Iolis Equipment (Iolis Supplement)

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Weapons[edit]

Melee Weapons[edit]

Simple[edit]

One-Handed

Weapon Prof. Damage Range Price Weight Group Properties
Club +2 1d6 - 1gp 3 lb. Mace -
Dagger +3 1d4 5/10 1gp 1 lb. Dagger Off-hand, light thrown
Javelin +2 1d6 10/20 5gp 2 lb. Spear Heavy Thrown
Mace +2 1d8 - 5gp 6 lb. Mace Versatile
Spear +2 1d8 - 5gp 6 lb. Spear Versatile
Spiked Gauntlent +2 1d6 - 5gp 1 lb. Unarmed Off-hand

Two-Handed

Weapon Prof. Damage Range Price Weight Group Properties
Greatclub +2 2d4 - 1gp 10 lb. Mace -
Quarterstaff +2 1d8 - 5gp 4 lb. Staff -
Scythe +2 2d4 - 5gp 10 lb. Heavy Blade -

Military[edit]

One-Handed

Weapon Prof. Damage Range Price Weight Group Properties
Battleaxe +2 1d10 - 15gp 6 lb. Axe Versatile
Flail +2 1d10 - 10gp 5 lb. Flail Versatile
Handaxe +2 1d6 5/10 5gp 3 lb. Axe Off-Hand, Heavy Thrown
Short Sword +3 1d6 - 10gp 2 lb. Light Blade Off-Hand
Longsword +3 1d8 - 15gp 4 lb. Heavy Blade Versatile
Sai +3 1d6 5/10 5gp 2 lb. Dagger Off-Hand
Warhammer +2 1d10 - 15gp 5 lb. Hammer Versatile
Broadsword +2 1d10 - 20gp 5 lb. Heavy Blade Basket Hilt^
Falchlon +3 2d4 - 20gp 6 lb. Heavy Blade High-Crit
Khopesh +2 1d8 - 20gp 8 lb. Axe, Heavy Blade Brutal, Versatile
Light War Pick +3 1d6 - 10gp 4 lb. Pick High Crit, Off-Hand
Scourge +2 1d8 - 3gp 2 lb. Flail Off-Hand
Trident +2 1d8 3/6 10gp 4 lb. Spear, Heavy Thrown Versatile

Two-Handed

Weapon Prof. Damage Range Price Weight Group Properties
Galive +2 2d4 - 25gp 10 lb. Heavy Blade, Polearm Reach, Hold Your Ground*
Morgenstern +2 1d10 - 10gp 8 lb. Mace -
Claymore +3 1d10 - 30gp 8 lb. Heavy Blade -
Halberd +2 1d10 - 25gp 12 lb. Axe, Polearm Reach
Heavy Flail +2 2d6 - 25gp 10 lb. Flail -
Longspear +2 1d10 - 10gp 9 lb. Polearm, Spear Reach
Broad Sword, 2 hands +2 2d6 - 25gp 7 lb. Heavy Blade Basket Hilt^
Partisan +2 2d6 - 15gp 8 lb. Polearm Stand Your Ground #
Heavy War Pick +2 1d12 - 20gp 8 lb. Pick High Crit

Superior[edit]

One-Handed

Weapon Prof. Damage Range Price Weight Group Properties
Kodachi +3 1d8 - 25gp 2 lb. Light Blade Off-hand, High Crit
Bastard Sword +3 1d10 - 30gp 6 lb. Heavy Blade Versatile
Kukri +2 1d6 - 10gp 2 lb. Dagger Brutal, Off-Hand
Rapier +3 1d8 - 25gp 2 lb. Light Blade High Crit
Sabre +3 1d8 - 25gp 5 lb. Light Blade Basket Hilt
Craghammer +2 1d10 - 20gp 6 lb. Hammer Brutal, Versatile
Parrying Dagger +2 2d4 - 5gp 1 lb. Light Blade Defensive, Off-Hand
Triple-Headed Flail +3 1d10 - 15gp 6 lb. Flail Versatile
Waraxe +2 1d12 - 30gp 10 lb. Axe Vesatile

Two-Handed

Weapon Prof. Damage Range Price Weight Group Properties
Katana +3 1d10 - 25gp 4 lb. Light Blade High Crit
Execution Axe +2 1d12 - 30gp 14 lb. Axe Brutal, High Crit
Executioner's Sword +3 2d6 - 30gp 10 lb. Heavy Blade Brutal, High Crit
Greatspear +3 1d10 - 25gp 8 lb. Polearm, Spear Reach
Bonuses[edit]
  • *Galive- Hold Your Ground= You deal 2X damage to charging foes larger than you.
  • ^Broad Sword- Basket Hilt= You gain a +1 bonus to AC because of the hand guard.
  • #Partisan- Stand Your Ground= You deal and extra 1d6 damage to charging foes if the weapon is firmly set.
  • ~Rayado- Brutal= If your damage roll is one, you may roll again but you have to use the second result.

Ranged Weapons[edit]

Simple[edit]

One-Handed

Weapon Prof. Damage Range Price Weight Group Properties
Hand Crossbow +2 1d6 10/20 25 gp 2 lb. Crossbow Load free
Sling +2 1d6 10/20 1 gp 0 lb. Sling Load free
Repeating Crossbow +2 1d8 10/20 35 gp 6 lb. Crossbow Load free, Clip

Two-Handed

Weapon Prof. Damage Range Price Weight Group Properties
Crossbow +2 1d8 15/30 25 gp 4 lb. Crossbow Load Minor

+

Military Ranged[edit]

Two-Handed

Weapon Prof. Damage Range Price Weight Group Properties
Longbow +2 2d6 20/40 30 gp 3 lb. Bow Load free
Shortbow +2 1d8 15/30 25 gp 2 lb. Bow Load free, Small
Greatbow +2 1d12 25/50 30 gp 5 lb. Bow Load free

Superior Ranged[edit]

One-Handed

Weapon Prof. Damage Range Price Weight Group Properties
Revolver +2 2d6 10/15 200 gp 5 lb. Firearm Clip*, High Crit, Off Hand
Shuriken (5) +3 2d4 5/15 1 gp 1/2 lb. Dagger Light Thrown

Two-Handed

Weapon Prof. Damage Range Price Weight Group Properties
Rifle +3 2d8 25/35 50 gp 12 lb. Firearm Clip*, High Crit
Shotgun +3 2d8-1d12 5/15 50 gp 12 lb. Firearm Clip*, Spread^
Superior Crossbow +3 1d10 20/40 30 gp 6 lb. Crossbow Load Minor
Bonus[edit]
  • *Clip- the weapon has 6 shots. While the clip is being used the gun reloads free. To eject a clip and load a new one use a standard action.
  • ^Spread- the shotgun uses a spread shot that fires in a cone from the initial square. its smallest range is at 5 ft. and the farthest range is at 15 ft. and is 25ft. wide. the firing pattern looks like this:
-----
 ---
  -

if a creature is in the smallest row, it takes 2d8 damage. In the second row, it takes 2d6 damage, and in the third row it takes 1d12 damage.

Armor[edit]

Armor Armor Bonus Minimum Enchantment Bonus Check Speed Price Weight Type
Cloth armor(Cloth) - +0 - - 1gp 4lb. Light
Padded armor(Cloth) - +2 - - 15gp 4lb. Light
Leather armor(Leather) +2 +0 - - 20gp 10lb. Light
Studded Leather armor(Leather) +2 - - 30gp 10lb. Light
Hide armor(Hide) +3 +0 -1 - 30gp 15lb. Light
Brigandine armor(Hide) +3 +2 -1 - 35gp 15lb. Light
Ring Mail(Chain) +6 +0 -1 -1 40gp 30lb. Heavy
Chain Mail(Chain) +6 +2 -1 -1 45gp 30lb. Heavy
Scale Mail(Scale) +7 +0 - -1 50gp 40lb. Heavy
Plate Jacket(Scale) +7 +2 - -1 55gp 40lb. Heavy
Plate Mail(Plate) +8 +0 -2 -1 60gp 50lb. Heavy
Field Plate Mail(Plate) +8 +2 -2 -2 65gp 50lb. Heavy

Shields

Armor Shield Bonus Minimum Enchantment Bonus Check Speed Price Weight Type
Buckler +1 - - - 5gp 6lb. Light
Kite Shield +2 - -2 - 10gp 15lb. Heavy

Gear[edit]

Item Price Weight
Arcane Implement
Orb 15gp 2 lb.
Rod 12gp 2 lb.
Staff 5gp 4 lb.
Wand 7gp -
Holy Symbol 10gp 1 lb.
Ki Focus 10gp 1 lb.
Totem 5gp 2 lb.
Drum 3gp 1 lb.
Flute 5gp 1 lb.
Harp 15gp 4 lb.
Horn 7gp 3 lb.
Lute 12gp 2 lb.
Lyre 10gp 1 lb.
Woodwind 5gp 2 lb.
Guitar 12gp 2 lb.
Standard Adventurer's kit 15gp 33 lb.
Backpack(empty) 2gp 2 lb.
Bedroll 1sp 5 lb.
Flint and Steel 1gp -
Pouch, belt (empty) 1gp .5 lb.
Rations, Trail (10 days) 5gp 10 lb.
Rope, hempen (50ft) 1gp 10 lb.
Sunrods (2) 4gp 2 lb.
Waterskin 1gp 4 lb.
Climber's Kit 2gp 11 lb.
Grappling Hook 1gp 4 lb.
Hammer 5sp 2 lb.
Pitons (10) 5sp 5 lb.
Thieves' Tools 20gp 1 lb.
Posioner's set 25gp 5 lb.
Alchemist Set 25gp 5 lb.
Candle 1cp -
Lantern 7gp 2 lb.
Everburning Torch 50gp 1 lb.
Ghost Candle 10gp .1 lb.
Unseelie Candle 10gp .1 lb.
Flower of the Dawn 25gp -
Flower of the Fairy Queen's Gown 65gp -
Senaliesse chrysanthemum 10gp -
Star-Indigo seeds, 1 pouch 5gp .1 lb.
Wolfsbane, 1 bundle 5gp .1 lb.
Sweetheart's Confection 10gp
Journeybread (10 days) 50gp 1 lb.
Faewine rasin 15gp -
Cockatrice Venom 100gp .1 lb.
Blessed Soil 10gp 1 lb.
Arrows (30) 1gp 3 lb.
Bolts (Xbow(20)) 1gp 2 lb.
Sling bullets (20) 1gp 5 lb.
Clip, Bullet (6) 2gp 5 lb.
Journal 20gp 3 lb.
Ritual book 50gp 3 lb.
Ritual components varies varies
Spellbook 50gp 3 lb.
Formula Book 50gp 3 lb.
Alchemical reagents varies varies
Rain stick 150gp 1 lb.
Raven's Feather 25gp .1 lb.
Frozen Tears 25gp .5 lb.
Unicorn antler 200gp .5 lb.
Gray rain cloak 20gp 3 lb.
Night's mantle 1000gp 4 lb.

Alchemical Components[edit]

Item Market Price (gp) Key Skills Type Levels
Acidic Fire 200 Arcana, Thievery Volatile 5,10,15,20,25,30
Alchemical Silver 200 Nature, Religion, Thievery Oil 5,15,25
Alchemist's Acid 70 Arcana, Thievery Volatile 1,6,11,16,21,26
Alchemist's Fire 70 Arcana, Thievery Volatile 1,6,11,16,21,26
Alchemist's Frost 70 Arcana, Thievery Volatile 1,6,11,16,21,26
Alchemist's Spark 120 Arcana, Thievery Volatile 3,8,13,18,23,28
Antivenom 70 Heal, Nature Curative 1,11,21
Beastbane 160 Heal, Nature Other 4,9,14,19,24,29
Blastpatch 120 Arcana, Thievery Volatile 4,9,14,19,24,29
Blinding Bomb 120 Arcana, Thievery Volatile 3,8,13,18,23,28
Bloodstinger Poison 120 Nature, Thievery Poison 3,8,13,18,23,28
Clear-Path Mist 375 Arcana, Nature Other 8,13,18,23,28
Clearsense Powder 80 Heal, Nature Curative 1,6,11,16,21,26
Clearwater Solution 100/20 Arcana, Nature, Religion Other 1
Clockwork Bomb 160 Arcans, Thievery Volatile 4,9,14,19,24,29
Dragonfire Tar 120 Nature, Thievery Volatile 3,8,13,18,23,28
Ghoststrike Oil 500 Nature, Religion, Thievery Oil 3,8,13,18,23,28
Goodnight Tincture 150 Nature, Thievery Poison 6,11,16,21,26
Grayflower Perfume 800/200 Heal, Nature Other 10
Heartflow 90 Nature, Thievery Poison 3,8,13,18,23,28
Herbal Poultice 90 Nature Curative 3,8,13,18,23,28
Inferno Oil 200 Arcana, Nature, Thievery Oil 5,10,15,20,25,30
Jolt Flask 800 Arcana, Thievery Volatile 10,15,20,25,30
Keen Oil 600/200 Arcana, Thievery Oil 10
Lockburst Chalk 160 Arcana, Thievery Other 4,9,14,19,24,29
Lodret Leaf 200 Heal, Nature Curative 5,15,25
Noxious Grenade 700 Arcana, Thievery Volatile 11,16,21,26
Panther Tears 100/25 Heal, Nature Other 2
Resonance Crystal 160 Arcana, Nature Other 4,9,14,19,24,29
Salve of Slipperiness 375 Nature, Thievery Other 8,13,18,23,28
Slow-step Oil 120 Arcana, Nature, Thievery Oil 3,8,13,18,23,28
Smokestick 450/150 Arcana, Thievery Volatile 6
Sovereign Glue 375 Arcana, Thievery Other 8,18,28
Spotted Toadstool Venom 600 Nature, Thievery Poison 10,15,20,25,30
Suppression Crystal 120 Arcana, Nature Other 4,14,24
Tanglefoot bag 100 Arcana, Thievery Other 2,7,12,17,22,27
Tension Wheel 120 Arcana, Thievery Other 4,14,24
Tethercord 120 Arcana, Nature, Thievery Other 3,8,13,18,23,28
Thunderstone 200 Arcana, Nature, Thievery Volatile 5,10,15,20,25,30
Tracking Dust 160 Nature, Thievery Other 4,9,14,19,24,29
Universal Solvent 600/200 Arcana, Thievery Other 10
Woundpatch 120 Heal, Nature Curative 3,13,23

Elemental Stones[edit]

To overcome the limitations of cimpathe, wizards created stones with elemental energies infused into them. These Elemental Stones are far from perfect, and will lose power after being used a certian number of times. Stone recharge fully at each extended rest and 1/2 level + Intelligence modifiers at a short rest.

There are also services as well to add runes to Divine Implements to better channel the Divine Powers. Runes allow Divine Classes to use divine powers until the uses are expended. Runes recharge fully at each extended rest and 1/2 level + Intelligence modifiers at a short rest. The following table has the costs for the stones and a runeing service. Certain runes cause the Divine Powers to deal different types of damage. These runes don't power Divine Powers and need to be used with another rune.

Item Market Price (gp) Element Uses Level First Available
Flare Stone 5gp Fire 20 1
Tempest Stone 5gp Force 20 1
Acidic Stone 5gp Acid 20 1
Shock Stone 5gp Lightning 20 1
Shard Stone 5gp Psychic 20 1
Vile Stone 5gp Poison 20 1
Frost Stone 5gp Cold 20 1
Dawn Stone 5gp Radiant 20 1
Grave Stone 5gp Necrotic 20 1
Sonic Stone 5gp Thunder 20 1
Storm Stone 10gp Thunder, Lighting 40 3
Caustic Stone 10gp Acid, Poison 40 3
Fire Star 20gp Fire, Thunder, Lightning 60 5
Water Star 20gp Cold, Acid, Poison 60 5
Wind Star 20gp Force, Psychic 60 5
Earth Star 20gp Necrotic, Radiant 60 5
Chaos Star A 40gp Force, Psychic, Necrotic, Radiant 200 8
Chaos Star B 40gp Cold, Acid, Poison, Fire, Thunder, Lightning 200 8
Elemental Star 80gp Cold, Acid, Poison, Fire, Thunder, Lightning, Force, Psychic, Necrotic, Radiant Unlimited 11
Basic Rune 5gp Divine Power 20 1
Standard Rune 10gp Divine Power 40 5
Greater Rune 20gp Divine Power 60 7
Grand Rune 80gp Divine Power Unlimited 11
Fire Rune 20gp Causes Divine Power attacks to deal fire damage Unlimited 3
Cold Rune 20gp Causes Divine Power attacks to deal Cold damage Unlimited 3
Acid Rune 20gp Causes Divine Power attacks to deal acid damage Unlimited 3
Poison Rune 20gp Causes Divine Power attacks to deal poison damage Unlimited 3
Thunder Rune 20gp Causes Divine Power attacks to deal thunder damage Unlimited 3
Lightning Rune 20gp Causes Divine Power attacks to deal lightning damage Unlimited 3
Force Rune 20gp Causes Divine Power attacks to deal Force damage Unlimited 3
Psychic Rune 20gp Causes Divine Power attacks to deal Psychic damage Unlimited 3
Blasphemes Rune 20gp Causes Divine Power attacks to deal necrotic damage Unlimited 3

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