Of Crowns and Conquest (3.5e Campaign Setting)/Gear and Equipment

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Improved Arms and Armor[edit]

Sunder[edit]

Sunder has been changed to: Every time a weapon loses a sunder check it goes down a damage die. Every time armor gets sundered the defender chooses two of its defensive properties to lower by 1, they can choose the same one twice, they cannot choose something already at zero.

Sundered items take an hour to be repaired.

Improved Arms[edit]

This replaces masterwork weapons. Each weapon can be broken down into four parts, the first two are necessary (blade/head and weapon size) while the remaining two (guard and construction technique) provide customizable enhancements. All weapons fully customized in this manner are worth 50 gp no matter their components because they are only valuable as collector’s items, since any serious combatant would use a customized weapon. Weapons cost 25 per category; large weapons cost double, heavy triple and ultra heavy quadruple The DC to craft weapons are 10 + 1 per category, +3 for the Construction Technique

Table: 1st weapon component, blade or head

Blade or Head Dmg Tier Dmg Type Special Qualities Proficiency
Axe 0 Slashing +1 critical multiplier Martial
Curved blade -1 Slashing +2 critical threat range Martial
Hammer 0 Bludgeoning +1 critical multiplier Martial
Hooked -1 Slashing Can make trip attacks, +1 critical threat range Martial
Mace 0 Bludgeoning none Simple
Pick -1 Piercing Ignores 2 hardness or DR, +1 critical multiplier Martial
Straight blade 0 Slashing or Piercing +1 critical threat range Martial
Padded head 0 Bludgeoning Deals subdual damage Martial
Point 0 Piercing 2x damage when readied against a charge Simple
Wicked +1 Slashing none Martial
No Head -1 Bludgeoning none none

Table: 2nd weapon component, weapon size

Weapon Size Dmg Special Qualities Weight
Diminutive weapon 1d3 Light, +4 conceal (unweildable for Medium characters) 1 lbs
Tiny 1d4 Light, +4 conceal 2 lbs
Small 1d6 Light for Medium sized characters 4 lbs
Double weapon 2d3 Has two heads, can be asymmetrical 8 lbs
Medium 1d8 2 handed for small characters 5 lbs
Reach 1d10 Adds reach 10 lbs
Bastard 1d10 Requires Heavy weapon proficiency for Small characters, weapon balance for Medium and Large characters when used one handed 7 lbs
Large 2d6 2 handed for Medium characters. Unweildable for small characters 10 lbs
Heavy 2d8 Requires Heavy weapon proficiency for Medium characters, 2 handed for Large characters 14 lbs
Ultra Heavy weapon 2d10 Requires Heavy weapon proficiency for Large characters, unweildable for medium characters 18 lbs

Improved Armor[edit]

Armor now consists of 6 components, equipping two is equivalent to Light armor, four to medium and all six to heavy armor. Armor specialization can only be applied to the chest design. Max dex for all armor is 10, add the cumulative penalties from the various armor components you have equipped.


Gear[edit]

All gear from sourcebooks is useable

Vehicles and Mounts[edit]

Centaurs and Loxodon can not ride mounts, Loxodon almost never use vehicles due to their massive size and weight.

Magic Items[edit]

Wonderous Items[edit]

Here is a list of all minor wondrous items that require only spells 3rd lvl or lower to create:

Elixir of love 150 gp
Unguent of timelessness 150 gp
Dust of tracelessness 250 gp
Elixir of hiding 250 gp
Elixir of sneaking 250 gp
Elixir of swimming 250 gp
Silversheen 250 gp
Elixir of truth 500 gp
Bag of tricks, gray 900 gp
Hand of the mage 900 gp
Bracers of armor +1 1,000 gp
Cloak of resistance +1 1,000 gp
Pearl of power, 1st-level spell 1,000 gp
Phylactery of faithfulness 1,000 gp
Salve of slipperiness 1,000 gp
Elixir of fire breath 1,100 gp
Pipes of the sewers 1,150 gp
Dust of illusion 1,200 gp
Brooch of shielding 1,500 gp
Necklace of fireballs type I 1,650 gp
Dust of appearance 1,800 gp
Hat of disguise 1,800 gp
Pipes of sounding 1,800 gp
Amulet of natural armor +1 2,000 gp
Horn of fog 2,000 gp
Robe of bones 2,400 gp
Sovereign glue 2,400 gp
Boots of elvenkind 2,500 gp
Boots of the winterlands 2,500 gp
Candle of truth 2,500 gp
Cloak of elvenkind 2,500 gp
Scarab, golembane 2,500 gp
Necklace of fireballs type II 2,700 gp
Stone of alarm 2,700 gp
Bag of tricks, rust 3,000 gp
Chime of opening 3,000 gp
Horseshoes of speed 3,000 gp
Rope of climbing 3,000 gp
Dust of disappearance 3,500 gp
Lens of detection 3,500 gp 57
Bracers of armor +2 4,000 gp
Cloak of resistance +2 4,000 gp
Gloves of arrow snaring 4,000 gp
Restorative ointment 4,000 gp 68
Pearl of power, 2nd-level spell 4,000 gp
Circlet of persuasion 4,500 gp 7
Slippers of spider climbing 4,800 gp
Bracers of archery, lesser 5,000 gp
Helm of comprehend languages and read magic 5,200 gp
Vest of escape 5,200 gp
Eversmoking bottle 5,400 gp
Sustaining spoon 5,400 gp
Boots of striding and springing 5,500 gp
Wind fan 5,500 gp
Amulet of mighty fists +1 6,000 gp
Horseshoes of a zephyr 6,000 gp
Pipes of haunting 6,000 gp
Gloves of swimming and climbing 6,250 gp
Circlet of blasting, minor 6,480 gp
Horn of goodness/evil 6,500 gp
Bottle of air 7,250 gp
Periapt of health

Medium Items
Bracers or armor +3
Amulet of NAC +2
Boots of haste
Cloak of Arcadia

Minor cloak of displacement