Arms & Armor 3.5

Arms & Armor
(Revised and Expanded 3.5 Edition)


Arms & Armor is the latest release from Bastion Press. Although Bastion Press pretty much just puts out d20 products (not surprisingly since it was founded by an ex-TSR/WOTC guy, Jim Butler), most of their products tend to be a bit on the quirky side. That is, they don't necessarily appeal to a wide audience. This book, Arms & Armor, is an exception - it's a great reference for anyone playing D&D/d20 3.5.

The title pretty much sums up what's in it. Half the book is devoted to weapons, about one third armor, and the rest misc stuff relating to both. It essentially combines the material on weapons and armor from the d20 SRD/D&D PHB/DMG with a whole lot of new material, plus some of the best stuff culled from the pages of over a 100 other d20 books (the joys of the OGL!). Essentially specific types of weapons and armor plus lots and lots of magical qualities.

There was a version of this book for 3.0, and was one of the first Bastion Press products, but it's been updated to 3.5 and expanded quite a bit. It also includes Epic level stuff. And it's hardcover, which in this case, is helpful, since it's quite likely to see a lot of use.

One of the big things that changed in 3.5 from 3.0, is how damage reduction worked. Used to be, magic weapons worked pretty much against all forms of damage reduction in critters. Not so in 3.5 - you often need a specific enchantment or a weapon made out of a certain material. This has led somewhat to golf bag syndrome, that is, characters carry along a large assortment of weapons, one for each situation, rather than just relying on the one with the best magic. So while the 3.0 version of this book was useful, the update for 3.5 is even more so.

Is that a Skean Dhu in your pocket, or are you happy to see me?

The first chapter is on weapons. The PHB has maybe 50 weapons in it. This has maybe 4 times that, including a large selection of Asian themed weapons and even some African themed weapons borrowed from Atlas Games' excellent "Nyambe". Unfortunately, the originating culture isn't always obvious (the Asian ones are, since they have Asian names in parentheses), it would have been nice to have the culture it came from noted.


Some of the Asian themed ones are: Dragon Whisker Fork (sort of a funky trident), Ta Mo Dagger (sounds like a rapper, actually, but is a double dagger/baton combo), Heaven Lotus Phoenix Tail (brother of Joaquin). Way too many to mention. Most are fairly small objects, but with very wicked looking blades on them. Some with chains. A rake if you want to stat up Groundskeeper Willie.

Not as many spears as I would think. Bane spear, which is sort of a spear - mace combo (I think they used these on American Gladiators, only these aren't padded); Double Headed Spear (kinda obvious); Jump Spear (for attacking while jumping down from trees); Hook Spear (for tripping. Yar); Elf Spear (like a human's spear, only thinner and pointier); and Wolf Spear (not sure, exactly, funky head).

A lot of new swords though. Too many to mention, but I liked the "Cicada Wing" or "Chan Zi Dao), which is sort of like a double short sword, but with wing like things to stick people with, too; the "Double-Bladed Sword", which has two sword blades parallel to each other - if it had one more, it would be almost like the sword in "The Sword and the Sorcerer".

Also interesting is the Claymore, which is more or less a Greatsword, except it does a more variable amount of damage. The Greatsword does 2d6 of damage, while the Claymore does 1d12. (Oddly enough, no armored kilts or sequined gowns in the armor section).

Axes get pretty good coverage, too. As perhaps fitting their blunt (in a metaphorical sense, not physical) nature, they all have very descriptive names. Blood Axe, Chained Axe, Crushing Axe, Elephant Axe, Hooked Axe. One exception is the "Widowmaker Axe", especially since the whole point of pretty much all weapons is to make widows.

When it comes to new weapons in an RPG, or at least a combat orientated one, you have to ask - is this weapon so good that everyone would use it? For the most part, this book avoids this. The only real exception is the "Weighted Greatsword", which is like a Greatsword, but better, in both terms of damage, and critical range. I'm also not sure it makes sense, physics wise. Basically, it's a great sword, but has a weight near the end of it, to make it hit harder. But, part of the point of a sword is that the tip is lighter, so you can swing it faster. Like corking a baseball bat. I think any advantage you gain from the weight would be offset by the increased difficulty in swinging the thing (ie, while the end might weigh more, you would be swinging it slower, since it's harder to swing). I wouldn't let this thing in my game (Corked bats either. Sorry Sammy.)

There are a couple other weapons that do similar damage (2d8), but they all have major drawbacks, making their use unlikely by most characters, probably only suitable for NPCs.


Earlier versions of D&D handled magical weapons somewhat fuzzily, on a case by case basis. 3.0 (and now 3.5) tried to standardize this somewhat, by having standard magical qualities that can be applied to any sort of weapon, generally based around an adjective (this was seemingly borrowed from computer RPGs). For instance, "Flaming" means the weapon always does an extra 1d6 of fire damage.

This books has a whole bunch of new qualities, as well as repeating the basic ones from the SRD for the sake of completeness.

There are tables for you to roll items up randomly. However, these tables have a few bugs or glitches in them.

For one, this book has two new qualities that are like Vorpal (ie, has a chance of killing someone on a critical), but for weapons that are pointy (Skewering) or bludgeoning (Crushing). Really, these 3 qualities should only take up one entry on the table, because it really depends on the weapon. Obvious, if you are making a magical mace, Vorpal or Skewering is no good. So there shouldn't be separate entries on the table for each.

Also, on the "Base Enchantment table", which is apparently actually for enchantments that are smaller than minor, there are 3 entries for "Gadlings". As near as I can tell from the text of the book, a "Gadling" is something that goes on a gauntlet. So I don't understand how they fit in with weapons, in general. They're just something that go on gauntlets.


Lastly, there are "Weapons of Valor", which are essentially specific (but not unique), premade magical weapons. It reprints the ones from the SRD/DMG, so there are the old standbys, the Frost Brand and the Flame Tongue and the Luck Blade.

A lot of new stuff. The Elemental (War) Fork, for Druids, The Exterminator for Orkins, The Spiderblade (just sort of spider-themed, great for Trick or Treating). Staves for each school of magic. So now your Evoker can go around looking like an Evoker, not a common wizard.

In some cases, these weapons have abilities beyond the magical qualities. In some cases, it would have been nice for a quality to have been built around the weapon's ability. For instance, the "Silent Dagger". As you might guess, it helps make the user more silent. But why not make this aspect a quality? Okay, there already is a "Silent", but that's for ammunition. Something like the enchantment of the dagger would have been cool for something like a short sword.


Some of these get illustrations, along with a quote from an owner of that item, endorsing it, much like a car commercial.

For instance, for "Black Thresher", the quote from the owner is "Don't fear me; just a warrior with a flail. Not even smart enough to buy a sword like everyone else. Just a little closer now...". Heh. (Worked for Isuzu).

Every girl's crazy about a sharp dressed elf...

So, that pretty much covers the "Arms" aspect of the book. The Armor section pretty much follows the same basic pattern, first armor types, then armor magical qualities, then specific magical armor.

Most of the weapons in the book passed my "Is this so good that everyone would use it?" test, but the same isn't true of the armor.

One of the changes from early versions of D&D to D&D 3.0/3.5, is that what armor a character uses really depends on what their dexterity is. It used to be, characters with a high dexterity would always get a bonus to their armor class, but now, that bonus is limited by the armor. Generally speaking, heavier armor limits the bonus, and so on average, the most you could get, total (in terms of armor protection plus dexterity bonus) was about +8, plus or minus one or two.

For instance, the Chain shirt adds +4 to defense, but has a maximum dexterity bonus of +4 (for a total of +8). A Breastplate adds +5 to defense, but only has a maximum dex bonus of +3 (again, for +8). Leather adds +2 to defense, +8 max dex bonus. Etc. Some, like Chainmail, are a bit lower (+5 defense, +2 dex bonus), some a bit higher, like Full Plate (+8 defense, +1 max dex bonus), but in that range.

This book features several bits of armor that breaks this general rule. The most egregious is probably "Double Plate", which gives a +12 defensive bonus. Now in theory, in terms of physics/logic, it does make sense, it's just plate armor that has really big plates. But it probably needed more drawbacks added to it than it has (basically, there is just a strength requirement of 16, plus it's a bit slower than normal). But it's so good that just about everyone who could, would use it, because it's far better than regular full plate. Okay, it is a somewhat expensive, 3500 gp vs full plate's 1500 gp, but 3500 gp is not much for even low level adventurers/warriors.

Another example of this is "Plated Leather", which is essentially a bit better than a chain shirt (A Chain Shirt is +4, Max dex +4, this is +4, Max dex bonus +5). But then in the description it says "Characters not proficient in plated leather find the plates awkward and confining". That's somewhat at odds with it having a high max dex bonus.

Personally, I think the book could have introduced something like the exotic weapon proficiency for the more exotic sorts of armor, or at least the ones described as being awkward for those not used to wearing them.

And honestly, that said, I think I might be too nit-picky. None of the armor is particularly munchkiny. All of the armor also has reasonable arcane spell casting failure rates.

Also worth mentioning (but something I probably wouldn't use), is a system for using armor as a way to stop damage, as opposed to armor making a target harder to hit.

There's maybe 15 pages of specific magical armor, one notable piece that amused me is the Beaded Armor of Odor. Perfect for hippies. Also amusing is the "Valkyrie Armor", which is built for a human female. But if a persistent male dons it anyway, he gets a rather nasty surprise. (Or maybe blessing, if he was simply a crossdresser)

Last night I hold Aladdin's Lamp...

If Epic Level items weren't enough, there's a chapter on artifacts and legends. This section actually introduces a couple different ways of having magical items evolve with the character. That is, as the player gets more powerful, so does the item. The first and simplest, is that legendary weapons have "tiers", which are essentially power levels, which only show up when the wielder has reached certain prerequisites. Which is a certain base attack bonus, plus relevant feats (starting with Weapon Focus. Nothing too weird. And nothing exclusive).

If that doesn't float your boat, there's also Scions, which turns the wielders of the items into allegedly trendy cars. Not really. Rather, Scions are prestige classes, but instead of getting special powers from the class, the weapon gets special powers when used by the character. There are 4 types of scions, each mirroring the 4 basic archetypes (Fighter, Rogue, Arcane Spell Guy, Religious Type).

As prestige classes go, they seem about right. They are essentially the core class with most the frills stripped (save one or two, plus a small bonus, like to hit dice or something), plus an ability gained by the weapon. The ability gained by the weapon varies from weapon to weapon, usually topping out with the weapon becoming +5 at 10th level.

I can see a character doing this if they really really liked the weapon, like Sledge Hammer loved his gun. But from a game standpoint, probably not worth it, a character loses out on inherent powers and flexibility in favor of powering up a weapon. Which isn't that great. Depends a lot on how common magic items are in your game, too. And if they lose the weapon, they can trade in their Scion class levels for the appropriate regular core class levels.

Another innovation of sorts in 3rd Edition D&D over previous ones, is that the effects of what materials an item is made out of has been standardized. So rather than things like Mithril and Adamantine and Gummi being just descriptive, they also have quantitative and qualitative properties. This book does introduce a whole lot of new materials (just 5 pages worth), but does add some interesting new stuff. On one end is Chromium, which essentially lets you chrome your weapons and armor, for that '50s Detroit look. On the other is Tensile Mercury, which is somewhat like Robert Patrick from Terminator 2. Basically, it can be shaped into any sort of weapon or armor depending on the whim of the user (though it requires a feat and has some other drawbacks).

A very small (4 pages), but very useful chapter is on "Cursed" items. I really liked this chapter - while a lot of the "Cursed" items are essentially useless or harmful, there's also a lot of smaller curses, which are mostly nuisances or slight drawbacks. The one I really like are "Requirement" curses, which are essentially conditions that have to be met to for the item to work. This can vary from some sort of tangible sacrifice, like destroying x amount of money per day, to eating or sleeping more, to having to go on a quest, or to something as odd as the character having to change his or her name. On a related note, there are "Intermittent" Curses, where the item only functions in certain situations. Like if it's dark or cold outside. And then there are the Drawbacks, which are like the traditional D&D style cursed items, where the user changes gender or becomes a hippie.

I really would have liked to have seen this chapter expanded more, it's a great way of modifying magic items, especially powerful ones, so that players will think twice about using them. Not being completely screwed, but often having to choose if using it is worth it or not. And a way to addionally differentiate between items. But even a small chapter really got my creative juices going.

The last chapter in the book is called "Martial Constructs", which for some reason, I keep reading as "Marital Constructs", which brings a smile to my face. Essentially, though, it's magic items that are also mechanical critters. Mostly, things called "Amulet Servitors", which are essentially magic amulets which transform into larger mechanical beasties on command, or when doused in water. Then a few Golems, the Amber and Force Golems, which are fairly conventional, plus "Golem Armor", which is pretty much what it sounds like. That is, a golem that is worn like armor. Except it looks like a giant flying monkey. Which is enough to give me nightmares (I have a phobia about flying monkeys). Also a mechanical stallion. Sadly, no Barbeau-Golems.

While these aren't bad, other than the "Golem Armor", they don't quite fit into the theme of the book ("Arms & Armor"). Personally, I think the space would have been better used if they had reprinted the charts of the weapons and armor stats.

Final Thoughts

The layout is generally good, but a bit step backwards from previous Bastion releases. Usually they put what chapter it is in the outer margin, which makes it very easy to find stuff. In this, the chapter is just at the top of the page, in very small print.

Similarly, while there is an index, there aren't a whole lot of entries in it. Almost resembles a table of contents than an index. Specific weapons, either type or unique magical ones aren't mentioned, either. Like if I wanted to find "Claymore" in the book, it's not in the index, nor is something like "Luck Blade" or "Sword of Life Stealing". Nor is even something like "Swords". The closest to that is "Weapons", which is essentially the start of the chapter. Now granted, this would have taken a lot of time to do, but it is meant to be a reference work, so something like that would be extremely handy.

A lot of the weapons are illustrated (generally in groups of five), but not all. And somewhat confusingly, the illustrations are ordered differently than how the weapons show up in the book. For instance, the "Bane Spear" is illustrated up in the A-Bs, with the "Axe-Hammer" and "Double Chained Axe" and such, but the entry for it is way back in the "S"s, under "Spear, Bane". This happens an awful lot, enough to be something of a hassle.

And as I mentioned earlier, I think the end of the book should have had charts of the weapons and armor stats. It's just so much easier to open up the back of the book for that information when you need it quickly, then paging through the middle.

Most of the art really is weapon illustrations. There's some other, but nothing is really remarkable, either way.

All in all, a heck of a book. A- The only thing really missing from it I think, is the rules for actually making magic weapons to begin with. It would have been handy to include these, including the pricing table, to avoid having to flip through the DMG.

I've probably written more about the flaws in this book than the positives, but that's only because it's like tiny bits of ice in ice cream. Like sometimes, if you have a freezer that doesn't work great, and the ice cream melts and re-freezes, or you buy a really cold ice cream cone then go out in the rain. You can't really see the ice, it's only barely noticeable when you lick it (or skim it), and doesn't matter much once you're finished, but when you eat it, you can taste the little pockets of ice, or rather, it's almost the absence of the good, ice cream taste. The things with this book are just like the ice - very minor, but noticeable when you sit down and read the book, and so something I had to mention. But once digested, you probably won't notice any more.


While nothing is truly essential for d20 except for the PHB and DMG, this book is about as useful as a non-core, non-Wizards of the Coast book gets. I wouldn't use everything in it, but for the most part, not only is it a great reference, it's got a lot of cool new stuff. And it's cheap, by today's prices. $30 for 176 pages, hardcover is a sweet deal nowadays (I just paid $30 for 144 pages of D6 Space a few months ago, and Fields of Blood is 160 pages, $30, but soft-cover, and that came out a year ago). It's funny, Bastion used to have prices somewhat higher than average, now they are somewhat cheaper.

They have a 20 page preview PDF, and you can buy this book in hardcover (there was a special softcover Gen Con edition) or in PDF form from RPG.now. Also available are data files for E-Tools and I think PCGen from Code Monkey
 

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By Tom Gafkjen, Staff Reviewer d20 Magazine Rack

Initiative Round
Arms & Armor v3.5 is a 176 page product from Bastion Press. The authors listed are Jim Butler, Steve Creech, and Kevin Ruesch. This is a 3.5 version update of their previous work. They also added to this supplement by including open source content found in dozens of other products, doubling its size from the previous version. It lists for $14.99 at RPGNow as a pdf and retails for $29.95 in hardcover.

Chapter one breaks down weapons into several interlocking sets of categories. These categories pertain to what training is needed to become proficient in a weapon’s use (simple, martial, or exotic), the weapon’s usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large). It includes four pages of weapon tables along with each new weapon’s description. I liked the diversity of the weapons listed along with the game mechanics involved with several of them. My wife even found a new weapon for her barbarian.

Chapter two deals with weapon qualities and contains a compiled description list of the most popular magical additions to weapons. It contains random generation tables that break these down into categories; Minor (+1 to +2 modifiers), Medium (+3 to +4 modifiers), and Major (+5 to +8 modifiers) along with a couple of random table charts when dealing with weapons that have the following magical qualities; Bane, Class Bane, and Dread. My gaming group, who love to tweak their magic weapons, is going to go nuts over this chapter when I present the book to them. It has everything they would want in a magic weapon.

Chapter three deals with Weapons of Valor or as I call them, pre-generated magic weapons. This chapter contains your old favorites like dagger of venom as well as including many new ones. It also includes several minor and major weapon artifacts. I like the fact that they compiled all these into one place so I don’t have to flip through several books to find the weapon I need.

Chapter four starts our foray into armor. This section outlines many of the more common types of armor found. It contains tables on; light armor, medium armor, heavy armor, and shields & extras. A good description is given on each of the armors. Also included in this chapter are time frames on donning armor, armor size cost modifier and variant rules using armor as damage reduction. In the armor extras section they cover exoskeletons for steam-punk type campaigns.

Chapter five deals with armor qualities and, once again, contains a compiled description of the most popular magical additions. It contains random generation tables that break these down into categories; Minor (+1 to +2 modifiers), Medium (+3 to +4 modifiers), and Major (+5 to +10 modifiers). I am impressed with the overwhelming amount of magical options available in this chapter. It has something for every type of character class.

Chapter six describes Armor of Gallantry or pre-generated magic armor. This section describes the wealth of miscellaneous magical armors, along with magic items that grant armor class, movement, mobility, and other defenses. It contains random generation tables for Minor, Medium, Major, and Epic magic armor. It also includes several minor and major armor artifacts.

Chapter seven covers new materials. Weapons and armor can be crafted from nearly any substance and this chapter gives plenty to choose from. There are descriptions of about 24 new materials and also a small section on increasing the durability of weapons and armor.

Chapter eight brings us more optional rules. It starts out covering divine and legendry weapons and rules covering such. There are optional prestige classes called Scions that devote themselves to using their legendry weapon and they are as follows; Battle Scions, Faith Scions, Spell Scions, and Swift Scions. Each prestige class also has an example legendry weapon in its description.

Magic ability chains is the next item covered. Magical ability chain refers to, when upgrading an item, adding a more powerful ability that is closely related or similar to an ability that the item already possesses. Taking advantage of this synergy makes it easier to upgrade an item’s power and they have examples of weapons and armor magic ability chains.

There is a small part on intelligent weapons. When generating a special purpose for intelligent weapons, there is a 20% chance of it having an extraordinary special purpose and several of these are covered here like Battle Seeker, Defender and a couple others.

Outsider weapons are the last thing covered in chapter eight. It describes a category of magic weapons that derive their power from an extra-planar creature whose essence is bound into the weapon itself, the weapons creation and abilities. The end result is usually an intelligent magic weapon. I found this part very interesting and plan on using this as my primary way in creation of intelligent items and introducing them to my players.

Chapter nine covers cursed items. It starts with descriptions of random generic curses like delusions or intermittent functioning and then gets into specific cursed items like helm of opposite alignment. I am not one for using cursed items, for me this would be the least used chapter of the book.

Chapter ten discusses martial constructs. The following section details some of the more unusual types of arms and armor: golems. It starts with Amulet Servitors, they are constructs designed to be concealed when not in use, collapsing to form a small amulet of tightly wound metal. Next is Golem Armor. This armor itself can serve as an ordinary golem if unoccupied. The inside of the golem is hollow, and a Medium-size humanoid can fit comfortably inside. In this fashion, the golem can be worn as protective and animated armor. Finally it introduces several different types of golems; Amber, Force Guardian, and the Silver Steeds of Inarial.

Critical Hit
By combining all of the popular abilities into one book, this makes it tremendously useful for those of us that design our own weapons or armor. It gives one area of reference, helping to continue the flow of the game instead of spending all your time looking through different books for all your magical abilities.

Critical Fumble
The art in this product is black and white and many of them appear low resolution. The presentation would have been better to include several color pictures and/or higher resolution images.

Coup de Grace
I highly recommend this product to everyone, GMs and players alike. Even though the art of questionable quality, it plays such a small part in this products usefulness. With this book, there is no more paging through dozens of other supplements trying to find that particular ability you were looking for. With approximately 200 weapon and 200 armor magical abilities described, there is something here that will fit your needs.

Final Grade: A
 

Arms & Armor 3.5



Let me start off this review by saying that I don't allow many 3rd party books in my game. Tome of Horrors II and the Creature Collections are about it.

And now, Arms & Armor 3.5.

I had read some good stuff about the book, checked out other reviews online and looked at Bastion Press's free sample of the book. Everything I read lead me to want to buy it, and I wasn't disappointed.

Essentially, this book is, as one might expect, chock full of weapons, armor and magic items.

It's hardcover, and the interior art is black and white. While I'm not a big fan of the artwork, I bought this book to be a sourcebook for weapons and armor, not purty pictures. That said, I do wish more of the weapons were illustrated, but it's not enough to make me not recommend the book.

Also, while there's very little whitespace, it's sometimes difficult to tell just exactly where one chapter ends, as the titles for the different chapters are relatively small and, if you're not paying attention, you may find yourself in a new chapter. Again, not really a biggie as far as the utility of the book goes.

Chapter 1: Weapons
Yep, you can easily guess what chapter is about. Sharp pointy things to make soft squishy things bleed. Okay, to be fair, they're not all sharp or pointy (some are blunt). Whatever, there's a metric assload of weapons here. The chart itself is in itty bitty print and takes up pages 6 thru 9.

Pages 10 through half of page 34 give the descriptions of the weapons. As a nice touch, the weapons from the PHB (sorry, sorry..I meah the SRD..yeah..that's the ticket) are also listed. While this is a little repetitive, I like it because it means all of my weapons choices are in one book (well, except for the odd weapons in books like Frostburn and such, but you know what I mean).

There's a good selection of weapons here. My favorite items, though, are the different types of arrows. There are alchemical arrows, axehead arrows, barbed arrows, grappling arrows, hollow arrows, ironshod arrows, lung puncture arrows, penetrating arrows, piercing arrows and sonic arrows. Man. That's some kinda goodness for archers, which I generally find to be rather boring.

There's info on Masterwork Weapons and double weapons that can be separated (and used as single weapons) rounding out this chapter.

Chapter 2: Weapon Qualities
This chapter includes a bunch of new qualities to give magic weapons. Charts let you roll up the new AND old qualities. This gives the chapter an incredible amount of utility.

One thing that some people might find annoying are these blocks of text scattered throughout. They're basically fairly large sidebars that give a quote, sometimes useful but at least always amusing. I actually enjoyed these blocks and not including them really would have saved only two or three pages, not enough to count.

And, in a surprising move (to me at least), there are epic enchantments here! Go epic support!

Just how many qualities are there? Uhm. a lot. Pages 34 to 60 with very little whitespace, a few of those sidebars and decently small text.

Chapter 3: Weapons of Valor
This chapter details specific weapons, such as the assassin's dagger or the adamantine battleaxe. A handy-dandy chart gives a listing of class-oriented weapons (as well as the classes they belong to).

A sidebar details a variant rule for alternate siege weapon payloads. I have a problem with the design of these sidebars, as they have shadowed text that can make it a little difficult on the eyes.

Next up, we get some artifact weapons. And there's a full-page of art on 85, and an ad on the lower half of page 84. Yeah, an ad in the middle of the book. Annoying? To some. Does it steal away from the usefulness of the book? Not at all. Therefore, it's negligible.

Again, the weapon qualities from the DMG..er...SRD are included, which really REALLY makes this another useful section. And this chapter covers pages 61 to 85, so there's a lot of info here, too.

Chapter 4: Armor
I never really feel that most fantasy RPGs have enough armor. No more, not with this book. We get a lot of armor here, from some types "left out" of the SRD (like ring mail) to odd types such as armor of the beetle.

Of course, shields are given a treatment too, and the stuff from the SRD is here as well. I've said it before, and I'll say it again...this increases the usefuless of the chapter immensely.

The chapter rounds out with some info on masterwork armor, armor costs by size, info on donning armor, a few new extras (such as bone armor spikes or a coward's shield and exoskeletons for steampunk games) and a system for armor as damage reduction. Another chunk of rules are included for shield parries. While the armor-as-DR and shield parry rules seem to be solid, I will probably not use them. This is just a matter of personal taste, however.

Chapter 5: Armor Qualities
Chapter Five starts on page 100. It's pretty similar to the weapon qualities chapter, but, y'know, for armor. Very nice chapter, but quite a bit shorter, only going to page 117.

Chapter 6: Armor of Gallantry
Here are your specific armors. One of the neatest new specific armors here (to me at least) is the Armor of the Undead, which can only be worn by undead.

Several "non armor" items are included in this section, and their inclusion strikes me as a little odd. Boots of Striding and Springing are wondrous items, not armor, for instance. Same with helms. Like I said, their inclusion is a little odd, but, what the hell. :-)

This chapter also describes several magical masks. This is a pretty neat concept, IMHO.

The chapter rounds out with some artifacts. Again, I really like the inclusion of epic items in this chapter. Very nice to see some epic support. The chapter ends on page 134.

Chapter 7: New Materials
Need some new materials to spice up your items? This chapter's for you then! This chapter goes through to page 139, and ends with a discussion on durability (and durable items).

Oddly, they didn't include the special materials from the SRD. Considering their attention to doing so with weapons, armor, and magical qualities, this is something of a shock.

There are also two new feats in this section, which deal specifically with the special material tensile mercury.

This is a fun chapter and sure to help throw those PCs for a loop..uh..or to help them combat the forces of darkness of course. Yeah. That's the ticket.

Chapter 8: Artifacts and Legends
This is a chapter full of new rules for powerful magic items. You get a treatment on divine ranks, primal artifacts, artifacts and relics, divine items, legendary weapons and scions. Of these, legendary weapons and scions deserve a closer look.

Legendary weapons I like. A lot. These are weapons that increase thier power as the character goes up in levels. This will go a long way towars making the item a part of the character's concept rather than just a sword to throw away when you pick up a new one with a bigger plus.

Scions are prestige classes (there are four of them) that bond with special weapons. There's the battle scion, spell scion, faith scion and swfit scion. Use them if your character REALLY wants to be able to tie his legend with is weapons. Unfortunately, there's only one scion weapon described for each of the four PrCs, so the DM will have to make up his own to tailor to his campaign (which, IMHO, is not a bad thing).

More stuff in this chapter involves magical ability chains (to increase weapons' capabilities rather than trading in the weapons for a new shiny-pretty) and a discussion on intelligent weapons, including extraordinairy specual purpose powers.

I suggest the DM thinks these over before using them, and they are pretty powerful.

Outsider weapons are covered next. This is a pretty neat idea. Basically, they're magic weapons that have the essence of an outsider bound into them. They're similar to intelligent items.

The chapter ends on page 158.

Chapter 9: Cursed Items
Mm. curses. I haven't read over this in as much detail as I should have, but it basically seems to be a reprint of the cursed items info from the SRD. Again, though, this serves to keep all your weapon stuff pretty much in one book, so I'm all for it!

Chapter 10: Martial Constructs
This is the chapter that "did it" the least for me. Basically, this gives a few new creatures. Now, normally, I LOVES me some new creatures..can't get enough. These though..I don't know. They don't get me really all that excited. I can't put my finger on it. It's the weakest chapter of the book, IMHO. It ends on page 172.

Last stuff
Page 173 and about half of page 174 are the index. No, they don't list items one by one, but most of the major stuff (like divine ranks or tensile mercury) can be found here. The last half of page 174 is an ad. No biggie. Pages 175 and 176 are the OGL. Of special note is Section 15. This has to be the longest. Section 15. EVAR. It's teeny-tiny print and takes up most of the page. As a side note, the entirety of Arms & Armor is OGC except for the artwork, cover and other graphics.

Final Word
This is a beautiful book. If you like weapons and armor, you'll most likely love this book. Extremely useful. I recommend it.

As a side note, it's only slightly more expensive than the 3.0 version of Arms & Armor (which, for some reason, I didn't like). And it's bigger. And it's hardcover.
 

Arms & Armor v3.5 is an update and expansion of one of Bastion's earliest books. Unlike the older version, A&A 3.5 has much more than weapons, armor and magical qualities. There are rules for artifacts at various power levels, armor as damage resistance, possessed items by ousiders, intelligent weapons, shield parries and cursed items as well as new golems and other constructs, Scion PrCs, magical masks and new materials. I have the pdf, not the print book.

The main chapters, 1, 2, 4 and 5, are the listings of weapons, armor and qualities for both. There are enough weapons and armor of all types to customize almost any culture a DM has in mind. Many of the weapons are Asian in theme but that doesn't mean they couldn't be adopted by orc or goblin tribes. One of the things I was looking for was non-lethal weapons and I found a few. The bola, sandsling and stun stones allow slingers to blind and batter opponents into submission; blowgun needles can be covered in paralytic poisons; and nets can be used to immoblize targets. Among the armors there are several that are organic in origin such as oak wood, leaves, webbing, bark (yes, bark), bone and the hides of animals and monsters. All could be used for cultures without metal working. There are very heavy armors such as beetle plate and dwarven plate for those who want the best (and most expensive) non-magical protection. There are even a couple that provide no protection at all and are meant to be enchanted.

The magical qualities of the weapons cover almost any circumstance the DM desires. Spawning creates zombies out of those slain by the weapon, Mire causes the target to stick to the ground, Rending doesn't do any damage to the flesh, but rather to the armor, Balm gives fast healing and a bonus to saves versus disease for its weilder, and Dread is a double strength Bane that can disentegrate on a critial hit. For those who like weapons that use the different types of energy, there are several burst and blast qualities that increase both base and critical damage. There are epic level qualities among the seletcion (such as Dread). As for the armor qualities, they range from those that heal their wearer to providing almost immunity to projectiles. A couple of the more interesting qualities are Firm Faith weapons and armor which are ghostly objects that only divine casters can use and only exist for them, to others it is as if the object is made of air and Phoenix which burns up and brings its wearer back to life.

Before I seriously start to ramble, here are the pros and cons:

Pros- enough weapons and armor for just about anyone, interesting magical qualities, rules for cursed items, armor as DR (something I use), intelligent weapons and new materials

Cons- the art, the quotes found spread about that take up too much space (but not a lot of space), and the chart on page 62 which is not complete by far (I think it was pasted from the old book).

Now you are asking why with those cons, am I giving it a 5. Other than the chart, the quality of art doesn't mean much to me as long as the book is useful. And, if the rating system gave tenths, I would give it a 4.7.
 

A solid update of an old favorite

Arms & Armor 3.5 is an update of an old favorite of mine from Bastion Press. The book weighs in at 176 black and white pages and runs for $29.95. A fair price for the page size.

Looking at it though immediately puts it in a bad light in comparission to the previous version. See, the previous version, while almost as expensive at 96 pages for $24.95, was full color with glossy paper. Looking through this book, the paper is on fairly light stock and non-glossy. Some people didn’t like the art from the previous edition and well, a lot of that art came through and in black and white, it looks considerably worse than it did previously.

What’s stranger to me at least, is that some of the new art used to replace older illustrations, and is actually worse than the previous edition. For example, the golem armor on page 167 looks very out of place. This isn’t always true though. For example, the illustration of the Armor of Valor by James Byrd on page 119 is a solid piece. Other little things cropped up in my reading that I didn’t like. For example, advertising. I’m of the opinion that if it must be done that it should go to the back of the book and should not be in the book. This book breaks that rule twice but on the positive side, unlike some Scarred Lands books, doesn’t devote pages and pages to the ads.

Another little bit that’s annoying is the wasted space with quotes for some of the items. I don’t need the padding to push the page count up. It would be one thing if the quotes were small and off to the side, like a third column or something like GURPS sometimes uses, but their huge, taking up about a fourth of the page.

Lastly, and this is a personal “Why did they do that.”, is their use of Legendary Weapons. See, the Game Mechanics has been doing weapons that grow in strength only if the user enters a PrC called a scion. As the user goes up in levels of that PrC, the weapon gains abilities.

I have no problem with Bastion including this concept here as it’s a good idea. What I found odd thought is that they took the material from Unearthed Arcana and repeated the items from the book instead of making all new. Why does it strike me as odd? Well, if you’re going to repeat something, perhaps coming straight from the source is the best way to do it? If I’m a typical gamer and we’re talking ownership, chances are I’ve got Unearthed Arcana long before I have one of the Game Mechanics books. That means I’ve got the same material twice now with some title changes and as it’s not the original guys doing the material, it might not be what the Game Mechanics would’ve went with. It would’ve been better to get some original Legendary Items instead of copying almost word for word the items from Unearthed Arcana.

Now that’s a lot of petty complaints and issues but they did impact my enjoyment of the book. Outside of that, the book makes a very strong case of providing almost any type of weapon or armor you’ll need for your 3.5 game.

Looking for mundane weapons and armor? You’re covered. They’ve included material in a 3.5 version, so you get light, one-handed, two-handed and ranged weapons, broken up by simple, martial and exotic. They’ve included base weapons like daggers and handaxes and added numerous new items like elephant axes and double chained axes. Some of the weapons probably aren’t appropriate for play, like the Executioner’s sword, an exotic weapon that incurs a –4 penalty if used in combat in addition to it’s exotic penalty unless you’ve got a strength score of 14 or more. Out of place in most campaigns as only the rare magic items require a strength score stat and some other investment. Most fit right into the campaign though and can be used to add a touch of the exotic to almost any campaign.

For weapon enhancements, we have num Why does it strike me as odd? Well, if you’re going to repeat something, perhaps coming straight from the source is the best way to do it? If I’m a typical gamer and we’re talking ownership, chances are I’ve got Unearthed Arcana long before I have one of the Game Mechanics books. That means I’ve got the same material twice now with some title changes and as it’s not the original guys doing the material, it might not be what the Game Mechanics would’ve went with. It would’ve been better to get some original Legendary Items instead of copying almost word for word the items from Unearthed Arcana.

Now that’s a lot of petty complaints and issues but they did impact my enjoyment of the book. Outside of that, the book makes a very strong case of providing almost any type of weapon or armor you’ll need for your 3.5 game.

Looking for mundane weapons and armor? You’re covered. They’ve included material in a 3.5 version, so you get light, one-handed, two-handed and ranged weapons, broken up by simple, martial and exotic. They’ve included base weapons like daggers and handaxes and added numerous new items like elephant axes and double chained axes. Some of the weapons probably aren’t appropriate for play, like the Executioner’s sword, an exotic weapon that incurs a –4 penalty if used in combat in addition to it’s exotic penalty unless you’ve got a strength score of 14 or more. Out of place in most campaigns as only the rare magic items require a strength score stat and some other investment. Most fit right into the campaign though and can be used to add a touch of the exotic to almost any campaign.

Armors are split up by type, so we have light, medium and heavy, with cost, armor bonus, dex bonus, check penalty, spell failure, new movement and weight listed. Some of the new types of armor included the heaviest, double plate, to the old favorites like bone plate. Unlike the weapons, armors have several extras that can be added. Thing’s like armor spikes for bone armor or even a variant exoskeleton armor for steampunk campaigns. For those who want it, rules for having armor act as DR are included as well as shield parry rules.

For weapon enhancements, we have numerous additions like bane and returning, to acid burst and aquatic, where the wielder doesn’t suffer any attack or damage penalties for using the weapon in water. Some of the weapons special abilities reference other Bastion books, like Blood-Linked, where it allows you to use half the damage you’ve dealt as a reservoir for the Blood Power feat from Spells and Magic.

For armor qualities, we have things like arrow catching shields where arrows target the owner instead of other nearby targets or Deathwarding, where the user is immune to all death magic effects.

Some of the more interesting items in the book, include the various class and race oriented bits. For example, we have things like Hammer of the Sun, a hammer perfect for those paladins who hate undead. See, it’s a +4 disrupting Warhammer that’s not only weightless, but sheds daylight as the spell and can cast the spell sunburst. That’s a good deal and perfect for a paladin from the city of Mitrhil from the Scarred Lands setting.

Some of the weapons might bear watching. For example, even though the Unholy Despoiler only has it’s true powers in the hands of a blackguard, I’d never allow a player to have a +7 weapon, much less one that has other powers to it, so that weapon goes to the wayside or has to be reworked for my game.

For races, the racial masks give standard and Bastion press races, something to strive for. Want to make your Asherake in Oathbound even more fierce? Give him an Asherake Mask, granting the creature a +6 bonus on it’s intimidation checks and the ability to cast fear twice a day.

The book brings a lot of different materials together in one place. I think that the art could’ve used another upgrade and that the rules for legendary weapons could’ve used some original material or at least material from the original source and that other little things here and there ding the final overall appeal of the book for me, but it is a book that most GMs will get a lot of use out of either by using the new rules for binding creatures into items or adding that special cursed item to your least favored player.
 

Thanks for the review, Joe. A couple of factual errors that I want to clarify for readers of your review is that there are original Legendary Weapons rules in the book (contrary to your last paragraph). It is not all straight from Game Mechanics/Unearthed Arcana as you imply. If you look closer you will notice that there is a section that allows a weapon to gain power without taking levels in a Scion prestige class. The new mechanics were thoroughly playtested and are quite balanced.

It should also be noted that this book does include epic level weapons and armor, so you will come across +7 weapons that are meant for that type of play. Obviously, if you don't play epic level campaigns, you will want to either scale them down or not use them at all. ;)
 

My bad on that. I mean that the weapons provided, while some had different names, were the same as the material in Unearthed Arcana not that some of the systems, such as the binding, were not original.
 

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