Masterwork Variant (3.5e Variant Rule)

Masterwork Variant
Master smiths come in all shapes and sizes, and yes, even in all skills. Where one master smith might be able to craft a fine sword, another might be able to craft an even better sword. Unfortunately, in D&D there isn't really a way to tell the difference between the two smiths, and the bonus to attack from masterwork weaponry is quickly subsumed into weapon's magical enhancement bonus. Thus, this variant comes into play, allowing one to further customize one's weaponry and armor without unduly unbalancing the game. This completely replaces the masterwork rules for both weaponry and armor in D&D (and so, masterwork weaponry does not gain a +1 enhancement bonus to attack naturally, nor does masterwork armor have an inherent -1 to ACP).

How it Works
Masterwork weapons and armors come in tiers. For every tier of masterwork, increase the craft DC by three, increase the hardness by one, increase the item's HP by three, and increase the market price of the item by 30 multiplied by two to the power of the tier. At the third tier and every three full tiers thereafter, you may choose one of the customizations below to add to the weapon or armor. You can choose the same a customization more than once, stacking the benefits.

Examples

 * Tier 1 Dagger; DC is 12 (base) + 3 * 1 (tier) = 15. Price becomes 1 (base) + (30 * 2 ^ 1) = 61
 * Tier 3 Falchion; DC is 15 (base) + 3 * 3 (tier) = 24. Price becomes 75 (base) + (30 * 2 ^ 3) = 240
 * Tier 4 Chain Shirt; DC is 14 (base) + 3 * 4 (tier) = 26. Price becomes 100 (base) + (30 * 2 ^ 4) = 580
 * Tier 5 Longsword; DC is 15 (base) + 3 * 5 (tier) = 30. Price becomes 15 (base) + (30 * 2 ^ 5) = 975

Customizations
Special thanks goes to Eiji-kun's variant, where many of the customizations were drawn from.