Item Quality


Not all things are made equal, and not all master craftsman are made equal as well.

Not to be confused with
Enchantment Grades

QUALITIES
There are six tiers of masterwork, providing a number of basic bonuses as detailed below. In addition any item of a higher masterwork quality can hold more possible magic, this is a bit ambiguous and handled item by item.

Fine
Cost – +300gp for armor, +150gp for weapons, +100gp for gear.
Difficulty +5
Extra Time – 4 days
Benefits – 1

Excellent
Cost – Double Previous Tier
Difficulty +10
Extra Time – 1 Week
Benefits – 2

Exceptional
Cost – Double Previous Tier
Difficulty +15
Extra Time – 2 Weeks
Benefits – 3, may double once

Superior
Cost – Double Previous Tier
Difficulty +20
Extra Time – 3 Weeks
Benefits – 4, may double once

Masterwork
Cost – Triple Previous Tier
Difficulty +25
Extra Time – 1 month
Benefits – 5, may double twice

Masterpiece
Cost – Triple Previous Tier
Difficulty +30
Extra Time – 2-6 months
Benefits – 6, may double thrice, or double and triple once

BENEFIT OPTIONS
The following list are possible quality bonuses an item can recieve.

Accurate
(Weapons)
This weapon does what it’s supposed to
Benefit: The wielder gains a +1 quality bonus to his attack rolls with this weapon.
Double: The quality bonus increases to +2.
Triple: The quality bonus increases to +3.

Balanced
(Weapons or Shields)
A weapon or shield with above average balance makes it easier to move in combat.
Benefit: While this item is in hand and readied, the wielder gains a +1 quality bonus to his initiative total.
Double: The quality bonus increases to +2.
Triple: The quality bonus increases to +3.

Blackened
(Any weapon or Shield)
Darkening the material of this weapon to the point where it is hard for your foe to tell where your next attack will land.
Benefit: While this item is in hand and a part of your attack, you receive a +1 quality bonus to Feint your opponent.
Double: The quality bonus increases to +2.
Triple: The quality bonus increases to +4.

Blessed
(Any weapon or Shield)
As part of the creation of this weapon, you anoint it with divine waters (holy for good, unholy for evil, axiomatic for lawful or anarchic for chaotic) granting it the ability to bypass the foes of the chosen water. You must use one flask of divine water per tier to create a blessed item.
Benefit: This item is able to ignore the DR of creatures who oppose your anointed weapon. You ignore 2 points of DR/alignment (chosen via the water type).
Double: The DR that a weapon so blessed ignores is now increased to 5 points.
Triple: The DR that a weapon so blessed ignores is now increased to 10 points.

Bright
(Any weapon or Shield)
Polishing and brightening the material of this weapon to the point where it is hard for your foe to look at without hurting his eyes allows your attacks an easier chance to blind your foe.
Benefit: While this item is in hand and a part of your attack, you receive a +1 quality bonus to Dirty Trick maneuvers to blind your opponent.
Double: The quality bonus increases to +2.
Triple: The quality bonus increases to +4.

Comfortable
(Boots)
A comfortable item is made in such a way that even when walking for a long time, you find yourself still comfortable.
Benefit: The bearer gains a +2 quality bonus to Constitution checks made to continue running; and Constitution checks made to avoid nonlethal damage from a forced march.
Double: The quality bonus increases to +4.
Triple: The quality bonus increases to +6

Comfy
(Furniture)
A bed, chair or the like with this benefit provides those with a comfy and restful rest.
Benefit: When sleeping in such a bed, or resting in a chair, you increase the amount of natural healing by 1 per character level.
Double: Your natural healing from rest is increased by 2 per character level, instead of 1.
Triple: Your natural healing from rest increases any ability damage healing by 1.

Commemorative
(Any Item)
A commemorative item is designed to give tribute to a specific place, event, person, etc.
Benefit: This item gives anyone attempting to gain knowledge about the event it was made for a +4 quality bonus to their knowledge (history check).
Double: The quality bonus is increased to +8.
Triple: The quality bonus is increased to +12.

Concealable
(Any Item)
These items are particularly easy to secret on ones person.
Benefit: The bearer gains a +4 quality bonus to Sleight of Hand checks to hid this item on his person.
Double: The quality bonus increases to +8.
Triple: The quality bonus increases to +12.

Counterweight
(Any Weapon or Shield)
A weapon or shield so made has the balance of the weapon so in tune that your follow-up attacks are much easier to land.
Benefit: The wielder of a weapon so enhanced reduces the iterative attack penalty for all of his iterative attacks by 1.
Double: The wielder of such a weapon further reduces the penalty for a total reduction of 2.
Triple: The wielder of such a weapon greatly reduces the penalty for a total reduction of 3.

Crushing
(Bludgeoning Weapons)
These weapons beat people senseless with ease.
Benefit:
In addition to normal damage, this weapon inflicts 2 points of nonlethal damage, with every successful hit. This is a quality bonus to damage.
Double: The additional nonlethal damage inflicted increases to +4.
Triple: The additional nonlethal damage inflicted increases to +6.

Cursed
(Any Weapon)
A weapon crafted using this design delivers such wounds that even a skilled physician will have trouble healing them.
Benefit: Reduce any healing received to the wounded, other than natural healing, by 20%, and increases the DC of any Heal checks upon them by 4, this lasts for 1d4 rounds.
Double: The reduction in healing is increased to 40%, and the increase in the Heal DC is changed to 8.
Triple: The cursed wounds lasts for 2d4 rounds, and the boosted DC to heal the wounded is increased to 12.

Deadly
(Weapons)
Attacks with this weapon are often decisive.
Benefit: Increase the threat range of a weapon by 1. This bonus is applied after any feats or other modifiers.
Double: Increase the the threat range of a weapon by 2. This bonus is applied after any feats or other modifiers.
Triple:Increase the threat range of a weapon by 2, and increase the multiplier of weapon by 1. This bonus is applied after any feats or other modifiers.

Decorative
(Any Item)
This item is designed to impress with the understated elegance and subtle but unmistakable marks of quality.
Benefit: The owner gains a +1 quality bonus to Diplomacy checks while displaying ownership of the item.
Double: The quality bonus increases to +2.
Triple: The quality bonus increases to +3.

Defender
(Any Weapon or Shield)
This armor or shield is built in such a way that allows you to resist the dishonorable attacks of your foes.
Benefit: The wearer of a suit of armor or shield with this benefit gains a +2 quality bonus to their CMD against all maneuvers.
Double: The quality bonus increases to +4.
Triple: The quality bonus increases to +6.

Efficient
(Any Gear)
An efficient item is designed in such a way that it produces results faster than a normal item of its kind can.
Benefit: The user of such an item reduces the time it takes to do its designated function by 15%, or causes a light source’s duration to last for 15% longer.
Double: The user of such an item reduces the time it takes to do its designated function by 25%, or causes a light source’s duration to last for 25% longer.
Triple: The user of such an item reduces the time it takes to do its designated function by 50%, or causes a light source’s duration to last for 50% longer.

Envenomed
(Any Piercing or Slashing Weapon)
This item is designed to hold and then release small amounts of liquid into those that they hit.
Benefit: A weapon with this benefit houses a chamber that can hold one additional dose of poison, this poison can be applied to a creature struck as a swift action. A poison’s DC in the chamber of this weapon is increased by 1.
Double: This weapon can hold two additional doses of poison, and this poison can be applied to a creature struck as a free action. A poison’s DC in the chamber of this weapon is increased by 2, and lasts for one additional round.
Triple: This weapon can hold three additional doses of poison, and this poison can be applied to a creature struck as a free action. A poison’s DC in the chamber of this weapon is increased by 3, and lasts for two additional rounds.

Eviscerating
(Any Weapon)
This weapon is designed to strike at the weak points of its target.
Benefit: This weapon deals an additional 0.5 per sneak attack die you have on a successful sneak attack, you round up for this additional damage.
Double: The extra sneak attack damage caused by this weapon is increased to 1 per sneak attack die.
Triple: The extra sneak attack damage caused by this weapon is increased to 1.5 per sneak attack die.

Exsanguinate
(Any Piercing or Slashing Weapon)
This weapon is designed to pierce and cut the veins of its target, causing their wounds to bleed at a faster rate.
Benefit: This weapon deals 1d4 point of bleed damage on a successful critical hit.
Double: In addition to its tier one benefit, this weapon causes 1 point of bleed damage on a successful hit.
Triple: The bleed damage on a normal hit is increased to 1d3, and the critical bleed damage is increased to 2d4.

Fire-Proofed
(Any Item)
This item is made to be resistant to fire.
Benefit: This item is resistant to fire, reducing the chances of it catching fire by 25%, and reducing any fire damage it may take by 1.

Forgery
(Any Item)
This item is intended to appear to be another similar (and often unique) item.
Benefit: The DC to determine this is not the genuine object is increased by +4.
Double: The DC is increased by +8.
Triple: The DC is increased by +12.

Fortified
(Armors)
Extra attention has been paid to covering your vitals.
Benefit: There is a 10% chance that any critical hit or sneak attack damage is negated while wearing this armor.
Double: The chance increases to 20%.
Triple: The chance increases to 30%.

Glowing
(Any Item)
Creating using special alchemical materials, an item so made sheds light. You must have a rank in Craft (Alchemy) to use this benefit, an Everburning item must be used in the creation of an item with this benefit.
Benefit: An item so enhanced gives off light equal to the strength of the Everburning item used in its creation.

Guard
(Weapons or Shields)
This weapon or shield is easy to use defensively.
Benefit: The Wielder gains a +1 bonus to attack when attacking defensively.
Double: The wielder gains an additional +1 bonus to AC when Attacking Defensively or using the Total Defense action.
Triple: The wielder gains an additional +1 shield bonus to AC.

Improved Grip
(Any Weapon or Tool with a handle)
This weapon or tools is protected from disarms for weapons, and degrading for tools.
Benefit: The wielder of a weapon with an Improved Grip gains a +2 quality bonus to his CMD vs Disarm combat maneuvers. While a tool reduces its confirmed fumble on natural 1s, by 1. A 5 is reduced to 4, a 4 to 3, etc. This cannot reduce the confirmed fumbles below 1.
Double: The quality bonus for weapons is increased to +4.
Triple: The quality bonus for weapons is increased to +6. An improved grip for tools now can reduce the confirmation roll on fumbles to 0, allowing them to never fumble a check.

Inspiring
(Any Art; Music, Paintings, etc.)
The design of this item causes those around its mood to be lifted.
Benefit: When using such an item in any relevant check you gain a +2 quality bonus to that check.
Double: The quality bonus increases to +4.
Triple: The quality bonus increases to +6.

Insulated
(Any Clothing)
An insulated item is made in such a way that it protects against a specific environment type.
Benefit: The bearer gains a +2 quality bonus to any check against either hot or cold environments, the environment type is chosen upon creation of the item and cannot be changed, it must be applied to an appropriate item.
Double: The quality bonus increases to +4.
Triple: The quality bonus increases to +6.

Lethal
(Any Weapon)
A good hit always hurts with this weapon.
Benefit: The wielder gains a +3 quality bonus to rolls to confirm a critical hit.
Double: The quality bonus increases to +6.
Triple: The quality bonus increases to +9.

Lethal
(Weapons)
A good hit always hurts with this weapon.
Benefit: The wielder gains a +3 quality bonus to rolls to confirm a critical hit.
Double: The quality bonus increases to +6.
Triple: The quality bonus increases to +9.

Light
(Any Item)
This item is carefully designed to accomplish its usual function without wasted material or bulk.
Benefit: The item functions normally and has the usual number of hit points, but is 10% lighter than normal.
Double: The weight is reduced by 20%.
Triple: The weight is reduced by 30%.

Loud
(Any Metal Weapon or Shield)
The metal of this weapon reverberates when struck, ringing the ears of and possibly deafening those hit.
Benefit: While this item is in hand and a part of your attack, you receive a +1 quality bonus to Dirty Trick maneuvers to deafen your opponent.
Double: The quality bonus increases to +2.
Triple: The quality bonus increases to +4.

Mastercraft
(Armors or Shields)
This armor is lightweight and less cumbersome than other’s of its type.
Benefit: This armor reduces its armor check penalty by 1, to a minimum of 0.
Double: This armor reduces its armor check penalty by 2, to a minimum of 0.
Triple: This armor reduces its armor check penalty by 3, to a minimum of 0.

Ornate
(Any Item)
This item is heavily decorated, possibly with precious metals and/or jewels, and is far more valuable and impressive than other items of its sort, even those of similar quality.
Benefit: It adds a +4 quality bonus to Diplomacy checks when given as a gift.
Double: It adds a +8 quality bonus to Diplomacy checks when given as a gift.
Triple: It adds a +12 quality bonus to Diplomacy checks when given as a gift.

Quickdraw
(Any Item Sheath)
This sheath has a quick release mechanism in its design, allowing the item to be retrieved in record time.
Benefit: At this tier an item drawn from this sheath can be drawn as a free action.
Double: At this tier an item may be drawn from this sheath as an immediate action, even if the wielder is flat-footed.
Triple: At this tier an item may be sheathed as a free action.

Recovering
(Any Weapon)
Your weapon takes less effort to pull back into an aggressive stance, allowing you to be ready for when you must strike again.
Benefit: You receive one additional Attack of Opportunity in a round.
Double: You receive a total of two additional AoOs in a round.
Triple: At this tier you may make an AoO even when flat-footed, and receive a total of three additional AoOs in a round.

Rugged
(Any Item)
This item is particularly resistant to wear and abuse.
Benefit: The item gains a +2 quality bonus to its hardness and Break DC.
Double: The quality bonus increases to +4.
Triple: The quality bonus increases to +6.

Poisoned
(Weapons)
This weapon has grooves and channels that allow it to hold poison more effectively until the weapon strikes.
Benefit: The number of strikes the weapon may make before the poison is rubbed off is doubled.
Double: The number of strikes the weapon may make before the poison is rubbed off is tripled.
Triple: The number of strikes the weapon may make beforethe poison is rubbed off is quadrupled.

Sharp
(Slashing or Piercing Weapons)
This weapon has a fine edge on it.
Benefit: Add a +1 quality bonus to all damage rolls with this weapon. This bonus is applied before any multipliers.
Double: The quality bonus increases to +2.
Triple: The quality bonus increases to +3.

Sighted
(Any Ranged Weapon)
This weapon has a set of sights built into it, allowing it greater range.
Benefit: The range increment of a sighted weapon is increased by +20%.
Double: The range increment bonus is increased to +50%.
Triple: The penalty to attack rolls using a sighted weapon is decreased by 1.

Slamming
(Any Weapon or Shield)
This weapon is weighted in such a way that when swinging it at an increased speed more force is placed into the blow, causing more damage.
Benefit: A slamming weapon deals an additional +4 damage during a charge attack.
Double: A slamming weapon deals an additional +8 damage during a charge attack, this is increased by +50% if the weapon is two-handed.
Triple: A slamming weapon deals an additional +12 damage during a charge attack, this is increased by +50% if the weapon is two-handed.

Slicing
(Slashing Weapon)
This weapon’s edge is set in such a way that it is able to slice right through your targets flesh, striking the tendons and slowing their movements.
Benefit: When you critically strike a foe with a slicing weapon they take a -2 penalty on all Reflex saves till your next turn.
Double: The penalty to Reflex saves increases to -5, and lasts for 1d3 rounds.
Triple: Even your normal attacks cause the target to be slowed, a successful hit against a foe with a slicing weapon at this tier causes them to take a -2 penalty on all Reflex saves till your next turn.

Sturdy
(Any Item)
This item uses robust design and quality material to ensure that it will last a very long time.
Benefit: The item gains a +50% quality bonus to the number of hit points it has.
Double: The quality bonus increases to +100%.
Triple: The quality bonus increases to +150%.

Swatter
(Any Weapon or Shield)
This weapon’s surface area is larger than normal for a weapon of its kind, allowing it to swat down swarms with ease.
Benefit: This item deals full damage to tiny or larger swarms.
Double: This item deals half damage instead of no damage to swarms smaller than tiny, this is in addition to the benefits of tier one.
Triple: This item deals full damage to all swarms.

Thick
(Armors)
This armor is able to absorb some punishment so the wearer doesn’t have to.
Benefit: A suit of medium or heavy provides Damage Reduction 1/- (This stacks)
Double: A suit of light armor provides Damage Reduction 1/- (This stacks)
Triple: Any suit of armor provides DR 2/- (This stacks)

Threatening
(Any Item)
This item is crafted and decorated to intimidate any who look upon it.
Benefit: The wielder or wearer gains a +2 quality bonus to Intimidate checks while displaying the item.
Double: The quality bonus increases to +4.
Triple: The quality bonus increases to +6.

Vital
(Piercing Weapon)
This weapon is so designed that when the blade is removed from the flesh of your foe it snatches onto and drags the flesh and organs of the victim, causing them immense pain and lowering their strength.
Benefit: When you critically strike a foe with a vital weapon they take a -2 penalty on all Fortitude saves till your next turn.
Double: The penalty to Fortitude saves increases to -5, and lasts for 1d3 rounds.
Triple: Even your normal attacks cause the target immense pain, a successful hit against a foe with a vital weapon at
this tier causes them to take a -2 penalty on all Fortitude saves till your next turn.

Water-Proofed
(Any Item)
This item is made to be resistant to water.
Benefit: This item deflects the rain, ensuring that the water does not soak through. A soaked bed or the like, does not give its comfy benefit, soaked food is ruined and does not give any of its nourishment effects. Other rules may apply, see DM.

Well-Crafted
(Any Gear)
This trait can apply to nearly any tool or device that is employed when using a skill. For example, a well-crafted dark cloak could provide a quality bonus to Stealth checks, for instance.
Benefit: This item provides a +2 quality bonus to one skill when used for its intended purpose or increases an attribute by 1 when the item is involved. (Ex. Increases strength for carrying capacity)
Double: The quality bonus increases to +4, or the attribute bonus increases to +2
Triple: The quality bonus increases to +6, or the attribute bonus increases to +4

Whirling
(Any Slashing Weapon)
This weapon is designed to be more aerodynamic, allowing it to fly through the air with ease.
Benefit: A whirling weapon gains +1 quality bonus to attack rolls when cleaving.
Triple: In addition to tier one’s benefit, a whirling weapon’s user does not apply the Cleave penalty to AC when cleaving.

Item Quality

Nevarra: The Age of Peace Ronin_Kai