Weapon Modifications
Works with the appropriate craft skill
|
Modification |
DC |
Cost |
Description |
|
Masterwork |
+10 |
+30 Wafers * |
Adds +1 attack bonus |
|
Exceptional |
+10 |
+ 30 Wafers * |
Adds +1 damage per die |
|
Resilient |
+10 |
+30 Wafers * |
Increase of 20% to hardness |
|
Durable |
+10 |
+30 Wafers * |
Increase hp by 20% |
|
Balanced |
+10 |
+30 Wafers * |
Increase range increment by 20% |
|
Compartmentalized |
+10 |
+30 Wafers * |
Adds a small compartment to item |
|
Lightweight |
+13 |
+50 Wafers * |
Decrease weight by 50% |
|
Hurling |
+13 |
+50 Wafers * |
Weapon can be thrown up to 10 feet |
|
Lethal |
+13 |
+50 Wafers * |
Adds 1 to critical multiplier |
|
Deadly Bakkkkk |
+13 |
+50 Wafers * |
Increase Threat Range by 1 |
|
Bastard |
+13 |
+50 Wafers * |
Allows weapon to act as another type |
|
Autofire |
+13 |
+ 250% |
Allows multiple attacks |
|
Cruel |
+15 |
+150 % or 90 Wafers |
Increase minimum damage |
|
Brutal |
+18 |
+ 300 Wafers |
Increase damage die by one step |
|
Inclusion |
?? |
?? |
Works new material in item (e.g. spark) |
|
Mechanism |
?? |
?? |
Adds spring/pump/etc to item |
The above DC's take into consideration the craftsmen is familiar with the process. Those who wish to attempt to craft a tool with a modifier without prior experience or direction by a reputable source do so at a 5 point penalty. One the mod has been successfully achieved by that character they are considered experienced on crafting that particular mod on that particular tool.
Normal tools, such as daggers and longswords are of DC 10-15 to create (PHB 66). Specialty items may be more, or less.
*Plus the cost of the normal item.
Exceptional: Note that the maximum bonus to damage cannot exceed the base damage of the weapon.
Compartment: One can be added per size class of weapon, minimum starting at small. Each may hold a wire, small bottle, etc.
Hurling: Note, as this is awkward there is a -4 penalty applied to the attack roll.
Bastard: Allows the weapon to be used in combat as if it were another type (Slashing, Piercing, Bludgeoning). This does not make the weapon change its type, just enables variance in its use.
Cruel: This mod drops the damage die by one level, and adds the difference to damage. For example, a cruel longsword changes from d8 to d6+2.
Autofire: Enables some weapons, such as hand-cannons and other firearms, to be fired once per attack allowed to a character. This is limited by number of shots contained in the weapon and ammunition supply.
Greater versions may be crafted by adding the DC again upon the item for each increase (for example a +3 Exceptional Dagger would be DC 12+10+10+10=42 at a cost of +90 wafers).
Armour Modifications
Works with the appropriate craft skill
|
Modification |
DC |
Cost |
Description |
|
Masterwork |
+10 |
+30 Wafers |
AC bonus +1 |
|
Grappler |
+5 |
+10 Wafers |
Made for grapple situations |
|
Resilient |
+10 |
+30 Wafers * |
Increase of 20% to hardness |
|
Durable |
+10 |
+30 Wafers * |
Increase hp by 20% |
|
Extra Heavy |
+10 |
+200% |
AC +2, Damage Reduction 5/- |
|
Custom Fit |
?? |
?? |
Reduces armour penalties |
Custom Fit: A special case, also requiring skill in Anatomy. By essentially building the armour around the body of the individual it is intended for the armour can be made less cumbersome. Armour of this sort is considered one class lower (from medium to light for example), maximum Dexterity bonus increases by 2, armour check penalty decreases by 2, chance of arcane spell failure is reduced 5% and restriction to movement is reduced by 10 ft. These bonuses only work for the one the armour was made for, or those of identical build (very rare but not impossible). Tend to be made from mithral or other light yet strong materials.
Grappler: This armour is coated with a resin that slowly secretes a supply of greasy, viscous fluid. This removes the armour penalty to escape artist checks and grants a +4 bonus to AC when subject to a grapple or similar attack. The greasy material must be reapplied regularly, which is absorbed by the resin.
Extra Heavy: Increases the weight by 50%, maximum Dexterity bonus drops by 2, Armour check penalty increases by 2, arcane spell failure increases by 10%. Damage absorbed are applied to items hp, and ceases once hp are depleted. Damage is applied to hp AFTER the effects of hardness.