Alternative+Masterwork+System

Rather than a single “Masterwork” quality that grants fixed bonuses and has a fixed cost, this system uses ten masterwork levels representing the quality of a weapon. Masterwork levels multiply the price of the weapon, armor, or shield, and provide bonuses to hardness and hit points. At higher levels, a masterwork item can take on a variety of special qualities, including enhancement bonuses, greater armor penetration, and resistance to critical hits.

In accordance with the, “it’s not the sword but the arm that wields it,” philosophy of Iron Heroes, the benefits of even a high level masterwork weapon are relatively modest, compared to magic items in standard d20. A good warrior with poor equipment should still be able to beat a poor warrior with excellent gear.

Master- Work Extra Extra Price Craft Special Level Hardness HP Mult. DC Qualities 1 +1 +3 x2 18 - 2 +2 +6 x4 21 - 3 +3 +9 x8 24 - 4 +4 +12 x16 27 1 5 +5 +15 x32 30 1 6 +6 +18 x64 33 2 7 +7 +21 x128 36 2 8 +8 +24 x256 39 3 9 +9 +27 x512 42 3 10 +10 +30 x1024 45 4

Note: Each special quality can be taken only once.

Weapon Special Qualities


 * Armor Piercing:** When attacking an armored enemy, ignore 2 points of damage reduction (damage reduction can never be reduced below zero). This applies only to damage reduction from armor.
 * Damage Bonus:** Adds a +1 enhancement bonus to damage rolls with the weapon.
 * Increased Critical Multiplier:** Increases the weapon’s critical damage multiplier by 1.
 * Increased Critical Threat Range:** Increases the critical threat range of the weapon by +1. This increase is applied after all multiplications of the weapon’s critical threat range (such as improved critical).
 * Parrying:** When wielding the weapon, add a +1 enhancement bonus to active defense.
 * To-Hit Bonus:** Adds a +1 enhancement bonus to to-hit rolls with the weapon.

Armor Special Qualities


 * Damage Reduction Bonus:** Adds a +1 enhancement bonus to the armor’s damage reduction.
 * Ignore Critical:** When an opponent scores a critical threat against the wearer, there is a flat 25% chance that the attack roll is not a critical hit. Make this check before rolling to confirm the critical or applying any rules that affect the critical threat. If the wearer has the Armor Mastery 2 or 8 feats, roll both checks independently. The critical is negated if either check is made.
 * Increased Maximum Dex Bonus:** Increases the max dex of the armor by 1.
 * Increased Speed:** Treat the armor as one category lighter when determining how much it reduces your speed. This quality stacks with the benefits of the Armiger’s Armor Mastery ability.
 * Reduced Armor Check Penalty:** Reduces the Armor Check penalty by 1.

Shield Special Qualities


 * Bash To-Hit Bonus:** Adds a +1 enhancement bonus to to-hit rolls with the shield when attempting a shield bash attack.
 * Bash Damage Bonus:** Adds a +1 enhancement bonus to damage rolls when the shield is used in a bash attack.
 * Increased Maximum Dex Bonus:** Increases the max dex of the shield by 1 (can only be applied to shields which have a maximum dex bonus).
 * Increased Passive Defense Bonus:** Adds a +1 enhancement bonus to the shield’s passive defense bonus.
 * Reduced Armor Check Penalty:** Reduces the Armor Check penalty by 1.

Crafting Masterwork Weapons, Armor, and Shields To craft a masterwork item, the smith chooses the masterwork level he wishes to target and notes the appropriate price and DC. The price multiplier does NOT increase the price of raw materials. No matter what masterwork level is desired, the materials cost one-third the price of the base item (however, see high quality materials below). The multiplied price is used to determine how long the item takes to make, as well as the final sale (or purchase) price.

When crafting a masterwork item, every roll must beat the craft DC. If the smith ever rolls below the adjusted DC while forging the item, he is unable to complete the item at the desired masterwork level. The work is not completely spoiled, however, instead reduce the masterwork level of the item to the highest level DC the roll would still beat. For example, if a smith trying to forge a masterwork 4 longsword (DC 27) rolls a 22, it becomes a masterwork 2 weapon (DC 21) instead. If the smith rolls lower than the DC of a masterwork 1 item (18), it becomes a non-masterwork item (DC 15). If the smith rolls less than 10, he spoils his materials as described in the craft rules. Reducing the masterwork level of an item through a poor craft roll does not reduce the amount of time required to complete it.

While creating a masterwork sword does not require any more or better steel than an average weapon, high quality material can make creating a masterwork item easier. High quality steel costs three times more than normal and may be difficult to find, but it provides a +3 bonus to craft skill rolls when making a masterwork item. Extra high quality steel costs ten times more than normal, but provides a +6 bonus.

The DC to properly appraise a masterwork item is equal to 10 + ( 3 x masterwork level ). A failed appraise check results in appraising the item as either one level higher or lower than it’s actual value (determine randomly). If the appraiser fails the check by ten or more, he appraises the item 1d6 levels higher or lower than normal. If this error would increase the appraisal to more than ten the item is appraised as masterwork 10. If the error reduces it to less than one, it is appraised as a non-masterwork item.