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===Masterwork Items=== *Masterwork weapons gain one of the following qualities for a base cost of 500 gp: +1 to hit, +1 to damage, +20/40/80' (ranged weapons only), +2 to Saves (such as from Sundering or other applicable effects). Qualities can be stacked, but not in a linear cost. Each additional quality adds 250 gp to the cost. Therefore, a masterwork sword with a +1 to hit and +1 to damage would cost 1250 gp, as opposed to 1000. *Masterwork armor can be purchased with the following qualities, each at a cost of 750 gp: +1 to AC (note that this quality adds to the encumbrance of the suit), -1 to encumbrance (minimum 1 stone), +3 to Saves. As with masterwork weapons, qualities can be stacked, with an additional 500 gp added to the cost per quality. Therefore, a suit of plate that has a +1 to AC and a -1 to encumbrance would cost 2000 gp, and would be as encumbering as a normal suit of plate. *Existing masterwork items that the adventurers use for at least one level can be imbued with magical energy. The process gains the following benefits: **Provided it has been used during a full level (i.e. the adventurer goes from 4th to 5th while wearing the same suit of masterwork armor) the item counts as being one unit (10,000) gp of precious materials for the purpose of the magic research throw. Every additional level wielded counts as an additional "unit". **For every great deed the adventurer has performed using the item (surviving an attack which would kill a lesser mortal, slaying a great beast singlehandidly -- such as Karag did) it gains one more "unit" of precious metals. **For every bonus the item has reduce the base cost of the magic item by 1% (so, if a masterwork sword was +1 to hit *and* damage the base cost would be reduced by 2%). **Any magical bonuses automatically supplant bonuses granted by the masterwork quality.
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