Rules- Magic Items and Special Materials. in Aertrea | World Anvil
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Rules- Magic Items and Special Materials.

Magic Items and Special Materials

   

Character Wealth by Level:

  • 1st- by class
  • 2nd- 1000 gp
  • 3rd- 3000 gp
  • 4th- 6000 gp
  • 5th- 10500 gp
  • 6th- 16000 gp
  • 7th- 23500 gp
  • 8th- 33000 gp
  • 9th- 46000 gp
  • 10th- 62000 gp
  • 11th- 82000 gp
  • 12th- 108,000
  • 13th- 140,000 gp
  • 14th- 185,000 gp
  • 15th- 240,000 gp
  • 16th- 315,000 gp
  • 17th- 410,000 gp
  • 18th- 530,000 gp
  • 19th- 685,000 gp
  • 20th- 880,000 gp

Optional Rule: Equipping characters above 1st level:

  Each character gets 2 items of their level and 2 items of each lower level down to 1. You may take 2 lesser items for one higher level item following this formula:
  • 2 Items of one level lower (if the original item is level 1-4
  • 2 Items of two levels lower (if the original item is levels 5-16)
  • 2 items of three levels lower (if the original item is level 17 or above)
        Magic Item Slots:
  • One to two Carried items:
  • Rings x2- 2 items
  • Hand Slots: Gloves/Gauntlet slots- 1 item
  • Arm Slots: bracers, bands, bracelets- 1 item
  • Shoulder Slots: cloak, cape- item
  • Neck Slot: necklace, amulet, phylactery, - 1 item
  • Face slot- mask, eye patch, earring, - 1 item
  • Head Slot: helm, headband, hat, crown- 1 item
  • Back Slot: back pack- 1 item
  • Body Slot: shirt, vest, robe- 1 item
  • Armor Slot: armor- 1 item
  • Foot Slot-boots, sandals, anklets,- 1 item
  Item Level: DM permission is required to buy an item above your level. Level is also used to determine equipment when creating PC’s above 1st level. GP Range: this is the cost of the items at this level.
Quick Buy: when creating a PC or buy equipment, you may choose to just use the quick buy number instead of calculating a long list of costs.
Quick Sale: When selling items, you may just use this number to speed up the process.
Sample Items: a list of common items at this level.
Item Level GP Range Quick By Quick Sell Sample Items
1/2 1-50 25 15 1st level potion, 1st level scroll, alchemical item
1 51-150 100 75 MW armor, scroll of 2nd,
2 151-400 250 125 MW weapon, potion 2, scroll 3, Spell Activation 1st 1/D,
3 401-800 600 300 Wand 1, potion 3, Boots of avoiding AoO 1/d, scroll 4,
4 801-1300 1000 500 +1 armor, smallest bag of holding, scroll 5, skill item +3. Item of armor+1, Item of power 1,
5 1301-1800 1500 750 Full Plate, helm of negating cover 2/day, scroll 6, Spell Activation item 1st level 5/D,
6 1801-2300 2000 1000 +1 weapon, smallest handy bag of holding, scroll 7, Item of protection +1, Item of will save +1 profane bonus, Spell Activation Item 2nd LV 1/D,
7 2301-3000 2500 1200 Skill item+5, Tunic of extra bard song +1, scroll 8, Item of Luck to AC +1
8 3001-4000 3500 1750 +2 armor, +2 ability, amulet of natural attacks +1, scroll 9, Item of armor+2, item of power II, Continuous Effect 1st LV if M/L,
9 4001-5000 4500 2225 wand 2, Rod of Metamagic I lesser,
10 5000-6500 6000 3000 boots of striding and springing, Necklace of channel energy +1d6, belt of extra rages x2,
11 6501-8000 7500 3225 +2 weapon, Item of protection +2, Item of will save +2 profane bonus, Continuous effect 1st LV if R/L,
12 8001-10000 9000 4500 +3 armor, Skill item +10. Item of armor+3. Item of Luck to AC +2, item of spell storing 1 LV, item of power III, Rod of Metamagic II lesser, Necklace of Lesser Immunity to Condition,
13 10001-13000 12000 6000 wand 3, boots of speed, armbands of skirmish +2d6, hood of animal companion level +2
14 13001-18000 15000 7500 +3 weapon, +4 armor, +4 ability, amulet of +1 caster level, Item of armor+4, item of protection +3, Item of will save +3 profane bonus, item of power IV, Rod of Metamagic III lesser, Rod of Metamagic IV lesser, Rod of Metamagic I Normal, Amulet of Greater Immunity to Condition,
15 18801-25000 20000 15000 +5 armor, wand 4, skill item +15, Item of armor+5, Item of Luck to AC +3, item of spell storing 2 LV, Item of power V, Item activation LV 6 1/D,
16 25001-35000 30000 15000 +4 weapon, Item of protection +4, Item of will save +4 profane bonus, Item of spell storing 3 LVs, Manual +1 (perm ability increase)
17 35001-48000 45000 22000 +6 ability item, Amulet of natural attacks +3, Item of armor+6, Item of Luck to AC +4, Item of spell storing 4 Lvs, Item of power VI, Rod of Metamagic II Normal, Rod of Metamagic I Greater, ,
18 48001-64000 60000 30000 +5 weapon, Item of armor+7, , item of protection +5, Item of Luck to AC +5, Item of will save +5 profane bonus, Item of spell storing 5 Lvs, Item of power VII, Rod of Metamagic III Normal,
19 64001-80000 75000 35250 Item of armor+8, Item of power VIII, Rod of Metamagic IV Normal, Rod of Metamagic II Greater,
20 80001-100000 90000 45000 Item of power IX, Rod of Metamagic III-IV Greater,

The Categories of Magic Items:

  • Ability Score Enhancement, Permanent
  • Activated Spell-Effect- Standard, with 1-5 daily charges
  • Activated Spell-Effect- Swift, with 1-5 daily charges
  • Armor and Shields
  • Armor-equivalent
  • Armor Class enhancement: Deflection/Natural or Other
  • Class Feature Enhancements
  • Combat Effects
  • Condition Immunity
  • Continuous Spell-Effect
  • Holding/Handy Containers
  • Metamagic
  • Natural Attack Enhancement
  • Reuse Spells
  • Saving Throw Enhancement: resistance/other
  • Single Use- any class- potions
  • Single Use- Restricted to spell list- scroll
  • Skill Enhancement
  • Spell Storing
  • Spell Trigger- Wands
  • Spell Trigger- Staff
  • Weapons
   

Ability Score Enhancement, Permanent

These are single use items, created with wish-level magics that permanently increase an ability score. They do not stack. They require an ongoing activation of 8 hours a day for 30 days (this can be spread out as needed) before the effect is active. These items do not take up any body slots. They are most often tomes or manuals, but could be anything that influences the ability.
Cost to Buy: 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5
Cost to make: (these are extremely rare to find to purchase)
Materials: materials should be CR 16 or higher and match the traits of the desired ability score.  

Activated Spell-Effect- as Standard, with 1-5 daily charges.

This adds to the item the ability to activate a spell-like effect. Activation requires a standard action and may or may not include a command word.
Determine cost: (SL x CL x 1800) and then divide the cost depending upon the number of charges per day. Unless otherwise stated, all charges recharge at dawn. 1 ch divide by 5, 2 ch divide by 2.5, 3 ch divide by 1.6, 4 ch by 1.25, 5 ch by 1)
Cost to Make:
Materials: The item requires a crafter of the level of the item, a matching spell, or an appropriate material from a monster whose CR = level of the item.  
Spell Level 1 CH 2 CH 3 CH 4 CH 5 CH
1 360 720 1125 1440 1800
2 2160 4320 6750 8640 10800
3 5400 10800 16875 21600 27000
4 10800 20160 31500 40320 50400
5 16200 32400 50650 64800 81000
6 23760 47250 74250 95040 118800
Examples:
Boots of Flying: 3/D fly for 5 mins. Activate as standard: 16875
Cape of the Mountebank: 1/D dimension door as standard: 10,080  

Activated Spell-Effect- Command word activated as Swift, with 1-5 daily charges

Cost: CL x SL x 2000 and then divided determined by charges per day: 1 ch divide by 5, 2 ch divide by 2.5, 3 ch divide by 1.6, 4 ch by 1.25, 5 ch by 1)
Cost to Make:
Materials: The item requires a crafter of the level of the item, a matching spell, or an appropriate material from a monster whose CR = level of the item.
 
Spell Level 1 CH 2 Ch 3 CH 4 Ch 5 Ch
1 400 800 1250 1600 2000
2 2400 4800 7500 9600 12000
3 6000 12000 18750 24000 30000
4 11200 22400 35000 44800 56000
5 18000 36000 56250 72000 90000
6 26400 52800 82500 105600 132000
Examples:
Cloak of Displacement (1/D, activate as swift)- 6000 gp  

Armor and Shields

Armor and shield enchantment is always either an enhancement (a plus) or an enhancement-equivalent bonus unless its a spell-effect activation or spell-effect continuous effect (use the cost of that type).
Cost to Make:
Materials: The item requires a crafter of the level of the item, a matching spell, or an appropriate material from a monster whose CR = level of the item.
Cost to Buy: +enhancement (bonus squared x 1000)   +1 equivalent enchantments for armor and shield:
  • Ghost touch: this armor adds its armor bonus to your touch AC vs. incorporeal attacks.
  • Evasion: the class skill functions in this type of armor
  • Fortification: gain fortification 15 x enhancement value of armor
  • Damage Reduction: gain DR/1+2 per total enhancement of armor
  • Spell resistance: gain SR = total enhancement of armor x5+5
  • Combat Maneuver Defense: add enhancement of armor x2 to CMD
  • Bashing (shield only): This shield deals +1d6 untyped damage with a bash attack
  • Elemental Resistance: gain 5 resistance to an element per total enhancement of the armor.
For Example: +1 large shield of fortification and damage reduction (45% fortification & DR 5/-)- 9000 gp  

Armor Equivalent Effect

These items provide an armor bonus to AC. They do not stack with armor.
Cost: Bonus squared x1000). Maximum bonus is +8.
Cost to Make:
Materials: The item requires a crafter of the level of the item, a matching spell, or an appropriate material from a monster whose CR = level of the item. This can be added to any sort of item.
Cost Chart: bonus to cost in GP
  • +1: 1000,
  • +2: 4000,
  • +3: 9000,
  • +4: 16000,
  • +5: 25000,
  • +6: 36000,
  • +7: 49000,
  • +8: 64000
Example: Bracers of armor +4 16,000 gp.  

Armor Class: Deflection/Natural or Other

These items provide either a deflection or natural armor bonus with a maximum of +5.
Cost: bonus squared x 2000.
Cost to Make:
Materials: The item requires a crafter of the level of the item, a matching spell, or an appropriate material from a monster whose CR = level of the item.
Chart Cost:
  • +1: 2000,
  • +2: 8000,
  • +3: 18000,
  • +4: 32000,
  • +5: 50000
Example: Ring of protection +3- 18000 gp  

Class Feature Enhancements:

  • Class feature- additional use a class feature is provided every level (bardic song) is 2000 gp with max 4, 4000 gp if given less frequently with max 2 (barbarian rage).
  • Class feature- increases effective level of class ability is +5000 gp/per attempt, max 2 or +4000 for +4 level increase that can not exceed character level.
  • Class feature- that deals damage +2d6 for 5000 per 1d6, max 2d6 (eldritch blast, sneak attack)
  • Caster level increase +1 (max 1) for 15,000 gp.
  • Cost to Make:
    Materials: The item requires a crafter of the level of the item, a matching spell, or an appropriate material from a monster whose CR = level of the item.
 

Combat Effects:

Immediate action to activate but cover only a single instance:
  • Avoid single attack of opportunity = 800 gp each use with max 5.
  • Negate one instance of cover = 800 gp each use with max 5.
Cost to Make:
Materials: The item requires a crafter of the level of the item, a matching spell, or an appropriate material from a monster whose CR = level of the item.  

Condition Immunity

These items provide continuous magical protection from certain conditions. Any item can have this type of enhancement.
  • Lesser Conditions: adaptio, petrification, disease, curses, blindness- 9000 gp
  • Greater Conditions: wound closure, poison, fear- 15,000 gp
Cost to Make:
Materials: The item requires a crafter of the level of the item, a matching spell, or an appropriate material from a monster whose CR = level of the item.

Continuous Spell-Effect:

Continuous Magic Effects apply a spell effect to the bearer of the item at all times. This can be added to any item.
Note that Continuous effects can be very powerful and all such need to be ok’d by the DM and are granted on probationary status.   Cost to Make:

Materials: The item requires a crafter of the level of the item, a matching spell, or an appropriate material from a monster whose CR = level of the item.
Cost: (SL x CL x 2000 gp) x4 if round/LV, x2 if 1m/l, x1.5 if 10M/L, x.5 if 24H spell
 
Level of Spell R/LV M/LV 10 M/LV 24H
1 8000 4000 3000 1000
2 48000 24000 18000 6000
3 120000 60000 45000 15000
4 224000 112000 84000 28000
Examples:
Cloak of Flying: 60000 gp
Ring of Freedom of Movement: 84000 gp
Helm of Underwater Breathing: 45000 gp
Boots of Striding and Springing: 5500 (3000 gp for continuous longstrider + 2500 for +5 jump)  

Holding/Handy Containers

Containers that are of holding and/or handy contain an extra dimensional space that can hold far more items than is normal considering its normal size and weight. Removing an item from a container of holding requires a full round action. Removing an item from a handy container is a move action. An item can be enchanted with both.
Cost:
  • Holding: weighs 15 lbs, holds 250 lbs, 25 cubic feet per 2500 gp.
  • Handy: minimum 1000 gp, 1000 gp +1000 gp per additional 250 lbs the container could hold.
Cost to Make:
Materials: The item requires a crafter of the level of the item, a matching spell, or an appropriate material from a monster whose CR = level of the item.  

Metamagic Items

These items must be held and are activated as a free action as part of casting a spell. Each is usable three times a day. Determine cost by determining the number of spell levels the metamagic feat would modify a given spell with a minimum of one. Lesser items can be used with spells of level 1-3, normal with levels 4-6, and greater with 7-9. The roman numeral indicates how many spell levels the feat adjusts (extend = I, quicken = 4). This items are traditional rods.
Cost to Make:
Materials: The item requires a crafter of the level of the item, a matching spell, or an appropriate material from a monster whose CR = level of the item.
Cost:
  • Metamagic (feat spell level increase x1.5 x3000 lesser, x12000 for normal, 25000 greater)
  • Rod of Metamagic I: Lesser: 4500 Normal: 18000, Greater: 37500
  • Rod of Metamagic II: Lesser: 9000, Normal: 36000 Greater: 75000
  • Rod of Metamagic III:Lesser: 13500 Normal: 54000 Greater: 112500
  • Rod of Metamagic IV: Lesser: 18000 Normal: 72000 Greater: 150,000
Example: Lesser Rod of extend metamagic- 4500 gp.  

Natural Attack Enhancement

These items bestow a magical enhancement on all of the wielder’s natural attacks. Given the wielder the ability to overcome one specific type of damage reduction can be added for the price of one additional enhancement bonus. A weapon enhancement can likewise be added in the same manner.
Cost: Increase all natural attacks (bonus squared x2500)
Cost to Make:
Materials: The item requires a crafter of the level of the item, a matching spell, or an appropriate material from a monster whose CR = level of the item.
Example: amulet of flaming adamantine natural attacks +1 costs 22500 gp.  

Reuse Spells/Slots

These items are always held when casting a spell (they do not interfere). They are activated as a free action as part of casting a spell. The caster does not lose the memorized spell or expand the spell slot. Each item is usable once per day and is keyed to a specific spell level.
Cost: spell level squared x1000
Cost to Make:
Materials: The item requires a crafter of the level of the item, a matching spell, or an appropriate material from a monster whose CR = level of the item.

Saving Throw Enhancement: resistance/other

These items provide a bonus either to all saves if the bonus is resistance or to a single save if it's a bonus type other than resistance.
Cost:
  • Saves (resistance) (bonus squared x 1000)
  • Save (other) (bonus squared x 2000)
Cost to Make:
Materials: The item requires a crafter of the level of the item, a matching spell, or an appropriate material from a monster whose CR = level of the item.  

Single Use spell completion- any class-potions

These items are single use spell activations that are usable by any capable being. They reproduce a spell of level 1-3 that affects only the user. These items are typically potions. Cost to Make:
Materials: The item requires a crafter of the level of the item, a matching spell, or an appropriate material from a monster whose CR = level of the item.
Cost: (SL x CL x 50).
Level and Cost:
  • 1:50,
  • 2: 300,
  • 3: 750
 

Single Use- Restricted to spell list- scroll

These items are single use spell activations spells that are usable by any being who possesses the ability to use the spell (they have a spell like ability or its on a class list). If this scrolls caster level is higher than the reader’s, they must make a check to use it successfully. These items are traditionally scrolls or rune stones.
Cost to Make:
Materials: The item requires a crafter of the level of the item, a matching spell, or an appropriate material from a monster whose CR = level of the item.
Cost: (SL x Cl x25)
Spell level to cost:
  • 1: 25,
  • 2: 150,
  • 3: 375,
  • 4: 700,
  • 5: 1125,
  • 6: 1650,
  • 7: 2275,
  • 8: 3000,
  • 9: 3375
 

Skill Enhancement

These items provide a competence bonus to a specific skill.
Cost to Make:
Materials: The item requires a crafter of the level of the item, a matching spell, or an appropriate material from a monster whose CR = level of the item.Cost: (bonus squared x 100)
Bonus to cost:
  • +3: 900,
  • +5: 2500,
  • +10: 10,000
  • +15: 225000
 

Spell Storing Item

Spell storing can be added to any item. When a caster casts a spell into the item, it is stored there for further use. It is used as the same action as the casting time of the spell and does not require material components (they are consumed when the spell is stored). They can be created to hold up to 5 total levels of spells.
Cost to Make:
Materials: The item requires a crafter of the level of the item, a matching spell, or an appropriate material from a monster whose CR = level of the item.
Cost: (10000 per level of spells, max 5)

Spell Trigger (wands)


Spell trigger activation is similar to spell completion, but it’s even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.
The price of a wand is equal to the level of the spell × the creator’s caster level × 750 gp

Eternal Wands:


Eternal wands can hold a spell from 1st-3rd level with a maximum caster level of 6. They are spell trigger devices with two charges that renew each day at dawn.
Price 1,000 gp (0 level), 2,000 gp (1st level), 12,000 gp (2nd level), 30,000 gp (3rd level) Weight -
       

Spell Trigger Items (Staffs)


A staff is a long shaft that stores several spells. Staves usually hold spells grouped by a theme, and sometimes possess other abilities that they grant to the wielder. A staff has 10 charges when created, but can be recharged by a spellcaster with the appropriate spells.
  PHYSICAL DESCRIPTION: A typical staff measures anywhere from 4 feet to 7 feet long and is 2 inches to 3 inches thick, weighing about 5 pounds. Most staves are wood, but an exotic few are bone, metal, or even glass. A staff often has a gem or some device at its tip or is shod in metal at one or both ends. Staves are often decorated with carvings or runes. A typical staff also functions as a walking stick, quarterstaff, or cudgel. It has AC 7, 10 hit points, hardness 5, and a break DC of 24.
  ACTIVATION: Staves use the spell trigger activation method, so casting a spell from a staff is usually a standard action that doesn’t provoke attacks of opportunity. If the spell being cast has a longer casting time than 1 standard action, however, it takes the full casting time to cast the spell from a staff. To activate a staff, a character must hold it forth in at least one hand (or whatever passes for a hand, for nonhumanoid creatures).
Spell Trigger: Spell trigger activation is similar to spell completion, but it’s even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.

  USING STAVES: Staves use the wielder’s ability score and relevant feats to set the DC for saves against their spells. Unlike with other sorts of magic items, the wielder can use his caster level when activating the power of the staff if it’s higher than the caster level of the staff. This means that staves are far more potent in the hands of a powerful spellcaster. Because they use the wielder’s ability score to set the save DC for the spells, spells from a staff are often harder to resist than those from other magic items, which use the minimum ability score required to cast the spell. Not only are aspects of the spell dependent on caster level (range, duration, and so on) potentially higher, but spells from a staff are also harder to dispel and have a better chance of overcoming spell resistance.
  Charges and Recharging: Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. When a staff runs out of charges, it cannot be used until it is recharged. Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power, so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff. A staff cannot gain more than one charge per day, and a caster cannot imbue more than one staff per day.
Cost:
The materials cost is subsumed in the cost of creation: 400 gp × the level of the highest-level spell × the level of the caster, plus 75% of the value of the next most costly ability (300 gp × the level of the spell × the level of the caster), plus 1/2 the value of any other abilities (200 gp × the level of the spell × the level of the caster). Staves are always fully charged (10 charges) when created.

Weapons:

Weapons are enchanted with enhancements (+’s) or enhancement equivalent effects. A weapon can have a maximum of +10 in enhancements.
Cost to Make:
Materials: The item requires a crafter of the level of the item, a matching spell, or an appropriate material from a monster whose CR = level of the item.Costs: (bonus squared x 2000)
Cost to enhancement:
  • +1 = 2000,
  • +2 = 8000,
  • +3 = 18,000,
  • +4 = 32,000,
  • +5 50,000 gp
Equivalent to +1:
  • +Energy Damage:fire, cold, acid, electrical (all at +1d6), force (1d4), sonic (1d4)
  • +Planar Damage this adds additional damage to a foe with the opposed alignment and counts as a weapon of that alignment: : holy (good), axiomatic (law), chaotic (chaos), unholy (evil) +1d6 damage.
  • +Energy burst (on Crit): deals +2d6 or +2d4 of elemental or energy damage on successful critical hit.
  • +Keen/Impact: doubles critical range
  • +Ghost Touch: This weapon Effects incorporeal enemies normally.
  • +Bane: This weapon gains +2 higher enhancement and deals +2d6 damage against a specific type of enemy.
  • +spell storing: hold 1 spell of upto 3rd level that must be cast into the weapon and can be cast as either a standard action or with an immediate action on a successful hit.
  • +Returning (thrown weapon only): returns to spot thrown from at end of turn, must be within 5’ to catch.
  • +Wounding: deals 1 pt of bleeding damage per hit.
  • +Vicious: +2d6 damage untyped, weilder takes 1d6
  • +Ability damage on touch: 1/day per enhancement bonus, with touch attack deal 1d6 of an appropriate ability damage.
 

Special Materials

  Adamantine
Armor: armor check penalty -1, hardness 20, +33% normal HP, provide the DR below.
Shield: Cost 1000 gp
Light: DR 1/- Cost: 5000 gp
Medium DR 2/- Cost 10,000 gp
Heavy DR 3/- Cost 15,000 gp
  Weapon: hardness 20, +33% normal HP, ignore hardness less than 20.
Cost: +3000 gp   Mithral
Armor: for all armors increases max dex +1 and armor check penalty -1, arcane spell failure -10%., hardness 15 and +20% HP, armor counts as one step less.
Light armor or shield: +1000 gp
Medium Armor: +4000 gp; counts as light armor,
Heavy Armor: +10000 gp, counts as medium armor
Weapon: Hardness 15 and 20% more HP, overcomes DR as if silver.
Weapon cost +1000 gp   Cold Iron
Weapon
Cost +250 gp, Hardness 10 and 20% more HP, overcomes some DR.
Ammunition +2 gp per item.
  Alchemical Silver, Useful against certain enemies with damage reduction.
Ammunition +2 gp each
Weapon +100 gp.   Darkwood Shields:
Shields: Cost +300 gp, no armor check penalty

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