Mundane Weapon and Armor Enhancements
Item |
Cost
|
Weight
|
Armor-Piercing |
+50% of base weapon cost
|
-
|
Basket Hilt |
+15% of base weapon cost
|
-
|
Bent Grip |
+15% of base weapon cost
|
-
|
Bow Sling |
1 shilling
|
-
|
Bow Stabilizer |
100 shillings
|
2 lbs.
|
Confessor's Armor |
+200 shillings
|
-
|
Dwarven Forged Armor |
+900 shillings
|
-
|
Elven Forged Armor |
+600 shillings
|
-
|
Emblazoned Shield |
+150 shillings
|
-
|
Hidden Blade |
+15 shillings
|
1 lb.
|
Hidden Blade, Springing |
+80 shillings
|
2 lbs.
|
Hidden Compartment |
+15 shillings
|
- lbs.
|
Hollow Hilt |
+15 shillings
|
-
|
Hollow Hilt, Masterwork |
+45 shillings
|
-
|
Holy Water Sprinkler |
+20 shillings
|
-
|
Laminated Steel |
+900 shillings
|
-
|
Serrated Blade |
+300 shillings
|
-
|
Serrated Weapon |
+300 shillings
|
-
|
Shielded Grip |
+25% of base weapon cost
|
-
|
Strengthened |
+50% of base weapon cost
|
+50% of base weapon weight
|
Weighted |
+100% of base weapon cost
|
+50% of base weapon weight
|
Wizard's Armor |
+200 shillings
|
+5 lbs.
|
This is a collection of mundane weapon enhancements. There are no weapons or armor listed here, nor are there items that are specific to either arcane or divine spellcasters. Rather, these are mudane modifications that can be used to alter and enhance weapons or armor. This list does not include many items of interest to rogues, as those are found on the
Black Market Items and Poisons page.
This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to
Sourcebook Abbreviations.
All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.
Mundane Weapon Improvements
Armor-Piercing: (
Path of the Sword) This may be applied only to light weapons that deal piercing damage. The weapon has been modified to slip between pieces of armor. Against any opponent with an armor bonus to Armor Class, this weapon grants a +1 bonus to attack rolls. This bonus does not apply to an opponent that only has a natural armor bonus to Armor Class.
Basket Hilt: (
Path of the Sword) This is a complex grip that wraps around the wielder's hand. It can only be used on Medium-sized weapons or less that are to be wielded with one hand. The basket hilt grants the wielder a +2 bonus to resist disarm attempts.
Bent Grip: (
Player's Guide to Fighters and Barbarians) A bent grip allows great control over a weapon, though at some cost of power. This grip has a number of flanges and a significant curve, allowing it to fit easily in the hand. Bent grips function properly on any light sword and on one-handed piercing swords. This grip may not be fitted on other weapons. Weapons with a bent grip gain a +1 enhancement bonus to their threat range (which does not stack with enchantments that also improve the threat range). The bent grip is commonly used in Enslem and the Gorovlic Isles.
Bow Sling: (
Quintessential Fighter) The bow sling is a simple attachment that may be added to any greatbow, longbow, or shortbow, including composite versions of those weapons. Consisting of little more than a cured leather strap attached to an archer's hand, the sling will stop a bow from being accidentally dropped. A character with a bow sling gains a +4 circumstance bonus to all rolls made to avoid being disarmed of his bow. Using a bow strap makes it more difficult to drop the bow intentionally, and it requires a move-equivalent action to do so.
Bow Stabilizer: (
Quintessential Fighter) Stabilizers are weights mounted on the front of a bow to keep the weapon stable during long-ranged shots. They increase the range increment of any bow by +20 feet. They may only be fitted to greatbows, longbows, and shortbows, including the composite versions of those weapons.
Hidden Blade: (
Path of the Magi) This can only be added to masterwork quarterstaff, fitting it with a hidden blade. The blade is revealed by twisting off one end of the staff, revealing a space large enough to conceal a blade as large as a rapier or longsword.
Hidden Blade, Springing: (
Path of the Magi) This can only be added to a masterwork quarterstaff, fitting it with a spring-loaded blade. The blade springs forth from one end of the staff. The blade cannot be longer than a shortsword.
Hidden Compartment: (
Path of the Magi) Yhis can only be added to a masterwork quarterstaff or masterwork club, fitting it with a secret compartment large enough to hold a potion bottle. If the staff or clu is used in combat, any glass objects in the compartment break on a roll of a natural 1. The compartment's opening mechanism can be activated either by twisting a specific area or by pushing a hidden button.
Hollow Hilt: (
Path of the Sword) A weapon with a hollow hilt has a small compartment in the hilt, grip, or shaft, which can store 4 cubic inches worth of material in a Small weapon, or 6 cubic inches of material in a Medium weapon.
Hollow Hilt, Masterwork: (
Path of the Sword) This is a small compartment in the hilt, grip, or shaft of a weapon, just as above, only applied to a masterwork weapon. The compartment can store 6 cubic inches worth of material in a Small weapon, or 8 cubic inches of material in a Medium weapon.
Holy Water Sprinkler: (
Demon Hunter's Handbook) A holy water sprinkler is an enhancement that can be placed on any club, flail, mace, or morningstar. The head of the weapon is partially hollowed out so as to allow for small quantities of holy water, On a successful hit, the holy water sprinkler delivers an extra point of damage from splashing holy water on any evil outsider or undead it strikes. On a successful critical hit, the holy water sprinkler delivers 2d4 extra damage as through the target was hit with a direct hit with holy water. When a holy water sprinkler is used against undead, roll to confirm critical hits as normal, but only for the purposes of increasing holy water damage. A holy water sprinkler can deliver a total of 8 successful splash damage strikes or a single critical hit strike before needing to be refilled. If a holy water sprinkler delivers 4 splash damage strikes before a critical hit it rolled, then a critical hit only inflicts 1d4 additional holy water damage. Refilling a holy water sprinkler is a move-equivalen action that draws attacks of opportunity.
Laminated Steel: (
Mercenaries) Laminated steel weapons can be created by weaponsmiths with at least 7 ranks in the Craft: Weaponsmith skill. This type of weapon is made using a forging process where multiple layers of steel are interspersed with layters of a softer, more pliable metal such as nickel. These layers are then welded and folded several times. The end effect is a weapon that is both flexible and extremely hard. This process may be applied to any slashing weapon. Weapons must be created with this method; they cannot be modified to add this quality once they have been forged. A laminated steel weapon gains +1 to all damage rolls and its critical multiplier is increased by +1. For example, a laminated steel longsword deals 1d8+1 damage and has a x3 critical mulitplier. In addition, the weapon gains +5 to its hardness. The DC to craft a laminated steel weapon is 23.
Serrated Blade: (
Quintessential Fighter) Some weaponsmiths intentionally forge their weapons to have wickedly serrated edges, designed to cause the maximum amount of damage whenever they strike. Only the very finest weaponssmiths have the skill to hone blades to such sharpness as to have any appreciable effect. Only masterworked slashing weapons may be given a serrated edge, either while they are being forged, or as a later modification. A slashing weapon with a serrated blade will grant a +1 bonus to all damage rolls made with it. A weapon may only have one type of serrated enhancement.
Serrated Weapon: (
Mercenaries) A special type of edged weapon can be forced by a skilled weaponsmith wherein the blade of the weapon is serrated to increase its cutting power. This can be done with any kind of slashing weapon. Weapons must be created with a serrated edge; they cannot be modified to have a serrated edge once they have been forged. A serrated weapon has its critical threat range increased by +1. For example, a serrated longsword has a critical threat range of 18-20 instead of 19-20. The DC to craft a serrated weapon is 20. A weapon may only have one type of serrated enhancement.
Shielded Grip: (
Player's Guide to Fighters and Barbarians) One of a number of protected grips, such as shell or basket hilts, the shielded grip is used in a variety of bladed weapons - including daggers, rapiers, and longswords. If a weapon with a shielded grip is employed in battle, and the wielder is using Combat Expertise, the Armor Class bonus gained through the use of that feat is increased by +1. This bonus increases to +2 if the Combat Expertise proficient character is using two shielded grip weapons, but only if they posses the Two-Weapon Fighting feat. Additionally, a shielded grip grants a +1 circumstance bonus for the purpose of resisting disarm attempts.
Strengthening: (
Path of the Sword) The weapon is made of stronger, thicker materials. This makes it considerably heavier, but also harder to break. A strengthened weapon has its hardness increased by 1 and its hit points increased by 25% (rounded up). This increases the weight of the weapon by 50%.
Weighted: (
Path of the Sword) This improvement may only be applied to weapons that deal bludgeoning damage. The head of the weapon is designed to be extremely heavy by adding extra metal, wrapping it in steel bands, and so on. This increases the weapon's damage by +1 and increases the weight of the weapon by 50%.
Mundane Armor Improvements
It is possible to commission easily distinguished or customized pieces. Below you will find an outline of several of these enhancements, their costs, and the benefits of taking the time to be unique.
Confessor's Armor: (
Demon Hunter's Handbook) Confessor's armor is a modification that can be added to any suit of medium or heavy armor except hide armor. Confessor';s armor is covered with holy symbols of all sorts and inlaid with sacred liturgy and arcane symbols that represent esoteric concepts of good, holiness, and honor. When armored in confessor's armor, the wearer gains a +2 sacred bonus to all grapple checks made against evil outsiders, because the symbols weaken them and burn them on contact (although they deal no actual damage). In addition, the wearer gains a +2 sacred bonus to all Knowledge: Religion checks made to perform an exorcism.
Dwarven Forged Armor: (
Mercenaries) This armor is forged by skilled dwarven armorsmiths. Any type of medium armor, heavy armor, or shield can be dwarven-forged. Armor or shields must be created as dwarven-forged. An item cannot be modified to be dwarven-forged once it has been completed. Dwarven-forged armor and shields are considered to be masterwork quality (although all of the benefits normally associated with masterwork armor are subsumed into the bonuses provided by being dwarven-forged). Dwarven forged armor provides an additional armor bonus of +2 and reduces the armor check penalty by -1, but the arcane spell failure chance for the armor is increased by +10%. For example, a suit of dwarven forged full plate provides an armor bonus of +10, has an armor check penalty of -5, and an arcane spell failure chance of 45%. To craft dwarven forged armor, the creator must be a dwarf with at least 5 ranks in the Craft: Armorsmithing skill. The DC for crafting dwarven forged armor is 20.
Emblazoned Shield: (
Quintessential Cleric) Divine casters that use shields may have their holy symbol embedded into the surface of their shield. This allows them to display their symbol without requiring them to drop or sling their shield, reducing their exposure to damage during hostile encounters. Any size shield other than a buckler may be emblazoned.
Elven Forged Armor: (
Mercenaries) This armor is forged by skilled elven armorsmiths. Any type of light armor, medium armor, or shield can be elven-forged. Armor or shields must be created as elven-forged armor. An item cannot be modified to be elven-forged once it has been completed. Elven-forged armor and shields are considered to be masterwork quality (although all of the benefits normally associated with masterwork armor are subsumed into the bonuses provided by being elven-forged). Elven forged armor increases the maximum Dexterity bonus of armor by +1, reduces the armor check penalty by -1, and reduces the arcane spell failure chance by 10%. For example, a suit of elven-forged chainmail provides an armor bonus of +5, has a maximum Dexterity bonus of +3, an armor check penalty of -4, and an arcane spell failure chance of 20%. To craft elven forged armor, the creator must be an elf with at least 5 ranks in the Craft: Armorsmithing skill. The DC for crafting elven forged armor is 20.
Precisely Fitted Armor: Armor can be tailored to a specific individual. Such armor must be crafted of masterwork quality and tailored specifically the the character as part of its construction. The character who wears the armor must be measured precisely before the work can commence, and then the cost of the armor is increased by 50%. Precisely fitted armor has some minor, but useful benefits, as follows:
- Hasty donning time is reduced by one round if the armor is light armor, by two rounds if the armor is medium armor or heavy armor other than half-plate or full-plate, and by one minute if the armor is half-plate or full-plate.
- The precise fit enables you to move more easily within it, reducing the apparent weight by 10% for purposes of load calculation. This weight reduction also applies to Swim checks.
- Well-made armor simply looks better. You gain a +1 circumstance bonus to Bluff and Diplomacy checks in circumstance in which the target of the check would be favorably impressed by someone in high-quality armor.
Embossed and Decorated Armor and Weapons: Both armor and weapons can be covered with decorations, fine enameled designs, intricate embossed patterns, and so on. This does nothing for the functionality of the armor or weapon, but it does make the equipment extremely distinctive. Characters who are nobles, high-ranking military commanders, or successful merchants might desire such equipment to demonstrate their status and wealth. Decorated and personalized items grant the following benefits:
- The items are much easier to locate if stolen. Add a +2 circumstance bonus to any Gather Information checks related to tracking down lost or stolen items that have been decorated.
- Those likely to be impressed by wealth, especially ostentatious displays of wealth, are going to be favorably disposed towards a character wielding decorated arms and armor. Such a character gains a +2 circumstance bonus to Bluff and Diplomacy checks against such individuals.
The one major drawback to such items is that extensive field use can mar the fine craftsmanship. Any time a character sustains more than 50% of his hit points in damage, decorated armor has been marred and must be repaired. Likewise, if a character scores more than two critical hits with a decorated weapon in a single combat, it is also considered marred and must be repaired.
Decorated items cost a minimum of double the cost of masterwork items of the same type (although they are not necessarily masterwork - if a character wants a decorated masterwork item, they must pay the cost for masterwork quality as well). If the character insists on particularly costly decorations - for example, an image of the character slaying a green dragon to be placed on a large shield, with the dragon made from precisely cut emeralds, and the character formed of rubies - the price can be as high as the DM thinks is reasonable.
Wizard's Armor: (
Quintessential Wizard) Wizard's armor is created by taking a typical armor design and modifying it to allow for greater freedom of movement and improved ability to complete arcane gestures without interference. An existing suit of armor may not be modified in this manner. Instead, wizard's armor must be created from scratch. To calculate the cost and effectiveness of wizard's armor, select a base armor type, such as chainmail and determine the costs and attributes of a masterwork version. Then, increase the cost by 200 shillings, decrease the armor bonus by 2, drop its weight by 5 pounds, and reduce its arcane spell falure chance by 10%. A suit of wizard's armor is considered to be the same armor type as the base armor. For example, wizard's chainmail is Medium armor.
Home House Rules
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