3rd Edition - Equipment, Rpg, D&D 3ed

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Dungeons &Dragons 3rd Edition Index – Equipment
Collected by Chet Erez (
cerez@crystalkeep.com
)
October 24, 2001
Key to Sourcebooks:
PH
– Player’s Handbook
– TRS 11550
DMG – Dungeon Master’s Guide
– TSR 11551
DMGe – Dungeon Master’s Guide errata
– http://shadow.wizards.com/dnd/files/DMGErrata.pdf
MM
– Monster Manual
– TSR 11552
S&F – Sword and Fist
– WTC 11829
S&Fe – Sword and Fist Errata
– http://www.wizards.com/dnd/files/WTC11829%20_SnF_Weberrata.pdf
DotF – Defenders of the Faith
– WTC 11840
T&B – Tome and Blood
– WTC 11844
FR – Forgotten Realms Campaign Book
MMF – Monster Compendium: Monsters of Faerûn – WTC 11832
MoF – Magic of Faerûn
RTEE – Return to the Temple of Elemental Evil – WTC 11843
DR### – Dragon Magazine (with issue number)
DR-A# – Dragon Magazine Annual (with issue number)
DU## – Dungeon Magazine (with issue number)
Note: If a Key reference is followed by a “+”, then is partially or fully supercedes the entry above it.
Total Pages 21
Dungeons & Dragons 3
rd
Edition Index – Equipment October 24, 2001
1.
Equipment
1.1.
Armor
Armor
Category
AC
Max
Dex
Mod
Armor
Check
Penalty
1
Arcane
Spell
Failure
Max
Speed
for 30’
base
Races
Max
Speed
for 20’
base
Races
Time to
put on
Armor
Time to
Don
Armor
Hastily
2
Time to
Remove
Armor
Cost
Weight
Padded
(PH p106)
Light
+1
+8
0
5%
30’
20’
1 min.
3
5 rnd.
1 min.

5 gp
10 lbs
Leather
(PH p106)
Light
+2
+6
0
10%
30’
20’
1 min.
5 rnd.
1 min.

10 gp
15 lbs
Cord
(DR275 p33)
Light
+2
+4
-2
20%
30’
20’
1 min.
5 rnd.
1 min.

8 gp
15 lbs
Bone
(DR275 p33)
Light
+3
+4
-3
15%
30’
20’
1 min.
5 rnd.
1 min.

20 gp
20 lbs
Studded
(PH p106)
Light
+3
+5
-1
15%
30’
20’
1 min.
5 rnd.
1 min.

25 gp
20 lbs
Wood
(DR275 p33)
Light
+3
+4
-3
15%
30’
20’
1 min.
5 rnd.
1 min.

15 gp
20 lbs
Chain Shirt
(PH p106)
Light
+4
+4
-2
20%
30’
20’
1 min.
5 rnd.
1 min.

100 gp
25 lbs
Mithral Shirt
(DMG p182)
Light
+4
+6
0
M
10%
30’
20’
1 min.
5 rnd.
1 min.

1,100 gp
10 lbs
Duskwood
Breastplate
(MoF p178)
Light
+5
+4
-2
M
20%
30’
20’
1 min.
5 rnd.
1 min.

3,350 gp
15 lbs
Elven Chain
(DMG p182)
Light
+5
+4
-2
M
20%
30’
20’
1 min.
5 rnd.
1 min.

4,150 gp
20 lbs
Hide
(PH p106)
Medium
+3
+4
-3
20%
20’
15’
1 min.
5 rnd.
1 min.

15 gp
25 lbs
Scale Mail
(PH p106)
Medium
+4
+3
-4
25%
20’
15’
4 min.

1 min.
1 min.

50 gp
30 lbs
Breastplate
(PH p105)
Medium
+5
+3
-4
25%
20’
15’
4 min.

1 min.
1 min.

200 gp
40 lbs
Chainmail
(PH p105)
Medium
+5
+2
-5
30%
20’
15’
4 min.

1 min.
1 min.

150 gp
30 lbs
Dwarven Plate
(DMG p182)
Medium
+8
+3
-4
M
25%
20’
15’
4 min.

1 min.
1 min.

10,500 gp
25 lbs
Banded Mail
(PH p105)
Heavy
+6
+1
-6
35%
20’
*
15’
*
4 min.

1 min.
1 min.

250 gp
35 lbs
Splint Mail
(PH p106)
Heavy
+6
+0
-7
40%
20’
*
15’
*
4 min.

1 min.
1 min.

200 gp
45 lbs
Half-Plate
(PH p106)
Heavy
+7
+0
-7
40%
20’
*
15’
*
4 min.

4 min.

1d4+1
min.

600 gp
50 lbs
Full Plate
(PH p105)
Heavy
+8
+1
-6
35%
20’
*
15’
*
4 min.

4 min.

1d4+1
min.

1,500 gp
50 lbs
Buckler
(PH p105)
Shield
+1

-1
5%





15 gp
5 lbs
Small Shield, wood
(PH p106)
Shield
+1

-1
5%





3 gp
5 lbs
Small Shield, steel
(PH p106)
Shield
+1

-1
5%





9 gp
6 lbs
Large Shield, wood
(PH p106)
Shield
+2

-2
15%





7 gp
10 lbs
Large Shield, steel
(PH p106)
Shield
+2

-2
15%





20 gp
15 lbs
Tower Shield
(PH p106)
Shield
©

-10
50%





30 gp
45 lbs
1
Reduce by 1 if armor/shield is of Masterwork quality.
2
Hastily put on armor has an AC Bonus 1 less & an Armor Check Penalty 1 more (e.g., hastily put on Scale Mail has AC +3 & a check penalty of –5).
3
1 minute = 10 rounds.

Cut time in half if being helped. One character can help up to 2 others (but 2 cannot help each other).
M
Bonus for Masterwork quality already factored in.
*
Running speed is 3x, not 4x.

Without help, this armor can
only
be put on Hastily.
©
Provides up to total cover against attacks, but not spells.
Armor Page 1.1-1
Dungeons & Dragons 3
rd
Edition Index – Equipment October 24, 2001
1.2.
Weapons
Weapon Features:
Attack xN

For each attack action, this weapon gets N attack rolls, each doing the damage listed. For example, 3 Shuriken can be thrown as a Standard Action.
Sneak attack, Weapon Specialization damage bonus, Ranger bonuses, etc., only apply to the first attack of each set
(S&F p68)(DR276 p105)
. All must aimed at the
same opponent.
Attack x2 – Crescent knife.
Attack x3 – Scourge, 3 tailed; Fukimi-Bari (mouth darts); Shuriken.
Bard

Bards gain automatic proficiency all simple weapons. In addition, they gain proficiency in
one
of the following.
Bard – Longbow; Longbow, composite; Rapier; Sap; Shortbow; Shortbow, composite, Whip.
Buckler

This weapon can be used as an off-hand weapon –or– as a shield each round (to do both in the same round requires
Feat: Shield Expert
). Bucklers are +1 AC, -1 Armor Check Penalty, 5% Arcane Spell Failure.
Buckler – Tortoise blade, gnome; Buckler axe, dwarf.
Disarm +N

This weapon gets a +N bonus on disarm attempts, and rolls to resist being counter disarmed.
Disarm +2 – Chain-and-dagger; Fishing Gaff, Flail, dire; Gyrspike; Chain, spiked; Kusari-gama; Scourge, barbed; Whip; Whip dagger; Flail, light; Flail,
heavy, Ranseur.
Disarm +3 – Triple Knife.
Disarm +4 – Panther claw, Sai.
Druid

Druids gain automatic proficiency in the following weapons.
Druid – Club; Dagger; Dart; Longspear; Quarterstaff; Scimitar; Sickle; Shortspear; Sling.
Double

A weapon with 2 attack surfaces. Either surface can be used as a single weapon, or both can be used via a Two-Weapon fighting style. In the later case,
the “off-hand” surface is considered ‘light’. Only a creature exactly one size category smaller than the weapon can use it as a Double Weapon.
Double (for small creatures) – Hammer, gnome hooked; Lajatang, halfling, Shortstaff.
Double (for medium creatures) – Axe, orc double; Bladed staff; Flail, dire; Kusari-gama; Gyrspike; Gythka; Lajatang; Scimitar, double; Sword, two-bladed;
Urgrosh, dwarven, Quarterstaff.
Finesse

This weapon can always be used with
Feat: Weapon Finesse
.
Finesse – Blade boot; Thinblade, elven; Chain, spiked; Kusari-gama, Dagger, Rapier.
Hand-and-a-Half

This weapon can be used two-handed with basic Martial Proficiency –or– one-handed with an Exotic Proficiency. Note that you must be the
same ‘size’ category as the weapon to make use of this advantage.
Hand-and-a-Half (small) – Battlepick, gnome.
Hand-and-a-Half (medium) – Sword, bastard; Waraxe, dwarven.
Hand-and-a-Half (large) – Fullblade.
Kata

A monk may wield this weapon with his unarmed fighting bonuses & number of attacks.
Kata, small – Blade boot; Kama, halfling; Nunchaku, halfling; Sai; Siangham, halfling; Lajatang, halfling.
Kata, medium – Blade boot; Sai; Kama; Nunchaku; Siangham; Lajatang; Three-section staff.
Monk –
Monks gain automatic proficiency in the following weapons.
Monk – Club; Crossbow, light; Crossbow, heavy; Dagger; Handaxe; Javelin; Kama; Kama, halfling; Nunchaku; Nunchaku, halfling; Quarterstaff; Shuriken;
Siangham; Siangham, halfling; Sling.
Racial Proficiency

The listed race gains automatic proficiency in the listed weapon.
Elf Racial Proficiency – Longbow; Longbow, composite; Longsword –or– Rapier.
Kender Racial Proficiency – Hoopak.
Kuo-Toa Racial Proficiency – Pincer Staff.
Reach 10’

This weapon threatens at 10’. It does not threaten the adjacent hex unless otherwise indicated.
Reach 10’ and Threaten Adjacent – Chain, spiked; Duom; Kusari-gama.
Reach 10’ – Crusher, orc; Mancatcher; Pincer Staff; Lance, heavy; Glaive; Guisarme; Longspear; Ranseur.
Ricochet attack at -N

On a successful attack, a second attack roll can be made at –N penalty on a different target within 5’ of the first target.
Ricochet attack at -2 – Skiprock, halfling; Skiprock, halfling (for sling).
Rogue

Rogues gain automatic proficiency in the following weapons.
Rogue – Crossbow, hand; Crossbow, light; Dagger; Dagger, punching; Dart; Mace, light; Sap; Shortbow; Shortbow, composite; Shortsword.
Rogue, medium – Club; Crossbow, heavy; Mace, heavy; Morningstar; Quarterstaff; Rapier.
Trip

This weapon can be used to make trip attacks. If a counter-trip occurs, then the user can drop the weapon instead of being tripped. Some weapons give a
+N bonus on the trip roll.
Trip – Khopesh; Chain, spiked; Flail, dire; Kusari-gama; Gyrspike; Gythka; Bolas, 2-ball; Scourge, barbed; Whip; Whip dagger; Flail, light; Flail, heavy,
Halberd.
Trip +2 – Chain-and-dagger; Fishing Gaff.
Vs. Charge –
If you ready a “set vs. charge”, then you do double damage if you hit a charging opponent.
Vs. Charge – Urgrosh, dwarven, Halfspear, Shortspear, Trident, Halberd, Longspear.
Weapons Page 1.2-1
 Dungeons & Dragons 3
rd
Edition Index – Equipment October 24, 2001
Untrained Melee Weapons
Untrained Melee
Weapons
Size
Dam.
Critical
Range
Type
Cost
Weight Misc.
Aspergillum (holy
water sprinkler)
(FR p95)
Small




5 gp
3 lbs
Can hold 3 flasks of holy water.
As a standard action, can sprinkle one flask on a
target within melee range as a ranged touch
attacked without provoking an attack of
opportunity.
Simple Melee Weapons
Simple Melee
Weapons
Size
Dam.
Critical
Range
Type
Cost
Weight Misc.
Dagger
(PH p98)
Tiny
1d4
19-20 / x2
10’
P
2 gp
1 lb
Finesse, Druid, Monk, Rogue
Dagger, punching
(PH p98)
Tiny
1d4
x3

P
2 gp
2 lbs
Rogue
Gauntlet, spiked
(PH p98)
Tiny
1d4
x2

P
5 gp
2 lbs
Can’t be disarmed, Considered an armed attack
Mace, light
(PH p98)
Small
1d6
x2

B
5 gp
6 lbs
Rogue
Sickle
(PH p98)
Small
1d6
x2

B
6 gp
3 lbs
Druid
Club
(PH p98)
Med.
1d6
x2
10’
B
Free
3 lbs
Druid, Monk, Rogue
Halfspear
(PH p98)
Med.
1d6
x2
20’
P
1 gp
3 lbs
Vs. Charge
Mace, heavy
(PH p98)
Med.
1d8
x2

B
12 gp
12 lbs
Rogue
Morningstar
(PH p98)
Med.
1d8
x2

B / P
8 gp
8 lbs
Rogue
Shortstaff
(DU89 p95)
Med.
1d4 /
1d4
x2

B
Free
2 lbs
Double
Quarterstaff
(PH p98)
Large
1d6 /
1d6
x2

B
Free
4 lbs
Double, Druid, Monk, Rogue
Shortspear
(PH p98)
Large
1d8
x3
20’
P
2 gp
5 lbs
Vs. Charge, Druid
Martial Melee Weapons
Martial Melee
Weapons
Size
Dam.
Critical
Range
Type
Cost
Weight Misc.
Shield, small wood
(PH p106)
Light
*
1d3 or
1d2
x2

B
3 gp
5 lbs
Medium wielders do 1d3, while Small ones do 1d2.
A shield is always considered a “light” weapon.
Shield, small, metal
(PH p106)
Light
*
1d3 or
1d2
x2

B
9 gp
6 lbs
Medium wielders do 1d3, while Small ones do 1d2.
A shield is always considered a “light” weapon.
Shield, large, wood
(PH p106)
Light
*
1d4 or
1d3
x2

B
7 gp
10 lbs
Medium wielders do 1d4, while Small ones do 1d3.
A shield is always considered a “light” weapon.
Shield, large metal
(PH p106)
Light
*
1d4 or
1d3
x2

B
20 gp
15 lbs
Medium wielders do 1d4, while Small ones do 1d3.
A shield is always considered a “light” weapon.
Shield, spiked
(PH p106)
Light
*
1d6
x2

P
+10 gp
+5 lbs
Small & Large spiked shields do the same damage.
A shield is always considered a “light” weapon.
Armor spikes
(PH p105)
Light
*
1d6
x2

P
+50 gp
+10 lbs Damage is done by grappling or with a melee attack.
Armor spikes are considered a “light” weapon.
Axe, throwing
(PH p98)
Small
1d6
x2
10’
S
8 gp
4 lbs
*
This weapon is always considered “light”, so it can be used in the off-hand without penalty.
Weapons Page 1.2-2
Dungeons & Dragons 3
rd
Edition Index – Equipment October 24, 2001
Martial Melee
Weapons
Size
Dam.
Critical
Range
Type
Cost
Weight Misc.
Cutlass
(FR p97)
Small
1d6
19-20 / x2

S / P
15 gp
3 lbs
+2 to resist being disarmed
Hammer, light
(PH p98)
Small
1d4
x2
20’
B
1 gp
2 lbs
Handaxe
(PH p98)
Small
1d6
x3

S
6 gp
5 lbs
Monk
Lance, light
(PH p98)
Small
1d6
x3

P
6 gp
5 lbs
x2 damage when used from the back of a charging
mount
Pick, light
(PH p98)
Small
1d4
x4

P
4 gp
4 lbs
Sap
(PH p98)
Small
1d6§
x2

B
1 gp
3 lbs
Bard, Rogue
Sword, short
(PH p98)
Small
1d6
19-20 / x2

P
10 gp
3 lbs
Rogue
Battleaxe
(PH p99)
Med.
1d8
x3

S
10 gp
7 lbs
Flail, light
(PH p98)
Med.
1d8
x2

B
8 gp
5 lbs
Trip, Disarm +2
Lance, heavy
(PH p98)
Med.
1d8
x3

P
10 gp
10 lbs
Reach 10’, x2 damage when used from the back of a
charging mount
Longsword
(PH p98)
Med.
1d8
19-20 / x2

S
15 gp
4 lbs
Elf Racial Proficiency
Pick, heavy
(PH p98)
Med.
1d6
x4

P
8 gp
6 lbs
Rapier
(PH p98)
Med.
1d6
18-20 / x2

P
20 gp
3 lbs
Finesse, Bard, Rogue,
Elf Racial Proficiency
Saber
(FR p97)
Med.
1d8
19-20 / x2

S / P
20 gp
4 lbs
+1 to attack if used while mounted.
Scimitar
(PH p98)
Med.
1d6
18-20 / x2

S
15 gp
4 lbs
Druid
Trident
(PH p98)
Med.
1d8
x2
10’
P
15 gp
5 lbs
Vs. Charge
Warhammer
(PH p98)
Med.
1d8
x3

B
12 gp
8 lbs
Falcion
(PH p98)
Large
2d4
18-20 / x2

S
75 gp
16 lbs
Flail, heavy
(PH p98)
Large
1d10
19-20 / x2

B
15 gp
20 lbs
Trip, Disarm +2
Glaive
(PH p98)
Large
1d10
x3

S
8 gp
15 lbs
Reach 10’
Greataxe
(PH p98)
Large
1d12
x3

S
20 gp
20 lbs
Greatclub
(PH p98)
Large
1d10
x2

B
5 gp
10 lbs
Greatsword
(PH p98)
Large
2d6
19-20 / x2

S
50 gp
15 lbs
Guisarme
(PH p98)
Large
2d4
x3

S
9 gp
15 lbs
Reach 10’, Trip
Halberd
(PH p98)
Large
1d10
x3

P / S
10 gp
15 lbs
Vs. Charge, Trip
Longspear
(PH p98)
Large
1d8
x3

P
5 gp
9 lbs
Vs. Charge, Reach 10’
Maul
(FR p97)
Large
1d10
x3

B
15 gp
20 lbs
Ranseur
(PH p98)
Large
2d4
x3

P
10 gp
15 lbs
Reach 10’, Disarm +2
Scythe
(PH p98)
Large
2d4
x4

P / S
18 gp
12 lbs
§ Damage is ‘subdual’.
Weapons Page 1.2-3
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