Dweomermetals: Difference between revisions
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! align="left" | Ammunition | ! align="left" | Ammunition | ||
| - || align="left" | | | - || align="left" | +10 feet to base range increment of the projectile. || align="right" | +150 gp/missile | ||
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! align="left" | Light Weapons | ! align="left" | Light Weapons | ||
| -1 Maneuver Defense || align="left" | +2 to initiative when used in combat; | | -1 Maneuver Defense || align="left" | +2 to initiative when used in combat; +10 feet to base range increment of thrown weapon. || align="right" | +12,500 gp | ||
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! align="left" | One-Handed Weapons | ! align="left" | One-Handed Weapons | ||
| -1 Maneuver Defense || align="left" | +2 to initiative when used in combat; | | -1 Maneuver Defense || align="left" | +2 to initiative when used in combat; +10 feet to base range increment of thrown weapon. || align="right" | +15,000 gp | ||
|- | |- | ||
! align="left" | Two-Handed Weapons | ! align="left" | Two-Handed Weapons | ||
| -1 Maneuver Defense || align="left" | +2 to initiative when used in combat; | | -1 Maneuver Defense || align="left" | +2 to initiative when used in combat; +10 feet to base range increment of thrown weapon. || align="right" | +20,000 gp | ||
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! align="left" | Magic Implements | ! align="left" | Magic Implements |