D&D 4th ed. Adventurer's Vault Guide

 

Embed or link this publication

Popular Pages


p. 1

more magic items than you can fit in a bag of holding this dungeons dragons® game supplement offers hundreds of magic items weapons armor alchemical items and other useful equipment for your d&d® character whether you re a player looking for a new piece of equipment or a dungeon master stocking a dragon s hoard this book has exactly what you need adventurer s vault arms and equipment for all character classes tm the book features a mix of classic items updated to the 4th edition d&d rules and brand-new items adventurer s vaulttm for use with these 4th edition dungeons dragons core products player s handbook® dungeon master s guide® monster manual® d&d® miniatures d&dtm dungeon tiles rolepl ay inggamesupplement logan bonner · eytan bernstein · chris sims

[close]

p. 2

adventurer s vaulttm arms and equipment for all classes rolepl ay inggamesupplement logan bonner · eytan bernstein · chris sims

[close]

p. 3

credits design logan bonner lead eytan bernstein chris sims additional design kolja raven liquette owen k.c stephens development stephen schubert lead andy collins peter schaefer editing greg bilsland lead scott fitzgerald gray alex jurkat gwendolyn f.m kestrel managing editing christopher perkins director of r&d roleplaying games/book publishing bill slavicsek d&d story design and development manager christopher perkins d&d system design and development manager andy collins art directors stacy longstreet jon schindehette cover illustration david griffith front william o connor back graphic designers kevin smith leon cortez interior illustrations drew baker ryan barger ed cox thomas denmark wayne england jason a engle randy gallegos david griffith howard lyon lee moyer william o connor darrell riche marc sasso chris seaman anne stokes franz vohwinkel james zhang d&d script design daniel reeve publishing production specialist christopher tardiff prepress manager jefferson dunlap imaging technicians travis adams bob jordan sven bolen production manager cynda callaway this product requires the 4th edition dungeons dragons® game rules which are based on previous dungeons dragons game rules designed by e gary gygax dave arneson 1st edition and earlier david zeb cook 2nd edition jonathan tweet monte cook skip williams richard baker and peter adkison 3rd edition 620-21783720-001 hb 987654321 first printing september 2008 isbn 978-0-7869-4978-6 u.s canada asia pacific latin america wizards of the coast inc p.o box 707 renton wa 98057-0707 +1-800-324-6496 european headquarters hasbro uk ltd caswell way newport gwent np9 0yh great britain please keep this address for your records wizards of the coast belgium t hofveld 6d 1702 groot-bijgaarden belgium +32 2 467 3360 dungeons dragons d&d d20 d20 system wizards of the coast adventurer s vault player s handbook dungeon master s guide monster manual d&d insider all other wizards of the coast product names and their respective logos are trademarks of wizards of the coast in the u.s.a and other countries all wizards characters character names and the distinctive likenesses thereof are property of wizards of the coast inc this material is protected under the copyright laws of the united states of america any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of wizards of the coast inc any similarity to actual people organizations places or events included herein is purely coincidental printed in the u.s.a ©2008 wizards of the coast inc visit our website at www.wizards.com/dnd

[close]

p. 4

introduction equipment and magic items are essential to the survival of any d&d® character treasure is vital to any adventure as a player outfitting a character or a dm filling hoards with shiny baubles the more options you have the better that s where adventurer s vault comes in it expands on the rules for using equipment found in the player s handbook® these pages are full of options for the pc with gold or residuum burning a hole in his pouch and the dm looking for that enticing reward adventurer s vault also expands the d&d® game with new tricks for normal tasks open adventurer s vault and find out can add action to encounters and overland travel an alchemy system allows you to add some bang to your game without having to rely on the wizard or magic items chapter 2 magic items vastly expanding on the items found in the player s handbook this chapter is divided by item slot you ll find a vast array of new items for every slot as well as the expanded ranks of wondrous items and consumables even companion beasts and mounts have their own items now allowing you to make more of your pets appendix 1 this section gives you the dm or player ideas and tools for making magic items seem unique in your campaign and world give your items a story learn how to give items levels as treasure or to move magic from one item to another appendix 2 to help parcel treasure all the magic items in this book are listed alphabetically by level what s inside this book has two chapters equipment and magic items followed by appendices designed to aid in using the rest of the contents use it to equip your pc or your npcs or to stock your adventures with interesting stuff chapter 1 equipment this chapter focuses on nonmagical items masterwork armor new weapons alchemical substances mounts and vehicles and presents rules for using them in your game vehicles contents 1 equipment .4 masterwork armor 6 weapons 8 mounts 11 vehicles 14 alchemy 20 mount slot items 123 feet slot items 124 hands slot items 131 head slot items 137 neck slot items 145 rings 155 waist slot items 163 wondrous items 168 consumables 185 2 magic items 32 armor 34 weapons 56 holy symbols 83 orbs 91 rods 97 staffs 102 wands 107 arms slot items 112 companion slot items 122 appendix 1 19 195 unique items 195 item level 197 enchanting items 198 appendix 2 magic items 19 199

[close]

p. 5

chapter 1 c masterwork weapons mounts equipment means having what you need in any situation the adventurer s life is nothing if not unpredictable so the savvy explorer takes unusual paths even when it comes to finding or making equipment while wandering the markets in unusual locales you can find all sorts of exotic and useful gear the right training can grant you access to such equipment giving you an edge that just might save your life in this chapter you ll find armor techniques and magic from across the cosmos allow master craftsfolk to make strange and amazing armor choosing the right kind of armor is a matter of need and taste shore up your soft spots with the items in this section weapons are as varied as the reasons to do battle in the darkening world nonhuman cultures have also produced a few variations on typical weapon forms herein you ll find several new simple military and superior weapons comparable to yet different from those presented in the player s handbook® being prepared the right mount can get you where you want to go faster and many able creatures can be trained to serve in this capacity in this section you ll find mounts that expand on those presented in the monster manual® you ll also find gear to make your mount a better ally vehicles some tasks and terrain demand more than a mount when that s true then it s time to learn to drive this section provides sample vehicles and the rules required to use them alchemy with a little special training you can combine arcane reagents according to mystic formulas to produce fell poisons bizarre powders and wondrous concoctions for those unskilled in the alchemical arts such items can also be procured from the right merchant with a little coin ch apter 1 equipment 4 williamo co nnor

[close]

p. 6



[close]

p. 7

masterwork armor this section describes several new kinds of masterwork armor these special suits of masterwork armor are sometimes used in the creation of magic armor just as adventurers are likely to be dealing in different currencies as they attain higher levels so too are they likely to be acquiring new kinds of armor materials masterwork armor always has an enhancement bonus and the price of the masterwork armor material is incorporated into the overall cost of the magic armor for example +4 crysteel mail armor costs 45,000 gp the same as nonmasterwork +4 chain armor thus an adventurer of higher level is generally better off shopping for masterwork armors than the armors he or she used at lower levels a magic armor s enhancement bonus is still added to the armor bonus to determine a character s overall armor bonus for example +4 stormscale armor provides a +13 bonus to the wearer s ac +9 for the armor bonus and +4 for the enhancement bonus an armor entry on the masterwork armor table contains the following information armor bonus armor provides this bonus to ac minimum enhancement bonus masterwork armor requires a minimum enhancement bonus as shown in this entry check you take this penalty to all strength dexterity and constitution-based skill checks when you wear the armor you don t take the penalty to ability checks such as a strength check to break down a door or a dexterity check to determine initiative in combat speed you take this penalty to your speed in squares when wearing the armor price the item s price in gold pieces gp the cost of masterwork armor is included in the cost of magic armor weight the armor s weight in pounds special some masterwork armors have additional properties such as a defense boost or additional resistance a bonus received from the special property of a masterwork armor is an armor bonus leather drowmesh uses strands of leather woven together in a fine lattice for maximum flexibility yuan-ti overlap fine scales of leather to produce the incredibly supple snakeskin armor and they weave stands of this with shadow magic to produce anathema armor swordwing leather mimics the way swordwings make their paper spires creating a light flexible and hard leather hide dwarves use earth energy to fortify earthhide mimicking the strange living-earth skin of creatures such as the galeb duhr and the earth titan feyhide armor is treated with an elven process that gives resilience akin to the hide of tough fey beasts astral stalker preservation techniques yield stalkerhide voidhide armor comes from similar methods used by the sorrowsworn to preserve their grisly trophies chain weavemail is an exquisite armor made according to an advanced technique perfected in the eladrin courts of the feywild consisting of closely linked chains that provide few openings for enemy attacks finemail is a more common eladrin derivative of this method while braidmail is a similar armor made according to elven tradition genasi mix steel with magic volcanic glass to create resilient crysteel armor pitmail is derived from an infernal technique used to armor great commanders in the days of the tiefling empire of bael turath armor types cloth githzerai weavers first taught other peoples the methods of making githweave it s clear that the githzerai took these techniques from their erstwhile masters the mind flayers patterns taken from captured mind flayer garments led to mindweave and mindpatterned armor all these armors infuse some form of crystal into textiles channeling mind energy to fortify the body efreetweave seems to be similar but uses rare reagents and metallic threads from the elemental chaos 6 ch apter 1 equipment franz vo hwinkel

[close]

p. 8

masterwork armor cloth armor light githweave armor mindweave armor efreetweave armor mindpatterned armor leather armor light drowmesh armor snakeskin armor anathema armor swordwing armor hide armor light earthhide armor feyhide armor stalkerhide armor voidhide armor chainmail heavy finemail armor braidmail armor crysteel armor weavemail armor pitmail armor scale armor heavy drakescale armor wyvernscale armor stormscale armor nagascale armor titanscale armor plate armor heavy rimefire plate armor layered plate armor gith plate armor specter plate armor legion plate armor tarrasque plate armor armor bonus +0 +0 +1 +1 armor bonus +2 +2 +3 +3 armor bonus +3 +3 +4 +4 armor bonus +7 +8 +8 +10 +11 armor bonus +8 +9 +9 +11 +12 armor bonus +8 +9 +10 +10 +12 +12 minimum enhancement bonus +3 +4 +5 +6 minimum enhancement bonus +3 +4 +5 +6 minimum enhancement bonus +3 +4 +5 +6 minimum enhancement bonus +2 +3 +4 +5 +6 minimum enhancement bonus +2 +3 +4 +5 +6 minimum enhancement bonus +2 +2 +3 +4 +5 +6 check check check ­1 ­1 ­1 ­1 check ­1 ­1 ­1 ­1 ­1 check check ­2 ­2 ­2 ­2 ­2 ­2 speed speed speed speed ­1 ­1 ­1 ­1 ­1 speed ­1 ­1 ­1 ­1 ­1 speed ­1 ­1 ­1 ­1 ­1 ­1 price special special special special price special special special special price special special special special price special special special special special price special special special special special price special special special special special special weight 2 lb 2 lb 2 lb 2 lb weight 10 lb 10 lb 10 lb 10 lb weight 25 lb 25 lb 25 lb 25 lb weight 40 lb 40 lb 40 lb 40 lb 40 lb weight 45 lb 45 lb 45 lb 45 lb 45 lb weight 50 lb 50 lb 50 lb 50 lb 50 lb 50 lb special +1 will +2 will +1 will +2 will special +1 reflex +2 reflex +1 reflex +2 reflex special +1 fortitude +2 fortitude +1 fortitude +2 fortitude special +2 will +1 will +2 will special +2 fortitude +1 fortitude +2 fortitude special resist 1 all resist 2 all resist 5 all scale drakescale armor mimics the small close scales of rage drakes to stave off attacks while wyvernscale uses larger scales in a similar pattern stormscale armor resembles the storm gorgon s hardened plating and incorporates elemental magic ancient yuan-ti crafting techniques infuse metal plates with elemental power to produce nagascale armor dwarves took the primordial methods of producing titanscale armor from the titans and giants plate rimefire plate is bathed in elemental frost and fire to infuse it with hardness humans developed the process of layering steel several dozen times to create layered plate gith plate is hardened with psionic techniques originating with either the mind flayers or the first generation of escaped githyanki slaves specter plate is infused with energy from the shadowfell legion plate mimics the forging techniques used in the nine hells to armor legion devils tarrasque plate designed to emulate the tarrasque s impenetrable hide has hundreds of nodules packed between very thin metal layers each treated with a different process ch apter 1 equipment master wo rkarmor 7

[close]

p. 9

weapons the player s handbook covers a broad range of commonly used weapons this section describes a range of more unusual weapons which provide a host of new combinations and benefits a weapon entry on the melee weapons table or ranged weapons table contains the following information weapon the weapon s name prof proficiency with a weapon gives you a proficiency bonus to attack rolls which appears in this column if applicable if you re not proficient with the weapon you don t gain this bonus damage the weapon s damage die or dice range weapons that can be thrown or have ammunition that can be shot have a range the number before the slash indicates the normal range distance in squares for an attack the number after the slash indicates the long-range distance for an attack an entry of indicates that the weapon can t be used at range price the weapon s cost in gold pieces weight the weapon s weight in pounds category group and properties weapon categories groups and properties are explained in chapter 7 of the player s handbook in addition two new weapon properties are described below brutal a brutal weapon s minimum damage is higher than that of a normal weapon when rolling the weapon s damage reroll any die that displays a value equal to or lower than the brutal value given for the weapon reroll the die until the value shown exceeds the weapon s brutal value and then use the new value for example the execution axe has a property of brutal 2 if a fighter wielding this weapon hits with steel serpent strike a 2[w power the player rolls 2d12 for the weapon damage rerolling a die result of 1 or 2 until the die shows 3 or higher defensive a defensive weapon grants you a +1 bonus to ac while you wield the defensive weapon in one hand and wield another melee weapon in your other hand wielding more than one defensive weapon does not increase this bonus to gain this benefit you need not attack with the defensive weapon but you must be proficient with it weapon types broadsword this stout wide-bladed weapon lacks the accuracy of a longsword but what it lacks in accuracy it redeems with deadliness craghammer this dwarven hammer has a heavily weighted head making it resemble a one-handed maul backed by a deadly spike double axe fitted with an axe head at each end a double axe offers increased offensive and defensive capabilities 7 10 13 11 2 4 5 6 12 1 3 8 9 way neengland 1 greatbow 2 broadsword 3 khopesh 4 fullblade 5 double axe 6 repeating crossbow 7 spiked shield 8 trident 9 spiked guantlet 10 triple-headed f lail 11 parrying dagger 12 double sword 13 double f lail 8

[close]

p. 10

simple melee weapons one-handed weapon spiked gauntlet1 prof +2 damage d6 range price 5 gp weight 1 lb group unarmed properties off-hand military melee weapons one-handed weapon broadsword khopesh light war pick scourge trident two-handed weapon heavy war pick prof +2 +2 +2 +2 +2 damage d10 d8 d6 d8 d8 range 3/6 price 20 gp 20 gp 10 gp 3 gp 10 gp weight 5 lb 8 lb 4 lb 2 lb 4 lb group heavy blade axe heavy blade pick flail spear properties versatile brutal 1 versatile high crit off-hand off-hand heavy thrown versatile prof +2 damage d12 range price 20 gp weight 8 lb group pick properties high crit superior melee weapons one-handed weapon craghammer kukri parrying dagger2 spiked shield3 tratnyr triple-headed flail waraxe two-handed weapon execution axe fullblade greatspear mordenkrad double weapons weapon double axe4 double flail4 double sword4 prof +2 +2 +2 +2 +2 +3 +2 damage d10 d6 d4 d6 d8 d10 d12 range 10/20 price 20 gp 10 gp 5 gp 10 gp 10 gp 15 gp 30 gp weight 6 lb 2 lb 1 lb 7 lb 5 lb 6 lb 10 lb group hammer light blade light blade light blade spear flail axe properties brutal 2 versatile brutal 1 off-hand defensive off-hand off-hand heavy thrown versatile versatile versatile prof +2 +3 +3 +2 damage d12 d12 d10 2d6 range price 30 gp 30 gp 25 gp 30 gp weight 14 lb 10 lb 8 lb 12 lb group axe heavy blade polearm spear hammer properties brutal 2 high crit high crit reach brutal 1 prof +2 +2 +3 damage range d10/d10 d10/d10 d8/d8 price 40 gp 30 gp 40 gp weight 15 lb 11 lb 9 lb urgrosh4 +2 d12/d8 30 gp 12 lb defensive off-hand 1 this weapon also occupies the magic item hands slot see description 2 a rogue proficient with this weapon can treat it as a dagger for the purpose of the rogue weapon talent class feature 3 this weapon is combined with a light shield see description 4 double weapon see page 10 group axe flail heavy blade light blade axe spear properties defensive off-hand defensive off-hand defensive off-hand double flail this weapon has a spiked flail head at either end to maximize attack and damage double sword this well-balanced weapon combines the deadliness of two longswords with increased defensive capability execution axe this broad-bladed axe is heavily weighted for greater hewing power fullblade this enormous two-handed sword is favored by fighters and paladins ch apter 1 equipment w ea pons melee weapons illustrated on pages 8 and 63 9

[close]

p. 11

ranged weapons illustrated on pages 8 and 63 simple ranged weapons two-handed weapon repeating crossbow ammunition weapon magazine prof +2 prof damage d8 damage range 10/20 range price 35 gp price 1 gp weight 6 lb weight 1 lb group crossbow group properties load free properties superior ranged weapons two-handed weapon prof greatbow +2 superior crossbow +3 see weapon description damage d12 d10 range 25/50 20/40 price 30 gp 30 gp weight 5 lb 6 lb group bow crossbow properties load free load minor greatbow this massive recurved bow stands as tall as a human when strung and it fires arrows with greater power than a traditional longbow greatspear this reach weapon resembles a longspear but its broad head and strong haft allow it to strike with increased force heavy war pick this larger version of the light war pick delivers devastating strikes khopesh this sturdy weapon is identified by the crescent-shaped curve at the end of its blade kukri the blade of this heavy knife curves forward for greater potency a rogue proficient with the kukri can treat it as a dagger for the purpose of the rogue weapon talent class feature light war pick this smaller version of the war pick is suitable as an off-hand weapon mordenkrad first used by dwarf shock troops in battle against giants this oversized two-handed hammer has a massive head studded with spikes parrying dagger this narrow dagger features a specially designed guard that can deflect attacks a rogue proficient with the parrying dagger can treat it as a dagger for the purpose of the rogue weapon talent class feature repeating crossbow a rectangular magazine attaches to the top of this crossbow a double-action lever drops a bolt into place as a free action then fires it as a standard action a repeating crossbow does not need to be reloaded as long as it has ammunition in its magazine a magazine costs 1 gp and holds 10 bolts it takes a standard action to remove an empty magazine and load a new one spiked gauntlet these gauntlets are specially fitted with metal spikes unlike other weapons the spiked gauntlet occupies your magic item hands slot while enchanted scourge this lightweight flail has leather thongs inlaid with sharpened bits of metal or bone spiked shield this light shield is constructed with a sharpened spike at its center a spiked shield can be enchanted as a magic shield or a magic weapon but not both a spiked shield enchanted as a magic weapon does not occupy a character s magic item arms slot although a character cannot use two shields at the same time a character wielding a spiked shield enchanted as a weapon can employ arms slot items such as bracers superior crossbow this crossbow appears similar to a traditional crossbow but it has knobs and dials that allow the weapon to be fine-tuned for greater accuracy tratnyr also known as the wingspear this weapon was first crafted by the dragonborn for maximum efficiency in melee and ranged combat trident this three-tined spear is weighted for throwing over short distances triple-headed flail this oversized flail has three heads for more potent attacks urgrosh originally of dwarven make this weapon has a heavy axe head at one end dealing d12 damage and a sharp spear point at the base of the haft dealing d8 damage waraxe this weapon s superior balance allows it to be wielded in one hand double weapons wielding a double weapon is like wielding a weapon in each hand the first die given in the damage column of the table for a double weapon is for the primary or main end of the weapon the second damage die is for the secondary or off-hand end you can use either end of a double weapon to deliver an attack unless a power specifies a main or off-hand weapon attack an enchanted double weapon receives an enhancement bonus on both ends but weapon properties or powers conferred by the enchantment affect only the primary end of the weapon like two-handed weapons double weapons cannot normally be wielded by small creatures unless the weapon has the small property 10 ch apter 1 equipment

[close]

p. 12

at some point in their careers adventurers may trade their walking sticks for mounts mounts allow characters to move quickly from one location to another crossing untamed frontiers to reach the next dungeon or some distant city a city or town usually has one or more kinds of creatures that can be purchased as mounts unusual settings require special mounts pcs might be setting out across a desert in which case a camel or riding lizard might be appropriate conversely characters might be exploring the undersea depths of a fallen empire allowing them to use sharks or sea horses as mounts regardless of where the pcs are most mounts have a speed that exceeds that of a pc allowing for faster passage between places many mounts are also useful in combat pages 46­47 of the dungeon master s guide describe how to use a mount in combat and how a mount can take advantage of any natural attacks it might have the table below lists mounts from adventurer s vault and from the monster manual mm price the cost of the mount in gold pieces speed the creature s best speed in squares per hour/per day how far in miles the creature can travel in an hour and in a 10-hour day of travel normal/heavy/push/drag the normal load heavy load and push/drag load for the creature in pounds like characters mounts exceeding their normal load take a reduction in speed camel large natural beast initiative +1 senses perception +0 hp 38 bloodied 19 ac 13 fortitude 13 reflex 10 will 9 speed 9 m kick standard at-will +4 vs ac 1d10 4 damage alignment unaligned languages skills endurance +9 str 19 4 dex 13 1 wis 11 0 con 18 4 int 2 4 cha 8 1 level 1 brute xp 100 mounts mount price gp speed1 per hour1 per day1 normal lb heavy lb push/drag lb blade spidermm 13,000 6 3 miles 30 miles 250 500 1,250 camel 75 9 4-1/2 miles 45 miles 237 475 1,187 dire boarmm 1,800 8 4 miles 40 miles 237 475 1,187 elephant 3,400 8 4 miles 40 miles 312 625 1,562 giant ant 1,800 9 4-1/2 miles 45 miles 237 475 1,187 giant lizard draft 200 7 3-1/2 miles 35 miles 237 475 1,187 giant lizard riding 1,800 9 4-1/2 miles 45 miles 250 500 1,250 griffonmm 9,000 fly 10 5 miles 50 miles 250 500 1,250 griffon rimefiremm 525,000 fly 10 5 miles 50 miles 300 600 1,500 hippogriff mm 4,200 fly 10 5 miles 50 miles 237 475 1,187 hippogriff dreadmountmm 4,200 fly 10 5 miles 50 miles 262 525 1,312 horse celestial chargermm 13,000 8 4 miles 40 miles 287 575 1,437 horse ridingmm 75 8 4 miles 40 miles 237 475 1,187 horse sea 1,800 swim 10 5 miles 50 miles 225 450 1,125 horse skeletal 17,000 10 5 miles 50 miles 250 500 1,250 horse warhorsemm 200 8 4 miles 40 miles 262 525 1,312 manticoremm 45,000 fly 8 4 miles 40 miles 262 525 1,312 nightmaremm 25,000 fly 10 5 miles 50 miles 287 575 1,437 rage drakemm 2,600 8 4 miles 40 miles 237 475 1,187 rhinoceros 2,600 6 3 miles 30 miles 262 525 1,312 shark dire 21,000 swim 11 5-1/2 miles 55 miles 210 420 1,050 shark riding 3,400 swim 11 5-1/2 miles 55 miles 190 380 950 trihorn behemoth 21,000 6 3 miles 30 miles 325 650 1,625 wolf diremm 1,000 8 4 miles 40 miles 237 475 1,187 wyvernmm 21,000 fly 8 4 miles 40 miles 300 600 1,500 mm this monster s statistics can be found in the monster manual 1 a flying mount ignores distance multipliers for difficult terrain distances for an aquatic mount assume it is traveling in water ch apter 1 equipment mounts mounts 11

[close]

p. 13

elephant huge natural beast mount level 8 brute xp 350 giant lizard draft large natural beast level 4 brute xp 175 initiative +4 senses perception +7 hp 111 bloodied 55 ac 20 fortitude 22 reflex 15 will 18 speed 8 m tusk slam standard at-will reach 2 +11 vs ac 2d6 7 damage m stamp standard at-will +11 vs ac 1d10 7 damage and the target is knocked prone trampling charge while mounted by a friendly rider of 8th level or higher at-will mount when charging the elephant can move through one medium or smaller creature s space and make a stamp attack against that creature the elephant must end its move in an unoccupied space the rider still attacks at the end of the mount s movement alignment unaligned languages str 25 11 dex 11 4 wis 16 7 con 21 9 int 2 0 cha 9 3 initiative +4 senses perception +1 hp 69 bloodied 34 ac 16 fortitude 18 reflex 16 will 13 speed 7 swamp walk climb 2 m bite standard at-will +7 vs ac 2d6 4 damage alignment unaligned languages str 19 6 dex 14 4 wis 9 1 con 19 6 int 2 2 cha 7 0 giant lizard riding large natural beast mount level 6 brute xp 250 giant ant large natural beast mount level 4 skirmisher xp 175 initiative +8 senses perception +8 hp 54 bloodied 27 ac 18 fortitude 17 reflex 17 will 14 speed 9 m bite standard at-will +9 vs ac 1d10 4 damage and the target is knocked prone skitter while mounted by a friendly rider of 4th level or higher at-will mount the giant ant shifts 2 squares instead of 1 square when it shifts alignment unaligned languages str 19 6 dex 19 6 wis 12 3 con 14 4 int 1 3 cha 7 0 initiative +6 senses perception +2 hp 90 bloodied 45 ac 18 fortitude 20 reflex 18 will 14 speed 9 swamp walk climb 4 m bite standard at-will +9 vs ac 2d8 5 damage m claw standard at-will +10 vs ac 2d6 5 damage combined attack while mounted by a friendly rider of 6th level or higher at-will mount when the giant lizard s rider makes a melee attack against a target the lizard can make a claw attack against the same target alignment unaligned languages str 20 8 dex 17 6 wis 9 2 con 20 8 int 2 1 cha 7 1 12 ch apter 1 equipment jason a engle

[close]

p. 14

horse sea large natural beast aquatic mount level 5 brute xp 200 shark dire huge natural beast aquatic mount level 14 skirmisher xp 1,000 initiative +4 senses perception +2 hp 80 bloodied 40 ac 17 fortitude 19 reflex 17 will 15 speed swim 10 m tail slap standard at-will reach 2 +8 vs ac 2d8 4 damage see also waterborn aquatic charge while mounted by a friendly rider of 5th level or higher at-will mount the sea horse s rider deals an extra 1d10 damage when he or she attacks after the sea horse charges while in water the rider also gains a +2 bonus to attack rolls against creatures without a swim speed waterborn while in water the sea horse gains a +2 bonus to attack rolls against creatures without a swim speed alignment unaligned languages str 18 6 dex 15 4 wis 10 2 con 20 7 int 2 ­2 cha 9 1 initiative +16 senses perception +9 hp 139 bloodied 69 ac 28 fortitude 26 reflex 28 will 23 speed swim 11 m bite standard at-will +17 vs ac 3d6 5 damage see also waterborn deft swimmer while mounted by a friendly rider of 14th level or higher at-will mount the dire shark s rider gains a +2 bonus to ac against opportunity attacks while in water the rider also gains a +2 bonus to attack rolls against creatures without a swim speed waterborn while in water the dire shark gains a +2 bonus to attack rolls against creatures without a swim speed alignment unaligned languages str 21 12 dex 24 14 wis 14 9 con 19 11 int 2 3 cha 9 6 shark riding horse skeletal large natural animate mount undead level 8 skirmisher xp 350 senses perception +4 level 11 brute xp 600 large natural beast aquatic mount initiative +11 initiative +9 senses perception +6 hp 143 bloodied 71 ac 23 fortitude 24 reflex 23 will 20 immune poison resist 20 necrotic speed 10 m kick standard at-will +14 vs ac 3d6 5 damage shadow symbiosis while mounted by a friendly rider of 11th level or higher at-will mount the horse s rider gains resist 20 necrotic alignment unaligned languages str 20 10 dex 18 9 wis 13 6 con 23 11 int 2 1 cha 7 3 rhinoceros large natural beast mount initiative +8 senses perception +3 level 7 soldier xp 300 hp 88 bloodied 44 ac 22 fortitude 21 reflex 22 will 17 speed swim 11 m bite standard at-will +13 vs ac 2d6 4 damage see also waterborn deft swimmer while mounted by a friendly rider of 8th level or higher at-will mount the shark s rider gains a +2 bonus to ac against opportunity attacks while in water the rider also gains a +2 bonus to attack rolls against creatures without a swim speed waterborn while in water the shark gains a +2 bonus to attack rolls against creatures without a swim speed alignment unaligned languages str 19 8 dex 21 9 wis 11 4 con 16 7 int 2 0 cha 7 2 hp 83 bloodied 41 ac 23 fortitude 23 reflex 21 will 18 speed 6 m gore standard at-will +13 vs ac 2d6 5 damage crushing charge while mounted by a friendly rider of 7th level or higher at-will mount when charging the rhinoceros can make a gore attack in addition to its rider s charge attack alignment unaligned languages str 21 8 dex 16 6 wis 11 3 con 19 7 int 2 1 cha 8 2 trihorn behemoth huge natural beast mount initiative +12 senses perception +7 level 12 soldier xp 700 hp 127 bloodied 63 ac 28 fortitude 30 reflex 26 will 23 speed 6 m gore standard at-will +17 vs ac 2d8 8 damage protective crest while mounted by a friendly rider of 12th level or higher at-will mount the trihorn behemoth s rider gains a +1 shield bonus to ac and reflex defense alignment unaligned languages str 26 14 dex 18 10 wis 13 7 con 23 12 int 2 2 cha 10 6 ch apter 1 equipment mounts 13

[close]

p. 15

barding armor bonus check type light barding +1 huge creature +1 heavy barding +2 ­2 huge creature +2 ­2 reduce the armor bonus by 1 for creatures with the soldier role speed ­1 ­1 price gp 75 75 150 150 weight 40 lb 60 lb 80 lb 120 lb mount equipment mounts acquired by the pcs are assumed to have basic gear such as a saddle a saddle blanket a bridle and reins although mounts are mainly used as basic transportation others especially warhorses and other combat-trained mounts might take advantage of specialized gear such as barding described below and mount magic items described in chapter 2 these items enhance a mount s abilities in combat generally by augmenting its speed increasing its defenses or allowing the mount to bypass certain terrain features leap aboard a longship to seize it from gnoll pirates vehicles can serve as the centerpiece for any number of memorable confrontations this section provides the rules for managing vehicles in your game vehicles function much like mounts in that a character takes control of a vehicle uses it to move and can take advantage of its special features most vehicles carry more passengers and cargo than a mount but their lack of maneuverability creates unique challenges on the battlefield the basics vehicles have statistics some of which are similar to a creature s and others of which are not vehicles are considered objects so the rules in chapter 4 of the dungeon master s guide apply to them unless otherwise noted size vehicles have a size just like creatures hit points a vehicle s hit points indicate the amount of punishment it can take a vehicle reduced to 0 hit points or fewer is destroyed and creatures on board the destroyed vehicle are knocked prone in their current squares the vehicle s wreckage occupies its space making it difficult terrain space unlike creatures which can move around within a space and squeeze into smaller spaces vehicles occupy all the space within its dimensions as a result vehicles cannot squeeze for example a wagon takes up a full 2 squares by 3 squares meaning it can t fit through a narrow chasm that is only 1 square wide vehicles pulled by creatures indicate only the vehicle s space the creatures pulling it occupy their normal space on the battle grid defenses like all objects vehicles have an armor class a fortitude defense and a reflex defense they do not have a will defense speed a vehicle s speed given in squares determines how far it travels when a driver or pilot uses a move action a driver or pilot who uses two move actions can move a vehicle twice its speed the speed of a creature-drawn vehicle is determined by the speed of the creatures moving it for long-distance movement most creature-drawn vehicles can travel no more than 10 hours in a day however sailing ships and magically propelled crafts are not limited in this way and can travel all day and night if properly crewed barding barding is armor for your mount it adds to a mount s armor class just as armor does to a character s barding also has similar check penalties and speed penalties the barding s armor bonus is added to a creature s existing ac unlike heavy armor heavy barding does not negate a mount s dexterity or intelligence bonus to ac creatures that fill the soldier role already have additional armor natural or otherwise factored into their ac as such barding is less effective for them as shown in the accompanying table magic barding can be crafted with its own unique properties however magic barding cannot be enchanted with an enhancement bonus like normal armor most creatures already benefit from natural defenses that exceed those of a typical pc vehicles a wizard stands on the deck of a storm-tossed ship his spells blasting the raiding party of sahuagin climbing over the rails a rogue clambers up a tree to leap upon the goblin king s chariot as it thunders beneath her a warlock sets an airship on a collision course toward the lich s castle abandoning the massive craft as it crashes into the topmost tower the dungeons dragons® game is built around fast-moving dynamic combat but adding vehicles into the mix can take a combat encounter to a new level whether the pcs battle from the backs of chariots fight off goblin wolf riders while racing a supply wagon through a treacherous mountain pass or ch apter 1 equipment 14

[close]

Comments

no comments yet

YOUBLISHER
About
What Others Say
Sitemap
Impressum

PUBLISHERS
Login
Signup
Tutorials
FAQ
Support

BUSINESS
Overview
Advertising
Support

DEVELOPERS
API

LEGAL
Report a Copyright Violation
Copyright FAQ
Terms of Use
Privacy Policy