Improved Masterwork (3.5e Feat)
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[edit] Improved Masterwork [General]
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.
[edit] Prerequisite
Craft 4 ranks.
[edit] Benefit
Able to add additional non-magical benefits to weapons upon creation.
[edit] Normal
A masterwork weapon only gives +1 to attack, and masterwork armor only gives -1 to armor check penalties.
| Name | DC Cost | Effect | Price |
|---|---|---|---|
| Brutal | +15 | +1 to damage. Does not stack with enchantment bonuses. | 500 |
| Lightweight | +15 | Weapon is 25% lighter. Stacks with mithril. | 500 |
| Durable | +15 | Extra 10 hp and 5 hardness to weapon. | 500 |
| Defending | +15 | +1 Shield Bonus when used defensively, +2 for two handed weapons. | 500 |
| Hooked | +15 | +2 to Disarm checks, stacks with any inherent bonus from base weapon. | 500 |
| Buster | +15 | +2 to Sunder checks, stacks with any inherent bonus from base weapon. | 500 |
| Counterweight | +15 | +2 to Trip checks, stacks with any inherent bonus from base weapon. | 500 |
| Concealable | +15 | +2 to Sleight of Hand checks to hide weapon, stacks with any inherent bonus from base weapon. | 500 |
| Charging | +15 | +1 to attack bonus from charging. | 500 |
| Gripped | +15 | +2 against Disarm checks, stacks with any inherent bonus from base weapon. | 500 |
| Sturdy | +15 | +2 against Sunder checks, stacks with any inherent bonus from base weapon. | 500 |
| Twinned | +15 | 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 | +30 | 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 | +30 | 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 | +30 | Deals an extra +2 damage when raging. | 1000 |
| Mighty Critical | +30 | Deal an extra 1d6 damage on a critical hit. | 1000 |
| Name | DC Cost | Effect | Price |
|---|---|---|---|
| Brutal | +15 | +1 to damage. Does not stack with enchantment bonuses. | 500 |
| Lightweight | +15 | 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 | +15 | 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 | +15 | 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 | +30 | 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 | +30 | Deal an extra 1d6 damage on a critical hit. | 1000 |
| Name | DC Cost | Effect | Price |
|---|---|---|---|
| Comfortable | +15 | 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 | +15 | Armor is 25% lighter. Stacks with mithril. | 500 |
| Quiet | +15 | +1 to Move Silently checks. | 500 |
| Camo | +15 | +1 to Hide checks. | 500 |
| Riders | +15 | +1 to Ride checks. | 500 |
| Unstoppable | +15 | +2 to Overrun checks, stacks with any inherent bonus from base armor. | 500 |
| Pusher | +15 | +2 to Bull Rush checks, stacks with any inherent bonus from base armor. | 500 |
| Stylish | +15 | +1 to social skill checks while wearing this armor. | 500 |
| Roadblock | +15 | +2 against Overrun checks, stacks with any inherent bonus from base armor. | 500 |
| Unmoving | +15 | +2 against Bull Rush checks, stacks with any inherent bonus from base armor. | 500 |
| Footsteady | +15 | +2 against Trip checks, stacks with any inherent bonus from base armor. | 500 |
| Poor Grip | +15 | +2 against Grapple checks, stacks with any inherent bonus from base armor. | 500 |
| Swimmers | +15 | +1 to Swim checks. | 500 |
| Lesser Crash | +15 | Ignore the first 10 ft. of fall damage. | 500 |
| Buffering | +30 | Gain DR 1/-. Stacks with adamantine qualities. | 1000 |
| Free Movement | +30 | Reduce the armor check penalty by 1 again. | 1000 |
| Protective | +30 | AC bonus raises by +1. | 1000 |
| Crash | +30 | Ignore the first 30 ft. of fall damage. | 1000 |
| Dodging | +30 | When using the Dodge feat, the dodge bonus is +2 instead of +1. | 1000 |
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