Arms and equipment guide 3.5 e pdf download
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After register, you can access the entire variety of books unlimited. Tiny 15 gp 25 lb. Lantern, fog-cutter 20 gp 3 lb. Tongs, metal 3 gp 4 lb. Small 25 gp 75 lb. Leash and muzzle Tree stand 15 gp 5 lb. Medium-size 50 gp lb.
Diminutive 2 sp — Tree tent, elven 30 gp 5 lb. Large 75 gp lb. Tiny 4 sp — Twine, roll 50 ft. Medium-size 8 sp — Wick, candle 50 ft. Magnet, small 10 gp 1 lb. Winch, portable Candelabra, eight-candle Marbles 2 sp 2 lb. Str 18 20 gp 20 lb. Silver 20 gp 1 lb. Mess kit 6 sp 1 lb. Str 20 40 gp 40 lb. Gold 35 gp 2 lb. Mill, hand 2 gp 1 lb. Str 22 80 gp 80 lb. Candelabra, sixteen-candle Money belt 4 gp — Silver 25 gp 3 lb. Item Cost Weight Candle mold 12 sp 5 lb. Percolator 1 gp 1 lb. Candle, insectbane 1 sp — Periscope 20 gp 2 lb.
Crane, portable Pestle and mortar 5 gp 1 lb. Str 22 30 gp 75 lb. Pulley 5 gp 1 lb. Str 24 60 gp lb. Quiver scabbard 10 gp 2 lb. Str 28 gp lb. Rope, elven 20 ft. Earplugs 3 sp — Saw, folding 2 gp 2 lb. Finger blades 20 gp — Shoes, silent 10 gp 1 lb. Outfits Fishing tackle 20 gp 5 lb. Item Cost Weight Flotation bags 5 gp 1 lb.
Skis and poles 15 gp 6 lb. Animal training outfit 10 gp 20 lb. Slate board 5 gp 1 lb. Desert outfit 6 gp 3 lb. Glass cutter 2 gp 1 lb Snowshoes 15 gp 8 lb. Grappling hook, 3 gp 2 lb. Sparker 2 gp — —: No weight worth noting. Grappling ladder 40 gp 8 lb. Sprayer 15 gp 4 lb. Springwall 60 gp 1 lb. Hacksaw Stilts 5 gp 8 lb. Common 5 gp 1 lb. Table case, folding 5 gp 5 lb. Superior 20 gp 1 lb. Tarp 5 gp 30 lb. Earplugs: Made from solid sponge or cork, sewn to lightweight leather for strength.
The bags impose a —2 cir- penalty on Listen checks when worn. Higher Flotation Bags: These are inflatable animal bladders prices indicate better quality for all the pieces. It is hung up between two posts or through glass panes without cracking or shattering trees to create a comfortable bed that is off the ground. The glass cutter makes a circular Heat Mat: This 1-foot-byfoot square mat is made hole anywhere from 3 inches to 16 inches in diame- of heat-absorbing materials.
It can withstand temper- ter. To use it quietly, make a Dexterity check DC The mat does get uncomfortably hot and is not You can make an Open Lock check instead if you are suitable as a protective layer of clothing. It is mostly trained in that skill. Grappling Hook, Collapsible: This small grap- Holy Text: This is a nonmagical religious text, con- pling hook has flat, retractable tines that fold out to taining scripture, stories, and teachings of a particular create a working hook.
It functions exactly like a faith. The price given is for a very simple copy, with normal grappling hook, except that it increases the few, if any, illuminations. Housebreaker Harness: Designed exclusively for Grappling Ladder: This is a premade rope ladder second-story breaking and entering, this harness is with two small grappling hooks on one end.
The made of pliable black leather and reduces the amount given price and weight is per 10 feet of ladder. Once of noise made from loose metal items clanging the grappling ladder is in place, it reduces the DC for together. It ignores the hardness of any normal Pick Pocket, and Tumble checks.
A common and has a spiked handle. If used as a weapon, treat as a hand axe with a Hammock: This portable sling is a favorite of —2 penalty on attack rolls. 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. It does not prevent monstrous vermin from netting see that entry, above. Treat this as a net see Weapons in Chapter 7 or artwork.
One person can easily carry the hand keg, while a Percolator: Considered the most important part of cask usually requires two when full. If used in desperation special amber lens that allows light to reach farther as a weapon, the contents of a full boiling percolator through mist, fog, and smoke than that from regular deal 1d3 points of heat damage max range 5 feet. It illuminates a cone 40 feet long and 10 feet Periscope: This is a small handheld periscope, about wide at the end, regardless of fog or mist, and it burns a foot long, that allows you to look over obstacles or for 6 hours on a pint of oil.
You can carry a lantern in around corners without exposing yourself to danger. Pestle and Mortar: A stone bowl and crusher used Leash and Muzzle: Made to fit creatures of various to grind material down to powder.
It is vital for using sizes, this is necessary equipment for training animals. The eye can withstand a load of increasing the price by 20 gp regardless of size. For up to pounds before breaking. Quiver Scabbard: Cleverly designed, this quiver Magnet, Small: This small magnet can be used to for either arrows or bolts has a hidden scabbard that attract loose metal items or stick to ferrous objects.
It can hold a relatively flat weapon of size Small or is only powerful enough to attract metal that weighs smaller, such as a shortsword, handaxe, or dagger. It 3 ounces or less. They Rope, Elven: Elven rope is finer than silk. It has 4 are commonly used as toys but are also useful for hit points and can be burst with a successful Strength checking the slope in a dungeon corridor just set check DC Coils of elven damaging alternative to caltrops.
One bag covers an rope are sold in foot lengths and are extremely area 5 feet square. Creatures moving through or fight- rare outside of elven settlements. A Saw, Folding: This camp saw breaks down into creature that fails is unable to move for 1 round or one slender package for easy carrying. A folding saw is ineffective as a weapon. The DM judges the effectiveness of marbles against Shoes, Silent: These are soft, padded shoes that unusual opponents.
Creatures that are Huge or larger absorb sound effectively. Despite the padding, the tend to crush the marbles into dust, while those with soles are made from tough, stretchy leather that holds multiple legs, like carrion crawlers, can scramble up to abuse. Move Silently checks. Mess Kit: This lightweight metal kit contains a Shriek Rock: Created by halfling artisans, these bowl, plate, fork, spoon, and cup.
This grains, beans, and spices. Listen checks to hear shriek rocks in flight are worn under clothing and can hold up to 50 coins. The at DC —5, modified as normal by distance and inter- Pick Pocket check DC to take something from a vening obstacles. Music Box: A tiny box with a small handle that, Skis and Poles: Skis allow full movement across when turned, produces delicate music a single song.
It takes a lated frame 5 feet square. The poles can withstand up full-round action to don and to remove skis. They may also grant a you to breathe while submerged. The drum is filled with liquid, Snow Goggles: These wooden goggles have a thin usually water, although oil and holy water are com- horizontal slit in the middle. When pumped a including snow blindness, extremely bright light, or standard action the sprayer creates a dense cloud of spells that target vision indirectly such as sunburst but vapor 10 feet long.
Because the particles are so fine, the not blindness. While wearing snow goggles, you incur cloud lasts for only a moment and does not drift to a —4 circumstance penalty on Spot and Search checks.
Snowshoes take 1 Springwall: This gnome-crafted device consists minute to don and a full-round action to remove. When the ball is wire hinge.
Lighting a torch with a sparker takes a thrown and strikes a hard surface, it springs open, standard action.
A sparker can be used ten times creating a flexible metal mesh wall 10 feet high and before it needs replacing. A crea- be collapsed into a small, lightweight bundle. You used to pick up objects without touching them can also buy taller stilts: For each additional foot in directly. Base speed while using stilts is 20 tools often found in the hands of commoners. They feet Small characters actually benefit from the have wooden shafts or handles and iron heads typi- longer strides. You cannot run on stilts.
If used as weapons, they Table Case, Folding: A 2-foot-byfoot suitcase impose a —4 nonproficiency penalty on attack rolls. It takes 1 Tree Tent, Elven: A cleverly designed and very hour to set up and half an hour to take down. A typi- comfortable one-person tent that suspends itself in cal teepee provides enough room to comfortably fit the branches of trees.
Due to its coloration and shape, eight Medium-size humanoids. It has 0 hard- Medium-size humanoid. When tightly wrapped around an Tent, Four-Person: A Large tent that can comfort- object, it has the same strength as hemp rope 0 hard- ably fit four Medium-size humanoids.
It can comfortably fit twenty deities dedicated to the concepts of Law and Chaos also Medium-size humanoids underneath. Spellcasters would advance very if it were acid. Typically, a flask of lawful water deals slowly, although they would probably be sought after 2d4 points of damage to a chaotic outsider on a direct as wise men or women.
Magic items would be the source of many legends, In addition, lawful water is considered blessed, quests, and adventures, even though their power which means it has special effects against certain pales when compared to normal campaigns. A flash of lawful water can be thrown as a Choose your equipment wisely. A flask blasting monsters, what you carry on your person is breaks if thrown against the body of a corporeal crea- extremely important.
Torches and lanterns are neces- ture, but against an incorporeal creature, the flask sary without the benefit of light spells. Lacking fly or must be opened and the lawful water poured onto it. Doing so is fire in a low-magic campaign could be a great equal- a ranged touch attack that does not provoke attacks izer in combat, when fireballs are unavailable. Wick, Candle: This is treated wick for creating This does increase the paperwork, but it also adds a candles.
In addition, it can be used as a timing device gritty realism that some DMs and players enjoy. One inch of wick burns in 30 seconds.
The Combat, wounds, and healing. With the com- flame is as strong as that of a candle, so it is easily plete lack of, or limited, healing magic, combat is snuffed out by wind, rain, and the like. Adventurers should choose their battles wisely Winch: This is a hand-cranked winch, plus 50 feet and be ready to run if things turn against them.
To be effec- Damage from exotic sources like fire, acid, or cold tive, the winch must be bolted or nailed down to a can have far-reaching effects that are unimportant secure surface.
This opens up monster assumes that PCs have ready access to heal- all sorts of interesting and challenging situations, ing magic. In a low-magic campaign, where healing where the PCs must survive by their skills, wits, and magic is extremely limited, DMs must assign ad hoc of course equipment, alone. XP awards to represent the increase in encounter dif- Magic is powerful. In a low-magic campaign, however, magic can Weapons.
In a world with little or no magic, the happen in one of two ways. In the first situation, magic is notable when it hap- The price for creating or buying one would increase pens. Characters should be awed, frightened, or at the dramatically: Without wizards and sorcerers capable very least respectful when witnessing it in action.
A magic weapon would instantly draw the often include a magical device to act as a power source. Spells of this want to own it themselves. Entire kingdoms could be 27 nature probably fall under the Divination, Enchant- toppled in the name of finding or repossessing these ment, or Illusion school.
It can recommended see Outfits, below. Nothing glasses, books of writing styles, parchment, and other is scarier than watching your sword bounce harm- instruments. Forgery checks and lasts for ten uses before having to Alchemy. In a low-magic campaign, magical effects be replaced. The Alchemy skill face paint, toys, puppets, juggling balls, and other col- could be a great benefit to a party, although creating orful items. Individuals who would be considered wizards or checks to avoid recognition.
Adven- cumstance bonus on Intuit Direction and Wilderness turers can expect to pay at least twice the indicated Lore directional only checks while at sea, and on amount, if not more. Profession cartographer checks to make maps. Scry checks. There are different kits the snorkel entry above—the bonus is already fac- for different types of animals. If training skintight suit. It provides no protection ing or armor. Desert Outfit: This outfit consists of loose, bil- Outfits lowy clothing designed to keep the wearer cool and Animal Training Outfit: Essentially beefed-up protected from the sun while out in dry, hot, desert padded armor, this suit covers a person from head to terrain.
It includes a caftan, turban, scarf, loose pan- toe in thick quilted padding, especially around the taloons, and either high boots or low sandals. Wear- limbs. It is used as protection by those who specialize ing the outfit eliminates the —4 penalty on Fortitude in training attack animals, such as dogs. Heatsuit Outfit: Clothing designed to protect the 30 ft. It consists of nary vermin of all kinds: bees, ants, centipedes, and heavy pants and coat, a specially treated leather apron, so on.
The outfit consists of a sealed leather suit and very thick mittens, a thick hood, and goggles. The large helmet encased in fine netting see the insect heatsuit outfit prevents 3 points of normal heat netting entry, above.
Cloak Robe Belt Cotton 3 sp 2 lb. Sackcloth 1 sp 2 lb. Wool 5 sp 3 lb. Velvet 3 gp 3 lb. Fine 25 gp — Codpiece 6 sp — Silk 5 gp 2 lb.
Buckle large Collar, spiked 10 gp — Pads Plain 2 sp — Corset 25 gp 4 lb. Bodysuit, black 1 30 gp 1 lb. Sash High 5 sp 1 lb. Velvet 2 gp 1 lb. Brocade 8 gp 1 lb. Dress Silk 4 gp — Riding 1 gp 1 lb. Peasant 5 sp 3 lb. Average 8 sp 5 lb. Sackcloth 5 cp 1 lb. Exquisite 75 gp 10 lb.
Cotton 1 sp 1 lb. Fullcloth, winter 1 4 gp 2 lb. Silk 10 gp — Leather 8 sp 1. Girdle 6 sp 1 lb. Shoes Woolen 5 sp 1 lb. Gloves Leather 3 sp 1 lb. Velvet 4 gp 1 lb. Silk 8 gp — Canvas 5 cp — Slippers 1 sp — Bustle 5 gp 1 lb. Mittens 8 sp — Dancing 15 gp — Cape Silk 15 gp — Skirt, leather 5 sp 1 lb.
Half-cape 10 sp 1 lb. Cotton 6 sp 2 lb. Hood, wool 8 cp — Silk 45 gp 3 lb. Leather 1 gp 3 lb. Hood, cotton 5 cp — Tunic Wool, winter 1 gp 3 lb. Hood, fur 1 gp — Sackcloth 5 cp 1 lb. Velvet 8 gp 1 lb. Cotton 5 sp 1 lb. Silk 10 gp 1 lb.
Loincloth 3 cp — Silk 5 gp 1 lb. This sec- found in temperate farmlands. Prices can vary wildly, tion describes only unusual clothing. Bodysuit, Black: This very tight-fitting garment is Many of these items can also be considered trade made of black silk. It is used by rogues and infiltra- goods see below. However, the bodysuit provides no gives prices for generic ales and wines.
For something benefit if you wear other clothing or armor, other a bit more exotic, try these different kinds of alcohol. It takes several months to find enough grapes to small storage spaces. Each can hold one or two Fine create even one batch. Fortitude save DC In addition, the Dragonbite Bitter: The recipe for this exceptional inside lining of the boot can be removed to hide thin, dark beer is centuries old, and only the Dragonbite flat objects like a map or slender dagger.
It requires Brewery has been able to reproduce it. Fortitude save protect the wearer against cold. DC Winter fullcloth is considered part of the cold Frenzywater: An extremely potent clear alcohol. For- It can hold one candle, which illuminates a cone 10 titude save DC The candle is commonly imbued with a Frostwine: This delicate white wine is created from light or continual flame spell.
Frost worms in particular are drawn over other clothing and can comfortably hold up to to the scent of frostwine grapes in bloom, making it ten daggers across the chest. It is particularly handy dangerous to harvest. Prices for fancier items are Golden Light, Gnome: A fine, lightweight beer considerably higher, depending on the level of detail with flowery accents, this is a favorite trade item with and skill of the crafter. It is extremely powerful and tastes dreadful Fortitude save DC Drinking a tankard of this Mushroom Wine: Created by several different foul brew nauseates anyone who is not an orc, half- species that live below ground, there are many types orc, goblin, or hobgoblin.
Prices range widely. Even dwarves among the few permanent halfling settlements that find its taste appealing—though they are loath to have acquired the taste of ale. It has a pleasant, nutty admit it. Moondrop, Elven: Exquisite beyond compare, Spiderblood, Drow: A slight misnomer, this mush- 31 this beverage can be produced only by someone with room wine crafted by the drow includes a substantial the Alchemy skill DC It is made through a dose of venom from poisonous spiders. Anyone not used to drinking this wine Wisdom for each full hour after consuming the last usually a nondrow , must make a successful Fortitude alcoholic beverage, usually feeling terrible in the save DC 11 or be poisoned primary and secondary process.
Neutralize poison negates the damaging effects damage 1d2 Con , in addition to making the Fortitude of alcohol but not the hangover. Those wishing to overcome this poisonous effect must drink one glass over several hours, every day for three months. But various applications of caught fire. Some- Bladefire Flask 20 20 gp 1 lb.
Bullet, acid Sling bullet 15 10 gp 10 oz. This optional rule can help the DM determine just Bullet, flame Sling bullet 20 20 gp 10 oz. Alcohol is a depressant that reduces judgment and Candle, focusing Candle 25 gp 1 lb.
Candle, restful Candle 25 gp 1 lb. Every time a character consumes an Clearbreath Vial 25 50 gp — entire alcoholic beverage a glass of wine, a tankard of Darkvision Vial 20 10 gp 1 oz.
Farflame oil Flask 15 2 gp 1 lb. This assumes that the Fleetfoot Vial 25 50 gp — character is trying to avoid getting intoxicated. Ghostoil Flask 25 50 gp 1 lb. The first drink in an hour imposes no penalty on Gravebane Flask 25 50 gp 1 lb. Longbreath Vial 25 50 gp — —2, the fourth —4, and so on. Obviously, a person can Motelight Flask 20 20 gp 1 lb.
Polar skin Flask 25 25 gp 1 lb. A character who fails a save takes 1d2 points of Signal torch Torch 15 1 gp 1 lb. A character who reaches 0 Wisdom passes out Stonebreaker Flask 20 20 gp 1 lb. A character who reaches 0 Dexterity Verminbane Flask 20 20 gp 1 lb. If both ability scores reach 0, the character could Grenadelike Direct Splash Range possibly suffer the effects of alcohol poisoning. Gravebane 50 gp Repels undead — 10 ft. On a failure, the character takes 1 point of tem- Sparkstone 50 gp 1d6 Half2 10 ft.
Alcohol Type DC 1 To plants only. Wine, common 11 2 Deals half damage to one target within 5 feet only. Roll Wine, fortified 12 randomly if there is more than one possible target. Ale, weak 10 3 To stone objects only. Ale, common 11 Ale, stout 12 Ale, dwarven 13 Alchemical Items 32 Typical spirits whiskey, rum, gin, etc.
The items below expand the Dangerously strong spirits 15 list of alchemical items available. Characters within 20 exposed to air. While burning, and Search. When making a skill check that takes the weapon sheds light as a torch. A weapon treated more than one action to complete such as attempt- with bladefire deals 1 additional point of fire damage ing to identify a potion with Alchemy or using the with each successful hit.
Applying bladefire to a Scry skill with the scrying spell , characters only weapon is a full-round action that provokes an attack gain the bonus from a focusing candle if they spend of opportunity. Bladefire is thick enough that once the entire duration of the skill check within range applied, it does not flow down the weapon, prevent- of the burning candle.
Each round that blade- Candle, Restful: This thick blue candle burns fire burns, it also deals 1 point of fire damage to the slowly, filling the air with a sweet, relaxing scent for 8 weapon that it coats, but most weapons have suffi- hours.
These candles, although slow to function, have cient hardness to ignore this damage. Wooden tremendous restorative abilities. Characters that weapons coated with bladefire ignite, however, spend a night of rest sleeping within 20 feet of a lit taking 1d6 points of fire damage each round until candle heal at twice the rate they normally would. Setting flammable items alight requires After a day of light activity, characters who rest under more contact than just an attack. To light a flammable the influence of the candle heal double their level in item requires a full-round action if the item is unat- hit points and 2 points of ability damage.
After a day tended or a successful grapple check against the of complete rest, characters who sleep under the opponent wearing or using the item. If your oppo- influence of the candle heal three times their level in nent breaks the grapple before your next action, no hit points and 2 points of ability damage. The benefits items catch fire. Clearbreath: This vial of gray smoke temporarily Bullet, Acid: These hollow glass sling bullets are dulls the sense of smell when someone inhales the filled with acid.
When they strike a target, they contents through the nose. The sling bullet. To hold sufficient acid, these bullets effects of clearbreath last for 1 hour. When viewed with darkvision, Bullet, Flame: These hollow glass sling bullets are however, it glows brightly. Each vial contains ignites, dealing 1d4 points of fire damage in addition enough powder for a reasonably lengthy sentence. You can throw a flask of than normal, imposing a —2 penalty on the attack roll.
The splash carrying flammable material catching fire. When they strike a target, they than Medium-size. The damage is not limited to living immediately shatter, dousing the target with holy plants: wooden objects such as doors and wooden water. Undead and evil outsiders take 1d4 points of weapons also take damage from defoliator, though damage from the holy water in addition to the their hardness applies. To hold suffi- Dehydrated Food: Explorers and adventurers of cient holy water, these bullets must be larger than all sorts benefit from alchemically dried food.
Although expensive, dehydrated food weighs only Candle, Focusing: This large, green taper candle half as much as an equivalent supply of trail rations, burns quickly, lasting only an hour despite its size.
Characters eating dehydrated a fresh, crisp odor. After the treated with alchemical substances, giving them a faint duration expires, she takes a —2 penalty on Search purple sheen. You can throw a dwarfblind stone as a and Spot checks for 10 minutes. Characters who grenadelike weapon. When it strikes a hard surface, it spend a round washing out their eyes with clean releases a burst of violet light. The light illuminates a water halve the duration of the penalty. Dwarfblind has temporary rope.
Upon being exposed to air, the liquid no effect on normal and low-light vision. When used in quickly drying. A flask of instant rope forms a a lantern, farflame oil sheds light in a foot radius. The instant rope can be long and 25 feet wide. A pint of farflame oil fuels a moved during this period without damaging it, but it lantern for 3 hours. A pint of farflame oil covers a 5- cannot support more than 10 pounds of weight with- foot square area if poured on the ground.
If lit, out breaking. Once completely dry, instant rope can farflame oil burns for 1 round and deals 1d4 points of support as much weight as normal hemp rope. After damage to each creature in the area. When running, a great boon to anyone who needs to go without air for character under the effect of fleetfoot moves at five more than a few rounds. After inhaling longbreath, a times her speed. The effects of Constitution, rather than 2 rounds per point. Long- of fleetfoot stack with the Run feat, allowing a charac- breath can be used after the character begins holding ter to run at six times her speed and jump half again his breath, but it provides less of a benefit.
If a charac- as far as normal with a running jump. Fleetfoot does ter inhales longbreath after beginning to hold his not grant a character the ability to exceed her maxi- breath, simply multiply the number of rounds that mum jump distance.
Once a character begins making Constitution strange, wispy forms seem to swirl through it. When checks to continue holding his breath, longbreath applied to a weapon, ghostoil allows it to affect incor- provides no benefit.
One Motelight: This flask contains a clear liquid filled flask of ghostoil contains enough liquid to coat one with faintly glowing sparks of light. You can throw a weapon of Large size or smaller. Applying ghostoil to flask of motelight as a grenadelike weapon.
When it a weapon of any size is a full-round action. The almost instantly upon contact with air, creating a thin, sparks are distracting, but they cause no damage.
The smoke is nearly odorless, Creatures within a 5-foot radius attempting to cast a and is has no effect on most creatures. If the caster must make a through it with an effort of will. When opened usu- Concentration check for another reason, the mote- ally by throwing it on the ground , a flask of grave- light applies no additional penalty.
Once its beneficial during the next day. Polar skin Several skills and feats blur the line between the fan- becomes ineffective once it has absorbed 5 points of tastic powers of magic and what exists in the real cold damage. Regardless of whether it absorbs any world. The Alchemy skill exists on this border damage, polar skin loses its effectiveness 1 hour after between the mundane and the magical. Alchemical application. Polar skin does not stack with magical items must provide a wide variety of quasi-magical protection from cold.
Magical effects such as the resist effects without duplicating or weakening the effects elements spell supersede the protection provided by of magical abilities. Applying polar skin takes 1 minute.
Signal torches each burn such as shaken or dazzled in a single creature, but it with a differently colored flame. They are available in takes a magical effect to force such a state on many a variety of colors, the most common being green, creatures or induce a state permanently. The amount of damage can be resemble fist-sized lumps of hard, gray clay.
You can increased slightly if the substance affects only a throw a sparkstone as a grenadelike weapon. When a small subset of creatures. A direct hit by a sparkstone deals 1d6 to a mundane item. The help resist an impending one such as antitoxin. If no crea- a permanent benefit.
Nor should they mimic the tures are within 5 feet of the target, the sparkstone effect of an existing magic item. Prices for alchem- causes no secondary effect. You can throw stonebreaker acid as magic items. He attacks only my foes, and I hope you shall not be among them.
Hennet moved up and spoke to the Visitor in Draconic. My name. The red dragon in the valley is but a knight in the service of the new king of these lands. The red is a powerful foe to be sure, but one just learning the dragon magic known by the Scaled King. Many creatures that have come to this realm with the new king know the magic of dragons. And you are going to need my help to deal with them. They live in distant places and show little regard or interest for the communities of humans and other tiny creatures that inhabit "their" world.
Notable excep-tions existthe polymorphed silver dragon that befriends humans, the rampaging red dragon that preys on remote settlements. This book presupposes a world in which the dragons are actively invested, one in which dragons openly share their magical secrets with humans and the other core races. Using the details in this book, you can:. Play a gnome sorcerer who has learned ceremonial rituals from a brass dragon, enabling him to adopt dragonlike characteristics.
Play a half-elf dragonmaster who has learned secret magic auras from a silver dragon covenant and won the trust of a trusty drake companion. Play a half-orc fighter who has weathered the tyranny of a red dragon long enough to master some new dragon-related feats.
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