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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 .
.................. 34 Pottery Kiln ............................................................................................................................................... 29 Class Kits ...................................................................... 49 Wages ...................................................... 37 Common items ................................. 12 Stables ........ 59 Gems ....................................................... 55 Hotels............................................. 1 Crafting Rules ................................................................................................................................................. 44 Alchemy ............ 19 Buildings ............... 15 Horses . 37 Custom Items.......................................................... 40 Drinks ................................... 47 Lifestyles...................... 59 Stones .................... 38 Trimmings............................ 22 Siege Engines............................................... 32 Locksmith.................... 40 Meals.......... 39 Inns and Dens...................... 25 Shipyard............................. 59 Precious materials ...................................................................... 41 Magic Shop................... 2 Weapon-smithy ..... 59 Cloth....................................................................................... 54 Businesses............. 58 Food ....... 18 Mason’s Guild ............................................. 17 Tack and Services ......................................................................................................................................................................................... 5 Wild Weapons .................... 29 Luggage ..................................................................................... 40 Temples................................................................................................................................................................................................................................................................... 55 Farms ................ 59 Patric Mitchell (order #2310125) 1 .... 30 Illuminatiorium ........ 26 General Store ....................... 40 Entertainment .......................................... 39 Sewing Shop ........................................................................................................................................................................... 40 Lodgings........................................................... 41 Spell-casting .......................................... 58 Livestock ................................................................................................................................................................................ 22 Land ...................................................................................... 44 Spells ............................................................................... 35 Music Shop.......................................................... 32 Hardware Store ............................................................................................................................................................................................................................................. 52 Craftsmen ........................ 29 Camping Gear.......................... 46 Poisons ................... 7 Civilized Weapons ...................................................... 3 Primitive Weapons................. 41 Ceremonies ............... 55 Shops.................................................................................. 9 Armorer’s Shop.......................................................................................................................... 10 Armorer’s Shop................................... 38 Materials........................................ 19 Mason’s Guild .................................................................................................... 36 Luxuries........... 23 Cartwright’s Yard ...................... 36 Tailor’s Shop .......................... 58 Metals............................... 44 Items....................................................... 56 Bulk Goods.............. 56 Mines................................................................................................................................................................................Contents Introduction ........ 12 Shields........................................................................................................................................................................ 19 Roads .................................................................................................................................... 33 Furniture Mart ............ 52 Soldiers .... 31 Scriptorium ...................................................................................................................................................................................................................................................... 16 Flying mounts..... 15 Draft and Riding animals................................... 56 Merchants........... 15 Exotic mounts ........................... 11 Armor ......
Patric Mitchell (order #2310125) 1 .
When customizing these lists of goods for your adventures. Technology Primitive Wild Civilized Examples Israelites. such as a smith making fine steel out of iron or a woodworker divining for knots or flaws in the wood. +2 to Bluff/Diplomacy +1 to hit +2 Circumstance bonus to appropriate skill use. They may be different in construction. Aztecs. using wood or bone instead of metal. If you need something not on the list. which are presented in separate sections for each technology. thus accounting for long production times and hence high costs of these items.worldofprime. Charlemagne’s France. for cultural or legal reasons. and fudge the price a bit.Introduction A society is measured. Iroquois. Tutankhamun’s Egypt Imperial Rome. 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. Items that require a certain level of technology will be noted. These items are made using the secret techniques (or magical abilities) of the craftsman. but they will serve the same purposes. change the name. double or half the weight and cost.” Primitive societies have no metal production. at best they use bits scavenged from meteorites or lucky finds. Saladin’s Arabia Medieval technology stops before the Renaissance. Wild societies can produce iron and steel in limited quantities. technology basically means “metal-working. Mayans Vikings. just pick the closest item. by its marketplaces. in part. To move up or down the scale. after clockwork but before gunpowder.com Patric Mitchell (order #2310125) 1 . What you can and can’t buy says more than a dozen dusty tomes on culture. This chiefly means weapons and armor. Athenian Greece. Technology For our purposes. politics and sociology. Armor Weapon Other +150 gp +300 gp +50 gp or x5. Civilized societies produce so much metal that it is common and thus used for everything. feel free to declare any item unavailable at any price. Most goods can be purchased regardless of technology. or +4 to relevant DCs World of Prime © 2009 M C Planck 1 Ye Olde Shoppe www. China’s Warring States. This is a labor intensive process. Size and Weight Most objects are designed for Medium-sized creatures (except where noted). whichever is greater -1 to Armor check Penalty. In general assume that a higher-level technology can and will produce any item from a lower level.
These numbers are designed to produce reasonable approximations of the wages for craftsmen. Siege Engineers follow special rules (see Siege Weapons). Complex or unusual products such as Exotic weapons require Experts. So building a castle could have 25 work-gangs.000 gp value of the object. temporary supports or molds. add their labor together. then it would take the 775 man workforce over 1. Masterwork items are as much art as they are science. you’ll realize it’s not unreasonable at all. For precious metals or other unusual raw materials. Note that not all laborers can produce all products. Time Days = Labor / Daily Wage To find out how long it takes to make something. World of Prime © 2009 M C Planck 2 Ye Olde Shoppe www. Time is a precious resource that even the rich cannot buy. such as fluxes. 2 at Expert. Raw Materials Raw Materials = Price / 3 Assume 1/3 of the final price of the product is in raw materials. washes. divide the labor cost of the item by the daily wage of the laborer. but once you watch pig iron being hammered into a steel katana by hand. Although the assistants cost less. If multiple workers cooperate on a single object. nor were its legions armed in an afternoon. A longsword costs 15 gold. use the formulas below. acids. and use that to calculate the time and effort. Only the simplest items can be made by Apprentices.000 days to build the castle. Masterwork quality items require Master level craftsmen.worldofprime. Rome was not built in a day. Large objects (like castles) can have multiple groups working on them. Thus. you should modify this appropriately. Most craftsmen can oversee apprentices or associates equal to their rank (1 at Journeyman. if each gang was composed of a Master mason and 30 Journeymen workers. The final produce will have the same quality as the overseer’s skill.com Patric Mitchell (order #2310125) 1 . This cost includes more than just the materials delivered to the customer: there are also additional materials used in the production process. A masterwork longsword costs 315 gold. they also produce less. making a Masterwork longsword costs 315 gp because it costs a Master smith 105 gps in materials and just over a year of labor. At least. Labor Labor = Price – Raw Materials The other 2/3 of the price is for labor. This may seem like a long time. and 3 at Master). its labor component is 10 gold. In general try to imagine how much the item would cost if made of dross. Ordinary items such as Martial weapons can be made by Journeymen. so the final price won’t change but the item will get done quicker. Construction crafts (Masons and Architects) can oversee 10 times as many workers. Assume a work-group is possible for every 10. a Master smith earns 5 silver a day. So it takes him 20 days to make the weapon. so it requires 410 days for a Master smith to create it.Crafting Rules To estimate how long it will take to manufacture an item. and wear and tear on tools. not until Wizards with Fabricate spells are available.
Piercing weapons mostly make small holes in things. they suffer a -4 to attack foes that are close to them. Whether it’s a wise old shaman carefully selecting stones. Bludgeoning weapons are much less likely to cause bleeding. a powerfully built smith hammering deadly form out of a lump iron.5 STR as bonus damage. grants x1. not x1.worldofprime. If used two-handed. Weapons made for different size characters move up or down this scale. Poisoning: Piercing weapons are best for delivering poisons. or Piercing. Each range increment beyond the first imposes a -2 to hit. after all. However. Melee weapons use STR as a modifier to hit and for bonus damage. 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). which tend to cause deep internal injuries. 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.com Patric Mitchell (order #2310125) 1 . Close (-): Most melee weapons are Close range (shown as a -). Damage The base amount of damage the weapon does. thus allowing a STR Bonus to damage. or a clever craftsman applying the secrets of metal-craft to make steel. Slashing weapons can be used to cut ropes. for a Medium sized wielder. The best defense is a good offense. Ranged weapons use DEX as a modifier to hit and do not allow a STR bonus to damage. Slashing weapons provide the normal 10% per round chance to stabilize. Composite bows can be built that require extra STR to use. Stabilizing: The type of damage also affects a victim’s chance to stabilize. although some melee weapons are also designed to be thrown. due to their shallower application. Bludgeoning weapons cannot be poisoned (except with Contact poisons). Bludgeoning weapons can be used to smash stone walls.5. Can be used normally in one hand. Slashing weapons grant a +2 circumstance bonus to any save vs. Slashing. Requires two hands to use. poison. usually for a missile weapon. However. apply x1. they only receive x1 STR bonus. and allow a 25% chance to stabilize every round.Weapon-smithy Every adventurer’s first stop is the weapon-smithy. even though they require two hands to use. Hands ½ 1 2 A light weapon that can be used while grappling or as an offhand weapon. Gains no damage bonus from two-handed use. Thrown weapons use DEX as a modifier to hit and STR for bonus damage. the weapon-smith is always a prestigious figure. Some melee weapons have a range increment. Reach (R): Reach weapons can attack a foe 10 ft away instead of merely adjacent (5 ft away). meaning they can be thrown.5 STR bonus to damage. only allow a 5% chance per round. Range The range increment for a weapon. These weapons are usually used in Phalanx World of Prime © 2009 M C Planck 3 Ye Olde Shoppe www. Piercing weapons.
worldofprime. 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. Notes @ E AC T D S -4 See description for details. The cost is 25 gp per pound. They grant a +1 to hit (that does not stack with magic enhancements) and cost an additional 300 gp. Any kind of weapon can be made from adamantium except flexible weapons (bows. Exotic weapons require a specific feat to use. and plenty of old-fashioned hard work. Against melee attacks. but bypass the DR of some kinds of creatures (such as Demons and Fey). where careful training allows the second row of warriors to attack over the shoulders of the first row. This polearm can be Set with a ready action. Proficiency The skill required to use the weapon. but Bludgeoning weapons do not. Double Reach (RR): Double reach weapons are the same as reach weapons. These weapons are normally only used in Phalanx formation. applies a -4 to hit penalty when used in melee combat. At 10 ft or 5 ft they have a -4 to attack. nets. Exotic Proficiency allows this weapon to be used with one hand instead of two. except their optimal attack range is 15 ft instead of 10 ft.formations. Slashing and Piercing weapons suffer a -1 to damage rolls. Only intended to be thrown. simple magic. lassos and whips).com Patric Mitchell (order #2310125) 1 . The cost is 500 gp per lb. a character can learn to use a reach weapon at 5 ft or 10 ft with no penalty. Owning one is often a sign of status as much as it is a combat strategy. Special Qualities Masterwork weapons are made by master smiths with secret techniques. Silvered weapons are coated with silver to bypass some forms of DR (like lycanthropes). Virtually everyone is familiar with Simple weapons. World of Prime © 2009 M C Planck 4 Ye Olde Shoppe www. cost 500 gp per lb. and have all the benefits of Masterwork quality. Against charging foes it does double damage. slings. and bypass any DR that is bypassed with silver. superior materials. Mithril weapons have hardness of 15 and 20% more hit points than regular weapons. 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. the penalty for using a reach weapon at close range is only -2. Special Materials Adamantium weapons bypass up to 20 points of hardness (Damage Reduction) and are equivalent to Masterwork quality. only trained characters are familiar with Martial weapons. where three rows of soldiers can attack. With the Reach feat. and in a Phalanx formation. Cold Iron weapons cost twice as much as ordinary metal weapons. They weigh half as much as normal. They have hardness of 20 and 33% more hit points.
Club. bronze. Bludg. made of iron. or steel. Clobbering with a boulder is much more difficult unless the victim is prone or otherwise defenseless (Boulders used in melee impose a -4 to hit). or stone. Note that the Boulder receives x1. Its only attraction is its low. Baton.com Patric Mitchell (order #2310125) 1 . Bludg. Pierce Bludg. Range 15 ft 10 ft 20 ft 30 ft 20 ft Proficiency Simple Simple Simple Simple Simple Simple Simple Simple Simple Simple Simple Martial Exotic Note -4 -4 S. Knife More of a tool than a fighting weapon. If you have to use one as a melee weapon. Slash Bludg. Suitable for throwing. @ 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. and all of them can be made without metal. or iron. 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. Intended to be thrown as an opening shock just before melee combat.Primitive Weapons Primitive weapons are generally not as good as more technologically advanced weapons. chopping wood. However. Bludg. @ Fist A standard medium-sized person does this much damage when punching someone. they are cheap. Bludg. Rock. although you could beat someone with a rock if you really felt like it. stone. it imposes a -4 to hit due to its poor design for that purpose. they are simple enough that almost anyone can employ them effectively. Boulder These are normally thrown. Javelin May be tipped with lead. obsidian. of varying sizes. copper. World of Prime © 2009 M C Planck 5 Ye Olde Shoppe www. or scalping fallen foes. but also suitable for delivering poison. May be made of flint. Slash Slash Pierce Bludg. Tomahawk A small hatchet. low cost. Maul The humble wooden stick. iron. bronze.worldofprime. Also.5 STR bonus damage.
powered by the user’s breath. Used two-handed. This weapon could also represent a firehardened spear.com Patric Mitchell (order #2310125) 1 . However. this is two lengths of wood joined by a piece of rope. Net A net is used to entangle enemies. With an Exotic Weapon Proficiency feat it can be used in one hand. Although this weapon does little damage. Commonly used in each hand as a two- weapon fighting style. it can’t be used by Undead or constructs. although such a primitive weapon should do only 1d4 damage. but provides a very powerful attack.worldofprime. Is primary purpose is to kill small game or deliver poison. but cost 1 cp each. Entangled creatures take a -2 penalty on attack rolls and a -4 penalty to Dexterity. Bolas Three or four weights joined by cords. The net can also be destroyed with 10 points of slashing damage. In a pinch. When you throw a net. can move at only half speed. this is the weapon favored by stylish cave-men. For a full round action. a DC 20 Escape Artist check can escape the net.Stone Mace A rock on the end of a stick. you can throw it. it can inflict surprising amounts of damage in the right hands. World of Prime © 2009 M C Planck 6 Ye Olde Shoppe www. Macuahuitl A broad wooden paddle studded with bits of obsidian as a cutting edge. Atlatl Used to throw a spear. bound with leather thongs. Simple to make. it can strike at Reach (10 ft) or Close (5 ft) for no penalty. A net made of better material (such as silk or metal-reinforced wire) requires Civilized technology. but the heavier. After it is thrown. the sling is not particularly easy to use. Thus. hard to learn. Although it is thrown. Spellcasting requires a DC 15 Concentration check. or dart. expensive and difficult to maintain. Used one-handed. 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. Grain Flail Also called the nunchaka. javelin. Although it is fragile. Adds +1 damage and +10 ft to the range increment. it does allow ranged trip attacks. Dart A bit of feathered wood tipped with stone or metal. Escape Artist 25 and Strength 30. and cannot charge or run. The DCs increase to Concentration 20. it is so cheap and ubiquitous that anyone who wants to use one can easily obtain and practice with it. Sling A simple leather cord that launches rocks or stones. it only has Close range but you can use a shield in the other hand. bulkier 10 lb net imposes a -2 to hit and costs 20 gp. Crude but effective. Stones are free: lead bullets grant a +1 to damage. it takes two rounds to fold the net and make it ready to throw again. Blowgun A hollow tube that shoots darts. make a ranged touch attack. a DC 25 Strength check can burst it.
The most interesting aspect of the light mace is that it can be made out of almost any kind of material. Greataxe The massive double-bladed axe of legend. Bludg. Light Mace A heavy weight on the end of a wooden handle.worldofprime. iron and steel are most common. Anyone with a STR less than 12 should not even try to wield this weapon. but stone. Quarterstaff A favorite weapon of priests. cold iron. D. Slash Slash Slash Pierce Pierce Slash Pierce Bludg. 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. E @ S S T. 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. copper. Shortsword This category covers everything from extremely large knives to the wakazashi and the famous gladius. silver. Plenty of societies with the technology to produce Civilized weapons will still employ these cheaper alternatives. However. or adamantium are all equally suitable. @ Dagger A favorite of back-stabbers and poisoners.com World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 .Wild Weapons These weapons require less metal and less metal-working skill to produce. Bronze. but can occasionally dish out tremendous damage. wizards and pacifists. thin bladed weapon receives a +2 Sleight of Hand check when trying to hide it. the scimitar is hard to use correctly. @ 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. 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. 7 Ye Olde Shoppe www. Scimitar A wickedly curved sword. this long. Anyone that knows how to use a knife can use a shortsword. mithril. the length and versatility of this weapon grants a +1 to AC when used in melee combat. they are not necessarily less effective. Silver maces are particularly popular in areas infested with Undead or lycanthropes.
Often the blade is curved for better cutting power. They cannot damage any target with +2 AC or better armor (although they can still Trip or Disarm). The weapon has double reach. you can either pay out more rope (up to the maximum of 30 ft). If you fail the check. Longbow The ancient recurve bow and the more modern longbow. allowing three ranks of men to attack at once. They can be used at both ranges with no minus. The rope can be escaped the same way a net can. this weapon can be used 1-handed and at 5 ft or 10 ft with no minus. Like other polearms.Longspear The weapon of the Greeks: the spear taken to its greatest perfection. With an Exotic Proficiency feat. Unlike other reach weapons. 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. The glaive is a Reach weapon. it is not intended to be thrown (apply a -4 penalty. let go of the rope. or 15 ft. the lance inflicts double damage.5 STR bonus to damage). At closer range it imposes a -4 to hit (the Reach feat can remove this). meaning it strikes 15 ft away. It can be Set against charging foes. 10. or follow them. Although the lance is listed as requiring two hands (and receives x1. it cannot be used against targets that are closer. However. it can be Set against a charge. Shortbow. meaning it strikes 15 ft away. Whip Whips are difficult to use. Lance Lances are only intended to be used from the back of a mount. but allow both Trip and Disarm attacks at 5. Typically matched with a large shield and used in Phalanx formation. just like throwing any other unsuitable weapon). If the mount is charging. The lance has double-reach. These weapons are cheap enough to equip whole armies with.worldofprime. With an opposed Strength check you can block the target’s movement away from you. and can be Set against charging foes. Normally it is used in Phalanx format. Glaive A shortsword on the end of long stick. although the Macedonians called it a sarissa. World of Prime © 2009 M C Planck 8 Ye Olde Shoppe www. you can use a shield in the other hand with no penalty. but do not threaten those areas.com Patric Mitchell (order #2310125) 1 . Heavier versions can be made that require more STR and do more damage (but the to-hit bonus still comes from DEX). Under any other condition they impose a -4 to hit. Composite Shortbow. Composite Longbow Made of bone and sinew to improve its strength. Pike Both the Swiss and the Macedonians used this weapon to deadly effect.
Longsword The staple of heroic weaponry. steel ball on an iron chain. D S. these weapons can be expensive. Most versions are pointed and can be used to cause 1d6 piercing damage instead of slashing if desired. The Shrewsbury Mace is a +1 Ghost Touch weapon with four flanges. Dire Flail One to three spiked balls attached by chains to a metal haft.Civilized Weapons Like much else of the civilized world. Rapier A very thin blade primarily used for stabbing. Making this weapon requires even more technical skill than making longswords. This weapon is specially designed to defeat heavily armored foes. Warhammer A heavy hammer with a spike on the back. World of Prime © 2009 M C Planck 9 Ye Olde Shoppe www. one of Alchemical Silver and one of Adamantium. and gains a +1 to hit whenever it is used against a target wearing metal armor. Slash Any Bludg. intended to kill horses or break open shield walls. It costs 10. Greatsword A massive sword used in both hands. This weapon gains a +1 to hit whenever it is used against a shield-bearing foe.worldofprime. With heroic training (and an Exotic Weapon Proficiency feat) this weapon can be used one-handed. they can also be extremely effective. Bludg. designed to pass all possible forms of Damage Reduction: one of steel.000 gp.com Patric Mitchell (order #2310125) 1 . but knowing you can hurt anything is sometimes worth the price. 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. Bludg. Slash Pierce Slash Bludg. T D. The Dire Flail gains a +2 bonus to Disarm checks and can be used to make Trip attacks. 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. Range Proficiency Simple Martial Martial Martial Martial Martial Martial Martial Martial Exotic Note @ @ AC E T. Morningstar A spiked. the longsword is both effective and stylish. Bastard sword An extra-large longsword. one of Cold Iron. It packs the greatest wallop of any Simple weapon. overly complex and difficult to use. this weapon has several heavy flanges of iron or steel at the end of a short metal handle. Properly employed.
Crossbow A wooden crossbow that can be reloaded by hand in ½ a round (a Move action). Using two Sai will grant a +2 to AC (but still only a +2 to Disarm checks). Sai This over-sized fork is designed to disarm and defend.com Patric Mitchell (order #2310125) 1 . It can also use prodds as ammunition. You can load any crossbow with prodds (metal balls) to do 1d4 Bludgeoning damage instead of 1d8 Piercing. The halberd is particularly effective against cavalry. The halberd has a multifaceted head and can do any kind of damage: Bludgeoning. It provides a +1 AC when used in melee combat. or Piercing. as it can be used to Set against a charge and then used to pull the rider from his horse (a Trip attack). The simple point-and-click interface makes it suitable for anyone to use. Heaver versions can be reloaded with a winch.Halberd A hammer. Improved versions can be made that cause additional damage (effectively the same as a STR bonus). It is so heavy and dangerous to use that it requires military training. doing 1d6 Bludgeoning damage. blade. 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.worldofprime. spike and hook all on the end of a pole. Slashing. 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.
but their only benefit is to reduce the Skill Penalty by 1. HPs (Shields) Damage Reduction and Hit Points. -10 ft for creatures that move normally move 30-40 ft per round. reduces the Skill Penalty by 1 and the Arcane Spell failure by 5%. Bash (Shields) You can bash your foes with some shields. Also. There is a base 5% chance. plus 5% per point of Skill Penalty. and -5 ft for creatures that normally move 20 ft per round. a leatherworker. but increases the Max DEX Bonus by 1. 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. The Tower shield imposes a limit of +2. Sundering the enemy’s shield is a valid tactic. Escape Artist. and stacks with the failure chance of the armor you are wearing. Hide. CHA-based casters cannot avoid the shield penalty (hiding behind a shield is not very charismatic). 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.com Patric Mitchell (order #2310125) 1 . Arcane Spell Failure Casting arcane spells with somatic components in armor is likely to fail. Jump. However. Shields inflict a failure chance of 5% times the AC bonus. Move Silently. Make a touch attack and deal 1d3 Bludgeoning damage. If you hit. This may be a blacksmith. Masterwork shields cost an additional 50 gp. or both. World of Prime © 2009 M C Planck 11 Ye Olde Shoppe www. Special Qualities Masterwork armor costs an extra 150 gp. DR. Proficiency The ability needed to be able to effectively wear the armor. especially against highly armored targets. but the proprietor will have only slightly less prestige than the weaponsmith. that the spell will fail and be wasted. and adds a +2 Circumstance bonus to skill checks where looking rich and important would matter (usually Bluff and Diplomacy). Tech The technology level needed to make this kind of armor. Max DEX Bonus This is the maximum DEX bonus to AC that the wearer can take advantage of. when you run you only triple your normal speed instead of quadrupling it. Climb. make an opposed STR check to knock your foe back 5 ft.Armorer’s Shop The next visit is always to the armorer’s shop. because they are cheaper. you lose the shield’s benefit to AC for the round you attacked with it. use the worst modifier for shield or armor. Sleight of Hand and Tumble. Skill Penalty This penalty is applied to certain skills checks: Balance. 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. Higher technology societies will still use the lower level armors.worldofprime.
has DR 20 and 33% more hit points against sundering attacks. It has hardness 15 and 20% more hit points than normal armor. or cold). 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. leather. and Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3.com Patric Mitchell (order #2310125) 1 .worldofprime. but that’s just for the labor – you have to supply the dragon hide yourself (such a rare commodity can’t be bought). Only metal armor and shields can be made from adamantium. and is always Masterwork quality (with all associated benefits). The cost is twice as much as a Masterwork suit of ordinary material. The cost is 1. or studded armor.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. hide. It is always Masterwork quality.000 gp per AC for a shield). Only metal armor and shields can be made from mithril. you could make any kind of armor out of dragon hide.000 gp per point of AC protection (or 500 gp per AC for a shield). electricity. and the Max DEX Bonus is increased by 2 and the Skill Penalty is lessened by up to 3. Dragon hide: if you were crazy enough to wear it. Dragon hide armor is always Masterwork quality.000 gp per point of AC protection (or 1. The cost is 2. fire.Special Materials Silk is half the weight of normal cloth. Adamantium armor grants DR 1/2/3 for Light/Medium/Heavy armors. and subtracts 1 from each die of damage done by the appropriate kind of attack (acid. It is always Masterwork quality. Silk armor costs 150 gp plus 25 gp per point of AC protection. It has hardness 4 and 20% more hit points than ordinary.
Leather Armor made from cured leather. The helmet is often a skinned and cured animal head.Cloth Cloth folded. complete with fangs and glass eyes. It includes a Bucket helmet. like Scottish kilts or the Greek linothorax. A tunic covers the arms to the wrists and the legs down to the knees. this armor consists of strips and plates of metal. sewn and stitched into armor. and the best nonmetal armor available. Includes thick boots and heavy leather gloves (as does all armor until HalfPlate and Plate).worldofprime. which makes it inferior to many other forms of armor. The extra 150 gp for Masterwork grade armor is applied 13 Ye Olde Shoppe www. The leather gloves might have studs sewn into the back of the hand for decoration. The head is protected by a good hat. 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. like scale mail. This armor is weighty but extremely flexible. suitable for executioners or fancy-dress parties.”) Breastplate A cuirass or chest-plate made from a single piece of metal. Comes with a stylish leather hood. but better than nothing. It corresponds to the Roman lorica segmentata. Bulky. which is good enough for most warriors. Chainmail Small loops of metal wire intermeshed together. However. Full plate Armor plate so finely made it doesn’t require chainmail to seal the gaps. but excellent protection. Heavy. Half-plate Plate armor. This kind of armor is often Masterwork simply for the style factor. Masterwork Half-plate only costs 750 gp. This armor does not allow a DEX bonus. and still allows a +1 DEX bonus.com Patric Mitchell (order #2310125) 1 . A separate coif covers the head and neck. the more flamboyant the better. (Note: in some realms this armor is referred to as a “Chain Shirt. Includes a full Bascinet helmet. World of Prime © 2009 M C Planck Banded mail The premiere armor for this level of technology. metal-plated leather boots. Studded Leather Disks or studs of metal sewn to a leather backing. This armor is extremely heavy but can be manufactured by low skilled workers. Not very good armor. a plated mitten gauntlet and a heavy Sallet helmet with full face protection. The Bucket helmet is a Norman cap with cheek plates for more protection. with greaves and vambraces for the legs and arms. clumsy and hot. Small vambraces and greaves help protect the arms and legs. Includes a Barbute helmet. Not normally found in non-primitive societies. Heavy shoes and light leather (or silk) gloves complete the outfit. with the joints and gaps covered by chainmail. individual articulated fingered gauntlets and sabatons (metal boots). A Norman metal cap with a short nosebar comes with it. Scale mail Overlapping scales of metal mounted on a leather backing. it is the best armor primitive societies can make. Hide Armor made from cured animal hides. This also represents soft leather armor like jackets or coats.
often diamond shaped. oblong. cannot be used from a mount. it may be worth something to force your foes to demolish your shield before they demolish you. A warrior will need a new one for every battle. Round shield Made of split-planks (wood that has been split off the beam instead of sawn). such as square. rectangular. extending down the left side to cover the leg (since the other leg is protected by the horse). and does not allow more than a +2 DEX bonus to AC. Strong and light. by resizing the armor to custom-fit the wearer. Target shield A larger. World of Prime © 2009 M C Planck 14 Ye Olde Shoppe www. it doesn’t hold up to abuse very long. The advantage to the buckler is that you can gain its protection and still use a two-handed weapon.worldofprime. but only if you give up your attacks and cower behind it. this is a warrior’s best friend. or diamond. Even so. Rattan shield Made of wicker-weave. Sturdy and strong. heavier kite-shaped version of the Heater. This wood has been hand-sawn and carefully warped to maximize strength and durability. The shield can be used as Cover. Buckler shield A small metal plate originally worn as an elaborate belt-buckle. Comes in many shapes. Advanced versions will have a metal boss and rim to make them last longer. At that point striking the shield is as easy as hitting a wall (AC 10. The shield is sometimes asymmetrical. +4 for no DEX bonus). round. imposes a move penalty if you don’t already have one (just like Heavy armor). Heater shield A normal sized shield made of metal. Still. Vikings were allowed up to three shields in a duel.com Patric Mitchell (order #2310125) 1 . sturdier wooden shield. the tower shield imposes a -2 to all attacks. Kite shield A larger. although your attacks will be at a -1 if you do so. originally designed for horsemen. because they came apart so quickly under the weight of battleaxe blows.after the armor is created. Tower shield A moveable wooden wall.
Feed The cost per day to feed the animal. Remember to add the weight of saddles. including all of his armor and gear.Stables Every upscale adventurer needs a fancy horse – or better. Also good eating. The last three in the table are trained for war. Some creatures have to be fed meat. Ox Immensely strong. 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. Draft and Riding animals Animal Sled dog Donkey Mule Ox Cost 5 gp 25 gp 50 gp 50 gp Feed 1 cp 2 cp 3 cp 4 cp Size Medium Medium Large Large HPs 1d8+2 2d8+2 3d8+9 6d8+6 Move 40 ft 40 ft 40 ft 20 ft Carry 35 lb 50 lb 250 lb 500 lb Sled dog Normally used for pulling dog sleds. and you can eat them if you have to.worldofprime. but very slow. One ox can feast 500 men. *Flying mounts cannot carry a Heavy load. Refer to the Monster section in the SRD for their abilities. any barding and the rider. Small characters average about 50 lb. effective labor. Since individual mounts will differ slightly in size and strength. you can just assume an average of 150 lb. due to being for a Medium creature instead of for a Large one). Horses are valuable tools and status symbols. Strong but not so fast. but you can put pack saddles on them too (the pack costs and weighs ½ as much. tack. Donkey Includes llamas. not including stabling fees. Horses Mule A cross between a donkey and a horse. 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.com World of Prime © 2009 M C Planck 15 Patric Mitchell (order #2310125) 1 . Carry This is the Light load for the creature. and since larger warriors will pick the larger mounts. and not noted for its loyalty or obedience. Cheap. Many of these creatures are dangerous combatants in their own right.
worldofprime. only larger and meaner. Courser The Arabian hot-blooded racing horse. could be problematic. The extra Exotic mounts mobility on the march and the battlefield can be worth the price.000 lb 1. At least they are cheap to feed – they’ll eat anything. suitable for pulling plows or wagons full of ale.com Patric Mitchell (order #2310125) 1 . heavy Clydesdale. It is unlikely that any civilized society would employ these creatures. however. Dogs will eat meat if they can get it. Dire Wolf. These creatures can be trained to fight as a pack. Dire Boar Like their smaller cousins. Deinonychus The only really suitable riding dinosaur.000 gp 9. Destrier The legendary warhorse. Palfrey Traditionally a woman’s riding horse. however. usually ridden by halflings or children.500 lb Boar These animals make good war mounts because they like attacking things. Convincing one not to eat you.000 gp 4. Wolf Includes large war-trained dogs like German Shepards.Pony A small horse. trained for war. or can be ridden by Small characters. Fast and vicious. or a good working horse like the American Quarter-horse. the meat is as tough as old shoe-leather.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. Ridgebacks and Newfoundlands. World of Prime © 2009 M C Planck 16 Ye Olde Shoppe www. 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. strong and willing to fight. Huge.000 gp 7. Warpony Tougher and sturdier than an ordinary pony. Draft horse A huge. One solution is the Animal Friendship spell. Some of these mounts can only be found in certain geographical climates. All of these creatures are trained for battle. and thus their ownership might require legal permission or social status. but they can survive off bread and scraps. medieval warhorses were valued at the lives of three grooms – because that’s how many they would kill during their training. it makes an excellent mount. as they tend to be uncontrollably violent. these animals are suitable for hobliars: men who ride to battle but dismount to fight. Exotics Boar Wolf Dire Wolf Dire Boar Deinonychus Rhinoceros Elephant Triceratops Cost 200 gp 150 gp 3.000 gp 3. They don’t make good eating.000 gp 4.
Giant Eagle These creatures are intelligent. partly due to their Chaotic nature. Pegasus The legendary winged horses are the most prized of all aerial cavalry.worldofprime. they are effectively chained. If their riders are incapacitated in combat. and since they cannot fly blind.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. Triceratops You can practically build a castle on the back of these (or a double-sized howdah). so they will only be found in Good societies. These animals are exceptionally intelligent and will remember and resent ill treatment. they cannot undo these avian bridles. the griffon will likely continue to attack on its own. but its HPs are higher. if you can get them to stop eating your grooms. so using them as mounts is either voluntary on their part.000 gp 4. Although they only eat as much as a horse. or an act of enslavement. dragging and lifting logs with their powerful trunks. Some evil societies may use constant mindcontrol effects to maintain their own enslaved herd of Pegasi. while the driver directs it to trample anything in the way.Rhinoceros Large enough to carry ogres or hill giants. these aggressive creatures make excellent war mounts. Hippogriff A bizarre cross between horse and bird. Griffon A cross between a lion and a bird of prey. World of Prime © 2009 M C Planck 17 Ye Olde Shoppe www. no matter how much money you have to spend. This is due to careful training. 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. Flying Giant Hawk Giant Eagle Hippogriff Pegasus Griffon Cost 2. Griffons will only eat meat. and its talons do 1d4 damage. griffons are powerful combatants in their own right.000 gp 8.com Patric Mitchell (order #2310125) 1 . their ownership is likely to be restricted to certain social groups by law or tradition. they tend to charge at the drop of a hat. Elephant Bowmen in the howdah will defend the creature from spearmen. they demand much finer fare – no Pegasus will settle for one apple when he could easily fly up to the orchard and eat a bushel. Also suitable for large giants to ride. There are societies that control the birds with special blindfolds that snap shut when not operated by a rider. and able to detect Evil at will. Can also be used Flying mounts to perform considerable manual labor. Even if they are. its AC is one lower (16).000 gp 5. because they are the fastest and strongest flying mount possible. These even more exotic war mounts are not necessarily available in any given area. They are also intelligent. studies show that griffons that leave the battlefield with unconscious riders tend to become bored and eat them. Because the birds lack hands. with bad sight and terrible hygiene. This creature fights like a Hawk. and lots of it. rather than fly to some place of safety where its rider might be healed. Shorttempered.000 gp 4.
Riding checks are -4 without a saddle of some kind. Provides cover for 4 Medium or 8 Small characters (Huge mount only). Grants a +2 Circumstance bonus to Ride checks. Necessary once a year for horses or other hoofed animals being ridden on packed.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. Rather than a bit in the mouth. so for Medium ones. you can’t dismount without spending 2 rounds untying yourself. reduce the cost/weight by ½. Allows the mount to carry its full Heavy load in cargo. paved. If the rider is not actively manipulating the reins. but still leave room for a rider. Allows the mount to carry up to ½ its Light load in equipment and gear. exotic animal like an elephant or triceratops. Be sure to protect that valuable addition to your stables. On the other hand. the blindfolds snap shut. Flying Saddle Saddle bags Pack Saddle Stabling Shoeing Howdah Barding 50 gp 4 gp 5 gp 4 gp 4 gp 200 gp varies 20 lb 8 lb 15 lb 500 lb varies The weight and cost is given for a Large animal. and Flying mounts can’t wear Medium or Heavy barding. World of Prime © 2009 M C Planck 18 Ye Olde Shoppe www. sleigh. This is the price per year to lease or maintain a stable for a horse. Exception: the howdah is already weighted and priced for a Huge.worldofprime. There is no place for a rider to sit. No mount can use a shield. these are blindfolds over the eyes. You can be tied into the saddle so you can’t fall off. Barding comes in all the same forms as armor. Necessary to allow the animal to pull a wagon.com Patric Mitchell (order #2310125) 1 . causing almost any creature to stop moving. or plough. or otherwise civilized roads.
1 story 50 x 50 ft. 1 story 30 x 40 ft.000 gp 100. as well.000 gp 1.000 gp Occupancy 40 5 10 5 20 50 500 Dimensions 40 x 60 ft. All Religious buildings grant a +2 Morale to defenders of the appropriate faith or creed.000 gp 5.000 gp 1. 3 stories 500 x 500 ft.000 gp 250.000 gp 200. 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 gp Occupancy 100 500 50 50 10 15 100 250 500 1. Lodgings Barn Cottage House Apartment Manor Mansion Palace Cost 50 gp 100 gp 400 gp 10 gp/year 1. 1 story 20 x 20 ft. 3 stories 350 x 350 ft.000 gp 500.000 gp 4. up to x4 as many soldiers or refugees can occupy the building for weeks at a time.000 gp 100. While individuals can use any wall as cover or concealment. 2 stories 200 x 200 ft.000 gp 10.000 ft 10 ft deep x 1. Cost Maintenance on a building is approximately 1% per year.000 ft AC Bonus +6 +8 +2 +4 +6 +6 +5 +6 +7 +8 +3 +4 +5 +6 +1 Tech Primitive Primitive Primitive Primitive Wild Wild Wild Civilized Civilized Civilized Primitive Wild Civilized Civilized Wild Material Stone Stone Wood Wood Stone Stone Stone Stone Stone Stone Wood Stone Stone Stone - World of Prime © 2009 M C Planck 19 Ye Olde Shoppe www.000 ft 20 ft tall x 10. entire military units can gain this AC bonus when fighting other armies. Rent is typically 5%. 4 stories 150 x 150 ft.Mason’s Guild Buildings Eventually you’ll want to settle down and buy a place of your own. roads. 1 story 50 x 80 ft. In times of war or emergency. 1 story 100 x 100 ft. The mason’s guild is the place to go for buildings.000 ft 40 ft tall x 20.000. 3 stories 15 ft tall x 4. 2 stories 20 x 20 ft. 1 room 50 x 50 ft. 1 story 250 x 500 ft. 3 stories 500 x 500 ft.com Patric Mitchell (order #2310125) 1 . 2 stories 50 x 80 ft.worldofprime. 1 story 20 x 20 ft.000 ft 30 ft tall x 20. fortifications and other improvements.000 (Village) (Town) (City) (Empire) (Castle) Dimensions 150 x 200 ft. AC Bonus This is the amount of military defense the structure adds.000 gp 400.000 gp 5.000 gp 50.000 gp 1.000 gp 15.000 gp 500.
separate kitchens. 1 story 100 x 100 ft.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. Gatehouse The gatehouse is built around and over a large wooden double-wide gate as a fortified entrance. trees 50 x 80 ft.000 gp Occupancy 5 30 15 15 50 50 125 Dimensions 20 x 40 ft. Mansion Three stories. The price reflects its value. roofs vary from thatch. Bailey A wooden fort surrounded by a 10 ft tall log wall. or brick. dirt. sod. 2 stories 40 x 50 ft. House construction varies according to the technology and civilization. 2 stories 350 x 350 ft. 1 story 250 x 250 ft. House A basic house. 2 stories 200 x 250 ft.000 gp Occupancy 15 30 5 10 50 500 Dimensions 50 x 70 ft. 1 story 50 x 70 ft. 1 story 150 x 200 ft. or 2 Huge animals. Inns have larger rooms of higher quality. Palace Luxurious accommodations for nobles and their servants. 1 story 50 x 80 ft. Murder-holes allow the 20 Ye Olde Shoppe www. adobe. Cavern Huge caverns with many artificial tunnels and additions.000 gp 2. Cottage A two-room hovel. size. Inn Simple rooms for 10 guests and the tavern keeper’s family. Cave A natural cave complex.000 gp 200.000 gp 50. beams. possibly with a loft. wine cellars. with three to five rooms. usually on a large estate. depending on quality. Walls are made from everything to logs. slate. Obviously houses vary considerably in value. and location Manor A two-story building with three to five rooms per floor. sawed planks. 2 stories 200 x 200 ft. 10 Large. wattle and daub.000 gp 200 gp 500 gp 300 gp 5.com World of Prime © 2009 M C Planck Patric Mitchell (order #2310125) 1 . 2 stories 50 x 80 ft. Tavern.000 gp 50. 1 story 80 x 100 ft.Religious Shrine Sacred Grove Sept Chapel Temple Church Cathedral Cost 1. with extravagances such as ballrooms. Another 20 people can sleep in the common room in front of the fire. 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. Barracks Quarters and furnishings fit only for soldiers.worldofprime.000 gp 5.000 gp 500. you can’t actually build a cave. Unless you can employ dwarves or magic. Apartment Renting a room in a Manor house. The gate is thick wood strengthened by iron bands. shingles and tiles.
with four towers and a gatehouse. Moat A 10 ft wide and deep moat around your castle.defenders to attack from above. A large shop serves as a general store or factory. The finest touches the society can afford will be used: marble floors. each 30 ft tall.worldofprime. stained glass. 10 ft thick stone walls. the thick wooden gate is faced with stone. Tower A four-room stone tower with an interior winding staircase. with multiple towers and gatehouses. libraries and a kitchen. A drawbridge over your moat is only 1. University Lecture halls. Men in armor and siege engines will find it difficult to pass. however. with a 20 ft outer wall linking six to eight towers and two gatehouses. Gatehouses are normally incorporated into larger fortifications. for 2. and the stone overhang helps protect the gate from siege weapons. made sacred by years of ceremony. and battlements on the top. stronger keep. gigantic spires and often a bell tower or two.000 gp. student dorms and perhaps a few shady groves for holding debates. Sept A main hall for worship and several apartments suitable for acolytes to live in. 15 ft thick stone walls. Cathedral A massive structure built to impress and awe. It includes a simple wooden gate. 21 Ye Olde Shoppe www. including storage space and a private well whenever possible. usually adorned with statues. Shop. Keep A strong stone keep with 15 to 25 rooms. Fortress Two layers of walls.com Patric Mitchell (order #2310125) 1 . Wooden wall A wall of upright logs. but can also be a free-standing structure. 15 ft tall and 3 ft thick. Academy Apartments. Sacred Grove A natural cove of trees. Often attached to a castle or wall. A moat increases the effect defense of any structure by +1. It includes a simple wooden gate. professor's housing.000 gp you get an iron portcullis. The gatehouse is usually staffed by up to 40 soldiers during a battle. Stone wall A stone wall 20 ft tall and 5 ft thick. surrounded by a 15 ft wall with battlements. Castle A larger. Large Shop A small shop such as a tailor’s or bakery.000 gp. Temple A large stone hall. For 5. with apartments for the staff. For an extra 1. they can be built in narrow passes or on bridges.000 it is covered by a layer of iron. Great wall The capitals of nations are defended behind these 30 ft tall. Chapel A stone hall. classrooms. There are apartments for the priests in the back. A city of a square mile will fit in this amount of wall. World of Prime © 2009 M C Planck Legendary wall Imperial cities are defended by miles of these 40 ft tall. Citadel A massive castle. Church A larger chapel with separate apartments and extra rooms like libraries and scriptoriums.
Two wagons side-by-side. This is how canals deal with hills. its productive value in either crops or lumber is small. A sturdy arched bridge. location. or wagon wheel. but unsurfaced. A double-wide column of troops. so even civilized realms will still contain many forests. bad weather has little impact on its effectiveness.000 gp Free x2 Mountains are rocky. This is a 100 ft wide dam. Traditionally a 9th level individual must build and inhabit a castle before people will consider the area “safe. in bad weather it can become impassable. uncivilized land is free to claim. Land in prime locations may cost much more than the listed price. location. Highway 100 gp/mile Wooden Bridge Stone Bridge Canal Canal Lock Dam Tolls 100 gp 1. especially in cities. Larger dams may be beyond the skill of ordinary craftsmen.worldofprime. Forests contain lots of trees which must be cleared before the land can be effectively farmed.000 gp 10. Allows a barge to be pulled or poled along. tilled. as it is possible to eke a living out of it. or a single wagon. Strong and wide enough for 2 heavy wagons sideby-side. Bad weather has little effect on highways. it’s just pasturage. fenced and properly watered. Swampland is worth something. no wagons. The first three rules of real estate are location. otherwise. animal.000 gp 100 gp/mile 1.200 gp. A simple beam design. The road is clear and level. or a wagon in each direction at the same time. paved with stones and mortar. traveling is difficult. Plateaus or mesas will be valued as flat land of the appropriate type. plowed. Every city needs a forest close at hand to supply firewood and building materials. with enough space to pull over and let oncoming traffic pass. Pasturage is flat. clear land not really suitable for farming. and the weather is generally wretched. Also. or one in each direction. strong and wide enough for only one wagon at a time. but no one will buy it until it has been shown to be safe to live in.Roads Track Trail Road Cost 1 gp/mile 10 gp/mile Description Single-file foot or horse traffic. A square mile of fully developed prime farmland would cost 3. Compare this to the price of a magic sword. However. Nobody is going to labor in the fields unless they feel safe. hilly land that is usually only suitable for mining.com Patric Mitchell (order #2310125) 1 . The surface is “metaled. Because it is so primitive. locks are where traffic in different directions can pass each other.” World of Prime © 2009 M C Planck 22 Ye Olde Shoppe www. 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. either because the soil is poor or there is little irrigation or rainfall. In many societies land will not be for sale to non-nobles.” that is. not counting any buildings or improvements.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. Wild. Farmland is developed land.
costs 5 gp). it does not receive any bonuses from the operator’s BAB or DEX. Poisoned or spelltrapped javelins are also a possibility. Hitting smaller than Huge targets requires a natural 20. If used against a ship. and allows 23 Ye Olde Shoppe www. For attacking fortifications. or anything that moves. More commonly they are mounted on a swivel that allows a 45° arc of fire. It also grants a height advantage. the target can negate all damage with a DC 5 Reflex save. DR 5 Huge. however. DR 5 Huge. 100 hps.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. The crew is protected with Full Cover (+8 AC) by the roof and walls of the ram. They can attack once per round. at the place of the siege. These weapons are popular on ships and castle World of Prime © 2009 M C Planck walls. Normally catapults do not move. (Optional rule: the operator can add his or her Siege Engineering skill). Siege Engine Ram Ballista Catapult Trebuchet Siege Tower Tunnel Sapping Cost 200 gp 500 gp 300 gp 500 gp 1. 1d6 arrows strike each target for 1d6 damage. Ballista A ballista makes Ranged Touch attacks against targets. heavy stones are used. it grants Cover (+4 AC) to the 20 attackers inside it..) in addition to the soldier’s wages for the day. meaning a Ram can be built in day by an entire army. which do not require crews and do damage based on the size of the ship. It requires an engineer and a crew of 20 men five minutes (50 rounds) to reload. 20 hps. A Siege Engineer can employ 1. Ballistas can be mounted on a wheeled carriage and moved by hand up to 20 ft a round (as a full-round action). DR 5 Ram Rams can be operated by ordinary solders. to turn the weapon to a new heading requires 10 rounds. so only one or two can be mounted on large ships. DR 5 Large. DC 15 Reflex save for half damage. Catapult. Siege Tower A Gargantuan mobile fortification. but they can be dragged 5 ft per round if necessary. 30 hps. but the target can negate all damage by making a Reflex saving throw at DC 5. To attack a mobile target requires a Ranged Touch attack (the same as with a Ballista).worldofprime. 30 hps. and the target still gets a Reflex save unless it’s inanimate.000 unskilled men at this task. Trebuchet Catapults and trebuchets are all but useless against anything smaller than Huge. but it will still cost you 66 gp of materials (tools. With a full crew they can fire every 4th round. etc. 10x10 ft area.com Patric Mitchell (order #2310125) 1 . DR 5 Garg. nails. 40 hps. Well-equipped engineers can use a special bundle of arrows to deliver an area attack (no roll to hit. Warships come equipped with rams. Only an immobile target can be attacked by a ram. These siege engines are Huge and require a lot of space. however. They can only shoot 45° to either side of where they are pointing.Siege Engines Siege engines are often constructed as needed. rope.
Masterwork buildings have DR +2 and 25% more hit points. If built into a ship.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. Wooden building’s DR is normally bypassed by fire. if you have men and shovels. Siege towers are 40 ft tall. A hundred men can dig 50 ft of tunnel a day.com Patric Mitchell (order #2310125) 1 .000 80 120 160 180 300 450 720 1. it inflicts a -2 to all Sailing checks. you can either tunnel up into their courtyard. Pushing it faster makes it fall over. or you can try to undermine their walls.soldiers to climb the ladders inside to the edge of the enemy walls.500 2. but they can dig other tunnels (or protect the diggers from attacks). Fortification values Inflicting the listed hit point damage to structure creates a breach. so destroying a large structure requires immense amounts of damage. More men can’t dig faster. 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. Pushing one 10 ft per round requires at least 80 medium-sized creatures. it gives a height advantage and its AC to the soldiers inside when attacking other ships (or defending their own). Tunnels.000 1. These hit points are normally per 10 x 10 ft section. Tunnels and Sapping attacks require an engineer to oversee their execution. 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. A Sapping attack requires 1 day of work by the digging crew and does 100 pts of damage to a wall. Sapping Digging a tunnel is free. allowing entry with no more difficulty than crossing rough ground. but the enemy may detect your efforts and take counter-measures.worldofprime. However. Once you reach the enemy walls.
a Pack Saddle allows a Draft horse to carry 200 lb as a Light load and 600 lb as a Heavy load. Travios Two poles that drag on the ground from the animal’s back. Wheel-barrow A one-wheeled cart with handles.000 lb of cargo. up to four horses can be attached for maximum speed. Carriage An enclosed cab. Suitable for going to Grandmother’s house. With two draft horses this would only be a Medium load. One or two horses are normal. Chariot Either a fancy surrey with a fringe on top. A Wagon would allow the same horse to pull 1. Four Coursers would allow up to 900 lb as a light load. World of Prime © 2009 M C Planck 25 Ye Olde Shoppe www. Large Wagon The most efficient pulling mechanism possible.000 lb wagon can carry an additional 3. 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 1.000 lb as a Light load and 3. with a harness for one creature.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. traveling at top speed. Cart A small two-wheeled cart. all other vehicles assume Large animals. The animal cannot Run or double move without destroying the travois. 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. with a superior suspension designed for comfort and speed. with anywhere from one to eight horses in front. that equals the weight of the chariot plus two warriors in full battle gear.000 lb 2. This is the only vehicle priced for Medium-sized animals. Or a surrey with a fringe on top. so a 1. trying to Run with a wagon imposes a -4 penalty to any Riding checks.000 lb 2.Cartwright’s Yard When you have so much loot you can’t carry it all. Trying to Run with a cart imposes a -4 skill check penalty. Wagon.000 lb as a Heavy load (but the wagon itself already weighs 1.worldofprime. From one to four horses can be attached to a wagon. Carry This is the multiplier for the creature in the harness. Only works over snow. You can push it at 20 ft per round. designed to be pulled by two to eight dogs. Thus. but you can’t run with it. a Large wagon can have up to eight horses. but only on snowy days. or an open-faced spiked-wheel war machine.000 lb). Sled A dog sled. However.com Patric Mitchell (order #2310125) 1 .
given deck space and carrying capacity. as they are built to do this. inflicting an World of Prime © 2009 M C Planck 26 Ye Olde Shoppe www. failing by more causes the ship to sink. The captain’s skill is the most important. although he can gain a +2 from an exceptional crew or a -4 from an inept/inadequate crew. Watercraft cannot Double-Move. Some ship designs impose additional penalties. Carry How much weight the vessel can carry. Crew. Longships. Rams do vastly more damage when powered by a ship. which is already calculated in). Note this is not the complete destruction of the ship but merely compromising its ability to float. Move This is the maximum movement per turn or per hour. Almost all vessels have a DR of 5 due to their wooden construction. at two per 5 ft. A ram attack does 1 pt of damage for every hit point of the attacking ship. often being completely square). HPs The number of hit points of damage the vessel can take before sinking. ships cannot usually go up rivers. Siege Weapons The usual mode of combat with ships is ramming or closing for boarding with marines. Most ships are ¼ as wide as they are long (rafts and barges are exceptions. The vessel could conceivably be repaired by magic or crew action before it actually goes under water. Ships can be equipped with siege engines at the expense of useable deck space. Each medium-sized passenger is the equivalent of 200 tons of cargo. Make an opposed Sailing check to ram a foe (although you must be approaching them from the side). The number of siege weapons that can be mounted based on ship length.worldofprime.Shipyard Watercraft are divided into two categories: boats and ships. Sailing checks are used to control watercraft. Passengers This is the maximum number of passengers possible.com Patric Mitchell (order #2310125) 1 . or Charge. However. this means a Trireme will cut a Galley in half with a single deadly lunge. Weathering a storm is a DC 10 to 30 check. Boarding planks and grappling hooks are included with the price of warships. Normally the ship doing the ramming does not suffer any damage. Max The minimum number of crew necessary to avoid a -4 penalty to Sailing checks. Oar-powered vessels can only travel at top speed for an hour. depending on the severity of the storm. beyond any chance of repair. Remember to count the weight of any passengers (but not the crew. Run. due to their narrow construction. 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. Masterwork ships would grant a +2 if you could afford them. Boats are anything small enough to be carried on a shi. Failing by 5 or less inflicts 10–80% damage to the ship. can only have half as many siege weapons installed. inflicting x3 this much damage results in effectively complete destruction. Length The length of the vessel. Archers can occupy the deck.
000 gp 10.000 gp 25.com Patric Mitchell (order #2310125) 1 .000 gp 10. Inflicts a -8 to any Sailing checks.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. 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. Powered by a sail. it only has DR 1 but it weighs so little one man can pick it up and walk with it. this is how much its defenses are worth to you. Includes a large fishing net. powered by oars. 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. Powered by oars. since it reflects the vessel’s ability to absorb damage). It also applies to any siege weapon attacks against the vessel (even those that use Ranged Touch attacks. World of Prime © 2009 M C Planck 27 Ye Olde Shoppe www. -2 to all Sailing checks. Canoe If it’s made out of leather.000 gp 30.000 gp 3. fast sailboat. Sometimes used as a shiptender (a shuttle servicing a larger ship).000 gp 20. If it’s made out of wood. or long poles used to push against the river bottom. a simple sail. oars. Rams ignore DR of 5 or less.000 gp 15.000 gp 5. it has DR 5 but weighs at least 500 lb.additional 10 pts of damage per point you beat the enemy captain’s roll by. and a DC 15 Sailing check to not inflict half as much damage to your own ship in the process. Cost Maintenance is typically 10% of the purchase price per year. or both.worldofprime. Pinnace A light. Rowboat (-2 Sailing checks) A rowboat or skiff. Fishing boat Big enough to spend all day at sea.
this monster galley has three decks of oars. with an advanced designed for deep ocean travel rather coast hugging. but also slow and unmanageable. Keelboat (-2 Sailing checks) A small. it is sturdy enough to cross oceans in. The Keelboat inflicts a -2 penalty to sailing checks. or sails. but not particularly sea-worthy (-4 to Sailing checks). fat.worldofprime. or be dragged onto the beach by its crew. Trireme The pinnacle of the ship-building craft. Not particularly fast or maneuverable (-2 to Sailing checks). Bireme A larger galley. Longship The famous Viking raiding craft. Warship A sturdier version of the carrack. it only moves at 20 ft. with two decks of oars instead of one. Its rapid 40 ft movement only applies during combat. Powered only by sails. Powered only by sails. Still.. Barges have shallow drafts and can travel up wide rivers. or lakes. When being sailed instead of rowed. ungainly and slow (-4 to all Sailing checks). but it can go up rivers as well as out to sea. Carrack (-4 Sailing checks) The classic cargo craft of the late medieval age. Powered only by sails. light sailing ship. Galleys might be able to navigate particularly deep rivers. Sloop A fine. World of Prime © 2009 M C Planck 28 Ye Olde Shoppe www. designed for speed and combat durability rather than cargo capacity. May be powered by poles. so it doesn’t need a loading dock. but sturdy and carries plenty of soldiers. small seas. flat-bottomed ship powered by sails.com Patric Mitchell (order #2310125) 1 .Barge (-4 Sailing checks) Heavy and durable. oars. Mostly used for shipping cargo. Galley (-2 Sailing checks) An open-decked warship. Under sail power it moves at 20 ft. Powered by a sail for travel and oars for combat. Can travel up rivers. Powered by sails and oars.
false teeth. mess kit. makeup. Crowbar. It also requires tinder. backpack. 50 ft twine. Class Wizard Cost 30 gp Weight 10 lb Contents Spellbook. twine. 5 large sacks. 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. hair and skin dye. concentration. hatchet. Houses up to 6 Medium characters. beakers. 50 ft of silk rope and soft cloths to wrap your boots in. suffer a -2 to your Wilderness Lore checks. healing kit: bandages. Imposes a -4 to Hide checks due to its large size. lotions. retorts. a shovel and a Wilderness Lore check. various spell components Pup tent. marked cards. suitable for eating and cooking on. and can last a lifetime when properly cared for. reagents. A tin bowl and plate. Can also be lock-picked open at a DC 15. an hour glass and a small metal stove. small steel mirror. Move Silently. magnifying glass. Bottles. quill pens. knife. 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 collection of tools a tradesman needs to perform his job. waterskin Holy symbol. 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. If you don’t have shelter and the weather turns bad. 25% chance of having any given antidote. Reflex DC 20.worldofprime. loaded dice. 10 ft pole. A huge tent. mortar and pestle.com Patric Mitchell (order #2310125) 1 . Wigs. and a STR 30 check to break free. Lockpicks. several bottles of ink. flint and steel. mountebank’s purse. houses up to 20 ordinary people or 1 rich noble. and provokes AoOs. Holds up to 12 Medium characters in tight quarters. a fine scale.) Lighting a fire with flint and steel takes 1d6 full rounds. sledgehammer. wedge. 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. fish hooks. bed-roll. low wind. 1d6 bludgeoning. A Teepee is much more durable than a tent. Holy book. 5 torches. (Ordinary snares and pits can be made with rope. herbal medicines. elbow and knee pads. Adventurers planning to spend a lot of time outdoors may wish to invest in a Ranger’s kit. Pick Locks.General Store Class Kits Class kits contain everything a character needs to perform that class’s function.
but it can also result in boxes that are worth more than anything they could possibly contain. Holds 1 gallon If the weather turns cold and you are sleeping outside without a bedroll. suffer a -2 to Wilderness Lore checks. and costing an extra 250 gp per lb (but remember. This can result in boxes very hard to break into. Steel crates can be made out of sturdier materials such as mithril or adamantium. mithril objects weigh half as much). Crates Basket Box Trunk Chest Stone Box Stone Trunk Stone Chest Steel Box Steel Trunk Steel Chest Cost 4 cp 2 sp 1 gp 2 gp 5 gp 10 gp 20 gp 10 gp 20 gp 40 gp Weight ½ lb 5 lb 10 lb 25 lb 50 lb 100 lb 250 lb 15 lb 30 lb 60 lb Carry 10 lb / 2 cu ft 20 lb / 2 cu ft 50 lb / 3 cu ft 100 lb / 4 cu ft 50 lb / 2 cu ft 150 lb / 3 cu ft 250 lb / 4 cu ft 100 lb / 2 cu ft 300 lb / 3 cu ft 500 lb / 4 cu ft DR 5 5 5 8 8 8 10 10 10 HP 5 10 15 10 15 20 5 15 30 Sacks Burlap bag Burlap sack Leather sack Leather sack Backpack Saddle bags Mountebank’s purse (many pockets. Masterwork crates cost an extra 50 gp./ 4 cu ft . trunks and chests) often have locks attached to them. ideal for storing spell components) Linen pouch with brass clasp Woolen pocket purse./ 10 cu ft 2 lb 5 lb 5 lb 5 lb World of Prime © 2009 M C Planck 30 Ye Olde Shoppe www. Grants a +2 to Wilderness Lore checks near streams or water. They may also be chained in place. and have DR+2. gaining the appropriate DR (15 or 20) and extra HPs (20% or 33%). See the Locksmith section for details. silver clasp Silk purse with gold clasp Cost 3 cp 5 cp 5 sp 2 gp 2 gp 4 gp 5 gp 1.worldofprime. Crates (boxes.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.com Patric Mitchell (order #2310125) 1 . Luggage Every adventurer needs something to carry or store his loot in. or built into the walls/floors of a building or ship.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 .
A masterwork glass grants a +4. Item Candle Candelabra Chandelier Torch Lamp Lantern Storm Lantern Everburning Torch Oil. reinforced with iron bands. concentration. 1 pint ½ gal. Comfortable to wear and not likely to break. A huge clay jug designed for shipping liquids. 1 gal. burns a pint of oil in 3 hours. It also requires tinder. 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. illuminates a 15 ft radius for 1 hour. or any other activities – such as fighting . Silver backing on a clear glass plate. Illuminates a 20 ft radius for 1 hour. Not quite as durable or well-made. 7 gal. Colored glass is the same price. 1 gal. Light sources create shadowy illumination in twice the radius they create full illumination. Much cleaner image than a steel mirror. Illumination allows fine work. 50 gal. Holds five candles. 5 gal.without a penalty. Price varies from 50 to 100 gp. unbroken plates. Grants a +2 to Appraise checks. Glass. Useful for peering around corners or shaving (but imposes a -2 to spot checks). in fact. Shadowy illumination generally imposes a 20% miss chance and allows people to hide without needing cover. Illuminates a 20 ft radius forever.com Patric Mitchell (order #2310125) 1 .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. Stained glass windows are also the same price. or will fuel a lamp for 6 hours. but makes an impressive statement in your main hall. with a stopper. burns a pint of oil in 6 hours.worldofprime. reading. illuminates a 30 ft radius for 1 hour. Description Made of metal and extremely durable. and provokes AoOs. 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. holds one dose of a potion. but also much more fragile. silvered Mirror. Can cover 5x5 ft and burns for 2 rounds. with a stopper. Illuminates a 15 ft radius. Open-faced wooden bucket. steel Mirror. A wooden keg. pint Flint and Steel Mirror. it’s clear glass that’s hardest to make. 10 gal. Holds fifty candles. burns a pint of oil in 3 hours. Will not go out in strong winds. as making small pieces of glass is easier than making single. depending on the magic abilities of the local populace. Lighting a fire with flint and steel takes 1d6 full rounds. This is perhaps the most common magical item in the entire world. but holds more. A wooden barrel. low wind. Too delicate to carry on an adventure. Clay. Illuminatiorium Light is a preoccupation of workers and adventurers. Illuminates 30 ft cone. Illuminates a 30 ft radius. Reasonably fragile.
or triple it for +20 gp and +2 lb. but heavier and more difficult to write on. and popularity of the manuscript. Also. 100 blank paper pages (50 sheets). A Masterwork library is x5 as large and grants a +4. A collection of at least 500 books. For the fashion (and weight) conscious wizard.000 gp 2. Grants a +2 on all Knowledge checks. A steel trunk with a good lock can foil amateur thieves. Protect your valuable scrolls from wear. 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. not including the price of the materials.worldofprime. If you are lucky enough to find a masterwork tome (for 50-250 gp).Scriptorium The book-seller’s. A treasure map sells for whatever price the market will bear. which in many places is also the local magic shop or monastery. Magical traps and symbols can also be keyed to a lock mechanism. Price varies depending on number of pages. Let everyone know who sealed this letter. tear and water. or one really long sheet rolled up tightly. Writing the magic formula for a spell requires using magical inks.com Patric Mitchell (order #2310125) 1 . breaking into a locked chest is a good way to ruin the contents. but chests and trunks are good choices too. bound in leather. A book like this can be tied or buckled shut to the point of being waterresistant.5 gp ½ lb Scribing Scribing a spell Scroll case 1 cp 5 gp 1 gp ½ lb Library 5. For twice the price you can get colors other than dull yellow. so that correctly opening the lock does not trigger the trap. Per page. You can double the number of pages for +10 gp and +1 lb. Doors are the most obvious place to put locks. More robust than paper. A goose quill. Holds up to 7 single loose sheets. and each spell requires 1 page per level. so that forcing the lock triggers the trap. bound in leather. A sheet of scraped lambs-hide. World of Prime © 2009 M C Planck 32 Ye Olde Shoppe www.50 gp 1-5 lb Map 1 . This is enough ink for 100 pages. A map is a double or quarto-sized piece of parchment. it will provide a +2 to a specific Knowledge skill check. Nobles will often use their signet rings. who may not be able to pick it or break into it without making a huge ruckus. Useful for making magic circles on stone floors. Colored chalks are twice as expensive. colored inks are twice the price. quality and color of illustrations. often being merely stiff leather. Made from wood and treated leather. The bindings are rarely as sturdy as spell-books. The price depends on rarity and quality. cut to the right length. 100 blank parchment pages (50 sheets). Plain white chalk.000 lb Locksmith Traps or Alarms can be keyed to locks. Item Ink Quill Paper Parchment Sealing wax Stamp Chalk Spell book. prepared by a secret process known only to mages. A single sheet of paper. 25 gp 1 lb 10 . paper Book. This price is per page. parchment Spell book.
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. Handling things too dangerous to touch. if roll is failed. Digging for treasure in hard soil. Cutting soft metal. If you’re really worried about people breaking them. Smashing anything. Masterwork tools cost +50 gp and grant an additional +2. makes a noise up to 50 ft away Reflex DC is 5 lower than the lock. are effectively impossible without a suitable tool. 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. such as digging a ditch or making firewood. DC 26 STR to break. Tunneling. Digging for treasure. reflects any mechanism that requires a special key or tool to operate. Many tasks. DC 30 Escape artist to slip out of. picks do 2d4 damage. Prying open small boxes. and DC 25 to pick. Used against an immobile object. using a crowbar to force open a door or chest). doors and windows. enough to eventually crack even steel chests. the victim must make another Reflex save at DC 15 or suffer a permanent loss of 1 DEX (due to losing fingers). Hammering nails or pitons. Can also be lock-picked open at a DC 15. 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. Also for making air holes. Inflicts 1d4 Slashing damage.worldofprime. Bits of metal suitable for picking locks. Suitable for medium creatures. two-handed tools will do 1d6 damage. World of Prime © 2009 M C Planck 33 Ye Olde Shoppe www. Reflex DC is 5 lower than the lock. Masterwork tools grant a +2 Circumstance bonus and cost 55 gp. Most tools can be used as an improvised weapon. If a 4 is rolled for damage. DC 20 DC 25 DC 30 DC 40 (This is a Masterwork item) Reflex DC is the same as the lock. Keys are custom-made for a given lock. Most of the cost is in finding a blacksmith who will make them without asking too many questions. doing 1d4 of an appropriate type of damage and inflicting a -4 to-hit penalty. but may inject a poison. Masterwork manacles cost 55 gp and are +2/+5/+15 to the DCs. The function listed below is from the adventurer’s perspective: ordinary tradesmen will use the tool as part of their craft. Reflex DC 20. Cutting wood to build a siege engine. but halve the DR of stone. a sledge can do 2d6 damage. 1d4 bludgeoning and a STR 20 check to break free. Large. Drilling out locks that are too hard to pick. Inflicts no damage. Cutting through hard metal… slowly. makes a loud noise Reflex DC is the same as the lock. Nailing shut coffins.com Patric Mitchell (order #2310125) 1 . use mithril(+9 DC to break) or adamantium (+14 DC to break). Chopping down doors.
hamming pitons takes 1d6 rounds and makes noise. A huge lump of cheap pig iron. 2 hit points. 10 ft Giant chain. Folds up to only 10 ft long. rough wood Furniture. dragging ships. unbroken plates. Turn a roaring fire into an inferno. stringing lutes. it can be burst with a DC 23 Strength check.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. Exquisite works of art or antiques can cost much. or carved stone. 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 . puts on a performance of ringing bells each hour. Do you need to ask? Ropes and Chains Wire. but useful for tying up parcels. Furniture Mart Furniture prices are for a typical piece. adventurers will mostly drop them on people. 10 ft Chain. wrought iron Furniture. Useful for cracking open small boxes under controlled conditions. stools. Empty your boat. hit points 30. 50 ft Rope. Remember to attach a rope before throwing. 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. chests of drawers. it can be burst with a DC 24 Strength check. DC 11 to break. Civilized technology. Requires 2 men to operate. Held together by ropes.com Water clock Mechanical clock Furniture. silk. 50 ft Rope. tables. Useful for blocking rivers. 4 hit points. or enslaving pixies. Societies that can’t make glass use conch shells. For people who can’t climb ropes. A piton every 5 ft grants a +2 to Climbing checks and allows climbing surfaces (like walls) that can’t normally be climbed. Wild technology. hemp. chairs. shoes. needs to be filled twice a day. much more. or enslaving giants. With satin or leather coverings. Colored glass is the same price. wardrobes. this rope grants a +2 on all rope-related skill checks. 1 hit point. polished wood Furniture. Rarely made out of exotic materials. even in wealthy houses. hat-. 10 ft Twine. Hardness 10. Item Hourglass Cost 25 gp Weight 1 lb Description Primitive technology. nails and glue. coat-. DC 16 to break (Masterwork is DC 20). benches. DC 50 to break (Masterwork is DC 54).worldofprime. or catching fish. gourds. wine closets. Stained glass windows are also the same price. as making small pieces of glass is easier than making single. Inexpensive and durable but nigh-immobile. Chain has a hardness of 10 and 5 hit points. Made with pins. hit points 1. or weapon-racks. Effectively Masterwork. has to be turned once an hour. in fact. Can only support 20 lb. Some examples are: beds. Smiths use them as a platform for hammering and shaping metal. ship. It can be burst with a Strength check DC 26 (Masterwork chain is DC 30). Needs to be wound once a day. it’s clear glass that’s hardest to make. bookshelves. However. Lets you climb any wall you can throw something over. Hardness 8. couches. or mine of water. Ye Olde Shoppe www. cupboards.
While this meant the house was always smoky. made out of pottery. so occasionally it’s useful to know how much it costs. Salt cellars were items of status. heater and gathering place. pepper. Vikings had a hole in the middle of their dirt floor to hold their fire. which serves as kitchen. A large silver tray with a domed cover. or live without baking. A wooden cup. World of Prime © 2009 M C Planck 35 Ye Olde Shoppe www. A porcelain plate. A porcelain bowl.000 lb 1. The smoke went up and through the thatched roof. A large bowl. Cookery Mixing bowl Fireplace spit Stewpot Griddle Fire pit Cost 1 sp 1 sp 5 gp 2 gp 1 gp Weight 2 lb 2 lb 10 lb 10 lb - Fireplace Brick oven 25 gp 100 gp 1. so they were elaborately carved and often gilded. which almost always meant a good knife. or other spices.Pottery Kiln Adventurers are always smashing crockery. Spoons are not normally used.worldofprime. without a handle. square plate made of wood. Poor people either dig a hole in the ground and fill it with coals. Medieval diners brought their own silverware. Stores salt. or wine glass. 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. instead. A thick. A wide-lipped wooden bowl. Gold ones cost 10x as much. Used for roasting over an open fire or in a fireplace. Usually made out of silver. with a handle and possibly a lid. A large iron pot. it also helped protect the thatching from insect damage. Made out of pottery.com Patric Mitchell (order #2310125) 1 . pewter (silver mixed with lead). A flat frying iron to put over a stove or fire. Rich people will have a fancy knife that is useless for anything but eating. horn. Well-to-do peasants have a stone fireplace in their house. A crystal champagne flute.000 lb Description A large wooden bowl. one drinks soup straight from the bowl. or glass. A pottery plate. Suitable for baking bread. Made of silver. A large mug. brandy snifter.
marked Throne Cost 5 sp 1 gp 20 gp 10 gp 2 gp 7 sp 1 sp 1 gp 5 gp 5 gp Weight 1 lb ¼ lb ¼ lb ¼ lb Description A pound of soft soap. A huge brass gong that can be heard a mile away. A large. carved into amusing shapes. Often gold-plated or otherwise ostentatiously decorated. gong. Leather stretched over a wooden barrel or box.worldofprime. A vial of an exotic scent. A small pot of powder. haven’t been invented yet. Women and men use perfume regularly. Instrument Whistle Fife Drum Cymbal Lyre Harp Horn Gong Mandolin Flute Bell Harpsichord Sheet music Cost 1 cp 1 sp 5 sp 1 gp 5 gp 25 gp 2 gp 100 gp 5 gp 3 gp 300 gp 500 gp 5 sp Weight ¼ lb 1 lb 5 lb 1 lb 3 lb 50 lb 4 lb 100 lb 3 lb 1 lb 300 lb 1. A brass horn. A church bell. The use of soap is restricted to semi-annual occasions. too. it only produces one note. A huge. A fancy stringed instrument.Music Shop Mostly of interest to bards. strummed or plucked.000 gp 1. loaded Deck of cards Deck of cards. but ordinary folk can enjoy a bit of music. A flute with mechanical keys. in a variety of shapes.000 lb +2 to Diplomacy/Bluff/Intimidate checks. Useful for losing or telling fortunes. Who doesn’t need a fistful of these? +2 to Gambling checks. lotion. Can also represent violins. A small metal disk. in a variety of shapes and musical keys.000 lb Tech Primitive Primitive Primitive Primitive Wild Wild Wild Wild Civilized Civilized Civilized Civilized Civilized Description The simplest of wooden flutes. dye. audible several miles away. or rouge. A simple wooden flute with finger-holes. delicate mechanism that plucks strings (rather than hammering them like a modern piano). World of Prime © 2009 M C Planck 36 Ye Olde Shoppe www.com Patric Mitchell (order #2310125) 1 . A stringed instrument that is strummed. Clay with a wood stem. stringed instrument that is plucked. 1. Luxury Soap Make-up Wig Perfume Razor Pipe Dice Dice. Luxuries Everything an adventurer needs to live in style. Price is per page. Already done up in an elaborate arrangement. or bell that rings when struck. +2 to Gambling checks. A folding knife with a delicate but extremely sharp blade. Harder soaps. a concert requires 100 pages. mostly because they don’t use soap regularly.
linen tunic with fired-clay buttons. brass buttons. heavy leather belt and suede boots with silver buckles. a lion or bear fur cloak. lace trim Evening gown. gold buttons Silk doublet. a velvet hat trimmed in fox 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. demin. linen pouch. canvas trousers.worldofprime. heavy leather belt with a brass buckle. lace collar Silk tights Blouse and skirt. Silk doublet and jacket with gold buttons. gold and pearl inlay Footwear Burlap sandals Leather shoes Soft leather boots lined with rabbit fur Suede boots. burlap-strip sandals. silk sash and long silk slippers with gold studs. fox-fur Silk slippers w/ mink High. woolen trousers. gold buttons. suede purse with silver clasps.com Patric Mitchell (order #2310125) 1 . Linen tunic and leggings with brass buttons. silk trousers. Sturdy leather coat with many pockets and brass buttons. rabbit fur trim Accessories Canvas belt with wooden buckle Leather belt with a brass buckle Fancy suede belt with a silver buckle Silk sash with a gold and pearl clasp Cost 2½ sp 12 sp 6 gp 16 gp 60 gp 20 gp Cost 1 cp 2 sp 10 sp 5 gp 15 gp 2½ gp Cost 1 cp 5 cp 2 sp 2 gp 15 gp 1 gp 4 gp Cost 5 cp 1 sp 1 gp 10 gp World of Prime © 2009 M C Planck 37 Ye Olde Shoppe www. stout leather boots trimmed in squirrel fur. You’ll also need jewelry. light leather shoes. as is the crown. clay buttons Burlap peasant dress Fancy demin dress Linen dress. with rabbit-fur ear flaps Velvet chapeau. 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. lace trim and pearls Ceremonial Robes. lace gloves. stout boots trimmed in rabbit fur Gloves Burlap work gloves Canvas work gloves Leather gloves Long lace gloves Silk opera gloves. light leather boots. Wool doublet and jacket with silver buttons. wide-brimmed leather hat. a huge brocade hat. silvered and feathered Brocade head-piece. a woolen cloak trimmed in fox fur. belt with a brass buckle. 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. with silver studs and a peacock feather. gloves and a floppy hat. silk purse with gold clasps. Magic rings not included. Canvas tunic and leggings with fired-clay buttons. Burlap tunic and leggings with wood buttons. Gems and jewelry are extra. 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. at least a signet ring. silk gloves trimmed in lace. silk.
Linen is made from the flax plant. or fancy dress parties depending on the material. soft. ½ 1 Yard 1 1 Description Cheap. May be trimmed with furs. 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. A long shirt that hangs beneath the waist. and have jewels sewn into the fabric. impractical footwear. and is soft enough to make bedsheets out of. A difficult and expensive weave. or velvet. it may also be made from the poorest quality of wool (that cannot even be dyed to a different color) or other fibers. An ell of silk (25 yards) is worth more than a master craftsman makes in a year. feathers. Generally leather. lined tunic. A short skirt. Often made of fur to show its value. protection. Anything from leather work gloves to silk opera gloves. the best quality.5 sp Lbs. A winter garment A more primitive and exotic winter garment. silks. Often called denim when made soft enough for clothing. Sheep’s hair. Leather shoes with wooden soles. A gown suitable for fancy dress parties. Leather or cloth straps wrapped around the foot (and sometimes a wooden sole). usually made from cotton or wool. Waist-length coat. wizards. A heavy duty cloth. like pants. Good for holding things. although the styles are different.worldofprime. rough cloth made from jute or vegetable fibers.5 gp 5 gp 1½ 1 1 1 World of Prime © 2009 M C Planck 38 Ye Olde Shoppe www. Materials Burlap Canvas Cost 1 cp 2. High leather boots. and be studded with rare furs. Used for decoration or as a baldric to hold a scabbard. or gems. May be soft-soled (like moccasins). May also be a poncho (a blanket with a hole cut in it). Depending on the locale. worn with a blouse or tunic. finely woven for fancy clothes. An ordinary dress. Leg-warmers and wrappings. pouches and scabbards. Long robes suitable for priests. Worn by men and women. Elegant. usually made from cotton. possibly with a pocket or two. worn in the front to protect your clothes while working. hard-soled with wood. Hats range from the practical to the absurd.com Patric Mitchell (order #2310125) 1 . which can be used as materials for tailoring or treasure. Extremely fancy gowns use two or three times as much cloth.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. or other academics. Pants. for cold weather. This might also represent a high-grade cotton or medium-grade wool. Small enough to hide under your other clothes. Linen 1 gp ½ 1 Velvet Wool 2. A handbag or pouch worn on its own strap. A fancy. or even steel-toed for greater protection. Kingly head-pieces can consume two to five times as much fabric. possibly with buttons.
or calf. yard on a sheep.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. in primitive societies. Buttons and clasps made from gold. Feathers from ordinary birds. Prices will vary wildly depending on local availability. wood. the tailor normally buys these items from other suppliers and merely adds them to the outfit. harder to obtain. 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. A rare and exotic fur. There is about ½ a sq. Normally a steel needle. or ceramic. The complete fur from a large animal such as bear or lion. you can always add more.Lace Silk Brocade Light leather Heavy leather Suede Rabbit fur Fox fur Mink fur Bear or Lion hide 7. Thicker. Buttons and clasps made from brass. Buttons and clasps made from silver. The fur of one small domestic creature such as a rabbit or squirrel. a bull will produce 3. Handmade with complex patterns and exacting detail. Buttons and clasps made from fired clay or carved stone. light leather such as calfskin or sheepskin. A thin. Silver or gold thread is 1 gp to 10 gp a spool. A wild fur. goat. A cow will produce 2 sq. yards. A rare and exotic fur. However. double or more the ordinary labor cost for the item. Soft. Buttons and clasps made from gold or silver and set with jewels. it will be made of bone.worldofprime. Buttons and clasps made from wood. Used for turning thread into cloth. specially grown and treated. A thimble of metal. Used for turning fibers into thread. harder to obtain. Feathers from rare and exotic birds. Enough trim for a lace collar or neckline. strong and comfortable in heat or cold. A wild fur. here are some prices for objects they’ll never use.com Patric Mitchell (order #2310125) 1 . Sewing Shop Adventurers will probably resort to magic to repair their clothes. Fine wool yarn will cost 1 sp per skein. But in case they don’t. The fur of one small domestic creature such as a rabbit or squirrel. World of Prime © 2009 M C Planck 39 Ye Olde Shoppe www. Trimmings Do not include Trimmings as part of the price for calculating creation times. 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. Smooth. stronger leather such as bull-hide. Silk intricately woven with patterns of silver and gold threads. fine leather.
Rich vagabonds can live in high style for 5 gp a day. mug Wine.Inns and Dens Most adventurers will spend most of their time on the road. stein Ale. 1 night Courtesan. 1 evening Penny-pitching game Dice game Card game Cockroach races Dog races Horse races Fist-fighting Cost 1 sp 2 sp 5 sp 1 gp 1 cp 2 cp 1 sp 1 gp 2 gp 10 gp 1 sp 1 gp 1d10-4 cp 1d10-4 sp 1d10-4 gp 1d20-8 cp 1d20-8 sp 1d20-8 gp Free Meals Description A bowl of porridge flavored with peas A bowl of stew with a slice of bread Bread. prime rib 12-course gourmand’s feast Cost 2 cp 4 cp 7 cp 1 sp 2 sp 1 gp 10 gp Drinks Description Water Tea. goblet Champagne. 1 song of your choice Bard.worldofprime. if you like it Mummer’s farce.com Patric Mitchell (order #2310125) 1 . depending on local rules. World of Prime © 2009 M C Planck 40 Ye Olde Shoppe www. 1 seat Tavern bard. 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. Illegal entertainments are twice as expensive. Poor travelers can expect to spend 1 sp a day. private performance Musical troupe. chicken or mutton and cheese Pork platter. Dining in stray inns and odd taverns is often an adventure in itself. warhorse Stable and Feed. 1 evening Private circus. all you can drink Beer. with a side of vegetables A slab of steak or roast. and carry the risk of being arrested during a police raid. flute Cost 1 cp 3 cp 5 cp 1 sp 1 gp 2 gp Note: any of these entertainments may be unavailable or illegal. Normal adventurers will spend about 1 gp per day. 1 evening Tavern wench. glass Brandy. 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. goose liver pate. with pastries Roast capon.
without a good or bad reputation. and of the same basic alignment (Good or Evil). at government established rates.worldofprime. with the incredible benefits a 9th level priest brings (like Raise Dead). while others will let the temples freely compete for the public’s approval. and doesn’t have to leave his temple to do so. Rulers everywhere will seek the support of the local clergy. It is exceedingly difficult to invade a city by surprise when the High Priest is regularly casting Divination with the question. attempting to foresee and prepare for any catastrophes in the next week. and will generally put them ahead of you in line for his spells. Having a Bless cast over your wedding is considered as de rigeur as a white dress and a fancy cake. Life-saving spells will be subsidized (except for the material component) even to peasants. 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. On the other hand. Few faiths practice baptism. Conversely. plus any material components). The priest will perform the ceremony for free. and in any case they usually wait until the child reaches adulthood to claim them for the faith. If you are of the same faith. tornadoes. as long as he’s invited to the banquet (and paid for his spell). and a sick one might make others sick. acting as a witness for the community. “Are we going to be invaded this week?” This is equally valuable for earthquakes. Keep in mind that the priest already has a full-time job healing and curing his flock. then even Good churches might refuse to help you at any price. Imperial cities or metropolises might have several Cathedrals of different faiths. then the price will be adjusted according to your need and your ability to pay. Obtaining other spells will require a Diplomacy or Bluff check. starting a new business.com Patric Mitchell (order #2310125) 1 . Weddings and funerals are the most common ceremonies. Spell-casting Pricing spells at a temple is problematic. Towns will almost always have a Church and a caster who can Remove Disease. Cities or Royal courts will strive to have a Cathedral. if you are a member of an opposed religion. casters over 9th level are exceedingly rare. the local rulers are stretched to the limit maintaining peace between competing faiths. Invariably he will take the opportunity to preach his faith to a captive audience. Ceremonies Priests often officiate at ceremonies. raise the dead. or building a house are also frequent requests for a blessing. Equally often. and tell when you’re lying. Most villages will have a Shrine. A dead peasant can’t work. Launching a ship. However. with at least one first-level priest in attendance. World of Prime © 2009 M C Planck 41 Ye Olde Shoppe www. The prices below assume you are a stranger. Some communities of mixed faiths will legally compel priests to treat all comers. Not only are they wise. tidal waves. they can heal. The prices also assume the priest can cast the spell any time in the next 24 hours. Priests will charge lower prices for spells that advance their religious cause – such as Detect Alignment and Atonement. Even Evil priests will only fleece their flocks for what they can afford. cure.Temples Priests play a huge role in society. Double the price for house calls or quick service. never a transaction in gold. obtaining their services is always a personal favor. they charge more for spells that don’t obviously advance their cause. except in those places where the rulers are the local clergy. the rulers and the gods. predict the future. blizzards and plagues. Another standard ceremony is the weekly casting of a divination.
Particularly invaluable for ordinary accidents or work-related injuries. Also. However. or local materials. Simple folk believe the effect lasts longer than a few rounds. Why bother translating texts when the priest can do it easily and perfectly? Keep in mind.com Patric Mitchell (order #2310125) 1 . The local priest may also refuse to heal trouble-makers or violent folk. Obviously you can only get this at the appropriate temple. meaning they can’t cast any other spells. World of Prime © 2009 M C Planck 42 Ye Olde Shoppe www. just in case. cheap metal. It’s hard to imagine what you need mended for this price that can’t be fixed cheaper by a tradesman or craftsman. To settle private disputes or seal contracts. Useful for people who feel they may be straying from the path. volcanic islands. for those too cheap to pay for magical healing. Priests don’t usually like to make potions. for adventurers they like. too. Be prepared for a Good priest to report the presence of any really powerful and scary auras to his superiors. Holy water does 2d4 damage to undead and outsiders (Unholy water heals undead and outsiders) Made of wood. or arctic ice shelves. the ability to ignore the effects of weather for an entire day could be important during blizzard season. be prepared for an Evil priest to try and cheat you out of rare magic items. For those who can’t wait for natural healing. Usually hand-made by the local priest. but it stops all bleeding. water and bed rest. Chapel (3rd level) Gentle Repose 2 gp per day Lesser 5 gp Restoration Make Whole 10 gp Undetectable 20 gp Alignment Zone of Truth 5 gp Potion of Cure Light Wounds 25 gp +25 gp Particularly valuable when you’re waiting for the High Priest to get around to raising your friend. or the priest may have to file a report with his superiors or the local ruler. A handful of Novices means that women no longer die in childbirth. Be careful what you talk about. if you wait long enough. Not so obviously. Includes an hour of analysis and counseling. Evil priests still want Holy water: they have Undead problems. If you really want to put your mother’s favorite vase back together. Usually cast on an object such as a bottle of wine. Only 1 point of healing. Having a trained nurse on call and the advice of a physician allows you to heal x2 your level per day. they’ll sell it to you for the cost to make it. Usually cast at ceremonies like weddings or baptisms. hoping that having to heal naturally will force them to rethink their life choices. they consider it a waste of magic. Often prescribed for chronic conditions such as over-eating or partying too hard. however. that a priest is going to be reading your secret treasure map/ancient historical prophecy/vampire porn. However. 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. Usually priests will have a little of this on hand.worldofprime. 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. it takes all day. they’re willing to make an exception.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. If you have a good reason. Restoring ability damage that will probably go away on its own. Repeat castings of this spell are the cheapest way to heal. Generally only available in extreme climates like deserts. artistic quality of workmanship will vary considerably. Hiring a priest to oversee your duels and make sure no one bleeds out is the responsible thing to do.
This is the same price as an Everburning torch.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. so you need to make your own arrangements for the return trip. This is the level at which priests can begin making magic weapons and armor. You still have to come up with the material component. but if you buy the spell from the priest. If you need the attention of a higher-ranked priest. like his rulers. The color of the light will be tinted towards the priest’s alignment. or defense of the community. Don’t even bother with the Bluff check. Diplomacy/Bluff check at -20 to convince the priest your petty questions are worth his god’s time. In some places. Just remember – he’s not coming with you. Not as useful as you’d think. the spectacle of the priest parading around town tends to give thieves a chance to smuggle the goods out of range. World of Prime © 2009 M C Planck 43 Ye Olde Shoppe www. Usually only used by law enforcement to search for stolen goods. You can probably get a hefty discount on this spell if you can convince the priest that you’re a) poor. In some places this spell is standard practice at funerals. There is a high price on this spell to stop you from asking the priest to find trivialities like your keys. You’ll have to pay for all of them. you can have it cast on whatever object you want. don’t expect them to sell items to members of different faiths.com Patric Mitchell (order #2310125) 1 . However. Shopkeepers have a legitimate right to protect their premises.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. Priests often waive their part of the fee for those who have died in the service of the faith. In many cities. expect Good priests to put non-lethal spells into their glyphs. 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. or wizards. However. see a Wizard. or himself. so you can read your ancient documents without letting the priest read them too.worldofprime. expect to pay a lot more. too. state. If the spell fails. Most priests have several copies of this on a scroll. though. Expect to pay for the scroll if you are in a hurry. Fix almost any ability damage and negative level drains. He may choose to impose an additional penance as a condition of the atonement. And if you let a child set it off. it is illegal to buy private divinations. his church. It may take several attempts to free you from that cursed item (chances of finding a priest over 9th level are slim). Then it’s an expensive trip to the local priest. Remember that the priest is going to hear your questions and answers. superiors. Chances are the priest isn’t familiar with anyone you want to talk to. 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. Diplomacy/Bluff check to explain why you need to spy on someone. However. and b) contagious. The advantage to this spell is that it can be cast on you. The priest will not spy on people who scare him. expect to pay a stiff fine. Good luck explaining why you need to hide an object from Scrying for 8 hours. For custom colors. The priest is going to know what you did. Certainly not for you. Expect a lecture on the foolishness of playing with Undead. the priest will probably take that as an omen that he shouldn’t be trying to foresee that particular future. for emergencies. cause. The priest is not going to bother his patron for anything less than the safety of the community.
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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Exposure to water. Sneaking Ingested poisons into someone’s food or drink requires the Sleight of Hand skill. Centipede Venom. Masterwork poisons cost x5 as much and have a save DC that is 2 higher. Worm Venom. the poison is expended. Wasp Venom. in which case it is permanent. to make up for their lack of metal weaponry. Poisons inflict their primary damage immediately and their secondary damage 10 rounds (1 minute) later. These poisons are selected because they have no strong flavor or smell. and is relatively safe. Primitive tribes will equip their soldiers with poison. or other environmental effects will also ruin the poison. depending on the materials. but even in those tribes it is probably illegal to use poison on a fellow tribesman.com Patric Mitchell (order #2310125) 1 .Poisons Poisons vary wildly from area to area. Exposure to multiple doses of a poison inflicts multiple saves and damage rolls. Scorpion Venom. Slashing attacks grant a +2 on the save. 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. 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. Snake Venom. The one constant is that they are almost always illegal (at least. Ingesting the appropriate antidote before making the save grants a +5 (or +7 for a Masterwork antidote). Only a single dose can be applied to a weapon at a time. After the first successful hit. 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. Ability damage is temporary (it returns at the rate of 1 per day). technology and skills available.worldofprime. Spider Venom. Piercing attacks are best for delivering Injected poisons. Using Injected or Contact poisons on weapons or items is purely a matter of dexterity and caution. Manufacturing poisons is part of the Alchemy skill (the skill check to make a poison is the same as its Save DC). and Bludgeoning weapons cannot use Injected poisons. unless the saving throw was critically fumbled (a natural 1). extended sunlight. for private use). A natural fumble on an attack roll requires a DC 15 Reflex save to avoid poisoning oneself (or a nearby ally).
worldofprime. not ordinary earthworms.Ivy paste Concentrated past of everyone's least favorite ivy. Night-watch Used as a sleep-inducing medicine. all temporary damage from this substance is recovered 24 hours later. in the sense that it makes one almost immune to pain. Venom. With a little planning. Once a concentration has built up the victim must suddenly make his saving throw. Arsenic Can be administered in small. each time you use it. Mercury's Curse Made from the liquid metal. If the damage doesn’t kill him. so if you know in advance what poison you are likely to suffer. Mage-slayer oil So-named because mages have few HPs. Crumbs of a Lich Crumbling liches is probably more fatal than eating them. the victim probably won't realize he's been affected until too late. mildly addictive. 48 Ye Olde Shoppe www. Snake You don't even have to kill the snake to make this poison. Spider It probably won't kill you. the effects of the stupid things you did while you were drunk may have permanent consequences. The potion has a very subtle onset. you can be across town establishing your alibi when they collapse. However. stimulates appetite. Venom. so it can't be turned into an Ingested poison. but it will make you easier to kill. Flower of the Poppy Smoking this substance increases CON. This also means you do not recover temporary ability damage without magical help. hard to detect doses over a period of time. Does not inflict secondary damage. Scorpion/Wasp/Worm Harvested from giant-sized insects. Dreamer's smoke A 10 ft radius of stupefying smoke that reduces victims to torpidity and placidness. Multiple doses of the same antitoxin do not stack. Ironically. although you can take several different ones. Ergot Made from improperly stored grain. brings on hallucinations and sometimes death. and makes the user extremely boring. Venom. you do not heal through non-magical means. the substance is highly addictive. he’s free – until he starts smoking again. Centipede Cheap but not terribly effective. Antitoxin Grants a +5 bonus on Fortitude saving throws against a specific poison. Leaves tell-tale painful red blotches for days. acrid smell. this poison requires a save once a day. The first successful save ends the curse. unconsciousness lasts for 8 hours. Wyvern One of the most fatal poisons known. This poison can occur on its own. Ragedust A 5 ft sq cloud of powder that madly enrages its victims. World of Prime © 2009 M C Planck Narrowleaf A narrow green leaf smoked like tobacco. At least they’re tasteless. It is pleasantly narcotic. it was probably invented by a mage. The effect lasts for up to an hour. Worm poison is made from brightly colored giant maneating worms. Good lucking finding a Wyvern to milk. Has a distinctive. Alcohol Unlike other poisons. Venom. However. make a DC 15 Will save to avoid becoming addicted. you can take it beforehand.com Patric Mitchell (order #2310125) 1 . Venom. While under the effect of this poison. An addict must smoke Poppy at least once a day or suffer 1d10 CON damage.
Fittings For furniture. and Serfs may well have family heirlooms of silver. Nobles are ranked individuals. Cloth The kind of cloth normally associated with this station in life. higher ranks will be expected to live and entertain more lavishly. dishes and general house-wares. of course. on the other hand. with salaries or land holdings. Slaves.com Patric Mitchell (order #2310125) 1 . are footloose wanderers living in inns when they’re not sleeping in the woods or camping in dungeons. They eat well and wear first-rate equipment. Style Slave Serf Freeman Artisan Noble Peer Adventurer Expense 10 gp 20 gp 30 gp 60 gp 200 gp 2.worldofprime. but their life span is often cut short by the nature of the work they do. use bits of wood as buttons. Freemen are merely poor.Lifestyles An approximation of the various qualities of life that people can expect. Slaves are so poor they eat porridge twice a day and nothing else. In some areas this may be a legal restriction. The Noble class is the 1st rank of nobility.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. Expense How much it costs per year to maintain this lifestyle. Serfs are poor and oppressed. Only Peers can normally afford to decorate their clothes with gold buttons and buckles. while peasants eat porridge for breakfast and lunch. Artisans are successful craftsmen or businessmen who enjoy the best life a working man can hope for. there is. Double this expense if you are maintaining an ordinary-sized family. no maximum. Adventurers. World of Prime © 2009 M C Planck 49 Ye Olde Shoppe www. clothes. Lifespan The effect this lifestyle has on the average lifespan of an individual. of course. The figures for the Peer class represents the minimum amount a head of state would spend. they can usually afford something else for dinner. Peers are major nobles and heads of state. and various academics or businessmen like bankers and importers. Jewelry is usually a step up: even Freemen can often afford a tiny bit of gold for a ring or pendant. This is useful for putting the wildly extravagant life-style of the typical adventurer into context. The Artisan class represents upper-level craftsmen such as Experts or above. Food A representative example of what you could find on their dinner table.
Children are prized and generally given some kind of education until early adolescence. Soft shoes made of leather. An ordinary House. There is time and energy left over to think about improving one’s lot in life though education or investment. Rags. Tightly packed. a piece of meat is worth killing for. Freeman Food Clothing Quarters Family Fun Effects 30 gp Porridge is still served for breakfast and lunch. After age six or so they will be expected to work for a living. Footwear is limited to sandals made of burlap straps. Tunics of burlap or other coarse fibers. Soft boots with gloves. Life-expectancy is 64 years. Story-telling around the fire. A Cottage for the family. leaving little time for self-improvement (characters cannot learn new skills while working as a serf). Only the fact that the slave-owner stands to profit from them keeps them alive. Chicken or fowl once a week.worldofprime. Odds and ends of rope or string serves for belts and ties. and you’re lucky to get it. if not well-clothed. usually shared with chickens or other farm animals. Beer is served with dinner once a week or so. pork and beef on holidays and special occasions. not for any expectation of profit. This is a hard life of constant labor. due to work and war. Shoes are just more rags wrapped around the feet. or clay. Life-expectancy is 48 years. Ale is served with dinner. cast-offs and scraps. Artisan Food Clothing Quarters Family Fun Effects 60 gp Porridge is served only for breakfast. Canvas tunics with fired-clay buttons. but flavored with vegetables. Children may have pets such as ponies or cute little dogs. People living in these conditions suffer a penalty of -2 to all attributes. Children are a burden on families this poor. Buttons and clasps are made of wood. Serf Food Clothing Quarters Family Fun Effects 20 gp Porridge three times a day. they will be sent to institutions of higher learning. possibly with beer. Tea is served at meals.Slave Food Clothing Quarters Family Fun Effects 10 gp Bare survival. but only for their education. Children may have well-made toys of wood. filthy Barracks for the lucky ones. Dinner and sometimes lunch is bread and mutton. or musical instruments to practice on. or leaky huts for the rest. Ale in the tavern on weekends for the men. Ale in the tavern once a week or so for the more well-to-do. Children are often put to work in the family business. If possible.com Patric Mitchell (order #2310125) 1 . Animals are normally kept in the barn. Life-expectancy is 64 years. stone. Children are well-fed. hats and purses. the feet are wrapped in rags before putting the sandals on. with a well-thatched roof. but with cheese or bread for dinner. at least for the adults. damp caves. sewing and knitting circles for the women. porridge twice a day. A Manor house with rooms for servants as well as family. Dinner is often bread and chicken. Hobbies such as philosophy and art can be a part of enjoying life. bone dice for the grownups. either of clapboard. Guildmasters and such are expected to feast their lesser workers several times a year. Crude wooden toys for the children. ruined hovels. but normal family relationships are possible. Dances and dinner parties on regular occasions. Winter wear may be a blanket with a hole in it. Chores abound for everyone. World of Prime © 2009 M C Planck 50 Ye Olde Shoppe www. but only once a week. Linen with shiny brass buttons. and parents may be harsh. in cold weather. Life-expectancy is only 32 years. Wood is too valuable to waste. A scrap of bread or cheese is worth fighting for. An occasional trip to town to see the mummers or bards.
exotic fish. dancing and partying every night.000 calories a day. buckles and threads are used liberally. Children are expected to carry on the family legacy. Mixing with the commoners exposes you to infiltration. Only the pressures of war interrupt the peerage’s pursuit of pleasure. Good luck with that. Adventurers don’t have families. This means meat at every meal: bacon for breakfast. The only advantage of this lifestyle is that it leaves all of your time free for adventuring. Well-made. Peer Food Clothing Quarters Family Fun Effects 2. and a slab of steak for dinner. A Castle. and in many places. usually pork. “Blood may be thicker than water. Dinner parties at other noble’s houses almost every week. gambling and drinking. A Mansion with rooms for family. Living on the road. Wool with silver accoutrements. or monster attacks. Also.000 gp Every meal is a gourmet event. Lifeexpectancy is nominally 64 years. Peers hire other people to study literature and politics for them. Life-expectancy is 80 years. Meat is always available. like a formal academic robe or a fantastic hat.Nobility Food Clothing Quarters Family Fun Effects 200 gp Nobles don’t eat porridge. Silk and fur.worldofprime. capons cooked inside turkeys. Bread and meat are served at every meal. They will be educated in their chosen profession. in taverns and inns. as every adventurer knows. sturdy clothes of durable materials. hawking. World of Prime © 2009 M C Planck 51 Ye Olde Shoppe www. every night. and only frightens the locals. A popular saying is. not just brown. ignoring events such as assassination. Hunting. Stray odds and ends may be found in their heavy-duty packs. alcohol is a good source of calories too. but it does not include the army that should be living in your castle if you intend to remain a Peer for very long. musicians. and baked or sweet desserts are common. half a chicken for lunch. Courtesans. such as fine roasts. who are fiercely loyal to each other. Each outfit consists of many items. High boots made for walking. Bread is often white. but XP is thicker than blood. they have parties. Bards and other entertainers will be brought in for special occasions. Gold buttons. Adventurers are notoriously restless and easily bored. Children are valued assets of the State. Adventurer Food Clothing Quarters Family Fun Effects 400 gp Adventurers eat 5. such as dress jackets and gloves. Nobles eat like Americans. Imported wines are served at special occasions. diminishes your mystique. Life-expectancy is 64 years. servants and entertainment such as ballrooms or music rooms. you can’t trust the water. Adventurers generally buy private rooms or suites for their party. Wine is served with dinner. Wine is served with every meal. The study of literature or politics is often a required activity. Slippers made of impractical materials. war.” To share experience from a battle is a sacred ritual far more binding than sharing bread with a stranger or wine with a guest. In other words. or pork wrapped in bacon and served on ham.com Patric Mitchell (order #2310125) 1 . jewels may be incorporated into clothing as well as jewelry. The expense includes the minimum necessary servants to maintain this kind of lifestyle (usually two or three per family member).
such as holidays and gifts. you can still use these tables to reflect common soldiers of different quality. will freely accept this deal. the employer may deduct ¼ of the wage if he provides for their advancement. or Move Silently. The table shows skills and feats for humans. This is the basis of the feudal system: everyone owes their position to their patron. Craftsmen almost never accept this arrangement. the actual amount of gold distributed to the soldiers can be quite low. can be quite high. Privates form the backbone of most armies. Corporals and Sergeants provide basic leadership. Again. Apprentice grade soldiers get their class proficiencies for free (usually Fighter. hired to stand around more than to fight. a Guard could use a simple weapon. Traditionally. Lancers are good enough to equip with horses or other exotic. expecting that a share of the booty after a battle will greatly exceed any salary they could hope to draw. Warrior. quarters and supplies. This explains why soldiers rarely support families. Soldiers. they do trust their lord to advance them. however. they may have racial proficiencies or skill bonuses. Hide. meaning they can spend their skill points on useful skills like Wilderness Lore.worldofprime. World of Prime © 2009 M C Planck 52 Ye Olde Shoppe www. Light Armor and Shields. craftsmen usually prefer to spend that money on luxuries like clothing and food. expensive equipment. Gaining an advancement in grade is usually a gift from a rich patron such as a noble or guild-master. Also. Most workers cannot get ahead on their own. If you are not using Apprentice grades. Finally. In addition. especially if the lord wants them better armed than their own meager resources can provide. and the fact that they tend to die a lot. including arms. no matter how hard they try.com Patric Mitchell (order #2310125) 1 . The employer may also deduct ¼ of the worker’s pay for room and board. The yearly wages include the expected bonuses for long-term employment. Everyone starts with one Simple weapon proficiency. However. Workers who work for a daily wage will tend to be poorer than those with regular jobs. Squires are warriors almost equal to Knights. This means that although the capital outlay of maintaining a body of men. if they fight well enough. non-humans receive 2/4/6/8 skill points and a maximum of 1 feat. because they know their lord depends on them. Thus. This usually does not apply to craftsmen. additional proficiency feats costs 1 skill point. this usually only applies to military men. Guards are little more amateurs. but it quite often applies to soldiers. who prefer to own and maintain their own tools. as they do not trust their employers to place the same value on their personal advancement as they do. Well. Skill Points These are the number of skill points the soldier can be expected to apply to the fighting profession. the employer can deduct ¼ of the worker’s pay by providing his tools. which keeps the workers in line and the patrons in charge. who are expected to occupy fortifications as part of their duties. or Barbarian).Wages The average wage of a worker is equal to the cost maintaining a family and his taxes. Soldiers The quality of soldier you receive depends on the amount of money you are willing to pay. Spot.
600 gp 4. The one advantage soldiers have is that they do not pay taxes. or CON. you could potentially pay a soldier as little as 10 gp a year.200 gp 3. 14.12 The cost for employing ranked warriors is much. Men and women of Peerage rank (6th or higher) are not usually employed. or advancement. Title Apprentice Grade (Bonus HPs) 0 0 1 2 3 4 Skill Points 2 3. although it will still cost you close to 40 gp a year to maintain him. 14 16.400 gp 2. or even CHA. one gives them land to manage and accepts their fealty in return. house. However. as will the costs for their personal retinues. 2x Feats 6. 12 14. You can reduce their pay by providing the necessities for them. after all. equipment and advancement will be extra. but do not think this means you can stint on the cost.000 gp 2. Employing nobility over the third rank is unlikely.600 gp 2. DEX. Maintaining their loyalty is always necessary.800 gp 3. 2x Feats 12. 12 14. instead. Thus. 2x Feats 9. 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. and can have a few attributes that are higher.000 gp World of Prime © 2009 M C Planck 53 Ye Olde Shoppe www.Attributes Normal attributes are 10 each. if you are hiring spell-casters or spies. Pay The daily and yearly pay for each soldier does not include reductions for providing equipment. 2xFeats Attributes Daily Pay 1 sp 1. room and board.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. These are almost always STR. Feat 3. Viscounts and Marquis expect to be second in command and possibly heir to the land. and entertain high-rank nobility for a year. much higher. Giving soldiers a booty bonus after a battle and then trying to tax it is asking for an insurrection. All of these individuals have a full class rank. WIS. They receive their money directly from the tax collector. and this requires treating them well.com Patric Mitchell (order #2310125) 1 . Soldiers who have invested in training and practice are sturdier fighters. The rates below represent how much it costs just to feed. so they have the proficiencies of their class and the attributes suitable for a hero. 14 16.200 gp 1. these stats can also be INT.worldofprime.
The type of workers that make up the bulk of the workforce is determined by the government and economic model.75 sp 1. while townsmen manage to sneak by with 1/4. If your slaves don’t have families. then you can spend half as much and reap twice as much profit. 14. Feat 4. Serfs and Freemen will make 1/3 more gp a year. However. Skill Level This is the final skill level of the worker. 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. Attribute Bonus This is the bonus to skill the worker receives for having either a 12. or tougher. that means you need to find new slaves when these wear out.worldofprime. Skill Points These are the number of skill points the worker has spent on his chosen profession. then your farmers will benefit greatly. counting all of his bonuses. WIS. Taxes The profit a lord can collect from the workers that live under his protection.5 sp 3 sp 1 sp 1. resulting in a larger tax base and superior equipment for their armies. Only Expert level workers and above are expected to have mastered the Skill Focus feat for their craft. Usually this is DEX. stronger. Slaves don’t receive pay. Synergy. this number represents how much it costs to keep a slave and his family alive. but it may be INT.Craftsmen Workers and Craftsmen come in different grades. advanced civilizations will have greater and greater percentages of higher-grade craftsmen. Poor societies will have mostly Apprentice level workers. If your society has regular access to the Plant Growth spell. Farmers tend to pay 1/3 of their income in taxes. Feat. pay 1/3 more gp in taxes. MW tools Attribute Bonus 0 0 +2 0 +1 +1 +2 +3 +3 Daily Pay . or STR. Master craftsmen have such a wide-ranging grasp of their subject that they enjoy a Synergy bonus to their skill checks. Pay The daily pay is provided in case you want to hire a worker by the day. if your period of employment stretches over any holy days or traditional celebrations. rather. CHA. craft techniques don’t lend themselves to as straight-forward improvement as making a soldier faster. Workers are not as motivated to master their professions as soldiers are (since failure is not so obviously linked to dying).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. and other traditional gifts and bonuses. usually levied as fees on services like grain milling or imports. and move up one step on the lifestyle table. depending on their station in life. as you aren’t raising your next generation yourself. Also.com World of Prime © 2009 M C Planck 54 Patric Mitchell (order #2310125) 1 . However. or 16 in the appropriate attribute. you’ll have to pay him for those days as well. The yearly cost already assumes all of those days.
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). Profiting from the labor of others is a modern concept: medieval barons made their money from owning things or having rights. Farms The heart of any medieval economy is food production. farms will also produce vegetables. Since most workers provide their own tools. there is little reason for them to give you a cut of their paycheck. or both. they will expect the guild standard rate of pay.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. 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).worldofprime. or buy wool). then you can run a shop for a profit because you can sell goods for more than it costs to make them. This will increase both tax revenues and quality of life for the peasantry. The listed revenue is only the taxable income. 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. Expect to pay special fees and taxes when the local rulers notice you are making a profit. Farmers are assumed to have free access to at least 1 acre of forest for fuel and building materials. 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. potters. Even if these men or women work in another’s shop. carpenters.Businesses Owning or investing in a business may require the permission of the local nobles. If you can purchase an exclusive right. and so on make wages or profits according to their skill and station. chickens and other raw materials for their own consumption. 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). meaning a typical wheat farm will make 4 tons of wheat instead of 3. yoke (3 gp). Typically 75% of a medieval population is engaged in agriculture. Selling or leasing a license to provide a good or service is a common practice (such as the exclusive right to mill grain. Shops Individual crafts such as smiths. A farm with the Plant Growth spell will produce 33% more crops. city fathers. yoke (3 gp). sell wine.com Patric Mitchell (order #2310125) 1 .
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.Cattle Ranch Mill 1. cause undue suspicion. and occasionally be robbed.000 gp Tavern (1.000 gp Large shop (500 gp) Mill (500 gp) 80 gp / year Freeman family (80 gp) 120 gp / year 1.000 gp Gatehouse (10.000 gp / year Master merchant (200 gp) 15 Guards (600 gp) Squire (200 gp) Revenue 50 . Establishment Market Stall Capital 200 gp Market Stall (100 gp) Inventory (100 gp) 400 gp Shop (200 gp) Inventory (200 gp) 1. yds of leather 1.worldofprime.000 gp) License (?) 2. at varying expense. Using medieval technology. the same inn on a dank moor will barely survive. A vein of high-quality iron ore such as hematite can produce as much as 400 lb of iron from 600 lb of ore.000 gp / year Mines Mines are unique in that the profit they generate depends less on the labor expended than on the quality of the mining site. It will probably require a license. The value of this ore depends on its quality. iron as a whole is not.100 gp House (400 gp) Barn (50 gp) 200 acres of pasture (400 gp) Herd of 10 cattle (250 gp) 1. and how much it costs to refine it. 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) Capital (100. Although this quality of ore is rare. An inn at a crossroads will do very well.200 gp / year General Store 300 gp / year Importer 1. Establishment Tavern Capital 1. be subject to special taxes or forfeitures.com Patric Mitchell (order #2310125) 1 .000 lb of beef 4 sq. a good miner can produce up to 600 lb of ore a day.000 gp / year Money-lender 5.000 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) 1.200 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. Liquor or gaming licenses may be required. what kind of ore it is.000 gp Large Shop (500 gp) Inventory (500 gp) Access to rare goods 110.000 gp Inn (2.
000 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks. because it was still cheaper and easier than shipping metal all the way from Rome. rich 6. shovels and wheelbarrows (75 gp) 10 axes (50 gp) 50 slaves (?) 50 manacles (250 gp) 500 ft of chain (750 gp) A supply of whips (20 gp) Barracks (1. poor Capital 2.000 gp / year 20 tons of iron Iron. mining the ore is the easy part.500 gp / year 900 lb of silver Gold 45. The Romans mined ore in English bogs. Viking farmers often mined and smelted their own ore. shovels and wheelbarrows (75 gp) 15 axes (75 gp) Operations 1.120 gp / year 50 serfs (3.000 gp) 15 Guards (600 gp) Squire (200 gp) Engineer (200 gp) 4. In all cases. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.250 gp 10 acres of bog (5 gp) 100 acres of forest (100 gp) 50 picks. Good miners are hard to come by: they have to be strong. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 750 gp 1 acre of mining rights (?) 600 acres of forest (600 gp) 50 picks.600 lb of ore.000 gp) Engineer (120 gp) 4.000 gp) Engineer (200 gp) 12. despite the poor quality of ore. Slave mines are only profitable if the slaves are cheap (such as criminals from the state or prisoners of war).com Patric Mitchell (order #2310125) 1 .400 gp / year 50 serfs (3.000 gp / year 10 tons of iron Iron. but veins of these precious metals are much rarer.000 gp) 5 guards (200 gp) Overseer (200 gp) 10 replacement slaves (?) Tool maintenance (100 gp) Revenue 2. Refining the ore requires at least four times as much labor and consumes whole forests. Gold and platinum can be mined at similar rates.worldofprime.500 gp / year 50 slaves (1. A rich vein of silver produces 1/3 lb of silver out of those 600 lb of raw ore (after extensive refining). Mine Iron. shovels and wheelbarrows (75 gp) 15 axes (75 gp) 350 gp 1 acre of mining rights (?) 200 acres of forest (200 gp) 50 picks.000 gp / year 50 freemen (6. average 3.000 gp / year 900 lb of gold World of Prime © 2009 M C Planck 57 Ye Olde Shoppe www.200 gp / year 50 freemen (6. tough and brave.000 gp) 5 Guards (200 gp) Engineer (200 gp) 7.000 gp / year 60 tons of iron Silver 3.
This is a miserable subsistence diet.000 lb Meat 2 lb 1 lb 10 lb 30 lb 50 lb 150 lb 500 lb 1. Warhorses and such are often fed barley because it is easier to carry and more nutritious.000 lb Cost 2 sp 1 sp 2 sp 4 sp 1 gp 10 gp 1 sp 2 sp 5 sp 1 gp Lbs.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. and people will do almost anything to augment it. but animals only require 1% of their weight per day.Bulk Goods Food Hay is cheap.1 1 World of Prime © 2009 M C Planck 58 Ye Olde Shoppe www.000 lb 2. rice. 1 8 8 8 2 2 1 oz 1 oz 1 oz 1 oz Prepared Food Sausage Honey Butter Cheese Bread Pastry Trail rations (1 day) Cost 4 cp 1 sp 2 cp 4 cp 4 cp 1 sp 5 sp Lbs. Note that you must provide your own containers for these goods (except for bottled drinks). Humans and other medium-sized humanoids require at least 2 lb of oats. 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. but animals require 2% of their weight per day. Barley is more expensive.com Patric Mitchell (order #2310125) 1 . 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. or wheat per day.worldofprime. 1 1 1 1 1 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 1.000 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 10 gp 30 gp 3 sp 12 sp 2 gp 50 cp 50 sp 50 gp 12.008 gp 0.1 gp 0. ½ 1 ½ 1½ 5 1 ½ ¼ 1 1 3 1 2¼ 4½ 4½ 12 Precious materials Material Marble Coral Ivory Cost per lb 1 gp 10 gp 100 gp World of Prime © 2009 M C Planck 59 Ye Olde Shoppe www.5 gp Lbs.com Patric Mitchell (order #2310125) 1 .4 gp 0.5 gp 5 sp 5 gp 7.5 gp 5 gp 50 gp 100 gp 250 gp 250 gp Coin 0.006 gp 0.01 gp 0.worldofprime.004 gp 0.5 sp 1 gp 2.002 gp 0.2 gp 0.Metals Metal Iron Lead Tin Brass or bronze Copper Silver Gold Platinum Mithril Adamantium Cost per lb 0.3 gp 0.