Dweomermetals: Difference between revisions

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! align="left" | Ammunition
! align="left" | Ammunition
| +4 Maneuver Offense || align="left" | - || align="right" | +800 gp/missile
| +4 Maneuver Offense || align="left" | Overcome DR x/Adamantine, and exploit any vulnerabilities to Adamantine that the target may have. || align="right" | +800 gp/missile
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! align="left" | Light Weapons
! align="left" | Light Weapons
| +4 Maneuver Offense || align="left" | adds +1 to forced movement || align="right" | +80,000 gp
| +4 Maneuver Offense || align="left" | Overcome DR x/Adamantine, and exploit any vulnerabilities to Adamantine that the target may have. Adds +1 to forced movement. || align="right" | +80,000 gp
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! align="left" | One-Handed Weapons
! align="left" | One-Handed Weapons
| +4 Maneuver Offense || align="left" | adds +2 to forced movement || align="right" | +100,000 gp
| +4 Maneuver Offense || align="left" | Overcome DR x/Adamantine, and exploit any vulnerabilities to Adamantine that the target may have. Adds +2 to forced movement. || align="right" | +100,000 gp
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! align="left" | Two-Handed Weapons
! align="left" | Two-Handed Weapons
| +4 Maneuver Offense || align="left" | adds +3 to forced movement || align="right" | +150,000 gp
| +4 Maneuver Offense || align="left" | Overcome DR x/Adamantine, and exploit any vulnerabilities to Adamantine that the target may have. Adds +3 to forced movement. || align="right" | +150,000 gp
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! align="left" | Magic Implements
! align="left" | Magic Implements
| +2 Maneuver Offense on Magical Effects || align="left" | adds +1 to forced movement on magical effects|| align="right" | +80,000 gp
| +2 Maneuver Offense on Magical Effects || align="left" | Adds +1 to forced movement on magical effects. || align="right" | +80,000 gp
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Revision as of 19:51, 2 July 2017