Dweomermetals: Difference between revisions
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! align="left" | Ammunition | ! align="left" | Ammunition | ||
| - || align="left" | | | - || 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 |