trentonjoe
Explorer
This is for the new Shark World idea but I thought I would run it by everyone.
Snow Weapons:
An ancient elvish process can make snow as hard as steel. These weapons are cold to the touch and usually white in appearance. Weapons created by this process have the same hardness and hit points (10 and 30 per inch) as their iron counterparts. The weapons are also immune to cold damage. They impart no special abililies on the wielder, however.
In addition, the weapons also do one extra point of cold damage on a successful attack. This will stack with frost enchantments and similar magic. Any weapon that weighs more than one pound can receive this benefit.
These weapons have drawbacks however. They take double damage from fire damage (again no special disadvantage to the wielder) and are less effective underwater. Since the weapon tends to freeze the water around it, it hampers the ability of its wielder to swing as hard. This results in a –2 penalty to attack and damage rolls underwater.
To create such weapons the weaponsmith must have at least 5 ranks in Craft (elvish weaponsmithing). Raw materials cost an extra 500gp per weapon size (Small and under +500, Medium +1,000, Large +1,500, etc.) and the DC is 20. Masterwork weapons require a doubling of the raw material cost and the DC becomes 25. Masterwork weapons can be enchanted but cannot receive any elemental enhancement (Flaming, Acid, etc.) other than Frost.
Snow Weapons:
An ancient elvish process can make snow as hard as steel. These weapons are cold to the touch and usually white in appearance. Weapons created by this process have the same hardness and hit points (10 and 30 per inch) as their iron counterparts. The weapons are also immune to cold damage. They impart no special abililies on the wielder, however.
In addition, the weapons also do one extra point of cold damage on a successful attack. This will stack with frost enchantments and similar magic. Any weapon that weighs more than one pound can receive this benefit.
These weapons have drawbacks however. They take double damage from fire damage (again no special disadvantage to the wielder) and are less effective underwater. Since the weapon tends to freeze the water around it, it hampers the ability of its wielder to swing as hard. This results in a –2 penalty to attack and damage rolls underwater.
To create such weapons the weaponsmith must have at least 5 ranks in Craft (elvish weaponsmithing). Raw materials cost an extra 500gp per weapon size (Small and under +500, Medium +1,000, Large +1,500, etc.) and the DC is 20. Masterwork weapons require a doubling of the raw material cost and the DC becomes 25. Masterwork weapons can be enchanted but cannot receive any elemental enhancement (Flaming, Acid, etc.) other than Frost.