This action might not be possible to undo. Are you sure you want to continue?
Ye Olde Shoppe
© 2009 M. C. Planck www.worldofprime.com
Patric Mitchell (order #2310125)
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or coadaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content, You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15.COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Product Identity Copyright 2009, Micheal C. Planck; Cover illustration © Sara Creasy; Cover graphic © Shanna Korby – Fotolia.com © 2009 Micheal C. Planck All rights reserved. No part of this book may be reproduced in any manner whatsoever without written permission, except in the case of brief quotations embodied in critical articles and reviews. All OGL material is in italics or in the Character Sheets section. All other material is Product Identity and protected by copyright.
Patric Mitchell (order #2310125)
So many monsters… only one engineer.
Christopher Sinclair goes out for a walk and never comes back. A successful engineer transported to a world of swords and sorcery, he’s not interested in having adventures. He just wants to go home to his wife. But before he can find a way home, he has to survive in a world where the basis of power is the consumption of other people’s souls. Magic is real and wonderful—or terrifying, depending on who is using it and what they’re using it for. The feudal hierarchy is endowed with supernatural powers that defy belief. And it needs those powers. Because just over the border of civilized lands is the Wild, where unthinkable monsters lurk, ready to pounce on any sign of weakness. Not that there aren’t enough monsters inside the Kingdom of the Rock, where Good and Evil live side by side in the King’s Court, and thugs with the distinction of rank swagger and take what they want. Christopher finds himself dependent on the Church of the Bright Lady for shelter and protection from a dangerous world he does not understand. Until a sword shows up. An ordinary sword, of common metal, but it arrives as either an astounding coincidence or the will of the gods—no one is really quite sure—in the nick of time. Christopher is surprised to find himself a swordsman in the defense of pacifists, a warrior fighting for healers. He turns magic and skill to the task of making firearms, raises an army of teenage peasants, and sets off to change the world. But, of course, it’s never that simple…
Read the novel that inspired the World of Prime!
Sword of the Bright Lady
by M. C. Planck www.worldofprime.com
Patric Mitchell (order #2310125)
Patric Mitchell (order #2310125) 1 .
.............. 19 Roads ............ 59 Patric Mitchell (order #2310125) 1 ............................................................. 40 Drinks .............................................................. 41 Ceremonies ..... 47 Lifestyles..................................................... 15 Exotic mounts ................................................... 36 Luxuries......................................... 12 Shields................................................................................. 22 Land .................................. 56 Merchants.......... 55 Hotels................................................................... 52 Soldiers ..................... 54 Businesses.................................................................................................. 35 Music Shop.... 41 Spell-casting ...................................................................... 40 Lodgings................................... 32 Hardware Store ............................................................ 18 Mason’s Guild ......... 36 Tailor’s Shop ...................................... 58 Food ......... 15 Draft and Riding animals................................................................................................................................... 25 Shipyard..... 32 Locksmith.................................................... 55 Farms ............................................................................ 46 Poisons ......................... 59 Stones .................................................................................................................................................................................................................................................. 56 Bulk Goods............................................................... 39 Inns and Dens................................................................................... 2 Weapon-smithy ............................................................................... 11 Armor ................................................................................................................................................................................. 29 Camping Gear...... 37 Custom Items.................................... 38 Trimmings.................................. 9 Armorer’s Shop..Contents Introduction ................................... 34 Pottery Kiln . 16 Flying mounts..... 44 Spells ....................................................................................................................................... 59 Cloth................... 15 Horses ........................ 19 Buildings ................................................................. 5 Wild Weapons ................................................ 39 Sewing Shop .............................................................................. 44 Alchemy .............................................. 10 Armorer’s Shop............................................................................... 29 Class Kits ..................................... 22 Siege Engines........ 33 Furniture Mart ......... 52 Craftsmen ........ 1 Crafting Rules ............................................................................................. 23 Cartwright’s Yard ................................................................................................................................................................................................................................................................................................................................................ 7 Civilized Weapons ...................................... 58 Metals....................................................................................................... 40 Entertainment ............................... 3 Primitive Weapons................................................. 30 Illuminatiorium ....... 19 Mason’s Guild .................................................. 40 Temples............................................... 17 Tack and Services ......................................... 44 Items.................... 55 Shops........................................................... 56 Mines......................................................................................... 41 Magic Shop.............................................................. 26 General Store ....................................................... 59 Precious materials .................................................................................. 38 Materials.............................................................. 58 Livestock ............................ 31 Scriptorium .................................................. 49 Wages ............................................................................. 40 Meals..................................................... 37 Common items .......................................................................................................................................................... 12 Stables ............................................................................................. 29 Luggage .... 59 Gems ...................................................................................
Patric Mitchell (order #2310125) 1 .
Size and Weight Most objects are designed for Medium-sized creatures (except where noted). at best they use bits scavenged from meteorites or lucky finds. Technology Primitive Wild Civilized Examples Israelites. in part. thus accounting for long production times and hence high costs of these items.” Primitive societies have no metal production. China’s Warring States. This chiefly means weapons and armor. Armor Weapon Other +150 gp +300 gp +50 gp or x5. +2 to Bluff/Diplomacy +1 to hit +2 Circumstance bonus to appropriate skill use. double or half the weight and cost. What you can and can’t buy says more than a dozen dusty tomes on culture. Most goods can be purchased regardless of technology. These items are made using the secret techniques (or magical abilities) of the craftsman. politics and sociology. feel free to declare any item unavailable at any price. Size Small Medium Large Huge Weight x½ x1 x2 x4 Cost x½ x1 x2 x4 Masterwork Quality Superior quality (Masterwork) requires a Craft Grade of Master to produce. or +4 to relevant DCs World of Prime © 2009 M C Planck 1 Ye Olde Shoppe www. Technology For our purposes. Wild societies can produce iron and steel in limited quantities.com Patric Mitchell (order #2310125) 1 . technology basically means “metal-working.Introduction A society is measured. such as a smith making fine steel out of iron or a woodworker divining for knots or flaws in the wood.worldofprime. by its marketplaces. To move up or down the scale. Mayans Vikings. change the name. but they will serve the same purposes. In general assume that a higher-level technology can and will produce any item from a lower level. Iroquois. which are presented in separate sections for each technology. They may be different in construction. When customizing these lists of goods for your adventures. Aztecs. Charlemagne’s France. whichever is greater -1 to Armor check Penalty. using wood or bone instead of metal. Civilized societies produce so much metal that it is common and thus used for everything. for cultural or legal reasons. Saladin’s Arabia Medieval technology stops before the Renaissance. This is a labor intensive process. Athenian Greece. after clockwork but before gunpowder. If you need something not on the list. just pick the closest item. Items that require a certain level of technology will be noted. Tutankhamun’s Egypt Imperial Rome. and fudge the price a bit.
Only the simplest items can be made by Apprentices. Masterwork quality items require Master level craftsmen. its labor component is 10 gold. Masterwork items are as much art as they are science. temporary supports or molds. Labor Labor = Price – Raw Materials The other 2/3 of the price is for labor. A longsword costs 15 gold. but once you watch pig iron being hammered into a steel katana by hand. making a Masterwork longsword costs 315 gp because it costs a Master smith 105 gps in materials and just over a year of labor. then it would take the 775 man workforce over 1. so it requires 410 days for a Master smith to create it.worldofprime. you’ll realize it’s not unreasonable at all. washes. This cost includes more than just the materials delivered to the customer: there are also additional materials used in the production process.com Patric Mitchell (order #2310125) 1 . you should modify this appropriately. These numbers are designed to produce reasonable approximations of the wages for craftsmen. Note that not all laborers can produce all products. Raw Materials Raw Materials = Price / 3 Assume 1/3 of the final price of the product is in raw materials. Time Days = Labor / Daily Wage To find out how long it takes to make something. and use that to calculate the time and effort. In general try to imagine how much the item would cost if made of dross. Rome was not built in a day. acids. add their labor together. A masterwork longsword costs 315 gold. if each gang was composed of a Master mason and 30 Journeymen workers. divide the labor cost of the item by the daily wage of the laborer. Ordinary items such as Martial weapons can be made by Journeymen.000 days to build the castle.Crafting Rules To estimate how long it will take to manufacture an item. The final produce will have the same quality as the overseer’s skill. Assume a work-group is possible for every 10. Most craftsmen can oversee apprentices or associates equal to their rank (1 at Journeyman. they also produce less. At least. not until Wizards with Fabricate spells are available. Although the assistants cost less. and 3 at Master). Complex or unusual products such as Exotic weapons require Experts. For precious metals or other unusual raw materials. If multiple workers cooperate on a single object. so the final price won’t change but the item will get done quicker. So building a castle could have 25 work-gangs. Siege Engineers follow special rules (see Siege Weapons). a Master smith earns 5 silver a day.000 gp value of the object. 2 at Expert. nor were its legions armed in an afternoon. Large objects (like castles) can have multiple groups working on them. Construction crafts (Masons and Architects) can oversee 10 times as many workers. So it takes him 20 days to make the weapon. Thus. Time is a precious resource that even the rich cannot buy. use the formulas below. This may seem like a long time. World of Prime © 2009 M C Planck 2 Ye Olde Shoppe www. such as fluxes. and wear and tear on tools.
Range The range increment for a weapon. Damage The base amount of damage the weapon does.5 STR as bonus damage. Slashing weapons can be used to cut ropes. This means they can only attack adjacent targets (5 ft away for a medium-sized creature using a medium-sized weapon: much larger creatures may treat 10 or even 15 ft as Close range). meaning they can be thrown. a powerfully built smith hammering deadly form out of a lump iron. Thrown weapons use DEX as a modifier to hit and STR for bonus damage. after all. Each range increment beyond the first imposes a -2 to hit. Some melee weapons have a range increment. although some melee weapons are also designed to be thrown. Reach (R): Reach weapons can attack a foe 10 ft away instead of merely adjacent (5 ft away). If used two-handed. not x1. Piercing weapons. Hands ½ 1 2 A light weapon that can be used while grappling or as an offhand weapon. Stabilizing: The type of damage also affects a victim’s chance to stabilize. Slashing. Gains no damage bonus from two-handed use. Bludgeoning weapons are much less likely to cause bleeding. and allow a 25% chance to stabilize every round. apply x1. Slashing weapons grant a +2 circumstance bonus to any save vs. one step for each size change: Smaller 1d2 1d3 1d4 1d6 1d8 or 2d4 1d10 1d12 or 2d6 3d6 4d6 Larger 6d6 8d6 Type The type of damage: Bludgeoning. usually for a missile weapon. thus allowing a STR Bonus to damage. Whether it’s a wise old shaman carefully selecting stones. Bludgeoning weapons cannot be poisoned (except with Contact poisons). Slashing weapons provide the normal 10% per round chance to stabilize. grants x1.Weapon-smithy Every adventurer’s first stop is the weapon-smithy. only allow a 5% chance per round. Requires two hands to use. However. Composite bows can be built that require extra STR to use. they suffer a -4 to attack foes that are close to them. Bludgeoning weapons can be used to smash stone walls. they only receive x1 STR bonus. due to their shallower application. poison.5. Close (-): Most melee weapons are Close range (shown as a -). the weapon-smith is always a prestigious figure. Melee weapons use STR as a modifier to hit and for bonus damage. Piercing weapons mostly make small holes in things.worldofprime.5 STR bonus to damage. However. even though they require two hands to use. or Piercing. Weapons made for different size characters move up or down this scale. These weapons are usually used in Phalanx World of Prime © 2009 M C Planck 3 Ye Olde Shoppe www. Ranged weapons use DEX as a modifier to hit and do not allow a STR bonus to damage. Can be used normally in one hand. Poisoning: Piercing weapons are best for delivering poisons.com Patric Mitchell (order #2310125) 1 . for a Medium sized wielder. which tend to cause deep internal injuries. The best defense is a good offense. or a clever craftsman applying the secrets of metal-craft to make steel.
but Bludgeoning weapons do not. They have hardness of 20 and 33% more hit points. Against melee attacks. the penalty for using a reach weapon at close range is only -2. Special Qualities Masterwork weapons are made by master smiths with secret techniques. Any kind of weapon can be made from adamantium except flexible weapons (bows. Proficiency The skill required to use the weapon. superior materials. Against charging foes it does double damage. World of Prime © 2009 M C Planck 4 Ye Olde Shoppe www. With the Phalanx feat. Double Reach (RR): Double reach weapons are the same as reach weapons. The cost is 25 gp per pound. Only intended to be thrown. and in a Phalanx formation. slings.com Patric Mitchell (order #2310125) 1 . only trained characters are familiar with Martial weapons. Mithril weapons have hardness of 15 and 20% more hit points than regular weapons. This polearm can be Set with a ready action. except their optimal attack range is 15 ft instead of 10 ft. The cost is 500 gp per lb. Special Materials Adamantium weapons bypass up to 20 points of hardness (Damage Reduction) and are equivalent to Masterwork quality. lassos and whips). Slashing and Piercing weapons suffer a -1 to damage rolls. At 10 ft or 5 ft they have a -4 to attack. Exotic Proficiency allows this weapon to be used with one hand instead of two. Exotic weapons require a specific feat to use. They grant a +1 to hit (that does not stack with magic enhancements) and cost an additional 300 gp.formations. Notes @ E AC T D S -4 See description for details. nets. Virtually everyone is familiar with Simple weapons. The Exotic Weapon Proficiency that allows the Longspear to be used in one hand also includes the Reach feat for that weapon. These weapons are normally only used in Phalanx formation. and have all the benefits of Masterwork quality. but bypass the DR of some kinds of creatures (such as Demons and Fey). cost 500 gp per lb. With the Reach feat. simple magic. a character can learn to use a reach weapon at 5 ft or 10 ft with no penalty. Silvered weapons are coated with silver to bypass some forms of DR (like lycanthropes). and bypass any DR that is bypassed with silver. applies a -4 to hit penalty when used in melee combat. and plenty of old-fashioned hard work. Owning one is often a sign of status as much as it is a combat strategy. this weapon provides a +1 AC This weapon can be used to make trip attacks This weapon gains a +2 on disarm attacks and checks. where careful training allows the second row of warriors to attack over the shoulders of the first row. Cold Iron weapons cost twice as much as ordinary metal weapons. where three rows of soldiers can attack. They weigh half as much as normal.worldofprime.
Rock. Slash Bludg. or iron. they are cheap. Boulder These are normally thrown. they are simple enough that almost anyone can employ them effectively. Also. made of iron. but also suitable for delivering poison. @ Fist A standard medium-sized person does this much damage when punching someone. obsidian. chopping wood. Melee Fist Rock Boulder Baton Knife Tomahawk Javelin Stone Mace Club Spear Maul Macuahuitl Grain Flail Cost 0 0 0 1 gp 2 gp 1 gp 3 gp 0 3 gp 3 gp 15 gp 1 gp Weight 1 lb 10 lb 1 lb 1 lb 2 lb 2 lb 6 lb 3 lb 3 lb 20 lb 15 lb 3 lb Hands ½ ½ 2 ½ ½ ½ ½ 1 1 1 2 2 ½ Damage 1d2 1d2 1d4 1d3 1d3 1d4 1d4 1d6 1d4 1d6 1d8 1d8 1d6 Critical x2 x2 x2 x2 x2 x2 x2 x2 x2 x2 x2 x2 x2 Type Bludg. Tomahawk A small hatchet. If you have to use one as a melee weapon.worldofprime. of varying sizes. Intended to be thrown as an opening shock just before melee combat. or steel. low cost. Maul The humble wooden stick. iron. bronze. Note that the Boulder receives x1. May be made of flint. bronze. it imposes a -4 to hit due to its poor design for that purpose.5 STR bonus damage. Knife More of a tool than a fighting weapon. Baton. and all of them can be made without metal. although you could beat someone with a rock if you really felt like it. Suitable for throwing. Clobbering with a boulder is much more difficult unless the victim is prone or otherwise defenseless (Boulders used in melee impose a -4 to hit). or scalping fallen foes. Bludg.com Patric Mitchell (order #2310125) 1 . Pierce Bludg. stone. or stone. World of Prime © 2009 M C Planck 5 Ye Olde Shoppe www. Bludg. Club. However. Bludg. Range 15 ft 10 ft 20 ft 30 ft 20 ft Proficiency Simple Simple Simple Simple Simple Simple Simple Simple Simple Simple Simple Martial Exotic Note -4 -4 S. Slash Slash Pierce Bludg. Its only attraction is its low. copper. Bludg.Primitive Weapons Primitive weapons are generally not as good as more technologically advanced weapons. Javelin May be tipped with lead. @ E D Ranged Dart Blowgun Sling Atlatl Bolas Net Cost 1 sp 5 gp 1 gp 2 gp 1 gp 10 gp Weight 1 lb 2 lb 1 lb 2 lb 2 lb 6 lb Hands ½ 1 1 1 1 2 Damage 1d2 1d2 1d4 +1 1d2 - Critical x2 x3 x2 - Type Pierce Pierce Bludg - Range 20 ft 30 ft 30 ft +10 ft 20 ft 10 ft Proficiency Simple Simple Simple Martial Exotic Exotic Note @ T T.
Grain Flail Also called the nunchaka. The DCs increase to Concentration 20. Used two-handed. you can throw it. can move at only half speed. powered by the user’s breath. Although this weapon does little damage. it can inflict surprising amounts of damage in the right hands. Crude but effective. Spellcasting requires a DC 15 Concentration check. Simple to make. The net can also be destroyed with 10 points of slashing damage. expensive and difficult to maintain. With an Exotic Weapon Proficiency feat it can be used in one hand. and cannot charge or run. or dart. make a ranged touch attack. but the heavier. it is so cheap and ubiquitous that anyone who wants to use one can easily obtain and practice with it. However. although such a primitive weapon should do only 1d4 damage. Spear The spear was the standard weapon of the soldier for thousands of years because of its incredible versatility. hard to learn. In a pinch. it can’t be used by Undead or constructs. Commonly used in each hand as a two- weapon fighting style. Escape Artist 25 and Strength 30. Sling A simple leather cord that launches rocks or stones. When you throw a net. After it is thrown. it does allow ranged trip attacks. Is primary purpose is to kill small game or deliver poison. Used one-handed.worldofprime. this is two lengths of wood joined by a piece of rope. Dart A bit of feathered wood tipped with stone or metal. Stones are free: lead bullets grant a +1 to damage. Atlatl Used to throw a spear. a DC 20 Escape Artist check can escape the net. but cost 1 cp each. Although it is fragile. the sling is not particularly easy to use.Stone Mace A rock on the end of a stick. bulkier 10 lb net imposes a -2 to hit and costs 20 gp. A net made of better material (such as silk or metal-reinforced wire) requires Civilized technology.com Patric Mitchell (order #2310125) 1 . this is the weapon favored by stylish cave-men. it takes two rounds to fold the net and make it ready to throw again. World of Prime © 2009 M C Planck 6 Ye Olde Shoppe www. For a full round action. javelin. Macuahuitl A broad wooden paddle studded with bits of obsidian as a cutting edge. Blowgun A hollow tube that shoots darts. it is so light it does not receive a STR bonus to damage. but provides a very powerful attack. bound with leather thongs. Although it is thrown. it only has Close range but you can use a shield in the other hand. Entangled creatures take a -2 penalty on attack rolls and a -4 penalty to Dexterity. Adds +1 damage and +10 ft to the range increment. Bolas Three or four weights joined by cords. This weapon could also represent a firehardened spear. Net A net is used to entangle enemies. Thus. a DC 25 Strength check can burst it. it can strike at Reach (10 ft) or Close (5 ft) for no penalty.
worldofprime. Light Mace A heavy weight on the end of a wooden handle. Anyone that knows how to use a knife can use a shortsword. However. Silver maces are particularly popular in areas infested with Undead or lycanthropes. @ Ranged Shortbow Composite Shortbow Longbow Composite Longbow Arrows (20) Lasso Cost 10 gp 35 gp 15 gp 50 gp 1 gp 1 gp Weight 2 lb 3 lb 3 lb 4 lb 1 lb 6 lb Hands 2 2 2 2 1 Damage 1d6 1d6 1d6 1d8 - Critical x3 x3 x3 x3 - Type Pierce Pierce Pierce Pierce - Range 60 ft 70 ft 100 ft 110 ft 30 ft Proficiency Martial Exotic Martial Exotic Exotic Note @ @ T. but stone. they are not necessarily less effective. Bronze. 7 Ye Olde Shoppe www. D. Plenty of societies with the technology to produce Civilized weapons will still employ these cheaper alternatives. cold iron. the scimitar is hard to use correctly. Slash Slash Slash Pierce Pierce Slash Pierce Bludg.com World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . The most interesting aspect of the light mace is that it can be made out of almost any kind of material. Shortsword This category covers everything from extremely large knives to the wakazashi and the famous gladius. silver. wizards and pacifists. mithril. Bludg. @ Dagger A favorite of back-stabbers and poisoners. but can occasionally dish out tremendous damage. or adamantium are all equally suitable. Scimitar A wickedly curved sword. Quarterstaff A favorite weapon of priests. Greataxe The massive double-bladed axe of legend. iron and steel are most common. Battleaxe A wider cutting edge with less mass and a haft designed for one handed-use make this weapon very different from its humble cousin the wood axe. this long. thin bladed weapon receives a +2 Sleight of Hand check when trying to hide it. copper. E @ S S T. Range 10 ft R RR R RR R/RR Proficiency Simple Simple Simple Simple Martial Martial Martial Martial Martial Martial Martial Exotic Note AC S. the length and versatility of this weapon grants a +1 to AC when used in melee combat.Wild Weapons These weapons require less metal and less metal-working skill to produce. Anyone with a STR less than 12 should not even try to wield this weapon. Melee Dagger Shortsword Light Mace Quarterstaff Battleaxe Scimitar Greataxe Longspear Lance Glaive Pike Whip Cost 2 gp 10 gp 5 gp 2 gp 10 gp 15 gp 20 gp 5 gp 10 gp 8 gp 8 gp 1 gp Weight 1 lb 3 lb 6 lb 4 lb 6 lb 4 lb 15 lb 9 lb 10 lb 10 lb 15 lb 1 lb Hands ½ ½ ½ 2 1 1 2 2 2 2 2 1 Damage 1d4 1d6 1d6 1d6 1d8 1d6 1d12 1d8 1d8 1d10 1d6 1d3 Critical 19-20/x2 19-20/x2 x2 x2 x3 18-20/x2 x3 x3 x4 x3 x2 19-20/x2 Type Pierce Slash Bludg.
Longbow The ancient recurve bow and the more modern longbow. They cannot damage any target with +2 AC or better armor (although they can still Trip or Disarm). you can use a shield in the other hand with no penalty.Longspear The weapon of the Greeks: the spear taken to its greatest perfection. At closer range it imposes a -4 to hit (the Reach feat can remove this). it can be Set against a charge. or 15 ft. Under any other condition they impose a -4 to hit. Shortbow. it cannot be used against targets that are closer. Improved Composite Shortbow Damage Cost Weight Min STR 1d6+1 75 gp 4 lb 12 1d6+2 150 gp 5 lb 14 1d6+3 225 gp 6 lb 16 1d6+4 300 gp 7 lb 18 Improved Composite Longbow Damage Cost Weight Min STR 1d8+1 100 gp 5 lb 12 1d8+2 200 gp 6 lb 14 1d8+3 300 gp 7 lb 16 1d8+4 400 gp 8 lb 18 Lasso Make a ranged touch attack to lasso a target. With an opposed Strength check you can block the target’s movement away from you. They can be used at both ranges with no minus.5 STR bonus to damage). Normally it is used in Phalanx format. It can be Set against charging foes. If you fail the check. Pike Both the Swiss and the Macedonians used this weapon to deadly effect. The weapon has double reach. the lance inflicts double damage. allowing three ranks of men to attack at once. Heavier versions can be made that require more STR and do more damage (but the to-hit bonus still comes from DEX). and can be Set against charging foes. just like throwing any other unsuitable weapon). With an Exotic Proficiency feat. These weapons are cheap enough to equip whole armies with. The lance has double-reach. but do not threaten those areas. but allow both Trip and Disarm attacks at 5. you can either pay out more rope (up to the maximum of 30 ft). Unlike other reach weapons. meaning it strikes 15 ft away. 10. Often the blade is curved for better cutting power. Lance Lances are only intended to be used from the back of a mount. Although the lance is listed as requiring two hands (and receives x1. The rope can be escaped the same way a net can. it is not intended to be thrown (apply a -4 penalty. The glaive is a Reach weapon. Whip Whips are difficult to use. World of Prime © 2009 M C Planck 8 Ye Olde Shoppe www. or follow them. Like other polearms. However. Composite Longbow Made of bone and sinew to improve its strength. Glaive A shortsword on the end of long stick. Typically matched with a large shield and used in Phalanx formation. Composite Shortbow. let go of the rope. If the mount is charging.worldofprime.com Patric Mitchell (order #2310125) 1 . meaning it strikes 15 ft away. this weapon can be used 1-handed and at 5 ft or 10 ft with no minus. although the Macedonians called it a sarissa.
and gains a +1 to hit whenever it is used against a target wearing metal armor. It packs the greatest wallop of any Simple weapon. Properly employed. AC Ranged Crossbow Arbalest Quarrels (10) Cost 35 gp 50 gp 1 gp Weight 6 lb 9 lb 1 lb Hands 2 2 - Damage 1d8 1d10 - Critical 19-20/x2 19-20/x2 - Type Pierce Pierce - Range 80 ft 130 ft - Proficiency Simple Martial - Note @ @ Flanged Mace An improvement over the Stone mace. Melee Flanged Mace Warhammer Morningstar Longsword Rapier Bastard sword Dire Flail Greatsword Halberd Sai (Fork) Cost 12 gp 12 gp 8 gp 15 gp 20 gp 35 gp 15 gp 50 gp 10 gp 5 gp Weight 8 lb 8 lb 6 lb 4 lb 2 lb 10 lb 15 lb 15 lb 15 lb 1 lb Hands 1 1 1 1 1 2 2 2 2 ½ Damage 1d8 1d8 1d8 1d8 1d6 1d10 1d10 2d6 1d10 1d4 Critical x2 x2 x2 19-20/x2 18-20/x3 19-20/x2 x2 19-20/x2 x3 19-20/x2 Type Bludg.Civilized Weapons Like much else of the civilized world. these weapons can be expensive. the longsword is both effective and stylish. one of Alchemical Silver and one of Adamantium. Range Proficiency Simple Martial Martial Martial Martial Martial Martial Martial Martial Exotic Note @ @ AC E T. Slash Pierce Slash Bludg. World of Prime © 2009 M C Planck 9 Ye Olde Shoppe www. With heroic training (and an Exotic Weapon Proficiency feat) this weapon can be used one-handed. Longsword The staple of heroic weaponry. one of Cold Iron. Bludg. This weapon is specially designed to defeat heavily armored foes. It costs 10. Bastard sword An extra-large longsword. Dire Flail One to three spiked balls attached by chains to a metal haft.com Patric Mitchell (order #2310125) 1 . The Dire Flail gains a +2 bonus to Disarm checks and can be used to make Trip attacks. steel ball on an iron chain. intended to kill horses or break open shield walls. this weapon has several heavy flanges of iron or steel at the end of a short metal handle.000 gp. Warhammer A heavy hammer with a spike on the back. Bludg.worldofprime. D S. Most versions are pointed and can be used to cause 1d6 piercing damage instead of slashing if desired. Morningstar A spiked. they can also be extremely effective. Making this weapon requires even more technical skill than making longswords. This weapon gains a +1 to hit whenever it is used against a shield-bearing foe. Greatsword A massive sword used in both hands. T D. Slash Any Bludg. The Shrewsbury Mace is a +1 Ghost Touch weapon with four flanges. but knowing you can hurt anything is sometimes worth the price. Rapier A very thin blade primarily used for stabbing. overly complex and difficult to use. designed to pass all possible forms of Damage Reduction: one of steel.
You can load any crossbow with prodds (metal balls) to do 1d4 Bludgeoning damage instead of 1d8 Piercing. Crossbow A wooden crossbow that can be reloaded by hand in ½ a round (a Move action). The halberd is particularly effective against cavalry. Improved Crossbow Damage Cost Weight 1d8+1 70 gp 7 lb 1d8+2 105 gp 8 lb 1d8+3 140 gp 9 lb 1d8+4 175 gp 10 lb Reload Time 1 round 2 rounds 3 rounds 4 rounds Arbalest A steel crossbow that requires a winch (and an entire round) to reload. Heaver versions can be reloaded with a winch. Improved Arbalest Damage Cost 1d10+1 100 gp 1d10+2 150 gp 1d10+3 200 gp 1d10+4 250 gp Weight 10 lb 11 lb 12 lb 13 lb Reload Time 2 rounds 3 rounds 4 rounds 5 rounds World of Prime © 2009 M C Planck 10 Ye Olde Shoppe www. It is so heavy and dangerous to use that it requires military training. It provides a +1 AC when used in melee combat.com Patric Mitchell (order #2310125) 1 . Improved versions can be made that cause additional damage (effectively the same as a STR bonus). doing 1d6 Bludgeoning damage. Sai This over-sized fork is designed to disarm and defend. It can also use prodds as ammunition. as it can be used to Set against a charge and then used to pull the rider from his horse (a Trip attack). The halberd has a multifaceted head and can do any kind of damage: Bludgeoning.worldofprime. or Piercing. spike and hook all on the end of a pole. Using two Sai will grant a +2 to AC (but still only a +2 to Disarm checks). blade. The simple point-and-click interface makes it suitable for anyone to use.Halberd A hammer. Slashing.
use the worst modifier for shield or armor. Proficiency The ability needed to be able to effectively wear the armor. or both. The skill penalty for shields and armor stacks together. Make a touch attack and deal 1d3 Bludgeoning damage. Arcane Spell Failure Casting arcane spells with somatic components in armor is likely to fail. CHA-based casters cannot avoid the shield penalty (hiding behind a shield is not very charismatic). Hide. DR. but their only benefit is to reduce the Skill Penalty by 1. Tech The technology level needed to make this kind of armor. a leatherworker. make an opposed STR check to knock your foe back 5 ft. CHA-based casters (Bards and Sorcerers) can ignore this for armors they have the Proficiency feat for. Masterwork shields cost an additional 50 gp. because they are cheaper. reduces the Skill Penalty by 1 and the Arcane Spell failure by 5%. Climb. -10 ft for creatures that move normally move 30-40 ft per round. However.Armorer’s Shop The next visit is always to the armorer’s shop. World of Prime © 2009 M C Planck 11 Ye Olde Shoppe www. There is a base 5% chance. especially against highly armored targets. when you run you only triple your normal speed instead of quadrupling it. The Tower shield imposes a limit of +2. Also. but the proprietor will have only slightly less prestige than the weaponsmith. but increases the Max DEX Bonus by 1. Move Silently. Special Qualities Masterwork armor costs an extra 150 gp. Jump. Skill Penalty This penalty is applied to certain skills checks: Balance. and adds a +2 Circumstance bonus to skill checks where looking rich and important would matter (usually Bluff and Diplomacy). HPs (Shields) Damage Reduction and Hit Points. A character who wears armor and/or uses a shield with which he or she is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls and on all Strength-based and Dexterity-based ability and skill checks. Move Penalty Heavy or medium armor (and/or a Tower shield) imposes a movement penalty of -20 ft for creatures that move more than 40 ft per round.com Patric Mitchell (order #2310125) 1 . If you hit. Max DEX Bonus This is the maximum DEX bonus to AC that the wearer can take advantage of.worldofprime. Shields inflict a failure chance of 5% times the AC bonus. Higher technology societies will still use the lower level armors. you lose the shield’s benefit to AC for the round you attacked with it. plus 5% per point of Skill Penalty. Sundering the enemy’s shield is a valid tactic. Bash (Shields) You can bash your foes with some shields. and -5 ft for creatures that normally move 20 ft per round. Escape Artist. that the spell will fail and be wasted. and stacks with the failure chance of the armor you are wearing. Sleight of Hand and Tumble. This may be a blacksmith.
000 gp per point of AC protection (or 500 gp per AC for a shield). The cost is 2.Special Materials Silk is half the weight of normal cloth. and subtracts 1 from each die of damage done by the appropriate kind of attack (acid.worldofprime. Mithril armor is half the weight of normal metal armor. and the Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. Dragon hide: if you were crazy enough to wear it. and is always Masterwork quality (with all associated benefits). Armor Armor Cloth Leather Hide Studded Leather Scale mail Banded mail Chainmail Breastplate Half-plate Full plate Cost 5 gp 10 gp 15 gp 25 gp 50 gp 250 gp 100 gp 200 gp 600 gp 1. Dragon hide armor is always Masterwork quality. or studded armor. has DR 20 and 33% more hit points against sundering attacks. or cold). hide. It is always Masterwork quality. The cost is twice as much as a Masterwork suit of ordinary material. Adamantium armor grants DR 1/2/3 for Light/Medium/Heavy armors. and Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. you could make any kind of armor out of dragon hide.500 gp Weight 10 lb 15 lb 30 lb 20 lb 30 lb 35 lb 25 lb 30 lb 50 lb 50 lb AC +1 +2 +3 +3 +4 +6 +4 +5 +7 +8 Move Penalty Y Y Y Y Y Y Max DEX Bonus 8 6 4 5 3 1 4 3 0 1 Skill Penalty 0 0 -3 -1 -4 -6 -2 -4 -7 -6 Proficiency Light Light Medium Light Medium Heavy Light Medium Heavy Heavy Tech Primitive Primitive Primitive Wild Wild Wild Civilized Civilized Civilized Civilized Shields Shields Rattan Round Target Tower Buckler Heater Kite Cost 1 gp 3 gp 7 gp 30 gp 7 gp 9 gp 20 gp Weight 3 lb 5 lb 10 lb 30 lb 5 lb 8 lb 15 lb AC +1 +2 +3 +4 +1 +2 +3 DR 3 5 5 5 10 10 10 HPs 2 3 5 10 0 2 5 Skill Penalty -1 -1 -2 -10 0 -1 -2 Tech Primitive Primitive Wild Wild Civilized Civilized Civilized Note Bash @ @ Bash Bash World of Prime © 2009 M C Planck 12 Ye Olde Shoppe www. Only metal armor and shields can be made from adamantium.000 gp per point of AC protection (or 1. electricity. leather. but that’s just for the labor – you have to supply the dragon hide yourself (such a rare commodity can’t be bought).000 gp per AC for a shield). fire. It has hardness 15 and 20% more hit points than normal armor. Only metal armor and shields can be made from mithril. It is always Masterwork quality. It has hardness 4 and 20% more hit points than ordinary. The cost is 1. Silk armor costs 150 gp plus 25 gp per point of AC protection.com Patric Mitchell (order #2310125) 1 .
(Note: in some realms this armor is referred to as a “Chain Shirt. A Norman metal cap with a short nosebar comes with it. complete with fangs and glass eyes. However. like Scottish kilts or the Greek linothorax. a plated mitten gauntlet and a heavy Sallet helmet with full face protection. Not very good armor. The leather gloves might have studs sewn into the back of the hand for decoration. Scale mail Overlapping scales of metal mounted on a leather backing. Heavy shoes and light leather (or silk) gloves complete the outfit. Includes thick boots and heavy leather gloves (as does all armor until HalfPlate and Plate).worldofprime. It includes a Bucket helmet.Cloth Cloth folded.com Patric Mitchell (order #2310125) 1 . suitable for executioners or fancy-dress parties. This armor is weighty but extremely flexible. World of Prime © 2009 M C Planck Banded mail The premiere armor for this level of technology. Half-plate Plate armor. it is the best armor primitive societies can make. Comes with a stylish leather hood. Leather Armor made from cured leather. Studded Leather Disks or studs of metal sewn to a leather backing. Hide Armor made from cured animal hides. The extra 150 gp for Masterwork grade armor is applied 13 Ye Olde Shoppe www. which is good enough for most warriors. This armor is extremely heavy but can be manufactured by low skilled workers. the more flamboyant the better. Full plate Armor plate so finely made it doesn’t require chainmail to seal the gaps. often by boiling it in wax to make it hard. This also represents soft leather armor like jackets or coats. Small vambraces and greaves help protect the arms and legs. A separate coif covers the head and neck. Includes a full Bascinet helmet. This armor does not allow a DEX bonus. but better than nothing. but excellent protection. which makes it inferior to many other forms of armor. The head is protected by a good hat. The helmet is often a skinned and cured animal head. Heavy. Bulky. This kind of armor is often Masterwork simply for the style factor. Masterwork Half-plate only costs 750 gp.”) Breastplate A cuirass or chest-plate made from a single piece of metal. It corresponds to the Roman lorica segmentata. with greaves and vambraces for the legs and arms. A tunic covers the arms to the wrists and the legs down to the knees. clumsy and hot. Includes a Barbute helmet. metal-plated leather boots. Not normally found in non-primitive societies. The Bucket helmet is a Norman cap with cheek plates for more protection. and still allows a +1 DEX bonus. like scale mail. with the joints and gaps covered by chainmail. individual articulated fingered gauntlets and sabatons (metal boots). sewn and stitched into armor. and the best nonmetal armor available. like a Bucket helmet but extending further down the back of the neck and with a longer nosebar. this armor consists of strips and plates of metal. Chainmail Small loops of metal wire intermeshed together.
it may be worth something to force your foes to demolish your shield before they demolish you. This wood has been hand-sawn and carefully warped to maximize strength and durability. The shield can be used as Cover. cannot be used from a mount. and does not allow more than a +2 DEX bonus to AC. although your attacks will be at a -1 if you do so. A warrior will need a new one for every battle. extending down the left side to cover the leg (since the other leg is protected by the horse). oblong. but only if you give up your attacks and cower behind it. imposes a move penalty if you don’t already have one (just like Heavy armor). sturdier wooden shield. Rattan shield Made of wicker-weave. it doesn’t hold up to abuse very long. this is a warrior’s best friend.worldofprime. Sturdy and strong. often diamond shaped. The advantage to the buckler is that you can gain its protection and still use a two-handed weapon. Kite shield A larger. World of Prime © 2009 M C Planck 14 Ye Olde Shoppe www. Tower shield A moveable wooden wall. by resizing the armor to custom-fit the wearer. Even so. heavier kite-shaped version of the Heater. Comes in many shapes. Strong and light. At that point striking the shield is as easy as hitting a wall (AC 10. such as square. originally designed for horsemen. round. rectangular. Round shield Made of split-planks (wood that has been split off the beam instead of sawn). or diamond. +4 for no DEX bonus). Still. Vikings were allowed up to three shields in a duel. Advanced versions will have a metal boss and rim to make them last longer. Heater shield A normal sized shield made of metal. Buckler shield A small metal plate originally worn as an elaborate belt-buckle. the tower shield imposes a -2 to all attacks. Target shield A larger. The shield is sometimes asymmetrical.after the armor is created.com Patric Mitchell (order #2310125) 1 . because they came apart so quickly under the weight of battleaxe blows.
including all of his armor and gear. Also good eating.worldofprime. any barding and the rider. Feed The cost per day to feed the animal. One ox can feast 500 men.Stables Every upscale adventurer needs a fancy horse – or better. Carry This is the Light load for the creature. *Flying mounts cannot carry a Heavy load. Load Carry Weight x1 x2 x3 Max DEX Bonus 3 1 Skill Penalty -3 -6 Movement Penalty -10 ft -20 ft Light Medium Heavy* Medium characters usually weigh between 100 and 200 lb. Horses Mule A cross between a donkey and a horse. Remember to add the weight of saddles. due to being for a Medium creature instead of for a Large one). and you can eat them if you have to. not including stabling fees. Some creatures have to be fed meat. but very slow. Small characters average about 50 lb. and not noted for its loyalty or obedience.com World of Prime © 2009 M C Planck 15 Patric Mitchell (order #2310125) 1 . Refer to the Monster section in the SRD for their abilities. Many of these creatures are dangerous combatants in their own right. Ox Immensely strong. Donkey Includes llamas. Horses are valuable tools and status symbols. effective labor. but you can put pack saddles on them too (the pack costs and weighs ½ as much. you can just assume an average of 150 lb. Strong but not so fast. and since larger warriors will pick the larger mounts. Cheap. Horses Pony Palfrey Draft horse Warpony Courser Destrier Cost 50 gp 75 gp 100 gp 100 gp 150 gp 400 gp Feed 2 cp 3 cp 4 cp 3 cp 5 cp 8 cp Size Medium Large Large Medium Large Large HPs 2d8+2 3d8+6 4d8+6 2d8+4 3d8+9 4d8+12 Move 40 ft 60 ft 50 ft 40 ft 60 ft 50 ft Carry 75 lb 150 lb 200 lb 100 lb 225 lb 300 lb Ye Olde Shoppe www. Draft and Riding animals Animal Sled dog Donkey Mule Ox Cost 5 gp 25 gp 50 gp 50 gp Feed 1 cp 2 cp 3 cp 4 cp Size Medium Medium Large Large HPs 1d8+2 2d8+2 3d8+9 6d8+6 Move 40 ft 40 ft 40 ft 20 ft Carry 35 lb 50 lb 250 lb 500 lb Sled dog Normally used for pulling dog sleds. tack. The last three in the table are trained for war. Since individual mounts will differ slightly in size and strength.
It is unlikely that any civilized society would employ these creatures.000 gp 4. Ridgebacks and Newfoundlands. At least they are cheap to feed – they’ll eat anything. and thus their ownership might require legal permission or social status.000 gp 9. Some of these mounts can only be found in certain geographical climates. it makes an excellent mount. Dire Wolf. medieval warhorses were valued at the lives of three grooms – because that’s how many they would kill during their training. these animals are suitable for hobliars: men who ride to battle but dismount to fight. or a good working horse like the American Quarter-horse. suitable for pulling plows or wagons full of ale. but they can survive off bread and scraps. World of Prime © 2009 M C Planck 16 Ye Olde Shoppe www. Dogs will eat meat if they can get it. Courser The Arabian hot-blooded racing horse. however. One solution is the Animal Friendship spell. usually ridden by halflings or children. strong and willing to fight.000 gp Feed 1 cp 2 cp 10 cp 10 cp 100 cp 100 cp 200 cp 500 cp Size Medium Medium Large Large Large Large Huge Huge HPs 3d8+9 2d8+4 6d8+18 7d8+21 4D10+12 8d8+40 11d8+55 16d10+112 Move 40 ft 50 ft 50 ft 40 ft 60 ft 30 ft 40 ft 30 ft Carry 100 lb 75 lb 250 lb 400 lb 200 lb 700 lb 1. as they tend to be uncontrollably violent. The extra Exotic mounts mobility on the march and the battlefield can be worth the price. All of these creatures are trained for battle.000 gp 4.com Patric Mitchell (order #2310125) 1 . They don’t make good eating. Palfrey Traditionally a woman’s riding horse. the meat is as tough as old shoe-leather.000 gp 7. Unfortunately no one has figured out how to train a herd of boar to just be attack animals: they need to be ridden and guided by Small riders. however. Draft horse A huge. trained for war.000 gp 3.500 lb Boar These animals make good war mounts because they like attacking things. Fast and vicious. could be problematic. Convincing one not to eat you. heavy Clydesdale. or can be ridden by Small characters. Huge. only larger and meaner. Destrier The legendary warhorse.worldofprime. Warpony Tougher and sturdier than an ordinary pony. Wolf Includes large war-trained dogs like German Shepards. Exotics Boar Wolf Dire Wolf Dire Boar Deinonychus Rhinoceros Elephant Triceratops Cost 200 gp 150 gp 3. These creatures can be trained to fight as a pack.Pony A small horse. Dire Boar Like their smaller cousins. Deinonychus The only really suitable riding dinosaur.000 lb 1.
Hippogriff A bizarre cross between horse and bird. because they are the fastest and strongest flying mount possible. World of Prime © 2009 M C Planck 17 Ye Olde Shoppe www. Also suitable for large giants to ride. There are societies that control the birds with special blindfolds that snap shut when not operated by a rider. They are also intelligent. Pegasus The legendary winged horses are the most prized of all aerial cavalry. they are effectively chained. and lots of it.Rhinoceros Large enough to carry ogres or hill giants. while the driver directs it to trample anything in the way. they tend to charge at the drop of a hat. no matter how much money you have to spend. and its talons do 1d4 damage. so they will only be found in Good societies. This is due to careful training. Griffon A cross between a lion and a bird of prey. dragging and lifting logs with their powerful trunks. partly due to their Chaotic nature.worldofprime. Shorttempered. Flying Giant Hawk Giant Eagle Hippogriff Pegasus Griffon Cost 2. This creature fights like a Hawk. the griffon will likely continue to attack on its own. and able to detect Evil at will.000 gp 4.com Patric Mitchell (order #2310125) 1 . they cannot undo these avian bridles. The cost associated with them is not so much a purchase price (Good societies don’t buy and sell sentient beings) as an expression of how much effort it requires to raise one to maturity. Griffons will only eat meat. so using them as mounts is either voluntary on their part.000 gp 4. and since they cannot fly blind. studies show that griffons that leave the battlefield with unconscious riders tend to become bored and eat them. Because the birds lack hands. with bad sight and terrible hygiene. they demand much finer fare – no Pegasus will settle for one apple when he could easily fly up to the orchard and eat a bushel. Giant Eagle These creatures are intelligent. if you can get them to stop eating your grooms. rather than fly to some place of safety where its rider might be healed. These even more exotic war mounts are not necessarily available in any given area.500 gp Feed 10 cp 25 cp 50 cp 25 cp 200 cp Size Medium Large Large Large Large HPs 2d8+2 4d10+4 3d10+9 4d10+12 7d10+21 Move 60 ft 80 ft 100 ft 120 ft 80 ft Carry 75 lb 200 lb 250 lb 300 lb 200 lb Giant Hawk Suitable for Small characters. Can also be used Flying mounts to perform considerable manual labor. Elephant Bowmen in the howdah will defend the creature from spearmen.000 gp 5. these aggressive creatures make excellent war mounts. Triceratops You can practically build a castle on the back of these (or a double-sized howdah). Although they only eat as much as a horse. Some evil societies may use constant mindcontrol effects to maintain their own enslaved herd of Pegasi. or an act of enslavement. If their riders are incapacitated in combat.000 gp 8. its AC is one lower (16). their ownership is likely to be restricted to certain social groups by law or tradition. but its HPs are higher. Even if they are. These animals are exceptionally intelligent and will remember and resent ill treatment. griffons are powerful combatants in their own right.
This is the price per year to lease or maintain a stable for a horse. Rather than a bit in the mouth. On the other hand. the blindfolds snap shut. Riding checks are -4 without a saddle of some kind. these are blindfolds over the eyes. Allows the mount to carry its full Heavy load in cargo. paved. Be sure to protect that valuable addition to your stables. Grants a +2 Circumstance bonus to Ride checks. There is no place for a rider to sit. Necessary once a year for horses or other hoofed animals being ridden on packed. World of Prime © 2009 M C Planck 18 Ye Olde Shoppe www. sleigh. but still leave room for a rider. You can be tied into the saddle so you can’t fall off. Barding comes in all the same forms as armor. causing almost any creature to stop moving. or plough. Exception: the howdah is already weighted and priced for a Huge. you can’t dismount without spending 2 rounds untying yourself. Provides cover for 4 Medium or 8 Small characters (Huge mount only). No mount can use a shield. Flying Saddle Saddle bags Pack Saddle Stabling Shoeing Howdah Barding 50 gp 4 gp 5 gp 4 gp 4 gp 200 gp varies 20 lb 8 lb 15 lb 500 lb varies The weight and cost is given for a Large animal. exotic animal like an elephant or triceratops. Allows the mount to carry up to ½ its Light load in equipment and gear.com Patric Mitchell (order #2310125) 1 . Necessary to allow the animal to pull a wagon. or otherwise civilized roads. If the rider is not actively manipulating the reins.Tack and Services Tack Bit and bridle Riding Saddle Military Saddle Yoke Blinding bridle Cost 2 gp 10 gp 20 gp 3 gp 2 gp Weight 1 lb 25 lb 30 lb 50 lb 1 lb Description Riding checks are -4 unless the mount is intelligent. so for Medium ones. reduce the cost/weight by ½. and Flying mounts can’t wear Medium or Heavy barding.worldofprime.
worldofprime.000 gp 250. 1 story 20 x 20 ft.000 gp Occupancy 100 500 50 50 10 15 100 250 500 1. Occupancy This is the number of people who can live comfortably in the building.000 ft 30 ft tall x 20. 1 story 50 x 50 ft.000 gp 15.000 (Village) (Town) (City) (Empire) (Castle) Dimensions 150 x 200 ft. 3 stories 350 x 350 ft.000 gp 1. Rent is typically 5%.000 gp Occupancy 40 5 10 5 20 50 500 Dimensions 40 x 60 ft.000 gp 1. 2 stories 200 x 200 ft.com Patric Mitchell (order #2310125) 1 .000 gp 500.000 ft 20 ft tall x 10. 3 stories 500 x 500 ft. 1 story 20 x 20 ft. up to x4 as many soldiers or refugees can occupy the building for weeks at a time.000 gp 50. All Religious buildings grant a +2 Morale to defenders of the appropriate faith or creed.000 gp 200. 1 story 250 x 500 ft. 1 story 100 x 100 ft.000 gp 4.000 gp 10. entire military units can gain this AC bonus when fighting other armies.000. fortifications and other improvements.000 ft AC Bonus +6 +8 +2 +4 +6 +6 +5 +6 +7 +8 +3 +4 +5 +6 +1 Tech Primitive Primitive Primitive Primitive Wild Wild Wild Civilized Civilized Civilized Primitive Wild Civilized Civilized Wild Material Stone Stone Wood Wood Stone Stone Stone Stone Stone Stone Wood Stone Stone Stone - World of Prime © 2009 M C Planck 19 Ye Olde Shoppe www.000 gp 100.000 gp 400.000 ft 10 ft deep x 1. The mason’s guild is the place to go for buildings.000 ft 40 ft tall x 20. Lodgings Barn Cottage House Apartment Manor Mansion Palace Cost 50 gp 100 gp 400 gp 10 gp/year 1. 3 stories AC Bonus +1 +1 +1 +0 +2 +3 +3 Tech Primitive Primitive Wild Civilized Civilized Civilized Civilized Material Wood Wood Wood Wood Wood Wood Wood Fortifications Cave Cavern Barracks Bailey Gatehouse Tower Keep Castle Citadel Fortress Wooden wall Stone wall Great wall Legendary wall Moat Cost 100. Cost Maintenance on a building is approximately 1% per year.000 gp 5. In times of war or emergency. 1 story 30 x 40 ft.Mason’s Guild Buildings Eventually you’ll want to settle down and buy a place of your own.000 gp 1. roads. 2 stories 20 x 20 ft.000 gp 5. 4 stories 150 x 150 ft. 1 room 50 x 50 ft. 3 stories 15 ft tall x 4. 2 stories 50 x 80 ft. 3 stories 500 x 500 ft.000 gp 100. as well. While individuals can use any wall as cover or concealment. 1 story 50 x 80 ft. AC Bonus This is the amount of military defense the structure adds.000 gp 500.
with three to five rooms. size. 1 story 150 x 200 ft. House construction varies according to the technology and civilization. depending on quality. roofs vary from thatch.worldofprime. Mansion Three stories. 1 story 50 x 80 ft. Unless you can employ dwarves or magic. Gatehouse The gatehouse is built around and over a large wooden double-wide gate as a fortified entrance. beams. 2 stories 200 x 200 ft. Cottage A two-room hovel. 1 story 80 x 100 ft. 10 Large. 2 stories 350 x 350 ft. Bailey A wooden fort surrounded by a 10 ft tall log wall. The price reflects its value. adobe. Cave A natural cave complex. sawed planks. 1 story 100 x 100 ft. or 2 Huge animals. or brick. Obviously houses vary considerably in value.000 gp 200.000 gp 50. Inns have larger rooms of higher quality. 2 stories 40 x 50 ft. with extravagances such as ballrooms.000 gp Occupancy 5 30 15 15 50 50 125 Dimensions 20 x 40 ft. Cavern Huge caverns with many artificial tunnels and additions.000 gp 50.000 gp 2. usually on a large estate. you can’t actually build a cave. separate kitchens. sod. Apartment Renting a room in a Manor house.com World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 .000 gp 500. Tavern. House A basic house. slate. Murder-holes allow the 20 Ye Olde Shoppe www. 2 stories 50 x 80 ft. Walls are made from everything to logs. Another 20 people can sleep in the common room in front of the fire. 3 stories AC Bonus +1 +2 +1 +1 +1 +1 +2 Tech Wild Civilized Wild Wild Wild Civilized Civilized Material Wood Wood Wood Wood Wood Wood Wood Barn A barn houses 40 Medium. Barracks Quarters and furnishings fit only for soldiers. 2 stories 200 x 250 ft.000 gp 200 gp 500 gp 300 gp 5. trees 50 x 80 ft. Inn Simple rooms for 10 guests and the tavern keeper’s family. 3 stories AC Bonus +0 +1 +2 +4 +5 +3 +6 Tech Primitive Primitive Primitive Wild Wild Civilized Civilized Material Wood Wood Wood Stone Stone Wood Stone Businesses Tavern Inn Shop Large Shop Warehouse Academy University Cost 1.000 gp 5. and location Manor A two-story building with three to five rooms per floor. possibly with a loft. wine cellars.000 gp Occupancy 15 30 5 10 50 500 Dimensions 50 x 70 ft. The gate is thick wood strengthened by iron bands.Religious Shrine Sacred Grove Sept Chapel Temple Church Cathedral Cost 1. 1 story 50 x 70 ft. 1 story 250 x 250 ft. Palace Luxurious accommodations for nobles and their servants. dirt. shingles and tiles. wattle and daub.000 gp 50.
and battlements on the top. Sacred Grove A natural cove of trees. University Lecture halls. gigantic spires and often a bell tower or two. stronger keep.000 it is covered by a layer of iron. Large Shop A small shop such as a tailor’s or bakery. however.com Patric Mitchell (order #2310125) 1 . Temple A large stone hall. with a 20 ft outer wall linking six to eight towers and two gatehouses.000 gp. For 5. Chapel A stone hall. Academy Apartments. Wooden wall A wall of upright logs. Shop. The finest touches the society can afford will be used: marble floors.000 gp you get an iron portcullis. Church A larger chapel with separate apartments and extra rooms like libraries and scriptoriums. A drawbridge over your moat is only 1. but can also be a free-standing structure. with multiple towers and gatehouses. and the stone overhang helps protect the gate from siege weapons. There are apartments for the priests in the back. World of Prime © 2009 M C Planck Legendary wall Imperial cities are defended by miles of these 40 ft tall. Great wall The capitals of nations are defended behind these 30 ft tall. professor's housing. 15 ft tall and 3 ft thick. Citadel A massive castle. A large shop serves as a general store or factory. usually adorned with statues. with apartments for the staff. including storage space and a private well whenever possible. 10 ft thick stone walls.000 gp. Sept A main hall for worship and several apartments suitable for acolytes to live in. surrounded by a 15 ft wall with battlements. Moat A 10 ft wide and deep moat around your castle. It includes a simple wooden gate. Cathedral A massive structure built to impress and awe. For an extra 1. Castle A larger. Men in armor and siege engines will find it difficult to pass. with four towers and a gatehouse. Keep A strong stone keep with 15 to 25 rooms. made sacred by years of ceremony. stained glass. It includes a simple wooden gate. 21 Ye Olde Shoppe www. Stone wall A stone wall 20 ft tall and 5 ft thick. Tower A four-room stone tower with an interior winding staircase. The gatehouse is usually staffed by up to 40 soldiers during a battle. Often attached to a castle or wall. each 30 ft tall. for 2. they can be built in narrow passes or on bridges. libraries and a kitchen. Fortress Two layers of walls. 15 ft thick stone walls. classrooms.defenders to attack from above. A city of a square mile will fit in this amount of wall. A moat increases the effect defense of any structure by +1. the thick wooden gate is faced with stone. student dorms and perhaps a few shady groves for holding debates.worldofprime. Gatehouses are normally incorporated into larger fortifications.
it’s just pasturage. Every city needs a forest close at hand to supply firewood and building materials. Land in prime locations may cost much more than the listed price.000 gp Free x2 Mountains are rocky. Wild. or one in each direction. as it is possible to eke a living out of it. plowed. location. otherwise. Also. In many societies land will not be for sale to non-nobles. either because the soil is poor or there is little irrigation or rainfall.000 gp 10. and the weather is generally wretched. uncivilized land is free to claim.000 gp 100 gp/mile 1. tilled. A square mile of fully developed prime farmland would cost 3. with enough space to pull over and let oncoming traffic pass. Traditionally a 9th level individual must build and inhabit a castle before people will consider the area “safe.worldofprime. no wagons. Forests contain lots of trees which must be cleared before the land can be effectively farmed. Allows a barge to be pulled or poled along. location. Bad weather has little effect on highways. locks are where traffic in different directions can pass each other. Pasturage is flat. This is how canals deal with hills. clear land not really suitable for farming. or wagon wheel. animal.200 gp. or a single wagon. Farmland is developed land. The first three rules of real estate are location.com Patric Mitchell (order #2310125) 1 .000 gp 1 cp Land Land Mountain Forest Pasturage Farmland Swamp Village Town City Desert Coastline Price per acre ½ gp 1 gp 2 gp 5 gp ½ gp 10 gp 100 gp 1. fenced and properly watered. in bad weather it can become impassable. A double-wide column of troops. but unsurfaced. The surface is “metaled. but no one will buy it until it has been shown to be safe to live in. not counting any buildings or improvements. It is also within an hour’s walk of a fortified place that can protect the farmers. especially in cities. Because it is so primitive. Strong and wide enough for 2 heavy wagons sideby-side.” World of Prime © 2009 M C Planck 22 Ye Olde Shoppe www. paved with stones and mortar. so even civilized realms will still contain many forests. This is a 100 ft wide dam.Roads Track Trail Road Cost 1 gp/mile 10 gp/mile Description Single-file foot or horse traffic. The road is clear and level. Highways and bridges may charge a toll of a cp per person. Compare this to the price of a magic sword. Swampland is worth something. traveling is difficult. bad weather has little impact on its effectiveness. or a wagon in each direction at the same time. Two wagons side-by-side. Highway 100 gp/mile Wooden Bridge Stone Bridge Canal Canal Lock Dam Tolls 100 gp 1. Larger dams may be beyond the skill of ordinary craftsmen. its productive value in either crops or lumber is small. Plateaus or mesas will be valued as flat land of the appropriate type. Nobody is going to labor in the fields unless they feel safe. A sturdy arched bridge. A simple beam design.” that is. strong and wide enough for only one wagon at a time. hilly land that is usually only suitable for mining. However.
or anything that moves. 100 hps. These weapons are popular on ships and castle World of Prime © 2009 M C Planck walls. and allows 23 Ye Olde Shoppe www.com Patric Mitchell (order #2310125) 1 . Normally catapults do not move. For attacking fortifications. Only an immobile target can be attacked by a ram. To attack a mobile target requires a Ranged Touch attack (the same as with a Ballista). They can attack once per round. it does not receive any bonuses from the operator’s BAB or DEX. 20 hps. DR 5 Huge. These siege engines are Huge and require a lot of space. to turn the weapon to a new heading requires 10 rounds.. costs 5 gp). Warships come equipped with rams. Hitting smaller than Huge targets requires a natural 20. Ballistas can be mounted on a wheeled carriage and moved by hand up to 20 ft a round (as a full-round action). It also grants a height advantage. nails. 30 hps. but the target can negate all damage by making a Reflex saving throw at DC 5. It requires an engineer and a crew of 20 men five minutes (50 rounds) to reload. which do not require crews and do damage based on the size of the ship. (Optional rule: the operator can add his or her Siege Engineering skill). etc. however. If used against a ship. the target can negate all damage with a DC 5 Reflex save. Trebuchet Catapults and trebuchets are all but useless against anything smaller than Huge. Siege Engine Ram Ballista Catapult Trebuchet Siege Tower Tunnel Sapping Cost 200 gp 500 gp 300 gp 500 gp 1. DR 5 Ram Rams can be operated by ordinary solders. but it will still cost you 66 gp of materials (tools.Siege Engines Siege engines are often constructed as needed. Siege Tower A Gargantuan mobile fortification. Catapult. Well-equipped engineers can use a special bundle of arrows to deliver an area attack (no roll to hit. 1d6 arrows strike each target for 1d6 damage. but they can be dragged 5 ft per round if necessary. meaning a Ram can be built in day by an entire army. A Siege Engineer can employ 1. it grants Cover (+4 AC) to the 20 attackers inside it. the ship’s captain should make a Sailing skill check opposed by the Siege Engineer’s skill check instead of the DC 5 Reflex save to avoid damage. and the target still gets a Reflex save unless it’s inanimate. DR 5 Large.000 unskilled men at this task. so only one or two can be mounted on large ships. Ballista A ballista makes Ranged Touch attacks against targets. however. 40 hps. at the place of the siege. They can only shoot 45° to either side of where they are pointing. DC 15 Reflex save for half damage.000 gp Damage 6d6 3d6 8d6 10d6 – – 100 Range Touch 100 ft 150 ft 200 ft 50 ft Touch Technology Primitive Civilized Wild Civilized Wild Primitive Primitive Crew 20 2 (E) 20 (E) 20 (E) 100+ 100 (E) 100 (E) Reload ½ 3 50 50 – – – Notes Large. 10x10 ft area. DR 5 Huge. With a full crew they can fire every 4th round. More commonly they are mounted on a swivel that allows a 45° arc of fire.worldofprime.) in addition to the soldier’s wages for the day. Poisoned or spelltrapped javelins are also a possibility. DR 5 Garg. 30 hps. heavy stones are used. rope. The crew is protected with Full Cover (+8 AC) by the roof and walls of the ram.
Tunnels. If built into a ship. but they can dig other tunnels (or protect the diggers from attacks). You can build up multiple sapping attacks before triggering them all at once.com Patric Mitchell (order #2310125) 1 . or you can try to undermine their walls.soldiers to climb the ladders inside to the edge of the enemy walls. Pushing it faster makes it fall over. These hit points are normally per 10 x 10 ft section. Wooden building’s DR is normally bypassed by fire. A Sapping attack requires 1 day of work by the digging crew and does 100 pts of damage to a wall. you can either tunnel up into their courtyard. if you have men and shovels. it gives a height advantage and its AC to the soldiers inside when attacking other ships (or defending their own).worldofprime. Sapping Digging a tunnel is free.000 1.200 Walls None None None None None 40 ft 40 ft 10 ft 15 ft 20 ft 30 ft 10 ft 15 ft 20 ft 20 ft 15 ft 20 ft 30 ft 40 ft World of Prime © 2009 M C Planck 24 Ye Olde Shoppe www. but the enemy may detect your efforts and take counter-measures. More men can’t dig faster. Siege towers are 40 ft tall. Pushing one 10 ft per round requires at least 80 medium-sized creatures. Masterwork buildings have DR +2 and 25% more hit points. Fortification Forest Wooden building Fortified camp Bailey Stone building Siege tower Tower Keep Castle Citadel Fortress Wooden gate Stone-faced gate Iron-bound gate Iron portcullis Wooden wall Stone wall Great wall Legendary wall DR – 5 5 5 8 5 8 8 8 8 8 5 8 10 10 5 8 8 8 HP – 60 120 500 90 100 500 750 1. it inflicts a -2 to all Sailing checks.000 80 120 160 180 300 450 720 1. Fortification values Inflicting the listed hit point damage to structure creates a breach.500 2. The extra deck space also allows more soldiers to fight on your ship. Tunnels and Sapping attacks require an engineer to oversee their execution. Once you reach the enemy walls. so destroying a large structure requires immense amounts of damage. A hundred men can dig 50 ft of tunnel a day. However. allowing entry with no more difficulty than crossing rough ground.
but only on snowy days. Or a surrey with a fringe on top. with anywhere from one to eight horses in front. Large Wagon The most efficient pulling mechanism possible.000 lb 2. Travios Two poles that drag on the ground from the animal’s back. a Large wagon can have up to eight horses. that equals the weight of the chariot plus two warriors in full battle gear. Four Coursers would allow up to 900 lb as a light load. Suitable for going to Grandmother’s house.000 lb 2. World of Prime © 2009 M C Planck 25 Ye Olde Shoppe www. but you can’t run with it. Trying to Run with a cart imposes a -4 skill check penalty. Chariot Either a fancy surrey with a fringe on top. a Pack Saddle allows a Draft horse to carry 200 lb as a Light load and 600 lb as a Heavy load. traveling at top speed. Carriage An enclosed cab. This is the only vehicle priced for Medium-sized animals. Carry This is the multiplier for the creature in the harness. with a harness for one creature. In general vehicles can carry a maximum of three times their own weight. Only works over snow.worldofprime. Wheel-barrow A one-wheeled cart with handles.000 lb Carry 200 lb x1 x2 x2 x1 x2 x2 x5 x5 x5 Tech Wild Primitive Primitive Primitive Wild Wild Wild Civilized Civilized Civilized Sleigh The popular one-horse open sleigh.000 lb). Sled A dog sled.Cartwright’s Yard When you have so much loot you can’t carry it all. Cart A small two-wheeled cart. You can push it at 20 ft per round. trying to Run with a wagon imposes a -4 penalty to any Riding checks. designed to be pulled by two to eight dogs. you know it’s time to visit the cartwright’s yard and buy a wagon. so a 1. Thus.000 lb wagon can carry an additional 3. With two draft horses this would only be a Medium load. all other vehicles assume Large animals. Vehicles Wheelbarrow Travios Dog sled Sleigh Pack Saddle Cart Chariot Wagon Large Wagon Carriage Cost 10 gp 1 gp 10 gp 20 gp 5 gp 15 gp 50 gp 35 gp 50 gp 100 gp Weight 20 lb 20 lb 50 lb 400 lb 15 lb 200 lb 400 lb 1. with a superior suspension designed for comfort and speed. However.000 lb as a Heavy load (but the wagon itself already weighs 1.000 lb as a Light load and 3. A Wagon would allow the same horse to pull 1. Wagon. or an open-faced spiked-wheel war machine.com Patric Mitchell (order #2310125) 1 . up to four horses can be attached for maximum speed.000 lb of cargo. From one to four horses can be attached to a wagon. The animal cannot Run or double move without destroying the travois. One or two horses are normal.
Run. given deck space and carrying capacity. inflicting an World of Prime © 2009 M C Planck 26 Ye Olde Shoppe www. this means a Trireme will cut a Galley in half with a single deadly lunge. which is already calculated in).com Patric Mitchell (order #2310125) 1 . Oar-powered vessels can only travel at top speed for an hour. Most ships are ¼ as wide as they are long (rafts and barges are exceptions. Length The length of the vessel. Some ship designs impose additional penalties. Siege Weapons The usual mode of combat with ships is ramming or closing for boarding with marines. Each medium-sized passenger is the equivalent of 200 tons of cargo. Make an opposed Sailing check to ram a foe (although you must be approaching them from the side). often being completely square). at two per 5 ft. as they are built to do this. ships cannot usually go up rivers. or Charge. Masterwork ships would grant a +2 if you could afford them. Remember to count the weight of any passengers (but not the crew. Move This is the maximum movement per turn or per hour. due to their narrow construction. Failing by 5 or less inflicts 10–80% damage to the ship. Boarding planks and grappling hooks are included with the price of warships. Note this is not the complete destruction of the ship but merely compromising its ability to float. Watercraft cannot Double-Move. The captain’s skill is the most important. The number of siege weapons that can be mounted based on ship length. Almost all vessels have a DR of 5 due to their wooden construction. Max The minimum number of crew necessary to avoid a -4 penalty to Sailing checks. beyond any chance of repair. Carry How much weight the vessel can carry. inflicting x3 this much damage results in effectively complete destruction. Archers can occupy the deck. The vessel could conceivably be repaired by magic or crew action before it actually goes under water.Shipyard Watercraft are divided into two categories: boats and ships. Only the late medieval period is listed: the magnificent creations of the Age of Sail (Galleons and Man-O’-Wars) represent a significant advance in technology. depending on the severity of the storm. plus an hour per point of CON bonus of the crew. failing by more causes the ship to sink. Normally the ship doing the ramming does not suffer any damage. Ships can be equipped with siege engines at the expense of useable deck space. Sailing checks are used to control watercraft. although he can gain a +2 from an exceptional crew or a -4 from an inept/inadequate crew. HPs The number of hit points of damage the vessel can take before sinking. Crew. Longships. Weathering a storm is a DC 10 to 30 check. Passengers This is the maximum number of passengers possible. can only have half as many siege weapons installed. Rams do vastly more damage when powered by a ship. A ram attack does 1 pt of damage for every hit point of the attacking ship.worldofprime. However. Boats are anything small enough to be carried on a shi.
worldofprime. a simple sail.additional 10 pts of damage per point you beat the enemy captain’s roll by. and a DC 15 Sailing check to not inflict half as much damage to your own ship in the process.000 gp 5. since it reflects the vessel’s ability to absorb damage). Siege Weapon Ram Ballista Catapult Trebuchet Siege Tower Length of ship occupied 20 ft 10 ft 20 ft 30 ft 40 ft AC If you wind up using this vessel as a fighting platform.000 gp Length 40 ft 50 ft 75 ft 60 ft 90 ft 120 ft 60 ft 80 ft 100 ft Crew 10 15 50 100 150 200 10 20 80 Passengers 200 100 120 100 150 250 50 200 160 Move 10 ft / 1 mph 10 ft / 1 mph 30 ft / 3 mph 20 ft / 2 mph 30 ft / 3 mph 40 ft / 4 mph 30 ft / 3 mph 20 ft / 2 mph 25 ft / 2½ mph Carry 50 tons 40 tons 50 tons 50 tons 100 tons 150 tons 50 tons 150 tons 100 tons HPs 150 50 75 100 200 300 75 100 250 Tech Primitive Wild Wild Wild Civilized Civilized Civilized Civilized Civilized AC +0 +0 +1 +2 +3 +4 +1 +0 +3 Raft (-8 Sailing checks) As simple as a bunch of logs tied together.000 gp 25. Fishing boat Big enough to spend all day at sea. World of Prime © 2009 M C Planck 27 Ye Olde Shoppe www. Powered by oars. Cost Maintenance is typically 10% of the purchase price per year. or both.com Patric Mitchell (order #2310125) 1 . Powered by a sail. Inflicts a -8 to any Sailing checks.000 gp 20. it only has DR 1 but it weighs so little one man can pick it up and walk with it. this is how much its defenses are worth to you.000 gp 10. Canoe If it’s made out of leather. powered by oars. Sometimes used as a shiptender (a shuttle servicing a larger ship). it has DR 5 but weighs at least 500 lb. -2 to all Sailing checks. or long poles used to push against the river bottom.000 gp 3. fast sailboat. Boats Raft Canoe Rowboat Fishing boat Launch Pinnace Cost 5 gp 10 gp 50 gp 100 gp 100 gp 500 gp Length 20 ft 10 ft 8 ft 15 ft 12 ft 20 ft Crew 1 1 1 1 2 2 Passengers 10 3 4 5 8 10 Move 10 ft / 1 mph 20 ft / 2 mph 15 ft / 1½ mph 20 ft / 2 mph 15 ft / 1½ mph 30 ft / 3 mph Carry 2 tons ½ ton 1 ton 1½ tons 2 tons 3 tons HPs 50 5 10 15 20 30 Tech Primitive Primitive Wild Wild Civilized Civilized AC +0 +0 +0 +0 +0 +0 Ships Barge Keelboat Longship Galley Bireme Trireme Sloop Carrack Warship Cost 1.000 gp 15.000 gp 30. oars. Pinnace A light. Includes a large fishing net. If it’s made out of wood.000 gp 10. It also applies to any siege weapon attacks against the vessel (even those that use Ranged Touch attacks. Rowboat (-2 Sailing checks) A rowboat or skiff. Rams ignore DR of 5 or less.
Powered by a sail for travel and oars for combat. Still. Galleys might be able to navigate particularly deep rivers. The Keelboat inflicts a -2 penalty to sailing checks. or sails. Longship The famous Viking raiding craft.worldofprime. small seas. but not particularly sea-worthy (-4 to Sailing checks). Can travel up rivers. flat-bottomed ship powered by sails. it only moves at 20 ft.com Patric Mitchell (order #2310125) 1 . it is sturdy enough to cross oceans in. or lakes. but also slow and unmanageable. Powered only by sails. fat. with two decks of oars instead of one. Galley (-2 Sailing checks) An open-decked warship. May be powered by poles. Carrack (-4 Sailing checks) The classic cargo craft of the late medieval age. Sloop A fine. Powered by sails and oars.. Its rapid 40 ft movement only applies during combat. Powered only by sails. Powered only by sails. this monster galley has three decks of oars. designed for speed and combat durability rather than cargo capacity. so it doesn’t need a loading dock. with an advanced designed for deep ocean travel rather coast hugging. but it can go up rivers as well as out to sea. Barges have shallow drafts and can travel up wide rivers. or be dragged onto the beach by its crew. Trireme The pinnacle of the ship-building craft. When being sailed instead of rowed.Barge (-4 Sailing checks) Heavy and durable. but sturdy and carries plenty of soldiers. Bireme A larger galley. oars. Under sail power it moves at 20 ft. light sailing ship. Warship A sturdier version of the carrack. Mostly used for shipping cargo. World of Prime © 2009 M C Planck 28 Ye Olde Shoppe www. Not particularly fast or maneuverable (-2 to Sailing checks). ungainly and slow (-4 to all Sailing checks). Keelboat (-2 Sailing checks) A small.
Item Pup Tent Tent Pavilion Tent Teepee Bear trap Cost 2 gp 10 gp 100 gp 20 gp 10 gp Weight 5 lb 20 lb 200 lb 100 lb 20 lb Description Protects 1 Medium person. flint and steel. low wind. Flint and Steel Mess Kit 1 sp 5 sp ¼ lb 1 lb World of Prime © 2009 M C Planck 29 Ye Olde Shoppe www. Adventurers planning to spend a lot of time outdoors may wish to invest in a Ranger’s kit. elbow and knee pads. A collection of tools a tradesman needs to perform his job. makeup. Appraise and Gambling +2 to Smashing and Looting +2 to Alchemy Fighter Alchemy lab Cosmetics bag Artisan’s tools 5 gp 100 gp 30 lb 40 lb 50 gp 5 gp 8 lb 10 lb +2 to Disguise Employment Camping Gear Everything an adventurer needs to live in the wild.worldofprime. loaded dice. If you don’t have shelter and the weather turns bad. (Ordinary snares and pits can be made with rope. a shovel and a Wilderness Lore check. A Teepee is much more durable than a tent. herbal medicines. 5 large sacks. Wigs. Lockpicks. mess kit. 10 ft pole.General Store Class Kits Class kits contain everything a character needs to perform that class’s function. Pick Locks. and a STR 30 check to break free. 50 ft of silk rope and soft cloths to wrap your boots in. suitable for eating and cooking on. 25% chance of having any given antidote. beakers. marked cards. and can last a lifetime when properly cared for. Effect Spell usage Ranger 10 gp 15 lb +2 to Wilderness Lore Cleric 50 gp 10 lb +2 to Healing Rogue 30 gp 5 lb +2 to Hide. Reflex DC 20. Holy book. backpack. Class Wizard Cost 30 gp Weight 10 lb Contents Spellbook. Can also be lock-picked open at a DC 15. concentration. twine. Crowbar. 50 ft twine. suffer a -2 to your Wilderness Lore checks. and provokes AoOs.) Lighting a fire with flint and steel takes 1d6 full rounds. Holds up to 12 Medium characters in tight quarters. several bottles of ink. waterskin Holy symbol. wedge. an hour glass and a small metal stove. various spell components Pup tent. Bottles. false teeth. retorts. 5 torches. magnifying glass. small steel mirror. hatchet. bed-roll. lotions. hair and skin dye. Move Silently. knife. A tin bowl and plate. mortar and pestle. quill pens. houses up to 20 ordinary people or 1 rich noble. healing kit: bandages. A huge tent. sledgehammer. Houses up to 6 Medium characters. fish hooks. It also requires tinder. reagents. 1d6 bludgeoning. Imposes a -4 to Hide checks due to its large size. mountebank’s purse. a fine scale.com Patric Mitchell (order #2310125) 1 .
Luggage Every adventurer needs something to carry or store his loot in. Masterwork crates cost an extra 50 gp. mithril objects weigh half as much). suffer a -2 to Wilderness Lore checks.Trail rations (1 day) Waterskin Bed-roll Fish hook 5 sp 1 gp 1 sp 1 sp 1 lb 4 lb 5 lb - So you don’t have to move at half speed while traveling through the wild./ 10 cu ft 2 lb 5 lb 5 lb 5 lb World of Prime © 2009 M C Planck 30 Ye Olde Shoppe www.5 sp 10 sp 15 gp Weight ½ lb 1 lb 2 lb 5 lb 2 lb 8 lb - Carry 20 lb / 2 cu ft 50 lb / 3 cu ft 100 lb / 3 cu ft 150 lb / 3 cu ft .worldofprime./ 4 cu ft . Steel crates can be made out of sturdier materials such as mithril or adamantium. or built into the walls/floors of a building or ship. They may also be chained in place. and have DR+2.com Patric Mitchell (order #2310125) 1 . Crates (boxes. Holds 1 gallon If the weather turns cold and you are sleeping outside without a bedroll. but it can also result in boxes that are worth more than anything they could possibly contain. and costing an extra 250 gp per lb (but remember. Crates Basket Box Trunk Chest Stone Box Stone Trunk Stone Chest Steel Box Steel Trunk Steel Chest Cost 4 cp 2 sp 1 gp 2 gp 5 gp 10 gp 20 gp 10 gp 20 gp 40 gp Weight ½ lb 5 lb 10 lb 25 lb 50 lb 100 lb 250 lb 15 lb 30 lb 60 lb Carry 10 lb / 2 cu ft 20 lb / 2 cu ft 50 lb / 3 cu ft 100 lb / 4 cu ft 50 lb / 2 cu ft 150 lb / 3 cu ft 250 lb / 4 cu ft 100 lb / 2 cu ft 300 lb / 3 cu ft 500 lb / 4 cu ft DR 5 5 5 8 8 8 10 10 10 HP 5 10 15 10 15 20 5 15 30 Sacks Burlap bag Burlap sack Leather sack Leather sack Backpack Saddle bags Mountebank’s purse (many pockets. trunks and chests) often have locks attached to them. This can result in boxes very hard to break into. See the Locksmith section for details. silver clasp Silk purse with gold clasp Cost 3 cp 5 cp 5 sp 2 gp 2 gp 4 gp 5 gp 1. Grants a +2 to Wilderness Lore checks near streams or water. gaining the appropriate DR (15 or 20) and extra HPs (20% or 33%). ideal for storing spell components) Linen pouch with brass clasp Woolen pocket purse.
or any other activities – such as fighting . 10 gal. burns a pint of oil in 3 hours. as making small pieces of glass is easier than making single. Lighting a fire with flint and steel takes 1d6 full rounds. Illumination allows fine work. Illuminates a 20 ft radius for 1 hour. It also requires tinder. A wooden keg. Light sources create shadowy illumination in twice the radius they create full illumination. but holds more. 5 gal. burns a pint of oil in 3 hours. 1 gal. Illuminates a 30 ft radius. Stained glass windows are also the same price. Description Made of metal and extremely durable. 1 sp 1 sp 1 gp 10 gp 100 gp 1 gp per 1 ft pane 5 gp 1 lb ¼ lb ½ lb ½ lb 10 lb 5 lb 1 lb World of Prime © 2009 M C Planck 31 Ye Olde Shoppe www. illuminates a 15 ft radius for 1 hour. Holds fifty candles. 1 pint ½ gal. Will not go out in strong winds. burns a pint of oil in 6 hours. Clay. A masterwork glass grants a +4. steel Mirror. Can cover 5x5 ft and burns for 2 rounds. silvered Mirror. Not quite as durable or well-made. Shadowy illumination generally imposes a 20% miss chance and allows people to hide without needing cover. Much cleaner image than a steel mirror. Useful for peering around corners or shaving (but imposes a -2 to spot checks). but also much more fragile.Liquids Vial Flask Bottle Jug Bucket Amphora Keg Barrel Wineskin Cost 1 gp 3 sp 2 gp 3 cp 5 sp 1 gp 3 gp 12 gp 1 gp Weight 1/10 lb 1½ lb ½ lb 9 lb 2 lb 30 lb 20 lb 100 lb 4 lb Carry 1 oz.worldofprime. Open-faced wooden bucket. Reasonably fragile. 50 gal. it’s clear glass that’s hardest to make. reading. large Glass windows Magnifying glass Cost 1 cp 5 sp 5 gp 2 cp 1 sp 1 gp 5 gp 80 gp Weight 1/10 lb 5 lb 50 lb 1 lb 1 lb 2 lb 3 lb ½ lb Effect A candle illuminates a 5 ft radius and burns for 1 hour. in fact. Holds five candles. depending on the magic abilities of the local populace. Illuminates 30 ft cone. Illuminatiorium Light is a preoccupation of workers and adventurers. or will fuel a lamp for 6 hours. Item Candle Candelabra Chandelier Torch Lamp Lantern Storm Lantern Everburning Torch Oil. Glass. This is perhaps the most common magical item in the entire world. with a stopper. unbroken plates. holds one dose of a potion. and provokes AoOs. Colored glass is the same price. with a stopper. concentration. A wooden barrel. Illuminates a 15 ft radius. Silver backing on a clear glass plate. A huge clay jug designed for shipping liquids. Grants a +2 to Appraise checks. Too delicate to carry on an adventure. 7 gal. Illuminates a 20 ft radius forever. but makes an impressive statement in your main hall. 1 gal.com Patric Mitchell (order #2310125) 1 . Comfortable to wear and not likely to break. low wind. pint Flint and Steel Mirror.without a penalty. illuminates a 30 ft radius for 1 hour. reinforced with iron bands. Price varies from 50 to 100 gp.
Writing the magic formula for a spell requires using magical inks. quality and color of illustrations. Nobles will often use their signet rings. 100 blank paper pages (50 sheets). A Masterwork library is x5 as large and grants a +4. or one really long sheet rolled up tightly. not including the price of the materials. which in many places is also the local magic shop or monastery. or triple it for +20 gp and +2 lb. but chests and trunks are good choices too. A map is a double or quarto-sized piece of parchment. Colored chalks are twice as expensive. Grants a +2 on all Knowledge checks. Also. If you are lucky enough to find a masterwork tome (for 50-250 gp). paper Book. A single sheet of paper. 100 blank parchment pages (50 sheets). A book like this can be tied or buckled shut to the point of being waterresistant. Doors are the most obvious place to put locks.50 gp 1-5 lb Map 1 .Scriptorium The book-seller’s. Holds up to 7 single loose sheets.com Patric Mitchell (order #2310125) 1 . parchment Spell book. For the fashion (and weight) conscious wizard. Plain white chalk. Price varies depending on number of pages. For twice the price you can get colors other than dull yellow. A treasure map sells for whatever price the market will bear. but heavier and more difficult to write on. it will provide a +2 to a specific Knowledge skill check. prepared by a secret process known only to mages. This is enough ink for 100 pages.000 lb Locksmith Traps or Alarms can be keyed to locks. You can double the number of pages for +10 gp and +1 lb. 25 gp 1 lb 10 .000 gp 2. A collection of at least 500 books. colored inks are twice the price. and popularity of the manuscript. bound in leather. The price depends on rarity and quality. tear and water. Per page.worldofprime. bound in leather. A goose quill. Let everyone know who sealed this letter. The bindings are rarely as sturdy as spell-books. so that correctly opening the lock does not trigger the trap. cut to the right length. A sheet of scraped lambs-hide.5 gp ½ lb Scribing Scribing a spell Scroll case 1 cp 5 gp 1 gp ½ lb Library 5. Magical traps and symbols can also be keyed to a lock mechanism. breaking into a locked chest is a good way to ruin the contents. Useful for making magic circles on stone floors. Protect your valuable scrolls from wear. Made from wood and treated leather. so that forcing the lock triggers the trap. and each spell requires 1 page per level. Item Ink Quill Paper Parchment Sealing wax Stamp Chalk Spell book. often being merely stiff leather. World of Prime © 2009 M C Planck 32 Ye Olde Shoppe www. A steel trunk with a good lock can foil amateur thieves. This price is per page. who may not be able to pick it or break into it without making a huge ruckus. library or holy Cost 1 gp 1 cp 4 sp 2 sp 1 sp 1 sp 1 cp 15 gp Weight ½ lb 1 lb 3 lb Description Black ink. More robust than paper.
but halve the DR of stone. doors and windows. Also for making air holes. World of Prime © 2009 M C Planck 33 Ye Olde Shoppe www. Tunneling. Many tasks. Suitable for medium creatures. Chopping down doors. Keys are custom-made for a given lock. enough to eventually crack even steel chests. DC 30 Escape artist to slip out of. Prying open small boxes. Smashing anything. Cutting soft metal. using a crowbar to force open a door or chest). reflects any mechanism that requires a special key or tool to operate. Cutting wood to build a siege engine. If a 4 is rolled for damage. but may inject a poison. Inflicts 1d4 Slashing damage.com Patric Mitchell (order #2310125) 1 . Tool Crowbar Shovel Spade Pick Awl or Wedge File Axe Hammer Tongs Sledgehammer Saw Hack saw Hand drill Nail Cost 2 gp 2 gp 2 gp 3 gp 1 gp 1 gp 5 gp 5 sp 1 gp 2 gp 5 gp 10 gp 15 gp 1 cp Weight 5 lb 8 lb 8 lb 10 lb 1 lb 1 lb 6 lb 2 lb 3 lb 10 lb 5 lb 2 lb 3 lb Function Prying treasure chests and doors open.Lock Basic mechanism Simple lock Average lock Good lock Superior lock Bell alarm Silent alarm Blade trap Cost 5 sp 1 gp 2 gp 5 gp 25 gp 1 gp 10 gp 7 gp Weight 1 lb 1 lb 2 lb 3 lb 4 lb 5 lb 5 lb 7 lb Description DC 15. Nailing shut coffins.worldofprime. Most of the cost is in finding a blacksmith who will make them without asking too many questions. Masterwork manacles cost 55 gp and are +2/+5/+15 to the DCs. Masterwork tools grant a +2 Circumstance bonus and cost 55 gp. two-handed tools will do 1d6 damage. Drilling out locks that are too hard to pick. the victim must make another Reflex save at DC 15 or suffer a permanent loss of 1 DEX (due to losing fingers). Handling things too dangerous to touch. picks do 2d4 damage. a sledge can do 2d6 damage. Can also be lock-picked open at a DC 15. Inflicts no damage. The function listed below is from the adventurer’s perspective: ordinary tradesmen will use the tool as part of their craft. are effectively impossible without a suitable tool. doing 1d4 of an appropriate type of damage and inflicting a -4 to-hit penalty. 1d4 bludgeoning and a STR 20 check to break free. Reflex DC is 5 lower than the lock. and DC 25 to pick. such as digging a ditch or making firewood. Most tools can be used as an improvised weapon. makes a loud noise Reflex DC is the same as the lock. DC 26 STR to break. Masterwork tools cost +50 gp and grant an additional +2. DC 20 DC 25 DC 30 DC 40 (This is a Masterwork item) Reflex DC is the same as the lock. Used against an immobile object. If you’re really worried about people breaking them. Catch trap Needle trap Key Manacles 5 gp 20 gp 1 sp 5 gp 10 lb 1 lb 2 lb Lockpicks 5 gp - Hardware Store All tools grant a +2 circumstance bonus when used as part of an appropriate ability check (for instance. Digging for treasure. Bits of metal suitable for picking locks. Cutting through hard metal… slowly. Large. Hammering nails or pitons. if roll is failed. Digging for treasure in hard soil. Reflex DC 20. use mithril(+9 DC to break) or adamantium (+14 DC to break). makes a noise up to 50 ft away Reflex DC is 5 lower than the lock.
as making small pieces of glass is easier than making single. adventurers will mostly drop them on people. Do you need to ask? Ropes and Chains Wire. Effectively Masterwork. Inexpensive and durable but nigh-immobile. couches. 50 ft Piton Cost 5 gp 15 gp 150 gp 1 sp 1 gp 10 gp 1 sp Weight ¼ lb 2 lb 200 lb 1 lb 10 lb 5 lb ½ lb Grappling hook 1 gp 4 lb Description Useful for setting trip wires. Requires 2 men to operate. 50 ft Rope. it can be burst with a DC 24 Strength check. it’s clear glass that’s hardest to make. dragging ships. Hardness 10. Societies that can’t make glass use conch shells. or catching fish. Lets you climb any wall you can throw something over. chests of drawers.worldofprime. this rope grants a +2 on all rope-related skill checks. 10 ft Chain. benches. A huge lump of cheap pig iron. in fact. Needs to be wound once a day. wrought iron Furniture. rough wood Furniture. even in wealthy houses. Empty your boat. 50 ft Rope. For people who can’t climb ropes. With satin or leather coverings. nails and glue. 10 ft Giant chain. DC 11 to break. hemp. wine closets. it can be burst with a DC 23 Strength check. Smiths use them as a platform for hammering and shaping metal. 10 ft Twine. Held together by ropes. A piton every 5 ft grants a +2 to Climbing checks and allows climbing surfaces (like walls) that can’t normally be climbed. Chain has a hardness of 10 and 5 hit points. Rarely made out of exotic materials. puts on a performance of ringing bells each hour. or weapon-racks. carved stone Chamberpot Glass windows 100 gp 500 gp 5 gp 10 gp 50 gp 15 gp 1 gp 1 gp per 1 ft pane 200 lb 25 lb 150 lb 200 lb 150 lb 500 lb 2 lb 5 lb World of Prime © 2009 M C Planck 34 Patric Mitchell (order #2310125) 1 . has to be turned once an hour. hat-. polished wood Furniture. It can be burst with a Strength check DC 26 (Masterwork chain is DC 30). much more. 2 hit points. hamming pitons takes 1d6 rounds and makes noise. hit points 1. Furniture Mart Furniture prices are for a typical piece. Folds up to only 10 ft long. but useful for tying up parcels. bookshelves. needs to be filled twice a day. Useful for cracking open small boxes under controlled conditions. DC 50 to break (Masterwork is DC 54). or mine of water. Some examples are: beds. stools. stringing lutes. shoes. Civilized technology. Ye Olde Shoppe www. hit points 30. 1 hit point. coat-. wardrobes. Wild technology. Can only support 20 lb. Stained glass windows are also the same price.Vise 5 gp 10 lb Anvil 20 gp 100 lb Bellows Pump 20 ft ladder 10 ft pole 10 gp 50 gp 3 gp 1 sp 10 lb 50 lb 30 lb 2 lb Crushing small objects or holding them in place while you saw at them. Useful for blocking rivers. Colored glass is the same price. Hardness 8. or carved stone. ship. cupboards. chairs. DC 16 to break (Masterwork is DC 20). However. silk. Turn a roaring fire into an inferno. 4 hit points. Item Hourglass Cost 25 gp Weight 1 lb Description Primitive technology. Remember to attach a rope before throwing. Exquisite works of art or antiques can cost much.com Water clock Mechanical clock Furniture. Made with pins. or enslaving pixies. gourds. unbroken plates. or enslaving giants. tables.
Suitable for baking bread. Salt cellars were items of status. pewter (silver mixed with lead). or glass. horn. Vikings had a hole in the middle of their dirt floor to hold their fire. which almost always meant a good knife. so occasionally it’s useful to know how much it costs. one drinks soup straight from the bowl. pepper. The smoke went up and through the thatched roof.worldofprime. A wide-lipped wooden bowl. square plate made of wood. A porcelain plate. which serves as kitchen. Medieval diners brought their own silverware. or live without baking. A crystal champagne flute. World of Prime © 2009 M C Planck 35 Ye Olde Shoppe www. Usually made out of silver. with a handle and possibly a lid. instead. A flat frying iron to put over a stove or fire. A large bowl. Rich people will have a fancy knife that is useless for anything but eating. so they were elaborately carved and often gilded. A porcelain bowl.000 lb Description A large wooden bowl.com Patric Mitchell (order #2310125) 1 . A pottery plate. A thick. A large iron pot. A large silver tray with a domed cover. Cookery Mixing bowl Fireplace spit Stewpot Griddle Fire pit Cost 1 sp 1 sp 5 gp 2 gp 1 gp Weight 2 lb 2 lb 10 lb 10 lb - Fireplace Brick oven 25 gp 100 gp 1. Gold ones cost 10x as much.Pottery Kiln Adventurers are always smashing crockery. A large mug. without a handle. Used for roasting over an open fire or in a fireplace. Tableware None Knife Table-knife Trencher Mazer Mug Platter Basin Tankard Plate Bowl Wine glass Salt cellar Serving tray Serving ladle or fork Cost 10 sp 10 gp 1 cp 2 cp 2 cp 1 sp 2 sp 2 sp 1 gp 1 gp 3 gp 100 gp 50 gp 10 gp Weight 1 lb ½ lb 1 lb 1 lb 1 lb 1 lb 1 lb 1 lb 1 lb 1 lb ¼ lb 2 lb 5 lb 1 lb Description Poor or primitive people eat with their hands. made out of pottery. Well-to-do peasants have a stone fireplace in their house. Poor people either dig a hole in the ground and fill it with coals. it also helped protect the thatching from insect damage. A wooden cup.000 lb 1. Stores salt. or other spices. While this meant the house was always smoky. heater and gathering place. Spoons are not normally used. Made out of pottery. brandy snifter. or wine glass. Made of silver.
A brass horn. A flute with mechanical keys. Instrument Whistle Fife Drum Cymbal Lyre Harp Horn Gong Mandolin Flute Bell Harpsichord Sheet music Cost 1 cp 1 sp 5 sp 1 gp 5 gp 25 gp 2 gp 100 gp 5 gp 3 gp 300 gp 500 gp 5 sp Weight ¼ lb 1 lb 5 lb 1 lb 3 lb 50 lb 4 lb 100 lb 3 lb 1 lb 300 lb 1.Music Shop Mostly of interest to bards. Price is per page. delicate mechanism that plucks strings (rather than hammering them like a modern piano). Harder soaps. audible several miles away. Leather stretched over a wooden barrel or box. A small pot of powder. A small metal disk.000 gp 1. strummed or plucked.000 lb Tech Primitive Primitive Primitive Primitive Wild Wild Wild Wild Civilized Civilized Civilized Civilized Civilized Description The simplest of wooden flutes. haven’t been invented yet. A folding knife with a delicate but extremely sharp blade. 1. World of Prime © 2009 M C Planck 36 Ye Olde Shoppe www. marked Throne Cost 5 sp 1 gp 20 gp 10 gp 2 gp 7 sp 1 sp 1 gp 5 gp 5 gp Weight 1 lb ¼ lb ¼ lb ¼ lb Description A pound of soft soap. A church bell. A large. A fancy stringed instrument. Clay with a wood stem.com Patric Mitchell (order #2310125) 1 . or rouge. it only produces one note. A vial of an exotic scent. The use of soap is restricted to semi-annual occasions. Already done up in an elaborate arrangement. Women and men use perfume regularly. Often gold-plated or otherwise ostentatiously decorated. or bell that rings when struck. in a variety of shapes and musical keys. but ordinary folk can enjoy a bit of music.000 lb +2 to Diplomacy/Bluff/Intimidate checks. stringed instrument that is plucked. gong. A simple wooden flute with finger-holes. lotion.worldofprime. Who doesn’t need a fistful of these? +2 to Gambling checks. too. in a variety of shapes. Luxuries Everything an adventurer needs to live in style. +2 to Gambling checks. A huge. Luxury Soap Make-up Wig Perfume Razor Pipe Dice Dice. mostly because they don’t use soap regularly. loaded Deck of cards Deck of cards. carved into amusing shapes. A stringed instrument that is strummed. A huge brass gong that can be heard a mile away. Useful for losing or telling fortunes. a concert requires 100 pages. dye. Can also represent violins.
Wool doublet and jacket with silver buttons. woolen trousers. Magic rings not included. light leather boots. linen pouch. lace collar Silk tights Blouse and skirt. at least a signet ring. gloves and a floppy hat. lace trim and pearls Ceremonial Robes. lace gloves. silk sash and long silk slippers with gold studs. linen tunic with fired-clay buttons. brocade and studded with valuable stones Cost 6 cp 3 cp 3 sp 6 sp 25 sp 25 sp 2 gp 25 gp 50 gp 10 gp 7 sp 1 sp 10 sp 40 sp 50 gp 100 gp Headgear Straw hat Leather widebrimmed hat Woolen cap.worldofprime. a velvet hat trimmed in fox fur. stout leather boots trimmed in squirrel fur. Burlap tunic and leggings with wood buttons. Linen tunic and leggings with brass buttons. Gems and jewelry are extra. Silk doublet and jacket with gold buttons. silvered and feathered Brocade head-piece. wide-brimmed leather hat. a woolen cloak trimmed in fox fur. You’ll also need jewelry. silk. rabbit fur trim Accessories Canvas belt with wooden buckle Leather belt with a brass buckle Fancy suede belt with a silver buckle Silk sash with a gold and pearl clasp Cost 2½ sp 12 sp 6 gp 16 gp 60 gp 20 gp Cost 1 cp 2 sp 10 sp 5 gp 15 gp 2½ gp Cost 1 cp 5 cp 2 sp 2 gp 15 gp 1 gp 4 gp Cost 5 cp 1 sp 1 gp 10 gp World of Prime © 2009 M C Planck 37 Ye Olde Shoppe www. brass buttons. demin. with gilded lace Wool mittens Cost 1 cp 2 sp 15 sp 3 gp Cold-weather gear Heavy doubled burlap poncho Sheep-skin coat with brass buttons Rabbit-fur cloak lined with linen Wool coat w/silver buttons and fox fur Lion-fur cloak with gold buttons and a gold brooch clasp Heavy leather coat. with rabbit-fur ear flaps Velvet chapeau. silk purse with gold clasps.Tailor’s Shop Outfit Slave Serf Freeman Artisan Noble Cost 1 cp 1 sp 1 gp 5 gp 75 gp Description Rags tied up with rope. burlap-strip sandals. Peer 200 gp Adventurer 10 gp Common items Clothing Serf’s burlap tunic Burlap leggings Canvas blouse with leather laces Denim trousers with brass buttons Fine linen tunic with brass buttons Cheap woolen leggings Fancy linen blouse Wool jacket and trousers. a lion or bear fur cloak.com Patric Mitchell (order #2310125) 1 . a huge brocade hat. gold buttons Silk doublet. as is the crown. with silver studs and a peacock feather. fox-fur Silk slippers w/ mink High. lace trim Evening gown. suede purse with silver clasps. Sturdy leather coat with many pockets and brass buttons. stout boots trimmed in rabbit fur Gloves Burlap work gloves Canvas work gloves Leather gloves Long lace gloves Silk opera gloves. clay buttons Burlap peasant dress Fancy demin dress Linen dress. canvas trousers. heavy leather belt and suede boots with silver buckles. silk trousers. belt with a brass buckle. light leather shoes. heavy leather belt with a brass buckle. gold and pearl inlay Footwear Burlap sandals Leather shoes Soft leather boots lined with rabbit fur Suede boots. Canvas tunic and leggings with fired-clay buttons. silk gloves trimmed in lace. gold buttons.
worn with a blouse or tunic. Pants. or velvet. Good for holding things. A short skirt. This might also represent a high-grade cotton or medium-grade wool. rough cloth made from jute or vegetable fibers. May also be a poncho (a blanket with a hole cut in it). silks. which can be used as materials for tailoring or treasure. possibly with buttons. A heavy duty cloth. for cold weather. Generally leather. A handbag or pouch worn on its own strap. A fancy. A long shirt that hangs beneath the waist. Long robes suitable for priests. Robe Jacket Coat Cloak Belt Sash Pouch Purse Sandals Shoes Boots Slippers Hat Gloves 4 2 3 4 1/5 ½ 1/10 1 ¼ ½ 2 1 ½ ¼ Materials This is the price per yard for bulk materials. lined tunic. A winter garment A more primitive and exotic winter garment. Sheep’s hair. feathers. May be soft-soled (like moccasins). Used for decoration or as a baldric to hold a scabbard. impractical footwear. Often called denim when made soft enough for clothing. Linen 1 gp ½ 1 Velvet Wool 2. although the styles are different. Leather or cloth straps wrapped around the foot (and sometimes a wooden sole). or fancy dress parties depending on the material. Often made of fur to show its value. A difficult and expensive weave. High leather boots.Custom Items Item Blouse Tunic Doublet Vest Leggings Trousers Smock Skirt Dress Gown Fabric/yards 1 2 4 1 1 2 2 1 3 5-15 Description An ordinary shirt. Kingly head-pieces can consume two to five times as much fabric. Leg-warmers and wrappings. wizards.5 sp Lbs. Leather shoes with wooden soles. ½ 1 Yard 1 1 Description Cheap. the best quality. it may also be made from the poorest quality of wool (that cannot even be dyed to a different color) or other fibers.worldofprime. Materials Burlap Canvas Cost 1 cp 2. A gown suitable for fancy dress parties. worn in the front to protect your clothes while working. protection. hard-soled with wood. An ordinary dress. An ell of silk (25 yards) is worth more than a master craftsman makes in a year. Waist-length coat. usually made from cotton or wool. Small enough to hide under your other clothes. soft. and have jewels sewn into the fabric. and be studded with rare furs. or gems. finely woven for fancy clothes. or other academics. possibly with a pocket or two. May be trimmed with furs. Extremely fancy gowns use two or three times as much cloth. usually made from cotton. Anything from leather work gloves to silk opera gloves. Linen is made from the flax plant. like pants. Hats range from the practical to the absurd. Worn by men and women. Elegant. pouches and scabbards. Depending on the locale.5 gp 5 gp 1½ 1 1 1 World of Prime © 2009 M C Planck 38 Ye Olde Shoppe www. or even steel-toed for greater protection.com Patric Mitchell (order #2310125) 1 . and is soft enough to make bedsheets out of.
A wild fur. A wild fur. A rare and exotic fur. Silk intricately woven with patterns of silver and gold threads. There is about ½ a sq. yards. Used for turning thread into cloth. The complete fur from a large animal such as bear or lion. Thicker. harder to obtain. Buttons and clasps made from gold. here are some prices for objects they’ll never use. A rare and exotic fur. A thimble of metal. Buttons and clasps made from fired clay or carved stone. harder to obtain. you can always add more. The fur of one small domestic creature such as a rabbit or squirrel. Feathers from rare and exotic birds. Smooth. But in case they don’t. double or more the ordinary labor cost for the item. specially grown and treated. Buttons and clasps made from wood. However. it will be made of bone. A thin. Normally a steel needle. wood. stronger leather such as bull-hide. Enough trim for a lace collar or neckline. Prices will vary wildly depending on local availability.Lace Silk Brocade Light leather Heavy leather Suede Rabbit fur Fox fur Mink fur Bear or Lion hide 7. Buttons and clasps made from silver. or ceramic. Trimmings Decorative stitching Lace Swan feathers Peacock feathers Rabbit fur Fox fur Mink fur Wood Clay Brass Silver Gold Jewels Cost x2-x5 labor 1 gp 1 sp 1 gp 5 cp 5 sp 5 gp 1 cp 5 cp 5 sp 5 gp As much as you care to spend Sufficient for one item or for 1 yard Patterns and designs stitched into the cloth. Buttons and clasps made from gold or silver and set with jewels. a bull will produce 3. strong and comfortable in heat or cold. Feathers from ordinary birds. Silver or gold thread is 1 gp to 10 gp a spool. Handmade with complex patterns and exacting detail. Trimmings Do not include Trimmings as part of the price for calculating creation times. light leather such as calfskin or sheepskin.worldofprime. World of Prime © 2009 M C Planck 39 Ye Olde Shoppe www. Soft. The fur of one small domestic creature such as a rabbit or squirrel. or calf. Sewing Shop Adventurers will probably resort to magic to repair their clothes. Used for turning fibers into thread.com Patric Mitchell (order #2310125) 1 . Fine wool yarn will cost 1 sp per skein.5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 5 cp 5 sp 5 gp 50 gp ½ ¼ 1 1 3 1 ¼ ½ ½ 12 1 1 1 1 1 1 1/10 1/10 1/10 4 The finest possible use of linen or cotton. Buttons and clasps made from brass. goat. yard on a sheep. The most prized of all cloths. in primitive societies. the tailor normally buys these items from other suppliers and merely adds them to the outfit. Item Scissors Thimble Needle Spool of thread Skein of yarn Spinning wheel Loom Cost 4 sp 1 sp 5 sp 1 sp 2 cp 10 gp 20 gp Weight ¼ lb 1/10 lb 1/10 lb 20 lb 50 lb Description Small metal scissors. A cow will produce 2 sq. fine leather.
Inns and Dens Most adventurers will spend most of their time on the road. 1 song of your choice Bard.com Patric Mitchell (order #2310125) 1 . Lodgings Description A spot in the common room Small private room Large private room with bath Hotel suite with fireplace Stable and Feed Stable and Feed. 1 evening Penny-pitching game Dice game Card game Cockroach races Dog races Horse races Fist-fighting Cost 1 sp 2 sp 5 sp 1 gp 1 cp 2 cp 1 sp 1 gp 2 gp 10 gp 1 sp 1 gp 1d10-4 cp 1d10-4 sp 1d10-4 gp 1d20-8 cp 1d20-8 sp 1d20-8 gp Free Meals Description A bowl of porridge flavored with peas A bowl of stew with a slice of bread Bread. prime rib 12-course gourmand’s feast Cost 2 cp 4 cp 7 cp 1 sp 2 sp 1 gp 10 gp Drinks Description Water Tea. with a side of vegetables A slab of steak or roast. glass Brandy. Normal adventurers will spend about 1 gp per day. 1 night Courtesan. goblet Champagne. flute Cost 1 cp 3 cp 5 cp 1 sp 1 gp 2 gp Note: any of these entertainments may be unavailable or illegal. Illegal entertainments are twice as expensive. chicken or mutton and cheese Pork platter. all you can drink Beer. 1 evening Private circus. Exotic mount Cost 1 cp 2 sp 5 sp 2 gp 1 sp 2 sp 1 gp Entertainment Entertainment Chewing tobacco Smoking tobacco Narrowleaf Flower of the Poppy Puppet show. and carry the risk of being arrested during a police raid. Poor travelers can expect to spend 1 sp a day. warhorse Stable and Feed. stein Ale. 1 evening Tavern wench. depending on local rules.worldofprime. 1 seat Tavern bard. with pastries Roast capon. private performance Musical troupe. Dining in stray inns and odd taverns is often an adventure in itself. World of Prime © 2009 M C Planck 40 Ye Olde Shoppe www. Rich vagabonds can live in high style for 5 gp a day. goose liver pate. if you like it Mummer’s farce. mug Wine.
raise the dead. they charge more for spells that don’t obviously advance their cause. blizzards and plagues. and will generally put them ahead of you in line for his spells. tornadoes. Having a Bless cast over your wedding is considered as de rigeur as a white dress and a fancy cake. tidal waves. then the price will be adjusted according to your need and your ability to pay. Invariably he will take the opportunity to preach his faith to a captive audience. Ceremonies Priests often officiate at ceremonies. Not only are they wise. never a transaction in gold. as long as he’s invited to the banquet (and paid for his spell). or building a house are also frequent requests for a blessing. Equally often.com Patric Mitchell (order #2310125) 1 . the rulers and the gods.Temples Priests play a huge role in society. and doesn’t have to leave his temple to do so. Even Evil priests will only fleece their flocks for what they can afford. Towns will almost always have a Church and a caster who can Remove Disease. If you are of the same faith. A dead peasant can’t work. Another standard ceremony is the weekly casting of a divination. However. without a good or bad reputation. Obtaining other spells will require a Diplomacy or Bluff check. The priest will perform the ceremony for free. Imperial cities or metropolises might have several Cathedrals of different faiths. Some communities of mixed faiths will legally compel priests to treat all comers. and in any case they usually wait until the child reaches adulthood to claim them for the faith. if you are a member of an opposed religion. Rulers everywhere will seek the support of the local clergy. they can heal. and a sick one might make others sick. with the incredible benefits a 9th level priest brings (like Raise Dead). the local rulers are stretched to the limit maintaining peace between competing faiths. Priests will charge lower prices for spells that advance their religious cause – such as Detect Alignment and Atonement. World of Prime © 2009 M C Planck 41 Ye Olde Shoppe www. while others will let the temples freely compete for the public’s approval. Cities or Royal courts will strive to have a Cathedral. predict the future. attempting to foresee and prepare for any catastrophes in the next week. acting as a witness for the community. Keep in mind that the priest already has a full-time job healing and curing his flock. Double the price for house calls or quick service. Spell-casting Pricing spells at a temple is problematic. with at least one first-level priest in attendance. casters over 9th level are exceedingly rare. Weddings and funerals are the most common ceremonies. and tell when you’re lying. The prices below assume you are a stranger. and the price will be high enough to make sure you don’t waste the priest’s time with frivolities (10 gp times the spell’s level. Few faiths practice baptism. Life-saving spells will be subsidized (except for the material component) even to peasants. and of the same basic alignment (Good or Evil). The prices also assume the priest can cast the spell any time in the next 24 hours. On the other hand. at government established rates. Launching a ship. obtaining their services is always a personal favor. Conversely. Most villages will have a Shrine. then even Good churches might refuse to help you at any price. starting a new business. plus any material components). cure. except in those places where the rulers are the local clergy. It is exceedingly difficult to invade a city by surprise when the High Priest is regularly casting Divination with the question. “Are we going to be invaded this week?” This is equally valuable for earthquakes.worldofprime.
Be careful what you talk about. Includes an hour of analysis and counseling. artistic quality of workmanship will vary considerably. for adventurers they like. Particularly invaluable for ordinary accidents or work-related injuries. be prepared for an Evil priest to try and cheat you out of rare magic items. they consider it a waste of magic. or local materials. The local priest may also refuse to heal trouble-makers or violent folk. It will require a Diplomacy/Bluff check at -10 to get a priest to cast this spell without asking a lot of very uncomfortable questions. however. Usually hand-made by the local priest. meaning they can’t cast any other spells. water and bed rest. Often prescribed for chronic conditions such as over-eating or partying too hard. Also. However. Why bother translating texts when the priest can do it easily and perfectly? Keep in mind. cheap metal. For those who can’t wait for natural healing. Having a trained nurse on call and the advice of a physician allows you to heal x2 your level per day. A handful of Novices means that women no longer die in childbirth. that a priest is going to be reading your secret treasure map/ancient historical prophecy/vampire porn.worldofprime. However. World of Prime © 2009 M C Planck 42 Ye Olde Shoppe www. Only 1 point of healing. Generally only available in extreme climates like deserts. they’re willing to make an exception. just in case. Chapel (3rd level) Gentle Repose 2 gp per day Lesser 5 gp Restoration Make Whole 10 gp Undetectable 20 gp Alignment Zone of Truth 5 gp Potion of Cure Light Wounds 25 gp +25 gp Particularly valuable when you’re waiting for the High Priest to get around to raising your friend. or the priest may have to file a report with his superiors or the local ruler. or arctic ice shelves. If you have a good reason. Priests don’t usually like to make potions. To settle private disputes or seal contracts. It’s hard to imagine what you need mended for this price that can’t be fixed cheaper by a tradesman or craftsman. for those too cheap to pay for magical healing. the ability to ignore the effects of weather for an entire day could be important during blizzard season. Be prepared for a Good priest to report the presence of any really powerful and scary auras to his superiors. but it stops all bleeding. If you really want to put your mother’s favorite vase back together. Usually cast at ceremonies like weddings or baptisms.Shrine (1st level) Hospital care 1 sp per day Cure Minor Wounds 2 sp Bless Mending Detect Magic 1 gp 1 gp 1 gp Detect Poison 1 gp Cure Light Wounds Comprehend Languages Endure Elements Detect Alignment Holy/Unholy Water 1 gp 5 gp 1 gp 1 sp 25 gp per pint Holy Symbol 1 sp Plain food. Evil priests still want Holy water: they have Undead problems. Holy water does 2d4 damage to undead and outsiders (Unholy water heals undead and outsiders) Made of wood. Usually priests will have a little of this on hand. Useful for people who feel they may be straying from the path. Not so obviously. Restoring ability damage that will probably go away on its own. Repeat castings of this spell are the cheapest way to heal. it takes all day. Obviously you can only get this at the appropriate temple. they’ll sell it to you for the cost to make it. volcanic islands. if you wait long enough. It may require a Diplomacy/Bluff check to get the priest to stop asking why you think you might be the target of a poisoner. Hiring a priest to oversee your duels and make sure no one bleeds out is the responsible thing to do.com Patric Mitchell (order #2310125) 1 . Usually cast on an object such as a bottle of wine. hoping that having to heal naturally will force them to rethink their life choices. Simple folk believe the effect lasts longer than a few rounds. too.
You’ll have to pay for all of them. And if you let a child set it off. There is a high price on this spell to stop you from asking the priest to find trivialities like your keys. Just remember – he’s not coming with you. it is illegal to buy private divinations. The color of the light will be tinted towards the priest’s alignment.000 gp +500 gp 500 gp +500 gp 100 gp 50 gp 500 gp Raise Dead Scrying Mark of Justice Plane Shift Works for events up to a week distance. Most priests have several copies of this on a scroll. However. Not as useful as you’d think. The priest will not spy on people who scare him. for emergencies. You can probably get a hefty discount on this spell if you can convince the priest that you’re a) poor. expect to pay a lot more. Don’t even bother with the Bluff check. Priests often waive their part of the fee for those who have died in the service of the faith. Diplomacy/Bluff check to explain why you need to spy on someone. like his rulers. Then it’s an expensive trip to the local priest. don’t expect them to sell items to members of different faiths. Why would they want to arm the competition? Cathedral (9th level) Divination 50 gp +25 gp Restoration Sending Neutralize Poison Tongues Atonement Break Enchantment Commune 25 gp +100 gp 25 gp 25 gp 25 gp 0 gp +500 gp 50 gp 1. Shopkeepers have a legitimate right to protect their premises. or wizards. Expect a lecture on the foolishness of playing with Undead. but if you buy the spell from the priest. He may choose to impose an additional penance as a condition of the atonement. expect Good priests to put non-lethal spells into their glyphs. Remember that the priest is going to hear your questions and answers. World of Prime © 2009 M C Planck 43 Ye Olde Shoppe www. though. or defense of the community. If you need the attention of a higher-ranked priest. Usually only used by law enforcement to search for stolen goods. superiors. state. The priest is not going to bother his patron for anything less than the safety of the community. cause. The priest is going to know what you did. In some places. If the spell fails. his church. Certainly not for you. Fix almost any ability damage and negative level drains.Church (5th level) Remove Blind/Deaf Remove Disease Obscure Object Speak with Dead Dispel Magic Glyph of Warding Locate Object 5 gp 5 gp 25 gp 25 gp 10 gp 25 gp +200 gp 25 gp Continual Flame Magic weapons and armor 30 gp +50 gp Varies It’s all fun and games until someone loses an eye. In some places this spell is standard practice at funerals. or himself. Expect to pay for the scroll if you are in a hurry. so you need to make your own arrangements for the return trip. You still have to come up with the material component. Diplomacy/Bluff check at -20 to convince the priest your petty questions are worth his god’s time. It may take several attempts to free you from that cursed item (chances of finding a priest over 9th level are slim).worldofprime. see a Wizard. This is the same price as an Everburning torch. being convicted of a crime will require you to pay for your own Mark of Justice to ensure you don’t commit the crime again. expect to pay a stiff fine. This is the level at which priests can begin making magic weapons and armor. For custom colors. the priest will probably take that as an omen that he shouldn’t be trying to foresee that particular future. In many cities. Chances are the priest isn’t familiar with anyone you want to talk to. and b) contagious. the spectacle of the priest parading around town tends to give thieves a chance to smuggle the goods out of range. However. The advantage to this spell is that it can be cast on you. However. you can have it cast on whatever object you want. so you can read your ancient documents without letting the priest read them too.com Patric Mitchell (order #2310125) 1 . too. Good luck explaining why you need to hide an object from Scrying for 8 hours.
Wizards rarely affect the lives of ordinary people. They cater to the wealthy and the powerful: merchants, artisans, nobles and adventurers. Only low-rank wizards will sell to commoners, and they will mostly deal in alchemy: charms, herbal potions and other scams. Higher rank wizards (5th and up) will tend to earn their keep making magic items. The market for such items is small, being restricted to really rich people, so the wizard will probably only make a few a year. However, the profit margin is such that he can spend the rest of his time studying, investigating and practicing his arcane arts. Alchemy The craft of alchemy is a favorite pastime of wizards. Many of them are convinced that there is a formula to transform lead or other base metals into gold. Who knows – they might be right!
Formulation Lucky charm Cost 1 cp – 1 gp Description A rare and exotic feather, a bit of colored stone, a rabbit’s foot, or some other object imbued by magic with supernatural influence. Superstitious folk believe these objects are like Luckstones, only not as reliable. Wizards encourage this kind of nonsense, and will often be found selling specialty charms claimed to ward off specific diseases or misfortunes. Like lucky charms, these potions have as much effect as the user expects them to have. The most common potion is a “love” potion, intended to arouse desire in the target. Other popular formulations are against minor but chronic complaints such as arthritis (the sorts of things priests – who are healing actual injuries – can’t be bothered with). Some of these potions may have a noticeable effect, but only because they tend to be heavily alcoholic. Useful for opening locks, if you have a drill bit and plenty of time. You can also throw it as a weapon, making a ranged touch attack with at 10 ft range increment for 1d6 acid damage (and everyone within 5 ft takes 1 point of splash damage). A thick, sticky liquid that burns hot, Greek fire is extremely hard to put out, so this substance is the choice of discriminating arsonists everywhere. It can also be used as a ranged touch attack (10 ft increment) for 1d4 fire damage (and everyone within 5 ft takes 1 point of splash damage). The target must then spend a fullround action to extinguish the flames (either by rolling on the ground or tearing off the affected clothing) or suffer an additional 1d4 damage. Grants a +5 bonus on Fortitude saving throws against a specific poison. The effect lasts for up to an hour, so if you know in advance what poison you are likely to suffer, you can take it beforehand. Low-rank wizards will often manufacture and sell supplies to higher rank wizards who can’t be bothered. Collecting and preparing these components is an apprentice’s job. Buying spell components costs 1 gp per spell, but you can cast the spell dozens of times before needing new components.
1 cp – 1 gp
1 gp per flask 1 gp per flask
1 gp per dose 1 gp per spell
Mundane Material components
Spells The most common spell sold by wizards is Prestidigitation. The many uses of this spell allow beginning wizards to make a living off of their magic. The only difficulty is the short duration of the color/flavor effect, but some wizards will double this by the use of the Extend Spell metamagic feat.
World of Prime
© 2009 M C Planck
Ye Olde Shoppe
Patric Mitchell (order #2310125)
Assuming you need other spells, the base rate is 10 gp times the wizard’s level. Wizards don’t get to sell spells very often (unlike priests), so they have to sell them for a lot to make ends meet. Also, they don’t like surprises, unusual requests, or unpredictable adventurers, so they charge a stiff fee to keep these things at bay.
Cantrip Drycleaning Teeth polishing Brewing Flavoring Cost 1 cp per item 5 cp 1 sp 1 sp Description (Prestidigitation) Up to 30 items (or 15 pieces of armor) per spell. Guaranteed not to damage delicate fabrics. (Prestidigitation) The wizard can treat up to six patients per spell. Few wizards can stomach staring into people’s mouths, however. (Prestidigitation) Turn 2 gallons of wine into 1 gallon of brandy by removing unwanted water. (Prestidigitation) Add any imaginable flavor to 1 lb of flour and sprinkle it over a meal. Must be used within the hour, so just before mealtime the house-boys will be running from the wizard’s shop to their master’s kitchens. Sometimes the very rich will have a private wizard cook. (Prestidigitation) Completely change the color of an outfit of clothes – while you are wearing them. Add color to your cheeks, dye your hair and darken and thicken eyelashes. Court ladies will hire a wizard to decorate them for the formal ball; they will retire every hour or two for a few minutes, and return in a completely different color scheme. The Dowager Empress was once said to have worn 30 outfits in a single night, each with its own (fake) set of gemstones. Wizards are more willing than priests to fix objects, since they can’t use their magic to fix people. The wizard will check a whole sack of items for you – but he’ll charge you for each one. He’s not charging you for the spell; he’s charging you because he has to waste his time talking to you. A wizard will ask a lot less questions than a priest, because he just doesn’t care.
1 gp per engagement
Mending Detect Magic Detect Poison Spell Comprehend Languages (1st) Hypnotism (1st)
1 sp 1 sp per item
1 sp per item
Cost 1 gp
100 gp + 100 gp
Phantom Trap (2nd)
50 gp + 50 gp
Dispel Magic (3rd)
Description Wizards are happy to translate ancient texts or incomprehensible messages. They’ll memorize the contents and add the knowledge to their own library after you leave. Having trouble stopping smoking? Wizards will implant an auto-hypnotic suggestion for a small fee. Effectiveness will vary depending on how much you actually want to quit smoking, drinking, gambling, whoring, snoring, or whatever vice drove you the desperate straights of asking a wizard for help. Wizards will charge a hefty fee for this spell. They have a monopoly on the service, the value of information it returns is phenomenal, and handling unknown magic items can be fatal. Not only cursed items are dangerous – accidentally discharging a Wand of Fireballs in your work-room is likely to ruin your day. At least the wizard will do his very best to answer your questions, and for this much money, you can usually count on his discretion – he won’t be tattle-telling to others what your nifty new toy can do. It is very common for wizards to have this cast on their spell-books. Merchants will also find it cheaper and almost as effective as real traps. Again, you’re paying for discretion – a fake trap is no use if the wizard goes around blabbing about it. A high-rank wizard might be able to disable that cursed item for a few rounds, so you can take it off. Unfortunately, finding a wizard over 9th level who will even talk to you is unlikely – and probably just as well.
World of Prime
© 2009 M C Planck
Ye Olde Shoppe
Patric Mitchell (order #2310125)
Nondetection (3rd) Break Enchantment (5th) Contact Other Planes (5th)
30 gp + 50 gp 90 gp
This is a lot of money to pay for a few hours of protection – unless you’re a thief hiding from a Locate Object spell. At least the wizard won’t give you a lecture while he’s trying to extricate you from that cursed item (or more likely, reverse a Curse/Flesh to Stone/Geas spell). The hard part is convincing the wizard to take the risk of being reduced to a drooling idiot for a few weeks. Since this would expose him to his enemies, you first have to convince him you’re not one of them. However, the friendship only goes one way: the wizard doesn’t really care if the information you receive is true or false. It’s strictly caveat emptor; you pays your money and you takes your chances. One of the few socially useful things a wizard can do is make walls, roads and bridges. Simply turn good solid rock to mud, pour it into wooden molds, and then turn it back into rock. Wizards like showing off, and this spell is not dangerous, so they’ll be happy to make a living off of fortifying your city.
500 gp (Astral) 5,000 gp (Deity)
Transmute Mud to Rock (5th)
Item Scrolls (1st) Cost Unlikely Description Why would a wizard sell you a scroll? You could just copy it into your own spell book and then what would you need him for? Scrolls are made for the wizard’s own personal use, or manufactured at the command of their master. Buying them on the open market is unlikely except in the most magic-rich societies. This is the price for having the spell cast on an item of your selection, in your choice of color. Some cities will hire junior wizards on a long-term contract to make street lighting, typically paying them a flat fee (1,200 gp a year) for 300 castings (the city still has to provide the material component). In those places Everburning Torches will sell for as little as 55 gp. Many wizards will make potions to order. It’s a safe and profitable business. The only problem is that there are few customers: usually only adventurers want to turn pounds of gold into momentary combat advantages. This is the bread and butter of the wizard trade. Making wondrous items is safe, fun, and unlikely to lead to any recriminations, so wizards will make them whenever they can. Wizards are not really that keen on making weapons for their perhaps least favorite group of people - fighters. However, huge sacks of cash can occasionally convince them to set aside their prejudices. Wizards are even less keen on sharing their unique abilities with non-wizards. Usually they only make wands for their own defense. However, some advanced magocratic societies will manufacture wands for military use. It is an oft-forgotten fact that the ability to make rings does not come until the 12th level. This means there are extremely few wizards who can make rings, and none of them is going to waste their time begging gold pieces from adventurers. Rings are occasionally found, looted, or won; but almost never bought.
Continual Flame (2nd)
30 gp +50 gp
Potions (3rd) Wondrous Items (3rd) Magic weapons and armor (5th) Wands (5th) Rings (12th)
World of Prime
© 2009 M C Planck
Ye Olde Shoppe
Patric Mitchell (order #2310125)
technology and skills available. Primitive tribes will equip their soldiers with poison.Poisons Poisons vary wildly from area to area. extended sunlight. the poison is expended. These poisons are selected because they have no strong flavor or smell. Ingesting the appropriate antidote before making the save grants a +5 (or +7 for a Masterwork antidote). After the first successful hit. in which case it is permanent. and is relatively safe. Wyvern Antitoxin Cost 10 gp 50 gp 30 gp 3 cp 12 gp 100 gp 10 gp 9 gp 5 sp 1 gp 20 gp 150 gp 1 gp 2 gp 5 gp 20 gp 21 gp 70 gp 300 gp 1 gp Type Contact Contact Contact Ingested Ingested Ingested Ingested Ingested Inhaled Inhaled Inhaled Inhaled Injected Injected Injected Injected Injected Injected Injected Ingested Fort DC 14 20 16 11 13 15 14 20 11 11 16 18 11 12 14 18 18 24 17 +5 Primary 1d4 DEX 1 CON 1d6 CON 1 WIS 1d4 CON 1d10 HPs 1d8 INT 1d2 STR 1 INT 2 WIS 1d4 CHA 1d4 WIS 1d2 DEX 1d2 STR 1d4 STR 1d6 STR 1d6 DEX 1d6 STR 2d6 CON Secondary 1d4 DEX Daily 2d12 HPs 2d4 CON Death 1d10 CON Sleep +2 CON 2d4 CHA 2d4 WIS 1d4 HPs 1d4 CON 1d6 STR 1d6 DEX 1d6 STR 2d6 CON - World of Prime © 2009 M C Planck 47 Ye Olde Shoppe www. Piercing attacks are best for delivering Injected poisons. Using Injected or Contact poisons on weapons or items is purely a matter of dexterity and caution. Masterwork poisons cost x5 as much and have a save DC that is 2 higher. Centipede Venom. Poisons inflict their primary damage immediately and their secondary damage 10 rounds (1 minute) later. to make up for their lack of metal weaponry. Scorpion Venom. Snake Venom. A natural fumble on an attack roll requires a DC 15 Reflex save to avoid poisoning oneself (or a nearby ally). Slashing attacks grant a +2 on the save. Exposure to multiple doses of a poison inflicts multiple saves and damage rolls. Spider Venom. Ability damage is temporary (it returns at the rate of 1 per day). but even in those tribes it is probably illegal to use poison on a fellow tribesman. depending on the materials.worldofprime. Any alchemist who can make a poison can also make the antidote (at the same difficulty level) – unless for some reason the materials simply aren’t available. Sneaking Ingested poisons into someone’s food or drink requires the Sleight of Hand skill.com Patric Mitchell (order #2310125) 1 . Wasp Venom. for private use). unless the saving throw was critically fumbled (a natural 1). Only a single dose can be applied to a weapon at a time. Manufacturing poisons is part of the Alchemy skill (the skill check to make a poison is the same as its Save DC). Poison Ivy paste Mercury's Curse Mage-slayer oil Alcohol Arsenic Crumbs of a Lich Ergot Night-watch Narrowleaf Flower of the Poppy Dreamer's smoke Ragedust Venom. The one constant is that they are almost always illegal (at least. and Bludgeoning weapons cannot use Injected poisons. Exposure to water. Worm Venom. or other environmental effects will also ruin the poison.
the substance is highly addictive. this poison requires a save once a day. unconsciousness lasts for 8 hours. Venom. in the sense that it makes one almost immune to pain. Once a concentration has built up the victim must suddenly make his saving throw. so if you know in advance what poison you are likely to suffer. hard to detect doses over a period of time. Snake You don't even have to kill the snake to make this poison. Centipede Cheap but not terribly effective. It is pleasantly narcotic. you can be across town establishing your alibi when they collapse. so it can't be turned into an Ingested poison. Multiple doses of the same antitoxin do not stack. stimulates appetite. Mercury's Curse Made from the liquid metal. all temporary damage from this substance is recovered 24 hours later. each time you use it. Venom. Scorpion/Wasp/Worm Harvested from giant-sized insects. Flower of the Poppy Smoking this substance increases CON. Worm poison is made from brightly colored giant maneating worms. Has a distinctive. If the damage doesn’t kill him. Dreamer's smoke A 10 ft radius of stupefying smoke that reduces victims to torpidity and placidness. Venom. This also means you do not recover temporary ability damage without magical help. An addict must smoke Poppy at least once a day or suffer 1d10 CON damage. you do not heal through non-magical means. The potion has a very subtle onset. he’s free – until he starts smoking again. Venom. acrid smell. At least they’re tasteless. make a DC 15 Will save to avoid becoming addicted. However. Alcohol Unlike other poisons. Ergot Made from improperly stored grain. Crumbs of a Lich Crumbling liches is probably more fatal than eating them. the victim probably won't realize he's been affected until too late. With a little planning. However. Night-watch Used as a sleep-inducing medicine. the effects of the stupid things you did while you were drunk may have permanent consequences. mildly addictive. The first successful save ends the curse. World of Prime © 2009 M C Planck Narrowleaf A narrow green leaf smoked like tobacco.worldofprime. Ironically. Wyvern One of the most fatal poisons known. you can take it beforehand. While under the effect of this poison. Good lucking finding a Wyvern to milk. Venom. it was probably invented by a mage. Ragedust A 5 ft sq cloud of powder that madly enrages its victims. Antitoxin Grants a +5 bonus on Fortitude saving throws against a specific poison. Mage-slayer oil So-named because mages have few HPs. Spider It probably won't kill you.com Patric Mitchell (order #2310125) 1 . This poison can occur on its own. The effect lasts for up to an hour. but it will make you easier to kill. although you can take several different ones. 48 Ye Olde Shoppe www. Arsenic Can be administered in small. Leaves tell-tale painful red blotches for days. Does not inflict secondary damage. and makes the user extremely boring. brings on hallucinations and sometimes death. not ordinary earthworms.Ivy paste Concentrated past of everyone's least favorite ivy.
they can usually afford something else for dinner.000 gp 400 gp Food Porridge Bread Chicken Mutton Pork Beef Beef Cloth Rags Burlap Canvas Linen Wool Silk Leather Fittings None Wood Clay Brass Silver Gold Brass Lodgings Barracks Cottage House Manor Mansion Castle Inns Lifespan ½ ¾ 1 1 1 1¼ 1 Slaves are wretches whose lives are misery and degradation. Only Peers can normally afford to decorate their clothes with gold buttons and buckles. The Artisan class represents upper-level craftsmen such as Experts or above. are footloose wanderers living in inns when they’re not sleeping in the woods or camping in dungeons. Freemen are merely poor. on the other hand. Slaves.Lifestyles An approximation of the various qualities of life that people can expect. Slaves are so poor they eat porridge twice a day and nothing else.com Patric Mitchell (order #2310125) 1 . Fittings For furniture. Nobles are ranked individuals. Serfs are poor and oppressed. Artisans are successful craftsmen or businessmen who enjoy the best life a working man can hope for. of course. while peasants eat porridge for breakfast and lunch. with salaries or land holdings. higher ranks will be expected to live and entertain more lavishly. World of Prime © 2009 M C Planck 49 Ye Olde Shoppe www. of course. Lifespan The effect this lifestyle has on the average lifespan of an individual. This is useful for putting the wildly extravagant life-style of the typical adventurer into context. dishes and general house-wares. In some areas this may be a legal restriction. Food A representative example of what you could find on their dinner table. They eat well and wear first-rate equipment. The Noble class is the 1st rank of nobility. use bits of wood as buttons. and various academics or businessmen like bankers and importers. Cloth The kind of cloth normally associated with this station in life.worldofprime. and Serfs may well have family heirlooms of silver. Adventurers. Jewelry is usually a step up: even Freemen can often afford a tiny bit of gold for a ring or pendant. clothes. Peers are major nobles and heads of state. Double this expense if you are maintaining an ordinary-sized family. but their life span is often cut short by the nature of the work they do. The figures for the Peer class represents the minimum amount a head of state would spend. there is. no maximum. Style Slave Serf Freeman Artisan Noble Peer Adventurer Expense 10 gp 20 gp 30 gp 60 gp 200 gp 2. Expense How much it costs per year to maintain this lifestyle.
worldofprime. People living in these conditions suffer a penalty of -2 to all attributes. A Cottage for the family. An occasional trip to town to see the mummers or bards. Odds and ends of rope or string serves for belts and ties. Animals are normally kept in the barn. Wood is too valuable to waste. There is time and energy left over to think about improving one’s lot in life though education or investment. or leaky huts for the rest. usually shared with chickens or other farm animals. but only once a week. bone dice for the grownups. World of Prime © 2009 M C Planck 50 Ye Olde Shoppe www. Life-expectancy is 64 years. Children are often put to work in the family business. Dinner is often bread and chicken. This is a hard life of constant labor. ruined hovels. Children are well-fed. Story-telling around the fire. After age six or so they will be expected to work for a living. Chicken or fowl once a week. due to work and war. cast-offs and scraps. Buttons and clasps are made of wood.com Patric Mitchell (order #2310125) 1 . but flavored with vegetables.Slave Food Clothing Quarters Family Fun Effects 10 gp Bare survival. Soft boots with gloves. Dinner and sometimes lunch is bread and mutton. Guildmasters and such are expected to feast their lesser workers several times a year. damp caves. Shoes are just more rags wrapped around the feet. Soft shoes made of leather. at least for the adults. leaving little time for self-improvement (characters cannot learn new skills while working as a serf). Ale in the tavern on weekends for the men. Serf Food Clothing Quarters Family Fun Effects 20 gp Porridge three times a day. Ale in the tavern once a week or so for the more well-to-do. Beer is served with dinner once a week or so. Rags. sewing and knitting circles for the women. Children may have well-made toys of wood. they will be sent to institutions of higher learning. Children are prized and generally given some kind of education until early adolescence. If possible. A Manor house with rooms for servants as well as family. but with cheese or bread for dinner. Life-expectancy is 48 years. Winter wear may be a blanket with a hole in it. Only the fact that the slave-owner stands to profit from them keeps them alive. Children may have pets such as ponies or cute little dogs. Tightly packed. Ale is served with dinner. and parents may be harsh. if not well-clothed. Hobbies such as philosophy and art can be a part of enjoying life. Footwear is limited to sandals made of burlap straps. Tunics of burlap or other coarse fibers. either of clapboard. possibly with beer. or musical instruments to practice on. Life-expectancy is 64 years. but only for their education. Artisan Food Clothing Quarters Family Fun Effects 60 gp Porridge is served only for breakfast. Linen with shiny brass buttons. Freeman Food Clothing Quarters Family Fun Effects 30 gp Porridge is still served for breakfast and lunch. Children are a burden on families this poor. in cold weather. filthy Barracks for the lucky ones. but normal family relationships are possible. and you’re lucky to get it. with a well-thatched roof. pork and beef on holidays and special occasions. Tea is served at meals. An ordinary House. not for any expectation of profit. Crude wooden toys for the children. Dances and dinner parties on regular occasions. a piece of meat is worth killing for. the feet are wrapped in rags before putting the sandals on. hats and purses. Life-expectancy is only 32 years. Chores abound for everyone. stone. A scrap of bread or cheese is worth fighting for. Canvas tunics with fired-clay buttons. porridge twice a day. or clay.
and a slab of steak for dinner. Mixing with the commoners exposes you to infiltration. Lifeexpectancy is nominally 64 years.worldofprime. diminishes your mystique. Adventurer Food Clothing Quarters Family Fun Effects 400 gp Adventurers eat 5.000 gp Every meal is a gourmet event. Bread and meat are served at every meal. and baked or sweet desserts are common. Slippers made of impractical materials. The only advantage of this lifestyle is that it leaves all of your time free for adventuring. not just brown. Silk and fur. ignoring events such as assassination. dancing and partying every night. in taverns and inns. Imported wines are served at special occasions. Adventurers generally buy private rooms or suites for their party. capons cooked inside turkeys. Also. who are fiercely loyal to each other. Children are valued assets of the State.Nobility Food Clothing Quarters Family Fun Effects 200 gp Nobles don’t eat porridge. In other words. The study of literature or politics is often a required activity.com Patric Mitchell (order #2310125) 1 . Hunting. Good luck with that. Wine is served with dinner. High boots made for walking. Courtesans. such as fine roasts. and in many places. A Castle. A Mansion with rooms for family. musicians. Only the pressures of war interrupt the peerage’s pursuit of pleasure. but it does not include the army that should be living in your castle if you intend to remain a Peer for very long. Peer Food Clothing Quarters Family Fun Effects 2. exotic fish. Each outfit consists of many items. Children are expected to carry on the family legacy. Peers hire other people to study literature and politics for them. you can’t trust the water. Life-expectancy is 80 years.000 calories a day. Well-made. jewels may be incorporated into clothing as well as jewelry. or monster attacks. as every adventurer knows. Bread is often white. they have parties. A popular saying is. Dinner parties at other noble’s houses almost every week. or pork wrapped in bacon and served on ham. half a chicken for lunch. “Blood may be thicker than water. Adventurers don’t have families. buckles and threads are used liberally. This means meat at every meal: bacon for breakfast. Adventurers are notoriously restless and easily bored. Meat is always available.” To share experience from a battle is a sacred ritual far more binding than sharing bread with a stranger or wine with a guest. servants and entertainment such as ballrooms or music rooms. Stray odds and ends may be found in their heavy-duty packs. They will be educated in their chosen profession. The expense includes the minimum necessary servants to maintain this kind of lifestyle (usually two or three per family member). alcohol is a good source of calories too. World of Prime © 2009 M C Planck 51 Ye Olde Shoppe www. like a formal academic robe or a fantastic hat. Nobles eat like Americans. Gold buttons. Wine is served with every meal. Bards and other entertainers will be brought in for special occasions. Living on the road. hawking. sturdy clothes of durable materials. Wool with silver accoutrements. usually pork. war. gambling and drinking. Life-expectancy is 64 years. such as dress jackets and gloves. and only frightens the locals. every night. but XP is thicker than blood.
Soldiers The quality of soldier you receive depends on the amount of money you are willing to pay. Well. Lancers are good enough to equip with horses or other exotic. however. In addition. However. Traditionally. World of Prime © 2009 M C Planck 52 Ye Olde Shoppe www. The table shows skills and feats for humans. a Guard could use a simple weapon. because they know their lord depends on them. such as holidays and gifts. Squires are warriors almost equal to Knights. they may have racial proficiencies or skill bonuses. Corporals and Sergeants provide basic leadership. which keeps the workers in line and the patrons in charge. Privates form the backbone of most armies.worldofprime. including arms. Guards are little more amateurs. The employer may also deduct ¼ of the worker’s pay for room and board. but it quite often applies to soldiers. additional proficiency feats costs 1 skill point. if they fight well enough. will freely accept this deal. Thus. quarters and supplies. the actual amount of gold distributed to the soldiers can be quite low. Workers who work for a daily wage will tend to be poorer than those with regular jobs. or Move Silently. Light Armor and Shields. the employer may deduct ¼ of the wage if he provides for their advancement. this usually only applies to military men. especially if the lord wants them better armed than their own meager resources can provide. Warrior. This is the basis of the feudal system: everyone owes their position to their patron. Everyone starts with one Simple weapon proficiency. they do trust their lord to advance them. non-humans receive 2/4/6/8 skill points and a maximum of 1 feat. Skill Points These are the number of skill points the soldier can be expected to apply to the fighting profession. Again. Soldiers.Wages The average wage of a worker is equal to the cost maintaining a family and his taxes. This means that although the capital outlay of maintaining a body of men. the employer can deduct ¼ of the worker’s pay by providing his tools. who prefer to own and maintain their own tools. and the fact that they tend to die a lot. expecting that a share of the booty after a battle will greatly exceed any salary they could hope to draw. Also. This usually does not apply to craftsmen. Spot. If you are not using Apprentice grades. Hide. who are expected to occupy fortifications as part of their duties. Gaining an advancement in grade is usually a gift from a rich patron such as a noble or guild-master. The yearly wages include the expected bonuses for long-term employment. hired to stand around more than to fight. This explains why soldiers rarely support families. Apprentice grade soldiers get their class proficiencies for free (usually Fighter. expensive equipment. can be quite high. you can still use these tables to reflect common soldiers of different quality. Most workers cannot get ahead on their own. no matter how hard they try. Finally. as they do not trust their employers to place the same value on their personal advancement as they do. or Barbarian). craftsmen usually prefer to spend that money on luxuries like clothing and food. meaning they can spend their skill points on useful skills like Wilderness Lore.com Patric Mitchell (order #2310125) 1 . Craftsmen almost never accept this arrangement.
The one advantage soldiers have is that they do not pay taxes. Employing nobility over the third rank is unlikely. or even CHA. and can have a few attributes that are higher. The rates below represent how much it costs just to feed. if you are hiring spell-casters or spies.800 gp 3. WIS. These are almost always STR.200 gp 3. 2x Feats 9.000 gp World of Prime © 2009 M C Planck 53 Ye Olde Shoppe www. 2xFeats Attributes Daily Pay 1 sp 1. Maintaining their loyalty is always necessary.Attributes Normal attributes are 10 each. 12 14. 2x Feats 6. house. Thus.12 The cost for employing ranked warriors is much. room and board. 14. Title Knight Banner Baronet Viscount Marquis Baron Count Duke Earl Prince Rank 1 2 3 4 5 6 7 8 9 10 Yearly pay 400 gp 800 gp 1. Pay The daily and yearly pay for each soldier does not include reductions for providing equipment. one gives them land to manage and accepts their fealty in return.600 gp 2.worldofprime. but do not think this means you can stint on the cost. or CON. Feat 3. and entertain high-rank nobility for a year.000 gp 2.5 sp 2 sp 3 sp 4 sp 5 sp Yearly Pay 40 gp 60 gp 80 gp 120 gp 160 gp 200 gp Guard Private Corporal Sergeant Lancer Squire All 10’s 12. Viscounts and Marquis expect to be second in command and possibly heir to the land. much higher. 14 16. equipment and advancement will be extra. All of these individuals have a full class rank.com Patric Mitchell (order #2310125) 1 . 2x Feats 12.400 gp 2. after all. as will the costs for their personal retinues. these stats can also be INT. Soldiers who have invested in training and practice are sturdier fighters. 14 16. you could potentially pay a soldier as little as 10 gp a year. instead. Men and women of Peerage rank (6th or higher) are not usually employed. You can reduce their pay by providing the necessities for them.200 gp 1. Title Apprentice Grade (Bonus HPs) 0 0 1 2 3 4 Skill Points 2 3. However. 12 14. so they have the proficiencies of their class and the attributes suitable for a hero. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an insurrection. DEX. and this requires treating them well. or advancement.600 gp 4. They receive their money directly from the tax collector. although it will still cost you close to 40 gp a year to maintain him.
However. pay 1/3 more gp in taxes.worldofprime. WIS. and move up one step on the lifestyle table. The type of workers that make up the bulk of the workforce is determined by the government and economic model. Title Slave Serf Freeman Laborer Novice Apprentice Journeyman Expert Master Skill Level 0 2 4 0 1 2 4 8 13 Craft Grade 0 0 0 0 0 1 2 3 4 Skill Points 0 2 2 0 0 1 2 3. CHA.75 sp 1. Only Expert level workers and above are expected to have mastered the Skill Focus feat for their craft. The yearly cost already assumes all of those days. Feat 4. If your slaves don’t have families. then your farmers will benefit greatly. MW tools Attribute Bonus 0 0 +2 0 +1 +1 +2 +3 +3 Daily Pay . However. but it may be INT. while townsmen manage to sneak by with 1/4. Also. or STR. 14. If your society has regular access to the Plant Growth spell. Farmers tend to pay 1/3 of their income in taxes. Master craftsmen have such a wide-ranging grasp of their subject that they enjoy a Synergy bonus to their skill checks. Poor societies will have mostly Apprentice level workers. Skill Level This is the final skill level of the worker.5 sp 2 sp 3 sp 4 sp 5 sp Yearly Pay 30 gp 60 gp 120 gp 40 gp 60 gp 80 gp 120 gp 160 gp 200 gp Taxes 10 gp 20 gp 40 gp 10 gp 15 gp 20 gp 30 gp 40 gp 50 gp Ye Olde Shoppe www. counting all of his bonuses. Taxes The profit a lord can collect from the workers that live under his protection. resulting in a larger tax base and superior equipment for their armies. Synergy. depending on their station in life. and other traditional gifts and bonuses. if your period of employment stretches over any holy days or traditional celebrations. Serfs and Freemen will make 1/3 more gp a year. usually levied as fees on services like grain milling or imports. rather. then you can spend half as much and reap twice as much profit.com World of Prime © 2009 M C Planck 54 Patric Mitchell (order #2310125) 1 . that means you need to find new slaves when these wear out. stronger. Slaves don’t receive pay. advanced civilizations will have greater and greater percentages of higher-grade craftsmen. craft techniques don’t lend themselves to as straight-forward improvement as making a soldier faster.Craftsmen Workers and Craftsmen come in different grades. you’ll have to pay him for those days as well. Usually this is DEX. or tougher. this number represents how much it costs to keep a slave and his family alive. Workers are not as motivated to master their professions as soldiers are (since failure is not so obviously linked to dying). as you aren’t raising your next generation yourself.5 sp 3 sp 1 sp 1. Pay The daily pay is provided in case you want to hire a worker by the day. Attribute Bonus This is the bonus to skill the worker receives for having either a 12. Skill Points These are the number of skill points the worker has spent on his chosen profession. or 16 in the appropriate attribute. Feat.
Expect to pay special fees and taxes when the local rulers notice you are making a profit. plow (5 gp) seed (10 gp) 420 gp Cottage (100 gp) 40 acres of good farmland (200 gp) draft horse (100 gp) bit and bridle (2 gp). or buy wool). potters. Business Fishing boat Capital 200 gp Cottage (100 gp) Fishing boat (100 gp) 420 gp Cottage (100 gp) 40 acres of good farmland (200 gp) draft horse (100 gp) bit and bridle (2 gp). Since most workers provide their own tools. If you can purchase an exclusive right. city fathers. farms will also produce vegetables. Shops Individual crafts such as smiths. Farms The heart of any medieval economy is food production. Typically 75% of a medieval population is engaged in agriculture. chickens and other raw materials for their own consumption. carpenters.com Patric Mitchell (order #2310125) 1 . Selling or leasing a license to provide a good or service is a common practice (such as the exclusive right to mill grain. they will expect the guild standard rate of pay. Farmers are assumed to have free access to at least 1 acre of forest for fuel and building materials.Businesses Owning or investing in a business may require the permission of the local nobles. The listed revenue is only the taxable income. or both. A farm with the Plant Growth spell will produce 33% more crops. and so on make wages or profits according to their skill and station. sell wine. This will increase both tax revenues and quality of life for the peasantry. Usually they sell the goods they produce directly from their work-rooms: buying a sword from a smith while standing in his smithy gives you a sense of the quality of his work. Even if these men or women work in another’s shop. yoke (3 gp). plow (5 gp) seed (10 gp) 420 gp Cottage (100 gp) 80 acres of pasture (160 gp) Herd of 80 sheep (160 gp) Operations 40 gp / year Serf family (40 gp) 40 gp / year Serf family (40 gp) Revenue 60 gp / year 1. Profiting from the labor of others is a modern concept: medieval barons made their money from owning things or having rights.worldofprime. yoke (3 gp). meaning a typical wheat farm will make 4 tons of wheat instead of 3. then you can run a shop for a profit because you can sell goods for more than it costs to make them.500 lb of fish 60 gp / year 3 tons of wheat Farm Farm (Plant Growth) 40 gp / year Serf family (40 gp) 80 gp / year 4 tons of wheat Sheep Ranch 40 gp / year Serf family (40 gp) 60 gp / year 800 lb of mutton 400 lb of fleece World of Prime © 2009 M C Planck 55 Ye Olde Shoppe www. there is little reason for them to give you a cut of their paycheck. which doubles its profitability (from 1 ton to 2 tons per year of wheat above the 2 tons the farmer and his family eat to survive).
000 gp / year Master merchant (200 gp) 15 Guards (600 gp) Squire (200 gp) Revenue 50 . cause undue suspicion.200 gallons of milk 900 gp / year 45 tons of flour (30 farms’ worth) 400 gp / year Master miller (200 gp) 5 Apprentices (200 gp) Hotels The revenue listed is only an average value.com Patric Mitchell (order #2310125) 1 . what kind of ore it is. A vein of high-quality iron ore such as hematite can produce as much as 400 lb of iron from 600 lb of ore. and how much it costs to refine it. Using medieval technology. be subject to special taxes or forfeitures. iron as a whole is not.000 gp Large Shop (500 gp) Inventory (500 gp) Access to rare goods 110.000 gp) Capital (100. the same inn on a dank moor will barely survive. An inn at a crossroads will do very well.200 gp / year General Store 300 gp / year Importer 1. and occasionally be robbed. a good miner can produce up to 600 lb of ore a day.000 gp) License (?) Operations 200 gp / year Freeman family (200 gp) 400 gp / year Freeman family (200 gp) 5 servants (200 gp) Revenue 400 gp / year Inn 800 gp / year Merchants The buying and selling of goods – as opposed to producing and selling goods – is an unusual business. Liquor or gaming licenses may be required.000 gp Gatehouse (10.000 gp Large shop (500 gp) Mill (500 gp) 80 gp / year Freeman family (80 gp) 120 gp / year 1. Establishment Tavern Capital 1.000 gp) Operations 120 gp / year Journeyman merchant (120 gp) 160 gp / year Expert merchant (200 gp) 400 gp / year Master merchant (200 gp) 5 Guards (200 gp) 1. at varying expense. Although this quality of ore is rare.worldofprime.100 gp House (400 gp) Barn (50 gp) 200 acres of pasture (400 gp) Herd of 10 cattle (250 gp) 1.000 gp / year Mines Mines are unique in that the profit they generate depends less on the labor expended than on the quality of the mining site. Establishment Market Stall Capital 200 gp Market Stall (100 gp) Inventory (100 gp) 400 gp Shop (200 gp) Inventory (200 gp) 1.000 gp) License (?) 2.000 lb of beef 4 sq.Cattle Ranch Mill 1.000 gp Tavern (1. The value of this ore depends on its quality. yds of leather 1.000 gp Inn (2. It will probably require a license. Bog ore will still produce 6–12 lb of iron per World of Prime © 2009 M C Planck 56 Ye Olde Shoppe www.000 gp / year Money-lender 5.
In all cases.000 gp / year 900 lb of gold World of Prime © 2009 M C Planck 57 Ye Olde Shoppe www. Mine Iron.000 gp) 15 Guards (600 gp) Squire (200 gp) Engineer (200 gp) 4. Gold and platinum can be mined at similar rates. average 3.500 gp / year 900 lb of silver Gold 45. Viking farmers often mined and smelted their own ore. but veins of these precious metals are much rarer.000 gp / year 20 tons of iron Iron.worldofprime. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. The Romans mined ore in English bogs.000 gp) Engineer (200 gp) 12.400 gp / year 50 serfs (3. Refining the ore requires at least four times as much labor and consumes whole forests. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 750 gp 1 acre of mining rights (?) 600 acres of forest (600 gp) 50 picks. despite the poor quality of ore.000 gp / year 10 tons of iron Iron.000 gp / year 60 tons of iron Silver 3.120 gp / year 50 serfs (3. shovels and wheelbarrows (75 gp) 15 axes (75 gp) Operations 1. tough and brave.com Patric Mitchell (order #2310125) 1 .000 gp) Engineer (120 gp) 4.200 gp / year 50 freemen (6. Good miners are hard to come by: they have to be strong.500 gp / year 50 slaves (1. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.000 gp) 5 guards (200 gp) Overseer (200 gp) 10 replacement slaves (?) Tool maintenance (100 gp) Revenue 2. A rich vein of silver produces 1/3 lb of silver out of those 600 lb of raw ore (after extensive refining).000 gp) 5 Guards (200 gp) Engineer (200 gp) 7. because it was still cheaper and easier than shipping metal all the way from Rome. mining the ore is the easy part.000 gp / year 50 freemen (6. shovels and wheelbarrows (75 gp) 10 axes (50 gp) 50 slaves (?) 50 manacles (250 gp) 500 ft of chain (750 gp) A supply of whips (20 gp) Barracks (1. poor Capital 2.000 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.250 gp 10 acres of bog (5 gp) 100 acres of forest (100 gp) 50 picks.600 lb of ore. Slave mines are only profitable if the slaves are cheap (such as criminals from the state or prisoners of war). rich 6.
5 gp 5 gp 10 gp 15 gp 2 cp 2 cp 2 cp 8 cp 3 cp 4 cp 6 cp 10 cp 12 cp 4 cp Lbs.Bulk Goods Food Hay is cheap. Warhorses and such are often fed barley because it is easier to carry and more nutritious.worldofprime. 10 4 1 1 1 1 1 1 1 1 1 1 1 1 8 2 1 1 1 1 1 1 1 1 Intoxicants Tea (10 gal) Beer (1 gal) Ale (1 gal) Wine (1 gal) Brandy (1 bottle) Champagne (1 bottle) Chewing tobacco Smoking tobacco Narrowleaf Flower of the Poppy Livestock Livestock Chicken Rabbit Goose Goat Sheep Pig Cow Ox Cost 5 cp 1 sp 1 gp 2 gp 2 gp 5 gp 25 gp 50 gp Weight 3 lb 2 lb 15 lb 50 lb 150 lb 250 lb 1.000 lb Meat 2 lb 1 lb 10 lb 30 lb 50 lb 150 lb 500 lb 1. Raw Food Hay Barley Oats Wheat Rice Flour Vegetables Fruits Nuts Sugar Salt Cinnamon Cloves Pepper Milk (1 gal. 1 8 8 8 2 2 1 oz 1 oz 1 oz 1 oz Prepared Food Sausage Honey Butter Cheese Bread Pastry Trail rations (1 day) Cost 4 cp 1 sp 2 cp 4 cp 4 cp 1 sp 5 sp Lbs. Barley is more expensive.1 1 World of Prime © 2009 M C Planck 58 Ye Olde Shoppe www. or wheat per day.000 lb 2. 1 1 1 1 1 0. rice.com Patric Mitchell (order #2310125) 1 .) Eggs (12) Chicken Goose Goat Mutton Pork Beef Venison Fish Cost 1 cp 1 cp 1 cp 1 cp 1 cp 2 cp 2 cp 5 cp 1 sp 1 gp 1.000 lb Cost 2 sp 1 sp 2 sp 4 sp 1 gp 10 gp 1 sp 2 sp 5 sp 1 gp Lbs. Note that you must provide your own containers for these goods (except for bottled drinks). and people will do almost anything to augment it. Humans and other medium-sized humanoids require at least 2 lb of oats. but animals require 2% of their weight per day. but animals only require 1% of their weight per day. This is a miserable subsistence diet.
5 gp 5 gp 50 gp 100 gp 250 gp 250 gp Coin 0.006 gp 0.2 gp 0.000 gp Stones Stone Carnelian Obsidian Sardonyx Amber Jade Turquoise Moonstone Garnet Quartz Color Orange Black Red Yellow Green Blue White Purple Clear Cost per lb 10 gp 1 gp 5 gp 20 gp 10 gp 25 gp 2 gp 50 gp 1 sp Cloth Materials Burlap Canvas Linen Velvet Fleece (raw wool) Wool Lace Silk Brocade Light leather Heavy leather Suede Rabbit fur Fox fur Mink fur Bear or Lion hide Cost per yard 1 cp 2. ½ 1 ½ 1½ 5 1 ½ ¼ 1 1 3 1 2¼ 4½ 4½ 12 Precious materials Material Marble Coral Ivory Cost per lb 1 gp 10 gp 100 gp World of Prime © 2009 M C Planck 59 Ye Olde Shoppe www.3 gp 0.5 sp 1 gp 2.01 gp 0.5 gp Lbs.com Patric Mitchell (order #2310125) 1 .Metals Metal Iron Lead Tin Brass or bronze Copper Silver Gold Platinum Mithril Adamantium Cost per lb 0.002 gp 0.1 gp 1 gp 2 gp 5 gp 5 gp Gems Gem Jacinth Onyx Ruby Topaz Emerald Sapphire Pearl Amethyst Diamond Color Orange Black Red Yellow Green Blue White Purple Clear Cost per carat 10 gp 25 gp 500 gp 50 gp 750 gp 250 gp 1 gp 100 gp 1.1 gp 0.008 gp 0.004 gp 0.5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 50 cp 50 sp 50 gp 12.4 gp 0.worldofprime.5 gp 5 sp 5 gp 7.