Weapons
So first we come at the weapons we find in the Adventuring Equipment chapter. For simplicity I have converted these weapons to fall into the already established ancestry feats about weapons. I leave it to to the players and their GMs to chose appropriately themed weapons for their character concepts/backgrounds. Perhaps in an upcoming post I might change this or provide alternate traits and feats to go with them to deal with the different cultures that some of the ancestries have in Eberron.
After the weapon tables is my custom Weapon Trait and see the ECG's Adventuring Equipment chapter for weapon descriptions.
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Reciprocate: When you make a thrown Strike with this weapon, it flies back to your hand if the Strike is a miss at the end of your turn. If not a Master in the weapon make a DC 15 Athletics or Acrobatics check (Free Action), if check fails or hands are full the weapon falls to the ground in your space.
Gear
Please see ECG Chapter Six for any Descriptions not given here or for further information/fluff.Adventuring Gear
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Alchemical Gear
The Following Special Substances/Alchemical Items in the ECS are redundant in PF2 and replaced by the following versions: Alchemist’s Frost by Frost Vial. Alchemist’s Spark by Bottled Lightning.
Credits
Thank you for checking out Shardfinder 2's latest post on equipment. If you like to support what I am doing please check out my Patreon or Ko-fi accounts (links near top of page.) Special Thanks to Pathfinder RPG (Unofficial) and Eberron (Unoffical) Discords. Please feel free to comment below or discuss with me my posts in Paizo's forums or the Discords I hang out in (Shades_Corvid).
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