DnD3 5Index-Equipment
DnD3 5Index-Equipment
Table of Contents
Armors & Shields.....................................................................2 Weapons Errata......................................................................20
Light Armor ........................................................................2 Weapon Features...............................................................20
Medium Armor....................................................................3 Resizing Weapons.............................................................21
Heavy Armor.......................................................................4 Weapon Equivalencies ......................................................21
Shields.................................................................................5 Superior Equipment ...............................................................22
Options ................................................................................6 Alchemy Items ..................................................................22
Melee Weapons........................................................................7 Superior Materials.............................................................26
Unarmed Melee Weapons ...................................................7 Other Items........................................................................26
Simple Melee Weapons.......................................................7 Poisons ..............................................................................27
Martial Melee Weapons ......................................................8 Unusual Materials & Construction Techniques .....................29
Exotic Melee Weapons......................................................10 Armor & Shields ...............................................................29
Unusual Melee Weapons...................................................13 Weapons............................................................................31
Ranged Weapons ...................................................................14 Hardness of Materials .......................................................32
Simple Ranged Weapons ..................................................14 Other Equipment....................................................................33
Martial Ranged Weapons ..................................................14 Storage Capacity ...............................................................33
Exotic Ranged Weapons ...................................................15 Appendix................................................................................34
Ammunition ......................................................................17 Revision History ...............................................................34
Options ..............................................................................18 Key to Sourcebooks ..........................................................34
Improvised Weapons..............................................................19
Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006
1
Reduce by 1 if armor/shield is of Masterwork quality.
2
Hastily put on armor has an AC Bonus 1 less & an Armor Check Penalty 1 more (e.g., hastily put on Scale Mail has AC +3 & a check penalty of –5).
3
Grants a Shield bonus to AC, even though it requires Light Armor Proficiency. Can be used as a Light Weapon to make Disarm attempts with a +2 bonus.
†
Cut time in half if being helped. One character can help up to 2 others (but 2 cannot help each other).
E
Requires an Exotic Armor Proficiency Feat to use properly.
4
AC bonus applies to your Touch AC too, even if the Gnome Twistcloth is enchanted.
D
Usable by Druids.
5
Deteriorates after 3 months if not maintained by a member of the Chitine race.
M
Bonus for Masterwork quality already factored in.
Medium Armor
Max Movement – base 30’ becomes 20’ & base 20’ becomes 15’
Darkleaf Banded
Mail D +6 +2 –4 30% 40 rnd.† 10 rnd. 10 rnd.† 3,250 gp 35 lbs TBD 30
(Eb p120)
Mithral Banded Mail +6 +3 –4 M 25% 40 rnd.† 10 rnd. 10 rnd.† 9,250 gp 17 ½ lbs 15 30
(RotW p168)
Mithral Splint Mail +6 +2 –5 M 30% 40 rnd.† 10 rnd. 10 rnd.† 9,200 gp 22 ½ lbs 15 30
(RotW p168)
6
+2 bonus on Strength checks to avoid being Tripped.
7
If the wearer moves no more than 5’ in a round, the Armor Bonus to AC increases by +2 until the start of the next round.
8
Wearer gains Damage Reduction 2 / —.
9
Wearer receives a +2 Circumstance bonus on Tumble checks, though the normal Armor Check penalty still applies.
‡
Without help, this armor can only be put on Hastily.
Heavy Armor
Max Movement – base 30’ becomes 20’ & base 20’ becomes 15’, plus running speed is 3x (not 4x).
10
Wearer gains Damage Reduction 3 / —.
11
When fighting in this armor, your Miss Chance due to not being able to see your melee foe (i.e., Concealment, Blur, Invisibility, etc.) is reduced by 10%.
12
Movement – base 30’ becomes 15’ & base 20’ becomes 10’, plus cannot Run. Reduction in movement even applies to Dwarves.
Shields
Time to Put On –or– Take Off a Shield is a Move Action.
Options
Melee Weapons
All weapons are sized for a Medium-sized user. For rules on resizing weapons, see on page 21 of this Index.
§ Damage is ‘subdual’.
Weapons Page 7
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Weapons Page 8
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Weapons Page 9
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Feint +2
Normally drawn from wrist
sheath (as a Free Action) at
Quickrazor, Gnome the start of a round and stored
Light 1d4 19-20 / x2 — S 45 gp 1 lb 10 2
(RoS p155) (also as a Free Action) at the
0
Tortoise Blade,
Gnome 0 Light 1d6 19-20 / x2 — P 10 gp 3 lb 5 7 Buckler
(CWar p158) (RoS p155)
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Weapons Page 11
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Weapons Page 12
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Urgrosh, Dwarven 1d8 & 20 / x3 & S& Double; vs. Charge, Pole Arm
2Hand — 50 gp 12 lbs 5 10
(PH p117) 1d6 20 / x3 P Dwarf Weapon Familiarly
Warpike, Dwarven Reach 10’, vs. Charge, Trip,
2Hand 2d6 20 / x3 — P or S 45 gp 15 lbs 5 10
(RoS p155)(DR331 p24) Pole Arm
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Ranged Weapons
Simple Ranged Weapons
Simple Ranged
Size Dam. Critical Range Type Cost Weight Misc.
Weapons
Crossbow, Heavy Full Round Action to reload, Monk
— 1d10 19-20 / x2 120’ P 50 gp 8 lbs
(PH p116) Can be fired with 1 hand at a –4 penalty
Crossbow, Light Move Action to reload, Monk
— 1d8 19-20 / x2 80’ P 35 gp 4 lbs
(PH p116) Can be fired with 1 hand at a –2 penalty
Dart — 1d4 20 / x2 20’ P ½ gp ½ lb Strength modifier applies to damage, Druid
(PH p116)
Strength modifier applies to damage.
Javelin — 1d6 20 / x2 30’ P 1 gp 2 lbs
(PH p116) Monk, can be used as a Melee weapon but has a –4
penalty on attacks
Sling Strength modifier applies to damage.
— 1d4 20 / x2 50’ B Free —
(PH p116) Move Action to reload, Druid, Monk
Martial Ranged
Size Dam. Critical Range Type Cost Weight Misc.
Weapons
Dart Thurster — 1d4 19-20 / x2 40’ P 40 gp 1 lbs Uses standard Darts
(Und p64)
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Martial Ranged
Size Dam. Critical Range Type Cost Weight Misc.
Weapons
A wielder with less than a +1 Strength modifier
receives a –2 penalty on attacks.
Shortbow, Composite
Mighty +1 — 1d6 20 / x3 70’ P 150 gp 2 lbs Up to +1 Strength modifier applies to damage.
(PH p117) Bard, Rogue, Elf Racial Proficiency
Shared Proficiency (Shortbow)
A wielder with less than a +2 Strength modifier
receives a –2 penalty on attacks.
Shortbow, Composite
Mighty +2 — 1d6 20 / x3 70’ P 225 gp 2 lbs Up to +2 Strength modifier applies to damage.
(PH p117) Bard, Elf Racial Proficiency
Shared Proficiency (Shortbow)
Exotic Ranged
Size Dam. Critical Range Type Cost Weight Misc.
Weapon
Atlatl, Fires Atlatl Darts and Atlatl Javelins
firing Atlatl Dart 1d6 19-20 / x2 80’
— P 4 gp 2 lb Non proficient users receive a –6 penalty (instead of
firing Atlatl Javelin 1d8 20 / x3 120’
(DR331 p84) –4)
Blowgun — 1 20 / x2 10’ P 1 gp 2 lb Fires Blowgun Needles
(DR312 p44)
Requires two hands to fire and/or reload.
Blowgun, Greater Move Action to reload.
(CWar p155) — 1d3 20 / x2 10’ P 15 gp 2 lb
(CAdv p116)+ Maximum range of 5 increments.
Shared Focus (Blowgun)
Bolo — 1d4§ 20 / x2 10’ B 5 gp 3 lbs Subdual, Trip
(PH p117)
Bolo, Barbed Trip
(CWar p155) — 1d4 20 / x2 10’ P 10 gp 3 lbs
(CAdv p116)+ Shared Proficiency (Bolo)
Boomerang
(CWar p155) — 1d4§ 20 / x2 20’ B 10 gp 2 lbs Subdual, Returns after a miss (AC 10 to catch).
(DR328 p81)+
Boomerang, Hunting — 1d6 20 / x2 25’ B 15 gp 2 lbs Does not return to thrower
(DR331 p84)
Boomerang, Talenta — 1d4 20 / x2 30’ B 15 gp 1 lbs Returns after a miss (AC 10 to catch).
(Eb p120)
Boomerang,
Xen’drik — 1d6 20 / x2 20’ S 20 gp 2 lbs Returns after a miss (AC 10 to catch).
(Eb p120)
Crossbow, Great — 2d8 18-20 / x2 120’ P 150 gp 14 lbs Full Round to reload
(RoS p154)
Crossbow, Hand — 1d4 19-20 / x2 30’ P 100 gp 2 lbs Move Action to reload, Rogue
(PH p117)
Crossbow, Repeating
Heavy — 1d10 19-20 / x2 120’ P 400 gp 12 lbs Magazine holds 5 bolts
(PH p117)
Crossbow, Repeating
Light — 1d8 19-20 / x2 80’ P 250 gp 6 lbs Magazine holds 5 bolts
(PH p117)
A wielder with less than a +0 Strength modifier
receives a –2 penalty on attacks.
Footbow, Mighty +0 — 1d8 20 / x3 110’ P 150 gp 3 lbs If fired while on the ground, the shooter must be
(RotW p165)
prone and receives a –4 penalty on the attack.
Raptoran Racial Familiarity
Greatbow Cannot be used while mounted.
(CWar p156) — 1d10 20 / x3 120’ P 150 gp 6 lbs
(CAdv p116)+ Shared Focus (Longbow)
Cannot be used while mounted.
Greatbow, Composite,
Mighty +0 A wielder with less than a +0 Strength modifier
— 1d10 20 / x3 130’ P 200 gp 6 lbs
(CWar p156) receives a –2 penalty on attacks.
(CAdv p116)+
Shared Focus (Longbow)
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Exotic Ranged
Size Dam. Critical Range Type Cost Weight Misc.
Weapon
Cannot be used while mounted.
Greatbow, Composite, A wielder with less than a +1 Strength modifier
Mighty +1 — 1d10 20 / x3 130’ P 400 gp 6 lbs receives a –2 penalty on attacks.
(CWar p156)
(CAdv p116)+ Up to +1 Strength modifier applies to damage.
Shared Focus (Longbow)
Cannot be used while mounted.
Greatbow, Composite, A wielder with less than a +2 Strength modifier
Mighty +2 — 1d10 20 / x3 130’ P 600 gp 6 lbs receives a –2 penalty on attacks.
(CWar p156)
(CAdv p116)+ Up to +2 Strength modifier applies to damage.
Shared Focus (Longbow)
Cannot be used while mounted.
Greatbow, Composite, A wielder with less than a +3 Strength modifier
Mighty +3 — 1d10 20 / x3 130’ P 800 gp 6 lbs receives a –2 penalty on attacks.
(CWar p156)
(CAdv p116)+ Up to +3 Strength modifier applies to damage.
Shared Focus (Longbow)
Cannot be used while mounted.
Greatbow, Composite, A wielder with less than a +4 Strength modifier
Mighty +4 — 1d10 20 / x3 130’ P 800 gp 6 lbs receives a –2 penalty on attacks.
(CWar p156)
(CAdv p116)+ Up to +4 Strength modifier applies to damage.
Shared Focus (Longbow)
30’ max, Trip
Ranged Touch to Partially Entangle (–2 on attacks,
–4 penalty to Dexterity).
Lasso — — — 10’ – 1 gp 3 lbs
(BoED p34) By holding the attached rope, the thrower can keep
the opponent within 30’ (opposed Strength checks)
To remove, Escape Artist vs. DC 20 –or– Strength
check vs. DC 23.
Ranged Touch to Entangle (–2 on attacks, –4 to
Dexterity, ½ move, can’t run or charge).
By holding the attached rope, the thrower can keep
Net 10’ the opponent within 10’ (opposed Strength checks)
— — — – 20 gp 6 lbs
(PH p117) max To remove, Escape Artist vs. DC 20 –or– a Strength
check vs. DC 25.
Throwing an unfolded net has a –4 attack penalty.
Folding a net takes 2 rounds (or 4 if not proficient)
Creates a 10’ Cone of sand that does 1d6 damage
(Ref½) and target receives a –4 penalty to AC &
Sand Blaster 10’ –2 penalty to attack rolls for 3 rounds (RefNeg).
— 1d6 — – 30 gp ? DC is Constitution-based.
(MM3 p58) max
It takes a Full Round to reload a Sand Blaster tube
with 5 pounds of sand.
Monk, Kata, Strength modifier applies to the
Shuriken — 1d2 20 / x2 10’ P 1 gp 1
/10 lb damage, treat as Ammunition for prices of making
(PH p117)
them Masterwork & drawing them
Strength modifier applies to the damage, treat as
Ammunition for prices of making them
Skiprock Masterwork & drawing them
— 1d6 20 / x2 15’ B 3 gp ¼ lbs
(RotW p165) If the initial hit was successful, the Skiprock can
ricochet and attack a second target within 5’ of the
first, though the 2nd attack roll is at –2.
Damage listed is when the War Sling is used with
Skiprocks. A use proficient with both can ricochet
War Sling — 1d8 20 / x4 50’ B 5 gp 1 lb. the Skiprock when launched from the War Sling.
(RotW p165)
When using normal Sling Stones / Sling Bullets, use
the normal damage.
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Ammunition
Standard bolt
Bolt Crossbows – Hand, Light 1 1
May be used as an melee weapon with a –4 attack penalty & does Dagger /10 gp /10 lb
(PH p116) & Heavy, & Repeating
damage (1d4 for Medium) with a 20/x2 critical.
Repeating Crossbow
Magazine Crossbows – Repeating Holds 5 standard bolts ½ gp ½ lb
(PH p117)
Priest’s Bullet (Holy) Hollow oversized glass sling bullet filled with Holy Water. 5
Slings, War Slings 20 gp /8 lb
(LM p73) –2 penalty to hit. Does normal damage + 1d4 to Undead & Evil Outsiders.
Priest’s Bullet Hollow oversized glass sling bullet filled with Unholy Water. 5
(Unholy) Slings, War Slings 20 gp /8 lb
(LM p73)
–2 penalty to hit. Does normal damage + 1d4 to Deathless & Good Outsiders.
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Options
Weapons Page 18
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Improvised Weapons
(CWar p159)
Fighting with any of the following results in a –4 penalty on all attack rolls. Each has a Critical Range of 20 / x2. Range increment is 10’.
Weapons Page 19
Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006
Weapons Errata
Weapon Features
Buckler – This weapon can be used as an off-hand weapon -or- as a shield each round (to do both in the same round requires Feat: Shield Expert). Bucklers are
+1 AC, –1 Armor Check Penalty, 5% Arcane Spell Failure.
Buckler – Tortoise Blade, Gnome; Buckler-Axe, Dwarf.
Class Proficiency – The listed classes gain proficiency in the listed weapons.
Bard – All Simple plus all of the following: Longsword; Rapier; Sap; Shortsword; Shortbow; Whip.
Druid – Club; Dagger; Dart; Quarterstaff; Scimitar; Sickle; Shortspear; Sling; Spear.
Monk – Club; Crossbow, Light; Crossbow, Heavy; Dagger; Handaxe; Javelin; Kama; Nunchaku; Quarterstaff; Sai; Shuriken; Siangham; Sling.
Rogue – All Simple, plus all of the following: Crossbow, Hand; Rapier; Shortbow; Shortsword; Sap.
Disarm +N – This weapon gets a +N bonus on disarm attempts, and rolls to resist being counter-disarmed.
Disarm +2 – Chain, Spiked; Flail, Dire; Flail, Heavy; Flail, Light; Flindbar; Gyrspike; Lynxpaw; Nunchaku; Ranseur; Rapier, Quickblade; Ribbon
Dagger; Scorpion Chain, Drow; Scourge; Spetum; Whip.
Disarm +4 – Sai; Swordcatcher, Gnome.
Double – A weapon with 2 attack surfaces. Either surface can be used as a single weapon, or both can be used via a Two-Weapon fighting style. In the later case,
the “off-hand” surface is considered ‘light’.
Double – Axe, Orc Double; Flail, Dire; Hammer, Double; Hammer, Gnome Hooked; Gyrspike; Lajatang; Lynxpaw; Quarterstaff;
Scimitar, Valenar Double; Spear, Dwarven Double; Sword, Two-Bladed; Urgrosh, Dwarven.
Feint +N – A proficient weilder who does a ‘Feint in Combat’ check receives +N on the Bluff check:
Feint +2 – Braid Blade; Quickrazor, Gnome; Rapier, Quickblade.
Finesse – All Light weapons can be used with Feat: Weapon Finesse. In addition, the weapons listed below can also be used:
Finesse – Chain, Spiked; Courtblade, Elven; Lynxpaw; Rapier; Rapier, Quickblade; Ribbonweave; Scorpion Chain, Drow; Thinblade, Elven; Whip.
Hand-and-a-Half – This weapon can be used two-handed with basic Martial Proficiency -or- one-handed with an Exotic Proficiency.
Hand-and-a-Half – Maul; Pick, Dire; Sword, Bastard; Waraxe, Dwarven; Warmace.
Kata – A Monk may use this weapon in conjunction with the Flurry of Blows class ability.
Kata – Kama; Lajatang; Longstaff; Nekode; Nunchaku; Quarterstaff; Sai; Shuriken; Siangham; Steel Fins.
Pole Arm – The following are considered Pole Arms for purposes of Pole Arm-specific Feats.
Pole Arm – Ankus; Awl Pike; Axe, Lochaber; Axe, Orc Double; Bardiche; Bec de Corbin; Duom; Fauchard; Glaive; Goad; Greatspear; Halberd;
Hammer, Lucerne; Longspear; Longstaff; Naginata; Partisan; Pilum; Poleaxe, Heavy; Quarterstaff; Ranseur; Ritiik; Sasumata; Sharrash, Talenta;
Sodegarami; Spear; Septum; Urgrosh, Dwarven; Voulge; Warpike, Dwarven.
Racial Proficiency – The listed race gains automatic proficiency in the listed weapon.
Elf Racial Proficiency – Longbow; Longsword; Rapier; Shortbow.
Racial Familiarity – The listed race adds the listed weapon to their Martial Weapons list
Dwarf Racial Familiarity – Urgrosh, Dwarven; Waraxe, Dwarven.
Gnome Racial Familiarity – Hammer, Gnome Hooked.
Raptoran Racial Familiarity – Footbow.
Reach 10’ – This weapon threatens at 10’. It does not threaten the adjacent hex unless otherwise indicated.
Reach 10’ – Ankus; Bec de Corbin; Entangling Pole; Fauchard; Glaive; Greatspear; Guisarme; Lance, Heavy; Lochaber Axe; Longspear;
Longspear, Microlith Barbed; Lucerne Hammer; Mancatcher; Naginata; Partisan; Pilum; Pincer Staff; Poleaxe, Heavy; Ranseur; Sasumata; Sharrash,
Talenta; Sodegarami; Voulge; Warpike, Dwarven.
Reach 10’ and Threaten Adjacent – Chain, Spiked; Duom.
Reach 15’ – Awl Pike.
Reach 15’ and Threaten Adjacent – Whip.
Shared Focus (CAdv p116) (RotW p166) – If any of the following feats are taken with the weapon on the left, they apply to the weapon(s) on the right: Weapon Focus,
Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Improved Critical.
Blowgun – Blowgun, Greater. Longspear – Greatspear.
Dagger – Dagger, Barbed. Longsword – Thinblade, Elven.
Greataxe – Longaxe. Mace, Heavy – Warmace.
Greatsword – Courtblade, Elven. Pick, Heavy – Pick, Dire.
Halberd – Poleaxe, Heavy. Rapier – Lightblade, Elven; Rapier, Quickblade; Thinblade, Elven.
Longbow – Greatbow. Sword, Short – Lightblade, Elven; Sword, Short Broadblade.
Shared Proficiency – A single Weapon Proficiency applies to all of the weapons in a row, as do any of the following feats: Weapon Focus, Greater Weapon
Focus, Weapon Specialization, Greater Weapon Specialization, Improved Critical (i.e., Shared Proficiency is a superset of Shared Focus).
Bolo; Bolo, Barbed.
Longbow; Composite Longbow.
Shortbow; Composite Shortbow.
Whip; Whip-Dagger
Trip – This weapon can be used to make trip attacks. If a counter-trip occurs, then the user can drop the weapon instead of being tripped.
Trip – Ankus; Bolo; Chain, Spiked; Flail, Dire; Flail, Heavy; Flail, Light; Guisarme; Gyrspike; Halberd; Hammer, Gnome Hooked; Kama; Lasso;
Lochaber Axe; Lynxpaw; Scorpion Chain, Drow; Scythe; Sharrash, Talenta; Sickle; Warpike, Dwarven; Whip.
Vs. Charge – If you ready a “set vs. charge” action, then you do 2x damage if you hit a charging opponent.
Vs. Charge – Awl Pike; Bec de Corbin; Halberd; Longspear; Poleaxe, Heavy; Shortspear; Spear; Spear, Dwarven Double; Trident; Urgrosh, Dwarven;
Warpike, Dwarven.
Weapon Equivalencies
The following weapons are the equivalent(DMG p27). For example, a Medium-sized creature’s Longsword would be considered a Short Sword in the hands of a
Large-sized creature, or a Greatsword in the hands of a Small-sized creature. This does not take into account the cumulative –2 penalty on attack when using a
weapon made for a creature of a different size.(PH p113)
Note: Some weapons do not match the weapon resizing rules exactly (i.e., not keeping the same Critical Threat range, not doubling in weight with each size
increase, etc.). These discrepancies are indicated by an underline.
Superior Equipment
Alchemy Items
13
Requires an incantation (which does not consume a spell) by a Divine Spellcaster of the appropriate alignment.
Superior Materials
Other Items
Barding, Elfcraft(DR331 p90) – Horse armor with gives a bonus to Ride checks, weighs less, and takes less time to put on or remove.
Book of Prayers(DR324 p56) – A book of prayer sacred to a specific deity.
Burning Dust Pot(DR334 p49) – Catapult ammunition that contains Burning Dust.
Cargo Kite(RotW p169) – A cargo-carrying kite that can be pulled by flying creatures.
Carry Net(RotW p169) – Used by winged creatures in place of a backpack.
Cartulary(DR331 p90) – Book of inspirational religious texts.
Caveharp(Und p67) – Masterwork harp that can echo for miles underground.
Ceramic Mine(DR332 p61) – Ceramic container (Hardness 2, hp 2) that can contain anything form an inhaled poison, green slime, etc.
Claw Extenders(DR334 p87) – Metal “claws” that are strapped onto an animal’s fore-paws. Can be made from special material (such as Silver) and/or made
Masterwork quality (and possibly enchanted). Requires the Attack Trick to use properly.
Climbing Harness(DR334 p87) – Allows a humanoid to help pull an animal up a hill, cliff, etc., without hurting it. Requires the Stay Trick to use properly.
Corvus(DR331 p88) – 15’ – 20’ plank with spikes used to cross from one ship’s deck to another.
Dragon’s Teeth(DR331 p88) – Iron spikes on the prow of a ship. Use for ramming.
Drogue(DR331 p88) – Sealed drum that is attached to a Harpoon’s line to keep a creature stuck to the Harpoon from diving.
Earthsilk Rope(RoS p160) – Stronger than normal silk rope.
Elven Harp(RotW p169) – A masterwork stringed instrument that grants more than the standard bonuses to skilled players.
Fire Pot(DR334 p49) – Catapult ammunition that contains Alchemist’s Fire.
Goliath Healing Kits(RoS p160) – Only work on Goliaths and earth-linked creatures.
Grooming Kit(DR334 p87) – Helps keep an animal clean.
Holy Wafers(DR324 p56) – 10 small, stylized bread wafers imprinted with religious icons.
Honey Leather(RotW p169) – A waterproof canvas that is used to make superior tents, etc.
Lantern, Silvered(DR331 p90) – Bullseye or Hooded Lantern whose light is silver instead of yellow.
Long-Burning Fire Pot(DR334 p49) – Catapult ammunition that contains long burning Alchemist’s Fire.
Mummy Mites(DR324 p57) – Swarms of Undead eating mites.
Muzzle, False(DR334 p87) – Looks like a muzzle to keep an animal from biting, but the animal shake it off when needed. Requires the Attack Trick to use properly.
Patents of Nobility(DR331 p90) – Documentation of one’s lineage.
Reinforced Sheath(DR324 p57) – A heavy sheath for a bladed slashing or piercing weapon that can treat it as a bludgeoning weapon.
Saddle, Burrower’s(RoS p160) – Saddle for a Dire Badger or other digging creature.
Saddle, Flyer’s(RoS p160) – Saddle for a Pegasus or other digging creature.
Sashling(RotW p170) – A pleated belt / sash that has 10 small covered pockets. Grants a +2 Circumstance bonus on Sleight of Hand checks made to hide small
objects.
Siphon Fire(DR334 p49) – Alchemist’s Fire that can be squirted from a Siphon Projector.
Siphon Projector (Large & Small) (DR334 p50) – Siege weapon that contains a tank of Alchemist’s Fire for squirting at targets.
Siphon Wet Fire(DR334 p50) – Wet Fire that can be squirted from a Siphon Projector.
Song Collar(RoS p160) – Metal tube that is slid on a Quarterstaff. The tube is marked with the correct fingering positions for an instrument. The owner receives a
bonus if he/she practiced on the Song Collar while traveling.
Spelunker’s Kit(Und p67) – Aids in navigating underground, granting a +2 bonus on Balance, Climb, Escape Artist, and Survival checks while in tough-to-access
areas.
Stink Pot(DR331 p88) – 15’ – 20’ plank with spikes used to cross from one ship’s deck to another.
Stink Pot(DR331 p88) – Creates a cloud of noxious smoke.
Tabard(DR331 p90) – Tunic with one’s coat-of-arms, symbol of one’s deity, etc. Also available for mounts.
Training Treats(DR334 p87) – Grants a +2 bonus on Handle Animal checks when training an animal with a new trick.
Wolfsbane(DR331 p34) – When properly prepared, can be used as a touch attack on a Lycanthrope.
Poisons
Poisons are created with Craft (Poisonmaking).
Carrion Crawler Brain Juice 15 200 Contact 13 +1 Paralysis for 2d6 minutes —
(DMG p297)(CAdv p98)+ (DMG p74)+
Sassone Leaf Residue 20 300 Contact 16 +3 2d12 HP damage 1d6 Constitution damage
(DMG p297)(CAdv p98)+ (DMG p74)+
Malyss Root Paste 20 500 Contact 16 +3 1 Dexterity damage 2d4 Dexterity damage
(DMG p297)(CAdv p98)+ (DMG p74)+
Nitharit 20 650 Contact 13 +4 — 3d6 Constitution damage
(DMG p297)(CAdv p98)+ (DMG p74)+
Terinav Root 25 750 Contact 16 +5 1d6 Dexterity damage 2d6 Dexterity damage
(DMG p297)(CAdv p98)+ (DMG p74)+
Dragon Bile 30 1,500 Contact 26 +6 3d6 Strength damage —
(DMG p297)(CAdv p98)+ (DMG p74)+
Black Lotus Extract 35 4,500 Contact 20 +8 3d6 Constitution damage 3d6 Constitution damage
(DMG p297)(CAdv p98)+ (DMG p74)+
14
If this poison is used in a Trap, increase the Trap’s DC by the indicated amount.
Poison Page 27
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Purple Worm Poison 20 700 Injury 25 +4 1d6 Strength damage 2d6 Strength damage
(DMG p297)(CAdv p98)+ (DMG p74)+
Sickstone Unguent ? 1,500 Injury 19 ? 1d4 Constitution damage 1d4 Constitution Drain
(Und p67)
Deathblade 25 1,800 Injury 20 +5 1d6 Constitution damage 2d6 Constitution damage
(DMG p297)(CAdv p98)+ (DMG p74)+
Wyvern Poison 25 3,000 Injury 17 +5 2d6 Constitution damage 2d6 Constitution damage
(DMG p297)(CAdv p98)+ (DMG p74)+
Poison Page 28
Dungeons & Dragons 3.5 Edition Index – Equipment April 14, 2006
Weapons
Hardness of Materials
Hard- HP / Hard- HP /
Material ness Inch
Misc. Material ness Inch
Misc.
Leather Targath 9 20
(PH p166)
2 5 (Eb p127)
Wood Frystalline 10 15
(PH p166)
5 10 (BoED p38)
Bone Iron 10 30
(DMG p144)
6 10 (PH p166)
Other Equipment
Storage Capacity
Some of the information below is from the web site http://www.wizards.com/default.asp?x=dnd/rg/20040406a.
Hauling Vehicles
Dry Goods
Liquids
Appendix
Revision History
August 27, 2003 – Initial D&D 3.5 edition release.
Contains Player’s Handbook v.3.5, Dungeon Master’s Guide v.3.5, & Monster Manual v.3.5.
March 15, 2004 – Includes Player’s Handbook v.3.5 Errata.
Added Complete Warrior & the Book of Exalted Deeds.
Added Dragon #309 – Dragon #313.
November 12, 2004 – Added the Eberron Campaign Setting.
Added Monster Manual 3.
March 8, 2005 – Added Complete Arcane.
Added Dragon #324, #326 – #329.
Change the abbreviation of Player’s Handbook v3.5 from “PH3.5” to “PH”.
Change the abbreviation of Dungeonmaster’s Guide v3.5 from “DMG3.5” to “DMG”.
September 7, 2005 – Added Complete Adventurer.
Added Races of Eberron.
Added Dragon #330 – #335.
December 9, 2005 – Added Races of Stone, Races of Destiny, Races of the Wild, Unearthed Arcana, & Underdark
Added Dragon #336 – #338.
April 14, 2006 – Added Dragon #339 – #343.
Added Dungeon #104 – #134.
Key to Sourcebooks
PH – Player’s Handbook v.3.5
DMG – Dungeon Master’s Guide v.3.5
MM – Monster Manual v.3.5
MM3 – Monster Manual
Note: If a Key reference is followed by a “+”, then it is partially superseded the entry above it.
Appendix Page 34