Arms and equipment guide 3.5
Arms and Equipment Guide by Eric Cagle
A caravanload of equipment, trade goods, alchemical items, poisons, mounts, and vehicles.
Over 230 magic weapons and armors, such as the flameshroud axe, lance of the unending charge, and vampire hunter armor.
Over 125 magic items, including new artifacts, such as elixir armor, rings of the hive mind, the ghost rod, and the bag of endless caltrops.
Rules for vehicle combat on land, sea, and air.
Within these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency.
To use this accessory, a Dungeon Master also needs the Players Handbook and the Dungeon Masters Guide. A player needs only the Players Handbook.
Elsword - In-Depth Equipment Guide
[D&D3.x] Arms & Equipment Guide - should I keep it?
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These PDF files are digitally watermarked to signify that you are the owner. A small message is added to the bottom of each page of the PDF containing your name and the order number of your purchase., I was wondering, is the Arms and Equipment Guide written in 3.
Arms and Equipment Guide. Heroes need to be prepared for anything, which means having the right weapons and gear on hand at all times. The well-stocked pages of this book hold an impressive inventory of merchandise to get your characters into and out of all manner of trouble: trade goods, alchemical items, poisons, mounts, vehicles -- plus hundreds of magic weapons, armors, and items. Our sneak peek offers ways for your PC to travel in style. Vehicle Augmentations.