PDA

View Full Version : D&D 3.x Other Revised Masterwork Items (feats, crafting)



rferries
2018-02-20, 01:58 AM
A refined version of my earlier attempt (http://www.giantitp.com/forums/showthread.php?534896-Master-Artisan-(feat-for-better-masterwork-bonuses)&p=22340347#post22340347).

Feats
Expert [General] [Fighter]
You have mastered a particular trade.

Prerequisites
None.

Benefit
You gain 2 additional skill points per level (with quadruple skill points for first level). These skill points are gained retroactively but may only be spent on Craft and Profession skills.

Special
A fighter may select Expert as one of his fighter bonus feats.

Artisan [General] [Fighter]
You have mastered a particular craft.

Prerequisites
Profession (any) 4 ranks.

Benefit
You gain a bonus equal to one-half your ranks in a Profession skill on all Craft checks related to that profession (at the DM's discretion). Ranks in Profession (smith) always apply to Craft (armorsmithing), Craft (bowmaking), and Craft (weaponsmithing) checks for the purposes of this feat.

Special
A fighter may select Artisan as one of his fighter bonus feats.
Master Alchemist
Alchemical items you craft are of exceptionally fine quality.

Prerequisites
Dwarf, elf, non-humanoid, or character level 6th; Craft (alchemy) 7 ranks.

Benefits
You may craft masterwork alchemical items. Treat this just as if you were crafting a standard masterwork item with a DC 20 masterwork component.

Whenever you craft a masterwork alchemical item, it gains a +1 masterwork bonus. This bonus increases to +2 if you have 11 or more ranks in Craft (alchemy), and by an additional +1 for each additional 4 ranks you have in the skill (to a maximum of +5 at 23 ranks).

Special
A wizard may select Master Alchemist as one of her wizard bonus feats.

Master Smith
Arms, armour, and tools you craft are of exceptionally fine quality.

Prerequisites
Race (dwarf, elf, or non-humanoid); or Craft (armorsmithing) 7 ranks, Craft (bowmaking) 7 ranks, and Craft (weaponsmithing) 7 ranks.

Benefits
Whenever you craft a masterwork tool, weapon, suit of armour, or shield, it gains a +1 masterwork bonus instead of its normal circumstance or enhancement bonus. This bonus increases to +2 if you have 11 or more ranks in the relevant crafting skill, and by +1 for each additional 4 ranks you have in the skill (to a maximum of +5 at 23 ranks).
Legendary Alchemist
Your concoctions are as potent as those of any archwizard.

Prerequisites
Master Alchemist, Craft (alchemy) 24 ranks.

Benefit
Masterwork alchemical items you craft have no maximum masterwork bonus, and the doublings apply to any damage they deal.

At the DM's option, you know the secret of creating philosopher's stones (http://www.d20srd.org/srd/magicItems/artifacts.htm#philosophersStone).

Special
An epic wizard may select Legendary Alchemist as one of her epic wizard bonus feats.

Legendary Smith
Arms and armour you forge rival those of the gods in power.

Prerequisites
Master Smith, Craft (armorsmithing) 24 ranks, Craft (bowmaking) 24 ranks, and Craft (weaponsmithing) 24 ranks.

Benefit
Masterwork tools, weapons, suits of armour, and shields you craft have no maximum masterwork bonus. All benefits for such items are calculated according to the item's total masterwork bonus, rather than it's odd-numbered or even-numbered bonus.

Special
An epic fighter may select Legendary Smith as one of his epic fighter bonus feats.
Masterwork Bonuses
Crafting items with masterwork bonuses is no more expensive or time-consuming than crafting standard masterwork items; the superior skill of their creators means that "more can be done with less". However, you may not take 10 when crafting an item with a masterwork bonus greater than +1.

The effects of masterwork bonuses stack with enhancement bonuses and all feats, class features, and special magic armour or weapon abilities (e.g. Improved Critical or the distance ability). A +2 masterwork +1 flaming short sword reflects the quality of the base sword's construction, the strength of the magic imbued in it, and the skill of its Weapon Master bearer.

As with magic items (http://www.d20srd.org/srd/magicItems/magicItemBasics.htm#damagingMagicItems), items with masterwork bonuses are always entitled to a saving throw against harmful effects and have all good saves (effective caster level = the ranks in the relevant Craft skill possessed by their creator).

Masterwork bonuses have different effects, according to the item type (see below).

Weapons
Add the weapon's masterwork bonus to attack rolls, damage rolls, AC (for the Two-Weapon Defense feat), and the weapon's hardness.

For every odd-numbered +1 masterwork bonus, increase the weapon's damage die (http://www.d20srd.org/srd/monsterFeats.htm#improvedNaturalAttack) and critical threat range by 1.

For every even-numbered +1 masterwork bonus, increase the weapon's critical multiplier by 1.

For example, a +3 masterwork short sword would deal 2d6 damage, have a critical threat range of 17-20, and have a critical multiplier of x3.

For each +1 masterwork bonus of a ranged or thrown weapon, the maximum number of range increments is increased by one and the penalty for firing beyond the first range increment is reduced by 2.

Armour
Add the armour's masterwork bonus to the armour's AC, maximum Dexterity bonus, and hardness. Additionally, add the masterwork bonus to the wearer's touch AC and Reflex saving throws.

For every odd-numbered +1 of the armour's masterwork bonus, reduce the armour's arcane spell failure by 20% and its armor check penalty by 2 (to a maximum of 0 for non-epic masterwork armour; at the DM's option an epic masterwork armour might even provide an "armour check bonus").

For every even-numbered +1 masterwork bonus, the armor is treated as being one category lighter whenever doing so would be beneficial to the wearer (generally for movement speed and class armour restrictions). This stacks with the special properties of mithral.

For each +1 bonus of the armour's masterwork bonus, grant its wearer a hardness of 1 if itís light armor, 2 if itís medium armor, and 3 if itís heavy armor. For example, a suit of +3 masterwork full plate would grant its wearer hardness 9. Whenever the wearer takes damage (including energy damage), subtract this hardness from the damage.

Shields
Add the shield's masterwork bonus to the shield's AC, attack and damage rolls (for shield bashes), and hardness. Additionally, add the masterwork bonus to the wearer's touch AC and Reflex saving throws (stacking with any masterwork bonus from the wearer's armour).

For every odd-numbered +1 masterwork bonus, increase the shield's damage die (http://www.d20srd.org/srd/monsterFeats.htm#improvedNaturalAttack) and critical threat range (for shield bashes) by 1.

For every even-numbered +1 of the shield's masterwork bonus, reduce the shield's arcane spell failure by 25% and its armor check penalty by 5 (to a maximum of 0 for non-epic masterwork shields; at the DM's option an epic masterwork shield might even provide an "armour check bonus"). Additionally, increase its critical multiplier (for shield bashes) by 1.

For each +1 bonus of the shield's masterwork bonus, grant its wearer a hardness of 1. This stacks with the hardness granted from wearing masterwork armour.

Tools
Add five times the tool's masterwork bonus as a circumstance bonus to the relevant skill checks made with that tool. Add the tool's masterwork bonus to its hardness.

Tools with masterwork bonuses always have unlimited uses and are never at risk of breaking during a skill check.

Alchemical Items
Add the item's masterwork bonus to its save DC (if any) and hardness.

For each +1 of the item's masterwork bonus, double all numerical effects of the item (including but not limited to range increments, damage die, durations, and bonuses) other than save DCs. For all effects other than damage these doublings are multiplicative rather than additive (so two doublings equals a quadrupling, rather than a tripling). At your option, you may waive or reduce any of the above benefits when crafting the item.

Specific kinds of alchemical items gain additional benefits, as described below.



Item

Benefit



Acid

For each +1 masterwork bonus: clings for 1 additional round to subjects, ignores 5 points of acid resistance, and creates 1 round of fumes (http://www.d20srd.org/srd/environment.htm#acidEffects) in its splash area (Fortitude save DC = 13 + masterwork bonus). Transforms water into an acid pool for the duration.



Alchemist's Fire

For each +1 masterwork bonus: ignores 5 points of fire resistance, and repeats its original effects for an additional round in its splash area. Boils (http://www.d20srd.org/srd/environment.htm#heatDangers)water for the duration.



Alchemist's Ice

As alchemist's fire above, save that it deals cold damage, may ignore cold resistance, and characters are affected as if by chill metal rather than catching fire. Freezes water for the duration. May only be crafted by characters with the Master Alchemist feat.



Antitoxin

Apply the alchemical bonus to any effect requiring a Fortitude save, and to the Heal check result of any creature treating the subject.



Smokestick

At the crafter's option the cloud may instead duplicate a solid fog spell, and/or may cause smoke effects (http://www.d20srd.org/srd/environment.htm#smokeEffects) (Fortitude save DC = 14 + masterwork bonus, +1 per failed save).



Sunrod

For each +1 masterwork bonus, deals 1d3 points of positive energy damage per round to all undead within the area of clear illumination (no save) and half damage within the area of shadowy illumination.



Tanglefoot Bag

For each +1 masterwork bonus, deals 1d6 points of nonlethal damage per round of exposure. Functions underwater.



Thunderstone

For each +1 masterwork bonus, deals 1d3 points of electricity damage and 1d3 points of sonic damage to creatures in its area. The deafness is permanent.



Tindertwig

Functions as an everburning torch, thereby allowing you to break the economy. What, you want more?

rferries
2018-02-20, 02:03 AM
P.S. I had some ideas for epic versions of the base alchemical items (acid that can duplicate acid fog, alchemist's fire that can duplicate incendiary cloud or summon fire elementals, antitoxin that duplicated heal or restoration, smokesticks that functioned as stinking clouds, sunrods that reproduced natural sunlight, tanglefoot bags that produced black tentacles, etc.). However as with the current versions they're all probably much of a muchness.

I think the alchemical items are balanced by their relatively low DCs and damage - you can set a whole village on fire but you'll only kill commoners, not adventurers of equal level. If they're too weak the DCs could be bumped to 10 + 1/2 ranks in Craft (alchemy) + masterwork bonus.