Crafting Feats (Variant for Improving Masterwork) [Archive] - Wizards Community

Post/Author/DateTimePost
Darth Sephiroth

02-18-07, 01:55 AM
While flipping through the Races of Stone book and looking at the Dwarvencraft items, I started thinking about other things that could be used to distinguish between well known crafters and the abilities each would have. These feats would be used to signify special crafting options for the master smiths.

Apprentice Weaponsmith [Item Creation]
You have been training under the wings of a Mastersmith.
Prerequisites: Skill Focus [Craft (Weaponsmithing)], Craft (Weaponsmithing) 4+ ranks, Must have crafted at least 1 weapon of at least masterwork quality
Benefit: You gain a +2 bonus to all Craft (Weaponsmithing) checks and the time it takes to craft weapons is reduced by 25%. Also you may instantly identify any weapon you have personally crafted as the spell, doing so is a free action. Further, when you take this feat you may select one "Makers Mark" choice that you may craft into a Masterwork Item by increasing the Masterwork DC by 5.

Recognized Weaponsmith [Item Creation]
You have been trained in the arts of creaing superb weaponry.
Prerequisites: Apprentice Weaponsmith, Craft (Weaponsmithing) 9+ ranks
Benefit: You gain an additional +2 bonus to all Craft (Weaponsmithing) checks you make. You also gain a +2 bonus to all Charisma based checks when dealing with someone who has 4 or more ranks in Craft (Weaponsmithing) or has wielded a weapon of your creation for at least 1 month. Further, when you take this feat you may select one "Makers Mark" choice that you may craft into a Masterwork Item by increasing the Masterwork DC by 5.

Master Weaponsmith [Item Creation]
You are a well known master at forging weapons that are known far and wide.
Prerequisites: Recognized Weaponsmith, Craft (Weaponsmithing) 15+ ranks
Benefit: You gain an additional +2 bonus to all Craft (Weaponsmithing) checks you make. Any weapon you make has it's value treated as double the normal cost of the weapon and wielding one grants a nonmagical +1 bonus to Diplomacy and Intimidate to anyone with 2 or more ranks in Craft (Weaponsmithing). Further, when you take this feat you may select one "Makers Mark" choice that you may craft into a Masterwork Item by increasing the Masterwork DC by 5.

Apprentice Bowmaker [Item Creation]
You have been training under the wings of a Masterbowmaker.
Prerequisites: Skill Focus [Craft (Bowmaking)], Craft (Bowmaking) 4+ ranks, Must have crafted at least 1 weapon of at least masterwork quality
Benefit: You gain a +2 bonus to all Craft (Bowmaking) checks and the time it takes to craft weapons is reduced by 25%. Also you may instantly identify any weapon you have personally crafted as the spell, doing so is a free action. Further, when you take this feat you may select one "Makers Mark" choice that you may craft into a Masterwork Item by increasing the Masterwork DC by 5.

Recognized Bowmaker [Item Creation]
You have been trained in the arts of creaing superb bows and arrows.
Prerequisites: Apprentice Bowmaker, Craft (Bowmaking) 9+ ranks
Benefit: You gain an additional +2 bonus to all Craft (Bowmaking) checks you make. You also gain a +2 bonus to all Charisma based checks when dealing with someone who has 4 or more ranks in Craft (Bowmaking) or has wielded a weapon of your creation for at least 1 month. Further, when you take this feat you may select one "Makers Mark" choice that you may craft into a Masterwork Item by increasing the Masterwork DC by 5.

Master Bowmaker [Item Creation]
You are a well known master at forging bows that are known far and wide.
Prerequisites: Recognized Bowmaker, Craft (Bowmaking) 15+ ranks
Benefit: You gain an additional +2 bonus to all Craft (Bowmaking) checks you make. Any weapon you make has it's value treated as double the normal cost of the weapon and wielding one grants a nonmagical +1 bonus to Diplomacy and Intimidate to anyone with 2 or more ranks in Craft (Bowmaking). Further, when you take this feat you may select one "Makers Mark" choice that you may craft into a Masterwork Item by increasing the Masterwork DC by 5.

Apprentice Armorsmith [Item Creation]
You have been training under the wings of a Masterbowmaker.
Prerequisites: Skill Focus [Craft (Armorsmithing)], Craft (Armorsmithing) 4+ ranks, Must have crafted at least 1 weapon of at least masterwork quality
Benefit: You gain a +2 bonus to all Craft (Armorsmithing) checks and the time it takes to craft Armor is reduced by 25%. Also you may instantly identify any weapon you have personally crafted as the spell, doing so is a free action. Further, when you take this feat you may select one "Makers Mark" choice that you may craft into a Masterwork Item by increasing the Masterwork DC by 5.

Recognized Armorsmith [Item Creation]
You have been trained in the arts of creaing superb bows and arrows.
Prerequisites: Apprentice Armorsmith, Craft (Armorsmithing) 9+ ranks
Benefit: You gain an additional +2 bonus to all Craft (Armorsmithing) checks you make. You also gain a +2 bonus to all Charisma based checks when dealing with someone who has 4 or more ranks in Craft (Armorsmithing) or has wielded an armor of your creation for at least 1 month. Further, when you take this feat you may select one "Makers Mark" choice that you may craft into a Masterwork Item by increasing the Masterwork DC by 5.

Master Armorsmith [Item Creation]
You are a well known master at forging bows that are known far and wide.
Prerequisites: Recognized Armorsmith, Craft (Armorsmithing) 15+ ranks
Benefit: You gain an additional +2 bonus to all Craft (Armorsmithing) checks you make. Further, when you take this feat you may select one "Makers Mark" choice that you may craft into a Masterwork Item by increasing the Masterwork DC by 5.
Special: Any armor you make has it's value treated as double the normal cost of the Armor and anyone wearing armor you made grants a nonmagical +1 bonus to Diplomacy and Intimidate to anyone with 2 or more ranks in Craft (Armorsmithing).

Masterful Craftsman [Item Creation]
You have improved your ability to craft items far beyond the normal level.
Prerequisites: Craft (Any) 6+ ranks, Ability to apply any "Makers Mark"
Benefit: You gain the ability to apply 2 additional Makers Marks
Special: This feat may be selected multiple times, each time allowing the further choice of 2 additional "Makers Marks"

Craftsmaster [Item Creation]
You are the pinacle of your craft..
Prerequisites: Craft (Any) 21+ ranks, Know at least 9 Makers Marks
Benefit: The DC to apply each makers mark is reduced to +3 per mark. Further you may apply a single Makers Mark without raising the Crafting DC. You gain a +2 Bonus to all Craft checks for amunition, armor, and weapons as well as to all Appraise Checks concerning them. You also gain the ability to craft a weapon as if it were a +1 weapon instead of Masterwork for the costs of Masterwork.

Legendary Crafter [Item Creation]
Your training in making things is the pinacle of what is known.
Prerequisites: Craft (any) 18+ ranks, Know at least 2 Makers Marks
Benefit: When crafting an item with Makers Marks, you gain a +1 bonus to craft that item for each makers mark being applied. Further any item you make has its crafting time reduced by 1/2.

Lore of the Makers [General]
You have a profound knowledge of various crafters and their marks, and have some knowledge as to their properties when you find them.
Prerequisites: Appraise 4+ ranks, BAB 1+
Benefit: You can instantly identify the maker of an item with a Makers Mark that you have used. Further you gain a +4 to all checks to negotiate the creation of items from a craftsman who you have an item made by that possesses a Mark. Any items made specifically for you by a craftsman that you wield give you a +1 Morale bonus to AC (If armor and worn) or Attack (If a weapon) with that weapon.

Masterfletcher [Item Creation]
You have a talent for making special ammunition.
Prerequisites: Apprentice Bowmaker
Benefit: Arrows made by you that hit their target are not lost and are treated as if they had missed for recovery rules. Arrows that missed gain a +5 bonus to recovery rolls. Further, when you score a critical hit with a bow using one of your arrows that slays or destroys a target, you may immediately make an attack against someone in a straight line from you and the target within range with the same arrow.

Materials Mastery [Item Creation]
You have mastered a method of merging multiple materials into a single item.
Prerequisites: 5+ ranks in three or more different craft skills.
Benefit: When crafting items out of special materials, you may utilize multiple materials. The cost increase for such items starts with the base increase of the most expensive and add half-cost of each additional material.

Mark Focus [General]
Your have a focus on wielding weapons with a certain Makers Mark.
Prerequisites: BAB +1
Benefit: Select one Makers Mark, any weapon with that Mark you gain the effects of the Weapon Focus feat.
Special: This feat may be selected multiple times, each time applying its effects to another mark. You may only gain the benefits on any weapon once no matter how many marks are on a weapon you are wielding and it does not stack with an applicable Weapon Focus. You may use this feat to qualify for feats that require Weapon Focus, applying their benefits to Weapons with a specific Makers Mark. A Fighter mary select Mark Focus as a Fighter Bonus feat.

Epic Craftsman [Item Creation, Epic
Your training in your art is legendary in its own right.
Prerequisites: Legendary Crafter, Craftsmaster, Craft (Any) 24+ ranks
Benefit: When you craft a weapon it is treated as a nonmagical +1 Enhansement bonus instead of the normal Masterwork bonus.
Special: This feat may be selected multiple times, each time the nonmagical enhansement you grant your items by 1.

Epic Weaponsmith [Item Creation, Epic]
Your weapons are the stuff of legend.
Prerequisites: Master Weaponsmith, Epic Craftsman, Craft (Weaponsmithing) 27+ ranks
Benefit: When crafting taking 10 does not effect the length of time it takes to craft a weapon. Further you may use scrolls when crafting to grant magical properties to weapons as if you knew the spell with a caster level equal to 1/2 your ranks in Craft (Weaponsmithing) for weapons for properties equal to twice that granted by your Epic Craftsman feat. Further, you gain 1 additional Makers Mark you may apply to a weapon.

Epic Bowmaker [Item Creation, Epic]
Your bows and arrows are the stuff of legend.
Prerequisites: Master Weaponsmith, Epic Craftsman, Craft (Bowmaking) 27+ ranks
Benefit: When crafting taking 10 does not effect the length of time it takes to craft a bow or arrow. Further you may use scrolls when crafting to grant magical properties to weapons as if you knew the spell with a caster level equal to 1/2 your ranks in Craft (Bowmaking) for weapons for properties equal to twice that granted by your Epic Craftsman feat. Further, you gain 1 additional Makers Mark you may apply to a weapon.

Epic Armorsmith [Item Creation, Epic]
Your armor is legendary in its resiliance.
Prerequisites: Master Weaponsmith, Epic Craftsman, Craft (Armorsmithing) 27+ ranks
Benefit: When crafting taking 10 does not effect the length of time it takes to craft armor. Further you may use scrolls when crafting to grant magical properties to armoras if you knew the spell with a caster level equal to 1/2 your ranks in Craft (Armorsmithing) for armor for properties equal to twice that granted by your Epic Craftsman feat. Further, you gain 1 additional Makers Mark you may apply to armor.
Darth Sephiroth

02-18-07, 01:55 AM
Weapon Makers Marks
Mark Effect
----------------------------------------
Harder +2 Hardness, +10 HP

Edged +1 Damage

Sharp When dealing a critical hit,
damage is as if the weapon
were one size larger.

Wicked Critical Multiplier is
increased by 1 on a
natural 20 on either
the to hit or confirmation
rolls

Piercing Ignores one point of DR or
hardness

Celestial Does damage as 1 size larger
against evil beings

Fiendish Does damage as 1 size larger
against good beings

Axiomatic Does damage as 1 size larger
against chaotic beings

Anarchic Does Damage as 1 size larger
against lawfull beings

Living Does Damage as 1 size larger
against Undead

Gremlin Does Damage as 1 size larger
against constructs

Hunters Does Damage as 1 size larger
against Animals and Magical
Beasts

Iron Does damage as 1 size larger
against Fey

Giant Does damage as 1 size larger
against Giants

Dissolving Does damage as 1 size larger
against Oozes

Local Does damage as 1 size larger
against Outsiders

Draco Does damage as 1 size larger
against Dragons

Non- Does Damage as 1 size larger
Elemental against Elementals

Extermin Does damage as 1 size larger
against Vermin

Herbicidal Does damage as 1 size larger
against Plants

Murder Does damage as 1 size larger
against humanoids and monsterous
humanoids

Normalized Does damage as 1 size larger
against abberations

Recovery Ammunition that hits the
target has same recovery rate
as missed, missed have 75%
recovery rate*

Precise +1 Attack**

Twinned +1 to attack when
dual wielding***

Disarming +1 to Disarm attempts

Gripped +1 against Disarm

Tripping +1 to Trip

Critical +2 to confirm Criticals

Custom +1 Attack/Damage
for 1 wielder****

Asymmetric +2/-1 Damage*****

Easy -25% Weight

Stinging Target of hit takes
a -2 penalty to all
Concentration checks
for 1d4 rounds. A
critical hit multiplies
this penalty by the
weapons multiplier.
* This mark may only be applied to ranged weapons that use ammunition
** This attack bonus stacks with magical enchantment as well as the Masterwork bonus
*** May only be applied to one-handed or light weapons
**** The Custom modification grants its bonus only to a single designated wielder. A DC 20 Craft check apropriate for the weapon can change the designated wielder. People other than the designated wielder suffer the bonus as a penalty instead.
*****May only be applied to double weapons

Armor Makers Marks
Mark Effect
----------------------------------------
Harder +2 Hardness, +10 HP

Improved Increase AC bonus by 1

Casters Decrease ASF by 5%

Lighter Decrease AC penalty by 1

Focused Your ACP for one skill
normally effected by ACP
is halved

Boosted Decrease Speed penalty
by 5 ft

Swimmers Use standard AC penalty
for swim checks

Tripping +2 against Trip

Critical +2 to defense against
confirming Criticals

Dexterous Max Dex increases by 1

Easy -25% Weight

Restful +4 on saves against
fatigue due to
sleeping in the armor*

Resistant -1 Damage from 1 type
of energy damage

Mage Arcane Spell failure is
reduced by 3%

Celestial DR 1 against evil
attacks

Fiendish DR 1 against good
attacks

Anarchic DR 1 against Lawfull
attacks

Axiomatic DR 1 against Chaotic
attacks

Guarded DR 2 against
critical hits

Guarding +2 AC when fighting
Defensively, +4 with
Total Defense

Edged +1 Attack**

Heavy +1 Damage**

Custom +2 Max Dex and
+1 AC for 1
wearer***
* Can only be applied to armor
** May only be applied to shields
*** The Custom Mark grants its bonus to a single wearer, any others who don it suffer a penalty equal to the bonus. A DC 20 craft check apropriate for the armor can be made to change the designated wearer
Darth Sephiroth

02-18-07, 01:56 AM
What Is A Makers Mark?
The Makers Marks are similar to Masterwork but are something used to signify the traits of certain masters of their trade. Perhaps a specific Elven Bowmaker is known for making bows that can pierce through targets more easily or a Gnome Weaponsmith whose blades are harder than other weapons.

So These Are Magical?
No they aren't, the Makers Marks are not magical. They are meant to make better quality weapons that have a tinge of character to them, making different recognized craftmasters having different combinations that works as their signiture.

Are These Balanced?
Should be at least as Balanced as the Dwarvencraft items that inspired them as well as the Luck feat effects.

How Many Makers Marks Can Be On An Item?
As many as the crafter wants to apply. Each one increases the Masterwork Components cost by 300 and it's Masterwork Components DC by 5. It makes the craft skills worth more than they otherwise are.

Getting An Item With A Makers Mark
Each Makers Mark on an item increases the cost by 600 GP for a weapon and 300 GP for armor and they should be rather rare for gaining one. Enhansed craftsmanship effects like Dwarvencraft may be on these same items and infact it is very common for a Dwarvencraft item to have makers marks from dwarven craftsmen. Makers Marks on weapons is supposed to be a mark of distinction and should not be easily findable, these prices are given more for purposes of balancing treasure or what would be required of a craftsman to make one for you.

What else does a makers mark do?
Weapons with Makers Marks grant you a +2 bonus to all Charisma based checks with someone who has either used a weapon or armor by the same maker for at least a month, has 4 or more ranks in the craft skill for that item, or has a good relationship with the maker.

But I Use Craft Points
Add the apropriate Craft Masterwork feat as a prerequisite, each of the feats grants 100 Craft Points.
Darth Sephiroth

02-19-07, 08:09 PM
Added a few more Makers Marks.

Come on people, any suggestions of your own though?
Darth Sephiroth

02-20-07, 01:53 AM
Added several more
Haruspex

02-20-07, 02:02 AM
I'm no good with balance, but most of this looks good.
However, the ones which deal extra damage against evil beings, good beings, etc.. seem beyond what a non-magical smith can accomplish.
Just my opinion.

Also, I think you mispelled "Makers Marks" in the description of the Masterful Craftsman feat.
Darth Sephiroth

02-20-07, 09:50 AM
I'm no good with balance, but most of this looks good.

Thanks

However, the ones which deal extra damage against evil beings, good beings, etc.. seem beyond what a non-magical smith can accomplish.
Just my opinion.

That comes partially out of some legends about blades like the Masamune which according to Legend is a holy weapon and the Muramasa is supposedly evil. So I seriously toned down the Holy/Unholy weapon qualities for that purpose and included them. Someone could make weapons that are particular to Fey or Shapeshifters or whatever, you can wield them as a normal weapon but the weapons Makers Marks make them distinguished weapons that hold more meaning than a simple masterwork weapon.

Also nothing says that the crafter has to be human, a Celestial may make weapons that are partifularly effective against evil and the reverse could be just as true

Also, I think you mispelled "Makers Marks" in the description of the Masterful Craftsman feat.

Thanks for the catch, fixed it
Darth Sephiroth

02-20-07, 03:30 PM
Added another feat and a bit to the faq
Darth Sephiroth

02-20-07, 10:59 PM
Added another Mark
Darth Sephiroth

02-21-07, 05:38 PM
Added several new Marks
Darth Sephiroth

02-22-07, 12:42 AM
Added another weapon
Darth Sephiroth

02-22-07, 10:20 PM
Added another feat
Darth Sephiroth

02-24-07, 06:17 PM
:bump:
BobbyMac

02-24-07, 11:10 PM
I like these esp. the Maker's Marks (also my fave whiskey!)

It seems though that if you use Craft Points you are having to take an extra feat over and above a crafter not using Craft Points.

Perhaps combine the Craft Masterwork feats from the variant Craft Point rules in UA with your Apprentice feats....IOW instead of using the Craft Masterwork feats as prereqs, reword them to BE the Apprentice feats....

Just a suggestion....


Edit: also you have a footnote in the weapons table "*** May only be applied to one handed weapons" with no corresponding entry in the table...
Darth Sephiroth

02-25-07, 10:38 AM
I like these esp. the Maker's Marks (also my fave whiskey!)

Thanks

It seems though that if you use Craft Points you are having to take an extra feat over and above a crafter not using Craft Points.

Perhaps combine the Craft Masterwork feats from the variant Craft Point rules in UA with your Apprentice feats....IOW instead of using the Craft Masterwork feats as prereqs, reword them to BE the Apprentice feats....

Just a suggestion....

The problem with doing that is that it grants the Makers Marks earlier than normal for the feats. The Masterwork feats slow down the acquisition of the capability to craft Masterwork weapons, the feats for Makers Marks primarily grant abilities that build from there.

Edit: also you have a footnote in the weapons table "*** May only be applied to one handed weapons" with no corresponding entry in the table...

Fixed it, when pasting the Twinned Mark to the list I'd accidentally cut it off.
Darth Sephiroth

02-27-07, 12:36 PM
Added a few more marks
Darth Sephiroth

02-28-07, 06:31 PM
Added some more Armor Marks
gelalshawr

02-28-07, 08:59 PM
*** May only be applied to one handed weapons

Should be one-handed or light weapons
Crashy75

02-28-07, 09:44 PM
Well this is very cool. I have a question about the Celestial, Fiendish, Axiomatic, Anarchic, Living, and Gremlin marks. How could these be non-magical? Special materials maybe? I think it would be a good idea to give a short description of each mark.
EDIT: Sorry. Just read the rest of the thread. I'm not familiar with the Masamune.
BobbyMac

02-28-07, 11:37 PM
Ok the Heavy Edge Makers Mark for double weapons is, I am assuming, +2 damage to one end and -1 damage on the other?

If so the name Heavy Edge doesn't fit well with a quarterstaff (no edges), a gnome hooked hammer (no edges either), or a dwarven urgrosh (only one edge).

May I suggest changing the name of this property to Asymmetric perhaps?
Darth Sephiroth

03-01-07, 03:05 AM
Should be one-handed or light weapons

Fixed that, thanks

Well this is very cool. I have a question about the Celestial, Fiendish, Axiomatic, Anarchic, Living, and Gremlin marks. How could these be non-magical? Special materials maybe? I think it would be a good idea to give a short description of each mark.
EDIT: Sorry. Just read the rest of the thread. I'm not familiar with the Masamune.

According to legend the blades made by Masamune are holy weapons. But they could be special materials or other things. One thing for a Celestial sword would be that it could be cooled in holy water or Living quarterstaff made from a tree on the Positive Energy plane. It's a slight bonus that is mainly meant to differentiate between various craftsmen to give them their own distinction while not requiring the craftsmen to actually have magic to create these works that are the fine art version of weapons and armor.

Ok the Heavy Edge Makers Mark for double weapons is, I am assuming, +2 damage to one end and -1 damage on the other?

If so the name Heavy Edge doesn't fit well with a quarterstaff (no edges), a gnome hooked hammer (no edges either), or a dwarven urgrosh (only one edge).

May I suggest changing the name of this property to Asymmetric perhaps?

Changed it and it is for double weapons only
s4ndm4n

03-01-07, 09:51 AM
thats some good work u've done man its cool why not post it at Redgar's Repository (or redgar's resort i dont remember) as an article?anyway, craftsmaster should be [Epic] feat i think 'cause of the rank requirement (23+ranks is already epic, most epic feats have requirements of 20 ranks, e.g. epic skill focus)
im gonna use your mechanics right away in my campaign, with ur permission
Darth Sephiroth

03-01-07, 04:16 PM
thats some good work u've done man its cool why not post it at Redgar's Repository (or redgar's resort i dont remember) as an article?anyway, craftsmaster should be [Epic] feat i think 'cause of the rank requirement (23+ranks is already epic, most epic feats have requirements of 20 ranks, e.g. epic skill focus)
im gonna use your mechanics right away in my campaign, with ur permission

Modified it to be takable at level 18, but 23 ranks is theoretically takable at level 20 (Level+3 ranks for a class skill). I also added a few feats that are epic like the ability to craft weapons with enhansement bonus' and ones to allow crafters to use scrolls to make the enhansements.

For the repository, well, I'm trying to work the bugs out of this and I'm expanding on it as I work
Tommyboy

03-01-07, 10:09 PM
How much do maker's marks increase price?
Darth Sephiroth

03-01-07, 11:43 PM
How much do maker's marks increase price?

For value wise it is +600 to the base cost for the weapon per mark or +300 to the base cost for the armor per mark. But this is more of a guideline because the weapons should not be for sale on the open market. Like Dwarvencraft Weapons, possessing one is a mark of distinction and the cost is best used to determine the value of the weapon as treasure. They should probably only be aquired as a reward for a completed quest (Such as to find the crafter and convince him to make it for you along with acquiring the special materials for it), as other rewards, or perhaps taken from the hands of a high level enemy.

Each item with a Maker's Mark probably ought to gain a name for itself and should be very uncommon while there should be few identical ones and the ones with identical marks should be from the same crafter (or made by someone trained by the crafter).
Darth Sephiroth

03-02-07, 07:23 PM
Added several new marks to cover other types
Darth Sephiroth

03-03-07, 11:04 PM
Made a few clarifications in the faq.
BobbyMac

03-05-07, 11:25 AM
I'm looking at all the "against type" Makers Marks and kinda agreeing with others here that those marks should prolly be magical.

I had picked up the two excellent pdfs from rpgnow.com "Loot 4 Less 1 and 2" and I really liked their +1/2 magic bonus enhancement system. I'm thinking that the "against type" Markers Marks would fit right in with that system.

Not quite good enough to be a +1 enhancement (and very expensive to boot) but just about right for a +1/2 enhancement.

Just a random thought.....
Darth Sephiroth

03-05-07, 01:05 PM
I'm looking at all the "against type" Makers Marks and kinda agreeing with others here that those marks should prolly be magical.

I had picked up the two excellent pdfs from rpgnow.com "Loot 4 Less 1 and 2" and I really liked their +1/2 magic bonus enhancement system. I'm thinking that the "against type" Markers Marks would fit right in with that system.

Not quite good enough to be a +1 enhancement (and very expensive to boot) but just about right for a +1/2 enhancement.

Just a random thought.....

Mainly I'm aiming for things that aren't worth a +1 equivalency as their main thing and could be used as a special materials used in crafting but not to actually make them out of. Like the Celestial could be cooled in Holy Water during crafting (Fiendish in Unholy Water). Gremlin could be a slightly magnetized effect that makes it work better against Constructs, Iron has a higher Iron content but not enough to be Cold Iron on its own.

In the end most crafters will still probably be Archivists, Artificers, and Wizards though these feats can add some distinction for those focusing on crafting and let them make a name for themselves in that part of the game.
Darth Sephiroth

03-06-07, 09:01 PM
:bump:
Revan_Revanthas

03-07-07, 07:19 AM
I use something similar to this in my campaign. Instead of adding bonuses to attack or damage, I have them increase a weapons damage a step (as if increasing the base weapons size) or decrease the items weight. Armor can provide either a larger armor bonus, weigh less, or provide circumstance bonuses to a chosen skill (which usually helps mitigate armor check penalties). I find it a bit easier on the numerical side of things - as opposed to having a weapon that, for example, was crafted to do additional damage to a certain type of creature but has been enchanted to do anything else to anyone else.
Darth Sephiroth

03-07-07, 04:02 PM
I use something similar to this in my campaign. Instead of adding bonuses to attack or damage, I have them increase a weapons damage a step (as if increasing the base weapons size) or decrease the items weight. Armor can provide either a larger armor bonus, weigh less, or provide circumstance bonuses to a chosen skill (which usually helps mitigate armor check penalties). I find it a bit easier on the numerical side of things - as opposed to having a weapon that, for example, was crafted to do additional damage to a certain type of creature but has been enchanted to do anything else to anyone else.

The problem with simply amping up damage a step for everything is that in so doing you've pretty much given the players a feat for using that weapon (Actually 2 one of which is epic: Monkey Grip & Wield Oversized Weapon) and thus I've reduced the effect. Also with a wide variety of options for the weapons Marks it means I can differentiate between various craftsmen.
Darth Sephiroth

03-08-07, 04:02 AM
Added another Mark to the list
Darth Sephiroth

03-10-07, 03:15 AM
:bump:
Shadowfax7

03-10-07, 10:04 AM
Harder +2 Hardness, +4 HP

IMO this mark for both weapons and armor could be +2 hardness and +10 HP, same as a +1 weapon/armor.
Darth Sephiroth

03-10-07, 07:47 PM
IMO this mark for both weapons and armor could be +2 hardness and +10 HP, same as a +1 weapon/armor.

Changed it
Darth Sephiroth

03-15-07, 02:57 AM
:bump:
Darth Sephiroth

03-20-07, 06:21 PM
:bump:
warbird106

03-28-07, 09:01 PM
It would probably be good for the more magical effect ones to add an additional "Creator must have some type of arcane or divine energy source", whether it be from him, from another person, from ambient energy (on a certain plane where magical energy is abundant) or perhaps from a magical item that is used to craft the item, such as a magical hammer, anvil, forge, etc.
This has great potential as a feat.
Darth Sephiroth

03-29-07, 12:58 AM
Well, the feat implies special training in various ways which means that it could be learning from Celestials or the like and even could cover acquiring special materials. I didn't really want to state different requirements for being able to applie the marks you learn because each has a different purpose and is more of a customization of crafting that covers some of the nonmagical weapons and armors of myth
Darth Sephiroth

05-09-07, 02:41 AM
Added another feat, this one for anyone who wants to wield a weapon with a Makers Mark.
shamurai7

05-09-07, 03:02 PM
here is the craft system i spent a lot of time balancing and creating for my players...
i also have a separate page for armor and shields. they are done in the same style and format. Forgive the spacing this is a copy and paste from my pdf.



Weapon craft properties

Weapon craft properties are non-magical properties that can be added to weapons through use of the craft skill. All weapons must be made from masterwork weapons and the +1 to attack from a masterwork weapon stacks with any craft property bonuses. (though it still overlaps with magical +1) Also craft property bonuses do not receive the +2 to hardness and the +10 hp that magical enhancements bestow.
The craft modifier is what is added to the crafting DC of the base weapon. When adding additional craft properties the DC’s from pre-existing properties stack for determining the difficulty. The DC’s become increasingly difficult when adding more properties because it is hard to maintain a previous property while adding another.
Ex. Regdar wants to add the balanced property (craft modifier 8) to a defending martial weapon (DC 19, 15 from martial and +4 defending craft modifier.) the new craft DC to remake the weapon will be DC 27.
The crafter of the weapon needs materials to modify the weapon that cost one-third the weapons new bonus enhancement price.
Ex. A crafter needs 6000gp in materials to add the intimidating property to a +2 longsword, and 10667gp to add the intimidating property to a +3 longsword.

Craft Properties and Magic or Psionic Enhancements

When adding a craft property to a weapon with a pre-existing enhancement, add 4 to the craft DC for each point of bonus. You need at least 1 rank in knowledge psionics or arcane to add craft properties to a weapon with the relevant enhancements. Use bonus transparency for determining all effects dealing with weapon bonuses such as weapon price, ego, and craft DC’s.

Properties
Defending +1 bonus Tempered +1 bonus
Intimidating +1 bonus Balanced +2 bonus
Lesser Tearing +1 bonus Tearing +2 bonus
Light +1 bonus Wieldy +2 bonus
Puncturing +1 bonus Greater Tearing +3 bonus
Slicing +1 bonus Masterpiece +3 bonus
Smashing +1 bonus

BALANCED
Price: +2 bonus
Property: Weapon
Craft Modifier: +8

A balanced weapon has perfectly proportioned weight and feels very natural in your hands. A weapon with the balanced property is treated as being a light weapon for the purpose of 2 weapon fighting penalties though its actual size does not change.

DEFENDING
Price: +1 bonus
Property: Weapon
Craft Modifier: +4

A defending weapon has been modified to allow it to better aid your defense and gives the wielder a stacking +1 shield bonus to AC.

GREATER TEARING
Price: +3 bonus
Property: Weapon
Craft Modifier: +12

As TEARING but damage extends for an additional round.

INTIMIDATING
Price: +1 bonus
Property: Weapon
Craft Modifier: +4

An intimidating weapon has been modified to appear far more painful and menacing than its original counterpart. When in plain sight an intimidating weapon grants the user a +6 circumstantial bonus to intimidate checks.

LESSER TEARING
Price: +1 bonus
Property: Weapon
Craft Modifier: +4

As TEARING but without the secondary damage.


LIGHT
Price: +1 bonus
Property: Weapon
Craft Modifier: +4

A light weapon has been carefully reduced without losing effectiveness and is easier to wield. A light weapon weighs 40% less and has a +1 to attack.

MASTERPIECE
Price: +3 bonus
Property: Weapon
Craft Modifier: +12

A masterpiece weapon is a perfect example of its type. Every aspect was crafted perfectly. It is entirely without flaw, and if not for its amazing prowess in battle a masterpiece weapon would only be used for display. A masterpiece weapon has a +2 to attack, a +4 to damage, and a 20% reduction in weight.


PUNCTURING
Price: +1 bonus
Property: Piercing weapon
Craft Modifier: +4

A piercing weapon has a reinforced piercing tip with less resistance and deals an additional 2 points of piercing damage. If added to ammunition it affects 20 pieces.

SLICING
Price: +1 bonus
Property: Slashing weapon
Craft Modifier: +4

A slicing weapon has a superior edge allowing it to cut deeper and deals an additional 2 points of slashing damage. If added to ammunition it affects 20 pieces.


SMASHING
Price: +1 bonus
Property: Bludgeoning weapon
Craft Modifier: +4

A smashing weapon has better weight distribution that increases the overall power and deals an additional 2 points of bludgeoning damage. If added to ammunition it affects 20 pieces.

TEARING
Price: +2 bonus
Property: Weapon
Craft Modifier: +8

A tearing weapon is barbed, hooked, or serrated and on a successful hit deals an additional 1d4 primary and secondary damage as the targets flesh is destroyed. Creatures and objects without flesh are immune to the secondary damage. This property can be added to ammunition such as arrows, bolts, or bullets in sets of 20. Tearing damage stacks with subsequent attacks.

TEMPERED
Price: +1 bonus
Property: Non-wooden weapon
Craft Modifier: +4

A tempered weapon has been hardened to the substances capacity increasing its hardness by 7 and gaining an additional 20 HP.

WIELDY
Price: +2 bonus
Property: Weapon
Craft Modifier: +8

A wieldy weapon was crafted with ease of use in mind so that anyone can use it. Anyone can use a wieldy weapon even without the required proficiency. The wielder is still subject to weapon size restrictions.
Darth Sephiroth

05-10-07, 10:42 AM
Interesting, but something very different from my own aims for the feats, mine was more to make some nonmagical bonus' similar to the Dwarvencraft and Elvencraft items. Things that are not truely a material bonus (like Adamantine, Mithral, Darkwood, ect...) or a magical bonus (Flaming, Vorpal, Brilliant Energy, ect...) at least until the crafter reaches epic levels.

Mine are designed to make variation in items by applying things that become the signitures of the various mastercraftsmen of the world. The feats could be interesting for a character traveling to learn the secrets of these masters which could improve the mystique of some items. I mean, if your Paladin acquired a sword, would you rather it be a simple sword with a few magical properties or a weapon created by one of the most distinguished swordsmiths of all the land. If other people see it, they can identify the maker and have more respect because you carry one of THE blades rather than one made by someone named Jim who works the local forge and makes a decent blade when not reshoeing the local horses.
Darth Sephiroth

05-11-07, 04:58 PM
Added another feat to make special arrows.
Darth Sephiroth

05-25-07, 05:12 AM
:bump:
Darth Sephiroth

06-03-07, 08:09 PM
Added another feat for people with a favorite Makers Mark
Darth Sephiroth

06-30-07, 01:55 PM
I've created a class that utilizes my Makers Marks called the Artisan.

It can be found HERE (http://boards1.wizards.com/showthread.php?p=12915863)
Darth Sephiroth

10-14-07, 02:31 PM
Added another feat
Darth Sephiroth

11-16-07, 07:22 PM
:bump: