Improved Masterwork (3.5e Feat)
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Improved Masterwork [General]
Improved Masterwork allows high DC Craft checks to improve weapons and armors with benefits greater than a simple +1 to attack or a reduction in armor check penalty. Some of the abilities are near magical, but all are ultimately mundane. Below is a list of possible effects, each added effect adds to the traditional DC 20 to create masterwork weapons or armor.
Prerequisite: Craft 4 ranks.
Benefit: Able to add additional non-magical benefits to weapons upon creation.
Normal: A masterwork weapon only gives +1 to attack, and masterwork armor only gives -1 to armor check penalties.
Unless stated, the benefits of various masterwork qualities do not stack. That is, you can't have two Lightweights for 50% weight reduction, or the like. You can apply multiple different effects, provided you can make the new DC.
Name | DC Cost | Effect | Price |
---|---|---|---|
Brutal | +5 | +1 to damage. Does not stack with enchantment bonuses. | 500 |
Lightweight | +15 | Weapon is 25% lighter. Stacks with mithril. | 500 |
Durable | +5 | Extra 10 hp and 5 hardness to weapon. | 500 |
Defending | +5 | +1 Shield Bonus when used defensively, +2 for two handed weapons. | 500 |
Hooked | +5 | +2 to Disarm checks, stacks with any inherent bonus from base weapon. | 500 |
Buster | +5 | +2 to Sunder checks, stacks with any inherent bonus from base weapon. | 500 |
Counterweight | +5 | +2 to Trip checks, stacks with any inherent bonus from base weapon. | 500 |
Concealable | +5 | +2 to Sleight of Hand checks to hide weapon, stacks with any inherent bonus from base weapon. | 500 |
Charging | +5 | +1 to attack bonus from charging. | 500 |
Gripped | +5 | +2 against Disarm checks, stacks with any inherent bonus from base weapon. | 500 |
Sturdy | +5 | +2 against Sunder checks, stacks with any inherent bonus from base weapon. | 500 |
Twinned | +5 | When wielding a particular weapon chosen at creation (say an improved masterwork knife paired with a longsword), the improved masterworked weapon's attack penalty is 1 less when used in two weapon fighting (no less than 0 penalty). | 500 |
Favored | +15 | Choose a favored enemy as per a Ranger, and gain a +1 to attack and damage against that enemy, stacks with Ranger's favored enemy. | 1000 |
Jagged | +15 | On a natural 20, weapon gets stuck in the enemy and requires a DC 15 Str check to remove (move action). Removal deals critical hit damage again. | 1000 |
Raging | +15 | Deals an extra +2 damage when raging. | 1000 |
Mighty Critical | +15 | Deal an extra 1d6 damage on a critical hit. | 1000 |
Name | DC Cost | Effect | Price |
---|---|---|---|
Brutal | +5 | +1 to damage. Does not stack with enchantment bonuses. | 500 |
Lightweight | +5 | Ammunition is 25% lighter and travels 25% further (Example: Lightweight arrows fired from a short bow have range increments of 75 instead of 60). Weight reduction stacks with mithril. Range increase stacks with anything that would increase range. | 500 |
Durable | +5 | Extra 10 hp and 5 hardness to ammunition. Ammunition that hits it's target has only a 50% chance of being destroyed or rendered useless rather than always being destroyed. | 500 |
Aerodynamic | +5 | Ammunition travels 75% further (Example: Aerodynamic arrows fired from a short bow have range increments of 105 instead of 60). Range increase stacks with anything that would increase range. | 500 |
Favored | +15 | Choose a favored enemy as per a Ranger, and gain a +1 to attack and damage against that enemy, stacks with Ranger's favored enemy. | 1000 |
Mighty Critical | +15 | Deal an extra 1d6 damage on a critical hit. | 1000 |
Name | DC Cost | Effect | Price |
---|---|---|---|
Comfortable | +5 | You may sleep in light or medium armor without becoming fatigued. Heavy armor given this effect requires a DC 20 Fort save or become fatigued. | 500 |
Lightweight | +5 | Armor is 25% lighter. Stacks with mithril. | 500 |
Quiet | +5 | +1 to Move Silently checks. | 500 |
Camo | +5 | +1 to Hide checks. | 500 |
Riders | +5 | +1 to Ride checks. | 500 |
Unstoppable | +5 | +2 to Overrun checks, stacks with any inherent bonus from base armor. | 500 |
Pusher | +5 | +2 to Bull Rush checks, stacks with any inherent bonus from base armor. | 500 |
Stylish | +5 | +1 to social skill checks while wearing this armor. | 500 |
Roadblock | +5 | +2 against Overrun checks, stacks with any inherent bonus from base armor. | 500 |
Unmoving | +5 | +2 against Bull Rush checks, stacks with any inherent bonus from base armor. | 500 |
Footsteady | +5 | +2 against Trip checks, stacks with any inherent bonus from base armor. | 500 |
Poor Grip | +5 | +2 against Grapple checks, stacks with any inherent bonus from base armor. | 500 |
Swimmers | +5 | +1 to Swim checks. | 500 |
Lesser Crash | +5 | Ignore the first 10 ft. of fall damage. | 500 |
Buffering | +15 | Gain DR 1/-. Stacks with adamantine qualities. | 1000 |
Free Movement | +15 | Reduce the armor check penalty by 1 again. | 1000 |
Protective | +15 | AC bonus raises by +1. | 1000 |
Crash | +15 | Ignore the first 30 ft. of fall damage. | 1000 |
Dodging | +15 | When using the Dodge feat, the dodge bonus is +2 instead of +1. | 1000 |
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