Weapon and Armour Qualities

Most weapons and armour are made by journeyman craftsmen. They’re typically of good quality, but nothing exceptional. Master craftsmen often watch over their less experienced brethren and offer advice on their works. Master craftsmen are, however, often sought out to produce exceptional arms and armour, equipment that not only enables its wielder but enhances them. Such mastercraft is uncommon, and always worth the extra gold that must be spent on it.

New Feat: Artisan Craftsman [General]

Your craftsmanship is exceptional, imprinting every item you create with your signature style.
Prerequisite: Craft (armoursmithing, bowmaking, or weaponsmithing) 4 ranks.
Benefit: Choose one of the following Craft skills in which you have at least 4 ranks: armoursmithing, bowmaking, or weaponsmithing. Whenever you craft a masterwork item using the chosen skill, you may apply any or all of the item qualities you know to the item.
You know one item quality plus one additional item quality per 5 ranks in the chosen skill, to a maximum of five item qualities at 20 ranks. Once you select an item quality, you may not exchange it later for a different one.
Special: You may take this feat multiple times. Its effects do not stack. Each time you take it, it applies to a different Craft skill.
Source: Dragon Magazine 358, pp 38 – 43

Basic Mechanics

This system allows you to add additional special qualities to a masterwork item you craft, or to purchase exceptional masterwork items form a master craftsman by adding new special item qualities to those good produced. In order to make an item with one or more of these qualities the craftsman must take the Artisan Craftsman feat above. Furthermore, the item they are crafting must be a masterwork item. Each quality applied adds to the DC and cost to produce the item. These increases in cost and DC are cumulative.

Item Qualities

Acid washed

Swords made of two or more metals are often acid washed in order to bring out the contrast in appearances between the two metals. Typically performed on blades, some craftsmen ave applied the technique to other metallic items. Acid washing creates elaborate and beautiful patterns on the surface of the item. Items created with this quality gain a +4 bonus on saves made against acid, rust, or disintegration.
Restriction: May only be applied to metal weapons and armour.
Additional Cost: +100 sp (light armour and weapons), +200 sp (medium and heavy armour); +5 to Craft DC.

Basket hilt

A basket hilt is an elaborate guard piece that serves to protect the hand holding the sword against attacks. Basket hilts come in many forms, form a nearly solid curved shield of metal to an elaborate woven pattern. Regardless of appearance, a basket hilt grants +4 bonus to CMD to resist being disarmed, and a +2 bonus to Parry attempts.
Restriction: May only be applied to swords.
Additional Cost: +50 sp; +3 to Craft DC.

Blood Groove

The fuller, or blood groove, is a furrow that travels down the length of a blade from tip to hilt, designed to reduce the weight and increase the strength of the blade. A difficult technique to master, it allows the swordsmith to forge lighter blades without diminishing the strength of the weapon. The fuller reduces the weight of the weapon by 20% or 1/2 lb., whichever is greater, and increases the hardness by +2.
Restriction: May only be applied to swords.
Additional Cost: +100 sp; +5 to Craft DC.

Caster Armour

More common in the southern lands of Halruaa and Nimbral, some armoursmiths specialize in creating armour that caters to the specialized needs of arcane casters. Such armour is more flexible, allowing a greater range of motion for the casting of spells with somatic components. A suit of armour with this quality reduces the arcane spell failure chance by 5%, making it easier for the caster to wear without interrupting spellcasting.
Restriction: May only be applied to armour with an arcane spell failure chance.
Additional Cost: +400 sp (light), +800 sp (medium), +1000 sp (heavy); +7 to Craft DC.


Although this technique is frowned upon by many, especially law-abiding citizens and city guards, there is still great demands for weapons that look like something else entirely. For example, a sword and its sheath that look like a cane. A deceptive weapon grants its barer a + 4 circumstance bonus on Sleight of Hand checks made to hide or otherwise disguise the item.
Restriction: May only be applied to weapons.
Additional Cost:+800 sp; +7 to Craft DC.

Enhanced Bracing

Weaponsmiths in regions with large, open terrain frequently learn to create spears and polearms specially designed to withstnad a charge forma mounted or raging opponent. Often this is accomplished with a special base that dis into the ground, preventing the weapon form slipping when the enemy hits it. A weapon with this quality provides a +2 circumstance bonus to damage rolls when set against a charge.
Restriction: May only be applied to spears and polearms that can be braced against a charge.
Additional Cost: +100 sp; +3 to Craft DC.

Environmentally Designed

In lands known for their extreme temperatures, armoursmiths learn special techniques to produce armour specially suited to the environment. In hot locales, this means vents, while in cold climates it means a layer of insulating material. A suit of armour with this quality provides a +2 circumstance bonus on saving throws against extreme heat or extreme cold (determined at the time the armour is created).
Restriction: May only be applied to armour.
Additional Cost: +100 sp; +5 to Craft DC.


Although masterwork armour already offers an improved range of motion, its is not as effective as armour that is made for a specific individual. Custom-fitted armour offers a greatly improved range of motion for the intended wearer. Fitted armour reduces the armour check penalty by 2, the arcane spell failure chance by 5%, and increase the maximum dexterity bonus by +1, but for the person for whom it is crafted only. For all other wearers, even those of similar height and build, the armour check penalty in increased by 1 and the maximum Dexterity bonus is decreased by 1. Armour with this quality can be re-sized for an individual with a similar build and of a similar height for 5% of the armour’s total cost.
Restriction: May only be applied to a suit of armour.
Additional Cost: +800 sp (light), +1000 sp (medium), +1200 (heavy); +5 to Craft DC

Folded Metal

A technique perfected by blacksmiths to increase the strength of their creations, the folded metal technique makes for highly durable weapons. A weapon crafted with this technique gains a +4 bonus to hardness. Armour gains a +1 enhancement bonus to the Damage Reduction it provides.
Restriction: May only be applied to metal weapons and armour.
Additional Cost: +200 gp; +7 to Craft DC.


One of the most valuable techniques an armoursmith can learn is how to reduce the overall weight of the armour without sacrificing any of the protection it provides. Lightweight armours are extremely valuable, and are much sought after by adventurers and soldiers. the overall weight of a suit of armour with this quality is reduced by 20% or 1 pound, whichever is greater.
Restriction: May only be applied to armour.
Additional Cost: +200 sp; +7 to Craft DC


After many trials and errors bowyers and crossbow makers learned the secrets to making long-ranged weapons. Although not a difficult process once the trick is known, discovering it can often be an arduous task. A weapon with the long-range quality increases its range increment by +20 feet.
Restriction: May only be applied to bows and crossbows.
Additional Cost: +100 sp; +3 to Craft DC.


Althoguh most soldiers in the fild care little for the decorative aspects of a weapon, many craftsment pride themselves on their ability to make a weapon both utilitarian and beautiful. Ornate weapons and armour are often a symbol of prestige, honour, or station. Ornate weapons and armour provide a +2 circumstance bonus on Diplomacy or Intimidate checks (chosen when the item is crafted) when wielded or worn in an appropriate setting.
Restriction: May be applied to any weapon or suit of armour
Additional Cost: +400 sp (light), +600 sp (medium and heavy), +500 (weapon); +5 to Craft DC.

Perfect Balance

Weaponsmiths know the value of stability, and they often strive for the perfect balance point on every weapon they create. While a poorly balanced weapon can make a wielder clumsy, a weapon with a perfectly distributed weight can help a combatant remain effective even when unstable. A melee weapon with this quality grants the wielder an additional +1 bonus to AC when taking the Total Defence action. This bonus also applies to Parry attempts.
Restriction: May only be applied to melee weapons.
Additional Cost: +100 sp; +5 to Craft DC.

Razor Sharp

Some craftsmen coax a superior edge from a blade. A bladed weapon with this quality deals an extra +1 point of damage.
Restriction: may only be applied to bladed slashing weapons.
Additional Cost: +1000 sp; +6 to Craft DC


One of the most challenging techniques, reinforcement is also one of the most highly sought after qualities for a suit of armour. Reinforcement effectively makes what some would consider lesser armour into something much more useful. Armour with this quality increases it armour bonus by 2 (1 to AC and +1 DR), but it weighs 10% more (minimum 2 pounds).
Restriction: Can only be applied to armour.
Additional Cost: +800 (light), +1000 (medium), +1200 (heavy); +10 to Craft DC.


Adventurers, more than any other people, see the value of durable weapons and armour. Those craftsmen who can create gear that stands up to punishment better than common good find their services in high demand. Weapons and armour with this quality have 5 more hit points than would be normal for the material they are made from.
Restriction: May be applied to all weapons and armour.
Additional Cost: +200 sp; +5 to Craft DC.


One of the tricks used to make armour more attractive to prospective buyers is to make it more flexible. Heavy armour does a warrior no good when they rely on their agility at least as much as their physical might. A suit of armour with this quality increases its maximum Dexterity bonus by +1. The penalty for Parry attempts is further reduced by 1.
Restriction: May only be applied to armour.
Additional Cost: +200 sp (light and medium), +300 sp (heavy); +5 to Craft DC.


Dealing particularly nasty wounds, a serrated weapon possesses small notches along the edge of the blade that tear the flesh, much like a saw. Serrated weapons are outlawed in many civilized lands. Weapons with this item quality cause excessive bleeding, even after the initial damage, dealing 1 point of damage each round for 1d4 rounds following a successful hit. This repeating damage does not apply to creatures immune to critical hits.
Restriction: May be applied to slashing and piercing weapons only.
Additional Cost: +600 sp; +5 to Craft DC.

Vital Coverage

One of the greatest flaws facing armour are the large number of vulnerable points. Although no suit of armour can completely protect a wearer, some armoursmiths make sure to reinforce the armour near vital areas. Any suit of armour with this quality grants an additional + 2 armour bonus to against attacks made to confirm critical hits, and provide an additional 1 DR against successful critical hits (+2 for heavy armour).
Restriction: May only be applied to armour.
Additional Cost: +200 sp (light), +400 sp (medium), +1000 (heavy); +7 to Craft DC.

Legendary Craftsmanship

Master Craftsman [General]

Your superior crafting skills allow you to create simple magic items.

Prerequisites: 5 ranks in any Craft or Profession skill.
Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Attune Gem, Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You can also take feats that modify these Item Creation feats, such as Exceptional Artisan,Magical Artisan or Portal Master. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-completion item.
Normal: Only spellcasters can qualify for the Attune Gem, Craft Magic Arms and Armor and Craft Wondrous Item feats.

Weapon and Armour Qualities

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