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 Attack
Enhanced Damage       20    600gp    25gp(DC 14)  +1 Damage
Enhanced Hardness     20    500gp    25gp(DC 14)  Increased Hardness
Enhanced Resilience   20    500gp     -25gp       Increased hit points
   Exquisite Components
Designed for Distance 25  +1 bonus     None       Ranged weapon has increased distance
Designed for Throwing 25  +1 bonus     None       Melee weapon can be thrown
Greater Hardness      25  +1 bonus   50gp(DC 18)  Increased Hardness
Greater Masterwork    25  +1 bonus   50gp(DC 18)  +1 Attack and Damage
Greater Resilience    25  +1 bonus    -50gp       Increased hit points
Supreme Hardness      30  +1 bonus  100gp(DC 22)  Increased Hardness
Supreme Masterwork    30  +1 bonus  100gp(DC 22)  +1 Attack and Damage
Supreme Resilience    30  +1 bonus   -100gp       Increased hit points
   Pinnacle Components
Deadly Critical       35  +2 bonus  200gp(DC 26)  Crit multiplier increased
Extreme Critical      35  +1 bonus  200gp(DC 26)  Crit range increased
Extreme Wounding      35  +1 bonus     None       Chance for bleeding damage
Masterpiece           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 Components
Blackened             20    500gp    25gp(DC 14)  Hide: ACP ignored and bonus
Muffled               20    500gp    25gp(DC 14)  Move Silently: ACP ignored and bonus
Slippery              20    500gp    25gp(DC 14)  Escape Artist: ACP ignored and bonus
Enhanced Defense      20    600gp    25gp(DC 14)  +1 AC
Enhanced Mobility     20    600gp      None       ACP reduced by 1 and ASF reduced by 5%
Enhanced Toughness    20    700gp     -25gp       Increased hit points and Hardness
   Exquisite Components
Greater Defense       25  +1 Bonus   50gp(DC 18)  +1 AC
Greater Mobility      25  +1 Bonus     None       +1 Max Dex bonus
Greater Tougness      25  +1 Bonus    -50gp       Increased hit points and Hardness
Supreme Defense       30  +1 Bonus  100gp(DC 22)  +1 AC
Supreme Mobility      30  +1 Bonus     None       +1 Max Dex bonus  
Supreme Toughness     30  +1 Bonus   -100gp       Increased hit points and Hardness
   Pinnacle Components
Fortification         35  +2 Bonus     None       50% chance to avoid Sneak Attacks
Tailored 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

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