Improved Masterwork (3.5e Feat)

Improved Masterwork [General]

[[3e Summary::Improved Masterwork allows high DC Craft checks to improve weapons and armors with benefits greater than a simple +1 to attack or a reduction in armor check penalty. Some of the abilities are near magical, but all are ultimately mundane. Below is a list of possible effects, each added effect adds to the traditional DC 20 to create masterwork weapons or armor.]]
Prerequisite: Craft 4 ranks.
Benefit: Able to add additional non-magical benefits to weapons upon creation.
Normal: A masterwork weapon only gives +1 to attack, and masterwork armor only gives -1 to armor check penalties.

Unless stated, the benefits of various masterwork qualities do not stack. That is, you can't have two Lightweights for 50% weight reduction, or the like. You can apply multiple different effects, provided you can make the new DC.

Table: Improved Masterwork Weapons
Name DC Cost Effect Price
Brutal+5 +1 to damage. Does not stack with enchantment bonuses.500
Lightweight+15 Weapon is 25% lighter. Stacks with mithril.500
Durable+5 Extra 10 hp and 5 hardness to weapon.500
Defending+5 +1 Shield Bonus when used defensively, +2 for two handed weapons.500
Hooked+5 +2 to Disarm checks, stacks with any inherent bonus from base weapon.500
Buster+5 +2 to Sunder checks, stacks with any inherent bonus from base weapon.500
Counterweight+5 +2 to Trip checks, stacks with any inherent bonus from base weapon.500
Concealable+5 +2 to Sleight of Hand checks to hide weapon, stacks with any inherent bonus from base weapon.500
Charging+5 +1 to attack bonus from charging.500
Gripped+5 +2 against Disarm checks, stacks with any inherent bonus from base weapon.500
Sturdy+5 +2 against Sunder checks, stacks with any inherent bonus from base weapon.500
Twinned+5 When wielding a particular weapon chosen at creation (say an improved masterwork knife paired with a longsword), the improved masterworked weapon's attack penalty is 1 less when used in two weapon fighting (no less than 0 penalty).500
Favored+15 Choose a favored enemy as per a Ranger, and gain a +1 to attack and damage against that enemy, stacks with Ranger's favored enemy.1000
Jagged+15 On a natural 20, weapon gets stuck in the enemy and requires a DC 15 Str check to remove (move action). Removal deals critical hit damage again.1000
Raging+15 Deals an extra +2 damage when raging.1000
Mighty Critical+15 Deal an extra 1d6 damage on a critical hit.1000
Table: Improved Masterwork Ammunition
Name DC Cost Effect Price
Brutal+5 +1 to damage. Does not stack with enchantment bonuses.500
Lightweight+5 Ammunition is 25% lighter and travels 25% further (Example: Lightweight arrows fired from a short bow have range increments of 75 instead of 60). Weight reduction stacks with mithril. Range increase stacks with anything that would increase range.500
Durable+5 Extra 10 hp and 5 hardness to ammunition. Ammunition that hits it's target has only a 50% chance of being destroyed or rendered useless rather than always being destroyed.500
Aerodynamic+5 Ammunition travels 75% further (Example: Aerodynamic arrows fired from a short bow have range increments of 105 instead of 60). Range increase stacks with anything that would increase range.500
Favored+15 Choose a favored enemy as per a Ranger, and gain a +1 to attack and damage against that enemy, stacks with Ranger's favored enemy.1000
Mighty Critical+15 Deal an extra 1d6 damage on a critical hit.1000
Table: Improved Masterwork Armors
Name DC Cost Effect Price
Comfortable+5 You may sleep in light or medium armor without becoming fatigued. Heavy armor given this effect requires a DC 20 Fort save or become fatigued.500
Lightweight+5 Armor is 25% lighter. Stacks with mithril.500
Quiet+5 +1 to Move Silently checks.500
Camo+5 +1 to Hide checks.500
Riders+5 +1 to Ride checks.500
Unstoppable+5 +2 to Overrun checks, stacks with any inherent bonus from base armor.500
Pusher+5 +2 to Bull Rush checks, stacks with any inherent bonus from base armor.500
Stylish+5 +1 to social skill checks while wearing this armor.500
Roadblock+5 +2 against Overrun checks, stacks with any inherent bonus from base armor.500
Unmoving+5 +2 against Bull Rush checks, stacks with any inherent bonus from base armor.500
Footsteady+5 +2 against Trip checks, stacks with any inherent bonus from base armor.500
Poor Grip+5 +2 against Grapple checks, stacks with any inherent bonus from base armor.500
Swimmers+5 +1 to Swim checks.500
Lesser Crash+5 Ignore the first 10 ft. of fall damage.500
Buffering+15 Gain DR 1/-. Stacks with adamantine qualities.1000
Free Movement+15 Reduce the armor check penalty by 1 again.1000
Protective+15 AC bonus raises by +1.1000
Crash+15 Ignore the first 30 ft. of fall damage.1000
Dodging+15 When using the Dodge feat, the dodge bonus is +2 instead of +1.1000

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gollark: Oh no, imagine having checks?
gollark: Well, yes, but it's not required to by any specs, and can do literally whatever.
gollark: They will, however, not panic.
gollark: They are defined as working two's-complement-ly or something, there's an RFC on it.
gollark: In release mode, integer overflows are still DEFINED.
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