The Carrion Crown
Special Item Enhancement
Return to House Rules
Generally magic weapons and armours will be few and far between but items of extra ordinary quality are available.
Normally at 300 gold coin + the value of the weapon will purchase a Masterwork weapon which provides +1 to hit. These are the equivalent of fine steel.
However master craftsmen can sometimes turn out exceptional weapons. At the cost as if purchasing a +1 weapon (an additional 2000 gold to the masterwork cost) you can purchase a masterwork weapon with ONE of the following qualities. These masterwork items are hard to find BUT much easier to get than magical weapons… and easier still than finding magical weapons that have these qualities. These items are added to the item in the creation process and cannot be added later.
Additionally it is possible that unusual weapon damage or weapon breakage will remove the special property.
This enhancement can only be placed on a melee weapon which is usable with the Weapon Finesse feat. Agile weapons are unusually well balanced and responsive. Under standard rules a wielder with the Weapon Finesse feat can choose to apply their Dexterity modifier to damage rolls with the weapon in place of her Strength modifier. As Weapons Finesse provides this benefit for certain weapons as a house rule, it allows the user to apply Dexterity modifier to damage rolls as if they had the Weapon Finesse feat.
This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons.
This ability can only be placed on a piercing or slashing weapon. This ability doubles the threat range of a weapon. This benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).
This ability can only be placed on a melee weapon that normally cannot be thrown. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.
A wounding weapon deals 1 point of bleed damage when it hits a creature. Multiple hits from a wounding weapon increase the bleed damage. Bleeding creatures take the bleed damage at the start of their turns. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage. A critical hit does not multiply the bleed damage dealt by this weapon. Creatures immune to critical hits are immune to the damage.
There are magical weapons that have partial enhancements as well – rare and just as valued as any other magical weapon. For instance it is possible to have a bane weapon that costs the same as a +2 weapon but only counts as magical for purposes of attacking the specific creature it was meant to destroy.
Armours can be also similarly non magically enhanced.
Normally they are at the value of the armour + 150 gold coin for masterwork + 1000 gold coin (the value of a +1 suit armour which provides +1 to AC. These are the equivalent of fine steel or supernatural hides for armours and shields.
Non magical armours provides no additional benefit.
Magical armours allow for an extra critical negation benefit – the first critical negates the +1 magical benefit, the second leading to the broken condition as normal.