craftsmanship

 

Weapon Modifications

Page history last edited by Clay_More@... 3 yrs ago


 

 

Weapon Modification Rules

 

Any number of Weapon Modifications can be added to a weapon when it is crafted. The craftsman making the weapon must know the modification before he can add it to a weapon he is crafting. It is possible for multiple craftsmen to participate in a crafting process to add different Weapon Modifications to a weapon.

When a character gains his first rank in Craft (Weaponsmithing) or Craft (Bowmaking) he also learns one Weapon Modification. Every time he gains an additional 4 ranks in Craft (Weaponsmithing) or Craft (Bowmaking), he can learn an additional Weapon Modification. For example, a character with 10 ranks in Craft (Weaponsmithing) will know 3 Weapon Modifications. When a character gains a new Weapon Modification, he must locate a craftsman who knows the modification and learn it from him before he can use it. All Weapon Modifications below also mention which craftsmen are likely to know it. It takes a full day of training to learn a new Weapon Modification.

Weapon Modifications gained from Craft (Weaponsmithing) can only be used for learning Melee Weapon Modifications and Weapon Modifications gained from Craft (Bowmaking) can only be used for learning Ranged Weapon Modifications.

 

New Damage Types

 

Cruel Damage

Cruel damage is dealt by exceptionally brutal weapons that are built especially for dealing this type of damage. Cruel damage is often reflected in far more bloody and irregular wounds than those inflicted by regular weapons.

Cruel damage is always harder to heal than regular damage. Keep a track of how much damage done to the target is Cruel damage, and how much is regular damage. When using the Heal skill to tend to anyone who has taken Cruel damage, the Heal check DC is increased by +5. When using healing spells to heal Cruel damage, the effectiveness of the healing spell is decreased by -1 per die. For example, a healing spell which would heal 3d8 points of damage instead heals for 3d8-3 points of damage when healing Cruel damage. Fast Healing has its effectiveness reduced by half for the purpose of healing Cruel damage.

 

Weakening Damage

Weakening damage is typically dealt by weapons that are made especially to cause wounds which bleed more. Weakening damage can be healed just like regular damage, and if someone has been inflicted both regular damage and Weakening damage, then any healing effect used on that character will heal Weakening damage first.

For each point of Weakening damage a character has taken, he suffers a -1 penalty to all Fortitude Saving Throws.

 

Melee Weapon Modifications

 

Assassination

Type: All

Crafting Time Modifier: +100%

Crafting DC Modifier: +2

Material Modifier: None

Requirements: None

Description: The weapon is cleverly disguised to appear to be a common object instead of a weapon. The disguise varies between weapons. For example, a dagger might be disguised to look like a wind-fan, while a rapier might be disguised to look like a walking stick.

Effect: The wielder of an Assassination weapon has a +4 bonus to any Sleight of Hand checks made to hide the weapon.

Known By: Even though this modification was originally made solely for assassination purposes, some nobles have begun using weapons with this modification since such a weapon looks more civil. Therefore, the manufacturing technique of Assassination weapons is commonly known today.

 

Barbed Blade

Type: Blunt and Slashing

Crafting Time Modifier: +1 day

Crafting DC Modifier: +1

Material Modifier: +1 lb.

Requirements: None

Description: The back edge of the Barbed Blade weapon has been fitted with long spikes.

Effect: The wielder of a weapon with the Barbed Blade modification can choose to deal Piercing damage instead of Slashing damage by turning his weapon around. The wielder must declare that he is turning his weapon around if he wishes to deal Piercing damage. The wielder suffers a -1 penalty to hit when causing Piercing damage.

Known By: The rather gruesome appearance of the Barbed Blade modification makes it a favorite amongst orc and ogre smiths, but the modification can be done by virtually any weapon smith.

 

Basket Hilt

Type: All

Crafting Time Modifier: +1 day

Crafting DC Modifier: None

Material Modifier: None

Requirements: None

Description: A Basket Hilt covers the entire hand of the wielder in a protective, thin layer of metal.

Effect: Basket Hilt not only protects the hand of the wielder, it also makes the weapon far harder to disarm. Anyone wielding a weapon with the Basket Hilt modification gains a +2 Equipment bonus to their opposed attack roll when defending against someone trying to disarm them.

Special: The Basket Hilt affects the hilt of the weapon, and can not be combined with other modifications which also affect the hilt, such as Dwarf Tunnel Fighting or Fencing Guard.

Known By: Mostly used by smiths who specialize in making weapons for fencing.

 

Blood Drain

Type: Piercing and Slashing

Crafting Time Modifier: +2 days

Crafting DC Modifier: +1

Material Modifier: None

Requirements: None

Description: Blood Drain consists of a deep fuller etched into the weapon. This fuller allows blood to travel more easily from the body of anyone struck with the weapon.

Effect: Blood Drain only has an effect if it is used on a weapon that is later enchanted with the Wounding property. A Wounding weapon with the Blood Drain modification will cause 2 points of Constitution damage on a critical hit instead of 1.

Known By: The Blood Drain weapon modification is typically known by more brutal cultures with an aptitude for magic, such as the Drow or Duergar.

 

Cross-Blade Hilt

Type: All

Crafting Time Modifier: +50%

Crafting DC Modifier: +2

Material Modifier: None

Requirements: None

Description: A Cross-Blade Hilt features sharpened twin blades projecting from the hilt instead of the typical blunt guard. These twin blades are excellent for catching the weapons of any opponent which tries to disarm the wielder.

Effect: If the wielder of a weapon with the Cross-Blade Hilt is subject to a disarm attempt, and he succeeds his opposed roll, then he gains a +4 Equipment bonus to the opposed attack roll he is allowed to make to disarm his opponent. If the wielder of a weapon with the Cross-Blade Hilt attempts to disarm an opponent himself, he gains a +2 Equipment bonus to the opposed attack roll.

Special: The Cross-Blade affects the hilt of the weapon, and can not be combined with other modifications which also affect the hilt, such as Dwarf Tunnel Fighting or Fencing Guard.

Known By: Known and used primarily by orc weapon-smiths. The modification is mainly used for countering opponents that favor special maneuvers in combat.

 

Dwarf Craftsmanship

Type: All

Crafting Time Modifier: +100%

Crafting DC Modifier: +2

Material Modifier: +1 lb.

Requirements: None

Description: Dwarf Craftsmanship is a general term applied to weapons made by dwarf smiths. These weapons tend to be far sturdier and elaborate than weapons made by most other races.

Effect: A Dwarf Craftsmanship weapon is extremely sturdy and it gains a +2 bonus to its Hardness as well as 5 additional Hit Points.

Known By: Only known by dwarf smiths. The dwarves will never give up the secrets of their trade.

 

Dwarf Epic Craftsmanship

Type: All

Crafting Time Modifier: +500%

Crafting DC Modifier: +9

Material Modifier: +1 lb.

Requirements: Dwarf Craftsmanship

Description: Dwarf Epic Craftsmanship is legendary by itself. These weapons have been crafted with such sturdiness and durability that this property is able to affect even the wielder of the weapon.

Effect: A Dwarf Epic Craftsmanship weapon is more than just extraordinarily sturdy. The bonus gained to Hardness from Dwarf Craftsmanship increases to +3, and the bonus to Hit Points increases from +5 to +8. In addition, the sturdiness of the weapon is so strong that it affects the wielder, giving him a +2 Equipment bonus to his Constitution while wielding the weapon.

Known By: Only known by dwarf smiths. The dwarves will never give up the secrets of their trade, especially the secrets behind Dwarf Epic Craftsmanship.

 

Dwarf Tunnel Fighting

Type: All

Crafting Time Modifier: +50%

Crafting DC Modifier: +1

Material Modifier: None

Requirements: None

Description: A Dwarf Tunnel Fighting weapon is customized to be better for close quarters fighting. It often has a slightly shorter hilt than its common variant, as well as spikes and blades on its hilt.

Effect: A Dwarf Tunnel Fighting weapon gives its wielder a +2 Equipment bonus to his attack roll when making an attack of opportunity against someone who is trying to engage him in a grapple. If a Dwarf Tunnel Fighting weapon is wielded by someone who is grappled by an opponent with Improved Grapple, then the wielder of the Dwarf Tunnel Fighting weapon is still entitled to an attack of opportunity, he just doesn’t get the +2 Equipment bonus to his attack roll.

Special: The Dwarf Tunnel Fighting affects the hilt of the weapon, and can not be combined with other modifications which also affect the hilt, such as Cross-Blade Hilt or Fencing Guard.

Known By: Only known by dwarf clans which live far beneath the surface of the earth. They never reveal all the details of the manufacture of Dwarf Tunnel Fighting weapons.

 

Elf Craftsmanship

Type: All

Crafting Time Modifier: +25%

Crafting DC Modifier: +2

Material Modifier: None

Requirements: None

Description: Elf Craftsmanship is a general term applied to weapons that are made by specialized elf smiths. These weapons are always more delicate and well-balanced than their normal counterparts.

Effect: Any weapon made with the Elf Craftsmanship modification deals an additional 1d4 points of damage whenever it causes a critical hit. If the weapon has a x3 critical modifier, the damage is increased to 2d4. If the weapon has a x4 critical modifier, the damage is increased to 3d4.

Known By: Only known by elf smiths as well as a very few smiths who have been granted access to the lore by elves.

 

Elf Delicacy

Type: All

Crafting Time Modifier: +100%

Crafting DC Modifier: +3

Material Modifier: None

Requirements: Elf Craftsmanship

Description: A weapon with the Elf Delicacy modification has been made even stronger and slenderer than a typical elf weapon. The weapon is far more easy to wield than normal weapons, especially when used to attack multiple times in a short amount of time.

Effect: A weapon with the Elf Delicacy modification grants its wielder a +1 Equipment bonus to all attacks beyond the first he makes in a round. The weapon also has a +1 Equipment bonus to all attacks of opportunity.

Known By: Only known by elf smiths.

 

Elf Epic Craftsmanship

Type: All

Crafting Time Modifier: +400%

Crafting DC Modifier: +8

Material Modifier: None

Requirements: Elf Craftsmanship

Description: Elf Epic Craftsmanship is weapon manufacturing of such careful detail and dedication that the weapon gains almost magical properties in its crafting process. The weapon is far more well-balanced and sharp than anything which can be made my mortal smiths.

Effect: A weapon with the Elf Epic Craftsmanship modification grants its wielder a +2 Equipment bonus to his Dexterity for as long as he wields the weapon. The weapon is of such delicate design that its nimbleness is able to imbue its wielder.

Known By: Only known by a very few elf smiths, and a weapon of Elf Epic Craftsmanship is only ever made for elf heroes and high nobility.

 

Elf Songblade

Type: All

Crafting Time Modifier: +100%

Crafting DC Modifier: +2

Material Modifier: None

Requirements: Elf Craftsmanship

Description: A sword with the Songblade modification has been fitted with a huge number of diminutive nooks and holes which makes the blade “whistle” when it is swung.

Effect: Songblade can be chosen as an instrument for the purpose of the Perform skill. It is not possible to play a Songblade while it is being used as a weapon, but it is possible to use the Perform skill without having to switch to an instrument.

Known By: Only known by elf smiths as well as a very few smiths who have been granted access to the secret of crafting a Songblade.

 

Falcata Curve

Type: Slashing and Piercing, swords only

Crafting Time Modifier: +50%

Crafting DC Modifier: +1

Material Modifier: None

Requirements: None

Description: A Falcata Curve is a modification done to a sword where the cutting edge will curve slightly outwards, which means that the blade will look like an inverted scimitar.

Effect: The Falcata Curve makes it easier for the wielder of the sword to strike around shields. The wielder gains a +1 equipment bonus to striking anyone who has an AC bonus from a shield.

Known By: The Falcata Curve is very common amongst desert dwelling tribes who have grown accustomed to fighting opponents with shields, without using shields themselves.

 

Fencing Guard

Type: Piercing and Slashing

Crafting Time Modifier: +50%

Crafting DC Modifier: +2

Material Modifier: +1 lb.

Requirements: None

Description: The Fencing Guard is a heavily specialized guard that consists of two enforced cross-guards that are placed so they point towards the tip of the blade.

Effect: The Fencing Guard makes it easier for the wielder of the weapon to fight defensively. When the wielder chooses to fight defensively, the Dodge bonus granted increases by +1 from +2 to +3. If the wielder chooses to perform the total defence action, the Dodge bonus granted is increased by +2, from +4 to +6.

Special: The Fencing Guard affects the hilt of the weapon, and can not be combined with other modifications which also affect the hilt, such as Dwarf Tunnel Fighting or Cross-Blade Hilt.

Known By: Mostly weapon smiths who specialize in producing weapons for noblemen.

 

Folded Blade

Type: Piercing and Slashing, swords only

Crafting Time Modifier: +300%

Crafting DC Modifier: +4

Material Modifier: +1 lb.

Requirements: None

Description: A Folded Blade consists of metal which is folded repeatedly during the crafting process. This makes the metal gain a higher amount of strength and sharpness compared to metal that is worked the ordinary way.

Effect: A Folded Blade is extremely sharp and hard. It has a +1 bonus to its Hardness, and has a +3 equipment bonus to damage against enemies without armor. This bonus is reduced to +2 against anyone that has between +1 and +4 Armor bonus to their AC, and the damage is reduced to +1 against anyone that has an Armor bonus of +5 or more to their AC.

Known By: The technique is known by many smiths, but very few find the time and circumstance to properly make a Folded Blade.

 

Fortified Pommel

Type: Slashing and Piercing

Crafting Time Modifier: +100%

Crafting DC Modifier: +1

Material Modifier: +1 lb.

Requirements: None

Description: The Fortified Pommel modification is made to weapons commonly used by people who fight opponents vulnerable to blunt weapons. A Fortified Pommel has been made heavier and stronger to make it suitable for striking opponents.

Effect: A weapon with the Fortified Pommel modification can be used to make an attack that deals blunt damage. The Fortified Pommel deals damage of one dice type lower than the weapon it is attached to. For example, a longsword which normally deals 1d8 points of damage can deal 1d6 points of blunt damage if the Fortified Pommel is used to attack with.

Known By: Known by virtually all smiths, but rarely used.

 

Gem Socket

Type: All

Crafting Time Modifier: +50% (1 socket), +100% (2 sockets), +150% (3 sockets)

Crafting DC Modifier: +3 (for both 1, 2 and 3 sockets)

Material Modifier: +1 lb.

Requirements: None

Description: Gem sockets are small openings forged into the weapon which allows gemstones to be fitted in them. The modification is commonly done to add decorative gemstones to the weapon, but some stones also grant the weapon some power when added.

Effect: A Gemstone (found in the Materials list) can be placed in a socket. Gemstones can be removed as a full round action, and placing a Gemstone in a weapon is a standard action. Both removing and placing a Gemstone in a weapon provokes an attack of opportunity.

Known By: Known by most smiths, especially those that produce weapons for royalty and nobility.

 

Knobbed Head

Type: Blunt

Crafting Time Modifier: +2 days

Crafting DC Modifier: None

Material Modifier: +1 lb.

Requirements: None

Description: Knobbed Head consists of small metal nuggets which are applied to the striking part of the weapon. These nuggets cause the weapon to cause greater damage when used to strike objects, as the nuggets often have a smaller area of impact than the weapon normally has.

Effect: When a weapon with the Knobbed Head modification is used to strike an object, it ignores 3 points of Hardness. The knobs on the weapon have the disadvantage that they make it easier for enemies of the wielder to disarm him. When subject to an attack that tries to disarm the wielder, he suffers a –1 penalty on the opposed attack roll.

Known By: Known and used solely by gnolls and orcs for producing weapons especially for bashing down doors and other obstacles.

 

Nagamaki Hilt

Type: All

Crafting Time modifier: +1 day

Crafting DC Modifier: None

Material Modifier: +1 lb.

Requirements: None

Description: A Nagamaki Hilt is a hilt that has been extremely prolonged to allow the wielder to change the grip on the weapon to increase his range.

Effect: As a free action that can be performed once per round, the wielder of a weapon with the Nagamaki Hilt can choose to increase his weapon’s range by 5 ft. When doing so, the wielder also looses the ability to attack foes that are within 5 ft. of him. The wielder is still unable to perform attacks of opportunity against enemies that are outside his normal weapon range. This means that if the usual range of the wielder is only 5 ft. and he changes his grip on his weapon to increase the range to 10 ft., he looses the ability to perform attacks of opportunity while holding his weapon this way. When wielding a weapon with the Nagamaki Hilt in the way where it gains extra reach, the wielder gains only half his Strength bonus to his Attack Roll and Attack Damage. If the wielder is using Weapon Finesse to apply his Dexterity bonus to his attack roll instead of his Strength bonus, no penalty applies to his attack roll.

Known By: The Ogre Magi are famous for producing especially swords with the Nagamaki Hilt, but the practice has been adopted by smiths of many other races.

 

Ornamented

Type: All

Crafting Time Modifier: +100%

Crafting DC Modifier: +1

Material Modifier: +1 lb.

Requirements: None

Description: An Ornamented weapon has been decorated with any number of motifs. Typically, a weapon will be decorated with symbols depicting animals, famous battles or well-known heroes. Many clergymen choose to have their weapons decorated with divine symbols.

Effect: The Ornamented modification has little actual use, it is only for show, which is why it is often added to the weapons of noblemen as an indicator of wealth. Anyone wielding an Ornamented weapon has a +1 circumstantial bonus to Diplomacy checks made to influence nobility and royalty.

Known By: All smiths who typically manufacture weapons for high class customers.

 

Pata Hilt

Type: Piercing

Crafting Time Modifier: +25%

Crafting DC Modifier: +1

Material Modifier: +1 lb.

Requirements: Basket Hilt

Description: The Pata Hilt is an advanced form of the Basket Hilt, where not only the hand, but the entire arm of the wielder is covered in a layer of metal. This enforcement makes it much easier for the wielder to gain a lot of force in his thrust, as his weapon is supported by his entire arm instead of merely his hand.

Effect: Anyone attacking an armored foe with a weapon with the Pata Hilt modification ignores one point of Armor bonus to the targets AC. Only Armor and Natural Armor is ignored, if the target has no Armor or Natural Armor bonus to his AC, then the attacker gains no benefit from the Pata Hilt.

Special: The Pata Hilt affects the hilt of the weapon, and can not be combined with other modifications which also affect the hilt, such as Dwarf Tunnel Fighting or Fencing Guard. The advantage of Pata Hilt does though stack with the advantage of Basket Hilt, which is a requirement on a weapon that is to be modified with the Pata Hilt.

Known By: This advanced form of the Basket Hilt is used primarily by soldiers who fight heavily armored foes.

 

Poison Store

Type: Piercing and Slashing

Crafting Time Modifier: +25%

Crafting DC Modifier: +1

Material Modifier: None

Requirements: None

Description: A small storage department in the hilt of the weapon is connected to an intricate set of small tubes that run along the inside of the weapon. By pressing a button set in the hilt of the weapon, the contents of the storage department will travel along the tubes and spread itself evenly on the weapon.

Effect: One dose of poison can be stored in the department. As a free action, the wielder of the weapon can apply the poison to the weapon by pressing the button.

 

Serrated Edge

Type: Slashing

Crafting Time Modifier: +50%

Crafting DC Modifier: +1

Material Modifier: +1 lb.

Requirements: None

Description: A Serrated Edge means that the blade of the slashing weapon has been given a large number of small hooks and other asymmetrical modifications to its cutting edge.

Effect: Any damage caused by a weapon with the Serrated Edge modification is considered Cruel damage.

Known By: Serrated Edge is known by virtually all weapon-smiths, and the modification is rather simple to make. It is considered uncivilised by most cultures though, and it is therefore mostly seen amongst races that like the modification purely for its intimidating effect.

 

Tashi Edge

Type: Slashing, swords only

Crafting Time Modifier: +50%

Crafting DC Modifier: +2

Material Modifier: None

Requirements: None

Description: The Tashi Edge is similar to the edge of such weapons as the scimitar, the main difference being that a Tashi Edge is even further curved backwards than the edge of a scimitar. This means that when the wielder of a weapon with the Tashi Edge strikes an opponent with a good blow, the blade will move in a sawing motion against the opponent.

Effect: Any critical hit done with a weapon with the Tashi Edge modification will cause 2 additional points of damage.

Known By: Only known by human smiths, most other civilized races such as dwarves, elves and gnomes consider the Tashi Edge to be too aesthetically primitive.

 

Triangular Point

Type: Piercing

Crafting Time Modifier: +50%

Crafting DC Modifier: +3

Material Modifier: None

Requirements: None

Description: The Triangular Point modification means that the striking point of the weapon has a triangular cross-section. This means that a Triangular Point weapon will inflict a three-sided wound instead of a two-sided wound, which is much easier to tend.

Effect: Any damage caused by a weapon with the Triangular Point modification is considered Cruel damage.

Known By: The Triangular Point modification is considered very barbaric by many cultures. It can mainly be made by smiths who manufacture weapons for very war-like races, such as goblins, gnolls and orcs. A few dwarf clans have been known to occasionally utilize weapons with the Triangular Point modification against especially hated enemies.

 

Waved Blade

Type: Slashing

Crafting Time Modifier: +50%

Crafting DC Modifier: +3

Material Modifier: None

Requirements: None

Description: A Waved Blade means that the weapon is designed with a cutting edge which is waved instead of straight. This causes a very unpleasant vibration in the weapon of anyone who parries the Waved Blade.

Effect: When attacking someone who is either fighting defensively or using the total defense action, the targets Dodge bonus to AC is decreased by two points against the wielder of the Waved Blade.

Known By: Mainly used by military weapon smiths. Very common amongst more civilized human smiths.

 

 

Notes

The following Weapon Modifications were based on input from Land Outcast: Poison Store

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