Improved Masterwork (3.5e Feat)
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Improved Masterwork [General]
Prerequisites: Craft 4 ranks.Benefit: 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.
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.
Normal: A masterwork weapon only gives +1 to attack, and masterwork armor only gives -1 to armor check penalties.
Name | DC Cost | Effect | Market Price |
---|---|---|---|
Brutal | +5 | +1 to damage. Does not stack with enchantment bonuses. | +480 |
Lightweight | +5 | Weapon is 25% lighter. Stacks with mithril. | +480 |
Durable | +5 | Extra 10 hp and 5 hardness to weapon. | +480 |
Defending | +5 | +1 Shield Bonus when used defensively, +2 for two handed weapons. | +480 |
Hooked | +5 | +2 to Disarm checks, stacks with any inherent bonus from base weapon. | +480 |
Buster | +5 | +2 to Sunder checks, stacks with any inherent bonus from base weapon. | +480 |
Counterweight | +5 | +2 to Trip checks, stacks with any inherent bonus from base weapon. | +480 |
Concealable | +5 | +2 to Sleight of Hand checks to hide weapon, stacks with any inherent bonus from base weapon. | +480 |
Charging | +5 | +1 to attack bonus from charging. | +480 |
Gripped | +5 | +2 against Disarm checks, stacks with any inherent bonus from base weapon. | +480 |
Sturdy | +5 | +2 against Sunder checks, stacks with any inherent bonus from base weapon. | +480 |
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). | +480 |
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. | +900 |
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. | +900 |
Raging | +15 | Deals an extra +2 damage when raging. | +900 |
Mighty Critical | +15 | Deal an extra 1d6 damage on a critical hit. | +900 |
Name | DC Cost | Effect | Market Price |
---|---|---|---|
Brutal | +5 | +1 to damage. Does not stack with enchantment bonuses. | +480 |
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. | +480 |
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. | +480 |
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. | +480 |
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. | +900 |
Mighty Critical | +15 | Deal an extra 1d6 damage on a critical hit. | +900 |
Name | DC Cost | Effect | Market 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. | +480 |
Free Movement | +5 | Reduce the armor check penalty by 1 again. | +480 |
Lightweight | +5 | Armor is 25% lighter. Stacks with mithril. | +480 |
Quiet | +5 | +1 to Move Silently checks. | +480 |
Camo | +5 | +1 to Hide checks. | +480 |
Footsteady | +5 | +2 against Trip checks, stacks with any inherent bonus from base armor. | +480 |
Lesser Crash | +5 | Ignore the first 10 ft. of fall damage. | +480 |
Poor Grip | +5 | +2 against Grapple checks, stacks with any inherent bonus from base armor. | +480 |
Pusher | +5 | +2 to Bull Rush checks, stacks with any inherent bonus from base armor. | +480 |
Riders | +5 | +1 to Ride checks. | +480 |
Stylish | +5 | +1 to social skill checks while wearing this armor. | +480 |
Swimmers | +5 | +1 to Swim checks. | +480 |
Unstoppable | +5 | +2 to Overrun checks, stacks with any inherent bonus from base armor. | +480 |
Roadblock | +5 | +2 against Overrun checks, stacks with any inherent bonus from base armor. | +480 |
Unmoving | +5 | +2 against Bull Rush checks, stacks with any inherent bonus from base armor. | +480 |
Buffering | +15 | Gain DR 1/-. Stacks with adamantine qualities. | +900 |
Crash | +15 | Ignore the first 30 ft. of fall damage. | +900 |
Dodging | +15 | When using the Dodge feat, the dodge bonus is +2 instead of +1. | +900 |
Protective | +15 | AC bonus raises by +1. | +900 |
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