Item Rules

Items act normally as the books describe them except for whatever might be said about compound bows. Unfortunately for the players I used to be an archer so I know exactly what it is like to pull back a compound bow. If you do not have the strength modifier bonus added on to it then you are unable to pull it back. If you are a Bower you can make a DC 20 check to lower the Str requirement on the bow by 1. If you are a Fletcher the DC is 25. If you fail the check by 4 or more you break the bowstring and must replace it and try again.

Players attempting to raise the requirement must give me 3 consecutive successes one a DC 20 Bower check, or DC 25’s for a Fletcher check. If they fail once they snap the bowstring and have to start over. If the bow is not +1 or above it cannot have it’s Str raised. It can only have its Str raised by the amount of its bonus. To get the bow to go higher the player must make a Bower DC 30 check. Fletcher’s cannot do this since they are trained to make arrows, not bows.

As for magical arms and armor I have re-read the magical arms and armor section several times now, and I have found that the enchantment bonus’ on the weapons themselves are +1-5 with special abilities on them to determine the price. In other words if you get a Vorpal weapon which is considered at a +5 price and on the reroll to determine the bonus modifier and it was only a 1, then it would be a 72,000gp item. After reading this I feel like a fucking retard, but what can you do.

Item Rules

The World of Sin LordSnake