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New Equipment

 

Trispear Exotic Weapon

This specialized weapon evolved from a pole arm. Trispears range from 4 to 6 feet long, the 6-foot version used almost exclusively by t’skrang fishermen. Unlike a conventional pole arm, the trident ends in three points instead of the typical single point. The figuration of the points varies; sometimes they form triangles, others are flat. The length and thickness of the points also vary. As with pole arms, the trident takes two hands to wield.

Large/Cost 15/Damage 1d10/Critical 18-20/x2/Range 10ft/Weight 5/Type Piercing

 

Elven Warbow Exotic Weapon

The elven warbow is similar to a longbow, but is made with three different woods. The differing tensile strength of each type of wood gives the warbow more power than a conventional longbow. Warbow arrows are between 2 and 4 feet long and fletched with feathers, and are thicker and heavier than conventional longbow arrows. As a Longbow Composite Except Range is 125 /Damage is 1d10 and Cost is 150

 

Hawk Hatchet Exotic Weapon

The hawk hatchet is a Z-shaped weapon. Blades shaped like hawk’s wings form the top and bottom of the “Z,” and a wooden handle forms the diagonal. The wielder throws the

hatchet with an overhand snap to send it whirling toward its target, its “wings” providing lift for the flight. Medium/Cost 125/Damage 1d10/Critical 19-20/x2/Range 25/Weight 5/Type Slashing

 

Flight Dagger

The blade of the flight dagger is alloyed with a tiny amount of elemental air, which gives the dagger lift and greater range than a throwing dagger. Same as Dagger Except Cost 50/ Range 50

 

Espagra-scale Cloak

Espagra-scale cloaks, fashionable among dwarfs, are made from the hide of an espagra and provide the same protection as leather armor. This effect does not add to the protection of any other type of armor a character may be wearing, however. Espagra-scale cloaks are perfectly suited to those social occasions when an individual desires some protection, yet does not wish to look awkward by wearing full armor. Cost 120

Armor Bonus +2 Max Dex +8 Armor Check Pen 0 Arcane Spell Fail 5% Speed 30/20 Weight 5

 

Dwarf Winternight Cloak

 Dwarf winternight cloaks are made with magically treated cloth. These waterproof garments have a lining with a special ribbed design that produces enough heat when rubbed to keep a traveler warm on the coldest night. These cloaks provide the effect of an Endure Elements spell vs Cold. Cost 275

 

One-size Hat

This high-quality headgear is made with minor magics that makes the hat fit perfectly to any head. Any one-size hat of the correct basic size tailors itself to fit the individual customer’s skull shape. Any race, including obsidimen and t’skrang, can wear a one-size hat. Cost 35

 

Elfweave Robe

These beautiful garments display a fine, delicate craftsmanship that human and dwarf weavers envy, but cannot yet copy. Most often, elves wear elfweave robes, though some humans also wear them. Though the elves disclaim the rumors attributing magic properties to the robes, courtiers have long noted that the robes never sit quite right on an ork or dwarf. Cost 80

 

 

Light quartz

Enchanted with magical light, light quartz comes in a wide variety of sizes and colors. The most common pieces, roughly 3 inches in diameter, are used in lanterns. Light quartz was used extensively inside kaers during the Scourge, and these common gems still can be found in most Barsaivian towns and cities. Cost Small 75/Med 125/ Large 200

 

Last-chance Salve

Last-chance salve can be given to any character that has been dead for one hour or less. The clear salve glows a gentle blue as it works its magic, a process that takes one minute. The character may then make a fortitude check against a DC of 10 + damage taken in excess of –10 Hit points. If the save is made the character lives. If not, the character stays dead. Cost 600

 

Kelix’s Poultice

Kelix’s poultice adds +6 steps to a character’s Fortitude check when making Saving Throws against poison. The poultice must be applied to the wound where the poison entered. If no wound exists—for example, if a character swallowed poison—the character must be intentionally wounded, and the poultice applied to the wound. The effects of the poultice last for 5 rounds and add 6 to the character’s Fortitude checks made during these rounds. Cost 50

 

Kelia’s Antidote

Kelia’s Antidote suppresses the effects of poisons, meaning that a character takes no damage from the poison for 4 hours. The antidote also adds + 4 to the character’s Fortitude check when making a Saving Throw against the poison. Kelia’s antidote only suppresses the effect of one dose. Cost 125