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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 |