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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 .
....................................................................................................................................... 38 Trimmings.......................................................... 29 Class Kits ..... 59 Precious materials ....................................... 17 Tack and Services ......................................... 30 Illuminatiorium ....... 36 Luxuries.................................................................. 55 Farms ..... 32 Hardware Store ...................................................................................................................... 56 Merchants........................ 59 Patric Mitchell (order #2310125) 1 .......................................... 36 Tailor’s Shop ........... 39 Inns and Dens.............................................................................................. 23 Cartwright’s Yard ...................................................... 59 Gems ................................................................ 40 Temples.. 19 Mason’s Guild .................................................. 58 Livestock .............................................. 29 Camping Gear.................... 44 Items................................... 7 Civilized Weapons ................. 1 Crafting Rules ........ 25 Shipyard............................. 18 Mason’s Guild ................................................................................ 33 Furniture Mart ............... 26 General Store .. 3 Primitive Weapons.................. 56 Mines............................................................................................................................................................................ 35 Music Shop.............................................. 40 Lodgings.............................................. 12 Shields.............................. 55 Shops..... 29 Luggage ................. 15 Draft and Riding animals........................... 2 Weapon-smithy ...... 37 Common items .. 59 Stones .............................................................. 54 Businesses.......................................................................................................................................................................................................... 5 Wild Weapons . 40 Drinks ............................................................. 44 Alchemy ........................................................................................................ 58 Metals..................................................................................................................................... 34 Pottery Kiln ................................................................................................................................................................................................................................................................................................................................................................................. 58 Food ... 47 Lifestyles............................................... 32 Locksmith............... 44 Spells ........................................................................................................... 12 Stables ..................................... 16 Flying mounts...................................................... 15 Exotic mounts ........................................................................................................................................................................................ 41 Ceremonies ................................................................... 31 Scriptorium ....................................................... 52 Craftsmen .. 41 Spell-casting ......................................................................................................................................... 10 Armorer’s Shop............................................................................................. 49 Wages ........................................................................ 19 Roads ............................... 41 Magic Shop.......... 55 Hotels................................................. 59 Cloth. 19 Buildings .......................................................................Contents Introduction ................................... 52 Soldiers .................. 22 Land ................ 40 Entertainment ................................................................................. 37 Custom Items.................................................................................................................................................................................................... 46 Poisons ...... 38 Materials.................. 9 Armorer’s Shop............................ 39 Sewing Shop ......................................................................................................................... 22 Siege Engines............... 15 Horses .............................................. 40 Meals.................................................................... 56 Bulk Goods........................................ 11 Armor ......................................................................................................................
Patric Mitchell (order #2310125) 1 .
change the name. by its marketplaces. Charlemagne’s France. To move up or down the scale. Mayans Vikings. Tutankhamun’s Egypt Imperial Rome. double or half the weight and cost. They may be different in construction.” Primitive societies have no metal production. What you can and can’t buy says more than a dozen dusty tomes on culture. or +4 to relevant DCs World of Prime © 2009 M C Planck 1 Ye Olde Shoppe www. 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. Technology Primitive Wild Civilized Examples Israelites. whichever is greater -1 to Armor check Penalty. feel free to declare any item unavailable at any price.Introduction A society is measured. Size and Weight Most objects are designed for Medium-sized creatures (except where noted). Armor Weapon Other +150 gp +300 gp +50 gp or x5. Athenian Greece. and fudge the price a bit. at best they use bits scavenged from meteorites or lucky finds. Technology For our purposes. Items that require a certain level of technology will be noted. but they will serve the same purposes. technology basically means “metal-working. When customizing these lists of goods for your adventures. Civilized societies produce so much metal that it is common and thus used for everything. In general assume that a higher-level technology can and will produce any item from a lower level. such as a smith making fine steel out of iron or a woodworker divining for knots or flaws in the wood. after clockwork but before gunpowder. +2 to Bluff/Diplomacy +1 to hit +2 Circumstance bonus to appropriate skill use. Wild societies can produce iron and steel in limited quantities. Iroquois. This chiefly means weapons and armor. Most goods can be purchased regardless of technology. China’s Warring States. These items are made using the secret techniques (or magical abilities) of the craftsman. in part. If you need something not on the list. This is a labor intensive process.com Patric Mitchell (order #2310125) 1 . using wood or bone instead of metal. for cultural or legal reasons. just pick the closest item. politics and sociology. which are presented in separate sections for each technology. Saladin’s Arabia Medieval technology stops before the Renaissance. Aztecs.worldofprime. thus accounting for long production times and hence high costs of these items.
its labor component is 10 gold.Crafting Rules To estimate how long it will take to manufacture an item. Siege Engineers follow special rules (see Siege Weapons). Complex or unusual products such as Exotic weapons require Experts. so it requires 410 days for a Master smith to create it. washes. These numbers are designed to produce reasonable approximations of the wages for craftsmen. In general try to imagine how much the item would cost if made of dross. acids. but once you watch pig iron being hammered into a steel katana by hand. Assume a work-group is possible for every 10. Ordinary items such as Martial weapons can be made by Journeymen. Masterwork quality items require Master level craftsmen. Masterwork items are as much art as they are science. 2 at Expert. and use that to calculate the time and effort. World of Prime © 2009 M C Planck 2 Ye Olde Shoppe www. Note that not all laborers can produce all products.com Patric Mitchell (order #2310125) 1 . you should modify this appropriately.000 days to build the castle. Raw Materials Raw Materials = Price / 3 Assume 1/3 of the final price of the product is in raw materials.worldofprime. Construction crafts (Masons and Architects) can oversee 10 times as many workers. divide the labor cost of the item by the daily wage of the laborer. Labor Labor = Price – Raw Materials The other 2/3 of the price is for labor. At least. Most craftsmen can oversee apprentices or associates equal to their rank (1 at Journeyman. not until Wizards with Fabricate spells are available. Thus. So it takes him 20 days to make the weapon. So building a castle could have 25 work-gangs. The final produce will have the same quality as the overseer’s skill. nor were its legions armed in an afternoon. If multiple workers cooperate on a single object. add their labor together. A masterwork longsword costs 315 gold. temporary supports or molds. A longsword costs 15 gold. you’ll realize it’s not unreasonable at all. and 3 at Master). use the formulas below. a Master smith earns 5 silver a day. Although the assistants cost less. if each gang was composed of a Master mason and 30 Journeymen workers. so the final price won’t change but the item will get done quicker. This may seem like a long time.000 gp value of the object. Rome was not built in a day. then it would take the 775 man workforce over 1. Only the simplest items can be made by Apprentices. Time Days = Labor / Daily Wage To find out how long it takes to make something. This cost includes more than just the materials delivered to the customer: there are also additional materials used in the production process. Large objects (like castles) can have multiple groups working on them. For precious metals or other unusual raw materials. and wear and tear on tools. such as fluxes. they also produce less. Time is a precious resource that even the rich cannot buy. making a Masterwork longsword costs 315 gp because it costs a Master smith 105 gps in materials and just over a year of labor.
they suffer a -4 to attack foes that are close to them. Slashing weapons can be used to cut ropes. However. thus allowing a STR Bonus to damage. Gains no damage bonus from two-handed use. apply x1. Some melee weapons have a range increment. Range The range increment for a weapon. Composite bows can be built that require extra STR to use.5. the weapon-smith is always a prestigious figure. grants x1. Slashing weapons grant a +2 circumstance bonus to any save vs. due to their shallower application. The best defense is a good offense. which tend to cause deep internal injuries. Damage The base amount of damage the weapon does. Can be used normally in one hand. even though they require two hands to use. they only receive x1 STR bonus. However. or a clever craftsman applying the secrets of metal-craft to make steel. Hands ½ 1 2 A light weapon that can be used while grappling or as an offhand weapon. Slashing. Requires two hands to use. Weapons made for different size characters move up or down this scale.Weapon-smithy Every adventurer’s first stop is the weapon-smithy. Piercing weapons mostly make small holes in things. Stabilizing: The type of damage also affects a victim’s chance to stabilize. Reach (R): Reach weapons can attack a foe 10 ft away instead of merely adjacent (5 ft away). Each range increment beyond the first imposes a -2 to hit. Melee weapons use STR as a modifier to hit and for bonus damage. Poisoning: Piercing weapons are best for delivering poisons. only allow a 5% chance per round. Whether it’s a wise old shaman carefully selecting stones. meaning they can be thrown. Bludgeoning weapons cannot be poisoned (except with Contact poisons). 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).5 STR bonus to damage. Bludgeoning weapons are much less likely to cause bleeding. although some melee weapons are also designed to be thrown. for a Medium sized wielder.com Patric Mitchell (order #2310125) 1 . a powerfully built smith hammering deadly form out of a lump iron. These weapons are usually used in Phalanx World of Prime © 2009 M C Planck 3 Ye Olde Shoppe www. and allow a 25% chance to stabilize every round. Bludgeoning weapons can be used to smash stone walls. If used two-handed. Thrown weapons use DEX as a modifier to hit and STR for bonus damage.5 STR as bonus damage. usually for a missile weapon. Ranged weapons use DEX as a modifier to hit and do not allow a STR bonus to damage. not x1. one step for each size change: Smaller 1d2 1d3 1d4 1d6 1d8 or 2d4 1d10 1d12 or 2d6 3d6 4d6 Larger 6d6 8d6 Type The type of damage: Bludgeoning. after all. poison. Slashing weapons provide the normal 10% per round chance to stabilize.worldofprime. Piercing weapons. or Piercing. Close (-): Most melee weapons are Close range (shown as a -).
They weigh half as much as normal. Against charging foes it does double damage. Exotic Proficiency allows this weapon to be used with one hand instead of two. Mithril weapons have hardness of 15 and 20% more hit points than regular weapons. Owning one is often a sign of status as much as it is a combat strategy.worldofprime. Double Reach (RR): Double reach weapons are the same as reach weapons. World of Prime © 2009 M C Planck 4 Ye Olde Shoppe www. Cold Iron weapons cost twice as much as ordinary metal weapons. These weapons are normally only used in Phalanx formation. slings. They grant a +1 to hit (that does not stack with magic enhancements) and cost an additional 300 gp. simple magic. the penalty for using a reach weapon at close range is only -2. Notes @ E AC T D S -4 See description for details. and bypass any DR that is bypassed with silver. Only intended to be thrown. and plenty of old-fashioned hard work. except their optimal attack range is 15 ft instead of 10 ft. This polearm can be Set with a ready action. With the Reach feat. but bypass the DR of some kinds of creatures (such as Demons and Fey). Exotic weapons require a specific feat to use. and in a Phalanx formation. At 10 ft or 5 ft they have a -4 to attack. The cost is 25 gp per pound. Against melee attacks. cost 500 gp per lb. Special Qualities Masterwork weapons are made by master smiths with secret techniques. where three rows of soldiers can attack. 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. They have hardness of 20 and 33% more hit points. lassos and whips). nets. Silvered weapons are coated with silver to bypass some forms of DR (like lycanthropes). Any kind of weapon can be made from adamantium except flexible weapons (bows. The Exotic Weapon Proficiency that allows the Longspear to be used in one hand also includes the Reach feat for that weapon. With the Phalanx feat. Virtually everyone is familiar with Simple weapons. a character can learn to use a reach weapon at 5 ft or 10 ft with no penalty. applies a -4 to hit penalty when used in melee combat. and have all the benefits of Masterwork quality. Special Materials Adamantium weapons bypass up to 20 points of hardness (Damage Reduction) and are equivalent to Masterwork quality. but Bludgeoning weapons do not. where careful training allows the second row of warriors to attack over the shoulders of the first row.com Patric Mitchell (order #2310125) 1 . superior materials. Proficiency The skill required to use the weapon. only trained characters are familiar with Martial weapons. Slashing and Piercing weapons suffer a -1 to damage rolls.formations. The cost is 500 gp per lb.
or steel. or stone. iron. However. copper. Also. Tomahawk A small hatchet. or scalping fallen foes. it imposes a -4 to hit due to its poor design for that purpose. low cost. bronze. Slash Bludg. If you have to use one as a melee weapon. Rock.Primitive Weapons Primitive weapons are generally not as good as more technologically advanced weapons.5 STR bonus damage. Slash Slash Pierce Bludg. 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. Suitable for throwing. Pierce Bludg. bronze. Bludg. chopping wood. Javelin May be tipped with lead. Baton. Bludg. @ Fist A standard medium-sized person does this much damage when punching someone.worldofprime.com Patric Mitchell (order #2310125) 1 . or iron. May be made of flint. Note that the Boulder receives x1. Club. although you could beat someone with a rock if you really felt like it. but also suitable for delivering poison. World of Prime © 2009 M C Planck 5 Ye Olde Shoppe www. 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. they are cheap. Intended to be thrown as an opening shock just before melee combat. stone. made of iron. Its only attraction is its low. and all of them can be made without metal. Boulder These are normally thrown. 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). 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. Bludg. Maul The humble wooden stick. of varying sizes. Knife More of a tool than a fighting weapon. obsidian. Bludg.
a DC 20 Escape Artist check can escape the net. Macuahuitl A broad wooden paddle studded with bits of obsidian as a cutting edge. Stones are free: lead bullets grant a +1 to damage. Sling A simple leather cord that launches rocks or stones. The DCs increase to Concentration 20. but the heavier. The net can also be destroyed with 10 points of slashing damage. When you throw a net. This weapon could also represent a firehardened spear. In a pinch. but provides a very powerful attack. and cannot charge or run. Blowgun A hollow tube that shoots darts. For a full round action. World of Prime © 2009 M C Planck 6 Ye Olde Shoppe www. After it is thrown. Escape Artist 25 and Strength 30. a DC 25 Strength check can burst it. it can’t be used by Undead or constructs. Crude but effective.Stone Mace A rock on the end of a stick. it takes two rounds to fold the net and make it ready to throw again. although such a primitive weapon should do only 1d4 damage. it can inflict surprising amounts of damage in the right hands. bulkier 10 lb net imposes a -2 to hit and costs 20 gp. Although this weapon does little damage. Used one-handed. but cost 1 cp each. powered by the user’s breath. Is primary purpose is to kill small game or deliver poison. javelin. Spellcasting requires a DC 15 Concentration check. this is the weapon favored by stylish cave-men. Thus. However. Net A net is used to entangle enemies.com Patric Mitchell (order #2310125) 1 . it only has Close range but you can use a shield in the other hand. Adds +1 damage and +10 ft to the range increment. Entangled creatures take a -2 penalty on attack rolls and a -4 penalty to Dexterity. bound with leather thongs. or dart. Atlatl Used to throw a spear.worldofprime. With an Exotic Weapon Proficiency feat it can be used in one hand. Grain Flail Also called the nunchaka. you can throw it. make a ranged touch attack. A net made of better material (such as silk or metal-reinforced wire) requires Civilized technology. hard to learn. Dart A bit of feathered wood tipped with stone or metal. can move at only half speed. it is so cheap and ubiquitous that anyone who wants to use one can easily obtain and practice with it. Simple to make. it does allow ranged trip attacks. Spear The spear was the standard weapon of the soldier for thousands of years because of its incredible versatility. it is so light it does not receive a STR bonus to damage. the sling is not particularly easy to use. this is two lengths of wood joined by a piece of rope. Although it is thrown. Used two-handed. expensive and difficult to maintain. it can strike at Reach (10 ft) or Close (5 ft) for no penalty. Although it is fragile. Bolas Three or four weights joined by cords. Commonly used in each hand as a two- weapon fighting style.
Bronze. However. thin bladed weapon receives a +2 Sleight of Hand check when trying to hide it. or adamantium are all equally suitable. D. Bludg. cold iron.com World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . The most interesting aspect of the light mace is that it can be made out of almost any kind of material. but stone. @ Dagger A favorite of back-stabbers and poisoners. iron and steel are most common. Shortsword This category covers everything from extremely large knives to the wakazashi and the famous gladius. wizards and pacifists. mithril. Silver maces are particularly popular in areas infested with Undead or lycanthropes.Wild Weapons These weapons require less metal and less metal-working skill to produce. 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. @ 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. 7 Ye Olde Shoppe www. Scimitar A wickedly curved sword. silver. the scimitar is hard to use correctly. 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. Slash Slash Slash Pierce Pierce Slash Pierce Bludg. Melee Dagger Shortsword Light Mace Quarterstaff Battleaxe Scimitar Greataxe Longspear Lance Glaive Pike Whip Cost 2 gp 10 gp 5 gp 2 gp 10 gp 15 gp 20 gp 5 gp 10 gp 8 gp 8 gp 1 gp Weight 1 lb 3 lb 6 lb 4 lb 6 lb 4 lb 15 lb 9 lb 10 lb 10 lb 15 lb 1 lb Hands ½ ½ ½ 2 1 1 2 2 2 2 2 1 Damage 1d4 1d6 1d6 1d6 1d8 1d6 1d12 1d8 1d8 1d10 1d6 1d3 Critical 19-20/x2 19-20/x2 x2 x2 x3 18-20/x2 x3 x3 x4 x3 x2 19-20/x2 Type Pierce Slash Bludg. copper. Anyone that knows how to use a knife can use a shortsword. Anyone with a STR less than 12 should not even try to wield this weapon. Quarterstaff A favorite weapon of priests. but can occasionally dish out tremendous damage. the length and versatility of this weapon grants a +1 to AC when used in melee combat. Plenty of societies with the technology to produce Civilized weapons will still employ these cheaper alternatives. they are not necessarily less effective. E @ S S T. this long. Light Mace A heavy weight on the end of a wooden handle.worldofprime. Greataxe The massive double-bladed axe of legend.
let go of the rope. the lance inflicts double damage. Longbow The ancient recurve bow and the more modern longbow. meaning it strikes 15 ft away. These weapons are cheap enough to equip whole armies with. Unlike other reach weapons. The glaive is a Reach weapon.5 STR bonus to damage). but allow both Trip and Disarm attacks at 5. Often the blade is curved for better cutting power. Composite Longbow Made of bone and sinew to improve its strength. you can use a shield in the other hand with no penalty. They cannot damage any target with +2 AC or better armor (although they can still Trip or Disarm). They can be used at both ranges with no minus. or follow them. allowing three ranks of men to attack at once. Shortbow. 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. It can be Set against charging foes. If the mount is charging. Normally it is used in Phalanx format. it can be Set against a charge. With an Exotic Proficiency feat. this weapon can be used 1-handed and at 5 ft or 10 ft with no minus. Lance Lances are only intended to be used from the back of a mount. but do not threaten those areas. meaning it strikes 15 ft away. With an opposed Strength check you can block the target’s movement away from you. At closer range it imposes a -4 to hit (the Reach feat can remove this). Heavier versions can be made that require more STR and do more damage (but the to-hit bonus still comes from DEX). Pike Both the Swiss and the Macedonians used this weapon to deadly effect. 10. or 15 ft. Under any other condition they impose a -4 to hit. and can be Set against charging foes. Composite Shortbow.com Patric Mitchell (order #2310125) 1 . The lance has double-reach. just like throwing any other unsuitable weapon). you can either pay out more rope (up to the maximum of 30 ft). it cannot be used against targets that are closer. Like other polearms. Although the lance is listed as requiring two hands (and receives x1. it is not intended to be thrown (apply a -4 penalty. Glaive A shortsword on the end of long stick.worldofprime. Whip Whips are difficult to use. The rope can be escaped the same way a net can.Longspear The weapon of the Greeks: the spear taken to its greatest perfection. Typically matched with a large shield and used in Phalanx formation. If you fail the check. although the Macedonians called it a sarissa. World of Prime © 2009 M C Planck 8 Ye Olde Shoppe www. However. The weapon has double reach.
T D. Range Proficiency Simple Martial Martial Martial Martial Martial Martial Martial Martial Exotic Note @ @ AC E T. Dire Flail One to three spiked balls attached by chains to a metal haft. Warhammer A heavy hammer with a spike on the back. This weapon is specially designed to defeat heavily armored foes. Bastard sword An extra-large longsword. Bludg. Bludg. the longsword is both effective and stylish. Slash Pierce Slash Bludg. these weapons can be expensive. The Shrewsbury Mace is a +1 Ghost Touch weapon with four flanges. It costs 10. and gains a +1 to hit whenever it is used against a target wearing metal armor. World of Prime © 2009 M C Planck 9 Ye Olde Shoppe www. one of Alchemical Silver and one of Adamantium. they can also be extremely effective. intended to kill horses or break open shield walls. steel ball on an iron chain. Most versions are pointed and can be used to cause 1d6 piercing damage instead of slashing if desired. Making this weapon requires even more technical skill than making longswords. The Dire Flail gains a +2 bonus to Disarm checks and can be used to make Trip attacks.Civilized Weapons Like much else of the civilized world. but knowing you can hurt anything is sometimes worth the price. Greatsword A massive sword used in both hands. Melee Flanged Mace Warhammer Morningstar Longsword Rapier Bastard sword Dire Flail Greatsword Halberd Sai (Fork) Cost 12 gp 12 gp 8 gp 15 gp 20 gp 35 gp 15 gp 50 gp 10 gp 5 gp Weight 8 lb 8 lb 6 lb 4 lb 2 lb 10 lb 15 lb 15 lb 15 lb 1 lb Hands 1 1 1 1 1 2 2 2 2 ½ Damage 1d8 1d8 1d8 1d8 1d6 1d10 1d10 2d6 1d10 1d4 Critical x2 x2 x2 19-20/x2 18-20/x3 19-20/x2 x2 19-20/x2 x3 19-20/x2 Type Bludg. designed to pass all possible forms of Damage Reduction: one of steel. Longsword The staple of heroic weaponry. D S. It packs the greatest wallop of any Simple weapon. one of Cold Iron.com Patric Mitchell (order #2310125) 1 . Morningstar A spiked. This weapon gains a +1 to hit whenever it is used against a shield-bearing foe. Slash Any Bludg. 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. overly complex and difficult to use. Properly employed. With heroic training (and an Exotic Weapon Proficiency feat) this weapon can be used one-handed.000 gp. Rapier A very thin blade primarily used for stabbing. this weapon has several heavy flanges of iron or steel at the end of a short metal handle.worldofprime.
or Piercing. The halberd has a multifaceted head and can do any kind of damage: Bludgeoning. spike and hook all on the end of a pole. It can also use prodds as ammunition.Halberd A hammer. Improved versions can be made that cause additional damage (effectively the same as a STR bonus). The simple point-and-click interface makes it suitable for anyone to use. Crossbow A wooden crossbow that can be reloaded by hand in ½ a round (a Move action). It is so heavy and dangerous to use that it requires military training. You can load any crossbow with prodds (metal balls) to do 1d4 Bludgeoning damage instead of 1d8 Piercing. Heaver versions can be reloaded with a winch. blade. Using two Sai will grant a +2 to AC (but still only a +2 to Disarm checks). doing 1d6 Bludgeoning damage.com Patric Mitchell (order #2310125) 1 .worldofprime. Slashing. as it can be used to Set against a charge and then used to pull the rider from his horse (a Trip attack). Sai This over-sized fork is designed to disarm and defend. 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 is particularly effective against cavalry. 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.
Shields inflict a failure chance of 5% times the AC bonus. you lose the shield’s benefit to AC for the round you attacked with it. Skill Penalty This penalty is applied to certain skills checks: Balance. Hide. a leatherworker. Arcane Spell Failure Casting arcane spells with somatic components in armor is likely to fail. especially against highly armored targets. but the proprietor will have only slightly less prestige than the weaponsmith.com Patric Mitchell (order #2310125) 1 .Armorer’s Shop The next visit is always to the armorer’s shop. Also. because they are cheaper. The Tower shield imposes a limit of +2. or both. 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. use the worst modifier for shield or armor. Bash (Shields) You can bash your foes with some shields. Climb. -10 ft for creatures that move normally move 30-40 ft per round. Max DEX Bonus This is the maximum DEX bonus to AC that the wearer can take advantage of. Jump. World of Prime © 2009 M C Planck 11 Ye Olde Shoppe www. If you hit. CHA-based casters cannot avoid the shield penalty (hiding behind a shield is not very charismatic). reduces the Skill Penalty by 1 and the Arcane Spell failure by 5%. but increases the Max DEX Bonus by 1. 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. and stacks with the failure chance of the armor you are wearing. that the spell will fail and be wasted. Higher technology societies will still use the lower level armors. Special Qualities Masterwork armor costs an extra 150 gp. Escape Artist. Sleight of Hand and Tumble. make an opposed STR check to knock your foe back 5 ft. This may be a blacksmith. and adds a +2 Circumstance bonus to skill checks where looking rich and important would matter (usually Bluff and Diplomacy). Proficiency The ability needed to be able to effectively wear the armor. plus 5% per point of Skill Penalty.worldofprime. HPs (Shields) Damage Reduction and Hit Points. Tech The technology level needed to make this kind of armor. Masterwork shields cost an additional 50 gp. Sundering the enemy’s shield is a valid tactic. However. Make a touch attack and deal 1d3 Bludgeoning damage. when you run you only triple your normal speed instead of quadrupling it. The skill penalty for shields and armor stacks together. CHA-based casters (Bards and Sorcerers) can ignore this for armors they have the Proficiency feat for. Move Silently. and -5 ft for creatures that normally move 20 ft per round. DR. There is a base 5% chance. but their only benefit is to reduce the Skill Penalty by 1.
Mithril armor is half the weight of normal metal armor. 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. It has hardness 4 and 20% more hit points than ordinary. The cost is twice as much as a Masterwork suit of ordinary material. Adamantium armor grants DR 1/2/3 for Light/Medium/Heavy armors. and is always Masterwork quality (with all associated benefits). and subtracts 1 from each die of damage done by the appropriate kind of attack (acid. Dragon hide: if you were crazy enough to wear it. It is always Masterwork quality. electricity. It has hardness 15 and 20% more hit points than normal armor. but that’s just for the labor – you have to supply the dragon hide yourself (such a rare commodity can’t be bought). fire. hide. has DR 20 and 33% more hit points against sundering attacks. Only metal armor and shields can be made from adamantium. Only metal armor and shields can be made from mithril.000 gp per AC for a shield).Special Materials Silk is half the weight of normal cloth.worldofprime. The cost is 2. or cold).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. Dragon hide armor is always Masterwork quality. leather. and the Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. and Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. Silk armor costs 150 gp plus 25 gp per point of AC protection. It is always Masterwork quality. you could make any kind of armor out of dragon hide.com Patric Mitchell (order #2310125) 1 . or studded armor.000 gp per point of AC protection (or 1. The cost is 1.000 gp per point of AC protection (or 500 gp per AC for a shield).
often by boiling it in wax to make it hard. like a Bucket helmet but extending further down the back of the neck and with a longer nosebar. clumsy and hot. metal-plated leather boots. like Scottish kilts or the Greek linothorax. Includes thick boots and heavy leather gloves (as does all armor until HalfPlate and Plate). a plated mitten gauntlet and a heavy Sallet helmet with full face protection. and still allows a +1 DEX bonus. Full plate Armor plate so finely made it doesn’t require chainmail to seal the gaps. individual articulated fingered gauntlets and sabatons (metal boots). Hide Armor made from cured animal hides. The extra 150 gp for Masterwork grade armor is applied 13 Ye Olde Shoppe www. A separate coif covers the head and neck. but better than nothing. it is the best armor primitive societies can make. complete with fangs and glass eyes. Studded Leather Disks or studs of metal sewn to a leather backing. (Note: in some realms this armor is referred to as a “Chain Shirt.”) Breastplate A cuirass or chest-plate made from a single piece of metal. This armor is weighty but extremely flexible. but excellent protection. The Bucket helmet is a Norman cap with cheek plates for more protection. with the joints and gaps covered by chainmail. A Norman metal cap with a short nosebar comes with it. It corresponds to the Roman lorica segmentata. The leather gloves might have studs sewn into the back of the hand for decoration. suitable for executioners or fancy-dress parties. This armor does not allow a DEX bonus.Cloth Cloth folded.worldofprime. Not normally found in non-primitive societies. with greaves and vambraces for the legs and arms. Bulky. 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. Small vambraces and greaves help protect the arms and legs. A tunic covers the arms to the wrists and the legs down to the knees. This armor is extremely heavy but can be manufactured by low skilled workers. Includes a full Bascinet helmet. This kind of armor is often Masterwork simply for the style factor. Not very good armor. It includes a Bucket helmet. Masterwork Half-plate only costs 750 gp. However. and the best nonmetal armor available. Half-plate Plate armor. like scale mail. Leather Armor made from cured leather. this armor consists of strips and plates of metal.com Patric Mitchell (order #2310125) 1 . Comes with a stylish leather hood. Scale mail Overlapping scales of metal mounted on a leather backing. Heavy shoes and light leather (or silk) gloves complete the outfit. the more flamboyant the better. This also represents soft leather armor like jackets or coats. which is good enough for most warriors. Chainmail Small loops of metal wire intermeshed together. The head is protected by a good hat. sewn and stitched into armor. Heavy. The helmet is often a skinned and cured animal head. Includes a Barbute helmet.
often diamond shaped. round. by resizing the armor to custom-fit the wearer. oblong. it doesn’t hold up to abuse very long. Even so. such as square. Strong and light.com Patric Mitchell (order #2310125) 1 . This wood has been hand-sawn and carefully warped to maximize strength and durability. or diamond. sturdier wooden shield. originally designed for horsemen. At that point striking the shield is as easy as hitting a wall (AC 10. The shield can be used as Cover. although your attacks will be at a -1 if you do so. The advantage to the buckler is that you can gain its protection and still use a two-handed weapon. The shield is sometimes asymmetrical. cannot be used from a mount. Heater shield A normal sized shield made of metal. heavier kite-shaped version of the Heater.worldofprime. Sturdy and strong. but only if you give up your attacks and cower behind it. imposes a move penalty if you don’t already have one (just like Heavy armor). it may be worth something to force your foes to demolish your shield before they demolish you. Kite shield A larger. and does not allow more than a +2 DEX bonus to AC.after the armor is created. this is a warrior’s best friend. Rattan shield Made of wicker-weave. because they came apart so quickly under the weight of battleaxe blows. the tower shield imposes a -2 to all attacks. Buckler shield A small metal plate originally worn as an elaborate belt-buckle. extending down the left side to cover the leg (since the other leg is protected by the horse). A warrior will need a new one for every battle. Advanced versions will have a metal boss and rim to make them last longer. Comes in many shapes. Target shield A larger. World of Prime © 2009 M C Planck 14 Ye Olde Shoppe www. Still. rectangular. Tower shield A moveable wooden wall. Vikings were allowed up to three shields in a duel. +4 for no DEX bonus). Round shield Made of split-planks (wood that has been split off the beam instead of sawn).
and you can eat them if you have to. Strong but not so fast. Since individual mounts will differ slightly in size and strength. Feed The cost per day to feed the animal. Ox Immensely strong. but you can put pack saddles on them too (the pack costs and weighs ½ as much.com World of Prime © 2009 M C Planck 15 Patric Mitchell (order #2310125) 1 . and not noted for its loyalty or obedience. Horses are valuable tools and status symbols. Remember to add the weight of saddles. you can just assume an average of 150 lb. but very slow. One ox can feast 500 men.Stables Every upscale adventurer needs a fancy horse – or better. Also good eating. Refer to the Monster section in the SRD for their abilities. 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. 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. Small characters average about 50 lb. Cheap. tack. including all of his armor and gear. Carry This is the Light load for the creature. 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. not including stabling fees. Horses Mule A cross between a donkey and a horse. The last three in the table are trained for war. Some creatures have to be fed meat. and since larger warriors will pick the larger mounts. any barding and the rider. Many of these creatures are dangerous combatants in their own right.worldofprime. Donkey Includes llamas. *Flying mounts cannot carry a Heavy load. due to being for a Medium creature instead of for a Large one). effective labor.
000 gp 4. or a good working horse like the American Quarter-horse. heavy Clydesdale. Warpony Tougher and sturdier than an ordinary pony. Exotics Boar Wolf Dire Wolf Dire Boar Deinonychus Rhinoceros Elephant Triceratops Cost 200 gp 150 gp 3. These creatures can be trained to fight as a pack.000 gp 9. They don’t make good eating. Dire Boar Like their smaller cousins. usually ridden by halflings or children. At least they are cheap to feed – they’ll eat anything. Deinonychus The only really suitable riding dinosaur.worldofprime. The extra Exotic mounts mobility on the march and the battlefield can be worth the price. Ridgebacks and Newfoundlands.500 lb Boar These animals make good war mounts because they like attacking things. One solution is the Animal Friendship spell. but they can survive off bread and scraps. All of these creatures are trained for battle. only larger and meaner. Draft horse A huge.com Patric Mitchell (order #2310125) 1 . medieval warhorses were valued at the lives of three grooms – because that’s how many they would kill during their training. World of Prime © 2009 M C Planck 16 Ye Olde Shoppe www.000 gp 3. it makes an excellent mount. Dire Wolf. Fast and vicious. the meat is as tough as old shoe-leather. 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. and thus their ownership might require legal permission or social status.000 gp 4. Destrier The legendary warhorse. 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. Huge. Dogs will eat meat if they can get it. could be problematic. or can be ridden by Small characters. Palfrey Traditionally a woman’s riding horse. trained for war. Convincing one not to eat you.Pony A small horse. as they tend to be uncontrollably violent. however. strong and willing to fight.000 gp Feed 1 cp 2 cp 10 cp 10 cp 100 cp 100 cp 200 cp 500 cp Size Medium Medium Large Large Large Large Huge Huge HPs 3d8+9 2d8+4 6d8+18 7d8+21 4D10+12 8d8+40 11d8+55 16d10+112 Move 40 ft 50 ft 50 ft 40 ft 60 ft 30 ft 40 ft 30 ft Carry 100 lb 75 lb 250 lb 400 lb 200 lb 700 lb 1. Some of these mounts can only be found in certain geographical climates. Courser The Arabian hot-blooded racing horse. however.000 lb 1. Wolf Includes large war-trained dogs like German Shepards. suitable for pulling plows or wagons full of ale.000 gp 7.
Giant Eagle These creatures are intelligent.worldofprime. dragging and lifting logs with their powerful trunks. They are also intelligent. partly due to their Chaotic nature. Shorttempered. This creature fights like a Hawk. they tend to charge at the drop of a hat. studies show that griffons that leave the battlefield with unconscious riders tend to become bored and eat them. These animals are exceptionally intelligent and will remember and resent ill treatment. If their riders are incapacitated in combat. Hippogriff A bizarre cross between horse and bird. they are effectively chained. if you can get them to stop eating your grooms. These even more exotic war mounts are not necessarily available in any given area. because they are the fastest and strongest flying mount possible. Griffons will only eat meat.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. but its HPs are higher. Also suitable for large giants to ride. Even if they are. 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. and able to detect Evil at will.000 gp 8. these aggressive creatures make excellent war mounts. Flying Giant Hawk Giant Eagle Hippogriff Pegasus Griffon Cost 2. Some evil societies may use constant mindcontrol effects to maintain their own enslaved herd of Pegasi.000 gp 4. their ownership is likely to be restricted to certain social groups by law or tradition. and since they cannot fly blind. World of Prime © 2009 M C Planck 17 Ye Olde Shoppe www. Although they only eat as much as a horse. Can also be used Flying mounts to perform considerable manual labor. while the driver directs it to trample anything in the way. There are societies that control the birds with special blindfolds that snap shut when not operated by a rider. no matter how much money you have to spend.000 gp 5. so they will only be found in Good societies. with bad sight and terrible hygiene. and its talons do 1d4 damage. This is due to careful training.com Patric Mitchell (order #2310125) 1 .Rhinoceros Large enough to carry ogres or hill giants. and lots of it. 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. rather than fly to some place of safety where its rider might be healed. the griffon will likely continue to attack on its own. Because the birds lack hands. or an act of enslavement. Griffon A cross between a lion and a bird of prey. they cannot undo these avian bridles. Elephant Bowmen in the howdah will defend the creature from spearmen. so using them as mounts is either voluntary on their part. its AC is one lower (16).000 gp 4. Pegasus The legendary winged horses are the most prized of all aerial cavalry. griffons are powerful combatants in their own right. Triceratops You can practically build a castle on the back of these (or a double-sized howdah).
paved. Riding checks are -4 without a saddle of some kind. Grants a +2 Circumstance bonus to Ride checks. Necessary to allow the animal to pull a wagon. Allows the mount to carry its full Heavy load in cargo. the blindfolds snap shut. these are blindfolds over the eyes. No mount can use a shield. Allows the mount to carry up to ½ its Light load in equipment and gear. you can’t dismount without spending 2 rounds untying yourself.com Patric Mitchell (order #2310125) 1 . Provides cover for 4 Medium or 8 Small characters (Huge mount only).worldofprime. reduce the cost/weight by ½. causing almost any creature to stop moving. Be sure to protect that valuable addition to your stables.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. 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. On the other hand. exotic animal like an elephant or triceratops. Rather than a bit in the mouth. and Flying mounts can’t wear Medium or Heavy barding. You can be tied into the saddle so you can’t fall off. sleigh. Barding comes in all the same forms as armor. This is the price per year to lease or maintain a stable for a horse. There is no place for a rider to sit. World of Prime © 2009 M C Planck 18 Ye Olde Shoppe www. but still leave room for a rider. or plough. If the rider is not actively manipulating the reins. Necessary once a year for horses or other hoofed animals being ridden on packed. so for Medium ones. or otherwise civilized roads. Exception: the howdah is already weighted and priced for a Huge.
000 gp Occupancy 40 5 10 5 20 50 500 Dimensions 40 x 60 ft.000 gp 1. While individuals can use any wall as cover or concealment. 1 room 50 x 50 ft.000 gp Occupancy 100 500 50 50 10 15 100 250 500 1.000 gp 4. Cost Maintenance on a building is approximately 1% per year. 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. 2 stories 50 x 80 ft. entire military units can gain this AC bonus when fighting other armies. 1 story 20 x 20 ft. AC Bonus This is the amount of military defense the structure adds.000 ft 40 ft tall x 20.000 gp 500.000 gp 1. 1 story 250 x 500 ft. 1 story 50 x 80 ft.000 gp 50. up to x4 as many soldiers or refugees can occupy the building for weeks at a time. as well. 2 stories 20 x 20 ft.worldofprime.000 gp 100.000 gp 15.000 gp 5.000 ft 10 ft deep x 1. In times of war or emergency. 4 stories 150 x 150 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. 3 stories 350 x 350 ft. 2 stories 200 x 200 ft. 3 stories 500 x 500 ft.Mason’s Guild Buildings Eventually you’ll want to settle down and buy a place of your own.000 gp 500.000 gp 5. 1 story 100 x 100 ft. fortifications and other improvements. 3 stories 15 ft tall x 4.000 gp 200.000 gp 250.000.000 gp 10.com Patric Mitchell (order #2310125) 1 .000 gp 400. All Religious buildings grant a +2 Morale to defenders of the appropriate faith or creed. Rent is typically 5%.000 gp 1.000 gp 100. 1 story 30 x 40 ft. Occupancy This is the number of people who can live comfortably in the building. 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 100.000 ft 20 ft tall x 10. 3 stories 500 x 500 ft. The mason’s guild is the place to go for buildings.000 (Village) (Town) (City) (Empire) (Castle) Dimensions 150 x 200 ft. 1 story 20 x 20 ft. roads.000 ft 30 ft tall x 20.
1 story 80 x 100 ft. Walls are made from everything to logs. Obviously houses vary considerably in value. trees 50 x 80 ft.000 gp Occupancy 5 30 15 15 50 50 125 Dimensions 20 x 40 ft. Cottage A two-room hovel. 1 story 50 x 70 ft. The gate is thick wood strengthened by iron bands. 10 Large. possibly with a loft. or 2 Huge animals. and location Manor A two-story building with three to five rooms per floor. wine cellars.000 gp 200 gp 500 gp 300 gp 5. Palace Luxurious accommodations for nobles and their servants. usually on a large estate. you can’t actually build a cave.000 gp 500. Inns have larger rooms of higher quality. Inn Simple rooms for 10 guests and the tavern keeper’s family. 1 story 100 x 100 ft. 2 stories 200 x 200 ft. separate kitchens. depending on quality. 2 stories 200 x 250 ft. Cave A natural cave complex. or brick. wattle and daub. adobe.com World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . Gatehouse The gatehouse is built around and over a large wooden double-wide gate as a fortified entrance. 2 stories 40 x 50 ft. size. beams.worldofprime.000 gp 200. House construction varies according to the technology and civilization. Unless you can employ dwarves or magic.000 gp 50. 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. House A basic house. Cavern Huge caverns with many artificial tunnels and additions. Tavern. with extravagances such as ballrooms. roofs vary from thatch. Bailey A wooden fort surrounded by a 10 ft tall log wall. sod. 1 story 50 x 80 ft.000 gp Occupancy 15 30 5 10 50 500 Dimensions 50 x 70 ft. 1 story 150 x 200 ft. Another 20 people can sleep in the common room in front of the fire. slate. Barracks Quarters and furnishings fit only for soldiers. shingles and tiles. 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. 1 story 250 x 250 ft. Mansion Three stories.000 gp 50. Apartment Renting a room in a Manor house. sawed planks. dirt.Religious Shrine Sacred Grove Sept Chapel Temple Church Cathedral Cost 1.000 gp 2. 2 stories 50 x 80 ft.000 gp 50. 2 stories 350 x 350 ft. The price reflects its value. Murder-holes allow the 20 Ye Olde Shoppe www.000 gp 5. with three to five rooms.
000 gp.defenders to attack from above.000 gp. classrooms. Moat A 10 ft wide and deep moat around your castle. Sept A main hall for worship and several apartments suitable for acolytes to live in. with multiple towers and gatehouses. There are apartments for the priests in the back. For 5. 15 ft thick stone walls. gigantic spires and often a bell tower or two. Gatehouses are normally incorporated into larger fortifications.com Patric Mitchell (order #2310125) 1 . Academy Apartments. Cathedral A massive structure built to impress and awe.worldofprime. usually adorned with statues. student dorms and perhaps a few shady groves for holding debates. University Lecture halls. stronger keep. including storage space and a private well whenever possible. World of Prime © 2009 M C Planck Legendary wall Imperial cities are defended by miles of these 40 ft tall. Stone wall A stone wall 20 ft tall and 5 ft thick. Keep A strong stone keep with 15 to 25 rooms. Fortress Two layers of walls. with four towers and a gatehouse. It includes a simple wooden gate. and the stone overhang helps protect the gate from siege weapons. each 30 ft tall. and battlements on the top. Church A larger chapel with separate apartments and extra rooms like libraries and scriptoriums. the thick wooden gate is faced with stone. however. A moat increases the effect defense of any structure by +1. made sacred by years of ceremony. The gatehouse is usually staffed by up to 40 soldiers during a battle. libraries and a kitchen. Shop. 21 Ye Olde Shoppe www. with a 20 ft outer wall linking six to eight towers and two gatehouses. Men in armor and siege engines will find it difficult to pass. For an extra 1. A large shop serves as a general store or factory. A drawbridge over your moat is only 1. for 2.000 it is covered by a layer of iron. Citadel A massive castle. It includes a simple wooden gate. Temple A large stone hall. A city of a square mile will fit in this amount of wall. professor's housing. Large Shop A small shop such as a tailor’s or bakery. Great wall The capitals of nations are defended behind these 30 ft tall. Sacred Grove A natural cove of trees. stained glass. The finest touches the society can afford will be used: marble floors.000 gp you get an iron portcullis. surrounded by a 15 ft wall with battlements. Castle A larger. they can be built in narrow passes or on bridges. Tower A four-room stone tower with an interior winding staircase. 15 ft tall and 3 ft thick. Wooden wall A wall of upright logs. but can also be a free-standing structure. with apartments for the staff. Often attached to a castle or wall. Chapel A stone hall. 10 ft thick stone walls.
This is how canals deal with hills. strong and wide enough for only one wagon at a time.200 gp. or a wagon in each direction at the same time. clear land not really suitable for farming.com Patric Mitchell (order #2310125) 1 . its productive value in either crops or lumber is small. and the weather is generally wretched.” World of Prime © 2009 M C Planck 22 Ye Olde Shoppe www. Compare this to the price of a magic sword. A double-wide column of troops. bad weather has little impact on its effectiveness. animal. Land in prime locations may cost much more than the listed price. tilled. Every city needs a forest close at hand to supply firewood and building materials. The road is clear and level.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. it’s just pasturage. Wild. Two wagons side-by-side. or wagon wheel. but unsurfaced.worldofprime. but no one will buy it until it has been shown to be safe to live in. Bad weather has little effect on highways. Forests contain lots of trees which must be cleared before the land can be effectively farmed. Pasturage is flat. In many societies land will not be for sale to non-nobles. or a single wagon. as it is possible to eke a living out of it. plowed. This is a 100 ft wide dam. not counting any buildings or improvements.Roads Track Trail Road Cost 1 gp/mile 10 gp/mile Description Single-file foot or horse traffic. uncivilized land is free to claim. so even civilized realms will still contain many forests. The first three rules of real estate are location. However. fenced and properly watered. in bad weather it can become impassable.” that is. locks are where traffic in different directions can pass each other.000 gp 100 gp/mile 1. Larger dams may be beyond the skill of ordinary craftsmen. Strong and wide enough for 2 heavy wagons sideby-side. A sturdy arched bridge. Also. Traditionally a 9th level individual must build and inhabit a castle before people will consider the area “safe.000 gp 10. with enough space to pull over and let oncoming traffic pass. Highway 100 gp/mile Wooden Bridge Stone Bridge Canal Canal Lock Dam Tolls 100 gp 1. The surface is “metaled. otherwise. A simple beam design. location.000 gp Free x2 Mountains are rocky. no wagons. Allows a barge to be pulled or poled along. especially in cities. A square mile of fully developed prime farmland would cost 3. Because it is so primitive. paved with stones and mortar. location. or one in each direction. Swampland is worth something. either because the soil is poor or there is little irrigation or rainfall. hilly land that is usually only suitable for mining. 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. traveling is difficult. Farmland is developed land. Highways and bridges may charge a toll of a cp per person. It is also within an hour’s walk of a fortified place that can protect the farmers.
DR 5 Huge. (Optional rule: the operator can add his or her Siege Engineering skill). it grants Cover (+4 AC) to the 20 attackers inside it. For attacking fortifications.worldofprime. however. Trebuchet Catapults and trebuchets are all but useless against anything smaller than Huge. They can attack once per round. 30 hps. Siege Engine Ram Ballista Catapult Trebuchet Siege Tower Tunnel Sapping Cost 200 gp 500 gp 300 gp 500 gp 1. Ballistas can be mounted on a wheeled carriage and moved by hand up to 20 ft a round (as a full-round action). 10x10 ft area. Well-equipped engineers can use a special bundle of arrows to deliver an area attack (no roll to hit. 30 hps. 1d6 arrows strike each target for 1d6 damage. and the target still gets a Reflex save unless it’s inanimate. They can only shoot 45° to either side of where they are pointing. however. but the target can negate all damage by making a Reflex saving throw at DC 5. 20 hps. More commonly they are mounted on a swivel that allows a 45° arc of fire. With a full crew they can fire every 4th round. Normally catapults do not move. 40 hps. A Siege Engineer can employ 1.000 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. 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. 100 hps. etc. so only one or two can be mounted on large ships. Siege Tower A Gargantuan mobile fortification. To attack a mobile target requires a Ranged Touch attack (the same as with a Ballista). Only an immobile target can be attacked by a ram.. These weapons are popular on ships and castle World of Prime © 2009 M C Planck walls.com Patric Mitchell (order #2310125) 1 . and allows 23 Ye Olde Shoppe www. or anything that moves.000 unskilled men at this task. It also grants a height advantage. DR 5 Large. the target can negate all damage with a DC 5 Reflex save. DR 5 Huge. heavy stones are used. DR 5 Garg. Poisoned or spelltrapped javelins are also a possibility.) in addition to the soldier’s wages for the day. to turn the weapon to a new heading requires 10 rounds. which do not require crews and do damage based on the size of the ship. but they can be dragged 5 ft per round if necessary. It requires an engineer and a crew of 20 men five minutes (50 rounds) to reload. If used against a ship. These siege engines are Huge and require a lot of space. meaning a Ram can be built in day by an entire army. costs 5 gp). Ballista A ballista makes Ranged Touch attacks against targets. rope. at the place of the siege. nails. DC 15 Reflex save for half damage. but it will still cost you 66 gp of materials (tools.Siege Engines Siege engines are often constructed as needed. Hitting smaller than Huge targets requires a natural 20. Warships come equipped with rams. The crew is protected with Full Cover (+8 AC) by the roof and walls of the ram. Catapult. it does not receive any bonuses from the operator’s BAB or DEX. DR 5 Ram Rams can be operated by ordinary solders.
However. A hundred men can dig 50 ft of tunnel a day.com Patric Mitchell (order #2310125) 1 .soldiers to climb the ladders inside to the edge of the enemy walls. it gives a height advantage and its AC to the soldiers inside when attacking other ships (or defending their own). but the enemy may detect your efforts and take counter-measures. if you have men and shovels. it inflicts a -2 to all Sailing checks. Masterwork buildings have DR +2 and 25% more hit points. Tunnels. but they can dig other tunnels (or protect the diggers from attacks). If built into a ship. Tunnels and Sapping attacks require an engineer to oversee their execution. allowing entry with no more difficulty than crossing rough ground. More men can’t dig faster. Wooden building’s DR is normally bypassed by fire. A Sapping attack requires 1 day of work by the digging crew and does 100 pts of damage to a wall. you can either tunnel up into their courtyard. Siege towers are 40 ft tall. Fortification values Inflicting the listed hit point damage to structure creates a breach.000 1. The extra deck space also allows more soldiers to fight on your ship. You can build up multiple sapping attacks before triggering them all at once. These hit points are normally per 10 x 10 ft section. so destroying a large structure requires immense amounts of damage. 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. Pushing one 10 ft per round requires at least 80 medium-sized creatures. Pushing it faster makes it fall over.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.500 2. or you can try to undermine their walls. Once you reach the enemy walls.worldofprime. Sapping Digging a tunnel is free.000 80 120 160 180 300 450 720 1.
000 lb of cargo. A Wagon would allow the same horse to pull 1. so a 1. From one to four horses can be attached to a wagon. Chariot Either a fancy surrey with a fringe on top. Travios Two poles that drag on the ground from the animal’s back. with a harness for one creature.worldofprime. Cart A small two-wheeled cart.000 lb as a Light load and 3. that equals the weight of the chariot plus two warriors in full battle gear. Only works over snow.000 lb as a Heavy load (but the wagon itself already weighs 1. designed to be pulled by two to eight dogs. Wagon. However. a Large wagon can have up to eight horses.000 lb).000 lb 2. up to four horses can be attached for maximum speed.000 lb wagon can carry an additional 3. a Pack Saddle allows a Draft horse to carry 200 lb as a Light load and 600 lb as a Heavy load. Four Coursers would allow up to 900 lb as a light load. but you can’t run with it. In general vehicles can carry a maximum of three times their own weight. you know it’s time to visit the cartwright’s yard and buy a wagon. Or a surrey with a fringe on top.000 lb 2. or an open-faced spiked-wheel war machine. Suitable for going to Grandmother’s house.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.com Patric Mitchell (order #2310125) 1 . Carriage An enclosed cab. Thus. With two draft horses this would only be a Medium load. with anywhere from one to eight horses in front. Wheel-barrow A one-wheeled cart with handles. trying to Run with a wagon imposes a -4 penalty to any Riding checks. with a superior suspension designed for comfort and speed. World of Prime © 2009 M C Planck 25 Ye Olde Shoppe www. Large Wagon The most efficient pulling mechanism possible. Carry This is the multiplier for the creature in the harness. The animal cannot Run or double move without destroying the travois. One or two horses are normal.Cartwright’s Yard When you have so much loot you can’t carry it all. This is the only vehicle priced for Medium-sized animals. Vehicles Wheelbarrow Travios Dog sled Sleigh Pack Saddle Cart Chariot Wagon Large Wagon Carriage Cost 10 gp 1 gp 10 gp 20 gp 5 gp 15 gp 50 gp 35 gp 50 gp 100 gp Weight 20 lb 20 lb 50 lb 400 lb 15 lb 200 lb 400 lb 1. You can push it at 20 ft per round. all other vehicles assume Large animals. Sled A dog sled. but only on snowy days. Trying to Run with a cart imposes a -4 skill check penalty. traveling at top speed.
The captain’s skill is the most important. Watercraft cannot Double-Move. A ram attack does 1 pt of damage for every hit point of the attacking ship. failing by more causes the ship to sink. which is already calculated in).Shipyard Watercraft are divided into two categories: boats and ships. Length The length of the vessel. Make an opposed Sailing check to ram a foe (although you must be approaching them from the side). often being completely square). Rams do vastly more damage when powered by a ship. Almost all vessels have a DR of 5 due to their wooden construction. Some ship designs impose additional penalties. as they are built to do this. can only have half as many siege weapons installed. Boats are anything small enough to be carried on a shi. Each medium-sized passenger is the equivalent of 200 tons of cargo. or Charge. Normally the ship doing the ramming does not suffer any damage. The vessel could conceivably be repaired by magic or crew action before it actually goes under water. Most ships are ¼ as wide as they are long (rafts and barges are exceptions. Oar-powered vessels can only travel at top speed for an hour. Siege Weapons The usual mode of combat with ships is ramming or closing for boarding with marines. given deck space and carrying capacity.worldofprime. Archers can occupy the deck. Failing by 5 or less inflicts 10–80% damage to the ship. Longships. at two per 5 ft. inflicting x3 this much damage results in effectively complete destruction.com Patric Mitchell (order #2310125) 1 . this means a Trireme will cut a Galley in half with a single deadly lunge. depending on the severity of the storm. Run. However. Carry How much weight the vessel can carry. Masterwork ships would grant a +2 if you could afford them. ships cannot usually go up rivers. inflicting an World of Prime © 2009 M C Planck 26 Ye Olde Shoppe www. Boarding planks and grappling hooks are included with the price of warships. Sailing checks are used to control watercraft. plus an hour per point of CON bonus of the crew. 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. Weathering a storm is a DC 10 to 30 check. beyond any chance of repair. Crew. Max The minimum number of crew necessary to avoid a -4 penalty to Sailing checks. HPs The number of hit points of damage the vessel can take before sinking. The number of siege weapons that can be mounted based on ship length. due to their narrow construction. Ships can be equipped with siege engines at the expense of useable deck space. Passengers This is the maximum number of passengers possible. Remember to count the weight of any passengers (but not the crew. Note this is not the complete destruction of the ship but merely compromising its ability to float. although he can gain a +2 from an exceptional crew or a -4 from an inept/inadequate crew. Move This is the maximum movement per turn or per hour.
Rowboat (-2 Sailing checks) A rowboat or skiff. oars. a simple sail.000 gp 10. Sometimes used as a shiptender (a shuttle servicing a larger ship). Includes a large fishing net. Cost Maintenance is typically 10% of the purchase price per year.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 3.com Patric Mitchell (order #2310125) 1 .000 gp 30. It also applies to any siege weapon attacks against the vessel (even those that use Ranged Touch attacks. Canoe If it’s made out of leather. or both. it has DR 5 but weighs at least 500 lb. Inflicts a -8 to any Sailing checks. Rams ignore DR of 5 or less.000 gp 5. If it’s made out of wood. or long poles used to push against the river bottom. powered by oars. Powered by a sail.worldofprime. Boats Raft Canoe Rowboat Fishing boat Launch Pinnace Cost 5 gp 10 gp 50 gp 100 gp 100 gp 500 gp Length 20 ft 10 ft 8 ft 15 ft 12 ft 20 ft Crew 1 1 1 1 2 2 Passengers 10 3 4 5 8 10 Move 10 ft / 1 mph 20 ft / 2 mph 15 ft / 1½ mph 20 ft / 2 mph 15 ft / 1½ mph 30 ft / 3 mph Carry 2 tons ½ ton 1 ton 1½ tons 2 tons 3 tons HPs 50 5 10 15 20 30 Tech Primitive Primitive Wild Wild Civilized Civilized AC +0 +0 +0 +0 +0 +0 Ships Barge Keelboat Longship Galley Bireme Trireme Sloop Carrack Warship Cost 1.000 gp 10.000 gp 20.000 gp 25. 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. it only has DR 1 but it weighs so little one man can pick it up and walk with it.000 gp 15. Fishing boat Big enough to spend all day at sea. World of Prime © 2009 M C Planck 27 Ye Olde Shoppe www. this is how much its defenses are worth to you. Powered by oars. since it reflects the vessel’s ability to absorb damage). Pinnace A light.additional 10 pts of damage per point you beat the enemy captain’s roll by. fast sailboat. -2 to all Sailing checks. and a DC 15 Sailing check to not inflict half as much damage to your own ship in the process.
with two decks of oars instead of one. Warship A sturdier version of the carrack.. Its rapid 40 ft movement only applies during combat. Not particularly fast or maneuverable (-2 to Sailing checks). Trireme The pinnacle of the ship-building craft. World of Prime © 2009 M C Planck 28 Ye Olde Shoppe www. Powered by sails and oars. The Keelboat inflicts a -2 penalty to sailing checks. Still.com Patric Mitchell (order #2310125) 1 . Galleys might be able to navigate particularly deep rivers. fat. Carrack (-4 Sailing checks) The classic cargo craft of the late medieval age. Sloop A fine. Mostly used for shipping cargo. Under sail power it moves at 20 ft. Barges have shallow drafts and can travel up wide rivers. Longship The famous Viking raiding craft. ungainly and slow (-4 to all Sailing checks). but not particularly sea-worthy (-4 to Sailing checks). with an advanced designed for deep ocean travel rather coast hugging. small seas. this monster galley has three decks of oars. but also slow and unmanageable. it only moves at 20 ft. Powered by a sail for travel and oars for combat. but sturdy and carries plenty of soldiers. oars. or sails. or be dragged onto the beach by its crew. Can travel up rivers. Powered only by sails. Powered only by sails. flat-bottomed ship powered by sails. but it can go up rivers as well as out to sea. Galley (-2 Sailing checks) An open-decked warship. it is sturdy enough to cross oceans in.Barge (-4 Sailing checks) Heavy and durable. so it doesn’t need a loading dock. May be powered by poles. light sailing ship. When being sailed instead of rowed. designed for speed and combat durability rather than cargo capacity. or lakes. Keelboat (-2 Sailing checks) A small.worldofprime. Bireme A larger galley. Powered only by sails.
backpack. and a STR 30 check to break free. several bottles of ink. Move Silently. sledgehammer. 50 ft twine. quill pens. Holds up to 12 Medium characters in tight quarters. Reflex DC 20. suffer a -2 to your Wilderness Lore checks. healing kit: bandages. mortar and pestle. A tin bowl and plate. Lockpicks. a shovel and a Wilderness Lore check. A collection of tools a tradesman needs to perform his job.worldofprime. Holy book. Pick Locks. hair and skin dye. 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. A Teepee is much more durable than a tent. Crowbar. elbow and knee pads. Wigs. concentration. knife. Imposes a -4 to Hide checks due to its large size. 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. twine. makeup. mess kit. an hour glass and a small metal stove. 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. a fine scale. 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. magnifying glass. herbal medicines. 10 ft pole. low wind. small steel mirror. 5 large sacks.) Lighting a fire with flint and steel takes 1d6 full rounds. false teeth. beakers. waterskin Holy symbol. If you don’t have shelter and the weather turns bad. 50 ft of silk rope and soft cloths to wrap your boots in. and can last a lifetime when properly cared for. loaded dice. Class Wizard Cost 30 gp Weight 10 lb Contents Spellbook. mountebank’s purse. A huge tent. 25% chance of having any given antidote. Bottles. 1d6 bludgeoning. reagents. Houses up to 6 Medium characters.General Store Class Kits Class kits contain everything a character needs to perform that class’s function. Adventurers planning to spend a lot of time outdoors may wish to invest in a Ranger’s kit. marked cards. and provokes AoOs. hatchet.com Patric Mitchell (order #2310125) 1 . 5 torches. Can also be lock-picked open at a DC 15. suitable for eating and cooking on. (Ordinary snares and pits can be made with rope. wedge. fish hooks. bed-roll. lotions. retorts. houses up to 20 ordinary people or 1 rich noble. various spell components Pup tent. It also requires tinder. flint and steel.
Grants a +2 to Wilderness Lore checks near streams or water./ 4 cu ft . gaining the appropriate DR (15 or 20) and extra HPs (20% or 33%). Steel crates can be made out of sturdier materials such as mithril or adamantium.worldofprime. 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. but it can also result in boxes that are worth more than anything they could possibly contain. silver clasp Silk purse with gold clasp Cost 3 cp 5 cp 5 sp 2 gp 2 gp 4 gp 5 gp 1. See the Locksmith section for details. 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.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. or built into the walls/floors of a building or ship. mithril objects weigh half as much). They may also be chained in place./ 10 cu ft 2 lb 5 lb 5 lb 5 lb World of Prime © 2009 M C Planck 30 Ye Olde Shoppe www. Holds 1 gallon If the weather turns cold and you are sleeping outside without a bedroll. Crates (boxes. trunks and chests) often have locks attached to them. Masterwork crates cost an extra 50 gp. and costing an extra 250 gp per lb (but remember. This can result in boxes very hard to break into.5 sp 10 sp 15 gp Weight ½ lb 1 lb 2 lb 5 lb 2 lb 8 lb - Carry 20 lb / 2 cu ft 50 lb / 3 cu ft 100 lb / 3 cu ft 150 lb / 3 cu ft . suffer a -2 to Wilderness Lore checks.com Patric Mitchell (order #2310125) 1 . and have DR+2.
reinforced with iron bands. Holds five candles. 1 gal. Description Made of metal and extremely durable. 1 pint ½ gal. Not quite as durable or well-made. Too delicate to carry on an adventure. burns a pint of oil in 3 hours. in fact. Much cleaner image than a steel mirror. or will fuel a lamp for 6 hours. 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. pint Flint and Steel Mirror. Can cover 5x5 ft and burns for 2 rounds. Useful for peering around corners or shaving (but imposes a -2 to spot checks). but makes an impressive statement in your main hall. burns a pint of oil in 3 hours. but holds more. with a stopper. 10 gal. 7 gal. Clay. Holds fifty candles. A wooden barrel. unbroken plates. Illuminates a 20 ft radius forever. Colored glass is the same price. Lighting a fire with flint and steel takes 1d6 full rounds. Illuminates a 30 ft radius. Illuminates a 15 ft radius. 50 gal. Open-faced wooden bucket. reading. Will not go out in strong winds. or any other activities – such as fighting . but also much more fragile. with a stopper.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. This is perhaps the most common magical item in the entire world. and provokes AoOs. as making small pieces of glass is easier than making single. low wind. silvered Mirror. concentration. Illuminates 30 ft cone. A huge clay jug designed for shipping liquids.com Patric Mitchell (order #2310125) 1 . A masterwork glass grants a +4. 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. Price varies from 50 to 100 gp. Illuminatiorium Light is a preoccupation of workers and adventurers. depending on the magic abilities of the local populace. A wooden keg. Light sources create shadowy illumination in twice the radius they create full illumination. Illumination allows fine work. illuminates a 30 ft radius for 1 hour. Reasonably fragile. 1 gal. 5 gal. Silver backing on a clear glass plate. holds one dose of a potion. Glass. Shadowy illumination generally imposes a 20% miss chance and allows people to hide without needing cover. illuminates a 15 ft radius for 1 hour.worldofprime. it’s clear glass that’s hardest to make. Stained glass windows are also the same price. burns a pint of oil in 6 hours. Item Candle Candelabra Chandelier Torch Lamp Lantern Storm Lantern Everburning Torch Oil. steel Mirror.without a penalty. Illuminates a 20 ft radius for 1 hour. It also requires tinder. Comfortable to wear and not likely to break. Grants a +2 to Appraise checks.
paper Book. A single sheet of paper. Grants a +2 on all Knowledge checks. You can double the number of pages for +10 gp and +1 lb.Scriptorium The book-seller’s.50 gp 1-5 lb Map 1 . quality and color of illustrations. This price is per page. A Masterwork library is x5 as large and grants a +4. Doors are the most obvious place to put locks. tear and water.000 gp 2. A treasure map sells for whatever price the market will bear. A collection of at least 500 books.com Patric Mitchell (order #2310125) 1 . A goose quill. or triple it for +20 gp and +2 lb.worldofprime. and each spell requires 1 page per level. bound in leather. Magical traps and symbols can also be keyed to a lock mechanism. For the fashion (and weight) conscious wizard. 100 blank parchment pages (50 sheets). Colored chalks are twice as expensive. not including the price of the materials. World of Prime © 2009 M C Planck 32 Ye Olde Shoppe www. Let everyone know who sealed this letter. library or holy Cost 1 gp 1 cp 4 sp 2 sp 1 sp 1 sp 1 cp 15 gp Weight ½ lb 1 lb 3 lb Description Black ink. More robust than paper.5 gp ½ lb Scribing Scribing a spell Scroll case 1 cp 5 gp 1 gp ½ lb Library 5. Price varies depending on number of pages. 100 blank paper pages (50 sheets). Per page. so that correctly opening the lock does not trigger the trap. and popularity of the manuscript. The bindings are rarely as sturdy as spell-books. but chests and trunks are good choices too. which in many places is also the local magic shop or monastery. often being merely stiff leather. so that forcing the lock triggers the trap. Made from wood and treated leather. Protect your valuable scrolls from wear. bound in leather. cut to the right length. colored inks are twice the price. or one really long sheet rolled up tightly. but heavier and more difficult to write on. 25 gp 1 lb 10 . This is enough ink for 100 pages. Item Ink Quill Paper Parchment Sealing wax Stamp Chalk Spell book. Holds up to 7 single loose sheets. A book like this can be tied or buckled shut to the point of being waterresistant. it will provide a +2 to a specific Knowledge skill check. Useful for making magic circles on stone floors.000 lb Locksmith Traps or Alarms can be keyed to locks. A sheet of scraped lambs-hide. The price depends on rarity and quality. For twice the price you can get colors other than dull yellow. parchment Spell book. A map is a double or quarto-sized piece of parchment. Writing the magic formula for a spell requires using magical inks. breaking into a locked chest is a good way to ruin the contents. A steel trunk with a good lock can foil amateur thieves. Plain white chalk. prepared by a secret process known only to mages. who may not be able to pick it or break into it without making a huge ruckus. Nobles will often use their signet rings. If you are lucky enough to find a masterwork tome (for 50-250 gp). Also.
Many tasks. Hammering nails or pitons. Inflicts no damage. Digging for treasure in hard soil. Smashing anything. World of Prime © 2009 M C Planck 33 Ye Olde Shoppe www. and DC 25 to pick. Digging for treasure. doors and windows. makes a loud noise Reflex DC is the same as the lock.worldofprime. are effectively impossible without a suitable tool. Tunneling. picks do 2d4 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. If you’re really worried about people breaking them. Keys are custom-made for a given lock. the victim must make another Reflex save at DC 15 or suffer a permanent loss of 1 DEX (due to losing fingers). Chopping down doors. 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. Inflicts 1d4 Slashing damage. Most tools can be used as an improvised weapon. Nailing shut coffins. but halve the DR of stone. Reflex DC 20. Also for making air holes. Handling things too dangerous to touch. Drilling out locks that are too hard to pick. 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. enough to eventually crack even steel chests. makes a noise up to 50 ft away Reflex DC is 5 lower than the lock. Used against an immobile object. Bits of metal suitable for picking locks. Most of the cost is in finding a blacksmith who will make them without asking too many questions. Masterwork tools grant a +2 Circumstance bonus and cost 55 gp. reflects any mechanism that requires a special key or tool to operate.com Patric Mitchell (order #2310125) 1 . Prying open small boxes. DC 20 DC 25 DC 30 DC 40 (This is a Masterwork item) Reflex DC is the same as the lock. 1d4 bludgeoning and a STR 20 check to break free. using a crowbar to force open a door or chest). Masterwork manacles cost 55 gp and are +2/+5/+15 to the DCs. but may inject a poison. Large. a sledge can do 2d6 damage. DC 30 Escape artist to slip out of. Reflex DC is 5 lower than the lock. The function listed below is from the adventurer’s perspective: ordinary tradesmen will use the tool as part of their craft. Suitable for medium creatures. two-handed tools will do 1d6 damage. if roll is failed. Cutting soft metal. Cutting through hard metal… slowly. DC 26 STR to break. Cutting wood to build a siege engine. doing 1d4 of an appropriate type of damage and inflicting a -4 to-hit penalty. such as digging a ditch or making firewood. Can also be lock-picked open at a DC 15. use mithril(+9 DC to break) or adamantium (+14 DC to break). If a 4 is rolled for damage. Masterwork tools cost +50 gp and grant an additional +2.
chairs. bookshelves. Some examples are: beds. hamming pitons takes 1d6 rounds and makes noise. Ye Olde Shoppe www. shoes. dragging ships. Furniture Mart Furniture prices are for a typical piece. stringing lutes. 4 hit points. Civilized technology. Smiths use them as a platform for hammering and shaping metal. Do you need to ask? Ropes and Chains Wire. benches. Useful for cracking open small boxes under controlled conditions. Effectively Masterwork. Needs to be wound once a day. or catching fish. 50 ft Rope. even in wealthy houses. chests of drawers. Colored glass is the same price. it can be burst with a DC 23 Strength check. polished wood Furniture. or enslaving pixies. cupboards. hit points 30. Wild technology. stools. as making small pieces of glass is easier than making single. Remember to attach a rope before throwing. 50 ft Rope. puts on a performance of ringing bells each hour. nails and glue.worldofprime. With satin or leather coverings. DC 11 to break. hemp. wardrobes. wrought iron Furniture. much more. Stained glass windows are also the same price. or weapon-racks. gourds. Rarely made out of exotic materials. Societies that can’t make glass use conch shells. 10 ft Chain. tables. or carved stone. 1 hit point. Inexpensive and durable but nigh-immobile. hat-. unbroken plates. A huge lump of cheap pig iron. or mine of water. DC 50 to break (Masterwork is DC 54). in fact. coat-. needs to be filled twice a day. Chain has a hardness of 10 and 5 hit points.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. Empty your boat. For people who can’t climb ropes. Hardness 8. ship. 10 ft Giant chain. Lets you climb any wall you can throw something over. It can be burst with a Strength check DC 26 (Masterwork chain is DC 30). it’s clear glass that’s hardest to make. However. silk.com Water clock Mechanical clock Furniture. but useful for tying up parcels. 2 hit points. Can only support 20 lb. couches. hit points 1. Useful for blocking rivers. it can be burst with a DC 24 Strength check. has to be turned once an hour. 10 ft Twine. 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. Held together by ropes. wine closets. Hardness 10. Made with pins. Turn a roaring fire into an inferno. Folds up to only 10 ft long. adventurers will mostly drop them on people. rough wood Furniture. DC 16 to break (Masterwork is DC 20). 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 . Exquisite works of art or antiques can cost much. this rope grants a +2 on all rope-related skill checks. Item Hourglass Cost 25 gp Weight 1 lb Description Primitive technology. or enslaving giants. A piton every 5 ft grants a +2 to Climbing checks and allows climbing surfaces (like walls) that can’t normally be climbed. Requires 2 men to operate.
A large silver tray with a domed cover. While this meant the house was always smoky. A crystal champagne flute. World of Prime © 2009 M C Planck 35 Ye Olde Shoppe www. made out of pottery. Tableware None Knife Table-knife Trencher Mazer Mug Platter Basin Tankard Plate Bowl Wine glass Salt cellar Serving tray Serving ladle or fork Cost 10 sp 10 gp 1 cp 2 cp 2 cp 1 sp 2 sp 2 sp 1 gp 1 gp 3 gp 100 gp 50 gp 10 gp Weight 1 lb ½ lb 1 lb 1 lb 1 lb 1 lb 1 lb 1 lb 1 lb 1 lb ¼ lb 2 lb 5 lb 1 lb Description Poor or primitive people eat with their hands. Made of silver. Usually made out of silver. Gold ones cost 10x as much.Pottery Kiln Adventurers are always smashing crockery. without a handle. Well-to-do peasants have a stone fireplace in their house. so occasionally it’s useful to know how much it costs. Vikings had a hole in the middle of their dirt floor to hold their fire. instead. A pottery plate. Stores salt. or wine glass. which almost always meant a good knife. A wooden cup. Poor people either dig a hole in the ground and fill it with coals. Made out of pottery. with a handle and possibly a lid.000 lb Description A large wooden bowl.000 lb 1. square plate made of wood. one drinks soup straight from the bowl. A flat frying iron to put over a stove or fire. A large bowl. A large mug. which serves as kitchen. Suitable for baking bread. Salt cellars were items of status. it also helped protect the thatching from insect damage. brandy snifter. or other spices. heater and gathering place. or live without baking.worldofprime. pewter (silver mixed with lead). Medieval diners brought their own silverware. Spoons are not normally used. or glass. Used for roasting over an open fire or in a fireplace.com Patric Mitchell (order #2310125) 1 . horn. A thick. A porcelain bowl. A large iron pot. pepper. 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. Rich people will have a fancy knife that is useless for anything but eating. A wide-lipped wooden bowl. so they were elaborately carved and often gilded. The smoke went up and through the thatched roof. A porcelain plate.
A stringed instrument that is strummed. A church bell. dye.000 lb +2 to Diplomacy/Bluff/Intimidate checks. too. Leather stretched over a wooden barrel or box. Women and men use perfume regularly. Often gold-plated or otherwise ostentatiously decorated. A huge. A brass horn. Luxuries Everything an adventurer needs to live in style. Price is per page.Music Shop Mostly of interest to bards. but ordinary folk can enjoy a bit of music. or bell that rings when struck. A folding knife with a delicate but extremely sharp blade. The use of soap is restricted to semi-annual occasions. Can also represent violins. A vial of an exotic scent.000 lb Tech Primitive Primitive Primitive Primitive Wild Wild Wild Wild Civilized Civilized Civilized Civilized Civilized Description The simplest of wooden flutes. A small metal disk. A large. haven’t been invented yet. gong. A small pot of powder. A simple wooden flute with finger-holes. strummed or plucked. Harder soaps. loaded Deck of cards Deck of cards. +2 to Gambling checks. in a variety of shapes.000 gp 1. lotion. A flute with mechanical keys. audible several miles away. stringed instrument that is plucked. it only produces one note.com Patric Mitchell (order #2310125) 1 . A huge brass gong that can be heard a mile away. 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. carved into amusing shapes. mostly because they don’t use soap regularly. Clay with a wood stem. a concert requires 100 pages. 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. Useful for losing or telling fortunes. World of Prime © 2009 M C Planck 36 Ye Olde Shoppe www. in a variety of shapes and musical keys. A fancy stringed instrument. delicate mechanism that plucks strings (rather than hammering them like a modern piano). 1. Who doesn’t need a fistful of these? +2 to Gambling checks.worldofprime. Already done up in an elaborate arrangement. or rouge. Luxury Soap Make-up Wig Perfume Razor Pipe Dice Dice.
Canvas tunic and leggings with fired-clay buttons. suede purse with silver clasps.com Patric Mitchell (order #2310125) 1 . canvas trousers. Sturdy leather coat with many pockets and brass buttons. clay buttons Burlap peasant dress Fancy demin dress Linen dress. Silk doublet and jacket with gold buttons. a lion or bear fur cloak. light leather boots. light leather shoes. You’ll also need jewelry. silk sash and long silk slippers with gold studs. 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. silk gloves trimmed in lace. gold buttons. with rabbit-fur ear flaps Velvet chapeau. Linen tunic and leggings with brass buttons. Burlap tunic and leggings with wood buttons. as is the crown. wide-brimmed leather hat. woolen trousers. lace collar Silk tights Blouse and skirt. linen pouch. a huge brocade hat. Peer 200 gp Adventurer 10 gp Common items Clothing Serf’s burlap tunic Burlap leggings Canvas blouse with leather laces Denim trousers with brass buttons Fine linen tunic with brass buttons Cheap woolen leggings Fancy linen blouse Wool jacket and trousers. a velvet hat trimmed in fox fur. silk purse with gold clasps. fox-fur Silk slippers w/ mink High. at least a signet ring.worldofprime. Magic rings not included. with silver studs and a peacock feather. Gems and jewelry are extra. Wool doublet and jacket with silver buttons. gloves and a floppy hat. silk trousers. belt with a brass buckle. demin. a woolen cloak trimmed in fox fur. linen tunic with fired-clay buttons. lace trim Evening gown. lace gloves. stout leather boots trimmed in squirrel fur.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. silk. gold and pearl inlay Footwear Burlap sandals Leather shoes Soft leather boots lined with rabbit fur Suede boots. burlap-strip sandals. stout boots trimmed in rabbit fur Gloves Burlap work gloves Canvas work gloves Leather gloves Long lace gloves Silk opera gloves. lace trim and pearls Ceremonial Robes. heavy leather belt and suede boots with silver buckles. gold buttons Silk doublet. 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. 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. silvered and feathered Brocade head-piece. brass buttons. heavy leather belt with a brass buckle.
May also be a poncho (a blanket with a hole cut in it). although the styles are different. protection. soft. Depending on the locale.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. and is soft enough to make bedsheets out of. Extremely fancy gowns use two or three times as much cloth. This might also represent a high-grade cotton or medium-grade wool. A short skirt. possibly with a pocket or two. usually made from cotton or wool. A difficult and expensive weave. which can be used as materials for tailoring or treasure. An ordinary dress. and have jewels sewn into the fabric. rough cloth made from jute or vegetable fibers. May be trimmed with furs. lined tunic. silks. wizards. Waist-length coat. Often made of fur to show its value. hard-soled with wood. A handbag or pouch worn on its own strap. or gems.5 sp Lbs. Leather shoes with wooden soles. Good for holding things.worldofprime. A fancy. Materials Burlap Canvas Cost 1 cp 2. A heavy duty cloth.com Patric Mitchell (order #2310125) 1 . or even steel-toed for greater protection. Long robes suitable for priests. Kingly head-pieces can consume two to five times as much fabric. Pants. Elegant. like pants. Often called denim when made soft enough for clothing. Leg-warmers and wrappings. for cold weather. or other academics. or fancy dress parties depending on the material. possibly with buttons. ½ 1 Yard 1 1 Description Cheap. feathers. A gown suitable for fancy dress parties. Small enough to hide under your other clothes. worn with a blouse or tunic. the best quality. finely woven for fancy clothes. Leather or cloth straps wrapped around the foot (and sometimes a wooden sole). it may also be made from the poorest quality of wool (that cannot even be dyed to a different color) or other fibers. Sheep’s hair. usually made from cotton.5 gp 5 gp 1½ 1 1 1 World of Prime © 2009 M C Planck 38 Ye Olde Shoppe www. and be studded with rare furs. Generally leather. An ell of silk (25 yards) is worth more than a master craftsman makes in a year. Used for decoration or as a baldric to hold a scabbard. Anything from leather work gloves to silk opera gloves. or velvet. A long shirt that hangs beneath the waist. pouches and scabbards. 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. Linen is made from the flax plant. worn in the front to protect your clothes while working. May be soft-soled (like moccasins). Linen 1 gp ½ 1 Velvet Wool 2. impractical footwear. A winter garment A more primitive and exotic winter garment. Hats range from the practical to the absurd. Worn by men and women. High leather boots.
A wild fur. Trimmings Do not include Trimmings as part of the price for calculating creation times. it will be made of bone. Feathers from ordinary birds. specially grown and treated. a bull will produce 3. World of Prime © 2009 M C Planck 39 Ye Olde Shoppe www. Buttons and clasps made from fired clay or carved stone. wood.com Patric Mitchell (order #2310125) 1 . Buttons and clasps made from silver. Sewing Shop Adventurers will probably resort to magic to repair their clothes. fine leather. The complete fur from a large animal such as bear or lion. goat. Silk intricately woven with patterns of silver and gold threads. double or more the ordinary labor cost for the item. light leather such as calfskin or sheepskin. Used for turning thread into cloth. strong and comfortable in heat or cold. A thin. or ceramic. Buttons and clasps made from brass. here are some prices for objects they’ll never use. A thimble of metal. Used for turning fibers into thread. stronger leather such as bull-hide. yards. Handmade with complex patterns and exacting detail. But in case they don’t. There is about ½ a sq. harder to obtain. A rare and exotic fur. Normally a steel needle. or calf. However. Feathers from rare and exotic birds. A wild fur. Fine wool yarn will cost 1 sp per skein. The fur of one small domestic creature such as a rabbit or squirrel.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. The most prized of all cloths. Buttons and clasps made from wood. A rare and exotic fur. Prices will vary wildly depending on local availability. The fur of one small domestic creature such as a rabbit or squirrel. in primitive societies. harder to obtain. Thicker. Silver or gold thread is 1 gp to 10 gp a spool. Buttons and clasps made from gold. Buttons and clasps made from gold or silver and set with jewels. A cow will produce 2 sq.worldofprime. 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. 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. the tailor normally buys these items from other suppliers and merely adds them to the outfit. you can always add more. Smooth. Enough trim for a lace collar or neckline. yard on a sheep. Soft.Lace Silk Brocade Light leather Heavy leather Suede Rabbit fur Fox fur Mink fur Bear or Lion hide 7.
if you like it Mummer’s farce. mug Wine. with pastries Roast capon. depending on local rules. 1 night Courtesan. flute Cost 1 cp 3 cp 5 cp 1 sp 1 gp 2 gp Note: any of these entertainments may be unavailable or illegal. 1 evening Private circus. 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. chicken or mutton and cheese Pork platter. Poor travelers can expect to spend 1 sp a day. private performance Musical troupe. 1 evening Tavern wench. 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. World of Prime © 2009 M C Planck 40 Ye Olde Shoppe www. 1 seat Tavern bard.worldofprime. 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.Inns and Dens Most adventurers will spend most of their time on the road.com Patric Mitchell (order #2310125) 1 . glass Brandy. warhorse Stable and Feed. Rich vagabonds can live in high style for 5 gp a day. 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. stein Ale. goose liver pate. all you can drink Beer. 1 song of your choice Bard. with a side of vegetables A slab of steak or roast. goblet Champagne. and carry the risk of being arrested during a police raid. Dining in stray inns and odd taverns is often an adventure in itself.
acting as a witness for the community. and of the same basic alignment (Good or Evil). with the incredible benefits a 9th level priest brings (like Raise Dead). and will generally put them ahead of you in line for his spells. never a transaction in gold. without a good or bad reputation. If you are of the same faith. Spell-casting Pricing spells at a temple is problematic. attempting to foresee and prepare for any catastrophes in the next week. while others will let the temples freely compete for the public’s approval. “Are we going to be invaded this week?” This is equally valuable for earthquakes. The prices also assume the priest can cast the spell any time in the next 24 hours. Few faiths practice baptism. casters over 9th level are exceedingly rare. they can heal. Having a Bless cast over your wedding is considered as de rigeur as a white dress and a fancy cake. Equally often. Life-saving spells will be subsidized (except for the material component) even to peasants.Temples Priests play a huge role in society. cure. Another standard ceremony is the weekly casting of a divination. and in any case they usually wait until the child reaches adulthood to claim them for the faith. Some communities of mixed faiths will legally compel priests to treat all comers. and doesn’t have to leave his temple to do so. then the price will be adjusted according to your need and your ability to pay. Ceremonies Priests often officiate at ceremonies. as long as he’s invited to the banquet (and paid for his spell). or building a house are also frequent requests for a blessing. However. raise the dead. plus any material components). It is exceedingly difficult to invade a city by surprise when the High Priest is regularly casting Divination with the question. Invariably he will take the opportunity to preach his faith to a captive audience. Obtaining other spells will require a Diplomacy or Bluff check. tidal waves. Weddings and funerals are the most common ceremonies. except in those places where the rulers are the local clergy. Conversely. at government established rates. Towns will almost always have a Church and a caster who can Remove Disease. Double the price for house calls or quick service. The prices below assume you are a stranger. they charge more for spells that don’t obviously advance their cause. obtaining their services is always a personal favor. blizzards and plagues. Cities or Royal courts will strive to have a Cathedral. with at least one first-level priest in attendance. Most villages will have a Shrine. Launching a ship. then even Good churches might refuse to help you at any price. 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. Keep in mind that the priest already has a full-time job healing and curing his flock. On the other hand. Imperial cities or metropolises might have several Cathedrals of different faiths. Priests will charge lower prices for spells that advance their religious cause – such as Detect Alignment and Atonement. A dead peasant can’t work. The priest will perform the ceremony for free. tornadoes. starting a new business. and tell when you’re lying.com Patric Mitchell (order #2310125) 1 . Rulers everywhere will seek the support of the local clergy. Not only are they wise. the rulers and the gods. the local rulers are stretched to the limit maintaining peace between competing faiths. Even Evil priests will only fleece their flocks for what they can afford.worldofprime. if you are a member of an opposed religion. and a sick one might make others sick. predict the future. World of Prime © 2009 M C Planck 41 Ye Olde Shoppe www.
or the priest may have to file a report with his superiors or the local ruler.Shrine (1st level) Hospital care 1 sp per day Cure Minor Wounds 2 sp Bless Mending Detect Magic 1 gp 1 gp 1 gp Detect Poison 1 gp Cure Light Wounds Comprehend Languages Endure Elements Detect Alignment Holy/Unholy Water 1 gp 5 gp 1 gp 1 sp 25 gp per pint Holy Symbol 1 sp Plain food. Having a trained nurse on call and the advice of a physician allows you to heal x2 your level per day. Hiring a priest to oversee your duels and make sure no one bleeds out is the responsible thing to do. Obviously you can only get this at the appropriate temple. Generally only available in extreme climates like deserts. it takes all day. Also. Usually cast on an object such as a bottle of wine. however. Repeat castings of this spell are the cheapest way to heal. Evil priests still want Holy water: they have Undead problems. The local priest may also refuse to heal trouble-makers or violent folk. if you wait long enough. that a priest is going to be reading your secret treasure map/ancient historical prophecy/vampire porn. they consider it a waste of magic. water and bed rest. meaning they can’t cast any other spells. artistic quality of workmanship will vary considerably. for those too cheap to pay for magical healing. However. Usually hand-made by the local priest. Includes an hour of analysis and counseling. Simple folk believe the effect lasts longer than a few rounds. Be prepared for a Good priest to report the presence of any really powerful and scary auras to his superiors. 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. but it stops all bleeding. Not so obviously. or arctic ice shelves. For those who can’t wait for natural healing. A handful of Novices means that women no longer die in childbirth. If you really want to put your mother’s favorite vase back together. However. Particularly invaluable for ordinary accidents or work-related injuries. Why bother translating texts when the priest can do it easily and perfectly? Keep in mind. or local materials. Usually cast at ceremonies like weddings or baptisms. Holy water does 2d4 damage to undead and outsiders (Unholy water heals undead and outsiders) Made of wood. be prepared for an Evil priest to try and cheat you out of rare magic items.worldofprime. Priests don’t usually like to make potions. cheap metal. World of Prime © 2009 M C Planck 42 Ye Olde Shoppe www. for adventurers they like. they’ll sell it to you for the cost to make it. If you have a good reason. they’re willing to make an exception. 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. To settle private disputes or seal contracts. hoping that having to heal naturally will force them to rethink their life choices. Often prescribed for chronic conditions such as over-eating or partying too hard. 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. the ability to ignore the effects of weather for an entire day could be important during blizzard season. It’s hard to imagine what you need mended for this price that can’t be fixed cheaper by a tradesman or craftsman. volcanic islands. Usually priests will have a little of this on hand. too. Only 1 point of healing. Useful for people who feel they may be straying from the path. just in case. Restoring ability damage that will probably go away on its own.com Patric Mitchell (order #2310125) 1 . Be careful what you talk about.
like his rulers. Diplomacy/Bluff check to explain why you need to spy on someone. In some places this spell is standard practice at funerals. Just remember – he’s not coming with you. Diplomacy/Bluff check at -20 to convince the priest your petty questions are worth his god’s time. There is a high price on this spell to stop you from asking the priest to find trivialities like your keys. 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). This is the same price as an Everburning torch. This is the level at which priests can begin making magic weapons and armor. or defense of the community. Shopkeepers have a legitimate right to protect their premises. so you can read your ancient documents without letting the priest read them too. The advantage to this spell is that it can be cast on you. In some places. 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. the priest will probably take that as an omen that he shouldn’t be trying to foresee that particular future. Expect to pay for the scroll if you are in a hurry. You still have to come up with the material component. However. The priest will not spy on people who scare him. Certainly not for you. If you need the attention of a higher-ranked priest. And if you let a child set it off. you can have it cast on whatever object you want.Church (5th level) Remove Blind/Deaf Remove Disease Obscure Object Speak with Dead Dispel Magic Glyph of Warding Locate Object 5 gp 5 gp 25 gp 25 gp 10 gp 25 gp +200 gp 25 gp Continual Flame Magic weapons and armor 30 gp +50 gp Varies It’s all fun and games until someone loses an eye. In many cities. Chances are the priest isn’t familiar with anyone you want to talk to. cause. The priest is going to know what you did. Good luck explaining why you need to hide an object from Scrying for 8 hours. For custom colors. though. so you need to make your own arrangements for the return trip. the spectacle of the priest parading around town tends to give thieves a chance to smuggle the goods out of range. Expect a lecture on the foolishness of playing with Undead. Don’t even bother with the Bluff check. However. see a Wizard. Not as useful as you’d think. However. expect to pay a lot more. don’t expect them to sell items to members of different faiths. Most priests have several copies of this on a scroll. 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 color of the light will be tinted towards the priest’s alignment. superiors. or wizards. but if you buy the spell from the priest. and b) contagious. or himself. Priests often waive their part of the fee for those who have died in the service of the faith.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. expect to pay a stiff fine.worldofprime. it is illegal to buy private divinations. You can probably get a hefty discount on this spell if you can convince the priest that you’re a) poor. state. The priest is not going to bother his patron for anything less than the safety of the community. You’ll have to pay for all of them. his church. Remember that the priest is going to hear your questions and answers. too. He may choose to impose an additional penance as a condition of the atonement. World of Prime © 2009 M C Planck 43 Ye Olde Shoppe www. expect Good priests to put non-lethal spells into their glyphs. If the spell fails.com Patric Mitchell (order #2310125) 1 . Usually only used by law enforcement to search for stolen goods. Fix almost any ability damage and negative level drains. for emergencies.
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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but even in those tribes it is probably illegal to use poison on a fellow tribesman. depending on the materials. to make up for their lack of metal weaponry. 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. Spider Venom. Slashing attacks grant a +2 on the save. for private use). or other environmental effects will also ruin the poison. extended sunlight. Worm Venom. Sneaking Ingested poisons into someone’s food or drink requires the Sleight of Hand skill. These poisons are selected because they have no strong flavor or smell. Ingesting the appropriate antidote before making the save grants a +5 (or +7 for a Masterwork antidote). Wasp Venom. the poison is expended. Centipede Venom. Snake 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. A natural fumble on an attack roll requires a DC 15 Reflex save to avoid poisoning oneself (or a nearby ally). unless the saving throw was critically fumbled (a natural 1). Primitive tribes will equip their soldiers with poison. Piercing attacks are best for delivering Injected poisons. Ability damage is temporary (it returns at the rate of 1 per day). Exposure to multiple doses of a poison inflicts multiple saves and damage rolls. Only a single dose can be applied to a weapon at a time. in which case it is permanent.com Patric Mitchell (order #2310125) 1 . and Bludgeoning weapons cannot use Injected poisons. Poisons inflict their primary damage immediately and their secondary damage 10 rounds (1 minute) later. technology and skills available. After the first successful hit. Exposure to water.worldofprime.Poisons Poisons vary wildly from area to area. and is relatively safe. The one constant is that they are almost always illegal (at least. Masterwork poisons cost x5 as much and have a save DC that is 2 higher. Scorpion Venom. Manufacturing poisons is part of the Alchemy skill (the skill check to make a poison is the same as its Save DC). Poison Ivy paste Mercury's Curse Mage-slayer oil Alcohol Arsenic Crumbs of a Lich Ergot Night-watch Narrowleaf Flower of the Poppy Dreamer's smoke Ragedust Venom. Using Injected or Contact poisons on weapons or items is purely a matter of dexterity and caution.
World of Prime © 2009 M C Planck Narrowleaf A narrow green leaf smoked like tobacco. you can take it beforehand. not ordinary earthworms. the victim probably won't realize he's been affected until too late. However. Venom. At least they’re tasteless. Venom. Spider It probably won't kill you. Venom. Worm poison is made from brightly colored giant maneating worms. Scorpion/Wasp/Worm Harvested from giant-sized insects. make a DC 15 Will save to avoid becoming addicted.Ivy paste Concentrated past of everyone's least favorite ivy. so if you know in advance what poison you are likely to suffer. This poison can occur on its own. This also means you do not recover temporary ability damage without magical help. Multiple doses of the same antitoxin do not stack. An addict must smoke Poppy at least once a day or suffer 1d10 CON damage. Flower of the Poppy Smoking this substance increases CON.worldofprime. Venom. Antitoxin Grants a +5 bonus on Fortitude saving throws against a specific poison. Wyvern One of the most fatal poisons known. hard to detect doses over a period of time. Ragedust A 5 ft sq cloud of powder that madly enrages its victims. With a little planning. Does not inflict secondary damage. you do not heal through non-magical means. Arsenic Can be administered in small. If the damage doesn’t kill him. but it will make you easier to kill. all temporary damage from this substance is recovered 24 hours later. Crumbs of a Lich Crumbling liches is probably more fatal than eating them. It is pleasantly narcotic. Good lucking finding a Wyvern to milk. Leaves tell-tale painful red blotches for days. you can be across town establishing your alibi when they collapse. it was probably invented by a mage. Ironically. and makes the user extremely boring. Once a concentration has built up the victim must suddenly make his saving throw. the effects of the stupid things you did while you were drunk may have permanent consequences. Mercury's Curse Made from the liquid metal. the substance is highly addictive. While under the effect of this poison. unconsciousness lasts for 8 hours. he’s free – until he starts smoking again. this poison requires a save once a day.com Patric Mitchell (order #2310125) 1 . However. Dreamer's smoke A 10 ft radius of stupefying smoke that reduces victims to torpidity and placidness. Night-watch Used as a sleep-inducing medicine. so it can't be turned into an Ingested poison. mildly addictive. although you can take several different ones. stimulates appetite. Centipede Cheap but not terribly effective. brings on hallucinations and sometimes death. Venom. Has a distinctive. 48 Ye Olde Shoppe www. 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. The effect lasts for up to an hour. Alcohol Unlike other poisons. The first successful save ends the curse. Mage-slayer oil So-named because mages have few HPs. each time you use it. The potion has a very subtle onset. Ergot Made from improperly stored grain. acrid smell.
Adventurers. but their life span is often cut short by the nature of the work they do. while peasants eat porridge for breakfast and lunch. Peers are major nobles and heads of state. they can usually afford something else for dinner.worldofprime. Expense How much it costs per year to maintain this lifestyle. Fittings For furniture. Only Peers can normally afford to decorate their clothes with gold buttons and buckles. Artisans are successful craftsmen or businessmen who enjoy the best life a working man can hope for.com Patric Mitchell (order #2310125) 1 . higher ranks will be expected to live and entertain more lavishly. and various academics or businessmen like bankers and importers. dishes and general house-wares. of course.Lifestyles An approximation of the various qualities of life that people can expect. The Artisan class represents upper-level craftsmen such as Experts or above. They eat well and wear first-rate equipment. and Serfs may well have family heirlooms of silver. with salaries or land holdings. Serfs are poor and oppressed. Nobles are ranked individuals. Style Slave Serf Freeman Artisan Noble Peer Adventurer Expense 10 gp 20 gp 30 gp 60 gp 200 gp 2. Cloth The kind of cloth normally associated with this station in life. use bits of wood as buttons. are footloose wanderers living in inns when they’re not sleeping in the woods or camping in dungeons. Slaves. The figures for the Peer class represents the minimum amount a head of state would spend. Slaves are so poor they eat porridge twice a day and nothing else. The Noble class is the 1st rank of nobility. This is useful for putting the wildly extravagant life-style of the typical adventurer into context. Double this expense if you are maintaining an ordinary-sized family. Jewelry is usually a step up: even Freemen can often afford a tiny bit of gold for a ring or pendant. clothes. of course. Food A representative example of what you could find on their dinner table. In some areas this may be a legal restriction. Lifespan The effect this lifestyle has on the average lifespan of an individual.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. World of Prime © 2009 M C Planck 49 Ye Olde Shoppe www. there is. no maximum. on the other hand. Freemen are merely poor.
Buttons and clasps are made of wood. possibly with beer. Children are a burden on families this poor. Ale in the tavern on weekends for the men.worldofprime. or leaky huts for the rest. damp caves. either of clapboard. World of Prime © 2009 M C Planck 50 Ye Olde Shoppe www. An ordinary House. After age six or so they will be expected to work for a living. Ale in the tavern once a week or so for the more well-to-do. if not well-clothed. filthy Barracks for the lucky ones. Footwear is limited to sandals made of burlap straps. they will be sent to institutions of higher learning. ruined hovels. Freeman Food Clothing Quarters Family Fun Effects 30 gp Porridge is still served for breakfast and lunch. hats and purses. Life-expectancy is 48 years. Canvas tunics with fired-clay buttons. Serf Food Clothing Quarters Family Fun Effects 20 gp Porridge three times a day. A scrap of bread or cheese is worth fighting for. Life-expectancy is only 32 years. Chicken or fowl once a week. not for any expectation of profit. An occasional trip to town to see the mummers or bards. at least for the adults.Slave Food Clothing Quarters Family Fun Effects 10 gp Bare survival. Children are well-fed. Children are often put to work in the family business. Tightly packed. Chores abound for everyone. Shoes are just more rags wrapped around the feet. Soft boots with gloves. Ale is served with dinner. People living in these conditions suffer a penalty of -2 to all attributes.com Patric Mitchell (order #2310125) 1 . but only for their education. Dinner and sometimes lunch is bread and mutton. A Manor house with rooms for servants as well as family. Only the fact that the slave-owner stands to profit from them keeps them alive. This is a hard life of constant labor. or clay. Dinner is often bread and chicken. If possible. Story-telling around the fire. Beer is served with dinner once a week or so. usually shared with chickens or other farm animals. but flavored with vegetables. leaving little time for self-improvement (characters cannot learn new skills while working as a serf). Tunics of burlap or other coarse fibers. the feet are wrapped in rags before putting the sandals on. Animals are normally kept in the barn. Winter wear may be a blanket with a hole in it. Tea is served at meals. cast-offs and scraps. pork and beef on holidays and special occasions. but only once a week. or musical instruments to practice on. but normal family relationships are possible. Children are prized and generally given some kind of education until early adolescence. Life-expectancy is 64 years. Hobbies such as philosophy and art can be a part of enjoying life. Crude wooden toys for the children. Dances and dinner parties on regular occasions. Children may have pets such as ponies or cute little dogs. porridge twice a day. Life-expectancy is 64 years. Children may have well-made toys of wood. a piece of meat is worth killing for. Wood is too valuable to waste. A Cottage for the family. due to work and war. but with cheese or bread for dinner. There is time and energy left over to think about improving one’s lot in life though education or investment. Linen with shiny brass buttons. bone dice for the grownups. Odds and ends of rope or string serves for belts and ties. stone. Rags. Artisan Food Clothing Quarters Family Fun Effects 60 gp Porridge is served only for breakfast. in cold weather. Soft shoes made of leather. sewing and knitting circles for the women. Guildmasters and such are expected to feast their lesser workers several times a year. with a well-thatched roof. and you’re lucky to get it. and parents may be harsh.
“Blood may be thicker than water. Bards and other entertainers will be brought in for special occasions. Courtesans. Life-expectancy is 80 years.Nobility Food Clothing Quarters Family Fun Effects 200 gp Nobles don’t eat porridge. Bread and meat are served at every meal. Imported wines are served at special occasions. Lifeexpectancy is nominally 64 years. diminishes your mystique. A Mansion with rooms for family. and in many places. not just brown. Peer Food Clothing Quarters Family Fun Effects 2. Silk and fur. such as fine roasts.com Patric Mitchell (order #2310125) 1 . Mixing with the commoners exposes you to infiltration. Hunting. Each outfit consists of many items. usually pork. World of Prime © 2009 M C Planck 51 Ye Olde Shoppe www. A Castle. Wine is served with dinner. In other words.000 gp Every meal is a gourmet event. Slippers made of impractical materials. Children are valued assets of the State. Nobles eat like Americans. like a formal academic robe or a fantastic hat. High boots made for walking. hawking. musicians.000 calories a day. This means meat at every meal: bacon for breakfast. Good luck with that. dancing and partying every night. and baked or sweet desserts are common. jewels may be incorporated into clothing as well as jewelry. alcohol is a good source of calories too. Dinner parties at other noble’s houses almost every week. They will be educated in their chosen profession. A popular saying is. Also. war. Meat is always available. but XP is thicker than blood. who are fiercely loyal to each other. Adventurers generally buy private rooms or suites for their party. gambling and drinking.” To share experience from a battle is a sacred ritual far more binding than sharing bread with a stranger or wine with a guest.worldofprime. every night. The expense includes the minimum necessary servants to maintain this kind of lifestyle (usually two or three per family member). in taverns and inns. Peers hire other people to study literature and politics for them. Living on the road. Children are expected to carry on the family legacy. Adventurer Food Clothing Quarters Family Fun Effects 400 gp Adventurers eat 5. Life-expectancy is 64 years. Wool with silver accoutrements. buckles and threads are used liberally. or monster attacks. half a chicken for lunch. Well-made. Wine is served with every meal. sturdy clothes of durable materials. Adventurers don’t have families. Adventurers are notoriously restless and easily bored. such as dress jackets and gloves. and only frightens the locals. as every adventurer knows. ignoring events such as assassination. Bread is often white. but it does not include the army that should be living in your castle if you intend to remain a Peer for very long. Stray odds and ends may be found in their heavy-duty packs. you can’t trust the water. The study of literature or politics is often a required activity. capons cooked inside turkeys. servants and entertainment such as ballrooms or music rooms. or pork wrapped in bacon and served on ham. exotic fish. The only advantage of this lifestyle is that it leaves all of your time free for adventuring. Only the pressures of war interrupt the peerage’s pursuit of pleasure. and a slab of steak for dinner. Gold buttons. they have parties.
This means that although the capital outlay of maintaining a body of men. The yearly wages include the expected bonuses for long-term employment. a Guard could use a simple weapon. Finally. Most workers cannot get ahead on their own. Privates form the backbone of most armies. The table shows skills and feats for humans. Traditionally. including arms. however. Also. additional proficiency feats costs 1 skill point. expecting that a share of the booty after a battle will greatly exceed any salary they could hope to draw.Wages The average wage of a worker is equal to the cost maintaining a family and his taxes. Squires are warriors almost equal to Knights. Workers who work for a daily wage will tend to be poorer than those with regular jobs. the employer may deduct ¼ of the wage if he provides for their advancement. or Move Silently. expensive equipment. you can still use these tables to reflect common soldiers of different quality. quarters and supplies. but it quite often applies to soldiers. because they know their lord depends on them. This usually does not apply to craftsmen. and the fact that they tend to die a lot. who prefer to own and maintain their own tools. Gaining an advancement in grade is usually a gift from a rich patron such as a noble or guild-master. craftsmen usually prefer to spend that money on luxuries like clothing and food. World of Prime © 2009 M C Planck 52 Ye Olde Shoppe www. Hide. Warrior. Spot.com Patric Mitchell (order #2310125) 1 . hired to stand around more than to fight. such as holidays and gifts. meaning they can spend their skill points on useful skills like Wilderness Lore. they do trust their lord to advance them. they may have racial proficiencies or skill bonuses. if they fight well enough. will freely accept this deal. can be quite high. Guards are little more amateurs. Skill Points These are the number of skill points the soldier can be expected to apply to the fighting profession. Soldiers. The employer may also deduct ¼ of the worker’s pay for room and board. as they do not trust their employers to place the same value on their personal advancement as they do. or Barbarian). Corporals and Sergeants provide basic leadership. Light Armor and Shields.worldofprime. In addition. which keeps the workers in line and the patrons in charge. Craftsmen almost never accept this arrangement. However. the actual amount of gold distributed to the soldiers can be quite low. especially if the lord wants them better armed than their own meager resources can provide. Again. If you are not using Apprentice grades. Well. Soldiers The quality of soldier you receive depends on the amount of money you are willing to pay. the employer can deduct ¼ of the worker’s pay by providing his tools. This is the basis of the feudal system: everyone owes their position to their patron. who are expected to occupy fortifications as part of their duties. Thus. this usually only applies to military men. Lancers are good enough to equip with horses or other exotic. no matter how hard they try. Apprentice grade soldiers get their class proficiencies for free (usually Fighter. non-humans receive 2/4/6/8 skill points and a maximum of 1 feat. This explains why soldiers rarely support families. Everyone starts with one Simple weapon proficiency.
you could potentially pay a soldier as little as 10 gp a year. instead. house.worldofprime. DEX. 12 14. Pay The daily and yearly pay for each soldier does not include reductions for providing equipment. 2x Feats 9. as will the costs for their personal retinues.000 gp World of Prime © 2009 M C Planck 53 Ye Olde Shoppe www.600 gp 4. 14 16. Thus. if you are hiring spell-casters or spies. 14. and entertain high-rank nobility for a year. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an insurrection.400 gp 2.600 gp 2. 12 14. or even CHA. Maintaining their loyalty is always necessary.800 gp 3. They receive their money directly from the tax collector. room and board. 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. Viscounts and Marquis expect to be second in command and possibly heir to the land.200 gp 3. All of these individuals have a full class rank.com Patric Mitchell (order #2310125) 1 .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. The one advantage soldiers have is that they do not pay taxes. 2x Feats 6.Attributes Normal attributes are 10 each. 2x Feats 12. Feat 3. these stats can also be INT. However. much higher. or advancement. so they have the proficiencies of their class and the attributes suitable for a hero. The rates below represent how much it costs just to feed. and this requires treating them well. These are almost always STR. or CON. 14 16. WIS. and can have a few attributes that are higher. but do not think this means you can stint on the cost. after all. 2xFeats Attributes Daily Pay 1 sp 1.12 The cost for employing ranked warriors is much. Employing nobility over the third rank is unlikely. Title Apprentice Grade (Bonus HPs) 0 0 1 2 3 4 Skill Points 2 3.200 gp 1. You can reduce their pay by providing the necessities for them. Soldiers who have invested in training and practice are sturdier fighters. although it will still cost you close to 40 gp a year to maintain him. equipment and advancement will be extra. one gives them land to manage and accepts their fealty in return.000 gp 2. Men and women of Peerage rank (6th or higher) are not usually employed.
Craftsmen Workers and Craftsmen come in different grades. Slaves don’t receive pay.75 sp 1. rather. as you aren’t raising your next generation yourself. and move up one step on the lifestyle table. If your society has regular access to the Plant Growth spell. MW tools Attribute Bonus 0 0 +2 0 +1 +1 +2 +3 +3 Daily Pay . counting all of his bonuses. Pay The daily pay is provided in case you want to hire a worker by the day. then you can spend half as much and reap twice as much profit. if your period of employment stretches over any holy days or traditional celebrations. while townsmen manage to sneak by with 1/4. or tougher. pay 1/3 more gp in taxes. stronger. or STR. 14. depending on their station in life. Serfs and Freemen will make 1/3 more gp a year. Skill Level This is the final skill level of the worker.5 sp 2 sp 3 sp 4 sp 5 sp Yearly Pay 30 gp 60 gp 120 gp 40 gp 60 gp 80 gp 120 gp 160 gp 200 gp Taxes 10 gp 20 gp 40 gp 10 gp 15 gp 20 gp 30 gp 40 gp 50 gp Ye Olde Shoppe www. advanced civilizations will have greater and greater percentages of higher-grade craftsmen. The yearly cost already assumes all of those days. or 16 in the appropriate attribute. 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. but it may be INT. Usually this is DEX. usually levied as fees on services like grain milling or imports. The type of workers that make up the bulk of the workforce is determined by the government and economic model. Synergy. that means you need to find new slaves when these wear out. WIS. Taxes The profit a lord can collect from the workers that live under his protection.5 sp 3 sp 1 sp 1.com World of Prime © 2009 M C Planck 54 Patric Mitchell (order #2310125) 1 . Master craftsmen have such a wide-ranging grasp of their subject that they enjoy a Synergy bonus to their skill checks. Feat 4. CHA. resulting in a larger tax base and superior equipment for their armies. then your farmers will benefit greatly. Farmers tend to pay 1/3 of their income in taxes. Only Expert level workers and above are expected to have mastered the Skill Focus feat for their craft. Poor societies will have mostly Apprentice level workers. you’ll have to pay him for those days as well. If your slaves don’t have families. Also. Skill Points These are the number of skill points the worker has spent on his chosen profession. Workers are not as motivated to master their professions as soldiers are (since failure is not so obviously linked to dying). this number represents how much it costs to keep a slave and his family alive. Feat. However.worldofprime. However. and other traditional gifts and bonuses. craft techniques don’t lend themselves to as straight-forward improvement as making a soldier faster. Attribute Bonus This is the bonus to skill the worker receives for having either a 12.
farms will also produce vegetables. 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). 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. they will expect the guild standard rate of pay. carpenters. 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. city fathers. This will increase both tax revenues and quality of life for the peasantry. The listed revenue is only the taxable income. If you can purchase an exclusive right. and so on make wages or profits according to their skill and station. Selling or leasing a license to provide a good or service is a common practice (such as the exclusive right to mill grain. yoke (3 gp). then you can run a shop for a profit because you can sell goods for more than it costs to make them. Shops Individual crafts such as smiths. Farms The heart of any medieval economy is food production. A farm with the Plant Growth spell will produce 33% more crops. sell wine. Since most workers provide their own tools. 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). Profiting from the labor of others is a modern concept: medieval barons made their money from owning things or having rights. Typically 75% of a medieval population is engaged in agriculture.worldofprime. Expect to pay special fees and taxes when the local rulers notice you are making a profit. chickens and other raw materials for their own consumption. Even if these men or women work in another’s shop.com Patric Mitchell (order #2310125) 1 . or both. 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). yoke (3 gp). potters. meaning a typical wheat farm will make 4 tons of wheat instead of 3. Farmers are assumed to have free access to at least 1 acre of forest for fuel and building materials. there is little reason for them to give you a cut of their paycheck.Businesses Owning or investing in a business may require the permission of the local nobles. or buy wool).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.
000 gp Tavern (1. Using medieval technology. Establishment Market Stall Capital 200 gp Market Stall (100 gp) Inventory (100 gp) 400 gp Shop (200 gp) Inventory (200 gp) 1. An inn at a crossroads will do very well.200 gp / year General Store 300 gp / year Importer 1.com Patric Mitchell (order #2310125) 1 . iron as a whole is not. cause undue suspicion.000 gp) Capital (100.000 lb of beef 4 sq.000 gp) License (?) 2.100 gp House (400 gp) Barn (50 gp) 200 acres of pasture (400 gp) Herd of 10 cattle (250 gp) 1. A vein of high-quality iron ore such as hematite can produce as much as 400 lb of iron from 600 lb of ore. Liquor or gaming licenses may be required. Establishment Tavern Capital 1.000 gp Large shop (500 gp) Mill (500 gp) 80 gp / year Freeman family (80 gp) 120 gp / year 1. be subject to special taxes or forfeitures. a good miner can produce up to 600 lb of ore a day. The value of this ore depends on its quality.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) 1.000 gp / year Master merchant (200 gp) 15 Guards (600 gp) Squire (200 gp) Revenue 50 . the same inn on a dank moor will barely survive.Cattle Ranch Mill 1. and occasionally be robbed. Although this quality of ore is rare. It will probably require a license.000 gp Inn (2. what kind of ore it is.000 gp Gatehouse (10. and how much it costs to refine it.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. at varying expense.worldofprime.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.000 gp Large Shop (500 gp) Inventory (500 gp) Access to rare goods 110. yds of leather 1.200 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 / year Money-lender 5. Bog ore will still produce 6–12 lb of iron per World of Prime © 2009 M C Planck 56 Ye Olde Shoppe www.
000 gp / year 60 tons of iron Silver 3.000 gp) 5 guards (200 gp) Overseer (200 gp) 10 replacement slaves (?) Tool maintenance (100 gp) Revenue 2. tough and brave. Gold and platinum can be mined at similar rates.000 gp) Engineer (120 gp) 4. A rich vein of silver produces 1/3 lb of silver out of those 600 lb of raw ore (after extensive refining). Slave mines are only profitable if the slaves are cheap (such as criminals from the state or prisoners of war). shovels and wheelbarrows (75 gp) 15 axes (75 gp) 750 gp 1 acre of mining rights (?) 600 acres of forest (600 gp) 50 picks. rich 6. The Romans mined ore in English bogs.000 gp / year 20 tons of iron Iron. but veins of these precious metals are much rarer. Mine Iron. shovels and wheelbarrows (75 gp) 10 axes (50 gp) 50 slaves (?) 50 manacles (250 gp) 500 ft of chain (750 gp) A supply of whips (20 gp) Barracks (1. poor Capital 2.000 gp) 15 Guards (600 gp) Squire (200 gp) Engineer (200 gp) 4. Good miners are hard to come by: they have to be strong. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.600 lb of ore. despite the poor quality of ore.000 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.000 gp / year 50 freemen (6.250 gp 10 acres of bog (5 gp) 100 acres of forest (100 gp) 50 picks.200 gp / year 50 freemen (6.000 gp) Engineer (200 gp) 12. because it was still cheaper and easier than shipping metal all the way from Rome.worldofprime.000 gp) 5 Guards (200 gp) Engineer (200 gp) 7.000 gp / year 900 lb of gold World of Prime © 2009 M C Planck 57 Ye Olde Shoppe www. Viking farmers often mined and smelted their own ore.120 gp / year 50 serfs (3.500 gp / year 50 slaves (1.500 gp / year 900 lb of silver Gold 45. mining the ore is the easy part.com Patric Mitchell (order #2310125) 1 . In all cases. shovels and wheelbarrows (75 gp) 15 axes (75 gp) Operations 1. Refining the ore requires at least four times as much labor and consumes whole forests.000 gp / year 10 tons of iron Iron. average 3. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.400 gp / year 50 serfs (3.
Barley is more expensive.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. 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. Warhorses and such are often fed barley because it is easier to carry and more nutritious. Humans and other medium-sized humanoids require at least 2 lb of oats. and people will do almost anything to augment it. rice.Bulk Goods Food Hay is cheap.com Patric Mitchell (order #2310125) 1 . 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. Raw Food Hay Barley Oats Wheat Rice Flour Vegetables Fruits Nuts Sugar Salt Cinnamon Cloves Pepper Milk (1 gal.) 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.worldofprime.000 lb Meat 2 lb 1 lb 10 lb 30 lb 50 lb 150 lb 500 lb 1. but animals require 2% of their weight per day.1 1 World of Prime © 2009 M C Planck 58 Ye Olde Shoppe www. but animals only require 1% of their weight per day. or wheat per day. 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.000 lb 2.
5 gp Lbs.004 gp 0.01 gp 0.002 gp 0.008 gp 0.1 gp 1 gp 2 gp 5 gp 5 gp Gems Gem Jacinth Onyx Ruby Topaz Emerald Sapphire Pearl Amethyst Diamond Color Orange Black Red Yellow Green Blue White Purple Clear Cost per carat 10 gp 25 gp 500 gp 50 gp 750 gp 250 gp 1 gp 100 gp 1.5 sp 1 gp 2.1 gp 0.3 gp 0.5 gp 10 gp 30 gp 3 sp 12 sp 2 gp 50 cp 50 sp 50 gp 12. 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.Metals Metal Iron Lead Tin Brass or bronze Copper Silver Gold Platinum Mithril Adamantium Cost per lb 0.5 gp 5 gp 50 gp 100 gp 250 gp 250 gp Coin 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 2.5 gp 5 sp 5 gp 7.4 gp 0.2 gp 0.com Patric Mitchell (order #2310125) 1 .worldofprime.006 gp 0.
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