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bwtalis Black Wolf Talisman | This crude talisman appears to be nothing more that a flat piece of stone with a wolf's paw painted on it. Despite its simple appearance, the Black Wolf Talisman contains powerful beneficial magic. STATISTICS: Armor Class Bonus: 1 Special: +10 to Max Hit Points Resistance Bonuses +10% Cold Resistance +1 Save vs. Breath Weight: 1 | This crude talisman appears to be nothing more that a flat piece of stone with a wolf's paw painted on it. Despite its simple appearance, the Black Wolf Talisman contains powerful beneficial magic. PARAMÈTRES : Capacités d'équipement : - Classe d'armure : +1 - Jets de sauvegarde : +1 contre les souffles - Points de vie maximum : +10 - Résistance au froid : +10 % Poids : 1 |
mantlecs Mantle of the Coming Storm | This seemingly threadbare robe had become "dormant" upon Lysan's command, so as not to expose herself as a priestess of Auril. When as much as a single snowflake falls upon the robe, it transforms into a scintillating cloak of white that allows the wielder to float above snow drifts and walk through even raging rivers with ease. Most merchants will not wish to purchase this item, or will do so at a very low price, as they see it as a sacred item of Auril the Frost-Maiden and likely to attract her followers... and her displeasure. Created during the ceremonies of the Coming Storm (the onset of winter) to Auril, these robes are specially created to resist flames and allow the wearer to resist any attempt to stop or hold them. Although the priestesses of Auril are naturally resistant to cold and can move through snow and icy rivers with ease, these cloaks amplify the protection of the goddess, allowing the wearer additional cold resistance (which allows a wearer already immune to cold to absorb its power) and even goes so far as to leach the heat from fire attacks directed at the wearer. In addition, the robe may be invoked to allow the wearer to pass over or through any obstacle designed to hold them, whether Web spells, ghoul paralyzation, Hold Person spells and the like. STATISTICS: Special: Casts 'Free Action' (3 Charges) Armor Class Bonus: 1 Resistance Bonuses: +1 Save vs. Paralyzation +30% Cold Resistance +30% Fire Resistance Weight: 1 | This seemingly threadbare robe had become "dormant" upon Lysan's command, so as not to expose herself as a priestess of Auril. When as much as a single snowflake falls upon the robe, it transforms into a scintillating cloak of white that allows the wielder to float above snow drifts and walk through even raging rivers with ease. Most merchants will not wish to purchase this item, or will do so at a very low price, as they see it as a sacred item of Auril the Frost-Maiden and likely to attract her followers... and her displeasure. Created during the ceremonies of the Coming Storm (the onset of winter) to Auril, these robes are specially created to resist flames and allow the wearer to resist any attempt to stop or hold them. Although the priestesses of Auril are naturally resistant to cold and can move through snow and icy rivers with ease, these cloaks amplify the protection of the goddess, allowing the wearer additional cold resistance (which allows a wearer already immune to cold to absorb its power) and even goes so far as to leach the heat from fire attacks directed at the wearer. In addition, the robe may be invoked to allow the wearer to pass over or through any obstacle designed to hold them, whether Web spells, ghoul paralyzation, Hold Person spells and the like. PARAMÈTRES : Capacités d'équipement : - Classe d'armure : +1 - Jets de sauvegarde : +1 contre la paralysie, la mort et les poisons - Résistance au feu : +30 % - Résistance au froid : +30 % Capacités de charge : - Free Action (3 fois par jour) Poids : 0 |
platblk Kresselack's Full Plate Mail | This black plate armor once belonged to the barbarian king, Kresselack the Black Wolf. After Kresselack's death, it was lain into his tomb along with his body. However, the Black Wolf's spirit was punished for his deeds in life and would not find peace in death. It was only some years after the Time of Troubles that a traveling priest of Kelemvor freed him from his torment. Some fragments of Kresselack's soul remained in the world, however, and bonded with his armor, bestowing new abilities on it. Of course, the armor itself was promptly looted by grave robbers once the news of the ghost's banishment from the tomb spread around the nearby towns. Armor Class: -1 Special: 20% resistance to cold Immunity to Level Drain Weight: 70 Requires: 15 Strength | This black plate armor once belonged to the barbarian king, Kresselack the Black Wolf. After Kresselack's death, it was lain into his tomb along with his body. However, the Black Wolf's spirit was punished for his deeds in life and would not find peace in death. It was only some years after the Time of Troubles that a traveling priest of Kelemvor freed him from his torment. Some fragments of Kresselack's soul remained in the world, however, and bonded with his armor, bestowing new abilities on it. Of course, the armor itself was promptly looted by grave robbers once the news of the ghost's banishment from the tomb spread around the nearby towns. Armor Class: -1 Special: 20% resistance to cold Immunity to Level Drain Weight: 70 Requires: 15 Strength Capacités d'équipement : - Classe d'armure : +3 contre les projectiles - Classe d'armure : +3 contre les armes perforantes - Classe d'armure : +4 contre les armes tranchantes - Classe d'armure de base : -1 - Provoque l'échec systématique des sorts profanes - Résistance au froid : +20 % - Immunité au drain de niveaux - Empêche l'utilisation des compétences de voleur - Empêche l'utilisation du camouflage dans l'ombre Poids : 70 Nécessite : - Force : 15 |
whtash Spear of White Ash | Consecrated by Malarite priests hundreds of years ago, this spear was used on High Hunts in preparation for their bloody feasts. It was last in the hands of Old Hunter Wellin, who is believed to have died when he foolishly hunted dryads near the Cloakwood. The weapon is made from a single piece of ash wood topped with a cruel spearhead. STATISTICS: Damage: 1D6 + 3 THAC0: +3 Damage type: Piercing Special: 5% of all hits cause an additional 1d6 points of damage from the barbs on the spearhead Weight: 2 Speed Factor: 3 Proficiency Type: Spear Type: 2-handed | Consecrated by Malarite priests hundreds of years ago, this spear was used on High Hunts in preparation for their bloody feasts. It was last in the hands of Old Hunter Wellin, who is believed to have died when he foolishly hunted dryads near the Cloakwood. The weapon is made from a single piece of ash wood topped with a cruel spearhead. PARAMÈTRES : Capacités de combat : - 6 % de chance d'infliger 1d6 points de dégâts perforants supplémentaires Enchantement : +3 TAC0 : +3 Dégâts : 1d6 +3 Type de dégâts : Perforant Facteur de vitesse : 3 Type de compétence : Lance Type : Arme à 2 mains Poids : 2 Nécessite : - Force : 5 |
xoamulhd House of Despana Insignia | This small obsidian and adamantite amulet has a metal hoop near the top through which a purple and pink ribbon passes. The raised surface of the amulet features the arrow and hexagon glyph of House Despana. Malavon Despana crafted the amulet for his brother, Ilmryn. Legends state that when Malavon and his allies in the church of Vhaeraun attacked the Lolth matriarchy, he had to face his brother, then the Weapons Master of House Despana, in a pitched battle. Just as Ilmryn gained the upper hand, Malavon uttered a secret word that invoked an unknown power within the amulet. Ilmryn was surrounded by a magical barrier that protected him from harm. Since it was ostensibly a beneficial magical effect, Ilmryn's natural magic resistance did not help him resist the amulet's power. When the Weapons Master emerged from the protective sphere, he found himself face to face with over a dozen of the most powerful tanar'ri he had ever seen. He died screaming, cursing his brother's name. STATISTICS: Spell Power: Can cast Blur 1/Day Spell Power: Can cast Melf's Acid Arrow 1/Day Spell Power: Can cast Otiluke's Resilient Sphere 1/Day Weight: 1 lb. | This small obsidian and adamantite amulet has a metal hoop near the top through which a purple and pink ribbon passes. The raised surface of the amulet features the arrow and hexagon glyph of House Despana. Malavon Despana crafted the amulet for his brother, Ilmryn. Legends state that when Malavon and his allies in the church of Vhaeraun attacked the Lolth matriarchy, he had to face his brother, then the Weapons Master of House Despana, in a pitched battle. Just as Ilmryn gained the upper hand, Malavon uttered a secret word that invoked an unknown power within the amulet. Ilmryn was surrounded by a magical barrier that protected him from harm. Since it was ostensibly a beneficial magical effect, Ilmryn's natural magic resistance did not help him resist the amulet's power. When the Weapons Master emerged from the protective sphere, he found himself face to face with over a dozen of the most powerful tanar'ri he had ever seen. He died screaming, cursing his brother's name. PARAMÈTRES : Capacités de charge : - Blur (1 fois par jour) - Melf's Acid Arrow (1 fois par jour) - Otiluke's Resilient Sphere (1 fois par jour) Poids : 1 |
xochancd Chain of Drakkas' Fury | Drakkas Ranul was an outcast Moon Elf with a huge chip on his shoulder. At a very young age, Drakkas was kidnapped by a Drow raiding party and brought up by the Drow to be a pit fighter. At first he fought his fellow kidnap victims in the pits. However, over time, his fellow abductees died from their wounds and poor treatment, thus leaving Drakkas alone to eventually fight monsters of the Drow's choosing. Drakkas persevered, fueled by his ever-growing hatred for his captors, the hopes of one day escaping and then taking revenge on his kidnappers. One day Drakkas got his wish - he was able to escape by stealing his jail cell keys from his lazy night guard, and then stealthfully slipping out into the unforgiving Underdark. He managed to steal a couple of scimitars on his way out, which he put to good use while circumventing the twisted corridors of the Underdark. When he emerged on the surface, he immediately sought out his Moon Elf kin. Unfortunately, when he found his kin, they ostracized him due to his horrendous battle scars. Embittered and outcast, he made it his mission in life to exact the most painful revenge possible on his kidnappers. Drakkas diligently trained in the dark magics, and continued his formidable weapons training as well. When he got to the point where he felt he was ready, he began to sell his services as a mercenary to earn coin and buy better equipment. One thing in particular he eventually wanted was lightweight chain mail that would not interfere with his spell casting. Luck was with him the day he found a Dwarven armorsmith who could accommodate Drakkas' needs. It was not long after until the armor was finished and Drakkas was ready for his mission of revenge. Drakkas disappeared from the people who knew him and utilized his mercenary services, and ventured into the depths of the Underdark, where he was never heard from again. However, his special armor did somehow make it out of the Underdark. No one knows how, but speculation has it that the return of Drakkas' chain mail to the surface world was a subtle message from the Drow. The message, of course, was left to the imagination of the interpreter. STATISTICS: Armor Class: 2 Weight: 30 Requires: 8 Strength Special: Spellcasting and Thieving abilities can be performed without penalties from wearing armor. Attack Bonus: +3 bonus Speed: 1 additional attack per combat round | Drakkas Ranul was an outcast Moon Elf with a huge chip on his shoulder. At a very young age, Drakkas was kidnapped by a Drow raiding party and brought up by the Drow to be a pit fighter. At first he fought his fellow kidnap victims in the pits. However, over time, his fellow abductees died from their wounds and poor treatment, thus leaving Drakkas alone to eventually fight monsters of the Drow's choosing. Drakkas persevered, fueled by his ever-growing hatred for his captors, the hopes of one day escaping and then taking revenge on his kidnappers. One day Drakkas got his wish - he was able to escape by stealing his jail cell keys from his lazy night guard, and then stealthfully slipping out into the unforgiving Underdark. He managed to steal a couple of scimitars on his way out, which he put to good use while circumventing the twisted corridors of the Underdark. When he emerged on the surface, he immediately sought out his Moon Elf kin. Unfortunately, when he found his kin, they ostracized him due to his horrendous battle scars. Embittered and outcast, he made it his mission in life to exact the most painful revenge possible on his kidnappers. Drakkas diligently trained in the dark magics, and continued his formidable weapons training as well. When he got to the point where he felt he was ready, he began to sell his services as a mercenary to earn coin and buy better equipment. One thing in particular he eventually wanted was lightweight chain mail that would not interfere with his spell casting. Luck was with him the day he found a Dwarven armorsmith who could accommodate Drakkas' needs. It was not long after until the armor was finished and Drakkas was ready for his mission of revenge. Drakkas disappeared from the people who knew him and utilized his mercenary services, and ventured into the depths of the Underdark, where he was never heard from again. However, his special armor did somehow make it out of the Underdark. No one knows how, but speculation has it that the return of Drakkas' chain mail to the surface world was a subtle message from the Drow. The message, of course, was left to the imagination of the interpreter. PARAMÈTRES : Capacités d'équipement : - Classe d'armure de base : 2 - TAC0 : +3 - Attaque par round : +1 Poids : 30 Nécessite : - Force : 8 |
xoclubbt Belib's Everlasting Torch | Belib the Wary was arguably the best-equipped adventurer the realms had ever known - or would have been, had he ever actually left his home on one. Just one item from his astounding list of enchanted dungeoneering equipment is his Everlasting Torch. A magical lantern fashioned in the shape of an elaborate wooden torch, the item burns with a bright orange flame that cannot be extinguished - whether dunked in water, buried under several feet of rock, or smashed over the head of a soggy marsh-troll, Belib's Everlasting Torch simply will not be put out. When Belib finally finished the last of his items, he crammed them all into a giant pack - enchanted to hold far more than Belib could normally carry himself, of course - and heaved it onto his shoulders, prepared for the adventure of a lifetime. As Belib crossed the threshold of his dwelling he tripped... and the tiny gnome was instantly crushed beneath his enormous backpack. The bag burst open, its contents scattering across the Waterdeep street where Belib had lived and rapidly vanishing into the hands of various good-for-nothing passersby. Belib's corpse was eventually taken to a temple and raised by a kind-hearted priestess, but by then the last of Belib's enchanted items... and most of the contents of his home... were long gone. Grateful but understandably upset, Belib fashioned a number of unique magical items for the priestess before returning to his family and homeland, forever vanishing from the surface world. STATISTICS: Damage: 1D6 Damage type: Bludgeoning Special: Flaming Burst: +2d6 fire damage and 10% chance of +1d10 extra fire damage Weight: 5 Speed Factor: 4 Proficiency Type: Club Type: 1-handed Requires: 5 Strength | Belib the Wary was arguably the best-equipped adventurer the realms had ever known - or would have been, had he ever actually left his home on one. Just one item from his astounding list of enchanted dungeoneering equipment is his Everlasting Torch. A magical lantern fashioned in the shape of an elaborate wooden torch, the item burns with a bright orange flame that cannot be extinguished - whether dunked in water, buried under several feet of rock, or smashed over the head of a soggy marsh-troll, Belib's Everlasting Torch simply will not be put out. When Belib finally finished the last of his items, he crammed them all into a giant pack - enchanted to hold far more than Belib could normally carry himself, of course - and heaved it onto his shoulders, prepared for the adventure of a lifetime. As Belib crossed the threshold of his dwelling he tripped... and the tiny gnome was instantly crushed beneath his enormous backpack. The bag burst open, its contents scattering across the Waterdeep street where Belib had lived and rapidly vanishing into the hands of various good-for-nothing passersby. Belib's corpse was eventually taken to a temple and raised by a kind-hearted priestess, but by then the last of Belib's enchanted items... and most of the contents of his home... were long gone. Grateful but understandably upset, Belib fashioned a number of unique magical items for the priestess before returning to his family and homeland, forever vanishing from the surface world. PARAMÈTRES : Capacités de combat : - Inflige 2d6 points de dégâts de feu supplémentaires - 11 % de chance d'infliger 1d10 points de dégâts de feu supplémentaires Dégâts : 1d6 Type de dégâts : Contondant Facteur de vitesse : 5 Type de compétence : Gourdin Type : Arme à 1 main Poids : 5 Nécessite : - Force : 5 |
xoflal03 SkullFlail | Skullflail, or "The Flail of Teeth" as it is more commonly known, was constructed in 1035 DR for the barbarian warlord Wychgar. During a battle in the northern wastes which became known as Hallowed Pass, Wychgar lost his three brothers to the orc army led by Kraag the Mighty. Wychgar was distraught and during the night he wandered the battlefield looking for their bodies to take away for proper burial. He stumbled across them and was visited by the brothers' spirits who were trapped between the land of the living and the land of the dead. Unable to help them leave he had their souls stored in the flail with the help of a shaman. The three heads of the flail are his brother's skulls, which are attached to the shaft by silver chains. The three skull-heads grin maniacally at their new life. When the flail is used in combat the three heads bite the target, tearing and rendering flesh. STATISTICS: Damage: 1D6 +5, and +1d4 piercing from the biting skulls THAC0: +4 Damage type: crushing Weight: 4 Speed Factor: 5 Special: 10% chance of an additional 1d6 piercing damage Proficiency Type: Flail/Morningstar Type: 1-handed Requires: 13 Strength | Skullflail, or "The Flail of Teeth" as it is more commonly known, was constructed in 1035 DR for the barbarian warlord Wychgar. During a battle in the northern wastes which became known as Hallowed Pass, Wychgar lost his three brothers to the orc army led by Kraag the Mighty. Wychgar was distraught and during the night he wandered the battlefield looking for their bodies to take away for proper burial. He stumbled across them and was visited by the brothers' spirits who were trapped between the land of the living and the land of the dead. Unable to help them leave he had their souls stored in the flail with the help of a shaman. The three heads of the flail are his brother's skulls, which are attached to the shaft by silver chains. The three skull-heads grin maniacally at their new life. When the flail is used in combat the three heads bite the target, tearing and rendering flesh. PARAMÈTRES : Capacités de combat : - Inflige 1d4 points de dégâts perforants supplémentaires - 11 % de chance d'infliger 1d6 points de dégâts perforants supplémentaires Enchantement : +4 TAC0 : +4 Dégâts : 1d6 +5 Type de dégâts : Contondant Facteur de vitesse : 5 Type de compétence : Fléau d'armes/morgenstern Type : Arme à 1 main Poids : 4 Nécessite : - Force : 13 |
xohfamlk Young Ned's Knucky | This barely recognizable lump of fish bone has been carried as good luck charm in Targos for almost twenty years. The item's history started with the sailor Young Ned of Lonelywood. On one of his fishing trips near Targos, his small boat capsized near the Maer Dualdon shore. He held onto his prize catch, an "unbelievably massive" knucklehead trout, despite being charged by a hungry bear when he reached shore. The bear snatched the majority of the trout away from Ned, leaving him holding the poor fish's tooth-severed head. Ned walked the rest of the way to Targos and kept the head as evidence of his encounter. Over time, Ned started to attribute his good fortune as a sailor to his "lucky knucky". The brigand Marg the Trembler "won" Ned's lucky knucky away from him in a rigged card game. Ned was bitter over being cheated, but he wasn't willing to stand up to Marg to get it back. Marg later used the fish head as currency to buy supplies as he hastily fled from Targos. The man who received the piece of bone held on to it for a few months before handing it off to a friend at the docks. In the years that followed up to the current date, Ned's "lucky knucky" has been traded, won, or sold to over a dozen people in Targos and, once, in Bremen. STATISTICS: Luck: +2 Saving Throw Bonus: +2 to all saving throws Weight: 0 lb. | This barely recognizable lump of fish bone has been carried as good luck charm in Targos for almost twenty years. The item's history started with the sailor Young Ned of Lonelywood. On one of his fishing trips near Targos, his small boat capsized near the Maer Dualdon shore. He held onto his prize catch, an "unbelievably massive" knucklehead trout, despite being charged by a hungry bear when he reached shore. The bear snatched the majority of the trout away from Ned, leaving him holding the poor fish's tooth-severed head. Ned walked the rest of the way to Targos and kept the head as evidence of his encounter. Over time, Ned started to attribute his good fortune as a sailor to his "lucky knucky". The brigand Marg the Trembler "won" Ned's lucky knucky away from him in a rigged card game. Ned was bitter over being cheated, but he wasn't willing to stand up to Marg to get it back. Marg later used the fish head as currency to buy supplies as he hastily fled from Targos. The man who received the piece of bone held on to it for a few months before handing it off to a friend at the docks. In the years that followed up to the current date, Ned's "lucky knucky" has been traded, won, or sold to over a dozen people in Targos and, once, in Bremen. PARAMÈTRES : Capacités d'équipement : - Jets de sauvegarde : +2 - Chance : +2 Poids : 0 |
xohfaxks Kegsplitter of Shaengarne Ford | This worn-looking axe heralds from Shaengarne Ford, a small logging village to the southwest of Targos that borders the Shaengarne River. Although a fearsome-looking weapon, the axe looks like it was intended more for splitting kegs and chopping wood than for use in actual combat, and it looks like it has seen a healthy amount of use felling trees. Kegsplitter was most likely sold to the Gallaway Trade Depot in exchange for foodstuffs and supplies to last Shaengarne Ford through the season. While the axe's great size and weight make it slower than a conventional hand-axe, minor wounding and ever-sharp enchantments have been carved into the haft of the axe, allowing it to split kegs and goblins with ease. STATISTICS: Damage: 1D8 + 3 THAC0: +3 Damage type: Slashing Special: Strength: +1 Slays Constructs Weight: 9 Speed Factor: 8 Proficiency Type: Axe Type: 1-handed | This worn-looking axe heralds from Shaengarne Ford, a small logging village to the southwest of Targos that borders the Shaengarne River. Although a fearsome-looking weapon, the axe looks like it was intended more for splitting kegs and chopping wood than for use in actual combat, and it looks like it has seen a healthy amount of use felling trees. Kegsplitter was most likely sold to the Gallaway Trade Depot in exchange for foodstuffs and supplies to last Shaengarne Ford through the season. While the axe's great size and weight make it slower than a conventional hand-axe, minor wounding and ever-sharp enchantments have been carved into the haft of the axe, allowing it to split kegs and goblins with ease. PARAMÈTRES : Capacités d'équipement : - Force : +1 Capacités de combat : - Tue instantanément les golems Enchantement : +3 TAC0 : +3 Dégâts : 1d8 +3 Type de dégâts : Tranchant Facteur de vitesse : 8 Type de compétence : Hache Type : Arme à 1 main Poids : 9 Nécessite : - Force : 10 |
xohfbtsb Binding Sash of the Black Raven | The Sash of the Black Raven is rumored to be a symbol of one of the disciples of the Black Raven monastery, a sanctuary located deep within the heart of the Spine of the World Mountains. According to legend, the Black Raven is a near mythical figure in Uthgardt legends, a punishing spirit from the underworld who emerged on the surface world many years ago to teach the barbarians humility and break their arrogance. Described as a dark-skinned man with burning eyes and bloodied chains hanging from his wrists, the stories that circle the Black Raven frequently tell of his epic struggles against slavers and injustice throughout the North and the southern kingdoms. Some historians speculate that the Black Raven may have been a drow or half-drow, but others claim that he was a minor or quasi-deity dedicated to ending slavery and oppression. This black sash is made of fine silk, perhaps spider silk, and it is worn looped around the waist. While worn, it helps the wearer focus in combat, freeing his mind of all distractions and channeling his inner energies to defeat his foes. When worn by any class other than a monk, it immediately unknots itself and falls to the ground. STATISTICS: Special: +2 Attack Bonus to all attacks Spellward: Immunity to the spells Confusion, Feeblemind, Sleep, Charm Person, and Cloak of Fear Weight: 0 | The Sash of the Black Raven is rumored to be a symbol of one of the disciples of the Black Raven monastery, a sanctuary located deep within the heart of the Spine of the World Mountains. According to legend, the Black Raven is a near mythical figure in Uthgardt legends, a punishing spirit from the underworld who emerged on the surface world many years ago to teach the barbarians humility and break their arrogance. Described as a dark-skinned man with burning eyes and bloodied chains hanging from his wrists, the stories that circle the Black Raven frequently tell of his epic struggles against slavers and injustice throughout the North and the southern kingdoms. Some historians speculate that the Black Raven may have been a drow or half-drow, but others claim that he was a minor or quasi-deity dedicated to ending slavery and oppression. This black sash is made of fine silk, perhaps spider silk, and it is worn looped around the waist. While worn, it helps the wearer focus in combat, freeing his mind of all distractions and channeling his inner energies to defeat his foes. When worn by any class other than a monk, it immediately unknots itself and falls to the ground. PARAMÈTRES : Capacités d'équipement : - Chances de toucher : +2 - Immunité au sort Charmer une personne - Immunité au sort Charmer une personne ou un mammifère - Immunité au sort Manteau de terreur - Immunité au sort Sommeil - Immunité au sort Débilité mentale - Immunité au sort Confusion Poids : 0 |
xohrsrnp Twelve Paces | This long spear is made of a thick shaft of oak, and it looks like it has been used extensively in hunting arctic boars. It bears numerous sigils and runes along its haft to help it strike straight and true, and when held in a life or death situation, the spear can lash out at an opponent up to five lengths from the wielder, taking the victim down before they can even enter close combat. STATISTICS: Damage: 1D6 + 4 THAC0: +4 Damage type: Piercing Special: Reach of 5 lengths, rather than 2 Spell Power: Can cast Lower Resistance 3/day Weight: 7 Speed Factor: 5 Proficiency Type: Spear Type: 2-handed | This long spear is made of a thick shaft of oak, and it looks like it has been used extensively in hunting arctic boars. It bears numerous sigils and runes along its haft to help it strike straight and true, and when held in a life or death situation, the spear can lash out at an opponent up to five lengths from the wielder, taking the victim down before they can even enter close combat. PARAMÈTRES : Capacités de charge : - Lower Resistance (3 fois par jour) Enchantement : +4 TAC0 : +4 Dégâts : 1d6 +4 Type de dégâts : Perforant Facteur de vitesse : 5 Type de compétence : Lance Type : Arme à 2 mains Poids : 7 Nécessite : - Force : 5 |