Adventurer’s Vault™ Arms and Equipment for All Classes

Sample file

ROLEPLAYING GAME SUPPLEMENT Logan Bonner • Eytan Bernstein • Chris Sims

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Design Graphic Designers Logan Bonner (lead), Kevin Smith, Leon Cortez Eytan Bernstein, Chris Sims Interior Illustrations Additional Design Drew Baker, Ryan Barger, Ed Cox, Thomas Denmark, Kolja Raven Liquette, Owen K.C. Stephens Wayne England, Jason A. Engle, Randy Gallegos, David Griffith, Howard Lyon, Lee Moyer, William O’Connor, Darrell Riche, Marc Sasso, Chris Seaman, Development Anne Stokes, Franz Vohwinkel, James Zhang Stephen Schubert (lead), Andy Collins, Peter Schaefer D&D Script Design Daniel Reeve Editing Greg Bilsland (lead), Scott Fitzgerald Gray, Alex Jurkat, Gwendolyn F.M. Kestrel Publishing Production Specialist Christopher Tardiff Managing Editing Christopher Perkins Prepress Manager Jefferson Dunlap Director of R&D, Roleplaying Games/Book Publishing Bill Slavicsek Imaging Technicians Travis Adams, Bob Jordan, Sven Bolen D&D Story Design and Development Manager Christopher Perkins Production Manager Cynda Callaway D&D System Design and Development Manager Andy Collins This product requires the 4th Edition DUNGEONS & DRAGONS® game rules, which are based on previous DUNGEONS & DRAGONS Samplegame file rules designed by E. , (1st Art Directors Edition and earlier); David “Zeb” Cook (2nd Edition); Jonathan Stacy Longstreet, Jon Schindehette Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison (3rd Edition). Cover Illustration David Griffith (front), William O’Connor (back)

620-21783720-001 HB U.S., CANADA, ASIA, PACIFIC, EUROPEAN HEADQUARTERS , BELGIUM 9 8 7 6 5 4 3 2 1 & LATIN AMERICA Hasbro UK Ltd ’t Hofveld 6D First Printing: September Wizards of the Coast, Inc. Caswell Way 1702 Groot-Bijgaarden 2008 P.O. Box 707 Newport, Gwent NP9 0YH Belgium Renton WA 98057-0707 GREAT BRITAIN +32 2 467 3360 ISBN: 978-0-7869-4978-6 +1-800-324-6496 Please keep this address for your records

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Equipment and magic items are essential to the sur- can add action to encounters and overland travel. An vival of any D&D® character. Treasure is vital to any alchemy system allows you to add some bang to your adventure. As a player outfitting a character or a DM game without having to rely on the wizard or magic filling hoards with shiny baubles, the more options items. you have the better. That’s where Adventurer’s Vault comes in. It ✦ Chapter 2: Magic Items: Vastly expanding on expands on the rules for using equipment found the items found in the Player’s Handbook, this chapter in the Player’s Handbook®. These pages are full of is divided by item slot. You’ll find a vast array of new options for the PC with gold or residuum burning items for every slot, as well as the expanded ranks of a hole in his pouch, and the DM looking for that wondrous items and consumables. Even companion enticing reward. Adventurer’s Vault also expands the beasts and mounts have their own items now, allow- D&D® game with new tricks for normal tasks. ing you to make more of your pets. Open Adventurer’s Vault and find out . . . ✦ Appendix 1: This section gives you, the DM or What’s Inside player, ideas and tools for making magic items seem unique in your campaign and world. Give your items This book has two chapters—Equipment and Magic a story. Learn how to give items levels as treasure or Items—followed by appendices designed to aid in to move magic from one item to another. using the rest of the contents. Use it to equip your PC or your NPCs, or to stock your adventures with inter- ✦ Appendix 2: To help parcel treasure, all the magic esting stuff. items in this book are listed alphabetically by level. ✦ Chapter 1: Equipment: This chapter focuses on nonmagical items—masterwork armor, new weapons, alchemical substances, mounts, and vehicles—and presents rules for using them in your game. Vehicles contents Sample file 1: EQUIPMENT ...... 4 Mount Slot Items ...... 123 Masterwork Armor ...... 6 Feet Slot Items ...... 124 Weapons ...... 8 Hands Slot Items ...... 131 Mounts...... 11 Head Slot Items ...... 137 Vehicles ...... 14 Neck Slot Items ...... 145 Alchemy ...... 20 Rings ...... 155 Waist Slot Items ...... 163 Wondrous Items ...... 168 2: MAGIC ITEMS ...... 32 Consumables...... 185 Armor ...... 34 Weapons ...... 56 Holy Symbols ...... 83 APPENDIX 1 ...... 195 Orbs ...... 91 Unique Items ...... 195 Rods ...... 97 Item Level ...... 197 Staffs ...... 102 Enchanting Items ...... 198 Wands ...... 107 Arms Slot Items ...... 112 Companion Slot Items ...... 122 APPENDIX 2: MAGIC ITEMS ...... 199

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Being prepared means having what you need in any situation. The adventurer’s life is nothing if not unpredictable, so the savvy explorer takes unusual paths even when it comes to finding or making equipment. While wandering the markets in unusual locales, you can find all sorts of exotic and useful gear. The right training can grant you access to such equipment, giving you an edge that just might save your life. In this chapter, you’ll find:

✦ Masterwork Armor: Techniques and magic from across the cosmos allow master craftsfolk to make strange and amazing armor. Choosing the right kind of armor is a matter of need and taste. Shore Cup your soft spots with the items in this section. ✦ Weapons: Weapons are as varied as the reasons to do battle in the darkening world. Nonhuman cultures have also produced a few variations on typical weapon forms. Herein you’ll find several new simple, military, and superior weaponsSample com- file parable to yet different from those presented in the Player’s Handbook®.

✦ Mounts: The right mount can get you where you want to go faster, and many able creatures can be trained to serve in this capacity. In this section, you’ll find mounts that expand on those presented in the Monster Manual®. You’ll also find gear to make your mount a better ally.

✦ Vehicles: Some tasks and terrain demand more than a mount. When that’s true, then it’s time to learn to drive. This section provides sample vehi- cles and the rules required to use them.

✦ Alchemy: With a little special training, you can combine arcane reagents according to mystic formulas to produce fell poisons, bizarre powders, and wondrous concoctions. For those unskilled in the alchemical arts, such items can also be procured from the right merchant with a little coin. WILLIAM O’ CONNOR CHAPTER 1 | Equipment 4

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Advnt_vlt_Ch1_Pgs4-31.indd 5 7/3/08 3:12:24 PM MASTERWORK ARMOR

This section describes several new kinds of master- Leather: Drowmesh uses strands of leather woven work armor. These special suits of masterwork armor together in a fine lattice for maximum flexibility. are sometimes used in the creation of magic armor. Yuan-ti overlap fine “scales” of leather to produce Just as adventurers are likely to be dealing in dif- the incredibly supple snakeskin armor, and they ferent currencies as they attain higher levels, so too weave stands of this with shadow magic to produce are they likely to be acquiring new kinds of armor anathema armor. Swordwing leather mimics the way materials. swordwings make their paper spires, creating a light, Masterwork armor always has an enhancement flexible, and hard leather. bonus, and the price of the masterwork armor mate- Hide: Dwarves use earth energy to fortify earth- rial is incorporated into the overall cost of the magic hide, mimicking the strange living-earth skin of armor. For example, +4 crysteel mail armor costs creatures such as the galeb duhr and the earth titan. 45,000 gp—the same as nonmasterwork +4 chain Feyhide armor is treated with an elven process that armor. Thus, an adventurer of higher level is generally gives resilience akin to the hide of tough fey beasts. better off shopping for masterwork armors than the Astral stalker preservation techniques yield stalker- armors he or she used at lower levels. hide. Voidhide armor comes from similar methods A magic armor’s enhancement bonus is still added used by the sorrowsworn to preserve their grisly to the armor bonus to determine a character’s over- trophies. all armor bonus. For example, +4 stormscale armor Chain: Weavemail is an exquisite armor made provides a +13 bonus to the wearer’s AC, +9 for the according to an advanced technique perfected in the armor bonus and +4 for the enhancement bonus. eladrin courts of the Feywild, consisting of closely An armor entry on the Masterwork Armor table linked chains that provide few openings for enemy contains the following information. attacks. Finemail is a more common eladrin deriva- Armor Bonus: Armor provides this bonus to AC. tive of this method, while braidmail is a similar Minimum Enhancement Bonus: Masterwork armor made according to elven tradition. Genasi armor requires a minimum enhancement bonus, as mix steel with magic volcanic glass to create resilient shown in this entry. crysteel armor. Pitmail is derived from an infernal Check: You take this penalty to all Strength-, Dex- technique used to armor great commanders in the terity-, and Constitution-based skill checks when you days of the empire of Bael Turath. wear the armor. You don’t take the penalty to ability checks (such as a Strength check to break down a door or a Dexterity check to determine initiativeSample in file combat). Speed: You take this penalty to your speed (in squares) when wearing the armor. Price: The item’s price in gold pieces (gp). The cost of masterwork armor is included in the cost of magic armor. Weight: The armor’s weight in pounds. Special: Some masterwork armors have additional properties, such as a defense boost or addi- tional resistance. A bonus received from the special property of a masterwork armor is an armor bonus. Armor Types Cloth: Githzerai weavers first taught other peo- ples the methods of making githweave. It’s clear that the githzerai took these techniques from their erst- while masters, the mind flayers. Patterns taken from captured mind flayer garments led to mindweave and mindpatterned armor. All these armors infuse some form of crystal into textiles, channeling mind energy to fortify the body. Efreetweave seems to be similar, but uses rare reagents and metallic threads from the Elemental Chaos. FRANZ VOHWINKEL CHAPTER 1 | Equipment 6

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