By Eric Cagle, Jesse Decker, Jeff Quick, Rich Redman, Visit Amazon's James Wyatt Page, search results, Learn about Author Central, James Wyatt,
Heroes must be ready for whatever, this means that having the best guns and kit available constantly. The well-stocked pages of this ebook carry a powerful stock of item to get you into and out of all demeanour of hassle, including:A caravanload of kit, alternate items, alchemical goods, poisons, mounts, and automobiles. Over 230 magic guns and armors, reminiscent of the flameshroud awl, lance of the never-ending cost, and vampire hunter armor. Over one hundred twenty five magic goods, together with new artifacts, corresponding to elixir armor, earrings of the hive brain, the ghost rod, and the bag of never-ending caltrops. principles for motor vehicle wrestle on land, sea, and air. inside those pages, avid gamers and Dungeon Masters will locate what they should outfit their characters for almost each contingency.To use this accent, a Dungeon grasp additionally wishes the Player’s guide and the Dungeon Master’s consultant. A participant wishes purely the Player’s guide.
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Extra info for Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Accessory)
Vicious bleeder does not affect constructs, elementals, oozes, outsiders, or undead. Alchemy or Magic? Several skills and feats blur the line between the fantastic powers of magic and what exists in the real world. The Alchemy skill exists on this border between the mundane and the magical. Alchemical items must provide a wide variety of quasi-magical effects without duplicating or weakening the effects of magical abilities. Here are some guidelines to use when creating new alchemical items: • Alchemical items can induce a temporary state such as shaken or dazzled in a single creature, but it takes a magical effect to force such a state on many creatures or induce a state permanently.
Farflame Oil: This thin, light blue oil burns with a blue flame and illuminates a wide area. When used in a lantern, farflame oil sheds light in a 40-foot radius. In a bullseye lantern, it illuminates a cone 80 feet long and 25 feet wide. A pint of farflame oil fuels a lantern for 3 hours. A pint of farflame oil covers a 5foot square area if poured on the ground. If lit, farflame oil burns for 1 round and deals 1d4 points of damage to each creature in the area. Fleetfoot: This thin blue liquid temporarily loosens the imbiber’s muscles and joints, allowing her to run faster and jump farther.
11 gp–25 gp Paints and dyes, exotic 1 lb. 26 gp–50+ gp Perfume, common 1 oz. 1 sp–1 gp Perfume, unusual 1 oz. 2 gp–10 gp Perfume, rare 1 oz. 11 gp–25 gp Perfume, exotic 1 oz. 26 gp–50+ gp Rugs and tapestries, common 5–15 lb. 1 gp–5 gp Rugs and tapestries, unusual 5–15 lb. 6 gp–10 gp Rugs and tapestries, rare 5–15 lb. 11 gp–50 gp Rugs and tapestries, exotic 5–15 lb. qxd 1/10/03 1:00 PM Page 41 CHAPTER 3: VEHICLES Chapter 3: Vehicles Vehicles are used in D&D games in one of three ways, each of which is described below.