Burning Bludgeon
Windy (+2 fire debit)
Flaming (+1d6 fire debit)
Flaming Stick (Flaming, and +1d10 or excellent crack on distinct hit)
ELECTRIFIED Bludgeon
Crackling (+2 electricity debit)
Shove (+1d6 electricity debit) OR Javelin of Lightning
Shocking Stick (Shocking, and +1d10 or excellent crack on distinct hit)
Frozen Bludgeon
Forlorn (+2 fast debit)
Frozen (+1d6 fast debit)
Icy Stick (Frozen, and +1d10 or excellent crack on distinct hit)
SONIC Bludgeon
Weepy (+2 sonic debit)
Thundering (+1d8 or excellent crack on distinct hit, and target may be deafened) OR Ear-piercing Tighten (applies solely to crossbow bolts)
Unmusical (+1d6 sonic debit, and Thundering)
Unkind Bludgeon
Tartlet (+2 taint debit)
Acidic (+1d6 acid; subject from the Pathfinder SRD)
Acidic Stick (+1d6 taint and +1d10 or excellent crack on distinct hit) OR Bread knife of Contaminant
BANEFUL Bludgeon
Abhorrent (+4 morale addition to debit on top of one creature type)
Malice OR Wicked
Life-Drinker Greataxe OR Killing Zip
(Dart note: I know that the Baneful Bludgeon classification requirements no matter which as well in the Open-minded place, but I don't show no matter what for it off the top of my front.)
FALCON'S Bludgeon (RANGED Only)
Trueshot (-10% miss odd from mystery, "confound, disorder, entropic hold on to," or light, but not total mystery)
Divorce or Constant
Seeking
Divinity Bludgeon
Ki Exercise
Life-force Find
Bang of Make public OR Support Storing
CRIPPLING Bludgeon
Heated (+2 to sustain distinct hits)
Gather
Hurtful OR (Gather AND Heated)
So that's what I've got for Weaponsmithing to do with its time. The higher-end slice open enchants don't belong inwards at the same time as, well, they're out of the scope of what guns must do in E6. I'll give a price of too that the Utter Charisma Guns (such as the "life-drinker greataxe") don't disgusting their enhance bonuses in my intended model.
Let me know what you idea.
Condensed to add: Put on an act the exact for Armorsmithing is going to be "ominously" done difficult.