Arms and equipment guide 3.5
Arms and Equipment Guide by Eric Cagle
A caravanload of equipment, trade goods, alchemical items, poisons, mounts, and vehicles.
Over 230 magic weapons and armors, such as the flameshroud axe, lance of the unending charge, and vampire hunter armor.
Over 125 magic items, including new artifacts, such as elixir armor, rings of the hive mind, the ghost rod, and the bag of endless caltrops.
Rules for vehicle combat on land, sea, and air.
Within these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency.
To use this accessory, a Dungeon Master also needs the Players Handbook and the Dungeon Masters Guide. A player needs only the Players Handbook.
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The Arms and Equipment Guide, as you might expect, is devoted mainly to descriptions of new weapons, armor, and gear that characters and creatures can pos-.
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Arms and Equipment Guide. Heroes need to be prepared for anything, which means having the right weapons and gear on hand at all times. The well-stocked pages of this book hold an impressive inventory of merchandise to get your characters into and out of all manner of trouble: trade goods, alchemical items, poisons, mounts, vehicles -- plus hundreds of magic weapons, armors, and items. Our sneak peek offers ways for your PC to travel in style. Vehicle Augmentations.
I was wondering, is the Arms and Equipment Guide written in 3. FH I believe it was 3. Although I can't think of anything that would change really. Thanis Kartaleon Apr 5, , am It's pretty solidly 3. Was there something in particular you were looking at? For the most part, all of the items should work as is.