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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 .
............................ 29 Luggage .......................................... 32 Hardware Store ................................................................... 56 Bulk Goods.................................................. 56 Merchants................................................................. 59 Cloth.................................................... 54 Businesses......... 55 Hotels................................................................................................ 59 Gems ...................................................................................... 55 Shops............. 11 Armor ... 40 Drinks ................................................... 36 Tailor’s Shop ......................................................... 56 Mines.............................................................. 40 Meals............................... 41 Ceremonies ......................................................................................................... 40 Temples......................................................... 52 Craftsmen .......................................... 34 Pottery Kiln ........................................................ 25 Shipyard.................. 23 Cartwright’s Yard ........................................................... 47 Lifestyles.... 58 Food ..................................... 40 Entertainment ... 10 Armorer’s Shop............ 38 Materials......................................................... 58 Metals................................................................................................................................................................. 52 Soldiers .................... 44 Alchemy .................... 33 Furniture Mart .......................................................................................Contents Introduction ......... 35 Music Shop...... 29 Camping Gear................................................ 3 Primitive Weapons................................................................................................................................................................................................................ 19 Buildings ............................................................................... 59 Patric Mitchell (order #2310125) 1 ...................................... 46 Poisons ................ 31 Scriptorium ........................... 44 Spells .......................................................................................................... 59 Stones .............. 38 Trimmings........................................................................................................ 1 Crafting Rules ............................................................................................................. 17 Tack and Services ................................................ 39 Sewing Shop ....... 39 Inns and Dens........................................ 9 Armorer’s Shop.......................................................................................................... 30 Illuminatiorium .... 59 Precious materials ............................................................................................ 19 Mason’s Guild ......................................................................................................... 18 Mason’s Guild ................................................................................................. 12 Shields....................................................................................... 2 Weapon-smithy .......................................................................... 5 Wild Weapons ..... 40 Lodgings............................................. 55 Farms ................... 26 General Store ......................................................... 16 Flying mounts..................................................................................................................................................................................................................................... 37 Common items ...... 32 Locksmith.................................................................................................................................................................................................. 15 Draft and Riding animals....................................... 7 Civilized Weapons ...................................................... 49 Wages .............................. 22 Siege Engines.............................................................. 36 Luxuries....................................................................... 58 Livestock ............................................... 41 Magic Shop....... 44 Items............................. 15 Horses ......................... 19 Roads ...... 37 Custom Items......................................................................... 22 Land ........................................................ 12 Stables .... 29 Class Kits ....................................................................................................................................................................................................... 41 Spell-casting ........................ 15 Exotic mounts ......................................................
Patric Mitchell (order #2310125) 1 .
Introduction A society is measured. Civilized societies produce so much metal that it is common and thus used for everything.worldofprime. These items are made using the secret techniques (or magical abilities) of the craftsman. Aztecs. and fudge the price a bit. at best they use bits scavenged from meteorites or lucky finds. such as a smith making fine steel out of iron or a woodworker divining for knots or flaws in the wood. Technology Primitive Wild Civilized Examples Israelites. They may be different in construction. double or half the weight and cost. Mayans Vikings. When customizing these lists of goods for your adventures. in part. Technology For our purposes. What you can and can’t buy says more than a dozen dusty tomes on culture. thus accounting for long production times and hence high costs of these items. This is a labor intensive process. politics and sociology.com Patric Mitchell (order #2310125) 1 . If you need something not on the list. Charlemagne’s France. whichever is greater -1 to Armor check Penalty. China’s Warring States. Saladin’s Arabia Medieval technology stops before the Renaissance.” Primitive societies have no metal production. Most goods can be purchased regardless of technology. Wild societies can produce iron and steel in limited quantities. but they will serve the same purposes. by its marketplaces. technology basically means “metal-working. or +4 to relevant DCs World of Prime © 2009 M C Planck 1 Ye Olde Shoppe www. for cultural or legal reasons. Items that require a certain level of technology will be noted. using wood or bone instead of metal. Tutankhamun’s Egypt Imperial Rome. change the name. Iroquois. +2 to Bluff/Diplomacy +1 to hit +2 Circumstance bonus to appropriate skill use. which are presented in separate sections for each technology. Athenian Greece. after clockwork but before gunpowder. Size and Weight Most objects are designed for Medium-sized creatures (except where noted). To move up or down the scale. This chiefly means weapons and armor. In general assume that a higher-level technology can and will produce any item from a lower level. Armor Weapon Other +150 gp +300 gp +50 gp or x5. just pick the closest item. feel free to declare any item unavailable at any price. Size Small Medium Large Huge Weight x½ x1 x2 x4 Cost x½ x1 x2 x4 Masterwork Quality Superior quality (Masterwork) requires a Craft Grade of Master to produce.
you’ll realize it’s not unreasonable at all. and use that to calculate the time and effort. A longsword costs 15 gold. its labor component is 10 gold. In general try to imagine how much the item would cost if made of dross. if each gang was composed of a Master mason and 30 Journeymen workers. but once you watch pig iron being hammered into a steel katana by hand. At least. Large objects (like castles) can have multiple groups working on them. Most craftsmen can oversee apprentices or associates equal to their rank (1 at Journeyman. a Master smith earns 5 silver a day. acids. Complex or unusual products such as Exotic weapons require Experts. add their labor together. Although the assistants cost less.000 days to build the castle. nor were its legions armed in an afternoon. so the final price won’t change but the item will get done quicker. temporary supports or molds. Labor Labor = Price – Raw Materials The other 2/3 of the price is for labor. Note that not all laborers can produce all products. Assume a work-group is possible for every 10. This cost includes more than just the materials delivered to the customer: there are also additional materials used in the production process.000 gp value of the object. Ordinary items such as Martial weapons can be made by Journeymen. World of Prime © 2009 M C Planck 2 Ye Olde Shoppe www.worldofprime. A masterwork longsword costs 315 gold. so it requires 410 days for a Master smith to create it. then it would take the 775 man workforce over 1.Crafting Rules To estimate how long it will take to manufacture an item.com Patric Mitchell (order #2310125) 1 . So it takes him 20 days to make the weapon. Masterwork quality items require Master level craftsmen. Raw Materials Raw Materials = Price / 3 Assume 1/3 of the final price of the product is in raw materials. divide the labor cost of the item by the daily wage of the laborer. and 3 at Master). not until Wizards with Fabricate spells are available. For precious metals or other unusual raw materials. use the formulas below. Time Days = Labor / Daily Wage To find out how long it takes to make something. Masterwork items are as much art as they are science. These numbers are designed to produce reasonable approximations of the wages for craftsmen. making a Masterwork longsword costs 315 gp because it costs a Master smith 105 gps in materials and just over a year of labor. So building a castle could have 25 work-gangs. The final produce will have the same quality as the overseer’s skill. and wear and tear on tools. Only the simplest items can be made by Apprentices. such as fluxes. you should modify this appropriately. 2 at Expert. Thus. Rome was not built in a day. washes. If multiple workers cooperate on a single object. Construction crafts (Masons and Architects) can oversee 10 times as many workers. Siege Engineers follow special rules (see Siege Weapons). they also produce less. This may seem like a long time. Time is a precious resource that even the rich cannot buy.
Ranged weapons use DEX as a modifier to hit and do not allow a STR bonus to damage. If used two-handed. Slashing weapons grant a +2 circumstance bonus to any save vs. Some melee weapons have a range increment.com Patric Mitchell (order #2310125) 1 . they only receive x1 STR bonus. Bludgeoning weapons are much less likely to cause bleeding. Thrown weapons use DEX as a modifier to hit and STR for bonus damage. Close (-): Most melee weapons are Close range (shown as a -). Piercing weapons. although some melee weapons are also designed to be thrown.5 STR as bonus damage. which tend to cause deep internal injuries. apply x1. Gains no damage bonus from two-handed use. Bludgeoning weapons can be used to smash stone walls. Poisoning: Piercing weapons are best for delivering poisons. thus allowing a STR Bonus to damage. Range The range increment for a weapon. Slashing. Hands ½ 1 2 A light weapon that can be used while grappling or as an offhand weapon. for a Medium sized wielder. meaning they can be thrown. These weapons are usually used in Phalanx World of Prime © 2009 M C Planck 3 Ye Olde Shoppe www. due to their shallower application. even though they require two hands to use. However. Weapons made for different size characters move up or down this scale. Piercing weapons mostly make small holes in things. usually for a missile weapon. Damage The base amount of damage the weapon does. a powerfully built smith hammering deadly form out of a lump iron. 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). Composite bows can be built that require extra STR to use. not x1. Each range increment beyond the first imposes a -2 to hit. 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. Melee weapons use STR as a modifier to hit and for bonus damage. Requires two hands to use. Slashing weapons provide the normal 10% per round chance to stabilize. they suffer a -4 to attack foes that are close to them. Can be used normally in one hand.5. The best defense is a good offense.Weapon-smithy Every adventurer’s first stop is the weapon-smithy. only allow a 5% chance per round. poison. after all.5 STR bonus to damage. Slashing weapons can be used to cut ropes. the weapon-smith is always a prestigious figure. grants x1. and allow a 25% chance to stabilize every round. Reach (R): Reach weapons can attack a foe 10 ft away instead of merely adjacent (5 ft away). Bludgeoning weapons cannot be poisoned (except with Contact poisons). Stabilizing: The type of damage also affects a victim’s chance to stabilize. or a clever craftsman applying the secrets of metal-craft to make steel. However.worldofprime. or Piercing. Whether it’s a wise old shaman carefully selecting stones.
slings. With the Reach feat. only trained characters are familiar with Martial weapons. Notes @ E AC T D S -4 See description for details. and bypass any DR that is bypassed with silver.formations. applies a -4 to hit penalty when used in melee combat. cost 500 gp per lb. Exotic Proficiency allows this weapon to be used with one hand instead of two. Slashing and Piercing weapons suffer a -1 to damage rolls. The Exotic Weapon Proficiency that allows the Longspear to be used in one hand also includes the Reach feat for that weapon. and have all the benefits of Masterwork quality. With the Phalanx feat. They have hardness of 20 and 33% more hit points. Proficiency The skill required to use the weapon. superior materials. 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. nets. and plenty of old-fashioned hard work. Silvered weapons are coated with silver to bypass some forms of DR (like lycanthropes). and in a Phalanx formation. Any kind of weapon can be made from adamantium except flexible weapons (bows. Double Reach (RR): Double reach weapons are the same as reach weapons. the penalty for using a reach weapon at close range is only -2. Against melee attacks. Special Qualities Masterwork weapons are made by master smiths with secret techniques. Special Materials Adamantium weapons bypass up to 20 points of hardness (Damage Reduction) and are equivalent to Masterwork quality. but Bludgeoning weapons do not. but bypass the DR of some kinds of creatures (such as Demons and Fey). World of Prime © 2009 M C Planck 4 Ye Olde Shoppe www. simple magic. lassos and whips). Owning one is often a sign of status as much as it is a combat strategy. except their optimal attack range is 15 ft instead of 10 ft. They grant a +1 to hit (that does not stack with magic enhancements) and cost an additional 300 gp. They weigh half as much as normal. Cold Iron weapons cost twice as much as ordinary metal weapons. The cost is 500 gp per lb. This polearm can be Set with a ready action. Virtually everyone is familiar with Simple weapons.worldofprime. These weapons are normally only used in Phalanx formation. where careful training allows the second row of warriors to attack over the shoulders of the first row. Against charging foes it does double damage. Exotic weapons require a specific feat to use.com Patric Mitchell (order #2310125) 1 . Only intended to be thrown. At 10 ft or 5 ft they have a -4 to attack. where three rows of soldiers can attack. Mithril weapons have hardness of 15 and 20% more hit points than regular weapons. 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.
or iron. 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). of varying sizes. 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. bronze. chopping wood. Slash Slash Pierce Bludg. Bludg. or steel. Baton. Knife More of a tool than a fighting weapon. copper. but also suitable for delivering poison. or stone. iron. Intended to be thrown as an opening shock just before melee combat. 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. 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. Pierce Bludg. Club. it imposes a -4 to hit due to its poor design for that purpose. Its only attraction is its low. Note that the Boulder receives x1.5 STR bonus damage. Tomahawk A small hatchet. Maul The humble wooden stick.com Patric Mitchell (order #2310125) 1 . obsidian. Bludg. Bludg.worldofprime. stone. However. May be made of flint. Javelin May be tipped with lead. bronze. they are cheap. made of iron. Rock. or scalping fallen foes. low cost. Slash Bludg. @ Fist A standard medium-sized person does this much damage when punching someone. and all of them can be made without metal. Boulder These are normally thrown. Suitable for throwing. they are simple enough that almost anyone can employ them effectively. @ 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. If you have to use one as a melee weapon.Primitive Weapons Primitive weapons are generally not as good as more technologically advanced weapons. Also.
but cost 1 cp each. it takes two rounds to fold the net and make it ready to throw again. Used one-handed. Sling A simple leather cord that launches rocks or stones. Although this weapon does little damage. but the heavier. Crude but effective. it is so cheap and ubiquitous that anyone who wants to use one can easily obtain and practice with it. make a ranged touch attack. World of Prime © 2009 M C Planck 6 Ye Olde Shoppe www. although such a primitive weapon should do only 1d4 damage. powered by the user’s breath. a DC 20 Escape Artist check can escape the net. Used two-handed. this is the weapon favored by stylish cave-men. but provides a very powerful attack. Atlatl Used to throw a spear. Dart A bit of feathered wood tipped with stone or metal. Macuahuitl A broad wooden paddle studded with bits of obsidian as a cutting edge. the sling is not particularly easy to use. Bolas Three or four weights joined by cords. With an Exotic Weapon Proficiency feat it can be used in one hand. Commonly used in each hand as a two- weapon fighting style. can move at only half speed. it does allow ranged trip attacks. it is so light it does not receive a STR bonus to damage. it can’t be used by Undead or constructs. A net made of better material (such as silk or metal-reinforced wire) requires Civilized technology. bound with leather thongs. For a full round action.worldofprime. or dart. a DC 25 Strength check can burst it. you can throw it. This weapon could also represent a firehardened spear. Although it is fragile. Thus. However. Is primary purpose is to kill small game or deliver poison. Escape Artist 25 and Strength 30. Spellcasting requires a DC 15 Concentration check. When you throw a net. Entangled creatures take a -2 penalty on attack rolls and a -4 penalty to Dexterity. Simple to make. hard to learn. Blowgun A hollow tube that shoots darts. Grain Flail Also called the nunchaka. it can strike at Reach (10 ft) or Close (5 ft) for no penalty. expensive and difficult to maintain. Adds +1 damage and +10 ft to the range increment. The net can also be destroyed with 10 points of slashing damage. The DCs increase to Concentration 20. Net A net is used to entangle enemies. javelin.Stone Mace A rock on the end of a stick.com Patric Mitchell (order #2310125) 1 . In a pinch. bulkier 10 lb net imposes a -2 to hit and costs 20 gp. After it is thrown. this is two lengths of wood joined by a piece of rope. it only has Close range but you can use a shield in the other hand. it can inflict surprising amounts of damage in the right hands. and cannot charge or run. Spear The spear was the standard weapon of the soldier for thousands of years because of its incredible versatility. Although it is thrown. Stones are free: lead bullets grant a +1 to damage.
Bronze. @ 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. However.worldofprime. Shortsword This category covers everything from extremely large knives to the wakazashi and the famous gladius. cold iron. Quarterstaff A favorite weapon of priests. 7 Ye Olde Shoppe www. 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. Scimitar A wickedly curved sword. Anyone that knows how to use a knife can use a shortsword. but can occasionally dish out tremendous damage. E @ S S T. Silver maces are particularly popular in areas infested with Undead or lycanthropes. Anyone with a STR less than 12 should not even try to wield this weapon. Plenty of societies with the technology to produce Civilized weapons will still employ these cheaper alternatives. they are not necessarily less effective. Light Mace A heavy weight on the end of a wooden handle. 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. 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. but stone. silver. Bludg. @ Dagger A favorite of back-stabbers and poisoners.Wild Weapons These weapons require less metal and less metal-working skill to produce.com World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . copper. the length and versatility of this weapon grants a +1 to AC when used in melee combat. or adamantium are all equally suitable. The most interesting aspect of the light mace is that it can be made out of almost any kind of material. Greataxe The massive double-bladed axe of legend. thin bladed weapon receives a +2 Sleight of Hand check when trying to hide it. iron and steel are most common. this long. mithril. D. the scimitar is hard to use correctly. Slash Slash Slash Pierce Pierce Slash Pierce Bludg. wizards and pacifists.
Unlike other reach weapons. If the mount is charging. and can be Set against charging foes. Lance Lances are only intended to be used from the back of a mount. The weapon has double reach. 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. Composite Shortbow. At closer range it imposes a -4 to hit (the Reach feat can remove this). let go of the rope. They can be used at both ranges with no minus. it can be Set against a charge.5 STR bonus to damage). Often the blade is curved for better cutting power. 10. it is not intended to be thrown (apply a -4 penalty. allowing three ranks of men to attack at once. If you fail the check. With an Exotic Proficiency feat. the lance inflicts double damage. They cannot damage any target with +2 AC or better armor (although they can still Trip or Disarm). These weapons are cheap enough to equip whole armies with. just like throwing any other unsuitable weapon). Whip Whips are difficult to use. The lance has double-reach. World of Prime © 2009 M C Planck 8 Ye Olde Shoppe www. it cannot be used against targets that are closer. However. but allow both Trip and Disarm attacks at 5. but do not threaten those areas. Longbow The ancient recurve bow and the more modern longbow. Typically matched with a large shield and used in Phalanx formation. Normally it is used in Phalanx format. Heavier versions can be made that require more STR and do more damage (but the to-hit bonus still comes from DEX).Longspear The weapon of the Greeks: the spear taken to its greatest perfection. It can be Set against charging foes. or 15 ft. meaning it strikes 15 ft away.worldofprime. With an opposed Strength check you can block the target’s movement away from you. Like other polearms. although the Macedonians called it a sarissa. Under any other condition they impose a -4 to hit. The glaive is a Reach weapon. Glaive A shortsword on the end of long stick. or follow them.com Patric Mitchell (order #2310125) 1 . meaning it strikes 15 ft away. you can either pay out more rope (up to the maximum of 30 ft). Pike Both the Swiss and the Macedonians used this weapon to deadly effect. The rope can be escaped the same way a net can. Shortbow. Composite Longbow Made of bone and sinew to improve its strength. you can use a shield in the other hand with no penalty. Although the lance is listed as requiring two hands (and receives x1. this weapon can be used 1-handed and at 5 ft or 10 ft with no minus.
It costs 10. 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. Dire Flail One to three spiked balls attached by chains to a metal haft. Bastard sword An extra-large longsword. World of Prime © 2009 M C Planck 9 Ye Olde Shoppe www.com Patric Mitchell (order #2310125) 1 . Slash Any Bludg.Civilized Weapons Like much else of the civilized world. these weapons can be expensive. Bludg. T D.000 gp. one of Alchemical Silver and one of Adamantium. Making this weapon requires even more technical skill than making longswords. Greatsword A massive sword used in both hands. the longsword is both effective and stylish. overly complex and difficult to use. With heroic training (and an Exotic Weapon Proficiency feat) this weapon can be used one-handed. Rapier A very thin blade primarily used for stabbing. and gains a +1 to hit whenever it is used against a target wearing metal armor.worldofprime. one of Cold Iron. 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. Most versions are pointed and can be used to cause 1d6 piercing damage instead of slashing if desired. designed to pass all possible forms of Damage Reduction: one of steel. Morningstar A spiked. This weapon is specially designed to defeat heavily armored foes. Range Proficiency Simple Martial Martial Martial Martial Martial Martial Martial Martial Exotic Note @ @ AC E T. Longsword The staple of heroic weaponry. Warhammer A heavy hammer with a spike on the back. Slash Pierce Slash Bludg. Bludg. The Dire Flail gains a +2 bonus to Disarm checks and can be used to make Trip attacks. this weapon has several heavy flanges of iron or steel at the end of a short metal handle. D S. This weapon gains a +1 to hit whenever it is used against a shield-bearing foe. The Shrewsbury Mace is a +1 Ghost Touch weapon with four flanges. intended to kill horses or break open shield walls. It packs the greatest wallop of any Simple weapon. they can also be extremely effective. steel ball on an iron chain. but knowing you can hurt anything is sometimes worth the price. Properly employed.
Slashing. spike and hook all on the end of a pole. You can load any crossbow with prodds (metal balls) to do 1d4 Bludgeoning damage instead of 1d8 Piercing. It can also use prodds as ammunition. Improved versions can be made that cause additional damage (effectively the same as a STR bonus). The halberd is particularly effective against cavalry.com Patric Mitchell (order #2310125) 1 . blade. or Piercing. Sai This over-sized fork is designed to disarm and defend. Using two Sai will grant a +2 to AC (but still only a +2 to Disarm checks). doing 1d6 Bludgeoning damage. It is so heavy and dangerous to use that it requires military training. as it can be used to Set against a charge and then used to pull the rider from his horse (a Trip attack). It provides a +1 AC when used in melee combat. 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. Crossbow A wooden crossbow that can be reloaded by hand in ½ a round (a Move action). Heaver versions can be reloaded with a winch.worldofprime.Halberd A hammer. 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. The simple point-and-click interface makes it suitable for anyone to use.
Also. Climb. that the spell will fail and be wasted. and -5 ft for creatures that normally move 20 ft per round. reduces the Skill Penalty by 1 and the Arcane Spell failure by 5%. or both. plus 5% per point of Skill Penalty. Hide. because they are cheaper. Max DEX Bonus This is the maximum DEX bonus to AC that the wearer can take advantage of. but their only benefit is to reduce the Skill Penalty by 1. especially against highly armored targets. Higher technology societies will still use the lower level armors. make an opposed STR check to knock your foe back 5 ft. and stacks with the failure chance of the armor you are wearing. but the proprietor will have only slightly less prestige than the weaponsmith. HPs (Shields) Damage Reduction and Hit Points. World of Prime © 2009 M C Planck 11 Ye Olde Shoppe www. Proficiency The ability needed to be able to effectively wear the armor. a leatherworker. If you hit. Special Qualities Masterwork armor costs an extra 150 gp. Masterwork shields cost an additional 50 gp. Skill Penalty This penalty is applied to certain skills checks: Balance. use the worst modifier for shield or armor.com Patric Mitchell (order #2310125) 1 . There is a base 5% chance. Jump. The skill penalty for shields and armor stacks together. Arcane Spell Failure Casting arcane spells with somatic components in armor is likely to fail. Bash (Shields) You can bash your foes with some shields. CHA-based casters (Bards and Sorcerers) can ignore this for armors they have the Proficiency feat for. Move Silently. 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. Sleight of Hand and Tumble. Make a touch attack and deal 1d3 Bludgeoning damage. Escape Artist. CHA-based casters cannot avoid the shield penalty (hiding behind a shield is not very charismatic). 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. Shields inflict a failure chance of 5% times the AC bonus. but increases the Max DEX Bonus by 1. you lose the shield’s benefit to AC for the round you attacked with it.worldofprime. Sundering the enemy’s shield is a valid tactic. The Tower shield imposes a limit of +2.Armorer’s Shop The next visit is always to the armorer’s shop. -10 ft for creatures that move normally move 30-40 ft per round. when you run you only triple your normal speed instead of quadrupling it. This may be a blacksmith. Tech The technology level needed to make this kind of armor. However. DR. and adds a +2 Circumstance bonus to skill checks where looking rich and important would matter (usually Bluff and Diplomacy).
worldofprime. Dragon hide: if you were crazy enough to wear it. or studded armor. It is always Masterwork quality. Adamantium armor grants DR 1/2/3 for Light/Medium/Heavy armors. The cost is 1. or cold).Special Materials Silk is half the weight of normal cloth.com Patric Mitchell (order #2310125) 1 .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.000 gp per point of AC protection (or 500 gp per AC for a shield).000 gp per point of AC protection (or 1. It is always Masterwork quality. It has hardness 4 and 20% more hit points than ordinary. Mithril armor is half the weight of normal metal armor. Only metal armor and shields can be made from adamantium. The cost is twice as much as a Masterwork suit of ordinary material. has DR 20 and 33% more hit points against sundering attacks. but that’s just for the labor – you have to supply the dragon hide yourself (such a rare commodity can’t be bought). you could make any kind of armor out of dragon hide. 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. Only metal armor and shields can be made from mithril. fire.000 gp per AC for a shield). The cost is 2. and the Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. and subtracts 1 from each die of damage done by the appropriate kind of attack (acid. electricity. It has hardness 15 and 20% more hit points than normal armor. leather. Silk armor costs 150 gp plus 25 gp per point of AC protection. Dragon hide armor is always Masterwork quality. hide. and Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. and is always Masterwork quality (with all associated benefits).
and the best nonmetal armor available. sewn and stitched into armor. The leather gloves might have studs sewn into the back of the hand for decoration. Includes thick boots and heavy leather gloves (as does all armor until HalfPlate and Plate). Masterwork Half-plate only costs 750 gp. Heavy. The Bucket helmet is a Norman cap with cheek plates for more protection. with greaves and vambraces for the legs and arms. like a Bucket helmet but extending further down the back of the neck and with a longer nosebar.worldofprime. Full plate Armor plate so finely made it doesn’t require chainmail to seal the gaps. a plated mitten gauntlet and a heavy Sallet helmet with full face protection. which is good enough for most warriors. individual articulated fingered gauntlets and sabatons (metal boots). the more flamboyant the better. it is the best armor primitive societies can make. this armor consists of strips and plates of metal. Scale mail Overlapping scales of metal mounted on a leather backing. The extra 150 gp for Masterwork grade armor is applied 13 Ye Olde Shoppe www. often by boiling it in wax to make it hard. which makes it inferior to many other forms of armor. World of Prime © 2009 M C Planck Banded mail The premiere armor for this level of technology. Not normally found in non-primitive societies.Cloth Cloth folded. clumsy and hot. A separate coif covers the head and neck. The helmet is often a skinned and cured animal head. but excellent protection. with the joints and gaps covered by chainmail. Small vambraces and greaves help protect the arms and legs. This also represents soft leather armor like jackets or coats. Hide Armor made from cured animal hides. Leather Armor made from cured leather. but better than nothing. like scale mail. Not very good armor.”) Breastplate A cuirass or chest-plate made from a single piece of metal. Studded Leather Disks or studs of metal sewn to a leather backing. It corresponds to the Roman lorica segmentata. (Note: in some realms this armor is referred to as a “Chain Shirt. This armor is extremely heavy but can be manufactured by low skilled workers. This armor does not allow a DEX bonus. Bulky. A Norman metal cap with a short nosebar comes with it. Half-plate Plate armor. Chainmail Small loops of metal wire intermeshed together. A tunic covers the arms to the wrists and the legs down to the knees. Comes with a stylish leather hood. This kind of armor is often Masterwork simply for the style factor. Heavy shoes and light leather (or silk) gloves complete the outfit. However. and still allows a +1 DEX bonus. suitable for executioners or fancy-dress parties. The head is protected by a good hat. Includes a full Bascinet helmet. Includes a Barbute helmet. It includes a Bucket helmet. like Scottish kilts or the Greek linothorax. complete with fangs and glass eyes. metal-plated leather boots. This armor is weighty but extremely flexible.com Patric Mitchell (order #2310125) 1 .
extending down the left side to cover the leg (since the other leg is protected by the horse). rectangular. but only if you give up your attacks and cower behind it. Still. or diamond. such as square. by resizing the armor to custom-fit the wearer. Heater shield A normal sized shield made of metal. +4 for no DEX bonus). originally designed for horsemen.after the armor is created. A warrior will need a new one for every battle. although your attacks will be at a -1 if you do so. World of Prime © 2009 M C Planck 14 Ye Olde Shoppe www.com Patric Mitchell (order #2310125) 1 . Strong and light. the tower shield imposes a -2 to all attacks. Sturdy and strong. this is a warrior’s best friend. Kite shield A larger. The advantage to the buckler is that you can gain its protection and still use a two-handed weapon. round. Rattan shield Made of wicker-weave. imposes a move penalty if you don’t already have one (just like Heavy armor). heavier kite-shaped version of the Heater. The shield can be used as Cover. cannot be used from a mount. Comes in many shapes. At that point striking the shield is as easy as hitting a wall (AC 10. oblong. Round shield Made of split-planks (wood that has been split off the beam instead of sawn). often diamond shaped. because they came apart so quickly under the weight of battleaxe blows. The shield is sometimes asymmetrical. Even so. and does not allow more than a +2 DEX bonus to AC. This wood has been hand-sawn and carefully warped to maximize strength and durability. sturdier wooden shield. it doesn’t hold up to abuse very long.worldofprime. Target shield A larger. Advanced versions will have a metal boss and rim to make them last longer. it may be worth something to force your foes to demolish your shield before they demolish you. Tower shield A moveable wooden wall. Buckler shield A small metal plate originally worn as an elaborate belt-buckle. Vikings were allowed up to three shields in a duel.
but very slow. Donkey Includes llamas. effective labor. due to being for a Medium creature instead of for a Large one). 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. Strong but not so fast.com World of Prime © 2009 M C Planck 15 Patric Mitchell (order #2310125) 1 . you can just assume an average of 150 lb. Carry This is the Light load for the creature. The last three in the table are trained for war. and not noted for its loyalty or obedience. 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. Remember to add the weight of saddles.Stables Every upscale adventurer needs a fancy horse – or better. *Flying mounts cannot carry a Heavy load.worldofprime. tack. and since larger warriors will pick the larger mounts. including all of his armor and gear. One ox can feast 500 men. but you can put pack saddles on them too (the pack costs and weighs ½ as much. Also good eating. Feed The cost per day to feed the animal. Horses are valuable tools and status symbols. Horses Mule A cross between a donkey and a horse. Small characters average about 50 lb. Cheap. Some creatures have to be fed meat. Since individual mounts will differ slightly in size and strength. any barding and the rider. not including stabling fees. 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. Refer to the Monster section in the SRD for their abilities. Ox Immensely strong. and you can eat them if you have to. Many of these creatures are dangerous combatants in their own right.
Exotics Boar Wolf Dire Wolf Dire Boar Deinonychus Rhinoceros Elephant Triceratops Cost 200 gp 150 gp 3.000 gp 7.000 gp 3. strong and willing to fight. however. 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. Ridgebacks and Newfoundlands.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. only larger and meaner. Palfrey Traditionally a woman’s riding horse. but they can survive off bread and scraps. suitable for pulling plows or wagons full of ale. however.Pony A small horse. At least they are cheap to feed – they’ll eat anything. Wolf Includes large war-trained dogs like German Shepards. It is unlikely that any civilized society would employ these creatures. these animals are suitable for hobliars: men who ride to battle but dismount to fight. Destrier The legendary warhorse. Convincing one not to eat you. as they tend to be uncontrollably violent.000 gp 4. They don’t make good eating. These creatures can be trained to fight as a pack. could be problematic. Huge.000 lb 1.500 lb Boar These animals make good war mounts because they like attacking things. The extra Exotic mounts mobility on the march and the battlefield can be worth the price. Courser The Arabian hot-blooded racing horse.com Patric Mitchell (order #2310125) 1 . Dire Wolf. heavy Clydesdale. Fast and vicious. usually ridden by halflings or children.worldofprime.000 gp 4. medieval warhorses were valued at the lives of three grooms – because that’s how many they would kill during their training. it makes an excellent mount. Some of these mounts can only be found in certain geographical climates. All of these creatures are trained for battle. Warpony Tougher and sturdier than an ordinary pony. trained for war.000 gp 9. or can be ridden by Small characters. World of Prime © 2009 M C Planck 16 Ye Olde Shoppe www. Dogs will eat meat if they can get it. or a good working horse like the American Quarter-horse. Deinonychus The only really suitable riding dinosaur. and thus their ownership might require legal permission or social status. Draft horse A huge. Dire Boar Like their smaller cousins. the meat is as tough as old shoe-leather. One solution is the Animal Friendship spell.
these aggressive creatures make excellent war mounts.000 gp 4. so they will only be found in Good societies.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. they tend to charge at the drop of a hat.worldofprime. but its HPs are higher. Flying Giant Hawk Giant Eagle Hippogriff Pegasus Griffon Cost 2. partly due to their Chaotic nature. or an act of enslavement. and lots of it. This creature fights like a Hawk. and able to detect Evil at will. dragging and lifting logs with their powerful trunks. There are societies that control the birds with special blindfolds that snap shut when not operated by a rider. with bad sight and terrible hygiene.Rhinoceros Large enough to carry ogres or hill giants. 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. Also suitable for large giants to ride. 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. Pegasus The legendary winged horses are the most prized of all aerial cavalry. They are also intelligent. Some evil societies may use constant mindcontrol effects to maintain their own enslaved herd of Pegasi. This is due to careful training. rather than fly to some place of safety where its rider might be healed. Because the birds lack hands. so using them as mounts is either voluntary on their part. These animals are exceptionally intelligent and will remember and resent ill treatment.com Patric Mitchell (order #2310125) 1 . and since they cannot fly blind. Although they only eat as much as a horse. Shorttempered. their ownership is likely to be restricted to certain social groups by law or tradition. they are effectively chained. griffons are powerful combatants in their own right. Hippogriff A bizarre cross between horse and bird.000 gp 8. because they are the fastest and strongest flying mount possible. if you can get them to stop eating your grooms. Even if they are. no matter how much money you have to spend. World of Prime © 2009 M C Planck 17 Ye Olde Shoppe www. its AC is one lower (16). Griffon A cross between a lion and a bird of prey. while the driver directs it to trample anything in the way. Giant Eagle These creatures are intelligent. If their riders are incapacitated in combat. studies show that griffons that leave the battlefield with unconscious riders tend to become bored and eat them. Griffons will only eat meat. These even more exotic war mounts are not necessarily available in any given area.000 gp 5. Elephant Bowmen in the howdah will defend the creature from spearmen. and its talons do 1d4 damage. Triceratops You can practically build a castle on the back of these (or a double-sized howdah).000 gp 4. the griffon will likely continue to attack on its own. Can also be used Flying mounts to perform considerable manual labor. they cannot undo these avian bridles.
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. Provides cover for 4 Medium or 8 Small characters (Huge mount only).worldofprime. causing almost any creature to stop moving. or otherwise civilized roads. and Flying mounts can’t wear Medium or Heavy barding. On the other hand. Rather than a bit in the mouth. Riding checks are -4 without a saddle of some kind. Allows the mount to carry up to ½ its Light load in equipment and gear. This is the price per year to lease or maintain a stable for a horse. reduce the cost/weight by ½. the blindfolds snap shut. 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. Allows the mount to carry its full Heavy load in cargo. Necessary to allow the animal to pull a wagon. Grants a +2 Circumstance bonus to Ride checks. Barding comes in all the same forms as armor. or plough. Necessary once a year for horses or other hoofed animals being ridden on packed. There is no place for a rider to sit. If the rider is not actively manipulating the reins. these are blindfolds over the eyes. but still leave room for a rider. No mount can use a shield. you can’t dismount without spending 2 rounds untying yourself. exotic animal like an elephant or triceratops. You can be tied into the saddle so you can’t fall off. paved. Exception: the howdah is already weighted and priced for a Huge.com Patric Mitchell (order #2310125) 1 . so for Medium ones. Be sure to protect that valuable addition to your stables. sleigh. World of Prime © 2009 M C Planck 18 Ye Olde Shoppe www.
3 stories 350 x 350 ft.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. Cost Maintenance on a building is approximately 1% per year.000 gp 15.000.000 gp Occupancy 40 5 10 5 20 50 500 Dimensions 40 x 60 ft. 4 stories 150 x 150 ft. While individuals can use any wall as cover or concealment.000 ft 40 ft tall x 20.000 (Village) (Town) (City) (Empire) (Castle) Dimensions 150 x 200 ft.000 gp 1.worldofprime.000 gp Occupancy 100 500 50 50 10 15 100 250 500 1.000 gp 10.000 gp 100.000 gp 50.000 gp 400. The mason’s guild is the place to go for buildings. In times of war or emergency. roads. 1 story 50 x 50 ft. Lodgings Barn Cottage House Apartment Manor Mansion Palace Cost 50 gp 100 gp 400 gp 10 gp/year 1.000 ft 10 ft deep x 1. 3 stories 500 x 500 ft.000 gp 1.000 gp 100. 1 story 250 x 500 ft. Occupancy This is the number of people who can live comfortably in the building. 3 stories 500 x 500 ft. 2 stories 20 x 20 ft. 1 story 20 x 20 ft. 2 stories 50 x 80 ft.000 gp 1. AC Bonus This is the amount of military defense the structure adds.com Patric Mitchell (order #2310125) 1 . 1 story 50 x 80 ft. 2 stories 200 x 200 ft. 1 story 30 x 40 ft. as well. 1 story 20 x 20 ft. All Religious buildings grant a +2 Morale to defenders of the appropriate faith or creed.000 gp 500.000 gp 200.Mason’s Guild Buildings Eventually you’ll want to settle down and buy a place of your own.000 gp 500.000 ft 30 ft tall x 20. 1 story 100 x 100 ft. up to x4 as many soldiers or refugees can occupy the building for weeks at a time.000 gp 250. 3 stories 15 ft tall x 4. fortifications and other improvements.000 gp 5. Rent is typically 5%. 1 room 50 x 50 ft.000 gp 5.000 gp 4.000 ft 20 ft tall x 10. 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. entire military units can gain this AC bonus when fighting other armies.
beams. 1 story 80 x 100 ft. 1 story 250 x 250 ft. Gatehouse The gatehouse is built around and over a large wooden double-wide gate as a fortified entrance. with three to five rooms. 2 stories 40 x 50 ft. with extravagances such as ballrooms. Murder-holes allow the 20 Ye Olde Shoppe www. wine cellars. 2 stories 50 x 80 ft. 2 stories 200 x 250 ft. size. possibly with a loft. 2 stories 200 x 200 ft. Cave A natural cave complex. 1 story 50 x 70 ft. Cottage A two-room hovel. 2 stories 350 x 350 ft. Walls are made from everything to logs. 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. 1 story 50 x 80 ft.000 gp 50. you can’t actually build a cave.worldofprime. Bailey A wooden fort surrounded by a 10 ft tall log wall. The price reflects its value. Cavern Huge caverns with many artificial tunnels and additions. Apartment Renting a room in a Manor house. or 2 Huge animals. Unless you can employ dwarves or magic. 1 story 100 x 100 ft. The gate is thick wood strengthened by iron bands. usually on a large estate.com World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . Inn Simple rooms for 10 guests and the tavern keeper’s family. sawed planks. roofs vary from thatch. sod. trees 50 x 80 ft.000 gp 2. and location Manor A two-story building with three to five rooms per floor.000 gp 50. House A basic house. Mansion Three stories.000 gp 200. or brick.000 gp 500.000 gp Occupancy 5 30 15 15 50 50 125 Dimensions 20 x 40 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 5. dirt. Inns have larger rooms of higher quality. depending on quality. 1 story 150 x 200 ft. shingles and tiles. Obviously houses vary considerably in value. Palace Luxurious accommodations for nobles and their servants. 10 Large. Another 20 people can sleep in the common room in front of the fire. adobe. Barracks Quarters and furnishings fit only for soldiers.000 gp 200 gp 500 gp 300 gp 5. House construction varies according to the technology and civilization. slate. separate kitchens.000 gp Occupancy 15 30 5 10 50 500 Dimensions 50 x 70 ft.000 gp 50. Tavern. wattle and daub.Religious Shrine Sacred Grove Sept Chapel Temple Church Cathedral Cost 1.
A large shop serves as a general store or factory. however. University Lecture halls. Moat A 10 ft wide and deep moat around your castle. the thick wooden gate is faced with stone. Sept A main hall for worship and several apartments suitable for acolytes to live in. For 5. student dorms and perhaps a few shady groves for holding debates. A moat increases the effect defense of any structure by +1. 15 ft thick stone walls. Great wall The capitals of nations are defended behind these 30 ft tall.com Patric Mitchell (order #2310125) 1 . Temple A large stone hall. and the stone overhang helps protect the gate from siege weapons. but can also be a free-standing structure. Wooden wall A wall of upright logs. Shop. World of Prime © 2009 M C Planck Legendary wall Imperial cities are defended by miles of these 40 ft tall. Cathedral A massive structure built to impress and awe. Men in armor and siege engines will find it difficult to pass. with a 20 ft outer wall linking six to eight towers and two gatehouses. Often attached to a castle or wall. they can be built in narrow passes or on bridges.000 gp. Sacred Grove A natural cove of trees.worldofprime. Tower A four-room stone tower with an interior winding staircase. Gatehouses are normally incorporated into larger fortifications. Citadel A massive castle. 21 Ye Olde Shoppe www. classrooms.defenders to attack from above.000 gp. stronger keep. The gatehouse is usually staffed by up to 40 soldiers during a battle. The finest touches the society can afford will be used: marble floors. with apartments for the staff. 15 ft tall and 3 ft thick. usually adorned with statues. It includes a simple wooden gate. with multiple towers and gatehouses. professor's housing. each 30 ft tall. For an extra 1. There are apartments for the priests in the back. A city of a square mile will fit in this amount of wall. for 2. Castle A larger.000 it is covered by a layer of iron. It includes a simple wooden gate. Academy Apartments. Fortress Two layers of walls. with four towers and a gatehouse. Stone wall A stone wall 20 ft tall and 5 ft thick. libraries and a kitchen. gigantic spires and often a bell tower or two. A drawbridge over your moat is only 1. made sacred by years of ceremony. surrounded by a 15 ft wall with battlements. including storage space and a private well whenever possible. 10 ft thick stone walls.000 gp you get an iron portcullis. Large Shop A small shop such as a tailor’s or bakery. and battlements on the top. Church A larger chapel with separate apartments and extra rooms like libraries and scriptoriums. Chapel A stone hall. Keep A strong stone keep with 15 to 25 rooms. stained glass.
In many societies land will not be for sale to non-nobles. not counting any buildings or improvements. The road is clear and level. so even civilized realms will still contain many forests. A double-wide column of troops. Larger dams may be beyond the skill of ordinary craftsmen. Compare this to the price of a magic sword. Pasturage is flat.200 gp. paved with stones and mortar. but unsurfaced. Wild. A sturdy arched bridge. or one in each direction. or a wagon in each direction at the same time. Farmland is developed land. A square mile of fully developed prime farmland would cost 3. location. location. This is how canals deal with hills. Forests contain lots of trees which must be cleared before the land can be effectively farmed. Plateaus or mesas will be valued as flat land of the appropriate type. Nobody is going to labor in the fields unless they feel safe. Two wagons side-by-side. clear land not really suitable for farming. no wagons. hilly land that is usually only suitable for mining. especially in cities. Highways and bridges may charge a toll of a cp per person. or a single wagon. This is a 100 ft wide dam.Roads Track Trail Road Cost 1 gp/mile 10 gp/mile Description Single-file foot or horse traffic. However.000 gp 10. Allows a barge to be pulled or poled along.000 gp Free x2 Mountains are rocky. uncivilized land is free to claim. locks are where traffic in different directions can pass each other. Highway 100 gp/mile Wooden Bridge Stone Bridge Canal Canal Lock Dam Tolls 100 gp 1. Swampland is worth something. either because the soil is poor or there is little irrigation or rainfall.000 gp 100 gp/mile 1.com Patric Mitchell (order #2310125) 1 . its productive value in either crops or lumber is small. Bad weather has little effect on highways. tilled. but no one will buy it until it has been shown to be safe to live in.” that is. in bad weather it can become impassable. otherwise. The first three rules of real estate are location. traveling is difficult. The surface is “metaled. It is also within an hour’s walk of a fortified place that can protect the farmers. plowed. Because it is so primitive. Land in prime locations may cost much more than the listed price.worldofprime. A simple beam design. fenced and properly watered. Traditionally a 9th level individual must build and inhabit a castle before people will consider the area “safe. or wagon wheel. it’s just pasturage.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. and the weather is generally wretched. strong and wide enough for only one wagon at a time. with enough space to pull over and let oncoming traffic pass. Strong and wide enough for 2 heavy wagons sideby-side. Every city needs a forest close at hand to supply firewood and building materials.” World of Prime © 2009 M C Planck 22 Ye Olde Shoppe www. animal. as it is possible to eke a living out of it. Also. bad weather has little impact on its effectiveness.
Ballista A ballista makes Ranged Touch attacks against targets. 30 hps.. meaning a Ram can be built in day by an entire army. Normally catapults do not move. DR 5 Huge. but it will still cost you 66 gp of materials (tools. DC 15 Reflex save for half damage. Trebuchet Catapults and trebuchets are all but useless against anything smaller than Huge. 10x10 ft area. at the place of the siege. Catapult. 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. Poisoned or spelltrapped javelins are also a possibility. DR 5 Garg. or anything that moves. If used against a ship. They can only shoot 45° to either side of where they are pointing. For attacking fortifications. 100 hps.worldofprime. 30 hps. Siege Engine Ram Ballista Catapult Trebuchet Siege Tower Tunnel Sapping Cost 200 gp 500 gp 300 gp 500 gp 1. it grants Cover (+4 AC) to the 20 attackers inside it.000 unskilled men at this task. (Optional rule: the operator can add his or her Siege Engineering skill). A Siege Engineer can employ 1. Only an immobile target can be attacked by a ram. 1d6 arrows strike each target for 1d6 damage. The crew is protected with Full Cover (+8 AC) by the roof and walls of the ram. but they can be dragged 5 ft per round if necessary. It also grants a height advantage.Siege Engines Siege engines are often constructed as needed. Ballistas can be mounted on a wheeled carriage and moved by hand up to 20 ft a round (as a full-round action). With a full crew they can fire every 4th round. the target can negate all damage with a DC 5 Reflex save. More commonly they are mounted on a swivel that allows a 45° arc of fire. These siege engines are Huge and require a lot of space. so only one or two can be mounted on large ships. It requires an engineer and a crew of 20 men five minutes (50 rounds) to reload. Well-equipped engineers can use a special bundle of arrows to deliver an area attack (no roll to hit. it does not receive any bonuses from the operator’s BAB or DEX. and allows 23 Ye Olde Shoppe www. rope. They can attack once per round. Hitting smaller than Huge targets requires a natural 20. DR 5 Ram Rams can be operated by ordinary solders. heavy stones are used.com Patric Mitchell (order #2310125) 1 . however.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. nails.) in addition to the soldier’s wages for the day. 20 hps. These weapons are popular on ships and castle World of Prime © 2009 M C Planck walls. but the target can negate all damage by making a Reflex saving throw at DC 5. etc. however. which do not require crews and do damage based on the size of the ship. Siege Tower A Gargantuan mobile fortification. 40 hps. DR 5 Huge. to turn the weapon to a new heading requires 10 rounds. Warships come equipped with rams. DR 5 Large. costs 5 gp). and the target still gets a Reflex save unless it’s inanimate. To attack a mobile target requires a Ranged Touch attack (the same as with a Ballista).
Pushing it faster makes it fall over. you can either tunnel up into their courtyard. Fortification Forest Wooden building Fortified camp Bailey Stone building Siege tower Tower Keep Castle Citadel Fortress Wooden gate Stone-faced gate Iron-bound gate Iron portcullis Wooden wall Stone wall Great wall Legendary wall DR – 5 5 5 8 5 8 8 8 8 8 5 8 10 10 5 8 8 8 HP – 60 120 500 90 100 500 750 1. it inflicts a -2 to all Sailing checks. but the enemy may detect your efforts and take counter-measures. or you can try to undermine their walls. Sapping Digging a tunnel is free.worldofprime.000 80 120 160 180 300 450 720 1. Wooden building’s DR is normally bypassed by fire.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.000 1. Fortification values Inflicting the listed hit point damage to structure creates a breach. Masterwork buildings have DR +2 and 25% more hit points. The extra deck space also allows more soldiers to fight on your ship. These hit points are normally per 10 x 10 ft section. so destroying a large structure requires immense amounts of damage. Pushing one 10 ft per round requires at least 80 medium-sized creatures. A hundred men can dig 50 ft of tunnel a day. Tunnels and Sapping attacks require an engineer to oversee their execution. If built into a ship. allowing entry with no more difficulty than crossing rough ground. However. A Sapping attack requires 1 day of work by the digging crew and does 100 pts of damage to a wall.soldiers to climb the ladders inside to the edge of the enemy walls. Tunnels. but they can dig other tunnels (or protect the diggers from attacks).500 2. Siege towers are 40 ft tall.com Patric Mitchell (order #2310125) 1 . if you have men and shovels. You can build up multiple sapping attacks before triggering them all at once. it gives a height advantage and its AC to the soldiers inside when attacking other ships (or defending their own). More men can’t dig faster. Once you reach the enemy walls.
000 lb 2. One or two horses are normal. a Pack Saddle allows a Draft horse to carry 200 lb as a Light load and 600 lb as a Heavy load. with a superior suspension designed for comfort and speed. World of Prime © 2009 M C Planck 25 Ye Olde Shoppe www. so a 1. The animal cannot Run or double move without destroying the travois. but you can’t run with it. Thus. Wagon. Chariot Either a fancy surrey with a fringe on top. Large Wagon The most efficient pulling mechanism possible.000 lb 2. that equals the weight of the chariot plus two warriors in full battle gear. Travios Two poles that drag on the ground from the animal’s back. In general vehicles can carry a maximum of three times their own weight. Trying to Run with a cart imposes a -4 skill check penalty. traveling at top speed.Cartwright’s Yard When you have so much loot you can’t carry it all. trying to Run with a wagon imposes a -4 penalty to any Riding checks.worldofprime. you know it’s time to visit the cartwright’s yard and buy a wagon. designed to be pulled by two to eight dogs. with anywhere from one to eight horses in front. 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. all other vehicles assume Large animals. a Large wagon can have up to eight horses. or an open-faced spiked-wheel war machine.000 lb).com Patric Mitchell (order #2310125) 1 . Carry This is the multiplier for the creature in the harness. With two draft horses this would only be a Medium load. with a harness for one creature.000 lb wagon can carry an additional 3. From one to four horses can be attached to a wagon. Four Coursers would allow up to 900 lb as a light load.000 lb as a Light load and 3. You can push it at 20 ft per round. Cart A small two-wheeled cart. Or a surrey with a fringe on top. A Wagon would allow the same horse to pull 1. Suitable for going to Grandmother’s house. up to four horses can be attached for maximum speed. This is the only vehicle priced for Medium-sized animals.000 lb of cargo. Only works over snow.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. Sled A dog sled. Carriage An enclosed cab. but only on snowy days.000 lb as a Heavy load (but the wagon itself already weighs 1. However. Wheel-barrow A one-wheeled cart with handles.
Watercraft cannot Double-Move. Passengers This is the maximum number of passengers possible.Shipyard Watercraft are divided into two categories: boats and ships. Make an opposed Sailing check to ram a foe (although you must be approaching them from the side). Archers can occupy the deck. failing by more causes the ship to sink.com Patric Mitchell (order #2310125) 1 . due to their narrow construction. Ships can be equipped with siege engines at the expense of useable deck space. inflicting an World of Prime © 2009 M C Planck 26 Ye Olde Shoppe www. ships cannot usually go up rivers. A ram attack does 1 pt of damage for every hit point of the attacking ship. Note this is not the complete destruction of the ship but merely compromising its ability to float. Carry How much weight the vessel can carry. The captain’s skill is the most important. Normally the ship doing the ramming does not suffer any damage. Failing by 5 or less inflicts 10–80% damage to the ship. Run. often being completely square). The number of siege weapons that can be mounted based on ship length. Siege Weapons The usual mode of combat with ships is ramming or closing for boarding with marines. Length The length of the vessel. plus an hour per point of CON bonus of the crew. at two per 5 ft. beyond any chance of repair. However. given deck space and carrying capacity. Each medium-sized passenger is the equivalent of 200 tons of cargo. Remember to count the weight of any passengers (but not the crew. inflicting x3 this much damage results in effectively complete destruction. Move This is the maximum movement per turn or per hour. Some ship designs impose additional penalties. although he can gain a +2 from an exceptional crew or a -4 from an inept/inadequate crew. Max The minimum number of crew necessary to avoid a -4 penalty to Sailing checks. The vessel could conceivably be repaired by magic or crew action before it actually goes under water. depending on the severity of the storm. which is already calculated in). Sailing checks are used to control watercraft. Longships. or Charge. this means a Trireme will cut a Galley in half with a single deadly lunge. Oar-powered vessels can only travel at top speed for an hour. Rams do vastly more damage when powered by a ship. Boats are anything small enough to be carried on a shi. Weathering a storm is a DC 10 to 30 check.worldofprime. as they are built to do this. Crew. Almost all vessels have a DR of 5 due to their wooden construction. HPs The number of hit points of damage the vessel can take before sinking. can only have half as many siege weapons installed. Most ships are ¼ as wide as they are long (rafts and barges are exceptions. Boarding planks and grappling hooks are included with the price of warships. Masterwork ships would grant a +2 if you could afford them. 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.
Rowboat (-2 Sailing checks) A rowboat or skiff. 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. oars. Pinnace A light. or both. it has DR 5 but weighs at least 500 lb.000 gp Length 40 ft 50 ft 75 ft 60 ft 90 ft 120 ft 60 ft 80 ft 100 ft Crew 10 15 50 100 150 200 10 20 80 Passengers 200 100 120 100 150 250 50 200 160 Move 10 ft / 1 mph 10 ft / 1 mph 30 ft / 3 mph 20 ft / 2 mph 30 ft / 3 mph 40 ft / 4 mph 30 ft / 3 mph 20 ft / 2 mph 25 ft / 2½ mph Carry 50 tons 40 tons 50 tons 50 tons 100 tons 150 tons 50 tons 150 tons 100 tons HPs 150 50 75 100 200 300 75 100 250 Tech Primitive Wild Wild Wild Civilized Civilized Civilized Civilized Civilized AC +0 +0 +1 +2 +3 +4 +1 +0 +3 Raft (-8 Sailing checks) As simple as a bunch of logs tied together.000 gp 30. Canoe If it’s made out of leather.000 gp 15.worldofprime. Fishing boat Big enough to spend all day at sea. It also applies to any siege weapon attacks against the vessel (even those that use Ranged Touch attacks. powered by oars.000 gp 10. 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. a simple sail. -2 to all Sailing checks. Powered by oars. Inflicts a -8 to any Sailing checks. it only has DR 1 but it weighs so little one man can pick it up and walk with it. fast sailboat.000 gp 25.000 gp 20. Powered by a sail. Cost Maintenance is typically 10% of the purchase price per year.000 gp 10. since it reflects the vessel’s ability to absorb damage).000 gp 3.com Patric Mitchell (order #2310125) 1 . and a DC 15 Sailing check to not inflict half as much damage to your own ship in the process. or long poles used to push against the river bottom.000 gp 5. World of Prime © 2009 M C Planck 27 Ye Olde Shoppe www. Rams ignore DR of 5 or less. this is how much its defenses are worth to you.additional 10 pts of damage per point you beat the enemy captain’s roll by. Sometimes used as a shiptender (a shuttle servicing a larger ship). If it’s made out of wood. Includes a large fishing net.
May be powered by poles. flat-bottomed ship powered by sails. The Keelboat inflicts a -2 penalty to sailing checks. Galley (-2 Sailing checks) An open-decked warship. it only moves at 20 ft. Sloop A fine. Powered by a sail for travel and oars for combat. or sails.. or be dragged onto the beach by its crew. Longship The famous Viking raiding craft. light sailing ship. oars. Keelboat (-2 Sailing checks) A small. World of Prime © 2009 M C Planck 28 Ye Olde Shoppe www. designed for speed and combat durability rather than cargo capacity. but not particularly sea-worthy (-4 to Sailing checks). Barges have shallow drafts and can travel up wide rivers. ungainly and slow (-4 to all Sailing checks). Galleys might be able to navigate particularly deep rivers. Carrack (-4 Sailing checks) The classic cargo craft of the late medieval age. or lakes. Powered only by sails. Mostly used for shipping cargo. but also slow and unmanageable. When being sailed instead of rowed.worldofprime. with two decks of oars instead of one. small seas. Warship A sturdier version of the carrack. Still. fat.Barge (-4 Sailing checks) Heavy and durable. but sturdy and carries plenty of soldiers. Powered only by sails. but it can go up rivers as well as out to sea.com Patric Mitchell (order #2310125) 1 . so it doesn’t need a loading dock. Powered by sails and oars. this monster galley has three decks of oars. it is sturdy enough to cross oceans in. Trireme The pinnacle of the ship-building craft. Under sail power it moves at 20 ft. with an advanced designed for deep ocean travel rather coast hugging. Its rapid 40 ft movement only applies during combat. Bireme A larger galley. Can travel up rivers. Powered only by sails. Not particularly fast or maneuverable (-2 to Sailing checks).
elbow and knee pads. A Teepee is much more durable than a tent. 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. suitable for eating and cooking on. 50 ft twine. twine. Crowbar. sledgehammer. Class Wizard Cost 30 gp Weight 10 lb Contents Spellbook. small steel mirror. backpack. quill pens. suffer a -2 to your Wilderness Lore checks. Imposes a -4 to Hide checks due to its large size. (Ordinary snares and pits can be made with rope. low wind. an hour glass and a small metal stove. fish hooks. Reflex DC 20. mortar and pestle. 5 large sacks. healing kit: bandages. Move Silently.worldofprime. loaded dice. Holy book. false teeth. A collection of tools a tradesman needs to perform his job. concentration. various spell components Pup tent. reagents. a shovel and a Wilderness Lore check. Lockpicks. Can also be lock-picked open at a DC 15. Houses up to 6 Medium characters. hatchet. houses up to 20 ordinary people or 1 rich noble. beakers. 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. knife. several bottles of ink. waterskin Holy symbol. Holds up to 12 Medium characters in tight quarters. retorts.) Lighting a fire with flint and steel takes 1d6 full rounds. flint and steel. a fine scale. magnifying glass. herbal medicines. It also requires tinder. and can last a lifetime when properly cared for. Pick Locks. 10 ft pole. hair and skin dye. 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. mountebank’s purse. Adventurers planning to spend a lot of time outdoors may wish to invest in a Ranger’s kit. 25% chance of having any given antidote. lotions. wedge. makeup. marked cards.General Store Class Kits Class kits contain everything a character needs to perform that class’s function. A huge tent. 5 torches. 50 ft of silk rope and soft cloths to wrap your boots in. Bottles. A tin bowl and plate. If you don’t have shelter and the weather turns bad. and a STR 30 check to break free. 1d6 bludgeoning. Wigs. 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. mess kit.com Patric Mitchell (order #2310125) 1 . and provokes AoOs. bed-roll.
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. and have DR+2. suffer a -2 to Wilderness Lore checks. Luggage Every adventurer needs something to carry or store his loot in. ideal for storing spell components) Linen pouch with brass clasp Woolen pocket purse./ 10 cu ft 2 lb 5 lb 5 lb 5 lb World of Prime © 2009 M C Planck 30 Ye Olde Shoppe www. Crates (boxes. but it can also result in boxes that are worth more than anything they could possibly contain. Masterwork crates cost an extra 50 gp. Grants a +2 to Wilderness Lore checks near streams or water. Steel crates can be made out of sturdier materials such as mithril or adamantium.worldofprime. and costing an extra 250 gp per lb (but remember. gaining the appropriate DR (15 or 20) and extra HPs (20% or 33%).com Patric Mitchell (order #2310125) 1 . This can result in boxes very hard to break into./ 4 cu ft . mithril objects weigh half as much). See the Locksmith section for details.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. They may also be chained in place.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 . 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. or built into the walls/floors of a building or ship. Holds 1 gallon If the weather turns cold and you are sleeping outside without a bedroll.
A huge clay jug designed for shipping liquids. depending on the magic abilities of the local populace. 10 gal.com Patric Mitchell (order #2310125) 1 . but makes an impressive statement in your main hall. Holds fifty candles. It also requires tinder. A wooden barrel. low wind. or any other activities – such as fighting . burns a pint of oil in 3 hours. Lighting a fire with flint and steel takes 1d6 full rounds. Comfortable to wear and not likely to break. Stained glass windows are also the same price. 1 gal. Can cover 5x5 ft and burns for 2 rounds. illuminates a 15 ft radius for 1 hour. 1 gal. Illuminates a 20 ft radius for 1 hour. or will fuel a lamp for 6 hours. reading. in fact. Illuminates 30 ft cone. reinforced with iron bands.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. steel Mirror. silvered Mirror. pint Flint and Steel Mirror. This is perhaps the most common magical item in the entire world. concentration. Price varies from 50 to 100 gp. Item Candle Candelabra Chandelier Torch Lamp Lantern Storm Lantern Everburning Torch Oil. with a stopper. holds one dose of a potion. 5 gal. Much cleaner image than a steel mirror. 1 pint ½ gal. unbroken plates. Colored glass is the same price. Illumination allows fine work. Glass. Reasonably fragile. Illuminates a 15 ft radius. Illuminates a 20 ft radius forever. as making small pieces of glass is easier than making single. Shadowy illumination generally imposes a 20% miss chance and allows people to hide without needing cover. with a stopper. Clay. A masterwork glass grants a +4.without a penalty. Light sources create shadowy illumination in twice the radius they create full illumination. Description Made of metal and extremely durable. illuminates a 30 ft radius for 1 hour. and provokes AoOs. but also much more fragile. 50 gal. A wooden keg. Open-faced wooden bucket. 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. Silver backing on a clear glass plate. it’s clear glass that’s hardest to make. Illuminates a 30 ft radius. Holds five candles.worldofprime. Useful for peering around corners or shaving (but imposes a -2 to spot checks). 7 gal. Not quite as durable or well-made. burns a pint of oil in 3 hours. but holds more. Illuminatiorium Light is a preoccupation of workers and adventurers. 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. Grants a +2 to Appraise checks. Too delicate to carry on an adventure. Will not go out in strong winds.
A treasure map sells for whatever price the market will bear. Item Ink Quill Paper Parchment Sealing wax Stamp Chalk Spell book. Price varies depending on number of pages. Grants a +2 on all Knowledge checks. or one really long sheet rolled up tightly. or triple it for +20 gp and +2 lb. tear and water.5 gp ½ lb Scribing Scribing a spell Scroll case 1 cp 5 gp 1 gp ½ lb Library 5. and popularity of the manuscript. The price depends on rarity and quality. For twice the price you can get colors other than dull yellow. prepared by a secret process known only to mages.Scriptorium The book-seller’s. If you are lucky enough to find a masterwork tome (for 50-250 gp). World of Prime © 2009 M C Planck 32 Ye Olde Shoppe www. More robust than paper. Per page. colored inks are twice the price.000 lb Locksmith Traps or Alarms can be keyed to locks. bound in leather. Magical traps and symbols can also be keyed to a lock mechanism. Let everyone know who sealed this letter. For the fashion (and weight) conscious wizard. Useful for making magic circles on stone floors. 100 blank paper pages (50 sheets). often being merely stiff leather. so that correctly opening the lock does not trigger the trap. not including the price of the materials. and each spell requires 1 page per level. Nobles will often use their signet rings. 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. parchment Spell book. bound in leather.000 gp 2. 25 gp 1 lb 10 . Holds up to 7 single loose sheets. A Masterwork library is x5 as large and grants a +4. Made from wood and treated leather. A single sheet of paper. The bindings are rarely as sturdy as spell-books.com Patric Mitchell (order #2310125) 1 . Protect your valuable scrolls from wear. A sheet of scraped lambs-hide. Plain white chalk. This is enough ink for 100 pages. Colored chalks are twice as expensive. Doors are the most obvious place to put locks. Writing the magic formula for a spell requires using magical inks. 100 blank parchment pages (50 sheets). but chests and trunks are good choices too. but heavier and more difficult to write on.50 gp 1-5 lb Map 1 .worldofprime. breaking into a locked chest is a good way to ruin the contents. A collection of at least 500 books. A goose quill. quality and color of illustrations. so that forcing the lock triggers the trap. Also. This price is per page. who may not be able to pick it or break into it without making a huge ruckus. A book like this can be tied or buckled shut to the point of being waterresistant. which in many places is also the local magic shop or monastery. it will provide a +2 to a specific Knowledge skill check. You can double the number of pages for +10 gp and +1 lb. paper Book. cut to the right length. A map is a double or quarto-sized piece of parchment. A steel trunk with a good lock can foil amateur thieves.
the victim must make another Reflex save at DC 15 or suffer a permanent loss of 1 DEX (due to losing fingers). reflects any mechanism that requires a special key or tool to operate. Masterwork tools grant a +2 Circumstance bonus and cost 55 gp. Keys are custom-made for a given lock. such as digging a ditch or making firewood. Many tasks. DC 30 Escape artist to slip out of. If you’re really worried about people breaking them. Most of the cost is in finding a blacksmith who will make them without asking too many questions. Masterwork tools cost +50 gp and grant an additional +2. Cutting wood to build a siege engine. Can also be lock-picked open at a DC 15. two-handed tools will do 1d6 damage. Inflicts no damage. Nailing shut coffins. a sledge can do 2d6 damage. Large. Drilling out locks that are too hard to pick. Inflicts 1d4 Slashing damage. use mithril(+9 DC to break) or adamantium (+14 DC to break). Smashing anything. Cutting soft metal. picks do 2d4 damage. World of Prime © 2009 M C Planck 33 Ye Olde Shoppe www. DC 26 STR to break.worldofprime. Used against an immobile object. Bits of metal suitable for picking locks. if roll is failed. using a crowbar to force open a door or chest). The function listed below is from the adventurer’s perspective: ordinary tradesmen will use the tool as part of their craft. Reflex DC is 5 lower than the lock. Tunneling. 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. DC 20 DC 25 DC 30 DC 40 (This is a Masterwork item) Reflex DC is the same as the lock. Hammering nails or pitons. Most tools can be used as an improvised weapon. makes a noise up to 50 ft away Reflex DC is 5 lower than the lock. Also for making air holes. but halve the DR of stone. are effectively impossible without a suitable tool. Masterwork manacles cost 55 gp and are +2/+5/+15 to the DCs. but may inject a poison. 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. Digging for treasure. Cutting through hard metal… slowly. Suitable for medium creatures. 1d4 bludgeoning and a STR 20 check to break free. doors and windows. and DC 25 to pick. Handling things too dangerous to touch. doing 1d4 of an appropriate type of damage and inflicting a -4 to-hit penalty. makes a loud noise Reflex DC is the same as the lock. Digging for treasure in hard soil. Chopping down doors.com Patric Mitchell (order #2310125) 1 . Prying open small boxes. If a 4 is rolled for damage.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. enough to eventually crack even steel chests. Reflex DC 20.
cupboards. it’s clear glass that’s hardest to make. 1 hit point. 50 ft Rope. 50 ft Rope. or carved stone.com Water clock Mechanical clock Furniture. gourds. Exquisite works of art or antiques can cost much. wrought iron Furniture. tables. Wild technology. Chain has a hardness of 10 and 5 hit points. Civilized technology. ship. Needs to be wound once a day. For people who can’t climb ropes. 10 ft Chain. or enslaving giants. A huge lump of cheap pig iron. Lets you climb any wall you can throw something over. Hardness 10. hit points 30. It can be burst with a Strength check DC 26 (Masterwork chain is DC 30). DC 16 to break (Masterwork is DC 20). or catching fish. much more. Requires 2 men to operate. bookshelves. Held together by ropes. Empty your boat. or enslaving pixies. hit points 1. 10 ft Giant chain. dragging ships. even in wealthy houses. has to be turned once an hour. stringing lutes. shoes. adventurers will mostly drop them on people. 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 . or mine of water. in fact. it can be burst with a DC 24 Strength check. Stained glass windows are also the same price. hat-. Hardness 8. However. Societies that can’t make glass use conch shells.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. benches. Remember to attach a rope before throwing. stools. Inexpensive and durable but nigh-immobile. Ye Olde Shoppe www. Smiths use them as a platform for hammering and shaping metal. silk. Can only support 20 lb. 4 hit points. couches. Do you need to ask? Ropes and Chains Wire. Rarely made out of exotic materials. Folds up to only 10 ft long. Furniture Mart Furniture prices are for a typical piece. needs to be filled twice a day. as making small pieces of glass is easier than making single. unbroken plates. polished wood Furniture. A piton every 5 ft grants a +2 to Climbing checks and allows climbing surfaces (like walls) that can’t normally be climbed. wardrobes. puts on a performance of ringing bells each hour. DC 11 to break. hamming pitons takes 1d6 rounds and makes noise. coat-. nails and glue. Some examples are: beds. Effectively Masterwork. this rope grants a +2 on all rope-related skill checks. wine closets. or weapon-racks. it can be burst with a DC 23 Strength check. Turn a roaring fire into an inferno. chests of drawers. DC 50 to break (Masterwork is DC 54). 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. 10 ft Twine. chairs. rough wood Furniture. Colored glass is the same price. 2 hit points. but useful for tying up parcels.worldofprime. hemp. Made with pins. Item Hourglass Cost 25 gp Weight 1 lb Description Primitive technology. Useful for cracking open small boxes under controlled conditions. Useful for blocking rivers. With satin or leather coverings.
A large iron pot. World of Prime © 2009 M C Planck 35 Ye Olde Shoppe www. made out of pottery.com Patric Mitchell (order #2310125) 1 . Usually made out of silver. A flat frying iron to put over a stove or fire. A porcelain bowl. 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. which almost always meant a good knife. so they were elaborately carved and often gilded. or wine glass. Vikings had a hole in the middle of their dirt floor to hold their fire. A pottery plate. Stores salt. Made of silver. instead. A thick.Pottery Kiln Adventurers are always smashing crockery. Gold ones cost 10x as much.000 lb Description A large wooden bowl. pepper. it also helped protect the thatching from insect damage. horn. or live without baking.worldofprime. Well-to-do peasants have a stone fireplace in their house. A porcelain plate. brandy snifter. Rich people will have a fancy knife that is useless for anything but eating. A wooden cup. one drinks soup straight from the bowl. Used for roasting over an open fire or in a fireplace. Tableware None Knife Table-knife Trencher Mazer Mug Platter Basin Tankard Plate Bowl Wine glass Salt cellar Serving tray Serving ladle or fork Cost 10 sp 10 gp 1 cp 2 cp 2 cp 1 sp 2 sp 2 sp 1 gp 1 gp 3 gp 100 gp 50 gp 10 gp Weight 1 lb ½ lb 1 lb 1 lb 1 lb 1 lb 1 lb 1 lb 1 lb 1 lb ¼ lb 2 lb 5 lb 1 lb Description Poor or primitive people eat with their hands. A large silver tray with a domed cover. Poor people either dig a hole in the ground and fill it with coals. or other spices. which serves as kitchen. Medieval diners brought their own silverware. While this meant the house was always smoky. A large bowl. heater and gathering place. Spoons are not normally used. without a handle. so occasionally it’s useful to know how much it costs. Suitable for baking bread. A crystal champagne flute. pewter (silver mixed with lead). A large mug. or glass. Made out of pottery. with a handle and possibly a lid. Salt cellars were items of status. square plate made of wood. The smoke went up and through the thatched roof. A wide-lipped wooden bowl.000 lb 1.
or rouge. Leather stretched over a wooden barrel or box. haven’t been invented yet. Women and men use perfume regularly. A small pot of powder. too. A fancy stringed instrument. Useful for losing or telling fortunes. but ordinary folk can enjoy a bit of music. in a variety of shapes and musical keys. Who doesn’t need a fistful of these? +2 to Gambling checks. a concert requires 100 pages. strummed or plucked. Clay with a wood stem. +2 to Gambling checks. in a variety of shapes. Often gold-plated or otherwise ostentatiously decorated. mostly because they don’t use soap regularly. The use of soap is restricted to semi-annual occasions. 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 stringed instrument that is strummed. A small metal disk. delicate mechanism that plucks strings (rather than hammering them like a modern piano). World of Prime © 2009 M C Planck 36 Ye Olde Shoppe www. A church bell. Already done up in an elaborate arrangement.worldofprime. it only produces one note. Luxuries Everything an adventurer needs to live in style. audible several miles away. A vial of an exotic scent. stringed instrument that is plucked. A simple wooden flute with finger-holes. carved into amusing shapes. A huge. 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. Price is per page. or bell that rings when struck. A flute with mechanical keys. A huge brass gong that can be heard a mile away.000 gp 1. Harder soaps. A folding knife with a delicate but extremely sharp blade.000 lb +2 to Diplomacy/Bluff/Intimidate checks.000 lb Tech Primitive Primitive Primitive Primitive Wild Wild Wild Wild Civilized Civilized Civilized Civilized Civilized Description The simplest of wooden flutes. loaded Deck of cards Deck of cards. 1. Luxury Soap Make-up Wig Perfume Razor Pipe Dice Dice. A brass horn. Can also represent violins.Music Shop Mostly of interest to bards. A large. gong. lotion.com Patric Mitchell (order #2310125) 1 . dye.
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. with rabbit-fur ear flaps Velvet chapeau. lace trim and pearls Ceremonial Robes. Canvas tunic and leggings with fired-clay buttons. 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. light leather boots. demin. silk. at least a signet ring. gold buttons. a velvet hat trimmed in fox fur. heavy leather belt and suede boots with silver buckles. a lion or bear fur cloak. gloves and a floppy hat. light leather shoes. linen tunic with fired-clay buttons. Wool doublet and jacket with silver buttons.worldofprime. burlap-strip sandals. belt with a brass buckle. a huge brocade hat. wide-brimmed leather hat.com Patric Mitchell (order #2310125) 1 . gold buttons Silk doublet. clay buttons Burlap peasant dress Fancy demin dress Linen dress. fox-fur Silk slippers w/ mink High. silk gloves trimmed in lace. Linen tunic and leggings with brass buttons. heavy leather belt with a brass buckle. canvas trousers. You’ll also need jewelry. woolen trousers. stout boots trimmed in rabbit fur Gloves Burlap work gloves Canvas work gloves Leather gloves Long lace gloves Silk opera gloves. as is the crown. lace gloves. 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. linen pouch. Sturdy leather coat with many pockets and brass buttons. Magic rings not included. suede purse with silver clasps. lace collar Silk tights Blouse and skirt. lace trim Evening gown. gold and pearl inlay Footwear Burlap sandals Leather shoes Soft leather boots lined with rabbit fur Suede boots. with silver studs and a peacock feather.Tailor’s Shop Outfit Slave Serf Freeman Artisan Noble Cost 1 cp 1 sp 1 gp 5 gp 75 gp Description Rags tied up with rope. Burlap tunic and leggings with wood buttons. silvered and feathered Brocade head-piece. stout leather boots trimmed in squirrel fur. brass buttons. a woolen cloak trimmed in fox fur. 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. silk trousers. silk sash and long silk slippers with gold studs. Silk doublet and jacket with gold buttons. silk purse with gold clasps. Gems and jewelry are extra.
it may also be made from the poorest quality of wool (that cannot even be dyed to a different color) or other fibers. Waist-length coat. May be soft-soled (like moccasins). possibly with buttons. 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. or gems. and is soft enough to make bedsheets out of. worn in the front to protect your clothes while working.worldofprime.5 gp 5 gp 1½ 1 1 1 World of Prime © 2009 M C Planck 38 Ye Olde Shoppe www. Generally leather. which can be used as materials for tailoring or treasure. the best quality. like pants. and have jewels sewn into the fabric. Often made of fur to show its value. A fancy. Leather or cloth straps wrapped around the foot (and sometimes a wooden sole). Anything from leather work gloves to silk opera gloves. Linen is made from the flax plant. Worn by men and women. Leather shoes with wooden soles. High leather boots. A gown suitable for fancy dress parties. Long robes suitable for priests.5 sp Lbs. An ell of silk (25 yards) is worth more than a master craftsman makes in a year. May also be a poncho (a blanket with a hole cut in it). and be studded with rare furs. feathers. Leg-warmers and wrappings. An ordinary dress. although the styles are different. or velvet. A winter garment A more primitive and exotic winter garment. A long shirt that hangs beneath the waist. usually made from cotton or wool. May be trimmed with furs. for cold weather. Kingly head-pieces can consume two to five times as much fabric. Elegant. protection. Materials Burlap Canvas Cost 1 cp 2.com Patric Mitchell (order #2310125) 1 . pouches and scabbards. or even steel-toed for greater protection. possibly with a pocket or two. Linen 1 gp ½ 1 Velvet Wool 2. ½ 1 Yard 1 1 Description Cheap. Sheep’s hair. Often called denim when made soft enough for clothing. lined tunic. A heavy duty cloth. soft. wizards. A difficult and expensive weave. usually made from cotton. rough cloth made from jute or vegetable fibers. hard-soled with wood. Good for holding things. A handbag or pouch worn on its own strap. Pants.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. Depending on the locale. worn with a blouse or tunic. or other academics. finely woven for fancy clothes. Hats range from the practical to the absurd. This might also represent a high-grade cotton or medium-grade wool. Extremely fancy gowns use two or three times as much cloth. silks. Used for decoration or as a baldric to hold a scabbard. A short skirt. or fancy dress parties depending on the material. impractical footwear. Small enough to hide under your other clothes.
yards. specially grown and treated. Buttons and clasps made from wood. 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. Feathers from rare and exotic birds. Soft. Fine wool yarn will cost 1 sp per skein. A rare and exotic fur. The most prized of all cloths. Buttons and clasps made from fired clay or carved stone. A thimble of metal. Enough trim for a lace collar or neckline. A wild fur. A rare and exotic fur. you can always add more. Buttons and clasps made from silver. Used for turning fibers into thread. Silk intricately woven with patterns of silver and gold threads. A wild fur.worldofprime. Buttons and clasps made from gold. Prices will vary wildly depending on local availability. goat. Used for turning thread into cloth. light leather such as calfskin or sheepskin. wood.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. 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. stronger leather such as bull-hide. The fur of one small domestic creature such as a rabbit or squirrel. or calf. fine leather. The complete fur from a large animal such as bear or lion. Feathers from ordinary birds. harder to obtain. Normally a steel needle. Handmade with complex patterns and exacting detail. However. double or more the ordinary labor cost for the item. Trimmings Do not include Trimmings as part of the price for calculating creation times. Smooth. Thicker. Silver or gold thread is 1 gp to 10 gp a spool. strong and comfortable in heat or cold. in primitive societies. A cow will produce 2 sq. it will be made of bone.com Patric Mitchell (order #2310125) 1 . There is about ½ a sq. a bull will produce 3. But in case they don’t. or ceramic. A thin. World of Prime © 2009 M C Planck 39 Ye Olde Shoppe www. here are some prices for objects they’ll never use. The fur of one small domestic creature such as a rabbit or squirrel. Buttons and clasps made from brass. Buttons and clasps made from gold or silver and set with jewels. harder to obtain. yard on a sheep.Lace Silk Brocade Light leather Heavy leather Suede Rabbit fur Fox fur Mink fur Bear or Lion hide 7. the tailor normally buys these items from other suppliers and merely adds them to the outfit. Sewing Shop Adventurers will probably resort to magic to repair their clothes.
stein Ale. warhorse Stable and Feed. with pastries Roast capon. Lodgings Description A spot in the common room Small private room Large private room with bath Hotel suite with fireplace Stable and Feed Stable and Feed. 1 evening Penny-pitching game Dice game Card game Cockroach races Dog races Horse races Fist-fighting Cost 1 sp 2 sp 5 sp 1 gp 1 cp 2 cp 1 sp 1 gp 2 gp 10 gp 1 sp 1 gp 1d10-4 cp 1d10-4 sp 1d10-4 gp 1d20-8 cp 1d20-8 sp 1d20-8 gp Free Meals Description A bowl of porridge flavored with peas A bowl of stew with a slice of bread Bread. Normal adventurers will spend about 1 gp per day.com Patric Mitchell (order #2310125) 1 . Illegal entertainments are twice as expensive. 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. 1 evening Tavern wench. 1 evening Private circus.worldofprime. 1 seat Tavern bard. World of Prime © 2009 M C Planck 40 Ye Olde Shoppe www. glass Brandy. with a side of vegetables A slab of steak or roast. Dining in stray inns and odd taverns is often an adventure in itself. mug Wine. 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. 1 song of your choice Bard. and carry the risk of being arrested during a police raid. 1 night Courtesan. Poor travelers can expect to spend 1 sp a day. depending on local rules. all you can drink Beer. if you like it Mummer’s farce.Inns and Dens Most adventurers will spend most of their time on the road. goblet Champagne. flute Cost 1 cp 3 cp 5 cp 1 sp 1 gp 2 gp Note: any of these entertainments may be unavailable or illegal. chicken or mutton and cheese Pork platter. goose liver pate. Rich vagabonds can live in high style for 5 gp a day. private performance Musical troupe.
at government established rates. casters over 9th level are exceedingly rare. without a good or bad reputation. they charge more for spells that don’t obviously advance their cause. tidal waves. Weddings and funerals are the most common ceremonies.com Patric Mitchell (order #2310125) 1 . Launching a ship. with the incredible benefits a 9th level priest brings (like Raise Dead). and in any case they usually wait until the child reaches adulthood to claim them for the faith. World of Prime © 2009 M C Planck 41 Ye Olde Shoppe www. The prices below assume you are a stranger. and doesn’t have to leave his temple to do so. Conversely. Keep in mind that the priest already has a full-time job healing and curing his flock. blizzards and plagues. It is exceedingly difficult to invade a city by surprise when the High Priest is regularly casting Divination with the question. Not only are they wise. predict the future. Obtaining other spells will require a Diplomacy or Bluff check. Some communities of mixed faiths will legally compel priests to treat all comers. tornadoes. cure. they can heal.Temples Priests play a huge role in society. and a sick one might make others sick. Imperial cities or metropolises might have several Cathedrals of different faiths. Ceremonies Priests often officiate at ceremonies. The prices also assume the priest can cast the spell any time in the next 24 hours. the local rulers are stretched to the limit maintaining peace between competing faiths. However. if you are a member of an opposed religion. plus any material components). then the price will be adjusted according to your need and your ability to pay.worldofprime. obtaining their services is always a personal favor. 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. Priests will charge lower prices for spells that advance their religious cause – such as Detect Alignment and Atonement. Double the price for house calls or quick service. Spell-casting Pricing spells at a temple is problematic. except in those places where the rulers are the local clergy. If you are of the same faith. Equally often. Another standard ceremony is the weekly casting of a divination. raise the dead. The priest will perform the ceremony for free. with at least one first-level priest in attendance. and of the same basic alignment (Good or Evil). never a transaction in gold. Most villages will have a Shrine. Having a Bless cast over your wedding is considered as de rigeur as a white dress and a fancy cake. starting a new business. Invariably he will take the opportunity to preach his faith to a captive audience. “Are we going to be invaded this week?” This is equally valuable for earthquakes. attempting to foresee and prepare for any catastrophes in the next week. or building a house are also frequent requests for a blessing. as long as he’s invited to the banquet (and paid for his spell). Rulers everywhere will seek the support of the local clergy. the rulers and the gods. Cities or Royal courts will strive to have a Cathedral. Life-saving spells will be subsidized (except for the material component) even to peasants. and tell when you’re lying. On the other hand. Even Evil priests will only fleece their flocks for what they can afford. A dead peasant can’t work. and will generally put them ahead of you in line for his spells. while others will let the temples freely compete for the public’s approval. Towns will almost always have a Church and a caster who can Remove Disease. then even Good churches might refuse to help you at any price. acting as a witness for the community. Few faiths practice baptism.
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.worldofprime. Often prescribed for chronic conditions such as over-eating or partying too hard. but it stops all bleeding. hoping that having to heal naturally will force them to rethink their life choices. 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. volcanic islands. Repeat castings of this spell are the cheapest way to heal. they’ll sell it to you for the cost to make it. for those too cheap to pay for magical healing. Also. Particularly invaluable for ordinary accidents or work-related injuries. Priests don’t usually like to make potions. just in case. Obviously you can only get this at the appropriate temple. water and bed rest. Includes an hour of analysis and counseling. for adventurers they like. be prepared for an Evil priest to try and cheat you out of rare magic items. Useful for people who feel they may be straying from the path. To settle private disputes or seal contracts. Why bother translating texts when the priest can do it easily and perfectly? Keep in mind. or local materials. too. if you wait long enough. Usually hand-made by the local priest. that a priest is going to be reading your secret treasure map/ancient historical prophecy/vampire porn. However. However. cheap metal. 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. artistic quality of workmanship will vary considerably. Only 1 point of healing. Usually cast on an object such as a bottle of wine.com Patric Mitchell (order #2310125) 1 . Hiring a priest to oversee your duels and make sure no one bleeds out is the responsible thing to do. A handful of Novices means that women no longer die in childbirth. Be prepared for a Good priest to report the presence of any really powerful and scary auras to his superiors. World of Prime © 2009 M C Planck 42 Ye Olde Shoppe www. however. or arctic ice shelves. If you have a good reason. Not so obviously. Having a trained nurse on call and the advice of a physician allows you to heal x2 your level per day. For those who can’t wait for natural healing. 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. they’re willing to make an exception. the ability to ignore the effects of weather for an entire day could be important during blizzard season. 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. Holy water does 2d4 damage to undead and outsiders (Unholy water heals undead and outsiders) Made of wood. It’s hard to imagine what you need mended for this price that can’t be fixed cheaper by a tradesman or craftsman. Restoring ability damage that will probably go away on its own. Simple folk believe the effect lasts longer than a few rounds. Usually priests will have a little of this on hand. they consider it a waste of magic. Usually cast at ceremonies like weddings or baptisms. meaning they can’t cast any other spells. it takes all day. Evil priests still want Holy water: they have Undead problems. Be careful what you talk about. Generally only available in extreme climates like deserts. The local priest may also refuse to heal trouble-makers or violent folk.
In many cities. state. though. In some places this spell is standard practice at funerals. superiors. Shopkeepers have a legitimate right to protect their premises. like his rulers. cause. However. Not as useful as you’d think.com Patric Mitchell (order #2310125) 1 . and b) contagious. Then it’s an expensive trip to the local priest. It may take several attempts to free you from that cursed item (chances of finding a priest over 9th level are slim). Just remember – he’s not coming with you. Chances are the priest isn’t familiar with anyone you want to talk to. Fix almost any ability damage and negative level drains. Don’t even bother with the Bluff check. The priest will not spy on people who scare him. 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. The priest is not going to bother his patron for anything less than the safety of the community.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. He may choose to impose an additional penance as a condition of the atonement. You can probably get a hefty discount on this spell if you can convince the priest that you’re a) poor. However. Most priests have several copies of this on a scroll. However. Diplomacy/Bluff check to explain why you need to spy on someone. the spectacle of the priest parading around town tends to give thieves a chance to smuggle the goods out of range. For custom colors. see a Wizard. This is the same price as an Everburning torch. or wizards. Priests often waive their part of the fee for those who have died in the service of the faith.worldofprime. Usually only used by law enforcement to search for stolen goods. for emergencies. you can have it cast on whatever object you want. Expect to pay for the scroll if you are in a hurry. too. his church. it is illegal to buy private divinations. or defense of the community. There is a high price on this spell to stop you from asking the priest to find trivialities like your keys. Good luck explaining why you need to hide an object from Scrying for 8 hours. In some places. expect to pay a stiff fine. Remember that the priest is going to hear your questions and answers. don’t expect them to sell items to members of different faiths. If the spell fails. And if you let a child set it off.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. Diplomacy/Bluff check at -20 to convince the priest your petty questions are worth his god’s time. but if you buy the spell from the priest. You still have to come up with the material component. The color of the light will be tinted towards the priest’s alignment. the priest will probably take that as an omen that he shouldn’t be trying to foresee that particular future. so you can read your ancient documents without letting the priest read them too. World of Prime © 2009 M C Planck 43 Ye Olde Shoppe www. Expect a lecture on the foolishness of playing with Undead. or himself. expect to pay a lot more. You’ll have to pay for all of them. The advantage to this spell is that it can be cast on you. expect Good priests to put non-lethal spells into their glyphs. This is the level at which priests can begin making magic weapons and armor. The priest is going to know what you did. so you need to make your own arrangements for the return trip. If you need the attention of a higher-ranked priest. 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. Certainly not for you.
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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Only a single dose can be applied to a weapon at a time. Manufacturing poisons is part of the Alchemy skill (the skill check to make a poison is the same as its Save DC). These poisons are selected because they have no strong flavor or smell. Slashing attacks grant a +2 on the save. the poison is expended. Exposure to multiple doses of a poison inflicts multiple saves and damage rolls. Scorpion Venom. The one constant is that they are almost always illegal (at least. Centipede Venom. Spider Venom. Ingesting the appropriate antidote before making the save grants a +5 (or +7 for a Masterwork antidote). for private use).Poisons Poisons vary wildly from area to area. Using Injected or Contact poisons on weapons or items is purely a matter of dexterity and caution. A natural fumble on an attack roll requires a DC 15 Reflex save to avoid poisoning oneself (or a nearby ally). technology and skills available. Snake Venom. Exposure to water. and Bludgeoning weapons cannot use Injected poisons. Masterwork poisons cost x5 as much and have a save DC that is 2 higher.com Patric Mitchell (order #2310125) 1 . depending on the materials. Piercing attacks are best for delivering Injected poisons. 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. Wasp Venom. 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. 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. extended sunlight.worldofprime. Ability damage is temporary (it returns at the rate of 1 per day). Primitive tribes will equip their soldiers with poison. in which case it is permanent. unless the saving throw was critically fumbled (a natural 1). After the first successful hit. to make up for their lack of metal weaponry. but even in those tribes it is probably illegal to use poison on a fellow tribesman. and is relatively safe. Sneaking Ingested poisons into someone’s food or drink requires the Sleight of Hand skill. Worm Venom. or other environmental effects will also ruin the poison. Poisons inflict their primary damage immediately and their secondary damage 10 rounds (1 minute) later.
An addict must smoke Poppy at least once a day or suffer 1d10 CON damage.com Patric Mitchell (order #2310125) 1 . although you can take several different ones.worldofprime. make a DC 15 Will save to avoid becoming addicted. Leaves tell-tale painful red blotches for days. At least they’re tasteless. Once a concentration has built up the victim must suddenly make his saving throw. and makes the user extremely boring. each time you use it. Venom. The first successful save ends the curse. Venom. Centipede Cheap but not terribly effective. hard to detect doses over a period of time. so if you know in advance what poison you are likely to suffer. If the damage doesn’t kill him. Mercury's Curse Made from the liquid metal. Flower of the Poppy Smoking this substance increases CON. mildly addictive. Dreamer's smoke A 10 ft radius of stupefying smoke that reduces victims to torpidity and placidness. Mage-slayer oil So-named because mages have few HPs. Arsenic Can be administered in small. the victim probably won't realize he's been affected until too late. 48 Ye Olde Shoppe www. the effects of the stupid things you did while you were drunk may have permanent consequences. you can take it beforehand. Spider It probably won't kill you. It is pleasantly narcotic. Good lucking finding a Wyvern to milk. Venom. Ironically. Multiple doses of the same antitoxin do not stack. This also means you do not recover temporary ability damage without magical help. acrid smell. Night-watch Used as a sleep-inducing medicine. not ordinary earthworms. The effect lasts for up to an hour. he’s free – until he starts smoking again. stimulates appetite. you do not heal through non-magical means. Alcohol Unlike other poisons. Antitoxin Grants a +5 bonus on Fortitude saving throws against a specific poison. Venom. Ergot Made from improperly stored grain. all temporary damage from this substance is recovered 24 hours later. Venom. This poison can occur on its own. you can be across town establishing your alibi when they collapse. it was probably invented by a mage. Worm poison is made from brightly colored giant maneating worms. this poison requires a save once a day. World of Prime © 2009 M C Planck Narrowleaf A narrow green leaf smoked like tobacco. While under the effect of this poison. unconsciousness lasts for 8 hours.Ivy paste Concentrated past of everyone's least favorite ivy. Does not inflict secondary damage. However. in the sense that it makes one almost immune to pain. Snake You don't even have to kill the snake to make this poison. Wyvern One of the most fatal poisons known. the substance is highly addictive. so it can't be turned into an Ingested poison. The potion has a very subtle onset. However. Crumbs of a Lich Crumbling liches is probably more fatal than eating them. Ragedust A 5 ft sq cloud of powder that madly enrages its victims. Scorpion/Wasp/Worm Harvested from giant-sized insects. With a little planning. brings on hallucinations and sometimes death. Has a distinctive. but it will make you easier to kill.
Double this expense if you are maintaining an ordinary-sized family. Lifespan The effect this lifestyle has on the average lifespan of an individual. Peers are major nobles and heads of state. Expense How much it costs per year to maintain this lifestyle.worldofprime. dishes and general house-wares. use bits of wood as buttons. there is. while peasants eat porridge for breakfast and lunch. Artisans are successful craftsmen or businessmen who enjoy the best life a working man can hope for.com Patric Mitchell (order #2310125) 1 . but their life span is often cut short by the nature of the work they do. World of Prime © 2009 M C Planck 49 Ye Olde Shoppe www. 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. They eat well and wear first-rate equipment. Serfs are poor and oppressed. Slaves are so poor they eat porridge twice a day and nothing else. are footloose wanderers living in inns when they’re not sleeping in the woods or camping in dungeons. The Artisan class represents upper-level craftsmen such as Experts or above.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.Lifestyles An approximation of the various qualities of life that people can expect. This is useful for putting the wildly extravagant life-style of the typical adventurer into context. with salaries or land holdings. The Noble class is the 1st rank of nobility. clothes. Adventurers. Only Peers can normally afford to decorate their clothes with gold buttons and buckles. Jewelry is usually a step up: even Freemen can often afford a tiny bit of gold for a ring or pendant. higher ranks will be expected to live and entertain more lavishly. In some areas this may be a legal restriction. and various academics or businessmen like bankers and importers. Freemen are merely poor. on the other hand. no maximum. Food A representative example of what you could find on their dinner table. The figures for the Peer class represents the minimum amount a head of state would spend. of course. of course. Nobles are ranked individuals. Slaves. Cloth The kind of cloth normally associated with this station in life. Fittings For furniture. and Serfs may well have family heirlooms of silver.
bone dice for the grownups. Beer is served with dinner once a week or so. Tea is served at meals. Children may have well-made toys of wood. Hobbies such as philosophy and art can be a part of enjoying life. Ale is served with dinner. A Cottage for the family. Artisan Food Clothing Quarters Family Fun Effects 60 gp Porridge is served only for breakfast. Dinner is often bread and chicken. and you’re lucky to get it. usually shared with chickens or other farm animals.com Patric Mitchell (order #2310125) 1 . or clay. Life-expectancy is 64 years. After age six or so they will be expected to work for a living. a piece of meat is worth killing for. Only the fact that the slave-owner stands to profit from them keeps them alive. at least for the adults. Chicken or fowl once a week. porridge twice a day. in cold weather. Life-expectancy is 64 years. Dances and dinner parties on regular occasions. Buttons and clasps are made of wood. A Manor house with rooms for servants as well as family. Winter wear may be a blanket with a hole in it.Slave Food Clothing Quarters Family Fun Effects 10 gp Bare survival. Dinner and sometimes lunch is bread and mutton. Children may have pets such as ponies or cute little dogs. damp caves. Animals are normally kept in the barn. cast-offs and scraps. but only once a week. Canvas tunics with fired-clay buttons. Shoes are just more rags wrapped around the feet. Children are well-fed. pork and beef on holidays and special occasions. An ordinary House. A scrap of bread or cheese is worth fighting for. Life-expectancy is 48 years. Children are a burden on families this poor. with a well-thatched roof. Tightly packed. Guildmasters and such are expected to feast their lesser workers several times a year. Linen with shiny brass buttons. If possible. or leaky huts for the rest. and parents may be harsh. Serf Food Clothing Quarters Family Fun Effects 20 gp Porridge three times a day. due to work and war. Tunics of burlap or other coarse fibers. Children are prized and generally given some kind of education until early adolescence. hats and purses. Story-telling around the fire. possibly with beer. stone. Life-expectancy is only 32 years. Soft shoes made of leather. or musical instruments to practice on. they will be sent to institutions of higher learning. but normal family relationships are possible. if not well-clothed. filthy Barracks for the lucky ones. Soft boots with gloves. Rags. World of Prime © 2009 M C Planck 50 Ye Olde Shoppe www. Crude wooden toys for the children. either of clapboard. the feet are wrapped in rags before putting the sandals on. sewing and knitting circles for the women. but with cheese or bread for dinner. but flavored with vegetables. Wood is too valuable to waste. but only for their education. Ale in the tavern once a week or so for the more well-to-do.worldofprime. Odds and ends of rope or string serves for belts and ties. There is time and energy left over to think about improving one’s lot in life though education or investment. This is a hard life of constant labor. not for any expectation of profit. Children are often put to work in the family business. An occasional trip to town to see the mummers or bards. Ale in the tavern on weekends for the men. People living in these conditions suffer a penalty of -2 to all attributes. Freeman Food Clothing Quarters Family Fun Effects 30 gp Porridge is still served for breakfast and lunch. Footwear is limited to sandals made of burlap straps. Chores abound for everyone. leaving little time for self-improvement (characters cannot learn new skills while working as a serf). ruined hovels.
every night. A Castle. alcohol is a good source of calories too. Bards and other entertainers will be brought in for special occasions. Stray odds and ends may be found in their heavy-duty packs. Also. Adventurer Food Clothing Quarters Family Fun Effects 400 gp Adventurers eat 5. Peer Food Clothing Quarters Family Fun Effects 2. A popular saying is. Silk and fur. ignoring events such as assassination. in taverns and inns. capons cooked inside turkeys. The expense includes the minimum necessary servants to maintain this kind of lifestyle (usually two or three per family member). Life-expectancy is 64 years. like a formal academic robe or a fantastic hat. or monster attacks. jewels may be incorporated into clothing as well as jewelry. gambling and drinking. Hunting. Good luck with that. A Mansion with rooms for family. diminishes your mystique. Meat is always available. Mixing with the commoners exposes you to infiltration. such as dress jackets and gloves. Each outfit consists of many items. half a chicken for lunch. The only advantage of this lifestyle is that it leaves all of your time free for adventuring. Peers hire other people to study literature and politics for them.000 gp Every meal is a gourmet event. This means meat at every meal: bacon for breakfast. not just brown. such as fine roasts. Adventurers generally buy private rooms or suites for their party. Nobles eat like Americans. World of Prime © 2009 M C Planck 51 Ye Olde Shoppe www. and in many places. Life-expectancy is 80 years. The study of literature or politics is often a required activity. servants and entertainment such as ballrooms or music rooms. Gold buttons. They will be educated in their chosen profession.Nobility Food Clothing Quarters Family Fun Effects 200 gp Nobles don’t eat porridge. or pork wrapped in bacon and served on ham. and only frightens the locals. exotic fish. Living on the road. dancing and partying every night. Slippers made of impractical materials. Bread and meat are served at every meal. Wine is served with dinner. musicians. Dinner parties at other noble’s houses almost every week. In other words. Wool with silver accoutrements. Well-made. but XP is thicker than blood. Children are expected to carry on the family legacy. they have parties. and baked or sweet desserts are common. you can’t trust the water. who are fiercely loyal to each other. Only the pressures of war interrupt the peerage’s pursuit of pleasure. Imported wines are served at special occasions.” To share experience from a battle is a sacred ritual far more binding than sharing bread with a stranger or wine with a guest. buckles and threads are used liberally. usually pork. Courtesans. Adventurers don’t have families. hawking. Wine is served with every meal. sturdy clothes of durable materials.000 calories a day. 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 is often white. Adventurers are notoriously restless and easily bored. and a slab of steak for dinner. “Blood may be thicker than water.com Patric Mitchell (order #2310125) 1 . Children are valued assets of the State.worldofprime. High boots made for walking. as every adventurer knows. war. Lifeexpectancy is nominally 64 years.
Privates form the backbone of most armies. additional proficiency feats costs 1 skill point. including arms.worldofprime.com Patric Mitchell (order #2310125) 1 . or Barbarian). quarters and supplies. the employer can deduct ¼ of the worker’s pay by providing his tools. In addition. hired to stand around more than to fight. Finally. meaning they can spend their skill points on useful skills like Wilderness Lore. This usually does not apply to craftsmen. which keeps the workers in line and the patrons in charge. especially if the lord wants them better armed than their own meager resources can provide. and the fact that they tend to die a lot. However. Spot. the employer may deduct ¼ of the wage if he provides for their advancement. World of Prime © 2009 M C Planck 52 Ye Olde Shoppe www. The yearly wages include the expected bonuses for long-term employment. Skill Points These are the number of skill points the soldier can be expected to apply to the fighting profession. however. no matter how hard they try. Gaining an advancement in grade is usually a gift from a rich patron such as a noble or guild-master. Soldiers The quality of soldier you receive depends on the amount of money you are willing to pay. Guards are little more amateurs. Warrior. or Move Silently. if they fight well enough. they do trust their lord to advance them. This explains why soldiers rarely support families. Traditionally. Also. The employer may also deduct ¼ of the worker’s pay for room and board. a Guard could use a simple weapon. Again. expensive equipment. you can still use these tables to reflect common soldiers of different quality. this usually only applies to military men. craftsmen usually prefer to spend that money on luxuries like clothing and food. Lancers are good enough to equip with horses or other exotic. Hide. Thus. they may have racial proficiencies or skill bonuses. as they do not trust their employers to place the same value on their personal advancement as they do. Well. Everyone starts with one Simple weapon proficiency. This is the basis of the feudal system: everyone owes their position to their patron. non-humans receive 2/4/6/8 skill points and a maximum of 1 feat. Squires are warriors almost equal to Knights. Craftsmen almost never accept this arrangement.Wages The average wage of a worker is equal to the cost maintaining a family and his taxes. Apprentice grade soldiers get their class proficiencies for free (usually Fighter. This means that although the capital outlay of maintaining a body of men. Workers who work for a daily wage will tend to be poorer than those with regular jobs. Corporals and Sergeants provide basic leadership. who prefer to own and maintain their own tools. because they know their lord depends on them. Light Armor and Shields. Soldiers. the actual amount of gold distributed to the soldiers can be quite low. such as holidays and gifts. Most workers cannot get ahead on their own. expecting that a share of the booty after a battle will greatly exceed any salary they could hope to draw. who are expected to occupy fortifications as part of their duties. If you are not using Apprentice grades. The table shows skills and feats for humans. will freely accept this deal. but it quite often applies to soldiers. can be quite high.
2xFeats Attributes Daily Pay 1 sp 1.600 gp 4.600 gp 2.400 gp 2. if you are hiring spell-casters or spies. Maintaining their loyalty is always necessary. much higher.000 gp 2.12 The cost for employing ranked warriors is much. DEX. 2x Feats 6. although it will still cost you close to 40 gp a year to maintain him. instead. but do not think this means you can stint on the cost.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. equipment and advancement will be extra. Soldiers who have invested in training and practice are sturdier fighters. However. or CON. one gives them land to manage and accepts their fealty in return. 12 14. as will the costs for their personal retinues.200 gp 3. and can have a few attributes that are higher.com Patric Mitchell (order #2310125) 1 . house. or even CHA. after all. or advancement. They receive their money directly from the tax collector.Attributes Normal attributes are 10 each. Employing nobility over the third rank is unlikely. Viscounts and Marquis expect to be second in command and possibly heir to the land. The rates below represent how much it costs just to feed. WIS. These are almost always STR. Pay The daily and yearly pay for each soldier does not include reductions for providing equipment. you could potentially pay a soldier as little as 10 gp a year. these stats can also be INT. 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. Thus. You can reduce their pay by providing the necessities for them. Feat 3.000 gp World of Prime © 2009 M C Planck 53 Ye Olde Shoppe www. room and board. and this requires treating them well. 14 16. 14 16. 12 14. and entertain high-rank nobility for a year. so they have the proficiencies of their class and the attributes suitable for a hero.200 gp 1.worldofprime. Men and women of Peerage rank (6th or higher) are not usually employed. 14. Title Apprentice Grade (Bonus HPs) 0 0 1 2 3 4 Skill Points 2 3. All of these individuals have a full class rank.800 gp 3. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an insurrection. 2x Feats 9. The one advantage soldiers have is that they do not pay taxes. 2x Feats 12.
Farmers tend to pay 1/3 of their income in taxes. Poor societies will have mostly Apprentice level workers. as you aren’t raising your next generation yourself. that means you need to find new slaves when these wear out. craft techniques don’t lend themselves to as straight-forward improvement as making a soldier faster.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. then your farmers will benefit greatly. and move up one step on the lifestyle table. Synergy.Craftsmen Workers and Craftsmen come in different grades. resulting in a larger tax base and superior equipment for their armies. pay 1/3 more gp in taxes. depending on their station in life. stronger. 14. advanced civilizations will have greater and greater percentages of higher-grade craftsmen. then you can spend half as much and reap twice as much profit. The yearly cost already assumes all of those days. However. while townsmen manage to sneak by with 1/4. Serfs and Freemen will make 1/3 more gp a year. Feat 4. or tougher. Skill Level This is the final skill level of the worker. you’ll have to pay him for those days as well. Taxes The profit a lord can collect from the workers that live under his protection. Also. If your slaves don’t have families. or 16 in the appropriate attribute. Slaves don’t receive pay. Feat. The type of workers that make up the bulk of the workforce is determined by the government and economic model. but it may be INT. Workers are not as motivated to master their professions as soldiers are (since failure is not so obviously linked to dying).worldofprime. MW tools Attribute Bonus 0 0 +2 0 +1 +1 +2 +3 +3 Daily Pay .5 sp 3 sp 1 sp 1. Usually this is DEX. and other traditional gifts and bonuses. if your period of employment stretches over any holy days or traditional celebrations. WIS. this number represents how much it costs to keep a slave and his family alive. Attribute Bonus This is the bonus to skill the worker receives for having either a 12. or STR. 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.com World of Prime © 2009 M C Planck 54 Patric Mitchell (order #2310125) 1 . usually levied as fees on services like grain milling or imports. Skill Points These are the number of skill points the worker has spent on his chosen profession. CHA. If your society has regular access to the Plant Growth spell. counting all of his bonuses. Pay The daily pay is provided in case you want to hire a worker by the day. rather.75 sp 1. Master craftsmen have such a wide-ranging grasp of their subject that they enjoy a Synergy bonus to their skill checks. However. Only Expert level workers and above are expected to have mastered the Skill Focus feat for their craft.
there is little reason for them to give you a cut of their paycheck. A farm with the Plant Growth spell will produce 33% more crops. carpenters. farms will also produce vegetables. Since most workers provide their own tools. potters. Business Fishing boat Capital 200 gp Cottage (100 gp) Fishing boat (100 gp) 420 gp Cottage (100 gp) 40 acres of good farmland (200 gp) draft horse (100 gp) bit and bridle (2 gp).com Patric Mitchell (order #2310125) 1 . 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). Selling or leasing a license to provide a good or service is a common practice (such as the exclusive right to mill grain. chickens and other raw materials for their own consumption. yoke (3 gp). 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. If you can purchase an exclusive right.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. The listed revenue is only the taxable income. yoke (3 gp). and so on make wages or profits according to their skill and station. Farms The heart of any medieval economy is food production. sell wine.Businesses Owning or investing in a business may require the permission of the local nobles. Profiting from the labor of others is a modern concept: medieval barons made their money from owning things or having rights. 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. This will increase both tax revenues and quality of life for the peasantry. or buy wool). or both. meaning a typical wheat farm will make 4 tons of wheat instead of 3. city fathers. Shops Individual crafts such as smiths.worldofprime. Even if these men or women work in another’s shop. Farmers are assumed to have free access to at least 1 acre of forest for fuel and building materials. Expect to pay special fees and taxes when the local rulers notice you are making a profit. they will expect the guild standard rate of pay. then you can run a shop for a profit because you can sell goods for more than it costs to make them. 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). Typically 75% of a medieval population is engaged in agriculture.
000 gp Gatehouse (10. An inn at a crossroads will do very well.000 lb of beef 4 sq.000 gp Large Shop (500 gp) Inventory (500 gp) Access to rare goods 110.000 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. be subject to special taxes or forfeitures. Establishment Market Stall Capital 200 gp Market Stall (100 gp) Inventory (100 gp) 400 gp Shop (200 gp) Inventory (200 gp) 1. at varying expense. a good miner can produce up to 600 lb of ore a day. cause undue suspicion.200 gallons of milk 900 gp / year 45 tons of flour (30 farms’ worth) 400 gp / year Master miller (200 gp) 5 Apprentices (200 gp) Hotels The revenue listed is only an average value.000 gp Tavern (1. iron as a whole is not.worldofprime.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. The value of this ore depends on its quality.000 gp / year Master merchant (200 gp) 15 Guards (600 gp) Squire (200 gp) Revenue 50 . A vein of high-quality iron ore such as hematite can produce as much as 400 lb of iron from 600 lb of ore. what kind of ore it is. Establishment Tavern Capital 1.com Patric Mitchell (order #2310125) 1 . and how much it costs to refine it. Using medieval technology.000 gp Large shop (500 gp) Mill (500 gp) 80 gp / year Freeman family (80 gp) 120 gp / year 1.200 gp / year General Store 300 gp / year Importer 1.Cattle Ranch Mill 1. and occasionally be robbed.000 gp) Capital (100. yds of leather 1.000 gp) License (?) 2. the same inn on a dank moor will barely survive.100 gp House (400 gp) Barn (50 gp) 200 acres of pasture (400 gp) Herd of 10 cattle (250 gp) 1.000 gp / year Mines Mines are unique in that the profit they generate depends less on the labor expended than on the quality of the mining site. It will probably require a license. Although this quality of ore is rare. Liquor or gaming licenses may be required. Bog ore will still produce 6–12 lb of iron per World of Prime © 2009 M C Planck 56 Ye Olde Shoppe www.000 gp Inn (2.
average 3. shovels and wheelbarrows (75 gp) 15 axes (75 gp) Operations 1.000 gp) Engineer (200 gp) 12.000 gp) Engineer (120 gp) 4.worldofprime. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. but veins of these precious metals are much rarer. because it was still cheaper and easier than shipping metal all the way from Rome.000 gp / year 900 lb of gold World of Prime © 2009 M C Planck 57 Ye Olde Shoppe www. The Romans mined ore in English bogs. Good miners are hard to come by: they have to be strong. Refining the ore requires at least four times as much labor and consumes whole forests. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 750 gp 1 acre of mining rights (?) 600 acres of forest (600 gp) 50 picks.000 gp / year 10 tons of iron Iron.000 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. poor Capital 2. Gold and platinum can be mined at similar rates.400 gp / year 50 serfs (3. rich 6.000 gp) 5 Guards (200 gp) Engineer (200 gp) 7. Viking farmers often mined and smelted their own ore. mining the ore is the easy part.120 gp / year 50 serfs (3.000 gp) 5 guards (200 gp) Overseer (200 gp) 10 replacement slaves (?) Tool maintenance (100 gp) Revenue 2.500 gp / year 900 lb of silver Gold 45. In all cases. despite the poor quality of ore.600 lb of ore. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.000 gp / year 20 tons of iron Iron. tough and brave.000 gp) 15 Guards (600 gp) Squire (200 gp) Engineer (200 gp) 4.com Patric Mitchell (order #2310125) 1 .250 gp 10 acres of bog (5 gp) 100 acres of forest (100 gp) 50 picks. A rich vein of silver produces 1/3 lb of silver out of those 600 lb of raw ore (after extensive refining). Mine Iron.000 gp / year 60 tons of iron Silver 3. Slave mines are only profitable if the slaves are cheap (such as criminals from the state or prisoners of war).500 gp / year 50 slaves (1.000 gp / year 50 freemen (6. shovels and wheelbarrows (75 gp) 10 axes (50 gp) 50 slaves (?) 50 manacles (250 gp) 500 ft of chain (750 gp) A supply of whips (20 gp) Barracks (1.200 gp / year 50 freemen (6.
and people will do almost anything to augment it. 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. Humans and other medium-sized humanoids require at least 2 lb of oats.000 lb Meat 2 lb 1 lb 10 lb 30 lb 50 lb 150 lb 500 lb 1.1 1 World of Prime © 2009 M C Planck 58 Ye Olde Shoppe www.000 lb 2.worldofprime.Bulk Goods Food Hay is cheap. Note that you must provide your own containers for these goods (except for bottled drinks).000 lb Cost 2 sp 1 sp 2 sp 4 sp 1 gp 10 gp 1 sp 2 sp 5 sp 1 gp Lbs.) 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. 1 1 1 1 1 0. Warhorses and such are often fed barley because it is easier to carry and more nutritious.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.com Patric Mitchell (order #2310125) 1 . 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. This is a miserable subsistence diet. or wheat per day. Barley is more expensive. but animals require 2% of their weight per day. Raw Food Hay Barley Oats Wheat Rice Flour Vegetables Fruits Nuts Sugar Salt Cinnamon Cloves Pepper Milk (1 gal. but animals only require 1% of their weight per day. rice.
01 gp 0.worldofprime.5 gp 5 gp 50 gp 100 gp 250 gp 250 gp Coin 0.5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 50 cp 50 sp 50 gp 12.006 gp 0.5 gp 5 sp 5 gp 7.4 gp 0.1 gp 0.002 gp 0.008 gp 0.5 gp Lbs.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 1.5 sp 1 gp 2.3 gp 0.000 gp Stones Stone Carnelian Obsidian Sardonyx Amber Jade Turquoise Moonstone Garnet Quartz Color Orange Black Red Yellow Green Blue White Purple Clear Cost per lb 10 gp 1 gp 5 gp 20 gp 10 gp 25 gp 2 gp 50 gp 1 sp Cloth Materials Burlap Canvas Linen Velvet Fleece (raw wool) Wool Lace Silk Brocade Light leather Heavy leather Suede Rabbit fur Fox fur Mink fur Bear or Lion hide Cost per yard 1 cp 2.com Patric Mitchell (order #2310125) 1 .2 gp 0.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.004 gp 0.
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