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Thread: Crafting
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12-14-2003, 05:04 AM #1
Has anyone seen anything more sophisticated for crafting? I`d like to make
tool crafting, but especially weapon crafting, a bit more interesting. Not
the mechanics, the results. What I am not inclined to do is just make
weapons better by tacking on pluses. Maybe conditional plusses, like +1
when used defensivly (either the full defense action or using the Expertise
feat), +1 to opportunity attacks, +1 to flank attacks, +1 sunder damage, +1
to attacks from horseback, +1 to cleave attacks, or +1 when wielded
two-handed. Something to reward the character who makes his own weapon, or
makes one for another player. I am thinking of requiring an additional DC
20 craft check to add the bonus, and no check can fail in the crafting of
such a masterwork weapon.
I think that Becht craftsmen sometimes seek to establish shops in foriegn
towns to convert their superior craftsmanship into a higher income, rather
than compete against so many master craftsman at home. Its a handy way to
explain Brecht PC`s in any campaign, if they have high craft ranks. I have
such a PC, and would like to see more involved in crafting cool weapons,
both in the investment and the reward side of things. If anyone has ideas,
seen stuff on this, or just has comments I would be interested.
In similar lines, I have also being wondering about Shamanistic approaches
to magical weapons. Rjurik Shamans are known as seidhr, IMC. Seidhr are
effectivly awakening spirits in weapons, summong spirits to weapons, and
transfering some of the spirit of the owner to the weapon. The owner of the
weapon pays the xp cost, and this creates a bond between the weapon and its
wielder (which can become important if we move as far as intelligent
weapons). The cots in gp is for the ritual. dealing with the spirit world
can be dangerous, and every precaution must be taken, lest a harmful spirit
seize the weapon. The xp cost of Ancestoral Daisho is doubled compared to
normal magic weapon creation, and I think I will likewise double the xp
cost. I don`t think special abilities can be added to weapons until the
weapon is intelligent by this means, because the spirit of the weapon must
be sufficiently powerful. Intelligent weapons don`t talk. The owner may
take the feat Limited Awareness, which gives you the ability to communiate
with familiar spirits normally. Ancestors don`t have to appear in dreams or
move your lantern to send you hints. You can talk to them normally.
Familiar spirits include ancestors, house spirits, the spirit of your
weapon, and any other spirit the DM rules you have a familiar connection to.
Other means of communicating with spirts (spells, more powerful feats) also
work. Seidhr magic doesn`t combine easily with divine or arcane magic. I
think this kind of magic item creation is more common among druid than the
divine item creation, so that most magic items of Rjurik creation are
possessed of a spirit, rather than divine powers. Relying on Viking thought
on such things, non-Rjurik weapons can`t be imbued with spirits. Perhaps
some kind of Anuirean necromancer could locate a lance-spirit, but not the
Rjurik. Most such weapons are axes, swords, and bows. Quartertaves and
spears are less common. Typically only druids awaken the spirit of a
quarterstaff. Spears are a commoner`s weapon, and they typically lack the
resources to have their weapons awakened.
Kenneth Gauck
kgauck@mchsi.com
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