Dweomermetals: Difference between revisions

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! align="left" | Ammunition
! align="left" | Ammunition
| - || align="left" | When an action point is spent, +2 to all attacks for the rest of the encounter || align="right" | +800 gp/missile
| - || align="left" | +15 feet to base range increment of projectile. || align="right" | +800 gp/missile
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! align="left" | Light Weapons
! align="left" | Light Weapons
| -1 Maneuver Defense || align="left" | When an action point is spent, +2 to all attacks for the rest of the encounter || align="right" | +40,000 gp
| -1 Maneuver Defense || align="left" | When an action point is spent, +2 to all attacks for the rest of the encounter; +15 feet to base range increment of thrown weapon. || align="right" | +40,000 gp
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! align="left" | One-Handed Weapons
! align="left" | One-Handed Weapons
| -1 Maneuver Defense || align="left" | When an action point is spent, +2 to all attacks for the rest of the encounter || align="right" | +50,000 gp
| -1 Maneuver Defense || align="left" | When an action point is spent, +2 to all attacks for the rest of the encounter; +15 feet to base range increment of thrown weapon. || align="right" | +50,000 gp
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! align="left" | Two-Handed Weapons
! align="left" | Two-Handed Weapons
| -1 Maneuver Defense || align="left" | When an action point is spent, +2 to all attacks for the rest of the encounter || align="right" | +70,000 gp
| -1 Maneuver Defense || align="left" | When an action point is spent, +2 to all attacks for the rest of the encounter; +15 feet to base range increment of thrown weapon. || align="right" | +70,000 gp
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! align="left" | Magic Implements
! align="left" | Magic Implements

Revision as of 20:11, 2 July 2017