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Arms and Equipment Guide (Dungeons & Dragons…
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Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying… (edition 2003)

by Eric Cagle, Jesse Decker, Jeff Quick, Rich Redman, James Wyatt

Series: Dungeons and Dragons 3rd Edition (WTC 881590000)

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231185,072 (3.27)None
Heroes need to be prepared for anything, which means having the right weapons and gear on hand at all times. The well-stocked pages of this book hold an impressive inventory of merchandise to get you into and out of all manner of trouble, including: A caravanload of equipment, trade goods, alchemical items, poisons, mounts, and vehicles. Over 230 magic weapons and armors, such as the flameshroud axe, lance of the unending charge, and vampire hunter armor. Over 125 magic items, including new artifacts, such as elixir armor, rings of the hive mind, the ghost rod, and the bag of endless caltrops. Rules for vehicle combat on land, sea, and air. Within these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency. To use this accessory, a Dungeon Master also needs the Player’s Handbook and the Dungeon Master’s Guide. A player needs only the Player’s Handbook.… (more)
Member:vidmaster
Title:Arms and Equipment Guide (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Accessory)
Authors:Eric Cagle
Other authors:Jesse Decker, Jeff Quick, Rich Redman, James Wyatt
Info:Wizards of the Coast (2003), Hardcover, 160 pages
Collections:Your library
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Arms and Equipment Guide by Eric Cagle

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A few of the items are welcome additions, but really I'm not a fan of the A&EG. It's 3.0, and the 3.5 class and race books do a better job. The only relatively unique thing is the info on equipment made from primative materials, but for that you'd do better to track down a copy of the now-out-of-print From Stone to Steel published by MonkeyGod Enterprises. ( )
  branadain | Mar 30, 2007 |
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» Add other authors (3 possible)

Author nameRoleType of authorWork?Status
Eric Cagleprimary authorall editionscalculated
Decker, JesseAuthormain authorall editionsconfirmed
Quick, JeffAuthormain authorall editionsconfirmed
Wyatt, JamesAuthormain authorall editionsconfirmed

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Heroes need to be prepared for anything, which means having the right weapons and gear on hand at all times. The well-stocked pages of this book hold an impressive inventory of merchandise to get you into and out of all manner of trouble, including: A caravanload of equipment, trade goods, alchemical items, poisons, mounts, and vehicles. Over 230 magic weapons and armors, such as the flameshroud axe, lance of the unending charge, and vampire hunter armor. Over 125 magic items, including new artifacts, such as elixir armor, rings of the hive mind, the ghost rod, and the bag of endless caltrops. Rules for vehicle combat on land, sea, and air. Within these pages, players and Dungeon Masters will find what they need to outfit their characters for nearly every contingency. To use this accessory, a Dungeon Master also needs the Player’s Handbook and the Dungeon Master’s Guide. A player needs only the Player’s Handbook.

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