[Section I]Revised Weapons

Base Weapon Types: Melee Weapons Light Weapons-A light weapon is easier to use in one’s off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or one-half the wielder’s Strength bonus if it’s used in the off hand. One-Handed- A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength bonus to damage rolls for melee attacks wi th a one-handed weapon if it’s used in the primary hand, or ½ his or her Strength bonus if it’s used in the off hand. A One-Handed weapon may be used in two hands and gain 1½ times the character’s Strength bonus to damage. Two-Handed-Two hands are required to use a two-handed melee weapon effectively. Apply 1½ times the character’s Strength bonus to damage rolls for melee attacks with such a weapon. Ranged Weapons Slings and Thrown Weapons-Slings and Thrown Weapons are treated similarly except Slings use stones as projectiles rather than throwing the sling itself. Slings and thrown weapons require only one hand to use. A character may apply their Strength bonus to damage while attacking with a sling or thrown weapon. Both may be used out to 5 range increments, and reloaded/drawn with a free action. It is worth noting a thrown weapon is different from a melee weapon with the throwing property, the throwing property grants only 10ft base range, and a weapon with this property is listed as a melee weapon. A weapon designed as a thrown weapon is listed under ranged weapon, and has a 50ft base range. Thrown weapons and slings are usable in melee with a -2 penalty to attack and damage rolls. Bows-Bows are projectile weapons which require two hands to use. A character gets no strength bonus to damage rolls unless the bow has the Mighty Property. Bows may be fired out to 10 range increments, and may be reloaded with a free action. Crossbows-Crossbows are projectile weapons. Most crossbows require two hands to use (exception: Crossbows with the Light property may be used with one hand). A character gets no Strength bonus on damage rolls with a Crossbow. Crossbows may be fired out to 10 range increments, and may be reloaded with a move action.

Core Weapons
Simple Weapon Light Melee Weapons Dagger Light Mace Punching Dagger Sickle Spiked Gauntlet 1d4 1d6 1d6 1d6 1d6 x2 x3 x3 19-20x2 x2 10ft Piercing or Slashing Bludgeoning Piercing Slashing Piercing or Bludgeoning
S1

Dmg

Critical

Range

Type

Special

E1

Simple Weapon Club Heavy Mace Javelin Morningstar Shortspear Longspear Quarterstaff Spear Ranged Weapons Light Crossbow Heavy Crossbow Sling

Dmg 1d8 1d8 1d6 1d8 1d6 1d6 1d6/1d6 1d8 1d8 1d10 1d6

Critical x2 x3 x2 x2 x2 x3 x2 x3 19-20x2 19-20x2 x3 Dmg 1d8 1d6 1d6 1d6 1d6 1d8 1d8 1d6 1d10 1d8 1d8 1d8 1d10 1d8 1d10 2d4 1d10 1d12 2d6 1d12 2d4 1d10 -

Range Bludgeoning Bludgeoning Piercing

Type

Special
E1*

One-Handed Melee Weapons T2

10ft 10ft 70ft 80ft 50ft Critical x3 18-20x2 x2 x4 19-20x2 x3 19-20x2 x3 x3 19-20x2 x4 19-20x2 19-20x2 x2 x3 18-20x2 x3 x3 x2 19-20x2 x3 x3 -

Bludgeoning and Piercing Piercing Piercing Bludgeoning Piercing Piercing Piercing Bludgeoning Range Slashing Slashing Bludgeoning Piercing Piercing Bludgeoning Piercing Slashing Slashing Bludgeoning Piercing Piercing Slashing Piercing Bludgeoning Slashing Slashing Slashing Bludgeoning Slashing Slashing Slashing or Piercing Type

E2, G3

Two-Handed Melee Weapons
E2, G3, R1, E5, G1 G3, E2

C, P2 C

T Special T1

Martial Weapon Light Melee Weapons Handaxe Kukri Light Hammer Light Pick Light Shield Spike Sap Short Sword Throwing Axe One-Handed Melee Weapons Battleaxe Flail Heavy Pick Heavy Shield /Armor Spike Longsword Trident Warhammer Two-Handed Melee Weapons Falchion Glaive Greataxe Greatclub Greatsword Guisarme Halberd

30ft 10ft 10ft -

E1, M2 E2

T1

M1, M6

E1, M2

E2, G3, T1

E2 R1

M2

M6, R1 G3

M1. P3 B. M4*. G4 E2*. R1* Two-Handed Melee Weapons 1d12/1d12 1d8/1d8 1d6/1d6 1d10/1d10 2d4 1d10/1d10 G1. M4. M6 E5 E5. R1 Piercing or Slashing Piercing Piercing Piercing Piercing Piercing Type Slashing Bludgeoning Bludgeoning Piercing Slashing Slashing Piercing Slashing Slashing Bludgeoning Slashing or Piercing Bludgeoning/Piercing Slashing Piercing Slashing Bludgeoning Piercing G5 90ft 80ft 80ft 70ft Range 20ft 50ft 50ft C B C. M6. S3. R2 M1. M3* T1. E5 New Weapons New Weapons Simple Light Weapons Musperule Steel Flute 1d6 1d4 19-20x2 20x2 10ft Bludgeoning Bludgeoning S2. G4 G2. E5 One-Handed Melee Weapons E2 M1*. R1* G1 T. T1 Dmg Critical Range Type Special Simple One-Handed Weapons . M6 T. M6. G3 G1. M6 G1. M6 G1 G4. M6 R1.Martial Weapon Heavy Flail Lance Ranseur Scythe Tower Shield Spike Ranged Weapons Great Crossbow Longbow Repeating Crossbow Shortbow Exotic Weapon Light Melee Weapons Kama Nunchaku Sai Siangham Bastard Sword Dwarven Waraxe Rapier Scimitar Whip Dire Flail Dwarven Ugrosh Gnome Hooked Hammer Orc Double Axe Spiked Chain Two-Bladed Sword Ranged Weapons Bolas Shuriken 2d4 1d4 1d8 1d12 1d6 2d4 2d6 1d10 1d10 1d10 1d6 Dmg 1d10 1d8 2d4 2d4 2d6 1d12 1d10 1d10 1d8 Dmg Critical 19-20x2 x3 x3 x4 x2 19-20x2 x3 19-20x2 x3 Critical x4 19-20x2 19-20x3 x3 19-20x2 19-20x4 18-20x2 18-20x2 x2 19-20x2 19-20x3 19-20x4 19-20x3 19-20x2 19-20x3 18-20x2 19-20x4 - Range Piercing Piercing Type Bludgeoning Special M1. G2. M1. M4. M1. P1* Special E5.

M4. T4 C C. M1 E3 E2. M6 G4 E1. G1. M3* E2. M2. P3 T E5. R1. S1.New Weapons Heavy Sickle Martial Light Weapons Gehennan Lancet Parrying Dagger Stabaxe Straightblade Ripper Martial Ranged Weapons Light Repeating Crossbow Throwing Hammer Exotic Light Weapons Cutting Wheel Elven Lightblade Dwarven Buckler-Axe Gnomish Quickrazor Gnomish Tortoise Blade Monk's Cane Elven Thinblade Gnomish Swordcatcher Hook Sword Spinning Sword Dwarven Double Spear Dwarven Greataxe Dwarven Warpike Elven Courtblade Fullblade Jovar Minotaur Greathammer Monk's Spade Ramhammer Talenta Tangat Valenar Double Scimitar Zulaat (Double Glaive) Ranged Weapons Annulat Arbalest Easy Crossbow Easy Light Crossbow Dmg 1d8 1d6 1d6 1d8 1d8 1d10 1d8 1d8 1d8 1d10 1d8 1d6 1d8 1d8 1d12 1d8 1d10 1d6 Critical 19-20x2 18-20x2 19-20x2 20x3 19-20x2 19-20x2 19-20x2 20x3 19-20x2 18-20x2 19-20x3 18-20x2 18-20x2 20x3 18-20x2 19-20x3 19-20x2 19-20x2 Range Piercing 80ft 50ft 10ft 50ft 90ft 80ft 80ft Slashing Piercing E3 Type - Special Piercing Slashing Piercing Piercing Bludgeoning Piercing and Slashing Piercing Slashing Slashing Piercing Bludgeoning Piercing Slashing Piercing or Slashing Slashing Piercing or Slashing Slashing Piercing Piercing or Slashing Slashing Slashing Bludgeoning Bludgeoning or Slashing Bludgeoning Slashing Slashing Slashing Slashing Piercing Piercing Piercing Martial Two-Handed Weapons E2. G3 C. E4* E5. M6 S1. P5 C. E2 M2 E5. M5*. R1 E2* G1. P5 . E2 G3. S2. G5 Exotic Two-Handed Weapons 1d10/1d10 x4 2d6 2d6 2d6 4d4 2d6 2d8 1d8/1d8 2d6 1d10 1d8/1d8 1d10 1d12 2d4 2d4 x4 20x3 18-20x2 19-20x2 18-20x2 x3 20x4 x4 18-20x3 19-20x4 18-20x2 18-20x3 19-20x3 19-20x2 G1. G6 E3. M1. R1 1d10/1d10 18-20x2 T. T1 Exotic One-Handed Weapons G4 G4. M1* E5. G3 E1. E2* G1. M4. P2. M6 G5. R1*. P2. M1.

T2 T T.New Weapons Footbow Greatbow Skiprock Talenta Boomerang War Sling Xendrik Boomerang Dmg 1d12 2d6 1d8 1d8 1d12 1d10 Critical 20x3 x3 20x4 20x4 x4 18-20x2 Range 90ft 110ft 50ft 70ft 50ft 50ft Piercing Piercing Type B Special B. P4 Bludgeoning Bludgeoning Bludgeoning Bludgeoning T. T4 T. check this list to see what property that is): Spoiler Abbrev E1 E2 E3 E4 E5 G1 G2 G3 G4 G5 G6 M1 M2 M3 M4 M5 M6 P1 P2 P3 P4 P5 R1 R2 S1 S2 S3 T1 T2 T3 Group Name enhanced Brutal enhanced Deadly enhanced Defensive enhanced Opportunist enhanced Monk Weapon general general general general general general Double Weapon Non-Lethal Chargebreaker Finessible Knockback Sudden Draw maneuver +2 Disarm maneuver +2 Bull Rush maneuver +2 Disarm maneuver +2 Trip maneuver +2 Feint maneuver Tripping projectile Riding projectile One-handed projectile Repeating projectile Mighty projectile Quick-Loading reach reach stealth stealth stealth thrown thrown thrown Reach Charger Concealable Non-Threatening Battle Instrument Throwing Return Heavy Thrown . T2 Weapon Property listing (if a weapon has a number listed under special.

Abbrev T4 T4 B C Group thrown thrown Arc Name Ricochet projectile Bow projectile Crossbow T thrown Thrown *=taken twice for x2 bonus [Section II] Revised Armor Core Armors Armor Type Light Armor Padded Leather Studded Leather Chain Shirt Medium Armor Hide Breastplate Half Plate Chainmail Heavy Armor Scale Mail Banded Mail Splint Mail Full Plate Shields Buckler Light Shield Heavy Shield Tower Shield 1 2 3 3 0 -1 -3 -6 5% 5% 5% 15% 5 lbs 10 lb. Armor weight may be increased or decreased with the appropriate properties. ASF is baseline 10% per armor category (so 10% for light. 15 lb. Armor also . 30% for heavy). Penalties to movement speed and armor check penalties are determined based on encumbrance. Max dex remains a property of armor. except ASF. use that instead. 45 lb. Fortification 1 Fortification 2 Cover 6 7 8 9 6 4 2 0 -4 -5 -6 -5 40% 35% 30% 30% 42lb 48lb 54lb 80lb 4 5 5 6 5 3 4 2 -3 -3 -4 -2 15% 25% 20% 25% 30lb 36lb 34lb 50lb Fire Vulnerability 2 Fortification 1 1 2 3 4 7 6 4 2 0 -1 -2 -1 5% 10% 10% 15% 15lb 16lb 18lb 20lb Fire Vulnerability 4 Fire Vulnerability 2 Armor Bonus Max Dex ACP ASF Weight Special Sidebar: Rules Update for ACP and Movement Penalties from Armor Spoiler Armor by default incurs no penalties for being worn. but if the max dex of your encumbrance level is more restrictive than that of your armor. 20% for medium.

This benefit may not be taken more than once. Dwarves. Doing so reduces the armor's AC bonus by 1 and increases the Armor Check Penalty by 2. so 1 round for light armor. Armor Check Penalties listed on armor are added to the the ACP incurred from encumbrance. or 3 minutes for heavy. Escape Artist. This property may be stacked twice. Sleight of Hand. regardless of whether this is a result of armor or not. This property may be stacked twice. and any other races/class features that grant the ability to move at normal speed while wearing heavy armor now gain the ability to move at normal speed when encumbered. up to a +4 total bonus. . If a weapon with this property gains an enhancement bonus to attack and damage. An armor's weight is effectively considered double for purposes of encumbrance if the character is trying to swim. Opportunist-A weapon with this property gains a +2 bonus to attacks of opportunity. 2 minutes for medium. This property may be taken a second time to allow for rerolling 2s. your weapon gains a +2 shield bonus to AC.has its weight reduced with increased max dexterity. but only penalties from encumbrance apply to strength based skills (ie Climb. and Swim). Armor Property descriptions may be found in the next section. ACP incurred from the armor itself applies to the skills Balance. Hide. Sidebar: Rules Update for Donning Armor Spoiler Donning Armor takes 1 minute per armor category. up to a +4 total bonus. Defensive-While wielding a defensive weapon. [Section III]Weapon and Armor Property Descriptions Weapon Property Descriptions: Enhanced Spoiler Accurate-A weapon with this property gains a +1 bonus to attack rolls. under upgrading armor. So it takes 1 minute to don light armor. Brutal-A weapon with this property rerolls 1s when rolling damage. Deadly-A weapon with this property gains a +2 bonus to critical confirmation rolls. Jump. Move Silently. and Tumble. 2 rounds for medium. that enhancement bonus also increases the shield bonus from this property. and 3 rounds for heavy. Donning the Armor hastily can reduce that time to being measured in rounds instead.

This property may not bring a weapon's multiplier above x4. to x4. ever. Increase Critical Multiplier-This property increases the critical multiplier of the weapon by 1 for 1 slot. and splits the dice. and how they scale up and down with size.5 slots to make it 2d6. you can spend . Semi-Lethal-A weapon with this property may be used to deal either lethal or non-lethal damage without penalty. but you may wait to see if your attack hit or not before declaring it Double-A weapon with this property has a handle with a weapon on each end of the handle. So from x2. slot costs (both per level and total). You must declare this ability before rolling damage. So from 20 to 19-20 to 18-20. This property may not bring a weapon's threat range below 18-20. For a comprehensive list of weapon damage dice. check in this spoiler box: Spoiler Base Slot Total Fine Diminutive Tiny Small Medium Large Huge Gargantuan Damage Cost Colossal Cost Die 1d4 1d6 1d8 0 1 1 0 1 2 1 1d2 1 1d2 1d3 1d2 1d3 1d4 1d3 1d4 1d6 1d4 1d6 1d8 1d6 1d8 3d4 2d4 2d6 2d8 3d4 3d6 3d8 4d4 4d6 4d8 . and is treated as a one handed weapon and a light weapon when both sides are used in the same round. This property costs 1 slot. Finessible-A weapon with this property may use dexterity for attack rolls even if it is not a light weapon. So if you have a weapon with a 1d8. to x3.5 slots to make it 2d4. into twice as many dice of half the size. as chosen by the user at the time he attacks. the weapon’s base damage is doubled. General Spoiler Chargebreaker-Once per round.Monk Weapon-A weapon with this property may be used with a Monk's flurry of blows. Each end of the weapon may deal a different damage type without costing any extra slots. If you have a weapon with 1d12. you can spend . Knockback-A weapon with this property allows the user to not provoke attacks of opportunity when making a Bull Rush. Increase Threat Range-This property increases the threat range of the weapon by 1 for 1 slot. if this weapon is used to attack an opponent who used the Charge action on their turn. Nonlethal-A weapon with this property deals only nonlethal damage. Split Damage Dice-This is a property that may be added to a weapon that is either at xd8 damage or xd12 damage.

If you successfully push them back you may also move into any spaces they vacate. So a given weapon could for example have +4 to trip attempts and +2 to sunder attempts.5 19 23 1d2 1d3 1d3 1d4 1d4 1d4 1d6 1d8 1d8 1d3 1d4 1d6 1d6 1d6 1d6 1d8 1d10 1d10 1d4 1d6 1d8 1d8 1d8 2d4 2d6 2d6 2d8 4d4 1d6 1d8 1d10 1d10 1d10 3d4 3d6 3d6 3d8 6d4 2d4 1d10 1d12 2d6 2d8 4d4 2d10 2d12 4d6 4d8 8d4 4d10 4d12 3d4 2d8 3d6 3d6 3d8 6d4 3d10 3d12 6d6 6d8 12d4 6d10 6d12 4d4 3d8 4d6 4d6 4d8 8d4 6d4 4d8 6d6 6d6 6d8 12d4 8d4 6d8 8d6 8d6 8d8 16d4 8d10 8d12 16d6 16d8 32d4 16d10 16d12 1d10 2d6 4d10 6d10 4d12 6d12 8d6 8d8 12d6 12d8 1d10 2d6 1d10 2d6 1d10 2d6 1d12 2d8 16d4 24d4 8d10 12d10 8d12 12d12 2d10 3d10 2d12 3d12 Sudden Draw-A weapon with this property may be drawn and sheathed as a free action.5 4 4 2. Bull Rush. This property may be taken multiple times. or Sunder checks. Projectile Spoiler +1 to Damage-Masterwork Ammunition with this property gains a +1 bonus to damage rolls. The opponent struck by the critical hit is your target. Tripping-A weapon with this property may be used to make a trip attempt. allowing for a total +4 to any given combat maneuver.5 3 4 4. Maneuver Spoiler +2 to Combat Maneuver-A weapon with this property gains a +2 bonus to Disarm.5 7 8.5 10. . Trip. with its effects stacking. Feint.5 11 15 15. This property may be gained multiple times for different maneuvers. You are limited to your base land speed with either action.Base Slot Total Fine Diminutive Tiny Small Medium Large Huge Gargantuan Damage Cost Colossal Cost Die 2d4 d10 d12 2d6 2d8 4d4 2d10 2d12 4d6 4d8 8d4 4d10 4d12 . but otherwise resolve the Bull Rush or Overrun attempt normally.5 2 . you may take an immediate action to make a Bull Rush or Overrun attempt.5 1 1 . This property may be stacked up to twice. provided you end this movement adjacent to that enemy.5 2 2 .5 4 . and cannot take an attack of opportunity nor can he choose to avoid the overrun attempt.5 6. Staggering-If you score a critical hit with this weapon.

Nonthreatening. Stealth Spoiler Battle Instrument-A weapon with this property may function as both a musical instrument and a weapon. they may add their ranks in bluff to the DC to identify the weapon. Crossbows gain +10ft to their range increment any time their damage die is increased or split. . A crossbow requires a move action to reload before it may be fired again. This property may be taken a second time to allow for striking adjacent. One-Handed-A crossbow with this property may be used one handed Quick-Loading-A crossbow with this property may reload as a free action. Bows gain +10ft to their range increment any time their damage die is increased or split. Both the instrument functionality and the weapon functionality may be masterworked. Reach-A weapon with this property may strike an area 5ft further than normal. This property may be stacked twice. but both must be paid for separately. Riding-A weapon with this property reduces the penalties for shooting while mounted by 2. Concealable-A weapon with this property grants a +4 bonus to sleight of hand checks to be hidden. If it is being wielded by a person proficient with the weapon. Loading a new case of 5 bolts is a move action that provokes attacks of opportunity.A weapon with this property appears to be a normal non-threatening object without careful observation. Reach Spoiler Charger-A weapon with this property deals double damage when used with a mounted charge. Crossbow-A crossbow is a type of ranged weapon that is typically harder to reload. but cannot strike the area adjacent. but it may only be used as one or the other in a given round. Mighty-A ranged weapon with this property allows the user to add their strength to damage. It takes a DC20 sense motive check to identify the weapon for what it is. up to a total penalty reduction of 4. Repeating-A crossbow with this property stores 5 rounds. that may be used without needing to reload.Bow-A Bow is a projectile weapon that may be reloaded as a free action.

but incurs a -2 penalty to attack rolls when used in this way. and has a 50ft range increment. To catch a returning weapon. A character may stack this property multiple times. Heavy Thrown-A thrown weapon with this property allows the wielder to use his strength modifier for attack rolls. allowing a total of up to 4 points of cover bonus to be ignored. Thrown-A thrown weapon is a weapon specifically designed to be thrown. Melee Adaption-This property may be applied to a sling or thrown weapon. The spike may not be enchanted or upgraded separately from the shield. A thrown weapon may be used in melee as a light weapon.If a proficient user manages to hit their target. The user immediately makes a second attack roll at the same bonus-2 for this attack. however any enhancement bonus increase to Armor Class also applies as a bonus to attack and damage rolls with the spikes.An armor with this property bestows a +2 bonus to the wearer to resisting the specified type of combat maneuver. rather than dexterity. with no limit. allowing it to be used in melee without the normal penalty to hit. An attack may ricochet only once. and made in such a way that it can blend in easier with surroundings. Armor/Shield Spike-This property adds spikes to the armor/shield. allowing it to be used as a weapon. the user must make an attack roll against AC 10. for a total of +4 bonus to any given maneuver. the weapon ricochets to an adjacent target. Failure indicates the weapon scatters 10' in a random direction (refer to splash weapon rules for details on scattering in a random direction). Camouflaged-Camouflaged armor has coloring patterns that are duller than normal armor. Throwing-A melee weapon with this property may be thrown at a 10ft range increment.Thrown Spoiler Arc-A weapon with this property allows the user to make attacks bypass up to 2 points of cover bonus to AC. Acid Resist-An armor with this property has Acid Resistance equivalent to its rating. This property may be stacked up to 4 times. This property may be stacked twice. . This property eliminates up to 3 points of ACP from hide checks (ACP still applies to other skills normally). Armor Property Descriptions +2 to resist maneuver. The property may also be taken multiple times with different maneuvers. The properties of the spike are listed on the Martial Weapons table. as if he were throwing the weapon.A weapon with this property flies back to a proficient user on a miss. Returning. Ricochet.

It may also be used to supply Cover to the wielder when fighting defensively or using combat expertise. Sidebar: Fortification Spoiler Here I've changed how fortification works. Medium Fortification is +8. Damage Resistance-An armor with this property grants DR/. This bonus AC counts against sneak attacks and other precision effects. it does cost more for the first point of damage resistance to be added to the armor. However. On a 28 he will hit and also get to add his sneak attack damage. the tower shield provides Total Cover. but to deal any extra precision damage the attack must beat the enhanced AC from fortification. The easy conversion here is: Light Fortification is +4.equivalent to its rating. for a total of a +4 bonus to AC vs crits. If an attack with precision damage hits. Increase Max Dex-An armor that has been improved may have its max dex increased. Cover-This property may be applied only to a shield. and use the old armor properties as normal. A character may stack this property multiple times. A character may stack this property multiple times. (Alternatively you can make this a +12. A character may stack this property multiple times. Fortification-An armor with this property grants the wearer an additional +1 AC against critical confirmation rolls. Dextrous-Dextrous armor has very flexible gloves/gauntlets and joints to allow for slick tricks. you can easily make the bonus only apply against crit threats. Heavy Fortification and Immunity from other sources remains as normal. Electricity Resist-An armor with this property has Electricity Resistance equivalent to its rating. with no limit. it may be treated as such for purposes of encumbrance. The cover property allows a shield to provide soft cover at all times when other cover is not available. Fire Resist-An armor with this property has Fire Resistance equivalent to its rating. resulting in the armor's weight being reduced by 1lb per .Cold Resist-An armor with this property has Cold Resistance equivalent to its rating. A character may stack this property multiple times. but it is doable by an attacker with sufficient skill) If you don't wish to use these fortification rules. This property may be stacked up to 4 times. it deals damage as normal. It is recommended if you do to make this property provide twice its usual bonus however. Fortification provides extra AC against critical hits.This property eliminates up to 3 points of ACP from Slight of Hand checks (ACP still applies to other skills normally). with no limit. with no limit. with no limit. Rather than a miss chance against crits. When taking a full defense action. Increasing the maximum dexterity of the armor usually involves removing or rearranging some of the armor for a better fit. which makes the attack unlikely to crit. So if a Rogue attacks a Fighter he is flanking with 24 AC and Fortification 4. on a 25 he will hit and deal normal damage. Even if the armor itself isn't lighter.

This property eliminates up to 3 points of ACP from move silently checks (ACP still applies to other skills normally). Bolts. Masterwork. This property eliminates up to 3 points of ACP from tumble checks (ACP still applies to other skills normally). This weight reduction on base armors usually comes from using a non-metal material such as leather or hide. (For example a heavy armor that weighs 60lbs could be reduced to 45 lbs. though normal caps still apply (for example a weapon with +4 bullrush using arrows with +4 bullrush still only has a +4. to make balancing in it easier. every quality increase gives a +1 bonus slot that may be used to enhance the gear as the crafter desires. and then if taken again would be reduced to 34lbs. Superior. the benefits of a masterworked arrow do stack with those of a masterworked weapon. you have only common. if you take a Glaive with Reach. Reduced ACP-An armor that has been improved may have its ACP reduced. Upright-Upright armor is designed with an internal support system. Reduced ASF-An armor may have its ASF reduced in intervals of 5%. [Section IV]Upgrading Your Gear (It's a Masterwork!) Weapons and Armor come in several different qualities. For example. In the standard D&D rules. due to being capped at +4 total) It is important to note if a property added overlaps with an already existing property. Arrows. not the base weight. rather than 30lbs) Rolling-Rolling Armor is balanced weight-wise and rounded on the outside for smooth rolling. Quick Don-An armor with this property has been constructed especially to be able to use the don hastily option without taking the normal penalty. Reduced Weight-An armor with this property has its weight reduced by 25%. and want . Slick-Slick armor has a slightly oiled feel about it. and does not have its weight doubled for encumbrance when swimming. that you only charge for the difference. each time you take 33% off of the current weight. and masterwork.armor category for every point the maximum dexterity is raised. and other Ammunition may also be upgraded to Masterwork as normal. Keeled-Keeled armor is specifically designed for swimming. Instead of a +1 enhancement bonus to hit. Exceptional. This modification may be taken multiple times. but improved armors may also make use of this property by reducing the amount of material used. This property eliminates up to 3 points of ACP from balance checks (ACP still applies to other skills normally). Muffled-Muffled Armor has padding muffling joints and interlocking pieces of armor so they create less noise. There are now four qualities of gear: Common. This property eliminates up to 3 points of ACP from escape artist checks (ACP still applies to other skills normally).

5 1 .to upgrade it to inclusive reach.5 .5 .5 1 1 1 2 . So your masterwork Glaive with inclusive reach would spend only 1 slot on that.5 1 1 .5 .5 1 1 1 2 Melee Weapon No Yes Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes No No Yes Yes Yes Yes Yes No No Yes Yes Yes Yes No Yes No No No No Yes Ranged Weapon No Yes Yes Yes Yes Yes No No Yes Yes Yes No No Yes No Yes Yes Yes Yes Yes No No Yes Yes Yes Yes Yes No Yes No Yes Yes Yes Yes No Ammunition Yes Yes Yes Yes No Yes No No Yes Yes Yes No No No No No No No No No No No No No No Yes No No Yes No No No Yes No No Chargebreaker Charger Concealable Deadly Deal an extra damage type Defensive Double Weapon Easy loading Finessible Hand Crossbow Heavy Thrown Increase Crit Threat Range Increase Crit Multiplier Knockback Light Finessible Melee Adaption Mighty Monk Weapon Non-lethal Non-Threatening Opportunist Range increment +10ft Reach 4 2 3 1 1 1 . Weapon Properties Upgrade +1 to Damage +2 to a combat maneuver Accurate Arc Battle Instrument Brutal 1 Slot Cost 1 .5 . and only charge the difference (1 slot).5 .5 1 1 1 0 .5 .5 2 2 1. then you take the cost of reach (1 slot) and subtract that from the cost of inclusive reach (2 slots).5 . and would still have two more slots worth of upgrades available.5 1 Increase Damage Dice1 Repeating Crossbow Return Ricochet Riding Bow Semi-Lethal .

increasing from 4d4 to 4d6 would cost 4 slots. 9.25 slot .25 slot . R1 Armor Properties Upgrade +1 to resist bull rush (max +4) +1 to resist trip (max +4) +1 to resist grapple (max+4) +1 to resist disarm (max+4) Acid Resist +1 Camouflaged* Cold Resist +1 Dextrous* Electricity Resist +1 Slot Cost .25 slots . G1. P1*. P4 B. M1. Two Handed Melee Weapons 1d10/1d10 19-20x2 1d10 19-20x4 - Slashing E2*. For example 19-20x4 uses 1 slot for x19-20. P4 B.25 slot . M6. making the combined cost 4 slots rather than the normal 3.25 slot .25 slots .5 1 1 . The 19-20 cost gets doubled to 2. 3 -Two Handed Weapons only 4 -This Property costs double on a one handed weapon Below are some sample masterwork weapons. P4 Base Weapon Whip Two-Bladed Sword .25 slots . 2 -Double the lower cost property when combining two crit modifiers. 2 slots for x4. increasing from 1d6 to 1d8 is 1 slot. but upgrading from 2d6 to 2d8 is 2 slots. E2*.25 slots .Upgrade Split Damage Dice Sudden Draw Throwing Tripping Slot Cost . Similarly. Masterwork Only Weapons One Handed Melee Weapons Whip-Dagger Swordchucks Talenta Sharrash Ranged Weapons Composite Greatbow Composite Longbow Composite Shortbow Greatbow Longbow Shortbow 2d8 1d12 1d10 x3 x3 x3 120ft 90ft 80ft Piercing Piercing Piercing B. designed at the Superior Quality level (2 bonus slots). then double the cost of one of the properties (so a 19-20x3 would cost 3 slots).5 Melee Weapon Yes Yes Yes Yes Ranged Weapon Yes No No Yes Ammunition No No No Yes 1 -The slot cost of this property is multiplied by the number of dice rolled. If the slot costs are equal. For example. M4.(Exotic) Dmg 1d8 Critical Range 19-20x2 - Type Special Slashing R1*. M6 Slashing 13 R1*.25 slots .

5 slots .25 slots . and crossbows and two-handed weapon takes up none. Creating Weapons All weapons have 8 slots. It is however.25 slots . with the effects stacking ** Upgrades of this type may use up to 6 total slots on armor. With all of the slot costs laid out.5 slots 1 slots 1 slot 2 slot 2 slots 3 Slots Decrease Armor Check Penalty by 1 . a light or throwing weapon takes up 2 slots. The number of slots each weapon type has left over for upgrades can be found on the chart below: The number of slots each weapon type has left over for upgrades can be found on the chart below: Proficiency Type Light One-Handed Two-Handed Throwing/Slings Bows Crossbows . [Section V]Optional Rule: Creating New Gear Now that we have all of this material.5 slots . Any upgrades of this type beyond the 6 slot limit costs 3 times as much as normal.5 slots . Making it a martial weapon takes up 3 slots.5 slots .25 slots . Making it an exotic doesn't take any.to an armor Cover Slot Cost . up to the DM to choose to allow the creation of a new weapon. All of the Weapons and Armor in this topic have been balanced according to this system. and he should consider it carefully before allowing it. rather than just having all slots going into straight damage for example. Similarly. there is another thing to consider.5 slots .Upgrade Fire Resist +1 Muffled* Rolling* Slick* Upright* Fortification +1 (max +4) Increase max dex +1** Increase existing DR by +1 Keeled Reduce ASF 5% Reduced Weight Quick Don Armor Increase Armor Bonus +1** Armor/Shield Spike Add DR 1/.5 slots * Can be taken twice. it is exceedingly easy to make new gear and it being balanced against the already existing gear. so following it should get equipment roughly in line with the rest. The DM should encourage any new weapons to be varied in use.25 slots .25 slots . Making a Weapon a simple weapon takes up 4 slots. a one-handed weapons and bows take up 1 slot. or up to 3 total slots on Shields.

which may be bought up normally. and a base armor value of 2. For example. Medium has 3. giving you a total of 6 ACP. You take 4 points of ACP.5 3 5 Max Total Slots Base Weight 10 lbs 30 lbs 60 lbs 5 lbs 10 lbs 15lbs 45lbs For example. such as an Armor Check Penalty which give extra slots to be used to upgrade other areas. etc) Creating Armor All Armor has 4 slots. All Weapons . making it Medium takes up 1 slot. ACP grants . the player Joe wants to design a new set of heavy armor for his Fighter/Wizard. The character making the armor has an 18 in dexterity so he wants a max dex of 4.Proficiency Type Simple Martial Exotic Light 2 3 6 One-Handed 3 4 7 Two-Handed 4 5 8 Throwing/Slings 2 3 6 Bows 3 4 7 Crossbows 4 5 8 So an exotic two handed weapon has all 8 slots available. So Light Armor has 2 Slots. and Heavy Armor takes no additional slots. so if you have a Light armor with 2 points of ACP. its base stats. a bow with 2d6 has 100ft.5 6 0 1. All Ranged Weapons .Start with a 50ft range. You then decide you want this armor for a caster. Pretty simple. and giving you 6 slots to customize the armor with. and can take up to 2 points in penalties. and Heavy has 4.start with a d4 damage die. so you spend 3 slots reducing the ASF from 30% to 0%. that Armor may have 3 slots worth of upgrades. and a 20x2 crit. The table below indicates each type of armor. Armor Type Light Armor Medium Armor Heavy Armor Buckler Light Shield Heavy Shield Tower Shield Base Slots 2 3 4 0 1 2 3 Base Armor 1 2 3 1 1 1 1 Base Base Max Dex ACP 2 1 0 0 -1 -2 -1 -2 Base ASF 10% 20% 30% 5% 5% 5% 15% 1 1. (So a bow with a d10 damage has a 80ft range. Making Armor Light takes up 2 Slots. But a Simple Light weapon has only 2 slots available. you have 4 slots you may use to customize it. how many slots are available to modify it.5 2 0 . letting the armor .5 slots.5 1 2 Max Penalty Slots 3 4. and how many penalty slots the armor may have. 2d8 has 110ft.Gain +10ft range for every time their damage die is increased or split. Bows and Crossbows . When designing a Heavy Armor. A Martial One-Handed Weapon has 4 slots available. Armor however can come with extra penalties.

reducing your armor class against crit confirmations. no armor may have a higher base value than 4 with these properties. For whatever reason. Gaudy-Your armor might be exceptionally shiny. There is one other restriction on custom armor: While some armor upgrades (such as elemental resistances and damage resistance) have no cap in how high they may be pushed overall. 4 max dex. The penalties you can apply are as follows: Armor Class Penalty-Your armor is built in a way that restricts your movement to provide better protection elsewhere. and all of the weapons have been codified. you gain . The armor would have a weight of 48 lbs. This penalty provides .5 slots to modify your armor. This penalty provides . Penalties As mentioned above. you gain . Elemental Vulnerability-Your armor is crafted in such a way that it is more vulnerable to a specific element. This penalty provides . For every point of ACP added to your armor.25 slots to modify your armor. Noisy-Your armor is built clumsily and generates much more noise when you move than one would expect. you cannot have a heavy armor with 28 points of fire resist as its default value. Increased Weight-Your armor is designed to be heavier than normal. For every point of vulnerability applied. But there are several new weapons. He then uses his last slot on +1 to armor. [Section VI] The Economics of Gear Buying Gear There are a lot of changes to weapons and armor above. when creating armor. For every point of Crit Vulnerability applied.25 slots to modify your armor. The costs for weapons and armor are given below: Gear Type Cost . Given that it makes sense for a codification of costs. So while you can have a Masterwork armor and armor specializabtion and push your fire resistance up to 20. and 6 ACP.25 slots to modify your armor. no ASF.5 slots to modify your armor. This increases the weight of your armor by 33%. or your armor might just be too bulky to slip into shadows. So the end result is a heavy armor with 4 AC. an armor with this property incurs a -3 penalty to hide checks. so you shouldn't be spending more money for a weapon that is functionally equivalent to another weapon. This flaw gives you 1 slot to modify your armor. to provide better protection elsewhere. to provide more protection. you gain . but one thing is conspicuously left out: How hard is it to make or obtain the item? For the most part. and the new masterwork rules. Bulky-Your armor is designed in a way that makes it particularly bulky. it might be made out of a material that is a strange color. you could use the default prices from the books for things from the book. Crit Vulnerability-Your armor leaves some vital areas vulnerable to provide better protection elsewhere.accommodate this costs another 2 slots. You incur a -3 penalty to your move silently checks. you can apply penalties to the armor to give it extra slots to work with. reducing movement speed by 5 even if the armor does not encumber you.5 slots to modify the armor.

You may double the time spent working on the item in exchange for reducing the DC by 5. This cost. unlike with normal 3. so upgrading a weapon that is already Exceptional to Superior costs the difference between the two (1800-300 = 1500gp). These new crafting rules replace the relevant sections of the crafting rules in the PHB. to halve the time spent crafting. He may do this as many times as he feels necessary. Crafting Gear Weapons and armor are made with the Weaponsmithing and Armorsmithing skills respectively. Alternatively. a common martial weapon takes a DC of 15 to craft. A simple weapon or light armor has a base DC to craft of 10. a craftsman may choose to take longer. by modifying the DC of the craft. every increase in quality of the weapon increases the DC of the craft by 5. the craftsman can add +5 to his DC. but a masterwork heavy armor takes a DC of 35 to craft.Gear Type Simple Light Weapon Cost 5sp Simple One-Handed Weapon 1gp Simple Two-Handed Weapon 2gp Martial Light Weapon 2gp Martial One-Handed Weapon 4gp Martial Two-Handed Weapon 8gp Exotic Light Weapon 8gp Exotic One-Handed Weapon 16gp Exotic Two-Handed Weapon 32gp Light Armor Medium Armor Heavy Armor Buckler Light Shield Heavy Shield Tower Shield Exceptional Superior Masterwork 30gp 60gp 120gp 5gp 10gp 20gp 40gp +300 gp +1800gp +4300gp These costs of upgrading weapon quality are inclusive. This is increased by 5 for a Martial Weapon or Medium Armor.5. making the item take a month to craft. Additionally. Crafting a piece of weapon or armor has a base timeframe of one week. However. but reducing the DC by 10. and 5 more for an Exotic Weapon or Heavy Armor. or try to speed the process up. So a crafter could increase his DC by 20 to . So for example. is the same for both weapons and armor. You may do this up to twice.

take the time from 1 week->3. The special materials are harder to work. without limit . these materials can be worked into more difficult positions with a skilled touch.5 days->2 days->1 day->half a day. Crafting a common weapon out of a special material is harder than crafting one out of common metals. However. giving a +5 DC to working with them. Masterwork actually gets a -1 to the DC for using the special materials) The following is a table of Craft DCs/Modifiers: Item Buckler Simple Weapon Light Armor Light Shield Martial Weapon Medium Armor Heavy Shield Exotic Weapon Heavy Armor Tower Shield Exceptional Quality Superior Quality Masterwork Quality Divide time by 2* Special Material Common Special Material Superior Increase time x2 Increase time x4 Base DC 5 10 10 10 15 15 15 20 20 20 +5 +10 +15 +5 +5 +1 -5 -10 Special Material Exceptional +3 Special Material Masterwork -1 *=Can be used multiple times. so the DC increase from working with a special material is reduced by 2 for every quality above common the craft is (so a exceptional weapon has only a +3 DC. Superior is +1.