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© 2009 M. C. Planck www.worldofprime.com
Patric Mitchell (order #2310125)
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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 .
.................................................................................................................................................... 35 Music Shop.................. 12 Shields................................................................................ 10 Armorer’s Shop.............................................. 41 Spell-casting ............................................................................. 22 Siege Engines.......................................................................................... 36 Luxuries............................................................................................................... 19 Mason’s Guild .................................... 44 Items........... 47 Lifestyles........................................................................................................................................... 39 Inns and Dens....................................................... 31 Scriptorium .............. 9 Armorer’s Shop.................................................. 44 Spells ......... 40 Entertainment ........................... 59 Cloth.. 1 Crafting Rules ..................... 55 Farms ................................................................................................................................................................. 46 Poisons ...................................................................... 5 Wild Weapons ................................................................................ 30 Illuminatiorium .................... 19 Buildings .............................................................................. 36 Tailor’s Shop ......................................................................................................................................................................................................................................................... 59 Precious materials ......... 23 Cartwright’s Yard ....................................... 38 Materials.......................... 37 Custom Items..................................................... 59 Patric Mitchell (order #2310125) 1 .... 26 General Store ................................... 38 Trimmings....... 40 Drinks ............................................................... 11 Armor .............. 19 Roads ................................................ 58 Food .................................... 54 Businesses................... 29 Class Kits ................................................. 58 Metals... 33 Furniture Mart .. 22 Land .............. 32 Hardware Store ........................................................................................................... 15 Exotic mounts ........................................................................................................................ 59 Stones ............................................. 52 Craftsmen ........................................................ 49 Wages ..................... 44 Alchemy ........ 40 Lodgings.......... 29 Luggage ........................................................................................... 17 Tack and Services ........................................................ 12 Stables ................................................................................... 2 Weapon-smithy ............................................................................... 56 Mines............................................................................................................................................................................................................................................................... 58 Livestock ................................................................................................... 40 Meals............................. 55 Shops........ 41 Ceremonies ........................... 3 Primitive Weapons................. 7 Civilized Weapons ................................................ 37 Common items .................................................................................................................................... 18 Mason’s Guild ................................................................................ 16 Flying mounts... 41 Magic Shop....................................... 39 Sewing Shop ............................................................................................. 55 Hotels............................... 40 Temples....................................... 29 Camping Gear................................................................................ 15 Draft and Riding animals.. 34 Pottery Kiln ......................................... 32 Locksmith.... 56 Bulk Goods.................................................................................................................................. 15 Horses ..................................................................... 56 Merchants...... 59 Gems ......................................................Contents Introduction .............................................. 52 Soldiers ................................................................................................................................................... 25 Shipyard.........................................
Patric Mitchell (order #2310125) 1 .
by its marketplaces. politics and sociology. 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. just pick the closest item. Size and Weight Most objects are designed for Medium-sized creatures (except where noted). or +4 to relevant DCs World of Prime © 2009 M C Planck 1 Ye Olde Shoppe www.worldofprime. change the name. at best they use bits scavenged from meteorites or lucky finds. after clockwork but before gunpowder. Mayans Vikings. Technology Primitive Wild Civilized Examples Israelites. which are presented in separate sections for each technology.com Patric Mitchell (order #2310125) 1 . but they will serve the same purposes. thus accounting for long production times and hence high costs of these items. China’s Warring States. They may be different in construction. in part. Wild societies can produce iron and steel in limited quantities. Armor Weapon Other +150 gp +300 gp +50 gp or x5. Tutankhamun’s Egypt Imperial Rome. Civilized societies produce so much metal that it is common and thus used for everything. Charlemagne’s France. whichever is greater -1 to Armor check Penalty. This is a labor intensive process. In general assume that a higher-level technology can and will produce any item from a lower level. Iroquois. Saladin’s Arabia Medieval technology stops before the Renaissance. and fudge the price a bit. When customizing these lists of goods for your adventures. Aztecs. Most goods can be purchased regardless of technology. Technology For our purposes. Items that require a certain level of technology will be noted. such as a smith making fine steel out of iron or a woodworker divining for knots or flaws in the wood.Introduction A society is measured. To move up or down the scale. for cultural or legal reasons. using wood or bone instead of metal. +2 to Bluff/Diplomacy +1 to hit +2 Circumstance bonus to appropriate skill use. Athenian Greece. feel free to declare any item unavailable at any price. technology basically means “metal-working. What you can and can’t buy says more than a dozen dusty tomes on culture. These items are made using the secret techniques (or magical abilities) of the craftsman. If you need something not on the list. This chiefly means weapons and armor.” Primitive societies have no metal production. double or half the weight and cost.
and 3 at Master). temporary supports or molds.000 days to build the castle. add their labor together. but once you watch pig iron being hammered into a steel katana by hand. These numbers are designed to produce reasonable approximations of the wages for craftsmen.worldofprime. Assume a work-group is possible for every 10. making a Masterwork longsword costs 315 gp because it costs a Master smith 105 gps in materials and just over a year of labor. 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 . 2 at Expert. So building a castle could have 25 work-gangs. Construction crafts (Masons and Architects) can oversee 10 times as many workers. In general try to imagine how much the item would cost if made of dross. not until Wizards with Fabricate spells are available. so it requires 410 days for a Master smith to create it. its labor component is 10 gold.Crafting Rules To estimate how long it will take to manufacture an item. if each gang was composed of a Master mason and 30 Journeymen workers. So it takes him 20 days to make the weapon. For precious metals or other unusual raw materials. The final produce will have the same quality as the overseer’s skill. 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. such as fluxes. you’ll realize it’s not unreasonable at all. Only the simplest items can be made by Apprentices. a Master smith earns 5 silver a day. Siege Engineers follow special rules (see Siege Weapons). Ordinary items such as Martial weapons can be made by Journeymen. Masterwork quality items require Master level craftsmen. Large objects (like castles) can have multiple groups working on them. washes. you should modify this appropriately. Although the assistants cost less. If multiple workers cooperate on a single object. nor were its legions armed in an afternoon.000 gp value of the object. Note that not all laborers can produce all products. Complex or unusual products such as Exotic weapons require Experts. and use that to calculate the time and effort. At least. This may seem like a long time. Most craftsmen can oversee apprentices or associates equal to their rank (1 at Journeyman. then it would take the 775 man workforce over 1. A longsword costs 15 gold. so the final price won’t change but the item will get done quicker. divide the labor cost of the item by the daily wage of the laborer. A masterwork longsword costs 315 gold. Thus. use the formulas below. acids. World of Prime © 2009 M C Planck 2 Ye Olde Shoppe www. they also produce less. and wear and tear on tools. Time is a precious resource that even the rich cannot buy. Labor Labor = Price – Raw Materials The other 2/3 of the price is for labor. Masterwork items are as much art as they are science. Rome was not built in a day.
Piercing weapons. 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). Weapons made for different size characters move up or down this scale. Range The range increment for a weapon. Bludgeoning weapons can be used to smash stone walls. after all. the weapon-smith is always a prestigious figure. meaning they can be thrown. Slashing weapons grant a +2 circumstance bonus to any save vs. Each range increment beyond the first imposes a -2 to hit. Composite bows can be built that require extra STR to use. The best defense is a good offense. If used two-handed. However. Slashing weapons can be used to cut ropes. Reach (R): Reach weapons can attack a foe 10 ft away instead of merely adjacent (5 ft away). a powerfully built smith hammering deadly form out of a lump iron. Poisoning: Piercing weapons are best for delivering poisons. Slashing.5 STR as bonus damage.5. Thrown weapons use DEX as a modifier to hit and STR for bonus damage. although some melee weapons are also designed to be thrown. Damage The base amount of damage the weapon does. they suffer a -4 to attack foes that are close to them. thus allowing a STR Bonus to damage. and allow a 25% chance to stabilize every round. only allow a 5% chance per round. Requires two hands to use. Bludgeoning weapons are much less likely to cause bleeding. Some melee weapons have a range increment. usually for a missile weapon. These weapons are usually used in Phalanx World of Prime © 2009 M C Planck 3 Ye Olde Shoppe www. even though they require two hands to use. or a clever craftsman applying the secrets of metal-craft to make steel. which tend to cause deep internal injuries.worldofprime. Slashing weapons provide the normal 10% per round chance to stabilize. However.5 STR bonus to damage. for a Medium sized wielder.com Patric Mitchell (order #2310125) 1 . Whether it’s a wise old shaman carefully selecting stones. they only receive x1 STR bonus. not x1. Can be used normally in one hand. Hands ½ 1 2 A light weapon that can be used while grappling or as an offhand weapon. or Piercing. Ranged weapons use DEX as a modifier to hit and do not allow a STR bonus to damage. Piercing weapons mostly make small holes in things. poison. Close (-): Most melee weapons are Close range (shown as a -). Melee weapons use STR as a modifier to hit and for bonus damage. Bludgeoning weapons cannot be poisoned (except with Contact poisons). due to their shallower application. grants x1. 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.Weapon-smithy Every adventurer’s first stop is the weapon-smithy. apply x1. Gains no damage bonus from two-handed use. Stabilizing: The type of damage also affects a victim’s chance to stabilize.
The Exotic Weapon Proficiency that allows the Longspear to be used in one hand also includes the Reach feat for that weapon.formations. Any kind of weapon can be made from adamantium except flexible weapons (bows.com Patric Mitchell (order #2310125) 1 . Special Materials Adamantium weapons bypass up to 20 points of hardness (Damage Reduction) and are equivalent to Masterwork quality. slings. and bypass any DR that is bypassed with silver. At 10 ft or 5 ft they have a -4 to attack. and plenty of old-fashioned hard work. Exotic Proficiency allows this weapon to be used with one hand instead of two. Owning one is often a sign of status as much as it is a combat strategy. They weigh half as much as normal. With the Reach feat.worldofprime. Only intended to be thrown. applies a -4 to hit penalty when used in melee combat. Notes @ E AC T D S -4 See description for details. but bypass the DR of some kinds of creatures (such as Demons and Fey). The cost is 25 gp per pound. a character can learn to use a reach weapon at 5 ft or 10 ft with no penalty. where careful training allows the second row of warriors to attack over the shoulders of the first row. Virtually everyone is familiar with Simple weapons. and in a Phalanx formation. Exotic weapons require a specific feat to use. but Bludgeoning weapons do not. except their optimal attack range is 15 ft instead of 10 ft. where three rows of soldiers can attack. and have all the benefits of Masterwork quality. Mithril weapons have hardness of 15 and 20% more hit points than regular weapons. They grant a +1 to hit (that does not stack with magic enhancements) and cost an additional 300 gp. Proficiency The skill required to use the weapon. These weapons are normally only used in Phalanx formation. Double Reach (RR): Double reach weapons are the same as reach weapons. simple magic. With the Phalanx feat. They have hardness of 20 and 33% more hit points. This polearm can be Set with a ready action. the penalty for using a reach weapon at close range is only -2. The cost is 500 gp per lb. 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. Slashing and Piercing weapons suffer a -1 to damage rolls. Cold Iron weapons cost twice as much as ordinary metal weapons. Special Qualities Masterwork weapons are made by master smiths with secret techniques. World of Prime © 2009 M C Planck 4 Ye Olde Shoppe www. Against melee attacks. Silvered weapons are coated with silver to bypass some forms of DR (like lycanthropes). nets. cost 500 gp per lb. superior materials. only trained characters are familiar with Martial weapons. lassos and whips). Against charging foes it does double damage.
Tomahawk A small hatchet. If you have to use one as a melee weapon. Knife More of a tool than a fighting weapon. World of Prime © 2009 M C Planck 5 Ye Olde Shoppe www. although you could beat someone with a rock if you really felt like it. Pierce Bludg. Javelin May be tipped with lead. Note that the Boulder receives x1. iron. Bludg. stone. Slash Slash Pierce Bludg. made of iron. obsidian. @ Fist A standard medium-sized person does this much damage when punching someone.com Patric Mitchell (order #2310125) 1 . Intended to be thrown as an opening shock just before melee combat. or stone. chopping wood. @ 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. low cost. Bludg. they are simple enough that almost anyone can employ them effectively. or scalping fallen foes. 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). Slash 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. Bludg. Baton. or iron. However. Rock.Primitive Weapons Primitive weapons are generally not as good as more technologically advanced weapons. copper.5 STR bonus damage. and all of them can be made without metal. Its only attraction is its low. May be made of flint. but also suitable for delivering poison. 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. Club. bronze.worldofprime. Suitable for throwing. or steel. they are cheap. Maul The humble wooden stick. bronze. it imposes a -4 to hit due to its poor design for that purpose. Also. of varying sizes. Boulder These are normally thrown. Bludg.
Dart A bit of feathered wood tipped with stone or metal. Sling A simple leather cord that launches rocks or stones. The net can also be destroyed with 10 points of slashing damage. Atlatl Used to throw a spear. hard to learn.Stone Mace A rock on the end of a stick. Thus. it can strike at Reach (10 ft) or Close (5 ft) for no penalty. make a ranged touch attack. Blowgun A hollow tube that shoots darts. it can inflict surprising amounts of damage in the right hands. powered by the user’s breath. Spear The spear was the standard weapon of the soldier for thousands of years because of its incredible versatility. When you throw a net. However. Although it is fragile. A net made of better material (such as silk or metal-reinforced wire) requires Civilized technology. World of Prime © 2009 M C Planck 6 Ye Olde Shoppe www. it can’t be used by Undead or constructs. bulkier 10 lb net imposes a -2 to hit and costs 20 gp. Used two-handed. For a full round action. it takes two rounds to fold the net and make it ready to throw again. This weapon could also represent a firehardened spear. Net A net is used to entangle enemies. Entangled creatures take a -2 penalty on attack rolls and a -4 penalty to Dexterity. although such a primitive weapon should do only 1d4 damage. With an Exotic Weapon Proficiency feat it can be used in one hand. Simple to make. The DCs increase to Concentration 20. Escape Artist 25 and Strength 30. but the heavier. Although this weapon does little damage. In a pinch. it is so cheap and ubiquitous that anyone who wants to use one can easily obtain and practice with it. Is primary purpose is to kill small game or deliver poison. Crude but effective. Macuahuitl A broad wooden paddle studded with bits of obsidian as a cutting edge. a DC 20 Escape Artist check can escape the net. and cannot charge or run. this is the weapon favored by stylish cave-men. the sling is not particularly easy to use. Used one-handed. bound with leather thongs. Adds +1 damage and +10 ft to the range increment. Commonly used in each hand as a two- weapon fighting style. a DC 25 Strength check can burst it. but provides a very powerful attack. it does allow ranged trip attacks. Although it is thrown. you can throw it. javelin. Spellcasting requires a DC 15 Concentration check.worldofprime. can move at only half speed. expensive and difficult to maintain. After it is thrown. Bolas Three or four weights joined by cords. but cost 1 cp each. it only has Close range but you can use a shield in the other hand. it is so light it does not receive a STR bonus to damage. or dart. Grain Flail Also called the nunchaka.com Patric Mitchell (order #2310125) 1 . this is two lengths of wood joined by a piece of rope. Stones are free: lead bullets grant a +1 to damage.
the scimitar is hard to use correctly. Light Mace A heavy weight on the end of a wooden handle. the length and versatility of this weapon grants a +1 to AC when used in melee combat. Anyone with a STR less than 12 should not even try to wield this weapon. or adamantium are all equally suitable. Greataxe The massive double-bladed axe of legend.worldofprime. 7 Ye Olde Shoppe www. Bronze. D. 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.Wild Weapons These weapons require less metal and less metal-working skill to produce. mithril. copper. wizards and pacifists. but stone. they are not necessarily less effective. Plenty of societies with the technology to produce Civilized weapons will still employ these cheaper alternatives. cold iron. Slash Slash Slash Pierce Pierce Slash Pierce Bludg. Shortsword This category covers everything from extremely large knives to the wakazashi and the famous gladius.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. silver. but can occasionally dish out tremendous damage. @ Dagger A favorite of back-stabbers and poisoners. Bludg. 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. Silver maces are particularly popular in areas infested with Undead or lycanthropes. iron and steel are most common. Quarterstaff A favorite weapon of priests. @ 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. thin bladed weapon receives a +2 Sleight of Hand check when trying to hide it. Scimitar A wickedly curved sword. this long. 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. However. E @ S S T. Anyone that knows how to use a knife can use a shortsword.
although the Macedonians called it a sarissa. it can be Set against a charge. The glaive is a Reach weapon. the lance inflicts double damage. 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. Heavier versions can be made that require more STR and do more damage (but the to-hit bonus still comes from DEX). Lance Lances are only intended to be used from the back of a mount. it is not intended to be thrown (apply a -4 penalty. or 15 ft. this weapon can be used 1-handed and at 5 ft or 10 ft with no minus. Often the blade is curved for better cutting power. or follow them.worldofprime. but do not threaten those areas. meaning it strikes 15 ft away.com Patric Mitchell (order #2310125) 1 . it cannot be used against targets that are closer. At closer range it imposes a -4 to hit (the Reach feat can remove this). 10. allowing three ranks of men to attack at once. It can be Set against charging foes. Shortbow. let go of the rope. With an Exotic Proficiency feat. World of Prime © 2009 M C Planck 8 Ye Olde Shoppe www. you can use a shield in the other hand with no penalty. but allow both Trip and Disarm attacks at 5. Under any other condition they impose a -4 to hit. Composite Shortbow. If you fail the check. With an opposed Strength check you can block the target’s movement away from you. They cannot damage any target with +2 AC or better armor (although they can still Trip or Disarm). just like throwing any other unsuitable weapon). These weapons are cheap enough to equip whole armies with.5 STR bonus to damage). Glaive A shortsword on the end of long stick. and can be Set against charging foes. you can either pay out more rope (up to the maximum of 30 ft). Longbow The ancient recurve bow and the more modern longbow. Composite Longbow Made of bone and sinew to improve its strength. The rope can be escaped the same way a net can. Typically matched with a large shield and used in Phalanx formation.Longspear The weapon of the Greeks: the spear taken to its greatest perfection. Like other polearms. However. Whip Whips are difficult to use. The lance has double-reach. If the mount is charging. Pike Both the Swiss and the Macedonians used this weapon to deadly effect. Normally it is used in Phalanx format. The weapon has double reach. meaning it strikes 15 ft away. Unlike other reach weapons. Although the lance is listed as requiring two hands (and receives x1. They can be used at both ranges with no minus.
Range Proficiency Simple Martial Martial Martial Martial Martial Martial Martial Martial Exotic Note @ @ AC E T. It costs 10. one of Cold Iron. Slash Any Bludg.com Patric Mitchell (order #2310125) 1 . Making this weapon requires even more technical skill than making longswords. they can also be extremely effective. This weapon gains a +1 to hit whenever it is used against a shield-bearing foe.000 gp. T D. It packs the greatest wallop of any Simple weapon. one of Alchemical Silver and one of Adamantium. The Shrewsbury Mace is a +1 Ghost Touch weapon with four flanges. Properly employed. the longsword is both effective and stylish. Most versions are pointed and can be used to cause 1d6 piercing damage instead of slashing if desired. Morningstar A spiked. Bludg. intended to kill horses or break open shield walls. but knowing you can hurt anything is sometimes worth the price. Longsword The staple of heroic weaponry. designed to pass all possible forms of Damage Reduction: one of steel. World of Prime © 2009 M C Planck 9 Ye Olde Shoppe www. these weapons can be expensive. Rapier A very thin blade primarily used for stabbing. this weapon has several heavy flanges of iron or steel at the end of a short metal handle. Warhammer A heavy hammer with a spike on the back.worldofprime. 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.Civilized Weapons Like much else of the civilized world. With heroic training (and an Exotic Weapon Proficiency feat) this weapon can be used one-handed. and gains a +1 to hit whenever it is used against a target wearing metal armor. Greatsword A massive sword used in both hands. 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. D S. steel ball on an iron chain. The Dire Flail gains a +2 bonus to Disarm checks and can be used to make Trip attacks. Slash Pierce Slash Bludg. This weapon is specially designed to defeat heavily armored foes. Bludg. Dire Flail One to three spiked balls attached by chains to a metal haft. Bastard sword An extra-large longsword. overly complex and difficult to use.
It can also use prodds as ammunition. It is so heavy and dangerous to use that it requires military training.worldofprime. blade. Improved versions can be made that cause additional damage (effectively the same as a STR bonus). You can load any crossbow with prodds (metal balls) to do 1d4 Bludgeoning damage instead of 1d8 Piercing.Halberd A hammer. Using two Sai will grant a +2 to AC (but still only a +2 to Disarm checks). The halberd is particularly effective against cavalry. Slashing. 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. The simple point-and-click interface makes it suitable for anyone to use. Heaver versions can be reloaded with a winch. or Piercing. doing 1d6 Bludgeoning damage. It provides a +1 AC when used in melee combat. 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. The halberd has a multifaceted head and can do any kind of damage: Bludgeoning. as it can be used to Set against a charge and then used to pull the rider from his horse (a Trip attack). Crossbow A wooden crossbow that can be reloaded by hand in ½ a round (a Move action).com Patric Mitchell (order #2310125) 1 . spike and hook all on the end of a pole. Sai This over-sized fork is designed to disarm and defend.
Proficiency The ability needed to be able to effectively wear the armor.com Patric Mitchell (order #2310125) 1 . Bash (Shields) You can bash your foes with some shields. you lose the shield’s benefit to AC for the round you attacked with it. make an opposed STR check to knock your foe back 5 ft. Also. World of Prime © 2009 M C Planck 11 Ye Olde Shoppe www. and stacks with the failure chance of the armor you are wearing. Shields inflict a failure chance of 5% times the AC bonus. Sleight of Hand and Tumble.Armorer’s Shop The next visit is always to the armorer’s shop. Arcane Spell Failure Casting arcane spells with somatic components in armor is likely to fail. because they are cheaper. DR. Make a touch attack and deal 1d3 Bludgeoning damage. Special Qualities Masterwork armor costs an extra 150 gp.worldofprime. that the spell will fail and be wasted. CHA-based casters (Bards and Sorcerers) can ignore this for armors they have the Proficiency feat for. HPs (Shields) Damage Reduction and Hit Points. Max DEX Bonus This is the maximum DEX bonus to AC that the wearer can take advantage of. especially against highly armored targets. plus 5% per point of Skill Penalty. a leatherworker. Sundering the enemy’s shield is a valid tactic. but the proprietor will have only slightly less prestige than the weaponsmith. reduces the Skill Penalty by 1 and the Arcane Spell failure by 5%. CHA-based casters cannot avoid the shield penalty (hiding behind a shield is not very charismatic). Hide. -10 ft for creatures that move normally move 30-40 ft per round. Escape Artist. Climb. or both. The skill penalty for shields and armor stacks together. Move Silently. and -5 ft for creatures that normally move 20 ft per round. This may be a blacksmith. but their only benefit is to reduce the Skill Penalty by 1. The Tower shield imposes a limit of +2. 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. Skill Penalty This penalty is applied to certain skills checks: Balance. 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. Jump. when you run you only triple your normal speed instead of quadrupling it. Tech The technology level needed to make this kind of armor. If you hit. There is a base 5% chance. However. Masterwork shields cost an additional 50 gp. and adds a +2 Circumstance bonus to skill checks where looking rich and important would matter (usually Bluff and Diplomacy). use the worst modifier for shield or armor. Higher technology societies will still use the lower level armors. but increases the Max DEX Bonus by 1.
Only metal armor and shields can be made from mithril. and subtracts 1 from each die of damage done by the appropriate kind of attack (acid. Only metal armor and shields can be made from adamantium. It has hardness 15 and 20% more hit points than normal armor. fire. leather. and the Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. Silk armor costs 150 gp plus 25 gp per point of AC protection. hide. or studded armor.000 gp per AC for a shield).com Patric Mitchell (order #2310125) 1 . It is always Masterwork quality. and 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. electricity. but that’s just for the labor – you have to supply the dragon hide yourself (such a rare commodity can’t be bought). Adamantium armor grants DR 1/2/3 for Light/Medium/Heavy armors. It is always Masterwork quality. or cold).000 gp per point of AC protection (or 1.Special Materials Silk is half the weight of normal cloth. Dragon hide armor is always Masterwork quality.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. and is always Masterwork quality (with all associated benefits). has DR 20 and 33% more hit points against sundering attacks. The cost is twice as much as a Masterwork suit of ordinary material. you could make any kind of armor out of dragon hide. It has hardness 4 and 20% more hit points than ordinary. The cost is 2. Mithril armor is half the weight of normal metal armor.000 gp per point of AC protection (or 500 gp per AC for a shield). The cost is 1.worldofprime. 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.
However. Full plate Armor plate so finely made it doesn’t require chainmail to seal the gaps. with greaves and vambraces for the legs and arms. this armor consists of strips and plates of metal. This kind of armor is often Masterwork simply for the style factor. Hide Armor made from cured animal hides. Masterwork Half-plate only costs 750 gp. but excellent protection. The extra 150 gp for Masterwork grade armor is applied 13 Ye Olde Shoppe www. This armor is weighty but extremely flexible. metal-plated leather boots. Not normally found in non-primitive societies. often by boiling it in wax to make it hard. and the best nonmetal armor available. individual articulated fingered gauntlets and sabatons (metal boots). suitable for executioners or fancy-dress parties. Studded Leather Disks or studs of metal sewn to a leather backing. which makes it inferior to many other forms of armor. Comes with a stylish leather hood. the more flamboyant the better. A Norman metal cap with a short nosebar comes with it. It includes a Bucket helmet.”) Breastplate A cuirass or chest-plate made from a single piece of metal. clumsy and hot. like scale mail. This also represents soft leather armor like jackets or coats. The Bucket helmet is a Norman cap with cheek plates for more protection. Includes thick boots and heavy leather gloves (as does all armor until HalfPlate and Plate). (Note: in some realms this armor is referred to as a “Chain Shirt. Heavy. Chainmail Small loops of metal wire intermeshed together. Includes a Barbute helmet. which is good enough for most warriors. The head is protected by a good hat. sewn and stitched into armor. Includes a full Bascinet helmet. Bulky.Cloth Cloth folded. It corresponds to the Roman lorica segmentata. Not very good armor. like Scottish kilts or the Greek linothorax. like a Bucket helmet but extending further down the back of the neck and with a longer nosebar. This armor is extremely heavy but can be manufactured by low skilled workers. Scale mail Overlapping scales of metal mounted on a leather backing. The helmet is often a skinned and cured animal head. A tunic covers the arms to the wrists and the legs down to the knees. The leather gloves might have studs sewn into the back of the hand for decoration. a plated mitten gauntlet and a heavy Sallet helmet with full face protection. but better than nothing. Heavy shoes and light leather (or silk) gloves complete the outfit. Small vambraces and greaves help protect the arms and legs.com Patric Mitchell (order #2310125) 1 . This armor does not allow a DEX bonus. it is the best armor primitive societies can make. Half-plate Plate armor. World of Prime © 2009 M C Planck Banded mail The premiere armor for this level of technology. and still allows a +1 DEX bonus. Leather Armor made from cured leather. with the joints and gaps covered by chainmail. complete with fangs and glass eyes.worldofprime. A separate coif covers the head and neck.
Still. Round shield Made of split-planks (wood that has been split off the beam instead of sawn). sturdier wooden shield. World of Prime © 2009 M C Planck 14 Ye Olde Shoppe www.com Patric Mitchell (order #2310125) 1 . often diamond shaped. the tower shield imposes a -2 to all attacks. and does not allow more than a +2 DEX bonus to AC. Comes in many shapes. extending down the left side to cover the leg (since the other leg is protected by the horse). The shield is sometimes asymmetrical. Tower shield A moveable wooden wall. because they came apart so quickly under the weight of battleaxe blows. Vikings were allowed up to three shields in a duel. it doesn’t hold up to abuse very long. oblong. Target shield A larger. Sturdy and strong. or diamond. Kite shield A larger. by resizing the armor to custom-fit the wearer. it may be worth something to force your foes to demolish your shield before they demolish you.after the armor is created. heavier kite-shaped version of the Heater. Buckler shield A small metal plate originally worn as an elaborate belt-buckle. Advanced versions will have a metal boss and rim to make them last longer. this is a warrior’s best friend. originally designed for horsemen. The shield can be used as Cover. +4 for no DEX bonus). but only if you give up your attacks and cower behind it. This wood has been hand-sawn and carefully warped to maximize strength and durability. A warrior will need a new one for every battle. round. Strong and light. Even so. Heater shield A normal sized shield made of metal. cannot be used from a mount. rectangular. The advantage to the buckler is that you can gain its protection and still use a two-handed weapon.worldofprime. At that point striking the shield is as easy as hitting a wall (AC 10. imposes a move penalty if you don’t already have one (just like Heavy armor). Rattan shield Made of wicker-weave. such as square. although your attacks will be at a -1 if you do so.
including all of his armor and gear. Some creatures have to be fed meat. any barding and the rider. Cheap.worldofprime. and since larger warriors will pick the larger mounts. Carry This is the Light load for the creature. but you can put pack saddles on them too (the pack costs and weighs ½ as much. not including stabling fees. effective labor. Remember to add the weight of saddles.Stables Every upscale adventurer needs a fancy horse – or better. due to being for a Medium creature instead of for a Large one). Also good eating. Refer to the Monster section in the SRD for their abilities. One ox can feast 500 men. Small characters average about 50 lb. Donkey Includes llamas. 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. tack. *Flying mounts cannot carry a Heavy load. 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. and not noted for its loyalty or obedience. you can just assume an average of 150 lb. Horses Mule A cross between a donkey and a horse. 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. and you can eat them if you have to. Strong but not so fast. Horses are valuable tools and status symbols.com World of Prime © 2009 M C Planck 15 Patric Mitchell (order #2310125) 1 . Ox Immensely strong. Many of these creatures are dangerous combatants in their own right. Feed The cost per day to feed the animal. but very slow. Since individual mounts will differ slightly in size and strength. The last three in the table are trained for war.
Destrier The legendary warhorse. Ridgebacks and Newfoundlands.000 gp 4.000 gp 3. It is unlikely that any civilized society would employ these creatures. Wolf Includes large war-trained dogs like German Shepards. Deinonychus The only really suitable riding dinosaur. suitable for pulling plows or wagons full of ale. Warpony Tougher and sturdier than an ordinary pony. but they can survive off bread and scraps. World of Prime © 2009 M C Planck 16 Ye Olde Shoppe www. One solution is the Animal Friendship spell. They don’t make good eating. or a good working horse like the American Quarter-horse. however. Dire Boar Like their smaller cousins.000 lb 1. Some of these mounts can only be found in certain geographical climates. or can be ridden by Small characters. could be problematic.000 gp 7. Huge. these animals are suitable for hobliars: men who ride to battle but dismount 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. trained for war. The extra Exotic mounts mobility on the march and the battlefield can be worth the price. as they tend to be uncontrollably violent.000 gp 4. it makes an excellent mount.000 gp 9. Dogs will eat meat if they can get it. the meat is as tough as old shoe-leather.com Patric Mitchell (order #2310125) 1 .worldofprime.Pony A small horse. Dire Wolf. heavy Clydesdale. Exotics Boar Wolf Dire Wolf Dire Boar Deinonychus Rhinoceros Elephant Triceratops Cost 200 gp 150 gp 3. Palfrey Traditionally a woman’s riding horse. and thus their ownership might require legal permission or social status. Convincing one not to eat you. usually ridden by halflings or children. At least they are cheap to feed – they’ll eat anything. only larger and meaner. medieval warhorses were valued at the lives of three grooms – because that’s how many they would kill during their training. All of these creatures are trained for battle. however.500 lb Boar These animals make good war mounts because they like attacking things. 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. These creatures can be trained to fight as a pack. Courser The Arabian hot-blooded racing horse. Fast and vicious. strong and willing to fight. Draft horse A huge.
Giant Eagle These creatures are intelligent. This creature fights like a Hawk. dragging and lifting logs with their powerful trunks. If their riders are incapacitated in combat. while the driver directs it to trample anything in the way. rather than fly to some place of safety where its rider might be healed.000 gp 4. Griffon A cross between a lion and a bird of prey. but its HPs are higher. 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. Griffons will only eat meat. Elephant Bowmen in the howdah will defend the creature from spearmen. World of Prime © 2009 M C Planck 17 Ye Olde Shoppe www.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.com Patric Mitchell (order #2310125) 1 . so they will only be found in Good societies. with bad sight and terrible hygiene. They are also intelligent. and since they cannot fly blind. its AC is one lower (16). and able to detect Evil at will. Pegasus The legendary winged horses are the most prized of all aerial cavalry. These even more exotic war mounts are not necessarily available in any given area. studies show that griffons that leave the battlefield with unconscious riders tend to become bored and eat them. This is due to careful training. if you can get them to stop eating your grooms. because they are the fastest and strongest flying mount possible. and its talons do 1d4 damage. they cannot undo these avian bridles.000 gp 4. Also suitable for large giants to ride.worldofprime. the griffon will likely continue to attack on its own. Because the birds lack hands. and lots of it. There are societies that control the birds with special blindfolds that snap shut when not operated by a rider. Shorttempered. 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 are powerful combatants in their own right. Some evil societies may use constant mindcontrol effects to maintain their own enslaved herd of Pegasi. These animals are exceptionally intelligent and will remember and resent ill treatment. Although they only eat as much as a horse. Hippogriff A bizarre cross between horse and bird. Even if they are. Can also be used Flying mounts to perform considerable manual labor.000 gp 5. so using them as mounts is either voluntary on their part. Flying Giant Hawk Giant Eagle Hippogriff Pegasus Griffon Cost 2. partly due to their Chaotic nature.000 gp 8. their ownership is likely to be restricted to certain social groups by law or tradition. these aggressive creatures make excellent war mounts. they are effectively chained. they tend to charge at the drop of a hat. no matter how much money you have to spend. Triceratops You can practically build a castle on the back of these (or a double-sized howdah). or an act of enslavement.Rhinoceros Large enough to carry ogres or hill giants.
paved. There is no place for a rider to sit. so for Medium ones. Grants a +2 Circumstance bonus to Ride checks. Necessary to allow the animal to pull a wagon. or plough. sleigh. No mount can use a shield. Allows the mount to carry up to ½ its Light load in equipment and gear. Allows the mount to carry its full Heavy load in cargo. you can’t dismount without spending 2 rounds untying yourself. Provides cover for 4 Medium or 8 Small characters (Huge mount only). 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.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.worldofprime. these are blindfolds over the eyes. exotic animal like an elephant or triceratops. or otherwise civilized roads. causing almost any creature to stop moving. reduce the cost/weight by ½. This is the price per year to lease or maintain a stable for a horse. but still leave room for a rider. World of Prime © 2009 M C Planck 18 Ye Olde Shoppe www. Riding checks are -4 without a saddle of some kind. Rather than a bit in the mouth. and Flying mounts can’t wear Medium or Heavy barding. Necessary once a year for horses or other hoofed animals being ridden on packed.com Patric Mitchell (order #2310125) 1 . On the other hand. the blindfolds snap shut. You can be tied into the saddle so you can’t fall off. If the rider is not actively manipulating the reins. Be sure to protect that valuable addition to your stables. Barding comes in all the same forms as armor. Exception: the howdah is already weighted and priced for a Huge.
Lodgings Barn Cottage House Apartment Manor Mansion Palace Cost 50 gp 100 gp 400 gp 10 gp/year 1. roads.000 gp 200. 3 stories 500 x 500 ft.000 gp 500. 1 story 20 x 20 ft. Cost Maintenance on a building is approximately 1% per year. 1 story 50 x 80 ft.com Patric Mitchell (order #2310125) 1 . entire military units can gain this AC bonus when fighting other armies. Rent is typically 5%.000 gp 1. All Religious buildings grant a +2 Morale to defenders of the appropriate faith or creed. 1 story 30 x 40 ft.000 gp 10. 3 stories 15 ft tall x 4.000 gp 5.000 gp Occupancy 40 5 10 5 20 50 500 Dimensions 40 x 60 ft.000 gp 500.000 gp 1.000 gp 50.000 gp Occupancy 100 500 50 50 10 15 100 250 500 1. In times of war or emergency.000 gp 400.000 gp 250.worldofprime. 2 stories 50 x 80 ft. fortifications and other improvements. up to x4 as many soldiers or refugees can occupy the building for weeks at a time. 1 story 250 x 500 ft.000 (Village) (Town) (City) (Empire) (Castle) Dimensions 150 x 200 ft.000 gp 15. While individuals can use any wall as cover or concealment.000 gp 100.000 gp 4.000 ft 10 ft deep x 1.000 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. 1 story 50 x 50 ft.000.000 gp 5. Occupancy This is the number of people who can live comfortably in the building. as well.000 ft 20 ft tall x 10. 4 stories 150 x 150 ft.000 ft 30 ft tall x 20. 3 stories 500 x 500 ft. 1 story 20 x 20 ft. The mason’s guild is the place to go for buildings. AC Bonus This is the amount of military defense the structure adds.Mason’s Guild Buildings Eventually you’ll want to settle down and buy a place of your own. 1 story 100 x 100 ft. 3 stories 350 x 350 ft. 1 room 50 x 50 ft.000 gp 100. 2 stories 20 x 20 ft. 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. 2 stories 200 x 200 ft.000 ft 40 ft tall x 20.000 gp 1.
Religious Shrine Sacred Grove Sept Chapel Temple Church Cathedral Cost 1. 1 story 150 x 200 ft. possibly with a loft. 1 story 250 x 250 ft.000 gp 2. Apartment Renting a room in a Manor house. adobe. usually on a large estate.000 gp 500. or 2 Huge animals. 1 story 100 x 100 ft. Inn Simple rooms for 10 guests and the tavern keeper’s family. and location Manor A two-story building with three to five rooms per floor. Walls are made from everything to logs. or brick. 10 Large. The price reflects its value. Murder-holes allow the 20 Ye Olde Shoppe www. dirt.com World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . 2 stories 350 x 350 ft. House A basic house.000 gp Occupancy 15 30 5 10 50 500 Dimensions 50 x 70 ft. 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. depending on quality.000 gp 50.000 gp 200. size.000 gp 5. with extravagances such as ballrooms. wattle and daub. Cave A natural cave complex.worldofprime. 2 stories 200 x 250 ft. 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 50. 1 story 50 x 80 ft. 1 story 50 x 70 ft. with three to five rooms. shingles and tiles. Another 20 people can sleep in the common room in front of the fire. Palace Luxurious accommodations for nobles and their servants. Cottage A two-room hovel. 2 stories 40 x 50 ft. sod. separate kitchens. Gatehouse The gatehouse is built around and over a large wooden double-wide gate as a fortified entrance. trees 50 x 80 ft.000 gp Occupancy 5 30 15 15 50 50 125 Dimensions 20 x 40 ft. Mansion Three stories. you can’t actually build a cave. wine cellars. beams. House construction varies according to the technology and civilization.000 gp 200 gp 500 gp 300 gp 5. Obviously houses vary considerably in value. Cavern Huge caverns with many artificial tunnels and additions. roofs vary from thatch. Inns have larger rooms of higher quality. 1 story 80 x 100 ft.000 gp 50. sawed planks. 2 stories 200 x 200 ft. Tavern. The gate is thick wood strengthened by iron bands. Unless you can employ dwarves or magic. slate. 2 stories 50 x 80 ft. Bailey A wooden fort surrounded by a 10 ft tall log wall. Barracks Quarters and furnishings fit only for soldiers.
000 gp you get an iron portcullis. A city of a square mile will fit in this amount of wall. surrounded by a 15 ft wall with battlements. Temple A large stone hall. For 5.000 gp. however. There are apartments for the priests in the back. each 30 ft tall. stained glass. and the stone overhang helps protect the gate from siege weapons. with multiple towers and gatehouses. Often attached to a castle or wall. gigantic spires and often a bell tower or two. usually adorned with statues. Moat A 10 ft wide and deep moat around your castle.worldofprime. professor's housing. libraries and a kitchen. and battlements on the top. A drawbridge over your moat is only 1. stronger keep. Keep A strong stone keep with 15 to 25 rooms. Church A larger chapel with separate apartments and extra rooms like libraries and scriptoriums. student dorms and perhaps a few shady groves for holding debates. Fortress Two layers of walls. 10 ft thick stone walls. A large shop serves as a general store or factory. with four towers and a gatehouse. they can be built in narrow passes or on bridges. Castle A larger. Sacred Grove A natural cove of trees. Shop. The finest touches the society can afford will be used: marble floors. World of Prime © 2009 M C Planck Legendary wall Imperial cities are defended by miles of these 40 ft tall. A moat increases the effect defense of any structure by +1. Cathedral A massive structure built to impress and awe. made sacred by years of ceremony. Stone wall A stone wall 20 ft tall and 5 ft thick. Great wall The capitals of nations are defended behind these 30 ft tall. University Lecture halls. the thick wooden gate is faced with stone. classrooms. Large Shop A small shop such as a tailor’s or bakery.defenders to attack from above. Gatehouses are normally incorporated into larger fortifications.com Patric Mitchell (order #2310125) 1 . including storage space and a private well whenever possible. It includes a simple wooden gate. Chapel A stone hall. Wooden wall A wall of upright logs. Men in armor and siege engines will find it difficult to pass. 21 Ye Olde Shoppe www. The gatehouse is usually staffed by up to 40 soldiers during a battle. Sept A main hall for worship and several apartments suitable for acolytes to live in. Citadel A massive castle.000 gp. with a 20 ft outer wall linking six to eight towers and two gatehouses. for 2. It includes a simple wooden gate. Tower A four-room stone tower with an interior winding staircase. For an extra 1. Academy Apartments. 15 ft tall and 3 ft thick. 15 ft thick stone walls.000 it is covered by a layer of iron. but can also be a free-standing structure. with apartments for the staff.
Swampland is worth something. strong and wide enough for only one wagon at a time. fenced and properly watered. plowed. paved with stones and mortar. either because the soil is poor or there is little irrigation or rainfall. Highway 100 gp/mile Wooden Bridge Stone Bridge Canal Canal Lock Dam Tolls 100 gp 1. with enough space to pull over and let oncoming traffic pass.” that is. tilled.000 gp Free x2 Mountains are rocky. its productive value in either crops or lumber is small. or a single wagon. as it is possible to eke a living out of it. location. but unsurfaced.” World of Prime © 2009 M C Planck 22 Ye Olde Shoppe www.000 gp 10. not counting any buildings or improvements. especially in cities. clear land not really suitable for farming. A sturdy arched bridge. Land in prime locations may cost much more than the listed price. Wild. or one in each direction. This is a 100 ft wide dam. Also. The surface is “metaled. locks are where traffic in different directions can pass each other. Strong and wide enough for 2 heavy wagons sideby-side. location. bad weather has little impact on its effectiveness. hilly land that is usually only suitable for mining.worldofprime. Bad weather has little effect on highways. or wagon wheel. In many societies land will not be for sale to non-nobles. Forests contain lots of trees which must be cleared before the land can be effectively farmed.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. The first three rules of real estate are location. However. otherwise. A double-wide column of troops. animal.com Patric Mitchell (order #2310125) 1 . in bad weather it can become impassable. Two wagons side-by-side. Larger dams may be beyond the skill of ordinary craftsmen.000 gp 100 gp/mile 1. Traditionally a 9th level individual must build and inhabit a castle before people will consider the area “safe. Highways and bridges may charge a toll of a cp per person. Compare this to the price of a magic sword. A simple beam design. Plateaus or mesas will be valued as flat land of the appropriate type. It is also within an hour’s walk of a fortified place that can protect the farmers. uncivilized land is free to claim. Because it is so primitive. and the weather is generally wretched. or a wagon in each direction at the same time. This is how canals deal with hills. but no one will buy it until it has been shown to be safe to live in. Allows a barge to be pulled or poled along. Farmland is developed land. Nobody is going to labor in the fields unless they feel safe. no wagons. traveling is difficult. A square mile of fully developed prime farmland would cost 3. it’s just pasturage.200 gp. The road is clear and level.Roads Track Trail Road Cost 1 gp/mile 10 gp/mile Description Single-file foot or horse traffic. so even civilized realms will still contain many forests. Pasturage is flat. Every city needs a forest close at hand to supply firewood and building materials.
Siege Engine Ram Ballista Catapult Trebuchet Siege Tower Tunnel Sapping Cost 200 gp 500 gp 300 gp 500 gp 1. 30 hps. Ballistas can be mounted on a wheeled carriage and moved by hand up to 20 ft a round (as a full-round action). which do not require crews and do damage based on the size of the ship.) in addition to the soldier’s wages for the day. DR 5 Large. it grants Cover (+4 AC) to the 20 attackers inside it. but they can be dragged 5 ft per round if necessary.. but it will still cost you 66 gp of materials (tools. 40 hps. and allows 23 Ye Olde Shoppe www. These weapons are popular on ships and castle World of Prime © 2009 M C Planck walls. Siege Tower A Gargantuan mobile fortification. so only one or two can be mounted on large ships. however. etc. Hitting smaller than Huge targets requires a natural 20. 30 hps. however. Poisoned or spelltrapped javelins are also a possibility. Catapult. A Siege Engineer can employ 1. If used against a ship. More commonly they are mounted on a swivel that allows a 45° arc of fire. and the target still gets a Reflex save unless it’s inanimate. 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.com Patric Mitchell (order #2310125) 1 . nails. 10x10 ft area. heavy stones are used. meaning a Ram can be built in day by an entire army. For attacking fortifications. They can only shoot 45° to either side of where they are pointing. DR 5 Ram Rams can be operated by ordinary solders. Warships come equipped with rams. but the target can negate all damage by making a Reflex saving throw at DC 5. DR 5 Garg. rope. Only an immobile target can be attacked by a ram. 20 hps.Siege Engines Siege engines are often constructed as needed. It requires an engineer and a crew of 20 men five minutes (50 rounds) to reload. to turn the weapon to a new heading requires 10 rounds. It also grants a height advantage. Trebuchet Catapults and trebuchets are all but useless against anything smaller than Huge. Ballista A ballista makes Ranged Touch attacks against targets. (Optional rule: the operator can add his or her Siege Engineering skill). To attack a mobile target requires a Ranged Touch attack (the same as with a Ballista). at the place of the siege. Normally catapults do not move.worldofprime. These siege engines are Huge and require a lot of space. DR 5 Huge. the target can negate all damage with a DC 5 Reflex save. DR 5 Huge. 1d6 arrows strike each target for 1d6 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. DC 15 Reflex save for half damage. it does not receive any bonuses from the operator’s BAB or DEX. 100 hps. or anything that moves. With a full crew they can fire every 4th round. They can attack once per round. The crew is protected with Full Cover (+8 AC) by the roof and walls of the ram.000 unskilled men at this task. costs 5 gp). Well-equipped engineers can use a special bundle of arrows to deliver an area attack (no roll to hit.
it inflicts a -2 to all Sailing checks. Pushing it faster makes it fall over. but the enemy may detect your efforts and take counter-measures. Pushing one 10 ft per round requires at least 80 medium-sized creatures. Wooden building’s DR is normally bypassed by fire.worldofprime. More men can’t dig faster. so destroying a large structure requires immense amounts of damage. A hundred men can dig 50 ft of tunnel a day.000 80 120 160 180 300 450 720 1. allowing entry with no more difficulty than crossing rough ground. if you have men and shovels. or you can try to undermine their walls. Siege towers are 40 ft tall. Masterwork buildings have DR +2 and 25% more hit points.soldiers to climb the ladders inside to the edge of the enemy walls. Tunnels and Sapping attacks require an engineer to oversee their execution.com Patric Mitchell (order #2310125) 1 . it gives a height advantage and its AC to the soldiers inside when attacking other ships (or defending their own).500 2. The extra deck space also allows more soldiers to fight on your ship. Fortification values Inflicting the listed hit point damage to structure creates a breach. but they can dig other tunnels (or protect the diggers from attacks). you can either tunnel up into their courtyard. A Sapping attack requires 1 day of work by the digging crew and does 100 pts of damage to a wall. However. 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. These hit points are normally per 10 x 10 ft section. Tunnels. You can build up multiple sapping attacks before triggering them all at once. Once you reach the enemy walls. Sapping Digging a tunnel is free.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. If built into a ship.000 1.
Cart A small two-wheeled cart. Wheel-barrow A one-wheeled cart with handles.000 lb as a Heavy load (but the wagon itself already weighs 1.000 lb 2. A Wagon would allow the same horse to pull 1. traveling at top speed.000 lb 2. Carry This is the multiplier for the creature in the harness. Wagon. a Pack Saddle allows a Draft horse to carry 200 lb as a Light load and 600 lb as a Heavy load. so a 1. designed to be pulled by two to eight dogs. Only works over snow. Trying to Run with a cart imposes a -4 skill check penalty. In general vehicles can carry a maximum of three times their own weight. One or two horses are normal. but only on snowy days. World of Prime © 2009 M C Planck 25 Ye Olde Shoppe www. Carriage An enclosed cab. 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.Cartwright’s Yard When you have so much loot you can’t carry it all. but you can’t run with it. or an open-faced spiked-wheel war machine.000 lb).000 lb of cargo. Four Coursers would allow up to 900 lb as a light load. Sled A dog sled. a Large wagon can have up to eight horses. with a harness for one creature. up to four horses can be attached for maximum speed. However. Thus. Chariot Either a fancy surrey with a fringe on top. Or a surrey with a fringe on top. This is the only vehicle priced for Medium-sized animals. that equals the weight of the chariot plus two warriors in full battle gear. Suitable for going to Grandmother’s house. all other vehicles assume Large animals.worldofprime. with anywhere from one to eight horses in front. with a superior suspension designed for comfort and speed. trying to Run with a wagon imposes a -4 penalty to any Riding checks. Travios Two poles that drag on the ground from the animal’s back. With two draft horses this would only be a Medium load. you know it’s time to visit the cartwright’s yard and buy a wagon.000 lb as a Light load and 3. Large Wagon The most efficient pulling mechanism possible. You can push it at 20 ft per round.000 lb wagon can carry an additional 3.com Patric Mitchell (order #2310125) 1 . The animal cannot Run or double move without destroying the travois.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. From one to four horses can be attached to a wagon.
often being completely square). Carry How much weight the vessel can carry.com Patric Mitchell (order #2310125) 1 . Make an opposed Sailing check to ram a foe (although you must be approaching them from the side). However. The captain’s skill is the most important. inflicting an World of Prime © 2009 M C Planck 26 Ye Olde Shoppe www. plus an hour per point of CON bonus of the crew. or Charge. Boarding planks and grappling hooks are included with the price of warships. beyond any chance of repair. as they are built to do this. HPs The number of hit points of damage the vessel can take before sinking. given deck space and carrying capacity. Normally the ship doing the ramming does not suffer any damage. Note this is not the complete destruction of the ship but merely compromising its ability to float. Crew.worldofprime. Failing by 5 or less inflicts 10–80% damage to the ship. failing by more causes the ship to sink. 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. inflicting x3 this much damage results in effectively complete destruction. Move This is the maximum movement per turn or per hour. Archers can occupy the deck. Remember to count the weight of any passengers (but not the crew. Ships can be equipped with siege engines at the expense of useable deck space. can only have half as many siege weapons installed. due to their narrow construction. although he can gain a +2 from an exceptional crew or a -4 from an inept/inadequate crew. Length The length of the vessel. The vessel could conceivably be repaired by magic or crew action before it actually goes under water. Watercraft cannot Double-Move. Passengers This is the maximum number of passengers possible. Most ships are ¼ as wide as they are long (rafts and barges are exceptions. ships cannot usually go up rivers. which is already calculated in). Almost all vessels have a DR of 5 due to their wooden construction. Weathering a storm is a DC 10 to 30 check. Siege Weapons The usual mode of combat with ships is ramming or closing for boarding with marines. Longships. Masterwork ships would grant a +2 if you could afford them. Max The minimum number of crew necessary to avoid a -4 penalty to Sailing checks. depending on the severity of the storm. Oar-powered vessels can only travel at top speed for an hour. Run. Some ship designs impose additional penalties.Shipyard Watercraft are divided into two categories: boats and ships. A ram attack does 1 pt of damage for every hit point of the attacking ship. Sailing checks are used to control watercraft. at two per 5 ft. Rams do vastly more damage when powered by a ship. Boats are anything small enough to be carried on a shi. Each medium-sized passenger is the equivalent of 200 tons of cargo. this means a Trireme will cut a Galley in half with a single deadly lunge. The number of siege weapons that can be mounted based on ship length.
or long poles used to push against the river bottom. Inflicts a -8 to any Sailing checks. World of Prime © 2009 M C Planck 27 Ye Olde Shoppe www. 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 10. Canoe If it’s made out of leather. Cost Maintenance is typically 10% of the purchase price per year.additional 10 pts of damage per point you beat the enemy captain’s roll by. -2 to all Sailing checks. it only has DR 1 but it weighs so little one man can pick it up and walk with it. Powered by oars. this is how much its defenses are worth to you. since it reflects the vessel’s ability to absorb damage). Sometimes used as a shiptender (a shuttle servicing a larger ship). Rams ignore DR of 5 or less.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. and a DC 15 Sailing check to not inflict half as much damage to your own ship in the process. Pinnace A light.000 gp 10.000 gp 3. fast sailboat. 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 30. powered by oars. or both. Powered by a sail. Includes a large fishing net.000 gp 5. a simple sail. Rowboat (-2 Sailing checks) A rowboat or skiff.com Patric Mitchell (order #2310125) 1 .000 gp 15.000 gp 25. If it’s made out of wood. It also applies to any siege weapon attacks against the vessel (even those that use Ranged Touch attacks. oars. Fishing boat Big enough to spend all day at sea.worldofprime.000 gp 20. it has DR 5 but weighs at least 500 lb.
it is sturdy enough to cross oceans in. with an advanced designed for deep ocean travel rather coast hugging. Trireme The pinnacle of the ship-building craft. Powered only by sails. Carrack (-4 Sailing checks) The classic cargo craft of the late medieval age. but also slow and unmanageable. designed for speed and combat durability rather than cargo capacity. The Keelboat inflicts a -2 penalty to sailing checks. or be dragged onto the beach by its crew. Galleys might be able to navigate particularly deep rivers. Powered by sails and oars. Under sail power it moves at 20 ft. Powered only by sails. Sloop A fine. Barges have shallow drafts and can travel up wide rivers. Bireme A larger galley. fat. or lakes. but sturdy and carries plenty of soldiers.Barge (-4 Sailing checks) Heavy and durable. Mostly used for shipping cargo. ungainly and slow (-4 to all Sailing checks). Keelboat (-2 Sailing checks) A small. oars. it only moves at 20 ft. flat-bottomed ship powered by sails. with two decks of oars instead of one..com Patric Mitchell (order #2310125) 1 . or sails. Can travel up rivers. World of Prime © 2009 M C Planck 28 Ye Olde Shoppe www. so it doesn’t need a loading dock. Longship The famous Viking raiding craft. Still. but it can go up rivers as well as out to sea. light sailing ship. When being sailed instead of rowed.worldofprime. Not particularly fast or maneuverable (-2 to Sailing checks). this monster galley has three decks of oars. Its rapid 40 ft movement only applies during combat. Galley (-2 Sailing checks) An open-decked warship. but not particularly sea-worthy (-4 to Sailing checks). Powered by a sail for travel and oars for combat. small seas. May be powered by poles. Powered only by sails. Warship A sturdier version of the carrack.
1d6 bludgeoning. 5 large sacks. 5 torches. mortar and pestle. A huge tent. a fine scale. Class Wizard Cost 30 gp Weight 10 lb Contents Spellbook. If you don’t have shelter and the weather turns bad. Can also be lock-picked open at a DC 15. herbal medicines. false teeth. and can last a lifetime when properly cared for. 50 ft of silk rope and soft cloths to wrap your boots in. mountebank’s purse. concentration. various spell components Pup tent. A collection of tools a tradesman needs to perform his job.com Patric Mitchell (order #2310125) 1 . lotions. several bottles of ink. backpack. 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. 10 ft pole. and a STR 30 check to break free. loaded dice. Holds up to 12 Medium characters in tight quarters. beakers. A tin bowl and plate. Reflex DC 20. an hour glass and a small metal stove. knife. Adventurers planning to spend a lot of time outdoors may wish to invest in a Ranger’s kit. suitable for eating and cooking on. 25% chance of having any given antidote. hair and skin dye. quill pens. bed-roll. a shovel and a Wilderness Lore check. flint and steel. suffer a -2 to your Wilderness Lore checks. 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. healing kit: bandages. twine. Holy book. Crowbar.worldofprime. 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. elbow and knee pads. marked cards. Pick Locks. (Ordinary snares and pits can be made with rope. Lockpicks. small steel mirror. Houses up to 6 Medium characters. Bottles. fish hooks. makeup. Imposes a -4 to Hide checks due to its large size. and provokes AoOs. wedge. Wigs. 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. houses up to 20 ordinary people or 1 rich noble. 50 ft twine. sledgehammer.General Store Class Kits Class kits contain everything a character needs to perform that class’s function. retorts.) Lighting a fire with flint and steel takes 1d6 full rounds. hatchet. A Teepee is much more durable than a tent. waterskin Holy symbol. It also requires tinder. low wind. reagents. mess kit. Move Silently. magnifying glass.
or built into the walls/floors of a building or ship. and have DR+2./ 10 cu ft 2 lb 5 lb 5 lb 5 lb World of Prime © 2009 M C Planck 30 Ye Olde Shoppe www. 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. Masterwork crates cost an extra 50 gp.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. Steel crates can be made out of sturdier materials such as mithril or adamantium. ideal for storing spell components) Linen pouch with brass clasp Woolen pocket purse. silver clasp Silk purse with gold clasp Cost 3 cp 5 cp 5 sp 2 gp 2 gp 4 gp 5 gp 1. trunks and chests) often have locks attached to them. See the Locksmith section for details. mithril objects weigh half as much). gaining the appropriate DR (15 or 20) and extra HPs (20% or 33%).worldofprime. and costing an extra 250 gp per lb (but remember. Luggage Every adventurer needs something to carry or store his loot in. but it can also result in boxes that are worth more than anything they could possibly contain./ 4 cu ft . They may also be chained in place. Crates (boxes. Holds 1 gallon If the weather turns cold and you are sleeping outside without a bedroll.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 . suffer a -2 to Wilderness Lore checks.com Patric Mitchell (order #2310125) 1 . This can result in boxes very hard to break into. Grants a +2 to Wilderness Lore checks near streams or water.
burns a pint of oil in 3 hours. Colored glass is the same price. burns a pint of oil in 3 hours. Illuminates a 20 ft radius for 1 hour. but holds more. Price varies from 50 to 100 gp. with a stopper. A huge clay jug designed for shipping liquids. concentration. it’s clear glass that’s hardest to make. but also much more fragile. Illuminates a 30 ft radius. A wooden barrel. or any other activities – such as fighting . reinforced with iron bands. as making small pieces of glass is easier than making single. or will fuel a lamp for 6 hours. Can cover 5x5 ft and burns for 2 rounds. 50 gal. Glass. Illuminates a 20 ft radius forever. A masterwork glass grants a +4. Holds fifty candles.com Patric Mitchell (order #2310125) 1 . 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. burns a pint of oil in 6 hours. holds one dose of a potion. illuminates a 30 ft radius for 1 hour. 10 gal. 5 gal. 1 gal. Clay. Will not go out in strong winds. unbroken plates. 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. Comfortable to wear and not likely to break. and provokes AoOs.without a penalty. 7 gal. Light sources create shadowy illumination in twice the radius they create full illumination. 1 gal. A wooden keg. with a stopper. Grants a +2 to Appraise checks. Illuminates a 15 ft radius. Description Made of metal and extremely durable. Much cleaner image than a steel mirror. Holds five candles. low wind. but makes an impressive statement in your main hall.worldofprime. Shadowy illumination generally imposes a 20% miss chance and allows people to hide without needing cover. Too delicate to carry on an adventure. illuminates a 15 ft radius for 1 hour. Lighting a fire with flint and steel takes 1d6 full rounds. Stained glass windows are also the same price. in fact. It also requires tinder. Open-faced wooden bucket. Item Candle Candelabra Chandelier Torch Lamp Lantern Storm Lantern Everburning Torch Oil. Illuminates 30 ft cone. Illuminatiorium Light is a preoccupation of workers and adventurers. This is perhaps the most common magical item in the entire world. reading. Reasonably fragile. Useful for peering around corners or shaving (but imposes a -2 to spot checks). Illumination allows fine work. Not quite as durable or well-made. steel Mirror.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. pint Flint and Steel Mirror. silvered Mirror. depending on the magic abilities of the local populace. Silver backing on a clear glass plate. 1 pint ½ gal.
not including the price of the materials. This is enough ink for 100 pages. 100 blank parchment pages (50 sheets). or triple it for +20 gp and +2 lb. parchment Spell book. and popularity of the manuscript. prepared by a secret process known only to mages.5 gp ½ lb Scribing Scribing a spell Scroll case 1 cp 5 gp 1 gp ½ lb Library 5. Doors are the most obvious place to put locks.com Patric Mitchell (order #2310125) 1 . A Masterwork library is x5 as large and grants a +4. but chests and trunks are good choices too. Item Ink Quill Paper Parchment Sealing wax Stamp Chalk Spell book. bound in leather. 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. Price varies depending on number of pages. bound in leather. colored inks are twice the price. 100 blank paper pages (50 sheets). Magical traps and symbols can also be keyed to a lock mechanism. it will provide a +2 to a specific Knowledge skill check. Per page. but heavier and more difficult to write on. A steel trunk with a good lock can foil amateur thieves. Writing the magic formula for a spell requires using magical inks. and each spell requires 1 page per level. quality and color of illustrations.worldofprime. A collection of at least 500 books. Protect your valuable scrolls from wear.000 gp 2. More robust than paper. For the fashion (and weight) conscious wizard.50 gp 1-5 lb Map 1 . Colored chalks are twice as expensive. paper Book. The price depends on rarity and quality. If you are lucky enough to find a masterwork tome (for 50-250 gp). Made from wood and treated leather. breaking into a locked chest is a good way to ruin the contents. A sheet of scraped lambs-hide. often being merely stiff leather. tear and water. For twice the price you can get colors other than dull yellow. Let everyone know who sealed this letter. cut to the right length. Nobles will often use their signet rings. who may not be able to pick it or break into it without making a huge ruckus. This price is per page. The bindings are rarely as sturdy as spell-books. or one really long sheet rolled up tightly. A book like this can be tied or buckled shut to the point of being waterresistant. Useful for making magic circles on stone floors. so that correctly opening the lock does not trigger the trap. Holds up to 7 single loose sheets. World of Prime © 2009 M C Planck 32 Ye Olde Shoppe www. 25 gp 1 lb 10 . Plain white chalk. You can double the number of pages for +10 gp and +1 lb. A single sheet of paper. A treasure map sells for whatever price the market will bear. A goose quill. Grants a +2 on all Knowledge checks. which in many places is also the local magic shop or monastery. Also. so that forcing the lock triggers the trap. A map is a double or quarto-sized piece of parchment.000 lb Locksmith Traps or Alarms can be keyed to locks.Scriptorium The book-seller’s.
Suitable for medium creatures.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. Prying open small boxes. Inflicts 1d4 Slashing damage. If you’re really worried about people breaking them. Cutting wood to build a siege engine. 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. DC 30 Escape artist to slip out of. enough to eventually crack even steel chests. Large. Nailing shut coffins. using a crowbar to force open a door or chest). makes a loud noise Reflex DC is the same as the lock. Also for making air holes. use mithril(+9 DC to break) or adamantium (+14 DC to break). The function listed below is from the adventurer’s perspective: ordinary tradesmen will use the tool as part of their craft. Keys are custom-made for a given lock. Drilling out locks that are too hard to pick. Chopping down doors. Most tools can be used as an improvised weapon. Can also be lock-picked open at a DC 15. are effectively impossible without a suitable tool. Bits of metal suitable for picking locks. a sledge can do 2d6 damage. the victim must make another Reflex save at DC 15 or suffer a permanent loss of 1 DEX (due to losing fingers). Hammering nails or pitons. Masterwork tools grant a +2 Circumstance bonus and cost 55 gp. two-handed tools will do 1d6 damage. Digging for treasure. 1d4 bludgeoning and a STR 20 check to break free. Masterwork manacles cost 55 gp and are +2/+5/+15 to the DCs. Digging for treasure in hard soil. doors and windows. Most of the cost is in finding a blacksmith who will make them without asking too many questions. if roll is failed. DC 26 STR to break. but halve the DR of stone. World of Prime © 2009 M C Planck 33 Ye Olde Shoppe www. such as digging a ditch or making firewood. Smashing anything. picks do 2d4 damage. Masterwork tools cost +50 gp and grant an additional +2.worldofprime. Cutting through hard metal… slowly. Inflicts no damage. and DC 25 to pick. Tunneling. Many tasks. but may inject a poison. 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. Used against an immobile object.com Patric Mitchell (order #2310125) 1 . If a 4 is rolled for damage. reflects any mechanism that requires a special key or tool to operate. Reflex DC is 5 lower than the lock. DC 20 DC 25 DC 30 DC 40 (This is a Masterwork item) Reflex DC is the same as the lock. Cutting soft metal. Reflex DC 20. doing 1d4 of an appropriate type of damage and inflicting a -4 to-hit penalty. makes a noise up to 50 ft away Reflex DC is 5 lower than the lock. Handling things too dangerous to touch.
com Water clock Mechanical clock Furniture. 2 hit points. DC 50 to break (Masterwork is DC 54). 10 ft Chain.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. Item Hourglass Cost 25 gp Weight 1 lb Description Primitive technology. chests of drawers. nails and glue. Folds up to only 10 ft long. Wild technology. coat-. wardrobes. tables.worldofprime. With satin or leather coverings. wine closets. It can be burst with a Strength check DC 26 (Masterwork chain is DC 30). 10 ft Giant chain. Lets you climb any wall you can throw something over. polished wood Furniture. However. it’s clear glass that’s hardest to make. Useful for blocking rivers. Effectively Masterwork. Made with pins. DC 11 to break. Requires 2 men to operate. Chain has a hardness of 10 and 5 hit points. Ye Olde Shoppe www. 50 ft Rope. Hardness 10. in fact. bookshelves. hemp. or mine of water. ship. adventurers will mostly drop them on people. or catching fish. much more. couches. puts on a performance of ringing bells each hour. Remember to attach a rope before throwing. wrought iron Furniture. 50 ft Rope. Needs to be wound once a day. Inexpensive and durable but nigh-immobile. but useful for tying up parcels. Civilized technology. stools. cupboards. 1 hit point. DC 16 to break (Masterwork is DC 20). Do you need to ask? Ropes and Chains Wire. Some examples are: beds. as making small pieces of glass is easier than making single. stringing lutes. hat-. 4 hit points. Rarely made out of exotic materials. or weapon-racks. hit points 1. unbroken plates. Turn a roaring fire into an inferno. Can only support 20 lb. A piton every 5 ft grants a +2 to Climbing checks and allows climbing surfaces (like walls) that can’t normally be climbed. gourds. silk. shoes. benches. Furniture Mart Furniture prices are for a typical piece. or enslaving pixies. 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 . Empty your boat. needs to be filled twice a day. hit points 30. chairs. this rope grants a +2 on all rope-related skill checks. even in wealthy houses. Colored glass is the same price. rough wood Furniture. 10 ft Twine. it can be burst with a DC 23 Strength check. 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. or carved stone. Smiths use them as a platform for hammering and shaping metal. Exquisite works of art or antiques can cost much. Useful for cracking open small boxes under controlled conditions. Stained glass windows are also the same price. Held together by ropes. A huge lump of cheap pig iron. For people who can’t climb ropes. Hardness 8. has to be turned once an hour. or enslaving giants. hamming pitons takes 1d6 rounds and makes noise. it can be burst with a DC 24 Strength check. Societies that can’t make glass use conch shells. dragging ships.
or wine glass. A thick.worldofprime. heater and gathering place. Rich people will have a fancy knife that is useless for anything but eating. Spoons are not normally used. 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. or live without baking. brandy snifter.000 lb 1. The smoke went up and through the thatched roof. Used for roasting over an open fire or in a fireplace. Made out of pottery. with a handle and possibly a lid. so they were elaborately carved and often gilded. Medieval diners brought their own silverware. A large mug. A large bowl. Usually made out of silver. A wooden cup. without a handle. or other spices. A flat frying iron to put over a stove or fire. A porcelain bowl. one drinks soup straight from the bowl. instead. Well-to-do peasants have a stone fireplace in their house. which almost always meant a good knife.000 lb Description A large wooden bowl. While this meant the house was always smoky. A large iron pot. A crystal champagne flute. A pottery plate. which serves as kitchen. A wide-lipped wooden bowl. it also helped protect the thatching from insect damage. A porcelain plate. Stores salt. pewter (silver mixed with lead). pepper. horn. Gold ones cost 10x as much. made out of pottery. Suitable for baking bread.Pottery Kiln Adventurers are always smashing crockery. Made of silver.com Patric Mitchell (order #2310125) 1 . Poor people either dig a hole in the ground and fill it with coals. Salt cellars were items of status. Vikings had a hole in the middle of their dirt floor to hold their fire. so occasionally it’s useful to know how much it costs. World of Prime © 2009 M C Planck 35 Ye Olde Shoppe www. 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. A large silver tray with a domed cover. square plate made of wood. or glass.
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 fancy stringed instrument. but ordinary folk can enjoy a bit of music. A folding knife with a delicate but extremely sharp blade. +2 to Gambling checks. Useful for losing or telling fortunes. dye. Who doesn’t need a fistful of these? +2 to Gambling checks. haven’t been invented yet. Harder soaps. in a variety of shapes and musical keys. mostly because they don’t use soap regularly. in a variety of shapes. 1. Women and men use perfume regularly. A small pot of powder. Already done up in an elaborate arrangement. The use of soap is restricted to semi-annual occasions. carved into amusing shapes. A vial of an exotic scent. A large. delicate mechanism that plucks strings (rather than hammering them like a modern piano). Clay with a wood stem. or bell that rings when struck. audible several miles away.com Patric Mitchell (order #2310125) 1 . strummed or plucked. Often gold-plated or otherwise ostentatiously decorated.worldofprime. Luxury Soap Make-up Wig Perfume Razor Pipe Dice Dice. loaded Deck of cards Deck of cards.000 lb Tech Primitive Primitive Primitive Primitive Wild Wild Wild Wild Civilized Civilized Civilized Civilized Civilized Description The simplest of wooden flutes. A simple wooden flute with finger-holes. A stringed instrument that is strummed. too. 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. A flute with mechanical keys. World of Prime © 2009 M C Planck 36 Ye Olde Shoppe www. Price is per page. A small metal disk. stringed instrument that is plucked. gong.000 lb +2 to Diplomacy/Bluff/Intimidate checks.Music Shop Mostly of interest to bards. A huge. or rouge. Luxuries Everything an adventurer needs to live in style. it only produces one note. a concert requires 100 pages. Can also represent violins. A church bell. Leather stretched over a wooden barrel or box. lotion. A huge brass gong that can be heard a mile away. A brass horn.000 gp 1.
fox-fur Silk slippers w/ mink High. 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. 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. at least a signet ring. as is the crown. gold buttons Silk doublet. Sturdy leather coat with many pockets and brass buttons. a huge brocade hat. silk sash and long silk slippers with gold studs. linen pouch. canvas trousers. Linen tunic and leggings with brass buttons. a woolen cloak trimmed in fox fur. lace collar Silk tights Blouse and skirt. suede purse with silver clasps. clay buttons Burlap peasant dress Fancy demin dress Linen dress. demin. lace trim and pearls Ceremonial Robes. Magic rings not included. burlap-strip sandals.com Patric Mitchell (order #2310125) 1 . a velvet hat trimmed in fox fur. Gems and jewelry are extra. silk. linen tunic with fired-clay buttons. with silver studs and a peacock feather. gold buttons. silvered and feathered Brocade head-piece. woolen trousers. Silk doublet and jacket with gold buttons.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. lace trim Evening gown. light leather boots. gloves and a floppy hat. brass buttons. with rabbit-fur ear flaps Velvet chapeau. silk gloves trimmed in lace. Canvas tunic and leggings with fired-clay buttons. gold and pearl inlay Footwear Burlap sandals Leather shoes Soft leather boots lined with rabbit fur Suede boots. silk trousers. 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. Wool doublet and jacket with silver buttons. wide-brimmed leather hat. lace gloves. a lion or bear fur cloak.worldofprime. heavy leather belt with a brass buckle. belt with a brass buckle. 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. light leather shoes. stout boots trimmed in rabbit fur Gloves Burlap work gloves Canvas work gloves Leather gloves Long lace gloves Silk opera gloves. heavy leather belt and suede boots with silver buckles. silk purse with gold clasps. stout leather boots trimmed in squirrel fur. Burlap tunic and leggings with wood buttons. You’ll also need jewelry.
or fancy dress parties depending on the material. or even steel-toed for greater protection. Sheep’s hair. Linen is made from the flax plant. Leather or cloth straps wrapped around the foot (and sometimes a wooden sole). it may also be made from the poorest quality of wool (that cannot even be dyed to a different color) or other fibers.com Patric Mitchell (order #2310125) 1 . possibly with buttons. A long shirt that hangs beneath the waist. May be soft-soled (like moccasins). Linen 1 gp ½ 1 Velvet Wool 2. soft. Small enough to hide under your other clothes. May be trimmed with furs. A difficult and expensive weave. protection. A gown suitable for fancy dress parties. lined tunic. Long robes suitable for priests. This might also represent a high-grade cotton or medium-grade wool. Pants. Often made of fur to show its value. feathers. finely woven for fancy clothes. A winter garment A more primitive and exotic winter garment. and is soft enough to make bedsheets out of. usually made from cotton. or gems.5 gp 5 gp 1½ 1 1 1 World of Prime © 2009 M C Planck 38 Ye Olde Shoppe www. worn with a blouse or tunic. May also be a poncho (a blanket with a hole cut in it). Used for decoration or as a baldric to hold a scabbard. usually made from cotton or wool. ½ 1 Yard 1 1 Description Cheap. worn in the front to protect your clothes while working. Waist-length coat. silks. A heavy duty cloth. Worn by men and women. possibly with a pocket or two. and have jewels sewn into the fabric. Often called denim when made soft enough for clothing. 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. Kingly head-pieces can consume two to five times as much fabric. A handbag or pouch worn on its own strap. pouches and scabbards. Anything from leather work gloves to silk opera gloves.5 sp Lbs. Materials Burlap Canvas Cost 1 cp 2. hard-soled with wood. A fancy. Hats range from the practical to the absurd.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. Elegant. Leg-warmers and wrappings. Generally leather. or other academics. An ell of silk (25 yards) is worth more than a master craftsman makes in a year. High leather boots. which can be used as materials for tailoring or treasure. and be studded with rare furs. rough cloth made from jute or vegetable fibers. like pants. although the styles are different. for cold weather. A short skirt.worldofprime. or velvet. Good for holding things. Extremely fancy gowns use two or three times as much cloth. impractical footwear. wizards. Leather shoes with wooden soles. An ordinary dress. Depending on the locale. the best quality.
But in case they don’t. World of Prime © 2009 M C Planck 39 Ye Olde Shoppe www. Used for turning thread into cloth. Buttons and clasps made from gold.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. Sewing Shop Adventurers will probably resort to magic to repair their clothes. There is about ½ a sq. The fur of one small domestic creature such as a rabbit or squirrel. the tailor normally buys these items from other suppliers and merely adds them to the outfit. A rare and exotic fur. Normally a steel needle. Silk intricately woven with patterns of silver and gold threads. Buttons and clasps made from fired clay or carved stone. Enough trim for a lace collar or neckline. or calf. Silver or gold thread is 1 gp to 10 gp a spool. Thicker.worldofprime. or ceramic. specially grown and treated. Buttons and clasps made from wood. Soft. Smooth. Prices will vary wildly depending on local availability. a bull will produce 3. it will be made of bone. Buttons and clasps made from brass. Feathers from ordinary birds.Lace Silk Brocade Light leather Heavy leather Suede Rabbit fur Fox fur Mink fur Bear or Lion hide 7. stronger leather such as bull-hide. in primitive societies. harder to obtain. wood. The most prized of all cloths. double or more the ordinary labor cost for the item. Feathers from rare and exotic birds. Used for turning fibers into thread. A cow will produce 2 sq. yards. Handmade with complex patterns and exacting detail. yard on a sheep. A thin. 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 rare and exotic fur. However. 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. strong and comfortable in heat or cold.com Patric Mitchell (order #2310125) 1 . Buttons and clasps made from gold or silver and set with jewels. harder to obtain. Fine wool yarn will cost 1 sp per skein. A thimble of metal. The fur of one small domestic creature such as a rabbit or squirrel. A wild fur. Buttons and clasps made from silver. fine leather. goat. you can always add more. light leather such as calfskin or sheepskin. The complete fur from a large animal such as bear or lion. here are some prices for objects they’ll never use. A wild fur. Trimmings Do not include Trimmings as part of the price for calculating creation times.
and carry the risk of being arrested during a police raid. all you can drink Beer. depending on local rules. 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. 1 evening Tavern wench. chicken or mutton and cheese Pork platter. Illegal entertainments are twice as expensive. World of Prime © 2009 M C Planck 40 Ye Olde Shoppe www. Normal adventurers will spend about 1 gp per day. mug Wine.worldofprime. if you like it Mummer’s farce. 1 night Courtesan. 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. flute Cost 1 cp 3 cp 5 cp 1 sp 1 gp 2 gp Note: any of these entertainments may be unavailable or illegal.Inns and Dens Most adventurers will spend most of their time on the road. 1 evening Private circus. warhorse Stable and Feed. Dining in stray inns and odd taverns is often an adventure in itself. 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. glass Brandy. private performance Musical troupe. 1 song of your choice Bard. goose liver pate.com Patric Mitchell (order #2310125) 1 . with pastries Roast capon. stein Ale. 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 seat Tavern bard. Rich vagabonds can live in high style for 5 gp a day. with a side of vegetables A slab of steak or roast. goblet Champagne. Poor travelers can expect to spend 1 sp a day.
A dead peasant can’t work. then the price will be adjusted according to your need and your ability to pay. Few faiths practice baptism. Equally often. Having a Bless cast over your wedding is considered as de rigeur as a white dress and a fancy cake. or building a house are also frequent requests for a blessing.worldofprime. Invariably he will take the opportunity to preach his faith to a captive audience. tidal waves. Cities or Royal courts will strive to have a Cathedral. 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. Spell-casting Pricing spells at a temple is problematic. Keep in mind that the priest already has a full-time job healing and curing his flock. The prices below assume you are a stranger. casters over 9th level are exceedingly rare. It is exceedingly difficult to invade a city by surprise when the High Priest is regularly casting Divination with the question. Obtaining other spells will require a Diplomacy or Bluff check.Temples Priests play a huge role in society. and of the same basic alignment (Good or Evil). “Are we going to be invaded this week?” This is equally valuable for earthquakes. On the other hand. acting as a witness for the community. Conversely. Most villages will have a Shrine. Weddings and funerals are the most common ceremonies. and in any case they usually wait until the child reaches adulthood to claim them for the faith. never a transaction in gold. then even Good churches might refuse to help you at any price. However. raise the dead. Double the price for house calls or quick service. Ceremonies Priests often officiate at ceremonies. and will generally put them ahead of you in line for his spells. predict the future. cure. they charge more for spells that don’t obviously advance their cause. Even Evil priests will only fleece their flocks for what they can afford. with the incredible benefits a 9th level priest brings (like Raise Dead). Imperial cities or metropolises might have several Cathedrals of different faiths. If you are of the same faith. and a sick one might make others sick. the local rulers are stretched to the limit maintaining peace between competing faiths. Some communities of mixed faiths will legally compel priests to treat all comers. Not only are they wise. attempting to foresee and prepare for any catastrophes in the next week. as long as he’s invited to the banquet (and paid for his spell). at government established rates. they can heal. Launching a ship. Another standard ceremony is the weekly casting of a divination. with at least one first-level priest in attendance. except in those places where the rulers are the local clergy. plus any material components). while others will let the temples freely compete for the public’s approval. Priests will charge lower prices for spells that advance their religious cause – such as Detect Alignment and Atonement. Life-saving spells will be subsidized (except for the material component) even to peasants. Rulers everywhere will seek the support of the local clergy. World of Prime © 2009 M C Planck 41 Ye Olde Shoppe www. and doesn’t have to leave his temple to do so. obtaining their services is always a personal favor. blizzards and plagues. tornadoes. starting a new business. without a good or bad reputation.com Patric Mitchell (order #2310125) 1 . The priest will perform the ceremony for free. if you are a member of an opposed religion. Towns will almost always have a Church and a caster who can Remove Disease. The prices also assume the priest can cast the spell any time in the next 24 hours. the rulers and the gods. and tell when you’re lying.
volcanic islands. It’s hard to imagine what you need mended for this price that can’t be fixed cheaper by a tradesman or craftsman. Generally only available in extreme climates like deserts. hoping that having to heal naturally will force them to rethink their life choices. Usually cast at ceremonies like weddings or baptisms. the ability to ignore the effects of weather for an entire day could be important during blizzard season. for those too cheap to pay for magical healing. Hiring a priest to oversee your duels and make sure no one bleeds out is the responsible thing to do. they consider it a waste of magic. that a priest is going to be reading your secret treasure map/ancient historical prophecy/vampire porn. Usually cast on an object such as a bottle of wine. however. Restoring ability damage that will probably go away on its own. cheap metal. Not so obviously. A handful of Novices means that women no longer die in childbirth.com Patric Mitchell (order #2310125) 1 . Also. Evil priests still want Holy water: they have Undead problems. Be careful what you talk about. Simple folk believe the effect lasts longer than a few rounds. Priests don’t usually like to make potions. Usually hand-made by the local priest. Usually priests will have a little of this on hand. for adventurers they like. or arctic ice shelves. Often prescribed for chronic conditions such as over-eating or partying too hard.worldofprime. If you really want to put your mother’s favorite vase back together. or the priest may have to file a report with his superiors or the local ruler. 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. meaning they can’t cast any other spells. they’ll sell it to you for the cost to make it. Repeat castings of this spell are the cheapest way to heal. However. Be prepared for a Good priest to report the presence of any really powerful and scary auras to his superiors. water and bed rest. Obviously you can only get this at the appropriate temple. Holy water does 2d4 damage to undead and outsiders (Unholy water heals undead and outsiders) Made of wood. Useful for people who feel they may be straying from the path. Particularly invaluable for ordinary accidents or work-related injuries. too. 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. The local priest may also refuse to heal trouble-makers or violent folk. but it stops all bleeding. it takes all day. For those who can’t wait for natural healing. artistic quality of workmanship will vary considerably. or local materials. Includes an hour of analysis and counseling. World of Prime © 2009 M C Planck 42 Ye Olde Shoppe www. just in case. 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. be prepared for an Evil priest to try and cheat you out of rare magic items. Only 1 point of healing. they’re willing to make an exception. if you wait long enough.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. Having a trained nurse on call and the advice of a physician allows you to heal x2 your level per day. However. To settle private disputes or seal contracts. Why bother translating texts when the priest can do it easily and perfectly? Keep in mind. If you have a good reason.
Good luck explaining why you need to hide an object from Scrying for 8 hours. so you need to make your own arrangements for the return trip. the priest will probably take that as an omen that he shouldn’t be trying to foresee that particular future. or defense of the community. though. There is a high price on this spell to stop you from asking the priest to find trivialities like your keys. He may choose to impose an additional penance as a condition of the atonement. And if you let a child set it off. or wizards.worldofprime. This is the same price as an Everburning torch. his church. cause. You’ll have to pay for all of them. Not as useful as you’d think. If the spell fails. In some places this spell is standard practice at funerals. you can have it cast on whatever object you want. the spectacle of the priest parading around town tends to give thieves a chance to smuggle the goods out of range. 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. state.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. However. Expect to pay for the scroll if you are in a hurry. The priest will not spy on people who scare him. Most priests have several copies of this on a scroll. Just remember – he’s not coming with you. The advantage to this spell is that it can be cast on you. see a Wizard. and b) contagious. or himself. Fix almost any ability damage and negative level drains. superiors. World of Prime © 2009 M C Planck 43 Ye Olde Shoppe www. Don’t even bother with the Bluff check. The color of the light will be tinted towards the priest’s alignment. expect Good priests to put non-lethal spells into their glyphs. The priest is not going to bother his patron for anything less than the safety of the community. Diplomacy/Bluff check at -20 to convince the priest your petty questions are worth his god’s time. You still have to come up with the material component. for emergencies. Certainly not for you. expect to pay a stiff fine. It may take several attempts to free you from that cursed item (chances of finding a priest over 9th level are slim). so you can read your ancient documents without letting the priest read them too. However. Diplomacy/Bluff check to explain why you need to spy on someone. Expect a lecture on the foolishness of playing with Undead. Usually only used by law enforcement to search for stolen goods. Chances are the priest isn’t familiar with anyone you want to talk to. This is the level at which priests can begin making magic weapons and armor. but if you buy the spell from the priest. Priests often waive their part of the fee for those who have died in the service of the faith. However. You can probably get a hefty discount on this spell if you can convince the priest that you’re a) poor. 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. it is illegal to buy private divinations. In some places. For custom colors. expect to pay a lot more. In many cities.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. The priest is going to know what you did. If you need the attention of a higher-ranked priest. Remember that the priest is going to hear your questions and answers. too.com Patric Mitchell (order #2310125) 1 . like his rulers. Shopkeepers have a legitimate right to protect their premises. Then it’s an expensive trip to the local priest. don’t expect them to sell items to members of different faiths.
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.
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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.
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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)
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The one constant is that they are almost always illegal (at least. Worm Venom. A natural fumble on an attack roll requires a DC 15 Reflex save to avoid poisoning oneself (or a nearby ally). in which case it is permanent. the poison is expended. Scorpion Venom. unless the saving throw was critically fumbled (a natural 1). Primitive tribes will equip their soldiers with poison. and Bludgeoning weapons cannot use Injected poisons. Poisons inflict their primary damage immediately and their secondary damage 10 rounds (1 minute) later. extended sunlight. for private use). or other environmental effects will also ruin the poison. to make up for their lack of metal weaponry. Piercing attacks are best for delivering Injected poisons. Exposure to multiple doses of a poison inflicts multiple saves and damage rolls. Sneaking Ingested poisons into someone’s food or drink requires the Sleight of Hand skill.worldofprime.Poisons Poisons vary wildly from area to area. 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. Ingesting the appropriate antidote before making the save grants a +5 (or +7 for a Masterwork antidote). 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. Centipede Venom. Manufacturing poisons is part of the Alchemy skill (the skill check to make a poison is the same as its Save DC). These poisons are selected because they have no strong flavor or smell. Only a single dose can be applied to a weapon at a time.com Patric Mitchell (order #2310125) 1 . Spider Venom. Using Injected or Contact poisons on weapons or items is purely a matter of dexterity and caution. but even in those tribes it is probably illegal to use poison on a fellow tribesman. Wasp Venom. 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. depending on the materials. and is relatively safe. Exposure to water. After the first successful hit. Masterwork poisons cost x5 as much and have a save DC that is 2 higher. Snake Venom. Slashing attacks grant a +2 on the save. technology and skills available. Ability damage is temporary (it returns at the rate of 1 per day).
Leaves tell-tale painful red blotches for days. hard to detect doses over a period of time. Alcohol Unlike other poisons. Centipede Cheap but not terribly effective. 48 Ye Olde Shoppe www. in the sense that it makes one almost immune to pain. each time you use it. However. Once a concentration has built up the victim must suddenly make his saving throw. stimulates appetite. Venom. It is pleasantly narcotic.Ivy paste Concentrated past of everyone's least favorite ivy. Spider It probably won't kill you. Venom. Good lucking finding a Wyvern to milk. acrid smell. The effect lasts for up to an hour. Venom. With a little planning. so if you know in advance what poison you are likely to suffer. although you can take several different ones. Ironically. Snake You don't even have to kill the snake to make this poison. and makes the user extremely boring. Dreamer's smoke A 10 ft radius of stupefying smoke that reduces victims to torpidity and placidness. the effects of the stupid things you did while you were drunk may have permanent consequences. unconsciousness lasts for 8 hours. Has a distinctive. World of Prime © 2009 M C Planck Narrowleaf A narrow green leaf smoked like tobacco. This poison can occur on its own. so it can't be turned into an Ingested poison. the victim probably won't realize he's been affected until too late. If the damage doesn’t kill him. Mercury's Curse Made from the liquid metal. Flower of the Poppy Smoking this substance increases CON. Ergot Made from improperly stored grain.worldofprime. you do not heal through non-magical means. An addict must smoke Poppy at least once a day or suffer 1d10 CON damage. Night-watch Used as a sleep-inducing medicine. not ordinary earthworms. At least they’re tasteless. but it will make you easier to kill. all temporary damage from this substance is recovered 24 hours later. Antitoxin Grants a +5 bonus on Fortitude saving throws against a specific poison. this poison requires a save once a day. the substance is highly addictive. Venom. Does not inflict secondary damage. Ragedust A 5 ft sq cloud of powder that madly enrages its victims. Arsenic Can be administered in small. While under the effect of this poison.com Patric Mitchell (order #2310125) 1 . This also means you do not recover temporary ability damage without magical help. mildly addictive. you can take it beforehand. The first successful save ends the curse. Wyvern One of the most fatal poisons known. he’s free – until he starts smoking again. However. you can be across town establishing your alibi when they collapse. Venom. Crumbs of a Lich Crumbling liches is probably more fatal than eating them. it was probably invented by a mage. make a DC 15 Will save to avoid becoming addicted. Scorpion/Wasp/Worm Harvested from giant-sized insects. brings on hallucinations and sometimes death. Multiple doses of the same antitoxin do not stack. The potion has a very subtle onset. Mage-slayer oil So-named because mages have few HPs. Worm poison is made from brightly colored giant maneating worms.
Food A representative example of what you could find on their dinner table.com Patric Mitchell (order #2310125) 1 .worldofprime. Slaves. Adventurers. Freemen are merely poor. Lifespan The effect this lifestyle has on the average lifespan of an individual. and Serfs may well have family heirlooms of silver. The Noble class is the 1st rank of nobility. clothes. Jewelry is usually a step up: even Freemen can often afford a tiny bit of gold for a ring or pendant. use bits of wood as buttons. Serfs are poor and oppressed. Nobles are ranked individuals. and various academics or businessmen like bankers and importers. This is useful for putting the wildly extravagant life-style of the typical adventurer into context. Double this expense if you are maintaining an ordinary-sized family. no maximum. Fittings For furniture.Lifestyles An approximation of the various qualities of life that people can expect. In some areas this may be a legal restriction. are footloose wanderers living in inns when they’re not sleeping in the woods or camping in dungeons. of course. They eat well and wear first-rate equipment. World of Prime © 2009 M C Planck 49 Ye Olde Shoppe www. while peasants eat porridge for breakfast and lunch. The figures for the Peer class represents the minimum amount a head of state would spend. Artisans are successful craftsmen or businessmen who enjoy the best life a working man can hope for. Cloth The kind of cloth normally associated with this station in life. higher ranks will be expected to live and entertain more lavishly. there is. with salaries or land holdings. Only Peers can normally afford to decorate their clothes with gold buttons and buckles.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. dishes and general house-wares. they can usually afford something else for dinner. Style Slave Serf Freeman Artisan Noble Peer Adventurer Expense 10 gp 20 gp 30 gp 60 gp 200 gp 2. on the other hand. of course. The Artisan class represents upper-level craftsmen such as Experts or above. Expense How much it costs per year to maintain this lifestyle. Peers are major nobles and heads of state. Slaves are so poor they eat porridge twice a day and nothing else. but their life span is often cut short by the nature of the work they do.
Tightly packed. An ordinary House. There is time and energy left over to think about improving one’s lot in life though education or investment. but flavored with vegetables. but only for their education. After age six or so they will be expected to work for a living. if not well-clothed. Life-expectancy is 64 years. with a well-thatched roof. but normal family relationships are possible. but with cheese or bread for dinner. but only once a week. Beer is served with dinner once a week or so. pork and beef on holidays and special occasions.com Patric Mitchell (order #2310125) 1 . If possible. Wood is too valuable to waste. Life-expectancy is 64 years. Life-expectancy is only 32 years.Slave Food Clothing Quarters Family Fun Effects 10 gp Bare survival. leaving little time for self-improvement (characters cannot learn new skills while working as a serf). Ale in the tavern once a week or so for the more well-to-do. Serf Food Clothing Quarters Family Fun Effects 20 gp Porridge three times a day. usually shared with chickens or other farm animals. hats and purses. Tea is served at meals. Children are often put to work in the family business. they will be sent to institutions of higher learning.worldofprime. Artisan Food Clothing Quarters Family Fun Effects 60 gp Porridge is served only for breakfast. Freeman Food Clothing Quarters Family Fun Effects 30 gp Porridge is still served for breakfast and lunch. Chicken or fowl once a week. An occasional trip to town to see the mummers or bards. This is a hard life of constant labor. in cold weather. Chores abound for everyone. Dinner and sometimes lunch is bread and mutton. damp caves. Ale is served with dinner. and you’re lucky to get it. Children are prized and generally given some kind of education until early adolescence. Animals are normally kept in the barn. or musical instruments to practice on. Winter wear may be a blanket with a hole in it. Odds and ends of rope or string serves for belts and ties. either of clapboard. and parents may be harsh. Life-expectancy is 48 years. ruined hovels. Footwear is limited to sandals made of burlap straps. Hobbies such as philosophy and art can be a part of enjoying life. cast-offs and scraps. Only the fact that the slave-owner stands to profit from them keeps them alive. Ale in the tavern on weekends for the men. World of Prime © 2009 M C Planck 50 Ye Olde Shoppe www. Children are a burden on families this poor. A scrap of bread or cheese is worth fighting for. filthy Barracks for the lucky ones. People living in these conditions suffer a penalty of -2 to all attributes. A Cottage for the family. bone dice for the grownups. the feet are wrapped in rags before putting the sandals on. Children may have pets such as ponies or cute little dogs. Guildmasters and such are expected to feast their lesser workers several times a year. Buttons and clasps are made of wood. sewing and knitting circles for the women. Tunics of burlap or other coarse fibers. Children are well-fed. possibly with beer. stone. Rags. Dinner is often bread and chicken. A Manor house with rooms for servants as well as family. Soft boots with gloves. or clay. Children may have well-made toys of wood. Story-telling around the fire. Shoes are just more rags wrapped around the feet. not for any expectation of profit. at least for the adults. porridge twice a day. or leaky huts for the rest. Canvas tunics with fired-clay buttons. Soft shoes made of leather. Crude wooden toys for the children. a piece of meat is worth killing for. Linen with shiny brass buttons. due to work and war. Dances and dinner parties on regular occasions.
Nobles eat like Americans. They will be educated in their chosen profession. but it does not include the army that should be living in your castle if you intend to remain a Peer for very long. Bread and meat are served at every meal. but XP is thicker than blood. This means meat at every meal: bacon for breakfast. as every adventurer knows. Gold buttons. or monster attacks. war. Children are valued assets of the State. Meat is always available. Adventurer Food Clothing Quarters Family Fun Effects 400 gp Adventurers eat 5. buckles and threads are used liberally. Adventurers generally buy private rooms or suites for their party. like a formal academic robe or a fantastic hat. and a slab of steak for dinner. such as dress jackets and gloves. Courtesans. A Mansion with rooms for family. Also. Stray odds and ends may be found in their heavy-duty packs. diminishes your mystique. Wool with silver accoutrements. Hunting. A Castle. exotic fish. they have parties. Wine is served with every meal. Bards and other entertainers will be brought in for special occasions.Nobility Food Clothing Quarters Family Fun Effects 200 gp Nobles don’t eat porridge. Bread is often white. such as fine roasts. half a chicken for lunch. not just brown. Each outfit consists of many items. jewels may be incorporated into clothing as well as jewelry. Imported wines are served at special occasions. World of Prime © 2009 M C Planck 51 Ye Olde Shoppe www.” To share experience from a battle is a sacred ritual far more binding than sharing bread with a stranger or wine with a guest. usually pork. capons cooked inside turkeys. gambling and drinking. Well-made. Life-expectancy is 64 years. Dinner parties at other noble’s houses almost every week. and in many places. sturdy clothes of durable materials.com Patric Mitchell (order #2310125) 1 . The only advantage of this lifestyle is that it leaves all of your time free for adventuring. Living on the road. In other words. Life-expectancy is 80 years. Silk and fur. Adventurers are notoriously restless and easily bored. hawking. The study of literature or politics is often a required activity. High boots made for walking. Wine is served with dinner. Mixing with the commoners exposes you to infiltration. Lifeexpectancy is nominally 64 years. and baked or sweet desserts are common. “Blood may be thicker than water. The expense includes the minimum necessary servants to maintain this kind of lifestyle (usually two or three per family member). A popular saying is. alcohol is a good source of calories too.000 gp Every meal is a gourmet event.000 calories a day. or pork wrapped in bacon and served on ham. servants and entertainment such as ballrooms or music rooms.worldofprime. every night. Only the pressures of war interrupt the peerage’s pursuit of pleasure. Slippers made of impractical materials. ignoring events such as assassination. Good luck with that. Peers hire other people to study literature and politics for them. Adventurers don’t have families. who are fiercely loyal to each other. and only frightens the locals. dancing and partying every night. Children are expected to carry on the family legacy. musicians. Peer Food Clothing Quarters Family Fun Effects 2. in taverns and inns. you can’t trust the water.
com Patric Mitchell (order #2310125) 1 . quarters and supplies. Craftsmen almost never accept this arrangement. Well. additional proficiency feats costs 1 skill point. such as holidays and gifts. The table shows skills and feats for humans. Skill Points These are the number of skill points the soldier can be expected to apply to the fighting profession. the employer may deduct ¼ of the wage if he provides for their advancement. you can still use these tables to reflect common soldiers of different quality. if they fight well enough.worldofprime. the employer can deduct ¼ of the worker’s pay by providing his tools. Squires are warriors almost equal to Knights. including arms. meaning they can spend their skill points on useful skills like Wilderness Lore. which keeps the workers in line and the patrons in charge. This usually does not apply to craftsmen. Finally. World of Prime © 2009 M C Planck 52 Ye Olde Shoppe www. or Barbarian). Workers who work for a daily wage will tend to be poorer than those with regular jobs. This means that although the capital outlay of maintaining a body of men. Traditionally. especially if the lord wants them better armed than their own meager resources can provide. who are expected to occupy fortifications as part of their duties. Most workers cannot get ahead on their own. as they do not trust their employers to place the same value on their personal advancement as they do. non-humans receive 2/4/6/8 skill points and a maximum of 1 feat. will freely accept this deal. hired to stand around more than to fight. this usually only applies to military men. Warrior. because they know their lord depends on them. Spot. a Guard could use a simple weapon. This is the basis of the feudal system: everyone owes their position to their patron. Privates form the backbone of most armies. This explains why soldiers rarely support families. they may have racial proficiencies or skill bonuses. Lancers are good enough to equip with horses or other exotic. but it quite often applies to soldiers. the actual amount of gold distributed to the soldiers can be quite low. The yearly wages include the expected bonuses for long-term employment. In addition. can be quite high. Also. expensive equipment. Again. Guards are little more amateurs. If you are not using Apprentice grades. However. Light Armor and Shields. expecting that a share of the booty after a battle will greatly exceed any salary they could hope to draw. craftsmen usually prefer to spend that money on luxuries like clothing and food. The employer may also deduct ¼ of the worker’s pay for room and board. however. and the fact that they tend to die a lot. Gaining an advancement in grade is usually a gift from a rich patron such as a noble or guild-master.Wages The average wage of a worker is equal to the cost maintaining a family and his taxes. Soldiers The quality of soldier you receive depends on the amount of money you are willing to pay. Apprentice grade soldiers get their class proficiencies for free (usually Fighter. Everyone starts with one Simple weapon proficiency. Hide. or Move Silently. they do trust their lord to advance them. Soldiers. who prefer to own and maintain their own tools. no matter how hard they try. Corporals and Sergeants provide basic leadership. Thus.
Pay The daily and yearly pay for each soldier does not include reductions for providing equipment.000 gp World of Prime © 2009 M C Planck 53 Ye Olde Shoppe www. WIS. equipment and advancement will be extra.200 gp 3. 2x Feats 12.400 gp 2. so they have the proficiencies of their class and the attributes suitable for a hero. or even CHA. Title Apprentice Grade (Bonus HPs) 0 0 1 2 3 4 Skill Points 2 3. and entertain high-rank nobility for a year. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an insurrection.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. All of these individuals have a full class rank. Soldiers who have invested in training and practice are sturdier fighters.800 gp 3. room and board. You can reduce their pay by providing the necessities for them. Viscounts and Marquis expect to be second in command and possibly heir to the land. Thus. although it will still cost you close to 40 gp a year to maintain him.600 gp 2. but do not think this means you can stint on the cost. 2x Feats 9. 2xFeats Attributes Daily Pay 1 sp 1. as will the costs for their personal retinues.worldofprime. 2x Feats 6. Feat 3. The one advantage soldiers have is that they do not pay taxes. house. 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. 14. Men and women of Peerage rank (6th or higher) are not usually employed. these stats can also be INT. DEX. These are almost always STR. if you are hiring spell-casters or spies. and this requires treating them well. one gives them land to manage and accepts their fealty in return. you could potentially pay a soldier as little as 10 gp a year.600 gp 4. 14 16. instead. 12 14.000 gp 2. and can have a few attributes that are higher. They receive their money directly from the tax collector. Maintaining their loyalty is always necessary.12 The cost for employing ranked warriors is much.com Patric Mitchell (order #2310125) 1 . after all. The rates below represent how much it costs just to feed. 14 16. Employing nobility over the third rank is unlikely. However. much higher. or advancement. or CON. 12 14.200 gp 1.Attributes Normal attributes are 10 each.
Skill Points These are the number of skill points the worker has spent on his chosen profession. Only Expert level workers and above are expected to have mastered the Skill Focus feat for their craft. Synergy. stronger. you’ll have to pay him for those days as well. as you aren’t raising your next generation yourself. and move up one step on the lifestyle table. then you can spend half as much and reap twice as much profit. but it may be INT. If your slaves don’t have families. Poor societies will have mostly Apprentice level workers. Workers are not as motivated to master their professions as soldiers are (since failure is not so obviously linked to dying). if your period of employment stretches over any holy days or traditional celebrations. while townsmen manage to sneak by with 1/4. that means you need to find new slaves when these wear out. or tougher. Farmers tend to pay 1/3 of their income in taxes. WIS.Craftsmen Workers and Craftsmen come in different grades. The yearly cost already assumes all of those days.com World of Prime © 2009 M C Planck 54 Patric Mitchell (order #2310125) 1 . Slaves don’t receive pay. 14. depending on their station in life. advanced civilizations will have greater and greater percentages of higher-grade craftsmen. this number represents how much it costs to keep a slave and his family alive. Also. Feat. then your farmers will benefit greatly. If your society has regular access to the Plant Growth spell. usually levied as fees on services like grain milling or imports.worldofprime. Master craftsmen have such a wide-ranging grasp of their subject that they enjoy a Synergy bonus to their skill checks.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. pay 1/3 more gp in taxes. Taxes The profit a lord can collect from the workers that live under his protection. Serfs and Freemen will make 1/3 more gp a year. resulting in a larger tax base and superior equipment for their armies. CHA. 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 3.75 sp 1. rather. and other traditional gifts and bonuses. or 16 in the appropriate attribute. Skill Level This is the final skill level of the worker.5 sp 3 sp 1 sp 1. Usually this is DEX. Pay The daily pay is provided in case you want to hire a worker by the day. craft techniques don’t lend themselves to as straight-forward improvement as making a soldier faster. However. MW tools Attribute Bonus 0 0 +2 0 +1 +1 +2 +3 +3 Daily Pay . counting all of his bonuses. However. Feat 4. Attribute Bonus This is the bonus to skill the worker receives for having either a 12. or STR. The type of workers that make up the bulk of the workforce is determined by the government and economic model.
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) 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. farms will also produce vegetables. they will expect the guild standard rate of pay.Businesses Owning or investing in a business may require the permission of the local nobles. This will increase both tax revenues and quality of life for the peasantry. The listed revenue is only the taxable income. If you can purchase an exclusive right. Farms The heart of any medieval economy is food production. Typically 75% of a medieval population is engaged in agriculture. 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. carpenters. 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). potters. sell wine. Since most workers provide their own tools. chickens and other raw materials for their own consumption. and so on make wages or profits according to their skill and station.com Patric Mitchell (order #2310125) 1 . A farm with the Plant Growth spell will produce 33% more crops. 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).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. Farmers are assumed to have free access to at least 1 acre of forest for fuel and building materials. city fathers. Selling or leasing a license to provide a good or service is a common practice (such as the exclusive right to mill grain. meaning a typical wheat farm will make 4 tons of wheat instead of 3. 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). yoke (3 gp). Profiting from the labor of others is a modern concept: medieval barons made their money from owning things or having rights. yoke (3 gp). or buy wool). then you can run a shop for a profit because you can sell goods for more than it costs to make them. or both.worldofprime. Shops Individual crafts such as smiths. there is little reason for them to give you a cut of their paycheck. Even if these men or women work in another’s shop.
000 gp / year Master merchant (200 gp) 15 Guards (600 gp) Squire (200 gp) Revenue 50 .000 gp Large Shop (500 gp) Inventory (500 gp) Access to rare goods 110. be subject to special taxes or forfeitures. yds of leather 1. the same inn on a dank moor will barely survive. Establishment Tavern Capital 1.000 gp Gatehouse (10.Cattle Ranch Mill 1.000 gp Large shop (500 gp) Mill (500 gp) 80 gp / year Freeman family (80 gp) 120 gp / year 1.000 gp) License (?) 2.200 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. what kind of ore it is. and how much it costs to refine it. Using medieval technology.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. cause undue suspicion.200 gp / year General Store 300 gp / year Importer 1.000 gp Tavern (1.worldofprime. a good miner can produce up to 600 lb of ore a day.com Patric Mitchell (order #2310125) 1 .000 gp / year Money-lender 5.000 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. at varying expense. An inn at a crossroads will do very well. Establishment Market Stall Capital 200 gp Market Stall (100 gp) Inventory (100 gp) 400 gp Shop (200 gp) Inventory (200 gp) 1. The value of this ore depends on its quality.000 gp Inn (2.000 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. iron as a whole is not. A vein of high-quality iron ore such as hematite can produce as much as 400 lb of iron from 600 lb of ore. Liquor or gaming licenses may be required.100 gp House (400 gp) Barn (50 gp) 200 acres of pasture (400 gp) Herd of 10 cattle (250 gp) 1.000 gp) Capital (100. Bog ore will still produce 6–12 lb of iron per World of Prime © 2009 M C Planck 56 Ye Olde Shoppe www. It will probably require a license. and occasionally be robbed. Although this quality of ore is rare.000 lb of beef 4 sq.
Gold and platinum can be mined at similar rates.400 gp / year 50 serfs (3.000 gp) 15 Guards (600 gp) Squire (200 gp) Engineer (200 gp) 4.120 gp / year 50 serfs (3.000 gp / year 20 tons of iron Iron.600 lb of ore.000 gp) 5 guards (200 gp) Overseer (200 gp) 10 replacement slaves (?) Tool maintenance (100 gp) Revenue 2. poor Capital 2. Slave mines are only profitable if the slaves are cheap (such as criminals from the state or prisoners of war). despite the poor quality of ore.000 gp / year 50 freemen (6. The Romans mined ore in English bogs. A rich vein of silver produces 1/3 lb of silver out of those 600 lb of raw ore (after extensive refining).500 gp / year 900 lb of silver Gold 45.500 gp / year 50 slaves (1. Good miners are hard to come by: they have to be strong. average 3.000 gp / year 900 lb of gold World of Prime © 2009 M C Planck 57 Ye Olde Shoppe www. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 750 gp 1 acre of mining rights (?) 600 acres of forest (600 gp) 50 picks. 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. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. because it was still cheaper and easier than shipping metal all the way from Rome. Viking farmers often mined and smelted their own ore.000 gp) Engineer (200 gp) 12.com Patric Mitchell (order #2310125) 1 .000 gp / year 60 tons of iron Silver 3. Refining the ore requires at least four times as much labor and consumes whole forests.000 gp / year 10 tons of iron Iron.250 gp 10 acres of bog (5 gp) 100 acres of forest (100 gp) 50 picks.000 gp) 5 Guards (200 gp) Engineer (200 gp) 7. shovels and wheelbarrows (75 gp) 15 axes (75 gp) Operations 1.000 gp) Engineer (120 gp) 4. but veins of these precious metals are much rarer.000 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. rich 6. In all cases. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. tough and brave.worldofprime.200 gp / year 50 freemen (6. mining the ore is the easy part. Mine Iron.
Warhorses and such are often fed barley because it is easier to carry and more nutritious. This is a miserable subsistence diet.Bulk Goods Food Hay is cheap. rice. 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. but animals only require 1% of their weight per day. or wheat per day.000 lb Cost 2 sp 1 sp 2 sp 4 sp 1 gp 10 gp 1 sp 2 sp 5 sp 1 gp Lbs.000 lb Meat 2 lb 1 lb 10 lb 30 lb 50 lb 150 lb 500 lb 1.5 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.1 1 World of Prime © 2009 M C Planck 58 Ye Olde Shoppe www. Raw Food Hay Barley Oats Wheat Rice Flour Vegetables Fruits Nuts Sugar Salt Cinnamon Cloves Pepper Milk (1 gal.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.worldofprime. Note that you must provide your own containers for these goods (except for bottled drinks). Humans and other medium-sized humanoids require at least 2 lb of oats. 1 1 1 1 1 0. but animals require 2% of their weight per day. 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. and people will do almost anything to augment it.000 lb 2. Barley is more expensive.
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 2.1 gp 0.5 gp Lbs.5 gp 5 sp 5 gp 7.Metals Metal Iron Lead Tin Brass or bronze Copper Silver Gold Platinum Mithril Adamantium Cost per lb 0. 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.worldofprime.4 gp 0.008 gp 0.5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 50 cp 50 sp 50 gp 12.5 gp 5 gp 50 gp 100 gp 250 gp 250 gp Coin 0.3 gp 0.com Patric Mitchell (order #2310125) 1 .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 1.2 gp 0.006 gp 0.004 gp 0.002 gp 0.5 sp 1 gp 2.01 gp 0.