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