional Components
Exceptional components are additional bonuses that
can be applied to a weapon. They each have their own cost and DC.
A weapon must first be made Masterwork before applying Exceptional components,
and the character must have the feat Crafting Adeptness (weaponsmith).
Enhanced Balance -
The weight of the weapon is finely balanced, allowing for greater control over
it.
Weapons that have Enhanced Balance grant a further +1 bonus to attack, on top
the bonus granted from masterwork for a total of +2.
Ammunition may not gain this bonus.
Enhanced Damage - By
redesigning the "business end" of the weapon, you can increase the
damage dealt by the weapon.
Weapons that have Enhanced Damage grant a +1 bonus to damage.
Since the weapon's damaging portion is much harder, or sharper, it must be
repaired after use. If the upkeep cost is not maintained, it loses the damage
bonus and gains a penalty of -1 to damage rolls.
In the case of ranged weapons, only the ammunition may gain the bonus (arrow,
bolt, etc).
Enhanced Hardness -
Through exceptional crafting technique (wood treatment, iron carbonization,
etc), the hardness of the weapon is increased.
Weapons that have Enhanced Hardness have their hardness rating increased by 50%
of the original amount (original hardness prior to other crafting enhancements)
with a minimum of 1 point.
Since the bonus causes the weapon to be much harder, it will more likely crack
under pressure than bend. If the upkeep is not maintained, the weapon loses the
extra hardness and suffers a -2 penalty when opposing a Sunder attempt.
Ammunition may not gain this bonus.
Enhanced Resilience
- Through exceptional crafting techniquee (composite, layering, etc), the hit
points of the weapon is increased.
Weapons that have Enhanced Resilience have their hit points increased by 50% of
the original amount (original hit points prior to other crafting enhancements)
with a minimum of 1 point.
Since the weapon has the ability to offset shattering, the upkeep cost incurred
by increasing the hardness or damage can be reduced by 25gp.
Ammunition cannot gain benefit from this bonus.
Exquisite Components
Exquisite work is the base for powerful and advanced
components. In order to begin adding Exquisite enhancements, the weapon must be
made Masterwork, and must have Enhanced Balance, Damage, Hardness and
Resilience (for ranged weapons, ammunition does not require Enhanced Balance,
and the launcher does not require Enhanced Damage).
The weapon must also be prepared. This costs a base price of 1000gp (DC 20) and
is crafted in the same manner as the Masterwork and Exceptional components.
Once this preparatory work is completed, the weapon may have Exquisite
enhancements applied.
These enhancements are priced the same way as magical enhancements. Use the
following chart to determine the total combined price for Exqusite
enhancements:
Bonus Base Price
+1 2,000gp +2 8,000gp +3 18,000gp +4 32,000gp +5 50,000gp +6 72,000gp +7 98,000gp +8 128,000gp +9 162,000gp +10 200,000gp
The cost for creating the enhancements are one half the
base price listed. Progress for these enhancements is recorded at a rate of
200gp per day.
For purposes of stacking magical effects on a weapon with Exquisite
enhancements, the price and limit stacks (a +1 Flaming effect added to a weapon
with enhancements worth +2 would end up making a +4 weapon in total, and cost
the appropriate amount).
Designed for Distance
- The weapon cuts through the air with eease, increasing the distance flown.
This enhancement may be applied to a ranged weapons only, thrown or ammunition
(in the case of bows or crossbows). It doubles the range increment of the
weapon or ammo.
Designed for Throwing
- The melee weapon has it's weight changged slightly, allowing for excellent
flight.
This enhancement may only be applied to a melee weapon, and allows it to be
used as a throwing weapon with a range increment of 10ft.
Greater Hardness -
Further techniques are applied to the weapon, increasing the hardness rating
even more.
Weapons that have Greater Hardness have their hardness rating increased by another
50% of the original amount (original hardness prior to other crafting
enhancements) with a minimum of 1 point.
Since the bonus causes the weapon to be much harder, it will more likely crack
under pressure than bend. If the upkeep is not maintained, the weapon loses the
extra hardness and suffers a further -2 penalty (total -4) when opposing a
Sunder attempt.
Ammunition may not gain this bonus.
Greater Masterwork -
Advanced techniques at balancing the weapon and designing better damaging
portions increase the level of Masterwork.
A weapon with Greater Masterwork gains a further +1 to attack and damage,
stacking with previous bonuses for a total of +3 attack and +2 damage.
Since the weapon's damaging portion is much harder, or sharper, it must be
repaired after use. If the upkeep cost is not maintained, it loses the total
damage bonus and gains a penalty of -1 to damage rolls.
For ranged weapons, only ammunition (or thrown weapons) can gain the bonus to
damage, but cannot gain the bonus to attack.
Greater Resilience -
Through multiple crafting techniques, the hit points of the weapon are
increased greatly.
Weapons that have Supreme Resilience have their hit points increased by 50% of
the original amount (prior to other crafting enhancements) with a minimum of 1
point.
Since the weapon is designed to withstand harsh pressures, it reduces the
upkeep cost for hardness or damage by a further 50gp.
Ammunition may not gain this bonus.
Supreme Hardness -
Multiple techniques for increasing the hardness are applied to the weapon,
creating a very tough weapon.
Weapons that have Supreme Hardness have their hardness rating increased by
another 50% of the original amount (original hardness prior to other crafting
enhancements) with a minimum of 1 point.
Since the bonus causes the weapon to incredibly hard, it will most likely crack
under pressure rather than bend. If the upkeep is not maintained, the weapon
loses the extra hardness and suffers a further -2 penalty (total -6) when
opposing a Sunder attempt.
Ammunition may not gain this bonus.
Greater Hardness must be applied first before
adding this enhancement.
Supreme Masterwork -
Advanced techniques at balancing the weapon and designing better damaging
portions increase the level of Masterwork.
A weapon with Greater Masterwork gains a further +1 to attack and damage,
stacking with previous bonuses for a total of +4 attack and +3 damage.
Since the weapon's damaging portion is much harder, or sharper, it must be
repaired after use. If the upkeep cost is not maintained, it loses the total
damage bonus and gains a penalty of -1 to damage rolls.
For ranged weapons, only ammunition (or thrown weapons) can gain the bonus to
damage, but cannot gain the bonus to attack.
Greater Masterwork must be applied first before
adding this enhancement.
Supreme Resilience -
By combining multiple difficult crafting methods, the hit points of the weapon
are vastly increased.
Weapons that have Supreme Resilience have their hit points increased by 50% of
the original amount (prior to other crafting enhancements) with a minimum of 1
point.
Since the weapon is designed almost specifically to withstand harsh pressures,
it reduces the upkeep cost for hardness or damage by a further 100gp.
Ammunition may not gain this bonus.
Greater Resilience must be applied first before
adding this enhancement.
Pinnacle Components
Pinnacle work is treated exactly like Exquisite
work, except that there is an extra preparatory cost of 1000gp (DC 20) on top
of the Exquisite cost (total 2000gp).
Pinnacle components follow the same cost and progress rules as Exquisite
components.
Deadly Critical - By
tilting the weight of the weapon, or altering the pull of the bow, the critial
multiplier is increased.
A weapon with Deadly Critical has it's critical multiplier increased by 1. A x2
weapon becomes x3, x3 becomes x4, etc.
Since there is greater stress being applied to the weapon, there is an upkeep
cost to maintain. If this upkeep is not met, the weapon loses the expanded
critical multiplier and in fact, has it's multiplier reduced by 1 (if it was
already at x2, it no longer multiplies damage).
This enhancement may only be applied to bludgeoning and bows or crossbows.
Extreme Critical -
By putting a keener edge to a blade, the critial threat range is increased.
A weapon with Extreme Critical has it's critical hit range doubled. Since this
is an enhancement bonus, it does not stack with any spells that also increase
the crit range (the spell magically does the same effect). This enhancement
does stack with the feat Improved Critical (and as with all doubled doubles,
the crit range is tripled).
Since there is greater stress being applied to the weapon, there is an upkeep
cost to maintain. If this upkeep is not met, the weapon loses the extended
critical range and in fact, has it's critical threat reduced by 1 (if it was
already at 20, it can no longer cause a critical hit).
This enhancement may only be applied to slashing and piercing weapons (not bows
or crossbows).
Extreme Wounding -
The weapon is redesigned to cause an excessively damaging wound, either through
crushing blows or ripping slashes and stabs.
A weapon with Extreme Wounding causes bleeding damage every time a critical hit
occurs. Bleeding damage causes 1 point of extra damage every round for a number
of rounds equal to the damage done, or until healed (Heal check DC 15, or any
magical healing).
For ranged combat, only ammunition (or thrown weapons) can gain this
enhancement.
Masterpiece - A
masterpiece weapon is of the highest quality possible. It's creation brings
together many different and difficult techniques.
The Masterpiece enhancement itself adds a further +1 to attack and +2 damage
(totaling +5 attack and +5 damage).
For ranged combat (excluding thrown weapons), only bows and crossbows may gain
the bonus to attack, and only ammunition may gain the bonus to damage.
Greater and Supreme Masterwork must be applied
first before adding this enhancement.
Armor
Consult the following table for new components and their
values.
Armor Additions List
Component DC Cost Upkeep Effect
Masterwork 20 300gp None ACP reduced by 1 Exceptional ComponentsBlackened 20 500gp 25gp(DC 14) Hide: ACP ignored and bonusMuffled 20 500gp 25gp(DC 14) Move Silently: ACP ignored and bonusSlippery 20 500gp 25gp(DC 14) Escape Artist: ACP ignored and bonusEnhanced Defense 20 600gp 25gp(DC 14) +1 ACEnhanced Mobility 20 600gp None ACP reduced by 1 and ASF reduced by 5%Enhanced Toughness 20 700gp -25gp Increased hit points and Hardness Exquisite ComponentsGreater Defense 25 +1 Bonus 50gp(DC 18) +1 ACGreater Mobility 25 +1 Bonus None +1 Max Dex bonusGreater Tougness 25 +1 Bonus -50gp Increased hit points and HardnessSupreme Defense 30 +1 Bonus 100gp(DC 22) +1 ACSupreme Mobility 30 +1 Bonus None +1 Max Dex bonus Supreme Toughness 30 +1 Bonus -100gp Increased hit points and Hardness Pinnacle ComponentsFortification 35 +2 Bonus None 50% chance to avoid Sneak AttacksTailored Fit 35 +2 Bonus None One category lighter and ASF reduced by 5%Masterpiece 40 +2 Bonus None +1 AC and ACP reduced by 1
Descriptions
Here are the descriptions for the above listed
components. All bonuses are considered enhancement bonuses, and do not stack
with magical versions of the same effect (+'s to AC, or Fortification effect).
Bonuses to AC from adamantine and mithril's category and ASF reduction do not
stack with crafted bonuses, although all other aspects of a material used stack
fine (hardness, hit points, etc).
Masterwork -
Masterwork armor are exceptionally well made. All armor with other enhancements
must be made masterwork.
Masterwork reduces the Armor Check Penalty by 1.
Exceptional Components
Exceptional components are additional bonuses that
can be applied to a suit of armor. They each have their own cost and DC.
The armor must first be made Masterwork before applying Exceptional components,
and the character must have the feat Crafting Adeptness (armorsmith).
Blackened - This
armor is covered in a non-reflective, dark tint.
Armor with the Blackened enhancement eliminates the Armor Check Penalty for
Hide checks when hiding in shadows, and even grants a +4 bonus. This does not
grant any bonus to other uses of the Hide skill.
Since this effect has an additional material applied to the armor, it requires
upkeep. If this upkeep is not maintained, the armor loses this bonus.
This effect does not stack with the magical enhancement.
Muffled - This armor
has padding around all noisey parts, muffling sound made from the armor and the
user.
Armor with the Muffled enhancement eliminates the Armor Check Penalty for Move
Silently checks and even grants a +4 bonus.
Since this effect has an additional material applied to the armor, it requires
upkeep. If this upkeep is not maintained, the armor loses this bonus.
This effect does not stack with the magical enhancement.
Slippery - This
armor is treated with highly slick oils and wax.
Armor with the Slippery enhancement eliminates the Armor Check Penalty for
Escape Artist checks when escaping a grapple, a net, or moving through a tight
space. In fact, it grants a +4 bonus on checks for those situations. This does
not grant any bonus to other uses of the Escape Artist skill.
Since this effect has an additional material applied to the armor, it requires
upkeep. If this upkeep is not maintained, the armor loses this bonus.
This effect does not stack with the magical enhancement.
Enhanced Defense -
Through different techniques in treating the material (carbonization, treating
the leather, etc), the armor becomes much tougher to penetrate.
Armor that has Enhanced Defense gain a +1 bonus to AC.
Since the technique used causes the armor to be much harder, it is more prone
to shatter than bend upon being struck, and thus has an upkeep cost of 25gp. If
this cost is not met, the armor loses the AC bonus and gains a -1 penalty to
AC.
Enhanced Mobility -
By altering the armor placement and design the armor has slightly less
hindrance on the user.
Armor that has Enhanced Mobility has it's Armor Check Penalty reduced by 1, and
Arcane Spell Failure check penalty reduced by 5%.
Enhanced Toughness -
Through various techniques in working the material, the armor becomes more
strong and resilient.
Armor that has Enhanced Toughness has it's Hardness and hit points increased by
50% of the original amount (prior to other crafting enhancements) with a
minimum of 1 point each.
The increased resiliency also reduces the upkeep cost for increased defense by
25gp.
Exquisite Components
Exquisite work is the base for powerful and advanced
components. In order to begin adding Exquisite enhancements, the armor must be
made Masterwork, and must have Enhanced Defense, Mobility, and Toughness.
The armor must also be prepared. This costs a base price of 1000gp (DC 20) and
is crafted in the same manner as the Masterwork and Exceptional components.
Once this preparatory work is completed, the weapon may have Exquisite
enhancements applied.
These enhancements are priced the same way as magical enhancements. Use the
following chart to determine the total combined price for Exqusite
enhancements:
Bonus Base Price
+1 1,000gp +2 4,000gp +3 9,000gp +4 16,000gp +5 25,000gp +6 36,000gp +7 49,000gp +8 64,000gp +9 81,000gp +10 100,000gp
The cost for creating the enhancements are one half the
base price listed. Progress for these enhancements is recorded at a rate of
200gp per day.
For purposes of stacking magical effects on armor with Exquisite enhancements,
the price and limit stacks (a +1 Glamered effect added to a suit of armor with
enhancements worth +2 would end up making +4 armor in total, and cost the
appropriate amount).
Greater Defense -
This adds another level of technique in treating the material, increasing the
toughness.
Armor that has Greater Defense gain a further +1 bonus to AC (total +2).
Since it's becoming tougher, the armor has it's upkeep cost increased by 50gp
(total 75gp). This is a single check at DC 18. If this cost is not met, the
armor loses the total AC bonus and gains a -1 penalty to AC.
Greater Mobility -
By positioning portions of the armor in less obstructive places the armor has
less hindrance on the user.
Armor that has Greater Mobility increases it's Maximum Dex Bonus by +1.
Greater Toughness -
By using advanced techniques in working with the material, the armor becomes
much more strong and resilient.
Armor that has Greater Toughness has it's Hardness and hit points increased by
50% of the original amount (prior to other crafting enhancements) with a
minimum of 1 point each.
The increased resiliency also reduces the upkeep cost for increased defense by
a further 50gp.
Supreme Defense -
This is a highly advanced technique in treating the material, increasing the
toughness immensely.
Armor that has Supreme Defense gain a further +1 bonus to AC (total +3).
Since it's becoming tougher, the armor has it's upkeep cost increased by 100gp
(total 175gp). This requires only one check at DC 22. If this cost is not met,
the armor loses the total AC bonus and gains a -1 penalty to AC.
Greater Defense must be applied first before
adding this enhancement.
Supreme Mobility -
By sectioning parts of the armor to better move with the body, the armor has
much less hindrance on the user.
Armor that has Supreme Mobility increases it's Maximum Dex Bonus by a further
+1 (total +2).
Greater Mobility must be applied first before
adding this enhancement.
Supreme Toughness -
By using the greatest techniques in working with the material, the armor
becomes incredibly strong and resilient.
Armor that has Supreme Toughness has it's Hardness and hit points increased by
50% of the original amount (prior to other crafting enhancements) with a
minimum of 1 point each.
The increased resiliency also reduces the upkeep cost for increased defense by
a further 100gp.
Greater Toughness must be applied first before
adding this enhancement.
Pinnacle Components
Pinnacle work is treated exactly like Exquisite
work, except that there is an extra preparatory cost of 1000gp (DC 20) on top
of the Exquisite cost (total 2000gp).
Pinnacle components follow the same cost and progress rules as Exquisite
components.
Fortification -
Strategic placement of extra armor in critical areas allows for an increased defense
against sneak attacks.
Armor that has Fortification has a 50% chance to negate Sneak Attack damage.
Due to the extra armor involved, the Armor Check Penalty is increased by 2, and
Arcane Spell Failure chance is increased by 10%.
This enhancement does not stack at all with the magical effect.
Armor that has Fortification cannot also have the Tailored Fit enhancement.
Tailored Fit - By
strategic sectioning and placement of parts of the armor, the armor moves
almost like a second skin.
Armor that has the Tailored Fit enhancement is considered one category lighter.
It also has it's Armor Check Penalty reduced by 1, Arcane Spell Failure reduced
by 5% and Max Dex bonus increased by +1.
These bonuses stack with other crafting enhancements, but not with the effects
of Mithril metal (use the best bonus).
Armor that has Tailored Fit cannot also have the Fortification enhancement.
Masterpiece - A
masterpiece suit of armor is of the highest quality possible. It's creation
brings together many different and difficult techniques, and creates a
beautiful and highly prized creation.
Masterpiece armor has it's AC increased by 2 points (for a total of +5).
Greater and Supreme Defense must be applied first
before adding this enhancement.
Tools
Tools can have greater levels of masterwork, granting
greater bonuses when used.
There are two new levels of Masterwork tools: Exquisite and Masterpiece.
Exquisite tools grant a +4 bonus and cost an extra 300gp.
Masterpiece tools grant a +6 bonus and cost an extra 700gp.
The following tools can be made Exquisite or Masterpiece:
Artisan's tools
Climber's Kit (considered Masterwork)
Disguise Kit (considered Masterwork)
Healer's Kit (considered Masterwork)
Musical Instrument
Thieves' Tools