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D&d arms and equipment guide 3.5 pdf free download

D&d arms and equipment guide 3.5 pdf free download

Arms And Equipment Guide,Bookreader Item Preview

WebNov 8,  · D&D Arms and Equipment Guide of Match case Limit results 1 per page Author: jackson-mccreery Post on Nov views Category: Documents WebCheck D&D Arms And Equipment Guide e from vladimirtepesh here. Like D&D Arms And Equipment Guide e? Just add D&D Arms And Equipment Guide e of blogger.com WebMar 6,  · Download [d&d ] arms and equipment blogger.com type: Heroes need to be prepared for anything, which means having the right weapons and gear on hand at all WebFeb 6,  · Arms and Equipment Guide By Eric Cagle, Jesse Decker, Jeff Quick, Rich Redman, and James Wyatt Heroes need to be prepared for anything, which means ... read more




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The Arms and Equipment Guide is an official WotC book printed for 3. Excerpt Arms and Equipment Guide Wizards Corporate — the physics clinical measurement and equipment of anaesthetic practice pdf. air pollution control equipment pdf —. Piercing Skiprock, halfling 1 3 gp 1d3 ×2 10 ft. Bludgeoning Small Bolas, two-ball 1 5 gp 1d4 ×2 10 ft. Bludgeoning Calculus, gnome 1 50 gp — — 50 ft. Special 1 Chakram 15 gp 1d4 ×3 30 ft. Slashing Throwing iron 8 gp 1d6 ×3 10 ft. Slashing Medium-size Gauntlet, spring-loaded 1 gp 1d4 ×2 20 ft. Piercing Double bow, elven 1 1, gp 1d8 ×3 90 ft. Piercing Harpoon 1 15 gp 1d10 ×2 30 ft. hand simultaneously, the standard penalties for two- Fukimi-Bari Mouth Darts : These slim, almost weapon fighting apply. needle-like metal darts are concealed in the mouth, Double Bow, Elven: This double-stringed longbow then spit at the target.


Their effective range is can be used as a normal longbow by anyone proficient extremely short, and they deal little damage, but they in that weapon. Characters with Exotic Weapon Profi- are highly useful when taking an opponent by sur- ciency elven double bow can use the bow to fire two prise. You can fire up to three fukimi-bari per attack arrows at once. Nocking an arrow on the second string all at the same target. requires a move-equivalent action. Once the wielder Do not apply your Strength modifier to damage has taken an action to load the second string, his next with fukimi-bari. They are too small to carry the extra attack is a double shot that launches both arrows force that a strong character usually imparts to a simultaneously at the same target. The wielder makes thrown weapon. The cost and weight are for a single one attack roll at a —2 penalty to determine whether or fukimi-bari. not both arrows strike the target. If the attack is suc- Fullblade: A fullblade is 18 inches longer than a cessful, both arrows deal normal damage.


If the attack greatsword and is too large for a Medium-size crea- is a critical hit, only one arrow deals extra damage, and ture to use with two hands without special training; extra sneak attack damage is applied only once. thus, it is an exotic weapon. Medium-size creatures Duom: The duom is a longspear with a standard cannot use a fullblade one-handed at all. spearhead, as well as two blades curved so that they A Large creature could use the fullblade with one point backward along the shaft. The weapon has hand, but it would be assessed the standard —4 non- reach, allowing you to strike opponents 10 feet away proficiency penalty on its attack rolls; Large creatures with it. Those proficient with the duom can also can use the fullblade in two hands as a martial attack adjacent foes with the reversed heads using a weapon. A fullblade is the first opponent.


CHAPTER 1: WEAPONS AND ARMOR Gauntlet, Spring-Loaded: This gauntlet possesses an opposed Strength check while holding it, the har- a broad ridge of metal that extends along the bottom pooned creature can move only within the limits that of the forearm to the edge of the wrist articulation, the rope allows the trailing rope is 30 feet long. If where a circular orifice is visible. This ridge of metal the harpooned creature attempts to cast a spell, it hides a spring-loaded mechanism that can expel a must succeed on a Concentration check DC 15 or bolt with great force, akin to a miniscule crossbow. fail, losing the spell. You load the gauntlet by inserting a bolt in the hole The harpooned creature can pull the harpoon from and pulling back a hidden lever.


Loading the spring- its wound if it has two free hands and it takes a full- loaded gauntlet is a move-equivalent action that round action to do so, but it deals damage to itself provokes an attack of opportunity. You fire the equal to the initial damage the harpoon dealt. For spring-loaded gauntlet by sighting down your arm, example, if you hit with a harpoon and deal 8 points then flip your hand back so that your palm faces your of damage, the target takes another 8 points of opponent—this motion fires the gauntlet. The cost damage when it removes the harpoon. A character and weight are for a single gauntlet. who succeeds on a Heal check DC 15 can remove a A character who attempts to fire two spring-loaded harpoon without further damage. gauntlets at once incurs the standard penalty for Javelin, Spinning: This light, flexible spear two-weapon fighting. The Ambidexterity feat lets intended for ranged attacks resembles a standard someone avoid the —4 off-hand penalty.


javelin except for the spiral grooves that run down its Greatsword, Mercurial: This huge blade hides a length. You can loop a throwing string around the secret reservoir of quicksilver also called mercury shaft the other end is tied to your finger. The string by alchemists that runs along the interior of the imparts spin to the javelin upon release, improving blade in a slender channel. Looping a string around haft, but when swung, the heavy liquid flows out the javelin is a move-equivalent action that provokes into the blade, making it heavier. In nonproficient an attack of opportunity. Tying a casting string hands, this shifting mass penalizes the wielder by an around your finger is a full-round action that pro- additional —3 penalty on attack rolls, beyond the vokes an attack of opportunity, but the same string is normal —4 nonproficiency penalty for using an reused for multiple javelins.


The javelin can be exotic weapon untrained. thrown without spinning it, in which case its Gyrspike: A gyrspike is a double weapon. A stout damage, range, and threat range are those of a stan- shaft holds a flail on one end and a longsword on the dard javelin. If used in melee, treat the spinning other. You can fight with it as if fighting with two javelin as a standard javelin. weapons, but if you do, you incur all the normal Khopesh: You can use a khopesh to make trip attack penalties for two-weapon fighting, as if you attacks with its hooklike blade. If you are tripped were using a one-handed weapon and a light weapon.


when attempting to disarm an enemy when you Longsword, Mercurial: As the mercurial great- wield a gyrspike including the opposed attack roll sword, except that in nonproficient hands, the shift- to avoid being disarmed yourself if you fail to disarm ing mass and feel of the blade penalizes the wielder your enemy. by an additional —2 penalty on attack rolls, beyond You can also use this weapon to make trip attacks. the normal —4 nonproficiency penalty for using an If you are tripped during your own trip attempt, you exotic weapon untrained. can drop the gyrspike to avoid being tripped. Lucerne Hammer: This polearm resembles a Harpoon: The harpoon is a broad-bladed spear pick on a pole and is designed to puncture heavy forged with barbs.


The shaft of the harpoon has a armor. trailing rope attached to control harpooned oppo- Mace, Double: A stout shaft with a spiked, cylin- nents. Though designed for hunting whales and drical head at each end, this is a double weapon. other large sea creatures, the harpoon can be used on You can fight with it as if fighting with two dry land. The harpooned crea- as a double weapon. ture moves at only half speed and cannot charge or Manti: A manti is a shortspear with four addi- run. The scimitar are used most effectively when spinning and advantage of the unusual blade arrangement is that twirling with the weapon. Despite its size, the weapon you can make one additional attack of opportunity benefits more from quick, precise movement than during the round.


from brute force. The double scimitar is a double Maul: The maul is simply a two-handed war- weapon. You can fight with it as if fighting with two hammer of enormous size. Dwarves favor it. weapons, but if you do, you incur all the normal attack Panther Claw: The panther claw looks much like penalties associated with fighting with two weapons a punch dagger with two extra blades. circumstance bonus when making disarm attempts Shotput, Orc: Special training turns a grapefruit- with it. sized sphere of crude iron into a deadly projectile. of your sai. Skiprock, Halfling: These polished, perfectly A monk using a sai can strike with her unarmed base weighted stones are prized by halflings, for if thrown attack bonus, including her more favorable attacks per well enough, they ricochet off one target to strike a round, along with other applicable modifiers.


You can use a sapara to make trip attacks cent to the original target within 5 feet. The thrower with its hooklike blade. If you are tripped during immediately makes a second attack roll for the skip- your own trip attempt, you can drop the sapara to rock against the new target, with an attack bonus avoid being tripped. equal to the first roll —2. sling requires taking the Exotic Weapon Proficiency Tonfa: A monk using a tonfa can strike with her feat specifically for that purpose. unarmed base attack bonus, including her more Stump Knife: A stump knife is akin to a punching favorable number of attacks per round, along with dagger, except that it can be securely attached to the other applicable modifiers.


stump of a missing forelimb. For someone proficient Triple Dagger: This weapon is used in the off hand in its use, the stump knife becomes an extension of as a means to disarm an opponent—you hold it as you his body. When using a threat range is doubled 17— opposed attack roll when attempting to disarm an Sword, Butterfly: A monk using a butterfly sword opponent including the roll to keep from being dis- fights with her unarmed base attack bonus, including armed if you fail to disarm your opponent. The triple her more favorable number of attacks per round, dagger could also be used as a normal dagger, if along with other applicable modifiers.


desired, but if used in the off hand, all normal penal- Three-Section Staff: Originally a farm implement ties for fighting with two weapons apply. by chain, leather, or rope. In fact, the vanes of the fan are crafted from steel, and A monk using a three-section staff for which she the tips are needle-sharp. The three-section foe during the first round of combat. staff requires two hands to use. Ward Cestus: This is a stout leather gauntlet with Throwing Iron: These weapons have complex blades a well-forged metal weight sewn into it over the with two or more edged or pointed protrusions. Unlike knuckles. A strike with a ward cestus is considered an most hurled weapons, throwing irons are as often unarmed attack.


If you take a Total Defense action, thrown along a horizontal plane as along a vertical one. Your opponent cannot disarm you of wielded like brass knuckles. Your opponent cannot a ward cestus. The cost and weight are for a single use a disarm action to disarm you of tiger claws. An ward cestus. attack with tiger claws is considered an armed attack. Whip, Mighty: A character who takes the Exotic A monk using tiger claws can strike with her Weapon Proficiency whip feat is also proficient in unarmed base attack bonus, including her more the mighty whip. A mighty whip is made with espe- favorable number of attacks per round, along with cially heavy material that allows a strong wielder to other applicable modifiers.


The cost and weight are take advantage of an above-average Strength score. for a single tiger claw. The mighty whip allows you to add your Strength A slightly different version, the nekode, is both a bonus to its subdual damage, up to the maximum weapon and a climbing tool. Using a pair of nekodes bonus indicated. Slashing 1 See weapon entry for special rules. CHAPTER 1: WEAPONS AND ARMOR whip feat is also proficient in the whip-dagger. natural armor bonuses. If you are tripped during your own trip Weapon Equivalents attempt, you can drop the whip dagger to avoid A claymore is a zweihander is a no-dachi—a great- being tripped. We could have filled this book with fail to disarm your opponent.


individual statistics for all of the historical weapons A mighty whip-dagger is made with especially whose names appear in Table 1—6: the gladius, the heavy material that allows a strong user to take advan- tulwar, the cutlass, the jambiya, and so on. The simple tage of an above-average Strength score. than it already has. exceeded by advances in offensive technology. First, what niche would the gladius fill? It might want to limit access to certain weapons. Perhaps the barbarians of the frigid good for a weapon that size. Oriental Adventures, example, plains-dwelling tribes or Aztec-like for example, has only three new martial weapons. Bronze Age societies resemble the king- The wakizashi is simply a masterwork short sword doms and empires of the classical era, and may be like the drusus, the nagamaki is statistically close to particularly useful for describing cultures that wor- the guisarme, but lighter, less expensive, and lack- ship the Olympian or Pharaonic pantheons pre- ing both reach and trip capability, and the naginata sented in Deities and Demigods.


These cultures have is almost identical to the glaive. marked by the invention of the stirrup, light armor, Characters who use exotic weapons are spending a and relatively simple weapons. Does this mean that jungle tribes or bone weapons. Their attack and damage penalty is are frequently encountered wielding fine steel dag- only —1 rather than —2. Bronze has a hardness of 9 gers? Of course not. Stone Age weapons are generally and 20 hit points per inch of thickness. made of bone and stone, while Bronze Age weapons Hafted weapons that is, weapons with wooden are usually made of bronze. can supplement those presented there. Hit points for various weapon types are shown on Table 1—7: Low- Special Weapon Materials Tech Weapon Hit Points.


Extraplanar weapon- 12 of 1. Bone has a hardness of 6 and 10 hit points per smiths use certain minerals from these planes, partic- inch of thickness. Stone has a hardness of 8 and 15 ularly the Outer Planes, to make weapons with hit points per inch of thickness. U : Uncommon in this time period. The drusus is a masterwork gladius short sword. their way to the Material Plane. Like adamantine, into steel, can be used to create weapons of amazing mithral, and darkwood, these materials bestow spe- sharpness. This bonus does not stack magical in nature and thus do not go away in an with any other enhancement bonus. Thus, a green antimagic field, for example. In an area where magic run through the rock. Elves and druids locked deep in primeval bonus on both attack and damage rolls from a com- forests, for example, find refined metal a rare com- bination of masterwork and the green steel.


Though modity. Surrounded by plants and magic, however, green steel is a common component of keen weapons some elven smiths craft wonders out of their every- produced in the Lower Planes, it grants no other spe- day environment. cial ability to such weapons. Armor Descriptions Baatorian green steel has a hardness of 12 and 30 Bark: This armor is carefully crafted from the tough hit points per inch of thickness. bark of ancient trees and is treated to prevent it from Gehennan Morghuth-Iron: This volcanic min- becoming brittle over time. Strips of bark are layered eral is unique to the steep mountains of the Bleak together over a quilted layer of felt or hide. Bark armor Eternity of Gehenna, where it is occasionally is more flexible than wooden armor but does not pro- mined by neutral evil fiends called yugoloths and vide as much protection. Druids can wear bark armor other creatures on that forbidding plane.


It forges without losing access to their spells and class fea- poorly, making weapons that appear pocked and tures. Bark armor includes arm, leg, chest, and back pitted and have a —1 attack and damage penalty. protection, but it does not include gauntlets. However, morghuth-iron is extremely toxic, rap- Bondleaf Wrap: Bondleaf wraps are idly poisoning the blood. A slashing or piercing each crafted from a single enormous leaf weapon made of Gehennan morghuth-iron is naturally poisonous. The weapon delivers its found poison Fortitude save DC 12 with each successful on magi- attack. The initial damage is 1 point of temporary cal trees. A Dexterity; the secondary damage is bondleaf wrap 1d4 points of temporary Dex- is inactive until terity. The market price worn for 24 hours. drawing water and nutri- Gehennan morghuth- ents from its host. Afterward, iron has a hardness of 9 as a standard action, you can com- and 20 hit points per mand it to wrap around your body.


inch of thickness. Bone: Bone armor is a cloth or leather coat reinforced with strips of bone, often cut from animals used for food. The armor covers the torso but leaves the limbs free for better mobility. Brigandine: Brigandine armor consists of a coat of leather plates, each plate consist- ing of leather with a strip of steel inside Solanian Truesteel: Mined on the fourth layer of it. It is essentially a light form of splint mail. the Seven Mounting Heavens of Celestia, this fine Buckler, Beetle: This buckler is actually a Tiny iron needs no alloy and shines with a silvery gleam. scarab beetle that latches onto the forearm. The confers any bonus to Armor Class. bonus to Armor Class. With a command word, you can detach the beetle. The beetle cannot be ordered to Handbook. Many use unusual raw materials, because attack, but it defends itself if attacked. CHAPTER 1: WEAPONS AND ARMOR Table 1—8: New Armor Armor Arcane Armor Max Dex Check Spell Speed Armor Cost Bonus Bonus Penalty Failure 30 ft.


good ; AC 24 touch tection without the use of metal or leather. foundation armor and any shield worn. You can wear Deflect Arrows Ex : When detached from its dastana with padded, leather, or chain shirt armor. as the Deflect Arrows feat. Dendritic: Dwarf armorsmiths grow dendritic Vermin Traits: Immune to all mind-influencing armor from seed crystals deep underground; dendritic effects; darkvision 60 ft. Each suit of den- dritic armor is tailored for a specific wearer. This superb Coral: Commonly worn by warriors of seafaring armor is socketed rather than riveted together, leaving races, such as merfolk and tritons, coral armor is not almost no gaps or chinks. It protects better than full so much created as grown. Exotic and rare corals are plate armor, but is also heavier and more cumbersome.


shaped over time to create armor for a specific Dendritic armor constantly grinds crystal flecks person. Someone wearing coral armor that was not off, and regrows itself to its original shape. Coral armor covers only the top half of the circumstance bonus on skill checks from the fine wearer—breastplate and bracers. Swim speed is trail of crystals left behind. To remove dendritic reduced by 10 feet when wearing coral armor. How- armor, you must break your way out by succeeding at ever, because of its design, coral armor effectively a Strength check DC As long as you leave at least weighs 10 pounds less in water. ing skill. Lamellar: Similar to splint and brigandine armor, Cord: Fibers of hemp or other natural material lamellar lies between the two in protective value. It 15 woven and knotted into a thick, tough fabric are the consists of small, overlapping plates of metal sewn basis for cord armor.


The armor forms a complete together or stitched to a backing of leather or cloth. CHAPTER 1: WEAPONS AND ARMOR Leather Scale: Leather scale armor is just like the the effect is inert until the next day. book, except that the scales are made of cured leather Pheromones: Once per day, the ivy exudes phero- instead of metal. mones that make you seem more attractive. You put on a wreathlike choker before going to attempt to influence a creature with scent, but moon- sleep. Overnight, a tight but flexible bodysuit of ivy ivy pheromones do not affect constructs or undead. grows over your body. When you awaken, you are wear- Quick-Escape: Ingeniously crafted, this armor ing a tough, fibrous light armor.


Removing the choker uses special buckles, straps, and releases so it can be causes the moon-ivy armor to wither in 5 rounds. removed in mere moments. It is a favorite of wealthy For an additional gp, one of the following types sailors and adventurers who anticipate going near of ivy can be grafted into the armor. bodies of water. Poison Ivy: The ivy exudes a poisonous resin. Once As a standard action, the wearer pulls and twists on per day, if you succeed on a grapple check, your foe a special lock, located on the shield-side hip, which must make a Fortitude save DC If the defender causes the armor to fall away. Each lock is unique in fails, he takes initial and secondary damage of 1d3 operation, making it difficult for anyone other than points of temporary Constitution. This poison never the owner to undo, especially in the middle of battle. A affects the wearer. Disable Device check DC 30 is required for someone Explosive Spores: The ivy is laced with noxious, other than the wearer to release the armor in combat.


explosive spores. Each day, the ivy grows 1d3 spore If the Disable Device attempt is made while the wearer pods, to a maximum of ten pods. Whenever you are is not in combat a rogue sneaking up on a sleeping struck in combat with a bludgeoning attack, one of guard, for example , then the DC is reduced to the spores explodes into the space from which the The quick-escape extra must be included during attack came. Anyone in that 5-foot square must suc- the creation of the armor, which must be of master- ceed on a Fortitude save DC 14 or be nauseated for work quality. It takes twice as long as normal to put 1d6 rounds. It is a cheap and Brigandine or 4 minutes 1 1 minute 1 minute effective protection, popular among town guards.


lamellar Shell: This armor is created out of specially treated Bark, shell, or coral 4 minutes 1 minute 1 minute tortoise shells and more exotic sea life. Shell armor includes a breastplate, shoulder Bondleaf wrap 24 hours — 1 round guards, and even gauntlets created from smaller and Quick-escape ×2 3 ×2 3 1 action smaller shells. Druids can wear shell armor without 1 If you have some help, cut this time in half. A single losing access to their spells or class features. character doing nothing else can help one or two adja- cent characters.


special switch located on the inside grip. When trig- 2 You must have help to don this armor. Without help, gered, four blades pop out from the edges of the shield, you can only don it hastily. and one larger blade springs out from the middle. does normal armor of the same type. When the blades are activated, the stiletto shield counts as a spiked shield in all respects. Dwarven stone armor is very paign might be restricted to certain cultures, depend- heavy and more ornamental than practical; conse- ing on the level of technology quently it is the dress uniform for available to those cultures. many dwarven defenders. breastplates, at best. Tightly woven reeds same technological eras as cover the entire body, offer- Table 1—6: Weapons, Tech- ing slightly more protection nology, and Culture to show than normal clothes, al- what forms of armor might be though the wicker is bulky common in such cultures. If and loud. such as full plate. Wood: Similar to bone Bronze armor, wood armor is cloth Breastplate While weapons tend to have a com- or leather reinforced with mon form and vary only in their material strips of wood.


over the course of technological advancement bone or stone dagger yields to bronze dagger, which Getting into and out of Armor yields to iron or steel dagger , different forms of The time required to don armor depends on its type armor are technological advancements in them- 17 see the table below. If it Chainmail — — U C increases the armor check penalty, it is shown as a Cord C — — — Half-plate — — — U negative adjustment —. Hide C — — — Astral Driftmetal: This extraordinarily rare min- Lamellar — U C — eral is mined only on islands of matter floating on the Leather C C C C Astral Plane.


It is not malleable enough to be Splint mail — — — U worked into chainmail or scale mail; only a breast- Studded leather — C C C plate, shield, or any form of heavy armor can be made Wicker C — — — from Astral driftmetal. A suit of driftmetal armor Wood C — — — weighs 5 pounds more than the same armor made of C: Common in this time period U: Uncommon in this time period steel, but the other statistics of the armor maximum —: Not usually found in this time period Dexterity bonus, armor check penalty, spell failure chance are unchanged. Historically, only a few exceptions to this rule Astral driftmetal has a hardness of 12 and 30 hit exist, and they are all made of bronze. points per inch of thickness. tective value as steel shields, and their cost and weight Blended Quartz: This rare, naturally occurring are the same.


A small bronze to work. Armor and shields made from blended shield has 7 hit points, and a large bronze shield has quartz weigh twice as much as normal and incur the 14 hit points. normal armor check penalty. The DC of relevant Bronze Breastplate: While the relative softness Craft checks involving blended quartz increases by 5. of bronze diminishes its usefulness in weapons, it But blended quartz is a surprisingly good conduit of allows elaborate sculpting of bronze breastplates, magical energy. It is also popular parade dress. exists to describe weapons. There is therefore no need Bronzewood: This exceptionally hard wood is to provide equivalents for most forms of armor— useful for making both armor and weapons.


Although dense hundreds of variant names for these armors. Early made from bronzewood rather than metal. The term armor made of metal. The armor check penalty from expanded to include the three most common kinds bronzewood armor and shields does not affect Hide 18 of Roman metal armor: lorica segmentata banded checks made in woodland environments. mail , lorica hamata a chain shirt , and lorica squamata The following armors can be made from bronze- scale mail. Penalty Adj. Failure 30 ft. Same Same ×2 Same Same and full plate. Although bronzewood can replace they can work choice bits of dragonhide into armor, metal in most weapons, chain weapons such as the armorsmiths can make one suit of banded mail for a spiked chain cannot be made from it.


creature up to two sizes smaller than the source crea- Bronzewood has a hardness of 10 and 20 hit points ture, one suit of half-plate for a creature three sizes per inch of thickness. smaller, or one breastplate or suit of full plate for a Item Market Price Modifier creature four sizes smaller. source creature is Large or bigger. Chitin: Difficult to work and dangerous to obtain, Chitin has a hardness of 5 and 10 hit points per the exoskeletons of massive insects are still used to inch of thickness. construct weapons and armor, especially in areas Item Market Price Modifier where metal is scarce. Although chitin can replace metal in most Darkleaf, Elven: Similar to elven leafweave armor items, chain weapons such as the spiked chain see below , elven darkleaf armor is made of carefully cannot be made from chitin, nor can chainmail armor cured and beautifully carved pieces of darkwood see or chain shirts.


sources of chitin plates big enough for crafting Making armor out of darkleaf reduces its spell 19 armor. The arcane spell failure chance reduced by 2. Naturally, other limitations for example, whether a barbarian entropium improves only armors made primarily of can use his fast movement ability. If made of elven metal, including chain shirts, all medium armors darkleaf, heavy armor is treated as medium, medium except hide, all heavy armors, and steel shields. armor is treated as light, but light armor is still Entropium has a hardness of 15 and 40 hit points treated as light. Only armors generally made of metal per inch of thickness.


can be constructed from elven darkleaf. armor from forest leaves, which are then treated by Also known as sea-stone, elukian clay is formed in a special alchemical process that makes them as part by seepage from the Elemental Plane of Water. It tough and flexible as leather, with considerably less has a strong affinity to water, so those traveling in or weight and encumbrance. Such suits are made in over large bodies of water value it greatly. on Swim checks. armor check penalties are reduced by 2. Armors that Armor and shields made from elukian clay have their are generally constructed of metal cannot be dupli- armor check penalty increased by 1.


cated with elven leafweave. Once formed, an item made from elukian clay takes Creating elven leafweave armor requires a success- three days to harden. Items used before the hardening ful Alchemy check DC 25 in addition to the normal is complete are easily ruined; such items have 0 hard- Craft armorsmithing checks. ness and only one-tenth their normal hit points. recesses of the Underdark. Naturally resistant to div- Shaping elukian clay into armor requires the Craft ination magic, items made from urdrukar are greatly sculpture skill. prized by those who do not wish to be found. the normal arcane spell failure chance. Urdrukar is Entropium: Githzerai armorsmiths in the Ever- heavier and harder to work with than most other Changing Chaos of Limbo have found a way to alloy metals: Armor made from it tends to be somewhat ordinary iron with some of the shifting chaos-stuff of clumsier, making gestures more difficult.


their native plane. The resulting metal, called entro- Urdrukar has a hardness of 15 and 30 hit points per pium, is heavier than iron but can be used to make inch of thickness. Metal items made from urdrukar effective armor. A suit of entropium armor actually cost an additional gp per pound. shifts as its wearer moves, allowing incredible flexi- Ysgardian Heartwire: This incredibly fine, flexible bility at the cost of increased weight. Light entropium metal is found only in the deep mines of Nidavellir in armor is considered medium and weighs 2 pounds the Heroic Domains of Ysgard. It is not suitable for more than normal, medium armor is heavy and making an entire suit of armor, but small sections of weighs 5 pounds more than normal, and heavy armor heartwire mail can be incorporated into chain shirts, is simply more so, weighing 10 pounds more than chainmail, or heavy armor to reinforce vital areas. This normal. Bolt cutters cannot be used effectively as a Gear weapon other than as a clumsy club.


Book, False: This is a large, well- Behind the Curtain: Items with made tome with a hollowed-out middle Here are additional items that adventurers might find section. It comes with a clasp and very Circumstance Bonuses Items in this chapter that useful. Weights for all the items in Table 2—1: Adven- simple lock Open Lock check DC grant circumstance bonuses turing Gear are for their filled weights except where The false book forms a very tight seal are parts of kits found in the otherwise designated. For in- points of items, see Attack an Object in Chapter 8 of waterproof and allowing it to float. among dwarven warriors in the field, the brewmaker is a pressurized con- NEW EQUIPMENT tainer that vaguely resembles a percolator. When Animal Call: Crafted out of bone, metal, or wood, water, hops, and other ingredients are added, it creates these special whistles are designed to mimic a spe- a thin beer in only a week.


The taste is dreadful, but cific animal voice—usually game animals and birds. thirsty soldiers take what they can get. Calls 10 see Alcohol and Intoxication, later in this chapter. It has a latch, but strips, this kit is indispensable in keeping armor in any lock must be purchased separately. The table below top form. cumstance bonus on Craft armorsmithing checks to Number of Creatures repair armor. Cage Size Large Med. Small Tiny Dim. By clicking a small switch, the ratchet prevents Small 0 0 1 2 4 10 30 Tiny 0 0 0 1 2 10 15 movement either up or down the rope. You can also slide down a rope with this device, difficulty, unless the cage is designed with narrower bars. which allows rapid movement—basically a con- trolled fall. It requires a successful Strength Check Candelabra: Candelabras are designed to hold DC 15 to hold on when performing this maneuver. four, eight, or sixteen candles in an aesthetically A failure means you fall.


pleasing arrangement. It is used to display while sixteen candles illuminate a foot radius. a personal, family, or royal crest, or as identification Candle Mold: There are several different versions on the battlefield. The price given is for a simple of these large wooden molds. A single mold can form banner made from cotton and cheaper materials— eight tapers, two pillar candles, or twelve votive the fancier the banner, the higher the cost. The mold does not come with wax. checks to be seen from a distance. Candle, Insectbane: This heavily scented candle Barbed Wire: This is a roll of barbed steel wire smells pleasant to humans and humanoids but is designed to keep things in or out. A creature trying to repellent to insects. Nonmonstrous vermin will not cross barbed wire must make a successful Reflex save approach within a 5-foot radius of a burning candle. DC 10 or take 1d3 points of damage and be tripped. A It burns for 1 hour. pair of thick gloves is necessary to set up barbed wire.


Crane, Portable: This small crane can be broken A handler who does not have gloves needs to succeed down into several parts for easy transportation.



Uploaded by Jackson Mccreery. Copyright © Attribution Non-Commercial BY-NC. Available Formats PDF or read online from Scribd. Share this document Share or Embed Document Sharing Options Share on Facebook, opens a new window Facebook. Did you find this document useful? Is this content inappropriate? Report this Document. Copyright: Attribution Non-Commercial BY-NC. Available Formats Download as PDF or read online from Scribd. Flag for inappropriate content. Download now. Jump to Page. Search inside document. ot Skil Level of Hirelings 6 incorporating lems into Your Campaign 3 Craft and Profession Skills. a Mercenary Leaders escesecsecse 18 Training n New Armor Materials csceseesessT8 New Feat: creature yee Trainer. B Pets fs zB Chapter 2: Adventuring G Gear a: Specific Clothing mibewieead Other Animal Mounts.. veo 80 Jewelry and Accessories 30 Animal and Magical Beast Mounts ae30 Monster Mounts vee Alcohol and Intoxication verse New Magic Item: Amulet fone Riding.


fee3B RMON. ave aces Trade Goods ono Chapter 3: Vehicles es -1BF Controlling Vehicles Rings. ne Vehicle Combat. RoE cas nea cS Collisions. cee ay Attacking a Vehicle Wondrous Items hee Vehicle Augmentations The Vehicle Statistics Block - Chapter 6: Special Magic Items. Intelligent Items ion ag Chapter 4: Hirelings and Creatures Finding Hirelings Appendix: Treasure Tables You might also like The Book of Nine Swords The Book of Nine Swords. Pokemon Tta Ultimate Sheet Pokemon Tta Ultimate Sheet. Chapter 3 Chapter 3. Dungeons and Dragons 3. A Prince's Return to Glory Ch 1 A Prince's Return to Glory Ch 1. The Yellow House: A Memoir National Book Award Winner The Yellow House: A Memoir National Book Award Winner. Shoe Dog: A Memoir by the Creator of Nike Shoe Dog: A Memoir by the Creator of Nike. Hidden Figures: The American Dream and the Untold Story of the Black Women Mathematicians Who Helped Win the Space Race Hidden Figures: The American Dream and the Untold Story of the Black Women Mathematicians Who Helped Win the Space Race.


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D&D Arms And Equipment Guide 3.5 Pdf Free Download,Uploaded by

WebCheck D&D Arms And Equipment Guide e from vladimirtepesh here. Like D&D Arms And Equipment Guide e? Just add D&D Arms And Equipment Guide e of WebMar 6,  · Download [d&d ] arms and equipment blogger.com type: Heroes need to be prepared for anything, which means having the right weapons and gear on hand at all WebFeb 6,  · Arms and Equipment Guide By Eric Cagle, Jesse Decker, Jeff Quick, Rich Redman, and James Wyatt Heroes need to be prepared for anything, which means WebDec 31,  · This is a HUGE PDF mb Nearly pages. It downloaded in seconds. Just an initial scanning of the PDF so far. It will take days to go through it all. It WebNov 8,  · D&D Arms and Equipment Guide of Match case Limit results 1 per page Author: jackson-mccreery Post on Nov views Category: Documents WebApr 22,  · The pdf d&d arm and equipment guides are great for doing up-to-date information on the basics of your home. They are great to learn on a daily basis. They ... read more



If used in melee, treat the spinning other. The simplest way to add the new equipment in this Chapter 3: Vehicles opens with a general discus- book to your game is to just do it: add the items sion of the characteristics of vehicles and how to without explaining where they came from and why handle vehicles in play, particularly during combat characters are just learning about them. Dungeon master's guide v. If properly set up, Net, Butterfly: This is a slender rod with a metal it keeps away mosquitoes, bees, and other ordinary hoop on one end, covered by a sack made from insect vermin. bark of ancient trees and is treated to prevent it from Gehennan Morghuth-Iron: This volcanic min- becoming brittle over time. Slashing 1 See weapon entry for special rules.



Sign up for free Log in. pdf Download Arms and Equipment Guide By Eric Cagle, Jesse Decker, d&d arms and equipment guide 3.5 pdf free download, Jeff Quick, Rich Redman, and James Wyatt Heroes need to be prepared for anything, which means having the right weapons and gear on hand at … The Arms and Equipment Guide is an official WotC book printed for 3. Enter the email address you signed up with and we'll email you a reset link. Disable Device check DC 30 is required for someone Explosive Spores: The ivy is laced with noxious, other than the wearer to release the armor in combat. Shell armor includes a breastplate, shoulder Bondleaf wrap 24 hours — 1 round guards, and even gauntlets created from smaller and Quick-escape ×2 3 ×2 3 1 action smaller shells.

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