By Eric Cagle, Jesse Decker, Jeff Quick, Rich Redman, Visit Amazon's James Wyatt Page, search results, Learn about Author Central, James Wyatt,
Heroes have to be ready for whatever, this means that having the fitting guns and kit to be had perpetually. The well-stocked pages of this publication carry a powerful stock of item to get you into and out of all demeanour of difficulty, including:A caravanload of apparatus, exchange items, alchemical goods, poisons, mounts, and autos. Over 230 magic guns and armors, corresponding to the flameshroud awl, lance of the never-ending cost, and vampire hunter armor. Over one hundred twenty five magic goods, together with new artifacts, similar to elixir armor, earrings of the hive brain, the ghost rod, and the bag of unending caltrops. principles for automobile 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 instruction manual and the Dungeon Master’s consultant. A participant wishes in basic terms the Player’s instruction manual.
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Extra info for Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Accessory)
Roll randomly if there is more than one possible target. 3 To stone objects only. Alchemical Items The Alchemy skill allows characters to make many marvelous substances. The items below expand the list of alchemical items available. qxd 1/10/03 12:49 PM Page 33 CHAPTER 2: ADVENTURING GEAR Bladefire: Similar to alchemist’s fire but less volatile, this thick, adhesive liquid ignites when exposed to air. Bladefire is typically poured along the length of a bladed weapon, causing the weapon to burn for a short period of time.
The Fortitude save to resist intoxication is DC 12. Dwarfhead Stout: Found almost exclusively in dwarven communities, this powerful brew is a “dayto-day” beer favored by warriors. ) Frenzywater: An extremely potent clear alcohol. Rumors of bottles spontaneously catching fire when exposed to sunlight have never been proven. Anyone with the rage class ability must make a Will save (DC 15) to resist flying into a rage after drinking a tankard of this liquor. If you have already expended all your rages for the day, then frenzywater has no additional effect other than making you irritable and surly.
On the round after a direct hit, stonebreaker acid deals a further 2d10 points of damage. Verminbane: This tightly sealed flask contains a pale green smoke. When released into the air, the smoke fills a 5-foot-square area. Most creatures are unaffected by the smoke, although humanoids generally find the smell unpleasant. Vermin, however, find the smoke almost intolerable. To pass through an area filled with verminbane, vermin must succeed on a Fortitude save (DC 15). Verminbane lasts for 1 minute, although strong winds may decrease this duration.