Dweomermetals: Difference between revisions

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! align="left" | Light Weapons
! align="left" | Light Weapons
| -2 Maneuver Defense || align="left" | +2 to initiative when used in combat; adds 5 feet to the range increment of the weapon if thrown || align="right" | +12,500 gp
| -1 Maneuver Defense || align="left" | +2 to initiative when used in combat; adds 5 feet to the range increment of the weapon if thrown || align="right" | +12,500 gp
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! align="left" | One-Handed Weapons
! align="left" | One-Handed Weapons
| -2 Maneuver Defense || align="left" | +2 to initiative when used in combat; adds 5 feet to the range increment of the weapon if thrown || align="right" | +15,000 gp
| -1 Maneuver Defense || align="left" | +2 to initiative when used in combat; adds 5 feet to the range increment of the weapon if thrown || align="right" | +15,000 gp
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! align="left" | Two-Handed Weapons
! align="left" | Two-Handed Weapons
| -2 Maneuver Defense || align="left" | +2 to initiative when used in combat; adds 5 feet to the range increment of the weapon if thrown || align="right" | +20,000 gp
| -1 Maneuver Defense || align="left" | +2 to initiative when used in combat; adds 5 feet to the range increment of the weapon if thrown || align="right" | +20,000 gp
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! align="left" | Magic Implements
! align="left" | Magic Implements
| - || align="left" | || align="right" | +12,500 gp
| - || align="left" | +2 to initiative when used in combat || align="right" | +12,500 gp
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Revision as of 19:30, 2 July 2017