TEXT:  
   
   
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
   
  http://www.crystalkeep.com/d20 
   
  Collected by Chet Erez  (cerez@crystalkeep.com) 
   
  Report Suggestions or Errors at http://www.crystalkeep.com/forum/index.php 
   
   
  October 1, 2007 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Table of Contents 
   
  Armors & Shields...............................................................................2 
  Light Armor..................................................................................................2 
  Medium Armor .............................................................................................4 
  Heavy Armor ................................................................................................5 
  Shields...........................................................................................................6 
  Options..........................................................................................................8 
  Melee Weapons..................................................................................9 
  Unarmed Melee Weapons ............................................................................9 
  Simple Melee Weapons................................................................................9 
  Martial Melee Weapons................................................................................9 
  Exotic Melee Weapons...............................................................................12 
  Unusual Melee Weapons............................................................................16 
  Options for Melee Weapons.......................................................................17 
  Polearms......................................................................................................18 
  Ranged Weapons..............................................................................20 
  Simple Ranged Weapons............................................................................20 
  Martial Ranged Weapons ...........................................................................21 
  Exotic Ranged Weapons.............................................................................22 
  Ammunition................................................................................................25 
  Options for Ranged Weapons.....................................................................27 
  Melee & Ranged Weapons...............................................................28 
  Simple Melee & Ranged Weapons.............................................................28 
  Martial Melee & Ranged Weapons............................................................28 
  Exotic Melee & Ranged Weapons .............................................................28 
  Misc. Weapons................................................................................. 29 
  Improvised Weapons..................................................................................29 
  Gunpowder Weapons .................................................................................29 
  Weapons Errata................................................................................ 29 
  Weapons with Multiple Damage Types.....................................................29 
  Weapon Features ........................................................................................30 
  Resizing Weapons......................................................................................31 
  Weapon Equivalencies ...............................................................................31 
  Superior Equipment ......................................................................... 32 
  Alchemy Items ...........................................................................................32 
  Superior Materials ......................................................................................38 
  Pre-Costed Equipment Packs .....................................................................38 
  Kits..............................................................................................................38 
  Other Items .................................................................................................39 
  Poisons........................................................................................................41 
  Unusual Materials & Construction Techniques ............................... 43 
  Armor & Shields ........................................................................................43 
  Weapons .....................................................................................................45 
  Hardness of Materials.................................................................................47 
  Other Equipment.............................................................................. 48 
  Storage Capacity.........................................................................................48 
  Power Components.....................................................................................49 
  Appendix.......................................................................................... 53 
  Revision History.........................................................................................53 
  Key to Sourcebooks ...................................................................................53 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Armor & Shields 
   
  Page 2 
  Armors & Shields 
   
  Light Armor 
   
  Light Armor 
  Armor 
  bonus to 
  AC 
  Max Dex 
  Mod 
  Armor 
  Check 
  Penalty1 
  Arcane 
  Spell 
  Failure 
  Time to 
  put On 
  Time to 
  Don 
  Hastily2 
  Time to 
  Remove 
  Cost 
  Weight 
  Hardness 
  HP 
  Dueling Cloak 3 
  (DR335 p77) 
  +1 
  — 
  –1 
  10% 
  Standard
  n/a 
  Standard 
  15 gp 
  3 lbs 
  2 
  5 
  Padded D 
  (PH p123) 
  +1 
  +8 
  0 
  5% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  5 gp 
  10 lbs 
  2 
  5 
  Leafweave Padded D 
  (RotW p168) 
  +1 
  +9 
  0 
  5% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  745 gp 
  8 lbs 
  2 
  5 
  Silk Swathes H 
  (Sand p99) 
  +1 
  +8 
  0 
  5% 
  40 rnd.‡ 
  40 rnd. 
  1d4+1 
  min† 
  400 gp 
  6 lbs 
  TBD 
  TBD 
  Thistledown Padded D 
  (RotW p168) 
  +1 
  +10 
  0 
  0% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  405 gp 
  5 lbs 
  2 
  5 
  Twist Cloth, GnomeE 4 
  (RoS p158) 
  +1 
  — 
  0 
  5% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  150 gp 
  5 lbs 
  2 
  5 
  Leather D 
  (PH p123) 
  +2 
  +6 
  0 
  10% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  10 gp 
  15 lbs 
  2 
  10 
  Bark D 
  (DR319 p42) 
  +2 
  +5 
  –2 
  15% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  TBD 
  15 lbs 
  TBD 
  TBD 
  Chitin 
  (RoE p171) 
  +2 
  +7 
  –1 
  5% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  20 gp 
  10 lbs 
  TBD 
  TBD 
  Cord 
  (Storm p106) (DR319 p42) 
  +2 
  +5 
  –1 
  15% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  15 gp 
  15 lbs 
  TBD 
  TBD 
  Feather Cloak H 
  (Sand p99) 
  +2 
  +6 
  0 
  10% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  1,000 gp 
  3 lbs 
  TBD 
  TBD 
  Leafweave Leather D 
  (Eb p120) (RotW p168) 
  +2 
  +7 
  0 
  5% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  750 gp 
  15 lbs 
  2 
  10 
  Nightscale 
  (Und p66) 
  +2 
  +10 
  0 
  5% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  1,000 gp 
  3 lbs 
  TBD 
  TBD 
  Studded Leather 
  (PH p123) 
  +3 
  +5 
  –1 
  15% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  25 gp 
  20 lbs 
  2 
  15 
  Bone 
  (DR319 p42) 
  +3 
  +4 
  –3 
  15% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  TBD 
  20 lbs 
  TBD 
  TBD 
  Chitine Web 5 
  (Und p66) 
  +3 
  +6 
  –1 
  10% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  75 gp 
  10 lbs 
  TBD 
  TBD 
  Leafweave Leather 
  with Darkwood StudsD
  (RotW p168) 
  +3 
  +6 
  0 
  10% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  765 gp 
  15 lbs 
  2 
  10 
  Twisted Silk 
  (DR348 p87) 
  +3 
  +7 
  0 
  5% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  400 gp 
  15 lbs 
  TBD 
  TBD 
  Sharkskin 6 
  (Storm p106) 
  +3 
  +6 
  –1 
  10% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  85 gp 
  15 lbs 
  TBD 
  TBD 
  Spidersilk E 
  (Und p66) 
  +3 
  +8 
  –1 
  10% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  750 gp 
  5 lbs 
  TBD 
  TBD 
  Wildwood Chain  
  Shirt D 
  (RotW p168) 
  +3 
  +5 
  –1 
  15% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  500 gp 
  19 lbs 
  10 
  20 
  Wood 
  (DR319 p42) 
  +3 
  +6 
  –2 
  15% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  TBD 
  20 lbs 
  TBD 
  TBD 
  Chain Shirt 
  (PH p123) 
  +4 
  +4 
  –2 
  20% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  100 gp 
  25 lbs 
  10 
  20 
  Mammoth Leather E D 
  (RoS p155) 
  +4 
  +4 
  –4 
  20% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  5 gp 
  30 lbs 
  2 
  10 
                                                   
  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). 
  H  Does not impose the usual –4 penalty on Fortitude saves & Constitution checks to avoid heatstroke. 
  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. 
  6  Has Shark Teeth embedded in it, which act as Armor Spikes & grant a +6 Circumstance bonus on Escape Artist checks to escape rope. 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Armor & Shields 
   
  Page 3 
  Light Armor 
  Armor 
  bonus to 
  AC 
  Max Dex 
  Mod 
  Armor 
  Check 
  Penalty1 
  Arcane 
  Spell 
  Failure 
  Time to 
  put On 
  Time to 
  Don 
  Hastily2 
  Time to 
  Remove 
  Cost 
  Weight 
  Hardness 
  HP 
  Mithral Chain Shirt 
  (DMG p220) (RotW p168) 
  +4 
  +6 
  0M 
  10% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  1,100 gp 
  10 lbs 
  15 
  20 
  Mithral Scale Mail 
  (RotW p168) 
  +4 
  +5 
  –2 M 
  15% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  4,050 gp 
  15 lbs 
  15 
  25 
  Resin Suit 
  (DU118 p42) 
  +4 
  +3 
  –4 
  25% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  250 gp 
  20 lbs 
  TBD 
  TBD 
  Darkleaf Breastplate D 
  (Eb p120) 
  +5 
  +4 
  –2  
  20% 
  40 rnd.† 
  5 rnd. 
  10 rnd.† 
  2,450 gp 
  30 lbs 
  TBD 
  25 
  Elven Chain (aka 
  Mithral Chainmail) 
  (DMG p220) (RotW p168) 
  +5 
  +4 
  –2 M 
  20% 
  40 rnd.† 
  5 rnd. 
  10 rnd.† 
  4,150 gp 
  20 lbs 
  15 
  25 
  Mithral Breastplate 
  (RotW p168) 
  +5 
  +5 
  –2 M 
  15% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  4,200 gp 
  15 lbs 
  15 
  25 
   
                                                   
  M Bonus for Masterwork quality already factored in. 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Armor & Shields 
   
  Page 4 
  Medium Armor 
  Max Movement – base 30’ becomes 20’ & base 20’ becomes 15’ 
   
  Medium Armor 
  Armor 
  bonus to 
  AC 
  Max Dex 
  Mod 
  Armor 
  Check 
  Penalty1 
  Arcane 
  Spell 
  Failure 
  Time to 
  put On 
  Time to 
  Don 
  Hastily2 
  Time to 
  Remove 
  Cost 
  Weight 
  Hardness 
  HP 
  Hide D 
  (PH p123) 
  +3 
  +4 
  –3 
  20% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  15 gp 
  25 lbs 
  2 
  15 
  Leafwave Hide D 
  (RotW p168) 
  +3 
  +5 
  –1 
  15% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  755 gp 
  20 lbs 
  2 
  15 
  Shell D 
  (Storm p106)(DR319 p40) 
  +3 
  +3 
  –2 
  20% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  25 gp 
  20 lbs 
  TBD 
  TBD 
  Tentacle Hide 7 
  (Und p66) 
  +3 
  +5 
  –3 
  20% 
  10 rnd.† 
  5 rnd. 
  10 rnd.† 
  315 gp 
  30 lbs 
  TBD 
  TBD 
  Wildwood Scale 
  Mail D 
  (RotW p168) 
  +3 
  +4 
  –3 
  20% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  400 gp 
  22 ½ lbs 
  10 
  20 
  Scale Mail 
  (PH p123) 
  +4 
  +3 
  –4 
  25% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  50 gp 
  30 lbs 
  10 
  20 
  Bronze Breastplate 
  (DR319 p40) 
  +4 
  +4 
  –4 
  25% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  TBD 
  25 lbs 
  TBD 
  TBD 
  Chitin 
  (Storm p106) 
  +4 
  +4 
  –3 
  30% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  75 gp 
  20 lbs 
  TBD 
  TBD 
  Chitin, Siege Beetle D 8 
  (MM5 p153) 
  +4 
  +4 
  –2 M 
  30% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  2,000 gp 
  20 lbs 
  TBD 
  TBD 
  Scorpion Breastplate 
  (RoE p171) 
  +4 
  +4 
  –3 
  20% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  300 gp 
  20 lbs 
  TBD 
  25 
  Wildwood 
  Breastplate D 
  (RotW p168) 
  +4 
  +4 
  –3 
  20% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  700 gp 
  22 ½ lbs 
  10 
  25 
  Wildwood Chain 
  Mail D 
  (RotW p168) 
  +4 
  +3 
  –4 
  25% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  600 gp 
  30 lbs 
  10 
  25 
  Interlocking Scale E 9 
  (RoS p158) 
  +4 (+6) 
  +2 
  –6 
  30% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  250 gp 
  30 lbs 
  10 
  20 
  Chainmail 
  (PH p123) 
  +5 
  +2 
  –5 
  30% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  150 gp 
  40 lbs 
  10 
  25 
  Breastplate 
  (PH p123) 
  +5 
  +3 
  –4 
  25% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  200 gp 
  30 lbs 
  10 
  25 
  Adamantine 
  Breastplate10 
  (DMG p219) 
  +5 
  +3 
  –3M 
  25% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  10,200 gp 
  30 lbs 
  20 
  25 
  Lead-Lined 
  Breastplate11 
  (DR348 p87) 
  +5 
  +3 
  –4 
  25% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  200 gp 
  35 lbs 
  10 
  25 
  Tumbler’s 
  Breastplate E 12 
  (RoS p158) 
  +5 
  +4 
  –4 
  25% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  450 gp 
  30 lbs 
  10 
  20 
  Darkleaf Banded  
  Mail D 
  (Eb p120) 
  +6 
  +2 
  –4  
  30% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  3,250 gp 
  35 lbs 
  TBD 
  30 
  Living Coral 13 
  (Storm p106) 
  +6 
  +3 
  –4 
  20% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  16,000 gp 
  30 lbs 
  TBD 
  TBD 
  Mithral Banded Mail  
  (RotW p168) 
  +6 
  +3 
  –4 M 
  25% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  9,250 gp 
  17 ½ lbs 
  15 
  30 
  Mithral Splint Mail  
  (RotW p168) 
  +6 
  +2 
  –5 M 
  30% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  9,200 gp 
  22 ½ lbs 
  15 
  30 
  Mithral Half-Plate  
  (RotW p168) 
  +7 
  +2 
  –5 M 
  30% 
  40 rnd.‡ 
  40 rnd. 
  1d4+1 
  min† 
  9,600 gp 
  25 lbs 
  15 
  35 
  Mithral Full Plate 
  (RotW p168) 
  +8 
  +3 
  –4 M 
  25% 
  40 rnd.‡ 
  40 rnd. 
  1d4+1 
  min† 
  10,500 gp 
  25 lbs 
  15 
  40 
                                                   
  7  +2 bonus on Strength checks to avoid being Tripped. 
  8  Provides Electricity Resistance 5 –and– Sonic Resistance 5. 
  9  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. 
  10 Wearer gains Damage Reduction 2 / —. 
  11  +1 Circumstance bonus on Saving Throws vs. Divination & Enchantment (mind-affecting) spells. 
  12  Wearer receives a +2 Circumstance bonus on Tumble checks, though the normal Armor Check penalty still applies. 
  13  Owner gains a Living Coral amulet that grows coral over the wearer’s body after 2 hours in sunlight.  The coral dies when removed, but grows again the next day. 
  ‡ Without help, this armor can only be put on Hastily. 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Armor & Shields 
   
  Page 5 
  Heavy Armor 
  Max Movement – base 30’ becomes 20’ & base 20’ becomes 15’, plus running speed is 3x (not 4x). 
   
  Heavy Armor 
  Armor 
  bonus to 
  AC 
  Max Dex 
  Mod 
  Armor 
  Check 
  Penalty1 
  Arcane 
  Spell 
  Failure 
  Time to 
  put On 
  Time to 
  Don 
  Hastily2 
  Time to 
  Remove 
  Cost 
  Weight 
  Hardness 
  HP 
  Stonemail D 
  (Und p66) 
  +5 
  +2 
  –5 
  30% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  180 gp 
  35 lbs 
  8 
  30 
  Wildwood Banded 
  Mail D 
  (RotW p168) 
  +5 
  +2 
  –5 
  30% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  800 gp 
  27 lbs 
  10 
  30 
  Chitin’ 
  (DR319 p40) 
  +5 
  +0 
  –6 
  35% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  TBD 
  35 lbs 
  TBD 
  TBD 
  Wildwood Splint 
  Mail D 
  (RotW p168) 
  +5 
  +1 
  –6 
  35% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  700 gp 
  31 lbs 
  10 
  30 
  Banded Mail 
  (PH p123) 
  +6 
  +1 
  –6 
  35% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  250 gp 
  35 lbs 
  10 
  30 
  Bronze Half-Plate 
  (DR319 p40) 
  +6 
  +1 
  –7 
  40% 
  40 rnd.‡ 
  40 rnd. 
  1d4+1 
  min† 
  TBD 
  50 lbs 
  TBD 
  TBD 
  Splint Mail 
  (PH p123) 
  +6 
  +0 
  –7 
  40% 
  40 rnd.† 
  10 rnd. 
  10 rnd.† 
  200 gp 
  45 lbs 
  10 
  30 
  Stone Plate D 
  (RoS p158) 
  +6 
  +1 
  –7 
  30% 
  40 rnd.† 
  40 rnd. 
  10 rnd.† 
  750 gp 
  35 lbs 
  8 
  30 
  Wildwood Half-Plate D 
  (RotW p168) 
  +6 
  +1 
  –6 
  35% 
  40 rnd.‡ 
  40 rnd. 
  1d4+1 
  min† 
  1,500 gp 
  37 ½  lbs 
  10 
  35 
  Half-Plate 
  (PH p123) 
  +7 
  +0 
  –7 
  40% 
  40 rnd.‡ 
  40 rnd. 
  1d4+1 
  min† 
  600 gp 
  50 lbs 
  10 
  35 
  Wildwood Full Plate D 
  (RotW p168) 
  +7 
  +2 
  –5 
  30% 
  40 rnd.‡ 
  40 rnd. 
  1d4+1 
  min† 
  3,300 gp 
  37 ½  lbs 
  10 
  40 
  Full Plate 
  (PH p123) 
  +8 
  +1 
  –6 
  35% 
  40 rnd.‡ 
  40 rnd. 
  1d4+1 
  min† 
  1,500 gp 
  50 lbs 
  10 
  40 
  Dragonhide Plate D 
  (DMG p220) 
  +8 
  +1 
  –5 M 
  35% 
  40 rnd.‡ 
  40 rnd. 
  1d4+1 
  min† 
  3,300 gp 
  50 lbs 
  10 
  40 
  Dwarven Plate14 
  (DMG p220) 
  +8 
  +1 
  –5 M 
  35% 
  40 rnd.‡ 
  40 rnd. 
  1d4+1 
  min† 
  16,500 gp 
  50 lbs 
  20 
  40 
  Feeler Plate 15 
  (Und p66) 
  +8 
  +1 
  –6  
  35% 
  80 rnd.‡ 
  80 rnd. 
  2d4+1 
  min† 
  2,500 gp 
  65 lbs 
  TBD 
  40 
  Interlocking Plate E 9 
  (RoS p158) 
  +8 (+10) 
  +0 
  –8 
  40% 
  40 rnd.‡ 
  40 rnd. 
  1d4+1 
  min† 
  1,750 gp 
  50 lbs 
  10 
  40 
  Battle Plate E 
  (RoS p158) 
  +9 
  +1 
  –7 
  50% 
  40 rnd.‡ 
  40 rnd. 
  1d4+1 
  min† 
  2,500 gp 
  125 lbs 
  10 
  40 
  Heavy Plate  
  (RoS p158) (Und p66) 
  +9 
  +0 
  –8 
  45% 
  80 rnd.‡ 
  80 rnd. 
  2d4+1 
  min† 
  2,000 gp 
  100 lbs 
  10 
  40 
  Mountain Plate E 16 
  (RoS p158) 
  +10 
  +0 
  –9 
  60% 
  60 rnd.‡ 
  60 rnd. 
  1d6+1 
  min† 
  3,250 gp 
  225 lbs 
  10 
  40 
   
                                                   
  14  Wearer gains Damage Reduction 3 / —. 
  15  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%. 
  16  Movement – base 30’ becomes 15’ & base 20’ becomes 10’, plus cannot Run.  Reduction in movement even applies to Dwarves. 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Armor & Shields 
   
  Page 6 
  Shields 
   
  Time to Put On –or– Take Off  a Shield is a Move Action. 
   
  Shields 
  Shield 
  Bonus to 
  AC 
  Max Dex 
  Mod 
  Armor 
  Check 
  Penalty1 
  Arcane 
  Spell 
  Failure 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Notes 
  Battle Cloak, Gnome E 
  (RoS p158) 
  +1 
  — 
  0 
  0% 
  5 gp 
  1 lbs 
  2 
  5 
  Cannot be used to Bash. 
  Although worn, when used as a shield, the 
  wearer holds the Cloak in his/her off-hand 
  as with a Light Shield. 
  Grants a +4 bonus on Disarm checks. 
  Buckler 
  (PH p123) 
  +1 
  — 
  –1 
  5% 
  15 gp 
  5 lbs 
  10 
  5 
  Cannot be used to Bash. 
  –1 penalty to attacks with any weapon that 
  uses the arm wearing the Buckler & the 
  wearer looses the Shield Bonus to AC for 
  that round. 
  Buckler, Darkwood 
  (DMG p221) 
  +1 
  — 
  0M 
  5% 
  205 gp 
  2 ½ lbs 
  5 
  7 
  Cannot be used to Bash. 
  –1 penalty to attacks with any weapon that 
  uses the arm wearing the Buckler & the 
  wearer looses the Shield Bonus to AC for 
  that round. 
  Buckler, Mithral 
  (RotW p168) 
  +1 
  — 
  0M 
  0% 
  1,015 gp 
  2 ½ lbs 
  15 
  5 
  Cannot be used to Bash. 
  –1 penalty to attacks with any weapon that 
  uses the arm wearing the Buckler & the 
  wearer looses the Shield Bonus to AC for 
  that round. 
  Dueling Cloak 
  (DR335 p77) 
  +1 
  — 
  –1 
  10% 
  15 gp 
  3 lbs 
  2 
  5 
  Despite granting a Shield bonus to AC, 
  using a Dueling Cloak requires 
  proficiency with Light Armor. 
  Can be used to make Disarm attempts with 
  a +2 bonus.  Counts as a Light weapon 
  Light Shield, Bronze 
  (DR319 p40) 
  +1 
  — 
  –1 
  5% 
  TBD 
  6 lbs 
  9 
  10 
  Can be used to make a Shield Bash  
  (1d3 Bludgeoning damage 20/x2 critical, 
  Light Martial Weapon) 
  Light Shield, Wood 
  (PH p123) 
  +1 
  — 
  –1 
  5% 
  3 gp 
  5 lbs 
  5 
  7 
  Can be used to make a Shield Bash  
  (1d3 Bludgeoning damage 20/x2 critical, 
  Light Martial Weapon) 
  Light Shield, Steel 
  (PH p123) 
  +1 
  — 
  –1 
  5% 
  9 gp 
  6 lbs 
  10 
  10 
  Can be used to make a Shield Bash  
  (1d3 Bludgeoning damage 20/x2 critical, 
  Light Martial Weapon) 
  Light Shield, Mithral 
  (RotW p168) 
  +1 
  — 
  0 M 
  0% 
  1,015 gp 
  2 ½ lbs 
  15 
  10 
  Can be used to make a Shield Bash  
  (1d3 Bludgeoning damage 20/x2 critical, 
  Light Martial Weapon) 
  Heavy Shield, Bronze 
  (DR319 p40) 
  +2 
  — 
  –2 
  15% 
  TBD 
  15 lbs 
  9 
  15 
  Can be used to make a Shield Bash  
  (1d4 Bludgeoning damage 20/x2 critical, 
  1-Handed Martial Weapon) 
  Heavy Shield, Wood 
  (PH p123) 
  +2 
  — 
  –2 
  15% 
  7 gp 
  10 lbs 
  5 
  15 
  Can be used to make a Shield Bash  
  (1d4 Bludgeoning damage 20/x2 critical, 
  1-Handed Martial Weapon) 
  Heavy Shield, 
  Darkwood 
  (DMG p221) 
  +2 
  — 
  0 M 
  15% 
  257 gp 
  5 lbs 
  5 
  15 
  Can be used to make a Shield Bash  
  (1d4 Bludgeoning damage 20/x2 critical, 
  1-Handed Martial Weapon) 
  Heavy Shield, Steel 
  (PH p123) 
  +2 
  — 
  –2 
  15% 
  20 gp 
  15 lbs 
  10 
  15 
  Can be used to make a Shield Bash  
  (1d4 Bludgeoning damage 20/x2 critical, 
  1-Handed Martial Weapon) 
  Heavy Shield, 
  Mithral 
  (DMG p221) (RotW p168) 
  +2 
  — 
  0 M 
  5% 
  1,020 gp 
  7 ½ lbs 
  15 
  15 
  Can be used to make a Shield Bash  
  (1d4 Bludgeoning damage 20/x2 critical, 
  1-Handed Martial Weapon) 
  Shield, Gauntlet E 
  (RoS p158) 
  +2 
  — 
  –2 
  35% 
  50 gp 
  20 lbs 
  5 
  15 
  May hold objects in the shield hand, cast 
  Somatic spells, etc.  
  Can be used to make a Shield Bash  
  (1d4 Bludgeoning damage 20/x2 critical, 
  1-Handed Martial Weapon) 
  Shield, Rider’s E 
  (RoS p158) 
  +2 
  — 
  –2 
  15% 
  75 gp 
  15 lbs 
  5 
  15 
  Both Rider and Mount gain Shield bonus to 
  AC 
  Can be used to make a Shield Bash  
  (1d4 Bludgeoning damage 20/x2 critical, 
  1-Handed Martial Weapon) 
  Extreme Shield,  
  Steel E 
  (RoS p158) 
  +3 
  — 
  –4 
  15% 
  30 gp 
  25 lbs 
  10 
  15 
  Cannot be used to Bash. 
  Extreme Shields share one proficiency 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Armor & Shields 
   
  Page 7 
  Shields 
  Shield 
  Bonus to 
  AC 
  Max Dex 
  Mod 
  Armor 
  Check 
  Penalty1 
  Arcane 
  Spell 
  Failure 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Notes 
  Extreme Shield, 
  Wood E 
  (RoS p158) 
  +3 
  — 
  –4 
  15% 
  10 gp 
  15 lbs 
  5 
  15 
  Cannot be used to Bash. 
  Extreme Shields share one proficiency 
  Tower Shield, Hide 
  (Sand p99) 
  +3 
  +4 
  –3 
  30% 
  50 gp 
  30 lbs 
  3 
  20 
  Cannot be used to Bash. 
  As a Standard Action, the wielder of a 
  Tower Shield can receive Total Cover 
  against creatures on the other side of the 
  Tower Shield.  
  Using a Tower Shield gives a –1 penalty on 
  attacks. 
  Tower Shield, Wood 
  (PH p123) 
  (DR317 p101)+ 
  +4 
  — 
  –10 
  50% 
  30 gp 
  45 lbs 
  5 
  20 
  Cannot be used to Bash. 
  As a Standard Action, the wielder of a 
  Tower Shield can receive Total Cover 
  against creatures on the other side of the 
  Tower Shield.  
  Using a Tower Shield gives a –2 penalty on 
  attacks. 
  Tower Shield, Steel 
  (RoS p158)  
  (DR317 p101)+ 
  +4 
  +2 
  –10 
  50% 
  75 gp 
  100 lbs 
  10 
  20 
  Cannot be used to Bash. 
  As a Standard Action, the wielder of a 
  Tower Shield can receive Total Cover 
  against creatures on the other side of the 
  Tower Shield.  
  Using a Tower Shield gives a –2 penalty on 
  attacks. 
  Tower Shield, Mithral 
  (RotW p168)  
  (DR317 p101)+ 
  +4 
  +4 
  –7 M 
  40% 
  1,030 gp 
  50 lbs 
  15 
  20 
  Cannot be used to Bash. 
  As a Standard Action, the wielder of a 
  Tower Shield can receive Total Cover 
  against creatures on the other side of the 
  Tower Shield.  
  Using a Tower Shield gives a –2 penalty on 
  attacks. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Armor & Shields 
   
  Page 8 
  Options 
   
  Extras 
  Applies To 
  Cost 
  Notes 
  Shield Sheath 
  (RoS p158) 
  Shield only 
  + 25 gp 
  A scabbard for a Light weapon is added to the inside of a Shield (but not a Buckler).  If the shield has be Readied, 
  the weapon may be drawn as a Free Action. 
  Buoyancy 
  (Und p65) 
  Armor only 
  + 50 gp 
  +1 Armor Check penalty, but Swim checks only receive a 1x Armor Check penalty (instead of the usual 2x). 
  Signature Crest 
  (RoS p158) 
  Armor only 
  + 50 gp 
  The armor has a family crest built into its design.  Can be identified on a Knowledge (nobility and royalty) check 
  vs. DC 20. 
  Stability Weights 
  (Und p66) 
  Armor only 
  +160 gp 
  +2 Circumstance bonus on Balance checks and checks to resist being Bull Rushed or Tripped. 
  +30 pounds 
  +10% Arcane Failure 
  –1 max Dexterity bonus 
  Light Armor is treated as Medium Armor.  Medium Armor is treated as Heavy Armor. 
  Netcutter Spikes 
  (RotW p167) 
  Armor only 
  +200 gp 
  May be used as Armor Spikes 
  +4 Circumstance bonus on Strength or Escape Artist check to escape from a Net, a Web spell, or similar entangling 
  effect. 
  +10 pounds 
  Riding Straps 
  (RoS p158) 
  Armor only 
  +200 gp 
  +1 Circumstance bonus on Ride checks. 
  Fast-Donning Straps 
  (RoS p158) 
  Armor only 
  +250 gp 
  When you ‘Hastily Don’ armor with these straps, the Armor Check penalty is not increased, though the Armor 
  bonus to AC is still reduced by 1. 
  Camouflage 
  (Und p65) 
  Armor only 
  +300 gp 
  +2 Circumstance bonus on  Hide checks in one of the following terrains:  Aquatic, Desert, Forest  Hill, Marsh, 
  Mountain, Plain, or Underground. 
  Muffling 
  (Und p66) 
  Armor only 
  +300 gp 
  +2 Circumstance bonus on Move Silently checks. 
  Stinging Polyps 
  (Storm p106) 
  Living Coral 
  Armor only 
  +500 gp 
  If you get a Hold in a Grapple, your opponent is Paralyzed for 1d4 rounds (FortNeg, DC14).  Usable 1/day. 
  Keel 
  (Storm p106) 
  Armor only 
  +50 gp 
  +2 Circumstance bonus on Swim checks. 
  Oil Chamber 
  (Dun p033) 
  Armor or 
  Shield 
  +1,000 gp 
  When activated, the liquid contained in the chamber is sprayed onto the attached Armor / Shield.   
  Sanctified 
  (Dun p033) 
  Armor or 
  Shield 
  +50 gp 
  Can be used as a Holy / Unholy Symbol. 
  Wand Chamber 
  (Dun p034) 
  Shield only 
  +100 gp 
  Holds one wand, which is treated as “readied” (i.e., can be used without any additional action). 
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 9 
  Melee Weapons 
   
  All weapons are sized for a Medium-sized user.  For rules on resizing weapons, see on page 31 of this Index. 
   
  Unarmed Melee Weapons 
   
  Unarmed Melee 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Gauntlet 
  (PH p116) 
  — 
  1d3 
  20 / x2 
  — 
  B 
  2 gp 
  1 lb 
  5 
  2 
  Part of most Medium & 
  Heavy Armors. 
  Unarmed 
  (PH p116) 
  — 
  1d3§ 
  20 / x2 
  — 
  B 
  — 
  — 
  — 
  — 
  Finesse 
   
   
  Simple Melee Weapons 
   
  Simple Melee 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Dagger 
  (PH p116) 
  0Light 
  1d4 
  19-20 / x2 
  10’ 
  P or S 
  2 gp 
  1 lb 
  10 
  2 
  +2 bonus on Sleight of Hand 
  check to Conceal 
  Dagger, Punching 
  (PH p116) 
  0Light 
  1d4 
  20 / x3 
  — 
  P 
  2 gp 
  1 lb 
  10 
  2 
   
  Gauntlet, Spiked 
  (PH p116) 
  0Light 
  1d4 
  20 / x2 
  — 
  P 
  5 gp 
  1 lb 
  10 
  2 
  Can’t be disarmed 
  Hook 
  (DR318 p53) 
  0Light 
  1d4 
  20 / x4 
  — 
  P 
  8 gp 
  1 lb 
  10 
  2 
  Can’t be disarmed 
  Must be added in place of a 
  missing hand 
  Mace, Light 
  (PH p116) 
  0Light 
  1d6 
  20 / x2 
  — 
  B 
  5 gp 
  4 lbs 
  10 
  10 
   
  Sickle 
  (PH p116) 
  0Light 
  1d6 
  20 / x2 
  — 
  S 
  6 gp 
  2 lbs 
  10 
  2 
  Druid, Trip 
  Club 
  (PH p116) 
  1Hand 
  1d6 
  20 / x2 
  10’ 
  B 
  Free 
  3 lbs 
  5 
  5 
  Druid, Monk 
  Mace, Heavy 
  (PH p116) 
  1Hand 
  1d8 
  20 / x2 
  — 
  B 
  12 gp 
  8 lbs 
  10 
  20 
   
  Morningstar 
  (PH p116) 
  1Hand 
  1d8 
  20 / x2 
  — 
  B & P 
  8 gp 
  6 lbs 
  5 
  5 
   
  Shortspear 
  (PH p116) 
  1Hand 
  1d6 
  20 / x2 
  20’ 
  P 
  1 gp 
  3 lbs 
  5 
  5 
  Vs. Charge, Druid 
  Crossbow, Bladed 
  (DR349 p22) 
  2Hand 
  1d4 
  19-20 / x2 
  — 
  P or S 
  150 gp 
  8 lbs 
  10 
  10 
  Also a Simple Melee Weapon 
  Fauchard 
  (DR331 p24) 
  2Hand 
  1d8 
  20 / x3 
  — 
  S 
  7 gp 
  10 lbs 
  5 
  10 
  Reach 10’, Polearm 
  Longspear 
  (PH p116) 
  2Hand 
  1d8 
  20 / x3 
  — 
  P 
  5 gp 
  9 lbs 
  5 
  10 
  Vs. Charge, Druid 
  Reach 10’, Polearm 
  Quarterstaff 
  (PH p116) 
  2Hand 
  1d6/1d6 
  20 / x2 
  — 
  B 
  Free 
  4 lbs 
  5 
  10 
  Double, Druid, Monk, Kata, 
  Polearm 
  Spear 
  (PH p116) 
  2Hand 
  1d8 
  20 / x3 
  20’ 
  P 
  2 gp 
  6 lbs 
  5 
  10 
  Vs. Charge, Druid, Polearm 
   
   
  Martial Melee Weapons 
   
  Martial Melee 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Axe, Throwing 
  (PH p116) 
  0Light 
  1d6 
  20 / x2 
  10’ 
  S 
  8 gp 
  2 lbs 
  5 
  2 
   
  Cutlass 
  (Storm p107) 
  (DR318 p53) (DU111 p24) 
  0Light 
  1d6 
  19-20 / x2 
  — 
  S 
  15 gp 
  3 lbs 
  5 
  2 
  +2 to resist being Disarmed 
  Dagger, Disguised 
  (DR316 p46) 
  0Light 
  1d4 
  19-20 / x2 
  10’ 
  P or S 
  52 gp 
  1 lb 
  10 
  2 
  +7 bonus on Sleight of Hand 
  check to Conceal 
                                                   
  § Damage is ‘subdual’. 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 10 
  Martial Melee 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Hammer, Light 
  (PH p116) 
  0Light 
  1d4 
  20 / x2 
  20’ 
  B 
  1 gp 
  2 lbs 
  5 
  2 
   
  Handaxe 
  (PH p116) 
  0Light 
  1d6 
  20 / x3 
  — 
  S 
  6 gp 
  3 lbs 
  5 
  2 
  Monk 
  Kukri 
  (PH p116) 
  0Light 
  1d4 
  18-20 / x2 
  — 
  S 
  8 gp 
  2 lbs 
  10 
  2 
   
  Pick, Light 
  (PH p116) 
  0Light 
  1d4 
  20 / x4 
  — 
  P 
  4 gp 
  3 lbs 
  5 
  2 
  Kobold Racial Proficiency 
  Poison Ring 
  (DR316 p46) 
  0Light 
  1 
  20 / x2 
  — 
  P 
  45 gp 
  — 
  10 
  2 
  Touch Attack 
  Ring can hold one dose of 
  Injury Poison. 
  Needle on palm side of ring.  
  Extended as a Std Action 
  Razored Armor 
  (Und p65) 
  0Light 
  1d6 
  20 / x2 
  — 
  S 
  +50 gp 
  +10 lbs 
  10 
  2 
  Damage is done by grappling 
  or with a melee attack. 
  Sap 
  (PH p116)(PH3.5e)+ 
  0Light 
  1d6§ 
  20 / x2 
  — 
  B 
  1 gp 
  2 lbs 
  2 
  2 
  Bard, Rogue, Subdual 
  Shield, Light Metal 
  (PH p116) 
  0Light 
  1d3 
  20 / x2 
  — 
  B 
  9 gp 
  6 lbs 
  10 
  10 
   
  Shield, Light Metal 
  Razored 
  (Und p64) 
  0Light 
  1d4 
  20 / x2 
  — 
  S 
  59 gp 
  16 lbs 
  10 
  10 
   
  Shield, Light Metal 
  Spiked 
  (PH p116) 
  0Light 
  1d4 
  20 / x2 
  — 
  P 
  19 gp 
  11 lbs 
  10 
  10 
   
  Shield, Light Wood 
  (PH p116) 
  0Light 
  1d3 
  20 / x2 
  — 
  B 
  3 gp 
  5 lbs 
  5 
  7 
   
  Shield, Light Wood 
  Razored 
  (Und p64) 
  0Light 
  1d4 
  20 / x2 
  — 
  S 
  53 gp 
  15 lbs 
  5 
  7 
   
  Shield, Light Wood 
  Spiked 
  (PH p116) 
  0Light 
  1d4 
  20 / x2 
  — 
  P 
  13 gp 
  10 lbs 
  5 
  7 
   
  Spiked Armor 
  (PH p116) 
  0Light 
  1d6 
  20 / x2 
  — 
  P 
  +50 gp 
  +10 lbs 
  10 
  2 
  Damage is done by grappling 
  or with a melee attack. 
  Sword, Short 
  (PH p116) 
  0Light 
  1d6 
  19-20 / x2 
  — 
  P 
  10 gp 
  2 lbs 
  10 
  2 
  Bard, Rogue 
  Battleaxe 
  (PH p116) 
  1Hand 
  1d8 
  20 / x3 
  — 
  S 
  10 gp 
  6 lbs 
  5 
  5 
   
  Flail, Light 
  (PH p116) 
  1Hand 
  1d8 
  20 / x2 
  — 
  B 
  8 gp 
  5 lbs 
  5 
  5 
  Trip, Disarm +2 
  Longsword 
  (PH p116) 
  1Hand 
  1d8 
  19-20 / x2 
  — 
  S 
  15 gp 
  4 lbs 
  10 
  5 
  Bard, Elf Racial Proficiency 
  Pick, Heavy 
  (PH p116) 
  1Hand 
  1d6 
  20 / x4 
  — 
  P 
  8 gp 
  6 lbs 
  5 
  5 
  Kobold Racial Proficiency 
  Rapier 
  (PH p116) 
  1Hand 
  1d6 
  18-20 / x2 
  — 
  P 
  20 gp 
  2 lbs 
  10 
  5 
  Finesse, Bard, Rogue 
  Elf Racial Proficiency 
  When wielded with 2 hands, 
  only add Strength modifier 
  to damage (instead of 150%) 
  Scimitar 
  (PH p116) 
  1Hand 
  1d6 
  18-20 / x2 
  — 
  S 
  15 gp 
  4 lbs 
  10 
  5 
  Druid 
  Shield, Heavy Metal  
  (PH p116) 
  1Hand 
  1d4 
  20 / x2 
  — 
  B 
  20 gp 
  15 lbs 
  10 
  20 
   
  Shield, Heavy Metal 
  Spiked 
  (PH p116) 
  1Hand 
  1d6 
  20 / x2 
  — 
  P 
  30 gp 
  20 lbs 
  10 
  20 
   
  Shield, Heavy Wood  
  (PH p116) 
  1Hand 
  1d4 
  20 / x2 
  — 
  B 
  7 gp 
  10 lbs 
  5 
  15 
   
  Shield, Heavy Wood 
  Spiked 
  (PH p116) 
  1Hand 
  1d6 
  20 / x2 
  — 
  P 
  17 gp 
  15 lbs 
  5 
  15 
   
  Trident 
  (PH p116) 
  1Hand 
  1d8 
  20 / x2 
  10’ 
  P 
  15 gp 
  4 lbs 
  5 
  5 
  Vs. Charge 
  Truncheon 
  (BoED p34) 
  1Hand 
  1d8§ 
  20 / x2 
  — 
  B 
  2 gp 
  12 lbs 
  5 
  5 
  Subdual 
  Warhammer 
  (PH p116) 
  1Hand 
  1d8 
  20 / x3 
  — 
  B 
  12 gp 
  5 lbs 
  5 
  5 
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 11 
  Martial Melee 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Bardiche 
  (DR331 p24) 
  2Hand 
  1d10 
  20 / x3 
  — 
  S 
  9 gp 
  12 lbs 
  5 
  10 
  Polearm 
  Duom 
  (DR331 p24) 
  2Hand 
  1d8 
  20 / x3 
  — 
  P 
  20 gp 
  8 lbs 
  5 
  10 
  Reach 10’ and Threaten 
  Adjacent, Polearm 
  Executioner’s Mace 
  (DU135 p61) 
  2Hand 
  2d6 
  20 / x3 
  — 
  B & P 
  or  
  B & S 
  75 gp 
  12 lbs 
  5 
  10 
   
  Falcion 
  (PH p117) 
  2Hand 
  2d4 
  18-20 / x2 
  — 
  S 
  75 gp 
  8 lbs 
  10 
  10 
   
  Flail, Heavy 
  (PH p117) 
  2Hand 
  1d10 
  19-20 / x2 
  — 
  B 
  15 gp 
  10 lbs 
  5 
  10 
  Trip, Disarm +2 
  Glaive 
  (PH p117) 
  2Hand 
  1d10 
  20 / x3 
  — 
  S 
  8 gp 
  10 lbs 
  5 
  10 
  Reach 10’, Polearm 
  Greataxe 
  (PH p117) 
  2Hand 
  1d12 
  20 / x3 
  — 
  S 
  20 gp 
  12 lbs 
  5 
  10 
   
  Greatclub 
  (PH p117) 
  2Hand 
  1d10 
  20 / x2 
  — 
  B 
  5 gp 
  8 lbs 
  5 
  10 
   
  Greatsword 
  (PH p117) 
  2Hand 
  2d6 
  19-20 / x2 
  — 
  S 
  50 gp 
  8 lbs 
  10 
  10 
   
  Guisarme 
  (PH p117) 
  2Hand 
  2d4 
  20 / x3 
  — 
  S 
  9 gp 
  12 lbs 
  5 
  10 
  Reach 10’, Trip, Polearm 
  Halberd 
  (PH p117) 
  2Hand 
  1d10 
  20 / x3 
  — 
  P or S 
  10 gp 
  12 lbs 
  5 
  10 
  Vs. Charge, Trip, Polearm 
  Lance, Heavy 
  (PH p117) 
  2Hand 
  1d8 
  20 / x3 
  — 
  P 
  10 gp 
  10 lbs 
  5 
  10 
  Reach 10’, x2 damage when 
  used from the back of a 
  charging mount, usable with 
  1 hand while mounted 
  Lucerne Hammer 
  (DR331 p24) 
  2Hand 
  2d4 
  20 / x4 
  — 
  B or P 
  12 gp 
  10 lbs 
  5 
  10 
  Reach 10’, Polearm 
  Maquahuitl 
  (MM4 p88) 
  2Hand 
  1d10 
  20 / x2 
  — 
  B & P 
  TBD 
  8 lbs 
  5 
  10 
   
  Maul 
  (CWar p157) 
  2Hand 
  1d10 
  20 / x3 
  — 
  B 
  15 gp 
  20 lbs 
  5 
  10 
  Hand-and-a-Half 
  Naginata 
  (DR331 p24) 
  2Hand 
  1d10 
  20 / x3 
  — 
  S 
  10 gp 
  15 lbs 
  5 
  10 
  Reach 10’, Polearm 
  Partisan 
  (DR331 p24) 
  2Hand 
  2d4 
  20 / x3 
  — 
  P or S 
  12 gp 
  12 lbs 
  5 
  10 
  Reach 10’, Polearm 
  Pick, Dire 
  (CWar p157)  
  (CAdv p116)+ 
  2Hand 
  1d8 
  20 / x4 
  — 
  P 
  30 gp 
  12 lbs 
  5 
  10 
  Hand-and-a-Half 
  Shared Focus (Pick, Heavy) 
  Pilum 
  (DR331 p24) 
  2Hand 
  1d8 
  20 / x3 
  — 
  P 
  5 gp 
  6 lbs 
  5 
  10 
  Reach 10’, Polearm  
  May be used to make a 
  Sunder on a shield (if 
  successful, the shield takes 
  1hp & the pilum is stuck in 
  the shield, causing a –2 
  penalty to AC, attack, & 
  Reflex saves of the wielder.  
  Takes 2d4 rnds to remove) 
  Ranseur 
  (PH p117) 
  2Hand 
  2d4 
  20 / x3 
  — 
  P 
  10 gp 
  12 lbs 
  5 
  10 
  Reach 10’, Disarm +2,  
  Polearm 
  Scimitar, Great 
  (Sand p96) 
  2Hand 
  1d8 
  18-20 / x2 
  — 
  S 
  200 gp 
  8 lbs 
  10 
  10 
  Hand-and-a-Half 
  Scythe 
  (PH p117) 
  2Hand 
  2d4 
  20 / x4 
  — 
  P or S 
  18 gp 
  10 lbs 
  5 
  10 
  Trip 
  Spetum 
  (DR331 p24) 
  2Hand 
  2d4 
  20 / x3 
  — 
  P 
  10 gp 
  8 lbs 
  5 
  10 
  Disarm +2, Polearm 
  Sword, Bastard 
  (PH p117) 
  2Hand 
  1d10 
  19-20 / x2 
  — 
  S 
  35 gp 
  6 lbs 
  10 
  10 
  Hand-and-a-Half 
  Waraxe, Dwarven 
  (PH p117) 
  2Hand 
  1d10 
  20 / x3 
  — 
  S 
  30 gp 
  8 lbs 
  5 
  10 
  Hand-and-a-Half 
  Dwarf Weapon Familiarly 
  Warmace 
  (CWar p157)  
  (CAdv p116)+ 
  2Hand 
  1d12 
  20 / x2 
  — 
  B 
  25 gp 
  10 lbs 
  10 
  20 
  Hand-and-a-Half 
  –1 penalty to AC 
  Shared Focus (Mace, Heavy) 
  Voulge 
  (DR331 p24) 
  2Hand 
  1d10 
  20 / x3 
  — 
  S 
  10 gp 
  14 lbs 
  5 
  10 
  Reach 10’, Polearm 
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 12 
  Exotic Melee Weapons 
   
  Exotic Melee 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Buckler-Axe, Dwarf 
  (CWar p156) (RoS p153) 
  0Light 
  1d6 
  20 / x3 
  — 
  S 
  20 gp 
  4 lbs 
  10 
  20 
  Buckler 
  Braid Blade 
  (DU120 p35) 
  0Light 
  1d3 
  18-20 / x3 
  — 
  S 
  10 gp 
  ½ lb 
  5 
  2 
  Blade attached at the end of a 
  long hair braid 
  Feint +2 
  As a Full Round Attack, you 
  can make a bonus attack 
  with the Braid Blade at –5 
  (or –2 if you have 5+ ranks 
  of Tumble) 
  Dagger, Barbed 
  (CAdv p115) 
  0Light 
  1d4 
  19-20 / x2 
  — 
  P 
  35 gp 
  1 lb 
  5 
  2 
  A proficient user with 5+ ranks 
  of Sleight of  Hand does +2 
  dmg on a Sneak Attack 
  Shared Focus (Dagger) 
  Hammer, Throwing 
   (RoS p155) 
  0Light 
  1d6 
  20 / x2 
  20’ 
  B 
  30 gp 
  2 lbs 
  5 
  2 
   
  Foot Spike 
   (RotW p165) 
  0Light 
  1d6 
  18-20 / x2 
  — 
  P 
  8 gp 
  1 lbs 
  5 
  2 
  Spikes can be folded into boot 
  (for walking) or extended 
  (for fighting) with the same 
  effort it takes to draw a 
  weapon. 
  If on the ground, attacker has 
  a –4 penalty & land speed is 
  reduced to 5’. 
  Can attack with one on each 
  foot. 
  Handaxe, Stone 
   (DR331 p84) 
  0Light 
  1d6 
  20 / x2 
  — 
  S 
  ½ gp 
  2 lbs 
  5 
  2 
   
  Japute 
  (DR352 p72) 
  0Light 
  1d4 
  19-20 / x2 
  — 
  S 
  20 gp 
  2 lbs 
  5 
  2 
  Full Round Action to equip or 
  remove from wrist 
  +6 to avoid being Disarmed 
  +2 on Climb checks 
  Kama 
  (PH p117) 
  0Light 
  1d6 
  20 / x2 
  — 
  S 
  2 gp 
  2 lbs 
  5 
  2 
  Kata, Monk, Trip 
  Lightblade, Elven 
  (CWar p157) (RotW p165) 
  0Light 
  1d6 
  18-20 / x2 
  — 
  P 
  50 gp 
  1 lbs 
  10 
  2 
  Shared Focus (Short Sword) 
  Shared Focus (Rapier) 
  Long Knife, Drow 
  (RoE p171) 
  0Light 
  1d6 
  19-20 / x2 
  10’ 
  P 
  15 gp 
  2 lbs 
  10 
  2 
   
  Nekode 
  (Und p64) 
  0Light 
  1d4 
  20 / x2 
  — 
  P 
  5 gp 
  2 lbs 
  5 
  2 
  Kata, Can’t be disarmed 
  +1 Circumstance bonus on 
  Climb checks 
  Nunchaku 
  (PH p117) 
  0Light 
  1d6 
  20 / x2 
  — 
  B 
  2 gp 
  2 lbs 
  5 
  2 
  Kata, Monk, Disarm +2 
  Quickrazor, Gnome 
   (RoS p155) 
  0Light 
  1d4 
  19-20 / x2 
  — 
  S 
  45 gp 
  1 lb 
  10 
  2 
  Feint +2 
  Normally drawn from wrist 
  sheath (as a Free Action) at 
  the start of a round and stored 
  (also as a Free Action) at the 
  end of the round.  If simply 
  held, it has a –2 penalty. 
  +4 bonus to conceal on body 
  Ribbon Dagger 
  (DU118 p42) 
  0Light 
  1d4 
  20 / x4 
  — 
  S 
  50 gp 
  1 lb 
  TBD 
  2 
  Disarm +2 
  Sai 
  (PH p117) 
  0Light 
  1d4 
  20 / x2 
  — 
  B 
  1 gp 
  2 lbs 
  10 
  2 
  Kata, Monk, Disarm +4 
  Sword, Short 
  Broadblade 
  (CAdv p117) 
  (CAdvErrata)+ 
  0Light 
  1d6 
  19-20 / x2 
  — 
  P 
  75 gp 
  3 lbs 
  10 
  2 
  A proficient user who uses 
  Defensive Fighting, Total 
  Defense, or Combat Expertise 
  with at least 2 points on AC 
  gains a +1 Dodge bonus to  
  AC for the rest of the round 
  Shared Focus (Short Sword) 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 13 
  Exotic Melee 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Sharktooth Gauntlet 
  (DR315 p41) 
  0Light 
  1d4 
  18-20 / x2 
  — 
  P or S 
  10 gp 
  1 lb 
  5 
  2 
  Can’t be disarmed 
  Shimalo’koa 
  (DR352 p72) 
  0Light 
  1d8 
  20 / x2 
  — 
  S 
  10 gp 
  3 lbs 
  5 
  2 
   
  Siangham 
  (PH p117) 
  0Light 
  1d6 
  20 / x2 
  — 
  P 
  3 gp 
  1 lb 
  5 
  2 
  Kata, Monk 
  Steel Fins 
  (Und p64) 
  0Light 
  1d4 
  20 / x2 
  — 
  S 
  10 gp 
  2 lbs 
  5 
  2 
  Kata, Can’t be disarmed 
  Tortoise Blade, 
  Gnome 
   (CWar p158) (RoS p155) 
  0Light 
  1d6 
  19-20 / x2 
  — 
  P 
  10 gp 
  3 lb 
  5 
  7 
  Buckler 
  Celt, Stone 
   (DR331 p84) 
  1Hand 
  1d8 
  19-20 / x2 
  — 
  B 
  ½ gp 
  10 lbs 
  5 
  5 
   
  Dragonsplit 
   (MM4 p151) 
  1Hand 
  1d6 
  19-20 / x2 
  –or–  
  20 / x4 
  — 
  P  
  –or– 
  S 
  TBD 
  2 lbs 
  10 
  5 
  Finesse 
  Treated as a Light weapon for 
  Two-Weapon Fighting 
  Flindbar 
   (MM3 p62) 
  1Hand 
  2d4 
  19-20 / x2 
  — 
  B 
  30 gp 
  2 lbs 
  10 
  5 
  +2 Disarm 
  A proficient user may make a 
  free Disarm attempt when a 
  Critical is Threatened, which 
  does not provoke an Attack 
  of Opportunity 
  Flutter Blade 
   (Und p64) 
  1Hand 
  1d4 
  19-20 / x2 
  — 
  P or S 
  15 gp 
  2 lbs 
  10 
  5 
  Can switch between Slashing 
  & Piercing as a Move Action 
  Ghost Spike 
   (DR348 p86) 
  1Hand 
  1d6 & 
  1d6 
  19-20 / x2 & 
  19-20 / x3 
  — 
  P 
  320 gp 
  2 lbs 
  10 
  5 
  Double 
  Always Masterwork 
  Class weapon for Ninja & 
  Assassins 
  Ice Axe 
   (Frost p76) 
  1Hand 
  1d6 
  20 / x4 
  — 
  P or S 
  10 gp 
  5 lbs 
  5 
  10 
  Can be used as a Martial 
  weapon with a –2 penalty 
  Non-proficient uses receive a 
  +1 Circumstance bonus on 
  Climb checks in Mountains 
  or Icy Terrain.  Proficient 
  uses receive a +4 bonus. 
  Iuak 
   (Frost p76) 
  1Hand 
  1d6 
  19-20 / x2 
  — 
  S 
  12 gp 
  4 lbs 
  5 
  10 
  Ignores 3 Hardness of objects 
  Maul 
   (CWar p157) 
  1Hand 
  1d10 
  20 / x3 
  — 
  B 
  15 gp 
  20 lbs 
  5 
  10 
  Hand-and-a-Half 
  Pick, Dire 
  (CWar p157)  
  (CAdv p116)+ 
  1Hand 
  1d8 
  20 / x4 
  — 
  P 
  30 gp 
  12 lbs 
  5 
  10 
  Hand-and-a-Half 
  Shared Focus (Pick, Heavy) 
  Rapier, Quickblade 
  (CAdv p116) 
  1Hand 
  1d6 
  18-20 / x2 
  — 
  P 
  75 gp 
  3 lbs 
  10 
  5 
  Finesse, Disarm +2, Feint +2 
  When wielded with 2 hands, 
  only add Strength modifier to 
  damage (instead of 150%)  
  Shared Focus (Rapier) 
  Ribbonweave 
  (RoE p172) 
  1Hand 
  1d8 
  19-20 / x2 
  — 
  S 
  70 gp 
  3 lbs 
  5 
  5 
  Finesse 
  When wielded with 2 hands, 
  only add Strength modifier to 
  damage (instead of 150%)  
  Treated as a Club until the 
  blade is released (Search vs. 
  DC18 to find the latch) 
  Scimitar, Great 
  (Sand p96) 
  1Hand 
  1d8 
  18-20 / x2 
  — 
  S 
  200 gp 
  8 lbs 
  10 
  10 
  Hand-and-a-Half 
  Scourge 
  (CWar p157) 
  (DR353 p28) 
  1Hand 
  1d8 
  20 / x2 
  — 
  S 
  20 gp 
  2 lbs 
  2 
  5 
  Disarm +2 
  Sword, Bastard 
  (PH p117) 
  1Hand 
  1d10 
  19-20 / x2 
  — 
  S 
  35 gp 
  6 lbs 
  10 
  10 
  Hand-and-a-Half 
  Swordcatcher, Gnome 
  (RoS p155) 
  1Hand 
  1d6 
  19-20 / x2 
  — 
  S 
  35 gp 
  5 lbs 
  10 
  5 
  Disarm +4 
  Thinblade, Elven 
  (CWar p158) (RotW p165) 
  1Hand 
  1d8 
  18-20 / x2 
  — 
  P 
  100 gp 
  3 lbs 
  10 
  5 
  Finesse 
  Shared Focus (Longsword) 
  Shared Focus (Rapier) 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 14 
  Exotic Melee 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Tigerskull Club 
   (Frost p76) 
  1Hand 
  1d8 
  20 / x4 
  — 
  B & P 
  15 gp 
  8 lbs 
  5 
  10 
  Disarm +2, Trip +2 
  Waraxe, Dwarven 
  (PH p117) 
  1Hand 
  1d10 
  20 / x3 
  — 
  S 
  30 gp 
  8 lbs 
  5 
  10 
  Hand-and-a-Half 
  Dwarf Weapon Familiarly 
  Warmace 
  (CWar p157)  
  (CAdv p116)+ 
  1Hand 
  1d12 
  20 / x2 
  — 
  B 
  25 gp 
  10 lbs 
  10 
  20 
  Hand-and-a-Half 
  –1 penalty to AC 
  Shared Focus (Mace, Heavy) 
  Whip 
  (PH p117) 
  1Hand 
  1d3§ 
  20 / x2 
  — 
  S 
  1 gp 
  2 lbs 
  2 
  5 
  Bard, Trip, Disarm +2, 
  Subdual, Finesse 
  Reach 15’ & Threaten Adjacent
  Attacking generates an Attack 
  of Opportunity 
  Cannot damage an opponent 
  with an Armor bonus of +1 or 
  higher –or– a Natural Armor 
  bonus of +3 or greater 
  Whip, Stingray  
  (Storm p107) 
  1Hand 
  1d6 
  20 / x3 
  — 
  S or P 
  15 gp 
  3 lbs 
  2 
  5 
  Finesse 
  Cannot damage an opponent 
  with an Armor bonus of +2 or 
  higher –or– a Natural Armor 
  bonus of +4 or greater 
  If a creature takes damage, it 
  receives a –1 penalty on 
  attack, damage, & skill 
  checks (FortNeg, DC12) 
  Whip-Dagger 
  (DU134 p50) 
  (DR353 p28) 
  1Hand 
  1d6 
  19-20 / x2 
  — 
  S 
  25 
  3 lbs 
  2 
  5 
  Bard, Trip, Disarm +2, Finesse
  Shared Proficiency (Whip) 
  Reach 15’ & Threaten Adjacent
  Attacking generates an Attack 
  of Opportunity 
  Ankus 
  (DR331 p24) 
  2Hand 
  2d4 
  20 / x2 
  — 
  B 
  15 gp 
  15 lbs 
  5 
  10 
  Reach 10’, Trip, Polearm 
  Awl Pike 
  (DR331 p24) 
  2Hand 
  1d8 
  20 / x3 
  — 
  P 
  10 gp 
  10 lbs 
  5 
  10 
  Reach 15’, Vs. Charge,  
  Polearm 
  Axe, Orc Double 
  (PH p115) 
  2Hand 
  1d8/1d8 
  20 / x3 
  — 
  S 
  60 gp 
  15 lbs 
  5 
  10 
  Double, Polearm 
  Bec de Corbin 
  (DR331 p24) 
  2Hand 
  2d4 
  20 / x4 
  — 
  P 
  28 gp 
  14 lbs 
  5 
  10 
  Reach 10’, Vs. Charge,  
  Polearm 
  Cahulaks 
  (DR319 p40) 
  2Hand 
  2d4 
  20 / x2 
  — 
  P 
  25 gp 
  1 lbs 
  2 
  10 
  Reach 10’ & Threaten 
  Adjacent, Trip, Disarm +2 
  Chain, Spiked 
  (PH p117) 
  2Hand 
  2d4 
  20 / x2 
  — 
  P 
  25 gp 
  10 lbs 
  10 
  10 
  Reach 10’ & Threaten 
  Adjacent, Finesse, Trip, 
  Disarm +2 
  Courtblade, Elven 
  (RotW p165) 
  2Hand 
  1d10 
  18-20 / x2 
  — 
  P or S 
  150 gp 
  6 lbs 
  10 
  10 
  Finesse 
  Shared Focus (Greatsword) 
  Dragonchain 
  (RedHand p126) 
  2Hand 
  1d6 
  19-20 / x2 
  — 
  B 
  50 gp 
  10 lbs 
  10 
  10 
  Trip, Grapple (on a successful 
  grapple, you can Constrict 
  on a grapple check (that has 
  a +2 bonus) that does 1d8 + 
  1 ½ Str damage) 
  Entangling Pole 
  (BoED p34) 
  2Hand 
  1d4 or 
  Grapple 
  20 / x2 
  — 
  P 
  4 gp 
  5 lbs 
  5 
  10 
  Reach 10’, Grapple (clothing) 
  Flail, Dire 
  (PH p117) 
  2Hand 
  1d8/1d8 
  20 / x2 
  — 
  B 
  90 gp 
  10 lbs 
  5 
  10 
  Double, Trip, Disarm +2 
  Goad 
  (Frost pp76) 
  (DR331 p24) 
  2Hand 
  2d4 or  
  2d4§  
  20 / x2 
  — 
  P or  
  B  
  8 gp 
  10 lbs 
  5 
  10 
  Polearm  
  Bludgeon damage is subdual,  
  Piercing damage is lethal 
   +2 bonus on Handle Animal 
  checks for Huge+ animals 
  Grasping Pole 
  (BoED p34) 
  2Hand 
  1d4§ 
  20 / x2 
  — 
  B 
  8 gp 
  8 lbs 
  5 
  10 
  Reach 10’, Grapple 
  Greathammer, Goliath  
  (RoS p155) (MM4 p101) 
  2Hand 
  1d12 
  20 / x4 
  — 
  B 
  30 gp 
  30 lbs 
  5 
  10 
  Sunder +2 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 15 
  Exotic Melee 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Greatspear   
  (CWar p156) 
  (CAdv p116)+ 
  2Hand 
  2d6 
  20 / x3 
  10’ 
  P 
  25 gp 
  9 lbs 
  5 
  10 
  Reach 10’, Polearm 
  Shared Focus (Longspear) 
  Greatpick   
  (wRotD2) 
  2Hand 
  1d10 
  20 / x4 
  — 
  P 
  15 gp 
  15 lbs 
  5 
  10 
  Kobold Racial Familiarity 
  Gyrspike   
  (DU126 p95) 
  2Hand 
  1d8 &  
  1d8 
  19-20 / x2 
  — 
  S &  
  B 
  90 gp 
  15 lbs 
  10 
  10 
  Double, Trip, Disarm +2 
  Gythka  
  (DR319 p40) 
  2Hand 
  1d10 &  
  1d10 
  20 / x2 
  — 
  S 
  90 gp 
  25 lbs 
  5 
  10 
  Double 
  Hammer, Gnome 
  Hooked 
  (PH p117) 
  2Hand 
  1d8 & 
  1d6 
  20 / x3 & 
  20 / x4 
  — 
  B & 
  P 
  20 gp 
  6 lbs 
  5 
  10 
  Double, Trip 
  Gnome Weapon Familiarly  
  Hammer, Double   
  (CWar p156) 
  2Hand 
  1d8/1d8 
  20 / x3 
  — 
  B 
  70 gp 
  18 lbs 
  5 
  10 
  Double 
  Kaua’koi 
  (DR352 p72) 
  2Hand 
  1d6/1d6 
  20 / x2 
  — 
  B or P 
  or S 
  5 gp 
  5 lbs 
  5 
  10 
  Double, Proficient wielder 
  may change damage type on 
  each attack 
  Lajatang  
  (CWar p157) 
  2Hand 
  1d8/1d8 
  20 / x2 
  — 
  S 
  90 gp 
  7 lbs 
  5 
  10 
  Kata, Double 
  Lochaber Axe 
  (DR331 p24) 
  2Hand 
  1d10 
  20 / x3 
  — 
  S 
  18 gp 
  15 lbs 
  5 
  10 
  Reach 10’, Trip, Polearm 
  Longaxe 
  (CAdv p115) 
  2Hand 
  1d12 
  20 / x3 
  — 
  S 
  35 gp 
  15 lbs 
  5 
  10 
  A proficient user with Power 
  Attack that shifts at least 3 
  points to damage can use the 
  Longaxe as Reach 10’ for 
  the whole round 
  Shared Focus (Greataxe) 
  Longspear, Microlith 
  Barbed 
  (DR331 p84) 
  2Hand 
  1d10 
  20 / x3 
  — 
  P 
  5 gp 
  9 lbs 
  5 
  10 
  Reach 10’ 
  Longstaff 
  (CAdv p116) 
  2Hand 
  1d6/1d6 
  20 / x2 
  — 
  B 
  15 gp 
  6 lbs 
  5 
  10 
  A proficient user who uses 
  Defensive Fighting, Total 
  Defense, or Combat Expertise 
  with at least 2 points on AC 
  cannot be Flanked for the rest 
  of the round 
  Kata, Polearm 
  Shared Focus (Quarterstaff) 
  Lynxpaw 
  (RotW p165) 
  2Hand 
  1d6 & 
  1d4 
  18-20 / x2 
  & 20 / x3 
  — 
  S & 
  P 
  30 gp 
  4 lbs 
  5 
  10 
  Disarm +2, Double, Trip, 
  Finesse  
  Mancatcher 
   (CWar p157) 
  2Hand 
  1d4§ 
  20 / x2 
  — 
  B 
  20 gp 
  8 lbs 
  5 
  10 
  Reach 10’, Grapple, Subdual 
  Pincer Staff 
  (Und p64) 
  2Hand 
  1d10 
  20 / x2 
  — 
  B 
  20 gp 
  15 lbs 
  5 
  10 
  Reach 10’, Grapple 
  Poleaxe, Heavy 
  (CWar p156)  
  (CAdv p116)+ 
  2Hand 
  2d6 
  20 / x3 
  — 
  P or S 
  20 gp 
  15 lbs 
  5 
  10 
  Reach 10’, Vs. Charge,  
  Polearm 
  Shared Focus (Halberd) 
  Ritiik 
  (Frost p76) 
  (DR331 p24) 
  2Hand 
  1d8 
  20 / x3 
  — 
  P 
  5 gp 
  6 lbs 
  5 
  10 
  Polearm  
  Opponent makes a Reflex 
  save (DC = 10 + dmg) to 
  avoid getting the Ritiik 
  embedded in his/her flesh.  
  If embedded, the wielder can 
  make a Trip attempt. 
  Removing the Ritiik is a Full 
  Round action that takes two 
  hands and causes the 
  original damage again unless 
  a Heal check vs. DC 15 
  Sasumata 
  (DR331 p24) 
  2Hand 
  1d4§  
  20 / x2 
  — 
  B 
  8 gp 
  8 lbs 
  5 
  10 
  Reach 10’, Grapple, Subdual, 
  Polearm 
  Scimitar, Valenar 
  Double 
  (Eb p120) 
  2Hand 
  1d6/1d6 
  18-20 / x2 
  — 
  S 
  125 gp 
  15 lbs 
  10 
  10 
  Double 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 16 
  Exotic Melee 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Scorpion Chain, Drow 
  (RoE p172) 
  2Hand 
  1d6 
  19-20 / x2 
  — 
  S 
  25 gp 
  12 lbs 
  10 
  10 
  Reach 10’ & Threaten 
  Adjacent, Finesse, Trip, 
  Disarm +2 
  Sharrash, Talenta 
  (Eb p120)(EbEratta)+ 
  2Hand 
  1d10 
  19-20 / x2 
  — 
  S 
  18 gp 
  10 lbs 
  5 
  10 
  Reach 10’, Trip, Polearm 
  Snap-Tong 
  (HotA p51) 
  2Hand 
  1d10 
  20 / x2 
  — 
  P 
  250 gp 
  10 lbs 
  10 
  10 
  Grapple mmm 
  Sodegarami 
  (DR331 p24) 
  2Hand 
  1d4 
  20 / x2 
  — 
  P 
  4 gp 
  5 lbs 
  5 
  10 
  Reach 10’, Grapple (clothing), 
  Polearm 
  Spear, Dwarven 
  Double   
  (RoS p155) 
  2Hand 
  1d8/1d8 
  20 / x3 
  — 
  P or S 
  115 gp 
  15 lbs 
  5 
  10 
  Double, Vs. Charge 
  Sugliin 
  (Frost p76) 
  2Hand 
  2d8 
  20 / x2 
  — 
  S & 
  P 
  35 gp 
  20 lbs 
  10 
  10 
  Reach 10’ 
  Single attack requires a Full 
  Round Action unless you 
  also have Feat: Sugliin 
  Mastery. 
  Sword, Two-Bladed 
  (PH p117) 
  2Hand 
  1d8/1d8 
  19-20 / x2 
  — 
  S 
  100 gp 
  10 lbs 
  10 
  10 
  Double 
  Tangat, Talenta 
  (Eb p120) 
  2Hand 
  1d10 
  18-20 / x2 
  — 
  S 
  40 gp 
  8 lbs 
  10 
  10 
  — 
  Urgrosh, Dwarven 
  (PH p117) 
  2Hand 
  1d8 & 
  1d6 
  20 / x3 & 
  20 / x3 
  — 
  S & 
  P 
  50 gp 
  12 lbs 
  5 
  10 
  Double; vs. Charge, Polearm 
  Dwarf Weapon Familiarly 
  Warpike, Dwarven 
  (RoS p155)(DR331 p24) 
  2Hand 
  2d6 
  20 / x3 
  — 
  P or S 
  45 gp 
  15 lbs 
  5 
  10 
  Reach 10’, vs. Charge, Trip, 
  Polearm 
  Yuan-ti Serpent Bow 
  (DR349 p22) 
  2Hand 
  1d6 
  19-20 / x2 
  — 
  S 
  150 gp 
  5 lbs 
  5 
  10 
  Double 
  also Exotic Ranged weapon 
   
   
   
  Unusual Melee Weapons 
   
  Unusual Melee 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Dueling Cloak 
  (DR335 p77) 
  0Light 
  — 
  — 
  — 
  — 
  15 gp 
  3 lbs 
  2 
  5 
  Disarm +2 
  Light Armor Proficiency is 
  needed.  Grants a +1 Shield 
  bonus to AC, but has an 
  Armor Check penalty of –1 
  and an Arcane Spell Failure 
  chance of 10%. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 17 
  Options for Melee Weapons 
   
  Options 
  Used with… 
  Description 
  Cost 
  Blade, Close Fighting 
  (RotW p166) 
  any One-Handed or Two-
  Handed Melee weapon 
  that has a hilt, haft, or 
  pommel. 
  A blade equivalent to a Dagger is release from the hilt, haft, or pommel when a hidden 
  catch is pressed.  It can be extended as a Free Action and retracted as a Move Action. 
  When extended, the Close Fighting Blade –and– the original weapon both have a –2 
  penalty on attacks.  Even if the blade is extended, the weapon does not count as a 
  Double Weapon. 
  Typically used when the wielder is being Grappled or has been Swallowed. 
  +100 gp 
  Modular Melee 
  Weapon 
  (DR316 p40) 
  Simple or Martial weapon 
  weighing up to 5 pounds 
  The weapon is built out of (2 * number of pounds) pieces.  Each piece is made to look 
  like a mundane object than is worn or carried.  It takes an Intelligence check of 20 (–1 
  per two component object visible) to recognize the purpose of the modular pieces. 
  Reassembly and disassembly each take 1 minute. 
  If an attack with a Modular Weapon is a ‘Natural 1’, part of the weapon comes loose or 
  breaks, resulting in no damage and the weapon becoming ineffective until reassembled 
  or repaired. 
  +150 gp 
  Oil Chamber 
  (Dun p033) 
  Any weapons large enough 
  to hold the container 
  When activated, the liquid contained in the chamber is sprayed onto the attached 
  weapon.   
  +1,000 gp 
  Wand Chamber 
  (Dun p034) 
  Weapon with enough space 
  for the wand 
  Holds one wand, which is treated as “readied” (i.e., can be used without any additional 
  action). 
  +100 gp 
  Hilt Hollow 
  (Dun p033) 
  Weapon with enough space 
  in its hilt for the chamber 
  Adds a 6” long by 1” diameter hollow inside the weapon.  Spring loaded, so it can be 
  emptied into the wielder’s hand as a Swift Action.  Loading is a Full Round Action. 
  Requires a Search check vs. DC 30 to find the concealed chamber. 
  Often contains a Potion, Poison, Material Components, etc. 
  +200 gp 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 18 
  Polearms 
  The following are listed above, but are consolidated here for convenience. 
   
  Polearms 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Ankus 
  (DR331 p24) 
  2Hand 
  2d4 
  20 / x2 
  — 
  B 
  15 gp 
  15 lbs 
  5 
  10 
  Reach 10’, Trip, Polearm 
  Awl Pike 
  (DR331 p24) 
  2Hand 
  1d8 
  20 / x3 
  — 
  P 
  10 gp 
  10 lbs 
  5 
  10 
  Reach 15’, Vs. Charge,  
  Polearm 
  Axe, Lochaber 
  (DR331 p24) 
  2Hand 
  1d10 
  20 / x3 
  — 
  S 
  18 gp 
  15 lbs 
  5 
  10 
  Reach 10’, Trip, Polearm 
  Axe, Orc Double 
  (PH p117) 
  2Hand 
  1d8/1d8 
  20 / x3 
  — 
  S 
  60 gp 
  15 lbs 
  5 
  10 
  Double, Polearm 
  Bardiche 
  (DR331 p24) 
  2Hand 
  1d10 
  20 / x3 
  — 
  S 
  9 gp 
  12 lbs 
  5 
  10 
  Polearm 
  Bec de Corbin 
  (DR331 p24) 
  2Hand 
  2d4 
  20 / x4 
  — 
  P 
  28 gp 
  14 lbs 
  5 
  10 
  Reach 10’, Vs. Charge,  
  Polearm 
  Duom 
  (DR331 p24) 
  2Hand 
  1d8 
  20 / x3 
  — 
  P 
  20 gp 
  8 lbs 
  5 
  10 
  Reach 10’ and Threaten 
  Adjacent, Polearm 
  Fauchard 
  (DR331 p24) 
  2Hand 
  1d8 
  20 / x3 
  — 
  S 
  7 gp 
  10 lbs 
  5 
  10 
  Reach 10’, Polearm 
  Glaive 
  (PH p117) 
  2Hand 
  1d10 
  20 / x3 
  — 
  S 
  8 gp 
  10 lbs 
  5 
  10 
  Reach 10’, Polearm 
  Goad 
  (DR331 p24) 
  2Hand 
  2d4 or  
  2d4§  
  20 / x2 
  — 
  P or  
  B  
  8 gp 
  10 lbs 
  5 
  10 
  Polearm  
  Bludgeon damage is subdual, 
  Piercing damage is lethal 
   +2 bonus on Handle Animal 
  checks for Huge+ animals 
  Greatspear   
  (CWar p156) 
  (CAdv p116)+ 
  2Hand 
  2d6 
  20 / x3 
  10’ 
  P 
  25 gp 
  9 lbs 
  5 
  10 
  Reach 10’, Polearm 
  Shared Focus (Longspear) 
  Halberd 
  (PH p117) 
  2Hand 
  1d10 
  20 / x3 
  — 
  P or S 
  10 gp 
  12 lbs 
  5 
  10 
  Vs. Charge, Trip, Polearm 
  Hammer, Lucerne 
  (DR331 p24) 
  2Hand 
  2d4 
  20 / x4 
  — 
  B or P 
  12 gp 
  10 lbs 
  5 
  10 
  Reach 10’, Polearm 
  Longspear 
  (PH p116) 
  2Hand 
  1d8 
  20 / x3 
  — 
  P 
  5 gp 
  9 lbs 
  5 
  10 
  Vs. Charge, Druid 
  Reach 10’, Polearm 
  Longstaff 
  (CAdv p116) 
  2Hand 
  1d6/1d6 
  20 / x2 
  — 
  B 
  15 gp 
  6 lbs 
  5 
  10 
  A proficient user who uses 
  Defensive Fighting, Total 
  Defense, or Combat Expertise 
  with at least 2 points on AC 
  cannot be Flanked for the rest 
  of the round 
  Kata, Polearm 
  Shared Focus (Quarterstaff) 
  Naginata 
  (DR331 p24) 
  2Hand 
  1d10 
  20 / x3 
  — 
  S 
  10 gp 
  15 lbs 
  5 
  10 
  Reach 10’, Polearm 
  Partisan 
  (DR331 p24) 
  2Hand 
  2d4 
  20 / x3 
  — 
  P or S 
  12 gp 
  12 lbs 
  5 
  10 
  Reach 10’, Polearm 
  Pilum 
  (DR331 p24) 
  2Hand 
  1d8 
  20 / x3 
  — 
  P 
  5 gp 
  6 lbs 
  5 
  10 
  Reach 10’, Polearm  
  May be used to make a 
  Sunder on a shield (if 
  successful, the shield takes 
  1hp & the pilum is stuck in 
  the shield, causing a –2 
  penalty to AC, attack, & 
  Reflex saves of the wielder.  
  Takes 2d4 rnds to remove) 
  Poleaxe, Heavy 
  (CWar p156)  
  (CAdv p116)+ 
  2Hand 
  2d6 
  20 / x3 
  — 
  P or S 
  20 gp 
  15 lbs 
  5 
  10 
  Reach 10’, Vs. Charge,  
  Polearm 
  Shared Focus (Halberd) 
  Quarterstaff 
  (PH p116) 
  2Hand 
  1d6/1d6 
  20 / x2 
  — 
  B 
  Free 
  4 lbs 
  5 
  10 
  Double, Druid, Monk, Kata, 
  Polearm 
  Ranseur 
  (PH p117) 
  2Hand 
  2d4 
  20 / x3 
  — 
  P 
  10 gp 
  12 lbs 
  5 
  10 
  Reach 10’, Disarm +2,  
  Polearm 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 19 
  Polearms 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Ritiik 
  (DR331 p24) 
  2Hand 
  1d8 
  20 / x3 
  — 
  P 
  5 gp 
  6 lbs 
  5 
  10 
  Polearm  
  Opponent makes a Reflex 
  save (DC = 10 + dmg) to 
  avoid getting the Ritiik 
  embedded in his/her flesh.  
  If embedded, the wielder can 
  make a Trip attempt. 
  Removing the Ritiik is a Full 
  Round action that takes two 
  hands and causes the 
  original damage again unless 
  a Heal check vs. DC 15 
  Sasumata 
  (DR331 p24) 
  2Hand 
  1d4§  
  20 / x2 
  — 
  B 
  8 gp 
  8 lbs 
  5 
  10 
  Reach 10’, Grapple, Subdual, 
  Polearm 
  Sharrash, Talenta 
  (Eb p120)(EbEratta)+ 
  2Hand 
  1d10 
  19-20 / x2 
  — 
  S 
  18 gp 
  10 lbs 
  5 
  10 
  Reach 10’, Trip, Polearm 
  Sodegarami 
  (DR331 p24) 
  2Hand 
  1d4 
  20 / x2 
  — 
  P 
  4 gp 
  5 lbs 
  5 
  10 
  Reach 10’, Grapple (clothing), 
  Polearm 
  Spear 
  (PH p116) 
  2Hand 
  1d8 
  20 / x3 
  20’ 
  P 
  2 gp 
  6 lbs 
  5 
  10 
  Vs. Charge, Druid, Polearm 
  Spetum 
  (DR331 p24) 
  2Hand 
  2d4 
  20 / x3 
  — 
  P 
  10 gp 
  8 lbs 
  5 
  10 
  Disarm +2, Polearm 
  Urgrosh, Dwarven 
  (PH p117) 
  2Hand 
  1d8 & 
  1d6 
  20 / x3 & 
  20 / x3 
  — 
  S & 
  P 
  50 gp 
  12 lbs 
  5 
  10 
  Double; vs. Charge, Polearm 
  Dwarf Weapon Familiarly 
  Voulge 
  (DR331 p24) 
  2Hand 
  1d10 
  20 / x3 
  — 
  S 
  10 gp 
  14 lbs 
  5 
  10 
  Reach 10’, Polearm 
  Warpike, Dwarven 
  (RoS p155)(DR331 p24) 
  2Hand 
  2d6 
  20 / x3 
  — 
  P or S 
  45 gp 
  15 lbs 
  5 
  10 
  Reach 10’, vs. Charge, Trip, 
  Polearm 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 20 
  Ranged Weapons 
   
  Simple Ranged Weapons 
   
  Simple Ranged 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Misc. 
  Crossbow, Heavy 
  (PH p116) 
  — 
  1d10 
  19-20 / x2 
  120’ 
  P 
  50 gp 
  8 lbs 
  Full Round Action to reload, Monk 
  Can be fired with 1 hand at a –4 penalty 
  Crossbow, Light 
  (PH p116) 
  — 
  1d8 
  19-20 / x2 
  80’ 
  P 
  35 gp 
  4 lbs 
  Move Action to reload, Monk 
  Can be fired with 1 hand at a –2 penalty 
  Crossbow, Bladed 
  (DR349 p22) 
  — 
  1d8 
  19-20 / x2 
  80’ 
  P 
  150 gp 
  8 lbs 
  Move Action to reload 
  Can be fired with 1 hand at a –2 penalty 
  Also a Simple Melee weapon 
  Crossbow, Double 
  (DR349 p22) 
  — 
  1d8 
  19-20 / x2 
  80’ 
  P 
  100 gp 
  8 lbs 
  Move Action to reload one of the internal crossbows 
  Full Round to reload both internal crossbows 
  Both bolts may be fired as a Standard Action with a 
  single attack roll at –2.  Critical Hit damage, Sneak 
  attack damage, etc., are only applied once. 
  Crossbow, Grapple 
  (DR349 p22) 
  — 
  1d3 
  20 / x2 
  120’ 
  P 
  70 gp 
  12 lbs 
  Move Action to reload 
  Fires a grappling hook with 100’ of thin light rope 
  Dart 
  (PH p116) 
  — 
  1d4 
  20 / x2 
  20’ 
  P 
  ½ gp 
  ½ lb 
  Strength modifier applies to damage, Druid 
  Javelin 
  (PH p116) 
  — 
  1d6 
  20 / x2 
  30’ 
  P 
  1 gp 
  2 lbs 
  Strength modifier applies to damage. 
  Monk, can be used as a Melee weapon but has a –4 
  penalty on attacks 
  Prodd 
  (DR349 p22) 
  — 
  1d4 
  20 / x2 
  80’ 
  B 
  20 gp 
  4 lbs 
  Like a crossbow, but shoot Sling Buttets or Sling 
  Stones 
  Sling 
  (PH p116) 
  — 
  1d4 
  20 / x2 
  50’ 
  B 
  Free 
  — 
  Strength modifier applies to damage. 
  Move Action to reload, Druid, Monk 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 21 
  Martial Ranged Weapons 
   
  Martial Ranged 
  Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Misc. 
  Dart Thurster 
  (Und p64) 
  — 
  1d4 
  19-20 / x2 
  40’ 
  P 
  40 gp 
  1 lbs 
  Uses standard Darts 
  Handbow 
  (DR349 p22) 
  — 
  1d4 
  19-20 / x2 
  30’ 
  P 
  15 gp 
  1 lb 
  Fires ‘Fletched Darts’. 
  Longbow 
  (PH p117) 
  — 
  1d8 
  20 / x3 
  100’ 
  P 
  75 gp 
  3 lbs 
  Elf Racial Proficiency 
  Longbow, Aquatic 
  (Storm p107)(DR349 p22) 
  — 
  1d8 
  20 / x3 
  60’ 
  P 
  400 gp 
  3 lbs 
  Rang of 10’ underwater 
  Longbow, Composite 
  Mighty +0 
  (PH p117) 
  — 
  1d8 
  20 / x3 
  110’ 
  P 
  100 gp 
  3 lbs 
  A wielder with less than a +0 Strength modifier 
  receives a –2 penalty on attacks. 
  Elf Racial Proficiency 
  Shared Proficiency (Longbow) 
  Longbow, Composite 
  Mighty +1 
  (PH p117) 
  — 
  1d8 
  20 / x3 
  110’ 
  P 
  200 gp 
  3 lbs 
  A wielder with less than a +1 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +1 Strength modifier applies to damage. 
  Elf Racial Proficiency  
  Shared Proficiency (Longbow) 
  Longbow, Composite 
  Mighty +2 
  (PH p117) 
  — 
  1d8 
  20 / x3 
  110’ 
  P 
  300 gp 
  3 lbs 
  A wielder with less than a +2 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +2 Strength modifier applies to damage. 
  Elf Racial Proficiency  
  Shared Proficiency (Longbow) 
  Longbow, Composite 
  Mighty +3 
  (PH p117) 
  — 
  1d8 
  20 / x3 
  110’ 
  P 
  400 gp 
  3 lbs 
  A wielder with less than a +3 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +3 Strength modifier applies to damage. 
  Elf Racial Proficiency  
  Shared Proficiency (Longbow) 
  Longbow, Composite 
  Mighty +4 
  (PH p117) 
  — 
  1d8 
  20 / x3 
  110’ 
  P 
  500 gp 
  3 lbs 
  A wielder with less than a +4 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +4 Strength modifier applies to damage. 
  Elf Racial Proficiency  
  Shared Proficiency (Longbow) 
  Shortbow 
  (PH p117) 
  — 
  1d6 
  20 / x3 
  60’ 
  P 
  30 gp 
  2 lbs 
  Bard, Rogue, Elf Racial Proficiency 
  Shortbow, Composite 
  Mighty +0 
  (PH p117) 
  — 
  1d6 
  20 / x3 
  70’ 
  P 
  75 gp 
  2 lbs 
  A wielder with less than a +0 Strength modifier 
  receives a –2 penalty on attacks. 
  Bard, Rogue, Elf Racial Proficiency  
  Shared Proficiency (Shortbow) 
  Shortbow, Composite 
  Mighty +1 
  (PH p117) 
  — 
  1d6 
  20 / x3 
  70’ 
  P 
  150 gp 
  2 lbs 
  A wielder with less than a +1 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +1 Strength modifier applies to damage. 
  Bard, Rogue, Elf Racial Proficiency  
  Shared Proficiency (Shortbow) 
  Shortbow, Composite 
  Mighty +2 
  (PH p117) 
  — 
  1d6 
  20 / x3 
  70’ 
  P 
  225 gp 
  2 lbs 
  A wielder with less than a +2 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +2 Strength modifier applies to damage. 
  Bard, Elf Racial Proficiency  
  Shared Proficiency (Shortbow) 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 22 
  Exotic Ranged Weapons 
   
  Exotic Ranged 
  Weapon 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Misc. 
  Atlatl,  
  firing Atlatl Dart 
  firing Atlatl Javelin 
  (DR331 p84) 
  — 
  1d6 
  1d8 
  19-20 / x2 
  20 / x3 
  80’ 
  120’ 
  P 
  4 gp 
  2 lb 
  Fires Atlatl Darts and Atlatl Javelins 
  Non proficient users receive a –6 penalty (instead of 
  –4) 
  Blowgun  
  (DR312 p44) 
  — 
  1 
  20 / x2 
  10’ 
  P 
  1 gp 
  2 lb 
  Fires Blowgun Needles 
  Blowgun, Greater 
  (CWar p155) 
  (CAdv p116)+ 
  — 
  1d3 
  20 / x2 
  10’ 
  P 
  15 gp 
  2 lb 
  Requires two hands to fire and/or reload. 
  Move Action to reload. 
  Maximum range of 5 increments. 
  Shared Focus (Blowgun) 
  Blowgun, Repeating 
  (DR348 p87) 
  — 
  1d3 
  20 / x2 
  40’ 
  P 
  100 gp 
  1 lbs 
  Magazine holds 6 darts 
  Bolo 
  (PH p117) 
  — 
  1d4§ 
  20 / x2 
  10’ 
  B 
  5 gp 
  3 lbs 
  Subdual, Trip 
  Bolo, Barbed 
  (CWar p155)  
  (CAdv p116)+ 
  — 
  1d4 
  20 / x2 
  10’ 
  P 
  10 gp 
  3 lbs 
  Trip 
  Shared Proficiency (Bolo) 
  Bonebow 
  (Frost p76) 
  (DR349 p22)  
  — 
  1d10 
  20 / x3 
  120’ 
  P 
  250 gp 
  4 lbs 
  Cannot be used while mounted. 
  Shared Focus (Longbow) 
  Boomerang 
  (CWar p155) 
  (DR328 p81)+ 
  — 
  1d4§ 
  20 / x2 
  20’ 
  B 
  10 gp 
  2 lbs 
  Subdual, Returns after a miss (AC 10 to catch). 
  Boomerang, Hunting 
  (DR331 p84) 
  — 
  1d6 
  20 / x2 
  25’ 
  B 
  15 gp 
  2 lbs 
  Does not return to thrower 
  Boomerang, Talenta 
  (Eb p120) 
  (EbErrata)+ 
  — 
  1d4 
  20 / x2 
  30’ 
  B or P 
  15 gp 
  1 lbs 
  Returns after a miss (AC 10 to catch). 
  Boomerang, 
  Xen’drik 
  (Eb p120) 
  — 
  1d6 
  20 / x2 
  20’ 
  S 
  20 gp 
  2 lbs 
  Returns after a miss (AC 10 to catch). 
  Chatkcha 
  (DR319 p40) 
  — 
  1d6 
  18-20 / x2 
  20’ 
  S 
  10 gp 
  1 lb 
  Thrown weapon 
  Crossbow, Aquatic 
  (Storm p107) 
  (DR349 p22) 
  — 
  1d8 
  19-20 / x2 
  40’ 
  P 
  250 gp 
  4 lbs 
  Move Action to reload, has a 40’ range increment 
  underwater 
  Crossbow, Great 
  (RoS p154) 
  (DR349 p22) 
  — 
  2d8 
  18-20 / x2 
  120’ 
  P 
  150 gp 
  14 lbs 
  Full Round to reload 
  Crossbow, Hand 
  (PH p117) 
  — 
  1d4 
  19-20 / x2 
  30’ 
  P 
  100 gp 
  2 lbs 
  Move Action to reload, Rogue 
  Crossbow, Repeating 
  Heavy 
  (PH p117) 
  — 
  1d10 
  19-20 / x2 
  120’ 
  P 
  400 gp 
  12 lbs 
  Magazine holds 5 bolts.  Attaching a new Magazine 
  is a Full Round action 
  Crossbow, Repeating 
  Light 
  (PH p117) 
  — 
  1d8 
  19-20 / x2 
  80’ 
  P 
  250 gp 
  6 lbs 
  Magazine holds 5 bolts.  Attaching a new Magazine 
  is a Full Round action 
  Double Axehead 
  (DR348 p86) 
  — 
  2d4 
  20 / x2 
  20’ 
  S 
  30 gp 
  2 lbs 
  Thrown weapon 
  Double Bow, Elven 
  (DR349 p22) 
  — 
  1d8 
  20 / x3 
  80’ 
  P 
  1,000 gp
  3 lbs 
  Can be used as a normal Longbow as a Martial 
  proficiency 
  A proficient user may load a second arrow as a 
  Move Action.  Both arrows may be fired as a 
  Standard Action with a single attack roll at –2.  
  Critical Hit damage, Sneak attack damage, etc., are 
  only applied once. 
  Footbow, Mighty +0 
  (RotW p165)  
  (DR349 p22) 
  — 
  1d8 
  20 / x3 
  110’ 
  P 
  150 gp 
  3 lbs 
  A wielder with less than a +0 Strength modifier 
  receives a –2 penalty on attacks. 
  If fired while on the ground, the shooter must be 
  prone and receives a –4 penalty on the attack. 
  Raptoran Racial Familiarity 
  Glot 
  (Frost p76) 
  — 
  1d4 
  18-20 / x2 
  10’ * 
  B 
  1 gp 
  1 lbs 
  If rolled on a flat, unobstructed surface, Range is 20’ 
  If rolled on an icy, flat, unobstructed surface, Range 
  is 30’. 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 23 
  Exotic Ranged 
  Weapon 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Misc. 
  Greatbow 
  (CWar p156)  
  (CAdv p116)+  
  (DR349 p22) 
  — 
  1d10 
  20 / x3 
  120’ 
  P 
  150 gp 
  6 lbs 
  Cannot be used while mounted. 
  Shared Focus (Longbow) 
  Greatbow, Composite, 
  Mighty +0 
  (CWar p156)  
  (CAdv p116)+  
  (DR349 p22) 
  — 
  1d10 
  20 / x3 
  130’ 
  P 
  200 gp 
  6 lbs 
  Cannot be used while mounted. 
  A wielder with less than a +0 Strength modifier 
  receives a –2 penalty on attacks.  
  Shared Focus (Longbow) 
  Greatbow, Composite, 
  Mighty +1 
  (CWar p156)  
  (CAdv p116)+  
  (DR349 p22) 
  — 
  1d10 
  20 / x3 
  130’ 
  P 
  400 gp 
  6 lbs 
  Cannot be used while mounted. 
  A wielder with less than a +1 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +1 Strength modifier applies to damage.  
  Shared Focus (Longbow) 
  Greatbow, Composite, 
  Mighty +2 
  (CWar p156)  
  (CAdv p116)+  
  (DR349 p22) 
  — 
  1d10 
  20 / x3 
  130’ 
  P 
  600 gp 
  6 lbs 
  Cannot be used while mounted. 
  A wielder with less than a +2 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +2 Strength modifier applies to damage.  
  Shared Focus (Longbow) 
  Greatbow, Composite, 
  Mighty +3 
  (CWar p156)  
  (CAdv p116)+  
  (DR349 p22) 
  — 
  1d10 
  20 / x3 
  130’ 
  P 
  800 gp 
  6 lbs 
  Cannot be used while mounted. 
  A wielder with less than a +3 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +3 Strength modifier applies to damage.  
  Shared Focus (Longbow) 
  Greatbow, Composite, 
  Mighty +4 
  (CWar p156)  
  (CAdv p116)+  
  (DR349 p22) 
  — 
  1d10 
  20 / x3 
  130’ 
  P 
  800 gp 
  6 lbs 
  Cannot be used while mounted. 
  A wielder with less than a +4 Strength modifier 
  receives a –2 penalty on attacks. 
  Up to +4 Strength modifier applies to damage.  
  Shared Focus (Longbow) 
  Harpoon 
  (Frost p76)  
  (Storm p107) 
  — 
  1d10 
  20 / x2 
  30’ 
  P 
  15 gp 
  10 lbs 
  If a Harpoon deals damage, it becomes lodged in the 
  target (RefNeg, DC = 10 + damage).   
  While lodged, the target is at ½ movement & cannot 
  run or charge.  The thrower holding the Harpoon’s 
  30’ rope can keep the target from getting away by 
  making an Opposed Strength check. 
  Removing the Harpoon requires two hands & a Full 
  Round Action and deals the damage again unless a 
  Heal check vs. DC 15 is made. 
  Icechucker 
  (Frost p76) 
  (DR349 p22) 
  — 
  1d12 
  20 / x3 
  30’ 
  P 
  150 gp 
  12 lbs 
  Like a Heavy Crossbow, but loaded with a Javeline 
  or an Icicles. 
  Full Round Action to reload. 
  Lasso 
  (BoED p34) 
  — 
  — 
  — 
  10’ 
  — 
  1 gp 
  3 lbs 
  30’ max, Trip 
  Ranged Touch to Partially Entangle (–2 on attacks, 
  –4 penalty to Dexterity). 
  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. 
  Net 
  (PH p117) 
  — 
  — 
  — 
  10’ 
  max 
  — 
  20 gp 
  6 lbs 
  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 
  the opponent within 10’ (opposed Strength checks) 
  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) 
  Razor Skipdisk 
  (Frost p76) 
  — 
  1d6 
  18-20 / x2 
  10’ 
  S 
  15 gp 
  12 lbs 
  If slid on a flat, unobstructed surface, Range is 20’ 
  If slid on an icy, flat, unobstructed surface, Range is 
  30’. 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 24 
  Exotic Ranged 
  Weapon 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Misc. 
  Sand Blaster 
  (MM3 p58) 
  — 
  1d6 
  — 
  10’ 
  max 
  — 
  30 gp 
  ? 
  Creates a 10’ Cone of sand that does 1d6 damage 
  (Ref½) and target receives a –4 penalty  to AC &  
  –2 penalty to attack rolls for 3 rounds (RefNeg).  
  DC is Constitution-based. 
  It takes a Full Round to reload a Sand Blaster tube 
  with 5 pounds of sand. 
  Shuriken 
  (PH p117) 
  — 
  1d2 
  20 / x2 
  10’ 
  P 
  1 gp 
  1/10 lb 
  Monk, Kata, Strength modifier applies to the 
  damage, treat as Ammunition for prices of making 
  them Masterwork & drawing them 
  Skipping Blade 
  (Storm p107) 
  — 
  1d3 
  20 / x3 
  10’ 
  S 
  3 sp 
  ½ lb 
  Range becomes 15’ if there is water between the 
  thrower and the target. 
  Skiprock 
  (RotW p165) 
  — 
  1d6 
  20 / x2 
  15’ 
  B 
  3 gp 
  ¼ lbs 
  Strength modifier applies to the damage, treat as 
  Ammunition for prices of making them 
  Masterwork & drawing them 
  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. 
  Spring Dart Boot 
  (DR316 p40) 
  — 
  1d2 
  20 / x2 
  10’ 
  P 
  65 gp 
  2 lbs 
  Dart launcher is concealed in the heel of the boot.  
  Firing the weapon takes a Full Round Action.   
  The dart is typically poisoned. 
  Tri-Blade 
  (HotA p51) 
  — 
  2d4 
  20 / x2 
  20’ 
  S 
  35 gp 
  3 lbs 
  Launched from a sling-like device. 
  War Sling 
  (RotW p165) 
  — 
  1d8 
  20 / x4 
  50’ 
  B 
  5 gp 
  1 lb. 
  Damage listed is when the War Sling is used with 
  Skiprocks.  A use proficient with both can ricochet 
  the Skiprock when launched from the War Sling. 
  When using normal Sling Stones / Sling Bullets, use 
  the normal damage. 
  Yuan-ti Serpent Bow 
  (DR349 p22) 
  — 
  1d8 
  20 / x3 
  80’ 
  P 
  150 gp 
  5 lbs 
  Also an Exotic Melee weapon. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 25 
  Ammunition 
   
  Ammunition 
  Used with… 
  Description 
  Cost 
  Weight 
  Arrow 
  (PH p117) 
  Bows 
  Standard arrow 
  May be used as an melee weapon with a –4 attack penalty & does Dagger 
  damage (1d4 for Medium) with a 20/x2 critical. 
  1/20 gp 
  1/6 lb 
  Arrow, Adamantine 
  (DR349 p22) 
  Bows 
  Masterwork Arrow with an Adamantine head. 
  Ignores Hardness up to 20.  Overcomes some types of Damage Reduction. 
  60 gp 
  1/6 lb 
  Arrow, Alchemist’s 
  Fire 
  (DR349 p22) 
  Bows 
  Hollow Arrow with Alchemist’s Fire sealed inside. 
  Arrow damage 1d4 (for medium), critical 20/x2, x75% range 
  +1d4 Fire damage on the round after impact if the target does not spend a Full 
  Round action trying to keep the Alchemist’s Fire from igniting (RefNeg, DC 
  15, +2 bonus for going Prone (i.e., stop, drop, & roll), automatic success if 
  totally immersed in water). 
  75 gp 
  1/5 lb 
  Arrow, Alchemist’s 
  Frost 
  (DR349 p22) 
  Bows 
  Hollow Arrow with Alchemist’s Frost sealed inside. 
  Arrow damage 1d4 (for medium), critical 20/x2, x75% range 
  +1d4 Cold damage on the round after impact if the target does not spend a Full 
  Round action trying to keep the Alchemist’s Fire from igniting (RefNeg, DC 
  15, +2 bonus for going Prone (i.e., stop, drop, & roll), automatic success if 
  totally immersed in water). 
  75 gp 
  1/5 lb 
  Arrow, Blunt 
  (RotW p165) 
  (DR349 p22) 
  Bows 
  Arrow with a blunt, leather wrapped head. 
  Arrow damage is bludgeoning & subdual, critical 20/x2, x50% range 
  1/20 gp 
  1/6 lb 
  Arrow, Cold Iron 
  (DR349 p22) 
  Bows 
  Arrow with a Cold Iron head. 
  Overcomes some types of Damage Reduction. 
  1/10 gp 
  1/6 lb 
  Arrow, Dragonbreath 
  (RotW p165)  
  (DR349 p22) 
  Bows 
  Arrow with a hollow head containing Alchemist’s Fire and a pitch-soaked shaft. 
  Arrow does 1 category less damage (1d8 -> 1d6, etc.) 
  Whistles and ignites during flight, doing 1 hp Fire damage and setting the target 
  on Fire (RefNeg, DC15).  Cannot be reused. 
  2 ½ gp 
  1/6 lb 
  Arrow, Flight 
  (DR349 p22) 
  Bows 
  Arrow with superior aerodynamics 
  Range 125% normal. 
  2/5 gp 
  1/6 lb 
  Arrow, Hardwood 
  (DR330 p92) 
  Bows 
  Arrow with a hardwood shaft 
  If it misses, there is only a 25% chance a Hardwood Arrow is destroyed. 
  ½ gp 
  1/4 lb 
  Arrow, Pungent 
  (DR330 p92) 
  Bows 
  Arrow with a smelly sticks substance at the end.   
  Does no damage, but anyone hit with a Pungent Arrow gives off a distinctive 
  smell for 1 hour, which grants a +1 Circumstance bonus on Survival checks to 
  track the target (+4 Circumstance bonus if the tracker has the Scent ability).  
  The substance can be washed off in 5 minutes with ample water. 
  ¼ gp 
  3/20 lb 
  Arrow, 
  Serpentstongue 
  (RotW p165) 
  (DR349 p22) 
  Bows 
  Arrow whose arrow head has a wide cutting area. 
  Does Slashing & Piercing damage and does full damage to objects with a 
  Hardness of 5 or less (instead of ½ damage).  Used for cutting rope at range. 
  3/20 gp 
  1/6 lb 
  Arrow, Signal  
  (DR349 p22) 
  Arrow, Singing 
  (DR330 p92) 
  Bows 
  Arrow with special notches in the shaft. 
  –2 penalty on attack roll 
  While in flight, the arrow makes a distinctive sound.  Different notches make 
  different sounds. 
  1 gp 
  1/4 lb 
  Arrow, Silvererd 
  (DR349 p22) 
  Bows 
  Arrow with an Alchemical Silver head. 
  Does –1 damage.  Overcomes some types of Damage Reduction. 
  6 gp 
  1/6 lb 
  Arrow, Smoking 
  (DR349 p22) 
  Bows 
  Arrow with alchemical material for a head. 
  No damage, ½ normal range. 
  Must be fired within 1 round of being lit.  Leaves a trail of smoke.  On imact, 
  generates a 10’ cube of smoke (same properties as a ‘smokestick’) 
  30 gp 
  1/6 lb 
  Arrow, Star 
  (DR330 p92) 
  Bows 
  Arrow coated with glowing phosphorous. 
  The arrow gives off Bright Illumination in a 5’ radius and Shadowy Illumination 
  in a 15’ radius. 
  ½ gp 
  ¼ lb 
  Arrow, Swiftwing 
  (RotW p165) 
  (DR349 p22) 
  Bows 
  Arrow with a smaller, more aerodynamic head and longer fletchings. 
  Receives –1 penalty per range increment (instead of –2), but does 1 category 
  less damage (1d8 -> 1d6, etc.). 
  1 gp 
  1/6 lb 
  Arrow, Thundering 
  (DR349 p22) 
  Bows 
  Arrow with alchemical material for a head. 
  No damage.   
  On impact, it makes a loud bang, causing all within a 10’ radius to become Deaf 
  for 1 hour (FortNeg, DC 15).   
  2 gp 
  1/3 lb 
  Arrow, Zigzag 
  (DR330 p92) 
  Bows 
  Arrow with a forked arrowhead. 
  Has a –4 penalty on its attack roll, but does Slashing / Piercing damage, and 
  does double damage to objects with Hardness 0 (typically rope). 
  ½ gp 
  1/4 lb 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 26 
  Ammunition 
  Used with… 
  Description 
  Cost 
  Weight 
  Dart, Fletched 
  (DR349 p22) 
  Handbow 
  Tiny arrows used with a Handbow. 
  1/20 lb 
  1/40 lb 
  Blowgun Dart 
  (CWar p154) 
  Blowgun, Greater  
  Often poisoned 
  1/10 gp 
  1/20 lb 
  Blowgun Needle 
  (DR312 p44) 
  Blowguns 
  Often poisoned 
  1/20 gp 
  — 
  Bolt 
  (PH p116) 
  Crossbows – Hand, Light,  
  Heavy, & Repeating 
  Standard bolt 
  May be used as an melee weapon with a –4 attack penalty & does Dagger 
  damage (1d4 for Medium) with a 20/x2 critical. 
  1/10 gp 
  1/10 lb 
  Bolt, Adamantine 
  (DR349 p22) 
  Crossbows – Hand, Light,  
  Heavy, & Repeating 
  Masterwork Bolt with an Adamantine head. 
  Ignores Hardness up to 20.  Overcomes some types of Damage Reduction. 
  60 gp 
  1/6 lb 
  Bolt, Cold Iron 
  (DR349 p22) 
  Crossbows – Hand, Light,  
  Heavy, & Repeating 
  Bolt with a Cold Iron head. 
  Overcomes some types of Damage Reduction. 
  1/10 gp 
  1/6 lb 
  Bolt, Exploding  
  (DR348 p87) 
  Crossbows – Heavy 
  All creature within a 5’ radius Burst of the point of impact take 2d12 Fire 
  damage (Ref½, DC = 20 for target, 15 for those adjacent).  
  The crossbow’s range is 75% normal.  Requires a Exotic Weapon Proficiency. 
  60 gp 
  2 lbs 
  Bolt, Grapple 
  (DR349 p22) 
  Crossbows – Grapple 
  Bolt with a Grappling Hook for a head & 100’ of thin strong rope attached. 
  No damage. 
  20 gp 
  4/5 lb 
  Bolt, Mountain Chain 
  (DR348 p87) 
  Crossbows – Light & Heavy 
  3 balls connected to the bolt by a chain.  Does subdual damage and allows a 
  ranged Trip attempt. 
  The crossbow’s range is halved.  Requires a Exotic Weapon Proficiency. 
  25 gp 
  2 lbs 
  Bolt, Silvererd 
  (DR349 p22) 
  Crossbows – Hand, Light,  
  Heavy, & Repeating 
  Bolt with an Alchemical Silver head. 
  Does –1 damage.  Overcomes some types of Damage Reduction. 
  6 gp 
  1/6 lb 
  Bolt, Splintering 
  (DR349 p22) 
  Crossbows – Light,  
  Heavy, & Repeating 
  Bolt composed of numberious smaller bolts bound together. 
  All creatures within a 30’ Cone-shaped Burst of the attacker take 1d6 damage 
  for Medium size (Ref½, DC 15). 
  30 gp 
  1/5 lb 
  Bolt, Tanglefoot 
  (DR349 p22) 
  Crossbows – Light,  
  Heavy, & Repeating 
  Bolt with an alchemical glob on the end. 
  50% range, no damage. 
  Target become glued to itself & its suroundings, receiving a –2 penalty on 
  attacks & –4 penalty on Dexterity and must make a Reflex save vs. 15 or be 
  stuck to the floor & unable to move. 
  To break free of the floor takes a Strength check vs. DC 27 –or– 15 hp of 
  Slashing damage. 
  To scrape the goo off the target’s body, the target or an ally must do “scrapping” 
  damage equal to 15 hp.  The target can then move a half speed. 
  The goo lasts 2d4 rounds. 
  60 gp 
  4 lbs 
  Bolt, Tumbling 
  (DR349 p22) 
  Crossbows – Light,  
  Heavy, & Repeating 
  Bolt with tiny holes & vents on the shaft. 
  50% range. 
  Target may only apply ½ Dexterity modifier to AC due to unpredictable flight. 
  5 gp 
  1/5 lb 
  Repeating Crossbow 
  Magazine 
  (PH p117) 
  Crossbows – Repeating  
  Holds 5 standard bolts 
  ½ gp 
  ½ lb 
  Sling Bullet 
  (PH p116) 
  Slings, War Slings, Prodd 
  Standard lead sling bullet 
  1/100 gp 
  ¼ lb 
  Priest’s Bullet (Holy) 
  (LM p73) 
  Slings, War Slings, Prodd 
  Hollow oversized glass sling bullet filled with Holy Water. 
  –2 penalty to hit.  Does normal damage +1d4 to Undead & Evil Outsiders. 
  20 gp 
  5/8 lb 
  Priest’s Bullet 
  (Unholy) 
  (LM p73) 
  Slings, War Slings, Prodd 
  Hollow oversized glass sling bullet filled with Unholy Water. 
  –2 penalty to hit.  Does normal damage +1d4 to Deathless & Good Outsiders. 
  20 gp 
  5/8 lb 
  Sling Stone 
  (PH p116) 
  Slings, War Slings, Prodd 
  Rocks about the right size for a sling 
  –1 penalty to hit & does one size-category less damage (1d3 for Medium) 
  — 
  ¼ lb 
  Skiprock 
  (RotW p165) 
  War Slings 
  Specially polished rocks that can be ricochet into another target by a proficient 
  user.  May also be thrown. 
  3 gp 
  ¼ lb 
  Atlatl Dart 
  (DR331 p84) 
  Atlatl 
  Stone-tipped dart whose end is formed to fit into an Atlatl 
  ½ gp 
  ½ lb 
  Atlatl Javelin 
  (DR331 p84) 
  Atlatl 
  Stone-tipped javelin whose end is formed to fit into an Atlatl 
  1 ½ gp 
  ½ lb 
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 27 
  Options for Ranged Weapons 
   
  Options 
  Used with… 
  Description 
  Cost 
  Folding Bow 
  (DR316 p40) 
  Non-Composite Straight 
  Bow 
  Joint in the middle of the Bow allows it to be folded in half when unstrung.  It then can 
  be concealed as if it were a Small-sized object with a Sleight of Hand check.   
  Reassembly and disassembly each take 1 Standard Action (which provokes an Attack of 
  Opportunity). 
  +75 gp 
  Longbow, Elvencraft 
  (RotW p166)  
  (DR349 p22) 
  any Longbow (including 
  Composite, Mighty, etc.) 
  May be used as a Longbow –or– a Quarterstaff.  The wielder threatens the squares 
  around himself/herself even if the last use was as a ranged weapon.   
  The bow is not damaged when used as a melee weapon and the wielder may shift 
  between ranged and melee as part of a Full Round Attack (if desired). 
  +300 gp 
  Modular Ranged 
  Weapon 
  (DR316 p40) 
  Hand Crossbow, Dart, or 
  Sling 
  The weapon is built out of (2 * number of pounds) pieces.  Each piece is made to look 
  like a mundane object than is worn or carried.  It takes an Intelligence check of 20 (–1 
  per two component object visible) to recognize the purpose of the modular pieces. 
  Reassembly and disassembly each take 1 minute. 
  If an attack with a Modular Weapon is a ‘Natural 1’, part of the weapon comes loose or 
  breaks, resulting in no damage and the weapon becoming ineffective until reassembled 
  or repaired. 
  +150 gp 
  Shortbow, Elvencraft 
  (RotW p166)  
  (DR349 p22) 
  any Shortbow (including 
  Composite, Mighty, etc.) 
  May be used as a Shortbow –or– a Club.  The wielder threatens the squares around 
  himself/herself even if the last use was as a ranged weapon.   
  The bow is not damaged when used as a melee weapon and the wielder may shift 
  between ranged and melee as part of a Full Round Attack (if desired). 
  +300 gp 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 28 
  Melee & Ranged Weapons 
   
  Simple Melee & Ranged Weapons 
   
  Simple Melee & 
  Ranged Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Dagger 
  (PH p116) 
  0Light 
  1d4 
  19-20 / x2 
  10’ 
  P or S 
  2 gp 
  1 lb 
  10 
  2 
  +2 bonus on Sleight of Hand 
  check to Conceal 
  Crossbow, Bladed 
  (DR349 p22) 
  0Light  
  — 
  1d4 
  1d8 
  19-20 / x2 
  19-20 / x2 
  — 
  80’ 
  P or S 
  P 
  150 gp 
  8 lbs 
  5 
  10 
  Move Round Action to reload 
  Can be fired with 1 hand at a 
  –4 penalty 
  Crossbow, Light 
  Steel 
  (DR349 p22) 
  0Light 
  — 
  1d6 
  1d8 
  20 / x2 
  19-20 / x2 
  — 
  80’ 
  B 
  P 
  335 gp 
  8 lbs 
  10 
  10 
  Move Round Action to 
  reload, Monk 
  Can be fired with 1 hand at a 
  –4 penalty 
  Club 
  (PH p116) 
  1Hand 
  1d6 
  20 / x2 
  10’ 
  B 
  Free 
  3 lbs 
  5 
  5 
  Druid, Monk 
  Crossbow, Heavy 
  Steel 
  (DR349 p22) 
  1Hand 
  — 
  1d8 
  1d10 
  20 / x2 
  19-20 / x2 
  — 
  120’ 
  B 
  P 
  350 gp 
  16 lbs 
  10 
  20 
  Full Round Action to reload, 
  Monk 
  Can be fired with 1 hand at a 
  –4 penalty 
  Shortspear 
  (PH p116) 
  1Hand 
  1d6 
  20 / x2 
  20’ 
  P 
  1 gp 
  3 lbs 
  5 
  5 
  Vs. Charge, Druid 
  Spear 
  (PH p116) 
  2Hand 
  1d8 
  20 / x3 
  20’ 
  P 
  2 gp 
  6 lbs 
  5 
  10 
  Vs. Charge, Druid, Polearm 
   
   
  Martial Melee & Ranged Weapons 
   
  Martial Melee & 
  Ranged Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Axe, Throwing 
  (PH p116) 
  0Light 
  1d6 
  20 / x2 
  10’ 
  S 
  8 gp 
  2 lbs 
  5 
  2 
   
  Dagger, Disguised 
  (DR316 p46) 
  0Light 
  1d4 
  19-20 / x2 
  10’ 
  P or S 
  52 gp 
  1 lb 
  10 
  2 
  +7 bonus on Sleight of Hand 
  check to Conceal 
  Hammer, Light 
  (PH p116) 
  0Light 
  1d4 
  20 / x2 
  20’ 
  B 
  1 gp 
  2 lbs 
  5 
  2 
   
  Shortbow, Elvencraft 
  (DR349 p22) 
  1Hand 
  1d6 
  1d6 
  20 / x2 
  20 / x3 
  — 
  60’ 
  B 
  P 
  330 gp 
  3 lbs 
  5 
  5 
  Bard, Rogue, Elf Racial 
  Proficiency 
  Trident 
  (PH p116) 
  1Hand 
  1d8 
  20 / x2 
  10’ 
  P 
  15 gp 
  4 lbs 
  5 
  5 
  Vs. Charge 
  Longbow, Elvencraft 
  (DR349 p22) 
  2Hand 
  1d6/1d6 
  1d8 
  20 / x2 
  20 / x3 
  — 
  100’ 
  B 
  P 
  375 pg 
  4 lbs 
  5 
  10 
  Elf Racial Proficiency 
   
   
  Exotic Melee & Ranged Weapons 
   
  Exotic Melee & 
  Ranged Weapons 
  Size 
  Dam. 
  Critical 
  Range 
  Type 
  Cost 
  Weight 
  Hard-
  ness 
  HP 
  Misc. 
  Hammer, Throwing 
   (RoS p155) 
  0Light 
  1d6 
  20 / x2 
  20’ 
  B 
  30 gp 
  2 lbs 
  5 
  2 
   
  Long Knife, Drow 
  (RoE p171) 
  0Light 
  1d6 
  19-20 / x2 
  10’ 
  P 
  15 gp 
  2 lbs 
  10 
  2 
   
  Greatspear   
  (CWar p156) 
  (CAdv p116)+ 
  2Hand 
  2d6 
  20 / x3 
  10’ 
  P 
  25 gp 
  9 lbs 
  5 
  10 
  Reach 10’, Polearm 
  Shared Focus (Longspear) 
  Yuan-ti Serpent Bow 
  (DR349 p22) 
  2Hand 
  1d6 
  1d8 
  19-20 / x2 
  20 / x3 
  — 
  80’ 
  S 
  P 
  150 gp 
  5 lbs 
  5 
  20 
  Double 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Weapons 
  Page 29 
  Misc. Weapons 
   
  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’. 
   
   
  Weight (in Pounds) 
  Dam. 
  Example 
  up to 2 
  1d3 
  Mug, Torch 
  2 – 5 
  1d4 
  Lantern, Manacles 
  6 – 10 
  1d6 
  Chair, Shovel 
  11 – 25 
  1d8 
  Ladder, Small Table 
  26 – 50 
  2d6 
  Barrel (empty) 
  51 – 100 
  3d6 
  Chest (full), Big Table 
  101 – 200 
  4d6 
  Cart 
  201 – 400 
  5d6 
  Wagon 
   
  A Sharp object does damage as if twice its weight. 
  A Soft object does damage as if half its weight and the damage is Nonlethal. 
   
   
   
  Gunpowder Weapons 
  (DR321 p30) 
   
  The indicated page has a detailed list of Blunderbusses, Wheellock Guns, Hand Cannons, etc. 
   
   
   
  Weapons Errata 
   
   
  Weapons with Multiple Damage Types 
   
  Weapons that can generate more than one type of damage. 
  “And” weapons the better of the two damage types 
  “Or” weapons require the wielder to choose the damage type before the attack. 
  “Double Weapons” require the wielder to choose which end to attack with (or even both). 
   
  Damage Types 
  –And– 
  –Or– 
  –Double Weapon– 
  Bludgeoning / Piercing 
  Executioner’s Mace  
  Maquahuitl 
  Morningstar 
  Tigerskull Club 
  Goad 
  Lucerne Hammer 
  Hammer, Gnome Hooked 
  Bludgeoning / Slashing 
  Executioner’s Mace 
  — 
  Gyrspike 
  Piercing / Slashing 
  Sugliin 
  Courtblade, Elven 
  Dagger 
  Dragonsplit 
  Flutter Blade 
  Halberd 
  Ice Axe 
  Partisan 
  Poleaxe, Heavy 
  Scythe 
  Sharktooth Gauntlet 
  Spear, Dwarven Double 
  Warpike, Dwarven 
  Lynxpaw  
  Urgroth, Dwarven 
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
  Weapon Errata 
  Page 30 
  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 – Chaulaks;  Chain, Spiked;  Flail, Dire;  Flail, Heavy;  Flail, Light;  Flindbar;  Gyrspike;  Lynxpaw;  Nunchaku;  Ranseur;  Rapier, Quickblade;  
  Ribbon Dagger;  Scorpion Chain, Drow;  Scourge;  Spetum;  Tigerskull Club;  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;  Ghost Spike;  Gythka;  Hammer, Double;  Hammer, Gnome Hooked;  Gyrspike;  Kaua’koi;  Lajatang;  Lynxpaw;  
  Quarterstaff;  Scimitar, Valenar Double;  Spear, Dwarven Double;  Sword, Two-Bladed;  Urgrosh, Dwarven;  Yuan-ti Serpent Bow. 
   
  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;  Dragonsplit;  Lynxpaw;  Rapier;  Rapier, Quickblade;  Ribbonweave;  Scorpion Chain, Drow;   
  Thinblade, Elven;  Whip. 
   
  Grapple – These weapons can be used to initiate a Grapple:  
  Grapple – Dragonchain;  Grasping Pole;  Mancatcher;  Pincer Staff;  Sasumata. 
  Grapple (clothes) – Entangling Pole;  Sodegarami. 
   
  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;  Scimitar, Great;  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. 
   
  Polearm – The following are considered Polearms for purposes of Polearm-specific Feats. 
  Polearm – 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. 
  Kobold Racial Proficiency – Pick, Light;  Pick, Heavy. 
   
  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. 
  Kobold Racial Familiarity – Greatpick. 
  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;  Sugliin;  Voulge;  Warpike, Dwarven. 
  Reach 10’ and Threaten Adjacent – Chaulaks;  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. 
  Dagger  –  Dagger, Barbed. 
  Greataxe  –  Longaxe. 
  Greatsword –  Courtblade, Elven. 
  Halberd  –  Poleaxe, Heavy. 
  Longbow  –  Bonebow, Greatbow. 
  Longspear  –  Greatspear. 
  Longsword  –  Thinblade, Elven. 
  Mace, Heavy  –  Warmace. 
  Pick, Heavy  –  Pick, Dire. 
  Rapier  –  Lightblade, Elven;  Rapier, Quickblade;  Thinblade, Elven. 
  Sword, Short  –  Lightblade, Elven;  Sword, Short Broadblade.
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
  Weapon Errata 
  Page 31 
  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 
   
  Subdual – This weapon does subdual (i.e., non-lethal) damage. 
  Subdual – Bolo;  Boomerang;  Grasping Pole;  Mancatcher;  Sap;  Sasumata;  Truncheon;  Unarmed;  Whip. 
  Optionally Subdual – Goad. 
   
  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;  Chaulaks;  Chain, Spiked;  Dragonchain;  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. 
  Trip +2 – Tigerskull Club. 
   
  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. 
   
  Resizing Weapons 
   
  When a weapon is resized, apply the following: 
  a) Critical Threat range is unchanged. 
  b) Damage Type (i.e., Bludgeoning, Piercing, or Slashing) is unchanged. 
  c) The weapon’s weight doubles for each category it enlarges, or is 
  halved for each category it shrinks. 
  d) The weapon’s damage is changed according to the table on the right.  
  Look up the current damage at its current size and the move to the 
  left (if shrinking) or right (if enlarging) to determine the new 
  damage(PH p114). 
  For example, if a Medium-sized creature with a Spiked Chain (which does 
  2d4 damage) was targeted with Enlarge Person, the resulting Large-
  sized creature would be wielding a Spiked Chain that does 2d6 damage. 
  As another example, a Tiny-sized Grig decides it wants to wield a Spiked 
  Chain and has one constructed.  The new weapon would do 1d4 damage. 
   
   
  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. 
   
  Weapon 
  Family 
  Damage 
  Critical 
  Type 
  Weight 
  Tiny-sized 
  Wielder 
  Small-sized 
  Wielder 
  Medium-sized 
  Wielder 
  Large-sized 
  Wielder 
  Axe 
  1d6 
  20 / x3 
  Slashing 
  3 
  Greataxe 
  Battleaxe 
  Handaxe 
  — 
  Axe 
  1d8 
  20 / x3 
  Slashing 
  6 
  — 
  Greataxe 
  Battleaxe 
  Handaxe 
  Axe 
  1d12 
  20 / x3 
  Slashing 
  12 
  — 
  — 
  Greataxe 
  Battleaxe 
  Sword 
  1d4 
  19-20 / x2 
  Slashing 
  1 
  Longsword 
  Short Sword 
  Dagger 
  — 
  Sword 
  1d6 
  19-20 / x2 
  Slashing 
  2 
  Greatsword 
  Longsword 
  Short Sword 
  Dagger 
  Sword 
  1d8 
  19-20 / x2 
  Slashing 
  4 
  — 
  Greatsword 
  Longsword 
  Short Sword 
  Sword 
  1d12 
  19-20 / x2 
  Slashing 
  8 
  — 
  — 
  Greatsword 
  Longsword 
  Pick 
  1d4 
  20 / x4 
  Piercing 
  3 
  — 
  Pick, Heavy 
  Pick, Light 
  — 
  Pick 
  1d6 
  20 / x4 
  Piercing 
  6 
  — 
  — 
  Pick, Heavy 
  Pick, Light 
  Spear 
  1d4 
  20 / x2 
  Piercing 
  ½ 
  Spear 
  Shortspear 
  Dart 
  — 
  Spear 
  1d6 
  20 / x2 
  Piercing 
  3 
  — 
  Spear 
  Shortspear 
  Dart 
  Spear 
  1d8 
  20 / x3 
  Piercing 
  6 
  — 
  — 
  Spear 
  Shortspear 
  Club 
  1d6 
  20 / x2 
  Bludgeoning 
  3 
  — 
  Greatclub 
  Club 
  Sap 
  Club 
  1d10 
  20 / x2 
  Bludgeoning 
  8 
  — 
  — 
  Greatclub 
  Club 
  Flail 
  1d8 
  20 / x2 
  Bludgeoning 
  5 
  — 
  Flail, Heavy 
  Flail, Light 
  — 
  Flail 
  1d10 
  19-20 / x2 
  Bludgeoning 
  10 
  — 
  — 
  Flail, Heavy 
  Flail, Light 
  Mace 
  1d6 
  20 / x2 
  Bludgeoning 
  4 
  — 
  Mace, Heavy 
  Mace, Light 
  — 
  Mace 
  1d8 
  20 / x2 
  Bludgeoning 
  8 
  — 
  — 
  Mace, Heavy 
  Mace, Light 
   
  Tiny-sized 
  Small-sized 
  Medium-sized 
  Large-sized 
  — 
  1 
  1d2 
  1d3 
  1 
  1d2 
  1d3 
  1d4 
  1d2 
  1d3 
  1d4 
  1d6 
  1d3 
  1d4 
  1d6 
  1d8 
  1d4 
  1d6 
  1d8 
  2d6 
  1d6 
  1d8 
  1d10 
  2d8 
  1d8 
  1d10 
  1d12 
  3d6 
  1d4 
  1d6 
  2d4 
  2d6 
  1d8 
  1d10 
  2d6 
  3d6 
  1d10 
  2d6 
  2d8 
  3d8 
  2d6 
  2d8 
  2d10 
  4d8 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
  Alchemy Items 
  Page 32 
  Superior Equipment   
   
  Alchemy Items 
   
  Alchemy items are created with ‘Craft (alchemy)’ checks. 
   
  Alchemy Items Reference 
  DC 
  Description 
  Weight
  Cost 
  Alchemical 
  Silence 
  (DR348 p087) 
  TBD 
  Flask of oil. 
  If thrown at a target, he/she cannot speak louder than a whisper for 2 rounds, causing any spells with 
  Verbal components to have a 20% failure chance. 
  If applied to armor & boots (even if a byproduct of having a flask thrown at you), you receive a +2 
  Alchemical bonus on Move Silently checks. 
  ½ lb. 
  350 gp
  Catstink 
  (DR316 p039) 
  TBD 
  If poured on a creature’s scent trail, a creature tracking with Scent must make a Survival check vs.  
  DC 15 to regain the scent. 
  — 
  250 gp
  Slumberweed 
  (DR316 p039) 
  TBD 
  If inhaled or ingested, the target enters a death-like sleep for 8 hours (FortNeg, DC12). 
  — 
  500 gp
  Spy Button – 
  Flash 
  (DR316 p039) 
  TBD 
  Alchemical weapon disguised as a large button. 
  When thrown against a hard surface, all creatures within 5’ of the point of impact are Dazzled for 1d3 
  rounds (FortNeg, DC15). 
  — 
  50 gp 
  Spy Button – 
  Smoke 
  (DR316 p039) 
  TBD 
  Alchemical weapon disguised as a large button. 
  When thrown against a hard surface, produces a 10’ cube of opaque smoke that dissipates in 2 rounds. 
  — 
  30 gp 
  Spy Button – 
  Thundering 
  (DR316 p039) 
  TBD 
  Alchemical weapon disguised as a large button. 
  When thrown against a hard surface, all creatures within 10’ of the point of impact are Deafened for  
  1 hour (FortNeg, DC15).  A deafened creature has a –4 on Initiative & a 20% chance of spell miscast. 
  — 
  40 gp 
  Tongueloose 
  (DR316 p039) 
  TBD 
  If ingested, the target’s becomes susceptible to suggestion for 1d3 hours (FortNeg, DC14).  This has 
  the effect of granting a +4 Circumstance bonus on Bluff, Diplomacy, or Intimidate checks against the 
  target. 
  — 
  150 gp
  Sugar Bomb 
  (DR344 p109) 
  10 
  Bag of a sticky & sweet confection. 
  When thrown into a Dragon’s mouth, its Blindsense is suppressed for 1d6 rounds (though it still makes 
  its Listen & Spot checks normally). 
  Targeting a Dragon’s mouth requires a ranged touch attack against a target 3 size categories smaller 
  than the Dragon (minimum Fine-sized).  For example, hitting a Large Dragon’s mouth is the same as 
  hitting a Tiny target with the same Dexterity, Dodge, Deflection, etc., bonuses to AC. 
  — 
  1 gp 
  Diamond Water 
  Ale 
  (DR334 p068) 
  14 
  Pint of thick, muddy-looking ale. 
  The drinker must make a Fortitude save vs. DC 12 to avoid becoming Sickened.  If already Sickened, 
  save to avoid becoming Nauseated.  If already Nauseated, save to avoid becoming Unconscious for 
  1d6 hours. 
  1 lb. 
  8/10 gp
  Acid 
  (PH p128) 
  (PH p71)+ 
  15 
  Grenade-like weapon with a 10’ range increment. 
  Acid does 1d6 Acid damage on a direct hit and 1 hp on a splash. 
  1 lb. 
  10 gp 
  Charm, Garlic 
  (DR331 p032) 
  15 
  Made from Garlic and Holy Water. 
  When used as a touch attack against a creature that is repulsed by garlic (such as a Vampire), the 
  creature takes 1d6 hp damage (no save) and is Shaken for 1d4 rounds (WillNeg, DC14). 
  Single use.   
  1 lb. 
  5 gp 
  Daystrider 
  Capsule 
  (CSco p110) 
  15 
  Blue gelatinous ovoid. 
  The swallower can walk for 10 hours before needing to make a Constitution check for damage / fatigue 
  (instead of the normal 8).  Lasts for 1 day.  Only works for Humanoids.   
  — 
  10 gp 
  Ice Chalk 
  (Frost p079) 
  15 
  Chalk formulated to work on ice. 
  — 
  20 gp 
  Oil of Nausea 
  (DR322 p034) 
  15 
  Grenade-like weapon with a 10’ range increment. 
  Oil of Nausea results in 1d4 rounds of Nausea (FortNeg, DC 15) on a direct hit.  All creatures within a 
  5’ radius of the hit location are Nauseated for 1 round (FortNeg, DC 10). 
  1 lb. 
  60 gp 
  Portable Pyre 
  (DR324 p057) 
  15 
  A 15 pound roll of oil-soaked logs and Tindertwigs. 
  As a Standard Action, the Portable Pyre is unrolled rapidly into a flat, empty 5’ square.  The 
  Tindertwigs ignite the logs and the 5’ square is filled with fire for 10 minutes.  Any creature that 
  enters the square with the pyre takes 1d6 Fire damage each round. 
  15 lbs.
  10 gp 
  Alchemist’s Fire   
  (PH p128) 
  (PH p71)+ 
  20 
  Grenade-like weapon with a 10’ range increment. 
  Alchemist’s Fire does 1d6 Fire damage on a direct hit and 1 hp on a splash.  On a direct hit, the target 
  takes an additional 1d6 Fire damage if he doesn’t take a Full Round Action to put himself out with a 
  Reflex save vs. DC 15 (+2 if he rolls on the ground). 
  1 lb. 
  20 gp 
  Alchemist’s Fire 
  Bullet 
  (DR334 p049) 
  20 
  Small glass-sphere filled with Alchemist’s Fire.  Launched like a sling bullet with a –2 penalty on the 
  attack. 
  Alchemist’s Fire Bullet does 1d4 Fire damage plus the normal sling bullet damage on a hit.  On a 
  direct hit, the target takes an additional 1d4 Fire damage if he doesn’t take a Full Round Action to put 
  himself out with a Reflex save vs. DC 15 (+2 if he rolls on the ground). 
  ½ lb. 
  20 gp 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
  Alchemy Items 
  Page 33 
  Alchemy Items Reference 
  DC 
  Description 
  Weight
  Cost 
  Brittlebone 
  (LM p073) 
  20 
  Flask of unguent. 
  If a flask is applied to bones before they are animated, the resulting Skeleton has the following changes:
  a)  –2 Natural Armor bonus to AC (min 0); 
  b)  when destroyed, the Skeleton explodes into a bone shards, dealing 1 hp per HD of Piercing 
  damage (Ref½, DC 15). 
  It takes 1 flask for a Medium Skeleton, 2 for a Large, 4 for a Huge, etc. 
  ½ lb. 
  30 gp 
  Burrfoot’s Nut 
  Brown Ale 
  (DR334 p055) 
  20 
  Halfling Recipe Ale 
  Anyone who drinks a pint of this full-bodied ale receives a +2 Alchemical bonus on Diplomacy checks 
  and a –2 penalty on Sense Motive checks for 30 minutes. 
  1 lb. 
  20 gp 
  Charm, 
  Anarchic17 
  (DR331 p032) 
  20 
  Swirling mass of ribbons died to a leather cord. 
  When used as a touch attack to a creature whose DR is bypassed by ‘chaos’, the creature takes 1d6 hp 
  damage (no save) and is Shaken for 1d4 rounds (WillNeg, DC14). 
  Single use.  
  1 lb. 
  30 gp 
  Charm, 
  Axiomatic17 
  (DR331 p032) 
  20 
  Geometric shapes attached to a fine steel chain. 
  When used as a touch attack to a creature whose DR is bypassed by ‘law’, the creature takes 1d6 hp 
  damage (no save) and is Shaken for 1d4 rounds (WillNeg, DC14). 
  Single use.  
  1 lb. 
  30 gp 
  Charm, Cold 
  Iron 
  (DR331 p032) 
  20 
  Made from Cold Iron and often shaped like a horse shoe. 
  When used as a touch attack to a creature whose DR is bypassed by ‘cold iron’, the creature takes 1d6 
  hp damage (no save) and is Shaken for 1d4 rounds (WillNeg, DC14). 
  Single use.   
  1 lb. 
  30 gp 
  Charm, Holy17 
  (DR331 p032) 
  20 
  Holy symbol. 
  When used as a touch attack to a creature whose DR is bypassed by ‘good’, the creature takes 1d6 hp 
  damage (no save) and is Shaken for 1d4 rounds (WillNeg, DC14). 
  Single use.  Can be used as a Divine Focus before it is destroyed. 
  1 lb. 
  30 gp 
  Charm, Silver 
  (DR331 p032) 
  20 
  Made from Silver. 
  When used as a touch attack to a creature whose DR is bypassed by ‘silver’, the creature takes 1d6 hp 
  damage (no save) and is Shaken for 1d4 rounds (WillNeg, DC14). 
  Single use.   
  1 lb. 
  30 gp 
  Charm, Unholy17 
  (DR331 p032) 
  20 
  Unholy symbol or disturbing image (such as a skull) 
  When used as a touch attack to a creature whose DR is bypassed by ‘evil’, the creature takes 1d6 hp 
  damage (no save) and is Shaken for 1d4 rounds (WillNeg, DC14). 
  Single use.  Can be used as a Divine Focus before it is destroyed. 
  1 lb. 
  30 gp 
  Darkoil 
  (Und p067) 
  20 
  Vial of mineral oil. 
  Protects Drowcraft items from sunlight.  One vial has enough oil to protect a Drowcraft weapon for 
  three days –or– Drowcraft armor for 1 day. 
  — 
  25 gp 
  Embalming Fire 
  (LM p073) 
  20 
  Flask of unguent. 
  If a flask is applied to a corpse before it is animated, the resulting Zombie catches fire (blue flames) if 
  it takes any damage.  For 1 minute, it does +1d6 Fire damage with its attacks.  The fire does not 
  damage the Zombie. 
  It takes 1 flask for a Medium Zombie, 2 for a Large, 4 for a Huge, etc. 
  ½ lb. 
  20 gp 
  Endurance Elixir 
  (CSco p110) 
  20 
  Chalky-tasting green liquid. 
  The drinker receives +4 Alchemical bonus on all Ability checks, Skill checks, & Saving Throws 
  related to natural environmental temperature extremes. 
  — 
  25 gp 
  Ferrous Aqua 
  (CSco p110) 
  20 
  ½” sphere of glass containing a rust-colored liquid.  Can be either thrown (5’ range increment) or used 
  as a Sling Bullet. 
  On impact, a creature whose DR is bypassed by ‘cold iron’ takes 1d6 damage (no save) and is 
  Sickened for 1 round (FortNeg, DC12). 
  — 
  20 gp 
  Firebelly 
  (DR334 p056) 
  20 
  Harsh liquor brewed in the cold climates. 
  Anyone who drinks a shot grants a +4 Alchemical bonus on Fortitude saves vs. nonlethal damage dealt 
  by non-magical cold over the next hour. 
  ¼ lb. 
  2 gp 
  Forger’s Paper 
  (CSco p110) 
  20 
  Single piece of alchemically treated paper. 
  When heated, the paper turns nearly transparent for 1 hour, allowing the tracing of documents, 
  signatures, etc., granting a +2 Alchemical bonus on appropriate Forgery checks.  Once it turns opaque 
  after the hour, the chemicals have been consumed, leaving normal paper. 
  — 
  10 gp 
  Frostbite Salve 
  (Frost p079) 
  20 
  Jar of pale yellow cream. 
  Suppresses two points of Ability Score damage due to frost bite for 1 hour. 
  1 lb. 
  50 gp 
                                                   
  17 Requires an incantation (which does not consume a spell) by a Divine Spellcaster of the appropriate alignment. 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
  Alchemy Items 
  Page 34 
  Alchemy Items Reference 
  DC 
  Description 
  Weight
  Cost 
  Good Ale 
  (DR334 p058) 
  20 
  Refreshing ale brewed in Good-aligned monasteries. 
  Anyone who drinks a pint has all penalties associated with normal Fatigue removed –and– receives a 
  +2 Alchemical bonus on Constitution check made to avoid nonlethal damage from a forced march.  
  Has no effect on magically-induced Fatigue or Exhaustion. 
  1 lb. 
  10 gp 
  Hearthfire 
  (RoS p159) 
  20 
  Twelve 2 inch cubes of blue-green gel. 
  When water is poured on a cube, it “burns” with blue-green flame that gives off no heat, but 20’ radius 
  of light (and another 20’ of shadowy illumination) for 24 hours.  The burning can be ended early by 
  drying the cube off and relighting it later. 
  2 lbs. 
  10 gp 
  Liquid Courage 
  (DR344 p108) 
  20 
  Alcoholic liquid, originally created by Dwarves. 
  The drinker receives a +2 Alchemical bonus on saves vs. extraordinary Fear effects, but has a –2 
  penalty on Dexterity checks and Dexterity-based skill checks.  Both effects last for 1 hour. 
  — 
  10 gp 
  Melt Powder 
  (Frost p079) 
  20 
  Vial of powder. 
  Melts 1 cubic foot sphere or a 10’ square of ice. 
  If swallowed by a creature with the ‘cold’ subtype, it takes 2d6 Acid damage (Fort½, DC15). 
  1 lb. 
  25 gp 
  Miner’s Milk 
  (DR334 p068) 
  20 
  Shot of syrupy whiskey. 
  If the drinker makes a Fortitude save vs. DC 14, he/she gains a +2 Alchemical bonus on saves vs. 
  Poison for 1 hour.  If the drinker fails the save, he/she becomes Unconscious for 1d6 hours. 
  ¼ lb. 
  5 gp 
  Plate Thinner 
  (DR344 p108) 
  20 
  Clear, turpentine-like liquid in a large glass bottle.  Grenade-like weapon. 
  On impact, softens the hide of a Dragon or any creature with the Reptilian subtype that has a Natural 
  Armor bonus to its AC.  Specifically, a ‘Natural 20’ on an attack roll that is confirmed as a Critical 
  Hit does an extra “+1” damage multiple (i.e., a x2 weapon is treated as a x3 weapon).  The effect lasts 
  for 1 minute. 
  Multiple does are needed for creatures greater than Medium size. 
  Size 
  #doses 
  Size 
  #doses 
  up to Medium 
  1 
  Gargantuan 
  8 
  Large 2 
  Colossal 
  16 
  Huge 
  4 
  2 lbs 
  25 gp 
  Powdered Silver 
  (CSco p110) 
  20 
  ½” sphere of glass containing a silver powder.  Can be either thrown (5’ range increment) or used as a 
  Sling Bullet. 
  On impact, a creature whose DR is bypassed by ‘silver’ takes 1d6 damage (no save) and is Sickened 
  for 1 round (FortNeg, DC12). 
  — 
  20 gp 
  Shadow Haze 
  Dust 
  (DR322 p034) 
  20 
  Grenade-like weapon with a 10’ range increment. 
  All creatures within a 10’ radius of the hit location are receive a –6 penalty on Spot check for 1 hour  
  –or– until the creature’s eyes are flushed with at least 1 gallon of water. 
  1 lb. 
  30 gp 
  Shriek Paste 
  (Und p067) 
  20 
  Smelly purple paste made from Shriekers. 
  When exposed to torch-light or brighter, it ‘shrieks’ for 1 round & then goes inert.  The base Listen DC 
  to hear the shriek is –10, modified by distance, barriers, etc. 
  1 lb. 
  50 gp 
  Smokestick 
  (PH p128) 
  (PH p71)+ 
  20 
  Chemically treated stick. 
  When lit, the Smokestick creates 10’x10’x10’ of opaque smoke in one round.  The smoke dissipates 
  normally. 
  ½ lb. 
  20 gp 
  Stinkpot 
  (Storm p108) 
  20 
  Clay jar filled with chemicals. 
  When lit, the Stinkpot creates 10’x10’x10’ of opaque, noxious smoke in one round.  All creatures 
  within are Sickened as long as they stay in the smoke, plus 1d4+1 rounds (FortNeg, DC15). 
  The smoke dissipates normally. 
  1 lb. 
  50 gp 
  Tindertwig 
  (PH p129) 
  (PH p71)+ 
  20 
  Small wooden stick with chemicals on one end. 
  When scraped on its chemical-enhanced end, the Tindertwig immediately catches fire. 
  — 
  1 gp 
  Trail Bar 
  (CSco p111) 
  20 
  4” bar of vegetable matter. 
  Provides 24 hours of nourishment when eaten. 
  — 
  1 gp 
  Wet Fire 
  (DR334 p049) 
  20 
  Grenade-like weapon with a 10’ range increment.  The weapon has two compartments, one with “wet 
  fire” and the other with water. 
  Wet Fire does 1d6 Fire damage on a direct hit and 1 hp on a splash.  On a direct hit, the target takes an 
  additional 1d6 Fire damage if he doesn’t take a Full Round Action to put himself out with a Reflex 
  save vs. DC 15 (+2 if he rolls on the ground).  Submersion in water does not automatically put out 
  Wet Fire, but does grant a +2 bonus on the Reflex save. 
  1 lb. 
  25 gp 
  Alchemist’s 
  Frost 
  (Eb p121) 
  (Eb p46)+ 
  22 
  Grenade-like weapon with a 10’ range increment. 
  Alchemist’s Frost does 1d8 Cold damage on a direct hit and 1 hp on a splash. 
  1 lb. 
  25 gp 
  Alchemist’s 
  Mineral Acid 
  (Und p067) 
  22 
  Grenade-like flask of sticky liquid with a 10’ range increment. 
  Does 1d6 per round for 3 rounds (ignoring Hardness) to inert rock or stone. 
  Does 1d6 damage to creatures with the (earth) subtype, plus 1d6 the next round.  Any earth creature 
  within 5’ of the target takes 1 hp of splash damage. 
  1 lb. 
  20 gp 
  Alchemist’s 
  Spark 
  (Eb p121) 
  (Eb p46)+ 
  22 
  Grenade-like weapon with a 10’ range increment. 
  Alchemist’s Spark does 1d8 Electrical damage on a direct hit and 1 hp on a splash. 
  1 lb. 
  25 gp 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
  Alchemy Items 
  Page 35 
  Alchemy Items Reference 
  DC 
  Description 
  Weight
  Cost 
  Acidic Fire 
  (Eb p121) 
  (Eb p46)+ 
  25 
  Grenade-like weapon with a 10’ range increment. 
  Acidic Fire does 1d4 Fire damage & 1d4 Acid damage on a direct hit.  On a direct hit, the target takes 
  an additional 1d4 Fire damage if he doesn’t take a Full Round Action to put himself out with a Reflex 
  save vs. DC 15 (+2 if he rolls on the ground). 
  On a splash, the target takes 1hp Fire damage & 1hp Acid damage. 
  1 lb. 
  30 gp 
  Anti-Disease 
  Tonic 
  (DR331 p032) 
  25 
  Grants a +5 Alchemical bonus on the drinker’s saves vs. Disease for 1 day. 
  — 
  100 gp
  Antitoxin 
  (PH p128) 
  (PH p71)+ 
  25 
  Antitoxin gives +5 Alchemical bonus on all Fortitude saves vs. poison for 1 hour. 
  — 
  50 gp 
  Armor Insulation 
  (Frost p078) 
  25 
  Flask of thick red syrup. 
  When applied to the inside of a suit of armor, it keeps in body warmth for 24 hours.  Grants a +5 
  Circumstance bonus on Fortitude saves vs. exposure to cold weather. 
  2 lbs. 
  50 gp 
  Blackwater 
  (Und p067) 
  25 
  A flask of brackish liquid. 
  One vial renders a 10’ cube of water “unbreathable” by destroying all the oxygen in it.  Any creature in 
  it with waterbreathing (natural or magical) begins to drown (DC 10 on the 1st round, +1 DC per 
  subsequent round).  Lasts 24 hours in still water, but can be washed away in 1d6 round if the water is 
  moving. 
  1 lb. 
  100 gp
  Blasting Pellets 
  (RoS p159) 
  25 
  A small bag of “stones”. 
  One bag’s worth of pellets covers a 5’ square.  Any creature going through the square steps on a pellet 
  and sets them all off by a chain-reaction (Reflex save vs. DC 15 to not set them off).  Anyone in the 
  square takes 1d6 Sonic damage (no save). 
  2 lbs. 
  50 gp 
  Blister Oil 
  (RoS p159) 
  25 
  Vial of oil.  Can be applied to a 6 inch by 6 inch area, where it will remain effective for 2d4 hours. 
  Bare skin that comes in contact with the oil blisters immediately (FortNeg DC15).  The blisters cause 
  1d4 hp of damage –and– the victim receives a –2 penalty on all Dexterity-based checks & Reflex 
  saves for 2d4 days (unless magically healed).  
  ½ lb. 
  15 gp 
  Blood Thickener 
  (DR324 p056) 
  25 
  When drunk, the drinker receives the following advantages and disadvantages for 12 hours: 
  –2 penalty to Dexterity 
  +2 Alchemical bonus to Constitution 
  When Dying (i.e., between –1 and –9 hp), only loose 1 hp per two rounds. 
  1 lb. 
  75 gp 
  Brown Mold Oil 
  (DR322 p034) 
  25 
  Grenade-like weapon with a 10’ range increment. 
  Brown Mold Oil does 2d6 non-lethal Cold damage on a direct hit.  All creatures within a 5’ radius of 
  the hit location take 1d6 non-lethal Cold damage. 
  1 lb. 
  75 gp 
  Burning Dust 
  (DR334 p049) 
  25 
  Grenade-like weapon with a 10’ range increment.  Looks like a ceramic container full of dust.  
  Targeting a square is AC 5. 
  All creatures within 5’ of the square where the Burning Dust lands is Sickened and Blinded for 1d6 
  rounds (FortNeg, DC12).  Creature resistant to fire damage and/or immune to critical hits are immune 
  to this effect. 
  1 lb. 
  40 gp 
  Charm, 
  Combination17 
  (DR331 p032) 
  25 
  Combination of a Material Charm (Cold Iron or Silver) and an Alignment Charm (Anarchic, 
  Axiomatic, Holy, or Unholy). 
  When used as a touch attack to a creature whose DR is bypassed by either the Material or the 
  Alignment aspect of the charm, the creature takes 1d6 hp damage (no save) and is Shaken for 1d4 
  rounds (WillNeg, DC14). 
  Single use.   
  1 lb. 
  40 gp 
  Draught, 
  Anarchic17 
  (DR331 p032) 
  25 
  The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is 
  bypassed by ‘chaos’.  Lasts for 1 hour.   
  — 
  50 gp 
  Draught, 
  Axiomatic17 
  (DR331 p032) 
  25 
  The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is 
  bypassed by ‘law’.  Lasts for 1 hour.   
  — 
  50 gp 
  Draught, Cold 
  Iron 
  (DR331 p032) 
  25 
  The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is 
  bypassed by ‘cold iron’.  Lasts for 1 hour.   
  — 
  75 gp 
  Draught, Garlic 
  (DR331 p032) 
  25 
  The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures are repulsed 
  by garlic (such as Vampires).  Lasts for 1 hour.   
  — 
  50 gp 
  Draught, Holy17 
  (DR331 p032) 
  25 
  The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is 
  bypassed by ‘good’.  Lasts for 1 hour.   
  — 
  50 gp 
  Draught, Silver 
  (DR331 p032) 
  25 
  The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is 
  bypassed by ‘silver’.  Bonus also applies to resisting the disease Lycanthropy.  Lasts for 1 hour.   
  — 
  75 gp 
  Draught, 
  Unholy17 
  (DR331 p032) 
  25 
  The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is 
  bypassed by ‘evil’.  Lasts for 1 hour.   
  — 
  50 gp 
  Dwarven Grave 
  Ale 
  (DR334 p056) 
  25 
  One-time Recipe to honor a Deceased Dwarven Hero. 
  Anyone who drinks a flagon receives a +2 Alchemical bonus on saves vs. Fear effects –and–  
  a +1 Alchemical bonus on attacks & damage.  Effects last for 10 minutes. 
  1 lb. 
  50 gp 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
  Alchemy Items 
  Page 36 
  Alchemy Items Reference 
  DC 
  Description 
  Weight
  Cost 
  Freeze Powder 
  (Frost p079) 
  25 
  Vial of fine white crystals that look like salt. 
  If poured in liquid, a 1’ diameter sphere will freeze solid. 
  If poured on a wet surface, a 10’ square will become slick with ice. 
  If swallowed, the victim takes 2d6 Cold damage (Fort½, DC 15). 
  1 lb. 
  100 gp
  Ghost Oil 
  (LM p073) 
  25 
  Flask of clear oil. 
  Applies to a weapon as a Full Round Action.  For the following two rounds, the weapon is treated as 
  being ‘Ghost Touch’ (i.e., no Miss Change when attacking Incorporeal creatures).   
  It takes 1 flask to cover one weapon of a  Medium-sized creature, 2 flasks for a Large creature’s 
  weapon, 4 for a Huge, etc. 
  ½ lb. 
  62 gp 
  Holy Candle 
  (DR324 p056) 
  25 
  Candle infused with Holy Water. 
  Generates pure white-yellow light in a 5’ radius & shadowy illumination in a 10’ radius.  Burns for 1 hr.
  Any attempt to Turn / Destroy Undead while within the candle’s 5’ radius receives a +2 bonus.  
  Bonuses from multiple candles do not stack. 
  The candle’s creator must have at least 1 rank in Knowledge (religion).  
  — 
  75 gp 
  Liquid Night 
  (LM p074) 
  25 
  Flask of dark, sticky fluid that smells of moonflowers. 
  When applied to a Corporeal Undead that has sensitivity to sunlight, the sensitivity is suppressed for 
  one hour. 
  If the Undead is targeted with a spell that does extra damage to the sunlight-sensitive (such as Searing 
  Light), the Undead does not take the extra damage, but the ‘Liquid Night’ goes inert immediately 
  afterwards. 
  It takes 1 flask for a Medium Undead, 2 for a Large, 4 for a Huge, etc. 
  ½ lb. 
  150 gp
  Long-Burning 
  Alchemist’s Fire 
  (DR334 p049) 
  25 
  Grenade-like weapon with a 10’ range increment. 
  Long-Burning Alchemist’s Fire does 1d6 Fire damage on a direct hit and 1 hp on a splash.  On a direct 
  hit, the target takes an additional 1d6 Fire damage on each of the two following rounds if he doesn’t 
  take a Full Round Action to put himself out with a Reflex save vs. DC 17 (+2 if he rolls on the 
  ground). 
  1 lb. 
  30 gp 
  Nerv 
  (CSco p110) 
  25 
  Gold-colored syrup. 
  The drinker receives a +2 Alchemical bonus on saves vs. Fear for 1 hour. 
  — 
  25 gp 
  Noxious 
  Smokestick 
  (Eb p121) 
  (Eb p46)+ 
  25 
  Chemically treated stick. 
  When lit, the Smokestick creates 10’x10’x10’ of opaque smoke in one round.  Anyone in the smoke is 
  Nauseated for 1 round (FortNeg DC15). 
  The smoke dissipates normally. 
  ½ lb. 
  80 gp 
  Poison-Friend 
  Pod 
  (DR322 p034) 
  25 
  Grenade-like weapon with a 10’ range increment. 
  On impact, the Poison-Friend Pod creates a 10’ radius of spores that remain in the air for 1 round.  
  Anyone who comes in contact with the air-bound spores receives a –4 penalty on saves vs. Poison for 
  10 minutes (FortNeg, DC 15). 
  — 
  50 gp 
  Polar Skin 
  (Frost p079) 
  25 
  Flask of dull white cream. 
  The cream will protect the creature coated with it from up to 5 hp of Cold damage, after which it goes 
  inert.  After 1 hour, it also looses its effectiveness.  It takes 1 minute to apply. 
  1 lb. 
  25 gp 
  Razor Ice 
  Powder 
  (Frost p079) 
  25 
  Vial of granulated white powder. 
  If sprinkled in a 5’ square, the area grows Razor Ice crystals.  Any creature going through the square 
  takes 1d4 Slashing damage & 1d6 Cold damage.  Noticing the Razor Ice before entering the square 
  requires a Survival check vs. DC 20. 
  If sprinkled on the Natural Weapon of a creature with the ‘cold’ subtype, that Natural Weapon receives 
  a +1 Enhancement bonus on Slashing damage for 1 hour. 
  1 lb. 
  50 gp 
  Shadow Veil 
  (DR322 p034) 
  25 
  Grenade-like weapon with a 10’ range increment. 
  All non-magical fires (up to the size of a camp fire) within a 10’ radius of the hit location are 
  extinguished. 
  1 lb. 
  40 gp 
  Shadowlight Oil  
  (DR337 p074) 
  25 
  Pint of oil. 
  This slow-burning oil can be burned in normal lanterns.  It does not generate ‘bright illumination’, only 
  ‘shadowy illumination’. 
  Lantern Type 
  Shadowy Illumination Duration  
  Common 
  60’ radius 6 hours per Pint 
  Bullseye 
  240’ cone 6 hours per Pint 
  Hooded 120’ radius 
  6 hours per Pint 
  1 lb. 
  5 gp 
  Spiderlily 
  Essence 
  (RoS p159) 
  25 
  Enough balm to protect a Small creature for 1 hour.  Medium creatures need 2 doses, Large need 4, etc. 
  Normal vermin (except for Spiders) will not approach a creature covered with this balm.  Monstrous 
  Vermin (except for Monstrous Spiders) must make a Will save vs. DC 15 to approach the wearer. 
  — 
  75 gp 
  Sunrod 
  (PH p128) 
  (PH p71)+ 
  25 
  Gold-tipped iron wand (1 foot long). 
  When struck, the Sunrod gives off 30’ radius of light & shadowy illumination for another 30’ from the 
  Sunrod.  After 6 hours, the Sunrod burns out. 
  1 lb. 
  2 gp 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
  Alchemy Items 
  Page 37 
  Alchemy Items Reference 
  DC 
  Description 
  Weight
  Cost 
  Tanglefoot Bag 
  (PH p128) 
  (PH p71)+ 
  25 
  Bag of alchemical goo. 
  Grenade-like weapon with a range increment of 10’. 
  On a direct hit, its target is at –2 attack & –4 Dex and must make a Reflex save vs. 15 or be stuck to 
  the floor & unable to move. 
  To break free of the floor takes a Strength check vs. DC 27 –or– 15 hp of Slashing damage. 
  To scrape the goo off the target’s body, the target or an ally must do “scrapping” damage equal to 15 
  hp.  The target can then move a half speed. 
  The goo lasts 2d4 rounds. 
  4 lbs. 
  50 gp 
  Thunderstone 
  (PH p129) 
  (PH p71)+ 
  25 
  Grenade-like weapon with a range increment of 20’. 
  On impact, it makes a loud bang, forcing all within a 10’ radius to make a Fortitude save vs. DC 15 or 
  be deafened for 1 hour.  This results in –4 on Initiative & 20% chance of a spell miscast. 
  Consider a 5’ square to have an AC 5 for purposes of targeting it. 
  1 lb. 
  30 gp 
  Toxic Tooth 
  (CSco p111) 
  25 
  Hollow, fake tooth made to match the user’s mouth. 
  As a Standard Action, the tooth can be broken and the poison inside can be exhaled or spat out at a 
  target.  Note that the user and the adjacent target both are affected by the poison and must make saves 
  Price does not include the cost of the poison. 
  — 
  30 gp 
  Unholy Candle 
  (DR324 p056) 
  25 
  Candle infused with Unholy Water. 
  Generates deep purple light in a 5’ radius & shadowy illumination in a 10’ radius.  Burns for 1 hour. 
  Any attempt to Rebuke / Control Undead while within the candle’s 5’ radius receives a +2 bonus.  
  Bonuses from multiple candles do not stack. 
  The candle’s creator must have at least 1 rank in Knowledge (religion).  
  — 
  75 gp 
  Whale Grease 
  (Frost p079) 
  25 
  Flask of thick clear grease. 
  The grease will protect the creature coated with from it hypothermia.  After 1 hour, it also looses its 
  effectiveness.  Due to the smell, creatures with the Scent ability can detect the ‘wearer’ at 2x normal 
  range.  It takes 1 minute to apply. 
  2 lbs. 
  75 gp 
  Draught, 
  Combination17 
  (DR331 p032) 
  28 
  Combination of a Material Draught (Cold Iron or Silver) and an Alignment Draught (Anarchic, 
  Axiomatic, Holy, or Unholy). 
  The drinker receives a +2 Alchemical bonus on saves vs. spells & abilities from creatures whose DR is 
  bypassed by either the Material or the Alignment aspect of the draught.  Lasts for 1 hour.   
  — 
  150 gp
  Clearwater 
  Tablet 
  (CSco p110) 
  30 
  Small black pellet that smells of tar. 
  Purifies 1 gallon of water, removing diseases, poisons, & other toxins (though leaving a slight tar-like 
  taste and a black film).  Does not work on magic liquids, oils, or alcohols. 
  — 
  1 gp 
  Evermead 
  (DR334 p056) 
  30 
  Pale golden liquor favored by Elves.  Reputed to make the drinker younger. 
  Anyone who drinks a glass loses all detrimental physical penalties to Strength, Dexterity, & 
  Constitution due to age, while leaving all the bonuses.  Lasts for 12 hours. 
  ½ lb. 
  200 gp
  Liquid Sunlight 
  (CSco p110) 
  30 
  ½” sphere of glass containing a gold-colored liquid that gives off light like a torch.  Can be either 
  thrown (5’ range increment) or used as a Sling Bullet. 
  On impact, the liquid continues to give off light like a torch for 1 round.  A struck creature who is light 
  sensitive becomes Dazzled for 1 round.  A creature that is actually harmed by sunlight, such as a 
  Vampire, takes 1d6 damage.  
  — 
  20 gp 
  Rust Cube 
  (CSco p111) 
  30 
  ½” cube of rusted metal (often disguised as dice).  Can be either thrown (5’ range increment) or used 
  as a Sling Bullet. 
  On impact, the cube crumbles into powder.  If a metal object or creature is struck, it takes 1d6 damage 
  per round (ignoring Hardness) for a total of 3 rounds.  The power can be removed as a Move Action. 
  — 
  100 gp
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
  Superior Equipment 
  Page 38 
  Superior Materials 
   
  Materials 
  Reference 
  Description 
  Weight 
  Cost 
  Darkweave 
  (Eb p121) 
  Dark cloth that magically includes strands of shadow.   
  Clothes made with Darkweave grant a +1 Circumstance bonus on Hide checks. 
  standard
  +100gp 
  Glamerweave 
  (Eb p121) 
  Bright cloth that magically includes bits of illusion.   
  Clothes made with Glamerweave grant a +1 Circumstance bonus on Diplomacy checks. 
  1 lbs less 
  than 
  standard
  +100gp 
  Earthsilk Jersey 
  (RoS p160) 
  Touch material that resists punctures.  Wearer receives Damage Reduction 1 / slashing or bludgeoning. 
  If the wearer suffers a Piercing critical hit, the Jersey no longer provides DR until repaired. 
  2 lbs. 
  150 gp 
   
   
  Pre-Costed Equipment Packs 
   
  Pack 
  Reference 
  Description 
  Weight 
  Cost 
  Healing Array 
  (DR345 p84) 
  Antitoxin, Backpack, Bedroll, Bell, Candles (2), Cleric’s Vestments, Healer’s Kit, Holy Water, Mugs 
  (5), Rations (4 days), Sewing Needle, Soap, Wine, Fine Bottles (2) 
  28 lbs 
  156.21 gp 
  Infiltration Array 
  (DR345 p84) 
  Acid, Belt Pouch (2), Block and Tackle, Caltrops, Crowbar, Explorer’s Outfit, Grappling Hook, 
  Lantern (bullseye), 10’ Pole, Rations (2 days), Signal Whistle, Silk Rope (50’), Sledge, Thieves Tools 
  (Masterwork), Waterskin 
  59 lbs 
  156.00 gp 
  Merchant Array 
  (DR345 p85) 
  Belt Pouch (2), Courtier’s Outfit, Lock (Good quality), Ink (1 oz), Inkpen, Magnifying Glass, 
  Merchant’s Scales, Paper (20 sheets), Scroll Cases (4) ,Sealing Wax, Signet Ring, Mirror (small steel) 
  14 lbs 
  250.10 gp 
  Mountaineering 
  Array 
  (DR345 p85) 
  Backpack, Belt Pouch (20, Climbing Kit, Cold Weather Outfit, Firewood (24 hrs), Flint & Steel, 
  Hammer, Pitons (30), Rations (2 weeks), Silk Rope (100’), Tent, Waterskin, Winter Blanket 
  103 lbs 
  135.01 gp 
  Riding Array 
  (mount) 
  (DR345 p85) 
  Bit and Bridle, Feed (10 days), Riding Saddle, Saddlebags 
  134 lbs 
  15.50 gp 
  Riding Array 
  (rider) 
  (DR345 p85) 
  Bedroll, Flint and Steel, Light Horse, Rations (20 days), Soap, Tent, Traveler’s Outfit, Waterskin 
  55 lbs 
  98.60 gp 
  Spelunking 
  Array 
  (DR345 p85) 
  Backpack, Bedroll, Chalk, Crowbar, Explorer’s Outfit, Flint and Steel, Grappling Hook, Lamp 
  (hooded), Map Cases (2), Miner’s Pick, Oil (7 pints), 10’ Pole, Rations (4 days), Silk Rope (50’), 
  Sunrods (3), Waterskin 
  68 lbs 
  48.01 gp 
  Standard 
  Adventurer’s 
  Kit 
  (PH2 p215) 
  Backpack, Belt Pouch, Bedroll, Flint and Steel, Hempen Rope (50’), Sunrods (2), Trail Rations (10 
  days), Waterskin 
   
  15.00 gp 
  Wilderness 
  Array 
  (DR345 p85) 
  Bedroll, Bucket, Dagger, Fishhook, Fishing Net (25 square feet), Flint and Steel, Handaxe, Hempen 
  Rope (50’), Iron Pot, Sewing Needle, Shovel, Soap, Traveler’s Outfit, Waterskin, Whetstone, Winter 
  Blanket 
  59 lbs 
  21.22 gp 
   
   
   
   
  Kits 
  Animal Trainer’s Kit(A&E p22) – Equipment that makes training an animal easier. 
  Archaeologist’s Toolkit(DR347 p89) – Tools for exploring ruins, taking rubings, collecting samples, and opening old doors / traps. 
  Artisan’s Deceiver Kit(DR316 p42) – Allows a person to mimic being a specific type of artisan.  Includes an Artisan’s Outfit, Masterwork Artisan’s Tools, Spring 
  Dart Boots Spool of Spider Wire, Garrote Ring, & a Modular Short Sword. 
  Commoner’s Deceiver Kit(DR316 p43) – Allows a person to mimic being a commoner.  Includes a Peasant’s Outfit with one Smoke Spy Button & one Thundering 
  Spy Button, a Modular Long Sword, a Dagger, a Quarterstaff, a Pair of Climbing Boots, & a Smuggler’s Belt. 
  Courtier’s Deceiver Kit(DR316 p42) – Allows a person to mimic being a courtier.  Includes a Noble’s Outfit with one Flash Spy Button, one Smoke Spy Button, & 
  one Thundering Spy Button, a Poison Ring, a Signet Ring, a Modular Hand Crossbow, the Hand Crossbow Bolts, a Cord Shirt, three sheets of Tracing Vellum, 
  Ink Pen & Ink, and a Pair of Spring Dart Boots. 
  Goliath Healing Kits(RoS p160) – Only work on Goliaths and earth-linked creatures. 
  Grooming Kit(DR334 p87) – Helps keep an animal clean. 
  Harvester’s Field Kit(DR317 p48) – Tools for removing and storing monster body parts for later use as components in spells, magic item creation, etc. 
  Infiltrator’s Kit(DR316 p42) – Includes an Infiltrator’s Outfit, 10’ spool of Spider Wire, Bag of Caltrops, a Collapsible Grappling Hook, and 50’ of Black Silk Rope. 
  Inquisitive’s Kit(Eb p121) – Tools for collecting clues at a crime scene. 
  Poisoner’s Kit(DR349 p87) – Equipment for making poison or treating it. 
  Rubbing Kit(Dun p033) – Allows the easy copying of ancient carvings & runes for later analysis. 
  Second Story Kit(DR316 p42) – Includes an Infiltrator’s Outfit, a Spider (i.e., House-Breaker’s Harness), 100’ of black silk rope, a Collapsible Grappling Hook, a Pair 
  of Climbing Boots, 10 Pitons, a  Hammer, and a set of Masterwork Thieves’ Tools. 
  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. 
  Standard Adventurer’s Kit(PH2 p215) – Covers basic traveling needs. 
  Warforged Repair Kit(Eb p121) – Give a bonus when repairing Warforged. 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
  Superior Equipment 
  Page 39 
  Other Items 
  Air Plant(Storm p108) – Moss that provides 5 minutes of air if placed in the mouth 
  Animal Call(A&E p22) – Allows the calling of an animal at greater distance. 
  Animal Training Outfit(A&E p22) – Outfit that makes training an animal easier. 
  Barding, Elfcraft(DR331 p90) – Horse armor with gives a bonus to Ride checks, 
  weighs less, and takes less time to put on or remove. 
  Barding, Grotesque(DR349 p91) – Terrifyingly designed armor that allows the 
  creature to make an automatic Demoralize check when attacking. 
  Barding, Spiked(DR349 p91) – Animal armor with spikes. 
  Boarding Bridge(DR331 p88) – 15’ – 20’ plank with spikes used to cross from one 
  ship’s deck to another. 
  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. 
  Camouflage Clothes(DR323 p103) – Terrain-specific outer-garment that provides a 
  bonus on Hide checks if worn in the correct area. 
  Carapace Vest(DR344 p108) – Wearer takes ½ damage from a Crush attack 
  (usually from a Dragon) & has a bonus to escape.  After one round, the vest 
  is crushed and the bonuses gone. 
  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 Boots(DR316 p40) – Boots with extendable blades that grant a +2 bonus 
  on Climb checks when climbing wood or stone surfaces.  Cannot be used as 
  weapons. 
  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. 
  Collapsible Grappling Hook(DR316 p40) – Grappling Hook whose tines can be 
  folded in. 
  Collapsible Pole(Dun p030) – 12’ pole that can be collapsed into six 2’ sections. 
  Compass, Magnetic(DR323 p103) – Always points North. 
  Cord Shirt(DR316 p41) – Shirt made from a single 30’ piece of sink rope.  Once 
  unraveled, it cannot be restitched. 
  Corvus(DR331 p88) – 15’ – 20’ plank with spikes used to cross from one ship’s 
  deck to another. 
  Crampons(Frost p78) – Spikes attacks to Boots & Gauntlets to help with walking 
  or climbing on icy surfaces. 
  Crookneck Lantern(DR323 p103) – Mirrors allow a Candle to generate a 60’ Cone 
  of bright illumination. 
  Curative Steak(DR349 p90) – Effectively is meat meranaded in a Potion of Cure 
  Light Wounds. 
  Disguised Dagger(DR316 p40) – Dagger disguised as a lady’s hair comb, an ink 
  pen, etc. Grants a +5 bonus on Sleight of Hand checks to conceal the dagger. 
  Dragon’s Teeth(DR331 p88) – Iron spikes on the prow of a ship.  Used to ram. 
  Drill(Dun p030) – Bores holes through wood or stone. 
  Drill, Adamantine(Dun p030) – Bores holes through anything. 
  Drogue(DR331 p88) – Sealed drum that is attached to a Harpoon’s line to keep a 
  creature stuck to the Harpoon from diving. 
  Drop Sheath(DR316 p41) – Forearm sheath for a Light Weapon that grants a +5 
  Circumstance bonus on Sleight of Hand checks to conceal a weapon.  The 
  weapon can be drawn as a Free Action. 
  Duster Coat(DR323 p103) – Heavy, oiled coat can be buttoned closed to give 
  bonus on Survival checks vs. bad weather. 
  Ear Plugs(DU149 p31) – Protection from language-dependant effects. 
  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. 
  False Scabbard(DR316 p41) – Scabbard made longer than its associated weapon.  
  Small objects can be hidden in the end. 
  Finder’s Chalk(Dun p030) – Red chalk that fades after 1 minute.  Can be found 
  with a high Search check or a Finder’s Glass. 
  Finder’s Glass(Dun p030) – Allows easy viewing of Finder’s Chalk. 
  Finger Chain Saw(DR323 p103) – Like a garrote, but for sawing wood. 
  Fire Pot(DR334 p49) – Catapult ammunition that contains Alchemist’s Fire. 
  Float Bladded(Storm p108) – Helps a person float. 
  Floatation Bladder(Dun p030) – Eases floating. 
  Flour Pouch(Dun p032) – Creates a cloud that allows the finding of invisible 
  creatures. 
  Fur Clothing(Frost p78) – Protect from cold. 
  Glass-Cutting Ring(DR316 p41) – Ring whose gem has a hidden point that can cut 
  glass. 
  Grappling Hook, Mithral(Dun p032) – Grappling hook that is light & can be 
  thrown far. 
  Grappling Ladder(Dun p032) – 10’ hemp rope ladder that has grappling hooks on 
  the end. 
  Grappling Ladder, Silk and Mithral(Dun p032) – 10’ silk rope ladder that has 
  Mithral grappling hooks on the end. 
  Hacksaw(Dun p032) – Creates a cloud that allows the finding of invisible 
  creatures. 
  Hacksaw(Dun p032) – Cuts through wood or stone. 
  Hacksaw, Adamantine(Dun p032) – Cuts through anything. 
  Hat, Bicorn(Storm p108) – Worn by captains. 
  Hat, Tricorn(Storm p108) – Worn by the upper class. 
  Hollow Boots(DR316 p41) – Boots with a small area for maps, garrotes, etc. 
  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. 
  Hut, Portable(Frost p78) – holds several people. 
  Ice Goggles(Frost p78) – useful in the arctic. 
  Infiltrator’s Outfit(DR316 p41) – Tight-fitting black clothing with a face mask.  
  Has many locations for tying on equipment. 
  Kayak, Inflatable(DR323 p103) – 35 pound portable boat. 
  Keymaking Set(DR316 p41) – All the equipment necessary for copying keys 
  (including blank keys, wax impression blocks, files, etc.). 
  Lantern, Silvered(DR331 p90) – Bullseye or Hooded Lantern whose light is silver 
  instead of yellow. 
  Lard(Dun p032) – Used to make non-magical grease traps. 
  Leash & Muzzle(A&E p22)(DR349 p91)+ – Helps control an animal. 
  Listening Cone(DR316 p41) – Grants a +5 bonus on Listen checks for hearing 
  through obstructions. 
  Listening Cone(Dun p032) – Aids hearing through walls. 
  Long-Burning Fire Pot(DR334 p49) – Catapult ammunition that contains long 
  burning Alchemist’s Fire. 
  Magnet(Dun p032) – Standard multi-use magnet. 
  Manacles, Adamantine(Dun p032) – Cuffs that are almost impossible to break. 
  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. 
  Oilskin Suit(Storm p108) – Keeps the wearer dry. 
  Patents of Nobility(DR331 p90) – Documentation of one’s lineage. 
  Periscope, Hand(Dun p032) – Looks around corners. 
  Ram Helmet(DR349 p91) – Grants an animal a Gore attack. 
  Reinforced Sheath(DR324 p57) – A heavy sheath for a bladed slashing or piercing 
  weapon that can treat it as a bludgeoning weapon. 
  Rubber Ball(Dun p032) – Simple way to distract, check the floor, etc. 
  Saddle, Archery(DR349 p90) – Eases arrow shooting while riding. 
  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 flying 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. 
  Sextant(Storm p108) – Necessary for navigation. 
  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. 
  Skates(Frost p78) – useful in the arctic. 
  Skis and Poles(Frost p78) – useful in the arctic. 
  Sled(Frost p81) – pulled by dogs or other arctic creatures. 
  Smuggler’s Belt(DR316 p41) – Wide belt with a hidden compartment for 
  documents or a slender dagger. 
  Snout Snare(DR344 p109) – A loop at the end of an extendable pole.  Can be used 
  to grapple a Dragon’s snout (the loop tightens). 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
  Superior Equipment 
  Page 40 
  Snowshoes(Frost p78) – useful in the arctic. 
  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. 
  Spider (i.e., House-Breaker’s Harness)(DR316 p41) – Set of straps that allow a 
  person to be lowered on a rope while keeping his/her hands & feet free. 
  Spider Wire(DR316 p41) – Very fine wire used to trip or garrote people who walk 
  by. 
  Spike, Iron(Dun p033) – Multi-use in dungeons. 
  Steel Talons(DR349 p91) – Attached to bird claws to grant better damage. 
  Stink Pot(DR331 p88) – Creates a cloud of noxious smoke. 
  Swimming Goggles(Storm p108) – Helps with seeing underwater. 
  Tabard(DR331 p90) – Tunic with one’s coat-of-arms, symbol of one’s deity, etc.  
  Also available for mounts. 
  Tracing Dust(DR316 p42) – Fine, almost invisible powder that turns bright blue 
  when a reagent is applied. 
  Tracing Vellum(DR316 p42) – Very thin sheet of vellum, used to trace the page 
  underneath. 
  Training Treats(DR334 p87) – Grants a +2 bonus on Handle Animal checks when 
  training an animal with a new trick. 
  Twine(Dun p033) – Multi-use in dungeons. 
  Vest, Tactical(DR323 p103) – Able to access small objects without provoking an 
  Attack of Opportunity. 
  Waking Herbs(DR323 p103) – Able to restore consciousness when smelled. 
  Wand Bracer(Dun p033) – Easy access to up to five wands. 
  Ward Warsled(Frost p81) – pulled by Wargs. 
  Wax Impression Block(DR316 p42) – When a key needs to be covertly copied, the 
  first step is to press it into one of these wax blocks.  An expert can later copy 
  the key based on the impression. 
  Wing Clips(DR344 p109) – Similar to a Bear Trap, but weighing 40 pounds.  
  Intended to be thrown at a passing Dragon’s wing.  If it hits, the trap closes 
  & weighs down the wing.  Enough can force a Dragon (or other winged 
  creature) to the ground. 
  Wolfsbane(DR331 p34) – When properly prepared, can be used as a touch attack 
  on a Lycanthrope.
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
  Poisons 
  Page 41 
  Poisons 
   
  Poisons are created with Craft (Poisonmaking).  Sorted by ‘Type’ and then by ‘Fortitude DC’. 
   
  Poisons 
  Reference 
  Type 
  Fort 
  DC 
  Initial 
  Secondary 
  Price  
  (in gp) 
  DC to 
  Create 
  Trap CR 
  Adjust 18
  Ice Toad Bile 
  (Frost p016) 
  Contact 
  12 
  1d4 Strength damage 
  Unconsciousness  
  for 1d4 hours 
  250 
   
  +4 
  Carrion Crawler 
  Brain Juice 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Contact 
  13 
  Paralysis for 2d6 minutes 
  — 
  200 
  15 
  +1 
  Fire Coral Extract 
  (Storm p013) 
  Contact 
  13 
  Nauseated 
  1d4 Dexterity damage 
  150 
   
  +2 
  Nitharit 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Contact 
  13 
  — 
  3d6 Constitution damage 
  650 
  20 
  +4 
  Snow Spider Blood 
  (Frost p016) 
  Contact 
  13 
  Paralysis for 1 minute 
  — 
  750 
   
  +1 
  Malyss Root Paste 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Contact 
  16 
  1 Dexterity damage 
  2d4 Dexterity damage 
  500 
  20 
  +3 
  Sassone Leaf 
  Residue 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Contact 
  16 
  2d12 HP damage 
  1d6 Constitution damage 
  300 
  20 
  +3 
  Terinav Root 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Contact 
  16 
  1d6 Dexterity damage 
  2d6 Dexterity damage 
  750 
  25 
  +5 
  Black Lotus Extract 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Contact 
  20 
  3d6 Constitution damage 
  3d6 Constitution damage 
  4,500 
  35 
  +8 
  Dragon Bile 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Contact 
  26 
  3d6 Strength damage 
  — 
  1,500 
  30 
  +6 
  Striped Toadstool 
  (DMG p297) 
  (CAdv p98)+ 
  (DR349 p87)+ 
  Ingested 
  11 
  1 Wisdom damage 
  2d6 Wisdom damage  
  & 1d4 Intelligence damage 
  180 
  15 
   
  Arsenic 
  (DMG p297) 
  (CAdv p98)+ 
  (DR349 p87)+ 
  Ingested 
  13 
  1 Constitution damage 
  1d8 Constitution damage 
  120 
  15 
   
  Id Moss 
  (DMG p297) 
  (CAdv p98)+ 
  (DR349 p87)+ 
  Ingested 
  14 
  1d4 Intelligence damage 
  2d6 Intelligence damage 
  125 
  15 
   
  Oil of Taggit 
  (DMG p297) 
  (CAdv p98)+ 
  (DR349 p87)+ 
  Ingested 
  15 
  — 
  Unconsciousness 
  for 1d3 hours 
  90 
  15 
   
  Lich Dust 
  (DMG p297) 
  (CAdv p98)+ 
  (DR349 p87)+ 
  Ingested 
  17 
  2d6 Strength damage 
  1d6 Strength damage 
  250 
  20 
   
  Dark Reaver Powder 
  (DMG p297) 
  (CAdv p98)+ 
  Ingested 
  18 
  2d6 Constitution damage 
  1d6 Constitution damage 
  & 1d6 Strength damage 
  300 
  25 
   
  Sekolah’s Judgment 
  (Storm p013) 
  Ingested 
  18 
  1d6 Constitution damage 
  & Nauseated for 2d6 rnds 19
  3d6 Constitution damage 
  3,000 
   
  +5 
  Cave Terror 
  (Und p67) 
  Ingested 
  20 
  Confusion 
  1d4 Intelligence damage 
  200 
  25 
   
  Virile Madness 
  (Und p67) 
  Ingested 
  20 
  +1d2 bonus to Strength 
  +1d2 bonus to Constitution 
  1d4 Intelligence damage 
  & 1d4 Wisdom damage 
  +1d2 bonus to Strength 
  1d4 Intelligence damage 
  & 1d4 Wisdom damage 
  1,200 
  25 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
                                                   
  18 If poison is used in a Trap, increase the Trap’s DC by the indicated amount. 
  19 On a successful save, only Nauseated for 1d6 rounds. 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
  Poisons 
  Page 42 
  Poisons 
  Reference 
  Type 
  Fort 
  DC 
  Initial 
  Secondary 
  Price  
  (in gp) 
  DC to 
  Create 
  Trap CR 
  Adjust 18
  Snowflake Lichen 
  Powder 
  (Frost p016) 
  Inhaled 
  11 
  1 Strength damage 
  1 Dexterity damage 
  75 
   
  +2 
  Stun Gas 
  (Und p67) 
  Inhaled 
  12 
  Stunned for 1 round 
  Stunned for 1d4 rounds 
  40 
   
   
  White Pudding 
  Essence 
  (Frost p016) 
  Inhaled 
  13 
  1d2 Wisdom damage 
  1d2 Intelligence damage  
  & 1d2 Wisdom damage 
  500 
   
  +4 
  Icegaunt Dust 
  (Frost p016) 
  Inhaled 
  14 
  1d6 Constitution damage 
  2d4 Constitution damage 
  & 2d4 Dexterity damage 
  1,500 
   
  +6 
  Insanity Mist 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Inhaled 
  15 
  1d4 Wisdom damage 
  2d6 Wisdom damage 
  1,500 
  20 
  +4 
  Ungol Dust 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Inhaled 
  15 
  1 Charisma damage 
  1d6 Charisma damage  
  & 1 Charisma Drain 
  1,000 
  20 
  +3 
  Yellow Urchin 
  Extract 
  (Storm p013) 
  Inhaled 20 
  15 
  1d4 Dexterity damage 
  & 1d4 Wisdom damage 
  1d6 Dexterity damage 
  & 1d8 Wisdom damage 
  800 
   
  +3 
  Burnt Othur Fumes 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Inhaled 
  18 
  1 Constitution Drain 
  3d6 Constitution damage 
  2,100 
  25 
  +6 
  Small Centipede 
  Poison 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Injury 
  10 
  1d2 Dexterity damage 
  1d2 Dexterity damage 
  90 
  15 
  +1 
  Black Adder Venom 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Injury 
  12 
  1d6 Constitution damage 
  1d6 Constitution damage 
  120 
  15 
  +1 
  Bloodroot 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Injury 
  12 
  — 
  1d4 Constitution damage  
  & 1d3 Wisdom damage 
  100 
  12 
  +1 
  Chilblain Brain Juice 
  (Frost p016) 
  Injury 
  12 
  1 Dexterity damage 
  1d4 Dexterity damage 
  110 
   
  +2 
  Cone Snail Venom 
  (Storm p013) 
  Injury 
  12 
  1d4 Constitution damage 
  1d4 Constitution damage  
  & Paralysis 
  120 
   
  +2 
  Medium-sized Spider 
  Venom 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Injury 
  12 
  1d4 Strength damage 
  1d4 Strength damage 
  150 
  15 
  +2 
  Drow Poison 
  (DMG p297) 
  (CAdv p98)+  
  (Und p67) 
  (DR349 p87)+ 
  Injury 
  13 
  Unconsciousness  
  for 1 minute 
  Unconsciousness  
  for 1d3 hours 
  75 
  15 
   
  Greenblood Oil 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Injury 
  13 
  1 Constitution damage 
  1d2 Constitution damage 
  100 
  15 
  +1 
  Blue Whinnis 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Injury 
  14 
  1 Constitution damage 
  Unconsciousness  
  for 1d3 hours 
  120 
  14 
  +1 
  Giant Wasp Poison 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Injury 
  14 
  1d6 Dexterity damage 
  1d6 Dexterity damage 
  210 
  20 
  +3 
  Large Scorpion 
  Venom 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Injury 
  14 
  1d4 Constitution damage 
  1d4 Constitution damage 
  200 
  20 
  +3 
  Stonefish Venom 
  (Storm p013) 
  Injury 
  14 
  1d8 Dexterity damage 
  1d4 Constitution damage 
  180 
   
  +2 
  Woolly Mammoth 
  Eye Juice 
  (Frost p016) 
  Injury 
  14 
  1d2 Strength damage  
  & 1d2 Dexterity damage 
  1d4 Strength damage 
  140 
   
  +4 
  Yeti Oil 
  (Frost p016) 
  Injury 
  15 
  1d4 Dexterity damage 
  1d4 Dexterity damage 
  100 
   
  +2 
  Sea Snake Venom 
  (Storm p013) 
  Injury 
  16 
  1d6 Constitution damage 
  1d6 Constitution damage 
  1,100 
   
  +4 
  Shadow Essence 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Injury 
  17 
  1 Strength Drain 
  2d6 Strength damage 
  250 
  20 
  +3 
  Wyvern Poison 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Injury 
  17 
  2d6 Constitution damage 
  2d6 Constitution damage 
  3,000 
  25 
  +5 
  Sickstone Unguent 
  (Storm p013) 
  Injury 
  19 
  1d4 Constitution damage 
  1d4 Constitution Drain 
  1,500 
   
   
  Deathblade 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Injury 
  20 
  1d6 Constitution damage 
  2d6 Constitution damage 
  1,800 
  25 
  +5 
  Purple Worm Poison 
  (DMG p297) 
  (CAdv p98)+ 
  (DMG p74)+ 
  Injury 
  25 
  1d6 Strength damage 
  2d6 Strength damage 
  700 
  20 
  +4 
   
  There is an article on enhancing poisons with Feat: Brew Potion, including the poison becoming Empowered, gaining Spell Resistance (vs. Neutralize Poison), or   
  oozing out an inflicted person’s skin (causing a 2nd person to be poisoned on touch).  This information can be found in Dragon #322 p50. 
                                                   
  20 Unlike most poisons, this Inhaled poison works underwater.  When released, it forms a 10’ area where any waterbreathing creature “inhales” the poisoin.  Lasts 
  for 10 minutes unless taken away by a strong current. 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Unusual Materials & Construction Techniques 
   
  Page 43 
  Unusual Materials & Construction Techniques 
   
  None of the materials listed below are inherently magical, so none of them will show up via Detect Magic, they function as listed in Dead Magic Zones, etc. 
  All weapons, armor, & shields that use exotic materials & techniques must be manufactured with Masterwork Quality. 
   
  Armor & Shields 
   
  Unusual Materials for 
  Armor & Shields 
  Description 
  Game Effect 
  Cost 
  Adamantine 
  (DMG p283) 
  Black metal 
  Light Armor 
  –  Damage Reduction 1 / — 
  Medium Armor –  Damage Reduction 2 / — 
  Heavy Armor 
  –  Damage Reduction 3 / — 
   +5,000 gp – Light Armor 
  +10,000 gp – Medium Armor 
  +15,000 gp – Heavy Armor 
  Aurorum 
  (BoED p38) 
  Luminous Steel that 
  gleams with indigo 
  If sundered, the pieces will reconnect if touched together 
  (typically a Full Round Action) 
   +4,000 gp 
  Blue Ice 
  (Frost p80) 
  Dark blue opaque ice that 
  doesn’t melt 
  Heavy Armor counts as Medium 
  Medium Armor counts as Light 
  +1 Max Dex modifier 
  –2 Armor Check Penalty 
  Weight 50% less than iron 
  If worn by a creature not protect from cold, he/she receives a 
  –1 penalty on Reflex saves & Initiative checks. 
   
  +750 gp – Light Armor 
   +3,000 gp – Medium Armor 
   +7,000 gp – Heavy Armor 
   
  +750 gp – Shield 
   +400/lb gp – other items 
  Bronzewood 
  (Eb p126) 
  Extremely hard wood 
  Weigh 10% less than steel 
  Armor made from Bronzewood does not have its Armor 
  Check penalty applied to Hide checks in woodlands 
   +4,000 gp – Medium Armor 
   +9,000 gp – Heavy Armor 
   +500/lb gp – other items 
  Ceremonial 
  (DU105 p71) 
  Armor made for parades, 
  parties, etc. 
  ½ Armor bonus to AC 
  ½ Spell Failure 
  +1 Max Dex modifier 
  –2 Armor Check Penalty 
  Armor weighs 50% 
  Does not slow movement 
  2x cost of Masterwork Armor 
  Darkwood 
  (DMG p283) 
  Richly colored wood that 
  is strong & light 
  Weigh 50% less 
  Shields have a –2 Armor Check Penalty 
  10 gp per pound of original 
  weight 
  Dragonhide 
  (DMG p283) 
  Armor and/or shields made 
  from dragon scales & 
  hide 
  The following armors can be made from Dragonhide:  Hide, 
  Banded, Half-Plate, Breastplate, Small Shield, Large 
  Shield. 
  Druids can wear Dragonhide armor without penalty. 
  2x standard price 
  Dwarvencraft Quality 
  (RoS p159) 
  Improvement on 
  Masterwork quality 
  +2 Hardness 
  +10 hp 
  +2 on all saving throws made by the item 
   
  +600 gp 
  Flametouched Iron 
  (Eb p126) 
  Iron speckled with red 
  Wearer receives a +1 Resistance bonus on saves vs. the 
  spells, spell-like abilities, & supernatural abilities of Evil 
  Outsiders 
   +1,000 gp 
  Forestwarden Shroud 
  (RotW p167) 
  Tunic and leggings that go 
  over armor to keep it 
  from getting snagged on 
  underbrush 
  Negates the penalty to Move Silently & Tumble checks 
  when the wearer is moving through ‘undergrowth’ and 
  ‘heavy undergrowth’ (DMG p87). 
  Weights 2 pounds. 
    
  100 gp 
  Leafweave 
  (RotW p168) 
  Alchemically processed 
  leaves as strong as leather 
  May be used with the following armors:  Padded, Leather, 
  Studded Leather, (Darkwood studs so it can be worn by 
  Druids), and Hide. 
  –5% Spell Failure 
  +1 Max Dex modifier 
  –2 Armor Check Penalty 
  Requires a Craft (alchemy) check vs. DC 25 in addition to 
  the Craft (armorsmith) check. 
   
  +740 gp 
  Mithral 
  (DMG p284) 
  Silvery, glistening metal  
  Heavy Armor counts as Medium 
  Medium Armor counts as Light 
  –10% Spell Failure 
  +2 Max Dex modifier 
  –3 Armor Check Penalty 
  Weight 50% less than iron 
   +1,000 gp – Light Armor 
   +4,000 gp – Medium Armor 
   +9,000 gp – Heavy Armor 
   +1,000 gp – Shield 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Unusual Materials & Construction Techniques 
   
  Page 44 
  Unusual Materials for 
  Armor & Shields 
  Description 
  Game Effect 
  Cost 
  Netcutter Spikes 
  (RotW p167) 
  Armor spikes that have an 
  ‘X’ shaped cross-section 
  with each edge sharpened 
  May be used as Armor Spikes. 
  In addition, the wearer receives a +4 Circumstance bonus on 
  Strength or Escape Artist checks to escape from a Net, a 
  Web spell, or similar entangling effect. 
  +10 pounds. 
    
  200 gp 
  Oerthblood 
  (DR351 p45)  
  Metal containing black 
  flacks 
  Light Armor 
  –  Damage Reduction 1 / —  & 
  +1 Luck bonus on saves vs. magic 
  Medium Armor –  Damage Reduction 2 / —  & 
  +2 Luck bonus on saves vs. magic 
  Heavy Armor 
  –  Damage Reduction 3 / —  & 
  +3 Luck bonus on saves vs. magic 
  +10,000 gp – Light Armor 
  +20,000 gp – Medium Armor 
  +30,000 gp – Heavy Armor 
  Starmetal 
  (CArc p141) 
  Green metal 
  Light Armor 
  –  Damage Reduction 1 / — 
  Medium Armor –  Damage Reduction 2 / — 
  Heavy Armor 
  –  Damage Reduction 3 / — 
   +5,000 gp – Light Armor 
  +10,000 gp – Medium Armor 
  +15,000 gp – Heavy Armor 
  Susalian Chainweave 
  (CWar p136) 
  A secret technique of 
  weaving chainmail 
  Metal-based armor gains Damage Reduction 3 / Piercing. 
  +28,000 gp – Light Armor 
  +35,000 gp – Medium Armor 
  +42,000 gp – Heavy Armor 
  Thistledown Suit 
  (RotW p168) 
  A quilted fabric used in 
  place of the normal 
  padding for metal armor 
  or as Padded Armor. 
  +1 Armor check penalty 
  –5% Spell Failure 
  Requires a Craft (tailoring) check vs. DC 15 to create. 
  Same weight as the standard armor padding. 
    
  250 gp 
  Wildwood 
  (RotW p169) 
  Strong wood that can still 
  regrow after harvested 
  May be used to make armors that normally use metal (such 
  as Breastplate).  Druids can wear such armor. 
  Always treated as Masterwork quality (bonus included 
  below). 
  –1 Armor bonus to AC 
  –5% Spell Failure 
  +1 Max Dex modifier 
  –2 Armor Check Penalty, and Armor Check Penalty does not 
  apply to Hide checks in Undergrowth. 
  When used to replace steel in armor, the armor weighs 75%. 
  If exposed to natural sunlight, the armor “heals” 1 hp per 
  day.  If left to soak in water for 8 hours, it heals 5 hp. 
  Requires a Craft (woodworking) check in addition to the 
  Craft (armorsmith) check (same DC). 
  Double cost of “normal” 
  Masterwork armor of the 
  same type, though 
  manufacturing time is the 
  same as Masterwork. 
  Ysgardian Heartwire 
  (BoED p38) 
  Thin, strong wire that is 
  used to reinforce the 
  vulnerable areas of armor 
  +2 AC to avoid having a Critical Confirmed only. 
  May only be added to Chain Shirts, Chainmail, or Heavy 
  Armor 
   +1,500 gp 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Unusual Materials & Construction Techniques 
   
  Page 45 
  Weapons 
   
  Unusual Materials for 
  Weapons 
  Description 
  Game Effect 
  Cost 
  Adamantine 
  (DMG p283) 
  Black metal 
  Able to bypass certain types of Damage Reduction. 
  Have 30% hp than steel weapons. 
   
  +60 gp – Ammunition 
   +3,000 gp – Weapon 
  Aurorum 
  (BoED p38) 
  Luminous steel that gleams 
  with indigo 
  If sundered, the pieces will reconnect if touched together 
  (typically a Full Round Action) 
   +4,000 gp 
  Blue Ice 
  (Frost p80) 
  Dark blue opaque ice that 
  doesn’t melt 
  Slashing weapons have a +1 Enhancement bonus on 
  damage. 
  50% lighter than steel. 
   
  +500 gp 
  Byeshk 
  (Eb p126) 
  Purple sheen 
  Bludgeoning weapons have a +1 Enhancement bonus on 
  damage. 
  Certain creatures are vulnerable to this metal. 
   +1,500 gp 
  Dwarvencraft Quality 
  (RoS p159) 
  Improvement on 
  Masterwork quality 
  +2 Hardness 
  +10 hp 
  +2 on all saving throws made by the item 
   
  +600 gp 
  Flametouched Iron 
  (Eb p126) 
  Iron speckled with red 
  Weapon is considered Good-aligned 
   +1,000 gp 
  Frystalline 
  (BoED p38) 
  Pale gold crystal 
  Weapon is considered Good-aligned 
   +2,000 gp 
  Iron, Cold 
  (DMG p284) 
  Special iron mined deep 
  underground & forged at 
  low temperatures. 
  Able to bypass certain types of Damage Reduction. 
  2x normal price, plus +2,000 
  for any magical 
  enhancement 
  Oerthblood 
  (DR351 p45) 
  Metal containing black 
  flakes 
  +1 Luck bonus on attack & damage. 
  Foe damaged by  an Oerthblood weapon receives a –1 
  penalty on saves vs. magical effects for 1 round.  The 
  penalties from multiple hits stack. 
   
  +150 gp – Ammunition 
   +6,000 gp – Weapon 
  Pandemonic Silver 
  (CWar p136) 
  Iron bonded with 
  extradimensional silver.  
  Slashing or piercing 
  weapon only 
  All properties of Alchemical Silver. 
  When unsheathed in at least a Light Breeze, the weapon 
  “screams”.  Everyone (except the wielder) within 30’ 
  Cowers for 1d4 rounds (WillNeg).  DC is based on wind: 
  Wind 
  Speed DC 
  Wind 
  Speed  
  DC 
  Light 
  0-10 
  10 
  Windstorm 
  51-74 
  22 
  Moderate 
  11-20 13 
  Hurricane 
  75-154 
  25 
  Strong 
  21-30 16 
  Tornado 
  175-300 
  28 
  Severe 
  31-50 19 
  Slashing or Piercing only 
   +9,000 gp – Light Weapons 
  +11,000 gp – One-Handed 
  or one end of  
  a Double 
  Weapon 
  +13,000 gp – Two-Handed 
  or both ends of 
  a Double 
  Weapon 
  Riedran Crysteel 
  (Eb p126) 
  Iron / crystal alloy 
  If the wielder has at least 1 Psionic power point, the weapon 
  has a +1 Enhancement bonus to damage 
   +1,500 gp 
  Rimefire Ice 
  (Frost p80) 
  Pale blue ice that gives off 
  20’ radius of illumination. 
  Melts if in temeratures 
  over 40 degrees. 
  Fashioned like wood.  Weapons typically made from wood 
  can be formed from Rimefire Ice.  Touching it results in  
  1 Cold damage per round. 
   
  +750 gp – Weapons 
   +500gp/lb – Other objects 
  Serren 
  (BoED p38) 
  Wood 
  Arrows & bolts made from Serren wood gain the Ghost-
  Touch property as an Exceptional (i.e., non-magical) ability 
  Bows made from Serren wood grant the Ghost-Touch 
  property to their ammo as an Exceptional ability. 
   +4,000 gp 
  Silver, Alchemical 
  (DMG p284) 
  Silver bonded with Iron 
  Able to bypass certain types of Damage Reduction. 
  –1 penalty to damage. 
  Cannot be combined with Mithral, Adamantine, or Cold Iron 
   
  +2 gp – Ammunition 
   
  +20 gp – Light Weapon 
   
  +90 gp – One-Handed 
   
  +180 gp – Two-Handed 
  Shiftsilver 
  (DR355 p77) 
  Silver mystically hardened 
  with moonlight and a 
  Shifter’s blood 
  Always Masterwork. 
  Treated as ‘Silver’ for purposes of bypassing Damage 
  Reduction –and– does +2 damage to a creature with DR / 
  silver. 
  If a Shifter forges a Shiftsilver weapon himself with his own 
  blood, the crafter always receives an extra +1 bonus on 
  attacks with the weapon. 
  Working Shiftsilver requires a Craft (weaponsmith) check 
  vs. DC 25 & must be done in the moonlight. 
   +1,500 gp – Weapons 
  Starmetal 
  (CArc p141) 
  Green metal 
  Bypasses Damage Reduction as if it were Adamantine. 
  Does +1d6 damage to Extraplanar creature that are currently 
  on the Material Plane. 
   +5,000 gp – Weapons 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Unusual Materials & Construction Techniques 
   
  Page 46 
  Unusual Materials for 
  Weapons 
  Description 
  Game Effect 
  Cost 
  Stygian Ice 
  (Frost p81) 
  Black ice that oozes pale 
  blue mist. 
  The frozen water of the Styx River in Hell. 
  Contact (including weapon hits & wielding a weapon) do 
  +1d6 Cold damage, plus 2 points of Wisdom damage 
  (WillNeg, DC12).  At 0 Wisdom, the victim takes 2 points 
  of Constitution damage per round.  At 0 Con, the victim 
  rises as a Wraith in 2d4 rounds. 
  Same strength as normal ice.  When a weapon made from 
  Stygian Ice hits, the wielder takes the same damage & 
  effects (RefNeg, DC15). 
   +6,050 gp – Weapons 
  +2,000gp/lb – Other objects 
  Solarian True-Steel 
  (BoED p38) 
  Fine iron with a silvery 
  gleam 
  Gain a +1 bonus a Confirmation roll of a Threatened Critical 
   +1,000 gp 
  Targath 
  (Eb p127) 
  Soft metal 
  Anyone wearing or carrying Targath receives a +2 
  Resistance bonus on Fortitude saves vs. disease.  
  Certain creatures are vulnerable to this metal. 
   
  +3 gp – Ammunition 
   
  +30 gp – Light Weapon 
   
  +100 gp – One-Handed 
   
  +200 gp – Two-Handed 
  Thinaun 
  (CWar p136) 
  Dark glittering steel 
  If a weapon made of Thinaun is in contact with a body when 
  it dies, the creatures soul is trapped in the Thinaun weapon 
  (this applies to the wielder too). While the soul in trapped, 
  the creature cannot be brought back to life.   
  If the weapon is present when an attempt to bring back the 
  creature is made, then only half the material components 
  are needed.   
  If the weapon touches another creature when it dies, its soul 
  is stored in the weapon & the original soul is freed.  The 
  soul is also feed if the weapon is destroyed, 
  +10,000 gp – Light Weapon 
  +15,000 gp – One-Handed 
  or one end of  
  a Double 
  Weapon 
  +20,000 gp – Two-Handed 
  or both ends of 
  a Double 
  Weapon 
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Unusual Materials & Construction Techniques 
   
  Page 47 
  Hardness of Materials 
   
  Material 
  Reference 
  Hard- 
  ness 
  HP / 
  Inch 
  Misc. 
  Ice 
  (PH p166) 
  0 
  3 
   
  Paper 
  (PH p166) 
  0 
  2 
   
  Rope 
  (PH p166) 
  0 
  2 
   
  Glass 
  (PH p166) 
  1 
  1 
   
  Leather 
  (PH p166) 
  2 
  5 
   
  Leafweave 
  (RotW p168) 
  2 
  5 
   
  Rimefire Ice 
  (Frost p80) 
  3 
  5 
  100% weight 
  of wood 
  Melts above 
  40 degrees 
  Darkwood 
  (DMG p283) 
  5 
  10 
  50% weight 
  of wood 
  Soarwood 
  (Eb p126) 
  5 
  10 
  75% weight 
  of wood 
  Wood 
  (PH p166) 
  5 
  10 
   
  Bone 
  (DMG p144) 
  6 
  10 
   
  Livewood 
  (Eb p127) 
  6 
  10 
  150% weight 
  of wood 
  Stone, Sedimentary  
  (e.g., sandstone) 
  (Und p103) 
  6 
  15 
   
  Stone, Sedimentary  
  (e.g., limestone) 
  (Und p103) 
  7 
  15 
   
  Densewood 
  (Eb p126) 
  8 
  20 
  200% weight 
  of wood 
  Dragonshard, 
  Attuned 
  (Eb p127) 
  8 
  20 
   
  Silver, Alchemical 
  (DMG p284) 
  8 
  10 
   
  Stone, Igneous  
  (e.g., basalt) 
  (PH p166) 
  (Und p103) 
  8 
  15 
   
  Material 
  Reference 
  Hard- 
  ness 
  HP / 
  Inch 
  Misc. 
  Bronze 
  (DMG p144) 
  9 
  20 
   
  Stone, Metamorphic  
  (e.g., granite, marble)
  (Und p103) 
  9 
  15 
   
  Targath 
  (Eb p127) 
  9 
  20 
   
  Bronzewood 
  (Eb p126) 
  10 
  20 
  90% weight 
  of iron 
  Blue Ice 
  (Frost p80) 
  10 
  20 
  50% weight 
  of iron 
  Dragonshard, 
  Unattuned 
  (Eb p127) 
  10 
  20 
   
  Flametouched Iron 
  (Eb p126) 
  10 
  30 
   
  Frystalline 
  (BoED p38) 
  10 
  15 
   
  Iron 
  (PH p166) 
  10 
  30 
   
  Iron, Cold 
  (PH p284) 
  10 
  30 
   
  Riedran Crysteel 
  (Eb p127) 
  10 
  20 
   
  Solarian Truesteel 
  (BoED p38) 
  11 
  25 
   
  Mithral 
  (DMG p284) 
  15 
  30 
  50% weight 
  of iron 
  Byeshk 
  (Eb p126) 
  17 
  36 
  150% weight 
  of iron 
  Adamantine 
  (DMG p283) 
  20 
  40 
   
  Starmetal 
  (CArc p141) 
  20 
  40 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Other Equipment 
   
  Page 48 
  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 
   
  Item 
  Cost  
  (in gp) 
  Empty Weight 
  (in lbs) 
  Carries 
  Cart 
  15 
  200 
  ½ ton 
  Sled 
  20 
  300 
  1 ton 
  Wagon 
  35 
  400 
  2 tons 
   
  Dry Goods 
   
  Item 
  Cost  
  (in gp) 
  Empty Weight 
  (in lbs) 
  Holds  
  (in cubic feet) 
  Holds  
  (in pounds) 
  Holds  
  (in gallons) 
  Backpack  
  (for a Medium creature) 
  2 
  2 
  1 
  60 
  — 
  Backpack  
  (for a Small creature) 
  2 
  1/2 
  1/4 
  15 
  — 
  Barrel 
  2 
  30 
  10  
  650 
  75 
  Basket 
  0.4 
  1 
  1  
  20 
  — 
  Bucket 
  0.5 
  2 
  1  
  65 
  7 
  Chest 
  2 
  25 
  2  
  200 
  — 
  Pouch, Belt  
  (for a Medium creature) 
  1 
  1/2 
  1/5 
  10 
  — 
  Pouch, Belt  
  (for a Small creature) 
  1 
  1/8 
  1/20 
  2 ½  
  — 
  Pouch, Spell Component  
  (for a Medium creature) 
  5 
  1/4 
  1/8 
  2 
  — 
  Pouch, Spell Component  
  (for a Small creature) 
  5 
  1/16 
  1/32 
  0.5 
  — 
  Sack  
  (for a Medium creature) 
  0.1 
  1/2 
  1 
  60 
  — 
  Sack  
  (for a Small creature) 
  0.1 
  1/16 
  1/4 
  15 
  — 
  Saddlebags 
  4 
  8 
  5 
  250 
  — 
   
  Liquids 
   
  Item 
  Material 
  Cost  
  (in gp) 
  Empty Weight 
  (in lbs) 
  Holds  
  (in pounds) 
  Holds  
  (in gallons / pints) 
  Bottle, Wine 
  Glass 
  2 
  — 
  1.5 
  1 ½ pints 
  Flask 
  Clay 
  0.03 
  — 
  1 
  1 pint 
  Jug 
  Clay 
  0.03 
  1 
  8 
  1 gallon 
  Mug / Tankard 
  Clay 
  0.02 
  — 
  1 
  1 pint 
  Pitcher 
  Clay 
  0.02 
  1 
  4 
  ½ gallon 
  Pot 
  Iron 
  0.5 
  2 
  8 
  1 gallon 
  Vial, ink or poison 
  Glass 
  1 
  — 
  — 
  1 oz 
  Waterskin  
  (for a Medium creature) 
  Leather 
  1 
  — 
  4 
  ½ gallon 
  Waterskin  
  (for a Small creature) 
  Leather 
  1 
  — 
  1 
  ½ gallon 
  Bucket 
  Wood 
  0.5 
  2 
  65 
  7 gallons 
  Barrel 
  Wood 
  2 
  30 
  650 
  75 gallons 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Other Equipment 
   
  Page 49 
  Power Components 
   
  Spell / XP 
   
  Spell 
  Reference 
  Creature 
  Component 
  XP Value 
  Price 
  Atonement (Evil or Neutral caster) 
  (DR317 p45) 
  (DR332 p56) 
  Eladrin, Ghaele –or– Good Dragon, Old 
  Heart 
  500 
  2,5000 
  Atonement (Good or Neutral caster) 
  (DR317 p45) 
  (DR332 p56) 
  Devil, Ice –or– Evil Dragon, Old 
  Heart 
  500 
  2,500 
  Awaken 
  (DR317 p45) 
  (DR332 p56) 
  Elder Elemental (any) –or–  
  Green Dragon, Old 
  Vital Essence –or– 
  Tongue 
  250 
  1,250 
  Commune (Evil or Neutral caster) 
  (DR317 p45) 
  Lillend 
  Tail 
  100 
  500 
  Commune (Good or Neutral caster) 
  (DR317 p45) 
  Demon, Succubus 
  Lips 
  100 
  500 
  Gate 
  (DR317 p45) 
  Devil, Horned 
  Powdered Brain 
  1,000 
  5,000 
  Limited Wish 
  (DR317 p45) 
  (DR332 p56) 
  Devourer –or– Red Dragon, Very Old 
  Rib Cage –or– Heart 
  300 
  1,500 
  Miracle (Evil or Neutral caster) 
  (DR317 p45) 
  Treant, Elder(ELH p223) 
  Roots (all) 
  5,000 
  25,000 
  Miracle (Good or Neutral caster) 
  (DR317 p45) 
  Slaad, Black(ELH p217) 
  Eyes 
  5,000 
  25,000 
  Permanency + Darkvision 
  (DR317 p45) 
  Nightshade, Nightwalker 
  Eyes 
  1,000 
  5,000 
  Permanency + Detect Magic 
  (DR317 p45) 
  Mummy Lord 
  Wrappings (all) 
  500 
  5,000 
  Permanency + Gust of Wind 
  (DR332 p56) 
  White Dragon, Adult 
  Tongue 
  1,500 
  7,500 
  Permanency + Magic Fang, Greater 
  (DR317 p45) 
  (DR332 p56) 
  Black Dragon, Very Old 
  Fangs 
  1,500 
  7,500 
  Permanency + Phase Door 
  (DR317 p45) 
  Anaxim(ELH p158) 
  Head Blade 
  3,500 
  17,500 
  Permanency + Prismatic Sphere 
  (DR317 p45) 
  (DR332 p56) 
  Celestial Prismatic Dragon, Young 
  Adult(ELH p184) 
  Powdered Skull 
  4,500 
  22,500 
  Permanency + See Invisible 
  (DR332 p56) 
  Dragon, Mature Adult 
  Eyes 
  1,000 
  5,000 
  Permanency + Symbol of Death 
  (DR317 p45) 
  Winterwight(ELH p227) 
  Skull 
  4,000 
  20,000 
  Permanency + Symbol of Pain 
  (DR317 p45) 
  Evil Cleric (20th + lvl) 
  Scalp 
  2,500 
  12,500 
  Planar Ally 
  (DR317 p45) 
  Nightmare, Cauchemar 
  Hooves (all) 
  250 
  1,250 
  Planar Ally, Greater 
  (DR317 p45) 
  Slaad, Death 
  Crushed Claws (all) 
  500 
  2,500 
  Planar Ally, Lesser 
  (DR317 p45) 
  Slaad, Red 
  Powdered Fangs 
  100 
  500 
  Restoration, Greater 
  (DR317 p45) 
  Unicorn, Celestial Charger 
  Horn 
  500 
  2,500 
  Simulacrum 
  (DR317 p45) 
  Golem, Greater Stone 
  Head 
  1,000 
  5,000 
  Vision 
  (DR317 p45) 
  (DR332 p56) 
  Umber Hulk –or–  
  Dragon, Adult 
  Faceted Eyes –or– 
  Brain 
  100 
  500 
  Wish 
  (DR317 p45) 
  (DR332 p56) 
  Gold Dragon, Wyrm 
  Heart 
  5,000 
  25,000 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Other Equipment 
   
  Page 50 
  Spell / Material Component or Focus 
   
  Spell 
  Reference 
  Creature 
  Component 
  XP Value 
  Price 
  Analyze Dweomer 
  (DR318 p48) 
  Lammasu, Golden Protector 
  Brain 
  — 
  1,500 
  Atonement 
  (DR318 p48) 
  Demon, Succubus 
  Tongue 
  — 
  500 
  Bless Water 
  (DR318 p48) 
  Aasimar 
  Fingers (all) 
  — 
  25 
  Clone 
  (DR318 p48) 
  Claw, Golem 
  Primal Clay 
  — 
  1,000 
  Circle of Death 
  (DR318 p48) 
  Spectre 
  Ectoplasm 
  — 
  500 
  Forbiddance 
  (DR318 p48) 
  Demon, Retriever 
  Eyes 
  — 
  1,500 
  Identify 
  (DR318 p48) 
  Archon, Lantern 
  Body 
  — 
  100 
  Legend Lore 
  (DR318 p48) 
  Genie, Djinni 
  Tongue 
  — 
  250 
  Magic Jar 
  (DR318 p48) 
  Vargouille 
  Skull 
  — 
  100 
  Raise Dead 
  (DR318 p48) 
  Nightshade, Nightwalker 
  Heart 
  — 
  5,000 
  Reincarnate 
  (DR318 p48) 
  Couatl 
  Tail 
  — 
  1,000 
  Restoration 
  (DR318 p48) 
  Lizard, Monitor 
  Tail 
  — 
  100 
  Sepia Snake Sigil 
  (DR318 p48) 
  Yuan-Ti, Abomination 
  Tongue 
  — 
  500 
  Shield of Law 
  (DR318 p48) 
  Formian, Taskmaster 
  Cranial Carapace 
  — 
  500 
  Symbol of Death 
  (DR318 p48) 
  Nightshade, Nightwalker 
  Palms 
  — 
  5,000 
  Symbol of Fear 
  (DR318 p48) 
  Demon, Bebilith 
  Mandibles 
  — 
  1,000 
  Symbol of Insanity 
  (DR318 p48) 
  Slaad, Gray 
  Brain 
  — 
  5,000 
  Symbol of Pain 
  (DR318 p48) 
  Monstrous Scorpion, Gargantuan 
  Stinger 
  — 
  1,000 
  Symbol of Persuasion 
  (DR318 p48) 
  Bard (14th +) 
  Tongue 
  — 
  5,000 
  Symbol of Sleep 
  (DR318 p48) 
  Night Hag (10 + HD) 
  Horns 
  — 
  1,000 
  Symbol of Stunning 
  (DR318 p48) 
  Monk (16th +) 
  Fists 
  — 
  5,000 
  Symbol of Weakness 
  (DR318 p48) 
  Devil, Horned 
  Ridges (all) 
  — 
  5,000 
  Teleportation Circle 
  (DR318 p48) 
  Formian, Myrmarch 
  Antennae 
  — 
  1,000 
  True Resurrection 
  (DR318 p48) 
  Gloom (ELH p192) 
  Heart 
  — 
  35,000 
  Wish 
  (DR318 p48) 
  Gold Dragon, Mature Adult 
  Heart 
  — 
  10,000 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Other Equipment 
   
  Page 51 
  Magic Item / XP 
   
  Magic Item 
  Reference 
  Creature 
  Component 
  XP Value 
  Price 
  Armor of Acid Resistance 
  (DR332 p56) 
  Black, Copper, or Green Dragon 
  Shell 
  200 21 
  1,000 
  Armor of Cold Resistance 
  (DR332 p56) 
  Silver or White Dragon 
  Shell 
  200 21 
  1,000 
  Armor of Electricity Resistance 
  (DR332 p56) 
  Blue or Bronze Dragon 
  Shell 
  200 21 
  1,000 
  Armor of Fire Resistance 
  (DR332 p56) 
  Brass, Gold, or Red Dragon 
  Shell 
  200 21 
  1,000 
  Armor of Invulnerability 
  (DR332 p56) 
  Dragon with Damage Reduction 
  Scales 
  600 
  3,000 
  Banded Mail of Luck 
  (DR317 p46) 
  (DR332 p56) 
  Bronze Dragon, Adult 
  Chest Scales (all) 
  756 
  3,780 
  Boots of the Winterlands 
  (DR317 p47) 
  Remorhaz 
  Dried Heat Glans 
  100 
  500 
  Breastplate of Command 
  (DR317 p46) 
  Angel, Planetar 
  Wings 
  1,016 
  5,080 
  Cloak of the Bat 
  (DR317 p47) 
  Nightshade, Nightwind (25+ HD) 
  Wing Membranes 
  1,040 
  5,200 
  Dagger of Venom 
  (DR317 p46) 
  Devil, Barbed 
  Cranial Spine 
  332 
  1,660 
  Demon Armor 
  (DR317 p46) 
  Devil, Horned (21+ HD) 
  Complete Hide 
  2.090 
  10,450 
  Elixir of Fire Breath 
  (DR332 p56) 
  Dragon with a Fire Breath Weapon 
  Tooth 
  44 
  220 
  Flame Tongue 
  (DR317 p46) 
  (DR332 p56) 
  Red Dragon, Adult 
  Tongue 
  829 
  4,145 
  Frost Brand 
  (DR332 p56) 
  White Dragon, Ancient 
  Heart 
  2,179 
  10,895 
  Gauntlets of Ogre Power 
  (DR317 p47) 
  Ogre (6th+ Barbarian) 
  Fists 
  160 
  8,000 
  Hands of the Mage 
  (DR317 p47) 
  Meship (any) 
  Right Hand 
  36 
  180 
  Holy Avenger 
  (DR317 p46) 
  Angel, Solar (Paladin lvl 1st +) 
  Spine 
  4,825 
  24,125 
  Horn of Blasting 
  (DR317 p47) 
  Yrthak (27+ HD) 
  Horn 
  800 
  4,000 
  Intelligent Magic Item 22 
  (DR332 p56) 
  Dragon, Adult 
  Brain 
  400 
  2,000 
  Mirror of Life Traping 
  (DR317 p47) 
  Atropal (ELH p159) 
  Eyes 
  8,000 
  40,000 
  Potion of Cat’s Grace 
  (DR317 p46) 
  Krenshar 
  Tail 
  12 
  60 
  Potion of Cure Moderate Wounds 
  (DR317 p46) 
  Giant Bee 
  Royal Jelly (all) 
  12 
  60 
  Potion of Cure Serious Woudns 
  (DR317 p46) 
  Lion 
  Adrenal Gland 
  30 
  150 
  Potion of Eagle’s Splendor 
  (DR317 p46) 
  Half-Celestial Eagle 
  Feathers (all) 
  12 
  60 
  Potion of Fly 
  (DR317 p46) 
  Pegasus 
  Hooves (all) 
  30 
  150 
  Potion of Fox’s Cunning 
  (DR317 p46) 
  Sprite, Nixie 
  Scales (all) 
  12 
  60 
  Potion of Haste 
  (DR317 p46) 
  Dinosaur, Deinonychus 
  Toe Clasws (all) 
  30 
  150 
  Potion of Invisibility 
  (DR317 p46) 
  Sprite, Grig 
  Atennae 
  12 
  `60 
  Potion of Owl’s Wisdom 
  (DR317 p46) 
  Pseudogragon 
  Crushed Scales (all) 
  12 
  60 
  Potion of Rage 
  (DR317 p46) 
  Giant Wasp 
  Powered Stinger 
  30 
  150 
  Ring of Djinni Calling 
  (DR332 p56) 
  Brass Dragon, Great Wyrm 
  Heart 
  5,000 
  25,000 
  Ring of Energy Resistance (Major) 
  (DR332 p56) 
  Dragon, Adult 
  Blood 
  1,120 
  5,600 
  Ring of Jumping 
  (DR317 p47) 
  Devil, Hellcat 
  Footpads 
  100 
  500 
  Ring of Protection +1 
  (DR317 p47) 
  Xill 
  Scales (all) 
  80 
  400 
  Ring of Spell Storing, Major 
  (DR317 p47) 
  Demilich (25+ HD) (ELH p174) 
  Soul Gems  
  8,000 
  40,000 
  Ring of Wizardry (2) 
  (DR317 p47) 
  Spellcaster (18th +) 
  Larynx 
  1,600 
  8,000 
  Rod of Cancellation 
  (DR317 p47) 
  Beholder 
  Central Eye 
  440 
  2,200 
  Rod of Lordly Might 
  (DR317 p47) 
  Inevitable, Marut (25+ HD) 
  Gear Column 
  2,800 
  14,000 
  Rod of Rulership 
  (DR317 p47) 
  (DR332 p56) 
  Gold Dragon, Mature Adult 
  Feet (all) 
  2,400 
  12,000 
  Rod of Splendor 
  (DR317 p47) 
  Archon, Hound Hero 
  Heart 
  1,000 
  5,000 
                                                   
  21 May be applied multiple times as long as it is always the egg shell of the same type of dragon. 
  22 Item’s alignment must match that of the contributing dragon and the item’s mental ability scores may not be higher than the contributing dragon’s were. 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Other Equipment 
   
  Page 52 
  Magic Item 
  Reference 
  Creature 
  Component 
  XP Value 
  Price 
  Slaying Arrow 
  (DR317 p46) 
  Basilisk 
  Spines (all) 
  91 
  455 
  Sleep Arrow 
  (DR317 p46) 
  Stirge 
  Probiscus 
  5 
  25 
  Spinded Shield 
  (DR317 p46) 
  Findish Manticore (16+ HD) 
  Tail 
  223 
  1,115 
  Staff of Earth and Stone 
  (DR332 p56) 
  Copper Dragon, Great Wyrm 
  Spine 
  3,220 
  16,100 
  Staff of Fire 
  (DR317 p47) 
  Fire Elemental, Elder (40+ HD) 
  Vital Spark 
  710 
  3,550 
  Staff of Frost 
  (DR317 p47) 
  (DR332 p56) 
  White Dragon, Wyrm 
  Jaw Bone 
  2,250 
  11,250 
  Staff of Healing 
  (DR317 p47) 
  Cleric (16th +) 
  Palms 
  1,110 
  5,550 
  Staff of Power 
  (DR317 p47) 
  (DR332 p56) 
  Force Dragon, Adult (ELH p182) 
  Horn 
  8,440 
  42,200 
  Well of Many Worlds 
  (DR317 p47) 
  Titan 
  Skull 
  3,280 
  16,400 
  Winged Shield 
  (DR317 p46) 
  Archon, Trumpt (14+ HD) 
  Flight Feathers (all) 
  690 
  3,450 
  Wand of Bless 
  (DR332 p56) 
  Gold Dragon, Juvenile 
  Horn 
  30 
  150 
  Wand of Fireball 
  (DR332 p56) 
  Red Dragon, Old 
  Horn 
  450 
  2,250 
  Wand of Fog Cloud 
  (DR332 p56) 
  Bronze Dragon, Adult 
  Horn 
  180 
  900 
  Wand of Hold Person 
  (DR332 p56) 
  Silver Dragon, Adult 
  Horn 
  180 
  900 
  Wand of Ice Storm 
  (DR332 p56) 
  White Dragon, Ancient 
  Horn 
  840 
  4,200 
  Wand of Melf’s Acid Arrow 
  (DR332 p56) 
  Black Dragon, Adult 
  Horn 
  180 
  900 
  Wand of Lightning Bolt 
  (DR332 p56) 
  Blue Dragon, Old 
  Horn 
  450 
  2,250 
  Wand of Sleep 
  (DR332 p56) 
  Brass Dragon, Juvenile 
  Horn 
  30 
  150 
  Wand of Slow 
  (DR332 p56) 
  Copper Dragon, Old 
  Horn 
  450 
  2,250 
  Wand of Stinking Cloud 
  (DR332 p56) 
  Green Dragon, Old 
  Horn 
  450 
  2,250 
   
  Mundane Item / GP 
   
  Mundane Item 
  Reference 
  Creature 
  Component 
  XP Value 
  Price 
  Alchemist’s Lab 
  (DR319 p48) 
  Doppelganger 
  Glands (all) 
  — 
  167 
  Antitoxen 
  (DR319 p48) 
  Monstrous Centipede 
  Venom Sacs 
  — 
  17 
  Banded Mail 
  (DR319 p48) 
  Thoqqua 
  Segments (all) 
  — 
  84 
  Belt Pouch 
  (DR319 p48) 
  Toad 
  Hide 
  — 
  0.4 
  Dagger, Masterwork 
  (DR319 p48) 
  Lizardfolk 
  Cranial Scale 
  — 
  51 
  Everburning Torch 
  (DR319 p48) 
  Fire Elemental, Small 
  Vital Spark 
  — 
  37 
  Full Plate 
  (DR319 p48) 
  Bulette 
  Armor Plates (all) 
  — 
  500 
  Full Plate, Masterwork 
  (DR319 p48) 
  Gorgon 
  Hid 
  — 
  550 
  Half-Plate, Masterwork 
  (DR319 p48) 
  Tojanida, Adult 
  Shell 
  — 
  260 
  Leather Armor, Masterwork 
  (DR319 p48) 
  Giant Ant, Worker 
  Dried Carapace 
  — 
  54 
  Longbow, Masterwork 
  (DR319 p48) 
  Ankheg 
  Leg & Sinew 
  — 
  125 
  Longsword, Masterwork 
  (DR319 p48) 
  Giant Bee 
  Stinger 
  — 
  55 
  Magnifying Glass 
  (DR319 p48) 
  Monstrous Spider 
  Eye 
  — 
  34 
  Oil, 1 flank 
  (DR319 p48) 
  Bat 
  Gizzard 
  — 
  0.03 
  Shortspear, Masterwork 
  (DR319 p48) 
  Crocodile 
  Tail Bone 
  — 
  105 
  Spiked Chain, Masterwork 
  (DR319 p48) 
  Snake, Constrictor 
  Spine 
  — 
  109 
  Thunderstone 
  (DR319 p48) 
  Giant Fire Beetle 
  Head 
  — 
  10 
  Tingertwig 
  (DR319 p48) 
  Tiefling 
  Fingers (all) 
  — 
  0.4 
   
   
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Appendix 
   
  Page 53 
  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. 
  February 28, 2007 
  – Added Dragon #344 – #352. 
   
   
  Added Dungeon #135 – #144. 
   
   
  Added Frostburn, Sandstorm, and Stormwrack. 
  October 1, 2007 
  – Added Dragon #135 – #139. 
   
   
  Added Dungeon #145 – #150. 
   
   
  Key to Sourcebooks 
   
   
  PH 
  – 
  Player’s Handbook v.3.5 
  PH2 
  – 
  Player’s Handbook 2 
  DMG 
  – 
  Dungeon Master’s Guide v.3.5 
  DMG2 
  – 
  Dungeon Master’s Guide 2 
  MM 
  – 
  Monster Manual v.3.5 
  MM2 
  – 
  Monster Manual II 
  MM3 
  – 
  Monster Manual III 
  MM4 
  – 
  Monster Manual IV 
  MM5 
  – 
  Monster Manual V 
   
   
   
  CWar 
  – 
  Complete Warrior 
  CDiv 
  – 
  Complete Divine 
  CArc 
  – 
  Complete Arcane 
  CAdv 
  – 
  Complete Adventurer 
  CSco 
  – 
  Complete Scoundrel 
   
   
   
  RoS 
  – 
  Races of Stone 
  RoD 
  – 
  Races of Destiny 
  RotW 
  – 
  Races of the Wild 
  RoE 
  – 
  Races of Eberron 
  RotD 
  – 
  Races of the Dragon 
   
   
   
  Dcn 
  – 
  Draconomicon 
  LM 
  – 
  Libris Mortis 
  LoM 
  – 
  Lords of Madness 
  HotA 
  – 
  Fiendish Codex 1:  Hoards of the Abyss 
  Tot9H 
  – 
  Fiendish Codex 2:  Tyrants of the 9 Hells 
  Drow 
  – 
  Drow of the Underdark 
  BoED 
  – 
  Book of Exalted Deeds 
  FF 
  – 
  Fiend Folio 
  UA 
  – 
  Unearthed Arcana 
   
   
   
  Frost 
  – 
  Frostburn 
  Storm 
  – 
  Stormwrack 
  Sand 
  – 
  Sandstorm 
   
   
   
  FR 
  – 
  Forgotten Realms Campaign Setting 
  MoF 
  – 
  Magic of Faerûn 
  LoD 
  – 
  Lords of Darkness 
  RoF 
  – 
  Races of Faerûn 
  SM 
  – 
  Silver Marches 
  Und 
  – 
  Underdark 
  PGF 
  – 
  Player’s Guide to Faerûn 
   
   
   
  Eb 
  – 
  Eberron Campaign Setting 
  PGE 
  – 
  Player’s Guide to Eberron 
  FoE 
  – 
  Faiths of Eberron 
  RoE 
  – 
  Races of Eberron 
  SoX 
  – 
  Secrets of Xen’drik 
  5Nat 
  – 
  Five Nations 
   
   
   
  DR### 
  – 
  Dragon Magazine (with issue number)  
  (e.g., DR343 is Dragon Magazine #343) 
  DU## 
  – 
  Dungeon Magazine (with issue number) 
   
   
   
   
  3.5up 
  – 
  D&D v.3.5 Accessory Update 
  – 
  http://www.wizards.com/dnd/files/DnD35_update_booklet.zip 
  PH3.5e 
  – 
  Player’s Handbook v.3.5 Errata 
  – 
  http://www.wizards.com/dnd/files/PHB_Errata09242003.zip 
  MM3Errata 
  – 
  Monster Manual III Errata 
  – 
  http://www.wizards.com/dnd/files/MM3_Errata07122006.zip 
  PGFe 
  – 
  Player’s Guide to Faerûn Errata 
  – 
  http://www.wizards.com/dnd/files/PgtF_Errata07192004.zip 
  CDivErrata 
  – 
  Complete Divine Errata 
  – 
  http://www.wizards.com/dnd/files/CompDiv_Errata09102004.zip  
  CArcErrata 
  – 
  Complete Arcane Errata 
  – 
  http://www.wizards.com/dnd/files/CompArcaneErrata03162005.zip  
  CAdvErrata 
  – 
  Complete Adventurer Errata 
  – 
  http://www.wizards.com/dnd/files/CompleteAdventurer_Errata08022005.zip 
  DR334Errata 
  – 
  Dragon 344 Errata 
  – 
  http://paizo.com/dragonissues/344/DR344_Supplement.pdf 
  EbErrata 
  – 
  Eberron Errata 
  – 
  http://www.wizards.com/dnd/files/Eberron_Errata10222004.zip 
  
  Dungeons & Dragons 3.5 Edition Index – Equipment 
   
  October 1, 2007 
   
  Appendix 
   
  Page 54 
  wCity1 
  – 
  Cityscape Web Enhancement #1 
  – 
  http://www.wizards.com/default.asp?x=dnd/we/20070228a 
  wCity3 
  – 
  Cityscape Web Enhancement #3 
  – 
  http://www.wizards.com/default.asp?x=dnd/we/20070314a 
  wRotD1 
  – 
  Races of the Dragon Web Enhancement #1 
  – 
  http://www.wizards.com/default.asp?x=dnd/we/20060127a 
  wRotD2 
  – 
  Races of the Dragon Web Enhancement #2 
  – 
  http://www.wizards.com/default.asp?x=dnd/we/20060420a 
  wLivingSpell1 – 
  WotC Living Spells, part 1 of 4 
  – 
  http://www.wizards.com/default.asp?x=dnd/ls/20060918a 
  wLivingSpell2 – 
  WotC Living Spells, part 2 of 4 
  – 
  http://www.wizards.com/default.asp?x=dnd/ls/20061002a 
  wLivingSpell3 – 
  WotC Living Spells, part 3 of 4 
  – 
  http://www.wizards.com/default.asp?x=dnd/ls/20061026a 
  wLivingSpell4 – 
  WotC Living Spells, part 4 of 4 
  – 
  http://www.wizards.com/default.asp?x=dnd/ls/20070115a 
  wWarforged 
  – 
  Dragonshards – The Warforged 
  – 
  http://www.wizards.com/default.asp?x=dnd/ebds/20050627a 
  wWaterdeep 
  – 
  Waterdeep Web Enhancement 
  – 
  http://www.wizards.com/dnd/files/Noble_House.zip 
  wTot9H 
  – 
  Tyrants of the 9 Hell’s Web Enhancement 
  – 
  http://www.wizards.com/dnd/files/WE_FC2.zip 
   
  Note:  If a Key reference is followed by a “+”, then it is partially superseded the entry above it. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 3.5/Indexes/DnD3.5Index-Equipment.pdf