Professional Documents
Culture Documents
Armor
Armor Banded Mail Chitin Armor Hide Armor Lamellar Armor Brigandine Armor Armor Brigandine Oriental Brigandine Chain Mail Armor Armor Chain Mail Dark Elven Chain Elven Chain Cuirass Armor Bronze Cuirass Leather Cuirass Wooden Cuirass Gladitorial Armor Armor Gallic Gladiator Armor Samnite Gladiator Armor Thracian Gladiator Armor Half Plate Armor Dark Elven Half Plate Dwarven Half Plate Elven Half Plate Half Plate Helmet * Helmet Cost 125 GP 50 GP 15 GP Weight 30 lbs. 20 lbs. 10 lbs. Improves AC by 4 3 2 Cost 200 GP 80 GP 15 GP 100 GP Weight 35 lbs. 30 lbs. 30 lbs. 35 lbs. Improves AC by 6 6 4 5
Improves AC by 4 4
Improves AC by 5 6 6
Cost 32 GP 82 GP 10 GP
Improves AC by 4 5 1
Improves AC by 8 9 8 7
Cost
Weight
Improves AC by
Cap Coif Sallet Helm (Closed) Helm (Open) Basinet Great Helm Leather Armor Armor Leather Gnomish Workman's Leather Padded Leather Studded Leather Spiked Leather Plate Armor Ankheg Plate Bronze Plate Dwarven Plate Dragon Scale Plate Field Plate Full Plate Oriental Plate Ring Mail Armor Dark Elven Ring Mail Elven Ring Mail Ring Mail Scale Mail Armor Coin Mail Dragon Scale Mail Oriental Scale Mail Scale Mail Sea Elf Scale Mail
3 SP 5 SP 5 GP 5 GP 5 GP 25 GP 30 GP
1 1 2 2 2 3 3
Cost 5 GP 35 GP 4 GP 20 GP 20 GP
Improves AC by 2 3 2 3 3
Improves AC by 7 6 10 10 8 9 7
Improves AC by 6 6 5
Improves AC by 3 7 4 4 6
Shield Shield Body (Tower) Shield Buckler Kote (Oriental) Medium (Kite) Shield Small Shield Splint Mail Armor Splint Mail Bone Mail Cost 10 GP 1 GP 2 GP 7 GP 3 GP Weight 15 lbs. 3 lbs. 2 lbs. 10 lbs. 5 lbs. Improves AC by 2 ** 1 1 1 1
Cost 80 GP 25 GP
Improves AC by 6 4
* Protects from critical strikes. ** +2 versus missiles *** Worn as sleeves, conferring +1 to AC but still allowing the use of both hands. ~ Helms and Thieves: Thieves suffer automatic penalties to hearing if a helm is worn. The following descriptions include penalties to Hearing and Vision checks. If these rules are not used, the penalties for Vision checks should be ignored; for Hearing checks, substitute a -5% penalty to the thief's Hear Noise ability for each -1 Hearing check modifier (e.g., a -3 to a Hearing check is a -15% to the thief's Hear Noise roll). Open-Face Helmet Vision and Hearing: -1 penalty to Vision checks; -2 penalty to Hearing checks (such helms cover the ears entirely except for a small hole). Closed-Face Helmet Vision and Hearing: When the visor is up, Vision and Hearing check penalties are identical for those of open-face helmets. Otherwise, the visored wearer suffers a -2 penalty to all Vision checks and a -3 penalty to Hearing checks. Great Helm Vision and Hearing: -3 penalty to Vision checks; -4 penalty to Hearing checks.
Barding
Light Barding Barding Leather Barding Padded Barding Medium Barding Barding Brigandine Barding Chain Barding Dark Elven Chain Barding Elven Chain Barding Ring Barding Cost 150 GP 150 Weight 60 lbs. 60 lbs. Improves AC by 2 2
Improves AC by 3 4 6 6 3
Scale Barding Heavy Barding Barding Banded Barding Splint Barding Plate Barding Field Plate Barding Full Plate Barding
1,000 GP
75 lbs.
Improves AC by 5 5 7 7 8
Piecemeal Armor
Bonus to AC Per Type of Piece Armor Type Full Suit Improves AC Banded Mail Brigandine Bronze Plate Chain Mail Dark Elven Chain Elven Chain Field Plate Full Plate Plate Mail Scale Mail 6 4 6 5 5 5 8 9 7 4 Breastplate 3 2 3 2 4 4 4 4 3 2 Pauldrons ( Both / 1 ) 2/1 1/0 2/1 2/1 2/1 2/1 2/1 3/1 2/1 2/1 Greaves ( Both / 1) 1/0 1/0 1/0 1/0 1/0 1/0 2/0 2/1 2/1 1/0
Splint Mail 6 3 2/1 1/0 * Oriental Armor is the same as its western counterpart when determining piecemeal values.
Miscellaneous Equipment
Animals
Animals Equipment Boar Bull Calf Camel Capon Cat Chicken Cost 10 GP 20 GP 5 GP 50 GP 3 CP 1 SP 2 CP
Cow Donkey, Mule, or Ass Falcon (trained) Goat Goose Guinea Hen Hunting Cat (Jaguar, etc.) Ox Partridge Peacock Pig Pony Ram Sheep Songbird Swan Dog Equipment Guard Hunting War Elephant Equipment Labor War Horse Equipment Draft Heavy War Light War Medium War Riding Pigeon Equipment Pigeon
10 GP 8 GP 1,000 GP 1 GP 5 CP 2 CP 5,000 GP 15 GP 5 CP 5 SP 3 GP 30 GP 4 GP 2 GP 10 SP 5 SP
Cost 25 GP 17 GP 20 GP
Cost 1 CP
Pigeon, Homing
100 GP
Daily Food
Food Equipment Ale (per gallon) Banquet (per person) Bread Cheese Common Wine (per bottle) Egg or fresh vegetables Grain / Stabling (per day) Honey Meat for one meal Small Beer (per gallon) Soup Household Provisioning Equipment Barrel of Pickled Fish Butter (per lb.) Coarse Sugar (per lb.) Dry Rations (per week) Eggs (per 100) Figs (per lb.) Firewood (per day) Herbs (per lb.) Nuts (per lb.) Raisins (per lb.) Rice (per lb.) Salt (per lb.) Salted Herring (per 100) Spice, Exotic (per lb.) Spice, Rare (per lb.) Spice, Uncommon Tun of Cider (250 gal) Tun of Good Wine (250 gal) Cost 2 SP 10 GP 5 CP 4 SP 2 SP 1 CP 5 SP 5 SP 1 SP 5 CP 5 CP
Cost 3 GP 2 SP 1 GP 10 GP 8 SP 3 SP 3 SP 5 CP 1 GP 2 SP 2 SP 1 SP 1 GP 15 GP 2 GP 1 GP 8 GP 20 GP
Cost 3 SP 5 SP 1 SP
Ingot
Ingots (per bar) Ingot Adamantite Bronze Copper Dwarven Steel Gold Iron Mithril Platinum Silver Steel Value 12,750 GP 3 GP 1 GP 25 GP 2500 GP 10 GP 12,500 GP 25,000 GP 250 GP 15 GP
Lodging
City Rooms (per month) Equipment Common Lodging Poor Lodging Seperate Latrine Inn Lodging (per day / week) Equipment Common Lodging Poor Lodging Cost 20 GP 6 SP 2 GP
Cost 5 SP / 2 GP 5 CP / 2 SP
Miscellaneous Equipment
Belts Equipment Belt Girdle Sash Cost 3 SP 3 GP 2 SP
Cloak Equipment Good Cloth Fine Fur Clothing Equipment Belt Breeches Cap, hat Gloves Gown, Common Hose Knife Sheath Mittens Pin Plain Brooch Silk Jacket Surcoat Sword Scabbard, hanger, baldric Tabard Toga Tunic Vest Footwear Equipment Boots, Riding Boots, Soft Sandals Shoes Robes Equipment Common Embroidered Cost 9 SP 20 GP Cost 3 SP 2 GP 1 SP 1 GP 12 SP 2 GP 3 CP 3 SP 6 GP 10 GP 80 GP 6 SP 4 GP 6 SP 8 CP 8 SP 6 SP Cost 8 SP 50 GP
Cost 3 GP 1 GP 5 CP 1 GP
Services
Services Equipment Bath Clerk (per letter) Doctor, Leech, or Bleeding Guide, in city (per day) Lantern/Torchbearer (per night) Laundry (by load) Messenger, in city (per message) Minstrel (per performance) Mourner (per funeral) Teamster w/wagon Cost 3 CP 2 SP 3 GP 2 SP 1 SP 1 CP 1 SP 3 GP 2 SP 1 SP/Mile
Transport
Services Equipment Barge Caravel Coaster Cog Curragh Drakkar Dromond Galleon Great Galley Knarr Longship Raft or Small Keelboat Sail Sedan Chair Wagon or Cart Wheel Canoe Equipment Cost Cost 500 GP 10,000 GP 5,000 GP 10,000 GP 500 GP 25,000 GP 15,000 GP 50,000 GP 30,000 GP 3,000 GP 10,000 GP 100 GP 20 GP 100 GP 5 GP
Small War Carriage Equipment Common Coach, Ornamented Chariot Equipment Riding War Oar Equipment Common
30 GP 50 GP
Cost 2 GP
Galley 10 GP * Movement rates for this equipment are given in the DMG.
Cost 4 GP 3 GP
Ox 3 GP * These items weigh little individually. Ten of these items weigh one pound.
20 lbs.
Miscellaneous Equipment
Miscellaneous Equipment Equipment Backpack Barrel, small Block and Tackle Bolt Case Bucket Candle Chalk Crampons Fishhook Fishing Net, 10 Ft Sq. Flint and Steel Glass bottle Grappling hook Holy Item (symbol, etc) Hourglass Iron pot Ladder, 10 ft. Magnifying glass Map or scroll case Merchant's scale Mirror, small metal Paper (per sheet) Papyrus (per sheet) Parchment (per sheet) Piton Quiver Sealing/Candle Wax Sewing Needle Signal Whistle Signet Ring or Personal Seal Soap (per lb) Cost 2 GP 2 GP 5 GP 1 GP 5 SP 1 CP 1 CP 4 GP 1 SP 4 GP 5 SP 10 GP 8 SP 25 GP 25 GP 5 SP 5 CP 100 GP 8 SP 2 GP 10 GP 2 GP 8 SP 1 GP 3 CP 8 SP 1 GP 5 SP 8 SP 5 GP 5 SP Weight 2 lbs. 30 lbs. 5 lbs. 1 lbs. 3 lbs. * * 2 lbs. ** 5 lbs. * * 4 lbs. * 1 lbs. 2 lbs. 20 lbs. * lbs. 1 lbs. * ** ** ** lbs. 1 lbs. 1 lbs. ** * * 1 lbs.
Spyglass Thieve's Picks Torch Water Clock Whetstone Wineskin Winter Blanket Writing Ink (per vial) Basket Equipment Large Small Chain (per ft.) Equipment Heavy Light Chest Equipment Large Small Cloth (per 10 sq. yds) Equipment Canvas Common Fine Rich Lantern Equipment Beacon Bullseye Hooded Lock Equipment Good Poor
1,000 GP 30 GP 1 CP 1,000 GP 2 CP 8 SP 5 SP 8 GP
Cost 3 SP 7 SP
Cost 4 GP 3 SP
Cost 2 GP 1 GP
Cost 4 GP 7 GP 50 GP 100 GP
Cost 150 GP 12 GP 7 GP
Cost 100 GP 20 GP
Musical Instrument Equipment Good Poor Oil (per flask) Equipment Greek fire Lamp Perfume (per vial) Equipment Common Exotic Rope (per 50 ft.) Equipment Hemp Silk Sack Equipment Large Small Tent Equipment Large Pavilion
Cost 100 GP 20 GP
Cost 10 GP 6 CP
Cost 5 GP 25 GP
Weight * *
Cost 1 GP 10 GP
Cost 2 SP 5 CP
Cost 25 GP 100 GP
Small 5 GP 10 lbs. * These items weigh little individually. Ten of these items weigh one pound. ** These items have no appreciable weight and should not be considered for encumbrance unless hundreds are carried.
Woodland Camo Leather Armor Padded Leather Silenced Leather Studded Leather Spiked Leather
10 GP
1lbs.
L/S
Cost 4 GP 25 GP 20 GP 20 GP
Improves AC by 2 2 3 3
Rogue Weapons
Weapon Brass Knuckles Climbing Dagger Envenoming Knife Folding Bow Garrote (Cord / Wire) Katar Needle (Syringe) Sap Slagknuckle Gloves Cost 1 GP 5 GP 12 GP 45 GP 3 SP 7 GP 5 GP 1 GP 7 GP Weight (lbs.) 2 lbs. 1 lbs. 1 lbs. 2 lbs. 1 lbs. 1 lbs. 2 lbs. Size S S S S M S S S S Type B P P P * P P B B Speed Damage Damage Legality Factor S-M L 2 1 2 3 3 2 1 2 2 1d6+1 1d4 1d4 -1d2 1d3 1d2 1d2 1d4+2 1d6 1d2 1d3 -1d2 1d3 1 1d2 1d4+2 1d6 S/I S/I I S/I I L/S S/I I S/I S/I
Sword Stick / Cane 15 GP 4 lbs. M P 3 1d4 These items weigh little individually. Ten of these weigh one pound.
Grappling Ladder (per 10 feet) Housebreaker's Harness Jeweler's Loupe Keymaking Set Leather Straps Listening Cone Loaded Dice Lock Chisels (Set of 3) Marbles (10) Marked Cards Metal File Mini Blade Scent Vial Skeleton Key Spyglass Tar Paper Wire (10 ft) Wire Cutters Water Shoes Wax Block
40 GP 25 GP 20 GP 60 GP 3 SP 2 GP 5 SP 2 GP 2 CP 3 CP 5 SP 5 CP 5 CP 175 GP 1,000 GP 1 SP 2 GP 1 GP 5 GP 3 CP
S/I I L I L L S/I S/I L S/I L/S L L/S I L L L/S L/S S/I L S/I
Wrist Sheath 5 SP These items weigh little individually. Ten of these weigh one pound. Acid Item Strong Acid Weak Acid Boots Item Bladed Boots Clawed Overshoes False Heel Boots Footpad Boots (Silenced) Hidden Sheath Boots Hollow Boots Gloves Cost 15 GP 15 GP 20 GP 8 GP 30 GP 15 GP Weight (lbs.) 3 lbs. 1 lbs. 3 lbs. 3 lbs. 3 lbs. 3 lbs. Cost 75 GP 50 GP Weight (lbs.) 1 lbs. 1 lbs.
Item Clawed Gloves Slagknuckle Gloves Hacksaw Item Common Hacksaw Superior Hacksaw Pellets (Per 10) Item Flash Pellets Fuming Pellets Smoke Pellets
Cost 20 GP 7 GP
Legality I S/I
Cost 5 GP 20 GP
Cost 5 SP 5 SP 5 SP
Weight (lbs.)
Toxic Pellets 10 GP These items weigh little individually. Ten of these weigh one pound. Rings Item Hollow Ring Pin Ring Cost 3 GP 2 GP Weight (lbs.)
Razor Ring 2 GP These items weigh little individually. Ten of these weigh one pound. Thieves Picks Item Average Lockpicks Superior Lockpicks Master Lockpicks
Cost 30 GP 60 GP 90 GP
Legality I I I
These items weigh little individually. Ten of these weigh one pound. Legality Legal (L) These items are not against the law and may be purchased or carried freely. Shady (S) Items which may be questionable in nature or cast suspicion upon their owner. Illegal (I) Items which are obviously used for criminal activities, thus against most laws.
Weapons
Miscellaneous Weapons Weapon Cost Alhulak Bridle Cutter Cahulaks > Caltrop Chain > Chain & Sickle > Chatkcha Lasso Mancatcher > Meteor Hammer > Nunchaku Net Sai Trident 1 SP 3 GP 1 SP 2 SP 5 SP 3 GP 5 GP 5 SP 30 GP 4 GP 1 GP 5 GP 5 SP 15 GP Weight (lbs.) 9 lbs. 4 lbs. 12 lbs. 3 lbs. 3 lbs. lbs. 3 lbs. 8 lbs. 2 lbs. 3 lbs. 10 lbs. 2 lbs. 5 lbs. Size M M M S L L S L L L M M S L Type B/P S B/P P B B/P P --B B -P/B P Speed Factor 5 4 5 N/A 5 6 2 10 7 6 3 10 3 7 Damage S-M 1d6 1d4 1d6 1 1d4+1 1d6 1d6+2 --1d8 1d6 -1d4 1H 1d6+1 2H 1d8+1 Damage L 1d6 1d3 1d6 1d2 1d4 1d4 1d6+2 --1d6 1d6 -1d2 1H 3d4 2H 3d4
Axe Weapon Battle Axe Carrikal Great Axe Hand Axe Hurlbat Shoka Throwing Axe Pick Axe Zaghnal Club Cost 5 GP 5 GP 9 GP 4 GP 5 GP 6 GP 4 GP 3 SP 14 GP Weight (lbs) 7 lbs. 6 lbs. 12 lbs. 5 lbs. 6 lbs. 7 lbs. 4 lbs. 8 lbs. 5 lbs. Size M M L S M M S M S Type S S S S P S P P P Speed Factor 7 5 9 5 5 7 5 8 5 Damage S-M 1d8 1d6+1 2d4 1d6 1d6 1d6+1 1d6 1d8 1d4+1 Damage L 1d8 1d8 2d6 1d6 1d4 1d6+1 1d4 1d6 1d6+1
Weapon Belaying Pin Club Knobkerrie Nightstick Shillelagh Singing Sticks Tonfa Dagger Weapon Cord & Dagger Dagger or Dirk Grand Katar Jambiya Katar Kerambit Kukri Main-Gauche Parrying Dagger Puchik Punch Dagger Stiletto Tanto * Throwing Dagger
Cost 2 CP -10 SP 2 GP 5 SP 5 CP 1 SP
Size S M M M M S S
Type B B B B B B M
Speed Factor 4 4 4 3 4 2 3
Cost 2 GP 2 GP 7 GP 4 GP 7 GP 2 GP 3 GP 3 GP 5 GP 5 GP 2 GP 5 GP 3 GP 3 GP
Weight (lbs.) 1 lbs. 1 lbs. 3 lbs. 1 lbs. 1 lbs. 1 lbs. 2 lbs. 2 lbs. 1 lbs. 1 lbs. 1 lbs. lbs. 1 lbs.
Size S S M S S S S S S S S S S S
Speed Factor 6 2 4 3 2 1 3 2 2 2 2 2 2 1
Damage S-M 1d4 1d4 1d6 1d4 1d3 1d4 1d4 1d4 1d3 1d4+1 1d3 1d3 1d4 1d4
Damage L 1d4 1d3 1d4 1d4 1d3 1d2 1d4 1d3 1d3 1d4+1 1d3 1d6 1d3 1d4
Yoroi-Toshi * 5 GP 1 lbs. S S/P 1 1d4 1d4 These items weigh little individually. Ten of these weigh one pound. * This weapon receives a +2 to hit vs. all metal armor because of its armor piercing properties. Flail Weapon Bladeback Flail Footman's Flail Horseman's Flail Morningstar Scourge Cost 20 GP 15 GP 8 GP 10 GP 1 GP Weight 25 lbs. 15 lbs. 5 lbs. 12 lbs. 2 lbs. Size L M M M S Type B B B P/B -Speed Factor 9 7 6 7 5 Damage SM 1d8+1 1d6+1 1d4 2d4 1d4 Damage L 2d6 2d4 1d4+1 1d6+1 1d2
Gaff / Hook Weapon Attached Held Hammer Weapon Maul Throwing Hammer Warhammer Workman's Hammer Hand Weapon Bagh Nakh Bladed Cestus Cestus Clawed Cestus Coin Blades Emei Glove Spike Hora Nekode (Climbing Claws) Slagknuckle Gloves Talid Tekagi-shuko Weighted Cestus Wind-and-fire Wheels Wrist Razor Yawara Harpoon Weapon Light Harpoon Heavy Harpoon
Cost 2 GP 5 SP
Size S S
Type P P
Speed Factor 2 2
Cost 6 GP 5 SP 2 GP 5 SP
Size L S M S
Type B B B B
Speed Factor 10 4 4 2
Cost 4 SP 9 GP 25 SP 9 GP 15 GP 2 GP 2 GP 1 GP 1 GP 1 GP 4 GP 1 SP 5 GP 8 GP 1 SP 2 GP
Weight (lbs) 1 lbs. 3 lbs. 2 lbs. 4 lbs. 2 lbs. 1 lbs. 2 lbs. lbs. lbs. 1 lbs. 1 lbs. 1 lbs. 5 lbs. 2 lbs 1 lbs. 1 lbs.
Size S S S S S S S S S S S S S S S S
Speed Factor 2 2 2 2 3 2 2 1 2 2 2 2 4 3 2 2
Damage S-M 1d2 1d4 1d4 1d4 1d6 1d4 1d4+1 1d3 1d4 1d6+1 1d6 1d6+1 1d6 1d6 1d6+1 1d6
Damage L 1d2 1d3 1d4 1d3 1d4 1d6 1d4 1d3 1d3 1d4+1 1d6-1 1d4+1 2d4 1d4 1d4+1 1d4+1
Cost 20 GP 25 GP
Size L L
Type P P
Speed Factor 7 7
Knife Weapon Butterfly Knife Folding Knife Great Knife (2H) Knife Kpinga (Thrown) Kris Knife Razor Throwing Knife Lance Weapon Heavy Horse Lance Jousting Lance Light Horse Lance Medium Horse Lance Mace Weapon Footman's Mace Great Mace Gada Horseman's Mace Quabone Pick Weapon Footman's Pick Horseman's Pick Ice Pick Cost 8 GP 7 GP 1 GP Weight 6 lbs. 4 lbs. lbs. Size M M S Type P P P Speed Factor 7 5 2 Damage SM 1d6+1 1d4+1 1d4 Damage L 2d4 1d4 1d3 Cost 8 GP 10 GP 1 GP 5 GP 1 GP Weight 10 lbs. 18 lbs. 6 lbs. 6 lbs. 4 Size M L M M M Type B B B B P/S Speed Factor 7 10 6 6 7 Damage SM 1d6+1 2H 1d12+1 1d8 1d6 1d4 Damage L 1d6 2H 1d10+1 1d4 1d4 1d3 Cost 15 GP 20 GP 6 GP 10 GP Weight 15 lbs. 20 lbs. 5 lbs. 10 lbs. Size L L L L Type P P P P Speed Factor 8 10 6 7 Damage SM 1d8+1 1d3-1 1d6 1d6+1 Damage L 3d6 1d2-1 1d8 2d6 Cost 4 GP 1 GP 100 GP 5 SP 8 GP 2 GP 4 SP 5 SP Weight 1 lbs. lbs. 15 lbs. lbs. 3 lbs 1 lbs. 1 lbs. lbs. Size S S L S M M S S Type P P S P/S P/S P/S S P Speed Factor 2 3 10 2 3 3 2 2 Damage SM 1d4 1d3 3d4+1 1d3 1d6 1d4+1 1d2 1d2 Damage L 1d2 1d2 3d6+1 1d2 1d4 1d4+1 1d2 1d2
Polearm (Two handed use only) Weapon Cost Awl Pike * * Bardiche 5 GP 7 GP
Size L L
Type P S
Speed Factor 13 9
Bec De Corbin Bill Guisarme Fauchard Fauchard Fork Glaive * Glaive Guisarme Guisarme Guisarme Voulge Gythka (Thri-Kreen) Halberd Hook Fauchard Impaler Lotilus Lucern Hammer * * Military Fork * Naginata Partisan * * Ranseur * * Rutterkin Polearm Spetum * * Trikal Voulge * * Scythe Weapon Scythe War Scythe Sickle Weapon Kama Sickle Spear Weapon Long Spear
8 GP 7 GP 5 GP 8 GP 6 GP 10 GP 5 GP 8 GP 15 GP 10 GP 10 GP 4 SP 15 GP 10 GP 10 GP 8 GP 10 GP 6 GP 10 GP 1 GP 12 GP 5 GP
10 lbs. 15 lbs. 7 lbs. 9 lbs. 8 lbs. 10 lbs. 8 lbs. 15 lbs. 5 lbs. 15 lbs. 8 lbs. 5 lbs. 10 lbs. 15 lbs. 8 lbs. 10 lbs. 8 lbs. 7 lbs. 8 lbs. 7 lbs. 8 lbs. 12 lbs.
L L L L L L L L M L L M L L L L L L L L L L
P/B P/S P/S P/S S P/S S P/S P P/S P/S P P/S/B P/S P/S P/S P P P/S P B/S S
9 10 8 8 8 9 8 10 6 9 9 5 8 9 9 8 9 8 8 8 8 10
1d8 2d4 1d6 1d8 1d6 2d4 2d4 2d4 1d6 1d10 1d4 1d8 1d10 2d4 1d8 1d8 1d6 2d4 1d10 1d6+1 1d10 2d4
1d6 1d10 1d8 1d10 1d10 2d6 1d8 2d4 1d6 2d6 1d4 1d8 1d12 1d6 2d4 1d10 1d6+1 2d4 1d8 2d6 1d10 2d4
Cost 9 SP 15 GP
Size L L
Speed Factor 8 8
Cost 6 SP 5 SP
Size S S
Type S S
Speed Factor 3 3
Cost 5 GP
Weight 8 lbs.
Size L
Type P
Speed Factor 1H 8 2H 8
Spear Short Spear Spike Weapon Spike, Elbow Spike, Head Spike, Knee Staff Weapon Brandistock Flindbar Hanbo (Half Staff) Jo Staff Quarterstaff Rod Shepherd's Crook Tetsu-Bo (Iron Staff) Staff Sling Weapon Hoopak Staff Sling Stinkpot Sword Weapon Basilard Bastard Sword Bokken Broad Sword Butterfly Sword
8 SP 5 SP
5 lbs. 4 lbs.
M M
P P
1H 6 2H 6 6
Cost 1 GP 10 GP 3 GP
Size S M S
Type S P P
Speed Factor 2 4 1
Cost 15 GP 8 GP 5 CP 1 SP 5 SP 4 SP 8 SP 5 GP
Size M M S M L M L L
Type P B B B B B B B
Speed Factor 4 4 2 4 4 8 5 7
Cost 1 SP 2 SP 1 SP
Size S M S
Type B B B
Speed Factor 10 11 11
Cost 7 GP 25 GP 3 GP 10 GP 5 GP
Size S M M M S
Speed Factor 3 1H 6 2H 8 1H 5 2H 5 5 4
Chain Sword */*** Claymore Cutlass Drusus / Gladius Epee Falcata Falchion Flamberge Great Scimitar (2H) Great Sword (2H) Hook Sword Katana (1H) Katana (2H) Khopesh Kora Kris Blade Long Sword Maca Machete Ninja-to No-Daichi Parang Rapier Sabre Scimitar Shamshir Short Sword Shotel Sword Cane Tetsu-to Tulwar Two Handed Sword Wakizashi Whip Weapon Bullwhip
7 lbs. 10 lbs. 4 lbs. 3 lbs. 3 lbs. 7 lbs. 5 lbs. 21 lbs. 10 lbs. 20 lbs. 4 lbs. 6 lbs. 7 lbs. 7 lbs. 4 lbs. 5 lbs. 4 lbs. 6 lbs. 4 lbs. 5 lbs. 15 lbs. 5 lbs. 3 lbs. 5 lbs. 4 lbs. 5 lbs 3 lbs. 7 lbs. 4 lbs. 9 lbs. 5 lbs. 15 lbs. 3 lbs.
M L M M M M M L L L M M L M M M M M M M L M M M M M M M M L M L S
5 8 5 3 4 8 5 9 10 10 5 4 5 9 4 5 5 5 4 4 10 5 4 4 5 4 3 9 4 12 4 10 3
1d8 2d4 1d6 1d6+1 1d6+1 2d4 1d6+1 1d8+1 2d8 1d12 1d8+1 1d10 2d6 2d4 1d6+1 1d8+1 1d8 1d8 1d8 1d8 1d10 1d8 1d6+1 1d6+1 1d8 1d6+1 1d6 1d6 1d6 1d12 1d6+1 1d10 1d6
1d10 2d8 1d8 1d8+1 1d8+1 1d6 2d4 2d8 4d4 3d8 1d8 1d12 2d6 1d6 1d6+1 1d10+1 1d12 1d6 1d8 1d6 3d6 1d8 1d8+1 1d8+1 1d8 1d8+1 1d8 1d6 1d4+1 3d6 1d8+1 3d6 1d6
Cost 6 SP
Weight 4 lbs.
Size L
Type B
Speed Factor 9
Damage SM 1d3
Damage L 1d2
Chain Whip Oriental Chain Whip Razor Whip *** Weighted Whip
5 GP 8 GP 16 GP 10 GP
L L L L
B B S/P B
7 6 7 8 8
Whip 1 SP 2 lbs. M -This weapon may be used to make entangling attacks. *** This weapon available only if allowed by the DM. * ** *** @ # ^ ~ >
1 This weapon inflicts double damage against charging creatures of L or greater size. 2This weapon can dismount a rider on a successful hit. 3This weapon available only if allowed by the DM. 4 This weapon inflicts double damage when used from the back of a charging mount. 5 This weapon inflicts double damage when firmly set to receive a charge. 6 This weapon receives a +2 to hit vs. all metal armor because of its armor piercing properties. 7 Weapon may be thrown or wielded in hand to hand combat. 8 This weapon may be used to make entangling attacks. 9 These items weigh little individually. Ten of these weigh one pound.
Ranged Weapons
Bow Weapon Cost Weight 3 lbs. 2 lbs. 4 lbs. 2 lbs. 3 lbs. 2 lbs. Size L M L M L M Type P P P P P P Speed Factor 7 6 8 7 8 7 Damage SM by ammo type by ammo type by ammo type by ammo type by ammo type by ammo type Damage L by ammo type by ammo type by ammo type by ammo type by ammo type by ammo type
Composite Long Bow 100 GP Composite Short Bow Daikyu Folding Short Bow Long Bow Short Bow 75 GP 100 GP 45 GP 75 GP 30 GP
Crossbow Weapon Arbalest Chu Ko No Hand Crossbow Heavy Crossbow Light Crossbow
Cost
Size M M S M M
Type P P P P P
Speed Factor 12 3 5 10 7
Dart Weapon Dart Small Dart Cost 5 SP 7 SP Weight (lbs.) lbs. Size S S Type P P Speed Factor 2 2 Damage S -M 1d3 1 1d2 Damage L 1d3 1 1d2
Throwing Spike 3 SP lbs. S P 2 These items weigh little individually. Ten of these weigh one pound. Firearms *** Weapon Arquebus Blunderbus Caliver Hand Pistol Musket
Cost
Weight
Size M M M S M
Type P P P P P
Speed Factor 15 15 12 15 15
1,750 GP 10 lbs.
Miscellaneous Ranged Weapon Cost Blowgun Bolas Boomerang Chakram Javelin Kpinga Sling Trident Shuriken Weapon Large Shuriken 5 GP 5 SP 5 SP 10 GP 5 CP 8 GP 5 CP 15 GP
Size L M M S M M S L
Type P B B S P P/S -P
Speed Factor 5 6 6 3 1H 4 2H 4 3 6 7
Damage SM By ammo type 1d3 1d6 1d4 1H 1d4+1 2H 1d4+1 1d6 by ammo type 1d6+1
Damage L by ammo type 1d2 1d4 1d6 1H 1d4 2H 1d6 1d4 by ammo type 3d4
Cost 5 SP
Weight lbs.
Size S
Type P
Speed Factor 2
Damage SM 1d6
Small Shuriken 3 SP S P 2 1d4 These items weigh little individually. Ten of these weigh one pound.
Ammunition
Arrows
Ammunition Armor Piercer ^ Flight Arrow Sheaf Arrow Stone Arrow (Flight) Bolts Ammunition Armor Piercing Bolt Chu Ko No Clip Barbed Bolt Bolt
Weight (lbs.)
Size M M M M
Type P P P P
Weight 2 lbs.
Size S S S S
Type P P P P
Bullets Ammunition Bullet Musketball Shot (Arquebus or Blunderbus only) Slug Round Shot Damage Arquebus Blunderbus
Cost 2 GP 3 SP 9 SP 5 SP 2 GP
Weight
Size S S S S S
Type P P P P P
Damage SM +2 +1
Damage L +1 +1
By range By range (See below) (See below) +1 +1 +1 +2 Long Range 30 yds. 1d10 20 yds. 1d10
Darts / Needles Ammunition Blowgun Dart Barbed Dart Needle Sling Ammunition
Weight
Size S S S
Type P P P
Cost 1 SP/5 --
Weight lbs.
Size S S
Type B B
* This weapon inflicts double damage against charging creatures of L or greater size. ** This weapon can dismount a rider on a successful hit. *** This weapon available only if allowed by the DM. @ This weapon inflicts double damage when used from the back of a charging mount. # This weapon inflicts double damage when firmly set to receive a charge. ^ This weapon receives a +2 to hit vs. all metal armor because of its armor piercing properties. ~ Weapon may be thrown or wielded in hand to hand combat. > This weapon may be used to make entangling attacks. ` See special damage table. These items weigh little individually. Ten of these weigh one pound.
Javelin Knife Kpinga Meteor Hammer Shuriken (Large) Shuriken (Small) Sling Bullet Sling Stone Spear Staff Sling Bullet Staff Sling Stone Throwing Axe Throwing Dagger Throwing Flask Throwing Hammer Throwing Spike Trident Bows Bow Comp. Long Bow Flight Arrow Sheaf Arrow Comp. Short Bow Sheaf Arrow Daikyu Flight Arrow Sheaf Arrow Long Bow Flight Arrow Sheaf Arrow Short Bow Sheaf Arrow Crossbows Crossbow Arbalest Chu Ko No
1 2/1 1 1/3 3/1 3/1 1 1 1 2/1 2/1 2/1 2/1 2/1 1 3/1 1
20 yds. 10 yds. 10 yds. 2 yds. 5 yds. 5 yds. 50 yds. 40 yds. 10 yds. 25 yds. 15 yds. 10 yds. 10 yds. 5 yds. 10 yds. 10 yds. 5 yds.
40 yds. 20 yds. 20 yds. 4 yds. 10 yds. 10 yds. 100 yds. 80 yds. 20 yds. 50 yds. 30 yds. 20 yds. 20 yds. 10 yds. 20 yds. 20 yds. 10 yds.
60 yds. 30 yds. 30 yds. 6 yds. 15 yds. 15 yds. 150 yds. 120 yds. 30 yds. 75 yds. 45 yds. 30 yds. 30 yds. 15 yds. 30 yds. 30 yds. 15 yds.
Rate of Fire -2/1 2/1 -2/1 -2/1 2/1 -2/1 2/1 -2/1
Short Range -70 yds 40 yds -40 yds -70 yds 40 yds -70 yds. 40 yds -40 yds
Medium Range -140 yds 80 yds -80 yds -140 yds 80 yds -140 yds. 80 yds -80 yds
Long Range -210 yds 170 yds -170 yds -210 yds 170 yds -210 yds. 170 yds -170 yds
Hand Crossbow Heavy Crossbow Light Crossbow Firearms Firearm Arquebus Caliver Blunderbus Hand Pistol
1 1/2 1
Musket 1/3 20 yds 30 yds 40 yds * Firearms (if allowed) double all range modifiers. * Each range category (Short, Medium, or Long) includes attacks from distances equal to or less than the given range. Thus, a heavy crossbow fired at a target 136 yards away uses the medium range modifier. * The attack roll modifiers for range are -2 for medium range and -5 for long range. * Firearms (if allowed) double all range modifiers.
Basic Potions
Potion Potion of Cure Disease Potion of Extra Healing Potion of Healing Potion of Infravision Potion of Invisibility Potion of Mirrored Eyes Potion of Neutralization Potion of Nutrition Potion of Rest Potion of Sobriety Potion of Sustenance Cost 750 GP 1,000 GP 400 GP 500 GP 500 GP 1,400 GP 600 GP 500 GP 500 GP 400 GP 250 GP Availability C U C U U R U U U C U
Bat Guano Beeswax Bell Bone Bromine Salts Burr Butter Candle Caterpillar Cocoon Coal Colored Sand * Cured Leather Chalk Chameleon Skin Crushed Black Pearl Crystal Bead Earth Eye of Newt Fleece Flint Fine Black Silk Fine Cloth (Strip) Fine Mirror Fine Sand * Firefly Gargoyle's Horn Golden Needle Golden Tube Gum Arabic Grasshoppers Hind Leg * Grave Dirt Gravestone Chip Ground Mica Hemispherical Diamond Honeycomb Iron Filings Iron Pyrite
C C C U U C C C C C C C C U R C C C C C U C U C C R C U C C C U U U C C C
Leomund's Trap Dust Legume Seeds * Lodestone Luckstone Lump of Soft Clay Lump of Wax Mercury * Mica (Chip) Mushroom Spore Nitre/Sulphur Beads * Oil Pitch Phosphor Phosphorescent Moss Poison Ivy Leaf Prism Rose Petals Salt Set of Nutshells Sheet Iron (Small Piece) Skeletons Bone (Small Piece) Skunk Cabbage Leaves Small Horn Small Glass Cone Snake Scale Snake Tongue Soil Mixture Soot * Square of Red Cloth Square of Silk Split Dried Peas * Spider Web (Small Piece) String Sulphur Talc * Tallow Tentacle
200 GP 2 CP 5 CP 25,000 GP 3 SP 1 CP 10 GP 3 SP 5 SP 45 GP 5 SP 5 CP 5 GP 3 CP 5 CP 2 GP 3 SP 5 CP 1 CP 3 GP 5 GP 1 CP 8 SP 10 GP 1 CP 1 CP 3 GP 1 CP 1 CP 5 SP 1 CP 1 CP 1 CP 3 SP 1 CP 1 CP 3 GP
U C U VR C C U C C U C C U C C C C C C C C C U C C C C C C C C C C C C C U
Thin Silk Tiny Bag True Seeing Ointment Turtle Shell Vermilion * Wing of Bat Wool (Small Piece) Wood (Small Piece) White Flour * Parchment Pearl Pork Rind Ziggurat Clay Model Blood Component Name Dragon Blood Troll Blood Vampire Blood Dust Component Name Corpse Dust Diamond Dust (Coarse) Diamond Dust (Fine) Emerald Dust Dust Granite Dust Gra ve Dust Illusionary Wall Dust Lich Dust Temporal Stasis Dust Essence Component Name Essence of Boggart Essence of Spectre Essence of Will o' Wisp
1 GP 5 CP 300 GP 3 SP 5 SP 5 CP 1 CP 1 CP 1 SP 5 SP 100 GP 1 CP 9 SP
C C U C C C C C C C U C C
Availability VR R VR
Availability U R R R C U U R VR R
Availability VR VR VR
Feather Component Name Cockatrice Feather Feather (Common) Feather (Exotic) Wing Feather Owl Feather Ink Component Name Lead Based Ink Kraken Ink Tako Ink Powders Component Name Powdered Amber Powdered Bone Powdered Diamond Powdered Carbon Powedered Citrine Powdered Corn Extract Powdered Corundrum Powdered Garlic Powdered Herring Scale Powdered Lime Powdered Luckstone Powdered Iron Powdered Pineal Gland Powdered Rhubarb Leaf Powdered Silver Powdered Sulphur Powedered Topaz Rods Component Name Amber Crystal Glass
Cost 50 GP 1 CP 3 CP 1 CP 5 CP
Availability U C C C C
Availability VR VR U
Availability U C VR C U C R C C C VR U U C U C U
Cost 25 GP 15 GP 5 GP
Availability U U C
Glass (Hollow) Silver Wire Component Name Copper Gold Silver Steel *enough for 10 individual uses.
5 GP 10 GP
C R
Cost 5 SP 5 GP 3 GP 10 GP
Availability C U U U
Availability Common (C) - Available to all, even the most basic backwater villages. Uncommon (U) - Available in most large alchemy shops or established townships. Rare (R) - May be available to only a few of the finest shops in the largest cities. Very Rare (VR) - Usually, must be procured through questing or at great labor / expense.
Spell Services
Spell Bless Comprehend Languages Continual Light Control Weather Cure Critical Wounds Cure Disease Cure Light Wounds Cure Serious Wounds Enchanted Weapon Enchant An Item Gate Heal Identify Legend Lore Limited Wish Locate Object Neutralize Poison Permanency Raise Dead Reincarnate
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Caster Level 1st Cleric 1st Wizard 5 C3 W 15 C 12 W 5th Cleric 5th Cleric 1st Cleric 7th Cleric 6 Wizard 12 Wizard 18th Wizard 11th Cleric 1st Wizard 12th Wizard 14 Wizard 4 C3 W 7th Cleric 16th Wizard 9th Cleric 15th Cleric
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Base Cost 10 GP 10 GP 35 GP 660 GP 280 GP 150 GP 10 GP 150 GP 400 GP 660 GP 1,530 GP 660 GP 110 GP 910 GP 925 GP 40 GP 125 GP Varies (880 GP base) 950 GP 280 GP
Restoration Resurrection Remove Curse Remove Paralysis Speak With Dead Teleport Teleport Without Error Tongues
15th Cleric 15th Cleric 5th C 6th W 5th Cleric 5 Cleric 7 Wizard 14th Wizard 7th C 5th W
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Wish 9th 18th Wizard *prices are doubled if the caster knows the area to be dangerous or hostile.
Limited Wish as a Service Through use of the limited wish spell as a service, the following effects can be achieved for a 24 hour period from the time of casting. Lesser Empowering - Can affect 1 to 4 individuals. Improves AC by 2, improves saving throws by 2, and improves THACO by 1. For the duration of the spell all non-weapon proficiency checks made by the affected individuals receive a +1 bonus, and rogues add 10% to their rogue abilities (to a maximum of 95%). Lesser Magic Resistance - Affects 1 to 4 individuals, + 25% to base magic resistance for duration of the spell. Restore Party - Affects 1 to 4 individuals restoring them to full health and negating / curing most maladies. The effects are instant and permanent barring further exposure to damage or malady. Restore Attribute - Affects 1 individual restoring attributes lost due to maladies or caused by the attacks of certain creatures. Restore Youth - Regress the physical aging of 1 individual by 1d4 years these effects are instantaneous and permanent, natural aging resumes after casting. Revive - Revives a recently slain corpse as per the Resurrection spell without a survival check, chance of failure, or aging the caster. Corpse must be whole (or all pieces, remains, present), and cannot have died of old age. Will not restore an individual who has been reduced to ashes. Wish as a Service Through use of the wish spell as a service, the following effects can be achieved for a 24 hour period from the time of casting. Some effects created by Wish are permanent (noted by *). Greater Empowering - Can affect 1 to 4 individuals. Improves AC by 6, improves saving throws by 4, and improves THACO by 1. For the duration of the spell all non-weapon proficiency checks made by the affected individuals receive a +1 bonus, and rogues add 25% to their rogue abilities (to a maximum of 95%). Affected individuals also gain immunity to normal weapons for the duration of this spell. Greater Magic Resistance - Affects 1 to 4 individuals, + 50% to base magic resistance for duration of the spell.
* Increase Attribute - Affects 1 person and 1 attribute chosen at the time of casting. The attribute is permanently increased by 1 point. With the power of the wish spell it is possible to permanently increase an attribute above racial restrictions but the cost of doing is greater (see table) Immunity - Grants immunity to all poisons whether mundane or magical, and all mundane maladies, for the duration of the spell. Resurrection - Revives a recently slain corpse as per the Resurrection spell without a survival check, chance of failure, or aging the caster. The corpse need not be whole. This will even work on individuals reduced to ash. The only restriction is that it cannot bring someone back who died naturally of old age. Restore Youth - Regress the physical aging of 1 individual by 2d4 years these effects are instantaneous and permanent, natural aging resumes after casting. Increasing an attribute by Wish Using Wish it is possible to permanently increase an attribute above its racially allowed limit. The cost per increase up to the racial maximum is 50,000 gp per casting. The absolute maximum allowed for any attribute for any individual is 23. Any further casting of wish in attempt to increase an attribute beyond 23 is wasted. Increase +1 above racial maximum +2 above racial maximum +3 above racial maximum +4 above racial maximum +5 above racial maximum Cost 125,000 GP 250,000 GP 500,000 GP 1,000,000 GP 2,500,000 GP
Permanency Spells The Permanency spell affects the duration of certain other spells making the duration permanent. It can be used in conjunction with the following Personal Effect Spells: Comprehend Languages, Detect Invisibility, Detect Life, Detect Magic, Detect Undead, Infravision, Know Alignment, Protection From Cantrips, Protection From Evil/Good, Protection From Normal Missiles, Read Magic, Tongues, Unseen Servant, Water/Air Breathing. Object / Creature / Area Effect Spells: Enlarge, Fear, Glassee, Gust of Wind ,Hand of Darkness, Invisibility, Magic Mouth, Prismatic Sphere, Scare, Stinking Cloud, Wall of Fire, Wall of Force, Wall Of Ice, Wind Wall, Web. Object / Area Spells: Alarm, Audible Glamer, Dancing Lights, Solid Fog, Wall of Fire, Distance Distortion, Teleport. The formula for determining the cost of a permanent spell is Spell Level x 110 + 1080 + the cost of any material components for the desired spell.