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General Tabletop Discussion
*TTRPGs General
Non-magical weapon augments?
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<blockquote data-quote="Deset Gled" data-source="post: 5129816" data-attributes="member: 7808"><p>Personalized Grip: The grip is tailored to perfectly match one persons hands. That person receives a +2 bonus against disarm attempts. Anyone else trying to use the weapon receives a -4 nonproficiency penalty.</p><p></p><p>Perfectly matched: Two weapons are made that are perfectly matched. The wielder receives a +1 shield bonus to AC and +4 bonus to Balance checks when wielding both weapons.</p><p></p><p>Tempered: A special heat treatment gives weapons a greater hardness (to help prevent being sundered).</p><p></p><p>Sharpened: A highly sharpened bladed weapon can be treated as if it were Keen. This bonus disappears after the weapon successfully attacks 20 times (due to dulling of the blade).</p><p></p><p>Poison channels: Allows multiple coatings of poisons or other liquids to coat the weapon at one time (normal: only one coating allowed at a time). Two variants can be made. In the first, the second poison is activated at the same time as the first (a two-for-one blow). In the second, the second poison can only be used after the first wears off (removing the need to apply a second coat mid-battle)</p><p></p><p>Poisoned Guard: Allows poison to be applied to the hand guards of a weapon. If an enemy attempts to disarm you and fails, they must save against the poison (poison must be reapplied after each use).</p><p></p><p>Hardened Arrows: Unlike regular arrows, which break on contact, these arrows can be reused once. A second treatment after they have been used once allows them to be recovered again.</p><p></p><p>Thin arrows / Small bullets: This special ammunition takes up half the storage space of regular ammo. Quivers, bandoliers, and ammo bags can hold twice the normal capacity when these are used.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 5129816, member: 7808"] Personalized Grip: The grip is tailored to perfectly match one persons hands. That person receives a +2 bonus against disarm attempts. Anyone else trying to use the weapon receives a -4 nonproficiency penalty. Perfectly matched: Two weapons are made that are perfectly matched. The wielder receives a +1 shield bonus to AC and +4 bonus to Balance checks when wielding both weapons. Tempered: A special heat treatment gives weapons a greater hardness (to help prevent being sundered). Sharpened: A highly sharpened bladed weapon can be treated as if it were Keen. This bonus disappears after the weapon successfully attacks 20 times (due to dulling of the blade). Poison channels: Allows multiple coatings of poisons or other liquids to coat the weapon at one time (normal: only one coating allowed at a time). Two variants can be made. In the first, the second poison is activated at the same time as the first (a two-for-one blow). In the second, the second poison can only be used after the first wears off (removing the need to apply a second coat mid-battle) Poisoned Guard: Allows poison to be applied to the hand guards of a weapon. If an enemy attempts to disarm you and fails, they must save against the poison (poison must be reapplied after each use). Hardened Arrows: Unlike regular arrows, which break on contact, these arrows can be reused once. A second treatment after they have been used once allows them to be recovered again. Thin arrows / Small bullets: This special ammunition takes up half the storage space of regular ammo. Quivers, bandoliers, and ammo bags can hold twice the normal capacity when these are used. [/QUOTE]
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Non-magical weapon augments?
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