Masterwork Properties
Masterwork properties can be applied to any masterwork weapon or suit of armor, provided you can spare the time and gold cost required to apply it. Each property entry details the property’s level and the type of equipment it can be applied to.
Unless otherwise noted, a piece of gear can’t have the same property more than once; for example, you can’t apply the Heavy property to a greatsword, or the Martial property to a longbow.
Damage Steps
If a masterwork property increases or decreases a weapon’s damage, it is moved up or down one step on the following scale, down to a minimum of 1d4:
Further increases add a +1 bonus to the weapon’s damage roll.
If the weapon being modified has 2 damage dice (such as a greatsword or a firearm), the scale is instead:
Weapon Properties
The following masterwork weapon properties are organized by crafting level. If a masterwork property adds a weapon property which is new to this class, it includes that property in its description.
Generally, Apprentice properties can be used to fashion nearly any type of simple, martial, or exotic weapon, though some weapons might require one Journeyman property as well. Master and Legendary properties, by contrast, are used almost exclusively by master craftsmen on their personal equipment.
Masterwork properties applied to ranged weapons apply their effects to their ammunition, if applicable.
Apprentice Weapon Properties
You can apply any number of Apprentice properties to a masterwork weapon.
- Aerodynamic
- Automatic
- Balanced
- Elegant
- Foregrip
- Heavy
- Light Property
- Loading
- Martial
- Parrying
- Reach
- Reload
- Returning
- Scatter
- Sighted
- Superheavy
- Switch
- Thrown
- Trip
- Two-Handed
- Versatile
Journeyman Weapon Properties
You can apply only one Journeyman property to a weapon at a time. You can’t apply a Journeyman property to a weapon that already has one.
- Counterweighted
- Double
- Explosive
- Heat
- Magical
- Massive
- Mounted
- Precision
- Rocket
- Sniper
- Tension
- Twinshot
Master Weapon Properties
You can apply only one Master property to a weapon at a time.
Legendary Weapon Properties
You can apply only one Legendary property to a weapon at a time.
Armor Properties
The following armor properties are organized by crafting level. Generally, exotic armor is made using the Exotic property, while the other Apprentice properties are used to tailor a suit of armor to a craftsman’s personal tastes. Higher-level properties, by contrast, drastically alter suits of armor to which they are applied.
Apprentice Armor Properties
You can apply a maximum of three Apprentice properties to a suit of armor.
Journeyman Properties
You can apply only one Journeyman property to a suit of armor at a time.
Master Armor Properties
You can apply only one Master property to a suit of armor at a time.
Legendary Armor Properties
You can apply only one Legendary property to a suit of armor at a time.

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