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Bastard Sword, +1 (forged by Durgeddin the Black)

One of the legendary blades forged by Durgeddin the Black, this sword is superbly crafted. Decorations on the hilt reflect dwarven manufacture and a prominent sigil on the blade near the hilt identifies its maker. The sword has an enhancement bonus of +1. These bonuses apply both to attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls. A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.

Studded Leather Armor, Masterwork

This armor is made from tough but flexible leather (not hardened leather, as with normal leather armor) reinforced with close-set metal rivets. This suit of armor is not magical, but is very well made, so that its armor check penalty is lessened by 1.

Composite Longbow, Masterwork (non-magical for +3 Strength)

You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow.

Wand of Entangle (12 charges, caster level 5)

This wand is a gnarled sapling branch about 8 inches long that contains the spell Entangle. Each charge expended allows the user to use the wand's spell one time. A wand that runs out of charges is just a stick. Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn't provoke attacks of opportunity. To activate a wand, a character must hold it in hand and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.

Dagger, Masterwork (2)

A dagger is a short, pointed weapon with sharp edges. The dagger is a common secondary weapon. You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill). This dagger is not magical, but is finely crafted. Wielding it provides a +1 enhancement bonus on attack rolls.

2 Vials, Holy Water

Holy water is water that has been blessed by a Good priest. It is not magical, but it damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon. A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Guster's Green Bowstring (18 charges)

This bowstring is silvery and reflective when seen in the light - clearly suggesting it is something special. It will magically fit any size bow it's attached to (long, short or composite). It will not fit crossbows of ay type. The bowstring holds a number of charges. As the user fires an arrow he may choose to use up to five charges (as a free action). Each charge bestows a +1 enhancement bonus to the arrow's attack and damage. The arrow loses its magic once it hits or misses (i.e. the charges are lost), nor can it be charged and given to someone else to use. Arrows enhanced by Guster's Green Bowstring are treated as magic weapons for the purpose of overcoming damage reduction. The bowstring can be attached to a magical bow and/or used in conjunction with magical arrows, but the string's magic does not function in either case. When all of the charges are used the bowstring becomes not-magical. It cannot be recharged. The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition (or in this case the bowstring). Only the higher of the two bonuses applies. Ammunition fired from projectile weapons with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction.

 
 
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