Arms and Equipment Guide

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Arms and Equipment Guide 620_88159_001_A&E Guide2.qxd 1/10/03 12:44 PM Page 2 CONTENTS CONTENTS Cost of Hirelings. 61 Adventuring, Hirelings, and Hazard Pay . 61 Introduction . 3 Skill Level of Hirelings . 61 Incorporating Items into Your Campaign . 3 Craft and Profession Skills. 63 What’s in This Book . 3 Hiring Spellcasters . 64 Nonhuman Hirelings. 64 Chapter 1: Weapons and Armor. 4 Mercenaries . 65 Larger and Smaller Weapons . 4 Paying for Mercenaries . 65 New Weapons . 5 Mercenary Leaders . 67 Weapons and Technology. 11 Types of Mercenaries. 68 Weapon Equivalents . 11 Mercenary Statistics . 69 Weapon Materials. 12 Exotic Troops . 69 Special Weapon Materials . 12 Exotic Mounts for Mercenaries . 72 New Armor Types . 14 Companions, Pets, and Mounts . 72 Armor and Technology . 17 Intelligent Creatures . 72 Armor Equivalents . 18 Training . 72 New Armor Materials . 18 New Feat: [Creature Type] Trainer . 73 Pets . 73 Chapter 2: Adventuring Gear . 21 Guard Creatures . 74 New Equipment . 21 New Guard Creatures . 76 Adventuring in Low- or Mounts. 78 No-Magic Campaigns . 26 Care and Feeding. 78 Class Tools and Skill Kits. 28 New Equipment. 78 Outfits . 29 Magic Items. 79 Specific Clothing . 30 Other Animal Mounts . 80 Jewelry and Accessories. 30 Animal and Magical Beast Mounts . 81 Food and Drink . 30 New Mounts . 83 Unique Alcoholic Beverages . 30 Monster Mounts . 84 Alcohol and Intoxication . 32 New Magic Item: Amulet of Ooze Riding . 85 Special and Superior Items. 32 New Exotic Mounts . 87 Alchemical Items . 32 Vermin Mounts . 89 Alchemy or Magic? . 35 New Potion: Queen Pheromone Admixture 90 Superior Items. 35 Poisons . 36 Chapter 5: Magic Items . 92 New Poisons. 38 Armor . 92 Trade Goods . 38 Armor and Shield Special Abilities. 92 Economic Systems . 39 Specific Armor and Shields . 93 Weapons. 95 Chapter 3: Vehicles . 41 Magic Weapon Special Abilities. 95 A Quick Tour of Your Vehicle . 41 Specific Magic Weapons . 98 Maneuverability . 42 Potions . 123 Propulsion . 42 Elixir Armor . 123 Controlling Vehicles . 44 Rings. 124 Vehicle Combat. 44 Rods . 125 Collisions . 45 Staffs. 127 Attacking a Vehicle . 46 Wondrous Items . 129 Vehicle Augmentations. 48 The Vehicle Statistics Block . 51 Chapter 6: Special Magic Items . 139 Water Vehicles . 52 Intelligent Items . 139 Air Vehicles. 54 Sample Intelligent Items . 140 Land Vehicles . 55 Cursed Magic Items . 144 Special Vehicles . 58 Specific Cursed Items . 146 Artifacts . 148 Chapter 4: Hirelings and Creatures . 60 2 Finding Hirelings . 60 Appendix: Treasure Tables . 155 Guilds. 60 620_88159_001_A&E Guide2.qxd 1/10/03 12:44 PM Page 3 INTRODUCTION IntrOductiOn sess. However, this book is much more than a catalog of new items. Chapter by chapter, here’s a summary This book contains mundane, alchemical, and magic of what you’ll find inside. items for your DUNGEONS & DRAGONS® game. We Chapter 1: Weapons and Armor introduces have carefully scrutinized them for game balance and dozens of new nonmagical weapons and types of obedience to the rules. Nevertheless, we urge DMs armor. Here you’ll also find discussions of which and players to discuss these items before their first weapons and armor types should be available during appearance, because each D&D campaign is unique. certain technological eras, if the technology in your An adventure set in an extremely cold region might campaign is more primitive than in the historical go awry if characters have access to new items that do medieval era. fire damage, because many opponents are vulnerable Chapter 2: Adventuring Gear greatly expands to fire, for example. the equipment and accoutrements available to charac- ters and creatures, including adventuring gear, cloth- ing, jewelry, edible items, alchemical items, superior INCORPORATING ITEMS items, and commodities. This chapter also features a INTO YOUR CAMPAIGN long list of new poisons and their game statistics. The simplest way to add the new equipment in this Chapter 3: Vehicles opens with a general discus- book to your game is to just do it: add the items sion of the characteristics of vehicles and how to without explaining where they came from and why handle vehicles in play, particularly during combat characters are just learning about them. Everyone and in the event of a collision. The chapter has a sec- around the table agrees to simply adopt the fiction tion on vehicle augmentations—magical and mun- that the items have always been available. Maybe dane accessories that characters can purchase to mundane and alchemical items were always for sale customize their vehicles or expand their capabilities. in shops and bazaars the player characters never The last part of the chapter contains game statistics happened to visit. One day the PCs meet a new and other information about more than two dozen merchant in the marketplace and gain access to vehicles—including special modes of transport such new items. as the dwarven tunneler and the shadow carriage. If that stretches credulity too far, DMs may instead Chapter 4: Hirelings and Creatures provides encourage player characters to develop or design new rules for finding hirelings and determining how items as they need them. For instance, the first time much they charge to perform the work they’re good characters need a flexible, collapsible ladder, they can at, including costs for hiring someone to cast a spell design and build the spider poles described in Chap- on your behalf. Those who want to assemble a fight- ter 2: Adventuring Gear. ing force will make use of this chapter’s rules for DMs may gradually introduce new equipment as hiring mercenaries and the advice on which kinds of NPCs discover, design, and build the new items. monsters make the best exotic troops. Player characters may discover new items when This chapter continues with a discussion of crea- they travel to new regions. For example, if they travel tures that can serve as companions, pets, mounts, and to an oasis on the edge of the desert, they’ll probably guard creatures. New creatures described in this encounter merchants selling the desert outfits chapter include the climbdog, thudhunter, axebeak, described in Chapter 2: Adventuring Gear. hippocampus, equine golem, zaratan, soarwhale, Finally, DMs can take a long-term approach, giant dragonfly, and giant firefly. adding the equipment from this book gradually and Chapter 5: Magic Items takes up more than one sparingly. To start, plant rumors and legends about fourth of this book. Following the format of Chapter strange magic items. As the characters gain levels 8 in the DUNGEON MASTER’s Guide, this chapter pro- and venture into more dangerous places, they vides new special abilities for magic armors, shields, uncover fragments of lost tales, including informa- and weapons; several new types of magic armor and tion about the magic items in this book. When the shields; more than 150 new specific magic weapons; PCs finally find new magic items in a dragon hoard and separate sections for new potions, rings, rods, or similar treasure trove, they’ll already know them staffs, and wondrous items. by reputation. Chapter 6: Special Magic Items presents new material on intelligent items, cursed magic items, and artifacts, also in the format of Chapter 8 in the WHAT’S IN THIS BOOK DUNGEON MASTER’s Guide. The Arms and Equipment Guide, as you might expect, is Appendix: Treasure Tables is a compilation of devoted mainly to descriptions of new weapons, tables that can be used to randomly generate items of 3 armor, and gear that characters and creatures can pos- treasure from among those presented in this book. 620_88159_001_A&E Guide2.qxd 1/10/03 12:44 PM Page 4 CHAPTER 1: WEAPONS AND ARMOR Chapter 1: Huge cloud giant is two size categories bigger. Consult Table 1–1: Damage for Larger Weapons or Table 1–2: WeapOns and Damage for Smaller Weapons, finding the weapon’s original damage in the left column and reading across to the right to find its new damage. For example, the ArmOr cloud giant’s longsword is increased twice from its base damage of 1d8, so it deals 3d6 points of damage. The two most important pieces of equipment many Light and Heavy Crossbows: These weapons use D&D characters will ever own are their primary the rules above. They follow the same cost and weight weapon and the armor that protects them. The new changes as other weapons, but are called out on Table weapons and armor described here, which supple- 1–3: Damage for Larger and Smaller Crossbows. ment the gear available in Chapter 7 of the Player’s Size, Weight, and Price: If you’re designing a Handbook, are designed for Medium-size creatures. weapon larger than the standard, its weight increases by 50% for each size category increase. Its cost increases at the same rate. So if you design a Large LARGER AND SMALLER version of a throwing axe (ordinarily a Small weapon WEAPONS weighing 4 pounds) it will weigh 9 pounds: A Some creatures, such as giants and pixies, wield Medium-size version weighs 6 pounds, and a Large weapons with different sizes than those presented in version increases the weight by a further 50%. Its cost the Player’s Handbook. These unusually sized weapons increases by the same amount, so a Large throwing have different characteristics, including damage, axe would cost 18 gp. weight, cost, range increment, and reach. Weights decrease by 25% per size category decrease Size and Damage: If you design a version of a par- if you’re designing a smaller version of a weapon. A ticular weapon that is larger or smaller than the stan- throwing axe weighs only 3 pounds if you make a dard presented in the Player’s Handbook, you’ll need to Tiny version of it. Costs also decrease by 25% per size recalculate how much damage it deals.
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