Dweomermetals: Difference between revisions

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! align="left" | Ammunition
! align="left" | Ammunition
| - || align="left" | adds 10 feet to the range increment of the weapon || align="right" | +150 gp/missile
| - || 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; 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; +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; 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; +10 feet to base range increment of thrown weapon. || align="right" | +15,000 gp
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! align="left" | Two-Handed Weapons
! align="left" | Two-Handed Weapons
| -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
| -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

Revision as of 20:03, 2 July 2017