Just cust a portion of my player info sheet for some alt rules in my game. I run a very low magic world (no wiz,sorc,clr,druid). I included some of the additional modifires I let people add on. Just wondering what folk think.
Special Materials
Adamantium: This dark black metal has a slight green sheen to it and confers a +1 enhancement bonus to armor or weapons made from it. In addition because of the quality and malleability of Adamantium any craft or profession rolls made gain a +2 bonus if crafting Adamantium items. Adamantium costs 2000gp/lb and items made from it normally cost 3 times the price of the raw materials in addition to any other normal costs.
Mithral: This metal is the color of untarnished silver and is surprisingly light and hard. Armor or weapons made from it weight ½ as much as normal. It provides a +2 enchantment bonus to armor or weapons made from Mithral. Additionally armor made of Mithral counts as 1 category lighter. Mithral is even easier to work with than Adamantium and grants a +4 bonus to craft or profession rolls while making Mithral items. Mithral costs around 5000gp per lb. Mithral objects normally cost 3 times the price of the raw materials in addition to any other normal costs.
Death Fruit Tree Wood:
This wood is hard to work but provides a +2 enhancement bonus to wooden weapons and armor made from it. It is very difficult to work however imposing a –6 check penalty to craft rolls made with it. Death fruit tree wood objects normally cost 3 times the price of the raw materials in addition to any other normal costs.
Item creation:
When crafting an item you must state what quality item you are trying to
make. If you fail your roll but it's still high enough to make a lower
quality item you make that item instead. If you roll high enough to make a
higher quality item then you originally started out making you DO NOT make
the higher quality. (High rolls will reduce the time needed to make the item
though)
Shoddy: These weapons have a -1 to hit and dmg
Simple melee or thrown weapon 8
Martial melee or thrown weapon 9
Exotic melee or thrown weapon 13
Faux Shoddy: Made out of the poorest of materials these weapons break very easily in combat. These weapons cost 1/10 normal to make. They break on any attack roll
of 1. An appraise check equal with a DC of 11,12, or 16 for simple, martial, or exotic weapons will reveal a Faux weapon for what it is. In addition these weapons take half the normal time to make. They also impose a –2 to hit and dmg.
Simple melee or thrown weapon 11
Martial melee or thrown weapon 12
Exotic melee or thrown weapon 16
Normal:
Simple melee or thrown weapon 12
Martial melee or thrown weapon 15
Exotic melee or thrown weapon 18
Faux Normal: Made out of the poorest of materials these weapons break very easily in combat. These weapons cost 1/10 normal to make. They break on any attack roll
of 1. An appraise check equal with a DC of 15,18, or 21 for simple, martial, or exotic weapons will reveal a Faux weapon for what it is.
Simple melee or thrown weapon 15
Martial melee or thrown weapon 18
Exotic melee or thrown weapon 21
Masterwork: +5 These weapons add +1 to hit.
Simple melee or thrown weapon 22
Martial melee or thrown weapon 25
Exotic melee or thrown weapon 28
Faux Masterwork: Made out of the poorest of materials these weapons break very easily in combat. These weapons cost 1/10 normal to make. They break on any attack roll
of 1. An appraise check equal with a DC of 25, 28, or 31 for simple, martial, or exotic weapons will reveal a Faux weapon for what it is. These weapons do not provide the normal bonus for masterwork weapons.
Simple melee or thrown weapon 25
Martial melee or thrown weapon 28
Exotic melee or thrown weapon 31
Serrated: (failing when making this type of weapon ruins the weapon)
Deadly Weapons: +10 (failing when making this type of weapon ruins the weapon)
Balanced Weapons: +10 (failing when making this type of weapon ruins the weapon)
Exquisite Weapon: +15 (failing when making this type of weapon ruins the weapon)
Weapon crafting time.
Weapons take 1 day per 3 points of the DC. This time is reduced by 1 day
for every 6 points you roll above the DC. Minimum time is 1 day.
Example: It normally takes 5 days to craft a Martial Melee weapon. Our
smith though dose very will on his roll and manages to get a 27 (20 roll +7
skill). Since this is 12 points above the needed DC to make a normal
martial melee weapon he makes it in 3 days rather than 5 days (-2 days for
12 points above the DC).
Adamanitum adds +2 to skill rolls working with it.
Mithril adds +4 to skill rolls working with it.
1 Person may aid you in your forging adding +2 to your check (if they
succeed at a weapon smithing/blacksmithing check DC 10)
Masterwork tools add +2 to your smithing check.
5 ranks in profession Blacksmith adds a +2 synergy bonus.
5 ranks in metallurgy adds a +2 synergy bonus.
Weapon Modifiers
Being a land of little magic, the people of the Narrow Lands have developed a number of different techniques for smithing.
Deadly Weapons: These weapons have been specially crafted to hit harder. They don't critical as often, but when they do, it hurts. Only applies to weapons with a threat range of 19-20 or higher. Reduce the threat range by half, and increase the crit multiplier by 1. (IE: a 17-20 weapon with x2 critical becomes a 19-20 x3. A 19-20/x2 becomes a x3) Each application of this increases the weapon creation DC by 5 and the cost by 150gp.
Balanced Weapons: These weapons don't hit as hard, but they hit more precisely. Only weapons with a x3 multiplier or higher can be balanced. Double the threat range, and decrease the multiplier by 1. Each application of this increases the weapon creation DC by 5 and the cost by 150gp.
Serrated: Wicked serrations line the edges of these blades inflicting an additional 1-point of dmg. on each hit.
Hardened Weapons: Hardened weapons are extremely tough, made to withstand damage. Each application of hardened (3 max) adds one to the hardness of the weapon, or 3 hit points. Balanced or Deadly weapons may not be hardened. Each application of Hardening increases the cost by 100 gp for materials and increases the DC by 5.
Exquisite Weapons: In addition to masterwork weapons, truly great smiths can make exquisite weapons. Each race has a different type of exquisite weapon. The DC for exquisite weapons is base DC + 8 for small weapons, +10 for medium, or +12 for large. Exquisite weapons supercede any other modifications.
· Dwarves: Dwarven exquisite weapons are extremely well crafted. Piercing and slashing weapons have their threat range doubled (20 becomes 19-20, 19-20 becomes 17-20, etc). Blunt weapons, on the other hand, increase the critical multiplier by one (x2 becomes x3, x3 becomes x4, etc).
· Humans: Human exquisite weapons are crafted to leave behind bleeding wounds, as a flamberge weapon. Any hit that does damage leaves a bleeding wound that does one additional point of damage each round. These wounds stack, so if a target has been hit by a flamberge weapons 3 times, they will take 3 hit points of damage around. A wounded opponent can take a full-round action to bandaged a wound (heal check, DC 15). This action does provoke an attack of opportunity.
· Elven: Elvish exquisite weapons are forged close to the source of the lost elven magics. Their crafting causes them to take on echoes of the ancient conflicts, and they glow when they are unsheathed within 120' of either elves or Orcs. In addition, they are extremely sharp (+1 damage).
Special Materials
Adamantium: This dark black metal has a slight green sheen to it and confers a +1 enhancement bonus to armor or weapons made from it. In addition because of the quality and malleability of Adamantium any craft or profession rolls made gain a +2 bonus if crafting Adamantium items. Adamantium costs 2000gp/lb and items made from it normally cost 3 times the price of the raw materials in addition to any other normal costs.
Mithral: This metal is the color of untarnished silver and is surprisingly light and hard. Armor or weapons made from it weight ½ as much as normal. It provides a +2 enchantment bonus to armor or weapons made from Mithral. Additionally armor made of Mithral counts as 1 category lighter. Mithral is even easier to work with than Adamantium and grants a +4 bonus to craft or profession rolls while making Mithral items. Mithral costs around 5000gp per lb. Mithral objects normally cost 3 times the price of the raw materials in addition to any other normal costs.
Death Fruit Tree Wood:
This wood is hard to work but provides a +2 enhancement bonus to wooden weapons and armor made from it. It is very difficult to work however imposing a –6 check penalty to craft rolls made with it. Death fruit tree wood objects normally cost 3 times the price of the raw materials in addition to any other normal costs.
Item creation:
When crafting an item you must state what quality item you are trying to
make. If you fail your roll but it's still high enough to make a lower
quality item you make that item instead. If you roll high enough to make a
higher quality item then you originally started out making you DO NOT make
the higher quality. (High rolls will reduce the time needed to make the item
though)
Shoddy: These weapons have a -1 to hit and dmg
Simple melee or thrown weapon 8
Martial melee or thrown weapon 9
Exotic melee or thrown weapon 13
Faux Shoddy: Made out of the poorest of materials these weapons break very easily in combat. These weapons cost 1/10 normal to make. They break on any attack roll
of 1. An appraise check equal with a DC of 11,12, or 16 for simple, martial, or exotic weapons will reveal a Faux weapon for what it is. In addition these weapons take half the normal time to make. They also impose a –2 to hit and dmg.
Simple melee or thrown weapon 11
Martial melee or thrown weapon 12
Exotic melee or thrown weapon 16
Normal:
Simple melee or thrown weapon 12
Martial melee or thrown weapon 15
Exotic melee or thrown weapon 18
Faux Normal: Made out of the poorest of materials these weapons break very easily in combat. These weapons cost 1/10 normal to make. They break on any attack roll
of 1. An appraise check equal with a DC of 15,18, or 21 for simple, martial, or exotic weapons will reveal a Faux weapon for what it is.
Simple melee or thrown weapon 15
Martial melee or thrown weapon 18
Exotic melee or thrown weapon 21
Masterwork: +5 These weapons add +1 to hit.
Simple melee or thrown weapon 22
Martial melee or thrown weapon 25
Exotic melee or thrown weapon 28
Faux Masterwork: Made out of the poorest of materials these weapons break very easily in combat. These weapons cost 1/10 normal to make. They break on any attack roll
of 1. An appraise check equal with a DC of 25, 28, or 31 for simple, martial, or exotic weapons will reveal a Faux weapon for what it is. These weapons do not provide the normal bonus for masterwork weapons.
Simple melee or thrown weapon 25
Martial melee or thrown weapon 28
Exotic melee or thrown weapon 31
Serrated: (failing when making this type of weapon ruins the weapon)
Deadly Weapons: +10 (failing when making this type of weapon ruins the weapon)
Balanced Weapons: +10 (failing when making this type of weapon ruins the weapon)
Exquisite Weapon: +15 (failing when making this type of weapon ruins the weapon)
Weapon crafting time.
Weapons take 1 day per 3 points of the DC. This time is reduced by 1 day
for every 6 points you roll above the DC. Minimum time is 1 day.
Example: It normally takes 5 days to craft a Martial Melee weapon. Our
smith though dose very will on his roll and manages to get a 27 (20 roll +7
skill). Since this is 12 points above the needed DC to make a normal
martial melee weapon he makes it in 3 days rather than 5 days (-2 days for
12 points above the DC).
Adamanitum adds +2 to skill rolls working with it.
Mithril adds +4 to skill rolls working with it.
1 Person may aid you in your forging adding +2 to your check (if they
succeed at a weapon smithing/blacksmithing check DC 10)
Masterwork tools add +2 to your smithing check.
5 ranks in profession Blacksmith adds a +2 synergy bonus.
5 ranks in metallurgy adds a +2 synergy bonus.
Weapon Modifiers
Being a land of little magic, the people of the Narrow Lands have developed a number of different techniques for smithing.
Deadly Weapons: These weapons have been specially crafted to hit harder. They don't critical as often, but when they do, it hurts. Only applies to weapons with a threat range of 19-20 or higher. Reduce the threat range by half, and increase the crit multiplier by 1. (IE: a 17-20 weapon with x2 critical becomes a 19-20 x3. A 19-20/x2 becomes a x3) Each application of this increases the weapon creation DC by 5 and the cost by 150gp.
Balanced Weapons: These weapons don't hit as hard, but they hit more precisely. Only weapons with a x3 multiplier or higher can be balanced. Double the threat range, and decrease the multiplier by 1. Each application of this increases the weapon creation DC by 5 and the cost by 150gp.
Serrated: Wicked serrations line the edges of these blades inflicting an additional 1-point of dmg. on each hit.
Hardened Weapons: Hardened weapons are extremely tough, made to withstand damage. Each application of hardened (3 max) adds one to the hardness of the weapon, or 3 hit points. Balanced or Deadly weapons may not be hardened. Each application of Hardening increases the cost by 100 gp for materials and increases the DC by 5.
Exquisite Weapons: In addition to masterwork weapons, truly great smiths can make exquisite weapons. Each race has a different type of exquisite weapon. The DC for exquisite weapons is base DC + 8 for small weapons, +10 for medium, or +12 for large. Exquisite weapons supercede any other modifications.
· Dwarves: Dwarven exquisite weapons are extremely well crafted. Piercing and slashing weapons have their threat range doubled (20 becomes 19-20, 19-20 becomes 17-20, etc). Blunt weapons, on the other hand, increase the critical multiplier by one (x2 becomes x3, x3 becomes x4, etc).
· Humans: Human exquisite weapons are crafted to leave behind bleeding wounds, as a flamberge weapon. Any hit that does damage leaves a bleeding wound that does one additional point of damage each round. These wounds stack, so if a target has been hit by a flamberge weapons 3 times, they will take 3 hit points of damage around. A wounded opponent can take a full-round action to bandaged a wound (heal check, DC 15). This action does provoke an attack of opportunity.
· Elven: Elvish exquisite weapons are forged close to the source of the lost elven magics. Their crafting causes them to take on echoes of the ancient conflicts, and they glow when they are unsheathed within 120' of either elves or Orcs. In addition, they are extremely sharp (+1 damage).